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This page documents a major update currently being worked on. 
Therefore, not all official feature names or items are mentioned.

1.20, the first release of Trails & Tales, is an upcoming major update to Java Edition set to release sometime in 2023. Originally announced at Minecraft Live 2022 on October 15, 2022, the name of the update was revealed at Minecraft Monthly on March 2, 2023.

Additions

Blocks

Bamboo Mosaic Bamboo Mosaic
  • A plank variant exclusive to the bamboo wood set.
  • Crafted by arranging 2 bamboo slabs in a vertical strip.
  • Can be used to craft respective Bamboo Mosaic Stairs stairs and Bamboo Mosaic Slab slabs variant.
Bamboo Planks Bamboo Planks
Block of Bamboo Block of Bamboo
  • New log-like block.
  • Block of bamboo can be crafted from 9 bamboo and can be stripped Block of Stripped Bamboo like other wood logs.
  • Bamboo planks crafted from block of bamboo yield only 2 planks compared to 4 for wood logs.
Inactive Calibrated Sculk Sensor JE1Calibrated Sculk Sensor
  • A new variant of sculk sensor which allows players to filter vibrations based on their frequency level.
  • Does not spawn naturally.
  • Can only be crafted with 1 sculk sensor and 3 amethyst shards in the crafting table.
  • One side of the calibrated sculk sensor can receive a redstone signal as an input.
Cherry LeavesCherry Leaves
  • A new type of leaves, generated in cherry trees.
  • Emits pink(
     #D193B4
    ) dripping_cherry_leaves‌ particles falling underneath.
Cherry Log Cherry Log
  • A new type of log, generated as a part of cherry trees.
  • Can be crafted into cherry planks and wood.
  • Has a stripped variant as well Stripped Cherry Log, Cherry Wood wood and Stripped Cherry Wood stripped wood.
Cherry Planks Cherry Planks
Cherry Sapling Cherry Sapling
  • A new type of sapling which grows into a cherry tree when planted.
  • Drops underneath cherry leaves.
  • Can break off a fully grown one and plant it to grow a cherry tree.
  • Potted Cherry Sapling Can be placed in flower pots.
Chiseled Bookshelf Chiseled Bookshelf
Decorated Pot Decorated Pot
  • Can be crafted Prize Decorated Pot Arms Up Decorated Pot with any 20 pottery shards or Decorated Pot (S) brick items, in a rhombic crafting configuration.
    • The type of crafting material decides which picture will display on its respective side of the decorated pot (e.g. an "arms up" pottery shard in the top slot will display on the back).
      • The brick item will not have a picture, and will instead be blank.
  • Very fragile and easy to break.
    • Will break apart into its crafting materials when broken using any block-breaking tool.
    • Will drop itself when broken using an empty hand or a block-breaking tool with Silk Touch, or when moved by pistons.
  • Has a property named cracked.
    • Is used to determine the sounds the block will use upon breaking.
Oak Hanging SignSpruce Hanging SignBirch Hanging SignJungle Hanging SignAcacia Hanging SignDark Oak Hanging SignMangrove Hanging SignCrimson Hanging SignWarped Hanging SignBamboo Hanging SignCherry Hanging Sign Hanging Sign
  • A more expensive version of normal signs, which can be crafted with 2 chains and 6 stripped logs, yielding 6 of them.
  • Has a total of 11 variants: Oak Hanging Sign oak, Spruce Hanging Sign spruce, Birch Hanging Sign birch, Jungle Hanging Sign jungle, Acacia Hanging Sign acacia, Dark Oak Hanging Sign dark oak, Mangrove Hanging Sign mangrove, Crimson Hanging Sign crimson, Warped Hanging Sign warped, Bamboo Hanging Sign bamboo, and Cherry Hanging Sign cherry.
  • Can be hung up in the following ways:
    • Underneath a block that provides support in the center, like a fence or an iron bar.
      • When the hanging sign is placed underneath a non-full block, or when placed while sneaking, the chains will take on an upside-down v-shape. Signs in this configuration can be placed in 16 different angles, similar to an armor stand.
    • Underneath a full block.
      • When the hanging sign is placed underneath a full block, the chains will be on parallel sides of the sign. Signs in this configuration can be placed in the 4 cardinal directions, North, South, East, and West.
