Java Edition 1.20

1.20, the first release of Trails & Tales, is an upcoming major update to set to release sometime in 2023. Originally announced at Minecraft Live 2022 on October 15, 2022, the name of the update was revealed at Minecraft Monthly on March 2, 2023.

Blocks

 * Bamboo Mosaic.png Bamboo Mosaic
 * A plank variant exclusive to the bamboo wood set.
 * Crafted by arranging 2 bamboo slabs in a vertical strip.
 * Can be used to craft respective Bamboo Mosaic Stairs.png stairs and Bamboo Mosaic Slab.png slabs variant.


 * Bamboo Planks.png Bamboo Planks
 * Crafted using 1 block of bamboo (stripped or unstripped) to craft 2 bamboo planks.
 * Can be used to craft respective Bamboo Button.png buttons, Bamboo Door.png doors, Bamboo Fence.png fences, Bamboo Fence Gate.png fence gates, Bamboo Pressure Plate.png pressure plates, Bamboo Sign.png, Bamboo Slab.png slabs, Bamboo Stairs.png stairs, and Bamboo Trapdoor.png trapdoors.
 * Can be used to craft bamboo rafts and bamboo raft with chests.
 * Can be used to craft wooden blocks or items, (eg. chest).


 * Block of Bamboo.png Block of Bamboo
 * New log-like block.
 * Block of bamboo can be crafted from 9 bamboo and can be stripped Block of Stripped Bamboo.png like other wood logs.
 * Bamboo planks crafted from block of bamboo yield only 2 planks compared to 4 for wood logs.


 * Inactive Calibrated Sculk Sensor JE1.gifrated Sculk Sensor
 * A new variant of sculk sensor which allows players to filter vibrations based on their frequency level.
 * Does not spawn naturally.
 * Can only be crafted with 1 sculk sensor and 3 amethyst shards in the crafting table.
 * One side of the calibrated sculk sensor can receive a redstone signal as an input.
 * The strength of that redstone signal is the only vibration frequency the sculk sensor will listen to.


 * Cherry Leaves.pngy Leaves
 * A new type of leaves, generated in cherry trees.
 * Emits pink particles falling underneath.


 * Cherry Log.png Cherry Log
 * A new type of log, generated as a part of cherry trees.
 * Can be crafted into cherry planks and wood.
 * Has a stripped variant as well Stripped Cherry Log.png, Cherry Wood.png wood and Stripped Cherry Wood.png stripped wood.
 * The stripped variant can be used to craft cherry hanging sign.


 * Cherry Planks.png Cherry Planks
 * Crafted from cherry logs.
 * Can be used to craft respective Cherry Button.png buttons, Cherry Door.png doors, Cherry Fence (EW).png fences, Cherry Fence Gate.png fence gates, Cherry Pressure Plate.png pressure plates, Cherry Sign.png signs, Cherry Slab.png slabs, Cherry Stairs.png stairs, and Cherry Trapdoor.png trapdoors.
 * Can be used to craft cherry boats and cherry boat with chests.
 * Can be used to craft wooden blocks or items, (eg. chest)


 * Cherry Sapling.png Cherry Sapling
 * A new type of sapling which grows into a cherry tree when planted.
 * Drops underneath cherry leaves.
 * Can break off a fully grown one and plant it to grow a cherry tree.
 * Potted Cherry Sapling.png Can be placed in flower pots.


 * Chiseled Bookshelf.png Chiseled Bookshelf
 * Can be crafted with 6 planks and 3 wooden slabs.
 * Can store up to six books, enchanted books, written books or books and quills.
 * Books in chiseled bookshelves can be added or removed from any slot by targeting the specific slot.
 * Books are directly added and removed, so there is no interface.
 * Can be used with a redstone comparators (giving a signal strength matching that of the slot that was last interacted with).
 * Can be used with a hopper and dropper.
 * Do not increase the power of enchanting tables.
 * Require a Silk Touch axe to mine.


 * Decorated Pot.png Decorated Pot
 * Can be crafted Prize Decorated Pot.png Arms Up Decorated Pot.png with any 20 pottery shards or Decorated Pot (S).png brick items, in a rhombic crafting configuration.
 * The type of crafting material decides which picture will display on its respective side of the decorated pot (e.g. an "arms up" pottery shard in the top slot will display on the back).
 * The brick item will not have a picture, and will instead be blank.
 * Very fragile and easy to break.
 * Will break apart into its crafting materials when broken using any block-breaking tool.
 * Will drop itself when broken using an empty hand or a block-breaking tool with Silk Touch, or when moved by pistons.
 * Has a new property named.
 * Has no functionality implemented yet.


