Wednesday, October 28, 2015

Minecraft 1.9: animals and farming

Boat Breeding

  • Put any animal you want to do breed with on some boats that are on top of fences
  • Give the animal certain food (depending on what the animal is look at the chart below)


MobItemsOther

Horse

Sugar

Wheat

Apple
s

Golden Carrot
s

Golden Apple
s
 and 
Hay Bale
s
 to feed for growth and healing.

Wheat
Wheat to feed for growth.

Pig
Pocket Edition only
Carrots for growth.

Chicken
Pocket Edition only

Tamed Wolves
Any type of meat, whether cooked, raw, or rotten.Tamed wolves must be at full health before being fed to breed.
Meat cannot be used to tame a wolf. Only Bones can be used to tame wolfs.



 Tamed Ocelots (cats)
None

Rabbit
s
None


  • Here is an example boat breeding with mushrooms



Beetroot

  • Beetroot
  • Restores 1 (Half Hunger.svg).
  • Spawns naturally in villages.
  • Can be used to craft beetroot soup.
  • Can also be used to craft rose red dye.
  • Used to be a pocket edition exclusive.
  • Beetroot soup
  • Restores 6 (Hunger.svgHunger.svgHunger.svg).
  • Crafted from 6 beetroots and a bowl.
  • Used to be a pocket edition exclusive.
  • Beetroot seeds
  • Used to grow beetroots.
  • Drop chances for beetroot seeds average 2 per crop harvested.
  • Used to be a pocket edition exclusive.
  • Chorus fruit
  • Obtained from chorus plants.
  • Can be eaten even if the player is not hungry, similar to golden apples.
  • Teleports the player to a random nearby location when eaten (like an enderman).
  • Does not heal hunger points if the hunger bar is full.
  • Otherwise it will heal 4 (Hunger.svgHunger.svg).
  • Can be cooked in the furnace to obtain Popped Chorus Fruits.
  • It has a cool down time every time they are eaten, like ender pearls.
  • It is visible in the item icon through a "rolling curtain" animation.
  • Stacks to 64.
  • Popped chorus fruit
  • Obtained from cooking chorus fruit.
  • Used to craft purpur blocks.
  • Cannot be eaten.



Pictures from:xisumavoidandminecraft gamepedia
Info is from:minecraft 1.9 gamepedia

Minecraft 1.9: things you probably didn't know

End Crystal

  • Currently drops from Skeletal Horses
  • Can only be placed on obsidian and bedrock
  • Have no bottom plate like "normal" end crystals
  • Used on the exit portal in the end to respawn the dragon

Splash text
  • Changed "0% sugar" to "1% sugar".
  • Removed "SOPA means LOSER in Swedish!".

Strongholds
  • Huge increased number of strongholds to 128 per world, rather than 3

Dungeons

  • Dungeons now have different loot.
  • Can drop golden apples, diamond horse armor, redstone, iron, gold, rotten flesh, bones, gunpowder.






Pictures from:
 xisumavoid

Info from:
minecraft gamepedia


Tuesday, October 27, 2015

Minecraft 1.9: cheats

Gameplay
Transportation
Elytra


  • Function according to hang glider aerodynamics.
  • You don't receive fall damage if you fall from a small height while flying slowly (not nose-diving).
  • Still receive fall damage if you nose-dive directly into the ground.
  • Receive damage from horizontal collisions, new death message: "Player experienced kinetic energy".
  • Have to be equipped in the “chestplate” slot in order to work.
  • Have 431 uses and can be repaired on an anvil using leather.
  • Can be given the Unbreaking enchantment using an anvil or commands.
  • Legs will make a “walking movement” animation when you are stalling in the air.
  • Similar to the Wing Cap item from Super Mario 64.
  • Found on End Ships within an item frame
  • Wings fold while not gliding
  • Cape not displayed while wearing
  • Takes damage at a rate of 1/s

