• 0

    posted a message on Cant understand why peoplo is not geting tired of MC
    i played minecraft 4-5 years ago at the first time it was fun, great,a new expirience, ect. but in 2012 i stoped playing MC because i realized something.

    minecraft its not good if you look at the details of the game why?

    may because its too repetitive, too easy, it has no good multiplayer, it hasnt got decent grapichs, the monster arent creative, the desing of the monsters and the environment sucks, its too basic and the combat system sucks

    too repetive: its just mine, farm, build, hunt, eat, sleep and craft

    too easy: minecraft its not dangerous, full of adventures, hard craftings, ect. you died? if you die you just respawn. even hardcore its too easy. its night supouse to be dangerous? yes but the monster are slow, easy to kill, stupid, ect. you just run and you are safe in mc

    no good multiplayer: 68 to 816 players conected to a server. its funny to be killed at the minute or being grifed after disconecting? nope, its not. dont starve is doing a good multiplayer

    it hasnt got decent grapichs: well having 16X16 texture, squared sun, trees, mobs, terrain, no shadows, no water reflection and 2d stuff its decent? and the worst is th FPS in HL2







    Posted in: Discussion
  • 0

    posted a message on Mojang VS Valve? (OP lost interest / Don't reply)
    Quote from BC_Programming

    Quote from LeeRogers32

    Valve, they take as much time as they need to make sure a game they make is at it's best, and never bad.

    If I am correct, they have made excellent games for almost every year.

    Example:

    Portal 2 - 2011

    CS:GO - 2012

    DotA 2 - 2013

    I know this is an old post, but let's inject some factual accuracy here.

    -Half-Life-

    Half-Life was the first game created by Valve, a band of employees who left Microsoft to create their own Game Studio. It uses GoldSrc, which is based on the Quake Engine they licensed from ID Software. This really was a rather excellent game for it's time- at least compared to other games. I'm personally not convinced that it has stood up over the years since, and it does have it's own issues, however, it was wildly different from other FPS games and basically took a powerful game engine (Quake) and gave it better game design than "shoot stuff".

    The add-ons were developed by Gearbox.

    -Portal-

    Portal was created by an people hired by Valve after they saw a game called "Narbacular Drop" which had the same concept (eg portals). Some of the developers of that game were brought on board to make a game for Valve.

    -Counter-Strike -

    Was a mod for half-life. Valve hired the creators of the mod.

    Team Fortress was a Quake Modification that was extremely successful. Valve hired Team fortress Software and got them to port the sequel to the GoldSRC engine to promote Valve.

    -Day of Defeat-

    Another Half-life mod. The rights for the mod were purchased by Valve who then released it as a retail product.

    -DOTA-

    This was a Warcraft 3 mod. Valve bought the rights to DOTA and developed DOTA 2.

    -Left 4 Dead-

    Left 4 dead was developed by "Turtle Rock Studios".... Valve bought them. There is a bit of a pattern here, isn't there?



    Essentially the only IP that Valve is solely responsible for is Half-Life. That is literally it- all the other games and game series were either mods that they bought the rights to, mods where they hired the creators, or games that they bought the rights to.

    If nothing else, Valve has shown that they can recognize a good game in progress and make sure to buy it out so they can release it.

    But makes the games better
    Counter strike
    CS 1.6 Is from valve, 1.5 and before wasnt from valve. tell me CS before 1.6 was popular? nope.
    Portal
    PORTAL 1 AND 2 IS FROM VALVE LOOK AT THE CREDITS
    Day of defeat
    Who cares of DOD?
    Left 4 dead
    Yes, but its also from valve
    DOTA
    Yep, u are right

    oh also tell me about team fortress 2, alien swarm, ricochet and deathmatch classic?
    Posted in: General Gaming
  • 0

    posted a message on is minecraft dead or something?
    Quote from Rotasizx

    yes, 5 months. and I'm totally fine with that. 1.8 is going to be amazing. new enchantment system, 3 new mobs, one mini boss, a huge structure, a new enchantment and customized world type is enough to make it one of the best updates of minecraft.

    "i loved the idea from the last snapshot: underwater dugeons" i should say? oh common. yeah, it was a big effort but is this minecraft or rpgcraft. mojang admit it YOU HAVE NO IDEAS FOR MINECRAFT! i repeat YOU HAVE NOT IDEAS FOR MINECRAFT!. who cares about underwater stuff? or dugeons? well quite a lot of peoplo but the most part of old minecraft players would admit that its not important for MC and that its not the same of before. well everybody knowed that i day like this will come so why im talking about this?. My answer: it alredy happend this so.. what? i just knew when mojang started convert MC to a rpg because comunity wanted that but if mojang and his comunity wanted RPG why they didnt created a new game? you didnt had to create everything again you just had to use all the MC engine and use it for create a new game like in HL2 and Portal 1 they are totaly diferent games but they used the same engine.
    well it alredy happend Anything cant solve it becuase mojang cares more of the current comunity than the Nostalgia comunity.
    Bye
    Quote from CreeperFuse226

    Look, just because Minecraft doesn't update every single day, it doesn't mean that Minecraft is digging it's grave and climbing into it. Just to get it straight.
    im not saying: put an update every day i mean 5 monts?! there were better updates than this one in like 2 or 3 monts
    Posted in: Discussion
  • 0

    posted a message on is minecraft dead or something?
    Quote from CreeperFuse226

