What’s New in Minecraft 1.19.3? New Creative Inventory, Game Rules, Vex!

Video Information

Ladies and gentlemen, Minecraft 1.19.3 is here with a new look for the Vex, a massive Creative Inventory overhaul as well plenty of other tweaks and fixes and an experimental preview of features for Minecraft 1.20. My name is slicedlime – let me guide you through the changes in this version, starting with gameplay.

You can now use a shield against the damage from explosions from TNT End Crystals Ghast Fireballs and beds and respawn anchors. Creepers can now be ignited by clicking on them using fire charges… but not by fire charges fired from dispensers.

If you use a water bucket on a waterlogged block, that now acts the same way as if you had used the water bucket on a water source – the water is emptied into the block rather than on top of it.

You can now hold Q to rapidly drop out items from any container screen. And when you open a shulker box, any blocks that need support attached to its sides will now pop off. Let’s look at changes to mobs! The Vex has a brand new look.

The new model is smaller and looks more like the Allay. Despite this, its hitbox has remained the same size as before, since Vexes were certainly hard enough to fight already without having an even smaller hitbox. Horses could sometimes suffocate when travelling through a nether portal [pewdiepie] Joergen get out! Nooo! Aaaah! Oooohh!

That is now fixed. Speaking of the nether, the spawning conditions have changed for skeletons, wither skeletons and endermen in the Nether dimension. They previously needed a light level of 11 or below to spawn but now require a light level of 7 or below.

This change is intended to make certain types of portal-based farms more challenging to construct. Speaking of mob spawning and farms, mobs can no longer spawn on top of scaffolding. When dangling on a lead, mobs would build up fall damage which could make them die with

The slightest touch on the ground – that is fixed in this version. And cats no longer break their leads when giving their owner a morning gift. Rabbits now always drop meat when killed. You can now saddle zombie horses, mules and donkeys by interacting with them while holding

A saddle, and you can also equip horse armor that way on horses, and carpets the same way on llamas. A number of notable pathfinding bugs have been fixed, including axolotls and frogs sometimes falling into deep holes when making their way around them and frogs sometimes jumping to small blocks they couldn’t land on.

Other mobs also fell off when they walked around corners and bees could get stuck in non-full blocks, all of which have been fixed in this version. Villager pathfinding is no longer broken when they end up in water. And speaking of villagers, they could sometimes breed when not standing up.

… that is fixed in this version. Let’s talk about creative mode, where the creative inventory has had a massive overhaul. The building blocks are now grouped by material, with all the oak items first and so on. The new colored blocks tab contains all the blocks that have variants in all 16 colors.

The tabs have been remade, with the top row now being Building Blocks, Colored Blocks, Natural Blocks, Functional Blocks, Redstone Blocks as well as the old Saved Hotbars and Search tabs. The bottom row is now Tools & Utilities, Combat, Food & Drinks, Ingredients and Spawn Eggs, as well as the Survival Inventory.

There’s one more hidden tab, however. If you have operator permissions, there is a new option in the Controls options screen called Operator Items Tab. Switching this on will show you another tab with Operator Utilities. Another change is that items can now be found in several tabs if they fit into multiple

Categories, so for instance you can find a composter both in the Functional Blocks tab and in Redstone Blocks. Items in the search tab are now also grouped by their position in the other tabs – this means for instance that searching for stone no longer gets you infested stone as the first result.

There are new items in the creative inventory that were not included before. That includes the dragon egg and ominous banner in the Functional blocks tab and the monster spawner in the spawn eggs tab. All craftable suspicious stews have been added to the Food & Drinks tab, and they also now

Have a tooltip which reveals which effect the stew has. This tooltip only exists in the creative inventory – as soon as the stew is taken out, it vanishes. All three durations of fireworks rockets are also available now, both in the tools & utilities

Tab next to elytra and in the combat tab next to the crossbow. Finally, one item has been removed from the creative inventory – that is the petrified oak slab, which is now only available using commands. Looking beyond the creative inventory, there are more changes to blocks used in creative mode.

