Ennek a szócikknek átírásra van szüksége, hogy megfeleljen a stílus útmutatónak.
Kérlek, ha tudsz, segíts ennek a lapnak a javításában. A vitalapon további javaslatokat találhatsz.
Az 1.8, más néven a A bőséges frissítés[1], sok dolgot adott hozzá és változtatott meg a Minecraft világában, jött be sok új blokk és egyéb érdekesség.
/execute @a ~ ~ ~ detect ~ ~-1 ~ minecraft:grass 0 say You are standing on grass. will make everyone who is standing on grass say that they are doing so
/execute @e[type=Chicken] ~ ~ ~ fill ~-1 ~-1 ~-1 ~1 ~1 ~1 minecraft:glass will create a small cube of glass around all chickens
Commands run using the /execute command pass their success value back to the command block running them
/fill
Fills a given volume with a specified block
Up to 32768 blocks can be filled
oldBlockHandling works like with /setblock, but with additional options: hollow to only fill the outer layer of blocks and fill the inner part with air, and outline to fill the outer layer of blocks and ignore the inner part
Example: /particle lava ~ ~1 ~ 1 1 1 0.5 50 normal @e[type=Chicken] will create 50 lava popping particles, centred one block above the block/entity running the command, spreading around a radius of 1 block, with a speed of 0.5, relative to all chickens in that world
The force argument can be set to force to display particles even if a player has his 'Particles' toggle set to Minimal or Decreased
/replaceitem entity @e[type=Zombie] slot.weapon minecraft:iron_sword 1 0 will give all the zombies iron swords
/replaceitem entity @p slot.hotbar.0 minecraft:fish 4 2 will put 4 clownfish in the players first hotbar slot
/replaceitem block ~ ~1 ~ slot.container.5 minecraft:redstone_block 1 0 will put a redstone block in the 6th slot of a container 1 block above the player
/stats <entity|block> ...
Usage:
/stats entity <selector> <mode>
/stats block [x] [y] [z] <mode>
Alternative and more featureful way of interacting with CommandStats
Will update a scoreboard objective based on the number of entities/blocks which have been affected by the command, it updates the objective for the entity that ran the command, fake players can be used when run in a command block
After the mode there are currently 5 possible stats that can be updated: SuccessCount, AffectedBlocks, AffectedEntities, AffectedItems and QueryResult
For example: /stats entity @a set AffectedBlocks @a Test will update a scoreboard objective named 'Test' for all players whenever a command is performed relative to them, the objective will update by the number of blocks affected by the command since the stat was set to AffectedBlocks, this means if the command is /fill then it will update the objective for whoever is running the command (@a) by the number of blocks filled
/testforblocks
Compares two areas of a world
The mode can be set to all or masked, all is the default while masked will ignore air
Can make text display on a players screen in the form of a title and/or subtitle using JSON
/title @a times <fadeIn> <stay> <fadeOut>
Set the fade in time, the stay on screen time and the fade out time for the title. This is in game ticks (1/20th of a second).
/title @a title <raw json message>
Set and start showing the title and subtitle
/title @a subtitle <raw json message>
Set the subtitle (optional)
/title @a clear
Clear titles immediately
/title @a reset
Reset all title parameters to defaults (fade times)
/trigger
Functions the same way as /scoreboard players set or /scoreboard players add, but can only modify objectives with the trigger criteria (referred to as "triggers") and can only modify the score of the player running the command
Allows non-op players to use clickEvents as well as prevent spamming clickEvents
Can be used by non-operator players
For a player to run this command, the trigger must be enabled for that player
/scoreboard players enable <player> <trigger> will enable the specified player to use the specified trigger objective
Trigger availability is stored per player, per trigger
One trigger may be disabled for a player, but that player can use a different trigger
One player may be unable to use a trigger, but another player can use the same trigger
Disabled after the trigger has been used (must be re-enabled to use the trigger again)
Mostly for use with /tellraw
Usage: /trigger <objective> <add:set> <value>
/worldborder
/worldborder <set,add,center,damage,warning,get>
/worldborder set <sizeInBlocks> <timeInSeconds>
Used to set size of border. The first argument sets the size of the border and the second sets the speed of the border to expand or shrink
/worldborder add <sizeInBlocks> <timeInSeconds>
Adds blocks to the current size of the world border. Can use negative (-) numbers to subtract the size of the border
/worldborder center <x> <z>
Sets the center of where the border will be placed.
