Java Edition 1.19

1.19, the first release of The Wild Update is an upcoming major update to set to release in 2022. The update was first announced on October 16, 2021 during Minecraft Live 2021. It will notably introduce the Deep Dark and Mangrove biomes; ancient cities; mobs like the warden, the frog, the tadpole, and the allay, as well as new items only obtainable in these new biomes.

Blocks

 * Froglight
 * Dropped by small magma cubes when they are eaten by frogs.
 * Has three variants: pearlescent (purple), verdant (green), and ochre (yellow).
 * Which variant is dropped depends on the frog variant that eats the magma cube.
 * A pearlescent froglight is dropped if a warm (white) frog eats the magma cube.
 * A verdant froglight is dropped if a cold (green) frog eats the magma cube.
 * An ochre froglight is dropped if a temperate (orange) frog eats the magma cube.
 * Emits a light level of 15.


 * Frog Spawn BE2.png Frogspawn
 * Non-solid blocks that can be placed on the surface of water.
 * Disappears when water under the frogspawn is gone.
 * Can't be obtained in survival: does not drop upon breaking, even with Silk Touch.
 * Is laid by frogs after mating, when they are bred with slimeballs.
 * Hatches tadpoles after some time.
 * Tadpole variant depends on the biome where it grows into a frog.


 * Mangrove Leaves.png
 * Generated in mangrove trees.
 * A decorative block.
 * Can grow mangrove propagules, if pressed with bone meal.


 * Mangrove Log.png
 * Generated as a part of mangrove trees, which are located in mangrove swamps.
 * Can be crafted into mangrove planks and wood.
 * Has a stripped variant as well.


 * Mangrove Planks.png
 * Crafted from mangrove logs.
 * Can be used to craft respective slabs, stairs, fences, fence gates, pressure plates, signs, buttons, doors, boats and trapdoors.


 * Mangrove Propagule JE1 BE1.png
 * A new type of sapling which grows into a mangrove tree when planted.
 * Grows underneath mangrove leaves.
 * Can be grown by bonemealing the mangrove leaves, grows from the exposed bottom of it.
 * Propagules can also grow spontaneously from leaves, but only if they're naturally generated (not player placed leaves).
 * Have 4 stages to fully grown, can be accelerated by bonemealing.
 * Can break off a fully grown one, plant it to growing a mangrove tree.
 * Can be planted both on land and underwater.
 * Can be placed in flower pots.
 * Bees can pollinate them.
 * Bees follow players holding them and can be bred with them.


 * Mangrove Roots.png
 * A see-through decorative block just like leaves, but can be waterlogged.
 * Water currently doesn't spread outwards like with other waterlogged blocks.
 * Mining faster when using axes.
 * Unlike leaves, it will not break when moved by a piston.
 * If the roots are waterlogged, the water will vanish.
 * Can be powered.
 * Has unique sounds.


 * Mangrove Wood.png Mangrove Wood
 * A new type of wood, as well as a stripped variant.
 * Can be used to craft mangrove planks.


 * Mud.png Mud
 * Found in mangrove swamp biomes.
 * Can be created by using a water bottle, directly or through a dispenser, on dirt, coarse dirt and rooted dirt.
 * Can be converted into clay by placing mud above a block which has pointed dripstone underneath. The dripstone dries it out, producing a clay block.
 * This in turn enables renewable clay in (clay is already renewable in ).
 * When walking on mud, entities sink down a bit.
 * Like soul sand, but without the slowdown.
 * Enderman holdable.


 * Mud Bricks JE1 BE1.png Mud Bricks
 * Can be crafted from 4 packed mud.
 * Can be used to crafted into mud brick slabs, stairs, and walls using a crafting table or stonecutter.


 * Muddy Mangrove Roots.png
 * Found in mangrove swamp biomes.
 * Can be crafted from 1 mud and 1 mangrove roots.
 * This is a full block, not like lichen.
 * Unlike regular roots, they are an opaque block that can't be waterlogged.
 * Mining faster when using shovels.


 * Packed Mud JE1 BE1.png Packed Mud
 * Can be crafted from 1 mud and 1 wheat.
 * Can be used to craft mud bricks.


 * Reinforced Deepslate.png Reinforced Deepslate
 * A new block only found in ancient cities shaped as a large frame.
 * It is unobtainable in survival mode.
 * Is not craftable.
 * Can be broken, but won't drop anything, even with Silk Touch.
 * Is completely blast-resistant, is immune to withers and ender dragons, and takes an incredibly long amount of time to mine (82.5 seconds, which is almost 9 times longer than obsidian with a diamond pickaxe).
 * Cannot be moved with pistons.
 * Has some unknown "interesting" purpose.


 * Sculk BE1.gif
 * Generates in the deep dark biome.
 * Has an animated texture.
 * Drops only experience when broken without Silk Touch.
 * Does not drop anything or experience when blown up with TNT.
 * Activates nearby sculk sensors and shriekers even when wool is placed on it.
 * If too many sculk shriekers activate, wardens may emerge from the sculk blocks.
 * Sculk blocks grow when a mob dies near a sculk catalyst.


