Template:1.9, the first release of the Combat Update,[1] is an upcoming major update to Minecraft with no set release date. Dinnerbone has stated in May that many of the features he has shown for 1.9 are not “100% final”, so things may change later.[2] By mid-October, the development team was aiming to have the release feature-complete by the end of the month, followed by a period of bug-fixing.[3]
Additions
General
- Splash text
- "More Digital!"
- "doot doot"
- "Falling with style!"
- "There's no stopping the Trollmaso"
- "Throw yourself at the ground and miss"
- Subtitles which display for each sound for the hard of hearing/deaf.
- Mobs have individualised subtitles, for example “Creeper hissing”.
- "<" or ">" points in the direction the sound is coming from.
- World selection screen
- Worlds now display the version they were last played in or "unknown" if the version was older than snapshot 15w32a.
- The version number will display in red if it has been played in a newer version before.
- Now displays a thumbnail per world, showing a glimpse of the world (it takes a screenshot when you have just created or opened it for the first time in the 15w32b snapshot or higher).
- When the world hasn't been opened in snapshot 15w32b or before, or if the game couldn't make a screenshot thumbnail, there will be a gray-scale image.
- The thumbnail will be saved in the world folder under
.minecraft/saveswith the name "icon.png".- This allows the player to modify it easily and safely.
- An exclamation mark will appear on top of the thumbnail, indicating that the world has not been played in the current snapshot yet.
- It displays the following message when hovered over: "Don't forget to backup this world before you load it in this snapshot."
- It will also warn if a world was played in a newer version of Minecraft, telling the player that the world may corrupt if they open it in an older version.
- The player can now click the play arrow on the thumbnail to open the world, just like the server list.
- When edit world is clicked, you have two new options:
- Reset icon: This allows you to reset the thumbnail without going into the folder.
- Open folder: It will open the folder for the world, under
.minecraft.
- Dominant hand option
- An option for players to change their dominant hand on their player model.
- A toggle under "Skin Customization".
- Also changes the orientation of the offhand slot in the hotbar (left for right-hand players and vice versa).
- As well as the attack charge indicator, when set to the hotbar (on the opposite side of the offhand slot).
generic.attackSpeed- Measures fully-charged attacks per second.
- The attack speed value is shown as a tooltip on the respective tool.
- Base is 4.0, meaning the bar refills in 0.25s.
- Swords have a modifier of -2.4, resulting in a default modifier of 1.6 (refilling in about 0.63s).
- Pickaxes have a modifier of -2.8, resulting in a default modifier of 1.2 (refilling in about 0.83s).
- Shovels have a modifier of -3, resulting in a default modifier of 1 (refilling in about 1s).
- Axes have a modifier based on the tier.
- Wooden and stone axes have a modifier of -3.2, resulting in a default modifier of 0.8 (refilling in about 1.25s).
- Iron axes have a modifier of -3.1, resulting in a default modifier of 0.9 (refilling in about 1.11s).
- Diamond and gold axes have a modifier of -3, resulting in a default modifier of 1 (refilling in about 1s).
- Hoes have a modifier based on the tier.
- Wooden and gold hoes have a modifier of -3, resulting in a default modifier of 1 (refilling in about 1s).
- Stone hoes have a modifier of -2, resulting in a default modifier of 2 (refilling in about 0.5s).
- Iron hoes have a modifier of -1, resulting in a default modifier of 3 (refilling in about 0.33s).
- Diamond hoes have a modifier of -0, resulting in a default modifier of 4 (refilling in about 0.25s).
- The Haste effect increases the attack speed by 10% per level, while Mining Fatigue decreases it by 10% per level.
generic.armor- Measures the amount of protection of armor.
- Capped at 0 and 30.
- The modifier of attributes can be changed using NBT tags.
- All loot from mobs, chests etc. is now based on loot tables, excluding block drops.
- Can be changed by mapmakers by adding a json file within the "WORLD/data/loot_tables" folder, however it's broken in 43a.
sleepInBed: Tracks the number of times the player has slept in a bed.sneakTime: Tracks the amount of ticks the player has held the sneak key, regardless if the player was moving.pickup: Tracks the amount of items that are picked up into the inventory from the ground.drop: Tracks the amount of items that are dropped from the inventory to the ground.
- Keyboard shortcuts
- F3+N to toggle between creative and spectator mode, if the player is in either of them.
- The player needs to be OP in the case of servers for this to work and have cheats enabled in the case of singleplayer.
sweepAttack- Used for the defensive "swipe" sword attack.
dragonBreath- Used for the new attack of the ender dragon of the same name.
endRod- Produced by end rod blocks.
damageIndicator- Produced by mobs when hurt.
- 150+ new sound events[4]
Gameplay
- Transportation
- Elytra
- Function according to hang glider aerodynamics.
- You don't receive fall damage if you fall from a small height while flying slowly (not nose-diving).
- Still receive fall damage if you nose-dive directly into the ground.
- Receive damage from horizontal collisions, new death message: "Player experienced kinetic energy".
- Have to be equipped in the “chestplate” slot in order to work.
- Have 431 uses and can be repaired on an anvil using leather.
- Can be given the Unbreaking enchantment using an anvil or commands.
- Legs will make a “walking movement” animation when you are stalling in the air.
- Similar to the Wing Cap item from Super Mario 64.
- Found on End Ships within an item frame
- Wings fold while not gliding
- Cape not displayed while wearing
- Takes damage at a rate of 1/s
- Function according to hang glider aerodynamics.
- Players can now use both hands to perform different actions using the left and right mouse buttons.
- For example, if a player has a pickaxe in his/her main hand and a torch in their other hand, right clicking will place the torch.
- This happens because a pickaxe lacks a right click use, and therefore the game tries to then treat the other item as if it's being right clicked.
- The player cannot click both buttons at the same time.
- This happens because a pickaxe lacks a right click use, and therefore the game tries to then treat the other item as if it's being right clicked.
- This is achieved through an extra inventory slot called the "offhand" slot.
- Pressing F (by default) will switch whatever item is selected in the hotbar with the item in the offhand (including no item).
- The offhand slot is displayed next to the hotbar when it's not empty (left for right-hand players and vice versa).
- It's available on all iterations of the inventory screen.
- It is distinguished by an outline of a shield like symbol.
- For example, if a player has a pickaxe in his/her main hand and a torch in their other hand, right clicking will place the torch.
- Only the main hand can be used for physical attacks.
- Bows choose their arrow type based on the offhand.
- Arrows in the offhand take priority over arrows in any other slot.
- If there are multiple arrow types and none in the offhand or selected hotbar slot, the arrow that is in the lowest numbered slot will get fired.
- The offhand model is invisible in first person view while it's empty.
- Some attributes and enchantments will apply to the offhand item, if specified through a new tag.
- Combat
- New “attack strength” combat mechanic.
- A meter shows up after switching items or attacking.
- Damage done depends on the fullness of the meter.
- Fills at different rates depending on the new attack speed attribute (see table on the changes to gameplay section for a complete list).
- Can be displayed next to the hotbar (left or right based on the player's main hand), under the crosshair or turned off.
- A cooldown animation is displayed of the tool slowly being lifted up, when first switching to it.
- A meter shows up after switching items or attacking.
- Levitation:
- Received when the player is hit by shulker projectiles.
- Makes player involuntarily float high into the air.
- Can be used to get to higher places.
- Listed as a negative effect due to the potential to kill from fall damage.
- Higher levels of levitation result in faster floating.
- Effect levels 128-254 result in floating downwards at a constant speed, with level 128 being the fastest and level 254 the slowest (one block per second).
- Effect level 255 disables falling and jumping altogether, to an effect not entirely unlike flying in creative mode. Gaining or losing elevation is impossible without using pistons.
- Glowing:
- Received when players or mobs are hit by spectral arrows.
- Makes player's outline glow, even through non-transparent blocks.
- Listed as a negative effect because it prevents players from hiding from other players.
- It becomes colored differently if the player is part of a team to match its team color.
- "Treasure" enchantments
- Can only be obtained from chest loot, fishing, or trading for enchanted books.
- New "treasure" enchantment: Frost Walker
- Turns water into meltable ice which decays in multiple stages.
- Does not work on flowing water.
- Different tiers:
- Level I creates a circle of frosted ice around the player with a radius of 2 blocks.
- Each additional level adds 1 to that radius.
- Works while riding mobs
- Will not turn water into frosted ice if an entity is in that spot.
- Works as long as you are with in one block above a solid block.
- Cannot be combined with Depth Strider enchantment.
- Turns water into meltable ice which decays in multiple stages.
- New "treasure" enchantment: Mending
- Any experience collected while holding the item repairs it instead of going to the experience bar.
- Mainhand, offhand, and armor slots all count as held.
- If multiple held items have the enchantment, one will be chosen at random for each XP orb collected.
- Repairs at a rate of 2 durability per XP.
- If the amount of repair needed is less than the value of the XP orb, the extra XP will go to the experience bar.
- Shields cannot be enchanted with mending using
/enchantor a survival anvil.- Mending enchantment does affect the shield when using creative anvil or NBT commands.
- Any experience collected while holding the item repairs it instead of going to the experience bar.
