Java Edition 1.20

1.20, the first release of Trails & Tales, is a major update to released on June 7, 2023. Originally announced at Minecraft Live 2022 on October 15, 2022, the name of the update was revealed at Minecraft Monthly on March 2, 2023.

Blocks

 * Bamboo Mosaic.png Bamboo Mosaic
 * A plank variant exclusive to the bamboo wood set.
 * Crafted by arranging 2 bamboo slabs in a vertical strip.
 * Can be used to craft respective Bamboo Mosaic Stairs.png stairs and Bamboo Mosaic Slab.png slabs variant.


 * Bamboo Planks.png Bamboo Planks
 * Crafted using 1 block of bamboo (stripped or unstripped) to craft 2 bamboo planks.
 * Can be used to craft respective Bamboo Button.png buttons, Bamboo Door.png doors, Bamboo Fence.png fences, Bamboo Fence Gate.png fence gates, Bamboo Pressure Plate.png pressure plates, Bamboo Sign.png, Bamboo Slab.png slabs, Bamboo Stairs.png stairs, and Bamboo Trapdoor.png trapdoors.
 * Can be used to craft bamboo rafts and bamboo raft with chests.
 * Can be used to craft wooden blocks or items, (eg. chest).


 * Block of Bamboo.png Block of Bamboo
 * New log-like block.
 * Block of bamboo can be crafted from 9 bamboo and can be stripped Block of Stripped Bamboo.png like other wood logs.
 * Bamboo planks crafted from block of bamboo yield only 2 planks compared to 4 for wood logs.


 * Inactive Calibrated Sculk Sensor JE1.gif Calibrated Sculk Sensor
 * A new variant of sculk sensor which allows players to filter vibrations based on their frequency level.
 * Does not spawn naturally.
 * Can only be crafted with 1 sculk sensor and 3 amethyst shards in the crafting table.
 * One side of the calibrated sculk sensor can receive a redstone signal as an input.
 * The strength of that redstone signal is the only vibration frequency the sculk sensor will listen to.
 * Detects vibrations up to 16 blocks radius, instead of 8 blocks.
 * Lasts 10 game ticks when in Active phase, instead of 30.


 * Cherry Leaves.png Cherry Leaves
 * A new type of leaves, generated in cherry trees.
 * Emits pink  particles falling underneath.


 * Cherry Log.png Cherry Log
 * A new type of log, generated as a part of cherry trees.
 * Can be crafted into cherry planks and wood.
 * Has a stripped variant as well Stripped Cherry Log.png, Cherry Wood.png wood and Stripped Cherry Wood.png stripped wood.
 * The stripped variant can be used to craft cherry hanging sign.


 * Cherry Planks.png Cherry Planks
 * Crafted from cherry logs.
 * Can be used to craft respective Cherry Button.png buttons, Cherry Door.png doors, Cherry Fence (EW).png fences, Cherry Fence Gate.png fence gates, Cherry Pressure Plate.png pressure plates, Cherry Sign.png signs, Cherry Slab.png slabs, Cherry Stairs.png stairs, and Cherry Trapdoor.png trapdoors.
 * Can be used to craft cherry boats and cherry boat with chests.
 * Can be used to craft wooden blocks or items, (eg. chest)


 * Cherry Sapling.png Cherry Sapling
 * A new type of sapling which grows into a cherry tree when planted.
 * Drops underneath cherry leaves.
 * Can break off a fully grown one and plant it to grow a cherry tree.
 * Potted Cherry Sapling.png Can be placed in flower pots.


 * Chiseled Bookshelf.png Chiseled Bookshelf
 * Can be crafted with 6 planks and 3 wooden slabs.
 * Can store up to six books, enchanted books, written books, books and quills or knowledge books.
 * Books in chiseled bookshelves can be added or removed from any slot by targeting the specific slot.
 * Books are directly added and removed, so there is no interface.
 * Can be used with a redstone comparators (giving a signal strength matching that of the slot that was last interacted with).
 * Can be used with a hopper and dropper.
 * Do not increase the power of enchanting tables.
 * Require a Silk Touch axe to mine.


 * Decorated Pot.png Decorated Pot
 * Can be crafted Prize Decorated Pot.png Arms Up Decorated Pot.png with any of 20 pottery sherds or Decorated Pot (S).png brick items, in a rhombic crafting configuration.
 * The type of crafting material decides which picture will display on its respective side of the decorated pot (e.g. an "arms up" pottery sherd in the top slot will display on the back).
 * The brick item will not have a picture, and will instead be blank.
 * The materials used in crafting will be displayed on the tooltip.
 * Very fragile and easy to break.
 * Will break apart into its crafting materials when broken using any block-breaking tool.
 * Will drop itself when broken using an empty hand or a block-breaking tool with Silk Touch, or when moved by pistons.
 * Has a property named.
 * Is used to determine the sounds the block will use upon breaking.


 * Hanging Sign
 * A more expensive version of normal signs, which can be crafted with 2 chains and 6 stripped logs, yielding 6 of them.
 * Has a total of 11 variants: Oak Hanging Sign.png oak, Spruce Hanging Sign.png spruce, Birch Hanging Sign.png birch, Jungle Hanging Sign.png jungle, Acacia Hanging Sign.png acacia, Dark Oak Hanging Sign.png dark oak, Mangrove Hanging Sign.png mangrove, Crimson Hanging Sign.png crimson, Warped Hanging Sign.png warped, Bamboo Hanging Sign.png bamboo, and Cherry Hanging Sign.png cherry.
 * Can be hung up in the following ways:
 * Underneath a block that provides support in the center, like a fence or an iron bar.
 * When the hanging sign is placed underneath a non-full block, or when placed while sneaking, the chains will take on an upside-down v-shape. Signs in this configuration can be placed in 16 different angles, similar to an armor stand.
 * Underneath a full block.
 * When the hanging sign is placed underneath a full block, the chains will be on parallel sides of the sign. Signs in this configuration can be placed in the 4 cardinal directions, North, South, East, and West.
 * Attached to the solid side of a block.
 * When attached to the side of a block, its chains will be parallel, hanging onto a horizontal bar sticking out from the side of said block. Hanging signs in this configuration will display text perpendicular to the side of the block they were attached to.
 * Attached to the side or underneath another hanging sign.
 * This will display the same way as being placed underneath a non-full block.
 * Cannot be placed directly on the ground without support from the side or above.
 * However, hanging signs that have a horizontal bar will not break when the supporting block is removed.
 * If it is hanging underneath a block and that block is broken, the hanging sign will also break immediately.
 * Unlike regular signs, the space available for text is much smaller.
 * Text can be dyed with any color of dye and tinted with glow ink sacs to make text glow.


