User:Thriplerex

Proposed Mob
Name: Mob Emperor

Health:

No Image

Damage

Easy:

Normal:

Hard:

Hunger Drain Peaceful:  2

Easy:   4

Normal:   7

Hard:  10

Armor Points

Peaceful:  5

Easy:  8

Normal:  11

Hard:  14

Spawn: Anywhere in the Overworld, except underground and in ocean biomes.

Experience: 1789750

Savegame Id: EmperorBoss

Network Id: 396

Drops: Crying Obsidian (9-81)

Gears (5-64)

Camera (7-23)

Minecraft Core (1)

Wither Skeleton Pigmen are dangerous hostile mobs found in Nether Fortressess in the Nether. They are the Pig equivalent of the Wither Skeleton.

Skeleton Pigmen are mobs that are in many ways similiar to normal Skeletons,except that they carry Golden Bows.

Release Info
These mobs will be released into a mod that will be downloadable at the time of Minecraft 26.5.4.

Metropolis
A metropolis is a large city with many tall buildings and people. You will probably want flat land to start off with. There are seeds for flat land in Default mode, but use superflat if you want a bigger city. However, you can use mods, plugins, or progams such as WorldEdit, MCEdit, VoxelSniper, and WorldPainter to clear land, or you can use a custom superflat preset to build your city in. It is recommended that you use creative mode to build your metropolis.

So where do you start? That's up to you!

-Note-

1. When you are finished, you should upload your world to a server, as many of the suggestions are meant for multiplayer.

2. The wiki can only help you build, not build for you. Come up with your own ideas along with those on the page to create an amazing city.

3. Please keep the Buildings list in alphabetical order!

Getting started
Before you can build your city, you'll need to find a spot to build it. A forest or some flat land with trees is probably a good place to build. For some of the suggestions on the list, you'll need a river, or even an ocean to build, so building near water is always a good idea.

To start your city, you'll need to go to your selected building place and start building. Any sort of building will work, but you'll probably want to make it the center of your city, so keep this in mind while you build it.

Note: If you want a Metropolis in Survival, it's very likely that you'll need an inventory editor (for example, TooManyItems or NotEnoughItems (the former will suffice if you just want to spawn in items, the latter will be better if you want to add things like spawners, or put enchants on items without needing experience.)), since it would be difficult to make the City, and if you want a realistic city, set the difficulty to Peaceful mode, if you want the city to be fun, Survival Normal. And if you want a zombie apocalypse, HARDCORE! (If you want to take the apocalypse part one step further, you can make Wide Area Spawners (there's a tool for custom spawners) that spawn zombies. For bonus points, add a setup with command blocks to keep the time at night permanently.)

Recommended Materials
There's are a few different blocks recommended for use in buildings:


 * Any stone materials


 * Iron Blocks


 * Wool (All Colors)


 * Wood (House/Building interiors)


 * Wood logs (logs for supports)


 * Glass or Glass Panes


 * Stone Slabs


 * Unused Double Slab (with smooth side-faces)


 * Nether Quartz blocks


 * Bedrock or Obsidian (place between two walls of blocks for extra protection.)


 * Bright blocks such as diamond, emerald, lapis lazuli, gold, glowstone or/especially redstone blocks should be used, but used sparingly, and only when an excessively bright and shiny point is needed.

Using "punch blocks" such as these to large major areas of a structure can look blindingly overdone, and still makes it look like an inflatable structure. Always put light near these blocks for nicer appearance, diamonds should sparkle, gold should glisten, redstone should glow.

Building Up
Now you have the start of your town. Did you make it a big fancy building? Or a small house? The suggestions list can help you if you aren't satisfied.

It is time to turn your building into a city. Depending on the size of your central building, this could take a long time, or be pretty fast. If you have a very large central building, make the others around the same size (but not too big.) If you have a small central building, consider taking off the roof and adding more floors on top. You'll need a few buildings for people to live in. If you plan on making a very big city, you'll need to make a lot of housing. This will probably be the most time consuming part of your city.

Residential Zone
To get a nice, large, yet organized residential area, do this:

1. Build a long (about 30-200 blocks) road coming from each direction out of your central building. Build the road out of any material. Here's some recommendations: Cobblestone, Obsidian, Gravel, Stone, or Nether Brick, although the last one makes more sense if it's in the Nether.

2. Now add more roads branching off of them, with spaces between 8-20 blocks between each branch-off.

3. In the space left, build houses on each side of the road.

Note: The alternative to building houses is to simply section off land and allow other players to build their own homes

Commercial Zone
Now that you have a place for people to live, check that everything is in order, and then begin.

1. Continue the road for at least another 30 blocks.

2. Place a marker on the road, and continue extending it for about 50 blocks.

3. Once you have done this, start branching off from the side of the marker that is farther away from the residential zone. Start building stores, restaurants, and other services.

4. General advice: Many commercial enterprises are associated with trade, if the city is ancient to medieval, this is especially true.

Industrial Zone
1. Extend the road the same way you did for the Commercial Zone.

2. Branch off, but not as often, and make factories and other buildings.

3. General advice: Nobody likes to have a house with an uncluttered view of a smog-belching factory, a nuclear-waste treatment plant, a bark-dust manufacturer, a coal-fired power-plant, a quarry, a giant steam-powered loom, or anything of that sort. Make sure your industrial Zone is not next to any nicer houses, and preferably none that are owned by those who don't work in the industrial zone.

4. You can place some buildings like:


 * Wood Factory: A place with a room full of trees, and above a glass ceiling to grow, also plenty of Axes and Bone meal. You can be creative and make redstone mechanisms. (If you have the mod Forestry installed, you can set up a multifarm as another option.)


 * Glass Factory: A large room with small rooms with many furnaces and glass manufacturing workers, and if you have already downloaded the Redstone Update, you can make automatic glass manufacturing.


 * Mine: A place where you can mine. (Obviously)


 * You can also build factories to produce weapons, books, and cakes (Yummy!), among other things.

Rural Zone
1. Extend the road the same way you did for the Commercial Zone.

2. Grow a farm that suits your place.

3. Build a house that suits your style.

4. Add some extras to your house.

5. At the very end of the road, build farms.

Urban Zone
A large space with tall buildings, and a rich company. Here is what to do.

1 - Make a Great Road.

2 - Make ramifications for tall buildings.

3 - Make skyscrapers with offices.

4 - For added detail light the buildings with redstone lamps. (Optional)

5 - Put a house for the President (or leader) here. (Optional)

6 - If desired, make a Wonder such as a giant statue or mosaic in the Center. (Optional)

Suggestions
Here's some ideas to get you started on your city!

City Themes

 * Atlantis: Make a city on the ocean floor with nothing separating your city from the water! However, you and all of your inhabitants will have to be on creative mode, as if they are on survival, hardcore, or adventure mode, they will drown. Make buildings out of sponges, diamond blocks, gold blocks, and/or glass blocks, put cauldrons on the floor and fill them up for a water floor, and use iron doors to get in the buildings!


 * Beanstalk: This city is a combination of a sky city and a vertical city. First, build a very tall tower completely out of leaves or green wool (or both). Use vines to get up, and add buildings sticking out of the tower. Once you get above layer 50 (the cloud layer), change your buildings materials from leaves/green wool to normal wool or snow. You can make the buildings out of either wool/snow or wooden planks and stone (normal building materials). You can even build an ENORMOUS capital and spawn giant to run the city. If you do spawn a giant for your mayor, also get a civilian of your city to be an offering; that is, they are fed to the giant.


 * Big Boomer: Build your City out of TNT (apart from light sources. They don't have to be made of TNT) and make the whole population of your city creepers, Ghasts and Blazes. Don't let griefers get it! Make sure you do NOT use redstone or pressure plates anywhere in your city. This will keep you from creating minecart railways (Except for deep underground) and many other buildings, so travel will be limited to pigs, boats, or walking. Glowstone is best for lighting, as torches cannot be placed on TNT. If part of your city accidentally blows up and leaves a massive crater, simply rebuild your city in the crater. To make it possible to have ladders etc. in your city,use bricks or red wool. Of course, any red block will suffice.


 * Big Rooms: Enclose your city in a big room, so it would be a gargantuan room with four huge rooms inside it, one for Industrial, one for Commercial, one for Residential, and finally one for other stuff. They would then contain smaller rooms, with finally house - sized rooms.


 * Castle: Build a castle in your town and surround the whole city with a big stone wall.


 * City of Green: Make roads out of green wool, buildings out of emerald blocks, melon, cactus, and sugar cane farms, and make your whole population creepers, zombies, and if you have mods to let you do this, green-robed villagers.


 * Cliff: Carve your city out of a cliff, or build it hanging from an mountain overhang.


 * Crafty: Make your city out of different colored wool, iron blocks, diamond blocks, huge mushrooms, and other creative materials. Make the city hall of your city out of the most creative materials you can think of. If you want, you could make a Nether Portal a door for the city hall, and you can make your city hall in the Nether.Be careful in 1.4, as now mobs can travel through portals and make a bad mess!


 * Crazy Castle: Same as castle except build the castle asymmetrically and add lots of turrets and spires and towers and bridges and things like that sprouting out of the sides.


 * Desert Village: Find a desert and put your city in it. Make it out of sandstone and use irrigation to make farms. Also add a Mosque and some palm trees made out of jungle wood and leaves.


 * Dome City: Build your city completely out of glass domes in the sky. Connect the domes with bridges, and make each house a small dome made out of any material, preferably glass.


 * Electric City: Use nothing but redstone! Build out of redstone blocks and use iron doors. Also use mechanisms.


 * End City: Build your city in the End, and make it out of End Stone and Obsidian. Use ender chests for storage. Make sure to kill the Ender Dragon first.


 * Flame City Make a town and set it on fire. Next, make a well, but fill it with lava. Coat everything in lava or set everything on fire (lava is recommended). Walking is recommended for transportation. Drain the village of villagers and fill it with blazes instead.


 * Futuristic Skyscraper All-In-One: Best for any biome, just need place for pillars. Preferred for creative. A massive, costing... and perhaps ugly structure. If you want your inhabitants to feel like being sheltered or compressed together, this is the best solution. It's designed as a heavy skyscraper with many districts and zone scattered trough it. You can build it of any form - Just remember to be futuristic and realistic. It can be a real maze with multiple layers and floating parts.. or a simple big prism with many corridors. For extra effect, try to make it feel as if a nuclear disaster fell on the world and the ground-level towns are infected by zombies and that the toxic air obliterated the open-air districts. Your "roads" may be accessible by walking, and may be built with glass cover. They can pass through plazas like some kind of highroads. They can give rapid access to certain parts of the skyscraper because it is divided by many areas. You can have some layers, some "zones" restrictions and much more. Remember to have solid, hard pillars made with obsidian or iron blocks to sustain your maze of hallways protuberances. The pieces may be linked together by growing onto sides of roads. Here are examples of layers or "zones" :
 * Level 0 to 4 = Death zone. Sas to the outside. Everything, except authorized military patrols with radiation suits,(Armor of your choice.) will be flagged an infected entity and will be killed.
 * Levels 5 to 22 = Military zones. Access restricted for armed soldiers or highly authorized federal agents, scientists, test subjects or politicians.
 * Levels 23 to 64 = Heavy Industrial zones. Big factories with high polluting. Laboratories. Sewers. Redstone power lines.
 * Levels 65 to 80 = Poor zones. Low value housing. Low value pawn shops. High crime areas. Very populated zone. Army outposts.
 * Levels 81 to 100 = Mid zones. Lots of basic apartments. Individual homes (3 peoples or more). etc. ...
 * Think about a futuristic city built in one huge building with floating parts, all of these linked together. Try combining with Ruins or Steam punk city type for best effect. Note* this doesn't HAVE to have 100 levels, this is just an example.


 * Giant Village: Make an NPC Village or find one and expand it into a sprawling metropolis inhabited by countless Villagers. Bring plenty of Villager Spawn Eggs.


 * Hanging: Somewhere in a deep cave, a city was built hanging from the ceiling of the cave itself. Have "cables" hanging from the ceiling to keep your city from crashing down onto the cave bottom.


 * Hidden Volcano City: Make a volcano with a city hidden inside it. Have a hidden button which causes an entrance to appear. Have a button that you can press to have lava drip down the sides (make sure you have a way to remove and restore it!)


 * Igloo Village: Make a village out of snow. Ice can also be used, but it will melt in light. Make all of the buildings dome-shaped, and place snow golems around the village for protection. This is a very easy village to build and gather resources for, but it is vulnerable to mobs.


 * Invisible City: Make everything in your city made of glass blocks, glass panes, and/or ice, with no doors for your buildings. However, leave the ground grass, snow, or whatever block it already is. Building an invisible city is pretty risky though, as you can't use any lights, so zombies, skeletons, creepers, etc. can spawn in your city.


 * Indian Village: Make a city of villagers (perhaps with a special texture pack) and, depending on the biome, tepees, igloos(see above), clay huts, dirt huts, etc.


 * Jungle Tree: Build your city in houses that wrap around the trunks of the tall trees. Use wooden bridges with wooden fences to get from building to building, or use minecarts on wooden bridges to get around the city if you want a more modern look.It can be hard making a path up the trees in survival.


 * Magic City: Make every building in your city have at least 1 brewing stand, 1 cauldron, and 1 enchantment table, and make stores in magic cities only sell potions, potion ingredients, enchantment tables, brewing stands, cauldrons, enchanted armor, bottles o' enchanting, and ender chests. Also, place ender chests instead of regular chests.Use witches for inhabitants on singleplayer for fun, but they will kill you on survival.


 * Maze: Make your city a maze: that is, make it hard to go through without getting lost. Make your city hall/capital in the middle of your maze city.


 * Medieval: A town with medieval architecture, a large castle, Kings, Knights, Witches, taverns, stables, etc..


 * Memorial: What better way to express yourself than build a giant statue/building to your favorite out-of-Minecraft subjects. How do you show your favorite Pokemon? Make a Larger than life version of Pikachu. Or how about a huge statue of Your Skin!! Just double check where you put the Entrances of your building...


 *  Mineral:  Create your city using only Iron, Redstone, Lapis Lazuli, Gold, Emerald, Diamond, and Quartz Blocks. But you don't have ot only use those blocks. Expand a little by using Obsidian, Stone, or some Brown Colored Block like Brown wool, or Jungle wood.


 * Modern: Just build your city like a city you would see in real life TODAY. Make skyscrapers, train stations, apartments, office buildings, cars, and more!


 * Monster Village: Make a village out of bedrock, obsidian, monster-egg and other creepy stuff, with LOTS of monsters. If you have mods, make spawners hidden in "tombs" and have the difficulty on hard. Definitely a creative-mode city to build. Be creative and make stuff like huge haunted houses, mob farms and mob arenas


 * Mushroom: Build your city like treetop, except use huge mushrooms instead of jungle trees. Difficult to build, but worth it.


 * Nether City: Build your city in the Nether, and make it out of Nether Brick, Soul Sand, and Netherrack.


 * Oriental City:Show the Asian side of you and center your domain around Chinese culture. Yin-yang here, a Chinese style dragon there and some Junk(the boat) in your harbor. Type in "Chinese Building in Minecraft" at whatever search engine you use. There are some pictures to help you in your construction.


 * Pumpkin Town: Make roads, buildings, and "stairs" out of pumpkins, use jack 'o' lanterns for lighting, and wear pumpkins for helmets. The only farms you can have in a pumpkin city are (obviously) pumpkin farms. Have iron golems and snow golems scattered throughout your city.


 * Robot City: Make a futuristic city out of Iron blocks and fill it with Iron Golems and redstone mechanisms to make a mechanized robo-city.


 * Rough City:Your city would have a nice, big and rich place in the middle where people can get anything they want for much pretty free. The rich part of town would have a high wall protecting it. The rest of the city would be for the poor. It's inhabitants work very hard and would be kept under close guard. You could even have walls around this part of the city to keep people from running away.


 * Ruins: Make the ruins of a once great city and add small shelters scattered around the city Keep only the shelters lit and keep the rest of the city dark so that hostile mobs will spawn. Use TNT to put holes in streets and buildings to make it seem like they are falling apart. place chests around town and put weapons and valuable items inside pretend that the players are the only survivors in the city and you must scavenge food to keep your hunger bar up fight off any monsters that assault your base and other things. keep the difficulty set to hard to keep it realistic.


 * Seaport: Think back to the time of pirates and sea shanties, and build off of that. Be sure to add ships off in the distance, lighthouses, docks, and a tavern or two.


 * Sky: Build your city in the sky. Use snow or wool for buildings and use glass for the street. You can build the ground out of white blocks to look like clouds, or actually build it at cloud level.


 * Space: Build your city at layer 200 and make the roads obsidian and the buildings iron blocks and stone slabs. Add a lot of redstone circuits to your city. You can also add wormholes (Nether Portals) and lasers (flowing lava) to your city. To make it more space-like, you can surround your city in black wool. Go through at least one of your "wormholes" into the Nether, and then expand your city into the Nether! It will look like space at night, as because of a glitch the sun will appear opposite the moon! Fortunately, Mojang doesn't want to remove it. You can also use minecarts, rails, powered rails, detector rails, cobwebs and command blocks so it can stay night time. You could also get the galacticraft mod and build your city on other planets!


 * Steampunk: Make a flying city which is "supported" by giant fans, use lots of Iron Blocks and have factories with Cobwebs coming out chimneys for smoke.


 * Town of Food: Make a city out of food! Build out of melons and pumpkins, and grow sugarcane. Cocoa plants make good stairs, and use jack o lanterns for lighting (they aren't food but they are pumpkins!) Cake can be used for the floor! Easiest in creative mode.


 * Twin Cities: Have two cities next to each other. They could be deadly enemies, or a city where the rich live and one where the poor live.


 * Underground: Build your city in a cave and hang glowstone from the roof for lights.


 * Underwater: Build your city in a giant underwater glass dome.(Not recommended for people just starting out building cities.)


 * Venice: Make your city have canals of water (or lava) for roads. Add bridges as well. Boats will be used for transportation, but don't use boats in lava, or else they will burn up!


 * Vertical: Build a huge tower out of any material you want. Then, use ladders to travel across the city and make the buildings stick out of the tower. Make this tower very tall and wide.


 * Void: Create a superflat world with only one layer of block. Build a tall structure and then blow up the ground, exposing the void. Then use the tall structure to build blocks off of and make an awesome Void city!


 * Upside-Down: Forget logic! Make your city upside down! Make a giant ceiling, then construct the buildings literally from top to bottom. Have all decorations, such as chairs, tables, or TVs upside down. As for the roads, you can use over-hanging bridges to connect the buildings, or you can use a Railway system.


 * Western: Build a wild west type city in a desert! This is even better if you have a wild west texture pack. If you have mods, you could have an old west railroad using the traincraft mod or even have shootouts using mods with guns. Make a saloon with potions inside, make a bank to keep valuables, have a jail to keep outlaws, and put in other wild west buildings. If you are doing this on a server, you could have someone be a sheriff and other people be outlaws.

Transportation
You need a method of transportation for your city to get around. Here are some ideas:'


 * Boats: If your metropolis is spread across several islands, then build a boat network. Have harbors at every island and make wool pillars in the water (buoys) with signs directing people to other harbors. You can also have canals, but these might get in the way of your contruction.


 * Minecart: You can make a subway or overground railway to get people around. See Tutorials/Train Station for more information. Set up ticket booths and charge people, allowing them to drive the minecarts once they pay. As well, if you have a mod that adds literal trains (IE RailCraft or TrainCraft), you can use those instead.


 * Pigs: After the 12w36a snapshot or above you can control pigs using carrots on a stick, allowing you to have "cars". You could add "gas" stations selling carrots on sticks.


 * Teleporting: With the addition of Command Blocks, you can now create redstone circuits which activate console commands. Build "stations" with Command Blocks in them, which have the command " /tp @p  " to teleport the nearest player to the Command Block to the specified co-ordinates. You could also have various chests with Ender Pearls inside, although this only works in survival.


 * Walking: The most common way is by walking, so build nice wide roads out of stone and pavements out of stone slabs or other materials. See the Roads section below for more details.


 * Ferry: If you have plugins/mods, instead of boats you could have a ferry over small/medium sized oceans.


 * Horse: In 1.6 horses will be added. Build a stable to keep them in.

Buildings

 * Airport Build an airport and add a runway to "fly" planes off of. If you have a mod or plugin, some can actually make the plane fly. Some interesting things to have in your airport are:

-Security Checkpoint: Have a long line made with fences leading to a body scanner and a ice conveyer belt where players put their items on. If you want' have a contraband list of things you cannot bring through security.

-Check-in: Where players can check-in their luggage and present their "boarding pass."

-Food Court: Nobody wants to wait for a flight on a empty stomach! Have a large room with lots of tables and restaurants to get food from.

-Departure/Arrival Gates: Where to wait for and board your flight. Have lots of benches and a desk.

-Baggage claim: This is where players get their items after getting of their flight.


 * Aqueducts: Technically, this isn’t a building, but more a structure. According to Wikipedia article “Aqueducts are bridges for conveying water, called aqueducts or water bridges are constructed to convey watercourses across gaps such as valleys or ravines.” Flat-out there in front of you. But wait there’s more. Not only is it an aqueduct to supply your town with water, but you can also have a nautical highway.


 * Arcade Build a building and make the walls out of colorful blocks and fill it with fake games made of iron, paintings, and signs.


 * Arena A player arena and a mob arena in one! You can make it look nice-ish on the outside, but the inside should be bedrock. Have torches and glowstone, and mob-dispensers for the mob arena and have plenty of temporary weapons for rent in the "arena store" or whatever you want to call it. Be creative.


 * Army Outpost A place where your army is held until they go to war. It may be built out of something strong to keep your army safe. You may keep armor in it, as long as weapons and beds are inside for the army.


 * Area 51 A place for admins to manage private matters. Make a small building far from the city and hire guards to kill intruders on sight.If you have acsess to creative you should make the whole building out of bedrock and conceal it(guessing that admins have acsess to creative they should break there way out and in the base)


 * Auditorium A place for people to gather and watch something, like a concert, speech, etc. It should be able to seat a lot of people. Can be placed in the Town Hall.


 * Apartments/Hotel Build a tall building out of bricks and fill it up with rooms with a single bed and small chest in each. People rent the rooms for whatever you are using as currency and can store their stuff there and sleep.


 * Nether Colony Build a small village in the nether to expand your city beyond the realm of the overworld.'''


 * Bank People go here to store their money. Have a trusted person work there and have vaults deep underground to store their gold and diamonds. Only let the trusted person and the owner of the vault into it. You can use piston doors on the vaults that need a special "key" (Lever)


 * Bookstore/Library Fill a shop with bookshelves. Have a librarian villager work there and have authors write in books and quills to buy/borrow. If the building is a library, fine players for not returning a book on time, or "damaging" it (losing it or destroying it). Have a minecart with chest connected to a minecart train filled with books. Also to make citizens happy, let them write their own books with book and quills.


 * Butcher's Shop make a building with the front having a counter, and in the back have furnaces to cook meat. Have a butcher villager worker their and sell the meat. you could also have a hunting group to go hunt the meat for the butchers, again just an idea.


 * Cake Factory Build a factory that makes cakes. You could connect it to the bakery. Have a chicken, cow, sugar, and wheat farm under it, with automated egg, sugarcane, and wheat harvesting.


 * Casino Have a big fancy building with minecart slot machines (minecart in, random items out) or pig slot machines (using random pig movements.) Make it out of gold and diamonds. Probably not possible in Survival Mode without the worlds largest gold and diamond mine.


 * Cemetery Build a cemetery building. You could use iron bars to make a fence, and an iron door to enter. Then add graves inside. Make tombstones out of stone bricks and dig holes under them. If you have access to a world editing tool, you can place zombie or skeleton spawners under them.


