Java Edition upcoming features

This page is about upcoming features that have been announced by Mojang employees.

Near future
{| class="collapsible wikitable" style="width: 100%" ! style="width:10em; height:3em" | Version ! Planned changes ! style="width:10em" | Planned release date
 * style="text-align: center;" | 1.7
 * style="text-align: center;" | 1.7

World Generation
Additions


 * Biomes
 * Mesa
 * Composed of multiple colored hardened clay that are layered in a way that resembles sedementary rock
 * There are seven colours including normal, orange, red, yellow, white, light grey and brown.
 * Has a floor similar to a desert biome, but made of Red Sand instead of Sand
 * Dead bushes spawn in this biome
 * Occasional dying forests spawn on top of the clay mountains
 * There is no rain in this biome
 * This is a very rare biome
 * Savanna
 * Curved Acacia-like Trees
 * Horses can spawn in this biome
 * NPC Villages may generate in savanna biomes
 * There is no rain in this biome
 * This biome is very flat with plateaus and the rare giant mountain
 * Sunflower Plains
 * Exactly the same as Plains, but can spawn Sunflowers
 * Roofed Forest
 * Has dark grass and giant mushrooms with 2 by 2 spruce trees
 * Has extremely dense trees and leaves; dark and dangerous under the canopy even during the day
 * Monsters will most likely be able to spawn during the day and the night
 * Monsters that spawned at night can survive during the day
 * This is the first biome aside from the Mushroom Island that naturally spawns with giant mushrooms
 * Birch Forest
 * A forest made entirely of birch trees
 * Flower Forest
 * Forest variant with several of the new flowers, including peonies, orange tulips, white tulips, oxeye daisies, rose bush and allium
 * Very densely packed with the various new flowers
 * Taiga
 * Now generates without snow
 * The previous taiga biomes are now Cold Taiga biomes
 * Mega Taiga
 * This is a very rare biome
 * Contains 2x2 Spruce trees
 * Has a dirt block variant known as Podzol.
 * Currently obtained only by the silk touch enchantment.
 * Contains dirt blocks that do not allow grass to grow.
 * They have a data value of 1.
 * Only obtainable with because there is no visual difference.
 * Moss Stone "boulders" are scattered around in this biome.
 * Dead Bushes, Mushrooms, and Ferns spawn in this biome.
 * Extreme Hills+
 * Contains spruce trees
 * Goes considerably higher than the normal Extreme Hills
 * Ice Plains Spikes
 * Contains giant ice spires similar to upside down icicles made of Packed Ice
 * These ice spikes can reach y=120 from normal ground
 * Lakes of packed ice are dotted around the biome
 * Deep Ocean
 * Is about ten blocks deeper than normal oceans, the maximum depth is in the low 30s
 * Biome Variants/Technical Biomes
 * Over 20 variants for the biomes.
 * M - Biomes with an M variant are much rarer than any other variant.
 * Extreme Hills M, Taiga M, Roofed Forest M, JungleEdge M, Birch Forest Hills M, Cold Taiga M, Extreme Hills+ M, Savanna M, Savanna Plateau M, Swampland M, Jungle M, Mesa Plateau M and Mesa Plateau F M are more mountainous versions of their normal biome counterpart.
 * Desert M has patches of water unlike normal deserts
 * Birch Forest M has taller birch trees than usual
 * Savanna M has grassless dirt and mountains that can generate above the clouds and up to Y: 220 on rare occasions
 * Plateau - Biomes with a Plateau variant are like the hills technical biome, but flattened at the top
 * Savanna Plateau and Mesa Plateau are both plateaus
 * These are landforms which are raised by up to about 30 blocks and have flat tops
 * Mesa (Bryce) - A rare variant of the Mesa biome which works similar to ice spikes with tall clay spikes generating from the sandy mesa floor.
 * Hills - More technical hills biomes have been added to fit with the new biomes.
 * Birch Forest Hills, Cold Taiga Hills, and Mega Taiga Hills can now be generated.
 * Beach - New beaches separate certain biomes from oceans and rivers.
 * Stone Beach is composed mainly of Stone and often generates between an Extreme Hills biome and a body of water.
 * Cold Beach is composed of Sand with a layer of Snow on top.
 * Usually generates between a cold biome, such as Ice Plains, and a body of water.
 * World type
 * AMPLIFIED
 * Amplifies the terrain hugely, using the entire world height
 * Almost all biomes can generate huge mountains that can reach well above Y: 200
 * Extreme Hills biomes frequently reach the world height limit at Y: 256
 * Swampland and ocean biomes unaffected by this world type
 * Extremely resource intensive and requires powerful computer to run
 * Ravines here can reach down to bedrock
 * Contains numerous various landforms that are very rare or non-existent in default generation
 * Some examples include floating islands, overhangs, large water and lava falls and huge indents
 * Taiga biomes reach such altitudes that snow starts generating (about Y: 130)
 * This world type was created by accident whilst Jeb was messing around with the terrain and Notch convinced Jeb to keep it as a world type

