User:Köpleres/Caves & Cliffs (Java)

Caves & Cliffs is a major update to announced at Minecraft Live 2020 and released on June 8, 2021, November 30, 2021, June 7, 2022 and 2023.

On April 14, 2021, Mojang Studios announced that the update would be split into two updates due to the amount and complexity of content, as well as team health. Multiple features such as revamped mountain and cave generation, the lush caves and dripstone caves biomes, and increased world height were removed in 21w15a, and were subequently released in 1.18. A data pack was included in the Minecraft.net article for 21w15a that re-enabled the removed features, and subsequent snapshots updated this data pack.

Blocks

 * Amethyst Bud
 * Grows from budding amethyst, which is found in amethyst geodes.
 * Starts out tiny, but grows into medium after a while, large after even more time, and eventually becomes an amethyst cluster.
 * Unlike crops, each growth stage is a separate block instead of a block state.
 * Drops only when mined with a Silk Touch pickaxe.


 * Amethyst Cluster
 * The final, mature stage of the amethyst bud, which grows from budding amethyst in amethyst geodes.
 * Drops amethyst shards if broken, in an amount affected by Fortune, but can also be picked up with Silk Touch.
 * Breaking by hand, piston, breaking the support block or other means drops only 2 amethyst shards instead of 4 that would be dropped by using any pickaxe.
 * Emits a light level of 5.


 * Azalea
 * Has variants with either no blossoms or pink blossoms.
 * Bush-like blocks that can be planted on dirt and grass blocks.
 * Both azaleas can grow from moss blocks when bone meal is used on them.
 * The variant with pink blossoms is seen as small flowers by the game (for example, bees can pollinate them).


 * Azalea Leaves
 * Has variants with either no blossoms or pink blossoms.
 * Yield azalea and sticks on decay.
 * The variant with pink blossoms is seen as small flowers by the game (for example, bees can pollinate them).


 * Block of Amethyst
 * A decorative block found in amethyst geodes.
 * Unlike the Budding Amethyst, the Block of Amethyst can be obtained when mined.
 * Can also be crafted with 4 amethyst shards.


 * Block of Copper
 * Can be crafted with 9 copper ingots, and can also be crafted back into 9 copper ingots.
 * Oxidizes and changes texture to a turquoise-green over time.
 * Can be stopped from oxidizing by combining it with a honeycomb to create a Waxed Block of Copper.
 * Honeycomb can also be, or applied with a dispenser to wax them.
 * Yellow particles are formed when waxing the block.
 * Axes can be to scrape off wax and oxidation (one stage at a time).
 * White particles are formed when scraping off wax from the block.
 * Lightning may clean oxidation, reverting the oxidation process by one or several stages.
 * Chances of cleaning and number of reverted stages are higher the closer to the struck block.
 * Can be crafted into cut copper.
 * There are 8 variants in total.


 * Block of Raw Metal
 * Raw copper, raw gold and raw iron can be crafted into the respective block of raw metal.


 * Budding Amethyst
 * Generates amethyst buds/clusters on any side that is exposed either to air or a water source block.
 * Cannot be obtained when mined, even with Silk Touch, and does not drop anything.
 * Breaks immediately if pushed by a piston or sticky piston.
 * Cannot be pulled by sticky pistons.
 * Generates in amethyst geodes.


 * Calcite
 * An off-white stone that generates in geodes, between smooth basalt and amethyst.


 * Candle
 * Crafted with honeycomb and string.
 * Comes with 16 dyed types and a yellowish non-dyed type.
 * Can be lit by any item that produces fire.
 * Up to 4 can be placed in a single block, similar to sea pickles, for a maximum light level of 12.
 * Only candles of the same color can be placed on the same block.
 * Only one can be placed on an uneaten cake and lit.
 * If any of the cake is consumed, the candle pops off.
 * Can be placed underwater, but cannot be lit.


 * Cave Vines
 * A natural light source, with a light level of 14.
 * Drop glow berries.
 * Growth can be sped up using bone meal.
 * Berries can be harvested by with the vine.
 * Grow from glow berries when placed on the underside of a block.


 * Cobbled Deepslate
 * Drops from deepslate when mined with a pickaxe without Silk Touch.
 * Can be used interchangeably with cobblestone and blackstone in crafting recipes of basic tools, furnaces and brewing stands.
 * Can be crafted into respective stairs, slabs and walls, Polished Deepslate, Chiseled Deepslate, Deepslate Bricks and Deepslate Tiles, which can be used to craft their respective stairs, slabs, and walls (excluding Chiseled Deepslate).
 * Deepslate Bricks and Deepslate Tiles can also be smelted into their cracked variants.
 * Can be smelted back into deepslate.


 * Copper Ore
 * Generates randomly underground in small blobs.
 * Copper ore generates uniformly between levels 0 and 64.
 * Drops raw copper when mined.
 * Can be smelted into a copper ingot.


 * Cut Copper
 * Can be made into stair and slab variants.
 * Oxidizes and changes texture over time.
 * Can be stopped from oxidizing by combining it with a honeycomb to create Waxed Cut Copper.
 * There are 8 variants in total.


 * Cut Copper Slab
 * Oxidizes and changes texture over time.
 * Can be stopped from oxidizing by combining it with a honeycomb to create a Waxed Cut Copper Slab.
 * There are 8 variants in total.


 * Cut Copper Stairs
 * Oxidizes and changes texture over time.
 * Can be stopped from oxidizing by combining it with a honeycomb to create Waxed Cut Copper Stairs.
 * There are 8 variants in total.


 * Deepslate
 * A dark-gray stone that generates in blobs between heights 0 and 16.
 * Has a hardness value greater than that of stone but can be mined with any pickaxe.
 * Drops cobbled deepslate when mined.
 * Can be obtained only with a Silk Touch pickaxe, or by smelting cobbled deepslate.
 * There are 19 variants in total, including
 * Cobbled Deepslate Slab
 * Cobbled Deepslate Stairs
 * Cobbled Deepslate Wall
 * Polished Deepslate
 * Polished Deepslate Slab
 * Polished Deepslate Stairs
 * Polished Deepslate Wall
 * Deepslate Bricks
 * Cracked Deepslate Bricks
 * Deepslate Brick Slab
 * Deepslate Brick Stairs
 * Deepslate Brick Wall
 * Deepslate Tiles
 * Cracked Deepslate Tiles
 * Deepslate Tile Slab
 * Deepslate Tile Stairs
 * Deepslate Tile Wall
 * Chiseled Deepslate


 * Deepslate Ore
 * Added deepslate variants of all ores, including iron, gold, copper, coal, diamond, redstone, emerald, and lapis lazuli.
 * Takes twice as long to mine as normal ores.
 * Has the texture of deepslate replacing the normal stone texture.
 * Takes place of ores that generate in deepslate.
 * Can be used in blasting and smelting recipes like normal ores.
 * These recipes can be unlocked in the recipe book with deepslate ores as well.


 * Dripleaf
 * Allows an entity to stay on it for 1.5 seconds (30 ticks) before the entity falls through it.
 * The tilt happens in 3 stages: unstable, partial, and full. These can be seen in the F3 debug menu.
 * All the stages are solid except the full stage, which is when the player falls through.
 * When nobody is standing on it, it is set to none stage.
 * The tilt can also be triggered by hitting the plant with a projectile.
 * The tilt can be prevented by powering it with redstone, but hitting it with a projectile still causes it to tilt.
 * Comes in two sizes: small and big. Small can be applied bone meal to grow into big.
 * Small dripleaf can be obtained only with shears (otherwise breaks) and can be planted on clay or moss blocks, or underwater on clay and dirt blocks.
 * Big dripleaf can be obtained with any tool or by hand and can be planted on grass, dirt, and moss blocks.
 * Both sizes can be found inside lush caves, which can currently only be accessed through the single biome, caves, or floating islands world types.
 * It is available in Survival through the wandering trader.


 * Dripstone Block
 * A decoration block.
 * Appears to be made of the same materials as stalactites and stalagmites but as a full cube.
 * Generates mainly in the dripstone caves biome, which is currently available only through single biome, caves, or floating islands world types.
 * Dripstone clusters can also be found rarely in regular caves.
 * Can be crafted from 4 pointed dripstone.


 * Froglight
 * Dropped by small magma cubes when they are eaten by frogs.
 * Has three variants: pearlescent (purple), verdant (green), and ochre (yellow).
 * Which variant is dropped depends on the frog variant that eats the magma cube.
 * A pearlescent froglight is dropped if a warm (white) frog eats the magma cube.
 * A verdant froglight is dropped if a cold (green) frog eats the magma cube.
 * An ochre froglight is dropped if a temperate (orange) frog eats the magma cube.
 * Emits a light level of 15.


 * Frog Spawn BE2.png Frogspawn
 * Non-solid blocks that can be placed on the surface of water.
 * Disappears when water under the frogspawn is gone.
 * Can't be obtained in survival: does not drop upon breaking, even with Silk Touch.
 * Laid by frogs after mating, when they are bred with slimeballs.
 * Hatches tadpoles after some time.
 * Tadpole variant depends on the biome where it grows into a frog.


 * Glow Item Frame
 * Placeable entities that appear to glow.
 * Do not affect the light level, but appear as if lit up themselves.
 * Items placed inside also glow.
 * Crafted using an item frame and a glow ink sac.
 * Includes application to maps.


 * Glow Lichen
 * A naturally occurring light source found rarely in caves, growing on any face of a block.
 * Has a light level of 7.
 * Obtained with shears, otherwise breaks.
 * Does not spread naturally, although bone meal can be used to spread it horizontally (or vertically if on the side of a block).
 * It spreads to adjacent spaces, up to 4.
 * Can be waterlogged.
 * Unlike vines, it does not pop off when underwater, and is not climbable.
 * Up to 6 can be put on the same block space, merging into one block.


 * Hanging Roots
 * Decorative blocks that can be placed only on the underside of a block.
 * Obtained with shears, otherwise breaks.
 * It can also be obtained using a hoe on rooted dirt turning it into normal dirt.


 * Infested Deepslate
 * An infested variant of deepslate.
 * Spawns a silverfish when mined.


 * Light
 * A new waterloggable source of light, originally from.
 * Only available with commands such as.
 * Behaves like air and it is visible only when the item is held, similar to barriers.
 * Unlike barriers, light blocks can only be targeted when holding the item.
 * The light level it is emitting can be changed by interacting with it.


 * Lightning Rod
 * Can be crafted with 3 copper ingots.
 * Lightning strikes within a 32-block radius get redirected to the lightning rod.
 * Turns completely white when struck by lightning.
 * Gives off a redstone signal with a strength of 15 if hit by lightning.
 * Can be activated directly by throwing a trident with Channeling at it during a thunderstorm, though this does not produce a redstone signal.


 * Mangrove Leaves.png
 * Generated in mangrove trees.
 * A decorative block.
 * Can grow mangrove propagules, if pressed with bone meal.


 * Mangrove Log.png
 * Generated as a part of mangrove trees, which are located in mangrove swamps.
 * Can be crafted into mangrove planks and wood.
 * Has a stripped variant as well.


 * Mangrove Planks.png
 * Crafted from mangrove logs.
 * Can be used to craft respective slabs, stairs, fences, fence gates, pressure plates, signs, buttons, doors, boats and trapdoors.


 * Mangrove Propagule JE1 BE1.png
 * A new type of sapling which grows into a mangrove tree when planted.
 * Grows underneath mangrove leaves.
 * Can be grown by applying bone meal to mangrove leaves, grows from the exposed bottom of it.
 * Propagules can also grow spontaneously from leaves, but only if they're naturally generated (not player-placed leaves).
 * Have 4 stages to fully grown, can be accelerated with bone meal.
 * Can break off a fully grown one and plant it to grow a mangrove tree.
 * Can be planted both on land and underwater.
 * Can be placed in flower pots.
 * Bees can pollinate them.
 * Bees follow players holding them and can be bred with them.


 * Mangrove Roots.png
 * A see-through decorative block just like leaves, but can be waterlogged.
 * Water currently doesn't spread outward like with other waterlogged blocks.
 * Mining faster when using axes.
 * Unlike leaves, it does not break when moved by a piston.
 * If the roots are waterlogged, the water vanishes.
 * Can be powered.
 * Has unique sounds.


 * Mangrove Wood.png Mangrove Wood
 * A new type of wood, as well as a stripped variant.
 * Can be used to craft mangrove planks.


 * Moss Block
 * An opaque block with a grass-like texture on all sides.
 * Can be fertilized with bone meal to grow grass, tall grass, moss carpets, and both types of azaleas on it and in its vicinity.
 * Can be fertilized with bone meal to grow over (expand) across stone surfaces, but not grass surfaces.
 * Breaks when pushed by a piston or sticky piston.
 * Can be combined with cobblestone or stone bricks to make the mossy versions of those blocks.
 * Vines can still be used, in addition to moss blocks.
 * Hoes are the appropriate tool to collect it.
 * Small dripleaf can be planted on it.


 * Moss Carpet
 * Same texture as the moss block, but one pixel thick.
 * Can be crafted with moss blocks, or be obtained by applying bone meal to them.


 * Mud.png Mud
 * Found in mangrove swamp biomes.
 * Can be created by using a water bottle, directly or through a dispenser, on dirt, coarse dirt and rooted dirt.
 * Can be converted into clay by placing mud above a block which has pointed dripstone underneath. The dripstone dries it out, producing a clay block.
 * When walking on mud, entities sink down a bit.
 * Like soul sand, but without the slowdown.
 * Can be held by endermen.


 * Mud Bricks JE1 BE1.png Mud Bricks
 * Can be crafted from 4 packed mud.
 * Can be crafted into mud brick slabs, stairs, and walls using a crafting table or stonecutter.


