Java Edition 1.8

1.8 is an upcoming update to Minecraft with no set release date.

General

 * Splashes
 * "That's Numberwang!"
 * "pls rt"
 * "Do you want to join my server?"
 * "Put a little fence around it!"
 * "Throw a blanket over it!"
 * "One day, somewhere in the future, my work will be quoted!"
 * "Now with additional stuff!"
 * "Extra things!"
 * "Yay, puppies for everyone!"
 * "So sweet, like a nice bon bon!"
 * "Popping tags!"
 * "Now With Multiplayer!"
 * "Very influential in its circle!"
 * "Rise from your grave!"
 * "Warning! A huge battleship "STEVE" is approaching fast!"
 * "Blue warrior shot the food!"
 * "Run, coward! I hunger!"
 * "Flavor with no seasoning!"
 * "Strange, but not a stranger!"
 * "Tougher than diamonds, rich like cream!"
 * "Getting ready to show!"
 * "Getting ready to know!"
 * "Getting ready to drop!"
 * "Getting ready to shock!"
 * "Getting ready to freak!"
 * "Getting ready to speak!"
 * "It swings, it jives!"
 * "Cruising streets for gold!"
 * "Take an eggbeater and beat it against a skillet!"
 * "Make me a table, a funky table!"
 * "Take the elevator to the mezzanine!"
 * "Stop being reasonable, this is the Internet!"
 * "/give @a hugs 64"
 * Difficulty
 * Difficulty is per world
 * No more global difficulty option
 * Prevents accidentally changing the difficulty when joining the world
 * Can be locked for each world
 * Prevents the temptation to change to an easier difficulty in difficult situations
 * Locking can not be undone without external editors
 * However, using the command will still work
 * Shaders
 * New "creeper" shader (creeper.json), applies a green tint
 * Is applied when spectating from the perspective of a creeper
 * Can also be applied using Super Secret Settings
 * New "spider" shader (spider.json), applies octuple vision
 * Is applied when spectating from the perspective of a spider
 * Can also be applied using Super Secret Settings
 * Achievement
 * New achievement Overpowered
 * Obtained by crafting an enchanted golden apple
 * Requires first obtaining Getting an Upgrade