 * Sculk Catalyst.png Sculk Catalyst
 * Generates in the deep dark biome.
 * Emits soul particles after a mob dies within 8 blocks, and grows sculk related blocks.
 * Spreads sculk blocks to wherever a nearby mob dies. The amount it spreads depends on the amount of experience the mob is meant to drop.
 * Even if the mob doesn't drop experience as it wasn't killed by a player, the blocks would still spread based on the amount of experience it normally drops.
 * The experience will not be dropped in these cases.
 * The charge decays over time, faster the furthest away from the catalyst it moves.
 * If a charge decays more than 4 blocks away from the catalyst, it has a chance of creating either a sculk sensor (90%) or a sculk shrieker (10%).
 * If a charge decays more than 24 blocks away from the catalyst, it merely vanishes.
 * Drops only experience when broken without Silk Touch.
 * Emits a light level of 6.
 * Sculk Catalyst Bloom.gif Blooms when activated.
 * Can only spread sculk on blocks in the  tag.


 * Sculk Shrieker JE1 BE2.gif Sculk Shrieker
 * Generates in the deep dark biome.
 * Has two soul-shaped patterns in the center.
 * Has the ability to "shriek", emitting ring-like/sonic particles.
 * Is activated by a sculk sensor, redstone signal or player's stepping.
 * Sculk shriekers summon wardens only if there isn't one within 48 blocks.
 * Gives players the Darkness effect when activated.
 * If activated three times, a warden is summoned from the ground.
 * Player has 4 levels of (0-3), everytime activated, the levels increased by 1, and never decrease.
 * If a player had successfully summoned a warden, only one attempt is required to summon a warden next time.
 * Drops only experience when broken without Silk Touch.
 * Has a blockstate, which determines it summon a warden or not.
 * Set to by default for sculk shriekers placed via worldgen.
 * Set to by default for sculk shriekers placed by a player or generated via sculk spread.


 * Sculk Vein BE1.gif Sculk Vein
 * Generates in the deep dark biome on the edge of sculk patches.
 * Generates in a layer on top of blocks, similar to snow.
 * Can be placed in all directions, like glow lichen.
 * Has an animated texture.
 * Drops nothing when broken without Silk Touch.
 * Some have parts that are transparent, allowing the player to see the block it is on top of.
 * Can be waterlogged.

Items

 * Bucket of Tadpole JE1 BE1.png Bucket of Tadpole
 * Added bucket of tadpole, can be obtained by catching a tadpole using a water bucket.


 * Disc Fragment 5 JE1.png Disc Fragment
 * A fragment of the Music Disc "5", which can be crafted into the disc.
 * Can only be obtained from the chests in the ancient cities. They are extremely rare and hard to obtain.


 * Echo Shard JE1 BE1.png Echo Shard
 * Can only be found in loot chests in ancient cities.
 * Can be used to craft recovery compasses.


 * Goat Horn.png Goat Horn
 * Drops when a goat rams coal ore, emerald ore, iron ore, log, packed ice, or stone.
 * Can play a loud sound that can be heard from afar, with a cooldown around 7 seconds between each use.
 * Have 8 variants, each variant have their unique sound.
 * "Ponder", "Sing", "Seek", "Feel" can be obtained from the regular goats' ramming, or the chest in pillager outposts with a 50% chance.
 * "Admire", "Call", "Yearn", "Dream" can only be obtained from the screaming goats' ramming.
 * The variant of horn that a goat may drop is completely random.


 * Mangrove Boat (item) JE2.png Mangrove Boat
 * A new type of boat, crafted with mangrove planks.


 * Music Disc 5 JE1.png Music Disc 5
 * A new music disc, by Samuel Åberg, titled "5".
 * Obtained by restoring it from a fragmented state: can only be obtained through crafting by using 9 "Disc Fragment 5"s.
 * Track is similar in nature to 11.


 * Recovery Compass JE1 BE1.gif Recovery Compass
 * A new type of compass which can point to the last place where player died.
 * Randomly spins if not held by a player, the player hasn't died, or when the player is not in the same dimension of the death point.
 * Can be crafted with a compass surrounded by 8 echo shards.


 * Spawn Eggs
 * Allay Spawn Egg JE1 BE1.png Allay spawn egg.
 * Frog Spawn Egg JE1 BE1.png Frog spawn egg.
 * Tadpole Spawn Egg JE1 BE1.png Tadpole spawn egg.
 * Warden Spawn Egg JE1 BE1.png Warden spawn egg.

Mobs

 * Allay.png
 * Voted to be in the update during Minecraft Live 2021.
 * Can find dropped blocks or items for a player, collecting the same items from the world as it holds in its hand.
 * Picks up dropped items in loaded chunks and can carry up to a stack at a time, and cannot duplicate items or take items out of chests. It drops its collected items when in range of a note block.


