Uncovering Minecrafts Most OBSCURE Features...
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- เผยแพร่เมื่อ 27 เม.ย. 2024
- Throughout minecrafts history, a variety of features have been added, removed or mentioned to be coming in future updates. Some of these features are so obscure and unknown, that they could have changed minecraft forever...
Minecraft Discontinued Features Iceberg - / discontinued_minecraft...
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0:00 - Intro
0:38 - Obscure Removed Features
8:31 - Obscure Unused Features
12:04 - Extremely Obscure Mentioned Features
Music Used:
1. Scott Buckley - Escape Velocity
2. C418 - Moog City
3. C418 - Taswell
4. C418 - Shuniji
5. C418 - Flake
6. Scott Buckley - Ephemera
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#minecraft #minecraftupdate #minecraftserver - เกม
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Command block dispensing was removed because it would allow those with creative, but not operator powers, to access command blocks with commands by placing them with dispensers. Signs from 1.8 to 1.8.3 would also run any command they had stored within them with level 4 operator powers, so one could use a client to spoof a creative inventory packet (creative hotbars weren't at thing yet) to create a command block to place one of these signs (you can't place signs with NBT without op, just like command blocks due to their ability to run commands), and run the op command within the sign to op themselves.
Is this still a problem?
@@anonymousninja8463no definitely not. That’s why they removed it
For more context. Placing command blocks require being op and creative mode allows the players to spawn in any item without verification. This means that hacked clients can create command block items that contain NBT for the op command.
Back in my script kiddie days I used to use the sign force op to grief servers, I'm surprised nobody thought of it until 1.8.3. Or somebody did discover it and stockpiled op on many servers. So the command block thing I can understand, creative allows you to spawn in any block (in terms of permission to spawn in any block with packets) so Mojang restricts the ability to PLACE command blocks to server operators, meaning that the command block dispenser allowed any creative player to run any command as op(/stop /gamemode /summon ext)
@@anonymousninja8463Yes, and no, the sign force op actually works on a few servers running old 1.8-1.8.3. Not many, but you might still be able to troll a friend on a lan or vanilla server.
The fact that the splashtext "Undocumented!" is the only 'feature-removal' that isn't documented is amazing
lol true
It was intentional.
it's documented now with the release of this video documenting it
I think it would be cool if Mojang brought void fog back, it would definitely make mining down at the deepslate levels even more unnerving.
The darkness effect kind of does that for the deep dark.
They removed it, because it lowered fpc
They should have just made void fog an option you could enable or disable in your video settings
@@mif_sovremennostyhave it be toggleable then
15:40 the "Attribute System" is how Minecraft stores some of the data about weapons and mobs. They can have modifiers (e.g. equipped items with the matching tag) Attack damage and speed, aggro range, max health, movement speed, etc. You can set them with commands.
It was added in release 1.6, exposed to commands in 1.7, and is still used today
That can be used for things like a quality system of the likes of Terraria (that already being the case for the RLCraft modpack) where you can have a weapon or piece of armor with special bonuses or debuffs if you're unlucky
Again literally modded minecrraft Affixes
@@greywolf9783 literally vanilla minecraft
So you could turn a multi shot crossbow into a multi shot rocket launcher
@@TerrifiedTrainspotter Yes, but attributes won't be of any help here
All these unused features make you wonder how many more features were merely considered at some point in development, and never even publically mentioned
Didn't know about the wither skeleton horse jockey until now, that's an interesting edge case
Honestly, I wouldn't be surprised if the wither skeleton horse jockey thing is just something related to reusing skeleton code and they just decided "why not?"
Fr, whither skell horse sounds scary af
There's undoubtedly thousands of ideas for this game that never made it past the conceptual stage into the programming phase.
@@Alphie_ With Java's object oriented inheritance system, the reuse is probably automatic... you would actually have to manually disable such things to not be inherited.
The devs have said a few times that plenty of ideas get discarded for every update and only a minority actually make it in due to time and resource constraints
The Nether Update is especially one where developers have said they had to shelve tons of ideas that they had (but some ideas did eventually make it to the game later on such as the Warden, which was initially conceptualized as a blind variant of the piglin, and the allay)
The Wild Update is infamously notable for scrapping the planned update to the birch forests and the planned addition of fireflies
The mobs running from primed creepers was a cool feature, too bad they chose the literal worst way to implement it. If they instead had the creeper broadcast to other mobs nearby that it has primed to explode, telling them to run away in that moment, it would have had little to no discernable impact on performance.
