Java Edition 23w12a

23w12a is the first snapshot for Java Edition 1.20 released on March 22, 2023 which adds calibrated sculk sensors, sniffer eggs, suspicious gravel, trail ruins, more armor trims and pottery shards, and new sign mechanics.

Blocks

 * Calibrated Sculk Sensor
 * A type of sculk sensor which does not generate naturally and allows players to filter vibrations based on their frequency level.
 * Can only be crafted with one sculk sensor and three amethyst shards in the crafting table.
 * One side of the calibrated sculk sensor can receive a redstone signal as an input.
 * The strength of that redstone signal is the only vibration frequency the sculk sensor will listen to.


 * Pitcher Plant
 * A type of plant which grows from the pitcher pod after 4 stages (5 stages in total).
 * Can be obtained by breaking a fully grown pitcher crop.
 * Can be crafted into a cyan dye.
 * Cannot be placed in a flower pot.


 * Sniffer Egg
 * The sniffer egg can be found in the suspicious sand loot table found at warm ocean ruins.
 * The sniffer egg is dropped when two sniffers breed.
 * The sniffer egg hatches into a snifflet.
 * When placed above a moss block, it will hatch after approximately 10 minutes.
 * On all other blocks, it will hatch in approximately 20 minutes.


 * Suspicious Gravel
 * The suspicious gravel looks rougher than the gravel block.
 * Affected by gravity and vanishes when landing.
 * Drops nothing when mined or moved, even if mining with silk touch.
 * Generates naturally in cold ocean ruins.
 * Brushing the suspicious gravel with a brush will extract objects.
 * Has four stages of extracting and will recover gradually when stop brushing.
 * Turns to regular gravel when the extraction is done.
 * Only suspicious gravels with a valid archaeological loot table (the ones naturally genereted) can extract an item.

Items

 * Pitcher Pod
 * Can be planted on farmland and grows into a pitcher plant.
 * Can only be obtained if a sniffer digs up a pitcher pod.
 * Drops pitcher plant when fully grown, otherwise drops itself.


 * Pottery Shards
 * Added 16 pottery shards, they can be found in following archaeology sites:
 * Desert Pyramid
 * Miner
 * Desert Well
 * Brewer
 * Ocean Ruins (cold)
 * Blade
 * Explorer
 * Mourner
 * Plenty
 * Ocean Ruins (warm)
 * Angler
 * Shelter
 * Snort
 * Trail Ruins
 * Burn
 * Danger
 * Friend
 * Heart
 * Heartbreak
 * Howl
 * Sheaf


 * Smithing Templates
 * Five more armor trim smithing templates have been added.
 * Trail Ruins: they can be obtained randomly from suspicious sand or suspicious gravel generated in these structures accordingly (1.786% chance each), and are duplicated using a terracotta block.
 * Host Armor Trim
 * Raiser Armor Trim
 * Shaper Armor Trim
 * Wayfinder Armor Trim
 * Ancient City: they can be obtained randomly from chests generated in these structures accordingly, and are duplicated using a cobbled deepslate block.
 * Silence Armor Trim
 * This is the hardest one to get, with only an 1.25% chance per chest.

World generation

 * Trail Ruins
 * A buried generated structure from a lost culture.
 * Comprised of a tower, a path across the bottom, and a few additional rooms attached to the side.
 * Contains suspicious sand and suspicious gravel, as well as mud bricks and several colors of terracotta and glazed terracotta.
 * Four armor trims and seven pottery shards can be found here.

General

 * Tags
 * Added block tag.
 * Contains.
 * Controls which blocks can produce a combination of step sounds.
 * Added block tag.
 * Contains.
 * Added block tag.
 * Contains.
 * Added biome tag.
 * Contains.

Blocks

 * Block of Amethyst
 * Added a new behavior called vibration resonance when it is placed adjacent to sculk sensors.
 * If that sculk sensor receives a vibration, the block of amethyst will re-emit its frequency as a separate vibration at its location.


 * Decorated Pot
 * Added a new property named.
 * Has no functionality implemented yet.


