My World
Minecraft is a sandbox game developed by Mojang Studios, originally released in 2009, and made by Markus “Notch” Persson using the Java programming language.
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You are watching: Minecraft 1.20.5 Snapshot 24w07a Patch Notes
In the game, players explore a pixelated, procedurally generated 3D world with an infinite number of possible terrains, collect raw materials, craft tools, and construct buildings or machines.
Game modes include Survival, Creative, Spectator, Adventure, and Hardcore, each offering a unique challenge and experience. The game’s large community contributes user-generated content such as modifications, servers, skins, texture packs, and custom maps, expanding the gameplay options.
Minecraft’s reputation extends to the education sector, teaching subjects such as chemistry, computer-aided design, and computer science. In 2014, Microsoft acquired Minecraft for $2.5 billion and has launched a series of spin-offs, including Minecraft: Story Mode, Minecraft Earth, Minecraft Dungeons, and Minecraft Legends, with a live-action movie scheduled to be released in theaters in 2025.
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The game’s cultural influence has been reflected on social media, parodies, merchandise, and at the annual Minecon convention, cementing its status as one of the greatest video games of all time.
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Minecraft 1.20.5 Snapshot 24w07a Patch Notes
Known Issues
- Wind Strike’s fall damage reduction is invalid
Experimental Features
In trouble
- New variant of the skeleton that shoots poison arrows
- 16 health points makes it easier to be knocked down than 20 health points
- They have a slower attack time of 3.5 seconds instead of 2 seconds
- There is a chance to drop poison arrows when killed by the player
- These mossy and mushroom-covered skeletons spawn naturally in swamps and mangroves.
- Can also be found in some lab test generators
change
- Hoppers can once again pick up items from beehives and hives, but other full blocks still block them
Technical changes
- Packet version is now 32
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You are watching: Minecraft 1.20.5 Snapshot 24w07a Patch Notes
Packet version 32
- Added #minecraft:does_not_block_hoppers for blocks that never disable hoppers when placed over them
- Added gameplay/panda_sneeze loot table to show what a panda sneezes drops
Fixed a bug in 24W07A
- MC-266570 – Wind blast does not pass through non-solid blocks
- MC-267732 – /place puzzle still has a max depth of 7
- MC-267866 – Panda slime ball drops are hardcoded
- MC-268080 – When projectiles are reflected by the breeze, in bedrock they are deflected in the opposite direction, but in Java they are always deflected downwards
- MC-268339 – “Japanese” is misspelled as “Japanse” in options.japaneseGlyphVariants.tooltip
- MC-268342 – Breeze can be damaged by wind rush
- MC-268344 – Breeze is not affected by pillage magic
- MC-268349 – Minecart with hopper on top of full blocks no longer searches for item entities to pick up
- MC-268353 – Tick Freeze randomizes next AI tick type
- MC-268355 – Freezing ticks causes block tickets to expire
- MC-268362 – Blocks that normally prevent fall damage do not prevent fall damage after using wind impact
- MC-268368 – Windrush causes fall damage after bouncing off water
- MC-268383 – Wind impact cancels all fall damage that occurs when the player is not below health, regardless of whether the fall was caused by the impact or not
- MC-268389 – Wind Blast retains fall damage between game modes
- MC-268418 – Chunks prior to 1.9 seem to regenerate randomly when upgrading
- MC-268426 – Wind projectiles fired by Breeze no longer explode, but instead disappear when they hit Breeze after being deflected
- MC-268451 – Hopper cannot pull honey bottles from beehive or hive
My World Gameplay
Minecraft is an open-world 3D sandbox game that offers players extensive freedom without set mandatory goals. It has an achievement system, called “Progress” in Java Edition, “Trophies” in PlayStation Edition, and “Achievements” in Bedrock Edition.
The default first-person perspective can be switched to a third-person perspective. The game world is made up of 3D objects or “blocks” representing materials such as dirt, stone, and water. The core gameplay is to collect these blocks and place them in a 3D grid. The material in the game, redstone, can be used to create mechanical devices and complex systems.
This nearly infinite, procedurally generated game world includes diverse biomes, terrains, and day-night cycles, and due to technical limitations, there is a barrier preventing players from going beyond 30 million blocks.
Players choose a game mode and difficulty, affecting monster interactions and other specific effects. In 2010, custom skin creation became an option, and monsters (both passive and hostile) populate the world.
Elements unique to Minecraft include exploding creepers, teleporting endermen, and variants such as husks and drowned. The game offers an ever-expanding world of creativity, exploration, and survival.
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Minecraft Development
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Before conceiving Minecraft, Markus “Notch” Persson worked as a game developer at King until March 2009, focusing on browser games and being proficient in various programming languages. In his spare time, he gets inspired by other games, creates game prototypes, and actively participates in independent developer forums such as TIGSource.
One of these projects, “RubyDung”, drew inspiration from Dwarf Fortress, but took an isometric 3D approach similar to RollerCoaster Tycoon. In March 2009, Persson left King for jAlbum, but continued to develop his prototype.
The game-changer was Infiniminer, an open-world mining game released in April 2009. It influenced Persson’s vision for RubyDung, reintroducing the first-person perspective, a unique blocky visual style, and block-building mechanics.
However, Persson’s goal was to incorporate RPG elements into Minecraft. The initial version of Minecraft (now the Java Edition) was completed in May 2009. Persson shared an early version on YouTube and completed the basic program in one weekend.
On May 16, 2009, a beta version was released on TigIRC, and on May 17, 2009, the public was given access to a development version on the TIGSource forums, which became known as Classic. Subsequent phases, Survival Beta, Indev, and Infdev, were released in 2009 and 2010, respectively, and were tweaked based on community feedback.
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