• Rocky Bytes News RSS Feed
  • Rocky Bytes in Facebook
  • Rocky Bytes Youtube Channel
  • Rocky Bytes in Twitter
More than 50,000 Windows Programs downloaded every day!
  1. 🏠  Rocky Bytes
  2. >
  3. PC Games
  4. >
  5. Adventure Games
  6. >
  7. Minecraft
  8. >
  9. Download Minecraft 1.9 JAR

Minecraft 1.9 JAR Secure Download

Click the button below to download and install Minecraft 1.9 JAR:


DOWNLOADSafe & Free Download
  • Tested Virus & malware free.
  • Always available.
  • Fast & free download.

Do you like Minecraft 1.9 JAR?

Share it with your friends!

 

Changes on Minecraft 1.9 JAR

Additions

Blocks

Chorus flower
  • Spawn on the top of the chorus trees.
  • Breaks if the supporting block below is broken.
    • It only drops when mined directly.
  • Can only be planted on end stone in any dimension.
  • It will show a different texture when it stops growing.
Chorus plant
  • Generate in the End.
  • Can be grown using chorus flowers.
  • Breaks in quick succession if the supporting chorus plant below is broken.
  • Drops chorus fruit.
Dragon head
  • While a player wears the head and moves, the head's mouth opens and closes repeatedly.
  • When powered with redstone while it's placed on solid block, the jaw starts to open and close.
    • It will keep the mouth position of the exact moment it was unpowered.
  • It generates on the bows of end ships.
End gateway
  • A portal block used to transport the player to the new outer regions of the End.
    • The destination of the teleport can be customized using NBT tags.
  • The player cannot use pick block or /give to obtain it.
    • It can only be set by using /setblock.
  • Naturally generates inside the end gateway structure after killing the dragon and traveling someplace new in the end with it.
    • Shows purple beacon beams when created and yellow beams when used.
  • Its texture does not get deformed due to perspective, but rather it displays the same texture as the end portal block on all its footprint, independent of angle.
End rod
  • Generates in the end city dungeons.
  • Can be crafted using a popped chorus fruit in the bottom and a blaze rod on top, yielding four end rods.
  • Placeable horizontally and vertically.
    • The model has a little base that is oriented against the block it was placed.
      • If it's placed on top of another rod, it will have the opposite orientation.
  • Produces white particles.
  • Used as a lighting source with the same brightness as torches.
  • Unlike torches, they are tangible.
End stone brick
  • Generates in the End city dungeons.
  • Can be crafted with 4 blocks of end stone, yielding 4 blocks of end stone brick.
Frosted Ice
  • Created when using "Frost Walker" enchantment.
  • Cannot be obtained in inventory, neither with silk touch nor with commands. (Can only be placed using /setblock)
  • Breaks after a few seconds when in sufficient light (including daylight).
    • Breaking takes place in four breaking stages (blockstates: age:0, age:1, age:2, age:3). Still decay with randomTickSpeed set to 0, but a higher number will make them decay faster.
Grass path
  • They are 1516 of a block (15 pixels) tall.
  • Obtainable by using a shovel on a grass block.
    • This drains the shovel's durability.
    • Its texture is very similar to that of a grass block.
  • Always drops dirt, even when using Silk Touch.
  • It isn't available in the creative inventory screen.
    • Pick block functions normally with it.
Purpur block
  • Generates in the End city dungeons.
  • Can be crafted with popped chorus fruit.
Purpur pillar
  • Generates in the End city dungeons.
  • Can be crafted with purpur slabs.
Purpur stairs
  • Generates in the End city dungeons.
  • Can be crafted with purpur blocks.
Purpur slab
  • Generates in the End city dungeons.
  • Can be crafted with purpur blocks.
Structure block
  • Only placeable via /setblock, but unusable.
  • It has 4 different modes: save, load, corner and data.
  • It has an "S" on the texture in save mode, "L" in load mode, "C" in corner mode and "D" in data mode.