Gameplay

 * Target selectors
 * Targets entities
 * Can specify type of entity by entity ID to either include or exclude with  or
 * Example: - kills all chickens within a radius of 50 blocks
 * Example: - any entity within a radius of 5 blocks will be teleported five blocks in the air
 * Commands
 * Modifies NBT data at a specific coordinate. The ,   or
 * will copy every block (the default behavior)
 * will only copy non-air blocks
 * will only remove unnecessary blocks
 * It can additionally be ,   or
 * will move the selection from the first location to the second location, which may overlap
 * will force the cloning operation, even if the areas overlap; to use this option, either ,   or   must be specified
 * Usage:
 * Example:
 * Allows commands to be run from the position of specified entities
 * Example:
 * Commands run using the execute command pass their success value back to the command block running them
 * Fills a given volume with a specified block
 * Up to 4096 blocks can be filled
 * oldBlockHandling works like with /setblock, but with additional options: hollow to only fill the outer layer of blocks and fill the inner part with air, outline to fill the outer layer of blocks and ignore the inner part
 * Works similarly to /setblock
 * Usage: {{cmd|fill        [dataValue] [oldBlockHandling],  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,.
 * {{cmd|testforblocks}}
 * Compares two areas of a world
 * Example: {{cmd|testforblocks 100 64 100 107 69 107 0 64 0 masked}}
 * {{cmd|title}}
 * Can make text display on a players screen in the form of a title and/or subtitle
 * {{cmd|title @a times  }}
 * Set the fade in time, the stay on screen time and the fade out time for the title
 * {{cmd|title @a title }}
 * Set and start showing the title and subtitle
 * {{cmd|title @a subtitle }}
 * Set the subtitle (optional)
 * {{cmd|title @a clear}}
 * Clear titles immediately
 * {{cmd|title @a reset}}
 * Reset all title parameters to defaults (fade times)
 * {{cmd|trigger}}
 * Functions the same way as {{cmd|scoreboard players set}} or {{cmd|scoreboard players add}}, but can only modify objectives with the  criteria (referred to as "triggers") and can only modify the score of the player running the command
 * Can be used by non-operator players
 * For a player to run this command, the trigger must be enabled for that player
 * {{cmd|scoreboard players enable }} will enable the specified player to use the specified trigger objective
 * Trigger availability is stored per player, per trigger
 * One trigger may be disabled for a player, but that player can use a different trigger
 * One player may be unable to use a trigger, but another player can use the same trigger
 * Disabled after the trigger has been used (must be re-enabled to use the trigger again)
 * Mostly for use with {{cmd|tellraw}}
 * Usage: {{cmd|trigger  }}
 * {{cmd|worldborder}}
 * {{cmd|worldborder [set,center,damage,warning]}}
 * {{cmd|worldborder set  }}
 * Used to set size of border. The first argument sets the size of the border and the second sets the speed of the border to expand or shrink
 * {{cmd|worldborder center  }}
 * Sets the center of where the border will be placed.
 * {{cmd|worldborder damage }}
 * Allows you to customise the amount of damage taken while outside the border, and buffer, the higher value, the further you can be outside the border without taking damage
 * {{cmd|worldborder warning }}
 * Allows you to customise how far you have to be or the time for how long it takes to activate the world border warning
 * NBT Tags
 * Mostly for use in adventure mode
 * Items with this tag display the names of the blocks that they can destroy in the item tooltip
 * Example: {{cmd|give @p minecraft:diamond_shovel 1 0 {CanDestroy:["minecraft:sand","minecraft:grass"]} }} to give a diamond shovel that can break grass and sand)
 * Putting an invalid item name in will display as "missingno" under the "Can Break" list.
 * Allows placing of certain blocks against other blocks in adventure mode
 * Example: {{cmd|give @p minecraft:stone 16 0 {CanPlaceOn:["minecraft:diamond_block"]} }}
 * Putting an invalid item name in will display as "missingno" under the "Can be placed on" list.
 * Allows hiding of certain parts of the tooltip
 * Bit field determining which parts of the tooltip to hide on an item. 1 for, 2 for  , 4 for  , 8 for  , 16 for  , and 32 for various other information (including potion effects,  , written book   and  ,  , and  ).
 * Examples: Setting bit field to 3 would hide both  and   tags, and setting to 63 would hide everything.
 * The number of ticks before an item entity can be picked up.
 * Set to 32767 for items that can't be picked up
 * Option to show or hide all particles for a potion effect, while the 'Ambient' tag only shows fewer particles. Set to 1 to show, 0 to hide.
 * A way to lock containers from being opened using NBT tags
 * Mostly useful for adventure maps in adventure mode
 * Containers can be unlocked by clearing their string for Lock
 * Locked containers can only be opened while holding anything renamed to the given string, item is not removed on use
 * The lock can be completely removed utilizing the command
 * BlockItem instances can now hold a custom NBT tag that is merged into a block entity when it’s placed
 * Example: {{cmd|give @p command_block 1 0 {BlockEntityTag:{Command:"{{cmd|setblock ~ ~ ~ minecraft:diamond_block}}" }} }}
 * Controls villagers giving xp for trading, set to true or false
 * Defines whether a written book is an "Original" a "Copy of Original" or a "Copy of a copy"
 * Gamerules
 * Prevents command block output from being stored in chat logs. In multiplayer, also prevents player-initiated commands from being stored. Unrelated to commandBlockOutput, which is output into the visible chat.
 * Prevents death messages like "[player] fell out the world" from appearing in the chat.
 * A new gamerule that controls how often a random tick occurs. Influences how fast plants and crops grow, how fast pigmen spawn from portals, how fast farmland updates, how fast grass and mycelium grow and decay and more.
 * If set to 0, random ticks never occur.
 * Statistics
 * Detects how many cm the player has moved while crouching
 * Detects how many cm the player has moved while sprinting
 * Detects how much time has passed (in ticks) since the player's last death
 * Scoreboards
 * The ability to reset objectives one by one
 * Example: {{cmd|scoreboard players reset [objective]}}
 * New objective criteria for team-specific kills, e.g.:
 * New objective criteria '
 * Acts like the  criteria
 * Mostly for use with {{cmd|tellraw}}
 * The ability to iterate over every scoreboard player with
 * Fake players with a name starting with # will never show up on the sidebar
 * New {{cmd|scoreboard}} subcommands: {{cmd|scoreboard operation}} and {{cmd|scoreboard test}}
 * The  subcommand can apply arithmetic operation to scores (+ – * / % < > =) and accumulate player scores
 * Example: {{cmd|1=scoreboard players operation #teamscores redScore += @a[team=red] blueKills}} adds every red player's count of kills on blue to the red team's score of kills
 * Can be tested with a comparator to see if two scores are greater than, smaller than or equal to each other
 * The  subcommand can be used to test if a scoreboard value is between a min and a max value
 * Example: {{cmd|scoreboard players test #global anObjective 12 19}} checks whether the global score of the given objective is between 12 and 19, inclusive
 * Different teams can now have different objectives displayed in the sidebar
 * Example: {{cmd|scoreboard|objectives setdisplay sidebar.team.yellow anotherObjective}} (referring to team color, not team name)
 * Teams can now have settings on how the nametags are to be shown - {{cmd|scoreboard teams option red nametagVisibility hideForOtherTeam}} Also possible: hideForOwnTeam, never, always (default)
 * Testing for scores now also works in  entity selector
 * Added scoreboard team property to disable death messages: {{cmd|scoreboard|teams option deathMessageVisibility}} with options,  ,  ,
 * Command {{cmd|scoreboard|players}} can now filter by NBT data
 * Spectator game mode
 * Usage: {{cmd|gamemode spectator}}, {{cmd|gamemode sp}} or {{cmd|gamemode 3}}
 * No interaction with the world
 * Player can move through any entity or block without interfering with it (commonly referred to as 'noclip')
 * Collecting or using items is impossible, as is placing, destroying or interacting with blocks in any way
 * Viewing inventories and GUIs is possible, but it is not possible to interact with them
 * The HUD is disabled, except for the crosshairs when looking at a mob.
 * Player selectors (in commands) will target spectators
 * Using {{cmd|give}} on a spectator will cause the item(s) to drop at their location.
 * Spectators are not noticed by mobs, and do not trigger spawners or spawning
 * A spectator's presence keeps a mob from despawning
 * Only the Void and {{cmd|kill}} can damage a spectator
 * Flying mode
 * Landing is not possible—the player can fly through the ground
 * The mouse scroll wheel, the sprint key, and the slowness and swiftness effects all affect the flying speed
 * First-person view through another player or mob's eyes
 * Left-clicking an entity locks the player's position and camera to the entity's
 * The spectator cannot control where the entity moves or looks
 * Certain mobs have different vision
 * Creeper applies the new creeper.json shader
 * Endermen applies the invert.json shader
 * Spider and Cave Spider apply the new spider.json shader
 * Viewing oneself using {{key|F5}} shows the entity
 * Pressing the Dismount key ({{key|Shift}} by default) returns the player to flying mode
 * Viewing privileges
 * Spectators can see other spectators
 * Appear as a translucent disembodied head
 * Invisible players and mobs appear visible, but translucent
 * An optional hotkey to show outlines on players whilst spectating
 * Can be color coded to teams
 * Can be set/cancelled in Controls option
 * Outline seen when key is held down (like sneaking when shift is held down)
 * Has a preliminary interface mode
 * Spectators now have a UI to teleport to other players
 * Activated by mouse middle-click, or pressing a number key
 * When more than 8 players are available to choose, the sides will be replaced by arrows
 * When teams are set up, teams can be selected individually to only display that team's players
 * Both number keys and the 'pick block'-button together with the scroll wheel can be used to control the interface
 * Teleportation works across dimensions
 * Worlds can be shared to LAN in spectator mode
 * Enchantment
 * "Depth Strider"
 * Allows the player to move faster in water
 * Can be applied only to boots
 * Can go up to level III
 * Spectators can see other spectators
 * Appear as a translucent disembodied head
 * Invisible players and mobs appear visible, but translucent
 * An optional hotkey to show outlines on players whilst spectating
 * Can be color coded to teams
 * Can be set/cancelled in Controls option
 * Outline seen when key is held down (like sneaking when shift is held down)
 * Has a preliminary interface mode
 * Spectators now have a UI to teleport to other players
 * Activated by mouse middle-click, or pressing a number key
 * When more than 8 players are available to choose, the sides will be replaced by arrows
 * When teams are set up, teams can be selected individually to only display that team's players
 * Both number keys and the 'pick block'-button together with the scroll wheel can be used to control the interface
 * Teleportation works across dimensions
 * Worlds can be shared to LAN in spectator mode
 * Enchantment
 * "Depth Strider"
 * Allows the player to move faster in water
 * Can be applied only to boots
 * Can go up to level III

