Java Edition 1.14

1.14, the first release of Village and Pillage, is an upcoming major update to the Java Edition set to release sometime in 2019. It will focus mainly on villages, adding a new subset of illagers known as pillagers, and redesigning village architecture to match the biome it is located in. This update also introduces many new blocks and mobs, revamps the crafting system by moving some functionalities to different blocks, updates the taiga biome with foxes and berries, and adds a new bamboo forest jungle variant along with bamboo and pandas.

Blocks

 * Bamboo
 * Can be found scattered around jungles and in large clusters in 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 blocks taller when bone meal is used on it.
 * Breaks instantly using swords.
 * Can be eaten by pandas, used as fuel (four bamboo can smelt one item), or planted inside a flower pot.
 * Can be used to craft sticks and scaffolding.


 * Barrels
 * Act as a storage unit, with the inventory of a chest.
 * However, unlike a chest, work in tight spaces and can be opened even with a solid block above them.
 * Can be crafted using 6 planks, and 2 wood slabs.
 * Generate in village fisher cottages.
 * Acts as the Fisherman villager's job site
 * Can be filled by droppers and filled and emptied by hoppers.
 * Currently do not interact with comparators.


 * Bells
 * Play a shaking animation and a sound when right-clicked.
 * Based on the position and facing, bells can only be hit in some certain directions, and will only shake in those directions.
 * Generate in village meeting points.
 * Can be anchored to top and bottom block, as well as walls, with different texture for each.
 * Pop off as an item when the anchored block is destroyed or moved.
 * Hitting a bell during a raid applies the glowing effect to raiding illagers within 32 blocks of it.


 * Blast Furnaces
 * New furnace upgrade that allows for the smelting of ores and melting of metals faster than the traditional furnace.
 * Twice as fast as a regular furnace, but only gives half the experience.
 * Can only smelt ores and melt metals.
 * Can be crafted using 3 smooth stone, 1 furnace, and 5 iron ingots.
 * Generate in village armorer houses.
 * Acts as the Armorer villager's job site
 * Have support for hopper and dropper inputs and outputs.


 * Campfires
 * Generate in taiga villages.
 * Decorative fireplace without fire spread.
 * Does not burn items.
 * Can be crafted with 3 sticks, 1 coal or charcoal, and 3 wood or logs, stripped or unstripped, of any wood type.
 * Cooks up to four food items, but 3 times slower than a furnace (30 seconds).
 * Right-click with food item to place food on campfire.
 * Food item pops off when cooked.
 * Emits a new type of particle, a smoke signal that can be seen from a longer distance than normal particles.
 * The particles can travel through 1–2 blocks.
 * Placing a hay bale below the campfire causes the smoke particles to stay longer and rise higher.
 * Emits a light level of 15.
 * Can be put out using a water bucket or a splash water bottle.
 * Extinguishing a campfire pops off any (uncooked) food item on it.
 * Can be re-lit with flint and steel or fire charges, but not other fire sources like fire spread.
 * Repeatedly deals damage when walked on.


 * Cartography Tables
 * Can be crafted with 2 paper and 4 wooden planks.
 * UI visualizes the function of the recipes.
 * Allows cloning, extending, and locking of maps.
 * Locking can be done with a glass pane to prevent modifying them.
 * Generate in village cartographer houses.
 * Acts as the Cartographer villager's job site


 * Composter
 * Block which converts crops and plants into fertilizer.
 * Crafted using 4 wood fences of any type and 3 planks of any type.
 * Generate in village farms.
 * Acts as the Farmer villager's job site
 * Creates a single piece of bone meal per 7 levels of composting.
 * certain items on the composter has a chance to add 1 level of composting to the composter, up to 7 levels. After the composter reaches level 7, it will turn into level 8 which is the harvestable stage, yielding 1 bone meal when used.
 * Some composted items will be consumed without adding a level. The chance a level will be added depends on the quality of the item: larger or crafted items have a higher chance of adding a layer when used (e.g. Kelp has a low chance of about 30%, while pumpkin pie has a chance of 100%).
 * Fletching Tables
 * Generate in village fletcher houses.
 * Can be crafted with 4 planks and 2 flint.
 * Acts as the Fletcher villager's job site


 * Flowers
 * Added cornflower.
 * Can be crafted into blue dye.
 * Appear in plains biomes.
 * Added lily of the valley.
 * Can be crafted into white dye.
 * Appear in forest biomes.
 * Added wither rose.
 * Can be crafted into black dye.
 * Inflict 1 second of Wither status effect to players and mobs around it, when in any difficulty besides peaceful.
 * Is dropped or planted from any non-undead mob being killed by the wither.


