Chance to drop the rare drop, rabbit's foot, is 4× what it was before.
Now only spawn in deserts, flower forests, taiga, mega taiga, cold taiga, ice plains, ice mountains, ice plains spikes, and "hills" and "M" variants of these biomes. Even in these biomes, spawn chance is somewhat reduced (weight 4 out of 44–52 rather than 10 out of 50–58).
Can now spawn on sand.
Rabbits are faster when panicking.
Rabbits no longer prefer begging for food to mating.
Non-killer rabbits now avoid players within 8 blocks and most hostile mobs within 4 blocks (except slimes, magma cubes, and ghasts), and move faster when doing so. Also, avoidance range for wolves was reduced from 16 to 10 blocks.
Health reduced to 3 (Heart.svgHalf Heart.svg).
Naturally-spawned rabbit's skin depends on the biome. When breeding rabbits, there is a 5% chance the baby will match the biome rather than either parent.
In a snowy biome, 80% white and 20% black & white.
In a desert or desert hills, 100% gold.
Otherwise, 50% brown, 40% salt & pepper, 10% black.
MoreCarrotTicks no longer has any effect.
When destroying crops, MoreCarrotTicks is set to 40 rather than 100.
Destroying carrot crops now reduces the growth stage by 1 level, only removing the crop block entirely if the growth stage was 0.
New sounds for when the killer bunny is attacking.
Iron golem
Are slightly shorter (2.7 blocks tall rather than 2.9).
All newly spawned iron golems have 100% knockback resistance.
Mob spawning
Mobs can no longer spawn inside blocks that block movement but are transparent, such as leaves.
Mobs can no longer spawn in blocks containing rails, powered rails, detector rails, or activator rails.
Mobs can no longer spawn in blocks containing buttons, tripwire hooks, pressure plates, levers, redstone torches, redstone repeaters, comparators, or redstone dust
Skins
Overlay layers (hat, jacket, sleeves, and pants[Verify]) correctly render semitransparent pixels, instead of only fully opaque and fully transparent pixels.
Cobwebs
Can now turn thrown items in to item form.
Infinite Potion Farms
Using the cobwebs you can place cobwebs over hoppers and have a witch on the other side of the cobwebs, then you yourself will go on the side where the witch isn't there. Over time the witch will notice you and start throwing potions the potions will hit the cobweb, turn in to te item form go into the hopper to the chest.
Used when processing loot tables along with the quality or bonus_rolls tag. Currently used for opening chests and chest minecarts, fishing, and player-killed mob drops.
Loot tables
Added bonus_rolls tag, to give additional rolls on a pool with good Luck (or to remove rolls with bad Luck).
Status effects
New status effects: Luck and Bad Luck.
Increases/Decreases the luck attribute by ±1 per level.
Has a clover icon for luck.
Has a withered clover for bad luck.
Uncraftable Potion
Has no effect, unknown use.
Cannot be obtained in survival.
Has tag Potion:"minecraft:empty".
Luck potion
Gives the Luck effect for 5 minutes.
Also comes in splash and lingering potion forms as well as for tipped arrows ("Arrow of Luck").
Tipped Arrows
Now exist for empty bottles, water bottles, mundane potions, thick potions and awkward potions.
None of them have any effects and are uncraftable since lingering potions of these kinds do not leave a cloud behind.
Fishing
Luck of the Sea and the new Luck effect affect fishing again, and effects stack. Each point increases the weight of treasure by 2, decreases the weight of fish by 1, and decreases the weight of junk by 2.
End Crystal
Can now be crafted using an eye of ender in the middle, a ghast tear on the bottom and 7 glass blocks on the remaining squares.
Are no longer dropped by undead horses.
End Rod
Can now be crafted using a popped chorus fruit in the bottom and a blaze rod on top.
Yields 4 per craft.
Loot tables
Replaced luck_multiplier with quality.
Formula is now weight += quality * luck, formerly weight += weight * luck_multiplier * luck.
Tipped Arrow
Can now be obtained in survival.
Splashing down a lingering potion first, then shooting regular arrows through that cloud will give you a tipped arrow back.
