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News - Minecraft: JAVA Edition Trails & Tales Update!

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News - Minecraft: JAVA Edition Trails & Tales Update!

<div style="margin: 5px 5% 10px 5%;"><img src="https://www.sickgaming.net/blog/wp-content/uploads/2023/08/minecraft-java-edition-trails-tales-update.png" width="16" height="16" title="" alt="" /></div><div><div><img decoding="async" src="https://www.sickgaming.net/blog/wp-content/uploads/2023/08/minecraft-java-edition-trails-tales-update.png" class="ff-og-image-inserted"></div>
<p>It’s been a while and the day has finally come!&nbsp; You can now download the latest version of Minecraft!</p>
<ul>
<li>All features and changes from the “Update 1.20” experimental pack are now part of the game</li>
<li>Added Archaeology</li>
<li>Added Sniffer mob, Torchflowers, and Pitcher Plants</li>
<li>Added Camel mob</li>
<li>Added Smithing Template items and redesigned the Smithing Table
<ul>
<li>Added a new armor trimming system to visually customize your armor</li>
<li>Changed how Netherite equipment is crafted</li>
</ul>
</li>
<li>Added the Cherry Grove biome and Cherry Wood Set</li>
<li>Added the Bamboo Wood Set</li>
<li>Added the Chiseled Bookshelf block</li>
<li>Added Hanging Signs</li>
<li>Improved customization options for Signs</li>
<li>Added the Calibrated Sculk Sensor block</li>
<li>Vibration resonance functionality has been added to Blocks of Amethyst</li>
<li>Added playable mob sounds with Mob Heads on Note Blocks</li>
<li>Added Piglin Mob Head</li>
<li>New music tracks added to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes</li>
<li>New Trails &amp; Tales Advancements</li>
<li>Added support for Windows Aarch64/ARM64</li>
</ul>
<h2>Archaeology</h2>
<ul>
<li>Added craftable Brush item</li>
<li>Added Suspicious Sand and Suspicious Gravel
<ul>
<li>Suspicious Sand can be found in Desert Temples, Desert Wells, and Warm Ocean Ruins</li>
<li>Suspicious Gravel can be found in Cold Ocean Ruins and Trail Ruins</li>
<li>These fragile blocks are hard to spot and easy to destroy, so be careful!</li>
<li>Brushing Suspicious Sand or Suspicious Gravel with a Brush will extract objects that were buried long ago</li>
</ul>
</li>
<li>Added the Trail Ruins, a buried structure from a lost culture
<ul>
<li>Four types of Armor Trim Templates can be found here</li>
<li>Trail Ruins can be located in Taigas, Snowy Taigas, all Old Growth forest biomes, and Jungles</li>
<li>A new music disc can be found by brushing suspicious blocks in this structure
<ul>
<li>When put in a Jukebox, “Relic” by Aaron Cherof is played</li>
</ul>
</li>
</ul>
</li>
<li>Added Pottery Sherds
<ul>
<li>Pottery Sherds have pictures on them</li>
<li>A total of 20 sherds have been distributed between the 5 Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins</li>
<li>They cannot be crafted, and are only found by brushing Suspicious Sand or Suspicious Gravel</li>
</ul>
</li>
</ul>
<h3>Decorated Pots</h3>
<ul>
<li>Crafting four Pottery Sherds together will create a Decorated Pot with a picture on each side</li>
<li>Brick items can be used instead of Pottery Sherds in the Decorated Pot recipe
<ul>
<li>The sides that were made from Brick items will not have pictures</li>
</ul>
</li>
<li>Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Sherds back
<ul>
<li>Hitting the pot with bare hands, silk touch tools, or any other item will drop an intact pot instead</li>
</ul>
</li>
<li>Crafted Decorated Pots with at least one pattern have a hover tooltip displaying the Sherd &amp; Brick ingredients</li>
</ul>
<h2>Sniffer</h2>
<ul>
<li>The Sniffer is the mob vote winner of Minecraft Live 2022</li>
<li>Sniffers are passive, friendly mobs</li>
<li>Sniffers sniff the air and occasionally dig for seeds, which produce a Torchflower Seed or a Pitcher Pod item</li>
<li>Sniffers can only dig grass and dirt-like blocks</li>
<li>Sniffers can be tempted by, and bred with Torchflowers Seeds</li>
</ul>
<h3>Sniffer Egg</h3>
<ul>
<li>Can be found by brushing the Suspicious Sand of Warm Ocean Ruins</li>
<li>When two Sniffers breed they do not immediately spawn a Snifflet; instead, a Sniffer Egg is dropped</li>
<li>When placed in the world, the Sniffer Egg will hatch after some time
<ul>
<li>When placed on Moss, the Egg will hatch in approximately 10 minutes</li>
<li>On all other blocks, it will hatch in about 20 minutes</li>
</ul>
</li>
</ul>
<h3>Torchflowers</h3>
<ul>
<li>The Sniffer can occasionally sniff up a Torchflowers seed, and it can be used to breed two Sniffers</li>
<li>The Torchflower seed can be planted on Farmland and grows into a Torchflower</li>
<li>The full-grown flower can be harvested and replanted</li>
<li>The Torchflower can be crafted into Orange Dye</li>
</ul>
<h3>Pitcher Plant</h3>
<ul>
<li>The Sniffer can occasionally sniff up a Pitcher Pod item</li>
<li>The Pitcher Pod, when planted on Farmland, grows into a Pitcher Crop</li>
<li>The Pitcher Crop has five growth stages</li>
<li>Once fully grown, the Pitcher Crop can be harvested, yielding a two-block-tall Pitcher Plant</li>
<li>The Pitcher Plant can be crafted into Cyan Dye</li>
</ul>
<h2>Camel</h2>
<ul>
<li>Camels can be equipped with a Saddle and ridden by two players</li>
<li>Camels spawn naturally when Desert Villages generate</li>
<li>Camels can be tempted by holding Cactus</li>
<li>Feed Cactus to Camels to breed them</li>
<li>Camels are tall
<ul>
<li>Most hostile mobs will not be able to reach you when you are on a Camel</li>
<li>They can walk over Fences and Walls</li>
</ul>
</li>
<li>Camels randomly sit down
<ul>
<li>While sitting, it is difficult to convince them to move</li>
</ul>
</li>
<li>Camels can either walk slowly or sprint quickly</li>
<li>They can also dash forward but will lose stamina for a while when doing so</li>
</ul>
<h2>Smithing</h2>
<ul>
<li>Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications</li>
<li>Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Template</li>
<li>Smithing Templates define what type of upgrade you will be making to a piece of equipment
<ul>
<li>It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade</li>
<li>There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade</li>
</ul>
</li>
<li>Smithing Templates are consumed when used to upgrade an item in the Smithing Table</li>
<li>You can craft a copy of a Smithing Template in the Crafting Table with 7 diamonds + 1 block of material that the template is made out of + 1 smithing template, which will output 2 of the same Smithing Template</li>
</ul>
<h3>Netherite Equipment</h3>
<ul>
