Java Edition 22w13oneBlockAtATime

22w13oneBlockAtATime (known as 22w13oneblockatatime in the launcher) is an April Fools' joke snapshot, supposedly the first and only snapshot for the "One Block at a Time Update", released on April 1, 2022, which overhauled the player's inventory as well as the game logic for blocks, items and entities, and redesigned relevant gameplay aspects such as controlling, breaking and crafting. This version seems to be a fork of 1.18.2.

Blocks

 * Item Block
 * All items converted into item blocks.
 * Has ID
 * Has an  property (block state when placed, NBT tag when held) that specifies the internal ID of the item to display with (0-1104).
 * White Carpet.png Exist unused item block with value 0 which uses model of white carpet.
 * Waterloggable.
 * In Debug Mode, all items and their waterlogged versions can be found.

Gameplay
This can only be done after you destroyed all end crystals on the pillars. ''This is quite difficult to pull off in Survival mode. As you will have to punch the dragon multiple times, Using creative mode will help as you can fly around and follow the ender-dragon''
 * Advancements
 * Added a new advancement:
 * Ride the End
 * Description reads "Extra Good luck"
 * Obtained for punching the Ender Dragon, causing the player to ride her
 * It is also possible to ride the dragon in the End,


 * Player
 * Leaves a trail of footprints while holding anything.
 * When a player throws a block at another entity, the entity will be damaged.
 * When a player throws a block at another player, there is a chance the block will go into the helmet slot of the receiving player. Taking damage will remove it.
 * When the block on the player's head is snow, a snow block, ice, packed ice, or blue ice, the player will begin freezing.
 * When the block on the player's head is a barrel, their vision is obscured, and their playermodel appears as just their legs sticking out of the barrel.
 * Sneaking while wearing a barrel will disguise the player as a barrel block.
 * In Spectator Mode, the two hands of player are visible.


 * The End
 * Riding the Ender Dragon or falling out of the End teleports you to build limit in the overworld.


 * The Nether
 * Riding the Ender Dragon into the void teleports you to build limit in the overworld.

General

 * Particles
 * Added  particle, generated when player walks holding anything.


 * Splashes
 * All splashes have been replaced with every possible arrangement of the five words "One block at a time!" and each one of them, in total $$A_5^5 + 5 = 125$$ lines.


 * Sounds
 * 2 new sounds were added
 * which is the intro sound.
 * Has 2 variations, one higher pitch and one lower pitch.
 * These sounds are located in the  folder and are called   and.
 * which is the old hurt sound.
 * These sounds are bundled in the  file.

Blocks

 * General
 * Blocks will not drop in dropped item forms.
 * When exploded, they are launched instead of drop.


 * Andesite, Diorite and Granite
 * When exploded, they may turn into slabs, walls and stairs, and their polished blocks.
 * Polished variants, when exploded, may also turn into slabs, walls and stairs.


 * Chest
 * When loot chests generated in structures are broken, emit explosion sound effects and particles, and explode out the loot items in falling block forms.


 * Deepslate
 * When destroyed by any explosion, it can turn into cobbled deepslate slabs, walls and stairs, or polished deepslate slabs, walls and stairs.


 * Dispenser
 * When powered with redstone signal, the block it's facing will be dispendes as a falling block.
 * If the block is a fluid source, it turns into the form of buckets, and becomes fluid again when landing.


 * Dripstone
 * Playes trident sound when thrown.


 * Dropper
 * When powered with redstone signal, the block it's facing will turn into a falling block, as if it was thrown by a Player.
 * If the block is a fluid source, it turns into the form of buckets, and becomes fluid again when landing.


 * End Stone
 * When destroyed by any explosion, it turns into end stone bricks, end stone brick slabs, end stone brick walls and end stone brick stairs.


 * End Portal Frame
 * Can be found in chests inside Fortresses
 * They can either be orientated vertically or horizontally.
 * When placed in the Stronghold, it points up, like in normal versions, which allows to build end portals.
 * When placed outside the Stronghold, it points to the Stronghold.
 * When placed in a dimension without a Stronghold, it points to a random direction.
 * Has an eye of ender in place at all times.


 * Fire
 * May convert nearby smeltable items to their smelted item, such as coal ore to coal. Soul fire does not do this.
 * May convert nearby items, such as iron ores, wet sponges, stone.


 * Glass and Glass Pane (including tinted and stained)
 * When thrown and land, may break.
 * This applies to all blocks with  tag.


