- [Skip The Tutorial] Remember
when you could hit Enderman with an arrow or when lava
blocks were attainable without a bucket? And these are 51 Minecraft things that have changed since 2012. And hey, according to YouTube, it's impossible to subscribe
with your device upside down. So to prove them wrong, flip your screen and aim for that red sub button above. It's free and helps out a ton. But before we get into this video, I wanted to thank today's
sponsor: Dragon City. Now Minecraft's a great game
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great deal and enjoy the video. Here's how you get infinite obsidian, at least infinite obsidian back in 2012, since the system to make this was just using a standard
cobblestone generator and then placed in a
piece of redstone dust where the cobblestone would form. And there you go, infinite obsidian. Though understandably, this
got patched out at 1.8, but infinite obsidian is still possible. You're just gonna need a
wither and a whole bunch of Nether portals. Here's how you get water in the Nether. See, back in Java version 1.2 or older, it was possible that if
you put ice in the Nether, it would melt and then turn
into a water source block, which was fixed in 1.3. But we would eventually
get watered in the Nether once again, through this
snapshot with the glow lichen Well that got fixed too. So it's definitely something Mojang's trying to keep an eye out for. Back in the day, the End dimension used to look like a mess and I'm not talking about
the old end stone texture, but rather the obsidian
pillars that would spawn there were scattered and
unorganized back in the day. And really, it's hard
to appreciate this one until you look at a side by side, because now with the ring of pillars, it looks so much better. And I'm sure that Sandiction's build wouldn't have looked nearly as good if this didn't get fixed. Before the Update Aquatic in 1.13, any items that you threw into the water would all float down to the
bottom of the ocean floor, but nowadays they
thankfully will all float up to the surface and bob in place, which is nice in it of itself, but it's also really helpful considering that the oceans
used to be so much darker. So if you lost your stuff down there, they were pretty much
lost to the sands of time. Now it is true that you
can't hit an enderman with any projectiles, but
that wasn't the case in 2012, since back then an enderman still wouldn't be hit by an arrow, but if you used a flaming arrow, then that enderman would take damage and catch fire as it would, though, this got fixed in 1.5, which is definitely a
bummer for my flame bow. Villager trades used to be a rip off. And that's not me being cheeky, but it's quite literally true. Since in the past, there were villager trades that would ask for more than 64 emeralds per trade, which makes it completely
unobtainable to the players since you can't offer more
than 64 in a stack at a time. And in 1.8 that got limited
down to the stack limit. Nowadays command blocks
are indestructible, but that wasn't always the case. And in fact, when they first came out, you could place them and
even mine them in survival, though even though you were able to place and move around this block, you couldn't use it unless
you were in creative mode. And after 1.6.1, you
couldn't even do that. So really it wasn't that useful of a block if you're in survival. Now this is a lava bucket and
this is a lava source block. So how did we get both in our inventory? Well, in the past, the give command was a lot
stronger than it is today. So if you typed in slash
give player 10 or 11, it would give you either flowing
or stationary lava blocks. And as you could probably
guess, this got removed in 1.8, which is too bad, but honestly, I don't know the point
of having one of these versus just a regular lava bucket. If you played Minecraft back in the day, then you know that these boats
would break all the time. But part of that was by design. Since in 2012, you could
only exit a boat or mine cart if you broke the vehicle. And without the ability
to left shift to dismount, that means that we could
cause certain situations where you soft locked
yourself in that boat, completely unable to get out, which is definitely the saddest way to lose your hardcore
world. That's just brutal. In the past, if you empty a water bucket inside of a cauldron, there
was no way to remove it. And the only way to get the
water outta the cauldron was to break the cauldron and replace it since using water bottles
or an empty bucket couldn't do anything on it, which makes it seem like
cauldrons have been useless for a whole long time. And maybe it's true that
they're more useful for lava these days than they've
ever been for water. Using lapis lazuli to
enchant seems expensive, but it used to be so much worse. Since back in the day, it would require 50 levels
for a max level enchant, and folks, that's not
just 50 levels to qualify. That's 50 levels for one enchantment. And even though that got
bumped down to 30 levels in 1.3.1, it was eventually
entirely reworked in 1.8 to where you just need three levels after you hit the 30
