Damage types damage types are a new registry that can be extended through data packs a damage type determines how damage is handled by the game this includes which attributes the damage has as well as which death message is used when an entity dies due to that type of damage example exhaustion 0.1 message Underscore ID arrow and quad scaling when underscore caused underscore by underscore living underscore non-underscore player Fields message underscore it the message it used for deaths caused by this damage type will be combined with other string fragments to form a translation key exhaustion the amount of hunger exhaustion caused by This damage type scaling whether this damage type scales with difficulty levels possible values never damage is always the same always damage always scales with difficulty when underscore caused underscore by underscore living underscore non-underscore player damage scales with difficulty if it was caused by a living entity who is not a player FX optional field controlling how damage manifests when inflicted on players possible value hurt default the default hurt sound Thorns Thorns hurt sound drowning drowning sound burning a single tick of burning sound poking berry bush pokes sound freezing freeze tick sound death underscore message underscore type optional feel that controls if special Death message variants are used possible values default default no special death message logic is applied fall underscore variants show a variant of fall damage death instead of a regular death message for example death.fell.assist.item intentional underscore game underscore design show the intentional game design message instead of a regular death message Damage type tags control many aspects of how damage from different sources are interpreted commands damage new command to apply damage to entities syntax damage Target amount damage type at location damage Target amount damage type by entity from costs parameters Target The Entity to damage amount amount of damage to inflict damage type The type of damage to inflict this determines how the damage affects the entity as well as which death message is displayed entity The Entity inflicting the damage cause the cause of the damage in the case of indirect damage example when shot by an arrow The Entity is the Aero projectile while cause might be a skeleton location the location the damage originated at when no entity caused the damage for instance location might represent the location of a bed exploding in the nether execute summon new execute subcommand for summoning new entity and binding context at s to it Meant to simplify entity setup and reduce need for raw NBT editing execute summon entity it predicates damage type predicates the following Fields have been removed from damage type predicates is underscore projectile is underscore explosion bypasses underscore armor bypasses underscore and vulnerability bypasses underscore magic is underscore fire is underscore magic is underscore Lightning a new tags array has been added each entry has two fields did the ID of a damage type tag expected whether the damage is expected to have or not have the tag for the predicate to match game rules added do Vine spread game rule determining if fines will spread to Nearby blocks let’s go to the next snapshot and I recorded it before too so let me show you the episode we’ll show them on screen so you can watch this gameplay let’s say them and talk about them more later jukeboxes have changed to be at parody with bedrock horse Breeding has been updated updated the realm screen to be more in line with the single player and multiplayer screens recipe unlocking the crafting table recipe is unlocked immediately on creating a new world the crossbow recipe is no longer unlocked by Sticks the sole campfire recipe is no longer unlocked by Sticks jukebox changes while playing a music disc it will emit a redstone signal of 15. droppers and Hoppers can now interact with it horse changes when breeding horses and the like the baby’s speed jump height and health are no longer biased toward the average this change is intended to make horse Breeding a viable way of getting gray horse if a player starts with good parents and puts in enough time in golden carrots some technical changes the vanilla resource pack and underscores language file is now sorted alphanumerically by key a new recipe serializer crafting underscore decorated underscore pod has been added for the New decorated pot recipe added show underscore notification field to recipes accepts a Boolean which determines if a notification is shown when unlocking this recipe defaults to true if isn’t specified interaction entities new type of entity that records attacks left clicks and interactions right clicks and quad interactions are invisible and of a Custom size Fields width width of the entities bounding box default one height height of the entity’s bounding box default one Attack Records the last attack action on the entity interaction records the last interaction action on the entity response Boolean specifying if interacting should trigger a response arm swing sound effects Etc default False action format when an action is stored it always has two player the you would in standard integer array format of the player performing the action timestamp the timestamp of the game tick when the event happened stored as a long advancement triggers interacting with an interaction entity triggers player underscore interacted Underscore with underscore entity attacking an interaction entity triggers player underscore hurt underscore entity execute on with interactions the interaction entity targets the player who last interacted with it that makes the following possible execute on attacker execute is the last player who attacked the entity execute On Target execute as the last player who Interacted with the entity fixed bugs in snapshot 23w07a here are the bugs that got fixed horse breeding never exceeds Egg Slash spawn horse at let’s go to the 1.19.4 prerelease one added a built-in resource pack that enhances the contrast of UI elements the resource pack can be enabled in the accessibility options Screener manually in the resource pack screen this is only available in the menus for now but will be looking to bring this to gameplay UI future as well updated create new world screen the appearance of the tab bar in the create new world screen has been updated tabs Now have unique visuals instead of being traditional buttons the tabs now align to the center of the screen the content has been aligned to the top of the screen technical changes the resource pack version is now 13. change the following game events item underscore interact underscore finish now has a Vibration frequency of 2 instead of 14 new damage type tag bypasses underscore cooldown damage types with this tag bypass the regular invincibility time after taking damage new entity type tag fall underscore damage underscore immune entity types with this tag do not take fall damage resource pack format the Enchantment glint now has two separate texture files Enchanted underscore glyn underscore entity.png and Enchanted underscore glint underscore item.png command changes execute positioned over new execute sub command for finding positions on top of a height map changes the height of the execution position to be on top of the given and height map Syntax execute positioned over height Maps a height map records the highest position in a column of blocks According to some criteria available options World underscore surface any non-air block motion underscore blocking any motion blocking material for example ignores flowers and grass motion underscore blocking underscore no underscore leaves any non-leaf motion blocking material Ocean underscore floor any non-fluid motion blocking material let’s go to pre-release too potions have had their colors adjusted to make them more distinguishable from each other some potions now have custom colors to look better only mobs in the Dismounts underscore underwater entity tag will now Force the rider to Dismount when Underwater and that’s everything added in this time soon we will get more big versions so stay tuned for more bye hi guys and today we finally got a new Minecraft version and that’s 1.19.4 we got many new features added in this version so let’s cover them first we Will start with big changes then we will talk about experimental changes like new features and then the small changes let’s start vexes now use a separate charging animation when empty-handed armor stands now preserve custom names when placed and broken enchantment glint on items and armor is now more subtle Updated the create new world screen interacting with armor or elytra items in hand will now swap them with a quick gear the enchantment glint has been further tweaked to be slower and less visible but also have more contrast in some intervals jukeboxes now emit a note particle above them while playing a Music disc to match Bedrock jukeboxes have changed to be a parody with bedrock horse breeding has been updated updated the realm screen to be more in line with the single player and multiplayer screens the enchantment glint for items in the inventory has been made more visible the default value of the glint Strength setting has been reduced to 75 percent potions no longer have an enchantment glimp due to with obscuring the color of the potion contents added a notification system for Realms to tell you about important information about your realm potions have had their colors adjusted to make them more Distinguishable from each other let’s go to the experimental features they can be only obtainable by adding a data pack so let’s start first thing added was a change netherrite upgrade system that came with a redesign to the smithing table that also added armored trims armor trims are decorations for your Armor with all ores and crystals there are 12 of them and one of them is the netherright upgrade that is found in bastions then we have Coast armor trim that is found in shipwrecks then the Dune armor Trim in desert pyramids then the eye armor Trim in strongholds then The rib armor Trim in Nether fortresses the Sentry armor trim and Pillager outposts the snout armor trim found in bastions the Spire armor trim found in end cities the tide armor trim that you can get by killing Elder Guardians Vex armor trim and Woodland Mansions wart armor Trim in ancient cities and last Wild armor trim and jungle temples armor trims can be used on all types of armors you can even use this same or as your armor as a trim there are thousands of combinations with this okay so the next experimental feature is the sniffer you can only get it in Survival by spawning It it can also start sniffing for the torch flower seed when you plant it then it will go with three stages to become the torch flower now let’s go to the next big experimental thing it’s the Cherry biome it comes with a wood set and a bio next thing is archeology you Can make brushes to find suspicious and in Wells and temples you can get Pottery shards to make pots so let’s go to more official changes let’s start with all the versions accessibility changes added an accessibility onboarding screen for players launching the game for the first time added Arrow key navigation the Resource pack screen is now keyboard navigable Auto jump is now off by default added a new notification display time accessibility option changes how long notifications such as unlocked recipes advancements subtitles and selected item names are visible for Arrow key navigation menu screens can now be navigated by using the arrow keys When navigating with arrow keys sliders need to be activated by pressing enter or space to start changing the value technical changes the data pack version is now 11 added a network protocol feature for forcing bundle of packets to be processed within same client tick added fallback fields to translate chat Components out of bound arguments and translate formats are no longer silently ignored the Clone command now supports cloning to and from different dimensions a new string source is now available for the data modify command new execute sub commands Network protocol clients now reset their secure chat session State When receiving the login packet packet bundles added new delimiter packet to client-bound gain protocol all packets between two delimiters are guaranteed to be processed within the same tick for security reasons this feature is not supported in server-bound Direction block Behavior fire burns out faster in certain biomes and this is now Controlled by the increased underscore fire underscore burnout biome tag mob spawning the only underscore allows underscore snow underscore and underscore gold underscore rabbits Biomet tag has been renamed to spawns underscore gold underscore rabbits to match Its Behavior White Rabbit variants are now controlled by the spawns underscore white underscore rabbit’s Biome tag Fox variants are now controlled by the spawns underscore snow underscore Fox’s biome tag mob Behavior Snow Golems melting and warm biomes is now controlled by the snow underscore Golem underscore melts biome tag commands clone the Clone command now supports specifying the source and Target dimensions new syntax clone from To parameters Source Dimension it have dimensioned a clone from Target Dimension it have dimensioned a clone 2 Data new source available string path start and reads a value as text resulting in a string value new arguments start index of first character to include at the start of the string And index of the first character to exclude at the end of the string execute execute if vertical bar unless new conditions available for the executed vertical bar unless sub command executed vertical bar unless loaded checks if the position given is fully loaded in regard to both blocks and entities execute a Vertical bar and less Dimension checks if the execution is in a matching Dimension parameters pass block position to check Dimension a dimension it execute on new execute sub command for selecting entities based on relation to the current executing entity execute on relations vehicle entity that the executing entity is writing passengers All entities directly writing the executing entity no sub passengers controller entity that is controlling the executing entity for example first passenger in a boat owner owner of the executing entity if it is a tameable animal like cats wolves or parrots Leisure entity leading the executing Entity with a leash might be a leash not in case of being attached to a fence target attack Target for the executing entity attacker last entity that damaged the executing entity in the previous five seconds if the relation is not applicable to the executing entity or there are no entities matching it Selector returns zero elements title all-time arguments to title times are now time durations and work with t s and D suffixes weather the duration of the weather change now matches the game’s regular weather cycle if not specified the duration parameter is now a Time duration in ticks and works with t s and D suffixes to retain existing functionality you need to add an S suffix to pre-existing commands ride new command to allow entities to start or stop writing other entities syntax right Mount makes a single Target Mount a single vehicle the command will fail it vehicle is a player the target is Already riding a vehicle Target and vehicle are the same entity vehicle is already a passenger direct or indirect of the target ride Dismount Dismounts Target from any vehicle it is riding fails if the target is not writing anything we also have a game rule change added command modification block limit Controlling the maximum number of blocks changed in one execution of Clone fill and fill biome changes for chat components translation fallback added an optional fallback Back Field to translate text components the new field is a string that will be used in place of translation if it is missing if Fallback is missing the old Behavior I using the key itself as the translation is preserved let’s go to the next snapshot changes technical changes added a new type of Atlas configuration Source palleted underscore permutations armor stands now preserve custom names when placed and broken a new registry trim Underscore pattern has been added for the armor trim system a new recipe serializer smithing underscore transform has been added for the updated netherite upgrade recipe a new recipe serializer smithing underscore trim has been added for the new armor trim recipe the smithing table temporarily has two menu types old menu without the smithing Template slot has been renamed to Legacy underscore smithing will be removed when the armor trim feature stops being an experimental feature new menu with a smithing template slot was added called smithing added new flag value 128 to hide flag’s NBT field for hiding armor trim item tooltips palleted permutations How validate underscore permutations is a new type of Atlas configuration Source used to dynamically generate new Textures in memory based on a set of color palettes color palettes allow you to swap out the colors of a texture without having to supply all files for the variance of a texture in a resource Pack this is useful for things like armor trims where you want to be able to change the color of parts of the armor without having to create a new texture for each color the palleted underscore permutation Source has a set of required parameters textures a list of namespace locations of Base textures these Textures will be used to generate variants of them that have been modified by color palettes palette underscore key a namespace location of a color palette key file a color palette key is used to define the set of key pixel colors we want to swap out with the color palettes Defined below permutations a map of permutations from suffix to a namespace location of a color palette file the suffix is appended at the beginning to the resource location of the output variant textures with underscore character separating the suffix and the base texture name the color palette is a Texture file with a set of picks pixels that are used for replacing pixels that match the color palette key in each base texture the number of pixels in each color palette must be the same as that of the palette underscore key to find for this Source key matching is done by Comparing the RGB values of each pixel in the palette underscore key to the RGB values of each pixel in the color palette Alpha channel is ignored for key matching but in the resulting texture the alpha channel is Multiplied with the color palette’s Alpha Channel pixels that do not match the palette underscore Key are copied over to the resulting texture as is after defining a palleted underscore permutation Source you can then reference those namespaced output textures and other resources in your resource pack trim patterns and materials trim patterns and materials for armor are defined by the server through the trim underscore pattern and Trim underscore material registry respectively as a result new trim patterns and materials can be added via data packs these are synchronized to clients when they join the server however clients must have an accompanying resource pack to see those registered trim patterns and materials the paths to these textures are inferred By based on the file name of the pattern Json and we’ll try to find the textures within the same namespace as the trim pattern’s name field the following data is defined by a trim pattern asset underscore which is a namespace did used to infer texture locations and localization template underscore item Which is the aid of the smithing template item used to apply the trim pattern description which is a text component used for displaying the pattern name of an armor trim when hovering an armor item stack the following data is defined by a trim material asset underscore name which is A string used as a suffix for armor trim texture locations ingredient which is the it of the ingredient item used to apply the trim material item underscore model underscore index which is a float which defines the item model override each armor item model should Target to change their visuals for this material Incompatible underscore armor underscore material which is an optional end of the armor material this trim material cannot be applied to description which is a text component used for displaying the material name of an armor trim when hovering an armor item stack the style defined in this description is applied To the armor trim pattern to description as well commands new relation available for execute on Origin shooter if the executing entity is a projectile like Arrow Fireball Trident firework Throne potion Etc thrower if the executing entity is an item source of effect if the executing entity is an area effect Cloud Igniter if the executing entity is a prime TNT Summoner if the executing entity is evoker fangs or effects accessibility changes changed how tooltips in the menu UI are positioned so buttons are still readable added two new options in the accessibility menu for adjusting the speed and transparency of Enchantment glints updated create new World screen the screen is now organized into three tabs the game tab allows to set the world name gamma mode difficulty and weather to allow cheats the world tab allows to set the world type and seed and to toggle the generation of structures in the bonus chest the more Tab provides access to the game rules and data pack selection screen remove the import settings button in the corresponding export settings button in the edit World screen technical changes trim patterns and materials the following data is now also defined by a trim material override underscore armor underscore materials which is an Optional map of armor material to override color palette map key is the armor material that this trim material wants to override with a different color palette map value is the name of the color palette that will be used when this trim material is applied to an armor piece with the corresponding armor Material the following data is no longer defined by a trim material incompatible underscore armor underscore material command changes effect infinite is now a valid option for effect durations infinite effect duration show up as Infinity in the player inventory view that’s it for this snapshot let’s go to The next one let me show you the clip from my older episode Lord by pressing Control Plus Tab and Control Plus shift plus tab specific tabs can also be navigated to by pressing Control Plus tab number for example control plus 2 navigates to the second tab added a Screen to easily enable slash disable experimental features the screen brain can always be found under the more tab in snapshots a shortcut button can be found under the game tab creative menu changes added painting variants to the creative menu paintings with predefined variants will Now display author and Title and description when hovered over technical changes added display entities for flexible display of items blocks and text added a damage command for applying damage to entities added PID file argument to dedicated server command line for printing processor to file added the following game events entity underscore Dismount with a vibration Frequency of 6. entity underscore mount with a vibration frequency of 7 added a group of entities to display items blocks and text added execute summoned to allow customization of a newly spawned entity display entities changes three new entities have been added for flexible display of items blocks and Text those entities similarly to markers don’t tick and have no collisions or physics models render at entity position with normal rotation around X and y-axis so it can be controlled by teleport commands but also with additional arbitrary model transform common data types tag contents for those entities Include some new data types with complex structure any form can be used for modifying data but only one form is used for saving rotation quaternion form used for saving array of four numbers describing components x y z w axis angle form object with following Fields axis 3D Vector angle and radians Transformation arbitrary of fine transform Matrix form array of 16 numbers describing row major Matrix decomposed form used for saving object with following Fields translation 3D Vector left underscore rotation right underscore rotation rotation scale 3D Vector transforms are composed in order translation left underscore rotation scale right underscore rotation interpolation some properties of display Entities can be interpolated that means that clients will see gradual changes over time instead of instantaneous jumps display entities keep track of current and previous values of interpolated values all properties marked as interpolated are part of a single interpolation set any update to interpolated property will cause all Values of interpolation set to be saved as current inquiry data command executions that do not change the value of property even if it’s present in NBT do not count as updates updates are synchronized to clients at most once per tick so multiple updates within command will still count as a single update Previous current values are saved as previous inquot if interpolation is enabled the entity will transition between previous and current values over time start of interpolation entity fully in previous state is defined by field interpolation underscore start game time in ticks set to -1 to load current game time instead end of interpolation entity Fully in current state is defined as interpolation underscore start plus interpolation underscore duration in ticks common properties every entity in a family has the following Fields transformation transformation Nation applied to the model after normal entity orientation defaults to Identity interpolated billboard option to control if entity should pivot to face player When rendered fixed no rotation default vertical entity can pivot around vertical axis horizontal entity can pivot around horizontal axis Center entity can pivot around Center Point brightness if present overrides light values used for rendering emitted by default which means rendering uses values from entity position object has Two Fields Sky value of Skylight 0-15 block value of block light 0 15. view underscore range maximum view range of this