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This page documents a major update currently being worked on. 
Therefore, not all official feature names or items are mentioned.
For a guide about all content currently released in this update, see Java Edition guides/The Wild Update.

1.19, the first release of The Wild Update is an upcoming major update to Java Edition 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 many different forms of fauna and flora to the Overworld, as well as adding onto the atmosphere and immersion of the game with a handful of new mobs and features.

Additions

Blocks

Pearlescent Froglight BE1Verdant Froglight BE1Ochre Froglight BE1 Froglight
  • Dropped by small magma cubes when they are eaten by frogs.[1]
  • 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.
  • Water can go through the froglights, might be a bug.
Frog Spawn BE2 Frogspawn
  • Non-solid blocks that can be placed on the surface of water.
    • Disappears when water under the Frog Spawn 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 Mangrove Leaves
  • Generated in mangrove trees.
  • A decorative block.
  • Can grow mangrove propagules, if pressed with bone meal.
Mangrove Log Mangrove Log
  • Generated as a part of mangrove trees, which are located in swamps and mangrove swamps.
  • Can be crafted into mangrove planks and wood.
  • Has a stripped variant as well.
Mangrove Planks Mangrove Planks
Mangrove Propagule JE1 BE1 Mangrove Propagule[2]
  • 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 Mangrove Roots
  • 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 Mangrove Wood
  • A new type of wood, as well as a stripped variant.
  • Can be used to craft mangrove planks.
Mud Mud
Mud Bricks JE1 BE1 Mud Bricks
Muddy Mangrove Roots Muddy Mangrove Roots
  • 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 Packed Mud
  • Can be crafted from 1 mud and 1 wheat.
  • Can be used to craft mud bricks.
Reinforced Deepslate 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).
  • Cannot be moved with pistons.
  • Has some unknown "interesting" purpose.
Sculk BE1 Sculk
  • Generates in the deep dark biome.
  • Has an animated texture.
  • Drops only experience when broken without Silk Touch.
  • Activates nearby sculk sensors and shriekers even when wool is placed on it.
  • Sculk blocks grow when a mob dies near a sculk catalyst.
  • If too many sculk shriekers activate, wardens may emerge from the sculk blocks.
  • Does not drop anything or experience when blown up with TNT.
Sculk Catalyst 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 Blooms when activated.
  • Can only spread sculk on blocks in the sculk_replaceable tag.
Sculk Shrieker JE1 BE2 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.
    • Gives players the Darkness effect when activated.
    • If activated three times, a warden is summoned from the ground.
      • Player has 4 levels of warning_level (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 can_summon blockstate, which determines it summon a warden or not.
    • Set to true by default for sculk shriekers placed via worldgen.
    • Set to false by default for sculk shriekers placed by a player or generated via sculk spread.
Sculk Vein BE1 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.
Mangrove Boat
  • A new type of boat, crafted with mangrove planks.
Echo Shard
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 Allay spawn egg.
  • Frog Spawn Egg JE1 BE1 Frog spawn egg.
  • Tadpole Spawn Egg JE1 BE1 Tadpole spawn egg.
  • Warden Spawn Egg JE1 BE1 Warden spawn egg.

Mobs

Allay Allay
  • 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,[4] and cannot duplicate items[5] or take items out of chests.[6] 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 (pressing use).
    • The item can also be removed by interacting with the allay (pressing use) 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 10♥♥♥♥♥ health points.
Temperate Frog JE1 BE1Cold Frog JE1 BE1Warm Frog JE1 BE1 Frog (subject to texture changes)
  • Temperate Frog JE1 BE1 Cold Frog JE1 BE1 Warm Frog JE1 BE1 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.
  • 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 10♥♥♥♥♥ health points.
Tadpole Tadpole
  • 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 6♥♥♥ health points.
Warden 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.[note 1]
        • 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 500♥ × 250 health points and does 30♥ × 15 damage on Normal difficulty, bringing players wearing full netherite armor from full health to 7♥♥♥♥ health points. Wardens also disable shields when they hit the players with their fists, and are at least as fast as a walking player.
    • 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.
  • Is immune to lava and can float up lava columns very fast.
  • Is immune to knockback and never slows down in water.