 * If holds an item it got from a player, it will follow that player, up to a distance of 64 blocks away.
 * It can be made to hold an item by interacting with the allay (pressing ).
 * The item can also be removed by interacting with the allay (pressing ) while with an empty hand.
 * Able to drop items at nearby note blocks, and stay close to a note block that has been played near them.
 * When playing a note block near them, that note block becomes their favorite one for 30 seconds, and they will attempt to drop off items at the note block rather than at the player.
 * Connecting with note blocks is visualized by the vibration particle.
 * Connecting with note blocks can be blocked by wool, by placing wool between the allay and the note block.
 * If they have items in their inventory, they will attempt to give them to their owner.
 * Sometimes spawn in cages next to pillager outposts (similar to iron golem), and inside woodland mansions.
 * Has a delay for picking new items after delivering items (3 seconds).
 * Immune to damage from its owner while holding an item.
 * Have health points and a natural health regeneration of  per second.


 * Comes in three variants: temperate, warm, and cold.
 * The temperate variant is orange, the warm variant is white, and the cold variant is green.
 * Can croak, jump, swim, and slowly walk on land.
 * Are able to jump over 5 blocks.
 * Frogs are faster in water than on land.
 * Prefer to jump to lily pad and big dripleaf.
 * Are able to target specific mobs as food, using a base attack strength of 10.
 * Eats small slimes, dropping slime balls.
 * Eats small magma cubes, dropping froglights.
 * Can be tempted and bred using slimeballs.
 * Lay eggs on water after mating.
 * Grow from tadpoles.
 * Variants depend on the temperature of the biome it turns from a tadpole to a frog in.
 * Have health points.
 * Have health points.


 * Tadpole.png
 * Grows up into a frog 20 minutes after birth, which can be sped up using slimeballs.
 * Frog type depends on which temperature it grows in.
 * Can be held in a water bucket.
 * Jump around like fish when on land, and eventually die.
 * Panics on land and pathfinds to a nearby water source.
 * Are hunted down by axolotls.
 * Also panics if there are axolotls nearby.
 * Have health points.


 * Warden.png Warden
 * The first fully blind mob (bats have basic eyesight, both in-game and in the real world).
 * Because of this, it stumbles as it walks.
 * Has a sense of smell. It can detect and pathfind toward the general location of a player or mob through a "smelling" action.
 * Prioritizes smelling the player or mob that it is most suspicious of, rather than the one closest to it.
 * Has a sense of vibration. When sensing movement, it pathfinds toward the source of the movement.
 * It follows and attacks players, mobs, and other entities that make vibrations.
 * It does not attack other wardens.
 * When it detects a vibration, the growths on its head rattle and light up, similar to the sculk sensor.
 * Seems to follow the same rules as the sculk sensor when detecting vibrations.
 * If any projectile (e.g. egg, snowball, arrow) lands near it, the warden inspects the location where the projectile landed, due to the projectile creating significant vibrations. This feature can be used in order to cause a distraction.
 * Does not detect players that are sneaking.
 * Can detect players or mobs that have the Invisibility effect.
 * Becomes more suspicious of a player or mob as it detects its location more through vibrations and/or smelling. When it suspects the target enough, it identifies its exact location, which aggravates it, causing it to pathfind toward the target to attack regardless of outside distractions.
 * Spawns in the deep dark biome, specifically when a player activates sculk shriekers three times.
 * It is the only mob that spawns in the deep dark biome.
 * "Emerges" from the ground when spawned by sculk shriekers.
 * Digs back into the ground when it doesn't sense any vibration after 60 seconds.
 * Like how name tags prevent despawning, name tags can also prevent wardens from being able to burrow back to the ground.
 * Wardens will not dig back when they're in water.
 * A mob designed to be extremely difficult, intended to be avoided and fled from.
 * Has health points and does  damage on Normal difficulty, bringing players wearing full netherite armor from full health to  health points. Wardens also disable shields when they hit the players with their fists, and are at least as fast as a walking player. (More health than a wither  except in BE, hard mode, where Wither HP = )
 * The warden doesn't qualify as a target for the advancement "Monster Hunter" and isn't needed to receive the advancement "Monsters Hunted" due to its role.
 * Warden's chest has a glowing core that appears to brighten and dim in tandem with the Darkness effect.
 * The core creates a low throbbing or "heartbeat" sound as it pulses. The sound and animation speed up rapidly as the warden gets more suspicious of or closer to attacking a player or mob.
 * Is about 3.5 blocks tall, making it one of the tallest mobs in the game, exceeding the iron golem and enderman in height and width (the same).
 * Wardens have long melee reach, being able to hit the player when on top of a four block pillar, thus making it capable of countering certain cheese tactics, such as pillaring.
 * Can charge a ranged attack when the player is building high, hiding behind walls or being out of range of their melee attack.
 * Their rib cages will open up to shriek a sonically charged ranged attack that can penetrate walls and bypasses shields and armor.
 * The ranged attack deals damage in Normal and can hit at a horizontal distance of 15 blocks.
 * The ranged attack can only hit one target at a time.
 * Is immune to lava and knockback, and never slows down in water.
 * Drops a sculk catalyst upon death.

Non-mob entities

 * Boat with Chest
 * Similar to a minecart with chest, but with a boat instead of a minecart, so the player can take a journey on the water and carry things.
 * Can hold only one entity.
 * Crafted by combining a chest with any boat.
 * Comes in different wood plank variants, including the dark oak, jungle, and the newly added mangrove wood plank variant.
 * Opening its inventory or breaking it will make nearby adult piglins angry.
 * Breaking it drops itself and all its items.