 * Grindstones
 * Craftable with sticks, a stone slab and planks.
 * Generate in village weapon smiths.
 * Acts as the Weaponsmith villager's job site
 * Have a GUI with 2 input slots and 1 output slot.
 * Remove any non-curse enchantment(s) from an item.
 * Give the player experience back for each enchantment removed.
 * Weapons, tools, armor and enchanted books can have their enchantments removed within this block.
 * Can repair items by combining them together.
 * Can be placed on the top, bottom, or side of a block.


 * Jigsaw Blocks
 * A technical block.
 * Not obtainable in survival or in the creative inventory.
 * Can only be obtained using commands.
 * Is a 'junction' block that will allow the player to construct structures out of smaller templates.
 * Target pool
 * Refers to a pool of elements the jigsaw block can draw elements from (i.e.: the next template to place).
 * Attachment type
 * Refers to the "name" of the jigsaw block. Jigsaw blocks can only connect to other jigsaw blocks with the same "name" (attachment type).
 * Turn into
 * The blockstate the jigsaw block will turn into once the whole feature is placed.


 * Lanterns
 * New light source.
 * A feature originally planned for the Alpha Halloween Update.
 * Notch had previously said that lanterns would not be added into Minecraft.
 * Crafted with 8 iron nuggets surrounding 1 torch.
 * Generate in snowy villages.
 * Can be placed either hanging under or on top of a block.
 * Give slightly more light than a torch.


 * Lecterns
 * Were an idea originally scrapped from 2012.
 * Unique model based on the scrapped design.
 * Can be crafted from slabs and bookshelves.
 * Right-click empty lectern to place book.
 * Right-click lectern with book to open.
 * Multiple players can read the book at the same time, without having the item.
 * Current page is persistent and shared between all readers.
 * Book can be removed from it.
 * Emits redstone pulses when page is changed.
 * Redstone comparators can be used to get book reading progress.
 * Generate in village libraries.
 * Acts as the Librarian villager's job site


 * Looms
 * Can be crafted with 2 string on top of 2 planks.
 * Generate in village shepherd houses.
 * Acts as the Shepherd villager's job site
 * Easier way to apply patterns to banners: the purpose is to color and design banners, which was previously done in the crafting grid.
 * Have 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.


 * Note blocks
 * Added 6 new note block sounds: "Iron Xylophone", "Cow Bell", "Didgeridoo", "Bit", "Banjo", and "Pling".
 * The sounds can be heard by using iron blocks, soul sand, pumpkins, emerald blocks, hay bales, and glowstone respectively.


 * Scaffolding
 * A new, quickly climbable block that can be crafted using bamboo and string.
 * The player can build a pillar of scaffolding by just pressing on the top face of a scaffolding block, as well as place scaffolding to the side.
 * The whole structure breaks when the bottom block is broken.
 * The player can climb up a block by and go down by pressing.
 * The player can sneak by pressing when there's no other scaffolding block below.
 * The sides only have placement collision detection on the bamboo struts.
 * Scaffolding without blocks under it has a bottom that can be walked on.
 * Can be placed 6 blocks out from its base of support without falling.


 * Signs
 * Added spruce, birch, acacia, jungle and dark oak signs: signs now come in all different wood types.
 * Sign text's color can now be changed by right clicking them with any of the 16 dyes.


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


 * Smithing Tables
 * Generate in village toolsmith houses.
 * Can be crafted with 4 planks and 2 iron ingots.
 * Acts as the Toolsmith villager's job site


 * Smokers
 * New furnace upgrade that allows for the cooking of foods faster than the traditional furnace.
 * Twice as fast as a regular furnace, but only gives half the experience.
 * Can only cook food.
 * Can be crafted using 4 logs and 1 furnace.
 * Generate in village butcher shops.
 * Acts as the Butcher villager's job site
 * Have support for hopper and dropper inputs and outputs.


 * 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.


 * Stonecutters
 * Can be used as a simpler way to craft various stone variants (stairs, slabs, bricks, walls, chiseled, etc).
 * Can be crafted with 3 stone blocks and 1 iron ingot.
 * Generate in village mason houses.
 * Acts as the Mason villager's job site


 * Sweet berry bushes
 * Commonly found in, , and biomes.
 * Rarely found in, and  biomes.
 * Can be planted from sweet berries.
 * Have 4 stages of growth: 'sapling', 'no berries', 'some berries', and 'full berries'.
 * Drop 1–2 berries in younger stage, 2–3 in full growth stage.
 * They're harvested with right-click.
 * Support bonemeal usage.
 * They slow movement of all mobs in all stages of growth.
 * Any mob can stand inside them, but they deal damage similar to a cactus if the mob isn't standing still, as long as the bush has grown past the 'sapling' stage.


