Java Edition 23w06a

23w06a is the fourth snapshot for Java Edition 1.19.4, released on February 8, 2023, which fixes bugs.

Non-mob entities

 * Display Entities
 * Including Block Display, Item Display, and Text Display, for flexible display of blocks, items and text.
 * Similar to, don't tick and have no collisions or physics.

Command format

 * Game rule
 * Added, defaults to.
 * Determines if vines will spread to nearby blocks.


 * A new command to apply damage to entities, with following syntaxes:
 * Parameters:
 * : The entity to damage.
 * : Amount of damage to inflict.
 * : The type of damage to inflict.
 * This determines how the damage affects the entity as well as which death message is displayed.
 * : The location the damage originated at (when no entity caused the damage).
 * For instance, might represent the location of a bed exploding in the Nether.
 * : The entity inflicting the damage.
 * : The cause of the damage, in the case of indirect damage.
 * Example: When shot by an arrow, the is the Arrow projectile while  might be a skeleton.
 * : The entity inflicting the damage.
 * : The cause of the damage, in the case of indirect damage.
 * Example: When shot by an arrow, the is the Arrow projectile while  might be a skeleton.


 * Added sub-command, with the following syntax:
 * This sub-command is for summoning new entity and binding context to it. Meant to simplify entity setup and reduce need for raw NBT editing.
 * This sub-command is for summoning new entity and binding context to it. Meant to simplify entity setup and reduce need for raw NBT editing.
 * This sub-command is for summoning new entity and binding context to it. Meant to simplify entity setup and reduce need for raw NBT editing.

General

 * Data pack
 * Added damage types, which are a new registry.
 * Determines how damage is handled by the game.
 * Includes which attributes the damage has as well as which death message is used when an entity diesdue to that type of damage, example:
 * Fields:
 * : The message id used for deaths caused by this damage type.
 * Will be combined with other string fragments to form a translation key.
 * : The amount of hunger exhaustion caused by this damage type.
 * : Whether this damage type scales with difficulty levels. Possible values:
 * : Damage is always the same.
 * : Damage always scales with difficulty.
 * : Damage scales with difficulty if it was caused by a living entity who is not a player.
 * : Optional field controlling how damage manifests when inflicted on players. Possible values:
 * (default): The default hurt sound.
 * : Thorns hurt sound.
 * : Drowning sound.
 * : A single tick of burning sound.
 * : Berry bush poke sound.
 * : Freeze tick sound.
 * : Optional field that controls if special death message variants are used. Possible values:
 * (default): No special death message logic is applied.
 * : Show a variant of fall damage death instead of a regular death message, e.g..
 * : Show the intentional game design message instead of a regular death message.
 * Damage type tags control many aspects of how damage from different sources are interpreted.


 * Options
 * Added "Damage Tilt" accessibility option, for controlling the amount of camera shake when being hurt.
 * Added a tooltip in the Key Binds screen that specifies which keybinds are conflicting.


 * Tag
 * Added following damage type tags:
 * : contains.
 * : contains.
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 * : contains.
 * : contains.
 * : contains.
 * : contains.
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 * General
 * Added argument to dedicated server command line for printing  to file.

Blocks

 * Jukebox
 * Now emit a note particle above them while playing a music disc, to match.

General

 * Create New World
 * Tabs can be switched with the keyboard by pressing and.
 * Specific tabs can also be navigated to by pressing +.
 * Added a screen to easily enable/disable experimental features.
 * Can always be found under the "More" tab.
 * In snapshots, a shortcut button can be found under the "Game" tab.


 * Creative Inventory
 * Added painting variants to "Functional Blocks" tab.
 * Paintings with pre-defined variant will now display author and title in description when hovered over.


 * Game Events
 * Added the following game events that the sculk sensor reacts to, along with corresponding frequency value:
 * with a vibration frequency of 6.
 * with a vibration frequency of 7.


 * Options
 * Renamed "Notification Display Time" accessibility option to "Notification Time".


 * Predicate
 * Removed fields from damage type predicates.
 * A new array has been added. Each entry has two fields:
 * : The ID of a damage type tag.
 * : Whether the damage is expected to have or not have the tag for the predicate to match.