Java Edition 1.13

1.13, the first release of the Update Aquatic, is a major update to released on July 18, 2018. It focused mainly on ocean content and technical features. Specifically, new blocks, such as blue ice, coral, conduits, kelp, sea pickles, stripped logs, wood, and turtle eggs were added, as well as new items such as buried treasure exploration maps, debug sticks, buckets of fish, hearts of the sea, phantom membranes, tridents, and much more. Also, water is more transparent than before and the color was changed to match specific biomes, while it was only dark blue before 1.13. In addition, dolphins, drowned, fish mobs, phantoms, and turtles were added, as well as new biomes, a new buffet world type (a stopgap replacement for the customized world type), and new generated structures. This update also added many commands and changed the format of existing commands, and added many new technical aspects, such as data packs and tags.
This update was originally intended to be released as two separate updates with 1.13, originally named Technically Updated, having the technical changes, and 1.14, originally to be called the Update Aquatic, having all the ocean features, however they were combined into one big update, and as such snapshots from 17w43a to 18w06a mainly just added or modified commands.
The update was originally revealed during the MINECON Earth 2017 livestream on November 18, 2017., November 18, 2017
Initially, 1.13 was scheduled to be released on May 30, 2018. However, the release was pushed back to July 18, 2018, to fix critical bugs.
== Additions ==
=== Blocks ===
; Air variants
* cave_air and void_air.
** Both have the exact same properties as air.
** cave_air is generated in caves.
** void_air is used internally for blocks above (>255) and below (<0) the world, and in unloaded chunks.
; Blue ice
* Generates in icebergs.
* Slippier than ice and packed ice.
* Crafted using 9 packed ice.
; Bubble columns
* Created by magma blocks or soul sand in water as far up as all blocks are water sources.
** Magma block columns pull entities down: they will stop items from floating up in water and sink boats.
** Soul sand columns push entities up.
; Buttons, pressure plates and trapdoors
* Now have separate textures for all 6 types of wood.
; Carved pumpkins
* A new block that has the old pumpkin texture.
** Normal pumpkin blocks no longer have a face.
** Right-clicking a pumpkin block with shears will turn it into a carved pumpkin and make it spit out 4 pumpkin seeds.
; Conduits
* Crafted using 1 heart of the sea and 8 nautilus shells.
* Can be activated by placing prismarine, dark prismarine, prismarine bricks and/or sea lanterns in 5x5 open squares around it.
** When active, will affect nearby players in water with the Conduit Power status effect.
*** Conduit power stops the breath meter from running out, gives underwater night vision and increases mining speed.
* A complete structure will fully power the conduit.
** When active at full power, the range will increase and hostile mobs within 8 blocks will take damage.
*** The eye of the conduit will show whether it's hunting for hostile mobs or not: it will show an open eye when it's looking out for hostile mobs, and a closed eye otherwise.
* Emits a strong glow, at light level 15.
; Coral
* Comes in 5 different variants, each with a different type: tube (blue), brain (pink), bubble (purple), fire (red), horn (yellow).
* Can only be placed underwater.
** If placed on land, it will die and turn gray.
* Naturally generates in coral reefs.
* Can only be obtained with a tool enchanted with Silk Touch.
; Coral blocks
* Comes in the same 5 variants as coral: tube (blue), brain (pink), bubble (purple), fire (red), horn (yellow).
* Must be mined with a Silk Touch tool in order to drop itself, otherwise they drop a dead coral block.
** Each variant has a dead (gray) counterpart.
** Turns into a dead coral block if none of its six sides are touching water, although not instantly.
* Like coral, it naturally generates in coral reefs.
; Coral fans
* Comes in the same 5 variants as coral: tube (blue), brain (pink), bubble (purple), fire (red), horn (yellow).
* Can be placed underwater on the sides and tops of blocks.
* Can be placed in air.
** Will turn into dead coral fans after a short moment if this is the case.
* Naturally generates on the sides of coral blocks in coral reefs.
* Can only be obtained with a tool enchanted with Silk Touch.
; Dead coral blocks
* Comes in the same 5 variants as coral: tube, brain, bubble, fire, horn.
* Obtained when mining a coral block without a Silk Touch tool, or when none of the six sides of a coral block are touching the water.
* Cannot be turned back into coral.
; Dead coral fans
* Comes in the same 5 variants as coral: tube, brain, bubble, fire, horn.
* Coral fans turn into them when placed out of water.
* Can only be obtained with a tool enchanted with Silk Touch.
; Dried kelp blocks
* Can be used as fuel in a furnace
** Smelts 20 items.
* Crafted from dried kelp, and can also be crafted back into dried kelp.
; Kelp
* Can only be placed underwater, requiring at least one water block above it.
** Can be placed on dry land by using the command.
* Generate in ocean biomes, except warm oceans.
* Can grow multiple blocks high.
* Has animated textures.
* Can be smelted into dry kelp.
; Prismarine stairs and slabs
* Both come in all 3 variants: prismarine, dark prismarine, and prismarine bricks.
* Stairs can be crafted with 6 of their respective material.
* Slabs can be crafted with 3 of their respective material.
; Seagrass
* Like regular grass, seagrass also comes in a tall variant.
* Has animated textures.
* Generates in oceans (including underwater caves), rivers, and swamplands.
* Can additionally be generated when bone meal on any block underwater.
* Drops from turtles when killed.
; Sea pickles
* They generate in warm oceans, especially around coral reefs.
* Up to 4 of them can be placed on a block.
* Each one adds 3 to the light level, but only when placed underwater.
* Can be smelted into lime dye.
; Shulker boxes
* Added a non-dyed shulker box (purple).
; Stripped logs
* A barkless variant of logs.
* Created by an axe on a log block.
* Act as regular logs, and can still be used to craft planks.
; Stripped wood
* A variant of wood with the side texture of stripped logs on all faces.
* Created by an axe on a wood block.
* Act as regular logs, and can still be used to craft planks.
; Turtle eggs
* Created by breeding turtles.
* Stepping on turtle eggs will break them.
**Zombies, zombified piglins, and drowned will intentionally step on turtle eggs.
* After a while, they will become slightly cracked and then very cracked.
** Very cracked turtle eggs will eventually hatch into baby turtles.
=== Items ===
; Arrow of Slow Falling
* Gives the victim the Slow Falling status effect.
; Arrow of the Turtle Master
* Functions the same as the potion of the Turtle Master.
; Buried treasure exploration maps
* Found in underwater ruins or shipwrecks chests.
* Leads the player to buried treasure.
; Debug sticks
* A technical item used to cycle between different block states.
** Left clicking cycles through states; right clicking cycles through values. Shift clicking will cycle through the states or values in reverse order.
; Dried kelp
* Obtained from smelting kelp.
* Can be eaten, restoring hunger point.
* Can also be crafted into dried kelp blocks.
* It is eaten faster than other food.
; Buckets of fish
* Come in 4 variants: cod, salmon, pufferfish, and tropical fish buckets.
* Obtained by a water bucket on a fish mob.
* When , it will place a water source block and spawn the corresponding fish inside it.
; Hearts of the sea
* Used to craft conduits.
* They generate in buried treasure chests (in stacks of 1).
; Kelp
* Can be used to place a kelp plant underwater.
