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この項目では、the removed features in Java Editionについて説明しています。the removed features in Bedrock Editionについては「Bedrock Edition removed features」をご覧ください。

テンプレート:Splitting

Painting
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Paeonia (texture) TU1
このページでは、 Minecraftの古いバージョンに存在する要素について説明しています。 
These features used to be in Java Edition but have since been removed.

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.

Blocks[]

詳細は「Java Edition removed blocks」を参照

Items[]

詳細は「removed items § Java Edition」を参照

Crafting recipes[]

Chainmail armor[]

詳細は「Armor」を参照

Since shortly after their introduction in Indev, and until snapshot 14w25a for 1.8, chainmail armor was craftable using fire. As of that snapshot, fire can no longer exist as an inventory item, even with inventory editing, and the recipe itself was removed from the game's registry of recipes.

材料 クラフトのレシピ
炎炎炎炎炎炎炎炎炎炎炎炎炎炎炎炎炎炎

Chainmail armor may still be obtained in other ways.

Enchanted golden apple crafting recipe[]

詳細は「Enchanted Golden Apple」を参照

Since their introduction in 1.3.1, and until snapshot 15w44a for 1.9, enchanted golden apples had the following crafting recipe:

材料 クラフトのレシピ
金ブロック +
リンゴ

エンチャントされた金のリンゴ

Enchanted golden apples may still be obtained in other ways.

Horse armor[]

詳細は「Horse Armor」を参照

In snapshot 13w16a of 1.6.1, a crafting recipe for iron, golden and diamond horse armor was added. In snapshot 13w18a, the crafting recipe was removed; the reason is still unknown.

材料 クラフトのレシピ
鉄インゴットまたは
金インゴットまたは
ダイヤモンド +
いずれかの羊毛

Iron, golden and diamond horse armor may still be obtained in other ways.

Generated structures[]

Brick pyramid[]

詳細は「Brick pyramid」を参照
Brick pyramid
Brick Pyramid
構成ブロック

レンガ

既存チャンク
での生成

しない

Brick pyramids were tall experimental generated structures made up exclusively of bricks. They were added in Infdev 20100277 and they were removed from game in Infdev 20100327.

Indev house[]

詳細は「Indev House」を参照
Indev House
Indev HouseMossyCobblestoneIndev
構成ブロック

The Indev House was a structure that acted as the starting place when first spawned. The Indev house was added into the game at Indev 0.31 20100124, and was initially made from mossy cobblestone, with two torches inside. In Indev 20100214-1, the mossy cobblestone was replaced with planks (for the walls) and stone (for the floor). The Indev house was removed at the start of Infdev.

Obsidian wall[]

詳細は「Obsidian wall」を参照
Obsidian wall
Obsidian Wall
構成ブロック

黒曜石

既存チャンク
での生成

しない

Obsidian wall was an experimental structure made from obsidian. The obsidian wall has been added in Infdev 20100227 and it has been removed from game in Infdev 20100313.

Old village[]

Old Village
OakHouse
バイオーム

Plains, savanna, taiga, ice flats, desert

既存チャンク
での生成

しない

詳細は「Village/Structures (old)」を参照

Old villages and old zombie villages could generate in plains, savanna, taiga, ice flats, 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, with the exception of one house in the old ice flats village, which would generate with randomized crop items such as carrots and beetroots. The "old villages" were not known as such until the Village & Pillage update.

Library in Village

Interior of an old village library.

Gravel roads[]

詳細は「Village § Paths」を参照

Before 1.10, villages used gravel to signify roads; however, in 1.10, grass paths were added to signify village roads.

Savanna village[]

詳細は「Village」を参照

Prior to 1.10, villages that would generate in savanna biomes used oak logs, oak planks, oak fences and oak stairs. This village type was replaced by villages made out of acacia derived blocks.

Far Lands[]

FarLandsCorner

The "corner" of the Far Lands, at ±12,550,821 on both X and Z axes, creating the corner far lands.

詳細は「Far Lands」を参照

The Far Lands was the area that formed the "edge" of the "infinite" map Java Editionでは versions prior to Beta 1.8. They initiate differently depending on the game's version. In Infdev 20100227, there was a wall of stone that generated 33,554,432 blocks away from spawn. In a later version of Infdev, this changed to where the Far Lands that existed until Beta 1.8 began at about 12,550,820 blocks from the center of the world, X/Z 0. These Far Lands had two kinds: Edge Far Lands (The Loop) and Corner Far Lands (The Stack); both feature extremely strange terrain. They are known to have several impacts on gameplay, including floating-point precision errors and huge framerate / tickrate drops due to excessive coordinates, and the farther from the center of the world, the worse the effects, until the game freezes and crashes. Beyond X/Z 32,000,000 the chunks are just fake chunks, causing the player to fall through the terrain.

