Minecraft 2.63 Patch Notes (Minecraft PS4 Version 2.63)

Minecraft version 2.63 (Bedrock update) is available on PS4, PC, Switch and Xbox One. According to the official Minecraft 2.63 patch notes, the latest update addressed multiple crashes that could occur during gameplay. Apart from this, today’s Minecraft update 2.63 also includes a long list of bug fixes.

Previously, a big Minecraft update 2.54 added quality-of-life improvements and fixes. Recently, Minecraft hotfix 2.58 was also released. Unfortunately, since the last major update, players are still facing issues with the game. Today’s Minecraft version 2.63 will fix a few of these issues.

Read more details below.

Minecraft 2.63 Patch Notes

Experimental Features:

Even more experimental features are available in this update that are coming in the Minecraft Trails & Tales update!

As these features are still incomplete, in development, and considered a work in progress, be sure to backup your worlds before enabling experimental features. The features can be enabled by turning on the “Next Major Update” toggle in world settings.

Player Sneaking

  • The ability to sneak under 1.5 block gaps is now behind the “Short Sneak” toggle. Enable the toggle to continue to test out the feature while we continue polishing it
  • Player’s hitbox height now reduces to 1.5 blocks while sneaking
    • Sneaking will automatically be initiated while stuck in a gap of less than 1.8 blocks
    • Sneaking will lower the player camera height respective of these changes
    • Sneaking now requires enough space to stand in order to exit sneaking state
    • Players will transition from swimming to sneaking if they are unable to stand up but would be able to sneak

Cherry Grove

  • Introducing the Cherry Grove biome, with pretty Cherry Blossom trees. You can find it in the mountains, like Meadows
  • It has a new flower, Pink Petals, as ground cover, which can be crafted into Pink Dye
  • Pigs, Rabbits, Sheep, and Bees spawn there
  • Comes with a new wood set for the Cherry Blossom trees

Archaeology

  • Added the Trail Ruins, a buried structure from a lost culture
  • Added Suspicious Gravel block, which has the same characteristics as Suspicious Sand
  • Added Suspicious Sand to Warm Ocean Ruins
  • Added Suspicious Gravel to Cold Ocean Ruins
  • Added 16 new Pottery Shards (Now 20 Pottery Shards in total)
    • These have been distributed between the five Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins

Armor Trims

  • You can now visually customize your armor with a variety of unique trims at the Smithing Table
  • Armor Trims are purely visual with no gameplay benefits, and can only be applied to Helmets, Chestplates, Leggings, and Boots
    • All trim patterns are visually the same on an armor’s item icon, but the color will still change based on the trim material
    • To check which trim pattern a piece of armor has, you can hover over it in the inventory
  • An Armor Trim has two properties: a pattern and a material
    • The pattern is defined by the Smithing Template used to apply the trim, and represents the visual pattern of the trim
    • The material is defined by what ingredient you used to apply the trim, and represents the color of the trim
  • The viable ingredients you can use to define the color of your Armor Trim are the following:
    • Iron
    • Copper
    • Gold
    • Lapis
    • Emerald
    • Diamond
    • Netherite
    • Redstone
    • Amethyst
    • Quartz

Smithing Templates

  • Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications
  • Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Templates
  • Smithing Templates define what type of upgrade you will be making to equipment
    • It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade
    • There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade
  • Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contain their own unique Smithing Template:
    • Pillager Outpost: Sentry Armor Trim
    • Desert Pyramid: Dune Armor Trim
    • Shipwreck: Coast Armor Trim
    • Jungle Temple: Wild Armor Trim
    • Ocean Monument: Tide Armor Trim
    • Ancient City: Ward Armor Trim
    • Woodland Mansion: Vex Armor Trim
    • Nether Fortress: Rib Armor Trim
    • Bastion Remnant: Snout Armor Trim
    • Stronghold: Eye Armor Trim
    • End City: Spire Armor Trim
    • Trail Ruins: Wayfinder Armor Trim, Raiser Armor Trim, Shaper Armor Trim, Host Armor Trim
    • Ancient City: Silence Armor Trim
  • Smithing Templates are found in Chests in their respective structure, except for the Ocean Monument. Instead of finding it in Chests, Elder Guardians sometimes drop a Smithing Template when defeated
  • Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!
  • Smithing Templates are consumed when used to upgrade an item in the Smithing Table
  • You can craft a copy of a Smithing Template in the Crafting Table with 7 Diamonds + 1 block of material that the template is made out of + 1 Smithing Template, which will output 2 of the same Smithing Template

Netherite Equipment

  • Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template
  • Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests, and there is a guarantee of 2 in every Treasure Room Bastion Remnant
  • This change was made for a variety of reasons:
    • Increases the time players utilize Diamond equipment before Netherite
    • Make Netherite equipment a more significant achievement in the game’s progression
    • Adapts Netherite more naturally into the new Smithing Table crafting system

Calibrated Sculk Sensors

  • A new variant of Sculk Sensors which allows you to filter vibrations based on their frequency level. They are not found naturally and can only be crafted
  • They can be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table
  • One side of the Calibrated Sculk Sensor can receive a Redstone signal as input
    • The strength of that Redstone signal is the only vibration frequency the Sculk Sensor will listen to

Vibration Resonance

  • Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors
  • If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location
  • This behaviour is called Vibration Resonance, and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally

Sign Improvements

  • Signs have improved customization options
  • Sign text can now be edited after being placed in the world
    • This can be done by interacting with the Sign
  • Both sides of the Sign can now have separate text and colors, allowing for further customization options
    • By default, a Sign will prompt you to input the front side’s text when placed
    • To apply text to the back-side, you must walk to the other side and interact with that face to edit it
  • Signs can now also be waxed with Honeycomb, preventing any further edits to its text

