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{{For|a guide about all content currently released in this update|Java Edition guides/Caves & Cliffs}}
{{For|a guide about all content currently released in this update|Java Edition guides/Caves & Cliffs}}
{{Version nav
{{Version nav
| title = Sussybaka
| title = Minecraft 1.18

| name = [[Caves & Cliffs]]: Part II
| name = [[Caves & Cliffs]]: Part II
| edition = Java
| edition = Java

Revision as of 11:36, 5 November 2021

For a guide about all content currently released in this update, see Java Edition guides/Caves & Cliffs.
Minecraft 1.18
Edition

Java Edition

Official name

Caves & Cliffs: Part II

Planned release date

November or December 2021[1]

Development versions

1.18,[2][3] the release of Caves & Cliffs: Part II, is an upcoming major update to Java Edition set to release in November or December 2021. It was first announced alongside the release of 1.17 snapshot 21w15a when Mojang Studios stated that the Caves & Cliffs update would be split in two.[4][5] Some features for 1.18 were initially implemented during 1.17's development cycle, before getting postponed and relegated to official data packs used with a corresponding 1.17 snapshot.[6]

Additions

Items

Music Disc
  • Added a new music disc from Lena Raine titled "otherside".
    • Can be found on rare occasions in stronghold corridor chests, or much more rarely in dungeon chests.
    • Has a blue and green color to the ring area of the disc.

World generation

Caves
  • Completely overhauled.
  • Now stretch down to Y=-59.
  • The caves now generate in 2 layers of different stone bases depending on the depth.
    • The layer above Y=8 is made up of regular stone.
    • Stone transitions to deepslate from Y=0 to Y=8.
    • Deepslate completely replaces stone from Y=0 to bedrock.
  • Biomes such as the dripstone caves and lush caves now generate in the underground.
  • Contain aquifers, bodies of water with different heights, independent of sea level (Y=63).
    • Aquifers below Y=0 sometimes generate with lava instead of water.
  • Improved old caves to blend in with the new generations of caves better
  • New noise caves, coming in 3 forms, "cheese", "spaghetti", and "noodle".
    • Cheese caves have large stone towers stretching from the bottom of the cave to the top, and are often large enough to allow safe elytra flight.
    • Spaghetti caves are long, thin caves that have small aquifers and are more similar to original caves.
    • Noodle caves are thinner, squigglier, and more claustrophobic variants of spaghetti caves.
Mountains
  • Come in 6 sub-biomes:
    • Meadow
    • Grove
    • Snowy Slopes
      • Generates in the slopes of a mountain when next to plains and snowy tundras.
      • Covered in snow, snow block and powder snow.
      • Only rabbits and goats spawn in this biome.
      • Igloos and pillager outposts can generate in this biome.
    • Jagged Peaks
      • One of three biomes that generate in the mountain peaks.
      • Covered in snow, snow blocks and stone.
      • Tends to generate in sharp and jagged peaks in areas with snowy, cold, and temperate biomes.
      • Only goats spawn in this biome.
      • Pillager outposts can generate in this biome.
    • Frozen Peaks
      • One of three biomes that generate in the mountain peaks.
      • Covered in snow, snow blocks, ice, and packed ice.
      • Tends to generate in smoother and smaller peaks in areas with snowy, cold, and temperate biomes.
      • Only goats spawn in this biome.
      • Pillager outposts can generate in this biome.
    • Stony Peaks
      • One of three biomes that generate in the mountain peaks.
      • Covered in stone, gravel, and strips of calcite.
      • Tends to generate in any peak surrounded by warm biomes such as jungles and savannas, to avoid temperature clashes.
      • No animals spawn in this biome.
      • Pillager outposts can generate in this biome.
Ore veins

Command format

/jfr
  • When enabled, begins profiling with Java FlightRecorder, as well as the following custom events:
    • minecraft.ServerTickTime: Sampling event exposing average server tick times in intervals of a second
    • minecraft.ChunkGeneration: Time taken to generate individual chunk stages
    • minecraft.PacketRead / minecraft.PacketSent: Network traffic
    • minecraft.WorldLoadFinishedEvent: Initial world loading duration
  • The profiling can be stopped in-game by using /jfr stop.
  • If it is started from an external source, the JFR events for network packets are aggregated instead of one event per packet.

