Java Edition 23w06a

23w06a is the fourth snapshot for Java Edition 1.19.4, released on February 8, 2023, which introduces display entities, command, damage types and tags, and fixes bugs.

Non-mob entities

 * Display Entities
 * Including Block Display, Item Display, and Text Display, for flexible display of blocks, items and text.
 * Like marker, don't tick and have no collisions or physics.
 * Models render at entity position, with normal rotation around X and Y axis (so it can be controlled by teleport commands), but also with additional arbitrary model transform.
 * 2 new data types added, each of them has 2 forms, but only one for saving, as following:
 * Quaternion form (used for saving): array of 4 numbers, describing components (x, y, z, w).
 * Axis-angle form: object with following fields:
 * : 3D vector.
 * : Angle in radians.
 * : Arbitrary affine transform, composed as following fields and following order:
 * Matrix form: array of 16 numbers, describing row-major matrix.
 * Decomposed form (used for saving): object with following fields:
 * : 3D vector.
 * : object.
 * : 3D vector.
 * : object.
 * Some properties of display entites can be interpolated, to create gradual changes over time for clients, instead of instantenous jumps.
 * Display entities keep track of current and previous values of interpolated values:
 * All properties marked as "interpolated" are part of a single interpolation set.
 * Any update to interpolated property will cause all values of interpolation set to be saved as "current".
 * Data command executions that do not change value of property (even if it's present in NBT) do not count as updates.
 * Updates are synchronized to clients at most once per tick, so multiple updates within command will still count as single update.
 * Previous current values are saved as "previous".
 * If interpolation is enabled, entity will transition between "previous" and "current" values over time.
 * Start of interpolation (entity fully in "previous" state) is defined by field (game time, in ticks).
 * Set to to load current game time instead.
 * End of interpolation (entity fully in "current" state) is defined as +  (in ticks).
 * Every entity in family has the following fields:
 * : applied to model (after normal entity orientation). Defaults to identity. Interpolated.
 * : option to control if entity should pivot to face player when rendered:
 * : No rotation (default).
 * Entity can pivot around vertical axis.
 * Entity can pivot around horizontal axis.
 * Entity can pivot around center point.
 * : If present, overrides light values used for rendering. Omited by default (which means rendering uses values from entity position). Object has two fields:
 * : Value of skylight, from 0 to 15.
 * : Value of block light, from 0 to 15.
 * : Maximum view range of this entity. Actual distance depends on client-side render distance and entity distance scalling. Default value 1.0 (roughly the same as fireball).
 * : Size of shadow. Defaults to 0 (no shadow). Interpolated.
 * : Strength of the shadow. Controls the opacity of the shadow as a function of distance to block below. Defaults to 1. Interpolated.
 * : Describe size of culling bounding box. Bounding box spans vertically to  and horizontally  in all directions from entity position. If either field is set to 0, culling is disabled. Both default to 0.
 * : Override glow border color. Defaults to 0 (use team color).
 * Besides common fields, these entitiy types also have some exclusive fields for their different usages:
 * Item Display : Displays a single item stack (stack can be changed with commands by setting slot ).
 * : Item stack to display. Same format as in inventory.
 * Example:
 * : Describes item model transform applied to item (as defined in section in model JSON)
 * Values: (default),.
 * Block Display : Displays a block state, does not display block entities, even if they would normally be created on block placement (like chest).
 * : Block state to display. Same format as item held by endermen.
 * Example:.
 * Text Display : Displays a text component (backgrounds uses new shader types ).
 * : Text to display. Components are resolved with the context of the display entity.
 * : Line width used to split lines (note: new line can be also addded with characters). Defaults to 200.
 * : Opacity (alpha component) of rendered text. Defaults to 255. Interpolated.
 * : Color of background. Includes alpha channel. Defaults to 0x40000000. Interpolated.
 * : If true, rendering uses default text background color (same as in chat). Defaults to false.
 * : Should text be displayed with shadow. Defaults to false.
 * : Should text be visible through blocks. Defaults to false.
 * : How text should be aligned.
 * Values: (default),.
 * Values: (default),.