Vanilla Parity:

  • Renamed and enchanted weapons are now displayed in respawn and chat windows with color when a player is killed by an entity using it.
  • Weighted Pressure Plates now produce the same sound as in Java Edition.
  • Removed the character limit for scoreboard objective names and objective display names.
  • Melons and Pumpkins can now grow onto Mud, Podzol, Rooted Dirt, and Muddy Mangrove Roots.
  • Nylium blocks are now grouped with Netherrack in the Creative inventory.
  • Armor Stands now vanish with no sound effects when killed with the /kill command.
  • Slightly decreased Panda collision box to match Java Edition
  • Slightly increased Polar Bear collision box to match Java Edition
  • Shipwreck supply chests are no longer missing Moss Block as loot.
  • Mobs will once again take damage when standing on an incomplete block next to a Campfire.

Fixes and Changes:

Stability and Performance

  • Fixed several crashes that could occur during gameplay
  • Fixed a bug where invalid Banner Patterns were causing players in render distance to crash.
  • Fixed a bug where Command Blocks could cause actors within a level chunk to freeze.
  • Fixed a crash that could occur when opening the My Packs tab with a broken pack.

Gameplay

  • Fixed the player moving in the wrong direction after exiting a container screen while using a gamepad.
  • Players can no longer sneak while flying.
  • The player’s camera no longer appears inside blocks when sprint and swim are held.
  • Fixed animation transition between swimming and walking.
  • The Health Boost effect will no longer fully replenish the player’s health after the effect runs out.
  • Fixed ambient cave sounds to no longer play when the player enters or loads into The End.

Mobs

  • Mobs can now enter a Boat only if they are smaller than the Boat itself
  • Villagers will now generate green particles when a successful trade is completed
  • Mobs no longer play the player eat sound when fed breeding materials
  • Turtles can now enter Boats and Boats with Chest.
  • Hoglins, Polar Bears, and Spiders can no longer enter Boats and Boats with Chest.
  • Fixed experience orb position desync after teleport.
  • Villagers will now wake up in a valid position and will not phase though blocks.

Blocks

  • Mangrove, Bamboo, and Polished Blackstone buttons are no longer visible on maps
  • Flowers are once again displayed immediately when placed inside a Flower Pot
  • Nether Portals can now replace blocks other than just air when being generated. This includes blocks such as Grass and Snow layers.
  • Light Blocks can no longer have their light levels changed in Survival or Adventure modes.
  • Campfire sounds are now louder and clearer.
  • Sponges no longer emit water drop particles underwater.
  • Fixed an issue where colored wool became white wool after been loaded from worlds prior to 1.17.

Items

  • Potions no longer have an enchantment glint, due to it obscuring the color of the potion contents
  • Cooking Chorus Fruit in a Furnace will now generate experience.

Accessibility

  • A glint strength slider that adjusts how transparent the visual glint is on enchanted items has been added to the Accessibility Settings
  • A glint speed slider that adjusts how fast the visual glint shimmers across enchanted items has been added to the Accessibility Settings
  • Focus indicator is now automatically visible on menu items while using a keyboard
  • Text-to-speech no longer reads previously selected items after moving to new one
  • Text-to-speech no longer gets stuck on reading accessibility tab while the user switches between different tabs

User Interface

  • Added a header and title for the inventory tab in inventory screen while using Pocket UI
  • Updated look of sign in and sign up screens
  • Increased the spacing between headers in the Settings screen to increase readability
  • Touchpad scrolling now matches the operating system’s scroll direction
  • Feedback button on the pause menu will now prompt the user with a modal before redirecting to the browser
  • Corrected toggle navigation in Edit World menu while using gamepad or keyboard that were previously skipped

Graphical

  • Halved the default visibility of the glint on enchanted items, which can now be modified in the Accessibility Settings.
  • Decreased the default visibility of the glint on enchanted items, which can now be modified in the Accessibility Settings
  • Fixed an issue where unnecessary black boxes appeared in VR while around partial blocks
  • Fixed the issue where multiple light sources (such as Torches) were incorrectly emitting white light in RTX.
  • Boots do not z-fight anymore when worn by a player
  • The “leg” and “belt” parts of Leggings do not z-fight anymore when worn by a player
  • Capes no longer flash red when getting damaged.
  • Fixed a visible gap in Hopper model.
  • Fixed alignment of the output slot of Crafting Table.
  • Going into lava in third person view no longer causes the camera to turn black.

Marketplace

  • A Wishlist has been added to select players for testing so that players can save things to purchase at a later time
  • This feature is still in testing and, for now, will only be available for select players
  • Look for this icon in Marketplace:

Marketplace wishlist icon

Realms

  • Fixed an issue that prevented players on PlayStation 5 from purchasing a Realms Plus trial
  • Added the ability for members to update the Realm server version, meaning that the Realm owner will not need to log on to update
  • Added D-pad navigation in the Realms feed screen popup
  • Added keyboard navigation in the Realms feed screen popup
  • Fixed a bug where players would be stuck if they added a resource pack to an expired Realm and clicked the exit button
  • Fixed a bug where content packs applied to a world in a Realm slot were applied to another world in another slot in the same Realm
  • Fixed a bug where content packs applied to a world is unintentionally unapplied when joining a world
  • Fixed an extra Cancel button displaying on mobile file download dialog
  • Added a link to Microsoft Privacy Statement in the world upload dialog

Touch Controls

  • Added new touch and hold Stack Splitting for precision selection of the items in a single slot
  • Fixed an issue where items could get stuck in the Crafting Table when using touch input
  • If the player is underwater and Auto-Jump is enabled, as they approach a block that is 1 level higher than the current level, they will rise. This also allows auto-jumping out of water onto land