Gameplay

Advancements
  • Added four new advancements:
    • Caves & Cliffs
      • Fall from the top to the bottom of the Overworld.
    • Feels like home
      • Ride a strider on lava for 50 blocks in the Overworld.
    • Sound of Music
    • Star Trader
      • Trade with a villager at the build height limit.
  • Added new advancement triggers.
    • fall_from_height
      • Triggered when a player lands after falling.
    • ride_entity_in_lava
      • Triggered for every tick when player rides in lava.

General

Debug screen
  • Added three new lines: Multinoise, biome builder, and terrain.
    • Only appear if the dimension where the player is uses the multi-noise biome source type.
    • Multinoise lists the parameters used at the player's position in order to place a biome. C is continentalness, E is erosion, T is temperature, H is humidity, and W is weirdness.
      • Continentalness goes up as you go more inland. In areas with low continentalness values, oceans may generate.
      • Erosion determines how flat or mountainous terrain is. Higher values result in flatter areas, lower values result in mountainous areas.
      • Temperature and humidity have no impact on the terrain itself, and only determine biome placement.
      • Weirdness indirectly drives the PV (peaks and valleys) noise and determines which biome variant gets placed.
    • Terrain lists values related to terrain generation.​[more information needed]
Font
  • Added illageralt, the rune-like font from Minecraft Dungeons.
    • Currently only usable via commands
Languages
Loot tables
  • Added the type field, which is mandatory.
    • Written into BlockEntityTag.id to ensure that the tag can be migrated correctly between versions
  • Added new loot table function set_potion, to set Potion tag on any item.
    • Has following parameters:
      • id: Potion ID
Music
  • Added new music to the Overworld (when playing in survival mode), distributed to the new biomes, and to the main menu. [note 3]
    • By Lena Raine: "Stand Tall", "Left to Bloom", "One More Day", "Wending" and "Infinite Amethyst":
      • "Stand Tall" plays in the snowy slopes, jagged peaks, frozen peaks and stony peaks biomes, as well as the menu screen.
      • "Left to Bloom" plays in the meadow and lush caves biomes, as well as the menu screen.
      • "One More Day" plays in the meadow, snowy slopes and lush caves biomes, as well as the menu screen.
      • "Wending" plays in the grove, jagged peaks, stony peaks and dripstone caves biomes, as well as the menu screen.
      • "Infinite Amethyst" plays in the grove and dripstone caves biomes, as well as the menu screen.
    • By Kumi Tanioka (谷岡 久美): "Floating Dream", "Comforting Memories" and "An Ordinary Day":
      • "Floating Dream" plays in the jagged peaks and lush caves biomes.
      • "Comforting Memories" plays in the grove biome.
      • "An Ordinary Day" plays in the snowy slopes, dripstone caves and lush caves biomes.
NBT tags
  • Spawners now have a new [NBT Compound / JSON Object] CustomSpawnRules tag, which lets players override the spawn rules of the spawned mob.
    • In the tag, players can specify [Int] BlockLightLimit, which indicates the highest block-light the spawners will spawn mobs at.
Old worlds upgrading
  • Terrain from new chunks will now blend with existing terrain from old chunks. Any player-made structures in these chunks will be either intact, buried, or deteriorated.
  • The old bedrock layer between Y=0 and Y=4 in old chunks gets replaced with deepslate.
  • If there is bedrock at Y=0, lower places in old chunks will be filled with deepslate and caves.
  • A new bedrock layer is placed at Y=-64.
Options
  • Can now disable lightning flashes, which prevents lightning from making the sky flash. Lightning bolts themselves will still appear.
  • The device the game outputs audio to can now be chosen in-game.
  • Added "Chunk Builder" to video settings.
    • Determines as to which chunk sections are updated synchronously in a single frame.
    • Three options: Fully Blocking, which corresponds to how chunk sections were updated before 21w37a, and Semi Blocking and Threaded, which reduce stuttering when placing or removing blocks. However, the latter two options may cause rare visual delays in world updates.
  • Added "Simulation Distance" video setting, a new slider.
    • Entities, blocks and fluids will not be updated outside of simulation distance.
    • Allows higher render distance with less CPU load.
  • Added "Autosave Indicator" to video settings, for singleplayer worlds, which allows to toggle the indicator on / off.
    • The indicator appears in the bottom right of the screen whenever the game is saving the world file.
    • Defaults to on.
  • Added Online Options as a separate screen:
    • The "Realms Notifications" option has been moved to this screen.
    • Contains the new "Allow Server Listings" option.
      • When deactivated, the player name will not show up in server online player listings.
    • Contains the new "Server Difficulty" option, to indicate the difficulty of the current server.
Particles
  • Added block_marker, to replace light and barrier.
    • Renders with texture declared in particle slot for model assigned to configured block state.
    • Summoned with same syntax as block particle (i.e. block_marker wheat[age=2]).
server.properties
  • Added simulation-distance.
  • Added hide-online-players, to decide not send a player list on status requests.
Subtitles
  • Added subtitles for various bundle sounds.
  • Added a new subtitle for the crop sound of shears.
Tags
  • Added block tag big_dripleaf_placeable.
  • Add following block tags to decide the corresponding creatures to spawn:
    • animals_spawnable_on
    • axolotls_spawnable_on
    • foxes_spawnable_on
    • goats_spawnable_on
    • mooshrooms_spawnable_on
    • parrots_spawnable_on
    • polar_bears_spawnable_on_in_frozen_ocean
    • rabbits_spawnable_on
    • wolves_spawnable_on
Telemetry
  • Readded, previously a part of game known as "snooper" until 18w20c.
    • Only implemented in world load event now.
    • Sent data when loading singleplayer world or connecting to multiplayer server.
    • Contains following information:
      • Launcher identifier
      • User identitifer (XUID)
      • Client session ID (changes on restart)
      • World session ID (changes per world load, to be reused for later events)
      • Game version
      • Operating system name and version
      • Java runtime version
      • If client or server is modded (same information as on crash logs)
      • Server type (single player, Realms or other)
      • Game mode
    • Cannot be disabled,[7]

