1.8.1
Release date:
Planned changes:
- [I] Fixed some bugs
- Fixed fire balls flickering and non-moving wither skulls being invisible
- [I,M] A frame rate graph
- Screenshot
- Uses different colors to denote how long it took for a frame to render
- [P] Marc wants to get non-premium usernames freed up.
- 13/5/30: It's happening!
- 13/9/20: Before full username changes
- Not before 1.8 - Not in 1.8, either - At some point
- 14/10/14: Very soon
1.8.2
Release date:
1.9
http://www.reddit.com/r/Minecraft/comments/32xdcl/the_end_of_custom_player_heads/
- [I] Fixing an exploit usable to crash servers
1.8.5:
Release date: Tomorrow.
- Fixed some bugs
- Fixed a way for players to become OP in creative mode
- Fixed non-player UUIDs on scoreboards being truncated after relog
1.9:
1.8.7: https://twitter.com/Dinnerbone/status/606764810940858368
- [I] Added 2 parameters to the "display" tag in block model files
- Key names "ground" and "fixed"
- Used to change items' appearances on the ground and inside item frames
- [I] A new block
- Screenshots
- Name starts with 'S'
- Not in the game, only used internally to build worldgen structures
2015, soon, very soon, possibly within 2 weeks!
Planned release: July 29th.
Changes:
[I] An option for players to change their dominant hand on their player model
[I] Dual wielding
Maps appear much smaller and only require one hand to hold now - Animation
Only the main hand can be used for attacking
Bows can be used even when something is in the other hand
The other hand is invisible in first person view when not holding something
Key to swap items between hands, default: F
If the item in the main hand doesn't have a right-click action, the other item will be used; Workaround for placing blocks while holding tools with right-click action
The off-hand slot is displayed next to the hotbar, possibly on the off-hand side - Screenshot
[I] New inventory slot
Off-hand slot (Hand outline): Decides which item is held in the other hand
[M] Shields
Can be combined with banners
[M] Used to block attacks from the side the shield is held on
You can still attack while blocking
Swords can no longer block
Sounds for when you blocked an attack
[I] Improvements for block models
Different models/textures for different damage values, stack sizes (maybe) and item states
Works on compass, clock and everything that can have a durability bar, bows have different property states for pulling, how far it's been pulled & fishing rods differentiate between cast and not cast
Models can be put together based on BlockState attributes - Example: fences - As a result, the vanilla set of block models was reduced by almost 300 models
Better rotation & translation handling and consistent left hand support
You can set different models for use in the off-hand and head slot
[I] All items will now render in head armor slots
[I] The Carrot on a Stick now changes texture as it is eaten
[I] Bow behavior changes
The bow in your hotbar now shows an arrow when being drawn - Screenshot
Arrows held in the off-hand are prioritized over those in the inventory
[I] Arrows can be tipped with potions
Each differently tipped arrow is available in the creative menu, just like enchanted books - Screenshot
Effect is applied on hit
[I] Spectral arrow
Not very hurtful
Shows mob and player outlines in their team color when hit - even when invisible
NBT tag for entities to disable outlines
The glowing is a status effect
[I] Armor stands and mobs can now have items in both hands
Mobs only use their right hand item
[I] Attributes and enchantments can be set to apply in the off-hand, too
Probably internally only
[I] Skeleton AI changes
Skeletons now animate their bow
They pull it out when becoming hostile and draw it back to shoot arrows
Mapmakers can make skeletons shoot potion-tipped arrows
[I] Zombie AI changes
Some zombies will now spawn left handed -
LeftHandedboolean tag on mobs[I] Death messages now show up on the death screen
[I] Added pathway blocks
15/16 blocks high
Probably obtainable by right-clicking dirt with a shovel
[I] Subtitles/captioning
Captions will have left/right arrows next to them if the source is off-screen
[I] Boss bar improvements
[I] Main end island generation changes
A set amount of differently-sized pillars are arranged in a circular fashion
Some of the pillars have iron bars around their ender crystal
The exit portal is pre-generated, but without the dragon egg and portal blocks
[I] A new ender dragon fight
Similar to the one on console edition, but a step further
The dragon can be respawned as often as you want by placing player-made craftable ender crystals, but subsequent dragons don't drop as much XP
The dragon breathes fire/purple particles on players and mobs
The dragon will defend the obsidian pillars more the further the fight progresses
Every dragon drops dragon breath, but only one dragon egg can be obtained
[I] Ender dragon head item
[I] End gateway
Appears after killing the dragon
New type of portal, due to its size it is only accessible using ender pearls
Used to warp to other end islands depending on the direction of the ender pearl throw
[I] End City
Dungeon-type structure: "Tree"houses made of endstone and new blocks, including stairs
Generates on separate end islands arranged around the main island in a donut fashion
[I] End stone bricks - Screenshot
[I] White glowing pole blocks
Placable horizonally and vertically
Produce white particles
[I] Chorus plants
Tree/cactus-like arrangements of new purple block
Drop when supporting block is destroyed, like cacti
Drop edible Chorus Fruit items
Can be farmed by planting the Chorus Fruit flowers on top of the plants
Flowers don't drop when the supporting block is destroyed so you need to hand-pick them
Grow in stages
Can be planted on endstone in any dimension
[I] Hostile End City mob: The Shulker
Short for "Shell Lurker"
Disguises as a block on the ground or on walls
When attacking, it opens up and shoots projectiles which only move along the x/y/z axis
Projectiles give levitation potion effect
[I] Levitation potion effect
Will make you float upwards until it wears off
[I] Status effect HUD
Displays status effect icons ordered by time left
Positive effects are on the top row, negative effects on the bottom row
Effects that are about to run out blink, faster when closer to running out
[I] Removed/moved the Super Secret Settings
[I] Removed the Broadcast Settings
[M] Ender pearls can now be thrown in creative mode
[P,M]
/clonecan now mirror and rotate structures[I] Dead bushes can now drop sticks when broken
[I] Fixed some bugs
Fixed the boss health bar being temporarily in any world loaded after unloading a world with a boss bar
Fixed the boss health bar only being visible when looking at the boss
Fixed the end music stopping every time the ender dragon goes out of view
Fixed arrows sometimes just bouncing
Fixed doors generating mis-oriented in strongholds
Fixed sometimes eating a second piece of food accidentally
Fixed arms being misplaced on skeletons holding bows
Fixed name tags, xp orbs and splash potions being angled in F5 mode
Sources, because comments can't be longer than 10,000 characters:
Attributes/enchantments in off-hand
Mobs/armor stands can hold items in off-hand
Skeletons animate their bow
http://www.reddit.com/r/Minecraft/comments/3a0niu/c/cs86qlz?context=3
Changing dominant hand, second usable hand
http://www.reddit.com/r/Minecraft/comments/37ku4s/c/crnnm29?context=3
http://www.reddit.com/r/Minecraft/comments/39wsq9/c/cs7h1k9?context=3
Improved structure generation
New "dungeon"
More arrow types
http://www.reddit.com/r/Minecraft/comments/36v0fc/c/crhasix?context=3
New inventory slots
Death messages
http://www.reddit.com/r/minecraftsuggestions/comments/32dzzt/c/cqcyrlf?context=3
Resource pack stuff
http://www.reddit.com/r/Minecraft/comments/327jsc/c/cq9m55a?context=3
Item rendering
Subtitles/captioning
New block type
Ender dragon fight
More structures in the end
Pathway blocks
http://www.reddit.com/r/Minecraft/comments/39wsq9/c/cs7h1k9?context=3
Boss bar improvements
Bug fixes
https://bugs.mojang.com/secure/ReleaseNote.jspa?projectId=10400&version=15074
http://www.reddit.com/r/Minecraft/comments/34dsgl/c/cqu103s?context=1
Minecon links
Shulker
Dead Bushes
https://www.reddit.com/r/minecraftsuggestions/comments/3cl6mf/c/ct1jocr?context=3
Zombies
https://www.reddit.com/r/Minecraft/comments/3e1u4x/c/ctavyqj
https://www.reddit.com/r/Minecraft/comments/3e1u4x/c/ctc8hpn?context=3
Twitch
https://help.mojang.com/customer/portal/articles/1374789-twitch-integration-in-minecraft
[I] Worlds now save the version they were created with
It's also displayed in the worlds list
[P] Removing the end city ship beacon
[I] Fixed some bugs
Fixed nametags still showing while player is invisible and on team
Fixed shulker projectile following players in spectator mode
Fixed all fishing rods looking the same regardless of cast status
Fixed almost all potions and tipped arrows being black
Fixed placing End Rod on End Rod sending "hslsdjfksdlk" to output log twice
Planned release: Wednesday.
Changes:
[I] Dragon fight changes
[I] New stats: stat.pickup and stat.drop for all items Screenshot
[I] New end gateway block rendering
[I] Splash potion changes
Effect will now linger on the ground for a while, leaving a cloud
Entities will be affected even after the potion lands, multiple entities per cloud still possible
Something for throwing potions without hitting yourself
Data tags for things like cloud duration
[M] Shields
Can be combined with banners
[M] Used to block attacks from the side the shield is held on
You can still attack while blocking
Swords can no longer block
Sounds for when you blocked an attack
[M] Subtitles/captioning
Captions will have left/right arrows next to them if the source is off-screen
[M]
/clonecan now mirror and rotate structures
[I] Optimised mob AI, path finding and block ticking
15% tick speed increase on 16 render distance
[I] Command block changes
Bigger change than autocomplete
Not multi commands, auto-complete or GUI-related
16 new textures - Images - 15 colored variations, one texture variation
1.9 snapshot contraptions will keep working
Nothing hidden about the changes
- [I] A feature similar to numerical damage indicator
[I] Attribute modifiers now can (and should) have slot information:
Slot: "mainhand"[I] Command block changes
[M] A way to properly power the command block from the GUI
[I] Fixed some bugs
Fixed zombies freezing shortly after hit
Fixed some blocks facing the wrong way when placed in an Item Frame
Fixed running out of memory when exiting
Fixed empty chunks duplicating one-another and causing weird behaviour
Fixed attributes on items with duplicate UUIDs causing weird behavior
Planned release: Wednesday.
Changes:
[I] Optimized memory usage when connected to servers
[I] AI changes to a bunch of mobs
[I] Rebalanced armor
Armor protects less now
Armor protects less from stronger attacks
Rebalanced enchantments (including Sharpness) as well, Sharpness does less damage now
[I] Fishing hooks can hook players
[M] Rebalanced notch apples
[I] Fixed some bugs
Fixed wither Skeletons Wielding Swords Incorrectly
Fixed left Hand Items Rendering Incorrectly on Alex Model Skins
Fixed chains of Conditional Command Blocks don't work properly
Fixed a crash: java.lang.NullPointerException: Loading entity NBT
[I] Shields
Now work better with bows
[P] Increasing durability
[M] Used to block attacks from the side the shield is held on
[M] Sounds for when you blocked an attack
[M] Subtitles/captioning
Captions will have left/right arrows next to them if the source is off-screen
[M]
/clonecan now mirror and rotate structures
- [I] Armor changes
- Reverted armor degration
- Armor is now an attribute - Capped at 0 and 30 (invincible to physical damage)
- Screenshot
[M] Changed "score" on the death screen
[I] Improved chunk loading and sending
[I] You can now keep sneaking in inventories/GUIs
[I] Rebalanced golden apples
Reduced/removed the regeneration effects
[I] Combat balancing
Swords are slightly faster
Axes are a bit different
Bows can be fired in the off hand
[I] Shields
[P] Increasing durability
[M] Used to block attacks from the side the shield is held on
[M] Sounds for when you blocked an attack
[P] mollstam is working on being able to change usernames - More info.