Technical Updates:

Updated Add-On Template Packs

  • Updated Add-On templates for 19.80 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks

General

  • For behavior packs using version 1.19.80 and above, recipes no longer accept a Molang query for the item’s data field, instead use the item’s full name, eg. use { “item”: “namespace:actor_spawn_egg” } instead of { “item”: “spawn_egg”, “data”: “query.get_actor_info_id(‘namespace:actor’)” }
  • Fixed an issue that caused the InteractComponent to not work correctly while sneaking (MCPE-168449)

Commands

  • The /execute command now displays an appropriate error message when there is an error in the second or subsequent subcommand target selector (MCPE-164304)
  • Provide auto-complete support for block states
  • Added two new overloads to the summon command:
    • /summon [spawnPos : x y z] facing <position: x y z> [spawnEvent: string] [nametag: string]
    • /summon [spawnPos : x y z] facing <lookAtEntity: target> [spawnEvent: string] [nametag: string]
  • Fixed an issue where the paste button in the Command Block UI would remember extra presses from failed pastes (MCPE-163705)
  • For worlds using game version 1.19.80 and above, acquiring a custom spawn egg through a command can only succeed with their full name rather than with an aux value, eg. “/give @s namespace:actor_spawn_egg”
  • “fence” block is now split into unique names, “oak_fence”, “acacia_fence”, “birch_fence”, “dark_oak_fence”, “jungle_fence”, and “spruce_fence”
  • Commands will still work with “fence”, but only new fence name will be suggested in the command prompt
  • Removed requirement for blockState argument(s) when using other optional args in /fill /setblock and /clone (MCPE-167959)
  • Implemented the “inputpermission” command, which allows for setting the player’s camera or movement as enabled or disabled
    • Syntax: /inputpermission set <target: player> <permission: camera | movement> <state: enabled | disabled>
  • Implemented the “haspermission” target selector, which allows for selection based on player permission levels

Game Events

  • item_interact_finish game event now has a vibration frequency of 2 instead of 14
  • item_interact_start is no longer considered a detectable vibration
  • Reeling a fishing rod now emits projectile_shoot vibration

Data-Driven Components

  • Added “lose_target” field to projectile data to specify if an entity should unselect its target after shooting the projectile
  • Added a new Transformation component for blocks to support rotation, scaling and translation. The component can be added to the whole block, and/or to individual block permutations. Eg.

“minecraft:transformation”: {
“translation”: [0.0, 0.1, -0.1],
“scale”: [0.5, 1, 1.5],
“rotation”: [90, 180, 0]
}

  • Transformed geometries still have the same restrictions that non-transformed geometries have, eg. a maximum size of 30/16 units

Add-Ons and Script Engine

  • Chance information types used in tree feature JSONs for some trunks and foliage now allow 0 as the chance (values like 0.0001 were allowed, but not 0)
  • Form promises are now rejected using typed errors, vs. strings as used previously

Entity Filters

  • Created new entity filter “is_raider” to determine if subject is part of a raid

AI Goals

  • Added “cooldown” field to target descriptors in “minecraft:behavior.nearest_attackable_target” goal

Blocks

  • Deprecated minecraft:part_visibility block component
  • Added bone_visibility behavior to minecraft:geometry block component

ItemStack

  • Added function getTags(): string[] – Returns all tags for the item
  • Added function hasTag(tag: string): boolean – Returns true if the item has the specified tag

EntityEquipmentInventoryComponent

  • This component is used to manipulate the equipment of mobs and players. To use it, call getComponent(‘equipment_inventory’)
  • Added function getEquipment(equipmentSlot: EquipmentSlot): ItemStack | undefined – Returns the item in the given equipment slot
  • Added function getEquipmentSlot(equipmentSlot: EquipmentSlot): ContainerSlot – Returns the container slot for the given equipment slot
  • Added function setEquipment(equipmentSlot: EquipmentSlot, itemStack?: ItemStack): void – Sets the item in the given equipment slot

ItemDurabilityComponent

  • The ItemDurabilityComponent now works with all damageable items, not just custom items
  • Removed property damageRange
  • Setting damage will now throw an exception if it is outside of the range [0, maxDurability]

Marketplace

  • In the map WDW Magic Kingdom, the carts on the Big Thunder Mountain, Snow White and the Seven Dwarves, and Space Mountain rides now properly align with the invisible Minecart they are attached to

Servers

  • Blocks can now optionally (via a setting in StartGamePacket) use a hashed value for their network IDs. This hashed value is independent of all other blocks and remains stable across future releases

GameTest Framework

  • Updated specific GameTest exceptions to be thrown as GameTestError error objects
  • Added two new commands:
    • /gametest stopall – Used to manually stop all tests while they are running
    • /gametest runsetuntilfail – Used to run a set of tests but will automatically stop if any of the tests fail

API (Experimental)