 * Hanging Sign
 * A more expensive version of normal signs, which can be crafted with 2 chains and 6 stripped logs, yielding 6 of them.
 * Has a total of 11 variants: Oak Hanging Sign.png oak, Spruce Hanging Sign.png spruce, Birch Hanging Sign.png birch, Jungle Hanging Sign.png jungle, Acacia Hanging Sign.png acacia, Dark Oak Hanging Sign.png dark oak, Mangrove Hanging Sign.png mangrove, Crimson Hanging Sign.png crimson, Warped Hanging Sign.png warped, Bamboo Hanging Sign.png bamboo, and Cherry Hanging Sign.png cherry.
 * Can be hung up in the following ways:
 * Underneath a block that provides support in the center, like a fence or an iron bar.
 * When the hanging sign is placed underneath a non-full block, or when placed while sneaking, the chains will take on an upside-down v-shape. Signs in this configuration can be placed in 16 different angles, similar to an armor stand.
 * Underneath a full block.
 * When the hanging sign is placed underneath a full block, the chains will be on parallel sides of the sign. Signs in this configuration can be placed in the 4 cardinal directions, North, South, East, and West.
 * Attached to the solid side of a block.
 * When attached to the side of a block, its chains will be parallel, hanging onto a horizontal bar sticking out from the side of said block. Hanging signs in this configuration will display text perpendicular to the side of the block they were attached to.
 * Attached to the side or underneath another hanging sign.
 * This will display the same way is being placed underneath a non-full block.
 * Cannot be placed directly on the ground without support from the side or above.
 * However, hanging signs that have a horizontal bar will not break when the supporting block is removed.
 * If it is hanging underneath of a block and that block is broken, the hanging sign will also break immediately.
 * Unlike regular signs, the space available for text is much smaller.
 * Text can be dyed with any color of dye and tinted with glow ink sacs to make text glow.


 * Piglin Head.png Piglin Head
 * Piglins will now drop their heads when killed by a charged creeper.
 * The piglin head will flap its ears when powered by redstone, or when worn by a player while walking, similar to the ender dragon head.


 * Pink Petals
 * A new type of surface block, which generates naturally in cherry groves.
 * Renewable when applying a bone meal to an existing set of pink petals or to the ground of cherry groves.
 * Similar to sea pickle, pink petals can be placed up to 4 in one dirt-related block.
 * Can be placed directionaly.
 * Can be crafted into pink dye.


 * Pitcher Plant
 * A type of plant which grows from the pitcher pod after 4 stages (5 stages in total).
 * If grown fully, it will only drop itself when broken, otherwise drops the pod.
 * Can be crafted into a cyan dye.
 * Cannot be placed in a flower pot.


 * Sniffer Egg
 * Can be found in the suspicious sand loot table found at warm ocean ruins.
 * Dropped when two sniffers breed.
 * Hatches into a baby snifflet.
 * When placed on moss block, it will hatch after approximately 10 minutes.
 * On all other blocks, it will hatch in approximately 20 minutes.


 * Suspicious Gravel
 * Looks similar to gravel, with a rougher texture.
 * Affected by gravity, although it vanishes when landing.
 * Generates naturally in cold ocean ruins, with different archaeological loot tables.
 * Drops nothing when mined or moved, even if mining with Silk Touch.
 * Brushing the suspicious gravel with a brush will extract objects.
 * Has 4 stages of extraction (displayed through the texture), and will "recover" gradually when brushing is stopped.
 * Turns to regular gravel once extraction is done.
 * Only suspicious gravel with a valid archaeological loot table (the ones naturally generated) can extract an item.


 * Suspicious Sand
 * Looks similar to sand, with a rougher texture.
 * Affected by gravity, although it vanishes when landing.
 * Generates naturally in warm ocean ruins, desert temples and desert wells, with different archaeological loot tables.
 * Drops nothing when mined or moved, even if mining with Silk Touch.
 * Brushing the suspicious sand with a brush will extract objects.
 * Has 4 stages of extraction (displayed through the texture), and will "recover" gradually when brushing is stopped.
 * Turns to regular sand once extraction is done.
 * Only suspicious sand with a valid archaeological loot table (the ones naturally generated) can extract an item.