<li>Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template</li>
<li>Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests
<ul>
<li>Every Treasure Room Bastion Remnant will contain 2 Smithing Templates</li>
</ul>
</li>
<li>This change was made for a variety of reasons:
<ul>
<li>Increase the time players utilize Diamond equipment before Netherite</li>
<li>Make Netherite equipment a more significant achievement in the game’s progression</li>
<li>Adapt Netherite more naturally into the new Smithing Table crafting system</li>
</ul>
</li>
</ul>
<h3>Armor Trims</h3>
<ul>
<li>You can now visually customize your armor with a variety of unique trims at the Smithing Table</li>
<li>Armor trims are purely visual with no gameplay benefits</li>
<li>Armor trims can be applied to Helmets, Chestplates, Leggings, and Boots
<ul>
<li>All trim patterns are visually the same on an armor’s item icon, but the color will still change based on the trim material</li>
<li>To check which trim pattern a piece of armor has, you can hover over it in the inventory</li>
</ul>
</li>
<li>Armor Trim Smithing Templates can be found throughout the world, and each of the following structures contains its own unique Smithing Templates:
<ul>
<li>Trail Ruins: Wayfinder, Raiser, Shaper, and Host Armor Trims</li>
<li>Pillager Outpost: Sentry Armor Trim</li>
<li>Desert Pyramid: Dune Armor Trim</li>
<li>Shipwreck: Coast Armor Trim</li>
<li>Jungle Temple: Wild Armor Trim</li>
<li>Ocean Monument: Tide Armor Trim</li>
<li>Ancient City: Ward and Silence Armor Trims</li>
<li>Woodland Mansion: Vex Armor Trim</li>
<li>Nether Fortress: Rib Armor Trim</li>
<li>Bastion Remnant: Snout Armor Trim</li>
<li>Stronghold: Eye Armor Trim</li>
<li>End City: Spire Armor Trim</li>
</ul>
</li>
<li>Smithing Templates are found in chests in their respective structure
<ul>
<li>Trail Ruins have no chests, Smithing Templates are instead found by brushing Suspicious Gravel</li>
<li>The Ocean Monument has no chests, Elder Guardians sometimes instead drop a Smithing Template upon death</li>
</ul>
</li>
<li>Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!</li>
<li>An armor trim has two properties: a pattern and a material
<ul>
<li>The pattern is defined by the Smithing Template used to apply the trim and represents the visual pattern of the trim</li>
<li>The material is defined by which ingredient you used to apply the trim and controls the color of the trim</li>
</ul>
</li>
<li>The viable ingredients you can use to define the color of your armor trim are the following:
<ul>
<li>Iron, Copper, Gold, Lapis, Emerald, Diamond, Netherite, Redstone, Amethyst, Quartz</li>
</ul>
</li>
</ul>
<h2>Cherry Grovers</h2>
<ul>
<li>Added a new Cherry Grove biome, with pretty cherry blossom trees
<ul>
<li>The biome can be found in the mountains, in similar places as Meadows</li>
</ul>
</li>
<li>Added a new Cherry wood set, with all the corresponding wooden things you can craft from it</li>
<li>Pink particles fall from beneath Cherry Leaves</li>
<li>Added a new Pink Petals block with lots of pink flowers on the ground
<ul>
<li>Each Pink Petal block can contain up to 4 petals</li>
<li>Using Bone Meal on it increases the number of petals</li>
<li>Placing a Pink Petal into an already placed block increases the number of petals</li>
<li>Drops the number of petals in the block when mined</li>
</ul>
</li>
</ul>
<h2>Bamboo Wood Set</h2>
<ul>
<li>Added a new Bamboo wood set, with all the corresponding wooden things you can craft from it</li>
<li>Block of Bamboo can be crafted from 9 Bamboo and can be stripped like other wood logs</li>
<li>Bamboo Planks crafted from Block of Bamboo yields only 2 planks compared to 4 for wood logs</li>
<li>Added a new “Mosaic” plank variant that is unique to Bamboo called the Bamboo Mosaic
<ul>
<li>It can be crafted with 1×2 Bamboo Slabs in a vertical strip</li>
<li>You can craft Stair and Slab variants of Bamboo Mosaic</li>
<li>Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be used as fuel</li>
</ul>
</li>
<li>Added a unique Bamboo Raft and Bamboo Chest Raft which can be crafted like normal boats, but with Bamboo Planks
<ul>
<li>They function the same as ordinary boats but have a unique look to them</li>
</ul>
</li>
</ul>
<h2>Chiseled Bookshelf</h2>
<ul>
<li>A new, chiseled variation of the Bookshelf</li>
<li>Crafted with 6 planks and 3 wooden slabs</li>
<li>Can store Books, Books and Quills, Written Books, Enchanted Books, and Knowledge Books
<ul>
<li>Holds up to 6 books</li>
<li>These can be added or removed from any slot by targeting the specific slot</li>
</ul>
</li>
<li>The Comparator signal strength corresponds to the number of the last book that was inserted or removed
<ul>
<li>The numbering of book slots starts from 1 at the top-left, and increments from left-to-right</li>
</ul>
</li>
<li>Works with Hoppers</li>
</ul>
<h2>Hanging Signs</h2>
<ul>
<li>Hanging Signs are a more expensive version of normal Signs
<ul>
<li>Crafted with 2 chains and 6 stripped logs of your preferred wood type</li>
<li>Crafting results in 6 Hanging Signs</li>
</ul>
</li>
<li>Can be hung up in the following ways:
<ul>
<li>Underneath a block that can provide support in the center, like a full block or a fence</li>
<li>Attached to the solid side of a block</li>
<li>Attached to the side or underneath another Hanging Sign</li>
</ul>
</li>
<li>Unlike normal Signs, they cannot be placed directly on the ground without support from the side or above
<ul>
<li>However, Hanging Signs that have a horizontal bar will not pop when the supporting block is removed</li>
</ul>
</li>
</ul>
<h2>Signs</h2>
<p>The following changes have been made for both Signs and Hanging Signs.</p>
<ul>
<li>Sign text can now be edited after being placed in the world
<ul>
<li>This can be done by interacting with the Sign</li>
<li>Signs with non-text chat components can not be edited</li>
</ul>
</li>
<li>Both sides of the Sign can now have separate text and colors, allowing for further customization options
<ul>
<li>By default, a Sign will prompt you to input the front side’s text when placed</li>
<li>To apply the text to the back side, you must walk to the other side and interact with that face to edit it</li>
</ul>
</li>
<li>Signs can now also be waxed with Honeycomb, preventing any further edits to its text</li>
<li>Opening the sign edit screen in singleplayer no longer pauses the game</li>
</ul>
<h2>Calibrated Sculk Sensors</h2>
<ul>
<li>A new variant of Sculk Sensors that allows you to filter vibrations based on their frequency level</li>
<li>They are not found naturally and can only be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table</li>
