Java Edition 1.8

 is an upcoming update with no known release date, but may have a pre-release coming before the 23rd of August.

Summary
There are two main themes, one being features added for mapmakers and the other being new survival features. Among the mapmaking features are new commands, gamerules, statistics, NBT tags and new scoreboard functionality. Survival features includes new blocks - including new stone variants, prismarine, sea lanterns, slime blocks, iron trapdoors, banners, armor stands, red sandstone, barriers, and new fences, fence gates and doors variants. 1.8 will add new mobs - including Endermites, Guardians, and rabbits. A new gamemode (spectator), a second optional layer for player skins, and two new world types (customized and debug mode) are among the other additions.

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"
 * "This is good for Realms."
 * 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
 * Options
 * New 'Skin Customization' settings
 * Can toggle cape and skin layers from here
 * Multiplayer settings
 * 'Reduced debug info' toggle to enable/disable reduced information on the F3 debug screen
 * Video settings
 * Alternative Block toggle
 * Can disable/enable (weighted) alternative block models
 * When turned off, the least complex highest priority model will always be used for each block
 * Use VBOs toggle
 * Can enable/disable vertex buffer objects
 * Offers a ~10% performance increase when set to ON
 * Anisotropic filtering has been removed
 * Render distance slider now goes up to 32 when using 64-bit Java
 * Requires 2 GB of allocated RAM
 * Removed Advanced OpenGL
 * 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
 * only needs to be specified if using
 * Usage:
 * Example:
 * Works similarly to but can be targeted to entities
 * Does not work on players
 * Usage: {{cmd|entitydata  argument allows the {{cmd|execute}} command to run only if a block is detected at a specific location relative to the target
 * Usage:
 * {{cmd|execute    }}
 * {{cmd|execute    detect     to only fill the outer layer of blocks and fill the inner part with air, and   to fill the outer layer of blocks and ignore the inner part
 * Works similarly to {{cmd|setblock}}
 * Usage: {{cmd|fill       <TileName> [dataValue] [oldBlockHandling] [dataTag]}}
 * Example: {{cmd|fill 1001 3 1002 1011 5 992 wool 6 replace}} will fill the given area with pink wool
 * Can filter certain blocks
 * Only if it’s used to fill in replace mode with “normal” blocks.
 * It does not work when filling with block entities.
 * Usage: {{cmd|fill [x] [y] [z] [x] [y] [z] [BlockName] [Data] replace [filterBlockName] [filterData]}}
 * {{cmd|particle}}
 * Spawns particles in a given area
 * It can also be relative to entities
 * Usage: {{cmd|particle <x> <y> <z> <xd> <yd> <zd> [count] [force] [player:entity]}}
 * Example: {{cmd|1=particle lava ~ ~1 ~ 1 1 1 0.5 50 normal @e[type=Chicken]}} will create 50 lava popping particles, centred one block above the block/entity running the command, spreading around a radius of 1 block, with a speed of 0.5, relative to all chickens in that world
 * The  argument can be set to   to display particles even if a player has his 'Particles' toggle set to Minimal or Decreased
 * List of particles:,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,
 * {{cmd|replaceitem|<entity&#124;block> ...}}
 * Can replace items in any inventory, including the inventories of mobs such as zombies
 * Usage:
 * {{cmd|replaceitem entity  [amount] [data value]}}
 * {{cmd|replaceitem block <x> <y> <z> [amount] [data value]}}
 * Example:
 * {{cmd|1=replaceitem entity @e[type=Zombie] slot.weapon minecraft:iron_sword 1 0}} will give all the zombies iron swords
 * {{cmd|replaceitem entity @p slot.hotbar.0 minecraft:fish 4 2}} will put 4 clownfish in the players first hotbar slot
 * {{cmd|replaceitem block ~ ~1 ~ slot.container.5 minecraft:redstone_block 1 0}} will put a redstone block in the 6th slot of a container 1 block above the player
 * {{cmd|stats <entity&#124;block> ...}}
 * Usage:
 * {{cmd|stats entity }}
 * {{cmd|stats block [x] [y] [z] }}
 * Alternative and more featureful way of interacting with
 * Will update a scoreboard objective based on the number of entities/blocks which have been affected by the command, it updates the objective for the entity that ran the command, fake players can be used when run in a command block
 * After the  there are currently 5 possible stats that can be updated: ,  ,  ,   and
 * For example: {{cmd|stats entity @a set AffectedBlocks @a Test}} will update a scoreboard objective named 'Test' for all players whenever a command is performed relative to them, the objective will update by the number of blocks affected by the command since the stat was set to, this means if the command is {{cmd|fill}} then it will update the objective for whoever is running the command (@a) by the number of blocks filled
 * {{cmd|testforblocks}}
 * Compares two areas of a world
 * The mode can be set to  or ,   is the default while   will ignore air
 * Usage: {{cmd|testforblocks <x1> <y1> <z1> <x2> <y2> <z2> [mode]}}
 * 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 using JSON
 * {{cmd|title @a times <fadeIn> <fadeOut>}}
 * 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 <add:set> }}
 * {{cmd|worldborder}}
 * {{cmd|worldborder <set,add,center,damage,warning,get>}}
 * {{cmd|worldborder set <sizeInBlocks> <timeInSeconds>}}
 * 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 add <sizeInBlocks> <timeInSeconds>}}
 * Adds blocks to the current size of the world border. Can use negative (-) numbers to subtract the size of the border
 * {{cmd|worldborder center <x> <z>}}
 * Sets the center of where the border will be placed.
 * {{cmd|worldborder damage <buffer|amount>}}
 * 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 <time|distance>}}
 * Allows you to customise how far you have to be or the time for how long it takes to activate the world border warning
 * {{cmd|worldborder get}}
 * Tells the player running the command the current width of the world border