 * Torchflower
 * A new type of flower, which grows from torchflower seeds after 2 stages (3 stages in total).
 * Doesn't emit light, despite the name.
 * If it's in its third growth stage, it will only drop itself when broken, otherwise it will drop its seed.
 * Can be crafted into an orange dye.
 * Can be planted in a flower pot.
 * Can now be used to craft suspicious stew, giving the player Night Vision.
 * Can be used to tempt and breed bees.

Items

 * Brush.png Brush
 * An item which can be used in the new archaeology system.
 * Can be crafted with a stick, a copper ingot and a feather in a vertical line, respectively.
 * Consumes 1 durability point when extracting an item from suspicious sand or suspicious gravel successfully.
 * Has no effect when brushing anything other than suspicious sand or suspicious gravel.


 * Pitcher Pod.png Pitcher Pod
 * Can be planted on farmland and grows into a pitcher plant.
 * Can only be obtained if a sniffer digs up a pitcher pod.
 * Drops pitcher plant when fully grown, otherwise drops itself.


 * Pottery Shards
 * An item found by using a brush on suspicious sand.
 * There are currently 20 known varieties:
 * Angler Pottery Shard.png Angler Pottery Shard
 * Archer Pottery Shard.png Archer Pottery Shard
 * Arms Up Pottery Shard.png Arms up Pottery Shard
 * Blade Pottery Shard.png Blade Pottery Shard
 * Brewer Pottery Shard.png Brewer Pottery Shard
 * Burn Pottery Shard.png Burn Pottery Shard
 * Danger Pottery Shard.png Danger Pottery Shard
 * Explorer Pottery Shard.png Explorer Pottery Shard
 * Friend Pottery Shard.png Friend Pottery Shard
 * Heart Pottery Shard.png Heart Pottery Shard
 * Heartbreak Pottery Shard.png Heartbreak Pottery Shard
 * Howl Pottery Shard.png Howl Pottery Shard
 * Miner Pottery Shard.png Miner Pottery Shard
 * Mourner Pottery Shard.png Mourner Pottery Shard
 * Plenty Pottery Shard.png Plenty Pottery Shard
 * Prize Pottery Shard.png Prize Pottery Shard
 * Sheaf Pottery Shard.png Sheaf Pottery Shard
 * Shelter Pottery Shard.png Shelter Pottery Shard
 * Skull Pottery Shard.png Skull Pottery Shard
 * Snort Pottery Shard.png Snort Pottery Shard


 * Smithing Templates
 * New item series for trimming armor and upgrading diamond armor to netherite, with twelve varieties of armor trims.
 * Netherite Upgrade Smithing Template JE1 BE1.png Netherite Upgrade
 * Armor trims:
 * Coast Armor Trim Smithing Template JE1 BE1.png Coast Armor Trim
 * Dune Armor Trim Smithing Template JE2 BE2.png Dune Armor Trim
 * Eye Armor Trim Smithing Template JE1 BE1.png Eye Armor Trim
 * Host Armor Trim Smithing Template JE1 BE1.png Host Armor Trim
 * Raiser Armor Trim Smithing Template JE1 BE1.png Raiser Armor Trim
 * Rib Armor Trim Smithing Template JE1 BE1.png Rib Armor Trim
 * Sentry Armor Trim Smithing Template JE2 BE2.png Sentry Armor Trim
 * Shaper Armor Trim Smithing Template JE1 BE1.png Shaper Armor Trim
 * Silence Armor Trim Smithing Template JE1 BE1.png Silence Armor Trim
 * Snout Armor Trim Smithing Template JE1 BE1.png Snout Armor Trim
 * Spire Armor Trim Smithing Template JE1 BE1.png Spire Armor Trim
 * Tide Armor Trim Smithing Template JE1 BE1.png Tide Armor Trim
 * Vex Armor Trim Smithing Template JE1 BE1.png Vex Armor Trim
 * Ward Armor Trim Smithing Template JE1 BE1.png Ward Armor Trim
 * Wayfinder Armor Trim Smithing Template JE1 BE1.png Wayfinder Armor Trim
 * Wild Armor Trim Smithing Template JE1 BE1.png Wild Armor Trim
 * They can be obtained randomly from chests generated in their respective structures.
 * Exceptions:
 * While randomly generated in other rooms, a netherite upgrade smithing template is also guaranteed in every treasure room in a bastion remnant.
 * 1 eye armor trim is guaranteed in every stronghold library chest.
 * A single tide armor trim is sometimes dropped by elder guardians upon death.
 * Host, raiser, shaper and wayfinder trims are found by brushing Suspicious Sand and Suspicious Gravel in Trail Ruins.
 * Some armor trims are rarer than others, with a higher or lower chance of generating depending on the set rarity.
 * The following common armor trims always generate 2 templates in a chest when found:
 * Dune
 * Coast
 * Wild
 * Sentry
 * Consumed when used to upgrade an item in the smithing table.
 * Cannot be crafted directly, but a copy can be made by crafting in the following pattern:
 * 7 diamonds, in a U shape.
 * 1 block of material that the template is made out of, placed in the center slot of the crafting grid.
 * 1 smithing template, placed in the remaining top middle slot.