Similar phenomenon can be found on the vertical axis using mods such as the "Cubic Chunks" mod. When the height limit is removed completely, the Far Lands continue to generate upward until they eventually collide with the "Sky Far Lands" 25,101,640 blocks upward, or with the "Void Far Lands" 25,101,640 blocks below the world.

In Beta 1.7.3 (and probably as far back as Java Edition Alpha v1.2.0), there existed another set of Far Lands called the Farther Lands, which was found quickly after the discovery of the Far Lands, and generated approximately 1,004,065,600 blocks away from the center of the world. These Farther Lands combined with the previous Far Lands created an even stranger mixture. In this mixture of Far Lands, the terrain was smooth and hardly changed its shape. Every block would appear 2 dimensional. This was especially noticeable in the Corner Farther Lands.

The Far Lands were removed in Beta 1.8, but they still exist Bedrock Editionでは, even though they are different in this version.

Monoliths[]

Monoliths were glitched areas of terrain that happened in the late versions of Infdev and were patched out of the game with the Halloween Update. These monoliths would cause the terrain to abruptly generate up to the height limit, with natural grass block and ore generation. They could theoretically generate infinitely upward, being stopped only by the height limit, which at this point in the game's development, was 128 blocks. The area below the monoliths was completely hollow, except for water generating at sea level and a layer of bedrock at the bottom, making the normal terrain seem like inverse monoliths. It is possible to find small crevices in large monoliths, where normal terrain was generated. They tended to generate around flattish terrain. They were caused by an error in the Perlin noise generator.

By setting "Biome Scale Weight" to negative values in customized worlds, they could generate [1] from snapshot 14w17a for 1.8 to snapshot 18w05a for 1.13, but with the removal of the "Customized" world type altogether in snapshot 18w06a for 1.13, this can no longer be recreated.

Trees[]

詳細は「Tree」を参照

Some types of trees can no longer be grown with saplings, and no longer generate naturally in new terrain. They were often the result of using existing textures for new log and leaves types that had not yet been added; new trees subsequently "borrowed" logs and leaves from other trees. For example, acacia trees, when they were first added, used jungle logs and oak leaves.

Glass pillars[]

Glass Pillar
バイオーム

Any

構成ブロック

ガラス

既存チャンク
での生成

しない

Glass pillars were added in Beta 1.9 Prerelease 3. They were used to mark the location of strongholds, as the eye of ender did not lead to strongholds yet. One pillar extended from the main entrance and another from the portal room. They went all the way up to the build limit. This was because Jeb forgot to remove the debug pillars before releasing the version publically. They were removed in Beta 1.9 Prerelease 4, due to eyes of ender being able to lead players to the stronghold portal room.

Map settings[]

Cloud customisation[]

The color and height of clouds could be changed in Indev, however this functionality was removed in Infdev or later. Unlike many other things now customisable in Java Edition via custom world generation, this is yet to see a return.

Isometric screenshot[]

Isometric screenshot

An isometric screenshot.

Isometric screenshot bug

An isometric screenshot displaying the bug of not capturing chunks, which are not in the player's FOV.

In the Indev versions of Minecraft, players could take a screenshot of the map from an isometric perspective using F7. 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:

  • They could capture the player's sprite only when in third-person view.
  • Due to a glitch, the screenshot would render only those blocks that are in the player's FOV, and everything else is either black or shows underground sections that would have been obstructed.
ファイル:Mc map 2333-G.png

Indev map shape[]

Deep

A typical normal, small, floating, deep map in isometric perspective.

The map shape refers to the general dimensions the level generator used to create maps. It was added in Indev 0.31 20100106 and it altered the length, width, and height of the map.

There were three kinds of shapes:

  • "Square" was a map of equal length and width, with a height of 64 blocks.
  • "Long" was 2 times the length and 12 times the width of a square map.
  • "Deep" was 4 times the height and 12 times the width and length of a square map.

There were three kinds of sizes:

Width × Length × Height Square Long Deep
Small 128 × 128 × 64 256 × 64 × 64 64 × 64 × 256
Normal 256 × 256 × 64 512 × 128 × 64 128 × 128 × 256
Huge 512 × 512 × 64 1028 × 256 × 64 256 × 256 × 256

Indev map theme[]

The map theme refers to the general style the level generator used to create maps. It was added in Indev 0.31 20100107, and it dramatically affected game mechanics, such as monster spawn zones and boundary liquid. "Paradise" and "Woods" themes were added in Indev 20100214-2. Themes were removed for in the middle of Infdev and were comparable to biomes in Alpha, Beta and current Minecraft versions.

Normal[]

Map preview Default

A typical normal, small, island map in isometric perspective.

"Normal" was the default map theme. Above ground, one would find sporadic trees and generally favorable space. The weather was constantly partly cloudy, and the lengths of night and day were equal. Underground, ores of all types could be found and lava was generally found near the bedrock layer.

Boundary liquid: water.

Hell[]

Map preview Hell

A typical hell, small, island map in isometric perspective.

