Java Edition 1.14

1.14, the first release of Village and Pillage, is an upcoming major update to the Java Edition with a planned release date of early 2019. It will focus mainly on villages, adding a new subset of illagers known as pillagers and redesigning village architecture to match the biome it is located in. This update also introduces many new blocks, revamps the crafting system, updates taiga biomes, adds a new bamboo forest jungle variant, adds 7 new mobs and a new villager profession.

Blocks

 * Bamboo
 * Can be found scattered around jungles and in large clusters in bamboo jungles.
 * Can be found in shipwrecks and jungle temples.
 * Dropped by pandas when killed, or can be obtained when fishing in jungle biomes.
 * Can be farmed and grow up to 12–16 blocks tall.
 * Grows 1–2 blocks taller when bone meal is used on it.
 * Breaks instantly using swords.
 * Can be eaten by pandas, used as fuel (four bamboo can smelt one item), or planted inside a flower pot.
 * Can be used to craft sticks and scaffolding.


 * Barrels
 * Act as a storage unit, with the inventory of a chest.
 * However, unlike a chest, work in tight spaces and can be opened even with a solid block above them.
 * Can be crafted using 6 wood planks, and 2 wood slabs.
 * Generate in village fisher cottages.
 * Can be filled by droppers and filled and emptied by hoppers.
 * Currently do not interact with comparators.


 * Bells
 * Play a shaking animation and a sound when right-clicked.
 * Based on the position and facing, bells can only be hit in some certain directions, and will only shake in those directions.
 * Generate in village meeting points.
 * Have an associated block-entity placeholder.
 * Can be anchored to top and bottom block, as well as walls, with different texture for each.
 * Pop off as an item when the anchored block is destroyed or moved.


 * Blast Furnaces
 * New furnace upgrade that allows for the smelting of ores and melting of metals faster than the traditional furnace.
 * Twice as fast as a regular furnace, but only gives half the experience.
 * Can only smelt ores and melt metals.
 * Can be crafted using 3 smooth stone, 1 furnace, and 5 iron ingots.
 * Generate in village armorer houses.
 * Have support for hopper and dropper inputs and outputs.


 * Campfires
 * Generate in taiga villages.
 * Decorative fireplace without fire spread.
 * Does not burn items.
 * Can be crafted with 3 sticks, 1 coal or charcoal, and 3 wood or logs, stripped or unstripped, of any wood type.
 * Cooks up to four food items, but 3 times slower than a furnace (30 seconds).
 * Right-click with food item to place food on campfire.
 * Food item pops off when cooked.
 * Emits a new type of particle, a smoke signal that can be seen from a longer distance than normal particles.
 * The particles can travel through 1–2 blocks.
 * Placing a hay bale below the campfire causes the smoke particles to stay longer and rise higher.
 * Emits a light level of 15.
 * Can be put out using a water bucket.
 * Extinguishing a campfire pops off any food item on it, but the items can then not be picked up.
 * Can be re-lit with flint and steel, but not other fire sources like fire charges.
 * Repeatedly deals damage when walked on.
 * Sneaking on a campfire prevents damage.


 * Cartography Tables
 * Can be crafted with 2 paper and 2 wooden planks.
 * UI visualizes the function of the recipes.
 * Allows cloning, extending, and locking of maps.
 * Locking can be done with a glass pane to prevent modifying them.
 * Generate in village cartographer houses.


 * Composter
 * Block which converts crops and plants into fertilizer.
 * Crafted using 4 wood fences of any type and 3 wood planks of any type.
 * Generate in village farms.
 * Creates a single piece of bone meal per 7 levels of composting.
 * certain items on the composter has a chance to add 1 level of composting to the composter, up to 7 levels. After the composter reaches level 7, it will turn into level 8 which is the harvestable stage, yielding 1 bone meal when used.
 * Some composted items will be consumed without adding a level. The chance a level will be added depends on the quality of the item: larger or crafted items have a higher chance of adding a layer when used (e.g. Kelp has a low chance of about 30%, while pumpkin pie has a chance of 100%).
 * Fletching Tables and Smithing Tables
 * Currently have no functionality.
 * Generate in village fletcher and toolsmith houses, respectively.


