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Minecraft Wiki

Bedrock Edition




Xbox One, Windows 10, Android:
30. Januar 2019

Build für




Beta is the first beta version for Bedrock Edition 1.10.0, released on January 30, 2019,[1] which adds the wandering trader, illager beast, composters, stonecutters, campfires, lecterns, and the loom.



  • Currently have no functionality.
  • Available through Experimental Gameplay.
  • Bedrock-exklusiv: Have a different crafting recipe than Java Edition.
  • Currently have no functionality.
  • Available through Experimental Gameplay.
  • Bedrock-exklusiv: Uses the older texture and model from Java Edition 19w02a.
  • Placing a book and quill or written book on the lectern allows multiple players to read it together.
  • A book and quill can be read, but not edited when placed on a lectern.
  • Used to easily make patterns for banners.
New stonecutter
  • Currently has no functionality.
  • Available through Experimental Gameplay.
Sweet berry bushes
  • Can be found in Taiga and Snowy Taiga biomes.
  • Can be planted from sweet berries.
  • Have 4 growth stages.
  • Drop 2-3 sweet berries when harvested.
  • Available through Experimental Gameplay.


Banner patterns
  • Crafted using the Loom.
  • Bedrock-exklusiv: There are 6 types of banner patterns: Creeper Charge, Flower Charge, Skull Charge, Thing, Field Masoned, and Bordure Indented.
Sweet berries
  • Collected from sweet berry bushes.
  • Can be eaten, restoring 2 (🍗) hunger points.
  • Can be planted into the ground and grown into sweet berry bushes.
  • New tool that can be used to block most incoming attacks.
  • Sneaking or mounting a mob activates the shield when equipped in either hand.
  • Crafted with 6 planks and 1 iron ingot.


Cat skins
  • Added Jellie, the community cat contest winner.
Illager beasts
  • Available through Experimental Gameplay.
  • Currently only have the basic AI.
  • Currently still named Illager Beast.
Wandering traders
  • A type of villager that appears at a village's gathering site periodically and stays for a period of 2–3 in-game days (40–60 minutes of real-life time). This trader offers items from a wide variety of different biomes, random dyes, and other rare materials.
  • Accompanied by a custom llama.
  • Available through Experimental Gameplay.

World generation[]

Pillager outposts
  • Generate in the same biomes as villages, and pillagers will respawn around the tower.
  • Can be located using Befehl /locate pillageroutpost
  • Available through Experimental Gameplay.
  • Bedrock-exklusiv: Can generate with a tall foundation.
  • Bedrock-exklusiv: Generate with black banners, instead of illager banners.



  • Improved and added placement features.
Blast furnaces, grindstones, and smokers
  • Added crafting recipe.
Cartography tables and barrels
  • Added crafting recipe.
    • Bedrock-exklusiv: Have a different crafting recipe.
Chorus flowers
  • Now break when shot with an arrow.
Crops and nether warts
  • Now have placement sounds.
Dead bushes
  • Can now be used as fuel.
  • Dispensers with shears in them can now shear sheep.
  • Can now be properly attached to the bottom or the top of blocks.
  • Added crafting recipe.
  • Now have animated textures.
  • Now have a chance to drop sticks when decaying.
Wet sponges
  • Bedrock-exklusiv: Now dry out immediately when placed in the Nether.
Wood and stripped wood
White carpets
  • Can now be dyed directly in the crafting table.


Beetroot soup and rabbit stew
  • Now have shapeless crafting recipes.
  • Are no longer available only through Experimental Gameplay.


