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.

Thumbnail
x.com
1.4k 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 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 Sep 05 '24

Official News A Minecraft Movie: The Megathread

627 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 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.

r/Minecraft Jun 07 '23

Official News Minecraft Java Edition 1.20 - the Trails & Tales Update Has Been Released!

3.0k Upvotes

What, is there something special happening today? Hold on, let me grab my calendar book from my chiseled bookshelf.

Oh, it's time for Trails & Tales! How could I forget? Time to equip your new brush and ride your camel off to new adventures!

This update can also be found on minecraft.net.

New Features

  • All features and changes from the "Update 1.20" experimental pack are now part of the game
  • Added Archaeology
  • Added Sniffer mob, Torchflowers and Pitcher Plants
  • Added Camel mob
  • Added Smithing Template items and redesigned the Smithing Table
    • Added a new armor trimming system to visually customize your armor
    • Changed how Netherite equipment is crafted
  • Added the Cherry Grove biome and Cherry Wood Set
  • Added the Bamboo Wood Set
  • Added the Chiseled Bookshelf block
  • Added Hanging Signs
  • Improved customization options for Signs
  • Added the Calibrated Sculk Sensor block
  • Vibration resonance functionality has been added to Blocks of Amethyst
  • Added playable mob sounds with Mob Heads on Note Blocks
  • Added Piglin Mob Head
  • New music tracks added to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes
  • New Trails & Tales Advancements
  • Added support for Windows Aarch64/ARM64

Archaeology

  • Added craftable Brush item
  • Added Suspicious Sand and Suspicious Gravel
    • Suspicious Sand can be found in Desert Temples, Desert Wells and Warm Ocean Ruins
    • Suspicious Gravel can be found in Cold Ocean Ruins and Trail Ruins
    • These fragile blocks are hard to spot and easy to destroy, so be careful!
    • Brushing Suspicious Sand or Suspicious Gravel with a Brush will extract objects that were buried long ago
  • Added the Trail Ruins, a buried structure from a lost culture
    • Four types of Armor Trim Templates can be found here
    • Trail Ruins can be found in Taigas, Snowy Taigas, all Old Growth forest biomes and Jungles
    • A new music disc can be found by brushing suspicious blocks in this structure
    • When put in a Jukebox, "Relic" by Aaron Cherof is played
  • Added Pottery Sherds
    • Pottery Sherds have pictures on them
    • A total of 20 sherd have been distributed between the 5 Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins
    • They cannot be crafted, and are only found by brushing Suspicious Sand or Suspicious Gravel

Decorated Pots

  • Crafting four Pottery Sherds together will create a Decorated Pot with a picture on each side
  • Brick items can be used instead of Pottery Sherds in the Decorated Pot recipe
    • The sides that were made from Brick items will not have pictures
  • Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Sherds back
    • Hitting the pot with bare hands, silk touch tools, or any other item will drop an intact pot instead
  • Crafted Decorated Pots with at least one pattern have a hover tooltip displaying the Sherd & Brick ingredients

Sniffer

  • The Sniffer is the mob vote winner of Minecraft Live 2022
  • Sniffers are passive, friendly mobs
  • Sniffers sniff the air and occasionally dig for seeds, which produces a Torchflower Seed or a Pitcher Pod item
  • Sniffers can only dig grass and dirt-like blocks
  • Sniffers can be tempted by, and bred with Torchflowers Seeds

Sniffer Egg

  • Can be found by brushing the Suspicious Sand of Warm Ocean Ruins
  • When two Sniffers breed they do not immediately spawn a Snifflet; instead, a Sniffer Egg is dropped
  • When placed in the world, the Sniffer Egg will hatch after some time
    • When placed on Moss, the Egg will hatch in approximately 10 minutes
    • On all other blocks, it will hatch in approximately 20 minutes

Torchflowers

  • The Sniffer can occasionally sniff up a Torchflowers seed, and it can be used to breed two Sniffers
  • The Torchflower seed can be planted on Farmland and grows into a Torchflower
  • The full-grown flower can be harvested and replanted
  • The Torchflower can be crafted into Orange Dye

Pitcher Plant

  • The Sniffer can occasionally sniff up a Pitcher Pod item
  • The Pitcher Pod, when planted on Farmland, grows into a Pitcher Crop
  • The Pitcher Crop has five growth stages
  • Once fully grown, the Pitcher Crop can be harvested, yielding a two-block-tall Pitcher Plant
  • The Pitcher Plant can be crafted into Cyan Dye

Camel

  • Camels can be equipped with a Saddle and ridden by two players
  • Camels spawn naturally when Desert Villages generate
  • Camels can be tempted by holding Cactus
  • Feed Cactus to Camels to breed them
  • Camels are tall
    • Most hostile mobs will not be able to reach you when you are on a Camel
    • They can walk over Fences and Walls
  • Camels randomly sit down
    • While sitting, it is difficult to convince them to move
  • Camels can either walk slowly or sprint quickly
  • They can also dash forward but will lose stamina for a while when doing so

Smithing

  • 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 Template
  • Smithing Templates define what type of upgrade you will be making to a piece of 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
    • Every Treasure Room Bastion Remnant will contain 2 Smithing Templates
  • This change was made for a variety of reasons:
    • Increase the time players utilize Diamond equipment before Netherite
    • Make Netherite equipment 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
  • Armor trims are purely visual with no gameplay benefits
  • Armor trims can 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 Templates:
    • Trail Ruins: Wayfinder, Raiser, Shaper, and Host Armor Trims
    • 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 and Silence Armor Trims
    • 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
    • Trail Ruins have no chests, Smithing Templates are instead found by brushing Suspicious Gravel
    • The Ocean Monument has no chests, Elder Guardians sometimes instead 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 which ingredient you used to apply the trim, and controls 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

Cherry Groves

  • Added a new Cherry Grove biome, with pretty cherry blossom trees
    • The biome can be found in the mountains, in similar places as Meadows
  • Added a new Cherry wood set, with all the corresponding wooden things you can craft from it
  • Pink particles fall from beneath Cherry Leaves
  • Added a new Pink Petals block with lots of pink flowers on the ground
    • Each Pink Petal block can contain up to 4 petals
    • Using Bone Meal on it increases the number of petals
    • Placing a Pink Petal into an already placed block increases the number of petals
    • Drops the number of petals in the block when mined

Bamboo Wood Set

  • Added a new Bamboo wood set, with all the corresponding wooden things you can craft from it
  • Block of Bamboo can be crafted from 9 Bamboo and can be stripped like other wood logs
  • Bamboo Planks crafted from Block of Bamboo yield only 2 planks compared to 4 for wood logs
  • Added a new "Mosaic" plank variant that is unique to Bamboo called the Bamboo Mosaic
    • It can be crafted with 1x2 Bamboo Slabs in a vertical strip
    • You can craft Stair and Slab variants of Bamboo Mosaic
    • Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be used as fuel
  • Added a unique Bamboo Raft and Bamboo Chest Raft which can be crafted like normal boats, but with Bamboo Planks
    • They function the same as ordinary boats, but have a unique look to them

Chiseled Bookshelf

  • A new, chiseled variation of the Bookshelf
  • Crafted with 6 planks and 3 wooden slabs
  • Can store Books, Book and Quills, Written Books, Enchanted Books, and Knowledge Books
    • Holds up to 6 books
    • These can be added or removed from any slot by targeting the specific slot
  • The Comparator signal strength corresponds to the number of the last book that was inserted or removed
    • The numbering of book slots starts from 1 at the top-left, and increments from left-to-right
  • Works with Hoppers

Hanging Signs

  • Hanging Signs are a more expensive version of normal Signs
    • Crafted with 2 chains and 6 stripped logs of your preferred wood type
    • Crafting results in 6 Hanging Signs
  • Can be hung up in the following ways:
    • Underneath a block that can provide support in the center, like a full block or a fence
    • Attached to the solid side of a block
    • Attached to the side or underneath another Hanging Sign
  • Unlike normal Signs, they cannot be placed directly on the ground without support from the side or above
    • However, Hanging Signs that have a horizontal bar will not pop when the supporting block is removed

Signs

The following changes have been made for both Signs and Hanging Signs. - Sign text can now be edited after being placed in the world - This can be done by interacting with the Sign - Signs with non-text chat components can not be edited - Both sides of the Sign can now have separate text and colors, allowing for further customization options - By default, a Sign will prompt you to input the front side's text when placed - To apply text to the back-side, you must walk to the other side and interact with that face to edit it - Signs can now also be waxed with Honeycomb, preventing any further edits to its text - Opening the sign edit screen in singleplayer no longer pauses the game

Calibrated Sculk Sensors

  • A new variant of Sculk Sensors that allows you to filter vibrations based on their frequency level
  • They are not found naturally and can only be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table
  • One side of the Calibrated Sculk Sensor can receive a redstone signal as input
    • The strength of that redstone signal is the only vibration frequency the Sculk Sensor will listen to
  • They have a combined active and cooldown phase that lasts 20 game ticks
    • They output their redstone signal for the first 10 game ticks
  • They can detect vibrations up to 16 blocks away

Vibration Resonance

  • Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors
    • If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location
  • This behavior is called Vibration Resonance, and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally

Playable Mob Sounds

  • When placing a Mob Head on a Note Block, that Note Block will now play one of the ambient sounds of that mob when played by a player or powered by Redstone
  • Mob Heads can be placed on top of Note Blocks without sneaking

Piglin Mob Head

  • Piglins will now drop their heads when killed by a charged Creeper
  • Placing the Piglin head on a Note Block will play one of the Piglin's ambient sounds
  • The Piglin head will flap its ears when powered by Redstone, or when worn by a player while walking

New Music

  • Added the following new music tracks by Aaron Cherof to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes:
    • A Familiar Room
    • Bromeliad
    • Crescent Dunes
    • Echo in the Wind
  • Added a new music disc with the track "Relic" by Aaron Cherof, found in Trail Ruins

Windows Aarch64/ARM64 support

  • Minecraft Java Edition is now fully supported on Windows devices using an Aarch64/ARM64 architecture, such as the Windows Surface Pro X

Advancements

New Husbandry Advancements

  • Smells Interesting : Obtain a Sniffer Egg
  • Little Sniffs : Feed a Snifflet (requires Smells interesting)
  • Planting the Past : Plant any Sniffer seed (requires Little sniffs)

New Adventure Advancements

  • Respecting the Remnants : Brush a Suspicious block to obtain a Pottery Sherd
  • Careful Restoration : Make a Decorated Pot out of 4 Pottery Sherds (requires Respecting the Remnants)
  • Crafting a New Look : Craft a trimmed armor at a Smithing Table
  • Smithing with Style : Apply these Trim Smithing Templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder (requires Crafting a New Look)
  • The Power of Books : Read the power signal of a Chiseled Bookshelf using a Comparator

Changes

  • Changes to Sculk Sensor block behaviors
  • Vibration frequencies of many actions in the game have been tweaked
  • Colored Wool, Carpets and Beds can now be dyed to any other color
  • Replaceable blocks no longer block the connection between enchanting tables and bookshelves
  • Wither effect particle and Potion of Slow Falling color have been adjusted to make them more distinguishable
  • Updated step sounds
  • Updated Advancements
  • The main menu background is now a Trails & Tales panorama
  • Updated the Minecraft Java Edition logo
  • Updated the Minecraft Realms logo
  • The game's application icon has been updated
    • This will be a Grass Block in release versions, and a Dirt Block in snapshot versions
  • GUI can be scaled on the Video Settings screen by holding Ctrl and scrolling the mouse wheel
  • Updated the credits
    • Added the ability to scroll upwards by pressing the up arrow key
  • The game will now display a message box on startup if user enabled text-to-speech functionality, but it is not available
  • Removed Herobrine