Spawner blocks no longer have a default mob type when placed – previously you’d always get a pig spawner. If there is no mob type in the spawner, it also doesn’t emit any fire particles. Pick-block – the middle click functionality now also works for spawner blocks.

And when you have one in your inventory it no longer displays as purple-colored name and hovering over it will now also tell you which mob type it spawns, or how to change its type if there is no mob set on that spawner item.

The display name of spawners is now Monster Spawner, which is what the block was already called on Bedrock Edition. There are new spawn eggs in this version too – for Snow Golems, Iron Golems, Ender Dragons and Withers. Out of those, Ender Dragon and Wither spawn eggs are not available from the creative inventory

Due to their tendencies to wreck players’ worlds. You can get them by middle clicking on a dragon or wither or by using commands. The polar bear spawn eggs have also been re-colored to make them easier to distinguish from ghast spawn eggs. Let’s talk about a few changes to world generation.

Stronghold placements have shifted a bit as a result of making the code more efficient. They are still placed in the classic pattern of concentric rings, but the angle within their rings will have shifted slightly. This means that on the same seeds, strongholds might not look exactly like before or even

Be found in the same places. However, any strongholds already generated or located in a world will remain where they were. In the deep dark biome, extra copper ore amounts generated just like in dripstone caves – that extra copper ore has now been removed from the deep dark.

This version also comes with a number of new game rules! You can toggle these while creating a world or by using the gamerule command. The way blocks drop from explosions is now controllable through three new game rules – blockExplosionDropDecay, mobExplosionDropDecay and tntExplosionDropDecay.

This controls whether loot drops from exploded blocks can decay – that is, vanish, in the explosion. With the game rules set to false, all the blocks drop – which is the default for TNT. With the game rules set to true, only some blocks will drop – which is the default for

Block and mob explosions. There are also two game rules controlling fluid source generation: waterSourceConversion and lavaSourceConversion. When these are on, a flowing block of that fluid will convert to a source block if it is surrounded on two sides by other source blocks, which is the default for water, but not for lava.

Another new game rule is snowAccumulationHeight. This controls how much snow can gather on the ground when it is snowing, or specifically how many layers of snow are the maximum within the top block. If this is set to 0, no snow will form on the ground at all – all of the holiday spirit,

None of the shoveling. If this is set to 8, up to a full block of snow layers can form, randomly accumulating over time. The default is 1, which only lets a single snow layer form on each block. Finally, the globalSoundEvents game rule controls whether global sound events can occur – these

Events include the end being opened, the ender dragon being defeated, a wither spawning and so on. If this game rule is off, those events are instead local and can only be heard by players nearby like any other sounds. By default, global sound events are turned on.

Speaking of sounds, there are a number of sound changes in this version too. If you’re interested in hearing all of those, check out the separate video I made detailing the sounds of 1.19.3. And while we’re enjoying the silence here, if you’ve enjoyed the video this far, please

Take a moment to click the like button. It really does help out with the magical and wonderful YouTube algorithm, so I’d appreciate it. Seriously the algorithm is trying to eat me alive please help. Visual changes in this version! Vibration particles are now turned the right way around!

The latch on chests now rotate correctly as the chest opens! The new default skins are now available for players playing offline. If you start the game in offline mode, one of the skins will be picked at random. The scaffolding texture has been updated to a slightly different hue to better match the

Upcoming bamboo blocks for Minecraft 1.20 – more on those in a minute! And if you’re using the programmer art texture pack, the Squids are now back to their old programmer art textures. In chat news, the chat preview function has been removed.

Chat trust status indicators are now gray to white rather than red and yellow, and how the indicator appears has been tweaked. Chat messages that have been filtered by a server now show up with the filtered text in gray hashes with a hover text explaining that the text has been filtered.

