After the success of my previous thread on 1.11, I've decided to make a new thread about 1.12's features.
The purpose of this thread is that I'll post some strange or obscure but pretty cool or interesting things you can do with the new features that are being added in 1.12, as well as some other things that may be little-known until the wiki gets updated enough to cover them.
Feel free to post about anything else awesome or fascinating you've found and I'll put it here! (If I think it's awesome enough...) If you want some ideas of what could be put in try checking out the 1.11 thread.
All the new vanilla advancements:
The advancements are essentially the replacement for achievements. Currently they seem to be a work in progress, including the vanilla ones, as it allows support for multiple tabs on the advancements screen, and it has been stated that four or five of them will be used for vanilla, however currently only (as of 17w16a) two tabs are available.
This is a full list of all the advancements available. Most are rather self-explanatory:
Minecraft tab:
Minecraft:
The heart and story of the game
This is the 'root' advancement at the start of the menu. It is obtained by getting a crafting table. (Even though it's icon is a grass block)
Stone age:
Mine stone with your new pickaxe
Formerly Mine stone.
Getting an upgrade:
Construct a better pickaxe
Formerly Upgrade tools.
Acquire Hardware:
Smelt an iron ingot
Formerly Smelt iron.
Suit Up:
Protect yourself with a piece of iron armor
Formerly Obtain armor.
Not Today, Thank You
Deflect an arrow with a shield
Formerly Deflect an arrow.
Isn't It Iron Pick:
Upgrade your pickaxe
Formerly Iron tools.
Diamonds!
Acquire diamonds
Cover Me With Diamonds:
Diamond armor saves lives
Formerly Shiny gear.
Enchanter:
Enchant an item at an enchanting table
Formerly Enchant an item.
Hot Stuff:
Fill a bucket with lava
Formerly Bucket of lava.
Ice Bucket Challenge:
Form and mine a block of obsidian
Formerly Form obsidian.
We Need to Go Deeper:
Build, light and enter a nether portal
Formerly Enter the nether.
(Credit: The_Shadow) You do not actually have to physically go to the Nether, all you need to do is light a portal and step inside so you touch the portal blocks, then step out.
This was fixed in 17w17b.
Brew a potion: (removed in 17w14a)
Obtain a potion (you don't actually need to brew one - if you get a potion from a witch or an igloo lucky you!).
A Weak Brew: (removed in 17w17a)
Brew up a potion of weakness
Formerly Brew a weakness potion. (replaced Brew a Potion)
Zombie Doctor:
Weaken and then cure a zombie villager
Formerly Cure a zombie villager.
This advancement uses the new 'goal' frame.
Eye Spy:
Follow an ender eye
Formerly Follow an ender eye:
Throw a ton of eyes of ender and when you get to within 64 blocks of a stronghold you'll get this.
The End?
Enter the end portal
Formerly Enter the end.
Nether tab:
Nether:
Bring summer clothes
You'll get this advancement when you enter the Nether along with "We need to go deeper"
Subspace Bubble: (Reward: 100 experience)
Use the Nether to travel 7km in the Overworld
If you travel 1km in the Nether you should make it.
This is a challenge advancement with a fancy background.
Return to Sender: (Reward: 50 experience)
Destroy a Ghast with its fireball
This is a challenge advancement with a fancy background.
Uneasy Alliance: (Reward: 100 experience)
Rescue a Ghast from the Nether, bring it safely home to the Overworld... and then kill it
This is a challenge advancement with a fancy background.
A Terrible Fortress:
Break into a Nether Fortress
Into Fire:
Relieve a Blaze of its rod
Formerly Obtain a blaze rod.
Local Brewery:
Brew a potion
A Furious Cocktail: (Reward: 100 experience)
Have every potion effect applied at the same time
You need to get the following potion effects: Speed, Slowness, Strength, Jump Boost, Regeneration, Fire Resistance, Water Breathing, Invisibility, Night Vision, Weakness and Poison. All at the same time. Start brewing!
This is a challenge advancement with a fancy background.
How Did We Get Here?: (Reward: 1000 experience)
Have every effect applied at the same time
You need to get the following potion effects in addition to the ones from 'A Furious Cocktail': Wither, Haste, Mining Fatigue, Levitation, Glowing, Absorption, Hunger and Nausea.
Strangely, even though Resistance can be applied from a beacon, it is not required.
As well as all your brewing, you're also going to need to set up a haste beacon, allow a wither skeleton (wither) and a shulker (levitation) to hit you, allow an elder guardian to curse you (mining fatigue), eat a pufferfish (hunger and nausea), eat a golden apple (absorption), and shoot yourself with a spectral arrow (glowing).
This is a challenge advancement with a fancy background.
Oh yeah, and you get 100 experience as a reward for this nightmare challenge. And it's hidden in the advancements menu until you actually get it.
Spooky Scary Skeleton:
Obtain a Wither Skeleton's skull
Withering Heights:
Summon the Wither
Formerly Summon the Wither.
Bring Home the Beacon:
Construct and place a Beacon
Formerly Create a beacon.
Create a beacon with at least one pyramid level.
Beaconator:
Bring a beacon to full power
Formerly Create a full beacon.
Create a beacon with all four pyramid levels. In 17w13a this was a challenge advancement with a fancy background, however in 17w14a they added a new type of frame, the "goal" frame.
Adventure tab:
Adventure:
Adventure, exploration and combat
This is triggered if the player either kills or is killed by any entity.
Monster Hunter:
Kill any hostile monster
Formerly Kill a mob.
Monsters Hunted: (Reward: 100 experience)
Kill one of every hostile monster
Formerly Kill all the mobs.
The mobs that you have to kill for this advancement are: Cave Spider, Spider, Zombie Pigman, Enderman, Polar Bear, Blaze, Creeper, Evoker, Ghast, Guardian, Husk, Magma Cube, Shulker, Silverfish, Skeleton, Slime, Stray, Vindicator, Witch, Wither Skeleton, Zombie and Zombie Villager. This is a challenge advancement with a fancy background.
Take Aim:
Shoot something with a bow and arrow
Formerly Shoot something.
You used to be able to get this advancement even if you don't shoot something with a bow and arrow - it works with things like snowballs and eggs. This was fixed in 17w17a.
Sniper Duel: (Reward: 50 experience)
Kill a skeleton with an arrow from more than 50 metres.
You might think you're supposed to kill a skeleton, like the achievement, however after examining the json file for this advancement, I found that it does not seem to matter which type of mob you kill from 50 blocks away. This was fixed in 17w17a.
