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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.
Prior to Java Edition 1.3.1, the Creative inventory (added in Beta 1.8) was a basic 8x9 item selection menu, it was closeable by key (instead of ) and it lacked categories, search and access to survival mode inventory.
In snapshot 12w21b for 1.3.1, the old Creative inventory was removed and replaced with present-day tab-based Creative inventory.
In Java Edition Classic 0.0.20a, the inventory was added as simple screen with selection of blocks. Unlike the beta Creative inventory from Beta 1.8, the classic Creative inventory was fundamentally different, it didn't had any sliders nor pages (because all blocks fitted into one page) and instead of clicking on block and dragging it into inventory, simply selecting blocks with left click made them instantly appear in hotbar. Classic Creative inventory was accessible with key.
Classic Creative inventory was absent in Survival Test, and it was fully removed in Indev 0.31 20091231-1856 and replaced with survival inventory, while the default key to open/close inventory was changed from to (that was later in Beta 1.4 again changed to ).
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 1.6.5 and Beta 1.7.3 did not have this text. From Classic 0.0.2a to Indev 0.31 20100206-1437, only the version number was displayed, but after Indev it switched from being "0.31" to being called "Minecraft Indev" (Indev 20100206-2034), the word "Minecraft" was shown before the version number. In the Alpha development stage, the text read "Minecraft Alpha v#.#.#(_0#)." In the Beta development stage, the text read "Minecraft Beta #.#(_0#)." 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.
From Beta 1.6 Test Build 3 to Beta 1.7.3, a message reading "Minecraft Beta #.#.#(_0#) Unlicensed Copy :( (Or logged in from another location). Purchase at minecraft.net" was shown in the top-left corner if the player was detected to be running an unlicensed or cracked version of the game.β[more information needed] This would also force the version number to be displayed, including in Beta 1.6.5 and later which normally had the version number hidden. The message was removed in Beta 1.8.
Demo gameplay timer was a feature (in PC Gamer Demo) that showed the player a visual indication of the remaining time of gameplay before the game locks and the player would need to purchase the full game. Players had 100 minutes for gameplay (equal to five days in-game) and the timer was located in the upper right corner of screen.
Block indicator was added in rd-20090515 to indicate currently selected block. It was located in the upper right corner of screen. Block indicator was removed in 0.0.19a and replaced with hotbar.
In Survival Test and early Indev versions, the score was displayed in the upper right corner. Players could get score by killing monsters.
This was removed in Java Edition Indev 0.31 20100130. Score was later made functional again in 1.0.0, however it is gained by collecting experience points (rather than by directly killing monsters).
In early Indev versions, the player could open the inventory screen and view their name and three stats: "ATK", "DEF", and βSPDβ, probably standing for attack, defense, and speed. 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".[1]
During Survival Test and early Indev versions, an arrow indicator appeared above the hotbar which indicated how many arrows player has left.
On-menu screen notices was a feature that allowed players to receive important notices about major game changes. This feature was used only two times during history of Minecraft.
Achievements were available between Beta 1.5 and full release 1.11.2 (snapshot 17w06a). They were ultimately replaced by advancements. Editions other than Java Edition still have achievements instead, although they use a different system, being synced per Xbox Live or PlayStation account and not separated by worlds.
It was possible to use a sword in main-hand to block attacks with right click. This feature was removed in 1.9 and attacks are now blocked with shield instead.
Prior to Java Edition 1.8, it was possible to shuffle enchantment options by swapping items in the input slot. From 1.8, this behavior was removed and enchantments the player would get on a specific kind of item do not change until the enchantment happens.
Between Java Edition 1.0.0 and 1.2.5, it was possible to enchant equipment with levels ranging from 31 up to 50 (which required up to 30 bookshelves). These extra higher enchantment levels were removed in 1.3.1 (Snapshot 12w22a), and maximal enchantment level was reduced to 30.
In Indev 0.31 20100129-1447, players were supposed to smelt ores by igniting fire with flint and steel and throwing items into it (or into lava). This mechanics was removed in Indev 20100219 and furnaces were added for smelting instead.
During Survival Test and early Indev versions, it was possible to mine and collect rocky materials (like stone, coal ore, iron ore, gold ore and diamond ore) with hand. This was removed in Indev 0.31 20100201-2227 and mining rocks now always require a pickaxe, otherwise nothing drops when broken.
For some reason, attempting to mine rocks with hand in Indev 0.31 20100201-2227 was not possible and mining progress lasted for eternity. This was fixed in next Indev version.
Between Java Edition Beta 1.8 and 1.5.2, it was possible to break blocks with swords in Creative mode. This ability was removed in 1.6.1, probably to prevent players from accidentally destroying their buildings while fighting mobs.
Similarly, it was possible to break blocks with tridents in Creative mode in 18w07a (and subsequent snapshots), which was ultimately removed in 18w20a.[2]
Before 1.3.1, players named "Notch" would drop an apple along with the rest of their inventory upon death. Apples were otherwise unobtainable before Beta 1.8 Pre-release.
Prior to Java Edition Beta 1.8 before hunger bar was added, eating food directly increased health.
Prior to Java Edition 1.13, the oxygen bar instantly refilled upon leaving the underwater. This behavior was removed in 1.13 and oxygen bar now gradually refills.
Prior to Java Edition 1.13, the player could sprint in water. This feature was removed in 1.13 and replaced with swimming mechanic.
Prior to Java Edition Beta 1.5, players could climb ladders spaced every other block, which was especially useful to save materials. This feature was removed in Beta 1.5.
Prior to Java Edition 1.9, survival mode players could hide by walking into tall plants (such as tall grass, large ferns, peonies, rose bushes, lilacs, sunflowers, sugar canes or vines) to prevent monsters from attacking them. This feature was removed in 1.9.[3]
Before 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.
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.
Before the 1.6.1 update, custom player skins would revert to the default Steve skin on the death screen. This feature was removed sometime during the 1.6 full release update's development.
When player entered rideable entity (such as minecarts or boats), switched to third-person view and then switched back to first-person view, player's hand was visibly misplaced. This was fixed in 1.9 (snapshot 15w44b).[4]
When View Bobbing is enabled, vertical player movement affects the camera by pivoting it up and down. Upwards movement pivots the camera upwards whilst downwards movement pivots the camera downwards. Removed in 1.14 for performance reasons.
Third-person view in Alpha v1.0.11 was reworked to be off-center, giving it an "over-the-shoulder" appearance. This third-person view appearance was reverted in Alpha v1.0.17.
Different versions in Minecraft's history had items pre-spawned in the player's inventory. Here is a table below:
Since Java Edition 1.3.1, creating a new world in Creative mode no longer spawns the player with any items in their inventory.
Brick pyramids were tall experimental generated structures made up exclusively of bricks. They were added in Java Edition Infdev 20100227-1414 and they were removed from the game in Java Edition Infdev 20100327.
These were entirely composed of bricks - the pyramids did not have any rooms inside, however caves could generate through them Java Edition Infdev 20100325-1640 due to caves being able to generate through any blocks at the time (including trees and other structures they should not be able to).
These were most likely intended for testing structure generation in infinite worlds. As blocks did not drop items at the start of Infdev due to entity code still being reworked, brick blocks could not be collected from pyramids for most of their existence.
The starting house was a building which generated at the center of Indev maps. The player would spawn inside of the starting house when the world was first generated.
This structure was added in Java Edition Indev 0.31 20100124-2119, and was initially comprised of mossy cobblestone, with two Torches inside. The starting house was reworked in Java Edition Indev 20100213, having a stone floor and walls made of oak planks.
Early iterations of the starting house contained a series of chests, which would harbor almost every block and item in the entire game at that point. These chests went through a series of changes, before being removed from the starting house entirely in later iterations.
The starting house was removed at Java Edition Infdev 20100227-1414 due to terrain generation being redone to accommodate infinite worlds, ditching the limited worlds of Indev and earlier.
In Java Edition Infdev 20100227-1414, two obsidian walls generated in the world as to mark the orthogonal directions. One of these walls would appear where the X-axis was at 0, and another where the Z-axis was 0. The player would spawn at the point where these two walls intersected.
Like with the brick pyramids, these were a debugging feature, and were not implemented as a source of obsidian for players due to the inability for blocks to drop items at the time.
These walls would no longer generate as of Java Edition Infdev 20100313.
Monoliths were a terrain bug which existed from late Infdev to late Alpha. Occurring when the noise generators for handling the shape of terrain output specific values, these structures would consist of the terrain being "inverted" in a given region of space. Outwardly, they appear as sheer stone cliffs which reach the top of the world. Ore and sediment blobs could be seen to generate in the sides of these, as could water and lava springs. Further examination of these reveal that the area underneath these monoliths is completely empty all the way down to the bedrock layers, further proving that the terrain is "inverted", as air regions and solid regions have completely switched places. Water would generate in this empty space below monoliths, as the game would consider any air space below a given point that did not belong to a cave or other structure as an "ocean", and fill it with water accordingly.
Due to being "inverted" sections of terrain, it is exceedingly likely that monoliths would generate up infinitely (or at least up until the vertical Far Lands) were they given sufficient space. Due to their version range, they were limited to 128 blocks. Monoliths could also fully enclose regions of normal terrain - when seen from below, these would appear as sheer cliffs, like all non-monolith terrain.
Monoliths came with the Java Edition Infdev 20100611, which overhauled terrain a third time in the Infdev development period, they persisted up until Java Edition Alpha v1.1.2_01. Alpha v1.2.0 redid terrain generation once more, such that completely different noise generators were used for terrain, which no longer had the potential to cause these bugs. However, despite this, Old Customized worlds were still capable of generating monolith structures by defining a negative "Biome Scale Weight" value[5] from snapshot 14w17a for Java Edition 1.8 to snapshot 18w05a for 1.13, prior to the removal of the "Customized" world type altogether in the next 1.13 snapshot 18w06a. Monoliths could also be generated from 1.16 to 1.17.1 by using customized worlds to set a biome's scale to a negative number.
There are several cases in the game in which unique species of tree use the logs and leaves primarily associated with other trees. Two prominent examples are pine trees, which use spruce logs and leaves, and swamp trees, which use oak logs and leaves, rather than either of these having dedicated blocks. As a result of this, they cannot be grown from saplings, and can only be encountered when generating new chunks.
