Java Edition 18w43a

18w43a is the first snapshot released for 1.14.

Blocks

 * Bamboo
 * Dropped by pandas when killed, or can be obtained when fishing in jungle biomes.
 * Can be farmed and grow up to 12–16 blocks tall.
 * Can be eaten by pandas, used as fuel, or planted inside a flower pot.
 * Can be used to craft sticks.


 * Flowers
 * Added cornflower
 * Gives blue dye
 * Appears in plains biomes
 * Added wither rose
 * Gives black dye
 * Inflicts 1 second of Wither status to players and mobs around it
 * Cannot be destroyed by Wither's explosions
 * Planted on death by any non-undead mob being killed by the Wither.
 * Added lily of the valley
 * Gives white dye
 * Appears in forest biomes


 * Loom
 * Can be crafted with 2 string on top of 2 planks.
 * Easier way to apply patterns to banners: purpose is to dye and design banners, which was previously done in the crafting grid.
 * Has a slot for a banner, a dye, and a banner pattern.
 * Generic patterns now only require 1 dye
 * Removed existing banner recipes
 * Special banner patterns can now be crafted into a new item, Banner Patterns
 * Craftable using paper and the special pattern items - via
 * These patterns don't consume the pattern item when used in the loom
 * Available banner patterns are shown as a list


 * Signs
 * Added spruce, birch, acacia, jungle and dark oak signs.


 * Slabs
 * Added stone, andesite, polished andesite, diorite, polished diorite, granite, polished granite, mossy stone brick slab, mossy cobblestone, smooth sandstone, smooth red sandstone, smooth quartz, red nether brick, and end stone brick slabs.


 * Stairs
 * Added stone, andesite, polished andesite, diorite, polished diorite, granite, polished granite, mossy stone brick, mossy cobblestone, smooth sandstone, smooth red sandstone, smooth quartz, red nether brick, and end stone brick stairs.


 * Walls
 * Added brick, andesite, diorite, granite, prismarine, mossy stone brick, sandstone, red sandstone, nether brick, red nether brick, and end stone brick walls.

Items

 * Banner patterns
 * They are crafted with paper and their associated items (enchanted apple + paper = Banner Pattern "Mojang", etc).


 * Crossbow
 * Crafted from strings, iron ingots, sticks, and tripwire hooks
 * Can be used as a weapon similar to bows: stronger than them, but slower to reload.
 * Can shoot firework rockets holding the crossbow in one hand and the fireworks in the other.
 * Can be enchanted with new enchantments:
 * Multi-Shot
 * Fires three arrows at once in different directions.
 * Quick Charge
 * Increases the reload speed.
 * Piercing
 * Projectiles pierce through enemies.


 * Dyes
 * Added blue dye, brown dye, black dye, and white dye.
 * Separated bone meal, ink sacs, cocoa beans, and lapis lazuli into their own dyes
 * New dyes craftable from respective ingredients


 * Suspicious stew
 * Found in buried ship treasure chests
 * Can be crafted with a red and brown mushroom, a bowl and any flower.
 * It restores and 7.2 saturation points, and gives roughly 5 seconds of a status effect.
 * The effect given upon eating depends on which flower is used, as does the exact duration of the effect.
 * Oxeye Daisy gives Regeneration
 * Cornflower gives Jump Boost
 * Lily of the Valley gives Poison
 * Wither Rose gives Wither
 * Tulip gives Weakness
 * Azure Bluet gives Blindness
 * Allium gives Fire Resistance
 * Blue Orchid gives Saturation
 * Poppy gives Speed
 * Dandelion gives Saturation

Mobs

 * Illager beast
 * Have 100 health.
 * Drop a saddle when killed (100% of the time, not affected by Looting).


 * Panda
 * Spawn in jungles.
 * Have 20 health.
 * Drop 1 bamboo when killed (not affected by Looting).
 * Will seek out bamboo and cake items and eat them.
 * Baby pandas will sometimes sneeze, making nearby pandas jump: when they sneeze, they have a chance to drop a slime ball.
 * Can have different personalities: either normal, aggressive, lazy, weak, worried, or playful (defined by two NBT tags, HiddenGene and MainGene).
 * Have a chance of finding a brown panda which is very rare (both main and hidden gene have to be brown for a panda to appear brown).
 * Sometimes roll and sit on hind legs.


 * Pillager
 * Drop emeralds and their crossbows when killed (affected by Looting).
 * They cannot wear armour of any type.

