{"id":125501,"date":"2022-06-07T19:01:14","date_gmt":"2022-06-07T19:01:14","guid":{"rendered":"https:\/\/www.sickgaming.net\/blog\/2022\/06\/07\/java-edition-the-wild-update\/"},"modified":"2022-06-07T19:01:14","modified_gmt":"2022-06-07T19:01:14","slug":"java-edition-the-wild-update","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2022\/06\/07\/java-edition-the-wild-update\/","title":{"rendered":"JAVA Edition: The Wild Update"},"content":{"rendered":"<div><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2022\/06\/java-edition-the-wild-update.png\" class=\"ff-og-image-inserted\"><\/div>\n<p>&nbsp;The Wild Update is out now on JAVA Edition and I can&#8217;t wait to see what everyone has plans to do!&nbsp; I want to explore the Mangrove Swamps, find frogs, and just explore the overworld before even thinking about digging down.&nbsp; What is the first thing you are planning on doing?<\/p>\n<h3>Features<\/h3>\n<ul>\n<li>Added Mangrove Swamp biome<\/li>\n<li>Added Mangrove Trees<\/li>\n<li>Added Mangrove Blocks<\/li>\n<li>Added Mud and Mud Brick Blocks<\/li>\n<li>Added Clay renewability<\/li>\n<li>Added Frogs and Tadpoles<\/li>\n<li>Added the Deep Dark biome<\/li>\n<li>Added Ancient Cities<\/li>\n<li>Added Darkness mob effect<\/li>\n<li>Added Disc Fragment and Music Disc 5<\/li>\n<li>Added Echo Shard and Recovery Compass<\/li>\n<li>Added the Swift Sneak enchantment<\/li>\n<li>Added Sculk, Sculk Veins, Sculk Shrieker, and Sculk Catalyst Blocks<\/li>\n<li>Added Warden mob<\/li>\n<li>Added Allay mob<\/li>\n<li>Added Boat with Chest<\/li>\n<li>Added Goat Horns<\/li>\n<li>Added new music<\/li>\n<li>Leaves are now waterloggable<\/li>\n<li>The main menu background now shows a Wild Update panorama<\/li>\n<li>Minor changes to Minecart with Chest\/Furnace\/TNT\/Hopper<\/li>\n<li>Improved the predictability of several gameplay elements<\/li>\n<li>Explosions caused by player-ignited TNT now cause experience to drop from broken blocks (such as ore and sculk blocks)\n<ul>\n<li>We will be keeping an eye on feedback for this change, it might change in a future update<\/li>\n<\/ul>\n<\/li>\n<li>Added sound option for 3D Directional Audio simulation\n<ul>\n<li>This option is best experienced with headphones<\/li>\n<\/ul>\n<\/li>\n<li>Replaced Realms subtle selected world highlight with a clear green checkmark<\/li>\n<\/ul>\n<h4>Mangrove Swamp<\/h4>\n<p>Muddy! Murky! Magnificent! Welcome to Minecraft\u2019s newest biome &#8211; the Mangrove Swamp<\/p>\n<ul>\n<li>Located in warmer, more humid places where you\u2019d normally find Swamp biomes in Minecraft<\/li>\n<li>Here you can find Bees and Warm Frogs<\/li>\n<li>The floor of this biome is coated with a thick layer of Mud<\/li>\n<li>Have a nice boat ride under and around the larger-than-life roots of Mangrove trees<\/li>\n<li>Mud generates from the surface down to Stone<\/li>\n<li>Tall Mangroves are far more common than Short Mangroves<\/li>\n<\/ul>\n<h4>Mangrove Trees<\/h4>\n<p>Introducing a new type of water-adapted tree that spawns propped up on roots<\/p>\n<ul>\n<li>Have a chance of spawning a Bee Nest<\/li>\n<li>Grows from Mangrove Propagules<\/li>\n<li>Moss Carpet generates on top of the tree\u2019s roots<\/li>\n<\/ul>\n<h4>Mangrove Wood Blocks<\/h4>\n<p>Added a new type of wood: Mangrove!<\/p>\n<ul>\n<li>Mangrove Log and Stripped Mangrove Log<\/li>\n<li>Mangrove Wood and Stripped Mangrove Wood<\/li>\n<li>Mangrove Roots and Muddy Mangrove Roots<\/li>\n<li>Mangrove Boat, Button, Pressure Plate, Door, Trapdoor, Sign, Slab, Fence, Fence Gate, and Stairs<\/li>\n<\/ul>\n<h4>Mangrove Leaves and Propagules<\/h4>\n<ul>\n<li>Mangrove Propagule is a type of sapling that grows from the bottom of Mangrove Leaves<\/li>\n<li>Bonemealing Mangrove Leaves will cause a new Propagule to start growing beneath it<\/li>\n<li>Propagules grow through 4 stages, and growth can be accelerated by bonemealing<\/li>\n<li>You can break off a fully grown Propagule and plant it like a sapling<\/li>\n<li>Propagules can be placed and grow on all normal blocks normal saplings support, plus Mud and Clay<\/li>\n<li>Propagules can be grown underwater<\/li>\n<li>The Wandering Trader will now sometimes offer Propagules for sale<\/li>\n<\/ul>\n<h4>Mud<\/h4>\n<ul>\n<li>Mud is a block that will generate in the upcoming Mangrove biome<\/li>\n<li>When walking on Mud, entities slightly sink into it like Soul Sand\n<ul>\n<li>Unlike Soul Sand, no slowdown effect will be applied<\/li>\n<\/ul>\n<\/li>\n<li>Mud can be created by using a water bottle on dirt, by hand, or with a Dispenser<\/li>\n<li>Packed Mud can be crafted from Mud<\/li>\n<\/ul>\n<h4>Mud Bricks<\/h4>\n<ul>\n<li>Mud Bricks are a building block that can be crafted from Packed Mud<\/li>\n<li>Mud Bricks can be crafted into Mud Brick Stairs, Walls, and Slabs using a Crafting Table or Stonecutter<\/li>\n<\/ul>\n<h4>Clay Renewability<\/h4>\n<ul>\n<li>Placing Mud above a block that has pointed Dripstone underneath will eventually turn the Mud Block into Clay<\/li>\n<\/ul>\n<h4>Frogs<\/h4>\n<ul>\n<li>Frogs can spawn in Swamps and Mangrove Swamps on Grass, Mud, Mangrove Roots, and Muddy Mangrove Roots<\/li>\n<li>Frogs can croak<\/li>\n<li>Frogs can walk on land, swim, and jump<\/li>\n<li>Frogs can eat small Slimes, causing a Slime Ball to drop<\/li>\n<li>Frogs can eat small Magma Cubes, causing a Froglight block to drop<\/li>\n<li>Each Frog variant drops a specific Froglight Block<\/li>\n<li>Added three Froglight blocks, a type of light source blocks<\/li>\n<\/ul>\n<h4>Tadpoles<\/h4>\n<ul>\n<li>Tadpoles can swim in water<\/li>\n<li>Tadpoles on land \u201cjump around\u201d like fishes on land, and eventually dies<\/li>\n<li>Tadpoles that grow up turn into a Frog<\/li>\n<li>Tadpoles grow into a different type of frog based on the biome they grow up in (Cold, Temperate, Warm)<\/li>\n<li>Tadpoles can be caught in a bucket<\/li>\n<\/ul>\n<h4>Deep Dark Biome<\/h4>\n<p>Dig into the depths far underground to uncover the darkest biome in Minecraft &#8211; the Deep Dark.