I've been doing threads like these since 1.11 - I post interesting, strange or obscure things you can do with the new features that are being added in 1.14, 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!
I'm gonna dye!:
The first 1.14 thing I stumbled across when loading up a new world in the snapshots were cornflowers - a new blue flower that can be used to make blue dye. Also Lillies of the Valley create white dye, and Wither Roses (obtained if a Wither kills a non-undead mob) create black dye.
What this means is that lapis lazuli is no longer used to make blue wool. Instead, it's used to make blue dye, which is then used to make blue wool.
Cornflowers and Lillies of the Valley are both relatively harmless and pretty flowers, but beware the Wither Rose! It will inflict the wither effect to any mob that stands near it... although that does sound like it'll be handy for mob grinding or getting the How Did We Get Here advancement.
On the topic of dyes... you can dye signs now! Well, not the signs themselves, just the text on the signs. I first thought that dying a sign would make its text use the default colors already available for text, but the thing is, the colors don't match up with the dyes - e.g. there is brown dye but no brown text color, or there isn't a dye for light aqua.
Signs apparently use their own set of text colors using a new tag stored in its block entity called Color, which can be any of the colors of dyes and supports some new colors you can't get using formatting codes like brown or pink.
How to make enemy mobs cross:
The new crossbow weapon, I first thought might end up being a bit too overpowered and make the bow obsolete, but fortunately it seems to be balanced out quite nicely.
Crossbows can be crafted using 1 iron, 3 sticks, 2 string, and a tripwire hook, so you can obtain it relatively quickly in the game, and also rarely from Pillagers. You hold down right-click to "load" them. Once loaded, let go of right click, then you can instantly fire a loaded crossbow by right-clicking again. A crossbow seems to do around the same amount of damage as a normal bow but takes longer to load. They have 327 uses.
What is probably far more interesting about crossbows is the enchantments. You can't get normal bow enchantments on a crossbow, only Unbreaking, Mending and Curse of Vanishing, alongside the new crossbow enchantments...
Quick Charge:
Quick charge causes the crossbow's loading time to be reduced by 0.25 seconds per level (By default it's 1.25 seconds to charge). Quick Charge I causes it to take about the same amount of time as a normal bow to charge. It can go up to level III, but what is probably most interesting is that by getting a Quick Charge V crossbow using commands, it will take 0 seconds to charge, so loading is instant! And firing is instant, too, so you can just spam the right-mouse button to create machine-gun fire, just like the good old days of bows before Beta 1.8.
Piercing:
Piercing can go up to level IV, and each level increases the number of mobs that the crossbow's arrow can pass through, so at level IV it can pass through four mobs, to hit five in total. With commands, however, you can make Piercing go much higher. Try getting a Piercing level 100 crossbow and shoot it into a 1x1 pit full of chickens. Most satisfying sight ever.
Multishot:
Multishot causes the crossbow to shoot three arrows at once. It cannot be combined with Piercing in survival, however it can using commands (let me tell you, that gets quite powerful). Unfortunately it only has one level, and doing higher levels with commands does not do anything else.
Crossbows can also load and shoot firework rockets for some nice AOE damage, although the firework rockets will pass straight through mobs, bounce off blocks, and only explode after a set time, so it can take a bit of practise. While the wiki says Multishot will work with firework rockets, it actually doesn't (maybe Bedrock edition only?).
Who's the Pillager Now?:
Four new advancements for crossbows have been added. The first - Ol' Betsy - requires you to shoot a crossbow.
The second - Who's the Pillager Now? - requires you to kill a Pillager using a crossbow.
The third - Two Birds, One Arrow - requires you to kill two phantoms with one shot of the crossbow (Piercing might be handy).
You might look at the advancement screen and only see three advancements there, but no! A fourth, hidden advancement is there. The Arbalistic advancement requires you to shoot and kill five different types of mobs with one shot of a crossbow.
Illagers with blocks for heads:
As of 18w45a pillagers and vindicators were given the ability to spawn randomly in the world, in any biome that a village can spawn in like deserts, plains, savannas and taiga. An interesting feature is that one illager will spawn riding the illager beast, and it will wear a special illager banner on its head. This might just seem like a nice touch, but... it's a brand new feature for mapmakers.
Now all illager mobs - pillagers, vindicators, evokers and illusioners - can wear not just banners on their heads, but any block, item or mob head on their head using a command like below, which allows for a bit of customisation of them.