Command format
- Added the gamerule
spectatorsGenerateChunks.- Determines whether players in spectator mode should generate chunks.
- Defaults to
true.
- Added
/scoreboard players tag ...- The player can add and remove tags for any entity based on NBT tags of that entity/player.
- e.g.
/scoreboard players tag @a test {OnGround:0b}will add the tag "test" to all players that are in the air.
- e.g.
- Tags can be accessed by using the parameters after the selector.
- e.g.
/give @a[tag=test] stone 1will give 1 stone to all players that have the tag "test".
- e.g.
- The player can use
/scoreboard players tag <player> listto see what tags are on an entity. - Tags are stored in the
playerdatafile as strings, not in the scoreboard files.- This means that any tag the player binds has to be bound to an existing online player or an existing entity.
- Unlike objectives, tags cannot be displayed anywhere on the HUD or inventory.
- Only via the list sub-command can the player see which tags an entity has on the chat.
- Through
CommandStatsit is possible to obtain the number of scoreboard tags an entity has viaQueryResult.
- The player can add and remove tags for any entity based on NBT tags of that entity/player.
- Added five new objective types: XP, hunger, oxygen, armor and level.
- "xp" can be used to track the players exact amount of XP points.
- "food" can be used to track the hunger level of the player (ranges from 0 to 20).
- "air" can be used to see how long the player has been underwater.
- Starts at 300 (out of water) and then decreases 1 per tick as long as the player´s head is underwater (resets when the player gets out of the water).
- The water breathing status effect freezes the timer and the respiration enchantment slows down the countdown from 300, each time more with each level.
- "armor" can be used to track the armor bar, which in turn tracks the total amount of protection of all currently worn armor pieces.
- "level" can be used to track the player's level directly, which is the number displayed above the experience bar.
- It is not directly correlated to the experience points, since increasing levels each time takes more xp than before.
- This could be tracked before, but it required some intermediate steps.
- Added
collisionRuleto the team options.- It controls whether or not players can push other players and whether or not is team dependent.
- The modes are:
always,never,pushOtherTeam,pushOwnTeam
- NBT tags
- All entities
Glowing(byte): Controls whether or not an entity is affected by the new glowing status effect.- e.g.
/summon Creeper ~ ~1 ~ {Glowing:1}will summon a glowing creeper. - Note this does not work on all entities, such as snowballs.
- e.g.
Tags(list): Contains a list of string values that can be used with the "tag" selector parameter.- The
/scoreboardcommand can assign tags itself. /summon Creeper ~ ~1 ~ {Tags:["tag1","tag2"]}
- The
Passengers(list): Replaces the original "Riding" compound tag. It has the ability to specify multiple passengers at equal depths, unlike "Riding". Instead of the deepest-nested "Riding" entity being the bottom-most in the stack of riding entities, the entity at the root of the data is at the bottom of the stack.- For example, the armor stand in the following command is at the bottom of the stack while the cow and pig are at the same depth:
/summon ArmorStand ~ ~1 ~ {Passengers:[{id:"Cow"},{id:"Pig"}]}
- One may also summon entities in stacks instead of the same height and with specific NBT tags attached to it:
/summon Sheep ~ ~1 ~ {Passengers:[{id:"Sheep",Color:5,Passengers:[{id:"Sheep",CustomName:"test",CustomNameVisible:1}]}]}
- For example, the armor stand in the following command is at the bottom of the stack while the cow and pig are at the same depth:
- All mobs
HandItems(lists): Defines what item is within the main hand and offhand.- It manages this by using two records, for the main hand and the offhand in that order.
- e.g.
/summon Zombie ~ ~1 ~ {HandItems:[{id:"minecraft:stone"},{id:"minecraft:cobblestone"}]}
ArmorItems(lists): Used to specify the armor worn by the mob.- Contains four records: feet, legs, chest and head in that order.
- e.g.
/summon Zombie ~ ~1 ~ {ArmorItems:[{id:"minecraft:leather_boots"},{id:"minecraft:leather_leggings"},{id:"minecraft:leather_chestplate"},{id:"minecraft:leather_helmet"}]}
LeftHanded(byte): Boolean tag that controls the dominant hand of mobs.- Set to 1 for left handed mobs and 0 for right handed.
- e.g.
/summon Zombie ~ ~1 ~ {LeftHanded:1,HandItems:[{id:"minecraft:stone"}]}
ArmorDropChances&HandDropChances(lists): Used to specify the dropping chances of worn armor and held items of specific mobs respectively.- e.g.
/summon Zombie ~ ~1 ~ {HandDropChances:[1.0f,1.0f],HandItems:[{id:"minecraft:stone"},{id:"minecraft:cobblestone"}]} - e.g.
/summon Zombie ~ ~1 ~ {ArmorDropChances:[2.0f,2.0f,2.0f,2.0f],ArmorItems:[{id:"minecraft:leather_boots"},{id:"minecraft:leather_leggings"},{id:"minecraft:leather_chestplate"},{id:"minecraft:leather_helmet"}]}
- e.g.
DeathLootTable(string): Determines which loot table will be used when the mob is killed.- e.g.
/summon Creeper ~ ~1 ~ {DeathLootTable:"minecraft:chests/simple_dungeon"}
- e.g.
DeathLootTableSeed(long): The deterministic seed for grabbing data from the loot table. Used in vanilla survival to replicate chest content in new worlds with same seeds. Must not be 0.- e.g.
/summon Creeper ~ ~1 ~ {DeathLootTable:"minecraft:chests/simple_dungeon",DeathLootTableSeed:123l}
- e.g.
- All items
Slotstring tag withinAttributeModifiers(string): Determines which slot the item has to be, for the modifier to be applied.- Available slots are: "mainhand", "offhand", "feet", "legs", "torso", "head".
- e.g.
/give @p minecraft:leather_chestplate 1 0 {AttributeModifiers:[{AttributeName:"generic.maxHealth",Name:"Test",Amount:10.0,Operation:0,UUIDLeast:1l,UUIDMost:1l,Slot:"torso"}]}
- Players
DataVersion(integer): Numerical value that states which version the player is playing within.- It cannot be changed via commands, but it can be tested for.
/scoreboard players set @a OBJ 1 {DataVersion:104}
RootVehicle- With the introduction of the "Passengers" tag, this new compound holds a copy of the entity the player is currently riding. "AttachLeast" and "AttachMost" are the UUIDLeast and UUIDMost of that entity, while "Entity" holds the actual data.
/testfor @a {RootVehicle:{AttachLeast:1l,AttachMost:1l,Entity:{id:"Boat",CustomName:"Test"}}}
- Items: Potion
Potion(string)- Used to determine the type of potion it is using new name IDs.
- e.g.
/give @p minecraft:lingering_potion 1 0 {Potion:"minecraft:long_invisibility"}
- Entity: ThrownPotion
Lingering(byte)- When
Lingeringis set to 1, the potion will create theAreaEffectCloudentity when it lands.
- When
Potion(compound)- Holds the item data for the potion thrown.
- e.g.
/summon ThrownPotion ~ ~1 ~ {Lingering:1,Potion:{id:"minecraft:lingering_potion",Count:1,tag:{Potion:"minecraft:long_invisibility"}}}
- Entity: TippedArrow
Item(compound): Holds the item data for the specific tipped arrow.- e.g.
/summon TippedArrow ~ ~5 ~ {Item:{id:"minecraft:tipped_arrow",Count:1,tag:{Potion:"minecraft:long_invisibility"}}}
- e.g.
- Entity: SpectralArrow
Duration(integer): Specifies how long the effect will last when the arrow strikes the target.- e.g.
/summon SpectralArrow ~ ~5 ~ {Duration:200}
- e.g.
- Entity: Shulker
Peek(byte): Percentage to indicate the progress of its idle and attacking animations, so the height of its shell is correctly updated.AttachFace(byte): Determines the direction the shulker has attached to a block face. ***Summoning shulkers will make them attach to the ground by default.APX, APY, APZ(int): Set of integer coordinates that the shulker should be located at.- These coordinates will be obtained from the coordinates entered by a
/summoncommand through a truncation function.
- These coordinates will be obtained from the coordinates entered by a
- Entity: ShulkerBullet
- Used to track the target location of shulker projectiles.
- Relevant NBT structure:
{Steps:1,TXD:0.0,TYD:0.0,TZD:0.0,Dir:0,Owner:{X:0,Y:0,Z:0,L:1L,M:1L},Target:{X:0,Y:0,Z:0,L:1L,M:1L}}
- Entity: MinecartHopper
Enabled(byte): Determines whether or not the minecart hopper will pick up items into its inventory.- e.g.
/summon MinecartHopper ~ ~1 ~ {Enabled:1b}
- e.g.
- Entity: EnderCrystal
BeamTarget(compound): Used to assign a custom target to the beam.- e.g.
/summon EnderCrystal ~ ~1 ~ {BeamTarget:{X:1,Y:2,Z:3}}
- e.g.
ShowBottom(byte): Boolean tag that, when applied, hides the small bedrock slate appearing below the ender crystal.- e.g.
/summon EnderCrystal ~ ~1 ~ {BeamTarget:{X:1,Y:2,Z:3}}
- e.g.