entity actual distance depends on client-side render distance and entity distance scaling default value 1.0 roughly the same as Fireball Shadow underscore radius size of Shadow defaults to zero no Shadow interpolated Shadow underscore strength strength of the Shadow controls the opacity of the Shadow as a function function of distance to block below defaults to one interpolated width height describe size of culling bounding box bounding box spans vertically y to Y plus height and horizontally width 2 in all directions From entity position if either field is set to zero culling is disabled both default to zero glow underscore color underscore override override glow border color defaults to zero use team color item display displays a single item stack stack can be changed with commands by setting slot inventory.0 Fields item Item stack to display same format as an inventory example ID Minecraft dirt count one item underscore display describes item model transform applied to item as defined in display section in model Json values none default third person underscore left hand third person underscore right hand first person underscore left hand first person Underscore right hand head GUI ground fixed lock underscore display displays a blocked state does not display block entities even if they would normally be created on block placement like chest Fields block underscore State block state to display same format as item held by Enderman example name Minecraft Dirt and quad text display displays a text component Fields text to display components are resolved with the context of the display entity line underscore width line width used to split lines Note new line can be also added with backslash n characters defaults to 200 text underscore opacity opacity Alpha Component of rendered text defaults to 255 interpolated background color of background includes Alpha Channel defaults to 0 by 40 million interpolated default underscore background if true rendering uses default text background color same as in chat defaults to false Shadow should text be displayed with Shadow defaults to false C underscore Through should text be visible through blocks defaults a false alignment how text should be aligned values Center default left right note text display backgrounds use new Shader types render type underscore text underscore background and render type underscore text underscore background underscore C underscore through damage types damage Types are a new registry that can be extended through data packs a damage type determines how damage is handled by the game this includes which attributes the damage has as well as which def message is used when an entity dies due to that type of damage example exhaustion 0.1 message underscore ID Arrow and quad scaling when underscore caused underscore by underscore living underscore non-underscore player Fields message underscore it the message it used for deaths caused by this damage type will be combined with other string fragments to form a translation key exhaustion the amount of hunger exhaustion caused by this damage type Scaling whether this damage type scales with difficulty levels possible values never damage is always the same always damage always scales with difficulty when underscore caused underscore by underscore living underscore non-underscore player damage scales with difficulty if it was caused by a living entity who is not a player effects Optional field controlling how damage manifests when inflicted on players possible values hurt default the default hurt sound Thorns Thorns hurt sound drowning drowning sound burning a single tick of burning sound poking berry bush pokes sound freezing freeze tick sound death underscore message underscore type optional field that controls if special Death message variants are used possible values default default no special death message logic is applied fall underscore variants show a variant of fall damage death instead of a regular death message for example death.fell.assist.item intentional underscore game underscore design show the intentional game design message instead of a regular death message Damage type tags control many aspects of how damage from different sources are interpreted commands Dam damage new command to apply damage to entities syntax damage Target amount damage type at location damage Target amount damage type by entity from cost parameters Target The Entity to damage amount amount of damage to inflict damage type The type of damage to inflict this determines how the damage affects the entity as well as which death message is displayed entity The Entity inflicting the damage cause the cause of the damage in the case of indirect damage example when shot by an arrow The Entity is the Aero projectile while cause might be a skeleton location the location the damage originated at when no entity caused the damage for instance location might represent the location of a bed exploding in the nether execute summon new execute subcommand for summoning new entity and binding context at s to it Meant to simplify entity setup and reduce need for raw NBT editing execute summon entity it predicates damage type predicates the following Fields have been removed from damage type predicates is underscore projectile is underscore explosion bypasses underscore armor bypasses underscore and vulnerability bypasses underscore magic is underscore fire is underscore magic is underscore Lightning a new tags array has been added each entry has two Fields it the ID of a damage type tag expected whether the damage is expected to have or not have the tag for the predicate to match game rules added do Vine spread game rule determining if fines will spread to Nearby blocks let’s go to the next snapshot and I recorded it before too so let me show you the episode we’ll show them on screen so you can watch this gameplay let’s say them and talk about them more later jukeboxes have changed to be at parody with bedrock horse Breeding has been updated updated the realm screen to be more in line with the single player and multiplayer screens recipe unlocking the crafting table recipe is unlocked immediately on creating a new world the crossbow recipe is no longer unlocked by Sticks the sole campfire recipe is no longer unlocked by Sticks jukebox changes while playing a music disc it will emit a redstone signal of 15. droppers and Hoppers can now interact with it horse changes when breeding horses and the like the baby’s speed jump height and health are no longer biased toward the average 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 in golden carrots some technical changes the vanilla resource pack and underscores language file is now sorted alphanumerically by key a new recipe serializer crafting underscore decorated underscore pod has been added for the New decorated pot recipe added show underscore notification field to recipes accepts a Boolean which determines if a notification is shown when unlocking this recipe defaults to true if isn’t specified interaction entities new type of entity that records attacks left clicks and interactions right clicks and quad interactions are invisible and of a Custom size Fields width width of the entities bounding box default one height height of the entities bounding box default one attack record the last attack action on the enemy interaction records the last interaction action on the entity response Boolean specifying if interacting should trigger a response arm swing sound effects Etc default False action format when an action is stored it always has two Fields player the you would in standard integer array format of the player performing the action timestamp the timestamp of the game tick when the event happened stored as a long advancement triggers interacting with an interaction entity triggers player underscore interacted Underscore with underscore entity attacking an interaction entity triggers player underscore hurt underscore entity execute on with interactions the interaction entity targets the player who last interacted with it that makes the following possible execute on attacker execute as the last player who attacked the entity execute On Target execute as the last player who Interacted with the entity fixed bugs in snapshot 23w07a here are the bugs that got fixed horse breeding never exceeds egg spawn horse let’s go to the 1.19.4 pre-release one added a built-in resource pack that enhances the contrast of UI elements the resource pack can be enabled in the accessibility options screener manually In the resource pack screen this is only available in the menus for now but we’ll be looking to bring this to gameplay uis in the future as well updated create new world screen the appearance of the tab bar in the create new world screen has been updated tabs now have unique Visuals instead of being traditional buttons the tabs now align to the center of the screen the content has been aligned to the top of the screen technical changes the resource pack version is now 13. change the following game events item underscore interact underscore finish now has a vibration Frequency of 2 instead of 14 new damage type tag bypasses underscore cooldown damage types with this tag bypass the regular invincibility time after taking damage new entity type tag fall underscore damage underscore immune entity types with this tag do not take fall damage resource pack format the Enchantment glint now has 2 two separate texture files Enchanted underscore Glenn underscore entity.png and Enchanted underscore glint underscore item.png command changes execute positioned over new execute sub command for finding positions on top of a height map changes the height of the execution position to be on top of the given height map syntax Execute positioned over height Maps a height map records the highest position in a column of blocks According to some criteria available options World underscore surface any non-air block motion underscore blocking any motion blocking material for example ignores flowers and grass motion underscore blocking underscore no underscore leaves any non-leaf motion blocking material Ocean underscore floor any non-fluid motion blocking material let’s go to pre-release too potions have had their colors adjusted to make them more distinguishable from each other some potions now have custom colors to look better only mobs in the Dismounts underscore underwater entity tag will now Force the rider to Dismount when Underwater and that’s everything added in this time soon we will get more big versions so stay tuned for more bye hi guys and today we finally got a new Minecraft version and that’s 1.19.4 we got many new features added in this version so let’s cover them first we Will start with big changes then we will talk about experimental changes like new features and then the small changes let’s start vexes now use a separate charging animation when empty-handed armor stands now preserve custom names when placed and broken enchantment glint on items and armor is now more subtle Updated the create new world screen interacting with armor or elytra items in hand will now swap them with equipped gear the enchantment glint has been further tweaked to be slower and less visible but also have more contrast in some intervals jukeboxes now emit a note particle above them while playing a Music disc to match Bedrock jukeboxes have changed to be at parity with bedrock horse breeding has been updated updated the realm screen to be more in line with the single player and multiplayer screens the enchantment glint for items in the inventory has been made more visible the default value Of the glint strength setting has been reduced to 75 percent potions no longer have an enchantment glimp due to with obscuring the color of the potion contents added a notification system for Realms to tell you about important information about your realm potions have had their colors adjusted to make Them more distinguishable from each other let’s go to the experimental features they can be only obtainable by adding a data pack so let’s start first thing added was a change netherrite upgrade system that came with a redesign to the smithing table that also added armored trims armor trims are Decorations for your armor with all ores and crystals there are 12 of them and one of them is the netherright upgrade that is found in bastions then we have Coast armor trim that is found in shipwrecks then the Dune armor Trim in desert pyramids then the eye armor Trim In strongholds then the rib armor Trim in Nether fortresses the Sentry armor trim and Pillager outposts the snout armor trim found in bastions the Spire armor trim found in end cities the tide armor trim that you can get by killing Elder Guardians Vex armor trim and Woodland Mansions wart armor Trim in Ancient cities and last wild armor trim and jungle temples armor trims can be used on all types of armors you can even use this same or as your armor as a trim there are thousands of combinations with this okay so the next experimental feature is the sniffer you can only get It in Survival by spawning it it can also start sniffing for the torch flower seed when you plant it then it will go with three stages to become the torch flower now let’s go to the next big experimental thing it’s the Cherry biome it comes with a wood set and a bio next Thing is archeology you can make brushes to find suspicious and in Wells and temples you can get Pottery shards to make pots so let’s go to more official changes let’s start with all the versions accessibility changes added an accessibility onboarding screen for players launching the game for the first Time added Arrow key navigation the resource pack screen is now keyboard navigable Auto jump is now off by default added a new notification display time accessibility option changes how long notifications such as unlocked recipes advancements subtitles and selected item names are visible for Arrow key navigation menu screens can Now be navigated by using the arrow keys when navigating with arrow keys sliders need to be activated by pressing enter or space to start changing the value technical changes the data pack version is now 11 added a network protocol feature for forcing bundle of packets to be processed within same client tick Added fallback fields to translate chat components out of bound arguments and translate formats are no longer silently ignored the Clone command now supports cloning to and from different dimensions a new string source is now available for the data modify command new execute sub commands Network protocol clients now Reset their secure chat session State when receiving the login packet packet bundles added new delimiter packet to client-bound gain protocol all packets between two delimiters are guaranteed to be processed within the same tick for security reasons this feature is not supported in server-bound Direction block Behavior fire burns out faster in Certain bios and this is now controlled by the increased underscore fire underscore burnout biome tag mob spawning the only underscore allows underscore snow underscore and underscore gold underscore rabbits Biomet tag has been renamed to spawns underscore gold underscore rabbits to match Its Behavior White Rabbit variants are now controlled by the spawns Underscore white underscore rabbit’s biome tag Fox variants are now controlled by the spawns underscore snow underscore Fox’s biome tag mob Behavior Snow Golems melting and warm biomes is now controlled by the snow underscore Golem underscore melts biome tag commands clone the Clone command now supports specifying the source and Target dimensions new syntax clone from to parameters Source Dimension it have dimensioned a clone from Target Dimension it have dimensioned a clone 2 Data new source available string path start and reads a value as text resulting in a string value new arguments start index of first character To include at the start of the string and index of the first character to exclude at the end of the string execute execute if vertical bar unless new conditions available for the executed vertical bar unless sub command executed vertical bar unless loaded checks if the position given is fully loaded in regard To both blocks and entities execute a vertical bar in less Dimension checks if the execution is in a matching Dimension parameters pass block position to check Dimension a dimension it execute on new execute sub command for selecting entities based on relation to the current executing entity execute on relations vehicle entity that the Executing entity is writing passengers all entities directly writing the executing entity no sub passengers controller entity that is controlling the executing entity for example first passenger in a boat owner owner of the executing entity if it is a tameable animal like cats wolves or parrots Leisure entity leading the executing Entity with a leash might be a leash not in case of being attached to a fence target attack Target for the executing entity attacker last entity that damaged the executing entity in the previous five seconds if the relation is not applicable to the executing entity or there are no entities matching it Selector returns zero elements title all-time arguments to title times are now time durations and work with t s and D suffixes weather the duration of the weather change now matches the game’s regular weather cycle if not specified the duration parameter is now a Time duration in ticks and works with t s and D suffixes to retain existing functionality you need to add an S suffix to pre-existing commands ride new command to allow entities to start or stop writing other entities syntax right Mount makes a single Target Mount a single vehicle the command will fail if vehicle is a player the target is Already riding a vehicle Target and vehicle are the same entity vehicle is already a passenger direct or indirect of the target ride Dismount Dismounts Target from any vehicle it is riding fails if the target is not writing anything we also have a game rule change added command modification block limit Controlling the maximum number of blocks changed in one execution of Clone fill and fill biome changes for chat components translation fallback added an optional fallback Back Field to translate text components the new field is a string that will be used in place of translation if it is missing if Fallback is missing the old Behavior I using the key itself as the translation is preserved let’s go to the next snapshot changes technical changes added a new type of Atlas configuration Source palleted underscore permutations armor stands now preserve custom names when placed and broken a new registry trim Underscore pattern has been added for the armor trim system a new recipe serializer smithing underscore transform has been added for the updated netherite upgrade recipe a new recipe serializer smithing underscore trim has been added for the new armor trim recipe the smithing table temporarily has two menu types old menu without the smithing Template slot has been renamed to Legacy underscore smithing will be removed when the armor trim feature stops being an experimental feature new menu with a smithing template slot was added called smithing added new flag value 128 to hide flag’s NBT feel for hiding armor trim item tooltips palleted permutations How talented underscore permutations is a new type of Atlas configuration Source used to dynamically generate new Textures in memory based on a set of color palettes color palettes allow you to swap out the colors of a texture without having to supply all files for the variance of a texture in a resource Pack this is useful for things like armor trims where you want to be able to change the color of parts of the armor without having to create a new texture for each color the palleted underscore permutation Source has a set of required parameters textures a list of namespace locations of Base textures these Textures will be used to generate variants of them that have been modified by color palettes palette underscore key a namespace location of a color palette key file a color palette key is used to define the set of key pixel colors we want to swap out with the color palettes Defined below permutations a map of permutations from suffix to a namespace location of a color palette file the suffix is appended at the beginning to the resource location of the output variant textures with underscore character separating the suffix and the base texture name the color palette is a Texture file with a set of pick pixels that are used for replacing pixels that match the color palette key in each base texture the number of pixels in each color palette must be the same as that of the palette underscore key to find for this Source key matching is done by Comparing the RGV values of each pixel in the palette underscore key to the RGB values of each pixel in the color palette Alpha channel is ignored for key matching but in the resulting texture the alpha channel is Multiplied with the color palette’s Alpha Channel pixels that do not match the palette underscore Key are copied over to the resulting texture as is after defining a palleted underscore permutation Source you can then reference those namespaced output textures and other resources in your resource pack trim patterns and materials trim patterns and materials for armor are defined by the server through the trim underscore pattern and Trim underscore material registry respectively as a result new trim patterns and materials can be added via data packs these are synchronized to clients when they join the server however clients must have an accompanying resource pack to see those registered trim patterns and materials the paths to these textures are inferred By based on the file name of the pattern Json and we’ll try to find the textures within the same namespace as the trim pattern’s name field the following data is defined by a trim pattern asset underscores which is a namespace did used to infer texture locations and localization template underscore item Which is the aid of the smithing template item used to apply the trim pattern description which is a text component used for displaying the pattern name of an armor trim when hovering an armor item stack the following data is defined by a trim material asset underscore name which is A string used as a suffix for armor trim texture locations ingredient which is the it of the ingredient item used to apply the trim material item underscore model underscore index which is a float which defines the item model override each armor item model should Target to change their visuals for this material Incompatible underscore armor underscore material which is an optional end of the armor material this trim material cannot be applied to description which is a text component used for displaying the material name of an armor trim when hovering an armor item stack the style defined in this description is applied To the armor trim pattern to description as well commands new relation available for execute on Origin shooter if the executing entity is a projectile like Arrow Fireball Trident firework Throne potion Etc thrower if the executing entity is an item source of effect if the executing entity is an area effect Cloud igniter if the executing entity is a prime TNT Summoner if the executing entity is evoker fangs or effects accessibility changes changed how tooltips in the menu UI are positioned so buttons are still readable added two new options in the accessibility menu for adjusting the speed and transparency Of Enchantment glints updated create new world screen the screen is now organized into three tabs the game tab allows to set the world name gamma mode difficulty and weather to allow cheats the world tab allows to set the world type and seed and to toggle the generation of Structures in the bonus chest the more tab provides access to the game rules and data pack selection screen remove the import settings button in the corresponding export settings button in the edit World screen technical changes trim patterns and materials the following data is now also defined by a trim material override underscore armor Underscore materials which is an optional map of armor material to override color palette map key is the armor material that this trim material wants to override with a different color palette map value is the name of the color palette that will be used when this trim material is applied to an Armor piece with the corresponding armor material the following data is no longer defined by a trim material incompatible underscore armor underscore material command changes effect infinite is now a valid option for effect durations infinite effect duration show up as Infinity in the player inventory view that’s it for this snapshot let’s go to The next one let me show you the clip from my older episode Lord by pressing Control Plus Tab and Control Plus shift plus tab specific tabs can also be navigated to by pressing Control Plus tab number for example control plus 2 navigates to the second tab added a Screen to easily enable slash disable experimental features this green can always be found under the more tab in snapshots a shortcut button can be found under the game tab creative menu changes added painting variants to the creative menu paintings with predefined variants will Now display author and title and Description when hovered over technical changes added display entities for flexible display of items blocks and text added a damage command for applying damage to entities added PID file argument to dedicated server command line for printing processor to file added the following game events entity underscore Dismount with a vibration Frequency of 6. entity underscore mount with a vibration frequency of 7 added a group of entities to display items blocks and text added execute summoned to allow customization of a newly spawned entity display entities changes three new entities have been added for flexible display of items blocks and Text those entities similarly to markers don’t tick and have no collisions or physics models render at entity position with normal rotation around X and y-axis so it can be controlled by teleport commands but also with additional arbitrary model transform common data types tag contents for those entities Include some new data types with complex structure any form can be used for modifying data but only one form is used for safety rotation quaternion form