World Generation

 * Underground
 * Granite, andesite and diorite generate in pockets within stone terrain
 * Slightly larger size and abundance than gravel
 * Pockets don't reduce ore frequency, since ores can generate inside these pockets
 * Ocean monuments
 * New underwater generated structure made out of Prismarine, Prismarine Bricks, Dark Prismarine and Sea Lanterns
 * 8 gold blocks can be found at the center of the monument
 * A flashing boss Guardian will appear on screen when close to an Elder Guardian, and Mining Fatigue III will be inflicted on the player for 5 minutes
 * Will also generate in old worlds
 * Customized world type
 * Highly customisable terrain generation
 * To use, press create new world then ‘world type: customized’ and then press the 'customize' button
 * There are 4 pages to customize the world
 * Page 1: customizes generation of structures, chance of lake generation, size of certain structures, and biome type and size, and sea level
 * There are 17 customization options which affect whether generated structures will spawn in, as well as other environmental factors. Some of these presets are Yes/No inputs or sliders.
 * Sea level height, toggles for cave, village, temple, dungeon, water lake, lava lake, stronghold, mineshaft and ravine generation, sliders to control water lake, lava lake and dungeon rarity, toggle to turn oceans into lava oceans, biome selection, biome and river size sliders
 * Page 2: customizes the ore distribution for dirt, gravel, granite, diorite, andesite, coal, iron, gold, redstone, diamond and lapis
 * Rarity, height range and vein size
 * Page 3 & 4: Expert customization of the terrain generation
 * There are 16 customization options which can be used to affect various aspects of Minecraft's terrain generator. These can be changed by moving sliders or by typing in values directly
 * Main Noise Scale X/Y/Z to smooth out terrain, larger values for smoother terrain; Biome scale/depth weight and Biome scale/depth offset to stretch/squash terrain vertically based on the biomes default height settings; Upper/lower limit scale to make terrain more solid/riddled with holes, depending on how close the values are to each other; Height Stretch to pull terrain upward, with smaller values causing more extreme stretching; Height scale, coordiange scale, depth base size, depth noise exponent, depth noise scale
 * There are seven presets
 * Water World, Isle Land, Caver's Delight, Mountain Madness, Drought, Caves of Chaos, Good Luck
 * A button to randomize the various values
 * Uses the 'generator-settings' string known from superflat presets for server.properties and world data
 * Generate structures button disappears when selected

Blocks and Items

 * Diorite
 * Crafting recipe: 2 cobblestone and 2 Nether quartz in a checker board pattern
 * Can be crafted into polished diorite
 * Andesite
 * Crafting recipe: 1 cobblestone and 1 diorite
 * Can be crafted into polished andesite
 * Granite
 * Crafting recipe: 1 Nether quartz and 1 diorite
 * Can be crafted into polished granite
 * Polished Diorite
 * Crafting recipe: 4 diorite in a 2x2 configuration
 * Polished Andesite
 * Crafting recipe: 4 andesite in a 2x2 configuration
 * Polished Granite
 * Crafting recipe: 4 granite in a 2x2 configuration
 * Coarse Dirt
 * Replaces the grassless dirt variant found in Mega Taiga, Mesa and Savanna biomes.
 * All worlds with grassless dirt blocks will seamlessly change over to coarse dirt as it uses the same block ID and data value as the original grassless dirt block
 * Slightly darker texture than regular dirt
 * Can be picked up with bare hands (silk touch is not required)
 * Crafting recipe: dirt and gravel in a 2x2 checkered pattern, yields four coarse dirt
 * Prismarine
 * Generates in Ocean monuments
 * Can be crafted with Prismarine Shards
 * The cracks in Prismarine appear to slowly change color between brown, blue, gray and purple.
 * Prismarine Bricks
 * Generate in Ocean monuments
 * Can be crafted with Prismarine Shards
 * Dark Prismarine
 * Generate in Ocean monuments
 * Can be crafted with Prismarine Shards and an Ink Sac
 * Sea Lanterns
 * Generate in Ocean monuments
 * Can be crafted with Prismarine Shards and Prismarine Crystals
 * Emit light at a light level of 15 and have an animated texture
 * Prismarine Crystals
 * Drop from Guardians
 * Can be crafted into Sea Lanterns
 * Prismarine Shard
 * Drop from Guardians
 * Can be crafted into all three kinds of prismarine blocks and sea lanterns
 * Wet Sponge
 * Obtained when a sponge soaks up water
 * Smelting a wet sponge yields a dry sponge
 * When smelted, they will fill empty buckets in the 'fuel' slot with water if possible
 * Emits water dripping particles
 * Rarely dropped by Elder Guardians
 * Slime Block
 * Players and mobs that land on their top side will bounce, like on a trampoline
 * Bounce rebound velocity is scaled by impact velocity, can reach up to 60%
 * Currently does not affect item entities
 * Prevents fall damage
 * Walking on it is slower than walking on soul sand, close to one's speed whilst sneaking
 * Crafting recipe: 9 slime balls
 * Can be crafted back into 9 slime balls
 * Connected to sticky pistons, slime blocks will now push and pull blocks beside them when moved by pistons
 * Connected to normal pistons, slime blocks will only push blocks, but not pull them
 * Coded by KaboPC and Panda4994
 * Up to 12 slime blocks connected to a piston in any arrangement can be moved as long as the following conditions are met: blocks do not disrupt the chain, non-moveable blocks are not in the way or slime blocks are not attached to the piston itself
 * Follows all the rules that pistons follow, for example blocks which can normally be moved by pistons can be moved if attached to slime blocks
 * Allows for more contraptions, from new redstone clocks, moving devices, farming etc
 * Extending a piston with a slime block attached to it will propel entities (mobs, players, items, launched arrows etc) in the appropriate direction
 * Iron Trapdoor
 * Can only be opened and closed using redstone, similar to an iron door
 * Crafting recipe: iron ingots in a 2x2 pattern, yields one iron trapdoor
 * Barrier
 * Acts like a full block but is completely transparent
 * Can transfer redstone signals and allows blocks to be placed on it
 * Can only be destroyed in Creative mode
 * Can be obtained using
 * Uses Block of Redstone texture for breaking particles
 * Becomes visible when a player in Creative mode is holding a barrier in their hand
 * Appears to be rendered as particles; always facing the player
 * Guardian Spawn Egg
 * Spawns the Guardian mob
 * Endermite Spawn Egg
 * Spawns the Endermite mob

Mobs

 * Endermite
 * Sometimes spawns in the place of an Enderman teleporting away.
 * Sometimes spawns when a player teleports using an Ender Pearl.
 * Despawns after 2 minutes (unless it is named using a Name Tag)
 * Guardian
 * Spawns in Ocean monuments
 * Attacks squid and players with a web/beam
 * When on land, it flops around, unlike squids
 * Drops Prismarine Shards, Prismarine Crystals and Raw Fish
 * Elder Guardian
 * A boss-like variant of Guardians
 * There are 3 elders in each Ocean monument
 * A flashing boss Guardian will appear on screen when close to the boss Guardian, and Mining Fatigue III will be inflicted on the player for 5 minutes
 * Drops Wet Sponge