    Look, just because Minecraft doesn't update every single day, it doesn't mean that Minecraft is digging it's grave and climbing into it. Just to get it straight.
    yeah, i know but 5 months?
    Posted in: Discussion
  • 0

    posted a message on is minecraft dead or something?
    before comenting
    1° read all the topic
    2° maybe im wrong or maybe not
    3° yes, im not good at English
    Im back well peoplo still playing this game and? that doesnt means that is dead
    why MC is almost dead? or not?
    the only reason is realms maybe thats a reason of a why minecraft is not launching snapshot? well maybe but it cant be realms realms was finished like 4 weeks ago https://mojang.com/2014/05/minecraft-realms-is-now-available-worldwide/
    may are working for another game or a sequel but they dont tell us.
    i mean whats the meaning of dead? example: warcraft III is dead peoplo still playing blizard (company) is not working anymore on that game. minecraft is like finishing... but slowly. they will stop in a moment when game makes this game history.
    what could kill Minecraft? well http://www.cinemablend.com/games/Planets3-Minecraft-Killer-We-Been-Waiting-62711.html Planets3 will kill (this time the comunity) MC i know that sounds crazy but... i mean imagine minecraft started a new genre:voxel based that genre will envolve what we see of voxel based of mc its just the start, like Wolfestein 3D and doom 1.
    in the moment everyone will say clone of minecraft but when beta of planets3 realese the peoplo who loved minecraft will be crazy for play planets3.
    i mean compare this to this evering has envolved Customization, adventure, player progres, explore, ect. thats why planets3 will rise.
    Please think before comenting
    Quote from Rotasizx

    please read this;