 Improvements & Changes 


 * Biomes
 * Jungle
 * Melons can now be found in Jungle Biomes in patches similar to Pumpkins
 * Jungle biomes have been made much rarer
 * Has a Jungle Edge which has less foliage, but slowly leads into the main jungle
 * Jungle trees now have branches
 * Swampland
 * Grass is greener and fluctuates more in color, depending on biome temperature
 * In shallower parts, the coast is covered in staggered dirt block with lilypads between them
 * Plains
 * Now spawns with three of the new flowers - azure bluets, oxeye daisies and sometimes tulips
 * Double tall grass also generates here
 * Extreme Hills
 * Snow at high elevations of over y=95
 * Contain Stone and large dirt patches
 * Gravel can replace ground cover
 * Flat valleys near sea level
 * Can generate up to y=150, slightly above the clouds (previously y=124)
 * Has much more height variation and has flat parts as well, as opposed to the previous extreme hills which forced endless high peaks to generate
 * Ocean
 * Oceans are smaller and take up much less of the map
 * Contain only gravel on the floor instead of sand, dirt, and gravel
 * Gravel Beaches
 * Appear more often
 * Desert NPC Village wells are now made of cobblestone and have gravel bases like in plains Villages
 * Categorisation of Biomes
 * Four main categories based on temperature
 * Snow-covered, cold, medium, dry/warm
 * Placement of Biomes
 * Biomes will attempt to avoid getting placed next to a biome that is too different to itself
 * Elevation of Biomes
 * Much greater variation of elevation in general
 * Most biomes can generate to y=100
 * Hills technical biomes have been made taller
 * Modified the temperature system
 * Each biome has a base temperature that determines whether the biome is snow-covered, whether it rains or snows, or whether it rains at all
 * Biomes with a base temperature of 0.15 or less snow instead of rain
 * Biomes with a base temperature of 1.5 or greater don't rain
 * Biomes are grouped according to their temperature and attempt to generate next to biomes with similar temperatures
 * Temperature decreases by 0.05 every 30 blocks increase in altitude
 * Extreme Hills generate snow because of this at about y=95 as their ground base temperature is 0.2

Gameplay
 Additions 


 * Commands
 * Automatically kick idle players after some time
 * Multiplayer-only command, can be used only by server operators
 * Usage:
 * Is written in json to create "buttons" in chat.
 * Usage:.
 * Can be used to summon any entity in the game to the player, including Giants, Ender Crystals, Ender Dragons, and primed TNT.
 * Usage:.
 * Can be used to give a player achievements or statistics.
 * Usage:.
 * Can be used to create, delete, or replace a block without the use of FallingSand
 * Usage:.
 * Checks for blocks in specific locations
 * Usage:
 * Particle effects
 * Fishing now has particle effects.
 * Bubbles will show up moving towards your bobber just before you have something on your hook. This has the appearance of a fish swimming towards the hook.
 * Falling now has particle effects.
 * Particle size depends on distance fallen.
 * New achievements
 * Repopulation
 * Breed two cows with Wheat
 * Requires the "Cow Tipper" achievement
 * Diamonds to you!
 * Throw Diamonds at another player or to a zombie that has the CanPickUpLoot NBT tag
 * Requires the "DIAMONDS!" achievement
 * Adventuring Time
 * Discover all Biomes
 * Requires the "The End?" achievement
 * The Beginning?
 * Spawn the Wither
 * Requires the "The End." achievement
 * The Beginning.
 * Kill the Wither
 * Requires the "The Beginning?" achievement
 * Beaconator
 * Craft a Beacon
 * Requires the "The Beginning." achievement
 * New statistics
 * Distance by Horse
 * Junk Fished
 * Treasure Fished
 * Mobs statistics
 * Requires the "The Beginning." achievement
 * New statistics
 * Distance by Horse
 * Junk Fished
 * Treasure Fished
 * Mobs statistics

