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 Update on updates, will be updated consecutively. 1.4 pre B 

Modded spawners
Yes 64%  64%  [ 7 ]
No, because i don't want charged creepers, and i am a whimp. 36%  36%  [ 4 ]
Total votes : 11

 Update on updates, will be updated consecutively. 1.4 pre B 
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Post Update on updates, will be updated consecutively. 1.4 pre B
Purpose of this thread to enlighten you whom are too lazy to look for yourselfs, and to highlight cool shit. :)

general disscuion on the updates and what that means to us.

Minecraft 1.4 Snapshots/Pre-Releases

12w34b August 24, 2012

Changed recipes for buttons. They now require 1 Stone block/Wooden plank to craft.
Leather and Diamond Armor textures slightly changed:
Leather Armor sleeves are extended by one pixel.
Their item texture has been changed to match the new texture.
Diamond Armor sleeves now have a notch on the inner side.
Tweaked the “hidden feature” (still not ready for release).
Removed "map_#/#" on the Map and added "Map #" in the tool tip
Added Boss Names above boss health.
When taken down to half health, Withers will gain Wither armor, making them immune to arrows.
Zombies will now pick items up from the ground.
Zombies and Skeletons can now pick up armor and swords and wear it.


Bug Fixes: [Collapse]

Fixed Item Frame crashes.
Fixed Nether Portal stuff.

Notable Bugs (Complete bug list): [Collapse]

Client crashes upon trying to craft more area onto a map if you're connected to a server.
When you push a mob into an End Portal, Minecraft will crash.
Item frames take several seconds to drop and remain floating temporarily when the block to which they are attached is destroyed.
Maps do not show their content if the you switch to another map in the meantime
Using Pick Block on Mossy Cobblestone Wall, gives the player Cobblestone Wall.
4x2, 4x3, and 4x4 paintings cannot be placed.
Zombies can pick up arrows and wield them.
Mobs will try to jump over Cobblestone and Mossy Cobblestone Walls.


Version

Date of Addition

Additions Summary

Download



12w34a

August 23, 2012

■Added item frames ■Crafted like a painting but with leather instead of wool

■Added Cobblestone Walls and Mossy Cobblestone Walls
■Added Flower pot ■Crafted the same way as a bucket, but with Bricks

■Added new Full-screen toggle to the Video settings
■Added new use Vsync toggle in the Video settings
■Maps now align to a grid, making it easier to create adjacent maps. Maps can also be cloned by crafting an Empty Map with an already-filled-in map.
■Stairs now auto-arrange into corners. This is a test and may change based on feedback
■Mobs (and all other entities) can travel through portals
■Leather clothes can be dyed ■The default Un-Dyed Leather Color has changed
■You can right-click a full cauldron with dyed armor to remove dye

■Tamed Wolves' collars can be dyed
■Removed the “Work in Progress block” from the creative menu
■Added two new crops (carrots and potatoes) and associated items ■Carrots, Potato, Baked Potato, Poisonous Potato, Golden Carrot ■Carrots and Potatoes can be planted in tilled soil


■Zombies have a chance to drop a Carrots and Potatoes
■F3+P will toggle the auto-pause when the window loses focus (it’s for debugging, mainly)
■F3+H will toggle detailed item descriptions (also for debugging)
■Added arrow-sensitive wooden buttons
■The particle effect when a trade with a Villager has been successful has changed
■Trapdoors can be placed in top-most position (based on cross-hair aim)
■New mob added called a Wither, only avalible through hacks. Shoots exploding bullets at you and destroys nearby blocks. He also has a Boss health bar.
■Added Potion of Invisibility. ■Mobs do not attack you until you bump into them.

■Fire spreads differently based on difficulty
■Potion of Night Vision is brewed by adding a Golden Carrot to a Awkward Potion. ■Potion of Invisibility is brewed by adding a Fermented Spider Eye to a Potion of Night Vision
■Potion also hides the nametag

■Added an unused texture in items.png.



Bug Fixes: [Collapse]



■Fixed zombies not burning in the sun
■Fixed graphical glitch with chests and ender chests.




Notable Bugs (Complete bug list): [Collapse]



■Traveling through a nether portal after a mob has entered the nether results in the mob teleporting back to the surface, same scenario while teleporting to the surface.
■When a invisibility potion is active + you are in F5 mode + you are holding a bow, the bow does not move in the direction of where you are shooting.
■Mobs can occasionally fall through blocks
■Item frames do not drop when water is poured onto them
■If you place two different pieces of leather armor in a crafting table and dye them, you only get one back (certainly a conflict with the repair function)
■When item frames are placed on a server it crashes
■Creepers will occasionally spawn in broad daylight
■The Nether is extremely laggy
■Dyed armour held in the hand is the wrong colour when viewed in third person
■If you send tamed wolves with dyed collars to the Nether and leave one behind, when the others return they will have the same colored collar as the one that remained ■Dyed wolf collars are reset when they enter the End