 * 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

 * General
 * Added a new tag for item forms of blocks called BlockStateTag.
 * Formatted as.
 * Does not affect item model.


 * Banner Patterns
 * Crafted with paper and their associated items.
 * For example, enchanted golden apple is the associated item for "Thing" banner pattern.
 * New "Globe" banner pattern, with no associated item.
 * Obtained by trading with a master-level cartographer villager.


 * Crossbows
 * Crafted from strings, iron ingots, sticks, and tripwire hooks.
 * Can be used as a weapon similar to bows.
 * Slightly more range, but 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.
 * Its arrows deal from to  damage.


 * 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.


 * Leather Horse Armor
 * Added leather horse armor in Java Edition.
 * This is already a item in Legacy Console Edition and Bedrock Edition.
 * Crafted from 7 leather.
 * Can be dyed 12,326,391 different colors, similar to leather armor.


 * Spawn eggs
 * Cat spawn egg
 * Fox spawn egg
 * Panda spawn egg
 * Pillager spawn egg
 * Ravager spawn egg
 * Trader llama spawn egg
 * Wandering Trader spawn egg


 * Suspicious stew
 * Found in shipwreck supply chests.
 * Can be crafted with a red and brown mushroom, a bowl and any flower.
 * Cannot be obtained in the creative inventory.
 * 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.


 * Sweet berries
 * Fill hunger points.
 * Can be planted in the ground and will grow into sweet berry bushes.

Mobs

 * Cats
 * Have health.
 * Drop 0–2 string.
 * Typically found wandering around villages as strays.
 * Black cats can spawn in witch huts.
 * Untamed cats can despawn.
 * Have 8 new skins, one being chosen by the community.
 * Tamed cats will sleep or sit on the owner if they go to sleep in a bed.
 * When the owner wakes up from the bed, the owner will receive a gift, based on a loot table.
 * The possible gifts are:, , , , , or.
 * Scare off phantoms, and will hiss at them.
 * Cat collars can now be dyed.


 * Foxes
 * Have health.
 * Nocturnal mobs which sleep at morning and are awake at night.
 * Drop nothing when killed.
 * Will run from the player.
 * They are about as fast as ocelots.
 * Can be bred with sweet berries.
 * The baby born will trust the player and not run away.
 * Will pick up dropped food items with their mouth.
 * Are attacked by wild wolves (but run faster).
 * May spawn wandering around villages at night.
 * A white variant spawns in.


 * Mooshroom
 * Added brown variant.
 * Does not spawn naturally.
 * Obtainable when a normal mooshroom gets struck by lightning, or by using the command.
 * Will change back into a normal mooshroom when it gets struck by lightning again.
 * Can be fed with a flower and be "milked" for suspicious stew.
 * The stew would have the same attributes that would be given if the player crafted a suspicious stew with the flower.
 * Only given the first time the mooshroom has eaten the flower.


 * Pandas
 * Have health.  health for weak pandas.
 * Drop 1 bamboo when killed (not affected by Looting).
 * They are usually passive.
 * They spawn in bamboo forests inside jungles.
 * Will seek out bamboo and cake items and eat them.
 * They have varying personalities and traits.
 * They can be normal, aggressive, lazy, weak, worried, or playful (defined by two NBT tags, HiddenGene and MainGene).
 * They have a rare white and brown variant (both main and hidden gene have to be brown for a panda to appear brown).
 * Their emotions can be read on their faces.
 * 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.
 * Sometimes roll and sit on hind legs.
 * When hit, nearby villagers will display the angry villager particles.


 * Pillagers
 * They are hostile mobs, considered a subset of illagers.
 * Have health.
 * They wield crossbows.
 * Drop their crossbows when killed (affected by Looting).
 * They will raid, or take over, villages, killing villagers.
 * They cannot equip armor of any type.
 * Attack villagers, iron golems and wandering traders.


 * Ravagers
 * Have health.
 * Have 100% knockback resistance when hit.
 * Destroy crops and leaves.
 * Attack villagers, iron golems and wandering traders.
 * Drop a saddle when killed (100% of the time, not affected by Looting).
 * Ravager Jockeys
 * Ravagers ridden by Illagers that spawn in Illager raids.
 * Trader Llamas
 * Have to  health.
 * Spawn in pairs alongside a wandering trader.
 * Are hostile towards all illagers (except for ravagers) and all zombie variants.
 * Are the same as normal llamas but have blue and gold decorations.
 * Have unique default carpet design. Can't be removed but can be replaced.
 * Can be equipped with carpets as normal llamas. Original garb reappears when the carpet is taken off.
 * Can be tamed normally like any wild llama after the wandering trader is killed or the lead breaks after it walks too far away.
 * Drop 1 lead when killed (100% of the time, not affected by Looting).