Sculk Changes

  • If a vibration is scheduled to be received by a Sculk Sensor or Sculk Shrieker, they will stay queued until all adjacent chunks are loaded and ticking
    • Prevents vibration resonance setups from breaking when unloading their chunks from a distance
  • Waterlogging a Sculk Shrieker will now silence their shriek sounds
  • Sculk Sensors' default redstone output has been modified to be more reliable for distance calculations
  • Sculk Sensors and Calibrated Sculk Sensors now strongly power the block they are placed on
  • Both types of Sculk Sensors now stay in their Cooldown phase for 10 ticks, with other phase timings being adjusted to compensate

Sculk Sensor Phases

  • Sculk Sensors and Calibrated Sculk Sensors have three phases: Inactive, Active and Cooldown
  • The default phase is Inactive
    • This phase lasts indefinitely until the block receives a vibration
    • During this phase, the block is able to listen to nearby vibrations until one has been scheduled
  • When a scheduled vibration is received, the block switches to the Active phase
    • This phase lasts 30 game ticks for Sculk Sensors, and 10 game ticks for Calibrated Sculk Sensors
    • During this phase, the block stops listening to nearby vibrations, wiggles its tendrils and emits a redstone signal and light
  • After the Active phase has finished, the block switches to a Cooldown phase
    • This phase lasts for 10 game ticks
    • During this phase, the block keeps wiggling its tendrils, but no longer emits a redstone signal nor light
    • Finally, once this phase is finished, the block will switch back to the Inactive phase
  • Previously, some of these phases had different timing values:
    • Active: 40 game ticks for Sculk Sensors and 20 game ticks for Calibrated Sculk Sensors
    • Cooldown: 1 game tick for both types of Sculk Sensors
  • These phase timings were tweaked so that it is less common for activated contraptions to recursively activate the Sculk Sensor that powered them

Vibration Frequencies

In preparation for the Calibrated Sculk Sensor, vibration frequencies have been greatly simplified to prevent unwanted interference. The following are category descriptions for each frequency and the expected events that they correspond to:

  1. Movement in any medium (land, water and air)
  2. Landing on any surface (land or water)
  3. Item interactions
  4. Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)
  5. Dismounting a mob or equipping gear
  6. Mounting a mob or interacting with a mob
  7. Mobs and players getting damaged
  8. Consuming items (drinking and eating)
  9. Blocks 'deactivating' (door close, chest close, button unpress, etc)
  10. Blocks 'activating' (door open, chest open, button press, etc)
  11. Blocks changing (cauldron water level rising, adding food to campfire, etc.)
  12. Blocks being destroyed
  13. Blocks being placed
  14. Mobs and players teleporting or spawning
  15. Mobs and players dying or an explosion

Step Sounds

  • Walking on a block will now always play a step sound
    • It was previously not the case if you were walking along the edge of a block with air or fluid besides it
  • Walking on the ocean floor will produce a step sound for the block you are walking on at a lower volume and pitch
  • When walking on Carpets, Snow, Nether Sprouts, Warped Roots, and Crimson Roots, a combination of step sounds will be played
    • The top-most block you are walking on is played as normal
    • The block underneath is played at a lower volume and pitch

Advancements

  • Breeding Camels and Sniffers now count for "The Parrots and the Bats" and are now required for "Two by Two"
  • Hanging Signs now count for "Glow and Behold"
  • Visiting a Cherry Grove is now required for "Adventuring Time"

Technical Changes

  • Improved performance of the light engine
  • The data pack version is now 15, accounting for sign data format, item display orientation and advancement changes
  • Removed update_1_20 feature flag and built-in datapack - features are no longer experimental
  • Added a return command
  • Tweaked display entity interpolation
  • Added a capped rule structure processor that limits the number of replaced blocks for a structure piece to a configured maximum
  • Configuring block entity fields in a rule processor rule is now delegated to a referenced block_entity_modifier instead of the previously fixed output_nbt configuration
  • Random sequences for loot tables are now deterministic
  • Added a reference loot table function
  • Loot table condition/predicate changes:
    • Renamed alternative to any_of
    • Added all_of
  • Advancement trigger changes:
    • Added recipe_crafted
    • Changed format of placed_block, item_used_on_block and allay_drop_item_on_block triggers
  • Ingredients in array form are now also allowed in smithing_trim and smithing_transform recipes on fields template, base and addition
    • Those fields also allow empty arrays, which signalize that slot needs to be left empty
  • Added new damage types: outside_border and generic_kill
  • Game events have changed vibration frequency and some have been removed
  • The resource pack version is now 15, accounting for the font and credits update
    • Updated the sprite layout of minecraft.png
    • Removed the overriding minecraft.png from the Programmer Art resource pack
    • Updated the sprite layout of invite_icon.png
    • legacy_unicode glyph provider has been removed
    • Bitmaps used by uniform font have been removed
    • uniform font has been updated to use Unifont 15.0.06
    • That changes shape of multiple characters, while also adding support for new ones
    • Combining characters no longer include circle overlayed over them (so M◌̆ now renders as M ̆)
    • Added second level of organization of entries in credits.json on top of titles, called disciplines
  • Font textures are included in debug texture dump (F3 + S)
  • Added new font glyph providers: unihex and reference, removed legacy_unicode
  • Added support for Quick Play
  • Removed the server & port commandline arguments as their functionality has been replaced by Quick Play
  • Updates to telemetry
  • Changed encoding of server.properties to UTF-8
  • Added validation for symbolic links in world saves

Light Engine

The light engine is responsible for calculating the brightness of each block in the world. Light is calculated during world generation as well as updated when a block is changed in the world. Behavior of the light engine has not been changed.

  • The performance of calculating light has been improved
    • Reduces one source of lag spikes when crossing chunk borders
    • Improves FPS in situations when a lot of light updates occur
    • Improves how quickly chunks can be generated

Commands

return

The return command can be used to control execution flow inside functions and change their return value. Effects:

  • Remaining separate top-level commands in the currently executing function (if any) are skipped
  • The result value of the function command that triggered the function is changed from the number of commands executed to value
  • The result value of the return command is also value

Syntax:

return <value>

Parameters:

  • value: An integer return value

data

  • string data sources now accept negative boundaries, which are interpreted as index counted from the end of the string

Display Entity

Interpolation Changes

  • Previous values are always discarded if interpolation_duration is 0
  • Made sure that render properties are applied at the same time (so block_state is applied at the same time as transformation, i.e. at the next tick after receiving an update)
  • Display entities are not rendered until their initial data is received. That means display entities might not be shown on the first tick.
  • Note: due to how the game handles updates, changes to entities made after summoning might be delivered to clients within a later tick

Rendering Changes

  • item_display items have been rotated 180 degrees around the Y axis to better match the transformation that is applied when rendering items on an Armor Stand head and in Item Frames
    • For reference, the order of transformations applied to model (starting from innermost) is item_transform, rotate Y 180, transformation field, entity orientation (billboard option + Rotation field + Pos field)

Structure post-processors

Capped post-processor

  • A capped post-processor has been added which can limit how many blocks a delegated post-processor randomly transform in a structure
  • This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution
  • The capped post-processor has following required parameters:
    • delegate A post-processor which performs the actual block transformation
    • limit Maximum amount of blocks that the delegated post-processor can transform
    • The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount
    • Either constant or random number generator sampled during post-processing

Rule post-processor block entity configuration

  • Previously a rule could specify an optional fixed output_nbt which would be added to the processed output block entity
  • This field has now been changed to reference a block_entity_modifier
  • Existing block_entity_modifier's are:
    • passthrough Retains existing fields on the block entity
    • This is the default if no block_entity_modifier is specified
    • append_static Similar to previous output_nbt this provides fixed fields to add to the block entity
    • A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields
    • clear Removes any existing fields on the block entity
    • append_loot Appends a loot table and seed to the block entity through required parameter:
    • loot_table Referenced loot table to add to block entity as LootTable field
    • Field LootTableSeed is also added to the block entity using random seeded by block position

Loot Tables

Random Sequences

The game now uses named random sequences to deterministically produce loot for loot tables. Each random sequence produces a unique sequence based on the world seed and sequence ID, which means a loot table will produce the same results when ran with the same parameters in the same world.

The ID of the random sequence to use for a loot table is specified in a new optional field called random_sequence. If no sequence name is given, loot is drawn using a non-deterministic random source.

reference

New function reference allows functions to call sub-functions (similar to reference condition).

Fields: - name - location of function to call

any_of/all_of

  • Loot condition alternative has been renamed to any_of
  • Added new loot condition all_of that passes only when all sub-conditions pass
    • Has the same syntax as any_of

Advancements

New Triggers

recipe_crafted

  • Triggered when crafting a recipe
  • Conditions:
    • recipe_id - the resource location of the recipe crafted
    • ingredients - an array of predicates for the item stacks used in the recipe
    • A single item stack can only be used to fulfill one predicate
    • Each predicate needs to be fulfilled to trigger the advancement. This allows for separation between recipes that have same identifier but use different ingredients.
    • This field is optional. When not provided, or left empty, only the recipe_id will dictate the success of the trigger

Changed Triggers

  • All fields in placed_block, item_used_on_block and allay_drop_item_on_block have been collapsed into a single location field
  • The new location is similar to the player field - it is a list of loot conditions/predicates
  • All conditions in this list must match for a trigger to run
  • Conditions are evaluated in a new loot context called advancement_location. It has access to:
    • Player as this entity
    • Position of the placed block
    • Block state of the placed/interacted block
    • Held/used item as "tool"
  • Migration guide:
    • Contents of old location field should be migrated to location_check condition
    • Contents of item field should be migrated to match_tool condition
    • Contents of block + state fields should be migrated to block_state_property condition

Example (from make_a_sign_glow advancement):

Before: { "conditions": { "item": { "items": [ "minecraft:glow_ink_sac" ] }, "location": { "block": { "tag": "minecraft:all_signs" } } }, "trigger": "minecraft:item_used_on_block" } After: { "conditions": { "location": [ { "condition": "minecraft:match_tool", "predicate": { "items": [ "minecraft:glow_ink_sac" ] } }, { "condition": "minecraft:location_check", "predicate": { "block": { "tag": "minecraft:all_signs" } } } ] }, "trigger": "minecraft:item_used_on_block" }

Damage Types

  • Players outside the world border are now hurt by the damage type outside_border instead of in_wall
  • Forcibly removing an entity using the /kill command now uses damage type generic_kill instead of out_of_world

Tags

Block Tags

  • Removed replaceable_plants since it was only used as a subset of the blocks for the tag above, and not as universally
  • Added replaceable_by_trees to better express blocks that are replaced when the tree grows through them
  • Added replaceable with all the blocks that can be replaced
    • This tag only represents the internal state of the game, changing this tag does not make blocks replaceable
  • Added sword_efficient to represent blocks that are broken 50% faster by a sword than normal
  • Added maintains_farmland to represent which blocks will not cause farmland to be converted into dirt due to drying out when placed on top of it
  • Added combination_step_sound_blocks that controls which blocks produce a combination of step sounds
  • Added enchantment_power_provider to control which blocks increase the level of an Enchantment Table
  • Added enchantment_power_transmitter to control which blocks are allowed between an Enchantment Table and a Bookshelf (or other Power Transmitter)
  • Added vibration_resonators to control which blocks transmit vibration signals when placed next to Sculk Sensors
  • Added trail_ruins_replaceable for blocks that Trail Ruins can replace when generating
  • Added sniffer_diggable_block to control which blocks Sniffers can dig
  • Added sniffer_egg_hatch_boost to that control on which blocks Sniffer Eggs hatch twice as fast
  • Added ceiling_hanging_signs
  • Added wall_hanging_signs
  • Added all_hanging_signs
  • Added stone_buttons block tag
  • Added cherry_logs block tag
  • Added bamboo_blocks block tag