(Credit: The_Shadow) Illager Banners cannot be crafted since they take seven banner patterns where the limit for crafting banners is six, however you can still duplicate them in the crafting grid using a white banner.
Testificates Go Global:
In 18w50a, new biome-specific villager skins were finally added, meaning that now depending on which biome the villager spawns in, they will have a different skin. And all the skins are unique and creative, whether it be different outfits for different jobs, or librarians wearing weird glasses, or farmers wearing fancy wide-brimmed hats, or villagers from snow biomes wearing parkas, or jungle villagers wearing ocelot skins, or swamp villagers wearing lily pads on their heads. Yes, really.
For "profession" it affects their profession, which visually affects the clothes they wear on their outer layer.
For "biome" it visually affects the clothes they wear on their inner layer. You can summon a villager with profession "minecraft:none" to see what villagers look like without any profession clothes.
Two of the biomes for villagers don't actually have their own village yet - jungles and swamps - but they are spawnable.
Let's not forget that villagers wear a "medal" on their torso that show what level of trade they are up to. If you haven't traded with a villager yet their medal will be gray, or stone colored. At level 2 it will change to iron, or a more brownish, coppery color. At level 3 it changes to gold, level 4 is emerald, then the highest level, level 5, is diamond. Interesting that diamond is the highest level and not emerald though...
New crafting stations!:
1.14 adds the first new crafting utility blocks since the anvil waaay back in 1.4. We first got the Loom in 1.14's very first snapshot but the week after there were a whole host of new crafting utility blocks like the Blast Furnace, Smoker, Smithing Table, Cartography Table, and many, many more. The catch was that, while the Loom sprung to life fully formed, the others (so far) have absolutely no purpose and cannot be crafted...
Until 18w48a, when the Grindstone became the first of these to get functionality. Previously you could repair items by combining say two damaged stone pickaxes in the crafting table. Well, now you need a grindstone to do this, which is good because now you can't break custom items in maps.
However, if you place just one enchanted item in the grindstone, you can remove enchantments from the item. (Credit: The_Shadow... and me) This works even for enchanted books, which you might consider to be kinda strange, but it works.
Suspicious Looking Stew:
The Suspicious Stew is a new food item crafted using a bowl, one of each type of mushroom, and a flower. Each of the different types of flowers will make the stew give a different status effect for 5 seconds, but the catch is that it doesn't actually tell you what effect it gives, so... hee hee hee, I'm not going to tell you here!
Once you do figure out what effect each type of flower gives, the stews can be handy for some quick short-term buffs (there's one that gives regeneration, another that gives fire resistance, and a couple that give saturation), but also handy for pranking your friends!! One gives poison, another gives wither (if you guess which flower gives wither correctly that is not worthy of a prize) and one gives blindness (which makes getting How Did We Get Here even harder than before).
Dissen Berry Berry Bad:
Berry Bushes - one of the new features for Taiga biomes which won at Minecon Earth - have made it into the snapshots. They spawn fairly often in Taiga biomes (duh). You can pick berries off by right-clicking them, and using berries you can eat them, to restore 2 hunger, and also plant them straight back onto grass, where they create a young bush, which eventually grows up into a big bush, which eventually spawns berries.
(Credit: The_Shadow) Berry bushes damage mobs like cactus (as long as the mob is standing still), but don't destroy drops, and don't block movement (though they slow it slightly). Unfortunately they are uprooted by water.
Since they slow movement it's impossible to jump up one block while standing in a berry bush.
Using this rather strange mechanic berry bushes can probably be very very handy for automatic mob farms.
Introducing Giant Midgets!:
For one reason or another, in 18w50a they re-added proper AI for the Giant, an unused mob that looks like a Giant Zombie, giving it the same AI as a zombie. Now Giants at last move and attack players again, dealing their massive 25 hearts of damage on normal mode (and also move extremely fast for some reason, fast enough to outrun a player! ).
They will also attack villagers and do all the things zombies normally do, although their hitbox is bugged (e.g. they can fit through two-block high spaces...)
But... they also inherited all of the NBT data that zombies have. This means you can now get... Baby Giants! They're still really big, standing at around 6 blocks in height, but they move even faster than normal Giants and are far more deadly.
Giants also inherited the ability to sink and drown like normal zombies. And they do indeed transform... into a normal drowned. No giant drowneds yet...
Still, the very fact that Mojang have suddenly paid some attention to Giants suggests they have plans for them...
Confusing Technical Changes:
At the bottom of the official changelog posted by Mojang here, there is a butt-ton of technical changes that might not make sense to the uneducated, but some of what is written there is very exciting for mapmakers, datapack creators, and other non-YouTube-content creators.