 * Painting
 * Added unused painting from.
 * These paintings are not placeable by default, but can be added through commands (such as ) or through a datapack.

World generation

 * Ancient City
 * New structure that generates within the deep dark biome and includes all of the deep dark features within it.
 * Extremely large in terms of size, always generated at Y=-52.
 * Made of deepslate and its variants, basalt and its variants, and gray wool.
 * Contains soul sand, soul fire and soul lanterns, as well as candles and skeleton skulls.
 * Contains mysterious frames made of reinforced deepslate.
 * Contains chests with unique loot, like echo shards, disc fragments, and the Swift Sneak enchantment.
 * Other valuable loot includes the "otherside" music disc, Potions of Regeneration II, enchanted books, enchanted iron and diamond leggings, enchanted diamond hoes, and enchanted golden apples.
 * If the frame of reinforced deepslate generates with a chest in front, it will always contain one golden apple (a hint about how to open the secret door below).
 * Has different levels and open spaces, with several types of ruins and wall structures.
 * Some of these structures contain dark oak logs, planks, and fences; cyan, light blue, and blue wool and carpets; ladders; ice and its variants; note blocks; stone pressure plates; and iron trapdoors opened with levers.
 * Hidden underneath the frame of reinforced deepslate are several rooms containing redstone mechanisms that serve to introduce new players to their function.
 * There is a silenced sculk sensor that needs a signal strength of 8 to open a redstone door. Taking the golden carrot from the chest placed near the structure and eating it will reveal the entrance.
 * Each variant of the city center has a different redstone puzzle concealing the entrance, requiring slightly different strategies to solve.
 * The mechanisms are made with redstone dust, redstone torches, redstone repeaters, redstone comparators, redstone lamps, blocks of redstone, sticky pistons, a sculk sensor, a target, and a lectern.
 * One variant includes a lever, and another includes a furnace containing 24 deepslate and a wooden shovel.


 * Deep Dark
 * New biome at the "deepest depths of the world".
 * Tends to generate under continental/mountainous areas, exclusively within the deepslate layer between Y=-1 and Y=-64.
 * Currently can extend above the deepslate layer, sometimes up to around Y=33.
 * Ancient Cities can generate here.
 * Wardens can spawn here through the activation of sculk shriekers.
 * The surface contains patches of sculk-related blocks.
 * With the exception of spawners, no mobs other than wardens can spawn there, similar to mushroom fields.


 * Mangrove Swamp
 * A new swamp biome with teal water that often generates in warmer clusters, usually next to jungles and deserts.
 * Contains mangrove trees, a new type of tree, and are the only trees that can generate there (unlike the regular swamp, that can also generate oak trees).
 * Naturally spawns warm frogs and slimes, but there are no sheep, cows, pigs or chickens.
 * Does not generate witch huts.
 * The floor is coated with a layer of mud which goes all the way from the surface down to stone.
 * Tropical fish can spawn in water.
 * Water fog color is pale green instead of yellow like in the normal swamp.


 * New type of tree variant that is found in mangrove swamp biomes.
 * Has an unique shape, with a root system of mangrove roots leading up to a forking trunk and mangrove leaves.
 * Composed of mangrove logs.
 * Generated roots composed of mangrove root blocks.
 * Has propagules hanging from the leaves of the tree.
 * Moss carpet generates on top of some roots.
 * Grows from mangrove propagules.
 * It has a chance to generate a bee nest.
 * It has a chance to generate a bee nest.


 * Upgrading of old worlds
 * Now support 3D biome blending, so it will blend the underground biomes as well.

Command format

 * Game rules
 * Added game rule, to control whether warden can be spawned or not, defaults to.


 * A new command which replaces and can place features, jigsaws and structures at a given location, with following syntaxes:
 * Works like the removed.
 * : The namespaced ID of a feature to try to place.
 * Works as hitting the "generate" button inside the user interface of a jigsaw block: it generates a jigsaw structure starting in a certain template pool at a given jigsaw anchor, then does a given number of levels of expansion from there.
 * : The namespaced ID of a template pool to start generating.
 * : The namespaced ID name of a jigsaw to use as the starting anchor.
 * : The maximum number of jigsaw connections to traverse during placement.
 * Works by placing an entire structure just like it is done in world generarion.
 * : The namespaced ID of a structure to try to generate.
 * : The position to use as the origin for the generation. (if omitted, is used)
 * Works by placing an entire structure just like it is done in world generarion.
 * : The namespaced ID of a structure to try to generate.
 * : The position to use as the origin for the generation. (if omitted, is used)
 * : The position to use as the origin for the generation. (if omitted, is used)