Removing the feature helps make getting mob heads easier, though. That was another feature added in that same update.
I have next to no experience in coding (unless you consider Scratch real coding, which I'm sure you definitely don't) but this is still exactly what I was thinking.
you could make all creepers tell other mobs they're exploding and to move away to the same distance, causing REGULAR creepers to not kill other mobs, but charged creepers would still be able to kill mobs as mobs would only run to get outside of the regular safe distance
7:12 Wait...
Instead of having every mob check for an exploding creeper every game tick, couldn't they have just had the creeper itself check for nearby mobs once when it's about to explode and tell them to run away? That seems like a really dumb reason to remove a feature, lol.
Or maybe just... Don't check every tick but only every 5 ticks?
@@laserslime Probably cause that's still not great for performance, and with that when a creeper does explode there'll be up to a 15 frame delay before mobs react to it.
Having mobs constantly checking for other mobs is never great, and seeing as the game probably does a lot of it already it makes sense that they'd want to cut out as much of it as they can get away with. But in this one specific instance there's such an easy workaround that I'm kinda baffled they didn't think of it.
@@squiddler7731is it really that simple? I'm spitballing here cause I'm not familiar with the code but I can see a few possible issues. For example what do you do if a zombie is walking into the explosion, but isn't in the range of creeper yet when it starts exploding? The creeper would need to check all mobs in its radius, for every frame during the explosion animation to make sure mobs get out. Then there's the issue that each mob would then need to pathfind its way out of the explosion, which also takes up time, especially when there's lots of them (e.g. farms). You might consider checking a larger area and splitting that work across each frame, searching incrementally, but that would mean either processing mobs multiple times or ignoring mobs that have spawned inside of the area that has already been searched. Also there's the issue that multiple creepers can explode at the same time, which not only messes with the pathfinding, it also means that the work needed to be done scales up linearly with the amount of creepers exploding. As I said, I'm pulling these issues out of thin air, but I wouldn't say this is a "simple" solution. Or maybe it is, and I'm wrong lol
@@kilith In reality you are right, things will always be more complicated when it comes to implementation, and those are some good examples of edge cases that might need to be accounted for. But some of them apply to all mob AI rather than just this, and the basic idea still remains (that being having the creeper send the run away message in the right context is far more efficient than having the mobs look for that context at all times).
In the case of a zombie entering the radius after the creeper has begun exploding, the first thing that comes to mind is to have the creeper check for a larger radius to ensure any mob that could be affected will get the trigger. The only time this wouldn't work is for a zombie moving much faster than expected, something rare enough that we wouldn't need to worry about it. And it doesn't actually take longer to check a wider area because the code is likely already checking all mobs anyway (that's why it's so bad for performance, it has to go through every mob loaded and only then is it able to compare and see which ones are close). Another technique that could be used is to have the mob "remember" the creeper that's about to explode. With that it can know about that creeper in the frames afterwards without having to find it again, and it would be able to check the creepers condition and react accordingly (I.E. stop running if its too far away or the explosion was canceled). In the case of two exploding creepers, the simplest solution would probably be to just ignore one and only run away from either the most recent creeper or the one that's closer (there could be edge cases where one creeper causes the zombie to run directly into another, but like before its rare enough to not worry about as long as the code works).
Admittedly I could also be wrong about this, I've done a lot of coding for games but I've never looked at the source code for minecraft specifically. But I'm 100% sure they could've made the feature work without affecting game performance if they really wanted to.
@@squiddler7731 Oh I 100% agree that having the creeper check the other mobs would be the way to go.
I didn't think it would have to go through all the mobs to check which one is closer though, I thought Minecraft had some sort of physics system that allowed them to query an area? But maybe that's how physics systems work under the hood, IDK I'm no game dev ahah
To me this feels like one of the classics "oh would it be cool if the program did X?" then you try and implement X, realize it's a lot more work than you thought and give up immediately
that cauldron thing honestly sounds cool, mojang should add it back
There's probably a mod
In bedrock you can dye the cauldrons water. Just giving you a fact
its a bedrock exclusive thig
You can even fill cauldrons with potions on bedrock and then use that to create tipped arrows. And tbh I think it is much better method of making tipped arrows than having to obtain dragon's breath to make lingering potions.
Combining potions is a genius feature that definetly should be revived, although it needs to be reimagined in order to properly balance it.
