24w34 Snapshots

On the 34th week of 2024, starting on August 19th, Mojang gave a small (or large) update to the ten biomes which hadn't gotten one yet as part of the 1.20: A New World Update. Savannah Biome was updated in 1.18, and the Swamp and Mesa were already updated in an earlier snapshot. Since the Mountain, Taiga, Ocean, and Jungle hadn't gotten an update for several years (unless you count the small update given to the jungle in 1.19), these were updated as well. They went in the following order:
* Oceans
* Mushroom Islands
* Dark Forest
* Plains
* Desert
* Mountain
* Taiga
* Jungle
* Snowy
* Forest (The Big Update promised in the new biome vote)
Generally speaking, the point of this update was subbiomes, a concept introduced in the 1.18: Savannah Update exclusively for the Savannah Biome. Each Biome is intended to have four subbiomes for the purposes of the new terrain generation. Often, any given biome will include multiple of these subbiomes close together. For example, a continent can have a huge Dark Forest, but this area might be split up into a Roofed Forest, a Foggy Woods, and a Dead Forest. This is all for smoother terrain so that radically different biomes (Desert and Snowy) won't generate right next to each other.
== Generic Changes: ==
* Stems can no longer be waxed, and termites cannot destroy them. Removed all Decayed versions of Crimson and Warped blocks but placed Crimson and Warped Decayed Blocks will still be there.
(Added in a bugfix after 24w34a that technically was not a snapshot)
== 24w34a: Ocean Update ==
===Subbiome Split===
Oceans have been split into four subbiomes like most other Minecraft Biomes.
Warm Ocean
* An Ocean Subbiome with light teal waters, shallow floors, and lots of vegetation. Coral Reefs will only spawn in this biome, above y32, and all sorts of fish mobs can appear here. You can also find Ocean Ruins, Shipwrecks, and Buried Treasure near the islands. Sea Turtles are also very common in this subbiome, and this is the only place where they will appear. The Coral Reefs are the only place where you will find Tropical Fish and Pufferfish. All Fish Mobs will spawn in Coral Reefs regardless of their spawning ability in the rest of the Warm Ocean.
Cold Ocean
* An Ocean Subbiome with Dark Blue waters, much deeper waters, and less vegetation, though seagrass and kelp will still appear. Salmon and Squid are common here. Since it is deeper, most of the floor is made of gravel, and not sand.
Temperate Ocean
* An Ocean Subbiome with light blue water, moderate depth, and moderate vegetation. Tropical Fish and Pufferfish cannot spawn here, but Dolphins and Cod are common. Depending on the depth, the floor will be made of either Sand or Gravel. You will also find a lot of kelp, as well as some seagrass.
Icebergs
* A very cold Ocean Subbiome with dark indigo water, deep water, and very little vegetation. The floor of the ocean is covered in a sheet of Ice that is dotted with large Icebergs. Salmon and Glow Squid are very common, and Strays/Polar Bears will spawn on the surface. You can also find all sorts of Ice, Glaciers, and Ocean Monuments. 
=== Additions ===
==== Blocks: ====
Deepgravel- A new gravel variant that generates below y0. It obeys gravity, uses a shovel to break, and works pretty much the same way as Gravel, except it takes longer to break, has a higher blast resistance, and cannot be used to craft Concrete Powder. It can still be used with two dirt to make Coarse Dirt. Deepgravel lines the bottom of the Oceans below y0.
Smooth Prismarine- A block obtained by smelting Prismarine in a furnace. It is like the Prismarine Version of a Stone Block, similar to the texture of Prismarine Bricks, but it retains the color of Normal Prismarine, and has no lines or borders. 
* Smooth Prismarine does not change color like Normal Prismarine. Its color is somewhere in-between the blue and green versions of a Prismarine Block.
* The Archways on the Ocean Monument and the blocks around the Dark Prismarine Pattern are made of Smooth Prismarine.
Frozen Coal Ore- Like Normal Coal Ore but embedded in Blue Ice instead of Stone. Faster to break than Normal Coal Ore and has a lower blast resistance. These blocks are very rare, generating in blobs of 1 in Glaciers, though the blobs themselves are moderately common. They are slippery just like normal Blue Ice.
Infested Prismarine, Infested Prismarine Bricks, Infested Dark Prismarine, Infested Smooth Prismarine- Blocks that spawn in Ocean Monuments, they act just like their infested blocks in Strongholds, but spawn Prismarine Guardians instead of Silverfish. You can break them easy even with Mining Fatigue, so that is a good way to tell which blocks are dangerous, as well as giving the player a way to escape in a pinch- though he will have to pay the price.
==== Mobs: ====
Added Prismarine Guardians.
* They have 20 Health (5 Hearts) 
* Spawn from Infested Prismarine in Ocean Monument Biomes
* Have an attack identical to a normal guardians', their orange eyes will glow red when they are charging their laser. They deal 12 damage (3 hearts) on Normal Mode.
* They will also attack Players in Boats, Fish, Dolphins, and Squid, just like Guardians and Elder Guardians.
* Flop around on Land but do not suffocate, like other guardians. 
* They drop 3-6 Prismarine Shards and 1-4 Prismarine Crystals when killed. 
* If a player does not kill a Prismarine Guardian within 120 ticks of it spawning, then it will hatch all other Prismarine Guardians within a 5-block radius. This will act like a domino effect until there are 10 Prismarine Guardians max. Though these mobs are weak, they can easily swarm the player, making them very dangerous. 
* They are blue, with Prismarine-Like bodies, though smaller than normal guardians, about half the size. They have orange eyes that glow red when charging their laser. 
* The best strategy to kill them is to use a sweep attack, preferably with Sweeping Edge III. Even if the player reaches the 10-guardian maximum, another will just spawn 120 ticks after one of the ten dies. He must find a way to kill them all at once. Another good strategy is to use a splash potion or a Channeling Trident.
==== Items: ====
Guardian Eyes- now dropped from Guardians and Elder Guardians. They only drop 1, and this number cannot be increased with looting.
Potion of Mining Fatigue- Brewed with Guardian Eyes. They give the player Mining Fatigue I for 3:00. They can be enhanced and extended as normal. They are corrupted into Potions of Haste.
Potion of Haste- Gives the player Haste I for 3:00. They are obtained by corrupting a Potion of Mining Fatigue.
For More explanation on how Potions work in this canon go here: How Potions work in TympanicCafe's canon.
==== World Generation ====
Glaciers- Massive sheets of ice that spawn in Iceberg Subbiomes that are about 200 blocks large and 20 blocks high. They are made of huge blobs of Packed and Blue Ice. Normal Fossils with Bone Diamond Ore can occasionally generate in these, and Frozen Coal Ore can also generate here. They are the best place to get Blue Ice.
==== Command Format ====
/locatesubbiome: New command that lets players look for a specific subbiome
/gamerule dodrowning: Allows the player to toggle whether you can drown in water.
/gamerule @p [gamerule]: Added target selectors for gamerules. If the player wants it for the whole game he simply must type "game" in the area of the target selector. All command blocks have been automatically updated to include "game" between the two.
==== Gameplay ====
New Achievement:
* Ten Birds with One Stone: Kill ten Prismarine guardians with one attack.
New Death Message:
* [Player] was fried by Prismarine Guardian
or, if the player took damage from at least six Prismarine Guardians before he died: 
* [Player] was swarmed by Prismarine Guardians
=== Changes ===
==== Blocks ====
* Bamboo: Can now be grown on Deepgravel.
* Coarse Dirt: Can now be crafted with Deepgravel.
* Kelp: Can now be grown on Deepgravel.
==== Items: ====
Tridents' Damage has been nerfed, from dealing 16 Damage before (4 Hearts) to only 8 Damage now (2 Hearts). However, they still deal 16 Damage when thrown. 
==== Mobs: ====
Fish, Squid, and Sea Turtles now only drop items when killed by a player or a player's tamed dog. 
* This is so that the game does not lag from overcrowded items near ocean monuments. 
Cod: Now only spawn in Warm, Temperate, or Cold Oceans, as well as Rivers and Coral Reefs. They do not spawn in Iceberg Biomes and spawn most often in Temperate Oceans. 
Salmon: Now only spawn in Cold or Iceberg Subbiomes, as well as Rivers and Coral Reefs. They are most common in Icebergs and in Rivers.
Tropical Fish: Now only spawn in Coral Reefs in Warm Ocean subbiomes.
Pufferfish: Now only spawn in Coral Reefs in Warm Ocean subbiomes.
Sea Turtle: Now only spawn in Warm or Temperate Oceans, most often in the Warm Ocean. Sea Turtles will only spawn in Warm Oceans above y32, and only within 50 blocks of a beach that is above Sea Level.
Dolphin: Now only spawn in Warm or Temperate Oceans, most often in the Temperate Ocean.
Squid: Will now only spawn below y0 in any ocean biome.
Glow Squid: Will now only spawn under the ice in Iceberg Subbiomes. They will also spawn in any ocean biome as long as it is below y-64.
Guardians: 
* Have been buffed. 
* Now take less time to charge and fire laser. 
* Will now target Glow Squid, Dolphins, Sea Turtles, Fish, Wild Axolotls, and Players in Boats. 
* Now seek the player from a greater distance. 
* Guardian Beams can no longer be protected with armor.
* However, interestingly, the Protection enchantment still applies as well as the Resistance effect.
* Now deal 6 Damage (1.5 Hearts).
Elder Guardians:
* Have been massively buffed.
* Can swim through blocks, similar to a Vex, but will mostly stay in their respective rooms. 
* Now give the player Glowing as well as Mining Fatigue.
* Their health has been boosted to 300 (75 Hearts), about half of that of a wither.
* Their damage and attack speed have been buffed so that they now deal 12 Damage (3 Hearts) which cannot be protected with armor. (Unless the armor has Protection) Additionally, when their laser is fully charged, they deal three, rapid-succession blasts, dealing 36 Damage in all, almost all of the player's health bar.
Drowned: 
* Will now only spawn below y16 in Oceans (Not Rivers) or in Ocean Ruins.
* Can now spawn with Gold or Bronze Armor.
==== World Generation: ====
Oceans are now five times larger, which means that they are about fifteen times larger than they were in 1.19.
* To make up for this, Oceans are now much rarer.
Oceans are now much deeper, and they can go as deep as y-128.
* Ravines that generate in Oceans can now go as deep as y-206 and may intersect with aquifers.
The block making up the ocean floor now depends on the depth of the floor. When the floor is above y32, it is Sand, above y0 is Gravel, and from y-1 to y-256 it is Deepgravel.
Deep Ocean Biomes have been removed because Oceans' height can now be determined without a biome.
Oceans at light level 0 are now much darker, and the only way to see is with the Night Vision or Conduit Power Effect or using a helmet with the Sea Sight enchantment.
*Ocean Monuments will only generate below y-64.
*Kelp will only generate above y0.
*Seagrass will only generate above y0.
*Coral Reefs will only generate above y32.
*Underwater Ruins will only generate below y0.
*Shipwrecks will only generate below y12.
Tin Ore can now generate a third time in a linear distribution from y-64 to y64 in Oceans only, in a large amount with increased air exposure.
Loot Chests have been added to Ocean Monuments. They can hold Diamonds, Gold, Gold Blocks, Prismarine Shards, Prismarine Crystals, Copper Ingots, Bronze Ingots, Bronze Armor, Scutes, Turtle Shells, Enchanted Tridents, Raw Cod, Sponges, Guardian Eyes, and (rarely) Hearts of the Sea and Conduits. This is to make Ocean Monuments worth traveling to after the buffed Guardians and Elder Guardians. Elder Guardians are now as scary as the Warden. Some blocks in Ocean Monuments have been edited to include Smooth Prismarine and Infested Prismarine.
== 24w34b: Mushroom Fields Update ==
=== Subbiome Split ===
The Mushroom Fields have been split into four subbiomes just like most other biomes. 
Mushroom Archipelago- An aquatic subbiome of the Mushroom Fields, consisting of hundreds or even thousands of teeny-tiny Islands ranging from two to twenty blocks, made up of Mycelium. The floor is mainly Sand. The Sea does not go further down than y54, and Mooshrooms can spawn here. Mushrooms of any color can spawn on the tiny islands, but Mushroom Trees do not generate. The only mobs that can spawn here are Mooshrooms, Cluckshrooms, Wandering Traders, Illagers from Raid Patrols, and Mobs from Spawners. Normal Monsters can still spawn in Caves under the Island.
Mushroom Field Shore- The coastal subbiome, mainly what the biome was NOW. The Mushroom Fields Shores are a Coastal Field of Mushrooms and Huge Mushrooms, made up of Mycelium. Mooshrooms and Cluckshrooms spawn in large amounts and all types of Mushrooms and Huge Mushrooms Spawn Here. Only the mobs mentioned above can spawn; This Subbiome is also safe from Hostile Mobs. The terrain is mostly flat, giving way for opportunities to build.
Mushroom Forest- A Mushroom Field Subbiome that is a forest made up of Mushroom Trees and Honeyspore Trees, a forest of giant mushrooms. In addition, there are a few Massive Mushrooms, huge structures the player can explore. There are also several Mooshrooms and Cluckshrooms. Sometimes spawns with Small Ponds of dark purple water. All Types of Mushrooms and Mushroom Trees Spawn here. It is the only place where Brown Mooshrooms spawn naturally. Spore Blossoms can also spawn here under the Honeyspore Trees. This biome is designed to be magical and colorful, covered in all the possible flora and fauna. It is the rarest of all the Mushroom Subbiomes. No hostile mobs other than Illager Patrols spawn here.
Mushroom Hills- Tall Hills that spawn with only Red Mushrooms and Huge Red Mushrooms. No Mooshrooms can spawn in this biome, but Cluckshrooms can. As with the other subbiomes, no Hostile Mobs can spawn. The height can sometimes reach up to y200, and spectacular cliffs and waterfalls can be seen. There is a lot of Stone here next to the Mycelium. Cluckshrooms do not take fall damage, so they have adapted to the tall heights. Mooshrooms however stay clear.
=== Additions ===
====Blocks:====
Added Yellow Mushrooms, Grey Mushrooms, Honeyspore Mushrooms, and Shiitake Mushrooms, as well as White, Yellow, Grey, Honeyspore, and Shiitake Mushroom Blocks. The first three mushrooms can only generate in the Mushroom Island Biome, the latter can generate anywhere that Red, Brown, and White Mushrooms can appear.
Added Honeyspore Stems, Stripped Stems, Wood, Stripped Wood, Planks, Slabs, Stairs, Trapdoors, Doors, Boats, Pressure Plates, Buttons, Signs, Fences, and Fence Gates.
* Honeyspore Mushrooms grow in all Mushroom Island Biomes, but Honeyspore Trees only generate in the Mushroom Forest.
*This is the first Overworld Stem to be added to the game. It has a goldish-yellowish color, and brownish-gold bark. They work the same way as Nether Wood, in that they cannot be burnt in a furnace, cannot catch on fire, cannot be waxed, and cannot be destroyed by termites.
Added Glowshrooms, which can be placed under a block and work almost identically to Glow Berries and Hanging/Cave Vines. (Cave Vines were renamed to Hanging Vines in 1.19) Harvesting the Glowshrooms off the vine can give you one Glowshroom.
==== Mobs: ====
Added Cluckshrooms, a mob from Minecraft Earth that has been added to the Mushroom Island biome. They are the only Mushroom Island mob that can spawn in all four subbiomes. Instead of laying eggs, they place a Red Mushroom on the ground below them if that block is a Mycelium Block. If it is not a Mycelium Block, they will just drop the Mushroom as an item. If a Cluckshroom is fed a specific Mushroom, they will lay that type of Mushroom instead, and their texture will change from red to the type of Mushroom they are fed. They can be bred with the same type of Mushroom that their skin is. If two different types of Cluckshrooms mate, their offspring has a 50% chance to be either of its parents' colors.
This means that there can be Red Cluckshrooms, Brown Cluckshrooms, White Cluckshrooms, Yellow Cluckshrooms, Grey Cluckshrooms, and Shiitake Cluckshrooms. 
==== World Generation: ====
Added Huge White Mushrooms, Huge Yellow Mushrooms, Huge Grey Mushrooms, and Huge Shiitake Mushrooms. Huge Yellow, Grey, and Shiitake Mushrooms can only generate naturally in Mushroom Islands. All Huge Mushrooms can generate in the Mushroom Fields and Mushroom Forest, much more commonly in the latter. They work just like the Huge Red, White, and Brown Mushrooms that were already in the game.
Added a third type of Huge Fungi, the Honeyspore Trees. They generate like Crimson and Warped Trees only in the Mushroom Forest, but the Honeyspore Mushroom Blocks generate in a cap shape. This is the only way to get wood on a Mushroom Island. The developers said that they added these so players could craft boats if they were stranded on a Mushroom Island. The coloring of the Stem is light brown, but the inside is golden-yellow.
Added Massive Mushrooms, which can generate with massive numbers of Mushroom Stems, Polypores, Foliose Lichen, and Red Mushroom Blocks. They are comparable to the Giant Oak and Dark Oak Trees. The stem is about 8 blocks long and they grow about thirty blocks high. They have spots made of White Mushroom Blocks and the cap is much more circular. Glowshrooms can grow under the stem blocks. Under the Massive Mushrooms is a small cave covered in Mushroom Stem Block Roots, where Monsters can spawn. Inside there are Glowshrooms and Shroomlights growing around.
* Mushroom Islands are the smallest biome in the game, unnaffected by the Biome Sizing Changes made earlier. However, the ocean around it keeps the color of the Mushroom Island Water for a much further area than the islands themselves, making Mushroom Islands the same size as other Biomes if you count the Ocean Water Coloring. Only around 1-2 Subbiomes are found in any given Mushroom Island Biome.
==== Gameplay ====
New Achievement: All the Colors of the Cluckbow: Get six Cluckshrooms, one of each Mushroom Type.
Added the Fungal Poison Effect, which slows the player, makes them weaker, and gives a poison-like damage until the player is at three hearts. It is obtained by eating any mushroom other than a Shiitake Mushroom.
=== Changes ===
====Blocks:====
Composter: Now accepts White Mushrooms, Yellow Mushrooms, Grey Mushrooms, Honeyspore Mushrooms, and Shiitake Mushrooms, as well as their respective Mushroom Blocks. It also accepts Glowshrooms. All of these raise the compost level at the same level as their Red and Brown counterparts.
Mushroom Blocks: Can now be crafted with Nine of their respective Mushrooms. Mushroom Stem Blocks can be crafted with 3 Brown Mushrooms and 6 White Mushrooms.
Mycelium: Can now grow Mushrooms when a Cluckshroom "lays a mushroom" on it. 
==== Mobs: ====
Mooshrooms: Are now bred with Shiitake Mushrooms rather than Wheat.
