Added yummy Sweet Berries and pokey Sweet Berry Bushes to the game!
Added Blast Furnace
Rewrote the book & quill editing to be more intuitive
Added campfire
Added cartography table
Split cats and ocelots to their own creatures and updated cats with new features!
Added composter
Added Crossbows!
Added lots of new decorative blocks!
Added Fletching Table
Added new dyes and flowers!
Added foxes!
Added some community suggestions
Updated the credits list
Added in-game buttons for reporting bugs or giving feedback
Improvements to invisibility to allow it to correctly work in many cases where it didn't but you'd expect it to
Added grindstone functionality
Added 'Hero of the Village' effect
Added leather horse armor
Added lantern
Added lectern
Added loom
Existing special banner patterns can now be crafted into a new item that is not consumed when used, Banner Patterns
Added a new "Globe" banner pattern and item
Added lots of new blocks!
We're now using the new textures!
Added new Noteblock sounds
Added pandas!
Added illager patrols
Added pillagers
Added pillager outpost
Added raids
Added Ravager
Added scaffolding
Rewrote the sign editing to be more intuitive
Added Smithing Table
Added smoker
Added stonecutter
Added suspicious stew - hmmmm!
Trading changes
Villager changes
Biome based architecture for villages
Added Wandering Trader
Accessibility
There's a new Accessibility menu which provides a useful place for all of our accessibility features to be toggled
When the narrator is turned on, buttons will be narrated on focus
Most screens allow tab and shift+tab navigation through buttons, edit boxes and other UI elements
Most lists allow up/down arrow keys to navigate through them
We've added a new option for turning up the background of all transparent text elements, which should help make them more readable for some people
Bamboo
They call it exotic. Which is just people talk for awesome. Which it is, which is why we're so happy that we added it to the game.
Can be found in Jungles and the two new biomes: bamboo jungle and bamboo jungle hills
Can grow to a max height of 12 to 16 blocks
When sprinkled with bone meal, bamboo will grow with one or two bamboo blocks on the top
When struck with a sword, bamboo will instantly break
Two bamboo can be crafted into a single stick
Can be used as fuel, with four bamboo required to smelt a single item
Bamboo can be placed into flower pots
Bamboo can also be found in shipwrecks and jungle temples
Barrels
Do a barrel roll!
Store things in them!
Rotate them!
Find them in villages!
Bells
Ding dong, who's there? A RAID? GET INSIDE!!!
Trade with certain villagers to obtain the bell
Use the bell to alert villagers of nearby danger
A villager will ring the bell to alert other villagers of an impending raid
Ringing bells reveals all nearby mobs that can appear in raids
Berries
Delicious!
Not very filling!
Plant your berries in the ground and look with your special eyes as they grow up into a strong, independent bush!
Berry Bushes
Commonly found in taiga, taiga hills, and taiga mountains
Rarely found in snowy taiga and snowy taiga hills and snowy taiga mountains
You can stand inside them, but be careful, it will hurt to move
Has four stages of growth: sapling, no berries, some berries, full berries
Drops one or two berries in younger stage, then two or three in full growth stage
Supports bone meal!
Doesn't support silk touch!
Biome based architecture for villages
Villages have recieved an updated look, with several new themes
The theme depends on the biome the village is in, taking both climate and to available resources into consideration
Uses the new mysterious jigsaw block for generation
Adds new structure files, quite many actually
Blast Furnace
A new furnace upgrade that allows for smelting ores and melting metals faster than the traditional furnace
Can be crafted via three smooth stone, one furnace, and five iron ingots
Added to world gen in some villager buildings
Campfires
Come one, come all, and toast your buns around the campfire!
A decorative fireplace without fire spread
Cooks up to four foods, but slowly
Acts as a smoke signal you can see very (VERY!) far away when a hay bale is below (hint: think note blocks!)
Cosy light source
Can be lit/unlit
Cartography Table
New functional block that provides an easier and simpler way of cloning, extending, and locking of maps
New map functionality with cartography table
Map Locking: allows you to lock maps in the cartography table with a glass pane so that they can no longer be modified
Fancy UI to more closely represent what the recipes actually do functionally
Crafted with two planks and two paper
Cat and ocelot split
Anti-fusion!