This is a challenge advancement with a fancy background.
It is also the only non-root advancement to not change its name in 17w15a. (Diamonds! doesn't count because it previously didn't have an exclamation mark)
Postmortal:
Use a Totem of Undying to cheat death
This is a goal advancement.
What a Deal!
Successfully trade with a villager
Formerly Complete a trade.
Hired Help:
Summon an Iron Golem to help defend a village
Sweet Dreams:
Change your respawn point
Formerly Change your spawn point.
Adventuring Time! (Reward: 500 experience)
Discover every biome
The biomes you have to discover are: Birch Forest Hills, River, Swampland, Desert, Forest Hills, Mega Taiga Hills, Cold Taiga, Mesa, Forest, Stone Beach, Ice Plains, Taiga Hills, Ice Mountains, Mesa Plateau, Savanna, Plains, Frozen River, Mega Taiga, Cold Beach, Deep Ocean, Jungle Hills, Jungle Edge, Ocean, Mushroom Island Shore, Extreme Hills, Desert Hills, Jungle, Beach, Savanna Plateau, Cold Taiga Hills, "mesa_clear_rock" (I guess that's either Mesa Bryce or Mesa Plateau F), Roofed Forest, Taiga, Birch Forest, Mushroom Island, Extreme Hills +.
There, a nice, completely random, jumbled, non-alphabetic list (I only wrote them in in the same order as the json file).
Husbandry tab:
FYI, 'Husbandry' has nothing to do with getting married, it's about the care and feeding of farm animals.
Husbandry:
The world is full of friends and food
You will get this advancement when you consume any item.
The Parrots and the Bats:
Breed two animals together
Two by Two: (Reward: 100 experience)
Breed all the animals!
You will have to breed these animals: Horse, Sheep, Cow, Mooshroom, Pig, Chicken, Wolf, Ocelot, Rabbit, Llama.
Best Friends Forever:
Tame an animal
A Seedy Place:
Plant a seed and watch it grow
A Balanced Diet: (Reward: 100 experience)
Eat everything that is edible, even if it's not good for you.
You have to eat the following foods: Apple, Mushroom Stew, Bread, Raw Porkchop, Cooked Porkchop, Golden Apple, Raw Fish, Cooked Fish, Cookie, Melon, Raw Beef, Cooked Beef, Raw Chicken, Cooked Chicken, Rotten Flesh, Spider Eye, Carrot, Potato, Baked Potato, Poisonous Potato, Golden Carrot, Pumpkin Pie, Raw Rabbit, Cooked Rabbit, Rabbit Stew, Raw Mutton, Cooked Mutton, Chorus Fruit, Beetroot, Beetroot Soup.
Serious Dedication: (Reward: 100 experience)
Completely use up a diamond hoe, and then reevaluate your life choices.
The End tab:
The End:
Or the beginning?
You'll get this advancement when you enter the End.
Free the End:
Good luck
Defeat the Ender Dragon. Good luck with that!
The Next Generation:
Hold the Dragon Egg
This advancement has the new 'goal' frame.
You Need A Mint:
Collect dragon's breath in a glass bottle
This advancement has the new 'goal' frame.
The End... Again:
Respawn the Ender Dragon
This advancement has the new 'goal' frame.
Remote gateway:
Defeat the dragon and escape the island
Formerly Enter a gateway.
After slaying the dragon enter an end gateway. The description could, however, potentially be taken to mean that all you have to do is leave via the exit portal (because that's technically escaping the island too).
The City at the End of the Game:
Go on in, what could happen?
Find and enter an End City.
Sky's the Limit:
Find an elytra
Formerly Learn to fly.
This advancement has the new 'goal' frame.
Great view from up here: (Reward: 50 experience)
Levitate for at least 30 seconds
This advancement has the 'challenge' frame.
The advancements seem to have some quirks. For advancements that require you to get a certain item (e.g. smelt iron, brew a potion...), you don't actually seem to need to craft that item, just obtain it in your inventory. Also, you don't seem to need to complete them in order, unlike with achievements, where you needed to get "Hot Topic" before you could get "Acquire Hardware."
"Achievement get!" no longer exists:
When you get an advancement a tab pops up saying what advancement you got. Depending on the type of advancement it will have different text:
- A normal advancement with a default frame says "Advancement Made!"
- A goal advancement with the frame with the rounded bits on the top and bottom of the square says "Goal Reached!"
- A challenge advancement with the spiky frame says "Challenge Complete!"
However, I reckon using a resource pack that changes the lang files, you could make that classic "Achievement Get!" appear again.
Modifying (or at least seeing the code) of advancements:
Advancements (and recipes and recipe triggers) will be able to be modified by mapmakers, or have new ones added.
Use a program like 7-zip to go into the .jar for 1.12 in the versions folder. Then go to assets, then minecraft, then advancements. The recipes folder has all the recipes in the game while the story folder has the advancements themselves.
You can create your own advancements by placing them inside the following directory: .minecraft/<your world name>/data/advancements/<a folder for your advancements>
Then use a program like Notepad ++ to modify the .json files to create your own advancements. You can make their "parent" tag be that of an existing advancement to expand on the vanilla advancements, or make your own "root" file with no "parent" tag but does have a "background" tag to create more advancement tabs.
I won't go into too much more depth here, but this guide has more information on everything you can use advancements for.
The era of the command block is... over???
A dignified discussion that occured during the snapshots:
(Credit: The_Shadow) Using the Advancement system, you can basically create command-block mods without command blocks.
(Credit: Me) Advancements can run commands upon being completed, which is pretty much how this will likely be done. More specifically, by creating advancements in a similar way to the advancements that control unlocking of recipes, (so they don't show up in the advancements menu or show any toasts upon getting them) however instead of unlocking recipes, they'll run commands. There are already a ton of amazing one-command creations out there, and if you stick one command into an advancement... well, I guess you get the picture.
(Credit: The_Shadow again) You're not limited to only one command as a "reward". Also, with the addition of the "tick" trigger in 17w18b, you have a straightforward means of applying a command continuously to anyone who meets whatever other conditions you set. (You just have to be sure to revoke the advancement in the rewarded command, so the player can get it again.)
(Credit: Me again) Functions are files that have the extention .mcfunction. Within you can type in a list of commands, and when you use the /function command to execute the function file, it will run all the commands on each line in the file.
They are definitely going to be useful for cutting down on the number of command blocks needed in maps (rather than having chain command block after chain command block, all the command blocks in one chain can be condensed down into one text file), and thus will also likely increase performance.
