Java Edition 1.19

1.19, the first release of The Wild Update is an upcoming major update to set to release in the year of 2022. The update was first announced on October 16, 2021 during Minecraft Live 2021. It will notably introduce the deep dark biome, the Mangrove swamp biome and many different forms of fauna and flora to the Overworld, as well as adding onto the atmosphere and immersion of the game with a handful of new mobs and features.

Blocks

 * Froglight
 * Is dropped by small magma cubes when they are eaten by frogs.
 * Has three variants: pearlescent (purple), verdant (green), and ochre (yellow).
 * Which variant is dropped depends on the frog variant that eats the magma cube.
 * A pearlescent froglight is dropped if a warm (white) frog eats the magma cube.
 * A verdant froglight is dropped if a cold (green) frog eats the magma cube.
 * An ochre froglight is dropped if a temperate (orange) frog eats the magma cube.
 * Emits a light level of 15.
 * Water can go through the froglights, might be a bug.


 * Frog Spawn BE2.png Frogspawn
 * Non-solid blocks that can be placed on the surface of water.
 * Disappears when water under the Frog Spawn is gone.
 * Can't be obtained in survival: does not drop upon breaking, even with Silk Touch.
 * Is laid by frogs after mating, when they are bred with slimeballs.
 * Hatches tadpoles after some time.
 * Tadpole variant depends on the biome where it grows into a frog.


 * Mangrove Leaves.png
 * Generated in mangrove trees.
 * A decorative block.
 * Can grow mangrove propagules, if pressed with bone meal.


 * Mangrove Log.png
 * Generated as a part of mangrove trees, which are located in swamps and mangrove swamps.
 * Can be crafted into mangrove planks and wood.
 * Has a stripped variant as well.


 * Mangrove Planks.png
 * Crafted from mangrove logs.
 * Can be used to craft respective slabs, stairs, fences, fence gates, pressure plates, signs, buttons, doors, boats and trapdoors.


 * Mangrove Propagule JE1.png
 * A new type of sapling which grows into a mangrove tree when planted.
 * Grows underneath mangrove leaves.
 * Can be grown by bonemealing the mangrove leaves, grows from the exposed bottom of it.
 * Propagules can also grow spontaneously from leaves, but only if they're naturally generated (not player placed leaves).
 * Have 4 stages to fully grown, can be accelerated by bonemealing.
 * Can break off a fully grown one, plant it to growing a mangrove tree (currently not added, will generate a oak tree instead).
 * Can be planted both on land and underwater.
 * Can be placed in flower pots.
 * Bees can pollinate them.
 * Bees follow players holding them and can be bred with them.


 * Mangrove Roots.png
 * A see-through decorative block just like leaves, but can be waterlogged.
 * Water currently doesn't spread outwards like with other waterlogged blocks.
 * Mining faster when using axes.
 * Unlike leaves, it will not break when moved by a piston.
 * If the roots are waterlogged, the water will vanish.
 * Can be powered.
 * Has unique sounds.


 * Mangrove Wood.png Mangrove Wood
 * A new type of wood, as well as a stripped variant.
 * Can be used to craft mangrove planks.


 * Mud.png Mud
 * Found in mangrove swamp biomes.
 * Can be created by using a water bottle, directly or through a dispenser, on dirt, coarse dirt and rooted dirt.
 * Can be placed on top of dripstone to dehydrate and form clay.
 * This in turn enables renewable clay in (clay is already renewable in ).
 * When walking on mud, entities sink down a bit.
 * Like soul sand, but without fast.
 * Enderman holdable.


 * Mud Bricks JE1.png Mud Bricks
 * Can be crafted from 4 packed mud.
 * Can be used to crafted into mud brick slabs, stairs, and walls using a crafting table or stonecutter.


 * Muddy Mangrove Roots.png
 * Found in mangrove swamp biomes.
 * Can be crafted from 1 mud and 1 mangrove roots.
 * This is a full block, not like lichen.
 * Unlike regular roots, they are an opaque block that can't be waterlogged.
 * Mining faster when using shovels.


 * Packed Mud JE1.png Packed Mud
 * Can be crafted from 1 mud and 1 wheat.
 * Can be used to craft mud bricks.