levels enchant barrier. Did you know that enchanted golden apples used to be a bad thing? Yeah, oddly enough, high levels of regeneration
could actually lower or remove your invincibility
frames entirely, which caused this bug to make
you more susceptible to damage while you had an enchanted golden apple and understandably so
this got fixed in 1.6.1, because that completely breaks
this really powerful item. Now, although its hard to summon the giant back in the day, there was a time where this
mob actually had an AI. So when you got it into your world, it would both target
and attack the player. And since it add 100 HP to its name and did 75 HP on attack, it was a lot scarier
than the glorified statue that we've got today. Do you remember when desert
pyramids used to look like this? Well, sure enough, when they were added in these
desert pyramids would generate with wool of the colorful
bits instead of the orange and blue terracotta that we're used to. And the reason being is that
that block wasn't in the game. It would take until 1.8 that
we finally got it switched to hardened clay. And then that was later
renamed at the terracotta we're used to. Nowadays, the creepers are much stronger than they used to be. Since back in the early days, a creeper's explosion would
always be 43 points of damage at the strongest, but after some time, Mojang would change that
to be 64 points of damage that we know today, which yes, does make the creeper
stronger than the warden, which is crazy to think about. The eyes of ender used
to be a big waste of time since they wouldn't always lead you to the closest stronghold. And what that would mean is that sometimes it might be pointing you to
one they're nowhere near to, even if you're standing
right above the closest one. And why did this bug happen? I'm not exactly sure, but
it did get fixed 1.6.1. So thankfully we don't have
to worry about it anymore. When a zombie skeleton
used to stand on a slab, it wouldn't burn into the daylight, which is terrifying to say the least. So thankfully this got
fixed as well in 1.8 otherwise I'd have to
make sure that I place a lot less slabs in my base and I'm not looking for
that kind of reality check. When you stood a close range, a skeleton could not shoot you. Since in the older versions, a skeleton would try to rush forward and then shoot the player, which meant that if you
cornered it into two by two by one area, it would try to shoot you but all of its shots would
just hit the wall behind you. Meaning that none of the
arrows were capable of hitting the player. And unfortunately for us, the skeleton's got a lot smarter in 1.9 and this doesn't work anymore. Roller coasters are a great thing, but in 2012 they were a nightmare. Since the rails, no matter
which way you placed them, would always be positioned
on a north by south axis. And the only way to fix that
was to add in more rails like so, which is a
nightmare to say the least. And surprisingly, this took up until 1.15 where now it finally
places facing the player, which is a bit late, but still better than the alternative. Baby zombies are annoying, but they used to be so much worse. Back in 2012, they would just
chase you around forever. Since no matter if it was day or night, they wouldn't burn in the sunlight. And in fact that wouldn't
be added in until 1.13, which was a lot of
updates of having to deal with these ankle biters. And now thankfully they
take after their parents and say their goodbyes when it's daytime. In the early versions of Minecraft, animal breeding was
buggy to say the least. So much so that if you
wanted to breed your cows or your sheep, you could do that while they were eight blocks away and with a fence wall in between them, which is definitely a glitch, but it kind of proves
that love knows no bounds. So I think that's kind of sweet. Now, although the wither
skeleton's been in the game since 1.4, they didn't get
their own spawn egg 1.11, which is just weird to
think about since how else were you gonna get one of these things? I mean the summon command
didn't exist back then. So you're kind of outta options. Back in 1.3, we could fit
up to 60 cows in this hole, but now thanks to entity
cramming, that maxes out at 24, which is a shame when you're trying to make an efficient farm, but it's definitely a lot more humane. This is what lava looks like nowadays. And this is what it looks like in 2012. It's pretty shocking, I know. Hey, well there were a few
textures that got changed in the updates following, it was in the 1.14 texture update that most of our textures
got a huge rework when they were done by JAPPA. Which makes some comparisons
definitely hard to look at. And thankfully netherrack looks like this instead of this mess. As we know it today,
TNT has 100% drop rate, which makes it indispensable
for mining your resources with a tunnel bore like so, but that only got updated in 1.14. And back in 2012, you would've to mine
out everything by hand or risk losing a good
amount of your resources if you used a TNT block like so. With this one bucket, we