<li>One side of the Calibrated Sculk Sensor can receive a redstone signal as input
<ul>
<li>The strength of that redstone signal is the only vibration frequency the Sculk Sensor will listen to</li>
</ul>
</li>
<li>They have a combined active and cooldown phase that lasts 20 game ticks
<ul>
<li>They output their redstone signal for the first 10 game ticks</li>
</ul>
</li>
<li>They can detect vibrations up to 16 blocks away</li>
</ul>
<h2>Vibration Resonance</h2>
<ul>
<li>Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors
<ul>
<li>If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location</li>
</ul>
</li>
<li>This behavior is called Vibration Resonance and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally</li>
</ul>
<h2>Playable Mob Sounds</h2>
<ul>
<li>When placing a Mob Head on a Note Block, that Note Block will now play one of the ambient sounds of that mob when played by a player or powered by Redstone</li>
<li>Mob Heads can be placed on top of Note Blocks without sneaking</li>
</ul>
<h2>Piglin Mob Head</h2>
<ul>
<li>Piglins will now drop their heads when killed by a charged Creeper</li>
<li>Placing the Piglin head on a Note Block will play one of the Piglin’s ambient sounds</li>
<li>The Piglin head will flap its ears when powered by Redstone, or when worn by a player while walking</li>
</ul>
<h2>New Music</h2>
<ul>
<li>Added the following new music tracks by Aaron Cherof to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes:
<ul>
<li>A Familiar Room</li>
<li>Bromeliad</li>
<li>Crescent Dunes</li>
<li>Echo in the Wind</li>
</ul>
</li>
<li>Added a new music disc with the track “Relic” by Aaron Cherof, found in Trail Ruins</li>
</ul>
<h2>Windows AARCH64/ARM64 Support</h2>
<ul>
<li>Minecraft Java Edition is now fully supported on Windows devices using an Aarch64/ARM64 architecture, such as the Windows Surface Pro X</li>
</ul>
<h2>Advancements</h2>
<h3>New Husbandry Advancements</h3>
<ul>
<li><span class="bedrock-server">Smells Interesting</span>: Obtain a Sniffer Egg</li>
<li><span class="bedrock-server">Little Sniffs</span>: Feed a Snifflet (requires&nbsp;<span class="bedrock-server">Smells interesting</span>)</li>
<li><span class="bedrock-server">Planting the Past</span>: Plant any Sniffer seed (requires&nbsp;<span class="bedrock-server">Little sniffs</span>)</li>
</ul>
<h3>New Adventure Advancements</h3>
<ul>
<li><span class="bedrock-server">Respecting the Remnants</span>: Brush a Suspicious block to obtain a Pottery Sherd</li>
<li><span class="bedrock-server">Careful Restoration</span>: Make a Decorated Pot out of 4 Pottery Sherds (requires&nbsp;<span class="bedrock-server">Respecting the Remnants</span>)</li>
<li><span class="bedrock-server">Crafting a New Look</span>: Craft a trimmed armor at a Smithing Table</li>
<li><span class="bedrock-server">Smithing with Style</span>: Apply these Trim Smithing Templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder (requires&nbsp;<span class="bedrock-server">Crafting a New Look</span>)</li>
<li><span class="bedrock-server">The Power of Books</span>: Read the power signal of a Chiseled Bookshelf using a Comparator</li>
</ul>
<ul>
<li>Changes to Sculk Sensor block behaviors</li>
<li>Vibration frequencies of many actions in the game have been tweaked</li>
<li>Colored Wool, Carpets, and Beds can now be dyed to any other color</li>
<li>Replaceable blocks no longer block the connection between enchanting tables and bookshelves</li>
<li>Wither effect particle and Potion of Slow Falling color have been adjusted to make them more distinguishable</li>
<li>Updated step sounds</li>
<li>Updated Advancements</li>
<li>The main menu background is now a Trails &amp; Tales panorama</li>
<li>Updated the Minecraft Java Edition logo</li>
<li>Updated the Minecraft Realms logo</li>
<li>The game’s application icon has been updated
<ul>
<li>This will be a Grass Block in release versions and a Dirt Block in snapshot versions</li>
</ul>
</li>
<li>GUI can be scaled on the Video Settings screen by holding&nbsp;<span class="bedrock-server">Ctrl</span>&nbsp;and scrolling the mouse wheel</li>
<li>Updated the credits
<ul>
<li>Added the ability to scroll upwards by pressing the&nbsp;<span class="bedrock-server">up arrow</span>&nbsp;key</li>
</ul>
</li>
<li>The game will now display a message box on startup if the user enabled text-to-speech functionality, but it is not available</li>
<li>Removed Herobrine</li>
</ul>
<h2>Sculk Changes</h2>
<ul>
<li>If a vibration is scheduled to be received by a Sculk Sensor or Sculk Shrieker, they will stay queued until all adjacent chunks are loaded and ticking
<ul>
<li>Prevents vibration resonance setups from breaking when unloading their chunks from a distance</li>
</ul>
</li>
<li>Waterlogging a Sculk Shrieker will now silence their shrieking sounds</li>
<li>Sculk Sensors’ default redstone output has been modified to be more reliable for distance calculations</li>
<li>Sculk Sensors and Calibrated Sculk Sensors now strongly power the block they are placed on</li>
<li>Both types of Sculk Sensors now stay in their Cooldown phase for 10 ticks, with other phase timings being adjusted to compensate</li>
</ul>
<h3>Sculk Sensor Phases</h3>
<ul>
<li>Sculk Sensors and Calibrated Sculk Sensors have three phases: Inactive, Active, and Cooldown</li>
<li>The default phase is Inactive
<ul>
<li>This phase lasts indefinitely until the block receives a vibration</li>
<li>During this phase, the block is able to listen to nearby vibrations until one has been scheduled</li>
</ul>
</li>
<li>When a scheduled vibration is received, the block switches to the Active phase
<ul>
<li>This phase lasts 30 game ticks for Sculk Sensors, and 10 game ticks for Calibrated Sculk Sensors</li>
<li>During this phase, the block stops listening to nearby vibrations, wiggles its tendrils and emits a redstone signal and light</li>
</ul>
</li>
<li>After the Active phase has finished, the block switches to a Cooldown phase
<ul>
<li>This phase lasts for 10 game ticks</li>
<li>During this phase, the block keeps wiggling its tendrils, but no longer emits a redstone signal nor light</li>
<li>Finally, once this phase is finished, the block will switch back to the Inactive phase</li>
</ul>
</li>
<li>Previously, some of these phases had different timing values:
<ul>
<li>Active: 40 game ticks for Sculk Sensors and 20 game ticks for Calibrated Sculk Sensors</li>
<li>Cooldown: 1 game tick for both types of Sculk Sensors</li>
</ul>
</li>
<li>These phase timings were tweaked so that it is less common for activated contraptions to recursively activate the Sculk Sensor that powered them</li>
</ul>
