Apparently, it takes a village to raise a child. Frankly, if we'd known how much work putting together the biggest Minecraft update yet was going to be, we'd have probably taken the easy option and tried to raise that child instead.

But it was all worth it for this, Village & Pillage Update release day! I can almost hear the Pillagers firing their crossbows into the air in celebration! Or are they firing them towards me...

Enjoy the update!

VILLAGE & PILLAGE CHANGELOG

FEATURES

Lots of accessibility improvements!

Added bamboo blocks into the game

Added bamboo jungles in the world

Added barrels

Added the bell

Added yummy sweet berries and sweet berry bushes to the game! Be careful skipping merrily through those bushes though...



Added blast furnace

Rewrote the book & quill editing to be more intuitive

Added campfire

Added cartography table

Split cats and ocelots to their own creatures and updated cats with new features!

Added composter

Added crossbows

Added lots of new blocks!

Added lots of new decorative blocks!

Added fletching table

Added new dyes and flowers

Added some community suggestions

Updated the credits list

Added in-game buttons for reporting bugs or giving feedback

Improvements to invisibility to allow it to correctly work in many cases where it didn't but you'd expect it to

Added grindstone functionality

Added 'Hero of the Village' effect

Added leather horse armor

Added lantern

Added lectern

Added loom

Existing special banner patterns can now be crafted into a new item that is not consumed when used, Banner Patterns

Added a new "Globe" banner pattern and item

We're now using the new textures!

Added new noteblock sounds

Added pandas

Added foxes

Added Illager patrols

Added Pillagers

Added Pillager outpost

Added raids

Added Ravager

Added Wandering Trader

Added scaffolding

Rewrote the sign editing to be more intuitive

Added smithing table

Added smoker

Added stonecutter

Added suspicious stew – hmmmm!

Trading changes

Villager changes

Biome based architecture for villages

Removed Herobrine

ACCESSIBILITY

There's a new Accessibility menu which provides a useful place for all of our accessibility features to be toggled

When the narrator is turned on, buttons will be narrated on focus

Most screens allow tab and shift+tab navigation through buttons, edit boxes and other UI elements

Most lists allow up/down arrow keys to navigate through them

We've added a new option for turning up the background of all transparent text elements, which should help make them more readable for some people

BAMBOO

They call it exotic. Which is just people talk for awesome. Which it is, which is why we're so happy that we added it to the game.

Can be found in Jungles and the two new biomes: bamboo jungle and bamboo jungle hills

Can grow to a max height of 12 to 16 blocks

When sprinkled with bone meal, bamboo will grow with one or two bamboo blocks on the top

When struck with a sword, bamboo will instantly break

Two bamboo can be crafted into a single stick

Can be used as fuel, with four bamboo required to smelt a single item

Bamboo can be placed into flower pots

Bamboo can also be found in shipwrecks and jungle temples

BARRELS

Do a barrel roll!

Store things in them!

Rotate them!

Find them in villages!

BELLS

Ding dong, who's there? A RAID? GET INSIDE!!!

Trade with certain villagers to obtain the bell

Use the bell to alert villagers of nearby danger

A villager will ring the bell to alert other villagers of an impending raid

Ringing bells reveals all nearby mobs that can appear in raids

BERRIES

Delicious!

Not very filling!

Plant your berries in the ground and look with your special eyes as they grow up into a strong, independent bush!

BERRY BUSHES

Commonly found in taiga, taiga hills, and taiga mountains

Rarely found in snowy taiga and snowy taiga hills and snowy taiga mountains

You can stand inside them, but be careful, it will hurt to move

Has four stages of growth: sapling, no berries, some berries, full berries

Drops one or two berries in younger stage, then two or three in full growth stage

Supports bone meal!

Doesn't support silk touch!