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

    [edit]General
    • Splashes
      • "OpenGL 1.2!" changed to "OpenGL 2.1 (if supported)!"
    • F3 debug screen
      • Text now has a background
      • Replaced x, y, z, b, bl and other labels with more understandable labels
      • "Light" is now the light levels at feet, not eyes
        • Player rotation is now displayed for the vertical angle as well as the horizontal one
      • The crosshair displays 3 short colored lines to indicate the direction of each axis: x/red, y/green, z/blue
      • Day counter added
        • Increases by 1 every dawn
      • Now displays difficulty
        • Peaceful - 0.00, Easy - 0.75, Normal - 1.50, Hard - 2.25
      • Looking at a block in the world will show the coordinates of that block on the debug screen
      • On the right hand side, a display shows up if you are looking at a block, giving various pieces of information and NBT data about it.
        • Looking at all blocks shows you the state of the block
        • Now shows whether you are facing the positive or negative x/z axis
      • Currently missing LC value
    • Block IDs
      • Occurences of blocks/items now need to be named ids; old ids slowly being phased out
      • NBT data in commands can now use block/item names in place of numerical ids
        • Example: id:"minecraft:stone"
        • In scoreboards, the format is minecraft.block.stone
      • Superflat presets also use the new named id format
    • Superflat world type
      • Block ID/number of layers format changed from NumberxID to Number*ID.
      • Preset code version number changed to "3".
    • Internal block handling
      • Now internally use states instead of metadata
      • Metadata will still be used for a while
      • Block states of the block being looked at will now be displayed on the F3 menu - Examples: redstone, door
      • Internally, metadata no longer needs to be calculated out of the 4 bit data value, instead the values of specified properties can now be easily gotten and set
    • Chat
      • Improved chat communication
      • Messages are now either chat, system or action bar messages
      • Action bar messages are always shown, chat and system messages are only shown if chat settings are configured that way
      • Entities now have tooltips in certain chat instances when hovered over
        • These appear when hovered over an entity's name in chat (e.g. the success message for /kill)
        • Shows the name of the entity (e.g. Bob), the Id of the entity (e.g. Creeper (50)) and the entity UUID
        • Shift+Left click while hovering over the entity's name inserts its UUID into your chat bar. They also work in commands like /tp so you can teleport to entities.
      • F3 + D clears the chat history (including previously typed commands)
    • UUID
      • All player lists will now be converted to be UUID-based automatically
    • Performance
      • All dimensions are now stored differently, increasing performance
    • Rendering
      • Only transparent blocks will now render as transparent (eliminates the use of x-ray texture packs)
    • Item Animation
      • When items are collected, rather than "zooming" into the player's chest, it appears to move to the player's feet instead.
    • Resource packs
      • Block models in resource packs can now be customized
        • Replaces the files in /assets/minecraft/models/
        • Block format: UV has to be [0,1] (Textures cannot "borrowed" from neighbouring block textures), planes need to have 1 axis 'identical' (so aligned to either x,y,z), plane rotation can only be -45/45 on a single axis, from/to and uv coordinates are in 'pixelspace' (multiples of 1/16th of a block)
        • Rotation is in increments of 22.5 degrees on a single axis
        • Being able to override not just a model, not just a block's model, but an individual block variant's model
        • F3+T and F3+S now reload models
      • Resource packs can now be bundled with a world, put it in the map save directory and name it "resources.zip"
        • Example: .minecraft/saves/TheMapWithTheThing/resources.zip
    • GUI code
      • Improvements to allow for "cooler things"[6]
    • Skin
      • Right and left arms and legs are now editable independently
      • Uses a steve.png file with new layout and new dimensions
        • Dimensions for the file are now 64×64
      • Overlay now includes the whole body
        • Overlays are called hat, jacket, sleeves and pants legs
      • New "Skin Customization" button in the options menu
        • Cape visibility is now toggled from here
        • You can toggle the visibility of overlays, independent for each limb/body part
      • Backward-compatible
      • Pre-1.8 skins still work, but won't have the new features.
    • Servers
      • New server icons, displayed with 3 buttons.
        • Up and down arrows to move the servers' order.
        • Third button is to join the server.
      • There is now a default server icon.
        • Resembles the unknown resource pack icon.
    • Graphics
      • Dropped items now face the player in all three directions on fast graphics
    • Entity hitboxes
      • Entity hitboxes now display entity eye level in F3 + B mode
    • Realms
      • A log of all player activity in the Realm can be seen in the Player Activity section [7]
      • Now allows players to upload and use their own maps[8]
    • Tech notes[9]
      • Fixed server referencing Entities by origin, client referencing by eyes (!!)
      • Fixed ray-casting differences between server & client
      • Added RenderLayer ability to get colored on damage
      • Added basic BlockModel asset
      • Cleanup GUI rendering
      • Added big optimization Noisegen
      • Added generic face-render method in BlockRenderer
      • Added RenderLayers to entities, moved armor/items/* to it.
      • Extracted Vec3i from BlockPos
      • Lots of BlockPos usage-optimizations (generation/pathfinder/features)
      • Serialize BlockPos as long over network
      • Improvements in memory limits for NBT reading
      • Cleanup around old Direction usage
      • Split BlockRenderer in subclasses
      • Added BlockLayer (SOLID, CUTOUT, CUTOUT_MIPPED, TRANSLUCENT) for renderpasses
      • Removed Direction, get rid of magic numbers, now in Facing
      • Fixed unreleased ByteBuf leaking mem
      • Cleanup around BlockPos usage
      • Removed AABB pools
      • Changed AABB, now immutable
      • Removed Vec3 pools
      • Changed Vec3, now immutable
      • Changed TextureAtlas, names can have slashes
      • Changed LWJGL to 2.9.1
      • Changed Entity, now unique by UUID
      • Added BlockPos (instead of int x, y, z)
      • Added Facing enum, get rid of magic numbers
    [edit]Gameplay
    • Enchanting
      • Enchanting will now cost 1 to 3 levels, but you still need the same minimum total levels
        • For example, an enchantment may only become available for enchanting after reaching 13 levels of experience, but will only cost 2 XP levels and 2 of Lapis Lazuli
      • Additionally, there is now a material cost - enchanting also costs 1 to 3 pieces of Lapis Lazuli now (seen above)
      • The actual enchantment calculation is the same
      • One of the enchantments will be displayed in the tooltip
      • The enchantments you would get on a tool will not change until you enchant something - this enchantment seed is stored per player
      • Leveling up now takes longer
      • Level V enchantments can now appear on an item without the use of an Anvil
