Java Edition removed features
Reason: This page is pretty unnecessarily long and has been for a while. It might be better to just split off some of the content onto separate pages in order to shorten this one.
Since the beginning of the development of Java Edition, there have been a number of features that were removed from the game. These features may have been replaced, or a developer decided against the feature later on.
Note: This page documents only game features that were removed; features of a particular game element that were removed are noted in that element's history. See Java Edition unused features for features that are still currently in the game.
Contents
- 1 Blocks
- 2 Items
- 3 Crafting recipes
- 4 Generated structures
- 5 Map settings
- 6 Mobs
- 7 Sounds
- 8 Unused
- 9 Other
- 9.1 calm4.ogg
- 9.2 Player stats
- 9.3 Inventory changes
- 9.4 Old multiplayer player death animation
- 9.5 Notch dropping an apple
- 9.6 On-screen version number
- 9.7 "Unlicensed Copy" message
- 9.8 Spawning nether portals with F4
- 9.9 Time control with F6 and F7
- 9.10 Achievements
- 9.11 "Player Activity" button
- 9.12 Texture pack
- 9.13 "3D Anaglyph" option
- 9.14 Void fog and particles
- 9.15 Dispensing command blocks
- 9.16 Mobs running from creepers
- 9.17 Water evaporating on magma blocks
- 9.18 Full hotbar
- 9.19 Splashes
- 9.20 "Super Secret Settings" button
- 9.21 Native Twitch.tv integration
- 9.22 entity.hanging.place and entity.hanging.pop
- 9.23 Old conduit particle
- 9.24 /locate New_Village
- 9.25 Start with 64 fences
- 9.26 First-person view pivot
- 9.27 Placeholder block drops
- 9.28 Minimized textures
- 9.29 Tags
- 9.30 Java launcher easter eggs
- 9.31 Old walking animation for players
- 9.32 Old walking animation for mobs
- 9.33 Creeper melee attack
- 9.34 Removed with the 1.3 server split
- 10 References
Blocks[edit]
Items[edit]
Crafting recipes[edit]
Chainmail armor[edit]
Between the introduction of chainmail armor in Indev, and snapshot 14w25a for 1.8, chainmail armor was craftable using fire. As of that snapshot, fire can no longer exist as an inventory item, even with inventory editing, and the recipe itself was removed from the game's registry of recipes.
Ingredients | Crafting recipe |
---|---|
Fire |
Chainmail armor may still be obtained in other ways.
Enchanted golden apple crafting recipe[edit]
Since their introduction in 1.3.1, and until snapshot 15w44a for 1.9, enchanted golden apples had the following crafting recipe:
Ingredients | Crafting recipe |
---|---|
Block of Gold + Apple |
Enchanted golden apples may still be obtained in other ways.
Horse armor[edit]
In snapshot 13w16a of 1.6.1, a crafting recipe for iron, golden and diamond horse armor was added. In snapshot 13w18a, the crafting recipe was removed; the reason is still unknown.
Ingredients | Crafting recipe |
---|---|
Iron Ingot or Gold Ingot or Diamond + Any Wool |
Iron, golden and diamond horse armor may still be obtained in other ways.
Generated structures[edit]
Brick pyramid[edit]
Brick pyramids were tall experimental generated structures made up exclusively of bricks. They were added in February 27th Infdev and they were removed from game in Infdev 20100327.
Indev house[edit]
Consists of |
|
---|
The Indev House was a structure that acted as the starting place when first spawned. The Indev house was added into the game at Indev 0.31 20100124, and was initially made from mossy cobblestone, with two torches inside. In Indev 20100214-1, the mossy cobblestone was replaced with planks (for the walls) and stone (for the floor). The Indev house was removed at the start of Infdev.
Obsidian wall[edit]
Obsidian wall was an experimental structure made from obsidian. The obsidian wall has been added in Infdev 20100227-1 and it has been removed from game in Infdev 20100313.
Old village[edit]
Old villages and old zombie villages could generate in plains, savanna, taiga, ice flats, and desert biomes. The type of village, and therefore the style of all structures within it, was determined by the biome where the village well was located. All village biome variants were essentially palette swaps of each other, with the exception of one house in the old ice flats village, which would generate with randomized crop items such as carrots and beetroots. The "old villages" were not known as such until the Village & Pillage update.
