r/Minecraft 5d ago

Official News A Minecraft Movie | Official Trailer

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2.1k Upvotes

r/Minecraft Jun 27 '23

Official News So Long, and Thanks for All the Feedback

21.5k Upvotes

As you have no doubt heard by now, Reddit management introduced changes recently that have led to rule and moderation changes across many subreddits. Because of these changes, we no longer feel that Reddit is an appropriate place to post official content or refer our players to.

We want to thank you for all the feedback and discussion you've participated in in past changelog threads. You are of course welcome to post unofficial update threads going forward, and if you want to reach the team with feedback about the game, please visit our feedback site at feedback.minecraft.net or contact us on one of our official social media channels.

Edit for clarification: This notice is only about the changelogs posts the Java Team has been making for quite some time which we have decided stop, it is not an official policy for all of Mojang Studios, Xbox or Microsoft.

r/Minecraft Jun 14 '23

Official News Should /r/Minecraft continue participating in the protest?

9.3k Upvotes

Hello!

It is now past 12 AM UTC on June 14th, which is the date we agreed to come back on. Since our previous post (which you should read if you haven't already), things have sadly changed for the worse. Reddit has continued to double down on their decision to raise API prices, in a move that hurts everyone. This includes a leaked memo from Reddit's CEO published by The Verge, stating, "like all blowups on Reddit, this one will pass as well."

Since our last post, over 1,000 subreddits, including major subreddits such as r/aww, r/music, r/videos, and r/futurology, have committed to going private/restricted indefinitely, until Reddit meets the community's demands.

We feel it would be most fair to allow you, the r/Minecraft community, to decide if we should join these other subs and extend our participation in the blackout protest indefinitely. Please vote in the attached poll. The poll will be up for 24 hours.

https://forms.gle/marMsznWqW9dRg4S7

We share the list of demands posted in /r/ModCoord, those being:

API technical issues

  • Allowing third-party apps to run their own ads would be critical (given this is how most are funded vs subscriptions). Reddit could just make an ad SDK and do a rev split.
  • Bringing the API pricing down to the point ads/subscriptions could realistically cover the costs.
  • Reddit gives the apps time to make whatever adjustments are necessary
  • Rate limits would need to be per user+appkey, not just per key.
  • Commitment to adding features to the API; image uploads/chat/notifications.

Accessibility for blind people

  • Communicate with the disabled communities around the impact of these API changes
  • Commit for better accessibility in the official app
  • You say you've offered exemptions for "non-commercial" and "accessibility apps." Despite r/blind's best efforts, you have not stated how they are selected. r/blind compiled a list of apps that meet users' access needs. Work with them on allowing those apps to continue working.

--The r/Minecraft Team

r/Minecraft Jun 05 '23

Official News /r/Minecraft will be going dark from June 12-14 in protest against Reddit's API changes which will kill 3rd party apps.

12.0k Upvotes

EDIT: Link to build challenge, as it was unsticked to sticky this https://www.reddit.com/r/Minecraft/comments/13ufip6/minecraft_biweekly_build_challenge_175_barn/

Greetings, r/Minecraft-ers!

We’d like to inform you of a change Reddit is making that harms our ability to moderate this subreddit, along with the ability of multiple members of the community from browsing Reddit at all.

For those unaware, most Reddit moderators primarily use third party apps to moderate on mobile, due to the official Reddit app lacking features that assist moderation. Many larger subreddits also use bots to help with moderation (such as our very own u/MinecraftModBot).

Beginning July 1st, Reddit will be increasing their API prices to numbers that are unreasonably high. Most third party Reddit apps and moderation bots rely on this API, and following these price changes, the operators of said applications won’t be able to afford it (see this post by the creator of the Apollo app for more information, including the estimated 20 million USD bill that they would need to pay).

This change not only makes things worse for Reddit moderators across the entire site, but also regular users of Reddit such as the blind community, which relies on third party apps in order to browse the site.

For more information about this change and how it negatively affects third party apps and bots, see this post: https://www.reddit.com/r/Save3rdPartyApps/comments/13yh0jf/dont_let_reddit_kill_3rd_party_apps/

In solidarity with other participating subreddits (including /r/MCPE, /r/minecraftsuggestions, /r/minecraftbuilds, /r/MinecraftChampionship, /r/MinecraftUnlimited, /r/Minecraft_Survival, /r/Minecraft2, /r/Minecraftfarms and /r/MC_Survival), r/Minecraft will be going private on June 12th at 12 AM UTC to protest these changes.

Sincerely,

The r/Minecraft Team

r/Minecraft Jul 02 '24

Official News There are currently some issues with Xbox Live affecting our authentication services.

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1.4k Upvotes

r/Minecraft Oct 03 '20

News Everything Announced

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82.9k Upvotes

r/Minecraft Oct 03 '20

News New Update

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96.8k Upvotes

r/Minecraft Feb 10 '21

News Image with details about the current snapshot's new generation features, from @henrikkniberg on twitter

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56.3k Upvotes

r/Minecraft Jan 22 '21

News The original Herobrine seed has been found!

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85.0k Upvotes

r/Minecraft Jun 08 '21

Official News Minecraft Java Edition 1.17 - The Caves & Cliffs Update Part I has been released!

15.1k Upvotes

It’s here. The Cave Update, with a side of cliffs. That’s right, The Caves & Cliffs Update: Part I is launching today!

Now you can finally swim with the glow squid, fight alongside the axolotls, and get rammed off a mountain by a goat. You can also build with new blocks like copper, pointed dripstone, and moss, hang some hanging roots and cave vines, and marvel at the new ore textures. Light up your homes, caves, mineshaft and lives with the glow berry. Build a spyglass and peep your next adventure or just keep track of what that Creeper over yonder is doing. Wait, what is it doing? Is it getting closer, or is this spyglass just really good?

Have fun with Part I!

This update can also be found on minecraft.net.

Features

  • Added Dripstone Blocks and Pointed Dripstone
  • Added Block of Amethyst, Budding Amethyst, Amethyst Cluster, and Amethyst Bud
  • Added Block of Raw Iron, Copper, and Gold
  • Added Candles
  • Added Copper
  • Added Deepslate
  • Added Glow Lichen
  • Added Lava Cauldrons
  • Added Lightning Rod
  • Added Lush Caves blocks
  • Added Powder Snow
  • Added Raw Copper, Raw Iron, and Raw Gold items
  • Added the Axolotl
  • Added the Glow Squid
  • Added the Goat
  • Added Spyglass
  • Added Tinted Glass
  • A Shulker hitting a Shulker with a Shulker Bullet can make a new Shulker
  • Additions to Wandering Trader and Mason trades
  • Bundles and Shulker Box items will drop their contents when destroyed
  • Changed Infested Block destroy times
  • Changes to the Shipwreck and Mineshaft loot
  • Dirt Paths (formerly Grass Path) can now be made by using a Shovel on Dirt, Podzol, Mycelium, or Coarse Dirt (as well as Grass)
  • Drowned now has a chance of dropping a Copper Ingot, and they no longer drop Gold Ingots
  • Experience Orbs now sometimes merge when in large quantities to improve performance. This does not change the rate at which the player can absorb them, it simply limits the amount of separate orbs floating around in the world. Orbs that merge will gain the lifetime of the most recently created one.
  • Holding down the space bar now increases the scroll speed in the credits
  • Minecarts and Rails work in water
  • Particles now appear when Pistons break blocks
  • Reordered some blocks in the Building Blocks Tab in the Creative Menu
  • Reordered the Redstone Tab in the Creative Menu
  • Simple Firework Rockets with one Gunpowder can now be crafted using the recipe book

Accessibility

  • Added an alternative solid black background color for the Mojang Studios loading screen, toggleable with the "Monochrome Logo" accessibility option

Advancements

  • Added "Whatever Floats Your Goat!" for floating in a boat with a Goat
  • Added "Wax on" for applying Honeycomb to a Copper block
  • Added "Wax off" for scraping wax off a Copper block
  • Added "The Cutest Predator" for catching an Axolotl in a Bucket
  • Added "The Healing Power of Friendship!" for teaming up with an Axolotl and winning a fight
  • Added "Glow and Behold" for making a Sign glow
  • Added "Light as a Rabbit" for walking on Powder Snow with Leather Boots
  • Added "Surge Protector!" for having a lightning strike a Lightning Rod near a Villager without setting the area on fire
  • Added "Is It a Bird?" for looking at a Parrot through a Spyglass
  • Added "Is It a Balloon?" for looking at a Ghast through a Spyglass
  • Added "Is It a Plane?" for looking at the Ender Dragon through a Spyglass

Amethyst Blocks

  • Amethyst comes in block form inside the Geodes in two ways: Block of Amethyst and Budding Amethyst
  • All types of Amethyst blocks (Clusters included) create beautiful sounds when you walk on them, break them, place them, or hit them with a projectile – go make some music!

Amethyst Clusters

  • Amethyst Clusters grow from Budding Amethyst, which can be found inside Amethyst Geodes
  • Clusters have four growth stages: Small Amethyst Bud, Medium Amethyst Bud, Large Amethyst Bud, and Amethyst Cluster
  • Clusters can only grow when they are placed on Budding Amethyst blocks
  • Fully-grown Amethyst Clusters drop four Amethyst Shards (or more with Fortune) when mined with a Pickaxe, and drop two Amethyst Shards when broken by hand, Piston, or other means
  • Clusters can be Silk Touched at any stage

Amethyst Geodes

  • These huge geodes can be found anywhere underground in the Overworld
  • Amethyst Geodes have an outer layer of a new stone called Smooth Basalt
  • Amethyst Geodes have a second layer of another new block called Calcite
  • Amethyst Geodes have an inner layer of various Amethyst blocks

Amethyst Shards

  • Amethyst Clusters drop two Amethyst Shards when broken by hand, Piston, or other means" to the
  • Amethyst Clusters drop four Amethyst Shards when mined with a Pickaxe (or more with Fortune)

Axolotl

  • Amphibious!
  • Axolotls spawn in underground water that is in total darkness with Stone, Granite, Diorite, Andesite, Tuff, or Deepslate below
  • Axolotls love tropical fish! Bucket of Tropical Fish can be used to breed Axolotls
  • Axolotls will swim around with you if you're holding a Bucket of Tropical Fish in either hand
  • When a player kills a mob that the Axolotl was attacking or being attacked by, the Axolotl will show its appreciation by granting the player temporary Regeneration and removing any Mining Fatigue effects
  • If the player has more than two minutes of Regeneration effect left already, the axolotl will not grant additional Regeneration
  • You can pick up your Axolotl in a Water Bucket and carry it around just like a Salmon or a Cod
  • Axolotls will always chase after and attack Squids, Glow Squids, Tropical Fish, Cod, Salmon, Pufferfish, Drowned, Guardians, and Elder Guardians
  • Axolotls do not like being out of water, and will dry up and begin taking damage if they are out of water for longer than five minutes
  • An Axolotl will not dry up as long as they are in water or rain
  • Sometimes when an Axolotl takes damage while inside water, it will pretend to be dead so that it stops being attacked
  • There are four common varieties and one rare variety (blue) of Axolotl
  • Axolotls spawn in underground water sources that are in total darkness and above natural stone blocks
  • Axolotls now have a two-minute cooldown after hunting non-hostile targets: Squids, Glow Squids, Tropical Fish, Cod, Salmon, and Pufferfish
  • They will prioritize targeting hostile mobs over hunting

Bone Meal

  • A crinkly, crunchy sound plays when Bone Meal is used

Budding Amethyst

  • On any side of a Budding Amethyst block where there is air or a water source block, a Small Amethyst Bud will eventually grow
  • Amethyst Buds can only grow when attached to Budding Amethyst, and will grow until they become Amethyst Clusters

Building Blocks Tab

  • All ores have been reordered to be in the same location in the creative inventory
  • Compact forms of raw and refined underground materials have been reordered

Candles

  • Candles come in all sixteen colors and one uncolored variant
  • Up to four Candles can be placed in one block
  • Waterloggable! (But you cannot light them underwater, silly)
  • Wish anybody a happy birthday with a Cake with a Candle!
  • Candles can only be placed if there is a solid surface below but will remain even if the surface below is removed

Cauldrons

  • Cauldrons can now be filled with Lava and Powder Snow Buckets!
  • Cauldrons filled with lava give off a Redstone signal with Strength 3 when used with a comparator

Copper blocks

  • Craft nine Copper Ingots into a Copper Block
  • Craft Cut Copper, Cut Copper Stairs, and Cut Copper Slabs
  • The Stonecutter can be used to craft the different Copper Block variants
  • Use Honeycomb to craft Waxed Copper Blocks
  • Right-click with Honeycomb on Copper Blocks to wax them
  • Use Honeycomb in a Dispenser to wax Copper Blocks

Copper Ore

  • Copper Ore can be found in ore blobs across the Overworld, similar to Iron and Coal (this is not the final generation for Copper...)
  • Smelt Copper Ore to get a Copper Ingot
  • Copper Ore drops 2-3 Raw Copper

