people should try to read everything about 1.8 before complaining. just because you are not interested with it, it does not mean it's bad.
I've already seen that. Most of it doesn't impress me, like they added a bunch of commands and changed the block IDs so it's easier. And bug fixes. Not anything game-changing considering nearly a whole year it took. 1.7.2 took less time but actually brought us some impressive, cool stuff.
Shut up and stop complaining. I'm so sick of seeing this crap. Why is there always people that can't be happy with updates? Why make this thread? You people either complain that an update takes too long, or that there's way too many updates.
I've already seen that. Most of it doesn't impress me, like they added a bunch of commands and changed the block IDs so it's easier. And bug fixes. Not anything game-changing considering nearly a whole year it took. 1.7.2 took less time but actually brought us some impressive, cool stuff.
well, you might not consider fixing 391 bugs game changing, but I do.
And don't even get me started on the "optimization" that is making the game almost impossible to play on my old laptop that used to run 1.6.4 just fine.
Yeah, it is like every update since has increased resource demands exponentially, and I'm not kidding - generating a world in 1.7.x is about twice as slow as 1.6.x, and in turn 1.8 is about twice as slow as 1.7, over half a minute - there is sure something wrong when you can literally walk into ungenerated chunks (faster chunk loading doesn't help when the chunks themselves take that long to generate)!
And it isn't due to new content being added; my 1.6.4 mod which adds in many 1.7-1.8 features runs much faster than 1.7. I've even been able to optimize some things quite a bit, such has the generation of the new stones (the ore generator itself is pretty poorly optimized; it has a loop that executes (vein size) number of times, each pass generating an xyz sized area of blocks, which overlap a lot; by skipping every other pass for large veins (dirt/gravel/stones) I doubled performance with a minor reduction in vein size, with a much larger improvement for the stones by only changing metadata, not the whole block, amounting to nearly double the performance in terms of overall world generation time with 10x the normal amount of stones).
Not to mention chunk updates have become extremely resource intensive and the way they render stuff doesn't help - it is ridiculous that moving around can reduce FPS by up to 10 times! At least they got rid of the horrible lag spikes that I got in jungles in particular in 1.7.x, although that now translates to server lag which might as well be just as bad (try mining when it takes 10 seconds for a block to break), and convinces me that is why jungles were made so rare (they even removed large oak trees from most biomes in 1.7 - ironically, not jungles - due to lag; and oh, I found an easy way to stop their leaves from decaying, mostly because they look ugly, like they half-melted, when they decay; but no, they didn't bother trying to fix it).
Also, as for the customized world type, you'd have thought they would add more than just "yes/no" options for most features - as if Superflat didn't already allow you to configure many of them. Indeed, if MCP ever updates (as if they will before 1.9 is out; look at how long it took after 1.7, which made much smaller changes internally) to 1.8 I'll try adding in custom sliders for caves and structures, or at least add it to the preset string - shouldn't be that hard depending on what they did; if it was because they didn't want too many options, then what's with all those obscure noise scale, etc settings? Not to mention you can make a world that is mostly diamonds if you want (at least they allow you to pick one biome to generate; I'd just set it to plains, which produces small forests so you still have wood, to minimize world generation lag).
Yeah, it is like every update since has increased resource demands exponentially, and I'm not kidding - generating a world in 1.7.x is about twice as slow as 1.6.x, and in turn 1.8 is about twice as slow as 1.7, over half a minute - there is sure something wrong when you can literally walk into ungenerated chunks (faster chunk loading doesn't help when the chunks themselves take that long to generate)!
That would be an issue with your computer. Though framerates are lower and not nearly as stable as 1.7, world generation is definitely faster than it's ever been.
Back to the topic,
It is a psychological fact that there are going to be haters for everything. That's just a result of the human brain's ability to think independently. And it seems that the haters feel the need to speak out publicly, so they can shove their opinions down everybody's throat. The haters are just small voices amongst many satisfied people, its just the satisfied ones do not feel the need to speak out.
But topics like this do get old really fast, and really know how to put a damper on the excitement and anticipation of a new update. Out of the 16.5 million Minecraft players out there, most are satisfied with the updates. It's just - they play the game silently. They don't immediately go onto the forums and create a hate speech. They are enjoying what they have.
Newly Spawned: Baby. Out of the Water: Deep-Sea Diver. Tree Puncher: First Fight. Carpenter: Under The Carpet. StoneMiner:Newb. Coal Miner: Just Add Methane. Zombie Killer: Village Protector. Iron Miner: Burnt Hands.BudderGold Miner:Sky Army Stuck At Home: It's a nightmare Redstone Miner:Electrician.Diamond Miner: I'm rich! Lapis Lazuli Collector: Enchanting Time!
Well, it didn't necessarily take up a whole year, just 9 months. But even though they released a bunch of things for modders, it definitely shouldn't take that long.
That would be an issue with your computer. Though framerates are lower and not nearly as stable as 1.7, world generation is definitely faster than it's ever been.
So you get lower FPS but faster world generation (not loading of existing chunks, which IS much faster for me, but generating new ones)? I actually get higher FPS in 1.8 than any previous version - as long as I am standing still and a very peculiar issue isn't occurring (after a fixed number of frames there is a huge lag spike; even Optifine can't fix it, it occurs in 1.7 as well, and changing the FPS limit has no effect on the spike interval/frames; the only way to get rid of it is to pause the game and leave it running for a few minutes, after which it may go away and not return).
Also, I wonder how important the number of CPU cores/hyperthreading support is now that the game is more multithreaded; this might explain some of the issues as I only have a non-hyperthreaded dual-core CPU (worth noting that the multicore chunk loading option in Optifine causes lag spikes, so I leave it on Smooth; this may be due to thread conflict as the server and client already use two main threads in older versions; of note, versions before 1.3.1, before the client/server merge, don't run as well, which makes sense if they ran on one thread before).
Also, one more thing - memory usage is nuts, as indicated by used memory in the debug screen; it changes so fast it is crazy, so maybe it is also a memory bandwidth issue (I have 400 MHz dual-channel DDR (yes, just plain DDR) memory, obviously nothing compared to the 2000+ MHz DDR3 RAM that is out there nowadays). Of course, what would be causing such massive allocation of memory over older versions?
Seems like the new snapshots is causing a lot of load onto the CPU/RAM for some reason. ...
...RAM is also changing rapidly(and i mean real rapid, about 500MB a second)...
...This game can literally almost be used in high-end benchmarks.
For comparison, in 1.6.4 memory usage only increases by a few MB per second, eventually falling with the next garbage collection cycle; even flying in Creative and constantly generating and loading new chunks doesn't make it increase anywhere near that fast.
Not that it really matters since I don't play multiplayer (which would remove the server sided load though) and know how to mod the game.
So you get lower FPS but faster world generation (not loading of existing chunks, which IS much faster for me, but generating new ones)? I actually get higher FPS in 1.8 than any previous version - as long as I am standing still and a very peculiar issue isn't occurring (after a fixed number of frames there is a huge lag spike; even Optifine can't fix it, it occurs in 1.7 as well, and changing the FPS limit has no effect on the spike interval/frames; the only way to get rid of it is to pause the game and leave it running for a few minutes, after which it may go away and not return).
This sounds like a garbage collector issue (namely that the Java GC is stupid and will let a lot of garbage build up before collecting it all at once if you let it). Try changing your JVM arguments to -Xms512M -Xmx512M, and see if the problem persists. You can increase that to 768M if you're using a 32-bit texture pack. If this doesn't work then the only thing I can think of is lowering your chunk distance.
Also, while there were a good number of user visible feature's. most of this update was back-end improvements to support changes in future versions. Also, I'm pretty sure the customizable world generator is worth a major version number increase all by itself.