/worldborder damage <buffer|amount>
Allows you to customise the amount of damage taken while outside the border, and buffer, the higher value, the further you can be outside the border without taking damage
/worldborder warning <time|distance>
Allows you to customise how far you have to be or the time for how long it takes to activate the world border warning
/worldborder get
Tells the player running the command the current width of the world border
Gamerules
logAdminCommands
Prevents command block output from being stored in chat logs. In multiplayer, also prevents player-initiated commands from being stored. Unrelated to commandBlockOutput, which is output into the visible chat
randomTickSpeed [value]
Controls how often a random tick occurs; random ticks influence how fast plants and crops grow, how fast pigmen spawn from portals, how fast farmland updates, how fast grass and mycelium grow and decay, etc...
If set to 0, random ticks never occur
reducedDebugInfo
Gamerule to enable/disable reduced information on the F3 debug screen
Op-only unlike the 'reduced debug info' toggle in multiplayer settings
Overrides 'reduced debug info' settings in clients
sendCommandFeedback
If set to false, player-run commands will not show a success message
showDeathMessages
Prevents death messages like "[player] fell out the world" from appearing in the chat
These are fake gamerules which don't actually affect your world, but can be used with /stats with the new QueryResults argument to update a scoreboard objective based on the value of that gamerule
Declare using /gamerule <newRuleName> <value>
Access using /gamerule <newRuleName>
Scoreboards
New objective criteria for team-specific kills, e.g.: teamkill.red, killedByTeam.blue
New objective criteria 'trigger
Acts like the dummy criteria
Can be interacted with using the /trigger command
Mostly for use with /tellraw
The ability to iterate over every scoreboard player with *
This will also affect people who have not yet joined the world
Fake players with a name starting with # will never show up on the sidebar
New /scoreboard subcommands: /scoreboard reset, /scoreboard operation, /scoreboard test and /scoreboard enable
The reset subcommand can reset all objectives for a player or reset a player's objectives one by one
Example: /scoreboard players reset @a anObjective will reset the scores of an objective named anObjective for all players in the world
The operation subcommand can apply arithmetic operation to scores (+ – * / % < > =) and accumulate player scores
Example: /scoreboard players operation #teamscores redScore += @a[team=red] blueKills adds every red player's count of kills on blue to the red team's score of kills
Can be tested with a comparator to see if two scores are greater than, smaller than or equal to each other
The test subcommand can be used to test if a scoreboard value is between a min and a max value
Example: /scoreboard players test #global anObjective 12 19 checks whether the global score of the given objective is between 12 and 19, inclusive
The enable subcommand can be used to enable a trigger objective
Example: /scoreboard players enable aTrigger enables a trigger named aTrigger
Different teams can now have different objectives displayed in the sidebar
Example: /scoreboard objectives setdisplay sidebar.team.yellow anotherObjective (referring to team color, not team name)
Testing for scores now also works in @e entity selector
Added scoreboard team property to disable name tag visibility: /scoreboard teams option <name> nametagVisibility with options hideForOtherTeam, hideForOwnTeam, never and always (default)
Added scoreboard team property to disable death messages: /scoreboard teams option <name> deathMessageVisibility with options never, hideForOtherTeams, hideForOwnTeam and always (default)
Command /scoreboard players can now filter by NBT data
NBT Tags
BlockEntityTag
BlockItem instances can now hold a custom NBT tag that is merged into a block entity when it’s placed
Example: /give @p command_block 1 0 {BlockEntityTag:{Command:"/setblock ~ ~ ~ minecraft:diamond_block"}} will give a command block that, when placed, will automatically have the command /setblock ~ ~ ~ minecraft:diamond_block set
CanDestroy
Mostly for use in adventure mode
Items with this tag display the names of the blocks that they can destroy in the item tooltip
Example: /give @p minecraft:diamond_shovel 1 0 {CanDestroy:["minecraft:sand","minecraft:grass"]} to give a diamond shovel that can break grass and sand
Putting an invalid item name in will display as "missingno" under the "Can Break" list.
CanPlaceOn
Allows placing of certain blocks against other blocks in adventure mode
Example: /give @p minecraft:stone 16 0 {CanPlaceOn:["minecraft:diamond_block"]} to give a block of stone that can only be placed on diamond blocks
Putting an invalid item name in will display as "missingno" under the "Can be placed on" list.
CommandStats
Allows a command block or sign to increase a certain score in the scoreboard when it runs successfully
The command will increase the score based on the number of items/blocks/entities/successes
For example, a command block with this tag running a command which affects items (e.g. /give) will cause it to update the score based on the number of items given
Defines whether a written book is an "Original" a "Copy of Original" or a "Copy of a copy"
HideFlags
Allows hiding of certain parts of the tooltip
Bit field determining which parts of the tooltip to hide on an item. 1 for ench, 2 for AttributeModifiers, 4 for Unbreakable, 8 for CanDestroy, 16 for CanPlaceOn, and 32 for various other information (including potion effects, StoredEnchantments, written book generation and author, Explosion, and Fireworks).
