The Minecraft update 1.13 is now going to be merged with Update Aquatic. I have now made one single thread for this, since 1.13 and 1.14 are now just 1.13. Click here to go to the new thread.
Some snapshots have been released for the 1.13 update (also known as the Technically Better Update). I thought I'd compile all known features and changes into a thread so that everyone can see.
Block ID Change
Yes, this will break a lot of old builds and contraptions. Instead of having "log 2," you now have "oak_log," "spruce_log", "birch_log," etc.
Mushroom Blocks
You can once again obtain mushroom blocks in survival mode by mining the giant mushrooms with a silk touch tool.
Bark Blocks!
Though there is no crafting recipe yet, "bark" blocks have been added to the creative menu. They are essentially logs but with the side texture also on the top and bottom. As of Snapshot 17w47b, they can be crafted by placing logs in a 2 x 2 square. It outputs 3 bark blocks.
Wood-Specific Blocks
There are now trapdoors, buttons, and pressure plates that correspond to different wood types (e.g. there are now spruce buttons instead of just oak ones).
Faceless Pumpkins!
Pumpkins that naturally spawn or grow now do not have a face. You have to make it into a "carved pumpkin." To make a carved pumpkin, you right-click a normal (faceless) pumpkin with shears, and it will turn into a carved pumpkin and spit out 4 seeds.
Better Placing
Pumpkins, fence gates, and jack-o-lanterns no longer have to be placed on top of a block; they can be placed on the side of a block now. Additionally, you can now place chests of the same type next to each other. You can even have two of the same type of single chest next to each other without making a double chest. To do this, you simply crouch while placing the chest.
Seamless Slabs
Again, there are now double slab blocks with the texture of the top on all sides in the creative menu. Hopefully there will be a crafting recipe.
New Horse Model
Horses have been updated to have a more simplistic model.
Bed Change
There can no longer be beds that don't have blocks below them. They will break if you mine the blocks beneath them.
Hitbox Changes
Anvils and hoppers now have hitboxes that are the shape of the actual block, meaning you can click through it onto another block.
Command Changes
There are a lot of command changes, including the removal and changing of almost all commands. There are a lot of changes to commands, so I can't really put them all in this post.
Good Video Explaining the New Blocks (by Xisuma):
Let Me Know of News ASAP!
If you hear any news, be sure to let me know so I can add it to this post! Remember to keep the news over 1.13 and not 1.14. If you would like to alert me on news of 1.14 (Update Aquatic), please let me know in this thread.
Pumpkins that naturally spawn or grow now do not have a face. You have to make it into a "carved pumpkin." The recipe for such block is unknown at the moment.
The Minecraft Wiki states that using shears on a normal pumpkin will carve it.
A couple of these aren't new blocks; all-bark logs have been in the game for years, since 1.4.2, when they added sideways logs (I even use them in my mod for tree branches, as the exposed ends look unnatural; Mojang should do the same), same for smooth double slabs, just not in the Creative menu or placeable by the player (if I give myself full bark logs in 1.6.4 and try to place them they become vertical/sideways logs depending on how they were placed, same for any of the sideways logs).
A couple of these aren't new blocks; all-bark logs have been in the game for years, since 1.4.2, when they added sideways logs (I even use them in my mod for tree branches, as the exposed ends look unnatural; Mojang should do the same), same for smooth double slabs, just not in the Creative menu or placeable by the player (if I give myself full bark logs in 1.6.4 and try to place them they become vertical/sideways logs depending on how they were placed, same for any of the sideways logs).
I am aware of this. Though they have been in the game for a while, they have finally been officially implemented and made accessible for players in Creative, and hopefully players in Survival. They are new in that sense I guess.
Maybe I'm missing something, but the block ID changes does not seem to impact my map a whole lot. I took a copy of the map I have been working on and loaded it in 17w47a.. all the blocks are still there that I know of.. (I feared half of my map would be missing) sure, i'll need to change the command blocks to reference the new block id's, but I need to do that anyways for the command changes.. ( I have a huge underground Computer room full of command blocks to change)
One challenge would be for me to tweak my wind updraft ability that deletes random planks, sand, leaves, and double tallgrass in a 3x3x3 area to apply to all the subtypes since they are all split into their own id's.