 * Spawn Eggs
 * Camel Spawn Egg.png Camel spawn egg
 * Sniffer Spawn Egg.png Sniffer spawn egg.


 * Torchflower Seeds.png Torchflower Seeds
 * A new type of seed, which can be planted on farmland and grows into a torchflower.
 * Can only be obtained if a sniffer digs up a torchflower seed.
 * Can be used to tempt and breed chickens and parrots.
 * Can be used to breed, but not tempt, sniffers.

Mobs

 * Camel.png Camel
 * A rideable entity, which can be equipped with a saddle and ridden by two players.
 * Has health points.
 * Spawns naturally in desert villages.
 * Can be bred with cacti, and will follow players holding a cactus on hand.
 * Mobs that are 2 blocks tall and lower cannot reach the player (except spiders) when the player is riding it, due to its height.
 * Can walk over 1.5 block tall obstacles (such as fences and blocks with a slab on top).
 * Will randomly sit down.
 * While sitting, it is difficult to convince them to move.
 * Can either walk slowly or sprint quickly.
 * Can also dash forward (if the player uses the jump key while riding it) but will lose stamina for a while.
 * When it loses stamina, it cannot sprint or dash again for a few seconds.
 * A dash can extend more than 10 blocks when executed perfectly.


 * Sniffer.png Sniffer
 * A new passive mob, which is also the mob vote winner of Minecraft Live 2022.
 * Considered to be the first "ancient" mob.
 * Very large (2x2 full blocks).
 * Has health points.
 * Cannot spawn naturally.
 * Cannot be tempted or tamed.
 * Often sniffs in the air and occasionally digs for torchflower seeds.
 * The digging has a cooldown of 8 minutes.
 * The last 20 dug blocks are remembered with a memory, and are not eligible for digging again.
 * Can be bred with torchflower seeds.
 * Drops moss block when killed.

Non-mob entities

 * Cherry Boat.png Cherry boat
 * A new type of boat, crafted with cherry planks.
 * Can be used to craft a variant Cherry Boat with Chest.png with a Chest.


 * Bamboo Raft.png Raft
 * A new type of boat, crafted with bamboo planks.
 * Can be used to craft a variant Bamboo Raft with Chest.png with a chest.
 * They function the same way as ordinary boats, but have a unique look to them.
 * A raft's model is higher than a boat.

World generation

 * Cherry Tree.png Cherry
 * New type of tree variant that is found in cherry groves, can be grown from cherry saplings.
 * Occasionally generated with a bee nest.
 * Tree trunks fork or bend high up, and are then covered up in large, round canopies of cherry leaves.
 * The concept was proposed in 2013 by Patrick Geuder, but was ultimately not added at the time.


 * Cherry Grove
 * A new biome which contains cherry trees.
 * Located in the mountains, like meadows.
 * Pigs, sheep, rabbits, and bees can spawn here.