 * Flowers
 * Added cornflower.
 * Can be crafted into blue dye.
 * Appear in plains biomes.
 * Added lily of the valley.
 * Can be crafted into white dye.
 * Appear in forest biomes.
 * Added wither rose.
 * Can be crafted into black dye.
 * Inflict 1 second of Wither status effect to players and mobs around it, when in any difficulty besides peaceful.
 * Is dropped/planted from any non-undead mob being killed by the wither.


 * Grindstones
 * Craftable with sticks, a stone slab and planks.
 * Generate in village weapon smiths.
 * Have a GUI with 2 input slots and 1 output slot.
 * Remove any non-curse enchantment(s) from an item.
 * Give the player experience back for each enchantment removed.
 * Weapons, tools, armor and enchanted books can have their enchantments removed within this block.
 * Can repair items by combining them together.
 * Can be placed on the top, bottom, or side of a block.


 * Jigsaw Blocks
 * A technical block.
 * Not obtainable in survival or in the creative inventory.
 * Can only be obtained using commands.
 * Is a 'junction' block that will allow the player to construct structures out of smaller templates.
 * Target pool
 * Refers to a pool of elements the jigsaw block can draw elements from (ie: the next template to place).
 * Attachment type
 * Refers to the "name" of the jigsaw block. Jigsaw blocks can only connect to other jigsaw blocks with the same "name" (attachment type).
 * Turn into
 * The blockstate the jigsaw block will turn into once the whole feature is placed.


 * Lanterns
 * New light source.
 * A feature originally planned for the Alpha Halloween Update.
 * Notch had previously said that lanterns would not be added into Minecraft.
 * Crafted with 8 iron nuggets surrounding 1 torch.
 * Generate in snowy villages.
 * Can be placed either hanging under or on top of a block.
 * Give slightly more light than a torch.


 * Lecterns
 * Were an idea originally scrapped from 2012.
 * Unique model based on the scrapped design.
 * Can be crafted from slabs and bookshelves.
 * Right-click empty lectern to place book.
 * Right-click lectern with book to open.
 * Multiple players can read the book at the same time, without having the item.
 * Current page is persistent and shared between all readers.
 * Book can be removed from it.
 * Emits redstone pulses when page is changed.
 * Redstone comparators can be used to get book reading progress.
 * Generate in village libraries.


 * Looms
 * Can be crafted with 2 string on top of 2 planks.
 * Generate in village shepherd houses.
 * Easier way to apply patterns to banners: the purpose is to color and design banners, which was previously done in the crafting grid.
 * Have a slot for a banner, a dye and a banner pattern.
 * Generic patterns now only require 1 dye.
 * Removed existing banner recipes.
 * Special banner patterns can now be crafted into a new item, banner patterns.
 * Craftable using paper and the special pattern items.
 * These patterns don't consume the pattern item when used in the loom.
 * Available banner patterns are shown as a list.


 * Scaffolding
 * A new, quickly climbable block that can be crafted using bamboo and string.
 * The player can build a pillar of scaffolding by just pressing on the top face of a scaffolding block, as well as place scaffolding to the side.
 * The whole structure breaks when the bottom block is broken.
 * The player can climb up a block by and go down by pressing.
 * The player can sneak by pressing when there's no other scaffolding block below.
 * The sides only have placement collision detection on the bamboo struts.
 * Scaffolding without blocks under it has a bottom that can be walked on.
 * Can be placed 6 blocks out from its base of support without falling.


 * Signs
 * Added spruce, birch, acacia, jungle and dark oak signs: signs now come in all different wood types.
 * Sign text's color can now be changed by right clicking them with any of the 16 dyes.


 * Slabs
 * Added stone, andesite, polished andesite, diorite, polished diorite, granite, polished granite, mossy stone brick, mossy cobblestone, smooth sandstone, smooth red sandstone, smooth quartz, red nether brick, and end stone brick slabs.


 * Smokers
 * New furnace upgrade that allows for the cooking of foods faster than the traditional furnace.
 * Twice as fast as a regular furnace, but only gives half the experience.
 * Can only cook food.
 * Can be crafted using 4 logs and 1 furnace.
 * Generate in village butcher shops.
 * Have support for hopper and dropper inputs and outputs.


 * Stairs
 * Added stone, andesite, polished andesite, diorite, polished diorite, granite, polished granite, mossy stone brick, mossy cobblestone, smooth sandstone, smooth red sandstone, smooth quartz, red nether brick, and end stone brick stairs.