I really appreciate how quickly you move through the list, there is no filler between things you talk about and I was able to watch the whole video without skipping around. Thanks for not trying too extend the video’s length!
its interesting to think about the mentioned features that sort of got implemented, like spikes being similar to dripstone stalagmites, or team survival being kind of possible using the scoreboard features/plug ins/data packs
I might do a video more in depth on mentioned features in the future, because there is so much interesting stuff there
@@TheMisterEpicplease do!! i would definitely watch that :)
Void fog is easily one of my top features I wish they would add back into the game. It adds so much atmosphere and differing gameplay to the game. Hope they bring it back for the new dimension the ancient city portal leads to. Heck I'd take it as part of the End rework if it fit instead.
It was removed due to "performance" which made literally no sense to me. Games usually use fog to *increase* performance.
I loved it too, great atmosphere.
@@Protofall fog alone does not increase performance. Games use fog to hide far away geometry, allowing them to not draw it, saving more performance than the fog costs.
Minecraft does something similar by using fog to hide chunk borders.
Vanilla minecraft to this day has no fog culling mechanic which would allow fog to dynamically prevent blocks from rendering so every fog just decreases Performance.
@@user-to7ds6sc3p Yeah, I know fog doesn't directly improve performance. I guess I should have explained it more clearly.
Huh, I didn't realise Minecraft doesn't do culling. Maybe I just assumed it because with the main fog slider also reduces the loaded chunk radius hence in that case it actually improves performance. But since void fog wouldn't affect loaded chunks, it would never help performance. The more you know!
It would definitely help hide the edge of render distance in massive caves nowadays
@@ProtofallThat's cause Minecraft has some of the worst code in a game I've ever seen. Especially old Minecraft as it's gotten better recently. I assume they coded the fog very poorly. Would love for them to readd it now since yk they are owned by Microsoft and can properly code the game now.
Attributes have been in the game since before the summon command was a thing. I remember when i was around 13 i would go into MCEdit and give zombies a helmet with attributes that would increase their movement speed, increase their view distance and also health. This worked for players too. I even made a video on it
There was one removed "feature" I discovered similar to that dispenser/command block one. Back in 1.8.X I was playing around with commands a lot. I discovered you could use commands to set a beacon's potion effect. However, if you tried to set a potion effect that isn't normally possible, you got different results. Before a particular 1.8 version, it would just crash the game. After the fix version it did something else (Either not let you choose invalid potion effects or not letting you set beacon effects at all, I can't remember anymore).
The bugfix was in the change log, but had a description of something like "Security exploit" and on the issue tracker it was private. The only reason I'm sure that bug corresponds to this change is because I chatted with a Mojang dev at the time and stated my observation and he confirmed it.
As for why they didn't instead fix it by allowing the beacon to use any potion effect, the mojang dev just said we could do similar stuff with command blocks and that was it.
Void fog used to creep me out soooo much. great video as always man!
7:59 Actually, 2B2T players found a way to place Block 36 in Survival through a weird piston/explosion method, so you don't need commands or mods.
Oh yea, pretty sure that was patched in some version after 1.12.2 though
They were never planning on adding other mobs in the Chinese mob vote, it was more of a popularity vote. They were always planning on adding the Panda.
5:23
This would have made for a good music disc today alongside Pigstep, otherside, cat, and other music discs. Even if it didn't officially, I would've liked to see a mod of sorts at least bring it back in as a music disc or even just for a dimension that a mod brings in. It would have been amazing for it to have been, even if it didn't seem right at all.
This song is called metallic (i think) this was used for the broken alpha 1.1.1 (later fixed by betacraft) but it was removed in alpha 1.1.2
I guess it doesn't really fit even as a music disc obtainable in chests, but I do agree it should have been at least obtainable through commands.
6:03
MADE IN HEAVEN!!!!!
MEIDO IN HEBUN *BASS BOOST*
Another removed feature was the ability for magma block to "store" light. This was removed in the light engine update in 1.14. This is sad, because this was very broken, you would be able to make spectator player detectors and Y-buds, which updated when blocks were placed or destroyed at any Y-level, with given x and z coordinates.
Spectator mode detectors also used this.
bedrock has this feature where you can store potions in the cauldrons and also get tipped arrows out of it so it returned in a way 1:40
spikes became stalagmites 15:08
From what I understand, Block 36 ban be created via blowing up extended pistons with an end crystal, which is able to be done is normal survival minecraft.
