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Infdev+ 0.3 Changelog

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Jan 12th, 2024
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  1. v0.3 - The Biome Update
  2.  
  3. Additions
  4.  
  5. Biomes
  6.  
  7. Main Biomes
  8. *16 in total, based on climate (temperature and humidity values ranging from cold/temperate/warm/hot and dry/temperate/moist/wet.
  9. *Forest: Densely populated with trees all around. Only biome where Aspen generates naturally. Spawns wolves and bears.
  10. *Plains: Flat biome with lots of tall grass and no beaches. Only biome where villages, rabbits and horses spawn.
  11. *Desert: Lots of sand everywhere. Occasional quicksand pits and oasis with palm trees, deep sandstone layers and fossils. Only place where antlions and vultures spawn.
  12. *Taiga: Cold biome with lots of snow and ice. Ground layer composed of permafrost. Spruce/pine trees generate in a dense forest. Spawns foxes and wolves
  13. *Tundra: Cold and flat biome, basically a frozen version of the plains biome without tall grass. Also generates with permafrost in place of dirt and grass. Snow everywhere and infrequent trees. Penguins spawn here.
  14. *Savanna: Warm biome with dry grass and tall grass everywhere. Trees found here are Acacia and Baobab, alongside small bushes on the ground and pumpkin patches. Unique mobs here include ostriches and meerkats.
  15. *Jungle: Mud and lush grass everywhere, big jungle trees, small bushes on the ground and melon patches. Mobs found here include parrots, ocelots and monkeys.
  16. *Swamp: Very flat biome with plenty of water. Mud and lush grass compose the dirt layer, with mangrove trees found both in and outside of the water. Unique mobs include turtles and frogs
  17. *Mountains: Extremely mountainous terrain (especially in extended world height), with snow at the top. Less trees and more frequent exposed stone and gravel patches. Higher quantities of iron generate here.
  18. *Mesa: Mountainous biome with frequent dips/canyons in the terrain. Comprised of red sand and hardened clay in various colors. Sometimes has grassy tops with savanna trees. No mobs spawn here. Higher quantities of gold.
  19. *Glacier: Composed of snow blocks, packed ice and frequent ice spikes. Very mountainous. Spawns penguins.
  20. *Volcanic Wasteland: Volcanic soil and ash everywhere. Dead/scorched trees, magma and lava on the surface and basalt volcanoes. Higher quantities of diamonds can be found in this biome.
  21. *Rainforest: Mahogany trees, low altitude terrain with plenty of water and seaweed, high cliffs dotted around.
  22. *Woodland Hills: Infdev 415 inspired terrain with nothing but large trees and lakes.
  23. *Valley Hills: The vanilla biome which still generates.
  24. *Snowy Hills: A cold version of Valley Hills, with lots of snow and ice covering the surface.
  25. *Beach: Mandatory biome that generates at the edges of other biomes when they meet an ocean (excluding swamps and mountains). Generates grass in higher areas and sparse palm trees.
  26. *Ocean: Large bodies of water with seaweed. Generate near shorelines.
  27. *Deep Ocean: Deeper than regular oceans and more inwards. Generate ravines and coral reefs.
  28. *Frozen Ocean: Frozen surface with icebergs. Generate in colder ocean areas.
  29. *Frozen Beach: Comprised of silver sand and snow. Generates where there are frozen biomes.
  30. *Stoney shore: Has a chance to replace regular beaches. Generally higher generation and all exposed stone.
  31. *Tropical island: Generates in the middle of large, deep oceans. Has palm trees and big beaches.
  32. *Ice Sheet: Replacement for tropical islands in frozen oceans. Surface covered by snow and ice.
  33. *Each primary biome can be disabled (except for ocean variants, tropical islands, ice sheets and beaches) when creating a world. Disabled biomes are automatically replaced by the default biome, valley hills. Biomes also do NOT work in other world types.
  34.  
  35. Biome Variants
  36. *These are variants of the primary biomes. They have a chance to replace areas (but not necessarily the whole biome) of the main biome and cannot be disabled on their own as they are tied directly to the base biome.