BIOME BASED ARCHITECTURE FOR VILLAGES

Villages have recieved an updated look, with several new themes

The theme depends on the biome the village is in, taking both climate and to available resources into consideration

Uses the new mysterious jigsaw block for generation

Adds new structure files, quite many actually

BLAST FURNACE

A new furnace upgrade that allows for smelting ores and melting metals faster than the traditional furnace

Can be crafted via three smooth stone, one furnace, and five iron ingots

Added to world gen in some villager buildings

CAMPFIRES

Come one, come all, and toast your buns around the campfire!

A decorative fireplace without fire spread

Cooks up to four foods, but slowly

Acts as a smoke signal you can see very (VERY!) far away when a hay bale is below (hint: think note blocks!)

Cosy light source

Can be lit/unlit

CARTOGRAPHY TABLE

New functional block that provides an easier and simpler way of cloning, extending, and locking of maps

New map functionality with cartography table Map Locking: allows you to lock maps in the cartography table with a glass pane so that they can no longer be modified

Fancy UI to more closely represent what the recipes actually do functionally

Crafted with two planks and two paper

CAT AND OCELOT SPLIT

Anti-fusion!

Stray cats can be tamed

Tamed cats can give lovely (or less lovely) morning gifts to their owners

Ocelots can't be tamed, but might start trusting you if you feed them with fish

Phantoms are terribly scared of cats - how convenient!

Cat collars can now be dyed

Added several new cat skins!

COMMUNITY SUGGESTIONS

As it turns out, you guys have GREAT suggestions!

Leaves now have a small chances to drop sticks

Chorus fruit flowers now break when shot by an arrow

Dead bushes can now be used as furnace fuel

Rabbit stew and beetroot soup have been changed to a shapeless recipe

Creepers will now drop records when killed by Stray in addition to skeletons

Dispensers with shears in them will now shear sheep that have wool in front of them

TNT and TNT minecart explosions now have 100% drop rate

COMPOSTER

Instead of eating your veggies you can make fertilizer from it!

Crafted with 3 planks and 4 fences

CROSSBOWS

This is such a fearsome weapon that it makes us quiver!

Shoots arrows with base power slightly stronger than the bow, but has less durability

Three unique enchantments

Fun, challenging advancements

New loading mechanics

Unique load animation

ENCHANTMENTS

Choose between the following three enchantments for your crossbow:

MULTISHOT (I)

Ever wanted to shoot more than one arrow at once? Look no further! With multishot, your crossbow splits your arrow into three, shooting the usual arrow straight ahead and two more at angles off to the sides!

Cannot be combined with piercing

PIERCING (I, II, III, IV)

With this pointy enchantment, arrows shot from your crossbow can travel through mobs, hitting more than one per shot

The number of mobs that can be damaged by a single arrow is equal to the level of this enchantment + 1

Cannot be combined with multishot

QUICK CHARGE (I, II, III)

Each level of quick charge decreases the amount of time it takes to fully charge your crossbow by .25 seconds

LOADING MECHANICS

To charge the crossbow, hold down the "Use" button

Once the crossbow string has been pulled all the way back, let go

Boom! Your crossbow is now loaded and ready to shoot with a single click of the "Use" button

DECORATIVE BLOCKS

Oh my, a bunch of new blocks!

Changed all existing stone slabs to smooth stone slabs (same look, new name!)

Changed all existing signs to oak signs (same look, new name!)

Made smooth stone slabs craftable from smooth stone

Added spruce, birch, jungle, acacia and dark oak signs

You can now right click on signs with dyes to change the text colour

Added stone stairs and slabs

Added granite stairs, slabs and walls

Added polished granite stairs and slabs

Added diorite stairs, slabs and walls

Added polished diorite stairs and slabs

Added andesite stairs, slabs and walls

Added polished andesite stairs and slabs

Added sandstone walls

Added smooth red sandstone stairs and slabs

Added smooth quartz stairs and slabs

Added brick walls

Added stone brick walls

Added mossy stone brick stairs, slabs and walls

Added nether brick walls

Added end stone brick stairs, slabs and walls

Added prismarine walls

Added red sandstone walls

Added red nether brick stairs, slabs and walls

Added smooth sandstone stairs and slabs

Added mossy cobblestone stairs and slabs

Made smooth stone obtainable by smelting stone

Made smooth sandstone obtainable by smelting sandstone

Made smooth red sandstone obtainable by smelting red sandstone

Made smooth quartz obtainable by smelting quartz block

Changed the recipe of nether brick fence to four brick blocks and two brick items

