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 villagers 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 and will update the taiga biome.

Blocks

 * Bamboo
 * Can be found in jungles and 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 bamboo on the top when given bone meal.
 * Breaks instantly using swords.
 * Can be eaten by pandas, used as fuel (good to smelt a quarter item), or planted inside a flower pot.
 * Can be used to craft sticks: two bamboos can be crafted into a stick.


 * Flowers
 * Added cornflower.
 * Gives blue dye.
 * Appears in plains biomes.
 * Added wither rose.
 * Gives black dye.
 * Inflicts 1 second of Wither status to players and mobs around it.
 * Cannot be destroyed by wither's explosions.
 * Can be dropped/planted from any non-undead mob being killed by the wither.
 * Added lily of the valley.
 * Gives white dye.
 * Appears in forest biomes.


 * 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.
 * Only available in the creative inventory.
 * Have an associated block-entity placeholder.
 * Have a BookItem tag which will hold the book item to be displayed, which currently can't be set.


 * Loom
 * Can be crafted with 2 string on top of 2 planks.
 * 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.


 * Signs
 * Added spruce, birch, acacia, jungle and dark oak signs: signs now come in all different wood types.


 * 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.


 * 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.


 * Barrels
 * Currently have the inventory of a chest.
 * Can be filled and emptied by hoppers.
 * Can be filled by droppers.
 * Only available in the creative inventory.
 * Currently don't drop the items they contain when broken.


 * Bells
 * Currently have no functionality.
 * Only available in the creative inventory.
 * 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 doesn't have a texture.
 * Pop off as an item when the anchored block is destroyed or moved.


 * Blast Furnaces, Smokers
 * Currently function as a furnace with hoppers and droppers.
 * Only available in the creative inventory.


 * Cartography Tables, Fletching Tables, Smithing Tables, Stonecutters
 * Currently have no functionality.
 * Only available in the creative inventory.


 * Grindstones
 * Currently have no functionality.
 * Only available in the creative inventory.
 * Have a very high blast resistance.

Items

 * Banner Patterns
 * Crafted with paper and their associated items (enchanted golden apple + paper = "Mojang" banner pattern, etc).


 * Crossbows
 * Crafted from strings, iron ingots, sticks, and tripwire hooks.
 * Can be used as a weapon similar to bows.
 * More damage, 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.


 * 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.
 * 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.

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.
 * 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 emeralds and 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.

Command format

 * Drops items in various contexts
 * Syntax: {{cmd|drop  for advancements,   for fishing,   for loot chests,   for entity drops and   for block drops
 * Syntax: {{cmd|drop  for advancements,   for fishing,   for loot chests,   for entity drops and   for block drops


 * {{cmd|schedule}}
 * Schedules functions or tags to run in gametime ticks.
 * Any tag / function can be scheduled only once.
 * Calling for an already scheduled function / tag will replace the oldest record.

General

 * Advancements
 * Added 4 new advancements:
 * Ol' Betsy: Shoot a crossbow.
 * Who's the Pillager Now?: Give a pillager a taste of their own medicine.
 * Two Birds, One Arrow: Kill two phantoms with a piercing arrow.
 * Arbalistic: Kill five unique mobs with one crossbow arrow.

Blocks

 * Carpets
 * They can now be made by surrounding a non-white dye with white carpet.


 * Chorus Flower
 * Chorus Flowers now break and drop themselves when shot by arrows and tridents.


 * Dispensers
 * Shears can now be dispensed and will shear sheep.


 * Leaves
 * Now drop 0–2 s.


 * Nether Brick Fence
 * Recipe changed to include nether brick items rather than just nether bricks blocks.
 * Nether brick fences now require 4 nether brick blocks and 2 nether brick items.
 * The old recipe is now used to craft nether brick walls


 * Signs
 * Renamed "Sign" to "Oak Sign".
 * The default text color changed from black to pure white.
 * This color is not affected by lighting.
 * Crafting a sign now requires the same wood type instead of a random assortment.
 * Right clicking on signs with dyes will now change the text color.


 * Smooth Quartz, Smooth Sandstone, Smooth Red Sandstone and Smooth Stone
 * Obtainable from smelting blocks of quartz, sandstone, red sandstone and stone, respectively.


 * Smooth Stone Slab
 * Stone slabs have been renamed to smooth stone slabs.
 * Are now crafted with smooth stone instead of stone.


 * Stained glass panes
 * They can now be made by surrounding a dye with non-stained glass panes.

Items

 * Beetroot Soup
 * Recipe changed to be shapeless.


 * Book and Quill
 * Rewrote editing to be more intuitive:
 * Movable cursor for free text editing.
 * Selection support.
 * Copy/paste support.
 * Keyboard and Mouse handling.
 * Improved page filling and line wrapping.
 * Double-click to highlight a word, triple-click to highlight a page.
 * Can now go up to 100 pages.


 * Dead bush
 * Can now be used as fuel in a furnace.


 * Dye
 * Unified all dye names.
 * Rose red, dandelion yellow, and cactus green have been renamed to red, yellow and green dye, respectively.
 * Lapis lazuli, cocoa beans, bone meal and ink sac can no longer be used as dyes.


 * Rabbit Stew
 * Recipe changed to be shapeless.

Mobs

 * Cats and ocelots
 * Cats and ocelots are being split into two separate mobs.
 * Cats are now able to spawn as strays in villages.
 * Have 8 new skins, one being chosen by the community.
 * Will bring the player "gifts".
 * Scare off phantoms.
 * Ocelots can no longer be tamed; instead, the player can gain their trust by feeding them.