For effects with duration, the duration is 1⁄8 that of the corresponding potion.
Hay Bale
Falling onto a hay bale does only 20% of normal fall damage.
The highest the player can fall, and live, without armor, is 100.27 blocks
The highest the player can fall with feather falling is 169.19 blocks
Guardians
Rare drops from player kills on normal guardians are returned to what they were in 1.8, namely, they only include fish, and not fishing junk or fishing treasure.
Elder guardians still drop junk and treasure.
Horses
Horses, donkeys, and mules drop 0–2 leather, affected by Looting, which is a return to pre-15w43a behavior.
Skeleton and zombie horses no longer drop end crystals; they again drop 1 bone or 1 rotten flesh, respectively.
Entities
TippedArrow has been removed. Arrow is used instead.
NBT tags
Entity: Arrow
Potion (string): Potion effect of the arrow
e.g. /summon Arrow ~ ~5 ~ {Potion:"minecraft:long_invisibility"}
CustomPotionEffects (list): List of custom potion effects.
e.g. /summon Arrow ~ ~5 ~ {CustomPotionEffects:[{Id:1,Duration:100}]}
Entity: AreaEffectCloud
Potion (string): Potion effect of the AreaEffectCloud.
e.g. /summon AreaEffectCloud ~ ~5 ~ {Potion:"minecraft:long_invisibility"}
You don't receive fall damage if you fall from a small height while flying slowly (not nose-diving).
Still receive fall damage if you nose-dive directly into the ground.
Receive damage from horizontal collisions, new death message: "Player experienced kinetic energy".
Have to be equipped in the “chestplate” slot in order to work.
Have 431 uses and can be repaired on an anvil using leather.
Can be given the Unbreaking enchantment using an anvil or commands.
Legs will make a “walking movement” animation when you are stalling in the air.
Similar to the Wing Cap item from Super Mario 64.
Found on End Ships within an item frame
Wings fold while not gliding
Cape not displayed while wearing
Takes damage at a rate of 1/s
Command format
Gamerules
Added the gamerule spectatorsGenerateChunks.
Determines whether players in spectator mode should generate chunks.
Defaults to true.
Scoreboard
Added /scoreboard players tag ...
The player can add and remove tags for any entity based on NBT tags of that entity/player.
e.g. /scoreboard players tag @a test {OnGround:0b} will add the tag "test" to all players that are in the air.
Tags can be accessed by using the parameters after the selector.
e.g. /give @a[tag=test] stone 1 will give 1 stone to all players that have the tag "test".
The player can use /scoreboard players tag list to see what tags are on an entity.
Tags are stored in the playerdata file as strings, not in the scoreboard files.
This means that any tag the player binds has to be bound to an existing online player or an existing entity.
Unlike objectives, tags cannot be displayed anywhere on the HUD or inventory.
Only via the list sub-command can the player see which tags an entity has on the chat.
Through CommandStats it is possible to obtain the number of scoreboard tags an entity has via QueryResult.
Added five new objective types: XP, hunger, oxygen, armor and level.
"xp" can be used to track the players exact amount of XP points.
"food" can be used to track the hunger level of the player (ranges from 0 to 20).
"air" can be used to see how long the player has been underwater.
Starts at 300 (out of water) and then decreases 1 per tick as long as the player´s head is underwater (resets when the player gets out of the water).
The water breathing status effect freezes the timer and the respiration enchantment slows down the countdown from 300, each time more with each level.
"armor" can be used to track the armor bar, which in turn tracks the total amount of protection of all currently worn armor pieces.
"level" can be used to track the player's level directly, which is the number displayed above the experience bar.
It is not directly correlated to the experience points, since increasing levels each time takes more xp than before.
This could be tracked before, but it required some intermediate steps.
Added collisionRule to the team options.
It controls whether or not players can push other players and whether or not is team dependent.
The modes are: always, never, pushOtherTeam, pushOwnTeam
NBT tags
All entities
Glowing (byte): Controls whether or not an entity is affected by the new glowing status effect.
e.g. /summon Creeper ~ ~1 ~ {Glowing:1} will summon a glowing creeper.
