Java Edition 1.8

1.8 is an upcoming update to Minecraft planned to be released sometime in May 2014.

General

 * Splash
 * "That's Numberwang!"
 * "pls rt"
 * "Do you want to join my server?"
 * "Put a little fence around it!"
 * "Throw a blanket over it!"
 * "One day, somewhere in the future, my work will be quoted!"
 * "Now with additional stuff!"
 * "Extra things!"
 * "Yay, puppies for everyone!"
 * "So sweet, like a nice bon bon!"
 * "Popping tags!"
 * "OpenGL 1.2!" changed to "OpenGL 2.1 (if supported)!"
 * Difficulty
 * Difficulty is per world
 * No more global difficulty option
 * Prevents accidentally changing the difficulty when joining the world
 * Can be locked for each world
 * Prevents the temptation to change to an easier difficulty in difficult situations
 * Locking can not be undone without external editors
 * However, using the command will still work
 * Shaders
 * New "creeper" shader (creeper.json), applies a green tint
 * Is applied when spectating from the perspective of a creeper
 * Can also be applied using Super Secret Settings
 * New "spider" shader (spider.json), applies octuple vision
 * Is applied when spectating from the perspective of a spider
 * Can also be applied using Super Secret Settings
 * Achievement
 * New achievement Overpowered
 * Obtained by crafting an enchanted golden apple
 * Requires first obtaining Getting an Upgrade