<h3>Vibration Frequencies</h3>
<p>In preparation for the Calibrated Sculk Sensor, vibration frequencies have been greatly simplified to prevent unwanted interference. The following are category descriptions for each frequency and the expected events that they correspond to:</p>
<ol>
<li>Movement in any medium (land, water, and air)</li>
<li>Landing on any surface (land or water)</li>
<li>Item interactions</li>
<li>Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)</li>
<li>Dismounting a mob or equipping gear</li>
<li>Mounting a mob or interacting with a mob</li>
<li>Mobs and players getting damaged</li>
<li>Consuming items (drinking and eating)</li>
<li>Blocks ‘deactivating’ (door close, chest close, button unpress, etc)</li>
<li>Blocks ‘activating’ (door open, chest open, button press, etc)</li>
<li>Blocks changing (cauldron water level rising, adding food to the campfire, etc.)</li>
<li>Blocks being destroyed</li>
<li>Blocks being placed</li>
<li>Mobs and players teleporting or spawning</li>
<li>Mobs and players dying or an explosion</li>
</ol>
<h2>Step Sounds</h2>
<ul>
<li>Walking on a block will now always play a step sound
<ul>
<li>It was previously not the case if you were walking along the edge of a block with air or fluid beside it</li>
</ul>
</li>
<li>Walking on the ocean floor will produce a step sound for the block you are walking on at a lower volume and pitch</li>
<li>When walking on Carpets, Snow, Nether Sprouts, Warped Roots, and Crimson Roots, a combination of step sounds will be played
<ul>
<li>The top-most block you are walking on is played as normal</li>
<li>The block underneath is played at a lower volume and pitch</li>
</ul>
</li>
</ul>
<h2>Advancements</h2>
<ul>
<li>Breeding Camels and Sniffers now count for “The Parrots and the Bats” and are now required for “Two by Two”</li>
<li>Hanging Signs now count for “Glow and Behold”</li>
<li>Visiting a Cherry Grove is now required for “Adventuring Time”</li>
</ul>
<ul>
<li>Improved performance of the light engine</li>
<li>The data pack version is now 15, accounting for sign data format, item display orientation, and advancement changes</li>
<li>Removed&nbsp;<span class="bedrock-server">update_1_20</span>&nbsp;feature flag and built-in datapack – features are no longer experimental</li>
<li>Added a&nbsp;<span class="bedrock-server">return</span>&nbsp;command</li>
<li>Tweaked display entity interpolation</li>
<li>Added a&nbsp;<span class="bedrock-server">capped</span>&nbsp;rule structure processor that limits the number of replaced blocks for a structured piece to a configured maximum</li>
<li>Configuring block entity fields in a&nbsp;<span class="bedrock-server">rule</span>&nbsp;processor rule is now delegated to a referenced&nbsp;<span class="bedrock-server">block_entity_modifier</span>&nbsp;instead of the previously fixed&nbsp;<span class="bedrock-server">output_nbt</span>&nbsp;configuration</li>
<li>Random sequences for loot tables are now deterministic</li>
<li>Added a&nbsp;<span class="bedrock-server">reference</span>&nbsp;loot table function</li>
<li>Loot table condition/predicate changes:
<ul>
<li>Renamed&nbsp;<span class="bedrock-server">alternative</span>&nbsp;to&nbsp;<span class="bedrock-server">any_of</span></li>
<li>Added&nbsp;<span class="bedrock-server">all_of</span></li>
</ul>
</li>
<li>Advancement trigger changes:
<ul>
<li>Added&nbsp;<span class="bedrock-server">recipe_crafted</span></li>
<li>Changed format of&nbsp;<span class="bedrock-server">placed_block</span>,&nbsp;<span class="bedrock-server">item_used_on_block</span>&nbsp;and&nbsp;<span class="bedrock-server">allay_drop_item_on_block</span>&nbsp;triggers</li>
</ul>
</li>
<li>Ingredients in array form are now also allowed in&nbsp;<span class="bedrock-server">smithing_trim</span>&nbsp;and&nbsp;<span class="bedrock-server">smithing_transform</span>&nbsp;recipes on fields&nbsp;<span class="bedrock-server">template</span>,&nbsp;<span class="bedrock-server">base,</span>&nbsp;and&nbsp;<span class="bedrock-server">addition</span>
<ul>
<li>Those fields also allow empty arrays, which signalize that the slot needs to be left empty</li>
</ul>
</li>
<li>Added new damage types:&nbsp;<span class="bedrock-server">outside_border</span>&nbsp;and&nbsp;<span class="bedrock-server">generic_kill</span></li>
<li>Game events have changed vibration frequency and some have been removed</li>
<li>The resource pack version is now 15, accounting for the font and credits update
<ul>
<li>Updated the sprite layout of&nbsp;<span class="bedrock-server">minecraft.png</span></li>
<li>Removed the overriding&nbsp;<span class="bedrock-server">minecraft.png</span>&nbsp;from the Programmer Art resource pack</li>
<li>Updated the sprite layout of&nbsp;<span class="bedrock-server">invite_icon.png</span></li>
<li><span class="bedrock-server">legacy_unicode</span>&nbsp;glyph provider has been removed</li>
<li>Bitmaps used by&nbsp;<span class="bedrock-server">uniform</span>&nbsp;font has been removed</li>
<li><span class="bedrock-server">uniform</span>&nbsp;font has been updated to use Unifont 15.0.06
<ul>
<li>That changes the shape of multiple characters, while also adding support for new ones</li>
<li>Combining characters no longer include a circle overlayed over them (so M◌̆ now renders as M ̆)</li>
</ul>
</li>
<li>Added a second level of organization of entries in credits.json on top of&nbsp;<span class="bedrock-server">titles</span>, called&nbsp;<span class="bedrock-server">disciplines</span></li>
</ul>
</li>
<li>Font textures are included in debug texture dump (F3 + S)</li>
<li>Added new font glyph providers:&nbsp;<span class="bedrock-server">unihex</span>&nbsp;and&nbsp;<span class="bedrock-server">reference</span>, removed&nbsp;<span class="bedrock-server">legacy_unicode</span></li>
<li>Added support for Quick Play</li>
<li>Removed the&nbsp;<span class="bedrock-server">server</span>&nbsp;&amp;&nbsp;<span class="bedrock-server">port</span>&nbsp;command line arguments as their functionality has been replaced by Quick Play</li>
<li>Updates to telemetry</li>
<li>Changed encoding of&nbsp;<span class="bedrock-server">server.properties</span>&nbsp;to UTF-8</li>
<li>Added validation for symbolic links in the world saves</li>
</ul>
<h2>Light Engine</h2>
<p>The light engine is responsible for calculating the brightness of each block in the world.Light is calculated during world generation as well as updated when a block is changed in the world.Behavior of the light engine has not been changed.</p>
<ul>
<li>The performance of calculating light has been improved
<ul>
<li>Reduces one source of lag spikes when crossing chunk borders</li>