 * NBT Tags
 * 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}}" }} }}
 * 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 a command block or sign to increase a certain score in the scoreboard when it runs successfully
 * The command will increase the score based on the number of items/blocks/entities/successes
 * For example, a command block with this tag running a command which affects items (e.g. ) will cause it to update the score based on the number of items given
 * Usage:
 * Defines whether a written book is an "Original" a "Copy of Original" or a "Copy of a copy"
 * 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.
 * 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
 * Disables an entity's AI
 * Entities without AI do not attack players or move or rotate on their own, and do not despawn, they also do not respond to gravity or collision with other mobs, but can still take damage, die, and ride other entities
 * The number of ticks before an item entity can be picked up.
 * Set to 32767 for items that can't be picked up
 * Controls villagers giving xp for trading, set to true or false
 * Contains the item data of the item currently held in the player's hand
 * Added to compact the process of testing if a player is holding a specific item
 * Previous method required nine commands in command blocks; now requires only one command
 * 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.
 * Determines whether sound is produced by an entity, such as idle and hurt sounds. Setting to 1 disables sound
 * 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
 * Controls how often a random tick occurs; random ticks influence how fast plants and crops grow, how fast pigmen spawn from portals, how fast farmland updates, how fast grass and mycelium grow and decay, etc...
 * If set to 0, random ticks never occur
 * Gamerule to enable/disable reduced information on the F3 debug screen
 * Op-only unlike the 'reduced debug info' toggle in multiplayer settings
 * Overrides 'reduced debug info' settings in clients
 * If set to false, player-run commands will not show a success message
 * Prevents death messages like "[player] fell out the world" from appearing in the chat
 * The ability to create gamerule variables
 * These are fake gamerules which don't actually affect your world, but can be used with {{cmd|stats}} with the new  argument to update a scoreboard objective based on the value of that gamerule
 * Declare using {{cmd|gamerule <newRuleName> }}
 * Access using {{cmd|gamerule <newRuleName>}}
 * 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
 * Detects how many times the player has talked to villagers
 * Detects how many times the player has traded with villagers
 * Scoreboards
 * 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
 * This will also affect people who have not yet joined the world
 * Fake players with a name starting with # will never show up on the sidebar
 * New {{cmd|scoreboard}} subcommands: {{cmd|scoreboard reset}}, {{cmd|scoreboard operation}}, {{cmd|scoreboard test}} and {{cmd|scoreboard enable}}
 * The  subcommand can reset all objectives for a player or reset a player's objectives one by one
 * Example: {{cmd|scoreboard players reset @a anObjective}} will reset the scores of an objective named anObjective for all players in the world
 * 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
 * The  subcommand can be used to enable a   objective
 * Example: {{cmd|scoreboard players enable aTrigger}} enables a  named aTrigger
 * 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)
 * Testing for scores now also works in  entity selector
 * Added scoreboard team property to disable name tag visibility: {{cmd|scoreboard teams option nametagVisibility}} with options,  ,   and   (default)
 * Added scoreboard team property to disable death messages: {{cmd|scoreboard|teams option deathMessageVisibility}} with options,  ,   and   (default)
 * 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
 * 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
 * Creepers apply the new creeper.json shader
 * Endermen apply the invert.json shader
 * Spiders and Cave Spiders 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
 * Particles
 * Are created when a sponge soaks up water
 * Shows up on one's screen when near an Elder Guardian
 * Enchantment
 * "Depth Strider"
 * Allows the player to move faster in water
 * Can be applied only to boots
 * Can go up to level III
 * 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
 * Particles
 * Are created when a sponge soaks up water
 * Shows up on one's screen when near an Elder Guardian
 * Enchantment
 * "Depth Strider"
 * Allows the player to move faster in water
 * Can be applied only to boots
 * Can go up to level III
 * 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 18 customization options which affect whether generated structures will spawn in, as well as other environmental factors such as sea level. Some of these presets are Yes/No inputs or sliders.
 * Sea level height, toggles for cave, village, temple, ocean monument, 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, Coordiante 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
 * Each page has a button to randomize the various values and a button to reset to default values
 * Uses the 'generator-settings' string known from superflat presets for server.properties and world data
 * Generate structures button disappears when selected
 * Debug Mode world type
 * Useful for resource pack makers
 * Hold and cycle through "World Type" to select it
 * Tweaked world creation
 * Other world options are not available
 * Only Spectator mode can be enabled
 * All possible blocks with all possible data values are generated
 * This includes all possible states of redstone wire, fire, tripwire, stairs, etc.
 * They are arranged in a grid across height y=70, with a barrier floor at y=60
 * Every block state generates only once
 * Blocks placed are deleted, and blocks destroyed are restored

