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News - Minecraft Beta & Preview – 1.19.80.21

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News - Minecraft Beta & Preview – 1.19.80.21

<div style="margin: 5px 5% 10px 5%;"><img src="https://www.sickgaming.net/blog/wp-content/uploads/2023/03/minecraft-beta-preview-1-19-80-21.png" width="16" height="16" title="" alt="" /></div><div><div><img decoding="async" src="https://www.sickgaming.net/blog/wp-content/uploads/2023/03/minecraft-beta-preview-1-19-80-21.png" class="ff-og-image-inserted"></div>
<p>The latest changelog for the recently released Beta &amp; Preview 1.19.80.21.</p>
<h3><strong>Experimental Features</strong></h3>
<p><strong>Armor Trims</strong></p>
<ul>
<li>You can now visually customize your armor with a variety of unique trims at the Smithing Table</li>
<li>Armor Trims are purely visual with no gameplay benefits, and can only be applied to Helmets, Chestplates, Leggings, and Boots
<ul>
<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</li>
<li>To check which trim pattern a piece of armor has, you can hover over it in the inventory</li>
</ul>
</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>
<li>Pillager Outpost
<ul>
<li>Sentry Armor Trim</li>
</ul>
</li>
<li>Desert Pyramid
<ul>
<li>Dune Armor Trim</li>
</ul>
</li>
<li>Shipwreck
<ul>
<li>Coast Armor Trim</li>
</ul>
</li>
<li>Jungle Temple
<ul>
<li>Wild Armor Trim</li>
</ul>
</li>
<li>Ocean Monument
<ul>
<li>Tide Armor Trim</li>
</ul>
</li>
<li>Ancient City
<ul>
<li>Ward Armor Trim</li>
</ul>
</li>
<li>Woodland Mansion
<ul>
<li>Vex Armor Trim</li>
</ul>
</li>
<li>Nether Fortress
<ul>
<li>Rib Armor Trim</li>
</ul>
</li>
<li>Bastion Remnant
<ul>
<li>Snout Armor Trim</li>
</ul>
</li>
<li>Stronghold
<ul>
<li>Eye Armor Trim</li>
</ul>
</li>
<li>End City
<ul>
<li>Spire Armor Trim</li>
</ul>
</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</li>
<li>Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!</li>
<li>An Armor Trim has two properties: a pattern and a material
<ul>
<li>The pattern is defined by the Smithing Template used to apply the trim and represents the visual pattern of the trim</li>
<li>The material is defined by what ingredient you used to apply the trim and represents the color of the trim</li>
</ul>
</li>
<li>The viable ingredients you can use to define the color of your Armor Trim are the following:
<ul>
<li>Iron</li>
<li>Copper</li>
<li>Gold</li>
<li>Lapis</li>
<li>Emerald</li>
<li>Diamond</li>
<li>Netherite</li>
<li>Redstone</li>
<li>Amethyst</li>
<li>Quartz</li>
</ul>
</li>
</ul>
</li>
</ul>
<p><strong>Blocks</strong></p>
<ul>
<li>The Piglin Head Block’s ears now flap when the wearer is Riding a vehicle</li>
<li>Cherry Stripped Wood can now be crafted from Cherry Stripped Log (<a href="https://bugs.mojang.com/browse/MCPE-168053">MCPE-168053</a>)</li>
<li>Updated Cherry Leaves &amp; Cherry Sign textures (<a href="https://bugs.mojang.com/browse/MCPE-168059">MCPE-168059</a>)</li>
</ul>
<p><strong>Archaeology feature set:</strong></p>
<ul>
<li>Added the Suspicious Gravel block</li>
</ul>
<p><strong>Mobs</strong></p>
<ul>
<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">MCPE-168083</a>)</li>
</ul>
<p><strong>Netherite Equipment</strong></p>
<ul>
<li>Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template</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</li>
<li>This change was made for a variety of reasons:
<ul>
<li>Increases the time players utilize Diamond equipment before Netherite</li>
<li>Make Netherite equipment a more significant achievement in the game’s progression</li>
<li>Adapts Netherite more naturally into the new Smithing Table crafting system</li>
</ul>
</li>
</ul>
<p><strong>Smithing Templates</strong></p>
<ul>
<li>Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications</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</li>
<li>Smithing Templates define what type of upgrade you will be making to the equipment
<ul>
<li>It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade</li>
<li>There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade</li>
</ul>
</li>
<li>Smithing Templates are consumed when used to upgrade an item in the Smithing Table</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</li>
</ul>
<h3><strong>Features and Bug Fixes</strong></h3>
<p><strong>Accessibility Features</strong></p>
<ul>
<li>Potions no longer have an enchantment glint due to it obscuring the color of the potion contents</li>
<li>Potions have had their colors adjusted to make them more distinguishable from each other</li>