Note this does not work on all entities, such as snowballs.
Tags (list): Contains a list of string values that can be used with the "tag" selector parameter.
The /scoreboard command can assign tags itself.
/summon Creeper ~ ~1 ~ {Tags:["tag1","tag2"]}
Passengers (list): Replaces the original "Riding" compound tag. It has the ability to specify multiple passengers at equal depths, unlike "Riding". Instead of the deepest-nested "Riding" entity being the bottom-most in the stack of riding entities, the entity at the root of the data is at the bottom of the stack.
For example, the armor stand in the following command is at the bottom of the stack while the cow and pig are at the same depth:
HandItems (lists): Defines what item is within the main hand and offhand.
It manages this by using two records, for the main hand and the offhand in that order.
e.g. /summon Zombie ~ ~1 ~ {HandItems:[{id:"minecraft:stone"},{id:"minecraft:cobblestone"}]}
ArmorItems (lists): Used to specify the armor worn by the mob.
Contains four records: feet, legs, chest and head in that order.
e.g. /summon Zombie ~ ~1 ~ {ArmorItems:[{id:"minecraft:leather_boots"},{id:"minecraft:leather_leggings"},{id:"minecraft:leather_chestplate"},{id:"minecraft:leather_helmet"}]}
LeftHanded (byte): Boolean tag that controls the dominant hand of mobs.
Set to 1 for left handed mobs and 0 for right handed.
e.g. /summon Zombie ~ ~1 ~ {LeftHanded:1,HandItems:[{id:"minecraft:stone"}]}
ArmorDropChances & HandDropChances (lists): Used to specify the dropping chances of worn armor and held items of specific mobs respectively.
e.g. /summon Zombie ~ ~1 ~ {HandDropChances:[1.0f,1.0f],HandItems:[{id:"minecraft:stone"},{id:"minecraft:cobblestone"}]}
e.g. /summon Zombie ~ ~1 ~ {ArmorDropChances:[2.0f,2.0f,2.0f,2.0f],ArmorItems:[{id:"minecraft:leather_boots"},{id:"minecraft:leather_leggings"},{id:"minecraft:leather_chestplate"},{id:"minecraft:leather_helmet"}]}
DeathLootTable (string): Determines which loot table will be used when the mob is killed.
e.g. /summon Creeper ~ ~1 ~ {DeathLootTable:"minecraft:chests/simple_dungeon"}
DeathLootTableSeed (long): The deterministic seed for grabbing data from the loot table. Used in vanilla survival to replicate chest content in new worlds with same seeds. Must not be 0.
e.g. /summon Creeper ~ ~1 ~{DeathLootTable:"minecraft:chests/simple_dungeon",DeathLootTableSeed:123l}
All items
Slot string tag within AttributeModifiers (string): Determines which slot the item has to be, for the modifier to be applied.
Available slots are: "mainhand", "offhand", "feet", "legs", "torso", "head".
e.g. /give @p minecraft:leather_chestplate 1 0 {AttributeModifiers:[{AttributeName:"generic.maxHealth",Name:"Test",Amount:10.0,Operation:0,UUIDLeast:1l,UUIDMost:1l,Slot:"torso"}]}
Players
DataVersion (integer): Numerical value that states which version the player is playing within.
It cannot be changed via commands, but it can be tested for.
/scoreboard players set @a OBJ 1 {DataVersion:104}
RootVehicle
With the introduction of the "Passengers" tag, this new compound holds a copy of the entity the player is currently riding. "AttachLeast" and "AttachMost" are the UUIDLeast and UUIDMost of that entity, while "Entity" holds the actual data.
Used to determine the type of potion it is using new name IDs.
e.g. /give @p minecraft:lingering_potion 1 0 {Potion:"minecraft:long_invisibility"}
Entity: ThrownPotion
Lingering (byte)
When Lingering is set to 1, the potion will create the AreaEffectCloud entity when it lands.
