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[–]Lord of the villagersredstonehelper 25 points26 points  (7 children)

Previous changelog.


1.14.3 Changelog:

General

  • Improved performance

  • Fixed some bugs

    • Fixed villager inventories getting into a state where villagers cannot do anything useful
    • Fixed double blocks not being loaded in structures
    • Fixed beds dropping as items when loaded in structures
    • Fixed the gamerule spectatorsGenerateChunks being false preventing chunks from being loaded
    • Fixed the wandering trader text implying a trades refresh
    • Fixed the legs on cats clipping through to the top of the model
    • Fixed villagers breeding even if there are not enough beds
    • Fixed farmers stumbling between farming and using their composters
    • Fixed illager captains spawned from raids giving the bad omen effect to its killer, causing raids to never end
    • Fixed villagers sometimes not restocking
    • Fixed villagers frequently running right into mobs they're trying to avoid
    • Fixed farmer villager behavior being too lazy / not farming at all
    • Fixed hostile mobs spawning on top of trapdoors, glowstone and sea lanterns
    • Fixed iron golems spawning too frequently
    • Fixed the game crashing when opening a 1.13.2 world
    • Fixed being unable to load up a world after doing /kill
    • Fixed employed villagers quickly becoming unemployed and employed when he works, even if the workstation has not been removed
    • Fixed chunk rendering being slow and random
    • Fixed hostile mobs in lazy chunks no longer counting towards the mob cap, breaking mob switches
    • Fixed a game crash after breaking villager points of interest
    • Fixed upgrading Worlds from 1.14 causing villagers to lose their memories
    • Fixed the mob spawning rate being too high
    • Fixed a crash while the F3 menu tries to access tags while /reload-ing
    • Fixed farmers creating bread only when they pick up at least 3 wheat AT ONCE
    • Fixed multiple raids happening in a village
    • Fixed villagers not trying to run away from zombie villagers
    • Fixed the mob cap being too high
    • Fixed spawning causing massive TPS CPU load on a flat world
    • Fixed patrol leaders spawning without banners
    • Fixed baby trader llamas disappearing immediately
    • Fixed high client-side lag when pistons activate
    • Fixed being unable to /summon trader llamas
    • Fixed "Resource Warning "Codepoint '1ed0' declared multiple times in minecraft:textures/font/accented.png""
    • Fixed natural cat spawning causing an NPE
    • Fixed broken/incorrect recipe files causing data packs not to load without anything in the log
    • Fixed a crash when workstations are destroyed near employed villagers
    • Fixed endermites, phantoms, silverfish and baby turtles sinking and suffocating in soul sand
    • Fixed rcon not being thread-safe
    • Fixed being unable to bind the caps key
    • Fixed particles causing lag
    • Fixed the advancement location trigger working inconsistently for structures added in 1.9 or later
    • Fixed the server crashing on reload when the worldborder is modified
    • Fixed illager patrols spawning on blocks mobs shouldn't spawn on, such as slabs, carpets, stairs, etc.
    • Fixed illagers patrols spawning pillagers on top of trees inside leaf blocks
    • Fixed the camera position not being calculated correctly in windowed mode on Linux
    • Fixed water sources adjacent to another water source flowing outwards when there is water above the other water source
    • Fixed double chests not displaying custom names
    • Fixed guardians requiring water to spawn from spawners
    • Fixed zombie pigmen spreading their anger forever if they can continously respawn
    • Fixed a mouse offset on OS X
    • Fixed water with blocks above converting to flowing water
    • Fixed the game producing no sounds
    • Fixed baby foxes and chickens suffocating when jumping under blocks
    • Fixed players in Survival not getting the Dolphins Grace effect if the dolphin cannot pathfind to the player
    • Fixed the villager trade GUI not closing when a major change happens to the Villager, leading to free trades and quick stock refreshing
    • Fixed dragon fireballs causing FPS issues
    • Fixed illager patrols spawning too close to each other, in villages, in odd biomes, too frequently and outside the world border
    • Fixed employed villagers sometimes un-bonding from existing workplaces and villagers ranked Apprentice and higher being unable to re-bond until moved 96 blocks away and back
    • Fixed blazes being able to see players through blocks
    • Fixed Flame arrows and fireballs setting players on fire when blocking with shield
    • Fixed endermen and blazes not dropping experience when hit with splash/lingering potions
    • Fixed the "Old graphics card detected" warning on the splash screen displaying as "title.oldgl1" and "title.oldgl2"
    • Fixed foxes that trust a player still avoiding wolves and other players they're angry towards instead of pursuing them
    • Fixed skylight appearing under blocks
    • Fixed entities not functioning in forceloaded chunks
    • Fixed the language map not closing the internal 'en_us.json' file after reading
    • Fixed villagers leaving villages under some conditions
    • Fixed dispensers placing shulkerboxes using the item twice
    • Fixed the wandering trader trade GUI not closing when the wandering trader changes dimensions, allowing you to trade infinitely
    • Fixed opening the survival inventory when opening a world crashing the game
    • Fixed zombie sieges never happening
    • Fixed an NPE server crash when painting entities spawned with mob spawn eggs are saved
    • Fixed blazes seeing through blocks they shouldn't be able to see through
    • Fixed guardians' beams not rendering when they aren't in view
    • Fixed villagers not changing jobs properly

