{"id":125533,"date":"2022-06-07T18:08:56","date_gmt":"2022-06-07T18:08:56","guid":{"rendered":"https:\/\/www.sickgaming.net\/blog\/2022\/06\/07\/bedrock-the-wild-update-1-19-0-nintendo-switch-version-1-19-1\/"},"modified":"2022-06-07T18:08:56","modified_gmt":"2022-06-07T18:08:56","slug":"bedrock-the-wild-update-1-19-0-nintendo-switch-version-1-19-1","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2022\/06\/07\/bedrock-the-wild-update-1-19-0-nintendo-switch-version-1-19-1\/","title":{"rendered":"Bedrock: The Wild Update 1.19.0 (Nintendo Switch version 1.19.1)"},"content":{"rendered":"<div><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2022\/06\/bedrock-the-wild-update-1-19-0-nintendo-switch-version-1-19-1.png\" class=\"ff-og-image-inserted\"><\/div>\n<p><span class=\"wysiwyg-font-size-x-large\">Today&#8217;s the day we&#8217;ve been waiting for!&nbsp; The Wild Update is here and I hope you&#8217;re ready to dive right in.&nbsp; I know I&#8217;m not ready to venture into the Deep Dark just yet.&nbsp; What are you planning on doing first?<\/span><\/p>\n<h3><span class=\"wysiwyg-font-size-x-large\"><strong>New Features<\/strong><\/span><\/h3>\n<h4><strong>Deep Dark<\/strong><\/h4>\n<ul>\n<li>In the depths of the Overworld, you will find one of the scariest biomes in all of Minecraft. Buried underground, especially at the bottom of mountainous regions, this area is filled with sculk blocks, ancient structures, loot chests, and one, single, solitary mob. To navigate the deep dark, you need to sneak, use Silk Touch, and above all else \u2013 don\u2019t wake the warden!<\/li>\n<\/ul>\n<h4><strong>Warden<\/strong><\/h4>\n<ul>\n<li>The only mob that spawns in the deep dark is none other than the warden. The warden will only make an appearance if its slumber is disturbed, which means that brave explorers must sneak around very quietly. Quick movements risk setting off a sculk sensor that triggers a sculk shrieker. If you have the misfortune of hearing it pierce through the silent shroud of the deep dark, it\u2019s time to get out. Even though the warden can\u2019t see, this doesn\u2019t slow it down but works to its advantage. The warden can sniff out any intruders and uses vibrations to detect their exact location.<\/li>\n<\/ul>\n<h4><strong>Sculk Blocks<\/strong><\/h4>\n<ul>\n<li>There are five different types of sculk blocks to be found in the deep dark. If you want to mine them, you will need to stay stealthy and use Silk Touch. The sculk block is a great decorative block thanks to its atmospheric glow. The sculk sensor is a Redstone block that detects vibrations, so walk carefully or use a wool block to muffle your steps. The sculk catalyst spreads sculk around it and sculk veins generate around patches of sculk that spawn from the sculk catalyst. Finally, the sculk shrieker is possibly the most dangerous block of all since it will summon the warden if you\u2019re not careful!<\/li>\n<\/ul>\n<h4><strong>Recovery Compass and Echo Shards<\/strong><\/h4>\n<ul>\n<li>The recovery compass is the solution for finding the way back to the last location you died. Loot chests in ancient cities to discover echo shards and craft one for yourself!<\/li>\n<\/ul>\n<h4><strong>Mangrove Swamp Biome<\/strong><\/h4>\n<ul>\n<li>Towering trees, wide roots, small saplings, and muddy terrain make up the new mangrove swamps. Found in areas with high temperatures and high humidity, this new swamp also introduces mangrove trees and mud blocks, bringing a wide range of new materials to craft builds inspired by the beauty of the Overworld!<\/li>\n<\/ul>\n<h4><strong>Mangrove Trees\/Wood<\/strong><\/h4>\n<ul>\n<li>Mangrove trees introduce a brand-new type of wood block to build with, the logs can be crafted into planks, stairs, buttons, slabs, fences, doors, signs, and pressure plates. You can also craft with the mangrove tree\u2019s leaves, roots, and small saplings called propagules!<\/li>\n<\/ul>\n<h4><strong>Mud Blocks<\/strong><\/h4>\n<ul>\n<li>Mud can be found all over mangrove swamps and crafted with wheat into packed mud! Use it to craft a variety of mud brick blocks including stairs, slabs, and walls. This block is also renewable by using a water bottle on dirt, so there is no risk of running out of mud. Placing Mud above a block that has pointed dripstone underneath will eventually turn the mud block into clay!<\/li>\n<\/ul>\n<h4><strong>Frogs and Tadpoles<\/strong><\/h4>\n<ul>\n<li>Frogs feed on small slimes, breathe on land and in water, and lay eggs called frogspawn. The eggs will hatch and turn into tadpoles, making this the first mob that isn\u2019t bred from a smaller version of itself! There are three different types to discover \u2013 temperate frogs, warm frogs, and cold frogs \u2013 so getting your hands on all three means that you will need to travel through the Overworld!