 Improvements & Changes 


 * Fishing
 * Changes to fishing mechanics
 * Items other than fish can be obtained by fishing.
 * Fish: 4 items total, including Raw Fish, Raw Salmon, Clownfish, and Pufferfish.
 * Treasure: 7 items total, including enchanted fishing rods, enchanted bow, enchanted books, name tags, tripwire hook, lilypads, and saddles.
 * Junk: 11 items total, including damaged fishing rods, water bottles, rotten flesh, string, leather, bowls, sticks, boots or damaged boots.
 * New enchantments for Fishing Rods that can change your luck when fishing.
 * Lure - reduces wait time to catch an item.
 * Luck of the Sea - increases chance of getting treasure and decreases chance of getting junk.
 * Achievements and statistics
 * Now ties in with the scoreboard system - added 744 new objective criteria that were previously tracked with statistics and achievements
 * Are now per world/server
 * Achievements screen can now be zoomed in and out using the mouse wheel.
 * Achievements don't appear on the achievements screen if more than five achievements need to be achieved first (i.e. "DIAMONDS!" doesn't appear until "Getting Wood" is achieved).
 * Data for blocks, items, and mobs don't appear in their respective tab in the Statistics screen unless the player has crafted/placed/mined that block, crafted/used/depleted that item, or killed/was killed by that mob.
 * When a player earns an achievement, it is now announced in chat; This can be turned off
 * Can be hovered over to show an achievement tooltip
 * Scoreboard
 * Can now use statistics to create objectives; anything that statistics can track can be used as an objective (can also track achievements)
 * This is the reason why statistics/achievements were changed to be stored per world/server
 * Commands
 * Can now give items to players with custom names, lore and enchantments
 * Can give items with other custom NBT tags, such as SkullOwner to obtain the Head of a specific player, or even custom mob spawner traits, which removes the necessity to use an NBT editing program to obtain these items.
 * Will now print renamed items' name in chat and show tooltips when hovered over
 * Usage:
 * Now sets the time to 1000 instead of 0
 * Now sets the time to 13000 instead of 12000
 * Custom NBT data can now be added via commands
 * Works with /give and /summon
 * Syntax examples:
 * NBT format
 * List tags no longer need to be named
 * No longer crashes when given the wrong type (integer/short)
 * Chat system
 * "Useful to map makers, modders, players and server admins"
 * Added a way to do things when clicking things in chat, like executing a command
 * Other actions include opening a URL and showing an item tooltip when hovered on
 * "Saved screenshot as" messages can now be clicked to open the screenshot, takes you to the .minecraft folder
 * Names can now be clicked to PM people
 * Added to send chat messages with custom functionality to players - sender will not appear
 * Syntax example:
 * Fog
 * Removed the thin fog around the player
 * Fog is only at the edge of the visible chunks now
 * Death Screen
 * If you die and you select the 'Title screen' button, a prompt will ask if you are sure you want to quit and give you the options to go to the title screen or respawn and continue playing
 * Edge of the World
 * All blocks beyond X/Z 30 million (±30,000,000) from origin now act as solid blocks.
 * This includes air blocks.
 * This creates essentially an invisible wall at the boundary.
 * As all blocks function as solid, if the player is moved outside the boundary via external tools, they will be unable to move outside the block space they are within.
 * Despite the above, the camera can still move normally. This reveals that ghost chunks still generate, as the camera can pass through normally solid blocks beyond the boundary.
 * Block/Item IDs
 * Can now be referred to by their names instead of numbers.
 * Will be the only option in the future.
 * Necessary for the Mod API.
 * The Sky
 * Now darkens when inside.
 * Block/Item IDs
 * Can now be referred to by their names instead of numbers.
 * Will be the only option in the future.
 * Necessary for the Mod API.
 * The Sky
 * Now darkens when inside.