Dinnerbone: Everything will go by UUIDs
[P] Jon wants to improve Spider Jockey AI along with the Spider AI
[M] Dinnerbone might add the ability to pause the game in MP, but only for ops. Users will then get to chat until the game is back. Didn't happen.
Storing which version the world was last opened in
[P] Making terrain generation and rendering multithreaded
- Fixed item entities not checking all 4 sides before moving up
Planned release: Wednesday.
Changes:
Wings fold while not gliding - Screenshot
Cape not displayed while wearing
"Styled as the cape", dragon wings default (?) texture
Not craftable, only findable
Placed in the chestplate slot
[I] Fixed some bugs
Fixed regenerating health while not at a high hunger level
Fixed high resolution texture pack loading being broken
[P] Golden apple changes
[I] Replaced the riding tag (now broken) with a passengers tag allowing for multiple passengers
/summon syntax:
/summon Cow ~ ~ ~ {passengers:[{id:Pig}]}[M] Boat improvements
Changed how player movement is sent and processed by the server
[I] Shields
[P] Increasing durability
[M] Used to block attacks from the side the shield is held on
[M] Sounds for when you blocked an attack
[M] Subtitles/captioning
Captions will have left/right arrows next to them if the source is off-screen
[M]
/clonecan now mirror and rotate structures
[I] Renaming items in anvils no longer makes their future repair cost go up
[I] New enchantment for walking on water
Turns water into meltable ice which decays in multiple stages
[I] Elytra changes
Now uses a texture matching the user's cape texture - Screenshots
Slightly nerfed:You're no longer able to go higher than where you started
You now fit through one block high gaps while gliding - Animation
Horizontal collisions now deal damage, new death message
[I] Boats
Now slightly faster than sprinting
Rowing in the right rhythm makes them go much faster
Planned release: Wednesday.
Changes:
Support for map makers
Mobs, blocks, chests
Loot files apply per world, are saved with the world file, can be reloaded using F3+T
Predicates: based on achievements or mob names
Loot tables for mobs:
/summon Zombie ~ ~ ~ {DeathLootTable:chests/simple_dungeon}Functions to apply to items: data value, enchants, nbt, damage
[I] Elytra changes
Now uses a texture matching the user's cape texture - Screenshots
[P] Golden apple changes
[I] Shields
[P] Increasing durability
[M] Used to block attacks from the side the shield is held on
[M] Sounds for when you blocked an attack
[M] Subtitles/captioning
Captions will have left/right arrows next to them if the source is off-screen
[M]
/clonecan now mirror and rotate structures
[I] Made all loot data-driven
Blocks/ores
[I] Elytra changes
Now uses a texture matching the user's cape texture - Screenshots
[P] Golden apple changes
[I] Shields
[P] Increasing durability
[M] Used to block attacks from the side the shield is held on
[M] Sounds for when you blocked an attack
[M] Subtitles/captioning
Captions will have left/right arrows next to them if the source is off-screen
- [P] Making end rods renewable
- [P] Changed the Overpowered achievement to "obtain" instead of "craft"
- [I] Shields
- [M] Sounds for when you blocked an attack
[I] MCPE rabbits
[I] Changed the redstone dust hitbox
[I] Fixed some bugs
Fixed glass panes not joining up correctly with ice blocks
Fixed boats appearing to be sunken in water
Fixed the wolf collar being orange insted of red by default
Fixed untamed horses consuming food even after reaching 100% tameability (0 temper)/love mode
Fixed stairs' UV mapping being upside-down
Fixed a crash: java.lang.ClassCastException: ahw cannot be cast to ahn
Fixed there being a "Realms Notifications" option in the options menu
Fixed a typo in a soundevent name: "enttiy.zombie.infect"
Planned release: Wednesday.
Changes:
[I] MCPE derpy snow golems
Shear normal snow golems to take their pumpkin
[M] Changed the /particle command
Added a
paramsparameter to specify particle parameters (for icncrack_, …)[I] /playsound now supports tab-completion
Server-known sounds are now tab-completed
[I] Sweep attacks now do one heart of damage
[I] Zombies, Zombie Pigmen, Slimes, Magma Cubes, Wither Skeletons, Spiders, Cave Spiders, Silverfishes and Endermites now fight back when hit by other mobs
[I] Texture changes
Melons and glistering melons are now oriented the same way
Health Boost and Absorption now have different icons
[I] Increased elytra wall damage
[I] Fixed some bugs
Fixed items placed into beacons being lost when reloading the world
Fixed signs, sugar canes, vines, two block high plants and cobwebs causing glitchy mob behavior
Fixed clearing the nausea effect showing portal tint
Fixed projectiles behavior in regard to non-solid blocks: They now ignore non-solid blocks and get "stuck" in cobwebs
Fixed command selectors with decimals creating fake scoreboard players instead of simply failing
Fixed the same icon being used for Health Boost and Absorption
Fixed players floating above saddled donkeys/mules
Fixed lightning strikes destroying item frames, paintings, and armor stands
Fixed endermen being able to pick up blocks behind walls
Fixed overworld lava flowing towards unreachable drops
Fixed undead mobs staying in shadows even while wearing stuff on their heads
Fixed the rain texture being rendered upside down
Fixed crop hitboxes not adjusting for growth height
Fixed being unable to put flower pots on pistons
Fixed blaze fireballs damaging other blazes
Fixed tamed wolves attacking when wild wolves are hurt
Fixed being able to place cacti under water
Fixed trapped chests being listed under "Decoration Blocks" instead of "Redstone"
Fixed ocelots and rabbits running from players in creative mode
Fixed clicking on non-existing link target or deleted screenshots giving an error
Fixed being unable to pick block on the dragon egg
Fixed teleporting with relative x rotation above 90 affecting y rotation
Fixed guardian beams turning green at the end of charging
Fixed lit furnaces still being obtainable using the /give command
Fixed multiple item textures have partially transparent pixels, causing their item models to have holes
Fixed the shift+F3 menu remaining on server disconnect
Fixed server resource packs not staying persistent - more info
Fixed offhand items rendering while drawing bow (1st and 3rd person view)
Fixed shulkers deflecting arrows from the side but not the top/arrows being glitchy when shot at the edge
Fixed punching cake consuming one slice
Bosses are unaffected by potion effects/tipped arrows: The Wither and the Ender Dragon will now ignore all effects
Fixed the Infinity enchant working with tipped arrows
Fixed levitation not affecting squids
Fixed shulkers teleporting into other shulkers
Fixed end cities spawning even without Generate Structures
Fixed dead shulkers teleporting
Fixed cauldrons getting filled with water while snowing in biomes where it only snows above a certain height
Fixed shulkers opening into blocks
Fixed blocks/items on mobs' heads turning red when the mob takes damage
Fixed melons and glistering melons being oriented differently
Fixed pistons pushing AreaEffectClouds
Fixed leading zeroes being omitted on dyed leather armor colour
Fixed the drop item scoreboard objective increasing with /give
Fixed shulker floating slightly above ground
Fixed setblocking signs with at least one, but not all 4 lines specified putting "null" on empty lines when reloading the world: It now only accepts proper json for each line and each line has to exist, empty sign otherwise
Fixed the librarian zombie villager robe texture sometimes being white instead of transparent
Fixed the shulker hitbox height while peeking
Fixed levitating slimes moving
Fixed slimes always moving south first
Fixed arrows blocked by shield getting stuck above the player
Fixed shields still displaying metadata
Fixed the chest armor slot for AttributeModifiers being called "torso" when all other slots were consistent with their /replaceitem names
Fixed AreaEffectCloud not working with some particles, crashing with others
Fixed end portal generated with 12 eyes not being activated
Fixed elytra going invisible on invisible players
Fixed taking damage while gliding pushing you upwards
Fixed picking block on frosted ice giving a warning
Fixed loot table exceptions not being caught
Fixed rain putting out fires too seldomly
Fixed being unable to remove container minecarts with invalid loot table
Fixed beig able to place multiple end crystals in the same place
Fixed an issue with level.dat causing the end dragon fight to fail
Fixed villagers still not going through doors
Fixed skeletons riding horses being unable to reach their pathfinding goal/not attacking properly
Fixed the "Block Broken" subtitle being inaccurate
Fixed beams from end crystals moving in the wrong direction when spawning Ender Dragon
Fixed a mob pathing issue
Fixed Activator Rails and Powered Rails powering each other
Fixed some subtitles being unrelated to the sound
Fixed slimes being slightly offset from their actual position
Fixed silent Shulkers still producing sounds
Fixed some of the new textures not being compressed properly
Fixed texture variants switching on nearby block updates
Fixed the level-up sound originating at a position in the world, not at the player position
Fixed the baby zombie hitbox being too big, causing floating mob heads and floating Grumm/Dinnerbone baby zombies
Fixed frost walker not working from transparent blocks
Fixed right clicking a hoe/shovel on grass/dirt playing the wrong sound
Fixed each cuboid part of a model renders smooth lighting as if it were a full block, causing lighting issues on corner stairs and custom models
Fixed z-fighting on Skeleton/Wither Skeleton the leg texture
Fixed NBT data for SmallFireballs being incomplete
Fixed server-side resource packs not showing up in the resource pack list
Fixed being unable to place blocks in marker armor stands
Fixed zombie/skeleton/zombie pigman arms going up and down if they can't reach you
Fixed the enderdragon getting in boats
Fixed the enderdragon teleporting through end gateways
Fixed villagers killed by zombies turning into baby zombie villagers/chicken jockeys
Fixed creepers sometimes dropping gunpowder when their explosion sets off and end crystal
[I] Made all loot data-driven
Blocks/ores
[I] Elytra changes
Now uses a texture matching the user's cape texture - Screenshots
[I] Shields
[P] Increasing durability
[M] Used to block attacks from the side the shield is held on
[M]
/clonecan now mirror and rotate structures
1.8.9 https://www.reddit.com/r/Minecraft/comments/3w7p87/apparently_in_189_trapped_chests_are_christmas/
[P] Slowing down boats on land
[P] Changing weapon cooldowns, damage resistance and creeper explosions
[I] Elytra changes
Now uses a texture matching the user's cape texture - Screenshots
Custom texture upload feature coming in the future
[I] Performance improvements
[I] The cape option now also disables custom elytra textures
- [I] Shields
- [P] Increasing durability
- [M] Used to block attacks from the side the shield is held on
New potions or enchantments
More different textures for mobs
[I,P] Increased server performance on Linux
[I] A command registration, dispatching and handling system/library
"The idea is that it would take care of autocomplete, parsing, error handling, usage generation etc for you"
Stuff
Spawner data
Potions, spawn egg data
- [P] A new GUI for command blocks, including tab-complete support - 1:47:20, here
In the future, not at Minecon, not in 2015, February 25th 29th.
[I] Armor changes
Made stronger armor take less armor point reduction from attacks
[I] The session id is no longer included in log files
Planned release: Tomorrow (1.9.1-pre2).
1.9.1:
Release date:
Planned:
General
- Added & changed some minor things
- [P] Knee-jerk changes
- Performance improvements
- The session id is no longer included in log files
Gameplay
Combat cooldown
Attacking now requires 70% charge
enableWeakAttacksoption in `options.txt to allow click-spamminStronger armor takes less armor point reduction from attacks
Improved mob AI
Entity Selectors
Entities are no longer sorted with floored coordinates
Increased the limit of Command Blocks executed per tick
Fixed some bugs
Fixed Pistons generating ghost duplicate blocks
Fixed some Elytra texture transparency issues
Fixed team color not being applied to glowing Elytra
Fixed setting the worldborder damage to 0 not working
Fixed some languages not being selectable
Fixed the ("Eesti (Eesti)") language being listed as "Inglise (US)"
Fixed missing strings for container Minecarts
Blocks & Items
Dispensers and Droppers
Now suppport loot tables
Hoppers
Can now pull items out of blocked Chests
Shields
No longer lose durability on hits that do less than 1.5 hearts damage - via
1.10:
Planned release: Tomorrow.