 * Piglin Head.png Piglin Head
 * Piglins will now drop their heads when killed by a charged creeper.
 * The piglin head will flap its ears when powered by redstone, or when worn by a player while walking, similar to the ender dragon head.


 * Pink Petals
 * A new type of surface block, which generates naturally in cherry groves.
 * Renewable when applying a bone meal to an existing set of pink petals or to the ground of cherry groves.
 * Similar to sea pickle, pink petals can be placed up to 4 in one dirt-related block.
 * Can be placed directionally.
 * Can be crafted into pink dye.


 * Pitcher Plant
 * A type of plant which grows from the pitcher pod after 4 stages (5 stages in total).
 * If grown fully, it will only drop itself when broken, otherwise it drops the pod.
 * Can be crafted into two cyan dye.
 * Cannot be placed in a flower pot.
 * Can be destroyed by ravagers.


 * Sniffer Egg
 * Can be found in the suspicious sand loot table found at warm ocean ruins.
 * Dropped when two sniffers breed.
 * Hatches into a baby snifflet.
 * When placed on a moss block, it will hatch after approximately 10 minutes.
 * On all other blocks, it will hatch in approximately 20 minutes.


 * Suspicious Gravel
 * Looks similar to gravel, with a rougher texture.
 * Affected by gravity, although it vanishes when landing.
 * Generates naturally in cold ocean ruins and trail ruins, with different archaeological loot tables.
 * Has shovel as an assigned tool.
 * Drops nothing when mined or moved, even if mining with Silk Touch.
 * Brushing the suspicious gravel with a brush will extract objects.
 * Has 4 stages of extraction (displayed through the texture), and will "recover" gradually when brushing is stopped.
 * Turns to regular gravel once extraction is done.
 * Only suspicious gravel with a valid archaeological loot table (the ones naturally generated) can extract an item.
 * Can have bamboo planted on it.


 * Suspicious Sand
 * Looks similar to sand, with a rougher texture.
 * Affected by gravity, although it vanishes when landing.
 * Generates naturally in warm ocean ruins, desert temples and desert wells, with different archaeological loot tables.
 * Has shovel as an assigned tool.
 * Drops nothing when mined or moved, even if mining with Silk Touch.
 * Brushing the suspicious sand with a brush will extract objects.
 * Has 4 stages of extraction (displayed through the texture), and will "recover" gradually when brushing is stopped.
 * Turns to regular sand once extraction is done.
 * Only suspicious sand with a valid archaeological loot table (the ones naturally generated) can extract an item.
 * Can have cacti and sugar cane planted on it.


 * Torchflower
 * A new type of flower, which grows from torchflower seeds after 2 stages (3 stages in total).
 * Doesn't emit light, despite the name.
 * If it's in its third growth stage, it will only drop itself when broken, otherwise it will drop its seed.
 * Can be crafted into an orange dye.
 * Can be planted Potted Torchflower.png in a flower pot.
 * Can be used to craft suspicious stew, giving the player Night Vision.
 * Can be used to tempt and breed bees.

Items

 * Brush.png Brush
 * An item which can be used in the new archaeology system.
 * Can be crafted with a stick, a copper ingot and a feather in a vertical line, respectively.
 * Consumes 1 durability point when extracting an item from suspicious sand or suspicious gravel successfully.
 * Has no effect when brushing anything other than suspicious sand or suspicious gravel.


 * Music Disc
 * Music Disc Relic JE1.png Added a new music disc by Aaron Cherof titled "Relic".
 * Can only be obtained when brushing suspicious gravels within trail ruins, with a $1/12$ chance of appearing as a rare loot.
 * Gives a comparator output signal strength of 14 when in a Jukebox.


 * Pitcher Pod.png Pitcher Pod
 * Can be planted on farmland and grows into a pitcher plant.
 * Can only be obtained if a sniffer digs up a pitcher pod.
 * Drops pitcher plant when fully grown, otherwise drops itself.
 * Can be picked up and planted by farmer villagers.


 * Pottery Sherds
 * An item found by using a brush on suspicious sand.
 * There are currently 20 known varieties:
 * Angler Pottery Sherd.png Angler Pottery Sherd
 * Archer Pottery Sherd.png Archer Pottery Sherd
 * Arms Up Pottery Sherd.png Arms up Pottery Sherd
 * Blade Pottery Sherd.png Blade Pottery Sherd
 * Brewer Pottery Sherd.png Brewer Pottery Sherd
 * Burn Pottery Sherd.png Burn Pottery Sherd
 * Danger Pottery Sherd.png Danger Pottery Sherd
 * Explorer Pottery Sherd.png Explorer Pottery Sherd
 * Friend Pottery Sherd.png Friend Pottery Sherd
 * Heart Pottery Sherd.png Heart Pottery Sherd
 * Heartbreak Pottery Sherd.png Heartbreak Pottery Sherd
 * Howl Pottery Sherd.png Howl Pottery Sherd
 * Miner Pottery Sherd.png Miner Pottery Sherd
 * Mourner Pottery Sherd.png Mourner Pottery Sherd
 * Plenty Pottery Sherd.png Plenty Pottery Sherd
 * Prize Pottery Sherd.png Prize Pottery Sherd
 * Sheaf Pottery Sherd.png Sheaf Pottery Sherd
 * Shelter Pottery Sherd.png Shelter Pottery Sherd
 * Skull Pottery Sherd.png Skull Pottery Sherd
 * Snort Pottery Sherd.png Snort Pottery Sherd


