Java Edition 1.14

1.14, the first release of Village and Pillage, is an upcoming major update to the Java Edition with a planned release date at the beginning of 2019. It will focus mainly on villages, adding a new subset of illagers known as pillagers and redesigning village architecture to match the biome it is located in. This update will also introduce many new stairs, slabs and walls, revamp the crafting system, update the taiga biome, and add 3 new mobs.

Blocks

 * Bamboo
 * Can be found scattered around jungles and in large clusters in bamboo jungles.
 * Can be found in shipwrecks and jungle temples.
 * Dropped by pandas when killed, or can be obtained when fishing in jungle biomes.
 * Can be farmed and grow up to 12–16 blocks tall.
 * Grows 1–2 blocks taller when bone meal is used on it.
 * Breaks instantly using swords.
 * Can be eaten by pandas, used as fuel (four bamboo can smelt one item), or planted inside a flower pot.
 * Can be used to craft sticks and scaffolding.


 * Barrels
 * Currently have the inventory of a chest.
 * Generate in village fisher cottages.
 * Can be filled by droppers and filled and emptied by hoppers.
 * Currently do not drop the items they contain when broken.
 * GUI can only be accessed through spectator mode.


 * Bells
 * Currently have no functionality.
 * Generate in village meeting points.
 * Have an associated block-entity placeholder.
 * Can be anchored to top and bottom block, with different texture for each.
 * Also has a state for anchoring to walls, but this has a missing model.
 * Pop off as an item when the anchored block is destroyed or moved.


 * Blast Furnaces, Smokers
 * Currently function the same as a furnace.
 * Generate in village armorer houses and butcher shops, respectively.
 * Have support for hopper and dropper inputs and outputs.
 * GUI can only be accessed through spectator mode.


 * Cartography Tables, Fletching Tables, Smithing Tables, Stonecutters
 * Currently have no functionality.
 * Generate in village cartographer houses, fletcher houses, toolsmiths and mason houses, respectively.


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


 * Grindstones
 * Craftable with sticks, a stone slab and planks.
 * Generate in village weaponsmiths.
 * Has a GUI with 2 input slots and 1 output slot.
 * Removes any non-curse enchantment(s) from an item.
 * Gives the player experience back for each enchantment removed.
 * Weapons, tools, armor and enchanted books can have their enchantments removed within this block.
 * Can repair items by combining them together.
 * Have a very high blast resistance, similar to obsidian.
 * Can be placed on the top, bottom, or side of a block.


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


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


 * Lectern
 * Was an idea originally scrapped from 2012.
 * Lets multiple players read a book at the same time.
 * Unique model based on the scrapped design.
 * Currently have no functionality.
 * Generate in village libraries.
 * Have an associated block-entity placeholder.
 * Have a BookItem field which holds the book item to be displayed, which currently cannot be set and is not written to the block entity.


 * Loom
 * Can be crafted with 2 string on top of 2 planks.
 * Generate in village shepherd houses.
 * Easier way to apply patterns to banners: the purpose is to color and design banners, which was previously done in the crafting grid.
 * Has a slot for a banner, a dye and a banner pattern.
 * Generic patterns now only require 1 dye.
 * Removed existing banner recipes.
 * Special banner patterns can now be crafted into a new item, banner patterns.
 * Craftable using paper and the special pattern items.
 * These patterns don't consume the pattern item when used in the loom.
 * Available banner patterns are shown as a list.


 * Scaffolding
 * A new, quickly climbable block that can be crafted using bamboo and string.
 * The player can build a pillar of scaffolding by just pressing on the top face of a scaffolding block.
 * The whole structure breaks when the bottom block is broken.
 * The player can climb up a block by and go down by pressing.
 * The player can sneak by pressing when there's no other scaffolding block below.
 * The bottom and sides only have placement collision detection on the bamboo struts.
 * Can be placed 6 blocks out from its base of support without falling.
 * Signs
 * Added spruce, birch, acacia, jungle and dark oak signs: signs now come in all different wood types.
 * Sign text's color can now be changed by right clicking them with any of the 16 dyes.


