MINECRAFT SNAPSHOT 18W43B
The First Village & Pillage Java Snapshot
The first snapshot for 1.14 "Village & Pillage" is here, and oh boy, it's a big one! With new items, new blocks, new mobs, new blocks, new enchantments, new blocks, new mechanics, even more new blocks, new commands, and not to forget all the new blocks - we're pretty confident there's something for everyone in this snapshot!
Best of all, this is just the first one! We have so many things coming to future snapshots, most of which you guys don't even know about yet! Hurray!
However, as always the first snapshot is always the riskiest. We're rewriting big chunks of the game with hopes of focusing on performance soon, so stability might be a little wonky at first. Please backup before opening your favourite worlds!
We've got a huge changelog for this snapshot, which we're really proud of. If you scroll all the way to the bottom you'll find instructions on how to play (spoiler: start up your launcher and enable snapshots!)
Now, without further ado, we present to you... a changelog!
CHANGES IN 18W43B
We found a few memory leaks in the client and cleaned them up!
Some textures were outdated and have been replaced with the proper new ones
FIXED BUGS IN 18W43B
MC-137530 - Inserted text for %s in a translation string shows 'null'
MC-137492 - Spruce trees drop leaves instead of saplings
MC-137457 - Crash upon opening the F3 menu
MC-137454 - Opening Loom GUI doesn't darken surrounding background
MC-137443 - A few effect icons are swapped/missing
CHANGES IN 18W43A
Added Bamboo Blocks into the game
Added Bamboo Jungles in the world
Rewrote the book & quill editing to be more intuitive
Added Crossbows!
Added lots of new decorative blocks!
Added new dyes and flowers!
Added some community suggestions
Updated the credits list
Added in-game buttons for reporting bugs or giving feedback
Added Illager Beast
Added Loom into the game
Special banner patterns can now be crafted into a new item, Banner Patterns
We're now using the new textures!
Added pandas!
Added Pillagers
Added suspicious stew - hmmmm!
BAMBOO
They call it exotic. Which is just people talk for awesome. Which it is, which is why we're so happy that we added it to the game.
Can be found in Jungles and the two new biomes: Bamboo Jungle and Bamboo Jungle Hills
Can grow to a max height between 12 and 16 blocks
When bonemealed, bamboo will grow a 1-2 bamboo on the top
When struck with a sword, bamboo will instantly break
Two bamboo can be crafted into a single stick
Able to be used as fuel with 4 bamboo able to smelt a single item
Bamboo is able to be placed into Flower Pots
Bamboo can now be found in Shipwrecks and Jungle Temples
COMMUNITY SUGGESTIONS
As it turns out, you guys have great suggestions!
Leaves now have a small chances to drop sticks.
Chorus Fruit Flowers now break when shot by an arrow.
Dead Bushes can not be used as Furnace fuel.
Rabbit Stew and Beetroot Soup has now been changed to a shapeless recipe.
Creepers will now drop records when killed by Stray in addition to Skeletons.
Dispensers with Shears in them will now shear sheep that have wool in front of them.
CROSSBOWS
This is such a fun weapon that it makes us quiver!
Shoots arrows with base power slightly higher than the bow, but less durability
Three unique enchantments!
Fun, challenging advancements!
New loading mechanics!
Unique load animation!
ENCHANTMENTS
Choose between the following three enchantments for your crossbow:
MULTISHOT (I)
Ever wanted to shoot more than one arrow at once? Look no further! With Multishot, your crossbow splits your arrow into 3, shooting the usual arrow straight ahead and two more at angles off to the sides!
Cannot be combined with Piercing
PIERCING (I, II, III, IV)
With this pointy enchantment, arrows shot from your crossbow can travel through mobs, hitting more than one per shot
The number of mobs that can be damaged by a single arrow is equal to the level of this enchantment + 1
Cannot be combined with Multishot
QUICK CHARGE (I, II, III)
Each level of quick charge decreases the amount of time it takes to fully charge your crossbow by .25 seconds
LOADING MECHANICS
To charge the crossbow, hold down the "Use" button
Once the crossbow string has been pulled all the way back, let go
Boom! Your crossbow is now loaded and ready to shoot with a single click of the "Use" button
DECORATIVE BLOCKS
Oh my, a bunch of new blocks!
Changed all existing Stone Slabs to Smooth Stone Slabs (same look, new name!)
Changed all existing signs to Oak Signs (same look, new name!)