<\/li>\n<\/ul>\n<h4><strong>Froglight Blocks<\/strong><\/h4>\n<ul>\n<li>These luminous blocks come in three different variants depending on which frog type produces it. If you want to light up your base with ochre, verdant, or pearlescent froglights, you will need to figure out a way to feed a frog a very small magma cube!<\/li>\n<\/ul>\n<h4><strong>Allay<\/strong><\/h4>\n<ul>\n<li>The winner of the Minecraft Live 2021 Mob Vote is flying into Minecraft! Instantly recognizable by its luminous blue sheen, you won\u2019t lose this mob once you find it. Hand it an item and it will pick up matching items it finds in the world. It loves music and will drop items if it hears a note block playing nearby. The allay spawns in pillager outposts and woodland mansions and is waiting for you to set it free!<\/li>\n<\/ul>\n<h4><strong>Boat in Chest<\/strong><\/h4>\n<ul>\n<li>The Wild Update makes it possible for you to craft a boat with a chest on it, which is convenient since there are plenty of new blocks to bring back from your new adventures!<\/li>\n<\/ul>\n<h4><strong>Goat Horn<\/strong><\/h4>\n<ul>\n<li>Dropped by goats that ram into hard blocks and can be used to make a variety of sounds! Can you find all eight variants?<\/li>\n<\/ul>\n<h4><strong>New Music<\/strong><\/h4>\n<ul>\n<li>Added new music by Lena Raine and Samuel \u00c5berg<\/li>\n<li>Music Disc 5\n<ul>\n<li>Unlike other discs, it can only be obtained by finding and crafting nine disc fragments together<\/li>\n<li>These disc fragments can be found rarely in ancient city chests<\/li>\n<\/ul>\n<\/li>\n<li>Mobile players: To hear the new music, you will need to download the updated Minecraft Original Music Pack, available <em><strong>FREE<\/strong><\/em> from Marketplace<\/li>\n<\/ul>\n<h4><strong>New Achievements<\/strong><\/h4>\n<ul>\n<li>It Spreads &#8211; Kill a mob next to a catalyst<\/li>\n<li>Birthday Song &#8211; Have an Allay drop a cake at a note block<\/li>\n<li>With Our Powers Combined! &#8211; Have all 3 froglights in your inventory<\/li>\n<li>Sneak 100 &#8211; Sneaking next to a Sculk Sensor without triggering it<\/li>\n<\/ul>\n<h3><span class=\"wysiwyg-font-size-x-large\"><strong>Vanilla Parity<\/strong><\/span><\/h3>\n<h4><strong>Mobs<\/strong><\/h4>\n<ul>\n<li>Fixed an issue causing baby Llamas to fire llama spit from above their head (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-144948\">MCPE-144948<\/a>)<\/li>\n<li>Mirrored the Spider&#8217;s left legs (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-152927\">MCPE-152927<\/a>)<\/li>\n<\/ul>\n<h4><strong>Items<\/strong><\/h4>\n<ul>\n<li>Updated Boat item icon textures to make them consistent with Java Edition (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-153353\">MCPE-153353<\/a>)<\/li>\n<\/ul>\n<h4><strong>Blocks<\/strong><\/h4>\n<ul>\n<li>Fences and Walls no longer connect to Bells and Brewing Stands (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-152757\">MCPE-152757<\/a>)<\/li>\n<li>Fixed a bug where the Brewing Stand&#8217;s arms textures did not touch the base (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-152932\">MCPE-152932<\/a>)<\/li>\n<li>Moved the Brewing Stand&#8217;s base UVs and updated the base texture<\/li>\n<li>Fixed the Brewing Stand&#8217;s arms rotation<\/li>\n<li>Created a better transition between the End Portal Frame side texture and the End Stone (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-152930\">MCPE-152930<\/a>)<\/li>\n<li>Removed unused pixels in the End Rod texture (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-152929\">MCPE-152929<\/a>)<\/li>\n<li>Updated the Mycelium&#8217;s side texture to match other dirt-based textures (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-152928\">MCPE-152928<\/a>)<\/li>\n<li>Fixed Light Blocks being destroyable from within while underwater (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-148393\">MCPE-148393<\/a>)<\/li>\n<\/ul>\n<h4><strong>Wandering Trader<\/strong><\/h4>\n<ul>\n<li>The Wandering Trader no longer opens or closes doors (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-113452\">MCPE-113452<\/a>)<\/li>\n<li>The Wandering Trader now randomly moves around (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-45756\">MCPE-45756<\/a>)<\/li>\n<li>The Wandering Trader now matches Java Edition&#8217;s drinking sounds (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-47057\">MCPE-47057<\/a>)<\/li>\n<li>The Wandering Trader now has disappear\/reappear sound effects when gaining\/losing