    • Attached to the solid side of a block.
      • When attached to the side of a block, its chains will be parallel, hanging onto a horizontal bar sticking out from the side of said block. Hanging signs in this configuration will display text perpendicular to the side of the block they were attached to.
    • Attached to the side or underneath another hanging sign.
      • This will display the same way is being placed underneath a non-full block.
  • Cannot be placed directly on the ground without support from the side or above.
    • However, hanging signs that have a horizontal bar will not break when the supporting block is removed.
  • If it is hanging underneath of a block and that block is broken, the hanging sign will also break immediately.
  • Unlike regular signs, the space available for text is much smaller.
  • Text can be dyed with any color of dye and tinted with glow ink sacs to make text glow.
Piglin Head Piglin Head
  • Piglins will now drop their heads when killed by a charged creeper.
  • The piglin head will flap its ears when powered by redstone, or when worn by a player while walking, similar to the ender dragon head.
Pink Petals (flower amount 1)Pink Petals (flower amount 2)Pink Petals (flower amount 3)Pink Petals (flower amount 4) Pink Petals
  • A new type of surface block, which generates naturally in cherry groves.
  • Renewable when applying a bone meal to an existing set of pink petals or to the ground of cherry groves.
  • Similar to sea pickle, pink petals can be placed up to 4 in one dirt-related block.
  • Can be placed directionally.
  • Can be crafted into pink dye.
Pitcher Crop Age 1 JE1Pitcher Crop Age 2 JE1Pitcher Crop Age 3 JE1Pitcher Crop Age 4 JE1 Pitcher Plant
  • A type of plant which grows from the pitcher pod after 4 stages (5 stages in total).
  • If grown fully, it will only drop itself when broken, otherwise drops the pod.
  • Can be crafted into a cyan dye.
  • Cannot be placed in a flower pot.
Sniffer Egg JE1File:Sniffer Egg Slighty Cracked.pngSniffer Egg Very Cracked Sniffer Egg
Suspicious Gravel BE1Suspicious Gravel (dusted 1) BE1Suspicious Gravel (dusted 2) BE1Suspicious Gravel (dusted 3) BE1 Suspicious Gravel
  • Looks similar to gravel, with a rougher texture.
  • Affected by gravity, although it vanishes when landing.
  • Generates naturally in cold ocean ruins and trail ruins, with different archaeological loot tables.
  • Drops nothing when mined or moved, even if mining with Silk Touch.
  • Brushing the suspicious gravel with a brush will extract objects.
    • Has 4 stages of extraction (displayed through the texture), and will "recover" gradually when brushing is stopped.
    • Turns to regular gravel once extraction is done.
    • Only suspicious gravel with a valid archaeological loot table (the ones naturally generated) can extract an item.
Suspicious SandSuspicious Sand (dusted 1)Suspicious Sand (dusted 2)Suspicious Sand (dusted 3) Suspicious Sand
  • Looks similar to sand, with a rougher texture.
  • Affected by gravity, although it vanishes when landing.
  • Generates naturally in warm ocean ruins, desert temples, desert wells and trail ruins, with different archaeological loot tables.
  • Drops nothing when mined or moved, even if mining with Silk Touch.
  • Brushing the suspicious sand with a brush will extract objects.
    • Has 4 stages of extraction (displayed through the texture), and will "recover" gradually when brushing is stopped.
    • Turns to regular sand once extraction is done.
    • Only suspicious sand with a valid archaeological loot table (the ones naturally generated) can extract an item.
Torchflower Age 0Torchflower Age 1Torchflower Age 2 Torchflower
  • A new type of flower, which grows from torchflower seeds after 2 stages (3 stages in total).
  • Doesn't emit light, despite the name.
  • If it's in its third growth stage, it will only drop itself when broken, otherwise it will drop its seed.
  • Can be crafted into an orange dye.
  • Can be planted in a flower pot.
  • Can now be used to craft suspicious stew, giving the player Night Vision.
  • Can be used to tempt and breed bees.

