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Bedrock Edition beta 1.20.10.20
|
<onlyinclude> Beta 1.20.10.20 (Android) or Preview 1.20.10.20 (Windows iOS iPadOS Xbox) is the first beta/Preview version for Bedrock Edition 1.20.10 released on May 25 2023<ref></ref> which adds the crawl ability behind the experimental gameplay brings more parity from and fixes bugs == Additions ==
=== General ===
; Options
* Added the slider "GUI Scale Modifier" to the accessibility section * Added "Extra Largue GUI Scaling" accessibility and video option to make the UI "bigger" (only works on some devices) === Technical ===
; JSON
* Released the <code>minecraft:cooldown</code> item component out of experimental in JSON formats 1.20.10 and higher * Released the <code>minecraft:repairable</code> item component out of experimental in JSON formats 1.20.10 and higher ; Recipe
* Added <code>unlock</code> field to the recipe JSON format == Changes ==
=== Blocks ===
; Barrel
* Recipe now use planks instead of sticks to match ; Concrete
* The ID's of <code>concrete</code> have now been split up into their own ID's ; Decorated Pots
* If they crafted with at least one pottery sherd now have a hover tooltip displaying the pottery sherd and brick ingredients ; Note Blocks
* Now produces the "harp" sound instead of "snare" using soul soil ; Packed Mud
* Can no longer mine faster with a shovel ; Sculk Sensor
* Can now detect the following events:
** Placing rotating or removing an item in an item frame or a glow item frame ** Charging a respawn anchor ** Scraping or applying wax to blocks of the copper block set ** Switching a daylight detector to an inverted daylight detector or vice-versa ** Adding food to a campfire ** Adding or removing a music disc to a jukebox ** Mud turning into clay ** Harvesting sweet berries ** Placing an eye of ender in an end portal frame ** Bees entering or exiting a beehive or a bee nest ** Interacting with composter ** Attaching or detaching a lead from a fence ** Attaching or detaching a lead from a mob ** Dying a sheep ** Picking glow berries ** Farmland turning into dirt ** Using a spawn egg on a monster spawner ** Silverfish merging with blocks ** Using a hoe on rooted dirt ** Using a shovel to create dirt paths ** Placing a door ** Planting seeds in farmland ; Shulker Box
* The ID's of <code>shulker_box</code> have now been split up into their own ID's === Command format ===
; Block states
* Now "equals" (<code>=</code>) are used instead of "colons" (<code>:</code>) to match ** Example: <code>oak_log["pillar_axis":"x"]</code> -> <code>oak_log["pillar_axis"="x"]</code> === Gameplay ===
; Sound
* Camera position is now used for audio listening and ambient sounds ** Previously the player position and rotation were sometimes used for audio listening ; Rendering engine
* Rendering of snow or rain is now based on camera position instead of player position === General ===
; Experiments
* Renamed the "Short Sneaking" experimental toggle to "Short Sneaking and Crawling" ** Now also contains the ability to crawl === Items ===
; Boats
* Recipe no longer needs a shovel to match ** Except bamboo raft ; Cobwebs
* Now can't craft into strings to match === Mobs ===
; Horse Mule and Donkey
* Can now be tempted using a golden apple golden carrot or enchanted golden apple ; Llama
* Can now be tempted using a hay bale ; Magma Cube
* Can now be affected from Jump Boost === World generation ===
; Chiseled Deepslate and Polished Basalt
* Can no longer be replaced by sculk ; Polished Deepslate
* Can now be replaced by sculk === Technical ===
; Bedrock Editor
* Resolved an issue where the selection cursor was causing the glass block to render invisible * Added "Log Panel" for "Tool Mode" to display log messages It can be accessed from the "View Menu" or by using the shortcut * Fixed a bug that prevented additional servers to be added from "Servers Tab" in "Editor mode" * Fixed a bug that caused the gizmo to be hidden in "Crosshair Mode" ; JSON
* Added deprecation error message for the <code>part_visibility</code> component * Fixed an issue where adding a <code>minecraft:peek</code> component to a custom entity would cause the game to crash * Updated the <code>minecraft:geometry</code> block component to allow bone visibility to be defined with a molang expression * Added a content error when <code>minecraft:balloonable</code> is used on <code>minecraft:player</code> to prevent issues as this component is not supported in this way * Invalid JSON objects within the entity component <code>minecraft:behavior.nearest_attackable_target</code> will no longer crash the game == Experimental ==
These additions and changes are accessible by enabling the "Short Sneaking and Crawling" "Experimental Cameras" and "Beta APIs" experimental toggles === Additions ===
==== Gameplay ====
; Crawling
* Added the ability to crawl ** Created new player crawling animation ** Players will now begin crawling when in a 1 block gap similar to sneaking ** Crawling is the same speed as sneaking ** Players will automatically stand up or begin sneaking if they leave the 1 block gap === Changes ===
==== Command format ====
; * Changed camera command fade color to take integer values from <code>0</code> to <code>255</code> rather than <code>0.0</code> to <code>1.0</code> fractional values * Camera fade command now enforces fade duration limits; fade in hold and fade out must be between <code>0</code> and <code>10</code> seconds * Ensuring camera pitch can only be between <code>-90</code> and <code>90</code> degrees * Added <code>example:example_player_listener</code> camera preset ==== Technical ====
; API
* Dynamic properties can now optionally have default values * Increased dynamic property registration limits:
** Actors: <code>~1KB</code> -> <code>128KB</code>
** World: <code>~10KB</code> -> <code>1MB</code>
* <code>ScreenDisplay</code>
** Removed <code>clearTitle()-</code> Use <code>setTitle</code> with an empty string to clear the title ** Updated <code>fadeInSeconds</code> <code>staySeconds</code> <code>fadeOutSeconds</code> to <code>fadeInDuration</code> <code>stayDuration</code> <code>fadeOutDuration</code> on <code>TitleDisplayOptions</code> (seconds to ticks) ** Updated <code>setTitle</code> to reset the times per each new title ** Added <code>RawMessage</code> support for <code>setTitle</code> <code>updateSubtitle</code> and <code>setActionBar</code> * Entity
** Added <code>read-only</code> property <code>isGliding-</code> Returns whether the player is gliding with elytra ** Added <code>read-only</code> property <code>isJumping-</code> Returns whether the player is using the jump action ** Added <code>read-only</code> property <code>sFlying-</code> Returns whether the player is flying (e.g creative or spectator mode) ** Added <code>read-only</code> property <code>isSprinting-</code> Returns whether the entity is sprinting ** Added <code>read-only</code> property <code>isSwimming-</code> Returns whether the entity is swimming ** Added <code>read-only</code> property <code>isClimbing-</code> Returns whether the entity is climbing (e.g player on a ladder or spider on a wall) ** Added <code>read-only</code> property <code>isOnGround-</code> Returns whether the entity is on the ground ** Added <code>read-only</code> property <code>isInWater-</code> Returns whether the entity is in water ** Added <code>read-only</code> property <code>isFalling-</code> Returns whether the entity is falling ** Added <code>read-only</code> property <code>fallDistance-</code> Returns the current fall distance (used for calculating fall damage) ** Added function <code>fly-</code> Makes the player fly (e.g creative or spectator mode) ** Added function <code>stopFlying-</code> Makes the player stop flying (e.g creative or spectator mode) ** Added function <code>glide-</code> Makes the player glide with elytra ** Added function <code>stopGliding-</code> Makes the player stop gliding with elytra ** Added function <code>swim-</code> Makes the player swim ** Added function <code>stopSwimming-</code> Makes the player stop swimming * Entity effects
** Updated function <code>addEffect(effectType: EffectType | string duration: number options?: EntityEffectOptions): void</code> to return void and to throw if the effect does not exist or the parameters are out of bounds ** Updated function <code>getEffect(effectType: EffectType | string): Effect | undefined</code> to throw if the effect does not exist ** Updated function <code>removeEffect(effectType: EffectType | string): boolean</code> to throw if the effect does not exist * <code>BlockEvents</code>
** Added events <code>PressurePlatePushEvent</code> <code>PressurePlatePopEvent</code> <code>TargetBlockHitEvent</code> and <code>TripWireTripEvent</code> * <code>ContainerSlot</code>
** Removed function <code>clone-</code> * <code>EntityHealableComponent</code>
** Removed <code>filters: FilterGroupproperty</code> * <code>EntityAttributeComponent</code>
** Added <code>effectiveMin: number</code> Returns the minimum possible value for the component ** Added <code>effectiveMax: number</code> Return the maximum possible value for the component ** Renamed <code>value</code> property to <code>defaultValue</code> ** Renamed <code>current</code> property to <code>currentValue</code> ** Renamed <code>setCurrent</code> method to <code>setCurrentValue</code> * Added <code>EntityHealthChangedAfterEvent</code> It is triggered when any health change happens for an entity ; JSON
* Items with the <code>minecraft:block_placer</code> component will now place blocks with correct orientation * Items in format version 1.20.10 and above with the <code>minecraft:throwable</code> component will trigger "item use" events when thrown * Custom items with <code>minecraft:block_placer</code> will no longer place certain blocks in the wrong location * Changed <code>minecraft:shooter</code> to only consume ammo when charging the item if <code>charge_on_draw</code> is set <code>true</code> == Fixes == ; Others
* Players will now always spawn projectiles from the camera position when sneaking swimming or gliding * Loyalty tridents will always return to the player's camera * Players will now spawn particle effects when eating in the correct position if they are sneaking swimming or gliding * Players will no longer suffocate when short sneaking in certain scenarios * Players without permission to open/close containers can no longer interact with chiseled bookshelves * Switch: Fixed issues with highlighted blocks and mob shadows appearing through the pumpkin head overlay * Shields no longer flicker when held in both hands on RTX * Fixed sleep and camera fade effect not covering the screen until after first-person rendering happens * Fixed black pixels being generated on maps when "Client-Side Chunk Generation" is enabled * Command positions will now use the current position/rotation when running mcfunctions via </onlyinclude>
| null |
Bedrock Edition beta 1.20.10.20
|
Category:Bedrock Edition 1.20.10 previews Category:Previews released in 2023 de:Bedrock Edition beta 1.20.10.20 es:Bedrock Edition beta 1.20.10.20 pt:Edicao Bedrock beta 1.20.10.20 zh:Ji Yan Ban 1.20.10.20
|
References
|
Bedrock Edition 1.20.10
|
1.20.10 (1.20.11 on Xbox) is a minor update to released on July 11 2023 which brings more parity from and fixes bugs <ref></ref>
| null |
Bedrock Edition 1.20.10
|
; Experiments * Added "Crawling" experimental toggle * * Allow players crawl under 1 block gaps * Added "Recipe Unlocking" experimental toggle * * Enable the new recipe unlocking system and the command ; Options * Added the slider "GUI Scale Modifier" to the accessibility section * Added "Extra Large GUI Scaling" accessibility and video option to make the UI "bigger" (only works on some devices) ; Splash es * Added a new splash text: * * Joule is neat too! ; JSON * Released the following components out of experimental in JSON formats 1.20.10 and higher: * * <code>minecraft:cooldown</code> item component * * <code>minecraft:repairable</code> item component * * <code>minecraft:max_stack_size</code> item component * * <code>minecraft:block_placer</code> item component * * <code>minecraft:record</code> item component * * <code>minecraft:shooter</code> item component * * <code>minecraft:throwable</code> item component * * <code>minecraft:projectile</code> item component * * <code>minecraft:can_destroy_in_creative</code> item component * * <code>minecraft:hover_text_color</code> item component * Added <code>unlock</code> field to the recipe JSON format.
|
Technical
|
Bedrock Edition 1.20.10
|
; Experiments * Added "Crawling" experimental toggle * * Allow players crawl under 1 block gaps * Added "Recipe Unlocking" experimental toggle * * Enable the new recipe unlocking system and the command ; Options * Added the slider "GUI Scale Modifier" to the accessibility section * Added "Extra Large GUI Scaling" accessibility and video option to make the UI "bigger" (only works on some devices) ; Splash es * Added a new splash text: * * Joule is neat too!