Invisibility<\/li>\n<li>The Wandering Trader can now be named with a Name Tag (this will not prevent it from despawning)<\/li>\n<\/ul>\n<h4><strong>Shulkers<\/strong><\/h4>\n<ul>\n<li>Shulkers are now fire immune (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-33236\">MCPE-33236<\/a>)<\/li>\n<li>Shulkers now remain in an upright position in vehicles (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-115269\">MCPE-115269<\/a>)<\/li>\n<li>Shulkers no longer fail to spawn when there\u2019s another Shulker at relative negative y and x axis<\/li>\n<\/ul>\n<h3><span class=\"wysiwyg-font-size-x-large\"><strong>Spectator Mode (Experimental)<\/strong><\/span><\/h3>\n<p>Our initial implementation of Spectator Mode will not include every feature available in the Java Edition (such as &#8220;mob view&#8221;, speed control, etc.), we have chosen to focus on the parts of spectator mode that we hope will be most useful. We would like to hear about bugs you have found with the features that are included currently, and you may now report these at&nbsp;<a href=\"https:\/\/bugs.mojang.com\/\">bugs.mojang.com<\/a>&nbsp;if they have not been reported already. Any additional parity breaks, feature requests, or suggestions for what to add next should be made through&nbsp;<a href=\"https:\/\/feedback.minecraft.net\/\">feedback.minecraft.net<\/a>.<\/p>\n<p><strong>What\u2019s Currently in Scope<\/strong><\/p>\n<h4><strong>Enabling and Disabling<\/strong><\/h4>\n<p>Players can switch to and from Spectator using the Settings Menu and the &#8216;\/gamemode spectator&#8217; command if cheats are enabled. Player inventory, health, held items, etc are unchanged when switching into spectator mode and then out again<\/p>\n<h4><strong>Movement<\/strong><\/h4>\n<ul>\n<li>Spectators are always flying and cannot become grounded\n<ul>\n<li>(For this version we will not attempt movement parity with the Java edition, but may do more in this area later)<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4><strong>World Interactions<\/strong><\/h4>\n<ul>\n<li>Spectators pass through solid blocks and entities without any collisions<\/li>\n<li>Spectators can see out of solid objects<\/li>\n<li>Spectators are not affected by any in-game blocks, mobs, items, portals, or effects and cannot take damage<\/li>\n<li>Portals currently affect spectators, but this is a bug we intend to fix in the future<\/li>\n<li>Spectators cannot use items or interact with blocks or mobs (for example, they cannot attack, feed, mount, or trade with mobs)<\/li>\n<li>Spectators cannot open their inventory or interact with block UIs like chests (This is not in parity with Java yet)\n<ul>\n<li>Currently, spectators that die drop their inventory, this is a known issue that we want to address<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4><strong>User Interface<\/strong><\/h4>\n<ul>\n<li>Spectators have a reduced HUD that does not show the crosshair, hotbar, XP, health, hunger, or armor<\/li>\n<\/ul>\n<h4><strong>Visibility and Rendering<\/strong><\/h4>\n<ul>\n<li>Spectators cannot be seen by mobs or other players except other spectators<\/li>\n<li>Spectators appear as transparent floating heads (to those who can see them). The body, arms, legs, armor, and held items are not rendered.\n<ul>\n<li>Currently, the transparency does not work correctly for all skin selection types, this is a known issue<\/li>\n<\/ul>\n<\/li>\n<li>When playing in first person, spectators do not see their arm or held item<\/li>\n<\/ul>\n<h4><strong>Technical<\/strong><\/h4>\n<ul>\n<li>Spectators generate chunks as normal (This is not in parity with Java yet)<\/li>\n<li>Spectators don&#8217;t cause mobs to spawn<\/li>\n<\/ul>\n<h4><strong>Spectator Bug Fixes<\/strong><\/h4>\n<ul>\n<li>Custom input mapping for Spectator Mode added<\/li>\n<li>Spectators are now unable to attack<\/li>\n<li>Spectators are now unable to build<\/li>\n<li>Spectators are now unable to drop items<\/li>\n<li>Spectators are now unable to use items<\/li>\n<li>Spectators are now unable to open inventory<\/li>\n<li>Spectators are now unable to interact with the world through input<\/li>\n<li>Spectators are now unable to interact with chests or other container UI<\/li>\n<li>Spectators no longer fly slowly when entering Spectator Mode from ground<\/li>\n<li>Players enter noclip and flying when enabling Spectator Mode<\/li>\n<li>Players stop riding, using items, sleeping, and gliding when entering Spectator Mode<\/li>\n<li>Double-jump no longer breaks Spectator Mode<\/li>\n<\/ul>\n<h3><span class=\"wysiwyg-font-size-x-large\"><strong>Fixes<\/strong><\/span><\/h3>\n<h4><strong>Performance \/ Stability<\/strong><\/h4>\n<ul>\n<li>Fixed