Frostburn Update

The Frostburn Update is the name for Minecraft version 1.10, a major update that was released on Wednesday, June 8th, 2016. It added some new features such as skeleton/zombie variants in snowy biomes and deserts, polar bears, structure blocks for saving/loading structures in your world (very useful for mapmakers) and an auto-jump feature.

Development began very shortly after 1.9 (the Combat Update) was released. Only 3 snapshots and 2 pre-releases were released between May 18th, 2016 and June 8th, 2016, making the Frostburn Update one of the quickest Minecraft updates to date.

General

 * Splash text
 * "Rule #1: it's never my fault"
 * "Replaced molten cheese with blood?"
 * "Absolutely fixed relatively broken coordinates"
 * "Boats FTW"


 * Sound events


 * Ambience
 * Added new ambient sounds:


 * Options
 * A new 'Auto-jump' toggle has been added, which automatically makes the player jump when running towards a one block tall obstacle.
 * Enabled by default, can be disabled in Options.
 * From Pocket Edition
 * Options.txt now has its own version number.
 * VBOs are now enabled by default, overriding old options when upgrading.


 * Loot tables
 * A new tag  for the   function.
 * Determines the maximum amount the player can expect to receive on mob drops when using the looting enchantment of any level.


 * Particles
 * A new  particle has been added.
 * Appears underneath gravity-affected blocks that generate, or have been placed with use of bugs, suspended in midair.
 * Sometimes appears whenever a gravity-affected block is placed without a support block below.
 * Does not apply to dragon eggs.
 * The particle collides with blocks.
 * can be summoned, making use of the  argument like   and several other particles do.
 * Example: will summon a particle matching the color of lava (block 10)


 * Commands
 * Usage:
 * Example:
 * Teleports a selected entity to the executor's or player's relative position.
 * Teleports a selected entity to the executor's or player's relative position.


 * NBT tags
 * tag
 * Allows mobs to use elytra when they fall
 * Mobs lose ability to fly after touching the ground
 * : Determines the kind of zombie a specific zombie is.
 * 0: default, 1-5: villager, 6: husk.
 * This tag, in effect, unifies the characteristics of being a zombie, a specific zombie villager and a husk into a single variable.
 * Replaces the  and   tags.
 * and  integer tags for AreaEffectCloud entities.
 * These work just like the two  arguments work, in.
 * Example:
 * Summons a cloud of iconcrack particles with the texture of item 351 (dye), and data value 3 (cocoa beans).
 * Example:
 * Summons a cloud of blockcrack particles with the texture of block 1 (stone), and data value 3 (diorite), using the formula 1+(3×4096).


 * Debug screen
 * + toggles the visibility of chunk borders around the player.
 * Everytime it is toggled, a message in chat appears.
 * Shows a blue outline for the chunk the player is currently in and a yellow outline for individual air blocks in the vicinity of the chunk.
 * The blue outline in particular, will outline the chunk horizontally on top of the solid blocks on the ground.
 * The outlines extended arbitrarily up, but end at bedrock level.

World generation

 * Fossils
 * Generates 15–24 blocks underground in deserts, swampland, and their M and hills variants. Each chunk has a $1/64$ chance of generating a fossil.
 * Composed of bone blocks and some coal ore, arranged as to resemble the skulls and spines of giant extinct creatures.
 * There are 4 variants of the skull, and 4 variants of the spine sections.

Blocks

 * Structure void
 * It is an intangible block used to indicate to the structure blocks that certain air blocks can be overridden by previously existing blocks in the destination.
 * Intended to be a replacement for the function barrier blocks used to convey (during early development), so they can form part of the structure itself.
 * They are invisible and have a small hitbox.
 * They are only visible when they are inside a structure being saved by a save structure blocks and the toggle option "show invisible blocks" is true.
 * Allows for empty spaces in a structure.
 * Unlike air, it will not overwrite blocks where it is loaded.
 * Example: If you load a 2 block high structure with air at the top and a structure void at the bottom into a 2 block high area of stone, the top block will become air but the bottom will stay stone.


 * Magma block
 * Found in the Nether, generating 4 veins per chunk between Y=27 and Y=36.
 * It has a similar frequency to blocks like andesite in the Overworld.
 * Crafted using four magma cream.
 * Mobs and players take damage every second while touching it, similar to a cactus.
 * Unlike cactus or fire, this block doesn't destroy items that touch it.
 * Mobs avoid magma blocks that are in the way.
 * Most mobs don't spawn on magma blocks. Exceptions are magma cubes, zombie pigmen, and squid.
 * If the player is sneaking, wearing Frost Walker-enchanted armor, or under the effect, it does not take damage.
 * If the player dies by standing on it, a new death message will appear: "[Player] discovered floor was lava."
 * If the player dies by the block, but after being damaged by a mob or player, the death message will be: "[Player] walked into danger zone due to [Mob or Player]."
 * Removes water blocks on top when randomly ticked.
 * It produces smoke particles under the rain.
 * It emits as much light as it receives from other sources.
 * e.g. A magma block next to a torch will emit light at level 13, as that was the light level it received from the torch.
 * If the torch were to be removed then it will search for the next brightest source of light; if no source is found then it will continue to emit the same amount of light as the torch.
 * It can emit daylight if it was exposed to the sun.