- Entity: EnderDragon
DragonPhase(integer): determines the current action the dragon will complete.- e.g.
/summon EnderDragon ~ ~1 ~ {DragonPhase:7}
- e.g.
- Entity: EntityHorse
SkeletonTrap(byte): Indicates whether the horse is a skeleton trap.- If it is, the horse will spawn 4 skeleton horses, ridden by skeletons and a lightning bolt in its place when a player gets within 10 blocks of it.
- e.g.
/summon EntityHorse ~ ~1 ~10 {SkeletonTrap:1b}
SkeletonTrapTime(integer), incremented each tick whenSkeletonTrapis set to 1. The mob automatically despawns when it reaches 18000 (15 minutes). This will prevent the hostile horses from overflowing the world, similar to chicken jockeys.- e.g.
/summon EntityHorse ~ ~1 ~10 {SkeletonTrap:1b,SkeletonTrapTime:17980}
- e.g.
- Entity: Boat
Type(string): Determines the wood material of the boat that is displayed. Values are: oak, spruce, birch, jungle, acacia, dark_oak.- e.g.
/summon Boat ~ ~1 ~ {Type:"acacia"}
- Tile: Chests/Minecart chests
LootTable(string): Loot table to be used to fill the chest when it is next opened or destroyed. When the chest is part of a double chest, only the half corresponding to the tagged single-chest will be affected.- e.g.
/setblock ~ ~1 ~ minecraft:chest 0 replace {LootTable:"minecraft:chests/simple_dungeon"}
- e.g.
LootTableSeed(long): Seed for generating the loot table. Used in vanilla survival to replicate chest content in new worlds with same seeds. 0 or omitted will use a random seed./setblock x y z minecraft:chest 0 replace {LootTable:"chests/simple_dungeon",LootTableSeed:12345}
- Tile: Command Blocks
auto(byte): When set to 1, the command block will no longer require a redstone signal in order to activate.- When applied to an impulse mode block, its command will activate only once right after finishing writing the command.
- When applied to a repeat mode block, it will constantly activate every tick.
- When applied to a chain mode block, it will always be available to activate its signal when called.
- e.g.
/blockdata X Y Z {auto:1b}
ConditionMet(byte): States whether or not the command block behind the conditional command block was successful in output. Will be 1 if that block is successful and 0 if unsuccessful.- Non-conditional command blocks will always be 1.
- e.g.
/testforblock X Y Z minecraft:command_block -1 {conditionMet:1b}
- Tile: Command blocks & note blocks
powered(byte): now have the "powered" tag associated with them, stating whether or not the block is currently receiving a redstone signal.- They can be edited through block data so the block are activating even though no redstone is adjacent.
- Changing a command block through the "always active" toggle, effectively makes that command block to always have a 1 powered state, even when the block is updated.
- e.g.
/blockdata X Y Z {powered:1b}
- They can be edited through block data so the block are activating even though no redstone is adjacent.
- Tile: Brewing stands
Fuel(byte): Stores how much fuel is remaining in a brewing stand- e.g.
/setblock ~ ~1 ~ minecraft:brewing_stand 0 replace {Fuel:127b}
- e.g.
- Tile: End gateway portal (minecraft:end_gateway)
ExitPortal(compound): Holds a set of X/Y/Z coordinates to determine the general location the player will be "safely" teleported to when entering.ExactTeleport(byte): When set to 1, it teleports entities to the specified coordinates exactly instead of at a safer location around those coordinates.Age(long): Determines how long the end gateway has existed.- When lower than 200, the block will emit a purple beam.
- This is to easily locate the gateway when it first spawns.
- e.g.
/setblock ~ ~1 ~ minecraft:end_gateway 0 replace {Age:180,ExactTeleport:1,ExitPortal:{X:1,Y:2,Z:3}}
- When lower than 200, the block will emit a purple beam.
World generation
- Generates many islands in every direction from the main island, though separated by a gap of about 1,000 blocks.
- Mini islands generate between the center and main islands.
- End islands and mini end islands (except for the main one) will have chorus trees spread throughout them, as well as end cities with end ships.
- Generates on the new outer end islands.
- Dungeon-type structure fashioned like a branching tower made of endstone and many of the new blocks.
- Resembles a tree house.
- Contains loot inside of chests.
- Generates with shulkers in it.
- It sometimes generates up in the air next to the end city dungeon.
- It always appears to sail away from what appears to be a pier.
- Composed of many of the same materials as the End City.
- Generates with shulkers in it.
- Has a dragon head, a brewing stand with potions of healing, a pair of elytra within an item frame, and other various loot.
- Generate on the outer islands of the End.
- Tree-like arrangements of the new chorus plant and chorus flower blocks.
- The whole structure is destroyed when the bottom-most block is destroyed, like cacti.
- Can be farmed by planting the chorus fruit flowers that come from the top of the plants, on top of endstone.
- Unlike cacti, chorus plants do not require the supporting block to be below it, but rather adjacent.
- This allows the structure to grow around obstacles, like other chorus trees.
- Unlike cacti, chorus plants do not require the supporting block to be below it, but rather adjacent.
- It is generated in a radius around the main portal each time the dragon is killed.
- Up to 20 gateways can be generated this way.
- It is the usual way of traveling to the outer end islands, without having to build or fly all the way over there.
- It consists of the gateway block in the middle and two little bulbs of bedrock on the top and bottom.
- Since the bulbs of bedrock only leave a one block slit on the horizontal plane, it is only accessible by throwing ender pearls at it, or by riding pigs, boats or minecarts.
- When used, it generates another gateway at the player's destination.
- The gateways are linked so the player has a way back.
- Spawn randomly in Ice Plains and Cold Taiga (but not the Hills variant).
- Spawning parameters are shared with desert temples, jungle temples, and witch huts: the fact of a structure spawn is decided, then the biome determines which structure (if any) is spawned.
- An igloo contains: 9 white carpets, 3 light gray carpets, 2 blocks of ice, a redstone torch, furnace, bed and a crafting table.
- Some igloos have a stone brick basement, with a cauldron, 2 red carpets, a brewing stand, 3 spruce stairs, a cobweb and loot chest, along with a villager priest and zombie villager priest in iron bars. A trapdoor with ladders leads down, into the mossy brick basement, cracked and stone brick also available, with 2 torches.
- In the loot chest there is a golden apple, hinting that the player needs to cure the Zombie.
- Always spawns with a splash potion of weakness hinting the player to use these on the zombie to turn him into the villager next to him.
- The zombie has the PersistenceRequired tag which makes it not despawn.
- Silverfish spawn in some stone brick blocks.
- New preset: The Void
- Spawns the player on a stone platform. No other terrain generates.
- The Void is now a biome with an ID of 127.
Blocks
- Created when using "Frost Walker" enchantment.
- Cannot be obtained in inventory, neither with silk touch nor with commands. (Can only be placed using /setblock)
- Despawn after a few seconds.
- Despawning takes place in four breaking stages (blockstates:
age:0, age:1, age:2, age:3). Still decay with randomTickSpeed set to 0, but a higher number will make them decay faster. - Despawns faster with a higher light level (doesn't despawn at night).
- Despawning takes place in four breaking stages (blockstates:
- Spawn on the top of the chorus trees.
- Breaks if the supporting block below is broken.
- It only drops when mined directly.
- Can only be planted on end stone in any dimension.
- It will show a different texture when it stops growing.
- Generate in the End.
- Can be grown using chorus flowers.
- Breaks in quick succession if the supporting chorus plant below is broken.
- Drops chorus fruit.
- New "repeat" and "chain" variants of command blocks.
- Have a blue and green texture respectively.
- The old orange variant is now called "impulse" (see the below section on changes to command blocks, for more info).
- New textures that now vary depending on what direction they are placed from, similar to dispensers and pistons.
- It consists of a front, a back and a side texture (looks like arrows), so the orientation can be easily determined.
- The texture is animated - the colored "buttons" in the middle change color.
- The middle panel texture has a black outline.
- Impulse mode (orange): Command is run once on rising edge.
- Same behavior and color as previous versions.
- Repeat mode (blue): Command is run every game tick while powered.
- Like a minecart with command block but faster.
- Chain mode (green): Command is run whenever another command block pointing into it executes, and the chain command block itself is powered.
- Each new mode has its own block id and is obtainable with
/giveand pick block.
- Power received is now a data tag, allowing command blocks to have such a state under control, independent of any nearby redstone signal.
- "Unconditional" and "Conditional" toggle.
- Defaults to unconditional (previous behavior).
- The back of the arrow texture is curved when the command block is set to conditional.
- When conditional is set, the command block will only run if the command in the block of the "back" side was successful.
- "Needs Redstone" and "Always Active" toggle.
- Needs redstone is the previous behavior (default).
- Always active causes the command block to behave as if it was powered, even if it is updated.
- Support tab auto-completion.
- While a player wears the head and moves, the head's mouth opens and closes repeatedly.
- When powered with redstone while it's placed on solid block, the jaw starts to open and close.
- It will keep the mouth position of the exact moment it was unpowered.
- It generates on the bows of end ships
- A portal block used to transport the player to the new outer regions of the end.
- The destination of the teleport can be customized using NBT tags.
