Java Edition 1.13

1.13, also called Technically Updated, is an upcoming major update with no set release date. It will focus mainly on bug fixes, technical features, and optimisation.

General

 * Data packs
 * Like resource packs, but for loot tables, advancements, functions, structures, recipes and tags.
 * Used by placing them into the  folder of a world.
 * Data packs are  files or folders, with a   in the root. See: Tutorials/Creating a resource pack. The packs are located in.
 * Structures will load from  before checking data packs.
 * However, this directory should not be used to distribute structures. Instead, move these files into data packs.
 * Reloadable using.
 * Structure:,   folder containing a namespace folder determining the namespace of its contents
 * A namespace should only contain the following symbols: 01​​234​5​6​78​9abcdefghijklmnopqrstuvwxyz-_
 * Inside the namespace folder, there can be folders for,  ,  ,  ,   and.


 * Tags
 * Items, blocks and functions can be "tagged" with an ID.
 * Block tags can be used when testing for blocks in the world.
 * Items tags can be used when testing for items in inventories.
 * Function tags can be used when calling functions using commands or advancements.
 * Functions tagged in  will run every tick at the beginning of the tick.
 * Functions tagged in  will run once after a (re)load.
 * Tags are created using data packs in,  , and.
 * When overriding a tag from a different data pack, you can choose to replace or append.
 * By default all tags append if another data pack created the tag.
 * Adding  to your tag definition will make the tag overwrite instead.
 * For example:
 * This will create a block tag called.
 * The json file contains a list of all blocks that should be "tagged".
 * This list can also contain other tags of the same type.
 * You can add for example  in a tag value list to reference another tag called.
 * Self referencing is not possible.
 * There are 10 default tags for both items and blocks:,  ,  ,  ,  ,  ,  ,  ,   and
 * There are 3 extra default tags for blocks that don't have an equivalent for items:,  , and.
 * Advancement item predicates now support item s.


 * Loot tables
 * Added the  function to loot tables.


 * Death Messages
 * Added a death message for when the player is blown up by a bed in the nether or end.
 * "Player was killed by [Intentional Game Design]"
 * Clicking on "[Intentional Game Design]" opens a link to.
 * Added a death message for when a mob or player causes another player to die in the void.
 * "Player didn't want to live in the same world as Player/Mob"


 * Options
 * FS (Fullscreen) Resolution
 * Is used to change the resolution.
 * An option in chat settings to toggle automatic command suggestions (defaults on, otherwise hit tab to bring them up).
 * Options when editing a world to make a backup and open the backups folder.

Blocks

 * Trapdoors, buttons and pressure plates made from all six types of wood.
 * A pumpkin block, without the face. The previous pumpkin block has been renamed "Carved Pumpkin".
 * Right-clicking a pumpkin block with shears will turn it into a carved pumpkin and make it spit out 4 pumpkin seeds.

Commands

 * General
 * A command UI when typing commands in the chat.
 * Different components of commands will be displayed in different colors.
 * Errors will be displayed in red without having to run the command.
 * An  argument in target selectors.
 * A new command parsing library known as brigadier.


 * Coordinates
 * Added a new local coordinate type in commands using.
 * When specifying coordinates in a command, you can now use  to specify local coordinates instead of world coordinates.
 * The axes used for local coordinates are relative to the execution rotation, defaulting to  (south).
 * Like world coordinates, they are by default measured from the base of an entity.
 * The syntax is:
 * is the amount of blocks in the specified direction.


