Java Edition 1.19.4

1.19.4 is an upcoming minor update to with no set release date, which adds the  command, makes technical changes, and fixes bugs.

Command format

 * Game rule
 * Added, defaults to.
 * Controls the maximum number of blocks changed in one execution of, , and commands.


 * A new command to allow entities to start or stop riding other entities, syntaxes:
 * : makes a single target mount a single vehicle, will fail if:
 * is a player;
 * is already riding a vehicle;
 * and are the same entity;
 * is already a passenger (direct or indirect) of.
 * : dismounts from any vehicle it is riding, will fail if  is not riding anything.
 * : dismounts from any vehicle it is riding, will fail if  is not riding anything.

General

 * Menu screen
 * Added an accessibility onboarding screen for players launching the game for the first time, which allows players to turn on the narrator and change accessibility settings if needed.
 * Added arrow key navigation.
 * Menu screens can now be navigated by using the arrow keys.
 * When navigating with arrow keys, sliders need to be activated by pressing or  to start changing their value.


 * Options
 * Added a new "Notification Display Time" accessibility option, to change how long the notifications such as unlocked recipes, advancements, subtitles and selected item names are visible.


 * Protocol
 * Added a network protocol feature for forcing bundle of packets to be processed within same client tick.
 * Added new delimiter packet to clientbound game protocol.
 * All packets between two delimiters are guaranteed to be processed within same tick.
 * For security reasons this feature is not supported in serverbound direction.


 * Tag
 * Added following biome tags:
 * : contains.
 * Fire will burn out faster in these defined biomes.
 * : contains.
 * Snow golems will melt in these defined biomes.
 * : contains.
 * Snow foxes will spawn in these defined biomes.
 * : contains.
 * White rabbits will spawn in these defined biomes.

Items

 * General
 * Enchantment glint on items and armor is now more subtle.
 * Placeholder icons for empty slots such as armor or in a Brewing Stand have been lightened.
 * Change has not been applied to the Loom menu.
 * Setting the resource pack to Programmer Art does not revert this change (despite the change being made to the textures themselves).

Mobs

 * Donkey, Mule, Skeleton Horse, and Zombie Horse
 * Changed their textures.


 * Vex
 * Now use a separate charging animation when empty-handed.

Non-mob entities

 * Armor Stand
 * Now preserve custom names when placed and broken.

Command format

 * Chat component
 * Added an optional field to  text components.
 * The new field is a string that will be used in place of translation if it is missing.
 * If is missing, the old behavior (i.e. using the key itself as the translation) is preserved.
 * Out-of-bound arguments in formats are no longer silently ignored.


 * Now supports specifying the source and target dimensions, new syntax:
 * : ID of dimension to clone from.
 * : ID of dimension to clone to.
 * : ID of dimension to clone from.
 * : ID of dimension to clone to.


 * New source available, to read a value as text and resulting in a string value, syntax:
 * : index of first character to include at the start of the string.
 * : index of the first character to exclude at the end of the string.
 * : index of first character to include at the start of the string.
 * : index of the first character to exclude at the end of the string.


 * On, new conditions available:
 * : checks if the position given is fully loaded (in regard to both blocks and entities).
 * : block position to check.
 * : checks if the execution is in a matching dimension.
 * : a dimension ID.
 * New sub-command:, for selecting entities based on relation to the current executing entity, syntax:
 * : last entity that damaged the executing entity in the previous 5 seconds.
 * : entity that is controlling the executing entity (for example: first passenger in a boat).
 * : entity leading the executing entity with a leash (might be a leash knot in case of being attached to a fence).
 * : owner of the executing entity, if it is a tameable animal (like cats, wolves or parrots).
 * : all entities directly riding the executing entity (no sub-passengers).
 * : attack target for the executing entity.
 * : entity that the executing entity is riding.
 * If the relation is not applicable to the executing entity or there are no entities matching it, selector returns zero elements.
 * Added a new relation for, which can select:
 * Shooter, if the executing entity is a projectile (like arrow, fireball, trident, firework, thrown potion, etc.)
 * Thrower, if the executing entity is an item.
 * Source of effects, if the executing entity is an area effect cloud.
 * Igniter, if the executing entity is a primed TNT.
 * Summoner, if the executing entity is evoker fangs or a vex.
 * Igniter, if the executing entity is a primed TNT.
 * Summoner, if the executing entity is evoker fangs or a vex.


 * All time arguments to are now time durations and work with  suffixes.
 * All time arguments to are now time durations and work with  suffixes.


 * The duration of the weather change now matches the game's regular weather cycle if not specified.
 * The parameter is now a time duration in ticks and works with  suffixes.
 * To retain existing functionality, you need to add an suffix to pre-existing commands.
 * To retain existing functionality, you need to add an suffix to pre-existing commands.

General

 * Data pack
 * The version is now.


 * Menu screen
 * The resource pack screen is now keyboard-navigatable.


 * Options
 * Auto-Jump is now off by default.


 * Protocol
 * Clients now reset their secure chat session state when receiving the login packet.


 * Tag
 * Added to the  block tag.
 * Renamed biome tag to the.


 * UI
 * Slightly moved the search icon on the recipe book UI.

Items

 * Smithing Templates
 * New item series for armor trimming and netherite upgrading, have 12 of them.
 * Netherite Upgrade Smithing Template.png Netherite Upgrade
 * Armor Trim:
 * Coast Armor Trim Smithing Template.png Coast Armor Trim
 * Dune Armor Trim Smithing Template.png Dune Armor Trim
 * Eye Armor Trim Smithing Template.png Eye Armor Trim
 * Rib Armor Trim Smithing Template.png Rib Armor Trim
 * Sentry Armor Trim Smithing Template.png Sentry Armor Trim
 * Snout Armor Trim Smithing Template.png Snout Armor Trim
 * Spire Armor Trim Smithing Template.png Spire Armor Trim
 * Tide Armor Trim Smithing Template.png Tide Armor Trim
 * Vex Armor Trim Smithing Template.png Vex Armor Trim
 * Ward Armor Trim Smithing Template.png Ward Armor Trim
 * Wild Armor Trim Smithing Template.png Wild Armor Trim
 * They can be obtained randomly from chests generated in structures accordingly.
 * Exceptions:
 * With randomly generated in other rooms, 2 Netherite Upgrades are also guaranteed in every Treasure Room in Bastion Remnant.
 * Tide Armor Trim dropped sometimes by elder guardians upon death.
 * Some armor trims are rarer.
 * Consumed when used to upgrade an item in the smithing table.
 * Can not be crafted directly, but can make a copy of them by crafting in crafting tables as following pattern:
 * 7 diamonds, shaped as iron ingots in cauldron crafting recipe.
 * 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 slot.

General

 * 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.


 * Tag
 * Added following item tag:
 * : contains.

Blocks

 * Head
 * They can be placed on top of note blocks without sneaking now.

Items

 * Armors
 * Now can be visually customized with a variety of unique trims at the smithing table, except leather armors.
 * 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 used to apply the trim, and represents the color of the trim.
 * Available ingredients:
 * Amethyst Shard
 * Copper Ingot
 * Diamond
 * Emerald
 * Gold Ingot
 * Iron Ingot
 * Lapis Lazuli
 * Nether Quartz
 * Netherite Ingot
 * Redstone Dust
 * Armor cannot have the same material it is made of applied to it as a trim.

Gameplay

 * 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.
 * Have 2 menu types temporarily.
 * Old menu without Smithing Template slot has been renamed to, will be removed when armor trim feature stops being an experimental feature.
 * New menu with Smithing Template slot was added, called.