      • Looting now gives an extra 1% chance of getting rare loot per level
    • Villager Trading
      • Rebalanced Villager trades, see Trading.
        • Offers will be less random and probably more useful
        • Villagers start out with 2-4 trades unlocked
        • Trades are now unlocked more freely
          • Trading any offer will unlock up to 3 new trades or reactivate old ones
        • Existing villagers will not be affected
      • Trading now gives experience
      • Villagers no longer trade Flint and Steel.
      • There are now more villager professions
        • White robe: Librarian
        • Purple robe: Cleric
        • Brown robe: Fisherman, Farmer, Fletcher, Shepherd
        • White apron: Butcher, Leatherworker
        • Black apron: Armorer, Tool Smith, Weapon Smith
        • Villager profession is now displayed in trade GUI
      • The disabled trade arrow now appears without closing and reopening the trading GUI, and now has a descriptive tooltip
    • Anvil repairing
      • Costs reduced to balance out with the new enchanting system
      • Renaming items will now only cost 1 level
      • Repairing will costs from 2 to 5 levels and tools can be repaired longer and with better enchantments
      • Repairing costs can no longer be kept down by renaming items
    • Adventure mode
      • Block hitboxes no longer appear in Adventure mode if interaction with the block is impossible
      • Block interaction is now impossible by default
      • The CanDestroy NBT tag can be used to determine which blocks can be allowed to be broken (see above for usage)
    • Commands
      • /clear
        • Can now be used to clear only a specific number of items and can be restricted to certain NBT data
        • Example: /clear @p minecraft:spawn_egg 120 34 {display:{Name:Michael}} <item> <data-value> will remove up to 34 villager spawn eggs named Michael from yourself
        • Can now test for partial matches of NBT lists
      • /effect
        • Can now also specify whether particles are to be shown:
        • Usage: /effect <player> <effect> [seconds] [amplifier] [hideParticles]
          • Use 'true' to hide particles and 'false' to show; if value not given, defaults to false
      • /kill
        • Can now be followed by a target selector
        • Example: /kill @e[type=!Player]
      • /say
        • Now lists all entity using @e.
        • Example: /say @e[r=500] will list all the entities in your world within a 500 block radius.
      • /tellraw
        • A new tag called "insertion" allows text to be inserted into the chat that, when shift-clicked, will insert more text into the players' chat input
          • Example: /tellraw @a {text:"CLICK",insertion:"This is a test"}
        • Can now insert values from scoreboards into messages
          • Example: /tellraw @p {text:"Have ",extra:[{score:{name:"Searge",objective:"reward"}},{text:" diamonds"}]}
        • Now has a selector argument
          • Allows to print player's names
          • Example: /tellraw @a {selector:"@a[team=TeamRed]"} will print everyone who is on TeamRed
          • Also works with /title
      • /testfor
        • Can now also check for dataTags
        • Example: /testfor @p {foodLevel:20}
        • No longer is exclusively usable in command blocks
        • Can now check for inventory specific items
          • Example: /testfor @p {Inventory:[{Slot:6b,id:"minecraft:diamond_sword"}],SelectedItemSlot:6}
      • /testforblock
        • Can now test for partial matches of NBT lists
      • /tp
        • Now supports rotation arguments
        • Example: /tp @p ~ ~ ~ ~20 ~40 teleports the player so that he faces 20 degrees to the right and 40 degrees downwards
    • Target Selectors
      • Now supports cubic areas
        • Example: @e[x=0,y=0,z=0,dx=10,dy=10,dz=10] gets all entities between 0,0,0 and 10,10,10
      • New radius value usable in target selectors, based on the block centre
        • A radius of 0 works for exact block positions
      • New selector parameters for entity selectors to detect entity rotations with rxm – x rot min, rx – x rot max, rym – y rot min, ry . y rot max
        • Example: @a[rxm=-15,rx=15,rym=-45,ry=45], /say @a[rx=30], don't look down!
    • NBT Tags
      • Age
        • Can now be set to -32768 for items that never despawn
      • CustomName and CustomNameVisible
        • Now work on all entities.
    • Teleporting
      • Relative teleporting is smoother and no longer brings players to a stop; it preserves their velocity from before the teleport
    • Item tooltips
      • Now show the internal name for use in commands (F3+H mode)
    • Village mechanics
      • Doors are now added to the closest village
      • This will not break iron farms, but change them a little, enough to make them "practically pointless"[10]
    • Creative mode
      • In creative mode, players can create a copy of a block entity in their hotbar, including all NBT data, with ctrl+Pick Block key (ctrl+middle mouse button by default)
      • Players in creative mode can now damage entities even if they are flagged invulnerable
    • Inventory system
      • Rewrote the inventory system
      • Fixes some bugs, improves performance and allows easier improvements
      • Allows custom NBT that isn't handled by the game to be added onto items
        • Custom tags will remain even if the items NBT is changed in-game. (i.e. by renaming)
    • Player list
      • Improved the health objective display on the player list
      • Will fall back to textual display if space is scarce, with colors (green/yellow/red) to show different health levels
      • Additional health will squash the display together to fit
      • Now groups together teams
      • Now sorts players by name
    • Entity hitboxes
      • Entity hitboxes now display entity eye level in red
    [edit]World Generation
    • Villages
      • Gravel roads in villages have cobblestone underneath, to prevent them from collapsing into caves
    • Desert Temples
      • Now spawn with stained clay instead of dyed wool
    • Caverns
      • Now generate on the surface of desert, mesa, mega taiga and mushroom biomes
    • World border
      • The default world border is now an animated texture rather than an invisible bedrock barrier
      • There is now nothing beyond the world border
      • Is set at a diameter of 60 million by default, for both the Overworld and the Nether
      • Mobs and players can't pass through it and take damage when outside
      • If you’re stuck outside the world border, it is possible to freely fly/walk around (not possible to freely walk through the border from the inside though)
      • When you get within a certain distance of the world border, a red-aura-like warning will activate
        • Only visible on Fancy graphics
        • Outside the border, the warning is at full strength
        • Inside the border, the warning gradually gets stronger as the player approaches the border
        • If the border is stationary, the warning is first seen as the player passes the warning distance, default 5 blocks from the player's location
        • If the border is shrinking quickly enough, the warning will be first visible at the warning time, default 15 seconds from the player's location
      • The /worldborder command allows one to customise various aspects of world borders like their size, center, damage and warning
    [edit]Blocks and Items
    • Chiseled Stone Bricks
    • Moss Stone
    • Mossy Stone Bricks
    • Doors
      • Stackable up to 64
      • The crafting recipe for doors now gives 3 doors instead of one
