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		<title><![CDATA[Sick Gaming - Minecraft]]></title>
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		<pubDate>Wed, 28 Oct 2026 21:32:14 +0000</pubDate>
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			<title><![CDATA[News - JAVA Edition: 1.20.2 Is Here!]]></title>
			<link>https://sickgaming.net/thread-101569.html</link>
			<pubDate>Sat, 23 Sep 2023 09:33:16 -0200</pubDate>
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			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - JAVA Edition: 1.20.2 Is Here!</span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Features</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Player Skin & Name Reporting</span></span><br />
<br />
We are making some important updates to our Player Reporting Tool to better protect the online safety of our players.<br />
<br />
Playing Minecraft should be an inclusive and safe experience for everyone, which is why alongside in-game chat messages, you will now be able to report player skins and usernames that violate our Community Standards in Java Edition.<br />
<br />
Just like with chat reports, nothing is automated. Any reported skin or username will be reviewed manually by a team of trained Minecraft moderators, who will use the submitted evidence to decide whether the skin and/or username is in breach of our Community Standards. Skins that violate these standards will be removed from Minecraft and will no longer be accessible for use by any player. Usernames that violate these standards will need to be changed before that player can play online via a shared server or Realm; though single-player mode will still be accessible. To find out more about this and other safety policies, including more detail on the suspension procedure, appeals process, and how we handle malicious or repeat reporting, please visit our dedicated <a href="https://help.minecraft.net/hc/en-us/articles/7317376541197" target="_blank" rel="noopener" class="mycode_url">FAQ page</a>.<br />
<ul class="mycode_list"><li>Player Skins and Names can now be reported in the Social Interactions Screen<br />
<br />
</li>
<li>If a skin or name is reported and found to be violating the <a href="https://www.minecraft.net/community-standards" target="_blank" rel="noopener" class="mycode_url">Community Standards</a>, our team of human moderators can take action in a few ways:<ul class="mycode_list"><li>Ban the skin from being used by any player<br />
<br />
</li>
<li>Ban the name from being used by any player<br />
<br />
</li>
<li>Suspend the player from online play in the case of repeated offenses<br />
</li>
</ul>
<br />
</li>
<li>When a skin is banned, players with that skin:<ul class="mycode_list"><li>Will have their skin removed<br />
<br />
</li>
<li>Will be notified when they launch the game<br />
<br />
</li>
<li>Will be automatically assigned one of the default skins<br />
<br />
</li>
<li>Can still play multiplayer and singleplayer<br />
<br />
</li>
<li>Can select a new custom skin at any time<br />
</li>
</ul>
<br />
</li>
<li>When a player’s name is banned, that player:<ul class="mycode_list"><li>Will need to choose a new name<br />
<br />
</li>
<li>Will be notified when they launch the game<br />
<br />
</li>
<li>Will not be able to play online until they change their name<br />
<br />
</li>
<li>Can still play singleplayer<br />
</li>
</ul>
<br />
</li>
<li>A skin or name that has been banned cannot be used by any player in the future<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Changes</span></span><br />
<ul class="mycode_list"><li>The calculations to determine whether a mob can attack a player or other mobs have been changed<br />
<br />
</li>
<li>Diamond Ore is now generated more frequently in the Deepslate layers of the Overworld<br />
<br />
</li>
<li>Optimizations to networked play<br />
<br />
</li>
<li>Curing a Zombie Villager now only gives a big discount the first time<ul class="mycode_list"><li>There is no longer a bonus discount for reinfecting and curing the same Villager multiple times<br />
</li>
</ul>
<br />
</li>
<li>Sponges and Wet Sponges now have their own custom sounds<br />
<br />
</li>
<li>Barrier blocks can now be waterlogged by players in Creative mode<ul class="mycode_list"><li>Water cannot be placed in them or taken out by non-direct interactions such as Dispensers<br />
</li>
</ul>
<br />
</li>
<li>The positions that all entities ride on other entities have been adjusted to make more sense<br />
<br />
</li>
<li>Added the “Narrator Hotkey” accessibility option (default on)<ul class="mycode_list"><li>The narrator can be toggled on and off with Ctrl+B when this is on<br />
</li>
</ul>
<br />
</li>
<li>Added “I want to report them” Player Reporting category<br />
<br />
</li>
<li>Removed Herobrine<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Mob Attack Reach Changes</span></span><br />
<br />
The calculations to determine whether a mob can attack a player or other mobs have been changed. Previously a mob’s horizontal width was used to determine their attack reach and their height had no effect. The area where a mob can attack is now their bounding box extended in horizontal directions.<br />
<br />
Here are some situations where the new rules will affect the reach of mobs:<br />
<ul class="mycode_list"><li>If a mob is entirely below you, or entirely above you, it will not be able to reach you<br />
<br />
</li>
<li>While riding on a medium-sized mob, like a Horse, you will be protected from small mobs, like Baby Zombies<br />
<br />
</li>
<li>While riding on a tall mob, like a Camel, you will be protected from standard-size mobs, like Zombies<br />
<br />
</li>
<li>Also, Ravagers won’t be able to attack you through a few block-thick walls anymore<br />
<br />
</li>
<li>However, to escape from an Enderman, you need to be at least 3 blocks above the ground, not 1.5 as before<br />
<br />
</li>
<li>Mobs will be able to attack you with the bottom of their hitbox, assuming your head is in range<br />
<br />
</li>
<li>Builds that trap hostile mobs might need to be adjusted to be safe<br />
</li>
</ul>
<br />
This change does not affect the reach of players, and mobs still need to see their target to attack it.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Networked Play</span></span><br />
<br />
The Multiplayer mode of the game has been optimized to enable more fluid online play. If you have previously experienced disconnections or slow loading into online servers, this version may significantly improve that experience.<br />
<ul class="mycode_list"><li>The game world will now show earlier instead of the loading screen while loading into a world on a server<br />
<br />
</li>
<li>Clients with extremely low-bandwidth connections will not time out while loading the world<br />
<br />
</li>
<li>Clients with low-bandwidth connections can interact with the world while some chunks are still loading<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Vibrations</span></span><br />
<ul class="mycode_list"><li>Vibrations no longer risk being lost on simulation distance limit<br />
<br />
</li>
<li>Using Bone Meal emits an item_interact_finish vibration of frequency 3<br />
<br />
</li>
<li>Unequipping items emit a new unequip vibration of frequency 4<br />
<br />
</li>
<li>Camels eating Cactus emit an eat vibration of frequency 8<br />
<br />
</li>
<li>Carrots being eaten by Rabbits emit a block_change vibration of frequency 11<br />
<br />
</li>
<li>Sweet Berries being eaten by Foxes emit a block_change vibration of frequency 11<br />
<br />
</li>
<li>Chiseled Bookshelves emit a block_change vibration of frequency 11 when receiving books from Hoppers<br />
<br />
</li>
<li>Turtle Eggs cracking emit a block_change vibration of frequency 11<br />
<br />
</li>
<li>Turtle Eggs hatching emit a block_destroy vibration of frequency 12<br />
<br />
</li>
<li>Fire being doused by Water Potion emits a block_destroy vibration of frequency 12<br />
<br />
</li>
<li>Evokers evoking Vexes or Fangs emit an entity_place vibration of frequency 14<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Miscellaneous Minor Tweaks</span></span><br />
<ul class="mycode_list"><li>Chorus Flower no longer provides support for hanging or standing blocks<br />
<br />
</li>
<li>Updated structure icons on Explorer Maps sold by Cartographers<br />
<br />
</li>
<li>When Villagers unlock new trades, the order of those trades in the UI is now always random instead of sometimes being deterministic<br />
<br />
</li>
<li>The sizes of text fields in the user interface are now consistent with the size of buttons<br />
<br />
</li>
<li>You now need a taller pillar to escape taller mobs.<br />
<br />
</li>
<li>Rabbits eating Carrots now trigger Sculk Sensors<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Technical Changes</span></span><br />
<ul class="mycode_list"><li>The resource pack version is now 18<br />
<br />
</li>
<li>The data pack version is now 18<br />
<br />
</li>
<li>History of used commands is now saved and accessible across worlds<br />
<br />
</li>
<li>Optimized networking to improve the experience on low bandwidth connections<br />
<br />
</li>
<li>Added support for multi-version packs<br />
<br />
</li>
<li>Changed network protocol to allow for more data-driven content in the future<br />
<br />
</li>
<li>Added new log-ips option to server.properties<br />
<br />
</li>
<li>Added validation for symbolic links in datapacks and resource packs<br />
<br />
</li>
<li>When hitboxes are displayed through F3+B, entities that have a passenger will display the passenger’s attachment point<br />
<br />
</li>
<li>The charts on the debug screen can now be toggled with F3+1 (pie chart) and F3+2 (FPS and TPS) instead of holding Shift or Alt while opening the screen<br />
<br />
</li>
<li>Pressing F3+3 will now show charts for ping and received network traffic on the debug screen<br />
<br />
</li>
<li>The LWJGL library has been upgraded to version 3.3.2<br />
<br />
</li>
<li>The default Java version shipped with the game has been upgraded to Microsoft OpenJDK 17.0.8<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Command History</span></span><br />
<ul class="mycode_list"><li>The last 50 commands that you sent in chat will be remembered across game sessions<br />
<br />
</li>
<li>You can access the command and chat history by pressing the up or down arrows in the chat<br />
<br />
</li>
<li>Regular chat is only persisted within the same game session (leaving a server or world clears them)<br />
<br />
</li>
<li>Recent commands are stored in command_history.txt in the game folder<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Network Optimizations</span></span><br />
<ul class="mycode_list"><li>Gameplay packets are now packed into bigger TCP packets to reduce overhead from TCP headers, significantly reducing network usage<br />
<br />
</li>
<li>Chunks are not sent over the network to the client in one big continuous batch anymore<br />
<br />
</li>
<li>Chunks are instead sent in smaller batches depending on the available bandwidth, meaning that:<ul class="mycode_list"><li>Clients with extremely low-bandwidth connections will not time out while loading the world<br />
<br />
</li>
<li>Clients with low-bandwidth connections can interact with the world while some chunks are still loading<br />
</li>
</ul>
<br />
</li>
<li>Only chunks within the client’s render distance are now sent<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Multi-Version Packs</span></span><br />
<br />
New features have been added to datapacks and resource packs to allow the creation of packs that are compatible with multiple versions of the game.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pack Metadata</span><br />
<ul class="mycode_list"><li>Pack metadata now includes an optional field supported_formats which describes a range for pack formats that this pack supports<ul class="mycode_list"><li>Examples: 16, [16,17], {“min_inclusive”: 16, “max_inclusive”: 17}<br />
</li>
</ul>
<br />
</li>
<li>pack_format field is still required and its format remains unchanged, to allow older game versions to read pack data<ul class="mycode_list"><li>If supported_formats is present, it must contain the value declared in pack_format<br />
<br />
</li>
<li>Note: since this new information is ignored by older versions of the game, they will always see a “normal”, single-version pack, without any extended compatibility<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Overlays</span><br />
<ul class="mycode_list"><li>Packs can now contain overlay directories (“overlays”)<br />
<br />
</li>
<li>Overlays are sub-packs applied over the “normal” contents of a pack<ul class="mycode_list"><li>These directories have the same layout as the top-level pack, including the assets and data directories<br />
<br />
</li>
<li>Overlays can be applied if they support the client’s pack format<br />
<br />
</li>
<li>Overlays can add and replace files, but not remove them<ul class="mycode_list"><li>For example, if the overlay foo is applied, the file foo/assets/minecraft/textures/bar.png will replace the contents of assets/minecraft/textures/bar.png<br />
</li>
</ul>
<br />
</li>
<li>pack.mcmeta and pack.png are ignored in overlay directories<br />
</li>
</ul>
<br />
</li>
<li>New section called overlays has been added to pack metadata<ul class="mycode_list"><li>It contains an entries field, containing a list of overlays<br />
<br />
</li>
<li>Every overlay entry has two fields:<ul class="mycode_list"><li>formats – range of supported formats<br />
<br />
</li>
<li>directory – overlay directory (allowed characters: a-z, 0-9, _ and –)<br />
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Order of application: overlays are stacked from the bottom to top of the list<ul class="mycode_list"><li>For example, if a pack has two overlays: “entries”: [{“directory”:”A”, …}, {“directory”:”B”, …}], the game will first look in B, then A and then in the top pack directory<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Symbolic Link Validation</span></span><br />
<br />
To improve safety, the game will now also detect symbolic links used inside data- and resource packs.<br />
<ul class="mycode_list"><li>This feature expands on symbolic link validation in worlds added in the previous release<br />
<br />
</li>
<li>The game will now warn users if a pack added via drag and drop contains disallowed symbolic links<br />
<br />
</li>
<li>Packs containing disallowed symbolic links will not be visible in UI and commands<br />
<br />
</li>
<li>Additionally, directories and files that are not recognized as packs will no longer be copied via drag-and-drop<br />
<br />
</li>
<li>For a detailed explanation, see this <a href="https://aka.ms/MinecraftSymLinks" target="_blank" rel="noopener" class="mycode_url">help article</a><br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Network Protocol</span></span><br />
<br />
As part of ongoing work towards more data-driven features, the network protocol has been changed to include a new configuration phase.<br />
<ul class="mycode_list"><li>Configuration phase automatically starts after login phase (i.e. after client account has been verified) and lasts until the player joins the world (play phase)<br />
<br />
</li>
<li>Clients can stay in configuration phase indefinitely – it’s up to the server to release it to the world<br />
<br />
</li>
<li>Servers can also request clients to re-enter the configuration phase after it has entered the play phase<ul class="mycode_list"><li>Other players will see such clients as disconnected<br />
</li>
</ul>
<br />
</li>
<li>Users in configuration phase will not be visible on the player list<br />
<br />
</li>
<li>Actions allowed in configuration phase (moved from play phase):<ul class="mycode_list"><li>Configuration of data-driven registries<br />
<br />
</li>
<li>Configuration of enabled features<br />
</li>
</ul>
<br />
</li>
<li>Actions shared between configuration and play phases:<ul class="mycode_list"><li>Application of server resource packs<br />
<br />
</li>
<li>Update of tags<br />
<br />
</li>
<li>Exchange of custom packets<br />
<br />
</li>
<li>Ping and keep-alive packets<br />
<br />
</li>
<li>Sending of client options<br />
</li>
</ul>
<br />
</li>
<li>The server will now negotiate resource packs in the configuration phase<ul class="mycode_list"><li>This means that the player will no longer be in the world when answering prompts and reloading resources<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Secure Chat</span><br />
<ul class="mycode_list"><li>Clients will no longer disconnect themselves when receiving an invalid chat message<ul class="mycode_list"><li>A placeholder message will instead be shown in chat<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">server.properties</span></span><br />
<ul class="mycode_list"><li>New option: log-ips (default true)<ul class="mycode_list"><li>When set to false, will prevent player IPs from being included in the log when players join the game<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Telemetry</span></span><br />
<ul class="mycode_list"><li>Added a button to the Telemetry Data Collection Screen that links to the Microsoft Privacy Statement<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Resource Pack Version 16</span></span><br />
<ul class="mycode_list"><li>The process of upgrading your pack can be assisted by using this automated <a href="https://github.com/Mojang/slicer/releases/tag/v1.1.2" target="_blank" rel="noopener" class="mycode_url">Slicer</a> tool<br />
<br />
</li>
<li>All textures containing multiple sprites in a sheet for GUI have been split into individual sprites under textures/gui/sprites (automated by the Slicer tool)<br />
<br />
</li>
<li>All textures in the realms namespace have been moved into the Minecraft namespace (automated by the Slicer tool)<br />
<br />
</li>
<li>villager2.png has been renamed to villager.png (automated by the Slicer tool)<br />
<br />
</li>
<li>icon/trial_available and realm_status/expires_soon GUI sprites are animated with .mcmeta declarations instead of individual sprites (automated by the Slicer tool)<br />
<br />
</li>
<li>The Bundle tooltip background is now drawn as a nine-sliced sprite<br />
<br />
</li>
<li>The icons for the Accessibility, Language, and Realms News buttons have been split from their underlying button texture<br />
<br />
</li>
<li>The Realms Invite button is now drawn as an overlay on the normal button texture<ul class="mycode_list"><li>The highlighted texture state for this button has been removed<br />
</li>
</ul>
<br />
</li>
<li>The highlighted states for Realms invitation number icons have been removed<br />
<br />
</li>
<li>The exclamation marks on the notification\more.png have been removed<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">GUI Sprite Sheet</span></span><br />
<ul class="mycode_list"><li>Sprites used in GUI drawing have been split into individual sprite files instead of larger sprite sheets<ul class="mycode_list"><li>For example, widgets/button.png and widgets/button_highlighted.png have been split from widgets.png<br />
</li>
</ul>
<br />
</li>
<li>Each sprite can now be individually overridden by a resource pack instead of replacing the entire sheet<br />
<br />
</li>
<li>Sprites are loaded into the GUI atlas from the textures/gui/sprites directory<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">GUI Sprite .mcmeta</span><br />
<ul class="mycode_list"><li>Any sprite used in the GUI can now be animated using .mcmeta files, similar to other atlases<ul class="mycode_list"><li>icon/trial_available and realm_status/expires_soon are now animated this way<br />
</li>
</ul>
<br />
</li>
<li>Sprites in the GUI atlas can now configure scaling behavior through a new GUI section in .mcmeta files<ul class="mycode_list"><li>For example, button textures must be scaled based on how big the button should be<br />
<br />
</li>
<li>The GUI section in .mcmeta contains one scaling field:<ul class="mycode_list"><li>type: one of: stretch (default), tile, or nine_slice<br />
<br />
</li>
<li>When stretched, the sprite will be stretched across the desired space<ul class="mycode_list"><li>No additional fields need to be defined<br />
</li>
</ul>
<br />
</li>
<li>When tile, the sprite will be repeated across the desired space, starting from the top-left<ul class="mycode_list"><li>width: number of pixels for this sprite to cover on-screen across its width<br />
<br />
</li>
<li>height: number of pixels for this sprite to cover on-screen across its height<br />
</li>
</ul>
<br />
</li>
<li>When nine_slice, the sprite will be sliced into 4 corners, 4 edges, and 1 center slice, which will be tiled across the desired space<ul class="mycode_list"><li>width: number of pixels for this sprite to cover on-screen across its width<br />
<br />
</li>
<li>height: number of pixels for this sprite to cover on-screen across its height<br />
<br />
</li>
<li>border: the size in pixels that the border slices should cover on-screen, one of:<ul class="mycode_list"><li>Constant integer for uniform border size on all sides<br />
<br />
</li>
<li>Object containing left, top, right, and bottom<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Resource Pack Version 17</span></span><br />
<ul class="mycode_list"><li>The text field background is now a nine-sliced sprite at widget/text_field and widget/text_field_highlighted<br />
<br />
</li>
<li>The scroll bar in lists and text fields is now a nine-sliced sprite at widget/scroller<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Resource Pack Version 18</span></span><br />
<ul class="mycode_list"><li>The map_icons.png texture now contains new icons<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">DATA Pack Version 16</span></span><br />
<ul class="mycode_list"><li>Gamerule randomTickSpeed now affects the rate of accumulation of Snow and Ice the same way it affects crops and other blocks affected by random ticking<br />
<br />
</li>
<li>Added a random command<br />
<br />
</li>
<li>Added support for function macros<br />
<br />
</li>
<li>Changed Display entities’ post-teleport interpolation<br />
<br />
</li>
<li>Added new attribute generic.max_absorption<br />
<br />
</li>
<li>Renamed belowName value in display slot argument in scoreboard command to below_name<br />
<br />
</li>
<li>Game event changes<br />
<br />
</li>
<li>New tags<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Commands</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Random</span><br />
<br />
A new command for randomizing values and controlling random sequences. The value and roll forms can be used to draw a random value. In the case of roll, the resulting value is also shown in chat for all players.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Syntax:</span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>random value|roll &lt;range&gt; [&lt;sequenceId&gt;]</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>random reset *|&lt;sequenceId&gt; [&lt;seed&gt;] [&lt;includeWorldSeed&gt;] [&lt;includeSequenceId&gt;]</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">Parameters:</span><br />
<br />
<ul class="mycode_list"><li>range: A range of values to randomize between, inclusively<ul class="mycode_list"><li>For instance, 1..6 is a regular D6 roll<br />
</li>
</ul>
<br />
</li>
<li>sequenceId: The name of a random sequence to sample or reset<br />
<br />
</li>
<li>seed: A seed to use for the random sequence after reset<br />
<br />
</li>
<li>includeWorldSeed: A boolean [default: true] specifying whether to include the world seed when seeding the sequence<ul class="mycode_list"><li>false means the sequence will evaluate to the same regardless of which world the command is run in<br />
</li>
</ul>
<br />
</li>
<li>includeSequenceId: A boolean [default: true] specifying whether to include the sequence ID when seeding the sequence<ul class="mycode_list"><li>false means all sequences will evaluate to the same regardless of which name they have<br />
</li>
</ul>
</li>
</ul>
<br />
<br />
By default, all sequences are seeded as 0, true, true. Using * instead of a sequence ID resets all sequences and sets the default parameters.<br />
<br />
<br />
If no seed is specified, the sequence resets to the default parameters.<br />
<br />
<br />
Note that random value|roll <range> used without a sequence ID is available to non-operator players.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Functions</span></span><br />
<br />
<ul class="mycode_list"><li>A single backslash \ as the last non-whitespace character of a line now allows a command to be continued on the next line<ul class="mycode_list"><li>Leading and trailing whitespace of the following line are stripped before appending<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Macros</span><br />
<br />
<br />
Functions can now contain macro lines, making them Function Macros.<br />
<br />
<ul class="mycode_list"><li>Any line beginning with &#36; (as the first non-space character) marks a macro line<br />
<br />
</li>
<li>A macro line also contains one or more substitutions in the form of &#36;(variable)<br />
<br />
</li>
<li>When calling a function macro a compound with data for all argument variables must be provided<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Calling Function Macros</span><br />
<br />
<br />
The function command has new forms:<br />
<br />
<br />
function <id> <compound>function <id> with <data source> [<path>]<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">New Arguments:</span><br />
<br />
<ul class="mycode_list"><li>compound: A data compound, enclosed in {}<br />
<br />
</li>
<li>data source: A data source specification, like what could already be used for data get<br />
<br />
</li>
<li>path: An NBT path specification<br />
</li>
</ul>
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Notes:</span><br />
<br />
<ul class="mycode_list"><li>The data source and path must specify a compound data entry<br />
<br />
</li>
<li>The compound must contain one entry for each variable used in the macro<br />
<br />
</li>
<li>More data may be present in the compound and if so is ignored<br />
<br />
</li>
<li>Calling a non-macro function with a data compound is silently ignored<br />
<br />
</li>
<li>When a macro is called, the values provided are substituted in place of the variable specifications, and the resulting commands are executed<br />
<br />
</li>
<li>Any syntax errors in the lines resulting from variable substitution result in the entire function call being skipped<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Performance Considerations</span><br />
<br />
<br />
Using a macro means commands must be re-evaluated after variable substitution. This has an extra cost compared to running pre-parsed functions.<br />
<br />
<br />
Regular commands (non-macro lines) are still pre-parsed. Only commands with variable substitutions in them are parsed when a macro is called and the game will attempt to cache the result of a certain parameter set being used in a call.<br />
<br />
<br />
This makes repeated calls with the same parameter set cheaper than new calls with different parameters, but an overhead still remains compared to regular functions. Note that only the values referenced by macro as parameters are included in this cache, so any extra data in the provided compound is ignored.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Display Entity Interpolation</span></span><br />
<br />
<ul class="mycode_list"><li>Display entities now start updating their client-side position and rotation on the first tick after an update<ul class="mycode_list"><li>In previous versions, updates were applied in the same tick, causing uneven motion<br />
<br />
</li>
<li>The new behavior is similar to Armor Stands, mobs, and players<br />
</li>
</ul>
<br />
</li>
<li>On the server, position and rotation are still updated immediately<br />
<br />
</li>
<li>The duration of this interpolation is controlled by the field teleport_duration<ul class="mycode_list"><li>0 means that updates are applied immediately<br />
<br />
</li>
<li>1 means that the Display Entity will move from the current position to the updated one-over-one tick<br />
<br />
</li>
<li>Higher values spread the movement over multiple ticks<br />
<br />
</li>
<li>Please note that this value is clamped to avoid glitches due to periodic position updates<br />
<br />
</li>
<li>The new value will apply only to position and rotation changes made after it changed<ul class="mycode_list"><li>That means any current movement will continue unchanged<br />
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Note: behavior while riding remains unchanged from previous versions<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Attributes</span></span><br />
<br />
<ul class="mycode_list"><li>Added new attribute generic.max_absorption<ul class="mycode_list"><li>generic.max_absorption acts similarly to generic.max_health, but instead of being the upper bound for Health, it is the upper bound for AbsorptionAmount<br />
<br />
</li>
<li>The mob effect absorption increases generic.max_absorption as well as fills the AbsorptionAmount to the max when applied<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Game Events</span></span><br />
<br />
<ul class="mycode_list"><li>entity_roar and entity_shake game events have been removed and replaced with entity_action game event<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Tags</span></span><br />
<br />
<ul class="mycode_list"><li>Added no_knockback damage type tag which causes knockback to not be caused by the damage itself<ul class="mycode_list"><li>Used in Vanilla for damage that is caused by events, such as explosions, which apply knockback separately<br />
</li>
</ul>
<br />
</li>
<li>Added non_controlling_rider to represent entities that don’t override their vehicle’s movement control<br />
<br />
</li>
<li>Added concrete_powder block tag for Concrete Powder blocks<br />
<br />
</li>
<li>Added camel_sand_step_sound_blocks block tag for blocks that produce entity.camel.step_sand sound<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">DATA Pack Version 17</span></span><br />
<br />
<ul class="mycode_list"><li>Changed mob effect storage on items, entities, and block entities<br />
<br />
</li>
<li>Added decal field to armor trim patterns (default: false)<ul class="mycode_list"><li>If true, the pattern texture will be masked based on the underlying armor<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Mob Effect Storage Changes</span></span><br />
<br />
<ul class="mycode_list"><li>The game no longer uses numeric values when storing mob effects to a world (so, for example, 4 becomes minecraft:mining_fatigue)<br />
<br />
</li>
<li>Various mob effect fields have been renamed for consistency with new structures<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mob Effect Instance</span><br />
<br />
<br />
This structure is used in many places, so its changes are described separately.<br />
<br />
<ul class="mycode_list"><li>Id -> id, also changed from number to string id<br />
<br />
</li>
<li>Ambient -> ambient<br />
<br />
</li>
<li>Amplifier -> amplifier<br />
<br />
</li>
<li>Duration -> duration<br />
<br />
</li>
<li>ShowParticles -> show_particles<br />
<br />
</li>
<li>ShowIcon -> show_icon<br />
<br />
</li>
<li>HiddenEffect -> hidden_effect, also since it’s mob effect instance, changes apply recursively<br />
<br />
</li>
<li>FactorCalculationData -> factor_calculation_data<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Items</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">potion, lingering_potion, splash_potion, tipped_arrow</span><br />
<br />
<ul class="mycode_list"><li>CustomPotionEffects -> custom_potion_effects, contents transformed as a list of mob effect instances<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">suspicous_stew</span><br />
<br />
<ul class="mycode_list"><li>Effects -> effects, for each entry:<ul class="mycode_list"><li>EffectId -> id, also changed from number to string id<br />
<br />
</li>
<li>EffectDuration -> duration<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Entities</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">mooshroom</span><br />
<br />
<ul class="mycode_list"><li>Removed EffectId and EffectDuration<br />
<br />
</li>
<li>Added stew_effects with the same format as suspicious_stew.effects tag (i.e. list of effect id and duration)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">area_effect_cloud</span><br />
<br />
<ul class="mycode_list"><li>Effects -> effects, contents transformed as a list of mob effect instances<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">arrow</span><br />
<br />
<ul class="mycode_list"><li>CustomPotionEffects -> custom_potion_effects, contents transformed as a list of mob effect instances<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Players, Armor Stands, and mobs</span><br />
<br />
<ul class="mycode_list"><li>ActiveEffects -> active_effects, contents transformed as a list of mob effect instances<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Block Entities</span><br />
<br />
<br />
beacon<br />
<br />
<ul class="mycode_list"><li>Primary -> primary_effect, also changed from number to string id<br />
<br />
</li>
<li>Secondary -> secondary_effect, also changed from number to string id<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Loot Tables</span></span><br />
<br />
<ul class="mycode_list"><li>Added sequence loot function<ul class="mycode_list"><li>Contains 1 field:<ul class="mycode_list"><li>functions: an array of sub-functions to run in sequence<br />
</li>
</ul>
<br />
</li>
<li>Can also be declared as an inline array without a type<ul class="mycode_list"><li>This matches the existing behavior where loot function JSON files can be declared as an array of composite functions<br />
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>all_of predicates in loot tables can now be declared implicitly as an inline array without a type<ul class="mycode_list"><li>This similarly matches the existing behavior where loot predicate JSON files can be declared as an array of sub-predicates<br />
</li>
</ul>
<br />
</li>
<li>Block or fluid state property matches in loot conditions no longer accept non-string values<ul class="mycode_list"><li>Any number or boolean value in a property matcher must be quoted<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">DATA Pack Version 18</span></span><br />
<br />
<br />
This data pack version removes the execute if function and return run functionality that existed for a time during the development of this version. Flaws with those commands (see bugs <a href="https://bugs.mojang.com/browse/MC-264595" target="_blank" rel="noopener" class="mycode_url">MC-264595</a>, <a href="https://bugs.mojang.com/browse/MC-264699" target="_blank" rel="noopener" class="mycode_url">MC-264699</a>, and <a href="https://bugs.mojang.com/browse/MC-264710" target="_blank" rel="noopener" class="mycode_url">MC-264710</a>) require some substantial changes to fix, which we do not want to make close to a release.<br />
<br />
<br />
These commands will instead be reintroduced early in the next snapshot series when we can take the time to iterate on and test them together with pack makers.<br />
<br />
<ul class="mycode_list"><li>Removed execute if|unless function command form<br />
<br />
</li>
<li>Removed return run command form<br />
<br />
</li>
<li>Numbers used as macro arguments are now always inserted without suffixes, regardless of numeric type<br />
<br />
</li>
<li>Added game rule enderPearlsVanishOnDeath, controlling whether thrown Ender Pearls vanish when the player that threw them dies (default true, which matches the existing behavior in previous versions)<br />
<br />
</li>
<li>Added damage type tag always_kills_armor_stands for damage types that should always fully kill an Armor Stand</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Experimental Features</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Villager Trade Rebalance</span></span><br />
<br />
<br />
The Experiments screen when creating a world now has an option to enable the Villager Trade Rebalance. When this option is selected, some Villager trades will change.<br />
<br />
<br />
This experiment does not affect normal worlds. You can find more information about Feature Toggles <a href="https://www.minecraft.net/article/testing-new-minecraft-features/feature-toggles-java-edition" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Librarian Changes</span><br />
<br />
<ul class="mycode_list"><li>Librarians from different biomes now sell different Enchanted Books<br />
<br />
</li>
<li>Each village biome has one special enchantment that is only available from Master Librarians with full XP<br />
<br />
</li>
<li>This means that players must visit all seven village biomes to get the full set of villager enchantments<br />
<br />
</li>
<li>There are two secret village biomes where villages do not generate<ul class="mycode_list"><li>A player must build these villages to access their trades!<br />
</li>
</ul>
<br />
</li>
<li>Some enchantments have been removed from village trading and must be found in other ways<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Cartographer Changes</span><br />
<br />
<ul class="mycode_list"><li>Cartographers can now sell seven new Explorer Maps<ul class="mycode_list"><li>Five new maps show the way to five different types of village<br />
<br />
</li>
<li>The other two new maps show the way to a Swamp Hut and a Jungle Temple<br />
</li>
</ul>
<br />
</li>
<li>Cartographers from different biomes now sell a different range of maps<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Wandering Trader Changes</span><br />
<br />
<ul class="mycode_list"><li>Wandering Traders now have lower prices and have a higher amount of each item in stock<br />
<br />
</li>
<li>Wandering Traders now sell Logs<br />
<br />
</li>
<li>Wandering Traders can now buy many items, instead of only selling<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Armorer Changes</span><br />
<br />
<ul class="mycode_list"><li>Armorer from different biomes now sell different Armor with different enchantments<br />
<br />
</li>
<li>Buying Diamond Armor now requires a small amount of Diamonds as well as Emeralds<br />
<br />
</li>
<li>Many other Armorer trades have been updated<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Structure Loot</span><br />
<br />
<br />
Certain Enchanted Books now have a high chance of generating in some structures:<br />
<br />
<ul class="mycode_list"><li>Ancient Cities: Mending<br />
<br />
</li>
<li>Mineshafts: Efficiency (I to V)<br />
<br />
</li>
<li>Pillager Outposts: Quick Charge (I to III)<br />
<br />
</li>
<li>Desert Temples: Unbreaking (I to III)<br />
<br />
</li>
<li>Jungle Temples: Unbreaking (I to III)<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Fixed Bugs In 1.20.2</span></span><br />
<br />
<br />
Around 200 bugs were fixed in this release. View the <a href="https://bugs.mojang.com/issues/?filter=27828" target="_blank" rel="noopener" class="mycode_url">list on the issue tracker</a>.<br />
<br />
]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - JAVA Edition: 1.20.2 Is Here!</span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Features</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Player Skin & Name Reporting</span></span><br />
<br />
We are making some important updates to our Player Reporting Tool to better protect the online safety of our players.<br />
<br />
Playing Minecraft should be an inclusive and safe experience for everyone, which is why alongside in-game chat messages, you will now be able to report player skins and usernames that violate our Community Standards in Java Edition.<br />
<br />
Just like with chat reports, nothing is automated. Any reported skin or username will be reviewed manually by a team of trained Minecraft moderators, who will use the submitted evidence to decide whether the skin and/or username is in breach of our Community Standards. Skins that violate these standards will be removed from Minecraft and will no longer be accessible for use by any player. Usernames that violate these standards will need to be changed before that player can play online via a shared server or Realm; though single-player mode will still be accessible. To find out more about this and other safety policies, including more detail on the suspension procedure, appeals process, and how we handle malicious or repeat reporting, please visit our dedicated <a href="https://help.minecraft.net/hc/en-us/articles/7317376541197" target="_blank" rel="noopener" class="mycode_url">FAQ page</a>.<br />
<ul class="mycode_list"><li>Player Skins and Names can now be reported in the Social Interactions Screen<br />
<br />
</li>
<li>If a skin or name is reported and found to be violating the <a href="https://www.minecraft.net/community-standards" target="_blank" rel="noopener" class="mycode_url">Community Standards</a>, our team of human moderators can take action in a few ways:<ul class="mycode_list"><li>Ban the skin from being used by any player<br />
<br />
</li>
<li>Ban the name from being used by any player<br />
<br />
</li>
<li>Suspend the player from online play in the case of repeated offenses<br />
</li>
</ul>
<br />
</li>
<li>When a skin is banned, players with that skin:<ul class="mycode_list"><li>Will have their skin removed<br />
<br />
</li>
<li>Will be notified when they launch the game<br />
<br />
</li>
<li>Will be automatically assigned one of the default skins<br />
<br />
</li>
<li>Can still play multiplayer and singleplayer<br />
<br />
</li>
<li>Can select a new custom skin at any time<br />
</li>
</ul>
<br />
</li>
<li>When a player’s name is banned, that player:<ul class="mycode_list"><li>Will need to choose a new name<br />
<br />
</li>
<li>Will be notified when they launch the game<br />
<br />
</li>
<li>Will not be able to play online until they change their name<br />
<br />
</li>
<li>Can still play singleplayer<br />
</li>
</ul>
<br />
</li>
<li>A skin or name that has been banned cannot be used by any player in the future<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Changes</span></span><br />
<ul class="mycode_list"><li>The calculations to determine whether a mob can attack a player or other mobs have been changed<br />
<br />
</li>
<li>Diamond Ore is now generated more frequently in the Deepslate layers of the Overworld<br />
<br />
</li>
<li>Optimizations to networked play<br />
<br />
</li>
<li>Curing a Zombie Villager now only gives a big discount the first time<ul class="mycode_list"><li>There is no longer a bonus discount for reinfecting and curing the same Villager multiple times<br />
</li>
</ul>
<br />
</li>
<li>Sponges and Wet Sponges now have their own custom sounds<br />
<br />
</li>
<li>Barrier blocks can now be waterlogged by players in Creative mode<ul class="mycode_list"><li>Water cannot be placed in them or taken out by non-direct interactions such as Dispensers<br />
</li>
</ul>
<br />
</li>
<li>The positions that all entities ride on other entities have been adjusted to make more sense<br />
<br />
</li>
<li>Added the “Narrator Hotkey” accessibility option (default on)<ul class="mycode_list"><li>The narrator can be toggled on and off with Ctrl+B when this is on<br />
</li>
</ul>
<br />
</li>
<li>Added “I want to report them” Player Reporting category<br />
<br />
</li>
<li>Removed Herobrine<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Mob Attack Reach Changes</span></span><br />
<br />
The calculations to determine whether a mob can attack a player or other mobs have been changed. Previously a mob’s horizontal width was used to determine their attack reach and their height had no effect. The area where a mob can attack is now their bounding box extended in horizontal directions.<br />
<br />
Here are some situations where the new rules will affect the reach of mobs:<br />
<ul class="mycode_list"><li>If a mob is entirely below you, or entirely above you, it will not be able to reach you<br />
<br />
</li>
<li>While riding on a medium-sized mob, like a Horse, you will be protected from small mobs, like Baby Zombies<br />
<br />
</li>
<li>While riding on a tall mob, like a Camel, you will be protected from standard-size mobs, like Zombies<br />
<br />
</li>
<li>Also, Ravagers won’t be able to attack you through a few block-thick walls anymore<br />
<br />
</li>
<li>However, to escape from an Enderman, you need to be at least 3 blocks above the ground, not 1.5 as before<br />
<br />
</li>
<li>Mobs will be able to attack you with the bottom of their hitbox, assuming your head is in range<br />
<br />
</li>
<li>Builds that trap hostile mobs might need to be adjusted to be safe<br />
</li>
</ul>
<br />
This change does not affect the reach of players, and mobs still need to see their target to attack it.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Networked Play</span></span><br />
<br />
The Multiplayer mode of the game has been optimized to enable more fluid online play. If you have previously experienced disconnections or slow loading into online servers, this version may significantly improve that experience.<br />
<ul class="mycode_list"><li>The game world will now show earlier instead of the loading screen while loading into a world on a server<br />
<br />
</li>
<li>Clients with extremely low-bandwidth connections will not time out while loading the world<br />
<br />
</li>
<li>Clients with low-bandwidth connections can interact with the world while some chunks are still loading<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Vibrations</span></span><br />
<ul class="mycode_list"><li>Vibrations no longer risk being lost on simulation distance limit<br />
<br />
</li>
<li>Using Bone Meal emits an item_interact_finish vibration of frequency 3<br />
<br />
</li>
<li>Unequipping items emit a new unequip vibration of frequency 4<br />
<br />
</li>
<li>Camels eating Cactus emit an eat vibration of frequency 8<br />
<br />
</li>
<li>Carrots being eaten by Rabbits emit a block_change vibration of frequency 11<br />
<br />
</li>
<li>Sweet Berries being eaten by Foxes emit a block_change vibration of frequency 11<br />
<br />
</li>
<li>Chiseled Bookshelves emit a block_change vibration of frequency 11 when receiving books from Hoppers<br />
<br />
</li>
<li>Turtle Eggs cracking emit a block_change vibration of frequency 11<br />
<br />
</li>
<li>Turtle Eggs hatching emit a block_destroy vibration of frequency 12<br />
<br />
</li>
<li>Fire being doused by Water Potion emits a block_destroy vibration of frequency 12<br />
<br />
</li>
<li>Evokers evoking Vexes or Fangs emit an entity_place vibration of frequency 14<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Miscellaneous Minor Tweaks</span></span><br />
<ul class="mycode_list"><li>Chorus Flower no longer provides support for hanging or standing blocks<br />
<br />
</li>
<li>Updated structure icons on Explorer Maps sold by Cartographers<br />
<br />
</li>
<li>When Villagers unlock new trades, the order of those trades in the UI is now always random instead of sometimes being deterministic<br />
<br />
</li>
<li>The sizes of text fields in the user interface are now consistent with the size of buttons<br />
<br />
</li>
<li>You now need a taller pillar to escape taller mobs.<br />
<br />
</li>
<li>Rabbits eating Carrots now trigger Sculk Sensors<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Technical Changes</span></span><br />
<ul class="mycode_list"><li>The resource pack version is now 18<br />
<br />
</li>
<li>The data pack version is now 18<br />
<br />
</li>
<li>History of used commands is now saved and accessible across worlds<br />
<br />
</li>
<li>Optimized networking to improve the experience on low bandwidth connections<br />
<br />
</li>
<li>Added support for multi-version packs<br />
<br />
</li>
<li>Changed network protocol to allow for more data-driven content in the future<br />
<br />
</li>
<li>Added new log-ips option to server.properties<br />
<br />
</li>
<li>Added validation for symbolic links in datapacks and resource packs<br />
<br />
</li>
<li>When hitboxes are displayed through F3+B, entities that have a passenger will display the passenger’s attachment point<br />
<br />
</li>
<li>The charts on the debug screen can now be toggled with F3+1 (pie chart) and F3+2 (FPS and TPS) instead of holding Shift or Alt while opening the screen<br />
<br />
</li>
<li>Pressing F3+3 will now show charts for ping and received network traffic on the debug screen<br />
<br />
</li>
<li>The LWJGL library has been upgraded to version 3.3.2<br />
<br />
</li>
<li>The default Java version shipped with the game has been upgraded to Microsoft OpenJDK 17.0.8<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Command History</span></span><br />
<ul class="mycode_list"><li>The last 50 commands that you sent in chat will be remembered across game sessions<br />
<br />
</li>
<li>You can access the command and chat history by pressing the up or down arrows in the chat<br />
<br />
</li>
<li>Regular chat is only persisted within the same game session (leaving a server or world clears them)<br />
<br />
</li>
<li>Recent commands are stored in command_history.txt in the game folder<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Network Optimizations</span></span><br />
<ul class="mycode_list"><li>Gameplay packets are now packed into bigger TCP packets to reduce overhead from TCP headers, significantly reducing network usage<br />
<br />
</li>
<li>Chunks are not sent over the network to the client in one big continuous batch anymore<br />
<br />
</li>
<li>Chunks are instead sent in smaller batches depending on the available bandwidth, meaning that:<ul class="mycode_list"><li>Clients with extremely low-bandwidth connections will not time out while loading the world<br />
<br />
</li>
<li>Clients with low-bandwidth connections can interact with the world while some chunks are still loading<br />
</li>
</ul>
<br />
</li>
<li>Only chunks within the client’s render distance are now sent<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Multi-Version Packs</span></span><br />
<br />
New features have been added to datapacks and resource packs to allow the creation of packs that are compatible with multiple versions of the game.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pack Metadata</span><br />
<ul class="mycode_list"><li>Pack metadata now includes an optional field supported_formats which describes a range for pack formats that this pack supports<ul class="mycode_list"><li>Examples: 16, [16,17], {“min_inclusive”: 16, “max_inclusive”: 17}<br />
</li>
</ul>
<br />
</li>
<li>pack_format field is still required and its format remains unchanged, to allow older game versions to read pack data<ul class="mycode_list"><li>If supported_formats is present, it must contain the value declared in pack_format<br />
<br />
</li>
<li>Note: since this new information is ignored by older versions of the game, they will always see a “normal”, single-version pack, without any extended compatibility<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Overlays</span><br />
<ul class="mycode_list"><li>Packs can now contain overlay directories (“overlays”)<br />
<br />
</li>
<li>Overlays are sub-packs applied over the “normal” contents of a pack<ul class="mycode_list"><li>These directories have the same layout as the top-level pack, including the assets and data directories<br />
<br />
</li>
<li>Overlays can be applied if they support the client’s pack format<br />
<br />
</li>
<li>Overlays can add and replace files, but not remove them<ul class="mycode_list"><li>For example, if the overlay foo is applied, the file foo/assets/minecraft/textures/bar.png will replace the contents of assets/minecraft/textures/bar.png<br />
</li>
</ul>
<br />
</li>
<li>pack.mcmeta and pack.png are ignored in overlay directories<br />
</li>
</ul>
<br />
</li>
<li>New section called overlays has been added to pack metadata<ul class="mycode_list"><li>It contains an entries field, containing a list of overlays<br />
<br />
</li>
<li>Every overlay entry has two fields:<ul class="mycode_list"><li>formats – range of supported formats<br />
<br />
</li>
<li>directory – overlay directory (allowed characters: a-z, 0-9, _ and –)<br />
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Order of application: overlays are stacked from the bottom to top of the list<ul class="mycode_list"><li>For example, if a pack has two overlays: “entries”: [{“directory”:”A”, …}, {“directory”:”B”, …}], the game will first look in B, then A and then in the top pack directory<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Symbolic Link Validation</span></span><br />
<br />
To improve safety, the game will now also detect symbolic links used inside data- and resource packs.<br />
<ul class="mycode_list"><li>This feature expands on symbolic link validation in worlds added in the previous release<br />
<br />
</li>
<li>The game will now warn users if a pack added via drag and drop contains disallowed symbolic links<br />
<br />
</li>
<li>Packs containing disallowed symbolic links will not be visible in UI and commands<br />
<br />
</li>
<li>Additionally, directories and files that are not recognized as packs will no longer be copied via drag-and-drop<br />
<br />
</li>
<li>For a detailed explanation, see this <a href="https://aka.ms/MinecraftSymLinks" target="_blank" rel="noopener" class="mycode_url">help article</a><br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Network Protocol</span></span><br />
<br />
As part of ongoing work towards more data-driven features, the network protocol has been changed to include a new configuration phase.<br />
<ul class="mycode_list"><li>Configuration phase automatically starts after login phase (i.e. after client account has been verified) and lasts until the player joins the world (play phase)<br />
<br />
</li>
<li>Clients can stay in configuration phase indefinitely – it’s up to the server to release it to the world<br />
<br />
</li>
<li>Servers can also request clients to re-enter the configuration phase after it has entered the play phase<ul class="mycode_list"><li>Other players will see such clients as disconnected<br />
</li>
</ul>
<br />
</li>
<li>Users in configuration phase will not be visible on the player list<br />
<br />
</li>
<li>Actions allowed in configuration phase (moved from play phase):<ul class="mycode_list"><li>Configuration of data-driven registries<br />
<br />
</li>
<li>Configuration of enabled features<br />
</li>
</ul>
<br />
</li>
<li>Actions shared between configuration and play phases:<ul class="mycode_list"><li>Application of server resource packs<br />
<br />
</li>
<li>Update of tags<br />
<br />
</li>
<li>Exchange of custom packets<br />
<br />
</li>
<li>Ping and keep-alive packets<br />
<br />
</li>
<li>Sending of client options<br />
</li>
</ul>
<br />
</li>
<li>The server will now negotiate resource packs in the configuration phase<ul class="mycode_list"><li>This means that the player will no longer be in the world when answering prompts and reloading resources<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Secure Chat</span><br />
<ul class="mycode_list"><li>Clients will no longer disconnect themselves when receiving an invalid chat message<ul class="mycode_list"><li>A placeholder message will instead be shown in chat<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">server.properties</span></span><br />
<ul class="mycode_list"><li>New option: log-ips (default true)<ul class="mycode_list"><li>When set to false, will prevent player IPs from being included in the log when players join the game<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Telemetry</span></span><br />
<ul class="mycode_list"><li>Added a button to the Telemetry Data Collection Screen that links to the Microsoft Privacy Statement<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Resource Pack Version 16</span></span><br />
<ul class="mycode_list"><li>The process of upgrading your pack can be assisted by using this automated <a href="https://github.com/Mojang/slicer/releases/tag/v1.1.2" target="_blank" rel="noopener" class="mycode_url">Slicer</a> tool<br />
<br />
</li>
<li>All textures containing multiple sprites in a sheet for GUI have been split into individual sprites under textures/gui/sprites (automated by the Slicer tool)<br />
<br />
</li>
<li>All textures in the realms namespace have been moved into the Minecraft namespace (automated by the Slicer tool)<br />
<br />
</li>
<li>villager2.png has been renamed to villager.png (automated by the Slicer tool)<br />
<br />
</li>
<li>icon/trial_available and realm_status/expires_soon GUI sprites are animated with .mcmeta declarations instead of individual sprites (automated by the Slicer tool)<br />
<br />
</li>
<li>The Bundle tooltip background is now drawn as a nine-sliced sprite<br />
<br />
</li>
<li>The icons for the Accessibility, Language, and Realms News buttons have been split from their underlying button texture<br />
<br />
</li>
<li>The Realms Invite button is now drawn as an overlay on the normal button texture<ul class="mycode_list"><li>The highlighted texture state for this button has been removed<br />
</li>
</ul>
<br />
</li>
<li>The highlighted states for Realms invitation number icons have been removed<br />
<br />
</li>
<li>The exclamation marks on the notification\more.png have been removed<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">GUI Sprite Sheet</span></span><br />
<ul class="mycode_list"><li>Sprites used in GUI drawing have been split into individual sprite files instead of larger sprite sheets<ul class="mycode_list"><li>For example, widgets/button.png and widgets/button_highlighted.png have been split from widgets.png<br />
</li>
</ul>
<br />
</li>
<li>Each sprite can now be individually overridden by a resource pack instead of replacing the entire sheet<br />
<br />
</li>
<li>Sprites are loaded into the GUI atlas from the textures/gui/sprites directory<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">GUI Sprite .mcmeta</span><br />
<ul class="mycode_list"><li>Any sprite used in the GUI can now be animated using .mcmeta files, similar to other atlases<ul class="mycode_list"><li>icon/trial_available and realm_status/expires_soon are now animated this way<br />
</li>
</ul>
<br />
</li>
<li>Sprites in the GUI atlas can now configure scaling behavior through a new GUI section in .mcmeta files<ul class="mycode_list"><li>For example, button textures must be scaled based on how big the button should be<br />
<br />
</li>
<li>The GUI section in .mcmeta contains one scaling field:<ul class="mycode_list"><li>type: one of: stretch (default), tile, or nine_slice<br />
<br />
</li>
<li>When stretched, the sprite will be stretched across the desired space<ul class="mycode_list"><li>No additional fields need to be defined<br />
</li>
</ul>
<br />
</li>
<li>When tile, the sprite will be repeated across the desired space, starting from the top-left<ul class="mycode_list"><li>width: number of pixels for this sprite to cover on-screen across its width<br />
<br />
</li>
<li>height: number of pixels for this sprite to cover on-screen across its height<br />
</li>
</ul>
<br />
</li>
<li>When nine_slice, the sprite will be sliced into 4 corners, 4 edges, and 1 center slice, which will be tiled across the desired space<ul class="mycode_list"><li>width: number of pixels for this sprite to cover on-screen across its width<br />
<br />
</li>
<li>height: number of pixels for this sprite to cover on-screen across its height<br />
<br />
</li>
<li>border: the size in pixels that the border slices should cover on-screen, one of:<ul class="mycode_list"><li>Constant integer for uniform border size on all sides<br />
<br />
</li>
<li>Object containing left, top, right, and bottom<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Resource Pack Version 17</span></span><br />
<ul class="mycode_list"><li>The text field background is now a nine-sliced sprite at widget/text_field and widget/text_field_highlighted<br />
<br />
</li>
<li>The scroll bar in lists and text fields is now a nine-sliced sprite at widget/scroller<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Resource Pack Version 18</span></span><br />
<ul class="mycode_list"><li>The map_icons.png texture now contains new icons<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">DATA Pack Version 16</span></span><br />
<ul class="mycode_list"><li>Gamerule randomTickSpeed now affects the rate of accumulation of Snow and Ice the same way it affects crops and other blocks affected by random ticking<br />
<br />
</li>
<li>Added a random command<br />
<br />
</li>
<li>Added support for function macros<br />
<br />
</li>
<li>Changed Display entities’ post-teleport interpolation<br />
<br />
</li>
<li>Added new attribute generic.max_absorption<br />
<br />
</li>
<li>Renamed belowName value in display slot argument in scoreboard command to below_name<br />
<br />
</li>
<li>Game event changes<br />
<br />
</li>
<li>New tags<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Commands</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Random</span><br />
<br />
A new command for randomizing values and controlling random sequences. The value and roll forms can be used to draw a random value. In the case of roll, the resulting value is also shown in chat for all players.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Syntax:</span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>random value|roll &lt;range&gt; [&lt;sequenceId&gt;]</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>random reset *|&lt;sequenceId&gt; [&lt;seed&gt;] [&lt;includeWorldSeed&gt;] [&lt;includeSequenceId&gt;]</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">Parameters:</span><br />
<br />
<ul class="mycode_list"><li>range: A range of values to randomize between, inclusively<ul class="mycode_list"><li>For instance, 1..6 is a regular D6 roll<br />
</li>
</ul>
<br />
</li>
<li>sequenceId: The name of a random sequence to sample or reset<br />
<br />
</li>
<li>seed: A seed to use for the random sequence after reset<br />
<br />
</li>
<li>includeWorldSeed: A boolean [default: true] specifying whether to include the world seed when seeding the sequence<ul class="mycode_list"><li>false means the sequence will evaluate to the same regardless of which world the command is run in<br />
</li>
</ul>
<br />
</li>
<li>includeSequenceId: A boolean [default: true] specifying whether to include the sequence ID when seeding the sequence<ul class="mycode_list"><li>false means all sequences will evaluate to the same regardless of which name they have<br />
</li>
</ul>
</li>
</ul>
<br />
<br />
By default, all sequences are seeded as 0, true, true. Using * instead of a sequence ID resets all sequences and sets the default parameters.<br />
<br />
<br />
If no seed is specified, the sequence resets to the default parameters.<br />
<br />
<br />
Note that random value|roll <range> used without a sequence ID is available to non-operator players.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Functions</span></span><br />
<br />
<ul class="mycode_list"><li>A single backslash \ as the last non-whitespace character of a line now allows a command to be continued on the next line<ul class="mycode_list"><li>Leading and trailing whitespace of the following line are stripped before appending<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Macros</span><br />
<br />
<br />
Functions can now contain macro lines, making them Function Macros.<br />
<br />
<ul class="mycode_list"><li>Any line beginning with &#36; (as the first non-space character) marks a macro line<br />
<br />
</li>
<li>A macro line also contains one or more substitutions in the form of &#36;(variable)<br />
<br />
</li>
<li>When calling a function macro a compound with data for all argument variables must be provided<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Calling Function Macros</span><br />
<br />
<br />
The function command has new forms:<br />
<br />
<br />
function <id> <compound>function <id> with <data source> [<path>]<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">New Arguments:</span><br />
<br />
<ul class="mycode_list"><li>compound: A data compound, enclosed in {}<br />
<br />
</li>
<li>data source: A data source specification, like what could already be used for data get<br />
<br />
</li>
<li>path: An NBT path specification<br />
</li>
</ul>
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Notes:</span><br />
<br />
<ul class="mycode_list"><li>The data source and path must specify a compound data entry<br />
<br />
</li>
<li>The compound must contain one entry for each variable used in the macro<br />
<br />
</li>
<li>More data may be present in the compound and if so is ignored<br />
<br />
</li>
<li>Calling a non-macro function with a data compound is silently ignored<br />
<br />
</li>
<li>When a macro is called, the values provided are substituted in place of the variable specifications, and the resulting commands are executed<br />
<br />
</li>
<li>Any syntax errors in the lines resulting from variable substitution result in the entire function call being skipped<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Performance Considerations</span><br />
<br />
<br />
Using a macro means commands must be re-evaluated after variable substitution. This has an extra cost compared to running pre-parsed functions.<br />
<br />
<br />
Regular commands (non-macro lines) are still pre-parsed. Only commands with variable substitutions in them are parsed when a macro is called and the game will attempt to cache the result of a certain parameter set being used in a call.<br />
<br />
<br />
This makes repeated calls with the same parameter set cheaper than new calls with different parameters, but an overhead still remains compared to regular functions. Note that only the values referenced by macro as parameters are included in this cache, so any extra data in the provided compound is ignored.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Display Entity Interpolation</span></span><br />
<br />
<ul class="mycode_list"><li>Display entities now start updating their client-side position and rotation on the first tick after an update<ul class="mycode_list"><li>In previous versions, updates were applied in the same tick, causing uneven motion<br />
<br />
</li>
<li>The new behavior is similar to Armor Stands, mobs, and players<br />
</li>
</ul>
<br />
</li>
<li>On the server, position and rotation are still updated immediately<br />
<br />
</li>
<li>The duration of this interpolation is controlled by the field teleport_duration<ul class="mycode_list"><li>0 means that updates are applied immediately<br />
<br />
</li>
<li>1 means that the Display Entity will move from the current position to the updated one-over-one tick<br />
<br />
</li>
<li>Higher values spread the movement over multiple ticks<br />
<br />
</li>
<li>Please note that this value is clamped to avoid glitches due to periodic position updates<br />
<br />
</li>
<li>The new value will apply only to position and rotation changes made after it changed<ul class="mycode_list"><li>That means any current movement will continue unchanged<br />
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Note: behavior while riding remains unchanged from previous versions<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Attributes</span></span><br />
<br />
<ul class="mycode_list"><li>Added new attribute generic.max_absorption<ul class="mycode_list"><li>generic.max_absorption acts similarly to generic.max_health, but instead of being the upper bound for Health, it is the upper bound for AbsorptionAmount<br />
<br />
</li>
<li>The mob effect absorption increases generic.max_absorption as well as fills the AbsorptionAmount to the max when applied<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Game Events</span></span><br />
<br />
<ul class="mycode_list"><li>entity_roar and entity_shake game events have been removed and replaced with entity_action game event<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Tags</span></span><br />
<br />
<ul class="mycode_list"><li>Added no_knockback damage type tag which causes knockback to not be caused by the damage itself<ul class="mycode_list"><li>Used in Vanilla for damage that is caused by events, such as explosions, which apply knockback separately<br />
</li>
</ul>
<br />
</li>
<li>Added non_controlling_rider to represent entities that don’t override their vehicle’s movement control<br />
<br />
</li>
<li>Added concrete_powder block tag for Concrete Powder blocks<br />
<br />
</li>
<li>Added camel_sand_step_sound_blocks block tag for blocks that produce entity.camel.step_sand sound<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">DATA Pack Version 17</span></span><br />
<br />
<ul class="mycode_list"><li>Changed mob effect storage on items, entities, and block entities<br />
<br />
</li>
<li>Added decal field to armor trim patterns (default: false)<ul class="mycode_list"><li>If true, the pattern texture will be masked based on the underlying armor<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Mob Effect Storage Changes</span></span><br />
<br />
<ul class="mycode_list"><li>The game no longer uses numeric values when storing mob effects to a world (so, for example, 4 becomes minecraft:mining_fatigue)<br />
<br />
</li>
<li>Various mob effect fields have been renamed for consistency with new structures<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mob Effect Instance</span><br />
<br />
<br />
This structure is used in many places, so its changes are described separately.<br />
<br />
<ul class="mycode_list"><li>Id -> id, also changed from number to string id<br />
<br />
</li>
<li>Ambient -> ambient<br />
<br />
</li>
<li>Amplifier -> amplifier<br />
<br />
</li>
<li>Duration -> duration<br />
<br />
</li>
<li>ShowParticles -> show_particles<br />
<br />
</li>
<li>ShowIcon -> show_icon<br />
<br />
</li>
<li>HiddenEffect -> hidden_effect, also since it’s mob effect instance, changes apply recursively<br />
<br />
</li>
<li>FactorCalculationData -> factor_calculation_data<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Items</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">potion, lingering_potion, splash_potion, tipped_arrow</span><br />
<br />
<ul class="mycode_list"><li>CustomPotionEffects -> custom_potion_effects, contents transformed as a list of mob effect instances<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">suspicous_stew</span><br />
<br />
<ul class="mycode_list"><li>Effects -> effects, for each entry:<ul class="mycode_list"><li>EffectId -> id, also changed from number to string id<br />
<br />
</li>
<li>EffectDuration -> duration<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Entities</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">mooshroom</span><br />
<br />
<ul class="mycode_list"><li>Removed EffectId and EffectDuration<br />
<br />
</li>
<li>Added stew_effects with the same format as suspicious_stew.effects tag (i.e. list of effect id and duration)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">area_effect_cloud</span><br />
<br />
<ul class="mycode_list"><li>Effects -> effects, contents transformed as a list of mob effect instances<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">arrow</span><br />
<br />
<ul class="mycode_list"><li>CustomPotionEffects -> custom_potion_effects, contents transformed as a list of mob effect instances<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Players, Armor Stands, and mobs</span><br />
<br />
<ul class="mycode_list"><li>ActiveEffects -> active_effects, contents transformed as a list of mob effect instances<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Block Entities</span><br />
<br />
<br />
beacon<br />
<br />
<ul class="mycode_list"><li>Primary -> primary_effect, also changed from number to string id<br />
<br />
</li>
<li>Secondary -> secondary_effect, also changed from number to string id<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Loot Tables</span></span><br />
<br />
<ul class="mycode_list"><li>Added sequence loot function<ul class="mycode_list"><li>Contains 1 field:<ul class="mycode_list"><li>functions: an array of sub-functions to run in sequence<br />
</li>
</ul>
<br />
</li>
<li>Can also be declared as an inline array without a type<ul class="mycode_list"><li>This matches the existing behavior where loot function JSON files can be declared as an array of composite functions<br />
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>all_of predicates in loot tables can now be declared implicitly as an inline array without a type<ul class="mycode_list"><li>This similarly matches the existing behavior where loot predicate JSON files can be declared as an array of sub-predicates<br />
</li>
</ul>
<br />
</li>
<li>Block or fluid state property matches in loot conditions no longer accept non-string values<ul class="mycode_list"><li>Any number or boolean value in a property matcher must be quoted<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">DATA Pack Version 18</span></span><br />
<br />
<br />
This data pack version removes the execute if function and return run functionality that existed for a time during the development of this version. Flaws with those commands (see bugs <a href="https://bugs.mojang.com/browse/MC-264595" target="_blank" rel="noopener" class="mycode_url">MC-264595</a>, <a href="https://bugs.mojang.com/browse/MC-264699" target="_blank" rel="noopener" class="mycode_url">MC-264699</a>, and <a href="https://bugs.mojang.com/browse/MC-264710" target="_blank" rel="noopener" class="mycode_url">MC-264710</a>) require some substantial changes to fix, which we do not want to make close to a release.<br />
<br />
<br />
These commands will instead be reintroduced early in the next snapshot series when we can take the time to iterate on and test them together with pack makers.<br />
<br />
<ul class="mycode_list"><li>Removed execute if|unless function command form<br />
<br />
</li>
<li>Removed return run command form<br />
<br />
</li>
<li>Numbers used as macro arguments are now always inserted without suffixes, regardless of numeric type<br />
<br />
</li>
<li>Added game rule enderPearlsVanishOnDeath, controlling whether thrown Ender Pearls vanish when the player that threw them dies (default true, which matches the existing behavior in previous versions)<br />
<br />
</li>
<li>Added damage type tag always_kills_armor_stands for damage types that should always fully kill an Armor Stand</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Experimental Features</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Villager Trade Rebalance</span></span><br />
<br />
<br />
The Experiments screen when creating a world now has an option to enable the Villager Trade Rebalance. When this option is selected, some Villager trades will change.<br />
<br />
<br />
This experiment does not affect normal worlds. You can find more information about Feature Toggles <a href="https://www.minecraft.net/article/testing-new-minecraft-features/feature-toggles-java-edition" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Librarian Changes</span><br />
<br />
<ul class="mycode_list"><li>Librarians from different biomes now sell different Enchanted Books<br />
<br />
</li>
<li>Each village biome has one special enchantment that is only available from Master Librarians with full XP<br />
<br />
</li>
<li>This means that players must visit all seven village biomes to get the full set of villager enchantments<br />
<br />
</li>
<li>There are two secret village biomes where villages do not generate<ul class="mycode_list"><li>A player must build these villages to access their trades!<br />
</li>
</ul>
<br />
</li>
<li>Some enchantments have been removed from village trading and must be found in other ways<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Cartographer Changes</span><br />
<br />
<ul class="mycode_list"><li>Cartographers can now sell seven new Explorer Maps<ul class="mycode_list"><li>Five new maps show the way to five different types of village<br />
<br />
</li>
<li>The other two new maps show the way to a Swamp Hut and a Jungle Temple<br />
</li>
</ul>
<br />
</li>
<li>Cartographers from different biomes now sell a different range of maps<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Wandering Trader Changes</span><br />
<br />
<ul class="mycode_list"><li>Wandering Traders now have lower prices and have a higher amount of each item in stock<br />
<br />
</li>
<li>Wandering Traders now sell Logs<br />
<br />
</li>
<li>Wandering Traders can now buy many items, instead of only selling<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Armorer Changes</span><br />
<br />
<ul class="mycode_list"><li>Armorer from different biomes now sell different Armor with different enchantments<br />
<br />
</li>
<li>Buying Diamond Armor now requires a small amount of Diamonds as well as Emeralds<br />
<br />
</li>
<li>Many other Armorer trades have been updated<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Structure Loot</span><br />
<br />
<br />
Certain Enchanted Books now have a high chance of generating in some structures:<br />
<br />
<ul class="mycode_list"><li>Ancient Cities: Mending<br />
<br />
</li>
<li>Mineshafts: Efficiency (I to V)<br />
<br />
</li>
<li>Pillager Outposts: Quick Charge (I to III)<br />
<br />
</li>
<li>Desert Temples: Unbreaking (I to III)<br />
<br />
</li>
<li>Jungle Temples: Unbreaking (I to III)<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Fixed Bugs In 1.20.2</span></span><br />
<br />
<br />
Around 200 bugs were fixed in this release. View the <a href="https://bugs.mojang.com/issues/?filter=27828" target="_blank" rel="noopener" class="mycode_url">list on the issue tracker</a>.<br />
<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[News - JAVA Edition: 1.20.2 Pre-Release 1]]></title>
			<link>https://sickgaming.net/thread-101561.html</link>
			<pubDate>Fri, 22 Sep 2023 15:15:18 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-101561.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - JAVA Edition: 1.20.2 Pre-Release 1</span><br />
<br />
Today’s Pre-Release showcases the changes being made to rebalance Villager Trading as well as some changes to loot.  If you want to check out the snapshot yourself be sure to enable snapshots within your Minecraft Launcher in the Installations tab.<br />
<ul class="mycode_list"><li>The Recipe Book search has been updated with the following changes:<ul class="mycode_list"><li>The search will only match the beginning of any word in the item’s name<ul class="mycode_list"><li>For example, searching for “tor” will still show Torch and Redstone Torch but not Daylight Detector anymore<br />
</li>
</ul>
<br />
</li>
<li>All recipes, including those that have not been unlocked, will now show up in search results<br />
<br />
</li>
<li>This will enable experienced players to find the recipes they are looking for (even if it hasn’t been unlocked yet) without overwhelming new players<br />
</li>
</ul>
<br />
</li>
<li>Updated structure icons on explorer maps sold by Cartographers<br />
<br />
</li>
<li>When villagers unlock new trades, the order of those trades in the UI is now always random instead of sometimes being deterministic<br />
</li>
</ul>
<ul class="mycode_list"><li>The data pack version is now 18<br />
<br />
</li>
<li>Client options are now sent during the configuration network phase when joining a server<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Data Pack Version 18</span></span><br />
<br />
This data pack version removes the recently introduced execute if function and return run functionality. Flaws with those commands (see bugs <a href="https://bugs.mojang.com/browse/MC-264595" target="_blank" rel="noopener" class="mycode_url">MC-264595</a>, <a href="https://bugs.mojang.com/browse/MC-264699" target="_blank" rel="noopener" class="mycode_url">MC-264699</a>, and <a href="https://bugs.mojang.com/browse/MC-264710" target="_blank" rel="noopener" class="mycode_url">MC-264710</a>) require some substantial changes to fix, which we do not want to make close to a release.<br />
<br />
These commands will instead be reintroduced early in the next snapshot series when we can take the time to iterate on and test them together with pack makers.<br />
<ul class="mycode_list"><li>Removed execute if|unless function command form<br />
<br />
</li>
<li>Removed return run command form<br />
<br />
</li>
<li>Numbers used as macro arguments are now always inserted without suffixes, regardless of numeric type<br />
<br />
</li>
<li>Added game rule enderPearlsVanishOnDeath, controlling whether thrown ender pearls vanish when the player that threw them dies (default true)<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Villager Trade Rebalance Part 2</span></span><br />
<br />
This pre-release updates the Villager Trade Rebalance experiment. This experiment has no effect on normal worlds. If you want to try these changes, you must turn on the Feature Toggle in the Experiments Menu when creating a new world. You can find more information about Feature Toggles <a href="https://www.minecraft.net/article/testing-new-minecraft-features/feature-toggles-java-edition" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
Thank you to everyone who has sent in their suggestions and feedback regarding the experimental trade change! We are trying out these changes to rebalance the villager trade system and make it more fair and fun for everyone. However, these changes are not yet final, and they will stay as experimental features while we continue to work on them. We appreciate your feedback on these changes. Visit <a href="https://aka.ms/VillagerTradingFeedback" target="_blank" rel="noopener" class="mycode_url">this link</a> to share your thoughts! We have been following the discussions about the previous Librarian and Wandering Trader updates and look forward to seeing the conversation continue.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Cartographer</span></span><br />
<br />
Before now, Cartographers only sold maps to the Ocean Monument and Woodland Mansion. In this experiment, Cartographers can sell seven new maps as well. These new maps each point to a different village or structure and can be used to find seven different biomes. This will help players who want to quickly find a specific location without waiting until they come across it by chance.<br />
<br />
Cartographers from different biomes will sell a different selection of maps. Starting from one village, it will be possible to find every other village type by following maps from village to village.<br />
<br />
Cartographers now sell 7 new maps: Desert Village Map, Jungle Explorer Map, Plains Village Map, Savanna Village Map, Snow Village Map, Swamp Explorer Map, and Taiga Village Map.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Armorer</span></span><br />
<br />
The Armorer’s trades have been updated with many changes.<br />
<br />
The biggest change is that buying diamond armor now requires paying a small amount of Diamonds as well as Emeralds. This is meant to make the Armorer’s diamond armor trades less useful at the start of the game when players don’t have any Diamonds, while still giving a powerful advantage to advanced players who have spent some time collecting Diamonds.<br />
<br />
Early-game players will find Armorers useful as a great source of iron armor, Shields, and Emeralds.<br />
<br />
Other changes include:<br />
<ul class="mycode_list"><li>Most master-level Armorers buy Iron Blocks (and pay very well for them)<br />
<br />
</li>
<li>Chainmail armor is exclusively sold by the secret Jungle and Swamp Armorers<br />
<br />
</li>
<li>The Savanna Armorers sells cursed diamond armor at reduced prices<br />
<br />
</li>
<li>The Taiga Armorer can swap one piece of diamond armor for another<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Structure Loot</span></span><br />
<br />
Certain Enchanted Books now have a high chance of generating in some structures:<br />
<ul class="mycode_list"><li>Ancient Cities: Mending<br />
<br />
</li>
<li>Mineshafts: Efficiency (I to V)<br />
<br />
</li>
<li>Pillager Outposts: Quick Charge (I to III)<br />
<br />
</li>
<li>Desert Temples: Unbreaking (I to III)<br />
<br />
</li>
<li>Jungle Temples: Unbreaking (I to III)<br />
</li>
</ul>