 * Stonecutters
 * Can be used as a simpler way to craft various stone variants (stairs, slabs, bricks, walls, chiseled, etc).
 * Can be crafted with 3 stone blocks and 1 iron ingot.
 * Generate in village mason houses.


 * Sweet berry bushes
 * Commonly found in, , and biomes.
 * Rarely found in, and  biomes.
 * Can be planted from sweet berries.
 * Have 4 stages of growth: 'sapling', 'no berries', 'some berries', and 'full berries'.
 * Drop 1–2 berries in younger stage, 2–3 in full growth stage.
 * They're harvested with right-click.
 * Support bonemeal usage.
 * They slow movement of all mobs in all stages of growth.
 * Any mob can stand inside them, but they deal damage similar to a cactus if the mob isn't standing still, as long as the bush has grown past the 'sapling' stage.


 * Walls
 * Added brick, andesite, diorite, granite, prismarine, stone brick, mossy stone brick, sandstone, red sandstone, nether brick, red nether brick, and end stone brick walls.

Items

 * Banner Patterns
 * Crafted with paper and their associated items.
 * For example, enchanted golden apple is the associated item for "Thing" banner pattern.


 * Crossbows
 * Crafted from strings, iron ingots, sticks, and tripwire hooks.
 * Can be used as a weapon similar to bows.
 * Slightly more range, but takes longer to charge.
 * Hold to charge, click to release.
 * Charge is saved in inventory, can be used later.
 * Can shoot firework rockets holding the crossbow in one hand and the fireworks in the other.
 * Can be enchanted with new enchantments:
 * Multishot
 * Fires three arrows at once in different directions; not compatible with Piercing.
 * Quick Charge
 * Increases the reload speed. 3 levels; 0.25 seconds faster each level.
 * Piercing
 * Projectiles pierce through mobs. 4 levels; not compatible with Multishot.
 * Its arrows deal from to  damage.


 * Dyes
 * Added blue dye, brown dye, black dye and white dye.
 * Separated bone meal, ink sacs, cocoa beans and lapis lazuli into their own items: they can no longer be used to dye directly.
 * New dyes craftable from respective ingredients.


 * Spawn eggs
 * Cat spawn egg
 * Panda spawn egg
 * Pillager spawn egg
 * Ravager spawn egg
 * Trader llama spawn egg
 * Wandering Trader spawn egg
 * Fox spawn egg


 * Suspicious stew
 * Found in shipwreck supply chests.
 * Can be crafted with a red and brown mushroom, a bowl and any flower.
 * Can not be obtained in the creative inventory.
 * It restores and 7.2 saturation points, and gives roughly 5 seconds of a status effect.
 * The effect given upon eating depends on which flower is used, as does the exact duration of the effect.
 * Oxeye Daisy gives Regeneration.
 * Cornflower gives Jump Boost.
 * Lily of the Valley gives Poison.
 * Wither Rose gives Wither.
 * Tulip gives Weakness.
 * Azure Bluet gives Blindness.
 * Allium gives Fire Resistance.
 * Blue Orchid gives Saturation.
 * Poppy gives Speed.
 * Dandelion gives Saturation.


 * Sweet berries
 * Fill hunger points.
 * Can be planted in the ground and will grow into sweet berry bushes.

Mobs

 * Cats
 * Have health.
 * Drop 0–2 string.
 * Typically found wandering around villages as strays.
 * Black cats can spawn in witch huts.
 * Untamed cats can despawn.
 * Have 8 new skins, one being chosen by the community.
 * Tamed cats will sleep or sit on the owner if they go to sleep in a bed.
 * When the owner wakes up from the bed, the owner will receive a gift, based on a loot table.
 * The possible gifts are:, , , , , or.
 * Scare off phantoms, and will hiss at them.
 * Cat collars can now be dyed.
 * Foxes
 * Nocturnal mobs which sleep at morning and are awake at night
 * Will run from the player.
 * Can be bred with sweet berries.
 * The baby born will trust the player and not run away.
 * They are about as fast as ocelots.
 * Will pick up dropped food items with their mouth.
 * May spawn wandering around villages.
 * Pandas
 * Have health.  health for weak pandas.
 * Drop 1 bamboo when killed (not affected by Looting).
 * They are usually passive.
 * They spawn in bamboo forests inside jungles.
 * Will seek out bamboo and cake items and eat them.
 * They have varying personalities and traits.
 * They can be normal, aggressive, lazy, weak, worried, or playful (defined by two NBT tags, HiddenGene and MainGene).
 * They have a rare white and brown variant (both main and hidden gene have to be brown for a panda to appear brown).
 * Their emotions can be read on their faces.
 * Breedable.
 * Baby pandas will sometimes sneeze, making nearby pandas jump: when they sneeze, they have a chance to drop a slime ball.
 * Variants are inherited by a special panda inheritance system.
 * Sometimes roll and sit on hind legs.
 * When hit, nearby villagers will display the angry villager particles.


