Minecraft Bedrock Edition 1.19.0.20 (21) Changelog
Features and Bug Fixes
Wild Update Features
- Wild Update features no longer require the experimental toggle to be enabled
- Added new Wild Update splash screen texts
- Added new Wild Update loading screen tips
Mangrove Swamp Biome
- Added Mangrove Swamp biome
- Added Mangrove Tree feature
- Added Mangrove Propagule base functionality
- Added Mangrove Roots and Muddy Mangrove Roots
- Added all the new Mangrove Wood Types
Mud
- Added Mud related block recipes
- Implemented Mud walking/sinking
Mud Block
- Added base Mud block functionality
- Added Mud block sounds
- Added Mud block renewability
Mud Brick Blocks
- Added Mud Brick block
- Added Mud Brick sounds
- Added Mud Brick Slab/Stair/Wall blocks
Packed Mud
- Added Packed Mud block
Allay
- Allay can now be leashed if it is already holding an item
- Allay can now be named by a Name Tag if it is already holding an item
- Allays now have initial sounds
- Allay now move slower when not attempting to follow its owner, and will only start following its owner from a further distance than before
Frog
- Frogs no longer croak while they are eating mobs
Gameplay
- Fixed a bug where Wardens temporarily could miss noticing vibrations, and Allays could miss noticing that Note Blocks were being played
- Stop Warden from getting angry at itself and inanimate mobs
- The Darkness effect now has a black distance fog, similar to how the Blindness effect works
- Parrots now imitate the Warden
- The Warden has a new angry listening sound
- The Warden now has updated sounds and custom death and hurt sounds
- Allow Warden to preserve anger level towards despawned entities
- Fixed eroded Badlands biome placement error that caused it to fragment
Sculk Sensor
- Sculk Sensors can now detect a wider range of vibrations
- Sculk Sensors can now detect players sneaking on top of them
- Sculk Sensors cannot detect players shooting an arrow while sneaking anymore
- Sculk Sensors can now detect players falling in Lava
- Sculk Sensors can now detect players sneaking in Water
- Sculk Sensors can now detect landing projectiles
- Sculk Sensors can now detect containers being opened or closed
- Sculk Sensors can now detect Candles being placed, lit, or unlit
- Sculk Sensors can now detect players eating food or drinking potions
- Sculk Sensors can now detect Goat Horns being played
- Sculk Sensors can now detect Big Dripleaves changing their state
Accessibility Features
- There is now a Darkness effect strength slider in Settings that adjusts how dark the screen can get during the effect
Graphical
- Fixed a texture bug in the Warden’s bioluminescent texture where the right arm’s bottom face didn’t have bioluminescent colors
- Updated fog JSON schema to allow distance fog settings to use negative value as ‘fog_start’. Allowing nearby blocks to also be tinted with fog color
- Added adjustable fog effect that can expand or shrink over time. Users will get the sense of eyes adjusting when going into water
Mobile Touch Controls
- Block highlights will no longer stay if players lift their block breaking finger off the screen while still using a second finger to move around with non-classic touch controls
- Fixed issue where Boats were not controllable with new touch controls
- Fixed issue where players were not able to descend while on top of Scaffolding
- Removed inversion of movement when in front facing third-person camera
General
- Fixed a bug causing the Parrot’s head to always face the player while riding the player
- Fixed bug causing player to take fall damage after getting into a Bed while falling
- Fixed bug causing baby Llamas to fire llama spit from above their head
- Fixed a crash when loading a Behavior Pack with non-JSON object in entity components, component_groups, and “add”/”remove” events
- Fences and Walls no longer connect to Bells
Graphical
- Fixed a bug where the Trident, Bow, Spyglass, Crossbow, and Shield would not be visible when held by an Allay
- Fixed a bug where the Trident, Bow, Spyglass and Crossbow would not render when picked up by a Fox
- Mirrored the Spider’s left legs
- Mirrored the Wolf’s left ear and left legs
- Fixed a bug where the Brewing Stand’s arms textures did not touch the base
- Moved the Brewing Stand’s base UVs and updated the base texture
- Fixed the Brewing Stand’s arms rotation
Updated Block Textures
- Created a better transition between the End Portal Frame side texture and the End Stone
- Removed unused pixels in the End Rod texture
- Updated the Mycelium’s side texture to match other dirt-based textures
Graphics
- Fixed a bug where End Crystal beams would point far above their target blocks
- Fixed a bug causing z-fighting to occur on bottom of player’s head while wearing a Skull
Mobile Controls
- Fixed issue where the Invert Y Axis setting was not working correctly with touch controls
Wandering Trader
- The Wandering Trader no longer opens or closes doors
- The Wandering Trader now randomly moves around
- The Wandering Trader now matches Java Edition’s drinking sounds
- The Wandering Trader now has disappear/reappear sound effects when gaining/losing Invisibility
- The Wandering Trader can now be named with a Name Tag (this will not prevent it from despawning)
Stability and Performance
- Cleaned up leftover biome/block/light memory when leaving a world
- Fixed a crash that could occur when lightning hits a Lightning Rod in certain scenarios
User Interface
- Added appropriate messaging when there is no internet connection on Xbox devices
Vanilla Parity