<ul class="mycode_list"><li><a href="https://bugs.mojang.com/browse/MC-70127" target="_blank" rel="noopener" class="mycode_url">MC-70127</a> – Some block state changes aren’t communicated to clients<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-72721" target="_blank" rel="noopener" class="mycode_url">MC-72721</a> – Chat messages show after death independent of the chat setting<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-103800" target="_blank" rel="noopener" class="mycode_url">MC-103800</a> – Sometimes armor stands won’t update their visual rotation<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-119873" target="_blank" rel="noopener" class="mycode_url">MC-119873</a> – The text used for the credits button within the title screen is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-154827" target="_blank" rel="noopener" class="mycode_url">MC-154827</a> – Typo in splash text “Verlet intregration!”<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-177172" target="_blank" rel="noopener" class="mycode_url">MC-177172</a> – Dash in villager/trader UI is hardcoded / untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-248778" target="_blank" rel="noopener" class="mycode_url">MC-248778</a> – The item count symbol within the shulker box tooltips is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-248833" target="_blank" rel="noopener" class="mycode_url">MC-248833</a> – The parentheses used before and after the warning label within the language menu are untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-248844" target="_blank" rel="noopener" class="mycode_url">MC-248844</a> – The page indicator symbol within the recipe book GUI is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-248846" target="_blank" rel="noopener" class="mycode_url">MC-248846</a> – The colon used within the death screen to show the player’s score is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-249355" target="_blank" rel="noopener" class="mycode_url">MC-249355</a> – The hyphen used within the statistics menu to show a null value is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-252295" target="_blank" rel="noopener" class="mycode_url">MC-252295</a> – The word “whilst” within several death messages isn’t spelled in American English<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-252298" target="_blank" rel="noopener" class="mycode_url">MC-252298</a> – Death messages relating to the Thorns enchantment don’t contain conjunctions where appropriate<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-252316" target="_blank" rel="noopener" class="mycode_url">MC-252316</a> – The word “burnt” within some death messages isn’t spelled in American English<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253241" target="_blank" rel="noopener" class="mycode_url">MC-253241</a> – The player count indicator symbol within the multiplayer menu is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253269" target="_blank" rel="noopener" class="mycode_url">MC-253269</a> – The advancement progress indicator symbol within the advancements menu is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253270" target="_blank" rel="noopener" class="mycode_url">MC-253270</a> – The hyphen used within boss bars for raids is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253278" target="_blank" rel="noopener" class="mycode_url">MC-253278</a> – The percentage symbol used within the level loading screen to show the loading progress of the world is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253281" target="_blank" rel="noopener" class="mycode_url">MC-253281</a> – Text within filled map tooltips when advanced tooltips are hidden is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253283" target="_blank" rel="noopener" class="mycode_url">MC-253283</a> – The percentage and chunk indicator symbols used within the optimize world menu are untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253638" target="_blank" rel="noopener" class="mycode_url">MC-253638</a> – The symbols used within shulker box tooltips to show random loot table contents are untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-255418" target="_blank" rel="noopener" class="mycode_url">MC-255418</a> – Vertical redstone dust placed against dropper/dispenser/hopper doesn’t visually disappear when the dust above is removed<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-256777" target="_blank" rel="noopener" class="mycode_url">MC-256777</a> – The two characters used within the tab list to show players’ health are untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260819" target="_blank" rel="noopener" class="mycode_url">MC-260819</a> – The “death.attack.message_too_long” string is missing an article before the word “stripped”<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-263133" target="_blank" rel="noopener" class="mycode_url">MC-263133</a> – Inconsistent word usage in Out of Memory screen<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264233" target="_blank" rel="noopener" class="mycode_url">MC-264233</a> – The player is shown as Anonymous after dying and respawning<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264574" target="_blank" rel="noopener" class="mycode_url">MC-264574</a> – symlink does not work for the root world folder<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264615" target="_blank" rel="noopener" class="mycode_url">MC-264615</a> – It takes several seconds for the absorption effect icon to display after obtaining the effect<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264656" target="_blank" rel="noopener" class="mycode_url">MC-264656</a> – Regular golden apples don’t increase the number of gold hearts if you previously ate an enchanted golden apple and then took damage<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264657" target="_blank" rel="noopener" class="mycode_url">MC-264657</a> – Absorption gold heart refilling is determined by whether the low level and the high level have the same hideParticles parameter<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264658" target="_blank" rel="noopener" class="mycode_url">MC-264658</a> – Only integer numeric data type can be used in macro<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264809" target="_blank" rel="noopener" class="mycode_url">MC-264809</a> – Redstone comparators cause redstone dust connection issue<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265053" target="_blank" rel="noopener" class="mycode_url">MC-265053</a> – Programmer Art lapis lazuli outline texture in enchanting table UI incorrectly uses the old formatting<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265060" target="_blank" rel="noopener" class="mycode_url">MC-265060</a> – Missing sprite for error in Loom GUI (loom.png)<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265126" target="_blank" rel="noopener" class="mycode_url">MC-265126</a> – The ‘requirements’ field can no longer be skipped in advancements<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265151" target="_blank" rel="noopener" class="mycode_url">MC-265151</a> – The “(Unknown)” string that’s displayed when being banned from a server for an unknown reason is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265209" target="_blank" rel="noopener" class="mycode_url">MC-265209</a> – Switching to protocol “CONFIGURATION” causes race condition<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265213" target="_blank" rel="noopener" class="mycode_url">MC-265213</a> – The chat message from the /random command says “between 1 and 6” instead of “1 to 6”<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - JAVA Edition: 1.20.2 Pre-Release 1</span><br />
<br />
Today’s Pre-Release showcases the changes being made to rebalance Villager Trading as well as some changes to loot.  If you want to check out the snapshot yourself be sure to enable snapshots within your Minecraft Launcher in the Installations tab.<br />
<ul class="mycode_list"><li>The Recipe Book search has been updated with the following changes:<ul class="mycode_list"><li>The search will only match the beginning of any word in the item’s name<ul class="mycode_list"><li>For example, searching for “tor” will still show Torch and Redstone Torch but not Daylight Detector anymore<br />
</li>
</ul>
<br />
</li>
<li>All recipes, including those that have not been unlocked, will now show up in search results<br />
<br />
</li>
<li>This will enable experienced players to find the recipes they are looking for (even if it hasn’t been unlocked yet) without overwhelming new players<br />
</li>
</ul>
<br />
</li>
<li>Updated structure icons on explorer maps sold by Cartographers<br />
<br />
</li>
<li>When villagers unlock new trades, the order of those trades in the UI is now always random instead of sometimes being deterministic<br />
</li>
</ul>
<ul class="mycode_list"><li>The data pack version is now 18<br />
<br />
</li>
<li>Client options are now sent during the configuration network phase when joining a server<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Data Pack Version 18</span></span><br />
<br />
This data pack version removes the recently introduced execute if function and return run functionality. Flaws with those commands (see bugs <a href="https://bugs.mojang.com/browse/MC-264595" target="_blank" rel="noopener" class="mycode_url">MC-264595</a>, <a href="https://bugs.mojang.com/browse/MC-264699" target="_blank" rel="noopener" class="mycode_url">MC-264699</a>, and <a href="https://bugs.mojang.com/browse/MC-264710" target="_blank" rel="noopener" class="mycode_url">MC-264710</a>) require some substantial changes to fix, which we do not want to make close to a release.<br />
<br />
These commands will instead be reintroduced early in the next snapshot series when we can take the time to iterate on and test them together with pack makers.<br />
<ul class="mycode_list"><li>Removed execute if|unless function command form<br />
<br />
</li>
<li>Removed return run command form<br />
<br />
</li>
<li>Numbers used as macro arguments are now always inserted without suffixes, regardless of numeric type<br />
<br />
</li>
<li>Added game rule enderPearlsVanishOnDeath, controlling whether thrown ender pearls vanish when the player that threw them dies (default true)<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Villager Trade Rebalance Part 2</span></span><br />
<br />
This pre-release updates the Villager Trade Rebalance experiment. This experiment has no effect on normal worlds. If you want to try these changes, you must turn on the Feature Toggle in the Experiments Menu when creating a new world. You can find more information about Feature Toggles <a href="https://www.minecraft.net/article/testing-new-minecraft-features/feature-toggles-java-edition" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
Thank you to everyone who has sent in their suggestions and feedback regarding the experimental trade change! We are trying out these changes to rebalance the villager trade system and make it more fair and fun for everyone. However, these changes are not yet final, and they will stay as experimental features while we continue to work on them. We appreciate your feedback on these changes. Visit <a href="https://aka.ms/VillagerTradingFeedback" target="_blank" rel="noopener" class="mycode_url">this link</a> to share your thoughts! We have been following the discussions about the previous Librarian and Wandering Trader updates and look forward to seeing the conversation continue.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Cartographer</span></span><br />
<br />
Before now, Cartographers only sold maps to the Ocean Monument and Woodland Mansion. In this experiment, Cartographers can sell seven new maps as well. These new maps each point to a different village or structure and can be used to find seven different biomes. This will help players who want to quickly find a specific location without waiting until they come across it by chance.<br />
<br />
Cartographers from different biomes will sell a different selection of maps. Starting from one village, it will be possible to find every other village type by following maps from village to village.<br />
<br />
Cartographers now sell 7 new maps: Desert Village Map, Jungle Explorer Map, Plains Village Map, Savanna Village Map, Snow Village Map, Swamp Explorer Map, and Taiga Village Map.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Armorer</span></span><br />
<br />
The Armorer’s trades have been updated with many changes.<br />
<br />
The biggest change is that buying diamond armor now requires paying a small amount of Diamonds as well as Emeralds. This is meant to make the Armorer’s diamond armor trades less useful at the start of the game when players don’t have any Diamonds, while still giving a powerful advantage to advanced players who have spent some time collecting Diamonds.<br />
<br />
Early-game players will find Armorers useful as a great source of iron armor, Shields, and Emeralds.<br />
<br />
Other changes include:<br />
<ul class="mycode_list"><li>Most master-level Armorers buy Iron Blocks (and pay very well for them)<br />
<br />
</li>
<li>Chainmail armor is exclusively sold by the secret Jungle and Swamp Armorers<br />
<br />
</li>
<li>The Savanna Armorers sells cursed diamond armor at reduced prices<br />
<br />
</li>
<li>The Taiga Armorer can swap one piece of diamond armor for another<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Structure Loot</span></span><br />
<br />
Certain Enchanted Books now have a high chance of generating in some structures:<br />
<ul class="mycode_list"><li>Ancient Cities: Mending<br />
<br />
</li>
<li>Mineshafts: Efficiency (I to V)<br />
<br />
</li>
<li>Pillager Outposts: Quick Charge (I to III)<br />
<br />
</li>
<li>Desert Temples: Unbreaking (I to III)<br />
<br />
</li>
<li>Jungle Temples: Unbreaking (I to III)<br />
</li>
</ul>
<ul class="mycode_list"><li><a href="https://bugs.mojang.com/browse/MC-70127" target="_blank" rel="noopener" class="mycode_url">MC-70127</a> – Some block state changes aren’t communicated to clients<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-72721" target="_blank" rel="noopener" class="mycode_url">MC-72721</a> – Chat messages show after death independent of the chat setting<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-103800" target="_blank" rel="noopener" class="mycode_url">MC-103800</a> – Sometimes armor stands won’t update their visual rotation<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-119873" target="_blank" rel="noopener" class="mycode_url">MC-119873</a> – The text used for the credits button within the title screen is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-154827" target="_blank" rel="noopener" class="mycode_url">MC-154827</a> – Typo in splash text “Verlet intregration!”<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-177172" target="_blank" rel="noopener" class="mycode_url">MC-177172</a> – Dash in villager/trader UI is hardcoded / untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-248778" target="_blank" rel="noopener" class="mycode_url">MC-248778</a> – The item count symbol within the shulker box tooltips is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-248833" target="_blank" rel="noopener" class="mycode_url">MC-248833</a> – The parentheses used before and after the warning label within the language menu are untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-248844" target="_blank" rel="noopener" class="mycode_url">MC-248844</a> – The page indicator symbol within the recipe book GUI is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-248846" target="_blank" rel="noopener" class="mycode_url">MC-248846</a> – The colon used within the death screen to show the player’s score is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-249355" target="_blank" rel="noopener" class="mycode_url">MC-249355</a> – The hyphen used within the statistics menu to show a null value is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-252295" target="_blank" rel="noopener" class="mycode_url">MC-252295</a> – The word “whilst” within several death messages isn’t spelled in American English<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-252298" target="_blank" rel="noopener" class="mycode_url">MC-252298</a> – Death messages relating to the Thorns enchantment don’t contain conjunctions where appropriate<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-252316" target="_blank" rel="noopener" class="mycode_url">MC-252316</a> – The word “burnt” within some death messages isn’t spelled in American English<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253241" target="_blank" rel="noopener" class="mycode_url">MC-253241</a> – The player count indicator symbol within the multiplayer menu is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253269" target="_blank" rel="noopener" class="mycode_url">MC-253269</a> – The advancement progress indicator symbol within the advancements menu is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253270" target="_blank" rel="noopener" class="mycode_url">MC-253270</a> – The hyphen used within boss bars for raids is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253278" target="_blank" rel="noopener" class="mycode_url">MC-253278</a> – The percentage symbol used within the level loading screen to show the loading progress of the world is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253281" target="_blank" rel="noopener" class="mycode_url">MC-253281</a> – Text within filled map tooltips when advanced tooltips are hidden is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253283" target="_blank" rel="noopener" class="mycode_url">MC-253283</a> – The percentage and chunk indicator symbols used within the optimize world menu are untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253638" target="_blank" rel="noopener" class="mycode_url">MC-253638</a> – The symbols used within shulker box tooltips to show random loot table contents are untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-255418" target="_blank" rel="noopener" class="mycode_url">MC-255418</a> – Vertical redstone dust placed against dropper/dispenser/hopper doesn’t visually disappear when the dust above is removed<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-256777" target="_blank" rel="noopener" class="mycode_url">MC-256777</a> – The two characters used within the tab list to show players’ health are untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260819" target="_blank" rel="noopener" class="mycode_url">MC-260819</a> – The “death.attack.message_too_long” string is missing an article before the word “stripped”<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-263133" target="_blank" rel="noopener" class="mycode_url">MC-263133</a> – Inconsistent word usage in Out of Memory screen<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264233" target="_blank" rel="noopener" class="mycode_url">MC-264233</a> – The player is shown as Anonymous after dying and respawning<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264574" target="_blank" rel="noopener" class="mycode_url">MC-264574</a> – symlink does not work for the root world folder<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264615" target="_blank" rel="noopener" class="mycode_url">MC-264615</a> – It takes several seconds for the absorption effect icon to display after obtaining the effect<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264656" target="_blank" rel="noopener" class="mycode_url">MC-264656</a> – Regular golden apples don’t increase the number of gold hearts if you previously ate an enchanted golden apple and then took damage<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264657" target="_blank" rel="noopener" class="mycode_url">MC-264657</a> – Absorption gold heart refilling is determined by whether the low level and the high level have the same hideParticles parameter<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264658" target="_blank" rel="noopener" class="mycode_url">MC-264658</a> – Only integer numeric data type can be used in macro<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264809" target="_blank" rel="noopener" class="mycode_url">MC-264809</a> – Redstone comparators cause redstone dust connection issue<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265053" target="_blank" rel="noopener" class="mycode_url">MC-265053</a> – Programmer Art lapis lazuli outline texture in enchanting table UI incorrectly uses the old formatting<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265060" target="_blank" rel="noopener" class="mycode_url">MC-265060</a> – Missing sprite for error in Loom GUI (loom.png)<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265126" target="_blank" rel="noopener" class="mycode_url">MC-265126</a> – The ‘requirements’ field can no longer be skipped in advancements<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265151" target="_blank" rel="noopener" class="mycode_url">MC-265151</a> – The “(Unknown)” string that’s displayed when being banned from a server for an unknown reason is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265209" target="_blank" rel="noopener" class="mycode_url">MC-265209</a> – Switching to protocol “CONFIGURATION” causes race condition<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265213" target="_blank" rel="noopener" class="mycode_url">MC-265213</a> – The chat message from the /random command says “between 1 and 6” instead of “1 to 6”<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[News - JAVA Edition: 1.20.2 Pre-Release 1]]></title>
			<link>https://sickgaming.net/thread-101495.html</link>
			<pubDate>Mon, 11 Sep 2023 15:47:53 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-101495.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - JAVA Edition: 1.20.2 Pre-Release 1</span><br />
<br />
Today’s Pre-Release showcases the changes being made to rebalance Villager Trading as well as some changes to loot.  If you want to check out the snapshot yourself be sure to enable snapshots within your Minecraft Launcher in the Installations tab.<br />
<ul class="mycode_list"><li>The Recipe Book search has been updated with the following changes:<ul class="mycode_list"><li>The search will only match the beginning of any word in the item’s name<ul class="mycode_list"><li>For example, searching for “tor” will still show Torch and Redstone Torch but not Daylight Detector anymore<br />
</li>
</ul>
<br />
</li>
<li>All recipes, including those that have not been unlocked, will now show up in search results<br />
<br />
</li>
<li>This will enable experienced players to find the recipes they are looking for (even if it hasn’t been unlocked yet) without overwhelming new players<br />
</li>
</ul>
<br />
</li>
<li>Updated structure icons on explorer maps sold by Cartographers<br />
<br />
</li>
<li>When villagers unlock new trades, the order of those trades in the UI is now always random instead of sometimes being deterministic<br />
</li>
</ul>
<ul class="mycode_list"><li>The data pack version is now 18<br />
<br />
</li>
<li>Client options are now sent during the configuration network phase when joining a server<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Data Pack Version 18</span></span><br />
<br />
This data pack version removes the recently introduced execute if function and return run functionality. Flaws with those commands (see bugs <a href="https://bugs.mojang.com/browse/MC-264595" target="_blank" rel="noopener" class="mycode_url">MC-264595</a>, <a href="https://bugs.mojang.com/browse/MC-264699" target="_blank" rel="noopener" class="mycode_url">MC-264699</a>, and <a href="https://bugs.mojang.com/browse/MC-264710" target="_blank" rel="noopener" class="mycode_url">MC-264710</a>) require some substantial changes to fix, which we do not want to make close to a release.<br />
<br />
These commands will instead be reintroduced early in the next snapshot series when we can take the time to iterate on and test them together with pack makers.<br />
<ul class="mycode_list"><li>Removed execute if|unless function command form<br />
<br />
</li>
<li>Removed return run command form<br />
<br />
</li>
<li>Numbers used as macro arguments are now always inserted without suffixes, regardless of numeric type<br />
<br />
</li>
<li>Added game rule enderPearlsVanishOnDeath, controlling whether thrown ender pearls vanish when the player that threw them dies (default true)<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Villager Trade Rebalance Part 2</span></span><br />
<br />
This pre-release updates the Villager Trade Rebalance experiment. This experiment has no effect on normal worlds. If you want to try these changes, you must turn on the Feature Toggle in the Experiments Menu when creating a new world. You can find more information about Feature Toggles <a href="https://www.minecraft.net/article/testing-new-minecraft-features/feature-toggles-java-edition" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
Thank you to everyone who has sent in their suggestions and feedback regarding the experimental trade change! We are trying out these changes to rebalance the villager trade system and make it more fair and fun for everyone. However, these changes are not yet final, and they will stay as experimental features while we continue to work on them. We appreciate your feedback on these changes. Visit <a href="https://aka.ms/VillagerTradingFeedback" target="_blank" rel="noopener" class="mycode_url">this link</a> to share your thoughts! We have been following the discussions about the previous Librarian and Wandering Trader updates and look forward to seeing the conversation continue.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Cartographer</span></span><br />
<br />
Before now, Cartographers only sold maps to the Ocean Monument and Woodland Mansion. In this experiment, Cartographers can sell seven new maps as well. These new maps each point to a different village or structure and can be used to find seven different biomes. This will help players who want to quickly find a specific location without waiting until they come across it by chance.<br />
<br />
Cartographers from different biomes will sell a different selection of maps. Starting from one village, it will be possible to find every other village type by following maps from village to village.<br />
<br />
Cartographers now sell 7 new maps: Desert Village Map, Jungle Explorer Map, Plains Village Map, Savanna Village Map, Snow Village Map, Swamp Explorer Map, and Taiga Village Map.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Armorer</span></span><br />
<br />
The Armorer’s trades have been updated with many changes.<br />
<br />
The biggest change is that buying diamond armor now requires paying a small amount of Diamonds as well as Emeralds. This is meant to make the Armorer’s diamond armor trades less useful at the start of the game when players don’t have any Diamonds, while still giving a powerful advantage to advanced players who have spent some time collecting Diamonds.<br />
<br />
Early-game players will find Armorers useful as a great source of iron armor, Shields, and Emeralds.<br />
<br />
Other changes include:<br />
<ul class="mycode_list"><li>Most master-level Armorers buy Iron Blocks (and pay very well for them)<br />
<br />
</li>
<li>Chainmail armor is exclusively sold by the secret Jungle and Swamp Armorers<br />
<br />
</li>
<li>The Savanna Armorers sells cursed diamond armor at reduced prices<br />
<br />
</li>
<li>The Taiga Armorer can swap one piece of diamond armor for another<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Structure Loot</span></span><br />
<br />
Certain Enchanted Books now have a high chance of generating in some structures:<br />
<ul class="mycode_list"><li>Ancient Cities: Mending<br />
<br />
</li>
<li>Mineshafts: Efficiency (I to V)<br />
<br />
</li>
<li>Pillager Outposts: Quick Charge (I to III)<br />
<br />
</li>
<li>Desert Temples: Unbreaking (I to III)<br />
<br />
</li>
<li>Jungle Temples: Unbreaking (I to III)<br />
</li>
</ul>
<ul class="mycode_list"><li><a href="https://bugs.mojang.com/browse/MC-70127" target="_blank" rel="noopener" class="mycode_url">MC-70127</a> – Some block state changes aren’t communicated to clients<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-72721" target="_blank" rel="noopener" class="mycode_url">MC-72721</a> – Chat messages show after death independent of the chat setting<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-103800" target="_blank" rel="noopener" class="mycode_url">MC-103800</a> – Sometimes armor stands won’t update their visual rotation<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-119873" target="_blank" rel="noopener" class="mycode_url">MC-119873</a> – The text used for the credits button within the title screen is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-154827" target="_blank" rel="noopener" class="mycode_url">MC-154827</a> – Typo in splash text “Verlet intregration!”<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-177172" target="_blank" rel="noopener" class="mycode_url">MC-177172</a> – Dash in villager/trader UI is hardcoded / untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-248778" target="_blank" rel="noopener" class="mycode_url">MC-248778</a> – The item count symbol within the shulker box tooltips is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-248833" target="_blank" rel="noopener" class="mycode_url">MC-248833</a> – The parentheses used before and after the warning label within the language menu are untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-248844" target="_blank" rel="noopener" class="mycode_url">MC-248844</a> – The page indicator symbol within the recipe book GUI is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-248846" target="_blank" rel="noopener" class="mycode_url">MC-248846</a> – The colon used within the death screen to show the player’s score is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-249355" target="_blank" rel="noopener" class="mycode_url">MC-249355</a> – The hyphen used within the statistics menu to show a null value is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-252295" target="_blank" rel="noopener" class="mycode_url">MC-252295</a> – The word “whilst” within several death messages isn’t spelled in American English<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-252298" target="_blank" rel="noopener" class="mycode_url">MC-252298</a> – Death messages relating to the Thorns enchantment don’t contain conjunctions where appropriate<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-252316" target="_blank" rel="noopener" class="mycode_url">MC-252316</a> – The word “burnt” within some death messages isn’t spelled in American English<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253241" target="_blank" rel="noopener" class="mycode_url">MC-253241</a> – The player count indicator symbol within the multiplayer menu is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253269" target="_blank" rel="noopener" class="mycode_url">MC-253269</a> – The advancement progress indicator symbol within the advancements menu is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253270" target="_blank" rel="noopener" class="mycode_url">MC-253270</a> – The hyphen used within boss bars for raids is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253278" target="_blank" rel="noopener" class="mycode_url">MC-253278</a> – The percentage symbol used within the level loading screen to show the loading progress of the world is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253281" target="_blank" rel="noopener" class="mycode_url">MC-253281</a> – Text within filled map tooltips when advanced tooltips are hidden is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253283" target="_blank" rel="noopener" class="mycode_url">MC-253283</a> – The percentage and chunk indicator symbols used within the optimize world menu are untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253638" target="_blank" rel="noopener" class="mycode_url">MC-253638</a> – The symbols used within shulker box tooltips to show random loot table contents are untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-255418" target="_blank" rel="noopener" class="mycode_url">MC-255418</a> – Vertical redstone dust placed against dropper/dispenser/hopper doesn’t visually disappear when the dust above is removed<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-256777" target="_blank" rel="noopener" class="mycode_url">MC-256777</a> – The two characters used within the tab list to show players’ health are untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260819" target="_blank" rel="noopener" class="mycode_url">MC-260819</a> – The “death.attack.message_too_long” string is missing an article before the word “stripped”<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-263133" target="_blank" rel="noopener" class="mycode_url">MC-263133</a> – Inconsistent word usage in Out of Memory screen<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264233" target="_blank" rel="noopener" class="mycode_url">MC-264233</a> – The player is shown as Anonymous after dying and respawning<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264574" target="_blank" rel="noopener" class="mycode_url">MC-264574</a> – symlink does not work for the root world folder<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264615" target="_blank" rel="noopener" class="mycode_url">MC-264615</a> – It takes several seconds for the absorption effect icon to display after obtaining the effect<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264656" target="_blank" rel="noopener" class="mycode_url">MC-264656</a> – Regular golden apples don’t increase the number of gold hearts if you previously ate an enchanted golden apple and then took damage<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264657" target="_blank" rel="noopener" class="mycode_url">MC-264657</a> – Absorption gold heart refilling is determined by whether the low level and the high level have the same hideParticles parameter<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264658" target="_blank" rel="noopener" class="mycode_url">MC-264658</a> – Only integer numeric data type can be used in macro<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264809" target="_blank" rel="noopener" class="mycode_url">MC-264809</a> – Redstone comparators cause redstone dust connection issue<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265053" target="_blank" rel="noopener" class="mycode_url">MC-265053</a> – Programmer Art lapis lazuli outline texture in enchanting table UI incorrectly uses the old formatting<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265060" target="_blank" rel="noopener" class="mycode_url">MC-265060</a> – Missing sprite for error in Loom GUI (loom.png)<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265126" target="_blank" rel="noopener" class="mycode_url">MC-265126</a> – The ‘requirements’ field can no longer be skipped in advancements<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265151" target="_blank" rel="noopener" class="mycode_url">MC-265151</a> – The “(Unknown)” string that’s displayed when being banned from a server for an unknown reason is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265209" target="_blank" rel="noopener" class="mycode_url">MC-265209</a> – Switching to protocol “CONFIGURATION” causes race condition<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265213" target="_blank" rel="noopener" class="mycode_url">MC-265213</a> – The chat message from the /random command says “between 1 and 6” instead of “1 to 6”<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - JAVA Edition: 1.20.2 Pre-Release 1</span><br />
<br />
Today’s Pre-Release showcases the changes being made to rebalance Villager Trading as well as some changes to loot.  If you want to check out the snapshot yourself be sure to enable snapshots within your Minecraft Launcher in the Installations tab.<br />
<ul class="mycode_list"><li>The Recipe Book search has been updated with the following changes:<ul class="mycode_list"><li>The search will only match the beginning of any word in the item’s name<ul class="mycode_list"><li>For example, searching for “tor” will still show Torch and Redstone Torch but not Daylight Detector anymore<br />
</li>
</ul>
<br />
</li>
<li>All recipes, including those that have not been unlocked, will now show up in search results<br />
<br />
</li>
<li>This will enable experienced players to find the recipes they are looking for (even if it hasn’t been unlocked yet) without overwhelming new players<br />
</li>
</ul>
<br />
</li>
<li>Updated structure icons on explorer maps sold by Cartographers<br />
<br />
</li>
<li>When villagers unlock new trades, the order of those trades in the UI is now always random instead of sometimes being deterministic<br />
</li>
</ul>
<ul class="mycode_list"><li>The data pack version is now 18<br />
<br />
</li>
<li>Client options are now sent during the configuration network phase when joining a server<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Data Pack Version 18</span></span><br />
<br />
This data pack version removes the recently introduced execute if function and return run functionality. Flaws with those commands (see bugs <a href="https://bugs.mojang.com/browse/MC-264595" target="_blank" rel="noopener" class="mycode_url">MC-264595</a>, <a href="https://bugs.mojang.com/browse/MC-264699" target="_blank" rel="noopener" class="mycode_url">MC-264699</a>, and <a href="https://bugs.mojang.com/browse/MC-264710" target="_blank" rel="noopener" class="mycode_url">MC-264710</a>) require some substantial changes to fix, which we do not want to make close to a release.<br />
<br />
These commands will instead be reintroduced early in the next snapshot series when we can take the time to iterate on and test them together with pack makers.<br />
<ul class="mycode_list"><li>Removed execute if|unless function command form<br />
<br />
</li>
<li>Removed return run command form<br />
<br />
</li>
<li>Numbers used as macro arguments are now always inserted without suffixes, regardless of numeric type<br />
<br />
</li>
<li>Added game rule enderPearlsVanishOnDeath, controlling whether thrown ender pearls vanish when the player that threw them dies (default true)<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Villager Trade Rebalance Part 2</span></span><br />
<br />
This pre-release updates the Villager Trade Rebalance experiment. This experiment has no effect on normal worlds. If you want to try these changes, you must turn on the Feature Toggle in the Experiments Menu when creating a new world. You can find more information about Feature Toggles <a href="https://www.minecraft.net/article/testing-new-minecraft-features/feature-toggles-java-edition" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
Thank you to everyone who has sent in their suggestions and feedback regarding the experimental trade change! We are trying out these changes to rebalance the villager trade system and make it more fair and fun for everyone. However, these changes are not yet final, and they will stay as experimental features while we continue to work on them. We appreciate your feedback on these changes. Visit <a href="https://aka.ms/VillagerTradingFeedback" target="_blank" rel="noopener" class="mycode_url">this link</a> to share your thoughts! We have been following the discussions about the previous Librarian and Wandering Trader updates and look forward to seeing the conversation continue.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Cartographer</span></span><br />
<br />
Before now, Cartographers only sold maps to the Ocean Monument and Woodland Mansion. In this experiment, Cartographers can sell seven new maps as well. These new maps each point to a different village or structure and can be used to find seven different biomes. This will help players who want to quickly find a specific location without waiting until they come across it by chance.<br />
<br />
Cartographers from different biomes will sell a different selection of maps. Starting from one village, it will be possible to find every other village type by following maps from village to village.<br />
<br />
Cartographers now sell 7 new maps: Desert Village Map, Jungle Explorer Map, Plains Village Map, Savanna Village Map, Snow Village Map, Swamp Explorer Map, and Taiga Village Map.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Armorer</span></span><br />
<br />
The Armorer’s trades have been updated with many changes.<br />
<br />
The biggest change is that buying diamond armor now requires paying a small amount of Diamonds as well as Emeralds. This is meant to make the Armorer’s diamond armor trades less useful at the start of the game when players don’t have any Diamonds, while still giving a powerful advantage to advanced players who have spent some time collecting Diamonds.<br />
<br />
Early-game players will find Armorers useful as a great source of iron armor, Shields, and Emeralds.<br />
<br />
Other changes include:<br />
<ul class="mycode_list"><li>Most master-level Armorers buy Iron Blocks (and pay very well for them)<br />
<br />
</li>
<li>Chainmail armor is exclusively sold by the secret Jungle and Swamp Armorers<br />
<br />
</li>
<li>The Savanna Armorers sells cursed diamond armor at reduced prices<br />
<br />
</li>
<li>The Taiga Armorer can swap one piece of diamond armor for another<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Structure Loot</span></span><br />
<br />
Certain Enchanted Books now have a high chance of generating in some structures:<br />
<ul class="mycode_list"><li>Ancient Cities: Mending<br />
<br />
</li>
<li>Mineshafts: Efficiency (I to V)<br />
<br />
</li>
<li>Pillager Outposts: Quick Charge (I to III)<br />
<br />
</li>
<li>Desert Temples: Unbreaking (I to III)<br />
<br />
</li>
<li>Jungle Temples: Unbreaking (I to III)<br />
</li>
</ul>
<ul class="mycode_list"><li><a href="https://bugs.mojang.com/browse/MC-70127" target="_blank" rel="noopener" class="mycode_url">MC-70127</a> – Some block state changes aren’t communicated to clients<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-72721" target="_blank" rel="noopener" class="mycode_url">MC-72721</a> – Chat messages show after death independent of the chat setting<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-103800" target="_blank" rel="noopener" class="mycode_url">MC-103800</a> – Sometimes armor stands won’t update their visual rotation<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-119873" target="_blank" rel="noopener" class="mycode_url">MC-119873</a> – The text used for the credits button within the title screen is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-154827" target="_blank" rel="noopener" class="mycode_url">MC-154827</a> – Typo in splash text “Verlet intregration!”<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-177172" target="_blank" rel="noopener" class="mycode_url">MC-177172</a> – Dash in villager/trader UI is hardcoded / untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-248778" target="_blank" rel="noopener" class="mycode_url">MC-248778</a> – The item count symbol within the shulker box tooltips is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-248833" target="_blank" rel="noopener" class="mycode_url">MC-248833</a> – The parentheses used before and after the warning label within the language menu are untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-248844" target="_blank" rel="noopener" class="mycode_url">MC-248844</a> – The page indicator symbol within the recipe book GUI is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-248846" target="_blank" rel="noopener" class="mycode_url">MC-248846</a> – The colon used within the death screen to show the player’s score is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-249355" target="_blank" rel="noopener" class="mycode_url">MC-249355</a> – The hyphen used within the statistics menu to show a null value is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-252295" target="_blank" rel="noopener" class="mycode_url">MC-252295</a> – The word “whilst” within several death messages isn’t spelled in American English<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-252298" target="_blank" rel="noopener" class="mycode_url">MC-252298</a> – Death messages relating to the Thorns enchantment don’t contain conjunctions where appropriate<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-252316" target="_blank" rel="noopener" class="mycode_url">MC-252316</a> – The word “burnt” within some death messages isn’t spelled in American English<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253241" target="_blank" rel="noopener" class="mycode_url">MC-253241</a> – The player count indicator symbol within the multiplayer menu is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253269" target="_blank" rel="noopener" class="mycode_url">MC-253269</a> – The advancement progress indicator symbol within the advancements menu is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253270" target="_blank" rel="noopener" class="mycode_url">MC-253270</a> – The hyphen used within boss bars for raids is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253278" target="_blank" rel="noopener" class="mycode_url">MC-253278</a> – The percentage symbol used within the level loading screen to show the loading progress of the world is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253281" target="_blank" rel="noopener" class="mycode_url">MC-253281</a> – Text within filled map tooltips when advanced tooltips are hidden is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253283" target="_blank" rel="noopener" class="mycode_url">MC-253283</a> – The percentage and chunk indicator symbols used within the optimize world menu are untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253638" target="_blank" rel="noopener" class="mycode_url">MC-253638</a> – The symbols used within shulker box tooltips to show random loot table contents are untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-255418" target="_blank" rel="noopener" class="mycode_url">MC-255418</a> – Vertical redstone dust placed against dropper/dispenser/hopper doesn’t visually disappear when the dust above is removed<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-256777" target="_blank" rel="noopener" class="mycode_url">MC-256777</a> – The two characters used within the tab list to show players’ health are untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260819" target="_blank" rel="noopener" class="mycode_url">MC-260819</a> – The “death.attack.message_too_long” string is missing an article before the word “stripped”<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-263133" target="_blank" rel="noopener" class="mycode_url">MC-263133</a> – Inconsistent word usage in Out of Memory screen<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264233" target="_blank" rel="noopener" class="mycode_url">MC-264233</a> – The player is shown as Anonymous after dying and respawning<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264574" target="_blank" rel="noopener" class="mycode_url">MC-264574</a> – symlink does not work for the root world folder<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264615" target="_blank" rel="noopener" class="mycode_url">MC-264615</a> – It takes several seconds for the absorption effect icon to display after obtaining the effect<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264656" target="_blank" rel="noopener" class="mycode_url">MC-264656</a> – Regular golden apples don’t increase the number of gold hearts if you previously ate an enchanted golden apple and then took damage<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264657" target="_blank" rel="noopener" class="mycode_url">MC-264657</a> – Absorption gold heart refilling is determined by whether the low level and the high level have the same hideParticles parameter<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264658" target="_blank" rel="noopener" class="mycode_url">MC-264658</a> – Only integer numeric data type can be used in macro<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-264809" target="_blank" rel="noopener" class="mycode_url">MC-264809</a> – Redstone comparators cause redstone dust connection issue<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265053" target="_blank" rel="noopener" class="mycode_url">MC-265053</a> – Programmer Art lapis lazuli outline texture in enchanting table UI incorrectly uses the old formatting<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265060" target="_blank" rel="noopener" class="mycode_url">MC-265060</a> – Missing sprite for error in Loom GUI (loom.png)<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265126" target="_blank" rel="noopener" class="mycode_url">MC-265126</a> – The ‘requirements’ field can no longer be skipped in advancements<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265151" target="_blank" rel="noopener" class="mycode_url">MC-265151</a> – The “(Unknown)” string that’s displayed when being banned from a server for an unknown reason is untranslatable<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265209" target="_blank" rel="noopener" class="mycode_url">MC-265209</a> – Switching to protocol “CONFIGURATION” causes race condition<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-265213" target="_blank" rel="noopener" class="mycode_url">MC-265213</a> – The chat message from the /random command says “between 1 and 6” instead of “1 to 6”<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[News - Minecraft: JAVA Edition Trails & Tales Update!]]></title>
			<link>https://sickgaming.net/thread-101482.html</link>
			<pubDate>Sun, 10 Sep 2023 17:59:03 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-101482.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Minecraft: JAVA Edition Trails & Tales Update!</span><br />
<br />
It’s been a while and the day has finally come!  You can now download the latest version of Minecraft!<br />
<ul class="mycode_list"><li>All features and changes from the “Update 1.20” experimental pack are now part of the game<br />
<br />
</li>
<li>Added Archaeology<br />
<br />
</li>
<li>Added Sniffer mob, Torchflowers, and Pitcher Plants<br />
<br />
</li>
<li>Added Camel mob<br />
<br />
</li>
<li>Added Smithing Template items and redesigned the Smithing Table<ul class="mycode_list"><li>Added a new armor trimming system to visually customize your armor<br />
<br />
</li>
<li>Changed how Netherite equipment is crafted<br />
</li>
</ul>
<br />
</li>
<li>Added the Cherry Grove biome and Cherry Wood Set<br />
<br />
</li>
<li>Added the Bamboo Wood Set<br />
<br />
</li>
<li>Added the Chiseled Bookshelf block<br />
<br />
</li>
<li>Added Hanging Signs<br />
<br />
</li>
<li>Improved customization options for Signs<br />
<br />
</li>
<li>Added the Calibrated Sculk Sensor block<br />
<br />
</li>
<li>Vibration resonance functionality has been added to Blocks of Amethyst<br />
<br />
</li>
<li>Added playable mob sounds with Mob Heads on Note Blocks<br />
<br />
</li>
<li>Added Piglin Mob Head<br />
<br />
</li>
<li>New music tracks added to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes<br />
<br />
</li>
<li>New Trails & Tales Advancements<br />
<br />
</li>
<li>Added support for Windows Aarch64/ARM64<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Archaeology</span></span><br />
<ul class="mycode_list"><li>Added craftable Brush item<br />
<br />
</li>
<li>Added Suspicious Sand and Suspicious Gravel<ul class="mycode_list"><li>Suspicious Sand can be found in Desert Temples, Desert Wells, and Warm Ocean Ruins<br />
<br />
</li>
<li>Suspicious Gravel can be found in Cold Ocean Ruins and Trail Ruins<br />
<br />
</li>
<li>These fragile blocks are hard to spot and easy to destroy, so be careful!<br />
<br />
</li>
<li>Brushing Suspicious Sand or Suspicious Gravel with a Brush will extract objects that were buried long ago<br />
</li>
</ul>
<br />
</li>
<li>Added the Trail Ruins, a buried structure from a lost culture<ul class="mycode_list"><li>Four types of Armor Trim Templates can be found here<br />
<br />
</li>
<li>Trail Ruins can be located in Taigas, Snowy Taigas, all Old Growth forest biomes, and Jungles<br />
<br />
</li>
<li>A new music disc can be found by brushing suspicious blocks in this structure<ul class="mycode_list"><li>When put in a Jukebox, “Relic” by Aaron Cherof is played<br />
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Added Pottery Sherds<ul class="mycode_list"><li>Pottery Sherds have pictures on them<br />
<br />
</li>
<li>A total of 20 sherds have been distributed between the 5 Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins<br />
<br />
</li>
<li>They cannot be crafted, and are only found by brushing Suspicious Sand or Suspicious Gravel<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Decorated Pots</span></span><br />
<ul class="mycode_list"><li>Crafting four Pottery Sherds together will create a Decorated Pot with a picture on each side<br />
<br />
</li>
<li>Brick items can be used instead of Pottery Sherds in the Decorated Pot recipe<ul class="mycode_list"><li>The sides that were made from Brick items will not have pictures<br />
</li>
</ul>
<br />
</li>
<li>Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Sherds back<ul class="mycode_list"><li>Hitting the pot with bare hands, silk touch tools, or any other item will drop an intact pot instead<br />
</li>
</ul>
<br />
</li>
<li>Crafted Decorated Pots with at least one pattern have a hover tooltip displaying the Sherd & Brick ingredients<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sniffer</span></span><br />
<ul class="mycode_list"><li>The Sniffer is the mob vote winner of Minecraft Live 2022<br />
<br />
</li>
<li>Sniffers are passive, friendly mobs<br />
<br />
</li>
<li>Sniffers sniff the air and occasionally dig for seeds, which produce a Torchflower Seed or a Pitcher Pod item<br />
<br />
</li>
<li>Sniffers can only dig grass and dirt-like blocks<br />
<br />
</li>
<li>Sniffers can be tempted by, and bred with Torchflowers Seeds<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sniffer Egg</span></span><br />
<ul class="mycode_list"><li>Can be found by brushing the Suspicious Sand of Warm Ocean Ruins<br />
<br />
</li>
<li>When two Sniffers breed they do not immediately spawn a Snifflet; instead, a Sniffer Egg is dropped<br />
<br />
</li>
<li>When placed in the world, the Sniffer Egg will hatch after some time<ul class="mycode_list"><li>When placed on Moss, the Egg will hatch in approximately 10 minutes<br />
<br />
</li>
<li>On all other blocks, it will hatch in about 20 minutes<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Torchflowers</span></span><br />
<ul class="mycode_list"><li>The Sniffer can occasionally sniff up a Torchflowers seed, and it can be used to breed two Sniffers<br />
<br />
</li>
<li>The Torchflower seed can be planted on Farmland and grows into a Torchflower<br />
<br />
</li>
<li>The full-grown flower can be harvested and replanted<br />
<br />
</li>
<li>The Torchflower can be crafted into Orange Dye<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Pitcher Plant</span></span><br />
<ul class="mycode_list"><li>The Sniffer can occasionally sniff up a Pitcher Pod item<br />
<br />
</li>
<li>The Pitcher Pod, when planted on Farmland, grows into a Pitcher Crop<br />
<br />
</li>
<li>The Pitcher Crop has five growth stages<br />
<br />
</li>
<li>Once fully grown, the Pitcher Crop can be harvested, yielding a two-block-tall Pitcher Plant<br />
<br />
</li>
<li>The Pitcher Plant can be crafted into Cyan Dye<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Camel</span></span><br />
<ul class="mycode_list"><li>Camels can be equipped with a Saddle and ridden by two players<br />
<br />
</li>
<li>Camels spawn naturally when Desert Villages generate<br />
<br />
</li>
<li>Camels can be tempted by holding Cactus<br />
<br />
</li>
<li>Feed Cactus to Camels to breed them<br />
<br />
</li>
<li>Camels are tall<ul class="mycode_list"><li>Most hostile mobs will not be able to reach you when you are on a Camel<br />
<br />
</li>
<li>They can walk over Fences and Walls<br />
</li>
</ul>
<br />
</li>
<li>Camels randomly sit down<ul class="mycode_list"><li>While sitting, it is difficult to convince them to move<br />
</li>
</ul>
<br />
</li>
<li>Camels can either walk slowly or sprint quickly<br />
<br />
</li>
<li>They can also dash forward but will lose stamina for a while when doing so<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Smithing</span></span><br />
<ul class="mycode_list"><li>Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications<br />
<br />
</li>
<li>Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Template<br />
<br />
</li>
<li>Smithing Templates define what type of upgrade you will be making to a piece of equipment<ul class="mycode_list"><li>It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade<br />
<br />
</li>
<li>There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade<br />
</li>
</ul>
<br />
</li>
<li>Smithing Templates are consumed when used to upgrade an item in the Smithing Table<br />
<br />
</li>
<li>You can craft a copy of a Smithing Template in the Crafting Table with 7 diamonds + 1 block of material that the template is made out of + 1 smithing template, which will output 2 of the same Smithing Template<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Netherite Equipment</span></span><br />
<ul class="mycode_list"><li>Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template<br />
<br />
</li>
<li>Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests<ul class="mycode_list"><li>Every Treasure Room Bastion Remnant will contain 2 Smithing Templates<br />
</li>
</ul>
<br />
</li>
<li>This change was made for a variety of reasons:<ul class="mycode_list"><li>Increase the time players utilize Diamond equipment before Netherite<br />
<br />
</li>
<li>Make Netherite equipment a more significant achievement in the game’s progression<br />
<br />
</li>
<li>Adapt Netherite more naturally into the new Smithing Table crafting system<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Armor Trims</span></span><br />
<ul class="mycode_list"><li>You can now visually customize your armor with a variety of unique trims at the Smithing Table<br />
<br />
</li>
<li>Armor trims are purely visual with no gameplay benefits<br />
<br />
</li>
<li>Armor trims can be applied to Helmets, Chestplates, Leggings, and Boots<ul class="mycode_list"><li>All trim patterns are visually the same on an armor’s item icon, but the color will still change based on the trim material<br />
<br />
</li>
<li>To check which trim pattern a piece of armor has, you can hover over it in the inventory<br />
</li>
</ul>
<br />
</li>
<li>Armor Trim Smithing Templates can be found throughout the world, and each of the following structures contains its own unique Smithing Templates:<ul class="mycode_list"><li>Trail Ruins: Wayfinder, Raiser, Shaper, and Host Armor Trims<br />
<br />
</li>
<li>Pillager Outpost: Sentry Armor Trim<br />
<br />
</li>
<li>Desert Pyramid: Dune Armor Trim<br />
<br />
</li>
<li>Shipwreck: Coast Armor Trim<br />
<br />
</li>
<li>Jungle Temple: Wild Armor Trim<br />
<br />
</li>
<li>Ocean Monument: Tide Armor Trim<br />
<br />
</li>
<li>Ancient City: Ward and Silence Armor Trims<br />
<br />
</li>
<li>Woodland Mansion: Vex Armor Trim<br />
<br />
</li>
<li>Nether Fortress: Rib Armor Trim<br />
<br />
</li>
<li>Bastion Remnant: Snout Armor Trim<br />
<br />
</li>
<li>Stronghold: Eye Armor Trim<br />
<br />
</li>
<li>End City: Spire Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Smithing Templates are found in chests in their respective structure<ul class="mycode_list"><li>Trail Ruins have no chests, Smithing Templates are instead found by brushing Suspicious Gravel<br />
<br />
</li>
<li>The Ocean Monument has no chests, Elder Guardians sometimes instead drop a Smithing Template upon death<br />
</li>
</ul>
<br />
</li>
<li>Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!<br />
<br />
</li>
<li>An armor trim has two properties: a pattern and a material<ul class="mycode_list"><li>The pattern is defined by the Smithing Template used to apply the trim and represents the visual pattern of the trim<br />
<br />
</li>
<li>The material is defined by which ingredient you used to apply the trim and controls the color of the trim<br />
</li>
</ul>
<br />
</li>
<li>The viable ingredients you can use to define the color of your armor trim are the following:<ul class="mycode_list"><li>Iron, Copper, Gold, Lapis, Emerald, Diamond, Netherite, Redstone, Amethyst, Quartz<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Cherry Grovers</span></span><br />
<ul class="mycode_list"><li>Added a new Cherry Grove biome, with pretty cherry blossom trees<ul class="mycode_list"><li>The biome can be found in the mountains, in similar places as Meadows<br />
</li>
</ul>
<br />
</li>
<li>Added a new Cherry wood set, with all the corresponding wooden things you can craft from it<br />
<br />
</li>
<li>Pink particles fall from beneath Cherry Leaves<br />
<br />
</li>
<li>Added a new Pink Petals block with lots of pink flowers on the ground<ul class="mycode_list"><li>Each Pink Petal block can contain up to 4 petals<br />
<br />
</li>
<li>Using Bone Meal on it increases the number of petals<br />
<br />
</li>
<li>Placing a Pink Petal into an already placed block increases the number of petals<br />
<br />
</li>
<li>Drops the number of petals in the block when mined<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Bamboo Wood Set</span></span><br />
<ul class="mycode_list"><li>Added a new Bamboo wood set, with all the corresponding wooden things you can craft from it<br />
<br />
</li>
<li>Block of Bamboo can be crafted from 9 Bamboo and can be stripped like other wood logs<br />
<br />
</li>
<li>Bamboo Planks crafted from Block of Bamboo yields only 2 planks compared to 4 for wood logs<br />
<br />
</li>
<li>Added a new “Mosaic” plank variant that is unique to Bamboo called the Bamboo Mosaic<ul class="mycode_list"><li>It can be crafted with 1×2 Bamboo Slabs in a vertical strip<br />
<br />
</li>
<li>You can craft Stair and Slab variants of Bamboo Mosaic<br />
<br />
</li>
<li>Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be used as fuel<br />
</li>
</ul>
<br />
</li>
<li>Added a unique Bamboo Raft and Bamboo Chest Raft which can be crafted like normal boats, but with Bamboo Planks<ul class="mycode_list"><li>They function the same as ordinary boats but have a unique look to them<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Chiseled Bookshelf</span></span><br />
<ul class="mycode_list"><li>A new, chiseled variation of the Bookshelf<br />
<br />
</li>
<li>Crafted with 6 planks and 3 wooden slabs<br />
<br />
</li>
<li>Can store Books, Books and Quills, Written Books, Enchanted Books, and Knowledge Books<ul class="mycode_list"><li>Holds up to 6 books<br />
<br />
</li>
<li>These can be added or removed from any slot by targeting the specific slot<br />
</li>
</ul>
<br />
</li>
<li>The Comparator signal strength corresponds to the number of the last book that was inserted or removed<ul class="mycode_list"><li>The numbering of book slots starts from 1 at the top-left, and increments from left-to-right<br />
</li>
</ul>
<br />
</li>
<li>Works with Hoppers<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Hanging Signs</span></span><br />
<ul class="mycode_list"><li>Hanging Signs are a more expensive version of normal Signs<ul class="mycode_list"><li>Crafted with 2 chains and 6 stripped logs of your preferred wood type<br />
<br />
</li>
<li>Crafting results in 6 Hanging Signs<br />
</li>
</ul>
<br />
</li>
<li>Can be hung up in the following ways:<ul class="mycode_list"><li>Underneath a block that can provide support in the center, like a full block or a fence<br />
<br />
</li>
<li>Attached to the solid side of a block<br />
<br />
</li>
<li>Attached to the side or underneath another Hanging Sign<br />
</li>
</ul>
<br />
</li>
<li>Unlike normal Signs, they cannot be placed directly on the ground without support from the side or above<ul class="mycode_list"><li>However, Hanging Signs that have a horizontal bar will not pop when the supporting block is removed<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Signs</span></span><br />
<br />
The following changes have been made for both Signs and Hanging Signs.<br />
<ul class="mycode_list"><li>Sign text can now be edited after being placed in the world<ul class="mycode_list"><li>This can be done by interacting with the Sign<br />
<br />
</li>
<li>Signs with non-text chat components can not be edited<br />
</li>
</ul>
<br />
</li>
<li>Both sides of the Sign can now have separate text and colors, allowing for further customization options<ul class="mycode_list"><li>By default, a Sign will prompt you to input the front side’s text when placed<br />
<br />
</li>
<li>To apply the text to the back side, you must walk to the other side and interact with that face to edit it<br />
</li>
</ul>
<br />
</li>
<li>Signs can now also be waxed with Honeycomb, preventing any further edits to its text<br />
<br />
</li>
<li>Opening the sign edit screen in singleplayer no longer pauses the game<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Calibrated Sculk Sensors</span></span><br />
<ul class="mycode_list"><li>A new variant of Sculk Sensors that allows you to filter vibrations based on their frequency level<br />
<br />
</li>
<li>They are not found naturally and can only be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table<br />
<br />
</li>
<li>One side of the Calibrated Sculk Sensor can receive a redstone signal as input<ul class="mycode_list"><li>The strength of that redstone signal is the only vibration frequency the Sculk Sensor will listen to<br />
</li>
</ul>
<br />
</li>
<li>They have a combined active and cooldown phase that lasts 20 game ticks<ul class="mycode_list"><li>They output their redstone signal for the first 10 game ticks<br />
</li>
</ul>
<br />
</li>
<li>They can detect vibrations up to 16 blocks away<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Vibration Resonance</span></span><br />
<ul class="mycode_list"><li>Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors<ul class="mycode_list"><li>If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location<br />
</li>
</ul>
<br />
</li>
<li>This behavior is called Vibration Resonance and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Playable Mob Sounds</span></span><br />
<ul class="mycode_list"><li>When placing a Mob Head on a Note Block, that Note Block will now play one of the ambient sounds of that mob when played by a player or powered by Redstone<br />
<br />
</li>
<li>Mob Heads can be placed on top of Note Blocks without sneaking<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Piglin Mob Head</span></span><br />
<ul class="mycode_list"><li>Piglins will now drop their heads when killed by a charged Creeper<br />
<br />
</li>
<li>Placing the Piglin head on a Note Block will play one of the Piglin’s ambient sounds<br />
<br />
</li>
<li>The Piglin head will flap its ears when powered by Redstone, or when worn by a player while walking<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Music</span></span><br />
<ul class="mycode_list"><li>Added the following new music tracks by Aaron Cherof to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes:<ul class="mycode_list"><li>A Familiar Room<br />
<br />
</li>
<li>Bromeliad<br />
<br />
</li>
<li>Crescent Dunes<br />
<br />
</li>
<li>Echo in the Wind<br />
</li>
</ul>
<br />
</li>
<li>Added a new music disc with the track “Relic” by Aaron Cherof, found in Trail Ruins<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Windows AARCH64/ARM64 Support</span></span><br />
<ul class="mycode_list"><li>Minecraft Java Edition is now fully supported on Windows devices using an Aarch64/ARM64 architecture, such as the Windows Surface Pro X<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Advancements</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Husbandry Advancements</span></span><br />
<ul class="mycode_list"><li>Smells Interesting: Obtain a Sniffer Egg<br />
<br />
</li>
<li>Little Sniffs: Feed a Snifflet (requires Smells interesting)<br />
<br />
</li>
<li>Planting the Past: Plant any Sniffer seed (requires Little sniffs)<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Adventure Advancements</span></span><br />
<ul class="mycode_list"><li>Respecting the Remnants: Brush a Suspicious block to obtain a Pottery Sherd<br />
<br />
</li>
<li>Careful Restoration: Make a Decorated Pot out of 4 Pottery Sherds (requires Respecting the Remnants)<br />
<br />
</li>
<li>Crafting a New Look: Craft a trimmed armor at a Smithing Table<br />
<br />
</li>
<li>Smithing with Style: Apply these Trim Smithing Templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder (requires Crafting a New Look)<br />
<br />
</li>
<li>The Power of Books: Read the power signal of a Chiseled Bookshelf using a Comparator<br />
</li>
</ul>
<ul class="mycode_list"><li>Changes to Sculk Sensor block behaviors<br />
<br />
</li>
<li>Vibration frequencies of many actions in the game have been tweaked<br />
<br />
</li>
<li>Colored Wool, Carpets, and Beds can now be dyed to any other color<br />
<br />
</li>
<li>Replaceable blocks no longer block the connection between enchanting tables and bookshelves<br />
<br />
</li>
<li>Wither effect particle and Potion of Slow Falling color have been adjusted to make them more distinguishable<br />
<br />
</li>
<li>Updated step sounds<br />
<br />
</li>
<li>Updated Advancements<br />
<br />
</li>
<li>The main menu background is now a Trails & Tales panorama<br />
<br />
</li>
<li>Updated the Minecraft Java Edition logo<br />
<br />
</li>
<li>Updated the Minecraft Realms logo<br />
<br />
</li>
<li>The game’s application icon has been updated<ul class="mycode_list"><li>This will be a Grass Block in release versions and a Dirt Block in snapshot versions<br />
</li>
</ul>
<br />
</li>
<li>GUI can be scaled on the Video Settings screen by holding Ctrl and scrolling the mouse wheel<br />
<br />
</li>
<li>Updated the credits<ul class="mycode_list"><li>Added the ability to scroll upwards by pressing the up arrow key<br />
</li>
</ul>
<br />
</li>
<li>The game will now display a message box on startup if the user enabled text-to-speech functionality, but it is not available<br />
<br />
</li>
<li>Removed Herobrine<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sculk Changes</span></span><br />
<ul class="mycode_list"><li>If a vibration is scheduled to be received by a Sculk Sensor or Sculk Shrieker, they will stay queued until all adjacent chunks are loaded and ticking<ul class="mycode_list"><li>Prevents vibration resonance setups from breaking when unloading their chunks from a distance<br />
</li>
</ul>
<br />
</li>
<li>Waterlogging a Sculk Shrieker will now silence their shrieking sounds<br />
<br />
</li>
<li>Sculk Sensors’ default redstone output has been modified to be more reliable for distance calculations<br />
<br />
</li>
<li>Sculk Sensors and Calibrated Sculk Sensors now strongly power the block they are placed on<br />
<br />
</li>
<li>Both types of Sculk Sensors now stay in their Cooldown phase for 10 ticks, with other phase timings being adjusted to compensate<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sculk Sensor Phases</span></span><br />
<ul class="mycode_list"><li>Sculk Sensors and Calibrated Sculk Sensors have three phases: Inactive, Active, and Cooldown<br />
<br />
</li>
<li>The default phase is Inactive<ul class="mycode_list"><li>This phase lasts indefinitely until the block receives a vibration<br />
<br />
</li>
<li>During this phase, the block is able to listen to nearby vibrations until one has been scheduled<br />
</li>
</ul>
<br />
</li>
<li>When a scheduled vibration is received, the block switches to the Active phase<ul class="mycode_list"><li>This phase lasts 30 game ticks for Sculk Sensors, and 10 game ticks for Calibrated Sculk Sensors<br />
<br />
</li>
<li>During this phase, the block stops listening to nearby vibrations, wiggles its tendrils and emits a redstone signal and light<br />
</li>
</ul>
<br />
</li>
<li>After the Active phase has finished, the block switches to a Cooldown phase<ul class="mycode_list"><li>This phase lasts for 10 game ticks<br />
<br />
</li>
<li>During this phase, the block keeps wiggling its tendrils, but no longer emits a redstone signal nor light<br />
<br />
</li>
<li>Finally, once this phase is finished, the block will switch back to the Inactive phase<br />
</li>
</ul>
<br />
</li>
<li>Previously, some of these phases had different timing values:<ul class="mycode_list"><li>Active: 40 game ticks for Sculk Sensors and 20 game ticks for Calibrated Sculk Sensors<br />
<br />
</li>
<li>Cooldown: 1 game tick for both types of Sculk Sensors<br />
</li>
</ul>
<br />
</li>
<li>These phase timings were tweaked so that it is less common for activated contraptions to recursively activate the Sculk Sensor that powered them<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Vibration Frequencies</span></span><br />
<br />
In preparation for the Calibrated Sculk Sensor, vibration frequencies have been greatly simplified to prevent unwanted interference. The following are category descriptions for each frequency and the expected events that they correspond to:<br />
<br />
<ol type="1" class="mycode_list"><li>Movement in any medium (land, water, and air)<br />
<br />
</li>
<li>Landing on any surface (land or water)<br />
<br />
</li>
<li>Item interactions<br />
<br />
</li>
<li>Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)<br />
<br />
</li>
<li>Dismounting a mob or equipping gear<br />
<br />
</li>
<li>Mounting a mob or interacting with a mob<br />
<br />
</li>
<li>Mobs and players getting damaged<br />
<br />
</li>
<li>Consuming items (drinking and eating)<br />
<br />
</li>
<li>Blocks ‘deactivating’ (door close, chest close, button unpress, etc)<br />
<br />
</li>
<li>Blocks ‘activating’ (door open, chest open, button press, etc)<br />
<br />
</li>
<li>Blocks changing (cauldron water level rising, adding food to the campfire, etc.)<br />
<br />
</li>
<li>Blocks being destroyed<br />
<br />
</li>
<li>Blocks being placed<br />
<br />
</li>
<li>Mobs and players teleporting or spawning<br />
<br />
</li>
<li>Mobs and players dying or an explosion<br />
</li>
</ol>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Step Sounds</span></span><br />
<ul class="mycode_list"><li>Walking on a block will now always play a step sound<ul class="mycode_list"><li>It was previously not the case if you were walking along the edge of a block with air or fluid beside it<br />
</li>
</ul>
<br />
</li>
<li>Walking on the ocean floor will produce a step sound for the block you are walking on at a lower volume and pitch<br />
<br />
</li>
<li>When walking on Carpets, Snow, Nether Sprouts, Warped Roots, and Crimson Roots, a combination of step sounds will be played<ul class="mycode_list"><li>The top-most block you are walking on is played as normal<br />
<br />
</li>
<li>The block underneath is played at a lower volume and pitch<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Advancements</span></span><br />
<ul class="mycode_list"><li>Breeding Camels and Sniffers now count for “The Parrots and the Bats” and are now required for “Two by Two”<br />
<br />
</li>
<li>Hanging Signs now count for “Glow and Behold”<br />
<br />
</li>
<li>Visiting a Cherry Grove is now required for “Adventuring Time”<br />
</li>
</ul>
<ul class="mycode_list"><li>Improved performance of the light engine<br />
<br />
</li>
<li>The data pack version is now 15, accounting for sign data format, item display orientation, and advancement changes<br />
<br />
</li>
<li>Removed update_1_20 feature flag and built-in datapack – features are no longer experimental<br />
<br />
</li>
<li>Added a return command<br />
<br />
</li>
<li>Tweaked display entity interpolation<br />
<br />
</li>
<li>Added a capped rule structure processor that limits the number of replaced blocks for a structured piece to a configured maximum<br />
<br />
</li>
<li>Configuring block entity fields in a rule processor rule is now delegated to a referenced block_entity_modifier instead of the previously fixed output_nbt configuration<br />
<br />
</li>
<li>Random sequences for loot tables are now deterministic<br />
<br />
</li>
<li>Added a reference loot table function<br />
<br />
</li>
<li>Loot table condition/predicate changes:<ul class="mycode_list"><li>Renamed alternative to any_of<br />
<br />
</li>
<li>Added all_of<br />
</li>
</ul>
<br />
</li>
<li>Advancement trigger changes:<ul class="mycode_list"><li>Added recipe_crafted<br />
<br />
</li>
<li>Changed format of placed_block, item_used_on_block and allay_drop_item_on_block triggers<br />
</li>
</ul>
<br />
</li>
<li>Ingredients in array form are now also allowed in smithing_trim and smithing_transform recipes on fields template, base, and addition<ul class="mycode_list"><li>Those fields also allow empty arrays, which signalize that the slot needs to be left empty<br />
</li>
</ul>
<br />
</li>
<li>Added new damage types: outside_border and generic_kill<br />
<br />
</li>
<li>Game events have changed vibration frequency and some have been removed<br />
<br />
</li>
<li>The resource pack version is now 15, accounting for the font and credits update<ul class="mycode_list"><li>Updated the sprite layout of minecraft.png<br />
<br />
</li>
<li>Removed the overriding minecraft.png from the Programmer Art resource pack<br />
<br />
</li>
<li>Updated the sprite layout of invite_icon.png<br />
<br />
</li>
<li>legacy_unicode glyph provider has been removed<br />
<br />
</li>
<li>Bitmaps used by uniform font has been removed<br />
<br />
</li>
<li>uniform font has been updated to use Unifont 15.0.06<ul class="mycode_list"><li>That changes the shape of multiple characters, while also adding support for new ones<br />
<br />
</li>
<li>Combining characters no longer include a circle overlayed over them (so M◌̆ now renders as M ̆)<br />
</li>
</ul>
<br />
</li>
<li>Added a second level of organization of entries in credits.json on top of titles, called disciplines<br />
</li>
</ul>
<br />
</li>
<li>Font textures are included in debug texture dump (F3 + S)<br />
<br />
</li>
<li>Added new font glyph providers: unihex and reference, removed legacy_unicode<br />
<br />
</li>
<li>Added support for Quick Play<br />
<br />
</li>
<li>Removed the server & port command line arguments as their functionality has been replaced by Quick Play<br />
<br />
</li>
<li>Updates to telemetry<br />
<br />
</li>
<li>Changed encoding of server.properties to UTF-8<br />
<br />
</li>
<li>Added validation for symbolic links in the world saves<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Light Engine</span></span><br />
<br />
The light engine is responsible for calculating the brightness of each block in the world.Light is calculated during world generation as well as updated when a block is changed in the world.Behavior of the light engine has not been changed.<br />
<ul class="mycode_list"><li>The performance of calculating light has been improved<ul class="mycode_list"><li>Reduces one source of lag spikes when crossing chunk borders<br />
<br />
</li>
<li>Improves FPS in situations when a lot of light updates occur<br />
<br />
</li>
<li>Improves how quickly chunks can be generated<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Commands</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Return</span></span><br />
<br />
The return command can be used to control execution flow inside functions and change their return value. Effects:<br />
<ul class="mycode_list"><li>Remaining separate top-level commands in the currently executing function (if any) are skipped<br />
<br />
</li>
<li>The result value of the function command that triggered the function is changed from the number of commands executed to value<br />
<br />
</li>
<li>The result value of the return command is also the value<br />
</li>
</ul>
<br />
Syntax:<br />
<br />
return <value><br />
<br />
Parameters:<br />
<ul class="mycode_list"><li>value: An integer return value<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">DATA</span></span><br />
<ul class="mycode_list"><li>string data sources now accept negative boundaries, which are interpreted as index counted from the end of the string<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Display Entity</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Interpolation Changes</span></span><br />
<ul class="mycode_list"><li>Previous values are always discarded if interpolation_duration is 0<br />
<br />
</li>
<li>Made sure that render properties are applied at the same time (so block_state is applied at the same time as transformation, i.e. at the next tick after receiving an update)<br />
<br />
</li>
<li>Display entities are not rendered until their initial data is received. That means display entities might not be shown on the first tick.<br />
<br />
</li>
<li>Note: due to how the game handles updates, changes to entities made after summoning might be delivered to clients within a later tick<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Rendering Changes</span></span><br />
<ul class="mycode_list"><li>item_display items have been rotated 180 degrees around the Y axis to better match the transformation that is applied when rendering items on an Armor Stand head and in Item Frames<ul class="mycode_list"><li>For reference, the order of transformations applied to the model (starting from innermost) is item_transform, rotate Y 180, transformation field, entity orientation (billboard option + Rotation field + Pos field)<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Structure Post-Processors</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Capped Post-Processors</span></span><br />
<ul class="mycode_list"><li>A capped post-processor has been added which can limit how many blocks a delegated post-processor randomly transforms in a structure<br />
<br />
</li>
<li>This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution<br />
<br />
</li>
<li>The capped post-processor has the following required parameters:<ul class="mycode_list"><li>delegate A post-processor that performs the actual block transformation<br />
<br />
</li>
<li>limit the Maximum amount of blocks that the delegated post-processor can transform<ul class="mycode_list"><li>The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount<br />
<br />
</li>
<li>Either a constant or random number generator was sampled during post-processing<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Rule Post-Processor Block Entity Configuration</span></span><br />
<ul class="mycode_list"><li>Previously a rule could specify an optional fixed output_nbt which would be added to the processed output block entity<br />
<br />
</li>
<li>This field has now been changed to reference a block_entity_modifier<br />
<br />
</li>
<li>Existing block_entity_modifier‘s are:<ul class="mycode_list"><li>passthrough Retains existing fields on the block entity<ul class="mycode_list"><li>This is the default if no block_entity_modifier is specified<br />
</li>
</ul>
<br />
</li>
<li>append_static Similar to the previous output_nbt this provides fixed fields to add to the block entity<ul class="mycode_list"><li>A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields<br />
</li>
</ul>
<br />
</li>
<li>clear Removes any existing fields on the block entity<br />
<br />
</li>
<li>append_loot Appends a loot table and seed to the block entity through the required parameter:<ul class="mycode_list"><li>loot_table Referenced loot table to add to block entity as LootTable field<br />
<br />
</li>
<li>Field LootTableSeed is also added to the block entity using random seeded by block position<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Loot Tables</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Random Sequences</span></span><br />
<br />
The game now uses named random sequences to deterministically produce loot for loot tables. Each random sequence produces a unique sequence based on the world seed and sequence ID, which means a loot table will produce the same results when run with the same parameters in the same world.<br />
<br />
The ID of the random sequence to use for a loot table is specified in a new optional field called random_sequence. If no sequence name is given, loot is drawn using a non-deterministic random source.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Reference</span></span><br />
<br />
New function reference allows functions to call sub-functions (similar to reference condition).<br />
<br />
Fields:<br />
<ul class="mycode_list"><li>name – location of function to call<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Any_of/All_of</span></span><br />
<ul class="mycode_list"><li>Loot condition alternative has been renamed to any_of<br />
<br />
</li>
<li>Added new loot condition all_of that passes only when all sub-conditions pass<ul class="mycode_list"><li>Has the same syntax as any_of<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Advancements</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Triggers</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Recipe_Crafted</span><br />
<ul class="mycode_list"><li>Triggered when crafting a recipe<br />
<br />
</li>
<li>Conditions:<ul class="mycode_list"><li>recipe_id – the resource location of the recipe crafted<br />
<br />
</li>
<li>ingredients – an array of predicates for the item stacks used in the recipe<ul class="mycode_list"><li>A single-item stack can only be used to fulfill one predicate<br />
<br />
</li>
<li>Each predicate needs to be fulfilled to trigger the advancement. This allows for separation between recipes that have the same identifier but use different ingredients.<br />
<br />
</li>
<li>This field is optional. When not provided, or left empty, only the recipe_id will dictate the success of the trigger<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Changed Triggers</span></span><br />
<ul class="mycode_list"><li>All fields in placed_block, item_used_on_block, and allay_drop_item_on_block have been collapsed into a single location field<br />
<br />
</li>
<li>The new location is similar to the player field – it is a list of loot conditions/predicates<br />
<br />
</li>
<li>All conditions in this list must match for a trigger to run<br />
<br />
</li>
<li>Conditions are evaluated in a new loot context called advancement_location. It has access to:<ul class="mycode_list"><li>Player as this entity<br />
<br />
</li>
<li>Position of the placed block<br />
<br />
</li>
<li>Block state of the placed/interacted block<br />
<br />
</li>
<li>Held/used item as “tool”<br />
</li>
</ul>
<br />
</li>
<li>Migration guide:<ul class="mycode_list"><li>Contents of the old location field should be migrated to location_check condition<br />
<br />
</li>
<li>Contents of the item field should be migrated to match_tool condition<br />
<br />
</li>
<li>Contents of the block + state fields should be migrated to block_state_property condition<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Example</span> (from make_a_sign_glow advancement):<br />
<br />
Before:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>{ "conditions": { "item": { "items": [ "minecraft:glow_ink_sac" ] }, "location": { "block": { "tag": "minecraft:all_signs" } } }, "trigger": "minecraft:item_used_on_block"
}After:</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>{ "conditions": { "location": [ { "condition": "minecraft:match_tool", "predicate": { "items": [ "minecraft:glow_ink_sac" ] } }, { "condition": "minecraft:location_check", "predicate": { "block": { "tag": "minecraft:all_signs" } } } ] }, "trigger": "minecraft:item_used_on_block"
}</code></div></div><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Damage Types</span></span><br />
<br />
<ul class="mycode_list"><li>Players outside the world border are now hurt by the damage type outside_border instead of in_wall<br />
<br />
</li>
<li>Forcibly removing an entity using the /kill command now uses damage type generic_kill instead of out_of_world<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Tags</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Block Tags</span></span><br />
<br />
<ul class="mycode_list"><li>Removed replaceable_plants since it was only used as a subset of the blocks for the tag above, and not as universally<br />
<br />
</li>
<li>Added replaceable_by_trees to better express blocks that are replaced when the tree grows through them<br />
<br />
</li>
<li>Added replaceable with all the blocks that can be replaced<ul class="mycode_list"><li>This tag only represents the internal state of the game, changing this tag does not make blocks replaceable<br />
</li>
</ul>
<br />
</li>
<li>Added sword_efficient to represent blocks that are broken 50% faster by a sword than normal<br />
<br />
</li>
<li>Added maintains_farmland to represent which blocks will not cause farmland to be converted into dirt due to drying out when placed on top of it<br />
<br />
</li>
<li>Added combination_step_sound_blocks that controls which block produces a combination of step sounds<br />
<br />
</li>
<li>Added enchantment_power_provider to control which blocks increase the level of an Enchantment Table<br />
<br />
</li>
<li>Added enchantment_power_transmitter to control which blocks are allowed between an Enchantment Table and a Bookshelf (or other Power Transmitter)<br />
<br />
</li>
<li>Added vibration_resonators to control which blocks transmit vibration signals when placed next to Sculk Sensors<br />
<br />
</li>
<li>Added trail_ruins_replaceable for blocks that Trail Ruins can replace when generating<br />
<br />
</li>
<li>Added sniffer_diggable_block to control which blocks Sniffers can dig<br />
<br />
</li>
<li>Added sniffer_egg_hatch_boost to that control on which blocks Sniffer Eggs hatch twice as fast<br />
<br />
</li>
<li>Added ceiling_hanging_signs<br />
<br />
</li>
<li>Added wall_hanging_signs<br />
<br />
</li>
<li>Added all_hanging_signs<br />
<br />
</li>
<li>Added stone_buttons block tag<br />
<br />
</li>
<li>Added cherry_logs block tag<br />
<br />
</li>
<li>Added bamboo_blocks block tag<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Item Tags</span></span><br />
<br />
<ul class="mycode_list"><li>Added villager_plantable_seeds to represent which kind of seeds Villagers can farm<br />
<br />
</li>
<li>Added noteblock_top_instruments to control which blocks can be placed on top of Note Blocks without sneaking<br />
<br />
</li>
<li>Added breaks_decorated_pots to control which tools can break Decorated Pots<br />
<br />
</li>
<li>Added decorated_pot_ingredients<br />
<br />
</li>
<li>Added decorated_pot_sherds<br />
<br />
</li>
<li>Added sniffer_food<br />
<br />
</li>
<li>Added trimmable_armor<br />
<br />
</li>
<li>Added trim_materials<br />
<br />
</li>
<li>Added trim_templates<br />
<br />
</li>
<li>Added stone_buttons item tag<br />
<br />
</li>
<li>Added cherry_logs item tag<br />
<br />
</li>
<li>Added bamboo_blocks item tag<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Biome Tags</span></span><br />
<br />
<ul class="mycode_list"><li>Added has_structure/trail_ruins<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Game Events</span></span><br />
<br />
<ul class="mycode_list"><li>Removed piston_contract game event in favor of block_deactivate<br />
<br />
</li>
<li>Removed piston_extend and dispense_fail game events in favor of block_activate<br />