|
General
|
Bedrock Edition 1.20.10
|
; JSON * Released the following components out of experimental in JSON formats 1.20.10 and higher: * * <code>minecraft:cooldown</code> item component * * <code>minecraft:repairable</code> item component * * <code>minecraft:max_stack_size</code> item component * * <code>minecraft:block_placer</code> item component * * <code>minecraft:record</code> item component * * <code>minecraft:shooter</code> item component * * <code>minecraft:throwable</code> item component * * <code>minecraft:projectile</code> item component * * <code>minecraft:can_destroy_in_creative</code> item component * * <code>minecraft:hover_text_color</code> item component * Added <code>unlock</code> field to the recipe JSON format.
|
Technical
|
Bedrock Edition 1.20.10
|
; Barrel * Recipe now use planks instead of stick s to match ; Concrete * The IDs of <code>concrete</code> have now been split up into their own IDs ; Decorated Pot * If they crafted with at least one pottery sherd now have a hover tooltip displaying the pottery sherd and brick ingredients ; Note Block * Now produces the "harp" sound instead of "snare" using soul soil ; Packed Mud * Can no longer mine faster with a shovel ; Sculk Sensor * Can now detect the following events: * * Placing rotating or removing an item in an item frame or a glow item frame * * Charging a respawn anchor * * Scraping or applying wax to blocks of the copper block set * * Switching a daylight detector to an inverted daylight detector or vice-versa * * Adding food to a campfire * * Adding or removing a music disc to a jukebox * * Mud turning into clay * * Harvesting sweet berries * * Placing an eye of ender in an end portal frame * * Bees entering or exiting a beehive or a bee nest * * Interacting with composter * * Attaching or detaching a lead from a fence * * Attaching or detaching a lead from a mob * * Dying a sheep * * Picking glow berries * * Farmland turning into dirt * * Using a spawn egg on a monster spawner * * Silverfish merging with blocks * * Using a hoe on rooted dirt * * Using a shovel to create dirt path s * * Placing a door * * Planting seeds in farmland ; Shulker Box * The IDs of <code>shulker_box</code> have now been split up into their own IDs ; Block states * Now "equals" ( <code>=</code> ) are used instead of "colons" ( <code>:</code> ) to match * * Example: <code>oak_log["pillar_axis":"x"]</code> -> <code>oak_log["pillar_axis"="x"]</code> ; Observer * Now uses the <code>minecraft:facing_direction</code> block state instead of <code>facing_direction</code> * * <code>minecraft:facing_direction</code> has six values <code>["down" "up" "north" "south" "east" "west"]</code> ; Sneaking * Sneak under 1.5 blocks tall is now available without the "Short Sneaking/Short Sneaking and Crawling" experimental toggle * Players can now be forced into sneak state while flying ; Sound * Camera position is now used for audio listening and ambient sounds * * Previously the player position and rotation were sometimes used for audio listening ; Rendering engine * Rendering of snow or rain is now based on camera position instead of player position ; Experiments * Renamed the "Short Sneaking" experimental toggle to "Short Sneaking and Crawling" ("Removed/Changed" later in beta/preview 1.20.10.23 ) * * Now also contains the ability to crawl ; Fog * Underwater and fog effects are now based on camera position rather than player position ; Options * "Chat message duration" accessibility option is now set to 10 seconds by default * "Text to Speech" narrator now reads item names when selecting items in the hotbar and the "/" button in the chat screen ; Boat s * Recipe no longer needs a shovel to match ; Cobweb * Now can't craft into string s to match ; Horse Mule and Donkey * Can now be tempted using a golden apple golden carrot or enchanted golden apple ; Llama * Can now be tempted using a hay bale ; Magma Cube * Can now be affected from Jump Boost ; Chiseled Deepslate and Polished Basalt * Can no longer be replaced by sculk ; Polished Deepslate * Can now be replaced by sculk ; Falling Tree s * Now generate with mushroom s again ; Bedrock Editor * Resolved an issue where the selection cursor was causing the glass block to render invisible * Added "Log Panel" for "Tool Mode" to display log messages It can be accessed from the "View Menu" or by using the shortcut * Fixed a bug that prevented additional servers to be added from "Servers Tab" in "Editor mode" * Fixed a bug that caused the gizmo to be hidden in "Crosshair Mode" * Converted "properties" to "states" for custom blocks * Fixed a crash that could occur when attempting to change a mob's scale while it was colliding with blocks * can now be used in the editor without the need to enable the "Beta APIs" experimental toggle ; JSON * Added deprecation error message for the <code>part_visibility</code> component * Fixed an issue where adding a <code>minecraft:peek</code> component to a custom entity would cause the game to crash * Updated the <code>minecraft:geometry</code> block component to allow bone visibility to be defined with a molang expression * Added a content error when <code>minecraft:balloonable</code> is used on <code>minecraft:player</code> to prevent issues as this component is not supported in this way * Invalid JSON objects within the entity component <code>minecraft:behavior.nearest_attackable_target</code> will no longer crash the game.
|
Technical
|
Bedrock Edition 1.20.10
|
; Barrel * Recipe now use planks instead of stick s to match ; Concrete * The IDs of <code>concrete</code> have now been split up into their own IDs ; Decorated Pot * If they crafted with at least one pottery sherd now have a hover tooltip displaying the pottery sherd and brick ingredients ; Note Block * Now produces the "harp" sound instead of "snare" using soul soil ; Packed Mud * Can no longer mine faster with a shovel ; Sculk Sensor * Can now detect the following events: * * Placing rotating or removing an item in an item frame or a glow item frame * * Charging a respawn anchor * * Scraping or applying wax to blocks of the copper block set * * Switching a daylight detector to an inverted daylight detector or vice-versa * * Adding food to a campfire * * Adding or removing a music disc to a jukebox * * Mud turning into clay * * Harvesting sweet berries * * Placing an eye of ender in an end portal frame * * Bees entering or exiting a beehive or a bee nest * * Interacting with composter * * Attaching or detaching a lead from a fence * * Attaching or detaching a lead from a mob * * Dying a sheep * * Picking glow berries * * Farmland turning into dirt * * Using a spawn egg on a monster spawner * * Silverfish merging with blocks * * Using a hoe on rooted dirt * * Using a shovel to create dirt path s * * Placing a door * * Planting seeds in farmland ; Shulker Box * The IDs of <code>shulker_box</code> have now been split up into their own IDs.
|
Blocks
|
Bedrock Edition 1.20.10
|
; Block states * Now "equals" ( <code>=</code> ) are used instead of "colons" ( <code>:</code> ) to match * * Example: <code>oak_log["pillar_axis":"x"]</code> -> <code>oak_log["pillar_axis"="x"]</code> ; Observer * Now uses the <code>minecraft:facing_direction</code> block state instead of <code>facing_direction</code> * * <code>minecraft:facing_direction</code> has six values <code>["down" "up" "north" "south" "east" "west"]</code> .
|
Command format
|
Bedrock Edition 1.20.10
|
; Sneaking * Sneak under 1.5 blocks tall is now available without the "Short Sneaking/Short Sneaking and Crawling" experimental toggle * Players can now be forced into sneak state while flying ; Sound * Camera position is now used for audio listening and ambient sounds * * Previously the player position and rotation were sometimes used for audio listening ; Rendering engine * Rendering of snow or rain is now based on camera position instead of player position.
|
Gameplay
|
Bedrock Edition 1.20.10
|
; Experiments * Renamed the "Short Sneaking" experimental toggle to "Short Sneaking and Crawling" ("Removed/Changed" later in beta/preview 1.20.10.23 ) * * Now also contains the ability to crawl ; Fog * Underwater and fog effects are now based on camera position rather than player position ; Options * "Chat message duration" accessibility option is now set to 10 seconds by default * "Text to Speech" narrator now reads item names when selecting items in the hotbar and the "/" button in the chat screen.
|
General
|
Bedrock Edition 1.20.10
|
; Boat s * Recipe no longer needs a shovel to match ; Cobweb * Now can't craft into string s to match .
|
Items
|
Bedrock Edition 1.20.10
|
; Horse Mule and Donkey * Can now be tempted using a golden apple golden carrot or enchanted golden apple ; Llama * Can now be tempted using a hay bale ; Magma Cube * Can now be affected from Jump Boost .
|
Mobs
|
Bedrock Edition 1.20.10
|
; Chiseled Deepslate and Polished Basalt * Can no longer be replaced by sculk ; Polished Deepslate * Can now be replaced by sculk ; Falling Tree s * Now generate with mushroom s again.
|
World generation
|
Bedrock Edition 1.20.10
|
; Bedrock Editor * Resolved an issue where the selection cursor was causing the glass block to render invisible * Added "Log Panel" for "Tool Mode" to display log messages It can be accessed from the "View Menu" or by using the shortcut * Fixed a bug that prevented additional servers to be added from "Servers Tab" in "Editor mode" * Fixed a bug that caused the gizmo to be hidden in "Crosshair Mode" * Converted "properties" to "states" for custom blocks * Fixed a crash that could occur when attempting to change a mob's scale while it was colliding with blocks * can now be used in the editor without the need to enable the "Beta APIs" experimental toggle ; JSON * Added deprecation error message for the <code>part_visibility</code> component * Fixed an issue where adding a <code>minecraft:peek</code> component to a custom entity would cause the game to crash * Updated the <code>minecraft:geometry</code> block component to allow bone visibility to be defined with a molang expression * Added a content error when <code>minecraft:balloonable</code> is used on <code>minecraft:player</code> to prevent issues as this component is not supported in this way * Invalid JSON objects within the entity component <code>minecraft:behavior.nearest_attackable_target</code> will no longer crash the game.