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


 * Stairs
 * Added stone, andesite, polished andesite, diorite, polished diorite, granite, polished granite, mossy stone brick, mossy cobblestone, smooth sandstone, smooth red sandstone, smooth quartz, red nether brick, and end stone brick stairs.


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


 * Walls
 * Added brick, andesite, diorite, granite, prismarine, stone brick, mossy stone brick, sandstone, red sandstone, nether brick, red nether brick, and end stone brick walls.

Items

 * Banner Patterns
 * Crafted with paper and their associated items.
 * For example, enchanted golden apple is the associated item for "Thing" banner pattern.


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


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


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


 * Suspicious stew
 * Found in shipwreck supply chests.
 * Can be crafted with a red and brown mushroom, a bowl and any flower.
 * Can not be obtained in the creative inventory.
 * It restores and 7.2 saturation points, and gives roughly 5 seconds of a status effect.
 * The effect given upon eating depends on which flower is used, as does the exact duration of the effect.
 * Oxeye Daisy gives Regeneration.
 * Cornflower gives Jump Boost.
 * Lily of the Valley gives Poison.
 * Wither Rose gives Wither.
 * Tulip gives Weakness.
 * Azure Bluet gives Blindness.
 * Allium gives Fire Resistance.
 * Blue Orchid gives Saturation.
 * Poppy gives Speed.
 * Dandelion gives Saturation.


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

Mobs

 * Illager beasts
 * Has health.
 * Has 100% knockback resistance when hit.
 * Destroys crops and leaves.
 * Attacks villagers.
 * Drop a saddle when killed (100% of the time, not affected by Looting).
 * Their name is still a work in progress.


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


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

World generation

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


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


 * Villages
 * Added villages.

Gameplay

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


 * Illager Raids
 * Triggered when a player inflicted with the Bad Omen effect enters a village.
 * Max Bad Omen level for a maximum-strength raid is 5.
 * Kill leaders to increase Bad Omen level.
 * Pillagers, vindicators, evokers, witches and illager beasts can appear as part of the raids.
 * Raid progress bar once a village has been entered is displayed like the ender dragon health bar, decreases on pillager kills.
 * The raid boss bar slowly fills up when a raid is triggered or when a wave is cleared.
 * Shows remaining mobs near the end.
 * Mobs appear in waves, with two waves being added per level of the Bad Omen effect.
 * A wave can only begin, if all mobs in the previous wave have been killed.
 * Include witches and evokers on later waves.


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


 * Status effects
 * Acquired by killing an illager patrol leader (an illager wearing a banner on its head).
 * Acquired by killing an illager patrol leader (an illager wearing a banner on its head).

Command format

 * General syntax: {{cmd|loot.
 * Entity variant {{code|{"nbt":, "entity": } }}.
 * If interpret is present and true, contents of selected tags will be interpreted as chat components.
 * Item lore tag now uses chat component syntax.
 * Time arguments in {{cmd|time|set}}, {{cmd|time|add}} and {{cmd|schedule|function}} can now have units.
 * {{code|t}} for ticks, {{code|s}} for seconds, {{code|d}} for days.
 * Fractions are allowed as long as the result is integer (for example {{code|0.5d}}).
 * Fractions are allowed as long as the result is integer (for example {{code|0.5d}}).


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


 * Creative menu
 * Creative menu search box now accepts tags (starting with #).
 * Tooltip in creative search menu now lists item's tags.


 * Functions
 * {{code|set_name}}
 * Added new parameter {{cd|entity}} (same values as {{cd|entity_present}} condition). If present, the name will be resolved with that entity (which allows using selector and score components).
 * {{code|fill_player_head}}
 * Copies player profile info to player head item.
 * Parameters:
 * {{cd|entity}} – source of profile (same values as {{cd|entity_present}} condition, will do nothing if it's not player).
 * {{cd|set_lore}}
 * Adds or replaces lore lines.
 * Parameters:
 * {{code|lore}} – list of lines (in chat component format) to be added.
 * {{code|replace}} – if true, previous lore is erased.
 * {{code|entity}} – if present, name will be resolved with selected entity (same values as {{code|entity_present}} condition).