"Hell" was the second map theme introduced within the map theme feature. Hell featured significantly less lighting during the day, where mobs of all types would spawn at any time. All water was replaced with lava, grass was replaced with dirt and grass would spawn in place of sand only during map generation. Mushrooms were abundant on the surface. Farming worked at a much slower rate (one plant stage per day cycle). This map theme was comparable to the later added Nether.

Boundary liquid: lava.

Paradise[]

Map preview Paradise

A typical paradise, small, island map in isometric perspective.

The third map theme, "Paradise", was more relaxed than the other themes. It featured larger beaches and plentiful flora compared to the "Normal" theme, and the time is always set to "Noon" (the sun never sets); hostile mobs spawn only underground. Farming works at a much faster rate (from planting to harvestable in 30–45 minutes).

Boundary liquid: water.

Woods[]

Map preview Woods

A typical woods, small, island map in isometric perspective.

The fourth map theme, "Woods", was a middle-ground of challenge between "Normal" and "Hell". It provided constant overcast during the day that reduces light, and tree density was higher than the other themes, resulting in the land space becoming smaller. Additionally, mushrooms were spotty throughout the above-ground areas.

Boundary liquid: water.

Indev map type[]

Indev

The "Floating" map type.

The map type refers to the general format the level generator used to create maps. Added in Indev 0.31 20100106, it dramatically affected gameplay, such as the availability of water, sand and gravel. The further the player traveled toward the end of the map, the slower they moved.

There were four kinds of map types:

  • "Island" was the default map type featuring minor hills and liquid existing at the borders.
  • "Floating" was similar to the floating islands in the "Buffet" world type today — it contained multiple floating islands. Falling from these islands resulted in death as the surface was covered in bedrock. Floating gravel and sand was common, while water was rare.
  • "Flat" was similar to the "Superflat" world type today — it featured flat grass with flowers, trees and a starting house.
  • "Inland" featured a slightly hilly landscape, which was essentially the "Island" map type with infinite flat land at its borders as opposed to water. Sand and gravel were common.

"Winter Mode" map type[]

Snowscene

A "Winter Mode" world.

ファイル:Reeds in Winter mode.png

A rare occurrence: reeds generated in a "Winter Mode" world.

"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.

How winter mode was determined for a map in the code is completely unknown.

"Winter Mode" was removed in Alpha v1.2.0 with the addition of proper biomes.

Biomes prior to 1.7.2[]

詳細は「Biome」を参照

Versions prior to 1.7.2 had two biomes that were later removed from the world generator. Despite being unused, they continued to exist.

The following biomes became unused in 1.7.2:

  • Mountain Edge (now available in the "Buffet" world type)
  • Frozen Ocean (restored in 1.13 as a very different biome)

Biomes prior to Beta 1.8[]

詳細は「Biome/Before Beta 1.8」を参照

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.

"Customized" world type[]

詳細は「Customized」を参照

"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.

Mobs[]

Indev MD3 mobs[]

Beast Boy, Black Steve, Steve, and Rana were human mobs originally used as tests during the Indev phase. They were made by Dock, one of Minecraft's past artists. After Dock left the Minecraft development team, these MD3 mobs were cut from the game. These mobs had no animation and glided around in the same pose. Notch also tested some other MD3 models that weren't going "into the final game."[2]

Human[]

Human Mob

A human in rd-132328.

詳細は「Human」を参照

Humans were passive mobs who took the form of clones of the default skin. In Classic, humans could be spawned by pressing G and would run around aimlessly. From Classic 0.24_SURVIVAL_TEST and onward, there was another mob called "Monster" that looked like a human but would attack the player. This "Monster" was the result of trying to spawn the base class for hostile mobs as an actual mob, a similar situation would later occur for humans too. Notch also used the name "monster" for the green humanoids in his unfinished game: Legend of the Chambered. The entity IDs Mob, for humans, and Monster, for "Monster", existed until 1.11, in which entity IDs were converted to namespaced IDs.

Zombie drops[]

詳細は「Zombie」を参照

Prior to Beta 1.8, zombies dropped 0-2 feathers, which were replaced by 0-2 rotten flesh.

Zombie pigman drops[]

詳細は「Zombie Pigman」を参照

Prior to Beta 1.8, zombie pigmen dropped 0-2 cooked porkchops, which were replaced by 0-1 rotten flesh and 0-1 gold nuggets.

Sounds[]

Note red
この節はサウンドが不足しています。 
適切なサウンドを追加したら、このテンプレートを削除してください。具体的な内容は次の通りです:were any sounds removed or made redundant in 1.9?

Game sounds[]

Arrow Contact
Bow
Skeleton Hurt 1
Skeleton Hurt 2
Skeleton Hurt 3
Skeleton Hurt 4
Skeleton death ファイル:Skeleton death old.ogg
Door opening
Door closing
Explosion
Flint and Steel
Lava
Leveling up
Old Hurt
Splash
Cow Ambient 1
Cow Hurt 1
Cow Ambient 2
Cow Ambient 3
Cow Ambient 4
Cow Ambient 5
Cow Hurt 2
Cow Hurt 3
Cow Hurt 4

Player sounds[]

Name Track
Fallbig1
Fallbig2
Fallsmall

Audio loops[]

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).