Potion (compound)
Holds the item data for the potion thrown.
e.g. /summon ThrownPotion ~ ~1 ~ {Lingering:1,Potion:{id:"minecraft:lingering_potion",Count:1,tag:{Potion:"minecraft:long_invisibility"}}}
Entity: TippedArrow
Item (compound): Holds the item data for the specific tipped arrow.
e.g. /summon TippedArrow ~ ~5 ~ {Item:{id:"minecraft:tipped_arrow",Count:1,tag:{Potion:"minecraft:long_invisibility"}}}
Entity: SpectralArrow
Duration (integer): Specifies how long the effect will last when the arrow strikes the target.
e.g. /summon SpectralArrow ~ ~5 ~ {Duration:200}
Entity: Shulker
Peek (byte): Percentage to indicate the progress of its idle and attacking animations, so the height of its shell is correctly updated.
AttachFace (byte): Determines the direction the shulker has attached to a block face. ***Summoning shulkers will make them attach to the ground by default.
APX, APY, APZ (int): Set of integer coordinates that the shulker should be located at.
These coordinates will be obtained from the coordinates entered by a /summon command through a truncation function.
Entity: ShulkerBullet
Used to track the target location of shulker projectiles.
Enabled (byte): Determines whether or not the minecart hopper will pick up items into its inventory.
e.g. /summon MinecartHopper ~ ~1 ~ {Enabled:1b}
Entity: EnderCrystal
BeamTarget (compound): Used to assign a custom target to the beam.
e.g. /summon EnderCrystal ~ ~1 ~ {BeamTarget:{X:1,Y:2,Z:3}}
Entity: EnderDragon
DragonPhase (integer): determines the current action the dragon will complete.
e.g. /summon EnderDragon ~ ~1 ~ {DragonPhase:7}
Entity: EntityHorse
SkeletonTrap (byte): Indicates whether the horse is a skeleton trap.
If it is, the horse will spawn 4 skeleton horses, ridden by skeletons and a lightning bolt in its place when a player gets within 10 blocks of it.
e.g. /summon EntityHorse ~ ~1 ~10 {SkeletonTrap:1b}
SkeletonTrapTime (integer), incremented each tick when SkeletonTrap is set to 1. The mob automatically despawns when it reaches 18000 (15 minutes). This will prevent the hostile horses from overflowing the world, similar to chicken jockeys.
e.g. /summon EntityHorse ~ ~1 ~10 {SkeletonTrap:1b,SkeletonTrapTime:17980}
Entity: Boat
Type (string): Determines the wood material of the boat that is displayed. Values are: oak, spruce, birch, jungle, acacia, dark_oak.
e.g. /summon Boat ~ ~1 ~ {Type:"acacia"}
Tile: Chests/Minecart chests
LootTable (string): Loot table to be used to fill the chest when it is next opened or destroyed. When the chest is part of a double chest, only the half corresponding to the tagged single-chest will be affected.
e.g. /setblock ~ ~1 ~ minecraft:chest 0 replace {LootTable:"minecraft:chests/simple_dungeon"}
LootTableSeed (long): Seed for generating the loot table. Used in vanilla survival to replicate chest content in new worlds with same seeds. 0 or omitted will use a random seed.
/setblock x y z minecraft:chest 0 replace {LootTable:"chests/simple_dungeon",LootTableSeed:12345}
Tile: Command Blocks
auto (byte): When set to 1, the command block will no longer require a redstone signal in order to activate.
When applied to an impulse mode block, its command will activate only once right after finishing writing the command.
When applied to a repeat mode block, it will constantly activate every tick.
When applied to a chain mode block, it will always be available to activate its signal when called.
e.g. /blockdata X Y Z {auto:1b}
ConditionMet (byte): States whether or not the command block behind the conditional command block was successful in output. Will be 1 if that block is successful and 0 if unsuccessful.
Non-conditional command blocks will always be 1.
e.g. /testforblock X Y Z minecraft:command_block -1 {conditionMet:1b}
Tile: Command blocks & note blocks
powered (byte): now have the "powered" tag associated with them, stating whether or not the block is currently receiving a redstone signal.
