1.13, also known as Update Aquatic, is an upcoming major update to Minecraft: Java Edition set to be released in Q2 2018. It will focus mainly on ocean content and technical features. This update was originally going to be released as two separate updates with 1.13, originally named Technically Updated, having the technical changes and 1.14, originally named Update Aquatic, having all the ocean features. The update was originally revealed during the MineCon Earth livestream on November 18, 2017.
Additions
Blocks
- Air variants
-
cave_air
andvoid_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.
-
Both have the exact same properties as
- Generates in icebergs.
- More slippery than ice and packed ice.
- Crafted using 9 packed ice.
-
Created by magma blocks or soul sand in water at least 2 blocks deep.
- Magma blocks columns pull entities down: they will stop items from floating up in water and sink boats.
- Soul sand columns push entities up.
- Now have separate textures for all 6 types of wood.
- Carved pumpkin
-
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.
- Crafted using 1 Heart of the Sea and 8 Nautilus Shells.
-
Can be activated by placing 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.
-
When active, will affect nearby players in water with the Conduit Power status effect.
-
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.
- Emits a strong glow, at light level 15.
- Comes in 5 different variants, each with a different color: tube (blue), brain (pink), bubble (purple), fire (red), horn (yellow).
- Can only be placed underwater.
- Naturally generates in coral reefs.
- 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 dead coral.
- 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.
- Dead coral blocks cannot be revived.
- Like coral, it naturally generates in coral reefs.
- Can be placed underwater on the side of blocks.
- Naturally generates on the sides of coral blocks in coral reefs.
- Smelts 20 items when used as fuel in a furnace.
- Crafted from dried kelp, and can also be crafted back into dried kelp.
-
Can only be placed underwater, requiring at least one water block above it.
-
Can be placed on dry land by using the
/setblock
command.
-
Can be placed on dry land by using the
- Generate in ocean biomes, except warm oceans.
- Can grow multiple blocks high.
- Have animated textures.
- Can be smelted into dry kelp.
- Prismarine stairs and slabs
- Both come in 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.
- Like kelp, sea grass also comes in a tall variant.
- Sea grass also has animated textures.
- Sea grass generates in oceans, rivers, and swamplands.
- Can additionally be generated when using bone meal on any block underwater.
- Drops from turtles when killed.
- 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.
- Added a non-dyed shulker box.
- A smoother variant of logs.
- Created by right-clicking with an axe on a log.
- Act as regular logs, and can still be used to craft planks.
- Created by breeding turtles.
-
Stepping on turtle eggs will break them.
- Zombies and zombie pigmen will intentionally step on turtle eggs.
-
After a while, they will be slightly cracked and later very cracked.
- Very cracked turtle eggs will eventually hatch into baby turtles.
Items
- Gives the player the Slow Falling status effect.
- Functions the same as the potion of the Turtle Master.
- Bark blocks
-
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 bark.
- Buried treasure exploration maps
- Found in underwater ruins chests.
- Leads the player to buried treasure.
-
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.
- Obtained from smelting kelp
-
Can be eaten, restoring 1 (
) hunger point.
- Can also be crafted into dried kelp blocks
- Come in 4 variants: cod, salmon, puffer fish, and tropical fish buckets
- Obtained by using a water bucket on a fish mob
- When used, it will place a water source block and spawn the corresponding fish inside it.
- Used to craft conduits.
- Not available currently in Survival.
- Kelp can be used to place a kelp plant underwater.
- Kelp can be dried in a furnace to create dried kelp.
- Now appear in the creative inventory
- Mushroom stems
- Have an item form and appear in the creative inventory
- 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.
- 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.
- 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.
- Dropped when baby turtles grow up.
- Can be used to craft turtle shells.
- Smooth quartz, smooth red sandstone, smooth sandstone, and smooth stone
- Like bark, they now have an item form, which appears in the creative inventory
-
Drowned spawn egg
- Spawns the drowned mob
- Blue with olive dots
-
Phantom spawn egg
- Spawns the phantom mob
- Black with green dots.
-
Dolphin spawn egg
- Spawns the dolphin mob
- Navy blue with light gray dots.
-
Turtle spawn egg
- Spawns the turtle mob
- White with cyan dots.
-
Cod spawn egg
- Spawns the cod fish mob
- Brown with darker brown dots
-
Salmon spawn egg
- Spawns the salmon fish mob
- Red with dark blue dots
-
Puffer fish spawn egg
- Spawns the puffer fish mob
- Orange with blue dots
-
Tropical fish spawn egg
- Spawns the tropical fish mob
- Orange with silver dots
- A weapon
-
Can be thrown by using it, or be used as a melee weapon by attacking, dealing 9 (
) damage.