<li>Decreased the default visibility of the glint on enchanted items, which can now be modified in the Accessibility Settings</li>
</ul>
<p><strong>Blocks</strong></p>
<ul>
<li>“fence” block is now split into unique names, “oak_fence”, “acacia_fence”, “birch_fence”, “dark_oak_fence”, “jungle_fence”, and “spruce_fence”</li>
<li>Commands will still work with “fence”, but only new fence names will be suggested in the command prompt</li>
</ul>
<p><strong>Gameplay</strong></p>
<ul>
<li>Fixed experience orb position desync after teleport (<a href="https://bugs.mojang.com/browse/MCPE-59584">MCPE-59584</a>)</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">MCPE-166861</a>)</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">MCPE-164765</a>)</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">MCPE-167559</a>)</li>
</ul>
<p><strong>Graphical</strong></p>
<ul>
<li>LevelChunks no longer flicker in The End dimension when Clientside Chunk Generation is enabled</li>
</ul>
<p><strong>User Interface</strong></p>
<ul>
<li>Corrected toggle navigation in the Edit World menu while using a gamepad or keyboard that was previously skipped</li>
<li>Updated designs for sign-in and sign-up screens in the preview</li>
</ul>
<p><strong>Vanilla Parity</strong></p>
<ul>
<li>Search bar in Creative inventory screen is now automatically selected while using a keyboard</li>
</ul>
<p><strong>Villagers</strong></p>
<ul>
<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">MCPE-142544</a>)</li>
</ul>
<h3><strong>Technical Updates</strong></h3>
<p><strong>AI Goals</strong></p>
<ul>
<li>Added “cooldown” field to target descriptors in “minecraft:behavior.nearest_attackable_target” goal</li>
</ul>
<p><strong>Blocks</strong></p>
<ul>
<li>Sponges no longer emit water drop particles underwater (<a href="https://bugs.mojang.com/browse/MCPE-122138">MCPE-122138</a>)</li>
</ul>
<p><strong>Commands</strong></p>
<ul>
<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”</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">MCPE-167959</a>)</li>
<li>Implemented the “inputpermission” command, which allows for setting the player’s camera or movement as enabled or disabled
<ul>
<li>Syntax: /inputpermission set &lt;target: player&gt; &lt;permission: camera | movement&gt; &lt;state: enabled | disabled&gt;</li>
</ul>
</li>
<li>Implemented the “haspermission” target selector, which allows for selection based on player permission levels</li>
</ul>
<p><strong>General</strong></p>
<ul>
<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’)” }</li>
</ul>
<h3><strong>Experimental Technical Features</strong></h3>
<p><strong>Editor</strong></p>
<p>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&nbsp;<a href="https://github.com/Mojang/minecraft-editor">GitHub.</a></p>
<ul>
<li>Custom blocks are now listed in the block selector</li>
<li>Fixed z-fighting on paste preview over selection volume</li>
</ul>
<p><strong>&nbsp;</strong><strong>Scripting</strong></p>
<ul>
<li>Form promises are now rejected using typed errors, vs. strings as used previously</li>
</ul>
<p><strong>ItemStack</strong></p>
<ul>
<li>Added function&nbsp;<em>getTags(): string[]</em>– Returns all tags for the item</li>
<li>Added function&nbsp;<em>hasTag(tag: string): boolean</em>– Returns true if the item has the specified tag</li>
</ul>
<p><strong>EntityEquipmentInventoryComponent</strong></p>
<ul>
<li>This component is used to manipulate the equipment of mobs and players. To use it, call&nbsp;<em>getComponent(‘equipment_inventory’)</em></li>
<li>Added function&nbsp;<em>getEquipment(equipmentSlot: EquipmentSlot): ItemStack | undefined</em><em>–&nbsp;</em>Returns the item in the given equipment slot</li>
<li>Added function&nbsp;<em>getEquipmentSlot(equipmentSlot: EquipmentSlot): ContainerSlot</em>– Returns the container slot for the given equipment slot</li>
<li>Added function&nbsp;<em>setEquipment(equipmentSlot: EquipmentSlot, itemStack?: ItemStack): void</em>– Sets the item in the given equipment slot</li>
</ul>
<p><strong>ItemDurabilityComponent</strong></p>
<ul>
<li>The ItemDurabilityComponent now works with all damageable items, not just custom items</li>
<li>Removed property&nbsp;<em>damageRange</em></li>
<li>Setting damage will now throw an exception if it is outside of the range [0, maxDurability]</li>
</ul>
<p><strong>GameTest Framework</strong></p>
<ul>
<li>Update specific GameTest exceptions to be thrown as GameTestError error objects</li>
</ul>
</div>


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