- The player cannot use pick block or
/giveto obtain it.- It can only be set by using
/setblock.
- It can only be set by using
- Naturally generates inside the end gateway structure after killing the dragon and traveling someplace new in the end with it.
- Shows purple beacon beams when created and yellow beams when used.
- Its texture does not get deformed due to perspective, but rather it displays the same texture as the end portal block on all its footprint, independent of angle.
- Generates in the end city dungeons.
- Placeable horizontally and vertically.
- The model has a little base that is oriented against the block it was placed.
- If it's placed on top of another rod, it will have the opposite orientation.
- The model has a little base that is oriented against the block it was placed.
- Produces white particles.
- Used as a lighting source with the same brightness as torches.
- Unlike torches, they are tangible.
- Generates in the End city dungeons.
- Can be crafted with 4 blocks of end stone.
- They are 15/16 of a block (15 pixels) high, just like soulsand.
- Obtainable by right-clicking grass blocks with a shovel.
- This drains the shovel's durability.
- Its texture is very similar to that of grass.
- Always drops dirt, even when using silk touch.
- It isn't available in the creative inventory screen.
- Pick block functions normally with it.
- Generates in the End city dungeons.
- Can be crafted with popped chorus fruit.
- Generates in the End city dungeons.
- Can be crafted with purpur slabs.
- Generates in the End city dungeons.
- Can be crafted with purpur blocks.
- Generates in the End city dungeons.
- Can be crafted with purpur blocks.
- Only placable via
/setblock, but unusable. - It has 4 different modes: save, load, corner and data.
- It has an "S" on the texture in save mode, "L" in load mode, "C" in corner mode and "D" in data mode.
Items
- Drops from skeleton and zombie horses when killed by the player.
- Can only be placed on obsidian and bedrock blocks.
- Has no bottom plate like "normal" end crystals.
- Used on the exit portal in the end to respawn the dragon.
- The end crystal can't be destroyed by explosions (except Wither)
- Death message now says that you've experienced too much kinetic energy.
- New spectral arrow:
- The tip is gold colored in both the item and the entity model.
- Shows mob and player outlines in their respective team color when hit (even when invisible).
- NBT tags can be used to both disable and force outlines.
- The glowing is a status effect.
- Crafted by surrounding an arrow with 4 glowstone dust.
- Yields 2 spectral arrows.
- The duration of the effect when the arrow strikes its target can be customized using NBT data.
- Arrows can be tipped with potions.
- 14 new arrow types in total.
- Each differently tipped arrow is available in the creative menu, just like enchanted books or potions.
- Except for the "splashing arrow" that corresponds to the new water splash potion.
- Corresponding status effect is applied upon impact to mobs and players.
- Tipped arrows can be customized with commands.
- Restores 1 (
). - Spawns naturally in villages.
- Can be used to craft beetroot soup.
- Can also be used to craft rose red dye.
- Used to be a pocket edition exclusive.
- Restores 6 (


). - Crafted from 6 beetroots and a bowl.
- Used to be a pocket edition exclusive.
- Used to grow beetroots.
- Drop chances for beetroot seeds average 2 per crop harvested.
- Used to be a pocket edition exclusive.
- Obtained from chorus plants.
- Can be eaten even if the player is not hungry, similar to golden apples.
- Teleports the player to a random nearby location when eaten (like an enderman).
- Does not heal hunger points if the hunger bar is full.
- Otherwise it will heal 4 (

).
- Otherwise it will heal 4 (
- Can be cooked in the furnace to obtain Popped Chorus Fruits.
- It has a cool down time every time they are eaten, like ender pearls.
- It is visible in the item icon through a "rolling curtain" animation.
- Stacks to 64.
- Obtained from cooking chorus fruit.
- Used to craft purpur blocks.
- Cannot be eaten.
- Shot by the ender dragon at the player as an attack.
- Found in the brewery section of the creative inventory.
- Can be used to brew lingering potions with dragon's breath as the ingredient and a splash potion.
- Stacks to 64.
- Thrown like a splash potion.
- Has all the potion types, and works with potions whose effect are instant.
- Brewed with dragon's breath and a splash potion.
- Cloud duration can be controlled through a data tag.
- Does not stack, just like other potions.
- Travels with the same speed as splash potions when shot through dispensers.
- Water splash potion
- It extinguishes any fire block that it's thrown at, as well as a maximum of five of them in the vicinity.
- Crafted using 6 planks and one iron ingot.
- The default texture looks like wood.
- New tool used for blocking incoming attacks.
- If the player holds right click while being attacked, the damage inflicted is reduced, and the shield loses durability.
- This works when the shield is either in the main hand or in the offhand.
- The player can hold 2 shields at once, but it does not affect the damage taken.
- This works when the shield is either in the main hand or in the offhand.
- When an attack is blocked by a shield, the attacker may be knocked back.
- If the player holds right click while being attacked, the damage inflicted is reduced, and the shield loses durability.
- The player cannot attack while blocking.
- Can be combined with banners to transfer its pattern to it.
- The banner is not consumed on use.
- Can only be combined with banners if no pattern was previously applied.
- Can only be repaired on the anvil.
- Requires planks to repair it.
- They cannot be enchanted directly.
- Can receive the "Unbreaking" enchantment through an enchanted book
- Some other enchantments applied via commands will still function, such as Thorns or Protection.
- Can receive the "Unbreaking" enchantment through an enchanted book
- Arrows can ricochet off a shield to hit other entities.
- Hitting a shield with an axe has a chance to disable the shield for 5 seconds.
- It is shown in the item icon as a "rolling curtain" animation.
- 25% base chance, plus 5 percentage points for each level of Efficiency on the axe, plus 75 percentage points if sprinting.
- Shulker spawn egg
- Used to spawn a shulker.
- Purple with darker purple spots.
Mobs
- Short for "Shell Lurker".
- A hostile mob with the appearance and some behavior of a solid purple block.
- Only spawns on the ground or at the walls of end cities when they first generate.
- Does not despawn in Peaceful, but will not attack or target players.
- When attacking, it opens its shell on a spinning animation revealing the creature inhabiting.
- The creature looks a like a little white cube with big eyes.
- Its attack consists of shooting projectiles with the appearance of white sea urchins.
- The projectiles chase the player until he/she is out of range.
- It won't chase a spectator.
- They can only move along one of the three grid axes at a time and on integer steps.
- This means they can only move through taxicab geometry.
- They can be knocked away by attacking them.
- Getting hit by a projectile causes 2
of damage and inflicts the levitation status effect. - Shulkers take more damage if they are attacked while their shell is open.
- The projectiles chase the player until he/she is out of range.
- It has an idle animation where it opens its shells a little to peek through.
- It can be pushed by pistons and resists being placed on any position that isn't 3 integers (except if they are riding minecarts).
- It sometimes teleports like an enderman or dragon egg while being attacked.
- It always teleports on the following circumstances:
- Removing its support block.
- Pushing it into a non-air block (except piston heads).
- Pushing a non-air block into its position (except piston heads).
- It always teleports on the following circumstances:
- It's one of the few entities (apart from boats and minecarts) that can be stood on.
- It even displaces the player properly during its attacking and idle animations.
- Has various NBT tags associated with it, which can control its animation, block attached, location and target location of projectile.
Non-mob entities
- AreaEffectCloud
- Applies potion effects to mobs and players within its radius during a specific duration.
- Used for lingering potions and the ender dragon's breath.
- Various attributes can be configured using NBT data.
- e.g.
/summon AreaEffectCloud ~ ~ ~ {Particle:"largesmoke",ReapplicationDelay:20,Radius:2f,RadiusPerTick:-0.002f,RadiusOnUse:0.5f,Duration:600000,DurationOnUse:0.0f,Effects:[{Id:7b,Duration:2400,Amplifier:10b}]}
- e.g.
Changes
General
- Proper support for multiple bosses’ health bars, so they can show at the same time without obstructing each other.
- Damage tooltips
- Now read "When in main hand:" for all tools by default.
- Now show absolute damage instead of damage increase.
- Now shows more information.
- F3 + Q gives help and shows all F3 + key combinations.
- F3 + F now increases render distance by 1 (Minimum and Maximum are 2-32).
- F3 + ⇧ Shift + F now decreases render distance by 1 (Min and Max are 2-32).
- Shows if the pie chart and FPS chart are shown on screen.
- Shows text in chat when you reload chunks, sounds, etc.
- Does not open the F3 screen when you use a specific key combination like F3 + N, F3 + B, etc.
- Removed F3 + S, which previously reloaded sounds.
- F3 + T now reloads all resource pack content, including sounds
- Will now be displayed on the player's death screen in gray as well as in the chat.
- The required pack version number was changed to "2" in
pack.mcmeta.- Older resource packs require user acknowledgment to use.
- Resource packs that were selected in an older version are unselected automatically.
- Older resource packs require user acknowledgment to use.
- Models:
- Different models/textures can be used for each different damage value, item states, and whether the item is held in a different hand.
- This works on compasses, clocks, and anything that can have a durability bar.
- It also contains additional tags for bows and fishing rods.
- Models can be put together based on block state attributes, such as fences.
- As a result, the vanilla set of block models has been reduced by almost 300.
