Talk:Java Edition 15w34a

Command blocks other than 3
Does anyone know how to get other command block colors than the 3 basic ones? Filipsperl (talk) 16:07, 19 August 2015 (UTC)
 * There aren't other command block colors released at this point, besides original orange, sea-green and purple. – Sealbudsman (Aaron) SealbudsmanFace.png T/C 16:16, 19 August 2015 (UTC)

Dinnerbone's tick improvements
Something I notice related to Dinnerbone's chunk ticking improvements: it looks like instead of ticking chunks out to the render distance from each player, it now ticks chunks with centers within a circular radius of 128 blocks from the player (but if the render distance is low it still won't do chunks outside the render distance square). This would affect lightning strikes, water freezing, snow layer generation, cauldron filling from rain, stuff that works on random block ticks, and possibly other stuff too. And testing in a snowy superflat, it is indeed the case that the snow accumulation is circular and limited to 128 blocks compared to square out to the render distance in 15w33c. Anomie x (talk) 16:41, 19 August 2015 (UTC)

Combat
I think the attack strength mechanic should be an a addition, be cause it was never there before. Also, the delay when selecting a tool is not because its a tool. The item you are holding rises a the bar fills up. It is just visible on the tools. It also works after attacking. PancakeMan77 (talk) 16:50, 19 August 2015 (UTC)
 * It doesn't seem that the bar filling up affects anything besides attacking; a wooden axe seemed to break a log with the same speed whether it started with the bar empty or full. Based on some new numbers I'm seeing in the code and the rough correlation with the times I observe in-game, I'm guessing that the bar takes 0.25s (5 ticks) to fill for non-weapons, 0.8s (16 ticks) for swords, pickaxes, and shovels, and 1.2s (24 ticks) for axes.
 * Also, it looks like a shield doesn't block anymore for the first 0.5s (10 ticks) after you begin to it. Anomie x (talk) 18:32, 19 August 2015 (UTC)
 * The formula for damage looks to be that it multiplies by the fullness of the bar (as a decimal 0.0–1.0, although you always get 1 tick's worth) squared. So for a punch damage would be 4%, 16%, 36%, 64%, or 100%; a sword goes about 0.39%–1.6%–3.5%–6.2%–9.8%–14%–19%–25%–32%–39%–47%–56%–66%–77%–88%–100%, and an axe starts at 0.17%. This only applies to players, not other mobs, although I don't think other mobs spam-click anyway. Anomie x (talk) 18:49, 19 August 2015 (UTC)


 * I knew that, but i was just saying that we should reword it to something like, the more damage something does, the longer it takes for the bar to fill up. While the bar is filling up, the item rises to its correct position. PancakeMan77 (talk) 18:56, 19 August 2015 (UTC)
 * It doesn't seem to have anything to do with damage, a wooden axe and a diamond axe are equally slow for example. And swords do more damage than axes, but axes are slower. Anomie x (talk) 20:24, 19 August 2015 (UTC)

Command blocks
Should each type of command block have its own page? They do all have different block id's and perform differently. PancakeMan77 (talk) 19:47, 19 August 2015 (UTC)


 * I see no reason, as the only difference between them is minor (when powered, whether it runs based on the last one, runs on a clock, or runs only once) – KnightMiner  t/c 20:07, 19 August 2015 (UTC)

Some long-standing pathfinding bugfixes
Not sure if these are worth mentioning: Anomie x (talk) 20:51, 19 August 2015 (UTC)
 * Since the new AI in 14w06a, Endermen would blindly walk into water to get to their target. That's fixed now.
 * Zombies that can't break doors will now take a path around a closed door instead.