Gravel roads[edit]
Before 1.10, villages used gravel with cobblestone underneath to signify roads; however, in 1.10, grass paths were added to signify village roads. However, grass paths were generated only where they replaced grass blocks (which makes sense) and gravel paths still existed until Village & Pillage update, when the jigsaw system broke it.[1]
Savanna village[edit]
Prior to 1.10, villages that would generate in savanna biomes used oak logs, oak planks, oak fences and oak stairs. This village type was replaced by villages made out of acacia derived blocks.
Far Lands[edit]
The Far Lands was the area that formed the "edge" of the "infinite" map in Java Edition versions prior to Beta 1.8. They initiate differently depending on the game's version. In Infdev 20100227-1, there was a wall of stone that generated 33,554,432 blocks away from spawn. In a later version of Infdev, 20100327 this changed to where the Far Lands that existed until Beta 1.8 began at about 12,550,820 blocks from the center of the world, X/Z 0. These Far Lands had two kinds: Edge Far Lands (The Loop) and Corner Far Lands (The Stack); both feature extremely strange terrain. They are known to have several impacts on gameplay, including floating-point precision errors and huge framerate / tickrate drops due to excessive coordinates, and the farther from the center of the world, the worse the effects, until the game freezes and crashes. Beyond X/Z 32,000,000 the chunks are just fake chunks, causing the player to fall through the terrain.
Similar phenomena can be found on the vertical axis using mods such as the "Cubic Chunks" mod. When the height limit is removed completely, the Far Lands continue to generate upward until they eventually collide with the "Sky Far Lands" 25,101,640 blocks upward, or with the "Void Far Lands" 25,101,640 blocks below the world.
In Beta 1.7.3 (and probably as far back as Java Edition Alpha v1.2.0), there existed another set of Far Lands called the Farther Lands, which was found quickly after the discovery of the Far Lands, and generated approximately 1,004,065,600 blocks away from the center of the world. These Farther Lands combined with the previous Far Lands created an even stranger mixture. In this mixture of Far Lands, the terrain was smooth and hardly changed its shape. This was especially noticeable in the Corner Farther Lands.
The Far Lands were removed in Beta 1.8, but they still exist in Bedrock Edition, even though they are different in this version.
Monoliths[edit]
Monoliths were glitched areas of terrain that happened in the late versions of Infdev and were patched out of the game with the Halloween Update. These monoliths would cause the terrain to abruptly generate up to the height limit, with natural grass block and ore generation. They could theoretically generate infinitely upward, being stopped only by the height limit, which at this point in the game's development, was 128 blocks. The area below the monoliths was completely hollow, except for water generating at sea level and a layer of bedrock at the bottom, making the normal terrain seem like inverse monoliths. It is possible to find small crevices in large monoliths, where normal terrain was generated. They tended to generate around flattish terrain. They were caused by an error in the Perlin noise generator.
By setting "Biome Scale Weight" to negative values in old customized worlds, they could generate [2] from snapshot 14w17a for 1.8 to snapshot 18w05a for 1.13, but with the removal of the "Customized" world type altogether in snapshot 18w06a for 1.13, this can no longer be recreated.
Trees[edit]
Some types of trees can no longer be grown with saplings, and no longer generate naturally in new terrain. They were often the result of using existing textures for new log and leaves types that had not yet been added; new trees subsequently "borrowed" logs and leaves from other trees. For example, acacia trees, when they were first added, used jungle logs and oak leaves.
Glass pillars[edit]
Glass pillars were added in Beta 1.9 Prerelease 3. They were used to mark the location of strongholds, as the eye of ender did not lead to strongholds yet. One pillar extended from the main entrance and another from the portal room. They went all the way up to the build limit. This was because Jeb forgot to remove the debug pillars before releasing the version publicly. They were removed in Beta 1.9 Prerelease 4, due to eyes of ender being able to lead players to the stronghold portal room.
Map settings[edit]
Cloud customisation[edit]
The color and height of clouds could be changed in Indev, however this functionality was removed in Infdev or later. Unlike many other things now customisable in Java Edition via custom world generation, this is yet to see a return.
Isometric screenshot[edit]
In the Indev versions of Minecraft, players could take a screenshot of the map from an isometric perspective using F7. When the game captured an isometric image, it would save the current location of all mobs and show any and all alterations to the map the player had made that would be visible from the perspective of the sun (at sunrise). The player would not be visible unless the player was in third-person view before taking the isometric screenshot.
The isometric screenshot would save to their local user folder as "mc_map_####.png" where #### represents the number of the screenshot starting at 0000 up to 9999.