<br />
</li>
<li>Many game events have new vibration frequencies:<ul class="mycode_list"><li>1: step, swim, flap<br />
<br />
</li>
<li>2: projectile_land, hit_ground, splash<br />
<br />
</li>
<li>3: item_interact_finish, projectile_shoot, instrument_play<br />
<br />
</li>
<li>4: entity_roar, entity_shake, elytra_glide<br />
<br />
</li>
<li>5: entity_dismount, equip<br />
<br />
</li>
<li>6: entity_mount, entity_interact, shear<br />
<br />
</li>
<li>7: entity_damage<br />
<br />
</li>
<li>8: drink, eat<br />
<br />
</li>
<li>9: container_close, block_close, block_deactivate, block_detach<br />
<br />
</li>
<li>10: container_open, block_open, block_activate, block_attach, prime_fuse, note_block_play<br />
<br />
</li>
<li>11: block_change<br />
<br />
</li>
<li>12: block_destroy, fluid_pickup<br />
<br />
</li>
<li>13: block_place, fluid_place<br />
<br />
</li>
<li>14: entity_place, lightning_strike, teleport<br />
<br />
</li>
<li>15: entity_die, explode<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Fonts</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Unihex Glyph Provider</span></span><br />
<br />
<ul class="mycode_list"><li>New glyph provider for reading Unifont HEX files<ul class="mycode_list"><li>HEX format describes font glyphs using a bitmap<ul class="mycode_list"><li>The height of every glyph is 16 pixels<br />
<br />
</li>
<li>The width of the glyph can be 8, 16, 24, or 32 pixels<br />
</li>
</ul>
<br />
</li>
<li>Every line is made of two hexadecimal numbers separated by :<br />
<br />
</li>
<li>The first value describes a codepoint – it must have 4, 5, or 6 hex digits<br />
<br />
</li>
<li>The second value describes the glyph as a stream of bits, line by line<br />
</li>
</ul>
<br />
</li>
<li>When rendering, empty columns on the left and right sides of glyphs are removed<ul class="mycode_list"><li>Custom glyph widths can be set with size_overrides<br />
</li>
</ul>
<br />
</li>
<li>This provider requires two fields:<ul class="mycode_list"><li>hex_file – path to ZIP archive containing one or more *.hex files (files in the archive with different extensions are ignored)<br />
<br />
</li>
<li>size_overrides – list of codepoint ranges that should have width different from auto-detected (based on empty space in glyph). Fields:<ul class="mycode_list"><li>from, to – start and end of codepoint range (inclusive)<br />
<br />
</li>
<li>left, right – integers describing the position of the left-most and right-most columns of the glyph in the range<ul class="mycode_list"><li>Any bits in columns outside of this range will be discarded<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Reference Glyph Provider</span></span><br />
<br />
<ul class="mycode_list"><li>New glyph provider that can be used to include providers from other fonts<ul class="mycode_list"><li>Providers are guaranteed to be loaded only once, no matter how many times they are included<br />
</li>
</ul>
<br />
</li>
<li>Provider has one field id, that describes another font to be included in the currently loaded one<ul class="mycode_list"><li>Inclusion is performed after all fonts are loaded, so it will include all providers for a given font defined in all datapacks<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Removed Legacy_Unicode Glyph Provider</span></span><br />
<br />
<ul class="mycode_list"><li>The legacy_unicode glyph provider has been removed<br />
<br />
</li>
<li>This functionality has been replaced by the unihex provider<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Quick Play</span></span><br />
<br />
<ul class="mycode_list"><li>Added support for four new command line arguments that allow the game to be launched directly into a world<br />
<br />
</li>
<li>quickPlayPath takes a specified path for logging (relative to the run directory)<ul class="mycode_list"><li>If a path is provided the following will be logged upon joining a world:<ul class="mycode_list"><li>type: is either singleplayer, multiplayer, or realms<br />
<br />
</li>
<li>identifier: represents the world you want to join<ul class="mycode_list"><li>For singleplayer, the folder name of the world<br />
<br />
</li>
<li>For multiplayer, the IP address of the server<br />
<br />
</li>
<li>For realms, the Realms ID<br />
</li>
</ul>
<br />
</li>
<li>port: represents the server port and is only logged for multiplayer<br />
<br />
</li>
<li>name: The name of the world<br />
<br />
</li>
<li>gamemode: The gamemode of the world<br />
<br />
</li>
<li>lastPlayedTime: The time you joined the world<br />
</li>
</ul>
<br />
</li>
<li>Example:<ul class="mycode_list"><li>–quickPlayPath “quickPlay/log.json” will resolve into .minecraft/quickPlay/log.json<br />
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>quickPlaySingleplayer, quickPlayMultiplayer, and quickPlayRealms all take their respective identifier<ul class="mycode_list"><li>If one of these arguments is provided, the game will try to launch directly into the given world<br />
<br />
</li>
<li>Examples:<ul class="mycode_list"><li>–quickPlaySingleplayer “New World”<br />
<br />
</li>
<li>–quickPlayMultiplayer “localhost:25565”<br />
<br />
</li>
<li>–quickPlayRealms “1234”<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Telemetry</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">All Events</span></span><br />
<br />
<ul class="mycode_list"><li>Added new property: launcher_name<ul class="mycode_list"><li>This is set based on the minecraft.launcher.brand system property<br />
<br />
</li>
<li>This will help us troubleshoot game launch-related bugs more effectively, as we will be able to see whether the issue originated in the Minecraft launcher or a third-party program<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Updated Required Events</span></span><br />
<br />
<ul class="mycode_list"><li>world_loaded<ul class="mycode_list"><li>Added new property: realms_map_content<ul class="mycode_list"><li>When loading into a Realms Map Content world (Minigame), the world_loaded event will receive the name of that map<br />
<br />
</li>
<li>This is to help us understand how Java Realms players interact with Java Realms adventure or minimap content<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Optional Events</span></span><br />
<br />
<ul class="mycode_list"><li>advancement_made<ul class="mycode_list"><li>This event is triggered when a player completes an advancement and allows us to see the advancement ID and the time when the advancement was completed<br />
<br />
</li>
<li>This helps us as a studio understand player progress and limits, which informs our game design<br />
</li>
</ul>
<br />
</li>
<li>game_load_times<ul class="mycode_list"><li>This event is triggered when the game client is loaded<br />
<br />
</li>
<li>Includes the time it took for the client to load<br />
<br />
</li>
<li>This is so that we can work on improving and reducing the time it takes to load the game client<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Server.Properties</span></span><br />
<br />
<ul class="mycode_list"><li>File is now read in UTF-8 initially, with the previous encoding (ISO 8859-1/Latin 1) as a fallback<br />
<br />
</li>
<li>File is now written with UTF-8 encoding<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">SymbolicC Link Validation</span></span><br />
<br />
<br />
To improve safety, the game will now detect symbolic links used inside the world directory. For a detailed explanation, check our <a href="https://aka.ms/MinecraftSymLinks" target="_blank" rel="noopener" class="mycode_url">help article</a>.<br />
<br />
<ul class="mycode_list"><li>If the target of a symbolic link is not on the user-configured allow-list, the game will not proceed with loading the world<ul class="mycode_list"><li>Note: the world directory itself can still be linked<br />
</li>
</ul>
<br />
</li>
<li>The list of allowed symbolic link targets is stored in the file allowed_symlinks.txt in the client or server top directory<br />
<br />
</li>
<li>The file consists of entries (one per line) with the following formats allowed:<ul class="mycode_list"><li>Lines starting with # are comments and are ignored<br />
<br />
</li>
<li>[type]pattern, where type can be a glob, regex, or prefix<ul class="mycode_list"><li>prefix matches the start of the path with the given pattern (so for /test paths /test, /test/ and /test/foo.txt would match)<br />
<br />
</li>
<li>regex matches regular expression against the whole path<br />
<br />
</li>
<li>glob uses an OS-specific path-matching mechanism (for example *.txt would usually match files with a txt extension)<br />
<br />
</li>
<li>Note: paths will use OS-specific separators<br />
</li>
</ul>
<br />
</li>
<li>pattern, which uses the default prefix type<br />
</li>
</ul>
</li>
</ul>
<br />
<br />
Around 250 bugs were fixed in this release. View the <a href="https://bugs.mojang.com/issues/?filter=27705" target="_blank" rel="noopener" class="mycode_url">list on the issue tracker</a>.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code> </code></div></div>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Minecraft: JAVA Edition Trails & Tales Update!</span><br />
<br />
It’s been a while and the day has finally come!  You can now download the latest version of Minecraft!<br />
<ul class="mycode_list"><li>All features and changes from the “Update 1.20” experimental pack are now part of the game<br />
<br />
</li>
<li>Added Archaeology<br />
<br />
</li>
<li>Added Sniffer mob, Torchflowers, and Pitcher Plants<br />
<br />
</li>
<li>Added Camel mob<br />
<br />
</li>
<li>Added Smithing Template items and redesigned the Smithing Table<ul class="mycode_list"><li>Added a new armor trimming system to visually customize your armor<br />
<br />
</li>
<li>Changed how Netherite equipment is crafted<br />
</li>
</ul>
<br />
</li>
<li>Added the Cherry Grove biome and Cherry Wood Set<br />
<br />
</li>
<li>Added the Bamboo Wood Set<br />
<br />
</li>
<li>Added the Chiseled Bookshelf block<br />
<br />
</li>
<li>Added Hanging Signs<br />
<br />
</li>
<li>Improved customization options for Signs<br />
<br />
</li>
<li>Added the Calibrated Sculk Sensor block<br />
<br />
</li>
<li>Vibration resonance functionality has been added to Blocks of Amethyst<br />
<br />
</li>
<li>Added playable mob sounds with Mob Heads on Note Blocks<br />
<br />
</li>
<li>Added Piglin Mob Head<br />
<br />
</li>
<li>New music tracks added to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes<br />
<br />
</li>
<li>New Trails & Tales Advancements<br />
<br />
</li>
<li>Added support for Windows Aarch64/ARM64<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Archaeology</span></span><br />
<ul class="mycode_list"><li>Added craftable Brush item<br />
<br />
</li>
<li>Added Suspicious Sand and Suspicious Gravel<ul class="mycode_list"><li>Suspicious Sand can be found in Desert Temples, Desert Wells, and Warm Ocean Ruins<br />
<br />
</li>
<li>Suspicious Gravel can be found in Cold Ocean Ruins and Trail Ruins<br />
<br />
</li>
<li>These fragile blocks are hard to spot and easy to destroy, so be careful!<br />
<br />
</li>
<li>Brushing Suspicious Sand or Suspicious Gravel with a Brush will extract objects that were buried long ago<br />
</li>
</ul>
<br />
</li>
<li>Added the Trail Ruins, a buried structure from a lost culture<ul class="mycode_list"><li>Four types of Armor Trim Templates can be found here<br />
<br />
</li>
<li>Trail Ruins can be located in Taigas, Snowy Taigas, all Old Growth forest biomes, and Jungles<br />
<br />
</li>
<li>A new music disc can be found by brushing suspicious blocks in this structure<ul class="mycode_list"><li>When put in a Jukebox, “Relic” by Aaron Cherof is played<br />
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>Added Pottery Sherds<ul class="mycode_list"><li>Pottery Sherds have pictures on them<br />
<br />
</li>
<li>A total of 20 sherds have been distributed between the 5 Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins<br />
<br />
</li>
<li>They cannot be crafted, and are only found by brushing Suspicious Sand or Suspicious Gravel<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Decorated Pots</span></span><br />
<ul class="mycode_list"><li>Crafting four Pottery Sherds together will create a Decorated Pot with a picture on each side<br />
<br />
</li>
<li>Brick items can be used instead of Pottery Sherds in the Decorated Pot recipe<ul class="mycode_list"><li>The sides that were made from Brick items will not have pictures<br />
</li>
</ul>
<br />
</li>
<li>Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Sherds back<ul class="mycode_list"><li>Hitting the pot with bare hands, silk touch tools, or any other item will drop an intact pot instead<br />
</li>
</ul>
<br />
</li>
<li>Crafted Decorated Pots with at least one pattern have a hover tooltip displaying the Sherd & Brick ingredients<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sniffer</span></span><br />
<ul class="mycode_list"><li>The Sniffer is the mob vote winner of Minecraft Live 2022<br />
<br />
</li>
<li>Sniffers are passive, friendly mobs<br />
<br />
</li>
<li>Sniffers sniff the air and occasionally dig for seeds, which produce a Torchflower Seed or a Pitcher Pod item<br />
<br />
</li>
<li>Sniffers can only dig grass and dirt-like blocks<br />
<br />
</li>
<li>Sniffers can be tempted by, and bred with Torchflowers Seeds<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sniffer Egg</span></span><br />
<ul class="mycode_list"><li>Can be found by brushing the Suspicious Sand of Warm Ocean Ruins<br />
<br />
</li>
<li>When two Sniffers breed they do not immediately spawn a Snifflet; instead, a Sniffer Egg is dropped<br />
<br />
</li>
<li>When placed in the world, the Sniffer Egg will hatch after some time<ul class="mycode_list"><li>When placed on Moss, the Egg will hatch in approximately 10 minutes<br />
<br />
</li>
<li>On all other blocks, it will hatch in about 20 minutes<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Torchflowers</span></span><br />
<ul class="mycode_list"><li>The Sniffer can occasionally sniff up a Torchflowers seed, and it can be used to breed two Sniffers<br />
<br />
</li>
<li>The Torchflower seed can be planted on Farmland and grows into a Torchflower<br />
<br />
</li>
<li>The full-grown flower can be harvested and replanted<br />
<br />
</li>
<li>The Torchflower can be crafted into Orange Dye<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Pitcher Plant</span></span><br />
<ul class="mycode_list"><li>The Sniffer can occasionally sniff up a Pitcher Pod item<br />
<br />
</li>
<li>The Pitcher Pod, when planted on Farmland, grows into a Pitcher Crop<br />
<br />
</li>
<li>The Pitcher Crop has five growth stages<br />
<br />
</li>
<li>Once fully grown, the Pitcher Crop can be harvested, yielding a two-block-tall Pitcher Plant<br />
<br />
</li>
<li>The Pitcher Plant can be crafted into Cyan Dye<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Camel</span></span><br />
<ul class="mycode_list"><li>Camels can be equipped with a Saddle and ridden by two players<br />
<br />
</li>
<li>Camels spawn naturally when Desert Villages generate<br />
<br />
</li>
<li>Camels can be tempted by holding Cactus<br />
<br />
</li>
<li>Feed Cactus to Camels to breed them<br />
<br />
</li>
<li>Camels are tall<ul class="mycode_list"><li>Most hostile mobs will not be able to reach you when you are on a Camel<br />
<br />
</li>
<li>They can walk over Fences and Walls<br />
</li>
</ul>
<br />
</li>
<li>Camels randomly sit down<ul class="mycode_list"><li>While sitting, it is difficult to convince them to move<br />
</li>
</ul>
<br />
</li>
<li>Camels can either walk slowly or sprint quickly<br />
<br />
</li>
<li>They can also dash forward but will lose stamina for a while when doing so<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Smithing</span></span><br />
<ul class="mycode_list"><li>Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications<br />
<br />
</li>
<li>Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Template<br />
<br />
</li>
<li>Smithing Templates define what type of upgrade you will be making to a piece of equipment<ul class="mycode_list"><li>It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade<br />
<br />
</li>
<li>There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade<br />
</li>
</ul>
<br />
</li>
<li>Smithing Templates are consumed when used to upgrade an item in the Smithing Table<br />
<br />
</li>
<li>You can craft a copy of a Smithing Template in the Crafting Table with 7 diamonds + 1 block of material that the template is made out of + 1 smithing template, which will output 2 of the same Smithing Template<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Netherite Equipment</span></span><br />
<ul class="mycode_list"><li>Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template<br />
<br />
</li>
<li>Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests<ul class="mycode_list"><li>Every Treasure Room Bastion Remnant will contain 2 Smithing Templates<br />
</li>
</ul>
<br />
</li>
<li>This change was made for a variety of reasons:<ul class="mycode_list"><li>Increase the time players utilize Diamond equipment before Netherite<br />
<br />
</li>
<li>Make Netherite equipment a more significant achievement in the game’s progression<br />
<br />
</li>
<li>Adapt Netherite more naturally into the new Smithing Table crafting system<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Armor Trims</span></span><br />
<ul class="mycode_list"><li>You can now visually customize your armor with a variety of unique trims at the Smithing Table<br />
<br />
</li>
<li>Armor trims are purely visual with no gameplay benefits<br />
<br />
</li>
<li>Armor trims can be applied to Helmets, Chestplates, Leggings, and Boots<ul class="mycode_list"><li>All trim patterns are visually the same on an armor’s item icon, but the color will still change based on the trim material<br />
<br />
</li>
<li>To check which trim pattern a piece of armor has, you can hover over it in the inventory<br />
</li>
</ul>
<br />
</li>
<li>Armor Trim Smithing Templates can be found throughout the world, and each of the following structures contains its own unique Smithing Templates:<ul class="mycode_list"><li>Trail Ruins: Wayfinder, Raiser, Shaper, and Host Armor Trims<br />
<br />
</li>
<li>Pillager Outpost: Sentry Armor Trim<br />
<br />
</li>
<li>Desert Pyramid: Dune Armor Trim<br />
<br />
</li>
<li>Shipwreck: Coast Armor Trim<br />
<br />
</li>
<li>Jungle Temple: Wild Armor Trim<br />
<br />
</li>
<li>Ocean Monument: Tide Armor Trim<br />
<br />
</li>
<li>Ancient City: Ward and Silence Armor Trims<br />
<br />
</li>
<li>Woodland Mansion: Vex Armor Trim<br />
<br />
</li>
<li>Nether Fortress: Rib Armor Trim<br />
<br />
</li>
<li>Bastion Remnant: Snout Armor Trim<br />
<br />
</li>
<li>Stronghold: Eye Armor Trim<br />
<br />
</li>
<li>End City: Spire Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Smithing Templates are found in chests in their respective structure<ul class="mycode_list"><li>Trail Ruins have no chests, Smithing Templates are instead found by brushing Suspicious Gravel<br />
<br />
</li>
<li>The Ocean Monument has no chests, Elder Guardians sometimes instead drop a Smithing Template upon death<br />
</li>
</ul>
<br />
</li>
<li>Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!<br />
<br />
</li>
<li>An armor trim has two properties: a pattern and a material<ul class="mycode_list"><li>The pattern is defined by the Smithing Template used to apply the trim and represents the visual pattern of the trim<br />
<br />
</li>
<li>The material is defined by which ingredient you used to apply the trim and controls the color of the trim<br />
</li>
</ul>
<br />
</li>
<li>The viable ingredients you can use to define the color of your armor trim are the following:<ul class="mycode_list"><li>Iron, Copper, Gold, Lapis, Emerald, Diamond, Netherite, Redstone, Amethyst, Quartz<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Cherry Grovers</span></span><br />
<ul class="mycode_list"><li>Added a new Cherry Grove biome, with pretty cherry blossom trees<ul class="mycode_list"><li>The biome can be found in the mountains, in similar places as Meadows<br />
</li>
</ul>
<br />
</li>
<li>Added a new Cherry wood set, with all the corresponding wooden things you can craft from it<br />
<br />
</li>
<li>Pink particles fall from beneath Cherry Leaves<br />
<br />
</li>
<li>Added a new Pink Petals block with lots of pink flowers on the ground<ul class="mycode_list"><li>Each Pink Petal block can contain up to 4 petals<br />
<br />
</li>
<li>Using Bone Meal on it increases the number of petals<br />
<br />
</li>
<li>Placing a Pink Petal into an already placed block increases the number of petals<br />
<br />
</li>
<li>Drops the number of petals in the block when mined<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Bamboo Wood Set</span></span><br />
<ul class="mycode_list"><li>Added a new Bamboo wood set, with all the corresponding wooden things you can craft from it<br />
<br />
</li>
<li>Block of Bamboo can be crafted from 9 Bamboo and can be stripped like other wood logs<br />
<br />
</li>
<li>Bamboo Planks crafted from Block of Bamboo yields only 2 planks compared to 4 for wood logs<br />
<br />
</li>
<li>Added a new “Mosaic” plank variant that is unique to Bamboo called the Bamboo Mosaic<ul class="mycode_list"><li>It can be crafted with 1×2 Bamboo Slabs in a vertical strip<br />
<br />
</li>
<li>You can craft Stair and Slab variants of Bamboo Mosaic<br />
<br />
</li>
<li>Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be used as fuel<br />
</li>
</ul>
<br />
</li>
<li>Added a unique Bamboo Raft and Bamboo Chest Raft which can be crafted like normal boats, but with Bamboo Planks<ul class="mycode_list"><li>They function the same as ordinary boats but have a unique look to them<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Chiseled Bookshelf</span></span><br />
<ul class="mycode_list"><li>A new, chiseled variation of the Bookshelf<br />
<br />
</li>
<li>Crafted with 6 planks and 3 wooden slabs<br />
<br />
</li>
<li>Can store Books, Books and Quills, Written Books, Enchanted Books, and Knowledge Books<ul class="mycode_list"><li>Holds up to 6 books<br />
<br />
</li>
<li>These can be added or removed from any slot by targeting the specific slot<br />
</li>
</ul>
<br />
</li>
<li>The Comparator signal strength corresponds to the number of the last book that was inserted or removed<ul class="mycode_list"><li>The numbering of book slots starts from 1 at the top-left, and increments from left-to-right<br />
</li>
</ul>
<br />
</li>
<li>Works with Hoppers<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Hanging Signs</span></span><br />
<ul class="mycode_list"><li>Hanging Signs are a more expensive version of normal Signs<ul class="mycode_list"><li>Crafted with 2 chains and 6 stripped logs of your preferred wood type<br />
<br />
</li>
<li>Crafting results in 6 Hanging Signs<br />
</li>
</ul>
<br />
</li>
<li>Can be hung up in the following ways:<ul class="mycode_list"><li>Underneath a block that can provide support in the center, like a full block or a fence<br />
<br />
</li>
<li>Attached to the solid side of a block<br />
<br />
</li>
<li>Attached to the side or underneath another Hanging Sign<br />
</li>
</ul>
<br />
</li>
<li>Unlike normal Signs, they cannot be placed directly on the ground without support from the side or above<ul class="mycode_list"><li>However, Hanging Signs that have a horizontal bar will not pop when the supporting block is removed<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Signs</span></span><br />
<br />
The following changes have been made for both Signs and Hanging Signs.<br />
<ul class="mycode_list"><li>Sign text can now be edited after being placed in the world<ul class="mycode_list"><li>This can be done by interacting with the Sign<br />
<br />
</li>
<li>Signs with non-text chat components can not be edited<br />
</li>
</ul>
<br />
</li>
<li>Both sides of the Sign can now have separate text and colors, allowing for further customization options<ul class="mycode_list"><li>By default, a Sign will prompt you to input the front side’s text when placed<br />
<br />
</li>
<li>To apply the text to the back side, you must walk to the other side and interact with that face to edit it<br />
</li>
</ul>
<br />
</li>
<li>Signs can now also be waxed with Honeycomb, preventing any further edits to its text<br />
<br />
</li>
<li>Opening the sign edit screen in singleplayer no longer pauses the game<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Calibrated Sculk Sensors</span></span><br />
<ul class="mycode_list"><li>A new variant of Sculk Sensors that allows you to filter vibrations based on their frequency level<br />
<br />
</li>
<li>They are not found naturally and can only be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table<br />
<br />
</li>
<li>One side of the Calibrated Sculk Sensor can receive a redstone signal as input<ul class="mycode_list"><li>The strength of that redstone signal is the only vibration frequency the Sculk Sensor will listen to<br />
</li>
</ul>
<br />
</li>
<li>They have a combined active and cooldown phase that lasts 20 game ticks<ul class="mycode_list"><li>They output their redstone signal for the first 10 game ticks<br />
</li>
</ul>
<br />
</li>
<li>They can detect vibrations up to 16 blocks away<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Vibration Resonance</span></span><br />
<ul class="mycode_list"><li>Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors<ul class="mycode_list"><li>If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location<br />
</li>
</ul>
<br />
</li>
<li>This behavior is called Vibration Resonance and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Playable Mob Sounds</span></span><br />
<ul class="mycode_list"><li>When placing a Mob Head on a Note Block, that Note Block will now play one of the ambient sounds of that mob when played by a player or powered by Redstone<br />
<br />
</li>
<li>Mob Heads can be placed on top of Note Blocks without sneaking<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Piglin Mob Head</span></span><br />
<ul class="mycode_list"><li>Piglins will now drop their heads when killed by a charged Creeper<br />
<br />
</li>
<li>Placing the Piglin head on a Note Block will play one of the Piglin’s ambient sounds<br />
<br />
</li>
<li>The Piglin head will flap its ears when powered by Redstone, or when worn by a player while walking<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Music</span></span><br />
<ul class="mycode_list"><li>Added the following new music tracks by Aaron Cherof to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes:<ul class="mycode_list"><li>A Familiar Room<br />
<br />
</li>
<li>Bromeliad<br />
<br />
</li>
<li>Crescent Dunes<br />
<br />
</li>
<li>Echo in the Wind<br />
</li>
</ul>
<br />
</li>
<li>Added a new music disc with the track “Relic” by Aaron Cherof, found in Trail Ruins<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Windows AARCH64/ARM64 Support</span></span><br />
<ul class="mycode_list"><li>Minecraft Java Edition is now fully supported on Windows devices using an Aarch64/ARM64 architecture, such as the Windows Surface Pro X<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Advancements</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Husbandry Advancements</span></span><br />
<ul class="mycode_list"><li>Smells Interesting: Obtain a Sniffer Egg<br />
<br />
</li>
<li>Little Sniffs: Feed a Snifflet (requires Smells interesting)<br />
<br />
</li>
<li>Planting the Past: Plant any Sniffer seed (requires Little sniffs)<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Adventure Advancements</span></span><br />
<ul class="mycode_list"><li>Respecting the Remnants: Brush a Suspicious block to obtain a Pottery Sherd<br />
<br />
</li>
<li>Careful Restoration: Make a Decorated Pot out of 4 Pottery Sherds (requires Respecting the Remnants)<br />
<br />
</li>
<li>Crafting a New Look: Craft a trimmed armor at a Smithing Table<br />
<br />
</li>
<li>Smithing with Style: Apply these Trim Smithing Templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder (requires Crafting a New Look)<br />
<br />
</li>
<li>The Power of Books: Read the power signal of a Chiseled Bookshelf using a Comparator<br />
</li>
</ul>
<ul class="mycode_list"><li>Changes to Sculk Sensor block behaviors<br />
<br />
</li>
<li>Vibration frequencies of many actions in the game have been tweaked<br />
<br />
</li>
<li>Colored Wool, Carpets, and Beds can now be dyed to any other color<br />
<br />
</li>
<li>Replaceable blocks no longer block the connection between enchanting tables and bookshelves<br />
<br />
</li>
<li>Wither effect particle and Potion of Slow Falling color have been adjusted to make them more distinguishable<br />
<br />
</li>
<li>Updated step sounds<br />
<br />
</li>
<li>Updated Advancements<br />
<br />
</li>
<li>The main menu background is now a Trails & Tales panorama<br />
<br />
</li>
<li>Updated the Minecraft Java Edition logo<br />
<br />
</li>
<li>Updated the Minecraft Realms logo<br />
<br />
</li>
<li>The game’s application icon has been updated<ul class="mycode_list"><li>This will be a Grass Block in release versions and a Dirt Block in snapshot versions<br />
</li>
</ul>
<br />
</li>
<li>GUI can be scaled on the Video Settings screen by holding Ctrl and scrolling the mouse wheel<br />
<br />
</li>
<li>Updated the credits<ul class="mycode_list"><li>Added the ability to scroll upwards by pressing the up arrow key<br />
</li>
</ul>
<br />
</li>
<li>The game will now display a message box on startup if the user enabled text-to-speech functionality, but it is not available<br />
<br />
</li>
<li>Removed Herobrine<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sculk Changes</span></span><br />
<ul class="mycode_list"><li>If a vibration is scheduled to be received by a Sculk Sensor or Sculk Shrieker, they will stay queued until all adjacent chunks are loaded and ticking<ul class="mycode_list"><li>Prevents vibration resonance setups from breaking when unloading their chunks from a distance<br />
</li>
</ul>
<br />
</li>
<li>Waterlogging a Sculk Shrieker will now silence their shrieking sounds<br />
<br />
</li>
<li>Sculk Sensors’ default redstone output has been modified to be more reliable for distance calculations<br />
<br />
</li>
<li>Sculk Sensors and Calibrated Sculk Sensors now strongly power the block they are placed on<br />
<br />
</li>
<li>Both types of Sculk Sensors now stay in their Cooldown phase for 10 ticks, with other phase timings being adjusted to compensate<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sculk Sensor Phases</span></span><br />
<ul class="mycode_list"><li>Sculk Sensors and Calibrated Sculk Sensors have three phases: Inactive, Active, and Cooldown<br />
<br />
</li>
<li>The default phase is Inactive<ul class="mycode_list"><li>This phase lasts indefinitely until the block receives a vibration<br />
<br />
</li>
<li>During this phase, the block is able to listen to nearby vibrations until one has been scheduled<br />
</li>
</ul>
<br />
</li>
<li>When a scheduled vibration is received, the block switches to the Active phase<ul class="mycode_list"><li>This phase lasts 30 game ticks for Sculk Sensors, and 10 game ticks for Calibrated Sculk Sensors<br />
<br />
</li>
<li>During this phase, the block stops listening to nearby vibrations, wiggles its tendrils and emits a redstone signal and light<br />
</li>
</ul>
<br />
</li>
<li>After the Active phase has finished, the block switches to a Cooldown phase<ul class="mycode_list"><li>This phase lasts for 10 game ticks<br />
<br />
</li>
<li>During this phase, the block keeps wiggling its tendrils, but no longer emits a redstone signal nor light<br />
<br />
</li>
<li>Finally, once this phase is finished, the block will switch back to the Inactive phase<br />
</li>
</ul>
<br />
</li>
<li>Previously, some of these phases had different timing values:<ul class="mycode_list"><li>Active: 40 game ticks for Sculk Sensors and 20 game ticks for Calibrated Sculk Sensors<br />
<br />
</li>
<li>Cooldown: 1 game tick for both types of Sculk Sensors<br />
</li>
</ul>
<br />
</li>
<li>These phase timings were tweaked so that it is less common for activated contraptions to recursively activate the Sculk Sensor that powered them<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Vibration Frequencies</span></span><br />
<br />
In preparation for the Calibrated Sculk Sensor, vibration frequencies have been greatly simplified to prevent unwanted interference. The following are category descriptions for each frequency and the expected events that they correspond to:<br />
<br />
<ol type="1" class="mycode_list"><li>Movement in any medium (land, water, and air)<br />
<br />
</li>
<li>Landing on any surface (land or water)<br />
<br />
</li>
<li>Item interactions<br />
<br />
</li>
<li>Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)<br />
<br />
</li>
<li>Dismounting a mob or equipping gear<br />
<br />
</li>
<li>Mounting a mob or interacting with a mob<br />
<br />
</li>
<li>Mobs and players getting damaged<br />
<br />
</li>
<li>Consuming items (drinking and eating)<br />
<br />
</li>
<li>Blocks ‘deactivating’ (door close, chest close, button unpress, etc)<br />
<br />
</li>
<li>Blocks ‘activating’ (door open, chest open, button press, etc)<br />
<br />
</li>
<li>Blocks changing (cauldron water level rising, adding food to the campfire, etc.)<br />
<br />
</li>
<li>Blocks being destroyed<br />
<br />
</li>
<li>Blocks being placed<br />
<br />
</li>
<li>Mobs and players teleporting or spawning<br />
<br />
</li>
<li>Mobs and players dying or an explosion<br />
</li>
</ol>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Step Sounds</span></span><br />
<ul class="mycode_list"><li>Walking on a block will now always play a step sound<ul class="mycode_list"><li>It was previously not the case if you were walking along the edge of a block with air or fluid beside it<br />
</li>
</ul>
<br />
</li>
<li>Walking on the ocean floor will produce a step sound for the block you are walking on at a lower volume and pitch<br />
<br />
</li>
<li>When walking on Carpets, Snow, Nether Sprouts, Warped Roots, and Crimson Roots, a combination of step sounds will be played<ul class="mycode_list"><li>The top-most block you are walking on is played as normal<br />
<br />
</li>
<li>The block underneath is played at a lower volume and pitch<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Advancements</span></span><br />
<ul class="mycode_list"><li>Breeding Camels and Sniffers now count for “The Parrots and the Bats” and are now required for “Two by Two”<br />
<br />
</li>
<li>Hanging Signs now count for “Glow and Behold”<br />
<br />
</li>
<li>Visiting a Cherry Grove is now required for “Adventuring Time”<br />
</li>
</ul>
<ul class="mycode_list"><li>Improved performance of the light engine<br />
<br />
</li>
<li>The data pack version is now 15, accounting for sign data format, item display orientation, and advancement changes<br />
<br />
</li>
<li>Removed update_1_20 feature flag and built-in datapack – features are no longer experimental<br />
<br />
</li>
<li>Added a return command<br />
<br />
</li>
<li>Tweaked display entity interpolation<br />
<br />
</li>
<li>Added a capped rule structure processor that limits the number of replaced blocks for a structured piece to a configured maximum<br />
<br />
</li>
<li>Configuring block entity fields in a rule processor rule is now delegated to a referenced block_entity_modifier instead of the previously fixed output_nbt configuration<br />
<br />
</li>
<li>Random sequences for loot tables are now deterministic<br />
<br />
</li>
<li>Added a reference loot table function<br />
<br />
</li>
<li>Loot table condition/predicate changes:<ul class="mycode_list"><li>Renamed alternative to any_of<br />
<br />
</li>
<li>Added all_of<br />
</li>
</ul>
<br />
</li>
<li>Advancement trigger changes:<ul class="mycode_list"><li>Added recipe_crafted<br />
<br />
</li>
<li>Changed format of placed_block, item_used_on_block and allay_drop_item_on_block triggers<br />
</li>
</ul>
<br />
</li>
<li>Ingredients in array form are now also allowed in smithing_trim and smithing_transform recipes on fields template, base, and addition<ul class="mycode_list"><li>Those fields also allow empty arrays, which signalize that the slot needs to be left empty<br />
</li>
</ul>
<br />
</li>
<li>Added new damage types: outside_border and generic_kill<br />
<br />
</li>
<li>Game events have changed vibration frequency and some have been removed<br />
<br />
</li>
<li>The resource pack version is now 15, accounting for the font and credits update<ul class="mycode_list"><li>Updated the sprite layout of minecraft.png<br />
<br />
</li>
<li>Removed the overriding minecraft.png from the Programmer Art resource pack<br />
<br />
</li>
<li>Updated the sprite layout of invite_icon.png<br />
<br />
</li>
<li>legacy_unicode glyph provider has been removed<br />
<br />
</li>
<li>Bitmaps used by uniform font has been removed<br />
<br />
</li>
<li>uniform font has been updated to use Unifont 15.0.06<ul class="mycode_list"><li>That changes the shape of multiple characters, while also adding support for new ones<br />
<br />
</li>
<li>Combining characters no longer include a circle overlayed over them (so M◌̆ now renders as M ̆)<br />
</li>
</ul>
<br />
</li>
<li>Added a second level of organization of entries in credits.json on top of titles, called disciplines<br />
</li>
</ul>
<br />
</li>
<li>Font textures are included in debug texture dump (F3 + S)<br />
<br />
</li>
<li>Added new font glyph providers: unihex and reference, removed legacy_unicode<br />
<br />
</li>
<li>Added support for Quick Play<br />
<br />
</li>
<li>Removed the server & port command line arguments as their functionality has been replaced by Quick Play<br />
<br />
</li>
<li>Updates to telemetry<br />
<br />
</li>
<li>Changed encoding of server.properties to UTF-8<br />
<br />
</li>
<li>Added validation for symbolic links in the world saves<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Light Engine</span></span><br />
<br />
The light engine is responsible for calculating the brightness of each block in the world.Light is calculated during world generation as well as updated when a block is changed in the world.Behavior of the light engine has not been changed.<br />
<ul class="mycode_list"><li>The performance of calculating light has been improved<ul class="mycode_list"><li>Reduces one source of lag spikes when crossing chunk borders<br />
<br />
</li>
<li>Improves FPS in situations when a lot of light updates occur<br />
<br />
</li>
<li>Improves how quickly chunks can be generated<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Commands</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Return</span></span><br />
<br />
The return command can be used to control execution flow inside functions and change their return value. Effects:<br />
<ul class="mycode_list"><li>Remaining separate top-level commands in the currently executing function (if any) are skipped<br />
<br />
</li>
<li>The result value of the function command that triggered the function is changed from the number of commands executed to value<br />
<br />
</li>
<li>The result value of the return command is also the value<br />
</li>
</ul>
<br />
Syntax:<br />
<br />
return <value><br />
<br />
Parameters:<br />
<ul class="mycode_list"><li>value: An integer return value<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">DATA</span></span><br />
<ul class="mycode_list"><li>string data sources now accept negative boundaries, which are interpreted as index counted from the end of the string<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Display Entity</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Interpolation Changes</span></span><br />
<ul class="mycode_list"><li>Previous values are always discarded if interpolation_duration is 0<br />
<br />
</li>
<li>Made sure that render properties are applied at the same time (so block_state is applied at the same time as transformation, i.e. at the next tick after receiving an update)<br />
<br />
</li>
<li>Display entities are not rendered until their initial data is received. That means display entities might not be shown on the first tick.<br />
<br />
</li>
<li>Note: due to how the game handles updates, changes to entities made after summoning might be delivered to clients within a later tick<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Rendering Changes</span></span><br />
<ul class="mycode_list"><li>item_display items have been rotated 180 degrees around the Y axis to better match the transformation that is applied when rendering items on an Armor Stand head and in Item Frames<ul class="mycode_list"><li>For reference, the order of transformations applied to the model (starting from innermost) is item_transform, rotate Y 180, transformation field, entity orientation (billboard option + Rotation field + Pos field)<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Structure Post-Processors</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Capped Post-Processors</span></span><br />
<ul class="mycode_list"><li>A capped post-processor has been added which can limit how many blocks a delegated post-processor randomly transforms in a structure<br />
<br />
</li>
<li>This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution<br />
<br />
</li>
<li>The capped post-processor has the following required parameters:<ul class="mycode_list"><li>delegate A post-processor that performs the actual block transformation<br />
<br />
</li>
<li>limit the Maximum amount of blocks that the delegated post-processor can transform<ul class="mycode_list"><li>The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount<br />
<br />
</li>
<li>Either a constant or random number generator was sampled during post-processing<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Rule Post-Processor Block Entity Configuration</span></span><br />
<ul class="mycode_list"><li>Previously a rule could specify an optional fixed output_nbt which would be added to the processed output block entity<br />
<br />
</li>
<li>This field has now been changed to reference a block_entity_modifier<br />
<br />
</li>
<li>Existing block_entity_modifier‘s are:<ul class="mycode_list"><li>passthrough Retains existing fields on the block entity<ul class="mycode_list"><li>This is the default if no block_entity_modifier is specified<br />
</li>
</ul>
<br />
</li>
<li>append_static Similar to the previous output_nbt this provides fixed fields to add to the block entity<ul class="mycode_list"><li>A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields<br />
</li>
</ul>
<br />
</li>
<li>clear Removes any existing fields on the block entity<br />
<br />
</li>
<li>append_loot Appends a loot table and seed to the block entity through the required parameter:<ul class="mycode_list"><li>loot_table Referenced loot table to add to block entity as LootTable field<br />
<br />
</li>
<li>Field LootTableSeed is also added to the block entity using random seeded by block position<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Loot Tables</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Random Sequences</span></span><br />
<br />
The game now uses named random sequences to deterministically produce loot for loot tables. Each random sequence produces a unique sequence based on the world seed and sequence ID, which means a loot table will produce the same results when run with the same parameters in the same world.<br />
<br />
The ID of the random sequence to use for a loot table is specified in a new optional field called random_sequence. If no sequence name is given, loot is drawn using a non-deterministic random source.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Reference</span></span><br />
<br />
New function reference allows functions to call sub-functions (similar to reference condition).<br />
<br />
Fields:<br />
<ul class="mycode_list"><li>name – location of function to call<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Any_of/All_of</span></span><br />
<ul class="mycode_list"><li>Loot condition alternative has been renamed to any_of<br />
<br />
</li>
<li>Added new loot condition all_of that passes only when all sub-conditions pass<ul class="mycode_list"><li>Has the same syntax as any_of<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Advancements</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Triggers</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Recipe_Crafted</span><br />
<ul class="mycode_list"><li>Triggered when crafting a recipe<br />
<br />
</li>
<li>Conditions:<ul class="mycode_list"><li>recipe_id – the resource location of the recipe crafted<br />
<br />
</li>
<li>ingredients – an array of predicates for the item stacks used in the recipe<ul class="mycode_list"><li>A single-item stack can only be used to fulfill one predicate<br />
<br />
</li>
<li>Each predicate needs to be fulfilled to trigger the advancement. This allows for separation between recipes that have the same identifier but use different ingredients.<br />
<br />
</li>
<li>This field is optional. When not provided, or left empty, only the recipe_id will dictate the success of the trigger<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Changed Triggers</span></span><br />
<ul class="mycode_list"><li>All fields in placed_block, item_used_on_block, and allay_drop_item_on_block have been collapsed into a single location field<br />
<br />
</li>
<li>The new location is similar to the player field – it is a list of loot conditions/predicates<br />
<br />
</li>
<li>All conditions in this list must match for a trigger to run<br />
<br />
</li>
<li>Conditions are evaluated in a new loot context called advancement_location. It has access to:<ul class="mycode_list"><li>Player as this entity<br />
<br />
</li>
<li>Position of the placed block<br />
<br />
</li>
<li>Block state of the placed/interacted block<br />
<br />
</li>
<li>Held/used item as “tool”<br />
</li>
</ul>
<br />
</li>
<li>Migration guide:<ul class="mycode_list"><li>Contents of the old location field should be migrated to location_check condition<br />
<br />
</li>
<li>Contents of the item field should be migrated to match_tool condition<br />
<br />
</li>
<li>Contents of the block + state fields should be migrated to block_state_property condition<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Example</span> (from make_a_sign_glow advancement):<br />
<br />
Before:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>{ "conditions": { "item": { "items": [ "minecraft:glow_ink_sac" ] }, "location": { "block": { "tag": "minecraft:all_signs" } } }, "trigger": "minecraft:item_used_on_block"
}After:</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>{ "conditions": { "location": [ { "condition": "minecraft:match_tool", "predicate": { "items": [ "minecraft:glow_ink_sac" ] } }, { "condition": "minecraft:location_check", "predicate": { "block": { "tag": "minecraft:all_signs" } } } ] }, "trigger": "minecraft:item_used_on_block"
}</code></div></div><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Damage Types</span></span><br />
<br />
<ul class="mycode_list"><li>Players outside the world border are now hurt by the damage type outside_border instead of in_wall<br />
<br />
</li>
<li>Forcibly removing an entity using the /kill command now uses damage type generic_kill instead of out_of_world<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Tags</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Block Tags</span></span><br />
<br />
<ul class="mycode_list"><li>Removed replaceable_plants since it was only used as a subset of the blocks for the tag above, and not as universally<br />
<br />
</li>
<li>Added replaceable_by_trees to better express blocks that are replaced when the tree grows through them<br />
<br />
</li>
<li>Added replaceable with all the blocks that can be replaced<ul class="mycode_list"><li>This tag only represents the internal state of the game, changing this tag does not make blocks replaceable<br />
</li>
</ul>
<br />
</li>
<li>Added sword_efficient to represent blocks that are broken 50% faster by a sword than normal<br />
<br />
</li>
<li>Added maintains_farmland to represent which blocks will not cause farmland to be converted into dirt due to drying out when placed on top of it<br />
<br />
</li>
<li>Added combination_step_sound_blocks that controls which block produces a combination of step sounds<br />
<br />
</li>
<li>Added enchantment_power_provider to control which blocks increase the level of an Enchantment Table<br />
<br />
</li>
<li>Added enchantment_power_transmitter to control which blocks are allowed between an Enchantment Table and a Bookshelf (or other Power Transmitter)<br />
<br />
</li>
<li>Added vibration_resonators to control which blocks transmit vibration signals when placed next to Sculk Sensors<br />
<br />
</li>
<li>Added trail_ruins_replaceable for blocks that Trail Ruins can replace when generating<br />
<br />
</li>
<li>Added sniffer_diggable_block to control which blocks Sniffers can dig<br />
<br />
</li>
<li>Added sniffer_egg_hatch_boost to that control on which blocks Sniffer Eggs hatch twice as fast<br />
<br />
</li>
<li>Added ceiling_hanging_signs<br />
<br />
</li>
<li>Added wall_hanging_signs<br />
<br />
</li>
<li>Added all_hanging_signs<br />
<br />
</li>
<li>Added stone_buttons block tag<br />
<br />
</li>
<li>Added cherry_logs block tag<br />
<br />
</li>
<li>Added bamboo_blocks block tag<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Item Tags</span></span><br />
<br />
<ul class="mycode_list"><li>Added villager_plantable_seeds to represent which kind of seeds Villagers can farm<br />
<br />
</li>
<li>Added noteblock_top_instruments to control which blocks can be placed on top of Note Blocks without sneaking<br />
<br />
</li>
<li>Added breaks_decorated_pots to control which tools can break Decorated Pots<br />
<br />
</li>
<li>Added decorated_pot_ingredients<br />
<br />
</li>
<li>Added decorated_pot_sherds<br />
<br />
</li>
<li>Added sniffer_food<br />
<br />
</li>
<li>Added trimmable_armor<br />
<br />
</li>
<li>Added trim_materials<br />
<br />
</li>
<li>Added trim_templates<br />
<br />
</li>
<li>Added stone_buttons item tag<br />
<br />
</li>
<li>Added cherry_logs item tag<br />
<br />
</li>
<li>Added bamboo_blocks item tag<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Biome Tags</span></span><br />
<br />
<ul class="mycode_list"><li>Added has_structure/trail_ruins<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Game Events</span></span><br />
<br />
<ul class="mycode_list"><li>Removed piston_contract game event in favor of block_deactivate<br />
<br />
</li>
<li>Removed piston_extend and dispense_fail game events in favor of block_activate<br />
<br />
</li>
<li>Many game events have new vibration frequencies:<ul class="mycode_list"><li>1: step, swim, flap<br />
<br />
</li>
<li>2: projectile_land, hit_ground, splash<br />
<br />
</li>
<li>3: item_interact_finish, projectile_shoot, instrument_play<br />
<br />
</li>
<li>4: entity_roar, entity_shake, elytra_glide<br />
<br />
</li>
<li>5: entity_dismount, equip<br />
<br />
</li>
<li>6: entity_mount, entity_interact, shear<br />
<br />
</li>
<li>7: entity_damage<br />
<br />
</li>
<li>8: drink, eat<br />
<br />
</li>
<li>9: container_close, block_close, block_deactivate, block_detach<br />
<br />
</li>
<li>10: container_open, block_open, block_activate, block_attach, prime_fuse, note_block_play<br />
<br />
</li>
<li>11: block_change<br />
<br />
</li>
<li>12: block_destroy, fluid_pickup<br />
<br />
</li>
<li>13: block_place, fluid_place<br />
<br />
</li>
<li>14: entity_place, lightning_strike, teleport<br />
<br />
</li>
<li>15: entity_die, explode<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Fonts</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Unihex Glyph Provider</span></span><br />
<br />
<ul class="mycode_list"><li>New glyph provider for reading Unifont HEX files<ul class="mycode_list"><li>HEX format describes font glyphs using a bitmap<ul class="mycode_list"><li>The height of every glyph is 16 pixels<br />
<br />
</li>
<li>The width of the glyph can be 8, 16, 24, or 32 pixels<br />
</li>
</ul>
<br />
</li>
<li>Every line is made of two hexadecimal numbers separated by :<br />
<br />
</li>
<li>The first value describes a codepoint – it must have 4, 5, or 6 hex digits<br />
<br />
</li>
<li>The second value describes the glyph as a stream of bits, line by line<br />
</li>
</ul>
<br />
</li>
<li>When rendering, empty columns on the left and right sides of glyphs are removed<ul class="mycode_list"><li>Custom glyph widths can be set with size_overrides<br />
</li>
</ul>
<br />
</li>
<li>This provider requires two fields:<ul class="mycode_list"><li>hex_file – path to ZIP archive containing one or more *.hex files (files in the archive with different extensions are ignored)<br />
<br />
</li>
<li>size_overrides – list of codepoint ranges that should have width different from auto-detected (based on empty space in glyph). Fields:<ul class="mycode_list"><li>from, to – start and end of codepoint range (inclusive)<br />
<br />
</li>
<li>left, right – integers describing the position of the left-most and right-most columns of the glyph in the range<ul class="mycode_list"><li>Any bits in columns outside of this range will be discarded<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Reference Glyph Provider</span></span><br />
<br />
<ul class="mycode_list"><li>New glyph provider that can be used to include providers from other fonts<ul class="mycode_list"><li>Providers are guaranteed to be loaded only once, no matter how many times they are included<br />
</li>
</ul>
<br />
</li>
<li>Provider has one field id, that describes another font to be included in the currently loaded one<ul class="mycode_list"><li>Inclusion is performed after all fonts are loaded, so it will include all providers for a given font defined in all datapacks<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Removed Legacy_Unicode Glyph Provider</span></span><br />
<br />
<ul class="mycode_list"><li>The legacy_unicode glyph provider has been removed<br />
<br />
</li>
<li>This functionality has been replaced by the unihex provider<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Quick Play</span></span><br />
<br />
<ul class="mycode_list"><li>Added support for four new command line arguments that allow the game to be launched directly into a world<br />
<br />
</li>
<li>quickPlayPath takes a specified path for logging (relative to the run directory)<ul class="mycode_list"><li>If a path is provided the following will be logged upon joining a world:<ul class="mycode_list"><li>type: is either singleplayer, multiplayer, or realms<br />
<br />
</li>
<li>identifier: represents the world you want to join<ul class="mycode_list"><li>For singleplayer, the folder name of the world<br />
<br />
</li>
<li>For multiplayer, the IP address of the server<br />
<br />
</li>
<li>For realms, the Realms ID<br />
</li>
</ul>
<br />
</li>
<li>port: represents the server port and is only logged for multiplayer<br />
<br />
</li>
<li>name: The name of the world<br />
<br />
</li>
<li>gamemode: The gamemode of the world<br />
<br />
</li>
<li>lastPlayedTime: The time you joined the world<br />
</li>
</ul>
<br />
</li>
<li>Example:<ul class="mycode_list"><li>–quickPlayPath “quickPlay/log.json” will resolve into .minecraft/quickPlay/log.json<br />
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>quickPlaySingleplayer, quickPlayMultiplayer, and quickPlayRealms all take their respective identifier<ul class="mycode_list"><li>If one of these arguments is provided, the game will try to launch directly into the given world<br />
<br />
</li>
<li>Examples:<ul class="mycode_list"><li>–quickPlaySingleplayer “New World”<br />
<br />
</li>
<li>–quickPlayMultiplayer “localhost:25565”<br />
<br />
</li>
<li>–quickPlayRealms “1234”<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Telemetry</span></span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">All Events</span></span><br />
<br />
<ul class="mycode_list"><li>Added new property: launcher_name<ul class="mycode_list"><li>This is set based on the minecraft.launcher.brand system property<br />
<br />
</li>
<li>This will help us troubleshoot game launch-related bugs more effectively, as we will be able to see whether the issue originated in the Minecraft launcher or a third-party program<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Updated Required Events</span></span><br />
<br />
<ul class="mycode_list"><li>world_loaded<ul class="mycode_list"><li>Added new property: realms_map_content<ul class="mycode_list"><li>When loading into a Realms Map Content world (Minigame), the world_loaded event will receive the name of that map<br />
<br />
</li>
<li>This is to help us understand how Java Realms players interact with Java Realms adventure or minimap content<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Optional Events</span></span><br />
<br />
<ul class="mycode_list"><li>advancement_made<ul class="mycode_list"><li>This event is triggered when a player completes an advancement and allows us to see the advancement ID and the time when the advancement was completed<br />
<br />
</li>
<li>This helps us as a studio understand player progress and limits, which informs our game design<br />
</li>
</ul>
<br />
</li>
<li>game_load_times<ul class="mycode_list"><li>This event is triggered when the game client is loaded<br />
<br />
</li>
<li>Includes the time it took for the client to load<br />
<br />
</li>
<li>This is so that we can work on improving and reducing the time it takes to load the game client<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Server.Properties</span></span><br />
<br />
<ul class="mycode_list"><li>File is now read in UTF-8 initially, with the previous encoding (ISO 8859-1/Latin 1) as a fallback<br />
<br />
</li>
<li>File is now written with UTF-8 encoding<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">SymbolicC Link Validation</span></span><br />
<br />
<br />
To improve safety, the game will now detect symbolic links used inside the world directory. For a detailed explanation, check our <a href="https://aka.ms/MinecraftSymLinks" target="_blank" rel="noopener" class="mycode_url">help article</a>.<br />
<br />
<ul class="mycode_list"><li>If the target of a symbolic link is not on the user-configured allow-list, the game will not proceed with loading the world<ul class="mycode_list"><li>Note: the world directory itself can still be linked<br />
</li>
</ul>
<br />
</li>
<li>The list of allowed symbolic link targets is stored in the file allowed_symlinks.txt in the client or server top directory<br />
<br />
</li>
<li>The file consists of entries (one per line) with the following formats allowed:<ul class="mycode_list"><li>Lines starting with # are comments and are ignored<br />
<br />
</li>
<li>[type]pattern, where type can be a glob, regex, or prefix<ul class="mycode_list"><li>prefix matches the start of the path with the given pattern (so for /test paths /test, /test/ and /test/foo.txt would match)<br />
<br />
</li>
<li>regex matches regular expression against the whole path<br />
<br />
</li>
<li>glob uses an OS-specific path-matching mechanism (for example *.txt would usually match files with a txt extension)<br />
<br />
</li>
<li>Note: paths will use OS-specific separators<br />
</li>
</ul>
<br />
</li>
<li>pattern, which uses the default prefix type<br />
</li>
</ul>
</li>
</ul>
<br />
<br />
Around 250 bugs were fixed in this release. View the <a href="https://bugs.mojang.com/issues/?filter=27705" target="_blank" rel="noopener" class="mycode_url">list on the issue tracker</a>.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code> </code></div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[News - Malware included with some mods on CurseForge]]></title>
			<link>https://sickgaming.net/thread-101468.html</link>
			<pubDate>Sun, 10 Sep 2023 00:54:22 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-101468.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Malware included with some mods on CurseForge</span><br />
<br />
A malicious user has created several accounts and uploaded projects containing malware to the platform.<br />
<br />
Separately a user belonging to Luna Pixel Studios (LPS) was hacked and was used to upload similar malware.<br />
<br />
CurseForge has banned all accounts relevant to this and disabled the LPS one as well. They are in direct contact with the LPS team to help them restore their access.<br />
<br />
To be clear CurseForge is not compromised. No admin account was hacked.<br />
<br />
CurseForge has made a Detector Tool that will enable you to check whether you have been compromised by any of the projects containing said malware. This tool relied on the amazing work of the author community who has investigated these malicious files and published their efforts on hackmd.io:<br />
<a href="https://hackmd.io/B46EYzKXSfWSF35DeCZz9A#Credits" target="_blank" rel="noopener" class="mycode_url">https://hackmd.io/B46EYzKXSfWSF35DeCZz9A#Credits</a><br />
<br />
Please use the following article to understand which projects were containing said malware and whether you need to use the tool and how to do so: <a href="https://support.curseforge.com/en/support/solutions/articles/9000228509-june-2023-infected-mods-detection-tool/" target="_blank" rel="noopener" class="mycode_url">https://support.curseforge.com/en/suppor...tion-tool/</a><br />
<br />
CurseForge has made the tool available and open sourced and it can be directly found here: <a href="https://github.com/overwolf/detection-tool" target="_blank" rel="noopener" class="mycode_url">https://github.com/overwolf/detection-tool</a>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Malware included with some mods on CurseForge</span><br />
<br />
A malicious user has created several accounts and uploaded projects containing malware to the platform.<br />
<br />
Separately a user belonging to Luna Pixel Studios (LPS) was hacked and was used to upload similar malware.<br />
<br />
CurseForge has banned all accounts relevant to this and disabled the LPS one as well. They are in direct contact with the LPS team to help them restore their access.<br />
<br />
To be clear CurseForge is not compromised. No admin account was hacked.<br />
<br />
CurseForge has made a Detector Tool that will enable you to check whether you have been compromised by any of the projects containing said malware. This tool relied on the amazing work of the author community who has investigated these malicious files and published their efforts on hackmd.io:<br />
<a href="https://hackmd.io/B46EYzKXSfWSF35DeCZz9A#Credits" target="_blank" rel="noopener" class="mycode_url">https://hackmd.io/B46EYzKXSfWSF35DeCZz9A#Credits</a><br />
<br />
Please use the following article to understand which projects were containing said malware and whether you need to use the tool and how to do so: <a href="https://support.curseforge.com/en/support/solutions/articles/9000228509-june-2023-infected-mods-detection-tool/" target="_blank" rel="noopener" class="mycode_url">https://support.curseforge.com/en/suppor...tion-tool/</a><br />
<br />
CurseForge has made the tool available and open sourced and it can be directly found here: <a href="https://github.com/overwolf/detection-tool" target="_blank" rel="noopener" class="mycode_url">https://github.com/overwolf/detection-tool</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[News - Minecraft Beta & Preview – 1.19.80.21]]></title>
			<link>https://sickgaming.net/thread-101451.html</link>
			<pubDate>Sat, 09 Sep 2023 06:08:50 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-101451.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Minecraft Beta & Preview – 1.19.80.21</span><br />
<br />
The latest changelog for the recently released Beta & Preview 1.19.80.21.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Experimental Features</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Armor Trims</span><br />
<ul class="mycode_list"><li>You can now visually customize your armor with a variety of unique trims at the Smithing Table<br />
<br />
</li>
<li>Armor Trims are purely visual with no gameplay benefits, and can only be applied to Helmets, Chestplates, Leggings, and Boots<ul class="mycode_list"><li>All trim patterns are visually the same on an armor’s item icon, but the color will still change based on the trim material<br />
<br />
</li>
<li>To check which trim pattern a piece of armor has, you can hover over it in the inventory<br />
</li>
</ul>
<br />
</li>
<li>Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contains its own unique Smithing Template:<ul class="mycode_list"><li>Pillager Outpost<ul class="mycode_list"><li>Sentry Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Desert Pyramid<ul class="mycode_list"><li>Dune Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Shipwreck<ul class="mycode_list"><li>Coast Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Jungle Temple<ul class="mycode_list"><li>Wild Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Ocean Monument<ul class="mycode_list"><li>Tide Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Ancient City<ul class="mycode_list"><li>Ward Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Woodland Mansion<ul class="mycode_list"><li>Vex Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Nether Fortress<ul class="mycode_list"><li>Rib Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Bastion Remnant<ul class="mycode_list"><li>Snout Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Stronghold<ul class="mycode_list"><li>Eye Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>End City<ul class="mycode_list"><li>Spire Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Smithing Templates are found in Chests in their respective structure, except for the Ocean Monument. Instead of finding it in Chests, Elder Guardians sometimes drop a Smithing Template when defeated<br />
<br />
</li>
<li>Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!<br />
<br />
</li>
<li>An Armor Trim has two properties: a pattern and a material<ul class="mycode_list"><li>The pattern is defined by the Smithing Template used to apply the trim and represents the visual pattern of the trim<br />
<br />
</li>
<li>The material is defined by what ingredient you used to apply the trim and represents the color of the trim<br />
</li>
</ul>
<br />
</li>
<li>The viable ingredients you can use to define the color of your Armor Trim are the following:<ul class="mycode_list"><li>Iron<br />
<br />
</li>
<li>Copper<br />
<br />
</li>
<li>Gold<br />
<br />
</li>
<li>Lapis<br />
<br />
</li>
<li>Emerald<br />
<br />
</li>
<li>Diamond<br />
<br />
</li>
<li>Netherite<br />
<br />
</li>
<li>Redstone<br />
<br />
</li>
<li>Amethyst<br />
<br />
</li>
<li>Quartz<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Blocks</span><br />
<ul class="mycode_list"><li>The Piglin Head Block’s ears now flap when the wearer is Riding a vehicle<br />
<br />
</li>
<li>Cherry Stripped Wood can now be crafted from Cherry Stripped Log (<a href="https://bugs.mojang.com/browse/MCPE-168053" target="_blank" rel="noopener" class="mycode_url">MCPE-168053</a>)<br />
<br />
</li>
<li>Updated Cherry Leaves & Cherry Sign textures (<a href="https://bugs.mojang.com/browse/MCPE-168059" target="_blank" rel="noopener" class="mycode_url">MCPE-168059</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Archaeology feature set:</span><br />
<ul class="mycode_list"><li>Added the Suspicious Gravel block<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mobs</span><br />
<ul class="mycode_list"><li>Frogs born in the Cherry Grove biome are now the temperate variant instead of the cold variant (<a href="https://bugs.mojang.com/browse/MCPE-168083" target="_blank" rel="noopener" class="mycode_url">MCPE-168083</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Netherite Equipment</span><br />
<ul class="mycode_list"><li>Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template<br />
<br />
</li>
<li>Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests, and there is a guarantee of 2 in every Treasure Room Bastion Remnant<br />
<br />
</li>
<li>This change was made for a variety of reasons:<ul class="mycode_list"><li>Increases the time players utilize Diamond equipment before Netherite<br />
<br />
</li>
<li>Make Netherite equipment a more significant achievement in the game’s progression<br />
<br />
</li>
<li>Adapts Netherite more naturally into the new Smithing Table crafting system<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Smithing Templates</span><br />
<ul class="mycode_list"><li>Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications<br />
<br />
</li>
<li>Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Templates<br />
<br />
</li>
<li>Smithing Templates define what type of upgrade you will be making to the equipment<ul class="mycode_list"><li>It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade<br />
<br />
</li>
<li>There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade<br />
</li>
</ul>
<br />
</li>
<li>Smithing Templates are consumed when used to upgrade an item in the Smithing Table<br />
<br />
</li>
<li>You can craft a copy of a Smithing Template in the Crafting Table with 7 Diamonds + 1 block of material that the template is made out of + 1 Smithing Template, which will output 2 of the same Smithing Template<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Features and Bug Fixes</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Accessibility Features</span><br />
<ul class="mycode_list"><li>Potions no longer have an enchantment glint due to it obscuring the color of the potion contents<br />
<br />
</li>
<li>Potions have had their colors adjusted to make them more distinguishable from each other<br />
<br />
</li>
<li>Decreased the default visibility of the glint on enchanted items, which can now be modified in the Accessibility Settings<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Blocks</span><br />
<ul class="mycode_list"><li>“fence” block is now split into unique names, “oak_fence”, “acacia_fence”, “birch_fence”, “dark_oak_fence”, “jungle_fence”, and “spruce_fence”<br />
<br />
</li>
<li>Commands will still work with “fence”, but only new fence names will be suggested in the command prompt<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Gameplay</span><br />
<ul class="mycode_list"><li>Fixed experience orb position desync after teleport (<a href="https://bugs.mojang.com/browse/MCPE-59584" target="_blank" rel="noopener" class="mycode_url">MCPE-59584</a>)<br />
<br />
</li>
<li>Going into lava in third person view no longer causes the camera to turn black (<a href="https://bugs.mojang.com/browse/MCPE-166861" target="_blank" rel="noopener" class="mycode_url">MCPE-166861</a>)<br />
<br />
</li>
<li>Fixed an issue where players load incorrect data when loading a local game after connecting to a server or Realm (<a href="https://bugs.mojang.com/browse/MCPE-164765" target="_blank" rel="noopener" class="mycode_url">MCPE-164765</a>)<br />
<br />
</li>
<li>Fixed an issue where the player camera height was incorrect with or without the sneak toggle (<a href="https://bugs.mojang.com/browse/MCPE-167559" target="_blank" rel="noopener" class="mycode_url">MCPE-167559</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Graphical</span><br />
<ul class="mycode_list"><li>LevelChunks no longer flicker in The End dimension when Clientside Chunk Generation is enabled<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">User Interface</span><br />
<ul class="mycode_list"><li>Corrected toggle navigation in the Edit World menu while using a gamepad or keyboard that was previously skipped<br />
<br />
</li>
<li>Updated designs for sign-in and sign-up screens in the preview<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Vanilla Parity</span><br />
<ul class="mycode_list"><li>Search bar in Creative inventory screen is now automatically selected while using a keyboard<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Villagers</span><br />
<ul class="mycode_list"><li>Villagers will now wake up in a valid position and will not phase through blocks (<a href="https://bugs.mojang.com/browse/MCPE-142544" target="_blank" rel="noopener" class="mycode_url">MCPE-142544</a>)<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Technical Updates</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">AI Goals</span><br />
<ul class="mycode_list"><li>Added “cooldown” field to target descriptors in “minecraft:behavior.nearest_attackable_target” goal<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Blocks</span><br />
<ul class="mycode_list"><li>Sponges no longer emit water drop particles underwater (<a href="https://bugs.mojang.com/browse/MCPE-122138" target="_blank" rel="noopener" class="mycode_url">MCPE-122138</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Commands</span><br />
<ul class="mycode_list"><li>For worlds using game version 1.19.80 and above, acquiring a custom spawn egg through a command can only succeed with their full name rather than with an aux value, eg. “/give @s namespace:actor_spawn_egg”<br />
<br />
</li>
<li>Removed requirement for blockState argument(s) when using other optional args in /fill /setblock and /clone (<a href="https://bugs.mojang.com/browse/MCPE-167959" target="_blank" rel="noopener" class="mycode_url">MCPE-167959</a>)<br />
<br />
</li>
<li>Implemented the “inputpermission” command, which allows for setting the player’s camera or movement as enabled or disabled<ul class="mycode_list"><li>Syntax: /inputpermission set <target: player> <permission: camera | movement> <state: enabled | disabled><br />
</li>
</ul>
<br />
</li>
<li>Implemented the “haspermission” target selector, which allows for selection based on player permission levels<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">General</span><br />
<ul class="mycode_list"><li>For behavior packs using version 1.19.80 and above, recipes no longer accept a Molang query for the item’s data field, instead use the item’s full name, eg. use { “item”: “namespace:actor_spawn_egg” } instead of { “item”: “spawn_egg”, “data”: “query.get_actor_info_id(‘namespace:actor’)” }<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Experimental Technical Features</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Editor</span><br />
<br />
The Editor is in early development, and available for keyboard/mouse on Windows PC Bedrock Preview builds. Join our Discussion forum, post bugs, view more detailed release notes, and share your creations on <a href="https://github.com/Mojang/minecraft-editor" target="_blank" rel="noopener" class="mycode_url">GitHub.</a><br />
<ul class="mycode_list"><li>Custom blocks are now listed in the block selector<br />
<br />
</li>
<li>Fixed z-fighting on paste preview over selection volume<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"> </span><span style="font-weight: bold;" class="mycode_b">Scripting</span><br />
<ul class="mycode_list"><li>Form promises are now rejected using typed errors, vs. strings as used previously<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">ItemStack</span><br />
<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getTags(): string[]</span>– Returns all tags for the item<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">hasTag(tag: string): boolean</span>– Returns true if the item has the specified tag<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">EntityEquipmentInventoryComponent</span><br />
<ul class="mycode_list"><li>This component is used to manipulate the equipment of mobs and players. To use it, call <span style="font-style: italic;" class="mycode_i">getComponent(‘equipment_inventory’)</span><br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getEquipment(equipmentSlot: EquipmentSlot): ItemStack | undefined</span><span style="font-style: italic;" class="mycode_i">– </span>Returns the item in the given equipment slot<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getEquipmentSlot(equipmentSlot: EquipmentSlot): ContainerSlot</span>– Returns the container slot for the given equipment slot<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">setEquipment(equipmentSlot: EquipmentSlot, itemStack?: ItemStack): void</span>– Sets the item in the given equipment slot<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">ItemDurabilityComponent</span><br />
<ul class="mycode_list"><li>The ItemDurabilityComponent now works with all damageable items, not just custom items<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">damageRange</span><br />
<br />
</li>
<li>Setting damage will now throw an exception if it is outside of the range [0, maxDurability]<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">GameTest Framework</span><br />
<ul class="mycode_list"><li>Update specific GameTest exceptions to be thrown as GameTestError error objects<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Minecraft Beta & Preview – 1.19.80.21</span><br />
<br />
The latest changelog for the recently released Beta & Preview 1.19.80.21.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Experimental Features</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Armor Trims</span><br />
<ul class="mycode_list"><li>You can now visually customize your armor with a variety of unique trims at the Smithing Table<br />
<br />
</li>
<li>Armor Trims are purely visual with no gameplay benefits, and can only be applied to Helmets, Chestplates, Leggings, and Boots<ul class="mycode_list"><li>All trim patterns are visually the same on an armor’s item icon, but the color will still change based on the trim material<br />
<br />
</li>
<li>To check which trim pattern a piece of armor has, you can hover over it in the inventory<br />
</li>
</ul>
<br />
</li>
<li>Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contains its own unique Smithing Template:<ul class="mycode_list"><li>Pillager Outpost<ul class="mycode_list"><li>Sentry Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Desert Pyramid<ul class="mycode_list"><li>Dune Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Shipwreck<ul class="mycode_list"><li>Coast Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Jungle Temple<ul class="mycode_list"><li>Wild Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Ocean Monument<ul class="mycode_list"><li>Tide Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Ancient City<ul class="mycode_list"><li>Ward Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Woodland Mansion<ul class="mycode_list"><li>Vex Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Nether Fortress<ul class="mycode_list"><li>Rib Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Bastion Remnant<ul class="mycode_list"><li>Snout Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Stronghold<ul class="mycode_list"><li>Eye Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>End City<ul class="mycode_list"><li>Spire Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Smithing Templates are found in Chests in their respective structure, except for the Ocean Monument. Instead of finding it in Chests, Elder Guardians sometimes drop a Smithing Template when defeated<br />
<br />
</li>
<li>Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!<br />
<br />
</li>
<li>An Armor Trim has two properties: a pattern and a material<ul class="mycode_list"><li>The pattern is defined by the Smithing Template used to apply the trim and represents the visual pattern of the trim<br />
<br />
</li>
<li>The material is defined by what ingredient you used to apply the trim and represents the color of the trim<br />
</li>
</ul>
<br />
</li>
<li>The viable ingredients you can use to define the color of your Armor Trim are the following:<ul class="mycode_list"><li>Iron<br />
<br />
</li>
<li>Copper<br />
<br />
</li>
<li>Gold<br />
<br />
</li>
<li>Lapis<br />
<br />
</li>
<li>Emerald<br />
<br />
</li>
<li>Diamond<br />
<br />
</li>
<li>Netherite<br />
<br />
</li>
<li>Redstone<br />
<br />
</li>
<li>Amethyst<br />
<br />
</li>
<li>Quartz<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Blocks</span><br />
<ul class="mycode_list"><li>The Piglin Head Block’s ears now flap when the wearer is Riding a vehicle<br />
<br />
</li>
<li>Cherry Stripped Wood can now be crafted from Cherry Stripped Log (<a href="https://bugs.mojang.com/browse/MCPE-168053" target="_blank" rel="noopener" class="mycode_url">MCPE-168053</a>)<br />
<br />
</li>
<li>Updated Cherry Leaves & Cherry Sign textures (<a href="https://bugs.mojang.com/browse/MCPE-168059" target="_blank" rel="noopener" class="mycode_url">MCPE-168059</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Archaeology feature set:</span><br />
<ul class="mycode_list"><li>Added the Suspicious Gravel block<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mobs</span><br />
<ul class="mycode_list"><li>Frogs born in the Cherry Grove biome are now the temperate variant instead of the cold variant (<a href="https://bugs.mojang.com/browse/MCPE-168083" target="_blank" rel="noopener" class="mycode_url">MCPE-168083</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Netherite Equipment</span><br />
<ul class="mycode_list"><li>Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template<br />
<br />
</li>
<li>Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests, and there is a guarantee of 2 in every Treasure Room Bastion Remnant<br />
<br />
</li>
<li>This change was made for a variety of reasons:<ul class="mycode_list"><li>Increases the time players utilize Diamond equipment before Netherite<br />
<br />
</li>
<li>Make Netherite equipment a more significant achievement in the game’s progression<br />
<br />
</li>
<li>Adapts Netherite more naturally into the new Smithing Table crafting system<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Smithing Templates</span><br />
<ul class="mycode_list"><li>Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications<br />
<br />
</li>
<li>Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Templates<br />
<br />
</li>
<li>Smithing Templates define what type of upgrade you will be making to the equipment<ul class="mycode_list"><li>It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade<br />
<br />
</li>
<li>There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade<br />
</li>
</ul>
<br />
</li>
<li>Smithing Templates are consumed when used to upgrade an item in the Smithing Table<br />
<br />
</li>
<li>You can craft a copy of a Smithing Template in the Crafting Table with 7 Diamonds + 1 block of material that the template is made out of + 1 Smithing Template, which will output 2 of the same Smithing Template<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Features and Bug Fixes</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Accessibility Features</span><br />
<ul class="mycode_list"><li>Potions no longer have an enchantment glint due to it obscuring the color of the potion contents<br />
<br />
</li>
<li>Potions have had their colors adjusted to make them more distinguishable from each other<br />
<br />
</li>
<li>Decreased the default visibility of the glint on enchanted items, which can now be modified in the Accessibility Settings<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Blocks</span><br />
<ul class="mycode_list"><li>“fence” block is now split into unique names, “oak_fence”, “acacia_fence”, “birch_fence”, “dark_oak_fence”, “jungle_fence”, and “spruce_fence”<br />
<br />
</li>
<li>Commands will still work with “fence”, but only new fence names will be suggested in the command prompt<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Gameplay</span><br />
<ul class="mycode_list"><li>Fixed experience orb position desync after teleport (<a href="https://bugs.mojang.com/browse/MCPE-59584" target="_blank" rel="noopener" class="mycode_url">MCPE-59584</a>)<br />
<br />
</li>
<li>Going into lava in third person view no longer causes the camera to turn black (<a href="https://bugs.mojang.com/browse/MCPE-166861" target="_blank" rel="noopener" class="mycode_url">MCPE-166861</a>)<br />
<br />
</li>
<li>Fixed an issue where players load incorrect data when loading a local game after connecting to a server or Realm (<a href="https://bugs.mojang.com/browse/MCPE-164765" target="_blank" rel="noopener" class="mycode_url">MCPE-164765</a>)<br />
<br />
</li>
<li>Fixed an issue where the player camera height was incorrect with or without the sneak toggle (<a href="https://bugs.mojang.com/browse/MCPE-167559" target="_blank" rel="noopener" class="mycode_url">MCPE-167559</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Graphical</span><br />
<ul class="mycode_list"><li>LevelChunks no longer flicker in The End dimension when Clientside Chunk Generation is enabled<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">User Interface</span><br />
<ul class="mycode_list"><li>Corrected toggle navigation in the Edit World menu while using a gamepad or keyboard that was previously skipped<br />
<br />
</li>
<li>Updated designs for sign-in and sign-up screens in the preview<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Vanilla Parity</span><br />
<ul class="mycode_list"><li>Search bar in Creative inventory screen is now automatically selected while using a keyboard<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Villagers</span><br />
<ul class="mycode_list"><li>Villagers will now wake up in a valid position and will not phase through blocks (<a href="https://bugs.mojang.com/browse/MCPE-142544" target="_blank" rel="noopener" class="mycode_url">MCPE-142544</a>)<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Technical Updates</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">AI Goals</span><br />
<ul class="mycode_list"><li>Added “cooldown” field to target descriptors in “minecraft:behavior.nearest_attackable_target” goal<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Blocks</span><br />
<ul class="mycode_list"><li>Sponges no longer emit water drop particles underwater (<a href="https://bugs.mojang.com/browse/MCPE-122138" target="_blank" rel="noopener" class="mycode_url">MCPE-122138</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Commands</span><br />
<ul class="mycode_list"><li>For worlds using game version 1.19.80 and above, acquiring a custom spawn egg through a command can only succeed with their full name rather than with an aux value, eg. “/give @s namespace:actor_spawn_egg”<br />
<br />
</li>
<li>Removed requirement for blockState argument(s) when using other optional args in /fill /setblock and /clone (<a href="https://bugs.mojang.com/browse/MCPE-167959" target="_blank" rel="noopener" class="mycode_url">MCPE-167959</a>)<br />
<br />
</li>
<li>Implemented the “inputpermission” command, which allows for setting the player’s camera or movement as enabled or disabled<ul class="mycode_list"><li>Syntax: /inputpermission set <target: player> <permission: camera | movement> <state: enabled | disabled><br />
</li>
</ul>
<br />
</li>
<li>Implemented the “haspermission” target selector, which allows for selection based on player permission levels<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">General</span><br />
<ul class="mycode_list"><li>For behavior packs using version 1.19.80 and above, recipes no longer accept a Molang query for the item’s data field, instead use the item’s full name, eg. use { “item”: “namespace:actor_spawn_egg” } instead of { “item”: “spawn_egg”, “data”: “query.get_actor_info_id(‘namespace:actor’)” }<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Experimental Technical Features</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Editor</span><br />
<br />
The Editor is in early development, and available for keyboard/mouse on Windows PC Bedrock Preview builds. Join our Discussion forum, post bugs, view more detailed release notes, and share your creations on <a href="https://github.com/Mojang/minecraft-editor" target="_blank" rel="noopener" class="mycode_url">GitHub.</a><br />