|
Technical
|
Bedrock Edition 1.20.10
|
These additions and changes are accessible by enabling the "Crawling" "Recipe Unlocking" "Beta APIs" and "Experimental Cameras" experimental toggles ; * A new command that gives or takes (unlocks or locks) recipe s for a player * Syntax: * * <code>/recipe <victim: target> give <recipe: string></code> * * * Gives (unlocks) a specified recipe to a player * * <code>/recipe <victim: target> take <recipe: string></code> * * * Takes (locks) a specified recipe from a player * * If <code>*</code> is specified in <code><recipe: string></code> it will unlock or lock all recipes for the player ; Crawling * Added the ability to crawl * * Created new player crawling animation * * Players will now begin crawling when in a 1 block gap similar to sneaking * * Crawling is the same speed as sneaking * * Players will automatically stand up or begin sneaking if they leave the 1 block gap * Players can now be forced into crawl state while flying ; * Changed camera command fade color to take integer values from <code>0</code> to <code>255</code> rather than <code>0.0</code> to <code>1.0</code> fractional values * Camera fade command now enforces fade duration limits; fade in hold and fade out must be between <code>0</code> and <code>10</code> seconds * Ensuring camera pitch can only be between <code>-90</code> and <code>90</code> degrees * Added <code>example:example_player_listener</code> camera preset * Added <code>example:example_player_effects</code> camera preset * Rendering of experimental <code>minecraft:free</code> camera no longer affected by player state like night vision ; Recipe book * Recipes are now unlocked when the player collect materials for it * * Picking up an item teaches the player how to craft that item * A new notification appears when the player find a new crafting material ; API * Dynamic properties can now optionally have default values * Increased dynamic property registration limits: * * Actors: <code>~1KB</code> -> <code>128KB</code> * * World: <code>~10KB</code> -> <code>1MB</code> * <code>ScreenDisplay</code> * * Removed <code>clearTitle()-</code> Use <code>setTitle</code> with an empty string to clear the title * * Updated <code>fadeInSeconds</code> <code>staySeconds</code> <code>fadeOutSeconds</code> to <code>fadeInDuration</code> <code>stayDuration</code> <code>fadeOutDuration</code> on <code>TitleDisplayOptions</code> (seconds to ticks) * * Updated <code>setTitle</code> to reset the times per each new title * * Added <code>RawMessage</code> support for <code>setTitle</code> <code>updateSubtitle</code> and <code>setActionBar</code> * Entity * * Added <code>read-only</code> property <code>isGliding-</code> Returns whether the player is gliding with elytra * * Added <code>read-only</code> property <code>isJumping-</code> Returns whether the player is using the jump action * * Added <code>read-only</code> property <code>sFlying-</code> Returns whether the player is flying (e.g creative or spectator mode) * * Added <code>read-only</code> property <code>isSprinting-</code> Returns whether the entity is sprinting * * Added <code>read-only</code> property <code>isSwimming-</code> Returns whether the entity is swimming * * Added <code>read-only</code> property <code>isClimbing-</code> Returns whether the entity is climbing (e.g player on a ladder or spider on a wall) * * Added <code>read-only</code> property <code>isOnGround-</code> Returns whether the entity is on the ground * * Added <code>read-only</code> property <code>isInWater-</code> Returns whether the entity is in water * * Added <code>read-only</code> property <code>isFalling-</code> Returns whether the entity is falling * * Added <code>read-only</code> property <code>fallDistance-</code> Returns the current fall distance (used for calculating fall damage) * * Added function <code>fly-</code> Makes the player fly (e.g creative or spectator mode) * * Added function <code>stopFlying-</code> Makes the player stop flying (e.g creative or spectator mode) * * Added function <code>glide-</code> Makes the player glide with elytra * * Added function <code>stopGliding-</code> Makes the player stop gliding with elytra * * Added function <code>swim-</code> Makes the player swim * * Added function <code>stopSwimming-</code> Makes the player stop swimming * Entity effects * * Updated function <code>addEffect(effectType: EffectType | string duration: number options?: EntityEffectOptions): void</code> to return void and to throw if the effect does not exist or the parameters are out of bounds * * Updated function <code>getEffect(effectType: EffectType | string): Effect | undefined</code> to throw if the effect does not exist * * Updated function <code>removeEffect(effectType: EffectType | string): boolean</code> to throw if the effect does not exist * <code>BlockEvents</code> * * Added events <code>PressurePlatePushEvent</code> <code>PressurePlatePopEvent</code> <code>TargetBlockHitEvent</code> and <code>TripWireTripEvent</code> * <code>ContainerSlot</code> * * Removed function <code>clone-</code> * <code>EntityHealableComponent</code> * * Removed <code>filters: FilterGroupproperty</code> * <code>EntityAttributeComponent</code> * * Added <code>effectiveMin: number</code> Returns the minimum possible value for the component * * Added <code>effectiveMax: number</code> Return the maximum possible value for the component * * Renamed <code>value</code> property to <code>defaultValue</code> * * Renamed <code>current</code> property to <code>currentValue</code> * * Renamed <code>setCurrent</code> method to <code>setCurrentValue</code> * Added <code>EntityHealthChangedAfterEvent</code> It is triggered when any health change happens for an entity * System * * Replaced <code>events</code> with <code>system.beforeEvents</code> and <code>system.afterEvents</code> * * Renamed event <code>beforeWatchdogTerminate</code> to <code>watchdogTerminate</code> and moved it to <code>beforeEvents</code> * * Moved <code>scriptEventReceive</code> to <code>afterEvents</code> * MessageReceiveAfterEvent * * Removed property <code>sourceType</code> * <code>ScriptEventSource</code> * * Replaced enum <code>MessageSourceTypewith</code> a new enum <code>ScriptEventSource</code> * <code>ScriptEventCommandMessageAfterEvent</code> * * Changed property <code>sourceType</code> from <code>MessageSourceType</code> to <code>ScriptEventSource</code> * * Increased maximum message length from 256 to 2048 characters * Dynamic Property identifiers are now limited to <code>1024</code> characters * Removed MinecraftEffectTypes defined in <code>@minecraft/server</code> * Moved several APIs to stable <code>1.30</code> * * Moving <code>tryTeleport(location: Vector3 duration: number options: ScriptTeleportOptions)</code> to <code>3.0</code> * * Moving <code>teleport(location: Vector3 options: ScriptTeleportOptions)</code> to <code>3.0</code> * * Moved <code>function getComponent</code> to <code>3.0</code> * * Moved <code>world event PlayerJoinAfterEvent</code> to <code>3.0</code> * * Moved <code>world event PlayerLeaveAfterEvent</code> to <code>3.0</code> * * Moved <code>world event PlayerSpawnAfterEvent</code> to <code>3.0</code> * * Moved <code>EntityComponent EntityHealableComponent</code> to <code>3.0</code> * * Moved <code>EntityComponent EntityHealthComponent</code> to <code>3.0</code> * * Moved <code>class FeedItem</code> to <code>3.0</code> * * Moved <code>class FeedItemEffect</code> to <code>3.0</code> * * Moved <code>addEffect(effectType: string | EffectType duration: number options: EntityEffectOptions)</code> to <code>3.0</code> * * Moved <code>getEffect(effectType: string | EffectType)</code> to <code>3.0</code> * * Moved <code>getEffects</code> to <code>3.0</code> * * Moved <code>removeEffect(effectType: string | EffectType)</code> to <code>3.0</code> * * <code>AfterEvents</code> * * * Moved <code>ButtonPushEvent</code> to <code>3.0</code> * * * Moved <code>LeverActivateEvent</code> to <code>3.0</code> * * Moved function <code>spawnEntity</code> to <code>3.0</code> * * Moved function <code>spawnItem</code> to <code>3.0</code> * Spawnpoint updates * * Removed function <code>clearSpawn</code> * * Removed property <code>spawnDimension</code> * * Added function <code>getSpawnPoint: DimensionLocation | undefined</code> - Returns the player's spawn point * * Added function <code>setSpawnPoint(spawnPoint?: DimensionLocation): void</code> - Sets the player's spawn point or clears it if spawnPoint is undefined * * Renamed function <code>getDefaultSpawnPosition</code> to <code>getDefaultSpawnLocation</code> * * Renamed function <code>setDefaultSpawn</code> to <code>setDefaultSpawnLocation</code> * * <code>DimensionLocation</code> * * * Added new interface <code>DimensionLocation</code> - Represents a location in a dimension * * Added <code>hasParticipantfunction</code> to <code>ScoreboardObjective</code> * * The following functions in <code>ScoreboardObjective</code> can now accept Entity or string types as participants: * * * <code>getScore</code> * * * <code>setScore</code> * * <code>removeParticipant</code> * * Removed <code>getScore</code> <code>setScore</code> from <code>ScoreboardIdentity</code> and <code>Scoreboard</code> * Removed the <code>removeFromObjective</code> function from <code>ScoreboardIdentity</code> * Raycasting * * Changed function <code>getBlockFromRay</code> * * * Changed return type from <code>Block</code> to <code>BlockRaycastHit | undefined</code> * * Changed function <code>getEntitiesFromRay</code> * * * Changed return type from <code>Entity[]</code> to <code>EntityRaycastHit[]</code> * * Changed function <code>getBlockFromViewDirection</code> * * * Changed return type from <code>Block</code> to <code>BlockRaycastHit | undefined</code> * * Changed function <code>getEntitiesFromViewDirection</code> * * * Changed return type from <code>Entity[]</code> to <code>EntityRaycastHit[]</code> * * Added interface <code>BlockRaycastHit</code> * * Added interface <code>EntityRaycastHit</code> * Renamed <code>leverActivate</code> after event to <code>leverAction</code> * * Removed class <code>EntityHitAfterEvent</code> * * Added class <code>EntityHitBlockAfterEvent</code> * * Added class <code>EntityHitEntityAfterEvent</code> * * Class <code>WorldAfterEvents</code> * * * Removed property <code>entityHit</code> * * * Added property <code>entityHitBlock</code> * * * Added property <code>entityHitEntity</code> * * Added helper function <code>isValid</code> to several classes in order to check if the object is valid This can safely be used on any handle to a native object before accessing or using the object to ensure the underlying object still exists and is valid to use * * * <code>Block</code> (checks the block is a valid position in bounds and the containing chunk is loaded & ticking) * * * <code>Container</code> (checks the relevent container inventory exists and is valid) * * * <code>Effect</code> (checks the owning entity is valid and the effect exists on that entity) * * * <code>ScreenDisplay</code> (checks the owning player is valid) * * * <code>ScoreboardObjective</code> (checks the objective entry exists and is attached to a valid scoreboard) * * * <code>Entity</code> (checks that the entity exists in the world Will return true if the entity is dead) * * * * <code>Player</code> * * * * <code>SimulatedPlayer</code> (Note simulated players do not automatically get removed from the world so <code>isValid</code> will return true long after they are dead) * * * <code>ContainerSlot</code> (checks the item context is <code>valid: Container</code> exists in the world such as the owning entity and the slot is within the container bounds) * * * * Already existed as a readonly property changed to a method for consistency * * * <code>Component</code> * * * * <code>EntityAttributeComponent</code> (checks the owning entity is valid and the attribute exists on the entity) * * * * <code>BlockLiquidContainerComponent</code> (checks block exists and is a valid cauldron type) * * * * * Added read only method isValidLiquidwhich checks if the liquid in the cauldron matches the component in question (EG <code>BlockLavaContainerComponent</code> checks for lava liquid) * * * * <code>EntityComponent</code> (checks the owning entity exists) * * * * <code>ItemComponent</code> (checks the owning item exists) * World * * Renamed <code>getTime</code> to <code>getTimeOfDay</code> * * Renamed <code>setTime</code> to <code>setTimeOfDay</code> * * <code>setTimeOfDay</code> now accepts a <code>TimeOfDay</code> enum as an argument * * The <code>timeOfDay</code> argument for <code>setTime</code> must now be within <code>0</code> - <code>23999</code> (inclusive) * * Added <code>getDay</code> * Updated the following enums' values to be <code>PascalCase</code> instead of <code>camelCase</code> * * <code>ClipboardMirrorAxis</code> * * <code>ClipboardRotation</code> * * <code>HttpRequestMethod</code> * * <code>FormCancelationReason</code> * * <code>Direction</code> * * <code>DisplaySlotId</code> * * <code>EntityLifetimeState</code> * * <code>FluidType</code> * * <code>ObjectiveSortOrder</code> * * <code>ScoreboardIdentityType</code> * * <code>ScriptEventSource</code> * * <code>SignSide</code> * * <code>WatchdogTerminateReason</code> * * <code>WeatherType</code> ; JSON * Items with the <code>minecraft:block_placer</code> component will now place blocks with correct orientation * Items in format version 1.20.10 and above with the <code>minecraft:throwable</code> component will trigger "item use" events when thrown * Custom items with <code>minecraft:block_placer</code> will no longer place certain blocks in the wrong location * Changed <code>minecraft:shooter</code> to only consume ammo when charging the item if <code>charge_on_draw</code> is set <code>true</code> * Deprecate <code>minecraft:render_offsets</code> component in JSON formats 1.20.10 and higher.
|
Technical
|
Bedrock Edition 1.20.10
|
; * A new command that gives or takes (unlocks or locks) recipe s for a player * Syntax: * * <code>/recipe <victim: target> give <recipe: string></code> * * * Gives (unlocks) a specified recipe to a player * * <code>/recipe <victim: target> take <recipe: string></code> * * * Takes (locks) a specified recipe from a player * * If <code>*</code> is specified in <code><recipe: string></code> it will unlock or lock all recipes for the player ; Crawling * Added the ability to crawl * * Created new player crawling animation * * Players will now begin crawling when in a 1 block gap similar to sneaking * * Crawling is the same speed as sneaking * * Players will automatically stand up or begin sneaking if they leave the 1 block gap * Players can now be forced into crawl state while flying.
|
Gameplay
|
Bedrock Edition 1.20.10
|
; * A new command that gives or takes (unlocks or locks) recipe s for a player * Syntax: * * <code>/recipe <victim: target> give <recipe: string></code> * * * Gives (unlocks) a specified recipe to a player * * <code>/recipe <victim: target> take <recipe: string></code> * * * Takes (locks) a specified recipe from a player * * If <code>*</code> is specified in <code><recipe: string></code> it will unlock or lock all recipes for the player.
|
Command format
|
Bedrock Edition 1.20.10
|
; Crawling * Added the ability to crawl * * Created new player crawling animation * * Players will now begin crawling when in a 1 block gap similar to sneaking * * Crawling is the same speed as sneaking * * Players will automatically stand up or begin sneaking if they leave the 1 block gap * Players can now be forced into crawl state while flying.
