Attack of the Removed Updates

Dis is fake, the removed updates are real
figured out that i needed the details, sad :(
==Part 0.1: Removed Indev Mobs ==
As we all know, Minecraft In-development (InDev) is one of the oldest versions of Minecraft, and in this version there were removed mobs, the mobs were:
# Beast Boy
# Black Steve
# Steve
# Rana
# Human 
# Monster
108px-Beast_Boy.png|Beast Boy
108px-Steve_(mob).png|Steve
108px-Black_Steve.png|Black Steve
115px-Rana.png|Rana
Beast Boy, Black Steve, Steve, and Rana were human mobs originally used as tests during the Indev phase. They were made by Dock, Minecraft's past artist, and were removed from the game when Dock left the development team. These mobs had no animation and glided around in the same pose.
=== HUMANS ===
Main article: Human
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 onwards, there was another mob called "Monster" which 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. The entity IDs Mob, for humans, and Monster, for "Monster", existed until 1.11, in which entity IDs were converted to namespaced IDs.
== PART 0.2: Removed Items ==
With the removed mobs done, let's talk about the removed blocks and items that they are going to use during their attack.
Here are all the removed items and blocks i found.
# Old colored wool/cloth Added in Classic, wool had 16 colors. All colors minus white, were removed in late Infdev. With the introduction of Beta 1.2, Colored Wool was re-added, albeit with different colors.
# Studded Armor Studded armor consisted of several sprites that were added in Indev 0.31 20091231-2. They were taken from Notch's unfinished game, Legend of the Chambered, along with other armor sprites. The sprites were added for testing purposes, didn't have armor health, and were eventually removed.
# Locked Chest Chests that are locked :)
# Powered comparator During the development for 1.5, the comparator at first used two separate block IDs to represent its powered and unpowered states, with name IDs unpowered_comparator and powered_comparator, and numeric IDs 149 and 150 respectively. As of snapshot 13w05a, the powered_comparator block was removed from use in the game, replaced by a powered block state on the unpowered_comparator block. It is removed completely in snapshot 17w47a for 1.13, as of The Flattening.
# Reverted potions Before snapshot 15w31a for 1.9, potions had a form known as "reverted". In the inventory, reverted potions looked identical to their base potion, much like mundane and mundane (extended) potions, and their usage was also identical to their base potions, with the exception of turning into reverted potions rather than base potions. The only difference was the data values.
There were two general methods to create reverted potions, one of which involved the addition of fermented spider eyes. Reversion, in general, referenced changing a longer, upgraded potion into its original weaker potion (for example, changing from a potion of Poison (extended) into a potion of Harming (reverted) by adding fermented spider eye).
* The first method involved adding glowstone dust (typically) to an already upgraded tertiary potion. Since these tertiary potions have already been modified with redstone dust (typically), they could be changed to their original (reverted) unmodified states depending on which modifier was added previously. Not all potions could be reverted (or react, for that matter) when glowstone dust or redstone dust was added to an upgraded tertiary potion (for example, adding redstone dust to an already extended potion did not yield a new potion).
* The second method involved the addition of fermented spider eyes, followed by glowstone dust (usually). Method two worked by adding a fermented spider eye to an extended positive potion (i.e. an extended tertiary potion). In almost all cases, this would corrupt the potion and produce a negative potion of equal strength (in this case, extended). Then, glowstone dust (depending on the recipe) was added to the extended negative potion. Since these negative tertiary potions (regardless of origin) have already been modified with redstone dust, the addition of glowstone dust would revert the potion to a potion of lesser duration.
A good example of this process at work is the reversion of a potion of Weakness. A potion of Weakness can be made in two ways. The first method is by adding a fermented spider eye to a mundane potion (water bottle + ghast tear / glistering melon slice / blaze powder / magma cream / sugar / spider eye), then adding redstone dust to produce a potion of Weakness (extended). The second method is by adding a fermented spider eye to either a potion of Strength or a potion of Regeneration. Potions of Strength and Regeneration, in their base or extended forms, will produce potions of Weakness with equal magnitude (for the sake of this example, fermented spider eye is added to a potion of Strength (extended) to produce a potion of Weakness (extended)).
Now, there should be two potions of Weakness (extended). Glowstone dust could be added to the potion of Weakness (extended) which reverted the potion into a base potion of Weakness. The act of reducing the duration from 4:00 to 1:30 was reversion.
6. Generic Dead Coral Block In snapshot 18w09a, all coral blocks had the same texture, colored differently. Because of this, there was only one dead variant needed. By the time of snapshot 18w10a, each color of the coral block had its own unique texture, but would still all die into the same generic dead coral block from the previous snapshot. The generic dead coral block was removed and replaced with dead variants for each color in snapshot 18w10b.
7. Rose Roses were replaced by the flower we all know, poppies.
8. Six-Sided blocks The following blocks existed in the game at some point before being phased out with the advent of block states.[verify] Whether they will return is not known. Interestingly, other six-sided blocks resulting from similar circumstances such as wood and smooth stone were not removed, as they were made craftable in later updates.