They can be edited through block data so the block are activating even though no redstone is adjacent.
Changing a command block through the "always active" toggle, effectively makes that command block to always have a 1 powered state, even when the block is updated.
e.g. /blockdata X Y Z {powered:1b}
Tile: Brewing stands
Fuel (byte): Stores how much fuel is remaining in a brewing stand
e.g. /setblock ~ ~1 ~ minecraft:brewing_stand 0 replace {Fuel:127b}
Tile: End gateway portal (minecraft:end_gateway)
ExitPortal (compound): Holds a set of X/Y/Z coordinates to determine the general location the player will be "safely" teleported to when entering.
ExactTeleport (byte): When set to 1, it teleports entities to the specified coordinates exactly instead of at a safer location around those coordinates.
Age (long): Determines how long the end gateway has existed.
When lower than 200, the block will emit a purple beam.
This is to easily locate the gateway when it first spawns.
e.g. /setblock ~ ~1 ~ minecraft:end_gateway 0 replace {Age:180,ExactTeleport:1,ExitPortal:{X:1,Y:2,Z:3}}
Command blocks
New "repeat" and "chain" variants of command blocks.
Have a blue and green texture respectively.
The old orange variant is now called "impulse" (see the below section on changes to command blocks, for more info).
New textures that now vary depending on what direction they are placed from, similar to dispensers and pistons.
It consists of a front, a back and a side texture (looks like arrows), so the orientation can be easily determined.
The texture is animated - the colored "buttons" in the middle change color.
The middle panel texture has a black outline.
Impulse mode (orange): Command is run once on rising edge.
Same behavior and color as previous versions.
Repeat mode (blue): Command is run every game tick while powered.
Like a minecart with command block but faster.
Chain mode (green): Command is run whenever another command block pointing into it executes, and the chain command block itself is powered.
The chain signal is forwarded until the blocks get out of loaded chunks.
The signal is independent of the powered state of any block in the chain, as well as the command (or lack thereof) inside.
Each new mode has its own block id and is obtainable with /give and pick block.
Power received is now a data tag, allowing command blocks to have such a state under control, independent of any nearby redstone signal.
"Unconditional" and "Conditional" toggle.
Defaults to unconditional (previous behavior).
The back of the arrow texture is curved when the command block is set to conditional.
When conditional is set, the command block will only run if the command in the block of the "back" side was successful.
"Needs Redstone" and "Always Active" toggle.
Needs redstone is the previous behavior (default).
Always active causes the command block to behave as if it was powered, even if it is updated.
Subtitles which display for each sound for the hard of hearing/deaf.
Mobs have individualised subtitles, for example “Creeper hissing”.
"<" or ">" points in the direction the sound is coming from.
World selection screen
Worlds now display the version they were last played in or "unknown" if the version was older than snapshot 15w32a.
The version number will display in red if it has been played in a newer version before.
Now displays a thumbnail per world, showing a glimpse of the world (it takes a screenshot when you have just created or opened it for the first time in the 15w32b snapshot or higher).
When the world hasn't been opened in snapshot 15w32b or before, or if the game couldn't make a screenshot thumbnail, there will be a gray-scale image.
The thumbnail will be saved in the world folder under .minecraft/saves with the name "icon.png".
This allows the player to modify it easily and safely.
An exclamation mark will appear on top of the thumbnail, indicating that the world has not been played in the current snapshot yet.
It displays the following message when hovered over: "Don't forget to backup this world before you load it in this snapshot."
It will also warn if a world was played in a newer version of Minecraft, telling the player that the world may corrupt if they open it in an older version.
The player can now click the play arrow on the thumbnail to open the world, just like the server list.
When edit world is clicked, you have two new options:
Reset icon: This allows you to reset the thumbnail without going into the folder.
Open folder: It will open the folder for the world, under .minecraft.
Dominant hand option
An option for players to change their dominant hand on their player model.
A toggle under "Skin Customization".
Also changes the orientation of the offhand slot in the hotbar (left for right-hand players and vice versa).
As well as the attack charge indicator, when set to the hotbar (on the opposite side of the offhand slot).