 * Smithing Templates
 * New item series for trimming armor and upgrading diamond armor to netherite, with sixteen varieties of armor trims.
 * Netherite Upgrade Smithing Template JE1 BE1.png Netherite Upgrade
 * Armor trims:
 * Coast Armor Trim Smithing Template JE1 BE1.png Coast Armor Trim
 * Dune Armor Trim Smithing Template JE2 BE2.png Dune Armor Trim
 * Eye Armor Trim Smithing Template JE1 BE1.png Eye Armor Trim
 * Host Armor Trim Smithing Template JE1 BE1.png Host Armor Trim
 * Raiser Armor Trim Smithing Template JE1 BE1.png Raiser Armor Trim
 * Rib Armor Trim Smithing Template JE1 BE1.png Rib Armor Trim
 * Sentry Armor Trim Smithing Template JE2 BE2.png Sentry Armor Trim
 * Shaper Armor Trim Smithing Template JE1 BE1.png Shaper Armor Trim
 * Silence Armor Trim Smithing Template JE1 BE1.png Silence Armor Trim
 * Snout Armor Trim Smithing Template JE1 BE1.png Snout Armor Trim
 * Spire Armor Trim Smithing Template JE1 BE1.png Spire Armor Trim
 * Tide Armor Trim Smithing Template JE1 BE1.png Tide Armor Trim
 * Vex Armor Trim Smithing Template JE1 BE1.png Vex Armor Trim
 * Ward Armor Trim Smithing Template JE1 BE1.png Ward Armor Trim
 * Wayfinder Armor Trim Smithing Template JE1 BE1.png Wayfinder Armor Trim
 * Wild Armor Trim Smithing Template JE1 BE1.png Wild Armor Trim
 * They can be obtained randomly from chests generated in their respective structures.
 * Exceptions:
 * While randomly generated in other rooms, a netherite upgrade smithing template is also guaranteed in every treasure room in a bastion remnant.
 * 1 eye armor trim is guaranteed in every stronghold library chest.
 * A single tide armor trim is sometimes dropped by elder guardians upon death.
 * Host, raiser, shaper and wayfinder trims are found by brushing Suspicious Sand and Suspicious Gravel in Trail Ruins.
 * Some armor trims are rarer than others, with a higher or lower chance of generating depending on the set rarity.
 * The following common armor trims always generate 2 templates in a chest when found:
 * Dune
 * Coast
 * Wild
 * Sentry
 * Consumed when used to upgrade an item in the smithing table.
 * Cannot be crafted directly, but a copy can be made by crafting in the following pattern:
 * 7 diamonds, in a U shape.
 * 1 block of material that the template is made out of, placed in the center slot of the crafting grid.
 * 1 smithing template, placed in the remaining top middle slot.


 * Spawn Eggs
 * Camel Spawn Egg.png Camel spawn egg
 * Sniffer Spawn Egg.png Sniffer spawn egg.


 * Torchflower Seeds.png Torchflower Seeds
 * A new type of seed, which can be planted on farmland and grows into a torchflower.
 * Can only be obtained if a sniffer digs up a torchflower seed.
 * Can be used to tempt and breed chickens and parrots.
 * Can be used to breed and tempt sniffers.
 * Can be picked up and planted by farmer villagers.

Mobs

 * Camel.png Camel
 * A rideable entity, which can be equipped with a saddle and ridden by two players.
 * Has health points.
 * Spawns naturally in desert villages.
 * Can be bred with cacti, and will follow players holding a cactus on hand.
 * Mobs that are 2 blocks tall and lower cannot reach the player (except spiders) when the player is riding it, due to its height.
 * Can walk over 1.5 block tall obstacles (such as fences and blocks with a slab on top).
 * Will randomly sit down.
 * While sitting, it is difficult to convince them to move.
 * Can either walk slowly or sprint quickly.
 * Can also dash forward (if the player uses the jump key while riding it) but will lose stamina for a while.
 * When it loses stamina, it cannot sprint or dash again for a few seconds.
 * A dash can extend more than 10 blocks when executed perfectly.


 * Sniffer.png Sniffer
 * A new passive mob, which is also the mob vote winner of Minecraft Live 2022.
 * Considered to be the first "ancient" mob.
 * Very large (2x2 full blocks).
 * Has health points.
 * Cannot spawn naturally.
 * Often sniffs in the air and occasionally digs for torchflower seeds.
 * The digging has a cooldown of 8 minutes.
 * The last 20 dug blocks are remembered with a memory, and are not eligible for digging again.
 * Can be bred and tempted with torchflower seeds, laying a sniffer egg.

Non-mob entities

 * Cherry Boat.png Cherry boat
 * A new type of boat, crafted with cherry planks.
 * Can be used to craft a variant Cherry Boat with Chest.png with a Chest.


 * Bamboo Raft.png Raft
 * A new type of boat, crafted with bamboo planks.
 * Can be used to craft a variant Bamboo Raft with Chest.png with a chest.
 * They function the same way as ordinary boats, but have a unique look to them.
 * A raft's model is higher than a boat.

World generation

 * Cherry Tree.png Cherry
 * New type of tree variant that is found in cherry groves, can be grown from cherry saplings.
 * Occasionally generated with a bee nest.
 * Tree trunks fork or bend high up, and are then covered up in large, round canopies of cherry leaves.
 * The concept was proposed in 2013 by Patrick Geuder, but was ultimately not added at the time.


 * Cherry Grove
 * A new biome which contains cherry trees.
 * Located in the mountains, like meadows.
 * Pigs, sheep, rabbits, and bees can spawn here.