 * Church/Cathedral Have a big building to worship gods you have created (or ones from real religions)


 * Clothes Store Make a lot of leather armour, dye it custom colours, and put it in chests for people to buy/trade. You could arrange by colour, arrange it in outfits, or whatever other way you come up with.
 * Dance Lounge Have a multi-colored wool for a dance floor, and use redstone lamps (whatever you want to do with it). You can use obsidian for walls. You'll have a blast!


 * Department Store/Mall Make a huge building with many floors that sell different items. Have a floor for blocks, Armour, food, and mob drops, ETC. for different prices. In a mall, add each store in a separate room.


 * Some stores to add would be:


 * Potions shop – A place where you can buy all kinds of potions.


 * Enchantments shop - A place where you pay someone to enchant your tools/weapons/armor.


 * Food market – A place where you can buy any kind of food.


 * Furniture Shop - A place that sells furniture like tables, (Pistons), chairs (Stairs), chess tables, showers, and that build in your home!


 * Local shop – Sells everything but junk food (cake or cookies, maybe pie). May also sell tools and armor but probably nothing past iron. (may also have a higher price than specialized shops).


 * Clothes shop – This shop only sells armor in it. Dye leather armor and sell it as "designer" armor!


 * Supermarket - A place to sell food, snacks, water buckets, etc..


 * Garden shop – this shop will sell flowers, flowerpots, saplings, bone meal, water buckets, dirt/grass blocks, sand, cactus, nether wart, seeds (all), melon, pumpkin, hoes, red and brown mushrooms, lily pad, vines, sugarcane and any other farming resources that exist.


 * Exotic shop – This shop sells items that are a little more difficult to find such like glowstone, lapis lazuli, blaze rods, ender pearls, gold nuggets, apples, golden apples, music discs and eyes of ender.


 * Forge – Charge people to craft a tool or smelt a block.


 * Fountain – An aesthetic addition to any city. Hugely customizable, with many unique designs. Fountains can be used as a centrepiece, on roads, in buildings etc. You can also make a beacon part of it to give players extra strength.


 * Building shop – This shop sells common and exotic building materials such as stone, cobblestone, brick blocks, glass, glass panes, netherbrick blocks, obsidian, wood, wood planks and bookshelves.


 * Junk Food shop - A junk food shop will sell cake, cookies, pie, and burgers (steak + 2 bread). Make sure no healthy food goes in!


 * Redstone outlet - A shop which sells all things redstony. Have some examples of redstone going underground like a piston lift, a piston clock or an automatic farm/cobblestone generator.


 * Pharmacy - A shop with potions (but only good ones) and all foods except cake, cookies, rotten flesh, spider eyes, poisonous potatoes and all raw meats and fish.


 * Scrap shop - Where players trade in beaten armor, damaged tools and blocks they have no use for, then the owner sells them to people who can't afford full grade armor.


 * Music shop- Sell rare music discs and jukeboxes for a high price.


 * Pig Racing Stadium-Have a rectangle-shaped arena and have racers who have carrots on sticks.See who can get to the finish first!See the race referee section in the Command Block tutorial,SMP applications section.Players can bet on what pig they think will win and prizes will be given to winning riders and their pigs(some form of money and wheat,respectivly).


 * Pet Shop- Here, you can sell wolves and ocelots. They are sold untamed, and then the buyer can tame them if they want to. You can also fill chests with dog food (rotten flesh and bones) and cat food (raw fish). If you want, you can even sell spawn eggs (Watch out with the hostiles) and golems (iron and snow). Remember to keep the pets in cages, and optionally have a home delivery service. Be careful, as the wild ocelots will despawn.


 * Bakery Have a building dedicated to selling bread, cookies, cake, and pumpkin pie! You can build a giant model of the Minecraft Cake out of colored wool and have the inside be hollow. Fill it up with "shelves" (wooden planks) with signs on them listing what is on them. At the counter, costumers can order cakes, cookies, and bread. Ship cake in from the cake factory.


 * Dog Pound Fill a building with wild wolves in cages and sell them to people. Give them bones until the dog is tamed. Smacking wolves is forbidden and anybody who does will be sent to jail.


 * Dungeon Arena A dungeon that a player goes into to fight hostile mobs and and travel through Nether Portal. You could go into the Nether and slay Nether Mobs and the Wither to find the end of the dungeon, and bunker containing a prize and a portal back to the Overworld. Inspired by Take Em All on in Legend Of Zelda: Spirit Tracks. An example of a dungeon is:


 * Room 1: 5 zombies


 * Room 2: 5 skeletons


 * Room 3: 5 hostile wolves


 * Room 4: 3 creepers


 * Room 5: Mini-boss: Enderman


 * Room 6: 3 medium slimes


 * Room 7: 1 large slime


 * Room 8: Mini-boss 2: Spider Jockey


 * Room 9: Resources and Portal


 * Nether Room 1: 5 Zombie Pigmen


 * Nether Room 2: 3 medium Magma Cubes


 * Nether Room 3: 1 large Magma Cube


 * Nether Room 4: 3 Blazes


 * Nether Room 5: 3 Wither Skeletons


 * Nether Room 6: Mini-boss 3: Ghast


 * Nether Room 7: Boss: Wither


 * Nether Room 8: Return Portal


 * Prize Room: Reward for finishing is inside of a chest or dispenser, and the exit.


 * Prize Ideas: Nether Star, Swords (Iron to Diamond), Gold Ingots, etc.


 * During a game, no-one else can play. Make sure to have mobGriefing turned off, or mobs will destroy the dungeon. Learn more at the Zelda wiki.


 * Embassy Make other peoples' voices heard! Build offices that represents another server, a nearby city, or even mobs like testificates, creepers (build walls out of obsidian or they will blow up the rest of your city), or endermen! Also remember to build them next to your city hall.


 * Enderman Art Show Put endermen in a room of blocks they can pickup. After a set amount of days, see how they changed it! Players can bet on certain blocks being moved. Make sure that the endermen are kept in a glass cage, though, or players might look at them and make the police come in! Make the room out of bedrock, as endermen cannot teleport through them, and the glass only 2 blocks high as endermen cannot teleport through blocks that are shorter than them. Also remember that endermen can despawn.


 * Farm Have wheat, melons, pumpkins, and sugar cane growing. Raise and breed cows, chickens, pigs, and sheep. Sell the food and wool you get from the farm for iron and gold. Sell animals for gold.


 * Fire Station Griefing protection is first and last, but your wood constructions need a plan B. Fill a house with water buckets, armor enchanted to fire protection, and minecarts ready to move out in maximum speed. Block 51 must die! As an extra measure, you could have a button in all of the houses to call the fire station, connected with redstone. In the fire station you could have a wall of redstone torches, corresponding to the towns buildings, so when someone presses a fire button, the corresponding torch would turn off. Just an idea. Another way is to have a button in the fire station over the redstone torch that will flood the house with water. This is not a very good idea, since it will wash away all most redstone and decoration blocks, but it will save your city from burning to the ground.


 * Garden Make a big grassy area in the center of the town full of trees, flowers, and tall grass. Use street lights along a road to keep hostiles from spawning. If you feel creative, constructed a lookout tower with a spiraling staircase up to the top, which has a view of the whole city. You could also add attractions such as caves filled with ores and charge people for a guided tour. Be creative with it, but don't go too far.


 * Greek-style Theatre build the half-stadium like theaters just like in Greece and Rome, and use it to hold plays, speeches, and even executions. Be sure to make it out of clean looking stone material.


 * Harbor Can only be built if your town is near the ocean. It will be useful if your town is spread across several islands. Craft boats and build giant ships. Charge money to rent a canoe or rowboat and charge even more if it breaks.


 * Hardware store Build a big building and fill it up with hardware materials such as wooden planks (in all colors), cobblestone, stone etc. make the shelves high and use ladders to get to them easily. Have many checkouts with people manning them.


 * Highway System Make a highway system in your city! Make exits and entrances in the highway. If your city is a big one, you can make several highway roads around your city and you can have them connected to each other. These can also be used to connect two or more cities.


 * Hospital A place to care for injured players. Free beds and healing potions for everybody!Some players had a bad night, so they need some refreshing. Make a BIG house with a red cross on it, and fill it with beds, healing potions, surgery rooms, and that kind of thing. Hire "doctors" and get them to wear nurse and surgeon skins. You can even sleep in one of the beds there, and you will wake up there after a bad episode!


 * Ice Rink Only possible in creative mode, unless you are willing to spend lots of levels trying to get silk touch on a pickaxe. Place ice on the ground inside of a building and skate around on it. Have contests to see who can skate the fastest or spin the longest. Keep fire, glowstone, and light sources far away from the rink, or it will melt!


 * Inn This is best to be built on creative. It needs a elevator, rooms, bathrooms, a lobby, even some misc. rooms. Make sure that you have some chests, furnaces, a fridge, a crafting table, and maybe even other items. Use this for passerby who stay for the night. As an added bonus, you can endorse free passage into the Nether.


 * Jail When people break the rules, send them to jail! Build lots of cells inside of a big building and lock people inside. Make sure an admin changes them to Adventure Mode! Bedrock and lava is another great idea!


 * Stadium Have a big stadium where players can compete in sports such as spleef and paintball. Add lots of seating for people can sit and watch.
 * For extra fun, install some mods that add variants of sports (IE paintball, as mentioned above).


 * Temple Though it may seem similar to a church, it isn't the same thing. You can make a humungous temple, or a little tiny shrine the size of a sandstone well. You can have an area for training in magic (if appropriate), a way to sacrifice, table, lava, bottomless pit, etc. And make sure the temple makes sense; for instance, put a god of shadows underground,and a god of time and space with things such as end stone and other mysterious things. Gather priests and give them cows and pigs to sacrifice.


 * Theme Park Have a fun place with minecart roller coasters, a haunted house, and a maze.


 * TP Hub: Use Command Blocks with the /tp [coordinates] command to make a TP Hub for fast travel. A cheap alternative to making a massive Minecart railway system.


 * TV Studio Pointless but it gives people something to do such as filming soap operas or winning gold and diamond on a game show. Hire directors, producers, actors and actresses, build TV show sets, have pretend ratings etc. This could provide a lot of fun for players on a server. OR you can have someone be a recorder and download a computer recorder like bandicam and post these "Shows" on youtube.


 * Water Treatment Plant Make all of your city's waste and sewers run into it.If you want to be inventive, make it spooky and creepy.


 * Upgrade Shop A place where people can upgrade their tools or armor for a price that depends on what level of armor your upgrading from.


 * Zoo Try to get one of each mob in a chamber where players can look at them. Be careful with the hostiles as they might despawn or escape and harm players, and make mini-biomes resembling a mob's home.

More Ideas
Any ideas that doesn't fit into the other categories


 * Fireworks Show Use a bunch of redstone, dispensers, and different types of fireworks to make a special firework show!


 * Pest Patrol When annoying mobs invade, call the pest patrol! Remember to include tamed wolves,tamed ocelots, iron and snow golems. Don't forget weapons, TNT, and armor! Have a chest for them to put mob drops in.


 * Holidays Have special days to celebrate. They can be real or fictional, just have fun!


 * Games Build an area where players can play games like:


 * Target Time!' A game where a bow is used to shoot a wool target. It can be more of a challenge when the wool is moving around.
 * Pork Pusher!: A game that includes a big, black, hollow box with a glass pane screen representing a TV. The inside is decorated colorfully. Outside, by the screen, are 3 levers representing joysticks on video game controllers. The levers operate 3 pistons, inside the TV. The player attempts to push a pig around as many times as they can. If the player makes 20 successful pushes, they push a button that drops a cooked pork chop on them. If the player fails, they push a button that opens a pit below them, leading to their death.
 * Wolf-run!: A game where there are wolves. Hit and run and see who can survive the longest. 2+ players.
 * Graveyard: A Graveyard with Spawner's under graves.Hide chests with armor and weapons. 4+ Players.
 * Pig Hunt: Build an arena with pig spawners in the middle and a colored pit at the corners. Players get One wheat and abduct pigs. Can be done with zombies for DEATH!
 * Spleef: Mentioned above.
 * Drop Party: Players are put in a room while the admin drops items like pistons and sugar and lava and nether portal blocks (Random stuff) these can be taken home later.
 * Paintball: Players are put in an arena. They are given bows and arrows then fight but remember winner takes all. There are multiple variations like Cap the Block, Domination, President and Regular. For additional accuracy, give players coloured leather armour with only 1 hit point left, so that it will break upon recieving damage from a bow shot.
 * President: A member of both teams is given a leather cap (the "president"), then first team to kill the others "president" wins.
 * Cap the Block: A game where a dirt block is placed in the arena then players have to retrieve the block and place it in their base.
 * Domination: Same as Cap the Block but there are multiple blocks in the arena. The first team to get the most wins.
 * Grand Theft Egg!: Put an Enderdragon egg in a big dungeon with hostile mobs and traps. If a person or team manages to get the egg and back out they win.
 * Pressure-plate Fishing: Put a 3*3 chamber with a hollow tube in the middle. Create multiple of these, and remove the middle walls. Then, put a hole in the front, middle, top section of chamber and cover the tops of the chambers. Wire the pressure plate to redstone. The player uses a fishing rod to try to hit the pressure plate.
 * Puzzle House A series of rooms that require the user to use logic in order to move on to the next room such as a hidden door behind a painting or a code written on signs needed to find the correct sequence of levers to pull. Leave it for someone to figure out. You could also charge people admission and add a time limit. Whoever gets out before the clock stops gets a prize.
 * Maze For fun you could build a giant maze, or a labyrinth filled with zombies and skeletons. Make it as dark as possible with traps and pits. Or a lovely pink one with plenty light. Maybe a hedge maze is of your taste. Possibly a neat, complex forest maze will satisfy your hunger for something to do. Or you can be cruel to your test subjects and use pistons and timed randomizers to make an ever-changing puzzle.
 * Take Em' All On!: An inspired game from the Legend Of Zelda: Spirit Tracks mini-game of the same name. If you play Spirit Tracks, and defeated Stagnox, you can be able to play. The rules are the same as in the game. When you die, you lose the game. No greifing, or you can use World-Saving tools. The dungeons can be made in any way. You are also welcome to make modifications to the game anytime you want.
 * For Example:
 * Room 1: 5 Zombies
 * Room 2: 5 Skeletons
 * Room 3: 5 Spiders
 * Room 4: 3 Creepers
 * Room 5: 1 Witch
 * Room 6: 3 Cave Spiders
 * Room 7: Hardcore Obstacle Course, this can be anything, a platform jumping game, where there is a pit at the bottom, or a swimming competition.
 * Room 8: Preperation room, this can be a room with a button and an Iron Door leading to the next room. You usually put this in when you have to face a mini-boss or boss. You may consider putting in chests of food.
 * Room 9: Mini-Boss: Enderman, this room can be a rig with lava around it, with water around it, or even a bottomless pit! It's your choice!
 * Room 10: Preperation room, this can be a room with a button and an Iron Door leading to the next room. You usually put this in when you have to face a mini-boss or boss. You may consider putting in chests of food.
 * Room 11: Nether Portal Room, name gives it away. This means that the dungeon can continue into the Nether! You can do this with the End too.
 * Nether Room 1: 5 Zombie Pigmen
 * Nether Room 2: 5 Wither Skeletons
 * Nether Room 3: 5 Magma Cubes
 * Nether Room 4: Miniboss: 5 Ghasts (NOTE: Make sure the room is of decent size! (20x20x20 or larger recommended))
 * Nether Room 5: 5 Blazes
 * Nether Room 6: Boss: Wither
 * Nether Room 7: Portal Home, and prize room, get your prizes once you win this hard challenge!
 * Trick or Treat: Make a large room with a "town" in it. Inside the buildings there will either be another player which will give you prizes, a villager which you can trade with (via a chest full of emeralds inside the building), or a dangerous mob. The dangerous mobs will either be zombies, skeletons, cave spiders, hostile wolves, silverfish, or blazes. The buildings are made of nether brick, with gravel roads and cobblestone stairs.
 * Super Tamer: Have lots of players get a stack of bones and have them tame as many dogs as they can. They may not want the dogs, so they may kill ones they don't want. Can be done with ocelots for an extra challenge.
 * Abeggtion: It is played in the nether. The goal is to run around stealing dragon eggs (placed by admins) while avoiding lava and ghasts, and navigating floating platforms.
 * Capture the block: Have one chosen player, have a randomly chosen item or block the goal of the game is to get that block and keep it at all costs (if you want you can not tell who has the block and have them try to find the one item/block).
 * Football:' Hold your own Superbowl, or just a little one-on-one in a field not unlike the football field of today. You could have the teams wear tinted leather armor, and as your football be a diamond. Just be sure to have all your players empty their inventory into a chest or two. The rest is up to you.


 *  War Minecraft has never been peaceful (unless you play peaceful) and never will be. Build forts, bunkers and wage war against castles full of traps, monsters (creepers are not recommended), other player, and challenges. Build TNT cannons and build an army. Award loyal soldiers with positions like the general or lieutenant.


 *  Weapons License In a peaceful city, players shouldn't be running around murdering people! You can set up a system where anybody holding a weapon without a license is thrown in jail. Set a price and expiration date and only let trusted citizens own them.


 *  Training Make a massive training area that teaches the player every single trick in the book of Minecraft. From splash potion jumping, to sniping with the bow and arrow. If you think that the player is experienced (both in terms of skill and actual XP points) enough, then it is possible you can recruit them for a guard.


 * Nether Access Build a portal and let people get to the Nether. Even better, if it spawns you right next to a Nether fortress, then you can make a tour and block off dead ends. Or just make a netherrack mine. Build a nice nether-style building around the portal so people can easily see where it is. Cannot be made in End or Nether cities, consider "Overworld Access" there.


 * Ghastbusters Gather up some players to go to the nether and fight Ghasts and Blazes. Give them fire resistance potions and enchanted bows and watch the Ghast Tears pile up!


 * Defense Don't let the monsters take over the city! Make sure you have walls around your metropolis. You can put cacti on top of the wall to keep spiders out. You can also add archer towers if you want. Just make a 3×3 square on the wall with ladders to get up to them. Add moats with lava for death of your enemies. Just be creative!


 * Races This would be an arena that is long and has seating on the sides(they could be going up like a slope) dig a 1+ block deep canal in the middle and have it at least 5-6 blocks wide. Fill it with water source blocks. Put some turns and obstacles in it and you can have boat races! Or, instead of using water, keep it dry and race on pigs or on foot, with speed potions in the latter case.


 * National Park Close off an area of your metropolis and leave it how it is, with forests, caves, NPC Villages, plains, deserts, taigas, tundras, oceans, rivers, temples, abandoned mineshafts, strongholds, dungeons, jungles, etc. Make a Leave No Trace rule here (e.g. if someone builds something, they have to take it down once they are done using it, they have to replace blocks they destroy with the same block, they have to use spawn eggs to replace anything they kill, etc.), and if they do not follow it, they will go to Minecraft prison (which is mentioned above). While constructing your national park, make cabins for guests to stay in, with a few bedrooms, a bathroom, a living room, a kitchen, a balcony, etc., and use gravel roads to connect them. If there is a stronghold located within your national park, you can dig down until you get to the stronghold and then add ladders or stairs so people can get there. It is also advised to activate the End Portal. National parks can also be made in The Nether, with the same rules as Overworld national parks.


 * Pet Show For both cats and dogs. Have events like cats scaring creepers into a pit, and dogs killing as many mobs as they can. WARNING: The animals might die, so be careful! Have pets enter 1 at a time, and heal them between rounds.


 * Redstone Build weird mechanisms with redstone in your buildings or make areas full of them that makes your city look more advanced. You can do things such as wiring all the buildings so they have electric lighting. Or make a clock tower, or track your resident's movements, or have streetlamps that turn on at night.


 * Building Contests Hold a contest to build... really anything. Flying machines, houses, etc. Include various prizes, such as rare blocks, and make sure to have a couple judges (at least two recommended). After it's over, winners' entries stay up (and, if you have WorldEdit, you can even move them somewhere else), while the losers' entries can be taken down.


 * Historical District Make this part of your city more historical such as medieval buildings, Victorian buildings, any old fashioned era you can think of! Make sure there's a good few museums around here. You can even go back to the time of the Neanderthals!


 * Interior Design Nobody wants to live in a house without furniture! In every house you build (you should end up building a lot of them) add special furniture. Use pistons or fences with pressure plates for tables, stairs and signs for chairs, and bookshelves to decorate your houses. Try making a computer with an iron block and a painting, plus redstone and a lever to be a mouse.
 * You can click here for more ideas.

Roads
Roads are present in virtually every city, but making them look nice is actually more complicated than one might expect.

To start, roads tend to be direct, fast, smoothly curved routes. Certainly any road that isn't at least about 7 meters wide shouldn't have 90 degree bends that are intended to be ran without stopping.

Roads also tend not to be steep, in real life, anything over 1/2 block up or down for ever 6 blocks horizontally would be considered moderately steep. Anything more than about 1/2 block up for every 3 blocks horizontally for long sections would be considered very steep, and other than in mountainous terrain, be limited to residential streets.

In Minecraft, terrain tends to vary on a smaller scale than in real life, and be much steeper as well.

Usually, long, wide "highway" type roads are as straight as possible, as cheap as possible, and require the least amount of terraforming possible. If there is a 30-meter-wide circular crater, sweeping around it smoothly is usually better than bridging it.

If there is a tall mountain in the way, going straight up it is not likely to be cheap to make or easy to travel. Go slightly up and around, if there needs to be a route to the top, make it connect to the main road and spiral up the mountain.

There are also multiple scales and types of roads with different qualities.


 * Dirt/sand/terrain path:
 * Recommended material: Dirt or Sand
 * Should wind around any obstacle, even small trees.
 * Should be 1-3 blocks wide.
 * Can be any reasonably walk-able steepness (up to 1/2 slope, otherwise, it is more of)


 * Gravel/partial cobble path:
 * Recommended material: Gravel, or gravel with some cobblestone mixed in
 * Should wind around anything that can't be altered with a shovel or axe in less than a minute, and certainly shouldn't bridge anything unnecessarily. (So bridging a small river or stream would be fine, but lakes, not so much.)
 * Should be 2-3 blocks wide.
 * Can be any reasonably walk-able steepness (up to 1/2 slope)


 * Cobble/Stone brick path:
 * Recommended material: Cobblestone or Stone Bricks
 * Should wind around anything that requires more than a small amount of pickaxing to destroy. These generally should not be connected to any large long bridges, only small stone or wood ones with no extra support needed.
 * Should be 2-3 blocks wide.
 * Can be any reasonably walk-able steepness (up to 1/2 slope)


 * Small rural gravel or partial-stone road:
 * Recommended material: Gravel or stone
 * Should wind around any natural structure or well-established construction. Feel free to cut away absolutely any plant life, but limit pickaxes to flattening hillsides for road to be placed on. (This doesn't mean flattening mountains- just small hills.)
 * Should be 3-7 blocks wide.
 * Should generally be under 1/3 slope.


 * Small rural stone-material road:
 * Recommended material: Stone, cobblestone, stone bricks
 * Should wind around any natural structure or well-established construction. Feel free to gouge out rock-formations, place support-beams, etc as needed for road to be placed on.
 * Should be 3-7 blocks wide.
 * Should generally be under 1/3 slope. But avoid sloping in general as long as it doesn't mean tunneling through mountain-ranges or bridging valleys.


 * Small downtown street:
 * Recommended material: Stone, obsidian, or some other road-like material (IE basalt pavers from RedPower, if you have it installed)
 * Keep it as straight as possible, even if terraforming is needed.
 * Keep it as flat as possible, even if terraforming is needed, it may be small, but remember, thousands of people, rickshaws, pigs, horses, cars, chariots, carriages, magic carpets, elephants or pod racers use it daily.
 * Should generally be the equivalent of 1-2 lanes with 2 sidewalks, this could be anywhere from 5-17 blocks wide if sidewalks are included.


 * Small commuter street:
 * Recommended material: Stone, obsidian, or other road-like materials.
 * Should be direct, efficient, but cost-effective as well, tunnels and bridges are fine, but only if they are needed. Preferably at most 1/4th slope. Small to large stores can be nearby.