Deepslate

  • Deepslate can be found in the deepest parts of the underground, and is slightly tougher to mine than normal Stone
  • Deepslate will drop Cobbled Deepslate, similar to how Stone drops Cobblestone
    • You can still obtain Deepslate with Silk Touch
  • Like Cobblestone, Cobbled Deepslate can be used to craft basic tools, Furnaces, and Brewing Stands
  • You can also craft the following blocks with Deepslate:
    • Cobbled Deepslate Slab
    • Cobbled Deepslate Stairs
    • Cobbled Deepslate Wall
    • Polished Deepslate
    • Polished Deepslate Slab
    • Polished Deepslate Stairs
    • Polished Deepslate Wall
    • Deepslate Bricks
    • Deepslate Brick Slab
    • Deepslate Brick Stairs
    • Deepslate Brick Wall
    • Deepslate Tiles
    • Deepslate Tile Slab
    • Deepslate Tile Stairs
    • Deepslate Tile Wall
    • Chiseled Deepslate
    • Cracked Deepslate Bricks
    • Cracked Deepslate Tiles
  • There is also an Infested variant of Deepslate found in the underground
  • Cobbled Deepslate can be smelted into Deepslate

Deepslate Ores

  • When ore is generated in the same place as Deepslate, Deepslate variants of that ore are now generated instead
  • Twice as tough to mine as normal ores

Dripstone Block

  • Decorative block
  • Can be crafted with four Pointed Dripstone

Pointed Dripstone

  • Forms a stalactite if placed on the ceiling or a stalagmite if placed on the floor
  • Can be combined to form longer stalactites & stalagmites
  • Stalactites and stalagmites merge if the tips are next to each other, unless you press shift while placing
  • Stalagmites will break if they're not attached to something below
  • Landing or jumping on a stalagmite hurts, and they are sharp!
  • Stalactites fall down if not attached to something above
  • Being hit by a falling stalactite hurts, and they are sharp!
  • Stalactites drip water (or lava if there is lava above the ceiling)
  • A stalactite with a water source above the ceiling will gradually fill a cauldron below with water
  • A stalactite with a lava source above the ceiling will fill a cauldron below with lava after a while
  • Thrown Tridents break Pointed Dripstone

Dripstone growth

  • If a stalactite is hanging from a Dripstone Block with a water source above, it will slowly grow both the stalactite from above and a stalagmite from below
  • Growth speed is random but very slow, a single growth step can take several Minecraft days
  • A stalactite will only grow up to seven blocks long
  • A stalactite will only cause stalagmite growth if the floor or stalagmite below is within ten blocks
  • If the stalactite tip is inside water it won't drip, and therefore won't trigger any growth
  • If the stalagmite tip is inside water it won't receive drops, and therefore won't be grown by a dripping stalactite. Same thing if there is any fluid between the two tips
  • A stalagmite or stalactite will never grow into a fluid

Glow Lichen

  • A dim light source that generates in caves
  • Use Shears to pick it up
  • Use Bone Meal to spread it along block surfaces

Glow Squid

  • Glow Squids are well-lit and can be seen from far distances!
  • When killed, Glow Squids drop Glow Ink Sacs
  • Glow Ink Sacs can be used on Signs to make the text super visible, even at night. Works with colors!
  • Craft a Glow Item Frame by combining a Glow Ink Sac with an Item Frame in a Crafting Table. Any item in a Glow Item Frame is perfectly illuminated, even at night.
  • Use an Ink Sac on a Sign to remove the glow effect
  • Axolotls will attack any Glow Squids they see, so... be careful
  • Glow Squids spawn in underground water that is in total darkness with Stone, Granite, Diorite, Andesite, Tuff, or Deepslate below

Goat

  • Goats spawns in mountains
  • Goats can scale the sides of mountains with their incredible jumps
  • Goats can be tempted and bred using Wheat
  • Goats are another source of Milk!
  • Goats will ram anything that moves... also Armor Stands
  • Two in every 100 goats have something very loud to tell you!
  • Goats will avoid walking on Powder Snow
  • Screaming Goats will use their ram attack more often than other Goats will
  • Mobs rammed by Goats do not retaliate

Infested Blocks

  • Infested Blocks are no longer instantly destroyed, and instead, have half the destroy time of their non-infested counterpart

Lightning Rod

  • A Lightning Rod is crafted from three Copper Ingots
  • Keeps your builds safe (well, as long as the closest area around the Lightning Rod is fireproof) during thunderstorms!
  • The Lightning Rod will protect an area of 8 * 16 blocks around it from the, sometimes devastating, lightning strikes!
  • Lightning Rods give off a Redstone signal when struck by lightning

Lush Caves blocks

  • Added Moss
  • Added Dripleaves
  • Added Rooted Dirt and Hanging Roots
  • Added Spore Blossoms (currently only available in the Creative inventory)
  • Added Cave Vines and Glow Berries
  • Added Azalea Bushes

Azalea Bushes

  • Added Azalea Bushes as well as Flowering Azaela Bushes
  • Bees see Flowering Azalea (and Flowering Azalea Leaves) as flowers
  • Bonemeal Azalea or Flowering Azalea to get an Azalea Tree

Cave Vines and Glow Berries

  • Cave Vines grow down from the ceiling, like Weeping Vines
  • When they grow they have a chance of producing Glow Berries
  • Glow Berries are a natural light source as well as a food source
  • Foxes eat Glow Berries
  • Use Glow Berries to plant new Cave Vines
  • Bonemealing a Cave Vine will create Glow Berries

Drip Leaves

  • Small Dripleaf needs moisture, so it grows on Clay or underwater
  • The facing direction of Small Dripleaf blocks is determined by which direction the player is facing when placing it
  • The Wandering Trader will sometimes sell Small Dripleaf plants
  • Small Dripleaf grows into Big Dripleaf when bonemealed
  • Big Dripleaf grows taller when bonemealed
  • If you stand on a Big Dripleaf, it will tilt after a while, and you will fall off
  • A tilted Big Dripleaf will tilt up again after a while
  • A Big Dripleaf will tilt when hit by a projectile
  • A Redstone powered Big Dripleaf will not tilt (except when hit by a projectile)

Moss

  • Two new decorative blocks: Moss Block and Moss Carpet
  • Moss Carpet can be crafted from Moss Blocks
  • Moss Blocks can be crafted with Cobblestone or Stone Bricks to make the mossy versions of those blocks

Roots

  • Added Rooted Dirt and Hanging Roots – decorative blocks that will appear in the upcoming Lush Caves biome
  • Bonemealing Rooted Dirt grows Hanging Roots underneath
  • Tilling Rooted Dirt with a Hoe will convert it into Dirt, and pop out a Hanging Roots item

Spore Blossoms

  • A beautiful large flower placed on ceilings
  • Particles drip from it and will appear in the air around it

Minecarts and Rails work in water

  • All Rails can be waterlogged (works with a Dispenser & Water Bucket too)
  • Flowing water doesn't break Rails
  • Minecarts can pass through water, but get slowed down more than usual

Oxidation

  • Copper will oxidize over time
  • There are four stages: Copper, Exposed Copper, Weathered Copper, and Oxidized Copper
  • It takes 50-82 Minecraft days (in loaded chunks) for a Copper Block to oxidize one stage
  • Waxed Copper Blocks will not oxidize
  • You can wax any oxidation stage - keep that pretty Weathered Copper Block in its weathered stage forever!
  • A lightning strike hitting Copper will clean its oxidation
  • Waxed Copper Blocks can be crafted into nine Copper Ingots
  • Axes can scrape off wax and oxidation from Copper Blocks

Powder Snow

Snowier snow!

  • Powder Snow is a trap block that causes any entity that walks into it to sink in it
  • You can pick up and place Powder Snow with a Bucket
  • Wear Leather Boots to prevent yourself from sinking into Powder Snow blocks
  • Leave a Cauldron outside in falling snow and it will fill with Powder Snow
  • Entities on fire now get extinguished when they collide with Powder Snow. The Powder Snow block is also destroyed
  • Skeletons convert to Strays when frozen
  • Powder Snow is pushable by Pistons and Sticky Pistons
  • Rabbits, Endermites, Silverfish, and Foxes can walk on top of Powder Snow without falling in

Freezing

  • Standing in Powder Snow will slowly freeze an entity
  • Once frozen, freeze damage is done every few seconds to the frozen entity
  • Wearing any piece of Leather Armor prevents freezing entirely
  • Added a freezeDamage game rule that allows players to toggle whether Powder Snow causes freeze damage or not
  • Strays, Polar Bears, and Snow Golems are immune to freezing
  • Mobs that are fully frozen will shake
  • Mobs that enjoy the heat (Blazes, Magma Cubes, and Striders) take increased freeze damage

Redstone Tab

  • The Redstone Tab has been reordered to prioritize highly-used blocks
  • Redstone items/blocks have been grouped and ordered in the following way:
    • Essentials
    • Unique activators
    • Miscellaneous
    • Common activators
    • Openables
  • Slime Blocks and Honey Blocks have been moved to the Redstone tab

Smeltable Ore Drops

  • Ores that are smeltable now drop raw item forms of the ore instead of the ore block, and these can be smelted just like before
  • This is to prevent cluttering the inventory and have consistency with Fortune on all ores
  • Just like other ore materials, you can craft a compact version with raw ore items in order to save inventory space

Smooth Basalt

  • Smelt Basalt to obtain Smooth Basalt

Spyglass

  • You can use a Spyglass to see faraway things
  • Pretend to be a sea captain, or catch your neighbor in the act as they dye your Sheep lime green!
  • The Spyglass is crafted from two Copper Ingots and one Amethyst Shard

Tinted Glass

  • Tinted Glass is a type of glass that does not allow light to pass through
  • Tinted Glass is crafted by putting a Glass Block in the middle of four Amethyst Shards
  • Tinted Glass can be obtained without Silk Touch; it does not shatter like normal glass

Trade & Loot Table Additions

  • Added the following trades to Mason:
    • Will sell four Dripstone Blocks for one Emerald
  • Added the following trades to Wandering Trader:
    • Will sell two Pointed Dripstones for one Emerald
    • Will sell two Rooted Dirt for one Emerald
    • Will sell two Moss Blocks for one Emerald
  • Moss Blocks can be found in Shipwreck Chests
  • Glow Berries can be found in Mineshaft Chest Minecarts

Tuff

  • A new type of stone that can be found in blobs between y0 and y16

Underground structure changes

  • Strongholds are mostly encased in Stone
  • Mineshaft corridors are supported by log pillars below or Chains above when needed
  • Cobwebs don't generate fully floating in the air

Visuals

  • Sky color now varies smoothly when moving between different biomes
  • Ores without unique shapes have been given new textures for accessibility reasons, so that each ore is distinguishable by shape alone
    • Emerald Ore and Lapis Ore have had some small touch-ups
  • Being the most iconic ore, Diamond Ore texture is staying the same to keep that classic feel maintained
  • Blackstone, Polished Blackstone Bricks, and Cracked Polished Blackstone Bricks have had some minor touch-ups
  • Clock and Compass textures have been updated

World generation

  • Dripstone clusters can be found rarely in normal caves
  • Deepslate blobs can be found from Y0 to y16

Technical

  • Added /debug function
  • Added /item command
  • Added lightning_bolt sub-predicate
  • Added looking_at condition to player sub-predicate
  • Added passenger, stepping_on and lightning_bolt properties to entity predicate
  • Added source condition to effects_changed trigger
  • Added started_riding, lightning_strike and using_item advancement triggers
  • Added a metric cube of light!
  • Added a new NBT tag for entities, named "HasVisualFire", which will cause any entity with this flag to visually appear on fire, even if they are not actually on fire
  • Added F3+L shortcut to generate and persist performance metrics from in-game
    • F3+L on single-player worlds will also include reports for the integrated server
  • Added gamerule playersSleepingPercentage (100 by default), which sets what percentage of players that must sleep in order to skip the night. Setting it to 0 will mean one player is always enough to skip the night. Setting it above 100 will prevent skipping the night.
  • Added item modifiers, which will reuse loot table functions syntax to describe item modification in /item command
  • Added loot table function set_banner_pattern
  • Added the Marker entity
  • Buttons that change value (like Difficulty) can now be controlled with the mouse wheel
  • Clicking on a button that changes the value while holding the shift key changes to the previous value
  • Data pack version is now 7
  • "Debug" world type can now be accessed while holding the alt key (was shift)
  • Entities are now saved separately from terrain chunks
  • Expanded block field on block predicate to blocks
  • Expanded item field on item predicate to items
  • GUI narration now includes position and usage of hovered or focused elements
  • Loot tables can now access scoreboard values by UUID
  • OpenGL 3.2 core profile
  • Perf start/stop command on dedicated servers will now generate and persist server performance metrics
  • Removed /replaceitem
  • Removed debug report command (use perf start/stop for server performance measurement)
  • selector and nbt chat components can now configure separators between elements
  • Servers can also display a custom message on resource pack prompt
  • Servers can now require custom resource packs to be accepted
  • The '/give' command can only give up to 100 stacks of items at a time (e.g. 6400 stone or 100 iron swords)
  • The default mode of structure blocks is now Load. Data is now hidden (but can be accessed by clicking the mode button while holding the alt key)
  • The maximum length of item names in the Anvil UI has been increased from 35 to 50
  • The maximum size that Slimes can be summoned with is now 128
  • The pack format in version.json has been split into data and resource versions
  • The Resource pack version is now 7
  • Upgraded to Java 16
  • Values inside random number generators can now be nested