 * Wandering Traders
 * Have health.
 * Found in random places around the world. Only one will spawn in the world with two trader llamas and within a 48-block radius of a player.
 * After one in-game day, the game will begin to attempt to spawn a wandering trader once per in-game day.
 * Spawn attempt chance increases with each failed attempt: Initially it will start out at 2.5%, then 5%, and then finally cap out at 7.5%.
 * Provides a random variety of biome-specific item trades, not dependent on biome it spawns in.
 * Trading times are limited, locked trades are not unlockable by conducting other trades.
 * Has 6 trades, all unlocked up front, once used up cannot be reopened.
 * Despawn after 48000 ticks (40 minutes).
 * Will drink potions of invisibility at night to hide from hostile mobs.
 * Will drink milk in the daytime to remove the potion effect.
 * Have a data tag containing a block position. When set, they will pathfind to that position.

World generation

 * Bamboo forests
 * New biome variant of jungles.
 * It contains bamboo shoots, podzol, and pandas.


 * Pillager outposts
 * Are structures related to pillagers, separate from illager patrols.
 * Spawn pillagers. Patrol leaders can spawn at outposts.
 * They have loot chests at the top, and minor structures around the main tower.
 * Can be found in any biome a village can be generated in.
 * Use the jigsaw block for generation.


 * Villages
 * Added snowy tundra villages.


 * Zombie villages
 * Added snowy tundra zombie villages.

Gameplay

 * Illager patrols
 * Spawn in the world as a pack of 5 mobs consisting of pillagers or vindicators.
 * Spawn in all variations of the plains, taiga, desert and savanna biomes, on top of grass or sand blocks.
 * An illager banner can be found on the patrol leader's head.
 * Pillagers will attack and pillage villages, trampling crops and killing villagers.
 * Players who kill the leader will have the Bad Omen status effect inflicted upon them.


 * Illager Raids
 * Triggered when a player inflicted with the Bad Omen effect enters a village.
 * Max Bad Omen level for a maximum-strength raid is V.
 * Kill leaders to increase Bad Omen level.
 * Each person that brings Bad Omen into the village will lead to additional waves of raids.
 * Higher level of Bad Omen means higher chance that enemies will have enchanted weapons.
 * Pillagers, vindicators, evokers, witches and ravagers can appear as part of the raids.
 * Raid progress bar once a village has been entered is displayed like the ender dragon health bar, decreases on pillager kills.
 * The raid boss bar slowly fills up when a raid is triggered or when a wave is cleared.
 * Shows remaining mobs near the end.
 * Mobs appear in waves, which follow a set pattern of waves based on difficulty (Easy is three waves, Normal is five waves, and Hard is seven waves).
 * A bonus wave is added for every additional level of Bad Omen brought into a village, equivalent to the final base wave.
 * A wave can only begin, if all mobs in the previous wave have been killed.
 * Include witches and evokers on later waves.
 * When players defeat all waves, they get a effect as a reward, and the villagers will gift the player random items according to their profession.
 * Raids end with a Victory or Defeat message.


 * Resource packs
 * Added "Programmer Art – The classic look of Minecraft" to the resource pack menu.


 * Status effects
 * Acquired by killing an illager patrol leader (an illager wearing a banner on its head).
 * Occurs when a raid is defeated.
 * The level of the effect is equivalent to the level of the Bad Omen effect.
 * Lasts for approximately two in-game days, in which trades from villagers are heavily discounted.
 * The level of the effect is equivalent to the level of the Bad Omen effect.
 * Lasts for approximately two in-game days, in which trades from villagers are heavily discounted.

Command format

 * Tags
 * Twenty six new block tags:
 * armorer_poi,
 * fletcher_poi,
 * small_flowers.
 * Six new item tags: arrows.


 * General syntax:.
 * Sources: fish for fishing, loot for loot chests, kill for entity drops, and mine for block drops.
 * Sources:
 * Uses fishing context.
 * Uses loot chest context (can be also used for advancement awards and cat gifts).
 * Simulates entity drops.
 * Simulates block drops.
 * Targets:
 * spawn
 * Drops in world.
 * replace
 * Works similar to . If count is missing, command will try to place all returned items. If count is higher than number of items, remaining slots will be cleared.
 * entity [ ]
 * Replaces a range of slots.
 * block [ ]
 * Replaces range of slots.
 * give
 * Inserts items into player's inventory (similar to ).
 * insert
 * Inserts items into container (similar to +left-click).
 * Replaces range of slots.
 * give
 * Inserts items into player's inventory (similar to ).
 * insert
 * Inserts items into container (similar to +left-click).