Changes

Blocks

Big Dripleaf
Cave Vines, Kelp, Twisting Vines, and Weeping Vines
  • Now stop growing if shears are used on the tip.
    • This action changes the age block state of the tip to 25.
Cave Vines
  • Changed cave vines plant texture from to .
Copper Ore
  • Now drop 2-5 Raw Copper when mining instead of 2-3.
Enchanting Table
  • Now emits a light level of 7.
  • Changed the texture of the lapis icon in the GUI from to .
Magma Blocks
  • Slightly increased the frequency of underwater magma.
Redstone Comparator
Stonecutter

Items

Campfire and Soul Campfire
  • Changed the item textures from to .
Doors
Item Frames and Glow Item Frames
  • Changed the item textures from to .
Signs
  • Changed the item textures from to .

Mobs

Axolotls
Cod, Salmon, Pufferfish, Tropical Fish, Squid, and Dolphins
  • Now only spawn in water from Y=50 to Y=64.
  • Additionally, tropical fishes now also spawn in lush caves at any height.
Drowned
  • Now can spawn in aquifers inside dripstone caves.
Evoker, Pillager, Vindicator, and Illusioner
Glow Squids
  • Now only spawn in water blocks under Y=30.
Goat
Horses, mules, and donkeys
Llamas
Wither
  • Tweaked the wither skull's texture to use the new wither face from the Texture Update.
Zombie Villager
  • Tweaked the armorer zombie villager's and weaponsmith zombie villager's textures to remove stray villager pixels.
General
  • Hostile mobs will only spawn in areas where the light level is equal to 0.
    • This change only affects block-light and not sky-light.[8]
  • Optimized AI for Axolotls, Goats, Hoglins, Zoglins, Piglins, Piglin Brutes and Villagers.
  • All feedable mobs (except sheep) named Dinnerbone will now look at the player correctly.