==== Items: ====
Mushrooms are now eatable and restore 2 hunger points. Eating a Mushroom will give the player Fungal Poison but eating a different type of mushroom will nullify the effect. Shiitake Mushrooms will not give the player Fungal Poison and restore 3 hunger points. They take 18.6 Ticks to eat.
Mushroom Islands' size has been reverted to pre-24w31a levels, making them normal sized again.
==== World Generation ====
Mushroom Islands will only generate at least 1,000 blocks from a non-island biome. This is easy because of the new ocean size.
Caves will only generate below y0 in Mushroom Islands. No Monsters can spawn above y0.
Huge White Mushrooms can now generate in the Bog and Shroom Swamp Subbiomes.
Polypores now generate on all Mushroom Trees, whether grown or naturally generated.
== 24w34c: Dark Forest Update ==
=== Subbiome Split ===
Dead Forest- A 'Dead' Biome, where the sky is grey, all of the trees and leaves are dead, and the ground is made of a new block called Coarse Grass, which is greenish- grey. The Trees are 1x1 Dark Oak Trees, but all of the leaves are dead. There are also huge piles of dead leaves on the ground. There is only a couple layers of coarse dirt under the coarse grass and sometimes, stone can show up exposed to the ground. Dead Bushes generate here very frequently. During the Night, it is especially dangerous. Along with the normal Hostile Mobs, Wither Skeletons and Illusioners can spawn here as well. Even in the day, Spiders are not neutralized by sunlight. This is the only subbiome where Wither Skeletons can spawn in the Overworld.
Roofed Forest- Made up of 2x2 and 1x1 Dark Oak Trees, and well as Oak and Birch Trees. The trees are close together, with a thick canopy, making the subbiome significantly darker than other forest at ground level. This biome is similar to the original Dark Forest biome in 1.19. The ground is covered in a mix of grass, podzol, and rooted dirt, and the leaves are a lush bright green. They also can have red, brown, white, and shiitake mushrooms, and their corresponding mushroom trees. Hostile Mobs can spawn in this biome. Flowers appear all over the place, particularly dandelions, poppies, roses, and wildflowers. Bushes are everywhere, making this biome dangerous and hard to travel in especially since the leaf covering can stop the player's movement. This is the only Dark Oak Subbiome where Woodland Mansions can spawn. Giant Dark Oak Trees have a chance of spawning.
Enchanted Forest- A magical forest made up of Thaumaturgic Trees, as well as Oak, Birch, Azalea, and Dark Oak Trees. Glowshrooms are everywhere, as well as giant mushrooms. Like the Mushroom Islands, no monsters can spawn in or under this biome, except for the Warden in the Deep Dark, and Illager Patrols. Pools of water appear naturally all over the place in this biome, and the water is a bright light blue, similar to the water in the Warm Ocean subbiome. There are a lot of bushes and trees. There are no dead trees, and giant trees and giant mushrooms can spawn here. Both foliose lichen and glow lichen appear here in large amounts, and the floor is made of grass and moss, which have a bright green color. The floor is also covered in leaf layers.
Foggy Woods- A Spooky Forest only made up of Dark Oak Trees, both 1x1 and 2x2. Almost half of these trees are dead, giving this biome a spooky vibe. Only undead monsters can spawn in this biome, and no animals can spawn. The foliage includes dead leaves and brown mushrooms. The biome is covered in a thick fog that will make it very hard for the player to see through if they do not have Night Vision. The Water is a dark purple color. If the player is not careful, he could easily get swarmed by Zombies in the middle of the woods which he couldn't see through the thick fog.
===Additions===
==== Blocks ====
Coarse Grass- A Block found in the Dead Forest that covers the ground. Like coarse dirt, it makes a crunch sound when walked on and appears as a type of block mixed between dirt and grass, with green and brown spots. Functionally, it is no different than grass, except it cannot spread to coarse dirt. Sheep can eat from it and 2 are crafted with 1 grass block and gravel.
Added Thaumaturgic Wood, Leaves, Saplings, Logs, Stripped Logs, Decayed Logs, Wood, Waxed Wood, Stripped Wood, Decayed Wood, Planks, Waxed Planks, Slabs, Stairs, Trapdoors, Doors, Boats, Pressure Plates, Buttons, Signs, Fences, and Fence Gates, Moss, and Knobs. The wood has a dark brown texture with a bit of warmth, like the note block wood, and the bark has a similar color to the wood. Thaumaturgic Wood is different from normal wood in that it is reinforced, cannot be destroyed by creepers, takes twice as long to break, and cannot be destroyed by termites. Their products can last in the furnace for twice as long.
*Thaumaturgic Wood is the eleventh wood type to be added to Minecraft, after Oak, Spruce, Birch, Jungle, Acacia, Dark Oak, Azalea, Evergreen, Baobab, and Mangrove. If stems are counted, it is the fourteenth.
==== Items ====
Added Thaumaturgic Wood Tools. These have double the durability of normal wood tools, are as effective as stone tools, but can still be burned. They have a texture of normal wood tools, but with leaves and vines around them. They deal extra damage against monsters.
* Thaumaturgic Sword
* Thaumaturgic Pickaxe
* Thaumaturgic Axe
* Thaumaturgic Shovel
* Thaumaturgic Hoe
* Thaumaturgic Spear
* Thaumaturgic Speartip
* Thaumaturgic Wooden Bow
An interesting aspect of Thaumaturgic Wood Tools is that they can break many blocks that a normal Wooden Pickaxe could not. Thaumaturgic Wood Tools can break Iron Ore, Gold Ore, Redstone Ore, Tin Ore, Copper Ore, Lapis Ore, Emerald Ore, and even Diamond Ore. It can also break their respective Mineral Blocks. This makes a Thaumaturgic Wood Tool in essence a very cheap Iron Tool with less durability, less mining speed, and less damage.
==== World Generation ====
Added 1x1 Dark Oak Trees, which are obtainable from planting a single Dark Oak Sapling like all other trees. Their leaves, different from the spherical oak, are oblong and crooked, similar to the Azalea.
Giant Dark Oak Trees can be twice as large as they were before in the Roofed Forest Biome. They can also be dead. This sometimes means that many parts of a Woodland Mansion might be gone if an extra-large Giant Dark Oak Tree spawns there.
==== Gameplay ====
New Achievement: Lord of the Trees: Mine Diamond Ore with a Thaumaturgic Wooden Pickaxe.
Fog: Has a small chance to appear in any biome for about half a Minecraft day after it rains, but it is perpetually in the Foggy Woods. Flying 50 Blocks above a Biome Surface (which is now calculated in the game's code) will take you out of range of the fog. It limits visibility to about seven blocks. The fog can be negated through the effect of Night Vision. If the player has the Glowing Effect, they can see about twice as far.
Added a new Dust Particle to the game. Dust Particles occasionally float around in the Dead Forest.
==== Command Format ====
Added the new /Mineableby, /Unmineableby, and /Onlymineableby Command, which lets the player determine what blocks can be mined by which.
Ex: /Mineableby Cobblestone Magma_Cream
* This means that Cobblestone will now drop if it is mined by Magma Cream. It does not affect the speed which things will break.
Ex: /Unmineableby Diorite Wooden_Pickaxe
* This means that Diorite can no longer be mined with a Wooden Pickaxe.
Ex: /Unmineableby Andesite All
* This means that Andesite is now unbreakable, similar to Bedrock.
Ex: /Onlymineableby TNT Blaze_Rod
* This means that you can only break TNT if you are holding a Blaze Rod.
=== Changes ===
==== Blocks ====
Glow Lichen: Can now spawn on Trees. Happens in the Enchanted Forest.
Composter: Now accepts Coarse Grass and Thaumaturgic Leaves.
* Interestingly, unlike all other saplings, Composters do not take Thaumaturgic Saplings. The devs have said this is intentional, and the bug that was reported, MC-459358, was said as "Works as Intended" for this issue. Perhaps it is because the wood is too strong to decompose?
==== Mobs ====
Pillager: Can now spawn naturally in the Roofed Forest Subbiome.
Vindicator: Can now spawn naturally in the Roofed Forest Subbiome.
Wither Skeleton: Can now spawn naturally in the Dead Forest Subbiome.
Wandering Trader: Will now trade Thaumaturgic Saplings for 8 Emeralds, and Mangrove Saplings for 5 Emeralds.
Illusioner: Can now spawn naturally in the Dead Forest Subbiome.
Spider: Is no longer neutralized by daylight if it is in the Dead Forest Subbiome.
==== World Generation ====
Woodland Mansions: Woodland Mansions will now only spawn in the Roofed Forest Subbiome.
Pillager Outposts: Pillager Outposts can spawn in all Dark Forest Subbiomes except for the Enchanted Forest.
Giant Trees and Mushrooms: They can now spawn in the Enchanted Forest.
== 24w34d: Plains Update/Changes to the Savannah ==
=== Subbiome Split ===
The Plains Biome has been split into Four Subbiomes like all other biomes.
Prairie: The Normal Version of the Plains Biome, with Tall Grass, Rolling Hills, and scattered Oak Trees. Villages and Lava Lakes are common and easily identifiable. This Biome is the best place to hunt for farm animals and horses. You can also spot Pillager Outposts. This subbiome is now the second-most common subbiome in Minecraft. It is also home to the new Prairie Dog mob, which is unique to this subbiome.
Mallowfields: A fairly uncommon version of the Grasslands. The grass is a deep, dark, rich green, and you can often find small lakes dotted about. There are even more farm animals here, and much of the ground is covered in moss. Bees and Flowers are everywhere. What makes this biome so unique are the benefits to Farming that it brings. In the Mallowfields Biome, crops will grow twice as fast. This includes Sugarcane, Kelp, Vines, Glow Berries, Sweet Berries, and any other plant. This is also the only subbiome where Dirt changes color along with the grass. This dirt is a dark, rich brown, similar to the color of Wet Farmland. Any tilled dirt in this biome is automatically wet, so you don't need to put water near your crops. This biome does come with a price though- Tilling the dirt takes up twice as much durability on your hoe.
* Strangely enough, there is one hoe that does not take up twice as much durability- the Thaumaturgic Wooden Hoe. Perhaps it is used to extreme conditions, with the magic reinforcing the wood.
Sunflower Fields: A continuation of the Sunflower Fields Biome with little changes, just changed so it is a sub biome instead. A few changes are that the Bug Particles from the 24w34c Snapshot are in this biome as well. The ground is covered in Sunflowers and it is the only place where you will find these. Villages, Pillager Outposts, and Farm Animals are common.
Grasslands: The concept of the Grasslands Subbiome was taken from the Savannah and readded to the Plains. The Grasslands are much flatter than the Prairie, though not as flat as the Flatlands/Steppe biome. There are no lakes or lava lakes in the Grasslands, but there can still be rivers around the area. You can find grass and ferns everywhere, along with Barleygrass and Ryegrass.
=== Additions ===
==== Blocks: ====
Burrowed Dirt, Burrowed Grass, Burrowed Coarse Dirt, Burrowed Podzol, Burrowed Mycelium, Burrowed Rooted Dirt, Burrowed Coarse Grass: Not new blocks, but block states that the block is changed to when a Prairie Dog burrows inside it. Works similar to infested blocks, where the Prairie Dog is released when the block is mined.
Barleygrass: A New Type of Grass that has a small chance of dropping Barley Seeds when broken. They appear in the Grasslands subbiome. They are light yellow in color, similar to the wheat block, and about a whole block tall.
Ryegrass: A New Type of Grass that has a small chance of dropping Rye Seeds when broken. They appear in the Grasslands subbiome. They are light green in color, a minty block. They are less tall than Barleygrass, at about 11 pixels tall.
Barley: A New Crop grown from Barley Seeds. They grow just like Wheat Seeds, where they give 1 Barley when broken and a handful of new seeds.
Rye: A New Crop grown from Rye Seeds. They grow just like Wheat Seeds, where they give 1 Barley when broken and a handful of new seeds.
Rice: A new crop grown from Seeds. They grow twice as fast as other crops, but need water next to them to grow, similar to Sugarcane, except they are grown on Farmland. 
* If Rice is grown in the Mallowfields, it does not need water next to it to grow. It will grow just fine on its own.
==== Items: ====
Barley Seeds: Seeds dropped from Barleygrass. They can be planted in farmland to start growing a Barley Crop. They can also be used to feed Chickens and can be composted. These seeds do not naturally appear in Villages.
Rye Seeds: Seeds dropped from Ryegrass. They can be planted in farmland to start growing a Rye Crop. They can also be used to feed chickens and can be composted. These seeds do not naturally appear in Villages.
Wheat Seeds: Seeds that can only be found in Villages. They are light yellow in color and can be found growing around the village farms. They can be fed to chickens and composted. 
Barley: A New Crop obtained from growing Barley Seeds in Minecraft. They can be used to breed cows. They are also used as a crafting ingredient in Flour. A Farmer will trade 21 Barley for 1 Emerald.
Rye: A new crop obtained from growing Rye Seeds in Minecraft. They can be used to breed Sheep and Goats. They are also used as a crafting ingredient in Flour. A Farmer will trade 23 Rye for 1 Emerald.
Rice: A new crop obtained from growing Seeds in Minecraft. They can be used as a staple crop for eating and can also be used to breed Chickens.
Rice Bowl: A New Food item that is designed to replace Bread as the staple food of Minecraft. Crafted with a Bowl and 2 Rice, it restores 4 Hunger Points (2 Chicken Legs). It takes 20.4 ticks to eat. 
Flour Bag: 3 are crafted with 1 Leather, 1 Wheat, 1 Barley, and 1 Rye. Flour is used as a crafting ingredient for all sorts of food items. 
==== Mobs: ====
Prairie Dog: A new animal mob unique to the Prairie. Their made use is to be used as an alarm system against monsters, similar to real life. They also have a special ability, where they can burrow in their block and hide. If a prairie dog sees a hostile mob, it will emit a loud noise, and all other prairie dogs will hide. Foxes, Wolves, Whiptails, Ocelots, and all types of Zombies, Skeletons, and Zoglins will attempt to hunt and kill Prairie Dogs. If a Prairie Dog hides in a block, it cannot be harmed.
* Has 20 Health (5 Hearts) 
* Spawns in the Prairie Subbiome
* Is a passive mob
* Drops 0-1 Seeds when killed
* Have an adult/baby variant. 
* Can be bred with Rice
* Will avoid Predators (Fox, Wolf, Ocelot, Whiptail, Zombie and Variants, Skeleton and Variants, Zoglin, Wither, Johnny Vindicators) but, interestingly, will burrow to the ground if encountering the following non-predator mobs as well: Pillager, Evoker, Witch, Ravager, Illusioner, Vex, Phantom, Creeper)
* Cannot be harmed when inside a block unless block is destroyed. 
* This means that Prairie Dogs, combined with observers that test if they are inside a block, can make excellent alarm systems.
* Emit a loud scream before hiding, where all other Prairie Dogs in a 30-block radius will hide as well. They will emerge there are no hostile mobs above the biome surface (now calculated in the game code) 
* Interestingly, they share a lot of qualities with Silverfish.
==== World Generation: ====
Removed Savannah Grasslands Subbiome and readded Shattered Savannahs to the game, which were removed in 1.20 Snapshot 24w22a.
Readded Old Bridge Structures that generate in Shattered Savannahs, which were removed in 1.20 Snapshot 24w22a.
==== Command Format: ====
Added new gamerules:
/gamerule growcrops: Toggles whether crops will grow on their own. They will still grow if Bone Meal is applied. This also applies to Saplings, Bamboo, Kelp, Vines, and any other plants. Automatically set to true. 
/gamerule reburrow: Toggles whether Silverfish and Prairie Dogs can burrow back inside their blocks after popping out. For Prairie Dogs, they must wait till the next day to burrow again if this is set to false. Automatically set to true.
/gamerule trample: Toggles whether Crops can be trampled or popped out by mobs or light. Automatically set to true.
/gamerule Mallowfieldgrow: Toggles whether Crops in the Mallowfields will grow twice as fast, as well as toggling if the farmland will automatically go wet.
==== Gameplay: ====
Crop Speed: Crops will grow twice as fast in the Mallowfields Biome. 
Soil Restoration: Added a new mechanic where crops will grow faster if Mushrooms are next to their soil. The radius of Mushrooms is the same of that of water, so if a Mushroom is right next to a Water Block, most of the Wet Farmland will also be fertilzed.
Different types of crops take different kinds of mushrooms for their soil to grow faster. These are which crops need what mushrooms. Crops that are not grown in farmland, such as Kelp, Sugarcane, or Bamboo, do not use any Mushrooms to grow.
* Rice- Red Mushrooms grow it 10% Faster, Brown Mushrooms grow it 5% Slower.
* Wheat- Brown Mushrooms grow it 10% Faster, Red Mushrooms grow it 5% Slower.
* Barley- Yellow Mushrooms grow it 12% Faster, Grey Mushrooms grow it 8% Slower.
* Rye- Yellow Mushrooms grow it 12% Faster, Grey Mushrooms grow it 8% Slower.
* Carrot- Grey Mushrooms grow it 12% Faster, Honeyspore Mushrooms grow it 8% Slower.
* Potato- Grey Mushrooms grow it 12% Faster, Honeyspore Mushrooms grow it 8% Slower.
* Beetroot- White Mushrooms grow it 10% Faster, Shiitake Mushrooms grow it 5% Slower.
* Pumpkin- Honeyspore Mushrooms grow it 15% Faster, Yellow, Red, Brown and White Mushrooms grow it 10% Slower.
* Maize- Shiitake Mushrooms grow it 15% Faster, White, Yellow, Grey, and Honeyspore Mushrooms grow it 10% Slower.
* Melon- Honeyspore Mushrooms grow it 15% Faster, Yellow, Red, Brown, and White Mushrooms grow it 10% Slower.
=== Changes: ===
==== Blocks ====
Composter: Now accepts Rice, Barley, Rye, Barleygrass, Ryegrass, Barley Seeds, Rye Seeds, and Wheat Seeds. Does not accept Flour or Rice Bowls.
Dirt: Now changes color to a deep, rich, dark brown when in the Mallowfields subbiome.
Down Beds: Now only craftable with Large Bird Feathers. The crafting recipe with 7 Feathers has been removed.
Farmland: Now is automatically wet when in a Mallowfields subbiome.
Observer: Can now detect if a Prairie Dog has burrowed into a block.
Wheat: Changed color and made it a bit lighter, to help differentiate between Wheat and Barley. Wheat also now drops Wheat Seeds instead of Seeds.
Azalea Sapling: Texture reverted to old 3D texture.
Flowering Azalea Sapling: Texture reverted to old 3D texture.
==== Items ====
Seeds: Now no longer grow Wheat Crops. They instead grow Rice. All placed Seeds will still grow wheat, but they will give Wheat Seeds when broken.
Wheat: Can no longer be used to breed Cows, Sheep, Goats, and can no longer craft Bread, Cookies, or Cake. Wheat can still be used to breed Buffalo, and be crafted into Hay Bales to breed Horses and Llamas.