|
Gameplay
|
Bedrock Edition 1.20.10
|
; * Changed camera command fade color to take integer values from <code>0</code> to <code>255</code> rather than <code>0.0</code> to <code>1.0</code> fractional values * Camera fade command now enforces fade duration limits; fade in hold and fade out must be between <code>0</code> and <code>10</code> seconds * Ensuring camera pitch can only be between <code>-90</code> and <code>90</code> degrees * Added <code>example:example_player_listener</code> camera preset * Added <code>example:example_player_effects</code> camera preset * Rendering of experimental <code>minecraft:free</code> camera no longer affected by player state like night vision ; Recipe book * Recipes are now unlocked when the player collect materials for it * * Picking up an item teaches the player how to craft that item * A new notification appears when the player find a new crafting material ; API * Dynamic properties can now optionally have default values * Increased dynamic property registration limits: * * Actors: <code>~1KB</code> -> <code>128KB</code> * * World: <code>~10KB</code> -> <code>1MB</code> * <code>ScreenDisplay</code> * * Removed <code>clearTitle()-</code> Use <code>setTitle</code> with an empty string to clear the title * * Updated <code>fadeInSeconds</code> <code>staySeconds</code> <code>fadeOutSeconds</code> to <code>fadeInDuration</code> <code>stayDuration</code> <code>fadeOutDuration</code> on <code>TitleDisplayOptions</code> (seconds to ticks) * * Updated <code>setTitle</code> to reset the times per each new title * * Added <code>RawMessage</code> support for <code>setTitle</code> <code>updateSubtitle</code> and <code>setActionBar</code> * Entity * * Added <code>read-only</code> property <code>isGliding-</code> Returns whether the player is gliding with elytra * * Added <code>read-only</code> property <code>isJumping-</code> Returns whether the player is using the jump action * * Added <code>read-only</code> property <code>sFlying-</code> Returns whether the player is flying (e.g creative or spectator mode) * * Added <code>read-only</code> property <code>isSprinting-</code> Returns whether the entity is sprinting * * Added <code>read-only</code> property <code>isSwimming-</code> Returns whether the entity is swimming * * Added <code>read-only</code> property <code>isClimbing-</code> Returns whether the entity is climbing (e.g player on a ladder or spider on a wall) * * Added <code>read-only</code> property <code>isOnGround-</code> Returns whether the entity is on the ground * * Added <code>read-only</code> property <code>isInWater-</code> Returns whether the entity is in water * * Added <code>read-only</code> property <code>isFalling-</code> Returns whether the entity is falling * * Added <code>read-only</code> property <code>fallDistance-</code> Returns the current fall distance (used for calculating fall damage) * * Added function <code>fly-</code> Makes the player fly (e.g creative or spectator mode) * * Added function <code>stopFlying-</code> Makes the player stop flying (e.g creative or spectator mode) * * Added function <code>glide-</code> Makes the player glide with elytra * * Added function <code>stopGliding-</code> Makes the player stop gliding with elytra * * Added function <code>swim-</code> Makes the player swim * * Added function <code>stopSwimming-</code> Makes the player stop swimming * Entity effects * * Updated function <code>addEffect(effectType: EffectType | string duration: number options?: EntityEffectOptions): void</code> to return void and to throw if the effect does not exist or the parameters are out of bounds * * Updated function <code>getEffect(effectType: EffectType | string): Effect | undefined</code> to throw if the effect does not exist * * Updated function <code>removeEffect(effectType: EffectType | string): boolean</code> to throw if the effect does not exist * <code>BlockEvents</code> * * Added events <code>PressurePlatePushEvent</code> <code>PressurePlatePopEvent</code> <code>TargetBlockHitEvent</code> and <code>TripWireTripEvent</code> * <code>ContainerSlot</code> * * Removed function <code>clone-</code> * <code>EntityHealableComponent</code> * * Removed <code>filters: FilterGroupproperty</code> * <code>EntityAttributeComponent</code> * * Added <code>effectiveMin: number</code> Returns the minimum possible value for the component * * Added <code>effectiveMax: number</code> Return the maximum possible value for the component * * Renamed <code>value</code> property to <code>defaultValue</code> * * Renamed <code>current</code> property to <code>currentValue</code> * * Renamed <code>setCurrent</code> method to <code>setCurrentValue</code> * Added <code>EntityHealthChangedAfterEvent</code> It is triggered when any health change happens for an entity * System * * Replaced <code>events</code> with <code>system.beforeEvents</code> and <code>system.afterEvents</code> * * Renamed event <code>beforeWatchdogTerminate</code> to <code>watchdogTerminate</code> and moved it to <code>beforeEvents</code> * * Moved <code>scriptEventReceive</code> to <code>afterEvents</code> * MessageReceiveAfterEvent * * Removed property <code>sourceType</code> * <code>ScriptEventSource</code> * * Replaced enum <code>MessageSourceTypewith</code> a new enum <code>ScriptEventSource</code> * <code>ScriptEventCommandMessageAfterEvent</code> * * Changed property <code>sourceType</code> from <code>MessageSourceType</code> to <code>ScriptEventSource</code> * * Increased maximum message length from 256 to 2048 characters * Dynamic Property identifiers are now limited to <code>1024</code> characters * Removed MinecraftEffectTypes defined in <code>@minecraft/server</code> * Moved several APIs to stable <code>1.30</code> * * Moving <code>tryTeleport(location: Vector3 duration: number options: ScriptTeleportOptions)</code> to <code>3.0</code> * * Moving <code>teleport(location: Vector3 options: ScriptTeleportOptions)</code> to <code>3.0</code> * * Moved <code>function getComponent</code> to <code>3.0</code> * * Moved <code>world event PlayerJoinAfterEvent</code> to <code>3.0</code> * * Moved <code>world event PlayerLeaveAfterEvent</code> to <code>3.0</code> * * Moved <code>world event PlayerSpawnAfterEvent</code> to <code>3.0</code> * * Moved <code>EntityComponent EntityHealableComponent</code> to <code>3.0</code> * * Moved <code>EntityComponent EntityHealthComponent</code> to <code>3.0</code> * * Moved <code>class FeedItem</code> to <code>3.0</code> * * Moved <code>class FeedItemEffect</code> to <code>3.0</code> * * Moved <code>addEffect(effectType: string | EffectType duration: number options: EntityEffectOptions)</code> to <code>3.0</code> * * Moved <code>getEffect(effectType: string | EffectType)</code> to <code>3.0</code> * * Moved <code>getEffects</code> to <code>3.0</code> * * Moved <code>removeEffect(effectType: string | EffectType)</code> to <code>3.0</code> * * <code>AfterEvents</code> * * * Moved <code>ButtonPushEvent</code> to <code>3.0</code> * * * Moved <code>LeverActivateEvent</code> to <code>3.0</code> * * Moved function <code>spawnEntity</code> to <code>3.0</code> * * Moved function <code>spawnItem</code> to <code>3.0</code> * Spawnpoint updates * * Removed function <code>clearSpawn</code> * * Removed property <code>spawnDimension</code> * * Added function <code>getSpawnPoint: DimensionLocation | undefined</code> - Returns the player's spawn point * * Added function <code>setSpawnPoint(spawnPoint?: DimensionLocation): void</code> - Sets the player's spawn point or clears it if spawnPoint is undefined * * Renamed function <code>getDefaultSpawnPosition</code> to <code>getDefaultSpawnLocation</code> * * Renamed function <code>setDefaultSpawn</code> to <code>setDefaultSpawnLocation</code> * * <code>DimensionLocation</code> * * * Added new interface <code>DimensionLocation</code> - Represents a location in a dimension * * Added <code>hasParticipantfunction</code> to <code>ScoreboardObjective</code> * * The following functions in <code>ScoreboardObjective</code> can now accept Entity or string types as participants: * * * <code>getScore</code> * * * <code>setScore</code> * * <code>removeParticipant</code> * * Removed <code>getScore</code> <code>setScore</code> from <code>ScoreboardIdentity</code> and <code>Scoreboard</code> * Removed the <code>removeFromObjective</code> function from <code>ScoreboardIdentity</code> * Raycasting * * Changed function <code>getBlockFromRay</code> * * * Changed return type from <code>Block</code> to <code>BlockRaycastHit | undefined</code> * * Changed function <code>getEntitiesFromRay</code> * * * Changed return type from <code>Entity[]</code> to <code>EntityRaycastHit[]</code> * * Changed function <code>getBlockFromViewDirection</code> * * * Changed return type from <code>Block</code> to <code>BlockRaycastHit | undefined</code> * * Changed function <code>getEntitiesFromViewDirection</code> * * * Changed return type from <code>Entity[]</code> to <code>EntityRaycastHit[]</code> * * Added interface <code>BlockRaycastHit</code> * * Added interface <code>EntityRaycastHit</code> * Renamed <code>leverActivate</code> after event to <code>leverAction</code> * * Removed class <code>EntityHitAfterEvent</code> * * Added class <code>EntityHitBlockAfterEvent</code> * * Added class <code>EntityHitEntityAfterEvent</code> * * Class <code>WorldAfterEvents</code> * * * Removed property <code>entityHit</code> * * * Added property <code>entityHitBlock</code> * * * Added property <code>entityHitEntity</code> * * Added helper function <code>isValid</code> to several classes in order to check if the object is valid This can safely be used on any handle to a native object before accessing or using the object to ensure the underlying object still exists and is valid to use * * * <code>Block</code> (checks the block is a valid position in bounds and the containing chunk is loaded & ticking) * * * <code>Container</code> (checks the relevent container inventory exists and is valid) * * * <code>Effect</code> (checks the owning entity is valid and the effect exists on that entity) * * * <code>ScreenDisplay</code> (checks the owning player is valid) * * * <code>ScoreboardObjective</code> (checks the objective entry exists and is attached to a valid scoreboard) * * * <code>Entity</code> (checks that the entity exists in the world Will return true if the entity is dead) * * * * <code>Player</code> * * * * <code>SimulatedPlayer</code> (Note simulated players do not automatically get removed from the world so <code>isValid</code> will return true long after they are dead) * * * <code>ContainerSlot</code> (checks the item context is <code>valid: Container</code> exists in the world such as the owning entity and the slot is within the container bounds) * * * * Already existed as a readonly property changed to a method for consistency * * * <code>Component</code> * * * * <code>EntityAttributeComponent</code> (checks the owning entity is valid and the attribute exists on the entity) * * * * <code>BlockLiquidContainerComponent</code> (checks block exists and is a valid cauldron type) * * * * * Added read only method isValidLiquidwhich checks if the liquid in the cauldron matches the component in question (EG <code>BlockLavaContainerComponent</code> checks for lava liquid) * * * * <code>EntityComponent</code> (checks the owning entity exists) * * * * <code>ItemComponent</code> (checks the owning item exists) * World * * Renamed <code>getTime</code> to <code>getTimeOfDay</code> * * Renamed <code>setTime</code> to <code>setTimeOfDay</code> * * <code>setTimeOfDay</code> now accepts a <code>TimeOfDay</code> enum as an argument * * The <code>timeOfDay</code> argument for <code>setTime</code> must now be within <code>0</code> - <code>23999</code> (inclusive) * * Added <code>getDay</code> * Updated the following enums' values to be <code>PascalCase</code> instead of <code>camelCase</code> * * <code>ClipboardMirrorAxis</code> * * <code>ClipboardRotation</code> * * <code>HttpRequestMethod</code> * * <code>FormCancelationReason</code> * * <code>Direction</code> * * <code>DisplaySlotId</code> * * <code>EntityLifetimeState</code> * * <code>FluidType</code> * * <code>ObjectiveSortOrder</code> * * <code>ScoreboardIdentityType</code> * * <code>ScriptEventSource</code> * * <code>SignSide</code> * * <code>WatchdogTerminateReason</code> * * <code>WeatherType</code> ; JSON * Items with the <code>minecraft:block_placer</code> component will now place blocks with correct orientation * Items in format version 1.20.10 and above with the <code>minecraft:throwable</code> component will trigger "item use" events when thrown * Custom items with <code>minecraft:block_placer</code> will no longer place certain blocks in the wrong location * Changed <code>minecraft:shooter</code> to only consume ammo when charging the item if <code>charge_on_draw</code> is set <code>true</code> * Deprecate <code>minecraft:render_offsets</code> component in JSON formats 1.20.10 and higher.
|
Technical
|
Bedrock Edition 1.20.10
|
; * Changed camera command fade color to take integer values from <code>0</code> to <code>255</code> rather than <code>0.0</code> to <code>1.0</code> fractional values * Camera fade command now enforces fade duration limits; fade in hold and fade out must be between <code>0</code> and <code>10</code> seconds * Ensuring camera pitch can only be between <code>-90</code> and <code>90</code> degrees * Added <code>example:example_player_listener</code> camera preset * Added <code>example:example_player_effects</code> camera preset * Rendering of experimental <code>minecraft:free</code> camera no longer affected by player state like night vision.