used for saving array of four numbers describing components x y z w axis angle form object with following Fields axis 3D Vector angle and radians Transformation arbitrary of fine transform Matrix form array of 16 numbers describing row major Matrix decomposed form used for saving object with following Fields translation 3D Vector left underscore rotation right underscore rotation rotation scale 3D Vector transforms are composed in order translation left underscore rotation scale right underscore rotation interpolation some properties of display Entities can be interpolated that means that clients will see gradual changes over time instead of instantaneous jumps display entities keep track of current and previous values of interpolated values all properties marked as interpolated are part of a single interpolation set any update to interpolated property will cause all Values of interpolation set to be saved as current and quad data command executions that do not change the value of property even if it’s present in NBT do not count as updates updates are synchronized to clients at most once per ticked so multiple updates within command will still count as a single Update previous current values are saved as previous inquot if interpolation is enabled the entity will transition between previous and current values over time start of interpolation entity fully in previous state is defined by field interpolation underscore start game time in ticks set to -1 to load current game Time instead end of interpolation entity fully in current state is defined as interpolation underscore start plus interpolation underscore duration in ticks common properties every entity in a family has the following Fields transformation transformation Nation applied to the model after normal entity orientation defaults to Identity interpolated billboard option to control If entity should pivot to face player when rendered fixed no rotation default vertical entity can pivot around vertical axis horizontal entity can pivot around horizontal axis Center entity can pivot around Center Point brightness if present overrides light values used for rendering emitted by default which means rendering uses Values from entity position object has two Fields Sky value of Skylight 0-15 block value of block light 0 15. view underscore range maximum view range of this entity actual distance depends on client-side render distance and energy distance scaling default value 1.0 roughly the same as Fireball Shadow underscore radius size of Shadow Defaults to zero no Shadow interpolated Shadow underscore strength strength of the Shadow controls the opacity of the Shadow as a fun function of distance to block below defaults to one interpolated width height describe size of culling bounding box bounding box spans vertically y to Y plus height and Horizontally width 2 in all directions from entity position if either field is set to zero culling is disabled both default to zero glow underscore color underscore override override glow border color defaults to zero use team color item display displays a single item stack stack can be changed with commands By setting slot inventory.0 Fields item item stack to display same format as an inventory example ID Minecraft dirt count 1. item underscore display describes item model transform applied to item as defined in display section in model Json values none default third person underscore left hand third person underscore right hand first person Underscore left hand first person underscore right hand head GUI ground fixed lock underscore display displays a blocked state does not display block entities even if they would normally be created on block placement like chest Fields block underscore State block state to display same format as item held by Enderman example name Minecraft Dirt and quad text display displays a text component Fields text to display components are resolved with the context of the display entity line underscore width line width used to split lines Note new line can be also added with backslash n characters defaults to 200 text underscore opacity opacity Alpha Component of rendered text defaults to 255 interpolated background color of background includes Alpha Channel defaults to 0 by 40 million interpolated default underscore background if true rendering uses default text background color same as in chat defaults to false Shadow should text be displayed with Shadow defaults to false C underscore Through should text be visible through blocks defaults to false alignment how text should be aligned values Center default left right note text display backgrounds use new Shader types render type underscore text underscore background and render type underscore text underscore background underscore C underscore through damage types damage Types are a new registry that can be extended through data packs a damage type determines how damage is handled by the game this includes which attributes the damage has as well as which def message is used when an entity dies due to that type of damage example exhaustion 0.1 message underscore it Arrow and quad scaling when underscore caused underscore by underscore living underscore non-underscore player Fields message underscore it the message it used for deaths caused by this damage type will be combined with other string fragments to form a translation key exhaustion the amount of hunger exhaustion caused by this damage type Scaling whether this damage type scales with difficulty levels possible values never damage is always the same always damage always scales with difficulty when underscore caused underscore by underscore living underscore non-underscore player damage scales with difficulty if it was caused by a living entity who is not a player effects Optional field controlling how damage manifests when inflicted on players possible values hurt default the default hurt sound Thorns Thorns hurt sound drowning drowning sound burning a single tick of burning sound poking berry bush pokes sound freezing freeze tick sound death underscore message underscore type optional field that controls if special Death message variants are used possible values default default no special death message logic is applied fall underscore variants show a variant of fall damage death instead of a regular death message for example death.fell.assist.item intentional underscore game underscore design show the intentional game design message instead of a regular death message Damage type tags control many aspects of how damage from different sources are interpreted commands Dan damage new command to apply damage to entities syntax damage Target amount damage type at location damage Target amount damage type by entity from costs parameters Target The Entity to damage amount amount of damage to inflict damage type The type of damage to inflict this determines how the damage affects the entity as well as which death message is displayed entity The Entity inflicting the damage cause the cause of the damage in the case of indirect damage example when shot by an arrow The Entity is the Aero projectile while cause might be a skeleton location the location the damage originated at when no entity caused the damage for instance location might represent the location of a bed exploding in the nether execute summon new execute subcommand for summoning new entity and binding context at s to it Meant to simplify entity setup and reduce need for raw NBT editing execute summon entity it predicates damage type predicates the following Fields have been removed from damage type predicates is underscore projectile is underscore explosion bypasses underscore armor bypasses underscore and vulnerability bypasses underscore magic is underscore fire is underscore magic is underscore Lightning a new tags array has been added each entry has two Fields it the ID of a damage type tag expected whether the damage is expected to have or not have the tag for the predicate to match game rules added do Vine spread game rule determining if fines will spread to Nearby blocks let’s go to the next snapshot and I recorded it before too so let me show you the episode we’ll show them on screen so you can watch this gameplay let’s say them and talk about them more later jukeboxes have changed to be a parody with bedrock horse Breeding has been updated updated the realm screen to be more in line with the single player and multiplayer screens recipe unlocking the crafting table recipe is unlocked immediately on creating a new world the crossbow recipe is no longer unlocked by Sticks the sole campfire recipe is no longer unlocked by Sticks jukebox changes while playing a music disc it will emit a redstone signal of 15. droppers and Hoppers can now interact with it horse changes when breeding horses and the like the baby’s speed jump height and health are no longer biased toward the average 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 in golden carrots some technical changes the vanilla resource pack and underscores language file is now sorted alphanumerically by key a new recipe serializer crafting underscore decorated underscore pod has been added for the New decorated pot recipe added show underscore notification field to recipes accepts a Boolean which determines if a notification is shown when unlocking this recipe defaults to true if isn’t specified interaction entities new type of entity that records attacks left clicks and interactions right clicks and quad interactions are invisible and of a Custom size Fields width width of the entity’s bounding box default one height height of the entities bounding box default one attack record the last attack action on the enemy interaction records the last interaction action on the entity response Boolean specifying if interacting should trigger a response arm swing sound effects Etc default False action format when an action is stored it always has two Fields player the you would in standard integer array format of the player performing the action timestamp the timestamp of the game tick when the event happened stored as a long advancement triggers interacting with an interaction entity triggers player underscore interacted Underscore with underscore entity attacking an interaction entity triggers player underscore hurt underscore entity execute on with interactions the interaction entity targets the player who last interacted with it that makes the following possible execute on attacker execute as the last player who attacked the entity execute On Target execute is the last player who Interacted with the entity fixed bugs in snapshot 23w07a here are the bugs that got fixed horse breeding never exceeds egg spawn horse let’s go to the 1.19.4 pre-release one added a built-in resource pack that enhances the contrast of UI elements the resource pack can be enabled in the accessibility options screener manually In the resource pack screen this is only available in the menus for now but we’ll be looking to bring this to gameplay uis in the future as well updated create new world screen the appearance of the tab bar in the create new world screen has been updated tabs now have unique Visuals instead of being traditional buttons the tabs now align to the center of the screen the content has been aligned to the top of the screen technical changes the resource pack version is now 13. change the following game events item underscore interact underscore finish now has a vibration Frequency of 2 instead of 14 new damage type tag bypasses underscore cooldown damage types with this tag bypass the regular invincibility time after taking damage new entity type tag fall underscore damage underscore immune entity types with this tag do not take fall damage resource pack format the Enchantment glint now has 2 two separate texture files Enchanted underscore Glenn underscore entity.png and Enchanted underscore glint underscore item.png command changes execute positioned over new execute sub command for finding positions on top of a height map changes the height of the execution position to be on top of the given height map syntax Execute positioned over height Maps a height map records the highest position in a column of blocks According to some criteria available options World underscore surface any non-air block motion underscore blocking any motion blocking material for example ignores flowers and grass motion underscore blocking underscore no underscore leaves any non-leaf motion blocking material Ocean underscore floor any non-fluid motion blocking material let’s go to pre-release too potions have had their colors adjusted to make them more distinguishable from each other some potions now have custom colors to look better only mobs in the Dismounts underscore underwater entity tag will now Force the rider to Dismount when Underwater and that’s everything added in this time soon we will get more big versions so stay tuned for more bye hi guys and today we finally got a new Minecraft version and that’s 1.19.4 we got many new features added in this version so let’s cover them first we Will start with big changes then we will talk about experimental changes like new features and then the small changes let’s start vexes now use a separate charging animation when empty-handed armor stands now preserve custom names when placed and broken enchantment glint on items and armor is now more subtle Updated the create new world screen interacting with armor or elytra items in hand will now swap them with equipped gear the enchantment glint has been further tweaked to be slower and less visible but also have more contrast in some intervals jukeboxes now emit a note particle above them while playing a Music disc to match Bedrock jukeboxes have changed to be at parity with bedrock horse breeding has been updated updated the realm screen to be more in line with the single player and multiplayer screens the enchantment glint for items in the inventory has been made more visible the default value Of the glint strength setting has been reduced to 75 percent potions no longer have an enchantment glimp due to obscuring the color of the potion contents added a notification system for Realms to tell you about important information about your realm potions have had their colors adjusted to make them more distinguishable from each Other let’s go to the experimental features they can be only obtainable by adding a data pack so let’s start first thing added was a change netherright upgrade system that came with a redesign to the smithing table that also added armored trims armor trims are decorations for your armor with all oars And crystals there are 12 of them and one of them is the netherright upgrade that is found in bastions then we have Coast armor trim that is found in shipwrecks then the Dune armor Trim in desert pyramids then the eye armor Trim in strongholds then the rib armor trim And Nether fortresses the Sentry armor trim and Pillager outposts the snout armor trim found in bastions the Spire armor trim found in end cities the tide armor trim that you can get by killing Elder Guardians Vex armor trim and Woodland Mansions wart armor Trim in ancient cities and last wild armor Trim In jungle temples armor trims can be used on all types of armors you can even use this same or as your armor as a trim there are thousands of combinations with this okay so the next experimental feature is the sniffer you can only get it in Survival by spawning it it can Also start sniffing for the torch flower seed when you plant it then it will go with three stages to become the torch flower now let’s go to the next big experimental thing it’s the Cherry biome it comes with a wood set and a bio next thing is archeology you can make brushes To find suspicious and in Wells and temples you can get Pottery shards to make pots so let’s go to more official changes let’s start with all the versions accessibility changes added an accessibility onboarding screen for players launching the game for the first time added Arrow key navigation the Resource pack screen is now keyboard navigable Auto jump is now off by default added a new notification display time accessibility option changes how long notifications such as unlocked recipes advancements subtitles and selected item names are visible for Arrow key navigation menu screens can now be navigated by using the arrow keys When navigating with arrow keys sliders need to be activated by pressing enter or space to start changing the value technical changes the data pack version is now 11 added a network protocol feature for forcing bundle of packets to be processed within same client tick added fallback fields to translate chat Components out of bound arguments and translate formats are no longer silently ignored the Clone command now supports cloning to and from different dimensions a new string source is now available for the data modify command new execute sub commands Network protocol clients now reset their secure chat session State When receiving the login packet packet bundles added new delimiter packet to client-bound gain protocol all packets between two delimiters are guaranteed to be processed within the same tick for security reasons this feature is not supported in server-bound Direction block Behavior fire burns out faster in certain bios and this is now controlled By the increased underscore fire underscore burnout biome tag mob spawning the only underscore allows underscore snow underscore and underscore gold underscore rabbits Biomet tag has been renamed to spawns underscore gold underscore rabbits to match Its Behavior White Rabbit variants are now controlled by the spawns underscore white underscore rabbit’s Biome tag Fox variants are now controlled by the spawns underscore snow underscore Fox’s biome tag mob Behavior Snow Golems melting and warm biomes is now controlled by the snow underscore Golem underscore melts biome tag commands clone the Clone command now supports specifying the source and Target dimensions new syntax clone from To parameters Source Dimension it have dimensioned a clone from Target Dimension it have dimensioned a clone 2 Data new source available string path start and reads a value as text resulting in a string value new arguments start index of first character to include at the start of the string And index of the first character to exclude at the end of the string execute execute if vertical bar unless new conditions available for the executive vertical bar unless sub command executed vertical bar unless loaded checks if the position given is fully loaded in regard to both blocks and entities execute a Vertical bar and less Dimension checks if the execution is in a matching Dimension parameters pass block position to check Dimension a dimension it execute on new execute sub command for selecting entities based on relation to the current executing entity execute on relations vehicle entity that the executing entity is writing passengers All entities directly writing the executing entity no sub passengers controller entity that is controlling the executing entity for example first passenger in a boat owner owner of the executing entity if it is a tameable animal like cats wolves or parrots Leisure entity leading the executing Entity with a leash might be a leash not in case of being attached to a fence target attack Target for the executing entity attacker last entity that damaged the executing entity in the previous five seconds if the relation is not applicable to the executing entity or there are no entities matching it Selector returns zero elements title all-time arguments to title times are now time durations and work with t s and D suffixes weather the duration of the weather change now matches the game’s regular weather cycle if not specified the duration parameter is now a Time duration in ticks and works with t s and D suffixes to retain existing functionality you need to add an S suffix to pre-existing commands ride new command to allow entities to start or stop writing other entities syntax right Mount makes a single Target Mount a single vehicle the command will fail if vehicle is a player the target is Already riding a vehicle Target and vehicle are the same entity vehicle is already a passenger direct or indirect of the target ride Dismount Dismounts Target from any vehicle it is riding fails if the target is not writing anything we also have a game rule change added command modification block limit Controlling the maximum number of blocks changed in one execution of Clone fill and fill biome changes for chat components translation fallback added an optional fallback Back Field to translate text components the new field is a string that will be used in place of translation if it is missing if Fallback is missing the old Behavior I using the key itself as the translation is preserved let’s go to the next snapshot changes technical changes added a new type of Atlas configuration Source palleted underscore permutations armor stands now preserve custom names when placed and broken a new registry trim Underscore pattern has been added for the armor trim system a new recipe serializer smithing underscore transform has been added for the updated netherite upgrade recipe a new recipe serializer smithing underscore trim has been added for the new armor trim recipe the smithing table temporarily has two menu types old menu without the smithing Template slot has been renamed to Legacy underscore smithing will be removed when the armor trim feature stops being an experimental feature new menu with a smithing template slot was added called smithing added new flag value 128 to hide flag’s NBT feel for hiding armor trim item tooltips palleted permutations How validate underscore permutations is a new type of Atlas configuration Source used to dynamically generate new Textures in memory based on a set of color palettes color palettes allow you to swap out the colors of a texture without having to supply all files for the variance of a texture in a resource Pack this is useful for things like armor trims where you want to be able to change the color of parts of the armor without having to create a new texture for each color the palleted underscore permutation Source has a set of required parameters textures a list of namespace locations of Base textures these Textures will be used to generate variants of them that have been modified by color palettes palette underscore key a namespace location of a color palette key file a color palette key is used to define the set of key pixel colors we want to swap out with the color palettes Defined below permutations a map of permutations from suffix to a namespace location of a color palette file the suffix is appended at the beginning to the resource location of the output variant textures with underscore character separating the suffix and the base texture name the color palette is a Texture file with a set of pick pixels that are used for replacing pixels that match the color palette key in each base texture the number of pixels in each color palette must be the same as that of the palette underscore key to find for this Source key matching is done by Comparing the RGV values of each pixel in the palette underscore key to the RGB values of each pixel in the color palette Alpha channel is ignored for key matching but in the resulting texture the alpha channel is Multiplied with the color palette’s Alpha Channel pixels that do not match the palette underscore Key are copied over to the resulting texture as is after defining a palleted underscore permutation Source you can then reference those namespaced output textures and other resources in your resource pack trim patterns and materials trim patterns and materials for armor are defined by the server through the trim underscore pattern and Trim underscore material registry respectively as a result new trim patterns and materials can be added via data packs these are synchronized to clients when they join the server however clients must have an accompanying resource pack to see those registered trim patterns and materials the paths to these textures are inferred By based on the file name of the pattern Json and we’ll try to find the textures within the same namespace as the trim pattern’s name field the following data is defined by a trim pattern asset underscores which is a namespace did used to infer texture locations and localization template underscore item Which is the aid of the smithing template item used to apply the trim pattern description which is a text component used for displaying the pattern name of an armor trim when hovering an armor item stack the following data is defined by a trim material asset underscore name which is A string used as a suffix for armor trim texture locations ingredient which is the it of the ingredient item used to apply the trim material item underscore model underscore index which is a float which defines the item model override each armor item model should Target to change their visuals for this material Incompatible underscore armor underscore material which is an optional end of the armor material this trim material cannot be applied to description which is a text component used for displaying the material name of an armor trim when hovering an armor item stack the style defined in this description is applied To the armor trim pattern to description as well commands new relation available for execute on Origin shooter if the executing entity is a projectile like Arrow Fireball Trident firework Throne potion Etc thrower if the executing entity is an item source of effect if the executing entity is an area effect Cloud igniter if the executing entity is a prime TNT Summoner if the executing entity is evoker fangs or effects accessibility changes changed how tooltips in the menu UI are positioned so buttons are still readable added two new options in the accessibility menu for adjusting the speed and transparency Of Enchantment glints updated create new world screen the screen is now organized into three tabs the game tab allows to set the world name gamma mode difficulty and weather to allow cheats the world tab allows to set the world type and seed and to toggle the generation of Structures in the bonus chest the more tab provides access to the game rules and data pack selection screen remove the import settings button in the corresponding export settings button in the edit World screen technical changes trim patterns and materials the following data is now also defined by a trim