There are some limitations that existed with the screenshots:
- They could capture the player's sprite only when in third-person view.
- Due to a glitch, the screenshot would render only those blocks that are in the player's FOV, and everything else is either black or shows underground sections that would have been obstructed.
Indev map shape[edit]
The map shape refers to the general dimensions the level generator used to create maps. It was added in Indev 0.31 20100106 and it altered the length, width, and height of the map.
There were three kinds of shapes:
- "Square" was a map of equal length and width, with a height of 64 blocks.
- "Long" was 2 times the length and 1⁄2 times the width of a square map.
- "Deep" was 4 times the height and 1⁄2 times the width and length of a square map.
There were three kinds of sizes:
Width × Length × Height | Square | Long | Deep |
---|---|---|---|
Small | 128 × 128 × 64 | 256 × 64 × 64 | 64 × 64 × 256 |
Normal | 256 × 256 × 64 | 512 × 128 × 64 | 128 × 128 × 256 |
Huge | 512 × 512 × 64 | 1024 × 256 × 64 | 256 × 256 × 256 |
Indev map theme[edit]
The map theme refers to the general style the level generator used to create maps. It was added in Indev 0.31 20100107, and it dramatically affected game mechanics, such as monster spawn zones and boundary liquid. "Paradise" and "Woods" themes were added in Indev 20100214-2. Themes were removed for in the middle of Infdev and were comparable to biomes in Alpha, Beta and current Minecraft versions.
Normal[edit]
"Normal" was the default map theme. Above ground, one would find sporadic trees and generally favorable space. The weather was constantly partly cloudy, and the lengths of night and day were equal. Underground, ores of all types could be found and lava was generally found near the bedrock layer.
Boundary liquid: water.
Hell[edit]
"Hell" was the second map theme introduced within the map theme feature. Hell featured significantly less lighting during the day, where mobs of all types would spawn at any time. All water was replaced with lava, grass was replaced with dirt and grass would spawn in place of sand only during map generation. Mushrooms were abundant on the surface. Farming worked at a much slower rate (one plant stage per day cycle). This map theme was comparable to the later added Nether.
Boundary liquid: lava.
Paradise[edit]
The third map theme, "Paradise", was more relaxed than the other themes. It featured larger beaches and plentiful flora compared to the "Normal" theme, and the time is always set to "Noon" (the sun never sets); hostile mobs spawn only underground. Farming works at a much faster rate (from planting to harvestable in 30–45 minutes).
Boundary liquid: water.
Woods[edit]
The fourth map theme, "Woods", was a middle-ground of challenge between "Normal" and "Hell". It provided constant overcast during the day that reduces light, and tree density was higher than the other themes, resulting in the land space becoming smaller. Additionally, mushrooms were spotty throughout the above-ground areas.
Boundary liquid: water.
Indev map type[edit]
The map type refers to the general format the level generator used to create maps. Added in Indev 0.31 20100106, it dramatically affected gameplay, such as the availability of water, sand and gravel. The further the player traveled toward the end of the map, the slower they moved.
There were four kinds of map types:
- "Island" was the default map type featuring minor hills and liquid existing at the borders.
- "Floating" was similar to the floating islands in the "Buffet" world type today — it contained multiple floating islands. Falling from these islands resulted in death as the surface was covered in bedrock. Floating gravel and sand was common, while water was rare.
- "Flat" was similar to the "Superflat" world type today — it featured flat grass with flowers, trees and a starting house.
- "Inland" featured a slightly hilly landscape, which was essentially the "Island" map type with infinite flat land at its borders as opposed to water. Sand and gravel were common.
"Winter Mode" map type[edit]

"Winter Mode" was a randomly occurring map type in Alpha. It was added on July 9, 2010, in Alpha v1.0.4 and was the first "biome" to appear in Minecraft.
There were a couple of differences compared to normal worlds. First, there was the presence of snowflakes, which fell constantly. There were four different kinds of snowflakes. These snowflakes would create snow on surfaces directly exposed to the sky, provided that it was a solid block. Due to a lack of unfrozen water, reeds were rare. The second element unique to "Winter Mode" was the presence of ice. When a map was generated, most exposed water blocks would be frozen into ice. The water did not freeze completely near gravel beaches. The third element was a decrease in the spawning rate of passive mobs.
Whether a world was in "Winter Mode" was determined with a 25% chance at creation.