<ul class="mycode_list"><li>Custom blocks are now listed in the block selector<br />
<br />
</li>
<li>Fixed z-fighting on paste preview over selection volume<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"> </span><span style="font-weight: bold;" class="mycode_b">Scripting</span><br />
<ul class="mycode_list"><li>Form promises are now rejected using typed errors, vs. strings as used previously<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">ItemStack</span><br />
<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getTags(): string[]</span>– Returns all tags for the item<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">hasTag(tag: string): boolean</span>– Returns true if the item has the specified tag<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">EntityEquipmentInventoryComponent</span><br />
<ul class="mycode_list"><li>This component is used to manipulate the equipment of mobs and players. To use it, call <span style="font-style: italic;" class="mycode_i">getComponent(‘equipment_inventory’)</span><br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getEquipment(equipmentSlot: EquipmentSlot): ItemStack | undefined</span><span style="font-style: italic;" class="mycode_i">– </span>Returns the item in the given equipment slot<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getEquipmentSlot(equipmentSlot: EquipmentSlot): ContainerSlot</span>– Returns the container slot for the given equipment slot<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">setEquipment(equipmentSlot: EquipmentSlot, itemStack?: ItemStack): void</span>– Sets the item in the given equipment slot<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">ItemDurabilityComponent</span><br />
<ul class="mycode_list"><li>The ItemDurabilityComponent now works with all damageable items, not just custom items<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">damageRange</span><br />
<br />
</li>
<li>Setting damage will now throw an exception if it is outside of the range [0, maxDurability]<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">GameTest Framework</span><br />
<ul class="mycode_list"><li>Update specific GameTest exceptions to be thrown as GameTestError error objects<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[News - Minecraft: JAVA Edition 1.19.4]]></title>
			<link>https://sickgaming.net/thread-101435.html</link>
			<pubDate>Fri, 08 Sep 2023 06:46:23 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-101435.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Minecraft: JAVA Edition 1.19.4</span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Changes</span></span><br />
<ul class="mycode_list"><li>Updated Horse Breeding<br />
<br />
</li>
<li>Jukeboxes have changed to be at parity with Bedrock<br />
<br />
</li>
<li>Interacting with armor or elytra items in-hand will now swap them with equipped gear<br />
<br />
</li>
<li>The camera tilt when hurt is now based on the direction of incoming damage<br />
<br />
</li>
<li>Potions colors have been adjusted to make different types of potions more distinguishable<br />
<br />
</li>
<li>Potions no longer have an enchantment glint due to it obscuring the color of the potion contents<br />
<br />
</li>
<li>Enchantment glint on items and armor is now more subtle<br />
<br />
</li>
<li>Armor Stands now preserve custom names when placed and broken<br />
<br />
</li>
<li>Vexes now use a separate charging animation when empty-handed<br />
<br />
</li>
<li>Tweaks to recipe unlocking to make discovering vital crafting recipes easier for new players<br />
<br />
</li>
<li>Updated the Create New World screen<br />
<br />
</li>
<li>New accessibility options and improvements<br />
<br />
</li>
<li>Updated the Realms screen to be more in line with the Singleplayer and Multiplayer screens<br />
<br />
</li>
<li>Added a notification system for Realms to tell you important information about your Realm<br />
<br />
</li>
<li>Added “Credits & Attribution” button in the Options menu<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Horses, Donkeys, and Llamas</span><br />
<br />
The speed, jump height, and health of a baby are now a variation of the average of the parents’ attributes, rather than being biased toward the average possible value.<br />
<br />
This change makes horse breeding a viable way of getting great horses if a player starts with good parents and puts in enough time and Golden Carrots.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Jukebox</span><br />
<ul class="mycode_list"><li>Emits a note particle above it while playing a music disc<br />
<br />
</li>
<li>While playing a music disc, it will emit a redstone signal of 15<br />
<br />
</li>
<li>Droppers and hoppers can now interact with it<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Creative Menu</span><br />
<ul class="mycode_list"><li>Added painting variants to the creative menu<br />
<br />
</li>
<li>Paintings with a pre-defined variant will now display the author and title in the item description when hovered over<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Recipe Unlocking</span><br />
<ul class="mycode_list"><li>The Crafting Table recipe is unlocked immediately on creating a new world<br />
<br />
</li>
<li>The Crossbow recipe is no longer unlocked by sticks<br />
<br />
</li>
<li>The Soul Campfire recipe is no longer unlocked by sticks<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Updated Create New World Screen</span><br />
<ul class="mycode_list"><li>The screen is now organized into three tabs<ul class="mycode_list"><li>The Game-Tab allows to set the world name, Gamemode, Difficulty, and whether to allow cheats<br />
<br />
</li>
<li>The World-Tab allows to set the World-Type and Seed, and to toggle the generation of structures and the bonus chest<br />
<br />
</li>
<li>The More-Tab provides access to the Game Rules and DataPack Selection Screen<br />
</li>
</ul>
<br />
</li>
<li>Tabs can be switched with the keyboard by pressing Ctrl+Tab and Ctrl+Shift+Tab<br />
<br />
</li>
<li>Specific tabs can also be navigated by pressing Ctrl+Tab Number<ul class="mycode_list"><li>For example, Ctrl+2 navigates to the second tab<br />
</li>
</ul>
<br />
</li>
<li>Removed the Import Settings button and the corresponding Export Settings button in the Edit World Screen<br />
<br />
</li>
<li>Added a screen to easily enable/disable experimental features<ul class="mycode_list"><li>The screen can always be found under the More-tab<br />
<br />
</li>
<li>In snapshots, a shortcut button can be found under the Game-tab<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Accessibility</span><br />
<ul class="mycode_list"><li>Added an accessibility onboarding screen for players launching the game for the first time<br />
<br />
</li>
<li>Auto-Jump is now off by default<br />
<br />
</li>
<li>Added arrow key navigation<br />
<br />
</li>
<li>Added high contrast resource pack<br />
<br />
</li>
<li>The resource pack screen is now keyboard-navigatable<br />
<br />
</li>
<li>Changed how tooltips in the menu UI are positioned so buttons are still readable<br />
<br />
</li>
<li>Added a tooltip in the key binds screen that specifies which key binds are conflicting<br />
<br />
</li>
<li>Added a “Damage Tilt” accessibility option that controls the amount the camera shakes when being hurt<br />
<br />
</li>
<li>Added two new options in the accessibility menu for adjusting the speed and transparency of enchantment glints<br />
<br />
</li>
<li>Added a “Notification Time” accessibility option that changes how long notifications such as unlocked recipes, advancements, subtitles, and selected item names are visible for<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Arrow Kew Navigation</span><br />
<ul class="mycode_list"><li>Menu screens can now be navigated by using the arrow keys<br />
<br />
</li>
<li>When navigating with arrow keys, sliders need to be activated by pressing Enter or Space to start changing the value<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">High Contrast Resource Pack</span><br />
<ul class="mycode_list"><li>Added a built-in resource pack that enhances the contrast of UI elements<br />
<br />
</li>
<li>Added a new option in the Accessibility menu that enables the high contrast resource pack<br />
<br />
</li>
<li>This only affects the menu UIs for now, but we’ll be looking to bring this to gameplay UIs in the future as well<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Technical Changes</span></span><br />
<ul class="mycode_list"><li>The data pack version is now 12<br />
<br />
</li>
<li>The resource pack version is now 13<br />
<br />
</li>
<li>Added a group of entities to display items, blocks, and text<br />
<br />
</li>
<li>Added entities to detect interactions and attacks<br />
<br />
</li>
<li>Added data-driven damage types<br />
<br />
</li>
<li>Added a damage command for applying damage to entities<br />
<br />
</li>
<li>Added ride command to mount and dismount entities<br />
<br />
</li>
<li>The clone command now supports cloning to and from different dimensions<br />
<br />
</li>
<li>A new string source is now available for the data modify command<br />
<br />
</li>
<li>New execute sub-commands: if dimension, if loaded, on, positioned over, summon<br />
<br />
</li>
<li>Added a new type of atlas configuration source: paletted_permutations<br />
<br />
</li>
<li>Pressing F3+S will now dump contents of dynamic textures (like atlases, maps, etc.) to screenshots/debug/<br />
<br />
</li>
<li>Added fallback fields to translate text components<br />
<br />
</li>
<li>Out-of-bound arguments in translate formats are no longer silently ignored<br />
<br />
</li>
<li>Added the following game events:<ul class="mycode_list"><li>entity_dismount with a vibration frequency of 6<br />
<br />
</li>
<li>entity_mount with a vibration frequency of 7<br />
</li>
</ul>
<br />
</li>
<li>Changed the following game events:<ul class="mycode_list"><li>item_interact_finish now has a vibration frequency of 2 instead of 14<br />
</li>
</ul>
<br />
</li>
<li>Removed heldItemTooltips option from options.txt<br />
<br />
</li>
<li>Added a network protocol feature for forcing a bundle of packets to be processed within the same client tick<br />
<br />
</li>
<li>Added –pidFile argument to the dedicated server command line for printing process id to file<br />
<br />
</li>
<li>The vanilla resource pack en_us language file is now sorted alphanumerically by key<br />
<br />
</li>
<li>Added show_notification field to recipes<ul class="mycode_list"><li>Accepts a boolean which determines if a notification is shown when unlocking this recipe<br />
<br />
</li>
<li>defaults to true if isn’t specified<br />
</li>
</ul>
<br />
</li>
<li>A new recipe type smithing_transform has been added for the updated Netherite Upgrade recipe<br />
<br />
</li>
<li>A new recipe type smithing_trim has been added for the new Armor Trim recipe<br />
<br />
</li>
<li>A new recipe type crafting_decorated_pot has been added for the new Decorated Pot recipe<br />
<br />
</li>
<li>New registries trim_pattern and trim_material have been added for the armor trim system<br />
<br />
</li>
<li>Smithing table has temporarily two menu types<ul class="mycode_list"><li>Old menu without the Smithing Template slot has been renamed to legacy_smithing<ul class="mycode_list"><li>Will be removed when the Armor Trim feature stops being an experimental feature<br />
</li>
</ul>
<br />
</li>
<li>New menu with a Smithing Template slot was added called smithing<br />
</li>
</ul>
<br />
</li>
<li>Added new flag (value 128) to HideFlags NBT field for hiding armor trim item tooltips<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Resource Pack Format</span><br />
<ul class="mycode_list"><li>The enchantment glint now has two separate texture files: enchanted_glint_entity.png and enchanted_glint_item.png<br />
<br />
</li>
<li>The texture format used to dynamically scale buttons and sliders has been updated to always include fixed 20px borders on the left and right<br />
<br />
</li>
<li>Slider textures are now defined in a separate slider.png file<br />
<br />
</li>
<li>The Create New World screen now uses a separate light_dirt_background.png for its background, unlike other screens<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Commands</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Clone</span>[/b]<br />
<br />
The clone command now supports specifying the source and target dimensions.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">New syntax:</span><br />
<br />
<span style="font-style: italic;" class="mycode_i">clone [from <sourceDimension>] <begin> <end> [to <targetDimension>] <destination> …</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Parameters:</span><br />
<ul class="mycode_list"><li>sourceDimension: id of dimension to clone from<br />
<br />
</li>
<li>targetDimension: id of dimension to clone to<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Damage</span><br />
<br />
New command to apply damage to entities.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Syntax:</span><br />
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">damage <target> <amount> [<damageType>] [at <location>]</span><br />
<br />
</li>
<li><span style="font-style: italic;" class="mycode_i">damage <target> <amount> [<damageType>] [by <entity>] [from <cause>]</span><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Parameters:</span><br />
<ul class="mycode_list"><li>target: The entity to damage<br />
<br />
</li>
<li>amount: Amount of damage to inflict<br />
<br />
</li>
<li>damageType: The type of damage to inflict<ul class="mycode_list"><li>This determines how the damage affects the entity as well as which death message is displayed<br />
</li>
</ul>
<br />
</li>
<li>entity: The entity inflicting the damage<br />
<br />
</li>
<li>cause: The cause of the damage, in the case of indirect damage<ul class="mycode_list"><li>Example: When shot by an Arrow, the entity is the Arrow projectile while cause might be a Skeleton<br />
</li>
</ul>
<br />
</li>
<li>location: The location the damage originated at (when no entity caused the damage)<ul class="mycode_list"><li>For instance, location might represent the location of a Bed exploding in the Nether<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Data</span><br />
<br />
New source available:<br />
<ul class="mycode_list"><li>string <entity|block|storage> [path] [start] [end] – reads a value as text, resulting in a string value<br />
</li>
</ul>
<br />
New arguments:<br />
<ul class="mycode_list"><li>start: Index of first character to include at the start of the string<br />
<br />
</li>
<li>end: Index of the first character to exclude at the end of the string<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Effect</span><br />
<ul class="mycode_list"><li>infinite is now a valid option for effect durations<ul class="mycode_list"><li>Infinite effect durations show up as “∞” in the player inventory view<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Execute</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Execute If|Unless</span><br />
<br />
New conditions available for the execute if|unless sub-command:<br />
<ul class="mycode_list"><li>execute if|unless loaded <pos> – checks if the position given is fully loaded (regarding both blocks and entities)<br />
<br />
</li>
<li>execute if|unless dimension <dimension> – checks if the execution is in a matching dimension<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Parameters:</span><br />
<ul class="mycode_list"><li>pos: Block position to check<br />
<br />
</li>
<li>dimension: A dimension id<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Execute On</span><br />
<br />
New execute sub-command for selecting entities based on relation to the current executing entity:<br />
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">execute on <relation></span><br />
</li>
</ul>
<br />
Relations:<br />
<ul class="mycode_list"><li>vehicle – the entity that the executing entity is riding<br />
<br />
</li>
<li>passengers – all entities directly riding the executing entity (no sub-passengers)<br />
<br />
</li>
<li>controller – the entity that is controlling the executing entity (for example: first passenger in a boat)<br />
<br />
</li>
<li>owner – the owner of the executing entity, if it is a tameable animal (like cats, wolves, or parrots)<br />
<br />
</li>
<li>leasher – the entity leading the executing entity with a leash (might be a leash knot in case of being attached to a fence)<br />
<br />
</li>
<li>target – the attack target for the executing entity<br />
<br />
</li>
<li>attacker – the last entity that damaged the executing entity in the previous 5 seconds<br />
<br />
</li>
<li>origin:<ul class="mycode_list"><li>shooter, if the executing entity is a projectile (like Arrow, Fireball, Trident, Firework, Thrown Potion, etc.)<br />
<br />
</li>
<li>thrower, if the executing entity is an item<br />
<br />
</li>
<li>source of effect, if the executing entity is an Area Effect Cloud<br />
<br />
</li>
<li>igniter, if the executing entity is a Primed TNT<br />
<br />
</li>
<li>summoner, if the executing entity is Evoker Fangs or a Vex<br />
</li>
</ul>
</li>
</ul>
<br />
If the relation does not apply to the executing entity or no entities are matching it, the selector returns zero elements.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Execute Positioned Over</span><br />
<br />
New execute sub-command for finding positions on top of a heightmap. Changes the height of the execution position to be on top of the given heightmap.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Syntax:</span><br />
<ul class="mycode_list"><li>execute positioned over <heightmap><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Heightmaps</span><br />
<br />
A heightmap records the highest position in a column of blocks according to some criteria. Available options:<br />
<ul class="mycode_list"><li>world_surface: Any non-air block<br />
<br />
</li>
<li>motion_blocking: Any motion blocking material (e.g. ignores flowers and grass)<br />
<br />
</li>
<li>motion_blocking_no_leaves: Any non-leaf motion blocking material<br />
<br />
</li>
<li>ocean_floor: Any non-fluid motion blocking material<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Execute Summon</span><br />
<br />
New execute sub-command for summoning a new entity and binding the context (@s) to it. Meant to simplify entity setup and reduce the need for raw NBT editing.<br />
<br />
Syntax:<br />
<ul class="mycode_list"><li>execute summon <entity id><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Fillbiome</span><br />
<ul class="mycode_list"><li>The amount of network data transmitted when using the fillbiome command has been optimized<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Title</span><br />
<ul class="mycode_list"><li>All time arguments to title times are now time durations and work with t, s, and d suffixes<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Weather</span><br />
<ul class="mycode_list"><li>The duration of the weather change now matches the game’s regular weather cycle if not specified<br />
<br />
</li>
<li>The duration parameter is now a time duration in ticks and works with t, s, and d suffixes<ul class="mycode_list"><li>To retain existing functionality, you need to add an s suffix to pre-existing commands<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Ride</span><br />
<br />
New command to allow entities to start or stop riding other entities.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Syntax:</span><br />
<ul class="mycode_list"><li>ride <target> mount <vehicle><ul class="mycode_list"><li>Makes a single target mount a single vehicle<br />
<br />
</li>
<li>The command will fail if:<ul class="mycode_list"><li>vehicle is a player<br />
<br />
</li>
<li>target is already riding a vehicle<br />
<br />
</li>
<li>target and vehicle are the same entity<br />
<br />
</li>
<li>vehicle is already a passenger (direct or indirect) of target<br />
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>ride <target> dismount<ul class="mycode_list"><li>Dismounts target from any vehicle it is riding<br />
<br />
</li>
<li>Fails if target is not riding anything<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Damage Types</span></span><br />
<br />
Damage Types are a new registry that can be extended through data packs. A Damage Type determines how damage is handled by the game. This includes which attributes the damage has as well as which death message is used when an entity dies due to that type of damage.<br />
<br />
Example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>{ "exhaustion": 0.1, "message_id": "arrow", "scaling": "when_caused_by_living_non_player"
}</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">Fields:</span><br />
<ul class="mycode_list"><li>message_id: The message id used for deaths caused by this damage type<ul class="mycode_list"><li>Will be combined with other string fragments to form a translation key<br />
</li>
</ul>
<br />
</li>
<li>exhaustion: The amount of hunger exhaustion caused by this damage type<br />
<br />
</li>
<li>scaling: Whether this damage type scales with difficulty levels. Possible values:<ul class="mycode_list"><li>never: Damage is always the same<br />
<br />
</li>
<li>always: Damage always scales with difficulty<br />
<br />
</li>
<li>when_caused_by_living_non_player: Damage scales with difficulty if it was caused by a living entity who is not a player<br />
</li>
</ul>
<br />
</li>
<li>effects: Optional field controlling how damage manifests when inflicted on players. Possible values:<ul class="mycode_list"><li>hurt (default): the default hurt sound<br />
<br />
</li>
<li>thorns: Thorns hurt sound<br />
<br />
</li>
<li>drowning: Drowning sound<br />
<br />
</li>
<li>burning: A single tick of burning sound<br />
<br />
</li>
<li>poking: Berry bush poke sound<br />
<br />
</li>
<li>freezing: Freeze tick sound<br />
</li>
</ul>
<br />
</li>
<li>death_message_type: Optional field that controls if special death message variants are used. Possible values:<ul class="mycode_list"><li>default (default): No special death message logic is applied<br />
<br />
</li>
<li>fall_variants: Show a variant of fall damage death instead of a regular death message, e.g. death.fell.assist.item<br />
<br />
</li>
<li>intentional_game_design: Show the intentional game design message instead of a regular death message<br />
</li>
</ul>
</li>
</ul>
<br />
Damage type tags control many aspects of how damage from different sources is interpreted.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Predicates</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Damage Type Predicates</span><br />
<br />
The following fields have been removed from damage type predicates: is_projectile, is_explosion, bypasses_armor,bypasses_invulnerability, bypasses_magic, is_fire, is_magic, is_lightning.<br />
<br />
A new tags array has been added, with the predicate matching if all entries match. Each entry has two fields:<br />
<ul class="mycode_list"><li>id: The ID of a damage type tag<br />
<br />
</li>
<li>expected: Whether the damage is expected to have or not have the tag for the predicate to match<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Game Rules</span></span><br />
<ul class="mycode_list"><li>Added commandModificationBlockLimit, controlling the maximum number of blocks changed in one execution of clone, fill and fillbiome<br />
<br />
</li>
<li>Added doVinesSpread game rule, determining if vines will spread to nearby blocks<ul class="mycode_list"><li>Defaults to true<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Text Components</span></span><br />
<br />
Added an optional fallback field to translate text components.<br />
<ul class="mycode_list"><li>The new field is a string that will be used in place of translation if it is missing<br />
<br />
</li>
<li>If fallback is missing, the old behavior (i.e. using the key itself as the translation) is preserved<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Display Entities</span></span><br />
<br />
Three new entities have been added for flexible display of items, blocks, and text<br />
<ul class="mycode_list"><li>Those entities, similarily to markers, don’t tick and have no collisions or physics<br />
<br />
</li>
<li>Models render at entity position, with normal rotation around X and Y axis (so it can be controlled by teleport commands), but also with additional arbitrary model transform<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Common Data Types</span><br />
<br />
Tag contents for display entities include some new data types with a complex structure. Any form can be used for modifying data, but only one form is used for saving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Transformations</span><br />
<br />
Arbitrary affine transform.<br />
<ul class="mycode_list"><li>Matrix form: array of 16 numbers, describing row-major matrix<br />
<br />
</li>
<li>Decomposed form (used for saving): object with following fields:<ul class="mycode_list"><li>translation – 3d vector<br />
<br />
</li>
<li>left_rotation, right_rotation – rotation<br />
<br />
</li>
<li>scale – 3d vector<br />
<br />
</li>
<li>Transforms are composed in order translation, left_rotation, scale, right_rotation<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Rotations</span><br />
<ul class="mycode_list"><li>Quaternion form (used for saving): array of 4 numbers, describing components (x, y, z, w)<br />
<br />
</li>
<li>Axis-angle form: object with following fields:<ul class="mycode_list"><li>axis – unit 3d vector<br />
<br />
</li>
<li>angle – in radians<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Interpolation</span><br />
<br />
Some properties of display entities can be interpolated. That means that clients will see gradual changes over time instead of instantaneous jumps.<br />
<br />
Display entities keep track of current and previous values of interpolated values:<br />
<ul class="mycode_list"><li>All properties marked as “interpolated” are part of a single interpolation set<br />
<br />
</li>
<li>Any update to interpolated property will cause all values of interpolation set to be saved as “current”<ul class="mycode_list"><li>Data command executions that do not change value of property (even if it’s present in NBT) do not count as updates<br />
<br />
</li>
<li>Updates are synchronized to clients at most once per tick, so multiple updates within command will still count as a single update<br />
</li>
</ul>
<br />
</li>
<li>The last values generated before an update are saved as “previous”<br />
<br />
</li>
<li>If interpolation is enabled, the entity will transition between “previous” and “current” values over interpolation_duration ticks<br />
<br />
</li>
<li>Interpolation can be started by writing to the start_interpolation field (this field is not normally present in NBT)<ul class="mycode_list"><li>The value in this field is a delay in ticks between client receiving the update and interpolation start<br />
<br />
</li>
<li>A value of 0 ticks means that interpolation will start in next client tick after receiving the update<br />
<br />
</li>
<li>Positive values increase this delay further<br />
</li>
</ul>
<br />
</li>
<li>Interpolation will end (entity fully in “current” state) in start_interpolation + interpolation_duration ticks after receiving the update<br />
<br />
</li>
<li>The interpolation target can be updated without setting start_interpolation, but it will still behave as if it was started at the moment of the last update to start_interpolation<ul class="mycode_list"><li>That means that if the value is updated, but more than interpolation_duration ticks have passed since last start_interpolation update, the entity will immediately jump to new values<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Common Properties</span><br />
<br />
All display entity types have the following fields:<br />
<ul class="mycode_list"><li>transformation – the transformation applied to model (after normal entity orientation). Defaults to identity. Interpolated<br />
<br />
</li>
<li>billboard – option to control if entity should pivot to face player when rendered:<ul class="mycode_list"><li>fixed – no rotation (default)<br />
<br />
</li>
<li>vertical – entity can pivot around its vertical axis<br />
<br />
</li>
<li>horizontal – entity can pivot around its horizontal axis<br />
<br />
</li>
<li>center – entity can pivot around its center point<br />
</li>
</ul>
<br />
</li>
<li>brightness – if present, overrides light values used for rendering. Omitted by default (which means rendering uses values from entity position). Object has two fields:<ul class="mycode_list"><li>sky – value of skylight, 0..15<br />
<br />
</li>
<li>block – value of block light, 0..15<br />
</li>
</ul>
<br />
</li>
<li>view_range – maximum view range of this entity. Actual distance depends on client-side render distance and entity distance scaling. Default value 1.0 (roughly the same as fireball)<br />
<br />
</li>
<li>shadow_radius – size of shadow. Defaults to 0 (no shadow). Interpolated<br />
<br />
</li>
<li>shadow_strength – strength of the shadow. Controls the opacity of the shadow as a function of distance to block below. Defaults to 1. Interpolated<br />
<br />
</li>
<li>width, height – describe size of culling bounding box<ul class="mycode_list"><li>Bounding box spans vertically y to y+height and horizontally width/2 in all directions from entity position<br />
<br />
</li>
<li>If either field is set to 0, culling is disabled<br />
<br />
</li>
<li>Both default to 0<br />
</li>
</ul>
<br />
</li>
<li>glow_color_override – override glow border color. Defaults to -1 (use team color). Alpha component is ignored<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Item_Display</span><br />
<br />
Displays a single item stack.<br />
<ul class="mycode_list"><li>Stack can be changed with commands by setting slot container.0<br />
</li>
</ul>
<br />
Fields:<br />
<ul class="mycode_list"><li>item – item stack to display. Same format as in inventory (example: {id: “minecraft:dirt”, Count: 1})<br />
<br />
</li>
<li>item_display – describes item model transform applied to item (as defined in display section in model JSON)<ul class="mycode_list"><li>Values: none (default), thirdperson_lefthand, thirdperson_righthand, firstperson_lefthand, firstperson_righthand, head, gui, ground, fixed<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Block_Display</span><br />
<br />
Displays a block state.<br />
<ul class="mycode_list"><li>Does not display all block entities, even if they would normally be created on block placement (like chests)<br />
</li>
</ul>
<br />
Fields:<br />
<ul class="mycode_list"><li>block_state – block state to display. Same format as item held by endermen (example {Name:”minecraft:dirt”})<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Text_Display</span><br />
<br />
Displays a text component.<br />
<br />
Fields:<br />
<ul class="mycode_list"><li>text – text to display. Components are resolved with the context of the display entity<br />
<br />
</li>
<li>line_width – line width used to split lines (note: new lines can be also added with \n characters). Defaults to 200<br />
<br />
</li>
<li>text_opacity – opacity (alpha component) of rendered text. Defaults to 255. Interpolated<br />
<br />
</li>
<li>background – color of background. Includes alpha channel. Defaults to 0x40000000. Interpolated<br />
<br />
</li>
<li>default_background – if true, rendering uses default text background color (same as in chat). Defaults to false<br />
<br />
</li>
<li>shadow – whether the text should be displayed with a shadow. Defaults to false<br />
<br />
</li>
<li>see_through – whether the text should be visible through blocks. Defaults to false<br />
<br />
</li>
<li>alignment – how the text should be aligned<ul class="mycode_list"><li>Values: center (default), left, right<br />
</li>
</ul>
</li>
</ul>
<br />
Note: text display backgrounds uses new shader types rendertype_text_background and rendertype_text_background_see_through.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Interaction Entities</span></span><br />
<br />
A new type of entity that records attacks (“left clicks”) and interactions (“right clicks”). Interactions are invisible and of a custom size.<br />
<br />
Fields:<br />
<ul class="mycode_list"><li>width: Width of the entity’s bounding box (default 1)<br />
<br />
</li>
<li>height: Height of the entity’s bounding box (default 1)<br />
<br />
</li>
<li>attack: Records the last attack action on the entity<br />
<br />
</li>
<li>interaction: Records the last interaction action on the entity<br />
<br />
</li>
<li>response: Boolean specifying if interacting should trigger a response (arm swing, sound effects, etc – default false)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Action Format</span><br />
<br />
When an action is stored, it always has two fields:<br />
<ul class="mycode_list"><li>player: The UUID (in standard integer array format) of the player performing the action<br />
<br />
</li>
<li>timestamp: The timestamp of the game tick when the event happened (stored as a long)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Advancement Triggers</span><br />
<ul class="mycode_list"><li>Interacting with an Interaction entity triggers player_interacted_with_entity<br />
<br />
</li>
<li>Attacking an Interaction entity triggers player_hurt_entity<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Execute On With Interactions</span><br />
<br />
The Interaction entity targets the player who last interacted with it. That makes the following possible:<br />
<ul class="mycode_list"><li>execute on attacker: execute as the last player who attacked the entity<br />
<br />
</li>
<li>execute on target: execute as the last player who interacted with the entity<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Tags</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Block Behavior</span><br />
<ul class="mycode_list"><li>Fire burns out faster in certain biomes, and this is now controlled by the increased_fire_burnout biome tag<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mob Spawning</span><br />
<ul class="mycode_list"><li>The only_allows_snow_and_gold_rabbits biome tag has been renamed to spawns_gold_rabbits to match its behavior<br />
<br />
</li>
<li>White Rabbit variants are now controlled by the spawns_white_rabbits biome tag<br />
<br />
</li>
<li>Fox variants are now controlled by the spawns_snow_foxes biome tag<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mob Behavior</span><br />
<ul class="mycode_list"><li>Snow Golems melting in warm biomes is now controlled by the snow_golem_melts biome tag<br />
<br />
</li>
<li>Only mobs in the dismounts_underwater entity tag will now force the rider to dismount when underwater<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Network Protocol</span></span><br />
<ul class="mycode_list"><li>Clients now reset their Secure Chat session state when receiving the login packet<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Packet Bundles</span><br />
<ul class="mycode_list"><li>Added new delimiter packet to clientbound game protocol<br />
<br />
</li>
<li>All packets between two delimiters are guaranteed to be processed within the same tick<br />
<br />
</li>
<li>For security reasons this feature is not supported in the serverbound direction<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Paletted Permutations</span></span><br />
<ul class="mycode_list"><li>paletted_permutations is a new type of atlas configuration source used to dynamically generate new textures in memory based on a set of color palettes<br />
<br />
</li>
<li>Color palettes allow you to swap out the colors of a texture without having to supply all files for the variants of a texture in a resource pack<br />
<br />
</li>
<li>This is useful for things like armor trims, where you want to be able to change the color of parts of the armor without having to create a new texture for each color<br />
<br />
</li>
<li>The paletted_permutations source has a set of required parameters:<ul class="mycode_list"><li>textures A list of namespaced locations of base textures<ul class="mycode_list"><li>These textures will be used to generate variants of them that have been modified by color palettes<br />
</li>
</ul>
<br />
</li>
<li>palette_key A namespaced location of a color palette key file<ul class="mycode_list"><li>A color palette key is used to define the set of key pixel colors we want to swap out with the color palettes defined below<br />
</li>
</ul>
<br />
</li>
<li>permutations A map of permutations from suffix to a namespaced location of a color palette file<ul class="mycode_list"><li>The suffix is appended at the beginning to the resource location of the output variant textures, with a _ character separating the suffix and the base texture name<br />
<br />
</li>
<li>The color palette is a texture file with a set of pixels that are used for replacing pixels that match the color palette key in each base texture<br />
<br />
</li>
<li>The number of pixels in each color palette must be the same as that of the palette_key defined for this source<br />
<br />
</li>
<li>Key matching is done by comparing the RGB values of each pixel in the palette_key to the RGB values of each pixel in the color palette<br />
<br />
</li>
<li>The alpha channel is ignored for key matching, but in the resulting texture the alpha channel is multiplied with the color palette’s alpha channel<br />
<br />
</li>
<li>Pixels that do not match the palette_key are copied over to the resulting texture as-is<br />
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>After defining a paletted_permutations source, you can then reference those namespaced output textures in other resources in your resource pack<br />
</li>
</ul>
<br />
For example, if you have the following paletted_permutations source:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>{ "type": "paletted_permutations", "textures": [ "minecraft:item/leather_helmet", "minecraft:item/leather_chestplate", "minecraft:item/leather_leggings", "minecraft:item/leather_boots" ], "palette_key": "minecraft:colormap/color_palettes/leather_armor_color_key", "permutations": { "red": "minecraft:colormap/color_palettes/red", "green": "minecraft:colormap/color_palettes/green", "blue": "minecraft:colormap/color_palettes/blue" }
}</code></div></div><br />
You can then reference the resulting textures in other resources like this:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>{ "textures": { "layer0": "minecraft:item/leather_helmet_red", "layer1": "minecraft:item/leather_chestplate_green", "layer2": "minecraft:item/leather_boots_blue" }
}</code></div></div><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Trim Patterns & Maternals</span></span><br />
<ul class="mycode_list"><li>Trim patterns and materials for armor are defined by the server through the trim_pattern and trim_material registry respectively<ul class="mycode_list"><li>As a result, new trim patterns and materials can be added via data packs<br />
</li>
</ul>
<br />
</li>
<li>These are synchronized to clients when they join the server<ul class="mycode_list"><li>However, clients must have an accompanying resource pack to see those registered trim patterns and materials<br />
<br />
</li>
<li>The paths to these textures are inferred based on the filename of the pattern json, and will try to find the textures within the same namespace as the trim pattern’s name field<br />
</li>
</ul>
<br />
</li>
<li>The following data is defined by a trim pattern:<ul class="mycode_list"><li>asset_id which is a namespaced id used to infer texture locations and localization<br />
<br />
</li>
<li>template_item which is the id of the smithing template item used to apply the trim pattern<br />
<br />
</li>
<li>description which is a text component used for displaying the pattern name of an armor trim when hovering an armor itemstack<br />
</li>
</ul>
<br />
</li>
<li>The following data is defined by a trim material:<ul class="mycode_list"><li>asset_name which is a string used as a suffix for armor trim texture locations<br />
<br />
</li>
<li>ingredient which is the id of the ingredient item used to apply the trim material<br />
<br />
</li>
<li>item_model_index which is a float which defines the item model override each armor item model should target to change their visuals for this material<br />
<br />
</li>
<li>override_armor_materials which is an optional map of armor material to overridden color palette<ul class="mycode_list"><li>Map key is the armor material that this trim material wants to override with a different color palette<br />
<br />
</li>
<li>Map value is the name of the color palette that will be used when this trim material is applied to an armor piece with the corresponding armor material<br />
</li>
</ul>
<br />
</li>
<li>description which is a text component used for displaying the material name of an armor trim when hovering an armor item stack<ul class="mycode_list"><li>The style defined in this description is applied to the armor trim pattern description as well<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Experimental Features</span></span><br />
<br />
The following changes only apply when one or more Experiments is turned on, either by activating the corresponding experimental data pack or by turning it on in the Experiments screen while creating the world.<br />
<ul class="mycode_list"><li>Added Smithing Template items<br />
<br />
</li>
<li>Redesigned the Smithing Table<br />
<br />
</li>
<li>Changed how Netherite equipment is crafted<br />
<br />
</li>
<li>Added a new armor trimming system to visually customize your armor<br />
<br />
</li>
<li>Added Sniffer mob and Torchflowers<br />
<br />
</li>
<li>Added the Cherry Grove biome<br />
<br />
</li>
<li>Added Archaeology<br />
<br />
</li>
<li>Mob Heads can now be placed on top of Note Blocks without sneaking<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Smithing Templates</span><br />
<ul class="mycode_list"><li>Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications<br />
<br />
</li>
<li>Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Templates<br />
<br />
</li>
<li>Smithing Templates define what type of upgrade you will be making to equipment<ul class="mycode_list"><li>It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade<br />
<br />
</li>
<li>There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade<br />
</li>
</ul>
<br />
</li>
<li>Smithing Templates are consumed when used to upgrade an item in the Smithing Table<br />
<br />
</li>
<li>You can craft a copy of a Smithing Template in the Crafting Table with 7 diamonds + 1 block of material that the template is made out of + 1 smithing template, which will output 2 of the same Smithing Template<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Netherite Equipment</span><br />
<ul class="mycode_list"><li>Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template<br />
<br />
</li>
<li>Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests, and there is a guarantee of 2 in every Treasure Room Bastion Remnant<br />
<br />
</li>
<li>This change was made for a variety of reasons:<ul class="mycode_list"><li>Increase the time players utilize Diamond equipment before Netherite<br />
<br />
</li>
<li>Make Netherite equipment a more significant achievement in the game’s progression<br />
<br />
</li>
<li>Adapt Netherite more naturally into the new Smithing Table crafting system<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Armor Trims</span><br />
<ul class="mycode_list"><li>You can now visually customize your armor with a variety of unique trims at the Smithing Table<br />
<br />
</li>
<li>Armor trims are purely visual with no gameplay benefits, and can only be applied to Helmets, Chestplates, Leggings, and Boots<ul class="mycode_list"><li>All trim patterns are visually the same on an armor’s item icon, but the color will still change based on the trim material<br />
<br />
</li>
<li>To check which trim pattern a piece of armor has, you can hover over it in the inventory<br />
</li>
</ul>
<br />
</li>
<li>Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contains its own unique Smithing Template:<ul class="mycode_list"><li>Pillager Outpost: Sentry Armor Trim<br />
<br />
</li>
<li>Desert Pyramid: Dune Armor Trim<br />
<br />
</li>
<li>Shipwreck: Coast Armor Trim<br />
<br />
</li>
<li>Jungle Temple: Wild Armor Trim<br />
<br />
</li>
<li>Ocean Monument: Tide Armor Trim<br />
<br />
</li>
<li>Ancient City: Ward Armor Trim<br />
<br />
</li>
<li>Woodland Mansion: Vex Armor Trim<br />
<br />
</li>
<li>Nether Fortress: Rib Armor Trim<br />
<br />
</li>
<li>Bastion Remnant: Snout Armor Trim<br />
<br />
</li>
<li>Stronghold: Eye Armor Trim<br />
<br />
</li>
<li>End City: Spire Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Smithing Templates are found in chests in their respective structure<ul class="mycode_list"><li>The Ocean Monument has no chests, Elder Guardians sometimes instead drop a Smithing Template upon death<br />
</li>
</ul>
<br />
</li>
<li>Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!<br />
<br />
</li>
<li>An armor trim has two properties: a pattern and a material<ul class="mycode_list"><li>The pattern is defined by the Smithing Template used to apply the trim and represents the visual pattern of the trim<br />
<br />
</li>
<li>The material is defined by what ingredient you used to apply the trim and represents the color of the trim<br />
</li>
</ul>
<br />
</li>
<li>The viable ingredients you can use to define the color of your armor trim are the following:<ul class="mycode_list"><li>Iron, Copper, Gold, Lapis, Emerald, Diamond, Netherite, Redstone, Amethyst, Quartz<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Sniffer</span><br />
<ul class="mycode_list"><li>The Sniffer is the mob vote winner of Minecraft Live 2022<br />
<br />
</li>
<li>Sniffers cannot be tempted or tamed<br />
<br />
</li>
<li>Sniffers are passive, friendly mobs<br />
<br />
</li>
<li>Sniffers sniff the air and occasionally dig for seeds, which produce a Torchflower Seed<br />
<br />
</li>
<li>Sniffers can be bred by feeding them Torchflower Seeds<br />
<br />
</li>
<li>The Sniffer is currently only available as a Spawn Egg in the creative inventory<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Torchflowers</span><br />
<ul class="mycode_list"><li>The Torchflower seed can be planted on farmland and grows into a flower<br />
<br />
</li>
<li>The seed can be used to breed two Sniffers<br />
<br />
</li>
<li>The full-grown flower can be harvested and replanted but can also be crafted into a dye<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Cherry Groves</span><br />
<ul class="mycode_list"><li>Added a new Cherry Grove biome, with pretty cherry blossom trees<ul class="mycode_list"><li>The biome can be found in the mountains, in similar places as Meadows<br />
</li>
</ul>
<br />
</li>
<li>Added a new Cherry wood set, with all the corresponding wooden things you can make from it<br />
<br />
</li>
<li>Cherry Leaves have pink particles falling underneath<br />
<br />
</li>
<li>Added a new Pink Petals block with lots of pink flowers on the ground<ul class="mycode_list"><li>Each pink petal block can contain up to 4 petals<br />
<br />
</li>
<li>Using bone meal on it increases the number of petals<br />
<br />
</li>
<li>Placing a petal on a block increases the number of petals<br />
<br />
</li>
<li>Mining the block gives you the number of petals in the block<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Archaeology</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Brush</span><br />
<ul class="mycode_list"><li>The brush is a craftable item you can use to brush things<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Suspicious Sand</span><br />
<ul class="mycode_list"><li>Can be found in Desert Temples and Desert Wells<br />
<br />
</li>
<li>This fragile block is hard to spot and easy to destroy, so be careful!<br />
<br />
</li>
<li>Brushing the Suspicious Sand with a Brush will extract objects that were buried long ago<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Pottery Shards</span><br />
<ul class="mycode_list"><li>Pottery Shards have pictures on them<br />
<br />
</li>
<li>They cannot be crafted and are only found by brushing Suspicious Sand<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Decorated Pots</span><br />
<ul class="mycode_list"><li>Crafting four Pottery Shards together will create a Decorated Pot with a picture on each side<br />
<br />
</li>
<li>Brick items can be used instead of Pottery Shards in the Decorated Pot recipe<ul class="mycode_list"><li>The sides that were made from Brick items will not have pictures<br />
</li>
</ul>
<br />
</li>
<li>Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Shards back<ul class="mycode_list"><li>Hitting the pot with bare hands, silk touch tools, or any other item, will drop an intact pot instead<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Fixed Bugs in 1.19.4</span></span><br />
<br />
Around 150 bugs were fixed in this release. View the <a href="https://bugs.mojang.com/issues/?filter=27608" target="_blank" rel="noopener" class="mycode_url">list on the issue tracker</a>.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Minecraft: JAVA Edition 1.19.4</span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Changes</span></span><br />
<ul class="mycode_list"><li>Updated Horse Breeding<br />
<br />
</li>
<li>Jukeboxes have changed to be at parity with Bedrock<br />
<br />
</li>
<li>Interacting with armor or elytra items in-hand will now swap them with equipped gear<br />
<br />
</li>
<li>The camera tilt when hurt is now based on the direction of incoming damage<br />
<br />
</li>
<li>Potions colors have been adjusted to make different types of potions more distinguishable<br />
<br />
</li>
<li>Potions no longer have an enchantment glint due to it obscuring the color of the potion contents<br />
<br />
</li>
<li>Enchantment glint on items and armor is now more subtle<br />
<br />
</li>
<li>Armor Stands now preserve custom names when placed and broken<br />
<br />
</li>
<li>Vexes now use a separate charging animation when empty-handed<br />
<br />
</li>
<li>Tweaks to recipe unlocking to make discovering vital crafting recipes easier for new players<br />
<br />
</li>
<li>Updated the Create New World screen<br />
<br />
</li>
<li>New accessibility options and improvements<br />
<br />
</li>
<li>Updated the Realms screen to be more in line with the Singleplayer and Multiplayer screens<br />
<br />
</li>
<li>Added a notification system for Realms to tell you important information about your Realm<br />
<br />
</li>
<li>Added “Credits & Attribution” button in the Options menu<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Horses, Donkeys, and Llamas</span><br />
<br />
The speed, jump height, and health of a baby are now a variation of the average of the parents’ attributes, rather than being biased toward the average possible value.<br />
<br />
This change makes horse breeding a viable way of getting great horses if a player starts with good parents and puts in enough time and Golden Carrots.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Jukebox</span><br />
<ul class="mycode_list"><li>Emits a note particle above it while playing a music disc<br />
<br />
</li>
<li>While playing a music disc, it will emit a redstone signal of 15<br />
<br />
</li>
<li>Droppers and hoppers can now interact with it<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Creative Menu</span><br />
<ul class="mycode_list"><li>Added painting variants to the creative menu<br />
<br />
</li>
<li>Paintings with a pre-defined variant will now display the author and title in the item description when hovered over<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Recipe Unlocking</span><br />
<ul class="mycode_list"><li>The Crafting Table recipe is unlocked immediately on creating a new world<br />
<br />
</li>
<li>The Crossbow recipe is no longer unlocked by sticks<br />
<br />
</li>
<li>The Soul Campfire recipe is no longer unlocked by sticks<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Updated Create New World Screen</span><br />
<ul class="mycode_list"><li>The screen is now organized into three tabs<ul class="mycode_list"><li>The Game-Tab allows to set the world name, Gamemode, Difficulty, and whether to allow cheats<br />
<br />
</li>
<li>The World-Tab allows to set the World-Type and Seed, and to toggle the generation of structures and the bonus chest<br />
<br />
</li>
<li>The More-Tab provides access to the Game Rules and DataPack Selection Screen<br />
</li>
</ul>
<br />
</li>
<li>Tabs can be switched with the keyboard by pressing Ctrl+Tab and Ctrl+Shift+Tab<br />
<br />
</li>
<li>Specific tabs can also be navigated by pressing Ctrl+Tab Number<ul class="mycode_list"><li>For example, Ctrl+2 navigates to the second tab<br />
</li>
</ul>
<br />
</li>
<li>Removed the Import Settings button and the corresponding Export Settings button in the Edit World Screen<br />
<br />
</li>
<li>Added a screen to easily enable/disable experimental features<ul class="mycode_list"><li>The screen can always be found under the More-tab<br />
<br />
</li>
<li>In snapshots, a shortcut button can be found under the Game-tab<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Accessibility</span><br />
<ul class="mycode_list"><li>Added an accessibility onboarding screen for players launching the game for the first time<br />
<br />
</li>
<li>Auto-Jump is now off by default<br />
<br />
</li>
<li>Added arrow key navigation<br />
<br />
</li>
<li>Added high contrast resource pack<br />
<br />
</li>
<li>The resource pack screen is now keyboard-navigatable<br />
<br />
</li>
<li>Changed how tooltips in the menu UI are positioned so buttons are still readable<br />
<br />
</li>
<li>Added a tooltip in the key binds screen that specifies which key binds are conflicting<br />
<br />
</li>
<li>Added a “Damage Tilt” accessibility option that controls the amount the camera shakes when being hurt<br />
<br />
</li>
<li>Added two new options in the accessibility menu for adjusting the speed and transparency of enchantment glints<br />
<br />
</li>
<li>Added a “Notification Time” accessibility option that changes how long notifications such as unlocked recipes, advancements, subtitles, and selected item names are visible for<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Arrow Kew Navigation</span><br />
<ul class="mycode_list"><li>Menu screens can now be navigated by using the arrow keys<br />
<br />
</li>
<li>When navigating with arrow keys, sliders need to be activated by pressing Enter or Space to start changing the value<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">High Contrast Resource Pack</span><br />
<ul class="mycode_list"><li>Added a built-in resource pack that enhances the contrast of UI elements<br />
<br />
</li>
<li>Added a new option in the Accessibility menu that enables the high contrast resource pack<br />
<br />
</li>
<li>This only affects the menu UIs for now, but we’ll be looking to bring this to gameplay UIs in the future as well<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Technical Changes</span></span><br />
<ul class="mycode_list"><li>The data pack version is now 12<br />
<br />
</li>
<li>The resource pack version is now 13<br />
<br />
</li>
<li>Added a group of entities to display items, blocks, and text<br />
<br />
</li>
<li>Added entities to detect interactions and attacks<br />
<br />
</li>
<li>Added data-driven damage types<br />
<br />
</li>
<li>Added a damage command for applying damage to entities<br />
<br />
</li>
<li>Added ride command to mount and dismount entities<br />
<br />
</li>
<li>The clone command now supports cloning to and from different dimensions<br />
<br />
</li>
<li>A new string source is now available for the data modify command<br />
<br />
</li>
<li>New execute sub-commands: if dimension, if loaded, on, positioned over, summon<br />
<br />
</li>
<li>Added a new type of atlas configuration source: paletted_permutations<br />
<br />
</li>
<li>Pressing F3+S will now dump contents of dynamic textures (like atlases, maps, etc.) to screenshots/debug/<br />
<br />
</li>
<li>Added fallback fields to translate text components<br />
<br />
</li>
<li>Out-of-bound arguments in translate formats are no longer silently ignored<br />
<br />
</li>
<li>Added the following game events:<ul class="mycode_list"><li>entity_dismount with a vibration frequency of 6<br />
<br />
</li>
<li>entity_mount with a vibration frequency of 7<br />
</li>
</ul>
<br />
</li>
<li>Changed the following game events:<ul class="mycode_list"><li>item_interact_finish now has a vibration frequency of 2 instead of 14<br />
</li>
</ul>
<br />
</li>
<li>Removed heldItemTooltips option from options.txt<br />
<br />
</li>
<li>Added a network protocol feature for forcing a bundle of packets to be processed within the same client tick<br />
<br />
</li>
<li>Added –pidFile argument to the dedicated server command line for printing process id to file<br />
<br />
</li>
<li>The vanilla resource pack en_us language file is now sorted alphanumerically by key<br />
<br />
</li>
<li>Added show_notification field to recipes<ul class="mycode_list"><li>Accepts a boolean which determines if a notification is shown when unlocking this recipe<br />
<br />
</li>
<li>defaults to true if isn’t specified<br />
</li>
</ul>
<br />
</li>
<li>A new recipe type smithing_transform has been added for the updated Netherite Upgrade recipe<br />
<br />
</li>
<li>A new recipe type smithing_trim has been added for the new Armor Trim recipe<br />
<br />
</li>
<li>A new recipe type crafting_decorated_pot has been added for the new Decorated Pot recipe<br />
<br />
</li>
<li>New registries trim_pattern and trim_material have been added for the armor trim system<br />
<br />
</li>
<li>Smithing table has temporarily two menu types<ul class="mycode_list"><li>Old menu without the Smithing Template slot has been renamed to legacy_smithing<ul class="mycode_list"><li>Will be removed when the Armor Trim feature stops being an experimental feature<br />
</li>
</ul>
<br />
</li>
<li>New menu with a Smithing Template slot was added called smithing<br />
</li>
</ul>
<br />
</li>
<li>Added new flag (value 128) to HideFlags NBT field for hiding armor trim item tooltips<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Resource Pack Format</span><br />
<ul class="mycode_list"><li>The enchantment glint now has two separate texture files: enchanted_glint_entity.png and enchanted_glint_item.png<br />
<br />
</li>
<li>The texture format used to dynamically scale buttons and sliders has been updated to always include fixed 20px borders on the left and right<br />
<br />
</li>
<li>Slider textures are now defined in a separate slider.png file<br />
<br />
</li>
<li>The Create New World screen now uses a separate light_dirt_background.png for its background, unlike other screens<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Commands</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Clone</span>[/b]<br />
<br />
The clone command now supports specifying the source and target dimensions.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">New syntax:</span><br />
<br />
<span style="font-style: italic;" class="mycode_i">clone [from <sourceDimension>] <begin> <end> [to <targetDimension>] <destination> …</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Parameters:</span><br />
<ul class="mycode_list"><li>sourceDimension: id of dimension to clone from<br />
<br />
</li>
<li>targetDimension: id of dimension to clone to<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Damage</span><br />
<br />
New command to apply damage to entities.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Syntax:</span><br />
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">damage <target> <amount> [<damageType>] [at <location>]</span><br />
<br />
</li>
<li><span style="font-style: italic;" class="mycode_i">damage <target> <amount> [<damageType>] [by <entity>] [from <cause>]</span><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Parameters:</span><br />
<ul class="mycode_list"><li>target: The entity to damage<br />
<br />
</li>
<li>amount: Amount of damage to inflict<br />
<br />
</li>
<li>damageType: The type of damage to inflict<ul class="mycode_list"><li>This determines how the damage affects the entity as well as which death message is displayed<br />
</li>
</ul>
<br />
</li>
<li>entity: The entity inflicting the damage<br />
<br />
</li>
<li>cause: The cause of the damage, in the case of indirect damage<ul class="mycode_list"><li>Example: When shot by an Arrow, the entity is the Arrow projectile while cause might be a Skeleton<br />
</li>
</ul>
<br />
</li>
<li>location: The location the damage originated at (when no entity caused the damage)<ul class="mycode_list"><li>For instance, location might represent the location of a Bed exploding in the Nether<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Data</span><br />
<br />
New source available:<br />
<ul class="mycode_list"><li>string <entity|block|storage> [path] [start] [end] – reads a value as text, resulting in a string value<br />
</li>
</ul>
<br />
New arguments:<br />
<ul class="mycode_list"><li>start: Index of first character to include at the start of the string<br />
<br />
</li>
<li>end: Index of the first character to exclude at the end of the string<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Effect</span><br />
<ul class="mycode_list"><li>infinite is now a valid option for effect durations<ul class="mycode_list"><li>Infinite effect durations show up as “∞” in the player inventory view<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Execute</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Execute If|Unless</span><br />
<br />
New conditions available for the execute if|unless sub-command:<br />
<ul class="mycode_list"><li>execute if|unless loaded <pos> – checks if the position given is fully loaded (regarding both blocks and entities)<br />
<br />
</li>
<li>execute if|unless dimension <dimension> – checks if the execution is in a matching dimension<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Parameters:</span><br />
<ul class="mycode_list"><li>pos: Block position to check<br />
<br />
</li>
<li>dimension: A dimension id<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Execute On</span><br />
<br />
New execute sub-command for selecting entities based on relation to the current executing entity:<br />
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">execute on <relation></span><br />
</li>
</ul>
<br />
Relations:<br />
<ul class="mycode_list"><li>vehicle – the entity that the executing entity is riding<br />
<br />
</li>
<li>passengers – all entities directly riding the executing entity (no sub-passengers)<br />
<br />
</li>
<li>controller – the entity that is controlling the executing entity (for example: first passenger in a boat)<br />
<br />
</li>
<li>owner – the owner of the executing entity, if it is a tameable animal (like cats, wolves, or parrots)<br />
<br />
</li>
<li>leasher – the entity leading the executing entity with a leash (might be a leash knot in case of being attached to a fence)<br />
<br />
</li>
<li>target – the attack target for the executing entity<br />
<br />
</li>
<li>attacker – the last entity that damaged the executing entity in the previous 5 seconds<br />
<br />
</li>
<li>origin:<ul class="mycode_list"><li>shooter, if the executing entity is a projectile (like Arrow, Fireball, Trident, Firework, Thrown Potion, etc.)<br />
<br />
</li>
<li>thrower, if the executing entity is an item<br />
<br />
</li>
<li>source of effect, if the executing entity is an Area Effect Cloud<br />
<br />
</li>
<li>igniter, if the executing entity is a Primed TNT<br />
<br />
</li>
<li>summoner, if the executing entity is Evoker Fangs or a Vex<br />
</li>
</ul>
</li>
</ul>
<br />
If the relation does not apply to the executing entity or no entities are matching it, the selector returns zero elements.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Execute Positioned Over</span><br />
<br />
New execute sub-command for finding positions on top of a heightmap. Changes the height of the execution position to be on top of the given heightmap.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Syntax:</span><br />
<ul class="mycode_list"><li>execute positioned over <heightmap><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Heightmaps</span><br />
<br />
A heightmap records the highest position in a column of blocks according to some criteria. Available options:<br />
<ul class="mycode_list"><li>world_surface: Any non-air block<br />
<br />
</li>
<li>motion_blocking: Any motion blocking material (e.g. ignores flowers and grass)<br />
<br />
</li>
<li>motion_blocking_no_leaves: Any non-leaf motion blocking material<br />
<br />
</li>
<li>ocean_floor: Any non-fluid motion blocking material<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Execute Summon</span><br />
<br />
New execute sub-command for summoning a new entity and binding the context (@s) to it. Meant to simplify entity setup and reduce the need for raw NBT editing.<br />
<br />
Syntax:<br />
<ul class="mycode_list"><li>execute summon <entity id><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Fillbiome</span><br />
<ul class="mycode_list"><li>The amount of network data transmitted when using the fillbiome command has been optimized<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Title</span><br />
<ul class="mycode_list"><li>All time arguments to title times are now time durations and work with t, s, and d suffixes<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Weather</span><br />
<ul class="mycode_list"><li>The duration of the weather change now matches the game’s regular weather cycle if not specified<br />
<br />
</li>
<li>The duration parameter is now a time duration in ticks and works with t, s, and d suffixes<ul class="mycode_list"><li>To retain existing functionality, you need to add an s suffix to pre-existing commands<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Ride</span><br />
<br />
New command to allow entities to start or stop riding other entities.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Syntax:</span><br />
<ul class="mycode_list"><li>ride <target> mount <vehicle><ul class="mycode_list"><li>Makes a single target mount a single vehicle<br />
<br />
</li>
<li>The command will fail if:<ul class="mycode_list"><li>vehicle is a player<br />
<br />
</li>
<li>target is already riding a vehicle<br />
<br />
</li>
<li>target and vehicle are the same entity<br />
<br />
</li>
<li>vehicle is already a passenger (direct or indirect) of target<br />
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>ride <target> dismount<ul class="mycode_list"><li>Dismounts target from any vehicle it is riding<br />
<br />
</li>
<li>Fails if target is not riding anything<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Damage Types</span></span><br />
<br />
Damage Types are a new registry that can be extended through data packs. A Damage Type determines how damage is handled by the game. This includes which attributes the damage has as well as which death message is used when an entity dies due to that type of damage.<br />
<br />
Example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>{ "exhaustion": 0.1, "message_id": "arrow", "scaling": "when_caused_by_living_non_player"
}</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">Fields:</span><br />
<ul class="mycode_list"><li>message_id: The message id used for deaths caused by this damage type<ul class="mycode_list"><li>Will be combined with other string fragments to form a translation key<br />
</li>
</ul>
<br />
</li>
<li>exhaustion: The amount of hunger exhaustion caused by this damage type<br />
<br />
</li>
<li>scaling: Whether this damage type scales with difficulty levels. Possible values:<ul class="mycode_list"><li>never: Damage is always the same<br />
<br />
</li>
<li>always: Damage always scales with difficulty<br />
<br />
</li>
<li>when_caused_by_living_non_player: Damage scales with difficulty if it was caused by a living entity who is not a player<br />
</li>
</ul>
<br />
</li>
<li>effects: Optional field controlling how damage manifests when inflicted on players. Possible values:<ul class="mycode_list"><li>hurt (default): the default hurt sound<br />
<br />
</li>
<li>thorns: Thorns hurt sound<br />
<br />
</li>
<li>drowning: Drowning sound<br />
<br />
</li>
<li>burning: A single tick of burning sound<br />
<br />
</li>
<li>poking: Berry bush poke sound<br />
<br />
</li>
<li>freezing: Freeze tick sound<br />
</li>
</ul>
<br />
</li>
<li>death_message_type: Optional field that controls if special death message variants are used. Possible values:<ul class="mycode_list"><li>default (default): No special death message logic is applied<br />
<br />
</li>
<li>fall_variants: Show a variant of fall damage death instead of a regular death message, e.g. death.fell.assist.item<br />
<br />
</li>
<li>intentional_game_design: Show the intentional game design message instead of a regular death message<br />
</li>
</ul>
</li>
</ul>
<br />
Damage type tags control many aspects of how damage from different sources is interpreted.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Predicates</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Damage Type Predicates</span><br />
<br />
The following fields have been removed from damage type predicates: is_projectile, is_explosion, bypasses_armor,bypasses_invulnerability, bypasses_magic, is_fire, is_magic, is_lightning.<br />
<br />
A new tags array has been added, with the predicate matching if all entries match. Each entry has two fields:<br />
<ul class="mycode_list"><li>id: The ID of a damage type tag<br />
<br />
</li>
<li>expected: Whether the damage is expected to have or not have the tag for the predicate to match<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Game Rules</span></span><br />
<ul class="mycode_list"><li>Added commandModificationBlockLimit, controlling the maximum number of blocks changed in one execution of clone, fill and fillbiome<br />
<br />
</li>
<li>Added doVinesSpread game rule, determining if vines will spread to nearby blocks<ul class="mycode_list"><li>Defaults to true<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Text Components</span></span><br />
<br />
Added an optional fallback field to translate text components.<br />
<ul class="mycode_list"><li>The new field is a string that will be used in place of translation if it is missing<br />
<br />
</li>
<li>If fallback is missing, the old behavior (i.e. using the key itself as the translation) is preserved<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Display Entities</span></span><br />
<br />
Three new entities have been added for flexible display of items, blocks, and text<br />
<ul class="mycode_list"><li>Those entities, similarily to markers, don’t tick and have no collisions or physics<br />
<br />
</li>
<li>Models render at entity position, with normal rotation around X and Y axis (so it can be controlled by teleport commands), but also with additional arbitrary model transform<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Common Data Types</span><br />
<br />
Tag contents for display entities include some new data types with a complex structure. Any form can be used for modifying data, but only one form is used for saving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Transformations</span><br />
<br />
Arbitrary affine transform.<br />
<ul class="mycode_list"><li>Matrix form: array of 16 numbers, describing row-major matrix<br />
<br />
</li>
<li>Decomposed form (used for saving): object with following fields:<ul class="mycode_list"><li>translation – 3d vector<br />
<br />
</li>
<li>left_rotation, right_rotation – rotation<br />
<br />
</li>
<li>scale – 3d vector<br />
<br />
</li>
<li>Transforms are composed in order translation, left_rotation, scale, right_rotation<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Rotations</span><br />
<ul class="mycode_list"><li>Quaternion form (used for saving): array of 4 numbers, describing components (x, y, z, w)<br />
<br />
</li>
<li>Axis-angle form: object with following fields:<ul class="mycode_list"><li>axis – unit 3d vector<br />
<br />
</li>
<li>angle – in radians<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Interpolation</span><br />
<br />
Some properties of display entities can be interpolated. That means that clients will see gradual changes over time instead of instantaneous jumps.<br />
<br />
Display entities keep track of current and previous values of interpolated values:<br />
<ul class="mycode_list"><li>All properties marked as “interpolated” are part of a single interpolation set<br />
<br />
</li>
<li>Any update to interpolated property will cause all values of interpolation set to be saved as “current”<ul class="mycode_list"><li>Data command executions that do not change value of property (even if it’s present in NBT) do not count as updates<br />
<br />
</li>
<li>Updates are synchronized to clients at most once per tick, so multiple updates within command will still count as a single update<br />
</li>
</ul>
<br />
</li>
<li>The last values generated before an update are saved as “previous”<br />
<br />
</li>
<li>If interpolation is enabled, the entity will transition between “previous” and “current” values over interpolation_duration ticks<br />
<br />
</li>
<li>Interpolation can be started by writing to the start_interpolation field (this field is not normally present in NBT)<ul class="mycode_list"><li>The value in this field is a delay in ticks between client receiving the update and interpolation start<br />
<br />
</li>
<li>A value of 0 ticks means that interpolation will start in next client tick after receiving the update<br />
<br />
</li>
<li>Positive values increase this delay further<br />
</li>
</ul>
<br />
</li>
<li>Interpolation will end (entity fully in “current” state) in start_interpolation + interpolation_duration ticks after receiving the update<br />
<br />
</li>
<li>The interpolation target can be updated without setting start_interpolation, but it will still behave as if it was started at the moment of the last update to start_interpolation<ul class="mycode_list"><li>That means that if the value is updated, but more than interpolation_duration ticks have passed since last start_interpolation update, the entity will immediately jump to new values<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Common Properties</span><br />
<br />
All display entity types have the following fields:<br />
<ul class="mycode_list"><li>transformation – the transformation applied to model (after normal entity orientation). Defaults to identity. Interpolated<br />
<br />
</li>
<li>billboard – option to control if entity should pivot to face player when rendered:<ul class="mycode_list"><li>fixed – no rotation (default)<br />
<br />
</li>
<li>vertical – entity can pivot around its vertical axis<br />
<br />
</li>
<li>horizontal – entity can pivot around its horizontal axis<br />
<br />
</li>
<li>center – entity can pivot around its center point<br />
</li>
</ul>
<br />
</li>
<li>brightness – if present, overrides light values used for rendering. Omitted by default (which means rendering uses values from entity position). Object has two fields:<ul class="mycode_list"><li>sky – value of skylight, 0..15<br />
<br />
</li>
<li>block – value of block light, 0..15<br />
</li>
</ul>
<br />
</li>
<li>view_range – maximum view range of this entity. Actual distance depends on client-side render distance and entity distance scaling. Default value 1.0 (roughly the same as fireball)<br />
<br />
</li>
<li>shadow_radius – size of shadow. Defaults to 0 (no shadow). Interpolated<br />
<br />
</li>
<li>shadow_strength – strength of the shadow. Controls the opacity of the shadow as a function of distance to block below. Defaults to 1. Interpolated<br />
<br />
</li>
<li>width, height – describe size of culling bounding box<ul class="mycode_list"><li>Bounding box spans vertically y to y+height and horizontally width/2 in all directions from entity position<br />
<br />
</li>
<li>If either field is set to 0, culling is disabled<br />
<br />
</li>
<li>Both default to 0<br />
</li>
</ul>
<br />
</li>
<li>glow_color_override – override glow border color. Defaults to -1 (use team color). Alpha component is ignored<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Item_Display</span><br />
<br />
Displays a single item stack.<br />
<ul class="mycode_list"><li>Stack can be changed with commands by setting slot container.0<br />
</li>
</ul>
<br />
Fields:<br />
<ul class="mycode_list"><li>item – item stack to display. Same format as in inventory (example: {id: “minecraft:dirt”, Count: 1})<br />
<br />
</li>
<li>item_display – describes item model transform applied to item (as defined in display section in model JSON)<ul class="mycode_list"><li>Values: none (default), thirdperson_lefthand, thirdperson_righthand, firstperson_lefthand, firstperson_righthand, head, gui, ground, fixed<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Block_Display</span><br />
<br />
Displays a block state.<br />
<ul class="mycode_list"><li>Does not display all block entities, even if they would normally be created on block placement (like chests)<br />
</li>
</ul>
<br />
Fields:<br />
<ul class="mycode_list"><li>block_state – block state to display. Same format as item held by endermen (example {Name:”minecraft:dirt”})<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Text_Display</span><br />
<br />
Displays a text component.<br />
<br />
Fields:<br />
<ul class="mycode_list"><li>text – text to display. Components are resolved with the context of the display entity<br />
<br />
</li>
<li>line_width – line width used to split lines (note: new lines can be also added with \n characters). Defaults to 200<br />
<br />
</li>
<li>text_opacity – opacity (alpha component) of rendered text. Defaults to 255. Interpolated<br />
<br />
</li>
<li>background – color of background. Includes alpha channel. Defaults to 0x40000000. Interpolated<br />
<br />
</li>
<li>default_background – if true, rendering uses default text background color (same as in chat). Defaults to false<br />
<br />
</li>
<li>shadow – whether the text should be displayed with a shadow. Defaults to false<br />
<br />
</li>
<li>see_through – whether the text should be visible through blocks. Defaults to false<br />
<br />
</li>
<li>alignment – how the text should be aligned<ul class="mycode_list"><li>Values: center (default), left, right<br />
</li>
</ul>
</li>
</ul>
<br />
Note: text display backgrounds uses new shader types rendertype_text_background and rendertype_text_background_see_through.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Interaction Entities</span></span><br />
<br />
A new type of entity that records attacks (“left clicks”) and interactions (“right clicks”). Interactions are invisible and of a custom size.<br />
<br />
Fields:<br />
<ul class="mycode_list"><li>width: Width of the entity’s bounding box (default 1)<br />
<br />
</li>
<li>height: Height of the entity’s bounding box (default 1)<br />
<br />
</li>
<li>attack: Records the last attack action on the entity<br />
<br />
</li>
<li>interaction: Records the last interaction action on the entity<br />
<br />
</li>
<li>response: Boolean specifying if interacting should trigger a response (arm swing, sound effects, etc – default false)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Action Format</span><br />
<br />
When an action is stored, it always has two fields:<br />
<ul class="mycode_list"><li>player: The UUID (in standard integer array format) of the player performing the action<br />
<br />
</li>
<li>timestamp: The timestamp of the game tick when the event happened (stored as a long)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Advancement Triggers</span><br />
<ul class="mycode_list"><li>Interacting with an Interaction entity triggers player_interacted_with_entity<br />
<br />
</li>
<li>Attacking an Interaction entity triggers player_hurt_entity<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Execute On With Interactions</span><br />
<br />
The Interaction entity targets the player who last interacted with it. That makes the following possible:<br />
<ul class="mycode_list"><li>execute on attacker: execute as the last player who attacked the entity<br />
<br />
</li>
<li>execute on target: execute as the last player who interacted with the entity<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Tags</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Block Behavior</span><br />
<ul class="mycode_list"><li>Fire burns out faster in certain biomes, and this is now controlled by the increased_fire_burnout biome tag<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mob Spawning</span><br />
<ul class="mycode_list"><li>The only_allows_snow_and_gold_rabbits biome tag has been renamed to spawns_gold_rabbits to match its behavior<br />
<br />
</li>
<li>White Rabbit variants are now controlled by the spawns_white_rabbits biome tag<br />
<br />
</li>
<li>Fox variants are now controlled by the spawns_snow_foxes biome tag<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mob Behavior</span><br />
<ul class="mycode_list"><li>Snow Golems melting in warm biomes is now controlled by the snow_golem_melts biome tag<br />
<br />
</li>
<li>Only mobs in the dismounts_underwater entity tag will now force the rider to dismount when underwater<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Network Protocol</span></span><br />
<ul class="mycode_list"><li>Clients now reset their Secure Chat session state when receiving the login packet<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Packet Bundles</span><br />
<ul class="mycode_list"><li>Added new delimiter packet to clientbound game protocol<br />
<br />
</li>
<li>All packets between two delimiters are guaranteed to be processed within the same tick<br />
<br />
</li>
<li>For security reasons this feature is not supported in the serverbound direction<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Paletted Permutations</span></span><br />
<ul class="mycode_list"><li>paletted_permutations is a new type of atlas configuration source used to dynamically generate new textures in memory based on a set of color palettes<br />
<br />
</li>
<li>Color palettes allow you to swap out the colors of a texture without having to supply all files for the variants of a texture in a resource pack<br />
<br />
</li>
<li>This is useful for things like armor trims, where you want to be able to change the color of parts of the armor without having to create a new texture for each color<br />
<br />
</li>
<li>The paletted_permutations source has a set of required parameters:<ul class="mycode_list"><li>textures A list of namespaced locations of base textures<ul class="mycode_list"><li>These textures will be used to generate variants of them that have been modified by color palettes<br />
</li>
</ul>
<br />
</li>
<li>palette_key A namespaced location of a color palette key file<ul class="mycode_list"><li>A color palette key is used to define the set of key pixel colors we want to swap out with the color palettes defined below<br />
</li>
</ul>
<br />
</li>
<li>permutations A map of permutations from suffix to a namespaced location of a color palette file<ul class="mycode_list"><li>The suffix is appended at the beginning to the resource location of the output variant textures, with a _ character separating the suffix and the base texture name<br />
<br />
</li>
<li>The color palette is a texture file with a set of pixels that are used for replacing pixels that match the color palette key in each base texture<br />
<br />
</li>
<li>The number of pixels in each color palette must be the same as that of the palette_key defined for this source<br />
<br />
</li>
<li>Key matching is done by comparing the RGB values of each pixel in the palette_key to the RGB values of each pixel in the color palette<br />
<br />
</li>
<li>The alpha channel is ignored for key matching, but in the resulting texture the alpha channel is multiplied with the color palette’s alpha channel<br />
<br />
</li>
<li>Pixels that do not match the palette_key are copied over to the resulting texture as-is<br />
</li>
</ul>
</li>
</ul>
<br />
</li>
<li>After defining a paletted_permutations source, you can then reference those namespaced output textures in other resources in your resource pack<br />
</li>
</ul>
<br />
For example, if you have the following paletted_permutations source:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>{ "type": "paletted_permutations", "textures": [ "minecraft:item/leather_helmet", "minecraft:item/leather_chestplate", "minecraft:item/leather_leggings", "minecraft:item/leather_boots" ], "palette_key": "minecraft:colormap/color_palettes/leather_armor_color_key", "permutations": { "red": "minecraft:colormap/color_palettes/red", "green": "minecraft:colormap/color_palettes/green", "blue": "minecraft:colormap/color_palettes/blue" }
}</code></div></div><br />
You can then reference the resulting textures in other resources like this:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>{ "textures": { "layer0": "minecraft:item/leather_helmet_red", "layer1": "minecraft:item/leather_chestplate_green", "layer2": "minecraft:item/leather_boots_blue" }
}</code></div></div><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Trim Patterns & Maternals</span></span><br />
<ul class="mycode_list"><li>Trim patterns and materials for armor are defined by the server through the trim_pattern and trim_material registry respectively<ul class="mycode_list"><li>As a result, new trim patterns and materials can be added via data packs<br />
</li>
</ul>
<br />
</li>
<li>These are synchronized to clients when they join the server<ul class="mycode_list"><li>However, clients must have an accompanying resource pack to see those registered trim patterns and materials<br />
<br />
</li>
<li>The paths to these textures are inferred based on the filename of the pattern json, and will try to find the textures within the same namespace as the trim pattern’s name field<br />
</li>
</ul>
<br />
</li>
<li>The following data is defined by a trim pattern:<ul class="mycode_list"><li>asset_id which is a namespaced id used to infer texture locations and localization<br />
<br />
</li>
<li>template_item which is the id of the smithing template item used to apply the trim pattern<br />
<br />
</li>
<li>description which is a text component used for displaying the pattern name of an armor trim when hovering an armor itemstack<br />
</li>
</ul>
<br />
</li>
<li>The following data is defined by a trim material:<ul class="mycode_list"><li>asset_name which is a string used as a suffix for armor trim texture locations<br />
<br />
</li>
<li>ingredient which is the id of the ingredient item used to apply the trim material<br />
<br />
</li>
<li>item_model_index which is a float which defines the item model override each armor item model should target to change their visuals for this material<br />
<br />
</li>
<li>override_armor_materials which is an optional map of armor material to overridden color palette<ul class="mycode_list"><li>Map key is the armor material that this trim material wants to override with a different color palette<br />
<br />
</li>
<li>Map value is the name of the color palette that will be used when this trim material is applied to an armor piece with the corresponding armor material<br />
</li>
</ul>
<br />
</li>
<li>description which is a text component used for displaying the material name of an armor trim when hovering an armor item stack<ul class="mycode_list"><li>The style defined in this description is applied to the armor trim pattern description as well<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Experimental Features</span></span><br />
<br />