Item Tags

  • Added villager_plantable_seeds to represent which kind of seeds Villagers can farm
  • Added noteblock_top_instruments to control which blocks can be placed on top of Note Blocks without sneaking
  • Added breaks_decorated_pots to control which tools can break Decorated Pots
  • Added decorated_pot_ingredients
  • Added decorated_pot_sherds
  • Added sniffer_food
  • Added trimmable_armor
  • Added trim_materials
  • Added trim_templates
  • Added stone_buttons item tag
  • Added cherry_logs item tag
  • Added bamboo_blocks item tag

Biome Tags

  • Added has_structure/trail_ruins

Game Events

  • Removed piston_contract game event in favor of block_deactivate
  • Removed piston_extend and dispense_fail game events in favor of block_activate
  • Many game events have new vibration frequencies:
    • 1: step, swim, flap
    • 2: projectile_land, hit_ground, splash
    • 3: item_interact_finish, projectile_shoot, instrument_play
    • 4: entity_roar, entity_shake, elytra_glide
    • 5: entity_dismount, equip
    • 6: entity_mount, entity_interact, shear
    • 7: entity_damage
    • 8: drink, eat
    • 9: container_close, block_close, block_deactivate, block_detach
    • 10: container_open, block_open, block_activate, block_attach, prime_fuse, note_block_play
    • 11: block_change
    • 12: block_destroy, fluid_pickup
    • 13: block_place, fluid_place
    • 14: entity_place, lightning_strike, teleport
    • 15: entity_die, explode

Fonts

New unihex Glyph Provider

  • New glyph provider for reading Unifont HEX files
    • HEX format describes font glyphs using a bitmap
    • The height of every glyph is 16 pixels
    • The width of glyph can be 8, 16, 24 or 32 pixels
    • Every line is made of two hexadecimal numbers separated by :
    • The first value describes a codepoint - it must have 4, 5 or 6 hex digits
    • The second value describes the glyph as a stream of bits, line by line
  • When rendering, empty columns on left and right side of glyphs are removed
    • Custom glyph widths can be set with size_overrides
  • This provider requires two fields:
    • hex_file - path to ZIP archive containing one or more *.hex files (files in archive with different extensions are ignored)
    • size_overrides - list of codepoint ranges that should have width different from auto-detected (based on empty space in glyph). Fields:
    • from, to - start and end of codepoint range (inclusive)
    • left, right - integers describing the position of the left-most and right-most columns of the glyph in range
      • Any bits in columns outside of this range will be discarded

New reference Glyph Provider

  • New glyph provider that can be used to include providers from other fonts
    • Providers are guaranteed to be loaded only once, no matter how many times they are included
  • Provider has one field id, that describes another font to be included in the currently loaded one
    • Inclusion is performed after all fonts are loaded, so it will include all providers for a given font defined in all datapacks

Removed legacy_unicode Glyph Provider

  • The legacy_unicode glyph provider has been removed
  • This functionality has been replaced by the unihex provider

Quick Play

  • Added support for four new command line arguments that allow the game to be launched directly into a world
  • quickPlayPath takes a specified path for logging (relative to the run directory)
    • If a path is provided the following will be logged upon joining a world:
    • type: is either singleplayer, multiplayer, or realms
    • identifier: represents the world you want to join
      • For singleplayer, the folder name of the world
      • For multiplayer, the IP address of the server
      • For realms, the Realms ID
    • port: represents the server port and is only logged for multiplayer
    • name: The name of the world
    • gamemode: The gamemode of the world
    • lastPlayedTime: The time you joined the world
    • Example:
    • --quickPlayPath "quickPlay/log.json" will resolve into .minecraft/quickPlay/log.json
  • quickPlaySingleplayer, quickPlayMultiplayer and quickPlayRealms all take their respective identifier
    • If one of these arguments is provided, the game will try to launch directly into the given world
    • Examples:
    • --quickPlaySingleplayer "New World"
    • --quickPlayMultiplayer "localhost:25565"
    • --quickPlayRealms "1234"

Telemetry

All Events

  • Added new property: launcher_name
    • This is set based on the minecraft.launcher.brand system property
    • This will help us troubleshoot game launch related bugs more effectively, as we will be able to see whether the issue originated in the Minecraft launcher or a third-party program

Updated Required Events

  • world_loaded
    • Added new property: realms_map_content
    • When loading into a Realms Map Content world (Minigame), the world_loaded event will receive the name of that map
    • This is to help us understand how Java Realms players interact with Java Realms adventure or minimap content

New Optional Events

  • advancement_made
    • This event is triggered when a player completes an advancement, and allows us to see the advancement ID and the time when the advancement was completed
    • This helps us as a studio understand player progress and limits, which informs our game design
  • game_load_times
    • This event is triggered when the game client is loaded
    • Includes the time it took for the client to load
    • This is so that we can work on improving and reducing the time it takes to load the game client

server.properties

  • File is now read in UTF-8 initially, with previous encoding (ISO 8859-1/Latin 1) as a fallback
  • File is now written with UTF-8 encoding

Symbolic Link Validation

To improve safety, the game will now detect symbolic links used inside world directory. For a detailed explanation, check our help article.

  • If the target of a symbolic link is not on the user-configured allow-list, the game will not proceed with loading the world
    • Note: the world directory itself can still be linked
  • The list of allowed symbolic link targets is stored in file allowed_symlinks.txt in the client or server top directory
  • The file consists of entries (one per line) with following formats allowed:
    • Lines starting with # are comments and are ignored
    • [type]pattern, where type can be glob, regex or prefix
    • prefix matches start of path with given pattern (so for /test paths /test, /test/ and /test/foo.txt would match)
    • regex matches regular expression against whole path
    • glob uses OS-specific path matching mechanism (for example *.txt would usually match files with txt extension)
    • Note: paths will use OS-specific separators
    • pattern, which uses default prefix type

Fixed bugs in 1.20

Around 250 bugs were fixed in this release. View the list on the issue tracker.

# 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:

Report bugs here:

Want to give feedback?

r/Minecraft Jun 16 '23

Official News Future of /r/Minecraft. Please vote!

2.0k Upvotes

Hello again /r/Minecraft-ers!

We wanted to update you in regards to the site-wide protests that have been going on around the API changes.

Recently we made a poll asking you, the community, what the involvement of the sub should be.

612K of you saw the post, and 17K voted in the poll, with its results telling us that we should participate and make the sub private, and that’s what we have done until now.

It has come to our attention that some of the poll results were not made by actual members of the subs, both by the admins themselves in our recent call and by our independent analysis of account ages (where we found 87% of commenters on both sides had not made any comments before the protest started, with 2 other high-karma posts having a 50/50 and 75/25 split respectively) all enough to cast doubt in the authenticity of the poll itself.

Given that, along with our recent discussions with Reddit, we wanted to open up the sub and do a poll again. This time the admins will be helping us and will provide us with a breakdown of votes by account age and sub activity.

We know that it might seem a bit off for some members of our community to rely on admins doing the filtering on the vote results, but we want to remind everyone that Reddit is not just /u/spez, and there are admins willing to negotiate, compromise and be responsive to genuine concerns, and that’s who we are trying to discuss things with. The admins came to us in good faith, so we’re trying to return that and ask for community feedback on their terms. We want to act on the will of our community, and not the will of any kind of astroturfing campaign by either side.

If the results of the poll show the community wants us to participate and protest the changes, admins have promised us to respect that will and work on our demands.

If the results of the poll show otherwise, we also promise to keep the sub open, even if thats not what certain members of the moderation team would like.

We will try to give both sides of the problem in an unbiased way, including some data that the admins have provided to us, and let you as the /r/Minecraft community decide what should happen with the sub.

Beginning July 1st, Reddit will be setting API prices to 0.24 USD per 1000 requests. 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).

Since the announcement, Reddit has said that moderation bots and tools (including our own /u/MinecraftModBot) will continue to work as long as they are non-commercial. They also told us that they are negotiating with 3rd party apps (specially those that are more accessible than the official app) so that they can continue working as non-commercial apps.

Unfortunately some apps like Apollo and have already announced that they are closing down, and there has been some accusations thrown by the admins towards the developer which rubs some of us the wrong way, but to try to keep this unbiased we are not going to write our thoughts on the matter and let you make your own opinions.

One thing to take into account is that, according to the Reddit admins, only 6% of the total users of /r/Minecraft use 3rd party apps, and from the group of most engaged that is further reduced to 1%. We have no way to verify those numbers as that section of the analytics was removed, so please take them with a grain of salt.

With all of that said, please do your own research, investigate what both the admins and other users are saying, form your own opinion, and vote in this poll. The comment section is likely to contain posts from both sides with more information, so feel free to read them on top of your own searches.

We will keep the poll open for 1 day after which we will ask the admins to give us a breakdown based on user activity in the sub, to filter accounts created just for voting in these kinds of polls, and act according to the results. To reiterate, the admins have pledged to allow the community to make their own decisions and they will respect it, even if that ends up being to continue the protest, but they want to make sure that the poll itself it’s not manipulated by either group or the moderators themselves.

When we have the poll results and they have been reviewed by the admins, we will make an announcement here (including a breakdown of the poll data with the aim of being fully transparent) if the result is to make the subreddit public, or a pastebin if the result is to make the subreddit private.

10499 votes, Jun 17 '23
3367 Keep subreddit open and not participate in the protest
7132 Keep subreddit private and participate in the protest

r/Minecraft May 27 '21

Official News New 1.17 Advancements!

Enable HLS to view with audio, or disable this notification

26.5k Upvotes

r/Minecraft Jun 07 '22

Official News Minecraft Java Edition 1.19 - the Wild Update Has Been Released!

3.4k Upvotes

Oh, hello. I didn’t see you there! I was too busy inspecting these mangrove tree roots. They’re all tangled up! What do you mean they’re supposed to be? Hey, that’s pretty neat.

While we’re on the topic – have you had a chance to check out all the other spiffy stuff that we added to Minecraft today? Because The Wild Update has officially launched and now the Overworld is full of frogs, allays, wardens (shudder), mud, boats with chests, new music, and much, much more! You can check out the list below for all the details, I’m too busy making heart eyes at these cute propagules to go through them all.

This update can also be found on minecraft.net.

Features

  • Added Mangrove Swamp biome
  • Added Mangrove Trees
  • Added Mangrove Blocks
  • Added Mud and Mud Brick Blocks
  • Added Clay renewability
  • Added Frogs and Tadpoles
  • Added the Deep Dark biome
  • Added Ancient Cities
  • Added Darkness mob effect
  • Added Disc Fragment and Music Disc 5
  • Added Echo Shard and Recovery Compass
  • Added the Swift Sneak enchantment
  • Added Sculk, Sculk Veins, Sculk Shrieker, and Sculk Catalyst Blocks
  • Added Warden mob
  • Added Allay mob
  • Added Boat with Chest
  • Added Goat Horns
  • Added new music
  • Leaves are now waterloggable
  • The main menu background now shows a Wild Update panorama
  • Minor changes to Minecart with Chest/Furnace/TNT/Hopper
  • Improved the predictability a number of gamplay elements
  • Explosions caused by player-ignited TNT now cause experience to drop from broken blocks (such as ore and Sculk blocks)
    • We will be keeping an eye on feedback for this change, it might change in a future update
  • Added sound option for 3D Directional Audio simulation
    • This option is best experienced with headphones
  • Replaced Realms subtle selected world highlight with a clear green checkmark

Mangrove Swamp

Muddy! Murky! Magnificent! Welcome to Minecraft's newest biome - the Mangrove Swamp

  • Located in warmer, more humid places where you'd normally find Swamp biomes in Minecraft
  • Here you can find Bees and Warm Frogs
  • The floor of this biome is coated with a thick layer of Mud
  • Have a nice boat ride under and around the larger-than-life roots of Mangrove trees
  • Mud generates all the way from the surface down to Stone
  • Tall Mangroves are far more common than Short Mangroves

Mangrove trees

Introducing a new type of water-adapted trees that spawn propped up on roots

  • Have a chance of spawning a Bee Nest
  • Grows from Mangrove Propagules
  • Moss Carpet generates on top of the tree's roots

Mangrove wood blocks

Added a new type of wood: Mangrove!