Examples: Setting bit field to 3 would hide both ench and AttributeModifiers tags, and setting to 63 would hide everything.
Lock
A way to lock containers from being opened using NBT tags
Mostly useful for adventure maps in adventure mode
Containers can be unlocked by clearing their string for Lock
Locked containers can only be opened while holding anything renamed to the given string, item is not removed on use[3]
The lock can be completely removed utilizing the command /blockdata
NoAI
Disables an entity's AI
Entities without AI do not attack players or move or rotate on their own, and do not despawn, they also do not respond to gravity or collision with other mobs, but can still take damage, die, and ride other entities
PickupDelay
The number of ticks before an item entity can be picked up.
Set to 32767 for items that can't be picked up
rewardExp
Controls villagers giving xp for trading, set to 1 or 0
SelectedItem
Contains the item data of the item currently held in the player's hand
Added to compact the process of testing if a player is holding a specific item
Previous method required nine commands in command blocks; now requires only one command
ShowParticles
Option to show or hide all particles for a potion effect, while the Ambient tag only shows fewer particles, set to 1 to show, 0 to hide
Silent
Determines whether sound is produced by an entity, such as idle and hurt sounds, setting to 1 disables sound
Világ generálás[]
Underground
Granite, andesite and diorit generate in pockets within stone terrain
Slightly larger size and abundance than gravel
Pockets don't reduce ore frequency, since ores can generate inside these pockets
Ocean monuments
New underwater generated structure made out of prismarine, prismarine bricks, dark prismarine and sea lanterns
8 gold blocks can be found at the center of the monument
A flashing boss guardian will appear on screen when close to an elder guardian, and Mining Fatigue III will be inflicted on the player for 5 minutes
Will also generate in old worlds
Customized world type
Highly customisable terrain generation
To use, press create new world then ‘world type: customized’ and then press the 'customize' button
There are 4 pages to customize the world
Page 1: customizes generation of structures, chance of lake generation, size of certain structures, and biome type and size, and sea level
There are 18 customization options which affect whether generated structures will spawn in, as well as other environmental factors such as sea level. Some of these presets are Yes/No inputs or sliders.
Sea level height, toggles for cave, village, temple, ocean monument, dungeon, water lake, lava lake, stronghold, mineshaft and ravine generation, sliders to control water lake, lava lake and dungeon rarity, toggle to turn oceans into lava oceans, biome selection, biome and river size sliders
Page 2: customizes the ore distribution for dirt, gravel, granite, diorit, andesite, coal, iron, gold, redstone, diamond and lapis
Rarity, height range and vein size
Page 3 & 4: Expert customization of the terrain generation
There are 16 customization options which can be used to affect various aspects of Minecraft's terrain generator. These can be changed by moving sliders or by typing in values directly
Main Noise Scale X/Y/Z to smooth out terrain, larger values for smoother terrain; Biome scale/depth weight and Biome scale/depth offset to stretch/squash terrain vertically based on the biomes default height settings; Upper/lower limit scale to make terrain more solid/riddled with holes, depending on how close the values are to each other; Height Stretch to pull terrain upward, with smaller values causing more extreme stretching; Height scale, Coordinate scale, Depth base size, Depth noise exponent, Depth noise scale
There are seven presets
Water World, Isle Land, Caver's Delight, Mountain Madness, Drought, Caves of Chaos, Good Luck
Each page has a button to randomize the various values and a button to reset to default values
Uses the 'generator-settings' string known from superflat presets for server.properties and world data
Generate structures button disappears when selected
Debug Mode world type
Useful for resource pack makers
Hold ⇧ Shift and cycle through "World Type" to select it
Tweaked world creation
Other world options are not available
Only Spectator mode can be enabled
All possible blocks with all possible data values are generated
This includes all possible states of redstone wire, fire, tripwire, stairs, etc.
They are arranged in a grid across height y=70, with a barrier floor at y=60
Every block state generates only once
Blocks placed are deleted, and blocks destroyed are restored
Crafting recipe: 4 andesite in a 2×2 configuration
Polished granite
Crafting recipe: 4 granite in a 2×2 configuration
Coarse dirt
Replaces the grassless dirt variant found in Mega Taiga, Mesa and Savanna biomes.
All worlds with grassless dirt blocks will seamlessly change over to coarse dirt as it uses the same block ID and data value as the original grassless dirt block
Slightly darker texture than regular dirt
Can be picked up with bare hands (silk touch is not required)
Tilling coarse dirt with a hoe will turn it to regular dirt
Crafting recipe: dirt and gravel in a 2×2 checkered pattern, yields four coarse dirt
Red sandstone
Can be crafted with 4 red sand in a square
Can be crafted into chiseled, smooth, stair and slab forms
Chiseled variant has a wither pattern to complement the creeper pattern found in chiseled sandstone.