  • Updated versions to add new APIs to stable:
    • Added version 1.1.0 of @minecraft/server
    • Added version 1.2.0-beta of @minecraft/server
    • Removed version 1.1.0-beta of @minecraft/server
    • Moved the following to @minecraft/server stable (1.1.0)
      • runTimeout
      • runInterval
      • clearRun
      • currentTick
      • Vector3
      • BlockPermutation  (only a subset of functionality)
      • Block
      • getBlock
      • sendMessage
      • sendMessage
    • Minecraft runtime errors are now fired as JavaScript Error objects instead of strings
    • Fixed a number of base class inheritance issues and added several new base classes to certain class types
    • /reload works if a script pack references a client resource pack
    • Fixed a bug where the BeforeItemUseOnEvent function getBlockLocation would return undefined (MCPE-166945)
    • The BeforeItemUseOnEvent class now inherits from ItemUseOnEvent
    • Moved the following to @minecraft/server stable (1.0)
    • Fixed a bug where sendMessage would fail when the message contains Unicode quotation marks
    • Signs
      • Added setText to set the text on a sign with a regular string, a RawMessage, or a RawText
      • Added getText to get the string on a sign, will return undefined if setText was called with a RawMessage or a RawText
      • Added getRawText to get the RawText on a sign, will return undefined if setText was called with a string
      • Added getTextDyeColor and setTextDyeColor to read/write the dye of the sign text
    • Dyes
      • Added DyeColor enum
    • sendMessage
      • rawtext is now RawMessage[] instead of (string | RawMessage)[]
    • RawMessage
      • rawtext property on RawMessage is no longer (string | RawMessage)[] and is instead RawMessage[]
    • RawText
      • Added a RawText class for reading RawMessage like on Signs
    • Riding
      • Added getRiders to EntityRideableComponent which returns an array of all the entities currently riding this entity
      • Added EntityRidingComponent – this component is only on entities that are currently riding on another entity
        • Has an entityRidingOn property that returns the entity this entity is currently riding on
      • Added function getEntity(id: string): Entity | undefined – Gets an entity. Returns undefined for entities that don’t exist or aren’t loaded
    • Dimension
      • getEntities
        • Modified return type to Entity[]
        • Modified parameter name getEntities to options
        • New signature: getEntities(options?: EntityQueryOptions): Entity[]
      • getPlayers
        • Modified return type to Player[]
        • Modified parameter name getPlayers to options
        • New signature: getPlayers(options?: EntityQueryOptions): Player[];
      • @minecraft/server-ui
        • When building forms, all read-only user-facing strings (e.g., text labels, dropdown options etc.) now accept RawMessage This affects the following classes:
          • ActionFormData
          • ModalFormData
          • MessageFormData
        • Added function getItemStack(amount?: number, withData?: boolean): ItemStack – Gets an item stack of the block. Returns undefined for blocks that don’t have a corresponding item (e.g. air)
      • BlockPermutation
        • Added function getItemStack(amount?: number): ItemStack – Creates an item stack of the block permutation. Returns undefined for blocks that don’t have a corresponding item (e.g. air)
        • Removed data property
      • BlockComponent
        • Added read-only property block – Gets the block that the component is attached to
      • Renamed IEntityComponent to EntityComponent
      • Container
        • Replaced classes
          BlockInventoryComponentContainerInventoryComponentContainer, and PlayerInventoryComponentContainer with Container
        • function addItem now returns the remainder of the added item stack if the container is full, else undefined
        • function transferItem no longer takes a destination slot and will now place the given item in the first available slot. The function now returns the remainder of the item stack if the container is full, else undefined
        • Added function moveItem(fromSlot: number, toSlot: number, toContainer: Container): void – Moves an item from one container to another, replacing any item in the destination slot
        • Function swapItems can now swap empty slots
        • Removed function clearItem – Please use setItem(undefined) instead
      • Signs
        • Fixed an issue where text set on Signs using setText wasn’t reflected on Signs on the client until the Sign was reloaded
        • getComponent(‘minecraft:sign’) now works with Hanging Signs

The following APIs have been moved from beta to stable @minecraft/server (1.1.0):

  • dimension
  • typeId
  • getVelocity()
  • location
  • getHeadLocation()
  • nameTag
  • id
  • getViewDirection()
  • getEntities
  • getEntitiesAtBlockLocation
  • getPlayers
  • EntityQueryOptions
  • EntityQueryScoreOptions
  • GameType
  • World.getPlayers

The following changes were added previously.

Changes:

Player Emotes

Several improvements have come to the emote system in Bedrock Edition!

  • Emote usage now appears in chat
  • The emote wheel now has four slots with an improved interface
  • Quick emoting with new hotkeys
  • Easier sorting of emotes
  • Creating a new character now automatically applies four default emotes

Check out the New Emote Features for Bedrock Edition article for more details.

Vanilla Parity:

Improvements have been made with vanilla parity to align with Java Edition, especially with horse breeding, mobs, and blocks.

Gameplay

  • Fixed an issue where night could not be skipped if one or more players were on the death screen
  • Eating and drinking animations are now always centered, regardless of screen aspect ratio

Mobs

  • Breeding horses can now produce random variants (MCPE-129071)
  • When breeding horses, the baby Horse now has a chance of being better than its parents in speed, jump strength, and health. This change is intended to make Horse breeding a viable way of getting great Horses, if a player starts with good parents and puts in enough time and Golden Carrots
  • Horses cannot be pushed over Fences covered by Carpets anymore (MCPE-164717)
  • Ghasts’ sound volume will now fade the further they are from the player (MCPE-35222)
  • Villagers will now emit anger particles when hit by a player outside of a village
  • Fixed a bug where Zombified Piglins would spawn in the Nether in light levels above 11
  • Minecarts can now eject mobs into liquid blocks (MCPE-120078)
  • Witches will now drink a Fire Resistance Potion when standing on a Campfire

Blocks

  • Bells that are connected to multiple blocks no longer drop when one block is broken
  • Note Block sound attenuation over a distance is now linear (MCPE-164935)
  • Impact sounds of projectiles on Amethyst blocks and clusters are now audible
  • Dead Bush will now drop Sticks when broken with any tool except Shears, even those with the Silk Touch enchantment. Vines will drop nothing in the same situation (MCPE-163246)

Experimental Features:

The Sniffer and Archaeology are now available for testing that are coming to Minecraft 1.20, now known as Trails & Tales! The sniffer and archeology are two experimental features that you can try out in this release.