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)
 * Tilling coarse dirt with a hoe will turn it to regular dirt
 * Crafting recipe: dirt and gravel in a 2x2 checkered pattern, yields four coarse dirt
 * Red Sandstone
 * Can be crafted with 4 red sand in a square
 * Can be crafted into chiseled, smooth, stair and slab forms
 * Chiseled variant has a wither pattern to complement the normal creeper pattern
 * Slabs have (like stone and sandstone) a smooth variant
 * Comes as a smooth double slab -
 * Generated only in Mesa biomes at cave entrances
 * 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 Lantern
 * 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
 * The placing/breaking sounds use hurt sounds of slimes
 * 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
 * Fence
 * New types of fences for all the different types of wood
 * Different types can connect to each other
 * Original fence renamed to oak fence
 * New crafting recipe for fences to make this work: 2 sticks and 4 planks to make 3 fences
 * Fence Gate
 * New types of fence gates for all the different types of wood
 * Different types can connect to each other
 * Original fence gate renamed to oak fence gate
 * Doors
 * New types of doors for all the different wood types
 * Different types of doors have different textures, with some types having no windows
 * Door recipes now require all 6 wood to be the same type
 * 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
 * Banner
 * Can be worn as head gear - but only using commands
 * Over a quadrillion possible combinations
 * Crafted like a sign, just with one color of wool instead of planks
 * Can be stacked to 16
 * Most patterns are created by arranging dyes in certain ways around a banner on a crafting table
 * Additional patterns: creeper, skull & crossbones, brick, flower, curly border and Mojang logo - making these without dyes will result in a black pattern, use dyes to get different colors (items: creeper skull, wither skeleton skull, brick block, oxeye daisy, vines and enchanted golden apple)
 * Many patterns can be produced
 * Up to 6 layers of patterns possible
 * Can be placed on walls or on the ground (16 rotations possible)
 * Sway with the wind
 * Can be cloned by crafting them together with a blank banner
 * Top-most layer can be removed using cauldrons
 * Can be used as fuel in furnaces
 * Armor Stand
 * Can be used to decoratively display armor (including pumpkins, mob heads and player heads)
 * Armor can be right-clicked to be applied to the armor stand and can be applied by dispensers
 * Armor can be applied by dispensers aimed at any part of the Stand
 * Armor can be removed by right-clicking on the piece of armor you want to remove
 * Can render enchanted and dyed armor
 * Can use pick-block on armor stands (will give the stand not the armor equipped)
 * Crafted using a stone slab and 6 sticks
 * Stacks up to 16
 * Armor stands are actually entities not blocks and can therefore can be summoned using and put in minecarts
 * NBT tags can be used to create armor stands which are small, invisible , have arms , have disabled slots , have no base plate , have no gravity and are in a preconfigured position
 * Raw Mutton
 * Restores
 * Drops from sheep
 * Can be cooked into cooked mutton
 * Cooked Mutton
 * Restores
 * Rabbit Hide
 * Can be crafted in a 2x2 arrangement to produce leather
 * Drops from rabbits
 * Raw Rabbit
 * Restores
 * Drops from rabbits
 * Can be cooked into cooked rabbit
 * Cooked Rabbit
 * Restores
 * Rabbit's Foot
 * Brewed to make a Potion of Leaping
 * Drops from rabbits
 * Rabbit Stew
 * Restores and 12 saturation
 * This makes it the best food in the game other than golden carrots
 * Recipe: 1 cooked rabbit, 1 mushroom, 1 carrot, 1 baked potato, and 1 bowl
 * Potion of Leaping
 * Adds effect Jump Boost, for "I" and "II" levels
 * Brewed with a rabbit's foot and Awkward potion
 * The potion and bubbles are bright green coloured
 * 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 to players who are holding a barrier in their hand
 * Appears to be rendered as particles; always facing the player
 * Guardian Spawn Egg
 * Spawns the Guardian mob
 * Cyan coloured with orange spots
 * Endermite Spawn Egg
 * Spawns the Endermite mob
 * Purple coloured with grey spots
 * Rabbit Spawn Egg
 * Spawns rabbits
 * Brown coloured with brown spots