 * Muddy Mangrove Roots.png
 * Found in mangrove swamp biomes.
 * Can be crafted from 1 mud and 1 mangrove root.
 * This is a full block, not like lichen.
 * Unlike regular roots, they are an opaque block that can't be waterlogged and can be rotated
 * Mining faster when using shovels.


 * Packed Mud JE1 BE1.png Packed Mud
 * Can be crafted from 1 mud and 1 wheat.
 * Can be used to craft mud bricks.


 * Pointed Dripstone
 * Can be either placed on a ceiling to create a stalactite or on top of a block to create a stalagmite.
 * Can be combined to form longer stalactites and stalagmites.
 * Thrown tridents break pointed dripstone. They also break when pushed directly or with a block by a piston.
 * Stalagmites break if not attached to something below.
 * Stalagmites hurt entities that fall on top of them more than normal fall damage.
 * Damage is relative to height: For example, jumping on a stalagmite deals of damage, and falling from 3 blocks deals  of damage.
 * Stalactites can fall or break if unsupported, and break apart on impact, hurting entities they fall on.
 * Damage is relative to height: For example, one falling from 2 blocks deals of damage, and one falling from 3 blocks deal  of damage.
 * They drip water or lava into cauldrons if a source block is placed above the stalactite, and gradually fill the cauldron. Water drips even without any water above the block (as does lava in the Nether) but this effect alone does not fill the cauldron.
 * If a stalactite is hanging from a dripstone block with a water source above, it will slowly grow both the stalactite from above and a stalagmite from below.
 * Growth speed is random but very slow; a single growth step can take several in-game days.


 * Potted Azalea
 * Obtained by planting an Azalea Bush into a pot.


 * Powder Snow
 * A variant of snow, entities that walk over it sink into it.
 * Leather boots can be worn to prevent entities from sinking into powder snow blocks.
 * Players can still crouch to descend with leather boots. Wearing leather boots also allows powder snow to be "climbed", like water or scaffolding. They also prevent fall damage when landing on powder snow.
 * Leather Horse Armor also protects horses from freeze damage.
 * When inside a powder snow block, a frosty vignette appears around the player's screen and any entity (with the exception of strays, polar bears, snow golems and withers) inside starts freezing and taking damage after a short time.
 * Wearing any piece of leather armor stops the freeze effect.
 * Can be collected and placed with a bucket.
 * Entities on fire melt powder snow when colliding.


 * Rooted Dirt
 * A dirt-like decorative block with roots on its texture.
 * Similar to coarse dirt, neither mycelium nor grass spread to it.
 * bone meal on any side grows hanging roots underneath.
 * Tilling rooted dirt with a hoe will now convert it into dirt, and pop out hanging roots.


 * Reinforced Deepslate.png Reinforced Deepslate
 * A new block only found in ancient cities shaped like a large frame.
 * It is unobtainable in survival mode.
 * Is not craftable.
 * Can be broken, but won't drop anything, even with Silk Touch.
 * Is completely blast-resistant, is immune to withers and ender dragons, and takes an incredibly long amount of time to mine (82.5 seconds, which is almost 9 times longer than obsidian with a diamond pickaxe).
 * Cannot be moved with pistons.


 * Sculk BE1.gif
 * Generates in the deep dark biome.
 * Has an animated texture.
 * Drops only experience when broken without Silk Touch.
 * Activates nearby sculk sensors and shriekers even when wool is placed on it.
 * Sculk blocks grow when a mob dies near a sculk catalyst.


 * Sculk Catalyst.png Sculk Catalyst
 * Generates in the deep dark biome.
 * Emits soul particles after a mob dies within 8 blocks, and grows sculk-related blocks.
 * Spreads sculk blocks to wherever a nearby mob dies. The amount it spreads depends on the amount of experience the mob is meant to drop.
 * Even if the mob doesn't drop experience as it wasn't killed by a player, the blocks would still spread based on the amount of experience it normally drops.
 * Experience does not drop in these cases.
 * The charge decays over time, faster the farther away from the catalyst it moves.
 * If a charge decays more than 4 blocks away from the catalyst, it has a chance of creating either a sculk sensor (90%) or a sculk shrieker (10%).
 * If a charge decays more than 24 blocks away from the catalyst, it merely vanishes.
 * Drops only experience when broken without Silk Touch.
 * Emits a light level of 6.
 * Sculk Catalyst Bloom.gif Blooms when activated.
 * Can spread sculk only on blocks in the  tag.


 * Sculk Sensor
 * A redstone component that detects vibrations.
 * Currently, it does not generate naturally, available only from commands such as, but natural generation is planned for future versions.
 * Senses vibrations such as block placement, footsteps, and projectiles, and emits a redstone signal.
 * Vibration JE1 BE1.gif Emits particles when it senses a vibration nearby.
 * A comparator connected to it emits different signal strengths based on what caused the signal.
 * Does not detect ambient weather such as rain.
 * Wool blocks between the sensor and the cause of the sound prevent the sensor from detecting the sound.


 * Sculk Shrieker JE1 BE2.gif Sculk Shrieker
 * Generates in the deep dark biome.
 * Has two soul-shaped patterns in the center.
 * Can "shriek", emitting ring-like/sonic particles.
 * Is activated by a sculk sensor, redstone signal or player's stepping.
 * Sculk shriekers summon wardens only if there isn't one within 48 blocks.
 * Gives players the Darkness effect when activated.
 * If activated three times, a warden is summoned from the ground.
 * Player has 4 levels of (0-3), everytime activated, the levels increased by 1, and never decrease.
 * If a player had successfully summoned a warden, only one attempt is required to summon a warden next time.
 * Drops only experience when broken without Silk Touch.
 * Has a blockstate, which determines whether it can summon a warden and give the player darkness or not.
 * Set to by default for sculk shriekers placed via worldgen.
 * Set to by default for sculk shriekers placed by a player or generated via sculk spread.


 * Sculk Vein BE1.gif Sculk Vein
 * Generates in the deep dark biome on the edge of sculk patches.
 * Generates in a layer on top of blocks, similar to snow.
 * Can be placed in all directions, like glow lichen.
 * Has an animated texture.
 * Drops nothing when broken without Silk Touch.
 * Some have parts that are transparent, allowing the player to see the block it is on top of.
 * Can be waterlogged.


 * Smooth Basalt
 * A basalt variant that composes the outer layer of amethyst geodes.
 * Can be obtained by smelting basalt.


 * Spore Blossom
 * Available only in Creative or in buffet/custom worlds with the currently unused lush caves biome.
 * Can be placed only on the underside of a block.
 * Sends green particles downward when opened.
 * Particles appear in the air around the block.


 * Tinted Glass
 * A black variant of glass that is transparent to players, but does not let light through.
 * Can be crafted with 4 amethyst shards and a glass block.
 * Stained glass cannot be used to craft tinted glass.
 * Drops itself if mined without Silk Touch or even by hand, unlike glass.


 * Tuff
 * A deep grayish stone that generates in blobs between levels 0 and 16.

Items

 * Amethyst Shard
 * Obtained from breaking amethyst clusters.
 * The amount dropped can be increased with the Fortune enchantment.
 * Can be used to craft tinted glass, blocks of amethyst, and spyglasses.


 * Bucket of Axolotl
 * Obtained by using a water bucket on an axolotl, similar to fish.
 * Can be used to carry around and empty out axolotls, also similarly to fish.


 * Bucket of Tadpole JE1 BE1.png Bucket of Tadpole
 * Added bucket of tadpole, can be obtained by catching a tadpole using a water bucket.


 * Bundle
 * Available only from commands such as ,
 * Used to store other items (except shulker boxes) inside of it.
 * Can hold only one stack of items, but is able to hold different types of items inside of it.
 * Items with smaller stacks, such as ender pearls, take up more room in a bundle, and non-stackable items take up the whole bundle.
 * The bundle's contents can be opened by pressing while holding it, throwing out its entire content into the world. When destroyed as an entity, it drops the items it currently has as well.
 * Right-clicking a bundle in the inventory empties one item from the bundle.
 * The player receives a tutorial when first having a bundle in the inventory.
 * Even though bundles are not stackable, bundles can be nested.
 * Can hold up to 16 bundles.
 * Only empty bundles can be placed in other bundles without using commands.
 * Has a GUI when hovering over it.
 * Shows contained items in its GUI's inventory slots when hovering over it, as well as fullness as a number.
 * Note: Bundles can hold any amount of any item if added using commands.


 * Copper Ingot
 * Obtained by smelting raw copper or copper ore.
 * Used to craft copper blocks, lightning rods, and spyglasses.


 * Disc Fragment 5 JE1.png Disc Fragment
 * A fragment of the Music Disc "5", which can be crafted into the disc.
 * Can be obtained only from the chests in the ancient cities. They are extremely rare and hard to obtain.


 * Echo Shard JE1 BE1.png Echo Shard
 * Can be found only in loot chests in ancient cities.
 * Can be used to craft recovery compasses.


 * Glow Berries
 * Can be eaten, restoring.
 * Grow on cave vines.
 * Once harvested the vines will lose their glow berry texture.


 * Glow Ink Sac
 * Dropped by glow squids when killed.
 * Can be used to craft glow item frames.
 * Can be used to make text glow on signs.


 * Goat Horn.png Goat Horn
 * Drops when a goat rams coal ore, copper ore, emerald ore, iron ore, log, packed ice, or stone.
 * Can play a loud sound that can be heard from afar, with a cooldown around 7 seconds between each use.
 * Has 8 variants, each variant has its own unique sound.
 * "Ponder", "Sing", "Seek", "Feel" can be obtained from the regular goats' ramming, or chests in pillager outposts with a 50% chance.
 * "Admire", "Call", "Yearn", "Dream" can be obtained only from the screaming goats' ramming.
 * The variant of horn that a goat may drop is completely random.


 * Mangrove Boat (item) JE2.png Mangrove Boat
 * A new type of boat, crafted with mangrove planks.


 * Music Disc 5 JE1.png Music Disc 5
 * A new music disc, by Samuel Åberg, titled "5".
 * Obtained by restoring it from a fragmented state: can be obtained only through crafting by using 9 "Disc Fragment 5"s.
 * Track is similar to 11.


 * Music Disc Otherside JE1 BE1.png Music Disc
 * A new music disc from Lena Raine titled "otherside".
 * Can be found on rare occasions in stronghold corridor chests, or more rarely in dungeon chests.
 * Has a blue and green color to the ring area of the disc.


 * Powder Snow Bucket
 * Obtained by using a bucket on powder snow.
 * Can be used to place a powder snow block wherever it is used, or can be used to fill cauldrons with powder snow.


 * Raw Copper
 * Drops from copper ore when mined with a stone pickaxe or higher without Silk Touch.
 * Can be smelted into copper ingots.


 * Raw Gold
 * Drops from gold ore when mined with a iron pickaxe or higher without Silk Touch.
 * Can be smelted into gold ingots.
 * Piglins attempt to pick up raw gold.


 * Raw Iron
 * Drops from iron ore when mined with a stone pickaxe or higher without Silk Touch.
 * Can be smelted into iron ingots.


 * Recovery Compass JE1 BE1.gif Recovery Compass
 * A new type of compass which can point to the last place where the player died.
 * Randomly spins if not held by a player, the player hasn't died, or when the player is not in the same dimension of the death point.
 * Can be crafted with a compass surrounded by 8 echo shards.


 * Spawn Eggs
 * Added Axolotl spawn egg.
 * Added Goat spawn egg.
 * Added Glow Squid spawn egg.
 * Allay Spawn Egg JE1 BE1.png Allay spawn egg.
 * Frog Spawn Egg JE1 BE1.png Frog spawn egg.
 * Tadpole Spawn Egg JE1 BE1.png Tadpole spawn egg.
 * Warden Spawn Egg JE1 BE1.png Warden spawn egg.


 * Spyglass
 * Crafted with 2 copper ingots and an amethyst shard.
 * When used, it zooms in on wherever the player is looking but limits their view to a square.
 * The scope texture is a glass square with a copper border.
 * The overlay that limits the view can be removed with a resource pack or by pressing.
 * There is a unique animation for using the spyglass, which is visible in a third-person perspective or by another player.

Mobs

 * Allay.png
 * Voted to be in the update during Minecraft Live 2021.
 * Can find dropped blocks or items for a player, collecting the same items from the world as it holds in its hand.
 * Picks up dropped items in loaded chunks and can carry up to a stack at a time, and cannot duplicate items or take items out of chests. It drops its collected items when in range of a note block.


 * If it holds an item it got from a player, it follows that player, up to a distance of 64 blocks away.
 * It can be made to hold an item by interacting with the allay (pressing ).
 * The item can also be removed by interacting with the allay (pressing ) while with an empty hand.
 * Able to drop items at nearby note blocks, and stay close to a note block that has been played near them.
 * When a note block is played near them, that note block becomes their favorite one for 30 seconds, and they attempt to drop off items at that note block rather than at the player.
 * Connecting with note blocks is visualized by the vibration particle.
 * Connecting with note blocks can be blocked by wool, by placing wool between the allay and the note block.
 * If they have items in their inventory, they attempt to give them to their owner.
 * Sometimes spawn in cages next to pillager outposts (similar to iron golems), and inside woodland mansion jail cells.
 * There is a 3 second delay for picking up new items after delivering items.
 * Immune to damage from its owner while holding an item.
 * Have health points and a natural health regeneration of  per second.