In Java Edition 1.7.2's development, when biomes were being added to the game, two trees were added to the then-new biomes which also reused the logs and leaves of existing trees. However, these were a temporary measure, as later in development, they were given logs and leaves of their own, alongside saplings, planks and further wood products.
Specifically, these were the acacia tree, and the dark oak tree. The acacia tree reused jungle logs and oak leaves, and dark oak trees used spruce logs and oak leaves.
Villages have seen multiple changes in generation since their introduction. Due to these changes, some may consider villages which generated in previous versions, or at least certain buildings within them, as "removed" structures.
Old villages and old zombie villages could generate in plains, savanna, taiga, 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. The "old villages" were not known as such until Java Edition 1.14.
Before Java Edition 1.10, villages used gravel with cobblestone underneath to signify roads; however, in Java Edition 1.10, grass paths were added to signify village roads. However, grass paths sensibly were only generated where they replaced grass blocks, and gravel paths still existed until Java Edition 1.14, when the jigsaw system broke it.[6]
Prior to Java Edition 1.10, plains villages would generate in savanna biomes. Plains villages was replaced by savanna villages made out of acacia derived blocks.
Prior to Java Edition 1.3.1, plains villages would generate in desert biomes. Plains villages was replaced by desert villages made out of sandstone derived blocks.
Prior to Java Edition 1.8, plains wells would generate in desert villages. Plains wells was replaced by desert wells made out of sandstone derived blocks.
| Biomes | Any |
|---|---|
| Generates in existing chunks |
No |
| Consists of | π Image Glass |
{
"title": "Glass Pillar",
"rows": [
{
"field": "Any",
"label": "(link to Biome article, displayed as Biomes)"
},
{
"field": "No",
"label": "Generates in<br>existing chunks "
},
{
"field": "<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite glass.png article, displayed as 16x16px|link=Glass|alt=|class=pixel-image|)</span>(link to Glass article, displayed as <span class=\"sprite-text\">Glass</span>)</span>",
"label": "Consists of"
}
],
"invimages": [],
"images": [
"Glass Pillar.png"
]
}
Glass pillars were a debug element of end portal rooms used to mark the location of strongholds, since the eye of ender's functionality of pointing toward strongholds did not exist yet. One pillar extended from the main entrance and another from the portal room, both from the Stone Bricks to the build limit. They were accidentally left in the public release of Java Edition Beta 1.9 Prerelease 3, and were removed in the next update.
Prior to Java Edition Beta 1.8, clay blobs were a terrain feature that existed as a way for clay blocks to generate naturally. They were removed and clay is now found as disks instead.
Prior to Beta 1.8, beaches existed as a terrain feature and generated in two variants (sand beaches and gravel beaches). Beaches were removed in Beta 1.8, then returned as biome in Java Edition 1.1 but without gravel variant.
Prior to Java Edition 1.18, water lakes were small bodies of water source blocks in the Overworld. They could generate both on the surface and underground, in the latter case, air pockets would generate above them. Water lakes generated in almost all Overworld biomes (except desert). Water lakes were removed in Java Edition 1.18 and replaced with aquifers.
In Java Edition 1.17, dripstone clusters were generating in regular caves due to revamped caves (including dripstone caves where dripstone was supposed to generate) being disabled in 21w15a. In Java Edition 1.18, dripstone clusters are no longer generating in regular caves due to dripstone caves being re-implemented to game.
Between Java Edition 1.3.1 and 1.7.10, desert pyramids had decorations (both outside and inside) made from wool (instead of terracotta) that made entering the secret fosse underneath it very easy. In 1.8, wool no longer appeared on decorations of desert pyramids and was replaced with terracotta that made entering secret fosse require a pickaxe.
Between Java Edition Beta 1.8 and 1.4.7, mineshafts initially had loot stored in chests. In 1.5, mineshaft chests were removed and replaced with minecarts with chests.
In Java Edition Beta 1.8, support beams in mineshafts were generated from oak planks instead of oak fences. In Beta 1.8.1, oak planks in support beams were replaced with oak fences.
Between Java Edition Alpha v1.2.0 and 1.12.2, only carved pumpkins were naturally generating, while un-carved pumpkins were unused in game. This was changed in 1.13 (snapshot 17w47a) and un-carved pumpkins are now naturally generating, while carved pumpkins could be now only obtained by using shears.
Prior to Java Edition 1.9, end spikes were generated randomly across the end island. In 1.9, this was changed and end spikes now generate in a circular pattern. Attempting to respawn ender dragon in 1.9, in worlds that were created before 1.9 generates new end spikes in location that follows new circular pattern, leaving the old end spikes existing in map along with new ones.
Prior to Java Edition 1.9, exit portals were generating in location where ender dragon was killed. In 1.9, this no longer happens and unfilled exit portals are now pre-generated, and will become filled after ender dragon is defeated.
In Indev versions of Minecraft, it was possible to customize the color of the sky, fog, and clouds via map editing, but this feature was removed in Infdev. Unlike some customizations now available via custom world generation, these are yet to see a return.
In the Indev versions of Minecraft, players could take a screenshot of the map from an isometric perspective using . 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:
This feature was removed in Infdev due to the addition of infinite worlds, and was later replaced by the Infinite Map Visualizer.
test.mclevelDuring the development of Indev, there were settings to change level's theme, type, shape and size.
"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.
The "Default 1.1" world type was added in 1.2.1 (snapshot 12w03a). Initially it was permanently applied to old worlds in order to prevent chunk borders but from snapshot 12w07a onwards, this world type only got used during the conversion process from the Region file format to the Anvil file format which stored biomes in chunk data. After conversion, old worlds would switch back to the default world type which allowed for world generation to create jungles. The world type was accessible in later versions by changing the "generatorName" property in the level.dat of a world created in 1.2 to "default_1_1" and it would persist across world saves. When it was first added, the "Default 1.1" world type was simply the same as the default world type but without jungles. In 1.7.2, it was changed to match the updated biome generation with the only difference being that warm climate regions were replaced with regions containing biomes from 1.1, those being deserts, forests, extreme hills, swamps, plains and taigas. With another biome overhaul occurring in 1.18 (experimental snapshot 1), the "Default 1.1" world type was removed.
Versions prior to 1.7.2 had two biomes that were later removed from the world generator. Despite being unused, they continued to exist until Java Edition 1.18, in which mountain edge got removed.
The following biomes became unused in 1.7.2:
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.
In 1.18, terrain height is no longer controlled by biome, so the following height variations biome have been removed and had their code merged into the main one:
"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.
The Buffet world type used to have two extra generator types which were removed in Java Edition 1.18 due to bugs and lack of support.[citation needed] They were:
Several historical file formats existed before the current Anvil file format during early development of Minecraft.
Prior to Java Edition 1.18, ore distribution was different. Ores were generating at different heights and different abundances because caves were smaller and worlds had smaller height. Ore distribution was overhauled in 1.18 after large caves and large mountains were added and world height was increased, while the old ore distribution was removed.
Spawn chunks were chunks found around the world spawn. Spawn chunks were always loaded, unlike normal chunks, which unload when no players are nearby. They were removed in Java Edition 1.21.9.
| Name | Version added | Version removed | Old track | New track |
|---|---|---|---|---|
| Doors, Trapdoors and Fence gates opening
(First Version) |
Infdev 20100607 | 1.0.0 RC1 | N/A | |
| Doors, Trapdoors and Fence gates closing
(First Version) |
Infdev 20100607 | 1.0.0 RC1 | N/A | |
| Doors, Trapdoors and Fence gates opening (Second Version) | 1.0.0 RC1 | 15w43a |
| |
| Doors, Trapdoors and Fence gates closing (Second Version) | 1.0.0 RC1 | 15w43a |
| |
| Explosion | Indev 20100104-2154 | 1.0.0 RC1 | ||
| Splashing | Indev 20100104-2154 | 12w38a | ||
| Leveling up | 12w38a | 13w24a | ||
| Arrow Firing/Throwing Projectiles | Indev 20100124-2119 | 1.0.0 RC1 | ||
| Arrow Contact | Indev 20100124-2119 | 1.0.0 RC1 | ||
| Flint and Steel | Indev 20100206-2034 ? | 12w38a | ||
| Lava | 12w05a | 12w38a | ||
| Rain | Beta 1.5 | 16w04a |
| Name | Version added | Version removed | Old track | New track |
|---|---|---|---|---|
| Old Hurt | 0.24 SURVIVAL TEST | 1.0.0 RC1 | ||
| Hurtflesh1 | 1.0.0 RC1 | 12w38a | ||
| Hurtflesh2 | 1.0.0 RC1 | 12w38a | ||
| Hurtflesh3 | 1.0.0 RC1 | 12w38a | ||
| Fallbig1 | 1.0.0 RC1 | 12w38a | ||
| Fallbig2 | 1.0.0 RC1 | 12w38a | ||
| Fallsmall | 1.0.0 RC1 | 12w38a |
| Name | Old Track | New Track |
|---|---|---|
| Decorated pot break 1 | ||
| Decorated pot break 2 | ||
| Decorated pot break 3 | ||
| Decorated pot break 4 | ||
| Decorated pot step 1 | ||
| Decorated pot step 2 | ||
| Decorated pot step 3 | ||
| Decorated pot step 4 | ||
| Piston extending (24w20a) | N/A | |
| Piston contracting (24w20a) | N/A |
Several cave sounds prior to version 20w10a had variations with different pitches, ranging from 0.8 to 0.9.[note 7]
| Name | Version removed | Pitch 0.8 | Pitch 0.9 |
|---|---|---|---|
| Cave 1 | 20w10a | ||
| Cave 2 | 20w10a | ||
| Cave 3 | 20w10a | ||
| Cave 4 | 20w10a | ||
| Cave 5 | 20w10a | ||
| Cave 6 | 20w10a | ||
| Cave 7 | 20w10a | ||
| Cave 8 | 20w10a | ||
| Cave 9 | 20w10a | ||
| Cave 10 | 20w10a | ||
| Cave 11 | 20w10a | ||
| Cave 12 | 20w10a | ||
| Cave 13 | 20w10a |
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). These sound effects only appeared in C418's June 4, 2009 Sound Test.[7]
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 |
calm4.ogg was a music track that was included in Java Edition Classic 0.0.22a when Notch used it to test the music system. It was removed an hour later because Notch thought "it was horrible and didn't fit at all."[8] It seems to have briefly been available from the minecraft.net resources from around December 16-17, 2010 and was removed sometime from December 22-27, 2010.
