Minecraft Version 2.76 Patch Notes for PS4

Mojang has released a new Minecraft version 2.76 on PS4, PC and Xbox One. According to the official Minecraft 2.76 patch notes, the latest update adds various tweaks and changes. Apart from this, today’s Minecraft update 2.76 also includes quality-of-life changes.

Previously, a big Minecraft update 2.63 added quality-of-life improvements and fixes. Unfortunately, since the last major Minecraft patch 2.64, players are still facing issues with the game. Today’s Minecraft PS4 update 2.76 will fix a few of these issues.

Read more details below.

Minecraft PS4 version 2.76 Patch Notes

  • Fixed a crash that could occur when joining a Realm after doing other things for a while
  • Fixed a crash that could occur when joining Featured Servers
  • Fixed a crash on Amazon devices when the player had a prior Realms purchase and the Realm had not been created yet
  • Fixed a possible soft lock when performing different actions within Marketplace
  • Fixed searching, filtering, and sorting only displaying the first row of results when using the search feature inside the Marketplace
  • World type filters now apply properly when using search filters in the Marketplace
  • Fixed an issue with not being able to upgrade from the demo to full version on PlayStation
  • Added stability fixes
  • Added gameplay improvements.
  • Addressed var

The following changes were added previously.

Archaeology: Uncovering Ancient Treasures

The Trails and Tales update introduces a new archeology system, allowing players to uncover ancient treasures hidden throughout the world. To get started, players will need to craft a new tool called a brush. The brush can be used to reveal hidden items within suspicious blocks, which can be found in various structures throughout the world.

Once a suspicious block has been revealed, players can collect the hidden item. Items that can be found include pottery sherds, sniffer eggs, and music discs. Pottery sherds can be used to craft decorated pots, which can be used to display unique decorations. Sniffer eggs can be hatched to create sniffer mobs, which can be used to help players find hidden items. Music discs are rare items that can be played to generate music.

Smithing Templates: Personalize Your Armor

The Trails and Tales update also introduces a new system for customizing armor. Players can now use smithing templates to add trims and patterns to their armor. Trims can be made from a variety of materials, including iron, copper, gold, lapis, emerald, and diamond. Patterns can be found in various structures throughout the world.

To use a smithing template, players will need to place it in the first slot of a smithing table. In the second slot, players will need to place the armor piece they want to customize. In the third slot, players will need to place the material they want to use for the trim. Once the materials have been placed, players can click on the smithing table to apply the trim and pattern to the armor.

Armor Trims: Customizing Your Protection

Armor trims offer players the opportunity to personalize their armor further. When using the same material for the trim as the armor piece itself, the resulting pattern will have a slightly darker color.

Material Matching and Color Variation

Armor trims offer players the opportunity to personalize their armor further. When using the same material for the trim as the armor piece itself, the resulting pattern will have a slightly darker color.

Leather Armor and Colorful Combinations

Leather armor can also be enhanced with armor trims, allowing players to combine dyed leather armor with any color of armor trims, creating vibrant and unique combinations.

Crafting and Duplication

Crafting armor trims onto armor consumes all the necessary inputs. However, players can duplicate templates before using them. To duplicate a template, players need to place the template, seven diamonds, and a stone block of the corresponding type in a crafting table, resulting in two smithing templates.

Unique Patterns and Rarity

There are 16 different armor trim smithing templates, each associated with a unique pattern. These patterns can only be obtained from specific structures, meaning players will need to explore various locations to collect all possible patterns. It’s important to note that the chances of obtaining these patterns are not uniform, with some being rarer than others.

Showcase of Armor Trims and Locations

To provide players with a comprehensive overview of all the available trims and their respective locations, slicedlime has created a video showcasing the different combinations of armor materials, patterns, and trim materials. The Trail Ruins, for instance, offer four trims: Wayfinder, Raiser, Shaper, and Host, all belonging to the rare loot table for archaeology. Duplicating any of these trims requires a terracotta block. Other trims, such as Sentry, Dune, Coast, Wild, Tide, Vex, Ward, Silence, Rib, Snout, Eye, and Spire, can be found in various structures, each requiring a specific duplication material.

The Sniffer: A New Mob

Sniffer Egg and Hatching

The Trails and Tales update introduces the Sniffer, a mob that won the latest mob vote. Players can find the sniffer egg by using a brush on suspicious sand in warm ocean ruins. Placing the sniffer egg on a moss block will cause it to hatch into a Snifflet, a process that takes approximately 10 minutes. However, if the egg is placed on any other block, the hatching time doubles.

Sniffer Behavior and Drops

The sniffer is a passive mob with 14 health (7 hearts) and a size slightly under 2×2 full blocks. Sniffers wander around, sniffing the air and occasionally digging for seeds. This behavior results in the appearance of two new items: torchflower seeds or pitcher pods. The torchflower seed can be used to tempt and breed Sniffers, leading to the generation of a sniffer egg as an item. Baby sniffers also consume torchflower seeds, accelerating their growth. Torchflower seeds can be planted in farmland, creating a torchflower crop that grows through intermediate stages before reaching full maturity. Harvesting the crop during the first two stages yields seeds, while harvesting the fully grown flower grants the flower itself. Torchflowers can be planted on dirt-like blocks, placed in flower pots, or crafted into orange dye. Additionally, torchflowers can be used as an ingredient for suspicious stews, providing a night vision effect. It’s important to note that despite its name, the torchflower does not illuminate its surroundings.

Pitcher Pod and Cyan Dye

When a pitcher pod is planted in farmland, it grows into a pitcher crop with five growth stages before maturing into a fully grown pitcher plant, a two-block tall plant. Breaking the pitcher plant before it’s fully grown returns the pod. The pitcher pod can also be planted but, like other tall flowers, cannot be placed in a flower pot. Furthermore, players can craft two pieces of cyan dye from a fully grown pitcher pod.

The Camel: A Desert Companion

Introduction to Camels

The Trails and Tales update introduces the Camel, a new passive mob with 32 health (16 hearts). Each Desert Village naturally generates with a single camel.

Camels and Cactus

Camels can be guided and led by players holding cactus. Additionally, players can feed cactus to camels to heal them and initiate breeding. Camels also possess a slow natural healing ability over time.

Riding Camels

By saddling a camel, players can ride and control them, using them as reliable mounts for desert exploration.