  • Now drop a music disc when killed by a stray.
  • Are no longer hidden under Experimental Gameplay.
  • Added new sounds. (MCPE-39111)
  • Split into 2 different mobs.
    • New villagers spawn in new villages.
  • New villager behavior:
    • Implemented some of the new villager schedule behaviors.
    • Implemented new villager sleep behaviors.
    • Villagers may now wander to the village outskirts.
    • Villagers will attempt to find a door when it rains during the day, but will navigate to their bed at night.
    • Updated and improved pathfinding.
    • Villagers now have a visual based trading system, and will hold up the item they wish to trade.
    • Villagers have new clothing to indicate their level, profession, and biome.
    • Villagers will now mingle together around gathering sites in the village.
    • Librarians will inspect bookshelves.
  • Added Mason and green-robed villagers.
    • Villagers can change professions depending on the job site blocks available in the village.
    • Can claim beds and job site blocks.
    • Villagers can now interact with the corresponding job site block.
    • Added Mason, green-coated (nitwit), and Unemployed (no-overlay) villager professions.
  • Old villagers spawn inside igloo basements with textures and behavior prior to Village & Pillage.
Zombie villagers
  • Split into 2 different mobs.
    • New zombie villagers have biome-specific and profession skin layers.
    • Old zombie villagers still spawn in igloo basements.
  • Mob events and behavior can be scheduled using JSON.

World generation[]

  • Now generate with a red bed.
  • Have a new look, differing per biome.
  • Added village job sites and gathering sites.
  • Number of houses depend on beds.
  • Taiga villages are now more common.
  • Removed zombie villages, due to new village changes.
  • Available through Experimental Gameplay.
  • Can be located with both Befehl /locate village and Befehl /locate newvillage.
    • Befehl /locate village is now not always guaranteed to locate a village, while Befehl /locate newvillage always point to villages.
  • No longer generate in Old world types.
  • Bedrock-exklusiv: Meeting points generate with various bell types.
  • Bedrock-exklusiv: Job and gathering sites, that villagers will mingle around together, generate in villages.
    • Job sites can be built by players by placing a job site block in village boundaries.
  • Most strongholds no longer generate under village wells - they now generate under village meeting points.
  • Reduced the chance of strongholds generating under villages. .


Texture Update
  • The new vanilla textures are now set as the default pack.
Data-driven animation
  • Refactored the animation system to support hierarchical animation, and treat animations and animation controllers as 'animations'.
  • Updated JSON with new animation support, upgraded schema for actor definition, and included upgrades for animation controllers and actor definitions.
  • Converted sheep and pigs to the new animation system.
  • Move locators to bones.
  • Blend state transitions.
  • Removed cod lead locator.
  • Renamed ActorAnimation to ActorSkeletalAnimation.
  • Initial poly mesh support.
  • Added TextureMesh geometry.
  • Flipping data-driven entities test to enable new entities to use bind_pose_rotation.
  • Events now have defined data objects containing all event data.
  • Added new villager animations.
Data-driven models
  • Added default parenting to the Evoker nose, in line with over villager-derived mobs.
Entity scripting function
  • Is no longer behind Experimental Gameplay.
  • Pressing help button links to the relevant how to play section.
  • Updated the how to play section.
  • Can now be edited using standard JSON formatting.
  • Renamed some particles include prefix test_ to example_.
  • Removed test_mule and test_sphere.
  • Improvements to the operator status and permission settings, with the added option to enable cheats or not.
Resource packs
  • Are now separate from world templates and can be updated independently in existing worlds.
Scripting system
  • Players without scripting enabled now see an appropriate message if they try and join an incompatible server that has scripting enabled.
  • Updating a player's position with scripting now correctly syncs with the player.
  • Creating actors via script now avoids the spawning logic.
    • This prevents hard-coded logic like ocelots spawning along with baby ocelots.
  • Improved the message wording for players who get disconnected due to unsupported scripts.
  • Allow events to fire without a defined event data object.
  • Renaming Views to Actor/Entity Queries.
  • Added sound events to the scripting API.
  • Add Event Data to load_ui.
  • Custom UIs can now be made like regular in-game UI screens.
  • Added 'Global Objects' to the scripting API.
  • Refactored JavaScript object registration.
  • Added the ability to enable and disable scripting error and warning logging.