If a moderator on a server deletes a chat message, that message will now still be visible for at least 3 seconds in total before being removed, and will then be replaced by a message saying “This chat message has been deleted by the server.” instead of vanishing entirely.

The Chat Reporting screen now shows when the player being reported rejoined chat and player reports in progress can now be saved as drafts when closing the reporting screen. Such drafts are kept until you leave the server you were playing on. User interface updates in 1.19.3 include a change to the potion effect display.

Effects with long durations no longer show up as hidden – they now show the full time, including displaying hours if the time is that long. The knowledge book texture in the crafting UI and in toast pop-ups is now the new one – it was previously the old texture from before the texture update.

The Open to LAN screen has been improved and now has a field for setting which port should be used. You can leave this blank to have everything work like before. The game mode and allow cheats buttons now also start out with values that match those of the world you are playing in.

There is a new accessibility option called “Panorama Scroll Speed”, ranging from the default 100% down to 0% where the panorama is entirely stationary. New splash texts in this version! You are valid! I’m glad you’re here! You are welcome here! Your gender is valid! Contains infinite genders! And made with lave!

That last one referring to a quite meme-worthy spelling error from the snapshot series. Two new languages have been added for this version: Nauatl and Rusyn. There are changes to the Telemetry system in the game. There is now a telemetry screen, accessed through the game’s menu.

This screen shows details about what types of data the game can send, and contains a setting to switch between minimal telemetry – meaning only the required events, and all telemetry which includes some optional events to help the development team make better informed decisions about changes to the game.

The default setting of this button is minimal. All telemetry events that are sent are now also logged to disk and you can click the “open my data” button to view it. These files are removed after 7 days. So what data are we talking about? The required events are WorldLoaded and WorldUnloaded.

WorldLoaded existed before this version, but one field has been removed from it – the client Java version. There are two optional events in this version – PerformanceMetrics and WorldLoadTimes. This version also contains a new system for experimental feature flags – these are toggles

Meant to hide unfinished or experimental features in development for future updates from regular worlds. That means some features now only show up in a world if an experimental feature flag has been turned on. You do that by enabling a built-in datapack.

In this version there are two of those – one for the bundle and one for all the new things for Update 1.20. Keep in mind that these are experimental features and switching them on happens on your own risk – they might be changed in the future and any items present in your experimental

Worlds might break with future developments. Once you’ve created a world, you can’t change these settings – you can’t enable more flags, and you can’t disable the ones you activated when the world was created. Worlds with any experimental flags on will show up marked as Experimental in your world list.

In other worlds, experimental items won’t exist – you can’t get them using a give or setblock command, they aren’t in the creative inventory and so on. Experimental entities don’t spawn and cannot be summoned using a command. So what are those experimental Minecraft 1.20 features in this version? Let’s start with the Camel.

The Camel is a new mob available when the Update 1.20 experimental features are enabled. They are passive mobs with 32 health – that is 16 hearts and they generate naturally with Desert Villages. Camels will follow a player holding cactus and can be fed cactus to heal and breed.

They also heal very slowly over time on their own. If you saddle a camel it can be ridden by two players, where the first player steers and the second player is free to do other things such as fighting.

They are tall, so player-height mobs will not be able to reach players on top of a camel, and they have long enough legs to step over fences. They’ll randomly lay down though, and need to slowly get up before moving. Lazy camels! When riding a camel, they can either walk slowly or sprint.

They also have a dash move, activated using the jump button. This is a yeet forwards rather than a leap upwards, and using it drains the camel’s stamina. A dash can extend more than 10 blocks when executed perfectly. After dashing, the camel can not sprint or dash again until it has recovered, which takes

A few seconds. Let’s move on to the experimental blocks and items. First of all, bundles are now available as an experimental data pack. Just enable them when creating the world to get access. If you have a world with bundles already enabled through a custom data pack, that will keep working like before.

There are also a bunch of new blocks and items in the Update 1.20 experimental feature pack. Let’s start with a new wood set – the bamboo wood blocks. Bamboo blocks can now be created by crafting from 3×3 bamboo items.