A new custom_model_data tag in item models alongside a CustomModelData NBT tag finally allows infinite texturing and modelling of items in Minecraft. While it was previously possible to get quite a lot of custom textures with say damage values, it is now possible to do it with any item, and also infinitely, meaning you won't run out of damage values on carrots on a stick.
The new /data modify subcommand allows you to copy NBT data from one entity to another. It was previously kind of possible to do this with /execute store but that would only work with numeric values. Now it can work with any NBT tag, including strings, so you can take a player's name, then make a custom mob wear that player's head...
Currently mob drops and chest loot is controlled with loot tables. Now the item that blocks drop when you mine them is also controlled with loot tables, which I imagine will be very handy for datapack creators who want to create unique or extended survival experiences. You could also be lazy and make it so glass will actually give you glass back when you break it... or breaking dirt gives you 64 diamond blocks. Whatever you want.
The /drop command will be useful for implanting items directly into player or container inventory.
The /schedule command will be VERY useful, as it allows you to cause a function to run with a delay of a certain amount of ticks, finally meaning there is a much easier way to create delays on commands without having to rely on repeaters or scoreboard timers.
I'm still wanting custom crafting recipes to support nbt though.
Don't forget to post anything you find that you think is awesome or interesting in the comments!
The wiki implies they have something to do with biomes, so I'm guessing that "decorators" have to do with spreading things like cocoa beans and cacti around. "Surface builders" might sculpt the terrain? And I have no idea about "carvers".
What is the significance to us of these registries?
The wiki implies they have something to do with biomes, so I'm guessing that "decorators" have to do with spreading things like cocoa beans and cacti around. "Surface builders" might sculpt the terrain? And I have no idea about "carvers".
What is the significance to us of these registries?
I think carvers might mean caves.
I'm not sure what these regristries are but I once heard a while ago they plan on making world generation completely data-driven with json files. Maybe these are their first steps towards this?
I tried out spawning skeletons with crossbows and pillagers with bows and pillagers with enchanted crossbows. Unfortunately the skeleton just tries to hit you with the crossbow and for some reason giving a pillager a multishot crossbow still makes their crossbow act normally.
EDIT: Giving them a quick charge crossbow makes them shoot faster O.O
The pillager with the bow (or, any other item) acts completely passive and won't try to attack the player.
I'm not sure what these regristries are but I once heard a while ago they plan on making world generation completely data-driven with json files. Maybe these are their first steps towards this?
I remember hearing about that! I think you're onto something. After all, if there's a 'registry', it stands to reason that the user might be able to 'register' things of their own - creating entire new biomes!
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I tried out spawning skeletons with crossbows and pillagers with bows and pillagers with enchanted crossbows. Unfortunately the skeleton just tries to hit you with the crossbow and for some reason giving a pillager a multishot crossbow still makes their crossbow act normally.
EDIT: Giving them a quick charge crossbow makes them shoot faster O.O
The pillager with the bow (or, any other item) acts completely passive and won't try to attack the player.
Oh, and I was really excited about entity tags, but was disappointed to find that there's currently only one of them: "skeletons", which includes regular skeletons, strays, and wither skeletons.
I'm hoping that this will end up being much more robust, with "skeletons", "zombies", "wither" tags and so on subsumed under "undead", which in turn would be subsumed under "hostiles". That way you could just enter "/kill @e[type=#hostiles]" and it would just work.
Likewise, modders could presumably just stick a new mob under "undead" and count on it burning in sunlight and the like.
I noticed the other day that Illager Banners can be copied using white banners.
Personally, I'm hoping this gets removed. It would be more fun to only get the banners as trophies, I think. And they can't otherwise be duplicated by crafting, since they have seven charges.
I noticed the other day that Illager Banners can be copied using white banners.
Personally, I'm hoping this gets removed. It would be more fun to only get the banners as trophies, I think. And they can't otherwise be duplicated by crafting, since they have seven charges.
Berry bushes damage mobs like cactus, but don't destroy drops, don't block movement (though they slow it slightly), and can be placed freely. Unfortunately they are uprooted by water.
Berry bushes damage mobs like cactus, but don't destroy drops, don't block movement (though they slow it slightly), and can be placed freely. Unfortunately they are uprooted by water.
Added that. I found that they only damage mobs that aren't moving, and I think they can only be placed on grass or dirt or similar.