Attributes
generic.attackSpeed
Measures fully-charged attacks per second.
The attack speed value is shown as a tooltip on the respective tool.
Base is 4.0, meaning the bar refills in 0.25s.
Swords have a modifier of -2.4, resulting in a default modifier of 1.6 (refilling in about 0.63s).
Pickaxes have a modifier of -2.8, resulting in a default modifier of 1.2 (refilling in about 0.83s).
Shovels have a modifier of -3, resulting in a default modifier of 1 (refilling in about 1s).
Axes have a modifier based on the tier.
Wooden and stone axes have a modifier of -3.2, resulting in a default modifier of 0.8 (refilling in about 1.25s).
Iron axes have a modifier of -3.1, resulting in a default modifier of 0.9 (refilling in about 1.11s).
Diamond and gold axes have a modifier of -3, resulting in a default modifier of 1 (refilling in about 1s).
Hoes have a modifier based on the tier.
Wooden and gold hoes have a modifier of -3, resulting in a default modifier of 1 (refilling in about 1s).
Stone hoes have a modifier of -2, resulting in a default modifier of 2 (refilling in about 0.5s).
Iron hoes have a modifier of -1, resulting in a default modifier of 3 (refilling in about 0.33s).
Diamond hoes have a modifier of -0, resulting in a default modifier of 4 (refilling in about 0.25s).
The Haste effect increases the attack speed by 10% per level, while Mining Fatigue decreases it by 10% per level.
generic.armor
Measures the amount of protection of armor.
Capped at 0 and 30.
The modifier of attributes can be changed using NBT tags.
Frosted Ice
Created when using "Frost Walker" enchantment.
Cannot be obtained in inventory, neither with silk touch nor with commands. (Can only be placed using /setblock)
Despawn after a few seconds.
Despawning takes place in four breaking stages (blockstates: age:0, age:1, age:2, age:3). Still decay with randomTickSpeed set to 0, but a higher number will make them decay faster.
Despawns faster with a higher light level (doesn't despawn at night).
Enchanting
"Treasure" enchantments
Can only be obtained from chest loot, fishing, or trading for enchanted books.
New "treasure" enchantment: Frost Walker
Turns water into meltable ice which decays in multiple stages.
Does not work on flowing water.
Different tiers:
Level I creates a circle of frosted ice around the player with a radius of 2 blocks.
Each additional level adds 1 to that radius.
Works while riding mobs
Will not turn water into frosted ice if an entity is in that spot.
Works as long as you are with in one block above a solid block.
Cannot be combined with Depth Strider enchantment.
New "treasure" enchantment: Mending
Any experience collected while holding the item repairs it instead of going to the experience bar.
Mainhand, offhand, and armor slots all count as held.
If multiple held items have the enchantment, one will be chosen at random for each XP orb collected.
Repairs at a rate of 2 durability per XP.
If the amount of repair needed is less than the value of the XP orb, the extra XP will go to the experience bar.
Shields cannot be enchanted with mending using /enchant or a survival anvil.
Mending enchantment does affect the shield when using creative anvil or NBT commands.
Elytra
Death message now says that you've experienced too much kinetic energy
Loot tables
All loot from mobs, chests etc. is now based on loot tables, excluding block drops.
Boats
Changed how player movement is sent and processed by the server
Crafting recipe now includes a wooden shovel as a paddle.
Now require oar movement to move, using the left and right keys.
The left key will paddle the left oar, turning the boat to the right – and vice-versa.
Holding both left and right will paddle both oars, propelling the player forward. Rapidly pressing left and right in alternation will make the boat travel even faster
Using the mouse, the player can look fully to the left or to the right, but not behind. This does not turn the boat.
Holding the forward, back or sprint keys no longer have any effect.
The player cannot use or attack with items in hand while the boat is in motion.
All entities can go into boats, with a maximum of two entities (including the player)
Statistics
sleepInBed: Tracks the number of times the player has slept in a bed.
sneakTime: Tracks the amount of ticks the player has held the sneak key, regardless if the player was moving.
pickup: Tracks the amount of items that are picked up into the inventory from the ground.
drop: Tracks the amount of items that are dropped from the inventory to the ground.