 * Large downtown street:
 * Recommended material: Stone, obsidian, or other road-like materials.
 * Terraform any and all hills, this should absolutely be no more than 1/6th slope with very few bumps.
 * Don't put these in on a mountainous city unless they are being supported on columns, they look silly when they are super steep. These should also be fairly straight, and never next to houses. Put large buildings near these.


 * Large commuter street:
 * Recommended material: Stone, obsidian, or other road-like materials.
 * Should be direct, efficient, but cost-effective as well, tunnels and bridges are fine, but only if they are needed. Preferably at most 1/4th slope with very few bumps. Medium to large stores can be nearby.


 * Suburban street:
 * Recommended material: Stone, cobblestone, or stone bricks
 * 1-2 lanes equivalent, a small sidewalk or possibly not, purely houses nearby. Can be up to 1/3, or possibly even 1/2 slope. Should do as little earth-moving as possible and doesn't need to be very efficient as a through street. Typically 3-11 blocks wide


 * Intercity Highway:
 * Recommended material: Stone, obsidian, or other road-like materials.
 * Curves around things, but avoids sharp curves at all costs. Generally stays flat and direct with no stopping areas. Only becomes steep to go through mountain passes. Does not dodge light construction, simply tramples straight through it. Bridges anything but moderate-sized oceans. Typically 15-23 blocks wide, but may be smaller in pre-industrial societies.


 * Mega-Highway:
 * Recommended material: Pretty much anything road-like you can get your hands on.
 * Goes nearly straight, never exceeds about 1/8th slope, obliterates or bores through anything necessary excluding centers of cities or enemy territory (then wars are fought over its construction) Cities are literally built around it. Typically at least 31 blocks wide, but may be smaller in pre-industrial societies. May literally bridge medium-sized oceans in order to cut down on travel-time. Designed to carry any and every road-travelling land-vehicle made by the society building it. No bridge type or tunnel is too expensive or extravagant for something like this.


 * Clay Roads:
 * Recommended material: Clay
 * Make a Clay road that is 3 wide or any odd number, if you are going up 1 or 2 blocks use stone slabs if it is more than 2 use stone brick or what ever you want. In the middle block use redstone. For lighting system for an automatic light system (day light sensor). This road type is good for rural road or side streets or small towns.

Netherbrick Roads:
 * Recommended material: Netherbrick, nether rack, glowstone



Redstone Ore road
 * Recommended material: Redstone ore, stone brick
 * It's not cheap or easy to get, but if you have a silktouch pickaxe or a large amount of redstone ore, use it to make a road that lights up wherever you walk, or place redstone torches underneath to make it always be lit. Place stone bricks on the sides for decoration. However, on multiplayer servers, if you are invisible from a potion and walking on this road, the light from the ore will give away your location to other players.



General Block Palette
It is often strongly advised that, for a specific type of construction, you stick to a specific palette of block-types. For example, Stone-brick Roofs, brick, birch-plank and/or spruce-plank walls, nether brick details like window-boxing, a lot of jungle leaves. This helps other builders, and yourself, to make creations that "fit" together, instead of a random mix. (It also helps the build stay consistent!)

Jobs
After you have built your city, every citizen should have work:


 * Cashier: The cashier of a store.


 * Factory Worker: Someone who works in a factory (above).


 * Redstone Technician: Someone who builds many mechanisms with redstone.


 * Repair: Someone who repairs weapons and tools.


 * Cook: Someone in a restaurant kitchen.


 * Condo Chief: A person who owns a building, and receives the rent.


 * Professor: Someone to teach techniques in mining, construction, redstone, etc.


 * Doctor: Looks after injured or poisoned people in the hospital.


 * Soldier: Soldiers to defend the city from monsters.


 * Builder: Someone who builds buildings and shops.


 * Building Master: Someone who builds very big buldings, like malls, mansions, etc.


 * Farmer: Raises crops and farm animals, and sells to villagers or store owners.


 * Mayor: Governs usually 1/4 or 1/2 of the city, receives much salary, and lives in Big Houses.


 * Store Owner: Someone who bought a field, and is actually a store owner.


 * President: Normally the ruler in his city. Doesn't necessarily have to be an administrator.


 * Animal Pro: Works with pigs, wolves, and ocelots. Also works at the pet store and dog pound.


 * Pork Salesman: Sells Pigs and Carrots on a Stick for all your transportation needs. Saddles included, of course.


 * Police Officer:People who fight the night.


 * Blocks Builder: Creates all types of blocks to sell at retail, or use them to build.


 * Broker: Sells used goods for fair prices, and accepts anything worth putting a price tag on.


 * Bodyguard: Hire people to be your bodyguards. Make sure you can trust them.


 * Real Estate Agent: Buys and sells houses.


 * Minecart Remover: If you have a underground railway then you do not want carts all over the place. This is usually a part-time job, but not always in a large city.


 * High Miner: Mines only above layer 31.


 * Low Miner: Mines only below layer 32.


 * Grocery Owner/Worker: Works at the Grocery Store.


 * Toy maker: Would make levers, buy string to sell it, make mini minecraft toys made out of sticks, wool and diamond.

You can also tell the workers to use skins suitable for their jobs!

Houses
Houses are possibly some of the most important buildings in a city. They house most of its population, and are usually used for social gatherings as well. In war-zones, houses may act as or be mixed with defensive fortifications as well.

Houses are rarely just dwellings with a bed, chest, furnace, table and door. They have multiple rooms, possibly multiple stories, and are often designed to accommodate between two and five times the number of people who are intended to live there for short periods (e.g. as long as they brought their own beds / sleeping bags, there are enough chairs at the tables, etc to support them).

House types
Houses come in several types.

Minecrafter House:
These houses are wooden style, and simple to make in survival, capturing the essence of a Minecrafter more. They look like the NPC village Buildings.

Custom House: Be Creative! Wooden planks grip and start building, give an empty lot to a person who can get along.

Shack or hut: a small structure meant to barely / almost accommodate the basic needs of one dead-broke family or individual. NPC-village huts and swamp-huts both fit in this category. Lots of land nearby, but rarely does the resident officially "Own" it. They're typically make from wood, and are usually single-story structures that aren't very large.

Minecrafter House 2: A one floor house, but very broad and square, consists of 1 bathroom, 2 bedrooms, 1 hall, 1 basement, 1 dining room and kitchen. It has a Roof Terrace on the roof.

Minecrafter House: A two-story house with a porch, automatic parking of pigs, as L. It has a guest room and all the basics.

Pied-a-terre for poor: A place of 5X5. Far from the city, made ​​of wood, and square, studio style. You can add a bathroom.

Pied-a-terre small: the same as a pied-a-terre of poor, only with second floor.

Small Shed: An ideal home for the rural area of 5X9. Very humble. Includes Basement. Usually this consists of: 1 Bedroom, 1 Kitchen, Basement Cellar, 1 Corral Pig, and a Mini-crop field

Average shed: Like a small shed, only with a 2nd Floor, a breeding area, a porch, and generally just bigger. Also typically has an additional stable.

Shed 3 story: As the name implies, with another barn.

Farm house: A house that's about 16x9, 2 stories, plus a basement, and a room with about 5 or 6 pens, for animal keeping.

Pied-a-terre Normal: a rectangular space with bedroom and living-kitchen

Pied-a-terre big: L-shaped house with bathroom, mini-kitchen and living room. You can have a fireplace.

Pied-a-terre Cozy Large: A pied-a-terre in the form of L, 2 story, Fireplace, 2 Balconies, Carpet, dog door, special lamp, living room, large kitchen, 3 bedrooms, 1 bathroom and a library. Here lives the middle class.

Rural house: Often big, but made of poor-quality materials, and rarely have much structure above the second story. Typically has one or two stories, with a fairly large (up to 20 x 15) exterior, as well as various features such as bedrooms, a kitchen, a dining room, bathrooms, etc. Can have yards or farms surrounding the house, usually very big.

Minecrafter Mansion: A big house, fireplace, living room, 3-5 bedrooms, 2-4 bathrooms, 1 Kitchen, Crafting, Bodega, Mine Private, large garden, etc. Also two towers. Normally 3 Floors, with a quarter of stairs, also an automatic parking of Pigs.

Comfy Home: Build a large house, preferably in a tundra biome. Make the house mainly out of oak planks. Make sure that the hallways are narrow and compact. If you have the time and resources, add a brick fireplace (Be absolutely sure that the wooden planks are not close enough to catch on fire!) add note blocks, bookshelves, paintings, tables, chairs, and other furnishings. This type of construction is best built when you have completed the majority of the more advanced neccassaties of minecraft (ex. Obtaining more than 8 diamonds.) Use this home as a getaway from your regular home. Spend your vacation in your library writing the memoirs of your adventures.

Wooden Panel Home: Dig a 5x5 hole in the ground that is one block deep. Fill the hole with the wood planks of your choice (You might want to pick a type of wood you can get easily, as you'll be needing a lot of it). On each corner of the wood plank square, create a pillar of wood logs facing upwards (Use the same type of wood that you used before. e.g. If you used Birch Wood Planks, use Birch Logs). Make the pillar at least four blocks high. Then connect all the pillars at the top with the same log type, facing sideways. You now have the frame of your house!! Fill in the empty spaces with glass and wood planks in whatever design you prefer. Add a door and glowstone for lighting. Repeat this 4 more times, adding one more room on each side, and making your house in the shape of a "+". You now have a comfy, five-roomed wood panel house!! Fill the rooms with anything you want, and add a second floor if you please. Note: Due to the need for much glass, glowstone, and many, many, wood logs and planks, this is not a good house to make until you have amassed a good amount of resources

Minecrafters building types:

Departments A: A 3-story building in a shape of two L's stuck together, with a mini plaza. Each department is approximately 5X6, with all the basics, chests, beds, mini-kitchen.

Departments B: A 4-story building in L shape, with two apartments on each floor. Each department is 7X7, with all the basics and a mini-dining.

Departments C: A 9-story square building, with one apartment on each floor of 8X5. All the basics and Balcony.

Departments D: A rectangular building of 6 floors with one apartment on each floor. Each department is 19X9, all the basics and Balcony. There is a mini plaza below.

Non-Minecrafter Homes and buildings:
These buildings are sometimes very aesthetic and colorful.

Tudor Style House: Pick out a 6x6 area, and mark each corner with spruce logs. Fill in the walls with snow or white wool. use spruce wood stairs to make the roof. Now add the essential furnishings and voila, a small yet beautiful Tudor style house.

Duplex: A two-story house, separated. Each apartment can accommodate 2 people. In short, a two-story mini. Suggested size is around 14x14, with a kitchen, a living room, some bedrooms (at least one or two per floor), and a balcony. They can be made with things like bricks, wood, etc.

Suburban house: At least moderate-sized, usually gets a little bit of all mid-quality materials. Rarely very unique and often very squashed outside, but comfortable interior with at least 2 bedrooms. Should generally have 2 or more stories, being usually up to 15x15 in size, and having a small yard. These should also have at least two bathrooms.

Town-house: Usually 3 stories of roughly equal size with essentially no yard. Rarely over 8x10 wide, and placed in rows within 5 feet of each other. As Suburban house but more like 120-240 meters ^2 area. And only poor to just above average residents.

Slum apartment: Never over 60 meters^2 area (external, 45 internal), always single-story. Terrible living conditions, cramped, little to no decoration that isn't purely sentimental. 1-3 rooms, 0-1 bathrooms, 1 bedroom. Only the poor live here.

Average apartment: Apartment with 1-2 bedrooms, 1-2 bathrooms, a kitchen, and at least one other room. Typically 80-150 meter^2 exterior.

Penthouse apartment: Singular or nearly singular nice apartment on the top floor of a high-rise building. Easily over 200 meter^2 exterior with at least 1 bedroom per couple/individual and many additional rooms of all sorts. Anyone who lives here is likely the equivalent of a millionaire. At least.

Big House: A beautiful house with rather expensive materials (such as quartz). It's big, and ideal for people who work for the president and the government. These should have around 2-3 floors (but you can go higher if you want), with a decently-sized kitchen, a dining room, at least two bathrooms, multiple bedrooms (including a master bedroom if so desired), a garden, and a living room. Optionally, you can add a mini-office and library, as well as other extensions.

Mansion: Any house which is unique and singular within a large area, much larger than necessary to support the people inside, extremely nice, has more area than any conventional home, and has more than 1000 m^2. Only used by nobles, the extreme-rich, and those given them as gifts by kings, politicians, celebrities, etc.

Millionaire Tower: a gigantic tower in the city center, about 50 floors, with departments. Beautiful decoration for celebrities, presidents, mayors, governors, a large park, almost impossible to build in survival. A large patio, roof made ​​of emerald blocks, glass walls.

Departments in the building are recommended to be around 19x19, and the apartments should probably have a couple bedrooms, an office, a kitchen, and a bathroom or two.

Suites, if you make any, can have multiple bedrooms (3 or more), a large kitchen, a dining room, an office, a balcony (either hanging out the side or hanging over an indoor plaza of some sorts), a jacuzzi, and a couple bathrooms.

Larger or Presidential Suites can have all the features of a standard Suite, a private pool if you're ambitious enough, a guest room, a bar, and generally just very expensive and luxurious.

As one more option, you can also add a Mega Suite at the very top- two floors, maximum security, sparing no expense. Somewhere where only some billionaire or major figure would be able to stay.

Hotel House Can be used for extremely rich Minecraftians, who need to spend their large amounts of Gold, Emerald, and Diamonds.

Other type of houses that don't fit in these categories: There are many, in fact, countless types that don't fit very well into any category mentioned above. Examples include: Towers, tree-houses, mass-living areas, sleep-tubes, house-boats, converted asteroids, cave-homes, continuous mazes of rooms of all types, bridge-homes, general store-homes, gas station-homes, motor-homes, space-module houses, worker barracks, wall-houses, hive-apartments, bunker-houses, manor houses and even some more unusual builds.

Last Note
Whatever you decide, this is your city. Be creative and do whatever you want with it. You can use all the suggestions on this page and come out with a failure, or you can ignore everything and still build the best city Minecraft has ever seen! It's your call, so get building!

Block Info
(This is actually my opinion of Crying Obsidian data if it was added to Minecraft in the future.)

Item Info
This is my depiction of the Camera item if it was added to PC version Minecraft in the future.

Proposed Biome
Name:Urban

Biome Data Value: dec=23 hex=17

Features:Lots of Villagers, populations range from 25-250 Villagers. Apartment-style housing with each room having at least one of each of the blocks or items:

Brewing Stand, Ender Chest, Cauldron, Crafting Table, Furnace, Enchanting Table, Dispenser, Chest (Double), Bed, Command Block, Anvil, and Beacon.

Mobs will not spawn, not even monster spawners will work. Mobs also cannot spawn within a 175 block radius from the biome. Even mobs that span outside 175 blocks of the biome will be killed instantly by an invisible electric fence that only lets players through. Villagers will get pushed back with no damage. The only mobs will spawn in this Urban Biome are:

Iron Golems

Snow Golems

Passive Mobs (not including Bats, Squids, Wolves, or Ocelots.)

Mobs that will not spawn here are:

Hostile, or netural mobs, Ocelots and Squids

Any other boss or utility mob not mentioned in the list above

Apartment buildings each have about 30 19x11 rooms each.

Condos: See Apartments

Biome Notes
Refunished NPC Villages will spawn bordering 1 block from this biome. The villages will all be exactly the same; the buildings will be an exact copy of the buildings in the NPC village featured in MinecraftFurniture's NPC Village Makeover videos, Part 1, 2, and 3.

Pocket Edition Blocks
My depiction of these Pocket Edition blocks if they are added to PC Minecraft in the future.

Removed Block
This is my depiction of Gears if they are added to Minecraft in the future.

Userbox Gallery
Link:Userboxes

Block GUIs
Link:User:1234567890Number/Block GUIs

Mod Blocks (The Aether)

 * Mods/The Aether/Sun Altar
 * Mods/The Aether/Altar
 * Mods/The Aether/Incubator
 * Mods/The Aether/Freezer

Seecret Friday Updates

 * Infdev
 * Infdev
 * Alpha 1.0.1
 * Alpha 1.0.4
 * Alpha 1.0.6
 * Alpha 1.0.11
 * Alpha 1.0.14
 * Alpha 1.0.17
 * Alpha 1.1.0
 * Alpha 1.1.1

Added Minecart and Rails, Dungeons, Mob Spawners, Saddles, Redstone Ore, Redstone, Redstone Torches, Levers, Buttons, Wooden, Stone Pressure Plates, Winter Mode (Snowfall, Snow and Ice), Boats, Cacti, Large Trees Reeds, Paper, Books, Bookshelves, Clay, Clay Blocks, Bricks, Slimes, Slimeballs, Milk, Fences, Spider Jockeys, SMP updates Chickens, Chicken Eggs, Jukeboxes, Music Discs, Minecarts with Furnace and with Chest, Compass and server-side inventory Sneaking, new Paintings and Fishing Rod.

Halloween Update
(Alpha 1.2.0)

Bug Fixes: New Bugs:
 * New Realm: The Nether; a "Hell" world that can be used for quick travel
 * New Blocks
 * Spawned in Nether: Netherrack, Soul Sand, and Glowstone
 * Pumpkin, Jack-O-Lanterns
 * Portals
 * New Mobs
 * Ghast
 * Zombie Pigman
 * New Item: Clock
 * New terrain generator, featuring Biomes
 * Higher lighting values are required the deeper they are to keep mobs from spawning.
 * Fishing rods serve a purpose by Fishing
 * Stairs, Crafting Tables, Chests, and Furnaces now face the same direction as the player when placed.
 * New music tracks
 * Creepers have new sounds.
 * Grass and leaves are now darker in shade
 * Sunrise now creates a red glow at the horizon
 * Pressing hides the HUD and the viewmodel from the person's view. In 3rd person mode, pressing  will create a view looking back at the player's own face.
 * Fixed bugs in SMP
 * Redstone performance updated
 * Door animation fixes
 * Several performance bugs fixed
 * Rails no longer cause a crash
 * Leaf decay is broken.
 * Going higher than 62 meters above sea level in SMP causes the character to be stuck to the sky.
 * Save file size is calculated incorrectly after you visit the Nether, usually to 0.0MB
 * Fake chunks now render after 32,000,000 blocks away from spawn.
 * On rare occasions, an item will not appear in the inventory when picked up and no more of this item will show up in the inventory. This can be fixed by closing the client.

Adventure Update
(Beta 1.8)

Video


 * New Mobs.
 * Enderman
 * As a placeholder, Endermen used Zombie sounds.
 * Silverfish
 * Cave Spiders
 * New Blocks
 * Stone Brick
 * Stone Brick Slabs
 * Stone Brick Stairs
 * Brick Slabs and Brick Stairs
 * Fence Gates
 * Glass Panes
 * Iron Bars
 * Melons
 * New Creative game mode.
 * New features in the terrain generator.
 * Optionally generated structures
 * NPC Villages
 * Strongholds
 * Abandoned Mine Shafts
 * Ravines
 * New, fractal-based biome code; added and removed some biomes while making all of them more vast than before.
 * Rivers flowing through/in between biomes.
 * Ocean Biomes, that are deeper and much more vast than before.
 * Mountain biome
 * Swamp
 * Snow in Taiga and Tundra biomes do not generate for technical reasons. They return in Beta 1.9.
 * New ocean floor; random mix of sand, dirt, and clay.
 * Because of this, clay is much more common.
 * New combat Mechanics.
 * Hold-to-charge bows.
 * Critical hits.
 * Players can parry with a sword by holding
 * Hostile mobs perform attack animations.
 * Mobs killed by players drop tiny flashing Experience Orbs that add to your experience bar.
 * New Food System.
 * There is now a food meter.
 * Food no longer heals directly but indirectly: if the food meter is above 90%, heals about every 5 seconds.
 * All food (except Mushroom Stew) are now stackable.
 * Food takes 1.6 seconds to consume, accompanied with an animation.
 * 5 new food items.
 * Melon Slices.
 * Raw Chicken.
 * Raw Beef.
 * Cooked Chicken.
 * Steak, which has Cooked Porkchop's old texture. Cooked Porkchops' new texture is a tan shade of the same sprite.
 * Eating any raw food or Rotten Flesh has a chance to give the player food poisoning which makes the Hunger bar decrease three times as fast.
 * New seeds for farming: pumpkin seeds and melon seeds that produce Pumpkins and Melons respectively.
 * A new achievement: "Kill a skeleton with an arrow at 50 meters".
 * Added Sprinting
 * Added Ender Pearl
 * Mob changes
 * Passive mobs will randomly flee if attacked by the player or other mobs (such as Wolves).
 * Zombies drop Rotten Flesh instead of Feathers.
 * The snout on pigs now protrude from their head.
 * Skeletons now hold full-size bows.
 * Player-to-mob damage decreased by half a heart.
 * Arrows that hit a mob visually "stick" into the mob rather than just disappear.
 * Skeleton arrows originate from about their eyes to the bow, instead of above the head.
 * Animals no longer despawn which makes it possible to capture them.
 * Shears can now collect Tall Grass and the new Vine
 * New improved lighting
 * Day/night cycles no longer require chunk updates and is a smooth transition
 * The lighting on a block is given a tint based on the most prominent source of light
 * Redish from Non-sunlight light sources
 * Blue from Moonlight
 * Total darkness keeps the same black tint
 * Sunlight gives the same white tint
 * Non-sky based light now gives a very subtle 'flicker'.
 * New Mojang logo splash screen
 * Main Menu/Options changes
 * The Main Menu's background is now an animated scene.
 * The version tag is now displayed on the bottom-left rather than the top-left
 * New sliders for Field of View and Brightness
 * 4 new entries in control list
 * "Attack", "Use Item", and "Pick Block" can now be remapped.
 * Player list in SMP, defaults to.
 * The 'Multiplayer join screen' has been improved, mainly with a server list.
 * New texture for Moss Stone to match Cobblestone's.
 * Improved sunrise and sunset.
 * Clouds change color during sunrise and sunset to match the sky color.
 * Horizon, specifically haze changes color more vividly during sunset and sunrise.
 * New particle effects.
 * Performing a critical hit on any mob will cause 'sparks' to fly.
 * Explosion particles are now shockwaves instead of smoke.
 * Tiny stationary bubble particles can be seen when underwater.
 * Fog is now thicker and darker deep underground, and gives off particles. Due to this, the void appears black.
 * Changes with debug-view
 * Mobs are no longer visibly labeled with their entity ID
 * The world's numeric seed is displayed in a field below player position.
 * Changing fog by hotkey now requires debug-view to be open in addition with pressing.
 * +Clicking the output item in a crafting square will craft all the items at once, and automatically places them in the inventory.
 * The version tag appears in-game again.
 * User-placed leaf blocks no longer decay.
 * Cloud height raised to the top of the map, so clouds can no longer phase through blocks.
 * Cloud movement syncs with the game's time.
 * Rain and snow both render faster
 * Armor bar moved to above hearts, due to food bar.
 * Both Wooden and Stone pressure plates can now be placed on fences.
 * Improved chest model with a 3D lock.
 * Players with the OP position on a server can switch back and forth between survival and creative mode.
 * The game's coding now allows for mods to more easily change the(map) height.
 * Holding the left mouse button with a weapon will now only swing once.
 * Holding the right mouse button to place blocks is slightly slower than before.

Bug Fixes:
 * The +Click crash bug from 1.8 pre2 is fixed.
 * Fixed Redstone circuits not working after /time set x glitch is now fixed in SMP.
 * Destroying boats and minecarts now creates particles.
 * Ghast attack sounds are fixed in SMP.
 * The Far Lands had been removed; there is now only ocean.

