Java Edition Indev 20100206
February 6, 2010
- Right-click a dirt block using a hoe.
- Get hydrated by Water and Infinite water and lava source blocks.
- Grows in 8 stages.
- In the 8th stage, can be used to harvest wheat.
- New food item.
- Restores 5 health.
- Can be used to create farmland blocks.
- Can be grown into a wheat crop.
- Can be used to craft bread.
- Added food farming into the game.
- Added 6 recipes for a total of 43.
|Hoes||Oak Planks or
Iron Ingot or
Gold Ingot +
- Added gold armor sprites
- Removed studded armor sprites
- Game version is no longer 0.31 but has been renamed to just "Minecraft Indev".
- Added "C", "F", "O", "B", "I", and "T".
- C is rendered/total chunks.
- F is chunks outside the field of view.
- O is chunks culled by occlusion culling.
- E is rendered/total entities.
- B is entities culled by being in a chunk that can't be seen.
- I is individually culled entities.
- T is "terrain and lighting data".
- Load level screen has a dirt background.
- Pressing ESC pauses the game.
- When mining, switching to the right tool no longer causes blocks to be instantly mined.
- Removed very faint fog effects when Render Distance is set to "Far".
- Mushroom Stew now restores 10 health.
- Changed block place animation.
- The dirt background on the title screen no longer moves upwards.
- Plants can no longer be placed without the right block under them.
- Plants now get removed when the block under them is removed.
- The game will attempt to place a block on every right click.
- If a block cannot be placed it will still play the arm swing animation if the target is within reach.
- Mobs walking backwards is fixed.
The JAR's time is 29 minutes after the other Indev from this day. DBN's logs also show Notch saying arrows crash the game after the previous blog post, and arrows work fine in this version.
- Farming in minecraft – The Word of Notch, February 6, 2010
- "Do we know what the upper-left values mean?" (archived) by Meren, quoting Notch – Minecraft Forum, February 15, 2010. "That's a bunch of internal debugging. C = rendered/total chunks. F = chunks that were outside the view fustum, O = chunks that culled by occlusion testing. E = rendered/total entities. B = entities culled by implication of the chunks (an entity inside a hidden chunk cannot be seen), I = individually culled entities. P = Partices. T = a bunch of terrain and lighting data, this varies a lot per release."