Changed the recipe of signs to require all of the same wood type, not any wood type

DYES

We've been dyeing to tell you more about this!

Separated bone meal, ink sac, cocoa beans, and lapis lazuli into their own dyes

Unified all dye names (red, yellow, and green dyes no longer have special names)

Added new recipes to obtain coloured stained glass and coloured carpet

FLETCHING TABLE

Crafted with four planks and two flint

Villagers use it as a work site

FLOWERS

Get your green fingers!

To celebrate our new dyes, we added... flowers! Say hello to cornflower, wither rose and lily of the valley

Be careful of the wither rose! Don't let its subdued beauty lull you into a false sense of security...

FOX

What do they say? ...but really, what do they say?

Foxes come in two variants: red and snowy

Foxes are nocturnal

Foxes will hunt rabbits, chickens, and fish

Foxes are hunted by wolves and polar bears

Foxes are nimble and quick, so sneak up on them carefully!

Breed foxes with berries

If you breed two foxes, their offspring will trust you forever

Trusting foxes will defend you, but will still eat your chickens

Foxes like to eat any and every food item they find on the ground

You may find a fox exploring a nearby village at night

GRINDSTONE

Moved inventory and crafting table repairing into the grindstone, this will be its new home

Has the ability to remove all non-curse enchantments from an item; for each enchant removed some XP is reimbursed

HERO OF THE VILLAGE

Hero of the Village effect causes the cost of trades with villagers to be reduced by a percentage and scales with level of the effect.

Hero of the Village additionally causes Villagers to occassionally toss items to you to thank you!

HORSE LEATHER ARMOR

Added a new armour type for horses

Dye it in lots (yes, LOTS!) of different colours

ILLAGER PATROLS

Spawn in the world as a pack of five random illagers

Spawn in all variations of the Plains, Taiga, Deserts, Savanna

Scary-spooky new banner can be found a top the patrol leaders head

LANTERN

Wait, another new block!?

The lantern is a new light source

The lantern can be placed either hanging under a block or on top of a block

It gives slightly more light than the torch

LECTERN

Ermahgerd berks... holder... thingy?

Right-click an empty lectern to place book

Right-click a lectern with book to open

Current page is persistent and shared between all readers

Emits redstone pulses when page is changed

Use a comparator to get book reading progress

LOOM

Bröther, may I have some lööm?

New and easier way of being able to apply patterns to banners, can still only apply six max patterns to a banner

Generic patterns now only require one dye in order to create patterns, instead of one to eight (depending on the pattern)

Special banner patterns (oxeye daisy, creeper skull, wither skeleton skull, enchanted golden apple) can now be crafted. These patterns don't consume the pattern item when used in the loom

Old pattern recipes in the crafting table for apply patterns to banners have been removed

NEW BLOCKS

Even more! Can you believe it?!

Added barrel

Added smoker

Added blast furnace

Added cartography table

Added fletching table

Added grindstone

Added lectern

Added smithing table

Added stonecutter

Added village bell

NEW TEXTURES

The extraordinary Minecraft Texture Update has been available at minecraft.net for quite a while, and now it’s finally available by default in the game

We’ve renovated the old textures of Minecraft and polished them for a new beginning

If you're feeling nostalgic you can always enable the old "Programmer Art" textures in the resource pack menu

NOTEBLOCK

5 new Noteblock sounds have been added: Iron Xylophone, Cow Bell, Didgeridoo, Bit, and Banjo

1 previously existing, but unused, sound effect has now been made available: Pling

The new Noteblock sounds can be heard by using Iron Blocks, Soul Sand, Pumpkins, Emerald Blocks, Hay Blocks, or Glowstone

PANDA

We bring pandamonium!

Pandas come in different types and personalities! There is even a rumour about a brown panda...

Pandas love bamboo! They kinda like cake as well

Pandas can be bred, and the cubs can inherit traits through a special panda inheritance system

Pandas spawn naturally in the new bamboo forest biome

Pandas drop bamboo when killed. Don't kill pandas :(

Most importantly: pandas are cute and terribly silly!

The babies are, in general, even more silly than their parents. Silly panda cubs!

PILLAGER

A new type of illager that, well, pillages!

Pillagers wield a new weapon, the crossbow!

PILLAGER OUTPOST

As if finding pillager patrols out in the wild wasn't scary enough, keep an eye out during your explorations and you may just find one of their outposts

Can be found in any biome villages generates in

Takes advantage of the new mystery block, the jigsaw, for generation

RAIDS

If you find an illager wearing a banner on its head, be careful not to kill it!

If you do kill it, you might find yourself facing a 'Bad Omen'

If you find yourself with a bad omen buff, be especially careful not to walk into a village

careful not to walk into a village If you do walk into a village with it? Best of luck!

RAVAGER

A fearsome new foe who packs quite a wallop. Grab your sword and shield and prepare to get knocked around!

REWRITE OF BOOK & QUILL EDITING

The pen is mightier than the sword. Unless you're fighting a pillager!

Movable cursor for free text editing

Selection support

Copy & paste

Keyboard and mouse handling

Improved page filling and line wrapping

Increased book length (100 pages)

REWRITE OF SIGN EDITING

Movable cursor for free text editing

Selection support

Copy & paste

SCAFFOLDING

Here to make your life easy! No strings attached.

Easily buildable

Easily destroyable

Easily climbable

Easily the best use of your Bamboo

SMITHING TABLE

Crafted with 4 planks + 2 iron ingots

Villagers use it as a work site

SMOKER

New furnace upgrade that allows for the smelting of foods faster than the traditional furnace

Can be crafted via four Logs, and one furnace

Added to world gen in some villager buildings

STONECUTTER

New functional block that provides a simpler way to craft various stones (stairs, slabs, chiseled, and more)

Crafted with three stone + one iron ingot

SUSPICIOUS STEW

Hmmmm...

Found in buried ship treasure chests

Also craftable!

Whoever eats this stew will be imbued with an unknown effect for several seconds!

Whoever crafts the stew will know what effect they gave it

TRADING CHANGES

Lots of new trades have been added

Villagers now level up in a new way

The trading UI is updated (WIP)

The trading prices now depend on your reputation and on demand

The villagers will restock up to two times per day (if they can work at their work station!)

Added visual trading; villagers will display the item they want to trade for your in-hand item

VILLAGER CHANGES

Villagers and zombie villagers now have new fancy skins

Added mason profession

Cured zombie villagers retain their trades

Villagers now have a daily schedule. They will for example go to work and meet up at the village bell

Each villager will try to find their own bed and work station

Each profession has a specific block that works as a work station for them (e.g. lectern for the librarian and cauldron for the leatherworker)

Village detection is now based on beds, job sites, and meeting points instead of doors

Iron Golems will spawn when enough villagers meet

WANDERING TRADER

A mysterious trader that can be randomly found around

Provides various random trades from a variety of different biomes

Is escorted around by a few llama with some sweet new decorations! (Careful! They can be temperamental)

TECHNICAL

New optional tag for block items: BlockStateTag - contains map of block state properties to be overwritten after block is placed (note: item model is not affected).

Creative menu search box now accepts tags (starting with #)

Tooltip in creative search menu now lists item's tags

New item model property custom_model_data, backed directly by CustomModelData integer NBT field

Extended NBT path syntax

New sub-commands for NBT manipulation and querying

New chat component for displaying values from NBT

Textures for potion effects, paintings and particles are now split into individual files. As a side effect, they can now be animated in the same way as blocks and items.

Sprites for particles can now be configured in resource packs (though particle still controls how they will be used).

Added entity type tags. They work exactly the same as other ones (blocks, items and fluids, etc). Stored in tags\entity_types\

Added a feature registry

Added a registry for decorators

Added a registry for carvers

Added a registry for surface builders

Item lore tag now uses chat component syntax

Profiler now lists time spent waiting for next tick (mostly idling or waiting for asynchronous tasks). Previous root is now listed under tick

Paintings and item frames in item form now support EntityTag(same as spawn eggs)

Command parser now accepts ' as string quotes. Inside '-quoted string " is handled as normal character and requires no escaping (and vice-versa) - so now it's easier to input text components in NBT

New Light engine!

loot command - evaluates loot commands items in various contexts

Block drops are now controlled by loot tables

Players, armor stands and wither now have loot tables

Performance Improvements

Added schedule command for delaying execution of functions

Time arguments in time set, time add and schedule function can now have units (t - ticks, s - seconds, d - days). Fractions are allowed (for example 0.5d), but result will be rounded to nearest integer.

teammsg command - Sends a message to all players on your team.

ADVANCEMENTS

Entity type predicates now accept tags (#baz)

DAMAGE SOURCE PREDICATE

Damage source predicate now has option: is_lightning

ENTITY EQUIPMENT PREDICATE

Entity predicate now accepts equipment field

This predicate can contain up to six fields: head, chest, legs, feet, mainhand, offhand

If this predicate is non-null, test will fail for entities that have no equipment (i.e. not mobs, players or armor stands)

ENTITY FLAGS PREDICATE

Entity predicate now accepts flags field

Available tests: is_on_fire, is_sneaking, is_sprinting, is_swimming, is_baby

CHAT COMPONENTS

NBT CHAT COMPONENT

Block variant {"nbt": <path>, "block":"<coordinates>"}, where <coordinates> field uses same format as /setblock

Entity variant {"nbt": <path>, "entity":<selector>}, where selector field uses same format as /kill

Additionaly, if field interpret is present and set to true, contents of selected tags will be interpreted as chat components

Works same as selector components: if there are no elements, returns empty string if there are multiple elements, merges them with ,



COMMANDS

type field in @ selectors now accepts entity type tags (type=#fooand type=!#bar)

Item frame contents can now be modified with /replaceitem

DATA

data modify <block or entity> <path> <operation> <source> Apply operation to selected fields Basic operation: set - replaces value List operations: insert <index> | prepend | append Object operations: merge Sources: from <block or entity> <path> - copies value from existing tag value <nbt> - uses NBT literal



EXECUTE

execute if data <block or entity> <path> (and execute unless) when used as command, return count of matched elements when used as part of command, continues on non-zero(if) or zero(unless) count



LOOT

General syntax: loot <target> <source>

SOURCES

fish <loot table id> <fishing location> [tool <item>|mainhand|offhand] - uses fishing context

loot <loot table id> - uses loot chest context (can be also used for advancement awards and cat gifts)

kill <entity selector> - simulates entity drops

mine <mining location> [tool <item>|mainhand|offhand] - simulates block drops

TARGETS

spawn <position> - drops in world

replace - works similar to /replaceitem. If count is missing, command will try to place all returned items. If count is higher than number of items, remaining slots will be cleared. entity <entity selector> <start slot> [<count>] - replaces range of slots. block <position> <start slot> [<count>] - replaces range of slots.

give <player selector> - inserts items into player's inventory (similar to /give)

insert <position> - inserts items into container (similar to shift left-click)

SCHEDULE

Schedules function or tag to run in <time> gametime ticks. Returns trigger time. Any tag or function can be scheduled only once. Calling this command for already scheduled function or tag will replace older record.

TEAMMSG

General syntax: teammsg <message> Sends <message> to all players on the team of the player who runs the command. Available to all players on a team.

ALIAS

tm <message>

NBT PATHS

Can now return multiple values. When used as target, modification will be applied to every element

When setting location and no elements are found, new matching element will be created: For example writing to Items[{Slot:10b}] will either found element in Items for slot 10 or create new one

Add [{k1:v1,k2:v2}] to match objects in list that have matching fields

Add {k1:v1,k2:v2} to match objects (selects 0 or 1 elements, mostly as safeguard against mismatched entries) Note: this also works with root object: {} is valid path for referencing root object

Allow negative indices in [index] to select element from end (i.e. [-1] is last element, [-2] second to last, etc)

Add [] to select all elements from list

DEDICATED SERVER

SERVER.PROPERTIES

difficulty and gamemode settings now accept string names (integer values are still allowed as legacy option)

Server will exit faster is eula.txt is not set

COMMAND LINE

Added new option --help. Not going to tell you what it does.

New command line option initSettings initializes eula.txt and server.properties with defaults, then exits

LIGHT ENGINE

We are de-lighted to have a new light engine!

Moved light storage from chunks to a separate structure

Moved light calculation from all over the code to a self-contained place

Moved light computation off the main thread (on the server)

Added support for directional opacity of blocks (used by slabs, stairs, snow layers, non-full-block dirt-related blocks and extended piston base blocks)

Also made enchanting table, end portal frame block and piston base block block light correctly

LOOT TABLES

Note: Some functions and predicates (like set_name, set_lore, fill_player_head, entity_properties) accept entity target parameter. Possible values are:

Block drops are now controlled by loot tables (stored in loot_tables/blocks/)

Tables and pools accept functions

Added new loot table entry types: dynamic, tag, alternatives, sequence, group

Added new loot table functions: apply_bonus, explosion_decay, copy_name, limit_count, set_contents, set_loot_table, set_lore, fill_player_head, copy_nbt

Added new loot table conditions: survives_explosion, block_state_property, table_bonus, match_tool, damage_source_properties, location_check, weather_check and two special modifiers: inverted and alternative

Integer values can now specify random number generator (available types: constant, uniform, binomial). If omitted, defaults to uniform

Loot tables have optional type, used to validate function usage (available types: empty, chest, fishing, entity, advancement_reward, block). Using function that references data not available in given context (for example, block state in fishing table) will cause warning

New entity parameter in predicates: direct_killer - allows access to projectiles etc.

this - usually entity performing action

killer_player

killer - primary source of damage

direct_killer - direct source of damage (may be different than killer - for example, when killing with bow, killer will be bow user, while direct_killer will be arrow entity)

MODIFIED CONDITIONS

ENTITY_PROPERTIES

Now uses same predicate syntax as advancements (like player_killed_entity). Parameters are now described in predicatefield. If this field is empty object, any entity is accepted (but still has to be present).

MODIFIED FUNCTIONS

SET_NAME

Added new parameter entity (see note about entity target parameter for values). If present, name will be resolved with that entity (allows using selector and score components).

NEW CONDITIONS

ALTERNATIVE

Joins conditions from parameter terms with "or" ("disjunction").

BLOCK_STATE_PROPERTY

Check properties of block state.

Parameters

block - id of block. Test will fail, if broken block does not match

properties - map of property:value pairs

DAMAGE_SOURCE_PROPERTIES

Checks damage source. Same syntax as entity_properties, but uses damage source predicate (see player_hurt_entity advancement trigger).

INVERTED

Inverts condition from parameter term

LOCATION_CHECK

Applies advancement location predicate.

Parameters

predicate - predicate applied to location. Uses same structure as advancements.

MATCH_TOOL

Checks tool (available for block breaking and fishing).

Parameters

predicate - predicate applied to item. Uses same structure as advancements.

SURVIVES_EXPLOSION

Return true with 1/explosion radius probability.

TABLE_BONUS

Passes with probability picked from table, indexed by enchantment level.

Parameters

enchantment - id of enchantment

chances - list of probabilities for enchantment level, indexed from 0

WEATHER_CHECK

No surprise here.

Parameters

raining - optional boolean

thundering - optional boolean

NEW ENTRIES

ALTERNATIVES

Tests conditions of child entries and executes first that can run. Has no weight or quality, but may have conditions.

DYNAMIC

Gets block specific drops. Currently implemented:

minecraft:contents - block entity contents, for shulker boxes

minecraft:self - for banners and player skulls

GROUP

Executes child entries when own conditions pass. Has no weight or quality.

SEQUENCE

Executes child entries until first one that can't run due to conditions. Has no weight or quality, but may have conditions.

TAG

Adds contents of item tag. Fields:

name - id of tag

expand - if false, entry will return all contents of tag, otherwise entry will behave as multiple item entries (all with same weight and quality)

NEW FUNCTIONS

APPLY_BONUS

Applies one of predefined bonus formulas.

Common fields

enchantment - id for enchantment level used for calculation

formula - type of used bonus formula

parameters - values required for formula (depend on type)

Formulas (based on existing fortune bonuses):

binomial_with_bonus_count: parameters: extraRounds : int, probability : float adds random value using binomial distribution with n <- level + extraRounds and p <- probabilty

uniform_bonus_count parameters: bonusMultiplier adds random value using uniform distribution from 0 to bonusMultiplier * level

ore_drops no parameters applies formula count * (max(0, random(0..1) - 1) + 1)



COPY_NAME

Copies display name from block entity to item (see enchanting table behaviour)

COPY_NBT

Copies NBT from source to item tags.

Parameters

source - may be this, killer, killer_player or block_entity

ops - list of copy operations: source - source path (same as /data commands) target - target path op - replace, append (for lists), merge - for compound tags



EXPLOSION_DECAY

Applies flat chance (equal to 1/explosion radius) for every item to be destroyed (items in stack are processed separately)

FILL_PLAYER_HEAD

Copies player profile info to player head item.

Parameters

entity - source of profile (see note about entity target parameter for values, will do nothing if it's not player).

LIMIT_COUNT

Limits count of every item stack to range.

Parameters

limit: min - optional max - optional



SET_CONTENTS

Populates BlockEntityTag.Items (works for shulker boxes, chests, etc.) with items from entries.

Parameters

entries - list of entries (same as in pool)

SET_LOOT_TABLE

Sets BlockEntityTag.LootTable and BlockEntityTag.LootPoolSeed tags.

Parameters

name - id of loot table

seed - seed (if omitted or 0, LootPoolSeed will not be set)

SET_LORE

Adds or replaces lore lines.

Parameters

lore - list of lines (in chat component format) to be added

replace - if true, previous lore is erased

entity - if present, name will be resolved with selected entity (see note about entity target parameter for values).

PERFORMANCE IMPROVEMENTS

Improved performance of Redstone Wire when depowering.

Improved performance of Fish.

Mobs that would spawn and then despawn from being too far away from the player the next tick no longer spawn.

REFACTORING

CHANGES TO RENDER OPTIONS

Removed option to turn off VBO in the game settings. VBO are now always used.

WORLDGEN

Most of the biome related features now have a registry and their configuration can be serialized. I wonder what this is going to be used for...

Added "Bamboo Jungle" and "Bamboo Jungle Hills" biomes which behave like a normal jungle, but have bamboo!

GET THE RELEASE

To install the release, open up the Minecraft Launcher and click play!

Cross-platform server jar:

Report bugs here:

Want to give feedback?