9. Blocks previously obtainable as items The game prevents certain blocks from being obtained through normal gameplay methods, such as crafting, the creative inventory, the pick block key, and the Silk Touch enchantment. It also prevents such blocks from being given through less conventional methods, such as inventory editing, mods, and commands. Until 1.7.2 and 1.8, there had been a wide variety of blocks that could be edited into the inventory; over time, however, the game was updated so that these blocks became entirely unavailable, even though one utilized inventory editing.
Currently, the game only accepts namespaced IDs (such as minecraft:dirt) in most commands, and uses only these namespaced IDs when assigning blocks to the inventory and save files. The old method of obtaining a block via numerical IDs is no longer an option. In addition, the game automatically removes blocks with illegitimate namespaced IDs from the inventory, so using inventory editors is also no longer an option. Furthermore, certain blocks with both block and item forms, such as minecraft:cake, cannot be obtained in their block form in the inventory; however, since the game has a corresponding item named minecraft:cake, the item form is given instead.
==== 10. Obtainable until 1.7.2 ====
In snapshot 13w37a for 1.7.2, the /give command was modified so that it would display the name of the item in chat. Due to this, 26 blocks were made unavailable:
Block 	Namespaced ID 	Dec	Hex
Bed 	bed 	26 	1A
Piston Head 	piston_head 	34 	22
Piston Extension 	piston_extension 	36 	24
Redstone Wire 	redstone_wire 	55 	37
Wheat 	wheat 	59 	3B
Standing Sign 	standing_sign 	63 	3F
Wooden Door 	wooden_door 	64 	40
Wall Sign 	wall_sign 	68 	44
Iron Door 	iron_door 	71 	47
Lit Redstone Ore 	lit_redstone_ore 	74 	4A
Unlit Redstone Torch 	unlit_redstone_torch	75 	4B
Sugar Cane 	reeds 	83 	53
Cake 	cake 	92 	5C
Unpowered Redstone Repeater 	unpowered_repeater 	93 	5D
Powered Redstone Repeater 	powered_repeater 	94 	5E
Pumpkin Stem 	pumpkin_stem 	104	68
Melon Stem 	melon_stem 	105	69
Nether Wart 	nether_wart 	115	73
Brewing Stand 	brewing_stand 	117	75
Cauldron 	cauldron 	118	76
Lit Redstone Lamp 	lit_redstone_lamp 	124	7C
Tripwire 	tripwire 	132	84
Flower Pot 	flower_pot 	140	8C
Skull 	skull 	144	90
Unpowered Redstone Comparator	unpowered_comparator	149	95
Powered Redstone Comparator 	powered_comparator 	150	96
11. Air Item
Air was briefly available as an item in snapshot 13w38b for 1.7.2, while Grum had been refactoring the code that represented air in-game. This availability only lasted for one snapshot, as it was the focus of several bugs, most notably a bug that made villagers and large slimes drop air upon death.
Block	Namespaced ID	Dec	Hex
Air 	air 	0 	00
12. Obtainable until 1.9[edit]
In snapshot 15w49a for 1.9, one block was made unavailable:
Block 	Namespaced ID	Dec	Hex
Lit Furnace	lit_furnace 	62 	3E
13. Slowness Arrows In Java Edition 1.10 slowness arrows dropped by strays contained a different NBT tag from slowness arrows crafted. The different NBT tag was fixed in 1.10.1.
14. Data retaining minecarts In 1.10.2, when a minecart of any type was broken a specially named minecart was dropped. In this version the game messed up when separating the minecart from the item inside, and accidentally let the minecart retain its previous data. The minecart obtained would be name entity.MinecartRidable.name, entity.TNTMinecart.name, entity.FurnaceMinecart.name, Minecart with Chest, entity.MinecartCommandBlock.name, entity.SpawnerMinecart.name, and Minecart with Hopper.
12: Obtainable until 1.9
In snapshot 15w49a for 1.9, one block was made unavailable:
Block 	Namespaced ID	Dec	Hex
Lit Furnace	lit_furnace 	62 	3E
== Part 0.3: Removed Crafting Recipes ==
=== Chainmail armor ===
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.
=== Enchanted golden apple crafting recipe ===
Since their introduction in 1.3.1, and until snapshot 15w44a for 1.9, enchanted golden apples had the following crafting recipe: 8 blocks of Gold and 1 apple
Enchanted golden apples may still be obtained in other ways.
=== Horse armor ===
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.
The Recipe: 6 Iron/Diamond/Gold, and any color of wool.
Iron, golden and diamond horse armor may still be obtained in other ways.