The following changes only apply when one or more Experiments is turned on, either by activating the corresponding experimental data pack or by turning it on in the Experiments screen while creating the world.<br />
<ul class="mycode_list"><li>Added Smithing Template items<br />
<br />
</li>
<li>Redesigned the Smithing Table<br />
<br />
</li>
<li>Changed how Netherite equipment is crafted<br />
<br />
</li>
<li>Added a new armor trimming system to visually customize your armor<br />
<br />
</li>
<li>Added Sniffer mob and Torchflowers<br />
<br />
</li>
<li>Added the Cherry Grove biome<br />
<br />
</li>
<li>Added Archaeology<br />
<br />
</li>
<li>Mob Heads can now be placed on top of Note Blocks without sneaking<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Smithing Templates</span><br />
<ul class="mycode_list"><li>Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications<br />
<br />
</li>
<li>Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Templates<br />
<br />
</li>
<li>Smithing Templates define what type of upgrade you will be making to equipment<ul class="mycode_list"><li>It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade<br />
<br />
</li>
<li>There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade<br />
</li>
</ul>
<br />
</li>
<li>Smithing Templates are consumed when used to upgrade an item in the Smithing Table<br />
<br />
</li>
<li>You can craft a copy of a Smithing Template in the Crafting Table with 7 diamonds + 1 block of material that the template is made out of + 1 smithing template, which will output 2 of the same Smithing Template<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Netherite Equipment</span><br />
<ul class="mycode_list"><li>Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template<br />
<br />
</li>
<li>Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests, and there is a guarantee of 2 in every Treasure Room Bastion Remnant<br />
<br />
</li>
<li>This change was made for a variety of reasons:<ul class="mycode_list"><li>Increase the time players utilize Diamond equipment before Netherite<br />
<br />
</li>
<li>Make Netherite equipment a more significant achievement in the game’s progression<br />
<br />
</li>
<li>Adapt Netherite more naturally into the new Smithing Table crafting system<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Armor Trims</span><br />
<ul class="mycode_list"><li>You can now visually customize your armor with a variety of unique trims at the Smithing Table<br />
<br />
</li>
<li>Armor trims are purely visual with no gameplay benefits, and can only be applied to Helmets, Chestplates, Leggings, and Boots<ul class="mycode_list"><li>All trim patterns are visually the same on an armor’s item icon, but the color will still change based on the trim material<br />
<br />
</li>
<li>To check which trim pattern a piece of armor has, you can hover over it in the inventory<br />
</li>
</ul>
<br />
</li>
<li>Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contains its own unique Smithing Template:<ul class="mycode_list"><li>Pillager Outpost: Sentry Armor Trim<br />
<br />
</li>
<li>Desert Pyramid: Dune Armor Trim<br />
<br />
</li>
<li>Shipwreck: Coast Armor Trim<br />
<br />
</li>
<li>Jungle Temple: Wild Armor Trim<br />
<br />
</li>
<li>Ocean Monument: Tide Armor Trim<br />
<br />
</li>
<li>Ancient City: Ward Armor Trim<br />
<br />
</li>
<li>Woodland Mansion: Vex Armor Trim<br />
<br />
</li>
<li>Nether Fortress: Rib Armor Trim<br />
<br />
</li>
<li>Bastion Remnant: Snout Armor Trim<br />
<br />
</li>
<li>Stronghold: Eye Armor Trim<br />
<br />
</li>
<li>End City: Spire Armor Trim<br />
</li>
</ul>
<br />
</li>
<li>Smithing Templates are found in chests in their respective structure<ul class="mycode_list"><li>The Ocean Monument has no chests, Elder Guardians sometimes instead drop a Smithing Template upon death<br />
</li>
</ul>
<br />
</li>
<li>Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!<br />
<br />
</li>
<li>An armor trim has two properties: a pattern and a material<ul class="mycode_list"><li>The pattern is defined by the Smithing Template used to apply the trim and represents the visual pattern of the trim<br />
<br />
</li>
<li>The material is defined by what ingredient you used to apply the trim and represents the color of the trim<br />
</li>
</ul>
<br />
</li>
<li>The viable ingredients you can use to define the color of your armor trim are the following:<ul class="mycode_list"><li>Iron, Copper, Gold, Lapis, Emerald, Diamond, Netherite, Redstone, Amethyst, Quartz<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Sniffer</span><br />
<ul class="mycode_list"><li>The Sniffer is the mob vote winner of Minecraft Live 2022<br />
<br />
</li>
<li>Sniffers cannot be tempted or tamed<br />
<br />
</li>
<li>Sniffers are passive, friendly mobs<br />
<br />
</li>
<li>Sniffers sniff the air and occasionally dig for seeds, which produce a Torchflower Seed<br />
<br />
</li>
<li>Sniffers can be bred by feeding them Torchflower Seeds<br />
<br />
</li>
<li>The Sniffer is currently only available as a Spawn Egg in the creative inventory<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Torchflowers</span><br />
<ul class="mycode_list"><li>The Torchflower seed can be planted on farmland and grows into a flower<br />
<br />
</li>
<li>The seed can be used to breed two Sniffers<br />
<br />
</li>
<li>The full-grown flower can be harvested and replanted but can also be crafted into a dye<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Cherry Groves</span><br />
<ul class="mycode_list"><li>Added a new Cherry Grove biome, with pretty cherry blossom trees<ul class="mycode_list"><li>The biome can be found in the mountains, in similar places as Meadows<br />
</li>
</ul>
<br />
</li>
<li>Added a new Cherry wood set, with all the corresponding wooden things you can make from it<br />
<br />
</li>
<li>Cherry Leaves have pink particles falling underneath<br />
<br />
</li>
<li>Added a new Pink Petals block with lots of pink flowers on the ground<ul class="mycode_list"><li>Each pink petal block can contain up to 4 petals<br />
<br />
</li>
<li>Using bone meal on it increases the number of petals<br />
<br />
</li>
<li>Placing a petal on a block increases the number of petals<br />
<br />
</li>
<li>Mining the block gives you the number of petals in the block<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Archaeology</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Brush</span><br />
<ul class="mycode_list"><li>The brush is a craftable item you can use to brush things<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Suspicious Sand</span><br />
<ul class="mycode_list"><li>Can be found in Desert Temples and Desert Wells<br />
<br />
</li>
<li>This fragile block is hard to spot and easy to destroy, so be careful!<br />
<br />
</li>
<li>Brushing the Suspicious Sand with a Brush will extract objects that were buried long ago<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Pottery Shards</span><br />
<ul class="mycode_list"><li>Pottery Shards have pictures on them<br />
<br />
</li>
<li>They cannot be crafted and are only found by brushing Suspicious Sand<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Decorated Pots</span><br />
<ul class="mycode_list"><li>Crafting four Pottery Shards together will create a Decorated Pot with a picture on each side<br />
<br />
</li>
<li>Brick items can be used instead of Pottery Shards in the Decorated Pot recipe<ul class="mycode_list"><li>The sides that were made from Brick items will not have pictures<br />
</li>
</ul>
<br />
</li>
<li>Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Shards back<ul class="mycode_list"><li>Hitting the pot with bare hands, silk touch tools, or any other item, will drop an intact pot instead<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Fixed Bugs in 1.19.4</span></span><br />
<br />
Around 150 bugs were fixed in this release. View the <a href="https://bugs.mojang.com/issues/?filter=27608" target="_blank" rel="noopener" class="mycode_url">list on the issue tracker</a>.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[News - Minecraft – 1.19.70]]></title>
			<link>https://sickgaming.net/thread-101417.html</link>
			<pubDate>Thu, 07 Sep 2023 11:28:36 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-101417.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Minecraft – 1.19.70</span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">1.19.70 Patch Notes</span></span><br />
<br />
The Sniffer and Archaeology are now available for players to test with this update.  Keep in mind that these features are not complete and are considered unfinished.  To enable these work-in-project features enable the “Next Major Update” toggle in your world settings.<br />
<br />
The update will be released later on the Switch console.<br />
<ul class="mycode_list"><li>Fixed multiple crashes that could occur during gameplay<br />
<br />
</li>
<li>When breeding horses, the baby horse now has a chance of being better than its parents in speed, jump strength, and health<br />
<br />
</li>
<li>Improvements to player emotes<br />
<br />
</li>
<li>Take an early look at archaeology and the sniffer mob with experimental features<br />
<br />
</li>
<li>Fixes to over 30 community-reported issues<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Changes</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Player Emotes</span><br />
<br />
Several improvements have come to the emote system in Bedrock Edition!<br />
<ul class="mycode_list"><li>Emote usage now appears in the chat<br />
<br />
</li>
<li>The emote wheel now has four slots with an improved interface<br />
<br />
</li>
<li>Quick emoting with new hotkeys<br />
<br />
</li>
<li>Easier sorting of emotes<br />
<br />
</li>
<li>Creating a new character now automatically applies four default emotes<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Vanilla Parity</span>[/b]</span><br />
<br />
Improvements have been made with vanilla parity to align with Java Edition, especially with horse breeding, mobs, and blocks.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gameplay</span><br />
<ul class="mycode_list"><li>Fixed an issue where the night could not be skipped if one or more players were on the death screen<br />
<br />
</li>
<li>Eating and drinking animations are now always centered, regardless of screen aspect ratio<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mobs</span><br />
<ul class="mycode_list"><li>Breeding horses can now produce random variants (<a href="https://bugs.mojang.com/browse/MCPE-129071" target="_blank" rel="noopener" class="mycode_url">MCPE-129071</a>)<br />
<br />
</li>
<li>When breeding horses, the baby Horse now has a chance of being better than its parents in speed, jump strength, and health. This change is intended to make Horse breeding a viable way of getting great Horses if a player starts with good parents and puts in enough time and Golden Carrots<br />
<br />
</li>
<li>Horses cannot be pushed over Fences covered by Carpets anymore (<a href="https://bugs.mojang.com/browse/MCPE-164717" target="_blank" rel="noopener" class="mycode_url">MCPE-164717</a>)<br />
<br />
</li>
<li>Ghasts’ sound volume will now fade the further they are from the player (<a href="https://bugs.mojang.com/browse/MCPE-35222" target="_blank" rel="noopener" class="mycode_url">MCPE-35222</a>)<br />
<br />
</li>
<li>Villagers will now emit anger particles when hit by a player outside of a village<br />
<br />
</li>
<li>Fixed a bug where Zombified Piglins would spawn in the Nether in light levels above 11<br />
<br />
</li>
<li>Minecarts can now eject mobs into liquid blocks (<a href="https://bugs.mojang.com/browse/MCPE-120078" target="_blank" rel="noopener" class="mycode_url">MCPE-120078</a>)<br />
<br />
</li>
<li>Witches will now drink a Fire Resistance Potion when standing on a Campfire<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Blocks</span><br />
<ul class="mycode_list"><li>Bells that are connected to multiple blocks no longer drop when one block is broken<br />
<br />
</li>
<li>Note Block sound attenuation over a distance is now linear (<a href="https://bugs.mojang.com/browse/MCPE-164935" target="_blank" rel="noopener" class="mycode_url">MCPE-164935</a>)<br />
<br />
</li>
<li>Impact sounds of projectiles on Amethyst blocks and clusters are now audible<br />
<br />
</li>
<li>Dead Bush will now drop Sticks when broken with any tool except Shears, even those with the Silk Touch enchantment. Vines will drop nothing in the same situation (<a href="https://bugs.mojang.com/browse/MCPE-163246" target="_blank" rel="noopener" class="mycode_url">MCPE-163246</a>)<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Experimental Features</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Archaeology</span><br />
<ul class="mycode_list"><li>Added the Brush item<br />
<br />
</li>
<li>Added the Decorated Pot block<br />
<br />
</li>
<li>Added four Pottery Shards (Arms Up, Skull, Prize, and Archer)<br />
<br />
</li>
<li>Added the Suspicious Sand block<br />
<br />
</li>
<li>Added Suspicious Sand to the Desert Temple<br />
<br />
</li>
<li>Added Suspicious Sand to the Desert Well<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Brush</span><br />
<ul class="mycode_list"><li>The Brush is a craftable item you can use to brush things<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Pottery Shards and Decorated Pots</span><br />
<ul class="mycode_list"><li>Pottery Shards have pictures on them. They cannot be crafted and must be found in the world. Hint: you will need a Brush! By crafting four of these together you can create a Decorated Pot with a picture on each side.<br />
<br />
</li>
<li>You can also use Brick items instead of Pottery Shards in the crafting recipe. The sides that were made from Brick items will not have pictures.<br />
<br />
</li>
<li>Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Shards back! Or hit it with your fist to pick up the pot without breaking it.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Suspicious Sand</span><br />
<ul class="mycode_list"><li>Desert Temples and Desert Wells now contain Suspicious Sand. This fragile block is hard to spot and easy to destroy, so be careful!<br />
<br />
</li>
<li>If you manage to find the Suspicious Sand and brush it with your Brush, you will extract objects that were buried long ago.<br />
<br />
</li>
<li>We’re giving you an early look at these Archaeology features. We want to spend more time developing them. Please let us know where you think we can improve or expand!<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Sniffer</span><br />
<ul class="mycode_list"><li>The Sniffer is the mob vote winner of Minecraft Live 2022 and the first [HS1] extinct mob brought to life and added to the game<br />
<br />
</li>
<li>Sniffers cannot be tempted or tamed<br />
<br />
</li>
<li>Sniffers are passive friendly mobs<br />
<br />
</li>
<li>Sniffer sniffs in the air and occasionally digs for seeds<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Torchflower</span><br />
<ul class="mycode_list"><li>The Torchflower seed can be planted on farmland and grows into a flower<br />
<br />
</li>
<li>The seed can be used to breed two Sniffers<br />
<br />
</li>
<li>The full-grown flower can be harvested and replanted but can also be crafted into a dye<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Fixes</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Stability and Performance</span><br />
<ul class="mycode_list"><li>Fixed an issue where simultaneously pressing the “Mine” and “Place” buttons on any input device while targeting a Structure Block could cause the game to crash (<a href="https://bugs.mojang.com/browse/MCPE-155689" target="_blank" rel="noopener" class="mycode_url">MCPE-155689</a>)<br />
<br />
</li>
<li>Fixed a crash on Nintendo Switch when attempting to log in while set to local network mode<br />
<br />
</li>
<li>Fixed a crash that could occur when entering a 1.7.1.0 world in 1.8 or above (<a href="https://bugs.mojang.com/browse/MCPE-165564" target="_blank" rel="noopener" class="mycode_url">MCPE-165564</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Gameplay</span><br />
<ul class="mycode_list"><li>The player’s crosshair now properly mines/interacts with items in front of them while swimming/gliding, rather than 1 block above their position (<a href="https://bugs.mojang.com/browse/MCPE-57257" target="_blank" rel="noopener" class="mycode_url">MCPE-57257</a>)<br />
<br />
</li>
<li>Players no longer take rapid damage when touching damaging blocks (<a href="https://bugs.mojang.com/browse/MCPE-165347" target="_blank" rel="noopener" class="mycode_url">MCPE-165347</a>)<br />
<br />
</li>
<li>Projectiles shot while swimming/gliding no longer spawn from above the player’s position (<a href="https://bugs.mojang.com/browse/MCPE-31896" target="_blank" rel="noopener" class="mycode_url">MCPE-31896</a>)<br />
<br />
</li>
<li>Items dropped while swimming/gliding, manually or on death, no longer spawn from above the player’s position (<a href="https://bugs.mojang.com/browse/MCPE-31896" target="_blank" rel="noopener" class="mycode_url">MCPE-31896</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mobs</span><br />
<ul class="mycode_list"><li>Fixed a bug where an Allay holding a Lead wasn’t able to be leashed unless the player held a full stack of 64 Leads in hand<br />
<br />
</li>
<li>Parrots will no longer shake while on a player riding a Horse that is turning mid-jump<br />
<br />
</li>
<li>Fixed a bug causing global entities (e.g. Ender Dragon and projectiles) to stop rendering when out of normal entity render distance (<a href="https://bugs.mojang.com/browse/MCPE-161136" target="_blank" rel="noopener" class="mycode_url">MCPE-161136</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Blocks</span><br />
<ul class="mycode_list"><li>Sounds from all Button types and Lever are now controlled by the “Blocks” slider in Audio Settings (<a href="https://bugs.mojang.com/browse/MCPE-166420" target="_blank" rel="noopener" class="mycode_url">MCPE-166420</a>)<br />
<br />
</li>
<li>Redstone source can now power a single block from different sides at the same time (<a href="https://bugs.mojang.com/browse/MCPE-163651" target="_blank" rel="noopener" class="mycode_url">MCPE-163651</a>)<br />
<br />
</li>
<li>Destroying Mangrove Log or Mangrove Wood now properly cause leaves to decay<br />
<br />
</li>
<li>End Crystals occupying the same space as a block will no longer cause that block to disappear<br />
<br />
</li>
<li>Players are now able to place top Slabs in blocks that are only partially blocked by an entity (<a href="https://bugs.mojang.com/browse/MCPE-155016" target="_blank" rel="noopener" class="mycode_url">MCPE-155016</a>)<br />
<br />
</li>
<li>Players can no longer see through partial blocks when sneaking or riding in third person (<a href="https://bugs.mojang.com/browse/MCPE-156273" target="_blank" rel="noopener" class="mycode_url">MCPE-156273</a>)<br />
<br />
</li>
<li>Composter now always consumes an item when becoming full (<a href="https://bugs.mojang.com/browse/MCPE-162020" target="_blank" rel="noopener" class="mycode_url">MCPE-162020</a>)<br />
<br />
</li>
<li>Importing experimental blocks into a non-experimental world using the Structure Block will now correctly place unknown blocks, which are not interactable<br />
<br />
</li>
<li>Error messages about building outside the world height limit no longer appear when simply interacting with blocks at the world height limit from certain angles (<a href="https://bugs.mojang.com/browse/MCPE-152935" target="_blank" rel="noopener" class="mycode_url">MCPE-152935</a>)<br />
<br />
</li>
<li>Fixed a bug where Observers would not detect changes due to corrupted data (<a href="https://bugs.mojang.com/browse/MCPE-150506" target="_blank" rel="noopener" class="mycode_url">MCPE-150506</a>)<br />
<br />
</li>
<li>Hoppers now pull in items from above them through all blocks that have a lower height than a full block (<a href="https://bugs.mojang.com/browse/MCPE-55824" target="_blank" rel="noopener" class="mycode_url">MCPE-55824</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Items</span><br />
<ul class="mycode_list"><li>Crossbows now shake while charging arrows (<a href="https://bugs.mojang.com/browse/MCPE-152952" target="_blank" rel="noopener" class="mycode_url">MCPE-152952</a>)<br />
<br />
</li>
<li>Spawn eggs for Snow Golem, Wither, and Trader Llama now appear correctly in the inventory and hotbar<br />
<br />
</li>
<li>Written Books can now be moved in the inventory even when the player has identical Written Books<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Touch Controls</span><br />
<ul class="mycode_list"><li>Updated the How to Play screen with information on new touch controls<br />
<br />
</li>
<li>Changing input modes from Gamepad to Touch while an item is selected will return the selected to the inventory or drop it<br />
<br />
</li>
<li>Fixed an issue on the Furnace screen where double-tapping the output window caused other slots to become unselectable (<a href="https://bugs.mojang.com/browse/MCPE-164589" target="_blank" rel="noopener" class="mycode_url">MCPE-164589</a>)<br />
<br />
</li>
<li>Fixed a bug where stack splitting was automatically initiated on the first slot when opening a small Chest<br />
<br />
</li>
<li>Allowed left and right D-pad buttons to keep input when the forward button is pressed (<a href="https://bugs.mojang.com/browse/MCPE-155199" target="_blank" rel="noopener" class="mycode_url">MCPE-155199</a>)<br />
<br />
</li>
<li>Added the leave Boat button when the player falls from a height within the Boat (<a href="https://bugs.mojang.com/browse/MCPE-158489" target="_blank" rel="noopener" class="mycode_url">MCPE-158489</a>)<br />
<br />
</li>
<li>Fixed an issue that prevented players from removing equipped armor by tapping on an item or block in the Creative inventory (<a href="https://bugs.mojang.com/browse/MCPE-165790" target="_blank" rel="noopener" class="mycode_url">MCPE-165790</a>)<br />
<br />
</li>
<li>Tweaked the keyboard interaction on Android devices for text input fields<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">User Interface</span><br />
<ul class="mycode_list"><li>Fixed an issue where the “Mine” tooltip was appearing when targeting a block with a Trident in Creative game mode (<a href="https://bugs.mojang.com/browse/MCPE-44846" target="_blank" rel="noopener" class="mycode_url">MCPE-44846</a>)<br />
<br />
</li>
<li>Navigating right with the controller left stick on the Marketplace sidebar now collapses it<br />
<br />
</li>
<li>Added a new ‘Marketplace’ icon to the Marketplace screen sidebar<br />
<br />
</li>
<li>Ocean Explorer, Woodland Explorer, and Treasure Maps now show the proper icon in the inventory (<a href="https://bugs.mojang.com/browse/MCPE-163464" target="_blank" rel="noopener" class="mycode_url">MCPE-163464</a>)<br />
<br />
</li>
<li>Fixed a bug where mouse scrolling on the Friend Options dropdown would not scroll the dropdown contents<br />
<br />
</li>
<li>Resolved an issue where graphical elements of the Sign-In/Sign-Up screen could extend beyond the bounds of the dialog container<br />
<br />
</li>
<li>When starting a new world in Pocket UI, removed the “Press Open Chat to open chat” message for players with text-to-speech turned off<br />
<br />
</li>
<li>Double-clicking on the Furnace output slot will no longer drop the item (<a href="https://bugs.mojang.com/browse/MCPE-165079" target="_blank" rel="noopener" class="mycode_url">MCPE-165079</a>)<br />
<br />
</li>
<li>Fixed a bug where moving the player or camera with a controller while text-to-speech for UI was turned on would cause the narrator to say “X of Y”<br />
<br />
</li>
<li>Fixed a bug where the Edit World screen couldn’t be opened for a world if the corresponding world directory had a space in it (<a href="https://bugs.mojang.com/browse/MCPE-166763" target="_blank" rel="noopener" class="mycode_url">MCPE-166763</a>)<br />
<br />
</li>
<li>The loading screen no longer flickers when entering the Nether in immersive VR mode<br />
<br />
</li>
<li>The swap item animation now plays when switching hotbar items of the same type with the same durability<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Spectator Mode</span><br />
<ul class="mycode_list"><li>Phasing through blocks in third-person view no longer makes the camera zoom in and out towards the player’s head (<a href="https://bugs.mojang.com/browse/MCPE-160467" target="_blank" rel="noopener" class="mycode_url">MCPE-160467</a>)<br />
<br />
</li>
<li>End Gateways can no longer be used in Spectator Mode (<a href="https://bugs.mojang.com/browse/MCPE-165689" target="_blank" rel="noopener" class="mycode_url">MCPE-165689</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Realms</span><br />
<ul class="mycode_list"><li>Added a Sign In button on the Realms screen if the player is not yet signed in<br />
<br />
</li>
<li>Fixed the issue that the “Find Friends” button and the “Close Realm” buttons would be autofocused when the “Members” or “Subscription” tab was clicked<br />
<br />
</li>
<li>Fixed a bug where players were not able to create another world on Realms if the first Create World on Realms attempt was interrupted<br />
<br />
</li>
<li>Fixed a bug where players could see duplicate applied packs with unknown titles the first time they entered the Realms settings screen<br />
<br />
</li>
<li>Resetting a Realms World now correctly updates the World settings<br />
<br />
</li>
<li>Removed the Close button in the Play on Realm popup dialog when using controllers<br />
<br />
</li>
<li>Updated the reset/replace world confirmation text to make it clearer what each function does<br />
<br />
</li>
<li>Fixed the world list not updating with a new Realm immediately after accepting an invite<br />
<br />
</li>
<li>In Realms Settings->Members, the dropdown ‘…’ menu can now be opened/closed with the Enter key and navigated with arrow keys<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Technical Updates</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Updated Add-On Template Packs</span><br />
<ul class="mycode_list"><li>Updated Add-On templates for 1.19.70 with new resources, behaviors, and documentation are available to download at <a href="https://aka.ms/MCAddonPacks" target="_blank" rel="noopener" class="mycode_url">aka.ms/MCAddonPacks</a><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">General</span><br />
<ul class="mycode_list"><li>Behavior packs with scripts can now be removed from worlds<br />
<br />
</li>
<li>Item loot table conditions are no longer ignored in-game when used inside functions (<a href="https://bugs.mojang.com/browse/MCPE-164582" target="_blank" rel="noopener" class="mycode_url">MCPE-164582</a>)<br />
<br />
</li>
<li>Carrots now display the proper name in item tooltips when used in can_place_on and can_destroy item components (<a href="https://bugs.mojang.com/browse/MCPE-160838" target="_blank" rel="noopener" class="mycode_url">MCPE-160838</a>)<br />
<br />
</li>
<li>In JSON formats 1.19.70 and later, blocks fail to load if the “condition” field in Block Permutations is not a valid Molang string<br />
<br />
</li>
<li>Crafting Table component no longer appends “tile.” when defaulting to use block name for crafting table label<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Wool Blocks</span><br />
<br />
Wool has been flattened into separate blocks, namely:<br />
<ul class="mycode_list"><li>white_wool<br />
<br />
</li>
<li>orange_wool<br />
<br />
</li>
<li>magenta_wool<br />
<br />
</li>
<li>light_blue_wool<br />
<br />
</li>
<li>yellow_wool<br />
<br />
</li>
<li>lime_wool<br />
<br />
</li>
<li>pink_wool<br />
<br />
</li>
<li>gray_wool<br />
<br />
</li>
<li>light_gray_wool<br />
<br />
</li>
<li>cyan_wool<br />
<br />
</li>
<li>purple_wool<br />
<br />
</li>
<li>blue_wool<br />
<br />
</li>
<li>brown_wool<br />
<br />
</li>
<li>green_wool<br />
<br />
</li>
<li>red_wool<br />
<br />
</li>
<li>black_wool<br />
</li>
</ul>
<br />
Commands, recipes, loot tables, etc. will still work with <span style="font-style: italic;" class="mycode_i">wool</span> and an aux value or color state, but <span style="font-style: italic;" class="mycode_i">wool</span> will not be suggested in the command prompt. Instead, the new wool block names will.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Commands</span><br />
<ul class="mycode_list"><li>Fixed a crash with deferred command execution when the executing actor is removed before execution (<a href="https://bugs.mojang.com/browse/MCPE-165374" target="_blank" rel="noopener" class="mycode_url">MCPE-165374</a>)<br />
<br />
</li>
<li>Summon command no longer causes some entities to be spawned at an angle<br />
<br />
</li>
<li>Removed support for field “data” in commands /clone, /execute, /fill, /setblock, and /testforblock beyond version 1.19.70, eg. /setblock ~ ~ ~ minecraft:wool 1 will only have its equivalent /setblock ~ ~ ~ minecraft:wool [“color”:”orange”] supported<ul class="mycode_list"><li>Here are some additional examples[JW1] [JW2] [JW3] :<ul class="mycode_list"><li>/setblock ~~~ green_wool [] [] is equivalent to the old 0<br />
<br />
</li>
<li>/setblock ~~~ wood [“wood_type”: “oak”]<br />
<br />
</li>
<li>/setblock ~~~ coral [“dead_bit” : true , “coral_color” : “blue” ]<br />
<br />
</li>
<li>/setblock ~~~ coral_fan [“coral_fan_direction” : 1, “coral_color” : “pink”]<br />
<br />
</li>
<li>/setblock ~~~ wool [“color”: “blue”]<br />
<br />
</li>
<li>/fill ~ ~ ~ ~5 ~5 ~5 gold_block [] replace air<br />
</li>
</ul>
<br />
</li>
<li>More information about commands can be found at learn.microsoft.com/minecraft/creator/commands<br />
</li>
</ul>
<br />
</li>
<li>Volume arguments no longer floor the selector’s position (<a href="https://bugs.mojang.com/browse/MCPE-162237" target="_blank" rel="noopener" class="mycode_url">MCPE-162237</a>)<br />
<br />
</li>
<li>Selecting targets by volume will now select all entities whose hitbox collides with the volume box. This is versioned for 1.19.70 and later (<a href="https://bugs.mojang.com/browse/MCPE-162237" target="_blank" rel="noopener" class="mycode_url">MCPE-162237</a>)<ul class="mycode_list"><li>Previous behavior works as expected on versions less than 1.19.70<br />
</li>
</ul>
<br />
</li>
<li>Volume arguments for selectors (dx, dy, dz) now support float values (<a href="https://bugs.mojang.com/browse/MCPE-163863" target="_blank" rel="noopener" class="mycode_url">MCPE-163863</a>)<br />
<br />
</li>
<li>Replaceitem and loot replace block commands no longer place items in Cauldrons (<a href="https://bugs.mojang.com/browse/MCPE-129472" target="_blank" rel="noopener" class="mycode_url">MCPE-129472</a>)<br />
<br />
</li>
<li>Rotation in the teleport command is now relative to the executor of the command instead of the target. Old usage of rotations in commands will stay relative to the target mob for backward compatibility<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Entity Properties</span><br />
<ul class="mycode_list"><li>Fixed an issue where Entity Property value changes could be discarded if done by events fired as part of the removal of active behaviors caused by other events<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mobs</span><br />
<ul class="mycode_list"><li>Witch potion drinking and ranged attack behavior is now defined in its .json file<br />
<br />
</li>
<li>The game will no longer create a content error when Bee spawn eggs are used on a Mob Spawner<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">GameTest Framework (Experimental)</span><br />
<ul class="mycode_list"><li>Test<ul class="mycode_list"><li>Added optional <span style="font-style: italic;" class="mycode_i">searchDistance </span>parameter to <span style="font-style: italic;" class="mycode_i">assertEntityPresent(entityTypeIdentifier: string, blockLocation: BlockLocation, searchDistance?: number, isPresent?: boolean)</span><br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">assertEntityInstancePresentInArea(entity: Entity, isPresent?: boolean) </span>to check if an entity instance is present in the test area<br />
<br />
</li>
<li>Made the <span style="font-style: italic;" class="mycode_i">searchDistance </span>parameter optional in <span style="font-style: italic;" class="mycode_i">assertItemEntityPresent</span><br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">API (Experimental)</span><br />
<ul class="mycode_list"><li>IMPORTANT BREAKING CHANGE: The classes Location and <span style="font-style: italic;" class="mycode_i">BlockLocation </span>no longer exist in the beta script API. All usages of these classes have been changed to use the <span style="font-style: italic;" class="mycode_i">Vector3 </span>interface (that is, { x: 1, y: 2, z: 3} objects)<br />
<br />
</li>
<li>Also, note that several changes were made to properties and get/set methods across objects (listed below) to make them more consistent in calling structure<ul class="mycode_list"><li>World Events<br />
<br />
</li>
<li>Added event <span style="font-style: italic;" class="mycode_i">entityDie </span>– It is fired when an entity dies<br />
<br />
</li>
<li>Modified <span style="font-style: italic;" class="mycode_i">projectileHit </span>to be a readOnly property on the Events class<br />
</li>
</ul>
<br />
</li>
<li>Player<ul class="mycode_list"><li>Added method <span style="font-style: italic;" class="mycode_i">getSpawnPosition</span> – Gets the <span style="font-style: italic;" class="mycode_i">spawnPoint</span> <span style="font-style: italic;" class="mycode_i">position</span><br />
<br />
</li>
<li>Added property <span style="font-style: italic;" class="mycode_i">spawnDimension</span> – Gets the <span style="font-style: italic;" class="mycode_i">spawnPoint</span> <span style="font-style: italic;" class="mycode_i">dimension</span><br />
<br />
</li>
<li>Added method<span style="font-style: italic;" class="mycode_i"> setSpawn(spawnPosition : Vec3, spawnDimension : Dimension)</span> i Sets <span style="font-style: italic;" class="mycode_i">spawnPoint</span> with a <span style="font-style: italic;" class="mycode_i">position</span> and <span style="font-style: italic;" class="mycode_i">dimension</span><br />
<br />
</li>
<li>Added method <span style="font-style: italic;" class="mycode_i">clearSpawn</span> – Sets the <span style="font-style: italic;" class="mycode_i">spawnPoint</span> position and dimension to <span style="font-style: italic;" class="mycode_i">undefined</span><br />
<br />
</li>
<li>Renamed function <span style="font-style: italic;" class="mycode_i">tell </span>to <span style="font-style: italic;" class="mycode_i">sendMessage</span><br />
</li>
</ul>
<br />
</li>
<li>World<ul class="mycode_list"><li>Renamed function <span style="font-style: italic;" class="mycode_i">say </span>to <span style="font-style: italic;" class="mycode_i">sendMessage</span><br />
<br />
</li>
<li>Added method <span style="font-style: italic;" class="mycode_i">‘getDefaultSpawnPosition’</span> – Gets the spawnPoint position<br />
<br />
</li>
<li>Added method <span style="font-style: italic;" class="mycode_i">‘setDefaultSpawn'(spawnPosition : Vec3)</span> – Sets the spawnPoint position within ‘overworld’ dimension<br />
</li>
</ul>
<br />
</li>
<li>BeforeChatEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getTargets(): Player[] </span>– Gets chat Player targets<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">setTargets(players: Player[])</span> – Sets chat Player targets<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">targets</span><br />
</li>
</ul>
<br />
</li>
<li>BeforeDataDrivenEntityTriggerEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getModifiers(): DefinitionModifier[]</span> – Gets entity definition modifiers<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">setModifiers(modifiers: DefinitionModifier[])</span> – Sets entity definition modifiers<br />
<br />
</li>
<li>Removed property modifiers<br />
</li>
</ul>
<br />
</li>
<li>BoolBlockProperty<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getValidValues(): boolean[] </span>– Gets all valid boolean values for the <span style="font-style: italic;" class="mycode_i">BoolBlockProperty</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">validValues</span><br />
</li>
</ul>
<br />
</li>
<li>Converted <span style="font-style: italic;" class="mycode_i">BlockHitInformation</span> to an interface<br />
<br />
</li>
<li>ChatEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getTargets(): Player[] </span>– Gets chat Player targets<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">targets</span><br />
</li>
</ul>
<br />
</li>
<li>Converted Color to an <span style="font-style: italic;" class="mycode_i">interface</span><br />
<br />
</li>
<li>DataDrivenEntityTriggerEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getModifiers(): DefinitionModifier[]</span> – Gets Entity definition modifiers<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">modifiers</span><br />
</li>
</ul>
<br />
</li>
<li>DefinitionModifier<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getComponentGroupsToAdd(): string[] </span>– Gets component groups that will be added with the <span style="font-style: italic;" class="mycode_i">DefinitionModifier</span><br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">setComponentGroupsToAdd(newGroups: string[]): void</span> – Sets component groups that will be added with the <span style="font-style: italic;" class="mycode_i">DefinitionModifier</span><br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getComponentGroupsToRemove(): string[]</span> – Gets component groups that will be removed with the <span style="font-style: italic;" class="mycode_i">DefinitionModifier</span><br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">setComponentGroupsToRemove(removedGroups: string[]): void</span> – Sets component groups that will be removed with the <span style="font-style: italic;" class="mycode_i">DefinitionModifier</span><br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getTriggers(): Trigger[]</span> – Gets event triggers of the <span style="font-style: italic;" class="mycode_i">DefinitionModifier</span><br />
<br />
</li>
<li>Added function<span style="font-style: italic;" class="mycode_i"> setTriggers(newTriggers: Trigger[]): void </span>– Sets event triggers of the <span style="font-style: italic;" class="mycode_i">DefinitionModifier</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">componentGroupsToAdd</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">componentGroupsToRemove</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">triggers</span><br />
</li>
</ul>
<br />
</li>
<li>DirectionBlockProperty<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getValidValues(): Direction[] </span>– Gets all valid direction enum values for the <span style="font-style: italic;" class="mycode_i">DirectionBlockProperty</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">validValues</span><br />
</li>
</ul>
<br />
</li>
<li>Entity<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getViewDirection(): Vector3</span> – Gets view direction of the Entity<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getRotation(): XYRotation</span> – Gets rotation of the Entity<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getVelocity(): Vector</span> – Gets velocity of the Entity<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">viewDirection</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">rotation</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">velocity</span><br />
</li>
</ul>
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">playAnimation(animationName: string, options?: PlayAnimationOptions)</span><ul class="mycode_list"><li>Plays the specified animation for an entityReplaced general setVelocity call with methods to apply impulses to entities:<br />
</li>
</ul>
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">clearVelocity(): void </span>– Sets the current velocity of the Entity to zero<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">applyImpulse(vector: Vector3): void </span>– Applies impulse vector to the current velocity of the Entity<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">applyKnockback(directionX: number, directionZ: number, horizontalStrength: number, verticalStrength: number): void</span> – Applies knockback to the Entity in a specified direction based on vertical and horizontal strength<br />
<br />
</li>
<li>Removed function <span style="font-style: italic;" class="mycode_i">setVelocity</span><br />
<br />
</li>
<li>EntityAgeableComponent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getDropItems(): string[] </span>– Gets items that drop when entity grows<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getFeedItems(): EntityDefinitionFeedItem[] </span>– Gets items that can be fed to the entity<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">dropItems</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">feedItems</span><br />
</li>
</ul>
<br />
</li>
<li>EntityBreathableComponent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getBreatheBlocks(): BlockPermutation[] </span>– Gets blocks entity can breathe in<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getNonBreatheBlocks(): BlockPermutation[] </span>– Gets blocks entity can’t breathe in<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">breatheBlocks</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">nonBreatheBlocks</span><br />
</li>
</ul>
<br />
</li>
<li>EntityHealableComponent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getFeedItems(): FeedItem[] </span>– Gets healing items for the <span style="font-style: italic;" class="mycode_i">EntityHealableComponent</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">items</span><br />
</li>
</ul>
<br />
</li>
<li>Converted <span style="font-style: italic;" class="mycode_i">EntityHitInformation</span> to an interface<br />
<br />
</li>
<li>EntityRideableComponent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getFamilyTypes(): string[]</span> – Gets supported rider entity types<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getSeats(): Seat[]</span> – Gets rider information for each seat<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">familyTypes</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">seats</span><br />
</li>
</ul>
<br />
</li>
<li>EntityTameableComponent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getTameItems(): string[] </span>– Gets tame items of the <span style="font-style: italic;" class="mycode_i">EntityTameableComponent</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">tameItems</span><br />
</li>
</ul>
<br />
</li>
<li>FeedItem<ul class="mycode_list"><li>Added function<span style="font-style: italic;" class="mycode_i"> getEffects(): FeedItemEffect[]</span> – Gets effect of the FeedItem<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">effects</span><br />
</li>
</ul>
<br />
</li>
<li>IntBlockProperty<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getValidValues(): number[] </span>– Gets all valid integer values for the <span style="font-style: italic;" class="mycode_i">IntBlockProperty</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">validValues</span><br />
</li>
</ul>
<br />
</li>
<li>ItemDurabilityComponent<ul class="mycode_list"><li>Added function<span style="font-style: italic;" class="mycode_i"> getDamageRange(): NumberRange</span> – Gets the range of numbers that describes the chance of the item losing durability<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">damageRange</span><br />
</li>
</ul>
<br />
</li>
<li>Converted <span style="font-style: italic;" class="mycode_i">NumberRange </span>to an interface<br />
<br />
</li>
<li>ProjectileHitEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getBlockHit(): BlockHitInformation</span> – Gets block hit information from the <span style="font-style: italic;" class="mycode_i">ProjectileHitEvent</span><br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getEntityHit(): EntityHitInformation</span> – Gets entity hit information from the <span style="font-style: italic;" class="mycode_i">ProjectileHitEvent</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">blockHit</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">entityHit</span><br />
</li>
</ul>
<br />
</li>
<li>StringBlockProperty<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getValidValues(): string[] </span>– Gets all valid string values for the <span style="font-style: italic;" class="mycode_i">StringBlockProperty</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">validValues</span><br />
</li>
</ul>
<br />
</li>
<li>ItemStack<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">ItemStack </span>can now be constructed using a string identifier<br />
<br />
</li>
<li>Removed constructor parameter <span style="font-style: italic;" class="mycode_i">data</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">data</span><br />
<br />
</li>
<li>Removed function <span style="font-style: italic;" class="mycode_i">clearLore </span>– To clear lore, call setLore with an empty array or undefined<br />
<br />
</li>
<li>Setting <span style="font-style: italic;" class="mycode_i">nameTag </span>to an empty string will now clear the name tag<br />
<br />
</li>
<li>Setting <span style="font-style: italic;" class="mycode_i">nameTag </span>to a string longer than 255 characters will now result in an exception<br />
<br />
</li>
<li>Setting <span style="font-style: italic;" class="mycode_i">amount </span>greater than the maximum stack size will now clamp the value to the maximum stack size<br />
<br />
</li>
<li>Setting <span style="font-style: italic;" class="mycode_i">amount </span>to a value less than 1 will now result in an exception<br />
<br />
</li>
<li>Item lore can now be cleared by calling<span style="font-style: italic;" class="mycode_i"> setLore(undefined) </span>or <span style="font-style: italic;" class="mycode_i">setLore([])</span><br />
<br />
</li>
<li>Fixed a bug where calling function<span style="font-style: italic;" class="mycode_i"> ItemStack.getComponent</span> or <span style="font-style: italic;" class="mycode_i">ItemStack.getComponents</span> would fail on ItemStacks returned from <span style="font-style: italic;" class="mycode_i">EntityItemComponent.itemStack</span><br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">getMaxAmount: number </span>– Returns the maximum stack size for the item<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">isStackable: bool</span> – Returns whether the item is stackable<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">isStackableWith(itemStack: ItemStack): bool</span> – Returns whether the item can be stacked with the given item<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">type: ItemType</span> – Returns the type of the item<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">clone(): ItemStack</span> – Returns a copy of the item stack<br />
<br />
</li>
<li>Added property <span style="font-style: italic;" class="mycode_i">keepOnDeath: bool </span>– Sets whether the item is kept on death<br />
<br />
</li>
<li>Added property <span style="font-style: italic;" class="mycode_i">lockMode: ItemLockMode </span>– Sets whether the item can be moved or dropped<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">setCanPlaceOn(blockIdentifiers?: string[]) </span>– Sets which blocks the item can be placed on<br />
<br />
</li>
<li>Added function<span style="font-style: italic;" class="mycode_i"> setCanDestroy(blockIdentifiers?: string[]) </span>– Sets which blocks this item can destroy<br />
</li>
</ul>
<br />
</li>
<li>ContainerSlot<ul class="mycode_list"><li>Removed function <span style="font-style: italic;" class="mycode_i">clearItem </span>– To clear the item, call setItem with undefined<br />
<br />
</li>
<li>Removed function <span style="font-style: italic;" class="mycode_i">clearLore </span>– To clear lore, call setLore with an empty array or undefined<br />
</li>
</ul>
</li>
</ul>
<br />
General changes to more consistently use methods when working with simple data-only objects vs. properties:<br />
<ul class="mycode_list"><li>BeforeExplosionEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getImpactedBlocks(): Vector3[] </span>– Gets the blocks locations that are impacted by the explosion<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">setImpactedBlocks(blocks: Vector3[]): void</span> – Sets the blocks locations that are impacted by the explosion<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">impactedBlocks</span><br />
</li>
</ul>
<br />
</li>
<li>BeforeItemUseOnEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getBlockLocation(): Vector3</span> – Gets the location of the block being impacted<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">blockLocation</span><br />
</li>
</ul>
<br />
</li>
<li>BlockInventoryComponent<ul class="mycode_list"><li>Removed property <span style="font-style: italic;" class="mycode_i">location</span><br />
</li>
</ul>
<br />
</li>
<li>BlockLavaContainerComponent<ul class="mycode_list"><li>Removed property <span style="font-style: italic;" class="mycode_i">location</span><br />
</li>
</ul>
<br />
</li>
<li>BlockPistonComponent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getAttachedBlocks(): Vector3[]</span> – Gets the blocks locations that are impacted by the activation of this piston<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">attachedBlocks</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">location</span><br />
</li>
</ul>
<br />
</li>
<li>BlockPotionContainerComponent<ul class="mycode_list"><li>Removed property <span style="font-style: italic;" class="mycode_i">location</span><br />
</li>
</ul>
<br />
</li>
<li>BlockRecordPlayerComponent<ul class="mycode_list"><li>Removed property <span style="font-style: italic;" class="mycode_i">location</span><br />
</li>
</ul>
<br />
</li>
<li>BlockSignComponent<ul class="mycode_list"><li>Removed property <span style="font-style: italic;" class="mycode_i">location</span><br />
</li>
</ul>
<br />
</li>
<li>BlockSnowContainerComponent<ul class="mycode_list"><li>Removed property <span style="font-style: italic;" class="mycode_i">location</span><br />
</li>
</ul>
<br />
</li>
<li>BlockWaterContainerComponent<ul class="mycode_list"><li>Removed property <span style="font-style: italic;" class="mycode_i">location</span><br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getHeadLocation(): Vector3</span> – Gets the head location of the Entity<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">headLocation</span><br />
</li>
</ul>
<br />
</li>
<li>ExplosionEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getImpactedBlocks(): Vector3[] </span>– Gets the blocks locations that are impacted by the explosion<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">impactedBlocks</span><br />
</li>
</ul>
<br />
</li>
<li>ItemStartUseOnEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getBlockLocation(): Vector3</span> – Gets the location of the block being impacted<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getBuildBlockLocation(): Vector3 </span>– Gets the location of the resulting build block<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">blockLocation</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">buildBlockLocation</span><br />
</li>
</ul>
<br />
</li>
<li>ItemStopUseOnEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getBlockLocation(): Vector3</span> – Gets the location of the block being impacted<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">blockLocation</span><br />
</li>
</ul>
<br />
</li>
<li>ItemUseOnEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getBlockLocation(): Vector3 </span>– Gets the location of the block being impacted<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">blockLocation</span><br />
</li>
</ul>
<br />
</li>
<li>NavigationResult<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getPath(): Vector3[]</span> – Gets the locations of the blocks that comprise the navigation route<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">path</span><br />
</li>
</ul>
<br />
</li>
<li>Player<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getHeadLocation(): Vector3</span> – Gets the head location of the Player<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">headLocation</span><br />
</li>
</ul>
<br />
</li>
<li>Block<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">isAir </span>– Returns if the block is an air block (i.e. empty space)<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">isLiquid </span>– Returns if the block is a liquid (e.g., a water block and a lava black are liquid, while an air block and a stone block are not)<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">isSolid</span> – Returns if the block is solid (e.g., a cobblestone block and a diamond block are solid, while a ladder block and a fence block are not)<br />
<br />
</li>
<li>The following blocks now have an inventory component:<ul class="mycode_list"><li>Barrel<br />
<br />
</li>
<li>Beacon<br />
<br />
</li>
<li>Blast Furnace<br />
<br />
</li>
<li>Brewing Stand<br />
<br />
</li>
<li>Dispenser<br />
<br />
</li>
<li>Dropper<br />
<br />
</li>
<li>Furnace<br />
<br />
</li>
<li>Hopper<br />
<br />
</li>
<li>Jukebox<br />
<br />
</li>
<li>Lectern<br />
<br />
</li>
<li>Smoker<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">BlockPermutation</span><br />
<br />
BlockPermutation has been significantly refactored! Every BlockPermutation now share a unique JavaScript handle so exact equality (<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>===</code></div></div>) will work for permutations that share exactly the same state values. We’ve also added utility methods that make interacting with permutations easier, which includes the removal of the <span style="font-style: italic;" class="mycode_i">XBlockProperty</span> classes and now directly return properties <span style="font-style: italic;" class="mycode_i">(boolean | number | string)</span> or a while collection of properties<span style="font-style: italic;" class="mycode_i"> ( Record<string, boolean | number | string>)</span><br />
<ul class="mycode_list"><li>Added method matches(blockName: string, properties?: BlockProperties): boolean which is used to match a block with optional states against a BlockPermutation<br />
<br />
</li>
<li>Added method <span style="font-style: italic;" class="mycode_i">withProperty(name: string, value: boolean | number | string): BlockPermutation</span>; which returns a new block permutation with a given property set to a specific value. Throws if the provided data cannot be resolved as a valid block permutation<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">static resolve(blockName: string, properties?: BlockProperties): BlockPermutation </span>which resolves a BlockPermutation from a block name and optional states. Throws if the provided data cannot be resolved as a valid block permutation<br />
<br />
</li>
<li>Updated methods <span style="font-style: italic;" class="mycode_i">getProperty </span>and <span style="font-style: italic;" class="mycode_i">getAllProperties</span> to return values directly instead of wrapped into class objects. Example code:<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Before:</span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>const blockPermutation = MinecraftBlockTypes.stoneSlab.createDefaultBlockPermutation();</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>blockPermutation.getProperty(MinecraftBlockProperties.stoneSlabType).value = 'stone_brick';</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>blockPermutation.getProperty(MinecraftBlockProperties.topSlotBit).value = true;</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">Now:</span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>const blockPermutation = BlockPermutation.resolve('minecraft:stone_slab', {</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>stone_slab_type: 'stone_brick',</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>top_slot_bit: true,</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>});</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">BlockProperties</span><br />
<ul class="mycode_list"><li>Added a new class to expose <span style="font-style: italic;" class="mycode_i">BlockPropertyType</span><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">BlockPropertyType</span><br />
<ul class="mycode_list"><li>Added a new class to track “definitional” data about block properties. This is how you can find which values are valid for each block property<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Data-Driven Custom Blocks</span><br />
<ul class="mycode_list"><li>Released block properties and permutations out of experimental in JSON formats 1.19.70 and higher<br />
<br />
</li>
<li>Added a content warning when loading the world with more than 65536 custom block permutations. Custom block permutation counts are logged in debug log<br />
</li>
</ul>
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code> </code></div></div>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Minecraft – 1.19.70</span><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">1.19.70 Patch Notes</span></span><br />
<br />
The Sniffer and Archaeology are now available for players to test with this update.  Keep in mind that these features are not complete and are considered unfinished.  To enable these work-in-project features enable the “Next Major Update” toggle in your world settings.<br />
<br />
The update will be released later on the Switch console.<br />
<ul class="mycode_list"><li>Fixed multiple crashes that could occur during gameplay<br />
<br />
</li>
<li>When breeding horses, the baby horse now has a chance of being better than its parents in speed, jump strength, and health<br />
<br />
</li>
<li>Improvements to player emotes<br />
<br />
</li>
<li>Take an early look at archaeology and the sniffer mob with experimental features<br />
<br />
</li>
<li>Fixes to over 30 community-reported issues<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Changes</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Player Emotes</span><br />
<br />
Several improvements have come to the emote system in Bedrock Edition!<br />
<ul class="mycode_list"><li>Emote usage now appears in the chat<br />
<br />
</li>
<li>The emote wheel now has four slots with an improved interface<br />
<br />
</li>
<li>Quick emoting with new hotkeys<br />
<br />
</li>
<li>Easier sorting of emotes<br />
<br />
</li>
<li>Creating a new character now automatically applies four default emotes<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Vanilla Parity</span>[/b]</span><br />
<br />
Improvements have been made with vanilla parity to align with Java Edition, especially with horse breeding, mobs, and blocks.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gameplay</span><br />
<ul class="mycode_list"><li>Fixed an issue where the night could not be skipped if one or more players were on the death screen<br />
<br />
</li>
<li>Eating and drinking animations are now always centered, regardless of screen aspect ratio<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mobs</span><br />
<ul class="mycode_list"><li>Breeding horses can now produce random variants (<a href="https://bugs.mojang.com/browse/MCPE-129071" target="_blank" rel="noopener" class="mycode_url">MCPE-129071</a>)<br />
<br />
</li>
<li>When breeding horses, the baby Horse now has a chance of being better than its parents in speed, jump strength, and health. This change is intended to make Horse breeding a viable way of getting great Horses if a player starts with good parents and puts in enough time and Golden Carrots<br />
<br />
</li>
<li>Horses cannot be pushed over Fences covered by Carpets anymore (<a href="https://bugs.mojang.com/browse/MCPE-164717" target="_blank" rel="noopener" class="mycode_url">MCPE-164717</a>)<br />
<br />
</li>
<li>Ghasts’ sound volume will now fade the further they are from the player (<a href="https://bugs.mojang.com/browse/MCPE-35222" target="_blank" rel="noopener" class="mycode_url">MCPE-35222</a>)<br />
<br />
</li>
<li>Villagers will now emit anger particles when hit by a player outside of a village<br />
<br />
</li>
<li>Fixed a bug where Zombified Piglins would spawn in the Nether in light levels above 11<br />
<br />
</li>
<li>Minecarts can now eject mobs into liquid blocks (<a href="https://bugs.mojang.com/browse/MCPE-120078" target="_blank" rel="noopener" class="mycode_url">MCPE-120078</a>)<br />
<br />
</li>
<li>Witches will now drink a Fire Resistance Potion when standing on a Campfire<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Blocks</span><br />
<ul class="mycode_list"><li>Bells that are connected to multiple blocks no longer drop when one block is broken<br />
<br />
</li>
<li>Note Block sound attenuation over a distance is now linear (<a href="https://bugs.mojang.com/browse/MCPE-164935" target="_blank" rel="noopener" class="mycode_url">MCPE-164935</a>)<br />
<br />
</li>
<li>Impact sounds of projectiles on Amethyst blocks and clusters are now audible<br />
<br />
</li>
<li>Dead Bush will now drop Sticks when broken with any tool except Shears, even those with the Silk Touch enchantment. Vines will drop nothing in the same situation (<a href="https://bugs.mojang.com/browse/MCPE-163246" target="_blank" rel="noopener" class="mycode_url">MCPE-163246</a>)<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Experimental Features</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Archaeology</span><br />
<ul class="mycode_list"><li>Added the Brush item<br />
<br />
</li>
<li>Added the Decorated Pot block<br />
<br />
</li>
<li>Added four Pottery Shards (Arms Up, Skull, Prize, and Archer)<br />
<br />
</li>
<li>Added the Suspicious Sand block<br />
<br />
</li>
<li>Added Suspicious Sand to the Desert Temple<br />
<br />
</li>
<li>Added Suspicious Sand to the Desert Well<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Brush</span><br />
<ul class="mycode_list"><li>The Brush is a craftable item you can use to brush things<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Pottery Shards and Decorated Pots</span><br />
<ul class="mycode_list"><li>Pottery Shards have pictures on them. They cannot be crafted and must be found in the world. Hint: you will need a Brush! By crafting four of these together you can create a Decorated Pot with a picture on each side.<br />
<br />
</li>
<li>You can also use Brick items instead of Pottery Shards in the crafting recipe. The sides that were made from Brick items will not have pictures.<br />
<br />
</li>
<li>Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Shards back! Or hit it with your fist to pick up the pot without breaking it.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Suspicious Sand</span><br />
<ul class="mycode_list"><li>Desert Temples and Desert Wells now contain Suspicious Sand. This fragile block is hard to spot and easy to destroy, so be careful!<br />
<br />
</li>
<li>If you manage to find the Suspicious Sand and brush it with your Brush, you will extract objects that were buried long ago.<br />
<br />
</li>
<li>We’re giving you an early look at these Archaeology features. We want to spend more time developing them. Please let us know where you think we can improve or expand!<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Sniffer</span><br />
<ul class="mycode_list"><li>The Sniffer is the mob vote winner of Minecraft Live 2022 and the first [HS1] extinct mob brought to life and added to the game<br />
<br />
</li>
<li>Sniffers cannot be tempted or tamed<br />
<br />
</li>
<li>Sniffers are passive friendly mobs<br />
<br />
</li>
<li>Sniffer sniffs in the air and occasionally digs for seeds<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Torchflower</span><br />
<ul class="mycode_list"><li>The Torchflower seed can be planted on farmland and grows into a flower<br />
<br />
</li>
<li>The seed can be used to breed two Sniffers<br />
<br />
</li>
<li>The full-grown flower can be harvested and replanted but can also be crafted into a dye<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Fixes</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Stability and Performance</span><br />
<ul class="mycode_list"><li>Fixed an issue where simultaneously pressing the “Mine” and “Place” buttons on any input device while targeting a Structure Block could cause the game to crash (<a href="https://bugs.mojang.com/browse/MCPE-155689" target="_blank" rel="noopener" class="mycode_url">MCPE-155689</a>)<br />
<br />
</li>
<li>Fixed a crash on Nintendo Switch when attempting to log in while set to local network mode<br />
<br />
</li>
<li>Fixed a crash that could occur when entering a 1.7.1.0 world in 1.8 or above (<a href="https://bugs.mojang.com/browse/MCPE-165564" target="_blank" rel="noopener" class="mycode_url">MCPE-165564</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Gameplay</span><br />
<ul class="mycode_list"><li>The player’s crosshair now properly mines/interacts with items in front of them while swimming/gliding, rather than 1 block above their position (<a href="https://bugs.mojang.com/browse/MCPE-57257" target="_blank" rel="noopener" class="mycode_url">MCPE-57257</a>)<br />
<br />
</li>
<li>Players no longer take rapid damage when touching damaging blocks (<a href="https://bugs.mojang.com/browse/MCPE-165347" target="_blank" rel="noopener" class="mycode_url">MCPE-165347</a>)<br />
<br />
</li>
<li>Projectiles shot while swimming/gliding no longer spawn from above the player’s position (<a href="https://bugs.mojang.com/browse/MCPE-31896" target="_blank" rel="noopener" class="mycode_url">MCPE-31896</a>)<br />
<br />
</li>
<li>Items dropped while swimming/gliding, manually or on death, no longer spawn from above the player’s position (<a href="https://bugs.mojang.com/browse/MCPE-31896" target="_blank" rel="noopener" class="mycode_url">MCPE-31896</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mobs</span><br />
<ul class="mycode_list"><li>Fixed a bug where an Allay holding a Lead wasn’t able to be leashed unless the player held a full stack of 64 Leads in hand<br />
<br />
</li>
<li>Parrots will no longer shake while on a player riding a Horse that is turning mid-jump<br />
<br />
</li>
<li>Fixed a bug causing global entities (e.g. Ender Dragon and projectiles) to stop rendering when out of normal entity render distance (<a href="https://bugs.mojang.com/browse/MCPE-161136" target="_blank" rel="noopener" class="mycode_url">MCPE-161136</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Blocks</span><br />
<ul class="mycode_list"><li>Sounds from all Button types and Lever are now controlled by the “Blocks” slider in Audio Settings (<a href="https://bugs.mojang.com/browse/MCPE-166420" target="_blank" rel="noopener" class="mycode_url">MCPE-166420</a>)<br />
<br />
</li>
<li>Redstone source can now power a single block from different sides at the same time (<a href="https://bugs.mojang.com/browse/MCPE-163651" target="_blank" rel="noopener" class="mycode_url">MCPE-163651</a>)<br />
<br />
</li>
<li>Destroying Mangrove Log or Mangrove Wood now properly cause leaves to decay<br />
<br />
</li>
<li>End Crystals occupying the same space as a block will no longer cause that block to disappear<br />
<br />
</li>
<li>Players are now able to place top Slabs in blocks that are only partially blocked by an entity (<a href="https://bugs.mojang.com/browse/MCPE-155016" target="_blank" rel="noopener" class="mycode_url">MCPE-155016</a>)<br />
<br />
</li>
<li>Players can no longer see through partial blocks when sneaking or riding in third person (<a href="https://bugs.mojang.com/browse/MCPE-156273" target="_blank" rel="noopener" class="mycode_url">MCPE-156273</a>)<br />
<br />
</li>
<li>Composter now always consumes an item when becoming full (<a href="https://bugs.mojang.com/browse/MCPE-162020" target="_blank" rel="noopener" class="mycode_url">MCPE-162020</a>)<br />
<br />
</li>
<li>Importing experimental blocks into a non-experimental world using the Structure Block will now correctly place unknown blocks, which are not interactable<br />
<br />
</li>
<li>Error messages about building outside the world height limit no longer appear when simply interacting with blocks at the world height limit from certain angles (<a href="https://bugs.mojang.com/browse/MCPE-152935" target="_blank" rel="noopener" class="mycode_url">MCPE-152935</a>)<br />
<br />
</li>
<li>Fixed a bug where Observers would not detect changes due to corrupted data (<a href="https://bugs.mojang.com/browse/MCPE-150506" target="_blank" rel="noopener" class="mycode_url">MCPE-150506</a>)<br />
<br />
</li>
<li>Hoppers now pull in items from above them through all blocks that have a lower height than a full block (<a href="https://bugs.mojang.com/browse/MCPE-55824" target="_blank" rel="noopener" class="mycode_url">MCPE-55824</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Items</span><br />
<ul class="mycode_list"><li>Crossbows now shake while charging arrows (<a href="https://bugs.mojang.com/browse/MCPE-152952" target="_blank" rel="noopener" class="mycode_url">MCPE-152952</a>)<br />
<br />
</li>
<li>Spawn eggs for Snow Golem, Wither, and Trader Llama now appear correctly in the inventory and hotbar<br />
<br />
</li>
<li>Written Books can now be moved in the inventory even when the player has identical Written Books<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Touch Controls</span><br />
<ul class="mycode_list"><li>Updated the How to Play screen with information on new touch controls<br />
<br />
</li>
<li>Changing input modes from Gamepad to Touch while an item is selected will return the selected to the inventory or drop it<br />
<br />
</li>
<li>Fixed an issue on the Furnace screen where double-tapping the output window caused other slots to become unselectable (<a href="https://bugs.mojang.com/browse/MCPE-164589" target="_blank" rel="noopener" class="mycode_url">MCPE-164589</a>)<br />
<br />
</li>
<li>Fixed a bug where stack splitting was automatically initiated on the first slot when opening a small Chest<br />
<br />
</li>
<li>Allowed left and right D-pad buttons to keep input when the forward button is pressed (<a href="https://bugs.mojang.com/browse/MCPE-155199" target="_blank" rel="noopener" class="mycode_url">MCPE-155199</a>)<br />
<br />
</li>
<li>Added the leave Boat button when the player falls from a height within the Boat (<a href="https://bugs.mojang.com/browse/MCPE-158489" target="_blank" rel="noopener" class="mycode_url">MCPE-158489</a>)<br />
<br />
</li>
<li>Fixed an issue that prevented players from removing equipped armor by tapping on an item or block in the Creative inventory (<a href="https://bugs.mojang.com/browse/MCPE-165790" target="_blank" rel="noopener" class="mycode_url">MCPE-165790</a>)<br />
<br />
</li>
<li>Tweaked the keyboard interaction on Android devices for text input fields<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">User Interface</span><br />
<ul class="mycode_list"><li>Fixed an issue where the “Mine” tooltip was appearing when targeting a block with a Trident in Creative game mode (<a href="https://bugs.mojang.com/browse/MCPE-44846" target="_blank" rel="noopener" class="mycode_url">MCPE-44846</a>)<br />
<br />
</li>
<li>Navigating right with the controller left stick on the Marketplace sidebar now collapses it<br />
<br />
</li>
<li>Added a new ‘Marketplace’ icon to the Marketplace screen sidebar<br />
<br />
</li>
<li>Ocean Explorer, Woodland Explorer, and Treasure Maps now show the proper icon in the inventory (<a href="https://bugs.mojang.com/browse/MCPE-163464" target="_blank" rel="noopener" class="mycode_url">MCPE-163464</a>)<br />
<br />
</li>
<li>Fixed a bug where mouse scrolling on the Friend Options dropdown would not scroll the dropdown contents<br />
<br />
</li>
<li>Resolved an issue where graphical elements of the Sign-In/Sign-Up screen could extend beyond the bounds of the dialog container<br />
<br />
</li>
<li>When starting a new world in Pocket UI, removed the “Press Open Chat to open chat” message for players with text-to-speech turned off<br />
<br />
</li>
<li>Double-clicking on the Furnace output slot will no longer drop the item (<a href="https://bugs.mojang.com/browse/MCPE-165079" target="_blank" rel="noopener" class="mycode_url">MCPE-165079</a>)<br />
<br />
</li>
<li>Fixed a bug where moving the player or camera with a controller while text-to-speech for UI was turned on would cause the narrator to say “X of Y”<br />
<br />
</li>
<li>Fixed a bug where the Edit World screen couldn’t be opened for a world if the corresponding world directory had a space in it (<a href="https://bugs.mojang.com/browse/MCPE-166763" target="_blank" rel="noopener" class="mycode_url">MCPE-166763</a>)<br />
<br />
</li>
<li>The loading screen no longer flickers when entering the Nether in immersive VR mode<br />
<br />
</li>
<li>The swap item animation now plays when switching hotbar items of the same type with the same durability<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Spectator Mode</span><br />
<ul class="mycode_list"><li>Phasing through blocks in third-person view no longer makes the camera zoom in and out towards the player’s head (<a href="https://bugs.mojang.com/browse/MCPE-160467" target="_blank" rel="noopener" class="mycode_url">MCPE-160467</a>)<br />
<br />
</li>
<li>End Gateways can no longer be used in Spectator Mode (<a href="https://bugs.mojang.com/browse/MCPE-165689" target="_blank" rel="noopener" class="mycode_url">MCPE-165689</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Realms</span><br />
<ul class="mycode_list"><li>Added a Sign In button on the Realms screen if the player is not yet signed in<br />
<br />
</li>
<li>Fixed the issue that the “Find Friends” button and the “Close Realm” buttons would be autofocused when the “Members” or “Subscription” tab was clicked<br />
<br />
</li>
<li>Fixed a bug where players were not able to create another world on Realms if the first Create World on Realms attempt was interrupted<br />
<br />
</li>
<li>Fixed a bug where players could see duplicate applied packs with unknown titles the first time they entered the Realms settings screen<br />
<br />
</li>
<li>Resetting a Realms World now correctly updates the World settings<br />
<br />
</li>
<li>Removed the Close button in the Play on Realm popup dialog when using controllers<br />
<br />
</li>
<li>Updated the reset/replace world confirmation text to make it clearer what each function does<br />
<br />
</li>
<li>Fixed the world list not updating with a new Realm immediately after accepting an invite<br />
<br />
</li>
<li>In Realms Settings->Members, the dropdown ‘…’ menu can now be opened/closed with the Enter key and navigated with arrow keys<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Technical Updates</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Updated Add-On Template Packs</span><br />
<ul class="mycode_list"><li>Updated Add-On templates for 1.19.70 with new resources, behaviors, and documentation are available to download at <a href="https://aka.ms/MCAddonPacks" target="_blank" rel="noopener" class="mycode_url">aka.ms/MCAddonPacks</a><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">General</span><br />
<ul class="mycode_list"><li>Behavior packs with scripts can now be removed from worlds<br />
<br />
</li>
<li>Item loot table conditions are no longer ignored in-game when used inside functions (<a href="https://bugs.mojang.com/browse/MCPE-164582" target="_blank" rel="noopener" class="mycode_url">MCPE-164582</a>)<br />
<br />
</li>
<li>Carrots now display the proper name in item tooltips when used in can_place_on and can_destroy item components (<a href="https://bugs.mojang.com/browse/MCPE-160838" target="_blank" rel="noopener" class="mycode_url">MCPE-160838</a>)<br />
<br />
</li>
<li>In JSON formats 1.19.70 and later, blocks fail to load if the “condition” field in Block Permutations is not a valid Molang string<br />
<br />
</li>
<li>Crafting Table component no longer appends “tile.” when defaulting to use block name for crafting table label<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Wool Blocks</span><br />
<br />
Wool has been flattened into separate blocks, namely:<br />
<ul class="mycode_list"><li>white_wool<br />
<br />
</li>
<li>orange_wool<br />
<br />
</li>
<li>magenta_wool<br />
<br />
</li>
<li>light_blue_wool<br />
<br />
</li>
<li>yellow_wool<br />
<br />
</li>
<li>lime_wool<br />
<br />
</li>
<li>pink_wool<br />
<br />
</li>
<li>gray_wool<br />
<br />
</li>
<li>light_gray_wool<br />
<br />
</li>
<li>cyan_wool<br />
<br />
</li>
<li>purple_wool<br />
<br />
</li>
<li>blue_wool<br />
<br />
</li>
<li>brown_wool<br />
<br />
</li>
<li>green_wool<br />
<br />
</li>
<li>red_wool<br />
<br />
</li>
<li>black_wool<br />
</li>
</ul>
<br />
Commands, recipes, loot tables, etc. will still work with <span style="font-style: italic;" class="mycode_i">wool</span> and an aux value or color state, but <span style="font-style: italic;" class="mycode_i">wool</span> will not be suggested in the command prompt. Instead, the new wool block names will.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Commands</span><br />
<ul class="mycode_list"><li>Fixed a crash with deferred command execution when the executing actor is removed before execution (<a href="https://bugs.mojang.com/browse/MCPE-165374" target="_blank" rel="noopener" class="mycode_url">MCPE-165374</a>)<br />
<br />
</li>
<li>Summon command no longer causes some entities to be spawned at an angle<br />
<br />
</li>
<li>Removed support for field “data” in commands /clone, /execute, /fill, /setblock, and /testforblock beyond version 1.19.70, eg. /setblock ~ ~ ~ minecraft:wool 1 will only have its equivalent /setblock ~ ~ ~ minecraft:wool [“color”:”orange”] supported<ul class="mycode_list"><li>Here are some additional examples[JW1] [JW2] [JW3] :<ul class="mycode_list"><li>/setblock ~~~ green_wool [] [] is equivalent to the old 0<br />
<br />
</li>
<li>/setblock ~~~ wood [“wood_type”: “oak”]<br />
<br />
</li>
<li>/setblock ~~~ coral [“dead_bit” : true , “coral_color” : “blue” ]<br />
<br />
</li>
<li>/setblock ~~~ coral_fan [“coral_fan_direction” : 1, “coral_color” : “pink”]<br />
<br />
</li>
<li>/setblock ~~~ wool [“color”: “blue”]<br />
<br />
</li>
<li>/fill ~ ~ ~ ~5 ~5 ~5 gold_block [] replace air<br />
</li>
</ul>
<br />
</li>
<li>More information about commands can be found at learn.microsoft.com/minecraft/creator/commands<br />
</li>
</ul>
<br />
</li>
<li>Volume arguments no longer floor the selector’s position (<a href="https://bugs.mojang.com/browse/MCPE-162237" target="_blank" rel="noopener" class="mycode_url">MCPE-162237</a>)<br />
<br />
</li>
<li>Selecting targets by volume will now select all entities whose hitbox collides with the volume box. This is versioned for 1.19.70 and later (<a href="https://bugs.mojang.com/browse/MCPE-162237" target="_blank" rel="noopener" class="mycode_url">MCPE-162237</a>)<ul class="mycode_list"><li>Previous behavior works as expected on versions less than 1.19.70<br />
</li>
</ul>
<br />
</li>
<li>Volume arguments for selectors (dx, dy, dz) now support float values (<a href="https://bugs.mojang.com/browse/MCPE-163863" target="_blank" rel="noopener" class="mycode_url">MCPE-163863</a>)<br />
<br />
</li>
<li>Replaceitem and loot replace block commands no longer place items in Cauldrons (<a href="https://bugs.mojang.com/browse/MCPE-129472" target="_blank" rel="noopener" class="mycode_url">MCPE-129472</a>)<br />
<br />
</li>
<li>Rotation in the teleport command is now relative to the executor of the command instead of the target. Old usage of rotations in commands will stay relative to the target mob for backward compatibility<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Entity Properties</span><br />
<ul class="mycode_list"><li>Fixed an issue where Entity Property value changes could be discarded if done by events fired as part of the removal of active behaviors caused by other events<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mobs</span><br />
<ul class="mycode_list"><li>Witch potion drinking and ranged attack behavior is now defined in its .json file<br />
<br />
</li>
<li>The game will no longer create a content error when Bee spawn eggs are used on a Mob Spawner<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">GameTest Framework (Experimental)</span><br />
<ul class="mycode_list"><li>Test<ul class="mycode_list"><li>Added optional <span style="font-style: italic;" class="mycode_i">searchDistance </span>parameter to <span style="font-style: italic;" class="mycode_i">assertEntityPresent(entityTypeIdentifier: string, blockLocation: BlockLocation, searchDistance?: number, isPresent?: boolean)</span><br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">assertEntityInstancePresentInArea(entity: Entity, isPresent?: boolean) </span>to check if an entity instance is present in the test area<br />
<br />
</li>
<li>Made the <span style="font-style: italic;" class="mycode_i">searchDistance </span>parameter optional in <span style="font-style: italic;" class="mycode_i">assertItemEntityPresent</span><br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">API (Experimental)</span><br />
<ul class="mycode_list"><li>IMPORTANT BREAKING CHANGE: The classes Location and <span style="font-style: italic;" class="mycode_i">BlockLocation </span>no longer exist in the beta script API. All usages of these classes have been changed to use the <span style="font-style: italic;" class="mycode_i">Vector3 </span>interface (that is, { x: 1, y: 2, z: 3} objects)<br />
<br />
</li>
<li>Also, note that several changes were made to properties and get/set methods across objects (listed below) to make them more consistent in calling structure<ul class="mycode_list"><li>World Events<br />
<br />
</li>
<li>Added event <span style="font-style: italic;" class="mycode_i">entityDie </span>– It is fired when an entity dies<br />
<br />
</li>
<li>Modified <span style="font-style: italic;" class="mycode_i">projectileHit </span>to be a readOnly property on the Events class<br />
</li>
</ul>
<br />
</li>
<li>Player<ul class="mycode_list"><li>Added method <span style="font-style: italic;" class="mycode_i">getSpawnPosition</span> – Gets the <span style="font-style: italic;" class="mycode_i">spawnPoint</span> <span style="font-style: italic;" class="mycode_i">position</span><br />
<br />
</li>
<li>Added property <span style="font-style: italic;" class="mycode_i">spawnDimension</span> – Gets the <span style="font-style: italic;" class="mycode_i">spawnPoint</span> <span style="font-style: italic;" class="mycode_i">dimension</span><br />
<br />
</li>
<li>Added method<span style="font-style: italic;" class="mycode_i"> setSpawn(spawnPosition : Vec3, spawnDimension : Dimension)</span> i Sets <span style="font-style: italic;" class="mycode_i">spawnPoint</span> with a <span style="font-style: italic;" class="mycode_i">position</span> and <span style="font-style: italic;" class="mycode_i">dimension</span><br />
<br />
</li>
<li>Added method <span style="font-style: italic;" class="mycode_i">clearSpawn</span> – Sets the <span style="font-style: italic;" class="mycode_i">spawnPoint</span> position and dimension to <span style="font-style: italic;" class="mycode_i">undefined</span><br />
<br />
</li>
<li>Renamed function <span style="font-style: italic;" class="mycode_i">tell </span>to <span style="font-style: italic;" class="mycode_i">sendMessage</span><br />
</li>
</ul>
<br />
</li>
<li>World<ul class="mycode_list"><li>Renamed function <span style="font-style: italic;" class="mycode_i">say </span>to <span style="font-style: italic;" class="mycode_i">sendMessage</span><br />
<br />
</li>
<li>Added method <span style="font-style: italic;" class="mycode_i">‘getDefaultSpawnPosition’</span> – Gets the spawnPoint position<br />
<br />
</li>
<li>Added method <span style="font-style: italic;" class="mycode_i">‘setDefaultSpawn'(spawnPosition : Vec3)</span> – Sets the spawnPoint position within ‘overworld’ dimension<br />
</li>
</ul>
<br />
</li>
<li>BeforeChatEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getTargets(): Player[] </span>– Gets chat Player targets<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">setTargets(players: Player[])</span> – Sets chat Player targets<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">targets</span><br />
</li>
</ul>
<br />
</li>
<li>BeforeDataDrivenEntityTriggerEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getModifiers(): DefinitionModifier[]</span> – Gets entity definition modifiers<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">setModifiers(modifiers: DefinitionModifier[])</span> – Sets entity definition modifiers<br />
<br />
</li>
<li>Removed property modifiers<br />
</li>
</ul>
<br />
</li>
<li>BoolBlockProperty<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getValidValues(): boolean[] </span>– Gets all valid boolean values for the <span style="font-style: italic;" class="mycode_i">BoolBlockProperty</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">validValues</span><br />
</li>
</ul>
<br />
</li>
<li>Converted <span style="font-style: italic;" class="mycode_i">BlockHitInformation</span> to an interface<br />
<br />
</li>
<li>ChatEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getTargets(): Player[] </span>– Gets chat Player targets<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">targets</span><br />
</li>
</ul>
<br />
</li>
<li>Converted Color to an <span style="font-style: italic;" class="mycode_i">interface</span><br />
<br />
</li>
<li>DataDrivenEntityTriggerEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getModifiers(): DefinitionModifier[]</span> – Gets Entity definition modifiers<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">modifiers</span><br />
</li>
</ul>
<br />
</li>
<li>DefinitionModifier<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getComponentGroupsToAdd(): string[] </span>– Gets component groups that will be added with the <span style="font-style: italic;" class="mycode_i">DefinitionModifier</span><br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">setComponentGroupsToAdd(newGroups: string[]): void</span> – Sets component groups that will be added with the <span style="font-style: italic;" class="mycode_i">DefinitionModifier</span><br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getComponentGroupsToRemove(): string[]</span> – Gets component groups that will be removed with the <span style="font-style: italic;" class="mycode_i">DefinitionModifier</span><br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">setComponentGroupsToRemove(removedGroups: string[]): void</span> – Sets component groups that will be removed with the <span style="font-style: italic;" class="mycode_i">DefinitionModifier</span><br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getTriggers(): Trigger[]</span> – Gets event triggers of the <span style="font-style: italic;" class="mycode_i">DefinitionModifier</span><br />
<br />
</li>
<li>Added function<span style="font-style: italic;" class="mycode_i"> setTriggers(newTriggers: Trigger[]): void </span>– Sets event triggers of the <span style="font-style: italic;" class="mycode_i">DefinitionModifier</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">componentGroupsToAdd</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">componentGroupsToRemove</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">triggers</span><br />
</li>
</ul>
<br />
</li>
<li>DirectionBlockProperty<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getValidValues(): Direction[] </span>– Gets all valid direction enum values for the <span style="font-style: italic;" class="mycode_i">DirectionBlockProperty</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">validValues</span><br />
</li>
</ul>
<br />
</li>
