JAVA Edition: The Wild Update

 The Wild Update is out now on JAVA Edition and I can't wait to see what everyone has plans to do!  I want to explore the Mangrove Swamps, find frogs, and just explore the overworld before even thinking about digging down.  What is the first thing you are planning on doing?

Features

  • Added Mangrove Swamp biome
  • Added Mangrove Trees
  • Added Mangrove Blocks
  • Added Mud and Mud Brick Blocks
  • Added Clay renewability
  • Added Frogs and Tadpoles
  • Added the Deep Dark biome
  • Added Ancient Cities
  • Added Darkness mob effect
  • Added Disc Fragment and Music Disc 5
  • Added Echo Shard and Recovery Compass
  • Added the Swift Sneak enchantment
  • Added Sculk, Sculk Veins, Sculk Shrieker, and Sculk Catalyst Blocks
  • Added Warden mob
  • Added Allay mob
  • Added Boat with Chest
  • Added Goat Horns
  • Added new music
  • Leaves are now waterloggable
  • The main menu background now shows a Wild Update panorama
  • Minor changes to Minecart with Chest/Furnace/TNT/Hopper
  • Improved the predictability of several gameplay elements
  • Explosions caused by player-ignited TNT now cause experience to drop from broken blocks (such as ore and sculk blocks)
    • We will be keeping an eye on feedback for this change, it might change in a future update
  • Added sound option for 3D Directional Audio simulation
    • This option is best experienced with headphones
  • Replaced Realms subtle selected world highlight with a clear green checkmark

Mangrove Swamp

Muddy! Murky! Magnificent! Welcome to Minecraft’s newest biome - the Mangrove Swamp

  • Located in warmer, more humid places where you’d normally find Swamp biomes in Minecraft
  • Here you can find Bees and Warm Frogs
  • The floor of this biome is coated with a thick layer of Mud
  • Have a nice boat ride under and around the larger-than-life roots of Mangrove trees
  • Mud generates from the surface down to Stone
  • Tall Mangroves are far more common than Short Mangroves

Mangrove Trees

Introducing a new type of water-adapted tree that spawns propped up on roots

  • Have a chance of spawning a Bee Nest
  • Grows from Mangrove Propagules
  • Moss Carpet generates on top of the tree’s roots

Mangrove Wood Blocks

Added a new type of wood: Mangrove!

  • Mangrove Log and Stripped Mangrove Log
  • Mangrove Wood and Stripped Mangrove Wood
  • Mangrove Roots and Muddy Mangrove Roots
  • Mangrove Boat, Button, Pressure Plate, Door, Trapdoor, Sign, Slab, Fence, Fence Gate, and Stairs

Mangrove Leaves and Propagules

  • Mangrove Propagule is a type of sapling that grows from the bottom of Mangrove Leaves
  • Bonemealing Mangrove Leaves will cause a new Propagule to start growing beneath it
  • Propagules grow through 4 stages, and growth can be accelerated by bonemealing
  • You can break off a fully grown Propagule and plant it like a sapling
  • Propagules can be placed and grow on all normal blocks normal saplings support, plus Mud and Clay
  • Propagules can be grown underwater
  • The Wandering Trader will now sometimes offer Propagules for sale

Mud

  • Mud is a block that will generate in the upcoming Mangrove biome
  • When walking on Mud, entities slightly sink into it like Soul Sand
    • Unlike Soul Sand, no slowdown effect will be applied
  • Mud can be created by using a water bottle on dirt, by hand, or with a Dispenser
  • Packed Mud can be crafted from Mud

Mud Bricks

  • Mud Bricks are a building block that can be crafted from Packed Mud
  • Mud Bricks can be crafted into Mud Brick Stairs, Walls, and Slabs using a Crafting Table or Stonecutter

Clay Renewability

  • Placing Mud above a block that has pointed Dripstone underneath will eventually turn the Mud Block into Clay

Frogs

  • Frogs can spawn in Swamps and Mangrove Swamps on Grass, Mud, Mangrove Roots, and Muddy Mangrove Roots
  • Frogs can croak
  • Frogs can walk on land, swim, and jump
  • Frogs can eat small Slimes, causing a Slime Ball to drop
  • Frogs can eat small Magma Cubes, causing a Froglight block to drop
  • Each Frog variant drops a specific Froglight Block
  • Added three Froglight blocks, a type of light source blocks

Tadpoles

  • Tadpoles can swim in water
  • Tadpoles on land “jump around” like fishes on land, and eventually dies
  • Tadpoles that grow up turn into a Frog
  • Tadpoles grow into a different type of frog based on the biome they grow up in (Cold, Temperate, Warm)
  • Tadpoles can be caught in a bucket

Deep Dark Biome

Dig into the depths far underground to uncover the darkest biome in Minecraft - the Deep Dark.