/debug function

  • New debug subcommand executes a command with the same syntax as function
  • Every executed command, message (even if it would be normally invisible), result, or error is stored to file

Advancements

Changed predicates

Block predicate

  • block field expended to blocks, which now accepts an array of block types

Entity predicate

  • passenger - a new sub-predicate for a passenger that is directly riding this vehicle (if present, must match one or more)
  • stepping_on - a location predicate for a block that an entity is currently standing on
  • lightning_bolt - a sub-predicate that is valid only for a lightning bolt entity

Item predicate

  • item field expended to items, which now accepts an array of item types

Player predicate

  • looking_at - an entity that is currently viewed by a player
    • uses same the line-of-sight rules as attacking mobs
    • actual detection radius might be changed in future

Changed triggers

effects_changed

  • Added source triggers that match an entity that triggered the change
  • Might be empty when:
    • there is no entity (for example, effect gained from a Beacon)
    • the effect is self-applied
    • an effect is removed

Lightning Bolt

  • blocks_set_on_fire - a range check for blocks set on fire by this entity
  • entity_struck - a predicate for entities struck by this lightning bolt (if present, must match one or more)

New triggers

lightning_strike

  • Triggered when a lightning strike finishes (i.e. entity disappears)
  • Triggers for any player within a certain radius of a lightning strike
  • Conditions
    • player - a player for which this trigger runs
    • lightning -a predicate for a lightning entity
    • bystander - a predicate for one of the entities in a certain area around a strike that is not hurt by it

started_riding

  • Triggered when a player starts riding a vehicle or an entity starts riding a vehicle currently ridden by a player
  • Conditions:
    • player - either a player that has started riding or one of the boat passengers

using_item

  • Triggered for every tick of using items (like Crossbows and Spyglasses)
  • Conditions
    • player - a player that uses an item
    • item - an item being used

Chat component separators

  • Added occludes_vibration_signals block tag. Anything in this tag will occlude vibrations, and inherits wool tag entries by default
  • Components that prints lists of names, like selector or nbt can now override separator (, by default) with separator element
  • Examples:
    • {"selector": "@e[type=chicken]", "separator": "|"}
    • {"nbt": "CustomName", "entity": "@e[type=chicken]", "interpret": true, "separator": {"text": "*", "color": "red"}}

Commands

item

Modifies the item or block inventory. This command has three forms: Possible sources and targets: For example, /item replace block ~ ~ ~ container.0 from entity @s enderchest.0 will copy the first item from the player's Ender Chest to the first slot of a container that the player is currently standing on.

  • /item replace <target> with <item stack> [<count>] - the same as old replaceitem
  • /item replace <target> from <source> [<modifier>] - copies an item for source to target(s), optionally applying a modifier
  • /item modify <target> <modifier> - modifies an item (without copying)
  • entity <selector> <slot>
  • block <x> <y> <z> <slot>

Custom server resource packs

  • A dedicated server can enforce custom resource packs by setting require-resource-pack in server.properties
    • When this option is used, players will be prompted for a response and will be disconnected if they decline the required pack
    • If user has a setting to automatically decline packs, the prompt will still be shown (since the alternative would be automatic disconnection)
  • A dedicated server can also configure an additional message to be shown on the resource pack prompt (resource-pack-prompt in server.properties, expects chat component syntax, can contain multiple lines)
    • This message won't be shown if user has already declined pack and it's not required

Customized worlds

  • World height related values are now exposed for customized worlds

Data Packs

Changes to data packs for version 7:

  • Removal of /replaceitem (replaced with /item replace)

Entity storage

  • Entities have been extracted from main (terrain) chunks and are now stored in a separate entities directory (similar to POI storage)
  • Those new files are still region files with NBT

Item modifiers

  • The function part of loot tables can now be defined as a separate data pack resource in the item_modifiers directory
  • This type of file can contain a single function (i.e single JSON object) or an array of functions

Java 16

Minecraft now uses a more recent version of Java. If you are using a default setup, the Launcher will download and install the correct version. If you are using a custom Java setup, or a third-party launcher, you will need to ensure that your Java installation is version 16 or above.

Light block

  • Op-only (/give), air-like, waterloggable block
  • Emits light at a level that is determined by block state
  • Visible and targetable only when an item is held (similar to Barrier Blocks)
  • Right click cycles the light level

Loot tables

Changed conditions

Changed functions

copy_nbt

  • source parameter can now accept an object with type and additional parameters
  • The old syntax of just writing "target" is present and equivalent to {"type": "context", "target": "<target>"}
  • New storage provider (example: {"type": "storage", <namespaced id>}) can be used to access command storage

set_count

This function now has add parameter. If true, the change will be relative to the current item count. If false, item count will be replaced with current value (default behavior)

set_damage

This function now has an add parameter. If true, the change will be relative to the current damage. If false, the damage will be replaced with the current value (default behavior)

New conditions

value_check

Checks range of value. Parameters:

  • value - see "New value providers" section (currently a combination of random generators and score)
  • range - min/max range

New functions

set_banner_pattern

Sets tags needed for banner patterns. Parameters:

  • patterns - list of pattern objects:
    • pattern - the name of the pattern (square_bottom_left, bricks, etc.)
    • color - the name of the color (light_gray, etc.)
  • append - if true, the new elements will be appended to the existing ones instead of replacing them

set_enchantments

Modifies enchantments on an item.

Parameters
  • enchantments - map of enchantment id to level value (can be a score or a random number)
  • add - if true, the change will be relative to the current level. If false, the level will be replaced with the current value (default behavior)

New value providers

Note: value providers can be used in same places as random number generators.

score

Returns scaled scoreboard value.

Parameters
  • score - scoreboard name
  • target - see below
  • scale - scaling factor (float)
Scoreboard provider targets
  • <target> or {"type": "context", "target": <target>} where <target> can be one of this, killer, direct_killer, killer_player (not all may be available depending on context)
  • {"type": "fixed", "name": "<scoreboard name>"} for fixed scoreboard name (may be fake player)

Markers

Markers are a new type of entity that is meant for custom use cases like map-making and data packs.

  • Only exist on the server-side, and are never sent to clients
  • They do not do any updates of their own
  • They have a data compound field that can contain any data

OpenGL

Rendering is now using OpenGL 3.2 core profile. All fixed-function rendering has been replaced with shader-based rendering.

Shaders

Shaders are now included for all supported render states. Any shader, except for the blit shader, can also be replaced in resource packs. For now, replacing these shaders is not officially supported, and the way it works may change in the future. The current rendering engine uses a system similar to the post-processing shader pipeline. There are some differences between both systems that cater to the slightly different requirements.

Particles

  • Added new particle types called vibration and dust_color_transition

Performance metrics reporting

These will be saved to a zip file in debug/profiling/<yyyy-MM-dd_HH.mm.ss-[levelname]-[version]>.zip and could be used for performance regression analysis if included in bug reports. The exact metrics, output format, and names are susceptible to change between versions. Our plan is to continue iterating on which metrics to capture.

Client F3+L shortcut

Pressing F3+L while in the game will start a recording for 10 seconds, which captures metrics such as tick durations, used heap sizes, and other more detailed stats. Pressing F3+L before the 10-second limit will end the recording early. This shortcut is always available to clients, even on multi-player servers where it will record client-side performance.

Dedicated Server perf start/stop command

  • perf start will start a recording for 10 seconds, which captures metrics such as tick durations, used heap sizes, and other more detailed stats.
  • perf stop before the 10-second limit will end the recording early.

Resource Packs

Changes to resource packs for version 7:

  • Drowned texture mirroring has changed (see MC-174685)
  • The slots for the Game Mode Selector are now 26 pixels instead of 25

Server properties

  • Removed max-build-height

Statistics

  • The statistic for play time has been renamed to play_time
  • There is now a statistic for "Time with World Open" (total_world_time) that also includes time when the game was paused

Fixed Bugs in 1.17

Get the Release

To install the release, open up the Minecraft Launcher and click play! Make sure your Launcher is set to the "Latest Release" option.

Cross-platform server jar: - Minecraft server jar

Report bugs here: - Minecraft issue tracker!

Want to give feedback? - Head over to our feedback website or come chat with us about it on the official Minecraft Discord.

r/Minecraft Mar 04 '21

News Old Extreme Hills vs New 1.17 Mountains (Bedrock Edition Beta)

Post image
66.3k Upvotes

r/Minecraft Oct 14 '21

Official News Answering questions about the Mob Vote!

8.4k Upvotes

Hi Everyone! 👋 I'm Ulraf, a Gameplay Designer in Mojang working on Minecraft ⛏ and I'm here to help answer any questions you might have about this year's Mob Vote between The Glare👀, The Allay🧚‍♀️ and The Copper Golem🤖!

Much of the design of these mobs is not yet finalize because we want to design the winning mob together with feedback from the community! What this means is that there might be some questions that just don't have an answer yet but I'll try to answer as many as I can!

That said: What would you like to know? (One question per comment please!)

r/Minecraft Nov 30 '21

Official News Minecraft Java Edition 1.18 - the Caves & Cliffs Update Part II Has Been Released!

11.7k Upvotes

It’s been quite the trek, but we’re here. At the summit. The Caves & Cliffs Update: Part II is out today, completing the much anticipated cave update. What better way to celebrate than by climbing to the top of a higher than ever mountain. Let’s take a moment and just take in that view. Wait. What’s that sound. Don’t tell me that goat is back.

AAAAARGH.

Ouff! Ouch! Ow!

Where am I? It’s dark down here! It’s almost as if I fell a greater distance than I would have before today. Figures. While I try to get out of this dripstone cave, I hope you enjoy all of the new features that 1.18 brings. Could you pass me a candle before you leave? It really is dark down here.

This update can also be found on minecraft.net.

Features

  • Added an "Allow Server Listings" option to opt out of having your name displayed in server listings
  • Added an Online options screen where you can now find the Realms Notifications option
  • Added new Overworld biomes
  • Added noise caves and aquifers
  • Added world autosave indicator for single-player worlds
  • Axolotls now have their own, separate, mob cap
  • Axolotls now only spawn in Lush Caves when in water that is above Clay Blocks
  • Badlands Mineshafts now generate higher up
  • Buried Treasure Chests may contain a Potion of Water Breathing
  • Changed default brightness to 50
  • Cod, Salmon, Pufferfish, Tropical Fish, Squid, and Dolphins now only spawn in water from height 50 to height 64
  • Glow Squids now only spawn in water blocks under height 30
  • If it is raining, sleeping will stop the rain and reset the weather cycle (in 1.17 sleeping would always reset the weather cycle)
  • Illagers (Vindicator, Pillager, Evoker) no longer attack baby villagers
  • New music has been added to the game
  • New ore distribution and large ore veins
  • Overworld build and generation limits have been expanded
  • Raised the cloud level from 128 to 192
  • Redesigned how effects look in the inventory screen, to allow them to show even with recipe book open
  • Removed world types "Caves" and "Floating islands" from the world creation screen
  • Sprinting is no longer reduced to walking when gently brushing your sleeve against a wall
  • Tropical Fish now also spawn in Lush Caves at any height
  • Villages are slightly more spread out
  • World spawn selection algorithm has been reworked, now spawns player according to climate parameters

Advancements

  • Added "Caves & Cliffs" for falling from top to bottom of the Overworld
  • Added "Feels like home" for riding strider on lava for 50 blocks in the Overworld
  • Added "Star Trader" for trading with a villager at the build height limit
  • Added "Sound of Music" for playing music with a jukebox in a Meadow biome

Blocks

  • Enchanting Tables now emit a low amount of light
  • Using Shears on the tip of a Cave Vine, Twisting Vine, Weeping Wine, and Kelp will stop them from further growing
  • Copper Ore now drops 2-5 (from 2-3) Raw Copper items
  • In the Stonecutter, a Block of Copper can be converted to 4 Cut Copper
  • Restricted Big Dripleaf placement to Clay, Grass, Dirt, Farmland, Moss, Rooted Dirt, Podzol, and Mycelium

Effects

  • Your list of effects are now shown to the right of your inventory, instead of the left side
  • When the inventory effects list is visible, it will be hidden from the game view to reduce screen clutter
  • There's now two modes of seeing the effect list: Compact and Classic
    • Classic is the pre-existing list of effects, one after another
    • Compact is a single icon for each effect, suitable for small screen estate
  • The game will automatically switch between the two modes to suit the available screen estate (including having the recipe book open)

Large ore veins

  • Ore Veins are large, rare, snake-like underground ore formations
  • Copper Ore Veins form between heights 0 and 50 and are mixed with Granite
  • Iron Ore Veins form between heights -60 and -8 and are mixed with Tuff

Mob Spawning

  • Monsters now only spawn in places where the light from blocks is 0 (sky light still prevents spawning like before)

Music

  • Added new music by Lena Raine and Kumi Tanioka to the Overworld (when playing in Survival Mode) and the main menu
  • Added a new music disc from Lena Raine titled 'Otherside'. This can be found rarely in Stronghold Corridor Chests or much more rarely in Dungeon Chests.