 * Creepers
 * Can now drop music discs from strays, in addition to skeletons.


 * Phantoms
 * Are now afraid of cats.

Commands

 * Advancements
 * Entity type predicates now accept tags.
 * The damage source predicate now has option:.
 * The entity predicate now accepts a flag field.
 * Available tests:,  ,  ,  ,.


 * Commands/NBT data
 * Extended NBT path syntax.
 * New chat component for displaying values from NBT.
 * Block variant.
 * Entity variant.
 * 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, and  can now have units.
 * for ticks,  for seconds,   for days.
 * Fractions are allowed as long as the result is integer (for example ).


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


 * Loot tables
 * Block drops are now controlled by loot tables
 * Tables and pools accept functions
 * New loot table entry types:,  ,  ,  ,.
 * New loot table functions:,  ,  ,  ,  ,.
 * New loot table conditions:,  ,  ,  ,  ,  , and two special modifiers:   and.
 * Integer values can now specify random number generator.
 * constant, uniform (default), binomial.
 * Optional type used to validate function usage.
 * Using function that references data not available in given context causes warning.
 * Entity parameters in predicates:  - allows access to projectiles etc.
 * entity_properties condition now uses same predicate syntax as advancements (like ).
 * Parameters are now described in the predicate field.
 * New conditions
 * : joins conditions from parameter terms with "or".
 * : check properties of block state, parameters:
 * : id of block;test will fail if broken block doesn't match.
 * : map of property:value pairs.
 * : checks damage source.
 * Same syntax as, but uses damage source predicate (see   advancement trigger).
 * : returns true if entity is set.
 * See  for list of entities.
 * : inverts condition from parameter term.
 * : applies advancement location predicate, parameters:
 * : predicate applied to location, uses same structure as advancements.
 * : checks tool (only available for block breaking and fishing). Parameters are:
 * : predicate applied to item, uses same structure as advancements.
 * : returns true with 1/explosion radius probability.
 * : passes with probability picked from table, indexed by enchantment level. Parameters are:
 * : id of enchantment.
 * : list of probabilities for enchantment level, indexed from 0.
 * with these parameters:
 * - optional boolean.
 * - 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.
 * : block entity contents.
 * : for banners and player skulls.
 * : Executes child entries when own conditions pass, has no weight or quality.
 * : Executes child entries until first one that can't run due to conditions, has no weight or quality, but may have conditions.
 * : adds contents of item tag;fields:
 * : id of tag.
 * : 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
 * : applies one of predefined bonus formulas.
 * Common fields:
 * : id for enchantment level used for calculation.
 * : type of used bonus formula.
 * : values required for formula (depend on type).
 * Formulas based on existing fortune bonuses.
 * Formula, parameters are:
 * : float
 * : int
 * Adds random value using binomial distribution with n <- level + extraRounds and p <- probabilty.
 * Formula, parameters are:
 * Adds random value using uniform distribution from 0 to  *.
 * Formula, no parameters.
 * Applies formula count *(max(0, random(0..1) - 1) + 1).
 * Copies display name from block entity to item (see enchanting table behaviour).
 * Applies flat chance (equal to 1/explosion radius) for every item to be destroyed (items in stack are processed separately).
 * , parameters are:
 * - optional
 * - optional
 * Limits count of every item stack to range.
 * , parameters:
 * entries list of entries (same as in pool).
 * Populates BlockEntityTag.Items with items from entries.
 * , parameters are:
 * : id of loot table.
 * : seed; if omitted or 0,  will not be set.
 * Sets  and   tags.
 * Populates BlockEntityTag.Items with items from entries.
 * , parameters are:
 * : id of loot table.
 * : seed; if omitted or 0,  will not be set.
 * Sets  and   tags.


 * 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  to match objects in list that have matching fields.
 * Add  to match objects.
 * Selects 0 or 1 elements, mostly as safeguard against mismatched entries.
 * Allows negative indices as  to index elements in reverse from end.
 * Add  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
 * 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|data|modify| | | | to copy a value from an existing tag.
 * value.
 * Added entity type tags.
 * Work like other tags, stored in.
 * The type field in @ selectors now accepts entity type tags.
 * {{cmd|drop}} command
 * {{cmd|drop| | : advancement award context.
 * : fishing context.
 * : loot chest context.
 * : entity drops.
 * : block drops.
 * Targets
 * : drops in world.
 * : puts in player inventory.
 * : sets entity slots like replaceitem.
 * : puts (distribute, as if shift-clicked) or replaces/merges (insert) items in container.
 * Changing item models based on item NBT.
 * New item model property:, backed directly by   integer NBT field.
 * New item model property:, backed directly by   integer NBT field.

Gameplay

 * Lighting system
 * Has been rewritten.
 * Moved light storage from chunks to a separate structure.
 * Moved light calculation from all over the code to a self-contained place.
 * Moved light computation off the main thread on the server.


 * Performance Improvements
 * Fish.
 * Mobs that would spawn and then despawn from being too far away from the player the next tick no longer spawn.
 * Redstone dust depowering performance increase.

General

 * Advancements
 * "How Did We Get Here?" now requires and  as these effects can now be obtained through suspicious stew.


 * Credits
 * Updated the credits list.


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


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


 * 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”.

Blocks

 * Scaffolding
 * Can be climbed quickly.
 * 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 bottom and sides have no collision detection.


 * Campfires

Items

 * Berries
 * A food item.
 * Found on berry bushes.

Mobs

 * Foxes
 * Spawn in taiga biomes.

World generation

 * Berry bushes
 * Generate in patches in taiga biomes.

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.
 * A new panoramic background for the menu screen.

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.