Camel Riding and Abilities

6.1 Dual Player Control and Height Advantage When riding a camel, two players can coordinate their actions effectively. The first player assumes the role of the camel’s steersman, while the second player is free to engage in other activities, such as combat. Due to their tall stature, player-height mobs cannot reach players on top of a camel. Additionally, camels have long legs that allow them to step over fences effortlessly.

6.2 Lazy Camels and Movement Mechanics Camels exhibit a lazy behavior by occasionally lying down and needing to slowly get up before resuming movement. When riding a camel, players can choose between two movement speeds: a slow walk and a sprint. Furthermore, camels possess a unique dash move, activated by pressing the jump button. This dash propels the camel forward, consuming its stamina. When executed perfectly, a dash can extend for more than 10 blocks. However, after dashing, the camel enters a recovery period during which it cannot sprint or dash again for a few seconds. It’s worth noting that during the camel’s recovery time, players have a chance to drop a quick like on the video, as the effort put into creating these videos is significant and every like helps with the YouTube algorithm.

6.3 Cherry Grove Biome: A Vibrant World Generation Change The Trails and Tales update introduces the Cherry Grove biome, a new mountain biome that shares similarities with the meadows biome in terms of location. This biome is characterized by the presence of cherry trees with vibrant pink leaves and a new type of log called Cherry Logs. The tree trunks of cherry trees feature distinctive forks or bends high up, supporting large, round canopies of cherry leaves. In some instances, cherry trees also spawn with bees nests, providing a serene and natural atmosphere.

6.4 Cherry Grove Wood Set and Pink Petals Cherry logs bring a new wood set to Minecraft, including logs and stripped logs, wood and stripped wood, planks, stairs, slabs, fences, fence gates, doors, trapdoors, buttons, pressure plates, signs, hanging signs, boats, and chest boats. The cherry leaves in the biome emit pink particles that fall beneath them. On the ground of the cherry grove, players can discover a unique type of vegetation called pink petals. These pink petals can be obtained by either breaking blocks with pink petals on the ground or by using bone meal on blocks within the cherry grove biome. Each block can hold up to four petals, and breaking a block yields the same number of petals it contained. These petals can be placed in any orientation on top of a block, and stacking multiple petals in a single block increases the total quantity. Applying bone meal to a block with petals also increases the number of petals it contains.

The Trails and Tales update introduces dynamic camel riding mechanics, the breathtaking Cherry Grove biome, and a host of new building materials. These additions enhance gameplay possibilities, aesthetic options, and exploration experiences for Minecraft players. Don’t forget to drop a like on the video to support the content creator’s efforts and stay tuned for more exciting updates!

Chiseled Bookshelf and Mining

The right tool to mine a chiseled bookshelf is an axe. When mined with an axe, the books inside will spill out on the ground, similar to mining a chest. However, if a regular axe is used, the bookshelf itself will vanish. To obtain the chiseled bookshelf as a block, you need to use a tool enchanted with Silk Touch.

Calibrated Sculk Sensor and Amethyst Resonance

The Trails and Tales update introduces a new version of the Sculk Sensor called the Calibrated Sculk Sensor. It can be crafted using a sculk sensor and three amethyst shards. The calibrated sculk sensor has an input side that accepts a redstone signal, and the strength of that signal determines the only vibration frequency that the sensor will react to. Calibrated sculk sensors have an increased detection range of up to 16 blocks compared to the regular sculk sensors, which detect up to 8 blocks. The timing of the calibrated sculk sensor is also shorter. Both types of sensors now provide more reliable distance calculations and strongly power the block they’re placed on. The timings have been adjusted to 30 ticks (1.5 seconds) for the sculk sensor and 10 ticks (half a second) for the calibrated sculk sensor, followed by a 10 tick (half a second) cooldown. Previously, sculk sensors were active for 40 ticks and had a single tick of cooldown. Additionally, a new mechanic called amethyst resonance has been added. Blocks of amethyst placed next to a sculk sensor will relay any vibrations detected by the sensor at the same frequency, allowing for the forwarding of vibration signals over longer distances without losing the frequency.

New Vibration Frequencies and Sculk Shriekers

Vibration frequencies in Minecraft have been revamped and organized into simpler frequency groups. The new frequency groups include:

  • Movements on land, in water, or in the air
  • Landing on any solid or fluid surface
  • Item interactions
  • Gliding with elytra or unique mob actions
  • Dismounting a mob or equipping gear
  • Mounting or interacting with mobs
  • Mobs and players getting damaged
  • Consuming items
  • Blocks deactivating
  • Blocks activating
  • Blocks changing
  • Blocks being destroyed
  • Blocks being placed
  • Mobs and players teleporting or spawning
  • Mobs and players dying and explosions

Sculk shriekers, when waterlogged, now silence their shrieks while retaining other effects.

Mob Heads and Note Blocks

The Trails and Tales update introduces new functionality for mob heads. Piglins now drop their heads when killed by a charged Creeper, similar to how zombies and skeletons drop their heads. When a mob head is placed on top of a note block, the note block will produce sounds similar to the ambient sounds of that mob. Interacting with the block or powering it with redstone will play a random selection of the ambient sound.

New Advancements and Crafting Changes

The update includes eight new advancements, including achievements related to obtaining a sniffer egg, feeding a snifflet, planting a sniffer seed, brushing a suspicious block to obtain a pottery sherd, making a Decorated Pot out of pottery sherds, crafting a trimmed armor at a Smithing Table, applying eight smithing templates, and placing a comparator that reads the strength of a chiseled bookshelf. Additionally, there have been crafting changes where wool blocks, carpets, and beds can now be recolored regardless of their original color. Crafting any color of wool block, carpet, or bed with one dye in any shape will result in a redyed version of the block. The recipe for dyeing eight carpets at once no longer exists.

Loot Generation and Enchanting Changes

The Trails and Tales update introduces deterministic random sequences for generating loot drops. Previously, loot drops for things like mob drops, bartering, and fishing were not tied to the world seed, but now they will always be the same in a world of a given seed. Additionally, an enchanting change allows for replaceable blocks such as grass or dead bushes to be placed between an enchanting table and the surrounding bookshelves without affecting the level gained on the enchanting table. It is also possible to remove the custom name from an item by blanking out the name in an anvil, which restores its original name but prevents it from stacking with an entirely unnamed item of the same type.

Shields and Mounts

Shields now once again block damage from TNT explosions. Additionally, jump boost, slow falling, and levitation effects now properly apply to mounts such as horses. Saddled horses no longer indefinitely keep the Levitation effect, and riding an entity with slow falling will now correctly prevent fall damage.