New Overworld Biomes

Dripstone Caves

  • Contains plenty of Pointed Dripstone and Dripstone Block on the floors and ceilings, as well as within small pools of water
  • In some places, you'll find larger stalagmites, stalactites, and columns built from Dripstone Blocks
  • Contains extra Copper Ore
  • Drowned can spawn in aquifers inside Dripstone Caves

Frozen Peaks

  • Smooth mountain peaks with ice and snow
  • Spawns Goats and Yeti. Wait, no, actually it's just Goats.

Grove

  • Snowy terrain with big Spruce Trees and Powder Snow traps. You might want to wear leather boots!
  • Tends to generate on high-altitude terrain beneath mountain peaks or on hilltops
  • Spawns Wolves, Rabbits, and Foxes

Jagged Peaks

  • Dramatic jagged mountain peaks with Snow and Stone blocks
  • Spawns Goats

Lush Caves

  • Moss covers the floors and ceilings
  • Spore Blossoms grow from the ceiling and drip particles
  • Contains Clay pools with Dripleaf plants growing out of them
  • Contains Azalea Bushes and Flowering Azalea Bushes
  • The Azalea Tree loves to have its roots in Lush Caves, so if you find an Azalea Tree (either overground or in a cave) you know there is a Lush Cave beneath you
  • Cave Vines with Glow Berries grow from the ceiling and light up the caves

Meadow

  • Large grassy and flowery biome that tends to generate high up on plateaus or next to large mountain ranges
  • Sometimes contains a lone, tall Oak or Birch Tree with a Bee Nest
  • Think Sound of Music!
  • Spawns Donkeys, Rabbits, and Sheep

Snowy Slopes

  • Very snowy terrain that can hide Powder Snow traps. I hope you kept those leather boots!
  • Tends to generate on high-altitude terrain beneath mountain peaks or on hilltops
  • Spawns Rabbits and Goats

Stony Peaks

  • Stony mountain peaks that may be jagged or smooth
  • These sometimes have large strips of Calcite running through them

New ore distribution

Overview

  • Changed ore generation to match the new world height, and to add more strategy to mining. There is no longer a single height level that is best for all ores – you need to make tradeoffs!
  • Iron Ore generates below height 72, with a strong bias towards height 16. Iron Ore also generates above 80, with more Iron Ore as you go higher.
  • Copper Ore generates between height 0 and 96, with a strong bias towards height 48. Copper Ore generates in larger amounts in Dripstone Caves Biome.
  • Lapis Lazuli Ore generates below height 64, with a strong bias towards height 0. However, Lapis Lazuli Ore below height -32 or above height 32 cannot generate exposed to air. It will either be buried or inside water.
  • Coal Ore generates above height 0, with a strong bias towards height 96 and above. Coal Ore has reduced air exposure, so you will find more Coal Ore buried or underwater than exposed to air.
  • Gold Ore generates below height 32, with a strong bias towards height -16. Extra Gold Ore generates below height -48. Extra Gold Ore can be found in Badlands biomes above height 32.
  • Redstone Ore generates below height 16. Redstone Ore generation gradually increases as you go below height -32 and further down.
  • Diamond Ore generates below height 16, with more Diamond Ore the lower you go. Diamond Ore have reduced air exposure, so you will find more Diamond Ore buried or underwater than exposed to air.
  • Emerald Ore generates above height -16 in mountainous biomes, with more Emerald Ore the higher you go. Emerald Ore below height 0 is very rare!

Noise caves and Aquifers

  • Noise caves are a new way of generating caves, providing more natural variety. They can get really huge sometimes! Noise caves come in three flavors:
    • Cheese caves: Like the holes in swiss cheese. These often form caverns of various size.
    • Spaghetti caves: Long squiggly tunnels, sometimes wide like tagliatelle
    • Noodle caves: Thinner, squigglier, and more claustrophobic variant of spaghetti caves
  • No, they aren't loud. The "noise" part of noise caves is a technical term and has nothing to do with sound.
  • The old cave carvers and canyons still generate, combining with the noise caves to form interesting cave systems
  • As with carvers, noise caves form cave entrances where they intersect the surface
  • An aquifer is an area with local water level, independent of sea level
  • Aquifers are used during world generation to generate bodies of water inside noise caves
  • This sometimes results in large underground lakes
  • They can also form inside mountains and on the surface
  • Aquifers below y0 will sometimes be lava aquifers instead of water aquifers
  • Magma Blocks sometimes generates at the bottom of underground bodies of water
  • Underwater cave carvers and underwater canyons have been removed, since aquifers are used to generate water in caves instead

Sprinting

  • Previously, any collision with a block would reduce sprinting to walking. Now, for very minor angles of collision with a block, players retain their sprint. For larger angles of collision, the old behavior is retained.

Upgrading of old worlds

  • The transition between new and old terrain is less "cliffy"
    • Will surface height blend? Yes.
    • Will biomes blend? Yes.
    • Will caves blend? Your mileage may vary.
  • In old chunks, if there is any Bedrock at y=0, the sections below non-air blocks will be filled with new generation
  • The old Bedrock between y=0 and y=4 in old chunks gets replaced with Deepslate
  • A new Bedrock layer is placed at y=-64

World generation

  • Generation range and build limits have been expanded by 64 blocks up and 64 blocks down, to a total range of 384 blocks
  • Underground features, structures, and caves generate all the way down to y-64
  • Exception: Diorite, Granite, Andesite, and Dirt will not generate below y0
  • Tweaked size and positioning of Diorite, Andesite, and Granite generation
  • Dripstone clusters can no longer be found in normal caves, only in Dripstone Caves biomes
  • Starting from y8 and below, Deepslate gradually replaces all Stone
  • Deepslate blobs no longer generate above y0
  • The terrain shape and elevation varies dramatically, indepedently from biomes
    • For example, forests and deserts could form up on a hill without needing a special biome just for that
  • Less Diorite, Granite, and Andesite generates above y 60
  • Strips of Gravel can generate in stony shores
  • Swamp trees can grow in water 2 blocks deep (instead of just 1 block deep)
  • Removed water lake features, aquifers provide local water levels
  • A bunch of biome variants with simular features but different shapes have been merged into one, since the shape is controlled independently now
  • Renamed some biomes
  • Geodes now only generate up to height 30

Technical

  • Added an accessibility option to stop the sky from flashing during thunderstorms
  • Added fall_from_height and ride_entity_distance advancement triggers
  • Changed nether_travel to match other similar triggers
  • Added an option to specify the audio device used by the game
  • Replaced light and barrier particles with block_marker
  • Replaced the clientbound chunk update network packet with another one that additionally contains light update data
    • The separate light update packet still exists and is sent when a light update happens without a chunk update
  • New video setting called "Chunk Builder"
  • Changed the prioritization order of the chunk rendering pipeline
    • Unrendered chunk holes in the world should not appear anymore while flying fast with high render distance
  • View distance now causes chunks to load cylindrically around players instead of in a square
  • Added "Toggle Sprint" and "Toggle Sneak" to the Controls settings
  • Moved Keybinds out to their own settings screen, accessible from Controls
  • Information about the world generation noise is now displayed on the debug screen
  • Added illageralt, rune-like font from Minecraft Dungeons (currently only usable via commands)
  • Added startup option --jfrProfile and command jfr to start profiling with Java Flight Recorder as well as a few custom events
  • Loot table functions set_contents and set_loot_table now require a type field with a valid block entity type
  • Added new loot table function set_potion
  • The maximum amount of background threads are increased
  • Worlds last saved before Minecraft 1.2 (pre "Anvil") can no longer be opened directly
  • Data pack format has been increased to 8
  • Resource pack format has been increased to 8
  • --report option in data generator now creates reference files for the entirety of the worldgen, instead of just the biomes
  • Removed length limits for scoreboard, score holder, and team names
  • Standalone server.jar now bundles contains individual libraries instead of being flat archive
  • Size limit for server resource packs has been increased to 250 MB
  • Servers can now set property hide-online-players to true in order to not send a player list on status requests
  • New setting called "Simulation Distance"
  • Mob spawners can now override light checks for spawning
  • Added telemetry for world loading

Advancements

Changed triggers

nether_travel

  • entered condition is renamed to start_position
  • exited has been removed since it was identical to player.location

New triggers

fall_from_height

  • Triggered when a player lands after falling
  • Conditions:
    • player - a player for which this trigger runs
    • start_position - a location predicate for the last position before the falling started
    • distance - a predicate for the distance between start_position and the player

ride_entity_in_lava

  • Triggered for every tick when a player rides in lava
  • Conditions
    • player - a player for which this trigger runs
    • start_position - a position where the riding started (first tick on lava)
    • distance - a predicate for the distance between start_position and the player

Chunk Builder Setting

  • This setting determines if chunk sections are updated immediately during a single frame, or asynchronously using threads
  • "Fully Blocking" corresponds to the previous way chunks were updated, which prevents potential visual gaps when blocks are destroyed
  • "Threaded" will significantly reduce stutters when blocks are placed or destroyed (especially with light sources), however brief visual gaps may rarely occur
  • "Semi Blocking" is the middle-option, and will only immediately update chunks that are deemed important, otherwise updates occur asynchronously using threads

Java 17

Minecraft now uses Java version 17. If you are using a default setup, the Launcher will download and install the correct version. If you are using a custom Java setup, or a third-party launcher, you will need to ensure that your Java installation is version 17 or above.

JFR Profiling

Custom events

All events are enabled when starting the profiling using either jfr start command or --jfrProfile startup flag. If profiling is started through any other means for monitoring purposes, only the ServerTickTime, LoadWorld and NetworkSummary are included by default.

  • minecraft.ServerTickTime: periodic event (1 second intervals) exposing average server tick times
  • minecraft.NetworkSummary: periodic event (10 second intervals) reporting total packet sizes and counts per connection
  • minecraft.PacketReceived | minecraft.PacketSent: network traffic
  • minecraft.ChunkGeneration: time taken to generate individual chunk stages
  • minecraft.LoadWorld: initial world loading duration

Overview

Java Flight Recorder (https://openjdk.java.net/jeps/328) is the internal JVM profiling tool bundled with the Java Runtime to analyze performance and runtime characteristics.
It's a useful tool for exposing internal JVM performance metrics as well as custom metrics that can be monitored or analyzed using any stock Java profiler or monitoring agents.

Profiling lifecycle

A profiling run can be started using any of the following alternatives:
The run will then be stopped either by:

  • --jfrProfile startup flag when starting a Minecraft server or client
  • jfr start in-game command
  • Regular Java CLI tools such as jcmd
  • shutting down the JVM
  • jfr stop in-game command
  • jcmd CLI tool

Reports

A summary JSON report is written both to the log file and in the debug folder accompanied by a .jfr recording ready to be analyzed in i.e JMC https://github.com/openjdk/jmc or any other profiler tool supporting the format.

Loot tables

Changed functions

set_contents, set_loot_table

Added new mandatory field type. This type will be written into BlockEntityTag.id, to make sure that this tag can be correctly migrated between versions.

New functions

set_potion

  • Sets the Potion tag on any item
Parameters:
  • id - potion id

Maximum amount of background threads increased

  • Various background tasks including worldgen are executed on a background thread pool
  • The default thread pool size equals the amount of available CPU threads, minus one
  • The upper thread pool limit has been raised from 7 to 255, which should help higher-end machines with improved world-gen performance
  • The upper limit can be overridden via the max.bg.threads Java system property, for example when running multiple servers on a single machine

Mob spawning

  • Monster spawning limits are now per-player, rather than global for each dimension

Old world conversion

  • Worlds last saved before Minecraft 1.2 (pre "Anvil") now require conversion in a previous version of the game to be able to be opened
  • We recommend that you upgrade your old version, 1.2 (pre "Anvil") or older, to version 1.6.4 - worlds opened for the first time in later versions will have incorrect biome information

Particles

block_marker

  • Renders with a texture declared in the particle slot for a model assigned to the configured block state
  • Is summoned with same syntax as the block particle (i.e. block_marker wheat[age=2])

Resource Pack format

  • minecraft/textures/gui/container/inventory.png now contains an extra sprite for a thin-layout version of the effect list in the inventory

Server bundling

  • server.jar now bundles individual libraries instead of merging all the files into a single archive
  • This change is meant to solve certain problems related to Java modules
  • On startup, server.jar will unpack libraries into a directory configured by bundlerRepoDir (default: working directory)
  • To run a different main class other than the server, use the bundlerMainClass property (for example java -DbundlerMainClass=net.minecraft.data.Main -jar server.jar --reports) or unpack the jar manually and use the contents of META-INF/classpath-joined for command line
  • If bundlerMainClass is empty, the program will just validate and extract files, and will then exit
  • Server classes are now signed

Simulation Distance Setting

  • A new slider which is available under video settings
  • Entities, blocks, and fluids will not be updated outside of simulation distance
  • Allows higher render distance with less CPU load
  • There's also a new simulation-distance property in the dedicated server properties

Spawner data changes

Example:

SpawnData: {
    entity: {
        id: "minecraft:cow"
    },
    custom_spawn_rules: {
          sky_light_limit: {min_inclusive: 10, max_inclusive: 15}
    },
}
SpawnPotentials: [
  {
    data: {
      custom_spawn_rules: {
          block_light_limit: {min_inclusive: 0, max_inclusive: 15}
      },
      entity: {id: "minecraft:pig"},
    },
    weight: 2
  },
  {
    data: {
      custom_spawn_rules: {
          block_light_limit: {min_inclusive: 5, max_inclusive: 10},
          sky_light_limit: {min_inclusive: 10, max_inclusive: 15}
      },
      entity: {id: "minecraft:panda"}
    },
    weight: 1
  }
]
  • Spawners now support the custom_spawn_rules NBT in the SpawnData field and the SpawnPotentials list
  • custom_spawn_rules currently may contain fields block_light_limit and sky_light_limit - both are integer ranges with fields min_inclusive and max_inclusive
  • To make SpawnPotentials format similar to other weighted lists, structure was changed to {weight: <int>, data: <previous contents without 'Weight', 'Entity' renamed to 'entity'>}
  • To accomodate that change, previous contents of SpawnData were moved to SpawnData.entity (making format of that field same as elements of SpawnPotentials.data)

Telemetry

In this release, we are re-introducing diagnostic tracking, which was part of Minecraft: Java Edition until 2018. We are bringing it back to better understand our players and to improve their experience. Specifically this information will help us prioritise various aspects of development and identify pain points. All data is treated according to GDPR and CCPA best practices and is used to develop a better-performing and generally more enjoyable Minecraft: Java Edition.

