Minecraft 1.8
#1
Posted 19 November 2013 - 12:39 AM
So with the recent arrival of 1.7, I felt it appropriate to add a 1.8 thread for when info begins to roll in.
#2
Posted 19 November 2013 - 02:13 AM
What about 1.7.3? Dinnerbone said that's when Twitch integration is coming.
https://twitter.com/...484765260513280
#3
Posted 19 November 2013 - 02:55 AM
better to have some things than not.
#4
Posted 19 November 2013 - 03:21 AM
Only thing known for 1.8
1.8?[4]
Bug Fixes
- MC-30537 - Flower duplication glitch
Other planned things
http://minecraft.gam...coming_features
#5
Posted 19 November 2013 - 04:09 AM
Eh, I'd just wait to make the thread until it gets announced, unless you're just really dead set on starting all of the new version discussion threads.
#6
Posted 22 November 2013 - 03:09 AM
So I noticed that most mods had not updated for an unknown reason, then on one of my mainly used mods it listed why, forge is taking a long time to update because the changes in minecraft's code, but why is the code changed? It is changed in preparation for Mod Api, which very will might mean 1.8 may be the mod api update, quite a good way to ring in the tenth update since the original adventure update.
#7
Posted 22 November 2013 - 04:17 AM
I hope so, because as it stands right now, I'm running barebones minecraft + BMP/liteloader because I forgot how I managed to cobble together my mods in 1.6.2. It didn't help that there wasn't a really comprehensive tutorial for their new system. I hope the mod api thing makes it as easy as they say it will and I hope they don't put it off again, this is an update that everybody's kinda waiting for. Of course, the lessened features available is a bit of a downside for the mods that don't alter .jar or json, if I remember reading that correctly.
#8
Posted 23 November 2013 - 05:23 AM
I feel a lot of the features of the API update will be in the launcher. Currently, you can view the version properties in read-only mode. I'm hoping that they'll enable us to edit it and add advanced features.
#9
Posted 13 December 2013 - 06:18 PM
so basicly lots of bugs are being hurt In minecraft
If you know wha I mean
Edited by Woody, 25 December 2013 - 10:02 PM.
#10
Posted 13 December 2013 - 07:28 PM
In 1.8, doors will be stackable and the recipe now gives you 3 doors.
#11
Posted 16 December 2013 - 09:18 PM
In 1.8, doors will be stackable and the recipe now gives you 3 doors.
Loving that. They are also adding a feature where you can lock a difficulty for each world too. ![]()
#12
Posted 18 December 2013 - 10:31 PM
Another thing to build with: Pink granite. There's more stone variants on the way.
https://twitter.com/...240263906443264
#13
Posted 20 December 2013 - 12:44 PM
New from jeb_: bouncy block!

#15
Posted 20 December 2013 - 06:49 PM
New from jeb_: bouncy block!
Bouncy bouncy bouncy 
#16
Posted 20 December 2013 - 08:02 PM
SQUIDS!
Wait...
Looking forward to this update, though! That bouncy block looks like fun. I see many trampolines in the near future.
#17
Posted 20 December 2013 - 08:53 PM
hmmm an entire section of the derp world done in bouncy blocks...
#18
Posted 21 December 2013 - 01:09 AM
New from jeb_: bouncy block!
Yay! :3
#19
Posted 21 December 2013 - 02:08 AM
I think with the bouncy block jeb might finally add an anti fall damage block.
#20
Posted 28 December 2013 - 03:47 AM
So I noticed that most mods had not updated for an unknown reason, then on one of my mainly used mods it listed why, forge is taking a long time to update because the changes in minecraft's code, but why is the code changed? It is changed in preparation for Mod Api, which very will might mean 1.8 may be the mod api update, quite a good way to ring in the tenth update since the original adventure update.
I am loving what I am reading for 1.8.
No it was not changed for Mod API. According to a friend, there is over 10,000 lines completely re-written, and while there were dozens of lines added. So with that, I can understand no mods to come out for a good long while.
Though I'd like if they'd hurry up with updates to the game, and launcher to smooth out the memory leaks. If they did that, Oracle makes a more secure Java Update, and the makers of LWJGL makes 3.0, then everything will be awesome, and mods like Optifine would be dead, unless you have a 1990's computer trying ro run Minecraft.
#21
Posted 08 January 2014 - 05:07 PM
Dinnerbone did something that scares him? Should we be worried or excited?
https://twitter.com/...956915578179584
https://twitter.com/...958721528057856
Didn't click: He made the intra-world relative (/tp @p ~ +20 ~) teleports smoother.
The snapshot's expected tomorrow.
Also:

Also, Jeb_ did this.

Edited by Killjoy, 08 January 2014 - 05:11 PM.
#22
Posted 08 January 2014 - 06:42 PM
For those that don't know how the Granite looks like:

Edited by Terrorblade, 08 January 2014 - 06:45 PM.
#23
Posted 09 January 2014 - 05:27 PM
There's the new stones and other blocks which have been mentioned before (diorite, granite, andezite, slime):


But I'm most interested in some of the choices made relating to crafting. Doors come in packs of 3 and stack up to 64:

Chiseled stone bricks are craftable:

And mossy stone bricks have a recipe now:

#24
Posted 09 January 2014 - 10:14 PM
What about Mossy Cobble? I'd assume not because you get that from dungeons.
#25
Posted 10 January 2014 - 06:02 AM
I guess not losing progress made during a smelt after running out of fuel is kinda cool, but there's still the issue of players wasting fuel (using a piece of coal to smelt a single ingot) as well as removing finished items to make way for more (getting out finished ingots in order to cook some porkchops in the middle of a piece of coal burning, which always requires at least a sapling or stick).
As for needing lapis to enchant . . . well, if only they had made that change back when I was on a survival server with an economy plugin. I always bought lapis off of people who didn't want it, usually ending up with chests full of the stuff. I could have TOTALLY been in control of the market then xD Anyway, Lapis is pretty stinkin' rare. I hope they up the amount generated in the world by like 25-50%.
Enchantment mechanics are certainly different. I can't tell if they're for the better or worse though. We'll just have to see how it plays out on survival servers.
BOUT FRIGGIN TIME DOORS STACKED FFS. And they're cheaper too! Now if only they could make the recipe for stairs give you 8 instead of 4 . . .
Slime blocks are awesome as hell.
The Adventure mode changes are VERY welcome. Map makers have been needing more control over what players can break, and being able to target specific entities with @e is just incredible.
Being able to lock chests with commands is pretty awesome too. I would love it if they could do that with doors as well. Map makers could then use command magic to where holding specific items in your hand while attempting to open a door or chest would unlock said door or chest and allow you to pass through.
Edited by noobsqoou, 10 January 2014 - 06:08 AM.
#26
Posted 10 January 2014 - 06:29 AM
that chest thing will work amazingly with custom maps (especially with keys from npc mod)
#27
Posted 14 January 2014 - 04:23 AM
Another thing to go on the list:
"Rewriting how skins/capes are distributed. Servers will download the info from us and redistribute it clients, should be much more stable!" @Dinnerbone
#28
Posted 14 January 2014 - 04:33 AM
#29
Posted 14 January 2014 - 04:33 PM
YES YES YES!!

#30
Posted 16 January 2014 - 12:33 AM
name changes will be a pain in the ass for admins.
#31
Posted 16 January 2014 - 01:16 AM
For name changes, i think they should code it so that you have an original name(What was used to create it) but if you change it you have your old name as an original but you also have a visible name(What people see) and if either are banned then your banned from a server, that way it is no change for admins on servers
#32
Posted 16 January 2014 - 07:14 AM
I think the best thing they could do is to use a system similar to Steam. You'll have a number associated with your account. When on a server, your current name will be an alias for all commands.
A new banning system/list will probably arise from this. Old ones would be converted.
#34
Posted 16 January 2014 - 09:50 PM
It features a primitive WorldEdit (/fill, /clone):
-snip
Legs and arms on skins can now be edited independently of each other:
-snip
Skins are now distributed through servers, so you'll never have to worry about the skin servers going down again.
While on the topic of this. Do you think that MineLittlePony will also have this sort of skin editing?
#35
Posted 16 January 2014 - 10:09 PM
The new skins are in this format, but not much has actually changed.