World generation

Amethyst Geodes
  • Now only generate up to Y=30.
Badlands
  • Now can generate in mountain peaks.
  • Red sand generates a bit higher.
  • Red sandstone now generates naturally once again.
Beaches
  • Beaches are generally wider.
    • In some places there is a chance where no beaches generate at all, to provide some variation.
Biomes
  • Some biomes have been renamed:
  • Since the terrain height is no longer controlled by biomes, most of the height variant sub-biomes, along with previously unused biome variants have been removed from the game and had their code merged into the main biome:
  • As a result of this change:
    • All deserts are now eligible for village and desert pyramid generation.
    • All taigas are now eligible for village and outpost generation.
    • All swamps are now eligible for swamp hut generation.
    • All snowy taigas are now eligible for igloo generation.
    • Worlds made in previous versions that generated these biomes will convert them into their default variants.
Buried Treasure
  • Buried treasure chests can now contain water breathing potions.
Desert pyramids
  • No longer generate on water.
  • Now spawn on the surface rather than at a fixed y-level, but tend to be partially buried.
Dripstone Caves
  • Now generate naturally underground and inside hills or mountains.
  • Drowned can spawn in aquifers inside dripstone caves.
Dungeons
  • Increased the amount of dungeons, especially below Y=0.
Fossils
  • The fossils in the deepest part of the underground generate with Deepslate Diamond Ore instead of Coal Ore.
Jungle pyramids
  • No longer generate on water.
Lakes
  • Water lakes were removed, because Aquifers could provide local water levels.
Lush Caves
  • Now generate naturally underground and inside hills or mountains.
Mineshafts
Ocean
Ore distribution changes.
Ore distribution
  • Changed ore generation of all ores making them have a spread value like lapis lazuli ore. Some still retain a linear generation alongside a spread generation.
    • Coal ore attempts to generate twice: once, evenly between an altitude of Y=136 and Y=256; and as a spread, peaking at an altitude of Y=96 and generating between an altitude of Y=0 and Y=192.
    • Copper ore generates between Y=-16 and Y=112, generating the most at Y=48 and like all other ores, uses spread. It peaks at Y=48. Bigger blobs of copper ore generate in dripstone caves.
    • Iron ore attempts to generate three times: once as a spread peaking at an altitude of Y=256, generating above Y=80; another as a spread peaking at Y=16 and generating with a minimum height of Y=-24 and a maximum height of Y=57, and a smaller one spreading evenly between the altitudes of Y=-64 and Y=-32.
    • Gold ore generates between the altitudes of Y=-64 and Y=32, peaking at Y=-16. Also, extra gold generates below Y=-48. The extra gold that generates in the badlands biome was increased, with a top height limit from Y=79 to Y=256, and increased number of blobs.
    • Lapis lazuli ore attempts to generate twice: once, as a spread between the altitudes of Y=32 and Y=-32, peaking at an altitude of 0; and evenly between the altitudes of Y=64 and Y=-64, generating buried like ancient debris.
    • Redstone ore attempts to generate twice: once, evenly between an altitude of Y=15 and Y=-64; and as a spread, peaking at an altitude of -64 and generating below an altitude of Y=-32.
    • Diamond ore now generate as a spread, generating below Y=16 and peaking at altitudes near y=-64.
    • Emerald ore generates above Y=-16 as a spread, peaking at Y=256 and decreasing in quantity as the altitude decreases.
Pillager outposts
  • Now generate in all the new mountain biomes.
Springs
  • Lava springs can now generate amid calcite, dirt, snow, powder snow and packed ice.
    • These changes allow lava springs to generate in mountains and snowy terrain.
  • Water springs don't generate higher than Y=192, and are less common.
Stony Shore
  • Now generate with strips of gravel.
  • Can generate alongside any biome instead of just windswept hills.
Villages
  • Now slightly more spread out.
  • Now generate in meadows.
General
  • The overworld now uses the multi-noise biome source type.
  • Terrain generation is now independent from biomes, with biomes adapting to whatever terrain they happen to generate throughout.[9]
    • This allows for natural variation in the terrain of any individual biome, both in terms of shape and elevation.
      • For example, forests and deserts could form up on a hill without needing a special biome just for that purpose.
    • This additionally allows for smoother transitions between biomes.
  • Terrain is now smoother and more extreme.
  • Bedrock layers generate dependent on the world seed now.
  • New random number generator is used for overworld generation.

