Java Edition 18w43a

18w43a is the first snapshot released for 1.14, which adds the very first Village and Pillage features.

Blocks

 * Bamboo
 * Can be found in jungles and bamboo jungles.
 * Can be found in shipwrecks and jungle temples.
 * 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.
 * Grows 1-2 bamboo on the top when given bonemeal.
 * Breaks instantly using swords.
 * Can be eaten by pandas, used as fuel (good to smelt a quarter item), or planted inside a flower pot.
 * Can be used to craft sticks: two bamboos can be crafted into a stick.


 * 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.
 * Can be dropped/planted from 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: the purpose is to color 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.
 * 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, 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, stone brick, mossy stone brick, sandstone, red sandstone, nether brick, red nether brick, and end stone brick walls.

Items

 * Banner Patterns
 * Crafted with paper and their associated items (enchanted golden apple + paper = "Mojang" banner pattern, etc).


 * Crossbow
 * Crafted from strings, iron ingots, sticks, and tripwire hooks.
 * Can be used as a weapon similar to bows.
 * More damage, more range, takes longer to charge.
 * Hold to charge, click to release.
 * Charge is saved in inventory, can be used later.
 * Can shoot firework rockets holding the crossbow in one hand and the fireworks in the other.
 * Can be enchanted with new enchantments:
 * Multishot: Fires three arrows at once in different directions; not compatible with Piercing.
 * Quick Charge: Increases the reload speed. 3 levels; 0.25 seconds faster each level.
 * Piercing: Projectiles pierce through mobs. 4 levels; not compatible with Multishot.


 * Dyes
 * Added blue dye, brown dye, black dye and white dye.
 * Separated bone meal, ink sacs, cocoa beans and lapis lazuli into their own items: they can no longer be used to dye directly.
 * New dyes craftable from respective ingredients.


 * Spawn eggs
 * Illager beast spawn egg
 * Panda spawn egg
 * Pillager spawn egg


 * Suspicious stew
 * Found in shipwreck supply 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
 * Destroys crops and attacks villagers
 * Have health.
 * Drop a saddle when killed (100% of the time, not affected by Looting).
 * They will flee from rabbits if one is too close.


 * Panda
 * Not spawning naturally, at the moment.
 * Have health.
 * Drop 1 bamboo when killed (not affected by Looting).
 * Will seek out bamboo and cake items and eat them.
 * Breedable.
 * Baby pandas will sometimes sneeze, making nearby pandas jump: when they sneeze, they have a chance to drop a slime ball.
 * Variants are inherited by a special panda inheritance system.
 * Can have different personalities: either normal, aggressive, lazy, weak, worried, or playful (defined by two NBT tags, HiddenGene and MainGene).
 * Have a chance of spawning as 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.
 * When hit, nearby villagers will display the angry villager particles.


 * Pillager
 * Raid villages.
 * Have health.
 * Drop emeralds and their crossbows when killed (affected by Looting).
 * They cannot wear armor of any type.

World generation

 * Bamboo jungle biome
 * Contains bamboo and podzol.