Stray cats can be tamed
Tamed cats can give lovely (or less lovely) morning gifts to their owners
Ocelots can't be tamed, but might start trusting you if you feed them with fish
Phantoms are terribly scared of cats - how convenient!
Cat collars can now be dyed
Added several new cat skins!
Community Suggestions
As it turns out, you guys have GREAT suggestions!
Leaves now have a small chances to drop sticks
Chorus fruit flowers now break when shot by an arrow
Dead bushes can now be used as furnace fuel
Rabbit stew and beetroot soup have been changed to a shapeless recipe
Creepers will now drop records when killed by Stray in addition to skeletons
Dispensers with shears in them will now shear sheep that have wool in front of them
TNT and TNT minecart explosions now have 100% drop rate
Composter
Instead of eating your veggies you can make fertilizer from it!
Crafted with 3 planks and 4 fences
Crossbows
This is such a fearsome weapon that it makes us quiver!
Shoots arrows with base power slightly stronger than the bow, but has less durability
Three unique enchantments
Fun, challenging advancements
New loading mechanics
Unique load animation
Enchantments
Choose between the following three enchantments for your crossbow:
Multishot (I)
Ever wanted to shoot more than one arrow at once? Look no further! With multishot, your crossbow splits your arrow into three, shooting the usual arrow straight ahead and two more at angles off to the sides!
Cannot be combined with piercing
Piercing (I, II, III, IV)
With this pointy enchantment, arrows shot from your crossbow can travel through mobs, hitting more than one per shot
The number of mobs that can be damaged by a single arrow is equal to the level of this enchantment + 1
Cannot be combined with multishot
Quick Charge (I, II, III)
Each level of quick charge decreases the amount of time it takes to fully charge your crossbow by .25 seconds
Loading Mechanics
To charge the crossbow, hold down the "Use" button
Once the crossbow string has been pulled all the way back, let go
Boom! Your crossbow is now loaded and ready to shoot with a single click of the "Use" button
Decorative Blocks
Oh my, a bunch of new blocks!
Changed all existing stone slabs to smooth stone slabs (same look, new name!)
Changed all existing signs to oak signs (same look, new name!)
Made smooth stone slabs craftable from smooth stone
Added spruce, birch, jungle, acacia and dark oak signs
You can now right click on signs with dyes to change the text colour
Added stone stairs and slabs
Added granite stairs, slabs and walls
Added polished granite stairs and slabs
Added diorite stairs, slabs and walls
Added polished diorite stairs and slabs
Added andesite stairs, slabs and walls
Added polished andesite stairs and slabs
Added sandstone walls
Added smooth red sandstone stairs and slabs
Added smooth quartz stairs and slabs
Added brick walls
Added stone brick walls
Added mossy stone brick stairs, slabs and walls
Added nether brick walls
Added end stone brick stairs, slabs and walls
Added prismarine walls
Added red sandstone walls
Added red nether brick stairs, slabs and walls
Added smooth sandstone stairs and slabs
Added mossy cobblestone stairs and slabs
Made smooth stone obtainable by smelting stone
Made smooth sandstone obtainable by smelting sandstone
Made smooth red sandstone obtainable by smelting red sandstone
Made smooth quartz obtainable by smelting quartz block
Changed the recipe of nether brick fence to four brick blocks and two brick items
Changed the recipe of signs to require all of the same wood type, not any wood type
Dyes
We've been dyeing to tell you more about this!
Separated bone meal, ink sac, cocoa beans, and lapis lazuli into their own dyes
Unified all dye names (red, yellow, and green dyes no longer have special names)
Added new recipes to obtain coloured stained glass and coloured carpet
Fletching Table
Crafted with four planks and two flint
Villagers use it as a work site
Flowers
Get your green fingers!
To celebrate our new dyes, we added... flowers! Say hello to cornflower, wither rose and lily of the valley
Be careful of the wither rose! Don't let its subdued beauty lull you into a false sense of security...
Fox
What do they say?
...but really, what do they say?