 * A buried generated structure from a lost culture.
 * Generates in taigas, snowy taigas, old growth taigas (both types), old growth birch forests, and jungles.
 * Comprised of a tower, a path across the bottom, and a few additional rooms attached to the side.
 * Contains suspicious gravel, as well as mud bricks and several colors of terracotta and glazed terracotta.
 * Four armor trims and seven pottery sherds can be found here.
 * In the suspicious gravel, the player can find:
 * Wooden hoe
 * Coal
 * Wheat
 * Gold nugget
 * Seeds
 * Beet seeds
 * String
 * Oak hanging sign
 * Spruce hanging sign
 * Blue glass pane
 * Red glass pane
 * Yellow glass pane
 * Light blue glass pane
 * Purple glass pane
 * Magenta glass pane
 * Pink glass pane
 * Blue dye
 * Yellow dye
 * Orange dye
 * Light blue dye
 * White dye
 * Brick
 * Green candles
 * Red candles
 * Purple candles
 * Brown candles
 * Leash
 * Dead bush
 * Clay block
 * Burn Pottery Sherd
 * Danger Pottery Sherd
 * Friend Pottery Sherd
 * Heart Pottery Sherd
 * Heartbreak Pottery Sherd
 * Howl Pottery Sherd
 * Sheaf Pottery Sherd
 * Host Armor Trim
 * Raiser Armor Trim
 * Shaper Armor Trim
 * Wayfinder Armor Trim
 * Rare loot items and common loot items each have their own dedicated archaeological loot table.
 * Rare loot items and common loot items each have their own dedicated archaeological loot table.

Command format

 * A new command that can be used to control execution flow inside functions and change their return value. Effects:
 * Skip remaining separate top-level commands in the currently executing function (if any).
 * The result value of the function command that triggered the execution is changed from the number of commands executed to the value.
 * The result value of the return command is also the value.
 * Syntax:
 * : An integer return value.
 * : An integer return value.

Gameplay

 * Advancements
 * Added eight new advancements:
 * Smells interesting
 * Obtain a Sniffer Egg
 * Little sniffs
 * Feed a Snifflet
 * Planting the past
 * Plant any Sniffer seed
 * Crafting a new look
 * Craft a trimmed armor at a Smithing Table
 * Smithing with style
 * Apply these smithing templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder
 * Respecting the remnants
 * Brush a Suspicious block to obtain a Pottery Sherd
 * Careful restoration
 * Make a Decorated Pot out of 4 Pottery Sherds
 * The Power of Books
 * Read the power signal of a Chiseled Bookshelf using a Comparator.

General

 * Advancements
 * Added advancement trigger; triggered when crafting a recipe.
 * Conditions:
 * : The resource location of the recipe crafted.
 * : An array of predicates for the item stacks used in the recipe.
 * A single item stack can only be used to fulfill one predicate.
 * Each predicate needs to be fulfilled to trigger the advancement. This allows for seperation between recipes that have same identifier but use different ingredients.
 * This field is optional. When not provided, or left empty, only the will dictate the success of the trigger.


 * Data pack
 * Added registry and, which defines trim patterns and materials respectively, to allow adding them via data packs.
 * These are synchronized to clients when they join the server, but the accompanying resource pack is required on the client to make them visible.
 * The paths to these textures are inferred based on the filename of the pattern json, and will try to find the textures within the same namespace as the trim pattern's field.
 * defines following data:
 * : a namespaced ID used to infer texture locations and localization.
 * : the ID of the smithing template item used to apply the trim pattern.
 * : a text component used for displaying the pattern name of an armor trim when hovering an armor item stack.
 * defines following data:
 * : a string used as a suffix for armor trim texture locations.
 * : the ID of the ingredient item used to apply the trim material.
 * : a float number which defines the item model override each armor item model should target to change their visuals for this material.
 * : a text component used for displaying the material name of an armor trim when hovering an armor itemstack.
 * The style defined in this description is applied to the armor trim pattern as well.
 * : an optional map of armor material to overriden color palette.
 * Map key is the armor material that this trim material wants to override with a different color palette.
 * Map value is the name of the color palette that will be used when this trim material is applied to an armor piece with the corresponding armor material.


 * Font
 * Added glyph provider.
 * A new glyph provider for reading Unifont HEX files.
 * HEX format describes bitmap font glyphs.
 * Height of every glyph is 16 pixels.
 * Width of glyph can be 8, 16, 24 or 32 pixels.
 * Every line is made of two hexadecimal numbers separated by.
 * First value describes codepoint - it must have 4, 5 or 6 hex digits.
 * Second value describes glyph as a stream of bits, line by line.
 * When rendering, empty columns on left and right side of glyph are removed.
 * Custom glyph widths can be set with.
 * Provider requires two fields:
 * : Path to ZIP archive containing one or more *.hex files (files in archive with different extensions are ignored).
 * : List of codepoint ranges that should have width different that auto-detected (based on empty space in glyph). Fields:
 * , : Start and end of codepoint range (inclusive).
 * , : Integers describing position of left-most and right-most columns of glyph in range.
 * Any bits in columns outside this range will be discarded.
 * Added glyph provider.
 * New glyph provider can be used to include providers from other fonts.
 * Providers are guaranteed to be loaded only once, no matter how many times they are included.
 * Provider has one field, that describes other font to be included in currently loaded one.
 * Inclusion is performed after all fonts are loaded, so it will include all providers for a given font defined in all datapacks.


 * Loot tables
 * Added : contains.
 * Controls what can be found by sniffers when digging.


 * Music
 * Added new ambient soundtracks, all by Aaron Cherof.
 * "A Familiar Room" plays in survival mode (all biomes), as well as the menu screens.
 * "Bromeliad" play in bamboo jungle, cherry grove, flower forest, forest, jungle, sparse jungle, as well as the menu screens.
 * "Crescent Dunes" plays in desert, all types of badlands, as well as the menu screens.
 * "Echo in the Wind" plays in cherry grove, flower forest, lush caves, all types of badlands, as well as the menu screens.