Slabs have a smooth variant, similar to stone and sandstone
Comes as a smooth double slab - minecraft:double_stone_slab2:8
Generated only in Mesa biomes at cave entrances
Prismarine
Generates in ocean monuments
Can be crafted with prismarine shards
The cracks in Prismarine appear to slowly change color between brown, blue, gray and purple.
Prismarine bricks
Generate in ocean monuments
Can be crafted with prismarine shards
Dark prismarine
Generate in ocean monuments
Can be crafted with prismarine shards and an ink sac
Sea lantern
Generate in ocean monuments
Can be crafted with prismarine shards and prismarine crystals
Emit light at a light level of 15 and have an animated texture
Prismarine crystals
Drop from guardians
Can be crafted into sea lanterns
Prismarine shard
Drop from guardians
Can be crafted into all three kinds of prismarine blocks and sea lanterns
Wet sponge
Obtained when a sponge soaks up water
Smelting a wet sponge yields a dry sponge
When smelted, they will fill empty buckets in the 'fuel' slot with water if possible
Emits water dripping particles
Dropped by elder guardians on player kills
Slime block
Players and mobs that land on their top side will bounce, like on a trampoline
Bounce rebound velocity is scaled by impact velocity, can reach up to 60%
Currently does not affect item entities
Prevents fall damage
Walking on it is slower than walking on soul sand, close to one's speed whilst sneaking
Crafting recipe: 9 slime balls
Can be crafted back into 9 slime balls
The placing/breaking sounds use hurt sounds of slimes
Connected to sticky pistons, slime blocks will now push and pull blocks beside them when moved by pistons
Connected to normal pistons, slime blocks will only push blocks, but not pull them
Up to 12 slime blocks connected to a piston in any arrangement can be moved as long as the following conditions are met: blocks do not disrupt the chain, non-moveable blocks are not in the way or slime blocks are not attached to the piston itself
Follows all the rules that pistons follow, for example blocks which can normally be moved by pistons can be moved if attached to slime blocks
Allows for more contraptions, from new redstone clocks, moving devices, farming etc
Extending a piston with a slime block attached to it will propel entities (mobs, players, items, launched arrows etc) in the appropriate direction[6]
Fence
New types of fences for all the different types of wood
Different types can connect to each other
Original fence renamed to oak fence
New crafting recipe for fences to make this work: 2 sticks and 4 planks to make 3 fences
Fence gate
New types of fence gates for all the different types of wood
Different types can connect to each other
Original fence gate renamed to oak fence gate
Doors
New types of doors for all the different wood types
Different types of doors have different textures, with some types having no windows
Door recipes now require all 6 wood to be the same type
Iron trapdoor
Can only be opened and closed using redstone, similar to an iron door
Crafting recipe: iron ingots in a 2×2 pattern, yields one iron trapdoor
Banner
Can be worn as head gear - but only using commands
Over a quadrillion possible combinations
Crafted like a sign, just with one color of wool instead of planks
Can be stacked to 16
Most patterns are created by arranging dyes in certain ways around a banner on a crafting table
Additional patterns: creeper, skull & crossbones, brick, flower, curly border and Mojang logo - making these without dyes will result in a black pattern, use dyes to get different colors (items: creeper skull, wither skeleton skull, brick block, oxeye daisy, vines and enchanted golden apple)
Many patterns can be produced
Up to 6 layers of patterns possible
Can be placed on walls or on the ground (16 rotations possible)
Sway with the wind
Can be cloned by crafting them together with a blank banner
Top-most layer can be removed using cauldrons
Can be used as fuel in furnaces
Armor stand
Can be used to decoratively display armor (including pumpkins, mob heads and player heads)
Armor can be right-clicked to be applied to the armor stand and can be applied by dispensers
Armor can be applied by dispensers aimed at any part of the Stand
Armor can be removed by right-clicking on the piece of armor you want to remove
Can render enchanted and dyed armor
Can use pick-block on armor stands (will give the stand not the armor equipped)
Crafted using a stone slab and 6 sticks
Stacks up to 16
Armor stands are actually entities not blocks and can therefore can be summoned using /summon ArmorStand and put in minecarts
NBT tags can be used to create armor stands which are small (Small), invisible (Invisible), have arms (ShowArms), have disabled slots (DisabledSlots), have no base plate (NoBasePlate), have no gravity (NoGravity) and are in a preconfigured position (Pose)
Raw mutton
Restores 2 ()
Drops from sheep
Can be cooked into cooked mutton
Cooked mutton
Restores 6 ()
Rabbit hide
Can be crafted in a 2×2 arrangement to produce leather
Drops from rabbits
Raw rabbit
Restores 3 ()
Drops from rabbits
Can be cooked into cooked rabbit
Cooked rabbit
Restores 5 ()
Rabbit's foot
Brewed to make a Potion of Leaping
Drops from rabbits
Rabbit stew
Restores 10 () and 12 saturation
This makes it the best food in the game other than golden carrots
Sometimes spawns when a player teleports using an ender pearl.