As these features are still incomplete, in development, and considered a work in progress, be sure to backup your worlds before enabling experimental features. The features can be enabled by turning on the “Next Major Update” toggle in world settings.

Archaeology

  • Added the Brush item
  • Added the Decorated Pot block
  • Added four Pottery Shards (Arms Up, Skull, Prize, and Archer)
  • Added the Suspicious Sand block
  • Added Suspicious Sand to the Desert Temple
  • Added Suspicious Sand to the Desert Well

Brush

  • The Brush is a craftable item you can use to brush things

Pottery Shards and Decorated Pots

  • Pottery Shards have pictures on them. They cannot be crafted and must be found in the world. Hint: you will need a Brush! By crafting four of these together you can create a Decorated Pot with a picture on each side.
  • You can also use Brick items instead of Pottery Shards in the crafting recipe. The sides that were made from Brick items will not have pictures.
  • Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Shards back! Or hit it with your fist to pick up the pot without breaking it.

Suspicious Sand

  • Desert Temples and Desert Wells now contain Suspicious Sand. This fragile block is hard to spot and easy to destroy, so be careful!
  • If you manage to find the Suspicious Sand and brush it with your Brush, you will extract objects that were buried long ago.
  • We’re giving you an early look at these Archaeology features. We want to spend more time developing them. Please let us know where you think we can improve or expand!

Sniffer

  • The Sniffer is the mob vote winner of Minecraft Live 2022 and the first [HS1] extinct mob brought to life and added to the game
  • Sniffers cannot be tempted or tamed
  • Sniffers are passive friendly mobs
  • Sniffer sniffs in the air and occasionally dig for seeds

Torchflower

  • The Torchflower seed can be planted on farmland and grows into a flower
  • The seed can be used to breed two Sniffers
  • The full-grown flower can be harvested and replanted but can also be crafted into a dye

Fixes:

Stability and Performance

  • Fixed an issue where simultaneously pressing the “Mine” and “Place” button on any input device while targeting a Structure Block could cause the game to crash (MCPE-155689)
  • Fixed a crash on Nintendo Switch when attempting to log in while set to local network mode
  • Fixed a crash that could occur when entering a 1.7.1.0 world in 1.8 or above (MCPE-165564)

Gameplay

  • The player’s crosshair now properly mines/interacts with items in front of them while swimming/gliding, rather than 1 block above their position (MCPE-57257)
  • Players no longer take rapid damage when touching damaging blocks (MCPE-165347)
  • Projectiles shot while swimming/gliding no longer spawn from above the player’s position (MCPE-31896)
  • Items dropped while swimming/gliding, manually or on death, no longer spawn from above the player’s position (MCPE-31896)

Mobs

  • Fixed a bug where an Allay holding a Lead wasn’t able to be leashed unless the player held a full stack of 64 Leads in hand
  • Parrots will no longer shake while on a player riding a Horse that is turning mid-jump
  • Fixed a bug causing global entities (e.g. Ender Dragon and projectiles) to stop rendering when out of normal entity render distance (MCPE-161136)

Blocks

  • Sounds from all Button types and Lever are now controlled by “Blocks” slider in Audio Settings (MCPE-166420)
  • Redstone source can now power a single block from different sides at the same time (MCPE-163651)
  • Destroying Mangrove Log or Mangrove Wood now properly cause leaves to decay
  • End Crystals occupying the same space as a block will no longer cause that block to disappear
  • Players are now able to place top Slabs in blocks that are only partially blocked by an entity (MCPE-155016)
  • Players can no longer see through partial blocks when sneaking or riding in third person (MCPE-156273)
  • Composter now always consumes an item when becoming full (MCPE-162020)
  • Importing experimental blocks into a non-experimental world using the Structure Block will now correctly place unknown blocks, which are not interactable
  • Error messages about building outside the world height limits no longer appear when simply interacting with blocks at the world height limits from certain angles (MCPE-152935)
  • Fixed a bug where Observers would not detect changes due to corrupted data (MCPE-150506)
  • Hoppers now pull in items from above them through all blocks that have a lower height than a full block (MCPE-55824)

Items

  • Crossbows now shake while charging arrows (MCPE-152952)
  • Spawn eggs for Snow Golem, Wither, and Trader Llama now appear correctly in the inventory and hotbar
  • Written Books can now be moved in the inventory even when the player has identical Written Books

Touch Controls

  • Updated the How to Play screen with information on new touch controls
  • Changing input modes from Gamepad to Touch while an item is selected will return the selected to the inventory or drop it
  • Fixed an issue on the Furnace screen where double-tapping the output window caused other slots to become unselectable (MCPE-164589)
  • Fixed a bug where stack splitting was automatically initiated on the first slot when opening a small Chest
  • Allowed left and right D-pad buttons to keep input when the forward button is pressed (MCPE-155199)
  • Added the leave Boat button when the player falls from a height within in the Boat (MCPE-158489)
  • Fixed an issue that prevented players from removing equipped armor by tapping on an item or block in the Creative inventory (MCPE-165790)
  • Tweaked the keyboard interaction on Android devices for text input fields