 * Reinforced Deepslate.png Reinforced Deepslate
 * A new block only found in ancient cities.
 * It is unobtainable in survival mode.
 * Has some unknown "interesting" purpose.
 * Currently can only be broken by mining, although after a very long time, and is immune to explosions, withers, and ender dragons.
 * Unlike other blast resistant blocks, it can be moved by pistons.


 * Sculk BE1.gif
 * Generates in the deep dark biome.
 * Has an animated texture.
 * Drops only experience when broken without Silk Touch.
 * Activates nearby sculk sensors and shriekers even when wool is placed on it.
 * Sculk blocks grow when a mob dies near a sculk catalyst.
 * If too many sculk shriekers activate, wardens may emerge from the sculk blocks.
 * Does not drop anything or experience when blown up with TNT.


 * Sculk Catalyst.png Sculk Catalyst
 * Generates in the deep dark biome.
 * Emits soul particles after a mob dies within 8 blocks, and grows sculk related blocks.
 * Spreads sculk blocks to wherever a nearby mob dies. The amount it spreads depends on the amount of experience the mob is meant to drop.
 * Even if the mob doesn't drop experience as it wasn't killed by a player, the blocks would still spread based on the amount of experience it normally drops.
 * The experience will not be dropped in these cases.
 * The charge decays over time, faster the furthest away from the catalyst it moves.
 * If a charge decays more than 4 blocks away from the catalyst, it has a chance of creating a sculk sensor.
 * If a charge decays more than 24 blocks away from the catalyst, it merely vanishes.
 * Drops only experience when broken without Silk Touch.
 * Emits a light level of 6.
 * Sculk Catalyst Bloom.gif Blooms when activated.
 * Can only spread sculk on blocks in the  tag.


 * Sculk Shrieker JE1 BE2.gif Sculk Shrieker
 * Generates in the deep dark biome.
 * Has two soul-shaped patterns in the center.
 * Has the ability to "shriek", emitting ring-like/sonic particles.
 * Is activated by a sculk sensor, redstone signal or player's stepping.
 * Sculk shriekers summon wardens only if there isn't one within 48 blocks.
 * Gives players the Darkness effect when activated.
 * If activated three times, a warden is summoned from the ground.
 * Player has 4 levels of (0-3), everytime activated, the levels increased by 1, and never decrease.
 * If a player had successfully summoned a warden, only one attempt is required to summon a warden next time.
 * Currently does not drop when broken, even when using Silk Touch.


 * Sculk Vein BE1.gif Sculk Vein
 * Generates in the deep dark biome on the edge of sculk patches.
 * Generates in a layer on top of blocks, similar to snow.
 * Can be placed in all directions, like glow lichen.
 * Has an animated texture.
 * Drops nothing when broken without Silk Touch.
 * Some have parts that are transparent, allowing the player to see the block it is on top of.
 * Can be waterlogged.

Items

 * Bucket of Tadpole
 * Added bucket of tadpole, can be obtained by catching a tadpole using a water bucket.


 * Mangrove Boat
 * A new type of boat, crafted with mangrove planks.


 * Spawn Eggs
 * Allay Spawn Egg.png Allay spawn egg.
 * Frog Spawn Egg.png Frog spawn egg.
 * Tadpole Spawn Egg.png Tadpole spawn egg.
 * Warden Spawn Egg.png Warden spawn egg.

Mobs

 * Allay.png
 * Voted to be in the update during Minecraft Live 2021.
 * Can find dropped blocks or items for a player.
 * Picks up dropped items in loaded chunks and can carry up to a stack at a time, and cannot duplicate items or take items out of chests. It drops its collected items when in range of a note block.


 * (subject to texture changes)
 * Temperate Frog JE1 BE1.gif Cold Frog JE1 BE1.gif Warm Frog JE1 BE1.gif Comes in three variants: temperate, warm, and cold.
 * The temperate variant is orange, the warm variant is white, and the cold variant is green.
 * Frog variant depends on the temperature of the biome where it turns from a tadpole to a frog.
 * Each variant is planned to have a unique use for players, which remains unknown.
 * One known use is Froglight production.
 * Can croak, jump, swim, and slowly walk on land.
 * Are able to jump over 5 blocks.
 * Frogs are faster in water than on land.
 * Prefer to jump to lily pad and big dripleaf.
 * Eats small slimes, dropping slime balls.
 * Eats small magma cubes, dropping froglights.
 * Can be tempted and bred using slimeballs.
 * Lay eggs on water after mating.
 * Grow from tadpoles.
 * Variants depend on the temperature of the biome it turns from a tadpole to a frog in.
 * Have health points.