material override underscore armor Underscore materials which is an optional map of armor material to override color palette map key is the armor material that this trim material wants to override with a different color palette map value is the name of the color palette that will be used when this trim material is applied to an Armor piece with the corresponding armor material the following data is no longer defined by a trim material incompatible underscore armor underscore material command changes effect infinite is now a valid option for effect durations infinite effect duration show up as Infinity in the player inventory view that’s it for this snapshot let’s go to The next one let me show you the clip from my older episode Lord by pressing Control Plus Tab and Control Plus shift plus tab specific tabs can also be navigated to by pressing Control Plus tab number for example control plus 2 navigates to the second tab added a Screen to easily enable slash disable experimental features this green can always be found under the more tab in snapshots a shortcut button can be found under the game tab creative menu changes added painting variants to the creative menu paintings with predefined variants will Now display author and title and Description when hovered over technical changes added display entities for flexible display of items blocks and text added a damage command for applying damage to entities added PID file argument to dedicated server command line for printing processor to file added the following game events entity underscore Dismount with a vibration Frequency of 6. entity underscore mount with a vibration frequency of 7 added a group of entities to display items blocks and text added execute summoned to allow customization of a newly spawned entity display entities changes three new entities have been added for flexible display of items blocks and Text those entities similarly to markers don’t tick and have no collisions or physics models render at entity position with normal rotation around X and Y axis so it can be controlled by teleport commands but also with additional arbitrary model transform common data types tag contents for those entities Include some new data types with complex structure any form can be used for modifying data but only one form is used for safety rotation quaternion form used for saving array of four numbers describing components x y z w axis angle form object with following Fields axis 3D Vector angle and radians Transformation arbitrary of fine transform Matrix form array of 16 numbers describing row major Matrix decomposed form used for saving object with following Fields translation 3D Vector left underscore rotation right underscore rotation rotation scale 3D Vector transforms are composed in order translation left underscore rotation scale right underscore rotation interpolation some properties of display Entities can be interpolated that means that clients will see gradual changes over time instead of instantaneous jumps display entities keep track of current and previous values of interpolated values all properties marked as interpolated are part of a single interpolation set any update to interpolated property will cause all Values of interpolation set to be saved as current inquiry data command executions that do not change the value of property even if it’s present in NBT do not count as updates updates are synchronized to clients at most once per ticked so multiple updates within command will still count as a single Update previous current values are saved as previous inquot if interpolation is enabled the entity will transition between previous and current values over time start of interpolation entity fully in previous state is defined by field interpolation underscore start game time in ticks set to -1 to load current game Time instead end of interpolation entity fully in current state is defined as interpolation underscore start plus interpolation underscore duration in ticks common properties every entity in a family has the following Fields transformation transformation Nation applied to the model after normal entity orientation defaults to Identity interpolated billboard option to control If entity should pivot to face player when rendered fixed no rotation default vertical entity can pivot around vertical axis horizontal entity can pivot around horizontal axis Center entity can pivot around Center Point brightness if present overrides light values used for rendering emitted by default which means rendering uses Values from entity position object has two Fields Sky value of Skylight 0-15 block value of block light 0 15. view underscore range maximum view range of this entity actual distance depends on client-side render distance and energy distance scaling default value 1.0 roughly the same as Fireball Shadow underscore radius size of Shadow Defaults to zero no Shadow interpolated Shadow underscore strength strength of the Shadow controls the opacity of the Shadow as a fun function of distance to block below defaults to one interpolated width height describe size of culling bounding box bounding box spans vertically y to Y plus height and Horizontally width 2 in all directions from entity position if either field is set to zero culling is disabled both default to zero glow underscore color underscore override override glow border color defaults to zero use team color item display displays a single item stack stack can be changed with commands By setting slot inventory.0 Fields item item stack to display same format as an inventory example ID Minecraft dirt count one item underscore display describes item model transform applied to item as defined in display section in model Json values none default third person underscore left hand third person underscore right hand first person Underscore left hand first person underscore right hand head GUI ground fixed lock underscore display displays a blocked state does not display block entities even if they would normally be created on block placement like chest Fields block underscore State block state to display same format as item held by Enderman example name Minecraft Dirt and quad text display displays a text component Fields text to display components are resolved with the context of the display entity line underscore width line width used to split lines Note new line can be also added with backslash n characters defaults to 200 text underscore opacity opacity Alpha Component of rendered text defaults to 255 interpolated background color of background includes Alpha Channel defaults to 0 by 40 million interpolated default underscore background if true rendering uses default text background color same as in chat defaults to false Shadow should text be displayed with Shadow defaults to false C underscore Through should text be visible through blocks defaults a false alignment how text should be aligned values Center default left right note text display backgrounds use new Shader types render type underscore text underscore background and render type underscore text underscore background underscore C underscore through damage types damage Types are a new registry that can be extended through data packs a damage type determines how damage is handled by the game this includes which attributes the damage has as well as which def message is used when an entity dies due to that type of damage example exhaustion 0.1 message underscore ID Arrow and quad scaling when underscore caused underscore by underscore living underscore non-underscore player Fields message underscore it the message it used for deaths caused by this damage type will be combined with other string fragments to form a translation key exhaustion the amount of hunger exhaustion caused by this damage type Scaling whether this damage type scales with difficulty levels possible values never damage is always the same always damage always scales with difficulty when underscore caused underscore by underscore living underscore non-underscore player damage scales with difficulty if it was caused by a living entity who is not a player effects Optional field controlling how damage manifests when inflicted on players possible values hurt default the default hurt sound Thorns Thorns hurt sound drowning drowning sound burning a single tick of burning sound poking berry bush pokes sound freezing freeze tick sound death underscore message underscore type optional field that controls if special Death message variants are used possible values default default no special death message logic is applied fall underscore variants show a variant of fall damage death instead of a regular death message for example death.fell.assist.item intentional underscore game underscore design show the intentional game design message instead of a regular death message Damage type tags control many aspects of how damage from different sources are interpreted commands Dam damage new command to apply damage to entities syntax damage Target amount damage type at location damage Target amount damage type by entity from cost parameters Target The Entity to damage amount amount of damage to inflict damage type The type of damage to inflict this determines how the damage affects the entity as well as which death message is displayed entity The Entity inflicting the damage cause the cause of the damage in the case of indirect damage example when shot by an arrow The Entity is the Aero projectile while cause might be a skeleton location the location the damage originated at when no entity caused the damage for instance location might represent the location of a bed exploding in the nether execute summon new execute subcommand for summoning new entity and binding context at s to it Meant to simplify entity setup and reduce need for raw NBT editing execute summon entity it predicates damage type predicates the following Fields have been removed from damage type predicates is underscore projectile is underscore explosion bypasses underscore armor bypasses underscore and vulnerability bypasses underscore magic is underscore fire is underscore magic is underscore Lightning a new tags array has been added each entry has two Fields it the ID of a damage type tag expected whether the damage is expected to have or not have the tag for the predicate to match game rules added do Vine spread game rule determining if fines will spread to Nearby blocks let’s go to the next snapshot and I recorded it before too so let me show you the episode we’ll show them on screen so you can watch this gameplay let’s say them and talk about them more later jukeboxes have changed to be a parody with bedrock horse Breeding has been updated updated the realm screen to be more in line with the single player and multiplayer screens recipe unlocking the crafting table recipe is unlocked immediately on creating a new world the crossbow recipe is no longer unlocked by Sticks the sole campfire recipe is no longer unlocked by Sticks jukebox changes while playing a music disc it will emit a redstone signal of 15. droppers and Hoppers can now interact with it horse changes when breeding horses and the like the baby’s speed jump height and health are no longer biased toward the average 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 in golden carrots some technical changes the vanilla resource pack and underscores language file is now sorted alphanumerically by key a new recipe serializer crafting underscore decorated underscore pod has been added for the New decorated pot recipe added show underscore notification field to recipes accepts a Boolean which determines if a notification is shown when unlocking this recipe defaults to true if isn’t specified interaction entities new type of entity that records attacks left clicks and interactions right clicks and quad interactions are invisible and of a Custom size Fields width width of the entities bounding box default one height height of the entities bounding box default one attack record the last attack action on the entity interaction records the last interaction action on the entity response Boolean specifying if interacting should trigger a response arm swing sound effects Etc default False action format when an action is stored it always has two Fields player the you would in standard integer array format of the player performing the action timestamp the timestamp of the game tick when the event happened stored as a long advancement triggers interacting with an interaction entity triggers player underscore interacted Underscore with underscore entity attacking an interaction entity triggers player underscore hurt underscore entity execute on with interactions the interaction entity targets the player who last interacted with it that makes the following possible execute on attacker execute as the last player who attacked the entity execute On Target execute as the last player who Interacted with the entity fixed bugs in snapshot 23w07a here are the bugs that got fixed horse breeding never exceeds egg spawn horse let’s go to the 1.19.4 pre-release one added a built-in resource pack that enhances the contrast of UI elements the resource pack can be enabled in the accessibility options screener manually In the resource pack screen this is only available in the menus for now but we’ll be looking to bring this to gameplay uis in the future as well updated create new world screen the appearance of the tab bar in the create new world screen has been updated tabs now have unique Visuals instead of being traditional buttons the tabs now align to the center of the screen the content has been aligned to the top of the screen technical changes the resource pack version is now 13. change the following game events item underscore interact underscore finish now has a vibration Frequency of 2 instead of 14 new damage type tag bypasses underscore cooldown damage types with this tag bypass the regular invincibility time after taking damage new entity type tag fall underscore damage underscore immune entity types with this tag do not take fall damage resource pack format the Enchantment glint now has 2 two separate texture files Enchanted underscore Glenn underscore entity.png and Enchanted underscore glint underscore item.png command changes execute positioned over new execute sub command for finding positions on top of a height map changes the height of the execution position to be on top of the given height map syntax Execute positioned over height Maps a height map records the highest position in a column of blocks According to some criteria available options World underscore surface any non-air block motion underscore blocking any motion blocking material for example ignores flowers and grass motion underscore blocking underscore no underscore leaves any non-leaf motion blocking material Ocean underscore floor any non-fluid motion blocking material let’s go to pre-release too potions have had their colors adjusted to make them more distinguishable from each other some potions now have custom colors to look better only mobs in the Dismounts underscore underwater entity tag will now Force the rider to Dismount when Underwater and that’s everything added in this time soon we will get more big versions so stay tuned for more bye hi guys and today we finally got a new Minecraft version and that’s 1.19.4 we got many new features added in this version so let’s cover them first we Will start with big changes then we will talk about experimental changes like new features and then the small changes let’s start vexes now use a separate charging animation when empty-handed armor stands now preserve custom names when placed and broken enchantment glint on items and armor is now more subtle Updated the create new world screen interacting with armor or elytra items in hand will now swap them with a quick gear the enchantment glint has been further tweaked to be slower and less visible but also have more contrast in some intervals jukeboxes now emit a note particle above them while playing a Music disc to match Bedrock jukeboxes have changed to be at parity with bedrock horse breeding has been updated updated the realm screen to be more in line with the single player and multiplayer screens the enchantment glint for items in the inventory has been made more visible the default value Of the glint strength setting has been reduced to 75 percent potions no longer have an enchantment glimp due to obscuring the color of the potion contents added a notification system for Realms to tell you about important information about your realm potions have had their colors adjusted to make them more distinguishable from each Other let’s go to the experimental features they can be only obtainable by adding a data pack so let’s start first thing added was a change netherrite upgrade system that came with a redesign to the smithing table that also added armored trims armor trims are decorations for your armor with all oars And crystals there are 12 of them and one of them is the netherright upgrade that is found in bastions then we have Coast armor trim that is found in shipwrecks then the Dune armor Trim in desert pyramids then the eye armor Trim in strongholds then the rib armor Trim In Nether fortresses the Sentry armor trim and Pillager outposts the snout armor trim found in bastions the Spire armor trim found in end cities the tide armor trim that you can get by killing Elder Guardians Vex armor trim and Woodland Mansions wart armor Trim in ancient cities and last wild armor trim And jungle temples armor trims can be used on all types of armors you can even use this same or as your armor as a trend there are thousands of combinations with this okay so the next experimental feature is the sniffer you can only get it in Survival by spawning It it can also start sniffing for the torch flower seed when you plant it then it will go with three stages to become the torch flower now let’s go to the next big experimental thing it’s the Cherry biome it comes with a wood set and a bio next thing is archeology you Can make brushes to find suspicious and in Wells and temples you can get Pottery shards to make pots so let’s go to more official changes let’s start with all the versions accessibility changes added an accessibility onboarding screen for players launching the game for the first time added Arrow key navigation the Resource pack screen is now keyboard navigable Auto jump is now off by default added a new notification display time accessibility option changes how long notifications such as unlocked recipes advancements subtitles and selected item names are visible for Arrow key navigation menu screens can now be navigated by using the arrow keys When navigating with arrow keys sliders need to be activated by pressing enter or space to start changing the value technical changes the data pack version is now 11 added a network protocol feature for forcing bundle of packets to be processed within same client tick added fallback fields to translate chat Components out of bound arguments and translate formats are no longer silently ignored the Clone command now supports cloning to and from different dimensions a new string source is now available for the data modify command new execute sub commands Network protocol clients now reset their secure chat session State When receiving the login packet packet bundles added new delimiter packet to client-bound gain protocol all packets between two delimiters are guaranteed to be processed within the same tick for security reasons this feature is not supported in server-bound Direction block Behavior fire burns out faster in certain bios and this is now controlled By the increased underscore fire underscore burnout biome tag mob spawning the only underscore allows underscore snow underscore and underscore gold underscore rabbits Biomet tag has been renamed to spawns underscore gold underscore rabbits to match Its Behavior White Rabbit variants are now controlled by the spawns underscore white underscore rabbit’s Biome tag Fox variants are now controlled by the spawns underscore snow underscore Fox’s biome tag mob Behavior Snow Golems melting and warm biomes is now controlled by the snow underscore Golem underscore melts biome tag commands clone the Clone command now supports specifying the source and Target dimensions new syntax clone from To parameters Source Dimension it have dimensioned a clone from Target Dimension it have dimensioned a clone 2 Data new source available string path start and reads a value as text resulting in a string value new arguments start index of first character to include at the start of the string And index of the first character to exclude at the end of the string execute execute a vertical bar unless new conditions available for the executive vertical bar unless sub command executed vertical bar unless loaded checks if the position given is fully loaded in regard to both blocks and entities execute a Vertical bar in less Dimension checks if the execution is in a matching Dimension parameters pass block position to check Dimension a dimension it execute on new execute sub command for selecting entities based on relation to the current executing entity execute on relations vehicle entity that the executing entity is writing passengers All entities directly writing the executing entity no sub passengers controller entity that is controlling the executing entity for example first passenger in a boat owner owner of the executing entity if it is a tameable animal like cats wolves or parrots Leisure entity leading the executing Entity with a leash might be a leash not in case of being attached to a fence target attack Target for the executing entity attacker last entity that damaged the executing entity in the previous five seconds if the relation is not applicable to the executing entity or there are no entities matching it Selector returns zero elements title all-time arguments to title times are now time durations and work with t s and D suffixes weather the duration of the weather change now matches the game’s regular weather cycle if not specified the duration parameter is now a Time duration in ticks and works with t s and D suffixes to retain existing functionality you need to add an S suffix to pre-existing commands ride new command to allow entities to start or stop writing other entities syntax right Mount makes a single Target Mount a single vehicle the command will fail if vehicle is a player the target is Already riding a vehicle Target and vehicle are the same entity vehicle is already a passenger direct or indirect of the target ride Dismount Dismounts Target from any vehicle it is riding fails if the target is not writing anything we also have a game rule change added command modification block limit Controlling the maximum number of blocks changed in one execution of Clone fill and fill biome changes for chat components translation fallback added an optional fallback Back Field to translate text components the new field is a string that will be used in place of translation if it is missing if Fallback is missing the old Behavior I using the key itself as the translation is preserved let’s go to the next snapshot changes technical changes added a new type of Atlas configuration Source palleted underscore permutations armor stands now preserve custom names when placed and broken a new registry trim Underscore pattern has been added for the armor trim system a new recipe serializer smithing underscore transform has been added for the updated netherite upgrade recipe a new recipe serializer smithing underscore trim has been added for the new armor trim recipe the smithing table temporarily has two menu types old menu without the smithing Template slot has been renamed to Legacy underscore smithing will be removed when the armor trim feature stops being an experimental feature new menu with a smithing template slot was added called smithing added new flag value 128 to hide flag’s NBT feel for hiding armor trim item tooltips palleted permutations How talented underscore permutations is a new type of Atlas configuration Source used to dynamically generate new Textures in memory based on a set of color palettes color palettes allow you to swap out the colors of a texture without having to supply all files for the variance of a texture in a resource Pack this is useful for things like armor trims where you want to be able to change the color of parts of the armor without having to create a new texture for each color the palleted underscore permutation Source has a set of required parameters textures a list of namespace locations of Base textures these Textures will be used to generate variants of them that have been modified by color palettes palette underscore key a namespace location of a color palette key file a color palette key is used to define the set of key pixel colors we want to swap out with the color palettes Defined below permutations a map of permutations from suffix to a namespace location of a color palette file the suffix is appended at the beginning to the resource location of the output variant textures with underscore character separating the suffix and the base texture name the color palette is a Texture file with a set of pick pixels that are used for replacing pixels that match the color palette key in each base texture the number of pixels in each color palette must be the same as that of the palette underscore key to find for this Source key matching is done by Comparing the RGB values of each pixel in the palette underscore key to the RGB values of each pixel in the color palette Alpha channel is ignored for key matching but in the resulting texture the alpha channel is Multiplied with the color palette’s Alpha Channel pixels that do not match the palette underscore Key are copied over to the resulting texture as is after defining a palleted underscore permutation Source you can then reference those namespaced output textures and other resources in your resource pack trim patterns and materials trim patterns and materials for armor are defined by the server through the trim underscore pattern and Trim underscore material registry respectively as a result new trim patterns and materials can be added via data packs these are synchronized to clients when they join the server however clients must have an accompanying resource pack to see those registered trim patterns and materials the paths to these textures are inferred By based on the file name of the pattern Json and we’ll