* Can be dried in a furnace to create dried kelp.
; Mushroom blocks
* Now appear in the creative inventory.
; Mushroom stems
* Have an item form and appear in the creative inventory.
; Nautilus shells
* Used to craft conduits.
* Can be obtained by fishing.
* Drowned can spawn holding a nautilus shell.
; Petrified oak slab
* Now has a model.
* Is the old wood slab that acts like a stone slab.
; Phantom membranes
* Dropped by phantoms.
* Used to repair elytra.
* Can be brewed into potions of Slow Falling.
; Potion of Slow Falling
* Brewed with phantom membrane.
* Gives the player the Slow Falling status effect for 1:30.
** Prevents all fall damage.
** Makes the player fall slower.
** Prevents the player from trampling crops (even when jumping on top of them).
* Brewing it with redstone dust will extend the effect duration to 4 minutes.
* Like all potions, can be turned into splash potion and lingering potion, using gunpowder and dragon's breath.
; Potion of the turtle master
* Will give Slowness IV and Resistance III for 1 minute.
* Brewing it with redstone dust will extend the effect duration to 3 minutes.
* Brewing it with glowstone dust will enhance the effects to Slowness VI and Resistance IV.
* Like all potions, can be turned into splash potion and lingering potion, using gunpowder and dragon's breath.
; Scutes
* Dropped when baby turtles grow up.
* Can be used to craft turtle shells.
; Smooth quartz, smooth red sandstone, smooth sandstone, and smooth stone
* Like wood, they now have an item form, which appears in the creative inventory.
; Spawn eggs
* Drowned
* Phantom
* Dolphin
* Turtle
* Cod
* Salmon
* Pufferfish
* Tropical fish
; Trident
* A new weapon.
* Can be thrown by it, or be used as a melee weapon by , dealing damage.
* Obtainable by killing drowned.
; Turtle shells
* Crafted from scutes.
* Can be used as a helmet, adding 2 armor points.
** While equipped and out of water, it will give the player the Water Breathing effect for 10 seconds, essentially giving the player 10 extra seconds of breath underwater.
* Can be used to brew the potion of the Turtle Master from an awkward potion.
; Wood
* Now have an item form and appear in the creative inventory.
** This is true for all 6 types.
* They can now be crafted, 4 logs in a square yield 3 wood.
* They now follow identical placement rules to logs and other such blocks.
=== Mobs ===
; s
* Spawn in any ocean that isn't frozen.
* Neutral mobs. Like wolves and zombie pigmen, dolphins will attack in groups if one is angered.
* Can be fed using raw cod, but they don't breed.
** Drop cod on death.
* Play with nearby items by picking them up and dropping them after a very short moment.
* Occasionally jump out of water like real-life dolphins.
** Can also jump between disconnected bodies of water.
* Chase after boats and jump over water surfaces.
* They suffocate after spending too much time on land.
* If they start drowning, they will swim to the surface.
* Give the player the Dolphin's Grace status effect when the player swims near them.
* They can help players find buried treasure; when they are fed raw cod, they will swim to the nearest shipwreck or underwater ruins.
; 
* Spawn in all oceans and rivers, as well as in swamps and underwater ruins.
* Zombies will morph into drowned after a while if they are in water.
* Drowned can spawn with tridents and nautilus shells, allowing the player to get them in survival.
* Do not float, but can swim (although they prefer to walk).
* All drowned have a melee attack, and ones with tridents have a ranged attack.
* Like zombies, drowned will attack baby turtles and stomp on and crack turtle eggs.
; Fish
* 
** Spawn in cold, normal, and lukewarm ocean biomes.
** Form in groups of up to 9.
* 
** Spawn in frozen ocean, cold ocean and river biomes.
** Form in groups of up to 6.
* 
** Spawn in lukewarm and warm ocean biomes.
** Inflate themselves when a player gets near.
** Will cause 7 seconds of Poison to nearby players.
* 
** Spawn in lukewarm and warm ocean biomes.
** Come in 14 different colors and patterns.
* They drop themselves when killed.
* Outside of water, they flop around before suffocating.
** They will slowly flop towards a water source.
* They can be caught with a water bucket.
; s (Mob B)
* Was voted in by viewers of MINECON Earth.
* Spawn in the Overworld at high altitudes, and swoops down in groups of around 3 or 4 to attack players that have not slept in a while.
* The player must be above sea level.
* Are considered to be undead mobs.
** This means that they are harmed by Healing potions, healed by Harming potions, ignored by the Wither, and affected by Smite enchantment.
** Will burn when exposed to sunlight.
* Drop 0-1 phantom membrane.
; s
* Water mobs which will make nests comprised of eggs on shorelines throughout various biomes.
* Have a baby variant, which hatch from the eggs, and move into the water when born.
* Can be bred using seagrass.
* Spawn on warm beaches in small groups.
* Lay eggs in their home beach.
** Drowned and Zombies will pathfind to the eggs and try to crack them.
* Drop 0-2 seagrass upon death.
** Drop 0-1 bowl when killed with a trident enchanted with Channeling.
* The player can craft scutes into a bigger turtle shell.
=== World generation ===
; Biomes
* Added minecraft:small_end_islands (Small End Islands), minecraft:end_midlands (End Midlands), minecraft:end_highlands (End Highlands), and minecraft:end_barrens (End Barrens).
** All 4 generate in different parts of the outer islands of the End, which previously just used the "The End" biome.
* Added minecraft:warm_ocean (Warm Ocean), minecraft:lukewarm_ocean (Lukewarm Ocean), minecraft:cold_ocean (Cold Ocean), minecraft:deep_warm_ocean (Deep Warm Ocean), minecraft:deep_lukewarm_ocean (Deep Lukewarm Ocean), minecraft:deep_cold_ocean (Deep Cold Ocean), and minecraft:deep_frozen_ocean (Deep Frozen Ocean), although warm deep oceans don't naturally generate.
* minecraft:frozen_ocean (Frozen Ocean) now generates again.
; Buffet
* New world type: can be created by selecting Buffet World as a world type.
* Creates single-biome worlds.
* Allows choosing between Overworld (as "Surface"), Nether (as "Caves") and End (as "Floating islands") terrain generation.
* Biome names are sorted alphabetically in the buffet menu.
* Another way to generate chunks (Checkerboard) is available by using an NBT Editor to open a Buffet world's "level.dat", and using the following code for the "generatorOptions": {"biome_source":{"type":"minecraft:checkerboard"}}.https://twitter.com/AgentM124/status/987315761923452928
; s
* A new structure that consists of a buried chest with loot in it.
* Has its own buried_treasure loot table.
* Maps found in underwater ruins can lead the player to them.
; s
* Naturally generate in warm ocean biomes.
* Are composed of coral, coral blocks and coral fans.
; s
* Generate on frozen oceans.
; s
* Can be found in oceans and beaches.
* Contain 1–3 loot chests containing different types of loot depending on the ship.
* Can generate upright, sideways or upside down.
; Underwater caves
* Come in many variants, including ravines.
** Underwater ravines will often contain magma blocks at the bottom, which will create bubble columns, which will drag players down and makes navigating through water more difficult and drowning more likely.
; 
* Come in many different shapes and sizes.
* Cold ruins can be found in cold and frozen ocean biomes - regardless of depth.