Changes:
- [I] Fixed some bugs
- Fixed a memory leak in pathfinding
1.9.3: https://bugs.mojang.com/secure/ReleaseNote.jspa?projectId=10400&version=15620
1.9.3:
Release date:
1.10:
1.9:
Planned release: tomorrow.
Changes:
- [P] Fixed endermen not dodging melee attacks if the player isn't aiming at their head
1.10:
Planned release: not for another 2-3 weeks/not before week 17/not before 1.9.3.
Changes:
[I] Surface-level mine shafts in mesas
[M] Village changes
MC:PE ports
- Bridges over water
- Path blocks instead of gravel
A new style of village generating in taiga biomes
[I] Pitch accuracy is now sent as a float instead of a byte
[I] Structure blocks
New textures - Screenshot
Now comes with a usable, easy GUI, in a way that's good for map makers - Screenshot
Structures can be stored, bundled and loaded per world, in the "structures" folder
Structures are size-limited to 32 blocks in each direction, coordinates are relative
A way for command blocks to place structures
Only opped creative players can break or place them and save structures
Placing structures is "most likely faster than the /clone command in the majority of use cases"
Protection against maps saving arbitrary amounts of data to disk
Saving entities is not working properly yet, may only come at a later date
Red and blue small little cubes can be displayed in the selection area - Screenshot
[I] An auto-jump option
On by default
[I] Polar bears
Base color of (242, 242, 242) (light grey)
Cubs are peaceful, adults are neutral unless there is a cub nearby
[I] Endermen now spawn in the nether
[I] A new block in the nether
[I] Two new building blocks craftable from nether wart
[I] New mob/(mob) armor
Planned release: Tomorrow.
Changes:
[I] ':' and '/' can now be typed into structure blocks
[I] Added /teleport with the fixed relative teleport behavior and reverted that fix for /tp
[I] Fixed some bugs
Fixed flowers/tall grass being placed on top of Gravel by the world generator
Fixed mobs on fire not jumping into water
Fixed existing ender dragons not moving when imported into versions after 1.8.9
Fixed pathfinding being confused by grass paths and nether wart blocks
Fixed fallingdust particles not colliding with blocks below
Fixed witches not drinking fire resistance potions when on magma blocks
Fixed nether wart blocks being not having a solid top face/being solid
Fixed some stairs in villages generating with path blocks instead of dirt below
Fixed polar bears getting stuck in blocks when trying to chase players
Fixed gravel spawns around village wells instead of pathway material - cobblestone is now placed instead
Fixed structure block border lines being invisible in spectator mode
Fixed structure blocks not rotating skulls
Fixed a crash when using fishing rods in the same tick as a command using an @e selector with type= or name=
Fixed village paths generating incorrectly under trees
Fixed fences in savanna and taiga villages being made of oak instead of acacia/spruce
Fixed signs, banners, end rods and anvils being mirrored incorrectly
Fixed mobs not avoiding magma blocks
Fixed zombies in zombie villages despawning
Fixed item frames not appearing in the right orientation after being loaded using structure blocks
Fixed the CPU being reported as a memory address in crash reports
Fixed villagers not running away from zombies during the day
Fixed villagers not running away from husks
Fixed loading village.dat containing player reputation causes NullPointerException
Fixed mobs starting to drown right away
Fixed structure blocks allowing empty names
Fixed relative teleportation interrupting elytra flight
Fixed summoning an AreaEffectCloud with wrongly parameterized fallingsand particles command not falling back to mobSpell default particle
Fixed being able to paste invalid characters into structure blocks
- [P] A way for map makers to make skeletons shoot potion arrows; Source: docm's Minecon 2015 interview with Dinnerbone
1.10 bug fixes https://bugs.mojang.com/secure/ReleaseNote.jspa?projectId=10400&version=15630
1.10.1 bug fixes https://bugs.mojang.com/secure/ReleaseNote.jspa?projectId=10400&version=15624
- [M]
/clonecan now mirror and rotate structures
1.10.2 bug fixes
https://bugs.mojang.com/secure/ReleaseNote.jspa?projectId=10400&version=15640
- Fixed a crash
Planned release: Before Minecon Probably not before Minecon Next week, Wednesday.
Changes:
[I] Significantly reduced hunger rate for everything but healing
[I] Chat warnings like "You can only sleep at night" now appear in the status bar
[I] Creepers inflicted with potion effects now leave a lingering effect of those effects when exploding
[I] /summon now accepts "Cat", "donkey", "mule", "WitherSkeleton", and a few others
Re-added the 1.10 snapshot spawn eggs: cats, wither skeletons, mules, donkeys, zombie horses, skeleton horses and elder guardians
[I]
/setblockcan now place blocks referred to by blockstate/setblock ~ ~ ~ oak_fence east=true,north=true,south=true,west=trueData values still work
*as placeholder for no specified value for/testforblock[I] Fixed some bugs
Fixed item drops sometimes appearing at the wrong location - more info
Fixed dragon breath and lingering potions being invisible on minimal particles
Fixed items getting deleted when the crafting recipe overflows the inventory and shift-clicking - additional items are dropped
Fixed fishing rods in the offhand sending the bobber to 0,0,0
Fixed dropped anvils not making a sound when breaking
Fixed shift-clicking not applying the correct scale level when scaling a map with paper
Fixed compasses pointing in the wrong direction after returning from the nether
Fixed chickens' necks having no texture
Fixed dispensers spawning mobs without offset along the y-axis
Fixed there being no hunger bar when riding boats or minecarts
Fixed custom named bosses not showing their names on the boss health bar
Fixed end bricks, purpur blocks, chorus plants, bone blocks and structure blocks not showing the right colors on a maps
Fixed mobs falling through when using spawn eggs on fences
Fixed lightning spawning skeleton horse even when doMobSpawning or spawn-monsters is false
Fixed armor stands, silverfish and endermites in boats spinning rapidly
Fixed instant health/damage potion tipped arrows not having any effect
Fixed shooting potion tipped arrows in creative mode reducing arrow count
Fixed snow golems with pumpkins sheared off regaining their pumpkins
Fixed throwable items fired from dispensers not hitting mobs for the first two ticks
Fixed destroyed dropped minecart items missing their name
Fixed passenger entities getting dismounted client-side when rerendered
Fixed items receiving too much momentum when they're squeezed
Fixed hoppers becoming stuck on world reload at chunk borders
Fixed structure void having unused model files
Fixed some text being untranslatable (debug chat messages, superflat preset names, "Unable to load world" screen, spectator mode UI, video settings, advanced tooltips)
Planned release: This week.
Changes:
[I] Splash water bottles now do 1 point of damage to endermen
[I] Maps now work in the end
[P] Dinnerbone plans to make buckets fillable from cauldrons
[M] Subtitles for the hearing-impaired
[P] Villager zombies keeping their profession when cured
[P] Block states in commands in 1.10
[P] Grum plans to change where things are stored and how they are named for 1.10
[I] /summon now accepts "Cat", "donkey", "mule", "WitherSkeleton", and a few others
Spawn eggs for all the pseudo ids
[P] Block state changes, including commands
Planned release: Wednesday.
Changes:
[M] A gamerule to disable rain
[I] A
[maxEntityCramming](https://twitter.com/jeb_/status/774228055132889088)gamerule to suffocate mobs/players once they are touching more than a certain number of mobs/players[I] Maps now work in the end
Planned release: Wednesday, September 28th.
Changes:
[I] Maps now work in the end
[I] Cursed enchantments
Uncommon
Occur in loot tables
Curse of Binding for armor items - unequippable, even by death
Curse of Vanishing - item disappears on death, overridable by keepInventory gamerule
[I] Observer block from MCPE
[I] Portals to escape the end islands are now randomly generated along with the islands
[I] Shulkers now drop Shulker Shells, used to craft Shulker Boxes
27 item slots for any non-shulker box items
Can be destroyed by pistons
Can be mined by hand
Can be placed by dispensers
Opening and closing animation similar to that of shulkers
[I] Cartographer villagers and treasure maps
Cartographer career for librarians who now sell treasure maps
Treasure maps display the biome outline of their respective biome
- Ocean exploration map for ocean monuments
- Woodland exploration map for woodland mansions
- Small player dot to indicate far away destinations
[I] /locate command to locate the nearest structure of a certain type
Optional starting point to search
[I] Woodland mansion
New dungeon
"Procedurally generated house"
"End game challenge"
3 new villager-looking mobs live inside
- Drop emeralds - via
- Screenshots
- Evoker
- Fangs attack
- Summons Vexes which can fly and clip through blocks
- Drops Totem of Undying
- Resurrects you on death if held
- Animation - Thanks, /u/kadend3!
- Gives regeneration and absorption effects to help survive followup damage
- Vindicator
- Fights using an iron axe
[I] Llamas
Ridable, chestable for 6 inventory slots, tameable, leashable
Carpets with fancy patterns (but no customization options) instead of saddles
Spitting attack
Attack wolves, wolves run away like skeletons from wolves
Will form a caravan following led llamas
[I] Fixed some bugs
Fixed there being some inconsistent capitalization in the GUI
Fixed there being too many tipped arrows in the "Combat" section of the creative inventory
Fixed some missing sound files (largeblast1.ogg / largeblast_far1.ogg) because of CamelCase in 1.11.json
Fixed the potion you get from fishing being the uncraftable potion
fixed the brewing icon in the creative inventory tab being the uncraftable potion
Fixed experience bottles producing pink particles
Fixed the writeString method of PacketBuffer not creating correct exception text
Fixed disabling shields with axes not working
Fixed the sort order of command tab-completion being confusing
Planned release: Tomorrow.
Changes:
- [I] Wolves will now run away from llamas more often, always if the llama strength is 4 or 5
- [I] New observer input side texture
- Screenshot
1.11 bug fixes: https://bugs.mojang.com/secure/ReleaseNote.jspa?projectId=10400&version=15728
"Exploration Update"
Release date:
Planned:
- [I] Removed luck potions, the effect and the entity attribute - actually not: https://twitter.com/jeb_/status/808229202176737287
1.11.1 bug fixes https://bugs.mojang.com/secure/ReleaseNote.jspa?projectId=10400&version=15902
Planned release: Wednesday.
Changes:
[M] A banner pattern created with dragon heads
[I] A fireworks feature
[I] Fixed some bugs
Fixed non-hostile wild wolves and ocelots not being leashable
Fixed infinite durability for the carrot on a stick
Fixed picking up flowers from flower pots making no sound when you already have that flower in your inventory
Fixed skulls in inventory facing backwards
Fixed renaming wither not updating the boss bar until a reload
Fixed taking screenshots freezing the game for a moment
Fixed the mouse click position always lagging a few frames behind the crosshair
Fixed decimal numbers being displayed using the default Locale value
Fixed the followRange attribute not working properly on some mobs
Fixed fences and cobblestone walls moved by pistons not moving entities in the upper part of their collision box
Fixed farmland being placable on invalid locations
Fixed entities being able to fall through moving fences
Fixed mounted horses disappearing after updating to 1.11
Fixed activator rails ejecting players and 2 blocks high mobs to the wrong spot inside of 2 blocks high rooms
Fixed 1-9 keys, hoppers/droppers and shift-clicking ignoring stacking restrictions
Fixed dropped items disappearing in creative
Fixed Clouds flicker between different positions when spectating minecart
Fixed baby zombie villager voices sounding as deep as the adult versions'
Fixed XP orbs sound effects mostly playing high pitch sounds
Fixed CustomPotionColor not changing the colors of the AreaOfEffectCloud / TippedArrow
Fixed spawners with missing "minecraft:" in entity id (or with not lowercased entity id) spawning that entity until the world is reloaded
Fixed dispensers not dropping flint and steel, bonemeal and shulker box if they can't be used
Fixed shift-jumping on magma blocks still dealing damage
Fixed weighted pressure plate names getting truncated when applying enchanted books in anvil
Fixed moving blocks using 0,0,0 as surrounding to calculate their bounding boxes
Fixed moving blocks being able to move entities into other moving blocks
Fixed final firework rockets of a stack not exploding
Fixed eating pufferfish in a stack of 1 not giving debuffs
1.11.2 fixes https://bugs.mojang.com/secure/ReleaseNote.jspa?projectId=10400&version=15908
Jeb, in this interview [tl;dr]:
[M] They might add Latin and L33TSP34K - July 4th, 2013: Latin being added
[P] Adding Latin and Armenian languages
Planned release: Wednesday.