    • Furnaces
      • When a furnace runs out of fuel, the smelting progress will rewind at 2x speed
    • Carrots
      • Restore 3 hunger points instead of 4
    • Baked Potatoes
      • Restore 5 hunger points instead of 6
    • Mob heads
      • Player heads now show the skin's hat layer
    • Buttons
      • Can now be placed on ceiling and on the ground
    • Redstone Comparators
      • Can now detect what way an item frame is rotated
    • Item Frames
      • Items in item frames can now face eight different directions
      • As long as the frame remains placed, it remembers the orientation of the last item it held, and uses it for the next item it holds
      • Item frames can give off a signal detected by comparators, based on the direction the item is facing
        • Signal strength is as follows: 0: empty; 1: item; 2: item rotated once; 3: item rotated twice; ...; 8: item rotated 7 times
      • Improved position handling of item frames
    • Paintings
      • Improved position handling of paintings
    • Dispensers
      • Can now place pumpkins or Wither Skeleton Skulls to spawn golems and withers respectively
        • Will only place them if the body of the golem or wither is already built
      • Can now place command blocks with pre-configured commands, rather than dispensing it
    • Dead Bushes & Saplings
      • Can now catch fire
    • Written Books
      • Copying written books will now mark them as copies/copies of copies
      • The copying status of a book (ie. original, copy of original or copy of a copy) is denoted in a separate line in the tooltip, beneath the author's name
      • Copies of copies can not be copied
    • Activator Rails
      • Powered activator rails will now shake minecarts, causing riders (players and entities) to dismount
    • Torches and Redstone Torches
      • Torches and redstone torches placed on walls now have an angled top side
    • Blaze Rods
      • Are now held similarly to tools
    • Command blocks
      • Now show the entity (@e) parameter
    • End Portal
      • Inventory image is now the Missing Texture block instead of the Nether Portal.
    • Trapdoors
      • Trapdoors are now called "Wooden Trapdoor" [11]
    • Minecart with TNT
      • Minecart with TNT explosions no longer stack.
    • Armor
      • Armor no longer gets colored when mobs/players are hurt
    [edit]Mobs
    • All mobs
      • Updated to the new AI
      • Mobs now show a glow of a slightly different color when hurt
    • Villagers
      • When struck by lightning, villagers turn into witches
      • Villagers will now only breed when willing
        • The first time a specific trade is done, the villager will become willing, any other time there's a 1 in 5 chance the villager will become willing
        • When a baby villager is born, both parents lose their willingness
        • Villagers become willing to breed by consuming food: 3 bread or 12 potatoes or 12 carrots
        • Finding out a villager's willingness in survival is difficult: The only tell is the amount of xp they give when trading; Normal trading yields 3-6 experience points, trading and making a villager willing yields 8-11 experience points
      • Changes to villager AI
        • Villagers will now harvest, collect and replant grown potatoes, wheat and carrots
        • Villagers will craft wheat into bread
        • Villagers will share food with fellow villagers
    • Baby animals (sheep, pig, cow, chicken, cat, dog, horse)
      • Baby animal growth can now slowly be accelerated using the animal's breeding item
      • It appears holding the right mouse button speeds up this process
    • Iron Golems
      • Now attack the player as soon it is attacked, but only if the player is in survival
    • Wolves
      • Tamed and untamed wolves now attack skeletons without provocation, similar to how untamed wolves attack sheep in the wild.
    • Tamed Ocelots and Tamed Wolves
      • Now display a death message if named with a name tag.
    • Skeletons
      • Now run away from wolves instead of fighting back.
      • Now run away from creepers that are about to explode
    • Slimes and Magma Cubes
      • Now swim as a result of the update to the new AI
      • Randomly change direction every so often, reducing the chance of them getting stuck at walls or corners
      • Slimes will now randomly despawn over time if no player is within a 32 meter range
      • Appear to jump a bit more randomly
    • Zombie Pigmen
      • Angry zombie pigmen now pathfind as a result of the update to the new AI
      • Now run away from creepers that are about to explode
    • Endermen
      • Now pathfind as a result of the update to the new AI
      • Now walk slightly faster
    • Spiders and Cave Spiders
      • Can no longer draw line of sight through opaque blocks.
    • Blazes
      • Blazes will now shoot the player even if there are solid blocks between them
    • Giants
      • Armor on Giants is now rendered
    • Silverfish
      • Silverfish will stop occasionally before moving again (similarly to most mobs)
    • Creepers
      • Now run away from other creepers that are about to explode
    • Zombies
      • Now run away from creepers that are about to explode
    • Witches
      • Now run away from creepers that are about to explode
    [edit]Planned Additions
    This section contains content on features that will be included in a future update.
    These features are confirmed, but not yet added to the game.
    • Prismarine and Sea Lantern
      • Will only appear in water
    • Water Dungeons
    • Model format improvements[12]
      • Removed the directional attribute from the uv definition and replaced it with explicit texture references
        • "textureFacing" deprecated
        • You now specify a "texture" parameter, which can be either direct or hierarchical
          • If hierarchical, it is prepended with the hash symbol (#), otherwise it's just the texture name
      • "useAmbientOcclusion" renamed to "ambientocclusion"
      • "rotateVariantTextures" renamed to "UV lock"
      • "cull" renamed to "cullface", specifies the opposite of which neighboring face causes culling to occur
        • Example: if you have an east-facing face but want it to be culled along a different axis (let's say Z), you would specify "cullface": "north" or "cullface": "south".
      • Rotation made more verbose, it is now more clear that it can only occur on a single axis
        • Example, the rotation for one of the two faces of the "cross" model is now: "rotation": { "origin": [ 8, 8, 8 ], "axis": "y", "angle": 45, "rescale": true },
      • New flag, "rescale", added to the rotation parameters - when true, face will be scaled across the whole block
    • Custom Item Models[13]
    • Hostile underwater mob[14]
      • Jeb mentioned on Twitter that he is making a new under water hostile mob.
        • He noted that it is not a shark or barracuda.
        • It will shoot projectiles.
        • It will kill squids.
    • Bunnies[15]
      • TheMogMiner mentioned that he needed to "finish them" first.
      • They will have many different skins similarly to horses.
    • Sponges[16]
      • Jeb is testing new uses for them
        • They now remove water like they used to, however the water will flow back in fully since water was updated to create source blocks from streams.
          • After removing water once, it becomes darker and no longer absorbs water
        • They also have a new texture, which is similar to gravels old texture with small dots of darker yellow.
    [edit]Fixes