Bread: Changed the crafting recipe to three flour instead of three wheat.
Cookie: Changed the ingredients to two flour and 1 cocoa instead of two wheat and 1 cocoa. Also changed the amount given from 8 to 6.
Cake: Changed the crafting recipe to include three flour instead of three wheat.
Feather: Can no longer be used to craft Down Beds. 
Thaumaturgic Wooden Hoe: Now ignores the double hoe durability taken away when tilling dirt in the Mallowfields.
==== Mobs ====
Cow: Is now bred with Barley instead of Wheat.
Sheep: Is now bred with Rye instead of Wheat.
Goat: Is now bred with Rye instead of Wheat.
Chicken: Can now be bred with Rice, Rye Seeds, Wheat Seeds, and Barley Seeds.
Parrot: Can now be tamed with Rice, Rye Seeds, Wheat Seeds, and Barley Seeds.
Fox: Will now hunt Prairie Dogs.
Wolf: Will now hunt Prairie Dogs. They also fixed MC-313944, which was a bug that Buffalo Meat could not feed wolves.
Ocelot: Will now hunt Prairie Dogs.
Zombie, Drowned, Skeleton, Wither Skeleton, Stray: Will now actively seek out Prairie Dogs to hunt and kill them.
Whiptail: Will now try to hunt Prairie Dogs and Foxes. The Babies will also try to hunt Prairie Dogs.
Husk: Will now actively seek out Prairie Dogs to hunt and kill them. Additionally, Husks no longer spawn in Savannah Biomes, a change made in 1.18.
Wandering Trader: Will now trade Wheat Seeds.
==== World Generation ====
===== Savannah Biome: Several key changes have been made to this biome. See 1.18: Savannah Update for more details if you are confused. =====
Flatlands: Renamed to the Steppe. They have been combined with the removed Savannah Plateau to make a flat Plateau Biome. Baobab Trees are now even less common. Savannah Villages can now generate here.
Grasslands: Removed and switched to the Plains Biome. The concept of this biome was replaced with the Thickweed Plains.
Thickweed Plains: A New Savannah Subbiome designed to replace the Grasslands. There is now even more Thickweed and Tall Grass. Baobab Trees are slightly more common here, but still rare; nevertheless, this is the easiest biome to find Baobab Trees. Acacia Trees still do not generate here. Animal Spawning is less common, there are less Buffalo, but it is still the only subbiome where Buffalo will spawn. There are no longer any Savannah Villages that will generate here, except if they are adjacent to a river. This means that the Steppe and the Acacia Forest are the only Subbiomes where Savannah Villages will spawn.
Shattered Savannah: Maximum Height has been increased from y420 to y500, making this subbiome the tallest out of any, even beating all of the Mountains subbiomes.
This means that the number of Savannah Subbiome was decreased from 6 to 4, they are now the Thickweed Plains, The Steppe, the Acacia Forest, and the Shattered Savannah.
Flower Forests: Are no longer their own biome, can now generate anywhere in the following biomes: Plains, Forest, Taiga.
Villages: All seeds have been replaced with Wheat Seeds. Wheat is now meant to be a deluxe crop only found in Villages and Mineshafts. Barleygrass and Ryegrass also now have a small chance to appear in Plains Village Chests.
Abandoned Mineshafts: Wheat Seeds now have a small chance to appear in Chest Minecarts.
Watering Holes: Now only generate in the Thickweed Plains.
Massive Termite Mound: Now only generates in the Thickweed Plains and in the Steppe.
==== Gameplay ====
A New Achievement has been added to the game: Danger! Danger!: Trigger a Redstone Lamp with a Prairie Dog.
Bug Particles: Now generate in all Sunflower Fields subbiomes as well as in all Flower Forest Structures.
== 24w34e: Desert Update ==
=== Subbiome Split ===
Wasteland: The Emptiest Biome in Minecraft. You will literally find nothing here that you can use to survive. There are no Desert Tombs, no Desert Wells, no peaceful mobs, and the only monsters that spawn are Husks. There are no Cacti or Dead Bushes, all you will find is rolling, mostly small and flat hills of sand. There is also no caves or ravines above y0. It mainly consists of Sand and Sandstone. Oases and Quicksand Patches cannot spawn. This biome will never go above y96.
Shrublands: A biome covered in sand and coarse dirt. Dead bushes and bushes cover the area. The bushes and grass are an ugly, olive-green. Rabbits and Meerkats spawn often. It is a mix of sand and greens. Oases cannot spawn here. When it is night, husks will spawn in place of Zombies. Skeletons, Spiders, and Pillager Patrols will occasionally spawn as well. Desert Villages will spawn here, and occasionally even small lakes will as well. True to its name, there are Shrubs all over the place, but occasionally a Baobab, Oak, or Palm Tree can spawn. You can also find Quicksand Patches here. Additionally, you may find a Termite Nest next to the Baobab Tree.
Outback: By far the most common desert subbiome. It is the default desert biome, with sand dunes, dead bushes, and Cacti. Desert Villages, Desert Tombs, and Desert Wells will also spawn. This is also the only Desert Subbiome where Oases can spawn. A quality unique to the desert is that every Desert Biome must have an Outback. A vast field of sand, it is not quite as empty as the Wasteland. Structures, Cacti, Animals, and Caves dot the landscape. The Oasis is a rare feature in this biome that makes it worth going to. While most biomes have an even distribution of subbiomes, often Deserts are 75% or more Outback, with other Subbiomes forming around the edge. You can also find Quicksand Patches here. 
Desert Peaks: A Subbiome that always generates on the border of a Wasteland or Outback. While most subbiomes are in the shape of a blob, this is usually a large stripe. The terrain can go up to y400, just slightly under the height of any normal Mountains Biome. The mountains are very steep and vertical, but end up in a sort of Plateau-shape around y220. After that, smaller peaks can go up to y400. Around y200, the Sandstone Plateau begins to turn into White, and then Normal Terracotta. It can also snow at around y260 and the mountains begin to be covered in snow. At y350, the first layer of blocks on the peak is snow blocks. Occasionally, a single Spruce Tree will spawn. Strays will replace Skeletons and Husks will replace Zombies, making this the only subbiome where both Strays and Husks can spawn. 
* It is extremely likely that a Desert Peaks will spawn in between a Forest/Jungle Subbiome and a Wasteland/Outback Subbiome. If so, the Desert Peaks are divided into two sides- one with lots of grass and coarse dirt, with several Snowy Spruce Trees and Sweet Berry Bushes, and a Barren, mostly snow-less side with only Dead Bushes and very few trees. The greener side will also have a lot more snow, though the weather will still be snowy on both sides. 
=== Additions ===
==== Blocks: ====
Quicksand: A new block that can generate in small pools around Shrublands and the Outback. The edges look like normal sand, but the middle is a golden-brown color that is easy to get trapped in. An edge will disappear if it borders another Quicksand block. You can destroy it with any tool, but you must collect it with a bucket if you want to use it. Stepping in quicksand will only trap you in waist-deep, no matter how deep it is, but if they player attempts to jump, they will sink all the way in and will have greatly reduced breaking speed, almost as if they had Mining Fatigue II.
Palm Wood: Added Palm Wood, Leaves, Saplings, Logs, Stripped Logs, Decayed Logs, Wood, Waxed Wood, Stripped Wood, Decayed Wood, Planks, Waxed Planks, Slabs, Stairs, Trapdoors, Doors, Boats, Pressure Plates, Buttons, Signs, Fences, Fence Gates, Moss, Knobs, and Decayed Knobs. 
Sandstone Bricks: Added Sandstone Bricks, made with 4 Smooth Sandstone. Desert Villages are now made of Sandstone Bricks. There is also a Cracked, Stair, Slab, and Wall.
Rug: A new "fancy carpet" that is 2x3 blocks long. It is made by crafting a Banner with 8 Wool. The rug will display the banner pattern upon it. It will also have a border the color of the wool used.
Sculk Cultivator: A New Skulk Block that feeds off the souls of the Ankh, and can interact with the Ankh. By feeding the Ankh's souls to the Cultivator, an explosion occurs, and a bunch of experience orbs pour out of the Cultivator, depending on how much experience was stored in the Ankh.
* Spawns naturally in the Deep Dark, has a small chance to be spawned by the Sculk Catalyst. 
*When the explosion happens, all nearby dirt will turn into Soul Soil and all nearby Sand will turn into Soul Sand. The radius will increase depending on the amount of experience released. 
Cracked Bricks: Added Cracked Granite Bricks, Cracked Diorite Bricks, Cracked Andesite Bricks, Cracked Tuff Bricks, Cracked Calcite Bricks, Cracked Basalt Bricks, and Cracked Dripstone Bricks.
==== Items: ====
Ankh: A Rare Artifact found only in the Desert Tomb, with a 50% chance of spawning in the Main Chest. The Ankh is an item held in the offhand that collects the souls of Mobs that you have killed. 
* The Ankh can hold up to ten souls of any mob except the Ender Dragon. When killing a mob while holding an Ankh, it drops no EXP, instead, it drops a Soul. The Souls of Different Mobs count for different amounts of XP. When you kill a player while holding an Ankh, it will also store that player's dropped EXP. Going to a Sculk Cultivator with an Ankh will release the stored EXP in an explosion on the ground. This explosion does not harm players, despawn items, or break blocks.
* The Ankh is used for storing and transporting EXP.
* The Ankh will not work if a mob dies in range of a Skulk Catalyst. 
==== Mobs: ====
Meerkat: A New animal that can eat Termite Mobs. Their main usage is to bring life to the new Oasis, where they spawn. Unlike Ostriches, they will not seek out Termites to eat- rather, they will seek and destroy Termite Nests. When a Termite Nest is destroyed, it is turned into a block of Rooted Dirt. They also have a special relationship with the Warden Mob.
* Has 20 Health (5 Hearts)
* Spawns in Shrubland Subbiome and Oases. Up to six Meerkats will spawn in a Meerkat Burrow.
* Will run away into a burrow if a Wolf or Fox approaches, which are its predators.
* Drop nothing except a bit of XP when killed.
* Can be bred with Rice
* Will seek out and destroy Termite Nests. They also may occasionally eat a Termite, but they will not seek them out like Ostriches do.
* Together, the Meerkat and the Ostrich make a great team to combat Termite infestation.
* Have a "trust mechanic" almost identical to the Fox or Ocelot. When fed rice, the mob trusts the player, and will not flee from it. This can make it easier for the player to transport Meerkats to deal with Termite Infestation.
* Their loud screams will temporarily stun the Warden Mob and cause it to reset its anger, instead targeting the Meerkat. This can allow the player to make a quick escape.
Skeleton Vanguard: A Monster that spawns in Desert Tombs. They are equipped with a Bronze or Iron Spear and a Bronze or Iron Plated Shield. They have range equal to the player, making them nasty to kill if you don't have a shield or a bow. 
* They are hostile mobs, considered a subset of Skeletons.
* They have 72 Health (18 Hearts)
* They are the second Skeleton to not use a ranged weapon, after the Wither Skeleton.
* They are the first mob to naturally spawn with a Spear.
* Drop 1-2 Bones, 0-1 Bronze Ingots, and occasionally their Shield or Spear when killed by a player.
* Attacks Prairie Dogs, Iron Golems, Snow Golems, and Baby Turtles.
* They are the first mob in the game that comes from Minecraft Dungeons, and the third to come from another Minecraft Game (After the Glow Squid and the Cluckshroom).
* Despite wearing armor, they do not actually drop it and it is just for Cosmetics, though it does explain their higher health than Normal Skeletons.
* They are the first mob that actually uses their shield. They guard with it, then are unguarded when swinging their spear. This provides a window for the player to attack; alternatively, they can try to break the shield, but this can prove difficult as the shield is plated.
* Another alternative is to simply use a Splash Potion of Healing, which deals with them fairly quickly.
==== World Generation ====
Shrubs: New small trees that are just a few blocks of oak or acacia wood blocks and their respective leaf blocks. Piles of leaves can generate beside them.
Meerkat Burrows: Spawn occasionally in the Shrublands Subbiome, very often around an Oasis. A small network of one-block thick tunnels that spawn with up to six meerkats.
Desert Temples: Removed and replaced with the new Desert Tomb Structure.
Desert Tombs: A Brand-New Structure made to replace the Desert Temple in Minecraft. The outside is pretty simple, it is actually very close to the Original Desert Temple, except it is made out of Sandstone Bricks and is more likely to be partially submerged in the sand. A few corridors will go beneath the sand, filled with a few Skeletons and Husks. One room is filled with water. Clay Pots with a Lime Terracotta Pattern are scattered around, filled with emeralds, just like the ones in Minecraft Dungeons from which this structure is so obviously inspired from. Eventually, the player will reach the central tomb, where there is a double chest of loot guarded by four skeleton vanguards and a skeleton vanguard spawner. These mobs are very hard to kill, but the reward is worth it. 
The double chest has the following loot table: (Please note that it is a double chest, so all instances here are doubled).
Desert Tomb Double Chest Loot Table
Item 	Stack Size	Chance 	Average Number of Chests to Search
Ankh 	1 	50% per double chest	2
Bone 	8-19 	58.9% 	1.02
Rotten Flesh 	5-10 	56.2% 	1.05
Sand 	12-24 	43.1% 	1.14
String 	3-6 	42.2% 	1.16
Bronze Ingot 	3-5 	24.5% 	1.43
Bronze Nugget 	10-25 	24.4% 	1.44
Golden Apple 	1 	19.3% 	1.52
Enchanted Book 	1 	19.3% 	1.52
Gold Ingot 	4-5 	14.6% 	1.67
Iron Ingot 	3-7 	14.1% 	1.69
Tin Can (Suspicious Stew x2) 	1 	12% 	1.9
Emerald 	4-8 	11.1% 	1.99
Lapis Lazuli 	1-3 	10% 	2.05
Amethyst Shard 	1-3 	10% 	2.05
Diamond 	1 	9.5% 	2.12
Quiver (With up to 64 Arrows)	1 	8.1% 	2.68
Enchanted Saddle 	1 	6.6% 	3.22
Enchanted Bronze Sword 	1 	5.5% 	3.89
Enchanted Bronze Spear 	1 	5.5% 	3.89
Enchanted Bronze Bow 	1 	5.5% 	3.89
Bronze Plated Shield 	1 	5.5% 	3.89
Bronze Helmet 	1 	5% 	4.06
Bronze Chestplate 	1 	5% 	4.06
Bronze Leggings 	1 	5% 	4.06
Bronze Boots 	1 	5% 	4.06
Amethyst Knife 	4-10 	3.8% 	4.92
Diamond Horse Armor 	1 	3% 	5.44
Skeleton Skull 	1 	2.2% 	6.01
Chiseled Block of Bronze 	1 	2.0% 	6.45
Block of Gold 	1-2 	1.8% 	7.16
Skull Banner Pattern 	1 	1.5% 	7.88
Bottle O' Enchanting 	3-5 	1.5% 	7.88
Gold Horse Armor 	1 	1.5% 	7.88
Enchanted Bronze Horse Armor 	1 	1.1% 	8.76
Enchanted Diamond Horse Armor	1 	1.1% 	8.76
Diamond Block 	1 	1% 	9.3
Enchanted Golden Apple 	1 	1% 	9.3
==== Gameplay ====
Added New Achievements: Pharaoh: Collect EXP from a Skulk Cultivator, and Sonic Scream: Stun the Warden with a Meerkat.
=== Changes ===
==== Blocks ====
Bush: Now changes color depending on the biome it is in.
Cacti: Now changes how it generates. Instead of just being a two or three-block tower, Cactus can now generate on the side of other cacti, similar to Chorus Fruit, like a wall block. They can also now reach up to five or six blocks tall. 
Chiseled Bronze Block: Renamed to Chiseled Block of Bronze. 
Powder Snow, Mud, Gravel, Sand, Concrete Powder and Other Blocks: Attempting to break out when suffocated inside a block, even one collected with a bucket like Mud or Powder Snow, is now much harder to break out of. For Solid Blocks, it is like you have Mining Fatigue I. For Liquid-Solid Blocks (Powder Snow, Mud, and Quicksand) it is like you have Mining Fatigue II. You are also unable to bucket the block you are currently suffocated in (in the case of Powder Snow, Mud, and Quicksand) 
Thaumaturgic Wood: Removed all unused decayed versions of Thaumaturgic Wood and Wood Product Blocks. 
Baobab Wood: Has been nerfed and is now less blast-resistant and takes a normal amount of time to be eaten by termites, making it equal to other wood types (with the exception of Thaumaturgic Wood). 
==== Items ====
Bucket of Oil: Has been nerfed; now only smelts 20 items rather than 50.
==== Mobs ====
Creeper: Will no longer spawn in Desert or Mesa biomes. They will also now change color depending on the biome to camouflage easier.
Witch: Will no longer spawn in Desert or Mesa biomes.
Rabbit: Is no longer harmed by Cacti.
Prairie Dog: Now only has 14 Health (3 1/2 Hearts).
==== World Generation ====
Huge Fossils: Now only generate in the Mesa and Desert Biomes.
Termite Nests: Can now generate in the Shrubland Desert Subbiome as well as in an Oasis, though most Termite Nests in an Oasis will not survive because of the high Meerkat Population.
Wooded Badland Subbiome: This mesa subbiome now generates Acacia Trees instead of Baobab Trees. It will also generate Oak and Acacia Shrubs.
The Steppe Subbiome: This savannah subbiome will now generate Acacia Shrubs in the subbiome.
Acacia Forest Subbiome: This savannah subbiome will now generate Acacia Shrubs in the subbiome.
== 24w34f: Mountain Update ==
The Mountains got a big overhaul in the 1.17: Caves and Cliffs Update, and were further expanded upon in Minecraft 1.17.1 and 1.19: Combat, Enchanting, Adventure! Updates, with the Drifting Mountains and the Whiptail and Snapper Trap Mobs. However, Mojang did give them a small update, just to keep things consistent with the other biomes.
Speculation rose that the Iceologer would be added in this snapshot, but Mojang confirmed it was not planned to be added in 1.20.
=== Subbiome Split ===
Wooded Mountains: A Mountain Subbiome that tries to generate next to a Forest, Dark Forest, or Taiga. Like the Desert Peaks, they usually generate in a stripe shape and have two sides, a green side and a barren side. The green side is covered in several layers of grass and dirt. This biome is almost always on the border of the Mountain Biome, leading up to the Jagged Peaks or Frozen Peaks. They can peak at y320. The bottom of the Wooden Mountains has bright green grass, and maybe even some rivers with Waterfalls leading from the mountains. Depending on what forest it is adjacent to, it generates the trees that are identical to the one in the forest, but as the biome gets higher in elevation, the grass goes from a bright green to a mountain mint green, and Evergreen Trees will slowly get mixed in with the original tree until it is entirely Evergreen at about y256. Fauns, Sweet Berry Bushes, Llamas, Rabbits, Dandelions, and Goats can spawn at the top of the subbiome, while Roses, Lilacs, Poppies, Lilies of the Valley, Pigs, Cows, Sheep, Chicken, and other mobs native to their nearby forests will spawn at the bottom. At the top, coal, iron, and emerald ore can be found in abundance. Blizzard Tunnels can spawn here, but other cave biomes can spawn as well. 
