Crafting
- The kiln can be made from any rough stone you dig (granite, slate, basalt and the rest, mixed as you like), not just cobblestone. So can the hearth, the lever, the piston and both bearings
- The depot, the cannon and the crow's nest take any planks, and the figureheads, firewood, dock post and rope post take any logs
- The grindstone repairs wooden and stone tools with any planks or any rough stone
- A canoe made from dark planks no longer comes out as a weapon rack. Dark planks also no longer turn a crafting table into wainscot, a bench into a bar counter, a bookshelf into a document shelf or a cupboard into a nightstand: those dark-wood pieces have new shapes (wainscot is sticks over dark planks, the weapon rack and bar counter have a stick in the middle, the document shelf is dark planks down both sides, the nightstand has its drawer on top). Pine shingles no longer take the bowl's recipe either
- Stripped logs burn to charcoal
- The recipe browser shows what an item smelts from when it's made from an item (cooked meat, bricks, ingots from raw ore), not only from a block
- Mud takes four clay balls now, and candles no longer melt back into wax: both made clay and wax out of nothing
- Smelting a lead block no longer turns nine ingots into one
Items
- Leaves that drop a stick or a sapling drop that instead of the leaves, not as well as them, so placing and breaking leaves no longer makes sticks out of nothing. The same goes for brambles (sticks), heather and gorse (carrots) and gravel (flint)
- Shift-clicking a crafting result makes only what you asked for. With sticks and extra coal in the grid it made the torches, then turned the leftover coal into black dye
- Closing the inventory no longer repairs a worn tool you were holding on the cursor or had in the crafting grid
- Dying with your bag open drops what was on the cursor and in the crafting grid too, instead of keeping it
- Eating stew gives you the bowl back
- A full compost pile or beehive drops what doesn't fit in your bag instead of losing it
- Shovelling a path no longer wears the shovel in creative, and the grindstone no longer uses up materials in creative
Machines and building
- Breaking any part of a big storage piece (a wardrobe, stacked barrels, a cargo crate, a fireplace, a furnace) drops what's in it. Breaking any part but the main one used to destroy the contents, and so did explosions, drills and pistons
- Drills and pistons leave big decorations alone, and a bearing won't carry off half of one
- A machine part that breaks from overload drops what it was holding: an engine's fuel, a millstone's grain, an arm's or deployer's item
- Engines and deployers remember their fuel and items when you leave and come back. An engine used to go dark until its fire ran out
- Mechanical arms with lots of links keep all of them after a save
- On a dedicated server, chests on moving structures can be opened
- Host and players agree on which chest is which on a moving structure
Multiplayer
- Items can no longer be duplicated by putting them in a chest, dropping them or building with them and then quitting the game. Your bag is sent to the server as soon as it changes, not every thirty seconds
- Leaving waits a moment for the host's answer about anything you just took from a chest, so a stack someone else took first doesn't stay in your bag too
- What's on your cursor counts as yours when the server saves your bag
- Bringing your old progress onto a server (--accept-old-records) works once per computer, not once per account
- If you're disconnected you land on the Join page with the reason, and what was on your cursor goes back in your bag. A second disconnect in the same session is noticed too, instead of leaving you in a world with nobody behind it
- Joining another server no longer carries over anything from the last one: items it was about to give you, its boats, being an operator there
- Going through a gate no longer loses buildings that hadn't loaded yet, and chests are still full when you come back
- Cannon fire, splashes and bursts show up on the next server you join, and on a server after it restarts
- Screens and paintings show at once for someone who rejoins
- Nobody stays shown as "looking in" a chest after they leave
- Wires strung in one world no longer land in the other
- Joining by address tries every address the name has, IPv6 too
Servers
- A host could crash when somebody joined at the wrong moment. Fixed
- Only players who've signed in take a place. A handful of connections that never sign in can no longer fill the server
- Players who stop answering are let go after a minute, and a game that stops reading what the server sends can't make it use up all its memory
- /tp needs operator rights on the server itself, not just in the game asking
- The server checks what a game tells it: positions and damage have to be real numbers, drops have to be thrown from near where you stand, and drops, sounds, chat and chunk checks have a limit on how fast they can come
- Chat is one line of up to 1024 characters, and can't be sent faster than a person types: a single message could be 64 KB, and a line break in one could fake a message from the server or another player
- Stopping a dedicated server saves the wiring, screens and paintings as well, saves the world before taking the server off the list, and keeps everyone's last bag
- The building log is saved to a new file and then swapped in, so a crash during a save can't leave it half written
Relay
- Nobody can take a room code that isn't theirs, not even while its host is away or after the relay restarts. Codes are made from each host's own secret, so hosts get a new code once with this update and keep it from then on
- The relay copes with a lot more connections at once, and one address can't use them all up
Accounts
- Getting someone's password wrong over and over locks out only the computer doing it, not the account's owner