<\/p>\n<ul>\n<li>Dimly lit and eerie, the Deep Dark is sure to strike fear into the hearts of even the bravest player<\/li>\n<li>Less flooded than surrounding areas<\/li>\n<li>The floor of the Deep Dark is covered in sculk<\/li>\n<li>No mobs spawn in the Deep Dark<\/li>\n<\/ul>\n<h4>Ancient City<\/h4>\n<p>Wander the halls of these long-abandoned structures in the Deep Dark depths to uncover some relics long forgotten.<\/p>\n<ul>\n<li>Ancient City structures spawn in Deep Dark biomes<\/li>\n<li>In chests, guarded by Sculk Sensors and Sculk Shriekers, you can find the new Swift Sneaking enchantment<\/li>\n<li>You can also find a new mysterious block called Reinforced Deepslate here, which cannot be obtained in Survival<\/li>\n<li>Mobs cannot spawn in Ancient Cities<\/li>\n<\/ul>\n<h4>Darkness<\/h4>\n<ul>\n<li>A new mob effect applied to nearby players by the Warden and Sculk Shrieker<\/li>\n<li>Lowers the gamma to an equivalent of \u201cMoody\u201d while having this effect<\/li>\n<li>In periodic pulses, will lower the overall brightness of the world so that the darkness creeps up toward light sources<\/li>\n<li>The icon for the Darkness effect is only shown in the inventory<\/li>\n<li>A new Accessibility slider has been added to your Options menu called \u201cDarkness Effect\u201d\n<ul>\n<li>Controls the strength of the Darkness lighting effect<\/li>\n<li>Does not affect the fog distance<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Music Disc 5<\/h4>\n<p>A new music disc has been added to the game<\/p>\n<ul>\n<li>Unlike other discs, it can only be obtained by finding and crafting 9 Disc Fragments together<\/li>\n<li>These Disc Fragments can be found rarely in Ancient City Chests<\/li>\n<\/ul>\n<h4>Recovery Compass<\/h4>\n<p>A new Recovery Compass can be crafted with Echo Shards, another new item that can only be found in Ancient City Chests<\/p>\n<ul>\n<li>Unlike a normal Compass, the Recovery Compass will point to the last place you died<\/li>\n<li>If you are not in the dimension you last died, or you haven\u2019t died yet in your world, it will spin randomly<\/li>\n<li>It can be crafted with 1 Compass surrounded by 8 Echo Shards, which can be found in Ancient Cities<\/li>\n<\/ul>\n<h4>Swift Sneak<\/h4>\n<p>Imbue your leggings with this shiny new enchantment to move as fast while crouching as you would normally walk!<\/p>\n<ul>\n<li>When applied, it will increase your movement speed while sneaking<\/li>\n<li>Has 3 different levels with different speed increases<\/li>\n<li>It is the first enchantment unique to leggings equipment!<\/li>\n<\/ul>\n<h4>Sculk<\/h4>\n<p>The rattling tendrils of the Sculk Sensors had to come from somewhere, right? Introducing sculk, a new family of blocks that dwells in the Deep Dark.<\/p>\n<ul>\n<li>Added Sculk Catalyst Block, a mysteriously soul-emitting block that blooms with Sculk patches underneath nearby dying mobs\n<ul>\n<li>Mobs that perish in the presence of the Sculk Catalyst will not drop their experience<\/li>\n<\/ul>\n<\/li>\n<li>Added Sculk Blocks\n<ul>\n<li>When a mob dies near a Sculk Catalyst, some unknown process seems to consume blocks beneath and turn them into Sculk Blocks<\/li>\n<li>A Sculk charge that spreads has a chance to consume some of its charge to grow a Sculk Sensor or Sculk Shrieker<\/li>\n<li>Sculk Blocks have very low blast resistance<\/li>\n<\/ul>\n<\/li>\n<li>Added Sculk Vein Blocks\n<ul>\n<li>These veins are found on the edge of Sculk patches<\/li>\n<li>Similar to Glow Lichen, they can be placed in any orientation<\/li>\n<li>Spreading of veins causes other blocks to be taken over by the sculk<\/li>\n<li>Sculk Vein can spread underwater<\/li>\n<\/ul>\n<\/li>\n<li>Added Sculk Shrieker Block\n<ul>\n<li>Sculk Shriekers can be found growing rarely from the charge of a Sculk Catalyst<\/li>\n<li>Sculk Shrieker can be waterlogged<\/li>\n<li>Notable for its boney appendages, this block responds to Sculk Sensors detecting vibrations by sending out a warning call to distant Wardens\n<ul>\n<li>Watch out when stepping on them, as they will feel that too and send out a call!<\/li>\n<\/ul>\n<\/li>\n<li>Initially, it may take some time for a Warden to arrive, but you\u2019ll hear it responding in the distance\u2026<\/li>\n<li>Once it\u2019s close enough, a call from the Sculk Shrieker will summon the Warden nearby &#8211; be prepared!<\/li>\n<\/ul>\n<\/li>\n<li>Souls from mobs will spread through Sculk Veins and Sculk Blocks in random directions until&nbsp;they find a valid substrate they can feed off of\n<ul>\n<li>The charge from souls in the Sculk Blocks and Sculk Veins will eventually decay, but it will decay slower within close vicinity of the Sculk Catalyst and faster when further away from its host<\/li>\n<li>If the charge is dropped outside the range of the Catalyst, it has a chance of growing a Sculk Sensor<\/li>\n<\/ul>\n<\/li>\n<li>Sculk, Sculk Veins, and Sculk Catalysts require Silk Touch to acquire\n<ul>\n<li>If mined without Silk Touch, they will drop experience instead<\/li>\n<\/ul>\n<\/li>\n<li>The efficient tool for all Sculk family blocks is the Hoe<\/li>\n<\/ul>\n<h4>Warden<\/h4>\n<p>The horror of the Deep Dark! A creature with no eyes, roughly resembling the Sculk that can be found throughout the Deep Dark, the Warden is an unstoppable force of nature that inhabits this biome. Wardens are powerful creatures, and it is often better to sneak around one that has emerged instead of taking it head on &#8211; you have been warned.