several crashes that could occur during gameplay<\/li>\n<li>Fixed a crash that could occur during split-screen play<\/li>\n<li>Fixed a crash that could occur when lightning hits a Lightning Rod in certain scenarios<\/li>\n<li>Fixed several crashes that could occur on some Marketplace worlds<\/li>\n<li>Fixed a crash that could occur when players are battling each other and both players are wearing Thorns enchanted Armor (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-153593\">MCPE-153593<\/a>)<\/li>\n<li>Fixed a crash that could occur when players died while affected by Wither<\/li>\n<li>Fixed a crash that could occur when trading with a Villager that last traded with a disconnected player<\/li>\n<li>Fixed a crash that would occasionally occur in Villages on iOS<\/li>\n<li>Cleaned up leftover biome\/block\/light memory when leaving a world<\/li>\n<li>Fixed an issue that caused Marketplace downloads to get stuck in a queue (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-54531\">MCPE-54531<\/a>)<\/li>\n<li>Fixed being unable to edit characters in the Dressing Room on Nintendo Switch (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-156209\">MCPE-156209<\/a>)<\/li>\n<\/ul>\n<h4><strong>Gameplay<\/strong><\/h4>\n<ul>\n<li>Fixed an issue that caused the player to take fall damage after getting into a Bed while falling (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-153122\">MCPE-153122<\/a>)<\/li>\n<li>Fixed issue where the Invert Y Axis setting was not working correctly with touch controls<\/li>\n<li>The player can now slide from movement directions to jump and not get interrupted when jump and sneak are swapped on &#8216;Classic\u2019 touch controls (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-151149\">MCPE-151149<\/a>)<\/li>\n<\/ul>\n<h4><strong>World Generation<\/strong><\/h4>\n<ul>\n<li>Several improvements to level chunk blending<\/li>\n<\/ul>\n<h4><strong>Mobs<\/strong><\/h4>\n<ul>\n<li>Mobs do not get stuck into open Trapdoors anymore (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-154106\">MCPE-154106<\/a>)<\/li>\n<li>Fixed an issue causing the Parrot&#8217;s head to always face the player while riding the player. We couldn\u2019t handle the constant staring (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-152510\">MCPE-152510<\/a>)<\/li>\n<li>Villagers will no longer begin sleeping while riding something near a Bed<\/li>\n<li>Illagers are now allowed to migrate to other villages and progress raids (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-151310\">MCPE-151310<\/a>)<\/li>\n<li>Trader Llamas can now breed after being fed Hay Bales<\/li>\n<li>Trader Llamas will no longer be persistent after being unleashed from the Wandering Trader (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-102302\">MCPE-102302<\/a>)<\/li>\n<\/ul>\n<h4><strong>Blocks<\/strong><\/h4>\n<ul>\n<li>Fixed a bug where End Crystal beams would point far above their target blocks<\/li>\n<li>Blocks affected by gravity now fall correctly on replaceable blocks (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-152937\">MCPE-152937<\/a>)<\/li>\n<li>Slabs can once again be placed continuously (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-151887\">MCPE-151887<\/a>)<\/li>\n<li>Torches can no longer be placed on Bells<\/li>\n<\/ul>\n<h4><strong>Items<\/strong><\/h4>\n<ul>\n<li>Fixed incorrect names for White Dye, Black Dye, Brown Dye, and Blue Dye (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-153522\">MCPE-153522<\/a>)<\/li>\n<li>Fixed a bug where an undamaged tool, such as Pickaxe, when name-changed on an Anvil, would fail to work correctly when used for the first time (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-152637\">MCPE-152637<\/a>)<\/li>\n<li>The recipes for Minecart with Chest\/Hopper\/TNT are now shapeless<\/li>\n<li>Fixed a bug where the Trident, Bow, Spyglass, and Crossbow would not render when picked up by a Fox (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-135346\">MCPE-135346<\/a>)<\/li>\n<li>Fixed a bug causing z-fighting to occur on the bottom of a player\u2019s head while wearing a Skull (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-149125\">MCPE-149125<\/a>)<\/li>\n<li>Each Minecart variant (Chest\/Hopper\/TNT) drops itself as a single item when broken, instead of splitting into two items (such as Chest and Minecart)<\/li>\n<\/ul>\n<h4><strong>Graphical<\/strong><\/h4>\n<ul>\n<li>Fixed an issue that caused Leads to render on top of Glass (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-145764\">MCPE-145764<\/a>)<\/li>\n<li>Fixed a bug causing the fire animation to flicker when the player is standing in a Lava Cauldron