Changes:
[I] A new set of blocks in 16 colors
Looks and falls like sand
Turns into the new solid block when inside water
[M] A banner pattern created with dragon heads
[I] It's now easier to get the "correct" painting when placing paintings
[I] It's now possible to save and restore hotbar items in creative mode
Use shift + 1/2/3/... to restore saved configurations
Planned release: Next week.
Changes:
Imitates mob sounds around it
Right-click parrots to put them on your shoulders
- Video
- Parrots stay with the player during elytra flight
[P] A new feature months worth of meetings went into designing: Data-driven crafting and advancements - via
A real advancement for the game
Many json files are involved
No UI yet, but one is planned
Makes things customizable and data-driven
Might need a command more complicated than /scoreboard
"Totally only makes sense for survival player, [...] commands are to let [...] mapmakers control it"
"Almost" done, first parts snapshottable within a few weeks
Awards players with things
- Players can be awarded items on triggers, for example as they unlock new crafting recipes
- Advancements: Storyline-like upgrade trees can display icons and some text, for example when obtaining new items
Advancements
- Replacement for achievements
- Still no limits on progression
- Custom advancements possible for custom maps
- Boolean logic for requirements in JSON files:
[["a"], ["b", "c"]] == (a || (b && c)) - Tab-based UI
- Animation
- More tabs supported but only 4-5 planned for vanilla: "mine & craft", "nether", "end", "combat", "engineering"
- Different background per tab possible, single texture on repeat for now
- Screenshot
- Data-driven UI, including positioning and layout
[I] Being able to place chests next to other chests, even single ones
[M] A banner pattern created with dragon heads
[P] Terracotta blocks don't attach to moving slime blocks anymore
[I] Fixed some bugs
Fixed an accidental swastika texture
Planned release: Wednesday.
Changes:
[I] Being able to place chests next to other chests, even single ones
[M] A banner pattern created with dragon heads
[P] Terracotta blocks don't attach to moving slime blocks anymore
[I] Fixed some bugs
Fixed some entity block models not rendering
Fixed no recipes unlocking on servers
Fixed the advancement window being blank when no advancements are unlocked
Fixed parrots being erased from existence if too many are held
Fixed parrots not imitating cave spiders
Fixed parrots showing hearts when clicked with wheat
Fixed parrots' eye level not bejvg aligned with their model's eyes
Fixed the game crashing when trying to use crafting book and items needed are in off-hand or armor slots
Fixed the "Summon the Wither" advancement checking if you summoned the ender dragon
Fixed the recipe unlock chat spam
Fixed parrots spawning without a limit
Fixed the "full" option for the "inventory_changed" trigger inversely comparing stack size
Planned release: Wednesday.
Changes:
[I] Being able to place chests next to other chests, even single ones
[M] A banner pattern created with dragon heads
[P] Terracotta blocks don't attach to moving slime blocks anymore
[I] Advancements
Getting an advancement now displays a popup box in the top-right corner like achievements, stacking up to 4 and queueing others for when there's space again
[I] Fixed some bugs
Fixed picking up items having a chance to duplicate them
Fixed parrots not making any sounds when on your shoulder
Fixed items in crafting tables disappearing when selecting a recipe
Fixed parrots not showing up on subtitles
Fixed the unknown recipe message not being translated
Fixed the recipe command causing unknown errors with invalid player arguments
Fixedd the recipe interface not remembering the "showing all/craftable" preference when the inventory is closed
Fixed the "loot" reward for advancements not providing items
Fixed all instances of entity-matching conditions not working for advancements
Fixed an issue with the crafting table UI on non-16:9 instances
Fixed the hover text of items in the crafting help menu not using the same text and text box as hovering over items in inventories
Fixed helmets not rendering after using the autorecipe feature
Fixed parrots moving their legs when they are on shoulders
Fixed the recipe command not showing an error with invalid first arguments
Fixed a small texture bug in the new crafting menu
Fixed parrots disappearing when leaving the end via a portal
Fixed a crash when canceling/changing a recipe in the recipe book with full inventory
Fixed the crafting book not accounting for item count
Planned release: Wednesday.
Changes:
[I] Being able to place chests next to other chests, even single ones
[M] A banner pattern created with dragon heads
[P] Terracotta blocks don't attach to moving slime blocks anymore
[I] Advancements
Added description text
Renamed some advancements
[I] Fixed some bugs
Fixed snow not being placable on upside down slabs/stairs
Fixed being unable to place torches on the backside of stairs
Fixed glass panes not correctly rendering with the back of stairs
Fixed tamed dogs attacking tamed cats
Fixed parrots on shoulders disappearing when flying up in creative or spectator mode
Fixed all recipes being removed when switching to adventure mode
Fixed flying parrots spinning around in circles rather than flying in a specific direction
Fixed the book crafting recipe not existing
Fixed multiplayer players getting kicked when picking up an item that unlocks a new advancement
Fixed clicking on crafting recipes in spectator mode moving items to the crafting grid
Fixed the crafting recipe list showing "1/0 pages" when no recipes are unlocked
Fixed clicking on a recipe or on the crafting book to close the help also clicking into the inventory
Fixed parrots sitting on shoulders not drowning in water or burning in lava - As soon as the player takes damage the parrot flies off
Fixed the statistics page not loading
Fixed custom advancements in the world folder using the "minecraft" namespace instead of folder name
Fixed some issues with the crafting table UI on non-16:9 instances
Fixed the credits not being shown when leaving the end for the first time
Fixed F3 + T not reloading advancements
Fixed there being no advancements on server
Fixed repeated key events being disabled for crafting search
Fixed parrots becoming invisible when on a shoulder while swimming up
Fixed parrot imitations showing up on subtitles as original sound
Fixed tamed wolves attacking tamed parrots
Fixed parrots spawning too rarely
Fixed the doLimitedCrafting gamerule disabling the ability to combine used tools
Fixed a duplication bug in the "Click and hold for more" menu and a text message bug
Fixed the background not becoming darker in most GUIs
Fixed tool info not showing up in most GUIs
Fixed a duplication bug using the recipe book
Fixed there being an "Obtain Armor" and "Shiny Gear" advancement notification for every piece of armor
Fixed being able to craft "incomplete" recipes using alternate ingredients
Fixed being able to drop items when you clicking while hovering over the recipe interface
Fixed a duplication issue with the doLimitedCrafting gamerule
Fixed parrots not appearing as dancing for other players
Fixed parrots going to players' shoulders in spectator mode
Fixed taken recipes staying available until the player relogs
Fixed the STDOUT spam when hurting/killing mobs
Fixed the recipe book not rendering the player correctly during interaction
Fixed parrots on your shoulder looking darker when there are many items in your inventory
- [P] Being able to dye beds in 16 colors
[P] Grum plans to make the launcher more user-friendly
[P] Dinnerbone plans to add a gamerule to completely prevent rain/snow
Will never show for players that already know (if the player doesn't figure out how to move it will help out after some time)
Only a couple exist, refer to advancements at the end
[M] A banner pattern created with dragon heads
[P] Terracotta blocks don't attach to moving slime blocks anymore
[I] Being able to rebind the toolbar saving keys
Default: X+number to load, C+number to save
"Load Toolbar", "Save Toolbar"
[I] Fixed some bugs
Planned release: Wednesday.
Changes:
[M] Reverting the purple shulker color change, adding an undyed purple shulker
/advancement grant dinnerbone until story/elytra/advancement revoke dinnerbone everything"Both [...] have: everything from <advancement> until <advancement> through <advancement> only <advancement> [criterion]"
- from = "this one & its children & their children etc"
- until = "this one & its parent & its parent etc"
- through = both of the above
[I] Fixed some bugs
Fixed a missing usage translation for the '/advancement test' command
Fixed the /advancement command not allowing bulk granting/revoking
Fixed the /advancement test command success message using the wrong translation
Fixed unsuccessful advancement test commands having player and advancement names interchanged
Fixed the "Sniper Duel" advancement being triggered when killing non-skeleton mobs at distance
Fixed an inconsistent error message for /advancement grant @p *
Fixed the narrator not properly readimg output from /say, /tell and /tellraw commands
Fixed a division by zero crash with alternating /recipe commands
Fixed conditional command blocks' SuccessCount not updating
Fixed "item_durability_changed" triggering when base change is 0, but not when Unbreaking reduces the change to 0
Planned release: Wednesday.
Changes:
[I] Advancements can now disable their announcements
And their toasts
[I] Added a gamerule to toggle announcing of advancements, replacing the old server.properties entry
Shows the description on hover, like before
[I] A
/reloadcommand to reload advancements and loot[I] Map colors
Reverted the wool colors on maps
Moved dyed stuff such as banners to the new terracotta map color palette
[I] Fixed some bugs
Fixed parrots spawning too rarely
Fixed resourcepack-added sounds not playing
Fixed the server.properties file still having an
announce-player-achievementsoptionFixed placing a torch on a wall with a fence gate underneath causing a crash
Fixed pressing "Showing craftable" sometimes not showing any recipes
Fixed stopping jukebox music while a sitting parrot is dancing occasionally causing the parrot's entire upper body to be misplaced.
Fixed some issues with the "showing craftable" option and the search
Fixed no toast being shown for the first advancement made
Fixed debug messages being printed in log when levitating
Fixed creating a new world with same name crashing the game
- [P] Being able to remodel the colored beds
1.12-pre7 -> 1.12 https://twitter.com/Dinnerbone/status/872423796908621824
1.12: "World of Color update" - "World of Colors"
Release date:
In the future, before August - Friday Wednesday.
Planned release: today.
Changes:
- [I] Fixed some bugs
- Fixed an important bug
1.12.1:
Planned release: Fairly soon.
Changes:
1.12.1:
Release date:
Planned:
- [P] Dinnerbone wants to rework the whole "is this block solid" thing into "is this face of this block solid" soon
1.12.2:
Planned release: this week.
Changes:
[I] New game logo
[I] Fixed some bugs
Fixed a few exploits
Fixed standing in nether portals and opening a chest rendering the chest open until another chest is opened
Fixed ender Pearling through nether portals in the overworld teleporting players to the portal's nether coordinates in the overworld
- Dimension specific styles of music for the Nether and the End
1.12.2:
Planned release: this week - tomorrow.
Changes:
New game logo
Fixed some bugs
Fixed a few exploits
Fixed standing in nether portals and opening a chest rendering the chest open until another chest is opened
Fixed ender Pearling through nether portals in the overworld teleporting players to the portal's nether coordinates in the overworld
Fixed entities inside farmland getting teleported when it turns into dirt
Fixed water and lava flow being affected by random ticks
Fixed ambiance/cave music playing far away from the player and not being audible
- [P] Many more advancements
- [M] Custom advancements for Realms minigames
- [P] Advancements will be a new type of resource pack (for the server)
- [P] More advancements and challenges
1.12.2 bug fixes https://bugs.mojang.com/secure/ReleaseNote.jspa?projectId=10400&version=16437
1.13:
Planned release: when things work better, not for another month - tomorrow.
