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PostPosted: Thu Jan 19, 2012 4:32 pm 
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Angry Star
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12W03A Snapshot dropped details, and download here.

For those too lazy to click shit:
Ladders regained their collision box, and vines are climbable when they have a solid block behind them
Added jungle biome (requires a new world) with new tree and leaf types
Updated language files
Dispensers will place mobs instead of releasing the spawner egg
Zombies have new path-finding AI
Wolves have new AI and can be bred (when tame)

This pleases me for when 1.2 drops. :awesome:

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PostPosted: Thu Jan 19, 2012 5:54 pm 
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Damn, I've been really excited about getting the jungle biome back. I gotta see this, I think.

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For someone who uses the ":3" emoticon way too much you're a scary motherfucker.


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PostPosted: Thu Jan 26, 2012 1:55 pm 
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12W04A Notes:

New jungle-specific mob that can be tamed
Skeletons have new AI and a few new behaviors
Various minor bug fixes and changes
Added an experience item to creative mode
Added a flame item…
Updated language files

Client
Server

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PostPosted: Thu Jan 26, 2012 5:16 pm 
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Okay, so, uh...that flame item? It can be lauched out of dispensers. Wanna see the range on it?
Attachment:
2012-01-26_16.13.03.png

Shot from that tree house up there? Where my crosshairs are aimed at? It lit the block I'm standing on fire.


Oh, and maybe my favorite new feature? Bottle O Enchantment. He added fucking Rare Candy into the game, man! :awesome: Grab a bottle in Creative Mode, point at your feet and hold down right mouse. Level 50 in like 5 minutes. Fucking win.


You do not have the required permissions to view the files attached to this post.

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For someone who uses the ":3" emoticon way too much you're a scary motherfucker.


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PostPosted: Tue Jan 31, 2012 5:27 pm 
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Also, Kitties.


Craft bukkit also has a new 1.1 recommended build, but I don't think it's important right now, since we're keeping the vanilla server separate. I'll get around to it in the next few days, just to have it done.


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PostPosted: Tue Feb 14, 2012 4:36 pm 
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Snapshot might be tomorrow. Sneak peek from Jeb shows the following additions:
    Maximum build height has been increased to 256 (was 128)
    Empty sections of the world are not loaded into memory
    Block ids have been increased to 4096 (was 256) by adding a 4 bit data layer (similar to how meta data is stored)
    Block ordering have been changed from x/z/y to y/z/x in order to improve compression
    Packets for sending chunks have been updated (a full 128-high chunk is smaller than the old format, and a chunk with lots of empty space is much smaller)
    Biomes are saved per x/z column, which means they can be altered by tools

He also stated the following:
Jeb wrote:
Jon and I have been working on a new map format for Minecraft that we’ve dubbed “Anvil” (it’s just a name). The purpose of the new format is to prepare for modding, especially to allow for more block types, but also to improve other areas of the game (such as map height).

...The next snapshot, and Minecraft 1.2, will automatically convert worlds to the new format. The files of the current format (“McRegion”) will remain in your save folder, if you need to restore them for some reason.

The 16x128x16 “Blocks”, “Data”, “SkyLight” and “BlockLight” tags are removed
A “Sections” tag has been added with up to 16 compound tags
Each section has 16x16x16 “Blocks”, “Data”, “SkyLight” and “BlockLight” tags
Each section has a “Y” integer tag saying which section it is (note that some Y positions can be skipped).
0 is at the bottom of the world and 15 is the topmost section
Each section also has a “AddBlocks” tag, which is a DataLayer byte array just like “Data”.
The “AddBlocks” tag is not included in the converter since the old format never had block ids above 255.
This extra tag is created whenever a block requires it, so the getTile() method needs to check if the array exists and then combine it with the default block data. In other words, blockId = (addBlock << 8) + baseId.
Each chunk has a 16×16 byte array with biome ids called “Biomes”. If this array is missing it will be filled when the game starts. The converter doesn’t include any biome sources, though (it had too many dependencies to be included).
Note that the old format is XZY and the new format is YZX (see the difference between DataLayer and OldDataLayer).
The new format uses the extension “.mca” instead of “.mcr” (the old format is kept for safety, with the level.dat backed up as “level.dat_mcr”)

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PostPosted: Wed Feb 15, 2012 1:18 pm 
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12w07a is out now! 12w07b has been released as an update to 12w07a!
    Added new world file format called “Anvil” (256 max height and 4096 block IDs*)
    Multi-player light calculations do no longer cause affected blocks to be transmitted to the clients, instead the clients will recalculate the light on their own
    Villagers will repopulate villages based on how many houses there are available
    Some nights in villages will be worse than others…
    Added a redstone-controlled light source
    Decreased chance for the rare mob drops
    All animals use the new AI system now

    * The game can’t use the full range of IDs yet because there are still some assumptions that IDs above 256 are items.

    Update! New version number is 12w07b, fixing the following problems:

    Crash bug corrupting levels when spawning mobs above the 255th block
    Sheep animation is correct in SMP

Redstone Lamp = Glowstone with four redstone surounding it.
Get it at Mojang.com!

