Well hello fellow Minecraft lovers! It is time for the first snapshot for 1.20.
We know we promised no more major features, so how did we end up with such a big snapshot? You thought the trails were over? NO! In snapshot 23w12a we have even more tales to tell! Our devs apparently could not resist throwing in a few extra additions. Enjoy!
New Features
All features and changes from the "Update 1.20" experimental pack are now part of the game
Vibration resonance functionality has been added to Blocks of Amethyst
Added the Calibrated Sculk Sensor block
Added Suspicious Gravel, more Archaeology sites, and new Pottery Shards
Added 5 new armor trims
Signs have improved customization options
Added Sniffer Egg
Added Pitcher Plant
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 behaviour is called Vibration Resonance, and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally
Calibrated Sculk Sensors
A new variant of Sculk Sensors which 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
Archaeology
Added Suspicious Gravel block
It has the same characteristics as Suspicious Sand
Added Suspicious Gravel to Cold Ocean Ruins
Added Suspicious Sand to Warm Ocean Ruins
Sniffer Eggs can be found here
Added the Trail Ruins, a buried structure from a lost culture
Four Armor trims can be found here
Added 16 Pottery Shards (so there are now 20 Pottery Shards in total)
These have been distributed between the 5 Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins
Armor Trims
New armor trim Smithing Templates have been added to the following structures:
Trail Ruins
Wayfinder Armor Trim
Raiser Armor Trim
Shaper Armor Trim
Host Armor Trim
Ancient City
Silence Armor Trim
Signs
Sign text can now be edited after being placed in the world
This can be done by interacting with the Sign
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
Click commands on Signs can only be invoked when the Sign is waxed
If a Sign with a click command is not waxed, interacting with it will not invoke the command and instead open up the edit screen as usual
Sniffer Egg
Can be found in the Suspicious Sand of Warm Ocean Ruins
When two Sniffers breed they do not immediately spawn a Snifflet; instead, a Sniffer Egg is dropped
Hatching
When placed on Moss, the Egg will hatch after approximately 10 minutes
On all other blocks, it will hatch in approximately 20 minutes
Pitcher Plant
The Sniffer can now occasionally Sniff up a Pitcher Pod item
This Pod, when planted in Farmland, grows into a Pitcher Crop, which has five growth stages
Once fully grown, the Pitcher Crop can be harvested, yielding a two-block-tall Pitcher Plant
Changes
Vibration frequencies of many actions in the game have been tweaked
Wither effect particle color has been adjusted to make it more distinguishable
Potion of Slow Falling color has been adjusted to make it more distinguishable
Step sounds can now combine for blocks walked through and stepped on
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:
Movement in any medium (land, water and air)
Landing on any surface (land or water)
Item interactions
Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)
Blocks changing (cauldron water level rising, adding food to campfire, etc)
Blocks being destroyed
Blocks being placed
Mobs and players teleporting or spawning
Mobs and players dying or an explosion
Combination Step Sounds
Combines two different step sounds
Occurs for carpets, snow, nether sprouts, as well as warped and crimson roots
The top-most block you are walking on is played as normal
The block underneath is played at a lower volume and pitch
Armor Trims
The Dune Armor Trim now has a brand-new pattern and Smithing Template icon
The Dune Armor Trim's old pattern is now used by the Sentry Armor Trim
A new icon has been made for the Sentry Armor Trim Smithing Template to fit this pattern
The Sentry Armor Trim's old pattern is now used by the new Shaper Armor Trim
Technical Changes
The data pack version is now 13, accounting for sign data format changes
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
Game events have changed vibration frequency and some have been removed
Tweaked display entity interpolation
Removed update_1_20 feature flag and built-in datapack - features are no longer experimental
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
Game Events
piston_contract game event has been removed in favor of block_deactivate
piston_extend and dispense_fail game events have been removed in favor of block_activate
The blocks that can produce a combination of step sounds is controlled by combination_step_sound_blocks
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 next tick after receiving update)
Entities are not rendered unless initial data is received. That means display entities might not show on the first tick.
Note: due to how game handles updates, changes to entities made after summoning might be delivered to clients with later tick
Fixed bugs in Snapshot 23w12a
MC-157727 The small cube in honey/slime blocks isn't displayed in inventory
MC-165221 3D Modeled Potions are not rendered correctly in the "GUI Display"
MC-197241 Players can change the color of a wolf's collar even if they're not its owner
MC-201647 Entity riding an entity can cause location/coordinate desync
MC-256488 Bamboo Raft and Raft with Chest models float above ground
MC-256585 Z-fighting occurs on the text of hanging signs
MC-259201 The tops and bottoms of donkeys' ears are miscolored
MC-259879 Display entities with a rather large shadow_radius value can cause performance issues
MC-260020 Reloading the world resets the Brown Mooshroom's given flower
MC-260043 Decorated Pots don't play breaking sound in creative mode
MC-260047 Decorated pots from the creative inventory and new blank decorated pots with no NBT will match their texture to the last decorated pot you crafted
MC-260053 When rotating a decorated pot with the debug stick, it will spawn a decorated pot item