Kill Attribution and Death Messages

A change has been made to how kills are counted. The last player to attack a target is now always counted as the killer for the purpose of the death message, statistics, and advancements.

Unicode Font and Emojis

The game now features an updated version of the Unicode font, enabling a wider range of characters, including emojis. However, entering emojis in the game is not as straightforward as in some chat applications. To input an emoji, players will need to use external methods such as copy-pasting or the emoji finder on Windows by pressing the Windows key and period.

User Interface Changes

Several user interface changes have been implemented. The application icon for the game has been updated to a grass block in full release versions and a dirt block in snapshot versions. The Minecraft logo has also been refreshed, and the main menu background now showcases a Trails & Tales panorama featuring a cherry grove biome. Additionally, six new splash texts have been added, providing amusing messages and hints.

New Languages and Scroll Direction

Two new languages, Lao and Yakut, have been added to Minecraft. The Minecraft credits have also been updated, and players can now hold the up arrow key to reverse the scroll direction. Moreover, in the Video Settings screen, players can adjust the UI scale by holding the control key and using the scroll wheel.

New Music Tracks and Disc

Four new music tracks composed by Aaron Cherof have been added to the general soundtrack, each playing in different combinations of overworld biomes. The tracks are “A Familiar Room,” “Bromeliad,” “Crescent Dunes,” and “Echo in the Wind.” Additionally, a new music disc called “Relic” by Aaron Cherof has been introduced. Players can find it as rare loot in trail ruins during archaeology, and playing it in a jukebox produces a comparator output of level 14.

Performance Improvements

The Trails and Tales update brings some significant performance enhancements. Native support for ARM64 Windows computers has been added, leading to noticeable performance improvements for Windows ARM64 devices like certain Surface laptops. Furthermore, a new light engine has been implemented, responsible for how light spreads from light sources. This improvement should result in significantly improved performance and fixes for various light-related glitches.

New Features

Archaeology

  • Added a craftable Brush item
  • Added Suspicious Sand and Suspicious Gravel
    • Suspicious Sand can be found in Desert Temples, Desert Wells and Warm Ocean Ruins
    • Suspicious Gravel can be found in Cold Ocean Ruins and Trail Ruins
    • These fragile blocks are hard to spot and easy to destroy, so be careful!
    • Brushing Suspicious Sand or Suspicious Gravel with a Brush will extract objects that were buried long ago
  • Added the Trail Ruins, a buried structure from a lost culture
    • Four types of Armor Trim Templates can be found here
    • Trail Ruins can be found in Taigas, Snowy Taigas, all Old Growth forest biomes, and Jungles
    • A new music disc can be found by brushing suspicious blocks in this structure
      • When put in a Jukebox, “Relic” by Aaron Cherof is played
  • Added Pottery Sherds
    • Pottery Sherds have pictures on them
    • A total of 20 sherds have been distributed between the 5 Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins
    • They cannot be crafted, and are only found by brushing Suspicious Sand or Suspicious Gravel

Decorated Pots

  • Crafting four Pottery Sherds together will create a Decorated Pot with a picture on each side
  • Brick items can be used instead of Pottery Sherds in the Decorated Pot 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 Sherds back
    • Hitting the pot with bare hands, silk touch tools, or any other item will drop an intact pot instead
  • Crafted Decorated Pots with at least one pattern have a hover tooltip displaying the Sherd & Brick ingredients

Cherry Groves

  • Added a new Cherry Grove biome, with pretty cherry blossom trees
    • The biome can be found in the mountains, in similar places as Meadows
  • Added a new Cherry wood set, with all the corresponding wooden things you can craft from it
  • Pink particles fall from beneath Cherry Leaves
  • Added a new Pink Petals block with lots of pink flowers on the ground
    • Each Pink Petal block can contain up to 4 petals
    • Using Bone Meal on it increases the number of petals
    • Placing a Pink Petal into an already placed block increases the number of petals
    • Drops the number of petals in the block when mined
    • Updated the seed picker with a Cherry Grove biome option

Bamboo Wood Set

  • Added a new Bamboo wood set, with all the corresponding wooden things you can craft from it
  • Block of Bamboo can be crafted from 9 Bamboo and can be stripped like other wood logs
  • Bamboo Planks crafted from Block of Bamboo yield only 2 planks compared to 4 for wood logs
  • MC update 1.20 added a new “Mosaic” plank variant that is unique to Bamboo called the Bamboo Mosaic
    • It can be crafted with 1×2 Bamboo Slabs in a vertical strip
    • You can craft Stair and Slab variants of Bamboo Mosaic
    • Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be used as fuel
  • Added a unique Bamboo Raft and Bamboo Chest Raft which can be crafted like normal boats, but with Bamboo Planks
    • They function the same as ordinary boats, but have a unique look to them

Hanging Signs

  • Hanging Signs are a more expensive version of normal Signs
    • Crafted with 2 chains and 6 stripped logs of your preferred wood type
    • Crafting results in 6 Hanging Signs
  • Can be hung up in the following ways:
    • Underneath a block that can provide support in the center, like a full block or a fence
    • Attached to the solid side of a block
    • Attached to the side or underneath another Hanging Sign
  • Unlike normal Signs, they cannot be placed directly on the ground without support from the side or above
    • However, Hanging Signs that have a horizontal bar will not pop when the supporting block is removed

Sign Improvements

  • Sign text can now be edited after being placed in the world
    • This can be done by interacting with the Sign
    • Signs with non-text chat components can not be edited
  • 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
  • It is no longer possible to use Ink Sac, Glow Ink Sac, or Dyes if the Sign text is empty (MCPE-133778)

Sniffer

  • The Sniffer is the mob vote winner of Minecraft Live 2022
  • Sniffers are passive, friendly mobs
  • Sniffers sniff the air and occasionally dig for seeds, which produces a Torchflower Seed or a Pitcher Pod item
  • Sniffers can only dig grass and dirt-like blocks
  • Sniffers can be tempted by, and bred with Torchflower Seeds

Sniffer Egg

  • Can be found by brushing the Suspicious Sand of Warm Ocean Ruins
  • When two Sniffers breed they do not immediately spawn a Snifflet; instead, a Sniffer Egg is dropped
  • When placed in the world, the Sniffer Egg will hatch after some time
    • When placed on Moss, the Egg will hatch in approximately 10 minutes
    • On all other blocks, it will hatch in approximately 20 minutes