 * Pillagers
 * They are hostile mobs, considered a subset of illagers.
 * Have health.
 * They wield crossbows.
 * Drop their crossbows when killed (affected by Looting).
 * They will raid, or take over, villages, killing villagers.
 * They cannot equip armor of any type.
 * Attack villagers, iron golems and wandering traders.


 * Ravagers
 * Have health.
 * Have 100% knockback resistance when hit.
 * Destroy crops and leaves.
 * Attack villagers, iron golems and wandering traders.
 * Drop a saddle when killed (100% of the time, not affected by Looting).


 * Trader Llamas
 * Have to  health.
 * Spawn in pairs alongside a wandering trader.
 * Are hostile towards all illagers (except for ravagers) and all zombie variants.
 * Will attack mobs and players which attack the trader it's attached to.
 * Are the same as normal llamas but have blue and gold decorations.
 * Have unique default carpet design. Can't be removed but can be replaced.
 * Can be equipped with carpets as normal llamas. Original garb reappears when the carpet is taken off.
 * Will become tamed after the wandering trader is killed. Can be tamed normally like any wild llama.


 * Villagers
 * Added Mason profession.
 * Currently has no trades.


 * Wandering Traders
 * Have health.
 * Found in random places around the world. Only one will spawn in the world with two Trader llamas and within a 48-block radius of a player.
 * After 1 in-game day, the game will begin to attempt to spawn a wandering trader once per in-game day.
 * Spawn attempt chance increases with each failed attempt: Initially it will start out at 2.5%, then 5%, and then finally cap out at 7.5%.
 * Provides a random variety of biome-specific item trades, not dependent on biome it spawns in.
 * Trading times are limited, locked trades are not unlockable by conducting other trades.
 * Has 6 trades, all unlocked up front, once used up cannot be reopened.
 * Despawn after 48000 ticks (40 minutes).
 * Will drink potions of invisibility at night to hide from hostile mobs.
 * Will drink milk in the daytime to remove the potion effect.
 * Have a WanderTarget data tag containing a block position. When set, they will pathfind to that position.

World generation

 * Bamboo forests
 * New biome variant of jungles.
 * It contains bamboo shoots, podzol, and pandas.


 * Pillager outposts
 * Are structures related to pillagers, separate from illager patrols.
 * Spawn pillagers. Patrol leaders can spawn at outposts.
 * They have loot chests at the top, and minor structures around the main tower.
 * Can be found in any biome a village can be generated in.
 * Use the jigsaw block for generation.


 * Villages
 * Added villages.

Gameplay

 * Illager patrols
 * Spawn in the world as a pack of 5 mobs consisting of pillagers or vindicators.
 * Spawn in all variations of the plains, taiga, desert and savanna biomes, on top of grass or sand blocks.
 * An illager banner can be found on the patrol leader's head.
 * Pillagers will attack and pillage villages, trampling crops and killing villagers.
 * Players who kill the leader will have the Bad Omen status effect inflicted upon them.


 * Illager Raids
 * Triggered when a player inflicted with the Bad Omen effect enters a village.
 * Max Bad Omen level for a maximum-strength raid is 5.
 * Kill leaders to increase Bad Omen level.
 * Patrol leaders give 1–3 Bad Omen levels when killed. Pillager outpost patrol leaders always give 1 level only.
 * Pillagers, vindicators, evokers, witches and ravagers can appear as part of the raids.
 * Raid progress bar once a village has been entered is displayed like the ender dragon health bar, decreases on pillager kills.
 * The raid boss bar slowly fills up when a raid is triggered or when a wave is cleared.
 * Shows remaining mobs near the end.
 * Mobs appear in waves, with two waves being added per level of the Bad Omen effect.
 * A wave can only begin, if all mobs in the previous wave have been killed.
 * Include witches and evokers on later waves.
 * Ravagers start spawning at wave 2, witches at wave 4, and evokers at wave 10.