Non-mob entities

BoatsWithChests MinecraftLive2021

An image of two variants of the Boat with Chest shown during Minecraft Live 2021

Oak Boat with Chest 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.

World generation

Ancient City
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.
    • Has an unique shape, with a root system of mangrove roots leading up to a forking trunk and mangrove leaves.
    • It has a chance to generate a bee nest.
    • Grows from mangrove propagules.
  • 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 single layer of mud.
Mangrove Trees
  • New type of tree variant that is found in mangrove swamp biomes.
  • Composed of mangrove logs.
  • Generated roots composed of mangrove root blocks.
  • Has propagules hanging from the leaves of the tree.
Upgrading of old worlds
  • Now support 3D biome blending, so it will blend the underground biomes as well.

Gameplay

Advancements
  • Added five new advancements:
  • Added allay_drop_item_on_block advancement trigger.
    • Triggered when an allay drops an item on a block, with the following conditions:
      • player: a player for which this trigger runs
      • location: a predicate for the block that the item was dropped on
      • item: a predicate for the item that was dropped
  • Added item_delivered_to_player advancement trigger.
    • Triggered when an allay delivers an item to a player, with following conditions:
      • player: a player for which this trigger runs
  • Added kill_mob_near_sculk_catalyst advancement trigger.
    • Triggered when a player kills an entity next to sculk catalyst, with following conditions:
      • player: a player for which this trigger runs
      • entity: a predicate for the entity that was killed
      • killing_blow: a predicate for how the entity was killed
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 Darkness
    • 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 blending_data.min_section, and blending_data.max_section that determines which sections will be used for data for blending.
Data pack and resource pack
  • Can have filter section in pack.mcmeta now.
    • This section has mandatory field block, which is a list of patterns (regular expressions) for namespaces and paths.
    • If any of files in packs added before one with filter section matches any pattern inside block, it will be filtered out (i.e. treated as if it wasn't present in the first place).
    • filter section does not apply to a pack containing it, only to packs loaded before it.
    • Both namespace and path 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:
"filter": {
    "block": [
        {
            "namespace": "minecraft",
            "path": "recipes/.*"
        },
        {
            "namespace": "minecraft",
            "path": "advancements/.*"
        }
    ]
}
  • World presets/types and super flat world presets in “Create World” screen can now be controlled by datapacks.
    • New registry types worldgen/world_preset, and worldgen/flat_level_generator_preset 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.
Fonts
  • Added new glyph provider type space, to allow creation of space-like glyphs.
    • New provider has single argument called advances which is map of codepoint to glyph advance (width).
    • Rendering of space glyph is not longer hardcoded (needs to be declared manually in font).
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 sculk_soul
      • Sculk Catalyst Bloom Emitted by sculk catalysts when activated by sculk sensors.
    • Shriek shriek
      • Sculk shriek particles Emitted by sculk shriekers when activated by sculk sensors.
    • sculk_charge_pops and sculk_charge
    • allay_dust
    • Sculk Sensor particles
      • Active Sculk Sensor JE1 Emitted by sculk sensors when activated by players.
server.properties
  • Added server property max-chained-neighbor-updates 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:
    • #ancient_city_replaceable: contains deepslate, deepslate_bricks, deepslate_tiles, deepslate_brick_slab, deepslate_tile_slab, deepslate_brick_stairs, deepslate_tile_wall, deepslate_brick_wall, cobbled_deepslate, cracked_deepslate_bricks, cracked_deepslate_tiles, and gray_wool.
    • #convertable_to_mud: contains dirt, coarse_dirt, and rooted_dirt.
    • #dead_bush_may_place_on: contains #sand, #terracotta, #dirt, and mud.
    • #dragon_transparent: contains light, and #fire.
      • This tag controls blocks the ender dragon cannot destroy but will fly straight through.
    • #frog_prefer_jump_to: contains lily_pad, and big_dripleaf.
    • #mangrove_logs: contains mangrove_log, mangrove_wood, stripped_mangrove_log, and stripped_mangrove_wood.