Made Smooth Stone Slabs craftable from Smooth Stone
Added spruce, birch, jungle, acacia and dark oak signs
Added Stone stairs and slabs
Added Granite stairs, slabs and walls
Added Polished Granite stairs and slabs
Added Diorite stairs, slabs and walls
Added Polished Diorite stairs and slabs
Added Andesite stairs, slabs and walls
Added Polished Andesite stairs and slabs
Added Sandstone walls
Added Smooth Red Sandstone stairs and slabs
Added Smooth Quartz stairs and slabs
Added Brick walls
Added Stone Brick walls
Added Mossy Stone Brick stairs, slabs and walls
Added Nether Brick walls
Added End Stone Brick stairs, slabs and walls
Added Prismarine walls
Added Red Sandstone walls
Added Red Nether Brick stairs, slabs and walls
Added Smooth Sandstone stairs and slabs
Added Mossy Cobblestone stairs and slabs
Made Smooth Stone obtainable by smelting Stone
Made Smooth Sandstone obtainable by smelting Sandstone
Made Smooth Red Sandstone obtainable by smelting Red Sandstone
Made Smooth Quartz obtainable by smelting Quartz Block
Changed the recipe of Nether Brick Fence to 4 brick blocks and 2 brick items
Changed the recipe of signs to require all of the same wood type, not any wood type
DYES
Dye all the things!
Separated Bone Meal, Ink Sac, Cocoa Beans, and Lapis Lazuli into their own dyes
Unified all dye names (Red, Yellow, and Green dyes no longer have special names)
Added new recipes to obtain coloured stained glass and coloured carpet
FLOWERS
Get your green fingers!
To celebrate our new dyes, we added... flowers!
Be careful of the Wither Rose... don't let its subdued beauty lull you into a false sense of security!
ILLAGER BEAST
Ravager? Behemoth? Got a name suggestion? Let us know!
Fearsome new foe who packs quite a wallop, grab your sword and shield and prepare to get knocked around!
LOOM
Bröther, may I have some lööm?
New and easier way of being able to apply patterns to banners, can still only apply 6 max patterns to a banner
Generic patterns now only require 1 dye in order to create patterns instead of 1 - 8 (depending on the pattern)
Special banner patterns (Oxeye Daisy, Creeper Skull, Wither Skeleton Skull, Enchanted Golden Apple) can now be crafted. These patterns don't consume the pattern item when used in the Loom
Old recipes for banners in the crafting table have been removed
NEW TEXTURES
The extraordinary Minecraft Texture Update has been available on minecraft.net for quite a while and now it’s finally available by default in the game
We’re renovating the old textures of Minecraft and polishing them up for a new beginning.
We're still interested in feedback
Playing on Bedrock ? Don't worry! These textures will come to the Marketplace in a near future for you to try out!
PANDA
We heed the call!
Pandas come in different variants and personalities! There is a rumour about a brown panda...
Pandas love bamboo... they kinda like cake as well
Pandas can be bred, and the variants are inherited by a special panda inheritance system
Pandas spawn natuarlly in the new bamboo forest biome
Pandas drop bamboo when killed
Most importantly: pandas are cute and terribly silly!
The babies are, in general, even more silly than their parents.
PILLAGER
Pillagers are new type of mob added to the game. For now, it can only be spawned with a spawn egg or commands, but they'll do more things in a later snapshot.
A new type of illager that, well, pillages!
Pillagers wield a new weapon, the crossbow!
REWRITE OF BOOK & QUILL EDITING
The pen is mightier than the sword! Unless you're fighting a Pillager...
Movable cursor for free text editing
Selection support
Copy & Paste
Keyboard and Mouse handling
Improved page filling and line wrapping
Increased book length (100 pages)
SUSPICIOUS STEW
Hmmmm...
Found in buried ship treasure chests
Also craftable!
Whoever eats this stew will be imbued with an unknown effect for several seconds!
Whoever crafts the stew will know what effect they gave it
TECHNICAL CHANGES IN 18W43A
Creative menu search box now accepts tags (starting with #)
Tooltip in creative search menu now lists item's tags
New item model property custom_model_data, backed directly by CustomModelData integer NBT field
Extended NBT path syntax
New sub-commands for NBT manipulation and querying
New chat component for displaying values from NBT
Added entity type tags. They work exactly the same as other ones (blocks, items and fluids, etc). Stored in tags\entity_types\
Added a feature registry
Added a registry for decorators
Added a registry for carvers
Added a registry for surface builders
Item lore tag now uses chat component syntax
New Light engine!
drop command - drops items in various contexts
Block drops are now controlled by loot tables
Performance Improvements
Added schedule command for delaying execution of functions
Time arguments in time set, time add and schedule function can now have units (t - ticks, s - seconds, d - days). Fractions are allowed as long as result is integer (for example 0.5d)
ADVANCEMENTS
Entity type predicates now accept tags (#baz)
DAMAGE SOURCE PREDICATE
Damage source predicate now has option: is_lightning.