General

 * Splashes
 * "OpenGL 1.2!" changed to "OpenGL 2.1 (if supported)!"
 * Debug screen
 * Text now has a background
 * Replaced x, y, z, b, bl and other labels with more understandable labels
 * "Light" is now the light levels at feet, not eyes
 * Player rotation is now displayed for the vertical angle as well as the horizontal one
 * The crosshair displays 3 short colored lines to indicate the direction of each axis: x/red, y/green, z/blue
 * Day counter added
 * Increases by 1 every dawn
 * Now displays difficulty
 * Peaceful - 0.00, Easy - 0.75, Normal - 1.50, Hard - 2.25
 * Looking at a block in the world will show the coordinates of that block on the debug screen
 * On the right hand side, a display shows up if you are looking at a block, giving various pieces of information and NBT data about it.
 * Looking at all blocks shows you the state of the block
 * Now shows whether you are facing the positive or negative x/z axis
 * Currently missing LC value
 * + now also shows which direction entities are looking in using a blue line
 * Block IDs
 * Occurences of blocks/items now need to be named ids; old ids slowly being phased out
 * NBT data in commands can now use block/item names in place of numerical ids
 * Example:
 * In scoreboards, the format is
 * Superflat presets also use the new named id format
 * Superflat world type
 * Block ID/number of layers format changed from  to.
 * Preset code version number changed to "3".
 * Internal block handling
 * Now internally use states instead of metadata
 * Metadata will still be used for a while
 * Block states of the block being looked at will now be displayed on the F3 menu - Examples: redstone, door
 * Internally, metadata no longer needs to be calculated out of the 4 bit data value, instead the values of specified properties can now be easily gotten and set
 * Chat
 * Improved chat communication
 * Messages are now either chat, system or action bar messages
 * Action bar messages are always shown, chat and system messages are only shown if chat settings are configured that way
 * Entities now have tooltips in certain chat instances when hovered over
 * These appear when hovered over an entity's name in chat (e.g. the success message for )
 * Shows the name of the entity (e.g. Bob), the Id of the entity (e.g. Creeper (50)) and the entity UUID
 * Shift+Left click while hovering over the entity's name inserts its UUID into your chat bar. They also work in commands like /tp so you can teleport to entities.
 * + clears the chat history (including previously typed commands)
 * UUID
 * All player lists will now be converted to be UUID-based automatically
 * Performance
 * All dimensions are now stored differently, increasing performance
 * Rendering
 * Only transparent blocks will now render as transparent (eliminates the use of x-ray texture packs)
 * Item Animation
 * When items are collected, rather than "zooming" into the player's chest, it appears to move to the player's feet instead.
 * Resource packs
 * Custom block models can be loaded
 * Custom item models can be loaded
 * F3+T and F3+S now reload models
 * Resource packs can now be bundled with a world, put it in the map save directory and name it "resources.zip"
 * Example:
 * GUI code
 * Improvements to allow for "cooler things"
 * Skin
 * Right and left arms and legs are now editable independently
 * Uses a steve.png file with new layout and new dimensions
 * Dimensions for the file are now 64×64
 * Overlay now includes the whole body
 * Overlays are called hat, jacket, sleeves and pants legs
 * New "Skin Customization" button in the options menu
 * Cape visibility is now toggled from here
 * You can toggle the visibility of overlays, independent for each limb/body part
 * Backward-compatible
 * Pre-1.8 skins still work, but won't have the new features.
 * Servers
 * New server icons, displayed with 3 buttons.
 * Up and down arrows to move the servers' order.
 * Third button is to join the server.
 * There is now a default server icon.
 * Resembles the unknown resource pack icon.
 * Graphics
 * Dropped items now face the player in all three directions on fast graphics
 * Entity hitboxes
 * Entity hitboxes now display entity eye level in F3 + B mode
 * Tech notes
 * Fixed server referencing Entities by origin, client referencing by eyes (!!)
 * Fixed ray-casting differences between server & client
 * Added RenderLayer ability to get colored on damage
 * Added basic BlockModel asset
 * Cleanup GUI rendering
 * Added big optimization Noisegen
 * Added generic face-render method in BlockRenderer
 * Added RenderLayers to entities, moved armor/items/* to it.
 * Extracted Vec3i from BlockPos
 * Lots of BlockPos usage-optimizations (generation/pathfinder/features)
 * Serialize BlockPos as long over network
 * Improvements in memory limits for NBT reading
 * Cleanup around old Direction usage
 * Split BlockRenderer in subclasses
 * Added BlockLayer (SOLID, CUTOUT, CUTOUT_MIPPED, TRANSLUCENT) for renderpasses
 * Removed Direction, get rid of magic numbers, now in Facing
 * Fixed unreleased ByteBuf leaking mem
 * Cleanup around BlockPos usage
 * Removed AABB pools
 * Changed AABB, now immutable
 * Removed Vec3 pools
 * Changed Vec3, now immutable
 * Changed TextureAtlas, names can have slashes
 * Changed LWJGL to 2.9.1
 * Changed Entity, now unique by UUID
 * Added BlockPos (instead of int x, y, z)
 * Added Facing enum, get rid of magic numbers

