I did a thread like this in 1.11, and one in 1.12, now it's time for 1.13!
The purpose of this thread is that I'll post some interesting, strange or obscure things you can do with the new features that are being added in 1.13, 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 or 1.12 threads.
This is Part 1, which contains everything to do with command changes and technical things. Part 2 is all about the actual aquatic stuff and other survival features.
The new command system:
The biggest thing to come for 1.13 (so far...) is the brand-new command system, which is bad news for existing maps but good news for future maps. I'm not going to rant about how 1.13 breaks everything, but instead focus on the positives - some awesome new things you can do with the new command system that was not possible before!
Note, this is not a full-on tutorial about everything about the new command system - it will only highlight some special things you can do with them.
If you are here for a full-on tutorial, well... you're in the wrong place, I'm afraid. But please do read on.
Custom Boss Health Bars finally make a return!
NOTE: This section was written before they added the /bossbar command in 18w05a. Because it also explains pretty well how the /execute store and /data commands work, I've left it in even though the boss bar creation using those commands is now redundant.
A new section about the /bossbar command itself is further below.
Added in the 17w45b snapshot, the /execute store command is more or less the replacement for the rather cumbersome and somewhat finicky /stats command.
It has a couple of different modes, first of which:
/execute store result score <name> <objective> run command...
This command will store the result of commands like say /fill. If you stick a /fill command in afterwards then the number of blocks filled will get stored in the <objective> under <name>. /stats used to be able to do this, but, like I said, /stats was a bit cumbersome.
What does this do? /data is a new command that essentially combines the old /entitydata and /blockdata commands. However, /data also comes with a brand new mode:
/data get block <pos> [<path>] [<scale>]
/data get entity <target> [<path>] [<scale>]
Instead of changing the nbt data of blocks or entities, /data get will "get" the data. The <path> argument is what nbt header you want to "get", for example, "PersistenceRequired", and <scale> can be used to scale the value if it's numeric. How might this be useful, you might ask?
Well, you can chain the /execute store result score command with /data get to get something truly amazing.
/execute store result score <name> <objective> run data get entity <target> [<path>] [<scale>]
Using this command, you can get the numeric nbt data from any entity and put it in a scoreboard objective!
Here's an example command:
/execute as @e[type=zombie,name="Bob",limit=1] run execute store result score Bob MobHealth run data get entity @s Health
The first /execute as bit makes the command be executed from the closest zombie named "Bob". Then, look at the very end, at the "data get entity @s Health" bit. It gets the "Health" nbt tag from Bob the zombie.
Now, in the very middle, after the "execute store result score" bit - it stores in the scoreboard objective "MobHealth" under the name "Bob".
This means whenever the command is run, the amount of health that the closest zombie named "Bob" has left is stored in the objective! This command can be plugged into a repeating command block to constantly update Bob's health.
Using this concept, it is now finally possible to create custom boss health bars again, and what's more it's easier than ever - we just need one more command, using another form of /execute store:
/execute store result entity @e[type=wither,name="Bob",limit=1] run scoreboard players get Bob MobHealth
This is like "execute store result score" but instead of storing in a scoreboard objective, it stores the value in the nbt data of the chosen entity. Here I've chosen a wither named "Bob". Put these two commands one after the other in a repeating and then a chain command block or both in a function that is constantly looping in order to have a constantly updating
boss health bar for... Bob the zombie.
Note: Before anyone says we could chain those two commands into one command, I already tried it, and either some bug in the snapshot isn't allowing it to work properly, or maybe I'm not doing it properly...
/execute store result entity @e[type=wither,name="Bob",limit=1] run execute store result score Bob MobHealth run data get entity @e[type=zombie,name="Bob",limit=1] Health
If it is a bug, hopefully they'll fix it later.
The downsides:
A really stupid bug exists that Mojang are flat out refusing to fix for absolutely no solid reason whatsoever that makes creating the custom wither-boss health bar annoying, and, namely, that if you make the Wither have the NoAI tag set to 1, its health bar will not appear to go down at all, meaning if you do summon a wither to use for the boss health bar, make sure its NoAI tag is still 0. (Note that this bug has existed since 1.9's snapshots. It's not a problem with 1.13.)