Maybe I'm missing something, but the block ID changes does not seem to impact my map a whole lot. I took a copy of the map I have been working on and loaded it in 17w47a.. all the blocks are still there that I know of.. (I feared half of my map would be missing) sure, i'll need to change the command blocks to reference the new block id's, but I need to do that anyways for the command changes.. ( I have a huge underground Computer room full of command blocks to change)
One challenge would be for me to tweak my wind updraft ability that deletes random planks, sand, leaves, and double tallgrass in a 3x3x3 area to apply to all the subtypes since they are all split into their own id's.
They have almost certainly added a built-in converter that converts chunks created in an older version to the new system the first time they are loaded (they did not just change IDs but changed the way they are stored; every chunk section (16x16x16 blocks) now uses a lookup table to translate up to 4096 local IDs (also the maximum number of blocks in each section) to global IDs, which allows the game to use a virtually infinite number of block IDs (in practice, limited by resources) without having to use larger datatypes than necessary in the save files, reducing file size (I have not looked at it but I heard that they were still using the old 8 bit + 4 bit block ID system that was in place before (the upper 4 bits were only usable by mods) so each block ID is 12 bits. Using a lookup table could take up more space than just using 32 bit global IDs if there are many different types of blocks in a chunk section but most chunk sections do not have that many different types of blocks).
One thing for sure, opening a world loaded or generated in 1.13 in an older version will completely ruin it, far more than the changes to item IDs in 1.8 would (all items disappear if you open a 1.8+ world in an older version; doing the same for a 1.13 world will likely give a jumbled mess of blocks, delete all blocks, or delete and regenerate chunks, if the game doesn't just crash). These IDs were also automatically converted when chunks were loaded; for comparison, the last significant change to the save format was in 1.2 and the game would convert the entire world the first time you opened it before loading the world; this method also generated new files without touching the original ones so it was easy to revert back if necessary.
I know most of these blocks are just aesthetic changes, but these are really great in my opinion. the houses you build can have more variation with the trapdoors, buttons, and things, and variety packs are my thing (and maybe for others as well). As for bark blocks and seamless slabs, they can help mapmakers create realistic trees and better statues/pixel art without using commands and/or external editors.
Faceless pumpkins finally correct the weird logic where you are in singleplayer and all the pumpkins you find have faces carved into them :D.
(I have not looked at it but I heard that they were still using the old 8 bit + 4 bit block ID system that was in place before (the upper 4 bits were only usable by mods) so each block ID is 12 bits.
8 + 4 PLUS the 4 bits that had been used for metadata. 16 bits, ie 65,536 values, which happens to be the number of blocks in a chunk (16*16*16 for a cubic chunk, then 16 of those in a stack), which is of course also the maximum number of *different* blocks in a chunk. Size will go up a tiny bit with the per-chunk ID to blockstate key, but it allows them to continue to store blocks using two bytes per (plus the key) and as you say if there aren't a ton of unique blocks in a chunk they key won't be too big
8 + 4 PLUS the 4 bits that had been used for metadata. 16 bits, ie 65,536 values, which happens to be the number of blocks in a chunk (16*16*16 for a cubic chunk, then 16 of those in a stack), which is of course also the maximum number of *different* blocks in a chunk. Size will go up a tiny bit with the per-chunk ID to blockstate key, but it allows them to continue to store blocks using two bytes per (plus the key) and as you say if there aren't a ton of unique blocks in a chunk they key won't be too big
They have made major changes to the chunk format because I created a world in 17w47b and I can't even use NBTExplorer to open a chunk and all the other utilities I have also throw errors, crash, or don't see any chunk data at all:
When I loaded the world in 1.12.2 the entire world was lost - all chunks were regenerated, which was the worst-case scenario I assumed would occur if you tried downgrading (at least you get a warning but they should have made older versions unable to recognize 1.13+ worlds at all).