    179 bugs fixed
    • MC-19 – Having FOV over 100 and sleeping in bed will cause you to look inside your head
    • MC-78 – Villagers crowd into a single building
    • MC-99 – Skins Sometimes Disappear After Death
    • MC-107 – Potion of night vision: total blackout
    • MC-208 – Paintings & item frames can overlap / Z-fighting when overlapping
    • MC-816 – 'Drowning' meter doesn't reset when there's a block overhead, in running water
    • MC-888 – /difficulty command doesn't change the default difficulty in the options menu (singleplayer)
    • MC-1178 – Invalid biome ID in Superflat crashes Minecraft
    • MC-1253 – Ladder, Sign, Fence, Gate, Trapdoor causes block it is placed in to darken
    • MC-1305 – Iron Bar hit-boxes misaligned
    • MC-1451 – Sideways placed blocks (quartz, hay bales, wood logs) textures are not rotated properly
    • MC-1458 – Zombie / Skeleton chestplate not displaying the sleeves of the chestplate properly
    • MC-1580 – Ghost items from trading with Shift-click
    • MC-1607 – Ghost End Portal in The End / Missing layer with AMD/ATI graphics cards
    • MC-1769 – X-Ray by standing inside TNT/Glowstone/Block of Redstone/Leaves (fast)
    • MC-1818 – SkullOwner is lost when "picking" the skull in creative
    • MC-1893 – If you sneak, buckets will place water/lava/lily pads at the position you would point at if you wouldn't sneak.
    • MC-2053 – Inconsistent door texture
    • MC-2367 – Players can place and remove arbitrary blocks in Adventure mode, breaking pre-1.4.2 maps
    • MC-2346 – Hitbox of Anvil not proportional
    • MC-2349 – Every block above a Cobblestone Wall (vines, fire, barrier) turns wall into corner stone
    • MC-2487 – Lighting cocoa | glowing when hit
    • MC-2789 – Unbreakable blocks in adventure mode: Hay Block, TNT, Silverfish, Piston, Cactus, Bed, Fire, Sponge
    • MC-3066 – Adventure Mode breaking transparent blocks
    • MC-3084 – Models improperly shaded at certain angles.
    • MC-3151 – New mob AI doesn't take world limit/Void into account for pathing
    • MC-3230 – Black squares on 3rd person view
    • MC-3450 – While lying in bed nearby mobs will look above the player
    • MC-3493 – Item frames "jumping"
    • MC-3583 – java.lang.NullPointerException: Exception ticking world (at ml.c(SourceFile:199)) (Corrupted Nether chunks)
    • MC-3599 – Sleeping in beds above layer 128 in multiplayer causes the player to fall into the void (visually only)
    • MC-3631 – Creepers float one-eighth of a block above the ground.
    • MC-4077 – Player hitboxes in debug mode are rendered too high
    • MC-4222 – While under the effect of a night vision potion, enemies no longer flash red upon taking damage
    • MC-4402 – Brewing Stand becomes bright upon punch
    • MC-4410 – Floating in 3rd person while sneaking
    • MC-4476 – Endermen don't teleport when battling other mobs up close
    • MC-4546 – Sheep spawn eggs have wrong texture when thrown on the ground (fast graphics)
    • MC-4767 – Shadow on the block above your head
    • MC-4837 – Zombie/Player held Beacon experience Z-fighting
    • MC-5506 – Villagers offer Enchanted Book trades you can't possibly do
    • MC-5653 – Enchanted Book offers will only ever get worse with villager trades
    • MC-5824 – Cactus can grow next to blocks
    • MC-6095 – There is a very small gap at the hopper block model
    • MC-7001 – Items in item frame get dark when rotated (fast graphics)
    • MC-7133 – Texture of burning Furnace(ID 62) shows no face in Inventory.
    • MC-7896 – TNT minecarts that are set on fire drop TNT and a minecart.
    • MC-8201 – Lit TNT falls into floor on reload
    • MC-8509 – Iron bars texture gap
    • MC-8648 – Upon naming an item, it no longer grows in base value after being repaired on an anvil.
    • MC-8662 – Items are not centered correctly within frames
    • MC-8881 – Mobs treat any layered snow as non-solid
    • MC-8898 – Player hitbox is rendered in inventory
    • MC-9177 – Tripwire doesn't have two sided faces
    • MC-9539 – "/kill" command still doesn't work from multiplayer server console
    • MC-9553 – Wrong rendering order of particles, hitboxes, clouds, transparent blocks and breaking animations
      • partial fix: particles only
    • MC-9562 – Double clicking in creative inventory doesn't auto stack the items.
    • MC-9582 – Whole-word selection behaves erratically in chat
    • MC-9752 – The command block will detect players who are dead, but have not yet hit re spawn.
    • MC-9787 – the game crashes when trading with villagers
    • MC-9866 – Upper part of a Door does not open when placing a Block of Redstone beside it
    • MC-9998 – Breaking blocks in Creative can produce particles from blocks behind the broken block
    • MC-10046 – Random destination routine has a small statistical tendency to move more north west (fix included)
    • MC-10099 – Angry Zombie Pigmen usually won't jump over 1-high transparent blocks to get to enemies.
    • MC-10206 – Breaking animation displayed on top of cauldron and hopper
    • MC-10209 – More World Options menus for bonus chest and hardcore aren't blacked out
    • MC-10387 – The bottom of a Hopper becomes dark while being broken
    • MC-11023 – Retracting Piston Arm Incorrect Lighting
    • MC-11170 – F3 pie graph bug
    • MC-11207 – Clicking hotbar hotkey (1-9) to move a stack of items / blocks to enchanting table deletes all but one of a stack
    • MC-11270 – Scoreboard doesn't work with offline / non-existent players
    • MC-11607 – Right click with undyed leather armor part on cauldron with water still lower water layer
    • MC-11681 – Players' nameplates are too low while sleeping in beds
    • MC-12061 – Witch Hitbox
    • MC-12640 – Scoreboard disappears when there are too many entries.
    • MC-13381 – Spawner shows activity when eyes pos in range, but actually only produces mobs when feet pos in range
    • MC-13485 – Tripwire hook texture looks weird
    • MC-13799 – Selection Box of Fence is Hidden When a Leash/Lead is Tied to it.
    • MC-14617 – Difficulty settings from one single player world carry over into others.
    • MC-14861 – Teleporting using commands resets the velocity
    • MC-15093 – Named Mobs Names Not visible through glass
    • MC-16457 – Pumpkin texture flips when made into snowman
    • MC-16587 – Glass Pane / Iron Bar Graphical Bug
    • MC-17156 – "/give" Command throws ArrayIndexOutOfBoundsException on high Item ID values
    • MC-17624 – Breaking stairs graphical glitch
    • MC-17868 – Zombies in Water A.I. Glitch
    • MC-18245 – Renaming + enchanting cost bug
    • MC-18284 – New AI mobs see through invisibility
    • MC-18984 – Dead bushes and Saplings do not burn