try to find the textures within the same namespace as the trim pattern’s name field the following data is defined by a trim pattern asset underscore which is a namespace did used to infer texture locations and localization template underscore item Which is the aid of the smithing template item used to apply the trim pattern description which is a text component used for displaying the pattern name of an armor trim when hovering an armor item stack the following data is defined by a trim material asset underscore name which is A string used as a suffix for armor trim texture locations ingredient which is the it of the ingredient item used to apply the trim material item underscore model underscore index which is a float which defines the item model override each armor item model should Target to change their visuals for this material Incompatible underscore armor underscore material which is an optional hit of the armor material this trim material cannot be applied to description which is a text component used for displaying the material name of an armor trim when hovering an armor item stack the style defined in this description is applied To the armor trim pattern to description as well commands new relation available for execute on Origin shooter if the executing entity is a projectile like Arrow Fireball Trident firework Throne potion Etc thrower if the executing entity is an item source of effect if the executing entity is an area effect Cloud igniter if the executing entity is a prime TNT Summoner if the executing entity is evoker fangs or effects accessibility changes changed how tooltips in the menu UI are positioned so buttons are still readable added two new options in the accessibility menu for adjusting the speed and transparency Of Enchantment glints updated create new world screen the screen is now organized into three tabs the game tab allows to set the world name gamma mode difficulty and weather to allow cheats the world tab allows to set the world type and seed and to toggle the generation of Structures in the bonus chest the more tab provides access to the game rules and data pack selection screen remove the import settings button in the corresponding export settings button in the edit World screen technical changes trim patterns and materials the following data is now also defined by a trim material override underscore armor Underscore materials which is an optional map of armor material to override color palette map key is the armor material that this trim material wants to override with a different color palette map value is the name of the color palette that will be used when this trim material is applied to an Armor piece with the corresponding armor material the following data is no longer defined by a trim material incompatible underscore armor underscore material command changes effect infinite is now a valid option for effect durations infinite effect duration show up as Infinity in the player inventory view that’s it for this snapshot let’s go to The next one let me show you the clip from my older episode Lord by pressing Control Plus Tab and Control Plus shift plus tab specific tabs can also be navigated to by pressing Control Plus tab number for example control plus 2 navigates to the second tab added a Screen to easily enable slash disable experimental features this green can always be found under the more tab in snapshots a shortcut button can be found under the game tab creative menu changes added painting variants to the creative menu paintings with predefined variants will Now display author and title and Description when hovered over technical changes added display entities for flexible display of items blocks and text added a damage command for applying damage to entities added PID file argument to dedicated server command line for printing processor to file added the following game events entity underscore Dismount with a vibration Frequency of 6. entity underscore mount with a vibration frequency of 7 added a group of entities to display items blocks and text added execute summoned to allow customization of a newly spawned entity display entities changes three new entities have been added for flexible display of items blocks and Text those entities similarly to markers don’t tick and have no collisions or physics models render at entity position with normal rotation around X and Y axis so it can be controlled by teleport commands but also with additional arbitrary model transform common data types tag contents for those entities Include some new data types with complex structure any form can be used for modifying data but only one form is used for safety rotation quaternion form used for saving array of four numbers describing components x y z w axis angle form object with following Fields axis 3D Vector angle and radians Transformation arbitrary of fine transform Matrix form array of 16 numbers describing row major Matrix decomposed form used for saving object with following Fields translation 3D Vector left underscore rotation right underscore rotation rotation scale 3D Vector transforms are composed in order translation left underscore rotation scale right underscore rotation interpolation some properties of display Entities can be interpolated that means that clients will see gradual changes over time instead of instantaneous jumps display entities keep track of current and previous values of interpolated values all properties marked as interpolated are part of a single interpolation set any update to interpolated property will cause all Values of interpolation set to be saved as current and quad data command executions that do not change the value of property even if it’s present in NBT do not count as updates updates are synchronized to clients at most once per ticked so multiple updates within command will still count as a single Update previous current values are saved as previous inquot if interpolation is enabled the entity will transition between previous and current values over time start of interpolation entity fully in previous state is defined by field interpolation underscore start game time in ticks set to -1 to load current game Time instead end of interpolation entity fully in current state is defined as interpolation underscore start plus interpolation underscore duration in ticks common properties every entity in a family has the following Fields transformation transformation Nation applied to the model after normal entity orientation defaults to Identity interpolated billboard option to control If entity should pivot to face player when rendered fixed no rotation default vertical entity can pivot around vertical axis horizontal entity can pivot around horizontal axis Center entity can pivot around Center Point brightness if present overrides light values used for rendering emitted by default which means rendering uses Values from entity position object has two Fields Sky value of Skylight 0-15 block value of block light 0 15. view underscore range maximum view range of this entity actual distance depends on client-side render distance and energy distance scaling default value 1.0 roughly the same as Fireball Shadow underscore radius size of Shadow Defaults to zero no Shadow interpolated Shadow underscore strength strength of the Shadow controls the opacity of the Shadow as a fun function of distance to block below defaults to one interpolated width height describe size of culling bounding box bounding box spans vertically y to Y plus height and Horizontally width 2 in all directions from entity position if either field is set to zero culling is disabled both default to zero glow underscore color underscore override override glow border color defaults to zero use team color item display displays a single item stack stack can be changed with commands By setting slot inventory.0 Fields item item stack to display same format as an inventory example ID Minecraft dirt count one item underscore display describes item model transform applied to item as defined in display section in model Json values none default third person underscore left hand third person underscore right hand first person Underscore left hand first person underscore right hand head GUI ground fixed lock underscore display displays a blocked state does not display block entities even if they would normally be created on block placement like chest Fields block underscore State block state to display same format as item held by Enderman example name Minecraft Dirt and quad text display displays a text component Fields text to display components are resolved with the context of the display entity line underscore width line width used to split lines Note new line can be also added with backslash n characters defaults to 200 text underscore opacity opacity Alpha Component of rendered text defaults to 255 interpolated background color of background includes Alpha Channel defaults to 0 by 40 million interpolated default underscore background if true rendering uses default text background color same as in chat defaults to false Shadow should text be displayed with Shadow defaults to false C underscore Through should text be visible through blocks defaults to false alignment how text should be aligned values Center default left right note text display backgrounds use new Shader types render type underscore text underscore background and render type underscore text underscore background underscore C underscore through damage types damage Types are a new registry that can be extended through data packs a damage type determines how damage is handled by the game this includes which attributes the damage has as well as which def message is used when an entity dies due to that type of damage example exhaustion 0.1 message underscore ID Arrow and quad scaling when underscore caused underscore by underscore living underscore non-underscore player Fields message underscore it the message it used for deaths caused by this damage type will be combined with other string fragments to form a translation key exhaustion the amount of hunger exhaustion caused by this damage type Scaling whether this damage type scales with difficulty levels possible values never damage is always the same always damage always scales with difficulty when underscore caused underscore by underscore living underscore non-underscore player damage scales with difficulty if it was caused by a living entity who is not a player effects Optional field controlling how damage manifests when inflicted on players possible values hurt default the default hurt sound Thorns Thorns hurt sound drowning drowning sound burning a single tick of burning sound poking berry bush pokes sound freezing freeze tick sound death underscore message underscore type optional field that controls a special Death message variants are used possible values default default no special death message logic is applied fall underscore variants show a variant of fall damage death instead of a regular death message for example death.fell.assist.item intentional underscore game underscore design show the intentional game design message instead of a regular death message Damage type tags control many aspects of how damage from different sources are interpreted commands Dan damage new command to apply damage to entities syntax damage Target amount damage type at location damage Target amount damage type by entity from cost parameters Target The Entity to damage amount amount of damage to inflict damage type The type of damage to inflict this determines how the damage affects the entity as well as which death message is displayed entity The Entity inflicting the damage cause the cause of the damage in the case of indirect damage example when shot by an arrow The Entity is the Aero projectile while cause might be a skeleton location the location the damage originated at when no entity caused the damage for instance location might represent the location of a bed exploding in the nether execute summon new execute subcommand for summoning new entity and binding context at s to it Meant to simplify entity setup and reduce need for raw NBT editing execute summon entity it predicates damage type predicates the following Fields have been removed from damage type predicates is underscore projectile is underscore explosion bypasses underscore armor bypasses underscore and vulnerability bypasses underscore magic is underscore fire is underscore magic is underscore Lightning a new tags array has been added each entry has two Fields it the ID of a damage type tag expected whether the damage is expected to have or not have the tag for the predicate to match game rules added do Vine spread game rule determining if fines will spread to Nearby blocks let’s go to the next snapshot and I recorded it before too so let me show you the episode we’ll show them on screen so you can watch this gameplay let’s say them and talk about them more later jukeboxes have changed to be a parody with bedrock horse Breeding has been updated updated the realm screen to be more in line with the single player and multiplayer screens recipe unlocking the crafting table recipe is unlocked immediately on creating a new world the crossbow recipe is no longer unlocked by Sticks the sole campfire recipe is no longer unlocked by Sticks jukebox changes while playing a music disc it will emit a redstone signal of 15. droppers and Hoppers can now interact with it horse changes when breeding horses and the like the baby’s speed jump height and health are no longer biased toward the average 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 in golden carrots some technical changes the vanilla resource pack and underscores language file is now sorted alphanumerically by key a new recipe serializer crafting underscore decorated underscore pod has been added for the New decorated pot recipe added show underscore notification field to recipes accepts a Boolean which determines if a notification is shown when unlocking this recipe defaults to true if isn’t specified interaction entities new type of entity that records attacks left clicks and interactions right clicks and quad interactions are invisible and of a Custom size Fields width width of the entities bounding box default one height height of the entities bounding box default one attack record the last attack action on the enemy interaction records the last interaction action on the entity response Boolean specifying if interacting should trigger a response arm swing sound effects Etc default False action format when an action is stored it always has two Fields player the you would in standard integer array format of the player performing the action timestamp the timestamp of the game tick when the event happened stored as a long advancement triggers interacting with an interaction entity triggers player underscore interacted Underscore with underscore entity attacking an interaction entity triggers player underscore hurt underscore entity execute on with interactions the interaction entity targets the player who last interacted with it that makes the following possible execute on attacker execute is the last player who attacked the entity execute On Target execute as the last player who Interacted with the entity fixed bugs in snapshot 23w07a here are the bugs that got fixed horse breeding never exceeds egg spawn horse let’s go to the 1.19.4 pre-release one added a built-in resource pack that enhances the contrast of UI elements the resource pack can be enabled in the accessibility options screener manually In the resource pack screen this is only available in the menus for now but we’ll be looking to bring this to gameplay uis in the future as well updated create new world screen the appearance of the tab bar in the create new world screen has been updated tabs now have unique Visuals instead of being traditional buttons the tabs now align to the center of the screen the content has been aligned to the top of the screen technical changes the resource pack version is now 13. change the following game events item underscore interact underscore finish now has a vibration Frequency of 2 instead of 14 new damage type tag bypasses underscore cooldown damage types with this tag bypass the regular invincibility time after taking damage new entity type tag fall underscore damage underscore immune entity types with this tag do not take fall damage resource pack format the Enchantment glint now has 2 two separate texture files Enchanted underscore Glenn underscore entity.png and Enchanted underscore glint underscore item.png command changes execute positioned over new execute sub command for finding positions on top of a height map changes the height of the execution position to be on top of the given height map syntax Execute positioned over height Maps a height map records the highest position in a column of blocks According to some criteria available options World underscore surface any non-air block motion underscore blocking any motion blocking material for example ignores flowers and grass motion underscore blocking underscore no underscore leaves any non-leaf motion blocking material Ocean underscore floor any non-fluid motion blocking material let’s go to pre-release too potions have had their colors adjusted to make them more distinguishable from each other some potions now have custom colors to look better only mobs in the Dismounts underscore underwater entity tag will now Force the rider to Dismount when Underwater and that’s everything added in this time soon we will get more big versions so stay tuned for more bye hi guys and today we finally got a new Minecraft version and that’s 1.19.4 we got many new features added in this version so let’s cover them first we Will start with big changes then we will talk about experimental changes like new features and then the small changes let’s start vexes now use a separate charging animation when empty-handed armor stands now preserve custom names when placed and broken enchantment glint on items and armor is now more subtle Updated the create new world screen interacting with armor or elytra items in hand will now swap them with equipped gear the enchantment glint has been further tweaked to be slower and less visible but also have more contrast in some intervals jukeboxes now emit a note particle above them while playing a Music disc to match Bedrock jukeboxes have changed to be at parody with bedrock horse breeding has been updated updated the realm screen to be more in line with the single player and multiplayer screens the enchantment glint for items in the inventory has been made more visible the default value Of the glint strength setting has been reduced to 75 percent potions no longer have an enchantment glimp due to with obscuring the color of the potion contents added a notification system for Realms to tell you about important information about your realm potions have had their colors adjusted to make Them more distinguishable from each other let’s go to the experimental features they can be only obtainable by adding a data pack so let’s start first thing added was a change netherrite upgrade system that came with a redesign to the smithing table that also added armored trims armor trims are Decorations for your armor with all ores and crystals there are 12 of them and one of them is the netherright upgrade that is found in bastions then we have Coast armor trim that is found in shipwrecks then the Dune armor Trim in desert pyramids then the eye armor Trim In strongholds then the rib armor Trim in Nether fortresses the Sentry armor trim and Pillager outposts the snout armor trim found in bastions the Spire armor trim found in end cities the tide armor trim that you can get by killing Elder Guardians Vex armor trim and Woodland Mansions wart armor Trim in Ancient cities and last wild armor Trim in jungle temples armor trims can be used on all types of armors you can even use this same or as your armor as a trend there are thousands of combinations with this okay so the next experimental feature is the sniffer you Can only get it in Survival by spawning it it can also start sniffing for the torch flower seed when you plant it then it will go with three stages to become the torch flower now let’s go to the next big experimental thing it’s the Cherry biome it comes with a wood set And a bio next thing is archeology you can make brushes to find suspicious and in Wells and temples you can get Pottery shards to make pots so let’s go to more official changes let’s start with all the versions accessibility changes added an accessibility onboarding screen for players launching the game for the first Time added Arrow key navigation the resource pack screen is now keyboard navigable Auto jump is now off by default added a new notification display time accessibility option changes how long notifications such as unlocked recipes advancements subtitles and selected item names are visible for Arrow key navigation menu screens can Now be navigated by using the arrow keys when navigating with arrow keys sliders need to be activated by pressing enter or space to start changing the value technical changes the data pack version is now 11 added a network protocol feature for forcing bundle of packets to be processed within same client tick Added fallback fields to translate chat components out of bound arguments and translate formats are no longer silently ignored the Clone command now supports cloning to and from different dimensions a new string source is now available for the data modify command new execute sub commands Network protocol clients now Reset their secure chat session State when receiving the login packet packet bundles added new delimiter packet to client-bound gain protocol all packets between two delimiters are guaranteed to be processed within the same tick for security reasons this feature is not supported in server-bound Direction block Behavior fire burns out faster in Certain bios and this is now controlled by the increased underscore fire underscore burnout biome tag mob spawning the only underscore allows underscore snow underscore and underscore gold underscore rabbits Biomet tag has been renamed to spawns underscore gold underscore rabbits to match Its Behavior White Rabbit variants are now controlled by the spawns Underscore white underscore rabbit’s biome tag Fox variants are now controlled by the spawns underscore snow underscore Fox’s biome tag mob Behavior Snow Golems melting and warm biomes is now controlled by the snow underscore Golem underscore melts biome tag commands clone the Clone command now supports specifying the source and Target dimensions new syntax clone from to parameters Source Dimension it have dimensioned a clone from Target Dimension it have dimensioned a clone 2 Data new source available string path start and reads a value as text resulting in a string value new arguments start index of first character To include at the start of the string and index of the first character to exclude at the end of the string execute execute a vertical bar unless new conditions available for the executed vertical bar unless sub command executed vertical bar unless loaded checks if the position given is fully loaded in regard To both blocks and entities execute if vertical bar unless Dimension checks if the execution is in a matching Dimension parameters pass block position to check Dimension a dimension it execute on new execute sub command for selecting entities based on relation to the current executing entity execute on relations vehicle entity that the Executing entity is writing passengers all entities directly writing the executing entity no sub passengers controller entity that is controlling the executing entity for example first passenger in a boat owner owner of the executing entity if it is a tameable animal like cats wolves or parrots Leisure entity leading the executing Entity with a leash might be a leash not in case of being attached to a fence target attack Target for the executing entity attacker last entity that damaged the executing entity in the previous five seconds if the relation is not applicable to the executing entity or there are no entities matching it Selector returns zero elements title all-time arguments to title times are now time durations and work with t s and D suffixes weather the duration of the weather change now matches the game’s regular weather cycle if not specified the duration parameter is now a Time duration in ticks and works with t s and D suffixes to retain existing functionality you need to add an S suffix to pre-existing commands ride new command to allow entities to start or stop writing other entities syntax right Mount makes a single Target Mount a single vehicle the command will fail if vehicle is a player the target is Already riding a vehicle Target and vehicle are the same entity vehicle is already a passenger direct or indirect of the target ride Dismount Dismounts Target from any vehicle it is riding fails if the target is not writing anything we also have a game rule change added command modification block limit Controlling the maximum number of blocks changed in one execution of Clone fill and fill biome changes for chat components translation fallback added an optional fallback Back Field to translate text components the new field is a string that will be used in place of translation if it is missing if Fallback is missing the old Behavior I using the key itself as the translation is preserved let’s go to the next snapshot changes technical changes added a new type of Atlas configuration Source palleted underscore permutations armor stands now preserve custom names when placed and broken a new registry trim Underscore pattern has been added for the armor trim system a new recipe serializer smithing underscore transform has been added for the updated netherite upgrade recipe a new recipe serializer smithing underscore trim has been added for the new armor trim recipe the smithing table temporarily has two menu types old menu without the smithing Template slot has been renamed to Legacy underscore smithing will be removed when the armor trim feature stops being an experimental feature new menu with a smithing template slot was added called smithing added new flag value 128 to hide flag’s NBT feel for hiding armor trim item tooltips palleted permutations How talented underscore permutations is a new type of Atlas configuration Source used to dynamically generate new Textures in memory based