|
Command format
|
Bedrock Edition 1.20.10
|
; Recipe book * Recipes are now unlocked when the player collect materials for it * * Picking up an item teaches the player how to craft that item * A new notification appears when the player find a new crafting material.
|
Gameplay
|
Bedrock Edition 1.20.10
|
; API * Dynamic properties can now optionally have default values * Increased dynamic property registration limits: * * Actors: <code>~1KB</code> -> <code>128KB</code> * * World: <code>~10KB</code> -> <code>1MB</code> * <code>ScreenDisplay</code> * * Removed <code>clearTitle()-</code> Use <code>setTitle</code> with an empty string to clear the title * * Updated <code>fadeInSeconds</code> <code>staySeconds</code> <code>fadeOutSeconds</code> to <code>fadeInDuration</code> <code>stayDuration</code> <code>fadeOutDuration</code> on <code>TitleDisplayOptions</code> (seconds to ticks) * * Updated <code>setTitle</code> to reset the times per each new title * * Added <code>RawMessage</code> support for <code>setTitle</code> <code>updateSubtitle</code> and <code>setActionBar</code> * Entity * * Added <code>read-only</code> property <code>isGliding-</code> Returns whether the player is gliding with elytra * * Added <code>read-only</code> property <code>isJumping-</code> Returns whether the player is using the jump action * * Added <code>read-only</code> property <code>sFlying-</code> Returns whether the player is flying (e.g creative or spectator mode) * * Added <code>read-only</code> property <code>isSprinting-</code> Returns whether the entity is sprinting * * Added <code>read-only</code> property <code>isSwimming-</code> Returns whether the entity is swimming * * Added <code>read-only</code> property <code>isClimbing-</code> Returns whether the entity is climbing (e.g player on a ladder or spider on a wall) * * Added <code>read-only</code> property <code>isOnGround-</code> Returns whether the entity is on the ground * * Added <code>read-only</code> property <code>isInWater-</code> Returns whether the entity is in water * * Added <code>read-only</code> property <code>isFalling-</code> Returns whether the entity is falling * * Added <code>read-only</code> property <code>fallDistance-</code> Returns the current fall distance (used for calculating fall damage) * * Added function <code>fly-</code> Makes the player fly (e.g creative or spectator mode) * * Added function <code>stopFlying-</code> Makes the player stop flying (e.g creative or spectator mode) * * Added function <code>glide-</code> Makes the player glide with elytra * * Added function <code>stopGliding-</code> Makes the player stop gliding with elytra * * Added function <code>swim-</code> Makes the player swim * * Added function <code>stopSwimming-</code> Makes the player stop swimming * Entity effects * * Updated function <code>addEffect(effectType: EffectType | string duration: number options?: EntityEffectOptions): void</code> to return void and to throw if the effect does not exist or the parameters are out of bounds * * Updated function <code>getEffect(effectType: EffectType | string): Effect | undefined</code> to throw if the effect does not exist * * Updated function <code>removeEffect(effectType: EffectType | string): boolean</code> to throw if the effect does not exist * <code>BlockEvents</code> * * Added events <code>PressurePlatePushEvent</code> <code>PressurePlatePopEvent</code> <code>TargetBlockHitEvent</code> and <code>TripWireTripEvent</code> * <code>ContainerSlot</code> * * Removed function <code>clone-</code> * <code>EntityHealableComponent</code> * * Removed <code>filters: FilterGroupproperty</code> * <code>EntityAttributeComponent</code> * * Added <code>effectiveMin: number</code> Returns the minimum possible value for the component * * Added <code>effectiveMax: number</code> Return the maximum possible value for the component * * Renamed <code>value</code> property to <code>defaultValue</code> * * Renamed <code>current</code> property to <code>currentValue</code> * * Renamed <code>setCurrent</code> method to <code>setCurrentValue</code> * Added <code>EntityHealthChangedAfterEvent</code> It is triggered when any health change happens for an entity * System * * Replaced <code>events</code> with <code>system.beforeEvents</code> and <code>system.afterEvents</code> * * Renamed event <code>beforeWatchdogTerminate</code> to <code>watchdogTerminate</code> and moved it to <code>beforeEvents</code> * * Moved <code>scriptEventReceive</code> to <code>afterEvents</code> * MessageReceiveAfterEvent * * Removed property <code>sourceType</code> * <code>ScriptEventSource</code> * * Replaced enum <code>MessageSourceTypewith</code> a new enum <code>ScriptEventSource</code> * <code>ScriptEventCommandMessageAfterEvent</code> * * Changed property <code>sourceType</code> from <code>MessageSourceType</code> to <code>ScriptEventSource</code> * * Increased maximum message length from 256 to 2048 characters * Dynamic Property identifiers are now limited to <code>1024</code> characters * Removed MinecraftEffectTypes defined in <code>@minecraft/server</code> * Moved several APIs to stable <code>1.30</code> * * Moving <code>tryTeleport(location: Vector3 duration: number options: ScriptTeleportOptions)</code> to <code>3.0</code> * * Moving <code>teleport(location: Vector3 options: ScriptTeleportOptions)</code> to <code>3.0</code> * * Moved <code>function getComponent</code> to <code>3.0</code> * * Moved <code>world event PlayerJoinAfterEvent</code> to <code>3.0</code> * * Moved <code>world event PlayerLeaveAfterEvent</code> to <code>3.0</code> * * Moved <code>world event PlayerSpawnAfterEvent</code> to <code>3.0</code> * * Moved <code>EntityComponent EntityHealableComponent</code> to <code>3.0</code> * * Moved <code>EntityComponent EntityHealthComponent</code> to <code>3.0</code> * * Moved <code>class FeedItem</code> to <code>3.0</code> * * Moved <code>class FeedItemEffect</code> to <code>3.0</code> * * Moved <code>addEffect(effectType: string | EffectType duration: number options: EntityEffectOptions)</code> to <code>3.0</code> * * Moved <code>getEffect(effectType: string | EffectType)</code> to <code>3.0</code> * * Moved <code>getEffects</code> to <code>3.0</code> * * Moved <code>removeEffect(effectType: string | EffectType)</code> to <code>3.0</code> * * <code>AfterEvents</code> * * * Moved <code>ButtonPushEvent</code> to <code>3.0</code> * * * Moved <code>LeverActivateEvent</code> to <code>3.0</code> * * Moved function <code>spawnEntity</code> to <code>3.0</code> * * Moved function <code>spawnItem</code> to <code>3.0</code> * Spawnpoint updates * * Removed function <code>clearSpawn</code> * * Removed property <code>spawnDimension</code> * * Added function <code>getSpawnPoint: DimensionLocation | undefined</code> - Returns the player's spawn point * * Added function <code>setSpawnPoint(spawnPoint?: DimensionLocation): void</code> - Sets the player's spawn point or clears it if spawnPoint is undefined * * Renamed function <code>getDefaultSpawnPosition</code> to <code>getDefaultSpawnLocation</code> * * Renamed function <code>setDefaultSpawn</code> to <code>setDefaultSpawnLocation</code> * * <code>DimensionLocation</code> * * * Added new interface <code>DimensionLocation</code> - Represents a location in a dimension * * Added <code>hasParticipantfunction</code> to <code>ScoreboardObjective</code> * * The following functions in <code>ScoreboardObjective</code> can now accept Entity or string types as participants: * * * <code>getScore</code> * * * <code>setScore</code> * * <code>removeParticipant</code> * * Removed <code>getScore</code> <code>setScore</code> from <code>ScoreboardIdentity</code> and <code>Scoreboard</code> * Removed the <code>removeFromObjective</code> function from <code>ScoreboardIdentity</code> * Raycasting * * Changed function <code>getBlockFromRay</code> * * * Changed return type from <code>Block</code> to <code>BlockRaycastHit | undefined</code> * * Changed function <code>getEntitiesFromRay</code> * * * Changed return type from <code>Entity[]</code> to <code>EntityRaycastHit[]</code> * * Changed function <code>getBlockFromViewDirection</code> * * * Changed return type from <code>Block</code> to <code>BlockRaycastHit | undefined</code> * * Changed function <code>getEntitiesFromViewDirection</code> * * * Changed return type from <code>Entity[]</code> to <code>EntityRaycastHit[]</code> * * Added interface <code>BlockRaycastHit</code> * * Added interface <code>EntityRaycastHit</code> * Renamed <code>leverActivate</code> after event to <code>leverAction</code> * * Removed class <code>EntityHitAfterEvent</code> * * Added class <code>EntityHitBlockAfterEvent</code> * * Added class <code>EntityHitEntityAfterEvent</code> * * Class <code>WorldAfterEvents</code> * * * Removed property <code>entityHit</code> * * * Added property <code>entityHitBlock</code> * * * Added property <code>entityHitEntity</code> * * Added helper function <code>isValid</code> to several classes in order to check if the object is valid This can safely be used on any handle to a native object before accessing or using the object to ensure the underlying object still exists and is valid to use * * * <code>Block</code> (checks the block is a valid position in bounds and the containing chunk is loaded & ticking) * * * <code>Container</code> (checks the relevent container inventory exists and is valid) * * * <code>Effect</code> (checks the owning entity is valid and the effect exists on that entity) * * * <code>ScreenDisplay</code> (checks the owning player is valid) * * * <code>ScoreboardObjective</code> (checks the objective entry exists and is attached to a valid scoreboard) * * * <code>Entity</code> (checks that the entity exists in the world Will return true if the entity is dead) * * * * <code>Player</code> * * * * <code>SimulatedPlayer</code> (Note simulated players do not automatically get removed from the world so <code>isValid</code> will return true long after they are dead) * * * <code>ContainerSlot</code> (checks the item context is <code>valid: Container</code> exists in the world such as the owning entity and the slot is within the container bounds) * * * * Already existed as a readonly property changed to a method for consistency * * * <code>Component</code> * * * * <code>EntityAttributeComponent</code> (checks the owning entity is valid and the attribute exists on the entity) * * * * <code>BlockLiquidContainerComponent</code> (checks block exists and is a valid cauldron type) * * * * * Added read only method isValidLiquidwhich checks if the liquid in the cauldron matches the component in question (EG <code>BlockLavaContainerComponent</code> checks for lava liquid) * * * * <code>EntityComponent</code> (checks the owning entity exists) * * * * <code>ItemComponent</code> (checks the owning item exists) * World * * Renamed <code>getTime</code> to <code>getTimeOfDay</code> * * Renamed <code>setTime</code> to <code>setTimeOfDay</code> * * <code>setTimeOfDay</code> now accepts a <code>TimeOfDay</code> enum as an argument * * The <code>timeOfDay</code> argument for <code>setTime</code> must now be within <code>0</code> - <code>23999</code> (inclusive) * * Added <code>getDay</code> * Updated the following enums' values to be <code>PascalCase</code> instead of <code>camelCase</code> * * <code>ClipboardMirrorAxis</code> * * <code>ClipboardRotation</code> * * <code>HttpRequestMethod</code> * * <code>FormCancelationReason</code> * * <code>Direction</code> * * <code>DisplaySlotId</code> * * <code>EntityLifetimeState</code> * * <code>FluidType</code> * * <code>ObjectiveSortOrder</code> * * <code>ScoreboardIdentityType</code> * * <code>ScriptEventSource</code> * * <code>SignSide</code> * * <code>WatchdogTerminateReason</code> * * <code>WeatherType</code> ; JSON * Items with the <code>minecraft:block_placer</code> component will now place blocks with correct orientation * Items in format version 1.20.10 and above with the <code>minecraft:throwable</code> component will trigger "item use" events when thrown * Custom items with <code>minecraft:block_placer</code> will no longer place certain blocks in the wrong location * Changed <code>minecraft:shooter</code> to only consume ammo when charging the item if <code>charge_on_draw</code> is set <code>true</code> * Deprecate <code>minecraft:render_offsets</code> component in JSON formats 1.20.10 and higher.