can decimate this ocean. Let me show you how. See, back in 2012, water needed a solid block below it to generate an infinite water source. Meaning if we just grab
a water bucket like so, this whole ocean will
be completely washed out and you can understand why
they'd fixed that in 1.5. When pistons were first added in, they had a lot more errors about them. And one of the reasons this would happen is that it would only
take one Redstone tick to activate them, meaning
with a fast enough clock, you could glitch them out like so. Well later on Mojang would
double the amount of time that it would take them extend, but they could still retract instantly. Did you know that the
squids used to be stronger? Well, sure enough, i you
would get one beached on land in the past, they wouldn't suffocate. And in fact they weren't
given the ability to do so until the 1.4.4 release, proving that even in the
past, Mojang barely cared about this pointless mob. 10 years ago, stairs used
to be so much more annoying since if you even went up them a little, it would force you to walk
all the way up the stair. And it seems like Mojang
noticed how annoying this was, 'cause that was quickly changed though not until the update 1.5. So if you're playing in
versions before that, I'm deeply sorry. Back in 2012, we didn't have horses or elytras so that meant that running was
the best way to get around. But even then it wasn't a perfect system because back then we had
to double tap the walk key to actually sprint. And we wouldn't get a
dedicated sprint button until that was added in the game in 1.7.2. You're probably familiar with this command to turn off fire tick so that
fires don't generate anymore. And well that does work, back in the day it was a little wonky since do fire tick would allow for lightning
to still generate fires. Meaning if you had enough time in a world, almost every single block
would have a netherrack effect, not letting fire spread, but
also not getting rid of it. Before we got the Update Aquatic in 1.13, the ocean biome looked extremely dark. And in fact, even if you
placed glowstone down there, that would only light up
about five blocks around it. But nowadays we've got
things like sea lanterns and coral reefs to finally
light up the abyss, which is nice. But that update also
added in the drowned mob so you get what you get, I guess. As it is, it's pretty
tough to get a beacon to work in the net since
you've gotta clear out all the netherrack above it, but in the past it was even worse. Since back then the
beacon be wouldn't even go through the bedrock. So to even get it to work, you'd have to remove the
unbreakable block from up top. And thankfully that was corrected in 1.8.2 so you don't have to rely on
a glitch to make this happen. In the past, we could only
place chests like this and that was it. Since there was no way
to place a third chest next to a double chest. Or rather, you could, but you'd have to use
an alternated pattern of trapped chests and regular chests. And that was just a lot of
hassle and a lot of costs too. So thankfully we got
this restriction removed in 1.13, letting us place
as many chests as we want right next to each other,
which is a nice fix, but I'm still hoping for
the day that we get to place different wood types of chest
right next to each other. That'll be especially cool. Not only were the oceans
boring back in the past, but they all seems to be way too big. Since back in the day, you could travel over thousands of blocks and not come across any side of mainland, which made it a big problem if you happen to spawn in
a survival island like so which is why this got changed in 1.7.2, so that the ocean sizes were limited. Before the 1.8 update, we were able to use soul
sand and other blocks that were slightly smaller
than a full block hit box to make these one way doorways
since if you walk through the archway like so you could exit, but you couldn't come back
because you would just be hitting your head on that top block. I mean, I guess you could always break the block, but in theory, it was a one way doorway. It's funny to think that back in 2012, redstone looked entirely different and the kind of redstone
doors that we could build looked a lot more like this than the kind of monstrosities
that we can build today. And I'm sure you could ask Mumbo Jumbo. As soon as that 1.5 update came out, that was definitely a
blessing for the community. What's the difference
between this desert well, and this one? Well, in the past, the desert wells that you would find inside of desert villages had a bottom made out of
cobblestone instead of sandstone, but in 1.11 that was changed so that it was more
thematically consistent. Back in the day, golden apples
used to be ridiculously cheap and to get one of the basic ones you only needed to use
eight golden nuggets instead of the eight
ins that we use today,. Though, I guess nowadays they
give us the absorption hearts. So maybe it is worth
paying a little extra. And honestly I'll save my golden nuggets for crafting golden carrots anyway. Those seem to be more useful. If you play on a PVP legacy server, you're definitely familiar with this one. Since back in 2012, we