== Part 0.4: Generated Structures ==
=== Brick pyramid ===
Brick pyramids were completely solid; they had no interior rooms. A strange quality about these pyramids is that if one dug under it, a layer of dirt and stone extended under the pyramid; they spawned right on top of the terrain instead of being a complete pyramid with the bottom underground (like with desert pyramids). The pyramid would generate its top block at the very top of the map and would expand down from there, with each consecutive layer containing the next odd square number of brick blocks. Since the height limit at the time was 64 and sea level and the typical ground level was 32,[needs in-game testing] the base of a pyramid was usually 63 × 63 blocks and the pyramid itself was 32 blocks high. Whenever it spawned on top of a large body of water, it would usually add to the number of bases.
=== Indev House ===
A 7x7x4 structure, with a 1×2 hole for players to exit and two torches on the interior. When Indev Houses were added, they were made of moss stone (which was unavailable naturally on the map anywhere else) and 4 chests, one filled with TNT, one with a full stack (99 at the time) of every type of block, another with every type of item and one filled with every color of wool. As Indev progressed from testing items and blocks to testing the actual survival aspect, these chests were removed. Later, the design of the house was changed. The floor was changed to stone and the walls and roof were changed to planks.
=== Obsidian Walls ===
Obsidian walls would generate on the uppermost blocks which had an X or Z coordinate of 0. This formed a set of two walls, for the two cardinal directions, intersecting at the center of the world. 
The player would spawn at the point of intersection of the two resulting planes. The wall was always made of 2 block high obsidian which was placed on top of the existing terrain.
=== Old Village ===
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.
=== Gravel Roads ===
Before 1.10, villages used gravel to signify roads; however, in 1.10, grass paths were added to signify village roads.
=== Savanna Villages ===
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. (Sorry there's no picture)
=== The FAR LANDS (The moment I've been waiting for) ===
The Far Lands was the area that formed the "edge" of the "infinite" map in Java Edition 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 / tick rate 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.
When mods like the "Cubic Chunks" mod came out, a new set of Far Lands called the Sky Far Lands was discovered. 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 to 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 very 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 very 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 in Bedrock Edition.
=== 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 upwards, only being stopped 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 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 ===
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 pillars were added in Beta 1.9 Prerelease 3. They were used to mark the location of strongholds, as the eye of ender was not yet added. They were removed in Beta 1.9 Prerelease 4, due to the addition of the eye of ender.
== Part 0.5 Map Settings ==
=== Isometric screenshot ===
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 only capture the player's sprite when in third-person view.
* Due to a glitch, the screenshot would only render blocks that are in the player's FOV, and everything else will either be black or show underground sections that would have been obstructed.
=== Indev Map Shape ===
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 1⁄2 times the width of a square map.
* "Deep" was 4 times the height and 1⁄2 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 Shape ===
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 ===
"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 ===
"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 only spawn in place of sand 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 ===
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 will only spawn underground. Farming works at a much faster rate (from planting to harvestable in 30–45 minutes).
Boundary liquid: water.
=== Woods ===
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 ===
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 towards 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 ===
"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 Beta 1.8 ===
"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 is added back in the 1.16 snapshot 20w21a, there is currently no in-game menu to modify worlds; custom worlds can only be generated by importing a JSON file.
== Part 1: The Advantage ==
The players, which the removed updates will be attacking, had an ADVANTAGE, see, in the new 1.16 update, (which hasn't been fully released yet) - the addition of netherite, a material stronger and more durable than diamond. Netherite was too strong for the removed updates' armor which was Studded, plates, and chain armor (The old texture)
The Armor of the removed was weaker than leather armor, added no additional defense, and was exceptionally weak.
However, since they can Use ALL of the removed features, they got a little bit cocky.
They can't use nor touch un-removed features from the oldest versions of the game, or otherwise, they will be removed from existence, this means they can't touch skeletons, creepers, zombies, and spiders... They can use new features and brung back removed items, they can use the old textures too...
== Part 2: The Failed Raid ==
As I explained, they can use removed stuff, so they decided to raid a server.
After they appeared, the server went so laggy that 93% percent of players in the server crashed, the 7% remaining players were the staff, of course, the staffs' PC lagged so hard.
These players saw them... the removed Minecraft Updates...
The 4 Removed Minecraft Indev mobs, which were Beast boy, Rana, Black Steve, and Steve summoned MONSTERS which looked liked Steves, and Pigmen, which was the old Village inhabitants.
These "Monsters" and the old Village inhabitants CRUSHED the server, with this CRUSHING, SO MUCH LAG HAPPENED, The admin, who was online saw what was going on, and began banning these removed things.
The admin was a veteran, so he knew their names, and began to ban them...
BEAST BOY LEFT THE GAME
RANA LEFT THE GAME
STEVE LEFT THE GAME
BLACK STEVE LEFT THE GAME
They were banned, along with the Pigmen and Monsters, the server was STILL safe...
And then all those stuff begins again, people joining and playing...
== GRAB THE DETAILS OUT OF THE TRASH CAN ==
I JUST REALIZED THAT DETAILS WERE USEFUL, I'M GONNA ADD SOME DETAILS, OK?
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Category:Entities
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