Java Edition 14w25a

14w25a is the twenty-seventh snapshot released for 1.8.

Additions

 * Guardian
 * Spawns in Water Dungeons
 * Attacks squid and players with a web/beam
 * When on land, it flops around, unlike squids
 * Drops Prismarine Shards, Prismarine Crystals and Raw Fish
 * Elder Guardian
 * Is a boss-like variant of Guardians
 * There are 3 elders in each temple
 * A flashing Elder Guardian will appear on screen when close to the Elder Guardian, and Mining Fatigue III will be inflicted on the player for 5 minutes
 * Drops Wet Sponge
 * Guardian Spawn Egg
 * Spawns the new Guardian mob
 * Water Dungeons
 * Also known as Ocean Temples
 * New underwater generated structure
 * Made out of Prismarine, Prismarine Bricks, Dark Prismarine and Sea Lanterns
 * 8 gold blocks can be found at the centre of the temple
 * A flashing boss Guardian will appear on screen when close to an Elder Guardian, and Mining Fatigue III will be inflicted on the player for 5 minutes
 * Will also generate in old worlds
 * Prismarine
 * Generates in Water Dungeons
 * Can be crafted with Prismarine Shards
 * The cracks in Prismarine appear to slowly change color between brown, blue, gray and purple.
 * Prismarine Bricks
 * Generate in Water Dungeons
 * Can be crafted with Prismarine Shards
 * Dark Prismarine
 * Generate in Water Dungeons
 * Can be crafted with Prismarine Shards and an Ink Sac
 * Sea Lanterns
 * Generate in Water Dungeons
 * Can be crafted with Prismarine Shards and Prismarine Crystals
 * Emit light at a light level of 15 and have an animated texture
 * Prismarine Shard
 * Drop from Guardians
 * Can be crafted into all three kinds of prismarine blocks and sea lanterns
 * Prismarine Crystals
 * Drop from Guardians and Sea Lanterns
 * Can be crafted into Sea Lanterns
 * Enchantment
 * "Depth Strider"
 * Allows the player to move faster in water
 * Can be applied only to boots
 * Can go up to level III
 * Coarse Dirt
 * Replacement for grassless dirt
 * Slightly darker texture than regular dirt
 * Can be crafted with two dirt and two gravel in a checker-board pattern
 * Wet Sponge
 * Obtained when a sponge soaks up water
 * Smelt Wet Sponge to remove water and get Sponge
 * Wet Sponge emits water dripping particles
 * Rarely dropped by Elder Guardians
 * Sounds
 * New "Wave" sound in ocean biomes
 * Splashes
 * "Flavor with no seasoning!"
 * "Strange, but not a stranger!"
 * "Tougher than diamonds, rich like cream!"
 * "Getting ready to show!"
 * "Getting ready to know!"
 * "Getting ready to drop!"
 * "Getting ready to shock!"
 * "Getting ready to freak!"
 * "Getting ready to speak!"
 * "It swings, it jives!"
 * "Cruising streets for gold!"
 * "Take an eggbeater and beat it against a skillet!"
 * "Make me a table, a funky table!"
 * "Take the elevator to the mezzanine!"

Changes

 * Sponge
 * Introduced sponge to survival mode, with new behaviour and looks
 * Sponge turns into Wet Sponge when it soaks up water
 * Water particles appear around the Sponge when this happens
 * Sponge destroys water blocks from 5 blocks away in a kind of sphere
 * Sponge soaks up water only when water is touching it
 * Soaks up only water connected to the water that is touching it
 * Cracked Stone Bricks
 * Smelt stone bricks to get cracked stone bricks
 * Commands
 * Added three scoreboard operators:,  ,
 * Can be tested with a comparator to see if two scores are greater than, smaller than or equal to each other
 * Player list
 * Player list shows the faces of players
 * Signs
 * Use the JSON text components,  ,  ,   instead of plain text
 * Can be used to show scores towards players by using the  and   tags
 * Previously, text formatting could only be accomplished using the section symbol via Formatting codes
 * Character limit is based on character width
 * Might need some time before it can work in survival
 * Written Books
 * Use JSON text components instead of plain text with the new  tag
 * Capable of using the  and   tags
 * Previously, text formatting could only be accomplished using the section symbol via Formatting codes
 * Might need some time before it can work in survival
 * Huge Mushrooms
 * When harvested with Silk Touch enchantment they drop blocks with corresponding mushroom texture (red or brown) on all sides rather than the one with spores
 * Model format improvements
 * Removed the directional attribute from the uv definition and replaced it with explicit texture references
 * deprecated
 * You now specify a  parameter, which can be either direct or hierarchical
 * If hierarchical, it is prepended with the hash symbol (#), otherwise it's just the texture name
 * renamed to
 * renamed to
 * renamed to, specifies the opposite of which neighboring face causes culling to occur
 * Example: if you have an east-facing face but want it to be culled along a different axis (let's say Z), you would specify  or
 * Rotation made more verbose, it is now more clear that it can only occur on a single axis
 * Example, the rotation for one of the two faces of the "cross" model is now:
 * New flag,, added to the rotation parameters - when true, face will be scaled across the whole block
 * The folder  was removed and model files are now stored in.
 * The folder  was added and stores the model selection files previously found in.
 * Rendering
 * Items
 * All items are models, some are still generated from item icons
 * Resource packs can make models for all items
 * Blocks
 * Rewrote how blocks are rendered
 * Rewrote how block data is handled
 * Withers, Iron Golems & Snow Golems
 * Can be spawned by arranging the blocks in any orientation
 * This does not affect the orientation of the spawned mob
 * Arrows
 * Work differently underwater
 * They will lose all velocity after a few blocks and slowly fall
 * Fire Arrows will be extinguished
 * Slabs
 * Removed double stone slab's item form
 * Removed double wooden slab's item form
 * Removed double wooden slab's item form

Fixes
From released versions before 1.8
 * – Real zombie sieges fail to start (fix included)
 * – Village siege's spawn location is calculated incorrectly (fix included)
 * – Redstone torches (and other redstone components) have inconsistent timings

From the 1.8 snapshots
 * – Ender dragon destroys barriers when it flies through them
 * – Endermen do not teleport out of water, lava or when on fire
 * – Floating mushrooms on mooshrooms
 * – When destroyed, end portal giving lava particles
 * – Beacon is not transparent like before in inventory
 * – Anosotropic filtering?
 * – Arrow's  NBT tag does not update when fired into some blocks
 * – Vines orienting improperly in inside corners
 * – Anvil, beacons, pistons, end portal frames etc. are incorrectly shadowed in inventory
 * – Custom player skulls show as the default skin's head on mobs or players
 * – Anvil texture doesn't change in hand
 * – Same door model on mirrored doors.
 * – Brewing stand bottles model error
 * – End portal frame (falling sand) texture render glitch
 * – Piston, end portal frame, beacon and anvil items are darker than the block form
 * – "Round Trip Different" Error With Stained Glass, Ender chests, Quartz
 * – When powering a piston, the piston head quickly appears as a full block
 * – Non-full blocks occupy a full block when moved by piston
 * – Sugar cane next to a block turns black
 * – Pumpkin top textures don't rotate depending on direction

From the previous snapshot
 * – with   on structure with dispensers vomits dispenser contents onto ground
 * – Command with containers on positive axis deletes items
 * – command move: NBT containing blocks drop item