Items

Brush Brush
  • An item which can be used in the new archaeology system.
  • Can be crafted with a stick, a copper ingot and a feather in a vertical line, respectively.
  • Consumes 1 durability point when extracting an item from suspicious sand or suspicious gravel successfully.
  • Has no effect when brushing anything other than suspicious sand or suspicious gravel.
Pitcher Pod Pitcher Pod
  • Can be planted on farmland and grows into a pitcher plant.
  • Can only be obtained if a sniffer digs up a pitcher pod.
  • Drops pitcher plant when fully grown, otherwise drops itself.
Angler Pottery ShardArcher Pottery ShardFile:Arms Up Pottery Shard.pngBlade Pottery ShardBrewer Pottery ShardBurn Pottery ShardDanger Pottery ShardExplorer Pottery ShardFriend Pottery ShardHeart Pottery ShardHeartbreak Pottery ShardHowl Pottery ShardMiner Pottery ShardMourner Pottery ShardPlenty Pottery ShardPrize Pottery ShardSheaf Pottery ShardShelter Pottery ShardSkull Pottery ShardSnort Pottery Shard Pottery Shards
Netherite Upgrade Smithing Template JE1 BE1Coast Armor Trim Smithing Template JE1 BE1Dune Armor Trim Smithing Template JE2 BE2Eye Armor Trim Smithing Template JE1 BE1Host Armor Trim Smithing Template JE1 BE1Raiser Armor Trim Smithing Template JE1 BE1Rib Armor Trim Smithing Template JE1 BE1Sentry Armor Trim Smithing Template JE2 BE2Shaper Armor Trim Smithing Template JE1 BE1Silence Armor Trim Smithing Template JE1 BE1Snout Armor Trim Smithing Template JE1 BE1Spire Armor Trim Smithing Template JE1 BE1Tide Armor Trim Smithing Template JE1 BE1Vex Armor Trim Smithing Template JE1 BE1Ward Armor Trim Smithing Template JE1 BE1Wayfinder Armor Trim Smithing Template JE1 BE1Wild Armor Trim Smithing Template JE1 BE1 Smithing Templates
Spawn Eggs
  • Camel Spawn Egg Camel spawn egg
  • Sniffer Spawn Egg Sniffer spawn egg.
Torchflower Seeds Torchflower Seeds
  • A new type of seed, which can be planted on farmland and grows into a torchflower.
  • Can only be obtained if a sniffer digs up a torchflower seed.
  • Can be used to tempt and breed chickens and parrots.
  • Can be used to breed, but not tempt, sniffers.

Mobs

Camel Camel
  • A rideable entity, which can be equipped with a saddle and ridden by two players.
  • Has 32♥ × 16 health points.
  • Spawns naturally in desert villages.
  • Can be bred with cacti, and will follow players holding a cactus on hand.
  • Mobs that are 2 blocks tall and lower cannot reach the player (except spiders) when the player is riding it, due to its height.
  • Can walk over 1.5 block tall obstacles (such as fences and blocks with a slab on top).
  • Will randomly sit down.
    • While sitting, it is difficult to convince them to move.
  • Can either walk slowly or sprint quickly.
  • Can also dash forward (if the player uses the jump key while riding it) but will lose stamina for a while.
    • When it loses stamina, it cannot sprint or dash again for a few seconds.
    • A dash can extend more than 10 blocks when executed perfectly.
Sniffer Sniffer
  • A new passive mob, which is also the mob vote winner of Minecraft Live 2022.
  • Considered to be the first "ancient" mob.
  • Very large (2x2 full blocks).
  • Has 14♥ × 7 health points.
  • Cannot spawn naturally.
  • Cannot be tempted or tamed.
  • Often sniffs in the air and occasionally digs for torchflower seeds.
    • The digging has a cooldown of 8 minutes.
    • The last 20 dug blocks are remembered with a sniffer_explored_positions memory, and are not eligible for digging again.
  • Can be bred with torchflower seeds.
  • Drops moss block when killed.