 * Axolotl
 * Has health.
 * Spawn only in water above clay blocks in lush caves.
 * The first amphibian added to Minecraft.
 * Dry out and start taking damage after 5 minutes of being out of water.
 * Can be caught using a water bucket, like fish.
 * Can be bred using buckets of tropical fish.
 * Come in five different colors (leucistic, yellow, brown, cyan, and blue, with blue being the rarest).
 * Blue axolotls are very rare, as they don't naturally spawn, only appearing with a $1/1200$ chance when breeding.
 * Plays dead when damaged on water, receiving Regeneration I.
 * This regeneration ability is likely based on how real axolotls can regrow lost limbs.
 * Attacks drowned, guardians, elder guardians, squids, glow squids and fish, dealing damage.
 * They have a two-minute cooldown after hunting non-hostile targets such as fish and squids.
 * They prioritise attacking hostile mobs over passive ones.
 * If a player kills a mob an axolotl is in combat with, the player gets a Regeneration I effect and is rid of Mining Fatigue, if they had it.


 * Comes in three variants: temperate, warm, and cold.
 * The temperate variant is orange, the warm variant is white, and the cold variant is green.
 * Can croak, jump, swim, and slowly walk on land.
 * Can jump over 5 blocks.
 * Frogs are faster in water than on land.
 * Prefer to jump to lily pad and big dripleaf.
 * Are able to target specific mobs as food, using a base attack strength of 10.
 * Eats small slimes, dropping slime balls.
 * Eats small magma cubes, dropping froglights.
 * Can be tempted and bred using slimeballs.
 * Lay eggs on water after mating.
 * Grow from tadpoles.
 * Variants depend on the temperature of the biome it turns from a tadpole to a frog in.
 * Have health points.
 * Have health points.


 * Glow Squid
 * Has health.
 * Originates from the mob of the same name in Minecraft Earth.
 * Underwater mob that behaves like a regular squid.
 * Spawn only in water blocks under Y=30 and in complete darkness.
 * Is attacked by axolotls without provocation.
 * Drops glow ink sacs when killed.
 * Does not affect the light level, but appears as if lit up. Glows in the same way that magma cube cores, vexes, blazes and the eyes of spiders, drowned, and endermen do.
 * Stops glowing for a short time and swims away quickly after taking damage.


 * Goat
 * Has health
 * Spawn only in snowy slopes, jagged peaks, and frozen peaks biomes.
 * Goats can ram other mobs and armor stands to knock them a few blocks.
 * Mobs rammed by goats don't retaliate.
 * Can jump higher than other mobs to avoid obstacles, up to 10 blocks high.
 * Takes reduced fall damage.
 * Avoids powder snow by jumping over it.
 * Can be bred with wheat to produce a baby goat.
 * A bucket can be used on them to get milk.
 * Do not drop anything.
 * They have a 2% chance of spawning as a screaming goat, which are more hostile and make different noises.


 * Tadpole.png
 * Grows up into a frog 20 minutes after birth, which can be sped up using slimeballs.
 * Frog type depends on which temperature it grows in.
 * Can be held in a water bucket.
 * Jump around like fish when on land, and eventually die.
 * Panics on land and pathfinds to a nearby water source.
 * Are hunted down by axolotls.
 * Also panics if there are axolotls nearby.
 * Have health points.


 * Warden JE1 BE1.png Warden
 * The first fully blind mob (bats have basic eyesight, both in-game and in the real world).
 * Because of this, it stumbles as it walks.
 * Has a sense of smell. It can detect and pathfind toward the general location of a player or mob through a "smelling" action.
 * Prioritizes smelling the player or mob that it is most suspicious of, rather than the one closest to it.
 * Has a sense of vibration. When sensing movement, it pathfinds toward the source of the movement.
 * It follows and attacks players, mobs, and other entities that make vibrations.
 * It does not attack other wardens.
 * When it detects a vibration, the growths on its head rattle and light up, similar to the sculk sensor.
 * Seems to follow the same rules as the sculk sensor when detecting vibrations.
 * If any projectile (e.g. egg, snowball, arrow) lands near it, the warden inspects the location where the projectile landed, due to the projectile creating significant vibrations. This feature can be used in order to cause a distraction.
 * Does not detect players that are sneaking.
 * Can detect players or mobs that have the Invisibility effect.
 * Becomes more suspicious of a player or mob as it detects its location more through vibrations and/or smelling. When it suspects the target enough, it identifies its exact location, which aggravates it, causing it to pathfind toward the target to attack regardless of outside distractions.
 * Spawns in the deep dark biome, specifically when a player activates sculk shriekers three times.
 * It is the only mob that spawns in the deep dark biome.
 * "Emerges" from the ground when spawned by sculk shriekers.
 * Digs back into the ground when it doesn't sense any vibration after 60 seconds.
 * Like how name tags prevent despawning, name tags can also prevent wardens from being able to burrow back to the ground.
 * Wardens do not dig back when they're in water.
 * A mob designed to be extremely difficult, intended to be avoided and fled from.
 * Has health points and does  damage on Normal difficulty, bringing players wearing full netherite armor from full health to  health points. Wardens also disable shields when they hit the players with their fists, and are at least as fast as a walking player. (More health than a wither  except in Bedrock Edition, hard mode, where wither HP = )
 * The warden doesn't qualify as a target for the advancement "Monster Hunter" and isn't needed to receive the advancement "Monsters Hunted" due to its role.
 * Warden's chest has a glowing core that appears to brighten and dim in tandem with the Darkness effect.
 * The core creates a low throbbing or "heartbeat" sound as it pulses. The sound and animation speed up rapidly as the warden gets more suspicious of or closer to attacking a player or mob.
 * Is about 3.5 blocks tall, making it one of the tallest mobs in the game, exceeding the iron golem and enderman in height and width (the same).
 * Can charge a ranged attack when the player is building high, hiding behind walls or being out of range of their melee attack.
 * Their rib cages open up to shriek a sonically charged ranged attack that can penetrate walls and bypasses shields and armor (including the damage reduction by armor enchantments such as Protection).
 * The ranged attack deals damage in Normal and can hit at a horizontal distance of 15 blocks.
 * The ranged attack can hit only one target at a time.
 * Is immune to lava and knockback, and never slows down in water.
 * Drops a sculk catalyst upon death.

Non-mob entities

 * Boat with Chest
 * Similar to a minecart with chest, but with a boat instead of a minecart, so the player can take a journey on the water and carry things.
 * Can hold only one entity.
 * Crafted by combining a chest with any boat.
 * Comes in different wood plank variants, including the dark oak, jungle, and the newly added mangrove wood plank variant.
 * Opening its inventory or breaking it makes nearby adult piglins angry.
 * Breaking it drops itself and all its items.


 * Marker
 * Added the Marker entity meant for custom use cases like map making and data packs.
 * Only exists on the server side, is never sent to clients.
 * Does not do any updates of their own.
 * Has a compound field that can contain any data.


 * Painting
 * Added unused paintings from.
 * These paintings are not placeable by default, but can be added through commands (such as ) or through a datapack.

World generation

 * New structure that generates within the deep dark biome and includes all of the deep dark features within it.
 * Extremely large in terms of size, always generated at Y=-52.
 * Made of deepslate and its variants, basalt and its variants, and gray wool.
 * Contains soul sand, soul fire and soul lanterns, as well as candles and skeleton skulls.
 * Contains mysterious frames made of reinforced deepslate.
 * Contains chests with unique loot, like echo shards, disc fragments, and the Swift Sneak enchantment.
 * Other valuable loot includes the "otherside" music disc, Potions of Regeneration II, enchanted books, enchanted iron and diamond leggings, enchanted diamond hoes, and enchanted golden apples.
 * If the frame of reinforced deepslate generates with a chest in front, it always contains one golden apple (a hint about how to open the secret door below).
 * Has different levels and open spaces, with several types of ruins and wall structures.
 * Some of these structures contain dark oak logs, planks, and fences; cyan, light blue, and blue wool and carpets; ladders; ice and its variants; note blocks; stone pressure plates; and iron trapdoors opened with levers.
 * Hidden underneath the frame of reinforced deepslate are several rooms containing redstone mechanisms that serve to introduce new players to their function.
 * Each variant of the city center has a different redstone puzzle concealing the entrance, requiring slightly different strategies to solve.
 * The mechanisms are made with redstone dust, redstone torches, redstone repeaters, redstone comparators, redstone lamps, blocks of redstone, sticky pistons, a sculk sensor, a target, and a lectern.
 * One variant includes a lever, and another includes a furnace containing 24 deepslate and a wooden shovel.
 * One variant includes a lever, and another includes a furnace containing 24 deepslate and a wooden shovel.


 * Caves
 * Completely overhauled.
 * Now stretch down to Y=-64.
 * The caves now generate in 2 layers of different stone bases depending on the depth.
 * The layer above Y=8 is made up of regular stone.
 * Stone transitions to deepslate from Y=8 to Y=0.
 * Deepslate completely replaces stone from Y=0 to bedrock.
 * Certain types of ores and structures still generate in the deepslate layer, as well as tuff and gravel.
 * Dirt, diorite, granite and andesite do not generate in this layer.
 * Biomes such as the dripstone caves and lush caves now generate in the underground.
 * Contain aquifers, bodies of water with different heights, independent of sea level (Y=63).
 * Aquifers below Y=0 sometimes generate with lava instead of water.
 * Improved old caves to blend in with the new generations of caves better
 * New noise caves, coming in 3 forms, "cheese", "spaghetti", and "noodle".
 * Cheese caves have large stone towers stretching from the bottom of the cave to the top, and are often large enough to allow safe elytra flight.
 * Spaghetti caves are long, thin caves that have small aquifers and are more similar to original caves.
 * Noodle caves are thinner, squigglier, and more claustrophobic variants of spaghetti caves.


 * Custom world generation
 * Added  field in configured structure files, which is a tag.
 * Added function: general-purpose building block that allows user to express almost any function using a cubic spline.


 * New type of tree variant that is found in mangrove swamp biomes.
 * Has an unique shape, with a root system of mangrove roots leading up to a forking trunk and mangrove leaves.
 * Composed of mangrove logs.
 * Generated roots composed of mangrove root blocks.
 * Has propagules hanging from the leaves of the tree.
 * Moss carpet generates on top of some roots.
 * Grows from mangrove propagules.
 * It has a chance to generate a bee nest.
 * It has a chance to generate a bee nest.


 * Ore veins
 * Long and rare ore formations.
 * Copper ore veins mixed with granite and blocks of raw copper generate above Y=0.
 * Iron ore veins mixed with tuff and blocks of raw iron generate below Y=0.


 * Amethyst Geodes
 * A new feature found uncommonly underground (can rarely appear exposed to the surface close to sea level).
 * Contains blocks of amethyst and budding amethyst blocks, which are encased in a shell of calcite and smooth basalt.
 * Also generates with a small air pocket nearby that may open into the geode.
 * Generates up to Y=30.
 * Overrides standard caves and ravines, but is overridden by abandoned mineshafts.
 * Currently has a high generation rate, presumably for testing purposes as with ruined portals in the 1.16 snapshots.


 * Azalea Tree
 * Generate above lush caves, either on the surface or underground.
 * Consist of azalea leaves (both variants), oak logs and rooted dirt.


 * Upgrading of old worlds
 * The biomes and terrain from old and new chunks now seamlessly blend, preventing the hard cut borders from before. Any player-made structures in these chunks may either be intact, buried, or deteriorated.
 * Several checks are made on the previous bedrock layer to determine whether or not a chunk should generate new terrain below.
 * The game first checks if there is any bedrock at Y=0.
 * If bedrock is detected, the game then checks if each column in a chunk has air at Y=0. New terrain generates only under columns with non-air blocks.
 * If there is no bedrock whatsoever at Y=0, the whole chunk does not get new terrain below.
 * The old bedrock layer between Y=0 and Y=4 in old chunks gets replaced with deepslate.
 * A new bedrock layer is placed between Y=-64 and Y=-60.
 * Supports 3D biome blending, so it blends the underground biomes as well.

Biomes

 * Dripstone Caves




 * Contains pointed dripstone (both stalactites and stalagmites) and dripstone blocks.
 * Dripstone clusters are abundant here, often forming pillars.
 * Generate underground and inside hills or mountains.
 * Drowned can spawn in aquifers here.


 * Lush Caves




 * Azalea trees generate above them.
 * Contain moss, moss carpet, spore blossom, glow berry vines, big dripleaf and small dripleaf.
 * Moss covers the ceilings and floors.
 * Axolotls can spawn here.
 * Clay pools generate inside.


 * New biome at the "deepest depths of the world".
 * Tends to generate under continental/mountainous areas, exclusively within the deepslate layer between Y=-1 and Y=-64.
 * Can extend above the deepslate layer, sometimes up to around Y=33.
 * Ancient cities can generate here.
 * Wardens can spawn here through the activation of sculk shriekers.
 * The surface contains patches of sculk-related blocks.
 * Except spawners, no mobs other than wardens can spawn there, similar to mushroom fields.
 * Except spawners, no mobs other than wardens can spawn there, similar to mushroom fields.


 * A new swamp biome with teal water that often generates in warmer clusters, usually next to jungles and deserts.
 * Contains mangrove trees, a new type of tree, and are the only trees that can generate there (unlike the regular swamp, that can also generate oak trees).
 * Naturally spawns warm frogs and slimes, but there are no sheep, cows, pigs or chickens.
 * Does not generate witch huts.
 * The floor is coated with a layer of mud which goes all the way from the surface down to stone.
 * Tropical fish can spawn in water.
 * Water fog color is pale green instead of yellow like in the normal swamp.
 * Water fog color is pale green instead of yellow like in the normal swamp.