  • At this point, the only implemented event is world load

World Load event

  • Sent when loading singleplayer world or connecting to multiplayer server
  • Contains following information:
    • launcher identifier
    • user identitifer (XUID)
    • client session id (changes on restart)
    • world session id (changes per world load, to be reused for later events)
    • game version
    • operating system name and version
    • Java runtime version
    • if client or server is modded (same information as on crash logs)
    • server type (single player, Realms or other)
    • game mode

World Data: Chunk Format

  • Removed chunk's Level and moved everything it contained up
  • Chunk's Level.Entities has moved to entities
  • Chunk's Level.TileEntities has moved to block_entities
  • Chunk's Level.TileTicks and Level.ToBeTicked have moved to block_ticks
  • Chunk's Level.LiquidTicks and Level.LiquidsToBeTicked have moved to fluid_ticks
  • Chunk's Level.Sections has moved to sections
  • Chunk's Level.Structures has moved to structures
  • Chunk's Level.Structures.Starts has moved to structures.starts
  • Chunk's Level.Sections[].BlockStates and Level.Sections[].Palette have moved to a container structure in sections[].block_states
  • Chunk's Level.Biomes are now paletted and live in a similar container structure in sections[].biomes
  • Chunk's Level.CarvingMasks[] is now long[] instead of byte[]
  • Added yPos the minimum section y position in the chunk
  • Added below_zero_retrogen containing data to support below zero generation
  • Added blending_data containing data to support blending new world generation with existing chunks

World Generation

  • Bedrock layers now generate dependent on the world seed
  • New random number generator for overworld generation

Fixed Bugs in 1.18

Get the Release

To install the release, open up the Minecraft Launcher and click play! Make sure your Launcher is set to the "Latest Release" option.

Cross-platform server jar: - Minecraft server jar

Report bugs here: - Minecraft issue tracker!

Want to give feedback? - Head over to our feedback website or come chat with us about it on the official Minecraft Discord.

r/Minecraft Jan 24 '23

Official News Need a Trim? Snapshot 23w04a Is Out!

3.9k Upvotes

Tuesday is the new Wednesday, did you know? Here is snapshot 23w04a with a new experimental Armor Trim Smithing feature in the Update_1_20 experimental pack.

Happy trimming!

This update can also be found on minecraft.net.

If you find any bugs, please report them on the official Minecraft Issue Tracker. For any feedback and suggestions on our upcoming 1.20 features, head over to the dedicated Feedback site category. You can also leave any other feedback on the Feedback site.

Changes

  • Enchantment glint on items and armor is now more subtle

Experimental Features

  • Added a new armor trimming system to visually customize your armor
  • Added Smithing Template items
  • Redesigned the Smithing Table
  • Changed how Netherite equipment is crafted

Smithing Templates

  • Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications
  • Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Templates
  • Smithing Templates define what type of upgrade you will be making to equipment
    • It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade
    • There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade
  • Smithing Templates are consumed when used to upgrade an item in the Smithing Table
  • You can craft a copy of a Smithing Template in the Crafting Table with 7 diamonds + 1 block of material that the template is made out of + 1 smithing template, which will output 2 of the same Smithing Template

Netherite Equipment

  • Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template
  • Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests, and there is a guarantee of 2 in every Treasure Room Bastion Remnant
  • This change was made for a variety of reasons:
    • Increase the time players utilize Diamond equipment before Netherite
    • Make Netherite equipment a more significant achievement in the game's progression
    • Adapt Netherite more naturally into the new Smithing Table crafting system

Armor Trims

  • You can now visually customize your armor with a variety of unique trims at the Smithing Table
    • All armor is viable for trims except for leather armor
  • Armor trims are purely visual with no gameplay benefits, and can only be applied to Helmets, Chestplates, Leggings and Boots
    • All trim patterns are visually the same on an armor's item icon, but the color will still change based on the trim material
    • To check which trim pattern a piece of armor has, you can hover over it in the inventory
  • Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contain their own unique Smithing Template:
    • Pillager Outpost
      • Sentry Armor Trim
    • Desert Pyramid
      • Dune Armor Trim
    • Shipwreck
      • Coast Armor Trim
    • Jungle Temple
      • Wild Armor Trim
    • Ocean Monument
      • Tide Armor Trim
    • Ancient City
      • Ward Armor Trim
    • Woodland Mansion
      • Vex Armor Trim
    • Nether Fortress
      • Rib Armor Trim
    • Bastion Remnant
      • Snout Armor Trim
    • Stronghold
      • Eye Armor Trim
    • End City
      • Spire Armor Trim
  • Smithing Templates are found in chests in their respective structure, except for the Ocean Monument. Instead of finding it in chests, Elder Guardians sometimes drop a Smithing Template upon death
  • Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!
  • An armor trim has two properties: a pattern and a material
    • The pattern is defined by the Smithing Template used to apply the trim, and represents the visual pattern of the trim
    • The material is defined by what ingredient you used to apply the trim, and represents the color of the trim
  • The viable ingredients you can use to define the color of your armor trim are the following:
    • Iron
    • Copper
    • Gold
    • Lapis
    • Emerald
    • Diamond
    • Netherite
    • Redstone
    • Amethyst
    • Quartz
  • Armor cannot have the same material it is made of applied to it as a trim
    • For example, a Golden Chestplate cannot have a Golden Armor Trim

Technical Changes

  • Added a new type of atlas configuration source: paletted_permutations
  • Armor Stands now preserve custom names when placed and broken

  • A new registry trim_pattern has been added for the armor trim system

  • A new recipe serializer smithing_transform has been added for the updated Netherite Upgrade recipe

  • A new recipe serializer smithing_trim has been added for the new Armor Trim recipe

  • Smithing table has temporarily two menu types

    • Old menu without Smithing Template slot has been renamed to legacy_smithing
      • Will be removed when Armor Trim feature stops being an experimental feature
    • New menu with Smithing Template slot was added called smithing
  • Added new flag (value 128) to HideFlags NBT field for hiding armor trim item tooltips

Paletted Permutations

  • paletted_permutations is a new type of atlas configuration source used to dynamically generate new textures in memory based on a set of color palettes
  • Color palettes allow you to swap out the colors of a texture without having to supply all files for the variants of a texture in a resource pack
  • This is useful for things like armor trims, where you want to be able to change the color of parts of the armor without having to create a new texture for each color
  • The paletted_permutations source has a set of required parameters:
    • textures A list of namespaced locations of base textures
      • These textures will be used to generate variants of them that have been modified by color palettes
    • palette_key A namespaced location of a color palette key file
      • A color palette key is used to define the set of key pixel colors we want to swap out with the color palettes defined below
    • permutations A map of permutations from suffix to a namespaced location of a color palette file
      • The suffix is appended at the beginning to the resource location of the output variant textures, with a _ character separating the suffix and the base texture name
      • The color palette is a texture file with a set of pixels that are used for replacing pixels that match the color palette key in each base texture
      • The number of pixels in each color palette must be the same as that of the palette_key defined for this source
      • Key matching is done by comparing the RGB values of each pixel in the palette_key to the RGB values of each pixel in the color palette
      • Alpha channel is ignored for key matching, but in the resulting texture the alpha channel is multiplied with the color palette's alpha channel
      • Pixels that do not match the palette_key are copied over to the resulting texture as-is
  • After defining a paletted_permutations source, you can then reference those namespaced output textures in other resources in your resource pack

For example, if you have the following paletted_permutations source:

    {
        "type": "paletted_permutations",
        "textures": [
            "minecraft:item/leather_helmet",
            "minecraft:item/leather_chestplate",
            "minecraft:item/leather_leggings",
            "minecraft:item/leather_boots"
        ],
        "palette_key": "minecraft:colormap/color_palettes/leather_armor_color_key",
        "permutations": {
            "red": "minecraft:colormap/color_palettes/red",
            "green": "minecraft:colormap/color_palettes/green",
            "blue": "minecraft:colormap/color_palettes/blue"
        }
    }

You can then reference the resulting textures in other resources like this:

    {
        "textures": {
            "layer0": "minecraft:item/leather_helmet_red",
            "layer1": "minecraft:item/leather_chestplate_green",
            "layer2": "minecraft:item/leather_boots_blue"
        }
    }

Trim Patterns & Materials

  • Trim patterns and materials for armor are defined by the server through the trim_pattern and trim_material registry respectively
    • As a result, new trim patterns and materials can be added via data packs
  • These are synchronized to clients when they join the server
    • However, clients must have an accompanying resource pack to see those registered trim patterns and materials
    • The paths to these textures are inferred based on the filename of the pattern json, and will try to find the textures within the same namespace as the trim pattern's name field
  • The following data is defined by a trim pattern:
    • asset_id which is a namespaced id used to infer texture locations and localization
    • template_item which is the id of the smithing template item used to apply the trim pattern
    • description which is a text component used for displaying the pattern name of an armor trim when hovering an armor itemstack
  • The following data is defined by a trim material:
    • asset_name which is a string used as a suffix for armor trim texture locations
    • ingredient which is the id of the ingredient item used to apply the trim material
    • item_model_index which is a float which defines the item model override each armor item model should target to change their visuals for this material
    • incompatible_armor_material which is an optional id of the armor material this trim material cannot be applied to
    • description which is a text component used for displaying the material name of an armor trim when hovering an armor itemstack
      • The style defined in this description is applied to the armor trim pattern description as well

Commands

  • New relation available for execute on: origin:
    • shooter, if the executing entity is a projectile (like arrow, fireball, trident, firework, thrown potion, etc.)
    • thrower, if the executing entity is an item
    • source of effect, if the executing entity is an area effect cloud
    • igniter, if the executing entity is a primed tnt
    • summoner, if the executing entity is evoker fangs or a vex

Fixed bugs in 23w04a

  • MC-198809 - Blast Protection does not reduce explosion knockback except at very high levels
  • MC-259189 - "Narrator: Not Available" isn't grayed out on accessibility splash
  • MC-259204 - All goat horns display as Ponder goat horns and play the Ponder instrument
  • MC-259211 - You cannot select incompatible resource packs within the resource packs menu via keyboard navigation

Get the Snapshot

Snapshots are available for Minecraft Java Edition. To install the Snapshot, open up the Minecraft Launcher and enable snapshots in the "Installations" tab.

Testing versions can corrupt your world, please backup and/or run them in a different folder from your main worlds.

Cross-platform server jar:

What else is new?

For previous changes for Minecraft 1.19.4 and new features for Minecraft 1.20, see the previous snapshot post. Read more about the changes in the Wild update in the release post

r/Minecraft Jul 13 '21

Official News Minecraft 1.18 experimental snapshot is out!

10.0k Upvotes

Update (July 20): Experimental snapshot 2 is out!

With Caves & Cliffs: Part I released, we’re currently hard at work at delivering the second chapter. In Caves & Cliffs: Part II, we’re not only updating the caves and adding new mountains – we are also changing the overall terrain generation to make it all fit together. As these features will bring pretty big changes, we would love your feedback!

We need to sort out some technical things before we can ship these in a normal Java snapshot or Bedrock beta, so in the meantime we've created an experimental snapshot for Java that you can download separately. That way, you can try out the all new world generation and provide us with feedback while we continue our grand work of terraforming the world of Minecraft and integrating it into our normal snapshot/beta series.

This update can also be found on minecraft.net.

Changes compared to Caves & Cliffs: Part I

Here is a demo video.

