Java Edition 1.18.2

1.18.2 is an upcoming minor update to with no set release date.

Command format

 * Used to place a configured feature at a given location.
 * Syntax:
 * : The namespaced ID of a configured feature to place.
 * : The position to use as the origin for the feature placement.
 * If omitted,  is used.
 * If omitted,  is used.

General



 * Compliance requirements
 * Added gameplay timers and notices in compliance with gaming laws of South Korea to everyone who is playing in South Korea, in order to remind these players to take occasional breaks from gameplay.


 * Custom world generation
 * Added  field in configured structure files, which is a tag.


 * Debug screen
 * Now contains the chunk position in the region file, and the name of this region file which the player is currently in, at the end of the "Chunk" row.


 * Languages
 * Added Friulian.


 * Resource packs
 * Added a JSON file related to the new compliance requirements, located at assets/[namespace]/regional_compliancies.json.


 * Tags
 * Added the #fall_damage_resetting block tag.
 * Contains the #climbable block tag, sweet berry bush, and cobweb.
 * Tags can now be defined for any types in registry, rather than only blocks, items, fluids, entity types, game events and functions previously.
 * In datapacks, tags of new types are stored in their own folders (but not present in the vanilla datapack currently). The folders' names are based on their names in the registries.json, for example:
 * Tags for potions: /data/[namespace]/tags/potion
 * Tags for biomes: /data/[namespace]/tags/worldgen/biome
 * For tags of blocks, items, fluids, entity types, game events and functions, their locations in datapacks are currently not changed, even if they use plural names which is against the new name format.
 * Added biome tags in vanilla datapacks, as following:
 * Added biome tags to determine which biomes a structure can generate in, stored in tags/worldgen/biome/has_structure.
 * field in these files can accept both biome IDs and biome tags.
 * Added biome tags to determine which biomes a structure can generate in, stored in tags/worldgen/biome/has_structure.
 * field in these files can accept both biome IDs and biome tags.
 * Added biome tags to determine which biomes a structure can generate in, stored in tags/worldgen/biome/has_structure.
 * field in these files can accept both biome IDs and biome tags.
 * Added biome tags to determine which biomes a structure can generate in, stored in tags/worldgen/biome/has_structure.
 * field in these files can accept both biome IDs and biome tags.
 * Added biome tags to determine which biomes a structure can generate in, stored in tags/worldgen/biome/has_structure.
 * field in these files can accept both biome IDs and biome tags.
 * Added biome tags to determine which biomes a structure can generate in, stored in tags/worldgen/biome/has_structure.
 * field in these files can accept both biome IDs and biome tags.
 * field in these files can accept both biome IDs and biome tags.

Blocks

 * Ender Chest
 * No longer gift wrapped around Christmas.

Mobs

 * Glow Squids
 * Now require complete darkness to spawn.


 * Tropical Fish
 * Now only spawn if the block above is a full water block.

World generation

 * Custom world generation
 * Some fields in worldgen structures that previously only lists of element IDs now accept tags.
 * Those entries now accept,   (shortcut for  ) and.
 * Changed fields are:
 * configuration:
 * configuration:
 * configuration:
 * : inner list in, map value in
 * Some tag fields now require id to be prepended with, however they are not yet accepting element list:
 * configuration: ,
 * ,  configuration:
 * configuration:
 * Structure fields in noise settings no longer have separate subfields for strongholds and non-stronghold structures. Instead each structure has a tag field which is :   for strongholds and  :   for non-stronghold structures.
 * configuration: ,
 * ,  configuration:
 * configuration:
 * Structure fields in noise settings no longer have separate subfields for strongholds and non-stronghold structures. Instead each structure has a tag field which is :   for strongholds and  :   for non-stronghold structures.
 * Structure fields in noise settings no longer have separate subfields for strongholds and non-stronghold structures. Instead each structure has a tag field which is :   for strongholds and  :   for non-stronghold structures.


 * Seed
 * A seed of the number zero is no longer handled as a special case.
 * Any spaces before/after an inputted seed will now be trimmed.


 * Superflat
 * "Redstone Ready" preset's top layer of blocks has increased to height Y=55 instead of Y=-9 in order to prevent slimes from spawning.
 * Changed the "Water World" preset, by replacing sand with gravel, and adding additional 64 layers of deepslate above the bedrock layer, in order to fix the ocean monument generation issue in worlds using this preset.

Command format

 * Now uses a namespaced ID parameter.
 * Now uses a namespaced ID parameter.

General

 * Debug screen
 * Moved the location of the player within a chunk from "Chunk" row, into the new square brackets at the end of the "Block" row.
 * Merged the "Terrain" and "Multinoise" row into the "NoiseRouter" row, with the format.
 * are the same with data from the former "Multinoise" row.
 * is the same with data from the former "Terrain" row.
 * are currently unknown.


 * Logging
 * Upgrades log4j to 2.17.0.


 * Tags
 * Powder snow is no longer part of the #goats_spawnable_on block tag.
 * Snow blocks and powder snow are now part of the #azalea_root_replaceable block tag.
 * Removed dirt from the block tag.
 * Removed, and added block tags to the  block tag.