|
Technical
|
Bedrock Edition 1.20.10
|
; Others * Players will now always spawn projectiles from the camera position when sneaking swimming or gliding * Loyalty tridents will always return to the player's camera * Players will now spawn particle effects when eating in the correct position if they are sneaking swimming or gliding * Players will no longer suffocate when short sneaking in certain scenarios * Players without permission to open/close containers can no longer interact with chiseled bookshelves * Switch: Fixed issues with highlighted blocks and mob shadows appearing through the pumpkin head overlay * Shields no longer flicker when held in both hands on RTX * Fixed sleep and camera fade effect not covering the screen until after first-person rendering happens * Fixed black pixels being generated on maps when "Client-Side Chunk Generation" is enabled * Command positions will now use the current position/rotation when running mcfunctions via * The paper doll will now show up properly when crawling * Suspicious blocks now display correctly on maps * Shield no longer clips inside the armor stand model while in the riposte pose * Sniffer can no longer dig up seeds in the air * Fixed a crash that could happen when running the <code>go_and_give_items_to_noteblock</code> goal * Custom items with <code>minecraft:block_placer</code> will no longer place certain blocks in the wrong location * Fixed command to shake camera without also shaking player * Reordered the gamepad tooltips for UI screens so that the buttons align with the same side as a controller * Fixed an issue where legacy crawling was not working correctly with the sneak and crawl toggle turned off * Fixed bug where scoreboard values would not be updated on the client when updated from script * Fixed a crash.
|
Fixes
|
Bedrock Edition 1.20.10
|
pt:Edicao Bedrock 1.20.10 zh:Ji Yan Ban 1.20.10
|
References
|
Java Edition 1.20 Pre-release 7
|
<onlyinclude> 1.20 Pre-release 7 (known as 1.20-pre7 in the launcher) is the seventh and final pre-release for Java Edition 1.20 released on May 29 2023,<ref></ref> which adds symbolic link validation and fixes a bug == Changes ==
=== General ===
; Tag
* Added to block and item tags * Added to block and item tags ; General
* To improve safety the game will now detect symbolic links used inside directory ** If the target of a symbolic link is not on the user-configured allow-list the game will not proceed with loading the world *** Note: world directory itself can still be linked ** The list of allowed symbolic link targets is stored in file in client or server top directory ** The file consists of entries (one per line) with following formats allowed:
*** Lines starting with are comments and are ignored *** where type can be or **** matches start of path with given pattern (so for paths would match) **** matches regular expression against whole path **** uses OS-specific path matching mechanism (for example would usually match files with extension) **** Note: paths will use OS-specific separators *** which uses default type == Fixes ==
</onlyinclude>
| null |
Java Edition 1.20 Pre-release 7
|
Video made by slicedlime :
|
Video
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Java Edition 1.20 Pre-release 7
|
de:1.20-pre7 ja:Java Edition 1.20 Pre-release 7 lzh:Zhua Wa Ban Yi Dian Er 0Zhi Yu Qi pt:Edicao Java 1.20 Pre-release 7 ru:1.20 Pre-release 7 (Java Edition) uk:1.20 Pre-release 7 (Java Edition) zh:JavaBan 1.20-pre7
|
References
|
Launcher 2.4.79
|
<onlyinclude> 2.4.79 was an update to the launcher released on May 22 2023 == Fixes ==
* Bug fixes for native JRE support on ARM64 devices on Windows * - The Profile Name on the Java Product Page displays the Account's Gamertag instead of their Java Profile Name.</onlyinclude> lzh:Qi Zhe Er Dian Si Dian Qi Jiu pt:Launcher 2.4.79 zh:Qi Dong Qi 2.4.79
| null |
Java Edition 1.20 Release Candidate 1
|
<onlyinclude> 1.20 Release Candidate 1 (known as 1.20-rc1 in the launcher) is the first and only release candidate for Java Edition 1.20 released on May 31 2023,<ref></ref> which fixes bugs == Additions ==
=== General ===
; Splashes
* Added "Joule is neat too!" == Changes ==
=== Blocks ===
; Chiseled Bookshelf
* Knowledge books now can be placed inside them === General ===
; Tag
* Added into item tag == Fixes ==
</onlyinclude>
| null |
Java Edition 1.20 Release Candidate 1
|
Video made by slicedlime :
|
Video
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Java Edition 1.20 Release Candidate 1
|
de:1.20-rc1 ja:Java Edition 1.20 Release Candidate 1 lzh:Zhua Wa Ban Yi Dian Er 0Zhi Hou Yi pt:Edicao Java 1.20 Release Candidate 1 ru:1.20 Release Candidate 1 (Java Edition) tr:Java Surumu 1.20 Yayin Adayi 1 uk:1.20 Release Candidate 1 (Java Edition) zh:JavaBan 1.20-rc1
|
References
|
Bedrock Edition beta 1.20.10.21
|
<onlyinclude> Beta 1.20.10.21 (Android) or Preview 1.20.10.21 (Windows iOS iPadOS Xbox) is the second beta/Preview version for Bedrock Edition 1.20.10 released on June 1 2023<ref></ref> which adds a new recipe unlocking system brings more parity from and fixes bugs == Additions ==
=== General ===
; Experiments
* Added "Recipe Unlocking" experimental toggle ** Enable the new recipe unlocking system and the command ; Splashes
* Added a new splash text:
** Joule is neat too! === Technical ===
; JSON
* Released the <code>minecraft:max_stack_size</code> item component out of experimental in JSON formats 1.20.10 and higher * Released the <code>minecraft:block_placer</code> item component out of experimental in JSON formats 1.20.10 and higher * Released the <code>minecraft:record</code> item component out of experimental in JSON formats 1.20.10 and higher == Changes ==
=== General ===
; Fog
* Underwater and fog effects are now based on camera position rather than player position === Items ===
; Bamboo Raft
* Recipe no longer needs a shovel to match === Technical ===
; JSON
* Converted "properties" to "states" for custom blocks * Items with the <code>minecraft:block_placer</code> component will now place blocks with correct orientation * Custom items with <code>minecraft:block_placer</code> will no longer place certain blocks in the wrong location == Experimental ==
These additions and changes are accessible by enabling the "Experimental Cameras" "Recipe Unlocking" and "Beta APIs" experimental toggles === Additions ===
==== Command format ====
; * A new command that gives or takes (unlocks or locks) recipes for a player * Syntax: ** <code>/recipe <victim: target> give <recipe: string></code>
*** Gives (unlocks) a specified recipe to a player ** <code>/recipe <victim: target> take <recipe: string></code>
*** Takes (locks) a specified recipe from a player ** If <code>*</code> is specified in <code><recipe: string></code> it will unlock or lock all recipes for the player === Changes ===
==== Gameplay ====
; Recipe book
* Recipes are now unlocked when the player collect materials for it ** Picking up an item teaches the player how to craft that item * A new notification appears when the player find a new crafting material ==== Command format ====
; * Limit free cam JSON to not pitch camera beyond plus or minus <code>90</code> degrees * Rendering of experimental <code>minecraft:free</code> camera no longer affected by player state like night vision ==== Technical ====
; API
* System
** Replaced <code>events</code> with <code>system.beforeEvents</code> and <code>system.afterEvents</code> ** Renamed event <code>beforeWatchdogTerminate</code> to <code>watchdogTerminate</code> and moved it to <code>beforeEvents</code> ** Moved <code>scriptEventReceive</code> to <code>afterEvents</code> * <code>MessageReceiveAfterEvent</code>
** Removed property <code>sourceType</code> * <code>ScriptEventSource</code>
** Replaced enum <code>MessageSourceTypewith</code> a new enum <code>ScriptEventSource</code> * <code>ScriptEventCommandMessageAfterEvent</code>
** Changed property <code>sourceType</code> from <code>MessageSourceType</code> to <code>ScriptEventSource</code> ** Increased maximum message length from <code>256</code> to <code>2048</code> characters == Fixes == ; Others
* The paper doll will now show up properly when crawling * Suspicious blocks now display correctly on maps * Shield no longer clips inside the armor stand model while in the riposte pose * Sniffer can no longer dig up seeds in the air * Fixed a crash that could happen when running the <code>go_and_give_items_to_noteblock</code> goal * Custom items with <code>minecraft:block_placer</code> will no longer place certain blocks in the wrong location * Fixed command to shake camera without also shaking player * Reordered the gamepad tooltips for UI screens so that the buttons align with the same side as a controller.</onlyinclude>
| null |
Bedrock Edition beta 1.20.10.21
|
Category:Bedrock Edition 1.20.10 previews Category:Previews released in 2023 de:Bedrock Edition beta 1.20.10.21 es:Bedrock Edition beta 1.20.10.21 pt:Edicao Bedrock beta 1.20.10.21 zh:Ji Yan Ban 1.20.10.21
|
References
|
Bedrock Edition 1.20.10/Development versions
|
pt:Edicao Bedrock 1.20.10/Versoes de desenvolvimento
| null |
Mysterious Frame
|
The mysterious frame drops nothing when broken.
|
Breaking
|
Mysterious Frame
|
The mysterious frame drops nothing when broken.
|
Breaking
|
Mysterious Frame
|
ID
|
|
Mysterious Frame
|
ID
|
|
Mysterious Frame
|
* zh:Shen Mi Kuang Jia
|
See also
|
Mysterious Frame Slot
|
The mysterious frame slot drops nothing when broken.
|
Breaking
|
Mysterious Frame Slot
|
The mysterious frame slot drops nothing when broken.
|
Breaking
|
Mysterious Frame Slot
|
ID
|
|
Mysterious Frame Slot
|
ID
|
|
Mysterious Frame Slot
|
*
|
See also
|
Java Edition 1.20.1 Release Candidate 1
|
<onlyinclude> 1.20.1 Release Candidate 1 (known as 1.20.1-rc1 in the launcher) is the first and only release candidate for Java Edition 1.20.1 released on June 9 2023,<ref name="article_1.20.1-rc1"></ref> which adds a language and fixes bugs == Additions ==
=== General ===
; Languages
* Added Serbian (Latin).<ref group=note>Also available for versions since 22w42a.</ref> == Fixes == ; Other
* Disk permissions-related crash.<ref name="article_1.20.1-rc1"/></onlyinclude>
| null |
Java Edition 1.20.1 Release Candidate 1
|
Video made by slicedlime :
|
Video
|
Java Edition 1.20.1 Release Candidate 1
|
References
|
|
Java Edition 1.20.1 Release Candidate 1
|
de:1.20.1-rc1 ja:Java Edition 1.20.1 Release Candidate 1 lzh:Zhua Wa Ban Yi Dian Er 0Dian Yi Zhi Hou Yi pt:Edicao Java 1.20.1 Release Candidate 1 ru:1.20.1 Release Candidate 1 (Java Edition) tr:Java Surumu 1.20.1 Yayin Adayi 1 uk:1.20.1 Release Candidate 1 (Java Edition) zh:JavaBan 1.20.1-rc1
|
Notes
|
Java Edition 1.20.1
|
1.20.1 is a minor hotfix update to released on June 12 2023 <ref></ref> which added a new language and fixed critical bugs related to 1.20 It is compatible with 1.20 servers.
| null |
Java Edition 1.20.1
|
; Language s * Added Serbian (Latin) <ref group=note>Also available for versions since 22w42a.</ref>
|
General
|
Java Edition 1.20.1
|
; Language s * Added Serbian (Latin) <ref group=note>Also available for versions since 22w42a.</ref>
|
General
|
Java Edition 1.20.1
|
; Other * Disk permissions-related crash <ref></ref> </onlyinclude>
|
Fixes
|
Java Edition 1.20.1
|
Video made by slicedlime :
|
Video
|
Java Edition 1.20.1
|
References
|
|
Java Edition 1.20.1
|
de:1.20.1 ja:Java Edition 1.20.1 lzh:Zhua Wa Ban Yi Dian Er 0Dian Yi pt:Edicao Java 1.20.1 ru:1.20.1 (Java Edition) tr:Java Surumu 1.20.1 uk:1.20.1 (Java Edition) zh:JavaBan 1.20.1
|
Notes
|
Caring
|
Caring is a joke effect from Java Edition 15w14a which replaces the data value of both slowness and poison effects.
| null |
Caring
|
Caring causes mobs to change their AI to move toward the nearest mob as if it were to attack it The effect can be removed by drinking milk .