 * Mountains
 * Come in 6 sub-biomes:
 * Meadow
 * A grassy elevated biome that looks like a flowery and colder plains, with an aqua grass color and dark blue water color.
 * Generates in plateaus and the lowest layers of some mountains, usually near plains and other temperate biomes.
 * Contains grass, tall grass, dandelions, azure bluets, cornflowers, poppies, daisies and alliums
 * Birch and oak trees can rarely appear in this biome, and always have bee nests.
 * Only rabbits, donkeys, and sheep spawn in this biome.
 * Plains villages and pillager outposts can generate in this biome.
 * Grove
 * Generates in the slopes of a snowy mountain when next to forested biomes.
 * Reminiscent of a snowy taiga with a surface of snow blocks and powder snow, instead of grass blocks.
 * Rabbits, wolves, foxes, sheep, pigs, chickens and cows spawn in this biome.
 * Pillager outposts can generate in this biome.
 * Snowy Slopes
 * Generates in the slopes of a mountain when next to plains and snowy tundra.
 * Covered in snow, snow block and powder snow.
 * Only rabbits and goats spawn in this biome.
 * Igloos and pillager outposts can generate in this biome.
 * Jagged Peaks
 * One of three biomes that generate in the mountain peaks.
 * Covered in snow, snow blocks and stone.
 * Tends to generate in sharp and jagged peaks in areas with snowy, cold, and temperate biomes.
 * Only goats spawn in this biome.
 * Pillager outposts can generate in this biome.
 * Frozen Peaks
 * One of three biomes that generate in the mountain peaks.
 * Covered in snow, snow blocks, ice, and packed ice.
 * Tends to generate in smoother and less jagged peaks in areas with snowy, cold, and temperate biomes.
 * Only goats spawn in this biome.
 * Pillager outposts can generate in this biome.
 * Stony Peaks
 * One of three biomes that generate in the mountain peaks.
 * Covered in stone, gravel, and strips of calcite.
 * Tends to generate in any peak surrounded by warm biomes such as jungles and savannas, to avoid temperature clashes.
 * No animals spawn in this biome.
 * Pillager outposts can generate in this biome.

Command format

 * New debug subcommand executes command with same syntax as function.
 * Every executed command, message (even if it would be normally invisible), result or error is stored to file.
 * Cannot be run from inside functions.
 * Cannot be run from inside functions.


 * Modifies the inventory of a block or entity.
 * This command has three forms:
 * – same as old
 * – modifies item (without copying).
 * {{cd|/item copy
 * Whether entities take damage from freezing inside of powder snow.
 * Controls what percentage of players must sleep to skip the night.
 * When set to 0 or a negative value, a single player is sufficient to skip the night. The sleeping animation occurs as normal.
 * When set over 100, the night cannot be skipped.
 * Set to 100 by default.
 * Control whether wardens can be spawned or not, defaults to {{cd|true}}.
 * Set to 100 by default.
 * Control whether wardens can be spawned or not, defaults to {{cd|true}}.
 * Control whether wardens can be spawned or not, defaults to {{cd|true}}.

Gameplay

 * Advancements
 * Added twenty two new advancements:
 * Whatever Floats Your Goat!
 * Float in a boat with a goat.
 * Wax On
 * Apply wax to a copper block.
 * Wax Off
 * Scrape wax off a copper block.
 * The Cutest Predator
 * Catch an axolotl in a bucket.
 * The Healing Power of Friendship!
 * Team up with an axolotl and win a fight.
 * Glow and Behold!
 * Make a sign glow.
 * Light as a Rabbit
 * Walk on powder snow with leather boots.
 * Surge Protector
 * Have lightning strike a lightning rod near a villager without setting the area on fire.
 * Is It a Bird?
 * Look at a parrot through a spyglass.
 * Is It a Balloon?
 * Look at a ghast through a spyglass.
 * Is It a Plane?
 * Look at an ender dragon through a spyglass.
 * Caves & Cliffs
 * Fall from the top to the bottom of the Overworld.
 * Feels like home
 * Ride a strider on lava for 50 blocks in the Overworld.
 * Sound of Music
 * Play music with a jukebox in a meadow biome.
 * Star Trader
 * Trade with a villager at the build height limit.
 * "Birthday Song"
 * Have an allay deliver a cake at a note block
 * "Bukkit Bukkit"
 * Catch a tadpole in a bucket
 * "It Spreads"
 * Kill a mob near a Sculk Catalyst
 * "Sneak 100"
 * Sneak near a Sculk Sensor or Warden to prevent it from detecting you
 * "When the Squad Hops into Town"
 * Get each frog variant on a lead
 * "With Our Powers Combined!"
 * Have all three froglights in your inventory
 * "You've Got a Friend in Me"
 * Have an allay deliver items to you


 * Adds nine new advancement triggers.
 * Triggered when player starts riding a vehicle or entity starts riding vehicle currently ridden by player.
 * Triggers for any player on the server when lightning finishes (i.e. entity disappears).
 * Triggered for every tick of using items (like crossbows, spyglass, fishing rods, etc).
 * Triggered when a player lands after falling.
 * Triggered for every tick when player rides in lava.
 * Triggered for every tick of using items (like crossbows, spyglass, fishing rods, etc).
 * Triggered when a player lands after falling.
 * Triggered for every tick when player rides in lava.
 * Triggered for every tick when player rides in lava.
 * Triggered for every tick when player rides in lava.


 * Added advancement trigger.
 * Triggered when an allay drops an item on a block, with the following conditions:
 * : a player for which this trigger runs
 * : a predicate for the block that the item was dropped on
 * : a predicate for the item that was dropped
 * Added advancement trigger.
 * Triggered when a vibration event is ignored because the source player is holding the sneak key, with the following conditions:
 * : a player for which this trigger runs
 * Added advancement trigger.
 * Triggered when a player kills an entity next to sculk catalyst, with the following conditions:
 * : a player for which this trigger runs
 * : a predicate for the entity that was killed
 * : a predicate for how the entity was killed
 * Added advancement trigger.
 * Triggered when a player picks up an item that was thrown by an entity, with the following conditions:
 * : a predicate for the player picking up the item
 * : a predicate for the entity that threw the item
 * : a predicate for the item


 * Death messages
 * Added 10 new death messages:
 * " froze to death"
 * " was frozen to death by "
 * " was skewered by a falling stalactite"
 * " was skewered by a falling stalactite whilst fighting "
 * " was impaled on a stalagmite"
 * " was impaled on a stalagmite whilst fighting "
 * " was obliterated by a sonically-charged shriek".
 * If the warden was holding a renamed item, the message is " was obliterated by a sonically-charged shriek whilst trying to escape  wielding ".
 * " was obliterated by a sonically-charged shriek".
 * If the warden was holding a renamed item, the message is " was obliterated by a sonically-charged shriek whilst trying to escape  wielding ".


 * Enchanting
 * All enchantments are now capped at level 255 in both display and power.
 * Added the Swift Sneak enchantment.
 * This enchantment can be found exclusively in chests in ancient cities.
 * Cannot be obtained by fishing, enchanting, or other loot chests, similar to Soul Speed.
 * Has a total of three levels.
 * Available only for leggings.
 * Allow the player to walk faster while sneaking, up to 75% of normal speed at level III.


 * Loot tables
 * New condition:
 * Checks range of value.
 * Parameters:
 * – see "New value providers" section (currently combination of random generators and score)
 * – min/max range
 * New functions:
 * Modifies enchantments on item.
 * Parameters:
 * – map of enchantment id to level value (can be score or random number)
 * – if, change is relative to current level. If , level is replaced with current value (default behavior)
 * Sets tags needed for banner patterns. Parameters:
 * - list of pattern objects:
 * - name of pattern (square_bottom_left, bricks, etc.)
 * - name of color (light_gray, etc.)
 * - if true, new elements are appended to existing ones instead of replacing
 * New value providers:
 * Returns scaled scoreboard value.
 * Parameters:
 * – scoreboard name
 * – same as in  predicate
 * – scaling factor (float)
 * – same as in  predicate
 * – scaling factor (float)


 * Status effects
 * Darkness.png
 * A status effect triggered by the sculk shrieker, causing the player's camera to dim in brightness, thus limiting the vision of players.
 * Lowers the gamma down at an equivalent of “Moody” while having this effect.

General

 * Accessibility
 * Added an alternative solid black background color for the Mojang Studios loading screen, toggleable with the “Monochrome Logo” accessibility category in options.


 * Compliance requirements
 * Added gameplay timers and notices in compliance with gaming laws of South Korea to South Korean users, in order to remind these players to take occasional breaks from gameplay.


 * Controls
 * Added shortcut to generate and persist performance metrics from in-game, similar to.
 * Metrics are saved in .minecraft/debug/profiling/.zip.
 * Pressing F3+L while in the game starts a recording for 10 seconds capturing metrics such as tick.
 * Pressing F3+L before the 10 second limit ends the recording early.
 * Also include reports for the integrated server on single-player worlds.


 * Data Packs
 * Added, and  to.


 * Debug screen
 * Added three new lines: Multinoise, biome builder, and terrain.
 * Appears if the dimension where the player is uses the multi-noise biome source type.
 * Multinoise lists the parameters used at the player's position in order to place a biome. C is continentalness, E is erosion, T is temperature, H is humidity, and W is weirdness.
 * Continentalness goes up as you go more inland. In areas with low continentalness values, oceans may generate.
 * Erosion determines how flat or mountainous terrain is. Higher values result in flatter areas, lower values result in mountainous areas.
 * Temperature and humidity have no impact on the terrain itself, and determining only biome placement.
 * Weirdness indirectly drives the PV (peaks and valleys) noise and determines which biome variant gets placed.
 * Terrain lists values related to terrain generation.
 * Now contains the chunk position in the region file, and the name of this region file which the player is currently in, at the end of the "Chunk" row.


 * Fonts
 * Some new characters have been added.
 * Includes several currency symbols and some new emoji.
 * The new characters are: ✂🍖🪣🔔⏳⚑₠₡₢₣₤₥₦₩₫₭₮₰₱₲₳₵₶₷₸₹₺₻₼₿
 * Added, the rune-like font from Minecraft Dungeons.
 * Currently usable only via commands


 * Language
 * Added Russian (Pre-revolutionary) language.
 * Added Chinese Traditional (Hong Kong) language.
 * Added Classical Chinese.
 * Added Lombard.
 * Added Toki Pona.
 * Added Friulian.


 * Logging
 * Deaths of named mobs are now logged.


 * Loot tables
 * Added the field, which is mandatory.
 * Written into to ensure that the tag can be migrated correctly between versions
 * Added new loot table function, to set tag on any item.
 * Has following parameters:
 * : Potion ID


 * Music
 * Added new music to the Overworld (when playing in survival mode), distributed to the new biomes, and to the main menu.
 * By Lena Raine: "Stand Tall", "Left to Bloom", "One More Day", "Wending" and "Infinite Amethyst":
 * "Stand Tall" plays in the snowy slopes, jagged peaks, frozen peaks and stony peaks biomes, as well as the menu screen.
 * "Left to Bloom" plays in the meadow and lush caves biomes, as well as the menu screen.
 * "One More Day" plays in the meadow, snowy slopes and lush caves biomes, as well as the menu screen.
 * "Wending" plays in the grove, jagged peaks, stony peaks and dripstone caves biomes, as well as the menu screen.
 * "Infinite Amethyst" plays in the grove and dripstone caves biomes, as well as the menu screen.
 * By Kumi Tanioka ( 谷岡 久美 ): "Floating Dream", "Comforting Memories" and "An Ordinary Day":
 * "Floating Dream" plays in the jagged peaks and lush caves biomes.
 * "Comforting Memories" plays in the grove biome.
 * "An Ordinary Day" plays in the snowy slopes, dripstone caves and lush caves biomes.


 * NBT tags
 * Added NBT tag.
 * Entities with this tag visually appear on fire, even if they are not actually on fire.
 * Spawners now have a new tag, which lets players override the spawn rules of the spawned mob.
 * In the tag, players can specify, which indicates the highest block-light at which the spawners spawn mobs.


 * Options
 * Can now disable lightning flashes, which prevents lightning from making the sky flash. Lightning bolts themselves still appear.
 * The device the game outputs audio to can now be chosen in-game.
 * Added "Chunk Builder" to video settings.
 * Determines as to which chunk sections are updated synchronously in a single frame.
 * Three options: Fully Blocking, which corresponds to how chunk sections were updated before 21w37a, and Semi Blocking and Threaded, which reduce stuttering when placing or removing blocks. However, the latter two options may cause rare visual delays in world updates.
 * Added "Simulation Distance" video setting, a new slider.
 * Entities, blocks, and fluids are not updated outside of simulation distance.
 * Allows higher render distance with less CPU load.
 * Lower limit is 5 chunks.
 * Added "Autosave Indicator" to video settings, for singleplayer worlds, which allows to toggle the indicator on / off.
 * The indicator appears in the bottom right of the screen whenever the game is saving the world file.
 * Defaults to on.
 * Added Online Options as a separate screen:
 * The "Realms Notifications" option has been moved to this screen.
 * Contains the new "Allow Server Listings" option.
 * When deactivated, the player name does not appear in server online player listings.
 * Contains the new "Server Difficulty" option, to indicate the difficulty of the current server.


 * Particles
 * Added 15 new particle types:, , , , , , , , , , , , , and.
 * Added, to replace   and.
 * Renders with texture declared in  slot for model assigned to configured block state.
 * Summoned with same syntax as  particle (i.e.  ).


 * Predicate
 * Added  sub-predicate.


 * server.properties
 * Added.
 * Added, which when set to "True", does not send a player list on status requests.
 * Adds a custom message to be shown on resource pack prompt when  is used.
 * Expects chat component syntax, can contain multiple lines.
 * Expects chat component syntax, can contain multiple lines.


 * Resource packs
 * Added a JSON file related to the new compliance requirements, located at assets/[namespace]/regional_compliancies.json.