 * Grass and Fern
 * When not thrown on grass block, they lay horizontally and change their variant to a gray one.


 * Gravel
 * When throw and land, ignite nearby grass, leaves and vines.


 * Ice
 * When falls onto lava, fire or magma blocks, smelts into water directly.


 * Iron ore
 * Becomes iron block when touching fire.


 * Logs and Stripped logs
 * When burned, turn into charcoals.


 * Mushroom Block
 * Becomes shroomlight when touching fire.


 * Pumpkin
 * Carved when thrown near cactus.


 * Seagrass
 * When not thrown on any leaves, they will be placed as normal and will generate a water block on them.


 * Stone
 * When destroyed, it can turn into cobblestone slabs, walls and stairs.
 * Becomes smooth stone when touching fire.


 * Vines
 * When thrown that they will lay horizontally, they change their variant to a gray one.


 * Wet Sponge
 * Becomes dry sponge when touching fire.

Items

 * General
 * All items can be placed on the ground as blocks.
 * When trying to place an item anywhere that's not a block, it is thrown instead.
 * Throwing an item directly on the player's head will equip it in the helmet slot.
 * Throwing any smeltable item into lava or placing it near fire or lava will smelt it.
 * Thrown items are implemented as  entities.
 * Thrown items (or indeed any ) can be caught in midair by hitting it.
 * Items that do not have a block form are converted to  with the appropriate data.
 * Items can be crafted by placing a recipe above a grid of crafting tables, throwing the last item (recipe patterns top facing north)
 * Alternatively the recipe can be placed and a crafting table thrown to land on the recipe
 * Tools may be used but break with one use.
 * Certain items (e.g. top of the door, tall grass, etc) have "invalid" block data and will disappear when they land (as a item). It is still possible to place them, however.


 * Ender Pearl
 * Can no longer teleport the player, as they cannot be thrown normally.


 * Eye of Ender
 * Can no longer lead the player to the nearest stronghold, as they cannot be thrown normally.


 * Potion
 * Any potion held uses the bottle texture.
 * Any thrown potion uses uncraftable potion texture.
 * Any potion placed on ground uses slow-falling potion texture.


 * Powder Snow Bucket
 * Thrown as a powder snow block when thrown.


 * Water Bucket and Lava Bucket
 * Make water and lava when thrown, with the bucket disappearing.

Mobs

 * General
 * When trying to damage a mob, the player will pick it up instead.
 * When falling, the player holds onto the mob that they picked up.
 * Pigs when held will be upside-down and cause the player to float when below a block.
 * Chickens when held will cause the player to float down slowly after jumping.
 * Chickens when held allow the player to spam the jump key to float upwards.
 * Spiders when held allow the player to climb blocks vertically like spiders do.
 * Skeletons when held will shoot arrows in the direction the player is pointing.
 * Witches when held will throw potions in the direction the player is pointing.
 * Endermen when held will teleport the player along with them.
 * Some mobs like the ender dragon behave like rideable entities.
 * Some mobs like the wither cannot be ridden or picked up.
 * To damage mobs, the player has to:
 * Throw it up in the sky so the mob can take fall damage
 * Throw any block, item or entity at the mob.
 * Release them in a stacked group of two or more (some doesn't work)
 * Different blocks deal different amounts of damage based on their blast resistance; the formula seems to be the blast resistance times ten.
 * Some mobs like the ender dragon cannot take damage from any block, item or entity.
 * Mobs that can hold items, like zombies, skeletons, etc. can steal the player's held item when damaging them, playing.


 * Bees
 * When held will cause the player to not fall; player can't jump while holding.


 * Ender Dragon
 * Now ridable. Punch them to ride.
 * Only 30 health points are displayed in the HUD.
 * When riding, you can control it by adjusting your looking direction.
 * When flying down to the void of the End or the Nether (at y=-32), it descends to the high sky of overworld.
 * When there is an ender crystal nearby, the player will be forced off.


 * Enderman
 * Every single enderman is now holding a random block. The random block can be any block in the game, including unobtainable blocks such as a Command Block.
 * Each can have random properties, including being waterlogged.
 * Endermen can place waterlogged blocks in the Nether without the water dissapearing.
 * All of them are stuck in a holding pose if not holding any blocks.
 * If an enderman holding a block attacks a player, the sound will play, and the block is given to the player.