* Warm ruins can be found in warm, lukewarm, and deep lukewarm ocean biomes.
* Can generate alone or as part of a big ruined village.
* Can also generate out of the water, slightly underground or slightly above sea level.
=== Gameplay ===
; Enchantments
* Channeling
** Only has one level.
** Used on tridents to summon a lightning bolt on impact with a mob during storms or when in water.
*** Requires the target mob to be directly under an open sky and in a biome where it is raining.
* Impaling
** Goes up to level V.
** Used on tridents to deal more damage to sea creatures.
* Loyalty
** Goes up to level III.
** Used on tridents to make it return when thrown.
* Riptide
** Goes up to level III.
** Not compatible with Loyalty or Channeling.
** Used on tridents to launch the player when thrown while in water or rain. Riptide will not throw the trident, but instead launch the player forwards.
** If the player is not in water and it is not raining, the player is not able to throw tridents enchanted with Riptide, but they can still deal melee damage.
** Players display a spinning animation when dashing.
; Map markers
* Added the ability to put markers on maps.
** on a banner with a map to add it to the map.
** Right click on the same banner again to remove it.
** That map will show the base color of the banner at that spot.
** Named banners will show their name on the map.
** If a banner is destroyed, it will disappear when the player gets close while holding the map.
** Uses the new banners nbt for maps.
; Movement
* When sprinting while in water, the player will now swim on the surface.
** Much faster than walking/running in water before.
** Pressing shift causes the player to rapidly dive down.
** Sprinting at the surface of water doesn't make the player swim, instead the player will stay at the same altitude constantly.
** The players hitbox is only as large as 0.6×0.6 blocks (same as while flying with an elytra) while swimming.
** Vertically and horizontally, the player can fit through a one block gap like this.
; Status effects
* 
** Gives the player unlimited water breathing.
** Gives the player underwater night vision effect.
** Gives the player a haste effect (allowing them to mine faster underwater).
* 
** Makes the player swim faster.
** Acquired by swimming near dolphins.
* 
** Causes the player to descend at a much slower rate, and not take any damage when hitting the ground.
** This allows the player to jump further than normal.
*** If the player is sprinting while under the Slow Falling status effect, they will be able to jump across a gap of 5 blocks, 6 with a 1-block height difference, compared to 4 with normal sprinting.
** Crops will not get destroyed if the player lands on them with the Slow Falling status effect.
** Higher levels do not change the rate of descent.
=== Command format ===
;General
* Added a command UI that shows when commands are typed in the chat.
** Different components of commands will be displayed in different colors.
** Errors will be displayed in red without having to run the command.
* Added command suggestions for entity selectors.
* An nbt argument in target selectors.
* A new command parsing library known as "Brigadier".
;Coordinates
* Added a new local coordinate type in commands using ^.
** When specifying coordinates in a command, the player can now use ^ to specify local coordinates instead of world coordinates.
** The axes used for local coordinates are relative to the execution rotation, defaulting to 0,0 (south).
** Like world coordinates, they are by default measured from the base of an entity.
** The syntax is: ^left ^up ^forwards.
** left/up/forwards is the amount of blocks in the specified direction.
;Specific commands
;
* will create a boss bar.
** id is used to target the boss bar and is in the form namespace:name, for example: foo:bar. If no namespace is specified it defaults to minecraft.
** name is the display name of the boss bar and only accepts a JSON text component.
* will change the name of the boss bar.
* will change the color of the text (if no color was specified as part of a text component) and the boss bar, defaults to white.
* will change the style of the boss bar, defaults to progress. 
** Available options are: notched_6, notched_10, notched_12, notched_20, and progress.
** notched will set the amount of segments.
** progress will set the amount of segments to 1.
* will change the current value of the boss bar, defaults to 0.
* will change the maximum value of the boss bar, defaults to 100.
* will change the visibility of the boss bar, defaults to true.
* will change which players can see the boss bar, defaults to none.
* will remove the boss bar.
* will display a list of created boss bars.
* will return the requested setting as a result of the command.
;
* A command that allows the player to get, merge, and remove entity and block nbt data.
* 
** Will return the NBT data from the block at pos. A path can be specified to only retrieve that nbt data. Numeric values will be set as the result of the command, strings will set the length of the string as the result, lists will set the number of elements in the list as the result, and compounds will set the number of tags that are directly in that compound as the result. An optional scale can be provided to scale the number retrieved.
* 
** Will return the NBT data from one target entity. A path can be specified to only retrieve that nbt data. Numeric values will be set as the result of the command, strings will set the length of the string as the result, lists will set the number of elements in the list as the result, and compounds will set the number of tags that are directly in that compound as the result. An optional scale can be provided to scale the number retrieved.
* 
** Will merge the block nbt data at pos with the specified nbt data.
* 
** Will merge the entity nbt data from target with the specified nbt data. Merging player nbt data is not allowed.
* 
** Will remove nbt data at path from the block at pos.
* 
** Will remove nbt data at path from one target entity. Removing player nbt data is not allowed.
* Data paths look like this: foo.bar[0]."A [crazy name]".baz.
** foo.bar means foo's child called bar.
** bar[0] means element 0 of bar.
** "quoted strings" may be used if a name of a key needs to be escaped.
* Examples of old commands:
** is now 
** is now 
* Examples of new functionalities:
** 
** 
;
* A command to control loaded data packs.
* Has the following subcommands:
** enable <name> - will enable the specific pack.
** disable <name> - will disable the specific pack.
** list [availableenabled] - will list all data packs, or only the available/enabled ones.
* Data packs are enabled by default, but if the player disables it, they can re-enable it with these commands:
** enable <name> - will enable the specific pack, putting it in its default position.
** enable <name> first - will enable the specific pack, putting it before any other pack (lowest priority).
** enable <name> last - will enable the specific pack, putting it after any other pack (highest priority).
** enable <name> before <existing> - will enable the specific pack, putting it before (lower priority) <existing> pack.
** enable <name> after <existing> - will enable the specific pack, putting it after (higher priority) <existing> pack.
;
* Added a clickable teleport link to the command output.
;
* Added .
** Makes health bars display as hearts, like this: .
* Added .
** Makes health bars display as yellow numbers, like this: 12.
;
* Added facing.
** .
** Will rotate an entity to face either an entity or a location.
;
* Added noon and midnight to .
=== General ===
; Advancements
* Added 4 new advancements.
** Fishy Business: Catch a fish.
** Tactical fishing: Catch a fish... without a fishing rod!
** A Throwaway Joke: Throw a trident at something.
** Very Very Frightening: Strike a Villager with lightning.
* Added three new advancement triggers.
** triggers when a player reels in an item or entity.
** triggers when a player uses the channeling enchantment to strike a mob.
** triggers when a player fills a bucket.
;Data packs
* Like resource packs, but for loot tables, advancements, functions, structures, recipes and tags.
** Used by placing them into the datapacks folder of a world.
* Data packs are .zip files or folders, with a pack.mcmeta in the root. See: Tutorials/Creating a resource pack#pack.mcmeta. The packs are located in (world)/datapacks/.
* Structures will load from (world)/generated/structures/(namespace)/(file).nbt before checking data packs.
** However, this directory should not be used to distribute structures. Instead, move these files into data packs.
* Reloadable using .