 * Specific commands
 * A command that allows the player to get, merge, and remove entity and block nbt data
 * Will return the NBT data from the block at . A   can be specified to only retrieve that nbt data. Numeric values will be set as the   of the command, strings will set set the length of the string as the , lists will set the number of elements in the list as the  , and compounds will set the number of tags that are directly in that compound as the  . An optional   can be provided to scale the number retrieved.
 * Will return the NBT data from one  entity. A   can be specified to only retrieve that nbt data. Numeric values will be set as the   of the command, strings will set set the length of the string as the , lists will set the number of elements in the list as the  , and compounds will set the number of tags that are directly in that compound as the  . An optional   can be provided to scale the number retrieved.
 * Will merge the block nbt data at  with the specified   data.
 * Will merge the entity nbt data from  with the specified   data. Merging player nbt data is not allowed.
 * Will remove nbt data at  from the block at.
 * Will remove nbt data at  from one   entity. Removing player nbt data is not allowed.
 * Data paths look like this:.
 * means foo's child called bar.
 * means element 0 of foo.
 * "quoted strings" may be used if a name of a key needs to be escaped.
 * Examples of old commands:
 * is now
 * is now
 * Examples of new functionalities:
 * means foo's child called bar.
 * means element 0 of foo.
 * "quoted strings" may be used if a name of a key needs to be escaped.
 * Examples of old commands:
 * is now
 * is now
 * Examples of new functionalities:


 * A command to control loaded data packs.
 * Has the following subcommands:
 * - will enable the specific pack.
 * - will disable the specific pack.
 * - will list all data packs, or only the available/enabled ones.
 * Data packs are enabled by default, but if you disable it you can re-enable it with these commands:
 * - will enable the specific pack, putting it in its default position.
 * - will enable the specific pack, putting it before any other pack (lowest priority)
 * - will enable the specific pack, putting it after any other pack (highest priority)
 * - will enable the specific pack, putting it before (lower priority) pack
 * - will enable the specific pack, putting it after (higher priority) pack
 * - will enable the specific pack, putting it after (higher priority) pack


 * Added.
 * Will rotate an entity to face either an entity or a location.
 * Will rotate an entity to face either an entity or a location.
 * Will rotate an entity to face either an entity or a location.


 * Added  and   to.
 * Added  and   to.

Items

 * An item form for bark blocks for all six types of wood.
 * An item form for smooth quartz, smooth red sandstone, smooth sandstone, and smooth stone.
 * An item form for red and brown mushroom blocks and mushroom stems.
 * A debug stick to cycle between different block states.
 * Left clicking cycles through states; right clicking cycles through values. Shift clicking will cycle through the states or values in reverse order.
 * A model for petrified oak slab - the old wood slab that acts like a stone slab.

General

 * The "flattening"
 * Numeric block metadata completely phased out in favor of block states.
 * Split, merged, created, deleted, and renamed a lot of blocks, blockstates and items.
 * Blocks and items previously differing because of damage value have gotten their own id, for example  instead of
 * Damage has been moved to the  tag and is only used by tools and armor; maps use a   tag.
 * Files and commands no longer use  or.
 * Structures do not run an upgrade path for this.
 * To update your structures, load them all in 1.12, then update to 1.13 and save all structures again.


 * Recipes
 * Custom recipes can now be loaded from data packs in


 * Creative Inventory
 * Because of The "flattening", certain blocks and items have been moved around in their respective groups, for example the Purpur block is now after Obsidian.
 * Mushroom Blocks, farmland and grass path are added to the inventory, under the Decoration Blocks group. Additionally, blank firework rockets are added to the Miscellaneous group.


 * Statistics
 * Statistics are being updated.
 * is now.
 * is now.


 * Other
 * Game library updates
 * Upgraded to LWJGL 3
 * Loading or creating a world shows the percentages of the loading stages.
 * now shows as a loading stage.
 * Crash reports now list what data packs are enabled.
 * Data generators are now exposed, you can get a dump of all blocks/items/commands/etc from the game without opening it up.
 * Changed translation files from  to.
 * Now supports newlines.

Blocks

 * The upper limit of the block ID has dissappeared.
 * Blocks which used to have no bottom texture (like repeaters, comparators, torches, etc.) now have a bottom texture, not including redstone wire.
 * Flicking a lever on now displays redstone particles.
 * Blocks with a collision box now have matching bounding boxes.
 * Affected: anvils, cauldrons, hoppers, fences, iron bars, glass panes, filled ender portal frames, vines, lily pads, stairs, brewing stands, and pistons
 * Updated the collision box of anvils and hoppers.
 * Does not affect blocks with a collision box smaller than their model, such as soul sand and snow layers.
 * Beds now require a block below it as a support. Previously this was only required when placing the bed and the block could be destroyed afterwards without the bed being destroyed.
 * Chests and trapped chests can be put directly next to their double variants instead of requiring one block between them.
 * Shift right-clicking a chest or trapped chest next to a chest or trapped chest respectively will not make the two chests or 2 trapped chests combine into a double chest or double trapped chest.
 * Placing pumpkins and fence gates no longer requires a block below them.
 * Silverfish-Infested blocks will now break instantly, no matter the tool.
 * Bark can now be crafted. 4 logs in a square yield 3 bark.
 * Multiple vines facing different directions, including on the bottom of blocks, can now be placed in the same block space.