  37. *Aspen forest: Rainforest biome variant
  38. *Dry Taiga: Taiga biome variant, essentially snowless Taiga
  39. *Cherry Grove: Plains variant. Terrain is usually higher and spawns nothing but cherry trees everywhere.
  40. *Shrubland: Plains variant. Has small shrubs on the ground, similar to the jungle and savanna ones.
  41. *Meadow: Plains variant. Essentially a flower plains.
  42. *Marshland: Swamp variant with no mud or mangrove trees in the water, tall grass and shrubs and plenty of reeds.
  43. *Maple forest: Rainforest variant with just maple trees.
  44. *Snowy Woodland: A snowy/cold variant of the regular woodland.
  45. *Frozen desert: Tundra variant with higher terrain, boulders of ice and silver sand.
  46. *Sparse jungle: Jungle variant with a lot less trees of a smaller variant, more open overall.
  47. *Bamboo forest: Jungle variant with a lot of dense bamboo “trees” everywhere.
  48. *Outback: Flat area with dry grass, tall grass, red sand, dead bushes, cacti and acacia shrubs that can sometimes generate in savannas.
  49. *Steppes: Basically a cold variant of the shrubland. Tundra variant, has lots of pine shrubs and no snow, but still has podzol and permafrost covering the surface.
  50. *Petunia Fields: Tundra variant. Slightly higher elevations of terrain than tundra, lots of petunias everywhere, snow only on higher areas.
  51. *Pampas: Mix of desert and savanna, with only baobab trees and mini palms. Frequent sand pits and lots of yellow flowers.
  52. *Flower Forest: Variant of Valley Hills, huge flowers and mooblooms
  53. *Shroomland: Another Valley Hills variant, mycelium and huge mushrooms
  54. *Ancient Taiga: Variant of taiga, huge spruce/pines and boulders
  55. *Ancient Forest: Variant of forest, huge oak trees
  56.  
  57. Blocks
  58. *New stone types: Marble (found in most biomes), Basalt (found in volcanic wastelands), Limestone (found in savannas), Granite (found in deserts), Chlorite (found in jungles) and Ice Stone (found in cold biomes such as taiga, tundra and glacier). All of these come with cobbled and brick variants.
  59. *New soil types: Permafrost (found in cold biomes), Mud (found in jungles and swamps), Volcanic Soil (found in volcanic wastelands), Coarse/Dry dirt (two types of dirt found in savannas and pampas respectively). Only regular dirt can be tilled.
  60. *New grass types: Dry grass (found in hot biomes), Podzol (found in cold biomes where permafrost is), Lush grass (found in warm biomes) and Mycelium (found in shroomlands)
  61. *New wood and leaf types: Aspen (birch alternative), pine, jungle, palm, acacia, baobab, mangrove, scorched, maple, mahogany, ancient oak and cherry
  62. *New sand and sandstone types: Red (mesa) and silver (frozen deserts and beaches)
  63. *Cactus (found only in deserts and mesas)
  64. *Dead bushes (found only in deserts and mesas)
  65. *Sandstone and Red Sandstone (including stairs, walls, slabs and smooth variants)
  66. *Quicksand (desert only)
  67. *Bone blocks
  68. *Seaweed (ocean only)
  69. *Coral blocks (work just like indev+, can be smelted into sponge)
  70. *Coral fans (glowing plants that generate on top of coral)
  71. *Vines
  72. *Tall grass (only generates In select biomes, namely marshland, jungles and its variants, plains, beaches, cold shrublands, ancient taigas and savannas)
  73. *New crops: Potatoes, carrots and cotton.
  74. *Moss (currently unobtainable, will generate in the new lush caves in 0.4)
  75. *Snow block and layer
  76. *Powdered snow: Basically quicksand snow equivalent
  77. *Ice and packed ice
  78. *Ash layer
  79. *New table and chair types based on the new woods
  80. *New doors, signs and trapdoors based on the new woods
  81. *Snow and mud bricks
  82. *Pumpkins and melons
  83. *Hay blocks
  84. *Lily pads
  85. *Mushroom stem and cap blocks for the new huge mushrooms
  86. *Flower stem and petal blocks for the new huge flowers
  87. *Magma (animated, works just like indev+)
  88. *Red sand (found only in mesas)
  89. *Hardened clay (comes in 18 colors, found only in mesas, can be crafted)
  90. *Gloshrooms (found only in shroomlands, currently have no use)
  91. *Berry bush (found only in taigas)
  92. *Bamboo (found only in sparse jungles)
  93. *Bamboo block (crafted with 9 bamboo)
  94. *Tiki Torch (crafted with bamboo and coal)
  95.  