To stop it flying around and blowing everything up, put it in a box made out of bedrock (another bug in this snapshot means the mobgriefing gamerule does nothing. And neither does any other gamerule). Oh, and make it silent. And wire up a repeating command block to constantly kill all its wither skulls. Lastly, you'll need a resource pack that makes the wither-shoot-wither-skull noise silent, because even if the wither has the Silent tag set to 1, it still makes noises when it shoots wither skulls.
Oh, and ender dragons won't work either. Their health bars just plain won't show up.
Anyway, despite all the drawbacks, the ability to get mob nbt data into scoreboards, and vice versa, is such a powerful concept that I'm sure can be extended to a variety of other uses as well, which I am sure to put down here as soon as I (or somebody else who comments down below) discover them.
Other awesome uses for execute store:
I'm not going to go into detail for most of these, but here are a few examples of some that I've both come across from other people (links included) and that I've come up with myself.
Easily increase or decrease the velocity of a projectile.
Bossbars... for real:
Now in 18w05a, the new /bossbar command is an official way of creating boss health bars in maps.
To create a new bossbar, use a command like so:
/bossbar create bill Bill
This creates a bossbar that will be labelled "Bill" and has the namespace "minecraft:bill"
In order to make it so you can see it use this command:
/bossbar set bill players @a
You can change the color and style of the bossbar using commands like so:
/bossbar set bill color blue
/bossbar set bill style notched_10
And also the current maximum value and current health value:
/bossbar set bill max 100
/bossbar set bill value 80
Probably the thing that will come to mind for most when using bossbars is making it so a specific mob has an automatically updating boss bar. Don't worry, I've got you covered:
/execute store result bossbar minecraft:bill max as @e[type=zombie,name=Bill,limit=1] run data get entity @s Attributes[0].Base
/execute store result bossbar minecraft:bill value as @e[type=zombie,name=Bill,limit=1] run data get entity @s Health
Other possible uses for bossbars include:
Timers.
Progress through say a dungeon.
Progress through a wave of mobs (if there are 10 mobs, set max to 10 and the value to the number of mobs that currently exist).
To display pop-ups and ads (servers did it all the time even before /bossbar was a thing).
Laser vision and black holes:
The new local coordinates system involving the ^ symbol is a little like relative coordinates that use ~, except they take into account player rotation as well.
What that means is that /tp @s ^ ^ ^5 will teleport you 5 blocks forward in the direction you are facing, so if you're facing north-west, you'll be teleported 5 blocks north-west. Even if you're facing directly upwards, you'll be teleported 5 blocks into the air.
So what does this have to do with laser vision and black holes?
You want laser vision, right? A beam coming out of your eyes? Run these commands in a repeating command block followed by chain command blocks:
/execute as @p at @s run particle minecraft:enchanted_hit ^ ^1.5 ^1 0 0 0 0 3
/execute as @p at @s run particle minecraft:enchanted_hit ^ ^1.5 ^2 0 0 0 0 3
/execute as @p at @s run particle minecraft:enchanted_hit ^ ^1.5 ^3 0 0 0 0 3
And so on, adding more command blocks with more higher numbers depending on how long you want the beam to be. You can also change what particle you want for a different colour, e.g. if you want a bubble beam like from Pokemon you can do that. Or a fire beam? Or a purple dragon breath beam?
Right now I'm too lazy to make more commands that makes it so your beam damages mobs or destroys blocks, but so what? It looks so cool!
If you do really want to make it damage mobs, I guess at the same place where particles are placed, it would summon a temporary armor stand (make it invisible and NoGravity:1 and Marker:1), which all have the tag "laser". Then a command would execute from all armor stands named laser and inflict instant damage to all mobs within r=2 of the armor stand. Then one last command would kill all armor stands with tag "laser."
To destroy blocks, it's even easier. Just do:
/execute as @p at @s run setblock ^ ^1.5 ^1 minecraft:air destroy
Then change the 1 to other numbers.
Other awesome uses for the local coordinates:
Create a moving black hole that slowly pulls in all entities in your world. (Awesome video by Phoenix SC)
Inspired by the black hole video, I came up with these uses for black holes:
Black Hole Grenades
A small planet with its own gravity (like from Super Mario Galaxy). Of course, it would be a bit hard to walk on it, but still...
Telekinesis/The Force
I've got my eye on you:
Added in 18w01a, the new facing argument with the tp command allows for... well, I'll just say it's awesome.