/execute @a ~ ~ ~ detect ~ ~-1 ~ minecraft:grass 0 say You are standing on grass. will make everyone who is standing on grass say that they are doing so
/execute @e[type=Chicken] ~ ~ ~ fill ~-1 ~-1 ~-1 ~1 ~1 ~1 minecraft:glass will create a small cube of glass around all chickens
Commands run using the /execute command pass their success value back to the command block running them
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, and outline to fill the outer layer of blocks and ignore the inner part
Example: /particle lava ~ ~1 ~ 1 1 1 0.5 50 normal @e[type=Chicken] will create 50 lava popping particles, centred one block above the block/entity running the command, spreading around a radius of 1 block, with a speed of 0.5, relative to all chickens in that world
The force argument can be set to force to display particles even if a player has his 'Particles' toggle set to Minimal or Decreased
/replaceitem entity @e[type=Zombie] slot.weapon minecraft:iron_sword 1 0 will give all the zombies iron swords
/replaceitem entity @p slot.hotbar.0 minecraft:fish 4 2 will put 4 clownfish in the players first hotbar slot
/replaceitem block ~ ~1 ~ slot.container.5 minecraft:redstone_block 1 0 will put a redstone block in the 6th slot of a container 1 block above the player
Alternative and more featureful way of interacting with CommandStats
Will update a scoreboard objective based on the number of entities/blocks which have been affected by the command, it updates the objective for the entity that ran the command, fake players can be used when run in a command block
After the mode there are currently 5 possible stats that can be updated: SuccessCount, AffectedBlocks, AffectedEntities, AffectedItems andQueryResult
For example: /stats entity @a set AffectedBlocks @a Test will update a scoreboard objective named 'Test' for all players whenever a command is performed relative to them, the objective will update by the number of blocks affected by the command since the stat was set to AffectedBlocks, this means if the command is /fill then it will update the objective for whoever is running the command (@a) by the number of blocks filled
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)
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
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
The command will increase the score based on the number of items/blocks/entities/successes
For example, a command block with this tag running a command which affects items (e.g. /give) will cause it to update the score based on the number of items given
Defines whether a written book is an "Original" a "Copy of Original" or a "Copy of a copy"
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 book generation 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.
Lock
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[2][/sup]
The lock can be completely removed utilizing the command /blockdata
NoAI
Disables an entity's AI
Entities without AI do not attack players or move or rotate on their own, and do not despawn, they also do not respond to gravity or collision with other mobs, but can still take damage, die, and ride other entities
PickupDelay
The number of ticks before an item entity can be picked up.
Set to 32767 for items that can't be picked up
rewardExp
Controls villagers giving xp for trading, set to true or false
SelectedItem
Contains the item data of the item currently held in the player's hand
Added to compact the process of testing if a player is holding a specific item
Previous method required nine commands in command blocks; now requires only one command
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.
Silent
Determines whether sound is produced by an entity, such as idle and hurt sounds. Setting to 1 disables sound
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
randomTickSpeed [value]
Controls how often a random tick occurs; random ticks influence how fast plants and crops grow, how fast pigmen spawn from portals, how fast farmland updates, how fast grass and mycelium grow and decay, etc...
If set to 0, random ticks never occur
reducedDebugInfo
Gamerule to enable/disable reduced information on the F3 debug screen
Op-only unlike the 'reduced debug info' toggle in multiplayer settings
Overrides 'reduced debug info' settings in clients
sendCommandFeedback
If set to false, player-run commands will not show a success message
showDeathMessages
Prevents death messages like "[player] fell out the world" from appearing in the chat
These are fake gamerules which don't actually affect your world, but can be used with /stats with the new QueryResults argument to update a scoreboard objective based on the value of that gamerule
The reset subcommand can reset all objectives for a player or reset a player's objectives one by one
Example: /scoreboard players reset @a anObjective will reset the scores of an objective named anObjective for all players in the world
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
The enable subcommand can be used to enable a trigger objective
Example: /scoreboard players enable aTrigger enables a trigger named aTrigger
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)
Testing for scores now also works in @e entity selector
Added scoreboard team property to disable name tag visibility: /scoreboard teams option <name> nametagVisibility with options hideForOtherTeam,hideForOwnTeam, never and always (default)
Added scoreboard team property to disable death messages: /scoreboard teams option <name> deathMessageVisibility with options never,hideForOtherTeams, hideForOwnTeam and always (default)
Command /scoreboard players can now filter by NBT data
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 18 customization options which affect whether generated structures will spawn in, as well as other environmental factors such as sea level. Some of these presets are Yes/No inputs or sliders.
Sea level height, toggles for cave, village, temple, ocean monument, 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 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, Coordiante 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
Each page has a button to randomize the various values and a button to reset to default values
Uses the 'generator-settings' string known from superflat presets for server.properties and world data
Generate structures button disappears when selected
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
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[6][/sup]
Can be worn as head gear - but only using commands
Over a quadrillion possible combinations
Crafted like a sign, just with one color of wool instead of planks
Can be stacked to 16
Most patterns are created by arranging dyes in certain ways around a banner on a crafting table
Additional patterns: creeper, skull & crossbones, brick, flower, curly border and Mojang logo - making these without dyes will result in a black pattern, use dyes to get different colors (items: creeper skull, wither skeleton skull, brick block, oxeye daisy, vines and enchanted golden apple)
Many patterns can be produced
Up to 6 layers of patterns possible
Can be placed on walls or on the ground (16 rotations possible)
Sway with the wind
Can be cloned by crafting them together with a blank banner
Armor stands are actually entities not blocks and can therefore can be summoned using /summon ArmorStand and put in minecarts
NBT tags can be used to create armor stands which are small (Small), invisible (Invisible), have arms (ShowArms), have disabled slots (DisabledSlots), have no base plate (NoBasePlate), have no gravity (NoGravity) and are in a preconfigured position (Pose)
They have many different skins similarly to horses and ocelots. They have 8 skins including: Black, White, Brown, Gold, Black & White, Salt & Pepper, Toast, and the Killer Rabbit of Caerbannog
Naming a rabbit spawn egg or name tag "Toast" will give rabbits a special skin as a memorial to user xyzen420's girlfriend's rabbit Toast
Very low rate of spawning as "The Killer Rabbit" (or the "The Killer Rabbit of Caerbannog")
1/1000 chance of spawning
This type of rabbit is hostile and will attack players within 4 blocks, deals 5 () in easy, 8 () in normal difficulty and 12 () in hard
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, and the variant state where applicable (eg. minecraft:cauldron[level=1])
Now shows whether you are facing the positive or negative x/z axis
Currently missing LC value and FL value.
F3 + B now also shows which direction entities are looking in using a blue line and their eye level using a red line
Now displays how many chunk sections are being rendered currently and how many chunk sections are out of view in percent, the OpenGL version, display size, vendor and GPU
"Vanilla" added to the version number. eg: "Minecraft 14w30b (14w30b/Vanilla)"
Presumably this will say something different if modded. Very few mods (or even APIs) currently exist for versions this recent.
F3 + H tooltips now show how many NBT tags an item has
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
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
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)
UUID
All player lists will now be converted to be UUID-based automatically
Performance
All dimensions are now handled in different threads
Rewrote chunk sorting
Ported over the visibility culling code from MCPE thereby limiting client render of obstructed world segments
Threaded chunk rebuilds
Rendering
Only transparent blocks will now render as transparent (eliminates the use of x-ray texture packs)
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
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
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
Example: /tellraw @a {selector:"@a[team=TeamRed]"} will print everyone who is on TeamRed
Can display entity tooltips when the action for hoverEvent is set to show_entity
Example: /tellraw @a {text:"Hover here",hoverEvent:{action:show_entity,value:"{type:'Zombie',name:'Dummy'}" }} will print a message will display the tooltip of a zombie named "dummy"
Has an another argument after that which can be daytime or gametime to check either the number of ticks since the start of the day or the number of ticks since the world was created, respectively
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
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
Made Creeper, Skeleton and Zombie Heads available in survival
Creepers, Skeletons, Wither Skeletons, and Zombies drop their heads when killed by charged creepers. Wither Skeletons continue to have heads as rare drops.