"Winter Mode" was removed in Alpha v1.2.0 with the addition of proper biomes.
Biomes prior to 1.7.2[edit]
Versions prior to 1.7.2 had two biomes that were later removed from the world generator. Despite being unused, they continued to exist.
The following biomes became unused in 1.7.2:
- Mountain Edge (now available in the "Buffet" world type)
- Frozen Ocean (restored in 1.13 as a very different biome)
Biomes prior to Beta 1.8[edit]
In Beta 1.8, biomes received a major overhaul, removing and changing many of them. Prior to these changes, there were 13 biome types that were much smaller and less distinct.
"Customized" world type[edit]
"Customized" was a world type that gave control over many settings that affected terrain generation, such as ores, sea level, biomes, structures, and many variables that govern the random shape of the terrain. It was introduced in snapshot 14w17a for 1.8, and was removed in snapshot 18w06a for 1.13. Although customized worlds were added back in the 1.16 snapshot 20w21a, there is currently no in-game menu to modify worlds; custom worlds can be generated only by importing a JSON file.
Mobs[edit]
Indev MD3 mobs[edit]
Beast Boy, Black Steve, Steve, and Rana were human mobs originally used as tests during the Indev phase. They were made by Dock, one of Minecraft's past artists. After Dock left the Minecraft development team, these MD3 mobs were cut from the game. These mobs had no animation and glided around in the same pose. Notch also tested some other MD3 models that weren't going "into the final game." These were apparently from the game Quake III Arena.[3]
Human[edit]

Humans were passive mobs who took the form of clones of the default skin. In Classic, humans could be spawned by pressing G and would run around aimlessly. From Classic 0.24_SURVIVAL_TEST and onward, there was another mob called "Monster" that looked like a human but would attack the player. This "Monster" was the result of trying to spawn the base class for hostile mobs as an actual mob, a similar situation would later occur for humans too. Notch also used the name "monster" for the green humanoids in his unfinished game: Legend of the Chambered. The entity IDs Mob
, for humans, and Monster
, for "Monster", existed until 1.11, in which entity IDs were converted to namespaced IDs.
Zombie drops[edit]
Prior to Beta 1.8, zombies dropped 0-2 feathers, which were replaced by 0-2 rotten flesh.
Zombie pigman drops[edit]
Prior to Beta 1.8, zombie pigmen dropped 0-2 cooked porkchops, which were replaced by 0-1 rotten flesh and 0-1 gold nuggets.
The main idea of nether mobs dropping porkchops were implemented into Hoglins .
Sounds[edit]
The specific instructions are: were any sounds removed or made redundant in 1.9?
Game sounds[edit]
Arrow Contact | |
---|---|
Bow | |
Skeleton Hurt 1 | |
Skeleton Hurt 2 | |
Skeleton Hurt 3 | |
Skeleton Hurt 4 | |
Skeleton death | |
Door opening | |
Door closing | |
Explosion | |
Flint and Steel | |
Lava | |
Leveling up | |
Old Hurt | |
Splash | |
Cow Ambient 1 | |
Cow Hurt 1 | |
Cow Ambient 2 | |
Cow Ambient 3 | |
Cow Ambient 4 | |
Cow Ambient 5 | |
Cow Hurt 2 | |
Cow Hurt 3 | |
Cow Hurt 4 |
Player sounds[edit]
Name | Track |
---|---|
Fallbig1 | |
Fallbig2 | |
Fallsmall |
Audio loops[edit]
Loops were unused sounds, found in the game files, and were possibly meant for when the player is in a specific type of location (i.e., in caves, forests, oceans and beside a waterfall).
They were found in .minecraft/resources/sound/loops/
, and could be converted to reveal four loops, of birds chirping, cave chimes, ocean and waterfall noises.
Loop | Track |
---|---|
Birds Chirping | |
Cave Chimes | |
Ocean | |
Waterfall |
Unused[edit]
These features never had any functionality in-game.
Items[edit]
Armor in Survival Test[edit]
In early versions from 0.24_SURVIVAL_TEST through Indev 20100207-2, there was a folder called "armor", which contained two files. One was called chain.png
; and the other was called plate.png
.
These files were removed in Indev 20100212-1 with the addition of normal armor models.
Plate armor[edit]
Plate armor was used in Survival Test for mobs and it gave them no additional defense.
Chain armor[edit]
Unlike plate armor, chain armor was impossible to see in-game. It was just an unused texture. It was later removed and replaced with a new model and texture with leggings and boots.