- Obtainable by killing drowned
- 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 second of breath underwater.
- Can be used to brew the potion of the Turtle Master from an awkward potion.
Mobs
- 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 jumps 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, despite having lungs
- Spawn in all oceans and rivers, as well as in underwater ruins
- Zombies will morph into drowned after a while if they are in water.
- Drowned can spawn with tridents and nautilus shells, allowing you 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 destroy turtle eggs
-
Cod
- Spawn in cold, normal, and lukewarm ocean biomes.
- Form groups of up to 9.
-
Salmon
- Spawn in frozen ocean, cold ocean and river biomes.
- Form groups of up to 6.
-
Puffer Fish
- Spawn in lukewarm and warm ocean biomes.
- Inflate themselves when a player gets near.
- Will cause 7 seconds of Poison to nearby players.
-
Tropical Fish
- Spawn in lukewarm and warm ocean biomes
- Come in 14 different colors and patterns
- They drop themselves when killed, except for tropical fish, which drop clownfish.
-
Outside of water, they flop around before suffocating.
- They will slowly flop towards a water source.
- They can be caught with a water bucket.
- Was voted in by viewers of MineCon Earth[2]
- Spawns at high altitudes, and swoops down in groups of around 3 or 4 to attack players that have not slept in a long time.[2]
- The player must be above sea level
- Spawn in the Overworld, sometimes in groups of up to four.
- Attack players who haven't slept in a while.
-
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
- Drops 0-1 phantom membrane.
- Water mobs which will make nests comprised of eggs on shorelines throughout various biomes.
- They will have a baby variant, which will hatch from the eggs, and move into the water when born.
- Can be bred using sea grass.
- Spawns on warm beaches (in plains, jungles, swamps, deserts, mesas and savannahs), in groups of 1-5. This is temporary.
- Will lay eggs in their home beach.
-
Drops 0-2 sea grass upon death.
- Drops 0-1 bowl when killed with a trident enchanted with Channeling.
- You can craft scutes into a bigger turtle shell.
World generation
-
Added
minecraft:sky_island_low
(The End - Floating Islands),minecraft:sky_island_medium
(The End - Medium island),minecraft:sky_island_high
(The End - High island), andminecraft:sky_island_barren
(The End - Barren island).- 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:warm_deep_ocean
(Warm Deep Ocean),minecraft:lukewarm_deep_ocean
(Deep Lukewarm Ocean),minecraft:cold_deep_ocean
(Deep Cold Ocean), andminecraft:frozen_deep_ocean
(Deep Frozen Ocean), although warm deep oceans don't naturally generate. -
minecraft:frozen_ocean
(Frozen Ocean) now generates again.
- New world type: can be created by selecting Buffet World as a world type.
- Creates single-biome worlds.
- Another way to generate chunks is available.
- Allows choosing between Overworld and End terrain generation.
-
-
Has its own
buried_treasure
loot table. - Maps found in underwater ruins can lead you to them.
-
Has its own
- Generate in warm ocean biomes.
-
Are composed of coral and coral plants
- This allows coral to generate naturally
- Generate on frozen oceans.
- 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
-
Can come in many variants, including ravines
- Underwater ravines will often contain magma blocks at the bottom, which will create bubble columns
- 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
-
Channeling
- Only has one level.
-
Used on tridents to summon a lightning bolt on impact with a mob during storms.
- 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 you forwards
- If the player is not in water and it is not raining, the player is no longer able to throw tridents enchanted with Riptide, but they still deal melee damage
- Players display a spinning animation when dashing
- Map markers
-
Added the ability to put markers on maps.
- Right click 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 you get close while holding the map.
-
Uses the new
banners
nbt for maps.
-
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 you swim, instead you 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.
Command format
- General
-
A command UI when typing commands 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, you 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.
-
When specifying coordinates in a command, you can now use
- Specific commands
-
/data
- A command that allows the player to get, merge, and remove entity and block nbt data
-
/data get block <pos> [<path>] [<scale>]
-
Will return the NBT data from the block at
pos
. Apath
can be specified to only retrieve that nbt data. Numeric values will be set as theresult
of the command, strings will set set the length of the string as theresult
, lists will set the number of elements in the list as theresult
, and compounds will set the number of tags that are directly in that compound as theresult
. An optionalscale
can be provided to scale the number retrieved.