Note that a charged creeper explosions will not yield more than one mob head
Skulls worn on heads are now bigger so the 2nd skin layer no longer peaks through
Player and mob heads in inventories and held by mobs/players now display the actual head
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
When struck by lightning, villagers turn into witches
Now have a head slot where helmets or blocks can be applied
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
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
This is nowhere near a "crapload" for a years' worth of work. This is pathetic and amateur. How many mods were released during the last year that had MORE content and higher quality content? A lot.
how many of them were actually improving the game itself instead of adding random things? not a lot. you clearly don't like the update and you are probably smart enough to avoid doing something you won't like. which means you shouldn't worry about how long it takes to release the update.
mojang can just add random mobs, biomes, structures, items and ores, but it wouldn't matter, people like you, who doesn't even care about what they added or changed, would say there is too much needless things in the game and would keep complaining just to complain. some people are not smart enough to realise that just because they can't understand what it does, it doesn't mean that thing is bad. adding more doesn't make the game better at all.
and if people are going to reply "PEOPLE CAN HAVE THEIR OWN OPINIONS YOU ARE BASICALLY HITLER", don't bother. I'm smart enough to know that saying "they are nothing but bunch of pathetic amateurs" is not an option, it's an insult.
This is nowhere near a "crapload" for a years' worth of work. This is pathetic and amateur. How many mods were released during the last year that had MORE content and higher quality content? A lot.
Mods are inconsistent, unoptimized, and just an overall wreck. They feel extremely unstable and do a really good job at draining out the Minecraft feel.
So you get lower FPS but faster world generation (not loading of existing chunks, which IS much faster for me, but generating new ones)? I actually get higher FPS in 1.8 than any previous version - as long as I am standing still and a very peculiar issue isn't occurring (after a fixed number of frames there is a huge lag spike; even Optifine can't fix it, it occurs in 1.7 as well, and changing the FPS limit has no effect on the spike interval/frames; the only way to get rid of it is to pause the game and leave it running for a few minutes, after which it may go away and not return).
Also, I wonder how important the number of CPU cores/hyperthreading support is now that the game is more multithreaded; this might explain some of the issues as I only have a non-hyperthreaded dual-core CPU (worth noting that the multicore chunk loading option in Optifine causes lag spikes, so I leave it on Smooth; this may be due to thread conflict as the server and client already use two main threads in older versions; of note, versions before 1.3.1, before the client/server merge, don't run as well, which makes sense if they ran on one thread before).
Also, one more thing - memory usage is nuts, as indicated by used memory in the debug screen; it changes so fast it is crazy, so maybe it is also a memory bandwidth issue (I have 400 MHz dual-channel DDR (yes, just plain DDR) memory, obviously nothing compared to the 2000+ MHz DDR3 RAM that is out there nowadays). Of course, what would be causing such massive allocation of memory over older versions?
And no, it isn't just me:
For comparison, in 1.6.4 memory usage only increases by a few MB per second, eventually falling with the next garbage collection cycle; even flying in Creative and constantly generating and loading new chunks doesn't make it increase anywhere near that fast.
Not that it really matters since I don't play multiplayer (which would remove the server sided load though) and know how to mod the game.
System hardware probably has lots to do with it.
How do your specs compare?
Intel Core 2 Duo e8500 @ 3.16 ghz
Radeon HD 6670 2GB DDR3
6GB 1333mhz DDR3 RAM
Windows 7 Pro
To the topic again,
I do agree in the sense that it has taken a bit longer than it probably needed too. But the people who are complaining and saying that there is no useful content in the update are just being ignorant. Mojang has added quite a bit of useful content in 1.8 that was mostly suggested by the community. The ones complaining about the additions in the update just need something to hate on, so they choose that.
P.S. - Please take your hate elsewhere. No need for it here.
This sounds like a garbage collector issue (namely that the Java GC is stupid and will let a lot of garbage build up before collecting it all at once if you let it). Try changing your JVM arguments to -Xms512M -Xmx512M, and see if the problem persists. You can increase that to 768M if you're using a 32-bit texture pack. If this doesn't work then the only thing I can think of is lowering your chunk distance.
Also, while there were a good number of user visible feature's. most of this update was back-end improvements to support changes in future versions. Also, I'm pretty sure the customizable world generator is worth a major version number increase all by itself.
I've tried most of the usual suggestions; I also use the JVM arguments you suggested by default, plus -Xincgc and -Xss1024K (to avoid this issue; 1024K is the default stack size for 64 bit Java on Windows, 320K on 32 bit), but none of them work, including the fancy new default JVM arguments (presumably to optimize garbage collection for the game), and as I said it can somehow disappear after leaving the game for a while, and not come back.
Here are a couple screenshots showing the issue I am referring to, in 1.7.10 with Optifine to show the lagometer (Optifine has no effect as stated before, only reducing "normal" lag spikes); despite it showing 58 FPS in the first screenshot it looks a lot lower in-game due to the off-the-charts lag spikes, which also lower average FPS, moreso in 1.8. the second shows the effect of lowering the FPS limit down to 5 FPS; the spikes diminish and overall FPS stability improves (there is also an up-and-down oscillation in rendering time before I lower it, that by itself wouldn't be noticeable though) but they are still present, only hidden behind low overall FPS. Note also that the interval stays the same; in other words, they occur every fixed number of frames rendered; the lag spikes are also green, indicating rendering is the culprit, as opposed to chunk updates (red, not sure what the red is when I lower the FPS limit) or ticks (white):
The only other thing I can think of is that the game now uses version 2.9.1 of LWJGL (graphics/audio library), as opposed to 2.9.0 for 1.6.4, and based on threads like this certain versions can cause problems for some people.
If they are really going to optimize the game they need to make it like this; 60 FPS even with high chunk updates (and modded with newer features, as you can see by the ravine walls):
Of course, this is what happens when I try to use Fancy graphics in one of my modded Mega Taiga/Forest biomes (far more leaves than vanilla jungles, which also cause it to a lesser extent), probably because my graphics card runs out of dedicated memory (only 256 MB) but I don't see that as a problem (the Fast leaves look better to me anyway and Optifine can make grass look fancy, etc; 1.8 even made it permanent, not surprising as I never saw a difference) and running in full screen with nothing else running, as I usually do, gives me better performance (less VRAM used to render the desktop and other stuff; I had 6 other programs running when I did this):
However, I'm pretty sure VRAM isn't an issue with 1.7+ because this causes a huge, sudden drop in FPS (from around 30-50, still perfectly acceptable to me); it happens even in Fast in windowed mode without Advanced OpenGL on, which was removed in 1.8 but it doesn't seem to be a problem due to other rendering changes (though those changes cause FPS drops when moving due to chunk updates).
Also, this is the console output from flying to find a mega taiga biome; only once did the game have any problems, when I encountered the mega taiga biome, and flying in Creative puts a much higher strain on the game than walking in Survival:
2014-08-25 15:24:00 [SERVER] [INFO] Starting integrated minecraft server version 1.6.4
2014-08-25 15:24:00 [SERVER] [INFO] Generating keypair
[OptiFine] ViewRadius: 10, for: jp@4bffa1 (constructor)
[OptiFine] ViewRadius: 10, for: jp@be0cc7 (constructor)
[OptiFine] ViewRadius: 10, for: jp@1b2cb98 (constructor)
2014-08-25 15:24:01 [SERVER] [INFO] Preparing start region for level 0
2014-08-25 15:24:02 [SERVER] [INFO] Preparing spawn area: 78%
loading single player
2014-08-25 15:24:02 [SERVER] [INFO] PogomanMaster[/127.0.0.1:0] logged in with entity id 287 at (85.37123412596719, 39.0, 270.2388917785779)
2014-08-25 15:24:02 [SERVER] [INFO] PogomanMaster joined the game
Setting up custom skins
2014-08-25 15:24:03 [SERVER] [INFO] Saving and pausing game...