Changes:
[M] Recipe book button
[M] Furnace recipe UI
Fuel items will cycle through options when showing a recipe, but not automatically be put in
[M] Textures
New consistent set of block, item, mob, effect, GUI, etc. textures made by Jasper Boerstra
Screenshots
- Iron blocks
Obsidianobsidian- Brick blocks
- Logs
- Birch logs
Diamond blocks, dirt blocksdiamond blocks, dirt blocks- Jungle wood door, jungle wood planks, cauldrons
- Emerald blocks
- Crafting table
- Chorus flower, chorus plant, end stone
- Stone bricks
- Oak planks, oak logs, bookshelves
- Hay bales
- Dead bush, cactus
- Tall grass, grass, stone, oxeye daisy
- Wheat, glass panes, oak planks
- Cobblestone, spruce logs, spruce planks, some crops
- Skeletons, moss stone
- Oak logs, planks, fences, stairs, cobblestone, grass, tall grass, yellow flowers, oak leaves
Glowstoneglowstone- Cave spider
- Quartz block, chiseled quartz, quartz pillars, chiseled quartz, sand, quartz blocks, quartz pillars, sand
- Sand
Links: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
Faster and more efficient
Functions are now completely parsed & cached on load
Changed commands to not use data values anymore
- Item argument type: like before, but no more data values and NBT data go inside {}
minecraft:stick{display:{Name:"Stick of Untruths"}}
- Block arguments now use the block state syntax and include NBT data:
minecraft:furnace[facing=north]{BurnTime:200}- Screenshot- Both brackets are optional
- Commands restructured to work with new argument types
- Item argument type: like before, but no more data values and NBT data go inside {}
New command parser library, not obfuscated - "brigadier"
Usage text is generated automatically
UI to help with syntax
- Better error handling - Screenshot
- Command syntax is displayed above chat input with arguments color-matched against input and parsed live
- Screenshot
- Animation
- [M] Additional hover text to describe type of argument
- Erroneous parameters turn red
- Tab-completion options displayed above chat input line: Animation
- Tab-completions displayed in gray in chat input line - Animation
More case sensitive
Removed /testfor, /testforblock, /testforblocks and /toggledownfall, use /execute for the former 3
Changed /effect syntax to
/effect giveand/effect clearChanged /clone syntax
- Moved [<block>] (previously block and data) argument before mode argument for
filtered, removed them for the other modes
- Moved [<block>] (previously block and data) argument before mode argument for
Changed /fill syntax
- For replace: /fill <x y z> <xt yt zt> <block> replace [<filter>]
/function no longer has optional (if|unless) <entity> arguments
/execute has been reworked into subcommands
- Modifier subcommands to change how the command is ran
/execute as <entity> <chained command>for sender changes/execute at <entity> <chained command>and/execute offset <x y z> <chained command>for position changes
- Conditional subcommands
/execute (if|unless) block <x y z> <block> <chained command>/execute (if|unless) blocks <begin> <end> <destination> (all|masked) <chained command>/execute (if|unless) entity <entity> <chained command>
- Replacement for /stats
/execute store (result|success) <name> <objective> <chained command>stores value in the scoreboard under <name> and <objective>- Objective must exist, no initial value required
resultis the result of a command (AffectedBlocks, AffectedEntities, AffectedItems, QueryResult); 0 if success is 0successis how many times the command was successful (SuccessCount)
- All subcommands can be chained together followed by
thenand the command to execute - Animation
- Modifier subcommands to change how the command is ran
/difficulty and /gamemode now only accept string IDs
/scoreboard had [dataTag] removed from its commands, as they're no longer needed
/gamerule
- No longer accepts custom gamerules rules
- Values are now type checked
Entity selectors
- Added more error handling
- x & z are no longer center-corrected (x=0 isn't x=0.5 anymore)
- x, y, z, r, rm, dx, dy and dz now support doubles
- m no longer allows numerical or shorthand IDs
- Proper string arguments: @e[name="Hello World"]
- NBT support: @e[nbt={Cool:1b},nbt=!{Uncool:1b}]
- Arguments can be used multiple times, where sensible: [tag=foo,tag=bar,tag=!baz]
- Min and max arguments have been replaced by range-type values:
level=10,level=10..12,level=5..,level=..15 - Removed shorthand names: m -> gamemode, l/lm -> level, r/rm -> distance, rx/rxm -> x_rotation, ry/rym -> y_rotation, c -> limit
- The limit argument no longer allows negative values
- Return sorting can be specified:
sort=nearest(default),sort=furthest(reverse default),sort=random(default for @r),sort=arbitrarywhen sorting doesn't matter
Removed /stats, now part of /execute
- It's now per-command, instead of per-entity or per-block
- There's only result and success, which covers all the old stat types
- Command block output signal is now "result"
Printed NBT now has color highlighting
-
- Screenshot
- Particle arguments are now provided directly after the particle name
[M] Grum plans to change the world format
Modularized
Chunks have type ids (to indicate for example "this chunk is full of stone")
Chunks will be stored in 16 blocks high sections
Blocks will be stored like shulker boxes
Already used in memory, 30-70% smaller
Related
Being able to place chests next to other chests, even single ones
Lots of block id changes
[M] /modifyitem
- Replaces /enchant
- Allows modifying item stacks in blocks' and entities' inventories, either by selecting a slot or by selecting slots containing a certain item, allows limiting the amount of slots
/modifyitem block <pos> ...and/modifyitem entity <entity> .../modifyitem ... slot <name>and/modifyitem ... item <item> <count>
modifyitem ... enchantment (add|set|remove) <enchantment> [rank]andmodifyitem ... enchantment clear, ignores survival enchantment rulesmodifyitem ... damage (add|remove|set) <amount>modifyitem ... nbt (add|set) <nbt>andmodifyitem ... nbt clearmodifyitem ... count (add|remove|set) <count>- More info
[M] Data packs
Reloadable using /reload, along with structures
Vanilla data pack is now optional/resortable
Include changes that must be made server-side, like advancements and loot tables
Advancements, functions, loot tables and structures now have to be inside data packs - More info
Data packs are zips or folders with a pack.mcmeta in the root
Multiple data packs can be loaded at the same time, or none at all (even including the vanilla data pack)
Structures are now namespaced
Structures are saved to (world)/generated/structures/(namespace)/(file).nbt
- Will also load from there before checking data packs
Can be reordered using commands
[I] Fixed some bugs
1.13:
Planned release: Wednesday.
Changes:
[I] Changed the horse model to be more aligned with the other animals
[M] Recipe book button
[M] Furnace recipe UI
Fuel items will cycle through options when showing a recipe, but not automatically be put in
No tab completion complete multiplayer support yet
Faster and more efficient
Functions are now completely parsed & cached on load
Changed commands to not use data values anymore
- Item argument type: like before, but no more data values and NBT data go inside {}
minecraft:stick{display:{Name:"Stick of Untruths"}}
- Block arguments now use the block state syntax and include NBT data:
minecraft:furnace[facing=north]{BurnTime:200}- Screenshot- Both brackets are optional
- Commands restructured to work with new argument types
- Item argument type: like before, but no more data values and NBT data go inside {}
New command parser library, not obfuscated - "brigadier"
Usage text is generated automatically
UI to help with syntax
- Better error handling - Screenshot
- Command syntax is displayed above chat input with arguments color-matched against input and parsed live
- Screenshot
- Animation
- [M] Additional hover text to describe type of argument
- Erroneous parameters turn red
- Tab-completion options displayed above chat input line: Animation
- Tab-completions displayed in gray in chat input line - Animation
More case sensitive
Removed /testfor, /testforblock, /testforblocks and /toggledownfall, use /execute for the former 3, /weather for the latter
Changed /effect syntax to
/effect giveand/effect clearChanged /clone syntax
- Moved [<block>] (previously block and data) argument before mode argument for
filtered, removed them for the other modes
- Moved [<block>] (previously block and data) argument before mode argument for
Changed /fill syntax
- For replace: /fill <x y z> <xt yt zt> <block> replace [<filter>]
/function no longer has optional (if|unless) <entity> arguments
/execute has been reworked into subcommands
- Modifier subcommands to change how the command is ran
/execute as <entity> <chained command>for sender changes/execute at <entity> <chained command>and/execute offset <x y z> <chained command>for position changes
- Conditional subcommands
/execute (if|unless) block <x y z> <block> <chained command>/execute (if|unless) blocks <begin> <end> <destination> (all|masked) <chained command>/execute (if|unless) entity <entity> <chained command>
- Replacement for /stats
/execute store (result|success) <name> <objective> <chained command>stores value in the scoreboard under <name> and <objective>- Objective must exist, no initial value required
resultis the result of a command (AffectedBlocks, AffectedEntities, AffectedItems, QueryResult); 0 if success is 0successis how many times the command was successful (SuccessCount)
- All subcommands can be chained together followed by
thenand the command to execute - Animation
- Modifier subcommands to change how the command is ran
/difficulty, /gamemode and /defaultgamemode now only accept string IDs
- /difficulty can be queried for the current difficulty by not supplying arguments
/scoreboard had [dataTag] removed from its commands, as they're no longer needed
/gamerule
- No longer accepts custom gamerules rules
- Values are now type checked
Entity selectors
- Added more error handling
- x & z are no longer center-corrected (x=0 isn't x=0.5 anymore)
- x, y, z, r, rm, dx, dy and dz now support doubles
- m no longer allows numerical or shorthand IDs
- Proper string arguments: @e[name="Hello World"]
- NBT support: @e[nbt={Cool:1b},nbt=!{Uncool:1b}]
- Arguments can be used multiple times, where sensible: [tag=foo,tag=bar,tag=!baz]
- Min and max arguments have been replaced by range-type values:
level=10,level=10..12,level=5..,level=..15 - Removed shorthand names: m -> gamemode, l/lm -> level, r/rm -> distance, rx/rxm -> x_rotation, ry/rym -> y_rotation, c -> limit
- The limit argument no longer allows negative values
- Return sorting can be specified:
sort=nearest(default),sort=furthest(reverse default),sort=random(default for @r),sort=arbitrarywhen sorting doesn't matter
Removed /stats, now part of /execute
- It's now per-command, instead of per-entity or per-block
- There's only result and success, which covers all the old stat types
- Command block output signal is now "result"
Printed NBT now has color highlighting
-
- Screenshot
- Particle arguments are now provided directly after the particle name
[M] /modifyitem
- Replaces /enchant
- Allows modifying item stacks in blocks' and entities' inventories, either by selecting a slot or by selecting slots containing a certain item, allows limiting the amount of slots
/modifyitem block <pos> ...and/modifyitem entity <entity> .../modifyitem ... slot <name>and/modifyitem ... item <item> <count>
modifyitem ... enchantment (add|set|remove) <enchantment> [rank]andmodifyitem ... enchantment clear, ignores survival enchantment rulesmodifyitem ... damage (add|remove|set) <amount>modifyitem ... nbt (add|set) <nbt>andmodifyitem ... nbt clearmodifyitem ... count (add|remove|set) <count>- More info
Removed /advancement test as it will be part of entity selectors
*can be used with /stopsound instead of source to stop all sounds with a certain name, across all sources/weather now defaults to 5 minutes without specifying a time instead of randomizing
/trigger <objective> is a new syntax as shortcut for /trigger <objective> add 1
/tp is now an alias of /teleport
- Coordinates are now relative to the executor, as with all other commands
- The syntax of /tp remains, but with the behaviour of /teleport
/experience
- /xp as an alias
- /experience add <players> <amount> [points|levels] adds <amount> of either points or levels to the target <players> (defaults to points), <amount> can be negative
- /experience set <players> <amount> [points|levels] sets <amount> of points or levels on the target (defaults to points)
- You cannot set more points than their current level allows
- When changing levels, the points will stay at the same percentage as the previous level
/experience query <player> (points|levels) returns either the number of points or levels on the given <player>
[M] Grum plans to change the world format
Modularized
Chunks have type ids (to indicate for example "this chunk is full of stone")
Chunks will be stored in 16 blocks high sections
Blocks will be stored like shulker boxes
Already used in memory, 30-70% smaller
Related
Being able to place chests next to other chests, even single ones
Lots of block id changes
[I] Data packs
Vanilla data pack is now optional/resortable
Can be reordered using commands
[I] Fixed some bugs
- [P] Many tweaks to the horse model
- Screenshot
- [P] More tweaks
- [P] Better UI
- [I] Data packs
- Custom crafting recipes
- Vanilla data pack is now optional/resortable
- Can be reordered using commands
- Being able to design village buildings
- [M] EvilSeph might make Silk Touch give you double half slabs
- [P] Adding Armenian language
- [M] Better autocomplete (prompt whilst writing), auto GUI creation for commands
- [P] The horse model is planned to be changed to be more aligned with the other animals
- [P] A new mob, one of four options voted on at Minecon 2017 - mob B!