Non-mob entities

Cherry Boat Cherry boat
  • A new type of boat, crafted with cherry planks.
  • Can be used to craft a variant Cherry Boat with Chest with a Chest.
Bamboo Raft Raft
  • A new type of boat, crafted with bamboo planks.
  • Can be used to craft a variant Bamboo Raft with Chest with a chest.
  • They function the same way as ordinary boats, but have a unique look to them.
    • A raft's model is higher than a boat.

World generation

Cherry Tree Cherry
  • New type of tree variant that is found in cherry groves, can be grown from cherry saplings.
  • Occasionally generated with a bee nest.
  • Tree trunks fork or bend high up, and are then covered up in large, round canopies of cherry leaves.
  • The concept was proposed in 2013 by Patrick Geuder,[1][2] but was ultimately not added at the time.
Cherry Grove
Trail Ruins

General

Data pack
  • Added registry trim_pattern and trim_material, which defines trim patterns and materials respectively, to allow add them via data packs.
    • These are synchronized to clients when they join the server, but the accompanying resource pack is required on client to make them visible.
    • The paths to these textures are inferred based on the filename of the pattern json, and will try to find the textures within the same namespace as the trim pattern's name field.
  • trim_pattern defines following data:
    • asset_id: a namespaced ID used to infer texture locations and localization.
    • template_item: the ID of the smithing template item used to apply the trim pattern.
    • description: a text component used for displaying the pattern name of an armor trim when hovering an armor item stack.
  • trim_material defines following data:
    • asset_name: a string used as a suffix for armor trim texture locations.
    • ingredient: the ID of the ingredient item used to apply the trim material.
    • item_model_index: a float number which defines the item model override each armor item model should target to change their visuals for this material.
    • description: a text component used for displaying the material name of an armor trim when hovering an armor itemstack.
      • The style defined in this description is applied to the armor trim pattern description as well.
    • override_armor_materials: an optional map of armor material to overriden color palette.
      • Map key is the armor material that this trim material wants to override with a different color palette.
      • Map value is the name of the color palette that will be used when this trim material is applied to an armor piece with the corresponding armor material.
Particles
  • Added dripping_cherry_leaves, falling_cherry_leaves, and landing_cherry_leaves, which will appear underneath the cherry leaves.
player.dat format
  • Added new flag (value 128) to HideFlags NBT field for hiding armor trim item tooltips.
Recipe
  • Added smithing_transform, and smithing_trim recipe serializers for the updated netherite upgrade and the new armor trim recipe respectively.
Resource pack
  • Added paletted_permutations, which is a new type of atlas configuration source used to dynamically generate new textures in memory based on a set of color palettes.
    • Color palettes allows to swap out the colors of a texture without having to supply all files for the variants of a texture in a resource pack.
    • This is useful for things like armor trims. It can change the their color directly without create a new texture for each color.
    • The paletted_permutations source has a set of required parameters:
      • textures: a list of namespaced locations of base textures.
        • These textures will be used to generate variants of them that have been modified by color palettes.
      • palette_key: a namespaced location of a color palette key file.
        • A color palette key is used to define the set of key pixel colors we want to swap out with the color palettes defined below.
      • permutations: a map of permutations from suffix to a namespaced location of a color palette file.
        • The suffix is appended at the beginning to the resource location of the output variant textures, with a _ character separating the suffix and the base texture name.
        • The color palette is a texture file with a set of pixels that are used for replacing pixels that match the color palette key in each base texture.
        • The number of pixels in each color palette must be the same as that of the palette_key defined for this source.
        • Key matching is done by comparing the RGB values of each pixel in the palette_key to the RGB values of each pixel in the color palette.
        • Alpha channel is ignored for key matching, but in the resulting texture the alpha channel is multiplied with the color palette's alpha channel.
        • Pixels that do not match the palette_key are copied over to the resulting texture as-is.
    • After defining a paletted_permutations source, those namespaced output textures can be referenced in other resources in resource pack.
      • For example, if the following paletted_permutations source exists:
        • {
              "type": "paletted_permutations",
              "textures": [
                  "minecraft:item/leather_helmet",
                  "minecraft:item/leather_chestplate",
                  "minecraft:item/leather_leggings",
                  "minecraft:item/leather_boots"
              ],
              "palette_key": "minecraft:colormap/color_palettes/leather_armor_color_key",
              "permutations": {
                  "red": "minecraft:colormap/color_palettes/red",
                  "green": "minecraft:colormap/color_palettes/green",
                  "blue": "minecraft:colormap/color_palettes/blue"
              }
          }
          