Torchflowers

  • The Sniffer can occasionally sniff up a Torchflowers seed, and it can be used to breed two Sniffers
  • The Torchflower seed can be planted on Farmland and grows into a Torchflower
  • The full-grown flower can be harvested and replanted
  • The Torchflower can be crafted into Orange Dye

Pitcher Plant

  • The Sniffer can occasionally sniff up a Pitcher Pod item
  • The Pitcher Pod, when planted on Farmland, grows into a Pitcher Crop
  • The Pitcher Crop has five growth stages
  • Once fully grown, the Pitcher Crop can be harvested, yielding a two-block-tall Pitcher Plant
  • The Pitcher Plant can be crafted into Cyan Dye

Smithing

  • 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 Template
  • Smithing Templates define what type of upgrade you will be making to a piece of 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
  • 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

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
  • Armor trims can 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
  • Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contain their own unique Smithing Templates:
    • Trail Ruins: Wayfinder, Raiser, Shaper, and Host Armor Trims
    • 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 and Silence Armor Trims
    • Woodland Mansion: Vex Armor Trim
    • Nether Fortress: Rib Armor Trim
    • Bastion Remnant: Snout Armor Trim
    • Stronghold: Eye Armor Trim
    • End City: Spire Armor Trim
  • Smithing Templates are found in chests in their respective structure
    • Trail Ruins have no chests, Smithing Templates are instead found by brushing Suspicious Gravel
    • The Ocean Monument has no chests, Elder Guardians sometimes instead drop a Smithing Template upon death
  • Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!
  • 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 which ingredient you used to apply the trim, and controls 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

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
    • Every Treasure Room Bastion Remnant will contain 2 Smithing Templates
  • This change was made for a variety of reasons:
    • Increase the time players utilize Diamond equipment before Netherite
    • Make Netherite equipment more significant achievement in the game’s progression
    • Adapt Netherite more naturally into the new Smithing Table crafting system

Camel

  • Camels can be equipped with a Saddle and ridden by two players
  • Camels spawn naturally when Desert Villages generate
  • Camels can be tempted by holding Cactus
  • Feed Cactus to Camels to breed them
  • Camels are tall
    • Most hostile mobs will not be able to reach you when you are on a Camel
    • They can walk over Fences and Walls
  • Camels randomly sit down
    • While sitting, it is difficult to convince them to move
  • Camels can either walk slowly or sprint quickly
  • They can also dash forward but will lose stamina for a while when doing so

Chiseled Bookshelf

  • MC 1.20 adds a new, chiseled variation of the Bookshelf
  • Crafted with 6 Planks and 3 Wooden Slabs
  • Can store Books, Book and Quills, and Enchanted Books
    • Holds up to 6 Books
    • Keeps the stories and lore of your world safe
    • Books can be removed and added to specific slots on the Chiseled Bookshelf
  • Comparators can detect the last book placed/removed
    • Perfect for hiding secrets in your spooky library
  • Works with Hoppers

Shield Customization

  • A top Vanilla Parity feature request! A Shield can now be combined with a Banner to apply its pattern on it
    • The banner is consumed on use
    • A Shield can be combined with a Banner only if no pattern was previously applied

New Music

  • Added the following new music tracks by Aaron Cherof to Cherry Groves, Desert, Jungle, Mesa, and Flower Forest biomes:
    • A Familiar Room
    • Bromeliad
    • Crescent Dunes
    • Echo in the Wind
  • Minecraft update 1.20.0 added a new music disc which can be acquired by brushing suspicious blocks in Trail Ruins. When put in a Jukebox, Relic by Aaron Cherof is played

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 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
  • They have a combined active and cooldown phase that lasts 20 game ticks
    • They output their redstone signal for the first 10 game ticks
  • They can detect vibrations up to 16 blocks away

Sculk Sensor Phases

  • Sculk Sensors and Calibrated Sculk Sensors now have three phases: Inactive, Active, and Cooldown
  • The default phase is Inactive
    • This phase lasts indefinitely until the block receives a vibration
    • During this phase, the block is able to listen to nearby vibrations until one has been scheduled
  • When a scheduled vibration is received, the block switches to the Active phase
    • This phase lasts 30 game ticks for Sculk Sensors, and 10 game ticks for Calibrated Sculk Sensors
    • During this phase, the block stops listening to nearby vibrations, wiggles its tendrils, and emits a Redstone signal and light
  • After the Active phase has finished, the block switches to a Cooldown phase
    • This phase lasts for 10 game ticks
    • During this phase, the block keeps wiggling its tendrils, but no longer emits a Redstone signal nor light
    • Finally, once this phase is finished, the block will switch back to the Inactive phase
  • Previously, these phases had different timings:
    • The Active phase lasted 40 game ticks for Sculk Sensors and 20 game ticks for Calibrated Sculk Sensors
    • There was no Cooldown phase
  • These phase timings were tweaked so that it is less common for activated contraptions to recursively activate the Sculk Sensor that powered them

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

Vibration Frequencies

  • With the addition of Calibrated Sculk Sensors, vibration frequencies have been greatly simplified to prevent unwanted interference
  • The following are category descriptions for each frequency and the expected events that they correspond to:
    • Movement in any medium (land, liquid or air)
    • Landing on any surface (land or liquid)
    • Item interactions
    • Gliding with an Elytra or unique mob actions (Ravager roaring, Wolf shaking, etc.)
    • Equipping gear
    • Interacting with a mob
    • Mobs and players getting damaged
    • Consuming items (drinking and eating)
    • Blocks ‘deactivating’ (Door closing, Chest closing, Button unpressing, etc.)
    • Blocks ‘activating’ (Door opening, Chest opening, Button being pressed, etc.)
    • Blocks changing (Cauldron water level rising, adding food to a Campfire, etc.)
    • Blocks being destroyed
    • Blocks being placed
    • Mobs and players spawning
    • Mobs and players dying or an explosion

Playable Mob Sounds

  • When placing a Mob Head on a Note Block, that Note Block will now play one of the ambient sounds of that mob when played by a player or powered by Redstone
  • Mob Heads can be placed on top of Note Blocks without sneaking

Piglin Mob Head

  • Piglins will now drop their heads when killed by a charged Creeper
  • Placing the Piglin head on a Note Block will play one of the Piglin’s ambient sounds
  • The Piglin head will flap its ears when powered by Redstone, or when worn by a player while walking

New Achievements

  • Smithing with Style – Apply these smithing templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder
  • Planting the Past – Plant any Sniffer seed
  • Careful Restoration – Make a Decorated Pot out of 4 Pottery Sherds

