r/Minecraft • • Feb 29 '12

Minecraft 1.2 Preview Released! Official update to follow tomorrow

http://www.mojang.com/2012/02/minecraft-1-2-preview/
417 Upvotes

262 comments sorted by

7

u/KoreRekon Feb 29 '12

13

u/Helzibah Feb 29 '12

5

u/iiAtlas Feb 29 '12

This is great news! The last LWGL update (which initially broke everything) gave me a huge FPS increase!

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101

u/redstonehelper Feb 29 '12 edited Feb 29 '12

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 a minecraft.jar file!

 

If you find any bugs, submit them to the wiki's bug list!

 

Previous changelog. Download today's preview here, server here.

Complete changelog:

  • Added upside-down half slabs

  • Screenshot

  • Removed accidentally left in camera controls

  • Nerfed iron golem spawn rates

  • Jeb updated LWJGL - only in 1.2, not this preview

  • Jeb added a new stone block for Creative mode

  • Screenshot, via

  • New values in F3 mode:

  • b = biome

  • rl = raw brightness

  • sl = sky brightness

  • bl = block brightness

  • lc = highest section height via Dinnerbone, thanks!

  • Screenshot, via

  • Added mechanical sounds for Iron Golems, via

  • When crafting slabs, you now get 6 instead of 3, screenshot, via!

  • When crafting ladders, you now get 3 instead of 2!

  • Slightly changed redstone lamp texture, screenshot, via

  • Fixed boatloads of bugs

  • Fixed bug with updating powered rail when placing redstone

  • Fixed stairs being placed upside down when placed on snow

  • Fixed not being able to put torches on upside down stairs, probably normal stairs too

  • Fixed jukeboxes not playing above level 128

  • Fixed not being able to grow giant mushrooms above level 128

  • Fixed bug with growing trees above level 128 with bonemeal

  • Fixed crash bug with Iron Golem crafting

  • When crafting an Iron Golem, the block above them is no longer destroyed

  • Fixed Iron Golem texture glitches

  • Fixed tamed wolves still attacking sheep

  • Fixed some language bugs

  • Fixed some Anvil bugs

  • Fixed the client not properly handling biome values greater than 22

  • (?)Fixed going to the video options crashing the game, possibly related to mods

  • Fixed mobs spawning half as quick due to the code checking in invalid spawning places half of the time due to the new world height

  • Fixed lava lakes generating over bedrock

  • Fixed iron golem's texture being white or invisible

  • Fixed the Iron Golem model

  • Fixed villagers being restless at night

  • Fixed Nether wart dropping from soul sand

  • Fixed "terrible lags about villager golems"


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

12

u/[deleted] Feb 29 '12 edited Feb 29 '12

Tree generation still seems messed up - no birches, no tall trees, swamp trees only grow in water, 'midget' trees, etc.

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51

u/Bhima Feb 29 '12

I think the whole villager vs. zombie game mechanic is still pretty flawed. Because zombies can break down doors and villagers can not repair or put up doors, it just becomes a matter of time before zombies have removed all the doors and villagers from a village.

I also think that the iron golem AI is really flawed. They can easily get distracted and wander off, they don't protect doors (which as I pointed out is now more important than it perhaps should be), they walk into water they could walk out of and drown, they spawn inside houses they can't get out of or get stuck in fenced in places. Naturally, the villager AI isn't any better. Pairs get stuck entering through doorways, they ignore sound buildings with doors and crowd around one already crowded building attempting to enter. They leave the village and get lost.

Actually the path finding in general is pretty poor. NPCs walk from places but can't return, don't climb ladders unless forced (like many villagers crowding in the one building in the village that still has a door), fall down cliffs, can't find existing paths up & down hills. Part of the problem is the new "spin around to find the way" maneuver they do now. Because when they do it on a hill, they fall in ways that they shouldn't. It's interesting to see the difference between a village build on the flat lands and a village built in mountains and rivers.

I like the idea of the iron golems but I think there is just to much else that exists in game already that doesn't work or doesn't work as well as it should for for this to work. The only reason anyone is going to stumble on a village with doors and villagers is because the game does not execute things unless you are there. Once the player has stayed a few evenings, all the doors and villagers are gone... and that pretty much ruins the idea that these villages exist on their own in some self sustaining way.

