Java Edition 22w13oneBlockAtATime

22w13oneBlockAtATime (known as 22w13oneblockatatime in the launcher) is an April Fools' joke snapshot, supposedly the first and only snapshot for the "One Block at a Time Update", released on April 1, 2022, which removed the player's inventory as well as the game logic for blocks, items and entities, and redesigned relevant gameplay aspects such as controlling, breaking and crafting. This version seems to be a fork of 1.18.2.

Blocks

 * How did we get here?
 * Used for items
 * Has texture of white wool
 * Has an  property (block state when placed, NBT tag when held) that specifies the internal ID of the item to display (0-1104).
 * Has ID

Gameplay

 * Advancements
 * Added a new advancement:
 * Ride the End
 * Description reads "Extra Good luck"
 * Obtained for punching the Ender Dragon in the overworld, causing the player to ride her


 * Player
 * Leaves a trail of footprints while holding anything.
 * When a player throws a block at another player, the receiving player will be damaged.
 * When a player throws a block at another player, there is a chance the block will go into the helmet slot of the receiving player. Taking damage will remove it.
 * When the block on the player's head is snow, a snow block, ice, packed ice, or blue ice, the player will begin freezing.
 * When the block on the player's head is a barrel, their vision is obscured, and their playermodel appears as just their legs sticking out of the barrel.
 * Sneaking while wearing a barrel will disguise the player as a barrel block.

General

 * Splashes
 * All splashes have been replaced with several variations of the phrase "One block at a time!".


 * Sounds
 * 2 new sounds were added
 * which is the intro sound.
 * Has 2 variations, one higher pitch and one lower pitch.
 * These sounds are located in the  folder.
 * which is the old hurt sound.
 * These sounds are bundled in the .jar file.

Blocks

 * Andesite, Diorite and Granite
 * When exploded, they may turn into slabs, walls and stairs, and their polished blocks.
 * Polished variants, when exploded, may also turn into slabs, walls and stairs.


 * Deepslate
 * When destroyed by any explosion, it can turn into cobbled deepslate slabs, walls and stairs, or polished deepslate slabs, walls and stairs.


 * Dropper
 * When powered with redstone signal, the block it's facing will turn into a falling block, as if it was thrown by a Player.


 * End Stone
 * When destroyed by any explosion, it turns into end stone bricks, end stone brick slabs, end stone brick walls and end stone brick stairs.


 * End Portal Frame
 * They can either be orientated vertically or horizontally.
 * When placed in the Stronghold, it points to the up, like in normal versions, which allows to build end portals.
 * When placed outside the Stronghold, it points to the Stronghold.
 * When placed in a dimension without a Stronghold, it points to a random direction.
 * Has an eye of ender in place at all times.


 * Ice
 * When falls onto lava, fire or magma blocks, smelts into water directly.


 * Pumpkin
 * Carved when thrown near cactus.


 * Stone
 * When destroyed, it can turn into cobblestone slabs, walls and stairs.
 * If touching fire, it will turn into smooth stone over time.


 * Wet Sponge
 * If touching fire, it will turn into dry sponge over time.

Items

 * General
 * All items can be placed on the ground as blocks.
 * When trying to place an item anywhere that's not a block, it is thrown instead.
 * Throwing wool at a sheep will shear it.
 * Throwing an item directly on the player's head will equip it in the helmet slot.
 * Throwing any smeltable item into lava or placing it near fire or lava will smelt it.
 * Thrown items are implemented as  entities.
 * Thrown items (or indeed any ) can be caught in midair by hitting it.
 * When Gravel lands after being thrown, if there is grass nearby it's landing spot, it will turn the grass into fire.
 * Items that do not have a block form are converted to  with the appropriate data.
 * Items can be crafted by placing a recipe above a grid of crafting tables, throwing the last item.
 * Tools may be used but break with one use.
 * Certain items (e.g. top of the door, tall grass, etc) have "invalid" block data and will disappear when they land (as a item). It is still possible to place them, however.


 * Ender Pearl
 * Can no longer teleport the player, as they cannot be thrown normally.


 * Eye of Ender
 * Can no longer lead the player to the nearest stronghold, as they cannot be thrown normally.