Fixes and Changes

General

  • Splitscreen players are no longer disconnected when one leaves (MCPE-168695)
  • iOS now requests Local Network access in order to find games on the local network
  • Minecraft update 1.20.0 added a progress handler when loading into a world that will wait up to a total of 15 seconds for the primary player’s appearance to load
  • MC update 1.20 improved the time it takes to start up and load into the start screen
  • Fixed an issue where a locally hosted dedicated server was not found by clients on the same machine

Gameplay

  • Flying is no longer disabled when flying under Stairs (MCPE-168999)
  • Fixed fall damage accumulating when the player jumped on a roofed Soul Sand Bubble Column
  • Players no longer take fall damage when falling through water at high speeds (MCPE-152485)
  • After choosing the Main Menu option on the death screen, the player hitbox is now the correct size when returning to that world (MCPE-167045)
  • Distinct green particles are now emitted by the player under effect of Hero of the Village status effect

Mobs

  • Ghasts now shoot fireballs out of their mouth instead of at eye level (MCPE-35202)
  • Boots and Leggings no longer cause z-fighting when worn by humanoid mobs and Armor Stands
  • Mobs are now correctly positioned above the surface of Bamboo Rafts when riding them
  • Bees no longer make the player eating sound when eating (MCPE-169567)

Sculk Blocks

  • Sculk Sensors now power the block below them when active
  • Waterlogging a Sculk Shrieker will now silence its shriek sounds (MCPE-169563)
  • The sounds emitted by players and mobs stepping, falling, jumping, or landing on top of Sculk Sensors are now affected by the “Players” sound slider
  • Any item use, like using a Brush or Spyglass or eating an Apple now send item interact events that cause vibrations picked up by Sculk Sensors and Wardens

Blocks

  • Wooden Logs generated in Woodland Mansions now have the correct facing (MCPE-168387)
  • Minecraft 1.20.0 removed redundant ‘lava_cauldron’ block that could be placed using commands (MCPE-39974)
  • Sugar Cane and Bamboo can now be placed on Moss Block
  • Conduit block now respects the lighting conditions when held in-hand or dropped
  • Top and bottom Door textures now rotate correctly when opened and closed for worlds versioned from 1.20 onward (MCPE-152926)
  • Sugar Cane no longer generates an air pocket when generated underwater (MCPE-161096)
  • MC update 1.20.0 fixed an issue where a Piston could become invisible in rare cases
  • Woodland Mansion’s entrance now uses Cobblestone Slabs (MCPE-169038)
  • Iron Bars and Glass Panes now can connect to Pistons (MCPE-64745)
  • Dead Bushes can now be placed on Grass Blocks and Moss Blocks (MCPE-125931)
  • The map color for Black Terracotta now matches Java Edition (MCPE-166791)
  • Players no longer fall through Farmland Blocks after jumping on them
  • Players no longer fall through Mud Blocks or Farmland Blocks if they are standing on the block as it becomes a complete block (MCPE-164677)
  • MC 1.20 fixed an issue where placing blocks while sneaking on an interactable block was not working as intended with client authoritative movement (MCPE-168280)
  • Fixed an issue where an Armor Stand’s pose would not change when right-clicked while the player had sneak held and flying (MCPE-168548)
  • Weighted Pressure Plates now update their signal strength immediately when multiple items are placed on top (MCPE-156773)

Items

  • Fixed a bug where item in Item Frames could be too small in some world templates (MCPE-163399)
  • Broken and unbroken Elytra now render in-hand, in the world, and in Item Frames with the correct icon (MCPE-19700)

Realms

  • Changed the text font of the placeholder text in the New Post menu
  • Changed the text from “A 10 Player Realm” to “10 Players” in the card for 10 Player Realm in the Settings -> Subscription Tab
  • Realms now appear immediately on the list in the Friends tab after entering an invite code
  • Fixes an issue that prevented a Realm from being reset
  • Changed the Realms purple gradient background to be darker
  • Fixed an issue where a Realm would generate structures that local worlds would not
  • Added a focus indicator to FAQ sections when using keyboard and mouse
  • Hid the ‘Download World’ button when there is no backup available
  • MC update 1.20.0 fixed a bug where the Manage Subscriptions list would not populate when navigated to from a Realm’s ‘Manage Realm’ page

Accessibility

  • Added new “Chat Message Duration” accessibility setting to change how long chat messages remain on screen (3 seconds by default)
  • Minecraft patch 1.20 renamed “Notification Duration” to “Toast Notification Duration” and fixed an issue were the setting had no affect on how long toasts remained on display
  • The four Creative Inventory tabs now have their names read out by text-to-speech
  • Screen reader now describes function of “Delete World” button in the Storage menu
  • Tweaked the contrast of the text inside of header for list of worlds in the Storage Settings menu
  • Potions, Tipped Arrows, and mob effects have had their colors adjusted to make them more distinguishable from each other (MCPE-168357)

User Interface

  • Added new Trails & Tales splash screen text and loading screen tips
  • Added new Trails & Tales main menu background
    • View now rotates clockwise and is tilted down unless a global resource pack replaces the cubemap background
  • Loading animation for adding friends is now the correct size (MCPE-159261)
  • The block type icon now appears in the Command Block UI screen (MCPE-159970)
  • The game no longer shows a retry cloud sync prompt when encountering an out of space error (MCPE-162455)
  • Screen UI now always has a focus in control when using a controller
  • Doubled the resolution of world thumbnail images
  • Changed the world tag to no longer display “-experimental” on worlds that only use the Holiday Creator Features experiment
  • Button sounds will no longer sometimes occur when clicking a disabled button (MCPE-141124)
  • Added exclamation marks to certain splash texts that were missing to match Java Edition (MCPE-165962)
  • MC 1.20 fixed capitalization in title of Behavior Pack message modal (MCPE-156331)
  • Minecraft update 1.20.0 fixed a bug where respawning in VR sometimes softlocked players on the death screen
  • Text shadowboxes now have the correct opacity on interactable block screens
  • Marketplace and Dressing Room cycle buttons now show navigation chevron when using a controller and controller hints are disabled (MCPE-147711)
  • Fixed that the multiplayer toggle in the Create New World screen sometimes wasn’t greyed out even though the setting would have no effect
  • Fixed a graphical issue where a gamepad icon would display over another screen

Touch Controls

  • Fixed issues with keyboard navigation on some menu screens on iOS and Android

Graphical

  • Fixed a crash when enabling ray tracing in ray tracing compatible content that was loaded into with ray tracing turned off
  • Fixed an issue in RTX where underwater light shafts from the moon would originate from the opposite angle of the moon sprite (MCPE-118898)