If you're more interested, FitMC has a youtube video on it's use and creation on the Minecraft server 2b2t.
The oldest anarchy server in Minecraft.
As someone who saw a number of videos covering Minecraft's unused features, I'm shocked that this covers features that I haven't heard of prior. Great work
Some of these features sound dope. It's a shame they scrapped them or are left in limbo 10+ years later. I'd really like seasons and the different weapons, along with several others. Maybe one day...
Seasons seem a little too ambitious and “dynamic” for Minecraft.
They mentioned that they want disasters or major changes in the game to be the player’s fault, excluding thunder. Hence why we have no hurricanes, floods, tornadoes, etc. Collateral damage can only be caused if you use TNT, fail to avoid creepers, summon a Wither, etc.
And, I think many players would not like having their bases be forced to randomly change in appearance.
Minecraft’s current approach of locking seasons into biomes, such as a bunch of snowy biomes for winter, and the cherry grove for spring, seems to be the best option. They could use that same logic to add a maple forest biome that finally gives us proper autumn trees.
@@pepearown4968 seasons DONT NEED to cause colateral damage.
Considering the new Cherry biome, the pink leaves and the pink aesthetic could be closer to a oak biome until atumn. Taiga could have a natural climate change, Deserts could be Snow-proof and even have Tropical oak biomes who also are snow proof but have LOTS of rivers and trees (not to be confused with the dark oak biome).
This concept that i'm talking is just how climates can affect biomes in a non destructive way and are easy to code for experienced devs. I'm not adding things like hibernating mobs nor any bullshit like that, i'm not adding a heat system nor a water drinking one. I'm just adding more shapeshifting into the enviroment that, you wanting or not, is lacking on minecraft.
Also about new caves and cliffs, the new cave system SHOULD BE QUITE RARE. Enormous caves are not that common in the real world too, and most of them become tourists attractions. (We could have a vulcan biome with basalt but on overworld too, since we already have basalt on minecraft, and it would be climate immune, and to add the icy on the cake, vulcans could have lot of coal ores and some diamond ores. In the middle of the mining you can be melted by lava (that would flow like water in this biomes) but you could be rewarded with quick diamonds, making it a fair trade. This is just an average idea for some Seasonal update for mojang, and i focused a lot on NOT CHANGING THE GAME AS IT IS. Seasons could take something like 100 days per season, so every "i survived 100 days" could be literally counted as a season of the game, which i think could be cool.
I think adding the ambient sounds like birds chirping would add a lot to the game
I agree because the nether ambient sounds make the game more alive
would be better with the birds themselves tho
Birds would just be another useless mob.
@@HungryWarden I agree, just the sound would be fine
There was also an alternative texture/version for the Stone double slab block which instead of looking like 2 slabs stacked on eachother, it was a full block with the slab texture. Could only be obtained with commands and was removed when Nether Bricks got introduced. Messed up alot of my builds when that got swapped 😅
It was possible to get those blocks during some snapshots as well (either 1.6, 1.7, or 1.8) but it was removed before the final release of that update. I distinctly remember building a piston door in a creative worth with the stone half slabs and seeing that block texture when stacking 2 together.
Nowadays I believe you can get that texture by either smelting stone blocks or by using the grindstone
There was also the piston block that was great for crates. Now we have barrels which look much nicer, and I am so glad they implemented things like Full Stone Slab and Full Log blocks into the game. They really up my builds!
Hmm, The Spikes could've been used in Mob Farms for an Insta-Kill Item Farm and can be retracted to become an Exp Farm... Similar to what we've already got before with them
Though now that I think about it... Maybe the Stalagmites and Stalagtites are in A way, Remanents of the Spikes
It would be interesting if we could use dripstone to make spike traps. They could be placed on all sides of blocks, and be used with redstone to turn on or off.
To give deepslate more use, I think it would make since that you would need to craft the “base” of the traps with deepslate.
@@pepearown4968 in the mod extra utilities if i'm not mistaken, they implement something close. It's very useful while playing the stoneblock 2 modpack, and even has an XP collector. If the spikes count as PLAYER DAMAGE, it could be really useful.
i like the old void fog feature
Same
I miss it dearly
I love that I don't have to go out of my way to remove it anymore.
I didn't even realize it was gone, i still play 1.7.10 often
5:48 Dang, that launcher brings back some nostalgia.
Same here
The potion combining mechanic was so cool, other than being OP idk why that one got removed.