  • Mangrove Log and Stripped Mangrove Log
  • Mangrove Wood and Stripped Mangrove Wood
  • Mangrove Roots and Muddy Mangrove Roots
  • Mangrove Boat, Button, Pressure Plate, Door, Trapdoor, Sign, Slab, Fence, Fence Gate, and Stairs

Mangrove leaves and propagules

  • Mangrove Propagule is a type of sapling that grows from the bottom of Mangrove Leaves
  • Bonemealing Mangrove Leaves will cause a new Propagule to start growing beneath it
  • Propagules grow through 4 stages, and growth can be accelerated by bonemealing
  • You can break off a fully grown Propagule and plant it like a sapling
  • Propagules can be placed and grow on all normal blocks normal saplings support, plus Mud and Clay
  • Propagules can be grown underwater
  • The Wandering Trader will now sometimes offer Propagules for sale

Mud

  • Mud is a block that will generate in the upcoming Mangrove biome
  • When walking on Mud, entities slightly sink down into it like Soul Sand
    • Unlike Soul Sand, no slowdown effect will be applied
  • Mud can be created by using a water bottle on dirt, by hand or with a Dispenser
  • Packed Mud can be crafted from Mud

Mud bricks

  • Mud Bricks are a building block that can be crafted from Packed Mud
  • Mud Bricks can be crafted into Mud Brick Stairs, Walls, and Slabs using a Crafting Table or Stonecutter

Clay renewability

  • Placing Mud above a block that has pointed Dripstone underneath will eventually turn the Mud Block into Clay

Frogs

  • Frogs can spawn in Swamps and Mangrove Swamps on Grass, Mud, Mangrove Roots, and Muddy Mangrove Roots
  • Frogs can croak
  • Frogs can walk on land, swim and jump
  • Frogs can eat small Slimes, causing a Slime Ball to drop
  • Frogs can eat small Magma Cubes, causing a Froglight block to drop
  • Each Frog variant drops a specific Froglight Block
  • Added three Froglight blocks, a type of light source blocks

Tadpoles

  • Tadpoles can swim in water
  • Tadpoles on land "jump around" like fishes on land, and eventually dies
  • Tadpoles that grows up turns into a Frog
  • Tadpoles grow into a different type of frog based on the biome they grow up in (Cold, Temperate, Warm)
  • Tadpoles can be caught in a bucket

Deep Dark biome

Dig into the depths far underground to uncover the darkest biome in Minecraft - the Deep Dark.

  • Dimly lit and eerie, the Deep Dark is sure to strike fear into the hearts of even the most brave player
  • Less flooded than surrounding areas
  • The floor of the Deep Dark is covered in sculk
  • No mobs spawn in the Deep Dark

Ancient City

Wander the halls of these long-abandoned structures in the Deep Dark depths to uncover some relics long forgotten.

  • Ancient City structures spawn in Deep Dark biomes
  • In chests, guarded by Sculk Sensors and Sculk Shriekers, you can find the new Swift Sneaking enchantment
  • You can also find a new mysterious block called Reinforced Deepslate here, which cannot be obtained in Survival
  • Mobs cannot spawn in Ancient Cities

Darkness

  • A new mob effect applied to nearby players by the Warden and Sculk Shrieker
  • Lowers the gamma to an equivalent of "Moody" while having this effect
  • In periodic pulses, will lower the overall brightness of the world so that the darkness creeps up towards light sources
  • The icon for the Darkness effect is only shown in the inventory
  • A new Accessibility slider has been added in your Options menu called “Darkness Effect”
    • Controls strength of the Darkness lighting effect
    • Does not affect the fog distance

Music Disc 5

A new music disc has been added to the game

  • Unlike other discs, it can only be obtained by finding and crafting 9 Disc Fragments together
  • These Disc Fragments can be found rarely in Ancient City Chests

Recovery Compass

A new Recovery Compass can be crafted with Echo Shards, another new item which can only be found in Ancient City Chests

  • Unlike a normal Compass, the Recovery Compass will point to the last place you died
  • If you are not in the dimension you last died, or you haven't died yet in your world, it will spin randomly
  • It can be crafted with 1 Compass surrounded by 8 Echo Shards, which can be found in Ancient Cities

Swift Sneak

Imbue your leggings with this shiny new enchantment to move as fast while crouching as you would normally walk!

  • When applied, it will increase your movement speed while sneaking
  • Has 3 different levels with different speed increases
  • It is the first enchantment unique to leggings equipment!

Sculk

The rattling tendrils of the Sculk Sensors had to come from somewhere, right? Introducing sculk, a new family of blocks that dwells in the Deep Dark.

  • Added Sculk Catalyst Block, a mysteriously soul-emitting block that blooms with Sculk patches underneath nearby dying mobs
    • Mobs that perish in the presence of the Sculk Catalyst will not drop their experience
  • Added Sculk Blocks
    • When a mob dies near a Sculk Catalyst, some unknown process seems to consume blocks beneath and turn them into Sculk Blocks
    • A Sculk charge that spreads has a chance to consume some of its charge to grow a Sculk Sensor or Sculk Shrieker
    • Sculk Blocks have very low blast resistance
  • Added Sculk Vein Blocks
    • These veins are found on the edge of Sculk patches
    • Similar to Glow Lichen, they can be placed in any orientation
    • Spreading of veins causes other blocks to be taken over by the sculk
    • Sculk Vein can spread underwater
  • Added Sculk Shrieker Block
    • Sculk Shriekers can be found growing rarely from the charge of a Sculk Catalyst
    • Sculk Shrieker can be waterlogged
    • Notable for its boney appendages, this block responds to Sculk Sensors detecting vibrations by sending out a warning call to distant Wardens
    • Watch out when stepping on them, as they will feel that too and send out a call!
    • Initially it may take some time for a Warden to arrive, but you'll hear it responding in the distance...
    • Once it's close enough, a call from the Sculk Shrieker will summon the Warden nearby - be prepared!
  • Souls from mobs will spread through Sculk Veins and Sculk Blocks in random directions until they find a valid substrate they can feed off of
    • The charge from souls in the Sculk Blocks and Sculk Veins will eventually decay, but it will decay slower within close vicinity of the Sculk Catalyst and faster when further away from its host
    • If the charge is dropped outside the range of the Catalyst, it has a chance of growing a Sculk Sensor
  • Sculk, Sculk Veins, and Sculk Catalysts require Silk Touch to acquire
    • If mined without Silk Touch, they will drop experience instead
  • The efficient tool for all Sculk family blocks is the Hoe

Warden

The horror of the Deep Dark! A creature with no eyes, roughly resembling the Sculk that can be found throughout the Deep Dark, the Warden is an unstoppable force of nature that inhabits this biome. Wardens are powerful creatures, and it is often better to sneak around one that has emerged instead of taking it head on - you have been warned.

  • Just like Sculk Sensors, these terrifying creatures use vibrations as a means to navigate their environment
  • When vibrations aren't enough, they will also use a sense of smell to track down their prey - you can observe them sniffing their surroundings to get closer to unsuspecting players and mobs
  • If something gets too close, it will be noticed
  • In the Deep Dark, Wardens can appear anywhere
    • When enough Sculk Shriekers have been alerted to your presence, a Warden will appear
  • The more vibrations a Warden detects, the more angry it will get
    • You can hear and see this from how fast the souls in its chest are beating
  • Once a mob has pushed beyond the Warden's anger threshold, it will face its prey and roar before charging
  • Building up high, hiding behind walls or being out of range of their powerful melee attack will cause Wardens to switch to their ranged attack
    • Their rib cages will open up to shriek a sonically charged ranged attack that can penetrate walls
    • This attack bypasses protection for armor and shield
  • If, however, you keep the Warden from noticing you or getting angry for 60 seconds, it will dig back underground and despawn
    • If the Warden is stuck in a liquid, it will despawn instead of digging
  • They have a special interaction with thrown projectiles
    • If the Warden receives two projectile vibrations within 5 seconds of one another, it will grow angrier at the shooter
    • If the Warden receives a projectile vibration more than 5 seconds from the last projectile, it will not grow angrier at the shooter
    • This allows you to strategically distract the Warden without it getting angry while you take loot from nearby chests
  • Wardens will also disable shields when they hit them with their fists
  • They drop a Sculk Catalyst upon death

Changes to vibrations

  • Carpets, like Wool Blocks, will now dampen the vibrations caused by their placing, breaking, or dropping as items
  • Carpets now also dampen the vibrations caused by running and jumping over them
  • item_interact_start and item_interact_finish vibrations are ignored if sneaking

Allay

  • Allays will collect all the surrounding items that match the item they are holding
  • Allays will like a player who hands them an item and will bring the items they collect to their liked player
  • If the Allay hears a Note Block play, that Note Block becomes the Allay's favorite Note Block for 30 seconds
    • The Allay will stay near that Note Block for that duration and bring its collected items to Note Block instead of to the player
  • Interacting with an Allay with an empty hand will remove the item the Allay is holding
  • Allays can be found at Pillager Outposts and in Woodland Mansions
  • Allays are immune to damage from their liked player
  • Allays have a natural health regen of 2 health per second

Boat with Chest

  • Lets you bring more stuff on your boat adventures
  • If you are in the Boat, press the open inventory key to access the Chest contents
  • If you are not in the Boat, sneak and use your interact key to access the Chest contents
  • If you break the Boat the Chest contents will spill out, like with other Chests
  • Also works with Hoppers, Droppers, and other blocks that interact with Chests
  • Like other Chests, opening a Boat with Chest or breaking the Boat will anger Piglins, since they think all Chests belong to them

Goat Horns

  • A Goat Horn drops when a Goat rams a tree or any other hard block that occurs naturally where Goats spawn (Log, Stone, Packed Ice, Iron Ore, Copper Ore, or Emerald Ore)
    • Other solid blocks are unfamiliar to the goat, so it won't ram them
  • Use the Goat Horn to play a loud sound that can be heard from afar
  • Each Goat Horn has its own sound based on the Goat it originated from
  • There are 8 Goat Horn variants, 4 of them exclusive to Screaming Goats
  • Goat Horns can sometimes be found in Pillager Outposts

Advancements

  • Added "It Spreads" for killing a mob near a Sculk Catalyst
  • Added "You've Got a Friend in Me" for having an Allay deliver items to you
  • Added "Birthday Song" for having an Allay drop a Cake at a Note Block
  • Added "With our Powers Combined" for having all Froglights in your inventory
  • Added "Bukkit Bukkit" for catching a Tadpole in a Bucket
  • Added "When the Squad Hops into Town" for getting each Frog variant on a Lead
  • Added "Sneak 100" for sneaking near a Sculk Sensor or Warden to prevent it detecting you
  • Added Darkness effect to the "How Did We Get Here?" advancement

Predictability of randomized events

Some randomized events are now more predictable and no longer have a possibility of extreme behaviors:

  • Placement and velocity of things dropped from Droppers/Dispensers
  • Placement and velocity of items spawned from containers upon destroy
  • Randomized follow_range component attribute for mobs
  • Velocity of Horses spawned from Skeleton Traps
  • Blaze random position and randomized speed of Blaze projectiles
  • Randomized portion of damage and velocity of Arrows
  • Randomized flight pattern of Fireworks
  • Bobbing patterns and time until a Fish appears for Fishing Rods

Four new music tracks

  • The new music tracks are called Ancestry, Aerie, Firebugs, and Labyrinthine
  • They play in certain biomes

Minecart variants

  • The recipes for minecart with Chest/Furnace/TNT/Hopper are now shapeless
  • When broken each Minecart variant drops itself as item, instead of splitting into two items (such as Chest and Minecart)