 * Schedules functions or tags to run in gametime ticks.
 * Any tag / function can be scheduled only once.
 * Calling for an already scheduled function / tag will replace the oldest record.
 * Calling for an already scheduled function / tag will replace the oldest record.


 * General syntax: Sends to all players on the team of the player who runs the command. Available to all players on a team.
 * Alias:.
 * Clicking the team name opens a new command.
 * Clicking the team name opens a new command.

General

 * Advancements
 * Added 5 new advancements:
 * Ol' Betsy – Shoot a crossbow.
 * Who's the Pillager Now? – Give a pillager a taste of their own medicine.
 * Two Birds, One Arrow – Kill two phantoms with a piercing arrow.
 * Arbalistic – Kill five unique mobs with one crossbow arrow.
 * A Complete Catalogue – Tame all cat variants.


 * Death messages
 * Added new death messages for when a player dies from moving through a sweet berry bush.


 * Menu screen
 * Added "Accessibility Options" button to the title screen.


 * Particles
 * Three new particle types: campfire_cosy_smoke.


 * Recipes
 * "campfire" type recipes for adding custom campfire recipes.


 * Splash
 * Added the following splash text:
 * " IS YOU"
 * "Rainbow turtle?"
 * "Something funny!"
 * "I need more context."
 * "Ahhhhhh!"
 * "Don't worry, be happy!"
 * "Water bottle!"
 * "What's the question?"
 * "Plant a tree!"
 * "Go to the dentist!"
 * "What do you expect?"
 * "Look mum, I'm in a splash!"


 * Startup Screen
 * Added a loading bar to the startup screen.
 * Once loading is complete the startup screen will now fade into the main menu.


 * Statistics
 * Five new statistics:
 * "Barrels opened"
 * "Interactions with Blast Furnace"
 * "Interactions with Campfire"
 * "Interactions with Lectern"
 * "Interactions with Smoker"


 * World generation
 * Added a loading animation when generating a world.
 * Visualizes render of the spawn chunks.

Blocks

 * Brewing stands
 * Now generate in village temples.
 * Acts as the Cleric villager's job site


 * Carpets
 * Can now be made by surrounding a non-white dye with white carpet.


 * Cauldrons
 * Now generate in village tanneries
 * Acts as the Leatherworker villager's job site


 * Chorus Flowers
 * Chorus flowers now break and drop themselves when shot by arrows and tridents.


 * Crops and nether wart
 * Added placement and breaking sounds.


 * Cut sandstone and cut red sandstone
 * Are now available through stonecutters.


 * Dispensers
 * Shears can now be dispensed and will shear sheep.


 * Glass
 * Is now more like most solid blocks.
 * Redstone dust can now be placed on top of glass.


 * Grass Path, Mycelium, and Podzol
 * Now have random orientation when placed to correspond with grass blocks.


 * Leaves
 * Now drop 0–2 s.


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


 * Signs
 * Renamed "Sign" to "Oak Sign".
 * Crafting a sign now requires the same wood type instead of a random assortment.
 * Right clicking on signs with dyes will now change the text color.
 * Rewrote editing to be more intuitive:
 * Movable cursor for free text editing.
 * Selection support.
 * Copy and paste support.


 * Smooth Quartz, Smooth Sandstone, Smooth Red Sandstone and Smooth Stone
 * Obtainable from smelting blocks of quartz, sandstone, red sandstone and stone, respectively.


 * Smooth Stone Slab
 * Stone slabs have been renamed to smooth stone slabs.
 * Are now crafted with smooth stone instead of stone.


 * Stained Glass Panes
 * They can now be made by surrounding a dye with non-stained glass panes.


 * TNT
 * Explosions now have a 100% drop rate.


 * Vines
 * Can now be climbed without supporting blocks.

Items

 * Beetroot Soup
 * Recipe changed to be shapeless.


 * Book and Quill
 * Rewrote editing to be more intuitive:
 * Movable cursor for free text editing.
 * Selection support.
 * Copy and paste support.
 * Keyboard and Mouse handling.
 * Improved page filling and line wrapping.
 * Double-click to highlight a word, triple-click to highlight a page.
 * Can now go up to 100 pages.


 * Dead bush
 * Can now be used as fuel in a furnace.