Also, I doubt they are still using 3 separate entries for block IDs + metadata; it would be far more efficient to use a single 16 bit field (Java, and many other languages, don't natively support 4 bit datatypes/nibbles so what Minecraft (currently) does is perform bit manipulations so two 4 bit values can be stored in one byte). Using a single 16 bit value instead of 12-16 bits (the upper 4 bits used for block IDs are currently only saved if any such blocks exist, which is only if you use mods) would also have a negligible impact on save size since it is compressed, and possibly compress better since you only need a single array to store the values instead of three, and the overhead they need to define them.
You can once again obtain mushroom blocks in survival mode by mining the giant mushrooms with a silk touch tool.
When did that even go away?
I kind of hope the debug stick stays - I would absolutely "cheat" and pull one of those out of creative just for rotating glazed terracotta without having to spin around in circles and get all dizzy.
(and the second we get a less-likely-to-break-everything snapshot I'm redoing all my kitchen cupboards with the new trapdoors and buttons...)
Any estimate yet on when 1.13 will be released, though? I've been playing with snapshots before and I guess I have been lucky my game world has never been corrupted. But after the warning for the recent snapshots, I thought about it, and the fact is that I would be pretty devastated if I lost my game at this point. Put too much time into it. So I'm gonna stop playing snapshots and wait for stable releases only. But now I can't play at all because I was playing on one of the other 1.13 snapshots and I assume going back to 1.12 will break it. Ugh, hopefully fairly soon.
The pack.mcmeta format number has changed. I assume it's 4 now.
certain model names and item names have been tweaked slightly.
for example:
the model referenced to as "red_sandstone_outer_stairs" in red_sandstone_stairs.json blockstate file has been renamed to "red_sandstone_stairs_outer"
and "red_sandstone_inner_stairs" "red_sandstone_stairs_inner", this applies to all types of stairs.
The texture names for grass blocks have been tweaked slightly as well
"grass_top" is now "grass_block_top",
"grass_side" = "grass_block_side"
"grass_side_overlay" = "grass_block_side_overlay"
along with several other blocks i'm sure.
Also, filenames or references to textures or models cannot be capitalized, or the resource manager may fail entirely, causing everything to be black and purple, even blocks that are not in the resource pack.
The Minecraft update 1.13 is now going to be merged with Update Aquatic. I have now made one single thread for this, since 1.13 and 1.14 are now just 1.13. Click here to go to the new thread.
Some snapshots have been released for the 1.13 update (also known as the Technically Better Update). I thought I'd compile all known features and changes into a thread so that everyone can see.
Block ID Change
Yes, this will break a lot of old builds and contraptions. Instead of having "log 2," you now have "oak_log," "spruce_log", "birch_log," etc.
Mushroom Blocks
You can once again obtain mushroom blocks in survival mode by mining the giant mushrooms with a silk touch tool.
Bark Blocks!
Though there is no crafting recipe yet, "bark" blocks have been added to the creative menu. They are essentially logs but with the side texture also on the top and bottom. As of Snapshot 17w47b, they can be crafted by placing logs in a 2 x 2 square. It outputs 3 bark blocks.
Wood-Specific Blocks
There are now trapdoors, buttons, and pressure plates that correspond to different wood types (e.g. there are now spruce buttons instead of just oak ones).
Faceless Pumpkins!
Pumpkins that naturally spawn or grow now do not have a face. You have to make it into a "carved pumpkin." To make a carved pumpkin, you right-click a normal (faceless) pumpkin with shears, and it will turn into a carved pumpkin and spit out 4 seeds.
Better Placing
Pumpkins, fence gates, and jack-o-lanterns no longer have to be placed on top of a block; they can be placed on the side of a block now. Additionally, you can now place chests of the same type next to each other. You can even have two of the same type of single chest next to each other without making a double chest. To do this, you simply crouch while placing the chest.
Seamless Slabs
Again, there are now double slab blocks with the texture of the top on all sides in the creative menu. Hopefully there will be a crafting recipe.