Gameplay

 * Target selectors
 * Targets entities
 * Can specify type of entity by entity ID to either include or exclude with  or
 * Example: - kills all chickens within a radius of 50 blocks
 * Example: - any entity within a radius of 5 blocks will be teleported five blocks in the air
 * Commands
 * Modifies NBT data at a specific coordinate. The,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,.
 * Compares two areas of a world
 * Example:
 * Functions the same way as or, but can only modify objectives with the   criteria (referred to as "triggers") and can only modify the score of the player running the command
 * Can be used by non-operator players
 * For a player to run this command, the trigger must be enabled for that player
 * will enable the specified player to use the specified trigger objective
 * Trigger availability is stored per player, per trigger
 * One trigger may be disabled for a player, but that player can use a different trigger
 * One player may be unable to use a trigger, but another player can use the same trigger
 * Disabled after the trigger has been used (must be re-enabled to use the trigger again)
 * Mostly for use with
 * Syntax:
 * Used to set size of border. The first argument sets the size of the border and the second sets the speed of the border to expand or shrink
 * Sets the center of where the border will be placed.
 * Anything outside the border will die from suffocation.
 * NBT Tags
 * Mostly for use in adventure mode
 * Items with this tag display the names of the blocks that they can destroy in the item tooltip
 * Example: to give a diamond shovel that can break grass and sand)
 * Allows placing of certain blocks against other blocks in adventure mode
 * Example:
 * Allows hiding of certain parts of the tooltip
 * Bit field determining which parts of the tooltip to hide on an item. 1 for, 2 for  , 4 for  , 8 for  , 16 for  , and 32 for various other information (including potion effects,  , written book   and  ,  , and  ).
 * Examples: Setting bit field to 3 would hide both  and   tags, and setting to 63 would hide everything.
 * The number of ticks before an item entity can be picked up.
 * Set to 32767 for items that can't be picked up
 * Option to show or hide all particles for a potion effect, while the 'Ambient' tag only shows fewer particles. Set to 1 to show, 0 to hide.
 * A way to lock containers from being opened using NBT tags
 * Mostly useful for adventure maps in adventure mode
 * Containers can be unlocked by clearing their string for Lock
 * Locked containers can only be opened while holding anything renamed to the given string, item is not removed on use
 * The lock can be completely removed utilizing the command
 * BlockItem instances can now hold a custom NBT tag that is merged into a block entity when it’s placed
 * Example:
 * Controls villagers giving xp for trading, set to true or false
 * Defines whether a written book is an "Original" a "Copy of Original" or a "Copy of a copy"
 * Gamerules
 * Prevents command block output from being stored in chat logs. In multiplayer, also prevents player-initiated commands from being stored. Unrelated to commandBlockOutput, which is output into the visible chat.
 * Prevents death messages like "[player] fell out the world" from appearing in the chat.
 * Statistics
 * Detects how many cm the player has moved while crouching
 * Detects how many cm the player has moved while sprinting
 * Detects how much time has passed (in ticks) since the player's last death
 * Scoreboards
 * The ability to reset objectives one by one
 * Example:
 * New objective criteria for team-specific kills, e.g.:
 * New objective criteria '
 * Acts like the  criteria
 * Mostly for use with
 * The ability to iterate over every scoreboard player with
 * Fake players with a name starting with # will never show up on the sidebar
 * New subcommands:  and
 * The  subcommand can apply arithmetic operation to scores (+ – * / %) and accumulate player scores
 * Example: adds every red player's count of kills on blue to the red team's score of kills
 * The  subcommand can be used to test if a scoreboard value is between a min and a max value
 * Example: checks whether the global score of the given objective is between 12 and 19, inclusive
 * Different teams can now have different objectives displayed in the sidebar
 * Example: (referring to team color, not team name)
 * Teams can now have settings on how the nametags are to be shown - Also possible: hideForOwnTeam, never, always (default)
 * Testing for scores now also works in  entity selector
 * Added scoreboard team property to disable death messages: with options ,  ,  ,
 * Command can now filter by NBT data