"Link to the original piano2.ogg from Alpha v1.0.14" .
piano2.ogg was a music track that was added in Java Edition Alpha v1.0.14. However, this version is different from the version most known.
It characteristically has an alternate ending, only having one piano track, unlike the later version's 2 piano tracks.
This track was later replaced with a new version in Java Edition Alpha v1.2.0.
"Link to the original piano3.ogg from Alpha v1.0.14" .
piano3.ogg was a music track that was added in Java Edition Alpha v1.0.14. However, this version is different from the version most known.
It characteristically has about 3 minutes of the music truncated from the track, being 01:26 in length, rather than the later version's length of 04:41.
To accommodate the short length, it has an ending somewhat similar to that present in the Alpha v1.0.14 variant of piano2.ogg.
This track was later replaced with a new version in Java Edition Alpha v1.2.0.
In Java Edition Alpha v1.2.2a, players had the ability to spawn nether portals by pressing . In Alpha v1.2.2b, spawning nether portals using was removed.
In early Indev versions, pressing would toggle between rain and clear.
In Beta 1.8 Pre-release, as a result of remaining debug code, players had the ability to use and to control in-game time. In Beta 1.8 Pre-release 2, the functionality of and was removed.
In 0.24_SURVIVAL_TEST, it was possible to spawn oak signs by pressing . This was removed in 0.26_SURVIVAL_TEST.
In Indev 20100129-1447, it was possible to access the 3Γ3 crafting grid UI by pressing . This was intended only as temporary way, and it was removed shortly after in Indev 20100129-2332 after addition of crafting tables.
Between 0.0.12a and Beta 1.7.3, pressing would cycle between levels of render distance (Far, Normal, Short and Tiny). A separate "Toggle Fog" key bind option in Controls options menu also existed up until Beta 1.7.3.
In pre-Classic and early Classic, it was possible to spawn human mobs by pressing . As human mobs were removed from normal gameplay in Survival Test, this functionality was also removed as well.
In 0.0.22a_01, pressing would toggle muting/unmuting all sounds in game. This was removed in 0.0.23a due to addition of options screen.
Between 0.0.12a and 0.0.12a_03, it was possible to generate new level by pressing . This was removed in 0.0.13a due to addition of pause menu from where player can generate, save and load levels.
In pre-Classic, early Classic and late Classic (except for versions with Survival mode), it was possible for player to respawn on default position in world by pressing , which was especially useful if player was stuck somewhere. This was removed in Indev.
Between mc-161616 and 0.0.22a_05, pressing would invert mouse controls. This was removed in 0.0.23a due to addition of options screen.
Between 0.0.10a and 0.0.12a_03, pressing would unhook the mouse from game window. In 0.0.13a, this functionality was removed and pressing now opens pause menu instead.
Between 0.0.14a_04 and Indev 0.31 20091223-1459 (except Survival Test versions), pressing would set new spawn point location, from which player would be respawned with . This was removed in Indev 0.31 20091231-1856 when creative mode was removed and survival mode readded.
Prior to Beta 1.8, entity numbers shown above mobs when player opened debug screen with . This feature was removed probably to prevent unfair progress, because it allowed players to see where caves and dungeons were located due to monsters in them being labeled by numbers.[citation needed]
When menu screen was firstly added in Indev 0.31 20100131-2156, the dirt background had slow vertical scrolling animation. This was removed in Indev 20100206-2034.
In Java Edition Alpha 1.0.4, when Minecraft logo in menu screen was changed from cobblestone to stone, it received animation upon entering menu screen. When Minecraft logo was changed again in Java Edition Beta 1.4, the animation was removed.
Between Infdev 20100629 and Alpha 1.0.3, a "Loading..." screen with dirt background appeared upon starting the game. Unlike Mojang splash screen, the "Loading..." screen was hardcoded and the dirt background in it hadn't texture independent from the dirt background in the menu screen itself. This was removed in Alpha 1.0.4 and replaced with Mojang splash screen.
Save level, Load level and Generate new level were features in game menu between Classic and Indev. Save level allowed player to save world which was currently opened, Load level allowed player to load previously saved worlds, while Generate new level allowed player to generate new world. This was removed in Infdev 20100327 and replaced with Select World menu and Autosave.
In 0.24_SURVIVAL_TEST, Save level and Load level options were disabled.
Between Infdev 20100327 and Beta 1.2_02, players could create only up to 5 worlds. If players wanted to create a new world, they had to delete an existing world. World slots were removed in Beta 1.3 and players could create as many worlds as they want.
Texture packs were added in Alpha v1.2.2, and were replaced with resource packs in snapshot 13w24a for 1.6.1.
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.
"3D Anaglyph" was an option (added in Java Edition Classic 0.24_SURVIVAL_TEST) 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 due to low usage of the feature.[citation needed]
Note: It sometimes leaves a stain on your skin when you turn it off.
"Limit Framerate" was an option (added in 0.26 SURVIVAL TEST) in video settings that allowed player to toggle framerate of game by changing the setting between ON and OFF. It was removed in Beta 1.6.5 and replaced with "Performance" option.
"Performance" was an option (added in Java Edition Beta 1.6.5) in video settings that allowed player to configure framerate of game. It had three states, Balanced (limits to 120 maximum FPS), Power Saver (constantly limits to 35 FPS) and Max FPS (sets no limit to maximum FPS). It was removed in Java Edition 1.7.2 and replaced with Max Framerate slider.
For some reason in Beta 1.6.5, this option was named "Framerate cap" and instead of Balanced, Power Sawer and Max FPS states, it had numerical states (200, 90 and 40 FPS).
"Maximum" and "Minimum" (added in Java Edition 1.5) were states of the Smooth lighting option. "Minimum" state used the original smooth lighting rendering that existed since Beta 1.3, while "Maximum" state existed as way to correct lighting of certain blocks (like back of stairs). Over time, there wasn't any difference between these states and in Java Edition 1.19.3 RC1, the "Minimum" state of smooth lighting was removed and the "Maximum" state was renamed to ON.
"Advanced OpenGL" was an option (added in Java Edition Beta 1.5) in video settings that allowed players to use occlusion culling which disabled the rending of blocks that weren't in the players field of view. This was meant to improve performance in graphics cards that supported it, but many players complained that it was counterproductive.[citation needed] This option was removed in 1.8.
"Use VBOs" was an option (added in Java Edition 14w29a) in video settings that allowed players to toggle VBOs which offered a ~10% performance increase when set to ON. It was removed in Java Edition 18w44a and VBOs are now always used.
"Show FPS" was an option (added in Java Edition Classic 0.0.23a) that allowed players to show debug screen. It was removed in Alpha 1.1.1 and debug screen is now opened with key.
"Alternate Blocks" was an option (added in Java Edition 14w28a) that allowed players to enable (or disable) weighted alternative block models. When turned off, the least complex highest priority model is always used for each block. It was removed in Java Edition 1.9.
"Server Textures" was a client-side option (added in Java Edition 1.3.1) in video settings that allowed players to enable (or disable) texture pack/resource pack used by server. It was removed in Java Edition 1.7.6 and replaced with server-side "Server Resource Packs" option and moved from video settings to Edit Server Info.
"Hide Address" was an option in Edit Server Info that allowed players to toggle display of IP addresses in server list. It was removed in Java Edition 1.7.2, probably for privacy reasons.[citation needed]
"Touchscreen Mode" was an option (added in Java Edition 1.4.2) in controls settings that allowed player to use touchscreen-optimised inventory drag mode. It was removed in Java Edition 26.2.
Prior to Java Edition 1.8.3, after dying in hardcore mode world, singleplayer players were supposed to delete their hardcore world using "Delete world" button in death screen (while multiplayer players were banned after clicking "Leave server" option). In 1.8.3, this behavior was changed and when attempting to delete singleplayer world (or leave multiplayer world) in death screen, it redirected player to main menu instead, without actually deleting their world (or without being banned from server). In 1.9, players received option to spectate hardcore world instead, and in 1.15 the Delete world option was removed and replaced with Title screen option.
The "Player Activity" button in "Minecraft Realms" was added in 1.5, but it was removed in 1.14.4 for unknown reasons.β[more information needed] This button was used to show the online activities of players.
Chat preview was a feature (added in Java Edition 1.19) which displayed a server-controlled preview above the chat edit box, showing how messages appeared when sent. Chat preview sent chat messages to the server as they were typed, even before they were sent, the server then sent back the styled preview in real time. This allowed servers to apply dynamic message stylings while still allowing chat to be securely signed. Chat preview was removed in Java Edition 1.19.3.
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.
Starting with 0.0.13a, people with registered accounts were able to save/load levels up to 5 worlds, while the feature coexisted with local level saving/loading. It was disabled in Indev 0.31 20100129-2332 (presumably intended temporarily), but was later never re-enabled. This feature was fully superseded by local world saving/loading.β[more information needed]
Wolds could be played at the URL http://www.minecraft.net/play.jsp?name=<username>&id=<the slot saved in, starting from 0>.