Here's something in the changelog that is driving me crazy! Under "ore_drops" it says:
"applies formula count * (max(0, random(0..1) - 1) + 1)"
But that max function isn't doing anything! random(0..1) - 1 will always be a negative number, hence the count will always be multiplied by one!
Is there a typo? Am I completely misunderstanding something?
Maybe this will be used in the future to randomize more ore drops than redstone and lapis, but they haven't decided on how exactly so it's been nulled to 1 while still active for testing purposes.
Maybe this will be used in the future to randomize more ore drops than redstone and lapis, but they haven't decided on how exactly so it's been nulled to 1 while still active for testing purposes.
Could be? But why even tell us about it then?
In other news, according to the wiki the slight slowing from berry bushes prevents you from jumping up a full block.
In other news, according to the wiki the slight slowing from berry bushes prevents you from jumping up a full block.
Nice find about bushes. Could be? Because it piques our interest, and also suggests they will carry through with it if the coding and modelling are not too messy.
I've been doing threads like these since 1.11 - I post interesting, strange or obscure things you can do with the new features that are being added in 1.14, 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!
I'm gonna dye!:
The first 1.14 thing I stumbled across when loading up a new world in the snapshots were cornflowers - a new blue flower that can be used to make blue dye. Also Lillies of the Valley create white dye, and Wither Roses (obtained if a Wither kills a non-undead mob) create black dye.
What this means is that lapis lazuli is no longer used to make blue wool. Instead, it's used to make blue dye, which is then used to make blue wool.
Cornflowers and Lillies of the Valley are both relatively harmless and pretty flowers, but beware the Wither Rose! It will inflict the wither effect to any mob that stands near it... although that does sound like it'll be handy for mob grinding or getting the How Did We Get Here advancement.
On the topic of dyes... you can dye signs now! Well, not the signs themselves, just the text on the signs. I first thought that dying a sign would make its text use the default colors already available for text, but the thing is, the colors don't match up with the dyes - e.g. there is brown dye but no brown text color, or there isn't a dye for light aqua.
Signs apparently use their own set of text colors using a new tag stored in its block entity called Color, which can be any of the colors of dyes and supports some new colors you can't get using formatting codes like brown or pink.
How to make enemy mobs cross:
The new crossbow weapon, I first thought might end up being a bit too overpowered and make the bow obsolete, but fortunately it seems to be balanced out quite nicely.
Crossbows can be crafted using 1 iron, 3 sticks, 2 string, and a tripwire hook, so you can obtain it relatively quickly in the game, and also rarely from Pillagers. You hold down right-click to "load" them. Once loaded, let go of right click, then you can instantly fire a loaded crossbow by right-clicking again. A crossbow seems to do around the same amount of damage as a normal bow but takes longer to load. They have 327 uses.
What is probably far more interesting about crossbows is the enchantments. You can't get normal bow enchantments on a crossbow, only Unbreaking, Mending and Curse of Vanishing, alongside the new crossbow enchantments...
Quick Charge:
Quick charge causes the crossbow's loading time to be reduced by 0.25 seconds per level (By default it's 1.25 seconds to charge). Quick Charge I causes it to take about the same amount of time as a normal bow to charge. It can go up to level III, but what is probably most interesting is that by getting a Quick Charge V crossbow using commands, it will take 0 seconds to charge, so loading is instant! And firing is instant, too, so you can just spam the right-mouse button to create machine-gun fire, just like the good old days of bows before Beta 1.8.
Piercing:
Piercing can go up to level IV, and each level increases the number of mobs that the crossbow's arrow can pass through, so at level IV it can pass through four mobs, to hit five in total. With commands, however, you can make Piercing go much higher. Try getting a Piercing level 100 crossbow and shoot it into a 1x1 pit full of chickens. Most satisfying sight ever.
Multishot:
Multishot causes the crossbow to shoot three arrows at once. It cannot be combined with Piercing in survival, however it can using commands (let me tell you, that gets quite powerful). Unfortunately it only has one level, and doing higher levels with commands does not do anything else.
Crossbows can also load and shoot firework rockets for some nice AOE damage, although the firework rockets will pass straight through mobs, bounce off blocks, and only explode after a set time, so it can take a bit of practise. While the wiki says Multishot will work with firework rockets, it actually doesn't (maybe Bedrock edition only?).
Who's the Pillager Now?:
Four new advancements for crossbows have been added. The first - Ol' Betsy - requires you to shoot a crossbow.
The second - Who's the Pillager Now? - requires you to kill a Pillager using a crossbow.