<li>Entity<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getViewDirection(): Vector3</span> – Gets view direction of the Entity<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getRotation(): XYRotation</span> – Gets rotation of the Entity<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getVelocity(): Vector</span> – Gets velocity of the Entity<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">viewDirection</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">rotation</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">velocity</span><br />
</li>
</ul>
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">playAnimation(animationName: string, options?: PlayAnimationOptions)</span><ul class="mycode_list"><li>Plays the specified animation for an entityReplaced general setVelocity call with methods to apply impulses to entities:<br />
</li>
</ul>
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">clearVelocity(): void </span>– Sets the current velocity of the Entity to zero<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">applyImpulse(vector: Vector3): void </span>– Applies impulse vector to the current velocity of the Entity<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">applyKnockback(directionX: number, directionZ: number, horizontalStrength: number, verticalStrength: number): void</span> – Applies knockback to the Entity in a specified direction based on vertical and horizontal strength<br />
<br />
</li>
<li>Removed function <span style="font-style: italic;" class="mycode_i">setVelocity</span><br />
<br />
</li>
<li>EntityAgeableComponent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getDropItems(): string[] </span>– Gets items that drop when entity grows<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getFeedItems(): EntityDefinitionFeedItem[] </span>– Gets items that can be fed to the entity<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">dropItems</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">feedItems</span><br />
</li>
</ul>
<br />
</li>
<li>EntityBreathableComponent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getBreatheBlocks(): BlockPermutation[] </span>– Gets blocks entity can breathe in<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getNonBreatheBlocks(): BlockPermutation[] </span>– Gets blocks entity can’t breathe in<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">breatheBlocks</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">nonBreatheBlocks</span><br />
</li>
</ul>
<br />
</li>
<li>EntityHealableComponent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getFeedItems(): FeedItem[] </span>– Gets healing items for the <span style="font-style: italic;" class="mycode_i">EntityHealableComponent</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">items</span><br />
</li>
</ul>
<br />
</li>
<li>Converted <span style="font-style: italic;" class="mycode_i">EntityHitInformation</span> to an interface<br />
<br />
</li>
<li>EntityRideableComponent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getFamilyTypes(): string[]</span> – Gets supported rider entity types<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getSeats(): Seat[]</span> – Gets rider information for each seat<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">familyTypes</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">seats</span><br />
</li>
</ul>
<br />
</li>
<li>EntityTameableComponent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getTameItems(): string[] </span>– Gets tame items of the <span style="font-style: italic;" class="mycode_i">EntityTameableComponent</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">tameItems</span><br />
</li>
</ul>
<br />
</li>
<li>FeedItem<ul class="mycode_list"><li>Added function<span style="font-style: italic;" class="mycode_i"> getEffects(): FeedItemEffect[]</span> – Gets effect of the FeedItem<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">effects</span><br />
</li>
</ul>
<br />
</li>
<li>IntBlockProperty<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getValidValues(): number[] </span>– Gets all valid integer values for the <span style="font-style: italic;" class="mycode_i">IntBlockProperty</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">validValues</span><br />
</li>
</ul>
<br />
</li>
<li>ItemDurabilityComponent<ul class="mycode_list"><li>Added function<span style="font-style: italic;" class="mycode_i"> getDamageRange(): NumberRange</span> – Gets the range of numbers that describes the chance of the item losing durability<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">damageRange</span><br />
</li>
</ul>
<br />
</li>
<li>Converted <span style="font-style: italic;" class="mycode_i">NumberRange </span>to an interface<br />
<br />
</li>
<li>ProjectileHitEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getBlockHit(): BlockHitInformation</span> – Gets block hit information from the <span style="font-style: italic;" class="mycode_i">ProjectileHitEvent</span><br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getEntityHit(): EntityHitInformation</span> – Gets entity hit information from the <span style="font-style: italic;" class="mycode_i">ProjectileHitEvent</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">blockHit</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">entityHit</span><br />
</li>
</ul>
<br />
</li>
<li>StringBlockProperty<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getValidValues(): string[] </span>– Gets all valid string values for the <span style="font-style: italic;" class="mycode_i">StringBlockProperty</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">validValues</span><br />
</li>
</ul>
<br />
</li>
<li>ItemStack<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">ItemStack </span>can now be constructed using a string identifier<br />
<br />
</li>
<li>Removed constructor parameter <span style="font-style: italic;" class="mycode_i">data</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">data</span><br />
<br />
</li>
<li>Removed function <span style="font-style: italic;" class="mycode_i">clearLore </span>– To clear lore, call setLore with an empty array or undefined<br />
<br />
</li>
<li>Setting <span style="font-style: italic;" class="mycode_i">nameTag </span>to an empty string will now clear the name tag<br />
<br />
</li>
<li>Setting <span style="font-style: italic;" class="mycode_i">nameTag </span>to a string longer than 255 characters will now result in an exception<br />
<br />
</li>
<li>Setting <span style="font-style: italic;" class="mycode_i">amount </span>greater than the maximum stack size will now clamp the value to the maximum stack size<br />
<br />
</li>
<li>Setting <span style="font-style: italic;" class="mycode_i">amount </span>to a value less than 1 will now result in an exception<br />
<br />
</li>
<li>Item lore can now be cleared by calling<span style="font-style: italic;" class="mycode_i"> setLore(undefined) </span>or <span style="font-style: italic;" class="mycode_i">setLore([])</span><br />
<br />
</li>
<li>Fixed a bug where calling function<span style="font-style: italic;" class="mycode_i"> ItemStack.getComponent</span> or <span style="font-style: italic;" class="mycode_i">ItemStack.getComponents</span> would fail on ItemStacks returned from <span style="font-style: italic;" class="mycode_i">EntityItemComponent.itemStack</span><br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">getMaxAmount: number </span>– Returns the maximum stack size for the item<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">isStackable: bool</span> – Returns whether the item is stackable<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">isStackableWith(itemStack: ItemStack): bool</span> – Returns whether the item can be stacked with the given item<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">type: ItemType</span> – Returns the type of the item<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">clone(): ItemStack</span> – Returns a copy of the item stack<br />
<br />
</li>
<li>Added property <span style="font-style: italic;" class="mycode_i">keepOnDeath: bool </span>– Sets whether the item is kept on death<br />
<br />
</li>
<li>Added property <span style="font-style: italic;" class="mycode_i">lockMode: ItemLockMode </span>– Sets whether the item can be moved or dropped<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">setCanPlaceOn(blockIdentifiers?: string[]) </span>– Sets which blocks the item can be placed on<br />
<br />
</li>
<li>Added function<span style="font-style: italic;" class="mycode_i"> setCanDestroy(blockIdentifiers?: string[]) </span>– Sets which blocks this item can destroy<br />
</li>
</ul>
<br />
</li>
<li>ContainerSlot<ul class="mycode_list"><li>Removed function <span style="font-style: italic;" class="mycode_i">clearItem </span>– To clear the item, call setItem with undefined<br />
<br />
</li>
<li>Removed function <span style="font-style: italic;" class="mycode_i">clearLore </span>– To clear lore, call setLore with an empty array or undefined<br />
</li>
</ul>
</li>
</ul>
<br />
General changes to more consistently use methods when working with simple data-only objects vs. properties:<br />
<ul class="mycode_list"><li>BeforeExplosionEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getImpactedBlocks(): Vector3[] </span>– Gets the blocks locations that are impacted by the explosion<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">setImpactedBlocks(blocks: Vector3[]): void</span> – Sets the blocks locations that are impacted by the explosion<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">impactedBlocks</span><br />
</li>
</ul>
<br />
</li>
<li>BeforeItemUseOnEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getBlockLocation(): Vector3</span> – Gets the location of the block being impacted<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">blockLocation</span><br />
</li>
</ul>
<br />
</li>
<li>BlockInventoryComponent<ul class="mycode_list"><li>Removed property <span style="font-style: italic;" class="mycode_i">location</span><br />
</li>
</ul>
<br />
</li>
<li>BlockLavaContainerComponent<ul class="mycode_list"><li>Removed property <span style="font-style: italic;" class="mycode_i">location</span><br />
</li>
</ul>
<br />
</li>
<li>BlockPistonComponent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getAttachedBlocks(): Vector3[]</span> – Gets the blocks locations that are impacted by the activation of this piston<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">attachedBlocks</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">location</span><br />
</li>
</ul>
<br />
</li>
<li>BlockPotionContainerComponent<ul class="mycode_list"><li>Removed property <span style="font-style: italic;" class="mycode_i">location</span><br />
</li>
</ul>
<br />
</li>
<li>BlockRecordPlayerComponent<ul class="mycode_list"><li>Removed property <span style="font-style: italic;" class="mycode_i">location</span><br />
</li>
</ul>
<br />
</li>
<li>BlockSignComponent<ul class="mycode_list"><li>Removed property <span style="font-style: italic;" class="mycode_i">location</span><br />
</li>
</ul>
<br />
</li>
<li>BlockSnowContainerComponent<ul class="mycode_list"><li>Removed property <span style="font-style: italic;" class="mycode_i">location</span><br />
</li>
</ul>
<br />
</li>
<li>BlockWaterContainerComponent<ul class="mycode_list"><li>Removed property <span style="font-style: italic;" class="mycode_i">location</span><br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getHeadLocation(): Vector3</span> – Gets the head location of the Entity<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">headLocation</span><br />
</li>
</ul>
<br />
</li>
<li>ExplosionEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getImpactedBlocks(): Vector3[] </span>– Gets the blocks locations that are impacted by the explosion<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">impactedBlocks</span><br />
</li>
</ul>
<br />
</li>
<li>ItemStartUseOnEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getBlockLocation(): Vector3</span> – Gets the location of the block being impacted<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getBuildBlockLocation(): Vector3 </span>– Gets the location of the resulting build block<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">blockLocation</span><br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">buildBlockLocation</span><br />
</li>
</ul>
<br />
</li>
<li>ItemStopUseOnEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getBlockLocation(): Vector3</span> – Gets the location of the block being impacted<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">blockLocation</span><br />
</li>
</ul>
<br />
</li>
<li>ItemUseOnEvent<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getBlockLocation(): Vector3 </span>– Gets the location of the block being impacted<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">blockLocation</span><br />
</li>
</ul>
<br />
</li>
<li>NavigationResult<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getPath(): Vector3[]</span> – Gets the locations of the blocks that comprise the navigation route<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">path</span><br />
</li>
</ul>
<br />
</li>
<li>Player<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getHeadLocation(): Vector3</span> – Gets the head location of the Player<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">headLocation</span><br />
</li>
</ul>
<br />
</li>
<li>Block<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">isAir </span>– Returns if the block is an air block (i.e. empty space)<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">isLiquid </span>– Returns if the block is a liquid (e.g., a water block and a lava black are liquid, while an air block and a stone block are not)<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">isSolid</span> – Returns if the block is solid (e.g., a cobblestone block and a diamond block are solid, while a ladder block and a fence block are not)<br />
<br />
</li>
<li>The following blocks now have an inventory component:<ul class="mycode_list"><li>Barrel<br />
<br />
</li>
<li>Beacon<br />
<br />
</li>
<li>Blast Furnace<br />
<br />
</li>
<li>Brewing Stand<br />
<br />
</li>
<li>Dispenser<br />
<br />
</li>
<li>Dropper<br />
<br />
</li>
<li>Furnace<br />
<br />
</li>
<li>Hopper<br />
<br />
</li>
<li>Jukebox<br />
<br />
</li>
<li>Lectern<br />
<br />
</li>
<li>Smoker<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">BlockPermutation</span><br />
<br />
BlockPermutation has been significantly refactored! Every BlockPermutation now share a unique JavaScript handle so exact equality (<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>===</code></div></div>) will work for permutations that share exactly the same state values. We’ve also added utility methods that make interacting with permutations easier, which includes the removal of the <span style="font-style: italic;" class="mycode_i">XBlockProperty</span> classes and now directly return properties <span style="font-style: italic;" class="mycode_i">(boolean | number | string)</span> or a while collection of properties<span style="font-style: italic;" class="mycode_i"> ( Record<string, boolean | number | string>)</span><br />
<ul class="mycode_list"><li>Added method matches(blockName: string, properties?: BlockProperties): boolean which is used to match a block with optional states against a BlockPermutation<br />
<br />
</li>
<li>Added method <span style="font-style: italic;" class="mycode_i">withProperty(name: string, value: boolean | number | string): BlockPermutation</span>; which returns a new block permutation with a given property set to a specific value. Throws if the provided data cannot be resolved as a valid block permutation<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">static resolve(blockName: string, properties?: BlockProperties): BlockPermutation </span>which resolves a BlockPermutation from a block name and optional states. Throws if the provided data cannot be resolved as a valid block permutation<br />
<br />
</li>
<li>Updated methods <span style="font-style: italic;" class="mycode_i">getProperty </span>and <span style="font-style: italic;" class="mycode_i">getAllProperties</span> to return values directly instead of wrapped into class objects. Example code:<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Before:</span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>const blockPermutation = MinecraftBlockTypes.stoneSlab.createDefaultBlockPermutation();</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>blockPermutation.getProperty(MinecraftBlockProperties.stoneSlabType).value = 'stone_brick';</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>blockPermutation.getProperty(MinecraftBlockProperties.topSlotBit).value = true;</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">Now:</span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>const blockPermutation = BlockPermutation.resolve('minecraft:stone_slab', {</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>stone_slab_type: 'stone_brick',</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>top_slot_bit: true,</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>});</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">BlockProperties</span><br />
<ul class="mycode_list"><li>Added a new class to expose <span style="font-style: italic;" class="mycode_i">BlockPropertyType</span><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">BlockPropertyType</span><br />
<ul class="mycode_list"><li>Added a new class to track “definitional” data about block properties. This is how you can find which values are valid for each block property<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Data-Driven Custom Blocks</span><br />
<ul class="mycode_list"><li>Released block properties and permutations out of experimental in JSON formats 1.19.70 and higher<br />
<br />
</li>
<li>Added a content warning when loading the world with more than 65536 custom block permutations. Custom block permutation counts are logged in debug log<br />
</li>
</ul>
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code> </code></div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[News - Minecraft Preview 1.19.80.20]]></title>
			<link>https://sickgaming.net/thread-101402.html</link>
			<pubDate>Wed, 06 Sep 2023 13:15:10 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-101402.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Minecraft Preview 1.19.80.20</span><br />
<br />
Minecraft Preview is available on Xbox, Windows 10/11, and iOS devices.  BETA is available on Android devices.  Android users will need to wait until early next week to receive the BETA update due to unavoidable circumstances.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Experimental Features</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Cherry Grove</span>[/b]<br />
<ul class="mycode_list"><li>Introducing the Cherry Grove biome, with pretty Cherry Blossom trees. You can find it in the mountains, like Meadows<br />
<br />
</li>
<li>It has a new flower, Pink Petals, as ground cover, which can be crafted into Pink Dye<br />
<br />
</li>
<li>Pigs, Rabbits, Sheep, and Bees spawn there<br />
<br />
</li>
<li>Comes with a new wood set for the Cherry Blossom trees<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Decorated Pot</span>[/b]<br />
<ul class="mycode_list"><li>Tweaked the Decorated Pot neck based on feedback (<a href="https://bugs.mojang.com/browse/MCPE-167168" target="_blank" rel="noopener" class="mycode_url">MCPE-167168</a>)<ul class="mycode_list"><li>With the former pot, we decided that the pot’s neck would clip with blocks so it would be extra flexible to build with. However, we’ve had some Z-fighting issues which means that 2 objects are in the same exact position and this causes flickering. With this new block model, we prevent that and the pot looks a little bit more complex!<br />
</li>
</ul>
<br />
</li>
<li>Decorated Pot no longer provides support for blocks wanting to attach to its side faces (<a href="https://bugs.mojang.com/browse/MCPE-167165" target="_blank" rel="noopener" class="mycode_url">MCPE-167165</a>)<br />
<br />
</li>
<li>Decorated Pot is not stackable in Inventory (<a href="https://bugs.mojang.com/browse/MCPE-167223" target="_blank" rel="noopener" class="mycode_url">MCPE-167223</a>)<br />
<br />
</li>
<li>The base recipe for the Decorated Pot now shows up in the Survival recipe book<br />
<br />
</li>
<li>Decorated Pot particle is now based on the default Decorated Pot side texture<br />
<br />
</li>
<li>Updated archer Pottery Shard texture<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Brush</span>[/b]<br />
<ul class="mycode_list"><li>Changed the Brush recipe to use a Feather, Copper Ingot, and Stick (<a href="https://bugs.mojang.com/browse/MCPE-167619" target="_blank" rel="noopener" class="mycode_url">MCPE-167619</a>)<br />
<br />
</li>
<li>Breaking animations now work when holding a Brush in third person view (<a href="https://bugs.mojang.com/browse/MCPE-167183" target="_blank" rel="noopener" class="mycode_url">MCPE-167183</a>)<br />
<br />
</li>
<li>Added a slight cooldown for particles and sounds when using the Brush item<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Suspicious Sand</span>[/b]<br />
<ul class="mycode_list"><li>Suspicious Sand is no longer waterloggable (<a href="https://bugs.mojang.com/browse/MCPE-167222" target="_blank" rel="noopener" class="mycode_url">MCPE-167222</a>)<br />
<br />
</li>
<li>Suspicious Sand now connects to Fence blocks<br />
<br />
</li>
<li>Suspicious Sand now turns into regular Sand after it’s been destroyed with a Brush (<a href="https://bugs.mojang.com/browse/MCPE-167166" target="_blank" rel="noopener" class="mycode_url">MCPE-167166</a>)<br />
<br />
</li>
<li>Suspicious Sand now emits particles when broken by Pistons<br />
<br />
</li>
<li>Fixed an issue that caused the item inside Suspicious Sand to flicker while brushing (<a href="https://bugs.mojang.com/browse/MCPE-167180" target="_blank" rel="noopener" class="mycode_url">MCPE-167180</a>)<br />
<br />
</li>
<li>Additionally, blocks that were previously not emitting particles when destroyed by pistons now do! (<a href="https://bugs.mojang.com/browse/MCPE-109293" target="_blank" rel="noopener" class="mycode_url">MCPE-109293</a>, <a href="https://bugs.mojang.com/browse/MCPE-126257" target="_blank" rel="noopener" class="mycode_url">MCPE-126257</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Camel</span>[/b]<br />
<ul class="mycode_list"><li>Camels now stop dashing when entering a rideable entity (<a href="https://bugs.mojang.com/browse/MCPE-164065" target="_blank" rel="noopener" class="mycode_url">MCPE-164065</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]1.5 Sneak</span>[/b]<br />
<ul class="mycode_list"><li>The ability to sneak under 1.5 block gaps is now behind the Short Sneak toggle. Enable the toggle to continue to test out the feature while we continue polishing it<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Features and Bug Fixes</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Updated “You Died” experience</span><br />
Starting today, we’re rolling out some changes to the screen you see when you die in Minecraft. This design is available to everyone in Preview/Beta, except if you have add-ons applied. We’d love to hear what you think! Please share your feedback with us <a href="https://aka.ms/MinecraftPDScreen" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
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To use the old screen instead, go to Settings -> Video, and turn off ‘New “You Died” Screen (Experimental)’.<br />
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<span style="font-weight: bold;" class="mycode_b">[b]Accessibility</span>[/b]<br />
<ul class="mycode_list"><li>Text-to-speech no longer reads previously selected items after moving to a new one<br />
<br />
</li>
<li>Text-to-speech no longer gets stuck on reading accessibility tab while the user switches between different tabs<br />
<br />
</li>
<li>A glint strength slider that adjusts how transparent the visual glint is on enchanted items has been added to the Accessibility Settings<br />
<br />
</li>
<li>A glint speed slider that adjusts how fast the visual glint shimmers across enchanted items has been added to the Accessibility Settings<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Blocks</span>[/b]<br />
<ul class="mycode_list"><li>Mangrove, Bamboo, and Polished Blackstone buttons are no longer visible on maps<br />
<br />
</li>
<li>Flowers are once again displayed immediately when placed inside a Flower Pot<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Gameplay</span>[/b]<br />
<ul class="mycode_list"><li>Fixed the player moving in the wrong direction after exiting a container screen while using a gamepad (<a href="https://bugs.mojang.com/browse/MCPE-121565" target="_blank" rel="noopener" class="mycode_url">MCPE-121565</a>)<br />
<br />
</li>
<li>Players can no longer sneak while flying (<a href="https://bugs.mojang.com/browse/MCPE-166834" target="_blank" rel="noopener" class="mycode_url">MCPE-166834</a>)<br />
<br />
</li>
<li>Fixed an issue where unnecessary black boxes appeared in VR while around partial blocks<br />
<br />
</li>
<li>Fixed animation transition between swimming and walking (<a href="https://bugs.mojang.com/browse/MCPE-166769" target="_blank" rel="noopener" class="mycode_url">MCPE-166769</a>)<br />
<br />
</li>
<li>Fixed a bug where command blocks could cause actors within a level chunk to freeze (<a href="https://bugs.mojang.com/browse/MCPE-162011" target="_blank" rel="noopener" class="mycode_url">MCPE-162011</a>)<br />
<br />
</li>
<li>The health boost effect will no longer fully replenish the player’s health after the effect runs out (<a href="https://bugs.mojang.com/browse/MCPE-165434" target="_blank" rel="noopener" class="mycode_url">MCPE-165434</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]General</span>[/b]<br />
<ul class="mycode_list"><li>Fixed ambient cave sounds to no longer play when the player enters or loads into The End (<a href="https://bugs.mojang.com/browse/MCPE-141493" target="_blank" rel="noopener" class="mycode_url">MCPE-141493</a>)<br />
<br />
</li>
<li>Cooking Chorus Fruit in a Furnace will now generate experience (<a href="https://bugs.mojang.com/browse/MCPE-68127" target="_blank" rel="noopener" class="mycode_url">MCPE-68127</a>)<br />
<br />
</li>
<li>Nether Portals can now replace blocks other than just air when being generated. This includes blocks such as Grass and Snow layers (<a href="https://bugs.mojang.com/browse/MCPE-162272" target="_blank" rel="noopener" class="mycode_url">MCPE-162272</a>)<br />
<br />
</li>
<li>Light Blocks can no longer have their light levels changed in Survival or Adventure modes (<a href="https://bugs.mojang.com/browse/MCPE-138868" target="_blank" rel="noopener" class="mycode_url">MCPE-138868</a>)<br />
<br />
</li>
<li>Campfire sounds are now louder and more clear (<a href="https://bugs.mojang.com/browse/MCPE-122296" target="_blank" rel="noopener" class="mycode_url">MCPE-122296</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Graphical</span>[/b]<br />
<ul class="mycode_list"><li>Fixed the issue where multiple light sources (such as torches) were incorrectly emitting white light in RTX (<a href="https://bugs.mojang.com/browse/MCPE-166947" target="_blank" rel="noopener" class="mycode_url">MCPE-166947</a>)<br />
<br />
</li>
<li>Boots do not z-fight anymore when worn by a Player<br />
<br />
</li>
<li>The “leg” and “belt” parts of Leggings do not z-fight anymore when worn by the Player<br />
<br />
</li>
<li>Capes no longer flash red when getting damaged (<a href="https://bugs.mojang.com/browse/MCPE-105347" target="_blank" rel="noopener" class="mycode_url">MCPE-105347</a>)<br />
<br />
</li>
<li>Fixed a visible gap in the Hopper model (<a href="https://bugs.mojang.com/browse/MCPE-55122" target="_blank" rel="noopener" class="mycode_url">MCPE-55122</a>)<br />
<br />
</li>
<li>Fixed alignment of the output slot of the Crafting Table (<a href="https://bugs.mojang.com/browse/MCPE-143255" target="_blank" rel="noopener" class="mycode_url">MCPE-143255</a>)<br />
<br />
</li>
<li>Halved the default visibility of the glint on enchanted items, which can now be modified in the Accessibility Settings (<a href="https://bugs.mojang.com/browse/MCPE-167814" target="_blank" rel="noopener" class="mycode_url">MCPE-167814</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Stability and Performance</span>[/b]<br />
<ul class="mycode_list"><li>Fixed a bug where invalid Banner Patterns were causing players in render distance to crash (<a href="https://bugs.mojang.com/browse/MCPE-164478" target="_blank" rel="noopener" class="mycode_url">MCPE-164478</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Touch Controls</span>[/b]<br />
<ul class="mycode_list"><li>Fixed an issue where items could get stuck in the Crafting Table when using touch input<br />
<br />
</li>
<li>If the player is underwater and Auto-Jump is enabled, they will rise as they approach a block that is 1 level higher than the current level. This also allows auto-jumping out of water onto land<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]User Interface</span>[/b]<br />
<ul class="mycode_list"><li>Added a header and title for the inventory tab in the inventory screen while using Pocket UI<br />
<br />
</li>
<li>Increased the spacing between headers in the settings screen to increase readability<br />
<br />
</li>
<li>Touchpad scrolling now matches the operating system’s scroll direction<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Vanilla Parity</span>[/b]<br />
<ul class="mycode_list"><li>Renamed and enchanted weapons are now displayed in respawn and chat windows with color when a player is killed by an entity using it (<a href="https://bugs.mojang.com/browse/MCPE-162679" target="_blank" rel="noopener" class="mycode_url">MCPE-162679</a>)<br />
<br />
</li>
<li>Weighted Pressure Plates now produce the same sound as in Java Edition (<a href="https://bugs.mojang.com/browse/MCPE-164912" target="_blank" rel="noopener" class="mycode_url">MCPE-164912</a>)<br />
<br />
</li>
<li>Removed the character limit for scoreboard objective names and objective display names (<a href="https://bugs.mojang.com/browse/MCPE-165064" target="_blank" rel="noopener" class="mycode_url">MCPE-165064</a>)<br />
<br />
</li>
<li>Melons and Pumpkins can now grow onto Mud, Podzol, Rooted Dirt, and Muddy Mangrove Roots<br />
<br />
</li>
<li>Nylium blocks are now grouped with Netherrack in the Creative inventory (<a href="https://bugs.mojang.com/browse/MCPE-163587" target="_blank" rel="noopener" class="mycode_url">MCPE-163587</a>)<br />
<br />
</li>
<li>Armor Stands now vanish with no sound effects when killed with the /kill command (<a href="https://bugs.mojang.com/browse/MCPE-159136" target="_blank" rel="noopener" class="mycode_url">MCPE-159136</a>)<br />
</li>
</ul>
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<span style="font-weight: bold;" class="mycode_b">[b]Mobs</span>[/b]<br />
<ul class="mycode_list"><li>Mobs can now enter a Boat only if they are smaller than the Boat itself<br />
<br />
</li>
<li>Villagers will now generate green particles when a successful trade is completed<br />
<br />
</li>
<li>Mobs no longer play the player eat sound when fed breeding materials<br />
<br />
</li>
<li>Slightly decreased Panda collision box to match Java Edition<br />
<br />
</li>
<li>Slightly increased Polar Bear collision box to match Java Edition<br />
<br />
</li>
<li>Turtles can now enter Boats and Boats with Chest (<a href="https://bugs.mojang.com/browse/MCPE-65719" target="_blank" rel="noopener" class="mycode_url">MCPE-65719</a>)<br />
<br />
</li>
<li>Hoglins, Polar Bears, and Spiders can no longer enter Boats and Boats with Chest (<a href="https://bugs.mojang.com/browse/MCPE-161197" target="_blank" rel="noopener" class="mycode_url">MCPE-161197</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Commands</span>[/b]<br />
<ul class="mycode_list"><li>The /execute command will now display an appropriate error message when there is an error in the second or subsequent subcommand targetselector (<a href="https://bugs.mojang.com/browse/MCPE-164304" target="_blank" rel="noopener" class="mycode_url">MCPE-164304</a>)<br />
<br />
</li>
<li>Provide auto-complete support for block states<br />
<br />
</li>
<li>Added two new overloads to the summon command :<ul class="mycode_list"><li>/summon [spawnPos : x y z] facing <position: x y z> [spawnEvent: string] [nametag: string]<br />
<br />
</li>
<li>/summon [spawnPos : x y z] facing <lookAtEntity: target> [spawnEvent: string] [nametag: string]<br />
</li>
</ul>
<br />
</li>
<li>Fixed an issue where the paste button in the Command Block UI would remember extra presses from failed pastes (<a href="https://bugs.mojang.com/browse/MCPE-163705" target="_blank" rel="noopener" class="mycode_url">MCPE-163705</a>)<br />
</li>
</ul>
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<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Technical Updates</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Bedrock Editor</span>[/b]<br />
<br />
The Editor is in early development, and available for keyboard/mouse on Windows PC Bedrock Preview builds. It is an in-engine, multiblock editing experience focused on making it possible for creators of all skill sets to easily craft high-quality experiences in Bedrock! We’re working to add more capabilities, which will change significantly as we get feedback from creators like you.<br />
<ul class="mycode_list"><li>Learn <a href="https://aka.ms/LearnEditor" target="_blank" rel="noopener" class="mycode_url">how to use</a> the Editor<br />
<br />
</li>
<li>Join our Discussion forum, post bugs, view more detailed release notes, and share your creations on <a href="https://github.com/Mojang/minecraft-editor" target="_blank" rel="noopener" class="mycode_url">GitHub</a><br />
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</li>
<li>Tag us on social channels with <span style="font-weight: bold;" class="mycode_b">#BedrockEditor</span><br />
</li>
</ul>
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<span style="font-weight: bold;" class="mycode_b">[b]Game Events</span>[/b]<br />
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">item_interact_finish </span>game event now has a vibration frequency of 2 instead of 14<br />
<br />
</li>
<li><span style="font-style: italic;" class="mycode_i">item_interact_start </span>is no longer considered a detectable vibration<br />
<br />
</li>
<li>Reeling a fishing rod now emits <span style="font-style: italic;" class="mycode_i">projectile_shoot </span>vibration<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Data-Driven Components</span>[/b]<br />
<ul class="mycode_list"><li>Added “lose_target” field to projectile data to specify if an entity should unselect its target after shooting the projectile<br />
<br />
</li>
<li>Added a new Transformation component for blocks to support rotation, scaling, and translation. The component can be added to the whole block, and/or to individual block permutations. Eg.<br />
</li>
</ul>
<br />
“minecraft:transformation”: {<br />
“translation”: [0.0, 0.1, -0.1],<br />
“scale”: [0.5, 1, 1.5],<br />
“rotation”: [90, 180, 0]<br />
}<br />
<ul class="mycode_list"><li>Transformed geometries still have the same restrictions that non-transformed geometries have, eg. a maximum size of 30/16 units<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Add-Ons and Script Engine</span>[/b]<br />
<ul class="mycode_list"><li>Chance information types used in tree feature JSONs for some trunks and foliage now allow 0 as the chance (values like 0.0001 were allowed, but not 0)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Entity Filters</span>[/b]<br />
<ul class="mycode_list"><li>Created new entity filter “is_raider” to determine if the subject is part of a raid<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Blocks</span>[/b]<br />
<ul class="mycode_list"><li>Deprecated <span style="font-style: italic;" class="mycode_i">minecraft:part_visibility</span> block component.<br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">bone_visibility</span> behavior to <span style="font-style: italic;" class="mycode_i">minecraft:geometry</span> block component<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b] Marketplace</span>[/b]<br />
<ul class="mycode_list"><li>In the map WDW Magic Kingdom, the carts on the Big Thunder Mountain, Snow White and the Seven Dwarves, and Space Mountain rides now properly align with the invisible Minecart they are attached to<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Servers</span>[/b]<br />
<ul class="mycode_list"><li>Blocks can now optionally (via a setting in StartGamePacket) use a hashed value for their network IDs. This hashed value is independent of all other blocks and remains stable across future releases<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]User Interface</span>[/b]<br />
<ul class="mycode_list"><li>Feedback button on the pause menu will now prompt the user with a modal before redirecting to the browser<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Experimental Technical Features</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">[b]API</span>[/b]<br />
<ul class="mycode_list"><li>Updated versions to add new APIs to stable:<ul class="mycode_list"><li>Added version 1.1.0 of @minecraft/server<br />
<br />
</li>
<li>Added version 1.2.0-beta of @minecraft/server<br />
<br />
</li>
<li>Removed version 1.1.0-beta of @minecraft/server<br />
<br />
</li>
<li>Moved the following to @minecraft/server stable (1.1.0)<ul class="mycode_list"><li>runTimeout<br />
<br />
</li>
<li>runInterval<br />
<br />
</li>
<li>clearRun<br />
<br />
</li>
<li>currentTick<br />
<br />
</li>
<li>Vector3<br />
<br />
</li>
<li>BlockPermutation  (only a subset of functionality)<br />
<br />
</li>
<li>Block<br />
<br />
</li>
<li>getBlock<br />
<br />
</li>
<li>sendMessage<br />
<br />
</li>
<li>sendMessage<br />
</li>
</ul>
<br />
</li>
<li>Minecraft runtime errors are now fired as JavaScript Error objects instead of strings<br />
<br />
</li>
<li>Fixed several base class inheritance issues and added several new base classes to certain class types<br />
<br />
</li>
<li>/reload works if a script pack references a client RP.<br />
<br />
</li>
<li>Fixed a bug where the <span style="font-style: italic;" class="mycode_i">BeforeItemUseOnEvent </span>function <span style="font-style: italic;" class="mycode_i">getBlockLocation</span> would return undefined (<a href="https://bugs.mojang.com/browse/MCPE-166945" target="_blank" rel="noopener" class="mycode_url">MCPE-166945</a>)<br />
<br />
</li>
<li>The <span style="font-style: italic;" class="mycode_i">BeforeItemUseOnEvent </span>class now inherits from <span style="font-style: italic;" class="mycode_i">ItemUseOnEvent</span> <br />
<br />
</li>
<li>Moved the following to @minecraft/serverstable (1.0)<br />
<br />
</li>
<li>Fixed a bug where <span style="font-style: italic;" class="mycode_i">sendMessage </span>would fail when the message contains Unicode quotation marks<br />
<br />
</li>
<li>Signs<ul class="mycode_list"><li>Added <span style="font-style: italic;" class="mycode_i">setText </span>to set the text on a sign with a regular string, a <span style="font-style: italic;" class="mycode_i">RawMessage</span>, or a <span style="font-style: italic;" class="mycode_i">RawText</span><br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">getText </span>to get the string on a sign, will return undefined if <span style="font-style: italic;" class="mycode_i">setText</span> was called with a <span style="font-style: italic;" class="mycode_i">RawMessage</span> or a <span style="font-style: italic;" class="mycode_i">RawText</span><br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">getRawText </span>to get the <span style="font-style: italic;" class="mycode_i">RawText</span> on a sign, will return undefined if <span style="font-style: italic;" class="mycode_i">setText</span> was called with a string<br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">getTextDyeColor </span>and <span style="font-style: italic;" class="mycode_i">setTextDyeColor</span> to read/write the dye of the sign text<br />
</li>
</ul>
<br />
</li>
<li>Dyes<ul class="mycode_list"><li>Added <span style="font-style: italic;" class="mycode_i">DyeColor</span> enum<br />
</li>
</ul>
<br />
</li>
<li>sendMessage<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">rawtext </span>is now <span style="font-style: italic;" class="mycode_i">RawMessage[]</span> instead of <span style="font-style: italic;" class="mycode_i">(string | RawMessage)[]</span><br />
</li>
</ul>
<br />
</li>
<li>RawMessage<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">rawtext </span>property on <span style="font-style: italic;" class="mycode_i">RawMessage</span> is no longer <span style="font-style: italic;" class="mycode_i">(string | RawMessage)[]</span> and is instead <span style="font-style: italic;" class="mycode_i">RawMessage[]</span><br />
</li>
</ul>
<br />
</li>
<li>RawText<ul class="mycode_list"><li>Added a <span style="font-style: italic;" class="mycode_i">RawText </span>class for reading <span style="font-style: italic;" class="mycode_i">RawMessage</span> like on Signs<br />
</li>
</ul>
<br />
</li>
<li>Riding<ul class="mycode_list"><li>Added <span style="font-style: italic;" class="mycode_i">getRiders </span>to <span style="font-style: italic;" class="mycode_i">EntityRideableComponent</span> which returns an array of all the entities currently riding this entity<br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">EntityRidingComponent</span>– this component is only on entities that are currently riding on another entity<ul class="mycode_list"><li>Has an <span style="font-style: italic;" class="mycode_i">entityRidingOn </span>property that returns the entity this entity is currently riding on<br />
</li>
</ul>
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getEntity(id: string): Entity | undefined</span>– Gets an entity. Returns undefined for entities that don’t exist or aren’t loaded<br />
</li>
</ul>
<br />
</li>
<li>Dimension<ul class="mycode_list"><li>getEntities<ul class="mycode_list"><li>Modified return type to <span style="font-style: italic;" class="mycode_i">Entity[]</span><br />
<br />
</li>
<li>Modified parameter name <span style="font-style: italic;" class="mycode_i">getEntities </span>to <span style="font-style: italic;" class="mycode_i">options</span><br />
<br />
</li>
<li>New signature: <span style="font-style: italic;" class="mycode_i">getEntities(options?: EntityQueryOptions): Entity[]</span><br />
</li>
</ul>
<br />
</li>
<li>getPlayers<ul class="mycode_list"><li>Modified return type to <span style="font-style: italic;" class="mycode_i">Player[]</span><br />
<br />
</li>
<li>Modified parameter name <span style="font-style: italic;" class="mycode_i">getPlayers </span>to <span style="font-style: italic;" class="mycode_i">options</span><br />
<br />
</li>
<li>New signature: <span style="font-style: italic;" class="mycode_i">getPlayers(options?: EntityQueryOptions): Player[];</span><br />
</li>
</ul>
<br />
</li>
<li>@minecraft/server-ui<ul class="mycode_list"><li>When building forms, all read-only user-facing strings (e.g., text labels, dropdown options etc.) now accept <span style="font-style: italic;" class="mycode_i">RawMessage</span> This affects the following classes:<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">ActionFormData</span><br />
<br />
</li>
<li><span style="font-style: italic;" class="mycode_i">ModalFormData</span><br />
<br />
</li>
<li><span style="font-style: italic;" class="mycode_i">MessageFormData</span><br />
</li>
</ul>
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getItemStack(amount?: number, withData?: boolean): ItemStack</span>– Gets an item stack of the block. Returns undefined for blocks that don’t have a corresponding item (e.g. air)<br />
</li>
</ul>
<br />
</li>
<li>BlockPermutation<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getItemStack(amount?: number): ItemStack</span>– Creates an item stack of the block permutation. Returns undefined for blocks that don’t have a corresponding item (e.g. air)<br />
<br />
</li>
<li>Removed data <span style="font-style: italic;" class="mycode_i">property</span><br />
</li>
</ul>
<br />
</li>
<li>BlockComponent<ul class="mycode_list"><li>Added read-only property <span style="font-style: italic;" class="mycode_i">block</span>– Gets the block that the component is attached to<br />
</li>
</ul>
<br />
</li>
<li>Renamed <span style="font-style: italic;" class="mycode_i">IEntityComponent </span>to <span style="font-style: italic;" class="mycode_i">EntityComponent</span><br />
<br />
</li>
<li>Container<ul class="mycode_list"><li>Replaced classes <br />
<span style="font-style: italic;" class="mycode_i">BlockInventoryComponentContainer</span>, <span style="font-style: italic;" class="mycode_i">InventoryComponentContainer</span>, and <span style="font-style: italic;" class="mycode_i">PlayerInventoryComponentContainer </span>with <span style="font-style: italic;" class="mycode_i">Container</span><br />
<br />
</li>
<li>function <span style="font-style: italic;" class="mycode_i">addItem </span>now returns the remainder of the added item stack if the container is full, else <span style="font-style: italic;" class="mycode_i">undefined</span><br />
<br />
</li>
<li>function <span style="font-style: italic;" class="mycode_i">transferItem </span>no longer takes a destination slot and will now place the given item in the first available slot. The function now returns the remainder of the item stack if the container is full, else <span style="font-style: italic;" class="mycode_i">undefined</span><br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">moveItem(fromSlot: number, toSlot: number, toContainer: Container): void</span>– Moves an item from one container to another, replacing any item in the destination slot<br />
<br />
</li>
<li>Function <span style="font-style: italic;" class="mycode_i">swapItems </span>can now swap empty slots<br />
<br />
</li>
<li>Removed function <span style="font-style: italic;" class="mycode_i">clearItem</span> – Please <span style="font-style: italic;" class="mycode_i">use setItem(undefined)</span> instead<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Minecraft Preview 1.19.80.20</span><br />
<br />
Minecraft Preview is available on Xbox, Windows 10/11, and iOS devices.  BETA is available on Android devices.  Android users will need to wait until early next week to receive the BETA update due to unavoidable circumstances.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Experimental Features</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Cherry Grove</span>[/b]<br />
<ul class="mycode_list"><li>Introducing the Cherry Grove biome, with pretty Cherry Blossom trees. You can find it in the mountains, like Meadows<br />
<br />
</li>
<li>It has a new flower, Pink Petals, as ground cover, which can be crafted into Pink Dye<br />
<br />
</li>
<li>Pigs, Rabbits, Sheep, and Bees spawn there<br />
<br />
</li>
<li>Comes with a new wood set for the Cherry Blossom trees<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Decorated Pot</span>[/b]<br />
<ul class="mycode_list"><li>Tweaked the Decorated Pot neck based on feedback (<a href="https://bugs.mojang.com/browse/MCPE-167168" target="_blank" rel="noopener" class="mycode_url">MCPE-167168</a>)<ul class="mycode_list"><li>With the former pot, we decided that the pot’s neck would clip with blocks so it would be extra flexible to build with. However, we’ve had some Z-fighting issues which means that 2 objects are in the same exact position and this causes flickering. With this new block model, we prevent that and the pot looks a little bit more complex!<br />
</li>
</ul>
<br />
</li>
<li>Decorated Pot no longer provides support for blocks wanting to attach to its side faces (<a href="https://bugs.mojang.com/browse/MCPE-167165" target="_blank" rel="noopener" class="mycode_url">MCPE-167165</a>)<br />
<br />
</li>
<li>Decorated Pot is not stackable in Inventory (<a href="https://bugs.mojang.com/browse/MCPE-167223" target="_blank" rel="noopener" class="mycode_url">MCPE-167223</a>)<br />
<br />
</li>
<li>The base recipe for the Decorated Pot now shows up in the Survival recipe book<br />
<br />
</li>
<li>Decorated Pot particle is now based on the default Decorated Pot side texture<br />
<br />
</li>
<li>Updated archer Pottery Shard texture<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Brush</span>[/b]<br />
<ul class="mycode_list"><li>Changed the Brush recipe to use a Feather, Copper Ingot, and Stick (<a href="https://bugs.mojang.com/browse/MCPE-167619" target="_blank" rel="noopener" class="mycode_url">MCPE-167619</a>)<br />
<br />
</li>
<li>Breaking animations now work when holding a Brush in third person view (<a href="https://bugs.mojang.com/browse/MCPE-167183" target="_blank" rel="noopener" class="mycode_url">MCPE-167183</a>)<br />
<br />
</li>
<li>Added a slight cooldown for particles and sounds when using the Brush item<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Suspicious Sand</span>[/b]<br />
<ul class="mycode_list"><li>Suspicious Sand is no longer waterloggable (<a href="https://bugs.mojang.com/browse/MCPE-167222" target="_blank" rel="noopener" class="mycode_url">MCPE-167222</a>)<br />
<br />
</li>
<li>Suspicious Sand now connects to Fence blocks<br />
<br />
</li>
<li>Suspicious Sand now turns into regular Sand after it’s been destroyed with a Brush (<a href="https://bugs.mojang.com/browse/MCPE-167166" target="_blank" rel="noopener" class="mycode_url">MCPE-167166</a>)<br />
<br />
</li>
<li>Suspicious Sand now emits particles when broken by Pistons<br />
<br />
</li>
<li>Fixed an issue that caused the item inside Suspicious Sand to flicker while brushing (<a href="https://bugs.mojang.com/browse/MCPE-167180" target="_blank" rel="noopener" class="mycode_url">MCPE-167180</a>)<br />
<br />
</li>
<li>Additionally, blocks that were previously not emitting particles when destroyed by pistons now do! (<a href="https://bugs.mojang.com/browse/MCPE-109293" target="_blank" rel="noopener" class="mycode_url">MCPE-109293</a>, <a href="https://bugs.mojang.com/browse/MCPE-126257" target="_blank" rel="noopener" class="mycode_url">MCPE-126257</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Camel</span>[/b]<br />
<ul class="mycode_list"><li>Camels now stop dashing when entering a rideable entity (<a href="https://bugs.mojang.com/browse/MCPE-164065" target="_blank" rel="noopener" class="mycode_url">MCPE-164065</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]1.5 Sneak</span>[/b]<br />
<ul class="mycode_list"><li>The ability to sneak under 1.5 block gaps is now behind the Short Sneak toggle. Enable the toggle to continue to test out the feature while we continue polishing it<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Features and Bug Fixes</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Updated “You Died” experience</span><br />
Starting today, we’re rolling out some changes to the screen you see when you die in Minecraft. This design is available to everyone in Preview/Beta, except if you have add-ons applied. We’d love to hear what you think! Please share your feedback with us <a href="https://aka.ms/MinecraftPDScreen" target="_blank" rel="noopener" class="mycode_url">here</a>.<br />
<br />
To use the old screen instead, go to Settings -> Video, and turn off ‘New “You Died” Screen (Experimental)’.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Accessibility</span>[/b]<br />
<ul class="mycode_list"><li>Text-to-speech no longer reads previously selected items after moving to a new one<br />
<br />
</li>
<li>Text-to-speech no longer gets stuck on reading accessibility tab while the user switches between different tabs<br />
<br />
</li>
<li>A glint strength slider that adjusts how transparent the visual glint is on enchanted items has been added to the Accessibility Settings<br />
<br />
</li>
<li>A glint speed slider that adjusts how fast the visual glint shimmers across enchanted items has been added to the Accessibility Settings<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Blocks</span>[/b]<br />
<ul class="mycode_list"><li>Mangrove, Bamboo, and Polished Blackstone buttons are no longer visible on maps<br />
<br />
</li>
<li>Flowers are once again displayed immediately when placed inside a Flower Pot<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Gameplay</span>[/b]<br />
<ul class="mycode_list"><li>Fixed the player moving in the wrong direction after exiting a container screen while using a gamepad (<a href="https://bugs.mojang.com/browse/MCPE-121565" target="_blank" rel="noopener" class="mycode_url">MCPE-121565</a>)<br />
<br />
</li>
<li>Players can no longer sneak while flying (<a href="https://bugs.mojang.com/browse/MCPE-166834" target="_blank" rel="noopener" class="mycode_url">MCPE-166834</a>)<br />
<br />
</li>
<li>Fixed an issue where unnecessary black boxes appeared in VR while around partial blocks<br />
<br />
</li>
<li>Fixed animation transition between swimming and walking (<a href="https://bugs.mojang.com/browse/MCPE-166769" target="_blank" rel="noopener" class="mycode_url">MCPE-166769</a>)<br />
<br />
</li>
<li>Fixed a bug where command blocks could cause actors within a level chunk to freeze (<a href="https://bugs.mojang.com/browse/MCPE-162011" target="_blank" rel="noopener" class="mycode_url">MCPE-162011</a>)<br />
<br />
</li>
<li>The health boost effect will no longer fully replenish the player’s health after the effect runs out (<a href="https://bugs.mojang.com/browse/MCPE-165434" target="_blank" rel="noopener" class="mycode_url">MCPE-165434</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]General</span>[/b]<br />
<ul class="mycode_list"><li>Fixed ambient cave sounds to no longer play when the player enters or loads into The End (<a href="https://bugs.mojang.com/browse/MCPE-141493" target="_blank" rel="noopener" class="mycode_url">MCPE-141493</a>)<br />
<br />
</li>
<li>Cooking Chorus Fruit in a Furnace will now generate experience (<a href="https://bugs.mojang.com/browse/MCPE-68127" target="_blank" rel="noopener" class="mycode_url">MCPE-68127</a>)<br />
<br />
</li>
<li>Nether Portals can now replace blocks other than just air when being generated. This includes blocks such as Grass and Snow layers (<a href="https://bugs.mojang.com/browse/MCPE-162272" target="_blank" rel="noopener" class="mycode_url">MCPE-162272</a>)<br />
<br />
</li>
<li>Light Blocks can no longer have their light levels changed in Survival or Adventure modes (<a href="https://bugs.mojang.com/browse/MCPE-138868" target="_blank" rel="noopener" class="mycode_url">MCPE-138868</a>)<br />
<br />
</li>
<li>Campfire sounds are now louder and more clear (<a href="https://bugs.mojang.com/browse/MCPE-122296" target="_blank" rel="noopener" class="mycode_url">MCPE-122296</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Graphical</span>[/b]<br />
<ul class="mycode_list"><li>Fixed the issue where multiple light sources (such as torches) were incorrectly emitting white light in RTX (<a href="https://bugs.mojang.com/browse/MCPE-166947" target="_blank" rel="noopener" class="mycode_url">MCPE-166947</a>)<br />
<br />
</li>
<li>Boots do not z-fight anymore when worn by a Player<br />
<br />
</li>
<li>The “leg” and “belt” parts of Leggings do not z-fight anymore when worn by the Player<br />
<br />
</li>
<li>Capes no longer flash red when getting damaged (<a href="https://bugs.mojang.com/browse/MCPE-105347" target="_blank" rel="noopener" class="mycode_url">MCPE-105347</a>)<br />
<br />
</li>
<li>Fixed a visible gap in the Hopper model (<a href="https://bugs.mojang.com/browse/MCPE-55122" target="_blank" rel="noopener" class="mycode_url">MCPE-55122</a>)<br />
<br />
</li>
<li>Fixed alignment of the output slot of the Crafting Table (<a href="https://bugs.mojang.com/browse/MCPE-143255" target="_blank" rel="noopener" class="mycode_url">MCPE-143255</a>)<br />
<br />
</li>
<li>Halved the default visibility of the glint on enchanted items, which can now be modified in the Accessibility Settings (<a href="https://bugs.mojang.com/browse/MCPE-167814" target="_blank" rel="noopener" class="mycode_url">MCPE-167814</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Stability and Performance</span>[/b]<br />
<ul class="mycode_list"><li>Fixed a bug where invalid Banner Patterns were causing players in render distance to crash (<a href="https://bugs.mojang.com/browse/MCPE-164478" target="_blank" rel="noopener" class="mycode_url">MCPE-164478</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Touch Controls</span>[/b]<br />
<ul class="mycode_list"><li>Fixed an issue where items could get stuck in the Crafting Table when using touch input<br />
<br />
</li>
<li>If the player is underwater and Auto-Jump is enabled, they will rise as they approach a block that is 1 level higher than the current level. This also allows auto-jumping out of water onto land<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]User Interface</span>[/b]<br />
<ul class="mycode_list"><li>Added a header and title for the inventory tab in the inventory screen while using Pocket UI<br />
<br />
</li>
<li>Increased the spacing between headers in the settings screen to increase readability<br />
<br />
</li>
<li>Touchpad scrolling now matches the operating system’s scroll direction<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Vanilla Parity</span>[/b]<br />
<ul class="mycode_list"><li>Renamed and enchanted weapons are now displayed in respawn and chat windows with color when a player is killed by an entity using it (<a href="https://bugs.mojang.com/browse/MCPE-162679" target="_blank" rel="noopener" class="mycode_url">MCPE-162679</a>)<br />
<br />
</li>
<li>Weighted Pressure Plates now produce the same sound as in Java Edition (<a href="https://bugs.mojang.com/browse/MCPE-164912" target="_blank" rel="noopener" class="mycode_url">MCPE-164912</a>)<br />
<br />
</li>
<li>Removed the character limit for scoreboard objective names and objective display names (<a href="https://bugs.mojang.com/browse/MCPE-165064" target="_blank" rel="noopener" class="mycode_url">MCPE-165064</a>)<br />
<br />
</li>
<li>Melons and Pumpkins can now grow onto Mud, Podzol, Rooted Dirt, and Muddy Mangrove Roots<br />
<br />
</li>
<li>Nylium blocks are now grouped with Netherrack in the Creative inventory (<a href="https://bugs.mojang.com/browse/MCPE-163587" target="_blank" rel="noopener" class="mycode_url">MCPE-163587</a>)<br />
<br />
</li>
<li>Armor Stands now vanish with no sound effects when killed with the /kill command (<a href="https://bugs.mojang.com/browse/MCPE-159136" target="_blank" rel="noopener" class="mycode_url">MCPE-159136</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Mobs</span>[/b]<br />
<ul class="mycode_list"><li>Mobs can now enter a Boat only if they are smaller than the Boat itself<br />
<br />
</li>
<li>Villagers will now generate green particles when a successful trade is completed<br />
<br />
</li>
<li>Mobs no longer play the player eat sound when fed breeding materials<br />
<br />
</li>
<li>Slightly decreased Panda collision box to match Java Edition<br />
<br />
</li>
<li>Slightly increased Polar Bear collision box to match Java Edition<br />
<br />
</li>
<li>Turtles can now enter Boats and Boats with Chest (<a href="https://bugs.mojang.com/browse/MCPE-65719" target="_blank" rel="noopener" class="mycode_url">MCPE-65719</a>)<br />
<br />
</li>
<li>Hoglins, Polar Bears, and Spiders can no longer enter Boats and Boats with Chest (<a href="https://bugs.mojang.com/browse/MCPE-161197" target="_blank" rel="noopener" class="mycode_url">MCPE-161197</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Commands</span>[/b]<br />
<ul class="mycode_list"><li>The /execute command will now display an appropriate error message when there is an error in the second or subsequent subcommand targetselector (<a href="https://bugs.mojang.com/browse/MCPE-164304" target="_blank" rel="noopener" class="mycode_url">MCPE-164304</a>)<br />
<br />
</li>
<li>Provide auto-complete support for block states<br />
<br />
</li>
<li>Added two new overloads to the summon command :<ul class="mycode_list"><li>/summon [spawnPos : x y z] facing <position: x y z> [spawnEvent: string] [nametag: string]<br />
<br />
</li>
<li>/summon [spawnPos : x y z] facing <lookAtEntity: target> [spawnEvent: string] [nametag: string]<br />
</li>
</ul>
<br />
</li>
<li>Fixed an issue where the paste button in the Command Block UI would remember extra presses from failed pastes (<a href="https://bugs.mojang.com/browse/MCPE-163705" target="_blank" rel="noopener" class="mycode_url">MCPE-163705</a>)<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Technical Updates</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Bedrock Editor</span>[/b]<br />
<br />
The Editor is in early development, and available for keyboard/mouse on Windows PC Bedrock Preview builds. It is an in-engine, multiblock editing experience focused on making it possible for creators of all skill sets to easily craft high-quality experiences in Bedrock! We’re working to add more capabilities, which will change significantly as we get feedback from creators like you.<br />
<ul class="mycode_list"><li>Learn <a href="https://aka.ms/LearnEditor" target="_blank" rel="noopener" class="mycode_url">how to use</a> the Editor<br />
<br />
</li>
<li>Join our Discussion forum, post bugs, view more detailed release notes, and share your creations on <a href="https://github.com/Mojang/minecraft-editor" target="_blank" rel="noopener" class="mycode_url">GitHub</a><br />
<br />
</li>
<li>Tag us on social channels with <span style="font-weight: bold;" class="mycode_b">#BedrockEditor</span><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Game Events</span>[/b]<br />
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">item_interact_finish </span>game event now has a vibration frequency of 2 instead of 14<br />
<br />
</li>
<li><span style="font-style: italic;" class="mycode_i">item_interact_start </span>is no longer considered a detectable vibration<br />
<br />
</li>
<li>Reeling a fishing rod now emits <span style="font-style: italic;" class="mycode_i">projectile_shoot </span>vibration<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Data-Driven Components</span>[/b]<br />
<ul class="mycode_list"><li>Added “lose_target” field to projectile data to specify if an entity should unselect its target after shooting the projectile<br />
<br />
</li>
<li>Added a new Transformation component for blocks to support rotation, scaling, and translation. The component can be added to the whole block, and/or to individual block permutations. Eg.<br />
</li>
</ul>
<br />
“minecraft:transformation”: {<br />
“translation”: [0.0, 0.1, -0.1],<br />
“scale”: [0.5, 1, 1.5],<br />
“rotation”: [90, 180, 0]<br />
}<br />
<ul class="mycode_list"><li>Transformed geometries still have the same restrictions that non-transformed geometries have, eg. a maximum size of 30/16 units<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Add-Ons and Script Engine</span>[/b]<br />
<ul class="mycode_list"><li>Chance information types used in tree feature JSONs for some trunks and foliage now allow 0 as the chance (values like 0.0001 were allowed, but not 0)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Entity Filters</span>[/b]<br />
<ul class="mycode_list"><li>Created new entity filter “is_raider” to determine if the subject is part of a raid<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Blocks</span>[/b]<br />
<ul class="mycode_list"><li>Deprecated <span style="font-style: italic;" class="mycode_i">minecraft:part_visibility</span> block component.<br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">bone_visibility</span> behavior to <span style="font-style: italic;" class="mycode_i">minecraft:geometry</span> block component<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b] Marketplace</span>[/b]<br />
<ul class="mycode_list"><li>In the map WDW Magic Kingdom, the carts on the Big Thunder Mountain, Snow White and the Seven Dwarves, and Space Mountain rides now properly align with the invisible Minecart they are attached to<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]Servers</span>[/b]<br />
<ul class="mycode_list"><li>Blocks can now optionally (via a setting in StartGamePacket) use a hashed value for their network IDs. This hashed value is independent of all other blocks and remains stable across future releases<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">[b]User Interface</span>[/b]<br />
<ul class="mycode_list"><li>Feedback button on the pause menu will now prompt the user with a modal before redirecting to the browser<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">[b]Experimental Technical Features</span>[/b]</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">[b]API</span>[/b]<br />
<ul class="mycode_list"><li>Updated versions to add new APIs to stable:<ul class="mycode_list"><li>Added version 1.1.0 of @minecraft/server<br />
<br />
</li>
<li>Added version 1.2.0-beta of @minecraft/server<br />
<br />
</li>
<li>Removed version 1.1.0-beta of @minecraft/server<br />
<br />
</li>
<li>Moved the following to @minecraft/server stable (1.1.0)<ul class="mycode_list"><li>runTimeout<br />
<br />
</li>
<li>runInterval<br />
<br />
</li>
<li>clearRun<br />
<br />
</li>
<li>currentTick<br />
<br />
</li>
<li>Vector3<br />
<br />
</li>
<li>BlockPermutation  (only a subset of functionality)<br />
<br />
</li>
<li>Block<br />
<br />
</li>
<li>getBlock<br />
<br />
</li>
<li>sendMessage<br />
<br />
</li>
<li>sendMessage<br />
</li>
</ul>
<br />
</li>
<li>Minecraft runtime errors are now fired as JavaScript Error objects instead of strings<br />
<br />
</li>
<li>Fixed several base class inheritance issues and added several new base classes to certain class types<br />
<br />
</li>
<li>/reload works if a script pack references a client RP.<br />
<br />
</li>
<li>Fixed a bug where the <span style="font-style: italic;" class="mycode_i">BeforeItemUseOnEvent </span>function <span style="font-style: italic;" class="mycode_i">getBlockLocation</span> would return undefined (<a href="https://bugs.mojang.com/browse/MCPE-166945" target="_blank" rel="noopener" class="mycode_url">MCPE-166945</a>)<br />
<br />
</li>
<li>The <span style="font-style: italic;" class="mycode_i">BeforeItemUseOnEvent </span>class now inherits from <span style="font-style: italic;" class="mycode_i">ItemUseOnEvent</span> <br />
<br />
</li>
<li>Moved the following to @minecraft/serverstable (1.0)<br />
<br />
</li>
<li>Fixed a bug where <span style="font-style: italic;" class="mycode_i">sendMessage </span>would fail when the message contains Unicode quotation marks<br />
<br />
</li>
<li>Signs<ul class="mycode_list"><li>Added <span style="font-style: italic;" class="mycode_i">setText </span>to set the text on a sign with a regular string, a <span style="font-style: italic;" class="mycode_i">RawMessage</span>, or a <span style="font-style: italic;" class="mycode_i">RawText</span><br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">getText </span>to get the string on a sign, will return undefined if <span style="font-style: italic;" class="mycode_i">setText</span> was called with a <span style="font-style: italic;" class="mycode_i">RawMessage</span> or a <span style="font-style: italic;" class="mycode_i">RawText</span><br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">getRawText </span>to get the <span style="font-style: italic;" class="mycode_i">RawText</span> on a sign, will return undefined if <span style="font-style: italic;" class="mycode_i">setText</span> was called with a string<br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">getTextDyeColor </span>and <span style="font-style: italic;" class="mycode_i">setTextDyeColor</span> to read/write the dye of the sign text<br />
</li>
</ul>
<br />
</li>
<li>Dyes<ul class="mycode_list"><li>Added <span style="font-style: italic;" class="mycode_i">DyeColor</span> enum<br />
</li>
</ul>
<br />
</li>
<li>sendMessage<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">rawtext </span>is now <span style="font-style: italic;" class="mycode_i">RawMessage[]</span> instead of <span style="font-style: italic;" class="mycode_i">(string | RawMessage)[]</span><br />
</li>
</ul>
<br />
</li>
<li>RawMessage<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">rawtext </span>property on <span style="font-style: italic;" class="mycode_i">RawMessage</span> is no longer <span style="font-style: italic;" class="mycode_i">(string | RawMessage)[]</span> and is instead <span style="font-style: italic;" class="mycode_i">RawMessage[]</span><br />
</li>
</ul>
<br />
</li>
<li>RawText<ul class="mycode_list"><li>Added a <span style="font-style: italic;" class="mycode_i">RawText </span>class for reading <span style="font-style: italic;" class="mycode_i">RawMessage</span> like on Signs<br />
</li>
</ul>
<br />
</li>
<li>Riding<ul class="mycode_list"><li>Added <span style="font-style: italic;" class="mycode_i">getRiders </span>to <span style="font-style: italic;" class="mycode_i">EntityRideableComponent</span> which returns an array of all the entities currently riding this entity<br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">EntityRidingComponent</span>– this component is only on entities that are currently riding on another entity<ul class="mycode_list"><li>Has an <span style="font-style: italic;" class="mycode_i">entityRidingOn </span>property that returns the entity this entity is currently riding on<br />
</li>
</ul>
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getEntity(id: string): Entity | undefined</span>– Gets an entity. Returns undefined for entities that don’t exist or aren’t loaded<br />
</li>
</ul>
<br />
</li>
<li>Dimension<ul class="mycode_list"><li>getEntities<ul class="mycode_list"><li>Modified return type to <span style="font-style: italic;" class="mycode_i">Entity[]</span><br />
<br />
</li>
<li>Modified parameter name <span style="font-style: italic;" class="mycode_i">getEntities </span>to <span style="font-style: italic;" class="mycode_i">options</span><br />
<br />
</li>
<li>New signature: <span style="font-style: italic;" class="mycode_i">getEntities(options?: EntityQueryOptions): Entity[]</span><br />
</li>
</ul>
<br />
</li>
<li>getPlayers<ul class="mycode_list"><li>Modified return type to <span style="font-style: italic;" class="mycode_i">Player[]</span><br />
<br />
</li>
<li>Modified parameter name <span style="font-style: italic;" class="mycode_i">getPlayers </span>to <span style="font-style: italic;" class="mycode_i">options</span><br />
<br />
</li>
<li>New signature: <span style="font-style: italic;" class="mycode_i">getPlayers(options?: EntityQueryOptions): Player[];</span><br />
</li>
</ul>
<br />
</li>
<li>@minecraft/server-ui<ul class="mycode_list"><li>When building forms, all read-only user-facing strings (e.g., text labels, dropdown options etc.) now accept <span style="font-style: italic;" class="mycode_i">RawMessage</span> This affects the following classes:<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">ActionFormData</span><br />
<br />
</li>
<li><span style="font-style: italic;" class="mycode_i">ModalFormData</span><br />
<br />
</li>
<li><span style="font-style: italic;" class="mycode_i">MessageFormData</span><br />
</li>
</ul>
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getItemStack(amount?: number, withData?: boolean): ItemStack</span>– Gets an item stack of the block. Returns undefined for blocks that don’t have a corresponding item (e.g. air)<br />
</li>
</ul>
<br />
</li>
<li>BlockPermutation<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getItemStack(amount?: number): ItemStack</span>– Creates an item stack of the block permutation. Returns undefined for blocks that don’t have a corresponding item (e.g. air)<br />
<br />
</li>
<li>Removed data <span style="font-style: italic;" class="mycode_i">property</span><br />
</li>
</ul>
<br />
</li>
<li>BlockComponent<ul class="mycode_list"><li>Added read-only property <span style="font-style: italic;" class="mycode_i">block</span>– Gets the block that the component is attached to<br />
</li>
</ul>
<br />
</li>
<li>Renamed <span style="font-style: italic;" class="mycode_i">IEntityComponent </span>to <span style="font-style: italic;" class="mycode_i">EntityComponent</span><br />
<br />
</li>
<li>Container<ul class="mycode_list"><li>Replaced classes <br />
<span style="font-style: italic;" class="mycode_i">BlockInventoryComponentContainer</span>, <span style="font-style: italic;" class="mycode_i">InventoryComponentContainer</span>, and <span style="font-style: italic;" class="mycode_i">PlayerInventoryComponentContainer </span>with <span style="font-style: italic;" class="mycode_i">Container</span><br />
<br />
</li>
<li>function <span style="font-style: italic;" class="mycode_i">addItem </span>now returns the remainder of the added item stack if the container is full, else <span style="font-style: italic;" class="mycode_i">undefined</span><br />
<br />
</li>
<li>function <span style="font-style: italic;" class="mycode_i">transferItem </span>no longer takes a destination slot and will now place the given item in the first available slot. The function now returns the remainder of the item stack if the container is full, else <span style="font-style: italic;" class="mycode_i">undefined</span><br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">moveItem(fromSlot: number, toSlot: number, toContainer: Container): void</span>– Moves an item from one container to another, replacing any item in the destination slot<br />
<br />
</li>
<li>Function <span style="font-style: italic;" class="mycode_i">swapItems </span>can now swap empty slots<br />
<br />
</li>
<li>Removed function <span style="font-style: italic;" class="mycode_i">clearItem</span> – Please <span style="font-style: italic;" class="mycode_i">use setItem(undefined)</span> instead<br />
</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[News - Minecraft 1.19.4 Release Candidate 1]]></title>
			<link>https://sickgaming.net/thread-101385.html</link>
			<pubDate>Tue, 05 Sep 2023 16:12:42 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-101385.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Minecraft 1.19.4 Release Candidate 1</span><br />
<br />
Changes to display entity interpolation:<br />
<ul class="mycode_list"><li>interpolation always starts at the beginning on client tick<br />
<br />
</li>
<li>field interpolation_start is replaced with start_interpolation, with a different meaning<br />
<br />
</li>
<li>start_interpolation describes amount of ticks from the start of next client tick after receiving an update to start of interpolation<ul class="mycode_list"><li>for example value 0 means that interpolation will start at the beginning of next client tick after receiving the update<br />
</li>
</ul>
<br />
</li>
<li>start_interpolation is not stored in entity data<ul class="mycode_list"><li>when using data commands, if interpolated value is updated, but start_interpolation is not present in modified tag, interpolation will continue from the time of previous update, but with new values<br />
</li>
</ul>
</li>
</ul>
<ul class="mycode_list"><li><a href="https://bugs.mojang.com/browse/MC-260857" target="_blank" rel="noopener" class="mycode_url">MC-260857</a> – Display entities summoned with initial transformation interpolate incorrectly from default transformation during next transformation<br />
</li>
</ul>
<br />
Release Candidate are available for Minecraft: Java Edition. To install the Release Candidate, open up the <a href="https://www.minecraft.net/download.html" target="_blank" rel="noopener" class="mycode_url">Minecraft Launcher</a> and enable snapshots in the “Installations” tab.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Testing versions can corrupt your world, so please backup and/or run them in a different folder from your main worlds.</span><br />
<br />
Cross-platform server jar:<br />
<br />
Report bugs here:]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Minecraft 1.19.4 Release Candidate 1</span><br />
<br />
Changes to display entity interpolation:<br />
<ul class="mycode_list"><li>interpolation always starts at the beginning on client tick<br />
<br />
</li>
<li>field interpolation_start is replaced with start_interpolation, with a different meaning<br />
<br />
</li>
<li>start_interpolation describes amount of ticks from the start of next client tick after receiving an update to start of interpolation<ul class="mycode_list"><li>for example value 0 means that interpolation will start at the beginning of next client tick after receiving the update<br />
</li>
</ul>
<br />
</li>
<li>start_interpolation is not stored in entity data<ul class="mycode_list"><li>when using data commands, if interpolated value is updated, but start_interpolation is not present in modified tag, interpolation will continue from the time of previous update, but with new values<br />
</li>
</ul>
</li>
</ul>
<ul class="mycode_list"><li><a href="https://bugs.mojang.com/browse/MC-260857" target="_blank" rel="noopener" class="mycode_url">MC-260857</a> – Display entities summoned with initial transformation interpolate incorrectly from default transformation during next transformation<br />
</li>
</ul>
<br />
Release Candidate are available for Minecraft: Java Edition. To install the Release Candidate, open up the <a href="https://www.minecraft.net/download.html" target="_blank" rel="noopener" class="mycode_url">Minecraft Launcher</a> and enable snapshots in the “Installations” tab.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Testing versions can corrupt your world, so please backup and/or run them in a different folder from your main worlds.</span><br />
<br />
Cross-platform server jar:<br />
<br />
Report bugs here:]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[News - Minecraft 1.19.4 Pre-release 3]]></title>
			<link>https://sickgaming.net/thread-101368.html</link>
			<pubDate>Mon, 04 Sep 2023 22:00:01 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-101368.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Minecraft 1.19.4 Pre-release 3</span><br />
<br />
First, I’d like to announce, to those who are not aware already, the name of the 1.20 Minecraft update.  <span style="font-weight: bold;" class="mycode_b">Trails & Tales</span>!  Agnes explained in the Minecraft Monthly video released earlier today that this update is about worldbuilding, storytelling, and self-expression.  It seems very fitting since everyone’s journey in Minecraft is different and every one of us has stories and experiences to share.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Changes in 1.19.4 Pre-release 3</span><br />
<ul class="mycode_list"><li>Potions have had their colors adjusted to make them more distinguishable from each other<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Technical Changes in 1.19.4 Pre-release 3</span><br />
<ul class="mycode_list"><li>Pressing F3+S will now dump contents of dynamic textures (like atlases, maps, etc.) to screenshots/debug/<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Experimental Feature Changes in 1.19.4 Pre-release 3</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pottery Shards</span><br />
<ul class="mycode_list"><li>Updated the textures of the Archer Pottery Shard based on community feedback<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Fixed Bugs in 1.19.4 Pre-release 3</span><br />
<ul class="mycode_list"><li><a href="https://bugs.mojang.com/browse/MC-148458" target="_blank" rel="noopener" class="mycode_url">MC-148458</a> – Ridable mobs aren’t knocked back upon death<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-250486" target="_blank" rel="noopener" class="mycode_url">MC-250486</a> – Error saving GUI scale option when toggling fullscreen while the fullscreen resolution is changed<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-258561" target="_blank" rel="noopener" class="mycode_url">MC-258561</a> – Endermen teleport away instead of taking damage from end crystal, TNT, and wither skull explosions<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259666" target="_blank" rel="noopener" class="mycode_url">MC-259666</a> – Reloading a resource pack that has a custom texture atlas for a second time causes severe FPS lag on the client<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260277" target="_blank" rel="noopener" class="mycode_url">MC-260277</a> – potted_cherry_sapling and potted_torchflower not part of #flower_pots block tag<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260451" target="_blank" rel="noopener" class="mycode_url">MC-260451</a> – Inventory character with semi-transparent outer skin layer not rendered correctly when looking right<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260456" target="_blank" rel="noopener" class="mycode_url">MC-260456</a> – Certain potions are still indistinguishable by color<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260470" target="_blank" rel="noopener" class="mycode_url">MC-260470</a> – Endermen can’t dodge arrows fired from a dispenser<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260474" target="_blank" rel="noopener" class="mycode_url">MC-260474</a> – Players and mobs are no longer affected by knockback upon death<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260501" target="_blank" rel="noopener" class="mycode_url">MC-260501</a> – Cannot delete previous snapshot world in the launcher<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260579" target="_blank" rel="noopener" class="mycode_url">MC-260579</a> – Crash when a guardian deals damage to itself after removing thorns from avoids_guardian_thorns<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260605" target="_blank" rel="noopener" class="mycode_url">MC-260605</a> – Repeating command block summoning piglins/villagers causes memory usage to constantly increase<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260627" target="_blank" rel="noopener" class="mycode_url">MC-260627</a> – Dolphins with passengers either accelerate to ludicrous speed or are immobilized completely<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Technical Changes in 1.19.4 Pre-release 2</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mob Behavior</span><br />
<ul class="mycode_list"><li>Only mobs in the dismounts_underwater entity tag will now force the rider to dismount when underwater<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Changes for Experimental Features in 1.19.4 Pre-release 2</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Cherry Biome and Wood Set</span><br />
<ul class="mycode_list"><li>Updated the texture for Pink Petals<br />
<br />
</li>
<li>Updated textures for the Cherry Door, Cherry Sapling, and Cherry Boat with Chest<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Decorated Pot</span><br />
<ul class="mycode_list"><li>Updated the neck of the Decorated Pot model<ul class="mycode_list"><li>With the former pot, we decided to make the pot’s neck clip with blocks, so it would be extra flexible to build with<br />
<br />
</li>
<li>However, this had some Z-fighting issues where 2 objects are in the same exact position and cause flickering<br />
<br />
</li>
<li>This is prevented with the new and more complex block model<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Fixed Bugs in 1.19.4 Pre-release 2</span><br />
<ul class="mycode_list"><li><a href="https://bugs.mojang.com/browse/MC-137552" target="_blank" rel="noopener" class="mycode_url">MC-137552</a> – Loaded crossbows look unloaded in item frames and when dropped on the ground<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-229293" target="_blank" rel="noopener" class="mycode_url">MC-229293</a> – Casting issue: Broken blocks drop items in the wrong position at high distances<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259208" target="_blank" rel="noopener" class="mycode_url">MC-259208</a> – Zombie riding chicken or skeleton riding spider not considered controllers by /execute on controller command<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259609" target="_blank" rel="noopener" class="mycode_url">MC-259609</a> – Tooltips from selected buttons and sliders don’t disappear when expected<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259831" target="_blank" rel="noopener" class="mycode_url">MC-259831</a> – UI Buttons break certain resource packs as of 23w06a<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259839" target="_blank" rel="noopener" class="mycode_url">MC-259839</a> – Duplicated “minecraft:freeze” in damage_type tag “bypasses_armor”<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259885" target="_blank" rel="noopener" class="mycode_url">MC-259885</a> – Upon entering the credits screen while in F1 mode, the Minecraft: Java Edition logo does not display correctly<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259961" target="_blank" rel="noopener" class="mycode_url">MC-259961</a> – item_display does not take some nbt tags into account<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259979" target="_blank" rel="noopener" class="mycode_url">MC-259979</a> – Striders and blazes do not take five times the damage when using /damage with freeze type<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260208" target="_blank" rel="noopener" class="mycode_url">MC-260208</a> – Display entities in spawn chunks with interpolation_duration greater than 0 visually reset to default transformation on rejoin<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260268" target="_blank" rel="noopener" class="mycode_url">MC-260268</a> – Can’t scroll using arrows in the “Telemetry Data Collection” screen<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260324" target="_blank" rel="noopener" class="mycode_url">MC-260324</a> – Cherry Boat with Chest item texture has a misplaced pixel<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260335" target="_blank" rel="noopener" class="mycode_url">MC-260335</a> – Clicking with an item that is out of stock in the villager trading menu with sufficient payment will allow the purchase of the item regardless<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260364" target="_blank" rel="noopener" class="mycode_url">MC-260364</a> – Cherry Door inconsistent item texture<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260427" target="_blank" rel="noopener" class="mycode_url">MC-260427</a> – Button text is visible outside menus<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260434" target="_blank" rel="noopener" class="mycode_url">MC-260434</a> – There is no “Will be saved in…” text in the new world creation menu<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260436" target="_blank" rel="noopener" class="mycode_url">MC-260436</a> – Item Tags in 1.19.4-pre1 have extra entries<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260438" target="_blank" rel="noopener" class="mycode_url">MC-260438</a> – Items are not rendered in the bundle UI<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260443" target="_blank" rel="noopener" class="mycode_url">MC-260443</a> – Loading a snapshot 23w07a experimental world says it can be opened in “safe mode” and clicking “safe mode” does nothing<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260445" target="_blank" rel="noopener" class="mycode_url">MC-260445</a> – Player can climb up one block while riding a boat or raft<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260461" target="_blank" rel="noopener" class="mycode_url">MC-260461</a> – Water mobs cannot be ridden in water<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Important note for 1.19.4 Pre-release 1</span><br />
<ul class="mycode_list"><li>Experimental 1.20 worlds created in the previous snapshot (23w07a) can no longer be opened in this version<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Changes in 1.19.4 Pre-release 1</span><br />
<ul class="mycode_list"><li>The enchantment glint for items in the inventory has been made more visible<br />
<br />
</li>
<li>The default value of the “Glint Strength” setting has been reduced to 75%<br />