Blocks & Items
 Additions 


 * Fish
 * Pufferfish
 * Restores
 * If eaten, you will be given Poison IV for 1 minute, Hunger III and Nausea II for 15 seconds.
 * Used to brew a water breathing potion
 * Salmon
 * Can be cooked and eaten
 * Uncooked: Restores
 * Cooked: Restores
 * Clownfish
 * Usage still unknown besides being eaten and used to tame Ocelots
 * Restores
 * Packed Ice
 * When broken, does not turn to water like normal ice blocks do
 * Does not melt
 * Opaque, rather than translucent like normal ice
 * Podzol
 * New dirt variation
 * Only found in Mega Taiga Biomes
 * Grassless Dirt
 * Grass can not grow on it
 * Only obtainable through /give
 * Red Sand
 * Generated in the Mesa biome
 * Behaves like normal sand (can be smelted into Glass and crafted into TNT)
 * Trees
 * Curved jungle trees with oak leaves. Found in savannas.
 * Thick Spruce Trees (2x2)
 * Flowers
 * Red, Orange, White and Pink Tulips.
 * Can be crafted to Red, Orange, Light Gray, and Pink Dyes, respectively
 * Blue Orchid
 * Can be crafted to Light Blue Dye
 * Allium
 * Can be crafted to Magenta Dye
 * Azure Bluet
 * Can be crafted to Light Gray Dye
 * Oxeye Daisy
 * Can be crafted to Light Gray Dye
 * Poppy
 * Replacement for the rose - roses no longer exist
 * All flowers can burn
 * Two blocks tall Flowers
 * Applying bonemeal to them causes them to dispense a flower item that can be collected. Therefore, all two blocks tall flowers are renewable.
 * Sunflowers
 * Typically face East
 * Can be grown, unlike Roses and Dandelions.
 * Can be crafted into 2 Yellow Dye
 * Peonies.
 * Can be crafted into 2 Pink Dye
 * Rose bush
 * Can be crafted into 2 Red Dye
 * Lilac
 * Can be crafted into 2 Magenta Dye
 * Two block tall grass
 * Double Tallgrass
 * Can be made by applying Bonemeal to Tallgrass.
 * Large Fern
 * Can be made by applying Bonemeal to Fern.
 * New variants of Monster Egg
 * Includes Mossy Stone Brick Monster Egg, Cracked Stone Brick Monster Egg and Chiseled Stone Brick Monster Egg.
 * Minecart with Command Block
 * Can only be obtained using /give item id, 422 or minecraft:hopper_command_block, or using /summon
 * Activate using activator rails
 * Run their command every so often as long as they are powered - Running a command block minecart across a single powered activator rail at full speed will run its command thrice
 * New Potions
 * Potion of Water Breathing
 * Can be brewed with a pufferfish
 * Enables you to breathe underwater for 3 minutes without oxygen bar depleting
 * The potion is dark blue in appearance
 * Stained Glass
 * Glass can now be dyed into all 16 colours
 * This is done by putting a coloured dye in the centre of a crafting table and surrounding it with 8 pieces of normal glass, yielding 8 stained glass
 * Stained glass can be crafted into stained glass panes using the same recipe as normal glass panes
 * Doing this yields 16 stained glass planes, like normal glass
 * Water, nether portals, and other stained glass blocks remain visible when looked at through a stained glass block
 * The colour of blocks they are placed on are tinted towards the colour of the glass
 * This includes glass of two different colours behind one another

 Improvements & Changes 


 * Written Books
 * Can now be cloned the same way maps can, but by using Book and Quills instead of Empty Maps.
 * Can clone multiple copies of the same Written Book by putting more Book and Quills in the crafting grid.
 * Can now be stacked (up to 16 per stack)
 * Item Frames
 * Now drop the item inside them when punched, then drop themselves if they are punched when empty.
 * Will display the name of the item they hold (if it is custom named) when looked at up close.
 * Weighted Pressure Plates
 * Now output a signal relative to the amount of entities on them, always starting at 1 signal strength if any entities are present
 * For Light Weighted Pressure Plates, every entity adds 1 strength to the signal
 * For Heavy Weighted Pressure Plates, starting at 1, every 10 entities adds 1 strength to the signal (Example: 11 entities increases signal strength to 2)
 * Sugar Cane
 * Color/shade is now affected by the biome color (similar to leaves, grass, vines, etc.)
 * Flint and Steel
 * Is now a shapeless crafting recipe.
 * Can now be used to ignite Creepers
 * Dead Bushes
 * Can now be placed on Hardened Clay, Stained Clay, and Dirt.
 * Command Blocks
 * Now show what command it ran recently.
 * Lifted 256 character command limit
 * Armor, Bows, Fishing Rods & Swords
 * Can now get the Unbreaking enchant from enchantment tables
 * Technical Blocks
 * All technical block items removed, including Locked chest
 * Maps
 * Maps in item frames can now be placed on blocks
 * Default maps cover 2x2 blocks, expanded maps cover 4x4, and so on
 * Now show colors for Colored Wool and Stained Clay
 * Ice, Portals & Water
 * Now visible through each other
 * Iron Bars & Glass Panes
 * Now connect to each other