Entities

 * Item frames
 * Item frames can now be put on floors and ceilings.


 * Paintings
 * Paintings now use a namespaced ID for their motive.


 * Fishing bobbers
 * Bobbers created by fishing rods got an entity ID,.
 * This ID can only be used for testing, summoning is not possible.


 * Horse
 * The model has been changed to be more consistent with other mobs.
 * Some animations like opening its mouth when grazing have been removed from the model as well.

Commands

 * General
 * Commands and functions are much faster and more efficient.
 * Most commands are now more case-sensitive. Lowercase is preferable wherever possible.
 * For example, this is no longer allowed:
 * The output signal of a command block used to be its "success count", but now is its "result".
 * Changed all custom names (blocks, items, entities, block entities) to translatable text components.
 * Server commands (functions, console, rcon) now run from world spawn in the overworld, instead of at.
 * Errors during a command are now a nicer error message (with a tool tip for more info).
 * Added commands to the profiler (/debug).


 * NBT
 * and  nbt keys of item entities are no longer strings but are instead compounds with two longs named   and.
 * nbt keys of snowballs, eggs and ender pearls are no longer strings but are instead compounds with two longs named  and.


 * Command UI
 * A new prototype for the command UI.


 * Functions
 * Functions are now completely parsed and cached on load.
 * This means if a command is incorrect for any reason, the player will know about it on load.


 * Specific Commands


 * Removed in favor of entity selectors.
 * Removed in favor of entity selectors.


 * Removed in favor of.
 * Removed in favor of.


