Bedrock Edition 1.19.0

1.19.0, the first release of The Wild Update, is an upcoming major update to set to release in the year of 2022. The update was first announced on October 16, 2021 during Minecraft Live 2021. It will notably introduce the deep dark biome, the Mangrove swamp biome and mobs like the warden, the frog, the tadpole, the allay, and some new items included like sculk blocks and other items that are useful and for decorations.

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.


 * 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.
 * 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.


 * 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.
 * 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.
 * 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.


 * 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
 * Added bucket of tadpole, can be obtained by catching a tadpole using a water bucket.


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


 * Mangrove Boat
 * A new type of boat, crafted with mangrove planks.


 * 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.
 * It can be made to hold an item by interacting with the allay.
 * The item can also be removed by interacting with the allay 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.
 * 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.
 * 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.
 * 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.
 * 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.
 * Is immune to lava and knockback.

Non-mob entities

 * Oak Boat with Chest.png 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 it will make nearby adult piglins angry.

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.


 * 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 cyan 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.

Gameplay

 * 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

 * Options
 * A new accessibility slider has been added in the options menu called “Darkness Effect Strength”.
 * 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.


 * 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!"

Blocks

 * Brewing Stand
 * Slightly changed its texture, to make their arms connect to their bases.


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


 * End Rod
 * Removed unused pixels in its texture.


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


 * Sculk Sensor JE1 BE2.gif Sculk Sensor
 * Now available without enabling experimental gameplay.
 * Generates in the deep dark biome.
 * Can only be obtained with Silk Touch, otherwise they drop experience.
 * Detect vibrations 9 blocks or less away.
 * Cannot detect vibrations on any wool block.
 * Cannot detect players if they sneak.
 * Always activate when stepped on, even when sneaking.
 * Are able to activate sculk shriekers when activated (spreads vibrations to the nearest shrieker).
 * Are able to communicate with wardens by activating sculk shriekers.

Mobs

 * Parrots
 * Can now imitate wardens.


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


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


 * Wolves
 * Fixed texture mapping of the ears of wolves.

General

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

Items

 * 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.

World generation

 * Completely overhauled in the new update.
 * Contains mangrove trees.
 * Contains mud blocks on the ground.
 * Frogs can spawn here.
 * Fireflies can spawn only during the night.
 * 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.

Fixes

 * Mobile Touch Controls
 * Block highlights will no longer stay if players lift their block breaking finger off the screen while still using a second finger to move around with non-classic touch controls
 * Fixed issue where Boats were not controllable with new touch controls
 * Fixed issue where players were not able to descend while on top of Scaffolding
 * Removed inversion of movement when in front facing third-person camera
 * Player can now change hotbar item slot while in a boat.


 * General
 * Fixed a bug causing the Parrot's head to always face the player while riding the player
 * Fixed bug causing player to take fall damage after getting into a Bed while falling
 * Fixed bug causing baby Llamas to fire llama spit from above their head
 * Fixed a crash when loading a Behavior Pack with non-JSON object in entity components, component_groups, and "add"/"remove" events
 * Fences and Walls no longer connect to Bells


 * Graphical
 * Fixed a bug where the Trident, Bow, Spyglass and Crossbow would not render when picked up by a Fox
 * Mirrored the Spider's left legs
 * Mirrored the Wolf's left ear and left legs
 * Fixed a bug where the Brewing Stand's arms textures did not touch the base
 * Moved the Brewing Stand's base UVs and updated the base texture
 * Fixed the Brewing Stand's arms rotation
 * Created a better transition between the End Portal Frame side texture and the End Stone
 * Removed unused pixels in the End Rod texture
 * Updated the Mycelium's side texture to match other dirt-based textures
 * Fixed a bug where End Crystal beams would point far above their target blocks
 * Fixed a bug causing z-fighting to occur on bottom of player’s head while wearing a Skull
 * Fixed a bug causing the fire animation to flicker when the player is standing in a lava cauldron while in creative mode.


 * Gameplay
 * Set stack limit for brewing station result slot to 1, as to avoid getting input stacks being overwritten when the brew is complete.
 * Fix crash in block_placer component when the block parameter is an unknown block.
 * Blocks affected by gravity now fall correctly on replaceable blocks.
 * Slabs can now be placed continuously.


 * Items
 * Fixed incorrect names for white dye, black dye, brown dye, and blue dye.


 * Wandering Trader
 * The Wandering Trader no longer opens or closes doors
 * The Wandering Trader now randomly moves around
 * The Wandering Trader now matches Java Edition's drinking sounds