 * Spectator game mode
 * Usage:, or
 * No interaction with the world
 * Player can move through any entity or block without interfering with it (commonly referred to as 'noclip')
 * Collecting or using items is impossible, as is placing, destroying or interacting with blocks in any way
 * Viewing inventories and GUIs is possible, but it is not possible to interact with them
 * The HUD is disabled, except for the crosshairs when looking at a mob.
 * Player selectors (in commands) will target spectators
 * Using on a spectator will cause the item(s) to drop at their location.
 * Spectators are not noticed by mobs, and do not trigger spawners or spawning
 * A spectator's presence keeps a mob from despawning
 * Only the Void and can damage a spectator
 * Flying mode
 * Landing is not possible—the player can fly through the ground
 * The mouse scroll wheel, the sprint key, and the slowness and swiftness effects all affect the flying speed
 * First-person view through another player or mob's eyes
 * Left-clicking an entity locks the player's position and camera to the entity's
 * The spectator cannot control where the entity moves or looks
 * Certain mobs have different vision
 * Creeper applies the new creeper.json shader
 * Endermen applies the invert.json shader
 * Spider and Cave Spider apply the new spider.json shader
 * Viewing oneself using shows the entity
 * Pressing the Dismount key ( by default) returns the player to flying mode
 * Viewing privileges
 * Spectators can see other spectators
 * Appear as a translucent disembodied head
 * The selected item from the hotbar is also visible
 * Invisible players and mobs appear visible, but translucent
 * An optional hotkey to show outlines on players whilst spectating
 * Can be color coded to teams
 * Can be set/cancelled in Controls option
 * Outline seen when key is held down (like sneaking when shift is held down)
 * Worlds can be shared to LAN in spectator mode
 * Customized world type
 * There are 16 customization options which can be used to affect various aspects of Minecraft's terrain generator. These can be changed by moving sliders or by typing in values directly
 * Main Noise Scale X, Main Noise Scale Y, Main Noise Scale Z, Depth Noise Scale X, Depth Noise Scale Z, Depth Noise Exponent, Depth Base Size, Coordinate Scale, Height Scale, Height Stretch, Upper Limit Scale, Lower Limit Scale, Biome Depth Weight, Biome Depth Offset, Biome Scale Weight, Biome Scale Offset
 * There are 14 customization options which affect whether generated structures will spawn in, as well as other environmental factors. Some of these presets are Yes/No inputs or sliders.
 * Sea Level, Caves, Strongholds, Villages, Mineshafts, Temples, Ravines, Dungeons, Dungeon Count, Water Lakes, Water Lake Rarity, Lava Lakes, Lava Lake Rarity, Lava Oceans
 * There are seven presets
 * Water World, Isle Land, Caver's Delight, Mountain Madness, Drought, Caves of Chaos, Good Luck
 * Creeper applies the new creeper.json shader
 * Endermen applies the invert.json shader
 * Spider and Cave Spider apply the new spider.json shader
 * Viewing oneself using shows the entity
 * Pressing the Dismount key ( by default) returns the player to flying mode
 * Viewing privileges
 * Spectators can see other spectators
 * Appear as a translucent disembodied head
 * The selected item from the hotbar is also visible
 * Invisible players and mobs appear visible, but translucent
 * An optional hotkey to show outlines on players whilst spectating
 * Can be color coded to teams
 * Can be set/cancelled in Controls option
 * Outline seen when key is held down (like sneaking when shift is held down)
 * Worlds can be shared to LAN in spectator mode
 * Customized world type
 * There are 16 customization options which can be used to affect various aspects of Minecraft's terrain generator. These can be changed by moving sliders or by typing in values directly
 * Main Noise Scale X, Main Noise Scale Y, Main Noise Scale Z, Depth Noise Scale X, Depth Noise Scale Z, Depth Noise Exponent, Depth Base Size, Coordinate Scale, Height Scale, Height Stretch, Upper Limit Scale, Lower Limit Scale, Biome Depth Weight, Biome Depth Offset, Biome Scale Weight, Biome Scale Offset
 * There are 14 customization options which affect whether generated structures will spawn in, as well as other environmental factors. Some of these presets are Yes/No inputs or sliders.
 * Sea Level, Caves, Strongholds, Villages, Mineshafts, Temples, Ravines, Dungeons, Dungeon Count, Water Lakes, Water Lake Rarity, Lava Lakes, Lava Lake Rarity, Lava Oceans
 * There are seven presets
 * Water World, Isle Land, Caver's Delight, Mountain Madness, Drought, Caves of Chaos, Good Luck