 * Loot tables
 * Block drops are now controlled by loot tables
 * Tables and pools accept functions
 * New loot table entry types: {{code|dynamic|tag|alternatives|sequence|group|delimiter=,}}.
 * New loot table functions: {{code|apply_bonus|explosion_decay|copy_name|limit_count|set_contents|set_loot_table|delimiter=,}}.
 * New loot table conditions: {{code|entity_present|survives_explosion|block_state_property|table_bonus|match_tool|tool_enchantment|delimiter=,}}, and two special modifiers: {{code|inverted|alternative|delimiter=and}}.
 * Integer values can now specify random number generator.
 * constant, uniform (default), binomial.
 * Optional type used to validate function usage.
 * {{code|empty|chest|fishing|entity|advancement_reward|block|delimiter=,}}.
 * Using function that references data not available in given context causes warning.
 * Entity parameters in predicates: {{code|direct_killer}} - allows access to projectiles etc.
 * Renamed entity parameter in predicates from {{code|direct_killer_entity}} to {{code|direct_killer}}.
 * New conditions
 * {{code|alternative}}: joins conditions from parameter terms with "or".
 * {{code|block_state_property}}: check properties of block state, parameters:
 * {{code|block}}: id of block;test will fail if broken block doesn't match.
 * {{code|properties}}: map of property:value pairs.
 * {{code|damage_source_properties}}: checks damage source.
 * Same syntax as {{code|entity_properties}}, but uses damage source predicate (see {{code|player_hurt_entity}} advancement trigger).
 * {{code|inverted}}: inverts condition from parameter term.
 * {{code|location_check}}: applies advancement location predicate, parameters:
 * {{code|predicate}}: predicate applied to location, uses same structure as advancements.
 * {{code|match_tool}}: checks tool (only available for block breaking and fishing). Parameters are:
 * {{code|predicate}}: predicate applied to item, uses same structure as advancements.
 * {{code|survives_explosion}}: returns true with 1/explosion radius probability.
 * {{code|table_bonus}}: passes with probability picked from table, indexed by enchantment level. Parameters are:
 * {{code|enchantment}}: id of enchantment.
 * {{code|chances}}: list of probabilities for enchantment level, indexed from 0.
 * {{code|weather_check}} with these parameters:
 * {{code|raining}} - optional boolean.
 * {{code|thundering}} - optional boolean.
 * New entries
 * alternatives: Tests conditions of child entries and executes first that can run, has no weight or quality, but may have conditions.
 * dynamic
 * Gets block specific drops.
 * {{code|minecraft:contents}}: block entity contents.
 * {{code|minecraft:self}}: for banners and player skulls.
 * {{code|group}}: Executes child entries when own conditions pass, has no weight or quality.
 * {{code|sequence}}: Executes child entries until first one that can't run due to conditions, has no weight or quality, but may have conditions.
 * {{code|tag}}: adds contents of item tag;fields:
 * {{code|name}}: id of tag.
 * {{code|expand}}: if false, entry will return all contents of tag, otherwise entry will behave as multiple item entries (all with same weight and quality).
 * New functions
 * {{code|apply_bonus}}: applies one of predefined bonus formulas.
 * Common fields:
 * {{code|enchantment}}: id for enchantment level used for calculation.
 * {{code|formula}}: type of used bonus formula.
 * {{code|parameters}}: values required for formula (depend on type).
 * Formulas based on existing fortune bonuses.
 * Formula {{code|binomial_with_bonus_count}}, parameters are:
 * {{code|probability}} : float
 * {{code|extraRounds}} : int
 * Adds random value using binomial distribution with n <- level + extraRounds and p <- probabilty.
 * Formula {{code|uniform_bonus_count}}, parameters are:
 * {{code|bonusMultiplier}}
 * Adds random value using uniform distribution from 0 to {{code|bonusMultiplier}} *{{code|level}}.
 * Formula {{code|ore_drops}}, no parameters.
 * Applies formula count *(max(0, random(0..1) - 1) + 1).
 * {{code|copy_name}}
 * Copies display name from block entity to item (see enchanting table behavior).
 * {{code|copy_nbt}}.
 * Copies NBT from source to item tags.
 * Parameters:
 * {{code|source}}: can be {{code|this|killer|killer_player|block_entity|delimiter=pretty-or}}.
 * {{code|ops}}
 * List of copy operations:
 * {{code|source}}: source path (same as {{cmd|data}}).
 * {{code|target}}: target path.
 * {{code|op}}: {{code|replace}}, {{code|append}} (for lists), or {{code|merge}}; for compound tags.
 * {{code|entity}}: source of profile (will do nothing if it's not a player).
 * {{code|explosion_decay}}
 * Applies flat chance (equal to 1/explosion radius) for every item to be destroyed (items in stack are processed separately).
 * {{code|fill_player_head}}.
 * {{code|limit_count}}, parameters are:
 * {{code|limit}}
 * {{code|min}} - optional
 * {{code|max}} - optional
 * Limits count of every item stack to range.
 * {{code|set_contents}}, parameters:
 * entries list of entries (same as in pool).
 * Populates {{code|BlockEntityTag.Items}} with items from entries.
 * {{code|set_loot_table}}, parameters are:
 * {{code|name}}: id of loot table.
 * {{code|seed}}: seed; if omitted or 0, {{code|LootPoolSeed}} will not be set.
 * Sets {{code|BlockEntityTag.LootTable|BlockEntityTag.LootPoolSeed|delimiter=and}} tags.
 * {{code|set_lore}}