Despawns after 2 minutes (unless it is named using a name tag)
Have the same sounds as silverfish
Guardians
Spawns in ocean monuments
Attacks squid and players with a web/beam
When on land, it flops around, unlike squids
Drops prismarine shards, prismarine crystals and raw fish
Makes wet noises when hurt and squeaky, wet noises when flopping around on land
Elder Guardians
A boss-like variant of Guardians
There are 3 elders in each ocean monument
A flashing boss guardian will appear on screen when close to the boss guardian, and Mining Fatigue III will be inflicted on the player for 5 minutes
Drops wet sponge
Rabbits
Drops rabbit hide, raw rabbit, cooked rabbit and rabbit's foot
They have many different skins similarly to horses and ocelots. They have 8 skins including: Black, White, Brown, Gold, Black & White, Salt & Pepper, Toast, and the Killer Rabbit of Caerbannog
Naming a rabbit spawn egg or name tag "Toast" will give rabbits a special skin as a memorial to user xyZenTV's girlfriend's rabbit Toast
Very low rate of spawning as "The Killer Bunny" (or the "The Killer Rabbit of Caerbannog")
1/1000 chance of spawning
This type of rabbit is hostile and will attack players within 4 blocks, deals 5 () in easy, 8 () in normal difficulty and 12 ( × 6) in hard
Now displays render distance, sections being rendered currently, sections being updated currently, an aB value for unknown reasons, version id, whether the client is modded, keywords for when clouds/VBOs/VSync are enabled
Now displays which block the feet are in
When looking at a block, its coordinates, block id and properties will be displayed
The "Facing:" line now indicates in which axis-based direction you're looking ("Towards positive Z")
Now displays Java version, display resolution and vendor, graphics card model and vendor and OpenGL version
The crosshair now turns into 3 short, colored lines indicating the direction of the 3 axis: x/red, y/green, z/blue
"Light" is now the light levels at feet, not eyes
Player rotation is now displayed for the vertical angle as well as the horizontal one
Day counter added
Increases by 1 every dawn
Now displays difficulty
Peaceful - 0.00, Easy - 0.75, Normal - 1.50, Hard - 2.25
Looking at a block in the world will show the coordinates of that block on the debug screen
F3 hotkeys
Debug tooltips now show how many NBT tags an item has - Screenshot
When debug tooltips are enabled, items will now show their name id - Screenshot
When debug tooltips are enabled, some instances of usernames and entities in the chat will now show the entity's UUID when hovered on
F3 + D can now be used to clear the chat log
F3 + S or F3 + T reloads block models
F3 + B entity hitboxes now also display entity eye level in red and which direction entities are looking at in blue
F3 + H tooltips now show how many NBT tags an item has
Block IDs
Occurences of blocks/items now need to be named ids; old ids slowly being phased out
NBT data in commands can now use block/item names in place of numerical ids
Example: id:"minecraft:stone"
In scoreboards, the format is minecraft.block.stone
Superflat presets also use the new named id format
Superflat world type
Block ID/number of layers format changed from NumberxID to Number*ID.
Preset code version number changed to "3".
Internal block handling
Now internally use states instead of metadata
Metadata will still be used for a while
Block states of the block being looked at will now be displayed on the F3 menu - Examples: redstone, door
Internally, metadata no longer needs to be calculated out of the 4 bit data value, instead the values of specified properties can now be easily gotten and set
Chat
Improved chat communication
Messages are now either chat, system or action bar messages
Action bar messages are always shown, chat and system messages are only shown if chat settings are configured that way
Entities now have tooltips in certain chat instances when hovered over
These appear when hovered over an entity's name in chat (e.g. the success message for /kill)
Shows the name of the entity (e.g. Bob), the Id of the entity (e.g. Creeper (50)) and the entity UUID
Shift+Left click while hovering over the entity's name inserts its UUID into your chat bar. They also work in commands like /tp so you can teleport to entities.
F3 + D clears the chat history (including previously typed commands)
UUID
All player lists will now be converted to be UUID-based automatically
Resource packs
Custom block models can be loaded
Several blocks in the game are rendered differently using the new block models.