New Bugs:


 * There is a memory leak mainly occurring on Linux 32 bit.
 * The destruction animation for chests is missing.
 * Lighting persists in water even after the light source is removed.
 * Experience orbs when dropped don't drop in a stack like items do, so when a player dies when they have a large number of experience, each orb has to be processed individually. This will cause a high amount of lag, especially for SMP servers.
 * Double chests placed before 1.8 on multiplayer servers all appear to players to be facing the same direction, even when they should be rotated by 90 degrees.
 * The Item Selection screen in the new Creative game mode is missing pine and birch leaves, tall grass, double slabs, monster spawner, snow cover, and both huge mushroom blocks.
 * NPC villages occasionally spawn over partial water areas and 'float'

Pretty Scary Update
(1.4)


 * Improved server list
 * Server IPs can now be hidden individually when editing or adding a server
 * Server version is now displayed left of the connection bars
 * Server ping tooltip now shows if the server and client have mismatching protocol versions
 * Mismatching servers can't be joined
 * Improved settings menu
 * Renamed Chat Settings to Multiplayer Settings
 * Added an option for cape-owners to hide their capes in-game
 * Added Fullscreen and VSync toggles
 * Though this is not in the settings menu, you may go into the options.txt in %appdata% and toggle advancedToolTips. This shows you the item IDs of everything and the durability of tools and armor.
 * Improved F3 mode
 * The piechart is now shown when using shift+F3 instead of vice versa
 * Added the cardinal direction and the degree value to the f value indicating the direction the player is facing
 * Now shows which chunk and where in that chunk the player is in on X and Z values
 * Pressing while holding  will toggle the auto-pause when the Minecraft window loses focus
 * Pressing while holding   will toggle detailed item descriptions, which additionally show item id, damage value, color code, tool/armor/weapon damage and map zoom level and scale on the tooltip
 * Updated language files

Video
Gameplay


 * Improved Multiplayer
 * Spawn protection now is disabled if there's nothing in ops.txt
 * Spawn protection radius can now be changed in the server.properties file
 * Improved Creative inventory
 * Items can now be cloned by using Pick Block on them - An item stack with the highest amount of items possible in it will be created
 * Items can now be shift-clicked around on the survival inventory screen
 * Improved General inventory
 * Pressing the 1-9 hotkeys while hovering over an item will exchange that item with the one from the corresponding hotbar slot
 * Status effects now cause the inventory window to be off-center regardless of screen aspect ratio
 * Added & improved a few commands
 * Added  command to change difficulty
 * = peaceful
 * = easy
 * = normal
 * = hard
 * Added  to change your own or other players' spawnpoint to where you are standing or to specified coordinates
 *   
 * Added, an alias for
 * Added  to change the current weather and optionally set the duration for the new weather
 * Added   to look up and change gamerules regarding Command Block output
 * - Whether fire should spread
 * - Whether mobs should drop items
 * - Whether mobs should naturally spawn
 * - Whether blocks should have drops (does not work for paintings)
 * - Whether the player should keep items in their inventory if they die.
 * - Whether creepers, endermen and withers should be able to change blocks.
 * Added  to clear a specified player's entire inventory or remove only one block/item from it
 * Changed  so it can be used to give and take entire experience levels by appending "L" to the number
 * Changed  to work with relative coordinates
 * Added command target selectors
 * Available selectors:
 * - Closest player
 * - All players
 * - Random player
 * Can have arguments specified in  using the syntax , where   is the argument
 * Available arguments:
 * - Coordinates
 * - Range
 * - Minumum experience level
 * - Maximum experience level
 * - Minimum range
 * Special argument only usable with :
 * - the maximum count of players to return. Numbers below 0 will make it return the last x amount of entries
 * Updated the sound engine
 * Added sounds for placing Wood-, Stone-, Plant-, Sand- and Gravel-like blocks
 * Added sounds for walking on Sand, Gravel, Soulsand, Grass and Stone
 * Added sounds for zombies, skeletons, cows, pigs, spiders, endermen, ghasts, silverfish, magma cubes, wolves, the ender dragon, bats and the anvil.
 * Added sounds for curing a zombie, infecting a villager and a remedy sound.
 * Added sounds for setting things on fire and shearing sheep
 * Added sounds for climbing ladders and riding minecarts
 * Added a sound for levelling up which is played every 5 levels
 * Added constant noise to liquids
 * Improved Portals
 * Mobs, items and projectiles now pass through them, preserving momentum
 * Entities will pass through instantly, but at a longer "cooldown"
 * Portals will allow fire burning entities like blazes to leave the Nether and potentially burn things
 * Portals will teleport an entity relative to where it entered
 * Players are now positioned correctly when going through Nether Portals
 * Nether Portals are now instant for players in Creative mode
 * Improved Adventure mode
 * Blocks can now be mined with the proper tools
 * Blocks can now be placed
 * Improved Breeding
 * Chickens now use seeds instead of wheat to breed
 * Pigs now use carrots instead of wheat to breed
 * You can now restore a desolate village or create a completely new village
 * Added & changed many minor things
 * Added Boss Names above boss health bars
 * Experience is now awarded for fishing and breeding
 * Worlds can now be re-created from the world selection screen
 * Changed many items, improving item icon style to be more consistent
 * Items spawned using  are picked up almost instantly now
 * Doors, trapdoors, levers and buttons are no longer triggerable with the left mouse button
 * Added an NBT tag for items to have lores
 * Added an NBT tag for mobs to decide whether they can despawn
 * Fixed many bugs
 * Fixed  command only working for ops
 * Fixed  not working correctly
 * Partially cured lighting glitches
 * Fixed held items being colored when wearing tinted blocks/armor
 * Fixed the second layer on skins not being placed correctly when sneaking
 * Blazes now properly spawn in Nether Fortresses
 * Fixed pets teleporting around randomly
 * Fixed PvP-disabled servers still allowing players to set other players on fire using Fire Aspect enchanted swords
 * Fixed entities in minecarts becoming invisible
 * Fixed mobs randomly suffocating
 * Fixed stairs, slabs & fences glitching visually sometimes
 * Fixed mobs falling through blocks
 * Fixed wet wolves looking way too scary
 * Fixed wet wolves looking way too scary

World Generation


 * Made superflat worlds customizable
 * Are now made up of layers specified with block id, data value and height
 * Biome can now be changed
 * All generation settings are stored in a preset, which can be shared and re-used
 * Terrain can now be decorated and structures other than villages can spawn
 * Default presets:
 * Classic Flat -
 * Tunnelers' Dream -
 * Water World -
 * Overworld -
 * Snowy Kingdom -
 * Bottomless Pit -
 * Desert -
 * Redstone Ready -
 * Preset format with example: 95;35:2;2x20;1;stronghold – 95 is the format version, followed by a semicolon and the layer information. Every new layer is separated by a comma and must consist of the block id and can additionally have   appended to specify   as the data value. Before that, you can put   to specify that this layer should be put   times. After a semicolon follows the biome id. After another semicolon follow all structures to be generated, including their options.
 * Added Witch Huts in swamps
 * Silverfish blocks now rarely generate in Extreme Hills biomes
 * On average, nearly one Silverfish block is generated per Extreme Hills chunk
 * Carrots and potatoes can now be found growing in villages 

Blocks & Items


 * Command blocks
 * Runs editable commands when triggered by redstone
 * Intended for adventure maps
 * Can only be edited by OPs, as long as  in server.properties is enabled
 * Only obtainable using
 * Can operate in silent mode where it doesn't display commands in the chat box.
 * Beacons
 * Intended as an endgame block
 * Continuously glows and gives a selected status effect to players within 16 blocks while beaming a beacon of light directly upwards (as bright as glowstone)
 * Activated by building a solid pyramid of iron/gold/emerald/diamond blocks underneath and selecting an effect
 * The cheapest configuration requires 9 blocks, while the best configuration requires 164 blocks
 * Has to be directly exposed to skylight to work
 * Building square platforms of increasing size and the same material per layer will activate it and increase range and status effect selection
 * Viable materials are iron, gold, diamond and emerald blocks
 * Changing selected status effects costs 1 emerald, diamond, gold ingot or iron ingot
 * Unlockable effects, with increasing amount of required layers of blocks required:
 * Speed and Haste
 * Resistance and Jump Boost
 * Strength
 * When all 4 layers of blocks underneath are built correctly, a second status effect can be chosen
 * This second status effect is Regeneration or tier II of the previously chosen effect
 * Effects given by the Beacon will have less intrusive particles than others on the screen, such as those of potions
 * Anvils
 * Used for repairing and combining enchanted items as well as for renaming any item/block for experience levels
 * Tools can also be repaired using one piece of their material
 * Enchantments that are the same are upgraded by one level as long as they are both the same level and the higher level exists
 * Conflicting enchantments will be removed and only the first one will be kept
 * Becomes damaged from using and dropping it - Damage persists in inventory and splits up into 3 categories: Anvil, Slightly Damaged Anvil & Very Damaged Anvil
 * Can be placed in 4 orientations, but can't be moved by pistons
 * Experience level cost depends on enchantment levels & rarities, whether the item will be renamed and whether the item has been used with an anvil before - Maximum experience level cost is 39 levels, unless in Creative mode
 * For a more detailed explanation on how enchantments are combined using the anvil, see the Anvil mechanics page
 * Is affected by gravity and does 1 heart of damage to mobs and players it falls on per block it fell, excluding the first one - Players killed by a falling anvil cause the death message "Player was squashed by a falling anvil" to appear in chat
 * Certain blocks are destroyed when an anvil falls on them: levers, buttons, torches, redstone torches, redstone repeaters, flower pots, rails & mob heads
 * Mob Spawners
 * Added a few NBT tags to change a few key spawning rules
 * Range can now be changed
 * Maximum amount of spawned entities within spawning range can now be changed
 * Horizontal spawning radius can now be changed
 * Spawned mobs can wear and carry any items and blocks as well as have a custom drop rate of held items
 * Added an NBT tag for mobs to decide whether they can despawn
 * Added an NBT tag for mobs to decide whether they are invincible
 * Repeaters
 * Can now be locked by powering their sides with another repeater
 * When locked, they show a little bedrock barrier in place of the delay indicator torch and won't change their output signal
 * Flower Pots
 * Lets players plant all kinds of saplings, mushrooms, flowers, cacti, dead shrubs and ferns
 * Using pick block on it gives the potted plant
 * Right-click it with something to plant it, hit it to get both back
 * Cobblestone Walls
 * Available in cobblestone and moss stone variants
 * Behave like fences - Connect to each other, to other blocks and to fence gates & have a 1.5 blocks high collision box
 * Have a different, higher shape in corners and when blocks are placed on them
 * Wooden logs
 * Changed placement: Instead of facing the player, it will face the surface it is placed on
 * Place it on the side of a block to get a sideways log.
 * Place it on the top or bottom of a block to get a topside log.
 * Stairs
 * Now connect to other stairs to form corner stairs
 * Item Frames
 * All items and blocks can be framed
 * Clocks, compasses and maps function - Maps show only one marker, the frame itself
 * Mounted maps show markers on copies of that map
 * Using pick block on it gives the framed item/block, but only works in Creative
 * Paintings
 * Added Wither painting
 * Mob Heads
 * Are very rarely dropped when mobs are killed by players
 * Only drop from Wither Skeletons, but also exist for creepers, zombies, skeletons and players
 * Can be put on the ground in 16 orientations and hung on walls
 * Can be worn
 * Using external editors or mods player skulls can be assigned to specific players - They then have tooltip "Player's Head"
 * Add the NBT tag "SkullOwner" -> (player name) on the skull items.
 * Trapdoors
 * Can now be placed on the top half of blocks
 * Placement works similar to that of slabs and stairs
 * Buttons
 * Now stays active for 0.2 seconds longer
 * New crafting recipe – Only 1 stone block required
 * Wooden Buttons
 * Additionally can be activated by arrows
 * Requires 1 wooden plank to craft
 * Fire
 * Now spreads more aggressively depending on difficulty
 * Saplings
 * Decreased hitbox size
 * TNT
 * Is now triggered by flaming arrows
 * Potatoes
 * Can be planted on hydrated soil and drop 1-4 potatoes when fully grown
 * Can be grown instantly using bonemeal
 * Can be Smelted to receive a baked potato
 * Rarely drop poisoned potatoes
 * Potatoes give 0.5 hunger points, poisoned potatoes give 1 hunger point and have a chance to poison you, baked potatoes give 3 hunger points
 * Carrots
 * Can be planted on hydrated soil and drop 2-4 carrots when fully grown
 * Can be grown instantly using bonemeal
 * Can be crafted surrounded with 8 gold nuggets to get a golden carrot
 * Carrots give 2 hunger points, golden carrots give 3 hunger points
 * Carrot on a Stick
 * Used to control pigs
 * When held, it dictates the direction pigs players are riding will head in
 * Nearby pigs flock towards players holding it
 * Slowly loses durability when riding pigs
 * Pigs start slow but end up going about 5 blocks per second
 * Can be right-clicked to give the pig a short speed boost - This takes up a chunk of the durability
 * The pigs ‘eat’ the carrot eventually, leaving the player a fishing rod and will require another carrot to continue riding.
 * To craft, the carrot must be placed at a diagonal below the fishing rod
 * Pumpkin Pie
 * Restores 4 hunger points
 * The crafting recipe is shapeless: assemble a Pumpkin, Egg and Sugar into the crafting inventory
 * Nether Star
 * Drops from Withers
 * Used to craft the Beacon
 * Glows like an enchanted item
 * Night Vision Potion
 * Brewed by adding a Golden Carrot to an Awkward Potion
 * Invisibility Potion
 * Effect now hides the nametag and cape
 * Mobs only attack you when you walk into them or attack them
 * Splash potions of invisibility can also make mobs partially invisible, although eyes of some mobs still show
 * Brewed by adding a Fermented Spider Eye to a Potion of Night Vision
 * Potions
 * Can now have any available potion effects, level and duration
 * Data are saved using NBT tags, but potions retain their original color
 * Maps
 * Are now crafted as an Empty Map and will become a real map by right-clicking
 * Start out at their closest zoom level and can be extended by adding more paper
 * Players see other players moving around on the same map
 * Craft an existing map with an empty map to receive an extra copy of the map
 * Removed text overlay
 * Are labelled 'Map #0' and so on
 * Now align to a grid and can be stacked to 64
 * When outside a map's range, the player is displayed as a small circle at the edge
 * Armor
 * Diamond Armor sleeves now have a notch on the inner side
 * Completely revamped leather armor
 * Leather Armor
 * Can now be dyed in 16,777,216 potential different colors
 * Putting it in a crafting grid with dyes applies all colors
 * Dyed armor's tooltip will display ‘’Dyed’’
 * Right-click dyed armor on cauldrons to wash it and remove some water from the cauldron
 * Changed item and model color and texture
 * Now uses two overlayed textures, one being the color

Mobs


 * Wither
 * Three-headed flying player-created boss mob shooting projectiles at mobs that are not undead and players
 * Place 4 pieces of Soulsand in a T-shape and place 3 Wither Skeleton Skulls on top to summon it
 * After spawning, it flashes blue, builds up health, grows slightly and is invincible for a few seconds - Then it explodes and starts attacking players and mobs
 * Each head can fire projectiles, so called Wither Skulls, at different targets - Projectiles explode on impact
 * Shoots two kinds of projectile - a blue one from the little heads, targeting mobs and a dark one from the big head targeting players
 * When hit by projectiles, players get the ‘’Wither II’’ effect, which acts like a slower poison effect that can kill and turns affected players' health bars' hearts black
 * Constantly regenerates health
 * Gains Wither armor when taken down to half health, making it immune to arrows
 * Drops a Nether Star when killed
 * Darkens the sky when spawned in the Overworld
 * Wither Skeletons
 * Carry and rarely drop Stone swords when killed by players
 * Drop bones, coal, and rarely wither skulls
 * Give players Wither effect when hitting them
 * Spawn in Nether Fortresses
 * Will now rarely, depending on difficulty, spawn with the ability to pick up armor, head wear, items, blocks, weapons and tools - Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible        - Items that are picked up will have a 100% chance of dropping after dying - When killed, they drop what they are holding
 * All equipped gear is functional - Swords and tools do more damage on attacks, armor protects the mob
 * Rare tool drops now are damaged when it drops
 * More advanced gear is more likely to spawn with mobs when playing on harder difficulties and rarely drops when the mob is killed by players
 * Witch
 * Looks like an offshoot villager
 * Throws splash potions of poison, slowness, weakness and instant damage at players
 * Holds a potion and wiggles its magical nose with a wart on it when attacking
 * Has a hat, which sometimes emits particles
 * Regenerates health over time
 * Drinks potions of instant health and fire resistance to defend themselves in combat
 * Is immune to 80% of splash potions' effects
 * Drops Sticks, Glowstone, Redstone, Gunpowder, Sugar, Spider Eyes, Empty Bottles & Water Bottles when killed
 * Has a chance to drop the potion it is holding if killed by players
 * Spawn in Witch Huts in swamps
 * Bats
 * Hang on the ceiling when idle, starts flying when players come near
 * Spawn in dark caves
 * Sleep at day
 * Don't trigger pressure plates or tripwire
 * Tamed wolves
 * Their collars can now be dyed by right-clicking the wolf with dye
 * Iron Golems
 * Now attack creepers, Slimes and Magma Cubes
 * All hostile mobs
 * Will now jump down to players as long as they can survive the fall
 * Depending on difficulty, they are willing to take more damage
 * Creepers
 * Will start exploding when they hit the ground, with explosions being more imminent with higher falls
 * Can now have custom explosion radius and fuse timer using edited mob spawners and NBT tags
 * Zombies
 * Will now rarely spawn with armor of all kinds, sometimes enchanted
 * Will now rarely, depending on difficulty, spawn with the ability to pick up armor, head wear, items, blocks, weapons and tools - Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible        - Items that are picked up will have a 100% chance of dropping after dying - When killed, they drop what they are holding
 * All equipped gear is functional - Swords and tools do more damage on attacks, armor protects the mob
 * Rare tool drops now are damaged when it drops
 * More advanced gear is more likely to spawn with mobs when playing on harder difficulties and rarely drops when the mob is killed by players
 * When wearing helmets, they will not burn up - Instead all damage will is applied to the helmet
 * Using modified mob spawners they can have a custom drop rate of items and hold and wear all kinds of items and blocks
 * Now have a chance, depending on difficulty, to infect villagers after killing them - The villager then gets replaced with a villager zombie on death
 * On Normal difficulty, there is a 50% chance of infection and on Hard difficulty there is a 100% chance of infection
 * Infected baby villagers turn into baby villager zombies
 * Baby zombies are 50% faster, don't age, don't burn up in the sun and can wear armor
 * Right-clicking a villager zombie under the influence of a Weakness potion with a golden apple will invert their potion effect, make them wiggle slightly and eventually turn back into a villager
 * Now rarely spawn holding iron swords or iron shovels
 * When holding something in their hands, their arms move upwards when attacking
 * Added baby zombie, which is only spawnable using mods or third-party tools
 * Will now rarely drop carrots and potatoes when killed by players
 * Have a 25% chance of spawning with a pumpkin on their head during Halloween.
 * Skeletons
 * Will now rarely spawn with armor of all kinds, sometimes enchanted
 * Will now rarely, depending on difficulty, spawn with the ability to pick up armor, head wear, items, blocks, weapons and tools - Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible        - Items that are picked up will have a 100% chance of dropping after dying - When killed, they drop what they are holding
 * All equipped gear is functional - Swords and tools do more damage on attacks, armor protects the mob
 * Rare tool drops now are damaged when it drops
 * More advanced gear is more likely to spawn with mobs when playing on harder difficulties and rarely drops when the mob is killed by players
 * When wearing helmets, they will not burn up - Instead all damage is applied to the helmet
 * Using modified mob spawners they can have a custom drop rate of items and hold and wear all kinds of items and blocks
 * Now sometimes, carry enchanted bows - Those items can be dropped when killed by players
 * Have a 25% chance of spawning with a pumpkin on their head during Halloween.
 * Zombie Pigmen
 * Will now rarely, depending on difficulty, spawn with the ability to pick up armor, head wear, items, blocks, weapons and tools - Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible        - Items that are picked up will have a 100% chance of dropping after dying - When killed, they drop what they are holding
 * All equipped gear is functional - Swords and tools do more damage on attacks, armor protects the mob
 * Rare tool drops now are damaged when it drops
 * More advanced gear is more likely to spawn with mobs when playing on harder difficulties and rarely drops when the mob is killed by players
 * Using modified mob spawners they can have a custom drop rate of items and hold and wear all kinds of items and blocks
 * Now rarely carry enchanted golden swords
 * Dropped Golden Swords now sometimes are damaged
 * Added baby Zombie Pigman, which is only spawnable using mods or third-party tools
 * Villagers
 * Improved villagers to make them more self-aware
 * All villagers of one village can now like and dislike specific players
 * Will like players more for trading with them
 * Will like players less for hurting them or their golems
 * When players are really disliked, iron golems of that village can become aggressive towards those players
 * After a villager dies to natural causes, excluding mobs, while a player is within 16 blocks or if a mob kills a villager, no baby villagers will be produced in the next few minutes
 * Changed and added some trades to counteract emerald farming and improve gameplay
 * Will show particle effects indicating a change of liking towards a player
 * Pigs
 * Can now accelerate to up to 5 m/s
 * Now drop their saddle when killed
 * Slimes
 * Now spawn in swamps at night
 * Sheep 
 * Sheep from spawn eggs can now spawn natural colored sheep (white, gray, brown, pink, etc.)

New Years Update
(1.4.6)

1.4.6
New blocks & items
 * Firework Rocket
 * Firework Star used to create Firework Rockets
 * Enchanted Books for enchanting items
 * Nether Brick Slabs
 * A surprise for Chests
 * New chest textures in Christmas.

Gameplay
 * Improved some enchantments
 * Unbreaking enchantment for all items with durability . Some unregular tools (e.g. Shears, Fishing rods) requires Enchanted Books.
 * Silk Touch can now be applied to shears and swords on the anvil using Enchanted Books, cobweb can be harvested this way.
 * Added Thorns enchantment. When a mob hits the player it gets damage. It can be cast on armor.
 * Thorns damage is customizable.
 * Fire Protection now extinguishes players more quickly.
 * Blast Protection now reduces explosion recoil.
 * Efficiency on a pickaxe no longer breaks Dirt faster.
 * Improved drops
 * 3D rendering for dropped items.
 * Only renders with Fancy graphics.
 * When pressing, the player drops a full stack instead of one item.
 * Items now show their enchantments when dropped on the ground and in items frames, only in fancy graphics mode.
 * Improved the block placement on chests, crafting tables, furnaces, beacons, anvils, enchantment tables, brewing stands, etc.
 * When sneaking, the player can place blocks and items on it.
 * New notice features
 * Added tool highlight when switching items in the hotbar
 * To disable it, open options.txt and change heldItemTooltips to false.
 * Added a notice/warning for users still playing on PowerPCs or Java 5 (Java 1.5)
 * New Option
 * Added a option to toggle touchscreen, in game.