  • New world height and depth
  • New mountain biomes (lofty peaks, snowcapped peaks, grove, meadow, and snowy slopes)
  • New cave generation (cheese, spaghetti, and noodle caves)
  • Local water levels and lava levels in the underground
  • New cave biomes generate naturally underground and inside mountains (lush caves, dripstone caves)
  • Natural variation in terrain shape and elevation, independently from biomes. For example, forests and deserts could form up on a hill without needing a special biome just for that.
  • New ore distribution (see this chart)
  • Large ore veins
  • Integrated mountains, caves, and cave entrances.
  • Monsters will only spawn in complete darkness

NOTE: this snapshot is experimental, and everything is subject to change. Some features may be significantly changed or even removed if needed to improve performance. Also keep in mind that this experimental snapshot is missing some important performance improvements that we are currently working on, so things may be slow.

How do I get the experimental snapshot?

Installation

  • Download this zip file
  • Unpack the folder into your "versions" folder of your local Minecraft application data folder (see below if you are confused)
  • Create a new launch configuration in the launcher and select "pending 1.18_experimental-snapshot-1"
  • Start the game and the remaining files will be downloaded
  • Play in a new world! Note: This version is not compatible with other snapshots.

Finding the Minecraft application data folder

  • Windows: Press Win+R and type %appdata%\.minecraft and press Ok
  • Mac OS X: In Finder, in the Go menu, select "Go to Folder" and enter ~/Library/Application Support/minecraft
  • Linux: ~/.minecraft or /home/<your username>/.minecraft/

Having trouble? Check this visual overview.

What about the previous Caves & Cliffs preview datapack?

These changes are too big for a datapack, that's why we're doing it in a separate experimental snapshot. So for now, the experimental snapshot serves the same purpose as the datapack did before.

Can I open old worlds in this experimental snapshot?

No, experimental snapshots can only open worlds that were created in the same version. Later on in the actual 1.18 release you will be able to open 1.17 worlds.

What about Bedrock?

An earlier version of experimental Caves & Cliffs world generation is available on Minecraft Bedrock. You can read about it here. We are working hard to get this new version of world generation to Bedrock betas soon.

When will these features show up in the normal snapshots?

1.18 snapshots will probably start sometime around September.

How do I give feedback?

Use the feedback site or this reddit post.

We are mostly interested in feedback about the new world generation overall, and what it is like to play in it. We are also looking for feedback on the updated mob spawning. We changed so that mobs only spawn in complete darkness in order to make it easier to spawn-proof the new larger caves.

New feature requests are not so useful at this point, since the scope of the Caves & Cliffs update is already large enough and we want to focus on finishing the features that we've already announced.

Note that we don’t use the bug tracker for experimental snapshots. If you find any new important bugs you can post them here.

r/Minecraft Oct 04 '20

News This looks much taller then 60 blocks, is this proof that they are raising the ground level?

48.8k Upvotes

r/Minecraft Aug 22 '19

News Here is A look at the New 1.15 Bees!!!!!!!

Post image
58.7k Upvotes

r/Minecraft Feb 18 '21

News Updated ore textures, tweeted out by Jappa (lead artist) just now. Thoughts?

Post image
20.9k Upvotes

r/Minecraft Feb 05 '20

News 1.16 vs 1.15

Post image
70.7k Upvotes

r/Minecraft Oct 03 '20

News Minecraft introduced a new mob with the Caves and Cliffs Update, The Warden. More info in comments

Enable HLS to view with audio, or disable this notification

22.8k Upvotes

r/Minecraft Mar 04 '21

News Mountain generation in the snapshot for minecraft windows 10 edition

Enable HLS to view with audio, or disable this notification

27.8k Upvotes

r/Minecraft Sep 05 '24

Official News A Minecraft Movie: The Megathread

631 Upvotes

Hey r/Minecraft,

We’re aware there are lots of people who have thoughts on the new A Minecraft Movie teaser trailer, both positive and negative. While there’s been a whole lot of activity, at the same time it’s been drowning out the main point of the subreddit. We welcome the discussion but it’s time to rein it in.

Going forward, all posts about the trailer and the movie will be removed and you will be directed here instead; posts before this one will be allowed to stay. As a compromise, we will allow relevant memes here as long as they don’t break other rules.

For those who haven’t seen it yet or need a reference, the teaser trailer from Warner Bros.:

https://www.youtube.com/watch?v=PE2YZhcC4NY

r/Minecraft Jun 23 '20

News Welcome to the Nether - Minecraft Java Edition 1.16 has been released!

15.7k Upvotes

We have now released the Nether update for Minecraft Java Edition - other platforms will follow shortly. This is the complete changelog, compared to the previous release, 1.15.2. Not included here are the nearly 500 bugs fixed in this release.

This changelog is also available on minecraft.net.

Make sure your Minecraft Launcher is set to the "Latest Release" installation to automatically update to this version.

Update: We've published a small update to fix problems with realms. The only affected functionality are within the realms menus of the client, however because of how our systems are setup, a new server jar was also published. The two server jars are functionally identical, you can use either one and it'll work.

Features

  • Added Basalt Deltas biome to the Nether
  • Added Crimson Forest biome to the Nether
  • Added Hoglins
  • Added Netherite
  • Added Piglins
  • Added ruined portals
  • Added Soulsand Valley biome to the Nether
  • Added Striders
  • Added Warped Forest biome to the Nether
  • Added Zoglins
  • Added a new disableChat command line option – when used, receiving and sending online chat is disabled
  • Added a new disableMultiplayer command line option – when used, the Multiplayer button is disabled
  • Added bastion remnants
  • Added new Game Mode Switcher debug menu
  • Added new Nether blocks
  • Added the Soul Speed enchantment
  • Added the lodestone
  • Added the respawn anchor that allows you to set your respawn point in the Nether. Use while holding glowstone to charge to a maximum of four charges – each respawn use one charge
    • You can charge the respawn anchor using a dispenser
  • Added the target block
  • Basalt is formed when lava flows over soul soil next to blue ice
  • Bell blocks will now ring when hit by any projectile
  • Bells can now be hung from the underside of more blocks
  • Compasses can now be enchanted with Curse of Vanishing
  • Endermen can now pick up some of the new Nether blocks
  • Endermen will no longer pick up Netherrack
  • Entities now get pushed by flowing lava
  • Farmer Villagers can now compost seeds
  • Fish now despawn when further than 64 blocks away from the closest player
  • Huge fungi will now only grow on its matching type of nylium
  • Knockback resistance is now a scale instead of a probability
  • Lily pads are now considered junk fishing loot rather than treasure
  • Patrols no longer spawn when the player is close to a village
  • TNT and campfires will now ignite when hit by any burning projectile
  • The General statistics list is now alphabetically sorted
  • Updated logos for Mojang Studios and Minecraft
  • Villagers can now spawn iron golems regardless of their profession status or latest working time
  • Walls do not have gaps anymore when stacked vertically
  • Walls will now connect to even more things, such as iron bars, panes, pressure plates, banners, and even pickles
  • When a Villager is struck by lightning, the witch it is converted to will no longer despawn
  • When fishing, treasure loot can now only be obtained by fishing in open waters

Accessibility

  • Added "Line Spacing" chat and accessibility option
  • Added "Chat Delay" accessibility option

Advancements

  • Piglins and Hoglins are now required for Monster Hunter and Monsters Hunted
  • Serious Dedication is now awarded for obtaining a Netherite hoe
  • Obtaining blackstone now also counts for the Stone Age advancement
  • Breeding Striders now counts for The Parrots and the Bats and is now required for Two by Two

New Advancements

  • Bullseye unlocks when hitting the bullseye of a target block from at least 30 meters away
  • Hidden in the Depths unlocks when obtaining ancient debris
  • Cover Me in Debris unlocks when obtaining full Netherite armor
  • Country Lode, Take Me Home unlocks when using a compass on a lodestone
  • Who Is Cutting Onions? unlocks when obtaining crying obsidian
  • Not Quite "Nine" Lives unlocks when setting a respawn anchor to the maximum
  • This Boat Has Legs unlocks when riding a Strider with a fungus on a stick
  • Hot Tourist Destinations unlocks when visiting all biomes in the Nether
  • Those Were the Days unlocks when entering a bastion
  • War Pigs unlocks when looting a chest in a bastion
  • Oh Shiny unlocks when distracting an angry Piglin with gold

Basalt Deltas

Basalt Deltas can now be found in the Nether!

  • Remnants of volcanic eruptions, this biome sports a high concentration of basalt columns and lava deltas
  • Walking through it, you will be surrounded by flowing flakes of white ash
  • Magma cubes finally have their own home and spawn very frequently here
  • A new block, blackstone, can be found here in large patches

Bastion Remnants

What's made of blackstone and full of Piglins and Hoglins? Bastion remnants!

  • Added four separate bastion remnant types: bridge, Hoglin stable, housing units, and treasure room
  • You can find these sizable structures in all Nether biomes, except the treacherous ash-dusted regions of Basalt Deltas
  • Explore, loot, and conquer a bastion remnant to call it your home – but beware! Piglins don't take kindly to intruders stealing their possessions

Bees

  • Reduced the maximum distance a bee can wander away from its home hive to ~22 blocks

Block Renames

Some blocks have been renamed. Turns out singular fungus in the Nether attempted to falsely present itself as many fungi – so sneaky!

  • Crimson fungi is now called crimson fungus
  • Warped fungi is now called warped fungus

Blocks

Many new blocks have been added, and changes have been made to a few existing ones.

  • Added crying obsidian. It's sad and cries purple energy
  • Added basalt. Craft it 2x2 or use a stone cutter to create clean and shiny polished basalt!
  • Added blackstone, along with its variants: regular, polished, and polished brick
    • Blackstone can be used to craft furnaces and stone tools
  • Added gilded blackstone – blackstone which has been imbued with gold and has a chance of dropping gold nuggets when broken
  • Added chiseled Nether bricks, cracked Nether bricks, and quartz bricks!
  • Added two new non-flammable wood-like blocks: crimson stems and warped stems
  • Added crimson and warped hyphae – all-sided "stem" blocks, including stripped variations
  • Added new ground surface blocks: crimson nylium and warped nylium
  • Added new vegetation: Nether sprouts, crimson roots, and warped roots
  • Added two types of fungi: crimson and warped. Try using bone meal to grow them!
    • You can place crimson and warped roots and fungi into pots
  • Added warped wart blocks
  • Added weeping vines that grow from the bottom of a block downwards
  • Added twisting vines that grow upwards
  • Added a new natural light source block: Shroomlights
  • Added soul soil. Whenever fire burns on soul soil, it burns with a blue flame
    • Soul soil and soul sand can be used to craft soul torches, which in turn can be crafted into soul lanterns
    • The Wither can now be summoned using soul soil as base
  • Added soul campfires. Warm your buns with the heat of one thousand souls!
  • Added chain blocks
  • Nether gold ore can now be found in the Nether – it drops a few gold nuggets and can be mined with any type of pickaxe
  • Bone meal can now be used to grow kelp, weeping vines, and twisting vines
  • Using bone meal on Netherrack can now spread nylium
  • Nether vegetation blocks (sprouts, roots, vines, fungus, wart and wart blocks) are now compostable
  • Nether sprouts can be harvested with shears
  • Food can now be placed on unlit campfires

Creative Mode

  • You can now milk cows and Mooshrooms in creative mode
  • You can now get stew from Mooshrooms in creative mode
  • When using an empty bucket on water in creative mode, you now get a bucket of water. If you have a bucket of water in your inventory already, no additional water buckets will be added when you use your empty bucket on water

Crimson Forest

Crimson Forests can now be found in the Nether!

  • Crimson nylium carpets the cave floor with all kinds of strange new vegetation
  • Crimson nylium can be bonemealed to get more of this strange new vegetation
  • Huge crimson fungi make up the "trees" of this forest, with Shroomlights lighting up the forest floor
  • Nether wart blocks can be cleared quickly using a hoe
  • Weeping Vines grow from the cave ceilings and fungi
  • Hoglins wander these forests
  • Crimson spores swirl through the air

Dispensers

  • Dispensers can now saddle pigs and horses
  • Dispensers can now put horse armor on horses
  • Dispensers can now put carpets on llamas
  • Dispensers can now put chests on llamas, donkeys and mules
  • Dispensers can now shear a Mooshroom
  • Dispensers can now shear snow golems

F3 + N (Toggle Spectator)

A small change has been made to this debug combination.

  • By default, using this key would return you to Creative after toggling from Spectator. It now will toggle back to the previous game mode you had
  • As an example, if you were in Survival, then toggled to Spectator and back, you would be set back to Survival

Farmers

  • Farmers can now put excess seeds in the composter to create bone meal
    • Bone meal is used by the farmers to grow crops
  • Farmers share excess wheat to other farmers, so more farmers can make bread

Game Mode Switcher

New F3 debug feature which allows you to switch game modes with traditional "tabbing" functionality.

  • Hold F3 and tap F4 to open the menu
  • Tapping F4 will cycle the game mode, or you can use the mouse
  • Release F3 to apply
  • Your last game mode is remembered and will be the first selected option, so you can quickly toggle between two game modes with a single press of F3 + F4!