  96. Items
  97. *Berries: New food harvested from bushes, can be used to tame foxes
  98. *Melon Slice: Dropped from melons, can be used to make melon seeds
  99. *Melon, pumpkin and cotton seeds
  100. *Cotton: Used to make 4 cloth
  101. *Snowballs
  102. *Ashes: Used to make fertilizer
  103. *Fertilizer: Replaces the bone meal functionality. Crafted from bone meal and ashes, just like Indev+
  104. *Pumpkin Pie: Crafted like in Indev+
  105. *Carrots: Found in village chests
  106. *Potatoes: Found in village chests
  107. *Baked potatoes: Self explanatory
  108. *Venison: New meat dropped by deer.
  109. *Ostrich: New meat dropped by ostrich.
  110. *Rabbit: New meat dropped by rabbits.
  111. *Several brewing ingredients which are currently unusable until brewing is added in 0.4. Dropped by some of the new mobs.
  112. *Bamboo Raft: Crafted with bamboo blocks and a chest, slower than a boat but doesn’t break on impact and has storage.
  113. *Bamboo Bucket: Crafted with bamboo blocks. A bucket that can only hold water but has 4 uses when filled up, then breaks.
  114.  
  115. Mobs
  116. *Mob variants: Every base mob now has a variant. Pigs can spawn as boars, cows can spawn as white cows and chickens can spawn as ducks. This effect is purely visual.
  117. *Wolves: Look like the original design from b1.4-dev. Work just like in regular Minecraft. Have wolf armor. Only spawn in forests and taigas
  118. *Deer: Only in forests. Drop meat. Run away from the player when they get close. Drop food.
  119. *Birds: Several colors. Fly away from the player and land on nearby trees if too close. If fed seeds, they are tamed. When tamed, will bring the player random items every day, and can also be picked up, much like a rabbit. Found in forests.
  120. *Bunnies: Only in plains. Hop around. Can be worn on one’s head. Drop rabbit meat and rabbit’s foot.
  121. *Horses: Only in plains. Can be tamed with wheat and saddled. Move very fast, climb up blocks automatically and can swim.
  122. *Goats: Only in mountains. Neutral. If provoked, will charge at the player and hit them once, dealing great damage and knockback. Drop their horn.
  123. *Bears: Only in mountains. Hostile. Drop their paws. There’s also a polar variant for glaciers and panda variant for bamboo forests.
  124. *Fox: Only in taigas. Work just like Indev+ (neutral, hunts chickens). Can be tamed with berries. When tamed, follows the player around and picks up items from the ground to carry in its mouth (right-click to take its item).
  125. *Ocelot: Only in jungles. Runs away from the player, but approaches if they are holding fish and sneaking, thus being tamable. Once tamed, they work like modern and scare away creepers.
  126. *Parrot: Only in jungles. Fly around randomly and sometimes land to walk. Can be tamed with seeds. Imitate sounds of nearby mobs.
  127. *Monkey: Neutral mob in jungles. Randomly attacks the player, stealing their held item and running away. If provoked, all nearby monkeys will begin throwing rocks at the player.
  128. *Frog: Neutral mob found in swamps and rainforests. If provoked, will poison the player (0.4). Hops around. Drops their tongues.
  129. *Alligator: Aggressive mob found in swamps and rainforests. Moves slow on land, but a fast swimmer. Drops their teeth.
  130. *Turtle: Passive mob found only in swamps. Drop their shells.
  131. *Antlion: Same mechanics as Indev+. Found in deserts.
  132. *Vulture: Found in deserts and mesas. Flies around randomly like parrots. Will attack the player if they get too close. Can be distracted by throwing meat on the ground.