Gameplay

 * Advancement
 * Added seven new advancements:
 * "Birthday Song"
 * Have an allay deliver a cake at a note block
 * "Bukkit Bukkit"
 * Catch a tadpole in a bucket
 * "It Spreads"
 * Kill a mob near a Sculk Catalyst
 * "Sneak 100"
 * Sneak near a Sculk Sensor or Warden to prevent it from detecting you
 * "When the Squad Hops into Town"
 * Get each frog variant on a lead
 * "With Our Powers Combined!"
 * Have all three froglights in your inventory
 * "You've Got a Friend in Me"
 * Have an allay deliver items to you
 * Added advancement trigger.
 * Triggered when an allay drops an item on a block, with the following conditions:
 * : a player for which this trigger runs
 * : a predicate for the block that the item was dropped on
 * : a predicate for the item that was dropped
 * Added advancement trigger.
 * Triggered when a vibration event is ignored because the source player is holding the sneak key, with the following conditions:
 * : a player for which this trigger runs
 * Added advancement trigger.
 * Triggered when a player kills an entity next to sculk catalyst, with the following conditions:
 * : a player for which this trigger runs
 * : a predicate for the entity that was killed
 * : a predicate for how the entity was killed
 * Added advancement trigger.
 * Triggered when a player picks up an item that was thrown by an entity, with the following conditions:
 * : a predicate for the player picking up the item
 * : a predicate for the entity that threw the item
 * : a predicate for the item


 * Death messages
 * Added new death messages to wardens' ranged attack:
 * " was obliterated by a sonically-charged shriek"
 * If a player or mob attacks the dead player before they die, the death message is " was obliterated by a sonically-charged shriek whilst trying to escape ".


 * Enchanting
 * Added the Swift Sneak enchantment.
 * This enchantment can be found exclusively in chests in ancient cities.
 * Cannot be obtained by fishing, enchanting, or other loot chests, similar to Soul Speed.
 * Has a total of three levels.
 * Only available for leggings.
 * Allow the player to walk faster while sneaking, up to 75% of normal speed at level III.


 * Status effects
 * Darkness.png
 * A status effect triggered by the sculk shrieker, causing the player's camera to dim in brightness, thus limiting the vision of players.
 * Lowers the gamma down at an equivalent of “Moody” while having this effect.

General

 * Chunk format
 * Added that determines which sections will be used for data for blending.


 * Data pack and resource pack
 * Can have section in pack.mcmeta now.
 * This section has mandatory field, which is a list of patterns (regular expressions) for namespaces and paths.
 * If any of files in packs added before one with section matches any pattern inside, it will be filtered out (i.e. treated as if it wasn't present in the first place).
 * section does not apply to a pack containing it, only to packs loaded before it.
 * Both and  can be omitted: if they are, the game works as if they had been specified as a ".*". Missing field matches every value. When they are included, these fields contain a regular expression pattern.
 * For example, adding pack with this section in pack.mcmeta after vanilla pack will hide all recipes and advancements defined by vanilla pack:
 * World presets/types and super flat world presets in “Create World” screen can now be controlled by datapacks.
 * New registry types were added to data-drive presents (like "Amplified" or "Single Biome").
 * New registry types were added to data-drive presents (like "Amplified" or "Single Biome").


 * Debug screen and profiling
 * Added estimated GPU utilization percentage to performance profiling metrics and F3 debug screen.
 * This is only available for graphics devices that support GPU timer queries.
 * Added "Blending" row, above the "Noise Router" row.
 * Added a heap memory allocation metric.


 * Entity format
 * Added boolean fields to goats' entity format.
 * Decides the visibility and dropability of their horns.


 * Fonts
 * Added new glyph provider type, to allow creation of space-like glyphs.
 * New provider has single argument called which is map of codepoint to glyph advance (width).
 * Rendering of space glyph is not longer hardcoded (needs to be declared manually in font).


 * Loot table
 * Added loot table function, to sets item tags needed for instrument items to a random value selected from a tag, with following parameter:
 * : a tag reference specifying the instrument options to randomly pick from.


 * Music
 * Added new music, all by Lena Raine.
 * "Ancestry" only plays in the deep dark.
 * "Aerie", "Firebugs", and "Labyrinthine" plays in the lush caves, all types of swamps, forests, and jungles, as well as the menu screen.


 * Options
 * Added "Directional Audio" sound option, for 3D Directional Audio simulation.
 * Uses HRTF-based directional audio to improve the simulation of 3D sound, making it easier to distinguish which direction a sound comes from (including if it is above or below the player).
 * Requires HRTF compatible audio hardware.
 * This option is best experienced with headphones.
 * Toggled off by default.
 * A new accessibility slider has been added in the options menu called “Darkness Pulsing”.
 * It controls how dark the Darkness effect gets when a Warden or Sculk Shrieker gives it to the player.


 * Particles
 * Added new particles:
 * Sculk Soul.gif
 * Sculk Catalyst Bloom.gif Emitted by sculk catalysts when activated by sculk sensors.
 * Shriek.png
 * Sculk shriek particles.png Emitted by sculk shriekers when activated by sculk sensors.
 * and
 * Active Sculk Sensor JE1.gif Emitted by sculk sensors when activated by players.
 * Active Sculk Sensor JE1.gif Emitted by sculk sensors when activated by players.
 * Active Sculk Sensor JE1.gif Emitted by sculk sensors when activated by players.


 * Player.dat format
 * Added a new field, which contains a  string and a list of three integers representing the block position of the player's last death called.