      • The resulting textures can be referenced in other resources like this:
        • {
              "textures": {
                  "layer0": "minecraft:item/leather_helmet_red",
                  "layer1": "minecraft:item/leather_chestplate_green",
                  "layer2": "minecraft:item/leather_boots_blue"
              }
          }
          
Tags
  • Added following biome tags:
    • #has_structure/trail_ruins: contains taiga, snowy_taiga, old_growth_pine_taiga, old_growth_spruce_taiga, old_growth_birch_forest, and jungle.
  • Added following block tags:
    • #all_hanging_signs: contains the ceiling_hanging_signs, and wall_hanging_signs tags.
    • #bamboo_blocks: contains bamboo_block, and stripped_bamboo_block.
    • #ceiling_hanging_signs: contains all ceiling versions of hanging sign blocks.
    • #cherry_logs: contains cherry_log, cherry_wood, stripped_cherry_log, and stripped_cherry_wood.
    • #combination_step_sound_blocks: contains #wool_carpets, crimson_roots, moss_carpet, nether_sprouts, snow, and warped_roots.
      • Controls which blocks can produce a combination of step sounds.
    • #sniffer_diggable_block: contains dirt, grass_block, podzol, coarse_dirt, rooted_dirt, moss_block, mud, and muddy_mangrove_roots.
    • #sniffer_egg_hatch_boost: contains moss_block.
    • #trail_ruins_replaceable: contains sand, gravel, dirt, and coarse_dirt.
    • #wall_hanging_signs: contains all wall versions of hanging sign blocks.
  • Added following item tags:
    • #bamboo_blocks: contains bamboo_block, and stripped_bamboo_block.
    • #bookshelf_books: contains book, written book, enchanted book, and book and quill.
    • #breaks_decorated_pots: contains #tools.
    • #cherry_logs: contains cherry_log, cherry_wood, stripped_cherry_log, and stripped_cherry_wood.
    • #decorated_pot_shards: contains brick, pottery_shard_archer, pottery_shard_prize, pottery_shard_arms_up, and pottery_shard_skull.
    • #hanging_signs: contains all hanging sign items.
    • #noteblock_top_instruments: contains zombie_head, skeleton_skull, creeper_head, dragon_head, wither_skeleton_skull, piglin_head, and player_head.
    • #sniffer_food: contains torchflower_seeds.
    • #trim_materials: contains amethyst_shard, copper_ingot, diamond, emerald, gold_ingot, iron_ingot, lapis_lazuli, netherite_ingot, quartz, and redstone.
    • #trim_templates: contains coast_armor_trim_smithing_template, dune_armor_trim_smithing_template, eye_armor_trim_smithing_template, rib_armor_trim_smithing_template, sentry_armor_trim_smithing_template, snout_armor_trim_smithing_template, spire_armor_trim_smithing_template, tide_armor_trim_smithing_template, vex_armor_trim_smithing_template, ward_armor_trim_smithing_template, and wild_armor_trim_smithing_template.
    • #trimmable_armor: contains chainmail_boots, chainmail_chestplate, chainmail_helmet, chainmail_leggings, diamond_boots, diamond_chestplate, diamond_helmet, diamond_leggings, golden_boots, golden_chestplate, golden_helmet, golden_leggings, iron_boots, iron_chestplate, iron_helmet, iron_leggings, leather_helmet, leather_chestplate, leather_leggings, leather_boots, netherite_boots, netherite_chestplate, netherite_helmet, netherite_leggings, and turtle_helmet.