2014-08-25 15:24:03 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/Overworld
2014-08-25 15:24:04 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/Nether
2014-08-25 15:24:04 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/The End
2014-08-25 15:28:42 [SERVER] [INFO] [PogomanMaster: Set the time to 0]
2014-08-25 15:28:42 [CLIENT] [INFO] [CHAT] Set the time to 0
2014-08-25 15:30:57 [SERVER] [WARNING] Can't keep up! Did the system time change, or is the server overloaded?
2014-08-25 15:30:58 [CLIENT] [WARNING] Memory connection overburdened; after processing 2500 packets, we still have 586 to go!
2014-08-25 15:32:35 [SERVER] [INFO] Saving and pausing game...
2014-08-25 15:32:35 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/Overworld
2014-08-25 15:32:35 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/Nether
2014-08-25 15:32:35 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/The End
2014-08-25 15:33:40 [CLIENT] [INFO] [CHAT] Saved screenshot as 2014-08-25_15.33.40.png
2014-08-25 15:34:46 [SERVER] [INFO] Saving and pausing game...
2014-08-25 15:34:46 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/Overworld
2014-08-25 15:34:46 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/Nether
2014-08-25 15:34:46 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/The End
2014-08-25 15:34:54 [SERVER] [INFO] PogomanMaster lost connection: disconnect.quitting
2014-08-25 15:34:54 [SERVER] [INFO] PogomanMaster left the game
2014-08-25 15:34:54 [SERVER] [INFO] Stopping singleplayer server as player logged out
2014-08-25 15:34:54 [SERVER] [INFO] Stopping server
2014-08-25 15:34:54 [SERVER] [INFO] Saving players
2014-08-25 15:34:54 [SERVER] [INFO] Saving worlds
2014-08-25 15:34:54 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/Overworld
2014-08-25 15:34:55 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/Nether
2014-08-25 15:34:55 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/The End
2014-08-25 15:35:16 [CLIENT] [INFO] Stopping!
Meanwhile, is what happens when I try flying in 1.8:
[16:11:45] [Server thread/INFO]: PogomanMaster joined the game
[16:11:49] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 3558ms behind, skipping 71 tick(s)
[16:11:50] [Server thread/INFO]: PogomanMaster has just earned the achievement [Taking Inventory]
[16:11:51] [Client thread/INFO]: [CHAT] PogomanMaster has just earned the achievement [Taking Inventory]
[16:14:26] [Client thread/INFO]: [CHAT] Saved screenshot as 2014-08-25_16.14.26.png
[16:14:35] [Server thread/INFO]: Saving and pausing game...
[16:14:35] [Server thread/INFO]: Saving chunks for level 'World1-18pre2'/Overworld
[16:14:39] [Server thread/INFO]: Saving chunks for level 'World1-18pre2'/Nether
[16:14:39] [Server thread/INFO]: Saving chunks for level 'World1-18pre2'/The End
[16:14:39] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 53963ms behind, skipping 1079 tick(s)
The real kicker is what happens after I stopped moving; I don't notice block lag (switched to Survival to test) but the server still puts out can't keep up warnings:
[16:18:40] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2989ms behind, skipping 59 tick(s)
[16:19:15] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 18525ms behind, skipping 370 tick(s)
[16:19:19] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 3726ms behind, skipping 74 tick(s)
[16:19:54] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 14713ms behind, skipping 294 tick(s)
[16:20:02] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2555ms behind, skipping 51 tick(s)
[16:20:22] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 6223ms behind, skipping 124 tick(s)
[16:20:44] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 9590ms behind, skipping 191 tick(s)
[16:20:55] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 3011ms behind, skipping 60 tick(s)
[16:21:11] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2996ms behind, skipping 59 tick(s)
[16:21:43] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 12708ms behind, skipping 254 tick(s)
[16:21:50] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 4020ms behind, skipping 80 tick(s)
[16:22:08] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 4097ms behind, skipping 81 tick(s)
[16:22:09] [Server thread/INFO]: [PogomanMaster: Set own game mode to Survival Mode]
[16:22:09] [Client thread/INFO]: [CHAT] Your game mode has been updated
[16:22:25] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 4307ms behind, skipping 86 tick(s)
Here's a comparison of average tick times between modded 1.6.4 and 1.8-pre2, both after standing in the same spot for a minute; based on this the latter uses 9 times more resources, and that while I was still in that mega taiga biome!
I should also note that there were twice as many entities in 1.6.4 due to the render distance-mob spawning issue in 1.7.4 and later; I can fix this by forcing the server to load a minimum of 10 chunks out but then server lag is worse; 1.6.4 always loads this many chunks (21x21 for 441 total), compared to 17x17 (289) for a render/view distance of 8 - so 1.8-pre2 is really MUCH more than 9 times more resource intensive (granted, not all of those 441 chunks are actively being updated but the active area is limited on lower view distances, and more entities = more processing time).
Yes please people before complaining about the update go see what is being added and why it took so long.
My DerpChannel-I MEAN YouTube channel! --> https://www.youtube.com/channel/UCMJmGoqgWEh96OmoRFKO60w
Yep.
I've already seen that. Most of it doesn't impress me, like they added a bunch of commands and changed the block IDs so it's easier. And bug fixes. Not anything game-changing considering nearly a whole year it took. 1.7.2 took less time but actually brought us some impressive, cool stuff.
well, you might not consider fixing 391 bugs game changing, but I do.
Miner's nightmare preset
Miner's nightmare preset (original terrain)
Killing the Ender Dragon, no damage (no armor/potions/enchantments/pumpkin)
Yeah, it is like every update since has increased resource demands exponentially, and I'm not kidding - generating a world in 1.7.x is about twice as slow as 1.6.x, and in turn 1.8 is about twice as slow as 1.7, over half a minute - there is sure something wrong when you can literally walk into ungenerated chunks (faster chunk loading doesn't help when the chunks themselves take that long to generate)!
And it isn't due to new content being added; my 1.6.4 mod which adds in many 1.7-1.8 features runs much faster than 1.7. I've even been able to optimize some things quite a bit, such has the generation of the new stones (the ore generator itself is pretty poorly optimized; it has a loop that executes (vein size) number of times, each pass generating an xyz sized area of blocks, which overlap a lot; by skipping every other pass for large veins (dirt/gravel/stones) I doubled performance with a minor reduction in vein size, with a much larger improvement for the stones by only changing metadata, not the whole block, amounting to nearly double the performance in terms of overall world generation time with 10x the normal amount of stones).
Not to mention chunk updates have become extremely resource intensive and the way they render stuff doesn't help - it is ridiculous that moving around can reduce FPS by up to 10 times! At least they got rid of the horrible lag spikes that I got in jungles in particular in 1.7.x, although that now translates to server lag which might as well be just as bad (try mining when it takes 10 seconds for a block to break), and convinces me that is why jungles were made so rare (they even removed large oak trees from most biomes in 1.7 - ironically, not jungles - due to lag; and oh, I found an easy way to stop their leaves from decaying, mostly because they look ugly, like they half-melted, when they decay; but no, they didn't bother trying to fix it).