 * Dye
 * Unified all dye names.
 * Rose red, dandelion yellow, and cactus green have been renamed to red, yellow and green dye, respectively.
 * Lapis lazuli, cocoa beans, bone meal and ink sac can no longer be used as dyes.


 * Rabbit Stew
 * Recipe changed to be shapeless.


 * Totem of Undying
 * Texture and model of the totem when used now has the same CustomModelData value as the item had, making resource packs who use that tag have the correct model when activated.

Mobs

 * General
 * Mobs can now sleep in beds using commands.
 * Updated hitboxes and eye positions of many entities.
 * Player height while sneaking is now 1.5m.


 * Cats and ocelots
 * Cats and ocelots are being split into two separate mobs.
 * Cats are now able to spawn as strays in villages, which can be tamed.
 * Ocelots can no longer be tamed; instead, they will trust the player, if fed raw salmon or raw cod.


 * Creepers
 * Can now drop music discs from strays, in addition to skeletons.


 * Dolphins
 * Can no longer have armor equipped onto them via a dispenser.


 * Evokers
 * Can now open doors.


 * Illusioners, players and the wither
 * Now have loot tables.


 * Iron Golem
 * Tweaked spawning in villages
 * Will spawn when enough villagers meet.
 * Will also only spawn if villagers in a village have worked and slept before a meeting.
 * Villagers that are recently hurt by zombies have a higher chance of spawning an iron golem.


 * Mooshrooms
 * Switch types (red or brown) when struck by lightning.
 * Added 3 new sounds, for converting, eating and milking.
 * Mooshrooms now have a data field.


 * Parrot
 * Can now imitate pillagers, ravagers and pandas.


 * Phantoms
 * Are now afraid of cats.


 * Villagers
 * Villagers and zombie villagers now have seven skin types which correspond to the following biomes:
 * Plains
 * Desert
 * Savanna
 * Taiga
 * Snowy tundra / snowy taiga
 * Jungle
 * Swamp
 * Added new Mason profession.
 * Revamped trading UI.
 * Available trades are listed in a left sidebar, similar to Bedrock Edition.
 * When players have the required materials, clicking on one of the trades puts the items into the slots automatically.
 * Villager AI has been rewritten, they can now sleep, and around midday they gather at the meeting point of the village.
 * All villagers will spawn as Nitwits (green robes) or Unemployed (brown robes) when spawned by spawn egg or commands.
 * Unemployed villagers have no profession initially, but change profession based on a "workspace" block near them.
 * Now have levels based on XP gained from trading.
 * Now have badges marking their level.
 * When hit by the player, villagers will raise the price of their trades.
 * Villagers will now show players their trades in their hands if the player are holding certain items which they are trading for.
 * Cured zombie villagers will retain their trades when they are converted back into regular villagers.
 * Villager children will now play in villages.
 * Villagers no longer look at players in spectator mode.


 * Vindicators
 * Will now break down doors.


 * Wolf
 * Tamed wolf kills now count as if a player kill.
 * E.g a zombie can rarely drop a potato on death alongside its normal drops or a illager captain will inflict bad omen on death when killed by the wolf.
 * Before, tamed wolves only had mobs drop xp and their common drops upon death.

Non-mob entities

 * Armor stand
 * Now has a loot table.


 * ,, , , , (fire charge), and
 * Now have an optional Item tag that can specify a different item stack to render.


 * Minecart with TNT
 * Explosions now have a 100% drop rate.
 * Paintings
 * Paintings are now broken up into individual textures.
 * Animations are supported.

World generation

 * Villages
 * Village detection is now based on beds, job sites and meeting points instead of doors.
 * Villages will now naturally generate with one iron golem spawned.
 * ,, and  villages have a new architecture.
 * Village houses now have drastically different structures that depend on the biome and there are many more types.
 * Use jigsaw blocks for generation.
 * Added new structure and loot table files for the new village houses.


 * Witch huts
 * Now generate with a black cat.


 * Zombie villages
 * Updated plains, desert, savanna, and taiga zombie villages.

Gameplay

 * Blocks
 * Numerous things pertaining to transparent blocks have been changed; see /Transparent block changes for more info


 * Crafting
 * Recipes for combining damaged items have been removed; these are now done using the grindstone.


 * 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.


 * Sneaking
 * Now reduces the player's height to 1.5 blocks, allowing them to walk through 1.5-block-tall gaps.


 * Status effects
 * Each individual status effect icon texture is now found in a separate texture file.
 * Luck and Bad Luck have had their icons updated.
 * Improved the Invisibility status effect to allow it to correctly work in many cases where it didn't.
 * Guardians no longer see invisible players.
 * Zombies and illagers no longer see invisible villagers and wandering traders.