Stick this in a repeating command block:
/tp @e[type=guardian] ~ ~ ~ facing @p
And every guardian in the world will be constantly looking directly at you.
Awesome uses for it:
More dynamic NPCs (they can keep looking at you while talking to you, rather than having to rely on Minecraft's AI to keep them facing you)
Easier to make cutscenes where you are looking at a certain moving object (or looking at an object while moving yourself)
Homing arrows (keep changing which direction the arrow is facing so it's facing you).
Have custom mobs look at you, then spawn a no-gravity arrow in front of their view using the ^ ^ ^ notation, then have that arrow move in motion in same direction they're facing and... congratulations, you've just created a custom mob that shoots lasers! Mwahahahaha!!!
Brand new command success messages:
I could definitely tell that the command system had been overhauled as many of the familiar messages that one may have gotten used to upon using certain commands have changed, such as:
/setblock: Used to say simply "Block placed", now says "Changed the block at <x> <y> <z>"
/summon: Used to say simply "Object successfully summoned", now says "Summoned new Zombie" or whatever mob you summoned. If you summon a renamed mob it'll even have that mob's name, e.g. if you name a mob "jar of jellybeans!" it will say "Summoned new jar of jellybeans!"
/reload: Used to say "Successfully reloaded functions, loot tables, and advancements", now just says "Reloading!" I wonder if it's supposed to have a success message, because that never happened for me.
I'll probably miss the old messages.
The pointy stick of debugging:
I'm not sure if the debug stick item was intended to be in the game, but you can do some really cool things with it in order to get blockstates that you normally can't get under certain conditions. Examples include:
Use the debug stick on grass to change it to "snowy" grass. It's really white grass - what grass with snow on it looks like if there was no snow on it!
On ladders you can change what direction they're facing. The best part is that you can then use it on a pillar with ladders on it to create floating ladders, and then remove the supporting blocks to create entirely free-standing ladders.
On fences, walls, glass panes and iron bars, you can use right-click to extend or un-extend the fence part of a fence and left-click to change which side you're extending or un-extending.
Use it to more easily edit rails, the rotation of glazed terracotta, the axis of logs, among other things.
So I'm seriously hoping that they'll keep the debug stick in the game and not nerf it too much by the time 1.13 comes out.
Cave air feels musty and void air makes you suffocate:
Well, not really, but in 18w06a they added some new types of air blocks - cave_air and void_air, the former generating wherever there is a cave. They are functionally identical to normal air blocks, but...
They are useful to mapmakers because you could use the /fill command with the replace argument to replace a structure made out of nether brick with void air. Then, if you want the structure to come back, just make it replace all void air with nether brick!
It was previously possible to do this with structure voids, but structure voids had a hitbox. Cave air and void air don't.
Another use is that you could make it so that cave_air is poisonous or, in a space map, void_air might kill you unless you're wearing a space helmet.
The possibilities are, as always, endless.
Brand new biomes!:
You might be thinking, I mean the new ocean biomes, but they're not in snapshots yet. However, in 18w06a they did add not one but four new biomes to Minecraft, and what makes them especially special is that they are new End biomes!!!
The biomes are:
The End - Barren Island
The End - Medium Island
The End - High Island, and
The End - Floating Islands
These all generate in the Outer End, with the original, plain "The End" biome generating in the centre as normal. Currently it seems that there are not many differences when it comes to how The End actually generates physically (which is a shame, as I think it would be nice if High Islands actually generated some End islands floating higher than the rest).
The Barren Island biome seems to generate in areas where there are no chorus fruit. Floating Islands is where you have those smaller ender "asteroids" floating in between larger islands, and there seems to be not much distinction between Medium and High Island.
Given that they've just put in the new world generation system in this snapshot, I can only hope that they have some amazing plans for this.
Wooden everything!
They've finally gotten around to adding buttons, pressure plates and trapdoors for all types of wood.
You can craft buttons, pressure plates, and trapdoors for the other types of wood just like with the oak variants that have existed for ages. You can also shoot any wooden button with arrows and trigger any wooden pressure plate by dropping an item on it.
These new variants will be very useful for resource packs in custom maps for creating more of a variety of trapdoors and buttons and pressure plates.
Old unobtainable blocks:
Bark blocks, mushroom blocks as well as some special "seamless" variants of double slabs, used to be obtainable with commands, but now they can be obtained more easily.