How the plate would look on a player.
A zombie wearing a plate chestplate.
A zombie wearing a full set of plate armor.
A skeleton wearing a plate helmet.
Potions[edit]
Beta 1.9 Prerelease 2 implemented 32 types of potions for a complex brewing system involving cauldrons, which were functional but unavailable. These potions had effects and appeared to have different colors than the current potions. Beta 1.9 Prerelease 3 replaced the cauldron brewing system with the brewing stand system used in the final game, and removed the effects and colors of the old potions. Only the mundane, awkward, and thick potions were used in the final brewing system, leaving 29 types of potions with no effect unused in the game. They were later removed in snapshot 15w44b for 1.9.
These potions could be obtained only by using the following command: /give @p minecraft:potion 1 <data-value> {CustomPotionEffects:[]}
. Adding a multiple of 64 to the value would result in the same potion. As with other potions at the time, adding 16384 to the value would result in a splash version of the given potion.
Mobs / Entities[edit]
Zombie Pigman Texture[edit]
The zombie pigman was what the zombified piglin was known as before the Nether Update. The zombie pigman was retextured, remodeled and renamed to zombified piglin when the Nether Update was released. However, the mob itself was not removed.[verify]
Other[edit]
"Play Tutorial Level" button[edit]
An unclickable "Play Tutorial Level" button was added to the main menu during Indev. With the addition of texture packs in Alpha 1.2.2, the button was removed. No tutorial level had actually existed during that time.
Resources[edit]
Textures[edit]
Fluff.png[edit]
In Infdev, a texture called Fluff.png
was added. It was used as a texture for clouds in Infdev, but was later removed in early Alpha.
chunkinfo command[edit]
From 1.8 (snapshot 14w30a) to 1.13 (snapshot 17w45a), the file en_us.lang
contained translation strings for a /chunkinfo
command, which never existed in game. The following keys existed:
commands.chunkinfo.usage=/chunkinfo [<x> <y> <z>] commands.chunkinfo.location=Chunk location: (%s, %s, %s) commands.chunkinfo.noChunk=No chunk found at chunk position %s, %s, %s commands.chunkinfo.notEmpty=Chunk is not empty. commands.chunkinfo.empty=Chunk is empty. commands.chunkinfo.notCompiled=Chunk is not compiled. commands.chunkinfo.compiled=Chunk is compiled. commands.chunkinfo.hasNoRenderableLayers=Chunk has no renderable layers. commands.chunkinfo.hasLayers=Chunk has layers: %s commands.chunkinfo.isEmpty=Chunk has empty layers: %s commands.chunkinfo.vertices=%s layer's buffer contains %s vertices commands.chunkinfo.data=First 64 vertices are: %s
It is unknown if this command was used for development or was simply a dropped feature.
Other[edit]
calm4.ogg[edit]
calm4.ogg
was a music file (alongside the other tracks) that was beta-tested and created by Notch himself. The song is 3 minutes and 13 seconds long. It consists of an upbeat synth, battle-like tune. At 1:36, Notch can be heard saying "Mojang Specifications" in slow-motion.
The track was released around Alpha v1.1.1, but in Alpha v1.1.2, this track was omitted from the downloaded game files. Players who had the game while the song file was still included continue to hear it being played, as the game plays any song in the .minecraft/resources/music
folder.
With the introduction of the 1.6.1 launcher, playing older versions with the track calm4.ogg
does not allow the track to be heard, since music is downloaded separately from the jar files.
On February 1, 2020, calm4.ogg
was reuploaded by Notch on his SoundCloud page with the name "Magnetic Circuit".
Player stats[edit]
In an early Indev version, the player could open the inventory screen and view their name and three stats: "ATK", "DEF", and "SPD". These existed only briefly; when asked, Notch stated he could not remember exactly why they were implemented and subsequently removed, and he assumed they were placeholders for "vague plans".[4]
Inventory changes[edit]
An inventory rewrite was originally partially implemented in snapshot 14w07a, but it was reverted before the release of 1.8.[more information needed][5]
Old multiplayer player death animation[edit]
Before 1.6.1, on player death while playing in multiplayer, the player would stay standing, leap a little bit, and then disappear. In 1.6.1, this was replaced with the player falling onto the side and then disappearing.
Notch dropping an apple[edit]
Before Beta 1.8, a player named Notch would drop an apple upon death.