<li>Improves FPS in situations when a lot of light updates occur</li>
<li>Improves how quickly chunks can be generated</li>
</ul>
</li>
</ul>
<h2>Commands</h2>
<h3><span class="bedrock-server">Return</span></h3>
<p>The&nbsp;<span class="bedrock-server">return</span>&nbsp;command can be used to control execution flow inside functions and change their return value. Effects:</p>
<ul>
<li>Remaining separate top-level commands in the currently executing function (if any) are skipped</li>
<li>The result value of the&nbsp;<span class="bedrock-server">function</span>&nbsp;command that triggered the function is changed from the number of commands executed to&nbsp;<span class="bedrock-server">value</span></li>
<li>The result value of the&nbsp;<span class="bedrock-server">return</span>&nbsp;command is also the&nbsp;<span class="bedrock-server">value</span></li>
</ul>
<p>Syntax:</p>
<p><span class="bedrock-server">return &lt;value&gt;</span></p>
<p>Parameters:</p>
<ul>
<li><span class="bedrock-server">value</span>: An integer return value</li>
</ul>
<h3><span class="bedrock-server">DATA</span></h3>
<ul>
<li><span class="bedrock-server">string</span>&nbsp;data sources now accept negative boundaries, which are interpreted as index counted from the end of the string</li>
</ul>
<h2>Display Entity</h2>
<h3>Interpolation Changes</h3>
<ul>
<li>Previous values are always discarded if&nbsp;<span class="bedrock-server">interpolation_duration</span>&nbsp;is&nbsp;<span class="bedrock-server">0</span></li>
<li>Made sure that render properties are applied at the same time (so&nbsp;<span class="bedrock-server">block_state</span>&nbsp;is applied at the same time as transformation, i.e. at the next tick after receiving an update)</li>
<li>Display entities are not rendered until their initial data is received. That means display entities might not be shown on the first tick.</li>
<li>Note: due to how the game handles updates, changes to entities made after summoning might be delivered to clients within a later tick</li>
</ul>
<h3>Rendering Changes</h3>
<ul>
<li><span class="bedrock-server">item_display</span>&nbsp;items have been rotated 180 degrees around the Y axis to better match the transformation that is applied when rendering items on an Armor Stand head and in Item Frames
<ul>
<li>For reference, the order of transformations applied to the model (starting from innermost) is&nbsp;<span class="bedrock-server">item_transform</span>, rotate Y 180,&nbsp;<span class="bedrock-server">transformation</span>&nbsp;field, entity orientation (billboard option +&nbsp;<span class="bedrock-server">Rotation</span>&nbsp;field +&nbsp;<span class="bedrock-server">Pos</span>&nbsp;field)</li>
</ul>
</li>
</ul>
<h2>Structure Post-Processors</h2>
<h3>Capped Post-Processors</h3>
<ul>
<li>A&nbsp;<span class="bedrock-server">capped</span>&nbsp;post-processor has been added which can limit how many blocks a delegated post-processor randomly transforms in a structure</li>
<li>This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution</li>
<li>The&nbsp;<span class="bedrock-server">capped</span>&nbsp;post-processor has the following required parameters:
<ul>
<li><span class="bedrock-server">delegate</span>&nbsp;A post-processor that performs the actual block transformation</li>
<li><span class="bedrock-server">limit</span>&nbsp;the Maximum amount of blocks that the delegated post-processor can transform
<ul>
<li>The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount</li>
<li>Either a constant or random number generator was sampled during post-processing</li>
</ul>
</li>
</ul>
</li>
</ul>
<h3>Rule Post-Processor Block Entity Configuration</h3>
<ul>
<li>Previously a rule could specify an optional fixed&nbsp;<span class="bedrock-server">output_nbt</span>&nbsp;which would be added to the processed output block entity</li>
<li>This field has now been changed to reference a&nbsp;<span class="bedrock-server">block_entity_modifier</span></li>
<li>Existing&nbsp;<span class="bedrock-server">block_entity_modifier</span>‘s are:
<ul>
<li><span class="bedrock-server">passthrough</span>&nbsp;Retains existing fields on the block entity
<ul>
<li>This is the default if no&nbsp;<span class="bedrock-server">block_entity_modifier</span>&nbsp;is specified</li>
</ul>
</li>
<li><span class="bedrock-server">append_static</span>&nbsp;Similar to the previous&nbsp;<span class="bedrock-server">output_nbt</span>&nbsp;this provides fixed fields to add to the block entity
<ul>
<li>A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields</li>
</ul>
</li>
<li><span class="bedrock-server">clear</span>&nbsp;Removes any existing fields on the block entity</li>
<li><span class="bedrock-server">append_loot</span>&nbsp;Appends a loot table and seed to the block entity through the required parameter:
<ul>
<li><span class="bedrock-server">loot_table</span>&nbsp;Referenced loot table to add to block entity as&nbsp;<span class="bedrock-server">LootTable</span>&nbsp;field</li>
<li>Field&nbsp;<span class="bedrock-server">LootTableSeed</span>&nbsp;is also added to the block entity using random seeded by block position</li>
</ul>
</li>
</ul>
</li>
</ul>
<h2>Loot Tables</h2>
<h3>Random Sequences</h3>
<p>The game now uses named random sequences to deterministically produce loot for loot tables. Each random sequence produces a unique sequence based on the world seed and sequence ID, which means a loot table will produce the same results when run with the same parameters in the same world.</p>
<p>The ID of the random sequence to use for a loot table is specified in a new optional field called&nbsp;<span class="bedrock-server">random_sequence</span>. If no sequence name is given, loot is drawn using a non-deterministic random source.</p>
<h3><span class="bedrock-server">Reference</span></h3>
<p>New function&nbsp;<span class="bedrock-server">reference</span>&nbsp;allows functions to call sub-functions (similar to&nbsp;<span class="bedrock-server">reference</span>&nbsp;condition).</p>
<p>Fields:</p>
<ul>
<li><span class="bedrock-server">name</span>&nbsp;– location of function to call</li>
</ul>
<h3><span class="bedrock-server">Any_of</span>/<span class="bedrock-server">All_of</span></h3>
<ul>
<li>Loot condition&nbsp;<span class="bedrock-server">alternative</span>&nbsp;has been renamed to&nbsp;<span class="bedrock-server">any_of</span></li>
<li>Added new loot condition&nbsp;<span class="bedrock-server">all_of</span>&nbsp;that passes only when all sub-conditions pass
<ul>
<li>Has the same syntax as&nbsp;<span class="bedrock-server">any_of</span></li>
</ul>
</li>
</ul>
<h2>Advancements</h2>
<h3>New Triggers</h3>