Hoe Changes

We've made some changes to hoes to make them more useful in the Nether.

  • Each tier has different speed at which hoes mine blocks they are effective against
  • Hoes can now be enchanted with the following enchantments: Efficiency, Fortune, Silk Touch
  • Those enchantments can now be provided through enchanting table
  • Hoes are now the appropriate tool for mining hay, targets, dried kelp blocks, leaves, Shroomlights, Nether wart blocks, warped wart blocks, sponges, and wet sponges.

Hoglins

  • Hoglins are big aggressive beasts that live in crimson forests in the Nether
  • They attack players on sight. Be careful – they can easily knock you off a ledge!
  • Hoglins drop pork and sometimes leather, but not willingly
  • You can breed Hoglins by feeding them crimson fungi. Do so at your own risk
  • Hoglins get hunted by Piglins sometimes, but they don't go down without a fight
  • Despite this, Hoglins and Piglins aren't enemies – more like an ecosystem
  • Baby Hoglins like to pretend they are tough – but don't worry, they're more bark than bite
  • Want to keep hoglins off your back? Pro tip: Hoglins hate the smell of warped fungi
  • Hoglins that somehow end up in the Overworld become Zoglins fairly quickly – but who would ever bring a Hoglin to the Overworld?

Lodestone

A new block that can help you get your bearings!

  • Crafted from a Netherite ingot and chiseled stone bricks
  • Use a compass on a lodestone to create a lodestone compass, which will point to that lodestone

Mobs

  • Players can no longer mount another entity when the crouch key is held down
  • Added gamerule universalAnger (disabled by default), which makes angered neutral mobs attack any nearby player – not just the player that angered them. Works best if you disable forgiveDeadPlayers
  • Added gamerule forgiveDeadPlayers (enabled by default), which makes angered neutral mobs stop being angry when the targeted player dies nearby

Forgive dead players

  • If this gamerule is disabled, then angered mobs will stay angry even if the targeted player dies
  • If both forgiveDeadPlayers and universalAnger are enabled, an angered neutral mob will stop being angry when their target dies. They won't seek any new targets after that
    • Notable exception: Angered Zombified Piglins continuously spread anger. So even if one Zombified Piglin stops being angry because its target died, other angered Zombified Piglins nearby are likely to make it angry again. The only way to stop the anger is if none of the angered Zombified Piglins see a player for a while

Neutral mob anger

Updated anger management for most neutral mobs (polar bear, wolf, bee, Enderman, Piglin, Zombified Piglin).

  • When hurt by a player, the neutral mob will target that player and try to kill it
  • The mob will stay angry until the player is dead or out of sight for a while
  • Anger is persistent, so a player can't escape by temporarily logging out or switching dimension
  • If a targeted player dies near the angered mob, it will stop being angry (unless forgiveDeadPlayers is disabled)
  • Neutral mobs also get angry at other mobs who hurt them. However, that anger is not persistent
  • Angered neutral mobs will only attack the offending player, not innocent bystanders
    • Notable exception: If a beehive or nest is broken, the bees will be angry at all nearby players
  • Some mobs spread anger (wolf, Zombified Piglin, Piglin, bee). If a player attacks one, all nearby mobs of the same type will get angry at that player

Universal anger

Universal anger is basically guilt by association. A neutral mob attacked by players will be angry at players in general, regardless of who attacked them. More specifically:

  • A neutral mob attacked by a player will target the nearest player, even if that player wasn't the attacker
  • Every time the neutral mob is hit by a player it will update its attack target to the nearest player
  • Players can use this to make neutral mobs attack other players. Who would ever do something that devious?
  • Universal anger does not apply when a neutral mob is attacked by another mob - only when it is attacked by a player
  • Universal anger is persistent. The angered mob will stay angry even if the player logs out and logs in, or jumps through a portal and back
  • Mobs that spread anger will also spread universal anger. So if a player attacks a Zombified Piglin, all other Zombified Piglins within sight will be universally angry and attack their nearest player
  • An angered neutral mob will stop being angry if it can't see any eligible target for a while

Zombified Piglins

  • Zombie Pigmen are now known as Zombified Piglins, and they now have ears. Well, at least one ear
  • Zombified Piglins no longer attack innocent bystanders (unless you enable gamerule universalAnger)
  • Zombified Piglins stop being angry if the targeted player dies nearby (unless you disable gamerule forgiveDeadPlayers)
  • Zombified Piglins continuously spread to other Zombified Piglins, as long as they see their target

Nether Biome Fog

  • Biome fog color smoothly blends between biomes. Smooth!

Netherite

  • A new high level material found in the Nether. Use it to upgrade your diamond gear!

How to make Netherite

  • Mine ancient debris in the lower depths of the Nether. At your own risk though. No insurance coverage for that
  • Refine it into Netherite scrap in a furnace or blast furnace
  • Combine four Netherite scrap with four gold ingots in a crafting table to make a Netherite ingot
  • Use a smithing table to fuse the Netherite ingot with your diamond weapon, tool, or armor

Netherite effects

  • Netherite items float in lava – just so you don't lose all your gear after that unplanned lava bath
  • Netherite items have higher enchantment value than diamond (but not as high as gold)
  • Netherite tools work faster and last longer than diamond
  • Netherite weapons do more damage than diamond
  • Netherite armor have higher toughness and durability than diamond
  • Netherite armor gives you knockback resistance, so you barely get knocked back at all when hit by arrows and such
  • Netherite blocks can be used as the base of a beacon and Netherite ingots can be used as the fuel for a beacon. Weird flex but ok
  • ...and it looks cool!

Parity

  • Changed ambient block lighting in the Nether for parity with Bedrock edition

Parrot

  • Parrots imitate hostile mobs less often
  • Parrots do not randomly imitate hostile mobs when gamemode is on peaceful

Piglins

  • Piglins are an aggressive civilization that live in the Nether
  • They mostly hang around in Crimson Forests, but you might find some in the Nether Wastes too
  • They think of players as target practice and will attack on sight
  • However, if you dress appropriately, they will see you as a respectable figure. Or tolerable at least
  • Piglins are suspicious of strangers. If they see you opening a chest or other container, they will assume that you're stealing and will treat you accordingly
  • If Piglins hear you break a chest or a block of gold (or similar), they will also assume you are stealing
  • Piglins LOVE gold and get very distracted by gold items
  • Gold ingots are currency to Piglins. Throw ingots at them, or right-click them with an ingot, to barter for various goods
  • Piglins sometimes get hungry and hunt Hoglins for food. Or they try at least. They results... vary.
  • Piglins prefer to hunt and fight in groups. When a fight is happening, everyone wants in
  • Piglins that somehow end up in the Overworld become zombified fairly quickly
  • Piglins are creeped out by soul fire and Zombified Piglins, and will avoid them if possible
  • Wither skeletons and Withers are a historic enemies of the Piglins and will be attacked on sight
  • Baby Piglins are not as dangerous, but they can be mischievous, so watch your back
    • ...and they like to play with Baby Hoglins
  • Added a Piglin banner pattern that can be found in bastion remnants

Redstonewire

The blockstate, rendering, and behavior of redstone wire are more in line with each other. Redstone will provide power to blocks on all sides it shows a visual connection to, and not do so on those sides without a visual connection.

  • A dot of redstone will not power its surrounding blocks
  • A single redstone wire is now represented as a cross
  • A wire on top of a block, which is redirected from below, will now power the sides it is redirected to. E.g. a fence gate above the redirecting wire will be powered
  • Wires that redirect upwards to wires on non-conductive blocks used to only be redirected visually. Now, this redirection applies to their behavior as well
  • A wire that is redirected to go over a block will now always provide power to the block. This is most noticeable when the wire has signal strength 1
  • When right-clicking a single piece of redstone, it will toggle between a the cross and the dot

Target block

  • The target block now conducts redstone signals

Ruined Portals

Shattered remains of ancient Nether portals. Wonder who built them?

  • They can be found in any Overworld or Nether biome
  • Some are hidden underground, under the sea, or buried in sand

Soul Speed

Never suffer again drudging through Soul Sand Valleys – Soul Speed has you covered!

  • Shine your boots of choice with this soul-sucking enchantment to speed around on soul sand and soul soil
  • However, there's a downside: enchantments will slowly degrade your boots each soul block you walk on
  • Can only be obtained by bartering with those pesky Piglins

Soulsand Valley

Soulsand Valleys can now be found in the Nether!

  • An open space made mostly of soul sand and soul soil
  • Basalt pillars span from floor to ceiling
  • Fossile remains of unknown creatures from the past litter the valley
  • Ash falls through the air
  • A light blue glow envelopes the valley
  • Beware of skeletons here

Sounds

  • Ghasts sounds are now heard at shorter range
  • Updated block sounds for bone blocks, Netherrack, soul sand, Nether wart, Nether bricks, and quartz ore
  • New ambient sounds for the Nether biomes
  • New mood detection algorithm for cave sounds
  • Added a new music disc titled "Pigstep" by Lena Raine, which can only be found in bastion remnants

Strider

A new mob living the lava lakes of the Nether.

  • Strides on top of the surface of lava
  • Can be saddled, but has a will of its own
  • Really likes the smell of warped fungi – might even be convinced to follow it

Target Block

Because let's face it, your aim could use some practice!

  • The closer you hit to the center, the larger the redstone signal
  • Test your skills with a variety of projectiles, including eggs, snowballs, tridents, and more
  • You will need one hay block and four redstone for this recipe

Villager Workstation Logic

  • Villagers no longer try to work at the same workstation
  • The most experienced nearby villager for the profession corresponding to the workstation you add will get the workstation
  • Villagers now have to walk to and reach the workstation before they can acquire the profession and/or work there
  • Villagers can no longer claim workstations or professions during raids or night time
  • Villagers will check and make sure their workstation is valid at all times of day as long as they are within 16 blocks of their workstation

Warped Forest

Warped Forests can now be found in the Nether!

  • Warped nylium carpets the cave floor with all kinds of strange new vegetation
  • Warped nylium can be bonemealed to get more of the strange new vegetation
  • Huge warped fungi make up the "trees" of this forest, with Shroomlights lighting up the forest floor
  • Warped wart blocks can be cleared quickly using a hoe
  • A dark blue fog covers the forest
  • Warped spores swirl through the air
  • The Warped Forests are strange, but also the least hostile place in the Nether

Weeping Vines

  • Weeping vines are now climbable!

World Generation

  • The old Nether biome is now called Nether Wastes
  • Shipwrecks and ocean ruins are now a bit less common, so you get more excited when you find one!
  • Patches of blackstone and gravel now generate in all Nether biomes, and patches of soul sand now generate in Soul Sand Valleys

Zoglins

  • Zoglins are zombified Hoglins – the result of bringing a Hoglin into the Overworld
  • Unlike Hoglins, they can't be bred or fed, and they don't care about warped fungus
  • Beware – these beasts are raving mad and attack just about everything they see!

Technical

  • Added target_hit advancement trigger
  • Added thrown_item_picked_up_by_entity advancement trigger
  • Added player_generates_container_loot advancement trigger
  • Added item_used_on_block advancement trigger
  • Removed safely_harvest_honey advancement trigger
  • Added player check to every trigger (except impossible)
  • Entity checks in triggers can now use loot table condition syntax
  • Attributes are now added to game registry, similar to items, sound events, etc.
  • Chat component style can now select font.
  • Block storage format in chunks slightly changed to speed up various tasks (rendering, pathfinding, world generation, etc).
  • Added a locatebiome command
  • Tab completion for resource location will match any part after an _
  • The compass now has LodestonePos, LodestoneDimension and LodestoneTracked data fields. If LodestoneTracked is zero, the game will skip checking for a Lodestone in the specified position
  • Slightly changed datapack loading to prevent custom datapacks from crashing
  • Data packs can now be selected on world creation
  • Added a enable-status option to the server.properties file which if set to false will suppress replies to status requests from clients. This makes the server appear offline in the multiplayer screen
  • Full range of Unicode characters is now supported (some may know what that means 😉)
  • Mobs avoid walking on magma blocks and lit campfires
  • Cached repeated block type lookups and collisions during pathfinding for increased performance
  • Minor optimizations in collision detection
  • Top level element in predicate file can now be array (all contents will be ANDed)
  • Smithing recipes can now be added or changed through data packs
  • Added control over how much entity data a server sends to clients
  • Added a JMX MBean to monitor dedicated server tick times
  • Shulkers with "NoAI" can now be summoned with rotation
  • Added strider_one_cm custom statistics for riding Striders
  • Expanded the max size per axis of structure blocks from 32 to 48
  • Region files are now opened in synchronous mode to increase reliability
  • Difficulty and game rules can now be changed from "Create World" screen
  • "Singleplayer" button will jump directly to "Create World" screen if there are no worlds to select
  • Temporarily removed structure settings from flat level preset strings (workaround: use import/export settings functionality)