World Generation

 * Underground
 * Granite, andesite and diorite generate in pockets within stone terrain
 * Slightly larger size and abundance than gravel
 * Pockets generate before ores, so they don't reduce their frequency (ores can generate inside these pockets)
 * Settings
 * Highly customisable terrain generation!
 * To use, press Create new world then “World Type: Customized”
 * Four pages to customize the world
 * Page 1: Customizes generation of structures, chance of lake generation, size of certain structures, and biome type
 * Page 2: Customizes the generation of all ores and stones
 * Can set levels of generation, spawn size, and spawn tries
 * Page 3 & 4: Expert customization of the terrain generation
 * Generate Structures button disappears when selected

Blocks and Items

 * Diorite
 * Crafting recipe: 2 cobblestone and 2 Nether quartz in a checker board pattern
 * Can be crafted into polished diorite
 * Andesite
 * Crafting recipe: 1 cobblestone and 1 diorite
 * Can be crafted into polished andesite
 * Granite
 * Crafting recipe: 1 Nether quartz and 1 diorite
 * Can be crafted into polished granite
 * Polished Diorite
 * Crafting recipe: 4 diorite in a 2x2 configuration
 * Polished Andesite
 * Crafting recipe: 4 andesite in a 2x2 configuration
 * Polished Granite
 * Crafting recipe: 4 granite in a 2x2 configuration
 * Slime Block
 * Players and mobs that land on their top side will bounce, like on a trampoline
 * Bounce rebound velocity is scaled by impact velocity, can reach up to 60%
 * Currently does not affect item entities
 * Prevents fall damage
 * Walking on it is slower than walking on soul sand, close to one's speed whilst sneaking
 * Crafting recipe: 9 slime balls
 * Can be crafted back into 9 slime balls
 * Barrier
 * Acts like a full block but is completely transparent
 * Can transfer redstone signals and allows blocks to be placed on it
 * Can only be destroyed in Creative mode
 * Can be obtained using
 * Uses Block of Redstone texture for breaking particles
 * Becomes visible when a player in Creative mode is holding a barrier in their hand
 * Appears to be rendered as particles; always facing the player and become transparent when in front of nether portals
 * Iron Trapdoor
 * Can only be opened and closed using redstone, similar to an iron door
 * Crafting recipe: iron ingots in a 2x2 pattern, yields one iron trapdoor

Mobs

 * Endermite
 * Appearance is similar to a silverfish except they are purple and emit purple particles.
 * Endermen are hostile towards them.
 * Sometimes spawns in the place of an Enderman teleporting away.
 * Sometimes spawns when a player teleports using an Ender Pearl.
 * Despawns after 2 minutes (unless it is named using a Name Tag)