Gameplay

Advancements
  • "Light as a Rabbit" now has "Sweet Dreams" as its parent instead of "Adventure".
  • Changed the number of biomes required to visit for the "Adventuring Time" advancement from 42 to 50, due to the removal of sub-biomes and the inclusion of new additions, with the following biomes now being required:
Weather
  • Sleeping now only resets the weather cycle if the weather is rain or a thunderstorm.

General

Chunk format
  • Chunk’s Level.Sections[].BlockStates & Level.Sections[].Palette have moved to a container structure in Level.Sections[].block_states.
  • Chunk’s Level.Biomes are now paletted and live in a similar container structure in Level.Sections[].biomes.
  • Chunk’s Level.CarvingMasks[] is now long[] instead of byte[].
  • Removed chunk’s Level and moved everything it contained up.
    • Level.Entities has moved to entities.
    • Level.TileEntities has moved to block_entities.
    • Level.TileTicks and Level.ToBeTicked have moved to block_ticks.
    • Level.LiquidTicks and Level.LiquidsToBeTicked have moved to fluid_ticks.
    • Level.Sections has moved to sections.
    • Level.Structures has moved to structures.
    • Level.Structures.Starts has moved to structures.starts.
    • Level.Sections[].block_states has moved to sections[].block_states.
    • Level.Sections[].biomes has moved to sections[].biomes.
  • Added yPos the minimum section y position in the chunk.
  • Added below_zero_retrogen containing data to support below zero generation.
  • Added blending_data containing data to support blending new world generation with existing chunks.
Chunk render pipeline
  • Changed the prioritization order.
Clouds
  • Raised cloud level from 128 to 192.
Data packs
  • Data pack version number has been increased to 8.
Effects
  • Redesigned how effects look in the inventory screen.
    • Can display while recipe book is showing.
    • The list of effects are now shown to the right of the player's inventory, instead of the left side.
    • When the inventory effects list is visible, it will be hidden from the game view to reduce screen clutter.
    • There’s now two modes of seeing the effect list: compact and classic:
      • Classic is the pre-existing list of effects, one after another.
      • Compact is a single icon for each effect, suitable for small screen estate.
      • The game will automatically switch between the two looks to suit the available screen estate.
Height limit
  • Has been increased to 384 blocks, expanding 64 blocks up and 64 blocks down, with 320 being the limit upward and -64 being the limit downward.
Menu screen
  • Main menu background is changed to reflect Caves & Cliffs: Part II update.
Options
  • The Sneak and Sprint, and Auto-jump options have been moved to the Controls tab.
  • Render distance now causes chunks to load in a cylinder shape around the player instead of a square.
  • Changed default brightness to 50.
Performance
  • Now, various background tasks including world generation are executed on a background thread pool.
    • The size of the thread pool equals Amount of available CPU threads - 1.
      • Maximum amount of threads is 255, instead of 7. This limit can be overridden by Java system property max.bg.threads.
Player Spawning
  • Reworked world spawn selection algorithm.
    • Now spawns according to the same climate parameters that control biome placement and world generation: players should no longer be able to spawn in the ocean or some other inconvenient location.
Resource packs
  • Resource pack version number is now 8, as the following has been changed:
    • inventory.png now contains an extra sprite for a thin-layout version of the effect list in the inventory.
Scoreboards
  • Removed length limits for scoreboards, score holders and team names.
Server
  • server.jar now bundles individual libraries instead of merging all the files into single archive.
    • This change is meant to solve certain problems related to Java modules.
  • On startup, server.jar will unpack libraries into a directory configured by bundlerRepoDir (default: working directory).
    • To run different main class than server, use bundlerMainClass property.
  • Server classes are now signed.
Splashes
  • The splash "[this splash text has been delayed until part 2]" has been changed to "[this splash text is now available]".
Sprinting
  • No longer reduced to walking when touching the wall at low angles.
Tags
  • Renamed the lava_pool_replaceables block tag to lava_pool_stone_cannot_replace.
Tick
  • Changed some internal details of block and fluid ticking to improve save times.
World types