Foxes come in two variants: red and snowy
Foxes are nocturnal
Foxes will hunt rabbits, chickens, and fish
Foxes are hunted by wolves and polar bears
Foxes are nimble and quick, so sneak up on them carefully!
Breed foxes with berries
If you breed two foxes, their offspring will trust you forever
Trusting foxes will defend you, but will still eat your chickens
Foxes like to eat any and every food item they find on the ground
You may find a fox exploring a nearby village at night
Grindstone
Moved inventory and crafting table repairing into the grindstone, this will be its new home
Has the ability to remove all non-curse enchantments from an item; for each enchant removed some XP is reimbursed
Hero of the Village
Hero of the Village effect causes the cost of trades with villagers to be reduced by a percentage and scales with level of the effect.
Hero of the Village additionally causes Villagers to occassionally toss items to you to thank you!
Horse Leather Armor
Added a new armour type for horses
Dye it in lots (yes, LOTS!) of different colours
Illager Patrols
Spawn in the world as a pack of five random illagers
Spawn in all variations of the Plains, Taiga, Deserts, Savanna
Scary-spooky new banner can be found a top the patrol leaders head
Lantern
Wait, another new block!?
The lantern is a new light source
The lantern can be placed either hanging under a block or on top of a block
It gives slightly more light than the torch
Lectern
Ermahgerd berks... holder... thingy?
Right-click an empty lectern to place book
Right-click a lectern with book to open
Current page is persistent and shared between all readers
Emits redstone pulses when page is changed
Use a comparator to get book reading progress
Loom
Bröther, may I have some lööm?
New and easier way of being able to apply patterns to banners, can still only apply six max patterns to a banner
Generic patterns now only require one dye in order to create patterns, instead of one to eight (depending on the pattern)
Special banner patterns (oxeye daisy, creeper skull, wither skeleton skull, enchanted golden apple) can now be crafted. These patterns don't consume the pattern item when used in the loom
Old pattern recipes in the crafting table for apply patterns to banners have been removed
New blocks
Even more! Can you believe it?!
Added barrel
Added smoker
Added blast furnace
Added cartography table
Added fletching table
Added grindstone
Added lectern
Added smithing table
Added stonecutter
Added village bell
New Textures
The extraordinary Minecraft Texture Update has been available at minecraft.net for quite a while, and now it’s finally available by default in the game
We’ve renovated the old textures of Minecraft and polished them for a new beginning
If you're feeling nostalgic you can always enable the old "Programmer Art" textures in the resource pack menu
Noteblock
5 new Noteblock sounds have been added: Iron Xylophone, Cow Bell, Didgeridoo, Bit, and Banjo
1 previously existing, but unused, sound effect has now been made available: Pling
The new Noteblock sounds can be heard by using Iron Blocks, Soul Sand, Pumpkins, Emerald Blocks, Hay Blocks, or Glowstone
Panda
We bring pandamonium!
Pandas come in different types and personalities! There is even a rumour about a brown panda...
Pandas love bamboo! They kinda like cake as well
Pandas can be bred, and the cubs can inherit traits through a special panda inheritance system
Pandas spawn naturally in the new bamboo forest biome
Pandas drop bamboo when killed. Don't kill pandas :(
Most importantly: pandas are cute and terribly silly!
The babies are, in general, even more silly than their parents. Silly panda cubs!
Pillager
A new type of illager that, well, pillages!
Pillagers wield a new weapon, the crossbow!
Pillager Outpost
As if finding pillager patrols out in the wild wasn't scary enough, keep an eye out during your explorations and you may just find one of their outposts
Can be found in any biome villages generates in
Takes advantage of the new mystery block, the jigsaw, for generation
Raids
If you find an illager wearing a banner on its head, be careful not to kill it!
If you do kill it, you might find yourself facing a 'Bad Omen'
If you find yourself with a bad omen buff, be especially careful not to walk into a village
If you do walk into a village with it? Best of luck!
Ravager
A fearsome new foe who packs quite a wallop. Grab your sword and shield and prepare to get knocked around!
Rewrite of Book & Quill editing
The pen is mightier than the sword. Unless you're fighting a pillager!