Also, as for the customized world type, you'd have thought they would add more than just "yes/no" options for most features - as if Superflat didn't already allow you to configure many of them. Indeed, if MCP ever updates (as if they will before 1.9 is out; look at how long it took after 1.7, which made much smaller changes internally) to 1.8 I'll try adding in custom sliders for caves and structures, or at least add it to the preset string - shouldn't be that hard depending on what they did; if it was because they didn't want too many options, then what's with all those obscure noise scale, etc settings? Not to mention you can make a world that is mostly diamonds if you want (at least they allow you to pick one biome to generate; I'd just set it to plains, which produces small forests so you still have wood, to minimize world generation lag).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
That would be an issue with your computer. Though framerates are lower and not nearly as stable as 1.7, world generation is definitely faster than it's ever been.
Back to the topic,
It is a psychological fact that there are going to be haters for everything. That's just a result of the human brain's ability to think independently. And it seems that the haters feel the need to speak out publicly, so they can shove their opinions down everybody's throat. The haters are just small voices amongst many satisfied people, its just the satisfied ones do not feel the need to speak out.
But topics like this do get old really fast, and really know how to put a damper on the excitement and anticipation of a new update. Out of the 16.5 million Minecraft players out there, most are satisfied with the updates. It's just - they play the game silently. They don't immediately go onto the forums and create a hate speech. They are enjoying what they have.
Newly Spawned: Baby. Out of the Water: Deep-Sea Diver. Tree Puncher: First Fight. Carpenter: Under The Carpet. Stone Miner: Newb. Coal Miner: Just Add Methane. Zombie Killer: Village Protector. Iron Miner: Burnt Hands.
BudderGold Miner: Sky Army Stuck At Home: It's a nightmare Redstone Miner: Electrician. Diamond Miner: I'm rich! Lapis Lazuli Collector: Enchanting Time!/www.danasoft.com"><img%20src="http:/www.danasoft.com/citysign.jpg"%20border="0"></a><p><div%20style="font-family:Arial,sans-serif;font-size:11px;">Sign%20by%20Danasoft%20-%20<a%20href="http:/www.danasoft.com">Get%20Your%20Sign</a></p></div>" width="" height="" alt="" />
So you get lower FPS but faster world generation (not loading of existing chunks, which IS much faster for me, but generating new ones)? I actually get higher FPS in 1.8 than any previous version - as long as I am standing still and a very peculiar issue isn't occurring (after a fixed number of frames there is a huge lag spike; even Optifine can't fix it, it occurs in 1.7 as well, and changing the FPS limit has no effect on the spike interval/frames; the only way to get rid of it is to pause the game and leave it running for a few minutes, after which it may go away and not return).
Also, I wonder how important the number of CPU cores/hyperthreading support is now that the game is more multithreaded; this might explain some of the issues as I only have a non-hyperthreaded dual-core CPU (worth noting that the multicore chunk loading option in Optifine causes lag spikes, so I leave it on Smooth; this may be due to thread conflict as the server and client already use two main threads in older versions; of note, versions before 1.3.1, before the client/server merge, don't run as well, which makes sense if they ran on one thread before).
Also, one more thing - memory usage is nuts, as indicated by used memory in the debug screen; it changes so fast it is crazy, so maybe it is also a memory bandwidth issue (I have 400 MHz dual-channel DDR (yes, just plain DDR) memory, obviously nothing compared to the 2000+ MHz DDR3 RAM that is out there nowadays). Of course, what would be causing such massive allocation of memory over older versions?
And no, it isn't just me:
For comparison, in 1.6.4 memory usage only increases by a few MB per second, eventually falling with the next garbage collection cycle; even flying in Creative and constantly generating and loading new chunks doesn't make it increase anywhere near that fast.
Not that it really matters since I don't play multiplayer (which would remove the server sided load though) and know how to mod the game.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
This sounds like a garbage collector issue (namely that the Java GC is stupid and will let a lot of garbage build up before collecting it all at once if you let it). Try changing your JVM arguments to -Xms512M -Xmx512M, and see if the problem persists. You can increase that to 768M if you're using a 32-bit texture pack. If this doesn't work then the only thing I can think of is lowering your chunk distance.
Also, while there were a good number of user visible feature's. most of this update was back-end improvements to support changes in future versions. Also, I'm pretty sure the customizable world generator is worth a major version number increase all by itself.
Even better! There is MORE lag!!! *hears claps in the background and cheering*
Heres the ACTUAL changelog
General
SplashesNo more global difficulty option
- Prevents accidentally changing the difficulty when joining the 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
Can toggle cape and skin layers from here
'Reduced debug info' toggle to enable/disable reduced information on the F3 debug screen
Alternative Block toggle
- Use VBOs toggle
- Anisotropic filtering has been removed
- Render distance slider now goes up to 32 when using 64-bit Java
- Removed Advanced OpenGL
Can disable/enable (weighted) alternative block models
When turned off, the least complex highest priority model will always be used for each block
Can enable/disable vertex buffer objects
- May offer a ~10% performance increase when set to ON
Requires 2 GB of allocated RAM
Is applied when spectating from the perspective of a creeper
- Can also be applied using Super Secret Settings
Is applied when spectating from the perspective of a spider
- Can also be applied using Super Secret Settings
Obtained by crafting an enchanted golden apple
- Requires first obtaining Getting an Upgrade
Gameplay
Target selectorsTargets 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
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>
Clones all the blocks (not entities) from a given area to a different given area
- Up to 32768 blocks can be copied 32[sup]3[/sup]
- The clone can be replace , masked or filtered
- It can additionally be move , force or 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
replace will copy every block (the default behavior)
- masked will only copy non-air blocks
- filtered will only remove unnecessary blocks
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
- normal only needs to be specified if using filtered
Works similarly to /blockdata but can be targeted to entities
- Usage: /entitydata <entity> <dataTag>
Does not work on players
Allows commands to be run from the position of specified entities
- A detect argument allows the /execute command to run only if a block is detected at a specific location relative to the target
- Usage:
- Example:
- Commands run using the /execute command pass their success value back to the command block running them
/execute <entity> <x> <y> <z> <command…>
- /execute <entity> <x> <y> <z> detect <x2> <y2> <z2> <block> <data> <command…>
/execute @a ~ ~ ~ detect ~ ~-1 ~ minecraft:grass 0 say You are standing on grass. will make everyone who is standing on grass say that they are doing so
- /execute @e[type=Chicken] ~ ~ ~ fill ~-1 ~-1 ~-1 ~1 ~1 ~1 minecraft:glass will create a small cube of glass around all chickens
Fills a given volume with a specified block
- Up to 32768 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, and 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 will fill the given area with pink wool
- 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]
Spawns particles in a given area
- Usage: /particle <name> <x> <y> <z> <xd> <yd> <zd> <speed> [count] [force] [player:entity]
- Example: /particle lava ~ ~1 ~ 1 1 1 0.5 50 normal @e[type=Chicken] will create 50 lava popping particles, centred one block above the block/entity running the command, spreading around a radius of 1 block, with a speed of 0.5, relative to all chickens in that world
- The force argument can be set to force to display particles even if a player has his 'Particles' toggle set to Minimal or Decreased
- 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, barrier, iconcrack_(ID),blockcrack_(ID), blockdust_(ID)_(DATA), droplet, take, mobappearance
It can also be relative to entities
Can replace items in any inventory, including the inventories of mobs such as zombies
- Usage:
- Example:
/replaceitem entity <entity> <slot> <item> [amount] [data value]
- /replaceitem block <x> <y> <z> <slot> <item> [amount] [data value]
/replaceitem entity @e[type=Zombie] slot.weapon minecraft:iron_sword 1 0 will give all the zombies iron swords
- /replaceitem entity @p slot.hotbar.0 minecraft:fish 4 2 will put 4 clownfish in the players first hotbar slot
- /replaceitem block ~ ~1 ~ slot.container.5 minecraft:redstone_block 1 0 will put a redstone block in the 6th slot of a container 1 block above the player
Usage:
/stats entity <selector> <mode>
- /stats block [x] [y] [z] <mode>
- Alternative and more featureful way of interacting with CommandStats
Will update a scoreboard objective based on the number of entities/blocks which have been affected by the command, it updates the objective for the entity that ran the command, fake players can be used when run in a command block
- After the mode there are currently 5 possible stats that can be updated: SuccessCount, AffectedBlocks, AffectedEntities, AffectedItems andQueryResult
- For example: /stats entity @a set AffectedBlocks @a Test will update a scoreboard objective named 'Test' for all players whenever a command is performed relative to them, the objective will update by the number of blocks affected by the command since the stat was set to AffectedBlocks, this means if the command is /fill then it will update the objective for whoever is running the command (@a) by the number of blocks filled
Compares two areas of a world
- The mode can be set to all or masked, all is the default while masked will ignore air
- Usage: /testforblocks <x1> <y1> <z1> <x2> <y2> <z2> [mode]
- Example: /testforblocks 100 64 100 107 69 107 0 64 0 masked
Can make text display on a players screen in the form of a title and/or subtitle using JSON
- /title @a times <fadeIn> <stay> <fadeOut>
- /title @a title <raw json message>
- /title @a subtitle <raw json message>
- /title @a clear
- /title @a reset
Set the fade in time, the stay on screen time and the fade out time for the title
Set and start showing the title and subtitle
Set the subtitle (optional)
Clear titles immediately
Reset all title parameters to defaults (fade times)
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
- Mostly for use with /tellraw
- Usage: /trigger <objective> <add:set> <value>
/scoreboard players enable <player> <trigger> will enable the specified player to use the specified trigger objective
- Trigger availability is stored per player, per trigger
- Disabled after the trigger has been used (must be re-enabled to use the trigger again)
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
/worldborder <set,add,center,damage,warning,get>
/worldborder set <sizeInBlocks> <timeInSeconds>
- /worldborder add <sizeInBlocks> <timeInSeconds>
- /worldborder center <x> <z>
- /worldborder damage <buffer|amount>
- /worldborder warning <time|distance>
- /worldborder get
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
Adds blocks to the current size of the world border. Can use negative (-) numbers to subtract the size of the border
Sets the center of where the border will be placed.