Gameplay

 * Enchanting
 * Enchanting will now cost 1 to 3 levels, but you still need the same minimum total levels
 * For example, an enchantment may only become available for enchanting after reaching 13 levels of experience, but will only cost 2 XP levels and 2 of Lapis Lazuli
 * Additionally, there is now a material cost - enchanting also costs 1 to 3 pieces of Lapis Lazuli now (seen above)
 * The actual enchantment calculation is the same
 * One of the enchantments will be displayed in the tooltip
 * The enchantments you would get on a tool will not change until you enchant something - this enchantment seed is stored per player
 * Leveling up now takes longer
 * Level V enchantments can now appear on an item without the use of an Anvil
 * Looting now gives an extra 1% chance of getting rare loot per level
 * Villager Trading
 * Rebalanced Villager trades, see Trading.
 * Offers will be less random and probably more useful
 * Villagers start out with 2-4 trades unlocked
 * Trades are now unlocked more freely
 * Trading any offer will unlock up to 3 new trades or reactivate old ones
 * Existing villagers will not be affected
 * Trading now gives experience
 * Villagers no longer trade Flint and Steel.
 * There are now more villager professions
 * White robe: Librarian
 * Purple robe: Cleric
 * Brown robe: Fisherman, Farmer, Fletcher, Shepherd
 * White apron: Butcher, Leatherworker
 * Black apron: Armorer, Tool Smith, Weapon Smith
 * Villager profession is now displayed in trade GUI
 * The disabled trade arrow now appears without closing and reopening the trading GUI, and now has a descriptive tooltip
 * Village mechanics
 * Doors are now added to the closest village
 * This will not break iron farms, but change them a little, enough to make them "practically pointless"
 * Anvil repairing
 * Costs reduced to balance out with the new enchanting system
 * Renaming items will now only cost 1 level
 * Repairing will costs from 2 to 5 levels and tools can be repaired longer and with better enchantments
 * Repairing costs can no longer be kept down by renaming items
 * Adventure mode
 * Block hitboxes no longer appear in Adventure mode if interaction with the block is impossible
 * Block interaction is now impossible by default
 * The CanDestroy NBT tag can be used to determine which blocks can be allowed to be broken (see above for usage)
 * Creative mode
 * In creative mode, players can create a copy of a block entity in their hotbar, including all NBT data, with ctrl+Pick Block key (ctrl+middle mouse button by default)
 * Players in creative mode can now damage entities even if they are flagged invulnerable
 * Commands
 * Can now be used to clear only a specific number of items and can be restricted to certain NBT data
 * Example: will remove up to 34 villager spawn eggs named Michael from yourself
 * Can now test for partial matches of NBT lists
 * Can now also specify whether particles are to be shown:
 * Usage:
 * Use 'true' to hide particles and 'false' to show; if value not given, defaults to false
 * Can now be followed by a target selector
 * Example:
 * Now lists all entity using @e.
 * Example:  will list all the entities in your world within a 500 block radius.
 * A new tag called "insertion" allows text to be inserted into the chat that, when shift-clicked, will insert more text into the players' chat input
 * Example:
 * Can now insert values from scoreboards into messages
 * Example:
 * Now has a  argument
 * Allows to print player's names
 * Example:  will print everyone who is on TeamRed
 * Also works with
 * Can now also check for dataTags
 * Example:
 * No longer is exclusively usable in command blocks
 * Can now check for inventory specific items
 * Example:
 * Can now test for partial matches of NBT lists
 * Now supports rotation arguments
 * Example: teleports the player so that he faces 20 degrees to the right and 40 degrees downwards
 * Target Selectors
 * Now supports cubic areas
 * Example:  gets all entities between 0,0,0 and 10,10,10
 * New radius value usable in target selectors, based on the block center
 * A radius of 0 works for exact block positions
 * New selector parameters for entity selectors to detect entity rotations with rxm – x rot min, rx – x rot max, rym – y rot min, ry . y rot max
 * Example:
 * NBT Tags
 * Can now be set to -32768 for items that never despawn
 * and
 * Now work on all entities.
 * Uses the JSON text component instead of plain text.
 * Might need some time before it can work in survival.
 * Can be used to show scores towards players by using the  and   tags.
 * Previously, text formatting could only be accomplished using the section symbol via Formatting codes.
 * Character limit is based on character width.
 * Uses the JSON text component instead of plain text.
 * Capable of using the  and   tags.
 * Previously, text formatting could only be accomplished using the section symbol via Formatting codes.
 * Teleporting
 * Relative teleporting is smoother and no longer brings players to a stop; it preserves their velocity from before the teleport
 * Item tooltips
 * Now show the internal name for use in commands (F3+H mode)
 * Inventory system
 * Rewrote the inventory system
 * Fixes some bugs, improves performance and allows easier improvements
 * Allows custom NBT that isn't handled by the game to be added onto items
 * Custom tags will remain even if the items NBT is changed in-game. (i.e. by renaming)
 * Player list
 * Improved the health objective display on the player list
 * Will fall back to textual display if space is scarce, with colors (green/yellow/red) to show different health levels
 * Additional health will squash the display together to fit
 * Now groups together teams
 * Now sorts players by name
 * Player list shows the faces of players
 * Entity hitboxes
 * Entity hitboxes now display entity eye level in red
 * Blocks
 * Rewrote how blocks are rendered
 * Rewrote how block data is handled
 * Improved the health objective display on the player list
 * Will fall back to textual display if space is scarce, with colors (green/yellow/red) to show different health levels
 * Additional health will squash the display together to fit
 * Now groups together teams
 * Now sorts players by name
 * Player list shows the faces of players
 * Entity hitboxes
 * Entity hitboxes now display entity eye level in red
 * Blocks
 * Rewrote how blocks are rendered
 * Rewrote how block data is handled

World Generation

 * Villages
 * Gravel roads in villages have cobblestone underneath, to prevent them from collapsing into caves
 * Desert temples
 * Now spawn with stained clay instead of dyed wool
 * Caverns
 * Now generate on the surface of desert, mesa, mega taiga and mushroom biomes
 * World border
 * The default world border is now an animated texture rather than an invisible bedrock barrier
 * There is now nothing beyond the world border
 * Is set at a diameter of 60 million by default, for both the Overworld and the Nether
 * Mobs and players can't pass through it and take damage when outside
 * If you’re stuck outside the world border, it is possible to freely fly/walk around (not possible to freely walk through the border from the inside though)
 * When you get within a certain distance of the world border, a red-aura-like warning will activate
 * Only visible on Fancy graphics
 * Outside the border, the warning is at full strength
 * Inside the border, the warning gradually gets stronger as the player approaches the border
 * If the border is stationary, the warning is first seen as the player passes the warning distance, default 5 blocks from the player's location
 * If the border is shrinking quickly enough, the warning will be first visible at the warning time, default 15 seconds from the player's location
 * The command allows one to customise various aspects of world borders like their size, center, damage and warning