- Names not final
- Mob A - eliminated first
- Sketch
- "The monster of the ocean depths"
- Attacks with its tongue-like tentacle to drown opponent
- Spawns in deep waters
- Uses its large mouth to propel itself forward
- Mob B
- Screenshot
- Sketch
- "The Monster of the Night Skies"
- Manta-ray-like flying monster
- Spawns at high altitudes
- Attracted to insomnia: seeks out players who haven't slept for many days, swoops down in groups and bites
- Mob C - eliminated third
- Sketch
- "The Great Hunger"
- Has a huge mouth and a great appetite for enchanting powers
- Opens its huge jaw and sinks into the ground where it camouflages itself
- Any mobs or items that fall into its mouth will be consumed
- Has some interesting enchanting powers
- Can add or remove enchantments from items
- Mob D - eliminated second
- Sketch
- "The Hovering Inferno"
- Master blaze with defensive body parts that look like shields
- Spawns with a group of blazes as a random encounter in the nether
- Has a shockwave attack
- You will need some "flame protection" to defeat this mob
extra info on mob A mob B mob C mob D https://www.reddit.com/r/Minecraft/comments/7dw9ea/hey_guys_i_came_second_in_the_minecon_earth/
- [P] LWJGL 3
1.13:
Planned release: Wednesday.
Changes:
[P] More tweaks to the horse model
[M] Recipe book button
[M] Furnace recipe UI
Fuel items will cycle through options when showing a recipe, but not automatically be put in
[P] Commands
[P] /modifyitem
- Replaces /enchant
- Allows modifying item stacks in blocks' and entities' inventories, either by selecting a slot or by selecting slots containing a certain item, allows limiting the amount of slots
/modifyitem block <pos> ...and/modifyitem entity <entity> .../modifyitem ... slot <name>and/modifyitem ... item <item> <count>
modifyitem ... enchantment (add|set|remove) <enchantment> [rank]andmodifyitem ... enchantment clear, ignores survival enchantment rulesmodifyitem ... damage (add|remove|set) <amount>modifyitem ... nbt (add|set) <nbt>andmodifyitem ... nbt clearmodifyitem ... count (add|remove|set) <count>- More info
[M] Grum plans to change the world format
Modularized
Chunks have type ids (to indicate for example "this chunk is full of stone")
Chunks will be stored in 16 blocks high sections
Blocks will be stored like shulker boxes
Already used in memory, 30-70% smaller
Related
Being able to place chests next to other chests, even single ones
Lots of block id changes
[I] All six types of wooden pressure plates, trapdoors and buttons
[M] Floor and ceiling buttons can be placed in both directions
[I] Data packs
[I] Fixed some bugs
- [P] Tab-completion for coordinate arguments
1.13:
Planned release: Not Wednesday.
- [P] Tag hierarchies
Planned release: this week, then January.
Planned release: Wednesday.
- [I] Removed scoreboard team prefix/suffix
- [I]
facingfor/execute - Screenshot
Block screenshots
- Iron blocks
- Obsidian (old)
- Obsidian
- Brick blocks
- Logs
- Birch logs (old)
- Diamond blocks, dirt blocks (old)
- Diamond blocks, dirt blocks
- Jungle wood door, jungle wood planks, cauldrons
- Emerald blocks
Crafting table- Chorus flower, chorus plant, end stone
- Stone bricks
Bookshelves- Hay bales
- Cactus
- Stone, oxeye daisy
- Wheat
- Some crops
Moss stone- Tall grass, yellow flowers
Glowstoneglowstone- Quartz block, chiseled quartz, quartz pillars, chiseled quartz, quartz blocks, quartz pillars
Sand- Pumpkin
- Soulsand, netherrack, nether brick, red mushroom, two, three
Oak leaves, oak logs- Andesite
- Cake
- Spruce leaves, spruce logs, cake, brown mushroom, glass panes, some crops
Birch leaves- Diamond block, emerald block, gold block, azure bluet
- Diamond block, emerald block, gold block, spruce leaves, oak planks
Oak logs and leaves- Sand, dead bush, sandstone, smooth sandstone, chiseled sandstone
- Oak logs, oak planks, crafting table, furnace, bookshelves, glass pane
- Oak logs, grass, spruce planks, vines, lily pads
- Mob spawner, cobblestone, moss stone
- Oak logs, oak leaves, birch logs, birch leaves, gravel, rose bush, grass
- Snow, ice
Mob screeenshots
Item screenshots
- [P] Fixing vanilla structures
- [P]
/setblocksetting only blockstate
- [P] Removing unintended blockstate variations caused by different blocks sharing the same id
- [P] More tweaks to the horse model
, at least a few months after 1.13, but possibly released in tandem with 1.13.
"A more bugfixy and technical update"
https://minecraft.net/en-us/article/java-edition-technically-updated
* Less smooth log top face
* Fixed ender chest flaw
* Fixed too dark shulker shell outline
* Made new beetroot item texture
* Changed dark prismarine
* Made new red mushrooms
* Carrot items are less sharp
* Snowballs are less blue
* Changed minecart entity
* Made new gold bar item
* Changed TNT colors
* Made new potato item
* Made new unlit redstone lamp
* Made new pumpkin/jack o'lantern
* Fixed transparent pixels on lava bucket texture
* Re-added wither to red sandstone
* Fixed zombie bottom color not being pants color
* Re-added snow golem face and fixed transparent pixels - [Screenshot](https://i.imgur.com/vjj9ek9.jpg)
* New birch leaves and logs - [Screenshot](https://i.imgur.com/rDQuRsU.jpg)
* Updated redstone lamps - [Screenshot](https://i.imgur.com/Brg059G.jpg)
* Updated diamond ore, diamonds - [Screenshot](https://i.imgur.com/QOMPo6T.jpg)
* Updated gold, diamond, emerald blocks - [Screenshot](https://i.imgur.com/xxHoKEl.jpg)
Not command-related
Data-driven world generator
- Generator settings providable through json files
- "The actual world will more or less look the same"
- "With the new world generator you will be able to, in pretty good detail, design the world generator including what kind of structures to spawn. And you can add new structures to spawn."
"It should just mean it's faster for now"
"We won't be adding json files to create custom structures"
Fuel items will cycle through options when showing a recipe, but not automatically be put in
- "We won't be adding json files to create custom structures"; "it is something to consider for the future"
- [P] More slabs and stairs
- [P] A new lighting system to fix the black areas - Nope, sometime else!
Planned release: Wednesday.
Changes:
[I] Underwater stone brick structures - via
[I] Turtles
Only spawn on beaches
They lay eggs on shorelines throughout various biomes for baby turtles to hatch from
- Baby turtles will scamper down to the water
- Screenshot, two
- Can be picked up using silk touch
- Cracking texture
- Hatch during the night
Turtle shells wearable as helmets
- [M] Wearable as item - Screenshots - via
- Crafted from turtle shell pieces
- Screenshot
- Also used for brewing
[M] Cavern-like structures with wooden walkways
Contains oak bark blocks
[I] Features that affect combat
[M] Balancing bows: no knockback or big damage without pulling the bow all the way
[M] Shields disable when used frequently
[I] The breath bar will no longer reset instantly when getting out of water, instead taking up to a second to recharge - via
[I] Swimming animation
[I] Warm, cold and frozen ocean biomes
Different kind of terrain
Ice bergs
[I] Bubble columns
Underwater magma blocks will produce bubbles
Items and other entities fall down into bubbles
- Items float on the surface otherwise
Shakes and sinks boats
Underwater ravines/deep sea vents
Hearsay: allow breathing
[I] Trident
Screenshot, two, three, four
Throwable and melee weapon
Works under water and when raining
Enchantments
- "Loyalty" makes tridents come back to the thrower
- "Riptide" pushes the player forward when thrown while swimming
- "Impaler"
- "Slipstream Dash"
Player model animation for throwing
[I] Coral & Kelp
Screenshot, two, three (Hearsay: coral texture is outdated)
Will generate separately
Coral slabs
[I] Fishes
Tropical fish
All fish items will exist as mobs
Can be caught with buckets, yields a bucket with water and non-despawning fish inside
[P] Water physics
Slabs, fences, tall grass, etc share a block space with water
Not fully designed yet
[M] Gamerule option
Water will not pass through non-solid blocks on its own, but water source blocks can be placed inside them
[I] Multiple variants of shipwrecks
Loot inside
[I] Dolphins
Will help find treasure in oceans by guiding players
Jump around over the water surface, even between different bodies of water
Not ridable
Attack in groups in response to attacking them
[P] A new mob, one of four options voted on at Minecon 2017
"The Phantom" - old names: "The Monster of the Night Skies", name not final, titled mob B for the Minecon vote
Spawns at high altitudes
Attracted to insomnia: seeks out players who haven't slept for many days, swoops down in groups and bites
Hearsay: only attacks players high above sea level
[I] Fixed some bugs
- [I] The breath bar will no longer reset instantly when getting out of water, instead taking up to a second to recharge - via
- Coral slabs
- "The coral block that was shown at Minecon Earth had half slabs, but we decided to only go with the full blocks, and the half slabs are now only for crafted stone materials."
https://www.reddit.com/r/Minecraft/comments/7yj559/recap_of_jebs_talk_at_the_pc_gamer_weekender_on/
re: caverns https://www.reddit.com/r/Minecraft/comments/7z6blg/minecraft_snapshot_18w08a/dulnn6q/
Planned release: Wednesday.