NBT code {| class="collapsible collapse-button-none" ! style="text-align: left" |Bug Fixes  : |- |
 * The blast radius of fireballs a specific Ghast shoots can be customized with an editor.
 * Fixed mouse wrongly positioned in fullscreen
 * Fixed mobs walking slowly when you hit them
 * Fixed server/client desync of chests
 * Fixed flame effect on arrows when fired into a pressure plate and player immediately engages flight mode
 * Fixed zombies which sometimes stop attacking
 * Fixed the inability to remove partial XP bars from the "xp -1L" command when you're between level 0 and 1
 * Fixed arrows shot at Endermen disappearing
 * Fixed a bug with custom mob spawners not spawning different types of entities correctly
 * Fixed animals appearing to walk through fences in SP
 * Fixed some items with multi-layer textures rendering both layers separately when on the ground
 * Fixed tools differing only in damage not being able to be swapped in the inventory
 * Fixed some Z-Fighting with the beacon
 * Fixed some graphical issues in the trading GUI
 * Fixed /say not showing the text in the original purple color
 * Fixed placing double slabs ignoring damage value
 * Fixed minecarts being unable to travel through Nether portals
 * Fixed lightning not flashing
 * Fixed the Nether and the End generating random client-side blocks in MP
 * Fixed FallingSand spawners failing to save properly and causing crashes
 * Fixed the blocks in lowest layer of the map not being recognized by beacons
 * Fixed enchantments not showing in Item Frames, but fixed only in fancy graphics mode.
 * Fixed 1-9 clicking an item out of a furnace not giving XP
 * Fixed mobs reverting farmland to dirt when mob griefing gamerule is set to false
 * Fixed setting an Enderman on fire with lava or flint and steel not making it teleport away
 * Fixed animals on fire not fleeing
 * Fixed boats being placed in the wrong direction
 * Fixed Endermen not being able to dodge flaming arrows
 * Fixed the game auto-selecting the first item on the toolbar when entering the Nether
 * Fixed leaves having the incorrect tooltip
 * Fixed drowning in creative mode
 * Fixed the  command not enchanting with ID 0 (Protection)
 * Fixed not hearing the XP sound every 5 levels
 * Fixed minecarts and falling entities jittering
 * Fixed passive mob spawn eggs not being consumed
 * Fixed Endermen not opening their mouths when being attacked by other mobs
 * Fixed F3+B hitboxes rendering invisibility potions
 * Fixed the Wither sometimes destroying its own star

Redstone Update
(1.5)

Planned changes
'''Note: Most of the changes listed here have no detailed references since most of them were mentioned at MineCon 2012. Especially the Future Updates with the Minecraft PC Team respectively the The Future of MOD API talk '''

You can watch the presentation here:

Redstone improvements

 * More predictable and consistent redstone behavior
 * The functionality of BUDs will be affected
 * Eliminating directional quirks
 * Most of the timings of redstone contraptions will change
 * Overall redstone will be more like analog signals
 * Redstone signal strength will matter (for some blocks)
 * A Capacitor Block
 * Only outputs a signal if the input has a specific strength
 * Configurable like a repeater
 * Possibility of a BUD Switch block
 * A way of sucking up items into a container/transport items between containers
 * This will most likely be a revised form of the Allocator idea
 * Weighted pressure plates
 * Outputs a signal with a strength corresponding to the weight of the entity (e.g. storage minecarts) sitting on the pressure plate/detector rail
 * Perhaps a Daylight Detector
 * Outputs a signal with a strength corresponding to the intensity of the sunlight
 * Redstone repeater lock improvements
 * Some Redstone bugfixes
 * Perhaps one or more new ores for crafting the new redstone devices
 * Will most likely be available only in the Nether, encouraging exploration of the dimension

Minecart improvements

 * New ways of transporting items
 * Using minecarts similarly to Railcraft systems
 * New uses for storage minecarts
 * Filling and emptying of storage minecarts
 * Specific rails to empty them
 * The possibility of linking minecarts together (driven by furnace minecarts)
 * Rails to unload mobs and perhaps players when reached

Rendering engine rewrite
The features were:
 * Current engine has some bugs
 * Will require a higher OpenGL feature-set
 * Will include some sort of fallback for older hardware
 * Support for high resolution textures
 * The internal layout of texture packs will change
 * Every block will have its own texture file
 * Supports the use of animated textures for all blocks
 * The geometry of individual textures can differ
 * Not intended to support HD skins
 * Much faster overall rendering, resulting in more frames per second (FPS).
 * Lighting fixes similar to the ones first introduced in snapshots 12w39a/b (during 1.4 development)
 * Support for fancy lighting control
 * Support for more realistic lighting, such as active furnaces only giving off light from their front surface

Other

 * No new mobs.
 * Fireworks for New Year's Eve
 * Will be a safe explosion
 * Perhaps a method of enchanting equipment with paper
 * The player would enchant the paper, then use an anvil to combine it with equipment
 * The anvil cost to do this would be very high
 * The Possibility of editing Ghast Fireballs' sizes with third party programs
 * Will not affect the amount of damage dealt to the Player
 * Slabs made up of Netherrack/Nether Brick
 * A crafting recipe for Nether Brick

Technical Blocks
Note:Some data values may be changed to my liking.

Technical blocks are blocks that cannot be acquired without commands or mods, but have independent block IDs, and serve various purposes during events within the game.

Piston related technical blocks
These blocks serve a purpose when a piston is used.

Piston Extension
Block 34 is a block used by the piston's extension arm. One of the data bits of this block defines if it is a normal piston or a sticky piston extension. Many players use this block as a table instead of the standard pressure plate on fence. Block 34 can be obtained by using the pick block key on Block 34 in creative. Block 34 cannot be placed even if the player has it. It can, however, be placed with some programs. For example---MCEdit or certain modifications.

It is possible to create a piston arm that will not disappear when the block next to it updates, but it will disappear if the piston that created it is moved or destroyed (The piston is both extended and retracted at the same time.) This can only be done with sticky pistons. To replicate this, one must create a "smart piston" (a piston that will push a block away as soon as the block is placed in front of the piston). This is accomplished by putting a redstone torch underneath the space where the block will be, and connecting wire from next to the space where the block will be to the piston. Since the pulse that will be created is less than 1 tick (1/10 of a second), the sticky piston will not stick to the block. Next, place blocks in front of the piston until it can't push any more, and destroy the block immediately in front of the piston (again, this must be a sticky piston.) The piston will extend and retract several times, then stay extended and retracted at the same time until either the piston or the arm is destroyed (Destroying the arm will not destroy the piston, but moving or destroying the piston will destroy the arm.) (Tested horizontally in Minecraft 1.2.5.)

Piston Moving
Piston Moving is a block used by pistons. It is a side effect of the method of storing moving blocks as tile entities instead of entities. It is used by the piston extension for the effect of the animation coming out of the piston base. This block's color, when located next to a block in the world, is black. When a block next to it is removed, it becomes invisible, can be walked through, and when light passes through it the light level decreases by 1. They are unbreakable by traditional methods, though they can be removed by simply right-clicking. The game treats the block as a stone block when it comes to their breaking animation and the sound of the player's footsteps. In the inventory it has a top of a gray grass block texture and it cannot be placed. Block 36 has no name other than its block code, 36. It is impossible to obtain block 36 without mods, the /give command, or using pick block while rapid-firing a piston. This block, if hacked into the game, can be used as a method to block fluids. Block 36 is transparent, and entities can pass through it.

Burning Furnace
This is a block used to make furnaces shed light when smelting. It has a different texture than the normal furnace and emits particles. It will replace the normal furnace block while the furnace is burning fuel, but once the fuel runs out it will revert. Through /give or other means you can place this block and it will "burn" for as long as you don't use it. Strangely, if hacked into the game as an item, it looks as if it were the regular furnace, it also has the same tooltip, "Furnace", instead of something like "Burning Furnace" or "Fueled Furnace".

The block is able to be seen at all times on Pocket Edition through a glitch. It is not a common glitch, but the furnace will stay burning even if no fuel is being burned.

Glowing Redstone Ore
This is a block used to make Redstone Ore glow when stepped on, right-clicked, or left-clicked. Glowing Redstone maintains its glow if pushed or pulled by a piston, but eventually stops glowing as if it had been touched by the player when placed.

In Creative Mode, middle-clicking Glowing Redstone Ore will select it as a different block than normal Redstone Ore.

Block 75
Block 75 is a block representing an off-state Redstone Torch. When a normal Redstone Torch receives power it turns off, turning to this block, and stops giving power. When the torch stops getting power it turns back to the normal on-state torch, and gives power again. For the game to know the torch stopped getting power the game must update the block - this happens when a block near the torch changes, and when it turned off because of Redstone current, this is not a problem, but when spawned into the world it will be turned off, and because no block is updated, it will stay this way, until a block updates. When the block is removed it will turn to a normal on-state torch. This can be used to create 'burnt out' torches. This block used to be available in the new creative inventory (12w21b) under the Redstone section, and the normal Redstone Torch was under Decoration. However, this was fixed later in 12w22a. Removing 'off' torch.

Block 94
Block 94 is the "on" state of the Redstone Repeater. If one tries to hack this in, the picture will be the top of a stone slab, or the bottom of a Redstone Repeater. If placed, it will lose the charge after one tick, making it a way to start one-tick pulses in creative or through use of the /give command.

Block 124
Block 124 is the "on" state of the Redstone Lamp When placed, it immediately turns off. This block can be obtained using Silk Touch, but when placed will turn off because nothing is powering it.

Flowing Water
The flowing water block tells the game to check for any air blocks around it and put some water into them if applicable. This is distinct from whether or not the fluid appears to be moving, and whether or not it is a source block. When placed using a water bucket or a mod it will flow 8 blocks.

Flowing Lava
The flowing lava block tells the game to check for any air blocks around it and put some lava into them if applicable. This is distinct from whether or not the fluid appears to be moving, and whether or not it is a source block. Lava flows for 4 blocks in overworld and 8 in the Nether (flowing the same distance as water, but still at the speed of lava).

Trivia

 * Even when a source block is removed, lava can continue flowing for a considerable amount of time.
 * Flowing lava does not set nearby flammable blocks on fire.

Bugs

 * Flowing lava still burns but depending on the direction of the flow, the graphic is changed.


 * In Creative mode, lava always starts flowing. But, in a 1 x optional pit, it will never do so. un-box it and it will start flowing.


 * In Creative mode, if lava is flowing, then you box it into a 1x1 box, it will continue flowing.

Infinite Lava Source
Similar to the Infinite Water Source, the Infinite Lava Source was a block that created infinite lava which would replicate infinitely to fill up volumes. The block was removed after infinite worlds were introduced. They flowed placing a lava source next to them in all four directions. They could be broken with one click.

Infinite Water Source
The Infinite Water Source was a block that would create infinite water, which would replicate infinitely to fill up volumes. They were added orignally to allow for infinite lakes on floating maps. The block was removed after infinite worlds were introduced. They flowed placing a Water source next to them. They could be broken with one click.

Farmland
Farmland is a block on which seeds can be planted and grown. To make farmland, you can use a hoe on dirt or grass. If you destroy a farmland block, which can be destroyed without a tool, it will drop dirt. After using a hoe on a block of dirt, the top of the dirt's appearance changes, becoming ridged and bumpy like tilled soil and the top layer is removed. A block of farmland becomes darker to replicate the appearance of wet soil when it is hydrated by a nearby block of water. If left alone for a period of time, unhydrated farmland will "decay" and become dirt. Grass and Mycelium do not spread onto farmland.

Natural occurrence
Farmland occurs naturally in NPC Villages where wheat, potatoes and carrots are grown on them. Patches of farmland are surrounded by logs or sandstone. However, sometimes these farmland blocks are trampled by mobs causing them to become dirt blocks instead.

Farming
Farmland is required to grow five of the game's types of crops - wheat, pumpkin, potato, carrot and melon. Melon and pumpkin blocks don't need farmland to spawn onto, as they can grow on normal dirt or grass blocks, but their seeds still need to be planted on farmland. To begin farming you need to craft a hoe. The hoe can be used to till dirt or grass into farmland by right-clicking.

A farmland block will be created dry. If it is near water, the farmland block will become hydrated. Seeds can be planted in any farmland block where they will eventually grow. By placing torches close to sown farmland, crops can be grown at night or even underground. This will also prevent aggressive Mobs from spawning near them.

Pumpkin and melon blocks are not affected by being walked or jumped on, but the parent plant may be. When blocks are placed on farmland, it reverts to dirt. This includes naturally generated blocks, such as when a melon or pumpkin is produced. Different types of seeds grow differently on dry farmland and also differently on hydrated farmland.

Plants such as saplings, ferns, tall grass and flowers may be planted on farmland, but they can also be planted on normal dirt anyway. Mushrooms, sugarcane and cactus cannot be planted on farmland. Jumping on farmland causes it to revert to plain dirt, and 'harvests' seeds planted in it, but other plant types are not uprooted.

As of 1.4 snapshot update 12w34a, you can also plant carrots and potatoes.

Wheat Stalks
This block appears when wheat seeds are planted on farmland.

Pumpkin Stem
The block that is planted on farmland when pumpkin seeds are used on it. It starts off-set under-ground, and rises up as the plant grows, as opposed to the method wheat seeds uses, where each growth stage is an individual texture. The stem is coloured green by the game, and then brown once fully grown.

The stem will change to the second image once a pumpkin has grown off the stem. A single stem will connect to any Pumpkin in an adjacent square, thus there are 5 possible appearances to a stem. When the pumpkin is removed, the stem will return to its original image.

A single pumpkin will grow off a full grown stem at a time, but once that pumpkin is removed, another can grow in its place.

Destroying a fully-grown stem yields 0-3 pumpkin seeds.

Melon Stem
The block that is planted on farmland when melon seeds are used on it. The colouring and growth method is the same as the Pumpkin Stem's.

The stem will change to the second image once a melon has grown off the stem. A single stem will connect to any Melon in an adjacent square, thus there are 4 possible appearances to a stem with a melon on it and 1 without. When the melon is removed, the stem will return to its original image.

A single melon will grow off a full grown stem at a time, but once that melon is removed, another can grow in its place.

Destroying a fully-grown stem yields 0-4 melon seeds.

Monster Egg
Monster Egg (also known as Silverfish Block or Block 97) is a block that spawn Silverfish when broken. Monster Eggs have identical looks to either stone, cobblestone, or stone brick, and are naturally found in strongholds, hiding among the true blocks. When breaking it with a pickaxe it takes noticeably longer to mine than regular stone, cobblestone, or stone brick, making it relatively easy to distinguish from the regular blocks, if one is careful enough. The block can also be destroyed by hand fairly quickly, unlike regular stone blocks. Mining a Monster Egg with a Silk Touch enchantment does not give the player a Monster Egg block, but the type of block that the Monster Egg is disguised as.

Monster Eggs are meant to deceive players. When mined, it will spawn a Silverfish which will instantly attack the player. Also, if the player attacks a Silverfish directly with a sword, bow or potion of harming, nearby Monster Eggs will break, spawning other aggressive Silverfish. If the block is destroyed by an explosion (e.g., creepers, TNT, etc.), the Silverfish will die inside of the block, which gives no experience points. The Ender Dragon is also able to destroy Monster Eggs, and prevent a Silverfish from spawning. When a Silverfish is not pursuing the player, the Silverfish will go to the nearest stone, cobblestone, or stone brick and go inside it, converting the block into a Monster Egg. When mined, the spawned Silverfish will have full health.

Monster Eggs are available in the inventory in creative mode, and can also be made by placing a stone, cobblestone, or stone brick block, and right-clicking on it with a Silverfish spawn egg. The block will then convert into a Monster Egg. Attempting to add more Silverfish into the block will result in the silverfish spawning normally.

Nether Portal
Nether Portal blocks are generated when a portal is formed, standing in them will teleport the player from The Overworld to the Nether and vice versa. However, they disappear when a block is placed next to it. In creative mode you can break this block and it will play the glass breaking sound.It can be obtained with the use of mods or the /give command on a server. The portal block's animated texture is procedurally generated, like water or lava. Nether Portal icon in Inventory are different in Overworld and Nether.

Trivia

 * Although one cannot legitimately activate a Nether Portal in The End, Nether Portal blocks will function properly and take you to a place in the Nether that corresponds to the location in the Overworld from where you first entered The End.
 * As of 12w16a, one can obtain a portal block using cheats.
 * The inside of the Nether Portal block is hollow.
 * Despite popular belief, you only need one portal block, without a frame, to warp to the Nether. This applies to both Nether and The End portals.
 * Though this block must be obtained with an inventory editor, it is not possible to place two nether portal blocks next to each other in the vanilla game simply because the block updates, then realizes it's not in a frame, and so, disappears.
 * Placing portals next to each-other can however be done via Third-Party modifications.


 * If obtained with an inventory editor, or using the 'Pick Block' button to get the block, the block can be broken with a sound similar to glass while in creative mode.
 * While in your inventory, it appears as a full block unless it is rendered in the world. (Example, it looks like a normal full block, but when you place the hacked portal in your inventory, it will then render as it looks in Minecraft)
 * If pushed by a piston, this block disappears and causes the piston to glitch out, showing both an extended arm and a retracted arm.
 * When looking through a Nether Portal, rain and waterblocks become invisible
 * When looking through ice blocks, the portal blocks become invisible.

End Portal
The End Portal is a block that will teleport the player into or out of The End dimension. It looks like a hole to a three-dimensional void with layers of blue and greenish stars, and emits light and black smoke particles. Only the top and the sides of the block are technically visible, and the bottom side is transparent‏. In addition, the bottom and top cannot be passed through, although the sides can be. The collision box for this block takes up the lower 1/16th of the block, similar to Snow.

Wherever the End Portal block exists, there is also a tile entity named “Airportal”. This tile entity has no additional data and is presumably responsible for the special visual effect only. When a player touches an End Portal block, they are teleported to the End if they are in the Overworld, or to the Overworld if they are in the End.

Trivia

 * The End Portal is technically the only block without a conventional texture, or entity texture; it uses the same image as the background of The End, with an additional effect added on top.
 * When the End Portal is destroyed, it releases gray particles, because it has no texture as such - it is rendered differently to normal blocks in-game, using multiple textures, and so for the inventory icon and the particle texture, it just uses the texture at (0, 0) in terrain.png, the default, which is grass.


 * Unlike a Nether Portal, the player is instantly teleported to The End. As such, the player has no time to fall into the lava below the portal.
 * Despite popular belief, if you manage to obtain a portal block, you only need one, without a frame, to be transported to the End.
 * As of Beta 1.9 Pre-release 4, End Portal blocks can be destroyed in Creative Mode. This does not affect the effects of adjacent End Portal blocks.
 * If the Portal is viewed from underneath it will be invisible, allowing you to see through the portal.
 * If a player moves from an End Portal Frame (which does not have an Eye of Ender in it) onto a Soul Sand block placed on the sides of an End Portal Frame, they will briefly sink an extra distance while crossing over.
 * If TNT is detonated on an end portal no blocks in its blast radius will be destroyed the same as if TNT is detonated in water.
 * Passing the End Portal while riding a minecart will not teleport you to the end, instead you will simply pass through the portal straight into the lava below, because the portal does not check for riding entities, but only the hitting entity itself.
 * When a player properly passes through an End Portal, they maintain their vertical speed. Jumping from a very tall height into an End Portal usually results in massive fall damage (and usually death) when they land on the Obsidian panel that is created at the spawn point. This can be avoided by placing layers of water directly above the End Portal, which will negate fall damage upon entering the other dimension.
 * In multiplayer, hacked end portal frames making an end portal will disconnect the player because they "moved too fast", and when they respawn, they will spawn a distance from the end "island" above the void, falling in the void.
 * The Player can obtain some of the technical blocks in creative mode by clicking the scroll-wheel on their mouse and the portal will appear in their slot.
 * As of the 12w23b snapshot, the endportal frame block can be found in in the creative menu.
 * However, by using the "pick block" you may select an End Portal Frame block in an open inventory space.
 * Mobs that would typically teleport or catch on fire (Zombies, Skeletons, and Endermen) will ignite/teleport if standing in an End portal block.
 * This block can be destroyed by the Ender Dragon when said mob passes through it.
 * Though this block cannot be pushed or pulled by pistons, when placed next to a piston which is then turned on, if you delete the portal block the piston glitches out, showing both an extended piston arm and a retracted arm.
 * Interestingly, the selection box for an end portal block appears on the bottom of the block, even though the actual location of the texture is at the top of the block.

Purple Default Block
The Purple Default Block is the non-textured version of blocks, and is the base template for textured/existing blocks. It may appear when the texture for a block has been removed or cannot be found, such as for the Locked Chest, or when the player edits the inventory or uses the /give command to spawn blocks with an incorrect data value, such as a wool block at data value 16. In this case, it will appear as wool when placed but will appear as the untextured block to the player while in their inventory.

Properties
This image is what blocks look like without a texture. The block data still exists for the textured block it is supposed to be.

This block cannot be placed unless hacked into it by using programs such as MCEdit, since when placed by a player it will appear as the block it was supposed to be, say if you used a data value, like wool with the value of 16, placing it would force it to revert to white wool as the source block is wool.

This is technically not a block, but it is the grid block to the terrain.png file that would otherwise be invisible, therefore not allowing any cheating by default.

This texture glitch also happens when looking at a block with an outdated texture pack, such as using a 1.1 texture pack in 1.2.5, would result in the Redstone Lamp being this texture, although it will keep its properties.

There is a way to correct this texture error, if you find the slot in terrain.png that the block is looking for a texture for, simple either create a texture or use a version of the game with that texture present. It also happens using a texture pack from 1.2.5 in 1.3.2.

Invisible Bedrock
A wall of Invisible Bedrock surrounds Pocket Edition maps. When placed, it is possible to see through walls, but cannot be destroyed. When held, the item texture looks like that of a stone-like item. Ladders can be placed on it, allowing you to climb over the invisible wall surrounding the maps. If you go high enough in Creative mode, you can go around it. You will see through the blocks lined up against the Invisible Bedrock.

If you shoot an arrow into Invisible Bedrock it will continue until it has reached the level of visible Bedrock. There is a glitch where putting blocks at max height next to Invisible Bedrock and walking into it will cause you to clip through the Invisible Bedrock and appear to float on nothing.

Update Game Block


The Update Game Block is a placeholder for nonexistent data values. It is a block with a Dirt texture with "update!" written on it. The Update Game Block was added in 0.1.3.

Version History 1.8 Beta+
Starting in the period between Beta 1.7.3 and Beta 1.8, Mojang began to publicly release testing versions of full updates in order to get major feedback, especially for bug reporting, so that the official update is considerably more stable. While these versions were public, they were not auto-installed by the game and are completely optional.

In Beta, these versions went under the tag of "Pre-Release", candidates subject to release for 1.0.0 as "RC#", and post-1.0.0 were given a name under a special syntax (see below).

To install a development version, simply download the minecraft.jar file, place "minecraft.jar" in your .minecraft/bin/ directory and run Minecraft as usual. For GNU/Linux, some extra work needs to be done to get the snapshots going.

Note: This is not a page for reporting bugs; they should be posted on the official bug tracker instead. For more information see the Issues page.''

Minecraft 1.5 Snapshots & Pre-releases
YY is the two-digit year, WW is the two-digit week number within the year, and x is a unique identifier, starting with "a", in case there is more than one release per week, and "w" simply stands for "week".

Minecraft 1.4 (The Pretty Scary Update) Snapshots & Pre-releases
Because Mojang wishes to have fireworks in-game for New Year's Eve, but cannot complete the Redstone Update within that time period, they have decided to work in "several parallel branches of code", with the features of snapshot 12w49a being released before Christmas as 1.4.6, and the Redstone Update being released January or February 2013 as 1.5.