 * Particles
 * Added, which will appear underneath the cherry leaves.


 * player.dat format
 * Added new flag (value 128) to HideFlags NBT field for hiding armor trim item tooltips.


 * Recipe
 * Added recipe serializers for the updated netherite upgrade and the new armor trim recipe respectively.


 * Resource pack
 * Added, which is a new type of atlas configuration source used to dynamically generate new textures in memory based on a set of color palettes.
 * Color palettes allow to swap out the colors of a texture without having to supply all files for the variants of a texture in a resource pack.
 * This is useful for things like armor trims. It can change the their color directly without create a new texture for each color.
 * The source has a set of required parameters:
 * : a list of namespaced locations of base textures.
 * These textures will be used to generate variants of them that have been modified by color palettes.
 * : a namespaced location of a color palette key file.
 * A color palette key is used to define the set of key pixel colors we want to swap out with the color palettes defined below.
 * : a map of permutations from suffix to a namespaced location of a color palette file.
 * The suffix is appended at the beginning to the resource location of the output variant textures, with a character separating the suffix and the base texture name.
 * The color palette is a texture file with a set of pixels that are used for replacing pixels that match the color palette key in each base texture.
 * The number of pixels in each color palette must be the same as that of the defined for this source.
 * Key matching is done by comparing the RGB values of each pixel in the to the RGB values of each pixel in the color palette.
 * Alpha channel is ignored for key matching, but in the resulting texture the alpha channel is multiplied with the color palette's alpha channel.
 * Pixels that do not match the are copied over to the resulting texture as-is.
 * After defining a source, those namespaced output textures can be referenced in other resources in resource pack.
 * For example, if the following source exists:
 * The resulting textures can be referenced in other resources like this:
 * The resulting textures can be referenced in other resources like this:


 * Splashes
 * Added splashes:
 * This sand is sus
 * Remember to brush your... ...teeth
 * Has working bookshelves!
 * Sniff sniff...
 * Place hanging sign here
 * Joule is neat too!


 * Tags
 * Added biome tag:
 * : contains.
 * Added block tags:
 * : contains the tags.
 * : contains.
 * : contains all ceiling versions of hanging sign blocks.
 * : contains.
 * : contains.
 * Controls which blocks can produce a combination of step sounds.
 * : contains.
 * : contains.
 * Contains blocks that do not invalidate enchanting bonuses when placed between an enchanting table and bookshelves.
 * : contains
 * Contains blocks that will not cause farmland to be converted into dirt when placed on top of it.
 * : contains.
 * Contains blocks on which another block can be placed.
 * : contains.
 * Contains changeable blocks that growing trees can replace.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * Contains blocks that break faster with a sword.
 * : contains.
 * : contains all wall versions of hanging sign blocks.
 * Added item tags:
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains all hanging sign items.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * Contains seeds that villagers will use to farm.

Blocks

 * Beds, Carpets, and Wool
 * Colored variants can now be dyed any other color.


 * Block of Amethyst
 * Added a new behavior called vibration resonance when it is placed adjacent to sculk sensors.
 * If that sculk sensor receives a vibration, the block of amethyst will re-emit its frequency as a separate vibration at its location.
 * Sculk shriekers and wardens are triggered by vibrations emitted by a resonating amethyst block.
 * Added to the "Redstone Blocks" tab in the Creative inventory.


 * Buttons
 * Polished blackstone button now breaks in the same time as other buttons.


 * Dead Coral
 * Dead coral blocks are now listed in the same order as the live corals in the Creative inventory.


 * Enchanting Table
 * A replaceable block between them and bookshelves no longer invalidates bonuses.


 * Jukebox
 * Added to the "Redstone Blocks" tab in the Creative inventory.


 * Mangrove Roots and Muddy Mangrove Roots
 * Are now grouped with logs rather than leaves in the Creative inventory.


 * Note Block
 * Mob heads can now be placed on top of note blocks without sneaking.
 * When placing a mob head on a note block, that note block will now play one of the ambient sounds of that mob when played by a player or powered by redstone.


 * Player Head
 * Now can contain a NBT tag.
 * Must be a resource location for a valid sound event.
 * When present, this determines the sound a note block makes when the head is placed on top of it.


 * Sculk Sensor
 * Vibration frequencies of many actions in the game have been tweaked and greatly simplified to prevent unwanted interference, as following:
 * {| class="wikitable"

! Action ! Frequency Value
 * Movement in any medium (land, water and air)
 * 1
 * Landing on any surface (land or water)
 * 2
 * Item interactions
 * 3
 * Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)
 * 4
 * Dismounting a mob or equipping gear
 * 5
 * Mounting a mob or interacting with a mob
 * 6
 * Mobs and players getting damaged
 * 7
 * Consuming items (drinking and eating)
 * 8
 * Blocks 'deactivating' (door close, chest close, button unpress, etc)
 * 9
 * Blocks 'activating' (door open, chest open, button press, etc)
 * 10
 * Blocks changing (cauldron water level rising, adding food to campfire, etc)
 * 11
 * Blocks being destroyed
 * 12
 * Blocks being placed
 * 13
 * Mobs and players teleporting or spawning
 * 14
 * Mobs and players dying or an explosion
 * 15
 * }
 * Default redstone output has been modified to be more reliable for distance calculations.
 * Now strongly powers the block they are placed on.
 * Can now be activated by sniffers digging.
 * If a vibration is scheduled to be received by a Sculk Sensor, it will stay queued until all adjacent chunks are loaded and ticking.
 * This prevents vibration resonance setups from breaking when unloading their chunks from a distance.
 * Now lasts 30 game ticks when in Active phase instead of 40.
 * Now lasts 10 game ticks when in Cooldown phase instead of 1.
 * 13
 * Mobs and players teleporting or spawning
 * 14
 * Mobs and players dying or an explosion
 * 15
 * }
 * Default redstone output has been modified to be more reliable for distance calculations.
 * Now strongly powers the block they are placed on.
 * Can now be activated by sniffers digging.
 * If a vibration is scheduled to be received by a Sculk Sensor, it will stay queued until all adjacent chunks are loaded and ticking.
 * This prevents vibration resonance setups from breaking when unloading their chunks from a distance.
 * Now lasts 30 game ticks when in Active phase instead of 40.
 * Now lasts 10 game ticks when in Cooldown phase instead of 1.
 * Now lasts 30 game ticks when in Active phase instead of 40.
 * Now lasts 10 game ticks when in Cooldown phase instead of 1.