General

 * F3 debug screen
 * Text now has a background.
 * Replaced x, y, z, b, bl and other labels with more understandable labels.
 * "Light" is now the light levels at feet, not eyes.
 * Now shows which axis you are facing after the cardinal direction - "Towards positive/negative X/Z"
 * Player rotation is now displayed for the vertical angle as well as the horizontal one
 * The crosshair displays 3 short colored lines to indicate the direction of each axis: x/red, y/green, z/blue
 * Day counter added
 * Increases by 1 every dawn
 * Now displays difficulty
 * Peaceful - 0.00, Easy - 0.75, Normal - 1.50, Hard - 2.25
 * Looking at a block in the world will show the coordinates of that block on the debug screen
 * On the right hand side, a display shows up if you are looking at a block, giving various pieces of information and NBT data about it.
 * Looking at a door and redstone shows you the state of the block
 * Door: which way it is facing, if it is open, which half you are looking at, if it is powered, and what side the hinge is
 * Redstone: power direction (up, down, side, none) for all compass directions (north, south, east, west) and power level
 * Not 100% complete, data for a lot of blocks still missing
 * Currently missing LC value
 * Block IDs
 * Occurences of blocks/items now need to be named ids; old ids slowly being phased out
 * NBT data in commands can now use block/item names in place of numerical ids
 * Example:
 * In scoreboards, the format is
 * Superflat presets also use the new named id format
 * Internal block handling
 * Now internally use states instead of metadata
 * Metadata will still be used for a while
 * Block states of the block being looked at will now be displayed on the F3 menu - Examples: redstone, door
 * Internally, metadata no longer needs to be calculated out of the 4 bit data value, instead the values of specified properties can now be easily gotten and set
 * Chat
 * Improved chat communication
 * Messages are now either chat, system or action bar messages
 * Action bar messages are always shown, chat and system messages are only shown if chat settings are configured that way
 * Entities now have tooltips in certain chat instances when hovered over
 * These appear when hovered over an entity's name in chat (e.g. the success message for )
 * Shows the name of the entity (e.g. Bob), the Id of the entity (e.g. Creeper (50)) and the entity UUID
 * UUID
 * All player lists will now be converted to be UUID-based automatically
 * Performance
 * All dimensions are now stored differently, increasing performance
 * Rendering
 * Only transparent blocks will now render as transparent (eliminates the use of x-ray texture packs)
 * Minecraft Realms
 * Minecraft Realms button only shows if any Realms you own / are invited to are the same version you are playing (If all Realms are outdated, the button hides itself.)
 * Item Animation
 * When items are collected, rather than "zooming" into the player's chest, it appears to move to the player's feet instead.
 * Resource packs
 * Block models in resource packs can now be customized
 * Replaces the files in /assets/minecraft/models/
 * Block format: UV has to be [0,1] (Textures cannot "borrowed" from neighbouring block textures), planes need to have 1 axis 'identical' (so aligned to either x,y,z), plane rotation can only be -45/45 on a single axis, from/to and uv coordinates are in 'pixelspace' (multiples of 1/16th of a block)
 * Rotation is in increments of 22.5 degrees on a single axis
 * Being able to override not just a model, not just a block's model, but an individual block variant's model
 * F3+T and F3+S now reload models
 * Resource packs can now be bundled with a world, put it in the map save directory and name it "resources.zip"
 * Example:
 * GUI code
 * Improvements to allow for "cooler things"
 * Skin
 * Right and left arms and legs are now editable independently
 * Uses a steve.png file with new layout and new dimensions
 * Dimensions for the file are now 64×64
 * Overlay now includes the whole body
 * Overlays are called hat, jacket, sleeves and pants legs
 * New "Skin Customization" button in the options menu
 * Cape visibility is now toggled from here
 * You can toggle the visibility of overlays, independent for each limb/body part
 * Backward-compatible
 * Pre-1.8 skins still work, but won't have the new features.