    • #mangrove_logs_can_grow_through: contains mud, muddy_mangrove_roots, mangrove_roots, mangrove_leaves, mangrove_log, and mangrove_propagule.
    • #mangrove_roots_can_grow_through: contains mud, muddy_mangrove_roots, and mangrove_roots.
    • #sculk_replaceable: contains #base_stone_overworld, #dirt, #terracotta, #nylium, #base_stone_nether, #sand, gravel, soul_sand, soul_soil, calcite, smooth_basalt, clay, dripstone_block, end_stone, red_sandstone, and sandstone.
    • #sculk_replaceable_world_gen: contains #sculk_replaceable, deepslate_bricks, deepslate_tiles, cobbled_deepslate, cracked_deepslate_bricks, and cracked_deepslate_tiles.
  • Added following item tags:
    • #chest_boats: contains all types of boat with chests.
    • #compasses: contains compass, and recovery_compass.
    • #mangrove_logs: contains mangrove_log, mangrove_wood, stripped_mangrove_log, and stripped_mangrove_wood.
  • Added following entity tag:
    • #frog_food: contains slime, and magma_cube.
  • Added following game event tags:
    • #ignore_vibrations_on_occluding_block: contains hit_ground, and step.
    • #shrieker_can_listen: contains sculk_sensor_tendrils_clicking.
    • #warden_events_can_listen: contains the contents of the #vibrations event tag, #shrieker_can_listen, and shriek.
  • Added following biome tags:
    • #allows_surface_slime_spawns: contains swamp and mangrove_swamp.
    • #allows_tropical_fish_spawns_at_any_height: contains lush_caves.
    • #has_closer_water_fog: contains swamp and mangrove_swamp.
      • This tag controls which biomes that players will have a shorter view distance.
    • #has_structure/ancient_city: contains deep_dark.
    • #is_end: contains all the end biomes.
    • #is_overworld: contains all overworld biomes.
    • #is_savanna: contains savanna, savanna_plateau, and windswept_savanna
    • #more_frequent_drowned_spawns: contains #is_river
    • #only_allows_snow_and_gold_rabbits: contains desert
    • #plays_underwater_music: contains #is_ocean, and #is_river
      • This tag controls which biomes that player will hear the special underwater music when underwater.
    • #polar_bears_spawn_on_alternate_blocks: contains frozen_ocean, and deep_frozen_ocean
    • #produces_corals_from_bonemeal: contains warm_ocean
      • This tag controls which biomes that coral can be farmed by bonemealing.
    • #reduce_water_ambient_spawns: contains #is_river
    • #required_ocean_monument_surrounding: contains #is_ocean, and #is_river
      • This tag defines which biomes must be present around a location that a monument possible to generate.
    • #spawns_cold_variant_frogs: contains snowy_taiga, snowy_plains, ice_spikes, grove, frozen_peaks, jagged_peaks, snowy_slopes, frozen_ocean, deep_frozen_ocean, frozen_river, snowy_beach, deep_dark, and #is_end
    • #spawns_warm_variant_frogs: contains warm_ocean, desert, mangrove_swamp, #is_jungle, #is_savanna, #is_badlands, and #is_nether
    • #stronghold_biased_to: contains badlands, bamboo_jungle, birch_forest, dark_forest, desert, dripstone_caves, eroded_badlands, flower_forest, forest, frozen_peaks, grove, ice_spikes, jagged_peaks, jungle, lush_caves, meadow, mushroom_fields, old_growth_birch_forest, old_growth_pine_taiga, old_growth_spruce_taiga, plains, savanna_plateau, savanna, snowy_plains, snowy_slopes, snowy_taiga, sparse_jungle, stony_peaks, sunflower_plains, taiga, windswept_forest, windswept_gravelly_hills, windswept_hills, windswept_savanna, and wooded_badlands
      • These contents are exactly the same with the previous #has_structure/stronghold biome tag.
    • #water_on_map_outlines: contains #is_ocean, #is_river, swamp, and mangrove_swamp
      • This tag controls which biomes will show up as water on map outlines.
    • #without_patrol_spawns: contains mushroom_fields
    • #without_wandering_trader_spawns: contains the_void
    • #without_zombie_sieges: contains mushroom_fields
  • Added following structure tags:
    • #cats_spawn_as_black: contains swamp_hut
    • #cats_spawn_in: contains swamp_hut
  • Added following flat level generator preset tag, to control order of elements displayed in "Configure Flat World" screen:
    • #visible: contains classic_flat, tunnelers_dream, water_world, overworld, snowy_kingdom, bottomless_pit, desert, redstone_ready, and the_void
      • 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:
    • #normal: contains normal, flat, large_biomes, amplified, and single_biome_surface
    • #extended: contains #normal, and debug_all_block_states
      • This tag controls which world presets will only show up when hold down the Alt key.
  • Added following cat variant tags (new type):
    • #default_spawns: contains tabby, black, red, siamese, british, calico, persian, ragdoll, white, and jellie.
    • #full_moon_spawns: contains #default_spawns, and all_black.