On-screen version number[edit]


Starting with Classic 0.0.2a, all subsequent versions until RC2 had text displayed in the top left corner of the screen that displayed the version. Versions between Beta 1.6.4 and Beta 1.7.3 did not have this text. From Classic 0.0.2a to Indev 0.31 20100205, only the version number was displayed, but after Indev it switched from being "0.31" to being called "Minecraft Indev" (Indev 20100206), the word "Minecraft" was shown before the version number. In the Alpha development stage, the text read "Minecraft Alpha v#.#.#(_#)." In the Beta development stage, the text read "Minecraft Beta #.#(_#)." This feature was only partially removed, for, among other things, the version number can now be shown by opening the debug screen while in-game. Before Alpha v1.2.2, the version number did not display on the main menu screen.
"Unlicensed Copy" message[edit]

In the Beta stage of Minecraft's development, a message reading "Minecraft Beta #.#.#(_0#) Unlicensed Copy :( (Or logged in from another location). Purchase at minecraft.net" was shown. This message can be seen only in versions between Beta 1.6 Test Build 3 and Beta 1.7.3, as proven by a bytecode editor. The bytecode for the message was removed in Beta 1.8.
Spawning nether portals with F4[edit]
In Java Edition Alpha v1.2.2a, players had the ability to spawn nether portals by pressing F4. In Alpha v1.2.2b, spawning nether portals using F4 was removed.
Time control with F6 and F7[edit]
In Beta 1.8 Pre-release, as a result of remaining debug code, players had the ability to use F6 and F7 to control in-game time. In Beta 1.8 Pre-release 2, the functionality of F6 and F7 was removed.
Achievements[edit]
Achievements were available between Beta 1.5 and 1.12 (snapshot 17w06a). They were ultimately replaced by advancements, though editions other than Java Edition still have achievements instead.
"Player Activity" button[edit]
The "Player Activity" button in "Minecraft Realms" was added in 1.5, but it was removed in 1.14.4 for unknown reasons. This button was used to show the online activities of players.
Texture pack[edit]
Texture packs were added in Alpha v1.2.2, and were replaced with resource packs in snapshot 13w24a for 1.6.1.
"3D Anaglyph" option[edit]
"3D Anaglyph" is an option in video settings that applies a red-cyan stereoscopic effect, enabling the use of red-cyan 3D glasses to experience the game in more depth. This option was removed in snapshot 17w43a for 1.13 for unknown reasons.
Void fog and particles[edit]
From Java Edition Beta 1.8 Pre-release up to its removal in Java Edition 14w34c, a fog effect and particles would appear in the lower 16 blocks of the world.
Dispensing command blocks[edit]
From snapshot 14w07a for 1.8, dispensers had the ability to place command blocks, when activated. This feature was removed as of 1.8.6 to solve a security issue.[6][7]
Mobs running from creepers[edit]
In 1.8, mobs ran away from creepers that were about to explode. In 1.8.1-pre1, this feature was removed because every mob that had the ability to run from a creeper was looking for an exploding creeper every tick, degrading performance.
Water evaporating on magma blocks[edit]
In snapshot 16w20a for 1.10, water evaporated on top of magma blocks when randomly ticked. From snapshot 18w07a for 1.13, whirlpool bubble columns are produced on top of magma blocks instead.
Full hotbar[edit]
Before 1.4.2, starting a world in Creative mode always started the player with a full hotbar, which included oak saplings, bricks, oak planks, spruce planks, cobblestone, and dirt.
Splashes[edit]
Note: When a line of splash text is removed, the line it occupied in splashes.txt
is deleted, meaning the line number of all subsequent splashes lowers by one.
Main splashes[edit]
Splash text | Explanation | Version added | Version removed | Pre-removal line number |
---|---|---|---|---|
Pre-beta! | The Alpha version of Minecraft. | Indev or earlier | Beta 1.2 | 1 |
Alpha version! | The Alpha version of Minecraft. | Indev or earlier | Beta 1.2 | 30 |
9.95 euro! | The pricing of the Alpha version of Minecraft, which was less than half that of the final price. | Indev or earlier | Beta 1.2 | 48 |
Half price! | The pricing of the Alpha version of Minecraft, which was less than half that of the final price. | Indev or earlier | Beta 1.2 | 49 |
Check it out! | Duplicate of "Check it out!" on line 21. | Before Alpha v1.2.0 | Beta 1.8 Pre-release | 47 |
Notch <3 ez! | Most likely removed because of Notch's departure from Mojang. | Indev | 1.8.5 | 100 |
SOPA means LOSER in Swedish! | SOPA was a highly controversial anti-piracy bill that made its way through the United States House of Representatives before it was rejected. In Swedish, "sopa" is a noun meaning "trash" or "garbage" and also commonly used as a slang insult.