Gameplay

 * Enchanting
 * Enchanting will now cost 1 to 3 levels, but you still need the same minimum total levels
 * For example, an enchantment may only become available for enchanting after reaching 13 levels of experience, but will only cost 2 XP levels and 2 of Lapis Lazuli
 * Additionally, there is now a material cost - enchanting also costs 1 to 3 pieces of Lapis Lazuli now (seen above)
 * The actual enchantment calculation is the same
 * One of the enchantments will be displayed in the tooltip
 * The enchantments you would get on a tool will not change until you enchant something - this enchantment seed is stored per player
 * Leveling up now takes longer
 * Level V enchantments can now appear on an item without the use of an Anvil
 * Looting now gives an extra 1% chance of getting rare loot per level
 * Villager Trading
 * Rebalanced Villager trades, see Trading.
 * Offers will be less random and probably more useful
 * Villagers start out with 2-4 trades unlocked
 * Trades are now unlocked more freely
 * Trading any offer will unlock up to 3 new trades or reactivate old ones
 * Existing villagers will not be affected
 * Trading now gives experience
 * Villagers no longer trade Flint and Steel.
 * There are now more villager professions
 * White robe: Librarian
 * Purple robe: Cleric
 * Brown robe: Fisherman, Farmer, Fletcher, Shepherd
 * White apron: Butcher, Leatherworker
 * Black apron: Armorer, Tool Smith, Weapon Smith
 * Villager profession is now displayed in trade GUI
 * The disabled trade arrow now appears without closing and reopening the trading GUI, and now has a descriptive tooltip
 * Anvil repairing
 * Costs reduced to balance out with the new enchanting system
 * Renaming items will now only cost 1 level
 * Repairing will costs from 2 to 5 levels and tools can be repaired longer and with better enchantments
 * Repairing costs can no longer be kept down by renaming items
 * Adventure mode
 * Block hitboxes no longer appear in Adventure mode if interaction with the block is impossible
 * Block interaction is now impossible by default
 * The CanDestroy NBT tag can be used to determine which blocks can be allowed to be broken (see above for usage)
 * Commands
 * Can now be used to clear only a specific number of items and can be restricted to certain NBT data
 * Example: will remove up to 34 villager spawn eggs named Michael from yourself
 * Can now test for partial matches of NBT lists
 * Can now also specify whether particles are to be shown:
 * Usage:
 * Use 'true' to hide particles and 'false' to show; if value not given, defaults to false
 * Can now be followed by an @e entity parameter
 * Example:
 * Now lists all entity using @e.
 * Example:  will list all the entity's in your world within a 500 block radius.
 * A new tag called "insertion" allows text to be inserted into the chat that, when shift-clicked, will insert more text into the players' chat input
 * Example:
 * Can now insert values from scoreboards into messages
 * Example:
 * Can now also check for dataTags
 * Example:
 * No longer is exclusively usable in command blocks
 * Can now check for inventory specific items
 * Example:
 * Can now test for partial matches of NBT lists
 * Now supports rotation arguments
 * Example: teleports the player so that he faces 20 degrees to the right and 40 degrees downwards
 * Target Selectors
 * Now supports cubic areas
 * Example:  gets all entities between 0,0,0 and 10,10,10
 * New radius value usable in target selectors, based on the block centre
 * A radius of 0 works for exact block positions
 * New selector parameters for entity selectors to detect entity rotations with rxm – x rot min, rx – x rot max, rym – y rot min, ry . y rot max
 * Example:
 * NBT Tags
 * Can now be set to -32768 for items that never despawn
 * Teleporting
 * Relative teleporting is smoother and no longer brings players to a stop; it preserves their velocity from before the teleport
 * Item tooltips
 * Now show the internal name for use in commands (F3+H mode)
 * Village mechanics
 * Doors are now added to the closest village
 * This will not break iron farms, but change them a little, enough to make them "practically pointless"
 * Creative mode
 * In creative mode, players can create a copy of a block entity in their hotbar, including all NBT data, with ctrl+Pick Block key (ctrl+middle mouse button by default)
 * Players in creative mode can now damage entities even if they are flagged invulnerable
 * Inventory system
 * Rewrote the inventory system
 * Fixes some bugs, improves performance and allows easier improvements
 * Allows custom NBT that isn't handled by the game to be added onto items
 * Custom tags will remain even if the items NBT is changed in-game. (i.e. by renaming)
 * Player list
 * Improved the health objective display on the player list
 * Will fall back to textual display if space is scarce, with colors (green/yellow/red) to show different health levels
 * Additional health will squash the display together to fit
 * Inventory system
 * Rewrote the inventory system
 * Fixes some bugs, improves performance and allows easier improvements
 * Allows custom NBT that isn't handled by the game to be added onto items
 * Custom tags will remain even if the items NBT is changed in-game. (i.e. by renaming)
 * Player list
 * Improved the health objective display on the player list
 * Will fall back to textual display if space is scarce, with colors (green/yellow/red) to show different health levels
 * Additional health will squash the display together to fit

World Generation

 * Villages
 * Gravel roads in villages have cobblestone underneath, to prevent them from collapsing into caves
 * Desert Temples
 * Now spawn with stained clay instead of dyed wool
 * World borders will be able to be customized.