Command format

 * Drops items in various contexts.
 * Syntax: {{cmd|drop.
 * Entity variant {{code|{"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 {{cmd|time|set}}, {{cmd|time|add}} and {{cmd|schedule|function}} can now have units.
 * {{code|t}} for ticks, {{code|s}} for seconds, {{code|d}} for days.
 * Fractions are allowed as long as the result is integer (for example {{code|0.5d}}).
 * Fractions are allowed as long as the result is integer (for example {{code|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
 * Block drops are now controlled by loot tables
 * Tables and pools accept functions
 * New loot table entry types: {{code|dynamic|tag|alternatives|sequence|group|delimiter=,}}.
 * New loot table functions: {{code|apply_bonus|explosion_decay|copy_name|limit_count|set_contents|set_loot_table|delimiter=,}}.
 * New loot table conditions: {{code|entity_present|survives_explosion|block_state_property|table_bonus|match_tool|tool_enchantment|delimiter=,}}, and two special modifiers: {{code|inverted|alternative|delimiter=and}}.
 * Integer values can now specify random number generator.
 * constant, uniform (default), binomial.
 * Optional type used to validate function usage.
 * {{code|empty|chest|fishing|entity|advancement_reward|block|delimiter=,}}.
 * Using function that references data not available in given context causes warning.
 * Entity parameters in predicates: {{code|direct_killer_entity}} - allows access to projectiles etc.
 * entity_properties condition now uses same predicate syntax as advancements (like {{code|player_killed_entity}}).
 * Parameters are now described in the predicate field.
 * New conditions
 * {{code|alternative}}: joins conditions from parameter terms with "or".
 * {{code|block_state_property}}: check properties of block state, parameters:
 * {{code|block}}: id of block;test will fail if broken block doesn't match.
 * {{code|properties}}: map of property:value pairs.
 * {{code|damage_source_properties}}: checks damage source.
 * Same syntax as {{code|entity_properties}}, but uses damage source predicate (see {{code|player_hurt_entity}} advancement trigger).
 * {{code|entity_present}}: returns true if entity is set.
 * See {{code|entity_properties}} for list of entities.
 * {{code|inverted}}: inverts condition from parameter term.
 * {{code|location_check}}: applies advancement location predicate, parameters:
 * {{code|predicate}}: predicate applied to location, uses same structure as advancements.
 * {{code|match_tool}}: checks tool (only available for block breaking and fishing). Parameters are:
 * {{code|predicate}}: predicate applied to item, uses same structure as advancements.
 * {{code|survives_explosion}}: returns true with 1/explosion radius probability.
 * {{code|table_bonus}}: passes with probability picked from table, indexed by enchantment level. Parameters are:
 * {{code|enchantment}}: id of enchantment.
 * {{code|chances}}: list of probabilities for enchantment level, indexed from 0.
 * {{code|weather_check}} with these parameters:
 * {{code|raining}} - optional boolean.
 * {{code|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.
 * {{code|minecraft:contents}}: block entity contents.
 * {{code|minecraft:self}}: for banners and player skulls.
 * {{code|group}}: Executes child entries when own conditions pass, has no weight or quality.
 * {{code|sequence}}: Executes child entries until first one that can't run due to conditions, has no weight or quality, but may have conditions.
 * {{code|tag}}: adds contents of item tag;fields:
 * {{code|name}}: id of tag.
 * {{code|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
 * {{code|apply_bonus}}: applies one of predefined bonus formulas.
 * Common fields:
 * {{code|enchantment}}: id for enchantment level used for calculation.
 * {{code|formula}}: type of used bonus formula.
 * {{code|parameters}}: values required for formula (depend on type).
 * Formulas based on existing fortune bonuses.
 * Formula {{code|binomial_with_bonus_count}}, parameters are:
 * {{code|probability}} : float
 * {{code|extraRounds}} : int
 * Adds random value using binomial distribution with n <- level + extraRounds and p <- probabilty.
 * Formula {{code|uniform_bonus_count}}, parameters are:
 * {{code|bonusMultiplier}}
 * Adds random value using uniform distribution from 0 to {{code|bonusMultiplier}} *{{code|level}}.
 * Formula {{code|ore_drops}}, no parameters.
 * Applies formula count *(max(0, random(0..1) - 1) + 1).
 * {{code|copy_name}}
 * Copies display name from block entity to item (see enchanting table behavior).
 * {{code|explosion_decay}}
 * Applies flat chance (equal to 1/explosion radius) for every item to be destroyed (items in stack are processed separately).
 * {{code|limit_count}}, parameters are:
 * {{code|limit}}
 * {{code|min}} - optional
 * {{code|max}} - optional
 * Limits count of every item stack to range.
 * {{code|set_contents}}, parameters:
 * entries list of entries (same as in pool).
 * Populates {{code|BlockEntityTag.Items}} with items from entries.
 * {{code|set_loot_table}}, parameters are:
 * {{code|name}}: id of loot table.
 * {{code|seed}}: seed; if omitted or 0, {{code|LootPoolSeed}} will not be set.
 * Sets {{code|BlockEntityTag.LootTable|BlockEntityTag.LootPoolSeed|delimiter=and}} 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 {{code|[{k1{{=}}v1,k2{{=}}v2}]}} to match objects in list that have matching fields.
 * Add {{code|{k1{{=}}v1,k2{{=}}v2} }} to match objects.
 * Selects 0 or 1 elements, mostly as safeguard against mismatched entries.
 * Allows negative indices as {{code|[index]}} to index elements in reverse from end.
 * Add {{code|[]}} 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
 * {{cmd|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 {{cmd|replaceitem}}.
 * {{cmd|data|modify| | | | }}.
 * Applies an operation to selected fields.
 * Operations
 * Are set on all types.
 * Are inserted before index, insert after index, prepend, append on lists.
 * Merge on objects.
 * Sources
 * from {{code| }} to copy a value from an existing tag.
 * value {{code| }}.
 * Added entity type tags.
 * Work like other tags, stored in {{code|tags\entity_types\}}.
 * The type field in @ selectors now accepts entity type tags.
 * Changing item models based on item NBT.
 * New item model property: {{code|custom_model_data}}, backed directly by {{code|CustomModelData}} integer NBT field.

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.
 * Redstone dust depowering performance increase.

General

 * Credits
 * Updated the credits list.


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


 * 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.


 * Advancements
 * "How Did We Get Here?" now requires and  as these effects can now be obtained through suspicious stew.

Videos
Videos made by slicedlime:

Trivia

 * The first snapshot of 1.13, 17w43a, was released in the same week of the year as 18w43a.
 * In the minecraft.net blog post introducing 18w43a, Adrian Östergård captioned the section describing loom using the phrase "Bröther, may I have some lööm?". This is a reference to the cat wanting fruit loops internet meme.
 * One of the new advancements, "Ol' Betsy", is possibly a reference to 's Robin Hood.