 * Tadpole.png
 * Grows up into a frog 20 minutes after birth, which can be sped up using slimeballs.
 * Frog type depends on which temperature it grows in.
 * Can be held in a water bucket.
 * Jump around like fish when on land, and eventually die.
 * Panics on land and pathfinds to a nearby water source.
 * Are hunted down by axolotls.
 * Also panics if there are axolotls nearby.
 * Have health points.


 * Warden.png Warden
 * The first fully blind mob (bats have basic eyesight, both in-game and in the real world).
 * Because of this, it stumbles as it walks.
 * Has a sense of smell. It can detect and pathfind toward the general location of a player or mob through a "smelling" action.
 * Prioritizes smelling the player or mob that it is most suspicious of, rather than the one closest to it.
 * Has a sense of vibration. When sensing movement, it pathfinds toward the source of the movement.
 * It follows and attacks players, mobs, and other entities that make vibrations.
 * It does not attack other wardens.
 * When it detects a vibration, the growths on its head rattle and light up, similar to the sculk sensor.
 * Seems to follow the same rules as the sculk sensor when detecting vibrations.
 * If any projectile (e.g. egg, snowball, arrow) lands near it, the warden inspects the location where the projectile landed, due to the projectile creating significant vibrations. This feature can be used in order to cause a distraction.
 * Does not detect players that are sneaking.
 * Can detect players or mobs that have the Invisibility effect.
 * Becomes more suspicious of a player or mob as it detects its location more through vibrations and/or smelling. When it suspects the target enough, it identifies its exact location, which aggravates it, causing it to pathfind toward the target to attack regardless of outside distractions.
 * Spawns in the deep dark biome, specifically when a player activates sculk shriekers three times.
 * It is the only mob that spawns in the deep dark biome.
 * "Emerges" from the ground when spawned by sculk shriekers.
 * Digs back into the ground when it doesn't sense any vibration after 60 seconds.
 * Like how name tags prevent despawning, name tags can also prevent wardens from being able to burrow back to the ground.
 * Wardens will not dig back when they're in water.
 * A mob designed to be extremely difficult, intended to be avoided and fled from.
 * Has health points and does  damage on Normal difficulty, bringing players wearing full netherite armor from full health to  health points. Wardens also disable shields when they hit the players with their fists, and are at least as fast as a walking player.
 * The warden doesn't qualify as a target for the advancement "Monster Hunter" and isn't needed to receive the advancement "Monsters Hunted" due to its role.
 * Warden's chest has a glowing core that appears to brighten and dim in tandem with the Darkness effect.
 * The core creates a low throbbing or "heartbeat" sound as it pulses. The sound and animation speed up rapidly as the warden gets more suspicious of or closer to attacking a player or mob.
 * Is about 3.5 blocks tall, making it one of the tallest mobs in the game, exceeding the iron golem and enderman in height and width (the same).
 * Wardens have long melee reach, being able to hit the player when on top of a four block pillar, thus making it capable of countering certain cheese tactics, such as pillaring.
 * Is immune to lava and can float up lava columns very fast.

Non-mob entities

 * Oak Boat with Chest.png Boat with Chest
 * Similar to a minecart with chest, but with a boat instead of a minecart, so the player can take a journey on the water and carry things.
 * Can hold only one entity.
 * Crafted by combining a chest with any boat.
 * Comes in different wood plank variants, including the dark oak, jungle, and the newly added mangrove wood plank variant.
 * Opening its inventory or breaking it will make nearby adult piglins angry.
 * Breaking it drops itself (as opposed to a minecart with chest, which splits into its components), and all its items.