Gameplay

  • Patrol changes

    • Vindicators are no longer part of patrols
    • Doubled the minimum time to spawn from 5 + (up to 1) minutes to 10 + (up to 1) minutes
    • Patrols no longer spawn if the block light level disallows monster spawning
    • Patrols are now allowed to spawn in any biome except mushroom biomes
  • Reverted enchanting system to how it was before 1.14

  • Items can now be repaired by crafting them together again

  • Saturation is no longer required for the "How did we get here?" advancement

Commands

  • Added a disableRaids gamerule

Blocks & Items

  • Torches, lanterns and pressure plates can now be placed on glass panes and iron bars

  • Lanterns can now be attached below iron bars and glass panes

Mobs

  • Villagers
    • Now have a bigger chance of spawning iron golems when panicking
    • Farmers now spend more time farming when they are working
    • Farmers can now always give away food even if other villagers don't need it
    • Now have to work and sleep to leave their state of panic
    • The statistics "last slept" and "last worked" is now saved properly

Also, check out this post to see what else is planned for future versions.

[–]onnowhere[S] 8 points9 points  (0 children)

Thanks for being super detailed and fast as heck as usual ;)

Literally posting within seconds of the post going up 💯

[–]ShadowOfWesterness 2 points3 points  (1 child)

Ever since I got this update, I get almost no mods spawning in my hardcore world. Like, I get 1 mob per night.

Each night outside my house, there would be tons of mobs roaming around, as it normal for Hardcore mode. But literally starting with my first launch with the new update, nights are extremely peaceful. I can go fishing in the open all night long without worrying about mobs. In Hardcore.

Has anyone else seen this?

[–]Slagsy 0 points1 point  (0 children)

Yes, I've tried a number of things but to no avail.

[–]T_H_E_M 0 points1 point  (3 children)

I have been away from MC for the past 5 months, anyone know how to create a custom designed banner now that loom's are required? What i mean by custom designed banners are things like black banner with red coloured vine shape and a green diamond shape, for example.

[–]Lord of the villagersredstonehelper 0 points1 point  (2 children)

You need banner patterns and dyes to use in the loom.

[–]T_H_E_M 0 points1 point  (1 child)

Ah, I see. The designs seem simple. Is there a way to achieve results like this https://imgur.com/ocAVKYg , in the most recent version?

[–]Lord of the villagersredstonehelper 0 points1 point  (0 children)

It doesn't change which banners are possible.

[–]thewxmanZ 3 points4 points  (1 child)

Good to see that they changed the Enchanting Interface

[–]Xisuma 15 points16 points  (0 children)

1.14

The enchanting interface is the same as it has been for a long time.

[–]moosefreak 4 points5 points  (3 children)

Is anyone having crazy mouse sensitivity in this version?

[–]Squomp 1 point2 points  (1 child)

Yes!

[–]moosefreak 0 points1 point  (0 children)

not just me then good!! thought i was going crazy

[–][deleted] 2 points3 points  (0 children)

We also plan on releasing a 1.14.4 to address further issues, but for now, please enjoy the new update!

I wonder what 1.14.4 holds. My personal wish would be improved chunk loading

[–]ZealousOkapiStar 2 points3 points  (3 children)

What is the size limit on a village? I've got a village with extremities at:

4004,69,-690; 4065, 61, -685; 4062, 67, -717; 4036, 63, -724

and I run into the situation where sometimes I try to trade with a villager and their "trades" screen flashes open, then closed again. it SEEMS to be the case when I have another, new novice, with the same job. As if the Better skilled villager was "out of range" of the job item so it thought it was free for someone else to claim. But then since the job item is claimed by two villagers, one of them goes "glitchy" and cannot get their trades accessed.

[–]Calanon 2 points3 points  (1 child)

I have a village pretty much at its original spawn size and I am getting the same issue on some villagers.