while in Creative mode (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-148999\">MCPE-148999<\/a>)<\/li>\n<li>Fixed an issue that could cause severe visual glitches when using emotes more than once (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-155049\">MCPE-155049<\/a>)<\/li>\n<li>Fixed graphical corruption issues on Android devices (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-155509\">MCPE-155509<\/a>)<\/li>\n<\/ul>\n<h4><strong>User Interface<\/strong><\/h4>\n<ul>\n<li>Minor changes have been made for Xbox players when switching accounts while the game is open. See&nbsp;<a href=\"https:\/\/help.minecraft.net\/hc\/en-us\/articles\/360045828292\" target=\"_self\" rel=\"noopener\">this article<\/a>&nbsp;for details<\/li>\n<li>Shift-clicking items will once again combine items of the same type into a stack (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-153992\">MCPE-153992<\/a>)<\/li>\n<li>Added settings to change the duration of notifications<\/li>\n<li>The &#8220;Submit Feedback&#8221; button is now described as a link by Text-To-Speech<\/li>\n<li>Added appropriate messaging when there is no internet connection on Xbox devices<\/li>\n<li>Fixed enchantment option on Pocket UI Profile not being displayed<\/li>\n<li>Fixed a bug where items could be dropped by clicking in the dark gray area of the left side of player inventory when using Furnace, Blast Furnace, Smoker, Enchant Table, Grindstone, Brewing Stand, Anvil, Beacon, and Smithing Table<\/li>\n<li>Players can now sign in with a QR code on Nintendo Switch and PlayStation consoles<\/li>\n<li>Featured Servers message text is no longer centered<\/li>\n<li>&#8220;Controller lost connection&#8221; prompt will now be shown after the world generation screen if a controller was disconnected while on that screen<\/li>\n<\/ul>\n<h3><span class=\"wysiwyg-font-size-x-large\"><strong>Technical Updates<\/strong><\/span><\/h3>\n<h4><strong>Updated Add-On Template Packs<\/strong><\/h4>\n<ul>\n<li>Updated Add-On templates for 1.19.0 with new resources, behaviors, and documentation, are available to download at&nbsp;<a href=\"https:\/\/aka.ms\/MCAddOnPacks\">aka.ms\/MCAddonPacks<\/a><\/li>\n<\/ul>\n<h4><strong>Performance \/ Stability<\/strong><\/h4>\n<ul>\n<li>Fixed a crash when loading a Behavior Pack with a non-JSON object in entity components, component_groups, and &#8220;add&#8221;\/&#8221;remove&#8221; events (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-151377\">MCPE-151377<\/a>,&nbsp;<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-151380\">MCPE-151380<\/a>)<\/li>\n<li>Fixed a crash that could occur when attempting to render blocks that rely on biome data<\/li>\n<li>Fixed a crash when attempting to access a null entity<\/li>\n<li>Fixed a crash in&nbsp;<em>variant<\/em>&nbsp;related to thrown potions and invalid potion IDs<\/li>\n<li>Avoid crashes on certain devices when parsing Molang expressions with many OR or AND operators<\/li>\n<\/ul>\n<h4><strong>General<\/strong><\/h4>\n<ul>\n<li>Volume instances are now stored in the world, persisting between play sessions<\/li>\n<li>Limit path strings and localized ID strings in data-driven blocks to 256 characters<\/li>\n<li>Limit the length of crafting tag strings in&nbsp;<em>CraftingTableComponent<\/em>&nbsp;to 64 characters<\/li>\n<li>Limit the number of elements in the&nbsp;<em>material_instances<\/em>field of the&nbsp;<em>BlockMaterialInstancesComponent<\/em>&nbsp;to 64<\/li>\n<li>Limit the number of elements in the conditions and block_filter&nbsp;fields of the&nbsp;<em>BlockPlacementFieldComponent&nbsp;<\/em>to 64<\/li>\n<li>Updated documentation for origin and size&nbsp;fields of the&nbsp;<em>minecraft:block_collision<\/em>&nbsp;and&nbsp;<em>minecraft:aim_collision<\/em><em>&nbsp;<\/em>components<\/li>\n<li>Set stack limit for brewing station result slot to 1, as to avoid getting input stacks being overwritten when the brew is complete<\/li>\n<li>Tied consume animation to consume duration<\/li>\n<li>Content errors for data-driven blocks improved to log resource pack, file, and block identifier<\/li>\n<li>Limit the length of the&nbsp;<em>minecraft:geometry <\/em>field&nbsp;of&nbsp;<em>BlockGeometryComponent<\/em>&nbsp;to 256 characters<\/li>\n<li>Updated documentation for specific string types &#8220;Localization String&#8221;, &#8220;Path String&#8221;, and &#8220;Identifier String&#8221;<\/li>\n<\/ul>\n<h4><strong>Commands<\/strong><\/h4>\n<ul>\n<li>The &#8216;\/spreadplayers&#8217; command will now avoid more hazardous locations<\/li>\n<li>Reload command will now discover new functions and script files<\/li>\n<li>When a Command Block clones itself twice with the &#8216;\/clone&#8217; command, the cloned Command Block will now activate on the first try (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-122188\">MCPE-122188<\/a>)<\/li>\n<li>Command selectors now correctly identify players by name instead of their name tag<\/li>\n<li>Title commands fired before a client was done joining will now show instead of being ignored<\/li>\n<li>Added the &#8216;replace entity&#8217; overload to the &#8216;\/loot&#8217; command<\/li>\n<li>Fixed an issue with teleporting an entity to a chunk that has not been loaded since before 1.18.30 would result in the loss of that entity<\/li>\n<\/ul>\n<h4><strong>Dedicated Server<\/strong><\/h4>\n<ul>\n<li>Enabled the Windows Dedicated Server console to read UTF-16 encoded Unicode input (<a href=\"https:\/\/bugs.mojang.com\/browse\/BDS-3791\">BDS-3791<\/a>)<\/li>\n<\/ul>\n<h4><strong>Mobs<\/strong><\/h4>\n<ul>\n<li>Entities that use&nbsp;<em>KnockbackRoarGoal<\/em>&nbsp;can once again properly use entity filters to determine damage<\/li>\n<li>Actor properties can now be applied to player entities. Updated network protocol version to support this (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-129628\">MCPE-129628<\/a>)<\/li>\n<li>Actors using movement prediction will once again teleport smoothly<\/li>\n<li>Added in a check to prevent an actor that is a passenger from being ridden by the vehicle it is on, preventing an infinite loop looking for the root vehicle (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-133774\">MCPE-133774<\/a>)<\/li>\n<li>Exposed new data parameter &#8220;can_sleep_while_riding&#8221; for &#8220;minecraft.behavior.sleep&#8221;. If set to false, the goal will not start if the mob is riding<\/li>\n<li>The<em>&nbsp;is_moving&nbsp;<\/em>filter now returns the correct value when an actor is moving<\/li>\n<li>Added a&nbsp;<em>target_block_filters<\/em>&nbsp;to &#8220;<em>behavior.move_to_block<\/em>&#8221; and &#8220;<em>is_waterlogged<\/em>&#8221; filter test to prevent mobs from moving to blocks underwater (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-153783\">MCPE-153783<\/a>)<\/li>\n<\/ul>\n<h4><strong>Fog<\/strong><\/h4>\n<ul>\n<li>Updated fog JSON schema to allow distance fog settings to use negative value as &#8216;fog_start&#8217;. Allowing nearby blocks to also be tinted with fog color<\/li>\n<li>Added adjustable fog effect that can expand or shrink over time. Users will get the sense of eyes adjusting when going into water<\/li>\n<\/ul>\n<h3><strong>Item Components<\/strong><\/h3>\n<ul>\n<li>Added new data-driven Item component&nbsp;<em>minecraft:chargeable<\/em>&#8211; Allows the item to be charged (like Apples or Bows) when the use action button is held&nbsp;<em>on_complete<\/em>&nbsp;&#8211; Trigger executed when the items use duration has been completed<\/li>\n<\/ul>\n<p><strong>Molang<\/strong><\/p>\n<ul>\n<li>Avoid clearing temp Molang variables during hand rendering<\/li>\n<\/ul>\n<h4><strong>GameTest Framework<\/strong><\/h4>\n<h4><span><strong>Important Breaking Change<\/strong><\/span><\/h4>\n<p>GameTest module type changed from &#8220;javascript&#8221; to &#8220;script&#8221; in manifest.json. Added an optional attribute \u201clanguage\u201d which has only one supported value \u2013 javascript.<\/p>\n<p>New JavaScript modules in manifest.json should look as follows:<\/p>\n<p><em>&nbsp; &#8220;modules&#8221;: [<\/em><br \/><em>&nbsp;&nbsp;&nbsp; {<\/em><br \/><em>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &#8220;description&#8221;: &#8220;JavaScript module code&#8221;,<\/em><br \/><em>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &#8220;language&#8221;: &#8220;javascript&#8221;,<\/em><br \/><em>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &#8220;type&#8221;: &#8220;script&#8221;,<\/em><br \/><em>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &#8220;uuid&#8221;: &#8220;&lt;your UUID&gt;&#8221;,<\/em><br \/><em>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &#8220;version&#8221;: [0, 0, 1],<\/em><br \/><em>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &#8220;entry&#8221;: &#8220;scripts\/main.js&#8221;<\/em><br \/><em>&nbsp;&nbsp;&nbsp; }<\/em><br \/><em>&nbsp; ],<\/em><\/p>\n<p><strong>mojang-gametest module<\/strong>: Test<\/p>\n<ul>\n<li>Added function&nbsp;<em>rotateVector<\/em>&#8211; Rotates a vector relative to the GameTest structure rotation<\/li>\n<li>Removed constraint on maximum travel distance from GameTest structure for SimulatedPlayer.