* Flower Forests are twice as likely to spawn in an intersection between a Forest/Taiga and a Wooded Mountains subbiome.
Jagged Peaks: The Default Mountain Subbiome, often spawns in the center of the biome along with the Frozen Peaks. The biome is filled with jagged, sharp peaks that can often pierce the cloud level and reach up to y420, the max height for terrain. It is covered in a single layer of snow blocks on the lower levels, often exposing ores like Coal Ore, Iron Ore, and Emerald Ore, but once you reach the top, it is covered in several layers of snow and a little bit of Powder Snow. This subbiomes has the most number of occurrences out of any Mountain Subbiome, with Volcanoes, Waterfalls, and Valleys all being able to spawn here. The only mobs able to spawn in this subbiome are Strays, Fauns and Goats (Apart from the Valleys).
Frozen Peaks: A frozen Mountain Subbiome, often spawns next to the Jagged Peaks in the center of the Mountain Biome. This subbiome has the most Powder Snow out of any subbiome, with many large swaths of it to keep you away. Large patches of Packed Ice and Blue Ice can generate at the top of this subbiome. Frozen Coal Ore will replace Coal Ore in the Glaciers. Goats, Fauns, Rabbits, and Strays are the only mobs that can spawn in this subbiome. It is the only subbiome where Igloos can generate. Stripes of Calcite can also generate in this subbiome, blending in with the snow and making this the easiest biome to find Calcite.
Drifting Mountains: A very rare forested Subbiome, which, like the Wooded Mountains, only spawns on the edge of the Mountains Biome. Unlike the wooded mountains, it only spawns between a Mountain and a Jungle, very rare conditions, especially because these two do not often spawn near each other, making this one of the rarest subbiomes in Minecraft. The Drifting Mountains are similar to the Shattered Savannah except they are much shorter, with terrain only reaching up to y156. However, what makes this subbiome unique, is that it is filled with floating islands, some of them very small, and some of them very large. Under the floating Islands is a jungly ocean, with tons of tropical islands with jungle trees and lots of plant density. Dolphins, Squid, and all types of fish can be found in this ocean. Azalea Trees can only generate on the islands, so if an Azalea Tree is found under the islands, it is because of a Lush Cave. The islands are made up of a layer of Grass and Moss Blocks, and Thickweed, Tall Grass, and Large Ferns can be found up here. Azalea Trees and Jungle Trees will generate on top of the Islands, making this the only subbiome where Azalea Trees naturally generate. Hanging Vines and Vines will also generate under here. Occasionally, you may find a Glow Berry, but there are very few because the Hanging Vines will try to generate under a Moss Block, which stops the glow berries from glowing. Some other plants you may find here are Bamboo, Cocoa, and Sapper Plants, the only source of Sapper Thorns, which are used in the Blowgun.
This biome is home to two unique mobs. The first is the Snapper Trap, which is the only source of Snapper Leaves. The second is arguably the best mob in Minecraft, the Whiptail. The Whiptail is a ridable, flying mob that the player can fly around. The Whiptails live in the Whiptail Hollow, a damp, moss-filled hollow that is inside one of the floating boulders in the Drifting Mountains. Nested Moss Blocks signal that this is a Whiptail Den. Similar to the Budding Amethyst or Mob Spawner, it cannot be obtained naturally in Survival.
=== Additions ===
==== Mobs ====
Faun: A Neutral Mob that generates in any Mountain Subbiome apart from the Drifting Mountains. They are half-goat, half-human beings. They have a green tunic, a small brown beard, black cloak, pouches of Amethyst Dust, and two goat horns. Additionally, they can spawn inside an Amethyst Geode under any Mountain Subbiome (apart from the Drifting Mountains)
* They are neutral mobs. While they may appear harmless, if you attack it, it will pull out an Iron Sword and attack the player. Additionally, if you are holding a Goat Horn or Raw Mutton, they will attack, because they are very fond of their goat brethren. They will also attack if you attack another Faun or Goat nearby.
* Has 48 Health (12 Hearts)
* Drops 1-3 Iron Nuggets upon death, and maybe even a broken Iron Sword.
* While they spawn randomly in the Mountains, they have specific spawning requirements in an Amethyst Geode, where they will spawn if there is more than five naturally grown Amethyst Clusters. This means that Amethyst Geodes can be manipulated into Iron Farms via Fauns.
* Like Piglins, you can barter with these mobs. Throwing an Amethyst Shard at them will result in them giving a random item back. Unlike Piglins, though, their bartering can be influences by several factors: 
* Legend has it these mobs respect seasoned travelers, and will give them better items if they are wearing Bronze, Diamond, or even the mysterious Netherite Armor. They have no respect for animal-killers, however, so they will give worse items if the player is wearing any Leather Armor.
* They don't want the player to mess with their supply, so they will give worse items if the Player has broken any naturally-generated Amethyst Clusters in the geode.
==== World Generation ====
Occurrences: An internal way of calculating certain biome features in the game's code, separate from Structures, which are usually man-made with loot. These include:
* Ore Veins
* Fossils
* Huge Fossils
* Ravines
* Lakes
* Giant Trees (Forests/Dark Forests)
* Watering Holes (Savannah)
* Massive Termite Mounds (Savannah)
* Coral Reefs (Oceans)
* Groundwater (Swamps)
* Canyons (Mesa)
* Islands (Oceans)
* Massive Mushrooms (Mushroom Island)
* Flower Forests (Plains/Forest/Taiga)
* Oases (Desert)
* Waterfalls (Mountains)
* Valleys (Mountains)
* Volcanoes (Mountains)
* Whiptail Hollows (Mountains)
Lakes: Large Pools of Water that can generate in the Savannah (Though they will often by replaced with Watering Holes), Plains, Dark Forest, Taiga, Desert (Are replaced with Oasis), Mountain (Only in Valleys), and Forest Biomes. They have mud in the center and are much larger than the previous ponds. Cod and Salmon can spawn in these.
Valleys: Small blob-shaped low points inside a Frozen Peaks or Stony Peaks, that are usually very green, filled with trees and flowers, and often have waterfalls and rivers.
Volcanoes: Large mountains that generate in the Stony Peaks. Their base starts as stone, but they shift to Tuff and then to Basalt and Smooth Basalt. Inside it is Obsidian. Streams of Lava will flow down the Volcano, and on the sides of them will be Obsidian. Occasionally, it can make a Lava Waterfall. They are great places to mine obsidian. Inside the Volcano is a Massive Lava pool covered in Magma. Magma Cubes will spawn inside, attacking the player.
* Eruptions: Every so often, smoke will begin to rise out of the Volcano. If it does, beware! It will spew lava particles out of it. These particles will damage the player if it hits them. Additionally, they have a chance to set blocks around them on fire.
* If more than 20% of the lava blocks are gone, there will be no eruption. The player can also prevent this by covering the mouth of the Volcano.
=== Changes ===
==== Mobs ====
Cod: Can now spawn in Lakes.
Salmon: Can now spawn in Lakes.
==== Items ====
Amethyst Shards: Can now be used for bartering.
==== World Generation ====
Rivers: Have been updated. Most Rivers will originate in a Mountain Subbiome (Any of them but Drifting Mountains). They will begin with a Waterfall and travel down until they meet the Ocean. They will try to flow through Biomes with the least height. Now, they might go down in Elevation as they travel to their destination. They may also end up in a Lake.
Dungeons: Are now considered a structure, rather than an occurrence.
Fossils: Are now considered an occurrence, rather than a structure.
Flower Forests: Can now spawn in the Wooded Mountains Subbiome.
Old Lakes: Have been renamed to Ponds.
==== Gameplay ====
Added New Achievement: Master Barterer: Get a Gold Ingot from bartering with a Faun, and barter that Gold Ingot to a Piglin.
Lava Particles: Will now damage the player, taking away 2 health (1/2 heart). Not that dangerous on its own, but a flurry of them during an eruption can easily be deadly. Fire protection and Fire Resistance will defend against this.
Bartering: Can now be used by Fauns with Amethyst.
Note that if the player breaks amethyst or leather, the Faun is 50% less likely to give the player any of the four rarest items. If it wears Full Bronze Armor (Written as Tier 1), it is 20% more likely to give the player any of the four rarest items (5% per piece), increasing to 40% for diamond (written as Tier 2) (10% per piece) and 60% for Netherite (Written as Tier 3) (20% per piece).
Amethyst Bartering 1.20
Item Given 	Quanitity 	Chance	Will give if the player is wearing leather or broke Amethyst?	Will not give if the player isn't wearing Bronze/Diamond/Netherite?
Diamond 	1 (1 Extra if wearing full Netherite) 	1.03% 	No 	No
Bronze Boots w/ Magnet Speed (Any non-accretion level)	1 	1.56% 	No 	No
Gold Ingot 	1 	1.56% 	No 	No
Potion of Frost Resistance 	1 (Extended if Wearing Full Diamond, Extended+ if wearing Full Netherite)	2.80% 	No 	Yes
Tin Ingot 	(2-6) (Max increased by 1 per tier of armor) 	3.52% 	Yes 	Yes
Coal 	3-9 (Max increased by 1 per tier of armor) 	3.71% 	Yes 	Yes
Flint 	6-12 (Max increased by 1 per tier of armor) 	3.71% 	Yes 	Yes
Stone 	10-20 (Max increased by 3 per tier of armor) 	6.68% 	Yes 	Yes
Calcite 	7-17 (Max increased by 2 per tier of armor) 	6.68% 	Yes 	Yes
Large Fern 	3-6 (Max increased by 1 per tier of armor) 	7.253%	Yes 	Yes
Tall Grass 	3-6 (Max increased by 1 per tier of armor) 	7.253%	Yes 	Yes
Thickweed 	2-5 (Max increased by 1 per tier of armor) 	7.253%	Yes 	Yes
Mud Brick 	4-10 (Max increased by 1 per tier of armor) 	8.55% 	Yes 	Yes
Wheat 	2-5 (Max increased by 1 per tier of armor) 	9.61% 	Yes 	Yes (Does not give if the player is wearing Tier 3 Armor)
Maize 	1-4 (Max increased by 1 per tier of armor) 	9.61% 	Yes 	Yes (Does not give if the player is wearing Tier 3 Armor)
Barley 	2-5 (Max increased by 1 per tier of armor) 	9.61% 	Yes 	Yes (Does not give if the player is wearing Tier 2+ Armor)
Rye 	2-6 (Max increased by 1 per tier of armor) 	9.62% 	Yes 	Yes (Does not give if the player is wearing Tier 1+ Armor)
== 24w34g: Taiga Update ==
The Taiga Biome received a Minor Update in 1.14: Village and Pillage. However, it was still updated for the sake of consistency with other biomes.
=== Subbiome Split ===
Spruce Forest: The Default Taiga Subbiome. It is a subbiome covered in a forest of Spruce Trees. Ferns, Large Ferns, and Sweet Berry Bushes generate here. The ground is made up of mostly Podzol, but there is a lot of moss blocks, grass, and moss carpets around on the floor. As the biome name would suggest, the biome is mostly covered in Spruce Trees. Packs of Wolves, Rabbits, Foxes, and other Animals can spawn here, as well as Taiga Villages, Pillager Outposts, and Abandoned Cabins. Fox Dens, Lakes, Cranberry Beds, and Streams can also appear here. 
Mega Taiga: A Mega Taiga Subbiome that is very similar to the old Mega Taiga. There is much less moss, and patches of Coarse Dirt can be commonly found here. Mossy Stone Boulders will generate in this subbiome very frequently. Many trees here are 2x2 Taiga Trees. Redwood Trees will also occasionally generate here. Wolves, Foxes, Rabbits, and other animals can spawn here. This is also the only subbiome where bears can spawn. The structures and occurrences that appear commonly here are Taiga Villages, Pillager Outposts, Abandoned Cabins, Fox Dens, Lakes, Cranberry Beds, and Streams. 
Redwood Forest: A Taiga Subbiome covered in exclusively Podzol and piles of Dead Leaves. Redwood Trees cover this biome. Dead Bushes and Grass can generate here, but no Ferns or Large Ferns. Rabbits and Foxes are the only animals that can spawn here. The structures and occurrences that appear commonly here are Taiga Villages, Pillager Outposts, Abandoned Cabins, Fox Dens, Lakes, Cranberry Beds, and Streams. 
Windswept Hills: A stony, hilly Taiga Subbiome covered in Spruce and Evergreen Trees. Flower Forests can spawn commonly here, and it can snow in this subbiome. The ground is covered in exclusively grass. Wolves, Llamas, Rabbits, and Foxes can spawn here. All Taiga Structures and Occurrences with the exception of Streams and Abandoned Cabins can spawn in this subbiome. While Foxes can spawn, they will become Arctic Foxes, including the ones that spawn in Fox Dens.
=== Additions ===
==== Blocks ====
Cranberry Bed: A plant block that grows in lakes inside any Taiga Subbiome, as well as Desert Peaks and Wooded Mountains. They will periodically grow Cranberries, and they can be picked off similar to Sweet Berries. Harvesting them off will give 1 Cranberry.
Redwood Wood: Added Redwood Wood, Leaves, Saplings, Logs, Stripped Logs, Decayed Logs, Wood, Waxed Wood, Stripped Wood, Decayed Wood, Planks, Waxed Planks, Slabs, Stairs, Trapdoors, Doors, Boats, Pressure Plates, Buttons, Signs, Fences, Fence Gates, Moss, Knobs, and Decayed Knobs. 
Mossy Stone: Like Mossy Cobblestone, but on a normal stone block. Boulders are made out of these, and they can also generate inside the Lush Caves Subbiome. Additionally, any block with a Vine on it has a 15% Chance to turn into Mossy Stone. They can be crafted with 1 Stone and 1 Moss Carpet or Vine.
==== Mobs ====
Illusioner Clone: A Mob with 4 Health (1 Heart) that only deals 1 Damage (1/4) Heart when attacking with its magic. It does not throw knives and cannot be damaged by thorns, poison, or any other magic-type attack. They look identical to normal Illusioners. They drop nothing when killed, not even XP. They are created when an Illusioner summons them.
Bear: A furry, brown mob that spawns in the Mega Taiga Subbiome. It will go up to a beehive and claw at the hive, causing the bees to attack it. It will take out 3 Honeycomb, which it can pick up and eat to restore health. The bees will attack it, but usually the bear will survive unless it was hurt by something else.
* Has 80 Health (20 Hearts)
* Spawns in the Mega Taiga Subbiome
* A Neutral Mob
* Deals 8 Damage on Normal Mode (2 Hearts) 
* Has an attack animation similar to the Polar Bear. 
* Drops 0-1 Honeycomb when killed
* Has an adult/baby variant. Unlike Polar Bears, they are not hostile if you get near their cubs, but they will still attack you if you hurt a bear cub.
* Cannot reproduce, but the Developers said that this will soon change. 
* Will hunt Beehives to eat Honeycomb and will also stay by rivers to look for Salmon. Bears will not go more than two blocks deep into a river. They have a unique swimming animation. They will attack Salmon and take the item and eat it to restore health. 
* Bears have unique playing animations just like Polar Bears.
* If the player plays a goat horn, the bear will scamper away.
=== Items ===
Ominous Cloth: The second item added to the game with an Ominous rarity. These are dropped by Illusioners in the Abandoned Cabins, with a 100% chance to drop 1. Nine Ominous Cloths will make an Illusion Cloak. 
Illusion Cloak: An item obtained by crafting nine illusion cloths. The Illusion Cloak is the first item that will take up both your helmet and your chestplate slot. It can be dipped in a cauldron with a certain potion effect to give the player that effect perpetually. It cannot carry level II or III effects. They can be enchanted with the Curses of Binding, Vanishing, and Shortsighting, but no normal enchantments. The Illusion Cloak will also not give off particles of a status effect.
A player can dip the Illusion Cloak in a Cauldron of any Potion, and that cauldron will give the player that effect indefinitely. An Illusion Cloak has 60 Durability. When the player takes damage, even if it is from Poison or Hunger, it loses durability. When the Durability runs out, that player's effect is gone, and they must give it a new effect.
Cranberry: A Food Item that restores 2 Hunger Points (1 Hunger Shank) similar to Sweet Berries. It takes 15.4 ticks to eat, just like Sweet Berries. They are obtained by harvesting Cranberry Beds. Planting a Cranberry in the ground will make another Cranberry Bed. Cranberries can be composted at a 30% chance of increasing the compost level and can be fed to Foxes to breed them.
Cranberry Juice: Crafted with 1 Tin Can, 1 Sugar, and 4 Cranberries. It restores 10 Hunger Points (5 Hunger Shanks) and takes 20 Ticks to Eat. They can be stacked to 16. If dranken, the Tin Can is left. 
* Is the first food item that cannot be placed on a plate.
Sweet Berry Juice: Crafted with 1 Tin Can, 1 Sugar, and 4 Sweet Berries. It restores 10 Hunger Points (5 Hunger Shanks) and takes 20 Ticks to Eat. They can be stacked to 16. If dranken, the Tin Can is left. They cannot be placed on plates.
Apple Juice: Crafted with 1 Tin Can, 1 Sugar, and 2 Apples. It restores 10 Hunger Points (5 Hunger Shanks) and takes 20 Ticks to Eat. They can be stacked to 16. If dranken, the Tin Can is left. They cannot be placed on plates.
==== World Generation ====
Streams: A new occurrence that looks like a smaller version of rivers that can generate in Taiga, Jungle, and Forest Subbiomes (With the exception of the Extreme Hills). Salmon will spawn in Taiga Streams and Cod will spawn in Forest Streams. Bears will often be found around these in the Taiga to hunt for Salmon.
Abandoned Cabin: A Cabin Structure that currently can only spawn in three Taiga Subbiomes: The Spruce Forest, the Mega Taiga, and the Redwood Forest. It is a cabin made of Spruce Logs and Stripped Spruce Logs, with a roof of Spruce Slabs, a floor of Cobblestone, and a chimney of Tuff. In the cabin is a bunk bed, a fireplace, bookshelves, a loot chest, and a single Illusioner. The Abandoned Cabins are one of two places you will find Illusioners, the second being the Woodland Mansion. These structures are slightly rarer than Desert Temples. On the outside are cobwebs, vines, and occasional piles of spruce logs.
* A Redwood Variant can be found if it generates in the Redwood Forest. These will generate with Redwood Logs, Stripped Redwood Logs, and Redwood Slabs.