What's more, it means that command-block mods can now become more or less command-block-less, as advancements can run functions upon you getting them, and also the new gameloopfunction gamerule will run a specific function every tick. And function files can run function files within their functions, including under certain conditions using the if and unless arguments.
Recipe triggers:
Most crafting recipes now get unlocked upon obtaining one, some, or all of the items needed to craft them (for example, if you get a blaze rod, you will unlock the recipes for blaze powder and brewing stands).
However some crafting recipes have some slightly more special recipe triggers. Below I have summarized a list (of what I could find - I may have missed something).
- Torches require you to craft a stone pickaxe first.
- Chests require you to have your inventory full with at least 10 slots.
- Boats require you to jump into water.
- Cauldrons require you to get a water bucket first.
- Tripwire hooks require you to get string rather than iron, sticks, or wooden planks.
- Powered, detector and activator rails all require you to craft (or obtain) normal rails first.
- Coal, Iron, Gold, Emerald, Diamond, Lapis Lazuli, Redstone, Bone, Slime and Hay blocks require you to have at least 9 of their respective items rather than one for most other items.
- For some reason flint and steel requires you to get flint and obsidian (possibly for a nether portal, but that seems absurd. Flint and steel is useful for other things.)
A brave new world:
As of 17w16a they have finally added something resembling a tutorial mode. Essentially a bunch of toasts will pop up whenever you start a brand new world, explaining the very basics of Minecraft.
- Move using W, A, S, D and jump with space. A progress bar will fill up as you move.
- Look around using the mouse. Another progress bar will also fill up.
- When you get near a tree it will tell you to punch the tree. A progress bar will fill up as you break through a log block.
- It will also tell you to open your inventory with E.
- Lastly, it tells you to craft wooden planks using the recipe book.
Of course, thanks to the new JSON keybind component, if you remapped moving to the right to N and moving forward to H for example, the first message would really say:
- Move using H, A, N, D and jump with space.
Move using your hand? I wonder if that would confuse anybody.
How 1.12 breaks mapmaking:
It is always annoying for mapmakers working on large projects or trying to keep up their project with the latest version whenever a new update comes out that breaks everything they've done so far and it would take ages to fix everything, so I thought I'd put a list of things that get broken here.
- Tags in datatags can now be (optionally) quoted, however if you leave them unquoted they cannot contain spaces or other special characters.
In other words, in 1.11 and before you could do this, and it will still work in 1.12:
/summon minecraft:zombie ~ ~1 ~ {CustomName:Test}
However, this command, which worked previously in 1.11, no longer works in 1.12:
On the bright side, thanks to ShelLuser's comment, it means that maps are not broken as long as you remembered to put quotes around your mobs' names. But unfortunately for me... well, I didn't because you didn't need to. But now you do, and... well, here I am.
(Reminds me of when they forced the /tellraw command need quotes around everything back in 1.9...)
So, lesson to learn from this: If there's ever a situation in Minecraft command-blocking where you don't have to put quotes on something but you are allowed to, do it, because some update in the future is going to force it so you have to.
And as for 'special characters' this is how it works:
The other major breaking point introduced in 17w16a is that using colons in commands like this are previously optional:
{Motion:[0:0.0,1:1.0,2:0.5]}
Essentially, they're no longer allowed. The good news is that I personally never used colons in lists like that. The bad news is, I'm not so sure if other mapmakers usually did it. Now you're stuck with this:
This will create a scoreboard objective that increments every time you use a knowledge book. This is special because it means there is now another item (in addition to carrots on a stick - thanks rabidgoodra27) that can activate something when you right-click while holding it in custom maps.
Toolbar saving:
The toolbar saving in creative mode is pretty useful for saving all the line-ups of blocks you might be wanting to use for a particularly complex build. You can save a toolbar with c + 1 (or any number between 1 and 9) and restore it with x + 1.
In the creative inventory, however, you can click on the bookshelf tab to see all your saved toolbars, and you can actually grab items from toolbars there and place them in your hotbar, which is useful if you have a toolbar that contains say all eight ore types but you only want to be able to grab say diamond ore quickly without having to search it up or look for it in the 'blocks' tab or press shift + 1 to overwrite everything else already in your hotbar.
So in a way, the saved toolbars menu can become almost a 'favorites' menu of sorts.
Another use I can think of is if you are a map maker (like I am) who works with lots of command blocks with certain commands that you frequently use, you could save command blocks containing those commands in a saved toolbar by ctrl + clicking on them to get them in your inventory, then save the toolbar with the command blocks, and then you'd have a list of lots of frequently-used command blocks and not have to store them in your survival inventory or in a shulker box (which can get messy).
Narrator hijinks:
As you can probably imagine, the narrator would probably have some pretty strange behavior. You can toggle it between four modes: Read everything, read chat only, read system only, or off completely, using ctrl + B.
Read chat only will only read chat typed in by players. It will read everything they type in preceded by their name, which would probably get annoying if you're playing on say a popular minigames server where there are messages written every second, especially if such players kept typing things like "afjalehfashgiahflkjdsnvnav."
System chat is essentially command block outputs, which is now possible as of 17w15a. This would likely be very useful for playing custom maps where messages are always sent in the chat. (And if such maps don't have voice acting because... not everyone can get good voice actors. Or it might just be too much work).
There was just one problem... until it was fixed in 17w17a, the narrator couldn't properly read outputs from /say, /tell or /tellraw! If you type in "/say Hello there" in a command block and activate it, the chat would read:
[@] Hello there
The bad news is, all the narrator would say is "@".
In 17w16a they changed all the shulker colors to match the updated colors for wool, in an attempt to make them more vibrant in color.
Unfortunately, they now no longer camouflage properly in end cities. Oops.
Luckily they fixed that in 17w17a.
The Illusioner's Illusions:
The new Illusioner mob added in 17w16a currently seems incomplete, as it does not spawn naturally, drops nothing except occasionally its bow, and doesn't even have a spawn egg, even in release 1.12. (Maybe they'll add it's actual use in 1.12.1... or 1.13???)
It will summon three illusions around itself that will move in the same positions as relative to the real Illusioner, so if the real Illusioner moves three blocks to the right, all three Illusioner illusions will move three blocks to the right. This means that the illusions can clip through blocks, so this knowledge can help in deciding which illusion is the real one.
Another strange thing is that, like zombies and skeletons, Illusioners can be re-equipped with enchanted bows using commands, or even other items instead of bows.
However, there seems to be this strange bug that happens if you give an illusioner a non-bow item. Normally a skeleton with a stone sword, for example, would just start behaving like a wither skeleton, however illusioners, although they will summon their illusions properly, they will not start moving towards you and melee-attack you. They'll just stand there, doing nothing.