Changes

Blocks

Block of Amethyst
  • Added a new behavior called vibration resonance when it is placed adjacent to sculk sensors.
    • If that sculk sensor receives a vibration, the block of amethyst will re-emit its frequency as a separate vibration at its location.
Note Block
  • Mob heads can now be placed on top of note blocks without sneaking.
  • When placing a mob head on a note block, that note block will now play one of the ambient sounds of that mob when played by a player or powered by redstone.
Player Head
  • Now can contain a  note_block_sound NBT tag.
    • Must be a resource location for a valid sound event.
    • When present, this determines the sound a note block makes when the head is placed on top of it.
Sculk Sensor
  • Vibration frequencies of many actions in the game have been tweaked and greatly simplified to prevent unwanted interference, as following:
Action Frequency Value
Movement in any medium (land, water and air) 1
Landing on any surface (land or water) 2
Item interactions 3
Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc) 4
Dismounting a mob or equipping gear 5
Mounting a mob or interacting with a mob 6
Mobs and players getting damaged 7
Consuming items (drinking and eating) 8
Blocks 'deactivating' (door close, chest close, button unpress, etc) 9
Blocks 'activating' (door open, chest open, button press, etc) 10
Blocks changing (cauldron water level rising, adding food to campfire, etc) 11
Blocks being destroyed 12
Blocks being placed 13
Mobs and players teleporting or spawning 14
Mobs and players dying or an explosion 15
Signs
  • Sign text can now be edited by interacting with it after being placed in the world.
  • Both sides of the sign can now have separate text and colors.
    • By default, a sign will prompt the player to input the front side's text when placed.
    • To apply text to the back-side, the player must walk to the other side and interact with that face to edit it.
  • Signs can now also be waxed with honeycomb, preventing any further edits to its text.
    • Click commands on signs can only be invoked when the sign is waxed.
    • If a sign with a click command is not waxed, interacting with it will not invoke the command and instead open up the edit screen as usual.

Items

Armors
  • Now can be visually customized with a variety of unique trims at the smithing table.
  • Purely visual with no gameplay benefits, and can only be applied to helmets, chestplates, leggings and boots.
    • All trim patterns are visually the same on an armor's item icon, but the color will still change based on the trim material.
    • The name of the trim pattern will be displayed on the item's tooltip.
  • Armor trim has 2 properties: pattern and material.
Potions
  • Wither effect particle colors have been adjusted to make them more distinguishable.
  • Potion of Slow Falling has had its color tweaked to make it more distinguishable from the Potion of Invisibility.

Mobs

Elder guardian

Non-mob entities

Display
  • Previous values are now always discarded if interpolation_duration is 0.
  • Made sure that render properties are applied at the same time (so block_state is applied at the same time as transformation, i.e. at next tick after receiving update).
  • Entities are not rendered unless initial data is received. That means display entities might not show on the first tick.
    • Due to how game handles updates, changes to entities made after summoning might be delivered to clients with later tick.

World generation

Ancient City
Bastion Remnant
Desert Pyramid
Desert Well
End City
Jungle Temple
Nether Fortress
Ocean Ruins (cold)
Ocean Ruins (warm)
Pillager Outpost
Shipwreck
Stronghold
Woodland mansion

Gameplay

Advancements
  • The cherry grove is now required to be visited for the "Adventuring Time" advancement.
  • Camels and sniffers are now required for the "Two by Two" advancement.
  • The "The Parrots and the Bats" advancement can be granted by breeding sniffers and camels now.
  • The "A Seedy Place" advancement can be granted by planting torchflower seeds now.
  • The "Glow and Behold!" advancement can be obtained by using a glow ink sac on a hanging sign now.
    • The description now says "Make the text of any sign glow".
Smithing Table functionality
  • Redesigned: it is now a workstation for physical equipment upgrades and modifications.
  • Added a slot used by smithing templates to the left of the old 2 slots.
  • Smithing templates define what type of upgrade that will be making to equipment.
    • It specifies both what type of items that can upgrade, and which ingredients are valid to customize the upgrade.
  • Netherite equipment crafting now also requires a netherite upgrade smithing template.