- Block model JSON is now strict, meaning that comments and quote-less identifiers are not allowed.
displaytag defaults have changed, and thethirdpersonandfirstpersontags were replaced withthirdperson_righthand,thirdperson_lefthand,firstperson_righthand, andfirstperson_lefthand.parentandelementstags can coexist now, but the top level elements tag overwrites all former ones.
- Different models/textures can be used for each different damage value, item states, and whether the item is held in a different hand.
- Removed the Broadcast Settings section, the Super Secret Settings button and the Alternate Blocks toggle from video settings.
- Rearranged the survival inventory and the creative "survival tab" to accommodate for the new offhand slot.
- Unified the orientation of many items in the inventory.
- New column on the statistics items screen to accommodate for the new
pickupanddropstatistics.
- Structure data
- Now comes from
/assets/structures.
- In survival, it now works on items outside the hotbar but inside the player's inventory.
- In creative, it respects the tags of items in item frames while holding Ctrl.
- Performance
- Optimized memory usage when connected to servers.[5]
- Optimized mob AI (specially pathfinding).
- Optimized block ticking.
- Improved chunk generation, loading and sending.[6][7]
- Improved rendering "by building a chunk only once where it was rebuilt up to 5 times in worst case".[8]
- Particles are no longer entities, reducing memory usage.
- Redstone and piston contraptions visibly update much faster.
- Better performance on older computers.
- Players
- When crouching, players are 1.65 blocks tall (versus 1.8 blocks normally).
- When flying with elytra, players are now only 0.6 blocks tall.
- Changed "0% sugar" to "1% sugar".
- Removed "SOPA means LOSER in Swedish!".
Gameplay
- Most entities (except for items, ender crystals,paintings and xp orbs) can now be pushed by other entities.
- The same class of entities are now "magnetic" to the bobber of the fishing rod and won't longer suffer knockback or take pseudo-damage from it.
- Damage done by tools has been rebalanced:
| Tool | Attack speed | Attack damage | Damage/Second (DPS) | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Sword | 1.6 | 4 |
4 |
5 |
6 |
7 |
8 |
6.4 | 6.4 | 8 | 9.6 | 11.2 | 12.8 | |||||
| Trident | 1.1 | 9 |
9.9 | |||||||||||||||
| Shovel | 1 | 2.5 |
2.5 |
3.5 |
4.5 |
5.5 |
6.5 |
2.5 | 2.5 | 3.5 | 4.5 | 5.5 | 6.5 | |||||
| Pickaxe | 1.2 | 2 |
2 |
3 |
4 |
5 |
6 |
2.4 | 2.4 | 3.6 | 4.8 | 6 | 7.2 | |||||
| Axe | 0.8 | 1 | 0.8 | 0.9 | 1 | 1 | 7 |
7 |
9 |
9 |
9 |
10 |
5.6 | 7 | 7.2 | 8.1 | 9 | 10 |
| Hoe | 1 | 1 | 2 | 3 | 4 | 4 | 1 |
1 | 1 | 2 | 3[note 1] | 4[note 1] | 4[note 1] | |||||
| Other | 4 | 1 |
4[note 1] | |||||||||||||||
- ↑ a b c d Against a single target, DPS is effectively limited to 2 due to damage immunity.
- Sharpness and Protection enchantments have been nerfed.
- Each sharpness level now adds 1
damage to the base damage at level I and an additional 0.5 (
× 0.25) for each additional level, down from a flat 1.25
× 0.625 per level. - Protection enchantment bonuses are now linear instead of quadratic.
- Each sharpness level now adds 1
- Enchantments with max 1 level will no longer display the level, e.g. "Infinity" rather than "Infinity I".
- When multiple pieces of Thorns armor are worn, one will now be chosen at random instead of always using the "bottommost" piece.
- Status effect icons are now displayed on the HUD on the right hand corner instead of just in the inventory (similar to the pocket edition).
- They are ordered by the time of infliction from right to left.
- Positive effects are on the top row and negative effects on the bottom row.
- Effects that are about to run out blink.
- They blink faster when they are closer to running out and start fading away.
- Health regenerates faster when saturation is not empty and the player is not hungry: 1
per half-second versus 1
per 4 seconds. - Health regeneration increases exhaustion faster: now 4 exhaustion points (1 food point) per 1
instead of 3 (3⁄4 food points).
- Upon death the player can now choose to respawn in spectator mode rather than the world being deleted.
- Now controls the chance of a "skeleton trap" spawning on natural lightning strikes.
- Chance is calculated from the regional difficulty score: 5% * raw regional difficulty score
- 3.75–7.5% chance on Easy, 7.5–20% chance on Normal, 11.25–33.75% chance on hard.
- Chance is calculated from the regional difficulty score: 5% * raw regional difficulty score
- Clerics now sell ender pearls (for 4–7 emeralds) instead of Eyes of Ender.
- Librarians charge double for books with "treasure" enchantments.
- The Lure enchantment no longer affects the chances of catching things, only the delay.
- Fished junk will be less damaged (0%–90% durability remaining) while treasure will be more damaged (0%–25% durability remaining).
- Ink sacs will now be caught singly with weight 10 (formerly a stack of 10 with weight 1).
Command format
- Commands
/gamemode- Now displays in chat the gamemode the player switched to
- NBT Tags
- All entities
- Introduced a 1024 tag limit on the amount of strings an entity can have within the
Tagstag.- If it's surpassed, then it displays an error message saying: "Cannot add more than 1024 tags to an entity."
Riding(compound): The "Riding" tag has been removed in favor of the new "Passengers" tag.
- Introduced a 1024 tag limit on the amount of strings an entity can have within the
- All items
idtag used to convert numerical IDs to name IDs has been removed./summon Creeper ~ ~1 ~ {Team:"RED"}will summon a creeper that is in the red team.
CustomNameVisible:truewill make the name tag on mobs show in the same way as on players.- All mobs
HealFtag was replaced by theHealthtag, replacing the short-valued tag of that name.- e.g.
/summon Creeper ~ ~1 ~ {Health:1.0f}
- e.g.
Team(string): Applied to mobs to make them be part of teams.DropChancesandEquipment(list) tags are no longer used and are replaced withArmorItems,HandItems,ArmorDropChancesandHandDropChances.
- Entity: Zombie
VillagerProfession(integer): tag for zombie villagers is used to determine what profession the zombie is represented as, as well as what profession it will become when cured.- The appearance of the zombie will match the assigned profession.
- This tag is preserved during the villager's transformation to a zombie and vice versa.
- e.g.
/summon Zombie ~ ~1 ~ {IsVillager:1b,VillagerProfession:3}
- e.g.
BlockEntityTag(compound): Now works on shields in addition to banners, to allow for customization./give @p minecraft:shield 1 0 {BlockEntityTag:{Base:15,Patterns:[{Color:0,Pattern:moj}]}}- If you use the /give command to give yourself a shield but don't specify the BlockEntityTag the shield will start with the default texture, but may change colors on entity updates to it if it has other tags.
EntityTag(compound) andid(string): Can now be applied to spawn eggs.- The resulting mob will spawn with all of the tags.
/give @p minecraft:spawn_egg 1 0 {EntityTag:{id:"Creeper",Fuse:0}}/blockdata X Y Z {powered:1b}
- Tile: Mob spawners
id(string): Placed directly within the oldSpawnDatacompound.- It's essentially the same as
EntityIdexcept at a different depth. /setblock ~ ~1 ~ minecraft:mob_spawner 0 replace {SpawnData:{id:"Creeper"}}
- It's essentially the same as
Entity(compound): The originalPropertiestag has been replaced by theEntitytag. As well, to define which entity is used, theidtag within "Entity" states the ID./setblock ~ ~1 ~ minecraft:mob_spawner 0 replace {SpawnPotentials:[{Weight:1,Entity:{id:"Skeleton"}}]}
- Removed the
TypeandPropertiestags, deprecated theEntityIdtag
CommandStatscan be used to obtain the number of "scoreboard tags" an entity has viaQueryResult- Example:
/scoreboardwill return the number of scoreboard tags applied to the target.- If the target previously had 3 tags added, a score of "3" is returned upon running this command.
- Example:
- Fireball, DragonFireball, SmallFireball and WitherSkull entities
direction(list/double): Now requires exactly 3 internal Doubles to be listed in order for the entity to be summoned.power(list): New list of 3 Doubles that determine which direction to shoot in. Unlike "direction" however, the motion does not consider air resistance, causing the fireball to endlessly move in that specified direction.directionis still required, but can be set to 0./summon Fireball ~ ~10 ~ {power:[0.0,-0.01,0.0],direction:[0.0,0.0,0.0]}
World generation
- A set amount of differently-sized obsidian pillars are arranged in a circular fashion.
- The tallest pillars have iron bars around their ender crystal to deflect projectiles.
- The exit portal is pre-generated at the center of the main island, but without the dragon egg and portal blocks.
- Increased number of strongholds to 128 per world, rather than 3.
- Farms now include beetroot crops.
- Now spawn in forest biomes again.
- Now always spawn with a witch.
