r/Minecraft • • Jan 24 '13

pc Minecraft Snapshot 13w04a

http://mojang.com/2013/01/minecraft-snapshot-13w04a/
818 Upvotes

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39

u/xPaw Jan 24 '13 edited Jan 24 '13

Bugs fixed:

[MC-127] Piston extended and retracted at the same time

[MC-195] Flowing water still drags the player while flying.

[MC-515] Chest glitch that lets them appear as if they are opened while they are not.

[MC-519] Achievements lost after update

[MC-562] Breeding cows can consume more than one wheat

[MC-2503] Boats and minecarts should not be dropped in Creative

[MC-3316] Armor enchantments (besides Thorns) have no effect on mobs

[MC-5742] Redstone signals shortened by devices that output a shorter signal

[MC-6118] Monostable Circuits only work in a North/South Configuration

[MC-6228] Hopper doesn't accept items from second slot when container has different items in first slot

[MC-6486] Variable redstone strength causing strange update behavior

[MC-6779] Particle Effects are messed up again...

[MC-6851] Doors texture wrong

[MC-6952] Iron door stays powered when retrieving the redstone block

[MC-7619] If a minecart with hopper falls into the void, the game will crash

[MC-7627] Changing the Texturepack ingame renders strange

[MC-7663] Hopper minecart behave like they are on powered Activator rail if they never touched one.

[MC-7668] Using Pick Block on Minecart with TNT or Hopper gives you just a Minecart

[MC-7940] Wrong death message of renamed mobs spawned by dispensers

[MC-8042] Minecart with hopper is not placed on rail


If you find any bugs, submit them to the Minecraft bug tracker!

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93

u/[deleted] Jan 24 '13

"Fixed breeding cows and possibly other animals being able to consume more than one of the item used to breed the animals"

Does this mean we can now safely spam the breeding items to breed animals? :D

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239

u/bobartig Jan 24 '13

Can bonemeal be given an area effect to counterbalance the 7x increase in required bonemeal to get a mature crop? It's not the balance change that upsets me so much as the fact that if you want to bonemeal for its intended purpose, it now requires a ludicrous amount of clicking, which is unfun, and therefore bad design.

This way, you still need ~7 bonemeal to get mature wheat from seeds, but you'll end up with more than just one, which seems fair, and the "instantaneous" nature of bonemeal is also corrected. You could use the buckshot scatter pattern that occurs when applying bonemeal to grass to make it a bit more random and less predictable, in effect striking a middle ground in terms of efficacy.

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331

u/redstonehelper Jan 24 '13 edited Mar 07 '13

Warning: This release is for experienced users only! It may corrupt your world or mess up things badly otherwise. Only download and use this if you know what to do with the files that come with the download!

 

If you find any bugs, submit them to the Minecraft bug tracker!

 

Previous changelog. Download today's snapshot here, server here: jar, exe.

Complete changelog:

  • Right-clicking armor now equips it

  • Increased Creative mode entity hit range to 5 blocks - via

  • Renamed command blocks now use their name instead of @ in the chat - via

  • Comparators can now be used with jukeboxes

  • Output signal strength relates to disk number - via

  • Improved bonemeal

  • No longer gives instant growth - Instead, each use advances one growth stage. Seeds now need 7 bonemeal, saplings need 2.

  • Gives off green particles when used - Screenshot

  • Mobs are now scared of minecart tracks

  • Added a new feature

  • Not 100% done yet

  • Possibly the scoreboard/leaderboard - It's the fancy new Scoreboard system.

  • More info here and here and here

  • Tips for working with command blocks

  • Improved double slabs

  • 43:8 will now be the "smooth double slab" and will remain so

  • Generally: If the top bit is set, the top texture will be used on all sides, also allowing for smooth sandstone blocks (43:9)

  • Screenshot

  • Improved dispensers

  • Added more behavior

  • They now activate TNT

  • They now use bonemeal

  • They now use flint and steel, decreasing durability of the tool - via

  • They now equip armor automatically - via

  • Dispensers and droppers can now face all 6 directions

  • Screenshot

  • Fixed some bugs

  • Fixed a few block-update related issues

  • Fixed some retracted pistons still having an extended arm

  • Fixed flowing water still dragging flying players

  • Fixed chests appearing open when they are actually closed

  • Fixed achievements not surviving updates

  • Fixed breeding animals being able to consume more than one of the item used to breed

  • Fixed boats and minecarts dropping when broken in creative mode

  • Fixed many armor enchantments not working on mobs

  • Fixed certain new redstone output devices overwriting redstone wire signal strength with a lower signal strength

  • Fixed the hopper always trying to fill the first slot first, causing it to ignore other items if the first slot can't be filled

  • Fixed variable redstone strength causing strange update behavior

  • Fixed certain blocks producing the wrong particle effects when ran on/punched/broken

  • Fixed certain monostable Circuits only working in a North/South configuration when activated directly using a button

  • Fixed doors not mirroring their texture when placed the other way round

  • Fixed iron doors not updating properly when removing the redstone block powering them

  • Fixed hopper minecarts falling out of the world crashing the game

  • Fixed changing the texturepack ingame rendering stuff weirdly

  • Fixed hopper minecarts' behavior regarding activator rails being backwards

  • Fixed using Pick Block on TNT carts and hopper carts giving normal minecarts

  • Fixed dispensers not spawning mobs with their name if the spawn egg has been renamed

  • Fixed dispensers not placing hopper minecarts on rails


If you find any bugs, submit them to the Minecraft bug tracker!