<\/p>\n<ul>\n<li>Just like Sculk Sensors, these terrifying creatures use vibrations as a means to navigate their environment<\/li>\n<li>When vibrations aren\u2019t enough, they will also use a sense of smell to track down their prey &#8211; you can observe them sniffing their surroundings to get closer to unsuspecting players and mobs<\/li>\n<li>If something gets too close, it will be noticed<\/li>\n<li>In the Deep Dark, Wardens can appear anywhere\n<ul>\n<li>When enough Sculk Shriekers have been alerted to your presence, a Warden will appear<\/li>\n<\/ul>\n<\/li>\n<li>The more vibrations a Warden detects, the angrier it will get\n<ul>\n<li>You can hear and see this from how fast the souls in its chest are beating<\/li>\n<\/ul>\n<\/li>\n<li>Once a mob has pushed beyond the Warden\u2019s anger threshold, it will face its prey and roar before charging<\/li>\n<li>Building up high, hiding behind walls, or being out of range of their powerful melee attack will cause Wardens to switch to their ranged attack\n<ul>\n<li>Their rib cages will open up to shriek a sonically charged ranged attack that can penetrate walls<\/li>\n<li>This attack bypasses protection for armor and shield<\/li>\n<\/ul>\n<\/li>\n<li>If, however, you keep the Warden from noticing you or getting angry for 60 seconds, it will dig back underground and despawn\n<ul>\n<li>If the Warden is stuck in a liquid, it will despawn instead of digging<\/li>\n<\/ul>\n<\/li>\n<li>They have a special interaction with thrown projectiles\n<ul>\n<li>If the Warden receives two projectile vibrations within 5 seconds of one another, it will grow angrier at the shooter<\/li>\n<li>If the Warden receives a projectile vibration more than 5 seconds from the last projectile, it will not grow angrier at the shooter<\/li>\n<li>This allows you to strategically distract the Warden without it getting angry while you take loot from nearby chests<\/li>\n<\/ul>\n<\/li>\n<li>Wardens will also disable shields when they hit them with their fists<\/li>\n<li>They drop a Sculk Catalyst upon death<\/li>\n<\/ul>\n<h4>Changes to Vibrations<\/h4>\n<ul>\n<li>Carpets, like Wool Blocks, will now dampen the vibrations caused by their placing, breaking, or dropping as items<\/li>\n<li>Carpets now also dampen the vibrations caused by running and jumping over them<\/li>\n<li>item_interact_start&nbsp;and&nbsp;item_interact_finish&nbsp;vibrations are ignored if sneaking<\/li>\n<\/ul>\n<h4>Allay<\/h4>\n<ul>\n<li>Allays will collect all the surrounding items that match the item they are holding<\/li>\n<li>Allays will like a player who hands them an item and will bring the items they collect to their liked player<\/li>\n<li>If the Allay hears a Note Block play, that Note Block becomes the Allay\u2019s favorite Note Block for 30 seconds\n<ul>\n<li>The Allay will stay near that Note Block for that duration and bring its collected items to Note Block instead of to the player<\/li>\n<\/ul>\n<\/li>\n<li>Interacting with an Allay with an empty hand will remove the item the Allay is holding<\/li>\n<li>Allays can be found at Pillager Outposts and in Woodland Mansions<\/li>\n<li>Allays are immune to damage from their liked player<\/li>\n<li>Allays have a natural health regen of 2 health per second<\/li>\n<\/ul>\n<h4>Boat With Chest<\/h4>\n<ul>\n<li>Lets you bring more stuff on your boat adventures<\/li>\n<li>If you are in the Boat, press the open inventory key to access the Chest contents<\/li>\n<li>If you are not in the Boat, sneak and use your interact key to access the Chest contents<\/li>\n<li>If you break the Boat the Chest contents will spill out, like with other Chests<\/li>\n<li>Also works with Hoppers, Droppers, and other blocks that interact with Chests<\/li>\n<li>Like other Chests, opening a Boat with Chest or breaking the Boat will anger Piglins, since they think all Chests belong to them<\/li>\n<\/ul>\n<h4>Goat Horns<\/h4>\n<ul>\n<li>A Goat Horn drops when a Goat rams a tree or any other hard block that occurs naturally where Goats spawn (Log, Stone, Packed Ice, Iron Ore, Copper Ore, or Emerald Ore)\n<ul>\n<li>Other solid blocks are unfamiliar to the goat, so it won\u2019t ram them<\/li>\n<\/ul>\n<\/li>\n<li>Use the Goat Horn to play a loud sound that can be heard from afar<\/li>\n<li>Each Goat Horn has its sound based on the Goat it originated from<\/li>\n<li>There are 8 Goat Horn variants, 4 of them exclusive to Screaming Goats<\/li>\n<li>Goat Horns can sometimes be found in Pillager Outposts<\/li>\n<\/ul>\n<h4>Advancements<\/h4>\n<ul>\n<li>Added \u201cIt Spreads\u201d for killing a mob near a Sculk Catalyst<\/li>\n<li>Added \u201cYou\u2019ve Got a Friend in Me\u201d for having an Allay deliver items to you<\/li>\n<li>Added \u201cBirthday Song\u201d for having an Allay drop a Cake at a Note Block<\/li>\n<li>Added \u201cWith our Powers Combined\u201d for having all Froglights in your inventory<\/li>\n<li>Added \u201cBukkit Bukkit\u201d for catching a Tadpole in a Bucket<\/li>\n<li>Added \u201cFrom Dirt to Mud\u201d for using a Water Bottle on Dirt<\/li>\n<li>Added \u201cWhen the Squad Hops into Town\u201d for getting each Frog variant on a Lead<\/li>\n<li>Added \u201cSneak 100\u201d for sneaking near a Sculk Sensor or Warden to prevent it from detecting you<\/li>\n<li>Added Darkness effect to the \u201cHow Did We Get Here?\u201d advancement<\/li>\n<\/ul>\n<h4>Predictability of Randomized Events<\/h4>\n<p>Some randomized events are now more predictable and no longer have a possibility of extreme behaviors:<\/p>\n<ul>\n<li>Placement and velocity of things dropped from Droppers\/Dispensers<\/li>\n<li>Placement and velocity of items spawned from containers upon destroy<\/li>\n<li>Randomized&nbsp;follow_range&nbsp;component attribute for mobs<\/li>\n<li>Velocity of Horses spawned from Skeleton Traps<\/li>\n<li>Blaze random position and randomized speed of Blaze projectiles<\/li>\n<li>Randomized portion of damage and velocity of Arrows<\/li>\n<li>Randomized flight pattern of Fireworks<\/li>\n<li>Bobbing patterns and time until a Fish appears for Fishing Rods<\/li>\n<\/ul>\n<h4>Four New Music Tracks<\/h4>\n<ul>\n<li>The new music tracks are called Ancestry, Aerie, Firebugs, and Labyrinthine<\/li>\n<li>They play in certain biomes<\/li>\n<\/ul>\n<h4>Minecart Variants<\/h4>\n<ul>\n<li>The recipes for minecart with Chest\/Furnace\/TNT\/Hopper are now shapeless<\/li>\n<li>When broken each Minecart variant drops itself as an item, instead of splitting into two items (such as Chest and Minecart)<\/li>\n<\/ul>\n<h4>Monster Spawning<\/h4>\n<ul>\n<li>Endermen, Skeletons, Wither Skeletons, and Piglins now spawn in a wider range of light levels in the Nether (from light level 0 to 11)\n<ul>\n<li>This makes it possible for more types of mobs to spawn inside Nether Portals, which causes them to instantly change dimensions after spawning<\/li>\n<li>Our intent for the future is to prevent most mobs from spawning in Nether Portals and the ones that do will not immediately travel