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
Allows you to customise how far you have to be or the time for how long it takes to activate the world border warning
Tells the player running the command the current width of the world border
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"}}
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.
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.
Allows a command block or sign to increase a certain score in the scoreboard when it runs successfully
- Usage: {CommandStats:{AffectedItemsName:"playername", AffectedItemsObjective:"objective", AffectedBlocksName:"playername", AffectedBlocksObjective:"objective", AffectedEntitiesName:"playername", AffectedEntitiesObjective:"objective", SuccessCountName:"playername", SuccessCountObjective:"objective"}}
The command will increase the score based on the number of items/blocks/entities/successes
- For example, a command block with this tag running a command which affects items (e.g. /give) will cause it to update the score based on the number of items given
Defines whether a written book is an "Original" a "Copy of Original" or a "Copy of a copy"
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 book generation 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.
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[2][/sup]
- The lock can be completely removed utilizing the command /blockdata
Disables an entity's AI
- Entities without AI do not attack players or move or rotate on their own, and do not despawn, they also do not respond to gravity or collision with other mobs, but can still take damage, die, and ride other entities
The number of ticks before an item entity can be picked up.
- Set to 32767 for items that can't be picked up
Controls villagers giving xp for trading, set to true or false
Contains the item data of the item currently held in the player's hand
- Added to compact the process of testing if a player is holding a specific item
Previous method required nine commands in command blocks; now requires only one command
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.
Determines whether sound is produced by an entity, such as idle and hurt sounds. Setting to 1 disables sound
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
Controls how often a random tick occurs; random ticks influence how fast plants and crops grow, how fast pigmen spawn from portals, how fast farmland updates, how fast grass and mycelium grow and decay, etc...
- If set to 0, random ticks never occur
Gamerule to enable/disable reduced information on the F3 debug screen
- Op-only unlike the 'reduced debug info' toggle in multiplayer settings
- Overrides 'reduced debug info' settings in clients
If set to false, player-run commands will not show a success message
Prevents death messages like "[player] fell out the world" from appearing in the chat
These are fake gamerules which don't actually affect your world, but can be used with /stats with the new QueryResults argument to update a scoreboard objective based on the value of that gamerule
- Declare using /gamerule <newRuleName> <value>
- Access using /gamerule <newRuleName>
Detects how many cm the player has moved while crouching
Detects how many cm the player has moved while sprinting
Detects how much time has passed (in ticks) since the player's last death
Detects how many times the player has talked to villagers
Detects how many times the player has traded with villagers
Acts like the dummy criteria
- Mostly for use with /tellraw
This will also affect people who have not yet joined the world
The reset subcommand can reset all objectives for a player or reset a player's objectives one by one
- The operation subcommand can apply arithmetic operation to scores (+ – * / % < > =) and accumulate player scores
- The test subcommand can be used to test if a scoreboard value is between a min and a max value
- The enable subcommand can be used to enable a trigger objective
Example: /scoreboard players reset @a anObjective will reset the scores of an objective named anObjective for all players in the world
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
Example: /scoreboard players test #global anObjective 12 19 checks whether the global score of the given objective is between 12 and 19, inclusive
Example: /scoreboard players enable aTrigger enables a trigger named aTrigger
Example: /scoreboard objectives setdisplay sidebar.team.yellow anotherObjective (referring to team color, not team name)
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
- Player selectors (in commands) will target spectators
- Spectators are not noticed by mobs, and do not trigger spawners or spawning
- Only the Void and /kill can damage a spectator
The HUD is disabled, except for the crosshairs when looking at a mob.
A spectator's presence keeps a mob from despawning
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
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
- Viewing oneself using F5 shows the entity
- Pressing the Dismount key (⇧ Shift by default) returns the player to flying mode
Creepers apply the new creeper.json shader
- Endermen apply the invert.json shader
- Spiders and Cave Spiders apply the new spider.json shader
Spectators can see other spectators
- Invisible players and mobs appear visible, but translucent
- An optional hotkey to show outlines on players whilst spectating
Appear as a translucent disembodied head
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)
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
Are created when a sponge soaks up water
Shows up on one's screen when near an Elder Guardian
Allows the player to move faster in water
- Can be applied only to boots
- Can go up to level III
World Generation
UndergroundSlightly larger size and abundance than gravel
- Pockets don't reduce ore frequency, since ores can generate inside these pockets
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
- Page 2: customizes the ore distribution for dirt, gravel, granite, diorite, andesite, coal, iron, gold, redstone, diamond and lapis
- Page 3 & 4: Expert customization of the terrain generation
There are 18 customization options which affect whether generated structures will spawn in, as well as other environmental factors such as sea level. Some of these presets are Yes/No inputs or sliders.
Sea level height, toggles for cave, village, temple, ocean monument, 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
Rarity, height range and vein size
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, Coordiante scale, Depth base size, Depth noise exponent, Depth noise scale
Water World, Isle Land, Caver's Delight, Mountain Madness, Drought, Caves of Chaos, Good Luck
Other world options are not available
- Only Spectator mode can be enabled
This includes all possible states of redstone wire, fire, tripwire, stairs, etc.