  • Dimly lit and eerie, the Deep Dark is sure to strike fear into the hearts of even the bravest player
  • Less flooded than surrounding areas
  • The floor of the Deep Dark is covered in sculk
  • No mobs spawn in the Deep Dark

Ancient City

Wander the halls of these long-abandoned structures in the Deep Dark depths to uncover some relics long forgotten.

  • Ancient City structures spawn in Deep Dark biomes
  • In chests, guarded by Sculk Sensors and Sculk Shriekers, you can find the new Swift Sneaking enchantment
  • You can also find a new mysterious block called Reinforced Deepslate here, which cannot be obtained in Survival
  • Mobs cannot spawn in Ancient Cities

Darkness

  • A new mob effect applied to nearby players by the Warden and Sculk Shrieker
  • Lowers the gamma to an equivalent of “Moody” while having this effect
  • In periodic pulses, will lower the overall brightness of the world so that the darkness creeps up toward light sources
  • The icon for the Darkness effect is only shown in the inventory
  • A new Accessibility slider has been added to your Options menu called “Darkness Effect”
    • Controls the strength of the Darkness lighting effect
    • Does not affect the fog distance

Music Disc 5

A new music disc has been added to the game

  • Unlike other discs, it can only be obtained by finding and crafting 9 Disc Fragments together
  • These Disc Fragments can be found rarely in Ancient City Chests

Recovery Compass

A new Recovery Compass can be crafted with Echo Shards, another new item that can only be found in Ancient City Chests

  • Unlike a normal Compass, the Recovery Compass will point to the last place you died
  • If you are not in the dimension you last died, or you haven’t died yet in your world, it will spin randomly
  • It can be crafted with 1 Compass surrounded by 8 Echo Shards, which can be found in Ancient Cities

Swift Sneak

Imbue your leggings with this shiny new enchantment to move as fast while crouching as you would normally walk!

  • When applied, it will increase your movement speed while sneaking
  • Has 3 different levels with different speed increases
  • It is the first enchantment unique to leggings equipment!

Sculk

The rattling tendrils of the Sculk Sensors had to come from somewhere, right? Introducing sculk, a new family of blocks that dwells in the Deep Dark.

  • Added Sculk Catalyst Block, a mysteriously soul-emitting block that blooms with Sculk patches underneath nearby dying mobs
    • Mobs that perish in the presence of the Sculk Catalyst will not drop their experience
  • Added Sculk Blocks
    • When a mob dies near a Sculk Catalyst, some unknown process seems to consume blocks beneath and turn them into Sculk Blocks
    • A Sculk charge that spreads has a chance to consume some of its charge to grow a Sculk Sensor or Sculk Shrieker
    • Sculk Blocks have very low blast resistance
  • Added Sculk Vein Blocks
    • These veins are found on the edge of Sculk patches
    • Similar to Glow Lichen, they can be placed in any orientation
    • Spreading of veins causes other blocks to be taken over by the sculk
    • Sculk Vein can spread underwater
  • Added Sculk Shrieker Block
    • Sculk Shriekers can be found growing rarely from the charge of a Sculk Catalyst
    • Sculk Shrieker can be waterlogged
    • Notable for its boney appendages, this block responds to Sculk Sensors detecting vibrations by sending out a warning call to distant Wardens
      • Watch out when stepping on them, as they will feel that too and send out a call!
    • Initially, it may take some time for a Warden to arrive, but you’ll hear it responding in the distance…
    • Once it’s close enough, a call from the Sculk Shrieker will summon the Warden nearby - be prepared!
  • Souls from mobs will spread through Sculk Veins and Sculk Blocks in random directions until they find a valid substrate they can feed off of
    • The charge from souls in the Sculk Blocks and Sculk Veins will eventually decay, but it will decay slower within close vicinity of the Sculk Catalyst and faster when further away from its host
    • If the charge is dropped outside the range of the Catalyst, it has a chance of growing a Sculk Sensor
  • Sculk, Sculk Veins, and Sculk Catalysts require Silk Touch to acquire
    • If mined without Silk Touch, they will drop experience instead
  • The efficient tool for all Sculk family blocks is the Hoe

Warden

The horror of the Deep Dark! A creature with no eyes, roughly resembling the Sculk that can be found throughout the Deep Dark, the Warden is an unstoppable force of nature that inhabits this biome. Wardens are powerful creatures, and it is often better to sneak around one that has emerged instead of taking it head on - you have been warned.