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

Unused[]

These features never had any functionality in-game.

Items[]

Armor in Survival Test[]

In early versions from 0.24_SURVIVAL_TEST through Indev 20100207-2, there was a folder called "armor", which contained two files. One was called chain.png; and the other was called plate.png. These files were removed in Indev 20100212-1 with the addition of normal armor models.

Plate armor[]
the item in Minecraft Dungeons by the same nameについては「Minecraft Dungeons:Plate Armor」をご覧ください。

Plate armor was used in Survival Test for mobs and it gave them no additional defense.

Armor chainmail (Entity) Revision 1
Chain armor[]

Unlike plate armor, chain armor was impossible to see in-game. It was just an unused texture. It was later removed and replaced with a new model and texture with leggings and boots.

Potions[]

Beta 1.9 Prerelease 2 implemented 32 types of potions for a complex brewing system involving cauldrons, which were functional but unavailable. These potions had effects and appeared to have different colors than the current potions. Beta 1.9 Prerelease 3 replaced the cauldron brewing system with the brewing stand system used in the final game, and removed the effects and colors of the old potions. Only the mundane, awkward, and thick potions were used in the final brewing system, leaving 29 types of potions with no effect unused in the game. They were later removed in snapshot 15w44b for 1.9.

These potions could be obtained only by using the following command: /give @p minecraft:potion 1 <data-value> {CustomPotionEffects:[]}. Adding a multiple of 64 to the value would result in the same potion. As with other potions at the time, adding 16384 to the value would result in a splash version of the given potion.

Icon Name DVs
ファイル:Uninteresting Potion.png Uninteresting Potion 2 & 3
ファイル:Bland Potion.png Bland Potion 4 & 5
ファイル:Clear Potion.png Clear Potion 6 & 7
ファイル:Milky Potion.png Milky Potion 8 & 9
ファイル:Diffuse Potion.png Diffuse Potion 10 & 11
ファイル:Artless Potion.png Artless Potion 12 & 13
ファイル:Thin Potion.png Thin Potion 14 & 15
ファイル:Flat Potion.png Flat Potion 18 & 19
ファイル:Bulky Potion.png Bulky Potion 20 & 21
ファイル:Bungling Potion.png Bungling Potion 22 & 23
Icon Name DVs
ファイル:Buttered Potion.png Buttered Potion 24 & 25
ファイル:Smooth Potion.png Smooth Potion 26 & 27
ファイル:Suave Potion.png Suave Potion 28 & 29
ファイル:Debonair Potion.png Debonair Potion 30 & 31
ファイル:Elegant Potion.png Elegant Potion 34 & 35
ファイル:Fancy Potion.png Fancy Potion 36 & 37
ファイル:Charming Potion.png Charming Potion 38 & 39
ファイル:Dashing Potion.png Dashing Potion 40 & 41
ファイル:Refined Potion.png Refined Potion 42 & 43
ファイル:Cordial Potion.png Cordial Potion 44 & 45
Icon Name DVs
ファイル:Sparkling Potion.png Sparkling Potion 46 & 47
ファイル:Potent Potion.png Potent Potion 48 & 49
ファイル:Foul Potion.png Foul Potion 50 & 51
ファイル:Odorless Potion.png Odorless Potion 52 & 53
ファイル:Rank Potion.png Rank Potion 54 & 55
ファイル:Harsh Potion.png Harsh Potion 56 & 57
ファイル:Acrid Potion.png Acrid Potion 58 & 59
ファイル:Gross Potion.png Gross Potion 60 & 61
ファイル:Stinky Potion.png Stinky Potion 62 & 63

Quiver[]

Quiver
Quiver JE1

Quiver when was added in Indev 0.31 20091231-2.

Quiver-decode

The reformed screenshot.

In Legend of the Chambered (an abandoned RPG that Notch made), there was a quiver item available to be picked up as loot. Notch reused its texture and put it in Minecraft, albeit flipped horizontally. It was added in Indev 0.31 20091231-2.

Although the texture for a quiver had been in the game since Indev, almost nothing was known about it. Jeb stated that he was not going to add them.[3] Later, during 1.9 development, Dinnerbone tweeted a 2×204960 image,[4] which can be reformed into a 854×480 Minecraft screenshot, containing the quiver.[5] On June 30, 2015, Dinnerbone posted that he removed them again as arrows in the off-hand feel "more natural."[6]

In 1.9, the quiver texture was removed.

Skis[]

Skis (texture) JE1

Skis texture.

A texture known in the game files as skis.png was added in 1.4.6 (around Christmas and New Year). Its texture was added by Dinnerbone as a red herring.[7] The texture was removed in 1.6.1.

Mobs / Entities[]

Pigman[]

詳細は「Piglin § History」を参照

This was a mob concept eventually reworked into the piglin.