World generation

 * Bamboo Jungle biome

General

 * Advancements
 * Added 4 new advancements:
 * Ol' Besty: Shoot a Crossbow
 * Who's the Pillager Now?: Give a Pillager a taste of their own medicine
 * Two Bird, One Arrow: Kill two Phantoms with a piercing arrow
 * Arbalistic: Kill five unique mobs with one crossbow arrow


 * Textures
 * All textures have been updated
 * New consistent set of block, item, mob, effect, GUI, etc. textures made by Jasper Boerstra
 * Old textures will be offered as a resource pack

Blocks

 * Chorus Flower
 * Chorus Flowers now break when shot by an arrow.


 * Dispenser
 * Can use shears to shear sheep


 * Leaves
 * Now have a small chance to drop sticks


 * Nether Brick Fence
 * Recipe changed to include nether bricks rather than just nether bricks blocks.
 * Nether brick fences now require 4 brick blocks and 2 bricks
 * The old recipe is now used to craft nether brick walls.


 * Signs
 * Renamed "Sign" to "Oak Sign"
 * The default text color is now white (was black).


 * Smooth stone, Smooth quartz, Smooth sandstone and Smooth red sandstone
 * Obtainable from smelting stone, block of quartz, sandstone and red sandstone respectively.

Commands

 * Advancements
 * Entity type predicates now accept tags (#baz)
 * The damage source predicate now has option: is_lightning
 * The entity predicate now accepts a flag field
 * Available tests: is_on_fire, is_sneaking, is_sprinting, is_swimming, is_baby


 * Commands/NBT data
 * Extended NBT path syntax
 * New sub-commands for NBT manipulation and querying
 * New chat component for displaying values from NBT
 * Block variant {"nbt":, "block":{"x": "y":, "z":}}
 * Entity variant {"nbt":, "entity": }
 * If interpret is present and true, contents of selected tags will be interpreted as chat components
 * Item lore tag now uses chat component syntax
 * Time arguments in /time set, /time add and /schedule function can now have units
 * t for ticks, s for seconds, d for days
 * Fractions are allowed as long as the result is integer (for example 0.5d)


 * Creative menu
 * Creative menu search box now accepts tags (starting with #)
 * Tooltip in creative search menu now lists item's tags


 * Loot tables
 * Tables and pools accept functions
 * New loot table entry types: dynamic, tag, alternatives, sequence, group
 * New loot table functions: apply_bonus, explosion_decay, copy_name, limit_count, set_contents, set_loot_table
 * New loot table conditions: entity_present, survives_explosion, block_state_property, table_bonus, match_tool, tool_enchantment, and two special modifiers: inverted and alternative
 * Integer values can now specify random number generator
 * constant, uniform (default), binomial
 * Optional type used to validate function usage
 * empty, chest, fishing, entity, advancement_reward, block
 * Using function that references data not available in given context causes warning
 * Entity parameters in predicates: direct_killer_entity - allows access to projectiles etc.
 * entity_properties condition now uses same predicate syntax as advancements (like player_killed_entity)
 * Parameters are now described in the predicate field
 * New conditions
 * alternative: joins conditions from parameter terms with "or"
 * block_state_property: check properties of block state, parameters:
 * block: id of block; test will fail if broken block doesn't match
 * properties: map of property:value pairs
 * damage_source_properties: checks damage source
 * Same syntax as entity_properties, but uses damage source predicate (see player_hurt_entity advancement trigger).
 * entity_present: returns true if entity is set
 * See entity_properties for list of entities
 * inverted: inverts condition from parameter term
 * location_check: applies advancement location predicate, parameters:
 * predicate: predicate applied to location, uses same structure as advancements
 * match_tool: checks tool (only available for block breaking and fishing); parameters:
 * predicate: predicate applied to item, uses same structure as advancements
 * survives_explosion: returns true with 1/explosion radius probability
 * table_bonus: passes with probability picked from table, indexed by enchantment level; parameters
 * enchantment: id of enchantment
 * chances: list of probabilities for enchantment level, indexed from 0
 * weather_check: parameters:
 * raining - optional boolean
 * thundering - optional boolean
 * New entries
 * alternatives: Tests conditions of child entries and executes first that can run, has no weight or quality, but may have conditions
 * dynamic
 * Gets block specific drops
 * minecraft:contents: block entity contents
 * minecraft:self: for banners and player skulls
 * group: Executes child entries when own conditions pass, has no weight or quality
 * sequence: Executes child entries until first one that can't run due to conditions, has no weight or quality, but may have conditions
 * tag: adds contents of item tag; fields:
 * name: id of tag
 * expand: if false, entry will return all contents of tag, otherwise entry will behave as multiple item entries (all with same weight and quality)
 * New functions
 * apply_bonus: applies one of predefined bonus formulas
 * Common fields:
 * enchantment: id for enchantment level used for calculation
 * formula: type of used bonus formula
 * parameters: values required for formula (depend on type)
 * Formulas based on existing fortune bonuses
 * Formula binomial_with_bonus_count, parameters:
 * probability : float
 * extraRounds : int
 * Adds random value using binomial distribution with n <- level + extraRounds and p <- probabilty
 * Formula uniform_bonus_count, parameters:
 * bonusMultiplier
 * Adds random value using uniform distribution from 0 to bonusMultiplier * level
 * Formula ore_drops, no parameters
 * Applies formula count * (max(0, random(0..1) - 1) + 1)
 * copy_name
 * Copies display name from block entity to item (see enchanting table behaviour)
 * explosion_decay
 * Applies flat chance (equal to 1/explosion radius) for every item to be destroyed (items in stack are processed separately)
 * limit_count, parameters:
 * limit
 * min - optional
 * . max - optional
 * Limits count of every item stack to range
 * set_contents, parameters:
 * entries list of entries (same as in pool)
 * Populates BlockEntityTag.Items with items from entries
 * set_loot_table, parameters:
 * name: id of loot table
 * seed: seed; if omitted or 0, LootPoolSeed will not be set
 * Sets BlockEntityTag.LootTable and BlockEntityTag.LootPoolSeed tags