The third - Two Birds, One Arrow - requires you to kill two phantoms with one shot of the crossbow (Piercing might be handy).
You might look at the advancement screen and only see three advancements there, but no! A fourth, hidden advancement is there. The Arbalistic advancement requires you to shoot and kill five different types of mobs with one shot of a crossbow.
Illagers with blocks for heads:
As of 18w45a pillagers and vindicators were given the ability to spawn randomly in the world, in any biome that a village can spawn in like deserts, plains, savannas and taiga. An interesting feature is that one illager will spawn riding the illager beast, and it will wear a special illager banner on its head. This might just seem like a nice touch, but... it's a brand new feature for mapmakers.
Now all illager mobs - pillagers, vindicators, evokers and illusioners - can wear not just banners on their heads, but any block, item or mob head on their head using a command like below, which allows for a bit of customisation of them.
(Credit: The_Shadow) Illager Banners cannot be crafted since they take seven banner patterns where the limit for crafting banners is six, however you can still duplicate them in the crafting grid using a white banner.
Testificates Go Global:
In 18w50a, new biome-specific villager skins were finally added, meaning that now depending on which biome the villager spawns in, they will have a different skin. And all the skins are unique and creative, whether it be different outfits for different jobs, or librarians wearing weird glasses, or farmers wearing fancy wide-brimmed hats, or villagers from snow biomes wearing parkas, or jungle villagers wearing ocelot skins, or swamp villagers wearing lily pads on their heads. Yes, really.
Syntax for spawning these in is like this:
For "profession" it affects their profession, which visually affects the clothes they wear on their outer layer.
For "biome" it visually affects the clothes they wear on their inner layer. You can summon a villager with profession "minecraft:none" to see what villagers look like without any profession clothes.
Two of the biomes for villagers don't actually have their own village yet - jungles and swamps - but they are spawnable.
Let's not forget that villagers wear a "medal" on their torso that show what level of trade they are up to. If you haven't traded with a villager yet their medal will be gray, or stone colored. At level 2 it will change to iron, or a more brownish, coppery color. At level 3 it changes to gold, level 4 is emerald, then the highest level, level 5, is diamond. Interesting that diamond is the highest level and not emerald though...
New crafting stations!:
1.14 adds the first new crafting utility blocks since the anvil waaay back in 1.4. We first got the Loom in 1.14's very first snapshot but the week after there were a whole host of new crafting utility blocks like the Blast Furnace, Smoker, Smithing Table, Cartography Table, and many, many more. The catch was that, while the Loom sprung to life fully formed, the others (so far) have absolutely no purpose and cannot be crafted...
Until 18w48a, when the Grindstone became the first of these to get functionality. Previously you could repair items by combining say two damaged stone pickaxes in the crafting table. Well, now you need a grindstone to do this, which is good because now you can't break custom items in maps.
However, if you place just one enchanted item in the grindstone, you can remove enchantments from the item. (Credit: The_Shadow... and me) This works even for enchanted books, which you might consider to be kinda strange, but it works.
Suspicious Looking Stew:
The Suspicious Stew is a new food item crafted using a bowl, one of each type of mushroom, and a flower. Each of the different types of flowers will make the stew give a different status effect for 5 seconds, but the catch is that it doesn't actually tell you what effect it gives, so... hee hee hee, I'm not going to tell you here!
Once you do figure out what effect each type of flower gives, the stews can be handy for some quick short-term buffs (there's one that gives regeneration, another that gives fire resistance, and a couple that give saturation), but also handy for pranking your friends!! One gives poison, another gives wither (if you guess which flower gives wither correctly that is not worthy of a prize) and one gives blindness (which makes getting How Did We Get Here even harder than before).
Dissen Berry Berry Bad:
Berry Bushes - one of the new features for Taiga biomes which won at Minecon Earth - have made it into the snapshots. They spawn fairly often in Taiga biomes (duh). You can pick berries off by right-clicking them, and using berries you can eat them, to restore 2 hunger, and also plant them straight back onto grass, where they create a young bush, which eventually grows up into a big bush, which eventually spawns berries.
(Credit: The_Shadow) Berry bushes damage mobs like cactus (as long as the mob is standing still), but don't destroy drops, and don't block movement (though they slow it slightly). Unfortunately they are uprooted by water.
Since they slow movement it's impossible to jump up one block while standing in a berry bush.
Using this rather strange mechanic berry bushes can probably be very very handy for automatic mob farms.