Changes

Blocks

Brewing Stand
  • Slightly changed its texture, to make their arms connect to their bases.
Cocoa Pod
  • Slightly changed the stage2's texture, to make width consistency with other stages' textures.
Dead Bush
  • Can now be placed on mud.
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.
Leaves
  • Leaves are now waterloggable.
Mycelium
  • Slightly changed its side texture, to match other dirt-based blocks.
Note Block
  • Only wool and wool carpets now block the sounds coming from note blocks.
Scaffolding
  • When used as fuel for furnaces, they now burn equally as long as a bamboo does.
File:Sculk Sensor JE1 BE2.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 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.
Smoker
  • Rotated pixels at the bottom left corner in their textures, to make a correct direction.

Items

Boats
  • Changed item textures of all previously existing boats.
    • Now their paddles represent their respective wood color and their inside rims of the boats are darker, to match Bedrock Edition (although the oak boat item texture in Java Edition and Bedrock Edition still have differences).
Shield
  • They now properly spin around their own center axis and show up in the right place in item frames.

Mobs

Parrots
Spiders and Cave Spiders
  • Fixed texture mapping of both types of spiders.
Wolves
  • Fixed texture mapping of the ears of wolves.

Non-mob entities

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 biome_parameters 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.

Command format

/bossbar
  • Fixed rendering of boss bars, now they have the correct appearance even when several boss bars with the notched style are visible at once.
/locatebiome
  • Now searches in 3D properly, which means it will locate cave biomes correctly.
  • Now returns all three coordinates in the output.

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 "Two by Two" advancement.
  • Removed field location from triggers location, slept_in_bed, hero_of_the_village, and voluntary_exile. It was handled exactly the same as player.location.