Mobs

 * Endermites
 * 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)
 * Have the same sounds as silverfish
 * Guardians
 * 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
 * Makes wet noises when hurt and squeaky, wet noises when flopping around on land
 * Elder Guardians
 * 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
 * Rabbits
 * Drops rabbit hide, raw rabbit, cooked rabbit and rabbit's foot
 * They have many different skins similarly to horses and ocelots. They have 8 skins including: Black, White, Brown, Gold, Black & White, Salt & Pepper, Toast, and the Killer Rabbit of Caerbannog
 * Naming a rabbit spawn egg or name tag "Toast" will give rabbits a special skin as a memorial to user xyzen420's girlfriend's rabbit Toast
 * Very low rate of spawning as "The Killer Rabbit" (or the "The Killer Rabbit of Caerbannog")
 * 1/1000 chance of spawning
 * This type of rabbit is hostile and will attack players within 4 blocks, deals in easy,  in normal difficulty and  in hard
 * A reference to the movie Monty Python and the Holy Grail
 * It is white with bloodshot eyes, and blood on its legs and mouth
 * Automatically spawns with a name tag titled 'The Killer Rabbit'
 * It can be directly spawned in with the command
 * Rabbits can be bred using carrots, golden carrots or dandelions
 * Rabbits have the same AI like the most other passive mobs, and jumping around randomly.
 * Make little squeaky sounds when hurt or killed

