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According to designer Jens Bergensten, when Creepers were added in the game's alpha build, Notch may have given them their green skin color so they could be camouflaged and blend in with the grass.
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The source code below is generated using RetroMCP for version 1.2.5 unless otherwise stated.
Around line 340 of WorldGenBigTree.java, this can be found:
[code]
if(this.heightLimit == 0) {
this.heightLimit = 5 + this.rand.nextInt(this.heightLimitLimit);
}
[/code]
This code randomises the height of generated large oak trees. However, this height limit is set once due to the [code]this.heightLimit == 0[/code] check.
Line 51 of BiomeGenBase.java shows the generator instance being created: [code]protected WorldGenBigTree worldGenBigTree = new WorldGenBigTree(false);[/code] The instance is unique for every biome created and is used whenever a biome has large trees in it. Therefore, large tree heights are unique per biome. This is not too noticable however, since these trees only generate in forests, extreme hills, ice plains, jungles and plains.
Between Alpha v1.2.0 and Beta 1.7.3, BiomeGenBase still controlled what trees were generated, but it used a new large tree generator instance every time, as seen on line 64: [code]return (WorldGenerator)(var1.nextInt(10) == 0 ? new WorldGenBigTree() : new WorldGenTrees());[/code] In earlier versions, new generator instances were still being created with the exception that the height was shared per chunk: in Alpha v1.1.2_01, the following code was used around line 380 in ChunkProviderGenerate.populate().
[code]
Object var18 = new WorldGenTrees();
if(this.rand.nextInt(10) == 0) {
var18 = new WorldGenBigTree();
}
[/code]
In the image attached to this submission, it shows a world generated in Minecraft Java Edition 1.9.4. The red sand border shows the border between chunks generated before and after game reset. Trees with sea lanterns are large trees generated before the reset and trees with glowstone are large trees generated after the reset.
This bug has its own report on the official bug tracker:
https://bugs.mojang.com/browse/MC-11208
Around line 340 of WorldGenBigTree.java, this can be found:
[code]
if(this.heightLimit == 0) {
this.heightLimit = 5 + this.rand.nextInt(this.heightLimitLimit);
}
[/code]
This code randomises the height of generated large oak trees. However, this height limit is set once due to the [code]this.heightLimit == 0[/code] check.
Line 51 of BiomeGenBase.java shows the generator instance being created: [code]protected WorldGenBigTree worldGenBigTree = new WorldGenBigTree(false);[/code] The instance is unique for every biome created and is used whenever a biome has large trees in it. Therefore, large tree heights are unique per biome. This is not too noticable however, since these trees only generate in forests, extreme hills, ice plains, jungles and plains.
Between Alpha v1.2.0 and Beta 1.7.3, BiomeGenBase still controlled what trees were generated, but it used a new large tree generator instance every time, as seen on line 64: [code]return (WorldGenerator)(var1.nextInt(10) == 0 ? new WorldGenBigTree() : new WorldGenTrees());[/code] In earlier versions, new generator instances were still being created with the exception that the height was shared per chunk: in Alpha v1.1.2_01, the following code was used around line 380 in ChunkProviderGenerate.populate().
[code]
Object var18 = new WorldGenTrees();
if(this.rand.nextInt(10) == 0) {
var18 = new WorldGenBigTree();
}
[/code]
In the image attached to this submission, it shows a world generated in Minecraft Java Edition 1.9.4. The red sand border shows the border between chunks generated before and after game reset. Trees with sea lanterns are large trees generated before the reset and trees with glowstone are large trees generated after the reset.
This bug has its own report on the official bug tracker:
https://bugs.mojang.com/browse/MC-11208
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If a Parrot is near a music box when the player inserts a music disc and plays music then the parrot will dance along with the music by bobbing it's head around.
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During the game's early years, the game's creator Markus "Notch" Persson had heavily promoted the game on a number of websites including 4chan, which its success he partly attributed to the website.
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Feeding cookies to parrots was also a subtle reference to the song "Polly" by the band Nirvana.
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On the title screen, random splash text is displayed below the bottom right of the title. One example is "Let's Danec!". This is a typo Notch (the game creator) made while working on "Wurm Online".
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The partnership that spawned from this is called "Block by Block", which uses Minecraft to help teach young people in the planning of urban public spaces. Haiti, Nepal, India, Rwanda, and Kenya are countries undergoing projects with the help of said program.
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If the game crashes, a witty comment is placed at the very beginning of the crash report. These comments include parodies of Zero Wing's "Somebody set up us the bomb", lines from "2001: A Space Odyssey", and even Minecraft in-jokes like "You should try our sister game, Minceraft!"
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If the game's language is set to Australian English, there are a number of interesting changes that occur, including all new names for each type of tree, pigs being renamed wombats, and many more. Many in-game messages are also changed, like if you try to use a bed when a hostile mob is nearby, it will say "You can't sleep. The neighbors are having a party." instead of "You can't sleep. There are monsters nearby."
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Whenever the player unlocks an achievement in the PC release, the notification will read "Achievement get!" This is a reference to the Japanese release of Super Mario Sunshine, where upon collecting a "shine" the words "Shine Get!" pop up on screen.
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The Enderdragon can be damaged with snowballs.
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There is a 1 in 2500 chance that a rabbit will spawn hostile, and attack players who come within four blocks. This rabbit is referred to as "The Killer Rabbit of Caerbannog" in the player death screen. This is an Easter egg based off of the Rabbit of Caerbannog from the British comedy film, Monty Python and the Holy Grail. In Peaceful difficulty, the killer rabbit will not despawn and will still try to attack players, but will do no damage.
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