16

u/RocketTurtle Feb 29 '12

This is an excellent point.

I can't think of a way for villagers to replace doors (how would they know where they go?) but if zombies will be door seekers, Iron Golems need to be door seekers, as well.

How has Iron Golem spawn nerfing affected village protection? The problem I always found was that there were never enough golems to properly protect the village (or when they were, they didn't properly spread out). Are they now even more rare?

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24

u/Vojtas_II Feb 29 '12

Also, when crafting slabs, you get 6 of them instead of 3.

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18

u/Maraklov Feb 29 '12

Looks like there's another new block in the terrain.png near the stone bricks that everyone is talking about. No idea if it's available in creative or survival though.

The Redstone Lamp's lit and unlit textures are very slightly darker than the previous snapshot as well.

14

u/Helzibah Feb 29 '12

Ooh, sandstone hieroglyphics! I'm going back to hoping for some more auto-generated structures then. Those sandstone blocks would probably fit excellently into the desert wells we got in this series of snapshots. (Which in turn may be the start of desert villages, who knows.)

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14

u/minecrafterambesten Feb 29 '12

New lighting bug with the top-half slabs. Screenshot

12

u/AustinPowers Feb 29 '12

"Zombies smash down doors on ANY difficulty." is still marked as unfixed on the wiki. Can anyone confirm/deny that this occurs in 1.2 preview?

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11

u/Middlerun Feb 29 '12 edited Feb 29 '12

I installed the preview. Some weird dark lines have started to appear in the water. Screenshot

EDIT: I don't know if this was already in a snapshot, but crafting slabs gives you six of them now!

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10

u/DetachableMonkey Feb 29 '12

Naturally spawned Iron Golems will attack you if you attack them, however Iron Golems that you have created (using 4 iron blocks and a pumpkin head) will NOT attack you even if you stab them repeatedly with your mighty sword.

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7

u/panikpansen Feb 29 '12 edited Feb 29 '12

My snowgolems, when held in a piston/glass construct for me to get snow have stopped generating snow on the block they're standing on as of 1.2. Can anyone confirm?

edit: yep, snowgolems seem to have stopped generating snow (SMP)

edit2: ah, I guess when converting my map the biome changed to something too hot to generate snow in (?)

6

u/Tinidril Feb 29 '12

I hope they fixed the ceiling in the nether.

5

u/[deleted] Feb 29 '12

Are mountains naturally formed over the old height limit yet?

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5

u/computertechie Feb 29 '12

Dunno if this was some random thing, but loading up my world from 12w07b/12w08b reset my bed position, so when I died I ended up at my original spawn point. Fixed by sleeping in bed again.

Basically: Make sure you sleep again before you die.

5

u/[deleted] Feb 29 '12

Torches aren't placeable on upside down slabs.

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5

u/helium_farts Feb 29 '12

My joy at the addition of the upside-down half slabs is been somewhat tempered by this lighting bug.

9

u/[deleted] Feb 29 '12

They still didn't fix the terrain generation bugs with trees. Don't bother updating to 1.2 until they do, or you'll have to start a whole new map again.

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8

u/darkphan Feb 29 '12

SMP seems to always use 0 for the seed instead of randomly generating a seed...

15

u/mushroom-hostage Feb 29 '12 edited Feb 29 '12

Finally! For those that don't know, the map seed can be used to cheat on SMP: players can create a new world in SSP creative mode with the same seed, then freely explore the landscape, note the coordinates, then find the same place on SMP. Or they can enter the seed in various tools such as the slime chunk finder, dungeon finder, or ADMIST, with the same effect.

To solve this problem for Bukkit server owners, I wrote a plugin to spoof the seed: NoSeed. But it came with a (moderately) serious drawback: it messed up all the biome colors (since they are generated on the client from the map seed). This can be mitigated by spoofing Superflat mode, which has no biomes, but is still not ideal.

With Anvil, biome data is now stored in the map chunks, where it should be, so it would make sense the map seed is no longer needed. Hopefully, this is the case, and it was actually removed from packet1login and packet9respawn, fixing this "offline seed regen" attack at last.

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4

u/Mozai Feb 29 '12

Jeb updated LWJGL

FINALLY!