Items

Beetroot
  • Restores 1 ().
  • Spawns naturally in villages.
  • Can be used to craft beetroot soup.
  • Can also be used to craft rose red dye.
  • Used to be a pocket edition exclusive.
Beetroot soup
  • Restores 6 ().
  • Crafted from 6 beetroots and a bowl.
  • Used to be a pocket edition exclusive.
Beetroot seeds
  • Used to grow beetroots.
  • Drop chances for beetroot seeds average 2 per crop harvested.
  • Used to be a Pocket Edition exclusive.
Chorus fruit
  • Obtained from chorus plants.
  • Can be eaten even if the player is not hungry, similar to golden apples.
    • Teleports the player to a random nearby location when eaten (like an enderman).
    • Does not heal hunger points if the hunger bar is full.
      • Otherwise it will heal 4 ().
  • Can be cooked in the furnace to obtain Popped Chorus Fruits.
  • It has a cool down time every time they are eaten, like ender pearls.
    • It is visible in the item icon through a "rolling curtain" animation.
  • Stacks to 64.
Dragon's breath
  • Shot by the ender dragon at the player as an attack.
    • Leaves a patch of purple particles that deal damage when stood on top.
      • Also spawn upon impact of an "ender acid" charge.
    • Can only be collected by right clicking an empty bottle in the middle of the cloud.
  • Found in the brewery section of the creative inventory.
  • Can be used to brew lingering potions with dragon's breath as the ingredient and a splash potion.
  • Stacks to 64.
Elytra
  • They function according to hang glider aerodynamics.
    • The player doesn't receive fall damage, if they fall from a small height while flying slowly (not nose-diving).
    • Still receive fall damage if the player nose-dives directly into the ground.
    • Receive damage from horizontal collisions, new death message: "Player experienced kinetic energy".
  • Have to be equipped in the “chestplate” slot in order to work.
  • Will activate when the Jump key is pressed when in mid-air.
  • Have 431 uses (over 7 minutes of flying) and can be repaired on an anvil, using 4 leather to repair it totally.
  • Can be given the Unbreaking enchantment using an anvil or commands.
  • Legs will make a “walking movement” animation when the player is stalling in the air.
  • Similar to the Wing Cap item from Super Mario 64.
  • Found on End Ships within an item frame.
  • Wings fold while not gliding.
  • The elytra texture defaults to the cape texture if the player owns a cape.
    • The cape does not display while wearing.
    • The Cape option in the Skin Customization menu will synchronize with the Elytra texture.
  • Takes damage at a rate of 1/s.
End crystal
  • Can be crafted using an eye of ender in the middle, a ghast tear on the bottom and 7 glass blocks on the remaining squares.
  • Can only be placed on obsidian and bedrock blocks.
    • Cannot be placed in adventure mode.
  • Has no bottom plate like "normal" end crystals.
  • Used on the exit portal in the end to respawn the dragon.
  • The end crystal can't be destroyed by explosions (except Wither)
Lingering potion
  • Thrown like a splash potion.
    • Leaves a patch of the potion particle effect on impact.
      • Entities that walk into it get the effect.
  • Has all the potion types, and works with potions whose effect are instant.
  • Brewed with dragon's breath and a splash potion.
  • Cloud duration can be controlled through a data tag.
  • Does not stack, just like other potions.
  • Travels with the same speed as splash potions when shot through dispensers.
Water splash potion
  • It extinguishes any fire block that it's thrown at, as well as a maximum of five of them in the vicinity.
Popped chorus fruit
  • Obtained from cooking chorus fruit.
  • Used to craft purpur blocks.
  • Cannot be eaten.
Potion of Luck
  • Gives the Luck effect for 5 minutes
  • Also comes in splash and lingering potion forms as well as for tipped arrows ("Arrow of Luck").
Shield
  • Crafted using 6 planks and one iron ingot.
    • The default texture looks like wood.
  • New tool used for blocking incoming attacks.
    • If the player holds right click while being attacked, the damage inflicted is reduced, and the shield loses durability.
      • This works when the shield is either in the main hand or in the offhand.
        • The player can hold 2 shields at once, but it does not affect the damage taken.
    • When an attack is blocked by a shield, the attacker may be knocked back.
  • The player cannot attack while blocking.
  • Can be combined with banners to transfer its pattern to it.
    • The banner is consumed on use.
    • Can only be combined with banners if no pattern was previously applied.
  • Can only be repaired on the anvil.
    • Requires planks to repair it.
  • They cannot be enchanted directly.
    • Can receive the Unbreaking enchantment through an enchanted book
      • Some other enchantments applied via commands will still function, such as Thorns or Protection.
  • Arrows can ricochet off a shield to hit other entities.
  • Hitting a shield with an axe has a chance to disable the shield for 5 seconds.
    • It is shown in the item icon as a "rolling curtain" animation.
    • 25% base chance, plus 5 percentage points for each level of Efficiency on the axe, plus 75 percentage points if sprinting.
Shulker spawn egg
  • Used to spawn a shulker.
  • Purple with darker purple spots.
Spectral Arrow
  • A new type of Arrow
  • The tip is gold colored in both the item and the entity model.
  • Shows mob and player outlines in their respective team color when hit (even when invisible).
  • NBT tags can be used to both disable and force outlines.
    • The glowing is a status effect.
  • Crafted by surrounding an arrow with 4 glowstone dust.
    • Yields 2 spectral arrows.
  • The duration of the effect when the arrow strikes its target can be customized using NBT data.
Tipped Arrow
  • A new type of arrow that can be tipped with potions.
  • 15 new arrow types in total.
  • Each differently tipped arrow is available in the creative menu, just like enchanted books or potions.
    • Except for the "splashing arrow" that corresponds to the new water splash potion.
  • Corresponding status effect is applied upon impact to mobs and players.
  • Tipped arrows can be customized with commands.
  • Exist for empty bottles, water bottles, mundane potions, thick potions and awkward potions
  • Crafted by 8 arrows surrounding a lingering potion of that type, yielding 8 of them.
  • For effects with duration, the duration is 18 that of the corresponding potion.
Uncraftable potion
  • Has no effect, unknown use.
  • Cannot be obtained in survival.
  • Has tag Potion:"minecraft:empty".