Here's a fun fact: Blocks and items still use numeric IDs on the old console versions of Minecraft. However, they use the string ID (minecraft:cake for example) when saving to the world. So if you have the technical cake block in your inventory and exit the world (making sure to save), you'll have the cake item instead when you load back in, as they both share minecraft:cake for their string ID.
13:05 Correction, this is from the Minecraft Suggestions Website Rules and is actually describing suggestions that are NOT allowed to be posted and have already been discarded, so they aren't "considering it" but rather stating that they are NEVER going to be added.
i wish they readded the cauldron brewing method
just so i could have pots with multiple effects
i expect it to be expensive though, but it is worth
I remember trying to craft saddles back when i first downloaded minecraft not knowing why it didn't work
same dude same
This is very interesting to hear. Some I understand why they weren't add, like the camouflage mobs will be hard to newer players, seasons would be laggy since every season you would have block updates like snow forming and melting, crops dying and such, but I like to use resourcepacks that gives a season theme to the game :3
Can’t wait to watch this video in 2033 talking about how fletching tables went unused for a decade now.
7:35 seems fitting that no one documented the reason behind the “Undocumented” splash text being removed.
Gosh, the void fog is nostalgic lol
4:13 i dont know much about it, but i remember that there was a force op mod on the hack client worst that used a sign, when you click on it it would give you op.
That method was used on servers that was not protected at all. It can still be considered part of this command block idea though.
9:22 Armor Stands also contain the signatures of Jappa and Chiwi on them in modern versions
Ya know, these hidden updates that don't exist anymore, especially back in the 2010s made you wonder what could have been with some of this stuff
Hi Gaming
@@immortal1341 hello
Well thankfully mods exist
9:03 ahh yes GUI Interface, the Graphical-User-interface-interface
6:15 Made in Heaven
7:15 this would be pretty cool, and you could just make it so whenever a creeper is exploding it would send a message to all nearby mobs
4:32 omg, I can't believe Minecraft almost had sounds for that! 😅
I remember watching a Minecraft series (I think it was Trollcraft with Captainsparklez, Ssundee and Crainer) where a mob was hanging off the side of a cliff, attached by a lead. It kept bouncing like the lead was a bungee cord, before the thing snapped and the mob fell to its death.
These sound effects definitely sound like they were intended to be used here
The wolf howling sound effect is used in Minecraft Dungeons, I believe, which I find to be really cool. The ambience in that game is seriously underrated.
7:36 considering some of notch's views I would not be surprised if this was some dig at undocumented immigrants or something, would explain why he would remove it when the game got bigger
1:40 i honestly like this system of brewing and ye im not sure but i think its actually better than now lol
10:55 I could've SWORN I heard this Ghast sound many times in older versions of Minecraft (~2013-2016??) Can someone also concur?
It's used on servers as the sound can be played through command blocks
@@dophire Ah, thank you. I knew I heard it before.
Based on what I know about command blocks and operator permissions if a non operator or creative player activates a command the command will not work. If you theoretically placed a nbt command block with /op player name or whatever that doesn’t need redstone in a dispenser and activated it and let the block activate I would probably let you op yourself without permission from the owner
ok but can we talk about how cool that potion brewing system is?! I'd much rather have that then the bland stuff we currently have..
What's funny is that part of that system still exists in Bedrock, because you can fill cauldrons with potions and then you can use it to make tipped arrows (which I think is significantly better than having to obtain dragons breath to make lingering potions). I wish we had more of a system like that too, it definitely would make the cauldron much more useful.
Found your content recently and its really good, I hope you keep up the great work!!
1:08 about to loose it by learning it's back again, per biome, via data packs
This reminded me of so much stuff I forgot existed and shined a light on some new discontinued features aswell
4:14 i actually remember this sign exploit. iirc i used it from the wurst client at the time, but it only worked on some servers. it didn't work on every server, so what you had to do was go through servers until u found a server that it worked on. i actually remember joining 1.8 servers at the time with a TON of signs placed everywhere around the spawn region cuz other people were also trying the exact same thing. idk if its the same exploit as it was here, but it must of been pretty similar since the sign exploit gave u operator perms.
i remember back in 1.12 or older/newer versions, you could set how much ores generate in the world but sometime around version 1.13 it was removed
1.12.2 Is the last version with this useful feature.
In addition to "standard", " large bioms" "superflat" and "amplified" you could choose "custom" which used the standard generator but you could change the spawn behavior of every block type like ores, change the spawn size/ heights ect, you could even change the sea level, river sizes, biom sizes or create lavaoceans, change how high or flat mountais will be ect.
great for map creation.
even came with presets.