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


 * NBT paths
 * Can now return multiple values.
 * When used as target, modification will be applied to every element.
 * When setting location and no elements are found, new matching element will be created:
 * Add {{code|[{k1{{=}}v1,k2{{=}}v2}]}} to match objects in list that have matching fields.
 * Add {{code|{k1{{=}}v1,k2{{=}}v2} }} to match objects.
 * Selects 0 or 1 elements, mostly as safeguard against mismatched entries.
 * Allows negative indices as {{code|[index]}} to index elements in reverse from end.
 * Add {{code|[]}} to select all elements from list.


 * World generator registries.
 * Most of the biome related features now have a registry and their configuration can be serialized.
 * Added a feature registry.
 * Added a registry for decorators.
 * Added a registry for carvers.
 * Added a registry for surface builders.


 * Other
 * {{cmd|execute if|unless data }}
 * Returns count of matched elements when used as command.
 * Continues on non-zero(if) or zero(unless) count when used as part of command.
 * Item frame contents can now be modified with {{cmd|replaceitem}}.
 * {{cmd|data|modify| | | | }}.
 * Applies an operation to selected fields.
 * Operations
 * Are set on all types.
 * Are inserted before index, insert after index, prepend, append on lists.
 * Merge on objects.
 * Sources
 * from {{code| }} to copy a value from an existing tag.
 * value {{code| }}.
 * Added entity type tags.
 * Work like other tags, stored in {{code|tags\entity_types\}}.
 * The type field in @ selectors now accepts entity type tags.
 * {{cmd|locate}}
 * Can locate pillager outposts.
 * Can locate the new villages, using the {{cd|New_Village}} parameter.
 * Changing item models based on item NBT.
 * New item model property: {{code|custom_model_data}}, backed directly by {{code|CustomModelData}} integer NBT field.

General

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


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


 * Credits
 * Updated the credits list.


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


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


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


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


 * Technical
 * Added support for directional opacity of blocks (used by slabs, stairs, snow layers, farmland, grass paths and extended piston base blocks).


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


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

Blocks

 * Campfires

Mobs

 * Foxes
 * Spawn in taiga biomes.

World generation

 * Jungle Village

Mobs

 * Villagers
 * New skins, based on career and occupying biome.
 * Improved trading.

World generation

 * Villages
 * Redesigned; new architecture per biome.
 * Generates in more biomes, such as snowy biomes and jungles.

General

 * A rewrite of the game's rendering engine.

Unconfirmed features
These features were mentioned during the development of 1.14 or during MINECON Earth 2018, but have not been confirmed to be added in this update.
 * Brown mooshrooms.
 * A specific block to craft firework rockets, similar to how looms are used to craft banners.