Also, if you summon an illusioner with a tipped arrow in their offhand, skeletons, become able to shoot that tipped arrow and inflict their effect, however illusioners can't. Funnily, although they could in 1.10, a bug has existed since 1.11 that prevents strays and wither skeletons from shooting custom tipped arrows too.
Dance, cocky, dance!
Another strange easter egg has been added in 17w14a where if you begin to play a music disc in a jukebox it will cause any parrots nearby to start dancing and cycling through all five parrot colors.
It will not cause parrots not near the jukebox to start dancing if they happen to come near it. Dancing parrots are also still able to move with their normal AI (provided they're not tamed and sitting down) and if they go far enough away they will stop dancing and cycling through the colors.
Being a pirate:
Shiver me timbers, thar finally be a mob that completes me look!
Long story short, parrots are extremely useful if you like being a pirate.
What's more, if you type in excited in the recipe book search bar, it will change your language to Pirate Speak! (Warning: Mega lag spike will occur, so make sure you're somewhere safe where you won't get attacked by monsters when you do it!)
What I personally wish is that they'd make it so that you can make parrots be able to sit on the shoulders of mobs that have shoulders (like zombies, skeletons, wither skeletons), but unfortunately even though there are those new tags ShoulderEntityLeft and ShoulderEntityRight those tags only work for players.
Don't forget to post anything you find that you think is awesome in the comments!
I attempted to put a recipes folder in my resource pack along with a modified recipe for oak planks, just as it is in the jar, but no luck. The game is still using the old recipe. I kept the launcher open and didn't see any errors like it would with an invalid model so I assume recipes don't load from a resource pack... yet at least.
Really, I think custom recipes could be based on world save, like structures. That would easily make it server sided.
It has been stated that making custom recipes are not fully functional yet. From what I've heard, it is possible, but very finicky, and it will likely become easier to make in future snapshots. When they are fully functional, they probably will be customizable within the world save like structures and loot tables.
This will create a scoreboard objective that increments every time you use a knowledge book. This is special because it means there is finally an easy way to have an item that can activate something when you right-click while holding it in custom maps.
Finally read the whole thing. This little bit is not entirely true, since people have been using carrot on a stick since way back when. That, combined with damage variants/cit (if you're like me and you ran out quick) allows tons of stuff that was not previously possible. :3
Finally read the whole thing. This little bit is not entirely true, since people have been using carrot on a stick since way back when. That, combined with damage variants/cit (if you're like me and you ran out quick) allows tons of stuff that was not previously possible. :3
Yeah, now that I think of it, (and after some testing out) it is possible to use the carrot on a stick to do the same thing that I discovered a knowledge book can do. (Like I think that must've been how they made all the different classes in Battle of Gods have special abilities that could be activated by right-clicking their weapons, for example). By damage variants I presume you mean by setting the carrot on a stick to different damage values (and providing you never allow the player to ride any pigs) and using a resource pack to change the texture/model used depending on how much durability is left, it would also not only allow a right-clickable item that can trigger something in the map, but that one item can also have many different looks.
I suppose the knowledge book is an alternate item one could use.
In other news, I've added the new "adventure" advancements tab to the thread and the easter egg they added where parrots start dancing and cycling through all the colours near a jukebox.
Also, oddly, you can get the 'Enter the Nether' advancement without actually entering the Nether! It suffices to light a portal, duck in so you touch the portal blocks, then back out. Personally, I'm going to change this so that you actually have to be in the Hell biome.
Also, oddly, you can get the 'Enter the Nether' advancement without actually entering the Nether! It suffices to light a portal, duck in so you touch the portal blocks, then back out. Personally, I'm going to change this so that you actually have to be in the Hell biome.
Yeah, now that I think of it, (and after some testing out) it is possible to use the carrot on a stick to do the same thing that I discovered a knowledge book can do. (Like I think that must've been how they made all the different classes in Battle of Gods have special abilities that could be activated by right-clicking their weapons, for example). By damage variants I presume you mean by setting the carrot on a stick to different damage values (and providing you never allow the player to ride any pigs) and using a resource pack to change the texture/model used depending on how much durability is left, it would also not only allow a right-clickable item that can trigger something in the map, but that one item can also have many different looks.
I suppose the knowledge book is an alternate item one could use.
In other news, I've added the new "adventure" advancements tab to the thread and the easter egg they added where parrots start dancing and cycling through all the colours near a jukebox.
That's it. I like making Zelda items, so I needed a bunch of right-click functions. I'm nearly out, so I'll have to use Optifine/cit. xD
Now that 17w15a is out, I've gone through all the advancements and updated their names and added their descriptions. Let me tell you, some of their names are pretty funny, like the obsidian advancement is called "Ice Bucket Challenge" and the beacon advancement is "Bring Home the Beacon" (obviously like "Bring Home the Bacon") and of course "Cover Me With Diamonds" and its description "Diamond armor saves lives..."
I can't help but wonder if the shield advancement "Not Today, Thank You" is a reference to some movie...
I also noticed on the wiki that, reportedly, if you type excited into the recipe book search bar it will change your language to Pirate Speak, and believe it or not, it does. Arr!
I discovered that you can get the "Take aim" advancement (which requires you to shoot something with a bow and arrow) if you use something like snowballs or eggs. I also added a whole section about the narrator now that I've discovered some obscure things about how it reads command block outputs.
Now that 17w16a is out, I've added some sections about the new tutorial toasts, the illusioner mob, shulkers that no longer camouflage, and how recent NBT updates break mapmaking.
Also, oddly, you can get the 'Enter the Nether' advancement without actually entering the Nether! It suffices to light a portal, duck in so you touch the portal blocks, then back out.
I went ahead and reported this as a bug, and Dinnerbone just fixed it! Now that's what I call service.
After the success of my previous thread on 1.11, I've decided to make a new thread about 1.12's features.
The purpose of this thread is that I'll post some strange or obscure but pretty cool or interesting things you can do with the new features that are being added in 1.12, as well as some other things that may be little-known until the wiki gets updated enough to cover them.
Feel free to post about anything else awesome or fascinating you've found and I'll put it here! (If I think it's awesome enough...) If you want some ideas of what could be put in try checking out the 1.11 thread.
All the new vanilla advancements:
The advancements are essentially the replacement for achievements. Currently they seem to be a work in progress, including the vanilla ones, as it allows support for multiple tabs on the advancements screen, and it has been stated that four or five of them will be used for vanilla, however currently only (as of 17w16a) two tabs are available.