  • Just like Sculk Sensors, these terrifying creatures use vibrations as a means to navigate their environment
  • When vibrations aren’t enough, they will also use a sense of smell to track down their prey - you can observe them sniffing their surroundings to get closer to unsuspecting players and mobs
  • If something gets too close, it will be noticed
  • In the Deep Dark, Wardens can appear anywhere
    • When enough Sculk Shriekers have been alerted to your presence, a Warden will appear
  • The more vibrations a Warden detects, the angrier it will get
    • You can hear and see this from how fast the souls in its chest are beating
  • Once a mob has pushed beyond the Warden’s anger threshold, it will face its prey and roar before charging
  • Building up high, hiding behind walls, or being out of range of their powerful melee attack will cause Wardens to switch to their ranged attack
    • Their rib cages will open up to shriek a sonically charged ranged attack that can penetrate walls
    • This attack bypasses protection for armor and shield
  • If, however, you keep the Warden from noticing you or getting angry for 60 seconds, it will dig back underground and despawn
    • If the Warden is stuck in a liquid, it will despawn instead of digging
  • They have a special interaction with thrown projectiles
    • If the Warden receives two projectile vibrations within 5 seconds of one another, it will grow angrier at the shooter
    • If the Warden receives a projectile vibration more than 5 seconds from the last projectile, it will not grow angrier at the shooter
    • This allows you to strategically distract the Warden without it getting angry while you take loot from nearby chests
  • Wardens will also disable shields when they hit them with their fists
  • They drop a Sculk Catalyst upon death

Changes to Vibrations

  • Carpets, like Wool Blocks, will now dampen the vibrations caused by their placing, breaking, or dropping as items
  • Carpets now also dampen the vibrations caused by running and jumping over them
  • item_interact_start and item_interact_finish vibrations are ignored if sneaking

Allay

  • Allays will collect all the surrounding items that match the item they are holding
  • Allays will like a player who hands them an item and will bring the items they collect to their liked player
  • If the Allay hears a Note Block play, that Note Block becomes the Allay’s favorite Note Block for 30 seconds
    • The Allay will stay near that Note Block for that duration and bring its collected items to Note Block instead of to the player
  • Interacting with an Allay with an empty hand will remove the item the Allay is holding
  • Allays can be found at Pillager Outposts and in Woodland Mansions
  • Allays are immune to damage from their liked player
  • Allays have a natural health regen of 2 health per second

Boat With Chest

  • Lets you bring more stuff on your boat adventures
  • If you are in the Boat, press the open inventory key to access the Chest contents
  • If you are not in the Boat, sneak and use your interact key to access the Chest contents
  • If you break the Boat the Chest contents will spill out, like with other Chests
  • Also works with Hoppers, Droppers, and other blocks that interact with Chests
  • Like other Chests, opening a Boat with Chest or breaking the Boat will anger Piglins, since they think all Chests belong to them

Goat Horns

  • A Goat Horn drops when a Goat rams a tree or any other hard block that occurs naturally where Goats spawn (Log, Stone, Packed Ice, Iron Ore, Copper Ore, or Emerald Ore)
    • Other solid blocks are unfamiliar to the goat, so it won’t ram them
  • Use the Goat Horn to play a loud sound that can be heard from afar
  • Each Goat Horn has its sound based on the Goat it originated from
  • There are 8 Goat Horn variants, 4 of them exclusive to Screaming Goats
  • Goat Horns can sometimes be found in Pillager Outposts

Advancements

  • Added “It Spreads” for killing a mob near a Sculk Catalyst
  • Added “You’ve Got a Friend in Me” for having an Allay deliver items to you
  • Added “Birthday Song” for having an Allay drop a Cake at a Note Block
  • Added “With our Powers Combined” for having all Froglights in your inventory
  • Added “Bukkit Bukkit” for catching a Tadpole in a Bucket
  • Added “From Dirt to Mud” for using a Water Bottle on Dirt
  • Added “When the Squad Hops into Town” for getting each Frog variant on a Lead
  • Added “Sneak 100” for sneaking near a Sculk Sensor or Warden to prevent it from detecting you
  • Added Darkness effect to the “How Did We Get Here?” advancement