General

Chunk format
  • Removed blending_data.old_noise, now existence of blending_data 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.
Debug Keys
  • Removed debug hotkey cycling render distance (F3 + F).
Debug screen
  • The H for "humidity" has been changed for a V for "vegetation".
Entity format
  • Replaced CatType field in cats' entity format with variant.
    • Accepted type of value is changed from numeric values to strings IDs. (e.g. 5 -> minecraft:calico)
Game Events
  • Renamed some game events, to make them more gramatically consistent:
    • drinking_finish -> drink
    • entity_killed -> entity_die
    • entity_damaged -> entity_damage
    • elytra_free_fall -> elytra_glide
    • mob_interact -> entity_interact
    • ravager_roar -> entity_roar
    • wolf_shaking -> entity_shake
  • The following events have been collapsed into block_activate, and block_deactivate:
    • block_press
    • block_unpress
    • block_switch
    • block_unswitch
  • ring_bell has been removed and replaced with block_change.
  • Both shulker_open, and shulker_close have been removed in favour of using container_open, and container_close.
  • fishing_rod_cast, and fishing_rod_reel_in have been renamed to item_interact_start, and item_interact_finish.
  • entity_interact should be dispatched more often when interacting with various mobs.
Particles
  • The parameters to the vibration 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 feature field in location predicates to structure.
  • player, fishing_hook, lightning_bolt, and catType fields have been replaced with type_specific.
  • type_specific has field type (one of player, fishing_hook, lightning_bolt or cat) and same fields as removed fields.
  • Example:
  • Before:
 "lightning_bolt": {
   "blocks_set_on_fire": 0
 }
  • After:
  "type_specific": {
    "type": "lightning",
    "blocks_set_on_fire": 0
  }
  • catType has been wrapped to match new format and now uses new cat variant names instead of texture names.
  • Before:
"catType": "minecraft:textures/entity/cat/british_shorthair.png"
  • After:
 "type_specific": {
    "type": "cat",
    "variant": "minecraft:british"
 }
  • New type_specific options:
    • frog has variant field matching frog variant (minecraft:warm, minecraft:temperate or minecraft:cold).
    • slime applies for slimes and magma cubes, has size field matching slime size (smallest is 1).
server.properties
  • level-type now supports world presets instead.
Shaders
  • There are now shader files for translucent entity rendering.
Tags
  • Following tags are changed due to addition of new features mentioned above:
    • Mangrove boat and the #chest_boats item tag are now part of the #boats item tag.
    • Mangrove button is now part of the #wooden_buttons block and item tag.
    • Mangrove door is now part of the #wooden_doors block and item tag.
    • Mangrove fence gate is now part of the #fence_gates block tag.
    • Mangrove fence is now part of the #wooden_fences block and item tag.
    • Mangrove leaves is now part of the #leaves block and item tag, and the #mineable/hoe block tag.
    • Mangrove planks is now part of the #planks block and item tag.
    • Mangrove pressure plate is now part of the #wooden_pressure_plates block and item tag.
    • Mangrove propagule is now part of the #flowers, and #saplings block and item tag.
    • Mangrove roots is now part of the #mineable/axe block tag.
    • Mangrove sign is now part of the #standing_signs block tag and #signs item tag.
    • Mangrove slab is now part of the #wooden_slabs block and item tag.
    • Mangrove stairs is now part of the #wooden_stairs block and item tag.
    • Mangrove swamp is now part of the #has_structure/mineshaft, #has_structure/ruined_portal_swamp, and #is_overworld biome tag.
    • Mangrove trapdoor is now part of the #wooden_trapdoors block and item tag.
    • Mangrove wall sign is now part of the #wall_signs block tag.
    • Mud brick slab is now part of the #slabs block and item tag.
    • Mud brick stairs is now part of the #stairs block and item tag.
    • Mud brick wall is now part of the #walls block and item tag.
    • Mud bricks, mud brick stairs, mud brick slab and packed mud are now part of the #mineable/pickaxe block tag.
    • Mud is now part of the #enderman_holdable block tag.
    • Muddy mangrove roots and mud are now part of the #mineable/shovel block tag.
    • Potted mangrove propagule is now part of the #flower_pots block tag.
    • Reinforced deepslate is now part of the #dragon_immune, #features_cannot_replace, and #wither_immune block tags.
    • Sculk vein is now part of the #inside_step_sound_blocks block tag.
    • Sculk, sculk catalyst, sculk vein and sculk shrieker are now part of the #mineable/hoe block tag.
    • Tadpole is now part of the #axolotl_hunt_targets entity tag.
    • Block and item tag #mangrove_logs is now part of the logs_that_burn block and item tag, respectively.
  • Changed game events in the #vibrations game event tag:
    • Include all game events changes mentioned above.
    • Added note_block_play.
    • Removed minecart_moving.
  • Light block is now part of the #wither_immune block tag.
  • Renamed #polar_bears_spawnable_on_in_frozen_ocean block tag to #polar_bears_spawnable_on_alternate.
  • Renamed #carpets block and item tag to #wool_carpets.
  • #has_structure/stronghold biome tag now only reference the #is_overworld 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.

Planned additions

Item

Spawn Egg
  • Firefly spawn egg.

Mob

Firefly Firefly
  • Glows in the dark.
  • Is currently only two pixels big, making it the smallest mob in the game.

World generation

Swamp
  • Completely overhauled in the new update.
  • Contains mangrove trees.[verify]
  • Contains mud blocks on the ground.
  • Frogs can spawn here.
  • Fireflies can spawn only during the night.