This is a full list of all the advancements available. Most are rather self-explanatory:
Minecraft tab:
Minecraft:
The heart and story of the game
This is the 'root' advancement at the start of the menu. It is obtained by getting a crafting table. (Even though it's icon is a grass block)
Stone age:
Mine stone with your new pickaxe
Formerly Mine stone.
Getting an upgrade:
Construct a better pickaxe
Formerly Upgrade tools.
Acquire Hardware:
Smelt an iron ingot
Formerly Smelt iron.
Suit Up:
Protect yourself with a piece of iron armor
Formerly Obtain armor.
Not Today, Thank You
Deflect an arrow with a shield
Formerly Deflect an arrow.
Isn't It Iron Pick:
Upgrade your pickaxe
Formerly Iron tools.
Diamonds!
Acquire diamonds
Cover Me With Diamonds:
Diamond armor saves lives
Formerly Shiny gear.
Enchanter:
Enchant an item at an enchanting table
Formerly Enchant an item.
Hot Stuff:
Fill a bucket with lava
Formerly Bucket of lava.
Ice Bucket Challenge:
Form and mine a block of obsidian
Formerly Form obsidian.
We Need to Go Deeper:
Build, light and enter a nether portal
Formerly Enter the nether.
(Credit: The_Shadow) You do not actually have to physically go to the Nether, all you need to do is light a portal and step inside so you touch the portal blocks, then step out.
This was fixed in 17w17b.
Brew a potion: (removed in 17w14a)
Obtain a potion (you don't actually need to brew one - if you get a potion from a witch or an igloo lucky you!).
A Weak Brew: (removed in 17w17a)
Brew up a potion of weakness
Formerly Brew a weakness potion. (replaced Brew a Potion)
Zombie Doctor:
Weaken and then cure a zombie villager
Formerly Cure a zombie villager.
This advancement uses the new 'goal' frame.
Eye Spy:
Follow an ender eye
Formerly Follow an ender eye:
Throw a ton of eyes of ender and when you get to within 64 blocks of a stronghold you'll get this.
The End?
Enter the end portal
Formerly Enter the end.
Nether tab:
Nether:
Bring summer clothes
You'll get this advancement when you enter the Nether along with "We need to go deeper"
Subspace Bubble: (Reward: 100 experience)
Use the Nether to travel 7km in the Overworld
If you travel 1km in the Nether you should make it.
This is a challenge advancement with a fancy background.
Return to Sender: (Reward: 50 experience)
Destroy a Ghast with its fireball
This is a challenge advancement with a fancy background.
Uneasy Alliance: (Reward: 100 experience)
Rescue a Ghast from the Nether, bring it safely home to the Overworld... and then kill it
This is a challenge advancement with a fancy background.
A Terrible Fortress:
Break into a Nether Fortress
Into Fire:
Relieve a Blaze of its rod
Formerly Obtain a blaze rod.
Local Brewery:
Brew a potion
A Furious Cocktail: (Reward: 100 experience)
Have every potion effect applied at the same time
You need to get the following potion effects: Speed, Slowness, Strength, Jump Boost, Regeneration, Fire Resistance, Water Breathing, Invisibility, Night Vision, Weakness and Poison. All at the same time. Start brewing!
This is a challenge advancement with a fancy background.
How Did We Get Here?: (Reward: 1000 experience)
Have every effect applied at the same time
You need to get the following potion effects in addition to the ones from 'A Furious Cocktail': Wither, Haste, Mining Fatigue, Levitation, Glowing, Absorption, Hunger and Nausea.
Strangely, even though Resistance can be applied from a beacon, it is not required.
As well as all your brewing, you're also going to need to set up a haste beacon, allow a wither skeleton (wither) and a shulker (levitation) to hit you, allow an elder guardian to curse you (mining fatigue), eat a pufferfish (hunger and nausea), eat a golden apple (absorption), and shoot yourself with a spectral arrow (glowing).
This is a challenge advancement with a fancy background.
Oh yeah, and you get 100 experience as a reward for this nightmare challenge. And it's hidden in the advancements menu until you actually get it.
Spooky Scary Skeleton:
Obtain a Wither Skeleton's skull
Withering Heights:
Summon the Wither
Formerly Summon the Wither.
Bring Home the Beacon:
Construct and place a Beacon
Formerly Create a beacon.
Create a beacon with at least one pyramid level.
Beaconator:
Bring a beacon to full power
Formerly Create a full beacon.
Create a beacon with all four pyramid levels. In 17w13a this was a challenge advancement with a fancy background, however in 17w14a they added a new type of frame, the "goal" frame.
Adventure tab:
Adventure:
Adventure, exploration and combat
This is triggered if the player either kills or is killed by any entity.
Monster Hunter:
Kill any hostile monster
Formerly Kill a mob.
Monsters Hunted: (Reward: 100 experience)
Kill one of every hostile monster
Formerly Kill all the mobs.
The mobs that you have to kill for this advancement are: Cave Spider, Spider, Zombie Pigman, Enderman, Polar Bear, Blaze, Creeper, Evoker, Ghast, Guardian, Husk, Magma Cube, Shulker, Silverfish, Skeleton, Slime, Stray, Vindicator, Witch, Wither Skeleton, Zombie and Zombie Villager. This is a challenge advancement with a fancy background.
Take Aim:
Shoot something with a bow and arrow
Formerly Shoot something.
You used to be able to get this advancement even if you don't shoot something with a bow and arrow - it works with things like snowballs and eggs. This was fixed in 17w17a.
Sniper Duel: (Reward: 50 experience)
Kill a skeleton with an arrow from more than 50 metres.
You might think you're supposed to kill a skeleton, like the achievement, however after examining the json file for this advancement, I found that it does not seem to matter which type of mob you kill from 50 blocks away. This was fixed in 17w17a.
This is a challenge advancement with a fancy background.
It is also the only non-root advancement to not change its name in 17w15a. (Diamonds! doesn't count because it previously didn't have an exclamation mark)
Postmortal:
Use a Totem of Undying to cheat death
This is a goal advancement.
What a Deal!
Successfully trade with a villager
Formerly Complete a trade.
Hired Help:
Summon an Iron Golem to help defend a village
Sweet Dreams:
Change your respawn point
Formerly Change your spawn point.
