Java Edition 1.11

1.11, the first release of the Exploration Update, is an upcoming major update to Minecraft with no set release date. However, a snapshot is planned on Wednesday, September 28, 2016.

1.11 will be "slightly bigger than 1.10, but still a relatively small update." The main focus for 1.11 is survival mode.

Additions

 * Spawn eggs
 * Eggs that were removed in 1.10-pre2 are re-added, except the cat spawn egg, including:
 * Wither Skeleton
 * Mule
 * Skeleton Horse
 * Zombie Horse
 * Donkey
 * Elder Guardian
 * Stray
 * Husk
 * Added new Zombie Villager spawn egg.


 * Gamerules
 * Determines whether the weather will change.
 * Defaults to true.
 * Defaults to 24
 * If one entity tries to push more than 24 other entities, it starts to suffocate.
 * Gets damaged 3 hearts by tick, passes though armour
 * The death message is suffocated in a wall
 * Setting to 0 disables the rule.
 * Affects mobs and players only.
 * Setting to 0 disables the rule.
 * Affects mobs and players only.


 * Splash text
 * "Javalicious edition"
 * "Should not be played while driving"
 * "You're going too fast!"


 * Internationalization
 * New strings within the game were made available for internationalization:
 * World selection error messages.
 * Customized superflat preset names.
 * Spectator-mode-specific options and messages.
 * In the Options menu: the words "chunks" and "fps"
 * In item tooltips: the words "Color: ", "NBT: " and "Durability: "
 * The F3+Q keybindings display text, and text associated with other F3 actions.
 * Text associated with downloading resource packs from servers.
 * command output

General

 * Resource packs
 * The required pack version number was changed to "3" in.
 * Version 3 resource packs have to use lowercase filenames for everything.


 * Options
 * Changed the title and description of "Snooper Settings"
 * Brings it into line with the new privacy policy
 * Title is now "Feed us data!" instead of "Machine Specs Collection"
 * Description is now "We always want to improve Minecraft and, to help us do that, we'd like to collect some information. This lets us know what hardware to support and where the big problems are. It also gives us a sense of the size of our active player base, so we know if we're doing a good job. You can view all the information we collect below. If you want to opt out then you can simply toggle it off!"


 * Entity IDs, block entity IDs, block IDs and item IDs
 * Now are no longer case sensitive.
 * Autocomplete will put in lowercase letters.


 * Entity and block entity IDs
 * Use underscores to separate words, rather than using single words in mixed case.
 * Optionally, a  namespace prefix can be used, just like block and item IDs. However, it is not optional for EntityTags and spawners.
 * The following names have changed:


 * Horse was split into entity IDs,  ,  ,   and   for their respective types.
 * Skeleton was split into entity IDs,   and.
 * Zombie was split into entity IDs,   and.
 * Guardian was split into entity IDs  and.
 * Unused savegame IDs  and   were removed.


 * NBT tags
 * For all horses,,   and   tags are removed.
 * and  tags now apply only to   and.
 * and  tags now apply only to.
 * tag is removed from  and.
 * tag is removed from all zombie types.
 * and  tags now apply only to.
 * tag is removed from all skeleton types.
 * byte tag is added to.


 * Loot tables
 * Donkey, mule, husk and zombie villager now each draw from their own loot tables, rather than drawing from the horse and zombie loot tables, respectively.

Gameplay

 * Chat
 * Messages can now be 256 characters long instead of 100.
 * Some warnings now appear above the hotbar instead in the chat, like "Press [key] to dismount" had.
 * "You can only sleep at night"
 * "You may not rest now, there are monsters nearby"
 * "This bed is occupied"
 * "Height limit for building is 256 blocks"
 * "Unable to open. Loot not generated yet."
 * "You may not rest now, the bed is too far away"


 * Exhaustion levels


 * Fishing
 * Ink sacs are now caught in stacks of 10 with a weight of 1, rather than in stacks of 1 with a weight of 10.


 * Fuel
 * More things will burn in the furnace
 * 1 Wool smelts 0.5 items.
 * 1 Carpet smelts 0.335 items.
 * 1 Ladder smelts 1.5 items.
 * 1 Wooden Button smelts 0.5 items.
 * 1 Bow smelts 1.5 items.
 * 1 Fishing rod smelts 1.5 items.
 * 1 Sign smelts 1 item.
 * 1 Bowl smelts 0.5 items.
 * 1 Wooden door smelts 1 item.
 * 1 Boat smelts 2 items.


 * Shields
 * Now block 100%, as opposed to 66%, of the damage dealt in melee combat.
 * Zombies without any weapons will not deal any damage to the player, nor damage the shields durability.
 * Creeper explosions deal 0 damage to the player.
 * Wither skeletons will not inflict the wither effect when hit by them.
 * Burning zombies will not set the player on fire.


