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.
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
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
A Frog in a Mangrove Swamp.
Steve next to a house built out of blocks from the Mangrove Swamp.
A Mangrove Swamp biome in Minecraft.
A view from being underwater in a Mangrove Swamp biome.
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.
they find a valid substrate they can feed off of
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
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
An Ancient City in the Deep Dark.
A Warding shooting its Sonic Boom attack.
A Warden in the Deep Dark.
A variety of sculk blocks.
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
Alex in a boat with a chest.
An Allay holding a Goat Horn.
Alex holding a Goat Horn.
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
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
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