Mobs
 Improvements & Changes 


 * Iron Golems
 * Now drop poppies instead of roses
 * Creepers
 * Now explode after igniting it with flint and steel
 * Zombies
 * Reduced the lag that zombies create
 * Witches
 * Can drop potions of water breathing upon death as a rare drop
 * Have been added to the mix of low light-level hostile mobs, now spawning anywhere where the light level is below 7, including at night in every biome and in caverns
 * They usually spawn in pairs
 * They have roughly the same spawn rate as the Enderman
 * Swamp Huts now generate with a Witch inside.
 * They formerly generated empty with Witches spawning inside later.

General
 Improvements & Changes 


 * Sound Packs
 * You can now add your own sounds for various actions into the json file instead of modifying already existing sounds
 * AWAITING MORE INFO
 * Resource packs
 * Complete menu overhaul
 * The ability to select multiple resource packs at once.
 * Resource packs at the top take precedence over those below if files appear more than once
 * Allows for non-manual merging of textures from multiple packs, a sound pack and a different texture pack, etc.
 * Servers can now offer resource packs again
 * Max size increased to 50 MB
 * Network Code
 * The Network Code has been completely rewritten
 * Uses Netty now
 * Most packets won't change, handshake and ping procedure is being redone
 * There is a packet length header
 * Lighting
 * Several lighting issues fixed.
 * A lot fewer "black spots" in the terrain generator.
 * Torch bugs in strongholds and abandoned mineshafts have been fixed.
 * The light level actually falls to 7 during thunderstorms now (before it stayed at 12 like normal rain but hostile mobs could spawn as if the light level was 7).
 * The clouds go black and the sky goes much darker.
 * Video Settings
 * Render Distance is now a slider ranging from 2 to 16 chunks
 * The sky is now visible on Short (4 chunks) render distance
 * Max Framerate is now a slider ranging from 10 to 250 fps, then Unlimited
 * Added mipmapping, anisotropic filtering and FSAA (as a shader)
 * Mipmap levels can be set to Off and 1 through 4
 * Anisotropic filtering can be be disabled or set to 2, 4, 8 or 16
 * Post-Processing (shaders) can be toggled
 * Options
 * A completely new main options menu.
 * Rewrote some of them
 * New "Super Secret Settings" ingame.
 * When clicked, changes between shaders
 * Rewrote scroll list GUI component
 * Rewrote Key Configuration menu.
 * Added separate keybinds for every hotbar slot
 * Moved 'Invert Mouse', 'Sensitivity' & 'Touchscreen Mode' there
 * Function keys can be changed.
 * Cinematic camera is no longer assigned a key by default, and can be rebinded along with screenshot and camera keys
 * Added 'Sprint' key which can be changed
 * By default, sprinting can be activated by pressing the left control key
 * The original sprinting controls still function.
 * Doesn't allow sprinting while sneaking
 * Can be held down continuously to always sprint when moving
 * The volume of in game music, Jukebox and Note Block music, hostile mobs, passive mobs, players, weather, blocks/environment, and the master volume can now all be modified separately.
 * Creative mode inventory
 * Changed the display item for the Decoration Blocks tab from the Rose to the new Peony flower.
 * Server list
 * Can now be refreshed using F5
 * Added server icons
 * Lists the current players on a server when you hover over the player number
 * Added Support for multi-line MOTD comments
 * Removed support for MOTD comments going offscreen
 * Nether Portal
 * Planned to have odd width to allow for design variations, and, if the one in the Nether is big enough, ghasts can go through them.
 * Portals can now be activated from any block within the portal, not just the bottom (when any fire block appears inside the frame)
 * New nether portal building rules: Any size from 4x5 to 23x23, but rectangular
 * Logging
 * Logging is now done using Log4j 2
 * Default logging location is now in logs/latest.logs, older logs are archived in logs/2013-09-23-1.lg.gz, with the number at the end increasing each startup
 * Thanks to Log4j 2, the way logs are saved can be changed, examples: html page, database, errors only, no logging at all