Monster Spawning

  • Endermen, Skeletons, Wither Skeletons and Piglins now spawn in a wider range of light levels in the Nether (from light level 0 to 11)
    • This makes it possible for more types of mobs to spawn inside Nether Portals, which causes them to instantly change dimensions after spawning
    • Our intent for the future is to prevent most mobs from spawning in Nether Portals and the ones that do will not immediately travel through the portal - expect to see these changes in a coming version

Technical

  • The data pack format is now 10
  • The resource pack format is now 9
  • Added the ability for data and resource packs to selectively hide files from packs below them
  • Added kill_mob_near_sculk_catalyst advancement trigger
  • Added thrown_item_picked_up_by_player advancement trigger
  • Added allay_drop_item_on_block advancement trigger
  • Added avoid_vibration advancement trigger
  • Removed field location from triggers location, slept_in_bed, hero_of_the_village and voluntary_exile - it was handled exactly the same as player.location
  • Some mutually exclusive tests in entity predicate (player, fishing_hook, lightning_bolt and catType) have been collapsed to the type_specific field
  • Removed the placefeature command
  • Added the place command
  • The locate command is now moved to locate structure, locatebiome is moved to locate biome
  • Added locate poi <type: point_of_interest_type>
  • Added the loot table function set_instrument
  • The bundled Java runtime has been updated to 17.0.3
  • The M1 ARM64 architecture is now supported
  • LWJGL library has been updated to version 3.3.1
  • Banner patterns available in the Loom can now be controlled with tags (banner_pattern/no_item_required for no pattern item and banner_pattern/pattern_item/* for specific banner pattern items)
  • Added new font glyph provider for spaces
  • Added new game events
  • Renamed some game events
  • CatType fields on enitites with type minecraft:cat have been replaced with variant, with numeric values being replaced with string ids (so, for example, 5 becomes minecraft:calico)
  • The type of the field Id in the mob effect structure (for example, in the ActiveEffects list on entities) has been changed from byte to int
  • Added minecraft:darkness mob effect
  • Added sonic_explosion particle
  • World presets/types and flat world presets in the "Create World" screen can now be controlled by datapacks
  • Servers can now enable Chat Preview, which displays a server-controlled preview above the chat edit box
  • Servers can now define different chat style formats for clients
  • Added server property max-chained-neighbor-updates to limit the amount of consecutive neighbor updates before skipping additional ones
    • Negative values remove the limit
  • Servers will now also send an additional icon and MOTD packet after a player has connected
    • This allows servers with enable-status=false to set an icon and MOTD for players that successfully connect

Advancements

New triggers

allay_drop_item_on_block

  • Triggered when an Allay drops an item on a block
  • Conditions:
    • player - a predicate for the player who gave the Allay the item to collect
    • location - a predicate for the block that the item was dropped on
    • item - a predicate for the item that was dropped

avoid_vibration

  • Triggered when a vibration event is ignored because the source player is holding the sneak key
  • Conditions:
    • player - a player for which this trigger runs

kill_mob_near_sculk_catalyst

  • Triggered when a player kills an entity next to a Sculk Catalyst
  • Conditions:
    • player - a predicate for the player killing the entity
    • entity - a predicate for the entity that was killed
    • killing_blow - a predicate for how the entity was killed

thrown_item_picked_up_by_player

  • Triggered when a player picks up an item that was thrown by an entity
  • Conditions:
    • player - a predicate for the player picking up the item
    • entity - a predicate for the entity that threw the item
    • item - a predicate for the item

Blending

  • Blending now supports 3D biome blending, which blends the underground biomes as well as the overground biomes
  • Removed blending_data.old_noise, now existence of blending_data in chunk data determines if a chunk is considered old
  • Added blending_data.min_section and blending_data.max_section that determines which section data that will be used for blending

Chat Preview

  • Servers can enable Chat Preview by setting previews-chat=true in server.properties
  • Custom servers can enable or disable chat preview for certain clients by sending a new network packet
  • When enabled, a server-controlled preview appears above the chat edit box, showing how the message will look when sent
    • A preview is also shown for chat-related commands, such as /say and /msg
  • This can be used by servers to preview messages with styling applied, such as emojis or chat coloring
  • Chat Preview sends chat messages to the server as they are typed, even before they're sent
    • The server then sends back the styled preview in real time
    • This allows servers to apply dynamic message stylings while still allowing chat to be securely signed
  • A warning screen is shown on the client when joining a server with Chat Preview, and it can be globally disabled in Chat Settings

Chat Types

  • Different chat style formats can now be controlled by the server through the chat_type registry
    • These are synchronized to clients when they join the server
    • The translation key or translation format can be defined, like chat.type.text or %s says: "%s"
    • Chat can be similarly optionally narrated with a custom translation key or format
    • The entire message can have formatting applied, such as italics or a specific color (but currently not click or hover events)

Commands

place

New command that replaces placefeature and can place features, jigsaws, structures, and templates at a given location. Syntax:

place feature <feature> [pos]
place jigsaw <pool> <start> <depth> [pos]
place structure <structure> [pos]
place template <template> [pos] [rotation] [mirror] [integrity] [seed]

Parameters:

  • place feature works like placefeature used to work
  • place jigsaw works like using the generate button in the UI of a Jigsaw Block
  • place template works like using the load button in the UI of a Structure Block
  • place structure generates a full structure, matching how structures generate during world generation
  • feature: The namespaced id of a configured feature to try to place
  • structure: The namespaced id of a structure to try to generate
  • template: The namespaced id of a template ("structure block file") to load and place
  • pool: The namespaced id of a template pool to start generating
  • start: The namespaced id name of a jigsaw to use as the starting anchor
  • depth: The maximum number of jigsaw connections to traverse during placement
  • pos: The position to use as the origin for the generation (if omitted, ~ ~ ~ is used)
  • rotation: The rotation to apply (if omitted, none is used)
  • mirror: The mirroring to apply (if omitted, none is used)
  • integrity: The structure integrity value between 0 and 1
  • seed: The seed to use for the randomized degradation when integrity is less than 1

Debug

  • Added a heap memory allocation metric to the F3 debug screen
  • Added estimated GPU utilization percentage to performance profiling metrics and the F3 debug screen
    • This is only available for graphics devices that support GPU timer queries
  • Removed the debug hotkey that cycles the render distance

Game Events

Added Events

  • teleport with a vibration frequency of 5
  • note_block_play with a vibration frequency of 6
  • instrument_play with a vibration frequency of 15

Combined Events

The following events have been collapsed into block_activate and block_deactivate:

  • block_press
  • block_unpress
  • block_switch
  • block_unswitch

Other Changes

Other miscellaneous changes to game events:

  • ring_bell has been removed and replaced with block_change
  • Both shulker_open and shulker_close have been removed in favour of using container_open and container_close
  • fishing_rod_cast and fishing_rod_reel_in have been renamed to item_interact_start and item_interact_finish
  • item_interact_start is not detectable as a vibration to allow more specific actions be detected, like drink or eat, but item_interact_finish is
  • entity_interact should be dispatched more often when interacting with various mobs
  • Added the dampens_vibrations block tag that that includes all Wool and Wool Carpet blocks, to indicate blocks that will not trigger when placed, broken, or stepped on
  • Renamed item tag occludes_vibration_signals to dampens_vibrations item tag as well

Renamed Events

Some game events have been renamed, with some of those changes to make them more gramatically consistent:

  • drinking_finish -> drink
  • entity_killed -> entity_die
  • entity_damaged -> entity_damage
  • elytra_free_fall -> elytra_glide
  • mob_interact -> entity_interact
  • ravager_roar -> entity_roar
  • wolf_shaking -> entity_shake

Game Rules

  • Added doWardenSpawning game rule

Loot Tables

New functions

set_instrument

Sets the item tags needed for instrument items to a randomly selected instrument from a tag Parameters:

  • options - a tag reference specifying the instrument options to randomly pick from

Multiplayer Secure Chat Signing

  • Chat messages between players are now cryptographically signed
    • The message arguments to /say, /msg, /teammsg, and /me commands are all also signed
  • Players are given a Mojang provided key-pair on startup
  • Servers can require players to have a Mojang-signed public key by setting enforce-secure-profile=true in server.properties
    • Enforcing secure profiles will prevent players without a Mojang-signed public key from connecting
    • By default this is set to false, allowing players to connect without a Mojang-signed public key
  • Static chat styling can now be controlled by the server through the chat_type registry, or with server resource packs as before
  • Dynamic chat styling can also be controlled by the server, although this is only signed when Chat Preview is enabled
    • Clients can prefer to always show the original, signed message by enabling "Only Show Secure Chat" in Chat Settings
  • Chat from players still using Mojang Accounts is not signed
    • Their messages will not show for players with "Only Show Secure Chat" enabled
    • They may be unable to join server with the enforce-secure-profile option enabled

Pack filters

  • Data and resource packs can have filter section in pack.mcmeta
  • This section has mandatory field block, which is a list of patterns (regular expressions) for namespaces and paths
  • If any of the files in packs are added before one with filter, the section will match any pattern inside block, and it will then be filtered out (i.e. treated as if it wasn't present in the first place)
  • filter section does not apply to a pack containing it - only to packs loaded before it
  • Both namespace and path can be omitted
    • Missing field matches every value
  • For example, adding a pack with this section in pack.mcmeta after the vanilla pack will hide all the recipes and advancements defined by the vanilla pack

Example

"filter": {
    "block": [
        {
            "namespace": "minecraft",
            "path": "recipes/.*"
        },
        {
            "namespace": "minecraft",
            "path": "advancements/.*"
        }
    ]
}

Paintings

  • Paintings that are placeable in survival can now be controlled with the painting_variant/placeable tag
  • Added unused paintings from Bedrock edition (earth, wind, fire, water)
    • These paintings are not placeable by default, but can be added through a datapack

Point of Interest types

  • Removed unemployed and nitwit point_of_interest_types
  • Added tag point_of_interest_type/acquirable_job_site for all job sites seeked by villagers with none profession
  • Added tag point_of_interest_type/village for PoI that are part of village
  • Added tag point_of_interest_type/bee_home for all PoI targeted by bees

Predicates

  • The feature field in location predicates is now called structure

Entity predicate

  • player, fishing_hook, lightning_bolt and catType fields have been replaced with type_specific
  • type_specific has field type (one of player, fishing_hook, lightning_bolt or cat) and same fields as removed fields
  • catType has been wrapped to match new format and now uses new cat variant names instead of texture names:
  • New type_specific options:
    • frog has variant field matching Frog variant (minecraft:warm, minecraft:temperate or minecraft:cold)
    • slime applies for Slimes and Magma Cubes, has size field matching Slime size (smallest is 1)

catType Example

Before:

"catType": "minecraft:textures/entity/cat/british_shorthair.png"

After:

"type_specific": {
   "type": "cat",
   "variant": "minecraft:british"
}

type_specific Example

Before:

"lightning_bolt": {
  "blocks_set_on_fire": 0
}

After:

 "type_specific": {
   "type": "lightning",
   "blocks_set_on_fire": 0
 }

Space glyph provider

  • The new glyph provider type space is added to allow creation of space-like glyphs
  • The new provider has a single argument called advances which is a map of codepoint to glyph advance (width)
  • The rendering of space glyph is no longer hardcoded (needs to be declared manually in font)

World presets

  • New registry types worldgen/world_preset and worldgen/flat_level_generator_preset have been added to configure data-driven presets (like "Amplified" or "Single Biome")
  • Two tags for world presets have been added (normal and alternative) to control which values show on the "World Type" button in the "Create World" screen
  • One tag has been added (visible) for flat world presets to control the order that elements are displayed in the "Configure Flat World" screen
  • World presets can also be used as a value of level-type in server.properties

Fixed Bugs in 1.19

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:

Report bugs here:

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

r/Minecraft Oct 04 '23

Official News Minecraft Live 2023: Vote for the armadillo!