Zombie Pigman Texture[]

詳細は「Zombified piglin § History」を参照

Zombie Pigman

The zombie pigman was what the zombified piglin was known as before the Nether Update. The zombie pigman was retextured, remodeled and renamed to zombified piglin when the Nether Update was released. However, the zombie pigman was not removed.

Other[]

"Play Tutorial Level" button[]

An unclickable "Play Tutorial Level" button was added to the main menu during Indev. With the addition of texture packs in Alpha 1.2.2, the button was removed. No tutorial level had actually existed during that time.

Resources[]

Textures[]

詳細は「Java Edition history of textures § Unused textures」を参照

Unused block textures[]

Brick variations[]
Brick Variations Classic

Four different brick block textures.

At some point in Classic, there were four similar brick textures added with slight differences, hinting it might have been planned to add variations in textures.

Chairs and other furniture[]
Chair (texture) JE1

Possibly the side texture of chair.

Chair or table (texture) JE1

Possibly the front texture of chair.

In Indev 20100206 two textures were added that might be interpreted as a chair and a table (side and front). The actual purpose of these textures is unknown. The second texture could also be interpreted as the side view of a table. A duplicate of the planks texture was also added to terrain.png, which could also have been a top texture or something related. On Notch's blog, The Word of Notch, furniture, and more specifically chairs, are mentioned a few times.[8][9][10][11] They were removed in Infdev 20100629.

If wheat crops with data values between 8 and 15 were placed in the world via map editors in versions with these textures present, two of these excessive wheat crop blocks would end up using the chair and table textures, and resultantly rendering as a (somewhat bugged-looking) chair and/or table:

Paeonia[]
Paeonia

Paeonias were an unimplemented block that was replaced by the two-block-high peonies.

There was only one screenshot of the block released by Jeb.[12] When held in hand, its height was level to the player's shoulder. The texture for this block, flower_paeonia.png, could still be found until it was removed in snapshot 17w47a for 1.13. In the first version of the Texture Update, another unused "flower_paeonia" texture can be found.

Unused white texture[]
Unknown 1 (texture) JE1

The unused texture

In the 0.0.14a_08 texture files, there is a white texture that was not used in any in-game block. It was added in 0.0.14a and removed by 0.0.15a. It is speculated that it was planned to be cloud texture then scrapped.

Mirrored door textures[]
ファイル:Doors Infdev.png

Mirrored door textures.

In Infdev's terrain.png, two door textures could be found that looked exactly the same except the hinges and the handle were mirrored. In current Minecraft only one of the textures is used and is flipped when the hinges and handle are on the other side. The alternate door was overwritten with the iron door texture in Alpha v1.0.1. They were almost certainly used for a period of time in Infdev, although this requires confirmation.

ファイル:FIRE TEX! HNST.png
Placeholder fire texture[]

Placeholder graphics for the fire texture were found in terrain.png, which was overwritten in VRAM with the true fire texture. The initial state of this texture was a vaguely flame-like red and orange scribble, but was later replaced with it's second texture, a red square which read: "FIRE TEX! HNST", which means "Fire texture! Honest". It was replaced by the actual fire animation in 1.5. [情報提供依頼]

A second copy was added to terrain.png in Beta 1.2, as fire now had two variant textures which would be variously applied depending on coordinates, this can be seen today in the fact that fire has two different texture files (fire_0.png and fire_1.png).

Old lava and water textures[]

The old lava and water textures from Alpha could be found in terrain.png. The textures were replaced by different lava and water animations in 1.5.

Village border texture[]

A texture previously used to mark the borders of villages[要出典] could be found in terrain.png. The texture was removed in 1.5.

Duplicate cake texture[]

A duplicate cake texture could be found in terrain.png. The duplicate texture was removed in 1.5. [情報提供依頼]

Other snow texture?[]

An unknown texture, though it could be related to the snow weather effect, could be found. The texture was removed in 1.5. [情報提供依頼]

Wax block texture[]

A texture for a wax block was added to the game files in 19w34a, but it was removed in 19w42a.

Unused item textures[]

Crystallized honey texture[]

A texture for a crystallized honey item was added to the game files in 19w34a, but it was removed in 19w42a.

Unused entity textures[]

Door entity[]
Door (texture) JE1

Door entity texture.

In the Infdev "item" folder (where signs, arrows, and minecarts could be found at the time), a file named door.png could also be found. It was most likely going to be used for the door animation Notch had been wanting to add. The texture was removed in 1.6.1.

Steve villager hybrid[]
Villager (texture) JE1

Steve villager hybrid texture.

After villagers were added, a strange file could be found in the mobs folder (outside of the villager folder) called villager.png. It appeared to be some sort of Steve villager hybrid. The file was removed in 13w24a during the texture pack reform. It did not match the villager model. If used for the villager model in a resource pack, it would look glitched.

Char_2.png[]
Char 2 (texture) JE1

Char_2.png.

