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1.14, the first release of Village and Pillage,[1] is an upcoming major update to the Java Edition with a planned release date at the beginning of 2019. It will focus mainly on villages, adding a new subset of villagers known as pillagers and redesigning village architecture to match the biome it is located in. This update will also introduce many new stairs, slabs and walls and will update the taiga biome.

Additions

Blocks

Slabs
  • Added stone, andesite, polished andesite, diorite, polished diorite, granite, polished granite, mossy stone brick, mossy cobblestone, smooth sandstone, smooth red sandstone, smooth quartz, red nether brick, and end stone brick slabs.
Stairs
  • Added stone, andesite, polished andesite, diorite, polished diorite, granite, polished granite, mossy stone brick, mossy cobblestone, smooth sandstone, smooth red sandstone, smooth quartz, red nether brick, and end stone brick stairs.
Walls
  • Added brick, andesite, diorite, granite, prismarine, stone brick, mossy stone brick, sandstone, red sandstone, nether brick, red nether brick, and end stone brick walls.
Signs
  • Signs now come in all different wood types.
  • The text is white instead of black.
Bamboo
  • Can be found in jungles and bamboo jungles.
  • Can be found in shipwrecks and jungle temples.
  • Dropped by pandas when killed, or can be obtained when fishing in jungle biomes.
  • Can be farmed and grow up to 12–16 blocks tall.
    • Grows 1-2 bamboo on the top when given bonemeal.
  • Breaks instantly using swords.
  • Can be eaten by pandas, used as fuel (good to smelt a quarter item), or planted inside a flower pot.
  • They can be used to craft sticks
Flowers
Loom
  • Can be crafted with 2 string on top of 2 planks.
  • Easier way to apply patterns to banners: the purpose is to color and design banners, which was previously done in the crafting grid.
  • Has a slot for a banner, a dye and a banner pattern.
  • Generic patterns now only require 1 dye.
  • Removed existing banner recipes.
  • Special banner patterns can now be crafted into a new item, banner patterns.
    • Craftable using paper and the special pattern items.
  • These patterns don't consume the pattern item when used in the loom.
  • Available banner patterns are shown as a list.

Items

Crossbows
  • Crafted from strings, iron ingots, sticks, and tripwire hooks.
  • Can be used as a weapon similar to bows.
    • More damage, more range, but takes longer to charge.
    • Hold to charge, click to release.
    • Charge is saved in inventory, can be used later.
  • Can shoot firework rockets holding the crossbow in one hand and the fireworks in the other.
  • They will be able to be enchanted with new enchantments:
    • Multishot
      • Fires three arrows at once in different directions.
    • Quick Charge
      • Increases the reload speed. 3 levels; 0.25 seconds faster each level. Not compatible with Piercing.
    • Piercing
      • Projectiles pierce through enemies. 4 levels; not compatible with Multishot.
Dyes
Banner Patterns
Suspicious stew
Spawn eggs

Mobs

Pillagers
Illager beasts
  • Has 100♥ × 50 health.
  • Has 100% knockback resistance when hit.
  • Destroys crops and leaves.
  • Attacks villagers
  • Drop a saddle when killed (100% of the time, not affected by Looting).
  • They will flee from rabbits if one is too close.
  • Their name is still a work in progress.
Pandas
  • Have 20♥ × 10 health.
  • Drop 1 bamboo when killed (not affected by Looting).
  • They are usually passive.
  • They spawn in bamboo forests inside jungles.
  • Will seek out bamboo and cake items and eat them.
  • They have varying personalities and traits.
    • They can be lazy, playful, worried, weak, or aggressive.
    • They have a rare white and brown variant.
    • Their emotions can be read on their faces.
  • Breedable.
    • Baby pandas will sometimes sneeze, making nearby pandas jump: when they sneeze, they have a chance to drop a slime ball.
    • Variants are inherited by a special panda inheritance system.
  • Sometimes roll and sit on hind legs.
  • When hit, nearby villagers will display the angry villager particles.

World generation

Bamboo forests

Command format

/drop
  • Drops items in various contexts
    • Syntax: /drop <target> <source>
      • Sources: award for advancements, fish for fishing, loot for loot chests, kill for entity drops and mine for block drops
/schedule
  • Schedules functions or tags to run in gametime ticks.
  • Any tag / function can be scheduled only once.
  • Calling for an already scheduled function / tag will replace the oldest record.