{| class="collapsible wikitable" style="width:100%" |- !width="75"|Version !width="90"|Date of Addition !Additions Summary !width="80"|Download |- | 1.4.7 Pre-release | December 28, 2012 | | Client Server (or .exe) | 1.4.6 Pre-release | December 17, 2012 | | Client Server (or .exe) | 12w50b | December 14, 2012 | | Client Server (or .exe) | 12w50a | December 13, 2012 | | Client Server (or .exe) | 12w49a | December 6, 2012 | | Client Server (or .exe) | 1.4.5 Pre-release | November 16, 2012 | | Client Server (or .exe) | 1.4.4 Pre-release | November 8, 2012 | | Client Server (or .exe) | 1.4.3 Pre-release | November 1, 2012 | | Client Server (or .exe) | 1.4.2 Pre-release | October 24, 2012 | | Client Server (or .exe) | 1.4.1 Pre-release | October 23, 2012 |
 * No server or client updates necessary.
 * Added an option to toggle touchscreen mode
 * When a player hits another player from far away with bow it makes a high pitched sound
 * Thorns damage is now customizable.
 * Fire Protection now extinguishes players more quickly.
 * Blast Protection now reduces explosion recoil.
 * Tweaked Fireworks effect and sounds
 * Item entities are rendered as 3D objects in the world when in Fancy graphics mode
 * This includes items placed in Item Frames
 * Items now show their enchantments when dropped on the ground
 * Added Enchanted Book to Villagers and Chests
 * Can be found in dungeons with special enchantments normally not obtainable
 * Overall Protection enchantment is no longer as effective as all the other Protection enchantments combined
 * Silk Touch can now be applied to shears by using the anvil
 * Cobweb can be harvested utilizing this feature
 * Unbreaking enchantment can be applied to anything with durability using Enchanted Books
 * Added “Thorns” enchantment for armor
 * When hit by a mob, the mob will receive damage
 * Added tool highlight when switching items in the hotbar
 * Renamed items will display the changed name
 * To disable it, open options.txt and change  to.
 * Added a notice/warning for users still playing on PowerPCs or Java 5 (Java 1.5)
 * Mojang plans to drop support for Java 5 by Minecraft 1.6. This is due to the most recent versions of LWJGL no longer supporting Java 5, with PowerPC also no longer supported by Apple to be made compatible with Java 6 or newer.
 * When pressing + By default (Or your "Drop" button if changed in controlls), you drop a full stack instead of one item
 * Removed Firework Rocket in Creative inventory
 * Added xmaschest.png, largexmaschest.png, and skis.png textures
 * xmaschest.png changes the chest texture to resemble a red gift.
 * largexmaschest.png changes the large chest texture to resemble a green gift.
 * skis.png are textures which resemble skis; use unknown at the moment.
 * Chest will use these textures on December 25
 * Added Firework Rocket (sound effects will come soon)
 * Added Firework Star
 * Fireworks are customizable by crafting
 * Added Enchanted Books for enchanting items
 * Added Nether Brick Slabs
 * When holding sneak, the player can place blocks and items (like redstone, repeaters, and levers) directly onto blocks such as crafting tables, furnaces, and dispensers.
 * The blast radius of fireballs a specific Ghast shoots can be customized with an editor
 * Mostly a client-side update, thus staying at protocol version 49 (1.4.4)
 * No server update necessarily needed
 * Baby mobs are spawnable by right-clicking a mob with a corresponding mob egg
 * Added /enchant command to give specific enchants
 * Squids now die on land after a few seconds
 * When in creative, flying through cobwebs does not slow you down, but walking through them in creative will.
 * Bats spawn less frequently
 * Activated the Wither painting
 * Tweaked naming costs in the anvil
 * Tweaked experience points reward for smelting

| Client Server (or .exe) | 1.4.0 Pre-release | October 19, 2012 | | Client Server (or .exe) |- | 12w42b | October 18, 2012 | | Client Server (or .exe) |- | 12w42a | October 17, 2012 |
 * Level cap on anvils removed in creative mode.
 * New sound effects for the Wither, Bats, the Anvil and Ender Dragon.
 * New sound effects for Zombies. (Curing a Zombie, infecting a Villager and a Remedy sound).
 * Servers show their version in Multiplayer menu if not matching the client.
 * Falling sand now properly “pops” when falling on non-solid blocks (such as torches).
 * The redstone repeater lock mechanism is now slightly more stable / predictable. It’s still not 100% as Mojang wants it, but fixing it completely will require bigger changes planned for Minecraft 1.5.
 * Fixed tooltip width for renamed items.
 * Added a number of sound events, but the sound effects are not added yet.
 * Added new step sound for silverfish.
 * Added three new sound effects for zombies.
 * Added new sounds for zombie pigmen.
 * Added bat sounds.
 * (More sounds to come)
 * Server ping will now tell if the server and client have mismatching protocol versions.
 * Updated translation files.
 * Server IPs can now be individually hidden
 * Changed repeaters
 * When powering the either side of a repeater directly with another repeater, it will lock the current state of the other repeater until the signal to the powering repeater is turned off.
 * If a repeater that is on is locked, it will stay on.
 * If a repeater that is off is locked, it can not output a signal
 * When locked, the repeater's second torch will no longer be visible and a bar textured similarly to bedrock will appear
 * Anvil tweaks
 * New crafting recipe, now is 31 iron ingots instead of 55
 * Minor visual changes
 * The player can repair tools and armor using their source material. To get a tool or piece of armor to its maximum durability when it is nearly broken, one must use four of its source material (wooden planks, cobblestone, iron, gold or diamonds). However, hoes are not able to be repaired.
 * Reduced experience level cost
 * Bats no longer trample crops, activate pressure plates or tripwire
 * Updated language file

| Client Server (or .exe) |- | 12w41b | October 12, 2012 | | Client Server (or .exe) |- | 12w41a | October 11, 2012 | | Client Server (or .exe) |- | 12w40b | October 5, 2012 |
 * Anvils will be damaged by falling depending on distance fallen.
 * Added a new Anvil Block for repairing, merging & naming items.
 * Three different damage states: Anvil, Slightly Damaged Anvil, and Very Damaged Anvil.
 * Anvils can not only rename tools and armor, but any item.
 * Renamed placeable items will not retain their name if placed.
 * Anvils can merge enchantments
 * Items with two different enchantments will give an item with both
 * Items with the same enchantment will increase the level of the enchantment if they have the same level or take only the highest if they don't
 * Some enchantments can be lost during the merging because of incompatibility (ex: Sharpness I + Smite I)
 * The first item seems to have the priority (the lost enchantments are on the second item)
 * Anvils can also be dropped in a similar manner to Sand, Gravel, and Dragon Eggs.
 * When landing on a mob, the anvil will deal damage relative to the distance it fell.
 * Renamed "Chat Settings" to "Multiplayer Settings".
 * Contains the old chat settings menu.
 * Option for cape-owners to hide their capes ingame.
 * Tweaks to debugging
 * F3+H now shows tool and armor durability on damaged items - On maps it shows the zoom level.
 * Now shows which cardinal direction the player is facing on the f value.
 * The pie chart on the F3 overlay is now shown when opening it using shift+F3 instead of vice versa.
 * Mobs no longer forget that they are aggressive against a player in Creative mode after a few seconds anymore.
 * Creepers now can have custom explosion radius and fuse timer using edited mob spawners and NBT tags.
 * Potion-like effects given by the Beacon now use semi-transparent particles, to be less intrusive.
 * Normal potions remain unchanged.
 * Level-up sound now only plays every 5 levels and has been tweaked.
 * Gaining experience from breeding animals.
 * Added a way to teleport a player relative to their current coordinates.
 * Use ~ to represent current position and then + or -.
 * For example, "/tp (player) ~+500 ~-5 6.13" teleports adds +500x, -5y, and moves the player to 6.13z.

| Client Server (or .exe) |- | 12w40a | October 4, 2012 | | Client Server (or .exe) |- | 12w39b | September 28, 2012 | | Client Server (or .exe) |- | 12w39a | September 27, 2012 | Client Server (or .exe) Client Server (or .exe)
 * Added Swamp Hut structures, for Witches to spawn in
 * Added superflat preset "Redstone Ready" with a 52 layers of sandstone, 3 layers of stone, and 1 layer of bedrock
 * Flatworld configuration now allows you to generate trees, strongholds etc
 * Now pumpkins, tall grass, flowers, trees, mineshafts, dungeons, strongholds, lakes, desert wells, ravines and ores will spawn on superflat maps
 * Custom Item naming NBT tags (intended for custom map makers)
 * Using the NBT, it is possible to add custom names to items, as well as a lore list for that item
 * Better inventory management
 * The pick block action now works on blocks that are represented as items in the inventory. (Eg: Repeaters, redstone dust, tripwire)
 * Pressing the 1-9 hotkeys while hovering over an item will put that item into the inventory bar.
 * In creative mode, you can now shift-click items from the hotbar to the survival inventory screen
 * The left-click action will no longer open doors, pull levers, push buttons or open trapdoors. Use the right mouse button!
 * Firespread has been slightly nerfed again to prevent infinitely spreading fires
 * Beacon Texture altered, as well as the beam.
 * Eye of Ender can now be used in superflat worlds. (only if stronghold generation is enabled)
 * Slimes now spawn in Swamp biomes at low light level.
 * Custom potions
 * Only available by editing in with a world editor
 * Able to create potions with multiple effects
 * Command blocks had arguments added
 * Added "l" and "lm" arguments for indicating players with a maximum level, and minimum level, respectively
 * Added "r" and "lr" arguments for indicating the maximum and minimum range to which players will be affected
 * Added a command variable to the "/xp" command
 * Use "L" after number to represent number of levels, not number of xp.
 * For example "/xp 4L" will give a player 4 levels.
 * Added more options to customize spawners
 * Spawners can now have their range and maximum spawn limit customized.
 * Lighting system overhauled.
 * Many blocks previously incorrectly lit now interact correctly with lighting now (stairs, slabs, pistons, etc.)
 * Several sound tweaks
 * Changed Witch texture dimensions.
 * More bugfixes & slight tweaks.
 * Debug screen shows which chunk the player is in, as well as where in that chunk, next to the X and Z coordinates.
 * 12w38b
 * September 21, 2012
 * Updated sound engine and fixed wrong sounds.
 * Added minecart sounds.
 * Changed level-up sound.
 * Changed fall-damage sound.
 * Changed the new block placing sounds (implemented in 12w38a) back to original sounds.
 * New cave sound.
 * The fire charge makes the same sound as flint and steel when used
 * A few tweaks to the witch mob.
 * Can't hurt themselves now.
 * Texture changed slightly.
 * New drops
 * Misc potion ingredients
 * Sticks
 * Chance to drop what they're holding at the time of death
 * New creeper fall mechanics
 * Creepers will explode if they fall on you from a certain height.
 * Chance to drop what they're holding at the time of death
 * New creeper fall mechanics
 * Creepers will explode if they fall on you from a certain height.
 * 12w38a
 * September 20, 2012
 * The Nether loads faster when going through a portal.
 * In Creative mode, teleportation is instantaneous.
 * The water overlay is more saturated blue.
 * Updated and added new sounds by C418.
 * New footstep sounds: sand, gravel, soul sand, grass block, ladders, snow, and stone.
 * New block-placing sounds: wood, stone, plants, sand, gravel and torch. New sounds are unintended and are the same as in the Pocket Edition.
 * New block breaking sounds: wood, snow, glass.
 * New mob sounds: cow, chickens, pigs, Enderman (watched/observed, attacked, etc.), zombie, spiders, skeleton, and slime.
 * New tool sounds: flint and steel, shears (when shearing sheep) and hoe when you till dirt.
 * Lava and flowing water now have constant noise.
 * Added level up sound, but will be changed later for a shorter one.
 * Added sound when Withers break blocks.
 * Added bats
 * A passive mob
 * Spawns in dark caves.
 * Spawns in Peaceful mode.
 * Sleeps during the day.
 * Hangs on the ceiling when idle, starts flying when players come near.
 * Added a hostile mob (witch).
 * Its nose slowly bobs up and down when not hostile.
 * Throws splash potions of poison, slowness, weakness and instant damage at you.
 * Regenerates health over time.
 * Hold an empty bottle and raise their noses when attacking.
 * Drink potions of instant health and fire resistance to defend themselves in combat.
 * Rarely drop potions of instant health and fire resistance.
 * Is immune to some splash potions.
 * Does not spawn naturally (yet), but a spawn egg exists for it in Creative mode.
 * Command block target parameters have been upgraded.
 * Beacon artwork was changed.
 * The beam of light was changed.
 * The texture of bedrock under the beacon is removed.
 * Wood blocks have a different rotation algorithm. Instead of using the player’s position, they rotate based on the face they are placed upon, like a lever (this is mainly a test).
 * Stone monster egg blocks (which spawn Silverfish) will rarely generate underground in Extreme Hills biomes.
 * The texture of bedrock under the beacon is removed.
 * Wood blocks have a different rotation algorithm. Instead of using the player’s position, they rotate based on the face they are placed upon, like a lever (this is mainly a test).
 * Stone monster egg blocks (which spawn Silverfish) will rarely generate underground in Extreme Hills biomes.

Client Server (or .exe) Client Server (or .exe)
 * 12w37a
 * September 13, 2012
 * Tweaks to the Wither.
 * It creates an explosion around itself once it is done regenerating from spawning.
 * The Wither now will randomly shoot slow blue-colored versions of wither skull projectiles when idle.
 * Added "Re-Create" option to the World selection menu.
 * Allows you to create a new world as a copy of an existing save, defaulting all of the world options and the world seed to match the original.
 * 'Carrots' are now singularly 'Carrot'.
 * Added pumpkin pie.
 * Tweaks to a couple of item sprites.
 * Bread, raw chicken, cooked chicken, raw beef, steak, raw porkchop, cooked porkchop, red apple, and Nether Star no longer have a dark outline.
 * Carrots changed to match their singular title.
 * Golden Carrot sprite changed to match new carrot sprite.
 * Heads are now correctly centered.
 * Baked potates do not have steam above the main texture anymore.
 * Leather armor now has a non-dyed layer.
 * Time of the redstone signal of the wooden/stone button extended from 9 to 12 redstone ticks
 * Superflat customization GUI:
 * Comes with 7 presets: Classic Flat, Tunnelers' Dream, Water World, Overworld, Snowy Kingdom, Bottomless Pit (Broken), and Desert.
 * Custom starts off with Classic Flat with three options: Add Layer, Edit Layer, Remove Layer. Adding and editing are not yet included.
 * You can customize superflat without add/edit layer option using the "seed" in the preset list.
 * Fishing now gives the player XP.
 * Pigs are now able to jump when players ride on them.
 * Pigs will cease to move when ridden in water. (player weight or bug?)
 * Added  command to empty the inventory.
 * Hostile mobs are now a little bit more fearless in hard difficulty.
 * Mobs will risk taking fall damage to reach the player, provided it will not be deadly to themselves.
 * Seems to be more Wither skeletons in Nether Fortresses.
 * Heads can now be customized to be player heads using an NBT tag
 * Mobs will risk taking fall damage to reach the player, provided it will not be deadly to themselves.
 * Seems to be more Wither skeletons in Nether Fortresses.
 * Heads can now be customized to be player heads using an NBT tag
 * 12w36a
 * September 6, 2012
 * Updated Wither
 * Place 4 pieces of Soul Sand in a vertical T-shape and place 3 Wither Skeleton Skulls on top to create it.
 * Drops one Nether Star upon death.
 * When spawned in the Overworld, the sky will get darker.
 * Gives players "Wither II" effect when hitting them.
 * Its name is now displayed correctly above its HP bar.
 * Added Wither Skeleton mob which only shows up in the Nether.
 * Gives players "Wither" effect when hitting them.
 * Carry and rarely drop stone swords when killed by players.
 * Drops bones and coal.
 * Has a high chance to spawn from an skeleton egg if the player is in the Nether
 * Wither skeletons can replace skeletons on spider jockeys.
 * Spawned by using a spider spawn egg in the Nether.
 * First mob to be exclusive to Creative mode.
 * Added one new painting depicting the creation of a Wither.
 * Added Carrot on a Stick.
 * Used to maneuver pigs.
 * Pigs follow the player when holding carrots
 * Can also attract pigs similarly to wheat.
 * Main purpose is to control saddled pigs while ridden.
 * Added Nether Star
 * Used as a crafting ingredient for the Beacon block
 * Added heads
 * Five types in this version:
 * Skeleton Skull
 * Wither Skeleton Skull
 * Zombie head
 * Creeper head
 * Human head
 * Wither Skeleton Skulls are dropped very rarely by Wither Skeletons.
 * Other heads are only available via the creative inventory.
 * Can be used as hats
 * Updated the Beacon block, now shows up as Beacon.
 * New model and textures.
 * Can now be crafted by surrounding a Nether Star with 3 blocks of obsidian on the bottom and 5 blocks of glass around the top
 * Retextured the Golden Carrot.
 * Chickens now use seeds instead of wheat to breed.
 * Chickens now follow the player when a seed is in hand.
 * Pigs can be bred with carrots.
 * Zombies and skeletons that pick up items will now always drop them after dying.
 * Saddled pigs will now always drop saddles on death.
 * Minor changes to dyeing.
 * Leather armor now uses two overlayed textures, one being the color.
 * Minor changes to the leather dyeing - the colors will attempt to maintain intensity and not dilute as much
 * Carrots and potatoes can now be found in either Villages or growing in Jungle biomes.
 * The zombie and Zombie Pigman models and textures have changed.
 * No visual difference, except that it breaks old texture packs.
 * Carrots and potatoes can now be found in either Villages or growing in Jungle biomes.
 * The zombie and Zombie Pigman models and textures have changed.
 * No visual difference, except that it breaks old texture packs.

Client Server (or .exe) Server (or .exe) Server (or .exe)
 * 12w34b
 * August 24, 2012
 * Changed recipes for buttons. They now require 1 stone block/wooden plank to craft.
 * Leather and diamond armor textures slightly changed:
 * Leather armor sleeves are extended by one pixel.
 * Their item texture has been changed to match the new texture.
 * Diamond armor sleeves now have a notch on the inner side.
 * Removed "map_#/#" on the map and added "Map #" in the tool tip
 * Added boss names above boss health.
 * When taken down to half health, Withers will gain Wither armor, making them immune to arrows.
 * Occasionally, zombies, skeletons, and zombie pigmen will spawn with the ability to pick up items on the ground.
 * Armor will automatically equip. Items will instantly be held, which is not exclusive to weapons. This means these zombies can be found holding items they have come across, such as rotten flesh.
 * This will cause zombie pigmen to drop their sword.
 * This will cause skeleton to drop their bow.
 * The attribute applied to allow them to pick up items is called CanPickUpLoot.
 * Arrows caught on fire (or by enchantments) are able to ignite TNT when on contact.
 * In the Overworld, Zombie Pigmen are eager to get back in the Nether Portal (e.g., if the player makes a portal and spawn Zombie Pigmen in Creative, it will run into the portal).
 * Client
 * In the Overworld, Zombie Pigmen are eager to get back in the Nether Portal (e.g., if the player makes a portal and spawn Zombie Pigmen in Creative, it will run into the portal).
 * Client
 * 12w34a
 * August 23, 2012
 * Added item frames.
 * Crafted like a painting but with leather instead of wool.
 * Added cobblestone wall and mossy cobblestone wall.
 * Added flower pot.
 * Added new Full-screen toggle to the Video settings.
 * Added new use Vsync toggle in the Video settings.
 * Improved maps
 * Maps now align to a grid, making it easier to create adjacent maps.
 * A compass and paper do now create an empty map
 * An empty map has no data on it until you right click on it. The point on your world where you right clicked it is the map's center
 * A map (with data) can be cloned. Cloned maps are stackable
 * Maps can be zoomed out (but not zoomed in)
 * Stairs now auto-arrange into corners. This is a test and may change based on feedback.
 * Mobs (and all other entities) can travel through portals.
 * Fire charges shot from a dispenser or a Blaze create the "fireball" sound effect.
 * Leather armor can be dyed.
 * The default color of leather has changed.
 * You can right-click a full cauldron with dyed armor to remove dye.
 * Tamed wolves' collars can be dyed.
 * Removed the “Work in Progress block” from the Creative menu.
 * Added two new crops (carrots and potatoes) and associated items.
 * Carrots
 * Golden carrots
 * Potatoes
 * Baked potatoes
 * Poisonous potatoes
 * Carrots and potatoes can be planted in tilled soil.
 * Zombies have a chance to drop a carrots and potatoes.
 * F3+P will toggle the auto-pause when the window loses focus (mainly for debugging).
 * F3+H will toggle detailed item descriptions (also for debugging).
 * Added arrow-sensitive wooden buttons.
 * The particle effect when a trade with a Villager has been successful has changed.
 * Trapdoors can be placed in top-most position (based on cross-hair aim).
 * Added a mob called a Wither, only available through external modification such as editing mob spawners, mods, or hacks. It shoots exploding projectiles called Wither Skulls and destroys nearby blocks. It also has a boss health bar.
 * Added Potion of Invisibility.
 * Mobs do not attack you until you bump into them.
 * Potion also hides the player's name tag.
 * Fire spreads differently based on difficulty.
 * Brewing recipes for Potions of Night Vision and Invisibility added:
 * Potion of Night Vision is brewed by adding a golden carrots to an Awkward Potion.
 * Potion of Invisibility is brewed by adding a Fermented Spider Eye to a Potion of Night Vision.
 * Added an unused texture in gui/items.png.
 * Mob grinders now give less XP when you farm them continuously.
 * Saplings now have a smaller hitbox.
 * The f: item on the F# debug screen now shows the exact direction the player is looking, between -180 and 180 degrees from south.
 * Client
 * The f: item on the F# debug screen now shows the exact direction the player is looking, between -180 and 180 degrees from south.
 * Client
 * 12w32a
 * August 9, 2012
 * Villagers will now react positively on new trades, and negatively if you hurt them
 * This effect only takes place if the villager recognizes nearby housing, most commonly with naturally spawned villagers
 * There is a third, unused particle effect added of a villager's face looking angry. Angry Villager Particle.png
 * Villagers will not remove trades, but trading something else may be required to renew the old ones
 * Zombies, skeletons and Zombie Pigmen sometimes spawn wearing equipment including enchanted weapons and any type of armor, depending on the difficulty level.
 * Added Zombie Villagers
 * Villagers have a chance of turning into zombies after being killed by one.
 * Zombie spawn eggs may spawn zombie villagers.
 * Zombie villagers can naturally spawn.
 * Zombie villagers can be cured, becoming normal Villagers again.
 * To do this, first use a Splash Potion of Weakness on it. Then, right-click on it with a level one Golden Apple. After several minutes, it will turn back into a normal villager.
 * Rarely, villagers can spawn in the Nether near nether portals.
 * New "villages.dat" file in the data folder of world saves
 * Added the Command Block intended for adventure maps.
 * It can run server commands when triggered by a redstone signal.
 * You can use @player or @p as a placeholder for the nearest player.
 * This block will not be craftable and is currently not available in the creative mode inventory, but can be obtained via the command /give 137
 * New commands:
 * /difficulty
 * /gamerule [value]. Value can be defined as false / true. All rules except keepInventory are true by default. The available rules are as follows:
 * doFireTick (false=fire cannot spread)
 * mobGriefing (false=creeper explosions do not damage blocks)
 * keepInventory (true=keep inventory on death)
 * doMobSpawning (false=mobs do not spawn)
 * doMobLoot (false=mobs do not drop loot)
 * doTileDrops (false=blocks do not drop items when breaking)
 * /spawnpoint [player] [  ]
 * /weather <clear/rain/thunder> [duration in seconds]
 * Added the Beacon block (Named "Work in Progress" ingame).
 * By building a pyramid composed of storage blocks such as Blocks of Emerald or Blocks of Diamond and placing this block on top, the player gains access to several powers.
 * A full pyramid can provide level II powers, should the player select the level I variation in the primary powers section.
 * It can not be crafted, although a crafting recipe is planned.
 * It can be obtained via the "Miscellaneous" tab in the creative inventory, or with the /give 138</tt> command.
 * The minimum range is 16 blocks
 * Gives off a light level of 15, as bright as Glowstone
 * Players within the blocks' range will be given the selected effects every 4 seconds
 * The best configuration of blocks requires 164 blocks
 * A working Potion of Night Vision is in the creative inventory.
 * Zombie attack animation shows when it's holding a weapon.
 * Iron Golems now attack slimes and Magma Cubes.
 * The attribution of the quotation at the end of the credits was changed from "Mark Twain" to "Unknown".
 * Iron Golems now attack slimes and Magma Cubes.
 * The attribution of the quotation at the end of the credits was changed from "Mark Twain" to "Unknown".

Server (or .exe)
 * Client
 * }

Beta 1.9 Pre-releases
Considered the "Lost Update", a full version under the name "Beta 1.9" never came. Instead, Mojang opted to delay the release of this update until MineCon 2011 and release it under the name "Minecraft 1.0.0". This decision was made after a few development versions tagged as Beta 1.9 were already sent out, so the name Beta 1.9 was kept for all of the development versions in the gap between Beta 1.8.1 and Minecraft 1.0.0, other than the Release Candidates.