    • MC-19313 – Wet tamed and wet hostile untamed wolves use texture from untamed, unhostile wolves
    • MC-19886 – Plants don't cause an update when the block beneath is broken/light level changed
    • MC-22395 – You can place block inside yourself by placing blocks next to fences
    • MC-24336 – Withers are harmed by the explosions of their Wither Skulls
    • MC-25370 – Mouse is centered when going to previous menu with Esc
    • MC-25378 – Back of ladder missing - stronghold generation
    • MC-26203 – Scoreboard: player does not appear in sidebar after setting initial score to zero
    • MC-29475 – Arrow sound plays twice when shot into blocks
    • MC-29515 – When tracking stat.craftItem, shift-clicking counts 2
    • MC-29588 – Hopper: java.lang.NullPointerException - Invalid Biome id
    • MC-29796 – Snowing causes water drips
    • MC-29999 – Realms button is still visible even though the client is a snapshot
    • MC-30135 – Hopper: java.lang.NullPointerException: Getting biome
    • MC-30192 – stat.useItem.<Item#> glitching with scoreboard
    • MC-30350 – Superflat Swampland doesn't generate lily pads
    • MC-30450 – /give command creates crash-inducing items with incomplete [dataTag]
    • MC-30527 – Achievement "Adventuring Time" does not work right
    • MC-30543 – Particle effect when landing doesn't work on walls or fences
    • MC-30877 – Crops (Wheat/Carrots/Potatoes) not popping off in light level 0
    • MC-30995 – /setblock replace doesn't replace same block with different tile entity / NBT data
    • MC-31047 – Use Item Stat Corresponds to Left-click, Not Right-click
    • MC-31081 – Stone monster eggs Spawn 2 Silverfish
    • MC-31147 – Some blocks are invisible in enderman's hands
    • MC-31203 – Furnace Progress Remains After Changing Ingredient
    • MC-31382 – /summon command (with enchantment IDs higher than 255) crashed Minecraft
    • MC-31574 – tellraw translate on string with arguments without a with argument crashes server.
    • MC-31728 – Resource Pack Glitch on Shaders
    • MC-32017 – Maps Issue + Super Secret Settings
    • MC-32284 – Placing an enchanted item with a non-existent ench ID will crash when placing it in the first slot of an anvil
    • MC-32301 – Lava fizz sound plays whenever a flowing lava block destroys an air block
    • MC-32434 – Various ocelot spawning problems, again
    • MC-32579 – Attribute "followRange" Not Working Thoroughly
    • MC-32867 – Stained clay blocks act as wood if a fence is underneath
    • MC-32997 – If you try to give your self air repeatedly it will crash your game
    • MC-33030 – Mobs (Endermen) don't flash red when hit in the End
    • MC-33071 – "Data tag parsing failed: Unbalanced quotation" when parsing strings with semicolons.
    • MC-33084 – /give command at dead players
    • MC-33109 – Scrolling with mouse wheel in server list is unresponsive
    • MC-33246 – Multicolor fireworks crash game when given using /give, or summoned using /summon
    • MC-33467 – Summoning a firework crash when using non-decimal color values
    • MC-34648 – Torch not placeable on stained glass
    • MC-34919 – Hopper: java.lang.NullPointerException: Rendering screen
    • MC-36103 – Nether portal block invisible in front of another nether portal block
    • MC-36151 – stat.leaveGame does not increment when game is closed
    • MC-36494 – /setworldspawn does not update compass
    • MC-36822 – Minecart with command block merging
    • MC-36847 – No colon after Game Mode in world options
    • MC-36947 – /weather clear <time in seconds> <time> doesn't clear weather for anywhere near the amount given
    • MC-37075 – Hopper: java.lang.NullPointerException: Exception generating new chunk
    • MC-37215 – You are able to place a glass pane where you should not be able to...
    • MC-37355 – server-icon.png alpha channel display
    • MC-37398 – Clicking super secret settings in the main menu throws an exception (but does not crash)
    • MC-38014 – When /setblock oldblockHandling <y> <z> <tilename> is set to replace, it still drops container items
    • MC-38637 – Maps framed on east or west sides of blocks are darker than north or south sides
    • MC-38915 – You can place blocks on top of cauldrons when standing inside or on top of them
    • MC-38944 – Joining Realms world "Cancel" button misplaced
    • MC-39139 – walkOneCm stat doesn't accurately measure distance
    • MC-39228 – Zombies kill villagers instead of transform them (Hard difficulty)
    • MC-40367 – /tellraw @a throwing NPE when no players online
    • MC-40420 – Major texture/rendering glitch
    • MC-40484 – Game crash after summoning MinecartRideable riding Villager
    • MC-40615 – Child animals obsessed about their parents, even after growing up
    • MC-40986 – /tellraw command crash (stat.entityKilledBy)
    • MC-41234 – "/summon"ed or spawned LeashKnots always spawn at 0, 0, 0
    • MC-41594 – Game crashes when Ender Crystal is stacked on top of Horse
    • MC-41839 – Chicken Jockeys with Baby Zombie Pigmen do not work
    • MC-41917 – Unable to play sound: "minecraft.damage" (When attacking other players) (SMP and in Singleplayer)
    • MC-41962 – Water (texture?) bug!
    • MC-42312 – range with command blocks subtily messed up
    • MC-42475 – Not able to pick up item if given to a dead player
    • MC-43012 – glass pane z-fighting with itself
    • MC-44166 – Scoreboard objectives inaccurate in smelting objectives
    • MC-44727 – Block IDs that don't exist as an item crash Superflat customization GUI.
    • MC-44829 – Unable to load Twitch libraries
    • MC-44881 – Command Block custom radius
    • MC-45254 – Bold text is not correctly (right/center) aligned (invalid string length)
    • MC-45375 – Improper cake texture (And Glass Panes. And Doors. And Trapdoors)
    • MC-46431 – Iron Golem breaks lead
    • MC-47705 – Blaze Mobs attack Creative Mode Player
    • MC-47811 – The bottom texture of non-full blocks is flipped vertically
    • MC-49656 – Cobblestone walls texture glitch
    • MC-50916 – Zombie pigmen villagers are missing their inner head when spawned with {IsVillager:1}
    • MC-51214 – Fireworks given with empty FadeColors crashes the client when hovered
    • MC-51238 – Tamed Ocelots (cats) Run away from Player
    • MC-51758 – Some users have multiple UUID records for agent:minecraft
    • MC-51776 – 32000 Command block character limit only works as a 16000 character limit within Minecraft
    • MC-51970 – Players sleep outside of bed
    • MC-52357 – Setworldspawn changes thrown ender pearl target
    • MC-52881 – Knockback distance incorrect, depends on login order
    • MC-54386 – There is a small gap in the iron bar corner