Technical Updates

Updated Add-On Template Packs

  • Updated Add-On templates for 1.20 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks

General

  • Fixed “get_equipped_item_name” Molang query not being able to return the old name of some flattened items, eg. red_wool, to wool
  • Introduced new entity filters “all_slots_empty” and “any_slot_empty” to allow searching for empty item slots in a designated equipment location (MCPE-153909)
  • The minecraft:friction component is no longer ignored when calculating ground friction
  • Added spawn_item_event event to minecraft:spawn_entity component. This event is called when an item is spawned
  • Attribute “speed_multiplier” in the “minecraft:boostable” component is now being parsed correctly from json file. Old behavior is maintained for “format_version” lower than 1.20 with 1.35 value rather than what the json file specifies (MCPE-164424)
  • Minecraft 1.20.0 fixed incorrect content warnings for recipes that used the same blocks but with different data (MCPE-168717)
  • Fixed custom textures that override vanilla blocks with aux metadata as a list of textures

Dedicated Server

  • Note for Linux users: Ubuntu 18.04 LTS (Bionic Beaver) will reach End of Standard Support in 2023. Accordingly, the Linux Minecraft Dedicated Server will also raise its minimum target Ubuntu version to 20.04 LTS (Focal Fossa) in a later R20 update (exact release to be determined). Minecraft server operators using Ubuntu are encouraged to prepare for this transition by updating their deployments to 20.04 LTS as soon as possible.
  • Content logs now show in dedicated server console window with a configurable log level using these new server properties:
    • content-log-level – Sets the minimum level for content logs to output. Allowed values: “verbose”, “info”, “warning”, “error”. Default: info
      • Note: This log level also affects content logs written to disk when using content-log-file-enabled=true
    • content-log-console-output-enabled – Enables or disables content log output to the console window. Default: info

Commands

  • Has item command selector now correctly detects whether or not an actor has a filled Map or Firework Star in their inventory
  • The “inputpermission” command now has a description displayed in the command dialogue preview
  • When typing a slash command, auto-complete no longer suggests block-states that are already part of the typed command (MCPE-168055)
  • Improved performance when preparing commands, most noticeable when opening the command window for the first time in a world, but also when loading Command Blocks for old command versions
  • “carpet” block is now flattened into unique variants of 16 colors, namely “white_carpet”, “orange_carpet”, “magenta_carpet”, “light_blue_carpet”, “yellow_carpet”, “lime_carpet”, “pink_carpet”, “gray_carpet”, “light_gray_carpet”, “cyan_carpet”, “purple_carpet”, “blue_carpet”, “brown_carpet”, “green_carpet”, “red_carpet”, “black_carpet”
    • Commands will still work with “carpet”, but only new carpet name will be suggested in the command prompt
  • “coral” was split into unique instances, namely “tube_coral”, “brain_coral”, “bubble_coral”, “fire_coral”, “horn_coral”, “dead_tube_coral”, “dead_brain_coral”, “dead_bubble_coral”, “dead_fire_coral” and “dead_horn_coral”
    • Commands will still work with “coral”, but “coral” won’t be suggested in the command prompt, rather the new names will
  • Experience Orbs now merge when spawned with the summon command (MCPE-167247)

Entities

  • Custom entities with internal-only components or AI goals will fail to load in game
  • Custom entities are restricted to overriding Vanilla entities released before 1.20. Invalid entities used in the “identifier” or “runtime_identifier” field will result in content errors

Items

  • Custom items using JSON formats 1.16.100 and formats past 1.17.0 can be loaded without the Holiday Creator Feature toggle if there are no Holiday components used
  • Custom items with ‘minecraft:record’ now show the correct sound description in hover text and on playing in a Jukebox
  • Custom items with ‘minecraft:durability’ and ‘minecraft:repairable’ can be combined to repair them without requiring a custom item entry
  • Items with the Entity Placer item component will now successfully create the actor on air blocks if the “dispense_on” field is empty
  • Items with the Entity Placer item component can now be used on a Mob Spawner to change the Spawner’s actor spawn type. The item must have a format version of at least 1.19.80
  • MC update 1.20 removed the non-functional ‘on_repaired’ parameter from the ‘minecraft:repairable’ item component
  • Released the “minecraft:display_name” item component out of experimental in json formats 1.20.0 and higher
  • Minecraft version 1.20.0 released the “minecraft:durability” item component out of experimental in json formats 1.20.0 and higher
  • Released the “minecraft:fuel” item component out of experimental in json formats 1.20.0 and higher
  • Released the “minecraft:entity_placer” item component out of experimental in json formats 1.20.0 and higher
  • Released the “minecraft:icon” item component out of experimental in json formats 1.20.0 and higher

Add-Ons

  • Fixed an issue that prevented custom entity spawn eggs from being supported in trade tables (MCPE-170184)

Molang

  • Fixed a crash affecting some Marketplace packs preventing them from loading
    • There is now a limit on the amount of nested sub-expressions each Molang expression can have

Experimental Technical Features

Camera Command

  • Added /camera command as part of the experimental Cameras toggle
    • This command can switch to custom camera perspectives or fade the screen
    • Use /help camera to get a full list of options
  • Added a new experimental Cameras toggle to allow for custom camera perspectives

Items

  • Items with the ‘minecraft:throwable’ component now trigger the ‘throw’ sound effect when used

Add-Ons

  • Added PlacementDirection and PlacementPosisition BlockTraits
    • The PlacementDirection trait can enable the “minecraft:cardinal_direction” and/or “minecraft:facing_direction” states on a block.
      • “minecraft:cardinal_direction” is a four value string state [“north”, “south”, “east”, “west”] that describes what cardinal direction the player was facing when they placed the block.
      • “minecraft:facing_direction” is a six value string state [“down”, “up”, “north”, “south”, “east”, “west”] that describes what direction the player was facing when they placed the block.
      • Values for these states are set when the block is placed.
    • The PlacementPosition trait can enable the “minecraft:block_face” and/or “minecraft:vertical_half” states on a block.
      • “minecraft:block_face” is a six value string state [“down”, “up”, “north”, “south”, “east”, “west”] that describes what face the block was placed on.
      • “minecraft:vertical_half” is a two value string state [“bottom”, “top”] that describes whether the block was placed in the upper or lower half of a block position.
      • Values for these states are set when the block is placed.
    • Can access all states associated with BlockTraits through the “block_property” Molang queries and “set_block_property” event responses.
    • Note: Use of BlockTraits in JSON is currently behind the “Upcoming Creator Features” toggle
  • Removed “knockback_resistance” item component
  • Pumpkin blocks use the string type state “minecraft:cardinal_direction” instead of the int type “direction” state
  • MC 1.20 removed “dye_powder” item component
  • Items using the minimum duration for the “minecraft:fuel” component now work in the Blast Furnace and Smoker