Prior to 1.3, this splash read "SOPA means LOSER in Swedish", without an exclamation point. The specific bill SOPA had not been a current issue for several years, by the time of the splash's removal. |
1.1 | 1.9 (15w42a) | 304 |
Better than Prey! | Prey (2006) is a first-person shooter that was well received by critics.
Most likely removed to avoid legal issues with ZeniMax Media, because Bethesda Softworks published a game with the same name: Prey (2017). |
Indev | 1.12.1 (17w31a) | 5 |
Hobo humping slobo babe! | "Hobo Humpin' Slobo Babe" was the critically-acclaimed first single of the band Whale. | Beta 1.8 (Pre-release) | 1.14 (19w12a) | 259 |
Made by Notch! | Notch is the creator of Minecraft. | Indev | 1.14 (19w13a) | 9 |
The Work of Notch! | Notch is the creator of Minecraft. Probably also a reference to The Word of Notch. | Alpha v1.0.0 | 136 | |
110813! | Notch's and ez's wedding day, August 13, 2011. | Beta 1.8 (Pre-release) | 233 | |
Woo, minecraftforum! | Referring to Minecraft Forum. Removed shortly after it was announced that the forum would shut down.[8] However, despite the forums instead being sold to a third-party host,[9] this splash remains removed from the latest version. | Alpha v1.0.14 | 1.14.2 (1.14.2-pre4 reupload) | 171 |
Undocumented! | Indev | 1.16 (1.16-rc1) | 29 | |
Down with O.P.P.! | Line from the song "O.P.P." by American hip hop trio "Naughty by Nature". | Indev | 39 | |
Lewd with two dudes with food! | A line from "If You're Into It" by Flight of the Conchords. Prior to Alpha v1.0.14, this splash read "Rude with two dudes with food!". | Alpha v1.0.0 | 126 | |
Switches and ores! | Redstone is used to create switches, and many types of ore can be found. | Alpha v1.0.14 | 191 | |
Huge tracts of land! | A quote from Monty Python and the Holy Grail, describing the "assets" of a bride-to-be. Also, refers to the large areas of terrain present in Minecraft. | Beta 1.0 | 207 | |
Totally forgot about Dre! | Reference to the song "Forgot about Dre" by Dr. Dre. | Beta 1.8 (Pre-release) | 252 | |
Popping tags! | A reference to Macklemore's "Thrift Shop".[10] | 1.8 (14w10a) | 325 | |
Getting ready to show! | Line from the song "Skeletons" by Stevie Wonder. | 1.8 (14w25a) | 335 | |
Getting ready to know! | 336 | |||
Getting ready to drop! | 337 | |||
Getting ready to shock! | 338 | |||
Getting ready to freak! | 339 | |||
Getting ready to speak! | 340 |
Special splashes[edit]
Splash text | Explanation | Date displayed | Version removed |
---|---|---|---|
Happy birthday, ez! | Shown on ez's birthday. | November 9 | 1.8.5 |
Happy birthday, Notch! | Shown on Notch's birthday. | June 1 | 1.8.5 |
"Super Secret Settings" button[edit]
The "Super Secret Settings", added in snapshot 13w38a for 1.7.2, were removed in snapshot 15w31a for 1.9 due to an internal rewrite. It was a button under the options menu that, when pressed, would blare a random game sound with a lower pitch, and activate a shader.
Native Twitch.tv integration[edit]
Native Twitch.tv integration was added in snapshot 13w47a for 1.7.4, and was removed in snapshot 15w31a for 1.9. It integrated Twitch chat into the game.
entity.hanging.place and entity.hanging.pop[edit]
entity.hanging.place
and entity.hanging.pop
were two sound effects added in snapshot 15w49a and removed in the next snapshot, 15w49b. The sound effects were blank audio files and were likely intended as sound effects for the lead.
Old conduit particle[edit]
The conduit was added in snapshot 18w15a with particles, but those particles were changed in the next snapshot, 18w16a.