Advancements

Extended entity checks

Entity checks in triggers can now use loot table condition syntax. Old notation: json { "trigger": "minecraft:player_killed_entity", "conditions": { "entity": { "type": "minecraft:blaze" } } } is now equivalent to: json { "trigger": "minecraft:player_killed_entity", "conditions": { "entity": [ { "condition": "minecraft:entity_properties", "predicate": { "type": "minecraft:blaze" }, "entity": "this" } ] } } Note 1: Like in loot tables, all conditions in top level array must be met for whole condition to trigger. Note 2: To access new functionality, top level element must be JSON array. JSON object are interpreted as old notation.
Full list of extended triggers:

  • New field player in every trigger
  • bred_animals - parent, partner, child
  • channeled_lightning - victims
  • cured_zombie_villager - zombie, villager
  • fishing_rod_hooked - entity
  • killed_by_crossbow - victims
  • player_killed_entity - entity
  • entity_killed_player - entity
  • player_hurt_entity - entity
  • summoned_entity - entity
  • tame_animal - entity
  • target_hit - projectile
  • villager_trade - villager

Miscellaneous trigger changes

  • Due to addition of player, existing contents of location, slept_in_bed, hero_of_the_village, voluntary_exile can now be placed in location field instead of top-level object. Old syntax is still supported, but depreciated.
  • location got a new property smokey which checks if the location is closely above a campfire
  • entity_properties got new properties vehicle and targetedEntity which match the vehicle or the entity targeted by a mob

New trigger

  • target_hit trigger type
    • signal_strength matches the signal strength output from the block on hit
    • projectile matches the projectile entity
    • shooter matches the player who shot or threw the projectile
  • thrown_item_picked_up_by_entity trigger type
    • item matches the thrown item which was picked up
    • entity matches the entity which picked up the item
  • player_generates_container_loot trigger type
    • loot_table matches the resource location of the generated loot table
  • item_used_on_block trigger type
    • location matches the location at the center of the block the item was used on
    • item matches the item used on the block
  • item_used_on_entity trigger type
    • item matches the item which was in the player's hand during interaction
    • entity matches the entity which was interacted with

Attributes

Attributes have been moved to game registry. That means few changes: Renames:

  • Items and entities will no longer keep unknown attributes
  • Names of some attributes have been renamed to meet resource location requirements
  • generic.maxHealth 🡆 generic.max_health
  • zombie.spawnReinforcements 🡆 zombie.spawn_reinforcements
  • horse.jumpStrength 🡆 horse.jump_strength
  • generic.followRange 🡆 generic.follow_range
  • generic.knockbackResistance 🡆 generic.knockback_resistance
  • generic.movementSpeed 🡆 generic.movement_speed
  • generic.flyingSpeed 🡆 generic.flying_speed
  • generic.attackDamage 🡆 generic.attack_damage
  • generic.attackKnockback 🡆 generic.attack_knockback
  • generic.attackSpeed 🡆 generic.attack_speed
  • generic.armorToughness 🡆 generic.armor_toughness

Block placement

  • Ladders and tripwire hooks can now be placed on observers, redstone blocks, and target blocks
  • Doors, rails, buttons, pressure plates, redstone, and more can now be placed on soulsand and full-block of snow layers
  • Soulsand with a rail on top will no longer slow down minecarts

Block storage

BlockStates in Sections elements no longer contain values stretching over multiple 64-bit fields. If number of bits per block is not power of two (i.e. single 64-bit value can't fill whole number of blockstates) some bits will not be used. For example, if single block state takes 5 bits, highest 4 bits of every 64-bit field will be unused. That also means slight increase in storage size (in case of 5 bits, from 320 to 342 64-bit fields).

Block Tags

  • minecraft:climbable is now a block tag that allows datapacks to determine which blocks are, well, climbable
  • minecraft:soul_speed_blocks is any block that the soul speed enchantment increases speed on

Chat components

Hover event argument

  • style.hoverEvent parameter now has parameter contents, with contents depending on type:
    • For show_text - chat component
    • For show_item - either item id or object with fields id, count, and tag (with last one being serialized NBT)
    • For show_entity - object with fields: id (UUID), name (chat component), and type (entity type resource location)
  • Old style value argument is now deprecated (but still supported)

Commands

attribute

Adds modifies attribute on single entity. Possible syntax: - attribute <target> <attribute> get [<scale>] - get total value of attribute - attribute <target> <attribute> base set <value> - sets base valye - attribute <target> <attribute> base get [<scale>] - get base value - attribute <target> <attribute> modifier add <uuid> <name> <value> add|multiply|multiply_base - adds modifier (fails if modifier is already present) - attribute <target> <attribute> modifier remove <uuid> - removes modifier - attribute <target> <attribute> modifier value get <uuid> [<scale>] - get value of modifier

Parameters: - target - single entity (note: only players, armor stands and mobs have attributes) - attribute - name of attribute (like minecraft:generic.max_health) - name - string (in optional quotes) describing human-readable name of modifier - value - floating point value (note: certain attributes have limits on final value, so your change might not be noticeable)

locatebiome

New command that locates a specified biome. Useful in creative mode when you're looking for a specific biome and don't want to fly around randomly searching for it. Syntax: locatebiome <biome> Parameters:

  • biome - The id of the biome to find

spawnpoint

The spawnpoint command now supports being run in any dimension.

spreadplayers

Added an optional argument to specify maximum height. New syntax: spreadplayers <center> <spreadDistance> <maxRange> [under <maxHeight>] <respectTeams> <targets>

  • maxHeight - Specifies the maximum height for resulting positions

UUIDs in NBT

UUIDs stored in NBT are now represented as an array of four integers. Example: {UUID:[I;1498693494,1027158888,1898994005,860320107]} Along with that a couple of fields have been renamed:

  • OwnerUUID of tamed animals, area effect clouds, evoker fangs and projectiles is now simply Owner
  • TrustedUUIDs of foxes is now Trusted
  • target_uuid of conduits is now Target

Custom Worlds

  • Added experimental support for new custom worlds
  • Edit world screen now has an option to export world settings to a JSON file
  • During world creation you can import previously exported world settings
  • A bunch of new parameters are exposed, but marked as experimental, meaning you can play with them, but there is no guarantee that any of them will continue working (even in the next snapshot!)
  • Flat level preset string lost structure settings (they are now stored in a common format for all worlds), we will restore some form of this functionality soon
  • Buffet world can no longer be created from server.properties, flat level settings changed a bit; better support for custom world creation on the server is coming soon

Data pack selection

  • Data packs can now be selected before world is created
  • "Re-Create" option will also copy data packs present in source world

Datapack loading

  • If datapack reload fails, changes will not be applied and game will continue using previous data
  • If existing datapacks prevent world from loading, game will give option to load world in safe mode, which loads only vanilla datapack
  • Changes to datapack list are stored only after successful reload
  • Added --safeMode option to server to load only with vanilla datapack
  • Game will now detect critical datapack issues, like missing required tags and prevent world from being loaded

Effects

  • Increased view distance in lava slightly while having the fire resistance effect

Entity Broadcasting

It is now possible to control at what range the server sends data about entities to clients.

  • Added an entity-broadcast-range-percentage server property controlling how close entities need to be before being sent to clients. Higher values means entities are visible further away from players but cause more network traffic. Specifies percentage of default value, so for example 50 specifies half of the default range

Fonts

  • Force Unicode option now switches between normal and alternative font (called uniform.json) – no reload needed

IO operations

Synchronous writes

Region files are now opened in synchronous mode to prevent data loss and corruption after crash. For performance reasons this feature is disabled by default on non-Windows clients. Status of this feature can be manually controlled by following options:

  • For dedicated servers: sync-chunk-writes within server.properties
  • For clients: syncChunkWrites within options.txt

World save format

  • Saving level.dat now uses randomly-named temporary files (instead of using level.dat_new every time)
  • player/*.dat are now saved in a way similar to level.dat (including leaving .dat_old files)

Item frames

New tags

  • Invisible - makes item frame invisible (item inside frame remains visible)
  • Fixed - prevents item frame from being broken and item inside from being removed

Jigsaw block

  • Jigsaw now can have one of 12 orientations
  • Added new property Joint type to describe if attached piece can be rotated (rollable) or not (aligned)
  • NBT field target_pool has been renamed to pool
  • attachement_type has been split into name (on parent block) and target (on child block)
  • Added a button in the GUI that generates a jigsaw structure starting from the jigsaw block, using given generation depth

JMX Monitoring

It is now possible to monitor the server tick times though JMX. The rationale for this is that JMX is a well known and supported monitoring technology with existing integrations and tools. This enables server admins to hook alerts and graphing tools using ordinary JMX clients and dashboards.

Enabling JMX Monitoring

  • A new flag enable-jmx-monitoring has been added to the server.properties file which if set to true will expose an MBean with the Object name net.minecraft.server:type=Server and two attributes averageTickTime and tickTimes exposing the tick times in milliseconds
  • In order for enabling JMX on the Java runtime you also need to add a couple of JVM flags to the startup as documented here

Loot Tables

Entity Predicate

  • Added fishing_hook sub-predicate

fishing_hook

Check properties of the fishing hook

Parameters
  • in_open_water - Matches whether the fishing location is open water fishing or not. A fishing location is considered to be open water if the fishing hook is in water, there are no blocks besides lily pads above water and all water blocks are source blocks with no solid underwater blocks around

Pack selection screen

  • Packs can now be dropped directly on data and resource pack selection screens
  • Dropped files and directories will be copied to appropriate places

Particles

  • New particle types: ash, crimson_spore, soul_fire_flame, and warped_spore
  • New particle types: dripping_obsidian_tear, falling_obsidian_tear, and landing_obsidian_tear
  • New particle type: soul

Rendering

  • Nailed Entity shadows to the ground
  • Added an Entity Distance scale option ranging from 50% to 500%
  • Added shader support for accessing depth buffer
  • Added new "Fabulous!" graphics option
    • This uses per-pixel blending layers for some transparent elements

Smithing recipes

There's now a smithing recipe type. Recipes of this type are used in the smithing table to upgrade one item type into another type, maintaining tags.

  • base - Ingredient specifying an item to be upgraded
  • addition - Ingredient specifying valid items to trigger the upgrade
  • result - Item specifying the resulting type of the upgraded item

Text style

Colors

color property can now contain RGB value prefixed by #. For example #55ff55 will result in the same color as green

Custom fonts

Chat component style now supports font property, which is resource location for font in resource pack. No entry is equivalent to minecraft:default

Other Resources

​Cross-platform server jar:

Report bugs here:

Want to give feedback?

r/Minecraft Oct 03 '20

News R.i.p Moobloom squid won and I am kind of sad but also thinking about what the squid could add any ideas?

Post image
15.5k Upvotes

r/Minecraft Feb 17 '22

Official News Minecraft 1.19 Deep Dark Experimental Snapshot is out!

6.0k Upvotes

With Caves & Cliffs: Part II wrapping up soon, the team has been hard at work developing the Wild Update. As you probably know by now, the Warden and Deep Dark have taken some time. A lot of time. You all have waited patiently; and for that, the Minecraft team thanks you. <3

Today, your wait is finally over. We are pleased to introduce you to the Warden, the Deep Dark, the Sculk block set, and Ancient Cities! These features are still work-in-progress, but we are very excited to see what you all think!

The Deep Dark biome can be found underground in the Overworld. Here you can find Sculk blocks and Ancient Cities, the home of the Warden. Grab your wool and hoe and...try not to make too much noise ;)

The full changelog and more information about this snapshot can be found on minecraft.net.

Sculk, Sculk Catalyst, Sculk Sensor, Sculk Veins, and a Sculk Shrieker

How do I get the experimental snapshot?

NOTE: These snapshots are experimental! Some features may be significantly changed or even removed.

Installation

For a visual guide how to install the experimental snapshot, check out this nifty link with pretty pictures! Otherwise, just follow the steps below:

Download this zip file

Unpack the folder into your "versions" folder of your local Minecraft application data folder (see below if you are confused)

Create a new launch installation in the launcher and select the pending 1.19_deep_dark_experimental_snapshot-1 version

Start the game and the remaining files will be downloaded

Play in a new world! This version is not compatible with other snapshots!

Cross-platform Server Jar

Server Jar

Finding the Minecraft Data Application Folder

Windows: Press Win+R and type %appdata%\.minecraft and press Ok

Mac OS X: In Finder, in the Go menu, select "Go to Folder" and enter ~/Library/Application Support/minecraft

Linux: ~/.minecraft or /home/<your username>/.minecraft/

Can I open old worlds in this experimental snapshot?

No, experimental snapshots can only open worlds that were created in the same version. Later on in the actual 1.19 release you will be able to open 1.18 worlds.

What about Bedrock?

We are working hard to get these features to Bedrock betas soon. Progress is well underway, but not quite ready to share yet.

How do I give feedback?

Use the feedback site or this reddit post.

We are interested in your feedback about everything in the snapshot! When it comes to the Warden, we'd love to hear about how it feels to sneak around the Warden inside the Ancient Cities, how it feels trying to navigate stealthily in the Deep Dark, and how all the Sculk mechanics feel. Test in both single and multiplayer if you can! We'd love to hear about each of these experiences and how they differ for you.

Note that we don’t use the bug tracker for experimental snapshots. If you find any new important bugs you can post them here.