Blocks
- Requires blaze powder to be able to use
- One piece of blaze powder allows for 20 ingredients to be brewed in the brewing stand (tag:
Fuel:20b).- It removes 1 from fuel (1 blaze powder = 20 fuel) everytime you put an ingredient in. (If you take it out and put it back in, it takes another fuel)
- Can be automated by putting a hopper feeding in the side of the block like water bottles
- One piece of blaze powder allows for 20 ingredients to be brewed in the brewing stand (tag:
- Renaming an item does not increase the repair cost for a future repair/rename any more.
- Now drop 0–2 sticks.
- Now has an inventory icon.
- Crops
- Slightly improved drop chances for seeds (average 1 5⁄7 per crop harvested instead of 1 3⁄5).
- Slightly improved drop chances for potatoes and carrots (average 2 5⁄7 per crop harvested instead of 2 3⁄5).
- The block states flip and alt were removed, and the integer state upper was re-implemented as the byte state up.
- This reduced the number of states representing fire from 3072 to 512.
- Fire goes out less often under the rain.
- The chance of going out each fire tick is reduced from 100% to 0–45%, depending on the
ageproperty.
- The chance of going out each fire tick is reduced from 100% to 0–45%, depending on the
- No longer require supporting blocks.
- Therefore they can be moved by pistons freely.
- An open trapdoor may be climbed like a ladder if it is directly above a ladder and on the same side of the block.
- Are now rotated 90° in the inventory.
- No longer breaks if water adjacent to it is turned into frosted ice.
- Now have a slightly thinner item model.
- Iron, gold and wooden variants now have new sounds.
- Glass panes/iron bars without any connecting blocks are now 2x2 pixels in footprint.
- This is compared to the big cross configuration that was default.
- Changed the shading on acacia, birch, dark oak and jungle doors.
- Now equip pumpkins on the heads of players, mobs and armor stands.
- Their powered state is now controlled through the
poweredtag (like command blocks), so it can now be activated independent of any nearby redstone signal.
- New textures that now vary depending on what direction they are placed from, similar to dispensers and pistons.
- It consists of a front, a back and a side texture (looks like arrows), so the orientation can be easily determined.
- The texture is animated - the colored "buttons" in the middle change color.
- The middle panel texture has a black outline.
- "Unconditional" and "Conditional" toggle.
- Defaults to unconditional (previous behavior).
- The back of the arrow texture is curved when the command block is set to conditional.
- When conditional is set, the command block will only run if the command in the block of the "back" side was successful.
- "Needs Redstone" and "Always Active" toggle.
- Needs redstone is the previous behavior (default).
- Always active causes the command block to behave as if it was powered, even if it is updated.
- Supports tab auto-completion.
- Command block contraptions from earlier versions will still work.
- The "Done" button is now always available to press, even when the command line is empty.
- Can be placed on ice and frosted ice.
- No longer shows the flowing animation when directly adjacent to glass.
- Wooden buttons now have new sounds.
- Buckets can now be filled from a full cauldron.
Items
- Now show armor points in tooltips.
- Can be edited using
generic.armorattribute.
- Can be edited using
- Armor protects less overall:
- Max (20) armor points damage reduction reduced form 80% to 66%.
- Armor points count for less as the attack strength increases: each 2
done by the attack reduces the effective defense points by 1 (
).
- New offensive axe attack:
- Hitting another player who is blocking with a shield has a chance to disable the player's shield for 5 seconds.
- 25% base chance, plus 5 percentage points for each level of Efficiency on the axe, plus 75 percentage points if sprinting.
- Hitting another player who is blocking with a shield has a chance to disable the player's shield for 5 seconds.
- Now shows an animation for drawing back an arrow in the hotbar/inventory.
- Arrows in the off hand are prioritized over arrows in the rest of the inventory slots.
- Can now be thrown in creative mode.
- Have a cool down time everytime they are used.
- This is visible in the item icon, through a "rolling curtain" animation (similar to chorus fruit or a stunned shield).
- Normal golden apples now have Regeneration II for 5 seconds (heal 2 hearts in total) and Absorption for 2 minutes
- Enchanted golden apples now have Regeneration II for 20 seconds (heal 8 hearts in total) and Absorption for 2 minutes
- Enchanted golden apples are now uncraftable.
- Now display as a mini map when held in the off hand, or if the offhand slot is occupied.
- The (old) large version is only visible when held in the dominant hand with both hands free.
- Maps now start at a zoom level of 1:4, rather than 1:1.
- New recipe for zooming in on a map: shears and a map together in any shape.
- Zooms in on the lower-right quadrant of the original map.
- Casting fishing rods now has an animation in the hotbar/inventory.
- Can now hook on entities without causing knockback or pseudo-damage.
- Mixed potions' colors now blend.
- An NBT
Potiontag is used instead of numeric metadata to differentiate the types of potions.- e.g.
/give <target> minecraft:potion 1 0 {Potion:"minecraft:swiftness"}.
- e.g.
- Added Mundane, Thick and Awkward potions to the creative inventory.
- Glowstone dust or redstone can no longer be added to extended or tier-II potions respectively.
- Most recipes for the potion of weakness were removed (see: brewing for all the removed recipes).
- Extended potion of poison, extended potion of regeneration and potion of poison II had their durations reduced.
- Potion of strength changed from 130% bonus damage to 3

, i.e. an absolute bonus rather than a relative one. - Potion of weakness changed from 0.5 (
× 1⁄4) reduction to damage to 4
. - Now travel much faster (like other projectiles) when being shot from dispensers.
- Now have a separate data value and ID name from regular potions.
- Can no longer be used for blocking.
- Function replaced by shields.
- New defensive sword "sweep" attack when swinging the sword while crouching or standing.
- Mobs near the one hit (bounding box expanded by 1 block horizontally and 0.25 vertically) and within 3 blocks of the attacker are knocked back without damage.
- The knockback inflicted is 80% of that done by the knockback I enchantment.
- Using the knockback enchantment only affects the mobs/players that were hit.
- Creates a sweep attack particle.
- Now take damage while attacking with them.
Mobs
- All mobs
- Have a 5% chance to spawn left-handed.
- Mobs able to hold items will hold them according to their dominant hand.
- Mobs have both main hand and offhand slots, both of which can be edited independently.
- Give off brown heart particles when hurt.
- The amount of particles depends on the damage dealt.
- Mobs no longer reset their AI when hit.
- Mobs now avoid cacti and fire.
- Blazes do not avoid fire.
- Can be respawned by placing one End Crystal on each side of the exit portal at any one of the three blocks of that side.
- While respawning, beams shoot out of these crystals, that will reset all the pillars and when done they blow up and spawn the dragon.
- Subsequent dragons will spawn new gateways up to a total of 20, but won't create new dragon eggs and will only drop 500 experience.
- When the dragon is respawned, the circle of pillars and the crystals reappear.
- Explosion particles appear on the tops of the pillars as they are being rebuilt.
- The fight has been changed to be more similar to the one on the console edition.
- No longer take damage from snowballs, eggs or fishing rods.
- Its attacks have been changed:
- The "charge" attack has been given a great amount of knockback.
- Breathes fire/purple particles (called "dragon breath") while on top of the portal.
- During the attack, it knockbacks and damages all players on all angles in the vicinity (as if hitting with other body parts).
- Immediately charges the player right after.
- Right clicking the dragon's breath cloud with an empty bottle will turn in into dragon breath.
- It is used to transform splash potions into lingering potions
- During the attack, it knockbacks and damages all players on all angles in the vicinity (as if hitting with other body parts).
- Shoots special projectiles at the player called "ender acid".
- These produce a dragon breath cloud on impact and light the ground on fire.
- While on top of the portal arrows will bounce back and be set on fire.
- NBT tags can determine the dragon's phase.
- Its AI was changed:
- It sometimes returns to the center of the island to "perch" on top of the portal and shoot dragon breath.
- It charges right after.
- Defends the obsidian pillars more, the further the fight progresses.
- Flies back to the portal once it gets killed, to complete its animation.
- It sometimes returns to the center of the island to "perch" on top of the portal and shoot dragon breath.
- Farmer villagers now harvest beetroot.
- Are slightly taller (1.95 blocks tall rather than 1.8).
- Must be closer to notice players wearing the corresponding mob head.
- Specifically, their detection range is reduced to be half of the normal range.
- This reduction stacks with the reductions from sneaking and invisibility.
- Specifically, their detection range is reduced to be half of the normal range.
- Are slightly shorter (1.7 blocks tall rather than 1.8).
- Have new idle sounds.
- Have an animation for lifting up and drawing back their bow when becoming hostile.
- Mapmakers can make skeletons shoot potion-tipped arrows.
- Skeletons can now walk, strafe and shoot at the same time.
- They walk away from players that are too close and towards players that are too far.
- They will also sprint towards the player when very far away.
- They walk away from players that are too close and towards players that are too far.
- Now can spawn riding "skeletal horses" through the new "skeleton trap" horse.
- Are slightly taller (1.99 blocks tall rather than 1.95).
- Are slightly smaller (2.4 blocks tall and 0.7 blocks wide rather than 2.535 blocks tall and 0.72 blocks wide).
- Now lift their arms slightly when becoming hostile.
- Zombie villagers now have different textures based on the profession and career of the original villager.