The area for the arms are now used for the right arm. The legs area becomes the right leg. Body and head things stay where they are. Now, there's no more room for anything else, so the file height has been doubled. Directly below the body and right arm and leg is like the hat area on the head. I'll call it the coat. It will appear above the model. Below that is your left leg, arm, and coat for those.
This leaves us with not much room, but there's still the same amount of empty space in the upper half of the skin. The horn, wings, belly, and etc will still fit right where they were.
#36
Posted 16 January 2014 - 10:30 PM
In regards to the name-changing, it looks like they're going to implement a unique player ID system. So, as Shakespeare put it:
What's in a name? that which we call xXxXx360n05c0p3pr0xXxXx
By any other name would be as banned;
But on to more important things, like the skins. So it seems that we not only can make asymmetrical skins but also have an outer layer for all body parts, not just the head. This gives skin-makers so many more options! I'm curious what our MineLittlePony developer has in store in regards to how the mod will utilize this new skinning format.
Also, 5000 block limit on fill? That's only just over the size of a 17x17x17 cube of blocks. That's pretty friggin' small!
#37
Posted 17 January 2014 - 12:10 AM
In case anyone wants to take a closer look at it, here's Dinnerbone's and Grumm's skin.
Dinnerbone

Grumm

Edit: Also, look what someone did with their skin. They added a little accessory on the left arm. I bet it could withstand a nuke.
Edited by Killjoy, 17 January 2014 - 12:13 AM.
#38
Posted 17 January 2014 - 07:14 AM
Well, I just had some fun using /tp @e @p (teleports all enities to you).
#39
Posted 17 January 2014 - 08:18 PM
Well, I just had some fun using /tp @e @p (teleports all enities to you).
OH BOY.
#40
Posted 18 January 2014 - 05:21 PM
Found in the game files, skin_customizer.png:

#41
Posted 19 January 2014 - 04:38 AM
In case you forgot, SeargeDP is part of Mojang now. He did this.

#42
Posted 20 January 2014 - 03:58 PM
been messing around in the snapshot, so far my favorite new stone is Andesite, hoping they will add a slab form for at least Granite and Diorite, im feeling like some granite counter tops. Looks like this update will be mostly decor blocks and commands for command blocks.
Edited by adambigaxe1, 20 January 2014 - 03:59 PM.
#43
Posted 21 January 2014 - 04:20 PM