<h4><span class="bedrock-server">Recipe_Crafted</span></h4>
<ul>
<li>Triggered when crafting a recipe</li>
<li>Conditions:
<ul>
<li><span class="bedrock-server">recipe_id</span>&nbsp;– the resource location of the recipe crafted</li>
<li><span class="bedrock-server">ingredients</span>&nbsp;– an array of predicates for the item stacks used in the recipe
<ul>
<li>A single-item stack can only be used to fulfill one predicate</li>
<li>Each predicate needs to be fulfilled to trigger the advancement. This allows for separation between recipes that have the same identifier but use different ingredients.</li>
<li>This field is optional. When not provided, or left empty, only the&nbsp;<span class="bedrock-server">recipe_id</span>&nbsp;will dictate the success of the trigger</li>
</ul>
</li>
</ul>
</li>
</ul>
<h3>Changed Triggers</h3>
<ul>
<li>All fields in&nbsp;<span class="bedrock-server">placed_block</span>,&nbsp;<span class="bedrock-server">item_used_on_block,</span>&nbsp;and&nbsp;<span class="bedrock-server">allay_drop_item_on_block</span>&nbsp;have been collapsed into a single&nbsp;<span class="bedrock-server">location</span>&nbsp;field</li>
<li>The new&nbsp;<span class="bedrock-server">location</span>&nbsp;is similar to the&nbsp;<span class="bedrock-server">player</span>&nbsp;field – it is a list of loot conditions/predicates</li>
<li>All conditions in this list must match for a trigger to run</li>
<li>Conditions are evaluated in a new loot context called&nbsp;<span class="bedrock-server">advancement_location</span>. It has access to:
<ul>
<li>Player as&nbsp;<span class="bedrock-server">this</span>&nbsp;entity</li>
<li>Position of the placed block</li>
<li>Block state of the placed/interacted block</li>
<li>Held/used item as “tool”</li>
</ul>
</li>
<li>Migration guide:
<ul>
<li>Contents of the old&nbsp;<span class="bedrock-server">location</span>&nbsp;field should be migrated to&nbsp;<span class="bedrock-server">location_check</span>&nbsp;condition</li>
<li>Contents of the&nbsp;<span class="bedrock-server">item</span>&nbsp;field should be migrated to&nbsp;<span class="bedrock-server">match_tool</span>&nbsp;condition</li>
<li>Contents of the&nbsp;<span class="bedrock-server">block</span>&nbsp;+&nbsp;<span class="bedrock-server">state</span>&nbsp;fields should be migrated to&nbsp;<span class="bedrock-server">block_state_property</span>&nbsp;condition</li>
</ul>
</li>
</ul>
<p><b>Example</b>&nbsp;(from&nbsp;<span class="bedrock-server">make_a_sign_glow</span>&nbsp;advancement):</p>
<p>Before:</p>
<pre><code><span>{ "conditions": { "item": { "items": [ "minecraft:glow_ink_sac" ] }, "location": { "block": { "tag": "minecraft:all_signs" } } }, "trigger": "minecraft:item_used_on_block"
}</span><p><span>After:</span><br></p></code></pre>
<pre><span><code>{ "conditions": { "location": [ { "condition": "minecraft:match_tool", "predicate": { "items": [ "minecraft:glow_ink_sac" ] } }, { "condition": "minecraft:location_check", "predicate": { "block": { "tag": "minecraft:all_signs" } } } ] }, "trigger": "minecraft:item_used_on_block"
}</code></span><code></code></pre>
<h2>Damage Types</h2>
<pre><code></code></pre>
<ul>
<li>Players outside the world border are now hurt by the damage type&nbsp;<span class="bedrock-server">outside_border</span>&nbsp;instead of&nbsp;<span class="bedrock-server">in_wall</span></li>
<li>Forcibly removing an entity using the&nbsp;<span class="bedrock-server">/kill</span>&nbsp;command now uses damage type&nbsp;<span class="bedrock-server">generic_kill</span>&nbsp;instead of&nbsp;<span class="bedrock-server">out_of_world</span></li>
</ul>
<pre><code></code></pre>
<h2>Tags</h2>
<pre><code></code></pre>
<h3>Block Tags</h3>
<pre><code></code></pre>
<ul>
<li>Removed&nbsp;<span class="bedrock-server">replaceable_plants</span>&nbsp;since it was only used as a subset of the blocks for the tag above, and not as universally</li>
<li>Added&nbsp;<span class="bedrock-server">replaceable_by_trees</span>&nbsp;to better express blocks that are replaced when the tree grows through them</li>
<li>Added&nbsp;<span class="bedrock-server">replaceable</span>&nbsp;with all the blocks that can be replaced
<ul>
<li>This tag only represents the internal state of the game, changing this tag does not make blocks replaceable</li>
</ul>
</li>
<li>Added&nbsp;<span class="bedrock-server">sword_efficient</span>&nbsp;to represent blocks that are broken 50% faster by a sword than normal</li>
<li>Added&nbsp;<span class="bedrock-server">maintains_farmland</span>&nbsp;to represent which blocks will not cause farmland to be converted into dirt due to drying out when placed on top of it</li>
<li>Added&nbsp;<span class="bedrock-server">combination_step_sound_blocks</span>&nbsp;that controls which block produces a combination of step sounds</li>
<li>Added&nbsp;<span class="bedrock-server">enchantment_power_provider</span>&nbsp;to control which blocks increase the level of an Enchantment Table</li>
<li>Added&nbsp;<span class="bedrock-server">enchantment_power_transmitter</span>&nbsp;to control which blocks are allowed between an Enchantment Table and a Bookshelf (or other Power Transmitter)</li>
<li>Added&nbsp;<span class="bedrock-server">vibration_resonators</span>&nbsp;to control which blocks transmit vibration signals when placed next to Sculk Sensors</li>
<li>Added&nbsp;<span class="bedrock-server">trail_ruins_replaceable</span>&nbsp;for blocks that Trail Ruins can replace when generating</li>
<li>Added&nbsp;<span class="bedrock-server">sniffer_diggable_block</span>&nbsp;to control which blocks Sniffers can dig</li>
<li>Added&nbsp;<span class="bedrock-server">sniffer_egg_hatch_boost</span>&nbsp;to that control on which blocks Sniffer Eggs hatch twice as fast</li>
<li>Added&nbsp;<span class="bedrock-server">ceiling_hanging_signs</span></li>
<li>Added&nbsp;<span class="bedrock-server">wall_hanging_signs</span></li>
<li>Added&nbsp;<span class="bedrock-server">all_hanging_signs</span></li>
<li>Added&nbsp;<span class="bedrock-server">stone_buttons</span>&nbsp;block tag</li>
<li>Added&nbsp;<span class="bedrock-server">cherry_logs</span>&nbsp;block tag</li>
<li>Added&nbsp;<span class="bedrock-server">bamboo_blocks</span>&nbsp;block tag</li>
</ul>
<pre><code></code></pre>
<h3>Item Tags</h3>
<pre><code></code></pre>
<ul>
<li>Added&nbsp;<span class="bedrock-server">villager_plantable_seeds</span>&nbsp;to represent which kind of seeds Villagers can farm</li>
<li>Added&nbsp;<span class="bedrock-server">noteblock_top_instruments</span>&nbsp;to control which blocks can be placed on top of Note Blocks without sneaking</li>
<li>Added&nbsp;<span class="bedrock-server">breaks_decorated_pots</span>&nbsp;to control which tools can break Decorated Pots</li>