 * Shaders
 * Are now included for all supported render states.
 * Any shader except for the blit shader can also be replaced in resource packs.
 * For now replacing these shaders is not officially supported and the way it works may change in the future.
 * Current rendering engine uses a system similar to the post-processing shader pipeline. There are some differences between both systems that cater to the slightly different requirements.


 * Splashes
 * Added the following splash text:
 * " [this splash text is now available] "
 * "Contains simulated goats!"
 * "Home-made!"
 * "There's <<a cat on ,my keyboard!~" [sic]
 * "The cutest predator you'll ever meet!"
 * "Now you are thinking with pistons!"
 * "Get to the coppah!"
 * "Board game version also available!"
 * "Honey, I waxed the copper!"
 * "Plant-based light sources!"
 * "Made by "real" people!"


 * Subtitles
 * Added subtitles for various bundle sounds.
 * Added a new subtitle for the crop sound of shears.


 * Tags
 * Added the entity type tag.
 * Contains drowned, guardian and elder guardian.
 * Axolotls are always hostile towards entities in this tag.
 * Added the entity type tag.
 * Contains tropical fish, pufferfish, salmon, cod, squid and glow squid.
 * Axolotls exhibit the cooldown-based "hunt" behavior towards entities in this tag.
 * Added the item tag.
 * Contains the bucket of tropical fish.
 * Items in this tag can be used to tempt axolotls.
 * Added the block tag.
 * Contains all 17 types of candle cake.
 * Blocks in this tag are considered candle cakes and can be lit if they have the block states set to false.
 * Added the block and item tags.
 * Contains all 17 types of candles.
 * Blocks in this tag are considered candles and can be lit if they have the block states and both are false.
 * Cakes use this tag to determine if a candle item can be placed on it or not.
 * Added the block tag.
 * Contains cauldrons, water cauldrons, lava cauldrons, and powder snow cauldrons.
 * This tag is used in certain pathfinding processes.
 * Added the block tag.
 * Contains the cave vines body block and cave vines head block.
 * Added the item tag.
 * Contains all pickaxes.
 * Added the block and item tags.
 * Contain the normal and deepslate variants of each ore type.
 * Added the block tag.
 * Contains amethyst blocks and budding amethyst.
 * Blocks in this tag play the "amethyst block chime" sound repeatedly for a short amount of time after being stepped on, gradually decreasing in volume.
 * Added the block tag.
 * Contains deepslate and tuff.
 * Added the block tag.
 * Contains dirt, coarse dirt, podzol, rooted dirt, grass blocks, mycelium, and moss blocks.
 * Grass, tall grass, ferns, tall ferns, sweet berry bushes, saplings, flowers, azaleas, sugar cane, and dead bushes can be placed in blocks in this tag.
 * Pumpkins and melons can grow onto blocks in this tag.
 * Added the block tag.
 * Contains the block tag and dirt.
 * Used in dripstone generation to determine what dripstone can replace and what pointed dripstone can generate on.
 * Added the block tag.
 * Contains bedrock, spawner, chest, and end portal frame.
 * Added the item tag.
 * Contains sweet berries and glow berries.
 * Added the entity type tag.
 * Contains striders, blazes and magma cubes.
 * Entities in this tag take 5 times more damage from the freezing effect.
 * Added the entity type tag.
 * Contains strays, polar bears, snow golems and withers.
 * Entities in this tag cannot be frozen.
 * Added the item tag.
 * Contains leather horse armor, leather boots, leather pants, leather tunic, and leather cap.
 * Having an item in this tag in an armor slot prevents entities from freezing.
 * Added new tag type.
 * Added the block tag.
 * Includes bedrock, water, lava, ice, packed ice, and blue ice.
 * Added the item tag.
 * Contains leather.
 * Baby piglins do not attempt to pick up items in this tag. Adult piglins are unaffected. Baby piglins still follow the other rules adult piglins follow.
 * If an item is in this tag while simultaneously being recognized as a wanted item by piglins, this tag takes precedence.
 * Added the game event tag.
 * Contains the step, swim, falling, and shooting projectile events.
 * Game events in this tag are ignored by sculk sensors if the source entity is sneaking.
 * Added the block tag.
 * Contains snow and powder snow.
 * Blocks in this tag create snow stepping noises while the player walks in them.
 * Added the block tag.
 * Includes the #features_cannot_replace block tag and the #leaves block tag.
 * Added the block tag.
 * Contains the  block tag, clay, gravel and sand.
 * Added, , , and block tags.
 * Blocks with these tags can be destroyed more quickly with the matching tool.
 * Added the block tag.
 * Contains the #base_stone_overworld block tag, the #cave_vines block tag, and the #dirt block tag.
 * Added, , and block tags.
 * If a block requires the correct tool to drop, these tags determine which tier of that tool is required.
 * Added the block and item tag.
 * Contains the block and item tag.
 * Blocks in this tag prevent sculk sensors from hearing vibrations if the block is between the sculk sensor and the vibration.
 * As thrown entities, items in this tag do not trigger vibrations.
 * Added the item tag.
 * Contains raw and cooked porkchop.
 * Piglins can eat items in this tag.
 * Eating refers to the piglin seeking out and picking up an item without appearing in its inventory, thus vanishing.
 * Added the entity tag.
 * Contains foxes, rabbits, endermites, and silverfish.
 * Entities in this tag can walk on top of powder snow.
 * Added the block tag.
 * Contains clay and moss blocks.
 * Small dripleaf can be placed on blocks in this tag.
 * Added the block tag.
 * Contains snow, snow blocks and powder snow.
 * Blocks in this tag turn blocks with a snowy variant below them (like grass) into said snow variant.
 * Added the block tag.
 * Contains stone, granite, diorite, and andesite.
 * Added the game event tag.
 * Contains every game event.
 * Game events in this tag trigger sculk sensors.
 * Added the block tag.
 * Contains grass block.
 * Animals can spawn on blocks in this tag.
 * Added the block tag.
 * Contains clay.
 * Axolotls can spawn on blocks in this tag.
 * Added the block tag.
 * Contains #dirt, #sand, #terracotta, snow block, and powder snow.
 * Added the block tag.
 * Contains #lush_ground_replaceable, #terracotta and red sand.
 * Added the block tag.
 * Contains #dirt, #small_dripleaf_placeable, and farmland.
 * Big dripleaf can be placed on blocks in this tag.
 * Added the item tag.
 * Contains dirt, grass block, podzol, coarse dirt, mycelium, rooted dirt, and moss block.
 * Added the block tag.
 * Contains grass block, snow, snow block, podzol and coarse dirt.
 * Foxes can spawn on blocks in this tag.
 * Added the block tag.
 * Contains stone, snow, snow block, powder snow, packed ice and gravel.
 * Goats can spawn on blocks in this tag.
 * Added the block tag.
 * Contains mycelium.
 * Mooshrooms can spawn on blocks in this tag.
 * Added the block tag.
 * Contains grass block, air, #leaves and #logs.
 * Parrots can spawn on blocks in this tag.
 * Added the block tag.
 * Contains ice.
 * Polar bears can spawn on blocks in this tag when in the frozen ocean biome.
 * Added the block tag.
 * Contains grass block, snow, snow block and sand.
 * Rabbits can spawn on blocks in this tag.
 * Added the block tag.
 * Contains grass, fern, dead bush, vine, glow lichen, sunflower, lilac, rose bush, peony, tall grass, large fern, and hanging roots.
 * Added the block and item tag.
 * Contains terracotta and the 16 variants of colored terracotta.
 * Added the block tag.
 * Contains grass block, snow and snow block.
 * Wolves can spawn on blocks in this tag.
 * Added the #fall_damage_resetting block tag.
 * Contains the #climbable block tag, sweet berry bush, and cobweb.
 * Tags can now be defined for any types in registry, rather than only blocks, items, fluids, entity types, game events and functions previously.
 * In datapacks, tags of new types are stored in their own folders (but not present in the vanilla datapack currently). The folders' names are based on their names in the registries.json, for example:
 * Tags for potions: /data/[namespace]/tags/potion
 * Tags for biomes: /data/[namespace]/tags/worldgen/biome
 * For tags of blocks, items, fluids, entity types, game events and functions, their locations in datapacks are currently not changed, even if they use plural names which is against the new name format.
 * Added biome tags in vanilla datapacks, as following:
 * Added biome tags to determine which biomes a structure can generate in, stored in tags/worldgen/biome/has_structure.
 * field in these files can accept both biome IDs and biome tags.
 * Added following configured structure feature tags:
 * Added biome tags to determine which biomes a structure can generate in, stored in tags/worldgen/biome/has_structure.
 * field in these files can accept both biome IDs and biome tags.
 * Added following configured structure feature tags:
 * Added biome tags to determine which biomes a structure can generate in, stored in tags/worldgen/biome/has_structure.
 * field in these files can accept both biome IDs and biome tags.
 * Added following configured structure feature tags:
 * Added biome tags to determine which biomes a structure can generate in, stored in tags/worldgen/biome/has_structure.
 * field in these files can accept both biome IDs and biome tags.
 * Added following configured structure feature tags:
 * field in these files can accept both biome IDs and biome tags.
 * Added following configured structure feature tags:


 * Telemetry
 * Readded, previously a part of game known as "snooper" until 18w20c.
 * Implemented only in world load event now.
 * Sent data when loading singleplayer world or connecting to multiplayer server.
 * Contains following information:
 * Launcher identifier
 * User identifier (XUID)
 * Client session ID (changes on restart)
 * World session ID (changes per world load, to be reused for later events)
 * Game version
 * Operating system name and version
 * Java runtime version
 * If client or server is modded (same information as on crash logs)
 * Server type (single player, Realms or other)
 * Game mode
 * Cannot be disabled.


 * Textures
 * Removed some unused textures, including:
 * The texture for the zombie villager before 1.9.
 * The "arrow.png" placed outside of the arrow folder that included the purple arrow texture.
 * The ruby item texture.
 * The piglin leather armor models.
 * The footprint particles.

Blocks

 * Anvils
 * The maximum length a name of an item can have after being renamed has been increased from 35 characters to 50 characters.
 * Slightly changed the hammer texture on its GUI.


 * Banners
 * The unused "base" pattern has been renamed to the "field" pattern and given proper translation strings (its ID is still "base").


 * Barrel
 * Changed the back texture to match the spruce planks from 18w47a.


 * Beacon
 * Beacon beams are now visible up to 1343 blocks away from the source instead of 256 blocks.


 * Blackstone, gilded blackstone, polished blackstone bricks, and cracked polished blackstone bricks and stair, slab and wall variants
 * Slightly changed the texture.


 * Brewing Stand
 * Changed potion icon in the brewing stand GUI to reflect the new bottle texture in the Texture Update.
 * Removed some stray pixels from the GUI texture.


 * Cakes
 * Have a variation called "Cake with Candle".
 * Can be created by using a candle on an uneaten cake.
 * The candle on the cake comes in 17 colors, depending on the color of the candle used to create it.
 * The candle pops off when any of the cake is eaten.


 * Cauldrons
 * Can now be filled with lava and powder snow.
 * Lava-filled cauldrons can damage players and mobs inside of them, and give off a redstone comparator signal of strength 3.
 * Powder snow cauldrons are formed when cauldrons are under the sky during snowfall.
 * Can also be filled with powder snow by a powder snow bucket on it.
 * Have been split into normal, water, lava, and powder snow cauldrons.


 * Carrot
 * Texture of crop  was changed from Carrots Age 7 JE8.png to Carrots Age 7 JE9.png, removed an extra pixel.


 * Cartography Table
 * Texture was changed from Cartography Table JE2 BE1.png to Cartography Table JE3.png, to match the dark oak planks texture after being updated a second time in the Texture Update.


 * Cave Vines, Kelp, Twisting Vines, and Weeping Vines
 * Now stop growing if shears are used on the tip.
 * This action changes the  block state of the tip to 25.
 * Changed cave vines plant texture from to.


 * Composter
 * Some items are now compostable:
 * 30% chance: non-flowering azalea leaves, glow berries, moss carpet, small dripleaf, hanging roots.
 * 50% chance: flowering azalea leaves, glow lichen.
 * 65% chance: spore blossoms, non-flowering azalea, moss blocks, big dripleaf.
 * 85% chance: flowering azalea.


 * Cocoa Beans
 * Textures of cocoa pods ( and  ) were changed.


 * Conduit
 * Now has an assigned tool, the pickaxe.


 * Dispenser
 * Can now place powder snow using a powder snow bucket.
 * Also can remove it using a bucket.
 * Can be used to wax copper blocks with Honeycomb.


 * Doors
 * Changed texture mapping on doors to make top and bottom textures rotate correctly when opened/closed.
 * Changed textures of oak door and iron door, to remove the extra horizontal line.


 * Enchanting Table
 * Now emits a light level of 7.
 * Changed the texture of the lapis icon in the GUI from Lapis Lazuli (enchanting slot) JE1 BE1.png to Lapis Lazuli (enchanting slot) JE3.png.


 * Ender Chest
 * No longer gift wrapped around Christmas.


 * Grass Block
 * Changed part of the dirt of the side texture of snowy grass to match regular grass.


 * Grass Path
 * Renamed to "Dirt Path", as per Bedrock Edition.
 * The block ID has also been changed to.
 * Can now be made with dirt, coarse dirt, rooted dirt, mycelium, and podzol by using a shovel.
 * Side texture was changed to better match its top texture, as well as the side of a dirt block.


 * Glass Pane
 * Top texture was changed to better match its side texture.


 * Infested Blocks
 * Instead of breaking instantly, infested blocks now take half of the time to break compared to their regular counterparts.
 * Pickaxes are the assigned tool for breaking them.


 * Lapis lazuli block
 * Renamed to "Block of Lapis Lazuli".