 * Sculk Shrieker
 * Scream sounds will no longer be heard if block is waterlogged.
 * Added to the "Redstone Blocks" tab in the Creative inventory.
 * If a vibration is scheduled to be received by a Sculk Shrieker, it will stay queued until all adjacent chunks are loaded and ticking.
 * This prevents vibration resonance setups from breaking when unloading their chunks from a distance.


 * Signs
 * Sign text can now be edited by with it after being placed in the world.
 * Previous dye and glow ink sac effects are kept after editing.
 * Signs can not be edited by players in Adventure mode.
 * Both sides of the sign can now have separate text and colors.
 * By default, a sign will prompt the player to input the front side's text when placed.
 * To apply text to the back-side, the player must walk to the other side and interact with that face to edit it.
 * Signs can now also be waxed with honeycomb, preventing any further edits to its text.
 * Signs with non-text chat components can not be edited, even if the sign is not waxed.
 * Signs save text even if the edit screen is closed by the player being moved far away.

Items

 * Armors
 * Now can be visually customized with a variety of unique trims at the smithing table.
 * Purely visual with no gameplay benefits, and can only be applied to helmets, chestplates, leggings and boots.
 * All trim patterns are visually the same on an armor's item icon, but the color will still change based on the trim material.
 * The name of the trim pattern will be displayed on the item's tooltip.
 * Armor trim has 2 properties: pattern and material.
 * Pattern: Defined by the smithing template used to apply the trim, and represents the visual pattern of the trim.
 * Material: Defined by what ingredient is used to apply the trim, and represents the color of the trim.
 * Available ingredients:


 * Fish Buckets
 * Are now listed in the same order as the fish items in the Creative inventory.


 * Potions
 * Wither effect particle colors have been adjusted to make them more distinguishable.
 * Potion of Slow Falling has had its color tweaked to make it more distinguishable from the Potion of Invisibility.


 * Wither Rose
 * Is now grouped with other small flowers in the Creative inventory.

Mobs

 * Elder guardian
 * Drops Tide Armor Trim upon death.


 * Slimes and magma cubes
 * Are now affected by the Jump Boost effect.

Non-mob entities

 * Display
 * Previous values are now always discarded if is 0.
 * Made sure that render properties are applied at the same time (so is applied at the same time as transformation, i.e. at next tick after receiving update).
 * Entities are not rendered unless initial data is received. That means display entities might not show on the first tick.
 * Due to how game handles updates, changes to entities made after summoning might be delivered to clients with later tick.
 * items have been rotated 180 degrees around Y axis to better match transformation applied when rendering items on armor stand head and in item frames.
 * For reference, order of transformations applied to model (starting from innermost) is, rotate Y 180, field, entity orientation ( option + Rotation field + Pos field).

World generation

 * Ancient City
 * Chests now contain Ward Armor Trim and Silence Armor Trim.


 * Bastion Remnant
 * Chests now contain Netherite Upgrade and Snout Armor Trim.


 * Desert Pyramid
 * Chests now contain Dune Armor Trim.
 * Now includes a new room filled with sand and suspicious sand.
 * Some sand will appear exposed, and can be found at the same height as blue terracotta.
 * Suspicious sand is visible on the top layer of the newly added room.
 * In the suspicious sand, the player can find:
 * Diamond
 * Emerald
 * Tnt
 * Gunpowder
 * Archer Pottery Sherd
 * Miner Pottery Sherd
 * Prize Pottery Sherd
 * Skull Pottery Sherd


 * Desert Well
 * Now includes suspicious sand underwater.
 * In the suspicious sand, the player can find:
 * Brick
 * Stick
 * Emerald
 * Suspicious Stew
 * Arms up Pottery Sherd
 * Brewer Pottery Sherd


 * End City
 * Chests now contain Spire Armor Trim.


 * Jungle Temple
 * Chests now contain Wild Armor Trim.


 * Nether Fortress
 * Chests now contain Rib Armor Trim.


 * Ocean Ruins (cold)
 * Now include suspicious gravel blocks.
 * In the suspicious gravel, the player can find:
 * Emerald
 * Iron axe
 * Coal
 * Gold Nugget
 * Wheat
 * Wooden hoe
 * Blade Pottery Sherd
 * Explorer Pottery Sherd
 * Mourner Pottery Sherd
 * Plenty Pottery Sherd


 * Ocean Ruins (warm)
 * Now include suspicious sand blocks.
 * In the suspicious sand, the player can find:
 * Wooden hoe
 * Emerald
 * Coal
 * Gold Nugget
 * Wheat
 * Angler Pottery Sherd
 * Shelter Pottery Sherd
 * Snort Pottery Sherd


 * Pillager Outpost
 * Chests now contain Sentry Armor Trim.


 * Shipwreck
 * Chests now contain Coast Armor Trim.


 * Stronghold
 * Chests now contain Eye Armor Trim.


 * Woodland mansion
 * Chests now contain Vex Armor Trim.

Command format

 * data sources now accept negative boundaries, which are interpreted as index counted from the end of the string.
 * data sources now accept negative boundaries, which are interpreted as index counted from the end of the string.

Gameplay

 * Advancements
 * The cherry grove is now required to be visited for the "Adventuring Time" advancement.
 * Camels and sniffers are now required for the "Two by Two" advancement.
 * The "The Parrots and the Bats" advancement can be granted by breeding sniffers and camels now.
 * The "A Seedy Place" advancement can be granted by planting torchflower seeds and pitcher pods now.
 * The "Glow and Behold!" advancement can be obtained by using a glow ink sac on a hanging sign now.
 * The description now says "Make the text of any sign glow".