Command format
Gamerules


  • Added the gamerule spectatorsGenerateChunks.
  • Determines whether players in spectator mode should generate chunks.
  • Defaults to true.
  • Scoreboard
  • Added /scoreboard players tag ...
  • The player can add and remove tags for any entity based on NBT tags of that entity/player.
  • e.g. /scoreboard players tag @a test {OnGround:0b} will add the tag "test" to all players that are in the air.
  • Tags can be accessed by using the parameters after the selector.
  • e.g. /give @a[tag=test] stone 1 will give 1 stone to all players that have the tag "test".
  • The player can use /scoreboard players tag list to see what tags are on an entity.
  • Tags are stored in the playerdata file as strings, not in the scoreboard files.
  • This means that any tag the player binds has to be bound to an existing online player or an existing entity.
  • Unlike objectives, tags cannot be displayed anywhere on the HUD or inventory.
  • Only via the list sub-command can the player see which tags an entity has on the chat.
  • Through CommandStats it is possible to obtain the number of scoreboard tags an entity has via QueryResult.
  • Added five new objective types: XP, hunger, oxygen, armor and level.
  • "xp" can be used to track the players exact amount of XP points.
  • "food" can be used to track the hunger level of the player (ranges from 0 to 20).
  • "air" can be used to see how long the player has been underwater.
  • Starts at 300 (out of water) and then decreases 1 per tick as long as the player´s head is underwater (resets when the player gets out of the water).
  • The water breathing status effect freezes the timer and the respiration enchantment slows down the countdown from 300, each time more with each level.
  • "armor" can be used to track the armor bar, which in turn tracks the total amount of protection of all currently worn armor pieces.
  • "level" can be used to track the player's level directly, which is the number displayed above the experience bar.
  • It is not directly correlated to the experience points, since increasing levels each time takes more xp than before.
  • This could be tracked before, but it required some intermediate steps.
  • Added collisionRule to the team options.
  • It controls whether or not players can push other players and whether or not is team dependent.
  • The modes are: always, never, pushOtherTeam, pushOwnTeam
  • NBT tags
  • All entities
  • Glowing (byte): Controls whether or not an entity is affected by the new glowing status effect.
  • e.g. /summon Creeper ~ ~1 ~ {Glowing:1} will summon a glowing creeper.
  • Note this does not work on all entities, such as snowballs.
  • Tags (list): Contains a list of string values that can be used with the "tag" selector parameter.
  • The /scoreboard command can assign tags itself.
  • /summon Creeper ~ ~1 ~ {Tags:["tag1","tag2"]}
  • Passengers (list): Replaces the original "Riding" compound tag. It has the ability to specify multiple passengers at equal depths, unlike "Riding". Instead of the deepest-nested "Riding" entity being the bottom-most in the stack of riding entities, the entity at the root of the data is at the bottom of the stack.
  • For example, the armor stand in the following command is at the bottom of the stack while the cow and pig are at the same depth:
  • /summon ArmorStand ~ ~1 ~ {Passengers:[{id:"Cow"},{id:"Pig"}]}
  • One may also summon entities in stacks instead of the same height and with specific NBT tags attached to it:
  • /summon Sheep ~ ~1 ~ {Passengers:[{id:"Sheep",Color:5,Passengers:[{id:"Sheep",CustomName:"test",CustomNameVisible:1}]}]}
  • All mobs
  • HandItems (lists): Defines what item is within the main hand and offhand.
  • It manages this by using two records, for the main hand and the offhand in that order.
  • e.g. /summon Zombie ~ ~1 ~ {HandItems:[{id:"minecraft:stone"},{id:"minecraft:cobblestone"}]}
  • ArmorItems (lists): Used to specify the armor worn by the mob.
  • Contains four records: feet, legs, chest and head in that order.