 * Resource packs
 * Added "Programmer Art – The classic look of Minecraft" to the resource pack menu.


 * Status effects
 * Acquired by killing an illager patrol leader (an illager wearing a banner on its head).
 * Acquired by killing an illager patrol leader (an illager wearing a banner on its head).

Command format

 * Block tags
 * Two new block tags: dragon_immune and wither_immune.


 * General syntax: {{cmd|loot.
 * Does not affect item model.
 * Does not affect item model.


 * Death messages
 * Added new death messages for when a player dies from moving through a sweet berry bush.
 * {{cd| was poked to death by a sweet berry bush}}
 * {{cd| was poked to death by a sweet berry bush whilst trying to escape }}


 * Particles
 * Two new particle types: {{code|campfire_cosy_smoke|campfire_signal_smoke|d=and}}.


 * Recipes
 * "campfire" type recipes for adding custom campfire recipes.


 * Startup Screen
 * Added a loading bar to the startup screen.
 * Once loading is complete the startup screen will now fade into the main menu.


 * Statistics
 * Five new statistics:
 * "Barrels opened"
 * "Interactions with Blast Furnace"
 * "Interactions with Campfire"
 * "Interactions with Lectern"
 * "Interactions with Smoker"


 * World generation
 * Added a loading animation when generating a world.
 * Visualizes render of the spawn chunks.

Blocks

 * Brewing stands
 * Now generate in village temples.


 * Carpets
 * Can now be made by surrounding a non-white dye with white carpet.


 * Chorus Flowers
 * Chorus flowers now break and drop themselves when shot by arrows and tridents.


 * Crops and nether wart
 * Added placement and breaking sounds.


 * Dispensers
 * Shears can now be dispensed and will shear sheep.


 * Leaves
 * Now drop 0–2 s.


 * Nether Brick Fences
 * Recipe changed to include nether brick items rather than just nether bricks blocks.
 * Nether brick fences now require 4 nether brick blocks and 2 nether brick items.
 * The old recipe is now used to craft nether brick walls


 * Signs
 * Renamed "Sign" to "Oak Sign".
 * Crafting a sign now requires the same wood type instead of a random assortment.
 * Right clicking on signs with dyes will now change the text color.
 * Rewrote editing to be more intuitive:
 * Movable cursor for free text editing.
 * Selection support.
 * Copy/paste support.


 * Smooth Quartz, Smooth Sandstone, Smooth Red Sandstone and Smooth Stone
 * Obtainable from smelting blocks of quartz, sandstone, red sandstone and stone, respectively.


 * Smooth Stone Slab
 * Stone slabs have been renamed to smooth stone slabs.
 * Are now crafted with smooth stone instead of stone.


 * Stained Glass Panes
 * They can now be made by surrounding a dye with non-stained glass panes.


 * Vines
 * Can now be climbed without supporting blocks.

Items

 * Beetroot Soup
 * Recipe changed to be shapeless.


 * Book and Quill
 * Rewrote editing to be more intuitive:
 * Movable cursor for free text editing.
 * Selection support.
 * Copy/paste support.
 * Keyboard and Mouse handling.
 * Improved page filling and line wrapping.
 * Double-click to highlight a word, triple-click to highlight a page.
 * Can now go up to 100 pages.


 * Cocoa Beans
 * Renamed to Cocoa.


 * Dead bush
 * Can now be used as fuel in a furnace.


 * Dye
 * Unified all dye names.
 * Rose red, dandelion yellow, and cactus green have been renamed to red, yellow and green dye, respectively.
 * Lapis lazuli, cocoa beans, bone meal and ink sac can no longer be used as dyes.


 * Rabbit Stew
 * Recipe changed to be shapeless.

Mobs

 * Cats and ocelots
 * Cats and ocelots are being split into two separate mobs.
 * Cats are now able to spawn as strays in villages, which can be tamed.
 * Ocelots can no longer be tamed; instead, they will trust the player, if fed salmon or cod.