Bark blocks are crafted just like a crafting table except instead of four planks use four logs. You get three bark blocks per craft.
Mushroom blocks of red, brown, and stem types can be obtained in the creative inventory. You can get the "pore" side of mushroom blocks by placing another mushroom block of its same type against that side to permanently change that side. They can't be crafted yet.
Smooth quartz, stone slabs, red sandstone and sandstone also can't be crafted (yet) but they are available in the creative inventory.
I'm Petrified!
If you've been playing Minecraft for as long as I have (I started on Beta 1.6.6), you'd probably remember the old wooden slabs that had the same properties as stone - you needed a pickaxe to break them, not an axe, and they wouldn't burn in fire. Then a bit later they added different types of wood and slabs to go with them.
For some reason they've added the old wooden slabs back into Minecraft, and they're now called "petrified oak slabs." They're not craftable, but you can get them in the creative inventory.
It's infested with surprise!
Monster eggs have a brand new sneaky surprise - not only are they now called "infested blocks", they'll break easily upon trying to mine them, making it much more difficult to avoid them. However, you can press F3 to bring up the debug screen and look at any block you suspect is an infested block. In the top-right hand corner it will say what block you're looking at, and if it says for example "infested_stone"... well, there you go.
Horses are not the only to be eternally changed:
A massive amount of controversy seems to have sparked from the recent change to the horse model, making it simpler, which I can totally understand. The biggest thing that put me off personally was noticing that saddles no longer look 3D - instead they appear to be painted over the horse's body.
Anyway, one thing that no-one seems to have noticed is that horses were not the only mob to have their model changed. Donkeys did, too. They have the same model as horses now, with the same changed legs, the same stubbier tail. Mules, too. Heck, they even changed zombie and skeleton horses!
Don't forget to post anything you find that you think is awesome or interesting in the comments!
if you could make an example for me that wold be great
I've never heard of the /testport command before. Do you mean /testfor or /teleport? Given the selector straight after, I'll assume you mean /testfor.
The equivalent command to that in 1.13 is something like this:
/execute as @p[distance=..10] run <command that goes after testfor...>
The [r=10] bit turns into [distance=..10]. The two full stops before the 10 means less than 10. If you did 10.. it would mean at most 10.
In other news, after making another breakthrough with /execute store, I've discovered it's possible to create an automatically updating boss health bar... with only two commands! (And it would be one command if it weren't for a few bugs that I'm sure will be fixed later on...)
Yes there are so many changes. if think many of them WILL be nice because i can pack more into a sigle command block. But for me it will also be alot of work. I just started to enjoy the power of command blocks in depth after using minecraft for many years. I slowly stated to use them on my spigot server aswell. and now i need to learn again and fix all my machines xD
I hope there will be nice tutorials and maybe even tools to convert certain commands.
anyway i wish they would keep /testfor as an optional command. because things i buildt this way work with comparators. it will be hard to fix certain machines. :S
The 17w47a and b snapshots introduced the debug stick, which I had tremendous fun playing around with, and I've added some new interesting traits about them and some other things added in those same snapshots to the original post.
AFK mode has been patched out of minecraft with 1.13. If you want to afk, you'll have to go old-school with a weight to keep the button physically pressed (which means no more moving away from Minecraft to do something else at the computer).
AFK mode has been patched out of minecraft with 1.13. If you want to afk, you'll have to go old-school with a weight to keep the button physically pressed (which means no more moving away from Minecraft to do something else at the computer).
How exactly does this work? Does it automatically pause the game if you are AFK for too long or does it cause you to automatically save and quit / disconnect from server?
How exactly does this work? Does it automatically pause the game if you are AFK for too long or does it cause you to automatically save and quit / disconnect from server?
Here's the video (apparently it was added in 17w43a, the very first 1.13 snapshot):
After rewatching, apparently they completely removed fullscreen mode and replaced it with a borderless window mode that could achieve fullscreen size. This means it would no longer hijack the monitor, and therefore would not be tricked into thinking you were still holding down a button (but really weren't). It sounds like they weren't entirely successful at the time, but maybe it was fixed in 17w44 or 17w45.
It's been a while, but after seeing an awesome video using the new local coordinates (^ ^ ^) to create a black hole in Minecraft, I got inspired to add a new section to the thread...