Fixes

144 issues fixed

From released versions before 1.18

  • MC-7200 – Cave/tunnel generation may cut tunnels a bit too soon.
  • MC-29274 – Withers will not pursue players in survival mode unless attacked.
  • MC-30560 – River through eroded badlands biome generates floating rock formations at water surface.
  • MC-44055 – Game fails to switch the audio output from one device to another after the game has started (from title screen).
  • MC-54545 – Client render distance doesn't adjust to server render distance if they are different, causing faulty chunk loading.
  • MC-63340 – Sleeping always resets time until rain.
  • MC-65628 – Desert pyramids generate underground when using amplified or custom terrain.
  • MC-72831 – Water lakes can generate in deserts.
  • MC-73300 – "Saving Level..." text not appearing in pause menu.
  • MC-80824 – Spawning in some biomes causes "Unable to find spawn biome" warning.
  • MC-85975 – Slimes don't spawn in the swamp hills biome.
  • MC-101917 – Andesite, diorite and granite won't generate above a height of about 80.
  • MC-116359 – Status effects aren't displayed in inventory when recipe book is open.
  • MC-118134 – Item frame texture as an item uses texture of oak planks.
  • MC-123277 – Too long scoreboard objectives and team names are not detected when commands are parsed.
  • MC-126133 – Undercover ravines sometimes generate cut off at chunk borders.
  • MC-128762 – Strongholds do not generate in ocean buffet worlds.
  • MC-128770 – Woodland mansions still generate in dark forest hills.
  • MC-129266 – Jagged ocean transitions and slower biome generation.
  • MC-129912 – Player no longer spawned at highest level at world spawn.
  • MC-131686 – Spawn in ground with Buffet generation when creating a new world.
  • MC-131930 – Deep warm ocean generates without coral and sea pickles.
  • MC-132175 – Beaches generate along swamp hills when bordering an ocean.
  • MC-132306 – Snowy grass without snow near lakes in snowy biome.
  • MC-132347 – Spawning inside icebergs.
  • MC-132429 – Sand beaches generate when bordering gravelly mountains biomes.
  • MC-133466 – Certain world configurations force the player to spawn at X=8 Z=8.
  • MC-133582 – Dolphins try to catch up with boat on land.
  • MC-134407 – Ocean ravines spawning underground with a stone roof on top.
  • MC-136288 – Strongholds don't generate in swamp biomes.
  • MC-137140 – Llamas cannot spawn in shattered savanna plateau.
  • MC-137950 – Signs textures do not correspond to the actual texture of their handle.
  • MC-137956 – Lakes still generate in superflat preset "Overworld" after removing its tag.
  • MC-138734 – Spawn point for seed 0, world type Buffet with badlands plateau biome is under surface, ⇒ player dies.
  • MC-138782 – Stranded dolphin tries to catch the boat on the water and stops beating.
  • MC-138801 – The interactions between a biome and another biome and its variants are inconsistent.
  • MC-140151 – Modified jungle edge biomes only generate when a jungle borders a swamp hills biome.
  • MC-140690 – Giant spruce taiga hills have no difference with giant spruce taiga.
  • MC-142385 – Campfire texture has one pixel extending into hotbar outline.
  • MC-145376 – Bamboo can generate underground when generating in non-bamboo jungles.
  • MC-148182 – The zombie villager "profession" texture uses villager-skin-colored pixels.
  • MC-149822 – Bottom border on status effect displays in the inventory is missing.
  • MC-152506 – Wither skull projectile has faces with old texture.
  • MC-152966 – Increase in villages generating in versions after 1.10.
  • MC-156616 – Badlands layers not generating properly.
  • MC-158410 – Strongholds don't generate in beach surface and snowy beaches buffet worlds.
  • MC-159025 – Drowned do not spawn in warm ocean biomes.
  • MC-160256 – Texture of door items does not match the blocks.
  • MC-160710 – Chat messages written while sleeping are deleted after waking up.
