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Sorontar 9th December 2011 09:01 AM

The latest Minecraft snapshot
Okay, I think we need a separate thread for Minecraft development snapshots. Unless the Division's admins decide otherwise, we will not be updating the TOG servers to snapshots simply because the mods we use only get updated to full releases (and the snapshots are more prone to bugs than full releases).

Jens has released the latest:
* Client
* Server

The description is at Minecraft Development Snapshot Week 49

The major changes are:
  • Sheep eat grass and regain their wool
  • Farmland is no longer destroyed by items and particles (haha, lol…)
  • Added a “spawn mob” egg item to creative mode
  • Corrected a setTileEntity multiplayer bug
  • Corrected a powered rail bug
  • Corrected a redstone update bug
The multi-language project is still in progress but elements of it have been added.


Sorontar 9th December 2011 10:48 AM

The following demonstrates the effect of the eggs spawning mobs. You can only get the eggs in creative, but as the video demonstrates, you can them set yourself to survival mode.

Sorontar 16th December 2011 01:10 AM

Latest snapshot: Minecraft Dev Snapshot Week 50


Not much has changed

Sorontar 6th January 2012 09:37 AM

Latest snapshot: Minecraft Snapshot 12w01a

The first link lists many changes, including
  • hillier terrain
  • flat world option
  • changes to collision boxes for gates and ladders
For the future AI changes,


The first goal is to add breeding support to wolves, and then move on to more useful / interesting villagers.
but that is still to be done.


Sorontar 20th January 2012 09:58 AM

Latest snapshot: Minecraft Snapshot 12w03a

  • Ladders regained their collision box, and vines are climbable when they have a solid block behind them
  • Added jungle biome (requires a new world) with new tree and leaf types
  • Updated language files
  • Dispensers will place mobs instead of releasing the spawner egg
  • Zombies have new path-finding AI
  • Wolves have new AI and can be bred (when tame)

Sorontar 20th January 2012 10:23 AM

Example jungle from Jeb (Twitter)


Originally Posted by!/jeb_/status/159941276148568064
Jon (@jonkagstrom) wants to add jungle animals later, but they will not be included in today's snapshot

Old worlds will not get errors, but you will need a new world to get jungles

He hasn't been clear whether newly generated chunks could have jungles or not.

UPDATE: From Jens on reddit

Originally Posted by
If you really want the jungles in your 1.1 worlds, you can trick the game to use the new generator by editing the level.dat file with a NBT editor.
The game looks for the tag called "generatorName", and if it's "default" it will also check "generatorVersion" (if it's available). If the version is 0, it will replace the generator with "default_1_1" instead of "default" to switch to the old generator.
To keep the new generator, change "generatorName" to "default" again and set "generatorVersion" to 1. Please note that this will mess up the whole biome randomizer, so it may start snowing in your desert if you're unlucky.
// jeb_
EDIT: I'm sorry, I didn't intend to hi-jack this thread. Show him some upvotes!


Sorontar 27th January 2012 10:11 AM

The latest snapshot (

The key changes are:
  • New jungle-specific mob that can be tamed (ocelot)
  • Skeletons have new AI and a few new behaviors (avoid sun)
  • Added an experience item to creative mode
  • Added a flame item… (fireball that can be fired from a dispenser!)

Sorontar 3rd February 2012 10:30 AM

The latest snapshot (

The major features are:

  • Many mob-related bug fixes (and some new behaviors)
  • Ocelots are easier to tame, and cats can be told to sit
  • Villagers will try to detect village houses and live in them
  • Updated language files (now with 50% less profanities!)

Sorontar 3rd February 2012 01:39 PM

The word on the street is that creepers don't like ocelots/cats. While they now are better at chasing you, they won't go near a feline. So people will need a cat and dog for defensive and offensive purposes now.

And the villagers can open and shut doors, though there might be a bug with some doors. Hopefully this means that Obsi won't have to fence in the villagers any more so they don't leave their villages.


Obsi 3rd February 2012 04:04 PM

well, no, not unless they are also coded to stay within a close distance of their houses.... otherwise that now means the stupid villagers will open their doors to escape and wander off into the wilderness, get trapped in wells, fall into crevasses.... at least before you could rely on only the houses without doors letting the NPCs out, or whose walls hadn't fully loaded and let the NPCs escape.

Though I think it's a cool next step for them... I'll still be walling the villages though, to keep them safe. Sometimes you have to be cruel to be kind :D

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