First snapshot of the year heralds the new facing argument for the tp command, which is something I didn't even realise would be immensely useful until now.
I have been trying to find a way to summon mobs with custom names because when I type the old way to summon a mob with a custom name: /summon minecraft:chicken ~ ~ ~ {CustomName:"Fred"}, it says that it is unable to summon entity. Please help
I have been trying to find a way to summon mobs with custom names because when I type the old way to summon a mob with a custom name: /summon minecraft:chicken ~ ~ ~ {CustomName:"Fred"}, it says that it is unable to summon entity. Please help
The new command is:
/summon minecraft:chicken ~ ~1 ~ {CustomName:"{\"text\":\"Fred\"}"}
They changed it so that you have to use JSON text within the CustomName tag. It's annoying, yes, but it does allow you to give your mob a name with any color you want, like so:
/summon minecraft:chicken ~ ~1 ~ {CustomName:"{\"color\":\"red\",\"text\":\"Fred\"}"}
It can also allow translation of custom mob names and pretty much anything else JSON text can do.
I eventually found it out by checking to see if there was a bug report about it, and sure enough, there was. The bug report was marked as invalid, because the syntax had been changed, and luckily the moderators were nice enough to provide the updated syntax.
If you have any more problems with other new 1.13 command changes, first check the wiki page and see if your problem is answered there. If not, then you should see if anyone else has your problem in the bug tracker.
I did a thread like this in 1.11, and one in 1.12, now it's time for 1.13!
The purpose of this thread is that I'll post some interesting, strange or obscure things you can do with the new features that are being added in 1.13, 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 or 1.12 threads.
This is Part 1, which contains everything to do with command changes and technical things. Part 2 is all about the actual aquatic stuff and other survival features.
The new command system:
The biggest thing to come for 1.13 (so far...) is the brand-new command system, which is bad news for existing maps but good news for future maps. I'm not going to rant about how 1.13 breaks everything, but instead focus on the positives - some awesome new things you can do with the new command system that was not possible before!
Note, this is not a full-on tutorial about everything about the new command system - it will only highlight some special things you can do with them.
If you are here for a full-on tutorial, well... you're in the wrong place, I'm afraid. But please do read on.
Custom Boss Health Bars finally make a return!
NOTE: This section was written before they added the /bossbar command in 18w05a. Because it also explains pretty well how the /execute store and /data commands work, I've left it in even though the boss bar creation using those commands is now redundant.
A new section about the /bossbar command itself is further below.
Added in the 17w45b snapshot, the /execute store command is more or less the replacement for the rather cumbersome and somewhat finicky /stats command.
It has a couple of different modes, first of which:
This command will store the result of commands like say /fill. If you stick a /fill command in afterwards then the number of blocks filled will get stored in the <objective> under <name>. /stats used to be able to do this, but, like I said, /stats was a bit cumbersome.
Anyway, onward to something else new:
What does this do? /data is a new command that essentially combines the old /entitydata and /blockdata commands. However, /data also comes with a brand new mode:
Instead of changing the nbt data of blocks or entities, /data get will "get" the data. The <path> argument is what nbt header you want to "get", for example, "PersistenceRequired", and <scale> can be used to scale the value if it's numeric. How might this be useful, you might ask?
Well, you can chain the /execute store result score command with /data get to get something truly amazing.
Using this command, you can get the numeric nbt data from any entity and put it in a scoreboard objective!
Here's an example command:
The first /execute as bit makes the command be executed from the closest zombie named "Bob". Then, look at the very end, at the "data get entity @s Health" bit. It gets the "Health" nbt tag from Bob the zombie.
Now, in the very middle, after the "execute store result score" bit - it stores in the scoreboard objective "MobHealth" under the name "Bob".
This means whenever the command is run, the amount of health that the closest zombie named "Bob" has left is stored in the objective! This command can be plugged into a repeating command block to constantly update Bob's health.
Using this concept, it is now finally possible to create custom boss health bars again, and what's more it's easier than ever - we just need one more command, using another form of /execute store:
This is like "execute store result score" but instead of storing in a scoreboard objective, it stores the value in the nbt data of the chosen entity. Here I've chosen a wither named "Bob". Put these two commands one after the other in a repeating and then a chain command block or both in a function that is constantly looping in order to have a constantly updating
boss health bar for... Bob the zombie.