General

Advancements
  • Added 4 new advancements:
    • Ol' Betsy: Shoot a crossbow.
    • Who's the Pillager Now?: Give a pillager a taste of their own medicine.
    • Two Birds, One Arrow: Kill two phantoms with a piercing arrow.
    • Arbalistic: Kill five unique mobs with one cross

Changes

Blocks

Chorus Flower
  • Chorus Flowers now break and drop themselves when shot by arrows and tridents.
Leaves
Dispensers
  • They can shear sheep if shears are inside it.
Nether Brick Fence
Signs
  • Renamed "Sign" to "Oak Sign".
  • The default text color changed from black to pure white.
  • Crafting a sign now requires the same wood type instead of a random assortment.
Smooth Quartz, Smooth Sandstone, Smooth Red Sandstone and Smooth Stone
Smooth Stone Slab
  • Stone slabs have been renamed to smooth stone slabs.
Stained glass panes
  • They can now be made from surrounding a dye with non-stained glass panes.
Carpets
  • They can now be made from surrounding a non-white dye with white carpet.

Items

Rabbit stew and beetroot soup
  • Recipes are now shapeless.
Book and Quill
  • Rewrote editing to be more intuitive:
    • Movable cursor for free text editing.
    • Selection support.
    • Copy/paste support.
    • Keyboard and Mouse handling.
    • Improved page filling and line wrapping.
    • Double-click to highlight a word, triple-click to highlight a page.
  • Can now go up to 100 pages.
Dead bush
  • Can now be used as fuel in a furnace.
Dye
  • Unified all dye names.
    • Rose red, dandelion yellow, and cactus green have been renamed to red, yellow and green dye, respectively.
  • Lapis lazuli, cocoa beans, bone meal and ink sac can no longer used as dyes.