/locate New_Village[edit]
There was a locate command called /locate New_Village
. This was implemented in snapshot 18w48a for Village & Pillage before the village structures from Update Aquatic and prior were removed. Once these "old" villages were officially taken from the game's structure spawn list in snapshot 19w02a, /locate New_Village
was replaced by /locate Village
as the New_Village
ID was no longer needed.
Start with 64 fences[edit]
In Alpha v1.0.17, the player would spawn with 64 fences in their inventory, but in Alpha v1.0.17_01 this feature was removed.[verify]
First-person view pivot[edit]
Removed in 1.14 for performance reasons. Before changed, the player could not look directly upwards or downwards.
Placeholder block drops[edit]
Survival Test introduced block drops, which were mapped as follows:
Block | Drops |
---|---|
Gold Ore | Block of Gold |
Iron Ore | Block of Iron |
Coal Ore | Stone Slab |
Wood | Planks |
Block drops were reworked in Indev.
Minimized textures[edit]
In Survival Test, item drops were restricted to the cube shape used for blocks. The projected texture was the same on all faces and the texture scale was closer to those of blocks, making it look cropped.
Tags[edit]
The water_hacked
and waterlogged
tags were added in snapshots 18w07a and 18w07b for 1.13 respectively and removed in 18w10c. Before the removal, these tags functioned as follows:
Tag | Values | Usage |
---|---|---|
minecraft:water_hacked | #minecraft:stairs, #minecraft:waterlogged, #minecraft:slabs, minecraft:chest |
|
minecraft:waterlogged | #minecraft:coral_plants, minecraft:bubble_column, minecraft:kelp, minecraft:kelp_top, minecraft:sea_grass, minecraft:tall_sea_grass |
|
Java launcher easter eggs[edit]
Prior to the release of Launcher 2.1.497x, the launcher contained multiple easter eggs. If the player hovered their cursor over the "Play" button for a few seconds, a random mob would appear in the bottom right corner of the launcher. In the top left corner of the launcher, the player could see a translucent creeper face. There was about a 1⁄11 chance of the creeper face being replaced with a shrugging kaomoji, ¯\_(ツ)_/¯. When the player clicked on either of these, they turned solid white. Clicking them again would return them to their translucent state. In addition, if the player pressed Ctrl+B, the experience orb pickup sound would play.
Old walking animation for players[edit]
From pre-Classic to Alpha v1.0.9, the walking animation for the player and the human mob was different; the player and the human mob would swing their arms wildly to their sides while walking like cartoons.
Old walking animation for mobs[edit]
In Survival Test, mobs (pigs, sheep, skeletons, zombies, spiders and creepers) had different walking animations.
Creeper melee attack[edit]
In Survival Test, creepers did melee damage to the player. In Indev 0.31, this feature was removed. The damage was 4.
Removed with the 1.3 server split[edit]
When 1.3 split client and server logic, several features lost significant functionality. While some of these have been effectively restored or at least substituted, many of them remain moved to this day.
References[edit]
- ↑ MC-147895
- ↑ https://www.reddit.com/r/AntVenom/comments/5kmsve/monoliths_consistently_spawning_in_certain_biomes/
- ↑ https://www.youtube.com/watch?v=87ZyyYKbdlY&list=PLYvbqe7pJsoP9Z2AisjV8jcRPZzV93j7i&index=23&t=1s
- ↑ "I don't even remember putting them in, I assume it was only printed out on that screen as a placeholder for vague plans. I don't think they were ever in the code." – u/xNotch on Reddit, September 7, 2017
- ↑ "We never finished that. We hit a roadblock with the inventory rewrite, and had to shelve it because we couldn't figure out how to proceed nicely." – u/Dinnerbone on Reddit, April 9, 2015
- ↑ "For the security fix in 1.8.6 it was necessary to remove a feature (permanently) that was used by map makers. It wasn't an easy decision." – @SeargeDP, May 26, 2015
- ↑ "Unfortunately this feature had to be removed in 1.8.6 for security reasons. It wasn't an easy decision, but there was no other viable option. We usually don't break compatibility and this will be an exception to the rule, hopefully the only one. – Searge, May 26, 2015
- ↑ "Important Minecraft Forum Announcement" – Minecraft Forum, May 21, 2019
- ↑ "A New and Exciting Beginning" – Minecraft Forum, June 12, 2019.
- ↑ "@KnightMiner Also, "Popping tags!" is a reference to Macklemore's "Thrift Shop", not Jay-Z's "Popping Tags"." – @TheMogMiner, April 25, 2014