Note: Before anyone says we could chain those two commands into one command, I already tried it, and either some bug in the snapshot isn't allowing it to work properly, or maybe I'm not doing it properly...
If it is a bug, hopefully they'll fix it later.
The downsides:
A really stupid bug exists that Mojang are flat out refusing to fix for absolutely no solid reason whatsoever that makes creating the custom wither-boss health bar annoying, and, namely, that if you make the Wither have the NoAI tag set to 1, its health bar will not appear to go down at all, meaning if you do summon a wither to use for the boss health bar, make sure its NoAI tag is still 0. (Note that this bug has existed since 1.9's snapshots. It's not a problem with 1.13.)
To stop it flying around and blowing everything up, put it in a box made out of bedrock (another bug in this snapshot means the mobgriefing gamerule does nothing. And neither does any other gamerule). Oh, and make it silent. And wire up a repeating command block to constantly kill all its wither skulls. Lastly, you'll need a resource pack that makes the wither-shoot-wither-skull noise silent, because even if the wither has the Silent tag set to 1, it still makes noises when it shoots wither skulls.
Oh, and ender dragons won't work either. Their health bars just plain won't show up.
Anyway, despite all the drawbacks, the ability to get mob nbt data into scoreboards, and vice versa, is such a powerful concept that I'm sure can be extended to a variety of other uses as well, which I am sure to put down here as soon as I (or somebody else who comments down below) discover them.
Other awesome uses for execute store:
I'm not going to go into detail for most of these, but here are a few examples of some that I've both come across from other people (links included) and that I've come up with myself.
Bossbars... for real:
Now in 18w05a, the new /bossbar command is an official way of creating boss health bars in maps.
To create a new bossbar, use a command like so:
This creates a bossbar that will be labelled "Bill" and has the namespace "minecraft:bill"
In order to make it so you can see it use this command:
You can change the color and style of the bossbar using commands like so:
And also the current maximum value and current health value:
Probably the thing that will come to mind for most when using bossbars is making it so a specific mob has an automatically updating boss bar. Don't worry, I've got you covered:
Other possible uses for bossbars include:
Laser vision and black holes:
The new local coordinates system involving the ^ symbol is a little like relative coordinates that use ~, except they take into account player rotation as well.
What that means is that /tp @s ^ ^ ^5 will teleport you 5 blocks forward in the direction you are facing, so if you're facing north-west, you'll be teleported 5 blocks north-west. Even if you're facing directly upwards, you'll be teleported 5 blocks into the air.
So what does this have to do with laser vision and black holes?
You want laser vision, right? A beam coming out of your eyes? Run these commands in a repeating command block followed by chain command blocks:
And so on, adding more command blocks with more higher numbers depending on how long you want the beam to be. You can also change what particle you want for a different colour, e.g. if you want a bubble beam like from Pokemon you can do that. Or a fire beam? Or a purple dragon breath beam?
Right now I'm too lazy to make more commands that makes it so your beam damages mobs or destroys blocks, but so what? It looks so cool!
If you do really want to make it damage mobs, I guess at the same place where particles are placed, it would summon a temporary armor stand (make it invisible and NoGravity:1 and Marker:1), which all have the tag "laser". Then a command would execute from all armor stands named laser and inflict instant damage to all mobs within r=2 of the armor stand. Then one last command would kill all armor stands with tag "laser."
To destroy blocks, it's even easier. Just do:
Then change the 1 to other numbers.
Other awesome uses for the local coordinates:
Inspired by the black hole video, I came up with these uses for black holes:
I've got my eye on you:
Added in 18w01a, the new facing argument with the tp command allows for... well, I'll just say it's awesome.
Stick this in a repeating command block:
/tp @e[type=guardian] ~ ~ ~ facing @p
And every guardian in the world will be constantly looking directly at you.
Awesome uses for it:
Brand new command success messages:
I could definitely tell that the command system had been overhauled as many of the familiar messages that one may have gotten used to upon using certain commands have changed, such as:
/setblock: Used to say simply "Block placed", now says "Changed the block at <x> <y> <z>"
/summon: Used to say simply "Object successfully summoned", now says "Summoned new Zombie" or whatever mob you summoned. If you summon a renamed mob it'll even have that mob's name, e.g. if you name a mob "jar of jellybeans!" it will say "Summoned new jar of jellybeans!"