New Horse Model
Horses have been updated to have a more simplistic model.
Bed Change
There can no longer be beds that don't have blocks below them. They will break if you mine the blocks beneath them.
Hitbox Changes
Anvils and hoppers now have hitboxes that are the shape of the actual block, meaning you can click through it onto another block.
Command Changes
There are a lot of command changes, including the removal and changing of almost all commands. There are a lot of changes to commands, so I can't really put them all in this post.
Good Video Explaining the New Blocks (by Xisuma):
Let Me Know of News ASAP!
If you hear any news, be sure to let me know so I can add it to this post! Remember to keep the news over 1.13 and not 1.14. If you would like to alert me on news of 1.14 (Update Aquatic), please let me know in this thread.
Check out my suggestions! Here is one of them:
It's about time pumpkins were fixed.
Praise be to Spode.
The Minecraft Wiki states that using shears on a normal pumpkin will carve it.
"Right-clicking a pumpkin block with shears will turn it into a carved pumpkin and make it spit out 4 pumpkin seeds."
CPU: AMD Ryzen 5 2600X
GPU: Gigabyte GeForce GTX 1070 G1 Gaming
RAM: 16GB DDR4
HDD: 500GB SSD, 2TB and 4TB HDD
OS: Windows 10 Pro
Oh okay. Thank you!
Check out my suggestions! Here is one of them:
A couple of these aren't new blocks; all-bark logs have been in the game for years, since 1.4.2, when they added sideways logs (I even use them in my mod for tree branches, as the exposed ends look unnatural; Mojang should do the same), same for smooth double slabs, just not in the Creative menu or placeable by the player (if I give myself full bark logs in 1.6.4 and try to place them they become vertical/sideways logs depending on how they were placed, same for any of the sideways logs).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I am aware of this. Though they have been in the game for a while, they have finally been officially implemented and made accessible for players in Creative, and hopefully players in Survival. They are new in that sense I guess.
Check out my suggestions! Here is one of them:
Full bark blocks and faceless pumpkins. About bloody time! I haven't seen pics of the slabs, but if they are what I think they are, then awesome!
Figured it was time for a change.
Here is a picture of a seamless stone slab:
Then, there are the sandstone blocks:
There is, of course, a variant of that for red sandstone.
Check out my suggestions! Here is one of them:
The fact that beds break when breaking the blocks below really hurts me. I have soooo many bunkbeds in my gothic castle that are going to break.
The quickest way to my heart is with a smile.
Oh, and a white-oak stake.
Where did you hear that? Should I add that to the post?
Check out my suggestions! Here is one of them:
Maybe I'm missing something, but the block ID changes does not seem to impact my map a whole lot. I took a copy of the map I have been working on and loaded it in 17w47a.. all the blocks are still there that I know of.. (I feared half of my map would be missing) sure, i'll need to change the command blocks to reference the new block id's, but I need to do that anyways for the command changes.. ( I have a huge underground Computer room full of command blocks to change)
One challenge would be for me to tweak my wind updraft ability that deletes random planks, sand, leaves, and double tallgrass in a 3x3x3 area to apply to all the subtypes since they are all split into their own id's.
They have almost certainly added a built-in converter that converts chunks created in an older version to the new system the first time they are loaded (they did not just change IDs but changed the way they are stored; every chunk section (16x16x16 blocks) now uses a lookup table to translate up to 4096 local IDs (also the maximum number of blocks in each section) to global IDs, which allows the game to use a virtually infinite number of block IDs (in practice, limited by resources) without having to use larger datatypes than necessary in the save files, reducing file size (I have not looked at it but I heard that they were still using the old 8 bit + 4 bit block ID system that was in place before (the upper 4 bits were only usable by mods) so each block ID is 12 bits. Using a lookup table could take up more space than just using 32 bit global IDs if there are many different types of blocks in a chunk section but most chunk sections do not have that many different types of blocks).