 * Nether wart block
 * Crafted by filling a 3x3 square in the crafting table with nether wart.
 * It cannot be crafted back into nether wart.


 * Red nether brick
 * Crafted by placing a 2x2 checkerboard of 2 nether brick and 2 nether wart in a crafting table.


 * Bone block
 * Crafted by filling a 3x3 square in the crafting table with Bone Meal.
 * Placing it in a crafting table yields 9 bone meal back.
 * Found underground in desert and swamps as part of the fossil structure.

Items

 * Spawn eggs
 * Polar Bear (new mob): White with grey dots.

Mobs

 * Polar bear
 * Adults and children spawn randomly as passive mobs in Ice Plains, Ice Mountains, and Ice Plains Spikes.
 * When hit, the adults will attack you, the cubs will run away (very fast, similar to baby zombies).
 * Additionally, adults will always attack you when their cubs are around
 * Adults can swim faster in water than the player.
 * Cubs will follow their parents.
 * Drops 0–2 raw fish (75% chance) or 0–2 salmon (25% chance), each increased by 1 per level of Looting.


 * Stray
 * 80% of skeletons spawned above ground in Ice Plains, Ice Mountains, and Ice Plains Spikes biomes will be strays.
 * All spawns where the skeleton does not have a view of the sky will be normal skeletons.
 * Spiders spawned in cold biomes have a chance of having a stray riding them.
 * Acts mostly like a regular skeleton.
 * Its  tag is 2.
 * Drops are the same as skeletons, but also have a 50% chance to drop 0-1 tipped arrow of when killed by the player. With looting, chance increases to $2×level+1/2×level+2$.
 * Shoots Tipped Arrows of Slowness (0:30) at the target.


 * Husk
 * 80% of zombies spawned above ground in Desert, Desert Hills, and Desert M biomes will be Husks.
 * All spawns where the zombie does not have a view of the sky will be normal zombies or zombie villagers.
 * Behaves mostly like a regular zombie
 * Its  tag is 6.
 * Does not burn in sunlight.
 * Can spawn as a baby or as a chicken jockey.
 * Applies hunger when attacking, duration depends on raw regional difficulty.
 * Duration is 7 × floor(RegionalDifficulty) seconds
 * Hunger is only applied if the Husk has an empty hand.
 * Visually 2 pixels taller than a zombie, but has the same hitbox.

General

 * NBT tags
 * now works for all entities, not only armor stands.
 * A mob in midair affected by it, will still respond to knockback by moving horizontally.
 * Although the AI will not permit any mob to move on their own, horses and pigs ridden by the player, will move normally.
 * Very similarly, boats in the air ridden by the player, will move as if they were in water.


 * Commands
 * can now teleport the player to a y-coordinate in the range -4096 to 4096 (increased from -512 to 512).


 * Huge mushrooms
 * Huge mushrooms have a $1/12$ chance of generating twice as tall as normal.
 * These new mushrooms can appear during world generation or by being planted by the player.

World generation

 * Plains and Sunflower Plains
 * Now have some trees in 5% of its chunks ($1/3$ large oaks, $2/3$ normal oaks).


 * Ice Plains, Ice Mountains, and Ice Plains Spikes
 * Have a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%).


 * Mesas, including all variants
 * Hardened clay and stained clay no longer generate more than 15 blocks deep, if the mesa is more than 15 blocks above sea level.
 * In addition to the normal 2 veins of gold ore below Y=32, attempts to generate 20 veins between Y=32 and Y=79.
 * Generate the new type of abandoned mineshafts, described below.