ENTITY FLAGS PREDICATE
Entity predicate now accepts flags field. Available tests: is_on_fire, is_sneaking, is_sprinting, is_swimming, is_baby.
CHAT COMPONENTS
NBT CHAT COMPONENT
Block variant {"nbt": <path>, "block":{"x":<x> "y":<x>, "z":<z>}}
Entity variant {"nbt": <path>, "entity":<selector>}
Additionaly, if field interpret is present and set to true, contents of selected tags will be interpreted as chat components
COMMANDS
type field in @ selectors now accepts entity type tags (type=#foo and type=!#bar)
Item frame contents can now be modified with /replaceitem
DATA
data modify <block or entity> <path> <operation> <source>
Apply operation to selected fields
Basic operation: set - replaces value
List operations: insert before index |insert after index|prepend|append
Object operations: merge
Sources:
from <block or entity> <path> - copies value from existing tag
value <nbt> - uses NBT literal
DROP
General syntax: drop <target> <source>
Sources
- `award` - uses advancement award context
- `fish` - uses fishing context
- `loot` - uses loot chest context
- `kill` - simulates entity drops
- `mine` - simulates block drops
Targets
- `world` - drops in world
- `player` - puts in player inventory (as if picked)
- `entity` - sets entity slots (same as `replaceitem`)
- `block` - puts (`distribute`, as if shift-clicked) or replaces/merges (`insert`) items in container
EXECUTE
execute if data <block or entity> <path> (and execute unless)
when used as command, return count of matched elements
when used as part of command, continues on non-zero(if) or zero(unless) count
SCHEDULE
Schedules function or tag to run in <time> gametime ticks. Returns trigger time. Any tag or function can be scheduled only once. Calling this command for already scheduled function or tag will replace older record.
NBT PATHS
Can now return multiple values. When used as target, modification will be applied to every element
When setting location and no elements are found, new matching element will be created:
For example writing to Items[{Slot:10b}] will either found element in Items for slot 10 or create new one
Add [{k1=v1,k2=v2}] to match objects in list that have matching fields
Add {k1=v1,k2=v2} to match objects (selects 0 or 1 elements, mostly as safeguard against mismatched entries)
Allow negative indices in [index] to select element from end (i.e. [-1] is last element, [-2] second to last, etc)
Add [] to select all elements from list
LIGHT ENGINE
We are de-lighted to have a new light engine!
Moved light storage from chunks to a separate structure
Moved light calculation from all over the code to a self-contained place
Moved light computation off the main thread (on the server)
LOOT TABLES
Block drops are now controlled by loot tables (stored in loot_tables/blocks/)
Tables and pools accept functions
Added new loot table entry types: dynamic, tag, alternatives, sequence, group
Added new loot table functions: apply_bonus, explosion_decay, copy_name, limit_count, set_contents, set_loot_table
Added new loot table conditions: entity_present, survives_explosion, block_state_property, table_bonus, match_tool, tool_enchantment and two special modifiers: inverted and alternative
Integer values can now specify random number generator (available types: constant, uniform, binomial). If omitted, defaults to uniform
Loot tables have optional type, used to validate function usage (available types: empty, chest, fishing, entity, advancement_reward, block). Using function that references data not available in given context (for example, block state in fishing table) will cause warning
New entity parameter in predicates: direct_killer_entity - allows access to projectiles etc.
MODIFIED CONDITIONS
ENTITY_PROPERTIES
Now uses same predicate syntax as advancements (like player_killed_entity). Parameters are now described in predicate field.
NEW CONDITIONS
ALTERNATIVE
Joins conditions from parameter terms with "or" ("disjunction").
BLOCK_STATE_PROPERTY
Check properties of block state.
Parameters
block - id of block. Test will fail, if broken block does not match
properties - map of property:value pairs
DAMAGE_SOURCE_PROPERTIES
Checks damage source. Same syntax as entity_properties, but uses damage source predicate (see player_hurt_entity advancement trigger).
ENTITY_PRESENT
Returns true if entity is set (see entity_properties for list of entities).
INVERTED
Inverts condition from parameter term
LOCATION_CHECK
Applies advancement location predicate.
Parameters
predicate - predicate applied to location. Uses same structure as advancements.
MATCH_TOOL
Checks tool (available for block breaking and fishing).
Parameters
predicate - predicate applied to item. Uses same structure as advancements.
SURVIVES_EXPLOSION
Return true with 1/explosion radius probability.
TABLE_BONUS
Passes with probability picked from table, indexed by enchantment level.