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.
| Splash text | Explanation | Version added | Version removed | Pre-removal line number |
|---|---|---|---|---|
| Pre-beta! | The Alpha version of Minecraft. | Indev 0.31 20100131 | Beta 1.2 | 1 |
| Alpha version! | Indev 0.31 20100202 | 30 | ||
| 9.95 euro! | The pricing of the Alpha version of Minecraft, which was less than half that of the final price. | Indev 20100206-2034 | 48 | |
| Half price! | Indev 20100206-2034 | 49 | ||
| Check it out! | Duplicate of "Check it out!" on line 21. | Indev 20100206-2034 | Beta 1.8 Pre-release | 47 |
| Notch <3 ez! | Notch was married to Ez, at the time. | Indev 20100219 | 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. The splash was removed four months after the release of the identically named Prey (2017). | Indev 0.31 20100202 | 1.12.1 (17w31a) | 5 |
| Hobo humping slobo babe! | "Hobo Humpin' Slobo Babe" was the critically-acclaimed first single of the band Whale. Removed due to being inappropiate. | Beta 1.8 (Pre-release) | 1.14 (19w12a) | 259 |
| Made by Notch! | Notch is the creator of Minecraft. The splashes were removed following controversial statements Notch made on Twitter. | Indev 0.31 20100202 | 1.14 (19w13a) | 9 |
| The Work of Notch! | Alpha v1.0.4 | 136 | ||
| 110813! | Notch's and Ez's wedding day, August 13, 2011. Removed following controversial statements Notch made on Twitter. | Beta 1.8 (Pre-release) | 233 | |
| Woo, minecraftforum! | Referring to Minecraft Forum. Removed shortly after it was announced that the forum would shut down.[9] However, despite the forums instead being sold to a third-party host,[10] this splash remains removed from the latest version, this was removed around the same time that splashes on Bedrock Edition removed references to this, alongside other forums like /v or Reddit, so it's likely that was the reason. | Alpha v1.0.13 | 1.14.2 (1.14.2-pre4 reupload) | 171 |
| Undocumented! | Indev 0.31 20100202 | 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". Likely removed due to the song's lyrics containing inappropriate language. | Indev 20100206-2034 | 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!". Likely removed due to the song's lyrics containing inappropriate language. | Alpha v1.0.4 | 126 | |
| Switches and ores! | Redstone is used to create switches, and many types of ore can be found. Likely removed due to referencing an inappropriate phrase. | Alpha v1.0.14 | 191 | |
| Huge tracts of land! | A quote from Monty Python and the Holy Grail, describing the breasts of a bride-to-be. Also, refers to the large areas of terrain present in Minecraft. Likely removed due to the inappropriate connotations of the reference. | Beta 1.0 | 207 | |
| Totally forgot about Dre! | Reference to the song "Forgot about Dre" by Dr. Dre. Likely removed due to the song's lyrics containing inappropriate language. | Beta 1.8 (Pre-release) | 252 | |
| Popping tags! | A reference to Macklemore's "Thrift Shop".[11] Likely removed due to the song's lyrics containing inappropriate language. | 1.8 (14w10a) | 325 | |
| Getting ready to show! | Lines from the song "Skeletons" by Stevie Wonder. It's unknown why these were removed despite the lyrics to the song being clean. | 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 | |||
| Woo, /v/! | The video game board on 4chan, where Minecraft is frequently discussed (and was occasionally promoted by Notch). | Alpha v1.0.13 | 1.17 (pre1) | 166 |
| ΠΡΠΈΠ²Π΅Ρ Π ΠΎΡΡΠΈΡ! | Russian for "Hello Russia!". Likely removed due to Microsoft suspending operations in Russia at the time. | 1.1 (11w50a) | 1.19 (22w17a) | 282 |
| Minors welcome! | A pun on 'miners' being a homophone of 'minors', and the game is commonly played among children. Likely removed due to controversy about gaming disorder. | Indev | 1.21.6 (25w20a) | 56 |
| Splash text | When displayed | Explanation | Version added | Version removed |
|---|---|---|---|---|
| Happy birthday! I love you! Alex x | For player "athna" on July 26, 2010 | One-time splash. | Alpha 1.0.6_01 | Alpha 1.0.17 |
| Happy birthday, ez! | November 9 | Shown on ez's birthday. Notch left Mojang. | Alpha 1.0.6_01 | 1.8.5 |
| Happy birthday, Notch! | June 1 | Shown on Notch's birthday. Notch left Mojang. | Alpha 1.0.6_01 | 1.8.5 |
| missingno | Shown when the splashes.txt file has been modified or deleted without also deleting the META-INF folder. References a glitch PokΓ©mon found in PokΓ©mon Red and Blue. Likely removed due to referencing third-party material. | Alpha v1.0.12 | 1.14 (19w13a) | |
| Finally beta! | Excluding "Merry X-Mas!" and "Happy new year!", this was the only splash from Beta 1.0 to Beta 1.2. Removed because it had been "finally beta" for a good while. | Beta 1.0 | Beta 1.2_01 |
| Command | Description | Version removed | Reason for removal |
|---|---|---|---|
/?
|
An alias of /help. Provides help for commands.
|
1.13 (17w45a) | Superseded by /help
|
/achievement
|
Gives or takes an achievement from a player. | 1.12 (17w13a) | Achievements were superseded by advancements. |
/banip
|
Bans a player by IP number. | Indev 0.31 | Superseded by /ban-ip
|
/blockdata
|
Modifies the data tag of a block. | 1.13 (17w47a) | Superseded by /data
|
/broadcast
|
Broadcasts a message across the entire server. | Classic 0.0.16a_01 | Superseded by /say
|
/chunk
|
Force chunks to load constantly or not. | 1.13.1 (pre1) | Superseded by /forceload
|
/entitydata
|
Modifies the data tag of an entity. | 1.13 (17w45b) | Superseded by /data
|
/home
|
Teleports player to the world spawn. | Alpha v1.2.5 | Superseded by /kill
|
/iron
|
Drops 4 iron ingots. Can only be executed every 5 minutes. | Alpha v1.2.0 | Removed for unknown reason. |
/locatebiome
|
Locates biomes. | 1.19 (22w19a) | Superseded by /locate
|
/placefeature
|
Used to place a configured feature at a given location. | 1.19 (22w18a) | Superseded by /place
|
/replaceitem
|
Replaces items in inventories. | 1.17 (20w46a) | Superseded by /item
|
/setspawn
|
Sets the current location as the default spawn location for new players. | Indev 0.31 | Superseded by /setworldspawn
|
/solid
|
Toggles between placing stone or bedrock. | Indev 0.31 | Bedrock was added to the Creative inventory as a separate item. |
/stats
|
Update objectives from command results. | 1.13 (17w45a) | Merged with /execute
|
/testfor
|
Counts entities matching specified conditions. | 1.13 (17w45a) | Merged with /execute
|
/testforblock
|
Tests whether a block is in a location. | 1.13 (17w45a) | Merged with /execute
|
/testforblocks
|
Tests whether the blocks in two regions match. | 1.13 (17w45a) | Merged with /execute
|
/toggledownfall
|
Toggles the weather. | 1.13 (17w45a) | Redundancy with /weather
|
/unban
|
Pardons a banned player. | Alpha v1.0.16 | Superseded by /pardon
|
/wood
|
Drops 4 oak saplings. Can only be executed every 5 minutes. | Alpha v1.2.0 | Removed for unknown reason. |
Prior to 1.13, several abbreviated forms of /gamemode command existed.
| Letter form | Numeric form | Function |
|---|---|---|
/gamemode s
|
/gamemode 0
|
Changes game mode to Survival. |
/gamemode c
|
/gamemode 1
|
Changes game mode to Creative. |
/gamemode a
|
/gamemode 2
|
Changes game mode to Adventure. |
| Game rule | Description | Version removed | Reason for removal |
|---|---|---|---|
allowFireTicksAwayFromPlayer
|
Determines, if fire and lava ticks occurs outside the range of a player. | 1.21.11 (25w44a) | Superseded by fire_spread_radius_around_player.
|
doFireTick
|
Determines, if fire and lava ticks occurs. | 1.21.11 (25w44a) | Superseded by fire_spread_radius_around_player.
|
entitiesWithPassengersCanUsePortals
|
Determines, if entities with passengers can use portals. | 1.21 (pre1) | Entities with passengers now always use portals. |
gameLoopFunction
|
Ability to toggle the GameLoop() function. | 1.13 (17w49b) | Superseded by random_tick_speed.
|
spawnChunkRadius
|
Controls the radius of loaded chunks around the world spawn point. | 1.21.9 (25w31a) | In the same snapshot, spawn chunks were removed entirely, as the developers believed they incurred a heavy performance cost and are now rendered obsolete due to the official implementation of other means of forced chunk loading such as /forceload, Nether portals, and ender pearls.
|
| Key | Description | Version removed | Reason for removal |
|---|---|---|---|
allow-nether
|
Allows players to travel to the Nether. | 1.21.9 (25w35a) | Superseded by game rule allowEnteringNetherUsingPortals.
|
announce-player-achievements
|
Allows server to announce when a player gets an achievement. | 1.12 (17w18a) | Superseded by game rule announceAdvancements.
|
enable-command-block
|
Enables command blocks. | 1.21.9 (25w35a) | Superseded by game rule enableCommandBlocks.
|
max-build-height
|
The maximum height allowed for building. | 1.17 (20w49a) | Removed due to massive changes to worlds. |
previews-chat
|
If set to true, chat preview will be enabled. | 1.19.3 (22w42a) | Removed, because the chat preview was also removed. |
pvp
|
Enable PvP on the server. | 1.21.9 (25w35a) | Superseded by game rule pvp.
|
snooper-enabled
|
Sets whether the server sends data regularly to telemetry site. | 1.18 (21w43a) | Removed for unknown reason. |
spawn-animals
|
Determines if animals can spawn. | 1.21.2 (24w33a) | Superseded by game rule spawn_mobs.
|
spawn-npcs
|
Determines if villagers can spawn. | 1.21.2 (24w33a) | Superseded by game rule spawn_mobs.
|
spawn-monsters
|
Determines if monsters can spawn. | 1.21.9 (25w35a) | Superseded by game rule spawn_monsters.
|
test-rainbow-chat
|
Existed temporarily only in 22w19a for testing. | 1.19 (pre1) | It was only a temporary feature intended for testing. |
In Java Edition Classic, several old server.properties keys existed.
| Key | Description |
|---|---|
admin-slot
|
Allow ops to join even if the server is full. |
grow-trees
|
Whether or not the server allows planted saplings to grow into trees. |
max-connections
|
The max number of connections the server accepts from the same IP address. |
max-players
|
The max numbers of players that can play on the server at the same time. |
motd
|
MOTD is short for Message of the day. The MOTD is displayed when people join the server. |
public
|
Whether the server should be displayed in the server list, or not. |
server-name
|
The name of the server. This is displayed in the server list and when someone is joining the server. |
verify-names
|
If enabled, the server ensures that the client is logged in with the same IP address seen on Minecraft.net. |
Several old statistic types existed in old versions of Minecraft.
Times Played, Worlds Created, Saves Loaded and Multiplayer Joins.Junk Fished and Treasure Fished.Several old creative inventory tabs existed in old versions of Minecraft.