 * Abandoned mineshafts
 * New mineshaft type that generates in mesa biomes (including all variants).
 * Placed so that the midpoint of the structure is near sea level, rather than so that the top is 10 blocks or more below sea level.
 * Uses dark oak wood for wooden structures.
 * New NBT tag  on mineshaft structure pieces to indicate the type. 0 is the traditional mineshaft, 1 is the new mesa mineshaft.
 * Features generate differently if above ground (i.e. the sky light where they generate is 8 or more). This is not dependent on mineshaft type.
 * Cave spider spawners no longer generate if sky light is 8 or more.
 * Various wooden pieces no longer generate if the block above is air and/or if sky light is 8 or more.
 * Rails in corridors are more complete if sky light is below 8.
 * 90%, versus 70% in 1.9 and in above-ground corridors.
 * Ported from Pocket Edition.
 * Villages
 * Village structures are no longer restricted by biome boundaries.
 * Meaning that a village that starts in a valid biome can now spread into an adjacent invalid biome.
 * Now generate in taigas (but not variants).
 * They are made with spruce wood.
 * Savanna villages are now made with acacia wood instead of oak.
 * In savannas, acacia logs replace cobblestone in all structures except churches, blacksmiths and the ground around wells.
 * Blacksmiths in desert villages now generate with cobblestone rather than sandstone near the lava.
 * Now generates grass under stairs instead of a dirt path.
 * Cobblestone now spawn around wells instead of gravel.
 * Paths now only replace grass blocks (with air above), water, lava, sand, sandstone, and red sandstone, and no longer replace blocks below sea level. All other blocks will be ignored, with blocks below (down to sea level) considered for replacement instead.
 * This allows paths to generate properly under trees.
 * Paths are made with different material depending on the existing terrain.
 * If replacing grass blocks, the path is made from grass path blocks.
 * If replacing water or lava, the path is made from planks.
 * In desert villages, smooth sandstone is used instead of planks.
 * If replacing sand, sandstone, or red sandstone the path is gravel on top of cobblestone.
 * In desert villages, sandstone is used instead of gravel and cobblestone.
 * In savanna villages, acacia logs are used instead of cobblestone.
 * They have a 2% chance of being a zombie village, determined by  NBT tag in.
 * All generated villagers are instead zombie villagers. These zombie villagers don't despawn (i.e. they have the  flag set), but still burn in sunlight.
 * There are no doors or torches in the village.


 * Caves
 * No longer turn adjacent sand blocks in the ceiling into sandstone when generating.


 * End portals
 * Now replace any blocks inside the portal frame ring when activating.

Blocks

 * Structure block
 * The intended purpose is revealed.
 * It is to allow the player to save and load different created structures in game, and offer a way to bundle such structures with the world.
 * Are now available in item form; can be given or summoned.
 * Similarly to command blocks, its placement, destruction and modification are restricted to opped players in creative.
 * Now comes with an integrated GUI and new textures.
 * The block still has four modes, but each has a completely different texture than the original.
 * Save, S - build structure in world, tell the block where it is and it saves it to file.
 * Load, L - loads saved structure files, replacing blocks with saved blocks except for structure void blocks.
 * Corner, C - for automatic size calculation.
 * Data, D - for chest markers and other blocks that require data (default).
 * Structures can be stored, bundled and loaded per world, in the "structures" folder
 * Structures are limited to a size of 32 blocks in each direction.
 * The coordinates used by the blocks are relative to themselves.
 * When in use, it shows the outline of the structure it relates to in white
 * Can rotate and mirror structures before they are placed on the three axis.
 * L and S structure blocks can be activated by redstone.
 * Display a name tag above them indicating their mode and structure name.
 * By toggling the option to show invisible blocks in save blocks, air blocks and structure void blocks will be made visible.
 * Small blue cubes correspond to air blocks, red cubes correspond to structure void blocks (they are even smaller than the blue cubes).
 * The game protects against maps saving arbitrary amounts of data to disk.


 * Dispensers
 * Can now equip shields onto entities.


 * Rails (all types)
 * Bounding box for ascending rails is a full block (formerly only $5/32$ of a block tall).

Items

 * Chorus fruit
 * Can now teleport riders from their mounts.


 * Ender pearls
 * Can now teleport riders from their mounts.


 * Firework rocket
 * Recipe now produces three rockets rather than only one.


 * Fishing Rod
 * Can now pull items to the player

Mobs

 * General
 * Can now shoot while on a boat


 * Endermen
 * Can now rarely spawn in the Nether with a $1/153$ rate.
 * Compared to $100/153$ for zombie pigmen.
 * Can now naturally pick up netherrack


 * Magma cubes
 * Spawn about twice as often in the Nether.
 * The rate is now $2/153$, compared to $1/151$ before


 * Skeletons
 * Skeletons holding a tipped arrow in their off hand will now shoot that type of arrow.
 * This overrides strays' normal shooting of slowness arrows.
 * The arrows in the off hand are not consumed.
 * Burning skeletons have a 50% chance of shooting flaming arrows if raw regional difficulty is 3 or greater.


 * Witches
 * Will drink a potion of fire resistance if they don't already have the effect and the most recent damage taken (within the past 2 seconds) was fire damage.


 * Wolves
 * No longer despawn.


 * Zombies
 * The Zombie Generic Villager is removed, due to the new zombietype tag.
 * Chance of setting the target on fire when burning and duration of the effect now depends on raw regional difficulty.
 * Chance is now (30 × RegionalDifficulty)%; formerly 30% on Easy, 60% on Normal, 90% on Hard).
 * Duration is now 2 × floor(RegionalDifficulty) seconds; formerly 2 seconds on Easy, 4 on Normal, 6 on Hard.

Fixes

 * More fixes:
 * Fixed some broken uses of relative coordinates

Trivia

 * This update has the fewest amount of snapshots to date, with a mere 3 compared to the 20-30 from previous updates.
 * The time span between the releases of 16w20a and 1.10-pre1 is only 3 weeks, abnormal according to the Mojang standards.