Adventuring Time! (Reward: 500 experience)
Discover every biome
The biomes you have to discover are: Birch Forest Hills, River, Swampland, Desert, Forest Hills, Mega Taiga Hills, Cold Taiga, Mesa, Forest, Stone Beach, Ice Plains, Taiga Hills, Ice Mountains, Mesa Plateau, Savanna, Plains, Frozen River, Mega Taiga, Cold Beach, Deep Ocean, Jungle Hills, Jungle Edge, Ocean, Mushroom Island Shore, Extreme Hills, Desert Hills, Jungle, Beach, Savanna Plateau, Cold Taiga Hills, "mesa_clear_rock" (I guess that's either Mesa Bryce or Mesa Plateau F), Roofed Forest, Taiga, Birch Forest, Mushroom Island, Extreme Hills +.
There, a nice, completely random, jumbled, non-alphabetic list (I only wrote them in in the same order as the json file).
Husbandry tab:
FYI, 'Husbandry' has nothing to do with getting married, it's about the care and feeding of farm animals.
Husbandry:
The world is full of friends and food
You will get this advancement when you consume any item.
The Parrots and the Bats:
Breed two animals together
Two by Two: (Reward: 100 experience)
Breed all the animals!
You will have to breed these animals: Horse, Sheep, Cow, Mooshroom, Pig, Chicken, Wolf, Ocelot, Rabbit, Llama.
Best Friends Forever:
Tame an animal
A Seedy Place:
Plant a seed and watch it grow
A Balanced Diet: (Reward: 100 experience)
Eat everything that is edible, even if it's not good for you.
You have to eat the following foods: Apple, Mushroom Stew, Bread, Raw Porkchop, Cooked Porkchop, Golden Apple, Raw Fish, Cooked Fish, Cookie, Melon, Raw Beef, Cooked Beef, Raw Chicken, Cooked Chicken, Rotten Flesh, Spider Eye, Carrot, Potato, Baked Potato, Poisonous Potato, Golden Carrot, Pumpkin Pie, Raw Rabbit, Cooked Rabbit, Rabbit Stew, Raw Mutton, Cooked Mutton, Chorus Fruit, Beetroot, Beetroot Soup.
Serious Dedication: (Reward: 100 experience)
Completely use up a diamond hoe, and then reevaluate your life choices.
The End tab:
The End:
Or the beginning?
You'll get this advancement when you enter the End.
Free the End:
Good luck
Defeat the Ender Dragon. Good luck with that!
The Next Generation:
Hold the Dragon Egg
This advancement has the new 'goal' frame.
You Need A Mint:
Collect dragon's breath in a glass bottle
This advancement has the new 'goal' frame.
The End... Again:
Respawn the Ender Dragon
This advancement has the new 'goal' frame.
Remote gateway:
Defeat the dragon and escape the island
Formerly Enter a gateway.
After slaying the dragon enter an end gateway. The description could, however, potentially be taken to mean that all you have to do is leave via the exit portal (because that's technically escaping the island too).
The City at the End of the Game:
Go on in, what could happen?
Find and enter an End City.
Sky's the Limit:
Find an elytra
Formerly Learn to fly.
This advancement has the new 'goal' frame.
Great view from up here: (Reward: 50 experience)
Levitate for at least 30 seconds
This advancement has the 'challenge' frame.
The advancements seem to have some quirks. For advancements that require you to get a certain item (e.g. smelt iron, brew a potion...), you don't actually seem to need to craft that item, just obtain it in your inventory. Also, you don't seem to need to complete them in order, unlike with achievements, where you needed to get "Hot Topic" before you could get "Acquire Hardware."
"Achievement get!" no longer exists:
When you get an advancement a tab pops up saying what advancement you got. Depending on the type of advancement it will have different text:
- A normal advancement with a default frame says "Advancement Made!"
- A goal advancement with the frame with the rounded bits on the top and bottom of the square says "Goal Reached!"
- A challenge advancement with the spiky frame says "Challenge Complete!"
However, I reckon using a resource pack that changes the lang files, you could make that classic "Achievement Get!" appear again.
Modifying (or at least seeing the code) of advancements:
Advancements (and recipes and recipe triggers) will be able to be modified by mapmakers, or have new ones added.
Use a program like 7-zip to go into the .jar for 1.12 in the versions folder. Then go to assets, then minecraft, then advancements. The recipes folder has all the recipes in the game while the story folder has the advancements themselves.
You can create your own advancements by placing them inside the following directory: .minecraft/<your world name>/data/advancements/<a folder for your advancements>
Then use a program like Notepad ++ to modify the .json files to create your own advancements. You can make their "parent" tag be that of an existing advancement to expand on the vanilla advancements, or make your own "root" file with no "parent" tag but does have a "background" tag to create more advancement tabs.
I won't go into too much more depth here, but this guide has more information on everything you can use advancements for.
The era of the command block is... over???
A dignified discussion that occured during the snapshots:
(Credit: The_Shadow) Using the Advancement system, you can basically create command-block mods without command blocks.
(Credit: Me) Advancements can run commands upon being completed, which is pretty much how this will likely be done. More specifically, by creating advancements in a similar way to the advancements that control unlocking of recipes, (so they don't show up in the advancements menu or show any toasts upon getting them) however instead of unlocking recipes, they'll run commands. There are already a ton of amazing one-command creations out there, and if you stick one command into an advancement... well, I guess you get the picture.
(Credit: The_Shadow again) You're not limited to only one command as a "reward". Also, with the addition of the "tick" trigger in 17w18b, you have a straightforward means of applying a command continuously to anyone who meets whatever other conditions you set. (You just have to be sure to revoke the advancement in the rewarded command, so the player can get it again.)
(Credit: Me again) Functions are files that have the extention .mcfunction. Within you can type in a list of commands, and when you use the /function command to execute the function file, it will run all the commands on each line in the file.
They are definitely going to be useful for cutting down on the number of command blocks needed in maps (rather than having chain command block after chain command block, all the command blocks in one chain can be condensed down into one text file), and thus will also likely increase performance.
What's more, it means that command-block mods can now become more or less command-block-less, as advancements can run functions upon you getting them, and also the new gameloopfunction gamerule will run a specific function every tick. And function files can run function files within their functions, including under certain conditions using the if and unless arguments.
Recipe triggers:
Most crafting recipes now get unlocked upon obtaining one, some, or all of the items needed to craft them (for example, if you get a blaze rod, you will unlock the recipes for blaze powder and brewing stands).
However some crafting recipes have some slightly more special recipe triggers. Below I have summarized a list (of what I could find - I may have missed something).
- Torches require you to craft a stone pickaxe first.
- Chests require you to have your inventory full with at least 10 slots.
- Boats require you to jump into water.