These blocks act like log blocks of bamboo – you can strip them to get a stripped version and you can craft them into planks – although you only get 2 planks from this, as opposed to the 4 you get for other wood types.

These can then be crafted into all the regular wood items including doors, trapdoors, stairs, slabs, fences, fence gates, buttons, pressure plates and signs. There’s also a mosaic plank variant crafted by placing two bamboo slabs on top of each other. These can then be crafted into slabs and planks with the normal recipes.

There are also boats and chest boats for bamboo – but they have a unique model and name. Instead of being bamboo boats they are bamboo rafts – they work just like any other boat though. Another new experimental set of items are the hanging signs.

Hanging signs are made of 6 stripped logs and 2 chains which gives you 6 hanging signs. They are available for all types of wood. Hanging signs can be hung underneath blocks with wide support, where you get two vertical chains.

You can also hang them on a solid side of a block or on the side of another hanging sign, in which case you get a horizontal support rod. A third way is to hang them underneath a block without wide support, in which case the chains

Both go to a single support point on top. This also works hanging signs under other hanging signs. Signs in this configuration can also be placed in 16 different angles, as opposed to the other hanging sign placements that can only be placed in the 4 cardinal directions.

If you want that type of placement even when a supported placement is available, you can sneak while placing the sign to always place it with the angled chains. If the hanging sign is hanging off the side of a block, it will remain floating in the

Air if that block is broken – but if it is hanging underneath a block, it will pop off immediately if that block is broken. Just like a regular sign, the text on a hanging sign is on the front and the back side is blank.

One difference is that the space available for text is much smaller than on a regular sign. In other aspects the hanging sign works just like a regular sign – you can dye them using dyes and make them glow using glow ink… and just like regular signs, they can also be waterlogged.

Another new experimental block in the 1.20 update pack is the chiseled bookshelf. This is a new block crafted from six of any type of plank and 3 of any type of wooden slab – where the slabs go where books would go in the regular bookshelf recipe.

This gives you an empty bookshelf that can be placed and used to store books – that is regular books, enchanted books, writable books and written books. Each bookshelf stores up to 6 books – aim at the slot you want to place a book in and

Interact with a book to place it in the shelf. Interacting while aiming at a book already in the shelf takes it back out. There is also a comparator interaction with the bookshelf. A comparator will output a signal strength matching that of the book slot that was last interacted with.

This means once a book has been placed in the shelf, the signal strength can never drop below 1 again. Sculk sensors can also interact with chiseled bookshelves – placing or removing a book causes a vibration that a sculk sensor can detect.

A hopper pointed into the top or any side of the bookshelf will insert books starting from the top left, a hopper underneath it will pull them out in the same order. You can also use a dropper pointed into the chiseled bookshelf to put in books.

Unlike regular bookshelves, chiseled bookshelves do not increase the power of enchanting tables. The right tool to mine a chiseled bookshelf is an axe. Doing so will make any books inside spill out on the ground just as if you had mined

A chest – however, using a regular axe, the bookshelf itself vanishes – you have to use silk touch for it to drop. One final piece of experimental functionality in the update_1_20 pack concerns mob heads. Piglins will now drop their heads when killed by a charged Creeper.

When powered by redstone, its ears will wiggle and the same animation will play when a player who is wearing the head runs around. When placing any mob head on top of a note block, that note block will sound like the ambient sounds of that mob.

Interacting with the block or powering it with redstone will play a random selection of that ambient sound. Note that player heads placed on note blocks do not make any sound – but that custom heads can using some new map maker functionality – which I will talk about more detail in my

Technical news video, which you can find linked here. But that is it for the gameplay updates in Minecraft 1.19.3 and its experimental feature packs. My name is slicedlime – thank you for watching. I’ll see you next time.