Predictability of Randomized Events

Some randomized events are now more predictable and no longer have a possibility of extreme behaviors:

  • Placement and velocity of things dropped from Droppers/Dispensers
  • Placement and velocity of items spawned from containers upon destroy
  • Randomized follow_range component attribute for mobs
  • Velocity of Horses spawned from Skeleton Traps
  • Blaze random position and randomized speed of Blaze projectiles
  • Randomized portion of damage and velocity of Arrows
  • Randomized flight pattern of Fireworks
  • Bobbing patterns and time until a Fish appears for Fishing Rods

Four New Music Tracks

  • The new music tracks are called Ancestry, Aerie, Firebugs, and Labyrinthine
  • They play in certain biomes

Minecart Variants

  • The recipes for minecart with Chest/Furnace/TNT/Hopper are now shapeless
  • When broken each Minecart variant drops itself as an item, instead of splitting into two items (such as Chest and Minecart)

Monster Spawning

  • Endermen, Skeletons, Wither Skeletons, and Piglins now spawn in a wider range of light levels in the Nether (from light level 0 to 11)
    • This makes it possible for more types of mobs to spawn inside Nether Portals, which causes them to instantly change dimensions after spawning
    • Our intent for the future is to prevent most mobs from spawning in Nether Portals and the ones that do will not immediately travel through the portal - expect to see these changes in a coming version

Technical

  • The data pack format is now 10
  • The resource pack format is now 9
  • Added the ability for data and resource packs to selectively hide files from packs below them
  • Added kill_mob_near_sculk_catalyst advancement trigger
  • Added thrown_item_picked_up_by_player advancement trigger
  • Added allay_drop_item_on_block advancement trigger
  • Added avoid_vibration advancement trigger
  • Removed field location from triggers location, slept_in_bed, hero_of_the_village, and voluntary_exile - it was handled exactly the same as player.location
  • Some mutually exclusive tests in entity predicate (player, fishing_hook, lightning_bolt, and catType) have been collapsed to the type_specific field
  • Removed the placefeature command
  • Added the place command
  • The locate command is now moved to locate structure, locatebiome is moved to locate biome
  • Added locate poi <type: point_of_interest_type>
  • Added the loot table function set_instrument
  • The bundled Java runtime has been updated to 17.0.3
  • The M1 ARM64 architecture is now supported
  • LWJGL library has been updated to version 3.3.1
  • Banner patterns available in the Loom can now be controlled with tags (banner_pattern/no_item_required for no pattern item and banner_pattern/pattern_item/* for specific banner pattern items)
  • Added new font glyph provider for spaces
  • Added new game events
  • Renamed some game events
  • CatType fields on entities with type minecraft:cat have been replaced with variant, with numeric values being replaced with string ids (so, for example, 5 becomes minecraft:calico)
  • The type of the field Id in the mob effect structure (for example, in the ActiveEffects list on entities) has been changed from byte to int
  • Added minecraft:darkness mob effect
  • Added sonic_explosion particle
  • World presets/types and flat world presets in the “Create World” screen can now be controlled by datapacks
  • Servers can now enable Chat Preview, which displays a server-controlled preview above the chat edit box
  • Servers can now define different chat style formats for clients
  • Added server property max-chained-neighbor-updates to limit the number of consecutive neighbor updates before skipping additional ones
    • Negative values remove the limit
  • Servers will now also send an additional icon and MOTD packet after a player has connected
    • This allows servers with enable-status=false to set an icon and MOTD for players that successfully connect

Advancements

New Triggers

ALLAY_DROP_ITEM_ON_BLOCK
  • Triggered when an Allay drops an item on a block
  • Conditions:
    • player - a predicate for the player who gave the Allay the item to collect
    • location - a predicate for the block that the item was dropped on
    • item - a predicate for the item that was dropped
AVOID_VIBRATION
  • Triggered when a vibration event is ignored because the source player is holding the sneak key
  • Conditions:
    • player - a player for which this trigger runs
KILL_MOB_NEAR_SCULK_CATALYST

  • Triggered when a player kills an entity next to a Sculk Catalyst
  • Conditions:
    • player - a predicate for the player killing the entity
    • entity - a predicate for the entity that was killed
    • killing_blow - a predicate for how the entity was killed
THROWN_ITEM_PICKED_UP_BY_PLAYER
  • Triggered when a player picks up an item that was thrown by an entity
  • Conditions:
    • player - a predicate for the player picking up the item
    • entity - a predicate for the entity that threw the item
    • item - a predicate for the item