 * server.properties
 * Added server property to allow servers to requiring a player to having a Mojang-signed public key.
 * Defaults to.
 * Enforcing secure profiles will prevent players without a Mojang-signed public key from connecting.
 * Added server property to limit the amount of consecutive neighbor updates before skipping additional ones. Negative values remove the limit.


 * Splashes
 * Added the following splash text:
 * "Shriek like a Sculk Shrieker!"
 * "Who let the frogs out?"
 * "RIBBIT!"
 * "Croak team!"
 * "Nooooooooooooo!"
 * "Flower forest TM perfume"
 * "Hat Fridays!"


 * Tags
 * Added following block tags:
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * This tag controls blocks the ender dragon cannot destroy but will fly straight through.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * Added following item tags:
 * : contains all types of boat with chests.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * : contains.
 * Added following entity tag:
 * : contains.
 * Added following game event tags:
 * : contains.
 * : contains.
 * : contains the contents of the event tags, and.
 * Added following biome tags:
 * : contains.
 * : contains.
 * : contains.
 * This tag controls which biomes that players will have a shorter view distance.
 * : contains.
 * : contains all the end biomes.
 * : contains all overworld biomes.
 * : contains
 * : contains
 * : contains
 * : contains
 * This tag controls which biomes that player will hear the special underwater music when underwater.
 * : contains
 * : contains
 * This tag controls which biomes that coral can be farmed by bonemealing.
 * : contains
 * : contains
 * This tag defines which biomes must be present around a location that a monument possible to generate.
 * : contains
 * : contains
 * : contains
 * These contents are exactly the same with the previous biome tag.
 * : contains
 * This tag controls which biomes will show up as water on map outlines.
 * : contains
 * : contains
 * : contains
 * Added following structure tags:
 * : contains
 * : contains
 * Added following flat level generator preset tag, to control order of elements displayed in "Configure Flat World" screen:
 * : contains
 * This tag controls all the visible presets in the UI and their order.
 * Added following world preset tags, to control values show on "World Type" button in "Create World" screen:
 * : contains
 * : contains
 * This tag controls which world presets will only show up when hold down the key.
 * Added following cat variant tags (new type):
 * : contains.
 * : contains.
 * Added following painting variant tag (new type):
 * These paintings are placeable in survival mode.
 * Added following banner pattern tags (new type):
 * Defines banner patterns which can be made on loom and do not need a pattern item.
 * Added following instrument tags (new type):
 * Defines banner patterns which can be made on loom and do not need a pattern item.
 * Added following instrument tags (new type):
 * Added following instrument tags (new type):
 * Added following instrument tags (new type):
 * Added following instrument tags (new type):
 * Added following instrument tags (new type):
 * Added following instrument tags (new type):
 * Added following instrument tags (new type):

Blocks

 * Brewing Stand
 * Slightly changed its texture, to make their arms connect to their bases.
 * Updated base UVs and texture to match a graphical fix in, which has no effect on visuals.


 * Cocoa Pod
 * Slightly changed the 's texture, to make width consistency with other stages' textures.


 * Doors
 * The top of doors no longer flips in an unnatural way when opening in certain directions.


 * End Portal Frame
 * Slightly changed its texture, to make better transition with the end stone texture.


 * End Rod
 * Removed unused pixels in its texture.


 * Glow Lichen
 * Can now be placed on the top and sides of soul sand and maximum height snow.


 * Leaves
 * Leaves are now waterloggable.


 * Mycelium
 * Slightly changed its side texture, to match other dirt-based blocks.


 * Piston and Sticky Piston
 * Changed their textures, to match the color of the oak planks on the piston head.


 * Sculk Sensor JE1.gif Sculk Sensor
 * Has been re-added to the creative inventory.
 * Generates in the deep dark biome.
 * Can only be obtained with Silk Touch, otherwise it drops experience.
 * Detects vibrations 9 blocks or less away.
 * Cannot detect vibrations on any wool block or wool carpet.
 * Cannot detect players if they sneak.
 * Always activates when stepped on, even when sneaking.
 * When detecting several vibrations at the same time, it reacts to the closest vibration instead of the first vibration in the tick.
 * Able to activate sculk shriekers when activated (spreads vibrations to the nearest shrieker).
 * Able to communicate with wardens by activating sculk shriekers.


 * Smoker
 * Rotated pixels at the bottom left corner in their textures, to make a correct direction.


 * TNT
 * Ores and spawners blown up by TNT ignited by a player now drop experience.


 * Vines
 * Can now be placed on the sides of soul sand and maximum height snow.

Items

 * Boats
 * Changed item textures of all previously existing boats.
 * The paddles represent their respective wood color and their inside rims of the boats are darker, to match.


 * Fence
 * Changed the model when in an item frame, to make their two horiontal bars thicker, matching the thickness in their block form.


 * Leather Cap
 * Changed its texture, to extend the center bar on the back face to the bottom.


 * Scaffolding
 * When used as fuel for furnaces, they now burn equally as long as a bamboo does.


 * Shield
 * They now properly spin around their own center axis and show up in the right place in item frames.