Mobs

Creepers

Commands

Advancements
  • Entity type predicates now accept tags (#baz).
  • The damage source predicate now has option: is_lightning.
  • The entity predicate now accepts a flag field.
    • Available tests: is_on_fire, is_sneaking, is_sprinting, is_swimming, is_baby.
Commands/NBT data
  • Extended NBT path syntax.
  • New chat component for displaying values from NBT.
    • Block variant {"nbt": <path>, "block":{"x":<x> "y":<x>, "z":<z>}}.
    • Entity variant {"nbt": <path>, "entity":<selector>}.
    • If interpret is present and true, contents of selected tags will be interpreted as chat components.
  • Item lore tag now uses chat component syntax.
  • Time arguments in /time set (<TimeSpec>|<time>), /time add <time> and /schedule function <function> can now have units.
    • t for ticks, s for seconds, d for days.
    • Fractions are allowed as long as the result is integer (for example 0.5d).
Creative menu
  • Creative menu search box now accepts tags (starting with #).
  • Tooltip in creative search menu now lists item's tags.
Loot tables
  • Block drops are now controlled by loot tables
  • Tables and pools accept functions
  • New loot table entry types: dynamic, tag, alternatives, sequence, group.
  • New loot table functions: apply_bonus, explosion_decay, copy_name, limit_count, set_contents, set_loot_table.
  • New loot table conditions: entity_present, survives_explosion, block_state_property, table_bonus, match_tool, tool_enchantment, and two special modifiers: inverted and alternative.
  • Integer values can now specify random number generator.
    • constant, uniform (default), binomial.
  • Optional type used to validate function usage.
    • empty, chest, fishing, entity, advancement_reward, block.
    • Using function that references data not available in given context causes warning.
  • Entity parameters in predicates: direct_killer_entity - allows access to projectiles etc.
  • entity_properties condition now uses same predicate syntax as advancements (like player_killed_entity).
    • Parameters are now described in the predicate field.
  • New conditions
    • alternative: joins conditions from parameter terms with "or".
    • block_state_property: check properties of block state, parameters:
      • block: id of block;test will fail if broken block doesn't match.
      • properties: map of property:value pairs.
    • damage_source_properties: checks damage source.
      • Same syntax as entity_properties, but uses damage source predicate (see player_hurt_entity advancement trigger).
    • entity_present: returns true if entity is set.
      • See entity_properties for list of entities.
    • inverted: inverts condition from parameter term.
    • location_check: applies advancement location predicate, parameters:
      • predicate: predicate applied to location, uses same structure as advancements.
    • match_tool: checks tool (only available for block breaking and fishing). Parameters are:
      • predicate: predicate applied to item, uses same structure as advancements.
    • survives_explosion: returns true with 1/explosion radius probability.
    • table_bonus: passes with probability picked from table, indexed by enchantment level. Parameters are:
      • enchantment: id of enchantment.
      • chances: list of probabilities for enchantment level, indexed from 0.
    • weather_check with these parameters:
      • raining - optional boolean.
      • thundering - optional boolean.
  • New entries
    • alternatives: Tests conditions of child entries and executes first that can run, has no weight or quality, but may have conditions.
    • dynamic
      • Gets block specific drops.
        • minecraft:contents: block entity contents.
        • minecraft:self: for banners and player skulls.
    • group: Executes child entries when own conditions pass, has no weight or quality.
    • sequence: Executes child entries until first one that can't run due to conditions, has no weight or quality, but may have conditions.
    • tag: adds contents of item tag;fields:
      • name: id of tag.
      • expand: if false, entry will return all contents of tag, otherwise entry will behave as multiple item entries (all with same weight and quality).
  • New functions
    • apply_bonus: applies one of predefined bonus formulas.
      • Common fields:
        • enchantment: id for enchantment level used for calculation.
        • formula: type of used bonus formula.
        • parameters: values required for formula (depend on type).
      • Formulas based on existing fortune bonuses.
      • Formula binomial_with_bonus_count, parameters are:
        • probability : float
        • extraRounds : int
        • Adds random value using binomial distribution with n <- level + extraRounds and p <- probabilty.
      • Formula uniform_bonus_count, parameters are:
        • bonusMultiplier
        • Adds random value using uniform distribution from 0 to bonusMultiplier *level.
      • Formula ore_drops, no parameters.
        • Applies formula count *(max(0, random(0..1) - 1) + 1).
    • copy_name
      • Copies display name from block entity to item (see enchanting table behaviour).
    • explosion_decay
      • Applies flat chance (equal to 1/explosion radius) for every item to be destroyed (items in stack are processed separately).
    • limit_count, parameters are:
      • limit
        • min - optional
        • max - optional
      • Limits count of every item stack to range.
    • set_contents, parameters:
      • entries list of entries (same as in pool).
      • Populates BlockEntityTag.Items with items from entries.
    • set_loot_table, parameters are:
      • name: id of loot table.
      • seed: seed; if omitted or 0, LootPoolSeed will not be set.
      • Sets BlockEntityTag.LootTable and BlockEntityTag.LootPoolSeed tags.
NBT paths
  • Can now return multiple values.
    • When used as target, modification will be applied to every element.
  • When setting location and no elements are found, new matching element will be created:
  • Add [{k1=v1,k2=v2}] to match objects in list that have matching fields.
  • Add {k1=v1,k2=v2} to match objects.
    • Selects 0 or 1 elements, mostly as safeguard against mismatched entries.
  • Allows negative indices as [index] to index elements in reverse from end.
  • Add [] to select all elements from list.
World generator registries.
  • Most of the biome related features now have a registry and their configuration can be serialized.
  • Added a feature registry.
  • Added a registry for decorators.
  • Added a registry for carvers.
  • Added a registry for surface builders.
Other
  • /execute
    • Returns count of matched elements when used as command.
    • Continues on non-zero(if) or zero(unless) count when used as part of command.
  • Item frame contents can now be modified with /replaceitem.
  • /data modify.
    • Applies an operation to selected fields.
    • Operations
      • Are set on all types.
      • Are inserted before index, insert after index, prepend, append on lists.
      • Merge on objects.
    • Sources
      • from <block or entity> <path> to copy a value from an existing tag.
      • value <nbt>.
  • Added entity type tags.
    • Work like other tags, stored in tags\entity_types\.
    • The type field in @ selectors now accepts entity type tags.
  • /drop command
    • /drop <target> <source>
    • Drops items in various contexts.
    • Sources
    • Targets
      • world: drops in world.
      • player: puts in player inventory.
      • entity: sets entity slots like replaceitem.
      • block: puts (distribute, as if shift-clicked) or replaces/merges (insert) items in container.
  • Changing item models based on item NBT.
    • New item model property: custom_model_data, backed directly by CustomModelData integer NBT field.