General

Data packs
  • The data pack version is now 13, accounting for sign data format changes.
Feature Flags
  • Removed update_1_20 feature flag and built-in datapack.
    • All features and changes from the "Update 1.20" experimental pack are now part of the game.
Game Events
  • piston_contract game event has been removed in favor of block_deactivate.
  • piston_extend and dispense_fail game events have been removed in favor of block_activate.
  • Many game events have new vibration frequencies:
Game event Frequency Value
step, swim, and flap 1
projectile_land, hit_ground, and splash 2
item_interact_finish, projectile_shoot, and instrument_play 3
entity_roar, entity_shake, and elytra_glide 4
entity_dismount, and equip 5
entity_mount, entity_interact, and shear 6
entity_damage 7
drink, and eat 8
container_close, block_close, block_deactivate, and block_detach 9
container_open, block_open, block_activate, block_attach, prime_fuse, and note_block_play 10
block_change 11
block_destroy, and fluid_pickup 12
block_place, and fluid_place 13
entity_place, lightning_strike, and teleport 14
entity_die, and explode 15
Sounds
  • Step sounds can now combine for blocks walked through and stepped on.
    • Occurs for carpets, snow, nether sprouts as well as warped and crimson roots.
      • The top-most block the player is walking on is played as normal.
      • The block underneath is played at a lower volume and pitch.
Structure Post-processors
  • A capped post-processor has been added which can limit how many blocks a delegated post-processor randomly transform in a structure.
    • This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution.
    • It has following required parameters:
      • delegate - A post-processor which performs the actual block transformation.
      • limit - Maximum amount of blocks that the delegated post-processor can transform.
        • The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount.
        • Either constant or random number generator sampled during post-processing.
  • Previously a rule could specify an optional fixed output_nbt which would be added to the processed output block entity; this field has now been changed to reference a block_entity_modifier.
    • Existing block_entity_modifiers are:
      • passthrough: Retains existing fields on the block entity.
        • This is the default if no block_entity_modifier is specified.
      • append_static: Similar to previous output_nbt this provides fixed fields to add to the block entity.
        • A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields.
      • clear: Removes any existing fields on the block entity.
      • append_loot: Appends a loot table and seed to the block entity through required parameter:
        • loot_table: Referenced loot table to add to block entity as LootTable field.
        • Field LootTableSeed is also added to the block entity using random seeded by block position.
Tags
  • Added #all_hanging_signs to the #all_signs block tag.
  • Added #bamboo_blocks, bamboo mosaic slab and bamboo mosaic stairs to the #mineable/axe block tag.
  • Added bamboo_boat, and cherry_boat into the #boats item tag.
  • Added bamboo_button, and cherry_button into the #wooden_buttons block and item tags.
  • Added bamboo_chest_boat, and cherry_chest_boat into the #chest_boats item tag.
  • Added bamboo_door, and cherry_door into the #wooden_doors block and item tags.
  • Added bamboo_fence_gate, and cherry_fence_gate into the #fence_gates block and item tags.
  • Added bamboo_fence, and cherry_fence into the #wooden_fences block and item tags.
  • Added bamboo_planks, and cherry_planks into the #planks block and item tags.
  • Added bamboo_pressure_plate, and cherry_pressure_plate into the #wooden_pressure_plates block and item tags.
  • Added bamboo_sign, and cherry_sign into the #standing_signs block tag and #signs item tag.
  • Added bamboo_slab, and cherry_slab into the #wooden_slabs block and item tags.
  • Added bamboo_stairs, and cherry_stairs into the #wooden_stairs block and item tags.
  • Added bamboo_trapdoor, and cherry_trapdoor into the #wooden_trapdoors block and item tags.
  • Added bamboo_wall_sign, and cherry_wall_sign into the #wall_signs block tag.
  • Added cherry_grove into the #is_overworld, and #is_mountain biome tags.
  • Added cherry_leaves into the #leaves block and item tag.
  • Added cherry_leaves, and pink_petals into the #flowers block and item tag.
  • Added cherry_leaves, and pink_petals into the #mineable/hoe block tag.
  • Added cherry_log into the #overworld_natural_logs block tag.
  • Added #cherry_logs into the #logs_that_burn block and item tag.
  • Added cherry_sapling into the #saplings block and item tag.
  • Added crimson_hanging_sign and warped_hanging_sign to the #non_flammable_wood item tag.
  • Added pink_petals into the #inside_step_sound_blocks block tag.
  • Added suspicious_sand into the #sand block and item tag.
  • Added torchflower into the #small_flowers block and item tags.
  • Added torchflower_crop into the #crops block tag.
  • Changed flower_pot in the #flower_pots block tag to potted_cherry_sapling.