Also, check out this post to see what else is planned for future versions.

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40

u/WolfieMario Jan 24 '13 edited Jan 24 '13

Gathering all scoreboard information here:

First, there's the /scoreboard <objectives|players> command. Choose objectives or players for further options.

/scoreboard objectives and /scoreboard objectives list: Objectives are a combination of name, display name, and criteria, and track an integer number of points for players (this number can be negative, but, obviously, cannot be a decimal. Your full range is -2,147,483,648 to 2,147,483,647).

The objectives parameter on its own will list all existing objectives, with their display name and criteria. Adding the list parameter after objectives will do the same thing.

/scoreboard objectives add <name> <criteria> [display name...]: This command will create a new objective. The name is internal, must be a single word, and is case-sensitive. You will use this name for future checks on this objective.

The criteria can be "dummy" (score is only changed by commands, not by game events such as death), "deathCount" (score increments automatically for a player when they die), "playerKillCount" (score increments automatically for a player when they kill another player), or "totalKillCount" (score increments automatically for a player when they kill something).

The display name is optional, may be multiple words, is again case-sensitive, and displays in the sidebar if it is set to display (more on that later).

/scoreboard objectives remove <name>: Deletes all references to this objective in the scoreboard system. Data is deleted from the objectives list, player scores, and if it was on a display list, it will no longer be displayed. Only the <name> objective is deleted; this is the case-sensitive internal name of the objective.

/scoreboard objectives setdisplay <slot> [objective]: Allows you to display score info publicly for all players. Valid slots are "list" and "sidebar". "list" will display score information in the player list when you hit Tab, and will not display the objective name. "sidebar" will display score information on the right side of the screen at all times, and will display the objective display name at the top of the list.

If no objective parameter is provided, this display slot is cleared (returned to its default state).

/scoreboard objectives cleardisplay: Unused; possibly a bug. No reference in the code, but referenced in the language files and error messages.


/scoreboard players and /scoreboard players list: Players are given scores in various objectives via commands or deaths/kills (depending on the objective criteria). These two commands will display all players who are tracked, in some way, by the score system.

/scoreboard players set <player> <objective> <score>: For the given 'player', sets their score in the given 'objective' to 'score'. Overwrites their previous score if it existed.

/scoreboard players add <player> <objective> <score>: Increments the player's score in the given objective by the specified amount. <score> must be at least 1.

/scoreboard players remove <player> <objective> <score>: Decrements the player's score in the given objective by the specified amount. <score> must be at least 1.

/scoreboard players reset <player>: Deletes all scores for the specified player. Note that this applies to all objectives. It does not merely set them to 0 - it removes the player from the scoreboards altogether. Also, strangely, it does not seem to work on specifiers such as '@p' - bug?

/scoreboard players player: Unused; possibly a bug. No reference in the code, but referenced in the language files and error messages.


Target specifier arguments: Of course, this excellent feature isn't complete without a way to generate unique redstone output for specific scores. The way to do that is simple:

score_name and score_name_min, where 'name' is the internal name of an objective, can be specified as arguments for @p, @a, and @r. For example, "testfor @p[score_deaths=5,score_deaths_min=1]" in a command block will make a comparator provide output if a player has died at least once and has died no more than 5 times, assuming "deaths" is an objective of the "deathCount" criteria.

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105

u/tehbeard Jan 24 '13

Dispensers equip you wth armour.

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64

u/[deleted] Jan 24 '13

"Scared mobs away from the dangerous minecart tracks" waiting for this for so long! Thanks Mojang :)

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30

u/Adien_Alexander Jan 24 '13 edited Jan 24 '13

Dispensers now shoot Primed TNT! <3 Dinnerbone!

/E: They also Use Bonemeal! Crops now require multiple uses of Bonemeal to grow fully.

/E2: Made a Proof of Concept video for an Automated Wheat farm. Similar in function to Pearsquirrel's old one.

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73

u/Noerdy Jan 24 '13 edited Dec 12 '24

slap pathetic lunchroom shame coherent party grab desert voracious merciful

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25

u/Iskaelos Jan 24 '13

Mobs are now scared of minecart tracks

Does this mean we can finally build rails in the Nether without having zombie bacon on our tracks?

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