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, and the variant state where applicable (eg. minecraft:cauldron[level=1])
 * Now shows whether you are facing the positive or negative x/z axis
 * Currently missing LC value and FL value.
 * + now also shows which direction entities are looking in using a blue line and their eye level using a red line
 * Now displays how many chunk sections are being rendered currently and how many chunk sections are out of view in percent, the OpenGL version, display size, vendor and GPU
 * "Vanilla" added to the version number. eg: "Minecraft 14w30b (14w30b/Vanilla)"
 * Presumably this will say something different if modded. Very few mods (or even APIs) currently exist for versions this recent.
 * + tooltips now show how many NBT tags an item has
 * 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 handled in different threads
 * Rewrote chunk sorting
 * Ported over the visibility culling code from MCPE thereby limiting client render of obstructed world segments
 * Threaded chunk rebuilds
 * 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
 * Several blocks in the game are rendered differently using the new block models.
 * The cauldron's feet are cubes instead of faces.
 * Grass blocks, dirt, sand, red sand, stone, Netherrack, bedrock, and TNT all have their top texture randomly rotated
 * Custom item models can be loaded
 * Many items's model is rotated 90 degrees in the inventory and in hand.
 * 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
 * Old 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.
 * Servers can now customize network compression in
 * Graphics
 * Dropped items now face the player in all three directions on fast graphics
 * Blocks
 * Rewrote how blocks are rendered
 * Rewrote how block data is handled
 * Optimizations
 * Many optimizations to both the server (including single player) and the client
 * Threaded chunk rendering
 * Ore generation is more than twice as fast
 * Significant increase in FPS and performance
 * Stability in the smoothness of FPS
 * Chunks load a lot faster
 * Threaded mob pathfinding
 * 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 cost now increases exponentially (1, 2, 4, 8, etc.)
 * 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 be run in single player
 * New arguments for debug
 * x/y/z are required and valid only for chunk mode
 * May be removed, as the command was supposed to be dev only
 * Can now also specify whether particles are to be shown:
 * Usage:
 * Use 'true' to hide particles and 'false' to show; if value is 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
 * command can now summon lightning using
 * 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
 * Can display entity tooltips when the  for   is set to
 * Example: will print a message will display the tooltip of a zombie named "dummy"
 * 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
 * argument to check the tie
 * Has an another argument after that which can be  or   to check either the number of ticks since the start of the day or the number of ticks since the world was created, respectively
 * 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:
 * Tab-completing coordinate arguments will now fill in the coordinates of the block currently being looked at
 * 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.
 * Capable of using the  and   tags.
 * Previously, text formatting could only be accomplished using the section symbol via Formatting codes.
 * 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
 * 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)
 * Particles
 * Can be summoned using the command
 * Changed the particle effect when landing on a block, looks a lot more scattered
 * Life Bar
 * Now the life bar has a new animation for the damage, that additionally shows how many hearts a player loses
 * 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)
 * Enchantments & Effects
 * Now also support named IDs as well as numerical IDs
 * Example:
 * Example:
 * 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
 * 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)
 * Enchantments & Effects
 * Now also support named IDs as well as numerical IDs
 * Example:
 * Example:
 * 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