#44
Posted 24 January 2014 - 08:50 PM
Sethbling's coverage of 14w04a:
Some things he didn't cover:
Iron Golems and Zombie Pigmen once again drop iron ingots and gold nuggets respectively (didn't know they stoppped . . . ?)
Dead Bushes and Saplings are now flammable.
Skins are now loaded to the actual server you're playing on, so hopefully less issues with skins not showing.
Something about server-altered skins/capes not being possible anymore.
Also, 14w04b is just bug fixes.
#45
Posted 24 January 2014 - 09:03 PM
Wow, that comparator thing is actually pretty cool. I imagine there'll be lots of secret entrances in bases all over minecraft after that, and that could be a fun way to keep both an idiot busy and a freebuilder busy trying to get in.
Finally a reason for villagers as well, that's a welcome improvement for sp.
#46
Posted 24 January 2014 - 10:20 PM
Well i did look at the update 1.7.4 and well its realy the update that changed the world like theyt sead in 1.7.2 and i mean its good for the server and everyone how does this mod on minecraft.
#47
Posted 24 January 2014 - 10:50 PM
Iron Golems and Zombie Pigmen once again drop iron ingots and gold nuggets respectively (didn't know they stoppped . . . ?)
In the previous snapshot, Jeb changed it so they would only drop these things when killed by hand, in order to deliberately break iron/gold farms. People complained, so they've been changed back again, and Mojang is looking to discourage these farms in other ways.
#48
Posted 24 January 2014 - 11:12 PM
looks like auto wheat farms are now possible.
#49
Posted 29 January 2014 - 03:58 AM
Im in love with the new stones... It is about time we got more blocks... Now to get stairs and slab forms of them.
#50
Posted 29 January 2014 - 10:01 AM
Im in love with the new stones... It is about time we got more blocks... Now to get stairs and slab forms of them.
Me too :3
#51
Posted 29 January 2014 - 08:48 PM
With access to the proper texture pack, mcpatcher and Worldedit or similar, one could easily build using these materials so that they will survive the update. The new blocks just use unused data values of id 1.
In fact, here's one I whipped up.
http://www.mediafire...ra8e/1.8 Stones
#52
Posted 29 January 2014 - 10:12 PM
SUM changes, these are...as for the name changing system, I'll happily seek to replace my extremely long and obsolete username.
#53
Posted 30 January 2014 - 09:28 PM
Here's the wiki link:
http://minecraft.gamepedia.com/14w05a
Pretty much everything is awesome:
Spectator mode:
-- flying and noclip
-- invisible to all but other spectators
-- cannot interact with blocks or entities
-- is able to view inventories without changing them
Barrier blocks:
-- invisible
-- indestructable
-- exclusive to creative mode
Books:
-- three levels:
---- original
---- copy of original
---- copy of copy
-- copy of copy cannot be copied
Powered activator rails now automatically disembark entities (mobs and players) from minecarts.
Debug screen is cleaned-up:
-- text has translucent background to make reading easier
-- everything is simplified for the common player
#54
Posted 30 January 2014 - 10:48 PM
Captain sparkelz showing some new stuff:
#55
Posted 14 February 2014 - 03:26 PM
Iron trapdoors in today's snapshot:


Like normal trapdoors, but can only be opened with a redstone signal.
#56
Posted 14 February 2014 - 04:15 PM
snip
OMG!!! Yes!!!
#57
Posted 14 February 2014 - 06:09 PM
Vampires.... wut?
Edited by Killjoy, 14 February 2014 - 06:11 PM.
#58
Posted 14 February 2014 - 07:40 PM
Whoa thats cool ![]()
#59
Posted 19 February 2014 - 08:19 AM
insomniac_lemon made a nice tutorial for creating custom models. Check it out if you're interested.
http://www.minecraft...ation-tutorial/
Edited by Killjoy, 19 February 2014 - 08:19 AM.
#60
Posted 26 February 2014 - 04:15 AM
Whoa thats cool
LIES! MINECRAFT IS ALL ABOUT SQUARES, MOJANG WOULD NEVER ALLOW THIS TO HAPPEN!
#61
Posted 26 February 2014 - 05:47 AM
It's okay Polaris, calm down. You won't be able to see the circles for a long time, until you get your new computer.
So being trapped in 1.6.4 isn't ALL bad, right #StupidKeyboardNotLettingMePutAQuestionMarkIn
#62
Posted 26 February 2014 - 06:15 AM
Actually, one could likely create a resource pack and change the model of some block to a sphere or cylinder. As soon as I can, I'm making cake circular.
#63
Posted 27 February 2014 - 01:46 PM
spherical Mellon FTWActually, one could likely create a resource pack and change the model of some block to a sphere or cylinder. As soon as I can, I'm making cake circular.
I think I am going to use the existing code for the End Dragon Egg to do it too... lol
Edited by Astro Infinite, 27 February 2014 - 01:47 PM.
#64
Posted 27 February 2014 - 07:41 PM
#65
Posted 27 February 2014 - 09:05 PM
HAHA lol!Ender Melons?
#66
Posted 28 February 2014 - 03:19 PM
only existing files can be changed, and Melon is not on the list D:
(I hope they add the ability to change all blocks)
EDIT
Melon, among other blocks, uses the "cube.json" moddle... so if you change that... CRASH!!!
EPIC LAG AND CRASH!
Edited by Astro Infinite, 28 February 2014 - 05:41 PM.
#67
Posted 04 March 2014 - 12:40 AM
#68
Posted 13 March 2014 - 08:41 PM
I can finally do this!