/reload: Used to say "Successfully reloaded functions, loot tables, and advancements", now just says "Reloading!" I wonder if it's supposed to have a success message, because that never happened for me.
I'll probably miss the old messages.
The pointy stick of debugging:
I'm not sure if the debug stick item was intended to be in the game, but you can do some really cool things with it in order to get blockstates that you normally can't get under certain conditions. Examples include:
So I'm seriously hoping that they'll keep the debug stick in the game and not nerf it too much by the time 1.13 comes out.
Cave air feels musty and void air makes you suffocate:
Well, not really, but in 18w06a they added some new types of air blocks - cave_air and void_air, the former generating wherever there is a cave. They are functionally identical to normal air blocks, but...
They are useful to mapmakers because you could use the /fill command with the replace argument to replace a structure made out of nether brick with void air. Then, if you want the structure to come back, just make it replace all void air with nether brick!
It was previously possible to do this with structure voids, but structure voids had a hitbox. Cave air and void air don't.
Another use is that you could make it so that cave_air is poisonous or, in a space map, void_air might kill you unless you're wearing a space helmet.
The possibilities are, as always, endless.
Brand new biomes!:
You might be thinking, I mean the new ocean biomes, but they're not in snapshots yet. However, in 18w06a they did add not one but four new biomes to Minecraft, and what makes them especially special is that they are new End biomes!!!
The biomes are:
The End - Barren Island
The End - Medium Island
The End - High Island, and
The End - Floating Islands
These all generate in the Outer End, with the original, plain "The End" biome generating in the centre as normal. Currently it seems that there are not many differences when it comes to how The End actually generates physically (which is a shame, as I think it would be nice if High Islands actually generated some End islands floating higher than the rest).
The Barren Island biome seems to generate in areas where there are no chorus fruit. Floating Islands is where you have those smaller ender "asteroids" floating in between larger islands, and there seems to be not much distinction between Medium and High Island.
Given that they've just put in the new world generation system in this snapshot, I can only hope that they have some amazing plans for this.
Wooden everything!
They've finally gotten around to adding buttons, pressure plates and trapdoors for all types of wood.
You can craft buttons, pressure plates, and trapdoors for the other types of wood just like with the oak variants that have existed for ages. You can also shoot any wooden button with arrows and trigger any wooden pressure plate by dropping an item on it.
These new variants will be very useful for resource packs in custom maps for creating more of a variety of trapdoors and buttons and pressure plates.
Old unobtainable blocks:
Bark blocks, mushroom blocks as well as some special "seamless" variants of double slabs, used to be obtainable with commands, but now they can be obtained more easily.
Bark blocks are crafted just like a crafting table except instead of four planks use four logs. You get three bark blocks per craft.
Mushroom blocks of red, brown, and stem types can be obtained in the creative inventory. You can get the "pore" side of mushroom blocks by placing another mushroom block of its same type against that side to permanently change that side. They can't be crafted yet.
Smooth quartz, stone slabs, red sandstone and sandstone also can't be crafted (yet) but they are available in the creative inventory.
I'm Petrified!
If you've been playing Minecraft for as long as I have (I started on Beta 1.6.6), you'd probably remember the old wooden slabs that had the same properties as stone - you needed a pickaxe to break them, not an axe, and they wouldn't burn in fire. Then a bit later they added different types of wood and slabs to go with them.
For some reason they've added the old wooden slabs back into Minecraft, and they're now called "petrified oak slabs." They're not craftable, but you can get them in the creative inventory.
It's infested with surprise!
Monster eggs have a brand new sneaky surprise - not only are they now called "infested blocks", they'll break easily upon trying to mine them, making it much more difficult to avoid them. However, you can press F3 to bring up the debug screen and look at any block you suspect is an infested block. In the top-right hand corner it will say what block you're looking at, and if it says for example "infested_stone"... well, there you go.
Horses are not the only to be eternally changed:
A massive amount of controversy seems to have sparked from the recent change to the horse model, making it simpler, which I can totally understand. The biggest thing that put me off personally was noticing that saddles no longer look 3D - instead they appear to be painted over the horse's body.
Anyway, one thing that no-one seems to have noticed is that horses were not the only mob to have their model changed. Donkeys did, too. They have the same model as horses now, with the same changed legs, the same stubbier tail. Mules, too. Heck, they even changed zombie and skeleton horses!