through the portal &#8211; expect to see these changes in a coming version<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Technical<\/h3>\n<ul>\n<li>The data pack format is now 10<\/li>\n<li>The resource pack format is now 9<\/li>\n<li>Added the ability for data and resource packs to selectively hide files from packs below them<\/li>\n<li>Added&nbsp;kill_mob_near_sculk_catalyst&nbsp;advancement trigger<\/li>\n<li>Added&nbsp;thrown_item_picked_up_by_player&nbsp;advancement trigger<\/li>\n<li>Added&nbsp;allay_drop_item_on_block&nbsp;advancement trigger<\/li>\n<li>Added&nbsp;avoid_vibration&nbsp;advancement trigger<\/li>\n<li>Removed field&nbsp;location&nbsp;from triggers&nbsp;location,&nbsp;slept_in_bed,&nbsp;hero_of_the_village, and&nbsp;voluntary_exile&nbsp;&#8211; it was handled exactly the same as&nbsp;player.location<\/li>\n<li>Some mutually exclusive tests in entity predicate (player,&nbsp;fishing_hook,&nbsp;lightning_bolt, and&nbsp;catType) have been collapsed to the&nbsp;type_specific&nbsp;field<\/li>\n<li>Removed the&nbsp;placefeature&nbsp;command<\/li>\n<li>Added the&nbsp;place&nbsp;command<\/li>\n<li>The&nbsp;locate&nbsp;command is now moved to&nbsp;locate structure,&nbsp;locatebiome&nbsp;is moved to&nbsp;locate biome<\/li>\n<li>Added&nbsp;locate poi &lt;type: point_of_interest_type&gt;<\/li>\n<li>Added the loot table function&nbsp;set_instrument<\/li>\n<li>The bundled Java runtime has been updated to 17.0.3<\/li>\n<li>The M1 ARM64 architecture is now supported<\/li>\n<li>LWJGL&nbsp;library has been updated to version 3.3.1<\/li>\n<li>Banner patterns available in the Loom can now be controlled with tags (banner_pattern\/no_item_required&nbsp;for no pattern item and&nbsp;banner_pattern\/pattern_item\/*&nbsp;for specific banner pattern items)<\/li>\n<li>Added new font glyph provider for spaces<\/li>\n<li>Added new game events<\/li>\n<li>Renamed some game events<\/li>\n<li>CatType&nbsp;fields on entities with type&nbsp;minecraft:cat&nbsp;have been replaced with&nbsp;variant, with numeric values being replaced with string ids (so, for example,&nbsp;5&nbsp;becomes&nbsp;minecraft:calico)<\/li>\n<li>The type of the field&nbsp;Id&nbsp;in the mob effect structure (for example, in the&nbsp;ActiveEffects&nbsp;list on entities) has been changed from&nbsp;byte&nbsp;to&nbsp;int<\/li>\n<li>Added&nbsp;minecraft:darkness&nbsp;mob effect<\/li>\n<li>Added&nbsp;sonic_explosion&nbsp;particle<\/li>\n<li>World presets\/types and flat world presets in the \u201cCreate World\u201d screen can now be controlled by datapacks<\/li>\n<li>Servers can now enable Chat Preview, which displays a server-controlled preview above the chat edit box<\/li>\n<li>Servers can now define different chat style formats for clients<\/li>\n<li>Added server property&nbsp;max-chained-neighbor-updates&nbsp;to limit the number of consecutive neighbor updates before skipping additional ones\n<ul>\n<li>Negative values remove the limit<\/li>\n<\/ul>\n<\/li>\n<li>Servers will now also send an additional icon and MOTD packet after a player has connected\n<ul>\n<li>This allows servers with&nbsp;enable-status=false&nbsp;to set an icon and MOTD for players that successfully connect<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3 class=\"code-line\" data-line-start=\"34\" data-line-end=\"35\">Advancements<\/h3>\n<h4 class=\"code-line\" data-line-start=\"36\" data-line-end=\"37\">New Triggers<\/h4>\n<h5 class=\"code-line\" data-line-start=\"38\" data-line-end=\"39\">ALLAY_DROP_ITEM_ON_BLOCK<\/h5>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"39\" data-line-end=\"40\">Triggered when an Allay drops an item on a block<\/li>\n<li class=\"has-line-data\" data-line-start=\"40\" data-line-end=\"45\">Conditions:\n<ul>\n<li class=\"has-line-data\" data-line-start=\"41\" data-line-end=\"42\">player&nbsp;&#8211; a predicate for the player who gave the Allay the item to collect<\/li>\n<li class=\"has-line-data\" data-line-start=\"42\" data-line-end=\"43\">location&nbsp;&#8211; a predicate for the block that the item was dropped on<\/li>\n<li class=\"has-line-data\" data-line-start=\"43\" data-line-end=\"45\">item&nbsp;&#8211; a predicate for the item that was dropped<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h5>AVOID_VIBRATION<\/h5>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"46\" data-line-end=\"47\">Triggered when a vibration event is ignored because the source player is holding the sneak key<\/li>\n<li class=\"has-line-data\" data-line-start=\"47\" data-line-end=\"50\">Conditions:\n<ul>\n<li class=\"has-line-data\" data-line-start=\"48\" data-line-end=\"50\">player&nbsp;&#8211; a player for which this trigger runs<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h5>KILL_MOB_NEAR_SCULK_CATALYST <code><\/code><\/h5>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"51\" data-line-end=\"52\">Triggered when a player kills an entity next to a Sculk Catalyst<\/li>\n<li class=\"has-line-data\" data-line-start=\"52\" data-line-end=\"57\">Conditions:\n<ul>\n<li class=\"has-line-data\" data-line-start=\"53\" data-line-end=\"54\"><code>player<\/code>&nbsp;&#8211; a predicate for the player killing the entity<\/li>\n<li class=\"has-line-data\" data-line-start=\"54\" data-line-end=\"55\"><code>entity<\/code>&nbsp;&#8211; a predicate for the entity that was killed<\/li>\n<li class=\"has-line-data\" data-line-start=\"55\" data-line-end=\"57\"><code>killing_blow<\/code>&nbsp;&#8211; a predicate for how the entity was killed<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h5>THROWN_ITEM_PICKED_UP_BY_PLAYER <code><\/code><\/h5>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"58\" data-line-end=\"59\">Triggered when a player picks up an item that was thrown by an entity<\/li>\n<li class=\"has-line-data\" data-line-start=\"59\" data-line-end=\"64\">Conditions:\n<ul>\n<li class=\"has-line-data\" data-line-start=\"60\" data-line-end=\"61\"><code>player<\/code>&nbsp;&#8211; a predicate for the player picking up the item<\/li>\n<li class=\"has-line-data\" data-line-start=\"61\" data-line-end=\"62\"><code>entity<\/code>&nbsp;&#8211; a predicate for the entity that threw the item<\/li>\n<li