<\/li>\n<\/ul>\n<p><strong>mojang-minecraft module<\/strong><\/p>\n<ul>\n<li>Entity\n<ul>\n<li>Added function&nbsp;<em>setRotation(degreesX: number, degreesY: number)<\/em>&#8211; Sets the rotation of the Entity<\/li>\n<li>Added read-only property&nbsp;<em>rotation: XYRotation<\/em>&#8211; Gets the rotation of the Entity<\/li>\n<li>Removed property&nbsp;<em>bodyRotation<\/em>&#8211; Note: Use&nbsp;<em>rotation.y<\/em>&nbsp;instead<\/li>\n<\/ul>\n<\/li>\n<li>XYRotation\n<ul>\n<li>Renamed class&nbsp;<em>PitchYawRotation<\/em>to&nbsp;<em>XYRotation<\/em><\/li>\n<li>Renamed property&nbsp;<em>pitch<\/em>to&nbsp;<em>x<\/em><\/li>\n<li>Renamed property&nbsp;<em>yaw<\/em>to&nbsp;<em>y<\/em><\/li>\n<\/ul>\n<\/li>\n<li>New events:\n<ul>\n<li>Added event&nbsp;<em>buttonPushEvent<\/em>&nbsp;&#8211; fires when a button is pushed<\/li>\n<li>Added event&nbsp;<em>events.projectileHit<\/em>&#8211; Fires when a projectile hits a Block or Entity<\/li>\n<li>Added event&nbsp;<em>events.itemStartUseOn<\/em>&#8211; Sent when the player first interacts with a block<\/li>\n<li>Added event&nbsp;<em>events.itemStopUseOn<\/em>&#8211; Sent when fire if the block is successfully interacted with and the block has changed &#8211; such as when grass is turned to a path with a Shovel<\/li>\n<li>Added event&nbsp;<em>events.itemStartCharge<\/em>\u2013 Sent when the player first starts using a charging\/animated item<\/li>\n<li>Added event&nbsp;<em>events.itemCompleteCharge<\/em>&#8211; Sent when the item has completed its charge action<\/li>\n<li>Added event&nbsp;<em>events.itemReleaseCharge<\/em>&#8211; Sent when the user has finished using the item and released the build action<\/li>\n<li>Added event&nbsp;<em>events.itemStopCharge<\/em>&#8211; Sent either when the player has finished an items use cycle or when the player has released the use action with the item<\/li>\n<li><em>ItemStartUseOnEvent<\/em>&nbsp;Added read only property&nbsp;<em>buildBlockLocation<\/em>&#8211; The result build block position. Useful for determining where a block was placed<\/li>\n<li>Added member&nbsp;<em>player?: Player<\/em>to the&nbsp;<em>LeverActivate<\/em><em>&nbsp;<\/em>event &#8211; The player that activated the lever<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>New property on Player<em>: onScreenDisplay : ScreenDisplay<\/em>&nbsp;&#8211; exposes a new interface to trigger on-screen content.<\/p>\n<ul>\n<li>ScreenDisplay Type\n<ul>\n<li><em>setTitle(title : String, options? : TitleDisplayOptions)<\/em>&nbsp;&#8211; cause a title to show up on the player&#8217;s HUD, optionally specifying the subtitle and fade in, stay and fade out times<\/li>\n<li><em>clearTitle()<\/em>&nbsp;&#8211; clear title and subtitle<\/li>\n<li><em>updateSubtitle(subtitle : String)<\/em>&nbsp;&#8211; update the subtitle (but not the title)<\/li>\n<li><em>setActionBar(text : String)<\/em>&nbsp;&#8211; set the action bar text<\/li>\n<\/ul>\n<\/li>\n<li>TitleDisplayOptions object\n<ul>\n<li><em>subtitle? : String<\/em>&nbsp;&#8211; optional subtitle<\/li>\n<li><em>fadeInSeconds : Int<\/em>&nbsp;&#8211; number of seconds to fade in new title and subtitle<\/li>\n<li><em>staySeconds : Int<\/em>&nbsp;&#8211; number of seconds to have the title and subtitle stay on screen<\/li>\n<li><em>fadeOutSeconds : Int<\/em>&nbsp;&#8211; number of seconds to fade out title and subtitle<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>Support of dynamic properties that script can use to persist data per-World or per-Entity. Note that properties must be registered using the propertyRegistry in the new WorldInitialize event.<\/p>\n<ul>\n<li>DynamicPropertiesDefinition\n<ul>\n<li>Added function&nbsp;<em>defineNumber(identifier: string): void<\/em>&#8211; Defines a dynamic number property<\/li>\n<li>Added function&nbsp;<em>defineString(identifier: string, maxLength: number): void<\/em>&#8211; Defines a dynamic string property<\/li>\n<li>Added function&nbsp;<em>defineBoolean(identifier: string): void<\/em>&#8211; Defines a dynamic boolean property<\/li>\n<li>Added event&nbsp;<em>worldInitialize(worldInitializeEvent: WorldInitializeEvent)<\/em>&#8211; Fires during world load and contains the property registry used for declaring dynamic properties<\/li>\n<\/ul>\n<\/li>\n<li>PropertyRegistry\n<ul>\n<li>Added function&nbsp;<em>registerEntityTypeDynamicProperties(propertiesDefinition: DynamicPropertiesDefinition, entityType: EntityType)<\/em>&#8211; Registers dynamic property definitions for the given EntityType<\/li>\n<li>Added function&nbsp;<em>registerWorldDynamicProperties(propertiesDefinition: DynamicPropertiesDefinition)<\/em>&#8211; Registers property definitions for the world<\/li>\n<\/ul>\n<\/li>\n<li>World object\/Entity object additions:\n<ul>\n<li>Added function&nbsp;<em>setDynamicProperty(identifier: string, value: boolean | string | number)<\/em>&#8211; Adds a dynamic property to the world\/entity<\/li>\n<li>Added&nbsp;<em>function&nbsp;<\/em><em>getDynamicProperty(identifier: string): boolean | string | number<\/em>&#8211; Gets a dynamic property from the world\/entity if it exists, otherwise returns undefined<\/li>\n<li>Added function&nbsp;<em>removeDynamicProperty(identifier: string): boolean<\/em>&#8211; Removes a dynamic property value from the world\/entity<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>Updated the GameTest Framework interface to add read-only scoreboard support.