The cauldron's feet are cubes instead of faces.
Grass blocks, dirt, sand, red sand, stone, Netherrack, bedrock and TNT all have their top texture randomly rotated
Custom item models can be loaded
Many items' models are now rotated 90 degrees in the inventory and in hand.
F3+T and F3+S now reload models
Resource packs can now be bundled with a world, put it in the map save directory and name it "resources.zip"
Alex's model is that of Steve but with 3-pixel wide arms
A choice to select fat or thin arms on minecraft.net/profile was added shortly after the update.[8]
If you don't have a custom skin yet, you are randomly assigned Steve or Alex based on your random user ID
Right and left arms and legs are now editable independently
Uses a steve.png file with new layout and new dimensions
Dimensions for the file are now 64×64
Overlay now includes the whole body
Overlays are called hat, jacket, sleeves and pants legs
New "Skin Customization" button in the options menu
Cape visibility is now toggled from here
You can toggle the visibility of overlays, independent for each limb/body part
Old skins still work, but won't have the new features
Servers
The server list can now be reordered like resource packs - Use 'up'/'down' to reorder, 'right' to join
When editing and adding servers, you can now set how it handles resource packs: Prompt, Enabled or Disable
Servers can now customise network compression in server.properties using network-compression-threshold: 0 to compress everything, -1 to compress nothing
Servers can now optionally send a hash for clients to verify resource packs using resource-pack-hash in server.properties: Should be a 40 character hexadecimal string, will otherwise only be used as a unique id
Servers can now configure how long a tick may take before shutting down using max-tick-time in server.properties
Servers can now configure the maximum world size, which will override /worldborder, using max-world-size in server.properties
Servers can now send messages to be displayed on the action bar
The Void
Removed fog and particles
Options
Videó beállítások
F11 fullscreen toggle now affects fullscreen option
Optimizations, Rendering & Graphics
Significant increase in FPS and performance
Each world (Overworld, Nether, End) now runs on its own thread
Chunk rendering and chunk rebuilds are now multi-threaded - super fast chunk rendering!
Rewrote chunk sorting
Better visibility culling code
Mob pathfinding is now multi-threaded
Rewrote the inventory system
Ore generation is now more than twice as fast
Only transparent blocks will now render as transparent (eliminates the use of x-ray texture packs)
Dropped items now face the player in all three directions on fast graphics
Enchanting will now cost 1 to 3 levels, but you still need the same minimum total levels
For example, an enchantment may only become available for enchanting after reaching 13 levels of experience, but will only cost 2 XP levels and 2 of lapis lazuli
Additionally, there is now a material cost - enchanting also costs 1 to 3 pieces of lapis lazuli now (seen above)
The actual enchantment calculation is the same
One of the enchantments will be displayed in the tooltip
The enchantments you would get on a tool will not change until you enchant something - this enchantment seed is stored per player
Leveling up now takes longer
Level V enchantments can now appear on an item without the use of an anvil
Looting now gives an extra 1% chance of getting rare loot per level
VillagerTrading
Villagers now have a profession, which is displayed in the trading GUI: Farmer, Fisherman, Sheperd, Fletcher, Librarian, Cleric, Armorer, Weapon Smith, Tool Smith, Butcher and Leatherworker
Existing Villagers keep already unlocked trades
Villagers start out with 2-4 trades unlocked
Trading now gives experience, more with willing Villagers
The disabled trade arrow now has a descriptive tooltip
Villagers of the same profession will have the same trades except for price/item amount
Villagers can level up, offering more trades per level
Notable changes in trades: Villagers no longer buy cooked fish and no longer sell melons, steak or flint and steel. Apart from chainmail armor, iron helmets and chestplates, enchanted diamond chestplates, leather pants and enchanted leather chestplates are the only leather armor pieces that are still sold. Similarly, iron axes and enchanted iron swords, iron shovels, iron pickaxes, diamond pickaxes, diamond swords and diamond axes are the only tools still obtainable from villagers now
Notable new trades: Villagers now buy potatoes, carrots, melon blocks, pumpkins, string, leather and rotten flesh, and now sell pumpkin pies, cakes, cooked fish, enchanted fishing rods, all colors of wool, bows, name tags and lapis lazuli
Village mechanics
Doors are now added to the closest village
This will not break iron farms, but change them a little, enough to make them "practically pointless"[10]
Anvil repairing
Costs reduced to balance out with the new enchanting system
Renaming items will now only cost 1 level
Repairing cost now increases exponentially (1, 2, 4, 8, etc.)