Gameplay

Lighting system
  • Has been rewritten.
    • Moved light storage from chunks to a separate structure.
    • Moved light calculation from all over the code to a self-contained place.
    • Moved light computation off the main thread on the server.
Performance Improvements

General

Credits
  • Updated the credits list.
Pause screen
  • Added "Give Feedback" and "Report Bugs" buttons.
Debug screen
  • Pressing Alt + F3 shows a server-side ticks-per-second chart in singleplayer.
  • Added min/avg/max tick times to Alt + F3 charts to help find stutters.
Textures

Planned additions

Blocks

Scaffolding
  • Can be climbed quickly.
  • The player can build a pillar of scaffolding by just pressing use on the top face of a scaffolding block.
  • The whole structure breaks when the bottom block is broken.
  • The bottom and sides have no collision detection.
Lectern[2]
  • Was an idea originally scrapped from 2012.
  • Lets multiple players read a book at the same time.
  • Unique model based on the scrapped design.
Campfires

Items

Berries
  • A food item.
  • Found on berry bushes.

Mobs

Foxes

World generation

Berry bushes

Planned changes

Mobs

Villagers
  • New skins, based on career and occupying biome.
  • Improved trading.
Cats and ocelots
  • Cats and ocelots are being split into two separate mobs.
    • Cats are now able to spawn as strays in villages.
    • Have 8 new skins, one being chosen by the community.
    • Will bring the player "gifts".
    • Scare off phantoms.
    • Ocelots can no longer be tamed; instead, the player can gain their trust by feeding them.

World generation

Villages
  • Redesigned; new architecture per biome.
  • Generates in more biomes, such as snowy biomes and jungles.[3]

General

  • A rewrite of the game's rendering engine.[4]
  • A new panoramic background for the menu screen.[5]

Unconfirmed features

These features were mentioned during the development of 1.14 or during MINECON Earth 2018, but have not been confirmed to be added in this update.

Fixes

25 issues fixed
From released versions before 1.14
  • MC-1578 – Cannot move backwards in books/signs while writing / cannot copy anything from the book.
  • MC-1692 – Excessive lag on lamp de/activation across chunk borders.
  • MC-3329 – Naturally generated light sources (fire, glowstone, torches etc.) sometimes do not emit light.
  • MC-3961 – Water, cobwebs, magma, leaves and other blocks save sunlight.
  • MC-4686 – Client movement when teleported.
  • MC-9188 – Fires can leave ghost lighting behind.
  • MC-11571 – Huge lighting updates lag the game.
  • MC-40380 – Replacing heads still drop as an item
  • MC-76278 – Lighting not updating until walked up or block update.
  • MC-80966 – Light calculation of ChunkSelection faulty implemented resulting in client bugs (empty chunks don't show light/render dark).
  • MC-88097 – Snow blocks receive (useless) random updates and can get destroyed when there is a light glitch.
  • MC-91136 – Lighting update is delayed at chunk borders.
  • MC-95044 – Graphics card and sign colors
  • MC-101127 – The Wither effect harms the "Wither" skeleton.
  • MC-102162 – Some light-emitting blocks (magma, lit furnace, lit redstone ore) 'save' block light.
  • MC-112579 – Creepers don't drop disc when killed by stray or wither skeleton holding a bow
  • MC-117067 – Trees/leaves too bright under big platform.
  • MC-119932 – Light-emitting solid blocks (lit furnaces, magma blocks, glowstone, lit redstone ore) let light (sunlight, block light) through.
  • MC-123772 – The lore strings cannot be formatted in json
  • MC-124241Score, and Selector text components finalize with the result of the first instance the command runs as
  • MC-124395 – Beacon block entity contains code for custom names, despite not storing it to NBT and the beacon GUI not having one.
  • MC-129090 – Bottom faces of blocks at the bottom of the world always renders as if it's fully lit
  • MC-131320 – Lighting errors in newly generated world.
  • MC-132283 – Ponds are generated too dark.
  • MC-135453 – Crash while rendering block entity.

Gallery

MINECON Earth 2018

Other

References

  1. https://youtu.be/HoMDyRqMNMA&t=10m03s
  2. "sup"@Dinnerbone (Nathan Adams) on X, October 18, 2018
  3. "Everything We Announced At Minecon Earth 2018" by Tom Stone. Minecraft.net, September 29, 2018
  4. "Programmers: Play With Minecraft's Inner Workings!" – Minecraft.net, October 6, 2018
  5. "Yep! But not for the first snapshot."@Dinnerbone (Nathan Adams) on X, October 22, 2018
  6. https://youtu.be/vh04binv1bQ&t=5m16s
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