|
Effect
|
Caring
|
{| class="wikitable" data-description="Causes" !Cause !Potency !Length !Notes |- | |I |Instant |Slowness Potion of Caring
|- | |I |Instant |
Slowness Potion of Caring
|- | |I |Instant |
Poison Potion of Caring
|- | II |II |Instant |Poison Potion of Caring
|- | |I |Instant |Poison Potion of Caring
|- | II |II |Instant |Poison Potion of Caring
|}
|
Causes
|
Caring
|
ID
|
|
Caring
|
ID
|
|
Caring
|
History
|
|
Sharing
|
Sharing is a joke effect from Java Edition 15w14a which replaces the data value of the weakness effect.
| null |
Sharing
|
Sharing causes mobs to drop random items in a random amount of time The items are: * * * s * s * s * * * * * s The effect can be removed by drinking milk .
|
Effect
|
Sharing
|
{| class="wikitable" data-description="Causes" !Cause !Potency !Length !Notes |- | |I |1:30 |
|- | |I |4:00 |
|- | |I |1:07 |
|- | |I |3:00 |
|}
|
Causes
|
Sharing
|
ID
|
|
Sharing
|
ID
|
|
Sharing
|
History
|
|
Sniffer Egg/BS
|
: :
| null |
Bedrock Edition beta 1.20.10.23
|
<onlyinclude> Beta 1.20.10.23 (Android) or Preview 1.20.10.23 (Windows iOS iPadOS Xbox) is the third beta/Preview version for Bedrock Edition 1.20.10 released on June 14 2023<ref>https://feedback.minecraft.net/hc/en-us/articles/16744110942349</ref> which fixes bugs == Changes ==
=== World Generation ===
; Fallen Trees
* Now generate with mushrooms again == Experimental ==
These additions and changes are accessible by enabling the "Beta APIs" "Short Sneaking and Crawling" and "Experimental Cameras" experimental toggles === Additions ===
==== Command format ====
; * Added the "example:example_player_effects" preset to demonstrate this === Changes ===
==== Gameplay ====
; Sneaking and Crawling
* Players can now be forced into sneak/crawl state while flying ==== Command format ====
; * Camera command can now take a 'facing' option instead of a 'rot' option with a target entity or position specified ==== Technical ====
; API
* Dynamic Property identifiers are now limited to <code>1024</code> characters * Removed MinecraftEffectTypes defined in @minecraft/server See @minecraft/vanilla-data NPM package for an equivalent * Moved several APIs to stable <code>1.30</code>
** Moving <code>tryTeleport(location: Vector3 duration: number options: ScriptTeleportOptions)</code>to <code>3.0</code>
** Moving <code>teleport(location: Vector3 options: ScriptTeleportOptions)</code>to <code>3.0</code>
** Moved <code>function getComponent</code>to <code>3.0</code>
** Moved <code>world event PlayerJoinAfterEvent</code>to <code>3.0</code>
** Moved <code>world event PlayerLeaveAfterEvent</code>to <code>3.0</code>
** Moved <code>world event PlayerSpawnAfterEvent</code>to <code>3.0</code>
** Moved <code>EntityComponent EntityHealableComponent</code>to <code>3.0</code>
** Moved <code>EntityComponent EntityHealthComponent</code>to <code>3.0</code>
** Moved <code>class FeedItem</code>to <code>3.0</code>
** Moved <code>class FeedItemEffect</code>to <code>3.0</code>
** Moved <code>addEffect(effectType: string | EffectType duration: number options: EntityEffectOptions)</code>to <code>3.0</code>
** Moved <code>getEffect(effectType: string | EffectType)</code>to <code>3.0</code>
** Moved <code>getEffects</code>to <code>3.0</code>
** Moved <code>removeEffect(effectType: string | EffectType)</code>to <code>3.0</code>
** AfterEvents
*** Moved <code>ButtonPushEvent</code>to <code>3.0</code>
*** Moved <code>LeverActivateEvent</code>to <code>3.0</code>
** Moved function <code>spawnEntity</code>to <code>3.0</code>
** Moved function <code>spawnItem</code>to <code>3.0</code>
* Spawnpoint updates
** Removed function <code>clearSpawn</code>
** Removed property <code>spawnDimension</code>
** Added function getSpawnPoint: DimensionLocation | undefined- Returns the player's spawn point
** Added function setSpawnPoint(spawnPoint?: DimensionLocation): void- Sets the player's spawn point or clears it if spawnPoint is undefined
** Renamed function <code>getDefaultSpawnPosition</code>to <code>getDefaultSpawnLocation</code>
** Renamed function <code>setDefaultSpawn</code>to <code>setDefaultSpawnLocation</code>
** DimensionLocation
*** Added new interface DimensionLocation- Represents a location in a dimension
** Added <code>hasParticipantfunction</code> to <code>ScoreboardObjective</code> ** The following functions in <code>ScoreboardObjective</code> can now accept Entity or string types as participants:
*** <code>getScore</code>
*** <code>setScore</code>
** removeParticipant
** Removed <code>getScore</code> <code>setScore</code> from ScoreboardIdentity and Scoreboard * Removed the <code>removeFromObjective</code> function from ScoreboardIdentity
* Raycasting
** Changed function <code>getBlockFromRay</code>
*** Changed return type from <code>Block</code>to <code>BlockRaycastHit</code> | undefined
** Changed function <code>getEntitiesFromRay</code>
*** Changed return type from <code>Entity[]</code>to <code>EntityRaycastHit[]</code>
** Changed function <code>getBlockFromViewDirection</code>
*** Changed return type from <code>Block</code>to <code>BlockRaycastHit</code> | undefined
** Changed function <code>getEntitiesFromViewDirection</code>
*** Changed return type from <code>Entity[]</code>to <code>EntityRaycastHit[]</code>
** Added interface <code>BlockRaycastHit</code>
** Added interface <code>EntityRaycastHit</code>
* Renamed <code>leverActivate</code> after event to <code>leverAction</code>
** Removed class <code>EntityHitAfterEvent</code>
** Added class <code>EntityHitBlockAfterEvent</code>
** Added class <code>EntityHitEntityAfterEvent</code>
** Class <code>WorldAfterEvents</code>
*** Removed property <code>entityHit</code>
*** Added property <code>entityHitBlock</code>
*** Added property <code>entityHitEntity</code>
** Added helper function isValidto several classes in order to check if the object is valid This can safely be used on any handle to a native object before accessing or using the object to ensure the underlying object still exists and is valid to use *** <code>Block</code> (checks the block is a valid position in bounds and the containing chunk is loaded & ticking)
*** <code>Container</code> (checks the relevent container inventory exists and is valid)
*** <code>Effect</code> (checks the owning entity is valid and the effect exists on that entity)
*** <code>ScreenDisplay</code> (checks the owning player is valid)
*** <code>ScoreboardObjective</code> (checks the objective entry exists and is attached to a valid scoreboard)
*** <code>Entity</code> (checks that the entity exists in the world Will return true if the entity is dead)
**** <code>Player</code>
**** <code>SimulatedPlayer</code> (Note simulated players do not automatically get removed from the world so isValidwill return true long after they are dead)
*** <code>ContainerSlot</code> (checks the item context is valid: Container exists in the world such as the owning entity and the slot is within the container bounds)
**** Already existed as a readonly property changed to a method for consistency
*** <code>Component</code>
**** <code>EntityAttributeComponent</code> (checks the owning entity is valid and the attribute exists on the entity)
**** <code>BlockLiquidContainerComponent</code> (checks block exists and is a valid cauldron type)
***** Added read only method isValidLiquidwhich checks if the liquid in the cauldron matches the component in question (EG BlockLavaContainerComponent checks for lava liquid)
**** <code>EntityComponent</code> (checks the owning entity exists)
**** <code>ItemComponent</code> (checks the owning item exists)
* World
** Renamed <code>getTime</code>to <code>getTimeOfDay</code>
** Renamed <code>setTime</code>to <code>setTimeOfDay</code>
** <code>setTimeOfDay</code> now accepts a <code>TimeOfDay</code> enum as an argument ** The <code>timeOfDay</code> argument for <code>setTime</code> must now be within <code>0</code>-<code>23999</code> (inclusive) ** Added <code>getDay</code>
* Updated the following enums' values to be <code>PascalCase</code> instead of <code>camelCase</code>
** <code>ClipboardMirrorAxis</code>
** <code>ClipboardRotation</code>
** <code>HttpRequestMethod</code>
** <code>FormCancelationReason</code>
** <code>Direction</code>
** <code>DisplaySlotId</code>
** <code>EntityLifetimeState</code>
** <code>FluidType</code>
** <code>ObjectiveSortOrder</code>
** <code>ScoreboardIdentityType</code>
** <code>ScriptEventSource</code>
** <code>SignSide</code>
** <code>WatchdogTerminateReason</code>
** <code>WeatherType</code> == Fixes == ;Other
* Fixed an issue where legacy Crawling was not working correctly with the Sneak and Crawl toggle turned off
* Fixed bug where scoreboard values would not be updated on the client when updated from script
* Fixed a crash.</onlyinclude>
| null |
Bedrock Edition beta 1.20.10.23
|
Category:Bedrock Edition 1.20.10 previews Category:Previews released in 2023 de:Bedrock Edition beta 1.20.10.23 pt:Edicao Bedrock beta 1.20.10.23 zh:Ji Yan Ban 1.20.10.23
|
References
|
Launcher 2.4.86
|
<onlyinclude> 2.4.86 was an update to the launcher released on June 1 2023.</onlyinclude> lzh:Qi Zhe Er Dian Si Dian Ba Liu pt:Launcher 2.4.86 zh:Qi Dong Qi 2.4.86
| null |
Launcher 2.4.104
|
2.4.104 was an update to the launcher released on June 6 2023.
| null |
Launcher 2.4.104
|
* Updates for new Java/Bedrock game version release including soothing scene videos on Java/Bedrock game pages * New Launcher icon release! * Improvements to Java game installation reliability.
|
Changes
|
Launcher 2.4.104
|
* Fixes to Mac loading workflow * - New installation icon selection not consistent with new textures lzh:Qi Zhe Er Dian Si Dian Yi 0Si pt:Launcher 2.4.104 zh:Qi Dong Qi 2.4.104
|
Fixes
|
MinecraftEdu 1.7.2 Build 1
|
MinecraftEDU 1.7.2 Build 1 is the first and only build of MinecraftEdu 1.7.2 It is based off Java Edition 1.7.6 .
| null |
MinecraftEdu 1.7.2 Build 1
|
Added everything from and prior to Java Edition 1.7.6 .
|
Additions
|
MinecraftEdu 1.7.2 Build 1
|
Changed everything from and prior to Java Edition 1.7.6 .
|
Changes
|
MinecraftEdu 1.7.2 Build 1
|
Fixed everything from and prior to Java Edition 1.7.6 .
|
Fixes
|
Launcher 2.5.2
|
<onlyinclude> 2.5.2 was an update to the launcher released on June 19 2023 then retracted on June 21 2023.</onlyinclude> pt:Launcher 2.5.2 lzh:Qi Zhe Er Dian Wu Dian Er zh:Qi Dong Qi 2.5.2
| null |
Bedrock Edition 1.20.1
|
1.20.1 is a minor update to Bedrock Edition released on June 21 2023 which fixes bugs <ref></ref>
| null |
Bedrock Edition 1.20.1
|
Fixes
|
|
Bedrock Edition 1.20.1
|
pt:Edicao Bedrock 1.20.1
|
References
|
Bedrock Edition beta 1.20.10.24
|
<onlyinclude> Beta 1.20.10.24 (Android) or Preview 1.20.10.24 (Windows iOS iPadOS Xbox) is the fourth beta version and fourth and final Preview version for Bedrock Edition 1.20.10 released on June 21 2023<ref>https://feedback.minecraft.net/hc/en-us/articles/16942811622285-Minecraft-Beta-Preview-1-20-10-24</ref> which fixes some bugs == Changes ==
=== Items ===
; Decorated Pots
* Now have information in their description if they are crafted from pottery sherds === Mobs ===
; Sniffers
* Now can't dig while having the levitation effect * Now stop digging after their target block is destroyed == Fixes ==
</onlyinclude>
| null |
Bedrock Edition beta 1.20.10.24
|
Category:Bedrock Edition 1.20.10 previews Category:Previews released in 2023 de:Bedrock Edition beta 1.20.10.24 pt:Edicao Bedrock beta 1.20.10.24
|
References
|
Trails & Tales Event
|
The Trails & Tales Event referred to on the main menu as the Summer Event and in the in-game chat as the Trails and Tales Theme Park is an event server that opened on June 23 2023 at 10am PST to last through the weekend until June 25 2023 at 10pm PST <ref></ref> The server contains attractions including multiple mini-games in three different themed sections.