#69
Posted 14 March 2014 - 04:04 PM
#70
Posted 14 March 2014 - 07:53 PM
Not without increasing the resolution. I already had to modify the texture to make it round. If you want to give it a try, I'll send you the resource pack of it.
#71
Posted 14 March 2014 - 07:59 PM
Sphax (of Pure BDcraft texture pack fame) has developed a program to make the block-modelling process much easier:
#72
Posted 14 March 2014 - 08:35 PM
Isn't it still a bit early for that? They'll just have to update it when the format changes next week and breaks it.
#73
Posted 17 March 2014 - 11:13 AM
the format says roughly the same... so, yes they would have to update it... but it wouldn't be that badIsn't it still a bit early for that? They'll just have to update it when the format changes next week and breaks it.
yes please! XDNot without increasing the resolution. I already had to modify the texture to make it round. If you want to give it a try, I'll send you the resource pack of it.
I am going to try to do it with planes... and using decimal #s
Edited by Astro Infinite, 17 March 2014 - 03:58 PM.
#74
Posted 17 March 2014 - 06:53 PM
Here it is.
http://www.mediafire...6qrsfa/Cake.zip
I've only done uneaten. I want to make the slices triangles, but I don't remember how to do vertex planes.
#75
Posted 17 March 2014 - 07:24 PM
I will see how complicated I can make this
#76
Posted 18 March 2014 - 06:00 AM
Here's a 3D models megathread on reddit.
Here's the MinecraftModels subreddit.
http://www.reddit.co...inecraftmodels/
#77
Posted 27 March 2014 - 07:48 PM
This is going to break so much. Both mods and ctm resource packs.
https://twitter.com/...203730228187136