Movable cursor for free text editing
Selection support
Copy & paste
Keyboard and mouse handling
Improved page filling and line wrapping
Increased book length (100 pages)
Rewrite of Sign editing
Movable cursor for free text editing
Selection support
Copy & paste
Scaffolding
Here to make your life easy! No strings attached.
Easily buildable
Easily destroyable
Easily climbable
Easily the best use of your Bamboo
Smithing Table
Crafted with 4 planks + 2 iron ingots
Villagers use it as a work site
Smoker
New furnace upgrade that allows for the smelting of foods faster than the traditional furnace
Can be crafted via four Logs, and one furnace
Added to world gen in some villager buildings
Stonecutter
New functional block that provides a simpler way to craft various stones (stairs, slabs, chiseled, and more)
Crafted with three stone + one iron ingot
Suspicious Stew
Hmmmm...
Found in buried ship treasure chests
Also craftable!
Whoever eats this stew will be imbued with an unknown effect for several seconds!
Whoever crafts the stew will know what effect they gave it
Trading changes
Lots of new trades have been added
Villagers now level up in a new way
The trading UI is updated (WIP)
The trading prices now depend on your reputation and on demand
The villagers will restock up to two times per day (if they can work at their work station!)
Added visual trading; villagers will display the item they want to trade for your in-hand item
Villager changes
Villagers and zombie villagers now have new fancy skins
Added mason profession
Cured zombie villagers retain their trades
Villagers now have a daily schedule. They will for example go to work and meet up at the village bell
Each villager will try to find their own bed and work station
Each profession has a specific block that works as a work station for them (e.g. lectern for the librarian and cauldron for the leatherworker)
Village detection is now based on beds, job sites, and meeting points instead of doors
Iron Golems will spawn when enough villagers meet
Wandering Trader
A mysterious trader that can be randomly found around
Provides various random trades from a variety of different biomes
Is escorted around by a few llama with some sweet new decorations! (Careful! They can be temperamental)
Technical
New optional tag for block items: BlockStateTag - contains map of block state properties to be overwritten after block is placed (note: item model is not affected).
Creative menu search box now accepts tags (starting with #)
Tooltip in creative search menu now lists item's tags
New item model property custom_model_data, backed directly by CustomModelData integer NBT field
Extended NBT path syntax
New sub-commands for NBT manipulation and querying
New chat component for displaying values from NBT
Textures for potion effects, paintings and particles are now split into individual files. As a side effect, they can now be animated in the same way as blocks and items.
Sprites for particles can now be configured in resource packs (though particle still controls how they will be used).
Added entity type tags. They work exactly the same as other ones (blocks, items and fluids, etc). Stored in tags\entity_types\
Added a feature registry
Added a registry for decorators
Added a registry for carvers
Added a registry for surface builders
Item lore tag now uses chat component syntax
Profiler now lists time spent waiting for next tick (mostly idling or waiting for asynchronous tasks). Previous root is now listed under tick
Paintings and item frames in item form now support EntityTag (same as spawn eggs)
Command parser now accepts ' as string quotes. Inside '-quoted string " is handled as normal character and requires no escaping (and vice-versa) - so now it's easier to input text components in NBT
New Light engine!
loot command - evaluates loot commands items in various contexts
Block drops are now controlled by loot tables
Players, armor stands and wither now have loot tables
Performance Improvements
Added schedule command for delaying execution of functions
Time arguments in time set, time add and schedule function can now have units (t - ticks, s - seconds, d - days). Fractions are allowed (for example 0.5d), but result will be rounded to nearest integer.
teammsg command - Sends a message to all players on your team.