Keyboard shortcuts
F3+N to toggle between creative and spectator mode, if the player is in either of them.
The player needs to be OP in the case of servers for this to work and have cheats enabled in the case of singleplayer.
Alt+F3 to show a statistic of FPS.
Particles
* sweepAttack -- Used for the defensive "swipe" sword attack.
* dragonBreath -- Used for the new attack of the ender dragon of the same name.
* endRod -- Produced by end rod blocks.
* wake -- Can be changed by mapmakers by adding a json file within the "WORLD/data/loot_tables" folder, however it's broken in 43a.
* Changed damage and protection enchantments to match new armor system.
* Fixed a few AI bugs across lots of mobs.
* Made endermen creepy again
* Many optimizations
* Added player collision again
* Fishing rods can now catch entities properly again
* Added team-based options for collision
* The world may corrupt slightly less times now
*The zombie villagers have different texture
Player Collision
Players at one time could collide with one-another. It was more like two force fields repelling the other, but it was still collision. It was removed because it was buggy. It is making a return. This introduces a number of interesting changes on its own, changing how players will interact in shared spaces. With large groups of players in particular, this could become strategic in use, or simply hilarious as people push off others. Overall, the change seems to be meeting positive responses.
Features
* Fixed the "vanishing chunks" problem
* Fixed some old memory leaks in the client
* Put some clothes on the zombies. They may be post mortal, but that’s no reason to be indecent
* Slight re-balancing of tools and weapons
* Even more experimental performance enhancements. Guaranteed to break at least one heart
* New command block features!
Bugfixes
[Bug MC-45763] – Some blocks are facing the wrong way if placed in an Item Frame
[Bug MC-86925] – Running out of memory when exiting
[Bug MC-86937] – Empty Chunks duplicate one-another and cause weird behaviour
[Bug MC-87050] – (2 bugs in one) Glitch with adding attributes to items in 1.9
This is minecraft 1.9 15w36c
Here is video
SOURCES - Youtube, Minecraft forum, Minecraft Wiki
The New Minecraft 1.9 Snapshot was just released, and there are reviews of the things that are newly added in Minecraft 1.9.
New Lingering Potions that let potion effects sit on the ground and be walked over, New Dragon's Breath to brew them, and another update to the Ender Dragon Boss Fight.
There is an even tougher Ender Dragon boss fight with increased knockback.
There is arrow reflection, and longer lasting Dragon Fireballs and breath attacks.
There is a bottled "Dragon's Breath" ingredient to create Lingering Potions from Splash Potions, an updated End Gateway texture and dispensers shoot potions farther
Minecraft has released a new update minecraft 1.9, the combat update. This update has added a lot of new things in to minecraft. One of the biggest improvement is in the end an advanced minecraft dimension.
The End
* Generates an infinite amount of islands in every direction from the main island, though separated from it in all directions by an empty gap of about 1,000 blocks.
Ender dragon
*Can be respawned by placing one End Crystal on each side of the exit portal at any one of the three blocks of that side.
*While respawning, beams shoot out of these crystals, that will reset all the pillars and when done they blow up and spawn the dragon.
*Subsequent dragons will spawn new gateways up to a total of 20, but won't create new dragon eggs and will only drop 500 experience.
*When the dragon is respawned, the circle of pillars and the crystals reappear.
*Explosion particles appear on the tops of the pillars as they are being rebuilt.
*The fight has been changed to be more similar to the one on the console edition.
*No longer take damage from snowballs, eggs or fishing rods.
*Its attacks have been changed:
*The "charge" attack has been given a great amount of knockback.
*Breathes fire/purple particles (called "dragon breath") while on top of the portal.
*During the attack, it knockbacks and damages all players on all angles in the vicinity (as if hitting with other body parts).
*Immediately charges the player right after.
*Right clicking the dragon's breath cloud with an empty bottle will turn in into dragon breath.
*It is used to transform splash potions into lingering potions
*Shoots special projectiles at the player called "ender acid".