Loot that can be found in the loot chest:
* Compass 1
* Clock 1
* Goat Horns 1
*Cranberry 2-6
*Cranberry Juice 1
* Iron Ingots 1-3
* Torches 1-3
* Lanterns 1
* Tin Can (carries a single Rabbit Stew) 1
* Spyglass 1
* Raw Mutton 1-3
* Raw Chicken 1-2
* Raw Rabbit 1-5
* Potions of Health 1 
* Potions of Frost Resistance 1
* Potions of Invisibility 1
* Paper 1-4
* Empty Map 1 
* Wooden Bow 1
* Amethyst Knives (Extremely Rare) 1-3
* Enchanted Book (Extremely Rare) 1
Cranberry Beds: Patches of Cranberry Beds that can generate inside a Lake in any Taiga Subbiome, as well as inside any Valley or, if a lake somehow generates in a Desert Peaks Subbiome.
* This is the first occurence that exclusively generates inside another occurence.
Fox Dens: When elevation changes in any Taiga Subbiome, Fox Dens can spawn. These are tiny burrows inside the ground that have a chance of an unharvested berry bush inside. It will also spawn 2-4 Foxes.
==== Gameplay ====
Added New Achievement: Why would you drink this?: Drink a Potion while wearing an Illusion Cloak with the same effect.
=== Changes ===
==== Blocks ====
Sweet Berry Bush: Now gives only 1 Sweet Berry when harvested normally, gives 1-2 if broken.
Mossy Cobblestone: Now has a 15% Chance to replace Cobblestone when a Vine grows onto it. 
==== Items ====
Red Dye: Can now be crafted with 1 Cranberry.
==== Mobs ====
Polar Bear: Now has a unique swimming animation. They will hunt Salmon and Cod on the edges of the Icebergs and eat them. Unlike regular bears, they can swim as deep as they like, but they have an oxygen bar that is five times larger than the players. When the Oxygen Bar is 3/5 used up, it will attempt to resurface to replenish its oxygen.
Villagers: Master Level Butcher Villagers now have a 50% chance to trade 10 Cranberries for an Emerald, taking up the same slot as the sweet berry trade.
Salmon: Can now spawn in streams.
Cod: Can now spawn in streams.
Illusioners: Have been revamped as a unique mob type.
* Now has 80 Health (20 Hearts)
* Hostile Mob
* Attacks by using magical attacks that go through the player's armor and deal 2 Damage each. This can be decreased with Resistance, but nothing else.
* It can also throw Amethyst Knives at the player that deal 3.5 Damage each on Normal Mode, but this can be decreased with projectile protection as expected. 
* Attacks Players, Iron Golems, Wandering Traders, Villagers, Baby Turtles, and Prairie Dogs.
* The Illusioner has a special attack that Blinds the Player and summons duplicates of itself and makes itself invisible by equipping its invisibility cloak. It will also have no particles because of the Illusion Cloak of Invisibility it is wearing.
* It does not drop any of its gear, the cloak or the Amethyst Knives. It will only drop a Single Ominous Cloth.
* It summons 6 Illusioner Clones and puts its cloak on for twenty seconds when it is first encountered by the player. After this, the player can attack for 10 seconds before it will go invisible and summon more clones again.
* The Illusioner will only spawn in Abandoned Cabins and Woodland Mansions, spawning alone in the former and occasionally replacing an Evoker Mob in the case of the latter. It can no longer spawn during Illager Raids, making Ominous Cloth a nonrenewable resource.
==== World Generation ====
Bee Nests: Can now generate on Spruce or Redwood Trees in any Taiga Subbiome. The bees will look for Sweet Berry Bushes and Cranberries to pollinate them.
Desert Peaks: Though Lakes usually cannot spawn in this Subbiome, if by some bug they do, Cranberry Beds can spawn here.
Dead Forest: Illusioners will no longer spawn here at night.
Mountains: Cranberry Beds can spawn inside the lakes in the Valleys inside the Mountains.
Boulders: Boulders in the Mega Taiga are now made of Mossy Stone instead of Mossy Cobblestone.
Taiga Villages: Will be made out of Redwood Wood if generating inside a Redwood Forest.
== 24w34h: Jungle Update ==
=== Subbiome Split: ===
Rainforest: A typical jungle subbiome with Jungle Ferns, bushes made of Jungle Leaves, and tons of Jungle Trees everywhere. Rivers and Streams are much more common than in other subbiomes. Hanging Vines can be found on the trees. It is split into three areas: the undergrowth, which features banana trees, parrots, ocelots, monkeys, and other typical mobs, is the lowest area. Small Jungle Trees with Cocoa Pods on them can also generate. It is covered in Thickweed, Tall Grass, and Tall Ferns, and the ground is made up of a layer of Moss and Moss Carpets, and then grass. The canopy is the next part, with lots of jungle trees that are all about the same height. Parrots can be seen flying around this area. It will almost be like a roofed forest with the tree height and you being able to walk on the leaves. The final part will be the emergent 2x2 jungle trees that shoot up from the sky. Mobs that can spawn in this biome are Ocelots, Parrots, Pandas (in Bamboo Jungles), Bullet Ants, Monkeys, Archer Fish, and the usual mobs and monsters. Jungle Temples can spawn in this subbiome. 
Stony Jungle: This jungle subbiome is covered in Granite, with stony hills often replacing grass. The height here is also a lot more varied than it is in other jungle subbiomes. Goats can spawn in this subbiome, and you also may occasionally find Valleys and Waterfalls. Bamboo Jungles can spawn here, but usually not near any rock. This area can often be seen bordering a drifting mountains subbiome. Mobs that can spawn in this biome are Ocelots, Parrots, Pandas (in Bamboo Jungles), Bullet Ants, Monkeys, Archer Fish, and the usual mobs and monsters. Jungle Temples can spawn in this subbiome. 
Flooded Forest: Created when a Drifting Mountain's Ocean touches a non-stony jungle subbiome, or between a Jungle and any swamp subbiome. The elevation will get shallower to about 3-7 blocks deep at any time. The Jungle Trees found here will be especially tall, reaching about 10-20 blocks high and they are only one block thick. Archer Fish and Bullet Ants are very common. Small Islands can appear where Parrots and Monkeys can spawn. Pandas and Ocelots will not spawn in this subbiome, the former being because Bamboo Jungles cannot spawn here. Neither Jungle Temples nor Jungle Pyramids can spawn here. 
Dingy Jungle: A Dark and Scary Jungle Biome. Bamboo Jungles cannot spawn, so neither can Pandas. It is the only jungle subbiome where Azalea Trees can spawn naturally, and in large amounts. Thickweed is very common and so are Snapper Traps, Sapper Plants, and Ivy on the trees. The thick canopy means this biome is not very lit. The ground is usually coarse dirt, coarse grass, and podzol. It is the only Jungle Subbiome where Whisperers can spawn. The water is a sickly purple color. Bullet Ants are very common in this biome around Streams. The terrain can get very bumpy, with jagged cliffs and small waterfalls being very common. It is also the only jungle subbiome where a Jungle Pyramid can spawn. 
=== Additions: ===
==== Blocks ====
Lotus: New plant block that looks like a giant lily pad, almost like an upside-down spore blossom. It is technically one block large, but the leafs will clip into other blocks. Jungle Frogs love to jump on these. It has green leaves and a pink bud on the top. It can be placed on top of water. Unlike other Lily Pads, it will not get destroyed by boats. They are renewable by applying lots of bone meal (12-18) to a lily pad.
Ivy: A new type of vine that works similar to Glow Lichen and Foliose Lichen. It cannot be climbed by the player, but monkeys can climb it and often do. It spawns on dead trees in all Jungle Subbiomes, or on occasional Live Trees in the Dingy Jungle. Ivy can be used to turn Logs into Decaying Logs in a much more manageable way than termites. Ivy has a chance to decay a log while it is growing on it. It will spread on the same block by itself but it will not spread to any more blocks until it has decayed the block it is on. It will only spread to adjacent logs of the same type. Additionally, it will turn Cobblestone into Mossy Cobblestone and Stone into Mossy Stone if it stays for enough time. Ivy can also spawn on the walls in the Lush Caves. 
Red Fern: A Decorative Plant that spawns in the Dingy Jungle. It is larger than normal ferns but its main quality is that it is bright red. It will drop Seeds if Broken.
Chiseled Gold Block: Made by putting a Gold Block in a Stonecutter. This block has a Panda Face on it. It can be crafted into 9 Gold Ingots and used as Beacon Fuel. 
Oxidized Copper Golem: A Statue that looks like an Oxidized Copper Golem. It can spawn naturally in Jungle Pyramids and can have the Oxidation scraped off with an Axe to revert it a single stage. It does not attract lightning but makes for great decoration, especially in Steampunk-themed builds. The way to get it in survival is to spawn a Copper Golem and wait for it to Oxidize.
Copper Buttons: Crafted with 1 Copper Ingot. They can oxidize and be pressed by Copper Golems randomly. They can also be waxed to stay at a single stage. As usual, the four variants are: Copper Button, Exposed Copper Button, Weathered Copper Button, and Oxidized Copper Button. They are usually mined with a Pickaxe.
Stone, Granite, Diorite, Andesite, Calcite, Tuff, Dripstone, Basalt, Sandstone, Deepslate, Blackstone Pillar: Added Pillar Blocks for all the new Stone Blocks.
==== Items ====
Banana: Added Bananas, which are unobtainable in survival mode. The developers said they will be given a use later. They restore 3 Hunger Points (1.5 Hunger Shanks) and take 19.2 ticks to eat, the same as Carrots. When eaten, they drop a Banana Peel on the ground. They can be composted for a 45% chance of increasing the compost level by 1. 
Banana Peel: Obtained by eating a Banana, where the Banana Peel is dropped on the floor, like in a floating item animation. When the player tries to walk over the Banana Peel to pick it up, they will slip and fall, showing a Falling Animation on the ground. They will immediately stop moving and take 1 damage (1/4 heart) but can get up by moving again. If the player is crouching, crawling, or swimming, they will not slip.
Net: A Tool Crafted with 3 Sticks, 1 String, and 1 Cobweb in the shape of a fishing rod, but with the cobweb replacing the top string. It can be used to hold and carry a Bug Mob, such as a Bullet Ant or Termite. Like a bucket, when this is done, it will show up as "Net of Bullet Ant" or "Net of Termite".
Archer Fish: A Food Item obtained by Fishing, or by killing an Archer Fish. They restore 1 hunger point, similar to Tropical Fish. They also take the same amount of time to eat as a Tropical Fish, 22 Ticks. They cannot be cooked.
Oakwood Brew: A Potion obtained by killing a Whisperer Mob. It is the most powerful potion in the game and cannot be brewed.
* It restores all of the player's hunger points and gives 29 saturation, more than double that of the Golden Carrot.
* It gives the player regeneration II for 50 seconds.
* It gives the player strength IV for 150 seconds.
* It gives the player Night Vision for 360 seconds.
* It gives the player Resistance III for 200 seconds,
* It gives the player Speed I for 300 seconds.
* It gives the player Jump Boost II for 300 Seconds.
==== Mobs ====
Frog: Added a Jungle Variant, which is dark green. They spawn in any jungle subbiome besides the stony jungle, as well as the Drifting Mountains.
Bullet Ant: The second smallest mob in minecraft, two dark brown pixels. It cannot be killed because it is so small, similar to the Termite. They have 0 health and are considerably slower than most mobs due to their size. They are hostile mobs and deal 12 damage to the player, giving them Blindness, Hunger, Mining Fatigue, and Slowness for 12 seconds, but have a cooldown of 250 ticks, the longest out of any mob. They spawn rarely in all Jungle Subbiomes, as well as in the Drifting Mountains. They spawn on Jungle Logs near Rivers and will never travel off their tree. They can climb on the side and backside of blocks. They can be caught in nets or killed by Archer Fish.
* They are the first wholly hostile mob in minecraft that is an animal.
Archer Fish: A new fish mob, spawning in Jungle Rivers and Streams. It has 5 health (1.25 hearts) and mostly swims near the banks on the surface of the water. Given the chance, they will attack Bullet Ants by shooting their spit at them. The spit kills the ants. They are a passive mob, and drop an Archer Fish, as well as 1-2 bones upon death. 
Monkey: A Brown Mob that spawns in all Jungle Subbiomes. They are one of the most advanced mobs in the game, interacting with their environment much more than the Enderman.
* Has 24 Health (6 Hearts)
* Passive Mob
* Spawns on top of Jungle Trees in all Jungle Biomes.
* Can be bred with Bananas
* They are the third mob in the game that can hold items, after Endermen and Foxes.
* Monkeys can hold Tools, Bananas, and Banana Peels.
* They will pick up any holdable item whenever possible, but will prioritize Bananas. The player can make the Monkey drop whatever item they are holding by throwing a Banana at it.
* When the Monkey eats a Banana, it will hold the Banana Peel until it sees another item or it sees a player. If it sees a player, they will throw the Banana Peel at them, causing them to trip.
* Monkeys can hold Sticks, Swords, Spears, Pickaxes, Axes, Shovels, and Hoes. When a Monkey uses a tool, it takes up 5x more durability than usual.
* If it holds a Stick, Sword, or Spear, it will attack random animals. (not monsters) If the animal is neutral, such as a Panda, it can attack back and kill the Monkey. It will only attack once as it is totally random. It might even attack the player! It will prioritize Armor Stands and Paintings. Typical Monkeys.
* If it holds a Shovel, it will break random Dirt, Grass, Snow, Sand, Gravel, and any other blocks of that kind. 
* If it holds an Axe, it will chop random wood and wood related blocks, but it will prioritize Fence Gates, Doors, and Chests. Typical Monkeys.
* If it holds a Pickaxe, it will chop random Stone and Mineral Blocks, but it will prioritize Furnaces and Blast Furnaces. Typical Monkeys. They can break Ore but not Metal or Gemstone Blocks such as Enchantment Tables, Hoppers, and Diamond Blocks.
* If it holds a hoe, it will till random blocks of dirt, but conversely, it will also jump around and trample crops. Typical Monkeys.
* Monkeys with tools in groups of two might randomly switch tools by throwing them at each other. They will prioritize doing this near lava...
All in all, Monkeys can be one of the most useful mobs, but be careful not to let them near your stuff with a tool, or they might grief your base! 
Whisperer: A Scary Plant Mob that spawns in the Dingy Jungle. It is the second fully blind mob in the game, and has mechanics very similar to the warden. However, rather than the player giving it information through sound, it gets information from the plants behind it. The Whisperer has several attacks that it can use and methods to seek out the player. Only one Whisperer can exist in the world at a time, and no more whisperers can spawn for fifteen minutes after one is killed. It is the second mob to be added from Minecraft Dungeons, after the Skeleton Vanguard.
Every Time a player interacts with a Plant nearby, the Whisperer will sense it. This includes breaking plants, logs, and grass blocks, placing blocks on top of or next to them, stepping on them, tilling them, or burning them. The Whisperer has a hive mind with the rest of the Jungle, so if a player does any of this, it takes damage, but it will also sense the player.
The Whisperer takes 1 damage if a player breaks a plant block near it. It takes 1 damage for every second that a plant block around it is burning. It takes 1 damage if dirt is tilled near it. Once this happens though, it will sense the location of the player, and seek out and kill it. It will do the same to nearby passive Animal Mobs, including Monkeys. Parrots, Ocelots, and all Fish and Bug Mobs are spared. It also attacks undead mobs.
* Plant Blocks not connected to the Biome Surface via a trail of other plant blocks do not count.
The Whisperer has 240 Health (60 Hearts) and is Hostile.
The Whisperer has several attacks. These are:
* Melee Attack: The Whisperer will stretch its long arms and attack the player, having an incredible reach of 2.5 blocks. This attack also has a lot of Knockback. It deals 15 damage (3 3/4 hearts)
* Digging: The Whisperer can burrow into the ground and dig through Dirt and Grass Blocks to get to the player. It cannot be harmed underground and moves almost as fast in the dirt as it can on land.
* Climbing: The Whisperer can climb any Plant Blocks, such as Leaves, Moss, Wood, Dirt, Grass, Vines, Ivy, Moss, etc.
* Summoning: The Whisperer can summon Clone Poison Quill Vines. These work exactly like normal Poison-Quill Vines, except they cannot summon more whisperers. They can also summon Snapper Traps next to it.
* Tendrils: The Whisperer can shoot out Tendrils that work similar to the Warden's sonic boom, except they can only reach up to twelve blocks and are not treated like a magic attack. These deal 11 damage (2 3/4 hearts)
* Thickweed: It has a Bone Meal ability that turns all grass near the player into Thickweed, slowing the player down. 
The Whisperer is immune to attacks done by Wooden and Stone Weapons, including Thaumaturgic Ones. It is also immune to Projectiles unless they cause fire, explosive damage, or potion effects. It takes double damage from Fire and Soul Fire.
The Whisperer will despawn and burrow back into the ground if the player is gone for long enough, however, it will be very difficult for the player to escape due to its ability to burrow and travel underground, which means it can follow the player long distances. Digging down and Towering Up will also prove futile because of its burrowing, climbing, and tendril abilities.
The Whisperer drops 300 EXP and an Oakwood Brew upon death.
Poison-Quill Vines: Lime-green vines that work similar to the Twisting Vines of the Warped Forest. These are a weird combination between a Block and a Mob. They have a lilac flower mouth that shoots Blowdarts at the player, which give them the Sapping effect for 3 seconds. If they are not killed with Fire, they will summon a Whisperer upon death. Poison-Quill clones do not summon a Whisperer upon death. These spawn very rarely in a Dingy Jungle on top of Thickweed. They also require an Ivy Block at least 5 blocks away. They are hostile mobs.
Copper Golem: A Mob manufactured by the player by placing a Lightning Rod on top of a Copper Block, with two Copper Buttons on the side. The Copper Block and Buttons must not be exposed, weathered, or Oxidized. It has 44 health (11 hearts) and runs around, randomly pushing copper buttons. It senses Copper Buttons within a ten-block radius and will randomly press one of them with an RNG. Additionally, this mob can be toggled "on" and "off" by waxing and unwaxing it with a dispenser or by hand. Over time, it will oxidize until it is at its last stage, where it will freeze and turn into a statue. Once it is a statue, it can be mined and placed anywhere. It can also be unoxidized with an axe. It drops 1-3 Copper Ingots and a Lightning Rod upon death.
* This mob is also a walking lightning rod. When Lightning Strikes it, it will revert back to its normal stage. Lightning will prioritize placed Lightning Rods over the Golem.
* This is the second mob that cannot spawn naturally, after the Wither, though it can spawn naturally in its statue for in Jungle Pyramids.