 * Creepers
 * Can now drop music discs from strays, in addition to skeletons.




 * Illusioners, players and wither
 * Now have loot tables.


 * Phantoms
 * Are now afraid of cats.


 * Villagers
 * Slightly modified trades of villagers.
 * Villagers and zombie villagers now have seven skin types which correspond to the following biomes:
 * Plains
 * Desert
 * Savanna
 * Taiga
 * Snowy tundra / snowy taiga
 * Jungle
 * Swamp
 * Villagers now have five profession levels, showing how many trade tiers they've unlocked by a badge of a varying material on their suit.
 * The first trade tier is represented by a stone badge, the next iron, then gold, emerald and finally diamond.
 * Some of the professions have less than five trade tiers in total.
 * If a villager summoned by a command has a higher level than its natural highest level, its badge can still be seen, however the player wouldn't be able to interact with it.
 * Cured zombie villagers will retain their trades when they are converted back into regular villagers.


 * Vindicators
 * Will now break down doors.

Non-mob entities

 * Armor stand
 * Now has a loot table.


 * ,, , , , (fire charge), and
 * Now have an optional Item tag that can specify a different item stack to render.

World generation

 * ,, and  villages
 * New architecture.
 * Village houses now have drastically different structures that depend on the biome and there are many more types.
 * Use jigsaw blocks for generation.
 * Added new structure and loot table files for the new village houses.


 * Witch huts
 * Now generate with a black cat.


 * Zombie villages
 * Updated desert and taiga zombie villages.

Gameplay

 * Lighting system
 * Has been rewritten.
 * Moved light storage from chunks to a separate structure.
 * Moved light calculation from all over the code to a self-contained place.
 * Moved light computation off the main thread on the server.


 * Performance Improvements
 * Fish (mob).
 * Mobs that would spawn and then despawn from being too far away from the player the next tick no longer spawn.
 * Redstone dust depowering performance increase.

Command format

 * Advancements
 * Entity type predicates now accept tags (#baz).
 * The damage source predicate now has option: is_lightning.
 * The entity predicate now accepts a flag field.
 * Available tests: is_on_fire.
 * Entity predicate now accepts equipment field.
 * This predicate can contain up to six fields: head.
 * If this predicate is non-null, test will fail for entities that have no equipment (i.e. not mobs, players or armor stands).


 * Commands/NBT data
 * Extended NBT path syntax.
 * New chat component for displaying values from NBT.
 * Block variant {"nbt":, "block":  }.
 * The "block" entry is exactly like it's used in commands, for example "15 16 17" means x=15, y=16 and z=17.
 * Entity variant {"nbt":, "entity": }.
 * If interpret is present and true, contents of selected tags will be interpreted as chat components.
 * Item lore tag now uses chat component syntax.
 * Time arguments in, and  can now have units.
 * t for ticks, s for seconds, d for days.
 * Fractions are allowed as long as the result is integer (for example 0.5d).


 * Conditions
 * entity_properties
 * Now uses same predicate syntax as advancements (like player_killed_entity).
 * Parameters are now described in predicate field. If this field is an empty object, any entity is accepted (but still has to be present).


 * Creative menu
 * Creative menu search box now accepts tags (starting with #).
 * Tooltip in creative search menu now lists item's tags.