  • e.g. /summon Zombie ~ ~1 ~ {ArmorItems:[{id:"minecraft:leather_boots"},{id:"minecraft:leather_leggings"},{id:"minecraft:leather_chestplate"},{id:"minecraft:leather_helmet"}]}
  • LeftHanded (byte): Boolean tag that controls the dominant hand of mobs.
  • Set to 1 for left handed mobs and 0 for right handed.
  • e.g. /summon Zombie ~ ~1 ~ {LeftHanded:1,HandItems:[{id:"minecraft:stone"}]}
  • ArmorDropChances & HandDropChances (lists): Used to specify the dropping chances of worn armor and held items of specific mobs respectively.
  • e.g. /summon Zombie ~ ~1 ~ {HandDropChances:[1.0f,1.0f],HandItems:[{id:"minecraft:stone"},{id:"minecraft:cobblestone"}]}
  • e.g. /summon Zombie ~ ~1 ~ {ArmorDropChances:[2.0f,2.0f,2.0f,2.0f],ArmorItems:[{id:"minecraft:leather_boots"},{id:"minecraft:leather_leggings"},{id:"minecraft:leather_chestplate"},{id:"minecraft:leather_helmet"}]}
  • DeathLootTable (string): Determines which loot table will be used when the mob is killed.
  • e.g. /summon Creeper ~ ~1 ~ {DeathLootTable:"minecraft:chests/simple_dungeon"}
  • DeathLootTableSeed (long): The deterministic seed for grabbing data from the loot table. Used in vanilla survival to replicate chest content in new worlds with same seeds. Must not be 0.
  • e.g. /summon Creeper ~ ~1 ~ {DeathLootTable:"minecraft:chests/simple_dungeon",DeathLootTableSeed:123l}
  • All items
  • Slot string tag within AttributeModifiers (string): Determines which slot the item has to be, for the modifier to be applied.
  • Available slots are: "mainhand", "offhand", "feet", "legs", "torso", "head".
  • e.g. /give @p minecraft:leather_chestplate 1 0 {AttributeModifiers:[{AttributeName:"generic.maxHealth",Name:"Test",Amount:10.0,Operation:0,UUIDLeast:1l,UUIDMost:1l,Slot:"torso"}]}
  • Players
  • DataVersion (integer): Numerical value that states which version the player is playing within.
  • It cannot be changed via commands, but it can be tested for.
  • /scoreboard players set @a OBJ 1 {DataVersion:104}
  • RootVehicle
  • With the introduction of the "Passengers" tag, this new compound holds a copy of the entity the player is currently riding. "AttachLeast" and "AttachMost" are the UUIDLeast and UUIDMost of that entity, while "Entity" holds the actual data.
  • /testfor @a {RootVehicle:{AttachLeast:1l,AttachMost:1l,Entity:{id:"Boat",CustomName:"Test"}}}
  • Items: Potion
  • Potion (string)
  • Used to determine the type of potion it is using new name IDs.
  • e.g. /give @p minecraft:lingering_potion 1 0 {Potion:"minecraft:long_invisibility"}
  • Entity: ThrownPotion
  • Lingering (byte)
  • When Lingering is set to 1, the potion will create the AreaEffectCloud entity when it lands.
  • Potion (compound)
  • Holds the item data for the potion thrown.
  • e.g. /summon ThrownPotion ~ ~1 ~ {Lingering:1,Potion:{id:"minecraft:lingering_potion",Count:1,tag:{Potion:"minecraft:long_invisibility"}}}
  • Entity: TippedArrow
  • Item (compound): Holds the item data for the specific tipped arrow.
  • e.g. /summon TippedArrow ~ ~5 ~ {Item:{id:"minecraft:tipped_arrow",Count:1,tag:{Potion:"minecraft:long_invisibility"}}}
  • Entity: SpectralArrow
  • Duration (integer): Specifies how long the effect will last when the arrow strikes the target.
  • e.g. /summon SpectralArrow ~ ~5 ~ {Duration:200}
  • Entity: Shulker
  • Peek (byte): Percentage to indicate the progress of its idle and attacking animations, so the height of its shell is correctly updated.
  • AttachFace (byte): Determines the direction the shulker has attached to a block face. ***Summoning shulkers will make them attach to the ground by default.
  • APX, APY, APZ (int): Set of integer coordinates that the shulker should be located at.
  • These coordinates will be obtained from the coordinates entered by a /summon command through a truncation function.
  • Entity: ShulkerBullet
  • Used to track the target location of shulker projectiles.
  • Relevant NBT structure: {Steps:1,TXD:0.0,TYD:0.0,TZD:0.0,Dir:0,Owner:{X:0,Y:0,Z:0,L:1L,M:1L},Target:{X:0,Y:0,Z:0,L:1L,M:1L}}