Version
{| class="wikitable" style="width:100%" !width="75"|Version !width="90"|Date of Addition !Additions Summary


 * 1.4.5 || November 20, 2012 ||
 * 1.4.5 || November 20, 2012 ||

1.4.5

 * 1.4.4 || November 14, 2012 ||
 * 1.4.4 || November 14, 2012 ||

1.4.4
(Includes 1.4.3)
 * Creepers now drop music disc "11"
 * The missing music disc “where are we now” is now available, but called “wait”
 * Over 120 bugs and glitches fixed
 * Baby mobs are spawnable by right-clicking a mob with a corresponding mob egg
 * Added /enchant command to give specific enchants
 * Squids now die on land after a few seconds
 * When in creative, flying through cobwebs does not slow you down, but walking through them in creative will.


 * 1.4.2 (Pretty Scary Update)|| October 25, 2012 ||
 * For information on the update, see Pretty Scary Update.
 * For information on the update, see Pretty Scary Update.

1.4.2

 * Improved server list
 * Server IPs can now be hidden individually when editing or adding a server
 * Server version is now displayed left of the connection bars
 * Server ping tooltip now shows if the server and client have mismatching protocol versions
 * Mismatching servers can't be joined
 * Improved settings menu
 * Renamed Chat Settings to Multiplayer Settings
 * Added an option for cape-owners to hide their capes in-game
 * Added Fullscreen and VSync toggles
 * Though this is not in the settings menu, you may go into the options.txt in %appdata% and toggle advancedToolTips. This shows you the item IDs of everything and the durability of tools and armor.
 * Improved F3 mode
 * The piechart is now shown when using shift+F3 instead of vice versa
 * Added the cardinal direction and the degree value to the f value indicating the direction the player is facing
 * Now shows which chunk and where in that chunk the player is in on X and Z values
 * Pressing while holding  will toggle the auto-pause when the Minecraft window loses focus
 * Pressing while holding   will toggle detailed item descriptions, which additionally show item id, damage value, color code, tool/armor/weapon damage and map zoom level and scale on the tooltip
 * Updated language files

Gameplay


 * Improved Multiplayer
 * Spawn protection now is disabled if there's nothing in ops.txt
 * Spawn protection radius can now be changed in the server.properties file
 * Improved Creative inventory
 * Items can now be cloned by using Pick Block on them - An item stack with the highest amount of items possible in it will be created
 * Items can now be shift-clicked around on the survival inventory screen
 * Improved General inventory
 * Pressing the 1-9 hotkeys while hovering over an item will exchange that item with the one from the corresponding hotbar slot
 * Status effects now cause the inventory window to be off-center regardless of screen aspect ratio
 * Added & improved a few commands
 * Added  command to change difficulty
 * = peaceful
 * = easy
 * = normal
 * = hard
 * Added  to change your own or other players' spawnpoint to where you are standing or to specified coordinates
 * <x> <y> <z>
 * Added, an alias for
 * Added  to change the current weather and optionally set the duration for the new weather
 * Added  <true/false> to look up and change gamerules regarding Command Block output
 * - Whether fire should spread
 * - Whether mobs should drop items
 * - Whether mobs should naturally spawn
 * - Whether blocks should have drops (does not work for paintings)
 * - Whether the player should keep items in their inventory if they die.
 * - Whether creepers, endermen and withers should be able to change blocks.
 * Added  to clear a specified player's entire inventory or remove only one block/item from it
 * Changed  so it can be used to give and take entire experience levels by appending "L" to the number
 * Changed  to work with relative coordinates
 * Added command target selectors
 * Available selectors:
 * - Closest player
 * - All players
 * - Random player
 * Can have arguments specified in  using the syntax , where   is the argument
 * Available arguments:
 * - Coordinates
 * - Range
 * - Minumum experience level
 * - Maximum experience level
 * - Minimum range
 * Special argument only usable with :
 * - the maximum count of players to return. Numbers below 0 will make it return the last x amount of entries
 * Updated the sound engine
 * Added sounds for placing Wood-, Stone-, Plant-, Sand- and Gravel-like blocks
 * Added sounds for walking on Sand, Gravel, Soulsand, Grass and Stone
 * Added sounds for zombies, skeletons, cows, pigs, spiders, endermen, ghasts, silverfish, magma cubes, wolves, the ender dragon, bats and the anvil.
 * Added sounds for curing a zombie, infecting a villager and a remedy sound.
 * Added sounds for setting things on fire and shearing sheep
 * Added sounds for climbing ladders and riding minecarts
 * Added a sound for levelling up which is played every 5 levels
 * Added constant noise to liquids
 * Improved Portals
 * Mobs, items and projectiles now pass through them, preserving momentum
 * Entities will pass through instantly, but at a longer "cooldown"
 * Portals will allow fire burning entities like blazes to leave the Nether and potentially burn things
 * Portals will teleport an entity relative to where it entered
 * Players are now positioned correctly when going through Nether Portals
 * Nether Portals are now instant for players in Creative mode
 * Improved Adventure mode
 * Blocks can now be mined with the proper tools
 * Blocks can now be placed
 * Improved Breeding
 * Chickens now use seeds instead of wheat to breed
 * Pigs now use carrots instead of wheat to breed
 * You can now restore a desolate village or create a completely new village
 * Added & changed many minor things
 * Added Boss Names above boss health bars
 * Experience is now awarded for fishing and breeding
 * Worlds can now be re-created from the world selection screen
 * Changed many items, improving item icon style to be more consistent
 * Items spawned using  are picked up almost instantly now
 * Doors, trapdoors, levers and buttons are no longer triggerable with the left mouse button
 * Added an NBT tag for items to have lores
 * Added an NBT tag for mobs to decide whether they can despawn
 * Fixed many bugs
 * Fixed  command only working for ops
 * Fixed  not working correctly
 * Partially cured lighting glitches
 * Fixed held items being colored when wearing tinted blocks/armor
 * Fixed the second layer on skins not being placed correctly when sneaking
 * Blazes now properly spawn in Nether Fortresses
 * Fixed pets teleporting around randomly
 * Fixed PvP-disabled servers still allowing players to set other players on fire using Fire Aspect enchanted swords
 * Fixed entities in minecarts becoming invisible
 * Fixed mobs randomly suffocating
 * Fixed stairs, slabs & fences glitching visually sometimes
 * Fixed mobs falling through blocks
 * Fixed wet wolves looking way too scary
 * Fixed wet wolves looking way too scary

World Generation


 * Made superflat worlds customizable
 * Are now made up of layers specified with block id, data value and height
 * Biome can now be changed
 * All generation settings are stored in a preset, which can be shared and re-used
 * Terrain can now be decorated and structures other than villages can spawn
 * Default presets:
 * Classic Flat -
 * Tunnelers' Dream -
 * Water World -
 * Overworld -
 * Snowy Kingdom -
 * Bottomless Pit -
 * Desert -
 * Redstone Ready -
 * Preset format with example: 95;35:2;2x20;1;stronghold – 95 is the format version, followed by a semicolon and the layer information. Every new layer is separated by a comma and must consist of the block id and can additionally have   appended to specify   as the data value. Before that, you can put   to specify that this layer should be put   times. After a semicolon follows the biome id. After another semicolon follow all structures to be generated, including their options.
 * Added Witch Huts in swamps
 * Silverfish blocks now rarely generate in Extreme Hills biomes
 * On average, nearly one Silverfish block is generated per Extreme Hills chunk
 * Carrots and potatoes can now be found growing in villages 

Blocks & Items


 * Command blocks
 * Runs editable commands when triggered by redstone
 * Intended for adventure maps
 * Can only be edited by OPs, as long as  in server.properties is enabled
 * Only obtainable using
 * Can operate in silent mode where it doesn't display commands in the chat box.
 * Beacons
 * Intended as an endgame block
 * Continuously glows and gives a selected status effect to players within 16 blocks while beaming a beacon of light directly upwards (as bright as glowstone)
 * Activated by building a solid pyramid of iron/gold/emerald/diamond blocks underneath and selecting an effect
 * The cheapest configuration requires 9 blocks, while the best configuration requires 164 blocks
 * Has to be directly exposed to skylight to work
 * Building square platforms of increasing size and the same material per layer will activate it and increase range and status effect selection
 * Viable materials are iron, gold, diamond and emerald blocks
 * Changing selected status effects costs 1 emerald, diamond, gold ingot or iron ingot
 * Unlockable effects, with increasing amount of required layers of blocks required:
 * Speed and Haste
 * Resistance and Jump Boost
 * Strength
 * When all 4 layers of blocks underneath are built correctly, a second status effect can be chosen
 * This second status effect is Regeneration or tier II of the previously chosen effect
 * Effects given by the Beacon will have less intrusive particles than others on the screen, such as those of potions
 * Anvils
 * Used for repairing and combining enchanted items as well as for renaming any item/block for experience levels
 * Tools can also be repaired using one piece of their material
 * Enchantments that are the same are upgraded by one level as long as they are both the same level and the higher level exists
 * Conflicting enchantments will be removed and only the first one will be kept
 * Becomes damaged from using and dropping it - Damage persists in inventory and splits up into 3 categories: Anvil, Slightly Damaged Anvil & Very Damaged Anvil
 * Can be placed in 4 orientations, but can't be moved by pistons
 * Experience level cost depends on enchantment levels & rarities, whether the item will be renamed and whether the item has been used with an anvil before - Maximum experience level cost is 39 levels, unless in Creative mode
 * For a more detailed explanation on how enchantments are combined using the anvil, see the Anvil mechanics page
 * Is affected by gravity and does 1 heart of damage to mobs and players it falls on per block it fell, excluding the first one - Players killed by a falling anvil cause the death message "Player was squashed by a falling anvil" to appear in chat
 * Certain blocks are destroyed when an anvil falls on them: levers, buttons, torches, redstone torches, redstone repeaters, flower pots, rails & mob heads
 * Mob Spawners
 * Added a few NBT tags to change a few key spawning rules
 * Range can now be changed
 * Maximum amount of spawned entities within spawning range can now be changed
 * Horizontal spawning radius can now be changed
 * Spawned mobs can wear and carry any items and blocks as well as have a custom drop rate of held items
 * Added an NBT tag for mobs to decide whether they can despawn
 * Added an NBT tag for mobs to decide whether they are invincible
 * Repeaters
 * Can now be locked by powering their sides with another repeater
 * When locked, they show a little bedrock barrier in place of the delay indicator torch and won't change their output signal
 * Flower Pots
 * Lets players plant all kinds of saplings, mushrooms, flowers, cacti, dead shrubs and ferns
 * Using pick block on it gives the potted plant
 * Right-click it with something to plant it, hit it to get both back
 * Cobblestone Walls
 * Available in cobblestone and moss stone variants
 * Behave like fences - Connect to each other, to other blocks and to fence gates & have a 1.5 blocks high collision box
 * Have a different, higher shape in corners and when blocks are placed on them
 * Wooden logs
 * Changed placement: Instead of facing the player, it will face the surface it is placed on
 * Place it on the side of a block to get a sideways log.
 * Place it on the top or bottom of a block to get a topside log.
 * Stairs
 * Now connect to other stairs to form corner stairs
 * Item Frames
 * All items and blocks can be framed
 * Clocks, compasses and maps function - Maps show only one marker, the frame itself
 * Mounted maps show markers on copies of that map
 * Using pick block on it gives the framed item/block, but only works in Creative
 * Paintings
 * Added Wither painting
 * Mob Heads
 * Are very rarely dropped when mobs are killed by players
 * Only drop from Wither Skeletons, but also exist for creepers, zombies, skeletons and players
 * Can be put on the ground in 16 orientations and hung on walls
 * Can be worn
 * Using external editors or mods player skulls can be assigned to specific players - They then have tooltip "Player's Head"
 * Add the NBT tag "SkullOwner" -> (player name) on the skull items.
 * Trapdoors
 * Can now be placed on the top half of blocks
 * Placement works similar to that of slabs and stairs
 * Buttons
 * Now stays active for 0.2 seconds longer
 * New crafting recipe – Only 1 stone block required
 * Wooden Buttons
 * Additionally can be activated by arrows
 * Requires 1 wooden plank to craft
 * Fire
 * Now spreads more aggressively depending on difficulty
 * Saplings
 * Decreased hitbox size
 * TNT
 * Is now triggered by flaming arrows
 * Potatoes
 * Can be planted on hydrated soil and drop 1-4 potatoes when fully grown
 * Can be grown instantly using bonemeal
 * Can be Smelted to receive a baked potato
 * Rarely drop poisoned potatoes
 * Potatoes give 0.5 hunger points, poisoned potatoes give 1 hunger point and have a chance to poison you, baked potatoes give 3 hunger points
 * Carrots
 * Can be planted on hydrated soil and drop 2-4 carrots when fully grown
 * Can be grown instantly using bonemeal
 * Can be crafted surrounded with 8 gold nuggets to get a golden carrot
 * Carrots give 2 hunger points, golden carrots give 3 hunger points
 * Carrot on a Stick
 * Used to control pigs
 * When held, it dictates the direction pigs players are riding will head in
 * Nearby pigs flock towards players holding it
 * Slowly loses durability when riding pigs
 * Pigs start slow but end up going about 5 blocks per second
 * Can be right-clicked to give the pig a short speed boost - This takes up a chunk of the durability
 * The pigs ‘eat’ the carrot eventually, leaving the player a fishing rod and will require another carrot to continue riding.
 * To craft, the carrot must be placed at a diagonal below the fishing rod
 * Pumpkin Pie
 * Restores 4 hunger points
 * The crafting recipe is shapeless: assemble a Pumpkin, Egg and Sugar into the crafting inventory
 * Nether Star
 * Drops from Withers
 * Used to craft the Beacon
 * Glows like an enchanted item
 * Night Vision Potion
 * Brewed by adding a Golden Carrot to an Awkward Potion
 * Invisibility Potion
 * Effect now hides the nametag and cape
 * Mobs only attack you when you walk into them or attack them
 * Splash potions of invisibility can also make mobs partially invisible, although eyes of some mobs still show
 * Brewed by adding a Fermented Spider Eye to a Potion of Night Vision
 * Potions
 * Can now have any available potion effects, level and duration
 * Data are saved using NBT tags, but potions retain their original color
 * Maps
 * Are now crafted as an Empty Map and will become a real map by right-clicking
 * Start out at their closest zoom level and can be extended by adding more paper
 * Players see other players moving around on the same map
 * Craft an existing map with an empty map to receive an extra copy of the map
 * Removed text overlay
 * Are labelled 'Map #0' and so on
 * Now align to a grid and can be stacked to 64
 * When outside a map's range, the player is displayed as a small circle at the edge
 * Armor
 * Diamond Armor sleeves now have a notch on the inner side
 * Completely revamped leather armor
 * Leather Armor
 * Can now be dyed in 16,777,216 potential different colors
 * Putting it in a crafting grid with dyes applies all colors
 * Dyed armor's tooltip will display ‘’Dyed’’
 * Right-click dyed armor on cauldrons to wash it and remove some water from the cauldron
 * Changed item and model color and texture
 * Now uses two overlayed textures, one being the color

Mobs


 * Wither
 * Three-headed flying player-created boss mob shooting projectiles at mobs that are not undead and players
 * Place 4 pieces of Soulsand in a T-shape and place 3 Wither Skeleton Skulls on top to summon it
 * After spawning, it flashes blue, builds up health, grows slightly and is invincible for a few seconds - Then it explodes and starts attacking players and mobs
 * Each head can fire projectiles, so called Wither Skulls, at different targets - Projectiles explode on impact
 * Shoots two kinds of projectile - a blue one from the little heads, targeting mobs and a dark one from the big head targeting players
 * When hit by projectiles, players get the ‘’Wither II’’ effect, which acts like a slower poison effect that can kill and turns affected players' health bars' hearts black
 * Constantly regenerates health
 * Gains Wither armor when taken down to half health, making it immune to arrows
 * Drops a Nether Star when killed
 * Darkens the sky when spawned in the Overworld
 * Wither Skeletons
 * Carry and rarely drop Stone swords when killed by players
 * Drop bones, coal, and rarely wither skulls
 * Give players Wither effect when hitting them
 * Spawn in Nether Fortresses
 * Will now rarely, depending on difficulty, spawn with the ability to pick up armor, head wear, items, blocks, weapons and tools - Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible        - Items that are picked up will have a 100% chance of dropping after dying - When killed, they drop what they are holding
 * All equipped gear is functional - Swords and tools do more damage on attacks, armor protects the mob
 * Rare tool drops now are damaged when it drops
 * More advanced gear is more likely to spawn with mobs when playing on harder difficulties and rarely drops when the mob is killed by players
 * Witch
 * Looks like an offshoot villager
 * Throws splash potions of poison, slowness, weakness and instant damage at players
 * Holds a potion and wiggles its magical nose with a wart on it when attacking
 * Has a hat, which sometimes emits particles
 * Regenerates health over time
 * Drinks potions of instant health and fire resistance to defend themselves in combat
 * Is immune to 80% of splash potions' effects
 * Drops Sticks, Glowstone, Redstone, Gunpowder, Sugar, Spider Eyes, Empty Bottles & Water Bottles when killed
 * Has a chance to drop the potion it is holding if killed by players
 * Spawn in Witch Huts in swamps
 * Bats
 * Hang on the ceiling when idle, starts flying when players come near
 * Spawn in dark caves
 * Sleep at day
 * Don't trigger pressure plates or tripwire
 * Tamed wolves
 * Their collars can now be dyed by right-clicking the wolf with dye
 * Iron Golems
 * Now attack creepers, Slimes and Magma Cubes
 * All hostile mobs
 * Will now jump down to players as long as they can survive the fall
 * Depending on difficulty, they are willing to take more damage
 * Creepers
 * Will start exploding when they hit the ground, with explosions being more imminent with higher falls
 * Can now have custom explosion radius and fuse timer using edited mob spawners and NBT tags
 * Zombies
 * Will now rarely spawn with armor of all kinds, sometimes enchanted
 * Will now rarely, depending on difficulty, spawn with the ability to pick up armor, head wear, items, blocks, weapons and tools - Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible        - Items that are picked up will have a 100% chance of dropping after dying - When killed, they drop what they are holding
 * All equipped gear is functional - Swords and tools do more damage on attacks, armor protects the mob
 * Rare tool drops now are damaged when it drops
 * More advanced gear is more likely to spawn with mobs when playing on harder difficulties and rarely drops when the mob is killed by players
 * When wearing helmets, they will not burn up - Instead all damage will is applied to the helmet
 * Using modified mob spawners they can have a custom drop rate of items and hold and wear all kinds of items and blocks
 * Now have a chance, depending on difficulty, to infect villagers after killing them - The villager then gets replaced with a villager zombie on death
 * On Normal difficulty, there is a 50% chance of infection and on Hard difficulty there is a 100% chance of infection
 * Infected baby villagers turn into baby villager zombies
 * Baby zombies are 50% faster, don't age, don't burn up in the sun and can wear armor
 * Right-clicking a villager zombie under the influence of a Weakness potion with a golden apple will invert their potion effect, make them wiggle slightly and eventually turn back into a villager
 * Now rarely spawn holding iron swords or iron shovels
 * When holding something in their hands, their arms move upwards when attacking
 * Added baby zombie, which is only spawnable using mods or third-party tools
 * Will now rarely drop carrots and potatoes when killed by players
 * Have a 25% chance of spawning with a pumpkin on their head during Halloween.
 * Skeletons
 * Will now rarely spawn with armor of all kinds, sometimes enchanted
 * Will now rarely, depending on difficulty, spawn with the ability to pick up armor, head wear, items, blocks, weapons and tools - Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible        - Items that are picked up will have a 100% chance of dropping after dying - When killed, they drop what they are holding
 * All equipped gear is functional - Swords and tools do more damage on attacks, armor protects the mob
 * Rare tool drops now are damaged when it drops
 * More advanced gear is more likely to spawn with mobs when playing on harder difficulties and rarely drops when the mob is killed by players
 * When wearing helmets, they will not burn up - Instead all damage is applied to the helmet
 * Using modified mob spawners they can have a custom drop rate of items and hold and wear all kinds of items and blocks
 * Now sometimes, carry enchanted bows - Those items can be dropped when killed by players
 * Have a 25% chance of spawning with a pumpkin on their head during Halloween.
 * Zombie Pigmen
 * Will now rarely, depending on difficulty, spawn with the ability to pick up armor, head wear, items, blocks, weapons and tools - Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible        - Items that are picked up will have a 100% chance of dropping after dying - When killed, they drop what they are holding
 * All equipped gear is functional - Swords and tools do more damage on attacks, armor protects the mob
 * Rare tool drops now are damaged when it drops
 * More advanced gear is more likely to spawn with mobs when playing on harder difficulties and rarely drops when the mob is killed by players
 * Using modified mob spawners they can have a custom drop rate of items and hold and wear all kinds of items and blocks
 * Now rarely carry enchanted golden swords
 * Dropped Golden Swords now sometimes are damaged
 * Added baby Zombie Pigman, which is only spawnable using mods or third-party tools
 * Villagers
 * Improved villagers to make them more self-aware
 * All villagers of one village can now like and dislike specific players
 * Will like players more for trading with them
 * Will like players less for hurting them or their golems
 * When players are really disliked, iron golems of that village can become aggressive towards those players
 * After a villager dies to natural causes, excluding mobs, while a player is within 16 blocks or if a mob kills a villager, no baby villagers will be produced in the next few minutes
 * Changed and added some trades to counteract emerald farming and improve gameplay
 * Will show particle effects indicating a change of liking towards a player
 * Pigs
 * Can now accelerate to up to 5 m/s
 * Now drop their saddle when killed
 * Slimes
 * Now spawn in swamps at night
 * Sheep 
 * Sheep from spawn eggs can now spawn natural colored sheep (white, gray, brown, pink, etc.)
 * 1.3.2 || August 16, 2012 ||
 * 1.3.2 || August 16, 2012 ||

1.3.2

 * Large Oak Trees now generate with sideways logs.
 * You can now toggle showing server addresses in the server list using the F1 key.
 * 1.3.1 || August 1, 2012 ||
 * 1.3.1 || August 1, 2012 ||

1.3.1
General
 * Updated the launcher
 * Includes demo mode. Note: Clicking on demo mode without the game installed will not work, and instead freeze at game updating and not download.
 * The "Loading update news" message which appears when the launcher attempts to load the release feed is now styled, rather than the plain html it was prior.
 * Improved overall stability and performance
 * Reduced CPU, RAM & bandwidth usage.
 * Accelerated chunk loading.
 * Decreased lag spike frequency.
 * Made the Nether less laggy.
 * Decreased unnecessary world updates.
 * Made the chat work smoothly even when the server is laggy.
 * Decreased packets sent between client and server.
 * Made Singleplayer internally use a Multiplayer server
 * Decreased world saving intervals.
 * Added optional single-player commands called "Cheats" on non-hardcore worlds
 * Type / and then hit tab to autocomplete & get help on various commands
 * Most commands from MP are available.
 * Added option to let LAN friends join SP games
 * You can choose which gamemode players join in and whether they are allowed to use cheats.
 * Added demo mode for non-premium users
 * Lasts 5 game days per world.
 * Singleplayer only.
 * Added Chat Settings
 * Change which parts of chat are shown and how opaque it is.
 * Toggle chat colors, links being clickable and warning prompts for links.
 * Option to rebind the command key, which opens the chat with / in the textfield.
 * Added Snooper Settings
 * Allows users to toggle anonymous data being sent to Mojang.
 * Shows which data will be sent.
 * Added video options
 * Have to be toggled manually in options.txt for now.
 * Vertical Synchronization.
 * Fullscreen mode can now be enabled at startup.
 * Mobs can now spawn on top of all upside down slabs and stairs
 * Improved F3 mode:
 * Truncated coordinates to 5 fractional digits.
 * The y-coordinate now shows both the feet level and the eye level.
 * Removed frame rendering time history graph (bottom-left).
 * 3 new values:
 * : Walking speed (constant)
 * : Flying speed (constant)
 * : Boolean value, true when you touch the ground
 * Updated language files
 * Added tooltips for all types of Monster Egg blocks and the End Portal Frame.
 * Added more descriptive tooltips for different types of tree-related blocks, sandstone and stone bricks.
 * Localized server command responses.
 * Added missing commands-related strings.
 * Added missing double chest GUI caption.