 * Loot tables
 * Block drops are now controlled by loot tables
 * Tables and pools accept functions
 * New loot table entry types: dynamic.
 * New loot table functions: apply_bonus.
 * New loot table conditions: entity_present, and two special modifiers: inverted.
 * Integer values can now specify random number generator.
 * constant, uniform (default), binomial.
 * Optional type used to validate function usage.
 * empty.
 * Using function that references data not available in given context causes warning.
 * Entity parameters in predicates: direct_killer - allows access to projectiles etc.
 * Renamed entity parameter in predicates from direct_killer_entity to direct_killer.
 * New conditions
 * alternative: joins conditions from parameter terms with "or".
 * block_state_property: check properties of block state, parameters:
 * block: id of block;test will fail if broken block doesn't match.
 * properties: map of property:value pairs.
 * damage_source_properties: checks damage source.
 * Same syntax as entity_properties, but uses damage source predicate (see player_hurt_entity advancement trigger).
 * inverted: inverts condition from parameter term.
 * location_check: applies advancement location predicate, parameters:
 * predicate: predicate applied to location, uses same structure as advancements.
 * match_tool: checks tool (only available for block breaking and fishing). Parameters are:
 * predicate: predicate applied to item, uses same structure as advancements.
 * survives_explosion: returns true with 1/explosion radius probability.
 * table_bonus: passes with probability picked from table, indexed by enchantment level. Parameters are:
 * enchantment: id of enchantment.
 * chances: list of probabilities for enchantment level, indexed from 0.
 * weather_check with these parameters:
 * raining - optional boolean.
 * thundering - optional boolean.
 * New entries
 * alternatives: Tests conditions of child entries and executes first that can run, has no weight or quality, but may have conditions.
 * dynamic
 * Gets block specific drops.
 * minecraft:contents: block entity contents.
 * minecraft:self: for banners and player skulls.
 * group: Executes child entries when own conditions pass, has no weight or quality.
 * sequence: Executes child entries until first one that can't run due to conditions, has no weight or quality, but may have conditions.
 * tag: adds contents of item tag;fields:
 * name: id of tag.
 * expand: if false, entry will return all contents of tag, otherwise entry will behave as multiple item entries (all with same weight and quality).
 * New functions
 * apply_bonus: applies one of predefined bonus formulas.
 * Common fields:
 * enchantment: id for enchantment level used for calculation.
 * formula: type of used bonus formula.
 * parameters: values required for formula (depend on type).
 * Formulas based on existing fortune bonuses.
 * Formula binomial_with_bonus_count, parameters are:
 * probability : float
 * extraRounds : int
 * Adds random value using binomial distribution with n <- level + extraRounds and p <- probabilty.
 * Formula uniform_bonus_count, parameters are:
 * bonusMultiplier
 * Adds random value using uniform distribution from 0 to bonusMultiplier *level.
 * Formula ore_drops, no parameters.
 * Applies formula count *(max(0, random(0..1) - 1) + 1).
 * copy_name
 * Copies display name from block entity to item (see enchanting table behavior).
 * copy_nbt.
 * Copies NBT from source to item tags.
 * Parameters:
 * source: can be this.
 * ops
 * List of copy operations:
 * source: source path (same as ).
 * target: target path.
 * op: replace, append (for lists), or merge; for compound tags.
 * entity: source of profile (will do nothing if it's not a player).
 * explosion_decay
 * Applies flat chance (equal to 1/explosion radius) for every item to be destroyed (items in stack are processed separately).
 * limit_count, parameters are:
 * limit
 * min - optional
 * max - optional
 * Limits count of every item stack to range.
 * set_contents, parameters:
 * entries list of entries (same as in pool).
 * Populates BlockEntityTag.Items with items from entries.
 * set_loot_table, parameters are:
 * name: id of loot table.
 * seed: seed; if omitted or 0, LootTableSeed will not be set.
 * Sets BlockEntityTag.LootTable tags.
 * set_name
 * Added new parameter (same values as  condition). If present, the name will be resolved with that entity (which allows using selector and score components).
 * fill_player_head
 * Copies player profile info to player head item.
 * Parameters:
 * – source of profile (same values as condition, will do nothing if it's not player).
 * Adds or replaces lore lines.
 * Parameters:
 * lore – list of lines (in chat component format) to be added.
 * replace – if true, previous lore is erased.
 * entity – if present, name will be resolved with selected entity (same values as entity_present condition).
 * entity – if present, name will be resolved with selected entity (same values as entity_present condition).


 * JSON text components
 * Block variant {"nbt": path, "block": "coordinates"}, where coordinates field uses same format as.
 * Entity variant {"nbt": path, "entity": selector}, where selector field uses same format as.
 * Additionaly, if field interpret is present and set to true, contents of selected tags will be interpreted as chat components.
 * Works same as selector components:
 * If there are no elements, returns empty string.
 * If there are multiple elements, merges them with ,.


 * NBT paths
 * Can now return multiple values.
 * When used as target, modification will be applied to every element.
 * When setting location and no elements are found, new matching element will be created:
 * Add [{k1=v1,k2=v2}] to match objects in list that have matching fields.
 * Add {k1=v1,k2=v2} to match objects.
 * Selects 0 or 1 element, mostly as safeguard against mismatched entries.
 * Allows negative indices as [index] to index elements in reverse from end.
 * Add [] to select all elements from list.