 * Trading
 * Added many new villager trades, for each villager profession.
 * Villager trading prices now also depend on demand and player's popularity in the village.
 * Villagers now resupply their trades up to two times a day, if they get to work at a workstation.
 * Updated the villager trading UI.
 * Villagers now level up from gaining experience by trading with a player.
 * Villagers have five profession levels, showing how many trade tiers they've unlocked by a badge of a varying material on their suit: novice, apprentice, journeyman, expert, and master.
 * The first trade tier is represented by a stone badge, the next iron, then gold, emerald and finally diamond.
 * Some of the professions have less than five trade tiers in total.
 * If a villager summoned by a command has a higher level than its natural highest level, its badge can still be seen, however the player wouldn't be able to interact with it.
 * A little experience bar is shown at the top of the trading UI. Once the bar fills up from trading, exiting the UI and waiting briefly will level up the villager and show pink particles similar to those shown when refreshing trades in previous versions of the game.
 * Experience that exceeds the level up amount seems to roll over between level ups.
 * The experience bar disappears once the villager becomes master level.
 * Every time a new level is reached, 1-2 new trade offers appear.
 * The villager's experience gained per trade is based on the trade itself, the level the trade was unlocked at (novice, apprentice, etc), and the current level of the villager.
 * Lower level trades will give less experience towards a level up once the villager is a higher level.

Command format

 * 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.
 * Entity predicate now accepts equipment field.
 * This predicate can contain up to six fields: head.
 * If this predicate is non-null, test will fail for entities that have no equipment (i.e. not mobs, players or armor stands).


 * Commands/NBT data
 * Extended NBT path syntax.
 * New chat component for displaying values from NBT.
 * Block variant {"nbt":, "block":  }.
 * The "block" entry is exactly like it's used in commands, for example "15 16 17" means x=15, y=16 and z=17.
 * 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, and  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).


 * Conditions
 * entity_properties
 * Now uses same predicate syntax as advancements (like player_killed_entity).
 * Parameters are now described in predicate field. If this field is an empty object, any entity is accepted (but still has to be present).


 * 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: dynamic.
 * New loot table functions: apply_bonus.
 * New loot table conditions: entity_present, and two special modifiers: inverted.
 * Integer values can now specify random number generator.
 * constant, uniform (default), binomial.
 * Optional type used to validate function usage.
 * empty.
 * Using function that references data not available in given context causes warning.
 * Entity parameters in predicates: direct_killer - allows access to projectiles etc.
 * Renamed entity parameter in predicates from direct_killer_entity to direct_killer.
 * 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).
 * 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 are:
 * 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 are:
 * enchantment: id of enchantment.
 * chances: list of probabilities for enchantment level, indexed from 0.
 * weather_check with these 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 are:
 * probability : float
 * extraRounds : int
 * Adds random value using binomial distribution with n <- level + extraRounds and p <- probabilty.
 * Formula uniform_bonus_count, parameters are:
 * 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 behavior).
 * copy_nbt.
 * Copies NBT from source to item tags.
 * Parameters:
 * source: can be this.
 * ops
 * List of copy operations:
 * source: source path (same as ).
 * target: target path.
 * op: replace, append (for lists), or merge; for compound tags.
 * entity: source of profile (will do nothing if it's not a player).
 * 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 are:
 * 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 are:
 * name: id of loot table.
 * seed: seed; if omitted or 0, LootTableSeed will not be set.
 * Sets BlockEntityTag.LootTable tags.
 * set_name
 * Added new parameter (same values as  condition). If present, the name will be resolved with that entity (which allows using selector and score components).
 * fill_player_head
 * Copies player profile info to player head item.
 * Parameters:
 * – source of profile (same values as condition, will do nothing if it's not player).
 * Adds or replaces lore lines.
 * Parameters:
 * lore – list of lines (in chat component format) to be added.
 * replace – if true, previous lore is erased.
 * entity – if present, name will be resolved with selected entity (same values as entity_present condition).
 * entity – if present, name will be resolved with selected entity (same values as entity_present condition).


 * JSON text components
 * Block variant {"nbt": path, "block": "coordinates"}, where coordinates field uses same format as.
 * Entity variant {"nbt": path, "entity": selector}, where selector field uses same format as.
 * Additionaly, if field interpret is present and set to true, contents of selected tags will be interpreted as chat components.
 * Works same as selector components:
 * If there are no elements, returns empty string.
 * If there are multiple elements, merges them with ,.


 * 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 element, 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.