* Structure: pack.mcmeta, data folder containing a namespace folder determining the namespace of its contents.
** A namespace should only contain the following symbols: .
** Inside the namespace folder, there can be folders for functions, loot_tables, advancements, structures, recipes and tags.
; Death messages
* Added a death message for when the player is blown up by a bed in the Nether or the End.
** <player> was killed by [Intentional Game Design]
*** Clicking on "[Intentional Game Design]" opens a link to .
* Added a death message for when a mob/player pushes someone into the void or when someone uses after being attacked by a mob/player.
** <player> didn't want to live in the same world as <killer>
* Added a death message for when the player is killed by somebody using a trident.
** <player> was impaled by <killer>
; Debug screen
* will now copy the player's current location to clipboard.
** Now gives a warning before forcing a debug crash.
* F3 debug overlay now shows the fluid the player is looking at, separately from blocks.
** Player can be up to twenty blocks away for this to work now.
* Added "Targeted Entity". Displays information for entities up to 4 blocks away (counting from the entities hitbox).
* Added to copy the client-side data of targeted block or entity. It can be used by anyone.
* Added to copy targeted block or entity server-side data to clipboard. It can only be used by operators.
* Added information about the time it takes for a tick on the integrated server (singleplayer only), server brand (multiplayer only), number of packets sent by the client (tx), and number of packets received by the client (rx).
;Loot tables
* Added the set_name function to loot tables.
;NBT tags
* Added the TreasurePosX, TreasurePosY, TreasurePosZ, GotFish, and CanFindTreasure NBT tags for dolphins.
* Added the AX, AY, AZ, and Size NBT tags for phantoms.
* Added the HomePosX, HomePosY, HomePosZ, TravelPosX, TravelPosY, TravelPosZ, and HasEgg NBT tags for turtles.
;Options
* Fullscreen Resolution to change the resolution while in Fullscreen.
* Options when editing a world to make a backup and open the backups folder.
* Added Biome Blend distance video option.
* New options in options.txt:
** autoSuggestions
*** An option in chat settings to toggle automatic command suggestions
*** True if brigadier's command suggestion UI should always be shown, instead of just when pressing tab
*** Defaults on, otherwise hit tab to bring them up
** glDebugVerbosity
*** LWJGL log info level (0: none, 1: HIGH, 2: MEDIUM, 3: LOW, 4: NOTIFICATION (only on some machines) )
** mouseWheelSensitivity
*** Affects hotbar scroll speed
***	Allows making the mouse wheel more sensitive (1.0-10.0)
*** Defaults to 1.0
* Letter keys in controls are now lowercase instead of being capitalized.
* When editing an existing Minecraft world, there is now a new "Optimize World" button, allowing the player to update old worlds to a newer format.
;Particles
* Added the minecraft:bubble_column_up, minecraft:bubble_pop, minecraft:current_down, and minecraft:squid_ink particles.
;Sounds
* Added a new sound effect of squid shooting ink.
* Added sound for Husks converting to Zombies
* Added underwater ambience sounds.
* New cave ambience sound: Cave19.ogg.
* Added new sound events:
** block.coral_block.break, block.coral_block.fall, block.coral_block.hit, block.coral_block.place, and block.coral_block.step
*** Used for the living coral blocks.
*** Most of these sounds like mixture of rockyRocky sounds are mainly used for stones. and high-pitched slimySlimy sounds are mainly used for slime blocks and sea pickles sounds.
** block.wet_grass.break, block.wet_grass.fall, block.wet_grass.hit, block.wet_grass.place, and block.wet_grass.step
*** Used for seagrass, kelp, coral and coral fans.
;Splashes
* Added "All rumors are true!"
* Added "Thanks for the fish!"
* Added "Truly gone fishing!" 
;Statistics
* Added the time_since_rest statistic.
** Used by phantoms.
** Reset when the player leaves their bed, and when the player dies.
;Tags
* Items, blocks and functions can be "tagged" with an ID.
** Block tags can be used when testing for blocks in the world.
** Items tags can be used when testing for items in inventories.
** Function tags can be used when calling functions using commands or advancements.
*** Functions tagged in minecraft:tick will run every tick at the beginning of the tick.
*** Functions tagged in minecraft:load will run once after a (re)load.
* Tags are created using data packs in data/(namespace)/tags/blocks, data/(namespace)/tags/items, and data/(namespace)/tags/functions.
** When overriding a tag from a different data pack, the player can choose to replace or append.
*** By default all tags append if another data pack created the tag.
*** Adding "replace": true to a tag's definition will make the tag overwrite instead.
** For example: data/(namespace)/tags/blocks/foo.json
** This will create a block tag called (namespace):foo.
** The json file contains a list of all blocks that should be "tagged".
*** This list can also contain other tags of the same type.
**** The player can add for example #foo:bar in a tag value list to reference another tag called foo:bar.
**** Self referencing is not possible.
* There are 24 vanilla tags for both items and blocks: minecraft:acacia_logs, minecraft:banners, minecraft:birch_logs, minecraft:buttons, minecraft:carpets, minecraft:coral, minecraft:coral_plants, minecraft:dark_oak_logs, minecraft:doors, minecraft:jungle_logs, minecraft:logs, minecraft:oak_logs, minecraft:planks, minecraft:rails, minecraft:sand, minecraft:saplings, minecraft:spruce_logs, minecraft:stone_bricks, minecraft:wooden_buttons, minecraft:wooden_doors, minecraft:wooden_pressure_plates, minecraft:wooden_slabs, minecraft:wooden_stairs, and minecraft:wool.
* There are 7 extra vanilla tags for blocks: minecraft:anvil, minecraft:enderman_holdable, minecraft:flower_pots, impermeable, minecraft:slabs, minecraft:stairs and wall_corals.
** Blocks in the impermeable tag are prevented from showing dripping liquid particles. By default, the tag contains glass and all stained glass blocks.
* There is 1 extra vanilla tag for items: minecraft:boats.
* Separated some of the logic for blocks and fluids.
** Current fluids:
*** minecraft:empty
*** minecraft:flowing_water
*** minecraft:water
*** minecraft:flowing_lava
*** minecraft:lava
** The fluid at a location is currently dependent on the block at the location; currently there still are water and lava blocks. 
** Added two new fluid tags: minecraft:lava and minecraft:water.
** This system is mostly internal; it cannot be directly interacted with yet.
* Advancement item predicates now support item tags.
; Waterlogging
* Water can now be placed in the following blocks: chests, trapped chests, stairs, slabs, fences, walls, iron bars, glass panes, ender chests, trapdoors, ladders, and signs.
** Water can flow out of these blocks, but cannot flow into them.
** When full of water, they will count as water blocks for all gameplay (such as swimming).
** Water will flow out of all faces of the block except for solid faces.
* Removed the blocks flowing_water and flowing_lava.
* All of the blocks that water can be placed in now have the block state waterlogged.
* Blocks such as bubble column or kelp will always count as a water source.
* When water spreads and would later turn into a source block, it now immediately just places a source block.
; Other
* New valid_spawn block tag for blocks that the player can spawn on.
* There is now a distinction between scheduled "liquid ticks" and "block ticks".
== Changes ==
=== Blocks ===
; General
* The upper limit of the block ID has disappeared.