  133. *Camel: Found in deserts. Tameable with cacti. Once tamed, can be saddled and ridden, much like a horse. Unlike horses, however, they are slower but jump higher and further, and have storage (accessed by sneak-clicking)
  134. *Hyena: Hostile mobs found in savannas.
  135. *Meerkat: Passive mobs found in savannas.
  136. *Zebra: Untamable horses found in savannas.
  137. *Ostrich: Found in outbacks and savannas. Run away when provoked. Drop their feathers and meat.
  138. *Penguins: Neutral mobs found in glaciers. If provoked, they all attack the player in “waves” (hit once, move back, hit again). Drop their beaks.
  139. *Seal: Passive mobs that spawn on frozen beaches and polar islands.
  140. *Crabs: Neutral mobs that spawn on beaches. Drop their claws.
  141. *Fish: Sea mobs that spawn everywhere. Work just like Indev+.
  142. *Sharks: Randomly attack players. Oceans only.
  143. *Dolphins: Give players a speed boost as they pass by. Oceans only.
  144. *Jellyfish: Oceans only. Work just like Indev+ (hurt players on touch).
  145. *Bats: Currently don’t spawn naturally. Passive.
  146. *Mooshrooms: Two colors, spawn in shroomlands.
  147. *Mooblooms: Spawn in flower forests.
  148. *Zombie Horse: Hostile horses which are very fast. Rarely spawn with zombies riding them at night. Only hostile when ridden.
  149. *Skeleton Horse: Same as Zombie horse, but with skeleton riders.
  150. *Bats: Passive. Currently don’t spawn naturally.
  151.  
  152. Misc
  153. *New tree types per biome: Aspen, Pine, Jungle, Palm, Mangrove, Acacia, Baobab, Scorched/Dead, Maple, Mahogany, Cherryblossom and Ancient Oak
  154. *Huge mushrooms and flowers found in their respective biome. Can also be made by fertilizing their respective block.
  155. *Volcanoes will generate in volcanic wastes
  156. *Fossils in deserts
  157. *Coral reefs
  158. *New world types: Ocean (entire world is an endless ocean with frequent tropical islands), winter (entire world is the snowy hills biome) and single biome worlds.
  159. *Abandoned mineshafts will now generate in Mesas.
  160. *Added crits from b1.8. Jump up and strike while falling down to perform a crit.
  161. *Added basic ambience sounds: Wind in higher elevations, waves clashing near large bodies of water, bird chirping in wooded areas in temperate biomes, frogs in jungles and swamps and crickets on the surface at night.
  162.  
  163. Changes
  164. *Bone meal no longer works, you now have to use fertilizer (bone meal + ash)
  165. *Burning a block leaves behind an ash layer like in Indev+
  166. *Jumping while sprinting now uses more stamina than before.
  167. *Villages are now only found in plains biomes.
  168. *Nerfed diamond swords and damage output of all weapons when dual wielding.
  169. *Saddles are now craftible
  170. *The arm movement is delayed/smoother when looking around.
  171. *Bigger knockback when hitting a mob while sprinting.
  172. *Nerfed damage output when dual wielding by 2 points.
  173. *New fence look. The posts are now made of logs.
  174. *Replaced the blue disc song with “The Traveler” by Soybean_56
  175. *Blocking animation now visible in third person.
  176. *Trapdoors can be placed upside down.
  177. *New leaf decay mechanic. Leaves now decay instantly instead of ticking overtime.
  178. *Leaves placed by the player never decay.
  179.  
  180. Fixes
  181. *Lighting engine fixes: (hopefully) no more black spots and dark lava, and no weird artifacting in the water.
  182. *Fixed entity distance value not saving
  183. *Fixed game crashing when summoning a falling sand entity
  184. *Fixed crawling on chairs causing weird visual glitches
  185. *Fixed a vanilla bug with water misbehaving
  186. *Fixed middle clicking slabs not working correctly in survival mode
  187. *Fixed footstep effects applying to gravel
  188. *Fixed pick-blocking not always giving the correct metadata.
  189. *Fixed game hanging due to tile entity updates colliding with one another
  190. *Lots more small fixes
  191.  
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