- They are arranged in a grid across height y=70, with a barrier floor at y=60
- Every block state generates only once
Blocks and Items
DioriteAll 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
Chiseled variant has a wither pattern to complement the normal creeper pattern
- Slabs have (like stone and sandstone) a smooth variant
- Comes as a smooth double slab - minecraft:double_stone_slab2:8
When smelted, they will fill empty buckets in the 'fuel' slot with water if possible
Bounce rebound velocity is scaled by impact velocity, can reach up to 60%
- Currently does not affect item entities
Can be crafted back into 9 slime balls
Connected to normal pistons, slime blocks will only push blocks, but not pull them
- Coded by KaboPC and Panda4994[4][/sup][5][/sup]
- 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
Different types can connect to each other
- Original fence renamed to oak fence
Different types can connect to each other
- Original fence gate renamed to oak fence gate
Different types of doors have different textures, with some types having no windows
- Door recipes now require all 6 wood to be the same type
Armor can be right-clicked to be applied to the armor stand and can be applied by dispensers
- Armor can be applied by dispensers aimed at any part of the Stand
- Armor can be removed by right-clicking on the piece of armor you want to remove
- Can render enchanted and dyed armor
- Can use pick-block on armor stands (will give the stand not the armor equipped)
This makes it the best food in the game other than golden carrots
Can transfer redstone signals and allows blocks to be placed on it
Appears to be rendered as particles; always facing the player
Mobs
EndermitesNaming a rabbit spawn egg or name tag "Toast" will give rabbits a special skin as a memorial to user xyzen420's girlfriend's rabbit Toast
- Very low rate of spawning as "The Killer Rabbit" (or the "The Killer Rabbit of Caerbannog")
1/1000 chance of spawning
- This type of rabbit is hostile and will attack players within 4 blocks, deals 5 () in easy, 8 () in normal difficulty and 12 () in hard
- A reference to the movie Monty Python and the Holy Grail
- It is white with bloodshot eyes, and blood on its legs and mouth
- Automatically spawns with a name tag titled 'The Killer Rabbit'
- It can be directly spawned in with the command /summon Rabbit ~ ~ ~ {RabbitType:99}
Changes
General
SplashesPlayer rotation is now displayed for the vertical angle as well as the horizontal one
Increases by 1 every dawn
Peaceful - 0.00, Easy - 0.75, Normal - 1.50, Hard - 2.25
Looking at all blocks shows you the state of the block, and the variant state where applicable (eg. minecraft:cauldron[level=1])
Presumably this will say something different if modded. Very few mods (or even APIs) currently exist for versions this recent.
Example: id:"minecraft:stone"
- In scoreboards, the format is minecraft.block.stone
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.
Rewrote chunk sorting
- Ported over the visibility culling code from MCPE thereby limiting client render of obstructed world segments
- Threaded chunk rebuilds
Several blocks in the game are rendered differently using the new block models.
The cauldron's feet are cubes instead of faces.
- Grass blocks, dirt, sand, red sand, stone, Netherrack, bedrock, and TNT all have their top texture randomly rotated
Many items's model is rotated 90 degrees in the inventory and in hand.
Example: .minecraft/saves/TheMapWithTheThing/resources.zip
Alex is Steve but with 3-pixel wide arms
- There will be a choice to select fat or thin arms on minecraft.net/profile in the future
- Custom skins are still only 4-pixel wide arms
- If you don't have a custom skin yet, you are randomly assigned Steve or Alex based on your random user ID
Dimensions for the file are now 64×64
Overlays are called hat, jacket, sleeves and pants legs
Cape visibility is now toggled from here
- You can toggle the visibility of overlays, independent for each limb/body part
Up and down arrows to move the servers' order.
- Third button is to join the server.
Resembles the unknown resource pack icon.
Gameplay
EnchantingFor 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
Offers will be less random and probably more useful
- Villagers start out with 2-4 trades unlocked
- Trades are now unlocked more freely
- Existing villagers will not be affected
Trading any offer will unlock up to 3 new trades or reactivate old ones
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
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
Can now be run in single player
- New arguments for debug /debug debug <start stop chunk> [<x> <y> <z>]
- x/y/z are required and valid only for chunk mode
- May be removed, as the command was supposed to be dev only[12][/sup]
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 is not given, defaults to false
Can now be followed by a target selector
- Example: /kill @e[type=!Player]
Now lists all entity using @e.
- Example: /say @e[r=500] will list all the entities in your world within a 500 block radius
/summon command can now summon lightning using /summon LightningBolt
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
- Can now insert values from scoreboards into messages
- Now has a selector argument
- Can display entity tooltips when the action for hoverEvent is set to show_entity
Example: /tellraw @a {text:"CLICK",insertion:"This is a test"}
Example: /tellraw @p {text:"Have ",extra:[{score:{name:"Searge",objective:"reward"}},{text:" diamonds"}]}
Allows to print player's names
- Example: /tellraw @a {selector:"@a[team=TeamRed]"} will print everyone who is on TeamRed
Example: /tellraw @a {text:"Hover here",hoverEvent:{action:show_entity,value:"{type:'Zombie',name:'Dummy'}" }} will print a message will display the tooltip of a zombie named "dummy"
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}
Can now test for partial matches of NBT lists
/time query <value> argument to check the tie
Has an another argument after that which can be daytime or gametime to check either the number of ticks since the start of the day or the number of ticks since the world was created, respectively
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
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
A radius of 0 works for exact block positions
Example: @a[rxm=-15,rx=15,rym=-45,ry=45], /say @a[rx=30], don't look down!
Can now be set to -32768 for items that never despawn
Now work on all entities
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.
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
Custom tags will remain even if the items NBT is changed in-game. (i.e. by renaming)
Example: /enchant @a minecraft:looting 3
- Example: /effect @a minecraft:speed 10 10
World Generation
VillagesOnly 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
Blocks and Items
SpongeWater particles appear around the Sponge when this happens
Making it feed into multiple stained glass blocks/panes will combine the colors
Beds did display the cracking animation previously, but not on their top and bottom
Applies to both doors and iron doors
Therefore, Wooden Doors have been renamed to Oak Doors
Note that a charged creeper explosions will not yield more than one mob head
Signal strength is as follows: 0: empty; 1: item; 2: item rotated once; 3: item rotated twice; ...; 8: item rotated 7 times
Will only place them if the body of the golem or wither is already built
Reaches full strength at the opposite time than it would when set to normal
- This can allow for a light that turns on at night rather than day without the need of a NOT gate
They will lose all velocity after a few blocks and slowly fall
- Fire Arrows will be extinguished
Mobs
All mobsThe 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
Villagers will now harvest, collect and replant grown potato, carrot and wheat crops
- Villagers will craft wheat into bread
- Villagers will share food with fellow villagers
This does not affect the orientation of the spawned mob
See? Thats a crapload of stuff.
Alot of it I don't know how to use, but I will one day, plus this brings us closer to API!This was worth the wait and has a lot of stuff that I am looking foward to using.
Badprenup said:
"Ignore the people saying that [x] will be the end of Minecraft and that [developer] is basically Satan + Hitler."
Dude the female body model is a glitch in the pre release. AND ALSO it's going to be OPTIONAL to use the model or not.
My DerpChannel-I MEAN YouTube channel! --> https://www.youtube.com/channel/UCMJmGoqgWEh96OmoRFKO60w
Yep.
Oh no, how terrible!
how many of them were actually improving the game itself instead of adding random things? not a lot. you clearly don't like the update and you are probably smart enough to avoid doing something you won't like. which means you shouldn't worry about how long it takes to release the update.
mojang can just add random mobs, biomes, structures, items and ores, but it wouldn't matter, people like you, who doesn't even care about what they added or changed, would say there is too much needless things in the game and would keep complaining just to complain. some people are not smart enough to realise that just because they can't understand what it does, it doesn't mean that thing is bad. adding more doesn't make the game better at all.
and if people are going to reply "PEOPLE CAN HAVE THEIR OWN OPINIONS YOU ARE BASICALLY HITLER", don't bother. I'm smart enough to know that saying "they are nothing but bunch of pathetic amateurs" is not an option, it's an insult.