* Blocks which used to have no bottom texture (like repeaters, comparators, etc.) now have a bottom texture, not including redstone wire.
* Blocks with a collision box now have matching bounding boxes.
** Affected: anvils, cauldrons, hoppers, fences, iron bars, glass panes, filled end portal frames, vines, lily pads, stairs, brewing stands, and pistons.
** Updated the collision box of anvils and hoppers.
** Does not affect blocks with a collision box smaller than their model, such as soul sand and snow layers.
; Beacons
* Added new sounds.
; Beds
* Changed message shown when failing to use a bed to say "You can sleep only at night and during thunderstorms."
; Cacti
* Now break if signs or banners are placed directly next to them.
** Previously, these blocks couldn't be placed like this.
; Chests and trapped chests
* They can be put directly next to their double variants instead of requiring one block between them.
** Shift right-clicking a chest or trapped chest will only make it try to connect to the clicked chest or trapped chest if possible, else it'll become a single chest or trapped chest.
; Dispensers
* Crafting no longer requires a fully repaired bow. (resolved as "Works as Intended")
; Ender Chests
* Will now change their texture when the computer time is set to the 24th to 26th of December to suit Christmas.
; Fence gates
* Placing them no longer requires a block below them.
; Leaves
* Naturally-generated leaves now survive at a distance of up to 6 blocks from logs, instead of 4.
** The block state for leaves changed from a check_decay and decayable Booleans to distance (ranging from 1 to 7) and a persistent Boolean.
; Levers
* Flicking a lever on now displays redstone particles.
; Magma blocks
* Now generate at the bottom of ocean ravines, creating downward bubble columns.
; Monster eggs
* They will now break instantly, no matter the tool.
** When broken with Silk Touch, the non-infested counterpart of the block will drop.
; Packed ice
* Now can be crafted from 9 ice.
; Pumpkins
* Placing them no longer requires a block below them.
; Shulker Boxes
* Changed the purple shulker box to the 1.12 snapshots' purple color.
* Dyed shulker boxes can now be undyed in a cauldron.
** a shulker box on a filled cauldron.
** The water level in the cauldron will decrease by 1.
; TNT
* Removed the TNT explode block state (explode on punch). (resolved as "Works as Intended" at the time)
; Vines
* Multiple vines facing different directions, including on the bottom of blocks, can now be placed in the same block space.
; Water
* Has new colors, depending on the biome.
** Dark purple for frozen, indigo for cold, blue/regular for medium (lush), light green for warm/dry biomes.
*** Swamps have a light green-gray hue, and lukewarm ocean a light teal.
* Now only blocks 1 light per block, instead of 3.
** This only affects newly placed water (for now).
; Command blocks
* Removed explanation of selectors.
* Removed "Searge says ..." output when executing help, instead it runs normally.
=== Items ===
; Carrot on a stick
* Can now be crafted with a fishing rod that does not have full durability.
; Elytra
* Now require phantom membrane to be repaired instead of leather.
; Fish
* Item textures changed.
; Fishing rods
* Now make sounds when reeled back in.
; Iron horse armor
* Changed the texture when equipped.
; Maps
* Maps changed slightly in regards to which blocks are shown and which blocks are not.https://www.reddit.com/r/Minecraft/comments/8xo1ex/minecraft_113_map_rendering_changes/
=== Mobs ===
; General
* Zombies, skeletons, ocelots and wolves will naturally attack baby turtles, and zombies and zombie pigmen will seek out and trample turtle eggs.
* Undead mobs will now sink in water.
; Horses
* The model has been changed to be more consistent with other mobs.
* Some animations like opening its mouth when grazing have been removed from the model as well.
; Husks
* Husks now become a zombie instead of dying from drowning.
; Parrots
* They will now imitate phantoms and drowned.
; Polar bears
* They can now spawn on top of ice.
; Skeleton horses
* Are now rideable underwater.
* Updated model to fix minor texture z-fighting, a glitch where textures overlap in an obtrusive and unintentional way.
; Squid
* Squid now shoot ink and flee quickly in response to being attacked.
; Zombie horses
* Updated model to fix extreme texture z-fighting, just like the skeleton horse.
; Zombies
* Zombies now become a drowned instead of dying from drowning.
* Baby zombies now burn in sunlight. (resolved as "Works As Intended")
* Chicken jockeys now spawn rightly (also valid for zombie pigmen).
=== Non-mob entities ===
;General
* Items and experience orbs will now float up in water.
* Changed the name of several entities:
Old Name 	New Name
Block of TNT 	Primed TNT
Bolt of Lightning 	Lightning Bolt
Ender Crystal 	End Crystal
Eye of Ender Signal	Eye of Ender
Evocation Fangs 	Evoker Fangs
;Fishing bobbers
* Bobbers created by fishing rods have been given an entity ID, fishing_bobber.
** This ID can only be used for testing, summoning is not possible.
;Item frames
* Item frames can now be put on floors and ceilings.
;Paintings
* Paintings now use a resource location for their motive.
=== World generation ===
; General
* Rewrote the world generation system.
* In the Nether, vertical air cavities — stretching from bedrock level to as far as Y=35, and filled with lava from bedrock level to Y=10 – now occur in chains across the bottom of the Nether, often forming extensive ravines.
* In newly generated chunks, the player is less likely to find frozen oceans next to warm oceans, etc.
; Biomes
* The menu now shows the biome ID, rather than its name.
* Biome names are now translatable.
* Updated some biome names:
Old name 	New name
Cold Beach 	Snowy Beach
DesertHills 	Desert Hills
Extreme Hills 	Mountains
Extreme Hills+ 	Wooded Mountains
ForestHills 	Wooded Hills
FrozenOcean 	Frozen Ocean
FrozenRiver 	Frozen River
Hell 	Nether
Ice Plains 	Snowy Tundra
Ice Mountains 	Snowy Mountains
JungleEdge 	Jungle Edge
JungleHills 	Jungle Hills
Mesa 	Badlands
Mesa Plateau F 	Wooded Badlands Plateau
Mesa Plateau 	Badlands Plateau
MushroomIsland 	Mushroom Fields
MushroomIslandShore 	Mushroom Field Shore
Birch Forest M 	Tall Birch Forest
Birch Forest Hills M 	Tall Birch Hills
Desert M 	Desert Lakes
Extreme Hills M 	Gravelly Mountains
Extreme Hills+ M 	Gravelly Mountains+
Ice Plains Spikes 	Ice Spikes
Jungle M 	Modified Jungle
JungleEdge M 	Modified Jungle Edge
Mesa (Bryce) 	Eroded Badlands
Mesa Plateau M 	Modified Badlands Plateau
Mesa Plateau F M 	Modified Wooded Badlands Plateau
Mega Spruce Taiga 	Giant Spruce Taiga
Redwood Taiga Hills M	Giant Spruce Taiga Hills
Roofed Forest M 	Dark Forest Hills
Savanna M 	Shattered Savanna
Savanna Plateau M 	Shattered Savanna Plateau
Swampland M 	Swamp Hills
Taiga M 	Taiga Mountains
Cold Taiga M 	Snowy Taiga Mountains
Mega Taiga 	Giant Tree Taiga
Mega Taiga Hills 	Giant Tree Taiga Hills
Roofed Forest 	Dark Forest
Extreme Hills Edge 	Mountain Edge
Stone Beach 	Stone Shore
Swampland 	Swamp
Cold Taiga 	Snowy Taiga
Cold Taiga Hills 	Snowy Taiga Hills
TaigaHills 	Taiga Hills
; Customized world type
* Removed.