Mobs

Shulker
  • Short for "Shell Lurker".
  • A hostile mob with the appearance and some behavior of a solid purple block.
    • Only spawns on the ground or at the walls of end cities when they first generate.
    • Does not despawn in Peaceful, but will not attack or target players.
  • When attacking, it opens its shell on a spinning animation revealing the creature inhabiting.
    • The creature looks a like a little white cube with big eyes.
    • Its attack consists of shooting projectiles with the appearance of white sea urchins.
      • The projectiles chase the player until the player is out of range.
        • It won't chase a spectator.
      • They can only move along one of the three grid axes at a time and on integer steps.
        • This means they can only move through taxicab geometry.
      • They can be knocked away by attacking them.
      • Getting hit by a projectile causes 2♥ of damage and inflicts the levitation status effect.
      • Shulkers take more damage if they are attacked while their shell is open.
  • It has an idle animation where it opens its shells a little to peek through.
  • It can be pushed by pistons and resists being placed on any position that isn't 3 integers (except if they are riding minecarts).
  • It has a chance of teleporting like an enderman or dragon egg while being attacked.
    • It always teleports on the following circumstances:
      • Removing its support block.
      • Pushing it into a non-air block (except piston heads).
      • Pushing a non-air block into its position (except piston heads).
  • It's one of the few entities (apart from boats and minecarts) that can be stood on.
    • It even displaces the player properly during its attacking and idle animations.
  • Has various NBT tags associated with it, which can control its animation, block attached, location and target location of projectile.

Non-mob entities

AreaEffectCloud
  • Applies potion effects to mobs and players within its radius during a specific duration.
  • Used for lingering potions and the ender dragon's breath.
  • Various attributes can be configured using NBT data (see above).