Blocks and Items

 * Sponge
 * Introduced sponge to survival mode, with new behavior and texture
 * Sponge turns into Wet Sponge when it soaks up water
 * Water particles appear around the Sponge when this happens
 * Sponge destroys water blocks from 5 blocks away in a kind of sphere
 * Sponge soaks up water only when water is touching it
 * Chiseled Stone Bricks
 * Now craftable from two stone brick slabs on top of each other
 * Cracked Stone Bricks
 * Can now be smelted from stone bricks, making them renewable.
 * Moss Stone
 * Now craftable from one cobblestone and one vine
 * Mossy Stone Bricks
 * Now craftable from one stone brick and one vine
 * Slabs
 * Removed double stone slab's item form
 * Removed double wooden slab's item form
 * Dead Bushes & Saplings
 * Can now catch fire
 * Huge Mushrooms
 * When harvested with silk touch enchantment they drop blocks with corresponding mushroom texture (red or brown) on all sides rather than the one with spores
 * Doors
 * Stackable up to 64
 * The crafting recipe for doors now gives 3 doors instead of one
 * Trapdoors
 * Trapdoors are now called "Wooden Trapdoor"
 * Furnaces
 * When a furnace runs out of fuel, the smelting progress will rewind at 2x speed
 * Torches and Redstone Torches
 * Torches and redstone torches placed on walls now have an angled top side
 * Carrots
 * Restore 3 hunger points instead of 4
 * Baked Potatoes
 * Restore 5 hunger points instead of 6
 * Mob heads
 * Player heads now show the skin's hat layer
 * Item Frames
 * Items in item frames can now face eight different directions
 * As long as the frame remains placed, it remembers the orientation of the last item it held, and uses it for the next item it holds
 * Item frames can give off a signal detected by comparators, based on the direction the item is facing
 * Signal strength is as follows: 0: empty; 1: item; 2: item rotated once; 3: item rotated twice; ...; 8: item rotated 7 times
 * Improved position handling of item frames
 * Paintings
 * Improved position handling of paintings
 * Dispensers
 * Can now place pumpkins or Wither Skeleton Skulls to spawn golems and withers respectively
 * Will only place them if the body of the golem or wither is already built
 * Can now place command blocks with pre-configured commands, rather than dispensing it
 * Buttons
 * Can now be placed on ceiling and on the ground
 * Redstone Comparators
 * Can now detect what way an item frame is rotated
 * Activator Rails
 * Powered activator rails will now shake minecarts, causing riders (players and entities) to dismount
 * Minecart with TNT
 * Minecart with TNT explosions no longer stack.
 * Signs
 * Use the JSON text components,  ,  ,   instead of plain text
 * Can be used to show scores towards players by using the  and   tags
 * Previously, text formatting could only be accomplished using the section symbol via Formatting codes
 * Character limit is based on character width
 * Might need some time before it can work in survival
 * Written Books
 * Copying written books will now mark them as copies/copies of copies
 * The copying status of a book (ie. original, copy of original or copy of a copy) is denoted in a separate line in the tooltip, beneath the author's name
 * Copies of copies can not be copied
 * Book and Quill
 * Use JSON text components instead of plain text with the new  tag
 * Capable of using the  and   tags
 * Previously, text formatting could only be accomplished using the section symbol via Formatting codes
 * Might need some time before it can work in survival
 * Blaze Rods
 * Are now held similarly to tools
 * Command blocks
 * Now show the entity (@e) parameter
 * End Portal
 * Inventory image is now the Missing Texture block instead of the Nether Portal.
 * Armor
 * Armor no longer gets colored when mobs/players are hurt
 * Arrows
 * Work differently underwater
 * They will lose all velocity after a few blocks and slowly fall
 * Fire Arrows will be extinguished

Mobs

 * All mobs
 * Updated to the new AI
 * Mobs now show a glow of a slightly different color when hurt
 * Villagers
 * When struck by lightning, villagers turn into witches
 * Villagers will now only breed when willing
 * The first time a specific trade is done, the villager will become willing, any other time there's a 1 in 5 chance the villager will become willing
 * When a baby villager is born, both parents lose their willingness
 * Villagers become willing to breed by consuming food: 3 bread or 12 potatoes or 12 carrots
 * Finding out a villager's willingness in survival is difficult: The only tell is the amount of xp they give when trading; Normal trading yields 3-6 experience points, trading and making a villager willing yields 8-11 experience points
 * Changes to villager AI
 * Villagers will now harvest, collect and replant grown potatoes, wheat and carrots
 * Villagers will craft wheat into bread
 * Villagers will share food with fellow villagers
 * Baby animals (sheep, pig, cow, chicken, cat, dog, horse)
 * Baby animal growth can now slowly be accelerated using the animal's breeding item
 * It appears holding the right mouse button speeds up this process
 * Wolves
 * Tamed and untamed wolves now attack skeletons without provocation, similar to how untamed wolves attack sheep in the wild.
 * Tamed Ocelots and Tamed Wolves
 * Now display a death message if named with a name tag.
 * Skeletons
 * Now run away from wolves instead of fighting back.
 * Now run away from creepers that are about to explode
 * Slimes and Magma Cubes
 * Now swim as a result of the update to the new AI
 * Randomly change direction every so often, reducing the chance of them getting stuck at walls or corners
 * Slimes will now randomly despawn over time if no player is within a 32 meter range
 * Appear to jump a bit more randomly
 * Zombie Pigmen
 * Angry zombie pigmen now pathfind as a result of the update to the new AI
 * Now run away from creepers that are about to explode
 * Adult Zombie Pigmen will forgive after a short time (and lose the aggro speed boost), but will continue to attack until the player escapes their aggro distance.
 * Endermen
 * Now pathfind as a result of the update to the new AI
 * Now walk slightly faster
 * Spiders and Cave Spiders
 * Can no longer draw line of sight through opaque blocks.
 * Blazes
 * Blazes will now shoot the player even if there are solid blocks between them
 * Giants
 * Armor on Giants is now rendered
 * Silverfish
 * Silverfish will stop occasionally before moving again (similarly to most mobs)
 * Creepers
 * Now run away from other creepers that are about to explode
 * Zombies
 * Now run away from creepers that are about to explode
 * Witches
 * Now run away from creepers that are about to explode
 * Iron Golems
 * Now attack the player as soon it is attacked, but only if the player is in survival
 * Can be spawned in any orientation
 * This does not affect the orientation of the spawned mob
 * Snow Golems
 * Can be spawned in any orientation
 * This does not affect the orientation of the spawned mob
 * Withers
 * Can be spawned in any orientation
 * This does not affect the orientation of the spawned mob

Mobs

 * Bunnies
 * TheMogMiner mentioned that he needed to "finish them" first.
 * They will have many different skins similarly to horses and ocelots.