class=\"has-line-data\" data-line-start=\"62\" data-line-end=\"64\"><code>item<\/code>&nbsp;&#8211; a predicate for the item<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4 class=\"code-line\" data-line-start=\"64\" data-line-end=\"65\">Blending<\/h4>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"65\" data-line-end=\"66\">Blending now supports 3D biome blending, which blends the underground biomes as well as the overground biomes<\/li>\n<li class=\"has-line-data\" data-line-start=\"66\" data-line-end=\"67\">Removed&nbsp;<code>blending_data.old_noise<\/code>, now existence of&nbsp;<code>blending_data<\/code>&nbsp;in chunk data determines if a chunk is considered old<\/li>\n<li class=\"has-line-data\" data-line-start=\"67\" data-line-end=\"69\">Added&nbsp;<code>blending_data.min_section<\/code>&nbsp;and&nbsp;<code>blending_data.max_section<\/code>&nbsp;that determines which section data that will be used for blending<\/li>\n<\/ul>\n<h4>Chat Preview<\/h4>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"70\" data-line-end=\"71\">Servers can enable Chat Preview by setting&nbsp;<code>previews-chat=true<\/code>&nbsp;in&nbsp;<code>server.properties<\/code><\/li>\n<li class=\"has-line-data\" data-line-start=\"71\" data-line-end=\"72\">Custom servers can enable or disable chat preview for certain clients by sending a new network packet<\/li>\n<li class=\"has-line-data\" data-line-start=\"72\" data-line-end=\"74\">When enabled, a server-controlled preview appears above the chat edit box, showing how the message will look when sent\n<ul>\n<li class=\"has-line-data\" data-line-start=\"73\" data-line-end=\"74\">A preview is also shown for chat-related commands, such as&nbsp;<code>\/say<\/code>&nbsp;and&nbsp;<code>\/msg<\/code><\/li>\n<\/ul>\n<\/li>\n<li class=\"has-line-data\" data-line-start=\"74\" data-line-end=\"75\">This can be used by servers to preview messages with styling applied, such as emojis or chat coloring<\/li>\n<li class=\"has-line-data\" data-line-start=\"75\" data-line-end=\"78\">Chat Preview sends chat messages to the server as they are typed, even before they\u2019re sent\n<ul>\n<li class=\"has-line-data\" data-line-start=\"76\" data-line-end=\"77\">The server then sends back the styled preview in real time<\/li>\n<li class=\"has-line-data\" data-line-start=\"77\" data-line-end=\"78\">This allows servers to apply dynamic message stylings while still allowing chat to be securely signed<\/li>\n<\/ul>\n<\/li>\n<li class=\"has-line-data\" data-line-start=\"78\" data-line-end=\"80\">A warning screen is shown on the client when joining a server with Chat Preview, and it can be globally disabled in Chat Settings<\/li>\n<\/ul>\n<h4>Chat Types<\/h4>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"81\" data-line-end=\"87\">Different chat style formats can now be controlled by the server through the&nbsp;<code>chat_type<\/code>&nbsp;registry\n<ul>\n<li class=\"has-line-data\" data-line-start=\"82\" data-line-end=\"83\">These are synchronized to clients when they join the server<\/li>\n<li class=\"has-line-data\" data-line-start=\"83\" data-line-end=\"85\">The translation key or translation format can be defined, like&nbsp;<code>chat.type.text<\/code>&nbsp;or&nbsp;<code>%s says: \"%s\"<\/code>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"84\" data-line-end=\"85\">Chat can be similarly optionally narrated with a custom translation key or format<\/li>\n<\/ul>\n<\/li>\n<li class=\"has-line-data\" data-line-start=\"85\" data-line-end=\"87\">The entire message can have formattings applied, such as italics or a specific color (but currently not click or hover events)<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4 class=\"code-line\" data-line-start=\"87\" data-line-end=\"88\">Commands<\/h4>\n<h5>Place<code><\/code><\/h5>\n<p class=\"has-line-data\" data-line-start=\"90\" data-line-end=\"91\">New command that replaces&nbsp;<code>placefeature<\/code>&nbsp;and can place features, jigsaws, structures, and templates at a given location. Syntax:<\/p>\n<p class=\"has-line-data\" data-line-start=\"90\" data-line-end=\"91\">&nbsp;<\/p>\n<pre><code class=\"has-line-data\" data-line-start=\"92\" data-line-end=\"97\">place feature &lt;feature&gt; [pos]\nplace jigsaw &lt;pool&gt; &lt;start&gt; &lt;depth&gt; [pos]\nplace structure &lt;structure&gt; [pos]\nplace template &lt;template&gt; [pos] [rotation] [mirror] [integrity] [seed]<\/code><\/pre>\n<p class=\"has-line-data\" data-line-start=\"97\" data-line-end=\"98\"><strong>Parameters:<\/strong><\/p>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"99\" data-line-end=\"100\"><code>place feature<\/code>&nbsp;works like&nbsp;<code>placefeature<\/code>&nbsp;used to work<\/li>\n<li class=\"has-line-data\" data-line-start=\"100\" data-line-end=\"101\"><code>place jigsaw<\/code>&nbsp;works like using the generate button in the UI of a Jigsaw Block<\/li>\n<li class=\"has-line-data\" data-line-start=\"101\" data-line-end=\"102\"><code>place template<\/code>&nbsp;works like using the load button in the UI of a Structure Block<\/li>\n<li class=\"has-line-data\" data-line-start=\"102\" data-line-end=\"103\"><code>place structure<\/code>&nbsp;generates a full structure, matching how structures generate during world generation<\/li>\n<li class=\"has-line-data\" data-line-start=\"103\" data-line-end=\"104\"><code>feature<\/code>: The namespaced id of a configured feature to try to place<\/li>\n<li class=\"has-line-data\" data-line-start=\"104\" data-line-end=\"105\"><code>structure<\/code>: The namespaced id of a structure to try to generate<\/li>\n<li class=\"has-line-data\" data-line-start=\"105\" data-line-end=\"106\"><code>template<\/code>: The namespaced id of a template (\u201cstructure block file\u201d) to load and place<\/li>\n<li class=\"has-line-data\" data-line-start=\"106\" data-line-end=\"107\"><code>pool<\/code>: The namespaced id of a template pool to start generating<\/li>\n<li class=\"has-line-data\" data-line-start=\"107\" data-line-end=\"108\"><code>start<\/code>: The namespaced id name of a jigsaw to use as the starting anchor<\/li>\n<li