User Interface

  • Fixed an issue where the “Mine” tooltip was appearing when targeting a block with a Trident in Creative game mode (MCPE-44846)
  • Navigating right with controller left stick on the Marketplace sidebar now collapses it
  • Added a new ‘Marketplace’ icon to the Marketplace screen sidebar
  • Ocean Explorer, Woodland Explorer, and Treasure Maps now show the proper icon in the inventory (MCPE-163464)
  • Fixed a bug where mouse scrolling on the Friend Options dropdown would not scroll the dropdown contents
  • Resolved an issue where graphical elements of the Sign-In/Sign-Up screen could extend beyond the bounds of the dialog container
  • When starting a new world in Pocket UI, removed the “Press Open Chat to open chat” message for players with text-to-speech turned off
  • Double-clicking on the Furnace output slot will no longer drop the item (MCPE-165079)
  • Fixed a bug where moving the player or camera with a controller while text-to-speech for UI was turned on would cause the narrator to say “X of Y”
  • Fixed a bug where the Edit World screen couldn’t be opened for a world if the corresponding world directory had a space in it (MCPE-166763)
  • The loading screen no longer flickers when entering the Nether in immersive VR mode
  • The swap item animation now plays when switching hotbar items of the same type with the same durability

Spectator Mode

  • Phasing through blocks in third person view no longer makes the camera zoom in and out towards the player’s head (MCPE-160467)
  • End Gateways can no longer be used in Spectator Mode (MCPE-165689)

Realms

  • Added a Sign In button on the Realms screen if player is not yet signed in
  • Fixed the issue that the “Find Friends” button and the “Close Realm” buttons would be autofocused when the “Members” or “Subscription” tab was clicked
  • Fixed a bug where players were not able to create another world on Realms if the first Create World on Realms attempt was interrupted
  • Fixed a bug where players could see duplicate applied packs with unknown titles the first time they entered the Realms settings screen
  • Resetting a Realms World now correctly updates the World settings
  • Removed the Close button in the Play on Realm popup dialog when using controllers
  • Updated the reset/replace world confirmation text to make it clearer what each function does
  • Fixed the world list not updating with a new Realm immediately after accepting an invite
  • In Realms Settings->Members, the dropdown ‘…’ menu can now be open/closed with the Enter key and navigated with arrow keys

Technical Updates:

Updated Add-On Template Packs

  • Updated Add-On templates for 1.19.70 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks

General

  • Behavior packs with scripts can now be removed from worlds
  • Item loot table conditions are no longer ignored in-game when used inside functions (MCPE-164582)
  • Carrots now display the proper name in item tooltips when used in can_place_on and can_destroy item components (MCPE-160838)
  • In JSON formats 1.19.70 and later, blocks fail to load if the “condition” field in Block Permutations is not a valid Molang string
  • Crafting Table component no longer appends “tile.” when defaulting to use block name for crafting table label

Wool Blocks

Wool has been flattened into separate blocks, namely:

  • white_wool
  • orange_wool
  • magenta_wool
  • light_blue_wool
  • yellow_wool
  • lime_wool
  • pink_wool
  • gray_wool
  • light_gray_wool
  • cyan_wool
  • purple_wool
  • blue_wool
  • brown_wool
  • green_wool
  • red_wool
  • black_wool

Commands, recipes, loot tables, etc. will still work with wool and an aux value or color state, but wool will not be suggested in the command prompt. Instead, the new wool block names will.

Commands

  • Fixed a crash with deferred command execution when the executing actor is removed before execution (MCPE-165374)
  • Summon command no longer causes some entities to be spawned in at an angle
  • Removed support for field “data” in commands /clone, /execute, /fill, /setblock and /testforblock beyond version 1.19.70, eg. /setblock ~ ~ ~ minecraft:wool 1 will only have its equivalent /setblock ~ ~ ~ minecraft:wool [“color”:”orange”] supported
    • Here are some additional examples[JW1] [JW2] [JW3] :
      • /setblock ~~~ green_wool [] [] is equivalent to the old 0
      • /setblock ~~~ wood [“wood_type”: “oak”]
      • /setblock ~~~ coral [“dead_bit” : true , “coral_color” : “blue” ]
      • /setblock ~~~ coral_fan [“coral_fan_direction” : 1, “coral_color” : “pink”]
      • /setblock ~~~ wool [“color”: “blue”]
      • /fill ~ ~ ~ ~5 ~5 ~5 gold_block [] replace air
    • More information about commands can be found at learn.microsoft.com/minecraft/creator/commands
  • Volume arguments no longer floor the selector’s position (MCPE-162237)
  • Selecting targets by volume will now select all entities whose hitbox collides with the volume box. This is versioned for 1.19.70 and later (MCPE-162237)
    • Previous behavior works as expected on versions less than 1.19.70
  • Volume arguments for selectors (dx, dy, dz) now support float values (MCPE-163863)
  • Replaceitem and loot replace block commands no longer place items in Cauldrons (MCPE-129472)
  • Rotation in the teleport command is now relative to the executor of the command instead of the target. Old usage of rotations in commands will stay relative to the target mob for backwards compatibility

Entity Properties

  • Fixed an issue where Entity Property value changes could be discarded if done by events fired as part of removal of active behaviors caused by other events

Mobs

  • Witch potion drinking and ranged attack behaviour is now defined in its .json file
  • The game will no longer create a content error when Bee spawn eggs are used on a Mob Spawner

GameTest Framework (Experimental)

  • Test
    • Added optional searchDistance parameter to assertEntityPresent(entityTypeIdentifier: string, blockLocation: BlockLocation, searchDistance?: number, isPresent?: boolean)
    • Added assertEntityInstancePresentInArea(entity: Entity, isPresent?: boolean) to check if an entity instance is present in the test area
    • Made the searchDistance parameter optional in assertItemEntityPresent

API (Experimental)