; Superflat customization
* Preset strings no longer use a version number.
; Trees
* Large spruce trees now transform nearby grass blocks into podzol when they grow.
; Witch Huts
* Now generate with a mushroom in the flower pot.
** Previously, the flower pot was completely empty.
=== Gameplay ===
; Movement
* Pressing the button in flowing water at level=1, level=2 and level=3 will now do normal jumps instead of up.
; Oxygen bar
* The player's oxygen bar no longer regenerates instantly when they get out of water.
; Sleep
* Players in creative mode can now sleep even if monsters are nearby.
; Visibility
* Changed natural water visibility.
** The longer a player stays underwater, the better they will be able to see.
** Water is darker at lower depths.
** The Water Breathing potion & Respiration enchantment no longer grant enhanced vision underwater.
** Every ocean biome has a unique water color, and the swamp water color has been changed.
** Visibility changes per biome.
=== Command format ===
; General
* Commands and functions are much faster and more efficient.
* Most commands are now more case-sensitive. Lowercase is preferable wherever possible.
** For example, this is no longer allowed: 
* The output signal of a command block used to be its "success count", but now is its "result".
* Server commands (functions, console, rcon) now run from world spawn in the overworld, instead of at 0,0,0.
* Errors during a command are now a nicer error message (with a tool tip for more info).
* Added commands to the profiler ().
* Whitespaces are now allowed in entity selectors & blockstate arguments.
* Blockstate files:
** "normal" for blocks without block states changed to an empty string ("").
** Item Frames now have "map=false" instead of "normal" and "map=true" instead of "map".
** Model references no longer start at the models/block/ folder, but instead at models/.
; Command UI
* A new prototype for the command UI.
; Functions
* Functions are now completely parsed and cached on load.
** This means if a command is incorrect for any reason, the player will know about it on load.
; NBT
* The ench NBT tag of items is now called Enchantments, and no longer has number IDs in each compound.
* Thrower and Owner nbt keys of item entities are no longer strings, but are instead compounds with two longs named L and M.
* owner nbt keys of snowballs, eggs and ender pearls are no longer strings, but are instead compounds with two longs named L and M.
* Changed all custom names (blocks, items, entities, block entities) from raw strings to JSON text components (which can be translated).
** For example, is now or 
; Specific Commands
; 
* Removed in favor of entity selectors.
; 
* Removed in favor of .
; 
* The syntax of has changed.
** is now 
** See the item argument type for more details.
; 
* The syntax of has been changed.
** is now 
** is now 
; and 
* Now only accept string IDs, not shorthand or numeric.
** is now 
** is now 
; 
* now only accepts string IDs, not shorthand or numeric.
** is now 
** is now 
* Players can now query for the current difficulty by using without any arguments.
; 
* The syntax of has been split off, to avoid ambiguity.
** is now 
** is now 
* Giving an effect will now fail if it didn't actually do anything.
** Some mobs are immune (for example the ender dragon).
** Stronger existing effects prevent new weaker ones.
; 
* Removed in favor of .
; 
* The syntax of has been split off.
** Modifier sub-commands can change how the command is run:
*** executes a command using the entity <entity> (but doesn't change position).
*** executes a command using the position, rotation, and dimension of the <entity> (but doesn't change entity).
*** executes a command using the position of <pos>.
*** executes a command using the position (x y z) of the entity, but nothing else.
*** executes a command after aligning the current position to the block grid (rounding down), <axes> is any combination of x y and z (for example: x,xz,zyx and yz).
**** Examples:
***** x=-1.8,y=2.3,z=5.9 using x will become x=-2,y=2.3,z=5.9
***** x=2.4,y=-1.1,z=3.8 using yxz will become x=2,y=-2,z=3 
*** executes a command as though the executor is facing x y z.
*** executes a command as though the executor is facing the entity's eyes or feet.
*** executes a command as though the executor is rotated in the direction of the entity.
*** will run the command as though the executor is rotated in the specified direction.
*** executes a command as though the executor is in the specified dimension.
*** will make the rest of this command use feet or eyes for ^ ^ ^ coordinates or facing commands.
** Conditional sub-commands can let the player prevent the command from running at all:
*** executes a command if (or unless) <pos> matches <block>.
*** executes a command if (or unless) the region between <begin> and <end> matches <destination>.
*** executes a command if (or unless) <entity> exists (returns 1 or more entities).
*** executes a command if (or unless) <target>'s score relates to <source>'s score based on the chosen criterion.
*** executes a command if (or unless) <target>'s score is in the range (ie 1, 1..5).
** As replacement for , a new sub-command store lets players store the result or success of a command somewhere:
*** result is the result of a command, which replaces these old stats: AffectedBlocks, AffectedEntities, AffectedItems, QueryResult.
*** success is how many times the command was successful. This is usually 0 or 1, but if the command split up (for example as @a) then it may be more than 1. This replaces SuccessCount.
*** The value will be stored when the full command has finished executing.
*** If a command isn't successful (success is 0), result will always be set to 0.
*** It will be made clear what the expected result of each command is.
*** 
**** The value is stored into the scoreboard under <name> and <objective>.
**** The objective must exist, but unlike with the player doesn't need to set an initial value for <name>.
*** 
**** The value is stored in the nbt data at path of the block at pos as a byte, double, float, int, long, or short.
*** 
**** The value is stored in the nbt data at path of one target entity as a byte, double, float, int, long, or short.
**** Like , can't modify player nbt. Nbt inside the tag key of items in the player's Inventory or EnderItems is an exception and can be modified by .
*** 
**** The value is stored in the value or max setting of the boss bar with ID id.
*** Data paths look like this: foo.bar[0]."A [crazy name]".baz.
**** foo.bar means foo's child called bar.
**** bar[0] means element 0 of bar.
**** "quoted strings" may be used if a name of a key needs to be escaped.
*** Examples:
**** 
**** 
** The player can chain all sub-commands together.
*** After every sub-command the player needs to write another sub-command.
*** When the player is done with chaining sub-commands, run lets them write the actual command to be executed.
**** / is no longer allowed before the command.
*** 
** Example of old commands:
*** is now 
*** is now 
*** is now 
; 
* is now an alias for .
* Split up into 3 different subcommands:
** 
*** Adds <amount> of either points or levels to the target <players> (defaults to points).
*** Adding points can cause players to level up, as usual.
*** Negative numbers are supported, to subtract points instead.
*** Subtracting points can cause players to level down.
** 
*** Sets <amount> of either points or levels on the target <players> (defaults to points).
*** The player cannot set more points than their current level allows.
*** When changing levels, the points will stay at the same percentage as the previous level.
** 
*** Returns either the number of points or levels on the given <player>.
; 
* The syntax of has been changed.
** is now 
** is now 
; 
* no longer accepts [if|unless] <entity> arguments.
** This has been moved into .
** is now 
; 
* no longer accepts unknown rules ("custom gamerules").