class=\"has-line-data\" data-line-start=\"108\" data-line-end=\"109\"><code>depth<\/code>: The maximum number of jigsaw connections to traverse during placement<\/li>\n<li class=\"has-line-data\" data-line-start=\"109\" data-line-end=\"110\"><code>pos<\/code>: The position to use as the origin for the generation (if omitted,&nbsp;<code>~ ~ ~<\/code>&nbsp;is used)<\/li>\n<li class=\"has-line-data\" data-line-start=\"110\" data-line-end=\"111\"><code>rotation<\/code>: The rotation to apply (if omitted,&nbsp;<code>none<\/code>&nbsp;is used)<\/li>\n<li class=\"has-line-data\" data-line-start=\"111\" data-line-end=\"112\"><code>mirror<\/code>: The mirroring to apply (if omitted,&nbsp;<code>none<\/code>&nbsp;is used)<\/li>\n<li class=\"has-line-data\" data-line-start=\"112\" data-line-end=\"113\"><code>integrity<\/code>: The structure integrity value between 0 and 1<\/li>\n<li class=\"has-line-data\" data-line-start=\"113\" data-line-end=\"115\"><code>seed<\/code>: The seed to use for the randomized degradation when integrity is less than 1<\/li>\n<\/ul>\n<h4>Debug<\/h4>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"116\" data-line-end=\"117\">Added a heap memory allocation metric to the F3 debug screen<\/li>\n<li class=\"has-line-data\" data-line-start=\"117\" data-line-end=\"119\">Added estimated GPU utilization percentage to performance profiling metrics and the F3 debug screen\n<ul>\n<li class=\"has-line-data\" data-line-start=\"118\" data-line-end=\"119\">This is only available for graphics devices that support GPU timer queries<\/li>\n<\/ul>\n<\/li>\n<li class=\"has-line-data\" data-line-start=\"119\" data-line-end=\"121\">Removed the debug hotkey that cycles the render distance<\/li>\n<\/ul>\n<h3>Game Events<\/h3>\n<h4>Added Events<\/h4>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"124\" data-line-end=\"125\"><code>teleport<\/code>&nbsp;with a vibration frequency of 5<\/li>\n<li class=\"has-line-data\" data-line-start=\"125\" data-line-end=\"126\"><code>note_block_play<\/code>&nbsp;with a vibration frequency of 6<\/li>\n<li class=\"has-line-data\" data-line-start=\"126\" data-line-end=\"128\"><code>instrument_play<\/code>&nbsp;with a vibration frequency of 15<\/li>\n<\/ul>\n<h4>Combined Events<\/h4>\n<p class=\"has-line-data\" data-line-start=\"129\" data-line-end=\"130\">The following events have been collapsed into&nbsp;<code>block_activate<\/code>&nbsp;and&nbsp;<code>block_deactivate<\/code>:<\/p>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"131\" data-line-end=\"132\"><code>block_press<\/code><\/li>\n<li class=\"has-line-data\" data-line-start=\"132\" data-line-end=\"133\"><code>block_unpress<\/code><\/li>\n<li class=\"has-line-data\" data-line-start=\"133\" data-line-end=\"134\"><code>block_switch<\/code><\/li>\n<li class=\"has-line-data\" data-line-start=\"134\" data-line-end=\"136\"><code>block_unswitch<\/code><\/li>\n<\/ul>\n<h4>Other Changes<\/h4>\n<p class=\"has-line-data\" data-line-start=\"137\" data-line-end=\"138\">Other miscellaneous changes to game events:<\/p>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"139\" data-line-end=\"140\"><code>ring_bell<\/code>&nbsp;has been removed and replaced with&nbsp;<code>block_change<\/code><\/li>\n<li class=\"has-line-data\" data-line-start=\"140\" data-line-end=\"141\">Both&nbsp;<code>shulker_open<\/code>&nbsp;and&nbsp;<code>shulker_close<\/code>&nbsp;have been removed in favor of using&nbsp;<code>container_open<\/code>&nbsp;and&nbsp;<code>container_close<\/code><\/li>\n<li class=\"has-line-data\" data-line-start=\"141\" data-line-end=\"142\"><code>fishing_rod_cast<\/code>&nbsp;and&nbsp;<code>fishing_rod_reel_in<\/code>&nbsp;have been renamed to&nbsp;<code>item_interact_start<\/code>&nbsp;and&nbsp;<code>item_interact_finish<\/code><\/li>\n<li class=\"has-line-data\" data-line-start=\"142\" data-line-end=\"143\"><code>item_interact_start<\/code>&nbsp;is not detectable as a vibration to allow more specific actions to be detected, like&nbsp;<code>drink<\/code>&nbsp;or&nbsp;<code>eat<\/code>, but&nbsp;<code>item_interact_finish<\/code>&nbsp;is<\/li>\n<li class=\"has-line-data\" data-line-start=\"143\" data-line-end=\"144\"><code>entity_interact<\/code>&nbsp;should be dispatched more often when interacting with various mobs<\/li>\n<li class=\"has-line-data\" data-line-start=\"144\" data-line-end=\"145\">Added the&nbsp;<code>dampens_vibrations<\/code>&nbsp;block tag that includes all Wool and Wool Carpet blocks, to indicate blocks that will not trigger when placed, broken, or stepped on<\/li>\n<li class=\"has-line-data\" data-line-start=\"145\" data-line-end=\"147\">Renamed item tag&nbsp;<code>occludes_vibration_signals<\/code>&nbsp;to&nbsp;<code>dampens_vibrations<\/code>&nbsp;item tag as well<\/li>\n<\/ul>\n<h4>Renamed Events<\/h4>\n<p class=\"has-line-data\" data-line-start=\"148\" data-line-end=\"149\">Some game events have been renamed, with some of those changes to make them more grammatically consistent:<\/p>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"150\" data-line-end=\"151\"><code>drinking_finish<\/code>&nbsp;-&gt;&nbsp;<code>drink<\/code><\/li>\n<li class=\"has-line-data\" data-line-start=\"151\" data-line-end=\"152\"><code>entity_killed<\/code>&nbsp;-&gt;&nbsp;<code>entity_die<\/code><\/li>\n<li class=\"has-line-data\" data-line-start=\"152\" data-line-end=\"153\"><code>entity_damaged<\/code>&nbsp;-&gt;&nbsp;<code>entity_damage<\/code><\/li>\n<li class=\"has-line-data\" data-line-start=\"153\" data-line-end=\"154\"><code>elytra_free_fall<\/code>&nbsp;-&gt;&nbsp;<code>elytra_glide<\/code><\/li>\n<li class=\"has-line-data\" data-line-start=\"154\" data-line-end=\"155\"><code>mob_interact<\/code>&nbsp;-&gt;&nbsp;<code>entity_interact<\/code><\/li>\n<li class=\"has-line-data\" data-line-start=\"155\" data-line-end=\"156\"><code>ravager_roar<\/code>&nbsp;-&gt;&nbsp;<code>entity_roar<\/code><\/li>\n<li class=\"has-line-data\" data-line-start=\"156\" data-line-end=\"158\"><code>wolf_shaking<\/code>&nbsp;-&gt;&nbsp;<code>entity_shake<\/code><\/li>\n<\/ul>\n<h4>Game Rules<\/h4>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"159\" data-line-end=\"161\">Added&nbsp;<code>doWardenSpawning<\/code>&nbsp;game