#78
Posted 28 March 2014 - 11:13 AM
#79
Posted 28 March 2014 - 04:20 PM
true, but it also makes it easyer to mod the game... (THIS LEADS UP TO API *Flutter yay*)
I think the ID change is for the plugin api, not the mod api unfortunatly.
#81
Posted 28 March 2014 - 06:45 PM
#82
Posted 28 March 2014 - 09:49 PM
The way I see it, the Plugin API is not the same as the Modding API. In fact, there will be no API for modding. Modding will always be the same, as it requires actual modification of the game. If you're familiar with Bukkit plugins, you'll know that they aren't really mods. Mods that add blocks or GUI elements will be able to work in the plugin environment. Other mods, such as Optifine, will never work as a plugin and will still require traditional modding.
In the future, there may come a time where the entire game is a plugin. Future updates will likely be in the form of plugins.
#83
Posted 28 March 2014 - 11:41 PM
you cant be certain of this... the rewiring of code that they have done could make Optifine a plugin... I am sure the plugin API will be nothing like bukkit (as in 1000x more powerful)The way I see it, the Plugin API is not the same as the Modding API. In fact, there will be no API for modding. Modding will always be the same, as it requires actual modification of the game. If you're familiar with Bukkit plugins, you'll know that they aren't really mods. Mods that add blocks or GUI elements will be able to work in the plugin environment. Other mods, such as Optifine, will never work as a plugin and will still require traditional modding.
In the future, there may come a time where the entire game is a plugin. Future updates will likely be in the form of plugins.
#84
Posted 29 March 2014 - 03:11 AM
Dinnerbone (or someone in Mojang) stated this on Twitter or Reddit, but I have no idea where it is.
#85
Posted 31 March 2014 - 08:42 PM
Mojang will be switching to a UUID format to allow people to change their names. However, this will break many plugins and mods.
Source: http://forums.bukkit...reakage.250915/
Personally, I think that while the entire idea sounds good on paper, it would be a nightmare if put into action, vanilla or modded.
Edited by Strikelord, 31 March 2014 - 08:42 PM.
#86
Posted 31 March 2014 - 09:24 PM
I would assume there would be a compatibility layer so it doesn't break bans or white lists. 1.7.6 will have it deprecated. 1.8 will have it removed entirely.
#87
Posted 31 March 2014 - 09:41 PM
that's the question about this UUID thing: what happens to bans and whitelists on vanilla servers (along with name-related plugins and mods)?
Anyway, to answer your question, Killjoy, I have no idea how they are going to do bans and whitelists with the UUID function.
To be honest, while I loved the fact that you can change your name with the new function, I didn't like the change to a probable time-consuming system (e.g. bring up browser, find player, find UUID code, ban/whitelist player) from the start.
Edited by Strikelord, 31 March 2014 - 09:44 PM.
#88
Posted 01 April 2014 - 12:00 AM
I have a feeling they're going to handle it similar to other platforms where you have one account name and the ability to change your display name (IE a migrated account would use your email)
#89
Posted 01 April 2014 - 01:13 AM
I did read something about this UUID thing going live when 1.8 comes out; until then, we will just have to wait and see if they can make a quick and easy way to access the codes without going online and pouring hours into searching for them.
#90
Posted 01 April 2014 - 11:02 AM
when you run your server in a certain version of MC, the ban list and other Vanilla MC files that contain players will be converted to UUIDs
then, you can ban player with their username still, because it automatically converts the name into the corresponding UUID... make sense?
please read all their tweets next time before you automatically complain about some feature which will actually be nice and helpful when its implemented.
Edited by Astrorious, 01 April 2014 - 11:03 AM.
#91
Posted 03 April 2014 - 04:49 AM
#92
Posted 03 April 2014 - 05:00 AM
#93
Posted 03 April 2014 - 07:08 AM
[rant]
[/rant]
Edited by Rumo of Zamonia, 03 April 2014 - 07:10 AM.
#94
Posted 05 April 2014 - 08:41 AM
...Add more tools, add magic spells, make the Nether and the End more worthwhile, improve the mob AI so that sneaking is more useful than it is now...
I have a better idea.
#95
Posted 11 April 2014 - 03:53 AM
[rant]
Spoiler[/rant]
sneeking is one of the most useful things in minecraft...
#96
Posted 11 April 2014 - 04:05 AM
sneeking is one of the most useful things in minecraft...
Useful is defined as "able to be used in several ways." The only thing sneaking does is keep you from falling off cliffs and it makes you move slowly.
#97
Posted 11 April 2014 - 07:20 AM
It also makes your nametag harder to see in multiplayer.
#98
Posted 11 April 2014 - 11:11 AM
On the topic of name changes, I think it might be a pain at first, because there will always be that annoying kid that p*sses everyone off, and then goes and changes his name, and you wouldn't realize it's him. Also, it would get annoying to have to tell all of your friends who you are each time. Then again, any half mature person wouldn't change their display name very often.
#99
Posted 11 April 2014 - 05:39 PM
from what I hear, there will be an amount of time one must wait to change their ingame name... also, I will be changing my username form Gary_S_Modd to Astrorious because I was not a brony when I came up with my username... and I want to be ponyOn the topic of name changes, I think it might be a pain at first, because there will always be that annoying kid that p*sses everyone off, and then goes and changes his name, and you wouldn't realize it's him. Also, it would get annoying to have to tell all of your friends who you are each time. Then again, any half mature person wouldn't change their display name very often.
#100
Posted 11 April 2014 - 07:21 PM
Im hoping they do a chat announcement when you do a name change.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users