Advancements
Entity type predicates now accept tags (#baz)
Damage source predicate
Damage source predicate now has option: is_lightning
Entity equipment predicate
Entity predicate now accepts equipment field
This predicate can contain up to six fields: head, chest, legs, feet, mainhand, offhand
If this predicate is non-null, test will fail for entities that have no equipment (i.e. not mobs, players or armor stands)
Entity flags predicate
Entity predicate now accepts flags field
Available tests: is_on_fire, is_sneaking, is_sprinting, is_swimming, is_baby
Chat components
NBT chat component
Block variant {"nbt": <path>, "block":"<coordinates>"}, where <coordinates> field uses same format as /setblock
Entity variant {"nbt": <path>, "entity":<selector>}, where selector field uses same format as /kill
Additionaly, if field interpret is present and set to true, contents of selected tags will be interpreted as chat components
Works same as selector components:
if there are no elements, returns empty string
if there are multiple elements, merges them with ,
Commands
type field in @ selectors now accepts entity type tags (type=#foo and type=!#bar)
Item frame contents can now be modified with /replaceitem
data
data modify <block or entity> <path> <operation> <source>
Apply operation to selected fields
Basic operation: set - replaces value
List operations: insert <index> | prepend | append
Object operations: merge
Sources:
from <block or entity> <path> - copies value from existing tag
value <nbt> - uses NBT literal
execute
execute if data <block or entity> <path> (and execute unless)
when used as command, return count of matched elements
when used as part of command, continues on non-zero(if) or zero(unless) count
replace - works similar to /replaceitem. If count is missing, command will try to place all returned items. If count is higher than number of items, remaining slots will be cleared.
entity <entity selector> <start slot> [<count>] - replaces range of slots.
block <position> <start slot> [<count>] - replaces range of slots.
give <player selector> - inserts items into player's inventory (similar to /give)
insert <position> - inserts items into container (similar to shift left-click)
schedule
Schedules function or tag to run in <time> gametime ticks. Returns trigger time.
Any tag or function can be scheduled only once. Calling this command for already scheduled function or tag will replace older record.
teammsg
General syntax: teammsg <message>
Sends <message> to all players on the team of the player who runs the command. Available to all players on a team.
Alias
tm <message>
NBT paths
Can now return multiple values. When used as target, modification will be applied to every element
When setting location and no elements are found, new matching element will be created:
For example writing to Items[{Slot:10b}] will either found element in Items for slot 10 or create new one
Add [{k1:v1,k2:v2}] to match objects in list that have matching fields
Add {k1:v1,k2:v2} to match objects (selects 0 or 1 elements, mostly as safeguard against mismatched entries)
Note: this also works with root object: {} is valid path for referencing root object
Allow negative indices in [index] to select element from end (i.e. [-1] is last element, [-2] second to last, etc)
Add [] to select all elements from list
Dedicated server
server.properties
difficulty and gamemode settings now accept string names (integer values are still allowed as legacy option)
Server will exit faster is eula.txt is not set
Command line
Added new option --help. Not going to tell you what it does.
New command line option initSettings initializes eula.txt and server.properties with defaults, then exits
Light engine
We are de-lighted to have a new light engine!
Moved light storage from chunks to a separate structure
Moved light calculation from all over the code to a self-contained place
Moved light computation off the main thread (on the server)
Added support for directional opacity of blocks (used by slabs, stairs, snow layers, non-full-block dirt-related blocks and extended piston base blocks)
Also made enchanting table, end portal frame block and piston base block block light correctly
Loot tables
Note: Some functions and predicates (like set_name, set_lore, fill_player_head, entity_properties) accept entity target parameter. Possible values are:
Block drops are now controlled by loot tables (stored in loot_tables/blocks/)
Tables and pools accept functions
Added new loot table entry types: dynamic, tag, alternatives, sequence, group
Added new loot table conditions: survives_explosion, block_state_property, table_bonus, match_tool, damage_source_properties, location_check, weather_check and two special modifiers: inverted and alternative
Integer values can now specify random number generator (available types: constant, uniform, binomial). If omitted, defaults to uniform
Loot tables have optional type, used to validate function usage (available types: empty, chest, fishing, entity, advancement_reward, block). Using function that references data not available in given context (for example, block state in fishing table) will cause warning
New entity parameter in predicates: direct_killer - allows access to projectiles etc.
this - usually entity performing action
killer_player
killer - primary source of damage
direct_killer - direct source of damage (may be different than killer - for example, when killing with bow, killer will be bow user, while direct_killer will be arrow entity)
Modified conditions
entity_properties
Now uses same predicate syntax as advancements (like player_killed_entity). Parameters are now described in predicate field. If this field is empty object, any entity is accepted (but still has to be present).