rule<\/li>\n<\/ul>\n<h4 class=\"code-line\" data-line-start=\"161\" data-line-end=\"162\">Loot Tables<\/h4>\n<h4>New Functions<\/h4>\n<h5>SET_INSTRUMENT <code><\/code><\/h5>\n<p class=\"has-line-data\" data-line-start=\"166\" data-line-end=\"168\">Sets the item tags needed for instrument items to a randomly selected instrument from a tag<br \/>Parameters:<\/p>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"169\" data-line-end=\"171\"><code>options<\/code>&nbsp;&#8211; a tag reference specifying the instrument options to randomly pick from<\/li>\n<\/ul>\n<h4 class=\"code-line\" data-line-start=\"171\" data-line-end=\"172\">Multiplayer Secure Chat Signing<\/h4>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"172\" data-line-end=\"174\">Chat messages between players are now cryptographically signed\n<ul>\n<li class=\"has-line-data\" data-line-start=\"173\" data-line-end=\"174\">The message arguments to&nbsp;<code>\/say<\/code>,&nbsp;<code>\/msg<\/code>,&nbsp;<code>\/teammsg<\/code>, and&nbsp;<code>\/me<\/code>&nbsp;commands are all also signed<\/li>\n<\/ul>\n<\/li>\n<li class=\"has-line-data\" data-line-start=\"174\" data-line-end=\"175\">Players are given a Mojang provided key-pair on startup<\/li>\n<li class=\"has-line-data\" data-line-start=\"175\" data-line-end=\"178\">Servers can require players to have a Mojang-signed public key by setting&nbsp;<code>enforce-secure-profile=true<\/code>&nbsp;in&nbsp;<code>server.properties<\/code>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"176\" data-line-end=\"177\">Enforcing secure profiles will prevent players without a Mojang-signed public key from connecting<\/li>\n<li class=\"has-line-data\" data-line-start=\"177\" data-line-end=\"178\">By default, this is set to&nbsp;<code>false<\/code>, allowing players to connect without a Mojang-signed public key<\/li>\n<\/ul>\n<\/li>\n<li class=\"has-line-data\" data-line-start=\"178\" data-line-end=\"179\">Static chat styling can now be controlled by the server through the&nbsp;<code>chat_type<\/code>&nbsp;registry, or with server resource packs as before<\/li>\n<li class=\"has-line-data\" data-line-start=\"179\" data-line-end=\"181\">Dynamic chat styling can also be controlled by the server, although this is only signed when Chat Preview is enabled\n<ul>\n<li class=\"has-line-data\" data-line-start=\"180\" data-line-end=\"181\">Clients can prefer to always show the original, signed message by enabling \u201cOnly Show Secure Chat\u201d in Chat Settings<\/li>\n<\/ul>\n<\/li>\n<li class=\"has-line-data\" data-line-start=\"181\" data-line-end=\"185\">Chat from players still using Mojang Accounts is not signed\n<ul>\n<li class=\"has-line-data\" data-line-start=\"182\" data-line-end=\"183\">Their messages will not show for players with \u201cOnly Show Secure Chat\u201d enabled<\/li>\n<li class=\"has-line-data\" data-line-start=\"183\" data-line-end=\"185\">They may be unable to join a server with the&nbsp;<code>enforce-secure-profile<\/code>&nbsp;option enabled<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Pack Filters<\/h4>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"186\" data-line-end=\"187\">Data and resource packs can have&nbsp;<code>filter<\/code>&nbsp;section in&nbsp;<code>pack.mcmeta<\/code><\/li>\n<li class=\"has-line-data\" data-line-start=\"187\" data-line-end=\"188\">This section has a mandatory field&nbsp;<code>block<\/code>, which is a list of patterns (regular expressions) for namespaces and paths<\/li>\n<li class=\"has-line-data\" data-line-start=\"188\" data-line-end=\"189\">If any of the files in packs are added before one with&nbsp;<code>filter<\/code>, the section will match any pattern inside&nbsp;<code>block<\/code>, and it will then be filtered out (i.e. treated as if it wasn\u2019t present in the first place)<\/li>\n<li class=\"has-line-data\" data-line-start=\"189\" data-line-end=\"190\"><code>filter<\/code>&nbsp;section does not apply to a pack containing it &#8211; only to packs loaded before it<\/li>\n<li class=\"has-line-data\" data-line-start=\"190\" data-line-end=\"192\">Both&nbsp;<code>namespace<\/code>&nbsp;and&nbsp;<code>path<\/code>&nbsp;can be omitted\n<ul>\n<li class=\"has-line-data\" data-line-start=\"191\" data-line-end=\"192\">Missing field matches every value<\/li>\n<\/ul>\n<\/li>\n<li class=\"has-line-data\" data-line-start=\"192\" data-line-end=\"194\">For example, adding a pack with this section in&nbsp;<code>pack.mcmeta<\/code>&nbsp;after the vanilla pack will hide all the recipes and advancements defined by the vanilla pack<\/li>\n<\/ul>\n<h4 class=\"code-line\" data-line-start=\"194\" data-line-end=\"195\">Example<\/h4>\n<pre><code class=\"has-line-data\" data-line-start=\"196\" data-line-end=\"209\">\"filter\": { \"block\": [ { \"namespace\": \"minecraft\", \"path\": \"recipes\/.*\" }, { \"namespace\": \"minecraft\", \"path\": \"advancements\/.*\" } ]\n}<\/code><\/pre>\n<h4 class=\"code-line\" data-line-start=\"210\" data-line-end=\"211\">Paintings<\/h4>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"211\" data-line-end=\"212\">Paintings that are placeable in survival can now be controlled with the&nbsp;<code>painting_variant\/placeable<\/code>&nbsp;tag<\/li>\n<li class=\"has-line-data\" data-line-start=\"212\" data-line-end=\"215\">Added unused paintings from the Bedrock edition (<code>earth<\/code>,&nbsp;<code>wind<\/code>,&nbsp;<code>fire<\/code>,&nbsp;<code>water<\/code>)\n<ul>\n<li class=\"has-line-data\" data-line-start=\"213\" data-line-end=\"215\">These paintings are not placeable by default but can be added through a datapack<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Point of Interest Types<\/h4>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"216\" data-line-end=\"217\">Removed&nbsp;<code>unemployed<\/code>&nbsp;and&nbsp;<code>nitwit<\/code>&nbsp;<code>point_of_interest_type<\/code>s<\/li>\n<li class=\"has-line-data\" data-line-start=\"217\" data-line-end=\"218\">Added tag&nbsp;<code>point_of_interest_type\/acquirable_job_site<\/code>&nbsp;for all job sites sought by villagers with&nbsp;<code>none<\/code>&nbsp;profession<\/li>\n<li