on a set of color palettes color palettes allow you to swap out the colors of a texture without having to supply all files for the variance of a texture in a resource Pack this is useful for things like armor trims where you want to be able to change the color of parts of the armor without having to create a new texture for each color the palleted underscore permutation Source has a set of required parameters textures a list of namespace locations of Base textures these Textures will be used to generate variants of them that have been modified by color palettes palette underscore key a namespace location of a color palette key file a color palette key is used to define the set of key pixel colors we want to swap out with the color palettes Defined below permutations a map of permutations from suffix to a namespace location of a color palette file the suffix is appended at the beginning to the resource location of the output variant textures with underscore character separating the suffix and the base texture name the color palette is a Texture file with a set of pick pixels that are used for replacing pixels that match the color palette key in each base texture the number of pixels in each color palette must be the same as that of the palette underscore key to find for this Source key matching is done by Comparing the RGB values of each pixel in the palette underscore key to the RGB values of each pixel in the color palette Alpha channel is ignored for key matching but in the resulting texture the alpha channel is Multiplied with the color palette’s Alpha Channel pixels that do not match the palette underscore Key are copied over to the resulting texture as is after defining a palleted underscore permutation Source you can then reference those namespaced output textures and other resources in your resource pack trim patterns and materials trim patterns and materials for armor are defined by the server through the trim underscore pattern and Trim underscore material registry respectively as a result new trim patterns and materials can be added via data packs these are synchronized to clients when they join the server however clients must have an accompanying resource pack to see those registered trim patterns and materials the paths to these textures are inferred By based on the file name of the pattern Json and we’ll try to find the textures within the same namespace as the trim pattern’s name field the following data is defined by a trim pattern asset underscores which is a namespace did used to infer texture locations and localization template underscore item Which is the aid of the smithing template item used to apply the trim pattern description which is a text component used for displaying the pattern name of an armor trim when hovering an armor item stack the following data is defined by a trim material asset underscore name which is A string used as a suffix for armor trim texture locations ingredient which is the it of the ingredient item used to apply the trim material item underscore model underscore index which is a float which defines the item model override each armor item model should Target to change their visuals for this material Incompatible underscore armor underscore material which is an optional hit of the armor material this trim material cannot be applied to description which is a text component used for displaying the material name of an armor trim when hovering an armor item stack the style defined in this description is applied To the armor trim pattern to description as well commands new relation available for execute on Origin shooter if the executing entity is a projectile like Arrow Fireball Trident firework Throne potion Etc thrower if the executing entity is an item source of effect if the executing entity is an area effect Cloud igniter if the executing entity is a prime TNT Summoner if the executing entity is evoker fangs or effects accessibility changes changed how tooltips in the menu UI are positioned so buttons are still readable added two new options in the accessibility menu for adjusting the speed and transparency Of Enchantment glints updated create new world screen the screen is now organized into three tabs the game tab allows to set the world name gamma mode difficulty and weather to allow cheats the world tab allows to set the world type and seed and to toggle the generation of Structures in the bonus chest the more tab provides access to the game rules and data pack selection screen remove the import settings button in the corresponding export settings button in the edit World screen technical changes trim patterns and materials the following data is now also defined by a trim material override underscore armor Underscore materials which is an optional map of armor material to override color palette map key is the armor material that this trim material wants to override with a different color palette map value is the name of the color palette that will be used when this trim material is applied to an Armor piece with the corresponding armor material the following data is no longer defined by a trim material incompatible underscore armor underscore material command changes effect infinite is now a valid option for effect durations infinite effect duration show up as Infinity in the player inventory view that’s it for this snapshot let’s go to The next one let me show you the clip from my older episode Lord by pressing Control Plus Tab and Control Plus shift plus tab specific tabs can also be navigated to by pressing Control Plus tab number for example control plus 2 navigates to the second tab added a Screen to easily enable slash disable experimental features this screen can always be found under the more tab in snapshots a shortcut button can be found under the game tab creative menu changes added painting variants to the creative menu paintings with predefined variants will Now display author and title and Description when hovered over technical changes added display entities for flexible display of items blocks and text added a damage command for applying damage to entities added PID file argument to dedicated server command line for printing processor to file added the following game events entity underscore Dismount with a vibration Frequency of 6. entity underscore mount with a vibration frequency of 7 added a group of entities to display items blocks and text added execute summoned to allow customization of a newly spawned entity display entities changes three new entities have been added for flexible display of items blocks and Text those entities similarly to markers don’t tick and have no collisions or physics models render at entity position with normal rotation around X and Y axis so it can be controlled by teleport commands but also with additional arbitrary model transform common data types tag contents for those entities Include some new data types with complex structure any form can be used for modifying data but only one form is used for safety rotation quaternion form used for saving array of four numbers describing components x y z w axis angle form object with following Fields axis 3D Vector angle and radians Transformation arbitrary of fine transform Matrix form array of 16 numbers describing row major Matrix decomposed form used for saving object with following Fields translation 3D Vector left underscore rotation right underscore rotation rotation scale 3D Vector transforms are composed in order translation left underscore rotation scale right underscore rotation interpolation some properties of display Entities can be interpolated that means that clients will see gradual changes over time instead of instantaneous jumps display entities keep track of current and previous values of interpolated values all properties marked as interpolated are part of a single interpolation set any update to interpolated property will cause all Values of interpolation set to be saved as current and quad data command executions that do not change the value of property even if it’s present in NBT do not count as updates updates are synchronized to clients at most once per ticked so multiple updates within command will still count as a single Update previous current values are saved as previous inquot if interpolation is enabled the entity will transition between previous and current values over time start of interpolation entity fully in previous state is defined by field interpolation underscore start game time in ticks set to -1 to load current game Time instead end of interpolation entity fully in current state is defined as interpolation underscore start plus interpolation underscore duration in ticks common properties every entity in a family has the following Fields transformation transformation Nation applied to the model after normal entity orientation defaults to Identity interpolated billboard option to control If entity should pivot to face player when rendered fixed no rotation default vertical entity can pivot around vertical axis horizontal entity can pivot around horizontal axis Center entity can pivot around Center Point brightness if present overrides light values used for rendering emitted by default which means rendering uses Values from entity position object has two Fields Sky value of Skylight 0-15 block value of block light 0 15. view underscore range maximum view range of this entity actual distance depends on client-side render distance and entity distance scaling default value 1.0 roughly the same as Fireball Shadow underscore radius size of Shadow Defaults to zero no Shadow interpolated Shadow underscore strength strength of the Shadow controls the opacity of the Shadow as a fun function of distance to block below defaults to one interpolated width height describe size of culling bounding box bounding box spans vertically y to Y plus height and Horizontally width 2 in all directions from entity position if either field is set to zero culling is disabled both default to zero glow underscore color underscore override override glow border color defaults to zero use team color item display displays a single item stack stack can be changed with commands By setting slot inventory.0 Fields item item stack to display same format as an inventory example ID Minecraft dirt count 1. item underscore display describes item model transform applied to item as defined in display section in model Json values none default third person underscore left hand third person underscore right hand first person Underscore left hand first person underscore right hand head GUI ground fixed lock underscore display displays a blocked state does not display block entities even if they would normally be created on block placement like chest Fields block underscore State block state to display same format as item held by Enderman example name Minecraft Dirt and quad text display displays a text component Fields text to display components are resolved with the context of the display entity line underscore width line width used to split lines Note new line can be also added with backslash n characters defaults to 200 text underscore opacity opacity Alpha Component of rendered text defaults to 255 interpolated background color of background includes Alpha Channel defaults to 0 by 40 million interpolated default underscore background if true rendering uses default text background color same as in chat defaults to false Shadow should text be displayed with Shadow defaults to false C underscore Through should text be visible through blocks defaults to false alignment how text should be aligned values Center default left right note text display backgrounds use new Shader types render type underscore text underscore background and render type underscore text underscore background underscore C underscore through damage types damage Types are a new registry that can be extended through data packs a damage type determines how damage is handled by the game this includes which attributes the damage has as well as which def message is used when an entity dies due to that type of damage example exhaustion 0.1 message underscore it Arrow and quad scaling when underscore caused underscore by underscore living underscore non-underscore player Fields message underscore it the message it used for deaths caused by this damage type will be combined with other string fragments to form a translation key exhaustion the amount of hunger exhaustion caused by this damage type Scaling whether this damage type scales with difficulty levels possible values never damage is always the same always damage always scales with difficulty when underscore caused underscore by underscore living underscore non-underscore player damage scales with difficulty if it was caused by a living entity who is not a player effects Optional field controlling how damage manifests when inflicted on players possible values hurt default the default hurt sound Thorns Thorns hurt sound drowning drowning sound burning a single tick of burning sound poking berry bush pokes sound freezing freeze tick sound death underscore message underscore type optional field that controls a special Death message variants are used possible values default default no special death message logic is applied fall underscore variants show a variant of fall damage death instead of a regular death message for example death.fell.assist.item intentional underscore game underscore design show the intentional game design message instead of a regular death message Damage type tags control many aspects of how damage from different sources are interpreted commands Dan damage new command to apply damage to entities syntax damage Target amount damage type at location damage Target amount damage type by entity from cost parameters Target The Entity to damage amount amount of damage to inflict damage type The type of damage to inflict this determines how the damage affects the entity as well as which death message is displayed entity The Entity inflicting the damage cause the cause of the damage in the case of indirect damage example when shot by an arrow The Entity is the Aero projectile while cause might be a skeleton location the location the damage originated at when no entity caused the damage for instance location might represent the location of a bed exploding in the nether execute summon new execute subcommand for summoning new entity and binding context at s to it Meant to simplify entity setup and reduce need for raw NBT editing execute summon entity it predicates damage type predicates the following Fields have been removed from damage type predicates is underscore projectile is underscore explosion bypasses underscore armor bypasses underscore and vulnerability bypasses underscore magic is underscore fire is underscore magic is underscore Lightning a new tags array has been added each entry has two Fields it the ID of a damage type tag expected whether the damage is expected to have or not have the tag for the predicate to match game rules added do Vine spread game rule determining if fines will spread to Nearby blocks let’s go to the next snapshot and I recorded it before too so let me show you the episode we’ll show them on screen so you can watch this gameplay let’s say them and talk about them more later jukeboxes have changed to be a parody with bedrock horse Breeding has been updated updated the realm screen to be more in line with the single player and multiplayer screens recipe unlocking the crafting table recipe is unlocked immediately on creating a new world the crossbow recipe is no longer unlocked by Sticks the sole campfire recipe is no longer unlocked by Sticks jukebox changes while playing a music disc it will emit a redstone signal of 15. droppers and Hoppers can now interact with it horse changes when breeding horses and the light the baby’s speed jump height and health are no longer biased toward the average this change is intended to make horse Breeding a viable way of getting gray horses if a player starts with good parents and puts in enough time in golden carrots some technical changes the vanilla resource pack and underscores language file is now sorted alphanumerically by key a new recipe serializer crafting underscore decorated underscore pod has been added for the New decorated pot recipe added show underscore notification field to recipes accepts a Boolean which determines if a notification is shown when unlocking this recipe defaults to true if isn’t specified interaction entities new type of entity that records attacks left clicks and interactions right clicks and quad interactions are invisible and of a Custom size Fields width width of the entity’s bounding box default one height height height of the entities bounding box default one attack record towards the last attack action on the entity interaction records the last interaction action on the entity response Boolean specifying if interacting should trigger a response arm swing sound effects Etc Default false action format when an action is stored it always has two Fields player the you would in standard integer array format of the player performing the action timestamp the timestamp of the game tick when the event happened stored as a long advancement triggers interacting with an interaction entity triggers player Underscore interacted underscore with underscore entity attacking an interaction entity triggers player underscore hurt underscore entity execute on with interactions the interaction entity targets the player who last interacted with it that makes the following possible execute on attacker execute is the last player who attacked the entity execute On Target Execute is the last player who interacted with the entity fixed bugs in snapshot 23w07a here are the bugs that got fixed horse breeding never exceeds egg spawn horse let’s go to the 1.19.4 pre-release one added a built-in resource pack that enhances the contrast of UI elements the Resource pack can be enabled in the accessibility options screener manually in the resource pack screen this is only available in the menus for now but we’ll be looking to bring this to gameplay uis in the future as well updated create new world screen the appearance of the tab Bar in the create new world screen has been updated tabs now have unique visuals instead of being traditional buttons the tabs now align to the center of the screen the content has been aligned to the top of the screen technical changes the resource pack version is now 13. change the following Game events item underscore interact underscore finish now has a vibration frequency of 2 instead of 14 new damage type tag bypasses underscore cooldown damage types with this tag bypass the regular invincibility time after taking damage new entity type tag fall underscore damage underscore immune entity types with this tag do not take Fall damage resource pack format the enchantment glint now has two separate texture files Enchanted underscore Glenn underscore entity.png and Enchanted underscore glint underscore item.png command changes execute positioned over new execute sub command for finding positions on top of a height map changes the height of the execution position to Be on top of the given height map syntax execute positioned over height Maps a height map records the highest position in a column of blocks According to some criteria available options World underscore surface any non-air block motion underscore blocking any motion blocking material for example ignores flowers and grass motion underscore Blocking underscore no underscore leaves any non-leaf motion blocking material ocean underscore floor any non-fluid motion blocking material let’s go to pre-release too potions have had their colors adjusted to make them more distinguishable from each other some potions now have custom colors to look better only mobs in the Dismounts Underscore underwater entity tag will now Force the rider to Dismount when underwater and that’s everything added in this time soon we will get more big versions so stay tuned for more bye hi guys and today we finally got a new Minecraft version and that’s 1.19.4 we got many new features added in this Version so let’s cover them first we will start with big changes then we will talk about experimental changes like new features and then the small changes let’s start vexes now use a separate charging animation when empty-handed armor stands now preserve custom names when placed and broken enchantment glint On items and armor is now more subtle updated the create new world screen interacting with armor or elytra items in hand will now swap them with equipped gear the enchantment glint has been further tweaked to be slower and less visible but also have more contrast in some intervals jukeboxes now emit a note Particle above them while playing a music disc to match Bedrock jukeboxes have changed to be at parity with bedrock horse breeding has been updated updated the realm screen to be more in line with the single player and multiplayer screens the enchantment glint for items in the inventory has Been made more visible the default value of the glint strength setting has been reduced to 75 percent potions no longer have an enchantment glimp due to obscuring the color of the potion contents added a notification system for Realms to tell you about important information about your realm potions Have had their colors adjusted to make them more distinguishable from each other let’s go to the experimental features they can be only obtainable by adding a data pack so let’s start first thing added was a change netherrite upgrade system that came with a redesign to the smithing table that also added Armored trims armor trims are decorations for your armor with all ores and crystals there are 12 of them and one of them is the netherright upgrade that is found in bastions then we have Coast armor trim that is found in shipwrecks then the Dune armor Trim in Desert pyramids then the eye armor Trim in strongholds then the rib armor Trim in Nether fortresses the Sentry armor trim and Pillager outposts the snout armor trim found in bastions the Spire armor trim found in end cities the tide armor trim that you can get by killing Elder Guardians Vex armor trim and Woodland Mansions wart armor Trim in ancient cities and last wild armor Trim in jungle temples armor trims can be used on all types of armors you can even use this same or as your armor as a trim there are thousands of combinations with this okay so the next experimental Feature is the sniffer you can only get it in Survival by spawning it it can also start sniffing for the torch flower seed when you plant it then it will go with three stages to become the torch flower now let’s go to the next big experimental thing it’s the Cherry biome It comes with a wood set and a bio next thing is archeology you can make brushes to find suspicious and in Wells and temples you can get Pottery shards to make pots so let’s go to more official changes let’s start with all the versions accessibility changes added an accessibility onboarding screen for Players launching the game for the first time added Arrow key navigation the resource pack screen is now keyboard navigable Auto jump is now off by default added a new notification display time accessibility option changes how long notifications such as unlocked recipes advancements subtitles and selected item names are visible for Arrow key navigation menu screens can now be navigated by using the arrow keys when navigating with arrow keys sliders need to be activated by pressing enter or space to start changing the value technical changes the data pack version is now 11 added a network protocol feature for forcing bundle of packets to Be processed within same client tick added fallback fields to translate chat components out of bound arguments and translate formats are no longer silently ignored the Clone command now supports cloning to and from different dimensions a new string source is now available for the data modify command new execute sub Commands Network protocol clients now reset their secure chat session State when receiving the login packet packet bundles added new delimiter packet to client-bound gain protocol all packets between two delimiters are guaranteed to be processed within the same tick for security reasons this feature is not supported in server-bound Direction Block Behavior fire burns out faster in certain bios and this is now controlled by the increased underscore fire underscore burnout biome tag mob spawning the only underscore allows underscore snow underscore and underscore gold underscore rabbits Biomet tag has been renamed to spawns underscore gold underscore rabbits to match Its Behavior White Rabbit variants Are now controlled by the spawns underscore white underscore rabbit’s biome tag Fox variants are now controlled by the spawns underscore snow underscore Fox’s biome tag mob Behavior Snow Golems melting and warm biomes is now controlled by the snow underscore Golem underscore melts biome tag commands clone the Clone command now Supports specifying the source and Target dimensions new syntax clone from to parameters Source Dimension it have dimensioned a clone from Target Dimension it have dimensioned a clone 2 Data new source available string path start and reads a value as text resulting in a string value new arguments start index of first character To include at the start of the string and index of the first character to exclude at the end of the string execute execute a vertical bar unless new conditions available for the executed vertical bar unless sub command executed vertical bar unless loaded checks if the position given is fully loaded in regard To both blocks and entities execute if vertical bar unless Dimension checks if the execution is in a matching Dimension parameters pass block position to check Dimension a dimension it execute on new execute sub command for selecting entities based on relation to the current executing entity execute on relations vehicle entity that the Executing entity is writing passengers all entities directly writing the executing entity no sub passengers controller entity that is controlling the executing entity for example first passenger in a boat owner owner of the executing entity if it is a tameable animal like cats wolves or parrots Leisure entity leading the executing Entity with a leash might be a leash not in case of being attached to a fence target attack Target for the executing entity attacker last entity that damaged the