- The profession is restored once cured but not its trades.
- Now lift their arms slightly when becoming hostile, like regular zombies.
- Remain aggravated towards the player despite being in contact with water.
- Drop the block they were holding when killed.
- Passive mobs
- When following a player holding food, mobs will now path around water if possible.
- When panicking and on fire, will try to get to a water block within ±5 blocks horizontally and ±4 blocks vertically.
- Cows and Mooshrooms
- Are slightly taller (1.4 blocks tall rather than 1.3).
- Added "skeleton trap" horses. When a player approaches to within 10 blocks, the following will happen:
- The
SkeletonTrapflag is cleared. - Lightning strikes the horse.
- The horse will become skeletal if it isn't already.
- The horse becomes tame.
- The horse becomes fully grown (if a baby) and the breeding cooldown is reset.
- A skeleton is spawned riding the horse.
- The skeleton has damage immunity for 3 seconds.
- The skeleton will not despawn (
PersistenceRequiredis set). - The skeleton will be wearing an iron helmet, unless it randomly spawned with some other headgear.
- The skeleton's bow and helmet will be enchanted as if on an enchantment table at level 5–22.
- The level is higher depending on regional difficulty; on Easy it will always be a level-5 enchantment.
- Three additional skeletal horses with riders will be spawned in the vicinity.
- The
- Are slightly smaller (0.8 blocks square rather than 0.95).
- Are slightly taller (0.85 blocks tall rather than 0.8).
- Deaths (and killers) are now announced to their owners in chat, even if unnamed.
- Are slightly shorter (2.7 blocks tall rather than 2.9).
- Drop chances for raw fish and prismarine crystals changed. Now it's a 40% chance for fish, 40% for crystals, and 20% of nothing, with the amount increased by Looting. Formerly it was 33% raw fish and 33% of crystals only if the raw fish drop failed, with Looting increasing the chances but not the amount.
- Drop chances for raw fish and prismarine crystals changed again. Now it's a 50% chance for fish, 33% for crystals, and 16.7% of nothing, with the amount increased by Looting. Formerly it was 33% raw fish and 33% of crystals only if the raw fish drop failed, with Looting increasing the chances but not the amount.
Non-mob entities
- Projectiles
- Slightly altered the path of projectiles.[9]
- Natural lightning strikes may spawn a "skeleton trap" style skeletal horses.
- Chance is calculated from the regional difficulty score: 5% * raw regional difficulty score
- 3.75–7.5% chance on Easy, 7.5–20% chance on Normal, 11.25–33.75% chance on hard.
- Chance is calculated from the regional difficulty score: 5% * raw regional difficulty score
- Can now be summoned to dual wield with commands.
- Now have the new impulse command block variant texture.
- The "Done" button is now always available to press, even if the command line is empty.
- Changed how player movement is sent and processed by the server
- Crafting recipe now includes a wooden shovel as a paddle.
- Now require oar movement to move, using the left and right keys.
- The left key will paddle the left oar, turning the boat to the right – and vice-versa.
- Holding both left and right will paddle both oars, propelling the player forward. Rapidly pressing left and right in alternation will make the boat travel even faster
- Using the mouse, the player can look fully to the left or to the right, but not behind. This does not turn the boat.
- Holding the forward, back or sprint keys no longer have any effect.
- The player cannot use or attack with items in hand while the boat is in motion.
- All entities can go into boats, with a maximum of two entities (including the player)
Planned additions
Gameplay
- Possibly new potions.[10]
- May have been referring to the lingering potion.
Mobs
- More skins for mobs
- Will allow mobs to have additional random skins, similarly to horses and cats.[11]
- May have been referring to the Zombie Villager skins.
Planned changes
Command format
- Commands
Items
- Will be renewable.[16]
- Used to block attacks from the side the shield is held on.[17]
- Sounds for when you block an attack.[18]
- Increased durability.[19]
Achievements
- Will be changed to "obtain" rather than "craft".[20]
Fixes
- 144 issues fixed
- From released versions before Template:1.9
- MC-162 – Ghost boats
- MC-185 – Creating or loading a singleplayer world shows the main menu for a brief second.
- MC-438 – Ender pearl can't be used in creative mode.
- MC-669 – Failing to place blocks in creative mode causes an animation.
- MC-856 – Stepping sound loops when 2 or more players are standing on the same block.
- MC-1230 – Players and mobs can fall through extending/retracting pistons.
- MC-1315 – When all 3 end portals have failed to spawn there is no way to get to the end.
- MC-1537 – Sometimes doors in strongholds are misplaced.
- MC-1565 – Silk touch and Fortune enchantments do not activate on last use.
- MC-1635 – Hitboxes for some blocks are broken.
- MC-1663 – Dying while having a GUI window open doesn't make the death screen appear.
- MC-1720 – Dropped items bounce on stairs, cauldrons, carpets and full / locked hoppers.
- MC-1956 – Arms misplaced in skeletons with a bow.
- MC-2034 – Brewing stands' input slots do not have normal stacking behavior
- MC-2490 – TNT animation ends at 80 ticks, ignores fuse length changes.
- MC-2664 – Floating Mob Heads above baby mobs that wear them / Baby zombie hitbox too high.
- MC-2729 – Normal glass block is darker than the glass panel / glass panel brighter than glass block
- MC-2768 – Ladder Bug with Trapdoors.
- MC-2781 – Chinese, Japanese and Korean (and probably other IME entered languages) characters not working.
- MC-2835 – Resizing the Minecraft window while dead grays out the Respawn/Exit to Menu buttons and several other screens.
- MC-2963 – Left hand covers corner of held map when riding an entity and switching the perspective.
- MC-3330 – Dispenser shooting arrow in stairs.
- MC-3706 – Items 'walking' randomly / Paintings and item frames fly when broken
- MC-4465 – Floating Ghast Bombs / Wither skulls / Fire Charges.
- MC-4474 – Boss health bar temporarily viewable after respawn and loading another world.
- MC-4491 – Cast Fishing Rod Looks Like Stick in 3rd Person.
- MC-5120 – Fireworks pushed by water / fired horizontally out of loaded chunks cause client to hang
- MC-5404 – Name Tags/EXP Orbs/Splash Potions are angled in third-person mode.
- MC-7980 – Enderman teleportation and behaviour irregular.
- MC-8199 – Mob heads and Pumpkins cannot be equipped by Dispenser / through shift-click.
- MC-10447 – Pick up framed enchanted items with "Pick Block (MOUSE 3)" doesn't give you the enchanted item.
- MC-11883 – Cured zombie villagers don't keep their profession.
- MC-12845 – Skeletons unable to damage the player when in a 2x1x2 area.
- MC-14826 – Lead breaks / disappears on game restart or chunk reload.
- MC-16435 – Boats Still Break on Lily's.
- MC-16487 – Player-placed falling sand vs. Spawned falling sand discrepancies.
- MC-19413 – Horse tries to "finish" pathfinding when you interrupt it by riding it.
- MC-29844 – Big Oak Trees fail to generate in Forest Biomes
- MC-30481 – Enchanted fishing rod doesn't glow when fishing.
- MC-32778 – Cannot assign keypad 5 key to motion any longer.
- MC-32850 – Server GUI Text box is empty (.exe only).
- MC-35790 – Stationary water shows flowing animation at the sides of glass blocks.
- MC-40452 – Missing "
pack.mcmeta" on Mac OSX. - MC-42841 – Incorrect Creative Instant Health Damage value.
- MC-43601 – Hunger is lost when standing in close proximity to mobs /
stat.walkOneCmincreases. - MC-44904 – Mobs Can Spawn With The Same UUID As Other Mobs In World.
- MC-44959 – Zombie and Skeleton horses don't count as undead.
- MC-45375 – Improper Cake Texture
- MC-45763 – Some blocks are facing the wrong way if placed in an Item Frame.
- MC-46164 – Zombie hit animation is only when they hold an item. (Should be every time they hit)
- MC-46710 – 4 blocks wide paintings need 5 blocks space / Paintings popping off wall when blocks around it are broken.
- MC-47080 – Spectators count as "players" for purposes of sleeping in SMP.
- MC-47526 – Ender Crystal entity spawning 1 block too low.
- MC-48023 – Can't trade with villagers that have a custom name after dying.
- MC-48621 – Regular Pick block after Ctrl and PB selects the block with data in it.
- MC-48730 – Nametags still show while player is invisible and on team.
- MC-49578 – Summoning Endercrystals causes extreme lag (Multiplayer only).
- MC-50304 – Experience orbs too low to the ground.
- MC-50344 – Incorrect Texture Mapping on Some Blocks
- MC-51984 – Picking blocks in Creative replaces enchanted tools in hand.
- MC-51987 – Minecart/Activator Dismount Location is Inconsistent in Cardinal Directions.
- MC-52274 – Dismounting does not work to the South, South east, and South west, and is offset in negative quadrants.
- MC-53897 – Torches in Villages, Stronghold, & End exit portal spawn dropped.
- MC-53912 – Stacked minecarts with TNT not exploding properly.
- MC-54120 – Wrong Creeper Hitbox & Eye Level.
- MC-54615 – Villagers' and Skeletons' hitbox needs to be adjusted.