could PVP by spam clicking, but with 1.9, we got a huge
overhaul to that system. And now we've got cool down,
shields, the whole works. Bone meal's a great thing, but it used to be so much better since in the past you could
immediately push a crop to its final stage instead
of getting a random buff like we do today which made it a lot more
hilarious to spam trees on your friend's lawn. But
I get why it was fixed. Definitely was overpowered. When we first started using them, enderpearls did not have
a cool down to them. So you could throw them continuously, which usually resulted in
taking a lot of damage. But if you had feather falling boots, it was a fun way to get
yourself out of trouble and right back to the action, completely transformative version of PVP. Though, in 1.9, it was changed that they had a cool down and that you could use
them in creative mode, which I guess is a trade off. Now, back in 2012, we did have
ice and we did have boats, but we wouldn't have
ice highways until 1.9. And the reason was because back in 2012, the boat would move as slow
on ice as it did on land. So all you'd get from building
yourself an ice highway was a waste of time to use an
even greater waste of time on. Back in 2012, if you ended up
going past 30 million blocks in either the X or Z direction, you would start to run
into these phantom chunks where they'd still look
like regular chunks, except once you went through them, you'd fall right into the
void when you step on it. But now in 1.19, we can
get to the world border, but we can't go past 29,999,999. In the past, it was
possible for the wither to destroy its own nether star due to its last minute
detonations of wither skulls. No joke. There were times
where if you killed the wither, it might fire off one
last minute projectile, and then that'll break the star
before you actually get it, making that whole fight for not. And thankfully this got fixed in 1.5 where it was patched that now
the skulls that spawn on death were then forced removed. Nowadays, we're all
familiar with the concept of an MLG water bucket
save, but back in the day, it wasn't as popular. And for good reason. See, in the past you need a puddle that was two blocks deep to
stop any kind of fall damage. And it wasn't until after 1.4.4, that we could finally
do this with one bucket. And imagine if this didn't change, I'm sure that Dream's man hunts
would look a lot different. It seems like as long as
villagers have been in the game, we've been trying to exploit
their spawning techniques. And in the past, that
was very different to do. All we needed was a
door, a room, and a roof. And you could see that design in a villager breeder like this. And then as soon as we got
the Village & Pillage update in 1.14 to quote, "Fix
the villager breeding," then it would instead require food and appropriate beds like so, though both are very exploitable. So maybe it wasn't all that fixed. These were how many spawn
eggs we had in 2012. And this is how many spawn
eggs we have in 1.19. It's a crazy comparison to look at considering the last 10 years
we've gained over 50 mobs. And in fact, 71, isn't even
all the mobs in the game. There's actually 79 of
them that are accessible in the current version, making that discrepancy even bigger. In the past, we've sung
the praises of using a boat to negate any fall damage that
you might take in the Nether. But there's a reason we
didn't tell you to do this back in 2012. For one, the channel didn't exist, but also back then, if you were in a boat, you would still take all the fall damage that you take from a fall. And it wasn't until 1.7.2
that this finally got fixed and our boat MLGs started
to work out a bit better. We're all familiar with
this Nether portal design. It's iconic for sure. But back
in the day it was so iconic, it was the only one you could make. But luckily as of 1.7.2, we've now had the option to
give them a different width and height than the standard four by five that we were used to. And if you're in Bedrock edition, you can get a whole lot more creative for the designs you make. Just make sure you build
all of them without corners. Otherwise you're wasting obsidian. When it was first added
in, the wither was actually much easier to fight since if
you were to catch the wither inside of a mine cart
as it was charging up, you could interfere with its startup and it would only have as much health as it had before it
went into the mine cart. So if you did this correctly, you could end up fighting a
wither that only had one third of its health, but that
bug would get fixed in 1.5, which is unfortunate, but
maybe don't tell Mojang about this even easier
way to kill the wither. We'll just keep that between us. And with that folks, YouTube thinks that you might like this video. So see if they're right and
have a good one. All right? Special, thanks to Dragon City for their support on this video. Remember to scan the QR code on screen or use the link in my description to get a special bundle and
start your dragon empire today.