World generation

 * Ancient City
 * New structure that generates within the deep dark biome.
 * Includes all of the deep dark features within it.
 * Made of deepslate and its variants, basalt blocks and its variants, planks, and wool.
 * Contains soul sand, soul fire and soul lanterns.
 * Contains candles and skeleton skulls.
 * Contains chests with unique loot.
 * The loot is intended to be items that cannot be found anywhere else in the world, and that provide unique abilities and mechanics to players that weren't possible before and are not attainable by other methods.
 * Contains mysterious frames made of reinforced deepslate.
 * Has different levels and open spaces.
 * Extremely large in terms of size, tends to spawn between y=0 and y=-64.
 * The only source for the Swift Sneak enchantment.


 * Deep Dark
 * New biome at the "deepest depths of the world".
 * Tends to generate under continental/mountainous areas, exclusively within the deepslate layer between Y=-1 and Y=-64.
 * Currently can extend above the deepslate layer, sometimes up to around Y=33.
 * Ancient Cities can generate here.
 * Wardens can spawn here through the activation of sculk shriekers.
 * The surface contains patches of sculk-related blocks.
 * With the exception of spawners, no mobs other than wardens can spawn there, similar to mushroom fields.


 * Upgrading of old worlds
 * Now support 3D biome blending, so it will blend the underground biomes as well.

Gameplay

 * Enchanting
 * Added the Swift Sneak enchantment.
 * This enchantment can be found exclusively in chests in ancient cities.
 * Cannot be obtained by fishing, enchanting, or other loot chests, similar to Soul Speed.
 * Has a total of three levels.
 * Only available for leggings.
 * Allow the player to walk faster while sneaking, up to 75% of normal speed at level III.


 * Status effects
 * Darkness.png
 * A status effect triggered by the sculk shrieker, causing the player's camera to dim in brightness, thus limiting the vision of players.
 * Lowers the gamma down at an equivalent of “Moody” while having this effect.

General

 * Chunk format
 * Added that determines which sections will be used for data for blending.


 * Data pack and resource pack
 * Can have section in pack.mcmeta now.
 * This section has mandatory field, which is a list of patterns (regular expressions) for namespaces and paths.
 * If any of files in packs added before one with section matches any pattern inside, it will be filtered out (i.e. treated as if it wasn't present in the first place).
 * section does not apply to a pack containing it, only to packs loaded before it.
 * Both and  can be omitted: if they are, the game works as if they had been specified as a ".*". Missing field matches every value. When they are included, these fields contain a regular expression pattern.
 * For example, adding pack with this section in pack.mcmeta after vanilla pack will hide all recipes and advancements defined by vanilla pack:
 * World presets/types and super flat world presets in “Create World” screen can now be controlled by datapacks.
 * New registry types were added to data-drive presents (like "Amplified" or "Single Biome").
 * New registry types were added to data-drive presents (like "Amplified" or "Single Biome").


 * Debug screen and profiling
 * Added estimated GPU utilization percentage to performance profiling metrics and F3 debug screen.
 * This is only available for graphics devices that support GPU timer queries.
 * Added "Blending" row, above the "Noise Router" row.


 * Fonts
 * Added new glyph provider type, to allow creation of space-like glyphs.
 * New provider has single argument called which is map of codepoint to glyph advance (width).
 * Rendering of space glyph is not longer hardcoded (needs to be declared manually in font).


 * Options
 * Added "Directional Audio" sound option, for 3D Directional Audio simulation.
 * Uses HRTF-based directional audio to improve the simulation of 3D sound, making it easier to distinguish which direction a sound comes from (including if it is above or below the player).
 * Requires HRTF compatible audio hardware.
 * This option is best experienced with headphones.
 * Toggled off by default.
 * A new accessibility slider has been added in the options menu called “Darkness Pulsing”.
 * It controls how dark the Darkness effect gets when a Warden or Sculk Shrieker gives it to the player.


 * Particles
 * Added new particles:
 * Sculk Soul.gif
 * Sculk Catalyst Bloom.gif Emitted by sculk catalysts when activated by sculk sensors.
 * Shriek.png
 * Sculk shriek particles.png Emitted by sculk shriekers when activated by sculk sensors.
 * and
 * Active Sculk Sensor JE1.gif Emitted by sculk sensors when activated by players.
 * Active Sculk Sensor JE1.gif Emitted by sculk sensors when activated by players.