  • MC-166238 – Trees can generate on mycelium.
  • MC-166423 – Splash water bottles don't damage endermen.
  • MC-166508 – Glitchy chunk rendering since 1.15 pre-release 2.
  • MC-167277 – Swamp hills don't naturally generate seagrass.
  • MC-169523 – As of 18w06a, the sand, clay and gravel blocks no longer generate around small lakes.
  • MC-170551 – Foxes can't spawn on podzol or coarse dirt.
  • MC-173339 – Comparators lit base texture is incorrect.
  • MC-175929 – Ice spikes get cut off below height limit on AMPLIFIED worlds.
  • MC-177016 – Some lakes in frozen biomes generate unfrozen.
  • MC-182362 – Score callbacks with a too long name break callback chain.
  • MC-183184 – Sprinting stops as soon as you touch another block.
  • MC-185033 – Underground spawn in single biome world type.
  • MC-185034 – Always respawning on the same block with no spawnpoint set.
  • MC-186042 – Plains biome is always generated when a swamp borders a desert, snowy tundra or snowy taiga.
  • MC-188096 – Gravelly mountains+ is no different than gravelly mountains.
  • MC-190363 – Some biomes generate as "Single biome" worlds in "Floating islands" world type.
  • MC-190724 – Spawning in solid blocks in single biome "Badlands Plateau" world.
  • MC-193348 – Status effect bars shift the player's inventory in Creative mode.
  • MC-196723 – If the player gets an effect in Creative mode while their inventory is open and not having an effect before, they won’t see the effect in their inventory until they close and open their inventory.
  • MC-197688 – Mountain edge never generates.
  • MC-198232 – Music plays less frequently as it normally did.
  • MC-199298 – Strongholds don't generate in bamboo jungles.
  • MC-200230 – Anomalous stripes/grid ice generation in frozen ocean biome.
  • MC-200494 – In mineshafts, torches can generate attached to blocks other than the wooden supports.
  • MC-200640 – Despite being a coastal biome, mushroom field shores don't have a warm/unique water color.
  • MC-200803 – Gravelly mountains+/modified gravelly mountains placed incorrectly in the biome selection.
  • MC-202036 – Adding a biome to a datapack shifts biome IDs in existing chunks.
  • MC-202376 – Rabbits, instead of spawning on snow blocks, spawn on snow layers.
  • MC-203155 – Enchanting table GUI uses old lapis texture.
  • MC-204117 – 1 block water pond.
  • MC-208352 – Dark forest hills don't generate small patches of plains or sunflower plains, but dark forest does.
  • MC-208353 – Several hills biomes do not generate sporadically replacing patches of their regular biome counterparts.
  • MC-208601 – Axolotls do not avoid danger when pathfinding.
  • MC-212113 – Glow lichen can spawn underwater whilst not in a cave.
  • MC-213779 – FPS drops when looking up in a tall world (4064 blocks).
  • MC-214288 – Player does not spawn on the surface of the world when min_y is greater than 0.
  • MC-214335 – Flower forest is much steeper than regular forest.
  • MC-214783 – Oceans generate with stone floors.
  • MC-214797 – Pointed dripstone can generate floating at transitions between local water levels.
  • MC-214799 – Aquifers sometimes create air pockets.
  • MC-214864 – Hard edges when new caves generate near surface.
  • MC-214894 – Bamboo generates in caves under jungles.
  • MC-214959 – Sugar cane generates in caves.
  • MC-215062 – Weird aquifer barrier generator and water in incorrect states.
  • MC-215296 – Mineshafts often don't generate in floating island worlds.
  • MC-215876 – Dirt can generate below Y=0 from mineshafts.
  • MC-216432 – Mineshafts can generate with light but without any torches.
  • MC-216561 – Torches not spawning in abandoned mineshafts under Y=0.
  • MC-216784 – Ruined portals don't generate below Y=0.
  • MC-216952 – Some chunks interrupting with cave systems filled with blocks.
  • MC-216967 – Kelp and seagrass can generate in aquifers.
  • MC-217038 – Large dripstone structures can be generated outside the caves.