Villagers
- Villagers will no longer begin sleeping while riding something near a Bed
Technical Updates
General
- Volume instances are now stored in the world, persisting between play sessions
- Limit path strings and loc ID strings in data-driven blocks to 256 characters
- Limit the length of crafting tag strings in CraftingTableComponent to 64 characters
- Limit the number of elements in the material_instancesfield of the BlockMaterialInstancesComponent to 64
- Limit the number of elements in the conditionsand block_filter fields of the BlockPlacementFieldComponent to 64
- Updated documentation for originand size fields of the minecraft:block_collision and minecraft:aim_collision components
Item Components
- Added new data-driven Item component minecraft:chargeable- Allows the item to be charged (like Apples or Bows) when the use action button is held on_complete – Trigger executed when the items use duration has been completed
Commands
- Reload command will now discover new function and script files
Dedicated Server
- Enable Windows Dedicated Server console to read UTF-16 encoded unicode input
Actors
- Added in check to prevent an actor that is a passenger from being ridden by the vehicle it is on preventing an infinite loop looking for the root vehicle
AI Goals
- Exposed new data parameter “can_sleep_while_riding” for “minecraft.behavior.sleep”. If set to false, the goal will not start if the mob is riding
Commands
- The ‘/spreadplayers’ command will now avoid more hazardous locations
Gameplay
- Fixed crashing issue on some Marketplace worlds
General
- Actor properties can now be applied to player entities. Updated network protocol version to support this
Mobs
- Entities that use KnockbackRoarGoal can once again properly use entity filters to determine damage
Molang
- Fixed a crash in query.variant related to thrown potions and invalid potion IDs
Experimental Features
GameTest Framework
- Fixed Date.now() to no longer truncate to a 32-bit integer
mojang-gametest module: Test
- Added function rotateVector- Rotates a vector relative to the GameTest structure rotation
mojang-minecraft module
- New property on Player: onScreenDisplay : ScreenDisplay – exposes a new interface to trigger on screen content
- ScreenDisplay Type
- setTitle(title : String, options? : TitleDisplayOptions) – cause a title to show up on the player’s HUD, optionally specifying the subtitle and fade in, stay and fade out times
- clearTitle() – clear title and subtitle
- updateSubtitle(subtitle : String) – update the subtitle (but not the title)
- setActionBar(text : String) – set the action bar text
- TitleDisplayOptions object
- subtitle? : String – optional subtitle
- fadeInSeconds : Int – number of seconds to fade in new title and subtitle
- staySeconds : Int – number of seconds to have the title and subtitle stay on screen
- fadeOutSeconds : Int – number of seconds to fade out title and subtitle
Support of dynamic properties that script can use to persist data per-World or per-Entity. Note that properties must be registered using the propertyRegistry in the new WorldInitialize event
- DynamicPropertiesDefinition
- Added function defineNumber(identifier: string): void- Defines a dynamic number property
- Added function defineString(identifier: string, maxLength: number): void- Defines a dynamic string property
- Added function defineBoolean(identifier: string): void- Defines a dynamic boolean property
- Added event worldInitialize(worldInitializeEvent: WorldInitializeEvent)- Fires during world load and contains the property registry used for declaring dynamic properties
- PropertyRegistry
- Added function registerEntityTypeDynamicProperties(propertiesDefinition: DynamicPropertiesDefinition, entityType: EntityType)- Registers dynamic property definitions for the given EntityType
- Added function registerWorldDynamicProperties(propertiesDefinition: DynamicPropertiesDefinition)- Registers property definitions for the world
- World object/Entity object additions:
- Added function setDynamicProperty(identifier: string, value: boolean | string | number)- Adds a dynamic property to the world/entity
- Added function getDynamicProperty(identifier: string): boolean | string | number- Gets a dynamic property from the world/entity if it exists, otherwise returns undefined
- Added function removeDynamicProperty(identifier: string): boolean- Removes a dynamic property value from the world/entity
- New events:
- Added event events.projectileHit- Fires when a projectile hits a Block or Entity
- Added event events.itemStartUseOn- Sent when the player first interacts with a block
- Added event events.itemStopUseOn- Sent when fire if the block is successfully interacted with and the block has changed – such as when grass is turned to a path with a Shovel
- Added event events.itemStartCharge– Sent when the player first starts using a charging/animated item
- Added event events.itemCompleteCharge- Sent when the item has completed its charge action
- Added event events.itemReleaseCharge- Sent when the user has finished using the item and released the build action
- Added event events.itemStopCharge- Sent either when the player has finished an items use cycle or when the player has released the use action with the item
- ItemStartUseOnEvent Added read only property buildBlockLocation- The result build block position. Useful for determining where a block was placed
- Added member player?: Playerto the LeverActivate event – The player that activated the lever
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