Fun fact that was missed: in Snapshot 14w06b you used to be able to import 3D models in the game, today we use .json but in that 1 snapshot you could use highly complex models.
For the hidden witch texture, you can find it in vanilla Minecraft but only on the older editions on consoles which is still accessible on todays game.
Man, I miss void fog, it made the game so much more spookier.
The system they discontinued is way better than the one we have now, you could make any kind of potion you wanted, and it utilized the cauldron.
The option to dispense commandblocks is a exploit to allow users OP rights on servers without placing a commandblock.
it also allows for arbitrary code execution trough chaining commandlbocks, which cannot be detected when placed by a dispenser
At least this is what I think the exploit is
7:14 Classic mojang programming. They could've made only the exploding creepers check their surrounding mobs and tell them (once) to run away but NO, that would be too efficient! Let's instead make every mob find every creeper and check every single one for explosion, and do it every tick!
Just make a list of all entities that exploded that frame. It would be 1 or 2 entries long for normal gameplay heh.
the “red eye on the moon” reminds me of that one Minecraft arg series, can’t remember what it was called tho but RetroGamingNow did a video on it
I think the issue with that 1.8 security fix was the ability to have signs execute commands when you click them. The client was able to provide any arbitrary command with that right click action instead of only the command listed in thr sign. this was how that force-op exploit woked. not quite sure why they had to make the removal permanent though.
oh, this Ghast sound on 10:55 was used by Hypixel's Skyblock devs on this last update (Wizard Portal/Rift), and this Howling is being used by them for a while now with the Weird Tuba activation and Sven Packmaster's "Calling the pups" ability.
I think the "Undocumented!" splash text was removed because someone thought it could appear insensitive toward undocumented immigrants. But originally, it was a reference to how computer programs often have documentation explaining how the software works, but Minecraft doesn't.
Bro the potion brewing in cauldron looks sick!
16:09 bottom row image sources
1: Akujo Kousatsu - Bad girl but charming Body
2: Pixiv 爱蜜莉雅 artworks/58393802 by 光合作用de叶子 users/7613661
3: Insta Lucina by Kittew (Deviantart
4: Pixiv Chloe Summer - OC artworks/77374346 by Sciamano240 users/19114171
5: C.C Pinup by Sakimichan
I don’t think I ever noticed the void fog but I DID still think we had the particles so clearly I knew about it… how did I fail to notice that they removed the particles lol
Cauldron potions are still somewhat in Bedrock.
Really weird to hear about the "red eye moon" (blood moon) and the spikes (spike traps) which would later be massive elements in 7 Days to Die, a game inspired by Minecraft with strong base defence/zombie survival elements. I wonder if we could've seen a much more hardcore game if it had gone in that direction earlier.
I never actually notice the void fog being gone until this video pointed it out lol
If I recall correctly, Bad Luck was actually a potion in the creative inventory in the Legacy Console Editions.
No I don’t think it was
3:32 I remember playing mc on the xbox 360 and being so confused on why there were two dead bushes
15:35 the game needs alternate versions of tools and amour. i mean imagine the map making abilities if people were able to have custom loot in a vanilla game
Maybe they could repurpose the smithing table for that, and give generated structures a reason for players to actually go to them in the endgame.
You can absolutely do that with commands. I don't know what the limits are, but you can change the attributes of items to give them all sorts of abilities, like letting you mine certain kinds of blocks in adventure mode or increasing your max health.
10:27 birds chirping
Fun fact about block 36 in legacy console editions of mc and versions before 1.14~
You can use the invisible space to add ONLY an end gateway's tileentity data without the actual block being in the position to make invisible end gateway portals with custom coordinates.
I used to use this effect with beacons and had floating holograms (area effect clouds with custom names lol) telling players to only touch a beacon beam to warp to other locations.