Blending

  • Blending now supports 3D biome blending, which blends the underground biomes as well as the overground biomes
  • Removed blending_data.old_noise, now existence of blending_data in chunk data determines if a chunk is considered old
  • Added blending_data.min_section and blending_data.max_section that determines which section data that will be used for blending

Chat Preview

  • Servers can enable Chat Preview by setting previews-chat=true in server.properties
  • Custom servers can enable or disable chat preview for certain clients by sending a new network packet
  • When enabled, a server-controlled preview appears above the chat edit box, showing how the message will look when sent
    • A preview is also shown for chat-related commands, such as /say and /msg
  • This can be used by servers to preview messages with styling applied, such as emojis or chat coloring
  • Chat Preview sends chat messages to the server as they are typed, even before they’re sent
    • The server then sends back the styled preview in real time
    • This allows servers to apply dynamic message stylings while still allowing chat to be securely signed
  • A warning screen is shown on the client when joining a server with Chat Preview, and it can be globally disabled in Chat Settings

Chat Types

  • Different chat style formats can now be controlled by the server through the chat_type registry
    • These are synchronized to clients when they join the server
    • The translation key or translation format can be defined, like chat.type.text or %s says: "%s"
      • Chat can be similarly optionally narrated with a custom translation key or format
    • The entire message can have formattings applied, such as italics or a specific color (but currently not click or hover events)

Commands

Place

New command that replaces placefeature and can place features, jigsaws, structures, and templates at a given location. Syntax:

 

place feature <feature> [pos]
place jigsaw <pool> <start> <depth> [pos]
place structure <structure> [pos]
place template <template> [pos] [rotation] [mirror] [integrity] [seed]

Parameters:

  • place feature works like placefeature used to work
  • place jigsaw works like using the generate button in the UI of a Jigsaw Block
  • place template works like using the load button in the UI of a Structure Block
  • place structure generates a full structure, matching how structures generate during world generation
  • feature: The namespaced id of a configured feature to try to place
  • structure: The namespaced id of a structure to try to generate
  • template: The namespaced id of a template (“structure block file”) to load and place
  • pool: The namespaced id of a template pool to start generating
  • start: The namespaced id name of a jigsaw to use as the starting anchor
  • depth: The maximum number of jigsaw connections to traverse during placement
  • pos: The position to use as the origin for the generation (if omitted, ~ ~ ~ is used)
  • rotation: The rotation to apply (if omitted, none is used)
  • mirror: The mirroring to apply (if omitted, none is used)
  • integrity: The structure integrity value between 0 and 1
  • seed: The seed to use for the randomized degradation when integrity is less than 1

Debug

  • Added a heap memory allocation metric to the F3 debug screen
  • Added estimated GPU utilization percentage to performance profiling metrics and the F3 debug screen
    • This is only available for graphics devices that support GPU timer queries
  • Removed the debug hotkey that cycles the render distance

Game Events

Added Events

  • teleport with a vibration frequency of 5
  • note_block_play with a vibration frequency of 6
  • instrument_play with a vibration frequency of 15

Combined Events

The following events have been collapsed into block_activate and block_deactivate:

  • block_press
  • block_unpress
  • block_switch
  • block_unswitch

Other Changes

Other miscellaneous changes to game events:

  • ring_bell has been removed and replaced with block_change
  • Both shulker_open and shulker_close have been removed in favor of using container_open and container_close
  • fishing_rod_cast and fishing_rod_reel_in have been renamed to item_interact_start and item_interact_finish
  • item_interact_start is not detectable as a vibration to allow more specific actions to be detected, like drink or eat, but item_interact_finish is
  • entity_interact should be dispatched more often when interacting with various mobs
  • Added the dampens_vibrations block tag that includes all Wool and Wool Carpet blocks, to indicate blocks that will not trigger when placed, broken, or stepped on
  • Renamed item tag occludes_vibration_signals to dampens_vibrations item tag as well

Renamed Events

Some game events have been renamed, with some of those changes to make them more grammatically consistent:

  • drinking_finish -> drink
  • entity_killed -> entity_die
  • entity_damaged -> entity_damage
  • elytra_free_fall -> elytra_glide
  • mob_interact -> entity_interact
  • ravager_roar -> entity_roar
  • wolf_shaking -> entity_shake