Planned changes

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

47 issues fixed
From released versions before 1.19
  • MC-51418 – Changing brightness/gamma above in-game limit using options.txt.
  • MC-67308 – Door top and side textures flip illogically when opened and closed.
  • MC-94161 – Boat paddles in the inventory are oak instead of their respective wood type.
  • MC-95103 – Shield item rendering not adjusted to the center.
  • MC-99930 – Brewing stand extends arms and inverts its texture when bottles are placed.
  • MC-100923 – Entities with knockback resistance can get knocked back using Punch.
  • MC-106510 – Long structure names (over 64 characters) do not fit in the structure block GUI.
  • MC-109055 – Large cocoa pod texture is inconsistent.
  • MC-124984 – Command syntax help does not recognize invalid tags.
  • MC-127885 – The textures on the spider models aren't mirrored properly.
  • MC-149805 – While editing a book, player cannot use Ctrl + Home or Ctrl + End to jump to the beginning or end of the text.
  • MC-158668 – Vex continue to attack their target after it has been killed.
  • MC-165036 – Boss bars with the notched style are rendered incorrectly if more than one boss bar is active.
  • MC-165503 – Fence gates (between walls) aren't affected by ambient occlusion/smooth lighting.
  • MC-165990 – Crafting bamboo into scaffolding gives you 8 times the furnace fuel for free.
  • MC-176081 – Striders with NoAI still get cold.
  • MC-177321 – Soul sand doesn't have smooth lighting / ambient occlusion.
  • MC-179916 – Foxes path towards origin (0,0) during a thunderstorm.
  • MC-183309 – Player reach is different for client and server when crawling.
  • MC-189214 – Modifying the type compound of the end dimension erases the dragon fight.
  • MC-190661 – Pressing Esc or using the Cancel button in the "Experimental Settings" warning returns to main menu.
  • MC-195717 – Custom dimensions JSON requires seed.
  • MC-197854 – Cannot use Ctrl + ← Backspace to delete entire words in Edit sign GUI.
  • MC-201150 – Unused pixels in end rod texture.
  • MC-202580 – Transition between end stone texture and end portal frame is not as seamless as it previously was.
  • MC-207289 – Sculk sensor wool occlusion has directional bias.
  • MC-207522 – Sculk sensors don't react to horses kicking.
  • MC-207635 – Sculk sensors react differently to wool occlusion depending on the global direction.
  • MC-209905 – Sculk sensors are not activated upon milking entities.
  • MC-214652 – Naming inconsistency for game events for eating/drinking.
  • MC-219843 – Mycelium's side texture differs from other dirt-based blocks.
  • MC-219852 – Corner in smoker_bottom texture is still rotated incorrectly.
  • MC-219875 – You can cause a desync when repeatably picking up liquids.
  • MC-221639 – Light block isn't dragon or wither immune.
  • MC-225837 – The word "Recipe" is spelled as "Reciple" within the "narration.recipe" string.
  • MC-228533 – Sculk sensors don't detect the feeding of untamed/trusting mobs.
  • MC-230603 – Wolf ears and legs aren't mirrored.
  • MC-235964 – Crash on "Saving world" when F3+L profiling is active - java.lang.NullPointerException: Cannot read field "f" because "this.D" is null.
  • MC-236149 – Cannot use Ctrl + ← Backspace to delete words in the book and quill GUI.
  • MC-236212 – Cannot use Ctrl + Arrow to navigate the cursor between words in the book and quill GUI.
  • MC-238009 – Some end cities can generate floating above the ground.
  • MC-238070 – Brewing stand arms do not connect with their bases.
  • MC-238807 – "Out of memory!" message is untranslatable.
  • MC-239019/locatebiome command doesn't consistently locate the nearest cave biome.
  • MC-248621TagKey creation leads to memory leak.
  • MC-248936 – Minecraft icon on MacOS is not showing correct icon.
  • MC-249493 – Breaking a minecart with chest/furnace/TNT/hopper separates the minecart and the block it contains.

References

Notes

  1. The Warden does not attack non-mob entities but it does follow the vibrations that they make.
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