==== World Generation ====
Jungle Pyramid: Revamped Jungle Temple that only generates in the Dingy Jungle Subbiome. It's rarity is comparable to somewhere between an Ancient City and a Woodland Mansion, making it the second-rarest structure in the game. It is an actual pyramid made of Stone Bricks and Stone Pillars, with Cobblestone at the bottom, a lot of it is Mossy and Cracked. There are many rooms in the area, a lot of which are mostly destroyed, which can hold chests. Some of these can hold piles of either Bronze or Gold Blocks, some of which are Chiseled. Many redstone doors and piston doors are in this temple. Dripstone Spikes can be seen at the entrance. This structure is heavily influenced from the Overgrown Temple in Minecraft Dungeons.
Rooms in the Pyramid:
* Treasury: A Pile of Gold and Bronze Blocks, most of them chiseled, with Clay Pots full of either Emeralds or Diamonds inside. A Chest that has more loot will also appear. This is the best and rarest room in the Pyramid.
* Entrance: A large, ruined staircase with two "torches" at the front, which are Stone Pillars with Campfires on them. Two Oxidized Copper Golems also stand guard.
* Nest: A Room that appears under the temple, full of hanging Spider and Cave Spider spawners from the roof. There are many cobwebs and pools of water here.
* Arena: Room at the center of the Pyramid, made of patterns of Stone Brick and Polished Andesite and Dripstone. Much of the center has been replaced with grass and moss. Two Whisperers lie await for you here, both of them guarding the Arena Chest, the most valuable chest in the game. The Roof is shaped like a dome, and small ledges on the walls have Oxidized Copper Golems on them.
* Conservatory: Filled with plants such as Thaumaturgic, Jungle and Azalea Trees, Thickweed, Flowers like Peonies and Lilacs. A few Snapper Traps will spawn here.
* Statue Room: A Room with a Statue of a Whiptail made of Smooth Stone. Its eyes are made of Diamond Blocks.
* Living Quarters: Rooms with a Red Bed, Crafting Table, and a Barrel with Basic Supplies.
* Apothecary: Room with tables crafted out of Polished Dripstone, with a Brewing Stand on top. A couple Snapper Traps can spawn if there is grass, and a Barrel full of Potions can spawn.
* Redstone Room: A Large Room full of Redstone Machines like the ones in the Ancient Cities.
Living Quarters Barrel Loot
Item 	Quantity	Chance
Rotten Flesh 	3-8 	87.3%
Bone 	1-4 	65.0%
Vines 	3-6 	65.0%
Thaumaturgic Wooden Sword 	1 	50.0%
Bronze Nugget 	9-16 	43.4%
Leather Cap (Dyed Random Color)	1 	39.0%
Tin Can of Cookies (1-3) 	1 	33.0%
Book and Quill 	1 	10.2%
Treasury Chest
Item 	Quantity	Chance
Gold Ingot 	3-5 	88.4%
Gold Nugget 	5-10 	88.4%
Bronze Ingot 	1-4 	66.2%
Bronze Nugget 	4-7 	66.2%
Emerald 	1-4 	44.1%
Diamond 	1-2 	30.0%
Chiseled Gold Block 	1 	25%
Chiseled Bronze Block 	1 	20%
Enchanted Bronze Spear 	1 	10.9%
Enchanted Bronze Helmet 	1 	10.9%
Enchanted Bronze Chestplate 	1 	10.9%
Enchanted Bronze Leggings 	1 	10.9%
Enchanted Bronze Boots 	1 	10.9%
Music Disc (Any but Pigstep)	1 	8.6%
Golden Apple 	1 	8.6%
Whiptail Saddle 	1 	5.2%
Enchanted Golden Apple 	1 	3.1%
Apothecary Barrel
Item 	Quantity	Chance
Potion of Healing 	1 	100%
Potion of Regeneration	1 	100%
Potion of Sapping 	1 	50.3%
Glistering Melon 	2-4 	48.2%
Golden Apple 	1 	34.0%
Potion of Haste II 	1 	14.2%
Oakwood Brew 	1 	1.0%
Arena Chest
Item 	Quantity	Chance
Whiptail Saddle 	1 	100%
Oakwood Brew 	1 	100%
Enchanted Golden Apple 	1 	100%
Diamond 	1-4 	56.4%
Bronze Ingot 	3-8 	55.0%
Emerald 	2-8 	55.0%
Enchanted Book (Non-Treasure) 	1 	50.0%
Enchanted Diamond Axe (Cinder)	1 	40.2%
Gold Block 	1 	20.1%
Bronze Block 	1 	15.6%
Music Disc 	1 	15.2%
Enchanted Diamond Sword 	1 	14.4%
Enchanted Diamond Chestplate 	1 	14.4%
Enchanted Diamond Leggings 	1 	14.4%
Enchanted Diamond Boots 	1 	14.4%
Enchanted Diamond Helmet 	1 	14.4%
Enchanted Diamond Horse Armor 	1 	11.0%
Enchanted Book (Treasure) 	1 	10.0%
Golden Apple 	1-3 	8.9%
Potion of Haste III 	1 	5.4%
Potion of Regeneration III 	1 	5.4%
Netherite Ingot 	1-2 	3.1%
Netherite Horse Armor 	1 	2.2%
Enchanted Netherite Sword 	1 	2.1%
* Each Arena Chest is guaranteed to have a single Whiptail Saddle, a single Oakwood Brew, and a single Enchanted Golden Apple.
==== Gameplay ====
Added new Achievements:
Oops!: Slip on a Banana Peel.
Plantet of the Apes: Have a Monkey kill a Whisperer Mob.
=== Changes: ===
==== Blocks ====
Bamboo: Can now be placed and grown underwater. They will keep growing abovewater.
==== Mobs ====
Fish: Will now drop items if killed by a Monkey.
Squid: Will now drop items if killed by a Monkey.
Sea Turtle: Will now drop items if killed by a Monkey. 
==== World Generation ====
Jungle Temples: Loot has been changed. 
Jungle Temple Loot in 24w34h
Item 	Stack Size	Chance to Generate
Gold Ingot 	2-4 	61.9%
Copper Ingot 	3-6 	53.4%
Gold Nugget 	8-15 	53.4%
Arrow of Sapping 	6-8 	51.0%
Bone 	4-6 	40.2%
Rotten Flesh 	3-7 	40.2%
Bronze Ingot 	1-3 	39.9%
Thaumaturgic Speartip 	1 	28.4%
Thaumaturgic Wooden Bow	1 	28.4%
Vines 	4-6 	19.4%
Ivy 	3-6 	19.4%
Emerald 	1-3 	7.2%
Enchanted Book 	1 	5.4%
Diamond 	1 	5.0%
Bamboo Jungles: Are now an occurrence rather than their own subbiome. They can spawn in Rainforests and Stony Jungles. These are about 50-100 blocks large and their base block is podzol, though there still can be some grass. This is the only place where Panda Bears can naturally spawn.
Drifting Mountains: Will now only spawn if they border a Stony Jungle. The Stony Jungle's hills will transform into the jungle ocean under the drifting mountains. Their ocean will also let out into a Flooded Forest.
Valleys: Much more dynamic in the Stony Jungles subbiome, with terrain going about 150 blocks deep and sharp cliffs instead of steep slopes. Several waterfalls will appear from streams in the area and they are much larger. The ground will be fully made of water about 20-30 blocks deep and there will be small granite islands. The floor will be granite at first but transition to stone.
==== Gameplay ====
Bug Particles: Now are a lot more common in all Jungle Subbiomes.
Fishing: Instead of Salmon, the Player can catch an Archer Fish whille fishing in the Jungle or Drifting Mountains.
== 24w34i: Snowy Update ==
=== Announcements ===
In a statement made by Mojang, it was confirmed that Heat Golems were coming to Minecraft, but not in this snapshot. They would be added in 1.20 in a later snapshot.
=== Subbiome Split ===
The Snowy Biome has been split into four subbiomes like all the other biomes.
Tundra: A Barren Wasteland covered in white fog. No plants will spawn as part of this biome except for Grass and the ground is made of snow blocks on top of grass. Occasionally a Spruce Tree will spawn, covered in white leaves. The only animals that spawn are Rabbits, Polar Bears, White Wolves and Foxes, and Yaks. The only hostile mob that spawns is the Stray. This Biome is very hard to survive in due to the lack of Wood and Food. The Snowy Villages and Igloos may be your only refuge if you choose to travel to this biome. The Blizzard Tunnels Cave biome often spawns, but even when it doesn't, the caves here often are covered in Snow and Icicles. Lots of Powder Snow here, so be careful!
Ice Plains: A Subbiome similar to the Tundra, but it is covered in tall spikes of Packed Ice, Blue Ice, and Chilled Ice. Usually they are about 15 blocks tall but they can reach up to 60 blocks tall in height occasionally. The fog is common, and all Tundra Mobs except Yaks can spawn here. Ice Paths made of Packed Ice can generates here. Strays as well as the infamous Yeti Mob can spawn here at night. Often much of the ground is covered in Ice. No Structures will spawn here, but the Blizzard Tunnels cave biome can appear at the neccesary y-level. Icicles are very common. Mountains of Ice and Glacier Occurrences can also be found. There is no Powder Snow. 
Permafrost Tundra: The coldest subbiome in Minecraft. The fog in the other snowy biomes gets thicker and your render distance becomes much lower. While one could conceivably survive without cold protection in the other Snowy Biomes, without a Fur Coat or a Potion of Frost Resistance, you will surely die trying to traverse this biome. The ground is covered in several layers of snow and powder snow, and there are no trees, plants, or animals. The only mob that can spawn aboveground is the Yeti. There is no water or ice and the ground is mostly flat. No structures will spawn in this subbiome. The Blizzard Tunnels Cave Biome is very common, but it will not spawn exposed to the ground.
Snowy Slopes: A Snowy Subbiome where it is covered in tall hills that are made mainly of Snow, though there might be some ice. There can be some Evergreen Trees growing on the sides, which will have bright white leaves. Yaks, Goats, Rabbits, and White Wolves/Foxes can spawn here as well as Strays and the Yeti. Igloos can spawn here but Snowy Villages cannot. The snow hills make this subbiome perfect for sledding, The hills can reach up to y220. Emerald Ore can be found in this subbiome. Occasionally patches of grass may spawn.
=== Additions ===
==== Blocks ====
Chilled Ice: A Dangerous Block that spawns occasionally in the Ice Plains. It is the coldest block in Minecraft and touching it will cause the player to Freeze. Once you are unfrozen, you better move, because you have about 2.5 seconds (52 ticks to be exact) to move before you are frozen again. Chilled Ice occasionally gives out frost particles.
* This block is deceptively tricky. It takes four seconds to break by hand, but this number can be increased with a Pickaxe. However, if you try to mine this block, even if it is with a tool or you have a fur coat on, you will freeze! This means that it is impossible to break Chilled Ice by normal means, and you will have to have the Frost Resistance effect to mine it. This makes Chilled Ice very useful for prisons. It will not drop as an item unless it is mined with Silk Touch.
* Most mobs will be frozen by Chilled Ice. Exceptions include Boss Mobs, Aquatic Mobs, Wardens, Whisperers, Yetis, Polar Bears, and Strays.
==== Mobs ====
Yak: A new animal that resembles a fat, large cow. They have lots of fur on them and two horns. 
* Comes in three variants: black, brown, and gold.
* Is a passive mob.
* Has 80 health (20 hearts)
* They can spawn in Mountain and Snowy Subbiomes, with the exception of the Drifting Mountains, Ice Plains, and Frostlands. Gold Yaks will spawn in Wooded Mountains, Brown Yaks will spawn in Jagged Peaks, and Black Yaks will spawn in the Frozen Peaks, as well as the Tundra and the Snowy Slopes.
* Takes reduced fall damage, similar to goats.
* Will avoid powder snow.
* Can be bred with Barley.
* A bucket can be used on them to get milk, and shears can be used on them to extract fur.
* They drop 2-3 raw beef and 1 fur when killed.
* When they have a temperature of 10 or more, they will not regrow fur and they can no longer be milked. They should be kept in cold climates.
Yeti: A monster that spawns very rarely in all Snowy Subbiomes except the Tundra. They are a giant, warden-like beast with white fur and claws made of ice.
* Has 240 Health (60 Hearts)
* Is a hostile mob.
* Attacks similar to an Iron Golem, or a Whisperer. They give the player Slowness 2 when attacking and will severely decrease their render distance as more fog will appear. They also have a ranged frostbreath attack, which spawns Snow Layers all over the place and will turn any water into Ice. The frostbreath attack will immediately set the player's temperature to -60, no matter what they are wearing, unless they have the Frost Resistance effect.
* They will take damage if their temperature is above 0. They cannot be frozen.
* Can climb in and out of Powder Snow. They take no damage from Chilled Ice.
* They take no knockback.
* Drops an Ice Wand upon death.
*Has the Unfreezable Tag.
Wolves: Added new skins for wolves. There are grey, brown, and white wolves. White Wolves will spawn in Snowy Biomes, Grey Wolves in Taiga and Mountain Biomes, and Brown Wolves in Forests and Dark Forests.
==== Items ====
Fur: Mainly obtained by killing or shearing Yaks. 1 Fur is also dropped by Cats, Foxes, Wolves, and Goats, Meerkats, Bears, and Prairie Dogs. 
Fur Coat: An item crafted with 9 Fur. It is the second item that will take up both the player's head and chestplate slot, after the Illusion Cloak. It has 5 Resistance Points, similar to a Gold or a Chainmail Chestplate and is about as enchantable as Leather Armor. It has 78 durability. Its main use is to warm the player, by increasing the player's temperature by 30 if the biome temperature is below 0 and increasing it by 12 if the temperature is above 0.
Skis: An item used to traverse the Snowy Slopes. They are crafted with 6 Wood Planks (Any Kind), 2 Honeycomb, and 1 Iron Ingot. They can be placed in the boots slot of the player's armor and the player will slide down snow blocks and powdered snow blocks when they are equipped. The farther down the player travels, the faster they will go. They can even soar high into the air while jumping.
Skis have a durability of 12. However they will not take damage if the player is attacked or by usage like normal armor. When Skis hit a "hard block" like Wood, Mud Bricks, or Stone, they will take 1 durability and fall off the player's armor slot, dropping onto the ground. If the player takes more than 12 blocks of fall damage, they will take 1 durability, with that number increasing per every 3 blocks the player falls. Additionally, while the player is skiing, they will not take fall damage as long as they fall from 12 blocks or less.
* The player has limited horizontal movement and cannot move backwards while skiing.
* If the player hits a hard block they take velocity damage and the skis drop.
Ice Wand: A magical wand obtained from killing a Yeti. It deals ice damage (1/2 heart) and freezes any mob it touches. It deals 3 damage to fire mobs (Blaze, Magma Cube) as well as the Ender Dragon. However, you do not want to use this for normal damage, as it has a measly durability of 54. It should be used for quick escapes from other mobs. Boss Mobs, Aquatic Mobs, Wardens, Whisperers, Yetis, Polar Bears, and Strays cannot be frozen. If it is waved around at the Water, it will send a cloud of Ice at it that freezes the Water and turns it into Ice. It will turn Ice into Packed Ice, Packed Ice into Blue Ice, and Blue Ice into Chilled Ice, allowing for renewable Chilled Ice. 
==== Gameplay ====
Freezing: The player can now be frozen in place if their temperature goes below -60. The only way for this to happen is if the player goes inside Powder Snow in a Frostlands Biome, if they touch Chilled Ice, attacked by an Ice Wand. or if they are attacked by a Yeti. If the player is frozen, they cannot move, cannot access their inventory, cannot switch items in their hotbar, but can increase their temperature by jumping. Once their temperature goes above -40 again, they will be unfrozen for about 10 seconds where they have time to warm up. If this is not possible, they can freeze again and their temperature will reset to normal. While the player is frozen, they take 1 damage every 25 ticks.
* Mobs that cannot be frozen at any point are Boss Mobs, Aquatic Mobs, Wardens, Whisperers, Yetis, Strays, and Polar Bears.
Temperature: Added a new temperature mechanic to the game. It is calculated internally in the game's code what areas have a certain temperature.
* Frostlands- -40.0
*Snowy Slopes- -25.0
* Ice Plains- -20.0
* Tundra- -20.0
* Frozen Peaks- -15.0
* Blizzard Tunnels- -15.0
* Icebergs- 12.0
* Jagged Peaks- -10.0
* Cold Ocean- 5.0
* Wooded Mountains- 5.0
* The End- 0
* Desert Peaks- 5.0
* Windswept Hills- 5.0
* Spruce Forest- 8.0
* Mega Taiga- 8.0
* Foggy Woods- 10.0
* Dead Forest- 10.0
* Redwood Forest- 10.0
* Lukewarm Ocean- 12.0
* Mushroom Hills- 15.0
* Mallowfields- 16.0
* Forest (Generic)- 18.0
* Normal Cave- 20.0
* Mushroom Forest- 20.0
* Mushroom Archipelago- 20.0
* Mushroom Fields- 20.0
* Prairie- 20.0
* Sunflower Fields- 20.0
* Lush Cave- 20.0
* Dripstone Cave- 20.0
* Grasslands- 20.0
* Warm Ocean- 22.0
* Roofed Forest- 22.0
* Enchanted Forest- 22.0
* Drifting Mountains- 24.0
* Shattered Savannah- 24.0
* Mangrove Forest- 25.0
* Bog- 25.0
* Shroom Swamp- 25.0
* Marsh- 25.0
* Stony Jungle- 25.0
* Flooded Forest- 25.0
* Rainforest- 27.0
* Dingy Jungle- 27.0
* Mesa Highlands- 30.0
* Mesa Peaks- 30.0
* The Steppe- 32.0
* Thickweed Plains- 32.0
* Acacia Forest- 32.0
* Wooded Badlands- 32.0
* Shrublands- 38.0
* Outback- 40.0
* Wasteland- 42.0
* Lava Grottos- 42.0
* Mesa Lowlands- 42.0
* Crimson Forest- 45.0
* Warped Forest- 45.0
* Soul Valley- 50.0
* Basalt Deltas- 55.0
* Nether Wastes- 55.0
The Temperature has several uses. The first is that in any overworld subbiomes with a temperature at or below 0, it can snow at any y level. This will spawn snow layers. Additionally, snow layers will not melt.
Ice will automatically melt and Snow Golems will take damage if they have a temperature of 30 or higher.
It will not rain in any subbiomes with a temperature above 35 or higher. It will not snow in any subbiomes with a temperature of 26 or higher. The elevation the player needs to be at for it to snow decreases by 5 per degree. The default elevation for snow is y400.
Any subbiomes with a temperature below 0 will cause freezing damage to the player, though this can be negated if the player is wearing armor. The player's internal temperature is the biome's temperature at default, unless they are doing things to increase or decrease it.
* The player's temperature increases by 3 for each piece of armor they wear. This number changes to 4 if they are wearing leather armor, and it increases by 30 if they are wearing a fur coat and the biome temperature is below 0, otherwise, it will increase the player's temperature by 12. However, it will decrease by 4 per piece of armor and the effects for leather still apply if they are in water. Fur Coat's effects will be negated but they will not decrease temperature if the player is in water. 