World Generation

 * Villages
 * Gravel roads in villages have cobblestone underneath, to prevent them from collapsing into caves
 * Many of the buildings have replaced some of their wooden planks to wooden logs in a plains/savanna village
 * 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
 * Swampland
 * Changed generation of the marsh-like areas
 * 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 obtained by smelting 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
 * Beacon
 * Beacon light beams change color when going through stained glass and stained glass panes
 * Making it feed into multiple stained glass blocks/panes will combine the colors
 * Beam now goes through all blocks that don't completely block light: Ice, water and leaves
 * Signs, chests, beacons, beds and heads
 * Now display the cracking animation
 * Beds did display the cracking animation previously, but not on their top and bottom
 * Door
 * Stack to 64
 * The crafting recipe for doors now gives 3 doors instead of one
 * Applies to both doors and iron doors
 * New types of doors for all the different wood types
 * Therefore, Wooden Doors have been renamed to Oak Doors
 * Door item textures changed to be more detailed and more consistent with the new doors
 * Trapdoor
 * Trapdoors are now called "Wooden Trapdoor"
 * Torch & Redstone Torch
 * Torches and redstone torches placed on walls now have an angled top side
 * Blaze Rod
 * Are now held similarly to tools
 * Furnace
 * When a furnace runs out of fuel, the smelting progress will rewind at 2x speed
 * Empty furnaces will now only accept fuel and empty buckets in the fuel slot
 * Carrot
 * Restore 3 hunger points instead of 4
 * Baked Potato
 * Restore 5 hunger points instead of 6
 * Hay Bale
 * Rebalanced how they heal and accelerate the growth of horses
 * Dead Bush & Sapling
 * Can now catch fire
 * Melon (block)
 * Mined faster with an axe
 * 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
 * Mob head
 * Made Creeper, Skeleton and Zombie Heads available in survival
 * Creepers, Skeletons, Wither Skeletons, and Zombies drop their heads when killed by charged creepers. Wither Skeletons continue to have heads as rare drops.
 * Note that a charged creeper explosions will not yield more than one mob head
 * Skulls worn on heads are now bigger so the 2nd skin layer no longer peaks through
 * Player and mob heads in inventories and held by mobs/players now display the actual head
 * Placed mob heads now show the 2nd skin layer
 * Item Frame
 * 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
 * Painting
 * Improved position handling of paintings
 * Dispenser
 * 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
 * Button
 * Can now be placed on ceiling and on the ground
 * Redstone Comparator
 * Can now detect what way an item frame is rotated
 * Daylight Sensor
 * Can be inverted with a right click
 * Reaches full strength at the opposite time than it would when set to normal
 * This can allow for a light that turns on at night rather than day without the need of a NOT gate
 * Activator Rail
 * Powered activator rails will now shake minecarts, causing riders (players and entities) to dismount
 * Minecart with TNT
 * Minecart with TNT can be ignited with a Flame enchanted bow
 * Minecart with TNT explosions no longer stack
 * Sign
 * 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
 * Book and Quill & Written Book
 * 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
 * Written Book
 * 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 cannot be copied
 * Ladder
 * Mined faster with an axe
 * Armor
 * Armor no longer gets colored when mobs/players are hurt
 * Arrow
 * Behave differently underwater
 * They will lose all velocity after a few blocks and slowly fall
 * Fire Arrows will be extinguished
 * Slabs
 * Removed double stone slab's item form
 * Removed double wooden slab's item form
 * End Portal
 * Inventory image is now the Missing Texture block instead of the Nether Portal item
 * Monster Spawner
 * Can be right-clicked with a Spawn Egg in hand, to change what the spawner produces
 * Command Block
 * Survival players can no longer look inside the command block to see the command
 * Now show the entity (@e) parameter
 * X/O button next to "Last output" in commandblock to turn off the last output string

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
 * Now have a head slot where helmets or blocks can be applied
 * 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 potato, carrot and wheat crops
 * 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 & Wither Skeletons
 * Now run away from wolves instead of fighting back
 * Now run away from Creepers that are about to explode
 * Now drop a Skeleton mob head when killed by a charged creeper
 * 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
 * Now drop a Creeper mob head when killed by a charged creeper
 * Zombies
 * Now run away from Creepers that are about to explode
 * Now drop a Zombie mob head when killed by a charged creeper
 * 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
 * Now attack Creepers.
 * Iron Golems, Snow Golems & Withers
 * Can be spawned by arranging the blocks in any orientation
 * This does not affect the orientation of the spawned mob
 * Sheep
 * Now drop mutton when killed

Trivia

 * This is the longest wait for a major update to Minecraft, with 3929 days days having elapsed since the release of 1.7.2 on October 25, 2013.
 * 1.3.1 had the previous longest wait between major releases, with a release on August 1, 2012, 153 days after the release of 1.2.1.
 * This is also the longest development to a major update in the history of Minecraft, with the first snapshot coming out on January 9, 2014, 3852 days days ago.
 * The previous longest was also 1.3.1, with 111 days from the first snapshot to the final release.
 * This update has had the most development snapshots of any major update so far, at 52 snapshots.
 * The update with the most snapshots previous to this was 1.6.1, with 18 snapshots.