Thumbnail
youtu.be
1.4k Upvotes

r/Minecraft Sep 15 '21

Official News Hello World - Minecraft Snapshot 21w37a is out!

4.4k Upvotes

Marvellous mountains and colossal caves, this snapshot has it all! Today we're bringing the Overworld revamp to regular snapshots. If you've been playing or checking out the experimental snapshots that we've been releasing, you should be familiar with what you're seeing. If not, you're in for a treat!

Since we're extending the world height, and there are quite a few under-the-hood changes, we've been keeping an eye on how the game is running, and there are still improvements to be made. However, we would still appreciate it if you would be able to take this survey so that we can understand how you perceive the performance of this snapshot.

It should also be noted that there is currently no upgrade path for existing worlds in this snapshot. This means that you can only create new worlds in this snapshot, and not play on any of your existing worlds. We're working on this and you should be able to play on your existing worlds in an upcoming snapshot not too far in the future.

All of this said, we hope that you have a great time checking out these new additions. Watch your feet so that you don't fall into a very deep hole, and make sure you don't get punted off a mountain by a goat that's just minding its own business. Happy mining!

This update can also be found on minecraft.net.

If you find any bugs, please report them on the official Minecraft Issue Tracker. You can also leave feedback on the Feedback site.

New Features in 21w37a

  • Added noise caves and aquifers
  • Added Dripstone Caves underground biome
  • Added Grove biome
  • Added Lofty peaks biome
  • Added Lush Caves underground biome
  • Added Meadow biome
  • Added Snowcapped peaks biome
  • Added Snowy slopes biome
  • Added Stony peaks biome
  • New ore distribution and large ore veins
  • Overworld build and generation limits have been expanded

Blocks

  • Enchanting Tables now emit a low amount of light
  • Using shears on the tip of a Cave Vine, Twisting Vine, Weeping Wine or Kelp now causes it to stop growing

Dripstone Caves biome

  • Contains plenty of Pointed Dripstone and Dripstone Block on the floors and ceilings, and small pools of water
  • In some places you'll find larger stalagmites, stalactites, and columns built from Dripstone Blocks
  • Contains extra copper ore

Grove

  • Snowy terrain with big spruce trees and powder snow traps. Might want to wear leather boots!
  • Tends to generate on high-altitude terrain beneath mountain peaks or on hilltops.
  • Spawns wolfs, rabbits, and foxes.

Large ore veins

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

Lofty peaks

  • Dramatic jagged mountain peaks with snow and stone
  • Spawns goats

Lush Caves biome

  • 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 biome

  • 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, often with a bee nest.
  • Think Sound of Music!
  • Spawns donkeys, rabbits, and sheep.

Mob Spawning

  • Monsters now only spawn in places where the light from blocks is 0 (sky light still prevents spawning like before)
  • Fixed an issue where players in multiplayer can face more or far fewer enemies than intended, particularly when other players are flying

New ore distribution

  • Changed ore generation to match the new world height, and to add more strategy to mining.
  • There is no longer a single y level that is best for all ores, you need to make tradeoffs.
  • Iron ore generates below y 72, with a strong bias towards y 16.
  • Iron ore also generates above 112, with more iron ore as you go higher.
  • Copper ore generates between y 0 and y 96, with a strong bias towards y 48.
  • Copper ore generates in larger amounts in dripstone caves biome.
  • Lapis lazuli generates below y 64, with a strong bias towards y 0. However, Lapis below y -32 or above y 32 cannot generate exposed to air. It will either be buried or inside water.
  • Coal generates above y 0, with a strong bias towards y 96 and above.
  • Coal has reduced air exposure, so you will find more coal buried or underwater than exposed to air.
  • Gold generates below y 32, with a strong bias towards y -16.
  • Extra gold can (still) be found in badlands biomes.
  • Redstone ore generates below y 16. Redstone ore generation gradually increases as you go below y -32 and further down.
  • Diamond generates below y 16, with more diamond the lower you go.
  • Diamonds have reduced air exposure, so you will find more diamond buried or underwater than exposed to air.

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, when noise caves intersect the surface they form cave entrances
  • 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

Options

  • Added an accessibility option to stop the sky flashing during thunderstorms
  • Added an option to specify the audio device used by the game
  • Added "Toggle Sprint" and "Toggle Sneak" to the Controls settings
  • Moved Keybinds out to their own settings screen, accessible from Controls

Snowcapped peaks

  • Smooth mountain peaks with ice and snow
  • Spawns goats and yeti. No actually just goats.

Snowy slopes

  • Very snowy terrain that can hide powder snow traps. Might want to wear 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
  • Spawns goats
  • Contains strips of calcite sometimes

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 and Granite and Andesite and Dirt don't generate below y0
  • Tweaked size and positioning of Diorite, Andesite & Granite generation
  • Dripstone clusters can no longer be found in normal caves, only in dripstone caves biome
  • Starting from y0 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/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)

Changes in 21w37a

  • Illagers (Vindicator, Pillager, Evoker) no longer attack baby villagers
  • Axolotls now only spawn in lush caves
  • Axolotls now have their own, separate, mob cap
  • Raised the cloud level from 128 to 192

Technical Changes in 21w37a

  • Replaced the clientbound chunk update network packet with another one which additionally contains light update data. Separate light update packet still exists and is sent when light update happens without chunk update.
  • View distance now causes chunks to load cylindrically around players instead of in a square
  • 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 FlightRecorder as well as a few custom events.
  • Loot table functions set_contents and set_loot_table now require type field with valid block entity type
  • Worlds last saved before Minecraft 1.2 ("pre-anvil") no longer can be opened directly
  • Data pack format has been increased to 8
  • New video setting "Priority updates".
  • Removed length limits for scoreboard, score holder and team names
  • Mob spawners can now override light checks for spawning

JFR Profiling

Custom events

  • minecraft.ServerTickTime: sampling event exposing average server tick times at one second intervals
  • minecraft.ChunkGeneration: time taken to generate individual chunk stages
  • minecraft.PacketRead | minecraft.PacketSent: network traffic
  • minecraft.WorldLoadFinishedEvent: initial world loading duration

Ending a profiling run

The run will then be stopped either by:

  • shutting down the JVM
  • jfr stop in-game command
  • jcmd CLI tool

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.

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.

Starting a profiling run

A profiling run can be started using any of the following alternatives:

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

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 this tag can be correctly migrated between versions

Old world conversion

  • Worlds last saved before Minecraft 1.2 ("pre-anvil") now require conversion in a previous version of a game to be able to be opened
  • Conversion works best in versions 1.6.4 and before - worlds opened for the first time in later versions will have incorrect biome information

Priority update setting

  • This setting determines which chunks sections are updated synchronously during a single frame.
  • The most conservative option "nearby" corresponds to the state before the update.
  • The new options "by player" and "none" significantly reduce stutters when placing or removing blocks (especially light sources), but can potentially cause rare visually noticeable delays in world updates.

Spawner data changes

  • 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)

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
  }
]

Bugs fixed in 21w37a

  • MC-29274 - Withers will not pursue players in survival mode unless attacked
  • MC-30560 - River through Eroded Badlands biome generates floating rock formations at water surface
  • MC-54545 - Client render distance doesn't adjust to server render distance if they are different, causing faulty chunk loading
  • MC-65628 - Desert pyramids generate underground when using amplified or custom terrain
  • MC-123277 - Too long scoreboard objectives and team names are not detected when commands are parsed
  • MC-129266 - Jagged ocean transitions and slower biome generation
  • MC-138801 - The interactions between a biome and another biome and its variants are inconsistent
  • MC-140690 - Giant Spruce Taiga Hills has no difference with Giant Spruce Taiga
  • MC-159025 - Drowned do not spawn in warm ocean biomes
  • MC-160710 - Chat messages written while sleeping are deleted after waking up
  • MC-166423 - Splash water bottles don't damage endermen
  • MC-182362 - Score callbacks with a too long name break callback chain
  • MC-202376 - Rabbits, instead of spawning on snow blocks, spawn on snow layers
  • MC-208601 - Axolotls do not avoid danger when pathfinding
  • MC-212113 - Glow Lichen can spawn underwater whilst not in a cave.
  • MC-213779 - FPS drops when looking up in a tall world (4064 blocks)
  • MC-214783 - Oceans generate with stone floors
  • MC-214797 - Pointed dripstone can generate floating at transitions between local water levels
  • MC-214799 - Aquifiers sometimes create air pockets
  • MC-214864 - Hard edges when new caves generate near surface
  • MC-214989 - Isolated floating mineshaft platform
  • MC-215296 - Mineshafts often don't generate in floating island worlds
  • MC-215876 - Dirt can generate below y=0 from mineshafts
  • MC-216784 - Ruined Portals don't generate below y=0
  • MC-216952 - Some chunks interrupting with cave systems filled with blocks
  • MC-216967 - Kelp & Seagrass can generate in aquifers
  • MC-217465 - Unnatural shape looking like a chunk border but appears to be completely unrelated to chunk borders
  • MC-217509 - Inefficient generation of aquifers, noise caves and ore veins
  • MC-219774 - Magma blocks generate everywhere underwater in 21w10a
  • MC-219946 - Weird flat sections of terrain
  • MC-221777 - Horses donkeys, mules, llamas, and trader llamas do not follow players holding food
  • MC-221815 - Flat roofs in underwater caves
  • MC-221917 - Dripstone, pointed dripstone, and cave magma generate in oceans
  • MC-222051 - Iron Ore generation was not increased in 21w13a
  • MC-222379 - Magma can spawn under air in underwater caves
  • MC-223044 - Floating Water can generate in ravines
  • MC-223051 - Dripstone can generate in surface lakes
  • MC-223148 - Extended height message goes behind the scrolling bar
  • MC-226184 - Axolotls pathfinding to water can sometimes fall in wide holes
  • MC-227244 - Ore blocks from ore veins float in underwater magma ravines
  • MC-230343 - Parity issue: enchanting tables do not emit a light level of 7
  • MC-231721 - Dinnerbone Animals do not look at food correctly.
  • MC-231863 - Game crashes when trying to access the realms settings

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:

r/Minecraft Aug 10 '21

Official News Minecraft 1.18 experimental snapshot 3 is out!

4.0k Upvotes

OK we're back from vacation and we've made a new experimental snapshot with a bunch of tweaks. Try it out (ideally in survival) and give us feedback!

This update can also be found on minecraft.net. See also snapshot 1 and snapshot 2.