== [https://bugs.mojang.com/issues/?jql=project%3DMC%20AND%20affectedVersion%20in%20(%22Minecraft%201.7.9%22%2C%22Minecraft%201.7.8%22%2C%22Minecraft%201.7.7%22%2C%22Minecraft%201.7.6-pre2%22%2C%22Minecraft%201.7.6-pre1%22%2C%22Minecraft%201.7.6%22%2C%22Minecraft%201.7.5%22%2C%22Minecraft%201.7.4%22%2C%22Minecraft%201.7.2%22%2C%22Minecraft%201.6.4%22%2C%22Minecraft%201.6.3%22%2C%22Minecraft%201.6.2%22%2C%22Minecraft%201.6.1%22%2C%22Minecraft%201.5.2%22%2C%22Minecraft%201.5.1%22%2C%22Minecraft%201.5%22%2C%22Minecraft%201.4.7%22%2C%22Minecraft%201.4.6%22%2C%22Minecraft%201.4.5%22%2C%22Minecraft%201.4.4%22%2C%22Minecraft%201.4.3%22%2C%22Minecraft%201.4.2%22)%20AND%20fixVersion%20in%20(%22Minecraft%2014w25b%22%2C%22Minecraft%2014w25a%22%2C%22Minecraft%2014w21b%22%2C%22Minecraft%2014w21a%22%2C%22Minecraft%2014w20b%22%2C%22Minecraft%2014w20a%22%2C%22Minecraft%2014w19a%22%2C%22Minecraft%2014w18b%22%2C%22Minecraft%2014w18a%22%2C%22Minecraft%2014w17a%22%2C%22Minecraft%2014w11b%22%2C%22Minecraft%2014w11a%22%2C%22Minecraft%2014w10c%22%2C%22Minecraft%2014w10b%22%2C%22Minecraft%2014w10a%22%2C%22Minecraft%2014w08a%22%2C%22Minecraft%2014w07a%22%2C%22Minecraft%2014w06b%22%2C%22Minecraft%2014w06a%22%2C%22Minecraft%2014w05b%22%2C%22Minecraft%2014w05a%22%2C%22Minecraft%2014w04b%22%2C%22Minecraft%2014w04a%22%2C%22Minecraft%2014w03b%22%2C%22Minecraft%2014w03a%22%2C%22Minecraft%2014w02c%22%2C%22Minecraft%2014w02c%22%2C%22Minecraft%2014w02b%22%2C%22Minecraft%2014w02a%22)%20AND%20fixVersion%20not%20in%20(%22Minecraft%201.7.9%22%2C%22Minecraft%201.7.8%22%2C%22Minecraft%201.7.7%22%2C%22Minecraft%201.7.6-pre2%22%2C%22Minecraft%201.7.6-pre1%22%2C%22Minecraft%201.7.6%22%2C%22Minecraft%201.7.5%22%2C%22Minecraft%201.7.4%22%2C%22Minecraft%201.6.4%22%2C%22Minecraft%201.6.3%22)%20AND%20resolution%20%3D%20Fixed%20ORDER%20BY%20key%20ASC Fixes] ==