Introducing Giant Midgets!:
For one reason or another, in 18w50a they re-added proper AI for the Giant, an unused mob that looks like a Giant Zombie, giving it the same AI as a zombie. Now Giants at last move and attack players again, dealing their massive 25 hearts of damage on normal mode (and also move extremely fast for some reason, fast enough to outrun a player! ).
They will also attack villagers and do all the things zombies normally do, although their hitbox is bugged (e.g. they can fit through two-block high spaces...)
But... they also inherited all of the NBT data that zombies have. This means you can now get... Baby Giants! They're still really big, standing at around 6 blocks in height, but they move even faster than normal Giants and are far more deadly.
Giants also inherited the ability to sink and drown like normal zombies. And they do indeed transform... into a normal drowned. No giant drowneds yet...
Still, the very fact that Mojang have suddenly paid some attention to Giants suggests they have plans for them...
Confusing Technical Changes:
At the bottom of the official changelog posted by Mojang here, there is a butt-ton of technical changes that might not make sense to the uneducated, but some of what is written there is very exciting for mapmakers, datapack creators, and other non-YouTube-content creators.
I'm still wanting custom crafting recipes to support nbt though.
Don't forget to post anything you find that you think is awesome or interesting in the comments!
What do these mean?
The wiki implies they have something to do with biomes, so I'm guessing that "decorators" have to do with spreading things like cocoa beans and cacti around. "Surface builders" might sculpt the terrain? And I have no idea about "carvers".
What is the significance to us of these registries?
The carvers might be for cave generation.
Praise be to Spode.
I think carvers might mean caves.
I'm not sure what these regristries are but I once heard a while ago they plan on making world generation completely data-driven with json files. Maybe these are their first steps towards this?
I tried out spawning skeletons with crossbows and pillagers with bows and pillagers with enchanted crossbows. Unfortunately the skeleton just tries to hit you with the crossbow and for some reason giving a pillager a multishot crossbow still makes their crossbow act normally.
EDIT: Giving them a quick charge crossbow makes them shoot faster O.O
The pillager with the bow (or, any other item) acts completely passive and won't try to attack the player.
Ah! That makes sense, thanks.
I remember hearing about that! I think you're onto something. After all, if there's a 'registry', it stands to reason that the user might be able to 'register' things of their own - creating entire new biomes!
Bizarre. Still, they're a work in progress.
Here's something in the changelog that is driving me crazy! Under "ore_drops" it says:
"applies formula count * (max(0, random(0..1) - 1) + 1)"
But that max function isn't doing anything! random(0..1) - 1 will always be a negative number, hence the count will always be multiplied by one!
Is there a typo? Am I completely misunderstanding something?
Oh, and I was really excited about entity tags, but was disappointed to find that there's currently only one of them: "skeletons", which includes regular skeletons, strays, and wither skeletons.
I'm hoping that this will end up being much more robust, with "skeletons", "zombies", "wither" tags and so on subsumed under "undead", which in turn would be subsumed under "hostiles". That way you could just enter "/kill @e[type=#hostiles]" and it would just work.
Likewise, modders could presumably just stick a new mob under "undead" and count on it burning in sunlight and the like.
I've added a new section about the illager patrols that now spawn in the world in 18w45a, including a special discovery I made...
I noticed the other day that Illager Banners can be copied using white banners.
Personally, I'm hoping this gets removed. It would be more fun to only get the banners as trophies, I think. And they can't otherwise be duplicated by crafting, since they have seven charges.
Added that.
The Grindstone can be used to remove enchantments even from *books*.
I actually found that myself and stuck it up on reddit but didn't update this page...
I'll put both our names on it
Berry bushes damage mobs like cactus, but don't destroy drops, don't block movement (though they slow it slightly), and can be placed freely. Unfortunately they are uprooted by water.
Added that. I found that they only damage mobs that aren't moving, and I think they can only be placed on grass or dirt or similar.
By 'freely' I meant they don't have the weird diagonal requirement that cactus does.
Oh, and I think you meant 'isn't standing still' in the original post.
Maybe this will be used in the future to randomize more ore drops than redstone and lapis, but they haven't decided on how exactly so it's been nulled to 1 while still active for testing purposes.
Could be? But why even tell us about it then?
In other news, according to the wiki the slight slowing from berry bushes prevents you from jumping up a full block.
It just occurred to me to check if hoppers work on grindstones... They do not, alas.
Nice find about bushes. Could be? Because it piques our interest, and also suggests they will carry through with it if the coding and modelling are not too messy.
You're welcome.
Added that.