Blocks and Items

 * Chiseled Stone Bricks
 * Now craftable from two stone brick slabs on top of each other
 * Moss Stone
 * Now craftable from one cobblestone and one vine
 * Mossy Stone Bricks
 * Now craftable from one stone brick and one vine
 * Doors
 * Stackable up to 64
 * The crafting recipe for doors now gives 3 doors instead of one
 * Furnaces
 * When a furnace runs out of fuel, the smelting progress will rewind at 2x speed
 * Carrots
 * Restore 3 hunger points instead of 4
 * Baked Potatoes
 * Restore 5 hunger points instead of 6
 * Mob heads
 * Player heads now show the skin's hat layer
 * Buttons
 * Can now be placed on ceiling and on the ground
 * Redstone Comparators
 * Can now detect what way an item frame is rotated
 * Item Frames
 * Items in item frames can now face eight different directions
 * As long as the frame remains placed, it remembers the orientation of the last item it held, and uses it for the next item it holds
 * Item frames can give off a signal detected by comparators, based on the direction the item is facing
 * Signal strength is as follows: 0: empty; 1: item; 2: item rotated once; 3: item rotated twice; ...; 8: item rotated 7 times
 * Improved position handling of item frames
 * Paintings
 * Improved position handling of paintings
 * Dispensers
 * Can now place pumpkins or Wither Skeleton Skulls to spawn golems and withers respectively
 * Will only place them if the body of the golem or wither is already built
 * Can now place command blocks with pre-configured commands, rather than dispensing it
 * Dead Bushes & Saplings
 * Can now catch fire
 * Written Books
 * Copying written books will now mark them as copies/copies of copies
 * The copying status of a book (ie. original, copy of original or copy of a copy) is denoted in a separate line in the tooltip, beneath the author's name
 * Copies of copies can not be copied
 * Activator Rails
 * Powered activator rails will now shake minecarts, causing riders (players and entities) to dismount
 * Torches and Redstone Torches
 * Torches and redstone torches placed on walls now have an angled top side
 * '''Blaze Rods
 * Are now held similarly to tools
 * Command blocks
 * Now show the entity (@e) parameter
 * End Portal
 * Inventory image is now the Missing Texture block instead of the Nether Portal.
 * Trapdoors
 * Trapdoors are now called "Wooden Trapdoor"
 * Minecarts
 * Changed minecart physics
 * Minecarts now go faster and farther
 * Improved collision and position handling
 * Minecarts can derail at corners if going too fast, as well as refuse to go uphill
 * Minecart with Furnace
 * They now give a much greater boost to other minecarts
 * When powered, they can move on non-powered rails without decelerating
 * Minecart with TNT
 * Minecart with TNT explosions no longer stack.

Mobs

 * All mobs
 * Updated to the new AI
 * Mobs now show a glow of a slightly different color when hurt
 * Villagers
 * When struck by lightning, villagers turn into witches
 * Villagers will now only breed when willing
 * The first time a specific trade is done, the villager will become willing, any other time there's a 1 in 5 chance the villager will become willing
 * When a baby villager is born, both parents lose their willingness
 * Villagers become willing to breed by consuming food: 3 bread or 12 potatoes or 12 carrots
 * Finding out a villager's willingness in survival is difficult: The only tell is the amount of xp they give when trading; Normal trading yields 3-6 experience points, trading and making a villager willing yields 8-11 experience points
 * Changes to villager AI
 * Villagers will now harvest, collect and replant grown potatoes, wheat and carrots
 * Villagers will craft wheat into bread
 * Villagers will share food with fellow villagers
 * Baby animals (sheep, pig, cow, chicken, cat, dog, horse)
 * Baby animal growth can now slowly be accelerated using the animal's breeding item
 * It appears holding the right mouse button speeds up this process
 * Iron Golems
 * Now attack the player as soon as he is attacking the golem in survival
 * Wolves
 * Tamed and untamed wolves now attack skeletons without provocation, similar to how untamed wolves attack sheep in the wild.
 * Tamed Ocelots and Tamed Wolves
 * Now display a death message if named with a name tag.
 * Skeletons
 * Now run away from wolves instead of fighting back.
 * Now run away from creepers that are about to explode
 * Slimes and Magma Cubes
 * Now swim as a result of the update to the new AI
 * Randomly change direction every so often, reducing the chance of them getting stuck at walls or corners
 * Slimes will now randomly despawn over time if no player is within a 32 meter range
 * Appear to jump a bit more randomly
 * Zombie Pigmen
 * Angry zombie pigmen now pathfind as a result of the update to the new AI
 * Now run away from creepers that are about to explode
 * Endermen
 * Now pathfind as a result of the update to the new AI
 * Now walk slightly faster
 * Spiders and Cave Spiders
 * Can no longer draw line of sight through opaque blocks.
 * Blazes
 * Blazes will now shoot the player even if there are solid blocks between them
 * Giants
 * Armor on Giants is now rendered
 * Silverfish
 * Silverfish will stop occasionally before moving again (similarly to most mobs)
 * Creepers
 * Now run away from other creepers that are about to explode
 * Zombies
 * Now run away from creepers that are about to explode
 * Witches
 * Now run away from creepers that are about to explode