Block 36 had no collision so it wouldn't stop beacon beams from shining through so I just carefully placed portals in the beam space. This was patched out in Java edition by 1.14 but it was definitely one of my favorite tricks to use on ps3 and ps4 editions for faction servers or whatever other modded maps I was making for those platforms 🤘🏻
Also, in Java edition, set the id of a falling block to moving_piston if you want it. It is the only way to get a black circle without any evidence of what makes it (/kill can get rid of it though)
Was the battle music in the background necessary? I was really struggling to play Skyrim while having this videos audio in the background bro
Seeing those old biomes makes me so nostalgic. While it's great that we have so many more biomes now, I hate how uniform they've all become. You know exactly what you're going to get every time you walk into a forest biome; evenly spaced oak and birch trees with some grass scattered around. There used to be so much more variety within each biome.
8:00 This brought me nostalgic memories of when I used this block to place floating signs back in 1.5.2
Health Boost was Replaced with Absorption due to being exceptionally buggy at the time, and still is mostly pretty glitchy gaining or losing the effect
Regarding exploding arrows, in a way we did get this in the past. I forget the details, but sometime between 1.5 and 1.8 there was a bug involving arrows that could do all sorts of crazy stuff. Changing damage values of blocks (Eg converting an oak log to a birch one) as well as some glitch used to dupe TNT. People quickly found out how to make a setup to create these glitchy arrows, then fire them off with a little bit of TNT, and where-ever the arrow landed, it would convert that block into TNT. And since the arrow is on fire due to lava it would prime and blow up. It was a lot of fun!
Any more info on this? Sounds interesting
@@TheMisterEpic Not sure if it had a catchy name or anything, but looking at the description of an old video I made showcasing it, I found it via "Panda4994"s survival series, episode 21 (Skip to 16:50 for where he starts explaining the TNT glitch). Not sure who discovered the glitch, maybe "JL2579" or "oldGanon". The latter has some videos on the original damage/data value conversion too.
Seems the bug was patched in 1.7.6 and was discovered during the 1.7.X versions, so ti was short lived.
It was kind of well known at the time, similar to the pre-1.13 item elevator and the "piston translocator" exploits.
I think an enchantment called “boom” or something that’s a crossbow exclusive would be a neat compromise. The arrows would explode, creating a smashing radius around their explosion, but they wouldn’t destroy any blocks.
@@pepearown4968 Or a special kind of firework that actually causes terrain damage. Since crossbows can use them as ammo too.
I thought I knew everything about Minecraft, but I didn't know about the old potion brewing system! O.O
Making potions in cauldrons is actually sick. Now, potions aren't very fun, but if you could combine them, and maybe also stack them, I could see more players using them
15:30 - the attribute system exists to this day, it allows you to set various modifiers (max health, attack speed, attack damage, knockback resistance, armor, speed etc.). It is a very fun tool to play around with, especially for a pvp server for your friends.
I love how you always manage to ask people to subscribe in such surprising ways, it always puts a smile on my face
In the Console Edition, you were able to craft items which required stone like repeaters and stone slabs with andesite, diorite, and granite. It was really convenient.
Oooooo
The castom paintings!!!
If I'm right, now you can only change their textures in game files
last video before i go to bed. Love your videos btw. Its obvious you put in alot of effort.
Thanks :)
@@TheMisterEpic hi
Ive been playing Minecraft for 11 years and its insane how much I still dont know about it
10:26 the birds sing in this clip are middle european birds (they are native to the region i live, so i hear them very often).
10:34 is also a bird singing but edited (white bellbird).
right when I got into bed, what a lovely surprise!
7:21 is an interesting concept, and it could be reworked. Instead of every mob checking for a hissing creeper every tick, maybe a sort of broadcast system could be put in place to notify other mobs in the area to run away? id assume the math would include the magnitude and angle of approach from the creeper to the mob, and with that, the mob would be able to form a pathway away from the creeper.
10:56 The Deja Vu effect started kicking in now
14:59 ik you know but well, there are these drippy spikes, so no spike update but they are a little different from the planned ones
Custom cloud colours we're not a feature. The we're a side effect of how themes we're stored. You could only change it using unnoffical editors Edit: in the snapshot with the brewing cauldrons the item was disabled and calm4 was written by notch himself. Edit: Four Likes!!!
The "attribute system" exists in the gsme today but goes completely unused without giving yourself weapons with the attributes on them
Ocean sounds like the sound that plays when you’re rowing your boat
What an idea to add gravity to all blocks lol… no cave, no mining even maybe no tree xD
For mobs running away from creepers, I don't know why they had mobs check every tick for exploding creepers, instead of making it so part of a creeper starting to explode specifically tells mobs in the damage radius to move to the nearest dagger block
14:46 as someone who plays bedrock daily, yes it does change nearly every time when snow falls on them