 * The syntax of has changed.
 * {{cmd|clear [ ] [ ] [ (but doesn't change position).
 * {{cmd|execute at }} executes a command using the position, rotation, and dimension of the   (but doesn't change entity).
 * {{cmd|execute positioned }} executes a command using the position of.
 * {{cmd|execute positioned as }} executes a command using the position (x y z) of the   but nothing else.
 * {{cmd|execute align }} executes a command after aligning the current position to the block grid (rounding down),   is any combination of     and   (for example: , ,  and  ).
 * Examples:
 * using  will become
 * using  will become
 * {{cmd|execute facing }} executes a command as though the executor is facing.
 * {{cmd|execute facing entity (eyes{{!}}feet) }} executes a command as though the executor is facing the entity's eyes or feet.
 * {{cmd|execute rotated as }} executes a command as though the executor is rotated in the direction of the entity.
 * {{cmd|execute rotated }} will run the command as though the executor is rotated in the specified direction.
 * {{cmd|execute in (overworld{{!}}the_end{{!}}the_nether) }} executes a command as though the executor is in the specified dimension.
 * {{cmd|execute anchored (feet{{!}}eyes) }} will make the rest of this command use feet or eyes for ^ ^ ^ coordinates or facing commands.
 * Conditional sub-commands can let you prevent the command from running at all:
 * {{cmd|execute (if{{!}}unless) block  }} executes a command if (or unless)   matches.
 * {{cmd|execute (if{{!}}unless) blocks  (all{{!}}masked) }} executes a command if (or unless) the region between   and   matches.
 * {{cmd|execute (if{{!}}unless) entity }} executes a command if (or unless)   exists (returns 1 or more entities).
 * {{cmd|execute (if{{!}}unless) score  ( < {{!}} <= {{!}} = {{!}} >= {{!}} > ) 's score relates to  's score based on the chosen criterium.
 * {{cmd|execute (if{{!}}unless) score matches  }} executes a command if (or unless)  's score is in the   (ie ,  ).
 * As replacement for {{cmd|stats}}, a new sub-command  lets you store the result or success of a command somewhere:
 * is the result of a command, which replaces these old stats:,  ,  ,.
 * is how many times the command was successful. This is usually  or , but if the command split up (for example  ) then it may be more than  . This replaces.
 * The value will be stored when the full command has finished executing.
 * If a command isn't successful ( is  ),   will always be set to.
 * It will be made clear what the expected result of each command is.
 * {{cmd|execute store (result{{!}}success) score  }}
 * The value is stored into the scoreboard under  and.
 * The  must exist, but unlike with {{cmd|stats}} you don't need to set an initial value for.
 * {{cmd|execute store (result{{!}}success) block (byte{{!}}double{{!}}float{{!}}int{{!}}long{{!}}short)  }}
 * The value is stored in the nbt data at  of the block at   as a byte, double, float, int, long, or short.
 * {{cmd|execute store (result{{!}}success) entity (byte{{!}}double{{!}}float{{!}}int{{!}}long{{!}}short)  }}
 * The value is stored in the nbt data at  of one   entity as a byte, double, float, int, long, or short.
 * Like, {{cmd|execute store}} can't modify player nbt. Nbt inside the  key of items in the player's   or   is an exception and can be modified by {{cmd|execute store}}.
 * Data paths look like this:.
 * means foo's child called bar.
 * means element 0 of foo.
 * "quoted strings" may be used if a name of a key needs to be escaped.
 * Examples:
 * {{cmd|execute store success score @a foo run say hi}}
 * {{cmd|/execute as @e[type=pig] at @s store success entity @s Saddle byte 1 if entity @p[distance=..5] }}
 * You can chain all sub-commands together.
 * After every sub-command you need to write another sub-command.
 * When you're done with chaining sub-commands,  lets you write the actual command to be executed.
 * is no longer allowed before the command.
 * {{cmd|execute as somebody at somebody run say hi}}
 * Example of old commands:
 * {{cmd|execute @e ~ ~ ~ detect ~ ~ ~ stone 0 say Stone!}} is now {{cmd|execute as @e at @s if block ~ ~ ~ stone run say Stone!}}
 * {{cmd|execute @e ~ ~ ~ detect ~ ~ ~ grass 0 summon pig}} is now {{cmd|execute at @e if block ~ ~ ~ grass_block run summon pig}}
 * {{cmd|execute @e ~ ~ ~ say Hello!}} is now {{cmd|execute as @e run say Hello!}}
 * {{cmd|execute @e ~ ~ ~ say Hello!}} is now {{cmd|execute as @e run say Hello!}}


 * {{cmd|experience}}
 * {{cmd|xp}} is now an alias for {{cmd|experience}}.
 * Split up into 3 different subcommands:
 * {{cmd|experience add [points{{!}}levels]}}
 * Adds  of either points or levels to the target   (defaults to points).
 * Adding points can cause players to level up, as usual.
 * Negative numbers are supported, to subtract points instead.
 * Subtracting points can cause players to level down.
 * {{cmd|experience set [points{{!}}levels]}}
 * Sets  of either points or levels on the target   (defaults to points).
 * You cannot set more points than their current level allows.
 * When changing levels, the points will stay at the same percentage as the previous level.
 * {{cmd|experience query (points{{!}}levels)}}
 * Returns either the number of points or levels on the given.


 * {{cmd|fill}}
 * The syntax of {{cmd|fill}} has been changed.
 * {{cmd|fill    arguments.
 * This has been moved into {{cmd|execute}}.
 * {{cmd|function foo if @e}} is now {{cmd|execute if entity @e run function foo}}


 * {{cmd|gamerule}}
 * {{cmd|gamerule}} no longer accepts unknown rules ("custom gamerules").
 * You can use functions or scoreboards as replacements, with no loss of functionality.
 * Existing custom gamerules will just not be accessible. Only built-in rules will be available.
 * Values to {{cmd|gamerule}} are now type checked (giving a string if it wants an int is a very obvious error).
 * Removed the  gamerule in favor of functions tagged in.