| null |
Trails & Tales Event
|
There are three different sections present in the theme park for players to venture in Mini-games are one of the main attractions in the theme park Multiple attractions are present in every section <gallery>
Sign_Cherry_Grove_(Trails_and_Tales_Summer_Event)_Render.png|Cherry Grove sign </gallery> The Cherry Grove contains a cherry grove and some bamboo Players can compete in a race and try to finish the race as fast as possible by riding a bamboo raft around the Cherry Grove river Coins also appear on the water to be collected There is only one lap and players are given up to 1 minute and 30 seconds to complete the race <references group="fn" /> A medium difficulty maze that is made to be like a cave system The themes are the end crimson forest and deep dark biomes and the stronghold and ocean monument structures Two hidden mobs can be found in the maze A medium difficulty parkour that goes above and through the Cherry Grove section It has two checkpoints A hot air balloon that takes players in the sky to view the whole park A cutout of two rafts is present next to the Cherry Tree Parkour for players to take pictures Walking up behind it changes the camera perspective to be in front of the cutout so players can take a picture of themselves <gallery class="pixel-image">
File:Cutout Blossom (Trails & Tales Event).png|Cherry Grove cutout </gallery> <gallery>
Sign_Camel_Canyon_(Trails_and_Tales_Summer_Event)_Render.png|Camel Canyon sign </gallery> The land in the canyon is a desert with an archaeology site Camel s are ridden by players to compete in a race to get the fastest time Speed balloons appear floating above the track When a balloon is popped by punching it is applied to the player's camel for 3 seconds 2 minutes are given to complete two laps around the desert track This mini-game has players use a brush on suspicious sand to uncover items to earn points {| class="wikitable"
!Item
!Points
|-
|
|2
|-
|
|2
|-
|
|2
|-
|
|2
|-
|
|2
|-
|
|2
|-
|
|4
|-
|
|6
|} An easy difficulty parkour that goes above and through the Cacti Canyon section through the desert village with gift shops It has some checkpoints A medium difficulty parkour that goes beneath and through the Dig Site Duster attraction It has two checkpoints A cutout of two camels is present in the desert village area for players to take pictures Walking up behind it changes the camera perspective to be in front of the cutout so players can take a picture of themselves <gallery class="pixel-image">
File:Cutout Desert (Trails & Tales Event).png|Camel Canyon cutout </gallery> <gallery>
Sign_Lost_World_(Trails_and_Tales_Summer_Event)_Render.png|The Lost World sign </gallery> The Lost World is themed around the sniffer in a lush environment There are four small areas that hold one player each Players have to memorize a note melody with mob sounds from a and a head which starts off with one note with one note being added to the melody after each round After the melody is played the player must repeat the same melody by pressing the buttons on the note blocks There are more than thirteen rounds A medium difficulty parkour that goes above and through the sniffer exhibit through the volcano with strider s and a fossil It has two checkpoints A hard difficulty parkour that goes around the sniffer exhibit It has some checkpoints A cutout of two sniffers is present at the bottom of The Lost World section for players to take pictures Walking up behind it changes the camera perspective to be in front of the cutout so players can take a picture of themselves <gallery class="pixel-image">
File:Cutout Prehistoric (Trails & Tales Event).png|The Lost World cutout </gallery> This carousel is located in the central area where the three sections meet There are two sniffers and two camels players can ride on at anytime Next to the park entrance is a booth where players can ride in a custom modeled minecart around the edge of the map The track occasionally breaks off into a small pond of water with bubble columns from soul sand which then launches the minecart over obstacles A hidden mob the creeper can also be found when passing through the desert pyramid There are various different shops that can be found throughout the park which are run by named NPCs where players can collect items There are two kinds of shops: Merch and Food At Merch shops NPCs sell items such as balloons hats and masks At Food shops NPCs sell items such as popsicles and ancient popcorn These items are not saved in inventories upon players exiting the server Kinsley's Merch shop named Gift Shop! on a sign is located across from the Minecart Madness attraction near the park entrance Kinsley offers the following items: * Sniffer Balloon * Camel Balloon Bella's Food shop named SELF SERVICE on a sign is located between the Carousel of Tales and the Minecart Madness attraction near the park entrance Bella offers the following items: * Ancient Popcorn * * Speed * Sniffer Snout Popsicle * Candy Apple Gideon's Food shop named SELF SERVICE on a sign is located between the Carousel of Tales and the Minecart Madness attraction near the park entrance Gideon offers the following items: * Boba * Cactus Cola * * Speed * Torchflower Tea * * Night Vision Jasper's Merch shop is located across from the Mob Head Mania attraction in The Lost World section Jasper offers the following items: * Sniffer Mask * Sniffer Hat Everett's Food shop is located at the end of the small tunnel between the Mob Head Mania attraction and Jasper's shop Everett offers the following items: * Popsicle * Torchflower Tea * * Night Vision Orson's Merch shop named PANDA TIME! on a sign is located in the Cherry Grove section The shop is made with bamboo and themed around pandas Orson offers the following item: * Panda Mask Rosalind's Merch shop named HATS ON HATS! on a sign is located on the path near the River Raft Racers attraction The shop is made with cherry wood Rosalind offers the following item: * Flower Crown Lila's Merch shop is located in the desert village area of the Camel Canyon section of the park Lila offers the following items: * Camel Mask * Camel Hat Winston's Food shop is located in the desert village area of the Camel Canyon section of the park Winston offers the following items: * Ancient Popcorn * * Speed * Cactus Cola * * Speed Ten minature versions of mobs referred to by the name Secret are scattered around the park for players to find <gallery>
File:Camel (Trails & Tales Event).png|Camel
File:Chicken (Trails & Tales Event).png|Chicken
File:Creeper (Trails & Tales Event).png|Creeper
File:Ghast (Trails & Tales Event).png|Ghast
File:Goat (Trails & Tales Event).png|Goat
File:Iron Golem (Trails & Tales Event).png|Iron Golem
File:Panda (Trails & Tales Event).png|Panda
File:Sheep (Trails & Tales Event).png|Sheep
File:Sniffer (Trails & Tales Event).png|Sniffer
File:Warden (Trails & Tales Event).png|Warden
</gallery>
|
Secret hunt
|
Trails & Tales Event
|
<gallery>
Sign_Cherry_Grove_(Trails_and_Tales_Summer_Event)_Render.png|Cherry Grove sign </gallery> The Cherry Grove contains a cherry grove and some bamboo Players can compete in a race and try to finish the race as fast as possible by riding a bamboo raft around the Cherry Grove river Coins also appear on the water to be collected There is only one lap and players are given up to 1 minute and 30 seconds to complete the race <references group="fn" /> A medium difficulty maze that is made to be like a cave system The themes are the end crimson forest and deep dark biomes and the stronghold and ocean monument structures Two hidden mobs can be found in the maze A medium difficulty parkour that goes above and through the Cherry Grove section It has two checkpoints A hot air balloon that takes players in the sky to view the whole park A cutout of two rafts is present next to the Cherry Tree Parkour for players to take pictures Walking up behind it changes the camera perspective to be in front of the cutout so players can take a picture of themselves <gallery class="pixel-image">
File:Cutout Blossom (Trails & Tales Event).png|Cherry Grove cutout </gallery>
|
Raft cutout
|
Trails & Tales Event
|
Players can compete in a race and try to finish the race as fast as possible by riding a bamboo raft around the Cherry Grove river Coins also appear on the water to be collected There is only one lap and players are given up to 1 minute and 30 seconds to complete the race <references group="fn" />
|
River Raft Racers
|
Trails & Tales Event
|
A medium difficulty maze that is made to be like a cave system The themes are the end crimson forest and deep dark biomes and the stronghold and ocean monument structures Two hidden mobs can be found in the maze.
|
Biome Trail Maze
|
Trails & Tales Event
|
A medium difficulty parkour that goes above and through the Cherry Grove section It has two checkpoints.
|
Cherry Tree Parkour
|
Trails & Tales Event
|
A hot air balloon that takes players in the sky to view the whole park.
|
Hot Air Balloon
|
Trails & Tales Event
|
A cutout of two rafts is present next to the Cherry Tree Parkour for players to take pictures Walking up behind it changes the camera perspective to be in front of the cutout so players can take a picture of themselves <gallery class="pixel-image">
File:Cutout Blossom (Trails & Tales Event).png|Cherry Grove cutout </gallery>
|
Raft cutout
|
Trails & Tales Event
|
<gallery>
Sign_Camel_Canyon_(Trails_and_Tales_Summer_Event)_Render.png|Camel Canyon sign </gallery> The land in the canyon is a desert with an archaeology site Camel s are ridden by players to compete in a race to get the fastest time Speed balloons appear floating above the track When a balloon is popped by punching it is applied to the player's camel for 3 seconds 2 minutes are given to complete two laps around the desert track This mini-game has players use a brush on suspicious sand to uncover items to earn points {| class="wikitable"
!Item
!Points
|-
|
|2
|-
|
|2
|-
|
|2
|-
|
|2
|-
|
|2
|-
|
|2
|-
|
|4
|-
|
|6
|} An easy difficulty parkour that goes above and through the Cacti Canyon section through the desert village with gift shops It has some checkpoints A medium difficulty parkour that goes beneath and through the Dig Site Duster attraction It has two checkpoints A cutout of two camels is present in the desert village area for players to take pictures Walking up behind it changes the camera perspective to be in front of the cutout so players can take a picture of themselves <gallery class="pixel-image">
File:Cutout Desert (Trails & Tales Event).png|Camel Canyon cutout </gallery>
|
Camel cutout
|
Trails & Tales Event
|
Camel s are ridden by players to compete in a race to get the fastest time Speed balloons appear floating above the track When a balloon is popped by punching it is applied to the player's camel for 3 seconds 2 minutes are given to complete two laps around the desert track.
|
Desert Dash
|
Trails & Tales Event
|
This mini-game has players use a brush on suspicious sand to uncover items to earn points {| class="wikitable"
!Item
!Points
|-
|
|2
|-
|
|2
|-
|
|2
|-
|
|2
|-
|
|2
|-
|
|2
|-
|
|4
|-
|
|6
|}
|
Dig Site Duster
|
Trails & Tales Event
|
An easy difficulty parkour that goes above and through the Cacti Canyon section through the desert village with gift shops It has some checkpoints.
|
Desert Town Parkour
|
Trails & Tales Event
|
A medium difficulty parkour that goes beneath and through the Dig Site Duster attraction It has two checkpoints.
|
Desert Cave Parkour
|
Trails & Tales Event
|
A cutout of two camels is present in the desert village area for players to take pictures Walking up behind it changes the camera perspective to be in front of the cutout so players can take a picture of themselves <gallery class="pixel-image">
File:Cutout Desert (Trails & Tales Event).png|Camel Canyon cutout </gallery>
|
Camel cutout
|
Trails & Tales Event
|
<gallery>
Sign_Lost_World_(Trails_and_Tales_Summer_Event)_Render.png|The Lost World sign </gallery> The Lost World is themed around the sniffer in a lush environment There are four small areas that hold one player each Players have to memorize a note melody with mob sounds from a and a head which starts off with one note with one note being added to the melody after each round After the melody is played the player must repeat the same melody by pressing the buttons on the note blocks There are more than thirteen rounds A medium difficulty parkour that goes above and through the sniffer exhibit through the volcano with strider s and a fossil It has two checkpoints A hard difficulty parkour that goes around the sniffer exhibit It has some checkpoints A cutout of two sniffers is present at the bottom of The Lost World section for players to take pictures Walking up behind it changes the camera perspective to be in front of the cutout so players can take a picture of themselves <gallery class="pixel-image">
File:Cutout Prehistoric (Trails & Tales Event).png|The Lost World cutout </gallery>
|
Sniffer cutout
|
Subsets and Splits
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