Removed the following NBT information:
 * Villager NBT
 * : The ID of the texture used for this villager.
 * : The ID of this villager's career.
 * : The current level of this villager's trading options.

Added the following NBT information:
 * : Information about the villager's profession.‌
 * : The current level of this villager's trading options ( 1... ) and at the same time its displayed badge ( capped at 5 )
 * : Namespaced ID value.
 * : Namespaced ID value.


 * World generator registries.
 * Most of the biome related features now have a registry and their configuration can be serialized.
 * Added a feature registry.
 * Added a registry for decorators.
 * Added a registry for carvers.
 * Added a registry for surface builders.

Removed the following NBT information:
 * Zombie Villager NBT
 * : The ID of the texture used for this zombie-villager.

Added the following NBT information:
 * : Information about the villager's profession.‌
 * : Copied from converted villager.‌


 * Other
 * Returns count of matched elements when used as command.
 * Continues on non-zero(if) or zero(unless) count when used as part of command.
 * Item frame contents can now be modified with.
 * Applies an operation to selected fields.
 * Operations
 * Are set on all types.
 * Are inserted before index, insert after index, prepend, append on lists.
 * Merge on objects.
 * Sources
 * from to copy a value from an existing tag.
 * value.
 * Added entity type tags.
 * Work like other tags, stored in tags\entity_types\.
 * The type field in @ selectors now accepts entity type tags.
 * Can locate pillager outposts.
 * Can locate the new villages, using the parameter.
 * Changing item models based on item NBT.
 * New item model property: custom_model_data, backed directly by CustomModelData integer NBT field.
 * can now be executed by command blocks and functions.
 * Changing item models based on item NBT.
 * New item model property: custom_model_data, backed directly by CustomModelData integer NBT field.
 * can now be executed by command blocks and functions.

General

 * Advancements
 * "How Did We Get Here?" now requires and  as these effects can now be obtained through suspicious stew.
 * "The Parrots and the Bats" and "Best Friends Forever"
 * Requirements have been changed from ocelots to cats.
 * "Two by Two"
 * Requirements have been changed from ocelots to cats.
 * Now requires pandas.


 * Crafting
 * Recipes for combining damaged items have been removed; these are now done using the grindstone.


 * Credits
 * Updated the credits list.


 * Debug screen
 * Pressing shows a server-side ticks-per-second chart in singleplayer.
 * Added min tick times to charts to help find stutters.


 * Dedicated servers
 * server.properties
 * and settings now accept string names; integer values are still allowed as legacy option.
 * Server will now exit faster if is not set.
 * Command line
 * Added new option.
 * Added new command line option.
 * Initializes with defaults, then exits.


 * LWJGL
 * Updated to 3.2.1.


 * Main menu
 * Updated panorama background to show the new village structures.


 * Narrator
 * Narrator is now found in settings.


 * Particles
 * Are now broken up into individual textures files per frame rather than being in.
 * Do not use files for their animation – those are still hard-coded.


 * Pause screen
 * Added "Give Feedback" and "Report Bugs" buttons.


 * Technical
 * Added support for directional opacity of blocks (used by slabs, stairs, snow, farmland, grass paths, extended pistons (base and head), End portal frames, and enchanting tables)


 * Textures
 * All textures have been updated.
 * New consistent set of block, item, mob, effect, GUI, etc. textures made by Jasper Boerstra.
 * Old textures are offered as a resource pack called “Programmer Art”.


 * Video settings
 * 'Use VBOs' toggle removed. Now always enabled.


 * World generation
 * New progress message: "Upgrading structure data".


 * Miscellaneous
 * Improved collision code.

Mobs

 * Villagers
 * Improved trading.
 * Improved Al and Behavior.

General

 * A rewrite of the game's rendering engine.

Unconfirmed features
These features were mentioned during the development of 1.14 or during MINECON Earth 2018, but have not been confirmed to be added in this update.
 * Brown mooshrooms.
 * A specific block to craft firework rockets, similar to how looms are used to craft banners.

Trivia

 * Originally, Update Aquatic was to be released as 1.14, during the MINECON Earth 2017 livestream. This was changed to be released as 1.13, due to the world generation overhaul taking longer than Mojang was hoping.