<br />
</li>
<li>Potions no longer have an enchantment glint due to it obscuring the color of the potion contents<br />
<br />
</li>
<li>Added a notification system for Realms to tell you important information about your Realm<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Accessibility</span><br />
<ul class="mycode_list"><li>Added a built-in resource pack that enhances the contrast of UI elements<ul class="mycode_list"><li>The resource pack can be enabled in the Accessibility Options screen or manually in the Resource Pack screen<br />
<br />
</li>
<li>This is only available in the menus for now, but we’ll be looking to bring this to gameplay UIs in the future as well<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Updated Create New World Screen</span><br />
<ul class="mycode_list"><li>The appearance of the tab bar in the Create New World screen has been updated<ul class="mycode_list"><li>Tabs now have unique visuals instead of being traditional buttons<br />
<br />
</li>
<li>The tabs now align with the center of the screen<br />
<br />
</li>
<li>The content has been aligned to the top of the screen<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Technical Changes in 1.19.4 Pre-release 1</span><br />
<ul class="mycode_list"><li>The resource pack version is now 13<br />
<br />
</li>
<li>Changed the following game events:<ul class="mycode_list"><li>item_interact_finish now has a vibration frequency of 2 instead of 14<br />
</li>
</ul>
<br />
</li>
<li>New Damage Type Tag: bypasses_cooldown – damage types with this tag bypass the regular invincibility time after taking damage<br />
<br />
</li>
<li>New Entity Type Tag: fall_damage_immune – entity types with this tag do not take fall damage<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Resource Pack Format</span><br />
<ul class="mycode_list"><li>The enchantment glint now has two separate texture files: enchanted_glint_entity.png and enchanted_glint_item.png<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Commands</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Execute Positioned Over</span><br />
<br />
New execute sub-command for finding positions on top of a heightmap. Changes the height of the execution position to be on top of the given heightmap. Syntax:<br />
<ul class="mycode_list"><li>execute positioned over <heightmap><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Heightmaps</span><br />
<br />
A heightmap records the highest position in a column of blocks according to some criteria. Available options:<br />
<ul class="mycode_list"><li>world_surface: Any non-air block<br />
<br />
</li>
<li>motion_blocking: Any motion-blocking material (e.g. ignores flowers and grass)<br />
<br />
</li>
<li>motion_blocking_no_leaves: Any non-leaf motion-blocking material<br />
<br />
</li>
<li>ocean_floor: Any non-fluid motion-blocking material<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Changes for Experimental Features in 1.19.4 Pre-release 1</span><br />
<ul class="mycode_list"><li>The Brush crafting recipe now uses a Feather, Copper Ingot, and Stick in a vertical line<br />
<br />
</li>
<li>The Sniffer Spawn Egg colors have been updated<br />
<br />
</li>
<li>The recipe for the Decorated Pot made of all Bricks can now be found in the Recipe Book<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Fixed Bugs in 1.19.4 Pre-release 1</span><br />
<ul class="mycode_list"><li><a href="https://bugs.mojang.com/browse/MC-106484" target="_blank" rel="noopener" class="mycode_url">MC-106484</a> – Some potions are indistinguishable by color<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-132200" target="_blank" rel="noopener" class="mycode_url">MC-132200</a> – Ghost block hoppers appear if summoned by a command to the powered location<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253210" target="_blank" rel="noopener" class="mycode_url">MC-253210</a> – Goats will panic when receiving fall damage<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253211" target="_blank" rel="noopener" class="mycode_url">MC-253211</a> – Frogs will panic when receiving fall damage<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-256484" target="_blank" rel="noopener" class="mycode_url">MC-256484</a> – Sitting camels don’t stand up and begin following players that are tempting them with their favorite food<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-256489" target="_blank" rel="noopener" class="mycode_url">MC-256489</a> – Sitting camels that are in love don’t attempt to stand up and approach one another to breed<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-256731" target="_blank" rel="noopener" class="mycode_url">MC-256731</a> – The sounds of camels recovering aren’t controlled by the “Friendly Creatures” sound slider<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-256861" target="_blank" rel="noopener" class="mycode_url">MC-256861</a> – Camels panic when receiving fall damage<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259192" target="_blank" rel="noopener" class="mycode_url">MC-259192</a> – Server/client position desync when running /ride too fast and manually dismounting<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259246" target="_blank" rel="noopener" class="mycode_url">MC-259246</a> – Passengers on an ender dragon ride too high<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259576" target="_blank" rel="noopener" class="mycode_url">MC-259576</a> – The passenger’s riding position is too high on a phantom<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259613" target="_blank" rel="noopener" class="mycode_url">MC-259613</a> – Enchantment glint is hardly noticeable on some items, even when the Glint Strength is set to 100%<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259630" target="_blank" rel="noopener" class="mycode_url">MC-259630</a> – Camels, horses, and mules bounce high into the air when being ridden across the water<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259882" target="_blank" rel="noopener" class="mycode_url">MC-259882</a> – Axolotls no longer give the Regeneration effect to nearby players after they kill a mob, and do not grant “The Healing Power of Friendship!” advancement<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259893" target="_blank" rel="noopener" class="mycode_url">MC-259893</a> – Long texts on buttons scroll too fast<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259917" target="_blank" rel="noopener" class="mycode_url">MC-259917</a> – Entities immune to fall damage are damaged when using minecraft:fall damage type in /damage<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259918" target="_blank" rel="noopener" class="mycode_url">MC-259918</a> – Text scrolling speed isn’t accessible-friendly<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259920" target="_blank" rel="noopener" class="mycode_url">MC-259920</a> – The “ITEM_INTERACT_FINISH” game event overrides other game events causing several actions not to produce their intended vibration frequency<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260030" target="_blank" rel="noopener" class="mycode_url">MC-260030</a> – Starting data.Main for data generation crashes<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260033" target="_blank" rel="noopener" class="mycode_url">MC-260033</a> – Torchflowers cannot be used to craft suspicious stew<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260035" target="_blank" rel="noopener" class="mycode_url">MC-260035</a> – Torchflower seeds do not tempt chickens and parrots<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260051" target="_blank" rel="noopener" class="mycode_url">MC-260051</a> – Bees are not tempted by or attempt to pollinate Pink Petals and Torchflowers<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260059" target="_blank" rel="noopener" class="mycode_url">MC-260059</a> – Pigs do not seem to spawn in the Cherry Grove biome<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260071" target="_blank" rel="noopener" class="mycode_url">MC-260071</a> – Sniffer Digging Sounds can be heard from way too far<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260089" target="_blank" rel="noopener" class="mycode_url">MC-260089</a> – Sniffers panic when receiving fall damage<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260092" target="_blank" rel="noopener" class="mycode_url">MC-260092</a> – Sniffers’ hitboxes are too small resulting in sniffers not being rendered from certain angles despite being visible on the screen<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260098" target="_blank" rel="noopener" class="mycode_url">MC-260098</a> – Sniffers aren’t required for the “Two by Two” advancement<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260102" target="_blank" rel="noopener" class="mycode_url">MC-260102</a> – Torchflower seeds don’t contribute to the “A Seedy Place” advancement<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260107" target="_blank" rel="noopener" class="mycode_url">MC-260107</a> – Sniffers don’t swim properly and their walking animations freeze when in water<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260109" target="_blank" rel="noopener" class="mycode_url">MC-260109</a> – Sniffers do not rotate their head to look at the player<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260118" target="_blank" rel="noopener" class="mycode_url">MC-260118</a> – Disabling experimental features on the world creation screen causes pack validation to fail<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260121" target="_blank" rel="noopener" class="mycode_url">MC-260121</a> – Hoppers are ghost blocks for other players when placed on jukeboxes that are playing music<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260125" target="_blank" rel="noopener" class="mycode_url">MC-260125</a> – Sniffer’s head occasionally disappears<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260126" target="_blank" rel="noopener" class="mycode_url">MC-260126</a> – Using the pick block function on grown torchflower crop gives torchflower seeds instead of the plant item<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260149" target="_blank" rel="noopener" class="mycode_url">MC-260149</a> – Cherry logs can’t be used to craft campfires<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260156" target="_blank" rel="noopener" class="mycode_url">MC-260156</a> – The sound of the torchflower being broken after growing is different than the sound of it breaking after being placed<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260157" target="_blank" rel="noopener" class="mycode_url">MC-260157</a> – On existing snapshot servers, cherry grove biomes cannot be found with “/locate”, nor do they generate<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260168" target="_blank" rel="noopener" class="mycode_url">MC-260168</a> – Torchflower crop aren’t part of the #crops block tag<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260171" target="_blank" rel="noopener" class="mycode_url">MC-260171</a> – Cherry Leaves and Pink Petals aren’t part of the #flower block tag<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260172" target="_blank" rel="noopener" class="mycode_url">MC-260172</a> – Torchflower isn’t part of the #flowers block or item tags<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260181" target="_blank" rel="noopener" class="mycode_url">MC-260181</a> – Torchflower seeds are not grouped with other seeds in the creative inventory<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260185" target="_blank" rel="noopener" class="mycode_url">MC-260185</a> – Pink Petals aren’t insta-mined<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260189" target="_blank" rel="noopener" class="mycode_url">MC-260189</a> – Cherry Sapling is not part of the #saplings item tag<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260191" target="_blank" rel="noopener" class="mycode_url">MC-260191</a> – Cherry Leaves aren’t part of the #leaves and #complete_find_tree_tutorial item tags<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260192" target="_blank" rel="noopener" class="mycode_url">MC-260192</a> – You can’t make Charcoal with Cherry Logs or Wood<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260193" target="_blank" rel="noopener" class="mycode_url">MC-260193</a> – Cherry Logs and Wood can’t be used as fuel in furnaces<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260194" target="_blank" rel="noopener" class="mycode_url">MC-260194</a> – Create new world screen appears even when world is created; clicking on the button causes to freeze or crash<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260195" target="_blank" rel="noopener" class="mycode_url">MC-260195</a> – Cherry Logs and Wood are missing from the #log, #logs_that_burn and #complete_find_tree_tutorial item tags<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260209" target="_blank" rel="noopener" class="mycode_url">MC-260209</a> – breaks_decorated_pots Item Tag is in the Vanilla datapack, not 1.20<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260210" target="_blank" rel="noopener" class="mycode_url">MC-260210</a> – Brush Recipe is in the Vanilla datapack, not 1.20<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Get the Pre-Release</span><br />
<br />
Pre-releases are available for Minecraft: Java Edition. To install the Pre-release, open up the <a href="https://www.minecraft.net/download.html" target="_blank" rel="noopener" class="mycode_url">Minecraft Launcher</a> and enable snapshots in the “Installations” tab.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Minecraft 1.19.4 Pre-release 3</span><br />
<br />
First, I’d like to announce, to those who are not aware already, the name of the 1.20 Minecraft update.  <span style="font-weight: bold;" class="mycode_b">Trails & Tales</span>!  Agnes explained in the Minecraft Monthly video released earlier today that this update is about worldbuilding, storytelling, and self-expression.  It seems very fitting since everyone’s journey in Minecraft is different and every one of us has stories and experiences to share.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Changes in 1.19.4 Pre-release 3</span><br />
<ul class="mycode_list"><li>Potions have had their colors adjusted to make them more distinguishable from each other<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Technical Changes in 1.19.4 Pre-release 3</span><br />
<ul class="mycode_list"><li>Pressing F3+S will now dump contents of dynamic textures (like atlases, maps, etc.) to screenshots/debug/<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Experimental Feature Changes in 1.19.4 Pre-release 3</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pottery Shards</span><br />
<ul class="mycode_list"><li>Updated the textures of the Archer Pottery Shard based on community feedback<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Fixed Bugs in 1.19.4 Pre-release 3</span><br />
<ul class="mycode_list"><li><a href="https://bugs.mojang.com/browse/MC-148458" target="_blank" rel="noopener" class="mycode_url">MC-148458</a> – Ridable mobs aren’t knocked back upon death<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-250486" target="_blank" rel="noopener" class="mycode_url">MC-250486</a> – Error saving GUI scale option when toggling fullscreen while the fullscreen resolution is changed<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-258561" target="_blank" rel="noopener" class="mycode_url">MC-258561</a> – Endermen teleport away instead of taking damage from end crystal, TNT, and wither skull explosions<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259666" target="_blank" rel="noopener" class="mycode_url">MC-259666</a> – Reloading a resource pack that has a custom texture atlas for a second time causes severe FPS lag on the client<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260277" target="_blank" rel="noopener" class="mycode_url">MC-260277</a> – potted_cherry_sapling and potted_torchflower not part of #flower_pots block tag<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260451" target="_blank" rel="noopener" class="mycode_url">MC-260451</a> – Inventory character with semi-transparent outer skin layer not rendered correctly when looking right<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260456" target="_blank" rel="noopener" class="mycode_url">MC-260456</a> – Certain potions are still indistinguishable by color<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260470" target="_blank" rel="noopener" class="mycode_url">MC-260470</a> – Endermen can’t dodge arrows fired from a dispenser<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260474" target="_blank" rel="noopener" class="mycode_url">MC-260474</a> – Players and mobs are no longer affected by knockback upon death<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260501" target="_blank" rel="noopener" class="mycode_url">MC-260501</a> – Cannot delete previous snapshot world in the launcher<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260579" target="_blank" rel="noopener" class="mycode_url">MC-260579</a> – Crash when a guardian deals damage to itself after removing thorns from avoids_guardian_thorns<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260605" target="_blank" rel="noopener" class="mycode_url">MC-260605</a> – Repeating command block summoning piglins/villagers causes memory usage to constantly increase<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260627" target="_blank" rel="noopener" class="mycode_url">MC-260627</a> – Dolphins with passengers either accelerate to ludicrous speed or are immobilized completely<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Technical Changes in 1.19.4 Pre-release 2</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mob Behavior</span><br />
<ul class="mycode_list"><li>Only mobs in the dismounts_underwater entity tag will now force the rider to dismount when underwater<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Changes for Experimental Features in 1.19.4 Pre-release 2</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Cherry Biome and Wood Set</span><br />
<ul class="mycode_list"><li>Updated the texture for Pink Petals<br />
<br />
</li>
<li>Updated textures for the Cherry Door, Cherry Sapling, and Cherry Boat with Chest<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Decorated Pot</span><br />
<ul class="mycode_list"><li>Updated the neck of the Decorated Pot model<ul class="mycode_list"><li>With the former pot, we decided to make the pot’s neck clip with blocks, so it would be extra flexible to build with<br />
<br />
</li>
<li>However, this had some Z-fighting issues where 2 objects are in the same exact position and cause flickering<br />
<br />
</li>
<li>This is prevented with the new and more complex block model<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Fixed Bugs in 1.19.4 Pre-release 2</span><br />
<ul class="mycode_list"><li><a href="https://bugs.mojang.com/browse/MC-137552" target="_blank" rel="noopener" class="mycode_url">MC-137552</a> – Loaded crossbows look unloaded in item frames and when dropped on the ground<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-229293" target="_blank" rel="noopener" class="mycode_url">MC-229293</a> – Casting issue: Broken blocks drop items in the wrong position at high distances<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259208" target="_blank" rel="noopener" class="mycode_url">MC-259208</a> – Zombie riding chicken or skeleton riding spider not considered controllers by /execute on controller command<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259609" target="_blank" rel="noopener" class="mycode_url">MC-259609</a> – Tooltips from selected buttons and sliders don’t disappear when expected<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259831" target="_blank" rel="noopener" class="mycode_url">MC-259831</a> – UI Buttons break certain resource packs as of 23w06a<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259839" target="_blank" rel="noopener" class="mycode_url">MC-259839</a> – Duplicated “minecraft:freeze” in damage_type tag “bypasses_armor”<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259885" target="_blank" rel="noopener" class="mycode_url">MC-259885</a> – Upon entering the credits screen while in F1 mode, the Minecraft: Java Edition logo does not display correctly<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259961" target="_blank" rel="noopener" class="mycode_url">MC-259961</a> – item_display does not take some nbt tags into account<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259979" target="_blank" rel="noopener" class="mycode_url">MC-259979</a> – Striders and blazes do not take five times the damage when using /damage with freeze type<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260208" target="_blank" rel="noopener" class="mycode_url">MC-260208</a> – Display entities in spawn chunks with interpolation_duration greater than 0 visually reset to default transformation on rejoin<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260268" target="_blank" rel="noopener" class="mycode_url">MC-260268</a> – Can’t scroll using arrows in the “Telemetry Data Collection” screen<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260324" target="_blank" rel="noopener" class="mycode_url">MC-260324</a> – Cherry Boat with Chest item texture has a misplaced pixel<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260335" target="_blank" rel="noopener" class="mycode_url">MC-260335</a> – Clicking with an item that is out of stock in the villager trading menu with sufficient payment will allow the purchase of the item regardless<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260364" target="_blank" rel="noopener" class="mycode_url">MC-260364</a> – Cherry Door inconsistent item texture<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260427" target="_blank" rel="noopener" class="mycode_url">MC-260427</a> – Button text is visible outside menus<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260434" target="_blank" rel="noopener" class="mycode_url">MC-260434</a> – There is no “Will be saved in…” text in the new world creation menu<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260436" target="_blank" rel="noopener" class="mycode_url">MC-260436</a> – Item Tags in 1.19.4-pre1 have extra entries<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260438" target="_blank" rel="noopener" class="mycode_url">MC-260438</a> – Items are not rendered in the bundle UI<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260443" target="_blank" rel="noopener" class="mycode_url">MC-260443</a> – Loading a snapshot 23w07a experimental world says it can be opened in “safe mode” and clicking “safe mode” does nothing<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260445" target="_blank" rel="noopener" class="mycode_url">MC-260445</a> – Player can climb up one block while riding a boat or raft<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260461" target="_blank" rel="noopener" class="mycode_url">MC-260461</a> – Water mobs cannot be ridden in water<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Important note for 1.19.4 Pre-release 1</span><br />
<ul class="mycode_list"><li>Experimental 1.20 worlds created in the previous snapshot (23w07a) can no longer be opened in this version<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Changes in 1.19.4 Pre-release 1</span><br />
<ul class="mycode_list"><li>The enchantment glint for items in the inventory has been made more visible<br />
<br />
</li>
<li>The default value of the “Glint Strength” setting has been reduced to 75%<br />
<br />
</li>
<li>Potions no longer have an enchantment glint due to it obscuring the color of the potion contents<br />
<br />
</li>
<li>Added a notification system for Realms to tell you important information about your Realm<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Accessibility</span><br />
<ul class="mycode_list"><li>Added a built-in resource pack that enhances the contrast of UI elements<ul class="mycode_list"><li>The resource pack can be enabled in the Accessibility Options screen or manually in the Resource Pack screen<br />
<br />
</li>
<li>This is only available in the menus for now, but we’ll be looking to bring this to gameplay UIs in the future as well<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Updated Create New World Screen</span><br />
<ul class="mycode_list"><li>The appearance of the tab bar in the Create New World screen has been updated<ul class="mycode_list"><li>Tabs now have unique visuals instead of being traditional buttons<br />
<br />
</li>
<li>The tabs now align with the center of the screen<br />
<br />
</li>
<li>The content has been aligned to the top of the screen<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Technical Changes in 1.19.4 Pre-release 1</span><br />
<ul class="mycode_list"><li>The resource pack version is now 13<br />
<br />
</li>
<li>Changed the following game events:<ul class="mycode_list"><li>item_interact_finish now has a vibration frequency of 2 instead of 14<br />
</li>
</ul>
<br />
</li>
<li>New Damage Type Tag: bypasses_cooldown – damage types with this tag bypass the regular invincibility time after taking damage<br />
<br />
</li>
<li>New Entity Type Tag: fall_damage_immune – entity types with this tag do not take fall damage<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Resource Pack Format</span><br />
<ul class="mycode_list"><li>The enchantment glint now has two separate texture files: enchanted_glint_entity.png and enchanted_glint_item.png<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Commands</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Execute Positioned Over</span><br />
<br />
New execute sub-command for finding positions on top of a heightmap. Changes the height of the execution position to be on top of the given heightmap. Syntax:<br />
<ul class="mycode_list"><li>execute positioned over <heightmap><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Heightmaps</span><br />
<br />
A heightmap records the highest position in a column of blocks according to some criteria. Available options:<br />
<ul class="mycode_list"><li>world_surface: Any non-air block<br />
<br />
</li>
<li>motion_blocking: Any motion-blocking material (e.g. ignores flowers and grass)<br />
<br />
</li>
<li>motion_blocking_no_leaves: Any non-leaf motion-blocking material<br />
<br />
</li>
<li>ocean_floor: Any non-fluid motion-blocking material<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Changes for Experimental Features in 1.19.4 Pre-release 1</span><br />
<ul class="mycode_list"><li>The Brush crafting recipe now uses a Feather, Copper Ingot, and Stick in a vertical line<br />
<br />
</li>
<li>The Sniffer Spawn Egg colors have been updated<br />
<br />
</li>
<li>The recipe for the Decorated Pot made of all Bricks can now be found in the Recipe Book<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Fixed Bugs in 1.19.4 Pre-release 1</span><br />
<ul class="mycode_list"><li><a href="https://bugs.mojang.com/browse/MC-106484" target="_blank" rel="noopener" class="mycode_url">MC-106484</a> – Some potions are indistinguishable by color<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-132200" target="_blank" rel="noopener" class="mycode_url">MC-132200</a> – Ghost block hoppers appear if summoned by a command to the powered location<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253210" target="_blank" rel="noopener" class="mycode_url">MC-253210</a> – Goats will panic when receiving fall damage<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-253211" target="_blank" rel="noopener" class="mycode_url">MC-253211</a> – Frogs will panic when receiving fall damage<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-256484" target="_blank" rel="noopener" class="mycode_url">MC-256484</a> – Sitting camels don’t stand up and begin following players that are tempting them with their favorite food<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-256489" target="_blank" rel="noopener" class="mycode_url">MC-256489</a> – Sitting camels that are in love don’t attempt to stand up and approach one another to breed<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-256731" target="_blank" rel="noopener" class="mycode_url">MC-256731</a> – The sounds of camels recovering aren’t controlled by the “Friendly Creatures” sound slider<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-256861" target="_blank" rel="noopener" class="mycode_url">MC-256861</a> – Camels panic when receiving fall damage<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259192" target="_blank" rel="noopener" class="mycode_url">MC-259192</a> – Server/client position desync when running /ride too fast and manually dismounting<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259246" target="_blank" rel="noopener" class="mycode_url">MC-259246</a> – Passengers on an ender dragon ride too high<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259576" target="_blank" rel="noopener" class="mycode_url">MC-259576</a> – The passenger’s riding position is too high on a phantom<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259613" target="_blank" rel="noopener" class="mycode_url">MC-259613</a> – Enchantment glint is hardly noticeable on some items, even when the Glint Strength is set to 100%<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259630" target="_blank" rel="noopener" class="mycode_url">MC-259630</a> – Camels, horses, and mules bounce high into the air when being ridden across the water<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259882" target="_blank" rel="noopener" class="mycode_url">MC-259882</a> – Axolotls no longer give the Regeneration effect to nearby players after they kill a mob, and do not grant “The Healing Power of Friendship!” advancement<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259893" target="_blank" rel="noopener" class="mycode_url">MC-259893</a> – Long texts on buttons scroll too fast<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259917" target="_blank" rel="noopener" class="mycode_url">MC-259917</a> – Entities immune to fall damage are damaged when using minecraft:fall damage type in /damage<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259918" target="_blank" rel="noopener" class="mycode_url">MC-259918</a> – Text scrolling speed isn’t accessible-friendly<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-259920" target="_blank" rel="noopener" class="mycode_url">MC-259920</a> – The “ITEM_INTERACT_FINISH” game event overrides other game events causing several actions not to produce their intended vibration frequency<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260030" target="_blank" rel="noopener" class="mycode_url">MC-260030</a> – Starting data.Main for data generation crashes<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260033" target="_blank" rel="noopener" class="mycode_url">MC-260033</a> – Torchflowers cannot be used to craft suspicious stew<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260035" target="_blank" rel="noopener" class="mycode_url">MC-260035</a> – Torchflower seeds do not tempt chickens and parrots<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260051" target="_blank" rel="noopener" class="mycode_url">MC-260051</a> – Bees are not tempted by or attempt to pollinate Pink Petals and Torchflowers<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260059" target="_blank" rel="noopener" class="mycode_url">MC-260059</a> – Pigs do not seem to spawn in the Cherry Grove biome<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260071" target="_blank" rel="noopener" class="mycode_url">MC-260071</a> – Sniffer Digging Sounds can be heard from way too far<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260089" target="_blank" rel="noopener" class="mycode_url">MC-260089</a> – Sniffers panic when receiving fall damage<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260092" target="_blank" rel="noopener" class="mycode_url">MC-260092</a> – Sniffers’ hitboxes are too small resulting in sniffers not being rendered from certain angles despite being visible on the screen<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260098" target="_blank" rel="noopener" class="mycode_url">MC-260098</a> – Sniffers aren’t required for the “Two by Two” advancement<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260102" target="_blank" rel="noopener" class="mycode_url">MC-260102</a> – Torchflower seeds don’t contribute to the “A Seedy Place” advancement<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260107" target="_blank" rel="noopener" class="mycode_url">MC-260107</a> – Sniffers don’t swim properly and their walking animations freeze when in water<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260109" target="_blank" rel="noopener" class="mycode_url">MC-260109</a> – Sniffers do not rotate their head to look at the player<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260118" target="_blank" rel="noopener" class="mycode_url">MC-260118</a> – Disabling experimental features on the world creation screen causes pack validation to fail<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260121" target="_blank" rel="noopener" class="mycode_url">MC-260121</a> – Hoppers are ghost blocks for other players when placed on jukeboxes that are playing music<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260125" target="_blank" rel="noopener" class="mycode_url">MC-260125</a> – Sniffer’s head occasionally disappears<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260126" target="_blank" rel="noopener" class="mycode_url">MC-260126</a> – Using the pick block function on grown torchflower crop gives torchflower seeds instead of the plant item<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260149" target="_blank" rel="noopener" class="mycode_url">MC-260149</a> – Cherry logs can’t be used to craft campfires<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260156" target="_blank" rel="noopener" class="mycode_url">MC-260156</a> – The sound of the torchflower being broken after growing is different than the sound of it breaking after being placed<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260157" target="_blank" rel="noopener" class="mycode_url">MC-260157</a> – On existing snapshot servers, cherry grove biomes cannot be found with “/locate”, nor do they generate<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260168" target="_blank" rel="noopener" class="mycode_url">MC-260168</a> – Torchflower crop aren’t part of the #crops block tag<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260171" target="_blank" rel="noopener" class="mycode_url">MC-260171</a> – Cherry Leaves and Pink Petals aren’t part of the #flower block tag<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260172" target="_blank" rel="noopener" class="mycode_url">MC-260172</a> – Torchflower isn’t part of the #flowers block or item tags<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260181" target="_blank" rel="noopener" class="mycode_url">MC-260181</a> – Torchflower seeds are not grouped with other seeds in the creative inventory<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260185" target="_blank" rel="noopener" class="mycode_url">MC-260185</a> – Pink Petals aren’t insta-mined<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260189" target="_blank" rel="noopener" class="mycode_url">MC-260189</a> – Cherry Sapling is not part of the #saplings item tag<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260191" target="_blank" rel="noopener" class="mycode_url">MC-260191</a> – Cherry Leaves aren’t part of the #leaves and #complete_find_tree_tutorial item tags<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260192" target="_blank" rel="noopener" class="mycode_url">MC-260192</a> – You can’t make Charcoal with Cherry Logs or Wood<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260193" target="_blank" rel="noopener" class="mycode_url">MC-260193</a> – Cherry Logs and Wood can’t be used as fuel in furnaces<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260194" target="_blank" rel="noopener" class="mycode_url">MC-260194</a> – Create new world screen appears even when world is created; clicking on the button causes to freeze or crash<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260195" target="_blank" rel="noopener" class="mycode_url">MC-260195</a> – Cherry Logs and Wood are missing from the #log, #logs_that_burn and #complete_find_tree_tutorial item tags<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260209" target="_blank" rel="noopener" class="mycode_url">MC-260209</a> – breaks_decorated_pots Item Tag is in the Vanilla datapack, not 1.20<br />
<br />
</li>
<li><a href="https://bugs.mojang.com/browse/MC-260210" target="_blank" rel="noopener" class="mycode_url">MC-260210</a> – Brush Recipe is in the Vanilla datapack, not 1.20<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Get the Pre-Release</span><br />
<br />
Pre-releases are available for Minecraft: Java Edition. To install the Pre-release, open up the <a href="https://www.minecraft.net/download.html" target="_blank" rel="noopener" class="mycode_url">Minecraft Launcher</a> and enable snapshots in the “Installations” tab.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[News - BEDROCK: 1.19.60]]></title>
			<link>https://sickgaming.net/thread-101350.html</link>
			<pubDate>Mon, 04 Sep 2023 04:53:35 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-101350.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - BEDROCK: 1.19.60</span><br />
<br />
It’s been a while since we shared an article here regarding Minecraft news.  Let’s start back up with today’s update.<br />
<br />
This latest update brings a lot of quality-of-life features and changes that have been needed for a while now.  Read below to see all that’s changed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Vanilla Parity:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mobs</span><br />
<ul class="mycode_list"><li>Added new Spawn Egg items for Ender Dragon, Iron Golem, Snow Golem, and Wither mobs, which can be obtained using commands<br />
<br />
</li>
<li>Polar Bear Spawn Egg colors have changed to distinguish it from the Ghast Spawn Egg<br />
<br />
</li>
<li>Vex hitboxes are now vertically centered with their models (<a href="https://bugs.mojang.com/browse/MCPE-257340" target="_blank" rel="noopener" class="mycode_url">MCPE-257340</a>)<br />
<br />
</li>
<li>Vex and Allay now sit properly in Boats and Minecarts (<a href="https://bugs.mojang.com/browse/MCPE-164441" target="_blank" rel="noopener" class="mycode_url">MCPE-164441</a>)<br />
<br />
</li>
<li>Fixed Vex texture disparity between Bedrock and Java (<a href="https://bugs.mojang.com/browse/MCPE-164227" target="_blank" rel="noopener" class="mycode_url">MCPE-164227</a>)<br />
<br />
</li>
<li>Slimes and Magma Cubes no longer spawn in spaces that are 2 blocks tall or less (<a href="https://bugs.mojang.com/browse/MCPE-46540" target="_blank" rel="noopener" class="mycode_url">MCPE-46540</a>)<br />
<br />
</li>
<li>Glow Squid now emit particles when spawned outside of water<br />
<br />
</li>
<li>Using a Saddle on a tamed Horse, Donkey, or Mule now results in it being equipped (<a href="https://bugs.mojang.com/browse/MCPE-83815" target="_blank" rel="noopener" class="mycode_url">MCPE-83815</a>)<br />
<br />
</li>
<li>Using Horse Armor on an unarmored, tamed Horse now results in it being equipped (<a href="https://bugs.mojang.com/browse/MCPE-163336" target="_blank" rel="noopener" class="mycode_url">MCPE-163336</a>)<br />
<br />
</li>
<li>Using a Carpet on a tamed Llama now results in it being equipped (<a href="https://bugs.mojang.com/browse/MCPE-163336" target="_blank" rel="noopener" class="mycode_url">MCPE-163336</a>)<br />
<br />
</li>
<li>Dispensers can now equip Saddles and Horse Armors to tamed Horses<br />
<br />
</li>
<li>Dispensers can now equip Saddles and Chests to tamed Mules and Donkeys<br />
<br />
</li>
<li>Dispensers can now equip Carpets and Chests to tamed Llamas<br />
<br />
</li>
<li>Dispensers can now equip Saddles to Pigs and Striders<br />
<br />
</li>
<li>Shears in a Dispenser now only shear one Sheep at a time<br />
<br />
</li>
<li>Shears in a Dispenser can now shear Snow Golems and Mooshrooms<br />
<br />
</li>
<li>The Wandering Trader no longer has a chance to offer duplicate Seed trades (<a href="https://bugs.mojang.com/browse/MCPE-161780" target="_blank" rel="noopener" class="mycode_url">MCPE-161780</a>)<br />
<br />
</li>
<li>Endermen, Skeletons, and Wither Skeletons now only spawn at light level 7 and below (instead of 11 and below) in the Nether (<a href="https://bugs.mojang.com/browse/MCPE-163701" target="_blank" rel="noopener" class="mycode_url">MCPE-163701</a>)<br />
<br />
</li>
<li>Updated the Skeleton/Zombie Horse’s and Donkey/Mule’s saddle and chest textures<br />
<br />
</li>
<li>Villagers will now ensure that rain can pass through the block above them before launching Fireworks when celebrating after a raid victory (<a href="https://bugs.mojang.com/browse/MCPE-152386" target="_blank" rel="noopener" class="mycode_url">MCPE-152386</a>)<br />
<br />
</li>
<li>Axolotls no longer tick their dry-out timer when unloaded (<a href="https://bugs.mojang.com/browse/MCPE-131041" target="_blank" rel="noopener" class="mycode_url">MCPE-131041</a>)<br />
<br />
</li>
<li>Husks can now fit in a two blocks high space and baby Husks in a one-high space (<a href="https://bugs.mojang.com/browse/MCPE-105369" target="_blank" rel="noopener" class="mycode_url">MCPE-105369</a>)<br />
<br />
</li>
<li>All mobs are now able to path through Wither Roses (<a href="https://bugs.mojang.com/browse/MCPE-159212" target="_blank" rel="noopener" class="mycode_url">MCPE-159212</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Blocks</span><br />
<ul class="mycode_list"><li>Crimson and Warped block sets now have a unique set of sounds<br />
<br />
</li>
<li>Campfires do not set players and mobs on fire anymore, but still, inflict damage (<a href="https://bugs.mojang.com/browse/MCPE-98931" target="_blank" rel="noopener" class="mycode_url">MCPE-98931)</a><br />
<br />
</li>
<li>Campfires do not destroy Minecarts and Boats anymore (<a href="https://bugs.mojang.com/browse/MCPE-109489" target="_blank" rel="noopener" class="mycode_url">MCPE-109489</a>)<br />
<br />
</li>
<li>Bamboo plant placement now behaves the same way as Java Edition; it will no longer grow by clicking on the side of a Bamboo plant with a Bamboo item in hand (<a href="https://bugs.mojang.com/browse/MCPE-99587" target="_blank" rel="noopener" class="mycode_url">MCPE-99587</a>)<br />
<br />
</li>
<li>Bamboo sapling no longer replaces double plants when placed (<a href="https://bugs.mojang.com/browse/MCPE-99806" target="_blank" rel="noopener" class="mycode_url">MCPE-99806</a>)<br />
<br />
</li>
<li>Pumpkins and Melons can now grow on Mycelium and Moss blocks (<a href="https://bugs.mojang.com/browse/MCPE-125932" target="_blank" rel="noopener" class="mycode_url">MCPE-125932</a>)<br />
<br />
</li>
<li>The Sculk Shrieker block’s shriek sound can now be heard at the longer distance of 32 blocks (<a href="https://bugs.mojang.com/browse/MCPE-163989" target="_blank" rel="noopener" class="mycode_url">MCPE-163989</a>)<br />
<br />
</li>
<li>Respawn Anchor no longer retains its charges if mined with Silk Touch or picked (<a href="https://bugs.mojang.com/browse/MCPE-145682" target="_blank" rel="noopener" class="mycode_url">MCPE-145682</a>)<br />
<br />
</li>
<li>Beacon effect particles are now transparent (<a href="https://bugs.mojang.com/browse/MCPE-17679" target="_blank" rel="noopener" class="mycode_url">MCPE-17679</a>)<br />
<br />
</li>
<li>Conduit effect particles are now transparent (<a href="https://bugs.mojang.com/browse/MCPE-93728" target="_blank" rel="noopener" class="mycode_url">MCPE-93728</a>)<br />
<br />
</li>
<li>Redstone Dust now emits a sound when placed on the ground (<a href="https://bugs.mojang.com/browse/MCPE-65423" target="_blank" rel="noopener" class="mycode_url">MCPE-65423</a>)<br />
<br />
</li>
<li>Wooden Doors, Iron Doors, Wooden Trapdoors, Iron Trapdoors, and Fence Gates now use the same opening and closing sounds as Java Edition<br />
<br />
</li>
<li>Updated Pressure Plates to have different sound pitches based on their behavior to match Java Edition<br />
<br />
</li>
<li>Added a unique click sound for Wooden Buttons to match Java Edition<br />
<br />
</li>
<li>Changed Frogspawn map color to match Java Edition (<a href="https://bugs.mojang.com/browse/MCPE-159715" target="_blank" rel="noopener" class="mycode_url">MCPE-159715</a>)<br />
<br />
</li>
<li>Change Bed block map colors to match Java Edition (<a href="https://bugs.mojang.com/browse/MCPE-40709" target="_blank" rel="noopener" class="mycode_url">MCPE-40709</a>)<br />
<br />
</li>
<li>Changed various blocks’ Map colors to appear correctly match Java Edition (<a href="https://bugs.mojang.com/browse/MCPE-19228" target="_blank" rel="noopener" class="mycode_url">MCPE-19228</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Experimental Features:</span><br />
<ul class="mycode_list"><li>In addition to experimental features added in <a href="https://feedback.minecraft.net/hc/en-us/articles/10833168748557-Minecraft-1-19-50-Bedrock-" target="_blank" rel="noopener" class="mycode_url">19.50</a>, several new experimental features are now playable from the upcoming 1.20 update!<br />
<br />
</li>
<li>Enable the “Next Major Update” toggle in world settings to enable this content<br />
<br />
</li>
<li>These features are a work in progress and are still in active development. The design and functionality of these features will likely change before they’re released<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Please remember:</span> Worlds that have used experimental toggles will always be flagged as “Experimental”. We recommend keeping these experimental worlds as separate copies from your main saves. More information can be found in <a href="https://feedback.minecraft.net/hc/en-us/articles/4403610710797" target="_blank" rel="noopener" class="mycode_url">this article</a><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mob Heads on Note Blocks</span><br />
<ul class="mycode_list"><li>When placing a Mob Head on a Note Block, that Note Block will now play one of the ambient sounds of that mob when played by a player or powered by Redstone!<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Piglin Mob Head</span><br />
<ul class="mycode_list"><li>Piglins will now drop their heads when killed by a charged Creeper!<br />
<br />
</li>
<li>Placing the Piglin Head on a Note Block will play one of the Piglin’s ambient sounds<br />
<br />
</li>
<li>The Piglin Head will flap its ears when powered by Redstone on worn by a player!<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Bamboo</span><br />
<ul class="mycode_list"><li>Added Block of Bamboo, which can be crafted from 9 Bamboo<br />
<br />
</li>
<li>Added Stripped Block of Bamboo, which can be obtained by using an Axe on a Block of Bamboo<br />
<br />
</li>
<li>Both Block of Bamboo and Stripped Block of Bamboo can be crafted into 2 Bamboo Planks<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Fixes:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Stability and Performance</span><br />
<ul class="mycode_list"><li>Fixed a potential crash when gliding through an End Gateway<br />
<br />
</li>
<li>The game no longer crashes when killing an entity with invalid conditions, functions, or pools entries in its loot table (<a href="https://bugs.mojang.com/browse/MCPE-164623" target="_blank" rel="noopener" class="mycode_url">MCPE-164623</a>)<br />
<br />
</li>
<li>Fixed multiple crashes that could occur when players died while affected by Withering<br />
<br />
</li>
<li>Fixed a crash on Xbox when the Edit World Button on the Select World Screen had quick successive selections<br />
<br />
</li>
<li>Fixed a bug that caused players to desync from multiplayer games if they saved and quit after dying and rejoining a game (<a href="https://bugs.mojang.com/browse/MCPE-162630" target="_blank" rel="noopener" class="mycode_url">MCPE-162630</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Gameplay</span><br />
<ul class="mycode_list"><li>Fixed a bug causing players’ hitboxes and nameplates to be unaligned when rejoining a world after dying and returning to the menu without respawning (<a href="https://bugs.mojang.com/browse/MCPE-162630" target="_blank" rel="noopener" class="mycode_url">MCPE-162630</a>)<br />
<br />
</li>
<li>Raids now trigger properly when the player with bad omen enters a village while riding/gliding (<a href="https://bugs.mojang.com/browse/MCPE-152774" target="_blank" rel="noopener" class="mycode_url">MCPE-152774</a>)<br />
<br />
</li>
<li>Fixed an issue where players could fall out of moving blocks when pushed upwards (<a href="https://bugs.mojang.com/browse/MCPE-163725" target="_blank" rel="noopener" class="mycode_url">MCPE-163725</a>)<br />
<br />
</li>
<li>Fixed an issue where the night was being incorrectly skipped if the last player in a game was in the Nether or End<br />
<br />
</li>
<li>A player entering the Nether or End will now trigger a night skip if all players left in Overworld are sleeping<br />
<br />
</li>
<li>Fixed a bug where dropping an item and sleeping at the same time would cause the server to hang (<a href="https://bugs.mojang.com/browse/MCPE-162989" target="_blank" rel="noopener" class="mycode_url">MCPE-162989</a>)<br />
<br />
</li>
<li>Orbs spawned within the same block will merge and combine XP values until the orb limit is reached (<a href="https://bugs.mojang.com/browse/REALMS-10706" target="_blank" rel="noopener" class="mycode_url">REALMS-10706</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mobs</span><br />
<ul class="mycode_list"><li>Entities no longer disappear when sent through End Gateways (<a href="https://bugs.mojang.com/browse/MCPE-164985" target="_blank" rel="noopener" class="mycode_url">MCPE-164985</a>)<br />
<br />
</li>
<li>Ravagers are now able to attack when standing on various partial blocks like Mud (<a href="https://bugs.mojang.com/browse/MCPE-162483" target="_blank" rel="noopener" class="mycode_url">MCPE-162483</a>)<br />
<br />
</li>
<li>Vex now uses a separate charging animation when empty-handed (<a href="https://bugs.mojang.com/browse/MCPE-164490" target="_blank" rel="noopener" class="mycode_url">MCPE-164490</a>)<br />
<br />
</li>
<li>Vex now renders offhand items<br />
<br />
</li>
<li>Fixed the Vex being incorrectly lit in dark surroundings<br />
<br />
</li>
<li>Players can no longer see through terrain by riding a Horse, Mule, or Donkey at the edge of a 2-block-tall space<br />
<br />
</li>
<li>Villagers will now take damage from lightning bolts on Peaceful difficulty, like other mobs<br />
<br />
</li>
<li>Tropical Fish no longer use surface density limit when spawning underground (<a href="https://bugs.mojang.com/browse/MCPE-157485" target="_blank" rel="noopener" class="mycode_url">MCPE-157485</a>)<br />
<br />
</li>
<li>Evokers now play a ‘sit’ animation when riding a mount or vehicle (<a href="https://bugs.mojang.com/browse/MCPE-43778" target="_blank" rel="noopener" class="mycode_url">MCPE-43778</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Blocks</span><br />
<ul class="mycode_list"><li>Entities no longer get pushed out by Doors activated by Redstone signals (<a href="https://bugs.mojang.com/browse/MCPE-158971" target="_blank" rel="noopener" class="mycode_url">MCPE-158971</a>)<br />
<br />
</li>
<li>Using the Pick Block functionality on Fern and Grass now selects the correct item in the inventory instead of the first one between them<br />
<br />
</li>
<li>Using the Pick Block functionality on Acacia Leaves and Dark Oak Leaves now selects the correct item in the inventory instead of the first one between them<br />
<br />
</li>
<li>Hoppers no longer fail to collect items when trying to pull in multiple item types (<a href="https://bugs.mojang.com/browse/MCPE-38963" target="_blank" rel="noopener" class="mycode_url">MCPE-38963</a>)<br />
<br />
</li>
<li>Prevent Pistons from re-creating moving blocks that were destroyed mid-move (<a href="https://bugs.mojang.com/browse/MCPE-164804" target="_blank" rel="noopener" class="mycode_url">MCPE-164804</a>)<br />
<br />
</li>
<li>Blocks that require supporting blocks now appear properly on a Map when placed on partial blocks or above air (<a href="https://bugs.mojang.com/browse/MCPE-159713" target="_blank" rel="noopener" class="mycode_url">MCPE-159713</a>)<br />
<br />
</li>
<li>Scaffolding now displays particles and produces vibrations when the block under it is destroyed (<a href="https://bugs.mojang.com/browse/MCPE-163738" target="_blank" rel="noopener" class="mycode_url">MCPE-163738</a>)<br />
<br />
</li>
<li>Stone Walls are now placed correctly in a line when continuously placing them<br />
<br />
</li>
<li>Levers now produce the same sound effect as Stone Buttons (<a href="https://bugs.mojang.com/browse/MCPE-163335" target="_blank" rel="noopener" class="mycode_url">MCPE-163335</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Items</span><br />
<ul class="mycode_list"><li>Fixed item degradation when rapidly attacking mobs (<a href="https://bugs.mojang.com/browse/MCPE-157150" target="_blank" rel="noopener" class="mycode_url">MCPE-157150</a>)<br />
<br />
</li>
<li>Fixed an issue that prevented some Tripwire Hooks from being valid trades when trading with a Fletcher Villager (<a href="https://bugs.mojang.com/browse/MCPE-108195" target="_blank" rel="noopener" class="mycode_url">MCPE-108195</a>)<br />
<br />
</li>
<li>Ender Pearls will no longer teleport a sleeping player (<a href="https://bugs.mojang.com/browse/MCPE-161189" target="_blank" rel="noopener" class="mycode_url">MCPE-161189</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Touch Controls</span><br />
<ul class="mycode_list"><li>Fixed a bug that prevented items from moving indirectly between Creative Mode inventory and players’ extended inventory in Pocket UI (<a href="https://bugs.mojang.com/browse/MCPE-164479" target="_blank" rel="noopener" class="mycode_url">MCPE-164479</a>)<br />
<br />
</li>
<li>Fixed a problem where the touch d-pad’s forward button was not functional when holding the strafe left/right button (<a href="https://bugs.mojang.com/browse/MCPE-155199" target="_blank" rel="noopener" class="mycode_url">MCPE-155199</a>)<br />
<br />
</li>
<li>The inventory tab will now reset its hover state if the player uses a second input method and hover on another tab<br />
<br />
</li>
<li>Fixed a bug where players couldn’t interact with toast notifications in Joystick and Crosshair touch controls<br />
<br />
</li>
<li>The pressing direction of the build button in touch controls will now be visually clicked down instead of up when being pressed (<a href="https://bugs.mojang.com/browse/MCPE-162026" target="_blank" rel="noopener" class="mycode_url">MCPE-162026</a>)<br />
<br />
</li>
<li>Fixed an issue where players could not remove items by clicking on the inventory items in the Classic profile (<a href="https://bugs.mojang.com/browse/MCPE-162124" target="_blank" rel="noopener" class="mycode_url">MCPE-162124</a>)<br />
<br />
</li>
<li>The touch focus circle has been reactivated with the new touch controls (not in Crosshair mode)<br />
<br />
</li>
<li>Resolved an issue that pressing the inventory button could interact with the world instead of opening the inventory on some devices (<a href="https://bugs.mojang.com/browse/MCPE-154499" target="_blank" rel="noopener" class="mycode_url">MCPE-154499</a>)<br />
<br />
</li>
<li>Fixed an issue that players couldn’t scroll the inventory screen when one row was appearing off-screen (<a href="https://bugs.mojang.com/browse/MCPE-159870" target="_blank" rel="noopener" class="mycode_url">MCPE-159870</a>)<br />
<br />
</li>
<li>Added several levels of intervals for repeat crafting when holding on to the crafted items<br />
<br />
</li>
<li>Removed the camera movement delay when the player swiped from the attack and build buttons in crosshair mode<br />
<br />
</li>
<li>Fixed inventory screen touch interactions not working properly on Nintendo Switch<br />
<br />
</li>
<li>The correct tip for dismounting Boats and Minecarts now appears when not using classic touch controls<br />
<br />
</li>
<li>Toast notifications can now be swiped away on touch devices in-game<br />
<br />
</li>
<li>Touch Control settings section is no longer visible on Xbox<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Graphical</span><br />
<ul class="mycode_list"><li>Highlight selection no longer highlights the entire card for transparent objects like saplings<br />
<br />
</li>
<li>V-sync settings are now properly configured in options (non-ARM devices) (<a href="https://bugs.mojang.com/browse/MCPE-110006" target="_blank" rel="noopener" class="mycode_url">MCPE-110006</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Accessibility</span><br />
<ul class="mycode_list"><li>The new Create New World screen is now available for text-to-speech users. We’d be happy to receive your feedback on it here: <a href="https://aka.ms/cnwnarration" target="_blank" rel="noopener" class="mycode_url">aka.ms/cnwnarration</a><br />
<br />
</li>
<li>Fixed text-to-speech enumeration for the world on the Play screen, select language in the settings screen, select controls in the settings screen, and friends in invite friends screen when there are a large number of items in the list<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">User Interface</span><br />
<ul class="mycode_list"><li>Fixed a bug where the mouse cursor was visible and is no longer usable to control the player camera on the HUD screen after exiting the menu screen with a touch while moving the mouse around<br />
<br />
</li>
<li>Fixed text being slightly off-centered to the left for Furnace, Blast Furnace, and Smoker screens (<a href="https://bugs.mojang.com/browse/MCPE-151597" target="_blank" rel="noopener" class="mycode_url">MCPE-151597</a>)<br />
<br />
</li>
<li>Feedback button on the main menu will now prompt the player with a modal before redirecting to their web browser<br />
<br />
</li>
<li>Fixed an issue where text fields would not regain focus after being deselected with a gamepad (<a href="https://bugs.mojang.com/browse/MCPE-153842" target="_blank" rel="noopener" class="mycode_url">MCPE-153842</a>)<br />
<br />
</li>
<li>Text fields are no longer deselected with a second click on them once they are selected<br />
<br />
</li>
<li>Fixed an issue where user interface elements on the Achievements screen and the new Create New World screen didn’t properly trigger sound effects (<a href="https://bugs.mojang.com/browse/MCPE-163722" target="_blank" rel="noopener" class="mycode_url">MCPE-163722</a>)<br />
<br />
</li>
<li>Added a missing error screen that displays when attempting to create a world with too little available disk space<br />
<br />
</li>
<li>Fixed the quality of the Mojang Studios logo loading screen on Xbox (<a href="https://bugs.mojang.com/browse/MCPE-163036" target="_blank" rel="noopener" class="mycode_url">MCPE-163036</a>)<br />
<br />
</li>
<li>Removed extra space around the “open chat” message that appears when entering a world (<a href="https://bugs.mojang.com/browse/MCPE-162700" target="_blank" rel="noopener" class="mycode_url">MCPE-162700</a>)<br />
<br />
</li>
<li>Fixed an issue that caused the Wandering Trader’s trade window to show a profession (<a href="https://bugs.mojang.com/browse/MCPE-162576" target="_blank" rel="noopener" class="mycode_url">MCPE-162576</a>)<br />
<br />
</li>
<li>Resource packs will now be applied to the world after navigating to another screen before creation<br />
<br />
</li>
<li>Fixed an issue where some resource packs prompted an error after being downloaded<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Android</span><br />
<ul class="mycode_list"><li>The screen will no longer automatically turn off while a world is loaded when playing on Android devices<br />
<br />
</li>
<li>Updated splash screen to be consistent between Android 12+ devices and older devices (<a href="https://bugs.mojang.com/browse/MCPE-151413" target="_blank" rel="noopener" class="mycode_url">MCPE-151413</a>)<br />
<br />
</li>
<li>Fixed controller input sometimes getting stuck when a controller was disconnected on Android devices<br />
<br />
</li>
<li>The UI no longer flickers on Android when the on-screen keyboard appears (<a href="https://bugs.mojang.com/browse/MCPE-142356" target="_blank" rel="noopener" class="mycode_url">MCPE-142356</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Realms</span><br />
<ul class="mycode_list"><li>New Realm button on the two-player Realm info screen now activates correctly<br />
<br />
</li>
<li>Added a highlight to Realms terms and agreements checkbox when the UI is hovered<br />
<br />
</li>
<li>Redirect players back to the world selection screen if they choose to leave on the Download Resource Packs prompt<br />
<br />
</li>
<li>Fixed a bug where the option “Require players to accept resource packs to join” did not reflect the actual state (<a href="https://bugs.mojang.com/browse/REALMS-10799" target="_blank" rel="noopener" class="mycode_url">REALMS-10799</a>)<br />
<br />
</li>
<li>Fixed erroneously showing previously applied packs on the Realms settings screen after a Realm reset<br />
<br />
</li>
<li>Updated error message for failing to join an owned Realms server that is out of date. New messaging now describes the issue and provides steps to resolve the issue<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Technical Updates:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Updated Add-On Template Packs</span><br />
<ul class="mycode_list"><li>Updated Add-On templates for1.19.60 with new resources, behaviors, and documentation are available to download at <a href="https://aka.ms/MCAddOnPacks" target="_blank" rel="noopener" class="mycode_url">aka.ms/MCAddonPacks</a><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Performance / Stability</span><br />
<ul class="mycode_list"><li>Fixed a crash that could occur when teleporting players to other dimensions using commands (<a href="https://bugs.mojang.com/browse/MCPE-164940" target="_blank" rel="noopener" class="mycode_url">MCPE-164940</a>)<br />
<br />
</li>
<li>Fixed a crash that could occur when using the “instant_despawn” component<br />
<br />
</li>
<li>Fixed a crash that could occur when loading actors<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">General</span><br />
<ul class="mycode_list"><li>Added a content error for the condition that custom blocks with permutations or properties fail to load in non-experimental worlds for JSON formats 1.19.60 and onwards<br />
<br />
</li>
<li>Ensure Block Permutation Conditions cannot have side effects (i.e. ‘math.random’, ‘math.random_integer’, and variable assignment)<br />
<br />
</li>
<li>Released <span style="font-style: italic;" class="mycode_i">BlockSelectionBoxComponent</span> outside of experimental toggle in JSON formats 1.19.60 and higher<br />
<br />
</li>
<li>Released <span style="font-style: italic;" class="mycode_i">BlockDisplayNameComponent</span> outside of experimental toggle in JSON formats 1.19.60 and higher<br />
<br />
</li>
<li>Ensure Block Permutation Conditions can only use <span style="font-style: italic;" class="mycode_i">‘query.block_property’</span> Molang Query<br />
<br />
</li>
<li>Fixed albedo color arrays in texture sets for custom blocks (<a href="https://bugs.mojang.com/browse/MCPE-163622" target="_blank" rel="noopener" class="mycode_url">MCPE-163622</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Recipes</span><br />
<ul class="mycode_list"><li>Renamed and converted all Smithing Table recipes to use the newly introduced “minecraft:recipe_smithing_transform” recipe format<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Particles</span><br />
<ul class="mycode_list"><li>Updated particles documentation with descriptions of new materials and included example particles in the example resource pack<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Commands</span><br />
<ul class="mycode_list"><li>Executing the ‘/say’ command via the new execute syntax now displays the entity’s name that produced the message (<a href="https://bugs.mojang.com/browse/MCPE-161450" target="_blank" rel="noopener" class="mycode_url">MCPE-161450</a>)<br />
<br />
</li>
<li>When teleporting a group of leashed mobs using “/tp @e” a far enough distance away to unleash them, all mobs now get properly unleashed (<a href="https://bugs.mojang.com/browse/MCPE-159617" target="_blank" rel="noopener" class="mycode_url">MCPE-159617</a>)<br />
<br />
</li>
<li>Fixed a bug causing players to not wake up when teleported while sleeping (<a href="https://bugs.mojang.com/browse/MCPE-162346" target="_blank" rel="noopener" class="mycode_url">MCPE-162346</a>)<br />
<br />
</li>
<li>Running ‘/execute if|unless score’ on a player that doesn’t have a score set will now return false (<a href="https://bugs.mojang.com/browse/MCPE-156279" target="_blank" rel="noopener" class="mycode_url">MCPE-156279</a>)<br />
<br />
</li>
<li>‘/execute if|unless score’ no longer accepts selectors that can return multiple entities (ie. @e, @a)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Commands (Experimental)</span><br />
<ul class="mycode_list"><li>Fixed a bug where the @initiator selector would not work with the Upcoming Creator Features experiment enabled (<a href="https://bugs.mojang.com/browse/MCPE-164727" target="_blank" rel="noopener" class="mycode_url">MCPE-164727</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Components</span><br />
<ul class="mycode_list"><li>Released <span style="font-style: italic;" class="mycode_i">BlockPlacementFilterComponent</span> outside of experimental toggle in JSON formats 1.19.60 and higher<br />
<br />
</li>
<li>Expanded “minecraft:shooter” component to define multiple projectiles that can specify different projectile definitions and condition filters<br />
<br />
</li>
<li>Exposed more fields to shooter component to allow for more projectile customization such as throw power, sounds, and whether the attack is a magic attack<br />
<br />
</li>
<li>Projectiles that teleport their owner will no longer do so while their owner is sleeping (<a href="https://bugs.mojang.com/browse/MCPE-161189" target="_blank" rel="noopener" class="mycode_url">MCPE-161189</a>)<br />
<br />
</li>
<li>Added “inventory” as a possible “domain” value for the “has_equipment” filter, which allows checking for items stored in the actor’s inventory<br />
<br />
</li>
<li>Added an “equip_item_slot” field to the “interact” component<ul class="mycode_list"><li>If set, an item held by the player will be equipped to the specified slot upon successful interaction<br />
<br />
</li>
<li>If an item is already present in the specified slot, it will be moved to the player’s inventory<br />
<br />
</li>
<li>Equipping an item removes it from the player’s inventory unless the player is in Creative Mode<br />
</li>
</ul>
<br />
</li>
<li>Players now respond correctly to speed changes using the <span style="font-style: italic;" class="mycode_i">minecraft:movement</span> component<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Actor Filters</span><br />
<ul class="mycode_list"><li>Created new actor filters “on_fire”, “on_hot_block”, “target_distance”, and “actor_health”<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">AI Goals</span><br />
<ul class="mycode_list"><li>The “celebrate_survive” AI behavior will now consider the highest rain passable block in addition to sky visibility before firing Fireworks<br />
<br />
</li>
<li>The “move_outdoors” AI behavior will now consider the highest rain passable block in addition to sky visibility when searching for a place to consider as being outdoors<br />
<br />
</li>
<li>Exposed new data parameters for the “trade_with_player” AI behavior to specify such things as the conditions that need to be met for the goal to start and the max distance the mob can be from its trading player before exiting the goal<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Particle Effects</span><br />
<ul class="mycode_list"><li>Fixed a bug causing particles with collision and “expire_on_contact” to not expire when collided<br />
<br />
</li>
<li>Added support for mixed color blending on particle effects<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Molang</span><br />
<ul class="mycode_list"><li>Added new Molang <span style="font-style: italic;" class="mycode_i">query.is_local_player </span>to allow detection of the current player<br />
<br />
</li>
<li>Fixed a bug where dividing any value in Molang by a dynamically determined negative variable resulted in a division by a positive (absolute) value instead<ul class="mycode_list"><li>This is a Molang Versioned Change that only takes effect for Molang expressions in packs that use a min_engine_version of 1.19.60 or higher<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">API (Experimental)</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Entities/Players/SimulatedPlayer: Fire, levels, experience, and more</span><br />
<ul class="mycode_list"><li>Entity<ul class="mycode_list"><li>Added method <span style="font-style: italic;" class="mycode_i">setOnFire(seconds: number, useEffects?: boolean = true): boolean)</span>which sets an entity on fire (if it is not in water or rain)<br />
<br />
</li>
<li>Added method <span style="font-style: italic;" class="mycode_i">extinguishFire(useEffects?: boolean = true): void</span> which extinguishes the fire<br />
<br />
</li>
<li>If an entity is on fire, you can call <span style="font-style: italic;" class="mycode_i">getComponent(‘minecraft:onfire’)</span>on it, which returns an object of type <span style="font-style: italic;" class="mycode_i">EntityOnFireComponent</span>, which has a property <span style="font-style: italic;" class="mycode_i">onFireTicksRemaining</span><br />
<br />
</li>
<li>Fixed a bug where <span style="font-style: italic;" class="mycode_i">viewDirection</span>would return the direction from the previous tick<br />
<br />
</li>
<li>Fixed a bug where <span style="font-style: italic;" class="mycode_i">getEntitiesFromViewDirection</span>would use the direction from the previous tick<br />
<br />
</li>
<li>Fixed a bug where <span style="font-style: italic;" class="mycode_i">getBlockFromViewDirection</span>would use the direction from the previous tick<br />
<br />
</li>
<li>Fixed a bug where <span style="font-style: italic;" class="mycode_i">headLocation</span>would return the location from the previous tick<br />
<br />
</li>
<li>Fixed a bug where the <span style="font-style: italic;" class="mycode_i">getEffect</span> method could return an invalid Effect (and another case where an Effect could become invalid after a new Effect was added)<br />
<br />
</li>
<li>Added method <span style="font-style: italic;" class="mycode_i">getEffects</span>which returns an array of all active effects on the entity<br />
</li>
</ul>
<br />
</li>
<li>EntityHealthComponent<ul class="mycode_list"><li>Fixed a bug where health could be modified on dead entities (<a href="https://bugs.mojang.com/browse/MCPE-130687" target="_blank" rel="noopener" class="mycode_url">MCPE-130687</a>)<br />
</li>
</ul>
<br />
</li>
<li>Player<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">addLevels(amount: number): number</span> – Adds/Removes level to/from the player and returns the current level of the player<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">addExperience(amount: number): number</span> – Adds/Removes experience to/from the player and returns the current experience of the player<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">resetLevel(): void</span> – Resets the level of the player<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getTotalXp(): number</span> – Gets the total experience of the player<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">level</span> – Gets the level of the player<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">xpEarnedAtCurrentLevel</span> – Gets the experience earned at the current level of the player<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">totalXpNeededForNextLevel</span> – Gets the total experience required for the current level of the player<br />
</li>
</ul>
<br />
</li>
<li>Simulated Player<ul class="mycode_list"><li>Added property <span style="font-style: italic;" class="mycode_i">isSprinting</span>– Used to get or set if the sprinting state of the simulated player is set to true<br />
</li>
</ul>
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">respawn()</span>– Respawns the SimulatedPlayer if it’s dead<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">disconnect()</span>– Removes the SimulatedPlayer from the world<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Blocks & Redstone</span><br />
<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getRedstonePower(): number</span>– Gets the Redstone signal strength of the Block if it is part of a circuit, otherwise returns undefined<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Fill Block APIs</span><br />
<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">dimension.fillBlocks(begin: BlockLocation, end: BlockLocation, block: BlockPermutation | BlockType, options?: BlockFillOptions): number</span><ul class="mycode_list"><li>Fills an area between <span style="font-style: italic;" class="mycode_i">begin</span> and <span style="font-style: italic;" class="mycode_i">end</span> with block of type <span style="font-style: italic;" class="mycode_i">block</span>. Returns the number of blocks placed<br />
</li>
</ul>
<br />
</li>
<li>Added new interface <span style="font-style: italic;" class="mycode_i">BlockFillOptions</span> with member <span style="font-style: italic;" class="mycode_i">matchingBlock?: BlockPermutation | BlockType</span><ul class="mycode_list"><li>Used with <span style="font-style: italic;" class="mycode_i">fillBlocks</span> to apply additional options, such as only filling blocks matching <span style="font-style: italic;" class="mycode_i">matchingBlock</span><br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Command to script message passing</span><br />
<ul class="mycode_list"><li>Added the ‘/scriptevent’ command as part of the Beta APIs experiment. This is what will trigger <span style="font-style: italic;" class="mycode_i">events.scriptEventReceive</span> events (see below)<ul class="mycode_list"><li>Usage: /scriptevent <messsageId: string> [message: ???]<br />
<br />
</li>
<li>messageId must be namespaced, use of the minecraft namespace is invalid (e.g. “/scriptevent give:coal”, “/scriptevent my_scripts:spawn_sheep”)<br />
<br />
</li>
<li>message is optional, with a max length of 256 characters<br />
</li>
</ul>
<br />
</li>
<li>events.scriptEventReceive<ul class="mycode_list"><li>Added system event <span style="font-style: italic;" class="mycode_i">events.scriptEventReceive</span><br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">id: String</span><span style="font-style: italic;" class="mycode_i">–</span> The namespaced ID of the event<br />
<br />
</li>
<li>Added read-only property message: String- The content of the message the event was sent with<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">sourceBlock: Block</span>– The command block that triggered/executed the command call if applicable, otherwise undefined<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">sourceEntity: Entity</span>– The player/entity that executed the command call if applicable, otherwise undefined<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">initiator: Entity</span>– The player that caused an NPC to execute the command call if applicable, otherwise undefined<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">sourceType: MessageSourceType</span>– The type of source the event was triggered by<br />
<br />
</li>
<li><span style="font-style: italic;" class="mycode_i">subscribe()</span>can filter by valid namespace string using the <span style="font-style: italic;" class="mycode_i">ScriptEventMessageFilterOptions</span> class<br />
</li>
</ul>
<br />
</li>
<li>ScriptEventMessageFilterOptions<ul class="mycode_list"><li>Added <span style="font-style: italic;" class="mycode_i">ScriptEventMessageFilterOptions</span> class<br />
<br />
</li>
<li>Added property <span style="font-style: italic;" class="mycode_i">namespaces: string[]</span>– An array of namespaces to filter on<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Item Stacks</span><br />
<ul class="mycode_list"><li>ContainerSlot<ul class="mycode_list"><li>Added class <span style="font-style: italic;" class="mycode_i">ContainerSlot</span>– Used to directly manipulate items stored within a container<br />
<br />
</li>
<li>Renamed entity property <span style="font-style: italic;" class="mycode_i">viewVector</span>to <span style="font-style: italic;" class="mycode_i">viewDirection</span> and now returns Vector3<br />
<br />
</li>
<li>Renamed entity function g<span style="font-style: italic;" class="mycode_i">etEntitiesFromViewVector</span>to <span style="font-style: italic;" class="mycode_i">getEntitiesFromViewDirection</span><br />
<br />
</li>
<li>Renamed entity function <span style="font-style: italic;" class="mycode_i">getBlockFromViewVector</span>to <span style="font-style: italic;" class="mycode_i">getBlockFromViewDirection</span><br />
</li>
</ul>
<br />
</li>
<li>Container<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getSlot(slot: number): ContainerSlot</span>– Returns the slot at the given container slot index<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">clearItem(slot: number): void</span>– Clears the item at the given slot index<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">clearAll(): void</span>– Clears all items in the container<br />
<br />
</li>
<li>Made the <span style="font-style: italic;" class="mycode_i">itemStack</span>argument of function <span style="font-style: italic;" class="mycode_i">setItem</span> optional – If not provided, the slot is cleared<br />
<br />
</li>
<li>Added event <span style="font-style: italic;" class="mycode_i">events.playerSpawn</span>– Fires when a player spawns in the world<br />
<br />
</li>
<li>Renamed event <span style="font-style: italic;" class="mycode_i">events.entityCreate</span>to <span style="font-style: italic;" class="mycode_i">world.events.entitySpawn</span>. This event no longer fires for players<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Refactored and Improved Player events</span><br />
<ul class="mycode_list"><li>PlayerJoinEvent<ul class="mycode_list"><li>Added read-only property <span style="font-style: italic;" class="mycode_i">playerId</span>– The unique ID of the player that joined the world<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">playerName</span>– The name of the player that joined the world<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">player</span><br />
</li>
</ul>
<br />
</li>
<li>PlayerLeaveEvent<ul class="mycode_list"><li>Added read-only property <span style="font-style: italic;" class="mycode_i">playerId</span>– The unique ID of the player that left the world<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Say/Tell/sendMessage APIs</span><br />
<ul class="mycode_list"><li>Renamed <span style="font-style: italic;" class="mycode_i">IRawMessage</span> to <span style="font-style: italic;" class="mycode_i">RawMessage</span> for naming consistency<br />
<br />
</li>
<li>RawMessage<ul class="mycode_list"><li>Changed the signature of property withfrom <span style="font-style: italic;" class="mycode_i">(string[] | RawMessage)[]? </span> to <span style="font-style: italic;" class="mycode_i">(string[] | RawMessage)?</span><br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Scoreboard get/set value APIs</span><br />
<ul class="mycode_list"><li>Scoreboard<ul class="mycode_list"><li>Added <span style="font-style: italic;" class="mycode_i">setScore(ScoreboardObjective, ScoreboardIdentity, Number)</span><br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">getScore(ScoreboardObjective, ScoreboardIdentity)</span><br />
</li>
</ul>
<br />
</li>
<li>ScoreboardObjective<ul class="mycode_list"><li>Added <span style="font-style: italic;" class="mycode_i">setScore(ScoreboardIdentity, Number)</span><br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">getScore(ScoreboardIdentity)</span><br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">removeParticipant(ScoreboardIdentity)</span><br />
</li>
</ul>
<br />
</li>
<li>ScoreboardIdentity<ul class="mycode_list"><li>Added <span style="font-style: italic;" class="mycode_i">setScore(ScoreboardObjective, Number)</span><br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">getScore(ScoreboardObjective)</span><br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">removeFromObjective(ScoreboardObjective)</span><br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">EntityHurtEvent updates</span><br />
<ul class="mycode_list"><li>Added read-only property <span style="font-style: italic;" class="mycode_i">damageSource: EntityDamageSource</span> – Gets information about the damage source<br />
<br />
</li>
<li>EntityDamageSource<ul class="mycode_list"><li>Added property <span style="font-style: italic;" class="mycode_i">cause: EntityDamageCause</span> – Gets the damage cause<br />
<br />
</li>
<li>Added property <span style="font-style: italic;" class="mycode_i">damagingEntity?: Entity</span> – Gets the damaging Entity<br />
<br />
</li>
<li>Added property <span style="font-style: italic;" class="mycode_i">damagingProjectile?: Entity</span> – Gets the damaging projectile Entity<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">applyDamage(amount: number, source?: EntityDamageSource): boolean</span> – Applies damage to the Entity and returns the result of the operation<br />
</li>
</ul>
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - BEDROCK: 1.19.60</span><br />
<br />
It’s been a while since we shared an article here regarding Minecraft news.  Let’s start back up with today’s update.<br />
<br />
This latest update brings a lot of quality-of-life features and changes that have been needed for a while now.  Read below to see all that’s changed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Vanilla Parity:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mobs</span><br />
<ul class="mycode_list"><li>Added new Spawn Egg items for Ender Dragon, Iron Golem, Snow Golem, and Wither mobs, which can be obtained using commands<br />
<br />
</li>
<li>Polar Bear Spawn Egg colors have changed to distinguish it from the Ghast Spawn Egg<br />
<br />
</li>
<li>Vex hitboxes are now vertically centered with their models (<a href="https://bugs.mojang.com/browse/MCPE-257340" target="_blank" rel="noopener" class="mycode_url">MCPE-257340</a>)<br />
<br />
</li>
<li>Vex and Allay now sit properly in Boats and Minecarts (<a href="https://bugs.mojang.com/browse/MCPE-164441" target="_blank" rel="noopener" class="mycode_url">MCPE-164441</a>)<br />
<br />
</li>
<li>Fixed Vex texture disparity between Bedrock and Java (<a href="https://bugs.mojang.com/browse/MCPE-164227" target="_blank" rel="noopener" class="mycode_url">MCPE-164227</a>)<br />
<br />
</li>
<li>Slimes and Magma Cubes no longer spawn in spaces that are 2 blocks tall or less (<a href="https://bugs.mojang.com/browse/MCPE-46540" target="_blank" rel="noopener" class="mycode_url">MCPE-46540</a>)<br />
<br />
</li>
<li>Glow Squid now emit particles when spawned outside of water<br />
<br />
</li>
<li>Using a Saddle on a tamed Horse, Donkey, or Mule now results in it being equipped (<a href="https://bugs.mojang.com/browse/MCPE-83815" target="_blank" rel="noopener" class="mycode_url">MCPE-83815</a>)<br />
<br />
</li>
<li>Using Horse Armor on an unarmored, tamed Horse now results in it being equipped (<a href="https://bugs.mojang.com/browse/MCPE-163336" target="_blank" rel="noopener" class="mycode_url">MCPE-163336</a>)<br />
<br />
</li>
<li>Using a Carpet on a tamed Llama now results in it being equipped (<a href="https://bugs.mojang.com/browse/MCPE-163336" target="_blank" rel="noopener" class="mycode_url">MCPE-163336</a>)<br />
<br />
</li>
<li>Dispensers can now equip Saddles and Horse Armors to tamed Horses<br />
<br />
</li>
<li>Dispensers can now equip Saddles and Chests to tamed Mules and Donkeys<br />
<br />
</li>
<li>Dispensers can now equip Carpets and Chests to tamed Llamas<br />
<br />
</li>
<li>Dispensers can now equip Saddles to Pigs and Striders<br />
<br />
</li>
<li>Shears in a Dispenser now only shear one Sheep at a time<br />
<br />
</li>
<li>Shears in a Dispenser can now shear Snow Golems and Mooshrooms<br />
<br />
</li>
<li>The Wandering Trader no longer has a chance to offer duplicate Seed trades (<a href="https://bugs.mojang.com/browse/MCPE-161780" target="_blank" rel="noopener" class="mycode_url">MCPE-161780</a>)<br />
<br />
</li>
<li>Endermen, Skeletons, and Wither Skeletons now only spawn at light level 7 and below (instead of 11 and below) in the Nether (<a href="https://bugs.mojang.com/browse/MCPE-163701" target="_blank" rel="noopener" class="mycode_url">MCPE-163701</a>)<br />
<br />
</li>
<li>Updated the Skeleton/Zombie Horse’s and Donkey/Mule’s saddle and chest textures<br />
<br />
</li>
<li>Villagers will now ensure that rain can pass through the block above them before launching Fireworks when celebrating after a raid victory (<a href="https://bugs.mojang.com/browse/MCPE-152386" target="_blank" rel="noopener" class="mycode_url">MCPE-152386</a>)<br />
<br />
</li>
<li>Axolotls no longer tick their dry-out timer when unloaded (<a href="https://bugs.mojang.com/browse/MCPE-131041" target="_blank" rel="noopener" class="mycode_url">MCPE-131041</a>)<br />
<br />
</li>
<li>Husks can now fit in a two blocks high space and baby Husks in a one-high space (<a href="https://bugs.mojang.com/browse/MCPE-105369" target="_blank" rel="noopener" class="mycode_url">MCPE-105369</a>)<br />
<br />
</li>
<li>All mobs are now able to path through Wither Roses (<a href="https://bugs.mojang.com/browse/MCPE-159212" target="_blank" rel="noopener" class="mycode_url">MCPE-159212</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Blocks</span><br />
<ul class="mycode_list"><li>Crimson and Warped block sets now have a unique set of sounds<br />
<br />
</li>
<li>Campfires do not set players and mobs on fire anymore, but still, inflict damage (<a href="https://bugs.mojang.com/browse/MCPE-98931" target="_blank" rel="noopener" class="mycode_url">MCPE-98931)</a><br />
<br />
</li>
<li>Campfires do not destroy Minecarts and Boats anymore (<a href="https://bugs.mojang.com/browse/MCPE-109489" target="_blank" rel="noopener" class="mycode_url">MCPE-109489</a>)<br />
<br />
</li>
<li>Bamboo plant placement now behaves the same way as Java Edition; it will no longer grow by clicking on the side of a Bamboo plant with a Bamboo item in hand (<a href="https://bugs.mojang.com/browse/MCPE-99587" target="_blank" rel="noopener" class="mycode_url">MCPE-99587</a>)<br />
<br />
</li>
<li>Bamboo sapling no longer replaces double plants when placed (<a href="https://bugs.mojang.com/browse/MCPE-99806" target="_blank" rel="noopener" class="mycode_url">MCPE-99806</a>)<br />
<br />
</li>
<li>Pumpkins and Melons can now grow on Mycelium and Moss blocks (<a href="https://bugs.mojang.com/browse/MCPE-125932" target="_blank" rel="noopener" class="mycode_url">MCPE-125932</a>)<br />
<br />
</li>
<li>The Sculk Shrieker block’s shriek sound can now be heard at the longer distance of 32 blocks (<a href="https://bugs.mojang.com/browse/MCPE-163989" target="_blank" rel="noopener" class="mycode_url">MCPE-163989</a>)<br />
<br />
</li>
<li>Respawn Anchor no longer retains its charges if mined with Silk Touch or picked (<a href="https://bugs.mojang.com/browse/MCPE-145682" target="_blank" rel="noopener" class="mycode_url">MCPE-145682</a>)<br />
<br />
</li>