 * Subtitles
 * Some of elder guardians' and zombie villagers' subtitles are now distinct from the subtitles for guardians and zombies.


 * Transportation
 * Now shows your hunger bar when riding a minecart or a boat

Command format

 * Now ignores item-specific stacking restrictions.
 * Now ignores item-specific stacking restrictions.


 * Now can display text in the action bar position.
 * Now can display text in the action bar position.


 * Block states
 * Block states can now be used in the, , and  commands.
 * Examples:
 * instead of
 * instead of
 * instead of

World generation

 * Desert Village wells
 * The bottom most part of the well is now made of sandstone instead of cobblestone

Items

 * Cobblestone Walls and Mossy Cobblestone Walls
 * Are now in the Decoration Blocks tab in the Creative inventory rather than the Building Blocks tab.


 * Potions
 * Potions without missing or invalid potion-effect tags now default to the Uncraftable Potion, which now has no glint, and is now magenta in color.
 * This also applies to lingering potions, splash potions and tipped arrows.


 * Shields
 * Will now keep enchantment level and durability when crafted with banners


 * Spawn eggs
 * Are now sorted alphabetically in the creative inventory.

Blocks

 * Blocks with custom names, including banners, hoppers, chests, furnaces, enchanting tables, dispensers, droppers, brewing stands, and beacons, will retain their custom name when the block is dropped as an item, and when the item is placed again
 * Use the  tag


 * Anvils
 * Added sound when dropped anvils break


 * Beds
 * If the player clicks on the bed, but is not right beside it, it now shows a message:
 * "You may not rest now, the bed is too far away"
 * Previously the player would get no message, but would be unable to sleep


 * Cauldrons
 * Added sound when filling and emptying cauldrons with buckets and glass bottles


 * Dispensers
 * Dispensers facing upwards and containing mob eggs now spawn mobs properly on top of the dispenser


 * Flowers
 * Their hitbox now corresponds to their exact visual location on the block (as opposed to always placed in the middle of the block).


 * Leaves
 * Particles emitted from leaves now use the corresponding color according to the biome.


 * Rails
 * All rail types' hitbox heights are decreased from a full block to a half block


 * Trapdoors
 * Placing trapdoors right next to redstone sources now update to an open state

Mobs

 * Blazes
 * Will take damage when hit by a splash water bottle.


 * Chickens
 * Now has neck texture


 * Creepers
 * If a creeper is inflicted with a potion effect, its explosion will cause a lingering effect of the potion.


 * Ender dragon
 * Custom named Ender dragons now show their name in their boss health bar.
 * Now shows the hitboxes where the dragon may be hit by an arrow, when hitboxes are shown using.


 * Endermen
 * Will take damage when hit by a splash water bottle.


 * Guardians and Elder Guardians
 * Their common drop of fish will now be cooked fish if they die while on fire.
 * Their rare drops from player kills, which match fishing loot and are sometimes fish, are unaffected.
 * Elder guardians now drop a wet sponge rather than a dry sponge


 * Horses
 * Skeleton and zombie horses
 * Their bone and rotten flesh drops (respectively) now yield 0–2, and are now affected by Looting.
 * Skeleton trap horses
 * The chance of spawning with a thunderstorm lightning strike is reduced to $1/5$ of what it was.


 * Human
 * The Savegame ID for Humans were removed.


 * Husks
 * Now try to avoid water.


 * Saddled Pigs
 * Are now able to be renamed by name tags


 * Rabbits
 * Their raw rabbit drop is now affected by the Looting enchantment.


 * Snow golems
 * Now, when their pumpkin is sheared from their head, that is saved with the game (previously it was just an in-memory visual effect).


 * Villagers
 * All villagers
 * Can now be named by name tags
 * Farmer villagers
 * Now sells 5–7 apples, where before they sold 5
 * Now sells 6–10 cookies, where before they sold 6
 * Green-robed villagers (aka Nitwit)
 * Re-added this entity as.
 * Spawns naturally in villages.
 * No trades.


 * Wither
 * Custom named Withers now show their name in their boss health bar


 * Green-robed zombie villager
 * Re-added this entity as.
 * Spawns naturally anywhere zombie villager spawn.

Non-mob entities

 * Armor Stands
 * Added sound when broken in creative mode

Planned additions
Various features were shown during the 2016 Minecon 1.11 panel but have yet to appear in a development version.

Mobs

 * Vindicator
 * Outcast villager
 * Has an iron axe in one of their hands
 * Hostile towards player.
 * Has own sounds.
 * Spawn in Woodland Mansions.


 * Evoker
 * Has 'fang attack'
 * Summons a stream of fangs coming out of the floor, damaging mobs.
 * Raises arms to indicate spell casting.
 * Has own sounds.
 * Spawns "vexes" described below.
 * Spawn in Woodland Mansions.
 * Drops Totem of Undying


 * Vex
 * Spawned by Evokers.
 * Small, flying mobs. Like a small ghost that flies around.
 * Hostile towards the player.
 * Can fly through blocks (noclip)
 * Texture changes to have red marks when about to attack
 * Wields a sword
 * Has own sounds.
 * Spawn in Woodland Mansions.