Command format

 * Game rule
 * Added, defaults to , determines if vines will spread to nearby blocks.


 * A new command to apply damage to entities, with following syntaxes:
 * Parameters:
 * : The entity to damage.
 * : Amount of damage to inflict.
 * : The type of damage to inflict.
 * This determines how the damage affects the entity as well as which death message is displayed.
 * : The location the damage originated at (when no entity caused the damage).
 * For instance, might represent the location of a bed exploding in the Nether.
 * : The entity inflicting the damage.
 * : The cause of the damage, in the case of indirect damage.
 * Example: When shot by an arrow, the is the arrow projectile while  might be a skeleton.
 * : The entity inflicting the damage.
 * : The cause of the damage, in the case of indirect damage.
 * Example: When shot by an arrow, the is the arrow projectile while  might be a skeleton.


 * Added sub-command, with the following syntax:
 * This sub-command is for summoning new entity and binding context to it. Meant to simplify entity setup and reduce need for raw NBT editing.
 * This sub-command is for summoning new entity and binding context to it. Meant to simplify entity setup and reduce need for raw NBT editing.
 * This sub-command is for summoning new entity and binding context to it. Meant to simplify entity setup and reduce need for raw NBT editing.

General

 * Data pack
 * Added damage types, which are a new registry.
 * Determines how damage is handled by the game.
 * Includes which attributes the damage has as well as which death message is used when an entity dies due to that type of damage, example:
 * Fields:
 * : The message id used for deaths caused by this damage type.
 * Will be combined with other string fragments to form a translation key.
 * : The amount of hunger exhaustion caused by this damage type.
 * : Whether this damage type scales with difficulty levels. Possible values:
 * : Damage is always the same.
 * : Damage always scales with difficulty.
 * : Damage scales with difficulty if it was caused by a living entity who is not a player.
 * : Optional field controlling how damage manifests when inflicted on players. Possible values:
 * (default): The default hurt sound.
 * : Thorns hurt sound.
 * : Drowning sound.
 * : A single tick of burning sound.
 * : Berry bush poke sound.
 * : Freeze tick sound.
 * : Optional field that controls if special death message variants are used. Possible values:
 * (default): No special death message logic is applied.
 * : Show a variant of fall damage death instead of a regular death message, e.g..
 * : Show the intentional game design message instead of a regular death message.
 * Damage type tags control many aspects of how damage from different sources are interpreted.


 * Options
 * Added "Damage Tilt" accessibility option, for controlling the amount of camera shake when being hurt.
 * Added a tooltip in the Key Binds screen that specifies which keybinds are conflicting.


 * Tag
 * Added following damage type tags:
 * : contains.
 * : contains.
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 * : contains.
 * : contains.
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 * General
 * Added argument to dedicated server command line for printing  to file.

Blocks

 * Jukebox
 * Now emit a note particle above them while playing a music disc, to match.

General

 * Create New World
 * Tabs can be switched with the keyboard by pressing and.
 * Specific tabs can also be navigated to by pressing +.
 * Added a screen to easily enable/disable experimental features.
 * Can always be found under the "More" tab.
 * In snapshots, a shortcut button can be found under the "Game" tab.


 * Creative Inventory
 * Added painting variants to "Functional Blocks" tab.
 * Paintings with pre-defined variant will now display author and title in description when hovered over.


 * Game Events
 * Added the following game events that the sculk sensor reacts to, along with corresponding frequency value:
 * with a vibration frequency of 6.
 * with a vibration frequency of 7.


 * Options
 * Renamed "Notification Display Time" accessibility option to "Notification Time".


 * Predicate
 * Removed fields from damage type predicates.
 * A new array has been added. Each entry has two fields:
 * : The ID of a damage type tag.
 * : Whether the damage is expected to have or not have the tag for the predicate to match.