class=\"has-line-data\" data-line-start=\"218\" data-line-end=\"219\">Added tag&nbsp;<code>point_of_interest_type\/village<\/code>&nbsp;for PoI that is part of village<\/li>\n<li class=\"has-line-data\" data-line-start=\"219\" data-line-end=\"221\">Added tag&nbsp;<code>point_of_interest_type\/bee_home<\/code>&nbsp;for all PoI targeted by bees<\/li>\n<\/ul>\n<h4>Predicates<\/h4>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"222\" data-line-end=\"224\">The&nbsp;<code>feature<\/code>&nbsp;field in location predicates is now called&nbsp;<code>structure<\/code><\/li>\n<\/ul>\n<h4>Entity Predicate<\/h4>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"225\" data-line-end=\"226\"><code>player<\/code>,&nbsp;<code>fishing_hook<\/code>,&nbsp;<code>lightning_bolt<\/code>&nbsp;and&nbsp;<code>catType<\/code>&nbsp;fields have been replaced with&nbsp;<code>type_specific<\/code><\/li>\n<li class=\"has-line-data\" data-line-start=\"226\" data-line-end=\"227\"><code>type_specific<\/code>&nbsp;has field&nbsp;<code>type<\/code>&nbsp;(one of&nbsp;<code>player<\/code>,&nbsp;<code>fishing_hook<\/code>,&nbsp;<code>lightning_bolt<\/code>&nbsp;or&nbsp;<code>cat<\/code>) and same fields as removed fields<\/li>\n<li class=\"has-line-data\" data-line-start=\"227\" data-line-end=\"228\"><code>catType<\/code>&nbsp;has been wrapped to match the new format and now uses new cat variant names instead of texture names:<\/li>\n<\/ul>\n<p>New&nbsp;<strong><code>type_specific<\/code><\/strong>&nbsp;options:<\/p>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"229\" data-line-end=\"230\"><code>frog<\/code>&nbsp;has&nbsp;<code>variant<\/code>&nbsp;field matching Frog variant (<code>minecraft:warm<\/code>,&nbsp;<code>minecraft:temperate<\/code>&nbsp;or&nbsp;<code>minecraft:cold<\/code>)<\/li>\n<li class=\"has-line-data\" data-line-start=\"230\" data-line-end=\"232\"><code>slime<\/code>&nbsp;applies for Slimes and Magma Cubes, has&nbsp;<code>size<\/code>&nbsp;field matching Slime size (smallest is&nbsp;<code>1<\/code><code>&nbsp;<\/code><code><\/code><code><\/code><\/li>\n<\/ul>\n<h5>CatType Example<\/h5>\n<p><strong>Before:<\/strong><br \/><span>&#8220;catType&#8221;: &#8220;minecraft:textures\/entity\/cat\/british_shorthair.png&#8221;<\/span><\/p>\n<p><span><strong><span>After:<\/span><\/strong><\/span><\/p>\n<p><span><strong><span>&#8220;type_specific&#8221;: {<\/span><\/strong><\/span><\/p>\n<pre><code class=\"has-line-data\" data-line-start=\"239\" data-line-end=\"244\">\"type_specific\": { \"type\": \"cat\", \"variant\": \"minecraft:british\" }<br><\/code><\/pre>\n<h5 class=\"code-line\" data-line-start=\"245\" data-line-end=\"246\"><code>TYPE_SPECIFIC<\/code>&nbsp;EXAMPLE<\/h5>\n<p><span><code class=\"has-line-data\" data-line-start=\"239\" data-line-end=\"244\"><strong>Before:<\/strong><br \/><\/code><\/span><\/p>\n<pre><code class=\"has-line-data\" data-line-start=\"248\" data-line-end=\"252\">\"lightning_bolt\": { \"blocks_set_on_fire\": 0 }<\/code><\/pre>\n<p><span><code class=\"has-line-data\" data-line-start=\"239\" data-line-end=\"244\"><strong>After:<\/strong>&nbsp;<\/code><\/span><\/p>\n<pre><code class=\"has-line-data\" data-line-start=\"254\" data-line-end=\"259\"> \"type_specific\": { \"type\": \"lightning\", \"blocks_set_on_fire\": 0 }<\/code><\/pre>\n<h4 class=\"code-line\" data-line-start=\"260\" data-line-end=\"261\">Space Glyph Provider<\/h4>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"261\" data-line-end=\"262\">The new glyph provider type&nbsp;<code>space<\/code>&nbsp;is added to allow the creation of space-like glyphs<\/li>\n<li class=\"has-line-data\" data-line-start=\"262\" data-line-end=\"263\">The new provider has a single argument called&nbsp;<code>advances<\/code>&nbsp;which is a map of a codepoint to glyph advance (width)<\/li>\n<li class=\"has-line-data\" data-line-start=\"263\" data-line-end=\"265\">The rendering of space glyph is no longer hardcoded (needs to be declared manually in the font)<\/li>\n<\/ul>\n<h4>World Presets<\/h4>\n<ul>\n<li class=\"has-line-data\" data-line-start=\"266\" data-line-end=\"267\">New registry types&nbsp;<code>worldgen\/world_preset<\/code>&nbsp;and&nbsp;<code>worldgen\/flat_level_generator_preset<\/code>&nbsp;have been added to configure data-driven presets (like \u201cAmplified\u201d or \u201cSingle Biome\u201d)<\/li>\n<li class=\"has-line-data\" data-line-start=\"267\" data-line-end=\"268\">Two tags for world presets have been added (<code>normal<\/code>&nbsp;and&nbsp;<code>alternative<\/code>) to control which values show on the \u201cWorld Type\u201d button in the \u201cCreate World\u201d screen<\/li>\n<li class=\"has-line-data\" data-line-start=\"268\" data-line-end=\"269\">One tag has been added (<code>visible<\/code>) for flat world presets to control the order that elements are displayed in the \u201cConfigure Flat World\u201d screen<\/li>\n<li class=\"has-line-data\" data-line-start=\"269\" data-line-end=\"271\">World presets can also be used as a value of&nbsp;<code>level-type<\/code>&nbsp;in&nbsp;<code>server.properties<\/code><\/li>\n<\/ul>\n<h4>Fixed Bugs in 1.19<\/h4>\n","protected":false},"excerpt":{"rendered":"<p>&nbsp;The Wild Update is out now on JAVA Edition and I can&#8217;t wait to see what everyone has plans to do!&nbsp; I want to explore the Mangrove Swamps, find frogs, and just explore the overworld before even thinking about digging down.&nbsp; What is the first thing you are planning on doing? Features Added Mangrove Swamp [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":125502,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[29],"tags":[],"class_list":["post-125501","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-minecraft-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/125501","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=125501"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/125501\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/125502"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=125501"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=125501"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=125501"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}