During development of 1.19.1, three removed player reporting categories (specifically "Extreme violence or gore", "Nudity or pornography" and "Profanity") existed before they were removed in 1.19.1 RC 1.
Prior to Java Edition 1.13, all blocks and items had unique numeric IDs alongside namespaced IDs. Numeric IDs were removed during The Flattening in 1.13 and all blocks and items now only have namespaced IDs.
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 1β11 chance of the creeper face being replaced with a shrugging kaomoji, Β―\_(γ)_/Β―. 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 +, the experience orb pickup sound would play ().
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.[12][13]
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.
Prior to 1.14, it was not possible to place non-full blocks (such as buttons, levers, pressure plates, tripwire hooks, etc...) on top and on side of transparent blocks (such as glass, glowstone, ice, sea lanterns, etc...). In snapshot 19w13a for 1.14, these restrictions were removed.
Prior to Java Edition 1.13, placement of chests (and trapped chests as well) was restricted and players had to place a new chest with an 1 block-wide gap between an existing double chest. In 1.13 (snapshot 17w47a), this restriction was removed and players were able to place a new chest directly next to an existing double chest (or hold shift-click to place a new chest next to a single chest).
Between Java Edition Alpha v1.0.6 and v1.0.10, it was possible to place cacti directly next to blocks and it was also possible to place cacti on any blocks, and not only on sand. This was removed in Alpha v1.0.11 and attempting to place a cactus next to the block destroyed it and its placement was restricted to sand.
Between Java Edition Alpha v1.0.6 and v1.0.10, attempting to break cacti hurt the player. This feature was removed in Alpha v1.0.11.
When redstone dust was firstly added in Java Edition Alpha v1.0.1, walking on it would destroy it (much like crops). This feature was removed in Alpha v1.0.2_01. It is unknown whether this behavior was intentional or accidentally implemented. β[more information needed]
Prior to Java Edition 1.4.2, it was possible to open and close wooden doors by hitting them with left click. This feature was removed, probably because destroying doors was more difficult.
In Java Edition Classic 0.30, it was possible to defuse primed TNT by hitting it with left click. This feature was removed in Indev.
Prior to Java Edition Beta 1.6, tilling a grass block with a hoe had a small chance of dropping wheat seeds. This feature was removed and wheat seeds are now obtained by breaking a short grass instead.
Prior to Java Edition 1.1, players (and other mobs as well) could trample farmland by walking on it. To avoid this, players had to use sneaking. This feature was removed and farmland is now trampled only when a player jumps onto it.
When sponges were firstly added in 0.0.19a, they disappeared when certain amount of time passed after player placed them.β[more information needed] This behavior was removed in 0.0.19a_01.
When dandelions, roses and mushrooms were added in 0.0.20a, they decayed when placed in darkness. This behavior was removed in 0.24_SURVIVAL_TEST.
Between pre-Classic and early Indev, it was possible to place plants (saplings, mushrooms, and flowers) on any blocks, even on top of another plant, and not only on grass blocks or dirt. Last version where this was possible is Java Edition Indev 0.31 20100202-2330 (the exact removal date is uncertain because Indev versions between 20100202-2330 and 20100206-2103 are not archived).
In pre-Classic and early Classic versions, block interactions behaved differently.
Prior to Java Edition 1.13, throwing items into water made them instantly fall to the floor of water. In 1.13, this was changed and items slowly submerge into water before they slowly float to the surface.
Prior to Java Edition 1.21, throwing ender pearls at a nether portal made them pass through portal blocks. In 1.21, this was changed and ender pearls now teleport players to The Nether if thrown into portal.
Additionally, prior to Java Edition 1.4.2, throwing ender pearls at a nether portal made them collide into portal blocks and player teleported into portal, however without entering The Nether.
Prior to Java Edition 1.9, crashing boats at high speeds instantly broke them into planks and sticks. In 1.9, this behavior was removed as many players complained about it.[citation needed]
This was even more strict in Alpha 1.0.6 where boats instantly shattered even at low speeds, and even placement of boats outside water was impossible due to them being destroyed, but all this was changed in Alpha 1.0.6_01.
Prior to Java Edition 1.5, using bone meal on crops and saplings made them grow instantly. This behavior was removed in 1.5 and bone meal was severely nerfed.
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.
Prior to 1.8.1, iron golems would attack and kill creepers if they were within the golem's detection range range (like any other monsters). This was removed in 1.8.1 to prevent accidental destruction of buildings.[14]
Prior to 1.18, vindicators, evokers, illusioners and pillagers would attack and kill baby villagers, which was controversial.[citation needed] This was removed in 1.18 (snapshot 21w37a) and illagers now spare baby villagers.
In 1.14, vindicators were able to spawn in pillager patrols (along with raids) and sometimes also spawned as patrol leaders. This was removed in 1.14.3 and vindicators now only spawn in raids and woodland mansions.
In 1.0.0 and 1.1, villagers used same AI as pigs. This was removed in 1.2.1 and villagers now use their own AI.
Prior to 1.13, when zombies were underwater for too long, they started taking drowning damage and died. In 1.13 (snapshot 18w11a), this behavior was removed and zombies will now start converting to drowned instead. Skeletons were also drowning underwater, and in 1.13 (snapshot 18w19a) this was also removed, however skeletons would simply sink into water without converting to any other mob.
Prior to 1.8, when slimes (as well as magma cubes) entered water, they were not able to get out and if water was deeper than one block, they would drown and die. In 1.8 (snapshot 14w06b), this was changed and slimes can now swim as a result of the update to the new AI.
In Survival Test and early Indev versions, zombies and skeletons weren't burning from sunlight and were able to live at day on surface for infinite long time. This was removed in Java Edition Indev 20100213 and now both zombies and skeletons burn at sunlight, and if they are not able find cover in time (like hiding under tree or jumping into water) they will die.
Between 1.4.2 and 1.12.2, baby zombies weren't burning from sunlight (unlike adult zombies) and were able to live at day for infinite long time. This was fixed in Java Edition 1.13 (snapshot 18w10d).
Prior to 1.14, cats were initially meant to be tamed from ocelots. In 1.14, ocelots can no longer be tamed and cats can be tamed from stray cats instead. Attempting to tame ocelots, a player can gain an ocelot's trust instead by feeding it raw cod or salmon until heart particles show, causing it to no longer flee from players.
Prior to 1.9, baby horses were gradually growing when fed or when certain amout of time passed. This was removed in 1.9 and baby horses now grow only after they turn adult.
Between Indev and Beta 1.6.6, hitting sheep with left click made them drop wool. This feature was removed in Beta 1.7 due to addition of shears.
When player hit any mobs with arrow using bow, arrows stayed attached to their bodies. This feature was removed in 1.0.0 and arrows no longer visually appears on mobs.
Between Java Edition Beta 1.8 and Beta 1.9 Pre-release 4, monsters were trying to attack players in Creative mode. This behavior was removed in Beta 1.9 Pre-release 5 and all monsters remained neutral towards Creative mode players, unless player provoked them by hitting (until versions 1.6.1 and 1.7.2 where provocation was gradually removed).
Between Java Edition Beta 1.4 and 1.2.5, angry wolves were hurting players in Survival mode even when peaceful difficulty was enabled. This was removed in 1.3.1 and behavior of angry wolves is now respectful towards players in peaceful difficulty.
Prior to Java Edition Beta 1.8, passive mobs spawned much more often and their spawning was determined by two primary conditions: a light level (at least 9 light level) and a surface (specifically grass blocks). After Beta 1.8, passive mob spawning was determined by chunk properties and new passive mobs spawned very rarely if player killed all mobs in all nearby chunks (instead of building mob farms).
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.
The lower sky was a visual effect in the Overworld in which a colored plane existed below the horizon in the world, similarly to the sky opposite it. It was removed in 1.14 after the ability to turn off VBOs was also removed.
Prior to Java Edition Beta 1.6, fire spreading was very aggressive and fire was able to spread infinitely. This behavior was removed in Beta 1.6 and fire spreading was severely nerfed.
Survival Test introduced block drops, which were mapped as follows:
Block drops were reworked in Indev.
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.
In Survival Test, mobs (pigs, sheep, skeletons, zombies, spiders and creepers) had different walking animations.
In Survival Test, creepers did melee damage (4HPπ β€οΈ
π β€οΈ
) to the player. In Indev 0.31, this feature was removed.
In Survival Test, brown mushrooms added health (5HPπ β€οΈ
π β€οΈ
π π
), while red mushrooms depleted health (3HPπ β€οΈ
π π
) if player ate them. With start of Indev, this feature was removed.
Baby villagers used to accept poppies (originally roses) offered to them by iron golems since their addition in Java Edition 12w08a. This feature was removed at some point during the development of Java Edition 1.14. Iron golems still offer poppies to baby villagers, but they don't take the flower from the golem's hand.[15]
Erosions, also known as basins, are terrain features that strip away the surface layer of blocks in a small area, exposing the stone underneath. They were accidentally removed in 1.18 (Java Edition 21w41a).[16]
Mushrooms generated in caves from Java Edition Classic 0.24_SURVIVAL_TEST until 1.18 (Java Edition 21w39a), when underground mushroom patches were (probably accidentally) removed from Java Edition, and have yet to be re-added.[17]
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 removed to this day, such as expanding ghasts or dimensional text.
| Mob | Drops | Amount | Removed in |
|---|---|---|---|
| π Image Pig |
π Image Brown mushroom |
0-2 | Indev 0.31 20100202 |
| π Image Sheep |
π Image Brown mushroom |
0-2 | Indev 0.31 20100202 |
| π Image Sniffer |
π Image Moss block |
0-1 | 1.20 (23w13a) |
| π Image Hoglin |
π Image Rotten flesh |
1 (always) | 1.16 (20w07a) |
| π Image Breeze |
π Image Wind charge |
4-6 | 1.20.5 (24w11a) |
| π Image Phantom |
π Image Leather |
1-4 | 1.13 (18w14a) |
| π Image Pillager |
π Image Emerald |
0-1 | 1.14 (18w46a) |
| π Image Witch |
π Image Water bottle |
0-1 | 1.4.2 (12w40a) |
| π Image Drowned |
π Image Gold ingot |
0-1 | 1.17 (21w05a) |
| π Image Zombie |
π Image Feather |
0-2 | Beta 1.8 |
| π Image Zombified piglin |
π Image Cooked porkchop |
0-2 | 1.0.0 (Beta 1.9 pre) |
| π Image Pigπ Image Sheepπ Image Zombieπ Image Skeleton |
π Image Flint and steel |
1 (flint and steel)
1-3 (all other) |
Indev 20100219 |
| π Image Human |
(same as row above) | (same as row above) | Indev 20100202 |
Prior to 1.14, bone meal, ink sac, cocoa beans and lapis lazuli were used as white, black, brown and blue dyes. In 1.14, this was changed and white dye, black dye, brown dye and blue dye were added as separate dye items while bone meal, ink sac, cocoa beans and lapis lazuli are no longer used for dyeing.