 * Smithing Table functionality
 * Redesigned: it is now a workstation for physical equipment upgrades and modifications.
 * Added a slot used by smithing templates to the left of the old 2 slots.
 * Smithing templates define what type of upgrade that will be making to equipment.
 * It specifies both what type of items that can upgrade, and which ingredients are valid to customize the upgrade.
 * Netherite equipment crafting now also requires a netherite upgrade smithing template.

General

 * Advancements
 * All fields in, , and advancement triggers have been collapsed to a single location field.
 * New location is similar to the player field - it's a list of loot conditions/predicates.
 * All conditions in this list must match for a trigger to run.
 * Conditions are evaluated in a new loot context called . It has access to:
 * Player as entity.
 * Position of the placed/interacted block.
 * Block state of the placed/interacted block.
 * Held/used item as "tool".
 * Migration guide:
 * Contents of old location field should be migrated to a condition.
 * Contents of item field should be migrated to a condition.
 * Contents of block and state fields should be migrated to a condition.
 * Advancement fields now have a new boolean field called.


 * Credits
 * Updated to add some Mojang employees.
 * Can be scrolled upwards by pressing now.


 * Damage type
 * Added.
 * Players outside the world border are now hurt by the damage type instead of.
 * Forcibly removing an entity using i.e. the command now uses damage type  instead of.


 * Data packs
 * The data pack version is now.


 * Death messages
 * Changed death message used for the command.
 * Changed from " fell out of the world" to " was killed".
 * Changed death message used for deaths caused by the world border.
 * Changed from " suffocated in a wall" to " left the confines of this world".


 * Debug screen
 * Font textures are included in debug texture dump.


 * Feature Flags
 * Removed feature flag and built-in datapack.
 * All features and changes from the "Update 1.20" experimental pack are now part of the game.


 * Game Events
 * game event has been removed in favor of.
 * and game events have been removed in favor of.
 * Many game events have new vibration frequencies:
 * {| class="wikitable"

! Game event ! Frequency Value
 * 1
 * 2
 * 3
 * 4
 * 5
 * 6
 * 7
 * 8
 * 9
 * 10
 * 11
 * 12
 * 13
 * 14
 * 15
 * }
 * 6
 * 7
 * 8
 * 9
 * 10
 * 11
 * 12
 * 13
 * 14
 * 15
 * }
 * 10
 * 11
 * 12
 * 13
 * 14
 * 15
 * }
 * 12
 * 13
 * 14
 * 15
 * }
 * 14
 * 15
 * }
 * 15
 * }
 * 15
 * }


 * Loading World Screens
 * Changed chunk colormap colors a little.


 * Loot tables
 * Added new loot table function called.
 * New function allows functions to call sub-functions (similar to  condition).
 * Fields: - location of function to call
 * Random sequences for loot tables are now deterministic.
 * The game now uses named random sequences to deterministically produce loot for loot tables.
 * Each random sequence produces a unique sequence based on the world seed and sequence identifier, which means a loot table will produce the same results when ran with the same parameters in the same world.
 * The identifier of the random sequence to use for a loot table is specified as a resource location in a new field called.
 * The ID of the random sequence is an optional field. If no sequence name is given, loot is drawn using a non-deterministic random source.


 * Menu screen
 * Game will now display message box on startup if user enabled text-to-speech functionality, but it is not available.


 * Music
 * The places where the following existing music can be played are changed:
 * "Aerie", "Firebugs", and "Labyrinthine" can no longer be played in the menu screens, and all types of jungle biomes.


 * Options
 * GUI can be scaled on the Video Settings screen by holding and scrolling the mouse wheel.


 * Predicates
 * Condition has been renamed to.
 * Added new condition that passes only when all sub-conditions pass.
 * It has the same syntax as.


 * Recipe
 * Ingredients in array form are now also allowed in recipes on fields template, base and addition.
 * Those fields also allow empty arrays, which signalize that slot needs to be left empty.


 * Resource packs
 * The resource pack version is now.
 * Updated the sprite layout of minecraft.png
 * Removed the overriding minecraft.png from the Programmer Art resource pack.
 * Updated the sprite layout of invite_icon.png.
 * glyph provider has been removed.
 * Bitmaps used by font have been removed.
 * font has been updated to use Unifont 15.0.06.
 * That changes shape of multiple characters, while also adding support for new ones.
 * Combining characters no longer include circle overlayed over them.
 * During the updates of Unifont, some CJK unified ideographs in Plane 2 were added to the basic Unifont font files for coverage of the General Standard Chinese Characters set, and some in Plane 3, notably the character biang from Biangbiang noodles.
 * Updated Hangul syllables and related characters, now with an overall bigger appearance.
 * Minor updates to full-width punctuation and symbols in the range U+FF00 to U+FFEF.
 * Minor updates to other individual glyphs, notably a much improved skunk glyph (U+1F9A8).
 * Added second level of organization of entries in credits.json on top of, called.


 * server.properties
 * Changes in encoding.
 * The file is now read in UTF-8 initially, with previous encoding (ISO 8859-1/Latin 1) as a fallback.
 * File is now written with UTF-8 encoding.


 * Sounds
 * Step sounds can now combine for blocks walked through and stepped on.
 * Occurs for carpets, snow, nether sprouts as well as warped and crimson roots.
 * The top-most block the player is walking on is played as normal.
 * The block underneath is played at a lower volume and pitch.
 * Walking on a block will now always play a step sound.
 * It was previously not the case if the player was walking along the edge of a block with air or fluid beside it.
 * Walking on the ocean floor will produce a step sound for the block the player is walking on, but at a lower volume and pitch.


