Thursday, March 1, 2018

Biggest Minecraft Update Ever - 1.13 Update New Mob Boss



In the 8 year history of the game MineCraft, there has never been an update this big!  This update is called the aquatic update b/c so much of the update revolves around the player's interaction with the sea.  In the new update, there is a hostile mob that dwells underwater that hunts sea turtles, and you will need new abilities to take it on and protect the aquatic world.  Reaching the Aquatic Mob Boss is the whole point of the update, and the most powerful weapon in the game, the Enchanted Trident will be your goal to obtain and tool to use for victory.


Here's what you want to know, the new features of the game:

You can swim! You can dive into the water and start to swim with the fish and sea life. There are sea turtles, Puffer fish and more aquatic life find and discover.  In the update, sea turtles will swim to the shore, and you can see fish swimming in the water.

You can catch fish in a bucket filled with water first, and you can keep it as a pet or eat it.  It makes it easier to catch fish other than using a rod, and you can also create your own zen pool to collect exotic fish and have them swim around. 

Also there are new coupling features. Sea turtles will mate and lay eggs.  There is a new breeding mechanism when sea turtles are fed sea grass then mate.  After mating, the sea turtle digs in the ground and lays eggs.  The sea turtle will incubate and ground the egg nest.

Here are the other updates along with the codes/commands for you programmers:

General

Data packs
  • Like resource packs, but for loot tablesadvancementsfunctionsstructuresrecipes and tags.
    • Used by placing them into the datapacks folder of a world.
  • Data packs are .zip files or folders, with a pack.mcmeta in the root. See: Tutorials/Creating a resource pack#pack.mcmeta. The packs are located in (world)/datapacks/.
  • Structures will load from (world)/generated/structures/(namespace)/(file).nbt before checking data packs.
    • However, this directory should not be used to distribute structures. Instead, move these files into data packs.
  • Reloadable using /reload.
  • Structure: pack.mcmetadata folder containing a namespace folder determining the namespace of its contents
    • A namespace should only contain the following symbols: 01​​234​5​6​78​9abcdefghijklmnopqrstuvwxyz-_
    • Inside the namespace folder, there can be folders for functionsloot_tablesadvancementsstructuresrecipes and tags.
Death Messages
  • Added a death message for when the player is blown up by a bed in the nether or end.
    • "Player was killed by [Intentional Game Design]"
      • Clicking on "[Intentional Game Design]" opens a link to MCPE-28723.
  • Added a death message for when a mob or player causes another player to die in the void.
    • "Player didn't want to live in the same world as Player/Mob"
Loot tables
  • Added the set_name function to loot tables.
NBT tags
  • Added the HomePosXHomePosYHomePosZTravelPosXTravelPosYTravelPosZ, and HasEgg NBT tags for turtles.
  • Added the AXAYAZ, and Size NBT tags for phantoms.
Options
  • FS (Fullscreen) Resolution
    • Is used to change the resolution.
  • An option in chat settings to toggle automatic command suggestions (defaults on, otherwise hit tab to bring them up).
  • Options when editing a world to make a backup and open the backups folder.
Particles
  • Added the minecraft:bubble_column_upminecraft:bubble_popminecraft:current_down, and minecraft:squid_ink particles.
Sounds
  • Added a new sound effect of squids shooting ink.
Statistics
Tags
  • Items, blocks and functions can be "tagged" with an ID.
    • Block tags can be used when testing for blocks in the world.
    • Items tags can be used when testing for items in inventories.
    • Function tags can be used when calling functions using commands or advancements.
      • Functions tagged in minecraft:tick will run every tick at the beginning of the tick.
      • Functions tagged in minecraft:load will run once after a (re)load.
  • Tags are created using data packs in data/(namespace)/tags/blocksdata/(namespace)/tags/items, and data/(namespace)/tags/functions.
    • When overriding a tag from a different data pack, you can choose to replace or append.
      • By default all tags append if another data pack created the tag.
      • Adding "replace": true to your tag definition will make the tag overwrite instead.
    • For example: data/(namespace)/tags/blocks/foo.json
    • This will create a block tag called (namespace):foo.
    • The json file contains a list of all blocks that should be "tagged".
      • This list can also contain other tags of the same type.
        • You can add for example #foo:bar in a tag value list to reference another tag called foo:bar.
        • Self referencing is not possible.
  • There are 22 vanilla tags for both items and blocks: minecraft:bannersminecraft:buttonsminecraft:carpetsminecraft:doorsminecraft:logsminecraft:planksminecraft:saplingsminecraft:stone_bricksminecraft:wooden_buttonsminecraft:wooden_doorsminecraft:wooden_pressure_platesminecraft:wooden_slabsminecraft:wooden_stairsminecraft:woolminecraft:railsminecraft:sandminecraft:acacia_logsminecraft:birch_logsminecraft:dark_oak_logsminecraft:jungle_logsminecraft:oak_logs, and minecraft:spruce_logs.
  • There are 7 extra vanilla tags for blocks: minecraft:anvilminecraft:flower_potsminecraft:enderman_holdableminecraft:water_hackedminecraft:waterloggedminecraft:slabs, and minecraft:stairs.
    • Blocks in the minecraft:water_hacked tag will render in water as if any non-filled space in the block model was water.
  • There is 1 extra vanilla tag for items: minecraft:boats.
  • Advancement item predicates now support item tags.

Gameplay

Enchantments
  • Channeling
    • Only has one level.
    • Used on tridents to summon a lightning bolt on impact with a mob during storms.
      • Requires the target mob to be directly under an open sky and in a biome where it is raining.
  • Impaling
    • Goes up to level V.
    • Used on tridents to deal more damage to sea creatures.
  • Loyalty
    • Goes up to level III.
    • Used on tridents to make it return when thrown.
  • Riptide
    • Goes up to level III.
    • Used on tridents to launch the player when thrown while in water or rain.
Movement
  • When sprinting while swimming, the player will now go much faster than normal swimming, and rapidly dive down to the lowest point in the body of water.
    • The players hitbox is only as large as 0.6×0.6 blocks (same as while flying with an elytra) while doing this
    • Vertically, the player can fit through a one block gap like this
      • If the ceiling block is solid, movement is very slow while in such a small space, for any other ceiling block like a bottom slab movement speed is as normal




Command format

General
  • A command UI when typing commands in the chat.
    • Different components of commands will be displayed in different colors.
    • Errors will be displayed in red without having to run the command.
  • Added command suggestions for entity selectors.
  • An nbt argument in target selectors.
  • A new command parsing library known as brigadier.
Coordinates
  • Added a new local coordinate type in commands using ^.
    • When specifying coordinates in a command, you can now use ^ to specify local coordinates instead of world coordinates.
    • The axes used for local coordinates are relative to the execution rotation, defaulting to 0,0 (south).
    • Like world coordinates, they are by default measured from the base of an entity.
    • The syntax is: ^left ^up ^forwards
    • left/up/forwards is the amount of blocks in the specified direction.
Specific commands
/data
  • A command that allows the player to get, merge, and remove entity and block nbt data
  • /data get block <pos> [<path>] [<scale>]
    • Will return the NBT data from the block at pos. A path can be specified to only retrieve that nbt data. Numeric values will be set as the result of the command, strings will set set the length of the string as the result, lists will set the number of elements in the list as the result, and compounds will set the number of tags that are directly in that compound as the result. An optional scale can be provided to scale the number retrieved.
  • /data get entity <target> [<path>] [<scale>]
    • Will return the NBT data from one target entity. A path can be specified to only retrieve that nbt data. Numeric values will be set as the result of the command, strings will set set the length of the string as the result, lists will set the number of elements in the list as the result, and compounds will set the number of tags that are directly in that compound as the result. An optional scale can be provided to scale the number retrieved.
  • /data merge block <pos> <nbt>
    • Will merge the block nbt data at pos with the specified nbt data.
  • /data merge entity <target> <nbt>
    • Will merge the entity nbt data from target with the specified nbt data. Merging player nbt data is not allowed.
  • /data remove block <pos> <path>
    • Will remove nbt data at path from the block at pos.
  • /data remove entity <target> <path>
    • Will remove nbt data at path from one target entity. Removing player nbt data is not allowed.
  • Data paths look like this: foo.bar[0]."A [crazy name]".baz.
    • foo.bar means foo's child called bar.
    • foo[0] means element 0 of foo.
    • "quoted strings" may be used if a name of a key needs to be escaped.
  • Examples of old commands:
  • Examples of new functionalities:
    • /data get entity @e[type=pig,limit=1] Saddle 2
    • /data remove block 17 45 34 Items
/datapack
  • A command to control loaded data packs.
  • Has the following subcommands:
    • enable <name> - will enable the specific pack.
    • disable <name> - will disable the specific pack.
    • list [available|enabled] - will list all data packs, or only the available/enabled ones.
  • Data packs are enabled by default, but if you disable it you can re-enable it with these commands:
    • enable <name> - will enable the specific pack, putting it in its default position.
    • enable <name> first - will enable the specific pack, putting it before any other pack (lowest priority)
    • enable <name> last - will enable the specific pack, putting it after any other pack (highest priority)
    • enable <name> before <existing> - will enable the specific pack, putting it before (lower priority) <existing> pack
    • enable <name> after <existing> - will enable the specific pack, putting it after (higher priority) <existing> pack
/bossbar
  • /bossbar create <id> <name> will create a boss bar.
    • id is used to target the boss bar and is in the form namespace:name, for example: foo:bar. If no namespace is specified it defaults to minecraft.
    • name is the display name of the boss bar and only accepts a JSON text component.
  • /bossbar set <id> name <name> will change the name of the boss bar.
  • /bossbar set <id> color <color> will change the color of the text (if no color was specified as part of a text component) and the boss bar, defaults to white.
  • /bossbar set <id> style <style> will change the style of the boss bar, defaults to progress.
    • Available options are: notched_6notched_10notched_12notched_20, and progress.
    • notched will set the amount of segments.
    • progress will set the amount of segments to 1.
  • /bossbar set <id> value <value> will change the current value of the boss bar, defaults to 0.
  • /bossbar set <id> max <max> will change the maximum value of the boss bar, defaults to 100.
  • /bossbar set <id> visible <visible> will change the visibility of the boss bar, defaults to true
  • /bossbar set <id> players <players> will change which players can see the boss bar, defaults to none.
  • /bossbar remove <id> will remove the boss bar.
  • /bossbar list will display a list of created boss bars.
  • /bossbar get <id> (max|players|value|visible) will return the requested setting as a result of the command.
/locate
  • Added a clickable teleport link to the command output.
/teleport
  • Added facing.
    • /teleport [<targets>] (<location>|<destination>) facing (<facingEntity>|<facingLocation>)
    • Will rotate an entity to face either an entity or a location.
/time
  • Added noon and midnight to /time set.

Blocks

Trapdoorsbuttons and pressure plates
  • Now have separate textures for all 6 types of wood
Carved pumpkin
  • A new block that has the old pumpkin texture
    • Normal pumpkin blocks no longer have a face
    • Right-clicking a pumpkin block with shears will turn it into a carved pumpkin and make it spit out 4 pumpkin seeds.
Air variants
  • cave_air and void_air.
    • Both have the exact same properties as air.
    • cave_air is generated in caves.
    • void_air is used internally for blocks above (>255) and below (<0) the world, and in unloaded chunks.
Stripped logs
  • A smoother variant of logs
  • Created by right-clicking with an axe on a log.
  • Act as regular logs, and can still be used to craft planks.
Bubble columns
  • Created by magma blocks or soul sand in water at least 2 blocks deep.
    • Magma blocks columns push entities down: they will stop items from floating up in water and sink boats.
    • Soul sand columns push entities up.
Kelp
  • Can only be placed underwater, requiring at least one water block above it.
    • Can be placed on dry land by using the /setblock command.
  • Generate in oceans.
  • Can grow multiple blocks high.
  • Have animated textures.
  • Can be smelted into dry kelp.
Sea grass
  • Like kelp, sea grass also comes in a tall variant.
  • Sea grass also generates in oceans and has animated textures
  • Can additionally be generated when right clicking any block underwater with bone meal.
  • Drops from turtles when killed
Dried kelp block
  • Smelts 20 items when used as fuel in a furnace.
  • Crafted from dried kelp, and can also be crafted back into dried kelp
Prismarine stairs and slabs
  • Both come in 3 variants: prismarine, dark prismarine, and prismarine bricks
  • Stairs can be crafted with 6 of their respective material
  • Slabs can be crafted with 3 of their respective material
Turtle eggs
  • Created by breeding turtles
  • Stepping on turtle eggs will break them.
    • Zombies and zombie pigmen will intentionally step on turtle eggs.
  • After a while, they will be slightly cracked and later very cracked
    • Very cracked turtle eggs will eventually hatch into baby turtles

Items

Bark blocks
  • Now have an item form and appear in the creative inventory
    • This is true for all 6 types
Smooth quartz, smooth red sandstone, smooth sandstone, and smooth stone
  • Like bark, they now have an item form, which appears in the creative inventory
Mushroom blocks and mushroom stems
  • Have an item form and appear in the creative inventory
Debug stick
  • A technical item used to cycle between different block states.
    • Left clicking cycles through states; right clicking cycles through values. Shift clicking will cycle through the states or values in reverse order.
Petrified oak slab
  • Now has a model
  • Is the old wood slab that acts like a stone slab.
Trident
  • A weapon
  • Can be thrown by using it, or be used as a melee weapon by attacking, dealing 9 (Heart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg) damage.
  • Is currently unobtainable in Survival Mode
Kelp
  • Kelp can be used to place a kelp plant underwater.
  • Kelp can be dried in a furnace to create dried kelp.
Dried kelp
  • Obtained from smelting kelp
  • Can be eaten, restoring 1 (Half Hunger.svg) hunger point.
  • Can also be crafted into dried kelp blocks
Scutes
  • Dropped when baby turtles grow up.
  • Can be used to craft turtle shells.
Turtle shells
  • Crafted from scutes
  • Can be used as a helmet, adding 2 armor points.
    • While equipped and out of water, it will give the player the Water Breathing effect for 10 seconds, essentially giving the player 10 extra second of breath underwater.
  • Can be used to brew the potion of the Turtle Master from an awkward potion.
Potion of the Turtle Master.
Arrow of the Turtle Master
  • Functions the same as the potion of the Turtle Master
Turtle spawn egg
  • Spawns the turtle mob
  • White with cyan dots.
Phantom spawn egg
  • Spawns the phantom mob
  • Black with green dots.
Cod spawn egg
Salmon spawn egg
  • Spawns the salmon fish mob
Puffer fish spawn egg
  • Spawns the puffer fish mob
Fish buckets
  • Come in 3 variants: cod, salmon, and puffer fish buckets,
  • Obtained by using a water bucket on a fish mob
  • When used, it will place a water source block and spawn the corresponding fish inside it.

Mobs

Phantom (Mob B)
  • Was voted in by viewers of MineCon Earth[2]
  • Spawns at high altitudes, and swoops down in groups of around 3 or 4 to attack players that have not slept in a long time.[2]
  • The player must be above sea level
  • Spawn in the Overworld and the End, sometimes in groups of up to four.
  • Attack players who haven't slept in a while.
  • Drops 1-4 leathers.
    • This may change.
Turtle
  • Water mobs which will make nests comprised of eggs on shorelines throughout various biomes.
  • They will have a baby variant, which will hatch from the eggs, and move into the water when born.
  • Can be bred using sea grass.
  • Spawns on warm beaches (in plains, jungles, swamps, deserts, mesas and savannahs), in groups of 1-5. This is temporary.
  • Will lay eggs in their home beach.
  • Drops 0-2 sea grass upon death.
  • You can craft scutes into a bigger turtle shell.
Fish mobs
  • Cod
    • Spawn in cold, normal, and lukewarm ocean biomes.
    • Form groups of up to 9.
  • Salmon
    • Spawn in frozen ocean, cold ocean and river biomes.
    • Form groups of up to 6.
  • Puffer Fish
    • Spawn in lukewarm and warm ocean biomes.
    • Inflate themselves when a player gets near.
    • Will cause 7 seconds of Poison to nearby players.
  • They drop themselves when killed.
  • Outside of water, they flop around before suffocating.
  • They can be caught with a water bucket.

World generation

Biomes
  • Added minecraft:sky_island_low (The End - Floating Islands), minecraft:sky_island_medium (The End - Medium island), minecraft:sky_island_high (The End - High island), and minecraft:sky_island_barren (The End - Barren island).
    • All 4 generate in different parts of the outer islands of the End, which previously just used the "The End" biome.
  • Added minecraft:warm_ocean (Warm Ocean), minecraft:lukewarm_ocean (Lukewarm Ocean), minecraft:cold_ocean (Cold Ocean), minecraft:warm_deep_ocean(Warm Deep Ocean), minecraft:lukewarm_deep_ocean (Deep Lukewarm Ocean), minecraft:cold_deep_ocean (Deep Cold Ocean), and minecraft:frozen_deep_ocean (Deep Frozen Ocean), although warm deep oceans don't naturally generate
  • minecraft:frozen_ocean (FrozenOcean) biomes now generate naturally.
Structures
  • Added underwater caves and ravines.

Changes

General

The "flattening"
  • Numeric block metadata completely phased out in favor of block states.
  • Split, merged, created, deleted, and renamed a lot of blocks, blockstates and items.
    • Blocks and items previously differing because of damage value have gotten their own id, for example white_wool instead of wool:0
    • Damage has been moved to the tag tag and is only used by tools and armor; maps use a map tag.
    • Files and commands no longer use data or set_data.
  • Structures do not run an upgrade path for this.
    • To update your structures, load them all in 1.12, then update to 1.13 and save all structures again.
Controls
  • The name of keybindings now describes the actual key (e.g. 'LBUTTON' -> 'Left Button', 'BACKSLASH' -> '\')
Creative Inventory
Options
  • Removed 3D Anaglyph completely
Recipes
  • Custom recipes can now be loaded from data packs in data/(namespace)/recipes/(name).json
  • Added a recipe book for the furnace
  • Furnace recipes have been moved to JSON files.
    • They use "type": "smelting".
    • cookingtime is used to determine the time it should take to smelt an item in the furnace.
    • experience is used to determine the amount of experience a player should get when picking the resulting item out of the furnace manually.
    • Fuel is not included and is still hardcoded.
  • "Unlocked recipe" toasts now show an icon in the top left to specify whether the unlocked recipe is a crafting or smelting recipe.
Resource packs
  • Updated format number to 4
  • The default resource pack can now be moved up and down on the resource pack selection screen.
Statistics
  • Statistics are being updated.
    • stat.(stat) is now minecraft.custom:minecraft.(stat).
    • stat.(stat).minecraft.(block/item/entity ID) is now minecraft.(stat):minecraft.(block/item/entity ID).
Other
  • Game library updates
    • Upgraded to LWJGL 3
  • Loading or creating a world shows the percentages of the loading stages.
    • Preparing spawn area now shows as a loading stage.
  • Crash reports now list what data packs are enabled.
  • Data generators are now exposed, you can get a dump of all blocks/items/commands/etc from the game without opening it up.
  • Changed translation files from .lang (key=value) to .json ("key": "value").
    • Now supports newlines.

Gameplay

Oxygen bar
  • The player's oxygen bar no longer regenerates instantly when they get out of water.
Visibility
  • Changed natural water visibility.
    • The longer a player stays underwater, the better they will be able to see.
    • The Water Breathing potion & Respiration enchantment no longer grant enhanced vision underwater.

Command format

General
  • Commands and functions are much faster and more efficient.
  • Most commands are now more case-sensitive. Lowercase is preferable wherever possible.
    • For example, this is no longer allowed: /scoreboard ObJeCtIvEs ...
  • The output signal of a command block used to be its "success count", but now is its "result".
  • Server commands (functions, console, rcon) now run from world spawn in the overworld, instead of at 0,0,0.
  • Errors during a command are now a nicer error message (with a tool tip for more info).
  • Added commands to the profiler (/debug).
  • Whitespaces are now allowed in entity selectors & blockstate arguments.
Command UI
  • A new prototype for the command UI.
Functions
  • Functions are now completely parsed and cached on load.
    • This means if a command is incorrect for any reason, the player will know about it on load.
NBT
  • Thrower and Owner nbt keys of item entities are no longer strings but are instead compounds with two longs named L and M.
  • owner nbt keys of snowballseggs and ender pearls are no longer strings but are instead compounds with two longs named L and M.
  • Changed all custom names (blocks, items, entities, block entities) from raw strings to JSON text components (which can be translated).
    • For example, /summon pig ~ ~ ~ {CustomName:"Reuben"} is now /summon pig ~ ~ ~ {CustomName:"\"Reuben\""} or /summon pig ~ ~ ~ {CustomName:"{\"text\":\"Reuben\"}"}
Specific Commands
/advancement
  • Removed /advancement test in favor of entity selectors.
/blockdata
  • Removed in favor of /data.
/clear
  • The syntax of /clear has changed.
    • /clear [<target>] [<item>] [<data>] [<count>] [<nbt>] will become /clear [<target>] [<item>] [<count>]
    • See the item argument type for more details.
/clone
  • The syntax of /clone has been changed.
    • /clone <begin> <end> <destination> filtered [force|move|normal] [<block>] [<data>] will become /clone <begin> <end> <destination> filtered [<block>] [force|move|normal]
    • /clone <begin> <end> <destination> [replace|masked] [force|move|normal] [<block>] [<data>] will become /clone <begin> <end> <destination> [replace|masked] [force|move|normal]
/defaultgamemode and /gamemode
/difficulty
/effect
  • The syntax of /effect has been split off, to avoid ambiguity.
    • /effect <entity> <effect> is now /effect give <entity> <effect>
    • /effect <entity> clear is now /effect clear <entity> [<effect>]
  • Giving an effect will now fail if it didn't actually do anything.
    • Some mobs are immune (for example an ender dragon).
    • Stronger existing effects prevent new weaker ones.
/entitydata
  • Removed in favor of /data.
/execute
  • The syntax of /execute has been split off.
    • Modifier sub-commands can change how the command is run:
      • /execute as <entity> <chained command> executes a command using the entity <entity> (but doesn't change position).
      • /execute at <entity> <chained command> executes a command using the position, rotation, and dimension of the <entity> (but doesn't change entity).
      • /execute positioned <pos> <chained command> executes a command using the position of <pos>.
      • /execute positioned as <entity> <chained command> executes a command using the position (x y z) of the entity but nothing else.
      • /execute align <axes> <chained command> executes a command after aligning the current position to the block grid (rounding down), <axes> is any combination of x y and z (for example: x,xz,zyx and yz).
        • Examples:
          • x=-1.8,y=2.3,z=5.9 using x will become x=-2,y=2.3,z=5.9
          • x=2.4,y=-1.1,z=3.8 using yxz will become x=2,y=-2,z=3
      • /execute facing <x y z> <chained command> executes a command as though the executor is facing x y z.
      • /execute facing entity <entity> (eyes|feet) <chained command> executes a command as though the executor is facing the entity's eyes or feet.
      • /execute rotated as <entity> <chained command> executes a command as though the executor is rotated in the direction of the entity.
      • /execute rotated <y x> <chained command> will run the command as though the executor is rotated in the specified direction.
      • /execute in (overworld|the_end|the_nether) <chained command> executes a command as though the executor is in the specified dimension.
      • /execute anchored (feet|eyes) <chained command> will make the rest of this command use feet or eyes for ^ ^ ^ coordinates or facing commands.
    • Conditional sub-commands can let you prevent the command from running at all:
      • /execute (if|unless) block <pos> <block> <chained command> executes a command if (or unless) <pos> matches <block>.
      • /execute (if|unless) blocks <begin> <end> <destination> (all|masked) <chained command> executes a command if (or unless) the region between <start> and <end> matches <destination>.
      • /execute (if|unless) entity <entity> <chained command> executes a command if (or unless) <entity> exists (returns 1 or more entities).
      • /execute (if|unless) score <target> <targetObjective> (<|<=|=|>=|>) <source> <sourceObjective> <chained command> executes a command if (or unless) <target>'s score relates to <source>'s score based on the chosen criterium.
      • /execute (if|unless) score <target> <objective> matches <range> <chained command> executes a command if (or unless) <target>'s score is in the range (ie 11..5).
    • As replacement for /stats, a new sub-command store lets you store the result or success of a command somewhere:
      • result is the result of a command, which replaces these old stats: AffectedBlocksAffectedEntitiesAffectedItemsQueryResult.
      • success is how many times the command was successful. This is usually 0 or 1, but if the command split up (for example as @a) then it may be more than 1. This replaces SuccessCount.
      • The value will be stored when the full command has finished executing.
      • If a command isn't successful (success is 0), result will always be set to 0.
      • It will be made clear what the expected result of each command is.
      • /execute store (result|success) score <name> <objective> <chained command>
        • The value is stored into the scoreboard under <name> and <objective>.
        • The objective must exist, but unlike with /stats you don't need to set an initial value for <name>.
      • /execute store (result|success) block <pos> <path> (byte|double|float|int|long|short) <scale> <chained command>
        • The value is stored in the nbt data at path of the block at pos as a byte, double, float, int, long, or short.
      • /execute store (result|success) entity <target> <path> (byte|double|float|int|long|short) <scale> <chained command>
        • The value is stored in the nbt data at path of one target entity as a byte, double, float, int, long, or short.
        • Like /data/execute store can't modify player nbt. Nbt inside the tag key of items in the player's Inventory or EnderItems is an exception and can be modified by /execute store[5].
      • /execute store (result|success) bossbar <id> (value|max) <chained command>
        • The value is stored in the value or max setting of the boss bar with ID id.
      • Data paths look like this: foo.bar[0]."A [crazy name]".baz.
        • foo.bar means foo's child called bar.
        • foo[0] means element 0 of foo.
        • "quoted strings" may be used if a name of a key needs to be escaped.
      • Examples:
        • /execute store success score @a foo run say hi
        • /execute as @e[type=pig] at @s store success entity @s Saddle byte 1 if entity @p[distance=..5]
    • You can chain all sub-commands together.
      • After every sub-command you need to write another sub-command.
      • When you're done with chaining sub-commands, run lets you write the actual command to be executed.
        • / is no longer allowed before the command.
      • /execute as somebody at somebody run say hi
    • Example of old commands:
      • /execute @e ~ ~ ~ detect ~ ~ ~ stone 0 say Stone! is now /execute as @e at @s if block ~ ~ ~ stone run say Stone!
      • /execute @e ~ ~ ~ detect ~ ~ ~ grass 0 summon pig is now /execute at @e if block ~ ~ ~ grass_block run summon pig
      • /execute @e ~ ~ ~ say Hello! is now /execute as @e run say Hello!
/experience
  • /xp is now an alias for /experience.
  • Split up into 3 different subcommands:
    • /experience add <players> <amount> [points|levels]
      • Adds <amount> of either points or levels to the target <players> (defaults to points).
      • Adding points can cause players to level up, as usual.
      • Negative numbers are supported, to subtract points instead.
      • Subtracting points can cause players to level down.
    • /experience set <players> <amount> [points|levels]
      • Sets <amount> of either points or levels on the target <players> (defaults to points).
      • You cannot set more points than their current level allows.
      • When changing levels, the points will stay at the same percentage as the previous level.
    • /experience query <player> (points|levels)
      • Returns either the number of points or levels on the given <player>.
/fill
  • The syntax of /fill has been changed.
    • /fill <begin> <end> <block> <data> replace [<replaceBlock>] [<replaceData>] is now /fill <begin> <end> <block> replace [<filter>]
    • /fill <begin> <end> <block> [<data>] [destroy|hollow|keep|outline|replace] [<nbt>] is now /fill <begin> <end> <block> [destroy|hollow|keep|outline|replace]
/function
  • /function no longer accepts [if|unless] <entity> arguments.
/gamerule
  • /gamerule no longer accepts unknown rules ("custom gamerules").
    • You can use functions or scoreboards as replacements, with no loss of functionality.
    • Existing custom gamerules will just not be accessible. Only built-in rules will be available.
  • Values to /gamerule are now type checked (giving a string if it wants an int is a very obvious error).
  • Removed the gameLoopFunction gamerule in favor of functions tagged in minecraft:tick.
/give
  • The syntax of /give has changed.
    • /give <players> <item> [<count>] [<data>] [<nbt>] is now /give <players> <item> [<count>]
    • See the item argument type for more details.
/kill
  • target is now mandatory
/locate
  • The y-coordinate is now returned as 64 instead of ?.
  • The result of the command, used by /execute store, will be the absolute distance to the structure.
  • Now accepts different structure names for all structures previously grouped under TempleDesert_PyramidIglooJungle_Pyramid, and Swamp_Hut.
/particle
  • The <params> argument has been removed, instead the parameters for particles like block can be specified right after the <name> argument using the new block argument.
    • /particle block polished_granite ~ ~ ~ 0 0 0 0 1
    • /particle dust 1 1 1 1 ~ ~ ~ 0 0 0 0 1
      • 1 1 1 1 are, in order, the three RGB color values (0-1) and the size of the particle.
  • /particle <name> <pos> is now a valid shortcut. deltaspeed, and count will default to 0
/playsound
  • Will Tab ↹ auto-complete custom sound events.
/replaceitem
  • The syntax of /replaceitem has changed.
    • /replaceitem block <pos> <slot> <item> [<count>] [<data>] [<nbt>] is now /replaceitem block <pos> <slot> <item> [<count>]
    • /replaceitem entity <target> <slot> <item> [<count>] [<data>] [<nbt>] is now /replaceitem entity <target> <slot> <item> [<count>]
    • See the item argument type for more details.
  • The slot argument no longer requires slot..
    • For example, slot.hotbar.1 now is hotbar.1
/scoreboard
  • /scoreboard had [<dataTag>] removed from its commands in favor of the nbt argument in entity selectors.
  • /scoreboard players tag and /scoreboard teams removed. Replaced by /tag and /team respectively.
  • /scoreboard players test removed in favor of /execute (if|unless) score, entity selectors and /scoreboard players get <target> <objective>.
/setblock
  • The syntax of /setblock has changed.
    • /setblock <pos> <block> [<data>] [<mode>] [<nbt>] is now /setblock <pos> <block> [<mode>]
    • See the block argument type for more details.
/stats
  • Removed. Now part of /execute.
  • The new /execute one isn't a direct replacement, the behavior has changed:
    • It's now per-command, instead of per-entity or per-block.
    • There's only result and success, which covers all the old stat types.
/stopsound
  • * can now be used instead of source to stop all sounds with a certain name, across all sources.
/tag
  • Replaces /scoreboard players tag.
  • Keeps the same syntax.
    • /tag <players> add <tag> to add <tag> to <players>.
    • /tag <players> remove <tag> to remove <tag> from <players>.
    • /tag <players> list to list all tags on players.
/team
  • Replaces /scoreboard teams.
  • Keeps the same syntax.
    • /team add <team> [<displayname>]
    • /team empty <team>
    • /team join <team> [<members>]
    • /team leave [<members>]
    • /team list [<team>]
    • /team option <team> <option> <value>
/testfor/testforblock and /testforblocks
/toggledownfall
  • Removed. It was always used to stop the rain, but rain usually quickly returned.
  • Use /weather.
/tp and /teleport
  • /tp is now an alias of /teleport (much like /w/msg and /tell).
  • /teleport has been simplified a bit, to avoid ambiguity.
    • /teleport <entity> doesn't allow rotation or facing, will teleport you to the entity.
    • /teleport <x y z> doesn't allow rotation or facing, will teleport you to the position.
    • /teleport <victim> <entity> doesn't allow rotation or facing, will teleport victim to entity.
    • /teleport <victim> <x y z> [yRot xRot] will teleport you to that position with optional rotation.
    • /teleport <victim> <x y z> facing [xFacing yFacing zFacing] will teleport you to that position facing another position.
    • /teleport <victim> <x y z> facing entity <entityFacing> [feet|eyes] will teleport you to that position facing an entity's feet or eyes (default feet).
    • Teleporting to an entity in another dimension is now allowed.
/trigger
  • /trigger <objective> is a new syntax as a shortcut for /trigger <objective> add 1.
/weather
  • If you don't specify a time, it now defaults to 5 minutes (previously random).
Argument Types
Target selectors
  • More error handling has been introduced.
  • Arguments may now be quoted.
    • Things like limit=0level=-10gamemode=purple are not allowed.
  • There's no longer a "min" and "max" separate values, we instead support ranges.
    • level=10 is level 10
    • level=10..12 is level 10, 11 or 12
    • level=5.. is anything level 5 or above
    • level=..15 is anything level 15 or below
  • The arcane shorthand names have been renamed.
    • m -> gamemode
    • l or lm -> level
    • r or rm -> distance
    • rx or rxm -> x_rotation
    • ry or rym -> y_rotation
    • c -> limit
  • xyzdistancex_rotationy_rotation are now doubles and allow values like 12.34
    • x and z are no longer center-corrected.
      • This means x=0 no longer equates to x=0.5.
  • gamemode (previously m) no longer allows numerical or shorthand IDs.
  • limit (was c) No longer allows negative values.
    • Use sort=furthest instead.
  • The name argument now supports spaces (as long as it's quoted).
  • Multiple of the same argument in target selectors is now possible.
    • tag=foo,tag=bar,tag=!baz matches someone with foobar and not baz.
    • type=!cow,type=!chicken matches something that isn't a cow and isn't a chicken.
    • type=cow,type=chicken isn't allowed, because something cannot both be a cow and chicken.
  • You can specify the sorting.
    • sort=nearest is the old default, sorting by distance (default for @p)
    • sort=furthest is the reverse of that (previously you'd use c=-5 for this)
    • sort=random for random sorting (default for @r)
    • sort=arbitrary is a new option to not sort the result (default for @e@a)
  • Specifying scores now looks like scores={foo=1,bar=1..5}
  • You can test for advancements with advancements={foo=true,bar=false,custom:something={criterion=true}}
    • true for "they completed the advancement", false for "they have not completed the advancement"
    • Alternatively, pass a block of specific criteria to test for (again, true/false)
Blocks
  • Wherever a <block>, optionally [<data>] and optionally [<nbt>] was required, it's now a single <block> argument that looks like this:
    • stone
    • minecraft:redstone_wire[power=15,north=up,south=side]
    • minecraft:jukebox{RecordItem:{...}}
    • minecraft:furnace[facing=north]{BurnTime:200}
  • ID is required (though just as before, if namespace isn't set it defaults to minecraft:).
  • States are inside [], comma-separated and must be properties/values supported by the blocks. They are optional.
    • minecraft:stone[doesntexist=purpleberry] is a syntax error, because stone doesn't have doesntexist.
    • minecraft:redstone_wire[power=tuesday] is a syntax error, because redstone_wire's power is a number between 0 and 15.
  • NBT tag is inside {}, and works just like you'd expect. It's optional.
  • In the context of "conditions"/testing for blocks, only the states you provided will be tested.
    • If you test redstone_wire[power=15], it only checks power but ignores other states such as north.
  • In the context of setting blocks, any states you provided will be set but anything missed out will default depending on the block.
    • If you set redstone_wire[power=15], it will set power to 15 but north will be a default value (in this case, set to none).
  • There is no such thing as block data value in 1.13. It's either a different blocks, or a state.
Items
  • Wherever an <item>, optionally [<data>] and optionally [<nbt>] was required, it's now a single <item> argument that looks like this:
    • stone
    • minecraft:stick{display:{Name:"\"Stick of Untruths\""}}
  • ID is required (though just as before, if namespace isn't set it defaults to minecraft:).
  • NBT tag is inside {}, and works just like you'd expect. It's optional.
  • There is no such thing as item data value or item damage value in 1.13.
    • Damage, where applicable, is being moved into nbt.
    • Any other information is either a separate item or a property in nbt.

Blocks

  • The upper limit of the block ID has dissappeared.
  • Blocks which used to have no bottom texture (like repeaters, comparators, torches, etc.) now have a bottom texture, not including redstone wire.
  • Flicking a lever on now displays redstone particles.
  • Blocks with a collision box now have matching bounding boxes.
    • Affected: anvils, cauldrons, hoppers, fences, iron bars, glass panes, filled ender portal frames, vines, lily pads, stairs, brewing stands, and pistons
    • Updated the collision box of anvils and hoppers.
    • Does not affect blocks with a collision box smaller than their model, such as soul sand and snow layers.
  • Beds now require a block below it as a support. Previously this was only required when placing the bed and the block could be destroyed afterwards without the bed being destroyed.
  • Chests and trapped chests can be put directly next to their double variants instead of requiring one block between them.
    • Shift right-clicking a chest or trapped chest next to a chest or trapped chest respectively will not make the two chests or 2 trapped chests combine into a double chest or double trapped chest.
  • Placing pumpkins and fence gates no longer requires a block below them.
  • Monster eggs will now break instantly, no matter the tool.
    • When broken with Silk Touch, the non-infested counterpart of the block will drop.
  • Bark can now be crafted. 4 logs in a square yield 3 bark.
  • Multiple vines facing different directions, including on the bottom of blocks, can now be placed in the same block space.
Dispenser
  • Crafting no longer requires a fully repaired bow.[6]
Magma blocks
  • Now generate at the bottom of ocean ravines, creating downward bubble columns.

Items

Carrot on a stick
  • Can now be crafted with a fishing rod that does not have full durability[6]

Mobs

General
  • Zombiesskeletonsocelots and wolves will naturally attack baby turtles, and zombies and zombie pigmen will seek out and trample turtle eggs.
Horse
  • The model has been changed to be more consistent with other mobs.[7]
  • Some animations like opening its mouth when grazing have been removed from the model as well.
Squid
  • Squids now shoot ink in response to being attacked.

Non-mob entities

General
  • Items in water now float up.
Fishing bobbers
  • Bobbers created by fishing rods have been given an entity ID, fishing_bobber.
    • This ID can only be used for testing, summoning is not possible.
Item frames
  • Item frames can now be put on floors and ceilings.
Paintings
  • Paintings now use a namespaced ID for their motive.

World generation

General
  • Rewrote the world generation system.
  • In the Nether, vertical air cavities — stretching from bedrock level to as far as Y=35, and filled with lava from bedrock level to Y=10 – now occur in chains across the bottom of the Nether, often forming extensive ravines.
Trees
  • Large spruce trees now transform nearby grass blocks into podzol when they grow.
Witch Huts
  • Now generates with a mushroom in the flower pot.
    • Previously, it was completely empty.
Superflat customization
  • Preset strings no longer use a version number.
Customized world type
  • Removed

Planned additions

Blocks

Coral[2][8]
  • Available as a block, slab, stair and plant[2][8]
  • Will die when placed outside of the water.[9]
    • Turns gray/white
    • Cannot be revived
  • 5 colors have been shown
  • Textures will be replaced

Mobs

Dolphins[2][10]
  • Will often jump out of the water and land back in[11]
  • Will lead players to sunken treasures[2]
  • Will not drop anything upon death[12]

World generation

Shipwrecks[2]
Icebergs[2][15]
Underwater ruins[16]

Planned changes

General

  • World generation will become data-driven, using json files, allowing for custom structures.[17]
  • Water will be able to be placed in the same space as semi-transparent blocks such as fences by using a water bucket on the block.[17]
    • Slabs and stairs placed underwater currently work, but other transparent blocks do not.
    • If a water source block is placed near a semi-transparent block, however, the flowing water it creates will not be able to flow through the block.[14] [17]
    • Items placed in flowing water will move through semi-transparent blocks the water flows through, instead of colliding with them as expected as if the water was not there.[2]

Unconfirmed features

Fixes

162 issues fixed
LWJGL 2-related issues
  • MC-1519 – Key gets stuck when toggling fullscreen
  • MC-3643 – CTRL / CMD key get stuck on OS X / Text Box Backspace deletes whole word or whole line on Mac and Linux
  • MC-5520 – Crash when toggling fullscreen mode: Keyboard must be created before you can read events
  • MC-6436 – Incomplete support of dead keys on non U.S. QWERTY Keyboard on OS X
  • MC-9974 – Initialization of OpenAL fails sometimes
  • MC-29501 – Unable to rebind to F# Keys on devices that require pressing FN
  • MC-32327 – Half-resolution on MBP Retina
  • MC-40227 – Mouse Button 4 in combination with a modifier key is detected as Mouse Button 5
  • MC-49755 – OS X: Pressing arrow or Fn keys in sign/command block/book and quill inserts invisible characters
  • MC-53549 – Minecraft can't be put in fullscreen mode in Linux
  • MC-55506 – Minecraft unloads monitor calibrations when closed
  • MC-68754 – Exiting fullscreen disables window resize
  • MC-71279 – Accentued character act like sticky keys for moving
  • MC-72856 – Control settings uses partwise US keyboard layout (on German keyboard layout)
  • MC-77279 – Game sets monitor to half resolution on exit on Linux
  • MC-78394 – "Use Item" not working while sneaking and "Use Item" bound to NUMPAD0
  • MC-80282 – On Linux in fullscreen, character sometimes cannot fully turn around
  • MC-81818 – When resizing the window, you may end up spinning around
  • MC-89288 – Can't sneak and jump if the jump key is on the numpad
  • MC-100556 – "Alt Gr" on keyboard becomes "LCONTROL" in controls menu (interfering with "Ctrl")
  • MC-106650 – Minecraft does not release mouse focus
  • MC-109376 – Unsupported keys in inventory with foreign keyboard on Linux
  • MC-120989 – Screen goes blank on exit
From released versions before 1.13
  • MC-1511 – Anvil can be placed in certain blocks
  • MC-1685 – Unable to write in a new blank Book and Quill after renaming it in an anvil
  • MC-1875 – Snow layers don't drop themselves when harvested with a silk touch tool
  • MC-1947 – Pumpkins and Jack 'o' Lanterns can only be placed on solid blocks
  • MC-2208 – Blocks with special placement can be placed inside player / entity
  • MC-2340 – Redstone torches schedule updates when they should not, causing unreliable timings.
  • MC-2666 – Corner Cobblestone Wall Has Incorrect Collision Box
  • MC-3794 – Chest direction placing glitch
  • MC-4438 – Items dropped on unburnable blocks turn invisible when trying to ignite the block
  • MC-4504 – the hitbox of brewing stands is missing the blaze rod
  • MC-4581 – Fishing rod bobbers can go through Nether/End Portals, but disappear
  • MC-4923 – Flint and steel and fire charges can place fire at invalid positions
  • MC-5024 – Reticle/Crosshair not centered on the screen
  • MC-5037 – Riding a pig / horse with a cape causes it to not behave as expected
  • MC-5305 – Burning arrows in ground are not extinguished by rain
  • MC-5694 – High efficiency tools / fast mining destroys some blocks client-side only
  • MC-9194 – A Comparator can lock a Repeater, but the Repeater doesn't look like it is locked
  • MC-10880 – Comma or other symbol after @ selector does not work with command blocks
  • MC-11138 – Creative inventory GUI border are considered as exterior to the inventory
  • MC-11208 – The big tree generator handles tree height variable incorrectly
  • MC-12000 – The hit-box of corner fences isn't the same as the collision-box!
  • MC-19966 – Fully grown pumpkin stems attach to pumpkin, even if another stem is already attached
  • MC-26739 – Doors won't update with redstone
  • MC-29490 – 1.7+ lighting bug / black spots
  • MC-31222 – Crash on pressing the inventory close key and an item manipulation key at the same time in large chests
  • MC-31346 – When you light a cobblestone wall, it turns into a corner piece for a second
  • MC-32539 – You can write on both the server name and the server address input field at the same time
  • MC-32972 – /summon accepts arguments that it will ignore
  • MC-33710 – Snow & Iron Golem, Ender Dragon, Illusioner, Giant, and Wither not in Mob statistics
  • MC-34365 – Triple Chest - Triple Bug
  • MC-36191 – Missing stat.mineBlock for various blocks (mob spawners, cauldrons, beds, etc.)
  • MC-39948 – Blocks / Items only different by data value are not listed separately in statistics
  • MC-48522 – Ctrl + Pickblock on Flowerpot gives you the flower (+NBT) instead of the flower pot
  • MC-53439 – The top block of a two-block plant temporarily becomes a peony/sunflower upon placing a block in the bottom
  • MC-55751 – Gamemode descriptions are off center
  • MC-59610 – Cactus has full block hitbox
  • MC-61821 – Digging Snow Layer yields one snow ball too much
  • MC-63820 – Empty Flower Pot in Witch Hut
  • MC-64455 – Translation missing for some blocks
  • MC-64836 – Mobs "control" the minecart they are riding
  • MC-65983 – Mouse cursor moves off-window when accessing inventory (or item contents)
  • MC-68446 – Some entities have missing translations string in the lang files
  • MC-69880 – /effect returns "cannot be found" for invalid entities
  • MC-70188 – Some blocks cannot be placed facing a wall with /setblock or /fill + datavalues or block states
  • MC-71401 – Tab list ignores initial display name of players
  • MC-73207 – Minecraft server list displays "Can't connect to server" on startup
  • MC-73495 – Commands saying item names use incorrect / wrong item names
  • MC-74231 – Flower pot's blockdata won't visually update
  • MC-74703 – Redstone Ore does not produce particles on bottom side if not at height 0
  • MC-75279 – Cape physics while sprint-flying
  • MC-75430 – Enderman held block not fully updated from old block id system
  • MC-75940 – block log2 and leaves2 crash the game when set to certain data values
  • MC-76044 – randomTickSpeed, spawnRadius, maxEntityCramming and maxCommandChainLength accept non-integer value
  • MC-77488 – TAB player list sorts player names based on ASCII values instead of alphabetically
  • MC-77570 – "and" doesn't get translated when listing entities
  • MC-79255 – Using /trigger first time on player gives score of 0 but not displayed on scoreboard
  • MC-80400 – Sizelimited entity selectors (@e with c=1,@r with type=!entity) in commands prefer players
  • MC-81746 – Falling block entities don't check for data values: converting sand to red sand
  • MC-84173 – Trapdoors get a redstone update when being pushed/pulled next to a power source, but not when being pushed/pulled away from it
  • MC-86980 – Placing some blocks at position and side of any replaceable block isn't possible
  • MC-88230 – When feeding a tamed horse or llama with a golden apple/carrot or hay bale, the cursor moves to the right
  • MC-88330 – Textures and Effects are off when far away from the center of the map (2)
  • MC-88481 – '/worldborder set' allows small decimal numbers but does not display them correctly in chat
  • MC-90174 – Carpet ghostblocks
  • MC-90265 – UI Accounts For Significant FPS Reduction
  • MC-92901 – End Crystals and Primed TNT placed at high coordinates are placed with offset
  • MC-93129 – Falling sand behaves incorrectly in lazy chunks
  • MC-93468 – Water and lava flow affected by random ticks
  • MC-94027 – "carried" tag of Enderman reads value as string and short
  • MC-94186 – BlockDragonEgg does not extend BlockFalling
  • MC-96929 – /enchant command missing indicator for affected entity and enchanting
  • MC-98244 – Same UUID infinite times possible + changing UUID possible via entitydata
  • MC-98823 – tipped arrows do not have a stat.craftItem statistic
  • MC-99321 – Hoppers cannot pull items from double chests if second chest is blocked
  • MC-99342 – Private bytes (RAM usage) rising drastically when game window is minimized
  • MC-99434 – /worldborder damage command not giving any feedback with invalid argument
  • MC-101113 – /playsound command is not validating arguments correctly
  • MC-101332 – Can use the FallingSand to go through the cobblestone wall(mossy)
  • MC-102440 – Large oak trees not spawning or spawning abnormally in forest
  • MC-102545 – There are 352 different flowerpots in the debug world.
  • MC-103035 – Dragon Egg doesn't create fallingdust particles
  • MC-105591 – Flint and Steel loses durability and fire charge is used up even if no fire was placed
  • MC-105820 – Relative decimal coordinates with block related commands are inconsistent
  • MC-106024 – Fence Gate Does Not Update in_wall Block state When Placed By Command
  • MC-106127 – Some blocks cannot be given certain block states
  • MC-106387 – Lava doesn't decrease SKY light
  • MC-106681 – Scoreboard teams leave doesn't work if first player fails
  • MC-107145 – Entity kill stat objectives using old/incorrect entity names
  • MC-107359 – You can replace loot tables and advancements, but not structure files
  • MC-108756 – Dungeons generating triple chests
  • MC-109591 – Detecting the block states not saved in meta data does not work
  • MC-109659 – The observer only detected upgrade top of the door if opened/closed with energy (button, lever, etc.), but not with your hand.
  • MC-109799 – Observer don't power when update and push by piston at the same time
  • MC-110566 – Failed /scoreboard players operation can still give a score of 0
  • MC-111288 – Opening a singleplayer world shows 0% for a short moment
  • MC-111472 – Game doesn't save anywhere that a chest is a double chest
  • MC-111704 – You can input any value in [old block handling] of setblock and fill
  • MC-112394 – Numeral ids can still be used in some commands
  • MC-112693 – Scoreboard team colors use raw § formatting instead of text components
  • MC-112742 – Name of unnamed villager is rendered with TeamColor instead of prefix and suffix of scoreboard team
  • MC-112743 – Glowing outline and spectator GUI use prefix color instead of TeamColor
  • MC-112891 – Falling block entity drops block with metadata of item dropped when block would be mined causing malformed drops
  • MC-112992 – Right clicking a command block minecart opens GUI and uses held item
  • MC-113347 – Rails rotate when moved
  • MC-113809 – Chorus Flower plant grows instantly when block below it is replaced with Endstone
  • MC-114721 – title command treats invalid second argument as "title"
  • MC-114722 – Projectiles collide with hitbox of block instead of with collision box
  • MC-114965 – Placed tripwire hook updates blocks around opposite facing tripwire hook on same axis
  • MC-115059 – Narrator reads scoreboard team color codes in player names
  • MC-115123 – Parrots keep moving their legs even if they are on shoulders
  • MC-115799 – Colored bed flickers red when placing/destroying
  • MC-116254 – Players in Adventure mode can use some items even without CanPlaceOn tag
  • MC-116580 – Iron trapdoors stay on after breaking power source, until updated
  • MC-117032 – "Done" button in statistics screen is offset
  • MC-117166 – Corner stairs with torch/lever/button etc. doesn't cause block update when near destroyed support stair
  • MC-117191 – Tab-completion list doesn't change when moving cursor with mouse
  • MC-117705 – Cannot click in Creative search bar to change cursor position
  • MC-117837 – Player placed leaves update when log block breaks
  • MC-117932 – Bed particles cause Z-fighting
  • MC-117933 – /clone command treats invalid optional arguments as if they were default
  • MC-118153 – Lava can only turn concrete powder into concrete when it falls into source block
  • MC-118194 – Ladders can be placed on any block when used with stairs
  • MC-118202 – iron bars,glass pane etc have incorrect selection hit box on corners
  • MC-118221 – Vines cannot be placed below non-solid blocks
  • MC-118308 – Narrator is toggled when typing in some text fields
  • MC-118408 – Torches and redstone torches cannot be placed on top of a Jack o'Lantern but can be placed on pumpkin
  • MC-120296 – F3 + T doesn't reload the data in pack.mcmeta
  • MC-120622 – Item loss with shift + click to fill up with picked up items
  • MC-120709 – Lava and water updates do not resolve completely when random ticking is disabled
  • MC-120790 – Redstone lamps and wire update whether they are lit or not when setblocked, but no other blocks do
  • MC-121271 – Activator rails not updating
  • MC-121742 – block states can't be used in /give/clear and /replaceitem, but can be used in /setblock/fill/execute detect and /testforblock
  • MC-122000 – Items get deleted when the inventory is overflowed by using the recipe book to return items from a crafting table.
  • MC-122085 – Generating server icon leaks encoded data buffer
  • MC-123708 – clearCustomName() and hasDisplayName() inconsistent
  • MC-124695 – Flint and steel in a dispenser loses durability when not igniting
  • MC-124964 – Clicking into the armor slots or the first inventory slot cancels crafting recipe preview
Private issues


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