Prior to 1.11, horse spawn eggs were used for spawning donkeys. Zombie spawn eggs were used for spawning zombie villagers and husks. Skeleton spawn eggs were used for spawning wither skeletons (only in nether) and strays. Mules could only be spawned by breeding horse and donkey or by using commands. Elder guardians required commands in order to spawn them in creative mode. Zombie and skeleton horses also required commands in order to spawn them in creative mode.
In 1.11 (snapshot 16w32a), separate spawn eggs were added for donkeys, mules, zombie horses, skeleton horses, zombie villagers, husks, strays, wither skeletons and elder guardians, while spawn eggs for horses, zombies, skeletons and guardians are no longer used for spawning different variants of mobs.
When minecarts were added in Java Edition Infdev 20100618, their functionality was to store items, not to function as rideable transport (much like current minecarts with chests). Filling minecarts with items made the dirt layer in them rising, which served as visual indication of capacity without needing to open its UI (9x3 container like today). Freight functionality was removed in Java Edition Infdev 20100624 and players would use minecarts as rideable transport instead. Minecarts with chests were later added in Java Edition Alpha v1.0.14 as a separate entity with simpler freight functionality that doesn't have any visual indication of capacity.
Minecart boosting was a feature prior to Java Edition Beta 1.6, that allowed players to boost minecart by using another minecart when they ran alongside one another on two parallelly-placed rails. This physics-based minecart boosting was removed in Beta 1.6 and players are now supposed to use redstone-based powered rails instead.
Throughout the history of Minecraft, several outdated block and item duplication methods existed until they were ultimately patched.
Instant wiring was a glitch found in Beta which allowed for instant redstone repeater, and logic gates to be created by players.
Used as workaround for glitch when player saved and left the game, and when came back, any repeaters that were running in a continuous circuit were frozen. A block directly next to the repeater had to be "updated" to jump start player's redstone circuit.
Players had to use complicated water placement methods in order to properly build lakes due to bug that caused water not forming source blocks properly on top of existing source blocks.[18]
Water ladders were structures used to facilitate quick climbing in a strictly vertical manner.
Water trams were fast travel structures which consisted of streams of water flowing in the direction player wished to travel with boats.
Prior to 1.14, iron golem farming was much more simple due to conditions for their spawning required only certain amount of villagers and doors.
Village chaining was the process by which player was able to move village centers abnormally close to, or within, each other.
The end of light mob farm (EOL) involved 2 key components: update suppressors and light suppressors. It used an update suppressor to prevent the portals from updating when the side obsidian blocks were removed. This created a sliced portal in which mobs were able to spawn where the light level was 0. The light suppressors allowed the light levels of the portal blocks to be 0, meaning that mobs were able to spawn directly into the portals and got transported into a drop chute.
Despite human mobs were removed in Survival Test (then briefly reintroduced in Indev and then removed again), it was still possible to spawn them in Java Edition Infdev, Alpha and Beta using third-party tools or mods, because IDs for mob (48) and monster (49) and their respective mob behavior codes still existed. Codes that allowed to spawn them were removed in Beta 1.2 (for mob) and Beta 1.6.6 (for monster) which made them no longer possible to spawn in game, while IDs themselves were removed in Java Edition 1.11.
Code obfuscation (added in Early Classic) was a security feature designed to prevent unauthorised access to game source code. Code obfuscation was removed in Java Edition 26.1 because Mojang wanted for mod development to become easier.[citation needed] Even before code obfuscation was removed, Mojang started including obfuscation maps for both client and server of every version since Java Edition 1.15 (snapshot 19w36a).
For some reason, version Java Edition Beta 1.2_02 (20110517) had code obfuscation absent.
Several old authentication systems existed before the Microsoft authentication.
Before 2012, reporting issues with Minecraft was done directly on Minecraft Wiki issues page. This method was abandoned after bug tracker was officially released by Mojang in October 2012.
During pre-Classic, Classic, Indev and early Infdev versions, it was possible to play Minecraft on a web browser. This method of playing was abandoned shortly after Minecraft Launcher was released in June 2010.
Web browser Minecraft version was based on Java applet (an obsolete Java feature based on old technology NPAPI, phased out in major web browsers between 2013-2018). [1][2]
Animation placeholder textures were special textures stored in pre-defined texture atlases which served as stand-ins for animated textures. When texture atlases were loaded into memory, the placeholder textures were internally overwritten with the animated versions. They were removed in Java Edition 1.5.
Several historical texture atlases existed in old versions of Minecraft (or were neutered into standard texture files).
items.png, terrain.png, particles.png, explosion.png, sweep.png, paintings_kristoffer_zetterstrand.png, widgets.png, icons.png, map_icons.png, moon_phases.png, inventory.png [note 8] and mojang.png [note 9].blocks-atlas, items-atlas, textures-atlas, hanging_signs.png-atlas and mob_effect.png-atlas.Prior to the Spring to Life game drop, spawn eggs used textures (base texture and overlay texture) that were accordingly colored to match each mob, rather than all spawn eggs using individual textures. The coloring system was removed in Java Edition 1.21.5 and all spawn eggs now have separate texture files.
Materials in Minecraft classified blocks into different types, more or less indicating what blocks were "made of". Block materials were removed in 1.20.
These features were never meant to get into final releases. They were either quickly reconsidered by developers, implemented temporarily or remained as leftovers from internal development.
In snapshot 18w09a for 1.13, coral blocks instantly turned into dead coral block if player placed them outside water. In 18w16a, this was changed and coral blocks now have short delay before dying and turning into dead coral blocks.
In snapshot 13w01a for 1.5, hoppers were able to load items into minecarts without chests. This was fixed in 13w01b.
In snapshot 15w47a for 1.9, hoppers were able to interact with beacons. This was reverted in 15w49a.
In snapshot 15w49a for 1.9, throwing projectiles into cobwebs made them instantly turn into normal item drops. This was reverted in 15w49b.
Between 19w03a and 19w04b, composters used to have smaller chances of successful composting, with values 10/20/50/80/100%. In 19w05a, composting chances were reworked and changed to 30/50/65/85/100%.
In snapshot 18w45a for 1.14, ravagers were originally meant to spawn in pillager patrols rather than raids. In 18w46a, ravagers were removed from pillager patrols which made them briefly unused, and in 18w47a, ravagers were now spawning in raids instead.
In snapshot 18w43a for 1.14, ravagers were fleeing away in presence of rabbits. This feature was removed in 18w44a because it didn't fit with ravager's lore.[19]
In snapshot 18w07a for 1.13, phantoms were able to spawn in The End. This feature existed only briefly and was shortly after removed in 18w09a.
In snapshot 15w31a for 1.9, it was possible to respawn the Ender Dragon by building flat creeper face using clay blocks. This was removed shortly after in 15w44a due to addition of end crystal items.
In snapshot 14w11a for 1.8, endermites were able to spawn when endermen teleported. This behavior was removed in 14w28a.
In snapshot 20w06a for 1.16, when players transported hoglins to overworld, they were able to live there endlessly. After addition of zoglins in 20w14a, this was no longer possible as hoglins will always convert to zoglins after certain amout of time passes.
In snapshot 20w10a for 1.16, piglins worn own special helmet models of armor. In 1.16 Pre-release 3, piglin helmet models were removed and piglins started wearing player helmet models instead. Strangely, the textures for leather piglin helmet remained existing unused until 1.17.
In snapshot 20w13a for 1.16, striders were able to spawn stacked with 3 (and more) striders (including adult striders) on top of each other. This was removed in 20w18a, and adult striders can spawn only with one baby strider or one zombified piglin on them.
In snapshot 23w45a for 1.20.3, when breezes were added to experimental data pack, if they attacked monsters, they provoked them (and vice versa). This behavior was removed in 1.20.5 (snapshot 24w04a) and breezes can no longer provoke monsters, and monsters can no longer provoke breezes either.
In snapshot 18w15a for 1.13, when players thrown armor items at dolphins, they picked them up and equipped them. This was removed in 18w21a.[20]
Furthermore, since 1.14 (19w08a), it is no longer possible to equip dolphins with armor using dispensers.
In snapshot 19w07a for 1.14, it was possible to equip foxes with armor using dispensers. This was removed in 19w08a.
In snapshot 18w15a for 1.13, it was possible to put dolphins into boats. In 1.13 Pre-release 2, this functionality was removed.
In snapshot 25w41a for 1.21.11, it was possible to put nautiluses (as well as zombie nautiluses) into boats. In 25w43a, this functionality was removed.
In Snapshot 1 for 26.2, it was possible to put sulfur cubes into boats. In 26.2 Snapshot 3, this functionality was removed.
In snapshot 14w27a for 1.8, it was possible to tame rabbits with carrots. In 14w34a, taming functionality was removed and rabbits can no longer be tamed.
In snapshot 17w14a for 1.12, parrots were cycling through variants if music was playing on a nearby jukebox. In 17w15a, this behavior was removed and parrots no longer cycle through variants.
In Java Edition Beta 1.9 Pre-release 1, all villagers had name "TESTIFICATE" above their heads by default. This was removed in Beta 1.9 Pre-release 2.
When monsters (zombies, skeletons, spiders and creepers) were re-added to game in Indev 0.31 20100202 (after they were initially removed in Indev 0.31 20091223-0040), they were accidentally programmed to be passive (instead of hostile), because Notch forgot to re-implement hostile AI. This behavior was fixed shortly after in Indev 0.31 20100204-2027.
In snapshot 14w27a for 1.8, killer rabbits were spawning naturally (prior to 14w29a also in peaceful mode). Their natural spawning was removed in 14w34a.