<li>Added&nbsp;<span class="bedrock-server">decorated_pot_ingredients</span></li>
<li>Added&nbsp;<span class="bedrock-server">decorated_pot_sherds</span></li>
<li>Added&nbsp;<span class="bedrock-server">sniffer_food</span></li>
<li>Added&nbsp;<span class="bedrock-server">trimmable_armor</span></li>
<li>Added&nbsp;<span class="bedrock-server">trim_materials</span></li>
<li>Added&nbsp;<span class="bedrock-server">trim_templates</span></li>
<li>Added&nbsp;<span class="bedrock-server">stone_buttons</span>&nbsp;item tag</li>
<li>Added&nbsp;<span class="bedrock-server">cherry_logs</span>&nbsp;item tag</li>
<li>Added&nbsp;<span class="bedrock-server">bamboo_blocks</span>&nbsp;item tag</li>
</ul>
<pre><code></code></pre>
<h3>Biome Tags</h3>
<pre><code></code></pre>
<ul>
<li>Added&nbsp;<span class="bedrock-server">has_structure/trail_ruins</span></li>
</ul>
<pre><code></code></pre>
<h2>Game Events</h2>
<pre><code></code></pre>
<ul>
<li>Removed&nbsp;<span class="bedrock-server">piston_contract</span>&nbsp;game event in favor of&nbsp;<span class="bedrock-server">block_deactivate</span></li>
<li>Removed&nbsp;<span class="bedrock-server">piston_extend</span>&nbsp;and&nbsp;<span class="bedrock-server">dispense_fail</span>&nbsp;game events in favor of&nbsp;<span class="bedrock-server">block_activate</span></li>
<li>Many game events have new vibration frequencies:
<ul>
<li>1:&nbsp;<span class="bedrock-server">step</span>,&nbsp;<span class="bedrock-server">swim</span>,&nbsp;<span class="bedrock-server">flap</span></li>
<li>2:&nbsp;<span class="bedrock-server">projectile_land</span>,&nbsp;<span class="bedrock-server">hit_ground</span>,&nbsp;<span class="bedrock-server">splash</span></li>
<li>3:&nbsp;<span class="bedrock-server">item_interact_finish</span>,&nbsp;<span class="bedrock-server">projectile_shoot</span>,&nbsp;<span class="bedrock-server">instrument_play</span></li>
<li>4:&nbsp;<span class="bedrock-server">entity_roar</span>,&nbsp;<span class="bedrock-server">entity_shake</span>,&nbsp;<span class="bedrock-server">elytra_glide</span></li>
<li>5:&nbsp;<span class="bedrock-server">entity_dismount</span>,&nbsp;<span class="bedrock-server">equip</span></li>
<li>6:&nbsp;<span class="bedrock-server">entity_mount</span>,&nbsp;<span class="bedrock-server">entity_interact</span>,&nbsp;<span class="bedrock-server">shear</span></li>
<li>7:&nbsp;<span class="bedrock-server">entity_damage</span></li>
<li>8:&nbsp;<span class="bedrock-server">drink</span>,&nbsp;<span class="bedrock-server">eat</span></li>
<li>9:&nbsp;<span class="bedrock-server">container_close</span>,&nbsp;<span class="bedrock-server">block_close</span>,&nbsp;<span class="bedrock-server">block_deactivate</span>,&nbsp;<span class="bedrock-server">block_detach</span></li>
<li>10:&nbsp;<span class="bedrock-server">container_open</span>,&nbsp;<span class="bedrock-server">block_open</span>,&nbsp;<span class="bedrock-server">block_activate</span>,&nbsp;<span class="bedrock-server">block_attach</span>,&nbsp;<span class="bedrock-server">prime_fuse</span>,&nbsp;<span class="bedrock-server">note_block_play</span></li>
<li>11:&nbsp;<span class="bedrock-server">block_change</span></li>
<li>12:&nbsp;<span class="bedrock-server">block_destroy</span>,&nbsp;<span class="bedrock-server">fluid_pickup</span></li>
<li>13:&nbsp;<span class="bedrock-server">block_place</span>,&nbsp;<span class="bedrock-server">fluid_place</span></li>
<li>14:&nbsp;<span class="bedrock-server">entity_place</span>,&nbsp;<span class="bedrock-server">lightning_strike</span>,&nbsp;<span class="bedrock-server">teleport</span></li>
<li>15:&nbsp;<span class="bedrock-server">entity_die</span>,&nbsp;<span class="bedrock-server">explode</span></li>
</ul>
</li>
</ul>
<pre><code></code></pre>
<h2>Fonts</h2>
<pre><code></code></pre>
<h3>New&nbsp;<span class="bedrock-server">Unihex</span>&nbsp;Glyph Provider</h3>
<pre><code></code></pre>
<ul>
<li>New glyph provider for reading Unifont HEX files
<ul>
<li>HEX format describes font glyphs using a bitmap
<ul>
<li>The height of every glyph is 16 pixels</li>
<li>The width of the glyph can be 8, 16, 24, or 32 pixels</li>
</ul>
</li>
<li>Every line is made of two hexadecimal numbers separated by&nbsp;<span class="bedrock-server">:</span></li>
<li>The first value describes a codepoint – it must have 4, 5, or 6 hex digits</li>
<li>The second value describes the glyph as a stream of bits, line by line</li>
</ul>
</li>
<li>When rendering, empty columns on the left and right sides of glyphs are removed
<ul>
<li>Custom glyph widths can be set with&nbsp;<span class="bedrock-server">size_overrides</span></li>
</ul>
</li>
<li>This provider requires two fields:
<ul>
<li><span class="bedrock-server">hex_file</span>&nbsp;– path to ZIP archive containing one or more&nbsp;<span class="bedrock-server">*.hex</span>&nbsp;files (files in the archive with different extensions are ignored)</li>
<li><span class="bedrock-server">size_overrides</span>&nbsp;– list of codepoint ranges that should have width different from auto-detected (based on empty space in glyph). Fields:
<ul>
<li><span class="bedrock-server">from</span>,&nbsp;<span class="bedrock-server">to</span>&nbsp;– start and end of codepoint range (inclusive)</li>
<li><span class="bedrock-server">left</span>,&nbsp;<span class="bedrock-server">right</span>&nbsp;– integers describing the position of the left-most and right-most columns of the glyph in the range
<ul>
<li>Any bits in columns outside of this range will be discarded</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<pre><code></code></pre>
<h3>New&nbsp;<span class="bedrock-server">Reference</span>&nbsp;Glyph Provider</h3>
<pre><code></code></pre>
<ul>
<li>New glyph provider that can be used to include providers from other fonts
<ul>
<li>Providers are guaranteed to be loaded only once, no matter how many times they are included</li>
</ul>
</li>
<li>Provider has one field&nbsp;<span class="bedrock-server">id</span>, that describes another font to be included in the currently loaded one
<ul>
<li>Inclusion is performed after all fonts are loaded, so it will include all providers for a given font defined in all datapacks</li>
</ul>
</li>
</ul>
<pre><code></code></pre>
<h3>Removed&nbsp;<span class="bedrock-server">Legacy_Unicode</span>&nbsp;Glyph Provider</h3>
<pre><code></code></pre>
<ul>
<li>The&nbsp;<span class="bedrock-server">legacy_unicode</span>&nbsp;glyph provider has been removed</li>
<li>This functionality has been replaced by the&nbsp;<span class="bedrock-server">unihex</span>&nbsp;provider</li>
</ul>
<pre><code></code></pre>