* The player's temperature increases by 5 if they are moving, and 2 if they are sneaking.
* It decreases by 10 if they are in water.
* It decreases by 15 if they drink a water bottle and the local temperature is higher than 25, with that number going down by 1 every minute. Otherwise, it works the same but only decreases the player's temperature by 5.
* It decreases by 1 for each block of Ice or Packed Ice they are touching, or 3 if it is Blue Ice.
* It resets to the local cave temperature if they go below the Biome Surface and are not exposed to the Sun.
* It increases by 10 if the player's temperature is below 20 and decreases by 10 if the player's temperature is above 20 if they are not exposed to the Sun. This effect will never pass the number 20.
* It decreases by 4 if it is night, and increases by 4 if it is day, but stays the same during sunrise and sunset.
* It increases by 15 if they are standing on a Magma Block.
* It increases by 30 if they are in Fire or on fire
* It increases by 50 if they are in Lava.
*It decreases by 30 if they are in Powder Snow.
* If the player's temperature is below 0, they take damage. They take freezing damage for a certain amount of seconds every time they spend unprotected near the biome. Default is 1 Damage (1/4 heart) for every minute they spend unprotected, though the number will decrease by a second for each degree they are colder than 0. For example, if a player is in a biome with a temperature of -13.0, they will take 1 damage every 47 seconds they are below 0.
* If the player's temperature is 30 or above, their movement speed, damage, and resistance will decrease by 1% per degree they are above 30. Additionally, the time it takes for them to not be on fire after catching fire increases by 1.5% per degree they are above 30.
*If the player is in water and their temperature is -30 or lower, they will take 1 damage every 10 ticks (1/4 heart/0.5 second).
Added the NBT Tag "Unfreezable" which is held by Bosses, Aquatic Mobs, Wardens, Whisperers, Strays, Yetis, and Polar Bears.
==== Command Format ====
Added commands:
/gamerule defaultsnowlevel: sets the default y level for snow. Default 400.
/gamerule defaultsnowtemperature: sets the temperature needed for snow at any level. Default 0.
/gamerule defaultraintemperature: sets the temperature needed for rain at any level. Default 35.
/gamerule settemperature: similar to /setbiome, but establishes the temperature of a given region.
/gamerule dotemperatureeffects: Toggles whether to give the player negative effects if the temperature is too extreme. Default True.
=== Changes ===
==== Blocks ====
Water: Now deals damage to the player if the player's temperature is -30 or below. They will take 1 damage every 10 ticks (1/4 heart/0.5 second).
Snow Layers: Given an overhaul. Now instead of acting as an actual layer, snow will begin to collect on a block as it is snowing. It starts with a few snow pixels, and then more, until the entire block is covered in a layer of snow. When a layer of snow is complete, the snow will not pile up like that anymore, it will just keep growing.
* This is for more realistic freezing during winter.
When it is exposed to a heat source, it will unmelt in the same way it froze. Snow will melt automatically in the daytime if it is not under a block.
Grass Block: Now no longer changes to dirt if it has a snow block on top of it.
Grass, Ferns, Leaves, all Variants: Now change to a White Color from Green when they are in a Snowy Biome or when it is snowing, like they did in Bedrock Edition.
Bush: Can now be snowlogged.
Sweet Berry Bush: Can now be snowlogged.
Dead Bush: Can now be snowlogged.
Tall Grass/Fern: Can now be snowlogged.
Tall Flowers: Can now be snowlogged.
Saplings: Can now be snowlogged.
Bamboo: Can now be snowlogged.
Sugarcane: Can now be snowlogged.
Cattails: Can now be snowlogged.
Mud: Mobs will now pathfind around mud.
==== Items ====
Potion of Frost Resistance: Raises the player's minimum temperature to 15, meaning they will not suffer any adverse effects from the cold. However, it also raises the player's temperature by 10 at all times meaning they will be more susceptible to heat.
Potion of Fire Resistance: Raises the player's maximum temperature to 20, meaning they will not suffer any adverse effects from the heat. However, it also lowers the player's temperature by 10 at all times meaning they will be more susceptible to cold.
Barley: Is now used to breed Yaks.
Shears: Can be used to shear fur from Yaks.
==== Mobs ====
Ender Dragon: Now has the "Unfreezable" NBT tag. Takes 6x damage from Ice Wands.
Wither: Now has the "Unfreezable" NBT tag.
Aquatic Mobs: Now has the "Unfreezable" NBT tag.
Polar Bears: Now has the "Unfreezable" NBT tag.
Strays: Now has the "Unfreezable" NBT tag.
Warden: Now has the "Unfreezable" NBT tag.
Whisperer: Now has the "Unfreezable" NBT tag.
Cat: Now has a chance to drop 1 Fur when killed.
Wolf: Now drops 1 Fur when killed.
Fox: Now drops 1 Fur when killed.
Goat: Now drops 1 Fur when killed.
Meerkat: Now has a chance to drop 1 Fur when killed.
Bear: Now drops 1 Fur when killed.
Prairie Dog: Now has a chance to drop 1 Fur when killed.
Blaze: Now takes 6x damage from Ice Wands.
Magma Cube: Now takes 6x damage from Ice Wands.
==== Non-Mob Entities ====
Snowball: Throwing a snowball will not aggrovate any mob it hits unless it is actually damaged by the snowball, for example if the player who threw it had the 
==== World Generation ====
Blizzard Tunnels: Can now spawn in any Snowy Subbiome if the height level permits. 
Snowy Villages: Skis can now generate in a Snowy House Chest, replacing Blue Ice. 
Taiga Villages: Fur can now generate in a Taiga House Chest, replacing Spruce Saplings. 
== 24w34j: Forest Update ==
This was the update promised in the Biome Vote. Deer was seen in the picture but not much else. What could be in store?
=== Subbiome Split ===
Woods: The default subbiome. It has many Oak and Birch Trees and a ton of tall grass, mushrooms, glowshrooms, and etc. The floor is covered in Leaves and Dead Leaves, with Bushes and Sweet Berry Bushes. This is a great biome to spawn in due to the abundance of wood and wildlife here. Mobs that can spawn include Squirrells, Deer, Robins, Owls, Mice, Wolves, Rabbits, and Chicken. You can also find Bee Nests, Lakes and Streams with Lilies and Daffodils, and Abandoned Campsites. Lots of wildflowers, poppies, roses, cornflowers, and lilies of the valley will spawn. Butterfly Particles are common. It has a default biome temperature of 18.0. 
Birch Forest: A Forest Subbiome that is covered in tall birch trees, many of which have several polypores on them. Additionally, you can find Pear Trees and Grapevines that grow on the Birch Trees. Like in the Woods, there is a lot of mushrooms and grass, but few glowshrooms or tall grass. The floor here has more dead leaves, and it will also have Bushes, Tartberry Bushes, and Deathberry Bushes. Like in the Woods, Deer, Owls, Mice, and Rabbits will spawn. Mockingbirds, Foxes, and Pigs will also spawn here. Moth Particles are very common. Bee Nests, Lakes, and Streams with Daffodils can appear very commonly, as well as Abandoned Campsites. Moth Particles will spawn in this subbiome. The unique flowers here are Lilacs (lots of them), Marigolds, Alliums, and Jasmine Vines. It has a default biome temperature of 16.0. 
Cherryblossom Forest: A Forest Subbiome that is made up of mainly Cherryblossom Trees, but it can sometimes include a Thaumaturgic Tree. This biome is covered in flowers, particularly Lilacs, Peonies, Tulips, Alliums, and Lilies of the Valley. Surviving here is very easy, especially since no creepers spawn in this subbiome. Sweet Berry Bushes will spawn here if you are in need of food. The mobs that will spawn are Deer, Mice, Rabbits, and Pink Sheep. Bee Nests are also very common. Robins, Butterflies, and Fireflies (at night) can be found around here. The streams will hold both lilies and daffodills. It is a very pretty biome, with large groves of Pink and White leaves. It has a default biome temperature of 15.0. 
Toxic Grove: This biome is very hard to survive in. Almost all of the trees are dead, so there is no fruit available. Small piles of dead leaves may appear. The trees here are much larger than normal trees and are very widely apart, almost as if they are 2x2. The top two blocks of this biome are covered in a layer of Poisonous Fog. Foliose Lichen and Polypores are very common on top of the trees. Moth Particles can be found fluttering about, even though there is no flowers. Going in the Poisonous Fog will give the Player Poison for 3 seconds, but it will not go away if the player stays in the fog. However, the large oak trees have thick branches that the player can hop around on. At night, the only monster that can spawn is a Spirit. The fog can be kept at bay with fortifications (building a cobblestone square wall will keep fog out from the inside) but the fog will seep back in if an opening is found, like a Door. It has a default biome temperature of 21.0. 
=== Additions ===
==== Mobs ====
Squirrel: A small animal that loves to scuttle around and eat acorns. It has two variants: a ginger variant and a brown variant.
* Squirrels can climb on trees and have a unique climbing animation.
* They can climb inside of leaf blocks to protect themselves from the player.
* Are attacked by Wolves, Foxes, Cats, Bears, Owls, and Baby Whiptails.
* Has 18 Health (4.5 Hearts)
* Is a passive mob.
*Spawns on Oak Trees in most subbiomes where Oak Trees appear. The full list can be found under the changes category to subbiomes.
* Can be bred with Acorns.
* Has a very high jump, can jump up to two blocks high and four blocks long.
* Takes reduced fall damage, similar to Yaks and Goats.
* Drops 0-1 Fur, 0-1 Small Hide, and 1 Raw Squirrel when killed. These numbers can be increased with looting.
Deer: A large, wiry horse-like animal that is very fast and jumps at the first sight of noise from the player. They are a tan color and have small, bushy tails.
* They jump over fences and can jump up to two blocks high with a running start. If a player or monster approaches, they will dart away to safety. 
* They are passive mobs.
* They will eat from berry bushes but will not be hurt by thorns.
* Attacked by Wolves, Bears, and Whiptails.
* Has 50 Health (12.5 Hearts)
* Can spawn in several subbiomes, particularly in all forests besides the Toxic Grove. Check the changes category for subbiomes for more info.
* Cannot be bred, but if the player is sneaking, they can feed the deer an apple, sweet berries, cranberries, or tartberries.
* Takes reduced fall damage, similar to Squirrells, Yaks, and Goats. 
* Drops 1-2 Fur, 0-1 Leather, and 0-2 Raw Deer when killed.
* Cannot be leashed.
* Can drop 1 Deer Head if killed by a Charged Creeper or an Axe with a Cleaving Enchantment.
Robin: A new bird mob that is grey on the outside with a red underbelly. They can spawn in several biomes and subbiomes and are very common mobs.
* Can fly in the air, will fly if scared by a player or predator. They can be seen flying in V-shapes occasionally, or sometimes can spawn in packs of 2-3. They can also spawn alone. Usually, they will spawn on top of trees or in the sky.
* Can sometimes be found singing the song "Sweden" in bird chirps. Additionally, if a predator is nearby, it will let out a call to nearby robins and they will fly away.
* They are passive mobs.
* Occasionally they can be seen eating bug particles. They cannot be bred.
* Attacked by Foxes, Wolves, Cats, and Owls.
* Has 6 Health (1.5 Hearts)
* Can spawn in several subbiomes, notably the Woods and the Cherryblossom Forest.
* Takes no fall damage because it will simply fly away whenever possible. 
* Drops 0-1 Red Bird Feathers and 0-1 Raw Bird when killed.
Mockingbird: A new bird mob that is mostly grey with a few brown feathers. Like the Robin, they spawn in many biomes and are very common.
* Can fly in the air, just like Robins. They flee from the noise of a player or predator. They can be found flying in V-shapes or in packs of 2-4. They also can spawn alone. These mobs will spawn on top of trees or in the sky.
* When a note block is struck near them, they will chirp the same sound. This means that it is possible for the player to create a mockingbird choir.
*They are passive mobs. 
*Occasionally they can be seen eating bug particles, though they cannot be bred. 
*They are attacked by Foxes, Wolves, Owls, and Cats. 
*Has 6 Health (1.5 Hearts) 
*They can spawn in several subbiomes, notably the Birch Forest and Foggy Woods. 
*Takes no fall damage because they can simply fly away 
*Drops 0-1 Grey bird feathers and 0-1 Raw Bird when killed. 
Owl: A Predatory bird mob that hunts from the skies. It is slightly larger than robins or mockingbirds and has large eyes and a yellow beak. They are less common than robins and mockingbirds but can still spawn in different subbiomes.
* Can fly like Robins and Mockingbirds but are slightly slower. They will always spawn alone. They can spawn on top of large trees.
* There are two variants, a brown owl and a light grey owl.
* They will look for Robins, Mockingbirds, Mice, Squirells, Prairie Dogs, Rabbits, and Baby Cats to try to kill them. While these mobs are all faster than an owl, the owl will try to sneak up on them.
* They are passive mobs.
* While they regularly hunt, they cannot be bred.
* Has 24 health (6 hearts). They deal 6 damage per attack, which can kill most of their prey, but they have one of the highest attack speeds of all mobs, often giving the prey little time to escape.
* They spawn in subbiomes like the Woods, Birch Forest, Roofed Forest, and Spruce Forest.
* They take no fall damage because they simply fly away.
* They drop 2-3 Brown or Light Grey bird feathers (depending on type), 0-1 Raw Bird, and 0-1 Bones when killed. They also have a very small chance of dropping 0-1 Rotten Flesh.
Mice: A passive rodent that spawns in the Forest. With a similar size to Silverfish, they spawn very commonly in Forests, Dark Forests, and Taiga Biomes. They will sniff out and eat cheese. They can go through gaps that are half a block large and wide, meaning they can crawl through the holes in stairs. They can also dig through walls if the block underneath them, the wall, and the block they are going through is dirt or a dirt-type block.
* They are very fast and can spawn in groups. They will flee from almost every mob except miniscule ones like Bullet Ants or Termites.
* There are three variants: a brown mouse, a grey mouse, and a white mouse.
* They are hunted by Wolves, Cats, Foxes, Bears, Owls, Ocelots, and Wolves.
* Can spawn on the ground in packs. They have a digging ability where they can dig through a solid block if the blocks under them, the wall, and the block they are appearing on is dirt of a dirt variant. 
* They can be bred with Barley, Rye, or Cheese. 
* If the player is wearing Silent Step boots, the mice will not run from them.
* They have 8 health (2 hearts) 
* Take reduced fall damage
* Make squeaking sounds
* Drops 0-1 fur when killed. 
Spirit: A Hostile Ghost that is the first mob that is invincible if it is invisible. It lets off a trail of soul fire particles, which is all you can see if you do not have Night Vision or a helmet with Sharp Sense. It will continuously attack the player and all the player can do is run away if they do not have these. The Spirit can only see the player if it goes within 6 blocks of the spirit. If the player has night vision, they can see the spirit mob, which looks like a small, floating, white vex-like creature that carries an iron axe. It takes a long time to hit the player. It will drop 0-1 Soul Sand, 0-1 Soul Lanterns, and 50 EXP when killed.
Spirits have a 10% chance of spawning when the player kills a passive baby mob (baby hoglins and zombies do not count). If a mob like a wolf kills a baby animal, a spirit has a 10% chance to spawn and it will be hostile to its killer as well as the player. 
* Spirits are undead, and they will disappear in the daytime. If a baby animal is killed during the day, the game will log the spot where they died and a spirit can spawn that night. If a baby animal is killed during the night, an animation can play where soul particles rise up from the ground and create the spirit.
* Like Vexes, Spirits can phase through walls. They also have an extremely tiny hitbox and are difficult to kill. They have 12 health (3 hearts) but have a special ability where the damage dealt to them is capped at 11, so it will always take at least two hits to kill them. 
* They will always be hostile to the player but are neutral to other mobs.
* Because they drop a lot of experience, they are great for experience farming by killing baby animals.
* In addition to spawning when a baby animal dies, they also spawn naturally in the Toxic Grove.
* They are immune to all status ailments and poisonous fog.
* They make a screeching sound right before they are about to attack, giving the player time to run away for them to miss. Their attacks deal 20 damage (5 hearts). 
==== Items ====
Raw Deer: A Food obtained by killing deer. It can be cooked into Cooked Deer on a campfire or furnace. Eating Raw Deer restores 3 Hunger Points (1.5 Hunger Bars) and it takes 38 ticks to eat. It can be used to breed & feed Wolves and can be fed to Whiptails to increase their trust by 1 and restore 11 health.
Cooked Deer: A Food obtained by killing a deer with Fire, or by cooking Raw Deer in a campfire or furnace. Eating Cooked Deer restores 7 Hunger Points (3.5 Hunger Bars) and it takes 38 ticks to eat. It can be used to breed & feed Wolves and can be fed to Whiptails to increase their trust by 1 and restore 12 health.
Raw Squirrel: Food obtained by killing a squirrel. It can be cooked into Cooked Squirrel on a campfire or furnace. Eating Raw Squirrel restores 2 Hunger Points (1 Hunger Bar) and it takes 24 ticks to eat. It can be used to breed & feed Wolves and can be fed to Baby Whiptails to increase their growth speed by 20 seconds.
Cooked Squirrel: Food obtained by killing a squirrel with fire, or by cooking Raw Squirrel in a campfire or furnace. Eating Cooked Squirrel restores 4 Hunger Points (2 Hunger Bars) and it takes 24 ticks to eat. It can be used to breed and feed Wolves and can be fed to Baby Whiptails to increase their growth speed by 25 seconds.
Raw Bird: Food obtained by killing a Mockingbird, Robin, or Owl. It can be cooked into Cooked Bird on a campfire or furnace. Eating Raw Bird restores 1 Hunger Points (0.5 Hunger Bars) and it takes 20 Ticks to eat. It can be used to breed and feed Wolves and can be fed to Baby Whiptails to increase their growth speed by 12 seconds.
Cooked Bird: Food obtained by killing a Bird with fire, or by cooking Raw Bird in a campfire or furnace. Eating Cooked Bird restores 3 Hunger Points (1.5 Hunger Bars) and it takes 20 ticks to eat. It can be used to breed and feed Wolves and can be fed to Baby Whiptails to increase their growth speed by 16 seconds.
Colored Feathers: An item obtained by either crafting a feather with dye, or by killing an animal that drops it. They can be used in the Fletching Table to change the color of the arrow, or you can simply craft an arrow with a Colored feather. Large bird feathers cannot be colored.
Orange: A Fruit that you can now harvest from Orange Leaves that are part of an Orange Tree. It can be eaten to restore 4 Hunger Points (2 Hunger Bars) and takes 20 Ticks to Eat. It can be crafted into 1 Orange Seed. An Orange is an actual block, about the size of a cocoa pod, that can generate under Orange Leaf Blocks that is part of an Orange Tree.