Game Rules

  • Added doWardenSpawning game rule

Loot Tables

New Functions

SET_INSTRUMENT

Sets the item tags needed for instrument items to a randomly selected instrument from a tag
Parameters:

  • options - a tag reference specifying the instrument options to randomly pick from

Multiplayer Secure Chat Signing

  • Chat messages between players are now cryptographically signed
    • The message arguments to /say/msg/teammsg, and /me commands are all also signed
  • Players are given a Mojang provided key-pair on startup
  • Servers can require players to have a Mojang-signed public key by setting enforce-secure-profile=true in server.properties
    • Enforcing secure profiles will prevent players without a Mojang-signed public key from connecting
    • By default, this is set to false, allowing players to connect without a Mojang-signed public key
  • Static chat styling can now be controlled by the server through the chat_type registry, or with server resource packs as before
  • Dynamic chat styling can also be controlled by the server, although this is only signed when Chat Preview is enabled
    • Clients can prefer to always show the original, signed message by enabling “Only Show Secure Chat” in Chat Settings
  • Chat from players still using Mojang Accounts is not signed
    • Their messages will not show for players with “Only Show Secure Chat” enabled
    • They may be unable to join a server with the enforce-secure-profile option enabled

Pack Filters

  • Data and resource packs can have filter section in pack.mcmeta
  • This section has a mandatory field block, which is a list of patterns (regular expressions) for namespaces and paths
  • If any of the files in packs are added before one with filter, the section will match any pattern inside block, and it will then be filtered out (i.e. treated as if it wasn’t present in the first place)
  • filter section does not apply to a pack containing it - only to packs loaded before it
  • Both namespace and path can be omitted
    • Missing field matches every value
  • For example, adding a pack with this section in pack.mcmeta after the vanilla pack will hide all the recipes and advancements defined by the vanilla pack

Example

"filter": {
    "block": [
        {
            "namespace": "minecraft",
            "path": "recipes/.*"
        },
        {
            "namespace": "minecraft",
            "path": "advancements/.*"
        }
    ]
}

Paintings

  • Paintings that are placeable in survival can now be controlled with the painting_variant/placeable tag
  • Added unused paintings from the Bedrock edition (earthwindfirewater)
    • These paintings are not placeable by default but can be added through a datapack

Point of Interest Types

  • Removed unemployed and nitwit point_of_interest_types
  • Added tag point_of_interest_type/acquirable_job_site for all job sites sought by villagers with none profession
  • Added tag point_of_interest_type/village for PoI that is part of village
  • Added tag point_of_interest_type/bee_home for all PoI targeted by bees

Predicates

  • The feature field in location predicates is now called structure

Entity Predicate

  • playerfishing_hooklightning_bolt and catType fields have been replaced with type_specific
  • type_specific has field type (one of playerfishing_hooklightning_bolt or cat) and same fields as removed fields
  • catType has been wrapped to match the new format and now uses new cat variant names instead of texture names:

New type_specific options:

  • frog has variant field matching Frog variant (minecraft:warmminecraft:temperate or minecraft:cold)
  • slime applies for Slimes and Magma Cubes, has size field matching Slime size (smallest is 1 
CatType Example

Before:
"catType": "minecraft:textures/entity/cat/british_shorthair.png"

 

After:

"type_specific": {

"type_specific": {
    "type": "cat",
    "variant": "minecraft:british"
 }
TYPE_SPECIFIC EXAMPLE

Before:

"lightning_bolt": {
   "blocks_set_on_fire": 0
 }

After: 

  "type_specific": {
    "type": "lightning",
    "blocks_set_on_fire": 0
  }

Space Glyph Provider

  • The new glyph provider type space is added to allow the creation of space-like glyphs
  • The new provider has a single argument called advances which is a map of a codepoint to glyph advance (width)
  • The rendering of space glyph is no longer hardcoded (needs to be declared manually in the font)

World Presets

  • New registry types worldgen/world_preset and worldgen/flat_level_generator_preset have been added to configure data-driven presets (like “Amplified” or “Single Biome”)
  • Two tags for world presets have been added (normal and alternative) to control which values show on the “World Type” button in the “Create World” screen
  • One tag has been added (visible) for flat world presets to control the order that elements are displayed in the “Configure Flat World” screen
  • World presets can also be used as a value of level-type in server.properties

Fixed Bugs in 1.19