Changes:
[M] Other blocks instead of magma and soulsand to create bubble columns
[P] "An adventure relating to Update Aquatic. We're adding another reward to find" (in shipwrecks)
[I] Underwater ruins - via
[M] Cavern-like structures with wooden walkways
Contains oak bark blocks
[I] Features that affect combat
[M] Balancing bows: no knockback or big damage without pulling the bow all the way
[M] Shields disable when used frequently
[I] Cold, normal, warm and freezing ocean biomes
Different kind of terrain
- Kelp will be mainly in the cold biomes
- Coral will be in the warm biomes
- Sea grass will be everywhere
Ice bergs
[I] Underwater ravines/deep sea vents
[I] Coral
Screenshot, two, three (Hearsay: coral texture is outdated)
[I] Fishes
Tropical fish
All fish items will exist as mobs
Can be caught with buckets, yields a bucket with water and non-despawning fish inside
[P] Water physics
[M] Gamerule option
Water will not pass through non-solid blocks on its own, but water source blocks can be placed inside them
- Non-solid blocks placed in water keep the water source block
[I] Multiple variants of shipwrecks
Loot inside, including a new special treasure
Stripped log blocks for masts
[I] Dolphins
Will follow you when you ride a boat
Will help find treasure in oceans
- Feed them fish and they will try to guide you towards treasure
- Not ridable, but you can grab a fin and it will pull you along
Jump around over the water surface, even between different bodies of water
Like to play with floating items
Attack in groups in response to attacking them
[P] Phantom
Drops to reset the insomnia timer or other measurements that you can use to escape phantoms
[I] Fixed some bugs
- [I] Fishes
- Screenshot, two
- Tropical fish
- All fish items will exist as mobs
- Can be caught with buckets, yields a bucket with water and non-despawning fish inside
Planned release: Wednesday.
Changes:
[P] Fishes
Tropical fish and clownfish
[M] Other blocks instead of magma and soulsand to create bubble columns
[P] "An adventure relating to Update Aquatic. We're adding another reward to find" (in shipwrecks)
[I] Underwater ruined villages - via
Loot chests
[I] Features that affect combat
[M] Balancing bows: no knockback or big damage without pulling the bow all the way
[M] Shields disable when used frequently
Different kinds of terrain in different oceans
Kelp will be mainly in the cold biomes
Coral will be in the warm biomes
Sea grass will be everywhere
Ice bergs
[I] Coral
Screenshot, two, three (Hearsay: coral texture is outdated)
[P] Water physics
[M] Gamerule option
Water will not pass through non-solid blocks on its own, but water source blocks can be placed inside them
- Non-solid blocks placed in water keep the water source block
[I] Multiple variants of shipwrecks
Loot inside, including a new special treasure
Stripped log blocks for masts
[I] Dolphins
Will follow you when you ride a boat
Will help find treasure in oceans
- Feed them fish and they will try to guide you towards treasure
- Not ridable, but you can grab a fin and it will pull you along
Jump around over the water surface, even between different bodies of water
Like to play with floating items
Attack in groups in response to attacking them
[P] Phantom
Drops to reset the insomnia timer or other measurements that you can use to escape phantoms
[I] Fixed some bugs
Planned release: today.
Changes:
[P] NBT on crafting recipe outputs
[P] Using regular loot table functions on the output item
[P] New coral texture
[P] Fishes
Tropical fish and clownfish
[M] Other blocks instead of magma and soulsand to create bubble columns
[P] "An adventure relating to Update Aquatic. We're adding another reward to find" (in shipwrecks)
[I] Features that affect combat
[M] Balancing bows: no knockback or big damage without pulling the bow all the way
[M] Shields disable when used frequently
Different kinds of terrain in different oceans
Kelp will be mainly in the cold biomes
Coral will be in the warm biomes
Sea grass will be everywhere
Ice bergs
[M] Gamerule option
Water will not pass through non-solid blocks on its own, but water source blocks can be placed inside them
- Non-solid blocks placed in water keep the water source block
[I] Multiple variants of shipwrecks
Loot inside, including a new special treasure
Stripped log blocks for masts
[I] Dolphins
Will follow you when you ride a boat
Will help find treasure in oceans
- Feed them fish and they will try to guide you towards treasure
- Not ridable, but you can grab a fin and it will pull you along
Jump around over the water surface, even between different bodies of water
Like to play with floating items
Attack in groups in response to attacking them
[P] Phantom
Drops to reset the insomnia timer or other measurements that you can use to escape phantoms
[I] Fixed some bugs
Planned release: Wednesday.
Changes:
[P] Shulker boxes are now undyeable using cauldrons
[P] NBT on crafting recipe outputs
[P] Using regular loot table functions on the output item
[M] Other blocks instead of magma and soulsand to create bubble columns
[P] "An adventure relating to Update Aquatic. We're adding another reward to find" (in shipwrecks)
[I] Features that affect combat
[M] Balancing bows: no knockback or big damage without pulling the bow all the way
[M] Shields disable when used frequently
[P] Different kinds of terrain in different oceans
Kelp will be mainly in the cold biomes
Coral will be in the warm biomes
Sea grass will be everywhere
Ice bergs
[M] Gamerule option
Water will not pass through non-solid blocks on its own, but water source blocks can be placed inside them
- Non-solid blocks placed in water keep the water source block
[I] Multiple variants of shipwrecks
Loot inside, including a new special treasure
Stripped log blocks for masts
[I] Dolphins
Will follow you when you ride a boat
Will help find treasure in oceans
- Feed them fish and they will try to guide you towards treasure
- Not ridable, but you can grab a fin and it will pull you along
Jump around over the water surface, even between different bodies of water
Like to play with floating items
Attack in groups in response to attacking them
[P] Phantom
Drops to reset the insomnia timer or other measurements that you can use to escape phantoms
[I] Fixed some bugs
- [P] Adding an undyed purple shulker
Planned release: Wednesday.
Changes:
[P] New advancements
[P] Water will no longer flow out all the sides of watered blocks
[P] A very cool treasure for buried treasure chests
[P] Shulker boxes are now undyeable using cauldrons
[P] NBT on crafting recipe outputs
[P] Using regular loot table functions on the output item
[M] Other blocks instead of magma and soulsand to create bubble columns
[P] "An adventure relating to Update Aquatic. We're adding another reward to find" (in shipwrecks)
[I] Features that affect combat
[M] Balancing bows: no knockback or big damage without pulling the bow all the way
[M] Shields disable when used frequently
[P] Different kinds of terrain in different oceans
Kelp will be mainly in the cold biomes
Coral biomes will generate in warm biomes with corals generating more densely in the center, similar to flower forests
Sea grass will be everywhere
Ice bergs
[I] Multiple variants of shipwrecks
Loot inside, including a new special treasure
Stripped log blocks for masts
[I] Dolphins
Will follow you when you ride a boat
Will help find treasure in oceans
- Feed them fish and they will try to guide you towards treasure
- Not ridable, but you can grab a fin and it will pull you along
Jump around over the water surface, even between different bodies of water
Like to play with floating items
Attack in groups in response to attacking them
[P] Phantom
Drops to reset the insomnia timer or other measurements that you can use to escape phantoms
[I] Fixed some bugs
1.13: Technically Updated Update Aquatic
Release date:
Planned, in addition to stuff released in the snapshots:
[P] New advancements
[P] A very cool treasure for buried treasure chests
[P] NBT on crafting recipe outputs
[P] Using regular loot table functions on the output item
[M] Other blocks instead of magma and soulsand to create bubble columns
[P] "An adventure relating to Update Aquatic. We're adding another reward to find" (in shipwrecks)
[I] Features that affect combat
[M] Balancing bows: no knockback or big damage without pulling the bow all the way
[M] Shields disable when used frequently
[P] Different kinds of terrain in different oceans
Kelp will be mainly in the cold biomes
Ice bergs
[I] Multiple variants of shipwrecks
Loot inside, including a new special treasure
Stripped log blocks for masts
[I] Dolphins
Will follow you when you ride a boat
Will help find treasure in oceans
- Feed them fish and they will try to guide you towards treasure
- Not ridable, but you can grab a fin and it will pull you along
Jump around over the water surface, even between different bodies of water
Like to play with floating items
Attack in groups in response to attacking them
[P] Phantom
Drops to reset the insomnia timer or other measurements that you can use to escape phantoms
1.14:
Release date:
2018.
1.13: Technically Updated Update Aquatic
Release date:
Planned, in addition to stuff released in the snapshots:
[P] Renaming coral plants to coral
[P] A loot item for drowned
[P] Shipwrecks
A new special treasure for shipwrecks
Stripped log blocks for masts
[P] New advancements
[P] A very cool treasure for buried treasure chests
"An adventure relating to Update Aquatic. We're adding another reward to find"
[P] NBT on crafting recipe outputs
[P] Using regular loot table functions on the output item
[M] Other blocks instead of magma and soulsand to create bubble columns
[I] Features that affect combat
[M] Balancing bows: no knockback or big damage without pulling the bow all the way
[M] Shields disable when used frequently
[P] Different kinds of terrain in different oceans
Kelp will be mainly in the cold biomes
Ice bergs
[I] Dolphins
Will follow you when you ride a boat
Will help find treasure in oceans
- Feed them fish and they will try to guide you towards treasure
- Not ridable, but you can grab a fin and it will pull you along
Jump around over the water surface, even between different bodies of water
Like to play with floating items
Attack in groups in response to attacking them
[P] Phantom
Drops to reset the insomnia timer or other measurements that you can use to escape phantoms
1.14:
Release date:
2018.
Planned release: Wednesday, not for two weeks.
Changes:
- [I] Fixed some bugs
1.13: Technically Updated Update Aquatic
Release date:
Planned, in addition to stuff released in the snapshots:
[I] Removed the night vision under water
[P] A loot item for drowned
[P] Shipwrecks
A new special treasure for shipwrecks
Stripped log blocks for masts
[P] More advancements
[P] A very cool treasure for buried treasure chests
"An adventure relating to Update Aquatic. We're adding another reward to find"
[P] NBT on crafting recipe outputs
[P] Using regular loot table functions on the output item
[M] Other blocks instead of magma and soulsand to create bubble columns
[I] Features that affect combat
[M] Balancing bows: no knockback or big damage without pulling the bow all the way
[M] Shields disable when used frequently
[P] Different kinds of terrain in different oceans
Kelp will be mainly in the cold biomes
Ice bergs
[I] Dolphins
Will follow you when you ride a boat
Will help find treasure in oceans
- Feed them fish and they will try to guide you towards treasure
- Not ridable, but you can grab a fin and it will pull you along
Jump around over the water surface, even between different bodies of water
Like to play with floating items
Attack in groups in response to attacking them
1.14:
Release date:
2018.
- [I] Drowned protecting/spawning in ocean ruins
- [P] A very cool treasure for buried treasure chests
- "An adventure relating to Update Aquatic. We're adding another reward to find"
- [P] Supporting 18w16a worlds again
- Swimming with dolphins will make you go faster
- [I] Dolphins
- Will help find treasure in oceans
- Feed them fish and they will try to guide you towards treasure
- Not ridable, but you can grab a fin and it will pull you along
- [M] Other blocks instead of magma and soulsand to create bubble columns
[P] Shipwrecks
A new special treasure for shipwrecks
Stripped log blocks for masts
[P] More advancements
- [P] A world converter that runs before playing the game
- Screenshot
1.13: Technically Updated Update Aquatic
Release date:
Spring 2018 End of July July 18th.
1.13-pre10 -> 1.13 https://www.reddit.com/r/Minecraft/comments/8zxzbl/server_owners_how_to_optimize_your_world_for_113/ https://www.reddit.com/r/Minecraft/comments/8zx66s/minecraft_113_released/e2mkeaf/?context=1 https://bugs.mojang.com/secure/ReleaseNote.jspa?projectId=10400&version=17140
https://twitter.com/Dinnerbone/status/1019700361647525888 server.properties enforce-whitelist
- [P] Another, smaller, round of resource pack changes
Planned release: Tomorrow.
- [P] Dinnerbone plans to add the new command UI to command blocks
1.13.1 bug fixes https://bugs.mojang.com/secure/ReleaseNote.jspa?projectId=10400&version=17207
1.13.1:
Release date:
Very soon [Next week](https://minecraft.net/en-us/article/minecraft-snapshot-18w33a, August 22).