In Java Edition Beta 1.8 and Beta 1.8.1, when endermen entered water, they started taking damage and died. This is no longer happening in 1.0.0 and endermen now always teleport away if they step into the water.
When endermen were added in Java Edition Beta 1.8 Pre-release 1, they were able to pick up any blocks including unobtainable blocks (like bedrock, double slabs and spawners) and blocks that had inventories (like chests, furnaces and dispensers). In Beta 1.8 release, endermen were no longer able to pick up unobtainable blocks and blocks with inventories. In Java Edition 1.0.0, the list of blocks that endermen were able to pick up was severely limited.
Furthermore in 1.16, endermen are no longer able to pick up netherrack. During development of 1.17, endermen were able to pick up flowering azaleas and flowering azalea leaves which was removed in 1.17 Pre-release 1.
Between Java Edition Beta 1.2 and Beta 1.2_02, it was possible to milk squids with an empty bucket. This feature was removed in Beta 1.3.
In Java Edition Beta 1.9 Pre-release, it was possible to gain experience points by jumping. This was only a testing feature and was removed in Java Edition Beta 1.9 Pre-release 2.
In Java Edition Beta 1.8 and Beta 1.8.1, it was possible to hit mobs in creative mode from distance of 30 blocks. This was fixed in 1.0.0.
In Java Edition Beta 1.8 and Beta 1.8.1, it was possible to hit endermen with projectiles. This was no longer possible in 1.0.0 as endermen will always teleport when attacked by projectiles.
In Infdev 20100316, throwing arrows with bow had high chance of spawning either a sheep, a pig, a skeleton, a creeper, a spider, or a zombie upon hitting a block. This feature was removed in Infdev 20100413-1951.
In snapshot 19w34a for 1.15, bee nests always had a small chance to generate on trees grown from saplings (regardless of flowers), which caused many players complain that it would break automatic tree farms.[citation needed] This behavior was removed in 19w35a.
From 1.15.2, it is again possible to generate bee nests on trees grown from saplings, however only when player places flower next to sapling.
An inventory rewrite was originally partially implemented in snapshot 14w07a, but it was reverted before the release of 1.8.β[more information needed][21]
In snapshot 14w18a for 1.8, default color of dog collars was (probably accidentally) changed to from red to orange.[22] This was reverted in 1.9 back to red color.
In snapshot 14w11a for 1.8, minecart physics were changed. They were going faster and further, were derailing at corners if they were going too fast and refused to go uphill and they were also (if going fast enough) going over 1 block. These changes were reverted in 14w17a.
In snapshot 18w15a for 1.13, lava was accidentally programmed to use coloring system based on biomes (much like water). This was reverted in 18w16a.[23]
In snapshot 18w50a for 1.14, giants used zombie AI, used zombie sounds, were able to infect villagers and baby variant of giant was also added. This was reverted in 19w03a.
In snapshot 18w50a for 1.14, witches were accidentally programmed to be neutral (instead of hostile) and worn hoods. This was reverted in 19w02a.
In snapshot 19w38a for 1.15, outline box thickness was changed to look slightly thicker. This was reverted in 19w39a.
In Pre-release 1 for 1.20.2, several changes were made to search in recipe book's UI. The recipe book search matched the beginning of any word in the item's name, and all recipes, including those that have not been unlocked appeared in search results. This was reverted in 1.20.2 Pre-release 2.
In snapshot 19w13a for 1.14, vindicators, evokers, illusioners and pillagers were able to open wooden doors in villages. This was reverted in 19w14a and illagers can no longer open doors anymore.
In snapshot 25w07a for 1.21.5, light blue, blue, cyan, yellow, orange, and red sheep started spawning naturally. This was reverted in 25w08a.
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 | Blocks in this tag render in water as if any non-filled space in the block model was water. |
| minecraft:waterlogged | #minecraft:coral_plants, minecraft:bubble_column, minecraft:kelp, minecraft:kelp_top, minecraft:sea_grass, minecraft:tall_sea_grass | Used in the water_hacked.json block tag file. Prevents non-water mobs from spawning in this block. Allows swimming in this block.
|
Several block tags were removed during development of Minecraft (specifically: azalea_log_replaceable, dirt_like, fire_aspect_lightable, lush_plants_replaceable, non_flammable_wood, replaceable_plants, stripped_logs, tall_flowers).
Several item tags were removed during development of Minecraft (specifically: coral_blocks, coral_fans, corals, dead_coral_blocks, furnace_materials, live_coral_blocks, music_discs, overworld_natural_logs, stripped_logs, tall_flowers, tools, trim_templates, dyeable).
Several entity type tags were removed during development of Minecraft (specifically: axolotl_tempted_hostiles, deflects_arrows, deflects_tridents).
Only one game event tag (dampenable_vibrations) was removed during development of Minecraft.
Several biome tags were removed during development of Minecraft (specifically: has_closer_water_fog, increased_fire_burnout, plays_underwater_music, snow_golem_melts, without_patrol_spawns).
Only one damage type tag (breeze_immune_to) was removed during development of Minecraft.
π Image
π Image
π Image
π Image
π Image
π Image
π Image
π Image
π Image
π Image
π Image
π Image
The conduit was added in snapshot 18w15a with particles, but those particles were changed in the next snapshot, 18w16a.
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.[verify]
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.
These features never had any functionality in-game.
An unclickable "Play Tutorial Level" button was added to the main menu during Indev. With the addition of texture packs in Alpha v1.2.2, the button was removed. No tutorial level had actually existed during that time.
In Infdev, a texture called Fluff.png was added. It was used as a texture for clouds from Infdev 20100611 to Infdev 20100618, but became unused in Infdev 20100624 and was removed by Alpha v1.2.2.
The texture from the minecart model is rarely visible. The texture appears to be dirt, which is an artifact of when the minecart used to act as a portable chest. The "dirt" level used to raise when items were put into it. The texture still appeared inside minecarts until Java Edition 1.18 Pre-release 2.[24]
Purple arrows were shot by skeletons in Survival Test versions from 0.25. They acted the same as regular arrows, but could not be picked up. The purple arrow used a texture on the same sheet as the normal arrows, but the texture is not currently in use.
Despite being unused, their texture was updated with the normal arrow's in the April Fools' snapshot 15w14a. With the addition of a new arrow texture in Java Edition 1.9, the original arrow texture, including the purple arrows, became entirely unused. The original texture was removed in snapshot 21w13a.[25]
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.
command_blocks.pdn was an unused file added in 15w34a and quickly removed in the next snapshot. This file was created with the Paint.NET program and, presumably, was used in the creation of the textures for the impulse, chain and repeat types of command block, added in the same snapshot.
The file also contains multiple layers. From 10 layers, by default, only "Back Shadow", "Back Panel", and "Orange Back" layers are visible, forming the back texture for the impulse command block. The "Background" name is given to the first created layer in an image created by Paint.NET. This layer contains the old texture for command block, which implies that all other layers were created based upon it. Compared to the final textures, the layers included in command_blocks.pdn lack animation frames and use different colors for the individual βlightsβ on each βpanelβ.
| Layer | Layer name | Blend mode | Visible |
|---|---|---|---|
| π Image |
Arrow Shadow | Multiply | No |
| π Image |
Arrow Panel | Normal | No |
| π Image |
Front Shadow | Multiply | No |
| π Image |
Front Panel | Normal | No |
| π Image |
Back Shadow | Multiply | Yes |
| π Image |
Back Panel | Normal | Yes |
| π Image |
Green Background | Normal | No |
| π Image |
Purple Background | Normal | No |
| π Image |
Orange Back [sic] | Normal | Yes |
| π Image |
Background | Normal | No |
Many of the game's mechanics would break down in strange ways when at a large distance from the origin of the world. The vast majority of these effects have been patched, or at least minimised, in modern versions.
For elements of the game which are integer-aligned, such as the positions of blocks, Java Edition uses integer data types, which can be either 32-bit or 64-bit. 32-bit integers were more commonly used in older versions, which allowed for 4,294,967,296 possible distinct integer values, ranging from -2,147,483,648 to 2,147,483,647. Exceeding these boundaries, such as by using an external editor to move the player to beyond 2,147,483,647 blocks from the origin as to force the game to load blocks beyond this position, often would result in major game-breaking bugs and crashes.
Accessing such regions is now much more difficult than it was previously, as distance is now much more restrictive, requiring modifications to the game to allow these limits to be exposed.
For elements of the game which are not integer-aligned, such as the positions of entities, Java Edition uses 64-bit floating point (or "double") values for arithmetic and storage of relevant variables. However, there are odd cases in which a 32-bit floating point value is used instead. Such cases are rare in the modern game (a full list of those which still exist in 1.20 can be found at Java Edition distance effects), however older versions of the game used 32-bit values (or unnecessarily casted from and to them, resulting in data loss which could have easily been avoided without this pointless casting) much more heavily, resulting in a plethora of strange gameplay bugs which were tied to how far the player was from the center of the world, getting twice as intense for every integer power of 2 blocks the player went from the center.
One of the most notable floating point precision loss bugs is where the rendering of the world stops being accurate depending on the player's position. Commonly experienced alongside (and frequently, and incorrectly, blamed on) the Far Lands, the position at which blocks render does not match up with that of entities and other world elements such as the hitboxes of blocks. At 8,388,608 blocks and beyond, the game assumes the player is standing at the edge or corner of each block, and always renders the blocks of the world as if they player is standing at one of those corners. This effect is difficult to describe in text, and is best experienced firsthand.
Most of the other issues regarding floating point imprecision deal with the creation of particles, spawning of entities, and (prior to their standardisation in 1.8 with json files, which fixed all of these permanently) the geometrical distortion of block models.
A comprehensive list of since-fixed issues, as well as breakdowns of how they progress, can be found at Java Edition distance effects/Historical effects.
Boundary effects refer to oddities which arise due to hardcoded numerical limits in the game, such as the 30 million wall (as opposed to hard limits, which are defined by the programming language and/or computer architecture rather than the game code).
The current world boundary as of 1.21 is a "pseudo-wall" which exists at 30 million blocks from the origin, a chunk beyond the world border. (This is defined as a "pseudo-wall" rather than a true wall as rather than being solid and preventing passage like the world border or a solid block does, the player's position is instead set to 30 million by the game if the player attempts to exceed it, which can be seen by the fact that the walking animation, step sounds and view bobbing can still be experienced by walking into the wall, as does the sounds of flying with an elytra.)