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PostPosted: Thu Feb 23, 2012 2:54 pm 
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So:

Added a defense mob to villages
Added up-side-down stairs
Many changes to the world and lighting system


Upsidedown stairs? Now that's good news,it'll help make our ceilings prettier.


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PostPosted: Fri Feb 24, 2012 2:17 am 
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The_Shrike wrote:
So:

Added a defense mob to villages
Added up-side-down stairs
Many changes to the world and lighting system


Upsidedown stairs? Now that's good news,it'll help make our ceilings prettier.

need upside-down slabs

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PostPosted: Sat Feb 25, 2012 10:28 am 
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gimp wrote:
need upside-down slabs


:cookieshuh:

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PostPosted: Tue Feb 28, 2012 2:09 pm 
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Mojang just hired 4 guys from the bukkit team to coordinate and build a new server API to make modding easy. And then do the same with client-side modding.

Hopefully that'll make keeping shit up to date, adding/removing game mechanics for special challenges and so on simpler.


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PostPosted: Tue Feb 28, 2012 5:36 pm 
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http://www.reddit.com/r/Minecraft/comme ... ns_mojang/

More information on it here. This is pretty awesome :awesome:

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PostPosted: Wed Feb 29, 2012 8:51 pm 
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1.2 drops tomorrow.


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PostPosted: Thu Apr 26, 2012 10:59 am 
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Been a while since anything worthy has been added to post in this... at least anything worthy that they'll tell us about. :coookieesssss:

Coming Soon in Minecraft 1.3 (but is in the current 12w17a Snapshot):
Image

That's right, editable books.
I hope that they allow them to be put on bookshelves.

Also, the wooden slabs in four colors.

EDIT:
Book Recipe changed.

[ ] [P] [ ]
[L] [P] [ ]
[ ] [P] [ ]

L = Leather
P = Paper

For the editable books, it requires a feather and ink sac with a book.

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PostPosted: Thu Apr 26, 2012 11:11 am 
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Holy shit, that's exciting :awesome:

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PostPosted: Thu Apr 26, 2012 5:32 pm 
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I know, imagine the uses of this. :D

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PostPosted: Thu Apr 26, 2012 8:16 pm 
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Cid_Highwind wrote:
gimp wrote:
need upside-down slabs


:cookieshuh:

ie, top half of the block :facepalm:

to lower ceilings or have a lower awning than a slab roof or whatever. and you could put stuff on them. can you put stuff on upside down stairs?

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PostPosted: Thu Apr 26, 2012 9:04 pm 
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gimp wrote:
Cid_Highwind wrote:
gimp wrote:
need upside-down slabs


:cookieshuh:

ie, top half of the block :facepalm:

to lower ceilings or have a lower awning than a slab roof or whatever. and you could put stuff on them. can you put stuff on upside down stairs?

Pretty sure you can now, yeah.

You have to have a block above it to actually get it to attach to. it's kind of a pain.

Doing this can also make the illusion of having a full block made of two different half slabs. Kinda neat, haha.

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PostPosted: Fri May 11, 2012 11:59 am 
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How about them Large Biomes and Cocoa Plants? :coookieesssss:

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PostPosted: Fri May 11, 2012 5:50 pm 
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I like the sound of large biomes. Pity that'd mean ANOTHER new world. But yeah. Vast oceans, deserts, mountain ranges? Sign me up!


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PostPosted: Sat May 12, 2012 12:40 am 
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From what I've seen on reddit, large biomes are LAAARRRGGEEEE

Like 3.1km desert, from end to end.

Sounds pretty kick ass.

But it would be shit to get stuck in a large ocean, haha.

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PostPosted: Thu May 24, 2012 1:20 pm 
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12W21A
    Villagers will trade items (they are cheap bastards, though!)
    Added a “currency item”
    A few minor terrain changes
    A new useful block/item (requires obsidian)
    Added a /seed command for showing the map seed
    Added sandstone stairs
    A lot of smaller changes and fixes

Since last week was a Swedish Holiday of some kind...
We get like this awesome update this week!

We see the start of the In Game Trading system as well as...
EMERALDS!

That's right, the currency is Emeralds, they are extremely rare in the wild right now, which accounts for their low prices on some items they trade.

Villages in Deserts:
The villages is deserts are now made out of Sandstone blocks as we now have Sandstone Stairs! Woooo!
Terrain looks a little more varied... and well they added a new dungeon type that they didn't mention.

Temples/Pyramids in deserts.

They have no mobs... but the treasures are hidden deep within, can you find them!?

Stay tuned next week for another update. :P

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PostPosted: Mon May 28, 2012 7:41 pm 
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Cid_Highwind wrote:
Villagers will trade items (they are cheap bastards, though!)

There may be a fix for that:
MCEdit Filter - Turn Chests into Villager Shops


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PostPosted: Tue May 29, 2012 4:50 am 
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Yeah, I saw that.
The possibilities are now endless! :awesome:

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PostPosted: Thu Jul 05, 2012 1:35 pm 
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Well, wow.

They're tossing out SP to make it a shell over MP, for the purpose of unifying mods. That's one huge change, all right. Makes it more expensive to run (but it's still minecraft, not Crysis or Dwarf fortress, or the superfuckery that would be Crysis Fortress), but no more SP/MP weirdness. which is weird.


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