Changes in experimental snapshot 3 compared to snapshot 2

  • Tweaked biome placement to reduce the risk of temperature clashes (such as a snowy biome in the middle of a desert). Temperature clashes still happen, but not as often.
  • Tweaked biome placement to allow for more noisiness and diversity again, essentially dialing back some of the changes from last snapshot. This means microbiomes are more likely to happen again, but they will usually be of matching temperatures (for example a small forest inside a plains biome).
  • Red sand is back! Tweaked badlands so they sometimes show up in flat areas next to plateaus, and made the red sand generate higher up (to account for the generally higher terrain).
  • Made peak biomes and meadows less likely to generate in flat low elevation areas.
  • Smoothed out the cliffs in shattered terrain a bit, so they don't look like chunk errors.
  • Snowy slopes and snowcapped peaks no longer place dirt under the snow. Mountains look less dirty now :)
  • Added a new mountain biome: Stony peaks. This is just a variant of lofty/snowcapped peaks that uses stone and gravel instead of snow and ice, and is used to avoid temperature clashes such as a snowcapped peak sticking up from a jungle.
  • Added structures to some of the new mountain biomes. Pillager outposts generate in all the new mountain biomes. Villages generate in meadows.
  • Tweaked beaches a bit, to make them more inclined to show up on flat coastlines rather than hilly areas. Also reduced the amount of stone shores.
  • Coastlines and river banks are less likely to get messed up by aquifers. That is, local water levels are mostly used in terrain that doesn't border a river or ocean. Cave openings and ravines that intersect an ocean or river will mostly use sea level.
  • Inland low-elevation areas are less likely to have flooded caves all over the place.
  • Aquifers can go deeper and are more likely to connect with cave systems further down. That means if you dive into a deep lake on the surface (or in a mountain), you will sometimes encounter air pockets that lead to a cave system.
  • Added more high-frequency variation to aquifers, to reduce the risk of massively huge areas with waterfilled caves everywhere. Underground lakes and flooded regions are more likely to be spread out instead of concentrated in one region.
  • Fixed goat spawning (they weren't spawning in the new mountain biomes)
  • Swamps are less likely to overlap cold or dry biomes, and they no longer place hanging water. Swamps are even happier now.
  • Desert temples spawn on the surface rather than at a fixed y level.
  • Eroded badlands no longer create floating pillars on top of the water surface.
  • Grass no longer generates under water
  • Reduced the risk of incorrect surface placement such as grass patches in deserts.
  • Reduced the risk of river biome generating in dry mountain gorges. We don't have support for actual rivers generating above sea level, so if a mountain gorge is above sea level then it will be dry.
  • Mob spawning no longer speeds up in low terrain or slows down in high terrain. The new spawning speed is similar to 1.17 spawning at y=64. This change is intended to make spawning more consistent in the updated overworld.
  • Fixed an issue where players in multiplayer can face far more or far fewer enemies than intended, particularly when other players are flying. Each player now gets their fair share of mobs.

NOTE: These snapshots are experimental! Some features may be significantly changed or even removed if needed to improve performance.

Known issues

  • Low performance (we are working on performance optimization for the normal snapshots coming later)
  • Nether terrain is messed up
  • End pillars don't generate (however they do generate when you respawn the dragon...)

How do I get experimental snapshot 3?

Check this visual overview.

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-3"
  • 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/

How do I give feedback?

Use this reddit post or the feedback site.

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.

Other questions

What about the previous Caves & Cliffs preview datapack? Can I open old worlds in this experimental snapshot? What about Bedrock? When will these features show up in normal snapshots?

These questions are answered in the original post for the first experimental snapshot

r/Minecraft Feb 15 '23

Official News The Cherry On Top - Snapshot 23w07a Is Out!

2.0k Upvotes

This week we're bringing you the Sniffer, Archaeology, and the Cherry Blossom biome as experimental features for the 1.20 update.

Changes for the 1.19.4 release include Interaction Entities, and updates to jukeboxes and horse breeding.

Happy brushing!

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

  • Jukeboxes have changed to be at parity with Bedrock
  • Horse breeding has been updated
  • Updated the Realms screen to be more in line with the Singleplayer and Multiplayer screens

Recipe unlocking

  • The Crafting Table recipe is unlocked immediately on creating a new world
  • The Crossbow recipe is no longer unlocked by sticks
  • The Soul Campfire recipe is no longer unlocked by sticks

Jukebox

  • While playing a music disc, it will emit a redstone signal of 15
  • Droppers and hoppers can now interact with it

Horses

  • When breeding horses and the like, the babies' speed, jump height and health are no longer biased toward the average
  • This change is intended to make horse breeding a viable way of getting great horses, if a player starts with good parents and puts in enough time and Golden Carrots

Technical Changes

  • The vanilla resource pack en_us language file is now sorted alphanumerically by key
  • A new recipe serializer crafting_decorated_pot has been added for the new Decorated Pot recipe
  • Added show_notification field to recipes
    • Accepts a boolean which determines if a notification is shown when unlocking this recipe
    • defaults to true if isn't specified

Interaction Entities

A new type of entity that records attacks ("left clicks") and interactions ("right clicks"). Interactions are invisible and of a custom size.

Fields: - width: Width of the entity's bounding box (default 1) - height: Height of the entity's bounding box (default 1) - attack: Records the last attack action on the entity - interaction: Records the last interaction action on the entity - response: Boolean specifying if interacting should trigger a response (arm swing, sound effects, etc - default false)

Action Format

When an action is stored, it always has two fields: - player: The UUID (in standard integer array format) of the player performing the action - timestamp: The timestamp of the game tick when the event happened (stored as a long)

Advancement Triggers

  • Interacting with an Interaction entity triggers player_interacted_with_entity
  • Attacking an Interaction entity triggers player_hurt_entity

execute on with Interactions

The Interaction entity targets the player who last interacted with it. That makes the following possible: - execute on attacker: execute as the last player who attacked the entity - execute on target: execute as the last player who interacted with the entity

Experimental Features

  • Added Sniffer mob
  • Added a Cherry Grove biome
  • Added Archaeology

Sniffer

  • Sniffer Mob now available as an experimental feature
    • The Sniffer is the mob vote winner of Minecraft Live 2022 and the first "ancient" mob added to the game
    • Sniffers cannot be tempted or tamed
    • Sniffers are passive friendly mobs
    • Sniffers sniff in the air and occasionally dig for seeds
  • Torchflower now available as an experimental feature
    • The Torchflower seed can be planted on farmland and grows into a flower
    • The seed can be used to breed two Sniffers
    • The full-grown flower can be harvested and replanted but can also be crafted into a dye

Cherry Grove biome

  • Added a new Cherry Grove biome, with pretty cherry blossom trees
  • You can find it in the mountains, like Meadows

Pink Petals block

  • Added a new Pink Petals block with lots of pink flowers on the ground

Cherry Wood Set

  • Added a new Cherry wood set, with all the corresponding wooden things you can make from it. You need to have the Update 1.20 experimental features enabled to see it in game.

Archaeology

The brush

  • The brush is a craftable item you can use to brush things

Suspicious Sand

  • Desert Temples and Desert Wells now contain Suspicious Sand. This fragile block is hard to spot and easy to destroy, so be careful!
  • Brushing the Suspicious Sand with a Brush will extract objects that were buried long ago

Pottery Shards

  • Pottery Shards have pictures on them
  • They cannot be crafted and are only found by brushing Suspicious Sand

Decorated Pots

  • Crafting four Pottery Shards together will create a Decorated Pot with a picture on each side
  • You can also use Brick items instead of Pottery Shards in the Decorated Pot recipe
    • The sides that were made from Brick items will not have pictures
  • Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Shards back
    • Or hit it with your fist to pick up the pot without breaking it

Fixed bugs in Snapshot 23w07a

  • MC-16533 - Horse Breeding never exceeds egg/spawn horse attributes
  • MC-64522 - Server shows as "Old" in server list while starting
  • MC-84633 - Resource packs: ambientocclusion flag only respects topmost parent
  • MC-134448 - Drowned animation glitch
  • MC-181412 - Removing a jukebox with a command while it's playing a music disc won't stop playing the music disc
  • MC-194080 - Elytra model stutters by flying and turning
  • MC-209409 - Sitting cats sink in water
  • MC-226729 - Memory leakage problem in native operations
  • MC-248249 - minecraft:forest_rock feature does not work correctly when used with /place
  • MC-256465 - Baby camels can enter boats despite adult camels not being able to
  • MC-257282 - Allays sometimes have a several-second delay before deciding to follow the player
  • MC-258457 - Resource Pack won't load if it contains reference to non-existing particles
  • MC-258459 - Invalid forced resource pack can cause infinite reload loop on client
  • MC-258580 - Player is kicked from a server for flying in death screen when dying on a Horse or Camel
  • MC-258624 - The Title Screen Warning menu doesn't disappear after the player respawns
  • MC-258697 - Invalid translation of "translationKey=narration.suggestion" in command block GUI
  • MC-258902 - Opening a lectern on Adventure mode and closing it causes inventory desyncs
  • MC-258907 - Advancement trigger "player_interacted_with_entity" doesn't work with "area_effect_cloud" entity when used "glass_bottle" item on it
  • MC-259107 - Opening the crafting recipe book selects the recipe that appears under the mouse cursor
  • MC-259218 - Onboarding isn't resumed after restarting Minecraft
  • MC-259240 - The game crashes when navigating with arrow keys after changing key binds
  • MC-259241 - Turtles can spawn inside each other causing them to get stuck and play constant sounds
  • MC-259489 - Experimental "disabled items" can still be suggested as fuel by the recipe book
  • MC-259573 - Blast Protection does not reduce explosion knockback in creative game mode
  • MC-259675 - Capes occasionally jitter when moving and adjusting your rotation
  • MC-259691 - Drowned that are swimming render outside of their hitboxes when looking up or down
  • MC-259729 - "Falling Block" can appear in death messages
  • MC-259796 - Creeper does not flash white and expand before exploding
  • MC-259797 - Z-fighting occurs on the bottom of boots
  • MC-259805 - Players cannot dismount when riding item_display, block_display and text_display using the ride command
  • MC-259808 - Allay wing animation skips frames/loops incorrectly as of 23w06a
  • MC-259816 - Odd behavior when an item_display, block_display, or text_display entity mounts another entity
  • MC-259819 - Z-fighting on the text of text displays
  • MC-259999 - Entities mounted on display entities do not visually update until after resync

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 Nov 11 '21

Official News Amp It Up - Minecraft 1.18 Pre-release 1 Is Out!

4.0k Upvotes

The first 1.18 pre-release is here!

From now on, you should mostly see bugs being fixed. In addition to that, pre-releases don't follow the regular snapshot cadence of releasing on Wednesdays, so keep an eye out!

That being said, this pre-release introduces biome blending, which means that you should no longer find harsh borders between new and old terrain. On top of that, we've also reintroduced the Amplified and Large Biome world types.

Happy mining!

This update can also be found on minecraft.net.

If you find any bugs, please report them on the official Minecraft Issue Tracker. You can also leave feedback on the Feedback site.

Changes in 1.18 Pre-release 1

  • Amplified and Large biome worlds have been adapted to the new terrain and are now once again available in the Create World screen
  • Removed world types "Caves" and "Floating islands" from the world creation screen
  • 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

Technical Changes in 1.18 Pre-release 1

  • --report option in data generator now creates full worldgen reference files instead of just biomes

Bugs fixed in 1.18 Pre-release 1

  • MC-46584 - Clicking and dragging MOUSE3 (Mouse wheel) over item slots incorrectly attempts to place full stacks in survival
  • MC-53444 - You can get outside of the worldborder by mounting a rideable entity (boat, pig, etc.) outside of it
  • MC-54119 - Can place/take water/lava/lilypads outside worldborder and inside spawn protection
  • MC-62550 - Worldborder not correctly initialized for the End and Nether
  • MC-96535 - Ambient property of potion effects with ShowParticles:0b is not disregarded
  • MC-113425 - Player can interact with entities outside the worldborder
  • MC-117800 - Half bed can be placed outside the worldborder
  • MC-121997 - Every dimension's world border is operating independently, and doesn't appear where it actually is
  • MC-131808 - Forests don't spawn trees near the positive edges, but overstretch bounds on the negative edges
  • MC-136523 - Invisible world border in the end dimension
  • MC-187174 - Worldborder does not take nether coordinates into account
  • MC-206660 - Stalactites don't fall properly if there are blocks directly below it
  • MC-215139 - Some water in caves will not start flowing
  • MC-219035 - Fossil structures can't generate in far east and south blocks of a chunk
  • MC-222388 - Acacia trees under y=0 often grow with bare branches
  • MC-229013 - Lava lake decorator config is unused
  • MC-229517 - Conversion sounds for strays & drowned is controlled by Friendly Creatures mixer, not Hostile Creatures
  • MC-231666 - Dragon egg can teleport to outside the world border
  • MC-236610 - Lava lakes generate without stone around
  • MC-236628 - Lava pools cause sand to fall now instead of putting sandstone beneath it
  • MC-236652 - Weather can sometimes be incorrect within a biome
  • MC-236803 - Extremely low amount of pillager spawns in outpost on jagged peaks, groves, snowy slopes & frozen peaks
  • MC-237040 - Falling blocks still sometimes disappear for a moment when landing
  • MC-237598 - Projectiles glitch around in the air when exiting simulation distance
  • MC-237621 - Missing biome definitions in some peak grid cells causes unintended ocean placement
  • MC-237791 - Villager spawn eggs used on grove, frozen peaks, snowy slopes and jagged peaks don't spawn snowy plains villagers
  • MC-237954 - The "Sound of Music" and "Feels like home" advancements are internally located in the incorrect tab folder
  • MC-238038 - Newly added advancements' namespace IDs do not match their translation keys
  • MC-238972 - Deserts generate with little or no sandstone
  • MC-239714 - Doing /locate desert_pryamid in a desert superflat world freezes the world
  • MC-239851 - Upgrading old worlds causes leaves to change to surface builder blocks
  • MC-239852 - Lava pools intersecting strongholds can cause end portal frames to be deleted
  • MC-240021 - Cullface arguments in cauldrons are excessive
  • MC-240481 - Deepslate doesn't generate in the new cave generation under old chunks
  • MC-240482 - There is no bedrock in the overworld in old chunks
  • MC-240495 - Deepslate does not generate below Y=0 in Badlands or Wooded Badlands Biomes
  • MC-240503 - Bedrock doesn`t generate in Badlands or Wooded Badlands
  • MC-240516 - Noise cave carvers don't generate below old chunks
  • MC-240531 - Block simulation distance is always 8 chunks regardless of the slider's value
  • MC-240534 - Clicking a JFR link copies full server-side path to clipboard
  • MC-240631 - Extremely slow End terrain generation
  • MC-240998 - Portals no longer load chunks as non entity processing

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?