    • source: minecraft wiki

    Its not something notable
    Quote from randomshakes

    Yeah, I think the older players think that its boring (I've been around since beta 1.2) so they complain, complain and COMPLAIN
    i started in indev and now im noting the diference
    Posted in: Discussion
  • 0

    posted a message on is minecraft dead or something?
    Quote from Relyh

    1. Ever so often Mojang changes the focus of their updates. One update will be for redstone, the next for survival. This one is for map makers so they have to focus a lot on Commands.

    2. No, I don't feel like Minecraft is losing popularity. If it were you would see some people such as famous Youtubers beginning to struggle and quit what they're doing.

    3. PC, PE, Xbox, and Playstation updates should take a long time. There are tons of lines of code to write, countless bugs to find and fix, and other general frustrations to overcome. Not to mention this stuff is a long process. None of it can just be done overnight. Besides, who wants to download an update that just gives you upside down stairs or something?

    4. 7 Days to Die is proving to be ever more disappointing. I've already purchased it an each update it only making me regret doing so even more.

    5. Bye.

    before comenting
    1° read all the coment
    2° maybe im wrong or maybe not
    3° yes, im not good at English

    1. you are OK

    2. renember 2012 when minecraft was one of the most popular games well in 2014 i cannot see peoplo really interesed a lot of minecraft

    3. yeah, did you see an update that they are in progress like 4 months ago from minecraft huh? and MC pe 5 months? tell me it will be fine if they are adding a lot (pe is fine)

    4. i know but 7dtd is making a lot but its not good the game

    5. bye
    Posted in: Discussion
  • 0

    posted a message on is minecraft dead or something?
    before comenting
    1° read all the topic
    2° maybe im wrong or maybe not
    3° yes, im not good at English

    well im really impresed about something 1.8 is like coming really slow why? their first snaphot was in jaunary 9 and now we are in 8 june in all the progress we didnt have a big update we just got new stone, the endermites, some commands and world costumisacion in like 4 months.

    why minecraft minecraft is almost dead?
    1° they are out of ideas thats why they work whit commands
    2° they are really slowly whit 1.8
    3° dont you feel that minecraft is being less popular than before?

    about minecraft pe?
    they are making are really good update but we have to wait like 5 months why you just make some small updates to show all the progress? that will make peoplo more interesed

    about minecraft ps3 and xbox 360? (if you dont know a lot of games you will not understand)
    well consoles are also being slow they got a reason: "coding in X1 and PS4 was more harder that what we though" well you say that i know coding changed 7th gen between 8th gen a lot but 8th gen is more like pc coding so why you dont try to port pc ed to X1 and PS4 ed.

    minecraft in 2011, 2012 and 2013 was in top of the videogames but theres a lot games like 7 Days to die, Rust, Planets³ and The forest are taking the game really down Minecraft. why you mojang make some of good updates?.
    look in 5 months minecraft will be like history soo im buying 7 days to die, rust, planets³ and the forest.
    so bye
    Posted in: Discussion
  • 0

    posted a message on Minecraft News - April Fools Pranks, Pre-Release, and MCPE Amazon Fire TV
    Another apil fools? Why notch likes april fools?
    Posted in: Minecraft News
  • 0

    posted a message on why i dont like minecraft anymore?
    Quote from pefan

    i gotta say you make some really good points, first off the community of minecraft is not bad well the mature gamers of minecraft not those 5 year old cry babys its mostly the youtubers of minecraft that suck theres only one or 2 i can watch all the others make me want to pick up my pc and throw it out a window but etho is cool others like captin sparkles sky does minecraft, and many many more just plain out suck

    but you know you can downgrade your minecraft through the launcher
    and what are you talking about minecraft being the most popular game ever lol no trust me games like cod (ya i know they suck) are 10 times more popular then minecraft
    yes, you can play beta i know that but theres no servers and no comunity of beta
    Quote from pefan

    cod ghost sold 17 million copys last year thats more then minecraft
    the most part of the users of minecraft are using a pirat version of it or demo
    Quote from CAN_Archer

    I don't really get it, you don't like the game now because other people play it now?


    no, the game was rare but now puff...
    the comunity affects to the game
    Posted in: Discussion
  • 0

    posted a message on why i dont like minecraft anymore?
    so... why i dont like minecraft anymore? note: im not talking about updates ruining game or beta is better
    let me tell you.
    at first infdev, alpha, and beta the game wasnt very popular you know it only had 3 millions of premium users in beta it wasnt too much.
    at that moment minecraft was rare i mean it was game made by cubes just cubes nothing more.
    well time happend and in beta 1.7.3 and in 1.0.0 started to be popular.
    what happends when a game is very popular?
    the game has haters, music videos (a lot), mods and a lot of things the comunity.
    everyone says and why do you just ignore the comunity?
    yes, but the comunity affects to the game, the game starts to had stupid updates (no offense) like carpets, rare biomes, minigames, ADVENTURE MOD, horses, more flowers (who cares about the flowers in minecraft) and a lot of dump stuff.
    what else? storyline or guns?
    i used to love minecraft because it was a new and the only great experience.
    now you can find rust, 7 days to die or starbound a lot of copies of minecraft.
    minecraft its now the most popular game ever
    Posted in: Discussion
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    if do you dont know how to answer something you say in the dougeon chest
    Posted in: Minecraft Mods
  • 0

    posted a message on i feel that minecraft stills in beta

    There isn't supposed to be an ending. You do what you want to do in your world by building, mining, creating contraptions, collecting resources, explore, fight, and pretty much do what you can't do in any other game. I didn't care about the "history" or "ending" of the game, because in this game you do what you want.
    yeah, play protoype whitout story it wouldnt be a good game
    i dont mean a obligatory history i mean a optional like prototype or borderlands history
    history is something what i love from the games
    Quote from oCrapaCreeper

    Minecraft doesn't need an "ending". The closest you'll get to a proper ending is finish reading The End Poem.

    And Dinnerbone still plans on doing some "advetury" stuff for survival mode in 1.8. The update is nowhere near the definition of finished.
    things for adventure mode not for survival
    Posted in: Discussion
  • 0

    posted a message on i feel that minecraft stills in beta
    yesterday i killed the whither boss and the enderdragon and then... i think about it and then i say theres no ending, no history and no objebtive.
    i know minecraft is a sandbox but [protoype], borderlands and more games are sandbox but they got an ending and a history something interesting i mean i played prototype and i didnt skip one cinimatic it was interesting to see what hapends
    but not only that, the combat system its really bad and mojang doesnt cares. mojang is making commands for mini-games in 1.8 not a good combat system or working in survival
    afortunately we got more soundtrack after 1.7 update.
    afortunately we can build a lot of stuff
    i think minecraft is not ready
    Posted in: Discussion
  • 0

    posted a message on Need help in my map
    Quote from Greensparki

    I love commands and command blocks and consider myself pretty good. Also this could be a good learning experience with commands. I'm glad to help!

    well my hamachi is greppi23
    25.141.212.133 is my ip
    im not 24 hours
    download the texture pack

    Quote from Greensparki

    I love commands and command blocks and consider myself pretty good. Also this could be a good learning experience with commands. I'm glad to help!

    renember snapshot
    14w07a
    send messeges of hamachi
    Posted in: Creative Mode
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