executing entity in the previous five seconds if the relation is not applicable to the executing entity or there are no entities matching it Selector returns zero elements title all-time arguments to title times are now time durations and work with t s and D suffixes weather the duration of the weather change now matches the game’s regular weather cycle if not specified the duration parameter is now a Time duration in ticks and works with t s and D suffixes to retain existing functionality you need to add an S suffix to pre-existing commands ride new command to allow entities to start or stop writing other entities syntax right Mount makes a single Target Mount a single vehicle the command will fail if vehicle is a player the target is Already riding a vehicle Target and vehicle are the same entity vehicle is already a passenger direct or indirect of the target ride Dismount Dismounts Target from any vehicle it is riding fails if the target is not writing anything we also have a game rule change added command modification block limit Controlling the maximum number of blocks changed in one execution of Clone fill and fill biome changes for chat components translation fallback added an optional fallback Back Field to translate text components the new field is a string that will be used in place of translation if it is missing if Fallback is missing the old Behavior I using the key itself as the translation is preserved let’s go to the next snapshot changes technical changes added a new type of Atlas configuration Source palleted underscore permutations armor stands now preserve custom names when placed and broken a new registry trim Underscore pattern has been added for the armor trim system a new recipe serializer smithing underscore transform has been added for the updated netherite upgrade recipe a new recipe serializer smithing underscore trim has been added for the new armor trim recipe the smithing table temporarily has two menu types old menu without the smithing Template slot has been renamed to Legacy underscore smithing will be removed when the armor trim feature stops being an experimental feature new menu with a smithing template slot was added called smithing added new flag value 128 to hide flag’s NBT feel for hiding armor trim item tooltips palleted permutations How validate underscore permutations is a new type of Atlas configuration Source used to dynamically generate new Textures in memory based on a set of color palettes color palettes allow you to swap out the colors of a texture without having to supply all files for the variance of a texture in a resource Pack this is useful for things like armor trims where you want to be able to change the color of parts of the armor without having to create a new texture for each color the palleted underscore permutation Source has a set of required parameters textures a list of namespace locations of Base textures these Textures will be used to generate variants of them that have been modified by color palettes palette underscore key a namespace location of a color palette key file a color palette key is used to define the set of key pixel colors we want to swap out with the color palettes Defined below permutations a map of permutations from suffix to a namespace location of a color palette file the suffix is appended at the beginning to the resource location of the output variant textures with underscore character separating the suffix and the base texture name the color palette is a Texture file with a set of pick pixels that are used for replacing pixels that match the color palette key in each base texture the number of pixels in each color palette must be the same as that of the palette underscore key to find for this Source key matching is done by Comparing the RGB values of each pixel in the palette underscore key to the RGB values of each pixel in the color palette Alpha channel is ignored for key matching but in the resulting texture the alpha channel is Multiplied with the color palette’s Alpha Channel pixels that do not match the palette underscore Key are copied over to the resulting texture as is after defining a palleted underscore permutation Source you can then reference those namespaced output textures and other resources in your resource pack trim patterns and materials trim patterns and materials for armor are defined by the server through the trim underscore pattern and Trim underscore material registry respectively as a result new trim patterns and materials can be added via data packs these are synchronized to clients when they join the server however clients must have an accompanying resource pack to see those registered trim patterns and materials the paths to these textures are inferred By based on the file name of the pattern Json and we’ll try to find the textures within the same namespace as the trim pattern’s name field the following data is defined by a trim pattern asset underscores which is a namespace did used to infer texture locations and localization template underscore item Which is the aid of the smithing template item used to apply the trim pattern description which is a text component used for displaying the pattern name of an armor trim when hovering an armor item stack the following data is defined by a trim material asset underscore name which is A string used as a suffix for armor trim texture locations ingredient which is the it of the ingredient item used to apply the trim material item underscore model underscore index which is a float which defines the item model override each armor item model should Target to change their visuals for this material Incompatible underscore armor underscore material which is an optional hit of the armor material this trim material cannot be applied to description which is a text component used for displaying the material name of an armor trim when hovering an armor item stack the style defined in this description is applied To the armor trim pattern to description as well commands new relation available for execute on Origin shooter if the executing entity is a projectile like Arrow Fireball Trident firework Throne potion Etc thrower if the executing entity is an item source of effect if the executing entity is an area effect Cloud igniter if the executing entity is a prime TNT Summoner if the executing entity is evoker fangs or events accessibility changes changed how tooltips in the menu UI are positioned so buttons are still readable added two new options in the accessibility menu for adjusting the speed and transparency Of Enchantment glints updated create new world screen the screen is now organized into three tabs the game tab allows to set the world name gamma mode difficulty and weather to allow cheats the world tab allows to set the world type and seed and to toggle the generation of Structures in the bonus chest the more tab provides access to the game rules and data pack selection screen remove the import settings button in the corresponding export settings button in the edit World screen technical changes trim patterns and materials the following data is now also defined by a trim material override underscore armor Underscore materials which is an optional map of armor material to override color palette map key is the armor material that this trim material wants to override with a different color palette map value is the name of the color palette that will be used when this trim material is applied to an Armor piece with the corresponding armor material the following data is no longer defined by a trim material incompatible underscore armor underscore material command changes effect infinite is now a valid option for effect durations infinite effect duration show up as Infinity in the player inventory view that’s it for this snapshot let’s go to The next one let me show you the clip from my older episode Lord by pressing Control Plus Tab and Control Plus shift plus tab specific tabs can also be navigated to by pressing Control Plus tab number for example control plus 2 navigates to the second tab added a Screen to easily enable slash disable experimental features the green can always be found under the more tab in snapshots a shortcut button can be found under the game tab creative menu changes added painting variants to the creative menu paintings with predefined variants will Now display author and title and Description when hovered over technical changes added display entities for flexible display of items blocks and text added a damage command for applying damage to entities added PID file argument to dedicated server command line for printing processor to file added the following game events entity underscore Dismount with a vibration Frequency of 6. entity underscore mount with a vibration frequency of 7 added a group of entities to display items blocks and text added execute summoned to allow customization of a newly spawned entity display entities changes three new entities have been added for flexible display of items blocks and Text those entities similarly to markers don’t tick and have no collisions or physics models render at entity position with normal rotation around X and Y axis so it can be controlled by teleport commands but also with additional arbitrary model transform common data types tag contents for those entities Include some new data types with complex structure any form can be used for modifying data but only one form is used for safety rotation quaternion form used for saving array of four numbers describing components x y z w axis angle form object with following Fields axis 3D Vector angle and radians Transformation arbitrary of fine transform Matrix form array of 16 numbers describing row major Matrix decomposed form used for saving object with following Fields translation 3D Vector left underscore rotation right underscore rotation rotation scale 3D Vector transforms are composed in order translation left underscore rotation scale right underscore rotation interpolation some properties of display Entities can be interpolated that means that clients will see gradual changes over time instead of instantaneous jumps display entities keep track of current and previous values of interpolated values all properties marked as interpolated are part of a single interpolation set any update to interpolated property will cause all Values of interpolation set to be saved as current inquiry data command executions that do not change the value of property even if it’s present in NBT do not count as updates updates are synchronized to clients at most once per ticked so multiple updates within command will still count as a single Update previous current values are saved as previous inquot if interpolation is enabled the entity will transition between previous and current values over time start of interpolation entity fully in previous state is defined by field interpolation underscore start game time in ticks set to -1 to load current game Time instead end of interpolation entity fully in current state is defined as interpolation underscore start plus interpolation underscore duration in ticks common properties every entity in a family has the following Fields transformation transformation Nation applied to the model after normal entity orientation defaults to Identity interpolated billboard option to control If entity should pivot to face player when rendered fixed no rotation default vertical entity can pivot around vertical axis horizontal entity can pivot around horizontal axis Center entity can pivot around Center Point brightness if present overrides light values used for rendering emitted by default which means rendering uses Values from entity position object has two Fields Sky value of Skylight 0-15 block value of block light 0 15. view underscore range maximum view range of this entity actual distance depends on client-side render distance and energy distance scaling default value 1.0 roughly the same as Fireball Shadow underscore radius size of Shadow Defaults to zero no Shadow interpolated Shadow underscore strength strength of the Shadow controls the opacity of the Shadow as a fun function of distance to block below defaults to one interpolated width height describe size of culling bounding box bounding box spans vertically y to Y plus height and Horizontally width 2 in all directions from entity position if either field is set to zero culling is disabled both default to zero glow underscore color underscore override override glow border color defaults to zero use team color item display displays a single item stack stack can be changed with commands By setting slot inventory.0 Fields item item stack to display same format as an inventory example ID Minecraft dirt count 1. item underscore display describes item model transform applied to item as defined in display section in model Json values none default third person underscore left hand third person underscore right hand first person Underscore left hand first person underscore right hand head GUI ground fixed lock underscore display displays a blocked state does not display block entities even if they would normally be created on block placement like chest Fields block underscore State block state to display same format as item held by Enderman example name Minecraft Dirt and quad text display displays a text component Fields text to display components are resolved with the context of the display entity line underscore width line width used to split lines Note new line can be also added with backslash n characters defaults to 200 text underscore opacity opacity Alpha Component of rendered text defaults to 255 interpolated background color of background includes Alpha Channel defaults to 0 by 40 million interpolated default underscore background if true rendering uses default text background color same as in chat defaults to false Shadow should text be displayed with Shadow defaults to false C underscore Through should text be visible through blocks defaults to false alignment how text should be aligned values Center default left right note text display backgrounds use new Shader types render type underscore text underscore background and render type underscore text underscore background underscore C underscore through damage types damage Types are a new registry that can be extended through data packs a damage type determines how damage is handled by the game this includes which attributes the damage has as well as which def message is used when an entity dies due to that type of damage example exhaustion 0.1 message underscore it Arrow and quad scaling when underscore caused underscore by underscore living underscore non-underscore player Fields message underscore it the message it used for deaths caused by this damage type will be combined with other string fragments to form a translation key exhaustion the amount of hunger exhaustion caused by this damage type Scaling whether this damage type scales with difficulty levels possible values never damage is always the same always damage always scales with difficulty when underscore caused underscore by underscore living underscore non-underscore player damage scales with difficulty if it was caused by a living entity who is not a player effects Optional field controlling how damage manifests when inflicted on players possible values hurt default the default hurt sound Thorns Thorns hurt sound drowning drowning sound burning a single tick of burning sound poking berry bush pokes sound freezing freeze tick sound death underscore message underscore type optional field that controls a special Death message variants are used possible values default default no special death message logic is applied fall underscore variants show a variant of fall damage death instead of a regular death message for example death.fell.assist.item intentional underscore game underscore design show the intentional game design message instead of a regular death message Damage type tags control many aspects of how damage from different sources are interpreted commands damage new command to apply damage to entities syntax damage Target amount damage type at location damage Target amount damage type by entity from costs parameters Target The Entity to damage amount amount of damage to inflict damage type The type of damage to inflict this determines how the damage affects the entity as well as which death message is displayed entity The Entity inflicting the damage cause the cause of the damage in the case of indirect damage example when shot by an arrow The Entity is the Aero projectile while cause might be a skeleton location the location the damage originated at when no entity caused the damage for instance location might represent the location of a bed exploding in the nether execute summon new execute subcommand for summoning new entity and binding context at s to it Meant to simplify entity setup and reduce need for raw NBT editing execute summon entity it predicates damage type predicates the following Fields have been removed from damage type predicates is underscore projectile is underscore explosion bypasses underscore armor bypasses underscore and vulnerability bypasses underscore magic is underscore fire is underscore magic is underscore Lightning a new tags array has been added each entry has two Fields it the ID of a damage type tag expected whether the damage is expected to have or not have the tag for the predicate to match game rules added do Vine spread game rule determining if fines will spread to Nearby blocks let’s go to the next snapshot and I recorded it before too so let me show you the episode we’ll show them on screen so you can watch this gameplay let’s say them and talk about them more later jukeboxes have changed to be at parody with bedrock horse Breeding has been updated updated the realm screen to be more in line with the single player and multiplayer screens recipe unlocking the crafting table recipe is unlocked immediately on creating a new world the crossbow recipe is no longer unlocked by Sticks the sole campfire recipe is no longer unlocked by Sticks jukebox changes while playing a music disc it will emit a redstone signal of 15. droppers and Hoppers can now interact with it horse changes when breeding horses and the light the baby’s speed jump height and health are no longer biased toward the average this change is intended to make horse Breeding a viable way of getting gray horses if a player starts with good parents and puts in enough time in golden carrots some technical changes the vanilla resource pack and underscores language file is now sorted alphanumerically by key a new recipe serializer crafting underscore decorated underscore pod has been added for the New decorated pot recipe added show underscore notification field to recipes accepts a Boolean which determines if a notification is shown when unlocking this recipe defaults to true if isn’t specified interaction entities new type of entity that records attacks left clicks and interactions right clicks and quad interactions are invisible and of a Custom size Fields width width of the entity’s bounding box default one height height height of the entity’s bounding box default one attack record towards the last attack action on the entity interaction records the last interaction action on the entity response Boolean specifying if interacting should trigger a response arm swing sound effects Etc Default false action format when an action is stored it always has two Fields player the you would in standard integer array format of the player performing the action timestamp the timestamp of the game tick when the event happened stored as a long advancement triggers interacting with an interaction entity triggers player Underscore interacted underscore with underscore entity attacking an interaction entity triggers player underscore hurt underscore entity execute on with interactions the interaction entity targets the player who last interacted with it that makes the following possible execute on attacker execute is the last player who attacked the entity execute On Target Execute is the last player who interacted with the entity fixed bugs in snapshot 23w07a here are the bugs that got fixed horse breeding never exceeds egg spawn horse let’s go to the 1.19.4 pre-release one added a built-in resource pack that enhances the contrast of UI elements the Resource pack can be enabled in the accessibility options screener manually in the resource pack screen this is only available in the menus for now but we’ll be looking to bring this to gameplay uis in the future as well updated create new world screen the appearance of the tab Bar in the create new world screen has been updated tabs now have unique visuals instead of being traditional buttons the tabs now align to the center of the screen the content has been aligned to the top of the screen technical changes the resource pack version is now 13. change the following Game events item underscore interact underscore finish now has a vibration frequency of 2 instead of 14 new damage type tag bypasses underscore cooldown damage types with this tag bypass the regular invincibility time after taking damage new entity type tag fall underscore damage underscore immune entity types with this tag do not take Fall damage resource pack format the enchantment glint now has two separate texture files Enchanted underscore Glenn underscore entity.png and Enchanted underscore glint underscore item.png command changes execute positioned over new execute sub command for finding positions on top of a height map changes the height of the execution position to Be on top of the given height map syntax execute positioned over height Maps a height map records the highest position in a column of blocks According to some criteria available options World underscore surface any non-air block motion underscore blocking any motion blocking material for example ignores flowers and grass motion underscore Blocking underscore no underscore leaves any non-leaf motion blocking material ocean underscore floor any non-fluid motion blocking material let’s go to pre-release too potions have had their colors adjusted to make them more distinguishable from each other some potions now have custom colors to look better only mobs in the Dismounts Underscore underwater entity tag will now Force the rider to Dismount when underwater and that’s everything added in this time soon we will get more big versions so stay tuned for more bye hi guys and today we finally got a new Minecraft version and that’s 1.19.4 we got many new features added in this Version so let’s cover them first we will start with big changes then we will talk about experimental changes like new features and then the small changes let’s start vexes now use a separate charging animation when empty-handed armor stands now preserve custom names when placed and broken enchantment glint On items and armor is now more subtle updated the create new world screen interacting with armor or elytra items in hand will now swap them with equipped gear the enchantment glint has been further tweaked to be slower and less visible but also have more contrast in some intervals jukeboxes now emit a note Particle above them while playing a music disc to match Bedrock jukeboxes have changed to be a parody with bedrock horse breeding has been updated updated the realm screen to be more in line with the single player and multiplayer screens the enchantment glint for items in the inventory has been made more Visible the default value of the glint strength setting has been reduced to 75 percent potions no longer have an enchantment glimp due to with obscuring the color of the potion contents added a notification system for Realms to tell you about important information about your realm potions have had their colors Adjusted to make them more distinguishable from each other let’s go to the experimental features they can be only obtainable by adding a data pack so let’s start first thing added was a change netherrite upgrade system that came with a redesign to the smithing table that also added armored trims Armor trims are decorations for your armor with all oars and crystals there are 12 of them and one of them is the netherright upgrade that is found in bastions then we have Coast armor trim that is found in shipwrecks then the Dune armor Trim in desert pyramids then The eye armor Trim in strongholds then the rib armor Trim in Nether fortresses the Sentry armor trim and Pillager outposts the snout armor trim found in bastions the Spire armor trim found in end cities the tide armor trim that you can get by killing Elder Guardians Vex armor trim and Woodland Mansions wart Armor Trim in ancient cities and last wild armor trim and jungle temples armor trims can be used on all types of armors you can even use this same or as your armor as a trend there are thousands of combinations with this okay so the next experimental feature is the sniffer you Can only get it in Survival by spawning it it can also start sniffing for the torch flower seed when you plant it then it will go with three stages to become the torch flower now let’s go to the next big experimental thing it’s the Cherry biome it comes with a wood set And a bio next thing is archeology you can make brushes to find suspicious and in Wells and temples you can get Pottery shards to make pots so let’s go to more official changes let’s start with all the versions accessibility changes added an accessibility onboarding screen for players launching the game for the first Time added Arrow key navigation the resource pack screen is now keyboard navigable Auto jump is now off by default added a new notification display time accessibility option changes how long notifications such as unlocked recipes advancements subtitles and selected item names are visible for Arrow key navigation menu screens can Now be navigated by using the arrow keys when navigating with arrow keys sliders need to be activated by pressing enter or space to start changing the value technical changes the data pack version is now 11 added a network protocol feature for forcing bundle of packets to be processed within same client tick Added fallback fields to translate chat components out of bound arguments and translate formats are no longer silently ignored the Clone command now supports cloning to and from different dimensions a new string source is now available for the data modify command new execute sub commands Network protocol clients now Reset their secure