 * {{cmd|give}}
 * The syntax of {{cmd|give}} has changed.
 * {{cmd|give [ ] [  is now mandatory


 * {{cmd|locate}}
 * The y-coordinate is now returned as  instead of.
 * The  of the command, used by {{cmd|execute store}}, will be the absolute distance to the structure.


 * {{cmd|particle}}
 * The  argument has been removed, instead the parameters for particles like   can be specified right after the   argument using the new block argument.
 * {{cmd|particle block polished_granite ~ ~ ~ 0 0 0 0 1 }}
 * {{cmd|particle dust 1 1 1 1 ~ ~ ~ 0 0 0 0 1 }}
 * are, in order, the three RGB color values (0-1) and the size of the particle.
 * {{cmd|particle }} is now a valid shortcut. ,  , and   will default to
 * Particle names have been changed.
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed
 * -> removed


 * {{cmd|playsound}}
 * Will {{key|Tab}} auto-complete custom sound events.


 * {{cmd|replaceitem}}
 * The syntax of {{cmd|replaceitem}} has changed.
 * {{cmd|replaceitem block  [ ] [  argument no longer requires.
 * For example,  now is


 * {{cmd|scoreboard}}
 * {{cmd|scoreboard}} had  removed from its commands in favor of the   argument in entity selectors.
 * {{cmd|scoreboard players tag}} and {{cmd|scoreboard teams}} removed. Replaced by {{cmd|tag}} and {{cmd|team}} respectively.
 * {{cmd|scoreboard players test}} removed in favor of {{cmd|execute (if{{!}}unless) score}}, entity selectors and {{cmd|scoreboard players get }}.


 * {{cmd|setblock}}
 * The syntax of {{cmd|setblock}} has changed.
 * {{cmd|setblock [  and , which covers all the old stat types.


 * {{cmd|stopsound}}
 * can now be used instead of  to stop all sounds with a certain name, across all sources.


 * {{cmd|tag}}
 * Replaces {{cmd|scoreboard players tag}}.
 * Keeps the same syntax.
 * {{cmd|tag add }} to add  to.
 * {{cmd|tag remove }} to remove  from.
 * {{cmd|tag list}} to list all tags on.


 * {{cmd|team}}
 * Replaces {{cmd|scoreboard teams}}.
 * Keeps the same syntax.
 * {{cmd|team add [ ]}}
 * {{cmd|team empty }}
 * {{cmd|team join [ ]}}
 * {{cmd|team leave [ ]}}
 * {{cmd|team list [ ]}}
 * {{cmd|team option  }}


 * {{cmd|testfor}}, {{cmd|testforblock}} and {{cmd|testforblocks}}
 * Removed. Now part of {{cmd|execute}}.


 * {{cmd|toggledownfall}}
 * Removed. It was always used to stop the rain, then make you frustrated in a minute when it's raining again.
 * Use {{cmd|weather}}.


 * {{cmd|tp}} and {{cmd|teleport}}
 * {{cmd|tp}} is now an alias of {{cmd|teleport}} (much like {{cmd|w}}, {{cmd|msg}} and {{cmd|tell}}).
 * {{cmd|teleport}} has been simplified a bit, to avoid ambiguity.
 * {{cmd|teleport }} doesn't allow rotation or facing, will teleport you to the entity.
 * {{cmd|teleport }} doesn't allow rotation or facing, will teleport you to the position.
 * {{cmd|teleport }} doesn't allow rotation or facing, will teleport victim to entity.
 * {{cmd|teleport [yRot xRot]}} will teleport you to that position with optional rotation.
 * {{cmd|teleport facing [xFacing yFacing zFacing]}} will teleport you to that position facing another position.
 * {{cmd|teleport facing entity  [feet{{!}}eyes]}} will teleport you to that position facing an entity's feet or eyes (default feet).
 * Teleporting to an entity in another dimension is now allowed.


 * {{cmd|trigger}}
 * {{cmd|trigger }} is a new syntax as a shortcut for {{cmd|trigger add 1}}.


 * {{cmd|weather}}
 * If you don't specify a time, it now defaults to 5 minutes (previously random).