Char_2.png can be found in Indev 20100212-1's texture files. This was possibly another failed attempt at testing skins. There are two gold pixels on the top right of Steve's head and two layers of hair.

Strider's fin[]

Striders had a fin in their texture file. The fin wasn't visible in-game and was removed in 20w15a.

Strider fin

Strider's fin

Unused particle textures[]

Angry villager head[]
AngryVillager
Villager」も参照

In the particles sheet, there is an angry villager head that remains unused.

Since Java Edition 19w06a, particles are now broken up into individual textures files per frame rather than being in particles.png and angry villager head was removed.

Footstep particle[]
Particle footstep

Footstep particles on sand.

The footstep particle was introduced, but never used in-game. It was removed in snapshot 17w47a, as part of The Flattening. They were later added as an easter egg in the 20w14∞ April Fools snapshot with the namespaced ID of minecraft:footprint. It could be obtained in the "missing" dimension or using the /give command.

Other unused textures[]

Fluff.png[]
ファイル:Fluff.png

Fluff.png.

In Infdev, a texture called Fluff.png was added. It was used as a texture for clouds in Infdev, but was later removed in early Alpha.

waterterrain.png[]
ファイル:Waterterrain.png

waterterrain.png.

In Infdev, a file similar to terrain.png, referred to as waterterrain.png, could be found. It appeared to be some sort of arrow system, and it is possible this was used to test water animation.

chunkinfo command[]

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.

Other[]

calm4.ogg[]

calm4.ogg was a music file (alongside the other tracks) that was beta-tested and created by Notch himself. The song is 3 minutes and 13 seconds long. It consists of an upbeat synth, battle-like tune. At 1:36, Notch can be heard saying "Mojang Specifications" in slow-motion.

The track was released around Alpha v1.1.1, but in Alpha v1.1.2, this track was omitted from the downloaded game files. Players who had the game while the song file was still included continue to hear it being played, as the game plays any song in the .minecraft/resources/music folder.

With the introduction of the 1.6.1 launcher, playing older versions with the track calm4.ogg does not allow the track to be heard, since music is downloaded separately from the jar files.

On February 1, 2020, calm4.ogg was reuploaded by Notch on his SoundCloud page with the name "Magnetic Circuit".

Player stats[]

ファイル:RemovedPlayerStats.png

The removed player stats.

In an early Indev version, the player could open the inventory screen and view their name and three stats: "ATK", "DEF", and "SPD". 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".[13]

Inventory changes[]

An inventory rewrite was originally partially implemented in snapshot 14w07a, but it was reverted before the release of 1.8.[情報提供依頼][14]

Old player death animation[]

Before 1.6.1, on player death, the player would stay standing, leap a little bit, and then disappear. In 1.6.1, this was replaced with the player falling and then disappearing.

Notch dropping an apple[]

Before Beta 1.8, a player named Notch would drop an apple upon death.

On-screen version number[]

ファイル:Numerical Display.png

Version display in the top left of the screen (Java Edition Beta 1.6 Test Build 3).

ファイル:Exclusive All Text Display.png

All-text version display in the top left of the screen (PC Gamer Demo).

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 1.6.4 and Beta 1.7.3 did not have this text. From Classic 0.0.2a to Indev 0.31 20100205, only the version number was displayed, but after Indev it switched from being "0.31" to being called "Minecraft Indev" (Indev 20100206), the word "Minecraft" was shown before the version number. In the Alpha development stage, the text read "Minecraft Alpha v#.#.#(_#)." In the Beta development stage, the text read "Minecraft Beta #.#(_#)." 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.

"Unlicensed Copy" message[]

ファイル:Unlicenced Copy.png

"Unlicensed Copy" message in the top left of the screen (Java Edition Beta 1.7.3).

In the Beta stage of Minecraft's development, a message reading "Minecraft Beta #.#.#(_0#) Unlicensed Copy :( (Or logged in from another location). Purchase at minecraft.net" was shown. This message can be seen only in versions between Beta 1.6 Test Build 3 and Beta 1.7.3, as proven by a bytecode editor. The bytecode for the message was removed in Beta 1.8.

Spawning nether portals with F4[]

In Java Edition Alpha v1.2.2a, players had the ability to spawn nether portals by pressing F4. In Alpha v1.2.2b, spawning nether portals using F4 was removed.

Time control with F6 and F7[]

In Beta 1.8 Pre-release, as a result of remaining debug code, players had the ability to use F6 and F7 to control in-game time. In Beta 1.8 Pre-release 2, the functionality of F6 and F7 was removed.

Achievements[]

Achievements were available between Beta 1.5 and 1.12 (snapshot 17w06a). They were ultimately replaced by advancements, though editions other than Java Edition still have achievements instead.

"Player Activity" button[]

The "Player Activity" button in "Minecraft Realms" was added in 1.5, but it was removed in 1.14.4 for unknown reasons. This button was used to show the online activities of players.