  • Entity: MinecartHopper
  • Enabled (byte): Determines whether or not the minecart hopper will pick up items into its inventory.
  • e.g. /summon MinecartHopper ~ ~1 ~ {Enabled:1b}
  • Entity: EnderCrystal
  • BeamTarget (compound): Used to assign a custom target to the beam.
  • e.g. /summon EnderCrystal ~ ~1 ~ {BeamTarget:{X:1,Y:2,Z:3}}
  • Entity: EnderDragon
  • DragonPhase (integer): determines the current action the dragon will complete.
  • e.g. /summon EnderDragon ~ ~1 ~ {DragonPhase:7}
  • Entity: EntityHorse
  • SkeletonTrap (byte): Indicates whether the horse is a skeleton trap.
  • If it is, the horse will spawn 4 skeleton horses, ridden by skeletons and a lightning bolt in its place when a player gets within 10 blocks of it.
  • e.g. /summon EntityHorse ~ ~1 ~10 {SkeletonTrap:1b}
  • SkeletonTrapTime (integer), incremented each tick when SkeletonTrap is set to 1. The mob automatically despawns when it reaches 18000 (15 minutes). This will prevent the hostile horses from overflowing the world, similar to chicken jockeys.
  • e.g. /summon EntityHorse ~ ~1 ~10 {SkeletonTrap:1b,SkeletonTrapTime:17980}
  • Entity: Boat
  • Type (string): Determines the wood material of the boat that is displayed. Values are: oak, spruce, birch, jungle, acacia, dark_oak.
  • e.g. /summon Boat ~ ~1 ~ {Type:"acacia"}
  • Tile: Chests/Minecart chests
  • LootTable (string): Loot table to be used to fill the chest when it is next opened or destroyed. When the chest is part of a double chest, only the half corresponding to the tagged single-chest will be affected.
  • e.g. /setblock ~ ~1 ~ minecraft:chest 0 replace {LootTable:"minecraft:chests/simple_dungeon"}
  • LootTableSeed (long): Seed for generating the loot table. Used in vanilla survival to replicate chest content in new worlds with same seeds. 0 or omitted will use a random seed.
  • /setblock x y z minecraft:chest 0 replace {LootTable:"chests/simple_dungeon",LootTableSeed:12345}
  • Tile: Command Blocks
  • auto (byte): When set to 1, the command block will no longer require a redstone signal in order to activate.
  • When applied to an impulse mode block, its command will activate only once right after finishing writing the command.
  • When applied to a repeat mode block, it will constantly activate every tick.
  • When applied to a chain mode block, it will always be available to activate its signal when called.
  • e.g. /blockdata X Y Z {auto:1b}
  • ConditionMet (byte): States whether or not the command block behind the conditional command block was successful in output. Will be 1 if that block is successful and 0 if unsuccessful.
  • Non-conditional command blocks will always be 1.
  • e.g. /testforblock X Y Z minecraft:command_block -1 {conditionMet:1b}
  • Tile: Command blocks & note blocks
  • powered (byte): now have the "powered" tag associated with them, stating whether or not the block is currently receiving a redstone signal.
  • They can be edited through block data so the block are activating even though no redstone is adjacent.
  • Changing a command block through the "always active" toggle, effectively makes that command block to always have a 1 powered state, even when the block is updated.
  • e.g. /blockdata X Y Z {powered:1b}
  • Tile: Brewing stands
  • Fuel (byte): Stores how much fuel is remaining in a brewing stand
  • e.g. /setblock ~ ~1 ~ minecraft:brewing_stand 0 replace {Fuel:127b}
  • Tile: End gateway portal (minecraft:end_gateway)
  • ExitPortal (compound): Holds a set of X/Y/Z coordinates to determine the general location the player will be "safely" teleported to when entering.
  • ExactTeleport (byte): When set to 1, it teleports entities to the specified coordinates exactly instead of at a safer location around those coordinates.
  • Age (long): Determines how long the end gateway has existed.
  • When lower than 200, the block will emit a purple beam.
  • This is to easily locate the gateway when it first spawns.
  • e.g. /setblock ~ ~1 ~ minecraft:end_gateway 0 replace {Age:180,ExactTeleport:1,ExitPortal:{X:1,Y:2,Z:3}}