-
Will return the NBT data from the block at
-
/data get entity <target> [<path>] [<scale>]
-
Will return the NBT data from one
target
entity. Apath
can be specified to only retrieve that nbt data. Numeric values will be set as theresult
of the command, strings will set set the length of the string as theresult
, lists will set the number of elements in the list as theresult
, and compounds will set the number of tags that are directly in that compound as theresult
. An optionalscale
can be provided to scale the number retrieved.
-
Will return the NBT data from one
-
/data merge block <pos> <nbt>
-
Will merge the block nbt data at
pos
with the specifiednbt
data.
-
Will merge the block nbt data at
-
/data merge entity <target> <nbt>
-
Will merge the entity nbt data from
target
with the specifiednbt
data. Merging player nbt data is not allowed.
-
Will merge the entity nbt data from
-
/data remove block <pos> <path>
-
Will remove nbt data at
path
from the block atpos
.
-
Will remove nbt data at
-
/data remove entity <target> <path>
-
Will remove nbt data at
path
from onetarget
entity. Removing player nbt data is not allowed.
-
Will remove nbt data at
-
Data paths look like this:
foo.bar[0]."A [crazy name]".baz
.-
foo.bar
means foo's child called bar. -
foo[0]
means element 0 of foo. - "quoted strings" may be used if a name of a key needs to be escaped.
-
-
Examples of old commands:
-
/entitydata <target> {}
is now/data get entity <target>
-
/blockdata <pos> <nbt>
is now/data merge block <pos> <nbt>
-
- 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 [available|enabled]
- will list all data packs, or only the available/enabled ones.
-
-
Data packs are enabled by default, but if you disable it you 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
-
-
/bossbar create <id> <name>
will create a boss bar.-
id
is used to target the boss bar and is in the formnamespace:name
, for example:foo:bar
. If nonamespace
is specified it defaults tominecraft
. -
name
is the display name of the boss bar and only accepts a JSON text component.
-
-
/bossbar set <id> name <name>
will change the name of the boss bar. -
/bossbar set <id> color <color>
will change the color of the text (if no color was specified as part of a text component) and the boss bar, defaults towhite
. -
/bossbar set <id> style <style>
will change the style of the boss bar, defaults toprogress
.-
Available options are:
notched_6
,notched_10
,notched_12
,notched_20
, andprogress
. -
notched
will set the amount of segments. -
progress
will set the amount of segments to 1.
-
Available options are:
-
/bossbar set <id> value <value>
will change the current value of the boss bar, defaults to0
. -
/bossbar set <id> max <max>
will change the maximum value of the boss bar, defaults to100
. -
/bossbar set <id> visible <visible>
will change the visibility of the boss bar, defaults totrue
-
/bossbar set <id> players <players>
will change which players can see the boss bar, defaults to none. -
/bossbar remove <id>
will remove the boss bar. -
/bossbar list
will display a list of created boss bars. -
/bossbar get <id> (max|players|value|visible)
will return the requested setting as aresult
of the command.
- Added a clickable teleport link to the command output.
-
Added
facing
.-
/teleport [<targets>] (<location>|<destination>) facing (<facingEntity>|<facingLocation>)
- Will rotate an entity to face either an entity or a location.
-
-
/time
-
Added
noon
andmidnight
to/time set
.
General
-
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
-
minecraft:fishing_rod_hooked
triggers when a player reels in an item or entity. -
minecraft:channeled_lightning
triggers when a player uses the channeling enchantment to strike a mob. -
minecraft:filled_bucket
triggers when a player fills a bucket.
-
-
Like resource packs, but for loot tables, advancements, functions, structures, recipes and tags.
-
Used by placing them into the
datapacks
folder of a world.
-
Used by placing them into the
-
Data packs are
.zip
files or folders, with apack.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
/reload
. -
Structure:
pack.mcmeta
,data
folder containing a namespace folder determining the namespace of its contents-
A namespace should only contain the following symbols:
0123456789abcdefghijklmnopqrstuvwxyz-_
-
Inside the namespace folder, there can be folders for
functions
,loot_tables
,advancements
,structures
,recipes
andtags
.
-
A namespace should only contain the following symbols:
-
Added a death message for when the player is blown up by a bed in the nether or end.
-
<player> was killed by [Intentional Game Design]
- Clicking on "[Intentional Game Design]" opens a link to MCPE-28723.
-
-
Added a death message for when a mob/player pushes someone into the void or when someone uses
/kill
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
-
F3+C will now copy your current location to clipboard
- Now gives a warning before forcing a debug crash.
-
Added the
set_name
function to loot tables.
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