 * Structure Post-processors
 * A post-processor has been added which can limit how many blocks a delegated post-processor randomly transform in a structure.
 * This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution.
 * It has following required parameters:
 * - A post-processor which performs the actual block transformation.
 * - Maximum amount of blocks that the delegated post-processor can transform.
 * The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount.
 * Either constant or random number generator sampled during post-processing.
 * Previously a rule could specify an optional fixed which would be added to the processed output block entity; this field has now been changed to reference a.
 * Existing s are:
 * : Retains existing fields on the block entity.
 * This is the default if no is specified.
 * : Similar to previous this provides fixed fields to add to the block entity.
 * A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields.
 * : Removes any existing fields on the block entity.
 * : Appends a loot table and seed to the block entity through required parameter:
 * : Referenced loot table to add to block entity as field.
 * Field is also added to the block entity using random seeded by block position.


 * Tags
 * Added to the  block tag.
 * Added, bamboo mosaic slab and bamboo mosaic stairs to the block tag.
 * Added into the  item tag.
 * Added into the  block and item tags.
 * Added into the  item tag.
 * Added into the  block and item tags.
 * Added into the  block and item tags.
 * Added into the  block and item tags.
 * Added to  block and item tags.
 * Added to  block and item tags.
 * Added into the  block and item tags.
 * Added into the  block and item tags.
 * Added into the  block tag and  item tag.
 * Added into the  block and item tags.
 * Added into the  block and item tags.
 * Added into the  block and item tags.
 * Added into the  block tag.
 * Added into the  biome tags.
 * Added into the  block and item tag.
 * Added into the  block and item tag.
 * Added into the  block tag.
 * Added into the  block tag.
 * Added into the  block and item tag.
 * Added into the  block and item tag.
 * Added to the  item tag.
 * Added to  damage type tags.
 * Added to  damage type tag.
 * Added to the  item tag.
 * Added into the  block tag.
 * Added to the  block and item tags.
 * Added to the  block tag.
 * Added to the  block tags.
 * Added to the  block tag.
 * Added into the  block and item tag.
 * Added into the  block and item tags.
 * Added into the  block tag.
 * Changed in the  block tag to.
 * Removed the block tag from the  block tag, replacing it with.
 * Removed from the  block and item tags, replacing them with the newly added.
 * Removed from the  block tag, replacing it with the newly added.
 * Removed, in favor of.
 * Removed from the  block tag, in favor of.


 * Telemetry
 * Added new property:.
 * A new global property sent with every event.
 * This is set based on the minecraft.launcher.brand system property.
 * This will help developers troubleshoot game launch related bugs more effectively, as they will be able to see whether the issue originated in the Minecraft launcher or a third-party program.
 * Added new property to event.
 * When loading into a Realms Map Content world (Minigame), the event will receive the name of that map.
 * This is to help developers understand how Java Realms users interact with Java Realms adventure or minimap content.
 * Added new optional event.
 * This event is triggered when a player completes an advancement.
 * This allows developers to see the advancement ID and the time when the advancement was completed, and helps them as a studio understand player progress and limits, which informs their game design.
 * Added new optional event.
 * An event that is triggered when the game client is loaded, and includes the time it took for the client to load.
 * This is so that developers can work on improving and reducing the time it takes to load the game client.


 * Title screen
 * The Panorama was changed to showcase a cherry grove biome.
 * The Minecraft logo was changed.
 * Made Java Edition text bigger.
 * Made Minecraft text smaller.
 * The Minceraft easter egg now has its own logo texture.
 * The format of the Invite icon was slightly changed.
 * The Minecraft Realms logo was changed.


 * General
 * The game's application icon has been changed from crafting table to grass block.
 * Uses dirt icon for snapshots.
 * Added native support for ARM64 machine architecture on Windows.
 * Needs to manually specify a native Java Executable in the launcher currently.
 * Removed the &  arguments as their functionality has been replaced by Quick Play.
 * Added support for four new command line arguments that allow the game to be launched directly into a world.
 * takes a specified path for logging (relative to the run directory)
 * If a path is provided the following will be logged upon joining a world:
 * : is either, , or
 * : represents the world you want to join
 * For singleplayer, the folder name of the world
 * For multiplayer, the IP address of the server
 * For realms, the Realms ID
 * : represents the server port and is only logged for multiplayer
 * : The name of the world
 * : The gamemode of the world
 * : The time you joined the world
 * Example:
 * will resolve into
 * , and  all take their respective
 * If one of these arguments is provided, the game will try to launch directly into the given world
 * Examples:
 * Improved performance of the light engine.
 * To improve safety, the game will now detect symbolic links used inside directory.
 * If the target of a symbolic link is not on the user-configured allow-list, the game will not proceed with loading the world.
 * Note: world directory itself can still be linked.
 * The list of allowed symbolic link targets is stored in file in client or server top directory.
 * The file consists of entries (one per line) with following formats allowed:
 * Lines starting with are comments and are ignored.
 * , where type can be, or.
 * matches start of path with given pattern (so for paths  would match).
 * matches regular expression against whole path.
 * uses OS-specific path matching mechanism (for example would usually match files with  extension).
 * Note: paths will use OS-specific separators.
 * , which uses default type.
 * uses OS-specific path matching mechanism (for example would usually match files with  extension).
 * Note: paths will use OS-specific separators.
 * , which uses default type.

Trivia

 * This update has the shortest time span between the first snapshot and the change of its panorama. (14 days or 2 snapshots)
 * The name of the update was not announced until March 2, 2023.
 * Archaeology was originally planned to be a feature of the 1.17 update.
 * Unused textures for the calibrated sculk sensor were first found in 20w49a and later removed in 21w13a.
 * This update is the first to use the experiments system on Java Edition.
 * Versions Java Edition 1.19.3 and Java Edition 1.19.4 are versions that added experimental features of 1.20.
 * This update was released exactly one year after Java Edition 1.19 and exactly six years after Java Edition 1.12
 * This is the first Major update to have just 1 release candidate since Java Edition 1.16 in 2020.