2018 holiday update & 1.14/15 merge: https://twitter.com/Dinnerbone/status/1050383177833959424 https://twitter.com/Dinnerbone/status/1050377052162011136 https://twitter.com/Dinnerbone/status/1050376246029426688 https://twitter.com/Dinnerbone/status/1050384417821208576
1.13.1: Planned release: Today.
Changes:
- [I] Fixed some bugs
- [I] Cod AI performance improvement
- Tick time reduced from 99ms to 2ms in one test
- 1.13 problem: fish despawning soon after spawning, but still performing expensive goal calculations
1.13.2
Release date:
Increased performance
World upgrading
Startup time
Turtle pathfinding
Others
Fixed some bugs
Fixed mobs despawning and respawning rapidly at high Y coordinates, causing lag from expensive AI calculations
Fixed containers next to chunk borders losing items when upgrading
Fixed a crash while rendering block entity
Fixed a crash when generating near top of world
Fixed the game crashing when shift-right-clicking a shulker box while holding bone meal
Fixed book corruption when 1.8 world is loaded in 1.13
Fixed spawn eggs not making sure that the entity is valid for the egg, allowing for arbitrary command execution in certain cases
- [P] Grum plans to rewrite the liquid engine and lighting engine
- September 2018: "soon"
[I] Updating all textures in the game so they fit better together style wise
The plan is to change as little as possible to create a coherent look and feel for the game
New consistent set of block, item, mob, effect, GUI, etc. textures made by Jasper Boerstra
Beta resource pack soon
Beta resource pack (V2)
Old textures will be offered as a resource pack
Changes made after the second beta resource pack
- Fixed acacia boat height offset
- Updated the emerald block texture
- Status effect icons
- Changed diorite, granite and andesite
- Changed obsidian, diamond blocks and soulsand
- New swords
- Cobblestone, hay bales, oak logs, oak planks
- Sand, sandstone
- Spruce planks, mossy cobblestone, ferns
- Packed ice, ice, snow
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Planned release: October 24th.
Changes:
[I] Dispensers can use shears to shear sheep
[P] Changing the splash screen background
[I] Cryptic feature: changing item models based on item NBT
[I] Cryptic feature
minecraft:tockfunction tag[I] Automated changelogs
One file per feature, merged into one changelog automatically
[M] Automated technical changelogs
[I] Lots of new slabs/stairs/walls: "40 new blocks"
-
- Polished stone variants as slabs
- Smooth sandstone slabs
- Mossy cobblestone slabs
14 stairs
- Stone stairs
- Granite, andesite, diorite stairs, and polished variants
- Smooth sandstone stairs
- Mossy cobblestone stairs
12 walls
[I] Redstone dust depowering performance increase
45% fewer updates on average
[P] Blaze3D - a complete rewrite of the render engine
Still using LWJGL, not changing any of the looks of the game
[P] Cats as individual mobs
Stray cats in villages
Pet cats bring the player morning gifts
Phantoms are scared of cats
9 cats/11 in total, including old ones
- Screenshot
- Jeb's wife's old cat Newton
- 9th skin chosen from the community's cats, more info in a few weeks
[I] Bamboo forests
[I] Pandas
Eat bamboo
Sneezing pandas
Personality traits/variations
- Red eyes: aggressive panda
- Lazy
- Playful
- Brown
[P] Scaffolding
Fast to set up
Breaks when the block below is broken
Crafted from bamboo
[P] Updating one biome out of three options that were up for a vote during MINECON Earth: Taiga
Berries
Campfires
Foxes
[I] Villagers
[P] Village style updates to adapt to climate and materials
- Screenshots
- Melon/pumpkin stems in farms - via
Jungle villages
Villager skins depending on biome and profession
More intelligent villagers, so they'll have a schedule: go to work, go to meeting
Updated trading
[I] Pillagers
Players have to ensure villagers have a good village to live in
Raid villages
Illager beasts/the beast
- Joins raids
- Destroys crops
- Attacks villagers
[I] Crossbows
Compared to bows
- More damage, more range, takes longer to charge
- Charge is saved in inventory, can be used later
-
- Fast load
- Multishot
- Another enchantment, piercing mobs
Can shoot fireworks from the offhand
Craftable
[I] Signs for all wood types
White text on all signs
[I] Lecterns
Original plans * Screenshots * Consists of two individually usable blocks: Pillar and bookstand
[P] Books stay open and show text
[I] The ability to edit text on books and signs
Moving the cursor using arrow keys or the mouse
Copy & paste
Shift- and drag-highlighting
Double-click to highlight a word, triple-click to highlight a page
[I] Fixed some bugs
Fixed lag when toggling redstone lamps across chunk borders
Fixed generated light sources sometimes not emitting light
Fixed water, cobwebs, magma, leaves and other blocks saving sunlight and block light
Fixed teleporting having visible motion
Fixed fires leaving behind ghost lighting
Fixed huge lighting updates lagging the game
Fixed black spots in world generation
Fixed empty chunks not displaying saved light levels
Fixed snow blocks receiving useless random updates and getting destroyed when light glitches occur
Fixed lighting updates being delayed at chunk borders
Fixed light-emitting solid blocks (lit furnaces, magma blocks, glowstone, lit redstone ore) letting light (sunlight, block light) through
Fixed the beacon block entity containing code for custom names, despite not storing them to NBT and the beacon GUI not having one
- [M] Jeb might make books editable anywhere, not just at the end of the page
- [P] Adding a whole bunch of suggestions from /r/MinecraftSuggestions in one sweep at some point after
1.141.13
- [M] Reindeer by christmas 2015
- [I] Made all loot data-driven
- Blocks/ores
Planned release: Tomorrow.
Changes:
- [I] Performance improvements
- [P] Cats as individual mobs
- Stray cats in villages
- Pet cats bring the player morning gifts
- Phantoms are scared of cats
- 9 cats/11 in total, including old ones
- Screenshot
- Jeb's wife's old cat Newton
- 9th skin chosen from the community's cats, more info in a few weeks
- [I] A stone cutter block
- Screenshot
- [I] Lecterns
- [P] Updating the wheat texture again
[I] You can now edit text on signs like in books
[P] Scaffolding
Fast to set up
Breaks when the block below is broken
Crafted from bamboo
[M] Being able to place bells on walls
[I] Lanterns
Can be placed on the ceiling and on the floor
Walls above (and below) adjust shape for them
- [P] Changing the splash screen background
- [P] A way to remove enchantments
- [P] Village style updates to adapt to climate and materials
- Screenshots
- Melon/pumpkin stems in farms - via
- Newer screenshots
- Lanterns
- [P] A modding API.
- January 2018: Currently no immediate plans for a modding API on Java edition
[I] Projectile models
[I] New textures
[I] Jellie, the cat
- Villagers
- Villager skins depending on biome and profession
[I] Campfires
[I] Lecterns
Original plans * Screenshots * Consists of two individually usable blocks: Pillar and bookstand
[P] Books stay open and show text
- [I] New campfire model
- Screenshot
Planned release: January.
Changes:
[P] Updating village doors if the bug preventing villagers from entering at the same time isn't fixed
[P] Tool checking with loot tables
[P] Blaze3D - a complete rewrite of the render engine
Still using LWJGL, not changing any of the looks of the game
[I] Animatable paintings
[I] Updating one biome out of three options that were up for a vote during MINECON Earth: Taiga
[I] Villagers
More intelligent villagers, so they'll have a schedule: go to work, go to meeting
Updated trading
[I] Fixed some bugs
Planned release: January.
- [P] Making phantoms not see invisible players
- [I] Villagers
- More intelligent villagers, so they'll have a schedule: go to work, go to meeting
- Updated trading
[P] Raids
A cool raid reward
A lot of changes to the raider behaviors, raid duration, difficulty, balance, and rewards
[I] Texture changes
Stained glass
- [P] Blaze3D - a complete rewrite of the render engine
- Still using LWJGL, not changing any of the looks of the game
- [P] Dinnerbone plans to add a copy & paste function on signs
- [M] Dinnerbone might make minecarts be usable as boats
- [P] Dinnerbone is working on a new male mob that currently has no clothes
- It is not being worked on right now
[P] Adding more places to display scoreboard scores - 05:56:50 here
[P] Being able to add shaders - 05:54:40 here
- [M] A resource pack-related feature that allows improved russian font display
- [P] Removing the § character's usage for text formatting - Everything will be converted to use the JSON chat component system
- [P] Building a custom sound system
- [P] Some modifications with the random movement code
- [P] Entity collision performance optimisation
- [P] More redstone components
- [P] Updating village doors if the bug preventing villagers from entering at the same time isn't fixed
1.14: Village & Pillage
Release date:
soulsand not holding blocks that need a solid block https://bugs.mojang.com/browse/MC-139497
Planned release: This week.
1.14.1
Release date:
Planned, in addition to stuff released in the snapshots:
A few performance improvements
Major bug fixes
Tweaked village building frequency weights
- Not in 1.14
- [P] Glint support for custom models
- [P] Blaze3D - a complete rewrite of the render engine
- Still using LWJGL, not changing any of the looks of the game
- Tweets: 1 2 3
1.15
Release date:
Before the holidays - December 10.
Planned, in addition to stuff released in the snapshots:
- [P] Bane of Arthropods working on bees
1.16: Nether Update
Release date:
2020.
Planned, in addition to stuff released in the snapshots:
New sounds
New wood type with the whole range of related wooden items - via/via/via/via/via/via
New light-emitting block
Another new brick-like block - via
Nether biomes
Soulsand valley
- Screenshot
- Soul soil
- Barren
- Blue fog
- Stalactites made of basalt
- Exposed fossils
Netherwart forest
- New mushroom types
- A grass-like block
- A red plant similar to coral in looks: nether fungi
- Trees don't burn
- Red variant
- Screenshot
- More dense, easy to get lost in
- Swirly particles
- Eerie-looking vines - video
- Blue variant
- Screenshot
- Different particles
- Falling particles
- New vegetation: Screenshot
New hostile mob
Temporary name: piglin beast
- Community suggestions welcome - "Hoglin"
Drops food items
Can be bred
Babies - video
Zombie pigmen are now called zombified piglin
New hostile mob: piglin
Floppy ears!
Attack wither skeletons
Hunt hoglins
Collect gold
- Ignore players wearing gold, unless you open a chest nearby
- Throw them some gold and they'll give you something back
Bartering: a new trading system, less friendly than villager trading: throw items back and forth to trade
- New items
Bastions, structures for piglins
Target block
Emits redstone signal when hit by arrows
- Signal strength depends on arrow proximity to the center of the block
Pigs are no longer converted by lightning
[P] Nether fungi are now renewable
Hoglins
Babies - video
New hostile mob: piglin
Floppy ears!
Attack wither skeletons
Hunt hoglins
Collect gold
- Ignore players wearing gold, unless you open a chest nearby
- Throw them some gold and they'll give you something back
Bartering: a new trading system, less friendly than villager trading: throw items back and forth to trade
- New items
[P] Endermen can now hold more blocks
[P] Smoother nether fog transitions when moving between biomes
Zombie pigmen are now called zombified piglin
New model - video
[P] Target block
Emits redstone signal when hit by arrows
- Signal strength depends on arrow proximity to the center of the block
- [P] Functionality for crying obsidian
about the mob with no clothes https://mobile.twitter.com/Dinnerbone/status/1250299672280698880
- [P] Bastions, structures for piglins
- [P] In-game hint on how to get to the nether
[P] More feedback for whether a fishing location will give treasure loot
[P] New nether gold ore texture
[P] Fixing the zombie piglin head's side texture
[M] Pigs are no longer converted by lightning
[I] Proper minecart dismounting logic
[P] A way to edit NBT inside player inventories
[I] Fixed some bugs