Bug Fixes
Fixed 51 Bugs:
 * - Chunks do not delete properly remaining in a newly created world if the same world name is reused
 * - Sky/lighting doesn't get darker during a thunderstorm
 * - V-Sync in Window mode, settings not activated between sessions.
 * - Boat inflicts fall damage if it runs aground in some fashion (Slabs, Mobs, Soul Sand)
 * - Armor with Protection on it seems to reduce against hunger damage
 * - Black Lighting under overhangs
 * - Villagers act like it is Raining when they are in the Desert, and it Rains elsewhere.
 * - Transparent texture makes transparent texture behind invisible
 * - Attempting to tp to an invalid coordinate returns "commands.generic.double.invalid"
 * - Silk Touch, pre-lit Redstone Lamps
 * - Baby Zombies do not drop any loot / xp
 * - Saplings placed on Farmland are not affected by Bonemeal
 * - Tools and weapons lose durability without doing damage
 * - Zombie Pigman from Nether Portal still spawns even if doMobSpawning is false
 * - 10 MB server texture pack limit too small
 * - Arrows from a flame bow aren't extinguished from rain but are extinguished from other water.
 * - Night Time Doesn't Immediately Allow Sleep
 * - The generation of terrain surface layer produces local straight glitches (fix included)
 * - Silverfish enter Chiseled Stone Brick, and the Chiseled Stone Brick appears as normal stone brick.
 * - Command block text disappears if too long
 * - Opening a singleplayer world is counted as a multiplayer join in the statistics
 * - Incorrect usage string for `/scoreboard teams empty`
 * - Adjacent Obsidian Blocks prevent Nether portal appearing
 * - When a pig gets struck by lightning it spawns without a sword
 * - GS4 query listener fails to send player list when len(players) > 127
 * - Sometimes Water flows out of newly generated Village Farms
 * - RCON and Scoreboard Command Output Formatting
 * - Missing usage string commands.scoreboard.players.list.usage
 * - Scoreboard team join command fails on invalid team name
 * - Scoreboard option seeFriendlyInvisibles not listed in usage
 * - The letters for the 'off' setting on smooth lighting aren't capitalised
 * - Minecraft crashes if you click edit or delete on a LAN game
 * - Massive Amount of "[SEVERE] Reached end of stream" messages in Minecraft server terminal when client pings the server
 * - Boats Still Break on Lily's
 * - Packet250CustomPayload(dk)
 * - Invalid teamcolors throw an NPE in the console rather than an error message "invalid color"
 * - Server resourcepacks not implemented yet
 * - Textures disappearing after setting player walkSpeed to 0
 * - Screen goes blank when modifying walk speed
 * - Animals running forever after being hit
 * - /spreadplayers confirmation text is wrong
 * - /scoreboard teams option color: Tab doesnt list all options.
 * - The Hindi, Malay and Norsk (Bokmål) language appear 2 times
 * - Breeding animals gives xp even if doMobLoot gamerule is false
 * - The saddle equip sound effect does not play when equipping a pig with a saddle.
 * - The horse armor equip sound does not play when replacing it with already equipped armour
 * - Horse Breeding Doesn't Produce Markings Correctly on Foal
 * - Shearing sound does not play when shearing a mooshroom
 * - Bug: the command block can be damaged by the explosion of Blue Wither Skulls
 * - Jukeboxes play at the sound volume for effects until you change the music volume
 * - Oceans are too big


 * style="text-align: center;" | Unknown
 * style="text-align: center;" | Launcher Updates
 * Multiple Minecraft copies per Mojang account.
 * "Make it prettier".
 * Add the possibility to play Indev and versions of Cave Game.
 * style="text-align: center;" | Unknown
 * }
 * style="text-align: center;" | Unknown
 * }