Mobs

 * Evoker, Illusioner, and Witch
 * Changed their models, now their last two rows of pixels on their robes can render.


 * Goat
 * Now can drop 2 horns each.
 * The number of horns left to drop is represented on the model.


 * Llama
 * Changed all variants' chest texture, to use the chest texture since the texture update.


 * Parrots
 * Can now imitate wardens.


 * Pillager
 * Changed its model, slightly shortened its coat to match its actual texture.


 * Spiders and Cave Spiders
 * Fixed texture mapping of both types of spiders.


 * Villager
 * Changed their models, now their last two rows of pixels on their robes can render.
 * Changed their textures in all biomes.
 * The color of the top and bottom of their legs now matches the sides correctly.
 * Removed the identical part in savanna villagers' texture with the villager base texture.
 * Slightly changed jungle villagers' shoes texture.


 * Vindicator
 * Changed its model, slightly shortened its coat to match its actual texture.
 * Changes its crossed arm's texture.
 * The "gap" between their two arms will connected correctly now.
 * Changed the color of the seam face between their upper and lower arms, which is not visible in default.


 * Wandering Trader
 * Now will sell 1 mangrove propagule for 5 emeralds.


 * Zombie Villager
 * Changed their models, now their last two rows of pixels on their robes can render.
 * Changed their clothes texture in all biomes (except desert and swamp).
 * The color of the top and bottom of their legs now matches the sides correctly.
 * Added "shirt" part in savanna zombie villagers' clothes, to match other zombie villagers.
 * Slightly changed jungle zombie villagers' shoes texture.
 * Removed extra textures on weaponsmith zombie villagers' arm's top.

Non-mob entities

 * Item Frame
 * Now adjusts its hitbox to account for the larger size of a framed map.


 * Minecart with Chest, Minecart with Furnace, Minecart with TNT and Minecart with Hopper
 * Crafting recipes are now shapeless.
 * Now drop themselves when broken.

World generation

 * Custom world generation
 * The dimension folder is no longer present in the vanilla world generation reference pack, but dimension files still work like they used to inside a custom data pack.
 * There's a new file type that the data report generator can output in the folder, containing all the biome parameters for the default vanilla dimensions.
 * Custom dimensions no longer require a separate seed field, and in fact can no longer have a custom seed - the world seed is now always used for all dimensions.


 * Temperate frogs can now spawn in swamps.
 * Temperate frogs can now spawn in swamps.

Command format

 * Fixed rendering of boss bars, now they have the correct appearance even when several boss bars with the notched style are visible at once.
 * Fixed rendering of boss bars, now they have the correct appearance even when several boss bars with the notched style are visible at once.


 * Now searches in 3D properly, which means it will locate cave biomes correctly.
 * Now returns all three coordinates in the output.
 * Now returns all three coordinates in the output.


 * Merged into the new command.
 * Merged into the new command.

Gameplay

 * Advancements
 * The Deep Dark and mangrove swamp biomes are now required to be visited to obtain the "Adventuring Time" advancement.
 * Breeding frogs are now required for the "Two by Two" advancement.
 * The Darkness effect is now required for the "How Did We Get Here" advancement.
 * Removed field from triggers . It was handled exactly the same as.

General

 * Bonus chest
 * Now has a chance to contain mangrove logs.


 * Chat
 * Chat messages between players, as well as chat from the, , , and commands, are now cryptographically signed.
 * Players are given a Mojang provided key-pair on startup.
 * Chat styling is now handled via server resource packs with the translation key.
 * Servers can now define different chat style formats for clients, which can now be controlled by the server through the registry (found under the worldgen folder in the vanilla report).
 * These are synchronized to clients when they join the server.
 * The translation key or translation format can be defined, like or.
 * Chat can be similarly optionally narrated with a custom translation key or format.
 * The entire message can have formatting applied, such as italics or a specific color (but currently not click or hover events).


 * Chunk format
 * Removed, now existence of in chunk data determines if a chunk is considered old.


 * Data pack and resource pack
 * Data pack format is now 10, resource pack format is now 9.
 * The built-in vanilla pack, the report generated by the game, and the vanilla world generation reference pack now store their object keys sorted alphabetically (with the exception of type fields and parent fields, which get listed first).
 * This makes diffing the files easier after changes, and avoids false positive changes from fields moving around.


 * Debug Keys
 * Removed debug hotkey cycling render distance.


 * Debug screen
 * The H for "humidity" has been changed for a V for "vegetation".


 * Entity format
 * Replaced field in cats' entity format with.
 * Accepted type of value is changed from numeric values to strings IDs. (e.g. -> )


 * Game Events
 * Renamed some game events, to make them more gramatically consistent:
 * The following events have been collapsed into :
 * has been removed and replaced with.
 * Both have been removed in favour of using.
 * have been renamed to.
 * should be dispatched more often when interacting with various mobs.
 * The following events have been collapsed into :
 * has been removed and replaced with.
 * Both have been removed in favour of using.
 * have been renamed to.
 * should be dispatched more often when interacting with various mobs.
 * has been removed and replaced with.
 * Both have been removed in favour of using.
 * have been renamed to.
 * should be dispatched more often when interacting with various mobs.
 * have been renamed to.
 * should be dispatched more often when interacting with various mobs.