This video, titled ‘What’s New in Minecraft 1.19.3? New Creative Inventory, Game Rules, Vex!’, was uploaded by slicedlime on 2022-12-07 16:30:12. It has garnered 18011 views and 1763 likes. The duration of the video is 00:19:02 or 1142 seconds.

Minecraft 1.19.3 is out! Here is the best guide around to for the news and changes in this version – new Vex, shield buffs, creative inventory overhaul, experimental 1.20 features and much more. Check it out! #minecraftemployee

slicedlime works as a Tech Lead for Minecraft at Mojang, but the YouTube and Twitch channels are personal projects run entirely in his spare time. This is an unofficial update video that aims to be the most comprehensive guide possible. Official announcement: https://www.minecraft.net/en-us/article/minecraft-java-edition-1-19-3

Sound Changes: https://youtu.be/5J4ovKNOMsk Technical News: https://youtu.be/fN8HvTmtvik

Introduction: 0:00 Gameplay: 0:17 Mobs: 1:03 Creative Mode: 3:02 World Generation: 5:52 Game Rules: 6:27 Visuals: 8:38 Chat: 9:13 User Interface: 10:00 Telemetry: 11:10 Experimental Features: 12:02 Experimental Mob – Camels: 13:11 Experimental Blocks & Items: 14:15 Thank You: 18:49

Change Highlights in this version:

Gameplay: – Shields now work against more explosions – Creepers can be ignited using fire charges

Mobs: – New Vex look – Nether spawns (Skeletons, Wither Skeletons, Endermen) now require light level below 7 – Mobs no longer build up fall damage when dangling on leads – Horses no longer suffocate when passing through Nether portals – Villagers don’t breed while laying down – Bees don’t get stuck on non-full blocks

Creative: – Massive creative mode overhaul – Added: dragon egg, ominous banner, spawners, all suspicious stews, all firework rocket durations – New Operator Items tab (when option is turned on) – Improvements to Spawners – New spawn eggs for snow golems, iron golems, withers and ender dragons

Game rules: – Added blockExplosionDropDecay, mobExplosionDropDecay and tntExplosionDropDecay game rules – Added snowAccumulationHeight game rule – Added waterSourceConversion and lavaSourceConversion game rules – Added globalSoundEvents game rule

User Interface: – Potion effects now show entire durations – Improved Open to LAN screen – New Panorama scroll speed accessibility option – New splash texts: – You are valid! – I’m glad you’re here! – You are welcome here! – Your gender is valid! – Contains infinite genders! – Made with lave! – New languages: – Nauatl – Rusyn

Telemetry: – Added Telemetry Data Collection Screen – The level of data sent can be controlled between “Minimal” and “All” – Every telemetry event sent from the client is now logged to disk

Experimental Features: – Some experimental features now need to be enabled to appear in worlds – Such features are enabled by adding a built-in datapack when creating a world – Bundles are now available as an experimental feature – Added Camels – Added bamboo wood blocks – Added bamboo mosaic blocks – Added bamboo rafts – Added hanging signs – Added chiseled bookshelves that can store books – Piglin heads can now drop when a charged creeper blows up a piglin – Mob heads on noteblocks make the noteblock play the mob sound

Thank you to the helper crew! JochCool, NeunEinser, Octojen, Vegguid & Violine

Some camera sequences rendered using the ReplayMod: https://replaymod.com

Music by Tape Machines (https://spoti.fi/3UygC18): – On Top of the Hill – Marigold Seeds – Postcard View – Midnight Sunlight – Hum With Me – Evergreen Fields

Main channel: https://www.youtube.com/slicedlime Second channel: https://www.youtube.com/limeuncut Outdoors channel: https://youtube.com/@limeoutdoors Twitch: http://www.twitch.tv/slicedlime TikTok: https://tiktok.com/@slicedlime Twitter: http://twitter.com/slicedlime Facebook: https://www.facebook.com/SlicedlimeYT Patreon: https://www.patreon.com/slicedlime Discord: https://discord.gg/aFAnsdv

#minecraft #minecraftnews

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