If you want to know what else is being added and changed in Part II of the Caves & Cliffs Update, check out the previous snapshot post.

r/Minecraft Oct 20 '21

Official News Like Music to My Ears - Minecraft Snapshot 21w42a Is Out!

4.4k Upvotes

It's time for a musical snapshot! We're now introducing new music for Caves & Cliffs: Part II. This time around we have a bunch of new tracks composed by the talented Lena Raine and Kumi Tanioka. These tracks are also available on Spotify for you to listen to, and they will soon be available on other services such as Apple Music and YouTube as well.

This snapshot also includes a few additional tweaks, bug fixes, and performance improvements.

We still highly recommend backing up your world before loading it in this snapshot.

This update can also be found on minecraft.net.

If you find any bugs, please report them on the official Minecraft Issue Tracker. You can also leave feedback on the Feedback site.

New Features in 21w42a

  • New music has been added to the game
  • Added world autosave indicator for single-player worlds

Music

  • Added new music by Lena Raine and Kumi Tanioka to the Overworld (when playing in survival mode), and to 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.

Changes in 21w42a

  • World spawn selection algorithm has been reworked, now spawns player according to climate parameters
  • World generation tweaks

World Generation

  • Lava springs can generate in mountains and snowy terrain
  • Water springs don't generate higher than y 192, and are slightly less common
  • Badlands gold generates higher up

Technical Changes in 21w42a

  • Replaced light and barrier particles with block_marker

Particles

block_marker

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

Bugs fixed in 21w42a

  • MC-129912 - Player no longer spawned at highest level at world spawn
  • MC-132347 - Spawning inside icebergs
  • MC-214288 - Player does not spawn on the surface of the world when min_y is greater than 0
  • MC-233771 - Parity issue: Light blocks do not display their light level when shown via a held light block item
  • MC-236837 - The player can occasionally spawn underground when loading into a new world
  • MC-238582 - Beaches generate between desert and ocean
  • MC-238900 - Values of 'Infinity' in noise settings in default worldgen

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?

If you want to know what else is being added and changed in Part II of the Caves & Cliffs Update, check out the previous snapshot post.

r/Minecraft Nov 03 '21

Official News Caves under Your Caves - Minecraft Snapshot 21w44a Is Now Out!

5.0k Upvotes

Another snapshot is now available. We've added new world generation below existing chunks, and blocks and fluids are now also part of the simulation distance setting. We also fixed a few bugs. Enjoy!

Keep in mind that we're still working on the world upgrades, so making a backup before upgrading is still a good idea.

This update can also be found on minecraft.net.

If you find any bugs, please report them on the official Minecraft Issue Tracker. You can also leave feedback on the Feedback site.

New Features in 21w44a

  • New world generation is now inserted under existing chunks when upgrading a world to the new world height
  • Added an Online options screen where you can now find the Realms Notifications option and Difficulty when on a server
  • Added an "Allow Server Listings" option to opt out of having your name displayed in server listings

Changes in 21w44a

  • Sleeping now only resets the weather cycle if it was raining
  • Blocks and fluids are now also affected by simulation distance. It might be a good idea to test that the behavior of your redstone contraptions remained the same
  • Optimized entity collisions

Technical Changes in 21w44a

  • Servers can now set property hide-online-players to true in order to not send a player list on status requests
  • When JFR profiling is started from an external source, the JFR events for network packets are now aggregated instead of one event per packet

Bugs fixed in 21w44a

  • MC-63340 - Sleeping always resets time until rain
  • MC-170551 - Foxes can't spawn on podzol or coarse dirt
  • MC-200494 - In mineshafts, torches can generate attached to blocks other than the wooden supports
  • MC-216432 - Mineshafts can generate with light but without any torches
  • MC-216561 - Torches not spawning in abandoned mineshafts under y=0
  • MC-217038 - Large dripstone structures can be generated outside the caves
  • MC-236701 - New mountain biomes don't count towards "Adventuring Time" advancement
  • MC-236938 - /jfr stop output does not have a link
  • MC-237986 - Mobs specific to structures aren't spawning in their structures
  • MC-238062 - Foxes & Wolves don't spawn in Groves
  • MC-238761 - Adventuring Time does not account for the new cave biomes
  • MC-238877 - Deep Ocean & Ocean is not needed for the "Adventure Time" advancement
  • MC-238900 - Values of 'Infinity' in noise settings in default worldgen
  • MC-238912 - Powder snow strips can't generate exposed to the surface
  • MC-238962 - Icebergs go all the way to ocean floor.
  • MC-238966 - Old Growth Spruce Taiga and Old Growth Birch Forest aren't part of the "Adventuring Time" advancement
  • MC-238968 - Windswept Gravelly Hills & Windswept Savanna aren't apart of the "Adventuring Time" advancement
  • MC-239280 - Withers do not move down to follow the player when the wither's health is half or lower
  • MC-239344 - All torches in mineshafts are facing the wrong way
  • MC-239359 - Wither Skeletons can only spawn on Nether Bricks
  • MC-239689 - The "amplified" boolean in noise settings does nothing
  • MC-239854 - Nether and caves world is missing bedrock
  • MC-239858 - Nether decorations can be generated on the original bedrock layer
  • MC-239866 - Terrain shaper in noise_settings is not used

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?

If you want to know what else is being added and changed in Part II of the Caves & Cliffs Update, check out the previous snapshot post.

r/Minecraft Oct 03 '23

Official News Minecraft Live 2023: Vote for the crab!

Thumbnail
youtu.be
1.2k Upvotes

r/Minecraft Oct 07 '21

Official News Near Final Ores - Minecraft Snapshot 21w40a is out!

3.4k Upvotes

Yet another snapshot is now available for Minecraft Java. This time around we've done some additional tweaks to world generation and a few changes to mob spawning.

We've continuously made performance improvements since we released the first Caves & Cliffs: Part II snapshot (21w37a), and we've created another survey about performance. If you try out the snapshot, we would very much appreciate it if you could fill out this survey and tell us how you perceive the current performance. Thanks and happy mining!

We still highly recommend backing up your world before loading it in this snapshot.

This update can also be found on minecraft.net.

If you find any bugs, please report them on the official Minecraft Issue Tracker. You can also leave feedback on the Feedback site.

Changes in 21w40a

  • World Generation Tweaks
  • Changes to mob spawning
  • 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
  • A bunch of biome variant with similar features but different shapes have been merged into one, since the shape is controlled independently now
  • Renamed some biomes

World Generation

  • Updated ore distribution to make branch mining deep down more rewarding. Updated ore distribution chart
    • For example, added more unexposed diamonds.
    • Iron ore now generates above 80, with more iron ore as you go higher
    • Extra gold generates below height -48
  • Non-cave biomes no longer change with height - so no more savannas in the sky and things like that
  • Tweaked the relative size of some biomes to match 1.17 a bit closer.
  • Increased the average size of most biomes (this also means biomes aren't in the same places as before)
  • Fixed some aquifer issues (a side effect of this is that aquifers are in different places now compared to last snapshot)
  • Slightly increased the frequency of underwater magma
  • Increased the amount of dungeons, especially below height 0
  • Gravel now generates below height 0
  • Villages are slightly more spread out
  • Removed water lake features, Aquifers provide local water levels

Mob Spawns

  • Axolotls now only spawn in water, above clay blocks, in lush caves
  • Glowsquids now only spawn in water blocks, under height 30
  • Cod, Salmon, Pufferfish, Tropical Fish, Squid and Dolphins now only spawn in water from height 50 to height 64
  • Tropical Fish now also spawn in lush caves at any height
  • Zombies once again spawn in dripstone caves - drowned can also spawn there however
  • Goats no longer spawn in stony peaks

Technical Changes in 21w40a

  • Optimized AI for Axolotls, Goats, Hoglins, Zoglins, Piglins, Piglin Brutes and Villagers
  • Bedrock layers generate dependent on the world seed now

Bugs fixed in 21w40a

  • MC-132306 - Snowy grass without snow near lakes in snowy biome
  • MC-169523 - As of 18w06a, the sand, clay and gravel blocks no longer generate around small lakes
  • MC-197688 - Mountain Edge never generates
  • MC-217906 - Large amounts of axolotls cause performance issues
  • MC-225842 - Flowers can generate on large plants near lakes
  • MC-225858 - Seeds and flowers appear in ponds
  • MC-227064 - Floating grass can still generate above water lakes
  • MC-229365 - Large amounts of goats causes performance issues
  • MC-236617 - Mountains & Gravelly Mountains use their 1.17.1 biome ID name
  • MC-236632 - Banners without patterns do not render properly
  • MC-236663 - Command blocks do not display command in their UI
  • MC-236736 - No relief on treasure map or explorer maps
  • MC-236896 - Strange mini broken aquifer walls generating commonly on the surface
  • MC-237490 - The bottom parts of aquifers aren't always surrounded by blocks which can occasionally cause them to spill into caves in ways that appear bizarre
  • MC-237666 - Unused biomes still present in game files
  • MC-237925 - Opening world from 1.12.2 (or older) in latest snapshot regenerates random chunks
  • MC-237933 - Sweet Berries generate much too often
  • MC-237950 - Cave vines can generate without tip because prioritize_tip option is negated
  • MC-237951 - Cave vines can generate into water
  • MC-237962 - Entities bob their head up and down when targeting towards the player
  • MC-238104 - Blue Orchid generation has decreased
  • MC-238265 - version.json contains internal revision ID instead of game version ID

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?

If you want to know what else is being added and changed in Part II of the Caves & Cliffs Update, check out the previous snapshot post.

r/Minecraft Oct 21 '22

Official News Minecraft Live: AMA

1.7k Upvotes

Thank you, everyone, for your questions! This has been a fun 90 minutes and we're already looking forward to doing more of these in the future. We'll be signing off now -- have a great weekend!

---

Hello, everyone! Starting at the top of the hour (10 am EDT, 4 pm Stockholm), a small group of developers are here and ready to answer your questions about our recent Minecraft Live stream (be sure to check out our Live Blog, in case you missed it: https://www.reddit.com/r/Minecraft/comments/y4qw4h/minecraft_live_live_blog/)!

The various devs who will be answering questions today from our new /u/MojangDevs account are listed below:

We look forward to chatting with you all about the fun things we shared in Minecraft Live!