 * Lectern
 * Slightly shrunk top part to prevent z-fighting with fire.
 * Base texture was changed to match the oak planks texture after being updated a second time in the Texture Update.


 * Logs
 * Top textures of crimson stems and warped stems were changed, to match.
 * Changed the top texture of dark oak log.
 * Changed the side texture of stripped dark oak log, to match the color of its top texture.


 * Magma Blocks
 * Slightly increased the frequency of underwater magma.
 * Now sometimes generate at the bottom of water-filled caves.


 * Mycelium
 * Grass, tall grass, ferns, tall ferns, sweet berry bushes, saplings, flowers, azaleas, sugar cane, dead bushes, and bamboo can now be placed on these blocks.
 * Pumpkins and melons can now grow onto these blocks.


 * Ores
 * Texture changes (all Overworld ores except diamond) had the shape of the "ore pattern" in the stone changed to make them visually distinct for colorblind players:
 * {| class="wikitable" data-description="Natural Blocks"

! Name ! Old texture ! New texture ! Deepslate texture
 * -realisticmode
 * Coal Ore
 * Coal Ore JE2 BE2.png
 * Coal Ore JE5.png
 * Deepslate Coal Ore JE1.png
 * Diamond Ore
 * Diamond Ore JE3 BE3.png
 * Diamond Ore JE5.png
 * Deepslate Diamond Ore JE2.png
 * Emerald Ore
 * Emerald Ore JE3 BE2.png
 * Emerald Ore JE4 BE3.png
 * Deepslate Emerald Ore JE1.png
 * Gold Ore
 * Gold Ore JE3 BE2.png
 * Gold Ore JE7.png
 * Deepslate Gold Ore JE2.png
 * Iron Ore
 * Iron Ore JE3.png
 * Iron Ore JE6.png
 * Deepslate Iron Ore JE2.png
 * Lapis Lazuli Ore
 * Lapis Lazuli Ore JE2 BE2.png
 * Lapis Lazuli Ore JE4.png
 * Deepslate Lapis Lazuli Ore JE3.png
 * Redstone Ore
 * Redstone Ore JE2 BE2.png
 * Redstone Ore JE4.png
 * Deepslate Redstone Ore JE2.png
 * }
 * Emerald ore can now replace granite, andesite, diorite, tuff, and deepslate upon generating.
 * Redstone Ore
 * Redstone Ore JE2 BE2.png
 * Redstone Ore JE4.png
 * Deepslate Redstone Ore JE2.png
 * }
 * Emerald ore can now replace granite, andesite, diorite, tuff, and deepslate upon generating.


 * Pistons
 * Particles now appear if a block is broken by a piston or sticky piston.
 * Sounds, however, do not play.
 * Breaks Budding Amethyst if pushed/pulled with a piston/sticky piston.


 * Pumpkin
 * Changed one pixel on the pumpkin's top texture to remove the possibility for a small swastika to be displayed.


 * Rails
 * Are now able to be waterlogged.
 * No longer broken by flowing water and lava.


 * Redstone Comparator
 * Changed the base texture of lit comparators from Powered Redstone Comparator (S) JE4.png Powered Subtracting Redstone Comparator (S) JE5.png to Powered Redstone Comparator (S) JE5.png Powered Subtracting Redstone Comparator (S) JE6.png.


 * Signs
 * Changed the textures of acacia, birch, dark oak, jungle, oak, and spruce signs to reflect new textures in the Texture Update.
 * Can now be tinted with glow ink sacs to make the text glow.
 * Glowing signs do not affect the light level, but appear as if the text itself is illuminated.
 * A new  block state had been added to indicate whether the sign text is lit up.
 * Regular ink sacs can be used to remove the glowing effect.
 * Now has sounds for being dyed.


 * Smoker
 * Changed the top texture of the smoker to fix a stray pixel in the bottom left corner.


 * Stained Glass
 * Changed textures of blue stained glass and red stained glass, to match transparency of other types of stained glass.


 * Stonecutter
 * Can be used to craft the different copper block variants.


 * Structure block
 * Default mode of structure blocks is now "Load". "Data" is now hidden by default.
 * "Data" can be accessed by clicking the mode button while holding the key.
 * All invisible blocks are now displayed as small cubes by save mode structure blocks; previously barriers and light blocks would not display at all.
 * Variants of air still all appear identical and are not distinguished.

Items

 * Beetroot Seeds and Melon Seeds
 * Textures were moved down by 1 pixel.


 * Bone Meal
 * Added sounds for using bone meal.


 * Campfire and Soul Campfire
 * Changed the item textures from Campfire (item) JE1 BE1.png Soul Campfire (item) JE1 BE1.png to Campfire (item) JE2.png Soul Campfire (item) JE2.png.


 * Clock
 * The texture has been changed from Clock JE2 BE2.gif to Clock JE3.gif


 * Compass and Lodestone Compass
 * The texture has been changed from Compass JE2 BE1.gif to Compass JE3.gif


 * Crossbow
 * Durability has been increased to 465.


 * Doors
 * Changed the item textures of all doors except crimson and warped from Oak Door (item) JE3 BE2.png Birch Door (item) JE3 BE1.png Spruce Door (item) JE3 BE1.png Jungle Door (item) JE3 BE1.png Acacia Door (item) JE3 BE1.png Dark Oak Door (item) JE3 BE1.png Iron Door (item) JE2 BE2.png to Oak Door (item) JE4 BE3.png Birch Door (item) JE4 BE2.png Spruce Door (item) JE4 BE2.png Jungle Door (item) JE5 BE3.png Acacia Door (item) JE4 BE2.png Dark Oak Door (item) JE4 BE2.png Iron Door (item) JE3 BE3.png.


 * Firework Rockets
 * Simple firework rockets with one gunpowder can now be crafted using the recipe book.


 * Item Frames and Glow Item Frames
 * Changed the item textures from Item Frame (item) JE2 BE2.png Glow Item Frame (item) JE1 BE1.png to Item Frame (item) JE3.png Glow Item Frame (item) JE2.png.


 * Pufferfish
 * The strength of the poison effect has been decreased from IV to II.


 * Shulker boxes
 * They now drop their items when destroyed as entities.


 * Signs
 * Changed the item textures from Oak Sign JE2 BE2.png Spruce Sign JE1 BE1.png Birch Sign JE1 BE1.png Jungle Sign JE1 BE1.png Acacia Sign JE1 BE1.png Dark Oak Sign JE1 BE1.png Crimson Sign JE1 BE1.png Warped Sign JE1 BE1.png to Oak Sign JE3.png Spruce Sign JE2.png Birch Sign JE2.png Jungle Sign JE2.png Acacia Sign JE2.png Dark Oak Sign JE2.png Crimson Sign JE2.png Warped Sign JE2.png.


 * Spawn Eggs
 * The spawn egg dispenser behavior now catches any exceptions that could be thrown when spawning the entity.


 * Spectral Arrows
 * Fired spectral arrows are now entirely golden to reflect the item texture in the Texture Update.


 * Sugar Cane
 * Changed the texture of the sugar cane item to better reflect biome tinting added in 1.7.2.


 * Suspicious Stew
 * Can now be eaten even if the player is at full hunger.

Mobs

 * Bee
 * Now bees can pollinate cave vines.


 * Cats
 * Changed the texture of the siamese cat type, mostly brightening it.


 * Cod, salmon, pufferfish, tropical fish, squid, and dolphins
 * Now spawn only in water from Y=50 to Y=64. Additionally,
 * Tropical fishes now also spawn in lush caves at any height and also spawn if the block above is a full water block.
 * Now Leads work with squids.
 * Dolphins now pick the closest structure more accurately, regardless of structure type.


 * Drowned
 * Now can spawn in aquifers inside dripstone caves, as well as warm ocean biomes.
 * Now have a chance of dropping a copper ingot instead of a gold ingot.


 * Endermen
 * Can now pick up rooted dirt.
 * Now takes damage when hit by a splash water bottle.


 * Evoker, Pillager, Vindicator, Illusioner and Ravager
 * No longer attack baby villagers.
 * Removed hoods in the textures of evokers and vindicators.
 * Removed a few misplaced pixels in the illusioner's texture.
 * Pillagers can now spawn on snow blocks.


 * Foxes
 * Eat glow berries.
 * Can now spawn on podzol, coarse dirt, and snow blocks.


 * Guardian and Elder Guardian
 * Removed some stray pixels from the texture file.
 * Now drop cooked cod or salmon instead of raw cod or salmon if on fire when killed or killed by a fire source.


 * Husk, zombie and zombie villager
 * Now drop baked potatoes instead of normal potatoes if on fire when killed or killed by a fire source.


 * Horses, mules, and donkeys
 * Now follow players holding golden carrots, golden apples, and enchanted golden apples.


 * Llamas
 * Now follow players holding hay bales.
 * Llamas no longer spit at players in Peaceful mode.


 * Polar bears
 * Now drop cooked cod or salmon instead of raw cod or salmon if on fire when killed or killed by a fire source.


 * Parrots
 * The bottom texture of all parrots' wings has been flipped.


 * Rabbits
 * Can now spawn on snow blocks.


 * Shulkers
 * If a shulker is hit by another shulker's projectile, it now has a chance of spawning a new shulker. Shulkers are more likely to spawn new shulkers when there are fewer shulkers nearby.


 * Skeletons
 * Begin the process of turning into strays when they are inside powder snow after 7 second.


 * Slime
 * The maximum size that slimes can be summoned with is now 128.


 * Villagers and Zombie Villagers
 * Moved the librarian top overlay texture to correct side of torso.
 * Mason villagers can now sell 4 dripstone blocks for an emerald.
 * Can now accept a filled cauldron as a valid workstation.
 * Tweaked the armorer zombie villager's and weaponsmith zombie villager's textures to remove stray villager pixels.


 * Wandering Traders
 * Added the following trades to the wandering trader:
 * Will sell 2 small dripleafs for an emerald.
 * Will sell 2 pointed dripstones for an emerald.
 * Will sell 2 rooted dirt for an emerald.
 * Will sell 2 moss blocks for an emerald.


 * Witches
 * Removed hoods in their textures.


 * Wither
 * Tweaked the wither skull's texture to use the new wither face from the Texture Update.


 * Wolves
 * Can now spawn on snow blocks.


 * General
 * Hostile mobs spawn only in areas where the light level is equal to 0.
 * This change affects only block-light and not sky-light.
 * Optimized AI for Hoglins, Zoglins, Piglins, Piglin Brutes and Villagers.
 * All feedable mobs (except sheep) named Dinnerbone now look at the player correctly.

Non-mob entities

 * Armor stand
 * Smooth stone outline texture was changed.


 * Experience Orbs
 * Now sometimes merge when in large quantities, to improve performance.
 * Merging does not affect the amount of experience gathered from collecting the merged orbs.
 * No longer follow dead players.


 * Minecarts
 * Can now move in water, but move considerably slower than they do on land.


 * Paintings
 * Changed the back texture to reflect the texture of the planks in the Texture Update.

World generation

 * Badlands
 * Now can generate in mountain peaks.
 * Red sand generates a bit higher.
 * Red sandstone now generates naturally once again.


 * Bastion remnant
 * Bounding boxes are now slightly more accurate to the shape of the structure.


 * Beaches
 * Beaches are generally wider.
 * In some places there is a chance where no beaches generate at all, to provide some variation.


 * Biomes
 * Biome-specific sky colors now blend more smoothly.
 * Some biomes have been renamed:
 * {| class="wikitable collapsible collapsed"

!Old name !!New name
 * Tall Birch Forest ||Old Growth Birch Forest
 * Giant Tree Taiga ||Old Growth Pine Taiga
 * Giant Spruce Taiga ||Old Growth Spruce Taiga
 * Snowy Tundra ||Snowy Plains
 * Jungle Edge ||Sparse Jungle
 * Stone Shore ||Stony Shore
 * Mountains ||Windswept Hills
 * Wooded Mountains ||Windswept Forest
 * Gravelly Mountains ||Windswept Gravelly Hills
 * Shattered Savanna ||Windswept Savanna
 * Wooded Badlands Plateau ||Wooded Badlands
 * }
 * Since the terrain height is no longer controlled by biomes, most of the height variant sub-biomes, along with previously unused biome variants have been removed from the game and had their code merged into the main biome:
 * {| class="wikitable collapsible collapsed"
 * Wooded Mountains ||Windswept Forest
 * Gravelly Mountains ||Windswept Gravelly Hills
 * Shattered Savanna ||Windswept Savanna
 * Wooded Badlands Plateau ||Wooded Badlands
 * }
 * Since the terrain height is no longer controlled by biomes, most of the height variant sub-biomes, along with previously unused biome variants have been removed from the game and had their code merged into the main biome:
 * {| class="wikitable collapsible collapsed"
 * Wooded Badlands Plateau ||Wooded Badlands
 * }
 * Since the terrain height is no longer controlled by biomes, most of the height variant sub-biomes, along with previously unused biome variants have been removed from the game and had their code merged into the main biome:
 * {| class="wikitable collapsible collapsed"

!Removed biomes
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * Worlds made in previous versions that generated these biomes convert them into their default variants.
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * Worlds made in previous versions that generated these biomes convert them into their default variants.
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * Worlds made in previous versions that generated these biomes convert them into their default variants.
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * Worlds made in previous versions that generated these biomes convert them into their default variants.
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * Worlds made in previous versions that generated these biomes convert them into their default variants.
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * Worlds made in previous versions that generated these biomes convert them into their default variants.
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * Worlds made in previous versions that generated these biomes convert them into their default variants.
 * }
 * As a result of this change:
 * All deserts are now eligible for village and desert pyramid generation.
 * All taigas are now eligible for village and outpost generation.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * Worlds made in previous versions that generated these biomes convert them into their default variants.
 * All swamps are now eligible for swamp hut generation.
 * All snowy taigas are now eligible for igloo generation.
 * Worlds made in previous versions that generated these biomes convert them into their default variants.