- MC-55593 –
/clearwon't remove items 'in hand' in the inventory screen. - MC-55654 – Mobs transported from Nether to Overworld cannot be identified through commands.
- MC-56268 – Breaking the bedrock below an Ender Crystal (in the End) creates performance drops, rapidly flickering light.
- MC-56648 –
ReplaceinFillusing/executein a command block fails. - MC-57054 – End portal frame and brewing stand hitbox too large after a fresh start of Minecraft
- MC-58073 – Farmland has missing texture in inventory.
- MC-58192 – Brewing stand bottle model rendering incorrect
- MC-58910 – Bow sound loops, when Skeleton is not shooting.
- MC-59098 – Enderman only make the 'stare' noise as long as your close to the Enderman.
- MC-62159 – Broken graphic for breaking piston arms/Extended piston head breaking texture is wrong.
- MC-62485 – When using an invalid enchantment ID,
/enchantsays "<text> is not a valid number". - MC-64591 – Wither Skeletons Wield Sword Incorrectly.
- MC-65421 – Open LAN unlock difficulty world if is locked.
- MC-66485 – Bad Texture Projection in East and West Directions (Severe Model Bug)
- MC-66557 – Boat velocity changes in 14w32b.
- MC-67573 – Snowballs and eggs do not produce particles when hitting entities.
- MC-67952 – EXP Orbs have graphical bugs when looking straight down.
- MC-68062 – Boss health bar only visible when looking at boss.
- MC-68399 – Pressing the '<' key takes screenshot on certain keyboard layouts.
- MC-68403 – Entities become invisible after death & respawn.
- MC-68666 – Block breaking uses nearby textures from stitched terrain when using cubes/planes larger than 16px.
- MC-69108 – Command `
/time query daytime` not resetting after day and night cycle. - MC-69320 – Data tag output by
/entitydataand/blockdatacontains too many commas. - MC-69652 – Mobs de-aggro After Punching Them.
- MC-72397 – Alex Model Displays Items Incorrectly.
- MC-72562 – Invisible rain by the world end
- MC-72839 – F3 + A will always make you walk left slightly.
- MC-72878 – Name plate is inside baby villager's head.
- MC-73261 – Couldn't jump on a anvil if I directly stand in front of the anvil.(Only in Multiplayer)
- MC-73302 – Block collision box issues (mobs glitch through blocks and more).
- MC-73401 – Hopper Texture Issue.
- MC-73474 – Rail duplication Glitch.
- MC-74113 –
/entitydataNoAIon Ender Dragon causes it to rapidly vibrate. - MC-74234 – Inconsistent ctrl plus pick-block behavior.
- MC-75082 – End music will stop every time the ender dragon loads out of view.
- MC-77163 – Alternate Models Selection Issue.
- MC-77686 – Weird pixels in the top-left corner of hand-held maps.
- MC-77972 – No large red mushrooms in mushroom biomes 1.8.2 onward.
- MC-78716 – Summoned entities have invalid / wrong dimension tag.
- MC-78759 – Hopper splitting items into "Minecart with chest"s next to each other.
- MC-78761 – Noteblock don't remember that it is powered on unloaded chunk.
- MC-78918 – "Java" isn't capitalized in Twitch message about diverging architecture.
- MC-79710 – Pick block moves items and removes their NBT.
- MC-79980 – Skeletons and Creepers flee endlessly.
- MC-79990 –
/tellraw @a null| Not crashing anymore \ Error. - MC-79995 – Too many banners items (in chests) will become invisible after 6-7 chests.
- MC-80228 – Major Projectile Bug.
- MC-80629 – Changing spawner with
SpawnDatausing spawn egg does not work. - MC-80863 – Pick block not exchanging items on Survival.
- MC-81067 – Entities and particles turning black at eye level Y=256
- MC-81507 – Right clicking non placeable item give wrong animation.
- MC-81586 – Entities duplicate on server when no players are logged in due to fire at the edge of spawn chunks.
- MC-81738 – Crash:
IndexOutOfBoundsExceptionon Tesselating block in world. - MC-83964 – Blindness And Night Vision Doesn't Create Complete Blindness Anymore.
- MC-84262 – Zombies Still Follow in Creative.
- MC-84774 – Cobblestone wall fence gate facing south has different texture mapping (uvlock tag issue)
- MC-86152 – Records lose their custom name when placed in a record player.
- MC-86499 – Ender portal Dupe Block Glitch.
- MC-86513 – Sneak mode ends after using inventory.
- MC-88095 – Nights don't get skipped when the last player is set to spectator mode.
- MC-88098 – When unloading a hopper minecart it gets unlocked.
- MC-88100 – Slime blocks moved by pistons don't move entities (but only set the motion).
- MC-88101 – Retracting blocks don't move/bounce entities correctly.
- MC-88325 – while holding map and traveling in boat, the map interface is covered by the player's hands.
- MC-88349 – Client Memory leak: Map data does not get garbage-collected.
- MC-88480 – Minecarts accept items from hopper 2 blocks above.
- From the 1.5 development versions
- MC-9496 – Bucket can't fill up from right-clicking a full cauldron
- From the 1.8 development versions
- MC-48732 – Ctrl plus pickblock overwrites selected item.
- MC-48920 – Ctrl-Click on jukeboxes with discs, place empty (bugged) jukeboxes.
- MC-57508 – Sign with
/tellrawscore storage in NBT in inventory cause no update when placed. - MC-58634 – Command block previous output doesn't update properly after setblock
- MC-59061 – Zoom animation when entering (new generated) world.
- MC-59261 – Villagers with some blocks in head slot either display incorrectly or are not able to be placed.
- MC-66376 – Slimes don't obey the
Rotationcommand. - MC-69097 – Flying into an unloaded chunk flashes random biomes.
- From the 1.8.2 development versions
- MC-76352 – Rain under Bedrock / in void
- MC-76679 – Wrong hand position after going through portal / loading world (combined with missing item).
- MC-77604 – Pushed
WitherSkullsbecome invisible.
Trivia
- This is now the longest wait for a major update to Minecraft, with 3331 days now having elapsed since the release of 1.8 on September 2, 2014.
- This has also been the longest span of time between the release of a major update to Minecraft and a snapshot for the next major update, with 330 days having elapsed between the release of 1.8 on September 2, 2014, and 15w31a on July 29, 2015.
References
- ↑ "Darn, I hoped this would go unnoticed for a few days. Well spotted, @3ddeters. http://www.reddit.com/r/Minecraft/co …" – @Dinnerbone (Nathan Adams) on X, April 1, 2015
- ↑ "Worth noting: things about 1.9 that I tweet are not 100% final, that's why there's no snapshots and not much info. Things may change further" – @Dinnerbone (Nathan Adams) on X, May 28, 2015
- ↑ "We are aiming to get Minecraft 1.9 feature complete at end of this month. Feature complete doesn't mean bug free & ready to release, though!" – @Dinnerbone (Nathan Adams) on X, October 15, 2015
- ↑ https://twitter.com/_grum/status/657124607099543552
- ↑ "I optimized the memory usage when connected to a server. We kept an unnecessary server object around on the client. Not anymore #RiskyChange" – @SeargeDP (Michael Stoyke) on X, September 1, 2015
- ↑ "Chunk generation & sending should be much smoother in the next snapshot, if not a tiny bit faster." – @Dinnerbone (Nathan Adams) on X, September 10, 2015
- ↑ "I have been doing terrible things to chunk loading & sending. Best case scenario, a much smoother game. Worst case, everything ever broke." – @Dinnerbone (Nathan Adams) on X, September 9, 2015
- ↑ "I found a way to improve rendering by building a chunk only once where it was rebuilt up to 5 times in worst case. Probably broke something." – @SeargeDP (Michael Stoyke) on X, September 10, 2015
- ↑ https://www.reddit.com/r/Minecraft/comments/3f7m2y/minecraft_snowball_projectile_changes_snapshot/
- ↑ https://mojang.com/2015/07/minecraft-snapshot-15w31a/
- ↑ https://youtu.be/ZtOLw1LAarE&t=43m50s
- ↑ "@JonpotTDS you can't use them, the functionality is disabled in release builds. Some of it will soon be added to /clone, but not in 15w31" – @SeargeDP (Michael Stoyke) on X, July 29, 2015
- ↑ https://youtu.be/ZtOLw1LAarE&t=39m57s
- ↑ "They fold when you land and replace the cape (if any) when equipped. They are styled as the cape + new Mojang cape: http://i.imgur.com/LBgZCyW.png" – @jeb_ (Jens Bergensten) on X, October 6, 2015
- ↑ https://www.reddit.com/r/Minecraft/comments/3ok5oa/a_few_elytra_textures_for_capes_but_dont_fret_ive/
- ↑ https://twitter.com/jeb_/status/659257081074229248
- ↑ https://youtu.be/Blkh2fxo6iY
- ↑ https://youtu.be/Blkh2fxo6iY
- ↑ https://www.reddit.com/r/Minecraft/comments/3j7ld2/next_target_for_19_combat_rebalance_armor/cumzlcv
- ↑ https://bugs.mojang.com/browse/MC-91552?focusedCommentId=259343&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-259343