Fixes

32 issues fixed
From released versions before 1.20
  • MC-157727 – The small cube in honey/slime blocks isn't displayed in inventory.
  • MC-165221 – 3D Modeled Potions are not rendered correctly in the "GUI Display".
  • MC-197241 – Players can change the color of a wolf's collar even if they're not its owner.
  • MC-201647 – Entity riding an entity can cause location/coordinate desync.
  • MC-256488 – Bamboo Raft and Raft with Chest models float above ground.
  • MC-256551 – Baby camels have a visible inventory.
  • MC-256585 – Z-fighting occurs on the text of hanging signs.
  • MC-259201 – The tops and bottoms of donkeys' ears are miscolored.
  • MC-259879 – Display entities with a rather large shadow_radius value can cause performance issues.
  • MC-260020 – Reloading the world resets the Brown Mooshroom's given flower.
  • MC-260043 – Decorated Pots don't play breaking sound in creative mode.
  • MC-260047 – Decorated pots from the creative inventory and new blank decorated pots with no NBT will match their texture to the last decorated pot you crafted.
  • MC-260053 – When rotating a decorated pot with the debug stick, it will spawn a decorated pot item.
  • MC-260061 – Sniffer's ears and head z-fight.
  • MC-260069 – Growing cherry trees inside each other causes their leaves to decay.
  • MC-260251 – The walking animations of sniffers don't change in relation to their movement speed.
  • MC-260282 – Sniffers can sniff out and follow players in spectator mode.
  • MC-260296 – Pink petal block models are not optimized.
  • MC-260301 – Decorated Pots drop from setblock/fill air replace.
  • MC-260317 – Sniffers try to sniff out obstructed blocks they can't reach.
  • MC-260326 – Dying sniffers continue to dig.
  • MC-260409 – Cherry Grove biome is not in the #is_overworld biome tag.
  • MC-260503 – Sniffers refuse to dig into soil with a non-solid block on top.
  • MC-260632 – Riding an entity that is far away causes client/server desync.
  • MC-260678 – Potion of Invisibility looks too similar to the Potion of Slow Falling.
  • MC-260750 – Magma blocks use unnecessary random ticking for an outdated feature, causing performance issues.
  • MC-260757 – Updating a large amount of Iron Bars causes the game to hang in-game or during the Saving world screen.
  • MC-260777 – Sniffers ignore some dangerous blocks while sniffing and pathfinding resulting in them being damaged.
  • MC-260799 – The word "Sand" is not capitalized in the brush subtitle.
  • MC-260839 – Mobs can replace weapons held in their main hand with armor.
  • MC-260885 – Display entities summoned with initial transformation interpolate incorrectly from default transformation during next transformation.
  • MC-260897 – Display entity's previous state of interpolation doesn't work as expected.

References

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