 * Buried Treasure
 * Buried treasure chests can now contain water breathing potions.


 * Custom world generation
 * Some fields in worldgen structures that previously only lists of element IDs now accept tags.
 * Those entries now accept,   (shortcut for  ), and.
 * Changed fields are:
 * configuration:
 * configuration:
 * configuration:
 * : inner list in, map value in
 * Some tag fields now require id to be prepended with, however they are not yet accepting element list:
 * configuration: ,
 * ,  configuration:
 * configuration:
 * Structure fields in noise settings no longer have separate subfields for strongholds and non-stronghold structures. Instead each structure has a tag field which is :   for strongholds and  :   for non-stronghold structures.
 * configuration: ,
 * ,  configuration:
 * configuration:
 * Structure fields in noise settings no longer have separate subfields for strongholds and non-stronghold structures. Instead each structure has a tag field which is :   for strongholds and  :   for non-stronghold structures.
 * Structure fields in noise settings no longer have separate subfields for strongholds and non-stronghold structures. Instead each structure has a tag field which is :   for strongholds and  :   for non-stronghold structures.


 * Desert pyramids
 * No longer generate on water.
 * Now spawn on the surface rather than at a fixed y-level, but tend to be partially buried.


 * Dungeons
 * Increased the amount of dungeons, especially below Y=0.


 * Fossils
 * The fossils in the deepest part of the underground generate with Deepslate Diamond Ore instead of Coal Ore.


 * Jungle pyramids
 * No longer generate on water.


 * Lakes
 * Water lakes were removed, because aquifers could provide local water levels.
 * Lava lakes now generate only above Y=0


 * Mineshafts
 * The starting room no longer generates with a dirt floor.
 * Now generate higher up in badlands.
 * Mineshaft pieces no longer generate if they were fully floating in the air.
 * Corridors now generate with wooden logs as pillars for support, or chains and oak fences as hanging support if needed.
 * Cobwebs no longer generate floating without an adjacent block.
 * Glow berries can be found in mineshaft chest minecarts.


 * Strongholds
 * Strongholds no longer generate exposed in oceans; they are covered by the seabed.


 * Structures
 * Are now hardcoded into world generation.


 * Shipwrecks
 * Moss blocks can be found in chests.


 * Ocean
 * Ocean biomes temperatures now match land biome temperatures:
 * Frozen oceans now generate only within snowy taigas or snowy plains, as well as snowy beaches.
 * Cold oceans now generate only within taigas, old growth taigas, and some plains and forests.
 * Normal oceans now generate only within plains, forests, birch forests, and dark forests.
 * Lukewarm oceans now generate only within savannas, jungles, and sometimes plains and forests.
 * Warm oceans now generate only within deserts or badlands and can sometimes spawn in deep waters.
 * Completely removed the previously unused deep warm ocean biomes.


 * Ore distribution
 * Changed ore generation of all ores making them have a spread value like lapis lazuli ore. Some still retain a linear generation alongside a spread generation.
 * Coal ore attempts to generate twice: once, evenly between an altitude of Y=136 and Y=256; and as a spread, peaking at an altitude of Y=96 and generating between an altitude of Y=0 and Y=192.
 * Copper ore generates between Y=-16 and Y=112, generating the most at Y=48 and like all other ores, uses spread. It peaks at Y=48. Bigger blobs of copper ore generate in dripstone caves.
 * Iron ore attempts to generate three times: once as a spread peaking at an altitude of Y=256, generating above Y=80; another as a spread peaking at Y=16 and generating with a minimum height of Y=-24 and a maximum height of Y=57, and a smaller one spreading evenly between the altitudes of Y=-64 and Y=-32.
 * Gold ore generates between the altitudes of Y=-64 and Y=32, peaking at Y=-16. Also, extra gold generates below Y=-48. The extra gold that generates in the badlands biome was increased, with a top height limit from Y=79 to Y=256, and increased number of blobs.
 * Lapis lazuli ore attempts to generate twice: once, as a spread between the altitudes of Y=32 and Y=-32, peaking at an altitude of 0; and evenly between the altitudes of Y=64 and Y=-64, generating buried like ancient debris.
 * Redstone ore attempts to generate twice: once, evenly between an altitude of Y=15 and Y=-64; and as a spread, peaking at an altitude of -64 and generating below an altitude of Y=-32.
 * Diamond ore now generate as a spread, generating below Y=16 and peaking at depths near Y=-64.
 * Emerald ore generates above Y=-16 as a spread, peaking at Y=256 and decreasing in quantity as the altitude decreases.
 * The size and positioning of diorite, andesite, granite, gravel and dirt has been tweaked - there are larger blobs of these blocks but they're fewer and further apart.
 * Diorite, andesite and granite generate less commonly above Y = 60.


 * Pillager outposts
 * Now generate in all the new mountain biomes.


 * Seed
 * A seed of the number zero is no longer handled as a special case.
 * Any spaces before/after an inputted seed are trimmed.


 * Springs
 * Lava springs can now generate amid calcite, dirt, snow block, powder snow and packed ice.
 * These changes allow lava springs to generate in mountains and snowy terrain.
 * Water springs can now generate amid dirt and snow block, and don't generate higher than Y=192.


 * Stony Shore
 * Now generate with strips of gravel.
 * Can generate alongside any biome instead of just windswept hills.


 * Superflat
 * "Redstone Ready" preset's top layer of blocks has increased to height Y=55 instead of Y=-9 in order to prevent slimes from spawning.
 * Changed the "Water World" preset, by replacing sand with gravel, and adding additional 64 layers of deepslate above the bedrock layer, in order to fix the ocean monument generation issue in worlds using this preset.


 * Swamp
 * Swamp oak trees are now able to generate in slightly deeper water than before.


 * Villages
 * Now slightly more spread out.
 * Now generate in meadows.


 * General
 * The overworld now uses the multi-noise biome source type.
 * Terrain generation is now independent from biomes, with biomes adapting to whatever terrain they happen to generate throughout.
 * This allows for natural variation in the terrain of any individual biome, both in terms of shape and elevation.
 * For example, forests and deserts could form up on a hill without needing a special biome just for that purpose.
 * This additionally allows for smoother transitions between biomes.
 * Terrain is now smoother and more extreme.
 * Bedrock layers generate dependent on the world seed now.
 * New random number generator is used for overworld generation.

Command format

 * Removes debug report command.
 * Replaced by F3+L and.
 * Replaced by F3+L and.


 * The give command can give only up to 100 stacks of items at a time (e.g. 6400 stone or 100 iron swords)
 * The give command can give only up to 100 stacks of items at a time (e.g. 6400 stone or 100 iron swords)


 * New syntax:
 * Same as old version of.
 * {{cmd|item replace from  condition to   trigger.
 * Glow berries are now required for "A Balanced Diet".
 * Goats and axolotls are now required for "Two by Two" and available for "The Parrots and the Bats".
 * The advancement for obtaining diamond armor is now capitalized as "Cover Me with Diamonds", as opposed to "Cover Me With Diamonds".
 * "Light as a Rabbit" now has "Sweet Dreams" as its parent instead of "Adventure".
 * Changed the number of biomes required to visit for the "Adventuring Time" advancement from 42 to 50, due to the removal of sub-biomes and the inclusion of new additions, with the following biomes now being required:
 * {| class="wikitable collapsed collapsible"
 * Changed the number of biomes required to visit for the "Adventuring Time" advancement from 42 to 50, due to the removal of sub-biomes and the inclusion of new additions, with the following biomes now being required:
 * {| class="wikitable collapsed collapsible"

!Required biomes
 * {{BiomeLink|Badlands}}
 * {{BiomeLink|Bamboo Jungle}}
 * {{BiomeLink|Beach}}
 * {{BiomeLink|Birch Forest}}
 * {{BiomeLink|Cold Ocean}}
 * {{BiomeLink|Dark Forest}}
 * {{BiomeLink|Deep Cold Ocean}}
 * {{BiomeLink|Deep Frozen Ocean}}
 * {{BiomeLink|Deep Lukewarm Ocean}}
 * {{BiomeLink|Deep Ocean}}
 * {{BiomeLink|Desert}}
 * {{BiomeLink|Dripstone Caves}}
 * {{BiomeLink|Eroded Badlands}}
 * {{BiomeLink|Flower Forest}}
 * {{BiomeLink|Forest}}
 * {{BiomeLink|Frozen Ocean}}
 * {{BiomeLink|Frozen Peaks}}
 * {{BiomeLink|Frozen River}}
 * {{BiomeLink|Grove}}
 * {{BiomeLink|Ice Spikes}}
 * {{BiomeLink|Jagged Peaks}}
 * {{BiomeLink|Jungle}}
 * {{BiomeLink|Lukewarm Ocean}}
 * {{BiomeLink|Lush Caves}}
 * {{BiomeLink|Meadow}}
 * {{BiomeLink|Mushroom Fields}}
 * {{BiomeLink|Ocean}}
 * {{BiomeLink|Old Growth Birch Forest}}
 * {{BiomeLink|id=giant-tree-taiga|Old Growth Pine Taiga|link=Giant Tree Taiga}}
 * {{BiomeLink|Old Growth Spruce Taiga}}
 * {{BiomeLink|Plains}}
 * {{BiomeLink|River}}
 * {{BiomeLink|Savanna}}
 * {{BiomeLink|Savanna Plateau}}
 * {{BiomeLink|Snowy Beach}}
 * {{BiomeLink|id=snowy-tundra|Snowy Plains|link=Snowy Tundra}}
 * {{BiomeLink|Snowy Slopes}}
 * {{BiomeLink|Snowy Taiga}}
 * {{BiomeLink|id=jungle-edge|Sparse Jungle|link=Jungle#Jungle Edge}}
 * {{BiomeLink|Stony Peaks}}
 * {{BiomeLink|id=stone-shore|Stony Shore|link=Beach#Stone Shore}}
 * {{BiomeLink|Sunflower Plains}}
 * {{BiomeLink|Swamp}}
 * {{BiomeLink|Taiga}}
 * {{BiomeLink|Warm Ocean}}
 * {{BiomeLink|id=wooded-mountains|Windswept Forest}}
 * {{BiomeLink|Windswept Gravelly Hills}}
 * {{BiomeLink|id=mountains|Windswept Hills}}
 * {{BiomeLink|Windswept Savanna}}
 * {{BiomeLink|id=wooded-badlands-plateau|Wooded Badlands|link=Badlands#Wooded Badlands Plateau}}
 * }
 * {{BiomeLink|Mushroom Fields}}
 * {{BiomeLink|Ocean}}
 * {{BiomeLink|Old Growth Birch Forest}}
 * {{BiomeLink|id=giant-tree-taiga|Old Growth Pine Taiga|link=Giant Tree Taiga}}
 * {{BiomeLink|Old Growth Spruce Taiga}}
 * {{BiomeLink|Plains}}
 * {{BiomeLink|River}}
 * {{BiomeLink|Savanna}}
 * {{BiomeLink|Savanna Plateau}}
 * {{BiomeLink|Snowy Beach}}
 * {{BiomeLink|id=snowy-tundra|Snowy Plains|link=Snowy Tundra}}
 * {{BiomeLink|Snowy Slopes}}
 * {{BiomeLink|Snowy Taiga}}
 * {{BiomeLink|id=jungle-edge|Sparse Jungle|link=Jungle#Jungle Edge}}
 * {{BiomeLink|Stony Peaks}}
 * {{BiomeLink|id=stone-shore|Stony Shore|link=Beach#Stone Shore}}
 * {{BiomeLink|Sunflower Plains}}
 * {{BiomeLink|Swamp}}
 * {{BiomeLink|Taiga}}
 * {{BiomeLink|Warm Ocean}}
 * {{BiomeLink|id=wooded-mountains|Windswept Forest}}
 * {{BiomeLink|Windswept Gravelly Hills}}
 * {{BiomeLink|id=mountains|Windswept Hills}}
 * {{BiomeLink|Windswept Savanna}}
 * {{BiomeLink|id=wooded-badlands-plateau|Wooded Badlands|link=Badlands#Wooded Badlands Plateau}}
 * }
 * {{BiomeLink|id=jungle-edge|Sparse Jungle|link=Jungle#Jungle Edge}}
 * {{BiomeLink|Stony Peaks}}
 * {{BiomeLink|id=stone-shore|Stony Shore|link=Beach#Stone Shore}}
 * {{BiomeLink|Sunflower Plains}}
 * {{BiomeLink|Swamp}}
 * {{BiomeLink|Taiga}}
 * {{BiomeLink|Warm Ocean}}
 * {{BiomeLink|id=wooded-mountains|Windswept Forest}}
 * {{BiomeLink|Windswept Gravelly Hills}}
 * {{BiomeLink|id=mountains|Windswept Hills}}
 * {{BiomeLink|Windswept Savanna}}
 * {{BiomeLink|id=wooded-badlands-plateau|Wooded Badlands|link=Badlands#Wooded Badlands Plateau}}
 * }
 * {{BiomeLink|id=wooded-mountains|Windswept Forest}}
 * {{BiomeLink|Windswept Gravelly Hills}}
 * {{BiomeLink|id=mountains|Windswept Hills}}
 * {{BiomeLink|Windswept Savanna}}
 * {{BiomeLink|id=wooded-badlands-plateau|Wooded Badlands|link=Badlands#Wooded Badlands Plateau}}
 * }
 * {{BiomeLink|Windswept Savanna}}
 * {{BiomeLink|id=wooded-badlands-plateau|Wooded Badlands|link=Badlands#Wooded Badlands Plateau}}
 * }
 * {{BiomeLink|id=wooded-badlands-plateau|Wooded Badlands|link=Badlands#Wooded Badlands Plateau}}
 * }


 * Build limit
 * The message for letting the player know they are attempting to build beyond the build limit no longer says "blocks" at the end.