206 bugs fixed
 * – Having FOV over 100 and sleeping in bed will cause you to look inside your head
 * – Villagers crowd into a single building
 * – Skins Sometimes Disappear After Death
 * – Potion of night vision: total blackout
 * – Paintings & item frames can overlap / Z-fighting when overlapping
 * – 'Drowning' meter doesn't reset when there's a block overhead, in running water
 * – command doesn't change the default difficulty in the options menu (singleplayer)
 * – Invalid biome ID in Superflat crashes Minecraft
 * – Ladder, Sign, Fence, Gate, Trapdoor causes block it is placed in to darken
 * – Slightly damaged and Very damaged anvils lose broken texture when falling
 * – Iron Bar hit-boxes misaligned
 * – Sideways placed blocks (quartz, hay bales, wood logs) textures are not rotated properly
 * – Zombie / Skeleton chestplate not displaying the sleeves of the chestplate properly
 * – Can see the water lighter in a certain position
 * – Ghost items from trading with Shift-click
 * – Ghost End Portal in The End / Missing layer with AMD/ATI graphics cards
 * – X-Ray by standing inside TNT/Glowstone/Block of Redstone/Leaves (fast)
 * –  is lost when "picking" the skull in creative
 * – If you sneak, buckets will place water/lava/lily pads at the position you would point at if you wouldn't sneak.
 * – Inconsistent door texture
 * – Players can place and remove arbitrary blocks in Adventure mode, breaking pre-1.4.2 maps
 * – Hitbox of Anvil not proportional
 * – Every block above a Cobblestone Wall (vines, fire, barrier) turns wall into corner stone
 * – Lighting cocoa | glowing when hit
 * – Unbreakable blocks in adventure mode: Hay Block, TNT, Silverfish, Piston, Cactus, Bed, Fire, Sponge
 * – Adventure Mode breaking transparent blocks
 * – Models improperly shaded at certain angles.
 * – New mob AI doesn't take world limit/Void into account for pathing
 * – Black squares on 3rd person view
 * – While lying in bed nearby mobs will look above the player
 * – Item frames "jumping"
 * –  (Corrupted Nether chunks)
 * – Sleeping in beds above layer 128 in multiplayer causes the player to fall into the void (visually only)
 * – Seeing through Lava
 * – Creepers float one-eighth of a block above the ground.
 * – When going through nether portals with (potion) effects, the effect animations (particles, fire, visibility, additional hearts) are lost.
 * – Player hitboxes in debug mode are rendered too high
 * – While under the effect of a night vision potion, enemies no longer flash red upon taking damage
 * – Redstone and string in a cobble generator turn into obsidian
 * – Brewing Stand becomes bright upon punch
 * – Floating in 3rd person while sneaking
 * – Endermen don't teleport when battling other mobs up close
 * – Sheep spawn eggs have wrong texture when thrown on the ground (fast graphics)
 * – Shadow on the block above your head
 * – Zombie/Player held Beacon experience Z-fighting
 * – Strenght and Weakness Potions do not work on agressive wolves
 * – Villagers offer Enchanted Book trades you can't possibly do
 * – Enchanted Book offers will only ever get worse with villager trades
 * – Cactus can grow next to blocks
 * – There is a very small gap at the hopper block model
 * – Items in item frame get dark when rotated (fast graphics)
 * – Texture of burning Furnace(ID 62) shows no face in Inventory.
 * – Real zombie sieges fail to start (fix included)
 * – Mooshrooms need grass to spawn from mob spawners instead of Mycelium
 * – Village siege's spawn location is calculated incorrectly (fix included)
 * – TNT minecarts that are set on fire drop TNT and a minecart.
 * – Lit TNT falls into floor on reload
 * – Iron bars texture gap
 * – Upon naming an item, it no longer grows in base value after being repaired on an anvil.
 * – Items are not centered correctly within frames
 * – Mobs treat any layered snow as non-solid
 * – Player hitbox is rendered in inventory
 * – Flame-enchanted bows don't activate TNT minecarts!
 * – Side of dropped items and items in item frames don't appear enchanted
 * – Tripwire doesn't have two sided faces
 * – "" command still doesn't work from multiplayer server console
 * – Wrong rendering order of particles, hitboxes, clouds, transparent blocks and breaking animations - partial fix: particles only
 * – Double clicking in creative inventory doesn't auto stack the items.
 * – Whole-word selection behaves erratically in chat
 * – The command block will detect players who are dead, but have not yet hit re spawn.
 * – the game crashes when trading with villagers
 * – Upper part of a Door does not open when placing a Block of Redstone beside it
 * – Breaking blocks in Creative can produce particles from blocks behind the broken block
 * – Random destination routine has a small statistical tendency to move more north west (fix included)
 * – Angry Zombie Pigmen usually won't jump over 1-high transparent blocks to get to enemies.
 * – Breaking animation displayed on top of cauldron and hopper
 * – More World Options menus for bonus chest and hardcore aren't blacked out
 * – The bottom of a Hopper becomes dark while being broken
 * – Retracting Piston Arm Incorrect Lighting
 * – F3 pie graph bug
 * – Clicking hotbar hotkey (1-9) to move a stack of items / blocks to enchanting table deletes all but one of a stack
 * – Scoreboard doesn't work with offline / non-existent players
 * – Slime & Minecart
 * – Right click with undyed leather armor part on cauldron with water still lower water layer
 * – Players' nameplates are too low while sleeping in beds
 * – Witch Hitbox
 * – Scoreboard disappears when there are too many entries.
 * – tnt placed on fence/nether fence/cobble wall/mossy wall and ignited has tnt fall through floor
 * – Spawner shows activity when eyes pos in range, but actually only produces mobs when feet pos in range
 * – Tripwire hook texture looks weird
 * – Selection Box of Fence is Hidden When a Leash/Lead is Tied to it.
 * – Difficulty settings from one single player world carry over into others.
 * – Teleporting using commands resets the velocity
 * – Named Mobs Names Not visible through glass
 * – Pumpkin texture flips when made into snowman
 * – Glass Pane / Iron Bar Graphical Bug
 * – "" Command throws  on high Item ID values
 * – Breaking stairs graphical glitch
 * – Zombies in Water A.I. Glitch
 * – Renaming + enchanting cost bug
 * – New AI mobs see through invisibility
 * – Dead bushes and Saplings do not burn
 * – Wet tamed and wet hostile untamed wolves use texture from untamed, unhostile wolves
 * – Plants don't cause an update when the block beneath is broken/light level changed
 * – You can place block inside yourself by placing blocks next to fences
 * – command doesn't accept relative coords for   and   parameters
 * – Withers are harmed by the explosions of their Wither Skulls
 * – Mouse is centered when going to previous menu with Esc
 * – Back of ladder missing - stronghold generation
 * – Scoreboard: player does not appear in sidebar after setting initial score to zero
 * – Arrow sound plays twice when shot into blocks
 * – When tracking, shift-clicking counts 2
 * – Grass Block's sides use fast version of texture when held in hand regardless of graphical settings
 * – Snowing causes water drips
 * – Realms button is still visible even though the client is a snapshot
 * –  glitching with scoreboard
 * – Superflat Swampland doesn't generate lily pads
 * – command creates crash-inducing items with incomplete
 * – Giving items with unknown (high) data value crashes and leaves the world unusable
 * – Achievement "Adventuring Time" does not work right
 * – Particle effect when landing doesn't work on walls or fences
 * – Crops (Wheat/Carrots/Potatoes) not popping off in light level 0
 * – Nether portal doesn't fully break when one or more blocks are destroyed
 * – replace doesn't replace same block with different tile entity / NBT data
 * – Use Item Stat Corresponds to Left-click, Not Right-click
 * – Stone monster eggs Spawn 2 Silverfish
 * – Some blocks are invisible in enderman's hands
 * – Furnace Progress Remains After Changing Ingredient
 * – command (with enchantment IDs higher than 255) crashed Minecraft
 * – on string with arguments without a   argument crashes server.
 * – Mipmapping: Seeing green and brown "blocks" at the horizon
 * – Resource Pack Glitch on Shaders
 * – Maps Issue + Super Secret Settings
 * – Placing an enchanted item with a non-existent ench ID will crash when placing it in the first slot of an anvil
 * – Lava fizz sound plays whenever a flowing lava block destroys an air block
 * – Various ocelot spawning problems, again
 * – Attribute " " Not Working Thoroughly
 * – Stained clay blocks act as wood if a fence is underneath
 * – If you try to give your self air repeatedly it will crash your game
 * – Mobs (Endermen) don't flash red when hit in the End
 * –  when parsing strings with semicolons.
 * – command at dead players
 * – Scrolling with mouse wheel in server list is unresponsive
 * – Multicolor fireworks crash game when given using, or summoned using
 * – Summoning a firework crash when using non-decimal color values
 * – Torch not placeable on stained glass
 * – commandblockoutput
 * – Nether portal block invisible in front of another nether portal block
 * –  does not increment when game is closed
 * – does not update compass
 * – Minecart with command block merging
 * – No colon after Game Mode in world options
 * – doesn't clear weather for anywhere near the amount given
 * – You are able to place a glass pane where you should not be able to...
 * –  alpha channel display
 * – Clicking super secret settings in the main menu throws an exception (but does not crash)
 * – Mycelium/Podsol Glitch
 * – When is set to replace, it still drops container items
 * – Maps framed on east or west sides of blocks are darker than north or south sides
 * – You can place blocks on top of cauldrons when standing inside or on top of them
 * – Joining Realms world "Cancel" button misplaced
 * –  stat doesn't accurately measure distance
 * – Zombies kill villagers instead of transform them (Hard difficulty)
 * – throwing NPE when no players online
 * – Major texture/rendering glitch
 * – Game crash after summoning MinecartRideable riding Villager
 * – Child animals obsessed about their parents, even after growing up
 * – command crash
 * – ""ed or spawned LeashKnots always spawn at 0, 0, 0
 * – Game crashes when Ender Crystal is stacked on top of Horse
 * – Chicken Jockeys with Baby Zombie Pigmen do not work
 * – Unable to play sound: " " (When attacking other players) (SMP and in Singleplayer)
 * – Water (texture?) bug!
 * – range with command blocks subtily messed up
 * – Not able to pick up item if given to a dead player
 * – glass pane z-fighting with itself
 * – Scoreboard objectives inaccurate in smelting objectives
 * – Anvil rendering glitch in inventory
 * – Minecraft on Mac is called java
 * – Block IDs that don't exist as an item crash Superflat customization GUI.
 * – Unable to load Twitch libraries
 * – Command Block custom radius
 * – Bold text is not correctly (right/center) aligned (invalid string length)
 * – Item textures with overlays cause potion display box to turn invisible in a 16x16 pixel area.
 * – Improper cake texture (And Glass Panes. And Doors. And Trapdoors)
 * – Iron Golem breaks lead
 * – Thunder Volume not affected by weather volume settings
 * – Blaze Mobs attack Creative Mode Player
 * – The bottom texture of non-full blocks is flipped vertically
 * – Cobblestone walls texture glitch
 * – Zombie pigmen villagers are missing their inner head when spawned with
 * – Fireworks given with empty  crashes the client when hovered
 * – Tamed Ocelots (cats) Run away from Player
 * – Some users have multiple UUID records for
 * – 32000 Command block character limit only works as a 16000 character limit within Minecraft
 * – Players sleep outside of bed
 * – Setworldspawn changes thrown ender pearl target
 * – Knockback distance incorrect, depends on login order
 * – There is a small gap in the iron bar corner
 * – Crash on auto-complete name of scoreboard objective
 * – Redstone torches (and other redstone components) have inconsistent timings
 * – Knockback distance incorrect, depends on login order
 * – There is a small gap in the iron bar corner
 * – Crash on auto-complete name of scoreboard objective
 * – Redstone torches (and other redstone components) have inconsistent timings