Repairing costs can no longer be kept down by renaming items
Adventure mode
Block hitboxes no longer appear in Adventure mode if interaction with the block is impossible
Block interaction is now impossible by default
The CanDestroy NBT tag can be used to determine which blocks can be allowed to be broken (see above for usage)
Creative mode
In creative mode, players can create a copy of a block entity in their hotbar, including all NBT data, with ctrl+Pick Block key (ctrl+middle mouse button by default)
Players in creative mode can now damage entities even if they are flagged invulnerable
Teleporting
Relative teleporting is smoother and no longer brings players to a stop; it preserves their velocity from before the teleport
Item tooltips
Now show the internal name for use in commands (F3+H mode)
Particles
Can be summoned using the /particle command
Changed the particle effect when landing on a block, looks a lot more scattered
Life Bar
Now the life bar has a new animation for the damage, that additionally shows how many hearts a player loses
Enchantments & effects
Now also support named IDs as well as numerical IDs
Example: /enchant @a minecraft:looting 3
Example: /effect @a minecraft:speed 10 10
Player list
Improved the health objective display on the player list
Will fall back to textual display if space is scarce, with colors (green/yellow/red) to show different health levels
Additional health will squash the display together to fit
Now groups together teams
Now sorts players by name
Player list shows the faces of players
Sprinting
Sprinting while flying now actually affects movement speed
Commands & NBT Tags[]
Commands
Tab ↹-completing coordinate arguments will now fill in the coordinates of the block currently being looked at
/clear
Can now be used to clear only a specific number of items and can be restricted to certain NBT data
Example: /clear @p minecraft:spawn_egg 120 34 {display:{Name:Michael}} will remove up to 34 villager spawn eggs named Michael from yourself
Can now test for partial matches of NBT lists
/debug
Can now be run in single player
New arguments for debug /debug debug <start stop chunk> [<x> <y> <z>]
x/y/z are required and valid only for chunk mode
May be removed, as the command was supposed to be dev only[11]
/effect
Can now also specify whether particles are to be shown:
Example: /tellraw @a {selector:"@a[team=TeamRed]"} will print everyone who is on TeamRed
Can display entity tooltips when the action for hoverEvent is set to show_entity
Example: /tellraw @a {text:"Hover here",hoverEvent:{action:show_entity,value:"{type:'Zombie',name:'Dummy'}" }} will print a message will display the tooltip of a zombie named "dummy"
Has an another argument after that which can be daytime or gametime to check either the number of ticks since the start of the day or the number of ticks since the world was created, respectively
/tp
Now supports rotation arguments
Example: /tp @p ~ ~ ~ ~20 ~40 teleports the player so that he faces 20 degrees to the right and 40 degrees downwards
Target selectors
Now supports cubic areas
Example: @e[x=0,y=0,z=0,dx=10,dy=10,dz=10] gets all entities between 0,0,0 and 10,10,10
New radius value usable in target selectors, based on the block center
A radius of 0 works for exact block positions
New selector parameters for entity selectors to detect entity rotations with rxm – x rot min, rx – x rot max, rym – y rot min, ry . y rot max
Red sandstone now generates at cavern entrances in Mesa biomes
World border
The default world border is now an animated texture rather than an invisible bedrock barrier
There is now nothing beyond the world border
Is set at a diameter of 60 million by default, for both the Overworld and the Nether
Players can't pass through it and take damage when outside
If you’re stuck outside the world border, it is possible to freely fly/walk around (not possible to freely walk through the border from the inside though)
When you get within a certain distance of the world border, a red-aura-like warning will activate
Only visible on Fancy graphics
Outside the border, the warning is at full strength
Inside the border, the warning gradually gets stronger as the player approaches the border
If the border is stationary, the warning is first seen as the player passes the warning distance, default 5 blocks from the player's location
If the border is shrinking quickly enough, the warning will be first visible at the warning time, default 15 seconds from the player's location
The /worldborder command allows one to customize various aspects of world borders like their size, center, damage and warning
Rebalanced how they heal and accelerate the growth of horses
Dead bush & sapling
Can now catch fire
Packed ice
Mined faster with a pickaxe
Melon (block)
Mined faster with an axe
Ladder
Mined faster with an axe
Huge mushrooms
When harvested with silk touch enchantment they drop blocks with corresponding mushroom texture (red or brown) on all sides rather than the one with spores
Made creeper, skeleton and zombie heads available in survival
Creepers, skeletons, wither skeletons, and zombies drop their heads when killed by charged creepers. Wither skeletons continue to have heads as rare drops.