Command blocks

  • New "repeat" and "chain" variants of command blocks.
  • Have a blue and green texture respectively.
  • The old orange variant is now called "impulse" (see the below section on changes to command blocks, for more info).
  • New textures that now vary depending on what direction they are placed from, similar to dispensers and pistons.
  • It consists of a front, a back and a side texture (looks like arrows), so the orientation can be easily determined.
  • The texture is animated - the colored "buttons" in the middle change color.
  • The middle panel texture has a black outline.
  • Impulse mode (orange): Command is run once on rising edge.
  • Same behavior and color as previous versions.
  • Repeat mode (blue): Command is run every game tick while powered.
  • Like a minecart with command block but faster.
  • Chain mode (green): Command is run whenever another command block pointing into it executes, and the chain command block itself is powered.
  • The chain signal is forwarded until the blocks get out of loaded chunks.
  • The signal is independent of the powered state of any block in the chain, as well as the command (or lack thereof) inside.
  • Each new mode has its own block id and is obtainable with /give and pick block.
  • Power received is now a data tag, allowing command blocks to have such a state under control, independent of any nearby redstone signal.
  • "Unconditional" and "Conditional" toggle.
  • Defaults to unconditional (previous behavior).
  • The back of the arrow texture is curved when the command block is set to conditional.
  • When conditional is set, the command block will only run if the command in the block of the "back" side was successful.
  • "Needs Redstone" and "Always Active" toggle.
  • Needs redstone is the previous behavior (default).
  • Always active causes the command block to behave as if it was powered, even if it is updated.
  • Support tab auto-completion.

Info is from minecraft gamepedeia

Monday, October 26, 2015

Minecraft 1.9: New enchants, tranportaion and more

General

Splash text

  • "More Digital!"
  • "doot doot"
  • "Falling with style!"
  • "There's no stopping the Trollmaso"
  • "Throw yourself at the ground and miss"


Subtitles

  • Subtitles which display for each sound for the hard of hearing/deaf.
  • Mobs have individualised subtitles, for example “Creeper hissing”.
  • "<" or ">" points in the direction the sound is coming from.


World selection screen


  • Worlds now display the version they were last played in or "unknown" if the version was older than snapshot 15w32a.
  • The version number will display in red if it has been played in a newer version before.
  • Now displays a thumbnail per world, showing a glimpse of the world (it takes a screenshot when you have just created or opened it for the first time in the 15w32b snapshot or higher).

  • When the world hasn't been opened in snapshot 15w32b or before, or if the game couldn't make a screenshot thumbnail, there will be a gray-scale image.
  • The thumbnail will be saved in the world folder under .minecraft/saves with the name "icon.png".
  • This allows the player to modify it easily and safely.
  • An exclamation mark will appear on top of the thumbnail, indicating that the world has not been played in the current snapshot yet.
  • It displays the following message when hovered over: "Don't forget to backup this world before you load it in this snapshot."
  • It will also warn if a world was played in a newer version of Minecraft, telling the player that the world may corrupt if they open it in an older version.
  • The player can now click the play arrow on the thumbnail to open the world, just like the server list.
  • When edit world is clicked, you have two new options:
  • Reset icon: This allows you to reset the thumbnail without going into the folder.
  • Open folder: It will open the folder for the world, under .minecraft.


Dominant hand option

  • An option for players to change their dominant hand on their player model.
  • A toggle under "Skin Customization".
  • Also changes the orientation of the offhand slot in the hotbar (left for right-hand players and vice versa).
  • As well as the attack charge indicator, when set to the hotbar (on the opposite side of the offhand slot).

  • Attributes
  • generic.attackSpeed
  • Measures fully-charged attacks per second.
  • The attack speed value is shown as a tooltip on the respective tool.
  • Base is 4.0, meaning the bar refills in 0.25s.
  • Swords have a modifier of -2.4, resulting in a default modifier of 1.6 (refilling in about 0.63s).
  • Pickaxes have a modifier of -2.8, resulting in a default modifier of 1.2 (refilling in about 0.83s).
  • Shovels have a modifier of -3, resulting in a default modifier of 1 (refilling in about 1s).
  • Axes have a modifier based on the tier.
  • Wooden and stone axes have a modifier of -3.2, resulting in a default modifier of 0.8 (refilling in about 1.25s).
  • Iron axes have a modifier of -3.1, resulting in a default modifier of 0.9 (refilling in about 1.11s).
  • Diamond and gold axes have a modifier of -3, resulting in a default modifier of 1 (refilling in about 1s).
  • Hoes have a modifier based on the tier.
  • Wooden and gold hoes have a modifier of -3, resulting in a default modifier of 1 (refilling in about 1s).
  • Stone hoes have a modifier of -2, resulting in a default modifier of 2 (refilling in about 0.5s).
  • Iron hoes have a modifier of -1, resulting in a default modifier of 3 (refilling in about 0.33s).
  • Diamond hoes have a modifier of -0, resulting in a default modifier of 4 (refilling in about 0.25s).
  • The Haste effect increases the attack speed by 10% per level, while Mining Fatigue decreases it by 10% per level.
  • generic.armor
  • Measures the amount of protection of armor.
  • Capped at 0 and 30.
  • The modifier of attributes can be changed using NBT tags.


