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News - Minecraft Beta & Preview – 1.19.80.21
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News - Minecraft Beta & Preview – 1.19.80.21

The latest changelog for the recently released Beta & Preview 1.19.80.21.

[b]Experimental Features[/b]

Armor Trims
  • You can now visually customize your armor with a variety of unique trims at the Smithing Table

  • Armor Trims are purely visual with no gameplay benefits, and can only be applied to Helmets, Chestplates, Leggings, and Boots
    • All trim patterns are visually the same on an armor’s item icon, but the color will still change based on the trim material

    • To check which trim pattern a piece of armor has, you can hover over it in the inventory

  • Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contains its own unique Smithing Template:
    • Pillager Outpost
      • Sentry Armor Trim

    • Desert Pyramid
      • Dune Armor Trim

    • Shipwreck
      • Coast Armor Trim

    • Jungle Temple
      • Wild Armor Trim

    • Ocean Monument
      • Tide Armor Trim

    • Ancient City
      • Ward Armor Trim

    • Woodland Mansion
      • Vex Armor Trim

    • Nether Fortress
      • Rib Armor Trim

    • Bastion Remnant
      • Snout Armor Trim

    • Stronghold
      • Eye Armor Trim

    • End City
      • Spire Armor Trim

    • 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

    • Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!

    • An Armor Trim has two properties: a pattern and a material
      • The pattern is defined by the Smithing Template used to apply the trim and represents the visual pattern of the trim

      • The material is defined by what ingredient you used to apply the trim and represents the color of the trim

    • The viable ingredients you can use to define the color of your Armor Trim are the following:
      • Iron

      • Copper

      • Gold

      • Lapis

      • Emerald

      • Diamond

      • Netherite

      • Redstone

      • Amethyst

      • Quartz

Blocks
  • The Piglin Head Block’s ears now flap when the wearer is Riding a vehicle

  • Cherry Stripped Wood can now be crafted from Cherry Stripped Log (MCPE-168053)

  • Updated Cherry Leaves & Cherry Sign textures (MCPE-168059)

Archaeology feature set:
  • Added the Suspicious Gravel block

Mobs
  • Frogs born in the Cherry Grove biome are now the temperate variant instead of the cold variant (MCPE-168083)

Netherite Equipment
  • Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template

  • 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

  • This change was made for a variety of reasons:
    • Increases the time players utilize Diamond equipment before Netherite

    • Make Netherite equipment a more significant achievement in the game’s progression

    • Adapts Netherite more naturally into the new Smithing Table crafting system

Smithing Templates
  • Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications

  • Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Templates

  • Smithing Templates define what type of upgrade you will be making to the equipment
    • It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade

    • There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade

  • Smithing Templates are consumed when used to upgrade an item in the Smithing Table

  • 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

[b]Features and Bug Fixes[/b]

Accessibility Features
  • Potions no longer have an enchantment glint due to it obscuring the color of the potion contents

  • Potions have had their colors adjusted to make them more distinguishable from each other

  • Decreased the default visibility of the glint on enchanted items, which can now be modified in the Accessibility Settings

Blocks
  • “fence” block is now split into unique names, “oak_fence”, “acacia_fence”, “birch_fence”, “dark_oak_fence”, “jungle_fence”, and “spruce_fence”

  • Commands will still work with “fence”, but only new fence names will be suggested in the command prompt

Gameplay
  • Fixed experience orb position desync after teleport (MCPE-59584)

  • Going into lava in third person view no longer causes the camera to turn black (MCPE-166861)

  • Fixed an issue where players load incorrect data when loading a local game after connecting to a server or Realm (MCPE-164765)

  • Fixed an issue where the player camera height was incorrect with or without the sneak toggle (MCPE-167559)

Graphical
  • LevelChunks no longer flicker in The End dimension when Clientside Chunk Generation is enabled

User Interface
  • Corrected toggle navigation in the Edit World menu while using a gamepad or keyboard that was previously skipped

  • Updated designs for sign-in and sign-up screens in the preview

Vanilla Parity
  • Search bar in Creative inventory screen is now automatically selected while using a keyboard

Villagers
  • Villagers will now wake up in a valid position and will not phase through blocks (MCPE-142544)

[b]Technical Updates[/b]

AI Goals
  • Added “cooldown” field to target descriptors in “minecraft:behavior.nearest_attackable_target” goal

Blocks
  • Sponges no longer emit water drop particles underwater (MCPE-122138)

Commands
  • 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”

  • Removed requirement for blockState argument(s) when using other optional args in /fill /setblock and /clone (MCPE-167959)

  • Implemented the “inputpermission” command, which allows for setting the player’s camera or movement as enabled or disabled
    • Syntax: /inputpermission set

  • Implemented the “haspermission” target selector, which allows for selection based on player permission levels

General
  • 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’)” }

[b]Experimental Technical Features[/b]

Editor

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 GitHub.
  • Custom blocks are now listed in the block selector

  • Fixed z-fighting on paste preview over selection volume

 Scripting
  • Form promises are now rejected using typed errors, vs. strings as used previously

ItemStack
  • Added function getTags(): string[]– Returns all tags for the item

  • Added function hasTag(tag: string): boolean– Returns true if the item has the specified tag

EntityEquipmentInventoryComponent
  • This component is used to manipulate the equipment of mobs and players. To use it, call getComponent(‘equipment_inventory’)

  • Added function getEquipment(equipmentSlot: EquipmentSlot): ItemStack | undefined– Returns the item in the given equipment slot

  • Added function getEquipmentSlot(equipmentSlot: EquipmentSlot): ContainerSlot– Returns the container slot for the given equipment slot

  • Added function setEquipment(equipmentSlot: EquipmentSlot, itemStack?: ItemStack): void– Sets the item in the given equipment slot

ItemDurabilityComponent
  • The ItemDurabilityComponent now works with all damageable items, not just custom items

  • Removed property damageRange

  • Setting damage will now throw an exception if it is outside of the range [0, maxDurability]

GameTest Framework
  • Update specific GameTest exceptions to be thrown as GameTestError error objects
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