Miner's nightmare preset
Miner's nightmare preset (original terrain)
Killing the Ender Dragon, no damage (no armor/potions/enchantments/pumpkin)
I think you're forgetting the optimizations that they did with the game.
#BAUM4EXILE2014
:^)
HELP CAPSLOCK KEY FELL OFF IT SWITCHES ON AND OFF, HELP PLS.
Mods are inconsistent, unoptimized, and just an overall wreck. They feel extremely unstable and do a really good job at draining out the Minecraft feel.
System hardware probably has lots to do with it.
How do your specs compare?
Intel Core 2 Duo e8500 @ 3.16 ghz
Radeon HD 6670 2GB DDR3
6GB 1333mhz DDR3 RAM
Windows 7 Pro
To the topic again,
I do agree in the sense that it has taken a bit longer than it probably needed too. But the people who are complaining and saying that there is no useful content in the update are just being ignorant. Mojang has added quite a bit of useful content in 1.8 that was mostly suggested by the community. The ones complaining about the additions in the update just need something to hate on, so they choose that.
P.S. - Please take your hate elsewhere. No need for it here.
I've tried most of the usual suggestions; I also use the JVM arguments you suggested by default, plus -Xincgc and -Xss1024K (to avoid this issue; 1024K is the default stack size for 64 bit Java on Windows, 320K on 32 bit), but none of them work, including the fancy new default JVM arguments (presumably to optimize garbage collection for the game), and as I said it can somehow disappear after leaving the game for a while, and not come back.
Here are a couple screenshots showing the issue I am referring to, in 1.7.10 with Optifine to show the lagometer (Optifine has no effect as stated before, only reducing "normal" lag spikes); despite it showing 58 FPS in the first screenshot it looks a lot lower in-game due to the off-the-charts lag spikes, which also lower average FPS, moreso in 1.8. the second shows the effect of lowering the FPS limit down to 5 FPS; the spikes diminish and overall FPS stability improves (there is also an up-and-down oscillation in rendering time before I lower it, that by itself wouldn't be noticeable though) but they are still present, only hidden behind low overall FPS. Note also that the interval stays the same; in other words, they occur every fixed number of frames rendered; the lag spikes are also green, indicating rendering is the culprit, as opposed to chunk updates (red, not sure what the red is when I lower the FPS limit) or ticks (white):
The only other thing I can think of is that the game now uses version 2.9.1 of LWJGL (graphics/audio library), as opposed to 2.9.0 for 1.6.4, and based on threads like this certain versions can cause problems for some people.
If they are really going to optimize the game they need to make it like this; 60 FPS even with high chunk updates (and modded with newer features, as you can see by the ravine walls):
Of course, this is what happens when I try to use Fancy graphics in one of my modded Mega Taiga/Forest biomes (far more leaves than vanilla jungles, which also cause it to a lesser extent), probably because my graphics card runs out of dedicated memory (only 256 MB) but I don't see that as a problem (the Fast leaves look better to me anyway and Optifine can make grass look fancy, etc; 1.8 even made it permanent, not surprising as I never saw a difference) and running in full screen with nothing else running, as I usually do, gives me better performance (less VRAM used to render the desktop and other stuff; I had 6 other programs running when I did this):
However, I'm pretty sure VRAM isn't an issue with 1.7+ because this causes a huge, sudden drop in FPS (from around 30-50, still perfectly acceptable to me); it happens even in Fast in windowed mode without Advanced OpenGL on, which was removed in 1.8 but it doesn't seem to be a problem due to other rendering changes (though those changes cause FPS drops when moving due to chunk updates).
Also, this is the console output from flying to find a mega taiga biome; only once did the game have any problems, when I encountered the mega taiga biome, and flying in Creative puts a much higher strain on the game than walking in Survival:
2014-08-25 15:24:00 [SERVER] [INFO] Starting integrated minecraft server version 1.6.4
2014-08-25 15:24:00 [SERVER] [INFO] Generating keypair
[OptiFine] ViewRadius: 10, for: jp@4bffa1 (constructor)
[OptiFine] ViewRadius: 10, for: jp@be0cc7 (constructor)
[OptiFine] ViewRadius: 10, for: jp@1b2cb98 (constructor)
2014-08-25 15:24:01 [SERVER] [INFO] Preparing start region for level 0
2014-08-25 15:24:02 [SERVER] [INFO] Preparing spawn area: 78%
loading single player
2014-08-25 15:24:02 [SERVER] [INFO] PogomanMaster[/127.0.0.1:0] logged in with entity id 287 at (85.37123412596719, 39.0, 270.2388917785779)
2014-08-25 15:24:02 [SERVER] [INFO] PogomanMaster joined the game
Setting up custom skins
2014-08-25 15:24:03 [SERVER] [INFO] Saving and pausing game...
2014-08-25 15:24:03 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/Overworld
2014-08-25 15:24:04 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/Nether
2014-08-25 15:24:04 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/The End
2014-08-25 15:28:42 [SERVER] [INFO] [PogomanMaster: Set the time to 0]
2014-08-25 15:28:42 [CLIENT] [INFO] [CHAT] Set the time to 0
2014-08-25 15:30:57 [SERVER] [WARNING] Can't keep up! Did the system time change, or is the server overloaded?
2014-08-25 15:30:58 [CLIENT] [WARNING] Memory connection overburdened; after processing 2500 packets, we still have 586 to go!
2014-08-25 15:32:35 [SERVER] [INFO] Saving and pausing game...
2014-08-25 15:32:35 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/Overworld
2014-08-25 15:32:35 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/Nether
2014-08-25 15:32:35 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/The End
2014-08-25 15:33:40 [CLIENT] [INFO] [CHAT] Saved screenshot as 2014-08-25_15.33.40.png
2014-08-25 15:34:46 [SERVER] [INFO] Saving and pausing game...
2014-08-25 15:34:46 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/Overworld
2014-08-25 15:34:46 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/Nether
2014-08-25 15:34:46 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/The End
2014-08-25 15:34:54 [SERVER] [INFO] PogomanMaster lost connection: disconnect.quitting
2014-08-25 15:34:54 [SERVER] [INFO] PogomanMaster left the game
2014-08-25 15:34:54 [SERVER] [INFO] Stopping singleplayer server as player logged out
2014-08-25 15:34:54 [SERVER] [INFO] Stopping server
2014-08-25 15:34:54 [SERVER] [INFO] Saving players
2014-08-25 15:34:54 [SERVER] [INFO] Saving worlds
2014-08-25 15:34:54 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/Overworld
2014-08-25 15:34:55 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/Nether
2014-08-25 15:34:55 [SERVER] [INFO] Saving chunks for level 'World1-TMCW2'/The End
2014-08-25 15:35:16 [CLIENT] [INFO] Stopping!
Meanwhile, is what happens when I try flying in 1.8:
The real kicker is what happens after I stopped moving; I don't notice block lag (switched to Survival to test) but the server still puts out can't keep up warnings:
Here's a comparison of average tick times between modded 1.6.4 and 1.8-pre2, both after standing in the same spot for a minute; based on this the latter uses 9 times more resources, and that while I was still in that mega taiga biome!
I should also note that there were twice as many entities in 1.6.4 due to the render distance-mob spawning issue in 1.7.4 and later; I can fix this by forcing the server to load a minimum of 10 chunks out but then server lag is worse; 1.6.4 always loads this many chunks (21x21 for 441 total), compared to 17x17 (289) for a render/view distance of 8 - so 1.8-pre2 is really MUCH more than 9 times more resource intensive (granted, not all of those 441 chunks are actively being updated but the active area is limited on lower view distances, and more entities = more processing time).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Stop playing then. Go over to the Roblox forums, or the "Tankionline" forums.
No one wants to hear your complaining. It's annoying.