Modified functions
set_name
Added new parameter entity (see note about entity target parameter for values). If present, name will be resolved with that entity (allows using selector and score components).
New conditions
alternative
Joins conditions from parameter terms with "or" ("disjunction").
block_state_property
Check properties of block state.
Parameters
block - id of block. Test will fail, if broken block does not match
properties - map of property:value pairs
damage_source_properties
Checks damage source. Same syntax as entity_properties, but uses damage source predicate (see player_hurt_entity advancement trigger).
inverted
Inverts condition from parameter term
location_check
Applies advancement location predicate.
Parameters
predicate - predicate applied to location. Uses same structure as advancements.
match_tool
Checks tool (available for block breaking and fishing).
Parameters
predicate - predicate applied to item. Uses same structure as advancements.
survives_explosion
Return true with 1/explosion radius probability.
table_bonus
Passes with probability picked from table, indexed by enchantment level.
Parameters
enchantment - id of enchantment
chances - list of probabilities for enchantment level, indexed from 0
weather_check
No surprise here.
Parameters
raining - optional boolean
thundering - optional boolean
New entries
alternatives
Tests conditions of child entries and executes first that can run. Has no weight or quality, but may have conditions.
dynamic
Gets block specific drops. Currently implemented:
minecraft:contents - block entity contents, for shulker boxes
minecraft:self - for banners and player skulls
group
Executes child entries when own conditions pass. Has no weight or quality.
sequence
Executes child entries until first one that can't run due to conditions. Has no weight or quality, but may have conditions.
tag
Adds contents of item tag. Fields:
name - id of tag
expand - if false, entry will return all contents of tag, otherwise entry will behave as multiple item entries (all with same weight and quality)
New functions
apply_bonus
Applies one of predefined bonus formulas.
Common fields
enchantment - id for enchantment level used for calculation
formula - type of used bonus formula
parameters - values required for formula (depend on type)
Formulas (based on existing fortune bonuses):
binomial_with_bonus_count:
parameters: extraRounds : int, probability : float
adds random value using binomial distribution with n <- level + extraRounds and p <- probabilty
uniform_bonus_count
parameters: bonusMultiplier
adds random value using uniform distribution from 0 to bonusMultiplier * level
ore_drops
no parameters
applies formula count * (max(0, random(0..1) - 1) + 1)
copy_name
Copies display name from block entity to item (see enchanting table behaviour)
copy_nbt
Copies NBT from source to item tags.
Parameters
source - may be this, killer, killer_player or block_entity
ops - list of copy operations:
source - source path (same as /data commands)
target - target path
op - replace, append (for lists), merge - for compound tags
explosion_decay
Applies flat chance (equal to 1/explosion radius) for every item to be destroyed (items in stack are processed separately)
fill_player_head
Copies player profile info to player head item.
Parameters
entity - source of profile (see note about entity target parameter for values, will do nothing if it's not player).
limit_count
Limits count of every item stack to range.
Parameters
limit:
min - optional
max - optional
set_contents
Populates BlockEntityTag.Items (works for shulker boxes, chests, etc.) with items from entries.
Parameters
entries - list of entries (same as in pool)
set_loot_table
Sets BlockEntityTag.LootTable and BlockEntityTag.LootPoolSeed tags.
Parameters
name - id of loot table
seed - seed (if omitted or 0, LootPoolSeed will not be set)
set_lore
Adds or replaces lore lines.
Parameters
lore - list of lines (in chat component format) to be added
replace - if true, previous lore is erased
entity - if present, name will be resolved with selected entity (see note about entity target parameter for values).
Performance Improvements
Improved performance of Redstone Wire when depowering.
Improved performance of Fish.
Mobs that would spawn and then despawn from being too far away from the player the next tick no longer spawn.
Refactoring
Changes to render options
Removed option to turn off VBO in the game settings. VBO are now always used.
Worldgen
Most of the biome related features now have a registry and their configuration can be serialized. I wonder what this is going to be used for...
Added "Bamboo Jungle" and "Bamboo Jungle Hills" biomes which behave like a normal jungle, but have bamboo!