Don't forget to post anything you find that you think is awesome or interesting in the comments!
Also don't forget to check out Part 2!
How can i replace this command in 1.13:
/testport @p[r=10]
if you could make an example for me that wold be great
I've never heard of the /testport command before. Do you mean /testfor or /teleport? Given the selector straight after, I'll assume you mean /testfor.
The equivalent command to that in 1.13 is something like this:
The [r=10] bit turns into [distance=..10]. The two full stops before the 10 means less than 10. If you did 10.. it would mean at most 10.
In other news, after making another breakthrough with /execute store, I've discovered it's possible to create an automatically updating boss health bar... with only two commands! (And it would be one command if it weren't for a few bugs that I'm sure will be fixed later on...)
sorry i mean testfor. and thanks for the infos!!
i use this:
/execute if entity @p[distance=..10] run say hi
Yep, "/execute if" is probably better. When I saw your comment "/execute as" was the first thing to come to my mind.
So many new execute modes...
Yes there are so many changes. if think many of them WILL be nice because i can pack more into a sigle command block. But for me it will also be alot of work. I just started to enjoy the power of command blocks in depth after using minecraft for many years. I slowly stated to use them on my spigot server aswell. and now i need to learn again and fix all my machines xD
I hope there will be nice tutorials and maybe even tools to convert certain commands.
anyway i wish they would keep /testfor as an optional command. because things i buildt this way work with comparators. it will be hard to fix certain machines. :S
The 17w47a and b snapshots introduced the debug stick, which I had tremendous fun playing around with, and I've added some new interesting traits about them and some other things added in those same snapshots to the original post.
AFK mode has been patched out of minecraft with 1.13. If you want to afk, you'll have to go old-school with a weight to keep the button physically pressed (which means no more moving away from Minecraft to do something else at the computer).
How exactly does this work? Does it automatically pause the game if you are AFK for too long or does it cause you to automatically save and quit / disconnect from server?
Now you can select screen modes like 640x480, 800x600
They dropped 3d anaglyph
My videos: https://www.youtube.com/user/robingravel
My cartoons: http://www.dailymotion.com/robin-gravel
Flash Animation (if your computer supports flash):
http://robingravel.byethost15.com/eflash.htm
Few flash movies have easter egg/extras
Here's the video (apparently it was added in 17w43a, the very first 1.13 snapshot):
After rewatching, apparently they completely removed fullscreen mode and replaced it with a borderless window mode that could achieve fullscreen size. This means it would no longer hijack the monitor, and therefore would not be tricked into thinking you were still holding down a button (but really weren't). It sounds like they weren't entirely successful at the time, but maybe it was fixed in 17w44 or 17w45.
It's been a while, but after seeing an awesome video using the new local coordinates (^ ^ ^) to create a black hole in Minecraft, I got inspired to add a new section to the thread...
First snapshot of the year heralds the new facing argument for the tp command, which is something I didn't even realise would be immensely useful until now.
I've added in a new section about that.
I have been trying to find a way to summon mobs with custom names because when I type the old way to summon a mob with a custom name: /summon minecraft:chicken ~ ~ ~ {CustomName:"Fred"}, it says that it is unable to summon entity. Please help
The new command is:
/summon minecraft:chicken ~ ~1 ~ {CustomName:"{\"text\":\"Fred\"}"}
They changed it so that you have to use JSON text within the CustomName tag. It's annoying, yes, but it does allow you to give your mob a name with any color you want, like so:
/summon minecraft:chicken ~ ~1 ~ {CustomName:"{\"color\":\"red\",\"text\":\"Fred\"}"}
It can also allow translation of custom mob names and pretty much anything else JSON text can do.
Omg thx, how did you find this out?
I eventually found it out by checking to see if there was a bug report about it, and sure enough, there was. The bug report was marked as invalid, because the syntax had been changed, and luckily the moderators were nice enough to provide the updated syntax.
If you have any more problems with other new 1.13 command changes, first check the wiki page and see if your problem is answered there. If not, then you should see if anyone else has your problem in the bug tracker.
Thanks again
Yeah, I just really like the new trapdoors and pressure plates and buttons. I usually dig around the snapshots.
I've updated the thread with some new jazz from 18w05a and 18w06a, about bossbars, cave air, void air, and new biomes.
Yes, you read that properly. New biomes.
I'm not joking!