  • MC-217136 – Random noise pillars generating mid air.
  • MC-217379 – Pufferfish don't spawn in deep warm ocean.
  • MC-217465 – Unnatural shape looking like a chunk border but appears to be completely unrelated to chunk borders.
  • MC-217509 – Inefficient generation of aquifers, noise caves and ore veins.
  • MC-217906 – Large amounts of axolotls cause performance issues.
  • MC-218167 – Chatting causes lag to occur.
  • MC-219774 – Magma blocks spawn everywhere underwater in 21w10a.
  • MC-219946 – Weird flat sections of terrain.
  • MC-221641 – Caves can make ravines generate without water.
  • MC-221777 – Horses, donkeys, mules, llamas, and trader llamas do not follow players holding food.
  • MC-221815 – Flat roofs in underwater caves.
  • MC-221917 – Dripstone, pointed dripstone, and cave magma generate in oceans.
  • MC-222051 – Iron ore generation was not increased in 21w13a.
  • MC-222379 – Magma can spawn under air in underwater caves.
  • MC-223044 – Floating water can generate in ravines.
  • MC-223051 – Dripstone can generate in surface lakes.
  • MC-223148 – Extended height message goes behind the scrolling bar.
  • MC-224494 – Regular dirt can generate naturally on the surface near pools.
  • MC-225030 – Dungeons are extremely rare compared to in the past.
  • MC-225506 – Grass blocks can generate naturally in underground pools.
  • MC-225781 – The noise cave lava level and the cave carver lava level generate 1 block apart.
  • MC-225842 – Flowers can generate on large plants near lakes.
  • MC-225858 – Seeds and flowers appear in ponds.
  • MC-225949 – Parity issue: Different Bedrock and Java sign items textures.
  • MC-226000 – Pointed dripstone items in underground pools.
  • MC-226313 – Lava can generate floating in caves.
  • MC-226437 – Water lakes generating in snowy tundra's can sometimes contain dark spots.
  • MC-227064 – Floating grass can still generate above water lakes.
  • MC-227244 – Ore blocks from ore veins float in underwater magma ravines.
  • MC-227398 – Misplaced pixel on cave vines texture.
  • MC-229365 – Large amounts of goats cause performance issues.
  • MC-230302 – Glow item frame item texture is missing two pixels.
  • MC-230343 – Parity issue: Enchanting tables do not emit a light level of 7.
  • MC-231400 – Modified badlands plateau and mountain edge don't generate and gives out invalid biome data in single biome worlds.
  • MC-231863 – Game crashes when trying to access the Realms settings.
  • MC-233050#lava_pool_stone_replaceables tag name is misleading.
  • MC-233661 – In some cases, sand blocks generating over lakes do not cause light updates, resulting in large dark spots.
  • MC-233771 – Parity issue: Light blocks do not display their light level when shown via a held light block item.
  • MC-238006 – Emerald ore and infested blocks do not generate in snowy mountain biomes.
  • MC-238073 – Decorators are independent of world seed.
  • MC-238877 – Deep ocean and ocean are not needed for the "Adventuring Time" advancement.
  • MC-238966 – Old growth spruce taiga and old growth birch forest aren't apart of the "Adventuring Time" advancement.
  • MC-238968 – Windswept gravelly hills and windswept savanna aren't apart of the "Adventuring Time" advancement.

Planned changes

World generation

Blobs
  • Copper ore will generate in a different fashion - the blob generation was a temporary solution.
Strongholds

Unconfirmed features

Concept art showing how the spore blossom may open and close
Spore Blossom
  • Can close.
Azalea Log

Trivia

  • This is the first major update for Java Edition that is split into two updates since Adventure Update in 2011.
  • This is also the first and the only update so far that starts with experimental snapshots, instead of regular snapshots.

Notes

  1. Also available for versions since 19w34a.
  2. Also available for versions since 20w45a.
  3. Released to all 1.18 snapshots.

References