Texture pack[]

Texture packs were added in Alpha v1.2.2, and were replaced with resource packs in snapshot 13w24a for 1.6.1.

"3D Anaglyph" option[]

3D Anaglyph pre-17w43a

"3D Anaglyph" option before 1.13.

Options」も参照

"3D Anaglyph" is an option 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 for unknown reasons.

Void fog[]

VoidFogBeta1 8

Void fog.

Void1

The void, covered in void fog.

VoidFog

A player's view limit would decrease with depth.

詳細は「Void」を参照

In Beta 1.8, black void fog and the depthsuspend particle effect were introduced. As the player descended below Y=17 in the Overworld, the void fog and particles would start to appear. As the player traveled deeper, the fog at the edge of the render distance would become closer until the player reached bedrock, where visibility was reduced to just a few blocks, beyond which was complete darkness. The gray void particles appeared below Y=17, as well as in the void.

The void fog was removed in snapshot 14w34c, the main reason being to improve performance.[15] The depthsuspend particle effect was also removed from the void, but stayed in the game until snapshot 17w47a when it was removed as part of The Flattening.

Dispensing command blocks[]

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.[16][17]

Mobs running from creepers[]

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.

Water evaporating on magma blocks[]

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.

Full hotbar[]

Before 1.4.2, starting a world in Creative mode always started the player with a full hotbar, which included oak saplings, bricks, oak planks, spruce planks, cobblestone, and dirt.

Splashes[]

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.

Main splashes[]

Splash text Explanation Version added Version removed Pre-removal line number
Pre-beta! The Alpha version of Minecraft. Indev or earlier Beta 1.2 1
Alpha version! The Alpha version of Minecraft. Indev or earlier Beta 1.2 30
9.95 euro! The pricing of the Alpha version of Minecraft, which was less than half that of the final price. Indev or earlier Beta 1.2 48
Half price! The pricing of the Alpha version of Minecraft, which was less than half that of the final price. Indev or earlier Beta 1.2 49
Check it out! Duplicate of "Check it out!" on line 21. Before Alpha v1.2.0 Beta 1.8 Pre-release 47
Notch <3 ez! Most likely removed because of Notch's departure from Mojang. Indev 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.

Most likely removed to avoid legal issues with ZeniMax Media, because Bethesda Softworks published a game with the same name: Prey (2017).

Indev 1.12.1 (17w31a) 5
Hobo humping slobo babe! "Hobo Humpin' Slobo Babe" was the critically-acclaimed first single of the band Whale. Beta 1.8 (Pre-release) 1.14 (19w12a) 259
Made by Notch! Notch is the creator of Minecraft. Indev 1.14 (19w13a) 9
The Work of Notch! Notch is the creator of Minecraft. Probably also a reference to The Word of Notch. Alpha v1.0.0 1.14 (19w13a) 136
110813! Notch's and ez's wedding day, August 13, 2011. Beta 1.8 (Pre-release) 1.14 (19w13a) 233
Woo, minecraftforum! Referring to Minecraft Forum. Removed shortly after it was announced that the forum would shut down.[18] However, despite the forums instead being sold to a third-party host,[19] this splash remains removed from the latest version. Alpha v1.0.14 1.14.2 (1.14.2-pre4 reupload) 171
Undocumented! Indev 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". Indev 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!". Alpha v1.0.0 126
Switches and ores! Redstone is used to create switches, and many types of ore can be found. Alpha v1.0.14 191
Huge tracts of land! A quote from Monty Python and the Holy Grail, describing the "assets" of a bride-to-be. Also, refers to the large areas of terrain present in Minecraft. Beta 1.0 207
Totally forgot about Dre! Reference to the song "Forgot about Dre" by Dr. Dre. Beta 1.8 (Pre-release) 252
Popping tags! A reference to Macklemore's "Thrift Shop".[20] 1.8 (14w10a) 325
Getting ready to show! Line from the song "Skeletons" by Stevie Wonder. 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

Special splashes[]

Splash text Explanation Date displayed Version removed
Happy birthday, ez! Shown on ez's birthday. November 9 1.8.5
Happy birthday, Notch! Shown on Notch's birthday. June 1 1.8.5

"Super Secret Settings" button[]

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.

Native Twitch.tv integration[]

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.

entity.hanging.place and entity.hanging.pop[]

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.

Old conduit particle[]

Old Conduit Particle 0 Old Conduit Particle 1 Old Conduit Particle 2 Old Conduit Particle 3 Old Conduit Particle 4 Old Conduit Particle 5 Old Conduit Particle 6 Old Conduit Particle 7 Old Conduit Particle 8 Old Conduit Particle 9 Old Conduit Particle 10 Old Conduit Particle 11

詳細は「Conduit § History」を参照

The conduit was added in snapshot 18w15a with particles, but those particles were changed in the next snapshot, 18w16a.

/locate New_Village[]

詳細は「Commands」を参照

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.