 * Trail Ruins creative mode 2.jpeg Trail Ruins
 * A buried generated structure from a lost culture.
 * Generates in taigas, snowy taigas, old growth taigas (both types), old growth birch forests, and jungles.
 * Comprised of a tower, a path across the bottom, and a few additional rooms attached to the side.
 * Contains suspicious sand and suspicious gravel, as well as mud bricks and several colors of terracotta and glazed terracotta.
 * Four armor trims and seven pottery shards can be found here.
 * In the suspicious sand and suspicious gravel you can find:
 * Wooden hoe
 * Coal
 * Wheat
 * Gold nugget
 * Seeds
 * Beet seeds
 * String
 * Oak hanging sign
 * Spruce hanging sign
 * Blue glass pane
 * Red glass pane
 * Yellow glass pane
 * Light blue glass pane
 * Purple glass pane
 * Magenta glass pane
 * Pink glass pane
 * Blue dye
 * Yellow dye
 * Orange dye
 * Light blue dye
 * White dye
 * Brick

General

 * Data pack
 * Added registry and, which defines trim patterns and materials respectively, to allow add them via data packs.
 * These are synchronized to clients when they join the server, but the accompanying resource pack is required on client to make them visible.
 * The paths to these textures are inferred based on the filename of the pattern json, and will try to find the textures within the same namespace as the trim pattern's field.
 * defines following data:
 * : a namespaced ID used to infer texture locations and localization.
 * : the ID of the smithing template item used to apply the trim pattern.
 * : a text component used for displaying the pattern name of an armor trim when hovering an armor item stack.
 * defines following data:
 * : a string used as a suffix for armor trim texture locations.
 * : the ID of the ingredient item used to apply the trim material.
 * : a float number which defines the item model override each armor item model should target to change their visuals for this material.
 * : a text component used for displaying the material name of an armor trim when hovering an armor itemstack.
 * The style defined in this description is applied to the armor trim pattern as well.
 * : an optional map of armor material to overriden color palette.
 * Map key is the armor material that this trim material wants to override with a different color palette.
 * Map value is the name of the color palette that will be used when this trim material is applied to an armor piece with the corresponding armor material.


 * Particles
 * Added, which will appear underneath the cherry leaves.


 * player.dat format
 * Added new flag (value 128) to HideFlags NBT field for hiding armor trim item tooltips.


 * Recipe
 * Added recipe serializers for the updated netherite upgrade and the new armor trim recipe respectively.


 * Resource pack
 * Added, which is a new type of atlas configuration source used to dynamically generate new textures in memory based on a set of color palettes.
 * Color palettes allows to swap out the colors of a texture without having to supply all files for the variants of a texture in a resource pack.
 * This is useful for things like armor trims. It can change the their color directly without create a new texture for each color.
 * The source has a set of required parameters:
 * : a list of namespaced locations of base textures.
 * These textures will be used to generate variants of them that have been modified by color palettes.
 * : a namespaced location of a color palette key file.
 * A color palette key is used to define the set of key pixel colors we want to swap out with the color palettes defined below.
 * : a map of permutations from suffix to a namespaced location of a color palette file.
 * The suffix is appended at the beginning to the resource location of the output variant textures, with a character separating the suffix and the base texture name.
 * The color palette is a texture file with a set of pixels that are used for replacing pixels that match the color palette key in each base texture.
 * The number of pixels in each color palette must be the same as that of the defined for this source.
 * Key matching is done by comparing the RGB values of each pixel in the to the RGB values of each pixel in the color palette.
 * Alpha channel is ignored for key matching, but in the resulting texture the alpha channel is multiplied with the color palette's alpha channel.
 * Pixels that do not match the are copied over to the resulting texture as-is.
 * After defining a source, those namespaced output textures can be referenced in other resources in resource pack.
 * For example, if the following source exists:
 * The resulting textures can be referenced in other resources like this:
 * The resulting textures can be referenced in other resources like this:


 * Tags
 * Added following biome tags:
 * : contains.
 * Added following block tags:
 * : contains the tags.
 * : contains.
 * : contains all ceiling versions of hanging sign blocks.
 * : contains.
 * : contains.
 * Controls which blocks can produce a combination of step sounds.
 * : contains.
 * : contains.
 * : contains.
 * : contains all wall versions of hanging sign blocks.
 * Added following item tags:
 * : contains.
 * : contains book, written book, enchanted book, and book and quill.
 * : contains.
 * : contains.
 * : contains.
 * : contains all hanging sign items.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.

Blocks

 * Block of Amethyst
 * Added a new behavior called vibration resonance when it is placed adjacent to sculk sensors.
 * If that sculk sensor receives a vibration, the block of amethyst will re-emit its frequency as a separate vibration at its location.


 * Note Block
 * Mob heads can now be placed on top of note blocks without sneaking.
 * When placing a mob head on a note block, that note block will now play one of the ambient sounds of that mob when played by a player or powered by redstone.