Copper Orange: A Food Item crafted from 1 Orange and 8 Copper Ingots. It gives the wearer Instant Health I (restoring 12 Health or 3 Hearts) when consumed and gives Resistance I for 2:00. It restores 4 Hunger Points (2 Hunger Bars) and takes 20 Ticks to eat.
Orange Seed: A Light Yellow seed similar to Pumpkin Seeds in look that can be planted in farmland to grow into an Orange Tree. It destroys the farmland when grown. It does not grow if not on wet farmland. It also cannot be within 2 blocks of another seed or tree to grow. They can only be obtained from Pillager Outposts. If an Orange Seed is by a Red Mushroom, it grows 10% faster, but if it is by a Brown Mushroom, it grows 5% slower.
Pear: A Fruit that you can now harvest from Pear Leaves that are part of a Pear Tree. It can be eaten to restore 4 Hunger Points (2 Hunger Bars) and takes 20 Ticks to eat. It can be crafted into 1 Pear Seed. A Pear is an actual block, a little taller than a cocoa pod, that can generate under Pear Leaf Blocks that are part of a pear tree. If a Pear Seed is by a Brown Mushroom, it grows 10% faster, but if it is by a Red Mushroom, it grows 5% slower.
Bronze Pear: A Food item crafted from 1 Pear and 8 Bronze Ingots. It gives the wearer Speed I for 1:00 and Regeneration I for 0:10. It restores 16 Hunger Points (8 Hunger Bars) and takes 20 Ticks to eat. It also restores 20 Saturation, making it the best food item in the game, even more than Suspicious Stew with Dandelions or Blue Orchids.
Pear Seed: A small black seed similar to Watermelon Seeds in look that can be planted in farmland to grow into a Pear Tree. It destroys the farmland when grown. It does not grow if not on wet farmland. It also cannot be within 2 blocks of another seed or tree to grow. They can only be obtained from Pillager Outposts.
Apple Seed: A large black seed similar to Pear or Watermelon seeds in look that can be planted on farmland to grow into an Apple Tree. It destroys the farmland when grown. It does not grow if not on wet farmland. It also cannot be within 2 blocks of another seed or tree to grow. They can only be obtained from Villages, Strongholds, Igloos, or the Bonus Chest (in the form of actual apples). If a Shiitake Mushroom is by an Apple Seed, it grows it 15% faster, while if it is next to a White, Yellow, Honeyspore, or Shiitake Mushroom, it grows 10% slower.
Acorn: An item obtained from breaking Oak leaves. This item replaces the Oak Sapling, which has been removed, as well as the Apple which no longer generates on Oak Trees. Acorns are used to breed squirrels and can be cooked in a Furnace or Campfire to obtain a Roasted Acorn. Squirrels will randomly place Acorns as they run, planting them into Oak Trees. Like an Oak Sapling, they can be planted in the ground to turn into Oak Trees.
Roasted Acorn: Roasted Acorns restore 1 Hunger Point (0.5 Hunger Bars) and take 10 Ticks to eat, making them by far the fastest food to eat in the game. They are obtained by putting an Acorn in a furnace or campfire.
Grape: A Fruit obtained by harvesting Grape Vines. Harvesting a Grape Vine will yield 1-2 Grapes. Grapes can be eaten to restore 2 Hunger Points (1 Hunger Bar) and takes 15.4 Ticks to eat, similar to Sweet Berries or Cranberries. Grapes are used as a crafting ingredient for Grape Juice.
Grape Juice: Crafted with 1 Tin Can, 1 Sugar, and 4 Grapes. It restores 10 Hunger Points (5 Hunger Bars) and takes 20 Ticks to Eat. They can be stacked to 16. If drunken, the Tin Can is left. It can be placed in Cauldrons to form Fermented Grape Juice.
Fermented Grape Juice: Wine was discussed by the developers, and this was the compromise they came up with. Fermented Grape Juice is formed after about 30 Minutes of Grape Juice being in a Cauldron. Fermented Grape Juice can be drunken to give the player Nausea I, as well as restoring 10 Hunger Points (5 Hunger Bars). They can be stacked to 16. If drunken, the Tin Can is left.
Bucket of Cheese: An item obtained by harvesting Cheese from a Cauldron. Placing it places a cheese block, a block very similar to a Cake in size. A Cheese has five slices, each of which can restore 2 Hunger Points (1 Hunger Bar). Cheese is formed after about 30 seconds of Milk being in a cauldron.
Pillow: An item crafted with 1 Colored Wool and 8 of its respective Colored Bird Feathers. A Pillow can be placed and a player will sink into it a bit as if it were soul sand. Additionally, it can be used as an Item to cause Knockback without dealing damage. It is the only melee item that deals no damage when punching something.
==== Blocks ====
Cherryblossom Wood: A light pink-colored wood that can be obtained from cutting Cherryblossom trees. Cherryblossom Wood, Saplings, Logs, Stripped Logs, Decayed Logs, Wood, Waxed Wood, Stripped Wood, Decayed Wood, Planks, Waxed Planks, Slabs, Stairs, Trapdoors, Doors, Boats, Pressure Plates, Buttons, Signs, Fences, Fence Gates, Moss, Knobs, and Decayed Knobs were all added.
Pink Cherryblossom Leaf Block: A variant of a Cherryblossom Leaf Block that spawns on Pink Cherryblossom Trees. They are bright pink in color, as their name suggests.
White Cherryblossom Leaf Block: A variant of a Cherryblossom Leaf Block that spawns on White Cherryblossom Trees. They are a pale pink in color, nearly white.
Apple Wood: Apple Wood, Leaf Blocks, Saplings, Logs, Stripped Logs, Decayed Logs, Wood, Waxed Wood, Stripped Wood, Decayed Wood, Planks, Waxed Planks, Slabs, Stairs, Trapdoors, Doors, Boats, Pressure Plates, Buttons, Signs, Fences, Fence Gates, Moss, Knobs, and Decayed Knobs were all added. It is a hot pink color.
Orange Wood: Orange Wood, Leaf Blocks, Saplings, Logs, Stripped Logs, Decayed Logs, Wood, Waxed Wood, Stripped Wood, Decayed Wood, Planks, Waxed Planks, Slabs, Stairs, Trapdoors, Doors, Boats, Pressure Plates, Buttons, Signs, Fences, Fence Gates, Moss, Knobs, and Decayed Knobs were all added. It is a light orange color.
Pear Wood: Pear Wood, Leaf Blocks, Saplings, Logs, Stripped Logs, Decayed Logs, Wood, Waxed Wood, Stripped Wood, Decayed Wood, Planks, Waxed Planks, Slabs, Stairs, Trapdoors, Doors, Boats, Pressure Plates, Buttons, Signs, Fences, Fence Gates, Moss, Knobs, and Decayed Knobs were all added. Developers hinted Pear Wood might become useful in a later Music update. It is a light green color.
Grapevines: A vine that spawns in Savanna villages upon hanged farms on fence posts. They grow down and periodically grow Grapes on them. These grapes can be harvested.
Lilies: A flower that spawns naturally in small pools in the Woods, Birch Forest, or Cherryblossom Forest. It is the first flower that is found and can be placed on top of water. It gives white dye when crafted.
Daffodils: A Flower that is unique to the Birch Forest biome. It is yellow in color and looks similar to the Buttercup flower that was rejected in the 1.17 mob vote. It gives yellow dye when crafted.
Marigolds: A bright orange flower found only in the Woods biome. It is bright orange and looks similar to the Azure Bluet, in that there are lots of different sprigs of flowers. It gives orange dye when crafted.
Jasmine Vine: A dark green vine that grows off of Birch Leaf Blocks. It can be climbed like normal vines and has dark purple flowers on it, which can be used to give bees pollen. The flowers cannot be harvested. It cannot be broken without silk touch or shears. It generates only in the Birch Forest subbiome. It has a very small chance to generate as part of a Birch Tree when grown with bone meal.
Barbed Vine: A dark green vine similar to the Jasmine Vine, but without flowers and instead has thorns which can slow and damage the player similar to Sweet Berry Bushes. It can be climbed, but it is slow and painful. They generate both in the Woods, on Birch Trees, and in the Birch Forest. It has a very small chance to generate as part of a Birch Tree when grown with bone meal.
Deer Head: Obtained when a Deer dies to a charged creeper or when it is killed with the Beheading enchantment. Can be worn and placed as decoration.
==== World Generation ====
Abandoned Campsites: A structure that can spawn in the Woods and Birch Forest subbiomes. It consists of 1-3 tents that can be made of any of the 16 wool types. In the center is a fire pit with a few unlit campfires in the middle. Around the structure, there can be piles of logs, blocks of cobblestone, and placed lanterns. Some cobwebs might spawn inside the tents. In the tents, you can find a bed, crafting table, and a barrel with loot.
Tent Barrel Loot 	Tent Barrel Loot	Tent Barrel Loot
Item 	Quantity 	Chance
Bread 	4-12 	87.3%
Roasted Acorn 	3-6 	65.0%
Flint and Steel 	1 	65.0%
Iron Nugget 	10-15 	50.0%
Bow 	1 	50.0%
Carrot 	5-10 	45.5%
Tin Can of 2 Oranges 	1 	33.0%
Cooked Rabbit 	1-3 	33.0%
Cooked Squirrel 	1-3 	33.0%
Compass 	1 	28.7%
Iron Axe 	1 	28.7%
Campfire 	1 	22.1%
Charcoal 	2-8 	19.3%
Emerald 	1-3 	12.2%
Iron Ingot 	1-4 	12.2%
Bucket 	1 	9.9%
Copper Orange 	1 	4.4%
Enchanted Golden Apple	1 	0.1%
===== Occurrences: =====
Pink Cherryblossom Tree: A Tree that generates in the Cherryblossom Forest. It has wide branches and is oblong-shaped like the Azalea Tree. It has Pink Cherryblossom Leaves and is made of Cherryblossom Logs. 
White Cherryblossom Tree: A Tree that generates in the Cherryblossom Forest. It has wide branches and is oblong-shaped like the Azalea Tree. It has White Cherryblossom Leaves and is made of Cherryblossom Logs.
Apple Tree: A Tree that only generates as part of a Village, or can be grown with Apple Seeds on top of wet farmland. Apple Leaf Blocks that are part of an Apple Tree that have an air block underneath them can generate an Apple. This only works if there are no apples within 2 blocks of the leaf block and the growth time is a little longer than cactus, and it cannot be sped up with bone meal. It is made up of Apple Leaf Blocks and Apple Logs, and generates like an Oak Tree.
Orange Tree: A Tree that does not generate naturally, but can be grown by farming Orange Seeds in wet farmland. Orange Leaf Blocks that are part of an Orange Tree that have an air block underneath them can generate an Orange. This only works if there are no Oranges within 2 blocks of the leaf block and the growth time is a little longer than cactus, and it cannot be sped up with bone meal. It is made up of Orange Leaf Blocks and Orange Logs, and it is a little smaller than an Oak Tree.
Pear Tree: A Tree that does not generate naturally, but can be grown by farming Pear Seeds in wet farmland. Pear Leaf Blocks that are part of a Pear Tree that have an air block underneath them can generate a Pear. This only works if there are no Pears within 2 blocks of the leaf block and the growth time is a little longer than cactus, and it cannot be sped up with bone meal. It is made up of Pear Leaf Blocks and Pear Logs, and is taller than an Oak Tree, but not as tall as a Spruce Tree.
Large Oak Tree: A Larger Version of an Oak Tree that has a small chance to generate if there is appropriate space, it is shaped in a diamond with 5 stacks of Logs, like the larger Crimson or Warped Fungi. It can also be grown reliably with 5 saplings placed in a diamond shape, though it does not always replace the number of saplings used to grow it, as it only has a few more leaves than a normal oak tree. These can generate in the Woods as normal and in the Toxic Grove without any leaves, instead having long branches that the player can jump on. Ones in the Toxic Grove are also more likely to be fully 3x3 instead of diamond shaped.
==== Gameplay ====
Sharp Sense: A New Treasure enchantment that can be used to see Invisible Mobs and see and attack Spirit Mobs. While the player has Sharp Sense, they are also immune to the Darkness effect. Similar to sculk blocks, they can also sense vibrations from things around them while wearing it. This might get annoying at times, which is the tradeoff for having it.
Butterfly Particles: New particles that can generate in several subbiomes, including the Woods and Cherryblossom Forest. They are smart particles like Fireflies, but otherwise serve no purpose. They can also have a small chance to spawn next to flowers.
Moth Particles: New particles that generate in several subbiomes, including the Birch Forest and the Cherryblossom Forest. They are smart particles like Fireflies, but otherwise serve no purpose.
Poisonous Fog: A Toxic Fog with very good AI that generates in the Toxic Grove subbiome. While it is present all around the biome, it can slowly disappear if it inside a closed structure on all six sides. If a door or trapdoor is opened or a hole is dug, the fog will seep back in until it fills the available space, similar to the very first iterations of water when it was added in Minecraft Classic. The Fog will give the player Poison and Blindness for 3 seconds when they step in, but the effect will keep being readded until the player steps out, leaving them very vulnerable. The fog affects all non-undead mobs. It is a lilac purple color and is opague. It cannot be taken outside of a Toxic Grove biome. It generates in the first two layers of the biome and can travel down like a liquid could. It can spread like Classic Water where an infinite amount of space (assuming the right y level) could be filled with just 1 block of Poisonous Fog. If a player somehow filled an entire biome with blocks, the Poisonous Fog would be completely destroyed.
==== Command Format ====
===== Gamerules: =====
===== ·        Added the gamerule fogspreads. Set to true on default and cannot be changed without cheats. =====
·        Added the gamerule revenge. Toggles whether baby animals will spawn Spirits upon death. Set to true on default and cannot be changed without cheats.
·        Added the NBT Tag candig, which is given to Mice, Silverfish, and Prairie Dogs.
=== Changes ===
==== Mobs ====
Parrots: Depending on the color, they can now drop Red, Lime, Blue, or Light Grey Bird Feathers.
Wolf: Can now be fed and bred with raw/cooked Squirrel, Deer and Bird. Will now attack Squirrels, Deer, Robins, Mockingbirds, and Mice. They can now spawn in the Woods subbiome.
Fox: Can now spawn in the Birch Forest subbiome. Will now attack Squirrels, Robins, Mockingbirds, and Mice.
Cat: Baby Cats will now run from Owls if they hear them and they can now be attacked by owls. They will hunt Robins, Mockingbirds, and Mice.
Bear: Now attacks, Deer, Squirrel, and Mice. They can now spawn in the Woods Biome.
Ocelot: Now attacks Mice.
Prairie Dog: Is now hunted by Owls.
Whiptail: Can now be bred with Raw or Cooked Deer. Baby Whiptails can be fed Raw Squirrel or Cooked Squirrel to increase the growth time.
==== Items ====
Rabbit Hide: Renamed to Small Hide. Can now be dropped by Squirrels and can be crafted with 4 Fur.
Fur: 4 Fur can now be used to craft a Small Hide.
Apple: No longer drops from Oak or Dark Oak leaves. They can now be grown and harvested from Apple Trees. Apples can be crafted into 1 Apple Seeds. They are now actual blocks that generate under Apple Leaf Blocks that are part of an Apple Tree.
Juice (Apple, Cranberry, Sweet Berry): Can now be placed and stored in Cauldrons. 1 Tin Can fills up 1/3 of the Cauldron.
==== Blocks: ====
Oak Sapling: Has been removed, replaced with Acorns in all instances of them generating, all already-existing Oak Saplings are replaced with Acorns.
Glowshrooms: Have been reworked. They now spawn on the ground in groups of four, and are no longer a vine. They work similar to other mushrooms, except they cannot naturally spread. They may generate occasionally in Mushroom or Forest Biomes in groups of 1-3.
Cauldron: Can now hold Apple Juice, Cranberry Juice, Sweet Berry Juice, Grape Juice, Fermented Grape Juice, Milk, and Cheese. Only Milk and Cheese are re-obtainable in Buckets.
Leaf Blocks:
* Now can be crafted with 4 Leaves. The same is for Dead Leaf Blocks and Dead Leaves.
The player's head can walk through naturally-generated leaf blocks. Some mobs can now walk inside of Leaf Blocks, though they need a base to stand on. Bugs cannot walk down inside Leaf Blocks below them. Note that Jungle Leaf Blocks are the exception and cannot be walked through or inside, though the player still will not suffocate if inside one.
* These mobs include Squirrels, Bullet Ants, and Termites.
* Entities such as Arrows and Ender Pearls will fly through Leaf Blocks.
Oak Leaf Block: No longer drops Oak Saplings or Apples when broken, but now drops Acorns instead.
Dark Oak Leaf Block: No longer drops Apples when broken.
==== World Generation ====
Pillager Outpost: Can now generate with Orange Seeds or Pear Seeds in the chest up top, replacing Carrots and Potatoes.
Villages: Apple Trees can now spawn around Plains villages, replacing Oak Trees. This is the only source of Apple seeds besides getting Apples from a chest.
Swamp Subbiomes: Moth Particles can spawn naturally.
Dead Forest: Mice can now spawn in the Dead Forest.
Roofed Forest: Squirrels, Deer, Robins, Mice, and Owls can now spawn in the Roofed Forest. Butterfly and Moth Particles will appear.
Enchanted Forest: Squirrels, Deer, Robins, Mice, Mockingbirds, and Owls can now spawn in the Enchanted Forest. Butterfly and Moth Particles will appear.
Foggy Woods: Deer, Mockingbirds, and Mice can now spawn in the Foggy Woods. Moth Particles and Firefly Particles (at night) will appear.
Prairie: Squirrels, Mice, and Mockingbirds can now spawn in the Prairie. Moth Particles will appear.
Mallowfields: Moth particles will appear very commonly. Mice can now spawn here.
Sunflower Fields: Butterfly Particles will appear. Mice can now spawn here.
Grasslands: Moth particles will appear very commonly. Mice can now spawn here.
Thickweed Plains: Moth particles will appear very commonly.
Shrublands: Mice will now occasionally spawn.
Wooded Mountains: Deer, Squirrells, Owls, Robins, and Mice can now spawn, along with Moth Particles.
Drifting Mountains: Butterfly Particles can now spawn.
Spruce Forest: Deer, Mice, Owls, and Mockingbirds can now spawn, along with Moth Particles.
Mega Taiga: Same as above.
Redwood Forest: Same as above.
Windswept Hills: Mockingbirds, Mice, and Moth Particles can now spawn.
Rainforest: Butterfly and Moth Particles can now spawn.
Stony Jungle: Moth Particles can now spawn.
Flooded Forest: Moth Particles and Firefly Particles (at night) can now spawn. Is now covered in lilies.
Dingy Jungle: Moth Particles can now spawn.
===== Occurrences =====
Lakes: Frogs can naturally spawn. Will now appear with a few cattails, lilies, and small dripleaves.
Gameplay
Poison: No longer affects undead mobs.
Cleaving Enchantment: Now works for Deer.
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