■If standing behind two stairs and placing a stair between the stairs to make the corner stair, it places incorrectly.
■If you place all your leather armor with a color dye you will get the bottom-right most colored armor
■Sometimes the stairs will look like a normal block with no top
■You can place multiple item frames on the same block by placing them on the border of the same block.
■Sometimes doors continue breaking after the zombie has moved or started doing something else.
■When you try to place a lava bucket on item frames, it will display the bucket, but will also create a phantom lava entity floating next to the Frame.
■When wearing dyed armor, the items you hold in your hand (all items except monster eggs and potions) will have the same tint as your armor.
■Wolves with colored collars (and players with colored leather armor in multiplayer??) look more red when damaged.
■Eyes from endermen, mushrooms ontop of mooshrooms and wool from sheep will be still visible, even tho they are part of the body.




Client
Server (or .exe)



12w32a

August 9, 2012

■Villagers will now react positively on new trades, and negatively if you hurt them ■This effect only takes place if the villager recognizes nearby housing, most commonly with naturally spawned villagers
■There is a third, unused particle effect added of a villager's face looking angry.

■Villagers will not remove trades, but trading something else may be required to renew the old ones
■Zombies, Skeletons and Zombie Pigmen sometimes spawn wearing equipment including enchanted weapons and golden armor, depending on the difficulty level.
■Added Zombie Villagers ■Villagers have a chance of turning into zombies after being killed by one.
■Zombie spawn eggs may spawn zombie villagers.
■Zombie villagers can naturally spawn.
■Zombie villagers can be cured, becoming normal Villagers again. ■To do this, first use a Splash Potion of Weakness on it. Then, right-click on it with a level one Golden Apple. After several minutes, it will turn back into a normal villager.[2]


■Rarely, villagers can spawn in the nether near nether portals.
■New "villages.dat" file in the data folder of world saves
■Added the Command Block intended for adventure maps. ■It can run server commands when triggered by a redstone signal. ■You can use @player or @p as a placeholder for the nearest player.

■This block will not be craftable and is currently not available in the creative mode inventory, but can be obtained via the command /give 137

■New commands: ■/difficulty <new difficulty>
■/gamerule <rule name> [value]. Value can be defined as false / true. All rules except keepInventory are true by default. The available rules are as follows: ■doFireTick (false=fire cannot spread)
■mobGriefing (false=creeper explosions do not damage blocks)
■keepInventory (true=keep inventory on death)
■doMobSpawning (false=mobs do not spawn)
■doMobLoot (false=mobs do not drop loot)
■doTileDrops (false=blocks do not drop items when breaking)

■/spawnpoint [player] [<x> <y> <z>]
■/weather <clear/rain/thunder> [duration in seconds]

■Added the Beacon Block (Named "Work in Progress" ingame). ■By building a pyramid composed of storage blocks such as Blocks of Emerald or Blocks of Diamond and placing this block on top, the player gains access to several powers. ■A full pyramid can provide level II powers, should the player select the level I variation in the primary powers section.

■It can not be crafted, although a crafting recipe is planned. ■It can be obtained via the "Miscellaneous" tab in the creative inventory, or with the /give 138 command.

■The minimum range is 16 blocks
■Gives off a light level of 15, as bright as Glowstone
■Players within the blocks' range will be given the selected effects every 4 seconds
■The best configuration of blocks requires 164 blocks

■A working Potion of Night Vision is in the creative inventory.
■Zombie Attack Animation shows when it's holding a weapon.
■Iron Golems now attack Slimes and Magma Cubes.



Bug Fixes: [Collapse]



■Fixed /me command only working for ops
■Fixed /tell command not working






Notable Bugs (Complete bug list): [Collapse]



■There is a visual bug when trying to push someone off a cliff, they fall off then warp back.[3] ■Sometimes when pushing someone off a cliff they do fall - you are not meant to be able to push people as of 12w23a.
■It appears to be a server-side feature only, yet has not been applied to the client so far, as you can still push mobs or other entities in singleplayer.
■It also appears to be a PvP-only feature. In SMP, you can still push mobs and entities too.

■When standing still in the same place as another player the other player glitches about.[4]
■When the player sleeps in a bed, setting his/her spawnpoint, destroying the bed, dying, and clicking respawn will not reset the spawn point. This is most likely due to a workaround made for the /spawnpoint command.
■Zombies will not burn in the sun (Really a bug?).
■Some users experience a layering issue with Chests and Ender Chests where the bottom portion shows through the top portion, appearing bugged[5].
■You see the block select line through the book of the enchantment table.
■Leggings are the wrong size for the character model.
■Sometimes superflat worlds spawn default world chunks.
■Closing the Beacon Block GUI without selecting a secondary effect crashes the game with "Internal Server Error," even when reloading that world.
■The villagers' trading GUI does not automatically change to reflect when a villager has run out of stock for a particular trade.
■Pig zombies sometimes spawn without their skull. Skulless pig zombies can be cured into Villagers.
■Night Vision effect completely blocks out your vision below Y=0 except for the Sun which glows orange.