<\/p>\n<ul>\n<li>World\n<ul>\n<li><em>scoreboard : Scoreboard<\/em>&nbsp;&#8211; Access world&#8217;s scoreboard<\/li>\n<\/ul>\n<\/li>\n<li>Entity\n<ul>\n<li><em>scoreboard : ScoreboardIdentity<\/em>&nbsp;&#8211; Access the entities scoreboard identity<\/li>\n<\/ul>\n<\/li>\n<li>Scoreboard &#8211; Object representing the scoreboard data\n<ul>\n<li><em>getObjective(objectiveId : String) : ScoreboardObjective<\/em>&nbsp;&#8211; Method to get a specific objective (by id)<\/li>\n<li><em>getObjectives : ScoreboardObjective[]<\/em>&nbsp;&#8211; Method to get all objectives<\/li>\n<li><em>getParticipants : ScoreboardIdentity[]<\/em>&nbsp;&#8211; Method to get all scoreboard identities<\/li>\n<\/ul>\n<\/li>\n<li><em>ScoreboardObjective&nbsp;<\/em>&#8211; Object representing a scoreboard objective\n<ul>\n<li><em>id : String<\/em>&nbsp;&#8211; (read-only) scoreboard identifier<\/li>\n<li><em>displayName : String<\/em>&nbsp;&#8211; (read-only) scoreboard display name<\/li>\n<li><em>getParticipants : ScoreboardIdentity[]<\/em>&nbsp;&#8211; Method to get all objective participant identities<\/li>\n<li><em>getScores : ScoreboardScoreInfo[] &#8211;<\/em>&nbsp;Method to get the score info for all participants<\/li>\n<li><em>getScore(participant : ScoreboardIdentity) : Int<\/em>&nbsp;&#8211; Method to get the score value of a participant<\/li>\n<\/ul>\n<\/li>\n<li><em>ScoreboardIdentity&nbsp;<\/em>&#8211; Object representing a scoreboard participant\n<ul>\n<li><em>type : ScoreboardIdentityType<\/em>&nbsp;&#8211; (read-only) enum representing the type of identity<\/li>\n<li><em>id : Int<\/em>&nbsp;&#8211; (read-only) Unique identifier for the identity<\/li>\n<li><em>displayName : String<\/em>&nbsp;&#8211; (read-only) display name for the identity<\/li>\n<li><em>getEntity : Entity&nbsp;<\/em>&#8211; get the Entity handle associated with the identity<\/li>\n<\/ul>\n<\/li>\n<li><em>ScoreboardIdentityType<\/em>&nbsp;&#8211; Enum representing identity&nbsp;<em>types : .Entity<\/em>&nbsp;&#8211; An entity .FakePlayer &#8211; A fake identity .Player &#8211; A player<\/li>\n<li><em>ScoreboardScoreInfo<\/em>&nbsp;&#8211; Score-Identity pair for an objective\n<ul>\n<li><em>participant : ScoreboardIdentity<\/em>&nbsp;&#8211; (read-only) The participant<\/li>\n<li><em>score : Int<\/em>&nbsp;&#8211; (read-only) The score<\/li>\n<\/ul>\n<\/li>\n<li>Commands\n<ul>\n<li>Added&nbsp;<em>\/script profiler<\/em>command to create GameTest script performance traces. Script profiles should be written to the Minecraft logging folder. See&nbsp;<a href=\"https:\/\/docs.microsoft.com\/minecraft\/creator\/documents\/scriptdevelopertools\">this article<\/a>&nbsp;for more information on the Script Profiler.<\/li>\n<\/ul>\n<\/li>\n<li>Dedicated Server has been updated to allow servers to explicitly list which script modules they want to be loaded when running scripts. A default configuration file is located at&nbsp;<em>\/config\/default\/permissions.json<\/em>. Without this new file, all script modules are disabled by default. See&nbsp;<a href=\"https:\/\/aka.ms\/mcserverscripts\">this article<\/a>&nbsp;for more information on the usage of scripts plus servers.<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>Today&#8217;s the day we&#8217;ve been waiting for!&nbsp; The Wild Update is here and I hope you&#8217;re ready to dive right in.&nbsp; I know I&#8217;m not ready to venture into the Deep Dark just yet.&nbsp; What are you planning on doing first? New Features Deep Dark In the depths of the Overworld, you will find one [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":125534,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[29],"tags":[],"class_list":["post-125533","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\/125533","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=125533"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/125533\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/125534"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=125533"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=125533"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=125533"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}