<h2>Quick Play</h2>
<pre><code></code></pre>
<ul>
<li>Added support for four new command line arguments that allow the game to be launched directly into a world</li>
<li><span class="bedrock-server">quickPlayPath</span>&nbsp;takes a specified path for logging (relative to the run directory)
<ul>
<li>If a path is provided the following will be logged upon joining a world:
<ul>
<li><span class="bedrock-server">type</span>: is either&nbsp;<span class="bedrock-server">singleplayer</span>,&nbsp;<span class="bedrock-server">multiplayer</span>, or&nbsp;<span class="bedrock-server">realms</span></li>
<li><span class="bedrock-server">identifier</span>: represents the world you want to join
<ul>
<li>For singleplayer, the folder name of the world</li>
<li>For multiplayer, the IP address of the server</li>
<li>For realms, the Realms ID</li>
</ul>
</li>
<li><span class="bedrock-server">port</span>: represents the server port and is only logged for multiplayer</li>
<li><span class="bedrock-server">name</span>: The name of the world</li>
<li><span class="bedrock-server">gamemode</span>: The gamemode of the world</li>
<li><span class="bedrock-server">lastPlayedTime</span>: The time you joined the world</li>
</ul>
</li>
<li>Example:
<ul>
<li><span class="bedrock-server">–quickPlayPath “quickPlay/log.json”</span>&nbsp;will resolve into&nbsp;<span class="bedrock-server">.minecraft/quickPlay/log.json</span></li>
</ul>
</li>
</ul>
</li>
<li><span class="bedrock-server">quickPlaySingleplayer</span>,&nbsp;<span class="bedrock-server">quickPlayMultiplayer,</span>&nbsp;and&nbsp;<span class="bedrock-server">quickPlayRealms</span>&nbsp;all take their respective&nbsp;<span class="bedrock-server">identifier</span>
<ul>
<li>If one of these arguments is provided, the game will try to launch directly into the given world</li>
<li>Examples:
<ul>
<li><span class="bedrock-server">–quickPlaySingleplayer “New World”</span></li>
<li><span class="bedrock-server">–quickPlayMultiplayer “localhost:25565”</span></li>
<li><span class="bedrock-server">–quickPlayRealms “1234”</span></li>
</ul>
</li>
</ul>
</li>
</ul>
<pre><code></code></pre>
<h2>Telemetry</h2>
<pre><code></code></pre>
<h3>All Events</h3>
<pre><code></code></pre>
<ul>
<li>Added new property:&nbsp;<span class="bedrock-server">launcher_name</span>
<ul>
<li>This is set based on the&nbsp;<span class="bedrock-server">minecraft.launcher.brand</span>&nbsp;system property</li>
<li>This will help us troubleshoot game launch-related bugs more effectively, as we will be able to see whether the issue originated in the Minecraft launcher or a third-party program</li>
</ul>
</li>
</ul>
<pre><code></code></pre>
<h3>Updated Required Events</h3>
<pre><code></code></pre>
<ul>
<li><span class="bedrock-server">world_loaded</span>
<ul>
<li>Added new property:&nbsp;<span class="bedrock-server">realms_map_content</span>
<ul>
<li>When loading into a Realms Map Content world (Minigame), the&nbsp;<span class="bedrock-server">world_loaded</span>&nbsp;event will receive the name of that map</li>
<li>This is to help us understand how Java Realms players interact with Java Realms adventure or minimap content</li>
</ul>
</li>
</ul>
</li>
</ul>
<pre><code></code></pre>
<h3>New Optional Events</h3>
<pre><code></code></pre>
<ul>
<li><span class="bedrock-server">advancement_made</span>
<ul>
<li>This event is triggered when a player completes an advancement and allows us to see the advancement ID and the time when the advancement was completed</li>
<li>This helps us as a studio understand player progress and limits, which informs our game design</li>
</ul>
</li>
<li><span class="bedrock-server">game_load_times</span>
<ul>
<li>This event is triggered when the game client is loaded</li>
<li>Includes the time it took for the client to load</li>
<li>This is so that we can work on improving and reducing the time it takes to load the game client</li>
</ul>
</li>
</ul>
<pre><code></code></pre>
<h2><span class="bedrock-server">Server.Properties</span></h2>
<pre><code></code></pre>
<ul>
<li>File is now read in UTF-8 initially, with the previous encoding (ISO 8859-1/Latin 1) as a fallback</li>
<li>File is now written with UTF-8 encoding</li>
</ul>
<pre><code></code></pre>
<h2>SymbolicC Link Validation</h2>
<pre><code></code></pre>
<p>To improve safety, the game will now detect symbolic links used inside the world directory. For a detailed explanation, check our&nbsp;<a href="https://aka.ms/MinecraftSymLinks">help article</a>.</p>
<pre><code></code></pre>
<ul>
<li>If the target of a symbolic link is not on the user-configured allow-list, the game will not proceed with loading the world
<ul>
<li>Note: the world directory itself can still be linked</li>
</ul>
</li>
<li>The list of allowed symbolic link targets is stored in the file&nbsp;<span class="bedrock-server">allowed_symlinks.txt</span>&nbsp;in the client or server top directory</li>
<li>The file consists of entries (one per line) with the following formats allowed:
<ul>
<li>Lines starting with&nbsp;<span class="bedrock-server">#</span>&nbsp;are comments and are ignored</li>
<li><span class="bedrock-server">[type]pattern</span>, where&nbsp;<span class="bedrock-server">type</span>&nbsp;can be a&nbsp;<span class="bedrock-server">glob</span>,&nbsp;<span class="bedrock-server">regex,</span>&nbsp;or&nbsp;<span class="bedrock-server">prefix</span>
<ul>
<li><span class="bedrock-server">prefix</span>&nbsp;matches the start of the path with the given pattern (so for&nbsp;<span class="bedrock-server">/test</span>&nbsp;paths&nbsp;<span class="bedrock-server">/test</span>,&nbsp;<span class="bedrock-server">/test/</span>&nbsp;and&nbsp;<span class="bedrock-server">/test/foo.txt</span>&nbsp;would match)</li>
<li><span class="bedrock-server">regex</span>&nbsp;matches regular expression against the whole path</li>
<li><span class="bedrock-server">glob</span>&nbsp;uses an OS-specific path-matching mechanism (for example&nbsp;<span class="bedrock-server">*.txt</span>&nbsp;would usually match files with a&nbsp;<span class="bedrock-server">txt</span>&nbsp;extension)</li>
<li>Note: paths will use OS-specific separators</li>
</ul>
</li>
<li><span class="bedrock-server">pattern</span>, which uses the default&nbsp;<span class="bedrock-server">prefix</span>&nbsp;type</li>
</ul>
</li>
</ul>
<pre><code></code></pre>
<pre><code></code></pre>
<p>Around 250 bugs were fixed in this release. View the&nbsp;<a href="https://bugs.mojang.com/issues/?filter=27705">list on the issue tracker</a>.</p>
<pre><code>&nbsp;</code></pre>
</div>


https://www.sickgaming.net/blog/2023/06/...es-update/
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