One thing for sure, opening a world loaded or generated in 1.13 in an older version will completely ruin it, far more than the changes to item IDs in 1.8 would (all items disappear if you open a 1.8+ world in an older version; doing the same for a 1.13 world will likely give a jumbled mess of blocks, delete all blocks, or delete and regenerate chunks, if the game doesn't just crash). These IDs were also automatically converted when chunks were loaded; for comparison, the last significant change to the save format was in 1.2 and the game would convert the entire world the first time you opened it before loading the world; this method also generated new files without touching the original ones so it was easy to revert back if necessary.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I know most of these blocks are just aesthetic changes, but these are really great in my opinion. the houses you build can have more variation with the trapdoors, buttons, and things, and variety packs are my thing (and maybe for others as well). As for bark blocks and seamless slabs, they can help mapmakers create realistic trees and better statues/pixel art without using commands and/or external editors.
Faceless pumpkins finally correct the weird logic where you are in singleplayer and all the pumpkins you find have faces carved into them :D.
EDIT: o shoot, no more bunk beds
sometimes, nullposts must be made.
My avatar: Faiya the dragon
404: eggs not found
Bark Blocks now has a crafting recipe.
8 + 4 PLUS the 4 bits that had been used for metadata. 16 bits, ie 65,536 values, which happens to be the number of blocks in a chunk (16*16*16 for a cubic chunk, then 16 of those in a stack), which is of course also the maximum number of *different* blocks in a chunk. Size will go up a tiny bit with the per-chunk ID to blockstate key, but it allows them to continue to store blocks using two bytes per (plus the key) and as you say if there aren't a ton of unique blocks in a chunk they key won't be too big
They have made major changes to the chunk format because I created a world in 17w47b and I can't even use NBTExplorer to open a chunk and all the other utilities I have also throw errors, crash, or don't see any chunk data at all:
When I loaded the world in 1.12.2 the entire world was lost - all chunks were regenerated, which was the worst-case scenario I assumed would occur if you tried downgrading (at least you get a warning but they should have made older versions unable to recognize 1.13+ worlds at all).
Also, I doubt they are still using 3 separate entries for block IDs + metadata; it would be far more efficient to use a single 16 bit field (Java, and many other languages, don't natively support 4 bit datatypes/nibbles so what Minecraft (currently) does is perform bit manipulations so two 4 bit values can be stored in one byte). Using a single 16 bit value instead of 12-16 bits (the upper 4 bits used for block IDs are currently only saved if any such blocks exist, which is only if you use mods) would also have a negligible impact on save size since it is compressed, and possibly compress better since you only need a single array to store the values instead of three, and the overhead they need to define them.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
When did that even go away?
I kind of hope the debug stick stays - I would absolutely "cheat" and pull one of those out of creative just for rotating glazed terracotta without having to spin around in circles and get all dizzy.
(and the second we get a less-likely-to-break-everything snapshot I'm redoing all my kitchen cupboards with the new trapdoors and buttons...)
Same!
The quickest way to my heart is with a smile.
Oh, and a white-oak stake.
Any estimate yet on when 1.13 will be released, though? I've been playing with snapshots before and I guess I have been lucky my game world has never been corrupted. But after the warning for the recent snapshots, I thought about it, and the fact is that I would be pretty devastated if I lost my game at this point. Put too much time into it. So I'm gonna stop playing snapshots and wait for stable releases only. But now I can't play at all because I was playing on one of the other 1.13 snapshots and I assume going back to 1.12 will break it. Ugh, hopefully fairly soon.
Add this: Changes to the resource pack format.
The pack.mcmeta format number has changed. I assume it's 4 now.
certain model names and item names have been tweaked slightly.
for example:
the model referenced to as "red_sandstone_outer_stairs" in red_sandstone_stairs.json blockstate file has been renamed to "red_sandstone_stairs_outer"
and "red_sandstone_inner_stairs" "red_sandstone_stairs_inner", this applies to all types of stairs.
The texture names for grass blocks have been tweaked slightly as well
along with several other blocks i'm sure.
Also, filenames or references to textures or models cannot be capitalized, or the resource manager may fail entirely, causing everything to be black and purple, even blocks that are not in the resource pack.