Scripting

  • System Events
    • Further separation of events into distinct before* and after* handling, with some restrictions on the execution of state updates in a before event:
    • All before events moved from world.events into world.beforeEvents property. The “before” prefix has been removed. Functions that alter world state are prohibited in before event callbacks. Read-only methods and properties are allowed. Set methods are limited to the event object itself. Any use of restricted methods and properties will throw an exception.
    • For example, system.events.beforeWatchdogTerminate is now considered a “before” event. Functions that alter world state are prohibited in before event callbacks. Read-only methods and properties are allowed. Set methods are limited to the event object itself. Any use of restricted methods and properties will throw an exception
    • For example, system.events.scriptEventReceived is now considered an “after” event. After event callbacks are executed in a deferred manner. Using /scriptEvent something will queue script to execute at a later point
  • Renamed Scripting Events
    • Before Events renamed to *BeforeEvent and event signals renamed to *BeforeEventSignal
      • Example: BeforeItemUseEvent renamed to ItemUseBeforeEvent and BeforeItemUseEventSignal renamed to ItemUseBeforeEventSignal
    • Other events renamed to *AfterEvent and event signals renamed to *AfterEventSignal
      • Example: WeatherChangedEvent renamed to WeatherChangedAfterEvent and WeatherChangedEventSignal renamed to WeatherChangedAfterEventSignal
    • chat event renamed to chatSend
      • world.events.beforeChat renamed to world.events.beforeChatSend
      • world.events.chat renamed to world.events.chatSend
      • BeforeChatEvent renamed to ChatSendBeforeEvent
      • BeforeChatEventSignal renamed to ChatSendBeforeEventSignal
      • ChatEvent renamed to ChatSendAfterEvent
      • ChatEventSignal renamed to ChatSendAfterEventSignal
  • Fixed a bug where BlockPermutation.resolve() would fail to resolve custom block properties
  • Renamed Entity.scoreboard to Entity.scoreboardIdentity
  • Item Events
    • The ItemStartUseOnEvent now only fires for the first block that is interacted with when performing a build action
    • The ItemUseOnEvent now only fires if the item is successfully used on a block
    • ItemUseOnEvent property blockLocation: Vec3 has been changed to block: Block
    • ItemStartUseOnEvent property blockLocation: Vec3 has been changed to block: Block
    • ItemStopUseOnEvent property blockLocation: Vec3 has been changed to block: Block
    • ProjectileHitEvent property faceLocation: Vec2 has been changed to faceLocation: Vec3 – This position is relative to the bottom north-west corner of the block
    • ItemUseOnEvent property faceLocation: Vec2 has been changed to faceLocation: Vec3 – This position is relative to the bottom north-west corner of the block
  • Entity
    • MC 1.20 added interface teleportOptions {dimension?: Dimension, rotation?: Vector2, keepVelocity?: boolean, facingLocation?: Vector3, checkForBlocks?: boolean}
    • Added interface Vector2 {x: number, y: number}
    • Added function tryTeleport(location: Vector3, teleportOptions?: teleportOptions) : boolean – Attempts to teleport the entity and returns false if the entity is unable to teleport safely (blocks surrounding teleport location or unloaded chunk)
    • Changed function teleport to teleport(location: Vector3, teleportOptions?: teleportOptions) : void – Teleports an entity
    • Changed function setRotation to setRotation(rotation: Vector2) : void – Sets the entity’s rotation
    • Changed function getRotation to getRotation() : Vector2 – Gets the entity’s rotation
    • Updated function addTag(tag: string): boolean – The tag must be less than 256 characters
    • Updated method kill to return boolean instead of void. If return value is true, entity can be killed, otherwise false
  • Added interface EntityApplyDamageOptions. Additional options about the source of damage to use as input in Entity.applyDamage
  • Added interface EntityApplyDamageByProjectileOptions. Additional options about the source of damage to use as input in Entity.applyDamage in case of projectile damage
    • Updated method applyDamage. Renamed parameter source to options. Parameter type also changed from EntityDamageSource to EntityApplyDamageOptions | EntityApplyDamageByProjectileOptions
  • SimulatedPlayer
    • Changed function getHeadRotation to getHeadRotation() : Vector2 – Gets the simulated players head rotation
  • TitleDisplayOptions will now accept floating point values
  • Added new WorldSoundOptions and PlayerSoundOptions interface types for use with the world.playSound and player.playSound respectively
    • World.playSound now requires a location argument
    • When calling playMusic and queueMusic, an error will now be thrown if musicOptions.volume is less than 0.0
    • When calling playMusic and queueMusic, an error will now be thrown if musicOptions.fade is less than 0.0
    • When calling playSound, an error will now be thrown if soundOptions.pitch is less than 0.01
    • When calling playSound, an error will now be thrown if soundOptions.volume is less than 0.0
  • Entity objects now persist across dimension changes and chunk reloading. This means that if you have a reference to an invalid Entity, it will become usable once the Entity has been transferred or reloaded. You can check whether an Entity is loaded or unloaded by reading its lifetimeState property
  • Added read-only property lifetimeState – Returns the lifetime state of the Entity. Valid values include “loaded” and unloaded”
  • ItemDefinitionTriggeredEvent
    • Renamed property item to itemStack
  • ItemStartUseOnEvent
    • Renamed property item to itemStack
    • Replaced function getBlockLocation with read-only property blockLocation: Vector3
    • Removed function getBuildBlockLocation
  • ItemStopUseOnEvent
    • Renamed property item to itemStack
    • Replaced function getBlockLocation with read-only property blockLocation: Vector3
  • ItemUseEvent
    • Renamed property item to itemStack
  • ItemUseOnEvent
    • Renamed property item to itemStack
    • Replaced function getBlockLocation with read-only property blockLocation: Vector3
    • Replaced properties faceLocationX and faceLocation with read-only property faceLocation: Vector2
  • BlockHitInformation
    • Replaced properties faceLocationX and faceLocation with read-only property faceLocation: Vector2
  • After Events
    • All non-before events have been moved from world.events to world.afterEvents
    • events has been removed from the world object
