/execute @a ~ ~ ~ detect ~ ~-1 ~ minecraft:grass 0 say You are standing on grass. will make everyone who is standing on grass say that they are doing so
/execute @e[type=Chicken] ~ ~ ~ fill ~-1 ~-1 ~-1 ~1 ~1 ~1 minecraft:glass will create a small cube of glass around all chickens
Commands run using the /execute command pass their success value back to the command block running them
oldBlockHandling works like with /setblock, but with additional options: hollow to only fill the outer layer of blocks and fill the inner part with air, and outline to fill the outer layer of blocks and ignore the inner part
Example: /particle lava ~ ~1 ~ 1 1 1 0.5 50 normal @e[type=Chicken] will create 50 lava popping particles, centred one block above the block/entity running the command, spreading around a radius of 1 block, with a speed of 0.5, relative to all chickens in that world
The force argument can be set to force to display particles even if a player has his 'Particles' toggle set to Minimal or Decreased
/replaceitem entity @e[type=Zombie] slot.weapon minecraft:iron_sword 1 0 will give all the zombies iron swords
/replaceitem entity @p slot.hotbar.0 minecraft:fish 4 2 will put 4 clownfish in the players first hotbar slot
/replaceitem block ~ ~1 ~ slot.container.5 minecraft:redstone_block 1 0 will put a redstone block in the 6th slot of a container 1 block above the player
Alternative and more featureful way of interacting with CommandStats
Will update a scoreboard objective based on the number of entities/blocks which have been affected by the command, it updates the objective for the entity that ran the command, fake players can be used when run in a command block
After the mode there are currently 5 possible stats that can be updated: SuccessCount, AffectedBlocks, AffectedEntities, AffectedItems and QueryResult
For example: /stats entity @a set AffectedBlocks @a Test will update a scoreboard objective named 'Test' for all players whenever a command is performed relative to them, the objective will update by the number of blocks affected by the command since the stat was set to AffectedBlocks, this means if the command is /fill then it will update the objective for whoever is running the command (@a) by the number of blocks filled
Functions the same way as /scoreboard players set or /scoreboard players add, but can only modify objectives with the trigger criteria (referred to as "triggers") and can only modify the score of the player running the command
Can be used by non-operator players
For a player to run this command, the trigger must be enabled for that player
/scoreboard players enable <player> <trigger> will enable the specified player to use the specified trigger objective
Trigger availability is stored per player, per trigger
One trigger may be disabled for a player, but that player can use a different trigger
One player may be unable to use a trigger, but another player can use the same trigger
Disabled after the trigger has been used (must be re-enabled to use the trigger again)
Allows you to customise the amount of damage taken while outside the border, and buffer, the higher value, the further you can be outside the border without taking damage
Items with this tag display the names of the blocks that they can destroy in the item tooltip
Example: /give @p minecraft:diamond_shovel 1 0 {CanDestroy:["minecraft:sand","minecraft:grass"]} to give a diamond shovel that can break grass and sand
Putting an invalid item name in will display as "missingno" under the "Can Break" list.
CanPlaceOn
Allows placing of certain blocks against other blocks in adventure mode
The command will increase the score based on the number of items/blocks/entities/successes
For example, a command block with this tag running a command which affects items (e.g. /give) will cause it to update the score based on the number of items given
Defines whether a written book is an "Original" a "Copy of Original" or a "Copy of a copy"
HideFlags
Allows hiding of certain parts of the tooltip
Bit field determining which parts of the tooltip to hide on an item. 1 for ench, 2 for AttributeModifiers, 4 for Unbreakable, 8 for CanDestroy, 16 for CanPlaceOn, and 32 for various other information (including potion effects, StoredEnchantments, written book generation and author, Explosion, and Fireworks).
Examples: Setting bit field to 3 would hide both ench and AttributeModifiers tags, and setting to 63 would hide everything.
Lock
A way to lock containers from being opened using NBT tags
Mostly useful for adventure maps in adventure mode
Containers can be unlocked by clearing their string for Lock
Locked containers can only be opened while holding anything renamed to the given string, item is not removed on use[2]
The lock can be completely removed utilizing the command /blockdata
NoAI
Disables an entity's AI
Entities without AI do not attack players or move or rotate on their own, and do not despawn, they also do not respond to gravity or collision with other mobs, but can still take damage, die, and ride other entities
PickupDelay
The number of ticks before an item entity can be picked up.
Set to 32767 for items that can't be picked up
rewardExp
Controls villagers giving xp for trading, set to true or false
SelectedItem
Contains the item data of the item currently held in the player's hand
Added to compact the process of testing if a player is holding a specific item
Previous method required nine commands in command blocks; now requires only one command
ShowParticles
Option to show or hide all particles for a potion effect, while the 'Ambient' tag only shows fewer particles. Set to 1 to show, 0 to hide.
