Caves & Cliffs: Part I introduces new mobs and blocks to Minecraft! Get to know the axolotl, but don’t let the adorableness of this bucket-happy mob fool you. It is very much a predator. The goats are also incredibly cute, but also incredibly fond of ramming, so keep your distance or prepare yourself for a journey through the air. If you happen to be standing near a body of water when the goat’s head connects with your blocky body, you might be bumped into the glow squid. Be sure to grab some glow ink while you’re swimming with these luminous lovelies!
You can now find blocks such as small and big dripleaf, pointed dripstone, caves vines and glow berries, azalea and azalea leaves, flowering azalea and flowering azalea leaves, hanging roots, rooted dirt, moss carpet, and moss block.
You’ll also get to play with glow lichen, powder snow, and deepslate blocks, as well as the new amethyst geodes! That means you can craft the new spyglass and tinted glass! Hmmm. I feel like I’m forgetting something. Hahaha! I jest. I would never forget to mention that Part I brings COPPER! You can now craft lightning rods, which is almost as metal as the entire Nether Update.
Modifies the item or block inventory.
This command has three forms:
Possible sources and targets:
For example, /item replace block ~ ~ ~ container.0 from entity @s enderchest.0 will copy the first item from the player’s Ender Chest to the first slot of a container that the player is currently standing on.
Changes to data packs for version 7:
Minecraft now uses a more recent version of Java. If you are using a default setup, the Launcher will download and install the correct version. If you are using a custom Java setup, or a third-party launcher, you will need to ensure that your Java installation is version 16 or above.
This function now has add parameter. If true, the change will be relative to the current item count. If false, item count will be replaced with current value (default behaviour)
This function now has an add parameter. If true, the change will be relative to the current damage. If false, the damage will be replaced with the current value (default behaviour)
Checks range of value.
Sets tags needed for banner patterns.
Modifies enchantments on an item.
Note: value providers can be used in same places as random number generators.
Returns scaled scoreboard value.
Markers are a new type of entity that is meant for custom use cases like map-making and data packs.
Rendering is now using OpenGL 3.2 core profile. All fixed-function rendering has been replaced with shader-based rendering.
Shaders are now included for all supported render states. Any shader, except for the blit shader, can also be replaced in resource packs. For now, replacing these shaders is not officially supported, and the way it works may change in the future.
The current rendering engine uses a system similar to the post-processing shader pipeline. There are some differences between both systems that cater to the slightly different requirements.
These will be saved to a zip file in debug/profiling/<yyyy-MM-dd_HH.mm.ss-[levelname]-[version]>.zip and could be used for performance regression analysis if included in bug reports.
The exact metrics, output format, and names are susceptible to change between versions. Our plan is to continue iterating on which metrics to capture.
Pressing F3+L while in the game will start a recording for 10 seconds, which captures metrics such as tick durations, used heap sizes, and other more detailed stats.
Pressing F3+L before the 10-second limit will end the recording early.
This shortcut is always available to clients, even on multi-player servers where it will record client-side performance.
Changes to resource packs for version 7:
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