  • IMPORTANT BREAKING CHANGE: The classes Location and BlockLocation no longer exist in the beta script API. All usages of these classes have been changed to use the Vector3 interface (that is, { x: 1, y: 2, z: 3} objects)
  • Also, note that several changes were made to properties and get/set methods across objects (listed below) to make them more consistent in calling structure
    • World Events
    • Added event entityDie – It is fired when an entity dies
    • Modified projectileHit to be a readOnly property on the Events class
  • Player
    • Added method getSpawnPosition – Gets the spawnPoint position
    • Added property spawnDimension – Gets the spawnPoint dimension
    • Added method setSpawn(spawnPosition : Vec3, spawnDimension : Dimension) i Sets spawnPoint with a position and dimension
    • Added method clearSpawn – Sets the spawnPoint position and dimension to undefined
    • Renamed function tell to sendMessage
  • World
    • Renamed function say to sendMessage
    • Added method ‘getDefaultSpawnPosition’ – Gets the spawnPoint position
    • Added method ‘setDefaultSpawn'(spawnPosition : Vec3) – Sets the spawnPoint position within ‘overworld’ dimension
  • BeforeChatEvent
    • Added function getTargets(): Player[] – Gets chat Player targets
    • Added function setTargets(players: Player[]) – Sets chat Player targets
    • Removed property targets
  • BeforeDataDrivenEntityTriggerEvent
    • Added function getModifiers(): DefinitionModifier[] – Gets entity definition modifiers
    • Added function setModifiers(modifiers: DefinitionModifier[]) – Sets entity definition modifiers
    • Removed property modifiers
  • BoolBlockProperty
    • Added function getValidValues(): boolean[] – Gets all valid boolean values for the BoolBlockProperty
    • Removed property validValues
  • Converted BlockHitInformation to an interface
  • ChatEvent
    • Added function getTargets(): Player[] – Gets chat Player targets
    • Removed property targets
  • Converted Color to an interface
  • DataDrivenEntityTriggerEvent
    • Added function getModifiers(): DefinitionModifier[] – Gets Entity definition modifiers
    • Removed property modifiers
  • DefinitionModifier
    • Added function getComponentGroupsToAdd(): string[] – Gets component groups that will be added with the DefinitionModifier
    • Added function setComponentGroupsToAdd(newGroups: string[]): void – Sets component groups that will be added with the DefinitionModifier
    • Added function getComponentGroupsToRemove(): string[] – Gets component groups that will be removed with the DefinitionModifier
    • Added function setComponentGroupsToRemove(removedGroups: string[]): void – Sets component groups that will be removed with the DefinitionModifier
    • Added function getTriggers(): Trigger[] – Gets event triggers of the DefinitionModifier
    • Added function setTriggers(newTriggers: Trigger[]): void – Sets event triggers of the DefinitionModifier
    • Removed property componentGroupsToAdd
    • Removed property componentGroupsToRemove
    • Removed property triggers
  • DirectionBlockProperty
    • Added function getValidValues(): Direction[] – Gets all valid direction enum values for the DirectionBlockProperty
    • Removed property validValues
  • Entity
    • Added function getViewDirection(): Vector3 – Gets view direction of the Entity
    • Added function getRotation(): XYRotation – Gets rotation of the Entity
    • Added function getVelocity(): Vector – Gets velocity of the Entity
    • Removed property viewDirection
    • Removed property rotation
    • Removed property velocity
  • Added function playAnimation(animationName: string, options?: PlayAnimationOptions)
    • Plays the specified animation for an entityReplaced general setVelocity call with methods to apply impulses to entities:
  • Added function clearVelocity(): void – Sets the current velocity of the Entity to zero
  • Added function applyImpulse(vector: Vector3): void – Applies impulse vector to the current velocity of the Entity
  • Added function applyKnockback(directionX: number, directionZ: number, horizontalStrength: number, verticalStrength: number): void – Applies knockback to the Entity in specified direction based on vertical and horizontal strength
  • Removed function setVelocity
  • EntityAgeableComponent
    • Added function getDropItems(): string[] – Gets items that drop when entity grows
    • Added function getFeedItems(): EntityDefinitionFeedItem[] – Gets items that can be fed to the entity
    • Removed property dropItems
    • Removed property feedItems
  • EntityBreathableComponent
    • Added function getBreatheBlocks(): BlockPermutation[] – Gets blocks entity can breathe in
    • Added function getNonBreatheBlocks(): BlockPermutation[] – Gets blocks entity can’t breathe in
    • Removed property breatheBlocks
    • Removed property nonBreatheBlocks
  • EntityHealableComponent
    • Added function getFeedItems(): FeedItem[] – Gets healing items for the EntityHealableComponent
    • Removed property items
  • Converted EntityHitInformation to an interface
  • EntityRideableComponent
    • Added function getFamilyTypes(): string[] – Gets supported rider entity types
    • Added function getSeats(): Seat[] – Gets rider information for each seat
    • Removed property familyTypes
    • Removed property seats
  • EntityTameableComponent
    • Added function getTameItems(): string[] – Gets tame items of the EntityTameableComponent
    • Removed property tameItems
  • FeedItem
    • Added function getEffects(): FeedItemEffect[] – Gets effect of the FeedItem
    • Removed property effects
  • IntBlockProperty
    • Added function getValidValues(): number[] – Gets all valid integer values for the IntBlockProperty
    • Removed property validValues
  • ItemDurabilityComponent
    • Added function getDamageRange(): NumberRange – Gets the range of numbers that describes the chance of the item losing durability
    • Removed property damageRange
  • Converted NumberRange to an interface
  • ProjectileHitEvent
    • Added function getBlockHit(): BlockHitInformation – Gets block hit information from the ProjectileHitEvent
    • Added function getEntityHit(): EntityHitInformation – Gets entity hit information from the ProjectileHitEvent
    • Removed property blockHit
    • Removed property entityHit
  • StringBlockProperty
    • Added function getValidValues(): string[] – Gets all valid string values for the StringBlockProperty
    • Removed property validValues
  • ItemStack
    • ItemStack can now be constructed using a string identifier
    • Removed constructor parameter data
    • Removed property data
    • Removed function clearLore – To clear lore, call setLore with an empty array or undefined
    • Setting nameTag to an empty string will now clear the name tag
    • Setting nameTag to a string longer than 255 characters will now result in an exception
    • Setting amount greater than the maximum stack size will now clamp the value to the maximum stack size
    • Setting amount to a value less than 1 will now result in an exception
    • Item lore can now be cleared by calling setLore(undefined) or setLore([])
    • Fixed a bug where calling function ItemStack.getComponent or ItemStack.getComponents would fail on ItemStacks returned from EntityItemComponent.itemStack
    • Added read-only property getMaxAmount: number – Returns the maximum stack size for the item
    • Added read-only property isStackable: bool – Returns whether the item is stackable
    • Added function isStackableWith(itemStack: ItemStack): bool – Returns whether the item can be stacked with the given item
    • Added read-only property type: ItemType – Returns the type of the item
    • Added function clone(): ItemStack – Returns a copy of the item stack
    • Added property keepOnDeath: bool – Sets whether the item is kept on death
    • Added property lockMode: ItemLockMode – Sets whether the item can be moved or dropped
    • Added function setCanPlaceOn(blockIdentifiers?: string[]) – Sets which blocks the item can be placed on
    • Added function setCanDestroy(blockIdentifiers?: string[]) – Sets which blocks this item can destroy
  • ContainerSlot
    • Removed function clearItem – To clear the item, call setItem with undefined
    • Removed function clearLore – To clear lore, call setLore with an empty array or undefined