Silent
Determines whether sound is produced by an entity, such as idle and hurt sounds. Setting to 1 disables sound
Prevents command block output from being stored in chat logs. In multiplayer, also prevents player-initiated commands from being stored. Unrelated to commandBlockOutput, which is output into the visible chat
randomTickSpeed [value]
Controls how often a random tick occurs; random ticks influence how fast plants and crops grow, how fast pigmen spawn from portals, how fast farmland updates, how fast grass and mycelium grow and decay, etc...
If set to 0, random ticks never occur
reducedDebugInfo
Gamerule to enable/disable reduced information on the F3 debug screen
Op-only unlike the 'reduced debug info' toggle in multiplayer settings
Overrides 'reduced debug info' settings in clients
sendCommandFeedback
If set to false, player-run commands will not show a success message
showDeathMessages
Prevents death messages like "[player] fell out the world" from appearing in the chat
These are fake gamerules which don't actually affect your world, but can be used with /stats with the new QueryResults argument to update a scoreboard objective based on the value of that gamerule
The reset subcommand can reset all objectives for a player or reset a player's objectives one by one
Example: /scoreboard players reset @a anObjective will reset the scores of an objective named anObjective for all players in the world
The operation subcommand can apply arithmetic operation to scores (+ – * / % < > =) and accumulate player scores
Example: /scoreboard players operation #teamscores redScore += @a[team=red] blueKills adds every red player's count of kills on blue to the red team's score of kills
Can be tested with a comparator to see if two scores are greater than, smaller than or equal to each other
The test subcommand can be used to test if a scoreboard value is between a min and a max value
Example: /scoreboard players test #global anObjective 12 19 checks whether the global score of the given objective is between 12 and 19, inclusive
The enable subcommand can be used to enable a trigger objective
Example: /scoreboard players enable aTrigger enables a trigger named aTrigger
Different teams can now have different objectives displayed in the sidebar
Example: /scoreboard (referring to team color, not team name)
Testing for scores now also works in @e entity selector
Added scoreboard team property to disable name tag visibility: /scoreboard teams option <name> nametagVisibility with options hideForOtherTeam, hideForOwnTeam, never and always (default)
Added scoreboard team property to disable death messages: /scoreboard with options never, hideForOtherTeams, hideForOwnTeam and always (default)
Command /scoreboard players (add|enable|get|list|operation|remove|reset|set) can now filter by NBT data
To use, press create new world then ‘world type: customized’ and then press the 'customize' button
There are 4 pages to customize the world
Page 1: customizes generation of structures, chance of lake generation, size of certain structures, and biome type and size, and sea level
There are 18 customization options which affect whether generated structures will spawn in, as well as other environmental factors such as sea level. Some of these presets are Yes/No inputs or sliders.
Sea level height, toggles for cave, village, temple, ocean monument, dungeon, water lake, lava lake, stronghold, mineshaft and ravine generation, sliders to control water lake, lava lake and dungeon rarity, toggle to turn oceans into lava oceans, biome selection, biome and river size sliders
Page 3 & 4: Expert customization of the terrain generation
There are 16 customization options which can be used to affect various aspects of Minecraft's terrain generator. These can be changed by moving sliders or by typing in values directly
Main Noise Scale X/Y/Z to smooth out terrain, larger values for smoother terrain; Biome scale/depth weight and Biome scale/depth offset to stretch/squash terrain vertically based on the biomes default height settings; Upper/lower limit scale to make terrain more solid/riddled with holes, depending on how close the values are to each other; Height Stretch to pull terrain upward, with smaller values causing more extreme stretching; Height scale, Coordiante scale, Depth base size, Depth noise exponent, Depth noise scale
There are seven presets
Water World, Isle Land, Caver's Delight, Mountain Madness, Drought, Caves of Chaos, Good Luck
Each page has a button to randomize the various values and a button to reset to default values
Uses the 'generator-settings' string known from superflat presets for server.properties and world data
Generate structures button disappears when selected
Replaces the grassless dirt variant found in Mega Taiga, Mesa and Savanna biomes.