 * Sculk Sensor
 * Vibration frequencies of many actions in the game have been tweaked and greatly simplified to prevent unwanted interference, as following:
 * {| class="wikitable"

! Action ! Frequency Value
 * Movement in any medium (land, water and air)
 * 1
 * Landing on any surface (land or water)
 * 2
 * Item interactions
 * 3
 * Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)
 * 4
 * Dismounting a mob or equipping gear
 * 5
 * Mounting a mob or interacting with a mob
 * 6
 * Mobs and players getting damaged
 * 7
 * Consuming items (drinking and eating)
 * 8
 * Blocks 'deactivating' (door close, chest close, button unpress, etc)
 * 9
 * Blocks 'activating' (door open, chest open, button press, etc)
 * 10
 * Blocks changing (cauldron water level rising, adding food to campfire, etc)
 * 11
 * Blocks being destroyed
 * 12
 * Blocks being placed
 * 13
 * Mobs and players teleporting or spawning
 * 14
 * Mobs and players dying or an explosion
 * 15
 * }
 * Blocks changing (cauldron water level rising, adding food to campfire, etc)
 * 11
 * Blocks being destroyed
 * 12
 * Blocks being placed
 * 13
 * Mobs and players teleporting or spawning
 * 14
 * Mobs and players dying or an explosion
 * 15
 * }
 * Mobs and players dying or an explosion
 * 15
 * }
 * }


 * Signs
 * Sign text can now be edited by with it after being placed in the world.
 * Previous dye and glow ink sac effects are kept after editing.
 * Both sides of the sign can now have separate text and colors.
 * By default, a sign will prompt the player to input the front side's text when placed.
 * To apply text to the back-side, the player must walk to the other side and interact with that face to edit it.
 * Signs can now also be waxed with honeycomb, preventing any further edits to its text.
 * Click commands on signs can only be invoked when the sign is waxed.


 * Suspicious Sand
 * Now generates naturally in warm ocean ruins.

Items

 * Potions
 * Wither effect particle colors have been adjusted to make them more distinguishable.
 * Potion of Slow Falling has had its color tweaked to make it more distinguishable from the Potion of Invisibility.


 * Smithing Templates
 * The dune armor trim now has a new pattern and smithing template icon.
 * The sentry armor trim now uses dune armor trim's old pattern and has a new icon to fit this pattern.
 * The sentry armor trim's old pattern is now used by the new shaper armor trim.

World generation

 * Ocean Ruins
 * Now include suspicious sand and suspicious gravel blocks.

Non-mob entities

 * Display
 * Previous values are now always discarded if is 0.
 * Made sure that render properties are applied at the same time (so is applied at the same time as transformation, i.e. at next tick after receiving update).
 * Entities are not rendered unless initial data is received. That means display entities might not show on the first tick.
 * Due to how game handles updates, changes to entities made after summoning might be delivered to clients with later tick.

General

 * Data packs
 * The data pack version is now, accounting for sign data format changes.


 * Game Events
 * game event has been removed in favor of.
 * and game events have been removed in favor of.
 * Many game events have new vibration frequencies:
 * {| class="wikitable"

! Game event ! Frequency Value
 * 1
 * 2
 * 3
 * 4
 * 5
 * 6
 * 7
 * 8
 * 9
 * 10
 * 11
 * 12
 * 13
 * 14
 * 15
 * }
 * 6
 * 7
 * 8
 * 9
 * 10
 * 11
 * 12
 * 13
 * 14
 * 15
 * }
 * 10
 * 11
 * 12
 * 13
 * 14
 * 15
 * }
 * 12
 * 13
 * 14
 * 15
 * }
 * 14
 * 15
 * }
 * 15
 * }
 * 15
 * }


 * Feature Flags
 * Removed feature flag and built-in datapack.
 * All features and changes from the "Update 1.20" experimental pack are now part of the game.


 * Sounds
 * Step sounds can now combine for blocks walked through and stepped on.
 * Occurs for carpets, snow, nether sprouts as well as warped and crimson roots.
 * The top-most block the player is walking on is played as normal.
 * The block underneath is played at a lower volume and pitch.


 * Structure Post-processors
 * A post-processor has been added which can limit how many blocks a delegated post-processor randomly transform in a structure.
 * This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution.
 * It has following required parameters:
 * - A post-processor which performs the actual block transformation.
 * - Maximum amount of blocks that the delegated post-processor can transform.
 * The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount.
 * Either constant or random number generator sampled during post-processing.

Video
Video made by slicedlime: