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1.13

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Actualización Acuática.jpeg
Nombre oficial

Actualización Acuática[1]

Fecha planeada
de lanzamiento

2018

Versiones en desarrollo

Snapshots

Extension:DynamicPageList (DPL), version 3.2.1: Warning: No results.

Pre-lanzamientos

Extension:DynamicPageList (DPL), version 3.2.1: Warning: No results.

Otras ediciones de 1.13
Disambig color.svg Este artículo trata sobre la edición para computer. Para otras ediciones, véase Historial de versiones (desambiguación).

La versión 1.13, también conocida como Actualización Acuática[1], es una próxima gran actualización de la Edición Java planeada para ser lanzada en 2018. Se enfocará principalmente en el contenido oceánico y las características técnicas.[2][3] Esta actualización fue originalmente pensada para ser lanzada como dos actualizaciones separadas con 1.13, originalmente llamada Actualización Técnica, teniendo los cambios técnicos y la 1.14, originalmente llamada Actualización Acuática, tendría todas las características del océano.[1] La actualización se reveló originalmente durante la transmisión en vivo de MineCon Earth el 18 de noviembre de 2017.[4]

Inicialmente, la 1.13 estaba programada para ser lanzada el 30 de mayo de 2018. Sin embargo, el lanzamiento fue luego retrasado a una fecha indeterminada para corregir errores críticos.[5]

Elementos añadidos

Bloques

Variantes de aire
  • cave_air y void_air.
    • Ambos tienen exactamente las mismas propiedades que air.
    • cave_air se genera en cuevas.
    • void_air se usa internamente para los bloques superiores (>255) e inferiores (<0) en el mundo, y en los chunks no cargados.
Hielo azul
Columna de burbujas
  • Creada por bloques de magma y arena de almas en el agua al menos a 2 bloques de profundidad.
    • Las columnas de bloque de magma tiran de las entidades hacia abajo: evitarán que los artículos floten en el agua y hundirán barcos.
    • Las columnas de arena del alma empujan a las entidades hacia arriba.
Botónes, placas de presión y trampillas
  • Ahora tienen texturas separadas para los 6 tipos de madera.
Calabaza tallada
  • Un nuevo bloque que tiene la vieja textura de la calabaza.
    • Los bloques normales de calabaza ya no tienen cara.
    • Al hacer clic con el botón derecho en un bloque de calabaza con cizallas se convertirá en una calabaza tallada y se soltarán 4 semillas de calabaza.
Canalizador
  • Se elabora con 1 unidad Corazón del mar y 8 caparazones de nautilos.
  • Se puede activar colocando prismarina, prismarina oscura, ladrillos de prismarina y/o linternas de mar en cuadrados abiertos de 5x5 a su alrededor.
    • Cuando esta activo,aplicará el efecto Efectos de estado a los jugadores cercanos que estén en agua.
      • Poder del Canalizador frenará la barra de respiración hasta que se acabe,da mejor visión bajo el agua y incrementa la velocidad de minería.
  • Una estructura completa dará el máximo poder al Canalizador.
    • Cuando esta activo con el poder máximo, el rango incrementará, además dañará a las criaturas hostiles en un rango de 8 si están en contacto con agua o lluvia.
      • El ojo del canalizador se mostrará solo mientras caza una criatura hostil o la observa cuando está fuera de rango,sino caza una criatura o no la ve no mostrará su ojo.
  • Emite un fuerte brillo,posee un nivel de luz de 15.
Coral (planta)
  • Tiene 5 distintas variantes, cada uno con un color distinto: tubo (azúl), Cerebral (rosa), burbuja (púpura), fuego (rojo), cuerno (amarillo).
  • Solo puede ser colocado debajo del agua
  • Se generan naturalmente en arrecifes de coral.
Bloque de Coral
  • Tiene 5 distintas variantes,como el coral: tubo (azúl), cerebral (rosa), burbuja (púrpura), fuego (rojo), cuerno (amarillo).
  • Se debe de minar con una herramienta con toque de seda para poder obtenerlo,sino en su lugar dará un bloque de coral muerto.
    • Cada variante tiene una forma distinta de coral muerto.
    • Se vuelve coral muerto si uno de sus seis lados no esta tocando agua,pero no al instante.
      • Los bloques de coral muerto no se pueden revivir.
  • Como el coral, se generan en arrecifes de coral.
Coral (planta lateral)
Bloque de alga seca
  • Funde 20 objetos, cuando es usado como combustible.
  • Se fabrica con alga secas, se puede también deshacer para obtener alga seca.
alga
  • Solo se puede colocar bajo el agua , debe tener un bloque de agua encima.
    • Se puede colocar en terreno seco con el comando/setblock.
  • Se genera en el bioma océano, excepto en océanos cálidos.
  • Puede crecer varios bloques hacia arriba.
  • Tiene texturas animadas.
  • Puede fundirse en algas marinas secas.
Escaleras y losas de prismarina
  • Ambos vienen en las 3 variantes: prismarina, prismarina oscura y ladrillos de prismarina.
  • Las escaleras se pueden confeccionar con 6 de sus respectivos materiales.
  • Las losas se pueden diseñar con 3 de sus respectivos materiales.
Hierba marina
  • Al igual que las algas, las hierba marina también vienen en una variante alta.
  • Tiene texturas animadas.
  • Se genera en los océanos (incluidas cuevas submarinas), ríos y pantanos.
  • También se puede generar cuando using polvo de hueso en cualquier bloque debajo del agua.
  • Las tortugas sueltan algas marinas cuando mueren.
Pepino de mar
  • Se generan en océanos cálidos, especialmente alrededor de arrecifes de coral.
  • Hasta 4 de ellos se pueden colocar en un bloque.
  • Cada uno agrega 3 al nivel de luz, pero solo cuando se coloca debajo del agua.
  • Puede fundirse en tinte verde lima.
Caja de shulker
  • Se agregó una caja de shulker no teñida.
Corteza despojada
  • Una variante de corteza con la textura lateral o registros eliminados en todas las caras.
  • Se crea mediante click derecho con una hacha en un bloque con corteza.
  • Como los troncos normales,pueden ser utilizados para hacer madera.
Stripped logs
  • A barkless variant of logs.
  • Created by using an axe on a log block.
  • Act as regular logs, and can still be used to craft planks.
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 become slightly cracked and then very cracked.
    • Very cracked turtle eggs will eventually hatch into baby turtles.

Items

Arrow of Slow Falling
  • Gives the player the Slow Falling status effect.
Arrow of the Turtle Master
  • Functions the same as the potion of the Turtle Master.
Bark blocks
  • Now have an item form and appear in the creative inventory.
    • This is true for all 6 types.
  • They can now be crafted, 4 logs in a square yield 3 bark.
  • They now follow identical placement rules to logs and other such blocks.
Buried treasure exploration maps
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.
Dried kelp
  • Obtained from smelting kelp.
  • Can be eaten, restoring 1 (Half Hunger.svg) hunger point.
  • Can also be crafted into dried kelp blocks.
Fish buckets
  • Come in 4 variants: cod, salmon, pufferfish, and tropical 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.
Heart of the Sea
  • Used to craft conduits.
  • They generate in buried treasure chests (in stacks of 1).
Kelp
  • Can be used to place a kelp plant underwater.
  • Can be dried in a furnace to create dried kelp.
Mushroom blocks
  • Now appear in the creative inventory.
Mushroom stems
  • Have an item form and appear in the creative inventory.
Nautilus Shell
  • Used to craft conduits.
  • Can be obtained by fishing.
  • Drowned can spawn holding a nautilus shell.
Petrified oak slab
  • Now has a model.
  • Is the old wood slab that acts like a stone slab.
Phantom membrane
  • Dropped by phantoms.
  • Used to repair elytra.
  • Can be brewed into potions of Slow Falling.
Potion of Slow Falling
  • Brewed with phantom membrane.
  • Gives the player the Slow Falling status effect for 1:30.
    • Prevents all fall damage.
    • Makes the player fall slower.
    • Prevents the player from trampling crops (even when jumping on top of them).
  • Brewing it with redstone dust will extend the effect duration to 4 minutes.
  • Like all potions, can be turned into splash potion and lingering potion, using gunpowder and dragon's breath.
Potion of the Turtle Master
  • Will give Slowness IV and Resistance III for 1 minute.
  • Brewing it with redstone dust will extend the effect duration to 3 minutes.
  • Brewing it with glowstone dust will enhance the effects to Slowness VI and Resistance IV.
  • Like all potions, can be turned into splash potion and lingering potion, using gunpowder and dragon's breath.
Scutes
  • Dropped when baby turtles grow up.
  • Can be used to craft turtle shells.
Smooth quartz, smooth red sandstone, smooth sandstone, and smooth stone
  • Like bark, they now have an item form, which appears in the creative inventory.
Spawn eggs
Trident
  • A new weapon.
  • Can be thrown by using it, or be used as a melee weapon by attacking, dealing Plantilla:Health damage.
  • Obtainable by killing drowned.
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 seconds of breath underwater.
  • Can be used to brew the potion of the Turtle Master from an awkward potion.

Mobs

Dolphins
  • Spawn in any ocean that isn't frozen.
  • Neutral mobs. Like wolves and zombie pigmen, dolphins will attack in groups if one is angered.
  • Can be fed using raw cod, but they don't breed.
    • Drop cod on death.
  • Play with nearby items by picking them up and dropping them after a very short moment.
  • Occasionally jumps out of water like real-life dolphins.
    • Can also jump between disconnected bodies of water.
  • Chase after boats and jump over water surfaces.
  • They suffocate after spending too much time on land.
  • If they start drowning, they will swim to the surface.
  • Give the player the Dolphin's Grace status effect when the player swims near them.
  • They can help players find buried treasure; when they are fed raw cod, they will swim to the nearest shipwreck or underwater ruins.
Drowned
  • Spawn in all oceans and rivers, as well as in underwater ruins.
  • Zombies will morph into drowned after a while if they are in water.
  • Drowned can spawn with tridents and nautilus shells, allowing you to get them in survival.
  • Do not float, but can swim (although they prefer to walk).
  • All drowned have a melee attack, and ones with tridents have a ranged attack.
  • Like zombies, drowned will attack baby turtles and stomp on and destroy turtle eggs.
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.
  • Pufferfish
    • Spawn in lukewarm and warm ocean biomes.
    • Inflate themselves when a player gets near.
    • Will cause 7 seconds of Poison to nearby players.
  • Tropical Fish
    • Spawn in lukewarm and warm ocean biomes.
    • Come in 14 different colors and patterns.
  • They drop themselves when killed.
  • Outside of water, they flop around before suffocating.
    • They will slowly flop towards a water source.
  • They can be caught with a water bucket.
Phantoms (Mob B)
  • Was voted in by viewers of MineCon Earth.[4]
  • Spawn in the Overworld at high altitudes, and swoops down in groups of around 3 or 4 to attack players that have not slept in a while.[4]
  • The player must be above sea level.
  • Are considered to be undead mobs.
    • This means that they are harmed by Healing potions, healed by Harming potions, ignored by the Wither, and affected by Smite enchantment.
    • Will burn when exposed to sunlight.
  • Drop 0-1 phantom membrane.
Turtles
  • Water mobs which will make nests comprised of eggs on shorelines throughout various biomes.
  • Have a baby variant, which hatch from the eggs, and move into the water when born.
  • Can be bred using seagrass.
  • Spawn on warm beaches (in plains, jungles, swamps, deserts, mesas and savannahs), in groups of 1-5. This is temporary.
  • Lay eggs in their home beach.
  • Drop 0-2 sea grass upon death.
  • You can craft scutes into a bigger turtle shell.

World generation

Biomes
  • Added minecraft:sky_island_low (Small End Islands), minecraft:sky_island_medium (End Midlands), minecraft:sky_island_high (End Highlands), and minecraft:sky_island_barren (End Barrens).
    • 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 (Deep Warm Ocean), minecraft:deep_lukewarm_ocean (Deep Lukewarm Ocean), minecraft:deep_cold_ocean (Deep Cold Ocean), and minecraft:deep_frozen_ocean (Deep Frozen Ocean), although warm deep oceans don't naturally generate.
  • minecraft:frozen_ocean (Frozen Ocean) now generates again.
Buffet
  • New world type: can be created by selecting Buffet World as a world type.
  • Creates single-biome worlds.
  • Another way to generate chunks is available.
  • Allows choosing between Overworld (as "Surface"), Nether (as "Caves") and End (as "Floating islands") terrain generation.
Buried treasure
  • A new structure that consists of a buried chest with loot in it.
  • Has its own buried_treasure loot table.
  • Maps found in underwater ruins can lead you to them.
Coral reefs
Icebergs
  • Generate on frozen oceans.
Shipwrecks
  • Can be found in oceans and beaches.
  • Contain 1–3 loot chests containing different types of loot depending on the ship.
  • Can generate upright, sideways or upside down.
Underwater caves
  • Come in many variants, including ravines.
    • Underwater ravines will often contain magma blocks at the bottom, which will create bubble columns.
Underwater ruins
  • Come in many different shapes and sizes.
  • Cold ruins can be found in cold and frozen ocean biomes - regardless of depth.
  • Warm ruins can be found in warm, lukewarm, and deep lukewarm ocean biomes.
  • Can generate alone or as part of a big ruined village.
  • Can also generate out of the water, slightly underground or slightly above sea level.

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.
    • Not compatible with Loyalty or Channeling.
    • Used on tridents to launch the player when thrown while in water or rain. Riptide will not throw the trident, but instead launch you forwards.
    • If the player is not in water and it is not raining, the player is not able to throw tridents enchanted with Riptide, but they can still deal melee damage.
    • Players display a spinning animation when dashing.
Map markers
  • Added the ability to put markers on maps.
    • Right click on a banner with a map to add it to the map.
    • Right click on the same banner again to remove it.
    • That map will show the base color of the banner at that spot.
    • Named banners will show their name on the map.
    • If a banner is destroyed, it will disappear when you get close while holding the map.
    • Uses the new banners nbt for maps.
Movement
  • When sprinting while in water, the player will now swim on the surface.
    • Much faster than walking/running in water before.
    • Pressing shift causes the player to rapidly dive down.
    • Sprinting at the surface of water doesn't make you swim, instead you stay at the same altitude constantly.
    • The players hitbox is only as large as 0.6×0.6 blocks (same as while flying with an elytra) while swimming.
    • Vertically and horizontally, the player can fit through a one block gap like this.

Command format

General
  • Added a command UI that shows when commands are typed 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 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 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.
    • bar[0] means element 0 of bar.
    • "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_6, notched_10, notched_12, notched_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 <value>.

General

Advancements
  • Added 4 new advancements.
    • Fishy Business: Catch a fish.
    • Tactical fishing: Catch a fish... without a fishing rod!
    • A Throwaway Joke: Throw a trident at something.
    • Very Very Frightening: Strike a Villager with lightning.
  • Added three new advancement triggers.
Data packs
  • Like resource packs, but for loot tables, advancements, functions, structures, recipes 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.mcmeta, data folder containing a namespace folder determining the namespace of its contents.
    • A namespace should only contain the following symbols: Plantilla:Code
    • Inside the namespace folder, there can be folders for functions, loot_tables, advancements, structures, recipes 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/player pushes someone into the void or when someone uses /kill after being attacked by a mob/player.
    • <player> didn't want to live in the same world as <killer>
  • Added a death message for when the player is killed by somebody using a trident.
    • <player> was impaled by <killer>
Debug screen
  • Plantilla:Keys will now copy your current location to clipboard.
    • Now gives a warning before forcing a debug crash.
  • F3 debug overlay now shows the fluid you're looking at, separately from blocks.
    • Player can be up to twenty blocks away for this to work now.
Loot tables
  • Added the set_name function to loot tables.
NBT tags
  • Added the TreasurePosX, TreasurePosY, TreasurePosZ, GotFish, and CanFindTreasure NBT tags for dolphins.
  • Added the AX, AY, AZ, and Size NBT tags for phantoms.
  • Added the HomePosX, HomePosY, HomePosZ, TravelPosX, TravelPosY, TravelPosZ, and HasEgg NBT tags for turtles.
Options
  • FS (Fullscreen) Resolution 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.
  • Added Biome Blend distance video option.
  • New option in options.txt: mouseWheelSensitivity
    • Defaults to 1.0
    • Affects hotbar scroll speed
Particles
  • Added the minecraft:bubble_column_up, minecraft:bubble_pop, minecraft:current_down, and minecraft:squid_ink particles.
Sounds
  • Added a new sound effect of squids shooting ink.
  • Added sound for Husks converting to Zombies
  • Added underwater ambience sounds.
  • New ambience sound: Cave19.ogg.
Splashes
  • Added "All rumors are true!"
  • Added "Thanks for the fish!"
Statistics
  • Added the time_since_rest statistic.
    • Used by phantoms.
    • Reset when the player leaves their bed, and when the player dies.
Status effects
  • Added Conduit Power status effect.
    • Gives the player unlimited water breathing.
    • Gives the player underwater night vision effect.
    • Gives the player a haste effect (allowing them to mine faster underwater).
  • Added Dolphin's Grace status effect.
    • Makes the player swim faster.
    • Acquired by swimming near dolphins.
  • Added Slow Falling status effect.
    • Causes the player to descend at a much slower rate, and not take any damage when hitting the ground.
    • This allows the player to jump further than normal.
      • If the player is sprinting while under the Slow Falling status effect, they will be able to jump across a gap of over 512 blocks, compared to 4 with normal sprinting.
    • Crops will not get destroyed if the player lands on them with the Slow Falling status effect.
    • Higher levels do not change the rate of descent.
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/blocks, data/(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 24 vanilla tags for both items and blocks: minecraft:acacia_logs, minecraft:banners, minecraft:birch_logs, minecraft:buttons, minecraft:carpets, minecraft:coral, minecraft:coral_plants, minecraft:dark_oak_logs, minecraft:doors, minecraft:jungle_logs, minecraft:logs, minecraft:oak_logs, minecraft:planks, minecraft:rails, minecraft:sand, minecraft:saplings, minecraft:spruce_logs, minecraft:stone_bricks, minecraft:wooden_buttons, minecraft:wooden_doors, minecraft:wooden_pressure_plates, minecraft:wooden_slabs, minecraft:wooden_stairs, and minecraft:wool.
  • There are 5 extra vanilla tags for blocks: minecraft:anvil, minecraft:enderman_holdable, minecraft:flower_pots, minecraft:slabs, and minecraft:stairs.
  • There is 1 extra vanilla tag for items: minecraft:boats.
  • Separated some of the logic for blocks and fluids[6].
    • Current fluids:
      • minecraft:empty
      • minecraft:flowing_water
      • minecraft:water
      • minecraft:flowing_lava
      • minecraft:lava
    • The fluid at a location is currently dependent on the block at the location; currently there still are water and lava blocks.
    • Added two new fluid tags: minecraft:lava and minecraft:water.
    • This system is mostly internal; it cannot be directly interacted with yet.
  • Advancement item predicates now support item tags.
Water physics
  • Water can now be placed in the following blocks: chests, trapped chests, stairs, slabs, fences, walls, iron bars, glass panes, ender chests, trapdoors, ladders, and signs.
    • Water can flow out of these blocks, but can not flow into them.
    • When full of water, they will count as water blocks for all gameplay (such as swimming).
    • Water will flow out of all faces of the block except for solid faces.
  • Removed the blocks flowing_water and flowing_lava.
  • All of the blocks that water can be placed in now have the block state waterlogged.
  • Blocks such as bubble column or kelp will always count as a water source.
  • When water spreads and would later turn into a source block, it now immediately just places a source block.
Other
  • New valid_spawn block tag for blocks that the player can spawn on.
  • There is now a distinction between scheduled "liquid ticks" and "block ticks".

Changes

Blocks

General
  • The upper limit of the block ID has dissappeared.
  • Blocks which used to have no bottom texture (like repeaters, comparators, etc.) now have a bottom texture, not including redstone wire.
  • Blocks with a collision box now have matching bounding boxes.
    • Affected: anvils, cauldrons, hoppers, fences, iron bars, glass panes, filled end 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.
Beacon
  • Added new sounds.
Bed
  • 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
  • They can be put directly next to their double variants instead of requiring one block between them.
    • Shift right-clicking a chest or trapped chest will only make it try to connect to the clicked chest or trapped chest if possible, else it’ll become a single chest or trapped chest.
Dispenser
  • Crafting no longer requires a fully repaired bow.[7]
Fence gates
  • Placing them no longer requires a block below them.
Leaves
  • Naturally-generated leaves now survive at a distance of up to 6 blocks from logs, instead of 4.
    • The block state for leaves changed from a check_decay and decayable Booleans to distance (ranging from 1 to 7) and a persistent Boolean.
Lever
  • Flicking a lever on now displays redstone particles.
Magma blocks
  • Now generate at the bottom of ocean ravines, creating downward bubble columns.
Monster eggs
  • They will now break instantly, no matter the tool.
    • When broken with Silk Touch, the non-infested counterpart of the block will drop.
Packed ice
  • Now can be crafted from 9 ice.[8]
Pumpkins
  • Placing them no longer requires a block below them.
Shulker Boxes
  • Changed the purple shulker box to the new purple color.
  • Dyed shulker boxes can now be undyed in a cauldron.
    • Use a shulker box on a filled cauldron.
    • The water level in the cauldron will decrease by 1.
TNT
  • Removed the TNT explode block state (explode on punch).[9]
Vines
  • Multiple vines facing different directions, including on the bottom of blocks, can now be placed in the same block space.
Water
  • Has new colors.
  • Now only blocks 1 light per block, instead of 3.
    • This only affects newly placed water (for now).

Items

Carrot on a stick
  • Can now be crafted with a fishing rod that does not have full durability.[7]
Elytra
Fish
  • Item textures changed.
Fishing Rods
  • Now make sounds when reeled back in.
Iron horse armor
  • Changed the texture when equipped.

Mobs

General
  • Zombies, skeletons, ocelots and wolves will naturally attack baby turtles, and zombies and zombie pigmen will seek out and trample turtle eggs.
  • Undead mobs will now sink in water.
Horse
  • The model has been changed to be more consistent with other mobs.[10]
  • Some animations like opening its mouth when grazing have been removed from the model as well.
Husks
  • Husks now become a zombie instead of dying from drowning.
Parrots
Skeleton horse
  • Are now rideable underwater.
Squid
  • Squids now shoot ink in response to being attacked.
Zombie horse
  • Updated model to fix serious Z-fighting.
Zombies
  • Zombies now become a drowned instead of dying from drowning.
  • Baby zombies now burn in sunlight.[11]

Non-mob entities

General
  • Items and experience orbs will now float up in water.
  • Changed the name of several entities:
Old Name New Name
Block of TNT Primed TNT
Bolt of Lightning Lightning Bolt
Ender Crystal End Crystal
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.
  • In newly generated chunks, you're less likely to find frozen oceans next to warm oceans, etc.
Biomes
  • The Plantilla:Keys menu now shows the biome ID, rather than its name.
  • Biome names are now translatable.
  • Updated some biome names:
Customized world type
  • Removed.
Superflat customization
  • Preset strings no longer use a version number.
Trees
  • Large spruce trees now transform nearby grass blocks into podzol when they grow.
Witch Huts
  • Now generate with a mushroom in the flower pot.
    • Previously, the flower pot was completely empty.

Gameplay

Oxygen bar
  • The player's oxygen bar no longer regenerates instantly when they get out of water.
Sleep
  • Players in creative mode can now sleep even if monsters are nearby.
Visibility
  • Changed natural water visibility.
    • The longer a player stays underwater, the better they will be able to see.
    • Water is darker at lower depths.
    • The Water Breathing potion & Respiration enchantment no longer grant enhanced vision underwater.
    • Every ocean biome has a unique water color, and the swamp water color has been changed.
    • Visibility changes per biome.

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
  • The ench NBT tag of items is now called Enchantments, and no longer has number IDs in each compound.
  • 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 snowballs, eggs 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>] is now /clear [<target>] [<item>] [<count>] <maxCount> <dataTag>
    • 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>] <cloneMode> <TileName> is now /clone <begin> <end> <destination> filtered [<block>] [force|move|normal]
    • /clone <begin> <end> <destination> [replace|masked] [force|move|normal] [<block>] [<data>] <cloneMode> <TileName> is now /clone <begin> <end> <destination> [replace|masked] [force|move|normal] <z2>
/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> <amplifier> <hideParticles>
    • /effect <entity> clear is now /effect clear <entity> [<effect>] <amplifier> <hideParticles>
  • Giving an effect will now fail if it didn't actually do anything.
    • Some mobs are immune (for example the 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> [<command>|detect] executes a command using the entity <entity> (but doesn't change position).
      • /execute at <entity> <chained command> [<command>|detect] executes a command using the position, rotation, and dimension of the <entity> (but doesn't change entity).
      • /execute positioned <pos> <chained command> [<command>|detect] 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> [<command>|detect] 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> <y2> <z2> <block> <command> executes a command as though the executor is facing x y z.
      • /execute facing entity <entity> (eyes|feet) <chained command> <y2> <z2> <block> <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> [<command>|detect] executes a command as though the executor is in the specified dimension.
      • /execute anchored (feet|eyes) <chained command> [<command>|detect] 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> <y2> <z2> <block> <command> executes a command if (or unless) <pos> matches <block>.
      • /execute (if|unless) blocks <begin> <end> <destination> (all|masked) <chained command> <block> <command> executes a command if (or unless) the region between <begin> 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> <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> <block> <command> executes a command if (or unless) <target>'s score is in the range (ie 1, 1..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: AffectedBlocks, AffectedEntities, AffectedItems, QueryResult.
      • 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> <z2> <block> <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> <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> <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 <x> <y> <z> [<command>|detect] 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 <x> <y> <z> [<command>|detect][12].
      • /execute store (result|success) bossbar <id> (value|max) <chained command> <z2> <block> <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.
        • bar[0] means element 0 of bar.
        • "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 <block> <command>
        • /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 <z2> <block> <command>
    • 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! <y2> <z2> <block> <command> 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>] <z2> <tileName>
    • /fill <begin> <end> <block> [<data>] [destroy|hollow|keep|outline|replace] [<nbt>] <tileName> is now /fill <begin> <end> <block> [destroy|hollow|keep|outline|replace] <y2> <z2> <tileName>
/function
  • /function no longer accepts [if|unless] <entity> arguments.
    • This has been moved into /execute.
    • /function foo if @e is now /execute if entity @e run function foo <y2> <z2> <block> <command>
/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
  • A target is now mandatory.
/list
  • Can now be used in singleplayer.
/locate
  • The y-coordinate is now returned as ~ instead of ?.
  • The result of the command, used by /execute store <x> <y> <z> [<command>|detect], will be the absolute distance to the structure.
  • Now accepts different structure names for all structures previously grouped under Temple: Desert_Pyramid, Igloo, Jungle_Pyramid, and Swamp_Hut.
/op
  • Now allows target selectors besides names.
/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 <x> <y> <z> <xd> <yd> <zd> <speed>
    • /particle dust 1 1 1 1 ~ ~ ~ 0 0 0 0 1 <x> <y> <z> <xd> <yd> <zd> <speed>
      • 1 1 1 1 are, in order, the three RGB color values (0-1) and the size of the particle.
  • /particle <name> <pos> <y> <z> <xd> <yd> <zd> <speed> is now a valid shortcut. delta, speed, 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>] <data> <dataTag>
    • /replaceitem entity <target> <slot> <item> [<count>] [<data>] [<nbt>] is now /replaceitem entity <target> <slot> <item> [<count>] <data> <dataTag>
    • 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 <y> <z> [<command>|detect], entity selectors and /scoreboard players get <target> <objective>
/seed
  • The output can now be copied.
/setblock
  • The syntax of /setblock has changed.
    • /setblock <pos> <block> [<data>] [<mode>] [<nbt>] <oldblockHandling> <dataTag> is now /setblock <pos> <block> [<mode>] <tilename>
    • 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>
  • Teams can now have a prefix and a suffix.
    • /team option <team> prefix <prefix>
    • /team option <team> suffix <suffix>
/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 victim to that position with optional rotation.
    • /teleport <victim> <x y z> facing [xFacing yFacing zFacing] will teleport victim to that position facing another position.
    • /teleport <victim> <x y z> facing entity <entityFacing> [feet|eyes] will teleport victim 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> [add|set] <value> 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.
    • Things like limit=0, level=-10, gamemode=purple are not allowed.
  • Arguments may now be quoted.
  • There are no longer separate "min" and "max" values; instead ranges are supported.
    • 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
  • x, y, z, distance, x_rotation and y_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 (previously 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 foo, bar 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 or 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 block, 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 a property in nbt.
    • Any other information is either a separate item or a property in nbt.

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.
In-game menu screen
  • New title screen background, featuring many of the structures, blocks, and mobs that were added in the Update Aquatic.
Credits
  • Updated the credits list to include all of the Mojang staff.
Controls
  • The name of keybindings now describes the actual key (e.g. 'LBUTTON' -> 'Left Button', 'BACKSLASH' -> '\')
Creative Inventory
Music
  • Three brand new pieces of underwater music by C418 have been added:
    • Shuniji, Dragon Fish and Axolotl.
    • Their ID for commands is music.under_water.
Options
  • Removed 3D Anaglyph completely.
Particles
  • Optimized particle rendering slightly.
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).
Tooltips
  • Added (and fixed) colored tooltips for certains items:
Item New Tooltip Color
Beacon Light Blue
Chained Command Block Pink
Command Block Pink
Creeper Head Yellow
Dragon Egg Pink
Dragon Head Yellow
Dragon's Breath Yellow
Elytra Yellow
Enchanted Apple Pink
Enchanted Books Yellow
Enchanted Items (excluding books) Light Blue
End Crystal Light Blue
Bottle O' Enchanting Yellow
Golden Apple Light Blue
Heart of the Sea Yellow
Music Discs Light Blue
Nether Star Yellow
Player Head Yellow
Repeating Command Block Pink
Skeleton Skull Yellow
Structure Block Pink
Totem of Undying Yellow
Wither Skeleton Skull Yellow
Zombie Head Yellow
Attack Speed (tools' info) Dark Green
Attack Damage (tools' info) Dark Green
Other
  • Game library updated 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.
  • Optimized cloud rendering.
  • Optimized fog rendering.
  • Optimized world spawn position–finding code.

Planned changes

  • World generation will become data-driven, using json files, allowing for custom structures.[13]

Unconfirmed features

These features are not confirmed for 1.13, but they were mentioned or showcased by developers during development. Main article: Java Edition mentioned features

Fixes

322 errores solucionados
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-7192 – The generation of "terrain" surface layer in Nether produces local straight artifacts/glitches
  • 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.
Desde las versiones publicadas antes de la
  • MC-14 – Stacked minecarts continue momentum when not on a rail.
  • MC-96 – [1-9] clicking an item out of a furnace does not give XP.
  • MC-258 – Most text boxes / chat / scroll bars revert when the window changes size, fullscreen mode is toggled, or fullscreened game is tabbed into
  • MC-1168 – Lily pad sometimes destroys water block.
  • MC-1218 – Arrows shot at the top half of a door will float once the door is opened.
  • 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-1809 – Some trees generate with leaves too far from logs
  • 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-2399 – Transparent blocks visually use the brighter light level that they are next to.
  • MC-2666 – Corner Cobblestone Wall Has Incorrect Collision Box.
  • MC-3115 – Baby Zombies do not burn.
  • 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-5461 – Block stats doesn't count red mushrooms, sugar canes, etc...
  • MC-5694 – High efficiency tools / fast mining destroys some blocks client-side only.
  • MC-7882 – Cloud corners not connected.
  • MC-7908 – Spawning underwater / In the middle of an (lava) ocean.
  • MC-8220 – Water/lava bucket can be used to destroy ladders.
  • MC-8471 – Blocks cannot be placed on a block you are next to.
  • MC-9194 – A Comparator can lock a Repeater, but the Repeater doesn't look like it is locked.
  • MC-9620 – F1 and open chat makes hotbar appear.
  • MC-9669 – Player renders black in a 1x1 shaft with torch in upper block.
  • MC-10632 – Boats show water splashes when falling from high places, even if not in water
  • 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-11142 – Placing a Redstone Torch/Block next to a rail junction does not change the rail direction.
  • MC-11208 – The big tree generator handles tree height variable incorrectly.
  • MC-11242 – When you jump and place a fence post under you you will get inside the fence post.
  • MC-12000 – The hit-box of corner fences isn't the same as the collision-box!.
  • MC-12269 – Various Particles glitchy movement.
  • MC-12699 – Some PNGs using greyscale or tRNS are processed incorrectly.
  • MC-18903 – Villagers'/ Witchs' right arm doesn't have the texture flipped.
  • MC-19966 – Fully grown pumpkin stems attach to pumpkin, even if another stem is already attached.
  • MC-24390 – Books don't sign properly for me! I don't get the chance to edit the title when trying to sign again!.
  • MC-25866 – Splash Potion of Saturation has no effect.
  • 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-32522 – Confusing error message when targeting a location in an unloaded chunk.
  • 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-35119 – Buttons for video settings to not make a sound.
  • MC-35856 – Multiple background /title songs playing at one time / automatic music overlap (not Jukebox music)
  • MC-36030 – Music playing despite music / jukebox slider set to OFF
  • 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-50640 – Big oak tree inconsistency.
  • MC-50795CanDestroy and CanPlaceOn can be used with item ID's instead of the names.
  • MC-52036 – using testfor in /execute command failure.
  • MC-52974 – Host's skin not visible to other players when in LAN world.
  • MC-53439 – The top block of a two-block plant temporarily becomes a peony/sunflower upon placing a block in the bottom.
  • MC-53448 – Sliders cannot be adjusted accurately (tested in customized world settings).
  • MC-55592 – The wildcard * fits into wrong commands without error.
  • MC-55710 – Relative tp from a vehicle applies dismount offset.
  • MC-55751 – Gamemode descriptions are off center.
  • MC-55800 – Successful "/setblock air destroy <z> <tilename>" commands give error message and return 0 for result/success
  • MC-57332 – Number arguments in command have all int limitation.
  • MC-58556 – Breaking a block being moved by a piston creates missing texture particles.
  • MC-58809 – Scoreboard teams add "@e" doesn't work correctly.
  • MC-59511 – Tellraw has incomplete error message when key determining text to display is missing.
  • MC-59517 – TNT explode=true blockstate drops TNT item when fused by hit in survival mode.
  • MC-59610 – Cactus has full block hitbox.
  • MC-60117 – Upper slabs can't be placed when standing on a lower slab 2 blocks below.
  • MC-61821 – Digging Snow Layer yields one snow ball too much.
  • MC-62093 – Double plants get generated without bottom part.
  • MC-63714 – Zombie Pigmen get angry when hit in creative.
  • MC-63748 – Commands with incorrect syntax executed for multiple entities prints error message multiple times.
  • MC-63820 – Empty Flower Pot in Witch Hut.
  • MC-64455 – Translation missing for some blocks.
  • MC-64539 – Spreadplayers respectTeams and player arguments have no tab completion.
  • MC-64836 – Mobs "control" the minecart they are riding.
  • MC-64919 – You can place a block through T-intersection glass panes, iron bars and fences when standing inside of hitbox.
  • MC-65774 – Landing particles not showing when land on skulls.
  • 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-68809 – Held Item renders black when in a 1 x 1 shaft with torch in upper block.
  • MC-69042/summon coordinate syntax should be different.
  • MC-69822 – Command help strings and feedback say "player" when entities are applicable as well.
  • MC-69880/effect returns "cannot be found" for invalid entities.
  • MC-70010 – Double plants can be placed at and grow at y = 255 resulting in incomplete double plant.
  • 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-72634 – Lily Pad placement noise inconsistent.
  • MC-72866 – Item shading inside item frames does not account for rotation.
  • MC-73207 – Minecraft server list displays "Can't connect to server" on startup.
  • MC-73344 – "Moss Stone" is name incorrectly, it should be called "Mossy Cobblestone".
  • MC-73495 – Commands saying item names use incorrect / wrong item names.
  • MC-73637 – Nether World Border Crash: Exception Ticking World.
  • 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-75193 – Target selectors don't work in server only commands.
  • 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-76044randomTickSpeed, spawnRadius, maxEntityCramming and maxCommandChainLength accept non-integer value.
  • MC-76312 – Testfor output doesn't show UUID or team colour.
  • 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-77600 – Command block pick block with NBT and sendCommandFeedback is bugged.
  • MC-78780/fill hollow and destroy calculates number of blocks incorrectly.
  • MC-78920 – Incorrect /gamerule syntax (typing only /gamerule doesn't return any error).
  • MC-79255 – Using /trigger first time on player gives score of 0 but not displayed on scoreboard.
  • MC-80096 – Insufficient handling of Damage tag.
  • MC-80400 – Sizelimited entity selectors (@e with c=1,@r with type=!entity) in commands prefer players.
  • MC-80856 – Command syntax inconsistencies.
  • MC-80893 – Sender bias (c=1) applies when sender is not the closest entity to specified x/y/z origin.
  • MC-80928 – Player sits too ahead when riding a (skeleton/zombie) horse/donkey/mule.
  • MC-81746 – Falling block entities don't check for data values: converting sand to red sand.
  • MC-81806 – worldborder add allows size >= 0 while worldborder set only allows size >= 1.
  • MC-83064 – Accumulated fall damage is not reset when levitation starts.
  • 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-86016 – Some Mojang staff not mentioned in credits.txt.
  • MC-86321 – Scoreboard players tag won't autofill/tab complete tag argument.
  • MC-86980 – Placing some blocks at position and side of any replaceable block isn't possible.
  • MC-87129 – Cannot save empty command for command block minecart
  • MC-87365 – Incorrect syntax for scoreboard players tag.
  • MC-87559 – Gamerule missing indicator for affected gamerule.
  • MC-87587 – Server kicks client when executing: /title @a title [] or /tellraw @a []
  • MC-87799/execute detect functions inconsistently with semi- (snow layer, grass path, soul sand, farmland) blocks.
  • MC-88230 – When feeding a tamed horse or llama with a golden apple/carrot or hay bale, the cursor moves to the right.
  • MC-88481 – '/worldborder set' allows small decimal numbers but does not display them correctly in chat.
  • MC-88674 – Growing cactus placed on blocks other than (red) sand drops two cacti instead of breaking.
  • MC-89428 – Rails update other rails before checking if they are in a valid location when moved by pistons.
  • MC-89634 – Spreadplayers favours the negative coordinates.
  • MC-90072 – Witch in boat can't throw splash potion.
  • MC-90174 – Carpet ghostblocks.
  • MC-90265 – UI Accounts For Significant FPS Reduction.
  • MC-90591 – Camera instantaneously changes position when elytra is deployed, rather than smoothly.
  • MC-91245 – One character namespaces are treated as "minecraft:"
  • MC-91759 – End dimension only: End crystals aren't actually pushed server-side, causing ender crystal location desync
  • MC-92061 – Full speed ridden boats generate water splash particles under the boat
  • MC-92408 – Arrows / trident move slightly after a second after hitting the target
  • MC-92901 – End Crystals 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-93908 – Fireball only flies in 1 direction when hitting it by bow/snowball while running a /tp command.
  • MC-94027 – "carried" tag of Enderman reads value as string and short.
  • MC-94186 – BlockDragonEgg does not extend BlockFalling.
  • MC-94487 – Ravines don't naturally cut through sand, sandstone, or terracotta upon generation, but other cave types do.
  • MC-96929/enchant command missing indicator for affected entity and enchanting.
  • MC-97196/spreadplayers shows wrong error message / large number in error message when no entities were spread.
  • MC-97355 – Lily pads placed on ice plays wrong sound.
  • MC-97952 – Enderdragon does not have a radii option.
  • MC-98123 – Saturation with an AreaEffectCloud.
  • MC-98244 – Same UUID infinite times possible + changing UUID possible via entitydata.
  • MC-98823 – tipped arrows do not have a stat.craftItem statistic.
  • MC-98928 – Snowballs launched from a boat destroyed instantly.
  • MC-99057 – Cannot place corner vines.
  • 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-99748 – scoreboard teams join and leave not showing error message for missing player argument in command blocks.
  • MC-101113/playsound command is not validating arguments correctly.
  • MC-101135 – Confusing error message for relative coordinates with too high numbers.
  • MC-101232 – Big tree generator causes memory leak.
  • MC-101332 – Can use the FallingSand to go through the cobblestone wall(mossy).
  • MC-102403 – Persistent/unchangeable sounds after (re-)opening a world
  • MC-102440 – Large oak trees not spawning or spawning abnormally in forest.
  • MC-102545 – There are 352 different flowerpots in the debug world.
  • MC-102682 – Horseshoes and horse leg separated.
  • MC-103023 – Village house overlap.
  • MC-103035 – Dragon Egg doesn't create fallingdust particles.
  • MC-103744 – Misaligned text in world creation page for Unicode fonts.
  • MC-105050 – Some blocks are tracked in statistics/objectives for similar blocks despite having their own space to be tracked.
  • MC-105139 – Entity head rotation not interpolating on Yaw axis.
  • MC-105502 – Enabling clouds incurs a huge performance penalty
  • 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-105832 – Torch doesn't work in one block space.
  • MC-105918 – Lose of item on kick while in anvil.
  • 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-108749 – Mushrooms and Crops cause double plants to drop; leaves "head" of plant behind.
  • MC-108756 – Dungeons generating triple chests.
  • MC-108967 – "Selector '<selector>' found nothing" message is missing for /scoreboard teams join/leave.
  • 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-110863 – Custom name of double chest is not set for both chests and is based on direction.
  • MC-111288 – Opening a singleplayer world shows 0% for a short moment.
  • MC-111341 – Plains village generating in desert.
  • 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-112389 – Saturation Potions no longer work in 1.11.
  • 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-112929 – Beacon coloring issue.
  • MC-112974 – Hostile mob doesn't teleport correctly when overworld/nether is already loaded.
  • MC-112992 – Right clicking a command block minecart opens GUI and uses held item.
  • MC-113347 – Rails rotate when moved.
  • MC-113420 – Boats can be placed outside the worldborder.
  • MC-113577 – Mesa (Bryce) biome generates with seed of last world which generated the same biome before.
  • MC-113809 – Chorus Flower plant grows instantly when block below it is replaced with Endstone.
  • MC-113880 – Items of replaceable blocks appear to successfully replace the same block in the world even though they do not.
  • MC-113962 – Error message "Entity ... cannot be found" is shown when multiple entities match selector but only a single entity is expected.
  • MC-114243 – clone command syntax help is missing filtered case.
  • MC-114454 – Placing flowers in flower pots do not update the flower pot for nearby players.
  • MC-114553 – Alt-tab while in fullscreen = crash.
  • MC-114721 – title command treats invalid second argument as "title".
  • MC-114722 – Projectiles collide with hitbox of block instead of with collision box.
  • MC-114953 – Setting title times to negative values acts like /time ... clear.
  • 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-115270 – Can use /publish to host multiple LAN worlds.
  • MC-115322 – Updating string line in front of unattached tripwire hook that faces north or east updates blocks around the hook.
  • MC-115799 – Colored bed flickers red when placing/destroying.
  • MC-115913 – Attempting to fill an area with blocks consisting of multiple parts causes an unknown error.
  • MC-115957 – Advancements, loot tables, resource packs and world folders don't require lower case.
  • MC-116045 – banlist command treats any non "ips" argument as "players".
  • 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-116758 – Enter/exit nether, server reports: <player> moved too quickly.
  • MC-116928 – Command block and spawner minecart data fixer not working correctly.
  • 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-117767 – gamerule command query feedback ignores /gamerule sendCommandFeedback.
  • MC-117837 – Player placed leaves update when log block breaks.
  • MC-117906 – Elytra (plural) are called "an Elytra" in advancements
  • MC-117932 – Bed particles cause Z-fighting.
  • MC-117933/clone command treats invalid optional arguments as if they were default.
  • MC-118019/execute does not center absolute horizontal integer coordinates on block.
  • MC-118037commandBlockOutput = false does not show command feedback of commands executed for player.
  • 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-118324 – One of magenta dye recipes is unlocked via getting Ink Sac.
  • MC-118346 – Blocks that will be replaced when another block will be placed on them do not work with CanPlaceOn tag.
  • MC-118408 – Torches and redstone torches cannot be placed on top of a Jack o'Lantern but can be placed on pumpkin.
  • MC-118416 – Recipe for bowl not unlocked until bowl or mushrooms are obtained.
  • MC-118565 – Four negative signs in a selector which only has the potential to select one entity will attempt to parse as a UUID and fail.
  • MC-118606 – Tame wolf will no longer fight after boat ride, until server is restarted
  • MC-118850 – Vines use opposite facing value when trying to spread in corners.
  • MC-119142 – You can't use multiple tags in a selector.
  • MC-119741 – Relative directions in teleport are relative to player targets rather than executer.
  • MC-120056 – Saving a structure to a sub folder fails if the folder does not exist yet.
  • MC-120296F3 + T doesn't reload the data in pack.mcmeta.
  • MC-120524 – Signs controled by command blocks with scoreboards will make other block entities in the same chunk disappear after respawning.
  • 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-120747 – Stairs Change Hitbox While Moving (Piston).
  • MC-120790 – Redstone lamps and wire update whether they are lit or not when setblocked, but no other blocks do.
  • MC-120911 – Can't place snow_layer in adventure mode.
  • MC-121233 – Tab-completing a function name (with a ton of available functions) kicks the player.
  • MC-121271 – Activator rails not updating.
  • MC-121719 – Enchantment GUI's book opening and closing animation is rendered at approximatly 20fps, even if actual framerate is higher.
  • MC-121742 – block states can't be used in /give, /clear and /replaceitem, but can be used in /setblock, /fill, /execute detect <x> <y> <z> [<command>|detect] and /testforblock.
  • MC-121884 – Server->Client custom payload packets can leak resources.
  • MC-121889 – Animated Texture Interpolate causing crashes.
  • MC-121891 – Animated texture ignoring frames acting non-iteratively.
  • MC-122000 – Items get deleted when the inventory is overflowed by using the recipe book to return items from a crafting table.
  • MC-122053 – Mouse wheel/touchpad scroll amount is ignored.
  • MC-122085 – Generating server icon leaks encoded data buffer.
  • MC-122195 – Collision box of cauldron and ender portal frame with ender eye inside is slightly wrong.
  • MC-122257 – Item name above hotbar appears every time the durability of the item gets changed
  • MC-123365 – +2 block Cactus do not break with water (Inconsistency).
  • 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.
  • MC-125615 – Some end cities don't generate completely
  • MC-126084 – Cape render when sprinting underwater.
  • MC-126479 – Tellraw command only applies team color if using selector to target more than one entity
  • MC-128561 – CommandBase.commandListener retains old server reference, preventing garbage collection.
  • MC-129571 – Skeleton Traps Are Incredibly Rare
  • MC-129863 – "Crawling" underneath glass/grass paths/other transparent blocks causes bugs
Private issues

Gallery

References

  1. 1,0 1,1 1,2 Plantilla:Article
  2. “Probablemente estará en 1.13 en este punto, Me temo :( Será una corrección de errores y una actualización técnica más, entonces obtendrá más amor.” – @Dinnerbone, April 24, 2017
  3. “Recuerda que la 1.13 es una actualización técnica para hacer que las cosas se cuelguen menos, que el juego corra mas rápido, & más fácil para nosotros agregar/cambiar cosas más tarde. ¡Como nuevos bloques!” – @Dinnerbone, October 16, 2017
  4. 4,0 4,1 4,2 The Update Aquatic Is Coming To Minecraft Spring 2018!, 18 de noviembre de 2017
  5. “Se suponía que la Actualización Acuática saldría hoy. Se retrasa para asegurarse de que se reparen todos los errores cruciales. ¡Increíble!” – @docm77, May 30, 2018
  6. “Trying to extract parts of BlockState into StateHolder<T> and turn BlockStateDefinition into StateDefinition<T> so I can use the same system for liquids” – @Dinnerbone, April 20, 2018
  7. 7,0 7,1 MC-122844 (resolved as "Works as Intended")
  8. “Yes we also want to keep it hard to get, so you need 9 ice in order to create 1 packed ice. ^^” – @_ladyagnes, June 7, 2018
  9. MC-122563 (resolved as "Works as Intended")
  10. Plantilla:Article
  11. MC-127186 (resolved as "Works As Intended")
  12. MC-123307
  13. Plantilla:Link
  14. http://www.reddit.com/r/Minecraft/comments/66gcg9/mojang_really_need_to_make_it_easier_to_edit_the/dgiy1xb?context=1
  15. 15,0 15,1 “Trying out a new design for the recipe book button. What do you think?” – @mialem_n, August 7, 2017
  16. “Another idea for recipe button, animated. Comments?” – @mialem_n, August 7, 2017
  17. “Whilst I'm changing all the commands, I kinda want to change save-all, save-on, save-off into: '/save', '/save enable', '/save disable'” – @Dinnerbone, October 5, 2017
  18. “(The same goes for ban/pardon/banip/unbanip)” – @Dinnerbone, October 5, 2017
  19. “Hey mapmakers. It's ab́out time I show you thís thingý. Ónly just finished it. Śeriously though. Ǵreat stuff. Ŕight? <3” – @Dinnerbone, July 6, 2017
  20. Plantilla:Link
  21. “Currently working on:” – @mialem_n, August 3, 2017
  22. “Oh hey I forgot to mention this is a thing in things like /entitydata” – @Dinnerbone, October 6, 2017
  23. Plantilla:Article
  24. “Found something... odd?... on the beach today!” – @ladyagnes, January 16, 2018
  25. “There is also a sliver of a turtle shell piece” – @ladyagnes, February 1, 2018
  26. “Made the icebergs for Update Aquatic a bit more crazy ^^.. here is a screenshot of how they look at the moment” – @ladyagnes, December 4, 2017

Plantilla:Java Edition versions

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