<li>Beacon effect particles are now transparent (<a href="https://bugs.mojang.com/browse/MCPE-17679" target="_blank" rel="noopener" class="mycode_url">MCPE-17679</a>)<br />
<br />
</li>
<li>Conduit effect particles are now transparent (<a href="https://bugs.mojang.com/browse/MCPE-93728" target="_blank" rel="noopener" class="mycode_url">MCPE-93728</a>)<br />
<br />
</li>
<li>Redstone Dust now emits a sound when placed on the ground (<a href="https://bugs.mojang.com/browse/MCPE-65423" target="_blank" rel="noopener" class="mycode_url">MCPE-65423</a>)<br />
<br />
</li>
<li>Wooden Doors, Iron Doors, Wooden Trapdoors, Iron Trapdoors, and Fence Gates now use the same opening and closing sounds as Java Edition<br />
<br />
</li>
<li>Updated Pressure Plates to have different sound pitches based on their behavior to match Java Edition<br />
<br />
</li>
<li>Added a unique click sound for Wooden Buttons to match Java Edition<br />
<br />
</li>
<li>Changed Frogspawn map color to match Java Edition (<a href="https://bugs.mojang.com/browse/MCPE-159715" target="_blank" rel="noopener" class="mycode_url">MCPE-159715</a>)<br />
<br />
</li>
<li>Change Bed block map colors to match Java Edition (<a href="https://bugs.mojang.com/browse/MCPE-40709" target="_blank" rel="noopener" class="mycode_url">MCPE-40709</a>)<br />
<br />
</li>
<li>Changed various blocks’ Map colors to appear correctly match Java Edition (<a href="https://bugs.mojang.com/browse/MCPE-19228" target="_blank" rel="noopener" class="mycode_url">MCPE-19228</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Experimental Features:</span><br />
<ul class="mycode_list"><li>In addition to experimental features added in <a href="https://feedback.minecraft.net/hc/en-us/articles/10833168748557-Minecraft-1-19-50-Bedrock-" target="_blank" rel="noopener" class="mycode_url">19.50</a>, several new experimental features are now playable from the upcoming 1.20 update!<br />
<br />
</li>
<li>Enable the “Next Major Update” toggle in world settings to enable this content<br />
<br />
</li>
<li>These features are a work in progress and are still in active development. The design and functionality of these features will likely change before they’re released<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Please remember:</span> Worlds that have used experimental toggles will always be flagged as “Experimental”. We recommend keeping these experimental worlds as separate copies from your main saves. More information can be found in <a href="https://feedback.minecraft.net/hc/en-us/articles/4403610710797" target="_blank" rel="noopener" class="mycode_url">this article</a><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mob Heads on Note Blocks</span><br />
<ul class="mycode_list"><li>When placing a Mob Head on a Note Block, that Note Block will now play one of the ambient sounds of that mob when played by a player or powered by Redstone!<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Piglin Mob Head</span><br />
<ul class="mycode_list"><li>Piglins will now drop their heads when killed by a charged Creeper!<br />
<br />
</li>
<li>Placing the Piglin Head on a Note Block will play one of the Piglin’s ambient sounds<br />
<br />
</li>
<li>The Piglin Head will flap its ears when powered by Redstone on worn by a player!<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Bamboo</span><br />
<ul class="mycode_list"><li>Added Block of Bamboo, which can be crafted from 9 Bamboo<br />
<br />
</li>
<li>Added Stripped Block of Bamboo, which can be obtained by using an Axe on a Block of Bamboo<br />
<br />
</li>
<li>Both Block of Bamboo and Stripped Block of Bamboo can be crafted into 2 Bamboo Planks<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Fixes:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Stability and Performance</span><br />
<ul class="mycode_list"><li>Fixed a potential crash when gliding through an End Gateway<br />
<br />
</li>
<li>The game no longer crashes when killing an entity with invalid conditions, functions, or pools entries in its loot table (<a href="https://bugs.mojang.com/browse/MCPE-164623" target="_blank" rel="noopener" class="mycode_url">MCPE-164623</a>)<br />
<br />
</li>
<li>Fixed multiple crashes that could occur when players died while affected by Withering<br />
<br />
</li>
<li>Fixed a crash on Xbox when the Edit World Button on the Select World Screen had quick successive selections<br />
<br />
</li>
<li>Fixed a bug that caused players to desync from multiplayer games if they saved and quit after dying and rejoining a game (<a href="https://bugs.mojang.com/browse/MCPE-162630" target="_blank" rel="noopener" class="mycode_url">MCPE-162630</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Gameplay</span><br />
<ul class="mycode_list"><li>Fixed a bug causing players’ hitboxes and nameplates to be unaligned when rejoining a world after dying and returning to the menu without respawning (<a href="https://bugs.mojang.com/browse/MCPE-162630" target="_blank" rel="noopener" class="mycode_url">MCPE-162630</a>)<br />
<br />
</li>
<li>Raids now trigger properly when the player with bad omen enters a village while riding/gliding (<a href="https://bugs.mojang.com/browse/MCPE-152774" target="_blank" rel="noopener" class="mycode_url">MCPE-152774</a>)<br />
<br />
</li>
<li>Fixed an issue where players could fall out of moving blocks when pushed upwards (<a href="https://bugs.mojang.com/browse/MCPE-163725" target="_blank" rel="noopener" class="mycode_url">MCPE-163725</a>)<br />
<br />
</li>
<li>Fixed an issue where the night was being incorrectly skipped if the last player in a game was in the Nether or End<br />
<br />
</li>
<li>A player entering the Nether or End will now trigger a night skip if all players left in Overworld are sleeping<br />
<br />
</li>
<li>Fixed a bug where dropping an item and sleeping at the same time would cause the server to hang (<a href="https://bugs.mojang.com/browse/MCPE-162989" target="_blank" rel="noopener" class="mycode_url">MCPE-162989</a>)<br />
<br />
</li>
<li>Orbs spawned within the same block will merge and combine XP values until the orb limit is reached (<a href="https://bugs.mojang.com/browse/REALMS-10706" target="_blank" rel="noopener" class="mycode_url">REALMS-10706</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mobs</span><br />
<ul class="mycode_list"><li>Entities no longer disappear when sent through End Gateways (<a href="https://bugs.mojang.com/browse/MCPE-164985" target="_blank" rel="noopener" class="mycode_url">MCPE-164985</a>)<br />
<br />
</li>
<li>Ravagers are now able to attack when standing on various partial blocks like Mud (<a href="https://bugs.mojang.com/browse/MCPE-162483" target="_blank" rel="noopener" class="mycode_url">MCPE-162483</a>)<br />
<br />
</li>
<li>Vex now uses a separate charging animation when empty-handed (<a href="https://bugs.mojang.com/browse/MCPE-164490" target="_blank" rel="noopener" class="mycode_url">MCPE-164490</a>)<br />
<br />
</li>
<li>Vex now renders offhand items<br />
<br />
</li>
<li>Fixed the Vex being incorrectly lit in dark surroundings<br />
<br />
</li>
<li>Players can no longer see through terrain by riding a Horse, Mule, or Donkey at the edge of a 2-block-tall space<br />
<br />
</li>
<li>Villagers will now take damage from lightning bolts on Peaceful difficulty, like other mobs<br />
<br />
</li>
<li>Tropical Fish no longer use surface density limit when spawning underground (<a href="https://bugs.mojang.com/browse/MCPE-157485" target="_blank" rel="noopener" class="mycode_url">MCPE-157485</a>)<br />
<br />
</li>
<li>Evokers now play a ‘sit’ animation when riding a mount or vehicle (<a href="https://bugs.mojang.com/browse/MCPE-43778" target="_blank" rel="noopener" class="mycode_url">MCPE-43778</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Blocks</span><br />
<ul class="mycode_list"><li>Entities no longer get pushed out by Doors activated by Redstone signals (<a href="https://bugs.mojang.com/browse/MCPE-158971" target="_blank" rel="noopener" class="mycode_url">MCPE-158971</a>)<br />
<br />
</li>
<li>Using the Pick Block functionality on Fern and Grass now selects the correct item in the inventory instead of the first one between them<br />
<br />
</li>
<li>Using the Pick Block functionality on Acacia Leaves and Dark Oak Leaves now selects the correct item in the inventory instead of the first one between them<br />
<br />
</li>
<li>Hoppers no longer fail to collect items when trying to pull in multiple item types (<a href="https://bugs.mojang.com/browse/MCPE-38963" target="_blank" rel="noopener" class="mycode_url">MCPE-38963</a>)<br />
<br />
</li>
<li>Prevent Pistons from re-creating moving blocks that were destroyed mid-move (<a href="https://bugs.mojang.com/browse/MCPE-164804" target="_blank" rel="noopener" class="mycode_url">MCPE-164804</a>)<br />
<br />
</li>
<li>Blocks that require supporting blocks now appear properly on a Map when placed on partial blocks or above air (<a href="https://bugs.mojang.com/browse/MCPE-159713" target="_blank" rel="noopener" class="mycode_url">MCPE-159713</a>)<br />
<br />
</li>
<li>Scaffolding now displays particles and produces vibrations when the block under it is destroyed (<a href="https://bugs.mojang.com/browse/MCPE-163738" target="_blank" rel="noopener" class="mycode_url">MCPE-163738</a>)<br />
<br />
</li>
<li>Stone Walls are now placed correctly in a line when continuously placing them<br />
<br />
</li>
<li>Levers now produce the same sound effect as Stone Buttons (<a href="https://bugs.mojang.com/browse/MCPE-163335" target="_blank" rel="noopener" class="mycode_url">MCPE-163335</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Items</span><br />
<ul class="mycode_list"><li>Fixed item degradation when rapidly attacking mobs (<a href="https://bugs.mojang.com/browse/MCPE-157150" target="_blank" rel="noopener" class="mycode_url">MCPE-157150</a>)<br />
<br />
</li>
<li>Fixed an issue that prevented some Tripwire Hooks from being valid trades when trading with a Fletcher Villager (<a href="https://bugs.mojang.com/browse/MCPE-108195" target="_blank" rel="noopener" class="mycode_url">MCPE-108195</a>)<br />
<br />
</li>
<li>Ender Pearls will no longer teleport a sleeping player (<a href="https://bugs.mojang.com/browse/MCPE-161189" target="_blank" rel="noopener" class="mycode_url">MCPE-161189</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Touch Controls</span><br />
<ul class="mycode_list"><li>Fixed a bug that prevented items from moving indirectly between Creative Mode inventory and players’ extended inventory in Pocket UI (<a href="https://bugs.mojang.com/browse/MCPE-164479" target="_blank" rel="noopener" class="mycode_url">MCPE-164479</a>)<br />
<br />
</li>
<li>Fixed a problem where the touch d-pad’s forward button was not functional when holding the strafe left/right button (<a href="https://bugs.mojang.com/browse/MCPE-155199" target="_blank" rel="noopener" class="mycode_url">MCPE-155199</a>)<br />
<br />
</li>
<li>The inventory tab will now reset its hover state if the player uses a second input method and hover on another tab<br />
<br />
</li>
<li>Fixed a bug where players couldn’t interact with toast notifications in Joystick and Crosshair touch controls<br />
<br />
</li>
<li>The pressing direction of the build button in touch controls will now be visually clicked down instead of up when being pressed (<a href="https://bugs.mojang.com/browse/MCPE-162026" target="_blank" rel="noopener" class="mycode_url">MCPE-162026</a>)<br />
<br />
</li>
<li>Fixed an issue where players could not remove items by clicking on the inventory items in the Classic profile (<a href="https://bugs.mojang.com/browse/MCPE-162124" target="_blank" rel="noopener" class="mycode_url">MCPE-162124</a>)<br />
<br />
</li>
<li>The touch focus circle has been reactivated with the new touch controls (not in Crosshair mode)<br />
<br />
</li>
<li>Resolved an issue that pressing the inventory button could interact with the world instead of opening the inventory on some devices (<a href="https://bugs.mojang.com/browse/MCPE-154499" target="_blank" rel="noopener" class="mycode_url">MCPE-154499</a>)<br />
<br />
</li>
<li>Fixed an issue that players couldn’t scroll the inventory screen when one row was appearing off-screen (<a href="https://bugs.mojang.com/browse/MCPE-159870" target="_blank" rel="noopener" class="mycode_url">MCPE-159870</a>)<br />
<br />
</li>
<li>Added several levels of intervals for repeat crafting when holding on to the crafted items<br />
<br />
</li>
<li>Removed the camera movement delay when the player swiped from the attack and build buttons in crosshair mode<br />
<br />
</li>
<li>Fixed inventory screen touch interactions not working properly on Nintendo Switch<br />
<br />
</li>
<li>The correct tip for dismounting Boats and Minecarts now appears when not using classic touch controls<br />
<br />
</li>
<li>Toast notifications can now be swiped away on touch devices in-game<br />
<br />
</li>
<li>Touch Control settings section is no longer visible on Xbox<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Graphical</span><br />
<ul class="mycode_list"><li>Highlight selection no longer highlights the entire card for transparent objects like saplings<br />
<br />
</li>
<li>V-sync settings are now properly configured in options (non-ARM devices) (<a href="https://bugs.mojang.com/browse/MCPE-110006" target="_blank" rel="noopener" class="mycode_url">MCPE-110006</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Accessibility</span><br />
<ul class="mycode_list"><li>The new Create New World screen is now available for text-to-speech users. We’d be happy to receive your feedback on it here: <a href="https://aka.ms/cnwnarration" target="_blank" rel="noopener" class="mycode_url">aka.ms/cnwnarration</a><br />
<br />
</li>
<li>Fixed text-to-speech enumeration for the world on the Play screen, select language in the settings screen, select controls in the settings screen, and friends in invite friends screen when there are a large number of items in the list<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">User Interface</span><br />
<ul class="mycode_list"><li>Fixed a bug where the mouse cursor was visible and is no longer usable to control the player camera on the HUD screen after exiting the menu screen with a touch while moving the mouse around<br />
<br />
</li>
<li>Fixed text being slightly off-centered to the left for Furnace, Blast Furnace, and Smoker screens (<a href="https://bugs.mojang.com/browse/MCPE-151597" target="_blank" rel="noopener" class="mycode_url">MCPE-151597</a>)<br />
<br />
</li>
<li>Feedback button on the main menu will now prompt the player with a modal before redirecting to their web browser<br />
<br />
</li>
<li>Fixed an issue where text fields would not regain focus after being deselected with a gamepad (<a href="https://bugs.mojang.com/browse/MCPE-153842" target="_blank" rel="noopener" class="mycode_url">MCPE-153842</a>)<br />
<br />
</li>
<li>Text fields are no longer deselected with a second click on them once they are selected<br />
<br />
</li>
<li>Fixed an issue where user interface elements on the Achievements screen and the new Create New World screen didn’t properly trigger sound effects (<a href="https://bugs.mojang.com/browse/MCPE-163722" target="_blank" rel="noopener" class="mycode_url">MCPE-163722</a>)<br />
<br />
</li>
<li>Added a missing error screen that displays when attempting to create a world with too little available disk space<br />
<br />
</li>
<li>Fixed the quality of the Mojang Studios logo loading screen on Xbox (<a href="https://bugs.mojang.com/browse/MCPE-163036" target="_blank" rel="noopener" class="mycode_url">MCPE-163036</a>)<br />
<br />
</li>
<li>Removed extra space around the “open chat” message that appears when entering a world (<a href="https://bugs.mojang.com/browse/MCPE-162700" target="_blank" rel="noopener" class="mycode_url">MCPE-162700</a>)<br />
<br />
</li>
<li>Fixed an issue that caused the Wandering Trader’s trade window to show a profession (<a href="https://bugs.mojang.com/browse/MCPE-162576" target="_blank" rel="noopener" class="mycode_url">MCPE-162576</a>)<br />
<br />
</li>
<li>Resource packs will now be applied to the world after navigating to another screen before creation<br />
<br />
</li>
<li>Fixed an issue where some resource packs prompted an error after being downloaded<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Android</span><br />
<ul class="mycode_list"><li>The screen will no longer automatically turn off while a world is loaded when playing on Android devices<br />
<br />
</li>
<li>Updated splash screen to be consistent between Android 12+ devices and older devices (<a href="https://bugs.mojang.com/browse/MCPE-151413" target="_blank" rel="noopener" class="mycode_url">MCPE-151413</a>)<br />
<br />
</li>
<li>Fixed controller input sometimes getting stuck when a controller was disconnected on Android devices<br />
<br />
</li>
<li>The UI no longer flickers on Android when the on-screen keyboard appears (<a href="https://bugs.mojang.com/browse/MCPE-142356" target="_blank" rel="noopener" class="mycode_url">MCPE-142356</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Realms</span><br />
<ul class="mycode_list"><li>New Realm button on the two-player Realm info screen now activates correctly<br />
<br />
</li>
<li>Added a highlight to Realms terms and agreements checkbox when the UI is hovered<br />
<br />
</li>
<li>Redirect players back to the world selection screen if they choose to leave on the Download Resource Packs prompt<br />
<br />
</li>
<li>Fixed a bug where the option “Require players to accept resource packs to join” did not reflect the actual state (<a href="https://bugs.mojang.com/browse/REALMS-10799" target="_blank" rel="noopener" class="mycode_url">REALMS-10799</a>)<br />
<br />
</li>
<li>Fixed erroneously showing previously applied packs on the Realms settings screen after a Realm reset<br />
<br />
</li>
<li>Updated error message for failing to join an owned Realms server that is out of date. New messaging now describes the issue and provides steps to resolve the issue<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Technical Updates:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Updated Add-On Template Packs</span><br />
<ul class="mycode_list"><li>Updated Add-On templates for1.19.60 with new resources, behaviors, and documentation are available to download at <a href="https://aka.ms/MCAddOnPacks" target="_blank" rel="noopener" class="mycode_url">aka.ms/MCAddonPacks</a><br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Performance / Stability</span><br />
<ul class="mycode_list"><li>Fixed a crash that could occur when teleporting players to other dimensions using commands (<a href="https://bugs.mojang.com/browse/MCPE-164940" target="_blank" rel="noopener" class="mycode_url">MCPE-164940</a>)<br />
<br />
</li>
<li>Fixed a crash that could occur when using the “instant_despawn” component<br />
<br />
</li>
<li>Fixed a crash that could occur when loading actors<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">General</span><br />
<ul class="mycode_list"><li>Added a content error for the condition that custom blocks with permutations or properties fail to load in non-experimental worlds for JSON formats 1.19.60 and onwards<br />
<br />
</li>
<li>Ensure Block Permutation Conditions cannot have side effects (i.e. ‘math.random’, ‘math.random_integer’, and variable assignment)<br />
<br />
</li>
<li>Released <span style="font-style: italic;" class="mycode_i">BlockSelectionBoxComponent</span> outside of experimental toggle in JSON formats 1.19.60 and higher<br />
<br />
</li>
<li>Released <span style="font-style: italic;" class="mycode_i">BlockDisplayNameComponent</span> outside of experimental toggle in JSON formats 1.19.60 and higher<br />
<br />
</li>
<li>Ensure Block Permutation Conditions can only use <span style="font-style: italic;" class="mycode_i">‘query.block_property’</span> Molang Query<br />
<br />
</li>
<li>Fixed albedo color arrays in texture sets for custom blocks (<a href="https://bugs.mojang.com/browse/MCPE-163622" target="_blank" rel="noopener" class="mycode_url">MCPE-163622</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Recipes</span><br />
<ul class="mycode_list"><li>Renamed and converted all Smithing Table recipes to use the newly introduced “minecraft:recipe_smithing_transform” recipe format<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Particles</span><br />
<ul class="mycode_list"><li>Updated particles documentation with descriptions of new materials and included example particles in the example resource pack<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Commands</span><br />
<ul class="mycode_list"><li>Executing the ‘/say’ command via the new execute syntax now displays the entity’s name that produced the message (<a href="https://bugs.mojang.com/browse/MCPE-161450" target="_blank" rel="noopener" class="mycode_url">MCPE-161450</a>)<br />
<br />
</li>
<li>When teleporting a group of leashed mobs using “/tp @e” a far enough distance away to unleash them, all mobs now get properly unleashed (<a href="https://bugs.mojang.com/browse/MCPE-159617" target="_blank" rel="noopener" class="mycode_url">MCPE-159617</a>)<br />
<br />
</li>
<li>Fixed a bug causing players to not wake up when teleported while sleeping (<a href="https://bugs.mojang.com/browse/MCPE-162346" target="_blank" rel="noopener" class="mycode_url">MCPE-162346</a>)<br />
<br />
</li>
<li>Running ‘/execute if|unless score’ on a player that doesn’t have a score set will now return false (<a href="https://bugs.mojang.com/browse/MCPE-156279" target="_blank" rel="noopener" class="mycode_url">MCPE-156279</a>)<br />
<br />
</li>
<li>‘/execute if|unless score’ no longer accepts selectors that can return multiple entities (ie. @e, @a)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Commands (Experimental)</span><br />
<ul class="mycode_list"><li>Fixed a bug where the @initiator selector would not work with the Upcoming Creator Features experiment enabled (<a href="https://bugs.mojang.com/browse/MCPE-164727" target="_blank" rel="noopener" class="mycode_url">MCPE-164727</a>)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Components</span><br />
<ul class="mycode_list"><li>Released <span style="font-style: italic;" class="mycode_i">BlockPlacementFilterComponent</span> outside of experimental toggle in JSON formats 1.19.60 and higher<br />
<br />
</li>
<li>Expanded “minecraft:shooter” component to define multiple projectiles that can specify different projectile definitions and condition filters<br />
<br />
</li>
<li>Exposed more fields to shooter component to allow for more projectile customization such as throw power, sounds, and whether the attack is a magic attack<br />
<br />
</li>
<li>Projectiles that teleport their owner will no longer do so while their owner is sleeping (<a href="https://bugs.mojang.com/browse/MCPE-161189" target="_blank" rel="noopener" class="mycode_url">MCPE-161189</a>)<br />
<br />
</li>
<li>Added “inventory” as a possible “domain” value for the “has_equipment” filter, which allows checking for items stored in the actor’s inventory<br />
<br />
</li>
<li>Added an “equip_item_slot” field to the “interact” component<ul class="mycode_list"><li>If set, an item held by the player will be equipped to the specified slot upon successful interaction<br />
<br />
</li>
<li>If an item is already present in the specified slot, it will be moved to the player’s inventory<br />
<br />
</li>
<li>Equipping an item removes it from the player’s inventory unless the player is in Creative Mode<br />
</li>
</ul>
<br />
</li>
<li>Players now respond correctly to speed changes using the <span style="font-style: italic;" class="mycode_i">minecraft:movement</span> component<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Actor Filters</span><br />
<ul class="mycode_list"><li>Created new actor filters “on_fire”, “on_hot_block”, “target_distance”, and “actor_health”<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">AI Goals</span><br />
<ul class="mycode_list"><li>The “celebrate_survive” AI behavior will now consider the highest rain passable block in addition to sky visibility before firing Fireworks<br />
<br />
</li>
<li>The “move_outdoors” AI behavior will now consider the highest rain passable block in addition to sky visibility when searching for a place to consider as being outdoors<br />
<br />
</li>
<li>Exposed new data parameters for the “trade_with_player” AI behavior to specify such things as the conditions that need to be met for the goal to start and the max distance the mob can be from its trading player before exiting the goal<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Particle Effects</span><br />
<ul class="mycode_list"><li>Fixed a bug causing particles with collision and “expire_on_contact” to not expire when collided<br />
<br />
</li>
<li>Added support for mixed color blending on particle effects<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Molang</span><br />
<ul class="mycode_list"><li>Added new Molang <span style="font-style: italic;" class="mycode_i">query.is_local_player </span>to allow detection of the current player<br />
<br />
</li>
<li>Fixed a bug where dividing any value in Molang by a dynamically determined negative variable resulted in a division by a positive (absolute) value instead<ul class="mycode_list"><li>This is a Molang Versioned Change that only takes effect for Molang expressions in packs that use a min_engine_version of 1.19.60 or higher<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">API (Experimental)</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Entities/Players/SimulatedPlayer: Fire, levels, experience, and more</span><br />
<ul class="mycode_list"><li>Entity<ul class="mycode_list"><li>Added method <span style="font-style: italic;" class="mycode_i">setOnFire(seconds: number, useEffects?: boolean = true): boolean)</span>which sets an entity on fire (if it is not in water or rain)<br />
<br />
</li>
<li>Added method <span style="font-style: italic;" class="mycode_i">extinguishFire(useEffects?: boolean = true): void</span> which extinguishes the fire<br />
<br />
</li>
<li>If an entity is on fire, you can call <span style="font-style: italic;" class="mycode_i">getComponent(‘minecraft:onfire’)</span>on it, which returns an object of type <span style="font-style: italic;" class="mycode_i">EntityOnFireComponent</span>, which has a property <span style="font-style: italic;" class="mycode_i">onFireTicksRemaining</span><br />
<br />
</li>
<li>Fixed a bug where <span style="font-style: italic;" class="mycode_i">viewDirection</span>would return the direction from the previous tick<br />
<br />
</li>
<li>Fixed a bug where <span style="font-style: italic;" class="mycode_i">getEntitiesFromViewDirection</span>would use the direction from the previous tick<br />
<br />
</li>
<li>Fixed a bug where <span style="font-style: italic;" class="mycode_i">getBlockFromViewDirection</span>would use the direction from the previous tick<br />
<br />
</li>
<li>Fixed a bug where <span style="font-style: italic;" class="mycode_i">headLocation</span>would return the location from the previous tick<br />
<br />
</li>
<li>Fixed a bug where the <span style="font-style: italic;" class="mycode_i">getEffect</span> method could return an invalid Effect (and another case where an Effect could become invalid after a new Effect was added)<br />
<br />
</li>
<li>Added method <span style="font-style: italic;" class="mycode_i">getEffects</span>which returns an array of all active effects on the entity<br />
</li>
</ul>
<br />
</li>
<li>EntityHealthComponent<ul class="mycode_list"><li>Fixed a bug where health could be modified on dead entities (<a href="https://bugs.mojang.com/browse/MCPE-130687" target="_blank" rel="noopener" class="mycode_url">MCPE-130687</a>)<br />
</li>
</ul>
<br />
</li>
<li>Player<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">addLevels(amount: number): number</span> – Adds/Removes level to/from the player and returns the current level of the player<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">addExperience(amount: number): number</span> – Adds/Removes experience to/from the player and returns the current experience of the player<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">resetLevel(): void</span> – Resets the level of the player<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">getTotalXp(): number</span> – Gets the total experience of the player<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">level</span> – Gets the level of the player<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">xpEarnedAtCurrentLevel</span> – Gets the experience earned at the current level of the player<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">totalXpNeededForNextLevel</span> – Gets the total experience required for the current level of the player<br />
</li>
</ul>
<br />
</li>
<li>Simulated Player<ul class="mycode_list"><li>Added property <span style="font-style: italic;" class="mycode_i">isSprinting</span>– Used to get or set if the sprinting state of the simulated player is set to true<br />
</li>
</ul>
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">respawn()</span>– Respawns the SimulatedPlayer if it’s dead<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">disconnect()</span>– Removes the SimulatedPlayer from the world<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Blocks & Redstone</span><br />
<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getRedstonePower(): number</span>– Gets the Redstone signal strength of the Block if it is part of a circuit, otherwise returns undefined<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Fill Block APIs</span><br />
<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">dimension.fillBlocks(begin: BlockLocation, end: BlockLocation, block: BlockPermutation | BlockType, options?: BlockFillOptions): number</span><ul class="mycode_list"><li>Fills an area between <span style="font-style: italic;" class="mycode_i">begin</span> and <span style="font-style: italic;" class="mycode_i">end</span> with block of type <span style="font-style: italic;" class="mycode_i">block</span>. Returns the number of blocks placed<br />
</li>
</ul>
<br />
</li>
<li>Added new interface <span style="font-style: italic;" class="mycode_i">BlockFillOptions</span> with member <span style="font-style: italic;" class="mycode_i">matchingBlock?: BlockPermutation | BlockType</span><ul class="mycode_list"><li>Used with <span style="font-style: italic;" class="mycode_i">fillBlocks</span> to apply additional options, such as only filling blocks matching <span style="font-style: italic;" class="mycode_i">matchingBlock</span><br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Command to script message passing</span><br />
<ul class="mycode_list"><li>Added the ‘/scriptevent’ command as part of the Beta APIs experiment. This is what will trigger <span style="font-style: italic;" class="mycode_i">events.scriptEventReceive</span> events (see below)<ul class="mycode_list"><li>Usage: /scriptevent <messsageId: string> [message: ???]<br />
<br />
</li>
<li>messageId must be namespaced, use of the minecraft namespace is invalid (e.g. “/scriptevent give:coal”, “/scriptevent my_scripts:spawn_sheep”)<br />
<br />
</li>
<li>message is optional, with a max length of 256 characters<br />
</li>
</ul>
<br />
</li>
<li>events.scriptEventReceive<ul class="mycode_list"><li>Added system event <span style="font-style: italic;" class="mycode_i">events.scriptEventReceive</span><br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">id: String</span><span style="font-style: italic;" class="mycode_i">–</span> The namespaced ID of the event<br />
<br />
</li>
<li>Added read-only property message: String- The content of the message the event was sent with<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">sourceBlock: Block</span>– The command block that triggered/executed the command call if applicable, otherwise undefined<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">sourceEntity: Entity</span>– The player/entity that executed the command call if applicable, otherwise undefined<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">initiator: Entity</span>– The player that caused an NPC to execute the command call if applicable, otherwise undefined<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">sourceType: MessageSourceType</span>– The type of source the event was triggered by<br />
<br />
</li>
<li><span style="font-style: italic;" class="mycode_i">subscribe()</span>can filter by valid namespace string using the <span style="font-style: italic;" class="mycode_i">ScriptEventMessageFilterOptions</span> class<br />
</li>
</ul>
<br />
</li>
<li>ScriptEventMessageFilterOptions<ul class="mycode_list"><li>Added <span style="font-style: italic;" class="mycode_i">ScriptEventMessageFilterOptions</span> class<br />
<br />
</li>
<li>Added property <span style="font-style: italic;" class="mycode_i">namespaces: string[]</span>– An array of namespaces to filter on<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Item Stacks</span><br />
<ul class="mycode_list"><li>ContainerSlot<ul class="mycode_list"><li>Added class <span style="font-style: italic;" class="mycode_i">ContainerSlot</span>– Used to directly manipulate items stored within a container<br />
<br />
</li>
<li>Renamed entity property <span style="font-style: italic;" class="mycode_i">viewVector</span>to <span style="font-style: italic;" class="mycode_i">viewDirection</span> and now returns Vector3<br />
<br />
</li>
<li>Renamed entity function g<span style="font-style: italic;" class="mycode_i">etEntitiesFromViewVector</span>to <span style="font-style: italic;" class="mycode_i">getEntitiesFromViewDirection</span><br />
<br />
</li>
<li>Renamed entity function <span style="font-style: italic;" class="mycode_i">getBlockFromViewVector</span>to <span style="font-style: italic;" class="mycode_i">getBlockFromViewDirection</span><br />
</li>
</ul>
<br />
</li>
<li>Container<ul class="mycode_list"><li>Added function <span style="font-style: italic;" class="mycode_i">getSlot(slot: number): ContainerSlot</span>– Returns the slot at the given container slot index<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">clearItem(slot: number): void</span>– Clears the item at the given slot index<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">clearAll(): void</span>– Clears all items in the container<br />
<br />
</li>
<li>Made the <span style="font-style: italic;" class="mycode_i">itemStack</span>argument of function <span style="font-style: italic;" class="mycode_i">setItem</span> optional – If not provided, the slot is cleared<br />
<br />
</li>
<li>Added event <span style="font-style: italic;" class="mycode_i">events.playerSpawn</span>– Fires when a player spawns in the world<br />
<br />
</li>
<li>Renamed event <span style="font-style: italic;" class="mycode_i">events.entityCreate</span>to <span style="font-style: italic;" class="mycode_i">world.events.entitySpawn</span>. This event no longer fires for players<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Refactored and Improved Player events</span><br />
<ul class="mycode_list"><li>PlayerJoinEvent<ul class="mycode_list"><li>Added read-only property <span style="font-style: italic;" class="mycode_i">playerId</span>– The unique ID of the player that joined the world<br />
<br />
</li>
<li>Added read-only property <span style="font-style: italic;" class="mycode_i">playerName</span>– The name of the player that joined the world<br />
<br />
</li>
<li>Removed property <span style="font-style: italic;" class="mycode_i">player</span><br />
</li>
</ul>
<br />
</li>
<li>PlayerLeaveEvent<ul class="mycode_list"><li>Added read-only property <span style="font-style: italic;" class="mycode_i">playerId</span>– The unique ID of the player that left the world<br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Say/Tell/sendMessage APIs</span><br />
<ul class="mycode_list"><li>Renamed <span style="font-style: italic;" class="mycode_i">IRawMessage</span> to <span style="font-style: italic;" class="mycode_i">RawMessage</span> for naming consistency<br />
<br />
</li>
<li>RawMessage<ul class="mycode_list"><li>Changed the signature of property withfrom <span style="font-style: italic;" class="mycode_i">(string[] | RawMessage)[]? </span> to <span style="font-style: italic;" class="mycode_i">(string[] | RawMessage)?</span><br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Scoreboard get/set value APIs</span><br />
<ul class="mycode_list"><li>Scoreboard<ul class="mycode_list"><li>Added <span style="font-style: italic;" class="mycode_i">setScore(ScoreboardObjective, ScoreboardIdentity, Number)</span><br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">getScore(ScoreboardObjective, ScoreboardIdentity)</span><br />
</li>
</ul>
<br />
</li>
<li>ScoreboardObjective<ul class="mycode_list"><li>Added <span style="font-style: italic;" class="mycode_i">setScore(ScoreboardIdentity, Number)</span><br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">getScore(ScoreboardIdentity)</span><br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">removeParticipant(ScoreboardIdentity)</span><br />
</li>
</ul>
<br />
</li>
<li>ScoreboardIdentity<ul class="mycode_list"><li>Added <span style="font-style: italic;" class="mycode_i">setScore(ScoreboardObjective, Number)</span><br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">getScore(ScoreboardObjective)</span><br />
<br />
</li>
<li>Added <span style="font-style: italic;" class="mycode_i">removeFromObjective(ScoreboardObjective)</span><br />
</li>
</ul>
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">EntityHurtEvent updates</span><br />
<ul class="mycode_list"><li>Added read-only property <span style="font-style: italic;" class="mycode_i">damageSource: EntityDamageSource</span> – Gets information about the damage source<br />
<br />
</li>
<li>EntityDamageSource<ul class="mycode_list"><li>Added property <span style="font-style: italic;" class="mycode_i">cause: EntityDamageCause</span> – Gets the damage cause<br />
<br />
</li>
<li>Added property <span style="font-style: italic;" class="mycode_i">damagingEntity?: Entity</span> – Gets the damaging Entity<br />
<br />
</li>
<li>Added property <span style="font-style: italic;" class="mycode_i">damagingProjectile?: Entity</span> – Gets the damaging projectile Entity<br />
<br />
</li>
<li>Added function <span style="font-style: italic;" class="mycode_i">applyDamage(amount: number, source?: EntityDamageSource): boolean</span> – Applies damage to the Entity and returns the result of the operation<br />
</li>
</ul>
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[News - Minecraft Live: Voting for Your Mob]]></title>
			<link>https://sickgaming.net/thread-101331.html</link>
			<pubDate>Sun, 03 Sep 2023 10:49:33 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-101331.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Minecraft Live: Voting for Your Mob</span><br />
<br />
Mojang has released the 3 trailers for the mobs for this year’s mob vote. Players from around the world can vote on their favorite new mob trailer to get their new mob added to the game!<br />
<br />
The vote opens on October 14, 12PM EDT and closes on October 15, 12PM EDT. You only get one vote, but you can change it as many times as you want during these 24 hours<br />
<br />
This year, voting will be done through 3 different methods. These new methods will ensure players from around the world are all heard equally<br />
<br />
– Minecraft Launcher<br />
<br />
– Minecraft.net<br />
<br />
– A special map for Bedrock Edition<br />
<br />
Let’s meet our contestants:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Rascal</span><br />
<br />
A mischievous mob that loves to play Hide & Seek! The rascal lurks in underground mines, waiting to be found. If you spot the same rascal three times, it will reward you with a prize so keep your eyes open!<br />
<br />
<span style="font-weight: bold;" class="mycode_b"></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/9NXbtp9uhOI" frameborder="0" allowfullscreen="true"></iframe></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Sniffer</span><br />
<br />
This ancient creature was once part of the Overworld’s ecosystem, now you can bring back the sniffer if you can find its egg! Hatch new mobs, breed them, and figure out how to make the sniffer thrive once more. There are seeds out there that only the sniffer can find!<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/MPJ2dzVcOgg" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tuff Golem</span><br />
<br />
A statue with a twist – it comes alive! When the tuff golem awakens, it will walk around, pick up, and hold any item it comes across. Don’t worry, it will return to the same spot that you’ve placed it when it turns back into a statue. It may be a work of art, but you’re the designer.<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/5EYP3_yRD1k" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
————————————<br />
<br />
Full information can be found here: <a href="https://www.minecraft.net/en-us/live" target="_blank" rel="noopener" class="mycode_url">https://www.minecraft.net/en-us/live</a>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">News - Minecraft Live: Voting for Your Mob</span><br />
<br />
Mojang has released the 3 trailers for the mobs for this year’s mob vote. Players from around the world can vote on their favorite new mob trailer to get their new mob added to the game!<br />
<br />
The vote opens on October 14, 12PM EDT and closes on October 15, 12PM EDT. You only get one vote, but you can change it as many times as you want during these 24 hours<br />
<br />
This year, voting will be done through 3 different methods. These new methods will ensure players from around the world are all heard equally<br />
<br />
– Minecraft Launcher<br />
<br />
– Minecraft.net<br />
<br />
– A special map for Bedrock Edition<br />
<br />
Let’s meet our contestants:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Rascal</span><br />
<br />
A mischievous mob that loves to play Hide & Seek! The rascal lurks in underground mines, waiting to be found. If you spot the same rascal three times, it will reward you with a prize so keep your eyes open!<br />
<br />
<span style="font-weight: bold;" class="mycode_b"></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/9NXbtp9uhOI" frameborder="0" allowfullscreen="true"></iframe></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Sniffer</span><br />
<br />
This ancient creature was once part of the Overworld’s ecosystem, now you can bring back the sniffer if you can find its egg! Hatch new mobs, breed them, and figure out how to make the sniffer thrive once more. There are seeds out there that only the sniffer can find!<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/MPJ2dzVcOgg" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tuff Golem</span><br />
<br />
A statue with a twist – it comes alive! When the tuff golem awakens, it will walk around, pick up, and hold any item it comes across. Don’t worry, it will return to the same spot that you’ve placed it when it turns back into a statue. It may be a work of art, but you’re the designer.<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/5EYP3_yRD1k" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
————————————<br />
<br />
Full information can be found here: <a href="https://www.minecraft.net/en-us/live" target="_blank" rel="noopener" class="mycode_url">https://www.minecraft.net/en-us/live</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Minecraft CMI Admin / Server / Item Shops Method with Examples]]></title>
			<link>https://sickgaming.net/thread-100189.html</link>
			<pubDate>Sat, 05 Nov 2022 06:31:28 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=13811">SickProdigy</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-100189.html</guid>
			<description><![CDATA[Admin/Server/Item Shops<br />
<br />
Zrips: <a href="https://www.zrips.net/itemshop/" target="_blank" rel="noopener" class="mycode_url">https://www.zrips.net/itemshop/</a><br />
<br />
Felt like this method/tutorial should be let known. The method on the website kind of points in one direction, and doesn't quite touch base on how to get a decent, server/admin shop setup.<br />
<br />
With Residences (another plugin offered by zrips), you are able to create shops within also. That has not been incorporated into this yet.<br />
<br />
Dynamic Signs could be used if you like editing from config file. Must first be setup for each sign. Not very intuitive. if you use '/dsign' or '/cmi dsign' while looking at a dynamic sign, you can edit it. To make a dynamic sign, you place a sign, then run the following<br />
<br />
Command:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/cmi dsign new</code></div></div>Note* Must be looking at a sign.<br />
<br />
Config File it created: dynamicSigns.yml<br />
Example:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>'1':
  Interval: 5.0
  Range: 8
  Personal: true
  Lines:
  - {#dfcd6f}Bread
  - 'Price: {#24500f}50₿'
  - {#1c39bb}Click to BUY</code></div></div><br />
The issue with using Dynamic sign, is if you use sign edit '/se [linenumber] text' the dynamic sign just goes obsolete. So it is recommended to NOT use /se with dynamic signs. All of these are separate features and have to be used somewhat differently from each other. Or in certain fashions to work correctly.<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">Interactive Commands;</span> <br />
Using IC, you can view all IC's available with '/ic' or '/cmi ic'<br />
Also, once a sign has been made it will not update from config. It will be a static sign that's intractable. Using this method doesn't make it easy to edit signs already made.<br />
<br />
<span style="font-size: large;" class="mycode_size">Creating an InteractiveCommand Sign:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">IC Method 1:</span></span><br />
Method 1 TL;DR: Create a sign with /ic, apply permissions, use [ic:icname] in first line of sign upon creation. Doesn't work any other way. /cmi reload doesn't reload config SignLines.<br />
<br />
<br />
Command:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/cmi ic new name-of-sign/shop</code></div></div><br />
Config File: interactiveCommands.yml<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code># Use [ic:[icname]] in first line of sign. Make sure to give permissions for cmi.interactivesign.* to user posting
goldappless:
  Locations:
  - world1;-1066.0;71.0;-552.0
  Commands:
  - cmi money take [playerName] 10000
  - cmi give [playerName] golden_apple
  - cmi actionbarmsg [playerName] Golden Apple placed in your inventory
  SignLines:
  - '{#dfcd6f}Golden Apple'
  - 'Price: {#0bda51}10000₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
sellshop:
  Commands: []
carrotshop:
  Locations:
  - world1;-1063.0;71.0;-555.0
  Commands:
  - cmi money take [playerName] 50
  - cmi give [playerName] carrot
  - cmi actionbarmsg [playerName] Carrot placed in your inventory
  SignLines:
  - '{#dfcd6f}Carrot'
  - 'Price: {#0bda51}50₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
cakeshop:
  Locations:
  - world1;-1063.0;71.0;-554.0
  Commands:
  - cmi money take [playerName] 150
  - cmi give [playerName] cake
  - cmi actionbarmsg [playerName] Cake placed in your inventory
  SignLines:
  - '{#dfcd6f}Cake'
  - 'Price: {#0bda51}150₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
applesshop:
  Locations:
  - world1;-1066.0;72.0;-553.0
  Commands:
  - cmi money take [playerName] 100
  - cmi give [playerName] apple
  - cmi actionbarmsg [playerName] Apple placed in your inventory
  SignLines:
  - '{#dfcd6f}Apples'
  - 'Price: {#0bda51}100₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
breadshop:
  Locations:
  - world1;-1063.0;71.0;-552.0
  Commands:
  - cmi money take [playerName] 50
  - cmi give [playerName] bread
  - cmi actionbarmsg [playerName] Bread placed in your inventory
  SignLines:
  - '{#dfcd6f}Bread'
  - 'Price: {#0bda51}50₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
eggsshop:
  Locations:
  - world1;-1063.0;72.0;-553.0
  Commands:
  - cmi money take [playerName] 50
  - cmi give [playerName] egg
  - cmi actionbarmsg [playerName] Egg placed in your inventory
  SignLines:
  - '{#dfcd6f}Egg'
  - 'Price: {#0bda51}50₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
sugarshop:
  Locations:
  - world1;-1063.0;71.0;-556.0
  Commands:
  - cmi money take [playerName] 50
  - cmi give [playerName] sugar
  - ' '
  - cmi actionbarmsg [playerName] Sugar placed in your inventory
  SignLines:
  - '{#dfcd6f}Sugar'
  - 'Price: {#0bda51}50₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true</code></div></div><br />
You can use the sign name like so<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[ic:applesshop]</code></div></div>In the first line of the sign only when you first place the sign. You must remove and replace the sign to name again with Interactive Command options and sign lines.<br />
<br />
If you run <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/ic</code></div></div><br />
You will get a list of InteractiveCommands you have created. Or option to create more by clicking GREEN + sign.<br />
<br />
<img src="https://i.imgur.com/NxsvdGz.png" loading="lazy"  alt="[Image: NxsvdGz.png]" class="mycode_img" /><br />
<br />
From here you can click the InteractiveCommand you want and make it public.<br />
<img src="https://i.imgur.com/PvA74ct.png" loading="lazy"  alt="[Image: PvA74ct.png]" class="mycode_img" /><br />
You should be able to see what the sign should have in the top line here also.<br />
Make sure to<br />
<img src="https://i.imgur.com/kLL6Ye5.png" loading="lazy"  alt="[Image: kLL6Ye5.png]" class="mycode_img" /><br />
Enabled, requires permission to place the sign.<br />
Also add that permission or cmi.interactivesign.* to the user or group trying to create the signs.<br />
<br />
This only works when you first create the sign. Sign Edit will mess it up, along with dynamic sign. So don't use those on the sign once you get it working.<br />
<br />
With IC, you can edit signs in the config file if you used [ic:[icname]] in top line of sign:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>apples-shop:
  Locations:
  - world1;-1066.0;71.0;-555.0
  Commands:
  - cmi money take [playerName] 100
  - cmi give [playerName] apple
  SignLines:
  - '{#dfcd6f}Apples'
  - 'Price: {#0bda51}100₿'
  - '{#08e8de}Click to BUY'</code></div></div>The lines don't seem to update with /cmi reload.<br />
So doesn't seem to be a quick way to update compared to dynamic signs. It will reload with the command above.<br />
<br />
You can also edit sign lines using /ic click the ic,<br />
and look for [EditSignLines] in the new conext menu followed with a click.<br />
Now each line is editable with a click.<br />
Example:<br />
<img src="https://i.imgur.com/VsYIJMo.png" loading="lazy"  alt="[Image: VsYIJMo.png]" class="mycode_img" /><br />
<br />
If you change it to public status, anyone can paste the IC sign.<br />
If you enable [ReqPerm], any user with <span style="font-weight: bold;" class="mycode_b">cmi.interactivesign.[icname]</span> permission node will be able to paste that IC sign.<br />
You could give admin <span style="font-weight: bold;" class="mycode_b">cmi.interactivesign.* </span>for access to all signs.<br />
Locations in file are updated automatically.<br />
<br />
cmi.interactivesign.[icname] – Allows to create interactive signs when using [ic:[icName]] as top line of sign<br />
<br />
As you can see, you can further narrow it down per group in Lucky Perms (permission software). <br />
Have VIP members able to use signs, or maybe user shops can come into play. cmi pay command can be used etc.<br />
<br />
Note* Editing from config and then editing from GUI can turn into a hassle. Be sure your copy is updated everytime you make an edit. Otherwise some changes won't be saved, or some changes will be overwritten. Editing sign lines DOESN'T auto update in game. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">IC Method 2:</span></span><br />
Method 2 TL;DR: You can preformat a sign in game using /se or /dsign and apply an interactive sign to the block you are looking at.<br />
<br />
Command:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/cmi ic new name-of-sign/shop</code></div></div><br />
Config File: interactiveCommands.yml<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code># Use [ic:[icname]] in first line of sign. Make sure to give permissions for cmi.interactivesign.* to user posting
goldappless:
  Locations:
  - world1;-1066.0;71.0;-552.0
  Commands:
  - cmi money take [playerName] 10000
  - cmi give [playerName] golden_apple
  - cmi actionbarmsg [playerName] Golden Apple placed in your inventory
  SignLines:
  - '{#dfcd6f}Golden Apple'
  - 'Price: {#0bda51}10000₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
sellshop:
  Commands: []
carrotshop:
  Locations:
  - world1;-1063.0;71.0;-555.0
  Commands:
  - cmi money take [playerName] 50
  - cmi give [playerName] carrot
  - cmi actionbarmsg [playerName] Carrot placed in your inventory
  SignLines:
  - '{#dfcd6f}Carrot'
  - 'Price: {#0bda51}50₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
cakeshop:
  Locations:
  - world1;-1063.0;71.0;-554.0
  Commands:
  - cmi money take [playerName] 150
  - cmi give [playerName] cake
  - cmi actionbarmsg [playerName] Cake placed in your inventory
  SignLines:
  - '{#dfcd6f}Cake'
  - 'Price: {#0bda51}150₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
applesshop:
  Locations:
  - world1;-1066.0;72.0;-553.0
  Commands:
  - cmi money take [playerName] 100
  - cmi give [playerName] apple
  - cmi actionbarmsg [playerName] Apple placed in your inventory
  SignLines:
  - '{#dfcd6f}Apples'
  - 'Price: {#0bda51}100₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
breadshop:
  Locations:
  - world1;-1063.0;71.0;-552.0
  Commands:
  - cmi money take [playerName] 50
  - cmi give [playerName] bread
  - cmi actionbarmsg [playerName] Bread placed in your inventory
  SignLines:
  - '{#dfcd6f}Bread'
  - 'Price: {#0bda51}50₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
eggsshop:
  Locations:
  - world1;-1063.0;72.0;-553.0
  Commands:
  - cmi money take [playerName] 50
  - cmi give [playerName] egg
  - cmi actionbarmsg [playerName] Egg placed in your inventory
  SignLines:
  - '{#dfcd6f}Egg'
  - 'Price: {#0bda51}50₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
sugarshop:
  Locations:
  - world1;-1063.0;71.0;-556.0
  Commands:
  - cmi money take [playerName] 50
  - cmi give [playerName] sugar
  - ' '
  - cmi actionbarmsg [playerName] Sugar placed in your inventory
  SignLines:
  - '{#dfcd6f}Sugar'
  - 'Price: {#0bda51}50₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true</code></div></div><br />
There should be a command to auto bind to the block you are facing when inputting that command. I'm not sure of it at this moment.<br />
<br />
Instead, click the + button after you run the command. It will add the block you are looking at when looking at a sign (or hologram, or whatever object really). <br />
<br />
<img src="https://i.imgur.com/dIo3cmk.png" loading="lazy"  alt="[Image: dIo3cmk.png]" class="mycode_img" /><br />
<br />
You can use this exact script from above, just delete the location for everything, and in game run '/cmi ic'. Click the item you want to add a location for. Then click the '+' button to use the location you are looking at.<br />
<br />
If you use the + button to add the sign instead of using the [ic:[icname]] in the first line, you can use sign edit (/se) or dynamic sign (/dsign) on the sign to manage it.<br />
This does dis-associate the InteractiveCommand sign-lines with the sign though. Rather annoying it doesn't work like dynamic signs and reload anytime the top line says [ic:icname], so keep in mind that little bug.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">And that's the end of IC Method 2.</span><br />
<br />
You can technically have any block, hologram w/wo floating icon, or even entities as right clickable. Have a sign or another hologram line to explain the price. Only limited by your imagination it seems.<br />
<br />
In image example below you will see I have setup a hologram in front of a sign, but when you right click the sign it will buy the item floating.<br />
<br />
<img src="https://i.imgur.com/6iarLYq.png" loading="lazy"  alt="[Image: 6iarLYq.png]" class="mycode_img" /><br />
<br />
You could have the item floating right clickable in hologram also to buy. Not covered here yet.<br />
<br />
<br />
Hologram Sell Shops:<br />
<br />
You could use hologram with pages, and each page would be a different item. just right click the 'Buy' line to buy the item, using commands from above. May look sleek. Will have to try it later.<br />
<br />
Note*<br />
<br />
Priority of Sign features are like so<br />
<br />
Sign Edit > Dynamic Signs > Interactive Commands<br />
<br />
If you use sign edit, that sign will be dis-associated with Dynamic sign or Interactive commands. So SE (Sign edit) takes precedence over the other features. Then dynamic sign, I believe will take precedence over IC signs. So if you setup an IC, then use DS on it, you no longer can edit with IC. You can always change the commands on IC, just won't have access to edit SignLines because the sign has been dis-associated. Using IC to create a sign, changes made in config aren't static after a sign has been made using IC.<br />
<br />
Hope this helps others.<br />
<br />
SickProdigy]]></description>
			<content:encoded><![CDATA[Admin/Server/Item Shops<br />
<br />
Zrips: <a href="https://www.zrips.net/itemshop/" target="_blank" rel="noopener" class="mycode_url">https://www.zrips.net/itemshop/</a><br />
<br />
Felt like this method/tutorial should be let known. The method on the website kind of points in one direction, and doesn't quite touch base on how to get a decent, server/admin shop setup.<br />
<br />
With Residences (another plugin offered by zrips), you are able to create shops within also. That has not been incorporated into this yet.<br />
<br />
Dynamic Signs could be used if you like editing from config file. Must first be setup for each sign. Not very intuitive. if you use '/dsign' or '/cmi dsign' while looking at a dynamic sign, you can edit it. To make a dynamic sign, you place a sign, then run the following<br />
<br />
Command:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/cmi dsign new</code></div></div>Note* Must be looking at a sign.<br />
<br />
Config File it created: dynamicSigns.yml<br />
Example:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>'1':
  Interval: 5.0
  Range: 8
  Personal: true
  Lines:
  - {#dfcd6f}Bread
  - 'Price: {#24500f}50₿'
  - {#1c39bb}Click to BUY</code></div></div><br />
The issue with using Dynamic sign, is if you use sign edit '/se [linenumber] text' the dynamic sign just goes obsolete. So it is recommended to NOT use /se with dynamic signs. All of these are separate features and have to be used somewhat differently from each other. Or in certain fashions to work correctly.<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">Interactive Commands;</span> <br />
Using IC, you can view all IC's available with '/ic' or '/cmi ic'<br />
Also, once a sign has been made it will not update from config. It will be a static sign that's intractable. Using this method doesn't make it easy to edit signs already made.<br />
<br />
<span style="font-size: large;" class="mycode_size">Creating an InteractiveCommand Sign:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">IC Method 1:</span></span><br />
Method 1 TL;DR: Create a sign with /ic, apply permissions, use [ic:icname] in first line of sign upon creation. Doesn't work any other way. /cmi reload doesn't reload config SignLines.<br />
<br />
<br />
Command:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/cmi ic new name-of-sign/shop</code></div></div><br />
Config File: interactiveCommands.yml<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code># Use [ic:[icname]] in first line of sign. Make sure to give permissions for cmi.interactivesign.* to user posting
goldappless:
  Locations:
  - world1;-1066.0;71.0;-552.0
  Commands:
  - cmi money take [playerName] 10000
  - cmi give [playerName] golden_apple
  - cmi actionbarmsg [playerName] Golden Apple placed in your inventory
  SignLines:
  - '{#dfcd6f}Golden Apple'
  - 'Price: {#0bda51}10000₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
sellshop:
  Commands: []
carrotshop:
  Locations:
  - world1;-1063.0;71.0;-555.0
  Commands:
  - cmi money take [playerName] 50
  - cmi give [playerName] carrot
  - cmi actionbarmsg [playerName] Carrot placed in your inventory
  SignLines:
  - '{#dfcd6f}Carrot'
  - 'Price: {#0bda51}50₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
cakeshop:
  Locations:
  - world1;-1063.0;71.0;-554.0
  Commands:
  - cmi money take [playerName] 150
  - cmi give [playerName] cake
  - cmi actionbarmsg [playerName] Cake placed in your inventory
  SignLines:
  - '{#dfcd6f}Cake'
  - 'Price: {#0bda51}150₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
applesshop:
  Locations:
  - world1;-1066.0;72.0;-553.0
  Commands:
  - cmi money take [playerName] 100
  - cmi give [playerName] apple
  - cmi actionbarmsg [playerName] Apple placed in your inventory
  SignLines:
  - '{#dfcd6f}Apples'
  - 'Price: {#0bda51}100₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
breadshop:
  Locations:
  - world1;-1063.0;71.0;-552.0
  Commands:
  - cmi money take [playerName] 50
  - cmi give [playerName] bread
  - cmi actionbarmsg [playerName] Bread placed in your inventory
  SignLines:
  - '{#dfcd6f}Bread'
  - 'Price: {#0bda51}50₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
eggsshop:
  Locations:
  - world1;-1063.0;72.0;-553.0
  Commands:
  - cmi money take [playerName] 50
  - cmi give [playerName] egg
  - cmi actionbarmsg [playerName] Egg placed in your inventory
  SignLines:
  - '{#dfcd6f}Egg'
  - 'Price: {#0bda51}50₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
sugarshop:
  Locations:
  - world1;-1063.0;71.0;-556.0
  Commands:
  - cmi money take [playerName] 50
  - cmi give [playerName] sugar
  - ' '
  - cmi actionbarmsg [playerName] Sugar placed in your inventory
  SignLines:
  - '{#dfcd6f}Sugar'
  - 'Price: {#0bda51}50₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true</code></div></div><br />
You can use the sign name like so<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[ic:applesshop]</code></div></div>In the first line of the sign only when you first place the sign. You must remove and replace the sign to name again with Interactive Command options and sign lines.<br />
<br />
If you run <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/ic</code></div></div><br />
You will get a list of InteractiveCommands you have created. Or option to create more by clicking GREEN + sign.<br />
<br />
<img src="https://i.imgur.com/NxsvdGz.png" loading="lazy"  alt="[Image: NxsvdGz.png]" class="mycode_img" /><br />
<br />
From here you can click the InteractiveCommand you want and make it public.<br />
<img src="https://i.imgur.com/PvA74ct.png" loading="lazy"  alt="[Image: PvA74ct.png]" class="mycode_img" /><br />
You should be able to see what the sign should have in the top line here also.<br />
Make sure to<br />
<img src="https://i.imgur.com/kLL6Ye5.png" loading="lazy"  alt="[Image: kLL6Ye5.png]" class="mycode_img" /><br />
Enabled, requires permission to place the sign.<br />
Also add that permission or cmi.interactivesign.* to the user or group trying to create the signs.<br />
<br />
This only works when you first create the sign. Sign Edit will mess it up, along with dynamic sign. So don't use those on the sign once you get it working.<br />
<br />
With IC, you can edit signs in the config file if you used [ic:[icname]] in top line of sign:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>apples-shop:
  Locations:
  - world1;-1066.0;71.0;-555.0
  Commands:
  - cmi money take [playerName] 100
  - cmi give [playerName] apple
  SignLines:
  - '{#dfcd6f}Apples'
  - 'Price: {#0bda51}100₿'
  - '{#08e8de}Click to BUY'</code></div></div>The lines don't seem to update with /cmi reload.<br />
So doesn't seem to be a quick way to update compared to dynamic signs. It will reload with the command above.<br />
<br />
You can also edit sign lines using /ic click the ic,<br />
and look for [EditSignLines] in the new conext menu followed with a click.<br />
Now each line is editable with a click.<br />
Example:<br />
<img src="https://i.imgur.com/VsYIJMo.png" loading="lazy"  alt="[Image: VsYIJMo.png]" class="mycode_img" /><br />
<br />
If you change it to public status, anyone can paste the IC sign.<br />
If you enable [ReqPerm], any user with <span style="font-weight: bold;" class="mycode_b">cmi.interactivesign.[icname]</span> permission node will be able to paste that IC sign.<br />
You could give admin <span style="font-weight: bold;" class="mycode_b">cmi.interactivesign.* </span>for access to all signs.<br />
Locations in file are updated automatically.<br />
<br />
cmi.interactivesign.[icname] – Allows to create interactive signs when using [ic:[icName]] as top line of sign<br />
<br />
As you can see, you can further narrow it down per group in Lucky Perms (permission software). <br />
Have VIP members able to use signs, or maybe user shops can come into play. cmi pay command can be used etc.<br />
<br />
Note* Editing from config and then editing from GUI can turn into a hassle. Be sure your copy is updated everytime you make an edit. Otherwise some changes won't be saved, or some changes will be overwritten. Editing sign lines DOESN'T auto update in game. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">IC Method 2:</span></span><br />
Method 2 TL;DR: You can preformat a sign in game using /se or /dsign and apply an interactive sign to the block you are looking at.<br />
<br />
Command:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/cmi ic new name-of-sign/shop</code></div></div><br />
Config File: interactiveCommands.yml<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code># Use [ic:[icname]] in first line of sign. Make sure to give permissions for cmi.interactivesign.* to user posting
goldappless:
  Locations:
  - world1;-1066.0;71.0;-552.0
  Commands:
  - cmi money take [playerName] 10000
  - cmi give [playerName] golden_apple
  - cmi actionbarmsg [playerName] Golden Apple placed in your inventory
  SignLines:
  - '{#dfcd6f}Golden Apple'
  - 'Price: {#0bda51}10000₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
sellshop:
  Commands: []
carrotshop:
  Locations:
  - world1;-1063.0;71.0;-555.0
  Commands:
  - cmi money take [playerName] 50
  - cmi give [playerName] carrot
  - cmi actionbarmsg [playerName] Carrot placed in your inventory
  SignLines:
  - '{#dfcd6f}Carrot'
  - 'Price: {#0bda51}50₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
cakeshop:
  Locations:
  - world1;-1063.0;71.0;-554.0
  Commands:
  - cmi money take [playerName] 150
  - cmi give [playerName] cake
  - cmi actionbarmsg [playerName] Cake placed in your inventory
  SignLines:
  - '{#dfcd6f}Cake'
  - 'Price: {#0bda51}150₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
applesshop:
  Locations:
  - world1;-1066.0;72.0;-553.0
  Commands:
  - cmi money take [playerName] 100
  - cmi give [playerName] apple
  - cmi actionbarmsg [playerName] Apple placed in your inventory
  SignLines:
  - '{#dfcd6f}Apples'
  - 'Price: {#0bda51}100₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
breadshop:
  Locations:
  - world1;-1063.0;71.0;-552.0
  Commands:
  - cmi money take [playerName] 50
  - cmi give [playerName] bread
  - cmi actionbarmsg [playerName] Bread placed in your inventory
  SignLines:
  - '{#dfcd6f}Bread'
  - 'Price: {#0bda51}50₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
eggsshop:
  Locations:
  - world1;-1063.0;72.0;-553.0
  Commands:
  - cmi money take [playerName] 50
  - cmi give [playerName] egg
  - cmi actionbarmsg [playerName] Egg placed in your inventory
  SignLines:
  - '{#dfcd6f}Egg'
  - 'Price: {#0bda51}50₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true
sugarshop:
  Locations:
  - world1;-1063.0;71.0;-556.0
  Commands:
  - cmi money take [playerName] 50
  - cmi give [playerName] sugar
  - ' '
  - cmi actionbarmsg [playerName] Sugar placed in your inventory
  SignLines:
  - '{#dfcd6f}Sugar'
  - 'Price: {#0bda51}50₿'
  - ' '
  - '{#08e8de}Click to BUY'
  Public: true</code></div></div><br />
There should be a command to auto bind to the block you are facing when inputting that command. I'm not sure of it at this moment.<br />
<br />
Instead, click the + button after you run the command. It will add the block you are looking at when looking at a sign (or hologram, or whatever object really). <br />
<br />
<img src="https://i.imgur.com/dIo3cmk.png" loading="lazy"  alt="[Image: dIo3cmk.png]" class="mycode_img" /><br />
<br />
You can use this exact script from above, just delete the location for everything, and in game run '/cmi ic'. Click the item you want to add a location for. Then click the '+' button to use the location you are looking at.<br />
<br />
If you use the + button to add the sign instead of using the [ic:[icname]] in the first line, you can use sign edit (/se) or dynamic sign (/dsign) on the sign to manage it.<br />
This does dis-associate the InteractiveCommand sign-lines with the sign though. Rather annoying it doesn't work like dynamic signs and reload anytime the top line says [ic:icname], so keep in mind that little bug.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">And that's the end of IC Method 2.</span><br />
<br />
You can technically have any block, hologram w/wo floating icon, or even entities as right clickable. Have a sign or another hologram line to explain the price. Only limited by your imagination it seems.<br />
<br />
In image example below you will see I have setup a hologram in front of a sign, but when you right click the sign it will buy the item floating.<br />
<br />
<img src="https://i.imgur.com/6iarLYq.png" loading="lazy"  alt="[Image: 6iarLYq.png]" class="mycode_img" /><br />
<br />
You could have the item floating right clickable in hologram also to buy. Not covered here yet.<br />
<br />
<br />
Hologram Sell Shops:<br />
<br />
You could use hologram with pages, and each page would be a different item. just right click the 'Buy' line to buy the item, using commands from above. May look sleek. Will have to try it later.<br />
<br />
Note*<br />
<br />
Priority of Sign features are like so<br />
<br />
Sign Edit > Dynamic Signs > Interactive Commands<br />
<br />
If you use sign edit, that sign will be dis-associated with Dynamic sign or Interactive commands. So SE (Sign edit) takes precedence over the other features. Then dynamic sign, I believe will take precedence over IC signs. So if you setup an IC, then use DS on it, you no longer can edit with IC. You can always change the commands on IC, just won't have access to edit SignLines because the sign has been dis-associated. Using IC to create a sign, changes made in config aren't static after a sign has been made using IC.<br />
<br />
Hope this helps others.<br />
<br />
SickProdigy]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to Join a Bedrock/Java Edition Server on Console/Xbox/Switch/iOS/Android]]></title>
			<link>https://sickgaming.net/thread-99930.html</link>
			<pubDate>Sun, 11 Sep 2022 00:04:14 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=13811">SickProdigy</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-99930.html</guid>
			<description><![CDATA[Overview:<br />
One of the biggest perks for playing on <a href="https://apexminecrafthosting.com/bedrock/" target="_blank" rel="noopener" class="mycode_url">Bedrock</a> or a <a href="https://apexminecrafthosting.com/geysermc/" target="_blank" rel="noopener" class="mycode_url">Java server with Geyser</a> is the potential for cross-play. Bedrock players can join any server running GeyserMC or Bedrock Edition from any console. Most people know this already from playing on PC and PocketEdition, but the process for joining from a Switch or an Xbox requires a few extra steps. Here is a complete breakdown of how to join a Bedrock server from Xbox and Switch so you can join your friends online.<br />
 <br />
How to add a Minecraft Server on Xbox:<br />
Joining on Xbox Requires you to change your connection settings. Doing this will give you a new menu from the server page in your game to add a new server. These settings should not affect online play for other games, but you can reset them at any time should you choose to do so.<br />
<ol type="1" class="mycode_list"><li>Open your Xbox settings and select the Network Settings option.<br />
 <img src="https://cdn.apexminecrafthosting.com/img/uploads/2021/10/05211559/Discord_aFjEAuVwo5.jpg" loading="lazy"  alt="[Image: Discord_aFjEAuVwo5.jpg]" class="mycode_img" /><br />
</li>
<li>Go to Advanced Settings and choose the DNS Settings option.<br />
</li>
<li>Select Manual and you will be taken to a screen to manually enter your DNS settings<br />
 <img src="https://cdn.apexminecrafthosting.com/img/uploads/2021/10/05211556/Discord_ZsEos8p6Wf.jpg" loading="lazy"  alt="[Image: Discord_ZsEos8p6Wf.jpg]" class="mycode_img" /><br />
</li>
<li>For the Primary IPv4 DNS enter: <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>104.238.130.180</code></div></div></li>
<li>For the Secondary enter either: <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>8.8.8.8</code></div></div> or <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>1.1.1.1</code></div></div> <img src="https://cdn.apexminecrafthosting.com/img/uploads/2021/10/05211558/image_2021-10-05_161444.jpg" loading="lazy"  alt="[Image: image_2021-10-05_161444.jpg]" class="mycode_img" /><br />
</li>
<li>Save the changes and the console will perform a connection test<br />
</li>
</ol>
 <br />
How to add a Minecraft Server on Nintendo Switch:<br />
The process for joining from Switch is almost identical to setting up on Xbox. You can use the same basic settings used in the Xbox setup. You will also receive the exact same menu to join new servers in the game. These settings should not affect online play for other games, but you can reset them at any time should you choose to do so.<br />
<ol type="1" class="mycode_list"><li>Go to your System Settings and scroll down to the Internet option<br />
</li>
<li>Click on the Internet Settings option, choose your current network, and click on Change Settings<br />
</li>
<li>Scroll down to the DNS Settings and change it to Manual<br />
</li>
<li>For the Primary DNS enter: <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>104.238.130.180</code></div></div></li>
<li>For the Secondary enter either: <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>8.8.8.8</code></div></div> or <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>1.1.1.1</code></div></div></li>
<li>Save the changes and you are ready to go.<br />
</li>
</ol>
 <br />
Joining the game:<br />
Once you get your connection settings saved you can go ahead and open the game. From there the process to join a server is the same regardless of the console you are using.<br />
<ol type="1" class="mycode_list"><li>Click on Play and go to the Servers tab<br />
</li>
<li>Click on any of the pre-added servers on the list<br />
 <img src="https://cdn.apexminecrafthosting.com/img/uploads/2021/09/07180631/bedrock-server-list.png" loading="lazy"  alt="[Image: bedrock-server-list.png]" class="mycode_img" /><br />
</li>
<li>A new menu will appear when you try to join the server<br />
 <img src="https://cdn.apexminecrafthosting.com/img/uploads/2021/09/07180627/add-bedrock-server-1.png" loading="lazy"  alt="[Image: add-bedrock-server-1.png]" class="mycode_img" /><br />
</li>
<li>Choose the Connect to a Server option at the top of the screen<br />
 <img src="https://cdn.apexminecrafthosting.com/img/uploads/2021/09/07180629/add-bedrock-server-2.png" loading="lazy"  alt="[Image: add-bedrock-server-2.png]" class="mycode_img" /><br />
</li>
<li>Enter the Address and Port of the server you want to join<br />
</li>
<li>Choose the “add to server list” option to add it to your list, then click Submit<br />
</li>
</ol>
 <br />
Common Issues:<br />
<span style="font-weight: bold;" class="mycode_b">Unable to connect to world:</span><br />
This is an unfortunately common issue for Bedrock servers. There are not many sure-fire ways to resolve this issue, but here are our recommendations:<br />
<ol type="1" class="mycode_list"><li>Restart your console<br />
</li>
<li>Restart your server<br />
</li>
<li>Make sure both your game/console and the server are fully updated<br />
</li>
<li>If you are using a Java server with Geyser, make sure you have the latest version of the plugin <a href="https://apexminecrafthosting.com/geysermc/" target="_blank" rel="noopener" class="mycode_url">installed and configured</a> correctly. Also make sure you have Floodgate and <a href="https://apexminecrafthosting.com/viaversion-plugin/" target="_blank" rel="noopener" class="mycode_url">ViaVersion</a> installed on the server as well.<br />
</li>
<li>Change your secondary DNS from <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>8.8.8.8</code></div></div> to <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>1.1.1.1</code></div></div> or vice versa<br />
</li>
</ol>
 <br />
<span style="font-weight: bold;" class="mycode_b">The add server menu doesn’t appear:</span><br />
Change your secondary DNS from 8.8.8.8 to 1.1.1.1 or vice versa. In most cases, switching will allow the menu to pop up as normal.<br />
<span style="font-weight: bold;" class="mycode_b">Wow this server is popular:</span><br />
This error usually means that the server has too many people on it, or too many connection attempts have been made at once. If you believe that you are getting this in error though, the quickest and easiest way to fix it is to either wait a few minutes, or to just restart the server. The problem will go away once the server comes back up or is no longer getting so many connection attempts at once.<br />
You should also consider raising the player cap of your server from the control panel if you have it set to a low number like 2 or 3.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">You are not invited to this server:</span><br />
That means that the whitelist on the server is active. You will need to contact the server’s owner to get added to the whitelist, or disable it altogether. We have a guide available that goes over <a href="https://apexminecrafthosting.com/how-to-set-up-a-whitelist/" target="_blank" rel="noopener" class="mycode_url">how whitelisting works</a> and how it can be enabled/disabled.<br />
Please note that if you are using a Java server with Geyser you will need to put a * before a player’s name when adding them to the whitelist. Ex: <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/whitelist add *iVestri</code></div></div> instead of just <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/whitelist add iVestri</code></div></div><br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-size: x-large;" class="mycode_size">Looking for a Bedrock/Java server to join?</span></span><br />
<br />
Checkout <a href="https://www.sickgaming.net/thread-95524.html" target="_blank" rel="noopener" class="mycode_url">McEcon</a><br />
<br />
<span style="color: #17B529;" class="mycode_color">Java IP</span>: <span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">mcecon.sickgaming.net:25565 </span>(note* you don't really need port)</span><br />
or<br />
<span style="color: #17B529;" class="mycode_color">Bedrock IP:</span> <span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">mcecon.sickgaming.net:19132</span></span>]]></description>
			<content:encoded><![CDATA[Overview:<br />
One of the biggest perks for playing on <a href="https://apexminecrafthosting.com/bedrock/" target="_blank" rel="noopener" class="mycode_url">Bedrock</a> or a <a href="https://apexminecrafthosting.com/geysermc/" target="_blank" rel="noopener" class="mycode_url">Java server with Geyser</a> is the potential for cross-play. Bedrock players can join any server running GeyserMC or Bedrock Edition from any console. Most people know this already from playing on PC and PocketEdition, but the process for joining from a Switch or an Xbox requires a few extra steps. Here is a complete breakdown of how to join a Bedrock server from Xbox and Switch so you can join your friends online.<br />
 <br />
How to add a Minecraft Server on Xbox:<br />
Joining on Xbox Requires you to change your connection settings. Doing this will give you a new menu from the server page in your game to add a new server. These settings should not affect online play for other games, but you can reset them at any time should you choose to do so.<br />
<ol type="1" class="mycode_list"><li>Open your Xbox settings and select the Network Settings option.<br />
 <img src="https://cdn.apexminecrafthosting.com/img/uploads/2021/10/05211559/Discord_aFjEAuVwo5.jpg" loading="lazy"  alt="[Image: Discord_aFjEAuVwo5.jpg]" class="mycode_img" /><br />
</li>
<li>Go to Advanced Settings and choose the DNS Settings option.<br />
</li>
<li>Select Manual and you will be taken to a screen to manually enter your DNS settings<br />
 <img src="https://cdn.apexminecrafthosting.com/img/uploads/2021/10/05211556/Discord_ZsEos8p6Wf.jpg" loading="lazy"  alt="[Image: Discord_ZsEos8p6Wf.jpg]" class="mycode_img" /><br />
</li>
<li>For the Primary IPv4 DNS enter: <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>104.238.130.180</code></div></div></li>
<li>For the Secondary enter either: <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>8.8.8.8</code></div></div> or <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>1.1.1.1</code></div></div> <img src="https://cdn.apexminecrafthosting.com/img/uploads/2021/10/05211558/image_2021-10-05_161444.jpg" loading="lazy"  alt="[Image: image_2021-10-05_161444.jpg]" class="mycode_img" /><br />
</li>
<li>Save the changes and the console will perform a connection test<br />
</li>
</ol>
 <br />
How to add a Minecraft Server on Nintendo Switch:<br />
The process for joining from Switch is almost identical to setting up on Xbox. You can use the same basic settings used in the Xbox setup. You will also receive the exact same menu to join new servers in the game. These settings should not affect online play for other games, but you can reset them at any time should you choose to do so.<br />
<ol type="1" class="mycode_list"><li>Go to your System Settings and scroll down to the Internet option<br />
</li>
<li>Click on the Internet Settings option, choose your current network, and click on Change Settings<br />
</li>
<li>Scroll down to the DNS Settings and change it to Manual<br />
</li>
<li>For the Primary DNS enter: <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>104.238.130.180</code></div></div></li>
<li>For the Secondary enter either: <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>8.8.8.8</code></div></div> or <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>1.1.1.1</code></div></div></li>
<li>Save the changes and you are ready to go.<br />
</li>
</ol>
 <br />
Joining the game:<br />
Once you get your connection settings saved you can go ahead and open the game. From there the process to join a server is the same regardless of the console you are using.<br />
<ol type="1" class="mycode_list"><li>Click on Play and go to the Servers tab<br />
</li>
<li>Click on any of the pre-added servers on the list<br />
 <img src="https://cdn.apexminecrafthosting.com/img/uploads/2021/09/07180631/bedrock-server-list.png" loading="lazy"  alt="[Image: bedrock-server-list.png]" class="mycode_img" /><br />
</li>
<li>A new menu will appear when you try to join the server<br />
 <img src="https://cdn.apexminecrafthosting.com/img/uploads/2021/09/07180627/add-bedrock-server-1.png" loading="lazy"  alt="[Image: add-bedrock-server-1.png]" class="mycode_img" /><br />
</li>
<li>Choose the Connect to a Server option at the top of the screen<br />
 <img src="https://cdn.apexminecrafthosting.com/img/uploads/2021/09/07180629/add-bedrock-server-2.png" loading="lazy"  alt="[Image: add-bedrock-server-2.png]" class="mycode_img" /><br />
</li>
<li>Enter the Address and Port of the server you want to join<br />
</li>
<li>Choose the “add to server list” option to add it to your list, then click Submit<br />
</li>
</ol>
 <br />
Common Issues:<br />
<span style="font-weight: bold;" class="mycode_b">Unable to connect to world:</span><br />
This is an unfortunately common issue for Bedrock servers. There are not many sure-fire ways to resolve this issue, but here are our recommendations:<br />
<ol type="1" class="mycode_list"><li>Restart your console<br />
</li>
<li>Restart your server<br />
</li>
<li>Make sure both your game/console and the server are fully updated<br />
</li>
<li>If you are using a Java server with Geyser, make sure you have the latest version of the plugin <a href="https://apexminecrafthosting.com/geysermc/" target="_blank" rel="noopener" class="mycode_url">installed and configured</a> correctly. Also make sure you have Floodgate and <a href="https://apexminecrafthosting.com/viaversion-plugin/" target="_blank" rel="noopener" class="mycode_url">ViaVersion</a> installed on the server as well.<br />
</li>
<li>Change your secondary DNS from <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>8.8.8.8</code></div></div> to <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>1.1.1.1</code></div></div> or vice versa<br />
</li>
</ol>
 <br />
<span style="font-weight: bold;" class="mycode_b">The add server menu doesn’t appear:</span><br />
Change your secondary DNS from 8.8.8.8 to 1.1.1.1 or vice versa. In most cases, switching will allow the menu to pop up as normal.<br />
<span style="font-weight: bold;" class="mycode_b">Wow this server is popular:</span><br />
This error usually means that the server has too many people on it, or too many connection attempts have been made at once. If you believe that you are getting this in error though, the quickest and easiest way to fix it is to either wait a few minutes, or to just restart the server. The problem will go away once the server comes back up or is no longer getting so many connection attempts at once.<br />
You should also consider raising the player cap of your server from the control panel if you have it set to a low number like 2 or 3.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">You are not invited to this server:</span><br />
That means that the whitelist on the server is active. You will need to contact the server’s owner to get added to the whitelist, or disable it altogether. We have a guide available that goes over <a href="https://apexminecrafthosting.com/how-to-set-up-a-whitelist/" target="_blank" rel="noopener" class="mycode_url">how whitelisting works</a> and how it can be enabled/disabled.<br />
Please note that if you are using a Java server with Geyser you will need to put a * before a player’s name when adding them to the whitelist. Ex: <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/whitelist add *iVestri</code></div></div> instead of just <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/whitelist add iVestri</code></div></div><br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-size: x-large;" class="mycode_size">Looking for a Bedrock/Java server to join?</span></span><br />
<br />
Checkout <a href="https://www.sickgaming.net/thread-95524.html" target="_blank" rel="noopener" class="mycode_url">McEcon</a><br />
<br />
<span style="color: #17B529;" class="mycode_color">Java IP</span>: <span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">mcecon.sickgaming.net:25565 </span>(note* you don't really need port)</span><br />
or<br />
<span style="color: #17B529;" class="mycode_color">Bedrock IP:</span> <span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">mcecon.sickgaming.net:19132</span></span>]]></content:encoded>
		</item>
	</channel>
</rss>