*These produce a dragon breath cloud on impact and light the ground on fire.
*While on top of the portal arrows will bounce back and be set on fire.
*NBT tags can determine the dragon's phase.
*Its AI was changed:
*It sometimes returns to the center of the island to "perch" on top of the portal and shoot dragon breath.
*It charges right after.
*Defends the obsidian pillars more, the further the fight progresses.
*Flies back to the portal once it gets killed, to complete its animation.
End City
* Generates on the outer end islands.
** Dungeon-type structure fashioned like a branching tower made of endstone and many of the new blocks.
** Resembles a tree house.
* Generates with shulkers in it.
End ship
* It sometimes generates up in the air next to the end city dungeon.
* It always appears to sail form what appears to be a pier.
* Composed of many of the same materials.
* Generates with shulkers in it.
* Has a pumpkin, a dragon head, a brewing stand with potions of healing and other various loot.
Chorus trees
* Generate on the outer islands of the End.
* Tree-like arrangements of the new chorus plant and chorus flower blocks.
The whole structure is destroyed when the bottom-most block is destroyed, like cacti.
Can be farmed by planting the chorus fruit flowers that come from the top of the plants.
Unlike cacti, chorus plants do not require the supporting block to be below it, but rather adjacent.
This allows the structure to grow around obstacles, like other plants.
End Gateway Portal
* A small structure consisting of an end gateway block and two little bulbs of bedrock, at both the bottom and the top.
* It is an alternative way of traveling to the outer end islands without having to build or fly all the way over there.
*Since the bulbs of bedrock only leave a one block slit on the horizontal plane, it is only accessible by throwing enderpearls at it, or by riding pigs, boats or minecarts.
The player will get teleported to somewhere on the outer end islands.
The final location of the player depends on what angle the player entered or at what angle the enderpearl was thrown at.
One of them is created for each dragon kill.
Up to 20 are possible this way.
Placed in a radius around the end portal.
Another one is also created everytime the player uses it to teleport to a new location.
So both gateways are linked, and the player has a way back
Dragon head
While a player wears the head and moves, the head's mouth opens and closes repeatedly.
When powered with redstone while it's placed on solid block, the jaw starts to open and close.
It will keep the mouth position of the exact moment it was unpowered.
It generates on the bows of end ships
End gateway (block)
A portal block used to transport the player to the new outer regions of the end.
The destination of the teleport can be customized using NBT tags.
The player cannot use pick block or /give to obtain it.
It can only be set by using /setblock.
Naturally generates inside the end gateway structure after killing the dragon and traveling someplace new in the end with it.
Shows purple beacon beams when created and yellow beams when used.
Its texture does not get deformed due to perspective, but rather it displays the same texture as the end portal block on all its footprint, independent of angle.
End rod
Generates in the end city dungeons.
Placeable horizontally and vertically.
The model has a little base that is oriented against the block it was placed.
If it's placed on top of another rod, it will have the opposite orientation.
Produces white particles.
Used as a lighting source with the same brightness as torches.
Unlike torches, they are tangible.
End stone brick
Generates in the End city dungeons.
Can be crafted with 4 blocks of end stone.
Grass path
They are 15/16 of a block (15 pixels) high, just like soulsand.
Obtainable by right-clicking grass blocks with a shovel.
This drains the shovel's durability.
Its texture is very similar to that of grass.
Always drops dirt, even when using silk touch.
It isn't available in the creative inventory screen.
Pick block functions normally with it.
Purpur block
Generates in the End city dungeons.
Can be crafted with popped chorus fruit.
Purpur pillar
Generates in the End city dungeons.
Can be crafted with purpur slabs.
Purpur stairs
Generates in the End city dungeons.
Can be crafted with purpur blocks.
Purpur slab
Generates in the End city dungeons.
Can be crafted with purpur blocks.
Structure block
Only placable via /setblock, but unusable.
It has 4 different modes: save, load, corner and data.
It has an "S" on the texture in save mode, "L" in load mode, "C" in corner mode and "D" in data mode.