 * server.properties
 * Added server property to limit the amount of consecutive neighbor updates before skipping additional ones. Negative values remove the limit.


 * Splashes
 * Added the following splash text:
 * "Shriek like a Sculk Shrieker!"
 * "Who let the frogs out?"
 * "RIBBIT!"
 * "Croak team!"
 * "Nooooooooooooo!"
 * "Flower forest TM perfume"
 * "Hat Fridays!"


 * Tags
 * Added following block tags:
 * : contains
 * : contains
 * This tag controls blocks the ender dragon cannot destroy but will fly straight through.
 * : contains
 * : contains
 * : contains
 * : contains.
 * Added following item tags:
 * : contains all types of boat with chests.
 * : contains.
 * Added following game event tags:
 * : contains the contents of the event tag (except ),.
 * Added following biome tags:
 * : contains.
 * : contains.
 * : contains
 * This tag controls which biomes that players will have a shorter view distance.
 * : contains all the end biomes.
 * : contains all overworld biomes.
 * : contains
 * : contains
 * : contains
 * : contains
 * This tag controls which biomes that player will hear the special underwater music when underwater.
 * : contains
 * : contains
 * This tag controls which biomes that coral can be farmed by bonemealing.
 * : contains
 * : contains
 * This tag defines which biomes must be present around a location that a monument possible to generate.
 * : contains
 * : contains
 * : contains
 * These contents are exactly the same with the previous biome tag.
 * : contains
 * This tag controls which biomes will show up as water on map outlines.
 * : contains
 * : contains
 * : contains
 * Added following structure tags:
 * : contains
 * : contains
 * Added following flat level generator preset tag, to control order of elements displayed in "Configure Flat World" screen:
 * : contains
 * This tag controls all the visible presets in the UI and their order.
 * Added following world preset tags, to control values show on "World Type" button in "Create World" screen:
 * : contains
 * : contains
 * This tag controls which world presets will only show up when hold down the key.

Blocks

 * Brewing Stand
 * Slightly changed its texture, to make their arms connect to their bases.


 * Cocoa Pod
 * Slightly changed the 's texture, to make width consistency with other stages' textures.


 * Doors
 * The top of doors no longer flips in an unnatural way when opening in certain directions.


 * End Portal Frame
 * Slightly changed its texture, to make better transition with the end stone texture.


 * End Rod
 * Removed unused pixels in its texture.


 * Leaves
 * Leaves are now waterloggable.


 * Mycelium
 * Slightly changed its side texture, to match other dirt-based blocks.


 * Scaffolding
 * When used as fuel for furnaces, they now burn equally as long as a bamboo does.


 * Sculk Sensor JE1 BE2.gif Sculk Sensor
 * Has been re-added to the creative inventory.
 * Generates in the deep dark biome.
 * Can only be obtained with Silk Touch, otherwise they drop experience.
 * Detect vibrations 9 blocks or less away.
 * Cannot detect vibrations on any wool block.
 * Cannot detect players if they sneak.
 * Are able to activate sculk shriekers when activated (spreads vibrations to the nearest shrieker).
 * Are able to communicate with wardens by activating sculk shriekers.


 * Smoker
 * Rotated pixels at the bottom left corner in their textures, to make a correct direction.

Items

 * Boats
 * Changed item textures of all previously existing boats.
 * Now their paddles represent their respective wood color and their inside rims of the boats are darker, to match.
 * But the oak boat item texture in and  still have differences.


 * Shield
 * They now properly spin around their own center axis and show up in the right place in item frames.

Mobs

 * Parrots
 * Can now imitate wardens.


 * Spiders and Cave Spiders
 * Fixed texture mapping of both types of spiders.


 * Wolves
 * Fixed texture mapping of the ears of wolves.

World generation

 * Custom world generation
 * The dimension folder is no longer present in the vanilla world generation reference pack, but dimension files still work like they used to inside a custom data pack.
 * There's a new file type that the data report generator can output in the folder, containing all the biome parameters for the default vanilla dimensions.
 * Custom dimensions no longer require a separate seed field, and in fact can no longer have a custom seed - the world seed is now always used for all dimensions.

Command format

 * Fixed rendering of boss bars, now they have the correct appearance even when several boss bars with the notched style are visible at once.
 * Fixed rendering of boss bars, now they have the correct appearance even when several boss bars with the notched style are visible at once.