** The player can use functions or scoreboards as replacements, with no loss of functionality.
** Existing custom gamerules will just not be accessible. Only built-in rules will be available.
* Values to are now type checked (giving a string if it wants an int is a very obvious error).
* Removed the gameLoopFunction gamerule in favor of functions tagged in minecraft:tick.
; 
* The syntax of has changed.
** is now 
** See the item argument type for more details.
; 
* A target is now mandatory.
; 
* Can now be used in singleplayer.
; 
* The y-coordinate is now returned as ~ instead of ?.
* The result of the command, used by , will be the absolute distance to the structure.
* Now accepts different structure names for all structures previously grouped under Temple: Desert_Pyramid, Igloo, Jungle_Pyramid, and Swamp_Hut.
;
* Now allows target selectors besides names.
; 
* The <params> argument has been removed, instead the parameters for particles like block can be specified right after the <name> argument using the new block argument.
** 
** 
*** 1 1 1 1 are, in order, the three RGB color values (0-1) and the size of the particle.
* is now a valid shortcut. delta, speed, and count will default to 0.
* Particle names have been changed.
* old name -> new name
** mobSpellAmbient -> ambient_entity_effect
** angryVillager -> angry_villager
** blockdust, blockcrack -> block
** damageIndicator -> damage_indicator
** dragonbreath -> dragon_breath
** dripLava -> dripping_lava
** dripWater -> dripping_water
** reddust -> dust
** spell -> effect
** mobappearance -> elder_guardian
** enchantmenttable -> enchant
** magicCrit -> enchanted_hit
** endRod -> end_rod
** mobSpell -> entity_effect
** largeexplosion -> explosion
** hugeexplosion -> explosion_emitter
** fallingdust -> falling_dust
** fireworksSpark -> firework
** wake -> fishing
** happyVillager -> happy_villager
** instantSpell -> instant_effect
** iconcrack -> item
** slime -> item_slime
** snowballpoof -> item_snowball
** largesmoke -> large_smoke
** townaura -> mycelium
** explode, snowshovel -> poof
** droplet -> rain
** sweepAttack -> sweep_attack
** totem -> totem_of_undying
** suspended -> underwater
** witchMagic -> witch
** take -> removed
** footstep -> removed
** depthsuspend -> removed
; 
* Will auto-complete custom sound events.
; 
* The syntax of has changed.
** is now 
** is now 
** See the item argument type for more details.
* The slot argument no longer requires slot.
** For example, slot.hotbar.1 now is hotbar.1
; 
* had [<dataTag>] removed from its commands in favor of the nbt argument in entity selectors.
* and removed. Replaced by and respectively.
* removed in favor of , entity selectors and 
* Objective names are now text components, not raw strings.
; 
* The output can now be copied.
; 
* The syntax of has changed.
** is now 
** See the block argument type for more details.
; 
* Removed. Now part of .
* The new one isn't a direct replacement, the behavior has changed:
** It's now per-command, instead of per-entity or per-block.
** There's only result and success, which covers all the old stat types.
; 
* * can now be used instead of source to stop all sounds with a certain name, across all sources.
; 
* Replaces .
* Keeps the same syntax.
** to add <tag> to <players>.
** to remove <tag> from <players>.
** to list all tags on players.
; 
* Replaces .
* Keeps the same syntax.
** 
** 
** 
** 
** 
** 
** 
* Teams can now have a prefix and a suffix.
** 
** 
* Team names are now text components, not raw strings.
; , and 
* Removed. Now part of .
; 
* Removed. It was always used to stop the rain, but rain usually quickly returned.
* Use .
; and 
* is now an alias of (much like , and ).
* has been simplified a bit, to avoid ambiguity.
** doesn't allow rotation or facing, will teleport the player to the entity.
** doesn't allow rotation or facing, will teleport the player to the position.
** doesn't allow rotation or facing, will teleport victim to entity.
** will teleport victim to that position with optional rotation.
** will teleport victim to that position facing another position.
** will teleport victim to that position facing an entity's feet or eyes (default feet).
** Teleporting to an entity in another dimension is now allowed.
; 
* is a new syntax as a shortcut for .
; 
* If a time isn't specified, it now defaults to 5 minutes (previously random).
; Team
* Option friendlyfire capitalization changed to friendlyFire.
; Argument Types
;Target selectors
* More error handling has been introduced.
** Things like limit=0, level=-10, gamemode=purple are not allowed.
* Arguments may now be quoted.
* There are no longer separate "min" and "max" values; instead ranges are supported.
** level=10 is level 10.
** level=10..12 is level 10, 11 or 12.
** level=5.. is anything level 5 or above.
** level=..15 is anything level 15 or below.
* The arcane shorthand names have been renamed.
** m -> gamemode
** l or lm -> level
** r or rm -> distance
** rx or rxm -> x_rotation
** ry or rym -> y_rotation
** c -> limit
* x, y, z, distance, x_rotation and y_rotation are now doubles and allow values like 12.34
** x and z are no longer center-corrected.
*** This means x=0 no longer equates to x=0.5.
* gamemode (previously m) no longer allows numerical or shorthand IDs.
* limit (previously c) no longer allows negative values.
** Use sort=furthest instead.
* The name argument now supports spaces (as long as it's quoted).
* Multiple of the same argument in target selectors is now possible.
** tag=foo,tag=bar,tag=!baz matches someone with foo, bar and not baz.
** type=!cow,type=!chicken matches something that isn't a cow and isn't a chicken.
** type=cow,type=chicken isn't allowed, because something cannot both be a cow and chicken.
* The player can specify the sorting.
** sort=nearest is the old default, sorting by distance (default for @p)
** sort=furthest is the reverse of that (previously, players would use c=-5 for this)
** sort=random for random sorting (default for @r)
** sort=arbitrary is a new option to not sort the result (default for @e, @a)
* Specifying scores now looks like scores={foo=1,bar=1..5}
* Players can test for advancements with advancements={foo=true,bar=false,custom:something={criterion=true}}
** true for "they completed the advancement", false for "they have not completed the advancement"
** Alternatively, pass a block of specific criteria to test for (again, true or false)
; Blocks
* Wherever a <block>, optionally [] and optionally [<nbt>] was required, it's now a single <block> argument that looks like this:
** stone
** minecraft:redstone_wire[power=15,north=up,south=side]
** minecraft:jukebox{RecordItem:{...}}
** minecraft:furnace[facing=north]{BurnTime:200}
* ID is required (though just as before, if namespace isn't set it defaults to minecraft:).
* States are inside [], comma-separated and must be properties/values supported by the blocks. They are optional.
** minecraft:stone[doesntexist=purpleberry] is a syntax error, because stone doesn't have doesntexist.
** minecraft:redstone_wire[power=tuesday] is a syntax error, because redstone_wire's power is a number between 0 and 15.
* NBT tag is inside {}, and works just like players would expect. It's optional.
* In the context of "conditions"/testing for blocks, only the states the player provided will be tested.
** If players test redstone_wire[power=15], it only checks power, but ignores other states such as north.
* In the context of setting blocks, any states the player provided will be set, but anything missed out will default depending on the block.
** If players set redstone_wire[power=15], it will set power to 15, but north will be a default value (in this case, set to none).
* There is no such thing as block data value in 1.13. It's either a different block, or a state.