Note that a charged creeper explosions will not yield more than one mob head
Skulls worn on heads are now bigger so the 2nd skin layer no longer peaks through
Player and mob heads in inventories and held by mobs/players now display the actual head
Placed mob heads now show the 2nd skin layer
Item frame
Items in item frames can now face eight different directions
Can now be seen from farther away
As long as the frame remains placed, it remembers the orientation of the last item it held, and uses it for the next item it holds
Item frames can give off a signal detected by comparators, based on the direction the item is facing
Signal strength is as follows: 0: empty; 1: item; 2: item rotated once; 3: item rotated twice; ...; 8: item rotated 7 times
Improved position handling of item frames
Painting
Improved position handling of paintings
Dispenser
Can now place pumpkins or wither skeleton skulls to spawn golems and withers respectively
Will only place them if the body of the golem or wither is already built
Can now place command blocks with pre-configured commands, rather than dispensing it
Use the JSON text components Text1, Text2, Text3, Text4 instead of plain text
Can be used to show scores towards players by using the selector and score tags
Previously, text formatting could only be accomplished using the section symbol via Formatting codes
Character limit is based on character width
Might need some time before it can work in survival
Book and quill & written book
Use JSON text components instead of plain text with the new pages tag
Capable of using the clickEvent and hoverEvent tags
Previously, text formatting could only be accomplished using the section symbol via Formatting codes
Might need some time before it can work in survival
Written book
Copying written books will now mark them as copies/copies of copies
The copying status of a book (ie. original, copy of original or copy of a copy) is denoted in a separate line in the tooltip, beneath the author's name
Survival players can no longer look inside the command block to see the command
Now show the entity (@e) parameter
X/O button next to "Last output" in commandblock to turn off the last output string
Mobs[]
All mobs
Updated to the new AI
Mobs now show a glow of a slightly different color when hurt
Villagers
When struck by lightning, villagers turn into witches
Now have a head slot where helmets or blocks can be applied
Villagers will now only breed when willing
The first time a specific trade is done, the villager will become willing, any other time there's a 1 in 5 chance the villager will become willing
When a baby villager is born, both parents lose their willingness
Villagers become willing to breed by consuming food: 3 bread or 12 potatoes or 12 carrots
Finding out a villager's willingness in survival is difficult: The only tell is the amount of xp they give when trading; Normal trading yields 3-6 experience points, trading and making a villager willing yields 8-11 experience points
Changes to villager AI
Villagers will now harvest, collect and replant grown potato, carrot and wheat crops
Now display a death message if named with a name tag
Skeletons & wither skeletons
Now run away from wolves instead of fighting back
Now run away from creepers that are about to explode
Now drop a skeleton mob head when killed by a charged creeper
Hitbox has been change: 2.5 to 3 blocks
Slimes and magma cubes
Now swim as a result of the update to the new AI
Randomly change direction every so often, reducing the chance of them getting stuck at walls or corners
Slimes will now randomly despawn over time if no player is within a 32 meter range
Appear to jump a bit more randomly
When named and attacked, each new slime will keep its given name.
Zombie pigmen
Angry zombie pigmen now pathfind as a result of the update to the new AI
Now run away from creepers that are about to explode
Adult zombie pigmen will forgive after a short time (and lose the aggro speed boost), but will continue to attack until the player escapes their aggro distance
Endermen
Now pathfind as a result of the update to the new AI
Now walk slightly faster
Spiders and cave spiders
Can no longer draw line of sight through opaque blocks
Blazes
Blazes will now shoot the player even if there are solid blocks between them
Giants
Armor on Giants is now rendered
Silverfish
Silverfish will stop occasionally before moving again (similarly to most mobs)
Can be spawned by arranging the blocks in any orientation
This does not affect the orientation of the spawned mob
Sheep
Now drop mutton when killed
Apróságok[]
This was the longest wait for a major update to Minecraft, with 312 days having elapsed since the release of 1.7.2 on October 25, 2013.
That's over a month longer than the development of Infdev and Alpha combined (279 days), and slightly over 2 weeks shorter than the development of Beta (328 days).
1.3.1 had the previous longest wait between major releases, with a release on August 1, 2012, 153 days after the release of 1.2.1 — less than a half of 1.8's.
This was also the longest development to a major update in the history of Minecraft, with the first snapshot coming out on January 9, 2014, 236 days before the full release.
The previous longest was also 1.3.1, with 111 days from the first snapshot to the final release, also less than a half.
This update had the most development snapshots of any major update so far, at 52 snapshots.
The update with the most snapshots previous to this was 1.3.1, with 19 snapshots, slightly more than one-third of 1.8's snapshot count.
MC-58322 – Connecting to server that uses resource packs displays "Texture pack"
MC-58557 – Hopper: fs: Invalid index 0 requested for TranslatableComponent{key='multiplayer.player.left', args=[], siblings=[], style=Style{hasParent=true, color=null, b
MC-58823 – options.txt has advancedOpengl:true also for graphic cards without Advanced OpenGL in video settings