All worlds with grassless dirt blocks will seamlessly change over to coarse dirt as it uses the same block ID and data value as the original grassless dirt block
Up to 12 slime blocks connected to a piston in any arrangement can be moved as long as the following conditions are met: blocks do not disrupt the chain, non-moveable blocks are not in the way or slime blocks are not attached to the piston itself
Follows all the rules that pistons follow, for example blocks which can normally be moved by pistons can be moved if attached to slime blocks
Allows for more contraptions, from new redstone clocks, moving devices, farming etc
Extending a piston with a slime block attached to it will propel entities (mobs, players, items, launched arrows etc) in the appropriate direction[6]
Can be worn as head gear - but only using commands
Over a quadrillion possible combinations
Crafted like a sign, just with one color of wool instead of planks
Can be stacked to 16
Most patterns are created by arranging dyes in certain ways around a banner on a crafting table
Additional patterns: creeper, skull & crossbones, brick, flower, curly border and Mojang logo - making these without dyes will result in a black pattern, use dyes to get different colors (items: creeper skull, wither skeleton skull, brick block, oxeye daisy, vines and enchanted golden apple)
Many patterns can be produced
Up to 6 layers of patterns possible
Can be placed on walls or on the ground (16 rotations possible)
Sway with the wind
Can be cloned by crafting them together with a blank banner
Armor stands are actually entities not blocks and can therefore can be summoned using /summon ArmorStand and put in minecarts
NBT tags can be used to create armor stands which are small (Small), invisible (Invisible), have arms (ShowArms), have disabled slots (DisabledSlots), have no base plate (NoBasePlate), have no gravity (NoGravity) and are in a preconfigured position (Pose)
They have many different skins similarly to horses and ocelots. They have 8 skins including: Black, White, Brown, Gold, Black & White, Salt & Pepper, Toast, and the Killer Rabbit of Caerbannog
Naming a rabbit spawn egg or name tag "Toast" will give rabbits a special skin as a memorial to user xyzen420's girlfriend's rabbit Toast
Very low rate of spawning as "The Killer Rabbit" (or the "The Killer Rabbit of Caerbannog")
1/1000 chance of spawning
This type of rabbit is hostile and will attack players within 4 blocks, deals 5 in easy, 8 in normal difficulty and 12 × 6 in hard
Replaced x, y, z, b, bl and other labels with more understandable labels
"Light" is now the light levels at feet, not eyes
Player rotation is now displayed for the vertical angle as well as the horizontal one
The crosshair displays 3 short colored lines to indicate the direction of each axis: x/red, y/green, z/blue
Day counter added
Increases by 1 every dawn
Now displays difficulty
Peaceful - 0.00, Easy - 0.75, Normal - 1.50, Hard - 2.25
Looking at a block in the world will show the coordinates of that block on the debug screen
On the right hand side, a display shows up if you are looking at a block, giving various pieces of information and NBT data about it.
Looking at all blocks shows you the state of the block, and the variant state where applicable (eg. minecraft:cauldron[level=1])
Now shows whether you are facing the positive or negative x/z axis
Currently missing LC value and FL value.
F3 + B now also shows which direction entities are looking in using a blue line and their eye level using a red line
Now displays how many chunk sections are being rendered currently and how many chunk sections are out of view in percent, the OpenGL version, display size, vendor and GPU
"Vanilla" added to the version number. eg: "Minecraft 14w30b (14w30b/Vanilla)"
Presumably this will say something different if modded. Very few mods (or even APIs) currently exist for versions this recent.
F3 + H tooltips now show how many NBT tags an item has
Block IDs
Occurences of blocks/items now need to be named ids; old ids slowly being phased out
NBT data in commands can now use block/item names in place of numerical ids
Example: id:"minecraft:stone"
In scoreboards, the format is minecraft.block.stone
Superflat presets also use the new named id format
Block ID/number of layers format changed from NumberxID to Number*ID.
Preset code version number changed to "3".
Internal block handling
Now internally use states instead of metadata
Metadata will still be used for a while
Block states of the block being looked at will now be displayed on the F3 menu - Examples: redstone, door
Internally, metadata no longer needs to be calculated out of the 4 bit data value, instead the values of specified properties can now be easily gotten and set
Messages are now either chat, system or action bar messages
Action bar messages are always shown, chat and system messages are only shown if chat settings are configured that way
Entities now have tooltips in certain chat instances when hovered over
These appear when hovered over an entity's name in chat (e.g. the success message for /kill)
Shows the name of the entity (e.g. Bob), the Id of the entity (e.g. Creeper (50)) and the entity UUID
Shift+Left click while hovering over the entity's name inserts its UUID into your chat bar. They also work in commands like /tp so you can teleport to entities.