== Fixes ==

120 bugs fixed
 * – Having FOV over 100 and sleeping in bed will cause you to look inside your head
 * – Potion of night vision: total blackout
 * – Paintings & item frames can overlap / Z-fighting when overlapping
 * – command doesn't change the default difficulty in the ESC menu (singleplayer)
 * – Ladder, Sign, Fence, Gate, Trapdoor causes block it is placed in to darken
 * – Iron Bar hit-boxes misaligned
 * – Zombie / Skeleton chestplate not displaying the sleeves of the chestplate properly
 * – Can see the water lighter in a certain position
 * – Ghost Items from Trading with SHIFT-click
 * – Ghost End Portal in The End / Missing layer with AMD/ATI graphics cards
 * – X-Ray by standing inside TNT/Glowstone/Block of Redstone/Leaves (fast)
 * – Skullowner is lost when "picking" the skull in creative
 * – If you sneak, buckets will place water/lava/lily pads at the position you would point at if you wouldn't sneak.
 * – Inconsistent door texture
 * – Players can place and remove arbitrary blocks in Adventure mode, breaking pre-1.4.2 maps
 * – Lighting cocoa | glowing when hit
 * – Unbreakable blocks in adventure mode: Hay Block, TNT, Silverfish, Piston, Cactus, Bed, Fire, Sponge
 * – Adventure Mode breaking transparent blocks
 * – Models improperly shaded at certain angles.
 * – New Mob AI doesn't take world limit/Void into account for pathing
 * – Black (squares?) on 3rd person view
 * – While lying in bed nearby mobs will look above the player
 * – Item frames "jumping"
 * – java.lang.NullPointerException: Exception ticking world (at ml.c(SourceFile:199)) (Corrupted Nether chunks)
 * – Sleeping in beds above layer 128 in multiplayer causes the player to fall into the void (visually only)
 * – Player hitboxes in debug mode are rendered too high
 * – Brewing Stand Become Bright Upon Punch
 * – Floating in 3rd Person while sneaking
 * – Endermen don't teleport when battling other mobs up close
 * – Sheep spawn eggs have wrong texture when thrown on the ground (fast graphics)
 * – Shadow on the block above your head
 * – Villagers offer Enchanted Book trades you can't possibly do
 * – Enchanted Book offers will only ever get worse with villager trades
 * – Items in Item frame get dark when rotated (fast graphics)
 * – Texture of burning Furnace(ID62) shows no face in Inventory.
 * – TNT minecarts that are set on fire drop TNT and a mine cart.
 * – Lit TNT falls into floor on reload
 * – Iron bars texture gap
 * – Items are not centred correctly within frames
 * – Player hitbox is rendered in inventory
 * – command still doesn't work from multiplayer server console
 * – Double clicking in creative inventory doesn't auto stack the items.
 * – Whole-word selection behaves erratically in chat
 * – The command block will detect players who are dead, but have not yet hit re spawn.
 * – The game crashes when trading with villagers
 * – Upper part of a Door does not open when placing a Block of Redstone beside it
 * – Breaking blocks in Creative can produce particles from blocks behind the broken block
 * – Random destination routine has a small statistical tendency to move more north west (fix included)
 * – Angry Zombie Pigmen usually won't jump over 1-high transparent blocks to get to enemies.
 * – More World Options menus for bonus chest and hardcore aren't blacked out
 * – F3 pie graph bug
 * – Clicking hotbar hotkey (1-9) to move a stack of items / blocks to enchanting table deletes all but one of a stack
 * – Scoreboard don't work with offline / non-existent players
 * – Players' nameplates are too low while sleeping in beds
 * – Scoreboard Dissappears when there are too many entries.
 * – Spawner shows activity when eyes pos in range, but actually only produces mobs when feet pos in range
 * – Difficulty settings from one single player world carry over into others.
 * – Teleporting using commands resets the velocity
 * – Named Mobs Names Not visible through glass
 * – Pumpkin texture flips when made into snowman
 * – Command throws ArrayIndexOutOfBoundsException on high Item ID values
 * – Breaking stairs graphical glitch
 * – Renaming + enchanting cost bug
 * – New AI mobs see through invisibility
 * – Dead bushes and Saplings do not burn
 * – Wet tamed and wet hostile untamed wolves use texture from untamed, unhostile wolves
 * – Plants don't cause an update when the block beneath is broken/light level changed
 * – You can place block inside yourself by placing blocks next to fences
 * – Withers are harmed by the explosions of their Wither Skulls
 * – Mouse is centered when going to previous menu with ESC
 * – Back of ladder missing - stronghold generation
 * – Entities do not despawn when you're dead.
 * – When Tracking stat.craftItem. Shift-Clicking Counts 2
 * – Hopper: java.lang.NullPointerException - Invalid Biome id
 * – Hopper: java.lang.NullPointerException: Getting biome
 * – Superflat Swampland doesn't generates lilypad
 * – command creates crash-inducing items with incomplete [dataTag]
 * – replace doesn't replace same block with different tile entity / NBT data
 * – Use Item Stat Corresponds to Left-click, Not Right-click
 * – Furnace Progress Remains After Changing Ingredient
 * – command (with enchantment IDs higher than 255) crashed Minecraft
 * – tellraw translate on string with arguments without a with argument crashes server.
 * – Lava fizz sound plays whenever a flowing lava block destroys an air block
 * – Attribute "followRange" Not Working Thoroughly
 * – Stained clay blocks act as wood if a fence is underneath
 * – Mobs (Endermen) don't flash red when hit in the end
 * – "Data tag parsing failed: Unbalanced quotation" when parsing strings with semicolons.
 * – Multicolor Fireworks crash game when given using, or summoned using
 * – Summoning a FireWork crash when using non-decimal colour values
 * – stat.leaveGame does not increment when game is closed
 * – does not update compass
 * – No Colon after Game Mode in World Options
 * – doesn't clear weather for anywhere near the amount given
 * – Hopper: java.lang.NullPointerException: Exception generating new chunk
 * – server-icon.png alpha channel display
 * – Clicking super secret settings in the main menu throws an exception (but does not crash)
 * – When oldblockhandler is set to replace, it still drops container items
 * – Maps framed on east or west sides of blocks are darker than north or south sides
 * – You can place blocks on top of cauldrons when standing inside or on top of them
 * – Joining Realms World "Cancel" Button Mis-Placed
 * – walkOneCm stat doesn't accurately measure distance
 * – Zombies kill villagers instead of transform them (HARD difficulty)
 * – throwing NPE when no players online
 * – Major texture/rendering glitch
 * – Game Crash after summoning MinecartRideable Riding Villager
 * – Tellraw command crash (stat.entityKilledBy)
 * – Game Crashes when Ender Crystal is stacked on top of Horse
 * – Unable to play sound: "minecraft.damage" (When attacking other players) (SMP and in Singleplayer)
 * – Water (texture?) bug!
 * – Not able to pick up item if given to a dead player
 * – Glass pane z-fighting with itself
 * – Scoreboard Objectives Inaccurate in Smelting Objectives
 * – Block IDs that don't exist as an item crash Superflat customisation GUI.
 * – Unable to load Twitch libraries
 * – Command Block Custom Radius
 * – Bold text is not correctly (right/center) aligned (invalid string length)
 * – Improper Cake Texture (And Glass Panes. And Doors. And Trapdoors)
 * – Iron Golem Breaks Lead
 * – Zombie pigmen villagers are missing their inner head when spawned with {IsVillager:1}