- Cauldrons require you to get a water bucket first.
- Tripwire hooks require you to get string rather than iron, sticks, or wooden planks.
- Powered, detector and activator rails all require you to craft (or obtain) normal rails first.
- Coal, Iron, Gold, Emerald, Diamond, Lapis Lazuli, Redstone, Bone, Slime and Hay blocks require you to have at least 9 of their respective items rather than one for most other items.
- For some reason flint and steel requires you to get flint and obsidian (possibly for a nether portal, but that seems absurd. Flint and steel is useful for other things.)
A brave new world:
As of 17w16a they have finally added something resembling a tutorial mode. Essentially a bunch of toasts will pop up whenever you start a brand new world, explaining the very basics of Minecraft.
- Move using W, A, S, D and jump with space. A progress bar will fill up as you move.
- Look around using the mouse. Another progress bar will also fill up.
- When you get near a tree it will tell you to punch the tree. A progress bar will fill up as you break through a log block.
- It will also tell you to open your inventory with E.
- Lastly, it tells you to craft wooden planks using the recipe book.
Of course, thanks to the new JSON keybind component, if you remapped moving to the right to N and moving forward to H for example, the first message would really say:
- Move using H, A, N, D and jump with space.
Move using your hand? I wonder if that would confuse anybody.
How 1.12 breaks mapmaking:
It is always annoying for mapmakers working on large projects or trying to keep up their project with the latest version whenever a new update comes out that breaks everything they've done so far and it would take ages to fix everything, so I thought I'd put a list of things that get broken here.
- Tags in datatags can now be (optionally) quoted, however if you leave them unquoted they cannot contain spaces or other special characters.
In other words, in 1.11 and before you could do this, and it will still work in 1.12:
/summon minecraft:zombie ~ ~1 ~ {CustomName:Test}
However, this command, which worked previously in 1.11, no longer works in 1.12:
/summon minecraft:zombie ~ ~1 ~ {CustomName:Test Dummy}
Meaning you now need to update it to this command:
/summon minecraft:zombie ~ ~1 ~ {"CustomName":"Test Dummy"}
Or simply to this (credit: ShelLuser)
/summon minecraft:zombie ~ ~1 ~ {CustomName:"Test Dummy"}
On the bright side, thanks to ShelLuser's comment, it means that maps are not broken as long as you remembered to put quotes around your mobs' names. But unfortunately for me... well, I didn't because you didn't need to. But now you do, and... well, here I am.
(Reminds me of when they forced the /tellraw command need quotes around everything back in 1.9...)
So, lesson to learn from this: If there's ever a situation in Minecraft command-blocking where you don't have to put quotes on something but you are allowed to, do it, because some update in the future is going to force it so you have to.
And as for 'special characters' this is how it works:
Before:
/summon minecraft:zombie ~ ~1 ~ {HandItems:[{id:minecraft:stone_sword,Count:1}]}
After:
/summon minecraft:zombie ~ ~1 ~ {HandItems:[{"id":"minecraft:stone_sword",Count:1}]} - You can leave the Count:1 part unquoted.
Or this (Credit: ShelLuser):
/summon minecraft:zombie ~ ~1 ~ {HandItems:[{id:"minecraft:stone_sword",Count:1}]}
The other major breaking point introduced in 17w16a is that using colons in commands like this are previously optional:
{Motion:[0:0.0,1:1.0,2:0.5]}
Essentially, they're no longer allowed. The good news is that I personally never used colons in lists like that. The bad news is, I'm not so sure if other mapmakers usually did it. Now you're stuck with this:
{Motion:[0.0,1.0,0.5]}
On the bright side, Searge has stated that they're probably going to undo these changes, but unfortunately now that 1.12 is out... well, it's pretty clear that they didn't actually undo these changes after all. Oh well, then.
Right-clicking items to toggle something for mapmakers:
Knowledge books are a new item added that, when used, will give you all the recipes inside it, using a command like this:
/give @p minecraft:knowledge_book 1 0 {Recipes:["minecreaft:recipes/food/pumpkin_pie"]}
However, if you create a scoreboard objective with the following command:
/scoreboard objectives add KnowledgeBook stat.useItem.minecraft.knowledge_book
This will create a scoreboard objective that increments every time you use a knowledge book. This is special because it means there is now another item (in addition to carrots on a stick - thanks rabidgoodra27) that can activate something when you right-click while holding it in custom maps.
Toolbar saving:
The toolbar saving in creative mode is pretty useful for saving all the line-ups of blocks you might be wanting to use for a particularly complex build. You can save a toolbar with c + 1 (or any number between 1 and 9) and restore it with x + 1.
In the creative inventory, however, you can click on the bookshelf tab to see all your saved toolbars, and you can actually grab items from toolbars there and place them in your hotbar, which is useful if you have a toolbar that contains say all eight ore types but you only want to be able to grab say diamond ore quickly without having to search it up or look for it in the 'blocks' tab or press shift + 1 to overwrite everything else already in your hotbar.
So in a way, the saved toolbars menu can become almost a 'favorites' menu of sorts.
Another use I can think of is if you are a map maker (like I am) who works with lots of command blocks with certain commands that you frequently use, you could save command blocks containing those commands in a saved toolbar by ctrl + clicking on them to get them in your inventory, then save the toolbar with the command blocks, and then you'd have a list of lots of frequently-used command blocks and not have to store them in your survival inventory or in a shulker box (which can get messy).
Narrator hijinks:
As you can probably imagine, the narrator would probably have some pretty strange behavior. You can toggle it between four modes: Read everything, read chat only, read system only, or off completely, using ctrl + B.
Read chat only will only read chat typed in by players. It will read everything they type in preceded by their name, which would probably get annoying if you're playing on say a popular minigames server where there are messages written every second, especially if such players kept typing things like "afjalehfashgiahflkjdsnvnav."
System chat is essentially command block outputs, which is now possible as of 17w15a. This would likely be very useful for playing custom maps where messages are always sent in the chat. (And if such maps don't have voice acting because... not everyone can get good voice actors. Or it might just be too much work).
There was just one problem... until it was fixed in 17w17a, the narrator couldn't properly read outputs from /say, /tell or /tellraw! If you type in "/say Hello there" in a command block and activate it, the chat would read:
[@] Hello there
The bad news is, all the narrator would say is "@".
The good news is, it was fixed in 17w17a.
The bug report for this issue is here.
Non-camouflaging shulkers:
In 17w16a they changed all the shulker colors to match the updated colors for wool, in an attempt to make them more vibrant in color.