Parameters
enchantment - id of enchantment
chances - list of probabilities for enchantment level, indexed from 0
WEATHER_CHECK
No surprise here.
Parameters
raining - optional boolean
thundering - optional boolean
NEW ENTRIES
ALTERNATIVES
Tests conditions of child entries and executes first that can run. Has no weight or quality, but may have conditions.
DYNAMIC
Gets block specific drops. Currently implemented:
minecraft:contents - block entity contents
minecraft:self - for banners and player skulls
GROUP
Executes child entries when own conditions pass. Has no weight or quality.
SEQUENCE
Executes child entries until first one that can't run due to conditions. Has no weight or quality, but may have conditions.
TAG
Adds contents of item tag. Fields:
name - id of tag
expand - if false, entry will return all contents of tag, otherwise entry will behave as multiple item entries (all with same weight and quality)
NEW FUNCTIONS
APPLY_BONUS
Applies one of predefined bonus formulas.
Common fields
enchantment - id for enchantment level used for calculation
formula - type of used bonus formula
parameters - values required for formula (depend on type)
Formulas (based on existing fortune bonuses):
binomial_with_bonus_count:
parameters: extraRounds : int, probability : float
adds random value using binomial distribution with n <- level + extraRounds and p <- probabilty
uniform_bonus_count
parameters: bonusMultiplier
adds random value using uniform distribution from 0 to bonusMultiplier * level
ore_drops
no parameters
applies formula count * (max(0, random(0..1) - 1) + 1)
COPY_NAME
Copies display name from block entity to item (see enchanting table behaviour)
EXPLOSION_DECAY
Applies flat chance (equal to 1/explosion radius) for every item to be destroyed (items in stack are processed separately)
LIMIT_COUNT
Limits count of every item stack to range.
Parameters
limit:
min - optional
max - optional
SET_CONTENTS
Populates BlockEntityTag.Items (works for shulker boxes, chests, etc.) with items from entries.
Parameters
entries - list of entries (same as in pool)
SET_LOOT_TABLE
Sets BlockEntityTag.LootTable and BlockEntityTag.LootPoolSeed tags.
Parameters
name - id of loot table
seed - seed (if omitted or 0, LootPoolSeed will not be set)
PERFORMANCE IMPROVEMENTS
Improved performance of Redstone Wire when depowering.
Improved performance of Fish.
Mobs that would spawn and then despawn from being too far away from the player the next tick no longer spawn.
WORLDGEN
Most of the biome related features now have a registry and their configuration can be serialized. I wonder what this is going to be used for...
Added "Bamboo Jungle" and "Bamboo Jungle Hills" biomes which behave like a normal jungle, but have bamboo!
FIXED BUGS IN 18W43A
MC-1578 - Cannot move backwards in Books/Signs while writing / Cannot copy anything from the book
MC-1692 - Excessive lag on lamp de/activation across chunk borders
MC-3329 - Naturally generated light sources (fire, glowstone, torches etc.) sometimes do not emit light
MC-3961 - Water, Cobwebs, Magma, Leaves and other blocks save sunlight
MC-4686 - Client movement when teleported
MC-9188 - Fires can leave ghost lighting behind
MC-11571 - Huge lighting updates lag the game.
MC-76278 - Lighting not updating until walked up or block update
MC-80966 - Lightcalculation of ChunkSelection faulty implemented resulting in client bugs (empty chunks don’t show light/render dark)
MC-88097 - Snow blocks receive (useless) random updates and can get destroyed when there is a light glitch
MC-91136 - Lighting update is delayed at chunk borders
MC-102162 - Some light-emitting blocks (magma, lit furnace, lit redstone ore) 'save' block light
MC-119932 - Light-emitting solid blocks (lit furnaces, magma blocks, glowstone, lit redstone ore) let light (sunlight, block light) through
MC-124395 - Beacon block entity contains code for custom names, despite not storing it to NBT and the beacon GUI not having one
MC-135453 - Crash while rendering block entity
MC-136526 - Crash when generating near top of world
MC-136759 - Spawn eggs do not make sure that the entity is valid for the egg, allowing for arbitrary command execution in certain cases
MC-137229 - Book corruption when 1.8 world is loaded in 1.13
MC-137300 - ConcurrentModificationException thrown when upgrading world
GET THE SNAPSHOT
To install the snapshot, open up the Minecraft Launcher and enable snapshots in the "Launch Options" tab.
Snapshots can corrupt your world, please backup and/or run them in a different folder from your main worlds.
Cross-platform server jar:
Minecraft server jar
Report bugs here:
Minecraft issue tracker!
No comments:
Post a Comment