 * Player Head
 * Now can contain a NBT tag.
 * Must be a resource location for a valid sound event.
 * When present, this determines the sound a note block makes when the head is placed on top of it.


 * Sculk Sensor
 * Vibration frequencies of many actions in the game have been tweaked and greatly simplified to prevent unwanted interference, as following:
 * {| class="wikitable"

! Action ! Frequency Value
 * Movement in any medium (land, water and air)
 * 1
 * Landing on any surface (land or water)
 * 2
 * Item interactions
 * 3
 * Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)
 * 4
 * Dismounting a mob or equipping gear
 * 5
 * Mounting a mob or interacting with a mob
 * 6
 * Mobs and players getting damaged
 * 7
 * Consuming items (drinking and eating)
 * 8
 * Blocks 'deactivating' (door close, chest close, button unpress, etc)
 * 9
 * Blocks 'activating' (door open, chest open, button press, etc)
 * 10
 * Blocks changing (cauldron water level rising, adding food to campfire, etc)
 * 11
 * Blocks being destroyed
 * 12
 * Blocks being placed
 * 13
 * Mobs and players teleporting or spawning
 * 14
 * Mobs and players dying or an explosion
 * 15
 * }
 * Blocks changing (cauldron water level rising, adding food to campfire, etc)
 * 11
 * Blocks being destroyed
 * 12
 * Blocks being placed
 * 13
 * Mobs and players teleporting or spawning
 * 14
 * Mobs and players dying or an explosion
 * 15
 * }
 * Mobs and players dying or an explosion
 * 15
 * }
 * }


 * Signs
 * Sign text can now be edited by with it after being placed in the world.
 * Previous dye and glow ink sac effects are kept after editing.
 * Both sides of the sign can now have separate text and colors.
 * By default, a sign will prompt the player to input the front side's text when placed.
 * To apply text to the back-side, the player must walk to the other side and interact with that face to edit it.
 * Signs can now also be waxed with honeycomb, preventing any further edits to its text.
 * Click commands on signs can only be invoked when the sign is waxed.
 * If a sign with a click command is not waxed, interacting with it will not invoke the command and instead open up the edit screen as usual.

Items

 * Armors
 * Now can be visually customized with a variety of unique trims at the smithing table.
 * Purely visual with no gameplay benefits, and can only be applied to helmets, chestplates, leggings and boots.
 * All trim patterns are visually the same on an armor's item icon, but the color will still change based on the trim material.
 * The name of the trim pattern will be displayed on the item's tooltip.
 * Armor trim has 2 properties: pattern and material.
 * Pattern: Defined by the smithing template used to apply the trim, and represents the visual pattern of the trim.
 * Material: Defined by what ingredient is used to apply the trim, and represents the color of the trim.
 * Available ingredients:


 * Potions
 * Wither effect particle colors have been adjusted to make them more distinguishable.
 * Potion of Slow Falling has had its color tweaked to make it more distinguishable from the Potion of Invisibility.

Non-mob entities

 * Display
 * Previous values are now always discarded if is 0.
 * Made sure that render properties are applied at the same time (so is applied at the same time as transformation, i.e. at next tick after receiving update).
 * Entities are not rendered unless initial data is received. That means display entities might not show on the first tick.
 * Due to how game handles updates, changes to entities made after summoning might be delivered to clients with later tick.

World generation

 * Desert Pyramid
 * Now includes a new room filled with sand and suspicious sand.
 * Some sand will appear exposed, and can be found at the same height as blue terracotta.
 * In the suspicious sand you can find:
 * Diamond
 * Emerald
 * Tnt
 * Powder
 * Archer Pottery Shard
 * Miner Pottery Shard
 * Prize Pottery Shard
 * Skull Pottery Shard


 * Desert Well
 * Now includes suspicious sand underwater.
 * In the suspicious sand you can find:
 * Brick
 * Stick
 * Emerald
 * Suspicious Stew
 * Arms up Pottery Shard
 * Brewer Pottery Shard


 * Ocean Ruins (cold)
 * Now include suspicious gravel blocks.
 * In the suspicious gravel you can find:
 * Emerald
 * Iron axe
 * Coal
 * Gold Nugget
 * Wheat
 * Wooden hoe
 * Blade Pottery Shard
 * Explorer Pottery Shard
 * Mourner Pottery Shard
 * Plenty Pottery Shard