 * Now searches in 3D properly, which means it will locate cave biomes correctly.
 * Now returns all three coordinates in the output.
 * Now returns all three coordinates in the output.

Gameplay

 * Advancements
 * The "Deep Dark" biome is now required to be visited to obtain the "Adventuring Time" advancement.

General

 * Chunk format
 * Removed, now existence of in chunk data determines if a chunk is considered old.


 * Data pack and resource pack
 * Data pack format is now 10, resource pack format is now 9.


 * Debug screen
 * The H for "humidity" has been changed for a V for "vegetation".


 * Debug Keys
 * Removed debug hotkey cycling render distance.


 * Particles
 * The parameters to the particle have changed: instead of specifying the start position as an extra parameter, the regular source of the particle is now used.


 * Predicates
 * Renamed the field in location predicates to.


 * server.properties
 * now supports world presets instead.


 * Shaders
 * There are now shader files for translucent entity rendering.


 * Tags
 * Following tags are changed due to addition of new features mentioned above:
 * Mangrove boat and the item tag are now part of the  item tag.
 * Mangrove button is now part of the block and item tag.
 * Mangrove door is now part of the block and item tag.
 * Mangrove fence gate is now part of the block tag.
 * Mangrove fence is now part of the block and item tag.
 * Mangrove leaves is now part of the block and item tag, and the  block tag.
 * Mangrove planks is now part of the block and item tag.
 * Mangrove pressure plate is now part of the block and item tag.
 * Mangrove propagule is now part of the block and item tag.
 * Mangrove roots is now part of the block tag.
 * Mangrove sign is now part of the block tag and  item tag.
 * Mangrove slab is now part of the block and item tag.
 * Mangrove stairs is now part of the block and item tag.
 * Mangrove trapdoor is now part of the block and item tag.
 * Mangrove wall sign is now part of the block tag.
 * Mud brick slab is now part of the block and item tag.
 * Mud brick stairs is now part of the block and item tag.
 * Mud brick wall is now part of the block and item tag.
 * Mud bricks, mud brick stairs, mud brick slab and packed mud are now part of the block tag.
 * Mud is now part of the block tag.
 * Muddy mangrove roots and mud are now part of the block tag.
 * Potted mangrove propagule is now part of the block tag.
 * Sculk vein is now part of the block tag.
 * Sculk, sculk catalyst, sculk vein and sculk shrieker are now part of the block tag.
 * Tadpole is now part of the entity tag.
 * Block and item tag is now part of the  block and item tag, respectively.
 * Light block is now part of the block tag.
 * block tag is renamed to.
 * biome tag now only reference the biome tag.
 * Configured structure feature tags are now called structure tags.


 * World creation
 * A short screen showing the message "Preparing for world creation" will appear before the "Create New World" screen shows up.


 * Others
 * The "out of memory" error screen can now be translated.

Item

 * Firefly spawn egg.
 * Firefly spawn egg.

Mob

 * Firefly.gif
 * Glows in the dark.
 * Is currently only two pixels big, making it the smallest mob in the game.

World generation

 * New biome variant of a swamp.
 * Contains mangrove trees, and are the only trees that can generate there unlike the regular swamp that can also generate oak trees.
 * Biome surface is composed of mud.
 * Biome surface is composed of mud.


 * New type of tree variant that will be added in the wild update.
 * Composed of mangrove logs.
 * Generated roots composed of mangrove root blocks.
 * Has propagules hanging from the leaves of the tree.
 * Found in swamps and mangrove swamp biomes.
 * Found in swamps and mangrove swamp biomes.


 * Completely overhauled in the new update.
 * Contains mangrove trees.
 * Contains mud blocks on the ground.
 * Frogs can spawn here.
 * Fireflies can spawn only during the night.
 * Fireflies can spawn only during the night.

Blocks

 * Clay
 * More efficient way to regenerate clay by placing mud over a dripstone block with a stalactite dripstone growing under. The dripstone dries it out, producing a clay block.

World generation

 * Biomes
 * Updating various overworld biomes, such as swamps and birch forests, to make them more diverse, unique and add more immersion to biomes in general.