General changes to more consistently use methods when working with simple data-only objects vs. properties:

  • BeforeExplosionEvent
    • Added function getImpactedBlocks(): Vector3[] – Gets the blocks locations that are impacted the by the explosion
    • Added function setImpactedBlocks(blocks: Vector3[]): void – Sets the blocks locations that are impacted the by the explosion
    • Removed property impactedBlocks
  • BeforeItemUseOnEvent
    • Added function getBlockLocation(): Vector3 – Gets the location of the block being impacted
    • Removed property blockLocation
  • BlockInventoryComponent
    • Removed property location
  • BlockLavaContainerComponent
    • Removed property location
  • BlockPistonComponent
    • Added function getAttachedBlocks(): Vector3[] – Gets the blocks locations that are impacted by the activation of this piston
    • Removed property attachedBlocks
    • Removed property location
  • BlockPotionContainerComponent
    • Removed property location
  • BlockRecordPlayerComponent
    • Removed property location
  • BlockSignComponent
    • Removed property location
  • BlockSnowContainerComponent
    • Removed property location
  • BlockWaterContainerComponent
    • Removed property location
    • Added function getHeadLocation(): Vector3 – Gets the head location of the Entity
    • Removed property headLocation
  • ExplosionEvent
    • Added function getImpactedBlocks(): Vector3[] – Gets the blocks locations that are impacted the by the explosion
    • Removed property impactedBlocks
  • ItemStartUseOnEvent
    • Added function getBlockLocation(): Vector3 – Gets the location of the block being impacted
    • Added function getBuildBlockLocation(): Vector3 – Gets the location of the resulting build block
    • Removed property blockLocation
    • Removed property buildBlockLocation
  • ItemStopUseOnEvent
    • Added function getBlockLocation(): Vector3 – Gets the location of the block being impacted
    • Removed property blockLocation
  • ItemUseOnEvent
    • Added function getBlockLocation(): Vector3 – Gets the location of the block being impacted
    • Removed property blockLocation
  • NavigationResult
    • Added function getPath(): Vector3[] – Gets the locations of the blocks that comprise the navigation route
    • Removed property path
  • Player
    • Added function getHeadLocation(): Vector3 – Gets the head location of the Player
    • Removed property headLocation
  • Block
    • Added function isAir – Returns if the block is an air block (i.e. empty space)
    • Added function isLiquid – Returns if the block is a liquid (e.g., a water block and a lava black are liquid, while an air block and a stone block are not)
    • Added function isSolid – Returns if the block is solid (e.g., a cobblestone block and a diamond block are solid, while a ladder block and a fence block are not)
    • The following blocks now have an inventory component:
      • Barrel
      • Beacon
      • Blast Furnace
      • Brewing Stand
      • Dispenser
      • Dropper
      • Furnace
      • Hopper
      • Jukebox
      • Lectern
      • Smoker

BlockPermutation

BlockPermutation has been significantly refactored! Every BlockPermutation now share a unique JavaScript handle so exact equality (===) will work for permutations that share exactly the same state values. We’ve also added utility methods that make interacting with permutations easier, which includes the removal of the XBlockProperty classes and now directly return properties (boolean | number | string) or a while collection of properties ( Record<string, boolean | number | string>)

  • Added method matches(blockName: string, properties?: BlockProperties): boolean which is used to match a block with optional states against a BlockPermutation
  • Added method withProperty(name: string, value: boolean | number | string): BlockPermutation; which returns a new block permutation with a given property set to a specific value. Throws if the provided data cannot be resolved as a valid block permutation
  • Added function static resolve(blockName: string, properties?: BlockProperties): BlockPermutation which resolve a BlockPermutation from a block name and optional states. Throws if the provided data cannot be resolved as a valid block permutation
  • Updated methods getProperty and getAllProperties to return values directly instead of wrapped into class objects. Example code:

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Jack Johnson
Jack Johnson
Jack Johnson mainly writes about game-related news and updates. He is a passionate gamer, music lover, and traveler.
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