 * Ocean Ruins (warm)
 * Now include suspicious sand]] blocks.
 * In the suspicious sand you can find:
 * Wooden hoe
 * Emerald
 * Coal
 * Gold Nugget
 * Wheat
 * Angler Pottery Shard
 * Shelter Pottery Shard
 * Snort Pottery Shard

Gameplay

 * Advancements
 * The cherry grove is now required to be visited for the "Adventuring Time" advancement.
 * Camels and sniffers are now required for the "Two by Two" advancement.
 * The "The Parrots and the Bats" advancement can be granted by breeding sniffers and camels now.
 * The "A Seedy Place" advancement can be granted by planting torchflower seeds now.
 * The "Glow and Behold!" advancement can be obtained by using a glow ink sac on a hanging sign now.
 * The description now says "Make the text of any sign glow".


 * Smithing Table functionality
 * Redesigned: it is now a workstation for physical equipment upgrades and modifications.
 * Added a slot used by smithing templates to the left of the old 2 slots.
 * Smithing templates define what type of upgrade that will be making to equipment.
 * It specifies both what type of items that can upgrade, and which ingredients are valid to customize the upgrade.
 * Netherite equipment crafting now also requires a netherite upgrade smithing template.

General

 * Data packs
 * The data pack version is now, accounting for sign data format changes.


 * Feature Flags
 * Removed feature flag and built-in datapack.
 * All features and changes from the "Update 1.20" experimental pack are now part of the game.


 * Game Events
 * game event has been removed in favor of.
 * and game events have been removed in favor of.
 * Many game events have new vibration frequencies:
 * {| class="wikitable"

! Game event ! Frequency Value
 * 1
 * 2
 * 3
 * 4
 * 5
 * 6
 * 7
 * 8
 * 9
 * 10
 * 11
 * 12
 * 13
 * 14
 * 15
 * }
 * 6
 * 7
 * 8
 * 9
 * 10
 * 11
 * 12
 * 13
 * 14
 * 15
 * }
 * 10
 * 11
 * 12
 * 13
 * 14
 * 15
 * }
 * 12
 * 13
 * 14
 * 15
 * }
 * 14
 * 15
 * }
 * 15
 * }
 * 15
 * }


 * Sounds
 * Step sounds can now combine for blocks walked through and stepped on.
 * Occurs for carpets, snow, nether sprouts as well as warped and crimson roots.
 * The top-most block the player is walking on is played as normal.
 * The block underneath is played at a lower volume and pitch.


 * Structure Post-processors
 * A post-processor has been added which can limit how many blocks a delegated post-processor randomly transform in a structure.
 * This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution.
 * It has following required parameters:
 * - A post-processor which performs the actual block transformation.
 * - Maximum amount of blocks that the delegated post-processor can transform.
 * The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount.
 * Either constant or random number generator sampled during post-processing.
 * Previously a rule could specify an optional fixed which would be added to the processed output block entity; this field has now been changed to reference a.
 * Existing s are:
 * : Retains existing fields on the block entity.
 * This is the default if no is specified.
 * : Similar to previous this provides fixed fields to add to the block entity.
 * A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields.
 * : Removes any existing fields on the block entity.
 * : Appends a loot table and seed to the block entity through required parameter:
 * : Referenced loot table to add to block entity as field.
 * Field is also added to the block entity using random seeded by block position.


 * Tags
 * Added to the  block tag.
 * Added, bamboo mosaic slab and bamboo mosaic stairs to the block tag.
 * Added into the  item tag.
 * Added into the  block and item tags.
 * Added into the  item tag.
 * Added into the  block and item tags.
 * Added into the  block and item tags.
 * Added into the  block and item tags.
 * Added into the  block and item tags.
 * Added into the  block and item tags.
 * Added into the  block tag and  item tag.
 * Added into the  block and item tags.
 * Added into the  block and item tags.
 * Added into the  block and item tags.
 * Added into the  block tag.
 * Added into the  biome tags.
 * Added into the  block and item tag.
 * Added into the  block and item tag.
 * Added into the  block tag.
 * Added into the  block tag.
 * Added into the  block and item tag.
 * Added into the  block and item tag.
 * Added and  to the  item tag.
 * Added into the  block tag.
 * Added into the  block and item tag.
 * Added into the  block and item tags.
 * Added into the  block tag.
 * Changed in the  block tag to.