Unfortunately, they now no longer camouflage properly in end cities. Oops.
Luckily they fixed that in 17w17a.
The Illusioner's Illusions:
The new Illusioner mob added in 17w16a currently seems incomplete, as it does not spawn naturally, drops nothing except occasionally its bow, and doesn't even have a spawn egg, even in release 1.12. (Maybe they'll add it's actual use in 1.12.1... or 1.13???)
It will summon three illusions around itself that will move in the same positions as relative to the real Illusioner, so if the real Illusioner moves three blocks to the right, all three Illusioner illusions will move three blocks to the right. This means that the illusions can clip through blocks, so this knowledge can help in deciding which illusion is the real one.
Another strange thing is that, like zombies and skeletons, Illusioners can be re-equipped with enchanted bows using commands, or even other items instead of bows.
Summon an illusioner with a flame bow:
/summon minecraft:illusion_illager ~ ~1 ~ {HandItems:[{"id":"minecraft:bow",Count:1,tag:{ench:[{id:50,lvl:1}]}}]}
Summon an illusioner with two stone swords:
/summon minecraft:illusion_illager ~ ~1 ~ {HandItems:[{"id":"minecraft:stone_sword",Count:1},{"id":"minecraft:stone_sword",Count:1}]}
However, there seems to be this strange bug that happens if you give an illusioner a non-bow item. Normally a skeleton with a stone sword, for example, would just start behaving like a wither skeleton, however illusioners, although they will summon their illusions properly, they will not start moving towards you and melee-attack you. They'll just stand there, doing nothing.
Also, if you summon an illusioner with a tipped arrow in their offhand, skeletons, become able to shoot that tipped arrow and inflict their effect, however illusioners can't. Funnily, although they could in 1.10, a bug has existed since 1.11 that prevents strays and wither skeletons from shooting custom tipped arrows too.
Dance, cocky, dance!
Another strange easter egg has been added in 17w14a where if you begin to play a music disc in a jukebox it will cause any parrots nearby to start dancing and cycling through all five parrot colors.
It will not cause parrots not near the jukebox to start dancing if they happen to come near it. Dancing parrots are also still able to move with their normal AI (provided they're not tamed and sitting down) and if they go far enough away they will stop dancing and cycling through the colors.
Being a pirate:
Shiver me timbers, thar finally be a mob that completes me look!
Long story short, parrots are extremely useful if you like being a pirate.
What's more, if you type in excited in the recipe book search bar, it will change your language to Pirate Speak! (Warning: Mega lag spike will occur, so make sure you're somewhere safe where you won't get attacked by monsters when you do it!)
What I personally wish is that they'd make it so that you can make parrots be able to sit on the shoulders of mobs that have shoulders (like zombies, skeletons, wither skeletons), but unfortunately even though there are those new tags ShoulderEntityLeft and ShoulderEntityRight those tags only work for players.
Don't forget to post anything you find that you think is awesome in the comments!
Thanks! I was wondering what the new advancements were because there wasn't a full tree...
I attempted to put a recipes folder in my resource pack along with a modified recipe for oak planks, just as it is in the jar, but no luck. The game is still using the old recipe. I kept the launcher open and didn't see any errors like it would with an invalid model so I assume recipes don't load from a resource pack... yet at least.
Really, I think custom recipes could be based on world save, like structures. That would easily make it server sided.
It has been stated that making custom recipes are not fully functional yet. From what I've heard, it is possible, but very finicky, and it will likely become easier to make in future snapshots. When they are fully functional, they probably will be customizable within the world save like structures and loot tables.
You put "Shiny Gear" on there twice...
Yes, I did. Fixed.
Someone better make a program to make custom recipies easily
Finally read the whole thing. This little bit is not entirely true, since people have been using carrot on a stick since way back when. That, combined with damage variants/cit (if you're like me and you ran out quick) allows tons of stuff that was not previously possible. :3
Yeah, now that I think of it, (and after some testing out) it is possible to use the carrot on a stick to do the same thing that I discovered a knowledge book can do. (Like I think that must've been how they made all the different classes in Battle of Gods have special abilities that could be activated by right-clicking their weapons, for example). By damage variants I presume you mean by setting the carrot on a stick to different damage values (and providing you never allow the player to ride any pigs) and using a resource pack to change the texture/model used depending on how much durability is left, it would also not only allow a right-clickable item that can trigger something in the map, but that one item can also have many different looks.
I suppose the knowledge book is an alternate item one could use.
In other news, I've added the new "adventure" advancements tab to the thread and the easter egg they added where parrots start dancing and cycling through all the colours near a jukebox.
Also, oddly, you can get the 'Enter the Nether' advancement without actually entering the Nether! It suffices to light a portal, duck in so you touch the portal blocks, then back out. Personally, I'm going to change this so that you actually have to be in the Hell biome.
Added.
That's it. I like making Zelda items, so I needed a bunch of right-click functions. I'm nearly out, so I'll have to use Optifine/cit. xD
Now that 17w15a is out, I've gone through all the advancements and updated their names and added their descriptions. Let me tell you, some of their names are pretty funny, like the obsidian advancement is called "Ice Bucket Challenge" and the beacon advancement is "Bring Home the Beacon" (obviously like "Bring Home the Bacon") and of course "Cover Me With Diamonds" and its description "Diamond armor saves lives..."
I can't help but wonder if the shield advancement "Not Today, Thank You" is a reference to some movie...
I also noticed on the wiki that, reportedly, if you type excited into the recipe book search bar it will change your language to Pirate Speak, and believe it or not, it does. Arr!
I discovered that you can get the "Take aim" advancement (which requires you to shoot something with a bow and arrow) if you use something like snowballs or eggs. I also added a whole section about the narrator now that I've discovered some obscure things about how it reads command block outputs.
Now that 17w16a is out, I've added some sections about the new tutorial toasts, the illusioner mob, shulkers that no longer camouflage, and how recent NBT updates break mapmaking.
Thank goodness that I was already in the habit of using quotation marks with entities. *wipes forehead* You had me really worried. :^(
This is awesome
I went ahead and reported this as a bug, and Dinnerbone just fixed it! Now that's what I call service.
EDIT: And the fix got added to 17w17b.
Added that the Enter the Nether advancement has been fixed. They also fixed the Take Aim and Sniper Duel advancements.
I've also updated all the advancements for 17w17a and b, which added the two new nether and end tabs.
EDIT: They've fixed a lot of bugs in 17w17a and b, like the off-colored shulkers and the narrator hijinks.
With this week's additions to the Advancement system, you can basically create command-block mods without command blocks.