Start with 64 fences[]

詳細は「Fence」を参照

In Alpha v1.0.17, the player would spawn with 64 fences in their inventory, but in Alpha v1.0.17_01 this feature was removed.[要検証]

First-person view pivot[]

Removed in 1.14 for performance reasons. Before changed, the player could not look directly upwards or downwards.

Placeholder block drops[]

詳細は「Survival Test」を参照

Survival Test introduced block drops, which were mapped as follows:

Block Drops
Gold Ore Block of Gold
Iron Ore Block of Iron
Coal Ore Stone Slab
Wood Planks

Block drops were reworked in Indev.

Minimized textures[]

詳細は「Survival Test」を参照

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.

Tags[]

詳細は「Tag § History」を参照

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.

Java launcher easter eggs[]

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 111 chance of the creeper face being replaced with a shrugging kaomoji, ¯\_(ツ)_/¯. 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 Ctrl+B, the experience orb pickup sound would play.

Old walking animation for players[]

From pre-Classic to 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.

Old walking animation for mobs[]

In Survival Test, mobs (pigs, sheep, skeletons, zombies, spiders and creepers) had different walking animations.

Creeper melee attack[]

In Survival Test, creepers did melee damage to the player. In Indev 0.31, this feature was removed. The damage was 4.

Expanding Ghasts[]

When Ghasts were first added, they would expand slightly before shooting a fireball, similarly to a creeper about to explode. This created the effect of the ghast "charging" a fireball, rather than just opening its mouth and firing it. However, the effect was not properly networked from the server to the client, causing it to not work in multiplayer. As a result, when singleplayer was changed to use an internal server in 1.3.1, the effect broke there too. The expand code was removed entirely in 1.8.

ファイル:Expanding Ghast.gif

Ghasts expanding slightly before launching a fireball

Directional damage tilt[]

Ambox banner content
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適切な画像を追加した際には、このテンプレートを削除してください。
具体的な内容:Animated image comparing damage tilt before 1.3.1 with after (again, preferably apng or webp)

Originally, taking damage would cause the camera to tilt away from the direction the damage came from. However, the direction value was not properly networked from the server to the client, causing the camera to always tilt left in multiplayer. As a result, when singleplayer was changed to use an internal server in 1.3.1, the directional tilt broke there too. This was reported on the issue tracker and marked as "Won't Fix"[21], though the (broken) code remains in the game to this day.

References[]

  1. https://www.reddit.com/r/AntVenom/comments/5kmsve/monoliths_consistently_spawning_in_certain_biomes/
  2. https://www.youtube.com/watch?v=87ZyyYKbdlY&list=PLYvbqe7pJsoP9Z2AisjV8jcRPZzV93j7i&index=23&t=1s
  3. "No"Jeb, April 24, 2011
  4. “The following picture is meaningless and is probably not even worth your time clicking on it.”@Dinnerbone、2015年5月4日
  5. "It's not meaningless." – u/FiredPlayer (now deleted)、2015年5月4日
  6. “I'm removing quivers again. Arrows in off-hand feels more natural.”@Dinnerbone、2015年6月30日
  7. “Bingo.”@Dinnerbone、2012年12月24日
  8. "Asynchronous saving and loading, and slightly more complex save files" – The Word of Notch, June 3, 2010
  9. "Lo and behold, now I need larger blocks" – The Word of Notch, June 3, 2010
  10. "I got my Pandora yesterday" – The Word of Notch, June 5, 2010
  11. "Finally, an update" – The Word of Notch, June 7, 2010
  12. "I've been adding a bunch of new flowers to #minecraft. One of them is the pink Paeonia, as it was the main flower for our wedding"@jebkhaile, August 16, 2013
  13. "I don't even remember putting them in, I assume it was only printed out on that screen as a placeholder for vague plans. I don't think they were ever in the code." – u/xNotch、2017年9月7日
  14. "We never finished that. We hit a roadblock with the inventory rewrite, and had to shelve it because we couldn't figure out how to proceed nicely." – u/Dinnerbone、2015年4月9日
  15. “Removed void fog today. Now we don't need to tick air blocks (seriously, WTH?), and honestly, who actually *liked* the void fog?”@TheMogMiner、2014年8月19日
  16. “For the security fix in 1.8.6 it was necessary to remove a feature (permanently) that was used by map makers. It wasn't an easy decision.”@SeargeDP、2015年5月26日
  17. "Unfortunately this feature had to be removed in 1.8.6 for security reasons. It wasn't an easy decision, but there was no other viable option. We usually don't break compatibility and this will be an exception to the rule, hopefully the only one.Searge, May 26, 2015
  18. "Important Minecraft Forum Announcement"Minecraft Forum, May 21, 2019
  19. 「A New and Exciting Beginning」 – Minecraft Forum、2019年6月12日
  20. “@KnightMiner Also, "Popping tags!" is a reference to Macklemore's "Thrift Shop", not Jay-Z's "Popping Tags".”@TheMogMiner、2014年4月25日
  21. MC-26678
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