F3 + D clears the chat history (including previously typed commands)
UUID
All player lists will now be converted to be UUID-based automatically
Performance
All dimensions are now handled in different threads
Rewrote chunk sorting
Ported over the visibility culling code from MCPE thereby limiting client render of obstructed world segments
Threaded chunk rebuilds
Rendering
Only transparent blocks will now render as transparent (eliminates the use of x-ray texture packs)
Enchanting will now cost 1 to 3 levels, but you still need the same minimum total levels
For example, an enchantment may only become available for enchanting after reaching 13 levels of experience, but will only cost 2 XP levels and 2 of lapis lazuli
Additionally, there is now a material cost - enchanting also costs 1 to 3 pieces of lapis lazuli now (seen above)
The actual enchantment calculation is the same
One of the enchantments will be displayed in the tooltip
The enchantments you would get on a tool will not change until you enchant something - this enchantment seed is stored per player
Leveling up now takes longer
Level V enchantments can now appear on an item without the use of an anvil
Looting now gives an extra 1% chance of getting rare loot per level
In creative mode, players can create a copy of a block entity in their hotbar, including all NBT data, with ctrl+Pick Block key (ctrl+middle mouse button by default)
Players in creative mode can now damage entities even if they are flagged invulnerable
Example: /tellraw @a {selector:"@a[team=TeamRed]"} will print everyone who is on TeamRed
Can display entity tooltips when the action for hoverEvent is set to show_entity
Example: /tellraw @a {text:"Hover here",hoverEvent:{action:show_entity,value:"{type:'Zombie',name:'Dummy'}" }} will print a message will display the tooltip of a zombie named "dummy"
Has an another argument after that which can be daytime or gametime to check either the number of ticks since the start of the day or the number of ticks since the world was created, respectively
Mobs and players can't pass through it and take damage when outside
If you’re stuck outside the world border, it is possible to freely fly/walk around (not possible to freely walk through the border from the inside though)
When you get within a certain distance of the world border, a red-aura-like warning will activate
Only visible on Fancy graphics
Outside the border, the warning is at full strength
Inside the border, the warning gradually gets stronger as the player approaches the border
If the border is stationary, the warning is first seen as the player passes the warning distance, default 5 blocks from the player's location
If the border is shrinking quickly enough, the warning will be first visible at the warning time, default 15 seconds from the player's location
The /worldborder command allows one to customise various aspects of world borders like their size, center, damage and warning
When harvested with silk touch enchantment they drop blocks with corresponding mushroom texture (red or brown) on all sides rather than the one with spores
Made Creeper, Skeleton and Zombie Heads available in survival
Creepers, Skeletons, Wither Skeletons, and Zombies drop their heads when killed by charged creepers. Wither Skeletons continue to have heads as rare drops.
Note that a charged creeper explosions will not yield more than one mob head
Skulls worn on heads are now bigger so the 2nd skin layer no longer peaks through
Player and mob heads in inventories and held by mobs/players now display the actual head
Copying written books will now mark them as copies/copies of copies
The copying status of a book (ie. original, copy of original or copy of a copy) is denoted in a separate line in the tooltip, beneath the author's name
When struck by lightning, villagers turn into witches
Now have a head slot where helmets or blocks can be applied
Villagers will now only breed when willing
The first time a specific trade is done, the villager will become willing, any other time there's a 1 in 5 chance the villager will become willing
When a baby villager is born, both parents lose their willingness
Villagers become willing to breed by consuming food: 3 bread or 12 potatoes or 12 carrots
Finding out a villager's willingness in survival is difficult: The only tell is the amount of xp they give when trading; Normal trading yields 3-6 experience points, trading and making a villager willing yields 8-11 experience points
Angry zombie pigmen now pathfind as a result of the update to the new AI
Now run away from Creepers that are about to explode
Adult Zombie Pigmen will forgive after a short time (and lose the aggro speed boost), but will continue to attack until the player escapes their aggro distance
This is the longest wait for a major update to Minecraft, with 3649 days having elapsed since the release of 1.7.2 on October 25, 2013.
1.3.1 had the previous longest wait between major releases, with a release on August 1, 2012, 153 days after the release of 1.2.1.
This is also the longest development to a major update in the history of Minecraft, with the first snapshot coming out on January 9, 2014, 3573 days ago.
The previous longest was also 1.3.1, with 111 days from the first snapshot to the final release.
This update has had the most development snapshots of any major update so far, at 52 snapshots.
The update with the most snapshots previous to this was 1.6.1, with 18 snapshots.
MC-56363 – Crash on auto-complete name of scoreboard objective
MC-56541 – Redstone torches (and other redstone components) have inconsistent timings
MC-56599 – On the /help menu it shows /clear <player>. But just "/clear" works so it should be /clear [player]
MC-58322 – Connecting to server that uses resource packs displays "Texture pack"
MC-58557 – Hopper: fs: Invalid index 0 requested for TranslatableComponent{key='multiplayer.player.left', args=[], siblings=[], style=Style{hasParent=true, color=null, b
MC-58823 – options.txt has advancedOpengl:true also for graphic cards without Advanced OpenGL in video settings