 * HUD
 * Changed the texture of the "half" armor bar, moved the highlighted pixel from the right to the left.


 * Loot tables
 * The special case size-dependent loot drops of slimes and magma cubes are now data driven and part of their loot tables, using the new sub-predicate types.


 * LWJGL
 * Updated LWJGL library to 3.3.1.


 * Music
 * The places where the following existing music can be played are changed:
 * "Stand Tall", "Wending", and "Infinite Amethyst" can no longer be played in the main menu.
 * "Left to Bloom" and "One More Day" can no longer be played in the main menu, can be played in all types of forests, jungles, and old growth taigas.
 * "Floating Dream" and "Comforting Memories" can be played in all types of forests, jungles, and old growth taigas.


 * Panorama
 * Changed to reflect The Wild Update, showing a mangrove swamp.


 * Particles
 * The parameters to the particle have changed: instead of specifying the start position as an extra parameter, the regular source of the particle is now used.


 * Predicates
 * Renamed the field in location predicates to.
 * fields have been replaced with.
 * has field (one of ) and same fields as removed fields.
 * Example:
 * Before:
 * After:
 * has been wrapped to match new format and now uses new cat variant names instead of texture names.
 * Before:
 * After:
 * New options:
 * has field matching frog variant.
 * applies for slimes and magma cubes, has field matching slime size (smallest is 1).
 * New options:
 * has field matching frog variant.
 * applies for slimes and magma cubes, has field matching slime size (smallest is 1).
 * applies for slimes and magma cubes, has field matching slime size (smallest is 1).


 * Randomized events predictability
 * Following randomized events are now more predictable, and no longer have a possibility of extreme behaviors:
 * Placement and velocity of things dropped from droppers or dispensers.
 * Placement and velocity of items spawned from containers upon destroy.
 * Randomized component attribute for mobs.
 * Velocity of horses spawned from skeleton traps.
 * Blaze random position and randomized speed of blaze projectiles.
 * Randomized portion of damage and velocity of arrows.
 * Randomized flight pattern of firework rockets.
 * Bobbing patterns and time until a fish for fishing rods.


 * Realms
 * Replaced realms subtle selected world highlight with a clear green checkmark.


 * server.properties
 * now supports world presets instead.


 * Shaders
 * There are now shader files for translucent entity rendering.


 * Splashes
 * Removed "Привет Россия!"


 * Tags
 * Following tags are changed due to addition of new features mentioned above:
 * Mangrove boat and the item tag are now part of the  item tag.
 * Mangrove button is now part of the block and item tag.
 * Mangrove door is now part of the block and item tag.
 * Mangrove fence gate is now part of the block tag.
 * Mangrove fence is now part of the block and item tag.
 * Mangrove leaves is now part of the block and item tag, and the  block tag.
 * Mangrove planks is now part of the block and item tag.
 * Mangrove pressure plate is now part of the block and item tag.
 * Mangrove propagule is now part of the block and item tag.
 * Mangrove roots is now part of the block tag.
 * Mangrove sign is now part of the block tag and  item tag.
 * Mangrove slab is now part of the block and item tag.
 * Mangrove stairs is now part of the block and item tag.
 * Mangrove swamp is now part of the biome tags.
 * Mangrove trapdoor is now part of the block and item tag.
 * Mangrove wall sign is now part of the block tag.
 * Mud brick slab is now part of the block and item tag.
 * Mud brick stairs is now part of the block and item tag.
 * Mud brick wall is now part of the block and item tag.
 * Mud bricks, mud brick stairs, mud brick slab and packed mud are now part of the block tag.
 * Muddy mangrove roots and mud are now part of the block tag, and the  block and item tag.
 * Potted mangrove propagule is now part of the block tag.
 * Reinforced deepslate is now part of the block tags.
 * Sculk vein is now part of the block tag.
 * Sculk, sculk catalyst, sculk vein and sculk shrieker are now part of the block tag.
 * Tadpole is now part of the entity tag.
 * Block and item tag is now part of the  block and item tag, respectively.
 * The new is now part of the  item tag.
 * Changed game events in the game event tag:
 * Include all game events changes mentioned above.
 * Added.
 * Removed.
 * Light block is now part of the block tag.
 * Renamed block tag to.
 * Renamed block and item tag to.
 * Renamed item tag to, and added  to it.
 * biome tag now only reference the biome tag.
 * Configured structure feature tags are now called structure tags.


 * World creation
 * A short screen showing the message "Preparing for world creation" will appear before the "Create New World" screen shows up.


 * Others
 * The "out of memory" error screen can now be translated.
 * The bundled Java runtime has been upgraded to 17.0.3.

Item

 * Firefly spawn egg.
 * Firefly spawn egg.

Mob

 * Firefly.gif
 * Glows in the dark.
 * Is currently only two pixels big, making it the smallest mob in the game.
 * Fireflies can spawn only during the night.

World generation

 * Biomes
 * Updating various overworld biomes, such as swamps and birch forests, to make them more diverse, unique and add more immersion to biomes in general.