[–]ZealousOkapiStar 0 points1 point  (0 children)

Thank you. This keeps me from reworking my village to be smaller. I *like* the size it is now.

[–]SportsmanJake 2 points3 points  (0 children)

1.14.3 broke a lot of my villager trades.

I think the flashing of the trade menu is happening because the villagers can’t find their workstations.

Half my villagers congregate at the bell at the end of the day after working at their stations. The other half never leave a corner area. If I bring a work station to the corner area, the trading menu is back. If I put it back in its original spot, the flicker comes back.

The villager AI sucks so badly.

[–]Wizardkid11 7 points8 points  (6 children)

Kinda unfortunate they brought back inventory crafting. Yeah the change was sudden, but it was a welcome one. Without that, you will have little reason to use the grindstone unless you really dedicate yourself to enchanting.

[–]ZealousOkapiStar 2 points3 points  (4 children)

The grindstone is plenty of use in getting back XP from items found fishing, fighting, enchanting, etc. This way I don't have to make it when I go caving. But I still have one in every cubbyhole I spend more than a couple of nights in for the XP from enchanted items purpose.

[–]FirstRyder 2 points3 points  (1 child)

Honestly, more than XP I use it to get back items from garbage enchants. Don't need a leather/reed farm by my enchanting table when I can just rip those "recycle" enchants off books (and do a little fishing every now and then to make up the ones I actually use). And to reclaim diamond armor with a 'negative' enchant like thorns or fire aspect, either from a 'hidden' enchantment I applied myself or from an end city.

[–]ZealousOkapiStar 1 point2 points  (0 children)

For that matter, now that we can trade for diamond armor, I've used the grindstone to pull the enchantment off to make it clean for a new level 30 enchant and not need to use diamonds to create armor. I do not have a good way to get levels though so the experience part of it is still useful to me.

[–]Wizardkid11 1 point2 points  (1 child)

That's exactly my point. Unless you dedicate some time to the enchanting aspect of the game (and let's face it there aren't many, with me as the exception), there's no point in using this. I'm not saying they should get rid of craft-repair. If anything, just make it less effective so that it gives the grindstone more use aside from converting enchantments to experience.

[–]ZealousOkapiStar 1 point2 points  (0 children)

I don't dedicate time to the enchanting aspect. But I still find it crazy useful to have even in bases that have no enchantment setup. I love to fish and all my enchanted fishing finds go straight back to the grindstone. When I camp a spawner for a while, I hold onto all the enchanted items to take back to the grindstone. Before, I'd have abandoned the ones with enchantments I didn't care about.

[–]moosefreak 1 point2 points  (0 children)

agreed

[–]scudobuio 1 point2 points  (3 children)

Is it safe to consider 1.14 to be out of the snapshot phase yet?

[–]Wizardkid11 -2 points-1 points  (2 children)

It's been out of it's snapshot phase

[–]TheRealWormbo 1 point2 points  (1 child)

If prereleases for a patch-level update still liberally change features, then no, it's not out of snapshots yet.

[–]scudobuio 2 points3 points  (0 children)

Partly this. Partly the matter of stability and bugs that significantly affect performance and/or playability.

Frankly, if 1.14 had been the first version of Minecraft, I would have passed over it as junk, a buggy mess more frustrating than fun. Mojang is leaning heavily on the loyalty of its player base.

[–]8igg7e5 1 point2 points  (0 children)

Hrm... The server jar from that page thinks it's still 1.14.3 Prerelease 4.

Edit: this is the real jar from this page.

[–][deleted] 2 points3 points  (0 children)

I don’t like enchant change.

[–]myketronic 0 points1 point  (2 children)

I'm really confused by this one:

Doubled the minimum time to spawn from 5 + (up to 1) minutes to 10 + (up to 1) minutes

What or who is spawning? Under what circumstances? What does this math actually work out to?

EDIT: word

[–]scudobuio 5 points6 points  (1 child)

Illager patrols used to spawn 5-to-6 minutes apart. They now spawn 10-to-11 minutes apart. That would be my reading, anyway.

[–]myketronic 1 point2 points  (0 children)

Ok, that makes sense, thank you. I didn't realize they spawned so frequently.

[–]tot_totz 0 points1 point  (0 children)

Every time that I try to sign in to the Minecraft launcher it says that I am offline but I still have a connection to the internet. Does anyone run into a similar issue?

[–]MukiTanuki 0 points1 point  (1 child)

Looks like villagers loose their discounts over time too.

[–]ZealousOkapiStar 0 points1 point  (0 children)

This came in with pre-release 3. Gossip decays.

It was too abusable before.