 * Iron Golem
 * Billyballong.png Appearance changes when named "billyballong", causing it to hold hands in the air.
 * Gives flowers to players named "maria", "alva", "neo", "hidetaka" or "miyazaki" (case-insensitive).


 * Pillager and Piglin
 * Crossbows now has only one durability point.


 * Sheep
 * Sheered by thrown cactus and dripstone, dropping wool.
 * When with wool, when thrown a wool block, the wool color of the sheep will be replaced, dropping the wool of the previous color.
 * When without wool, when thrown a wool block, the wool will be put on the sheep.


 * Skeleton
 * Some skeletons "wear" two spyglasses when they spawn.
 * Wear the spyglasses when thrown, up to two.
 * If a skeleton is wearing two spyglasses, the skeleton has perfect accuracy.
 * Xilefian's old idea.


 * Villager
 * Now have different trades.
 * Seems to have only 2 trades, based on their profession. The trade always includes emerald_ore blocks as for buying or selling.
 * The player can trade with them by right clicking on the villager with an emerald_ore block.
 * Their normal trading GUI is now inaccessible.


 * Wolf
 * Mars.png Naming a tamed wolf 'Mars' will give it a unique texture.

Entities

 * Fireball
 * Player can hold Ghast's fireball, but when released it will return to its original vector in few seconds.


 * Eye of Ender
 * When summoned via command, it will move to 0, 0 coordinates, with its vector depending on distance from the world's center.

Gameplay

 * Explosion
 * Blocks that would be destroyed by an explosion are launched instead of destroyed.
 * Blocks launched represents the form of falling blocks before they land, and sometimes stuck in blocks without turning to normal blocks, causing possible z-fights.


 * Inventory
 * The inventory interface and hotbar have been removed.


 * GUI
 * Every single inventory for any kind of container block has been removed.
 * Players now see both hands on the screen instead of just one.
 * Probably inspired by scrapped two-handed hold animation for skulls

World generation

 * Chest loot
 * Explodes into items that would be found inside normally when picked up.


 * Stronghold
 * All the End Portal Frames without Eyes of Ender disappear from the Stronghold.
 * To open the End Portal, the player needs to place the End Portal Frames.


 * The End
 * The sky now is dark-gray.

General

 * Debug screen
 * Mood in the debug screen has been changed to "Number of ghosts in world"


 * Loading screen
 * The loading screen has been changed.
 * Practically similar to 20w14∞'s loading screen, but with different textures.
 * Plays a sound saying "Mojang Studios", similar to 20w14∞ and 3D Shareware v1.34.

Trivia

 * This is the only version in which the player is able to truly hold blocks, rather than items corresponding to blocks. Endermen are the only mob to have this ability in normal versions.
 * When a spawner is picked up and placed back down, it will lose its block data and become a pig spawner.
 * With the help of a tamed horse, the players can shift - right click it and see their inventory. The player can put items in the slots with the help of offhand.
 * Despite the snapshot's name, the player can still move items to the offhand, and, therefore, carry two blocks at a time.
 * Placing offhand items in creative mode does not consume the item, as usual, even though a main hand item is consumed in creative mode.
 * The player's usual  data is still accessible using commands like, , and , but, apart from the armor slots and offhand, this data doesn't do anything.
 * Using the command will always place items into the players hands. If the command is used while the player is already holding something, the new item will be thrown onto the ground (and place itself if it is a block).
 * The command will claim that   even if the player is holding something, if they had empty   data.
 * The command reveals that the hand slot is using the NBT tag , which is the same tag as for items held by Endermen and which will always be a   if the target player is holding something that is not a normal block.
 * In creative mode, loading saved hotbars still modifies this data.
 * Picking up mobs modifies the player's  data, which is usually always empty.
 * Certain blocks, like fire, end or nether portal blocks, and end gateways, do not display properly when held or thrown — these are invisible in first person, and in some cases also in third person or also when thrown.
 * Blocks that do not normally have an item form can now be placed directly, like portal blocks.
 * Using to place a   with an ID that represents a block will cause it to display the block as if misaligned on the vertical axis, rotated so that the top points south, and with its faces culled to match what would be culled if it were a normal block, e.g.  for a "grass" block.
 * Some blocks and items that need tinting, such as grass blocks and spawn egges, may displays white as if they are not tinted.
 * When falling blocks touch ground, if has air below it but blocked, they may keep the form of "falling block" entities.
 * When holding a ghast, the player is displayed in the body of ghast.
 * When holding a map, four hands are displayed in the screen, and three hands displayed when holding with offhand.