chat session State when receiving the login packet packet bundles added new delimiter packet to client-bound gain protocol all packets between two delimiters are guaranteed to be processed within the same tick for security reasons this feature is not supported in server-bound Direction block Behavior fire burns out faster in Certain biomes and this is now controlled by the increased underscore fire underscore burnout biome tag mob spawning the only underscore allows underscore snow underscore and underscore gold underscore rabbits Biomet tag has been renamed to spawns underscore gold underscore rabbits to match Its Behavior White Rabbit variants are now controlled by the spawns Underscore white underscore rabbit’s biome tag Fox variants are now controlled by the spawns underscore snow underscore Fox’s biome tag mob Behavior Snow Golems melting and warm biomes is now controlled by the snow underscore Golem underscore melts biome tag commands clone the Clone command now supports specifying the source and Target dimensions new syntax clone from to parameters Source Dimension it have dimensioned a clone from Target Dimension it have dimensioned a clone 2 Data new source available string path start and reads a value as text resulting in a string value new arguments start index of first character To include at the start of the string and index of the first character to exclude at the end of the string execute execute a vertical bar unless new conditions available for the executed vertical bar unless sub command executed vertical bar unless loaded checks if the position given is fully loaded in regard To both blocks and entities execute a vertical bar and less Dimension checks if the execution is in a matching Dimension parameters pass block position to check Dimension a dimension it execute on new execute sub command for selecting entities based on relation to the current executing entity execute on relations vehicle entity that the Executing entity is writing passengers all entities directly writing the executing entity no sub passengers controller entity that is controlling the executing entity for example first passenger in a boat owner owner of the executing entity if it is a tameable animal like cats wolves or parrots Leisure entity leading the executing Entity with a leash might be a leash not in case of being attached to a fence target attack Target for the executing entity attacker last entity that damaged the executing entity in the previous five seconds if the relation is not applicable to the executing entity or there are no entities matching it Selector returns zero elements title all-time arguments to title times are now time durations and work with t s and D suffixes weather the duration of the weather change now matches the game’s regular weather cycle if not specified the duration parameter is now a Time duration in ticks and works with t s and D suffixes to retain existing functionality you need to add an S suffix to pre-existing commands ride new command to allow entities to start or stop writing other entities syntax right Mount makes a single Target Mount a single vehicle the command will fail if vehicle is a player the target is Already riding a vehicle Target and vehicle are the same entity vehicle is already a passenger direct or indirect of the target ride Dismount Dismounts Target from any vehicle it is riding fails if the target is not writing anything we also have a game rule change added command modification block limit Controlling the maximum number of blocks changed in one execution of Clone fill and fill biome changes for chat components translation fallback added an optional fallback Back Field to translate text components the new field is a string that will be used in place of translation if it is missing if Fallback is missing the old Behavior I using the key itself as the translation is preserved let’s go to the next snapshot changes technical changes added a new type of Atlas configuration Source palleted underscore permutations armor stands now preserve custom names when placed and broken a new registry trim Underscore pattern has been added for the armor trim system a new recipe serializer smithing underscore transform has been added for the updated netherite upgrade recipe a new recipe serializer smithing underscore trim has been added for the new armor trim recipe the smithing table temporarily has two menu types old menu without the smithing Template slot has been renamed to Legacy underscore smithing will be removed when the armor trim feature stops being an experimental feature new menu with a smithing template slot was added called smithing added new flag value 128 to hide flag’s NBT feel for hiding armor trim item tooltips palleted permutations How talented underscore permutations is a new type of Atlas configuration Source used to dynamically generate new Textures in memory based on a set of color palettes color palettes allow you to swap out the colors of a texture without having to supply all files for the variance of a texture in a resource Pack this is useful for things like armor trims where you want to be able to change the color of parts of the armor without having to create a new texture for each color the palleted underscore permutation Source has a set of required parameters textures a list of namespace locations of Base textures these Textures will be used to generate variants of them that have been modified by color palettes palette underscore key a namespace location of a color palette key file a color palette key is used to define the set of key pixel colors we want to swap out with the color palettes Defined below permutations a map of permutations from suffix to a namespace location of a color palette file the suffix is appended at the beginning to the resource location of the output variant textures with underscore character separating the suffix and the base texture name the color palette is a Texture file with a set of pick pixels that are used for replacing pixels that match the color palette key in each base texture the number of pixels in each color palette must be the same as that of the palette underscore key to find for this Source key matching is done by Comparing the RGB values of each pixel in the palette underscore key to the RGB values of each pixel in the color palette Alpha channel is ignored for key matching but in the resulting texture the alpha channel is Multiplied with the color palette’s Alpha Channel pixels that do not match the palette underscore Key are copied over to the resulting texture as is after defining a palleted underscore permutation Source you can then reference those namespaced output textures and other resources in your resource pack trim patterns and materials trim patterns and materials for armor are defined by the server through the trim underscore pattern and Trim underscore material registry respectively as a result new trim patterns and materials can be added via data packs these are synchronized to clients when they join the server however clients must have an accompanying resource pack to see those registered trim patterns and materials the paths to these textures are inferred By based on the file name of the pattern Json and we’ll try to find the textures within the same namespace as the trim pattern’s name field the following data is defined by a trim pattern asset underscore which is a namespace did used to infer texture locations and localization template underscore item Which is the aid of the smithing template item used to apply the trim pattern description which is a text component used for displaying the pattern name of an armor trim when hovering an armor item stack the following data is defined by a trim material asset underscore name which is A string used as a suffix for armor trim texture locations ingredient which is the it of the ingredient item used to apply the trim material item underscore model underscore index which is a float which defines the item model override each armor item model should Target to change their visuals for this material Incompatible underscore armor underscore material which is an optional hit of the armor material this trim material cannot be applied to description which is a text component used for displaying the material name of an armor trim when hovering an armor item stack the style defined in this description is applied To the armor trim pattern to description as well commands new relation available for execute on Origin shooter if the executing entity is a projectile like Arrow Fireball Trident firework Throne potion Etc thrower if the executing entity is an item source of effect if the executing entity is an area effect Cloud igniter if the executing entity is a prime TNT Summoner if the executing entity is evoker fangs or events accessibility changes changed how tooltips in the menu UI are positioned so buttons are still readable added two new options in the accessibility menu for adjusting the speed and transparency Of Enchantment glints updated create new world screen the screen is now organized into three tabs the game tab allows to set the world name gamma mode difficulty and weather to allow cheats the world tab allows to set the world type and seed and to toggle the generation of Structures in the bonus chest the more tab provides access to the game rules and data pack selection screen remove the import settings button in the corresponding export settings button in the edit World screen technical changes trim patterns and materials the following data is now also defined by a trim material override underscore armor Underscore materials which is an optional map of armor material to override color palette map key is the armor material that this trim material wants to override with a different color palette map value is the name of the color palette that will be used when this trim material is applied to an Armor piece with the corresponding armor material the following data is no longer defined by a trim material incompatible underscore armor underscore material command changes effect infinite is now a valid option for effect durations infinite effect duration show up as Infinity in the player inventory view that’s it for this snapshot let’s go to The next one let me show you the clip from my older episode Lord by pressing Control Plus Tab and Control Plus shift plus tab specific tabs can also be navigated to by pressing Control Plus tab number for example control plus 2 navigates to the second tab added a Screen to easily enable slash disable experimental features this screen can always be found under the more tab in snapshots a shortcut button can be found under the game tab creative menu changes added painting variants to the creative menu paintings with predefined variants will Now display author and title and Description when hovered over technical changes added display entities for flexible display of items blocks and text added a damage command for applying damage to entities added PID file argument to dedicated server command line for printing processor to file added the following game events entity underscore Dismount with a vibration Frequency of 6. entity underscore mount with a vibration frequency of 7 added a group of entities to display items blocks and text added execute summoned to allow customization of a newly spawned entity display entities changes three new entities have been added for flexible display of items blocks and Text those entities similarly to markers don’t tick and have no collisions or physics models render at entity position with normal rotation around X and Y axis so it can be controlled by teleport commands but also with additional arbitrary model transform common data types tag contents for those entities Include some new data types with complex structure any form can be used for modifying data but only one form is used for safety rotation quaternion form used for saving array of four numbers describing components x y z w axis angle form object with following Fields axis 3D Vector angle and radians Transformation arbitrary of fine transform Matrix form array of 16 numbers describing row major Matrix decomposed form used for saving object with following Fields translation 3D Vector left underscore rotation right underscore rotation rotation scale 3D Vector transforms are composed in order translation left underscore rotation scale right underscore rotation interpolation some properties of display Entities can be interpolated that means that clients will see gradual changes over time instead of instantaneous jumps display entities keep track of current and previous values of interpolated values all properties marked as interpolated are part of a single interpolation set any update to interpolated property will cause all Values of interpolation set to be saved as current inquiry data command executions that do not change the value of property even if it’s present in NBT do not count as updates updates are synchronized to clients at most once per ticked so multiple updates within command will still count as a single Update previous current values are saved as previous inquot if interpolation is enabled the entity will transition between previous and current values over time start of interpolation entity fully in previous state is defined by field interpolation underscore start game time in ticks set to -1 to load current game Time instead end of interpolation entity fully in current state is defined as interpolation underscore start plus interpolation underscore duration in ticks common properties every entity in a family has the following Fields transformation transformation Nation applied to the model after normal entity orientation defaults to Identity interpolated billboard option to control If entity should pivot to face player when rendered fixed no rotation default vertical entity can pivot around vertical axis horizontal entity can pivot around horizontal axis Center entity can pivot around Center Point brightness if present overrides light values used for rendering emitted by default which means rendering uses Values from entity position object has two Fields Sky value of Skylight 0-15 block value of block light 0 15. view underscore range maximum view range of this entity actual distance depends on client-side render distance and any distance scaling default value 1.0 roughly the same as Fireball Shadow underscore radius size of Shadow Defaults to zero no Shadow interpolated Shadow underscore strength strength of the Shadow controls the opacity of the Shadow as a fun function of distance to block below defaults to one interpolated width height describe size of culling bounding box bounding box spans vertically y to Y plus height and Horizontally width 2 in all directions from entity position if either field is set to zero culling is disabled both default to zero glow underscore color underscore override override glow border color defaults to zero use team color item display displays a single item stack stack can be changed with commands By setting slot inventory.0 Fields item item stack to display same format as an inventory example ID Minecraft dirt count 1. item underscore display describes item model transform applied to item as defined in display section in model Json values none default third person underscore left hand third person underscore right hand first person Underscore left hand first person underscore right hand head GUI ground fixed lock underscore display displays a blocked state does not display block entities even if they would normally be created on block placement like chest Fields block underscore State block state to display same format as item held by Enderman example name Minecraft Dirt and quad text display displays a text component Fields text to display components are resolved with the context of the display entity line underscore width line width used to split lines Note new line can be also added with backslash n characters defaults to 200 text underscore opacity opacity Alpha Component of rendered text defaults to 255 interpolated background color of background includes Alpha Channel defaults to 0 by 40 million interpolated default underscore background if true rendering uses default text background color same as in chat defaults to false Shadow should text be displayed with Shadow defaults to false C underscore Through should text be visible through blocks defaults to false alignment how text should be aligned values Center default left right note text display backgrounds use new Shader types render type underscore text underscore background and render type underscore text underscore background underscore C underscore through damage types damage Types are a new registry that can be extended through data packs a damage type determines how damage is handled by the game this includes which attributes the damage has as well as which def message is used when an entity dies due to that type of damage example exhaustion 0.1 message underscore it Arrow and quad scaling when underscore caused underscore by underscore living underscore non-underscore player Fields message underscore it the message it used for deaths caused by this damage type will be combined with other string fragments to form a translation key exhaustion the amount of hunger exhaustion caused by this damage type Scaling whether this damage type scales with difficulty levels possible values never damage is always the same always damage always scales with difficulty when underscore caused underscore by underscore living underscore non-underscore player damage scales with difficulty if it was caused by a living entity who is not a player effects Optional field controlling how damage manifests when inflicted on players possible values hurt default the default hurt sound Thorns Thorns hurt sound drowning drowning sound burning a single tick of burning sound poking berry bush pokes sound freezing freeze tick sound death underscore message underscore type optional field that controls a special Death message variants are used possible values default default no special death message logic is applied fall underscore variants show a variant of fall damage death instead of a regular death message for example death.fell.assist.item intentional underscore game underscore design show the intentional game design message instead of a regular death message Damage type tags control many aspects of how damage from different sources are interpreted commands Dan damage new command to apply damage to entities syntax damage Target amount damage type at location damage Target amount damage type by entity from cost parameters Target The Entity to damage amount amount of damage to inflict damage type The type of damage to inflict this determines how the damage affects the entity as well as which death message is displayed entity The Entity inflicting the damage cause the cause of the damage in the case of indirect damage example when shot by an arrow The Entity is the Aero projectile while cause might be a skeleton location the location the damage originated at when no entity caused the damage for instance location might represent the location of a bed exploding in the nether execute summon new execute subcommand for summoning new entity and binding context at s to it Meant to simplify entity setup and reduce need for raw NBT editing execute summon entity it predicates damage type predicates the following Fields have been removed from damage type predicates is underscore projectile is underscore explosion bypasses underscore armor bypasses underscore and vulnerability bypasses underscore magic is underscore fire is underscore magic is underscore Lightning a new tags array has been added each entry has two Fields it the ID of a damage type tag expected whether the damage is expected to have or not have the tag for the predicate to match game rules added do Vine spread game rule determining if fines will spread to Nearby blocks let’s go to the next snapshot and I recorded it before too so let me show you the episode we’ll show them on screen so you can watch this gameplay let’s say them and talk about them more later jukeboxes have changed to be a parody with bedrock horse Breeding has been updated updated the realm screen to be more in line with the single player and multiplayer screens recipe unlocking the crafting table recipe is unlocked immediately on creating a new world the crossbow recipe is no longer unlocked by Sticks the sole campfire recipe is no longer unlocked by Sticks jukebox changes while playing a music disc it will emit a redstone signal of 15. droppers and Hoppers can now interact with it horse changes when breeding horses and the light the baby’s speed jump height and health are no longer biased toward the average this change is intended to make horse Breeding a viable way of getting gray horses if a player starts with good parents and puts in enough time in golden carrots some technical changes the vanilla resource pack and underscores language file is now sorted alphanumerically by key a new recipe serializer crafting underscore decorated underscore pod has been added for the New decorated pot recipe added show underscore notification field to recipes accepts a Boolean which determines if a notification is shown when unlocking this recipe defaults to true if isn’t specified interaction entities new type of entity that records attacks left clicks and interactions right clicks and quad interactions are invisible and of a Custom size Fields width width of the entity’s bounding box default one height height of the entity’s bounding box default one Attack Records the last attack action on the entity interaction records the last interaction action on the entity response Boolean specifying if interacting should trigger a response arm swing sound effects Etc default False action format when an action is stored it always has two Fields player the you would and standard integer array format of the player performing the action timestamp the timestamp of the game tick when the event happened stored as a long advancement triggers interacting with an interaction entity triggers player underscore interacted Underscore with underscore entity attacking an interaction entity triggers player underscore hurt underscore entity execute on with interactions the interaction entity targets the player who last interacted with it that makes the following possible execute on attacker execute is the last player who attacked the entity execute On Target execute is the last player who Interacted with the entity fixed bugs in snapshot 23w 007a here are the bugs that got fixed horse breeding never exceeds egg spawn Horse let’s go to the 1.19.4 pre-release one added a built-in resource pack that enhances the contrast of UI elements the resource pack can be enabled in the accessibility options Screener manually in the resource pack screen this is only available in the menus for now but will be looking to bring this to gameplay uis in the future as well updated create new world screen the appearance of the tab bar in the create new world screen has been updated Tabs now have unique visuals instead of being traditional buttons the tabs now align to the center of the screen the content has been aligned to the top of the screen technical changes the resource pack version is now 13. change the following game events item underscore interact underscore finish Now has a vibration frequency of 2 instead of 14. new damage type tag bypasses underscore cool down damage types with this tag bypass the regular invincibility time after taking damage new entity type tag fall underscore damage underscore immune entity types with this tag do not take fall damage resource pack format the enchantment Glint now has two separate texture files Enchanted underscore Glen underscore entity.png and Enchanted underscore glint underscore item.png command changes execute positioned over new execute sub command for finding positions on top of a height map changes the height of the execution position to be on top of the given height map syntax Execute positioned over height Maps a height map records the highest position in a column of blocks According to some criteria available options World underscore surface any non-air block motion underscore blocking any motion blocking material for example ignores flowers and grass motion underscore blocking underscore no underscore leaves any non-leaf motion blocking material Ocean underscore floor any non-fluid motion blocking material let’s go to pre-release too potions have had their colors adjusted to make them more distinguishable from each other some potions now have custom colors to look better only mobs in the Dismounts underscore underwater entity will now Force the rider to Dismount when Underwater and that’s everything added in this time soon we will get more big versions so stay tuned for more bye hi guys and today we finally got a new Minecraft version and that’s 1.19.4 we got many new features added in this version so let’s cover them first we Will start with big changes then we will talk about experimental changes like new features and then the small changes let’s start vexes now use a separate charging animation when empty-handed armor stands now preserve custom names when placed and broken enchantment glint on items and armor is now more subtle Updated the create new world screen interacting with armor or elytra items in hand will now swap them with a quick gear the enchantment glint has been further tweaked to be slower and less visible but also have more contrast in some intervals jukebox is now emit a note particle above them while playing a Music disc to match Bedrock jukeboxes have changed to be at parity with bedrock horse breeding has been updated oh Foreign foreign Foreign mm-hmm foreign foreign Foreign Foreign [Applause] Foreign Foreign Thank you foreign foreign foreign foreign foreign [Applause] foreign [Applause] Foreign Foreign foreign [Applause] foreign Foreign foreign foreign [Applause] foreign foreign foreign foreign foreign foreign foreign foreign foreign foreign foreign foreign foreign foreign foreign foreign foreign foreign foreign foreign foreign foreign Video Information
This video, titled ‘Minecraft 1.20 Snapshot 23w16a COUNTDOWN! New Minecraft 1.20 Features? Minecraft Snapshot 23w16a!’, was uploaded by AlexMix on 2023-04-20 15:51:19. It has garnered 1253 views and 44 likes. The duration of the video is 04:10:41 or 15041 seconds.
Song In Video: Marion- Promises