 * NBT paths
 * Can now return multiple values
 * When used as target, modification will be applied to every element
 * When setting location and no elements are found, new matching element will be created:
 * Add [{k1=v1,k2=v2}] to match objects in list that have matching fields
 * Add {k1=v1,k2=v2} to match objects
 * Selects 0 or 1 elements, mostly as safeguard against mismatched entries
 * Allows negative indices as [index] to index elements in reverse from end
 * Add [] to select all elements from list


 * World generator registries
 * Most of the biome related features now have a registry and their configuration can be serialized
 * Added a feature registry
 * Added a registry for decorators
 * Added a registry for carvers
 * Added a registry for surface builders


 * Other
 * /execute if|unless data
 * Returns count of matched elements when used as command
 * Continues on non-zero(if) or zero(unless) count when used as part of command
 * Item frame contents can now be modified with /replaceitem
 * /data modify
 * Applies an operation to selected fields
 * Operations
 * set on all types
 * insert before index, insert after index, prepend, append on lists
 * merge on objects
 * Sources
 * from to copy a value from an existing tag
 * value
 * Added entity type tags
 * Work like other tags, stored in tags\entity_types\
 * The type field in @ selectors now accepts entity type tags
 * /drop command
 * /drop
 * Drops items in various contexts
 * Sources
 * award: advancement award context
 * fish: fishing context
 * loot: loot chest context
 * kill: entity drops
 * mine: block drops
 * Targets
 * world: drops in world
 * player: puts in player inventory
 * entity: sets entity slots like replaceitem
 * block: puts (distribute, as if shift-clicked) or replaces/merges (insert) items in container

Gameplay

 * Lighting system
 * Has been rewritten
 * Moved light storage from chunks to a separate structure
 * Moved light calculation from all over the code to a self-contained place
 * Moved light computation off the main thread on the server


 * Performance Improvements
 * Fish
 * Mobs that would spawn and then despawn from being too far away from the player the next tick no longer spawn

Items

 * Beetroot Soup
 * Recipe changed to be shapeless.


 * Book and Quill
 * Rewrote the book & quill editing to be more intuitive:
 * Movable cursor for free text editing.
 * Selection support.
 * Copy & Paste support.
 * Keyboard and Mouse handling.
 * Improved page filling and line wrapping.
 * Can now go up to 100 pages.


 * Dead Bushes
 * Can now be used as fuel


 * Dye
 * Unified all dye names
 * Red/yellow/green dyes no longer have special names
 * Added recipes to obtain colored stained glass and colored carpet


 * Rabbit Stew
 * Recipe changed to be shapeless.

Mobs

 * Creepers
 * Can now drop music discs from Strays, in addition to Skeletons.

General

 * Credits
 * Updated the credits list


 * Pause screen
 * Added "Give Feedback" and "Report Bugs" buttons.

Trivia

 * The first snapshot of 1.13, 17w43a was also released in the same week of the year as 18w43a was, but a year before.