    • After events do not execute immediately, instead they are deferred until a later point in the tick when they are flushed. It is guaranteed that all events fired in a tick are flushed within a tick
  • MC update 1.20 fixed a bug where modified equipment and container slots were not being synced to clients
  • @minecraft/server
    • Renamed BlockProperties to BlockStates
    • Renamed BlockPermutation.getAllProperties to BlockPermutation.getAllStates
    • Renamed BlockPermutation.getProperty to BlockPermutation.getState
  • Added class EffectTypes
    • Added function get(identifier: string): EffectType – Returns the effect type if it exists
    • Minecraft update 1.20 added function getAll(): EffectType[] – Returns all of the effects
  • Updated class Effect
    • Updated duration property. Is the duration of the effect in ticks
    • Added property typeId. Returns the effect’s type id
  • Added interface EntityEffectOptions { amplifier?: number, showParticles?: boolean }
  • Added function Entity.removeEffect(effectType: EffectType | string): boolean – Removes an effect from an Entity. Returns false if the effect is not found or does not exist
  • Updated function Entity.getEffect(effectType: EffectType | string): Effect | undefined – Gets the effect if it exists on the entity. Otherwise returns undefined
  • Updated function Entity.addEffect(effectType: EffectType | string, duration: number, options?: EntityEffectOptions): boolean – Adds an effect to the Entity. Returns false if the effect cannot be added (If the effect does not exist, the duration is negative)
  • New APIs moved from beta to stable @minecraft/server 1.2.0:
    • Moving applyDamage(amount: number, options?: EntityApplyDamageByProjectileOptions | EntityApplyDamageOptions): boolean to 1.2.0
    • Moving kill(): boolean to 1.2.0
    • Moving EntityApplyDamageOptions to 1.2.0
    • Moving EntityApplyDamageByProjectileOptions to 1.2.0
    • Moving EntityDamageCause to 1.2.0
    • Moving addTag(tag: string) to 1.2.0
    • Moving removeTag(tag: string) to 1.2.0
    • Moving hasTag(tag: string) to 1.2.0
    • Moving getTags() to 1.2.0
    • Moved Container, BlockInventoryComponent, and EntityInventoryComponent to 1.2.0
    • Moved Music APIs from beta to stable
    • Moved Sound APIs from beta to stable
    • Moved ModalFormDataMessageFormData, and ActionFormData to 1.0.0
    • MC 1.20 fixed bug in response of MessageFormResponse where selection was inverted from which button was selected. button1 now refers to the left button and results in a selection of 0 and button2 now refers to the right button and results in a selection of 1
    • Moved ItemStack constructor and getter APIs to 1.2.0
    • Moved EntityItemComponentItemComponentItemType, and ItemLockMode to 1.2.0
    • Moving applyImpulse(vector: Vector3): void to 1.2.0
    • Moving applyKnockback(directionX: number, directionZ: number, horizontalStrength: number, verticalStrength: number): void to 1.2.0
    • Moving clearVelocity(): void to 1.2.0
    • Moved runCommand from beta to 1.2.0
    • Moving getComponent(componentId: string): EntityComponent | undefined method to 1.2.0
    • Moving getComponents(): EntityComponent[] method to 1.2.0
    • Moving hasComponent(componentId: string): boolean method to 1.2.0
    • Moving EntityComponent class to 1.2.0
    • Moving EntityBaseMovementComponent class to 1.2.0:
      • Moving readonly maxTurn: number property to 1.2.0
      • Moving the following additional EntityBaseMovementComponent subclasses to 1.2.0:
        • EntityMovementAmphibiousComponent
        • EntityMovementBasicComponent
        • EntityMovementFlyComponent
        • EntityMovementGenericComponent
        • EntityMovementHoverComponent
        • EntityMovementJumpComponent
        • EntityMovementSkipComponent
    • Renamed EntityIsDyableComponent class to EntityIsDyeableComponent and moved to 1.2.0
    • Moving the following additional EntityComponent subclasses to 1.2.0:
      • EntityCanClimbComponent
      • EntityCanFlyComponent
      • EntityCanPowerJumpComponent
      • EntityColorComponent
      • EntityFireImmuneComponent
      • EntityFloatsInLiquidComponent
      • EntityFlyingSpeedComponent
      • EntityFrictionModifierComponent
      • EntityGroundOffsetComponent
      • EntityIsBabyComponent
      • EntityIsChargedComponent
      • EntityIsChestedComponent
      • EntityIsHiddenWhenInvisibleComponent
      • EntityIsIgnitedComponent
      • EntityIsIllagerCaptainComponent
      • EntityIsSaddledComponent
      • EntityIsShakingComponent
      • EntityIsShearedComponent
      • EntityIsStackableComponent
      • EntityIsStunnedComponent
      • EntityIsTamedComponent
      • EntityMarkVariantComponent
      • EntityPushThroughComponent
      • EntityScaleComponent
      • EntitySkinIdComponent
      • EntityVariantComponent
      • EntityWantsJockeyComponent
  • Enchantments
    • Removed MinecraftEnchantmentTypes class. Use MinecraftEnchantmentTypes from @minecraft/vanilla-data module for minecraft version specific information.
    • Added support for “strings” in all Enchantment methods for specifying the enchantment type
  • source on ExplosionBeforeEvent is now an optional property because explosions may not have a source
  • Tameable Component
    • Removed unimplemented tameEvent from TameableComponent
  • Updated API to better handle operations outside of loaded and ticking areas
  • PositionInUnloadedChunkError: Exception thrown when trying to interact with a Block object that isn’t in a loaded and ticking chunk anymore
  • PositionOutOfWorldBoundariesError: Exception thrown when trying to interact with a position outside of dimension height range
  • Dimension
    • getBlock now returns an optional Block to reflect it might return ‘undefined’ if asking for a block at an unloaded chunk
  • Signs
    • Added optional SignSide parameter to functions setText, getTextgetRawTextsetTextDyeColor, and getTextDyeColor on BlockSignComponent to support getting and setting text and colors on both sides of signs
    • Minecraft 1.20.0 added isWaxed property to BlockSignComponent indicating whether players can edit the sign or not
    • Minecraft update 1.20.0 added setWaxed method to BlockSignComponent to block players from editing the sign
  • runCommand and runCommandAsync on Dimension and Entity can now fail with a CommandError
    • runCommand can throw a CommandError exception
    • runCommandAsync will pass a CommandError into the reject handler

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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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