Removed the following NBT information:
 * Villager NBT
 * : The ID of the texture used for this villager.
 * : The ID of this villager's career.
 * : The current level of this villager's trading options.

Added the following NBT information:
 * : Information about the villager's profession.‌
 * : The current level of this villager's trading options ( 1... ) and at the same time its displayed badge ( capped at 5 )
 * : Namespaced ID value.
 * : Namespaced ID value.


 * 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.

Removed the following NBT information:
 * Zombie Villager NBT
 * : The ID of the texture used for this zombie-villager.

Added the following NBT information:
 * : Information about the villager's profession.‌
 * : Copied from converted villager.‌


 * Other
 * 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.
 * 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 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.
 * Can locate pillager outposts.
 * Changing item models based on item NBT.
 * New item model property: custom_model_data, backed directly by CustomModelData integer NBT field.
 * can now be executed by command blocks and functions.
 * 'text' can once again be used for string quotes in commands in addition to the double quote "text".
 * Inside single-quoted strings, double quotes are handled as a normal character and requires no escaping (and vice-versa), making it easier to input text components in NBT.
 * can now be executed by command blocks and functions.
 * 'text' can once again be used for string quotes in commands in addition to the double quote "text".
 * Inside single-quoted strings, double quotes are handled as a normal character and requires no escaping (and vice-versa), making it easier to input text components in NBT.

General

 * Advancements
 * "A Balanced Diet"
 * Now also requires suspicious stew and sweet berries.
 * "How Did We Get Here?"
 * Now requires and  as these effects can now be obtained through suspicious stew.
 * "The Parrots and the Bats" and "Best Friends Forever"
 * Requirements have been changed from ocelots to cats.
 * "Two by Two"
 * Requirements have been changed from ocelots to cats.
 * Now requires pandas and foxes.


 * Creative inventory
 * Wall blocks are now found in the "Decoration Blocks" tab.


 * Credits
 * Updated the credits list.


 * Debug screen
 * Pressing shows a server-side ticks-per-second chart in singleplayer.
 * Added min tick times to charts to help find stutters.


 * Dedicated servers
 * server.properties
 * and settings now accept string names; integer values are still allowed as legacy option.
 * Server will now exit faster if is not set.
 * Command line
 * Added new option.
 * Added new command line option.
 * Initializes with defaults, then exits.


 * Language
 * Will now change the language after clicking on the 'Done' button to avoid having to wait after accidentally clicking an unwanted language option.
 * Before, language changed immediately after choosing a different language option.


 * LWJGL
 * Updated to 3.2.1.


 * Main menu
 * Updated panorama background to show the new village structures.


 * Menus
 * Added a new "Accessibility Menu".
 * All accessibility features are now easily toggled in this menu.
 * Auto-Jump is now also listed in accessibility settings.
 * When the narrator is turned on, buttons will be narrated on focus.
 * Added a new option that allows turning up transparent backgrounds.
 * Menu buttons, edit boxes and other UI elements can now be cycled through by pressing.
 * will go backwards.
 * Lists allow / arrow keys to navigate through them.
 * Transparency setting is now labeled "Chat Text Opacity" instead of "Chat Opacity".
 * Snooper settings menu
 * Has been replaced by the accessibility menu.


 * Narrator
 * Narrator is now found in settings.
 * The narrator will now read hovered over buttons out loud.


 * Particles
 * Are now broken up into individual textures files per frame rather than being in.
 * Do not use files for their animation – those are still hard-coded.
 * Sprites for particles can now be configured in resource packs.


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


 * Sounds
 * Rewrote sound system.
 * Reduced stuttering when playing sounds.


 * Splash
 * Removed "Hobo humping slobo babe!"
 * Removed splashes referencing Notch:
 * "Made by Notch!"
 * "The Work of Notch!"
 * "110813!"


 * Technical
 * Added support for directional opacity of blocks (used by slabs, stairs, snow, farmland, grass paths, extended pistons (base and head), End portal frames, and enchanting tables)


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


 * Video settings
 * 'Use VBOs' toggle removed. Now always enabled.


 * World creation
 * New progress message: "Upgrading structure data".
 * Worlds with names already being used now will prepend to the folder name a number in parentheses instead of adding hyphens (e.g., "New World (3)" instead of "New World---").


 * Miscellaneous
 * Improved collision code.
 * The loading screen with the Mojang logo now shows a progress bar.

General

 * A rewrite of the game's rendering engine. The new engine will be called Blaze3D.

Trivia

 * Originally, the Update Aquatic was to be released as 1.14, but this was changed to be released as 1.13, due to the world generation overhaul taking longer than Mojang was hoping.