Mobs

 * General
 * When trying to damage a mob, the player will pick it up instead.
 * When falling, the player holds onto the mob that they picked up.
 * Bees when held will cause the player to float slowly upwards.
 * Pigs when held will be upside-down and cause the player to float when below a block.
 * Chickens when held will cause the player to float down slowly after jumping.
 * Chickens when held allow the player to spam the jump key to float upwards.
 * Spiders when held allow the player to climb blocks vertically like spiders do.
 * Skeletons when held will shoot arrows in the direction the player is pointing.
 * Witches when held will throw potions in the direction the player is pointing.
 * Endermen when held will teleport the player along with them.
 * Some mobs like the ender dragon behave like rideable entities.
 * Some mobs like the wither cannot be ridden or picked up.
 * To damage mobs, the player has to throw it up in the sky so the mob can take fall damage, or throw any block, item or entity at the mob.
 * Different blocks deal different amounts of damage based on their blast resistance; the formula seems to be the blast resistance times ten.
 * Some mobs like the ender dragon cannot take damage from any block, item or entity.
 * Mobs that can hold items, like zombies, skeletons, etc. can steal the player's held item when damaging them, playing.


 * Ender Dragon
 * Now ridable. Punch them to ride.
 * When riding, you can control it by adjusting your looking direction.
 * When flying down to the void of the End, it descends to the high sky of overworld.


 * Enderman
 * Every single enderman is now holding a random item.
 * Each can have random properties, including being waterlogged.
 * All of them are stuck in a holding pose if not holding any blocks.
 * If an enderman holding a block attacks a player, the sound will play, and the block is given to the player.


 * Skeleton
 * Some skeletons "wear" two spyglasses when they spawn.


 * Wolf
 * Naming a tamed wolf 'Mars' will give it a unique texture.


 * Pillager
 * Pillager's crossbows now has one durability point.


 * Explosion
 * Blocks that would be destroyed by an explosion are launched instead of destroyed.
 * Blocks launched represents the form of falling blocks before they land, and sometimes stuck in blocks without turning to normal blocks, causing possible z-fights.


 * Villager


 * Now have different trades.
 * Seems to have only 2 trades, based on their profession. The trade always includes emerald_ore blocks as for buying or selling.
 * The player can trade with them by right clicking on the villager with an emerald_ore block.
 * Their normal trading GUI is now inaccessible.

Gameplay

 * Inventory
 * The inventory and hotbar have been removed.


 * GUI
 * Every single inventory for any kind of container block has been removed.
 * Players now see both hands on the screen instead of just one.

World generation

 * The End
 * The sky now is dark-gray.


 * Stronghold
 * All the End Portal Frames without Eyes of Ender disappear from the Stronghold.
 * To open the End Portal, the player needs to place the End Portal Frames.
 * End Portal Frames can be found in chests inside the Nether Fortresses.


 * Chest loot
 * Explodes into items that would be found inside normally when picked up.

General

 * Debug screen
 * Mood in the debug screen has been changed to "Number of ghosts in world"


 * Loading screen
 * The loading screen has been changed.
 * Practically similar to 20w14∞'s loading screen, but with different textures.
 * Plays a sound saying "Mojang Studios", similar to 20w14∞ and 3D Shareware v1.34.

Trivia

 * This is the only version in which the player is able to truly hold blocks, rather than items corresponding to blocks. Endermen are the only mob to have this ability in normal versions.
 * When a spawner is picked up and placed back down, it will lose its block data and become a pig spawner.
 * With the help of a tamed horse, the player can shift - right click it and they will see their inventory. The player can put items in the slots with the help of offhand.
 * Despite the snapshot's name, the player can still move items to the offhand, and, therefore, carry two blocks at a time.
 * Placing offhand items in creative mode does not consume the item, as usual, even though a main hand item is consumed in creative mode.
 * The player's usual  data is still accessible using commands like, , and , but, apart from the armor slots and offhand, this data doesn't do anything.
 * Using the command will always place items into the players hands. If the command is used while the player is already holding something, the new item will be thrown onto the ground (and place itself if it is a block).
 * The command will claim that   even if the player is holding something, if they had empty   data.
 * The command reveals that the hand slot is using the NBT tag , which is the same tag as for items held by Endermen and which will always be a   if the target player is holding something that is not a normal block.
 * In creative mode, loading saved hotbars still modifies this data.
 * Picking up mobs modifies the player's  data, which is usually always empty.
 * Certain blocks, like fire, end or nether portal blocks, and end gateways, do not display properly when held or thrown — these are invisible in first person, and in some cases also in third person or also when thrown.
 * Blocks that do not normally have an item form can now be placed directly, like portal blocks.
 * Using to place a   with an ID that represents a block will cause it to display the block as if misaligned on the vertical axis, rotated so that the top points south, and with its faces culled to match what would be culled if it were a normal block, e.g.  for a "grass" block.