; Items
* Wherever an <item>, optionally [] and optionally [<nbt>] was required, it's now a single <item> argument that looks like this:
** stone
** minecraft:stick{display:{Name:"\"Stick of Untruths\""}}
* ID is required (though just as before, if namespace isn't set it defaults to minecraft:).
* NBT tag is inside {}, and works just like players would expect. It's optional.
* There is no such thing as item data value or item damage value in 1.13.
** Damage, where applicable, is a property in nbt.
** Any other information is either a separate item or a property in nbt.
=== General ===
;The Flattening
* Numeric block metadata completely phased out in favor of block states.
* Split, merged, created, deleted, and renamed a lot of blocks, blockstates and items.
** Blocks and items previously differing because of damage value have gotten their own id, for example white_wool instead of wool:0
** Damage has been moved to the tag tag and is only used by tools and armor; maps use a map tag.
*** The damage predicate has been reversed - 0.6 now means 60% durability remaining, not 60% broken
** Files and commands no longer use data or set_data.
* Structures do not run an upgrade path for this.
** To update structures, load them all in 1.12, then update to 1.13 and save all structures again.
; Menu screen
* New title screen background, featuring many of the structures, blocks, and mobs that were added in the Update Aquatic.
** The menu panorama uses seed 1458140401 at coordinates X=1553, Y=58, Z=-1162
; Advancements
* Advancement descriptions now have colors:
** Normal and goal advancements have green descriptions.
** Challenge advancements have purple descriptions.
; Controls
* The name of keybindings now describes the actual key (e.g. 'LBUTTON' -> 'Left Button', 'BACKSLASH' -> '\')
; Creative inventory
* Because of The "flattening", certain blocks and items have been moved around in their respective groups, for example the Purpur block is now after Obsidian.
* Mushroom Blocks, farmland and grass path are added to the inventory under the Decoration Blocks group. Additionally, blank firework rockets are added to the Miscellaneous group.
; Credits
* Updated the credits list to include all of the Mojang staff.
; Debug screen
* Left side:
** Added "Looking at liquid" row. Displays the targeted fluid's coordinates.
** "Looking at" row has been renamed "Looking at block" and now targets through liquids.
* Right side:
** "Targeted Block" information now targets through fluids.
** "Targeted Block" now displays information for blocks up to 16 blocks away.
; Fonts
* The Latin extended alphabet, along with Greek and Cyrillic, have been given their own "textured" font. However, some characters (such as kanji and script) still use the unicode font.
* Fonts are now saved as TrueType font files.
; Music
* Three brand new pieces of underwater music by C418 have been added:
** Shuniji, Dragon Fish and Axolotl.
** Their ID for commands is music.under_water.
; Options
* Removed 3D Anaglyph completely.
* Option Fullscreen resolution capitalization changed to Fullscreen Resolution.
* Values for GUI Scale has been renamed from Small, Medium and Large to 1,2 and 3. GUI scaling will also detect the resolution of monitors and offer even higher scaling options (4 for 1080p, 5 for 4k and so on).
; Particles
* Optimized particle rendering slightly.
* Dripping
** Changed which blocks show dripping liquids.
** Drip particles are now generated by waterlogged blocks where appropriate.
** Drip particles now snap to the hitbox of the block they appear on.
** Added a new block tag to prevent all solid glass blocks from showing dripping liquid particles. See Tags.
; Recipes
* Custom recipes can now be loaded from data packs in data/(namespace)/recipes/(name).json
* Added a recipe book for the furnace.
* Furnace recipes have been moved to JSON files.
** They use "type": "smelting".
** cookingtime is used to determine the time it should take to smelt an item in the furnace.
** experience is used to determine the amount of experience a player should get when picking the resulting item out of the furnace manually.
** Fuel is not included and is still hardcoded.
* "Unlocked recipe" toasts now show an icon in the top left to specify whether the unlocked recipe is a crafting or smelting recipe.
; Resource packs
; Statistics
* Statistics are being updated.
** stat.(stat) is now minecraft.custom:minecraft.(stat).
** stat.(stat).minecraft.(block/item/entity ID) is now minecraft.(stat):minecraft.(block/item/entity ID).
; Tooltips
* Added (and fixed) rarity values for certain items. Items with a rarity value will have their hotbar tooltips, which are displayed when scrolling over them in the hotbar, displayed as their respective colors when highlighted, rather than just being white.
Item 	New Rarity
Beacon 	Rare
Chain Command Block 	Epic
Command Block 	Epic
Conduit 	Rare
Creeper Head 	Uncommon
Dragon Egg 	Epic
Dragon Head 	Uncommon
Dragon's Breath 	Uncommon
Elytra 	Uncommon
Enchanted Golden Apple 	Epic
Enchanted Books 	Uncommon
Enchanted Items (excluding books)	Rare
End Crystal 	Rare
Bottle o' Enchanting 	Uncommon
Golden Apple 	Rare
Heart of the Sea 	Uncommon
Music Discs 	Rare
Nether Star 	Uncommon
Player Head 	Uncommon
Repeating Command Block 	Epic
Skeleton Skull 	Uncommon
Structure Block 	Epic
Totem of Undying 	Uncommon
Wither Skeleton Skull 	Uncommon
Zombie Head 	Uncommon
* Additionally, attack speed and attack damage in tools' info are now .
; Other
* Game library updated to LWJGL 3.
** Updated LWJGL from version 3.1.2 to 3.1.6.
* Loading or creating a world shows the percentages of the loading stages.
** Preparing spawn area now shows as a loading stage.
* Crash reports now list what data packs are enabled.
* Data generators are now exposed, players can get a dump of all blocks/items/commands/etc from the game without opening it up.
* Changed translation files from .lang (key=value) to .json ("key": "value").
** Now supports newlines.
* Optimized cloud rendering.
* Optimized fog rendering.
* Optimized world spawn position–finding code.
* Removed skip_existing_chunks from exploration map loot table function.
* Upgrade path optics code is now in a separate library, datafixerupper.https://libraries.minecraft.net/com/mojang/datafixerupper/1.0.3/datafixerupper-1.0.3.pom; https://arxiv.org/ftp/arxiv/papers/1703/1703.10857.pdf for info on optics
== Fixes ==
== Videos ==
Videos made by slicedlime:
== Trivia ==
* With a total of 10 pre-releases released, 1.13 has the most pre-releases of any update released so far.
* With a total of 42 snapshots released, 1.13 has the third most snapshots of any update released so far.
** Bested by 1.9, which has 56 snapshots, and 1.8, which has 52 snapshots.
* 1.13 had the longest timespan of development versions for a major update, with the first snapshot, 17w43a, being released on October 25, 2017, 266 days before the full release.
** The previous longest was 1.8, with 236 days from the first snapshot to the final release.
* This update was the second longest wait for a major update, with 406 days having elapsed since 1.12 was released on June 7, 2017.
** This is eclipsed by the wait between 1.8 and 1.9, having 545 days elapsed between them.
* 1.13 introduced more new mobs than any other update, adding 8 mobs.
==Gallery==
Java Edition 1.13.png|Terrain in this version.
== References ==
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de:1.13
es:Java Edition 1.13
fr:1.13
hu:1.13
ja:Java Edition 1.13
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nl:1.13
pl:1.13
pt:Edição Java 1.13
ru:1.13
zh:Java版1.13