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Last edited by ResinCactus on Fri Aug 24, 2012 10:07 pm, edited 6 times in total.



Mon Jul 09, 2012 12:38 pm
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Post Re: Update on updates, will be updated consecutively. [12w27
We're not modifying spawners because it:

a) takes a decent amount of work
and
b) has to be done on a per-spawner basis

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Mon Jul 09, 2012 4:34 pm
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Post Re: Update on updates, will be updated consecutively. [12w27
Only thing I'd like to see changed is the monster spawn rate needs to be upped. But I don't that is something that can be helped right now.


Tue Jul 10, 2012 10:09 am
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Post Re: Update on updates, will be updated consecutively. [12w27
Jason that is because it is set for normal mode right now.

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Tue Jul 10, 2012 10:58 am
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Post Re: Update on updates, will be updated consecutively. [12w27
ResinCactus wrote:
Jason that is because it is set for normal mode right now.

The last world (or maybe even last few worlds) to my knowledge were actually set to Easy, and we still had numerous hostile mobs both at night and in dungeons. Far more than we have in the snapshot. Seeing as we're now on a HARDER difficulty and mobs aren't spawning, I think it might not have anything to do with the difficulty setting, and is really just a bug with the snapshot that will be worked out soon.


Tue Jul 10, 2012 11:19 am
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Post Re: Update on updates, will be updated consecutively. [12w27
^ You are correct.

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Wed Jul 11, 2012 9:32 am
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Post Re: Update on updates, will be updated consecutively. [12w27
Chris Hanson wrote:
ResinCactus wrote:
Jason that is because it is set for normal mode right now.

The last world (or maybe even last few worlds) to my knowledge were actually set to Easy, and we still had numerous hostile mobs both at night and in dungeons. Far more than we have in the snapshot. Seeing as we're now on a HARDER difficulty and mobs aren't spawning, I think it might not have anything to do with the difficulty setting, and is really just a bug with the snapshot that will be worked out soon.



I hope it does get worked out.. the only reliable mob farms I got are spawners, and they are worth gold.


Wed Jul 11, 2012 10:04 am
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Post Re: Update on updates, will be updated consecutively. 1.3.1
new patch :D 1.3.1

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Wed Aug 01, 2012 11:33 am
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Post Re: Update on updates, will be updated consecutively. 1.4 pr
NEW SHIT !!!

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Thu Aug 23, 2012 4:18 pm
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Post Re: Update on updates, will be updated consecutively. 1.4 pr
NOTHING IS MORE SCARY THAN THIS


Attachments:
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Thu Aug 23, 2012 4:37 pm
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Post Re: Update on updates, will be updated consecutively. 1.4 pr
Should have made an option that said "No, because I don't want to set this up.". Instead I have to choose the lying option.

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Fri Aug 24, 2012 1:58 pm
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Post Re: Update on updates, will be updated consecutively. 1.4 pr
Improved villages and villagers to make them more self-aware[25]

You can now restore a desolate village or create a completely new village[26]


Mob-related:

Chickens will be fed seeds to breed instead of wheat.[27]
Carrots used to control pigs. [28][29]
a Carrot with a Fishing Rod will be the crafting recipe.[30]
The pigs start slow but end up going about 5 blocks per second.[31]
Pigs with Saddles will now drop the saddle when killed. [32]
Sheep spawn egg can now spawn colored sheep.
At least two new mobs[33][34]
Wither Boss Mob.
Zombies can now pick up and equip items on the ground.[35]
Items that are picked up will have a 100% chance of dropping after dying.[36]
Zombies infect villagers now[37]
The villager is immediately turned into a zombie[38]
On Normal difficulty, there is a 50% chance of infection and on Hard difficulty there is a 100% chance of infection[39]
Infected baby villagers turn into baby zombies[40][41]
Baby zombies are 50% faster, don't age and don't burn up in the sun[42][43]


OH MY GOD RUN D:

Infected villagers will turn in to villagers again if you throw a Splash Potion of Weakness at them and right click on them with a normal golden apple.[citation needed]
Added armor and weapon support for mobs[44][45]
Skeletons and zombies now rarely carry and drop armor of all kinds, sometimes enchanted[46][47][48][49][50][51][52]
Monsters wearing headgear do not burn up in sunlight.[53]
Even baby zombies can wear armor[54][55][56]
Zombies now sometimes carry and drop swords or axes of all kinds, sometimes enchanted[57]
Skeletons now sometimes carry enchanted bows[58] but only on Normal and Hard difficulties, with higher chances on Hard[59]
Zombies and skeletons now only drop gear when they're wearing it, and even then its only a small chance of it getting dropped[60]
Villagers can now like and dislike you[61]
Villagers who dislike you will refuse to trade
Villagers will dislike you more for killing their friends or allowing them to die
Depending on how much villagers like you, they will start to offer you better trades[62]
Trades may be made permanent again or last shorter/longer

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Thu Aug 30, 2012 7:44 am
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