Gameplay


 * Added Adventure mode
 * Only playable using commands.
 * Building, setting things on fire and using buckets is disabled.
 * Players can only interact with mobs and the environment.
 * Players can place and take stuff from a chest, a furnace or a dispenser.
 * Added trading
 * Using emerald as currency, villagers will, depending on profession, offer different trades to players.
 * There are three kinds of trades: Selling, buying and enchanting.
 * As displayed in the top-most part of the trading GUI, villagers take one or more items or item stacks and give back something.
 * After trading, villagers will sometimes emit purple particles for a few seconds to indicate that their trades changed.
 * Otherwise unobtainable bottles o' enchanting and chainmail armor can be obtained by trading.
 * Improved Creative mode inventory
 * There are categorized tabs for various groups of items and blocks.
 * Added a search tab which will automatically be switched to when the chat key is hit.
 * Added survival inventory tab, which shows the full inventory, a 'Destroy item' slot, armor slots including a preview of your character and a 2x2 crafting field.
 * Items can now be deleted from the inventory by shift-clicking them.
 * Added layered snow block, Monster Egg Blocks (Silverfish spawning blocks), Ender Portal frame and all potions.
 * Now shows potion effects' timers like in Survival.
 * Improved experience collection
 * Depending on ore type, experience now drops from ores that drop items.
 * Taking smelted items out of furnaces gives experience now.
 * Destroying mob spawners gives experience now.
 * Adjusted experience level progression:
 * Levels 1-15 cost 17 XP points each
 * Levels 16-30 cost 3 more XP points than the previous (cost = 17 + (level - 15) * 3)
 * Levels 31-8 cost 7 more XP points than the previous (cost = 62 + (level - 30) * 7)
 * Improved enchanting
 * The new maximum level with bookshelves is 30, without 8.
 * 15 bookshelves are enough to reach level 30.
 * The 3rd slot shows the most expensive possible enchantment more often.
 * Increased chances for multiple enchantments at once.
 * Adjusted enchantments' to go with the new maximum level.
 * Added writing in books
 * New crafting recipe for books: 3 pieces of paper and one piece of leather in any possible shape.
 * New item: Book and Quill - Crafting recipe: 1 ink sac, 1 feather and 1 book in any possible shape.
 * Right-click to write on & edit up to 50 pages or read.
 * Click 'Done' to save the book, 'Sign' to choose a title and finalize the book.
 * Improved Multiplayer
 * Made entities less likely to glitch through blocks.
 * Added automagical downloading of standard sized texture packs when joining servers.
 * Made server commands more descriptive.
 * Added reason parameter to.
 * Added  command to show the map seed.
 * Added  command to choose the gamemode new players start in.
 * Added  command to enable and disable profiling.
 * messages can now contain "\n" to force a new line.
 * Blocks other players are mining now show cracks.
 * can now be used to teleport to specific coordinates.
 * Made server list re-orderable: shift+click or shift+arrow keys move selected servers.
 * Server list now scans for LAN servers.
 * Added hardcore difficulty: Players are banned upon death.
 * Connections are now encrypted to prevent eavesdropping.
 * Added SRV Record Lookup support
 * Different subdomains of one domain can handle different servers via different port numbers.
 * Service name should be "minecraft"; i.e. "_minecraft._tcp.example.com".
 * Added & changed many minor things
 * Individual, stackable items near each other on the ground now become one item stack.
 * Added shift clicking support to armor slots, brewing stands & enchantment tables.
 * Added setting to disable servers offering you texture packs.
 * Made the stars smaller and brighter.
 * Villagers spawned from spawn eggs will get a random profession now.
 * Removed the downwards knockback while drowning.
 * Doors being broken by zombies now show their damage.
 * You now spawn with an empty inventory in Creative mode.
 * The "Mojang" splash screen when opening the game appears for 1 instead of 3 seconds now.
 * The sky color in the End changed.
 * Blocks now show cracks when destroying them while the GUI is hidden.
 * You can now fall 4 blocks without getting hurt (might be a bug as there exist other, higher distances that don't cause damage either).
 * Respawning in superflat is no longer random.
 * Main domain of skin database is now skins.minecraft.net instead of s3.amazonaws.com.
 * Improved the Pick Block key
 * You now get the actual block.
 * You can now pick paintings, boats, minecarts and mobs, which will give you their spawn eggs.
 * Picking huge mushroom blocks now gives mushrooms.
 * You can no longer pick portal blocks.

World Generation


 * Made sub-biome type mountains like Desert Hills or Ice Mountains taller
 * Made cocoa beans appear on some small jungle trees
 * Added optional starting chest on non-hardcore worlds
 * Contents: wooden & stone tools, bread, apples, logs, planks and sticks
 * Added large biomes world type, increasing biome sizes immensely
 * Beaches look closely to what they looked like in Beta 1.7.3 and prior.
 * Added desert-specific villages
 * Added Desert Temples
 * Built out of various kinds of sandstone and wool.
 * Include hidden chest room and TNT trap, with loot including rotten flesh, bones, iron ingots and gold ingots, diamonds and emeralds.
 * Added Jungle Temples
 * Built out of various kinds of cobblestone.
 * Contain multiple tripwire traps triggering dispensers filled with arrows.
 * Loot chests include bones, rotten flesh, gold ingots, iron ingots, diamonds and emeralds.
 * Added Emerald Ore
 * Only generates in Extreme Hills biomes.
 * Occurs up to 8 times per chunk in veins of 1.
 * Generates between layers 4 and 31, inclusive.

Blocks & Items


 * Emerald Ore
 * Drops Emerald.
 * Emerald
 * Is used to trade with villagers
 * Block of Emerald
 * Crafted by putting 9 emeralds on a crafting table.
 * Ender Chest
 * Crafted by surrounding an eye of ender with 8 pieces of obsidian.
 * Stores each player's contents across dimensions and all Ender Chests.
 * Contents are preserved even if all Ender Chests are destroyed.
 * Explosion-resistant.
 * Emits light and purple particles.
 * Unless mined using a Silk Touch-enchanted pickaxe, they drop 8 obsidian.
 * Tripwire Hook
 * String in between needs to be placed manually.
 * Breaking the string triggers a redstone signal, cutting it using shears doesn't.
 * Entities like boats, mobs, arrows or players touching the string trigger a redstone signal.
 * String can be up to 40 blocks long.
 * Crafting recipe: iron ingot on top of a stick on top of a wooden plank.
 * String
 * Can now be placed on the ground decoratively.
 * Wood
 * Can now be placed in 3 different directions.
 * Placement works like similar to piston placement.
 * Furnaces
 * Can be fueled by wooden tools now.
 * Return an empty bucket when using lava buckets as fuel now.
 * Ice
 * Instead of melting in the nether, it now disappears.
 * Can be obtained using Silk Touch-enchanted gear now.
 * Glass Panes
 * Can be obtained using Silk Touch-enchanted gear now.
 * Nether Portal
 * Leaks into the Overworld now: Depending on difficulty, zombie pigmen rarely spawn in them.
 * Slabs
 * Added all wood types.
 * Wooden slabs crafted after the update act like wood.
 * Stairs
 * Added Sandstone Stairs.
 * Added wooden stairs for all kinds of wood.
 * Adjusted hitbox.
 * Slabs and stairs
 * Will now be placed upside-down when placed on the upper half of a block's side.
 * When placed upside down, rails, pressure plates, levers, doors, torches, redstone torches, repeaters, redstone dust and beds can be placed on them - Redstone dust behaves like on glowstone - It transmits power horizontally and upwards, but not downwards. Redstone torches don't power redstone placed on slabs/stairs above them.
 * Leaves
 * Water slowly drips through them when it's raining.
 * Cauldrons
 * Slowly fill up when it's raining.
 * Dispensers
 * Minecarts & boats will now be placed if there's rails/water in place.
 * Instead of dispensing buckets, dispensers will now suck in or place water or lava in front of them.
 * Gravel
 * Changed texture
 * Levers
 * Can be placed on the underside of blocks now.
 * Wooden Pressure Plates
 * Can be triggered by arrows now.
 * Pistons
 * Now take 2 redstone ticks (4 game ticks) seconds to expand.
 * TNT
 * Depending on difficulty, does different amounts of damage now:
 * Peaceful: no damage
 * Easy: 1/2 less damage
 * Normal: same damage as before
 * Hard: 1/3 more damage.
 * Cocoa Beans
 * Retextured item.
 * Can be planted & grown on jungle wood now.
 * Can be grown instantly using bone meal.
 * Cookies
 * Give a full hunger point now.
 * Nether Warts
 * Can now be grown in the Overworld and in the End.
 * Book
 * Changed crafting recipe: 3 pieces of paper and one piece of leather in any possible shape.
 * Book and Quill
 * Crafting recipe: 1 ink sac, 1 feather and 1 book in any possible shape.
 * See above for more information.
 * Written Book
 * Can only be obtained by signing a Book and Quill.
 * Can be sold to villagers.
 * Empty buckets
 * Stack up to 16 now.
 * Stacked buckets work just like stacked glass bottles do.
 * Signs
 * Stack up to 16 now.
 * Crafting now gives 3 signs instead of 1.
 * Golden Apple
 * Has two crafting recipes now, the new one replacing gold nuggets with gold blocks.
 * Second tier gives Regeneration IV, Resistance and Fire resistance effects.
 * Only second tier glows like enchanted tools.
 * Has attributes the Golden Apple had before.
 * Monster Spawners
 * Added NBT tags to further customize spawned mobs.
 * Only changeable using map editors or mods.
 * Boats
 * Are not broken by lilypads anymore, instead they run straight through the lilypad now, breaking and sometimes dropping it.
 * When they crash they can sometimes drop themselves.
 * Are less glitchy and more responsive now.
 * Increased maximum speed.
 * When exiting, players will be moved from the boat.
 * When broken by a player, they drop a boat now.
 * Minecarts
 * When on rails, they can be accelerated a bit while sitting in them.
 * When exiting, players will be moved from the minecart.

Mobs


 * Pigs
 * Drop 1-3 porkchops now.
 * Slimes
 * Reduced spawn rate in superflat maps.
 * Silverfish
 * When suffering from poison potions, they will now spawn more silverfish from nearby silverfish blocks more often.
 * Creepers
 * Increased knockback effect.
 * Depending on difficulty, they do more damage now:
 * Easy: ~50% less damage
 * Normal: same damage as before
 * Hard: 33.3…% more damage.
 * Creepers & spiders
 * Become aggressive towards the last mob or player that hit them now
 * Skeletons, Creepers & zombies
 * Become neutral against players again a few seconds after being hit in Creative.


 * 1.2.5 || April 4, 2012 ||
 * 1.2.5 || April 4, 2012 ||

1.2.5
New Features:
 * Added shift-clicking support in furnaces.
 * Added method to easily acquire blocks you have selected in the world in Creative mode using the "Pick block" key.
 * Made the Direct Connect dialog remember the last IP for the current session.
 * Made cats less eager to sit on things and less patient.
 * Made using a stack of bowls on Mooshrooms not consume the whole stack of bowls.
 * Made punching a TNT block with flint and steel in hand destroy and drop a TNT block (right-clicking will immediately activate the TNT).
 * Inside the META-INF folder in Minecraft.jar, the digital signature files (MOJANG_C.DSA, MOJANG_C.SF) have been renamed CODESIGN.RSA and CODESIGN.SF; their function remains the same.


 * 1.2.4 || March 22, 2012 ||
 * 1.2.4 || March 22, 2012 ||

1.2.4
New Features:


 * Chat history and much better chat editing
 * Links are now clickable in chat. When clicked, a screen appears that warns you not to click on links you do not trust and asks if you want to continue. Below that, three buttons appear, one with “Yes” (opens default web browser and takes you to the link), another with “Copy to Clipboard” (copies the link so that when you paste anywhere the link is pasted), and “No” (closes the message and does not link you to the website).
 * Mouse wheel can be used to scroll up/down for history. and  keys can also be used.
 * Up/down keys for recently sent messages.
 * If you start typing a player's name, and press, it'll automatically type the rest of the username for you.
 * Copy & paste in chat.
 * Just like type §k in chat displays random characters, §l §m §n and §o creates bold, striked, underlined and italic text respectively. Whilst §r resets any set states. These can not be typed using vanilla clients.
 * Pressing the “/” acts like a command key: it opens the chat with a “/” in it. In other keyboard layouts, it might be another key.
 * Pressing or  will move the insertion point (text pointer) in the respective direction, allowing you to edit text instead of using  to go back.
 * A few new decoration blocks
 * Wooden planks now have the color of the type of wood they came from instead of the original wooden plank texture.
 * New Sandstone Blocks.
 * Slightly changed all colored wools' colors (removing saturation). Comparison
 * “Back” and “Quit” buttons added to the "Out of memory” screen.
 * Cats in standing position will now purposely go and sit on nearby chests, active furnaces, and beds, preventing players from using them.
 * Added a “minimal” debug menu for testing with. It can be accessed with + and is the same as the regular menu, except without the graph/profiler.
 * Armor outlines in the armor slots in the inventory have returned.


 * 1.2.3 || March 2, 2012 ||
 * 1.2.3 || March 2, 2012 ||

1.2.3

 * 1.2.2 || March 1, 2012 ||
 * 1.2.2 || March 1, 2012 ||

1.2.2

 * 1.2.1 || March 1, 2012 ||
 * 1.2.1 || March 1, 2012 ||

1.2.1

 * New map file format called Anvil, allowing a new height limit (256 instead of 128).
 * However, in the Nether, layers 128 to 255 are only accessible in creative mode, due to the unchanged ceiling bedrock at layer 127.
 * New Jungle biome.
 * Added ocelots.
 * Added cats.
 * Added Iron Golems.
 * New AI for mobs.
 * Tame wolves can have puppies.
 * Villagers will have children if there is room in their village.
 * Zombie sieges will occur occasionally at night.
 * Zombies break down doors on Hard and Hardcore Mode.
 * New items and blocks.
 * Crafting recipe for ladder now yields 3 ladders instead of 2.
 * Crafting recipe for slab now yields 6 slabs instead of 3.
 * Added rare drops for mobs.
 * Added the items Fire Charge and Bottle of Enchanting.
 * Added Redstone Lamps.
 * Added 3 new blocks (NewSandstoneGrid1.png NewSandstoneGrid2.png [[File:Grid Chiseled Stone Brick.png]]), that aren't yet used in survival, and only the Chiseled Stone Brick is accessible in creative.
 * Changed Dispenser and Oak Sapling textures. (Dispenser.png[[File:Grid Sapling.png]])
 * Slabs and Stairs can be placed upside-down by placing them below a block.
 * Placing blocks on grass will replace it.
 * Lava now has a faint rumbling sound effect, and large particles that hop out of the lava produce a popping sound.
 * Very rare Desert Wells can be found in Desert biomes.
 * Third person view now has a slight delay on the speed at which the head moves on the player, making it possible to see the sides of the player's head.
 * Collision Box on ladders readded.
 * Vines can now be climbed like ladders.
 * Many other minor tweaks and fixes.
 * When in the Nether, Snow Golems will turn red, melt, and die same as when they are in Desert biomes.
 * Abandoned Mineshafts can generate with wooden bridges now when generated over a cave or over top another tunnel.
 * F3 has some changes and additions:
 * lc: Largest section height
 * b: Shows what biome you are in.
 * bl: Block brightness.
 * sl: Sky brightness.
 * rl: Raw brightness.
 * Due to biome data saving to chunks, SMP servers no longer send clients their world seed, displaying as "0" to the client.


 * 1.1 || January 12, 2012 ||
 * 1.1 || January 12, 2012 ||

1.1

 * Bows are now enchantable, with four new enchantments specific to bows: Power, Punch, Infinity, and Flame.
 * Arrows which are on fire now set entities they hit on fire.
 * Golden Apple recipe changed to use gold nuggets instead of gold blocks.
 * Golden Apples now restore rather than  and cause regeneration for 5 seconds rather than 30.
 * 56 new language translations, including fictional ones such as Pirate, Klingon, and Quenya.
 * Infrastructure for improved mob AI added, allowing for more complicated behavior than before. These behaviors themselves have not been implemented yet.
 * Slightly smoothed color transitions between biomes.
 * Swamp land and water colors now smoothly transition to other biomes.
 * Re-added beaches.
 * Taiga biomes now contain snow and ice.
 * Decreased randomness of enchantment levels at Enchantment Tables.
 * Biomes are slightly more varied, with differing elevations of land in previously flatter biomes.
 * Reduced brewing time to 20 seconds from 30.
 * Added Spawn Eggs to creative mode.
 * Added a world type option (available types: Superflat and Default).
 * Removed collision box from ladders.
 * Sheep eat grass (converting it to dirt) and Tall Grass to regain their Wool.
 * Sheep only drop 1-3 wool per shearing.
 * The collision box on Fence Gates now matches that of Fences instead of being square.
 * Fence Gates can now be opened and closed with Redstone.
 * Oak (default tree) leaves now have a 1/200 chance of dropping Red Apples.
 * Blacksmith buildings in NPC Villages now hold chests with loot of the same type as strongholds.
 * Void fog removed in creative mode.
 * Melons and pumpkins can now grow on dirt, instead of only on farmland.
 * New settings in Server.properties:
 * Magma Cubes can now drop Magma Cream on death.
 * In SMP servers, non-ops are kicked if they spam in chat too much (Ops are not notified of the kick, they must assume that the player was auto-kicked)
 * The distance that Wheat attracts friendly mobs has increased from 2-3 blocks to 8-9 blocks.
 * All Music discs except for "11" can be dropped from creepers killed by skeletons.
 * In SMP servers, non-ops are kicked if they spam in chat too much (Ops are not notified of the kick, they must assume that the player was auto-kicked)
 * The distance that Wheat attracts friendly mobs has increased from 2-3 blocks to 8-9 blocks.
 * All Music discs except for "11" can be dropped from creepers killed by skeletons.


 * 1.0.1 || November 24, 2011 ||
 * 1.0.1 || November 24, 2011 ||

1.0.1
This was a server-only update, 1.0.0 remained the current client version.


 * 1.0.0 || November 18, 2011 || Fixes & Changes:
 * For information on the update, see Minecraft 1.0.
 * For information on the update, see Minecraft 1.0.

1.0.0

 * New achievements
 * Glowstone changed from "stone" to "glass".
 * Amount of Experience Orbs dropped by a player on death now limited.
 * The ability of Endermen to carry blocks reduced in some way.
 * Minor changes to some textures (most notables Block of Iron and Monster Spawner).
 * Ghast fireballs have a different texture.
 * On death, a proper score is given based on how many experience orbs the player has collected.
 * When flowing lava hits a water source directly from above, it creates stone where previously the lava would flow through the water.
 * You can toggle between three states when pressing F5 (first person, third person back, third person front), having the addition of third person view from the front.
 * Ender Pearls have a unique ability. When thrown, the player will teleport to the Ender Pearl's impact location, but take 2 and 1/2 hearts of fall damage. They will not work in Creative.
 * Golden Apples now glow purple in inventory.
 * Fences no longer block you from moving onto their space. You can now stand next to them, like you can with glass panes and iron bars.
 * They will also connect to solid blocks.
 * There is a slight delay between jumps when holding down the jump button, so that the player no longer bounces between ceiling and floor in two-block-high spaces.
 * Labels for items have a blue border.
 * Random loot chests in strongholds.
 * Blocking now moves the player's arm, rather than the sword just floating right in front of the player.
 * Weapon and tool damage has been nerfed to make space for the increased damage enchantments (Diamond swords do 3.5 hearts now instead of 5).
 * Most mobs got their health changed. Sheep now have 4 hearts, Ghasts 9.5 hearts, zombies 10 hearts and 1 armor point...
 * Many blocks' mining speeds have been decreased. This is mostly blocks that used to take a long time to mine.
 * Redstone Ore (mines at other ores speed)
 * Iron Doors
 * Wooden Door
 * Monster Spawner
 * Iron Block
 * Gold Block
 * Diamond Block
 * Stone Brick
 * Iron Bars
 * Furnace
 * Dispenser
 * Brewing Stand
 * Obsidian (from 15 to 10 seconds)

New Features:
 * Server:
 * The "/give" command can now set the damage value of the wanted item: /give username itemID quantity damage (For example: "/give player 35 12 1" to give 12 orange wool.)
 * In the Nether:
 * Nether Bricks.
 * Nether Fence.
 * Nether Stairs.
 * Nether Fortresses.
 * "The End" (unofficially called "The Ender", or "Enderlands"), which replaces the previously announced Sky Dimension.
 * End Portals take the player from the Overworld to The End. To go back to the Overworld, one must defeat the Enderdragon and jump through the portal that appears.
 * End Portal Frame
 * End Portal Block
 * Endgame/Credit screen (world is still playable afterwards)
 * End Stone
 * New Items:
 * Ghast Tear
 * Blaze Rod
 * Nether Wart
 * Gold Nugget
 * Glass Bottle
 * Spider Eye
 * Fermented Spider Eye
 * Blaze Powder
 * Magma Cream
 * Glistering Melon
 * Eye of Ender
 * Activates Ender Portal Frame blocks.
 * 9 new Music Discs.
 * Finished biome code and new biomes.
 * Snowy biomes.
 * Swamp biomes adjusted to appear "swampier."
 * Darker grass
 * Darker water
 * Lily Pads
 * Mushroom biomes.
 * Naturally generated Huge Mushrooms.
 * New Mushroom Cow, the Mooshroom.
 * Mycelium blocks.
 * New sound effects, including:
 * Minecart sounds.
 * Shears sounds.
 * Additional Bow sounds.
 * Big slime sounds.
 * Tool breaking sounds.
 * The true sounds of Endermen and Silverfish. ( Enderman and Silverfish have new sounds instead of just zombie sounds for Enderman and spider sounds for Silverfish).
 * Changes in already existing sounds:
 * A change in the sound of Rain.
 * New sounds for Doors.
 * New sounds for the skeleton' walking to make them sound more skeleton-y.
 * Bow models now appear in third-person larger and in 3D.
 * Bows no longer have an infinite number of uses. (385 shots before breaking)
 * If water or lava is above a ceiling that is a single block thick, particles of water or lava will drip through, provided you are within 13 blocks of the ceiling.
 * 6 New Mobs:
 * Enderdragon (Boss Mob)
 * Enderdragon eggs
 * Mooshroom Cows.
 * NPCs in Villages, as Villager Mobs.
 * Snow Golem mob.
 * Can be crafted.
 * Melts in hot biomes.
 * Spreads snow around when it walks.
 * Passive, but throws snowballs at enemies.
 * Two new aggressive mobs for the Nether.
 * Magma Cube
 * Blaze
 * Experience (skills) can now be used for enchantments.
 * Each Experience Orb is worth one Score Point.
 * Animal Breeding.
 * Wheat bundles feed animals and make them come towards you.
 * Feeding animals makes them enter "love mode".
 * Hearts will come out of animals while in love mode.
 * Breeding will produce Baby Animals. Smaller versions of the parents with large heads that have a faster animation and a higher pitched sound.
 * New/Improved armor system.
 * Increased armor durability.
 * Sun and moon changes:
 * Moon phases.
 * Sun and moon now rise in the east.
 * Game mechanics changes:
 * Hardcore Mode - Locks the difficulty to Hard and forces you to delete your world if you die. The health bar changes appearance to indicate you are playing in Hardcore mode.
 * Item Repair
 * Potions, Splash Potions, Potion effects, Brewing Stand, and Brewing.
 * Enchantment Table, and Enchanting


 * }