 * Argument Types


 * Target selectors
 * More error handling has been introduced.
 * Arguments may now be quoted.
 * Things like,  ,   are not allowed.
 * There's no longer a "min" and "max" separate values, we instead support ranges.
 * is level 10
 * is level 10, 11 or 12
 * is anything level 5 or above
 * is anything level 15 or below
 * The arcane shorthand names have been renamed.
 * or  ->
 * or  ->
 * or  ->
 * or  ->
 * ,,  ,  ,  ,   are now doubles and allow values like
 * and  are no longer center-corrected.
 * This means  no longer equates to.
 * (previously ) no longer allows numerical or shorthand IDs.
 * (was ) No longer allows negative values.
 * Use  instead.
 * The  argument now supports spaces (as long as it's quoted).
 * Multiple of the same argument in target selectors is now possible.
 * matches someone with,   and not.
 * matches something that isn't a cow and isn't a chicken.
 * isn't allowed, because something cannot both be a cow and chicken.
 * You can specify the sorting.
 * is the old default, sorting by distance (default for )
 * is the reverse of that (previously you'd use  for this)
 * for random sorting (default for )
 * is a new option to not sort the result (default for,  )
 * Specifying scores now looks like
 * You can test for advancements with
 * for "they completed the advancement",  for "they have not completed the advancement"
 * Alternatively, pass a block of specific criteria to test for (again, / )
 * for "they completed the advancement",  for "they have not completed the advancement"
 * Alternatively, pass a block of specific criteria to test for (again, / )


 * Blocks
 * Wherever a, optionally   and optionally   was required, it's now a single   argument that looks like this:
 * ID is required (though just as before, if namespace isn't set it defaults to ).
 * States are inside, comma-separated and must be properties/values supported by the blocks. They are optional.
 * is a syntax error, because  doesn't have.
 * is a syntax error, because 's   is a number between 0 and 15.
 * NBT tag is inside {}, and works just like you'd expect. It's optional.
 * In the context of "conditions"/testing for blocks, only the states you provided will be tested.
 * If you test, it only checks power but ignores other states such as.
 * In the context of setting blocks, any states you provided will be set but anything missed out will default depending on the block.
 * If you set, it will set   to 15 but   will be a default value (in this case, set to  ).
 * There is no such thing as block data value in 1.13. It's either a different blocks, or a state.
 * Items
 * Wherever an, optionally   and optionally   was required, it's now a single   argument that looks like this:
 * ID is required (though just as before, if namespace isn't set it defaults to ).
 * NBT tag is inside {}, and works just like you'd expect. It's optional.
 * There is no such thing as item data value or item damage value in 1.13.
 * Damage, where applicable, is being moved into nbt.
 * Any other information is either a separate item or a property in nbt.
 * ID is required (though just as before, if namespace isn't set it defaults to ).
 * NBT tag is inside {}, and works just like you'd expect. It's optional.
 * There is no such thing as item data value or item damage value in 1.13.
 * Damage, where applicable, is being moved into nbt.
 * Any other information is either a separate item or a property in nbt.
 * Any other information is either a separate item or a property in nbt.

Structures

 * Witch Huts
 * Now generates with a mushroom in the flower pot.
 * Previously, it was completely empty.

Other

 * Controls
 * The name of keybindings now describes the actual key (e.g. 'LBUTTON' -> 'Left Button', 'BACKSLASH' -> '\')


 * Options
 * Removed 3D Anaglyph completely


 * Resource packs
 * Updated format number
 * The default resource pack can now be moved up and down on the resource pack selection screen.

Commands

 * Replaces.
 * Syntax not set in stone yet.
 * Syntax not set in stone yet.

Planned changes

 * World generation
 * World generation will become data-driven, using json files.

Unconfirmed features

 * The ability to change biome dependent colors (such as foliage, water, and the sky) without needing mods.
 * Ability for the recipe book to show smelting recipes.
 * Customizable furnace recipe files.
 * Recipe book design might be changed.
 * , and  will be replaced by,  and.
 * ,, and  will be replaced by other commands.