 * {{EffectLink|Glowing}}
 * Glowing is now based on the outline of all layers on an entity, not just the base layer.


 * Loot tables
 * Loot tables can now access scoreboard values by UUID.
 * Loot table values inside random number generators can now be nested.
 * Changed condition: {{cd|score}}
 * {{cd|entity}} parameter has now been replaced with {{cd|target}}. It can either contain value from old {{cd|entity}} field (like {{cd|this}}) or be an score holder name in form.
 * Changed function: {{cd|set_damage}}
 * This function now has {{cd|add}} parameter. If {{cd|true}}, change is relative to current damage. If {{cd|false}}, damage is replaced with current value (default behavior)
 * Changed function: {{cd|set_count}}
 * This function now has {{cd|add}} parameter. If {{cd|true}}, change is relative to current item count. If {{cd|false}}, item count is replaced with current value (default behavior)
 * Changed function: {{cd|copy_nbt}}
 * {{cd|source}} parameter can now be set to, to access command storage.


 * NBT data
 * All projectile entity data now has a field called HasBeenShot.
 * If this field is false, during the next tick the projectile fires a projectile shot game event, causing any nearby sculk sensors to react.


 * Recipe Book
 * Some recipe-unlocking advancements had criteria names changed.
 * The chiseled nether bricks recipe is now unlocked by having a nether brick slab instead of a nether brick block.
 * The chiseled polished blackstone crafting recipe is now unlocked by having a polished blackstone slab, instead of polished blackstone.
 * The recipes for stonecutting diorite into polished diorite slabs and stairs now unlocks when the player has diorite as opposed to polished diorite.
 * The recipe for crafting mossy stone bricks from moss blocks or vines is now unlocked with moss blocks or vines, respectively, rather than mossy cobblestone.
 * Simple firework rockets with one gunpowder can now be crafted using the recipe book.
 * The recipes for mossy stone bricks are now grouped, as are the recipes for mossy cobblestone.


 * Snowfall
 * During snowfall, cauldrons under the sky now slowly fills with powder snow.


 * Spawning
 * Added a new mob cap category, underground water creature.
 * Used by axolotls and glow squids.
 * Have a cap of 5, are friendly, are not persistent and despawn at 128 blocks or more from the player.


 * Spectator mode
 * It is now possible to see while inside lava.


 * Subtitles
 * Changed  to.
 * Changed  to.
 * Changed the subtitles for stripping logs and wood from "Axe scrapes" to "Axe strips".
 * "Axe scrapes" is now used for copper blocks.


 * Weather
 * Sleeping now resets the weather cycle only if the weather is rain or a thunderstorm.

General

 * Block Models
 * Made the vine's block model much simpler.


 * Chunk format
 * Chunk’s &  have moved to a container structure in.
 * Chunk’s are now paletted and live in a similar container structure in.
 * Chunk’s is now  instead of.
 * Removed chunk’s  and moved everything it contained up.
 * has moved to.
 * has moved to.
 * and  have moved to.
 * and  have moved to.
 * has moved to.
 * has moved to.
 * has moved to.
 * has moved to.
 * has moved to.
 * Added  the minimum section y position in the chunk.
 * Added  containing data to support below zero generation.
 * Added  containing data to support blending new world generation with existing chunks.


 * Chunk render pipeline
 * Changed the prioritization order.


 * Clouds
 * Raised cloud level from 128 to 192.


 * Code
 * Unused parts of code (unused static fields and methods) are no longer removed.
 * Although this does not affect the game itself, it adds more information for modders.
 * Updated required Java version to Java 17.


 * Creative inventory
 * The Redstone Tab has been reordered to prioritize highly-used blocks.
 * Slime blocks and honey blocks are moved to the Redstone tab.
 * Redstone items/blocks have been grouped and ordered in the following way (from top to bottom): Essentials, Unique activators, Miscellaneous, Common activators, and Openables.
 * The category for the recipe book advancements for these recipes has moved as well.


 * Credits
 * Updated the credits, which were brought over from Bedrock Edition; as a result, the credits are significantly longer, as they include people and corporations that did not work on Java Edition.
 * Changed the format from to.
 * Now scroll faster when holding.
 * They scroll even faster when holding and one or both of the  keys together.


 * Custom dimensions
 * Added height and min_y variables to dimension types, allowing for the height limit to be increased in custom worlds settings.


 * Data generator
 * option now creates full worldgen reference files instead of just biomes.


 * Data Pack
 * Increased data pack version from  to.
 * It is now possible to add custom structures in experimental datapacks: the game now generates and stores data-driven configured structures.
 * Experimental datapacks can add new structure sets.
 * The field in location predicates now references a configured feature.
 * The loot table function  field is now a configured feature tag id.
 * The loot table function no longer automatically sets the display name of the map.
 * A lot of the cave generation is now configurable through data packs.
 * A new registry was added for Density functions (caves are created by combining those together).
 * Noise settings got a new field (and lost a couple of flags), see worldgen/noise_settings folder in the worldgen report.
 * Noise router wires data-driven parts of the cave generation with the rest of the code.


 * Data and Resource Packs


 * Version number has been increased to 8.


 * Debug screen
 * Moved the location of the player within a chunk from "Chunk" row, into the new square brackets at the end of the "Block" row.
 * Merged the "Terrain" and "Multinoise" row into the "NoiseRouter" row, with the format.
 * are the same with data from the former "Multinoise" row.
 * is the same with data from the former "Terrain" row.
 * are currently unknown.


 * Dedicated servers
 * A dedicated server can enforce custom resource packs by setting in . When this option is used, players are prompted for a response and get disconnected if they decline the required pack.


 * Effects
 * Redesigned how effects look in the inventory screen.
 * Can display while recipe book is showing.
 * The list of effects are now shown to the right of the player's inventory, instead of the left side.
 * When the inventory effects list is visible, it is hidden from the game view to reduce screen clutter.
 * There are now two effect-list vews, compact and classic:
 * Classic is the pre-existing list of effects, one after another.
 * Compact is a single icon for each effect, suitable for small screens.
 * The game automatically switches between the two looks to suit the available screen space.


 * Entity storage
 * Entities have been extracted from main (terrain) chunks and are now stored in separate directory (similar to POI storage). Those new files are still region files with NBT.


 * Fog
 * Instead of applying fog as a spherical volume, it is now applied as a cylindrical volume.


 * Game library updates
 * Rendering is now using OpenGL 3.2 core profile.
 * All fixed-function rendering has been replaced with shader-based rendering.
 * The game now uses javabridge 1.1.23 instead of 1.0.22.
 * Authlib was updated from 2.2.30 to 2.3.31.


 * Height limit
 * Has been increased to 384 blocks, expanding 64 blocks up and 64 blocks down, with 320 being the limit upward and -64 being the limit downward.


 * Languages
 * Removed the Gothic, Kabyle, Maori, Mohawk, Nuk, Ojibwe, East Allgovian German, Manx, Sicilian and Talossan languages as their translations were incomplete.


 * Logging
 * Upgrades log4j to 2.17.0.


 * Materials
 * Removed the coral material.
 * Added the moss material.


 * Menu screen
 * Buttons tied to a set of values can now be scrolled through.
 * Clicking on a menu button changes it to the previous value.
 * The debug mode can now be accessed only by holding instead of  while clicking on the world type button.
 * Main menu background is changed to reflect Caves & Cliffs update.


 * Mob spawning
 * The maximum number of monsters spawned is now tracked per player instead of globally.


 * Narrator
 * GUI narration now includes position and usage of hovered or focused element.


 * Obfuscation map
 * Changed the license included in the obfuscation map.


 * Options
 * The Sneak and Sprint, and Auto-jump options have been moved to the Controls tab.
 * Render distance now causes chunks to load in a cylinder shape around the player instead of a square.
 * Changed default brightness to 50.


 * Performance
 * Now, various background tasks including world generation are executed on a background thread pool.
 * The size of the thread pool equals.
 * Maximum amount of threads is 255, instead of 7. This limit can be overridden by Java system property.


 * Player spawning
 * Reworked world spawn selection algorithm.
 * Now spawns according to the same climate parameters that control biome placement and world generation: players should no longer be able to spawn in the ocean or some other inconvenient location.


 * Predicate
 * Added,   and   properties to   predicate
 * Added  (entity currently viewed by player) condition to   sub-predicate.
 * Expanded  field on   predicate to.
 * Now accepts an array of item types.
 * Expanded  field on   predicate to.
 * Now accepts an array of block types.


 * Protocol
 * While connecting to a server, the client will send a handshake packet with "hostname" and "port" field directly padded with address given in address text field directly, instead of converting them to the real hostname and port.


 * Resource packs
 * Improved performance when using many overrides on an item model.
 * toasts.png GUI texture has a new icon for the bundle tutorial.
 * Users who previously permanently declined server resource packs will now still be shown the pack prompt if the pack is mandatory, instead of being immediately disconnected.


 * Size limit for server resource packs has been increased from 100 MB to 250 MB.


 * Scoreboards
 * Removed length limits for scoreboards, score holders and team names.


 * Server
 * now bundles individual libraries instead of merging all the files into single archive.
 * This change is meant to solve certain problems related to Java modules.
 * On startup, unpacks libraries into a directory configured by  (default: working directory).
 * To run different main class than server, use property.
 * If this property is set to an empty value, the server just validates and extracts files, then exits.
 * Server classes are now signed.
 * Removed the server setting.
 * Changed the error message for failing to connect to the authentication servers. Now says they are "not reachable" instead of "down for maintenance".


 * Skins
 * Legacy skin handling now has improved skin validation.


 * Splashes
 * Changed the splash "Now Java 8!" to "Java 16 + 1 = 17!"
 * Changed the splash "OpenGL 2.1 (if supported)!" to "Now on OpenGL 3.2 core profile!"
 * Removed "Woo, /v/!"


 * Sprinting
 * No longer reduced to walking when touching the wall at low angles.


 * Statistics
 * Renamed the statistic for play time to.
 * Included time when game paused for "Time with World Open".


 * Tags
 * Added azalea leaves and azalea leaves flowers to the block and item tags.
 * Added azaleas and flowering azaleas to the block and item tags.
 * Added flowering azalea leaves and flowering azaleas to the block and item tags.
 * Added potted azalea bushes and potted flowering azaleas bushes to the block tag.
 * Added deepslate and tuff to the block tag and deepslate to the  item tags.
 * Added deepslate gold ore to the block and item tags.
 * Added all copper slab and stair variants, as well as various deepslate variants to the block and item tags.
 * Added cave vines and cave vines plant to the block tag.
 * Added tinted glass to the block tag.
 * Added raw gold and raw gold blocks to the item tag.
 * Added raw gold blocks to the block tag.
 * Added cave vines and cave vines plant to the block tag.
 * Changed the block tags to use the  block tag, removing other mentions of dirt blocks from the tags.
 * Renamed the block tag to.
 * Powder snow is no longer part of the #goats_spawnable_on block tag.
 * Snow blocks and powder snow are now part of the #azalea_root_replaceable block tag.
 * Removed dirt from the block tag.
 * Removed, and added block tags to the  block tag.


 * Technical
 * Java requirement changed from version 8 to version 16.


 * Text
 * Changed the strings "Chat disabled by launcher option, cannot send message" and "Chat not allowed by account settings, cannot send message" to "Chat disabled by launcher option. Cannot send message" and "Chat not allowed by account settings. Cannot send message", respectively.


 * Textures
 * Removed stray pixels from the recipe book GUI button.


 * Tick
 * Changed some internal details of block and fluid ticking to improve save times.


 * Title screen
 * The main menu background is now in an amethyst geode.


 * Translation strings
 * The "World Type" string no longer contains a colon (":"). The colon is still visible in-game, however.
 * Changed "Use VSync" to "VSync".
 * Removed the unused string for enabling VBOs, "Use VBOs".
 * Added strings, "Mode", "Type", "Triggering", and "Track output". These are read out by the narrator for buttons in the command block UI.


 * World creation screen
 * Removed "Caves" and "Floating islands".


 * World Selection
 * Added unique warnings for downgrading a world.


 * World types
 * Changed Amplified and Large Biomes, they have been adapted to the new terrain.
 * Amplified now has terrain with the following characteristics:
 * Rounded terrain at Y=320, instead of Y=256 previously.
 * Doubled offset above sea level.
 * Greatly increased 3D noise values, resulting in lower factor values inversely.
 * Doubled peak jaggedness.
 * Large Biomes now has terrain with the following characteristics:
 * Most biomes are four times larger, except mountain peaks and rivers.
 * Multinoise is slowed down by factor 4 for temperature, vegetation, continentalness, and erosion, but not for ridge noise.


 * General
 * Optimized entity collisions.
 * Chunks are now saved whenever there is spare time to reduce autosave spikes.
 * Added a warning for users running Minecraft in a 32-bit environment in the main menu, because support for the 32-bit environment is ending.

Fixes

 * Private issues
 * Improved desync issues when exiting a boat over a high latency connection.
 * Duplication exploit with anvils.
 * Fixed an issue that would cause players on low-bandwidth connections to get timeout errors when connecting to a server.
 * Fixed some crashes and critical issues.
 * 3 private issues were fixed.

Trivia

 * This update hosts the largest addition of new blocks into the Java Edition of the game, adding a total of 103 (not counting light blocks by its sixteen different block states). This surpasses 1.16, which added 74 different block variants.
 * Out of all first-of-the-week snapshots for 1.17, no snapshot was delayed (or released early).