Frosted Ice

  • Created when using "Frost Walker" enchantment.
  • Cannot be obtained in inventory, neither with silk touch nor with commands. (Can only be placed using /setblock)
  • Despawn after a few seconds.
  • Despawning takes place in four breaking stages (blockstates: age:0, age:1, age:2, age:3). Still decay with randomTickSpeed set to 0, but a higher number will make them decay faster.
  • Despawns faster with a higher light level (doesn't despawn at night).



Enchanting

  • "Treasure" enchantments
  • Can only be obtained from chest loot, fishing, or trading for enchanted books.
  • New "treasure" enchantment: Frost Walker
  • Turns water into meltable ice which decays in multiple stages.
  • Does not work on flowing water.
  • Different tiers:
  • Level I creates a circle of frosted ice around the player with a radius of 2 blocks.
  • Each additional level adds 1 to that radius.
  • Works while riding mobs
  • Will not turn water into frosted ice if an entity is in that spot.
  • Works as long as you are with in one block above a solid block.
  • Cannot be combined with Depth Strider enchantment.
  • New "treasure" enchantment: Mending
  • Any experience collected while holding the item repairs it instead of going to the experience bar.
  • Mainhand, offhand, and armor slots all count as held.
  • If multiple held items have the enchantment, one will be chosen at random for each XP orb collected.
  • Repairs at a rate of 2 durability per XP.
  • If the amount of repair needed is less than the value of the XP orb, the extra XP will go to the experience bar.
  • Shields cannot be enchanted with mending using /enchant or a survival anvil.
  • Mending enchantment does affect the shield when using creative anvil or NBT commands.



Elytra

  • Death message now says that you've experienced too much kinetic energy

Loot tables

  • All loot from mobs, chests etc. is now based on loot tables, excluding block drops.


Boats

  • Changed how player movement is sent and processed by the server
  • Crafting recipe now includes a wooden shovel as a paddle.
  • Now require oar movement to move, using the left and right keys.
  • The left key will paddle the left oar, turning the boat to the right – and vice-versa.
  • Holding both left and right will paddle both oars, propelling the player forward. Rapidly pressing left and right in alternation will make the boat travel even faster
  • Using the mouse, the player can look fully to the left or to the right, but not behind. This does not turn the boat.
  • Holding the forward, back or sprint keys no longer have any effect.
  • The player cannot use or attack with items in hand while the boat is in motion.
  • All entities can go into boats, with a maximum of two entities (including the player)



Statistics

  • sleepInBed: Tracks the number of times the player has slept in a bed.
  • sneakTime: Tracks the amount of ticks the player has held the sneak key, regardless if the player was moving.
  • pickup: Tracks the amount of items that are picked up into the inventory from the ground.
  • drop: Tracks the amount of items that are dropped from the inventory to the ground.


Keyboard shortcuts

  • F3+N to toggle between creative and spectator mode, if the player is in either of them.
  • The player needs to be OP in the case of servers for this to work and have cheats enabled in the case of singleplayer.
  • Alt+F3 to show a statistic of FPS.


Particles

  • * sweepAttack -- Used for the defensive "swipe" sword attack.

  • * dragonBreath -- Used for the new attack of the ender dragon of the same name.

  • * endRod -- Produced by end rod blocks.

  • * wake -- Can be changed by mapmakers by adding a json file within the "WORLD/data/loot_tables" folder, however it's broken in 43a.






Info is from minecraft at Gamepedia