 * Llamas
 * Spawn naturally.
 * Passive Mob.
 * Can attack by sharply spitting at enemies. Spit their llama goo on wolves.
 * Wolves run from them.
 * Can be saddled using a carpet of any color and ridden
 * Like donkeys can be equipped a chest
 * Has 6 slots
 * Can be leashed.
 * When a lead is put on, surrounding llamas in a small radius will be attracted and try form a caravan behind the leaded llama.
 * Has own sounds.
 * Have multiple tinted skins.


 * Librarian villager
 * New career, Cartographer, for librarians who now sell treasure maps
 * Sells maps, compasses, and Ocean and Woodland treasure maps.
 * Ocean exploration map for ocean monuments
 * Woodland exploration map for woodland mansions

Blocks

 * Observer block
 * Ported from Windows 10 Edition/Pocket Edition versions
 * May behave have slight behavior differences due to different redstone systems in Java edition compared to Pocket Edition
 * Can detect Block Updates and output redstone signal
 * Normal BUDS still remain


 * Shulker Box
 * Crafted using a chest in the middle with 2 Shulker Shells, one above and one on the bottom of it.
 * Can be held in your inventory like a backpack. Will show its contents when hovered over in the inventory
 * Will show up to 5 slots
 * Can be placed down and opened like a chest inventory, and has 27 slots.
 * When destroyed, does not drop contents, but stores them in the block item, just like backpacks.
 * Can not be placed in each other.
 * Can be mined by hand
 * Can be used with hoppers, droppers and dispensers, just like any other item.
 * A dispenser will place the shulker box on the ground
 * Break into item form when pushed with a piston.
 * When opened, the top will spin up, similar to a Shulker opening.
 * Can be placed any direction, like Shulkers.

Items

 * Shulker Shells
 * Drop from Shulkers
 * Can be combined with Chests to craft Shulker Boxes


 * Totem of Undying
 * Dropped by Evokers
 * Will save your life when you receive a killing blow, while holding it in either hand.
 * Gives regeneration and absorption when activated for a couple of seconds, to help survive followup damage.
 * Shows a 'particle' just like the curse from an elder guardian.
 * Golden ankh like animation whenever the item is consumed.


 * Treasure Maps
 * Just like a map, except will show terrain outlines and a specific structure with treasure.
 * Only Ocean and Woodland maps are confirmed
 * Ocean maps have a blue tint on the item
 * Woodland maps have a brown tint on the item
 * Treasure maps display the biome outline of their respective biome
 * Initially a map with outlines of land, no loaded land shown. Loads land once you find it.
 * When exploring, it will fill in the outlines.
 * Small player dot to indicate far away destinations
 * The locator dot on the map will be smaller the farther away you are
 * Can be bought from cartographers.

World generation

 * Return Portals
 * Look like end gateways, but teleport you to the main island's spawn platform, instead of outwards to the outer islands.
 * Generate randomly throughout the end


 * Woodland Mansion
 * "Procedurally generated house"
 * "End game challenge"
 * Generates naturally in forests or roofed forests
 * Has 3 floors, the bottom 2 are larger and the top is smaller.
 * Random layouts, using procedural generation and structure blocks
 * Spawns 3 new mobs.
 * Evoker
 * Vindicator
 * Vex
 * Can be found with a Woodland Exploration Map.
 * Consists mostly of wood and cobblestone.
 * Structures include red & white carpets, cobblestone walls, blocks, slabs, & stairs, birch fences & planks, glass panes, and dark oak wood & planks.

Gameplay

 * Curse Enchantments
 * Basically Enchantments, but instead of a positive effect, carry a negative effect.
 * Uncommon appearances in dungeon loot
 * Best use in map making
 * Curse of Vanishing
 * Items with this Curse will vanish upon death, instead of drop. The gamerule KeepInventory will prevent this.
 * Curse of Binding
 * Items with this Curse will stay on your player until they break, they cannot be removed manually.
 * Death will make you drop this item.


 * Locate Command
 * syntax:
 * Locates the nearest structure, like EndCity or NetherFortress.
 * Can locate dungeons, mineshafts, strongholds, temples, fortresses etc.
 * It will start the search at what the "x y z" or selector was set to
 * When finding structures similar to "temple" structures, it cannot differentiate between types. So you may get a desert or a jungle temple, for example
 * Returns message: "Located [Structure] at [x] [y] [z]"
 * Pushes coordinates in chat for the executor of the command.
 * Will display "y" coordinates as (y?) for some structures

Unconfirmed features

 * Maps working in the End.

Fixes

 * Other fixes
 * "More robust handling of invalid items and hopefully less duping bugs due to this change"