working full-time on Minecraft here, and has already got a flying start! We managed to do a lot of fixing and tweaking for this week's snapshot, and have finally decided to lock down on a proper release date for Minecraft 1.3: August 1, 2012.
A week prior to releasing, we'll post a “release candidate” that is likely to be identical to the actual release. This version is intended to give server admins and modders a little more time to prepare for the new Minecraft version.
Minecraft 1.3 consists of a huge number of changes, and some of them are changes to the fundamental game engine. The most dramatic change is that we've kicked out single-player, and made it a shell on top of multi-player. There are two major benefits to this: first, it's required for the modding api if we don't want to have multiple implementations of every mod, and second, if we fix a bug in single-player, we know the bug is fixed in multi-player, too. Previously we had to fix bugs both in relation to single-player and multi-player.
Here's a compact list of what the update will bring…
Minecraft 1.3: The Good
Lots and lots of bug fixes and new features. Players who mainly play in multi-player on servers should enjoy a smoother and more stable experience, as this has been our focus of the development. We've looked over the network packets and added encryption to prevent session stealing. Dinnerbone has updated the chatting screen, to allow for easier editing and clickable links.
The single/multi-player merge has added the possibility to share your single-player worlds with friends who are on the same local network. It has also enabled players to use multi-player-like commands in single-player (such as /gamemode and /give), but only if cheats are enabled.
We've added emeralds, emerald ore and a trading system that makes it possible to buy items from villagers. Villagers will add and remove items depending on what you buy.
We've added the possibility write in books and leave stories for other people.
We've added new terrain features, and you can choose to begin the game with a “bonus chest,” to get you started quicker.
We've added tripwire, so you can create new traps and contraptions.
We've also added new stairs, new half-slabs, cocoa plants and tweaked dispensers, leaves, cauldrons, levers, gravel, pressure plates, cookies, buckets, boats, minecarts, ice, furnaces… Plus you get magic orbs from mining and smelting (and not just killing monsters)!
Minecraft 1.3: The Bad
Since single-player has been turned into a shell on top of a background server, the game's resource requirements have increased. When playing single-player, the game needs to be able to both simulate and emulate the world, which take many more CPU cycles. We're working on optimizing rendering, but those improvements will not be included until Minecraft 1.4.
Minecraft 1.3: The Ugly
A couple of problems and expected features have been pushed to Minecraft 1.4. The most notable problem is the lighting issues causing black regions in the terrain. We're looking into ways to solve this, but lighting is a very expensive calculation and we are struggling with finding a solution that doesn't hurt framerate.
And the most notable missing feature is the modding API. Throwing out single-player was the first step in order to make the API possible, and that's done now. We decided to release 1.3 without the API, because otherwise it would be an even longer wait for a Minecraft update.
We've also added an extremely basic version of “adventure mode.” We'll work more on this in future updates.
To Summarize
The time between Minecraft 1.2.5 and 1.3 has been the longest update interval yet, and that was because we changed so much in the game engine. I (jeb_) was a little scared to push it to the public, but waiting even longer is not a solution.
If you want to get the whole Minecraft 1.3 change log, I suggest you read redstonehelper's great summary here: Reddit.com
Snapshot 12w27a
Bug fixes!
Optimizations!
Please check your piston contraptions. Most we've tested still work fine, but some require changes to repeater delays and similar. Overall, pistons should have fewer bugs, but will appear to update slightly slower.
Get the snapshot here:
Client: Assets.minecraft.net
Server: Assets.minecraft.net (or EXE)
If you haven't downloaded Minecraft you can grab it here: www.minecraft.net/download
// The Minecraft Team
It's going to be awesome when pretty much every mod is MP compatible, which it looks like will eventually happen if I'm reading this right.
I'd prefer more optimization instead of new content, but whatever. The new stuff sounds fun regardless. It's nice to have some solid currency in minecraft instead of iConomy plugins for servers and unreliable ingot currency. Good work mojang, looking forward to this update
Yeah, too bad this isn't an MMO or an RPG, or a combo of the two.
It bugs me that every new release keeps upping the system requirements. I can run Skyrim on higher settings than Minecraft. Maybe it's just the limitations of Java, but I'd much prefer a smoother experience before they keep adding a bunch more features that slow it down. Don't get me wrong, I like the additions and I know the development isn't easy, but when they are doing stuff like this that's limiting the compatibility further, it seems pointless. The local network thing, I'm sure I'm not alone in saying that I'd much rather have a system where I can just start up a game, type in another user's name, and they will receive a notification that will ask if they want to link. Like multiplayer, but only for a couple people like on XBox.
This sounds like a big exaggeration
Perhaps, I am known to pointlessly bitch from time to time lol.
to early to judge, but its looking great so far!
The API was all that I was looking forward to.
Same, dunno how they keep pushing it further and further, we're waiting it since alpha... but ohh well, at least this little merge sounds good :)
Can't wait!
"The most notable problem is the lighting issues causing black regions in the terrain. We're looking into ways to solve this, but lighting is a very expensive calculation and we are struggling with finding a solution that doesn't hurt framerate."
Why not forward the lightning computations to the GPU instead of CPU?
Even the best CPUs are beefy as calculators, when their computing power is compared to GPU (even the cheap GPU models).
I don't like how it will become a "Onlive" system if that's the way it is heading. I love Single-Player and that's all I play. I don't have much internet access!
It isn't, fortunately. From my understanding, the "singleplayer server" thing is actually stemming from the fact that previously there was a dual-architecture within the code, where SP and MP were completely separate entities and both had different code to update and modify. Mods were also only either compatible with one or the other - making a mod compatible with both was way too much work.
Now, you still play singleplayer locally, but the code architecture is the same as in multiplayer, meaning that the devs only have one set of stuff to change and modders can make mods that will work for both SP and MP at the same time.
You are correct da frank.
Thank you for the answer my friend.
Hopefully they fixed the problem with local servers not working, my brother and I tried to use it and were not able to connect when we can with other games.
That's likely due to problems on your end, mate. I'd check if any anti-virus is messing with your LAN connection there - AVG, for example, is known for doing this.
Make Minecraft (or Tekkit, whatever) an exception to the firewall and try again.
the good write in book thingy would be aswome for adventure maps :D
Cool, basic adventure mode.
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