However, previous versions had much stranger effects at great distances. The world boundary was something commonly experienced in Classic and Indev due to worlds being small by design. The first versions of Infdev, which did away with such boundaries, therefore had no such effects, instead exposing the existing hard limits of the game (although experiencing these was effectively impossible due to floating point bugs rendering the game unplayable much earlier).
The version of Infdev released on March 13, 2010 reimplemented a boundary at 32 million blocks, likely to prevent access to the then-relatively-new Far Lands which existed at a bit over 33 million blocks. This boundary was considerably different and buggier than those from Indev, although this was largely to be expected due to it being effectively impossible to reach legitimately. Beyond this 32 million limit, blocks would no longer exist at all, and give way to an empty void. When major changes to world generation brought the Far Lands much closer to the world origin later that same month, however, the world boundary still remained at 32 million, meaning the Far Lands were completely possible to reach without modding the game.
Updating blocks next to this void would cause the game to freeze due to it having to calculate an immense amount of lighting updates. This void could still be traversed by entities normally until the April 13 build, in which entities that render it would become stuck in place and jitter eternally. This was later fixed in an unknown version.
In Alpha v1.2.0, the boundary effects would get stranger than before. While previously no blocks would render beyond this point, Alpha v1.2.0 and onwards would cause a strange phenomenon in which chunks would appear to generate, but would be intangible, appear fully lit, and generated features such as trees and ores would not generate at all in these chunks.
For reasons which remain completely unknown to this day, Beta 1.8 would shrink the world boundaries inwards from 32 million blocks out to only 30 million blocks out. While the effects would remain similar, with blocks beyond the 30 million boundary appearing fully lit and ignoring collision and feature generation, these fake chunks would only generate a small distance out from this boundary, stopping at 30,000,064, or four chunks from the boundary. In addition, any entity attempting to surpass 30,000,032 would again be stuck in a jittery stasis, with players in particular having their heads twist unnaturally if looking around after this point (a bug that was patched in 12w03a, where facing direction would no longer change and preventing this unnatural twisting).
With the client-server split in snapshot 12w18a for 1.3 (a change which broke many other things about the game), the stasis bug was actually fixed, and fake chunks could be generated beyond the 30,000,064 point, allowing for the player to keep flying outwards until 32,000,000 blocks, where they would be kicked out of the game due to being in an illegal position, revealing that not all elements of the 32,000,000 limit had been removed from the game yet. 12w27a, a later snapshot for 1.3, would clamp nether portal positions to be within the 30 million limit.
1.7 and 1.8 started to make major changes to the world boundary to bring it to its modern state. 1.7 first made all blocks beyond 30 million completely solid, including air. Said wall could still be surpassed, however, by flying over it, as it only extended to the 32-bit limit on the Y-axis, allowing for 32 million blocks to be reached once more and the illegal position game crash triggered. The boundary became more unstable from version to version throughout 1.8's development, with the end result on its release being that chunks beyond 30 million blocks would no longer render, and teleporting beyond 30 million would crash the game. 1.9 would allow chunks beyond 30 million blocks to render once more, and prevent teleportation beyond 30 million blocks at all. Little has changed about the world boundary between this point and 1.21.
The Far Lands were a complex terrain phenomenon which arise due to a major bug in terrain generation works. Generally, "far lands" are the result of what happens when a given noise generator exceeds the largest value it can handle, resulting in an integer overflow and resulting in the generated values reaching unnatural magnitudes. The term "Far Lands" in isolation most commonly refers to what results from "low noise" and "high noise" overflowing simultaneously.
Due to many occurrences at high distance being lumped together with each other, confusion often arises as to what is related to or caused by the Far Lands, and what is not. The following is a list of things which are commonly misattributed to being a product, effect or even type of the Far Lands, despite not being so.
Precision loss errors are not caused by the Far Lands
The position where the world appears to render is considerably offset at the point where the Far Lands begin in Java Edition Beta 1.7.3 and earlier, with a magnitude of one block, with the player appearing to be at the edges and corners of blocks at all times.
However, this is purely a floating-point bug, and exists whether or not the Far Lands themselves do. This can be demonstrated by the following:
This is also true of every other precision loss bug, especially those which were not fixed in Beta 1.8 and persisted into later versions after the Far Lands were removed in said version, demonstrating that they are two completely different things which are associated with each other due to happening at high distances.
The Stripe Lands are not a type of Far Lands
The Stripe Lands, a mostly Bedrock Edition-exclusive phenomenon which can be seen in Java Edition only through extensive modding, are another example of floating-point precision loss, and are not a terrain bug.
Fake chunks are not caused by the Far Lands
"Fake" chunks at the world boundary are another anomaly that happens at high distances. Occurring considerably past the Far Lands' beginning, they are commonly said to be a "part" or "layer" of the Far Lands. While they are among the interesting effects which can be experienced when moving high distances from the world origin, their occurrence is a distinct phenomenon, and, to an extent, actually intended. This is further reinforced by them being at a rather round number (32 million), rather than the seemingly overall arbitrary 12,550,824 of the Far Lands, or power-of-two values such as 16,777,216 where precision loss worsens.
Hard limits are not caused by the Far Lands
While the Far Lands themselves are technically a hard limit due to arising from integer overflow, they are treated solely as a terrain phenomenon, and the game still functions fine with them. Integer overflows in other cases such as player position are much more dangerous and much harder to reach, and are considered separately.
In their most well-known iteration, the Far Lands manifested as a sort of "wall" which would extend from the lowest point of the world to the very top. This wall contained a series of holes in it, with these holes reaching back almost infinitely, with only minor changes even after millions of blocks. The density of a cross-section of this wall was roughly 50%, with solid portions and hollow portions being around equal. Given their positions at the four sides of a world, there regions are often referred to as the "Edge Far Lands" when distinction from other regions of a world is necessary, and, due to their "Swiss cheese"-like formation, informally as "The Loop".
Since the Far Lands existed on both the X and Z axes, it is entirely possible for them to "intersect" each other when surpassing their starting point on both axes. The resulting terrain, named the "Corner Far Lands" in analogy to the vertices of a square, is markedly different from that of the edge regions: the world appears to be solid layers of terrain arranged on top of each other with air gaps in between. Due to this distinctive morphology, the Corner Far Lands are also informally referred to as "The Stack". The terrain seen in these regions is comparable to that which is seen in the Nether. Often, major diagonal or oblique patterns can be seen within the generated terrain, which, if they exist, are especially obvious at the beginning of the corner Far Lands.
In the unmodified game, only four sets each of the edge and corner Far Lands can exist in a world, from the noise overflowing on the X and Z axes. However, game modifications can modify aspects of either chunk saving or terrain generation in ways that ultimately allows for noise to overflow on the Y axis as well. Such modifications reveal two more sets of Edge Far Lands for a total of six sets (corresponding to the faces of a cube), eight sets of Corner Far Lands from these Y axis Edge Far Lands intersecting X and Z axis Edge Far Lands for a total of twelve sets (corresponding to the edges of a cube), and new regions in which all three axes simultaneously overflow due to Y axis Edge Far Lands intersecting the existing Corner Far Lands, with eight of these regions in total (corresponding to the vertices of a cube). These regions, referred to as the "Vertex Far Lands", are incredibly unstable; sometimes these regions are completely solid, other times are completely empty, and other times still feature incredibly strange terrain atypical of even "The Loop" or "The Stack".
With default settings, the noise would overflow at twice the distance on the Y axis as it does on the X and Z axes, at around 25,101,640 blocks.
The Farther Lands is the name given to another noise overflow which, by default, happens at a greater distance than the normal Far Lands. Whereas the usual Far Lands arise from the overflowing of "low noise" and "high noise", the Farther Lands sees "selector noise" break down instead. Low noise and high noise are two different noise generators which the game uses to generate the potential fundamental shape of terrain, whereas selector noise chooses whether low noise or high noise is used to actually generate the terrain at that given point. When the conventional Far Lands start, despite both low noise and high noise overflowing simultaneously, selector noise still functions normally, meaning that there is still a large amount of possible variation in the shape of the Far Lands.
When selector noise does eventually break, which happens at roughly 1,004,065,920 blocks from the world origin, it follows that the variation between low and high noise also breaks down. Like how the usual Far Lands is a series of straight tunnels, the Farther Lands divides the world into a series of straight regions, with low noise used exclusively in one region and high noise in others. As such, the variation usually seen in the Far Lands vanishes after the Farther Lands.
The Corner Farther Lands take this effect to an extreme: while the normal Corner Far Lands are rich in nuance, the Corner Farther Lands are almost devoid of it. The beginning of the corner makes this all the more obvious, and also highlights edge Farther Lands-corner Far Lands intersections, making the aforementioned straight line regions clear to see.
Terrain generation was much simpler in versions before March 27, 2010. While in modern versions, the noise generator used for terrain is 3D, earlier versions used a purely 2D noise generator for the world instead. The resulting terrain was much more cliff-based as a result, and overhangs were an impossibility. In addition, noise incremented much slower than the modern noise generator does, resulting in it overflowing at 33,554,432 blocks out (coincidentally a power of 2).
Rather than featuring a series of holes, this noise generator instead created a huge, featureless wall as it broke, as the purely 2D nature of the noise forbids any overhangs from generating. This wall is completely solid stone and extends infinitely outwards when it starts. Occasionally, the faces of this wall may appear ridged like a radiator or heat sink, resulting in a slightly more gradual transformation of the terrain.
While largely removed as of Beta 1.8, simple modifications to the game can effectively reintroduce them, in which case they behave effectively identically to how they did before, but much more stable due to the fixing of the vast majority of high-distance precision loss effects in earlier versions which caused lag and hindered movement. In addition, several aspects of the Far Lands persisted into later versions:
Modding has allowed for y-axis Far and Farther Lands, the Fartherer and Farthest Lands, and 64-bit versions of the Far and Farther Lands (distinct from the Fartherer and Farthest Lands in while they appear at the same locations as them, they result from 64-bit noise breaking normally rather than the modulo that prevents 32-bit noise from breaking itself) to be seen in their natural habitats.
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