World generation

Chorus trees
  • Generate on the outer islands of the End.
  • Tree-like arrangements of the new chorus plant and chorus flower blocks.
  • The whole structure is destroyed when the bottom-most block is destroyed, like cacti.
  • Can be farmed by planting the chorus fruit flowers that come from the top of the plants, on top of endstone.
    • Unlike cacti, chorus plants do not require the supporting block to be below it, but rather adjacent.
      • This allows the structure to grow around obstacles, like other chorus trees.
The End
  • Generates many islands in every direction from the main island, though separated by a gap of about 1,000 blocks.
    • Mini islands generate between the center and main islands.
    • End islands and mini end islands (except for the main one) will have chorus trees spread throughout them, as well as end cities with end ships.
End city
  • Generates on the new outer end islands.
  • Dungeon-type structure fashioned like a branching tower made of endstone and many of the new blocks.
    • Resembles a tree house.
  • Contains loot inside of chests.
  • Generates with shulkers in it.
End gateway
  • It is generated in a radius around the main portal each time the dragon is killed.
    • Up to 20 gateways can be generated this way.
    • It is the usual way of traveling to the outer end islands, without having to build or fly all the way over there.
    • It consists of the gateway block in the middle and two little bulbs of bedrock on the top and bottom.
      • Since the bulbs of bedrock only leave a one block slit on the horizontal plane, it is only accessible by throwing ender pearls at it, or by riding pigs, boats or minecarts.
      • When used, it generates another gateway at the player's destination.
        • The gateways are linked so the player has a way back.
End ship
  • Sometimes generates up in the air next to the end city dungeon.
    • Always appears to sail away from what appears to be a pier.
    • Composed of many of the same materials as the End City.
  • Generates with shulkers in it.
  • Has a dragon head, a brewing stand with potions of healing, a pair of elytra within an item frame, and other various loot.
Igloos
  • Spawn randomly in Ice Plains and Cold Taiga (but not the Hills variant).
    • Spawning parameters are shared with desert temples, jungle temples, and witch huts: the fact of a structure spawn is decided, then the biome determines which structure (if any) is spawned.
  • An igloo contains: 9 white carpets, 3 light gray carpets, 2 blocks of ice, a redstone torch, furnace, bed and a crafting table.
  • Some igloos have a stone brick basement, with a cauldron, 2 red carpets, a brewing stand, 3 spruce stairs, a cobweb and loot chest, along with a villager priest and zombie villager priest in iron bars. A trapdoor with ladders leads down, into the mossy brick basement, cracked and stone brick also available, with 2 torches.
    • In the loot chest there is a golden apple, hinting that the player needs to cure the Zombie.
    • Always spawns with a splash potion of weakness hinting the player to use these on the zombie to turn him into the villager next to him.
    • The zombie has the PersistenceRequired tag which makes it not despawn.
    • Silverfish spawn in some stone brick blocks.
Superflat
  • New preset: The Void
    • Spawns the player on a stone platform. No other terrain generates.
    • The Void is now a biome with an ID of 127.

Gameplay

Combat
  • New “attack strength” combat mechanic.
    • A meter shows up after switching items or attacking.
      • Damage done depends on the fullness of the meter, with a quadratic reduction (attack does 20%–100% of normal damage as the meter fills).
      • Fills at different rates depending on the new attack speed attribute (see table on the changes to gameplay section for a complete list).
        • The haste effect will cause the meter to fill faster
      • Can be displayed next to the hotbar (left or right based on the player's main hand), under the crosshair or turned off.
        • Looks like the icon for the strength effect on the side of the hotbar, or like a dagger under the crosshair.
        • This is controlled in video settings.
    • A cooldown animation is displayed of the tool slowly being lifted up, when first switching to it.
  • Play sounds when attacked strongly, weakly, and parried.
Dual wielding
  • Players can now use both hands to perform different actions using the left and right mouse buttons.
    • For example, if a player has a pickaxe in their main hand and a torch in their other hand, right clicking will place the torch.
      • This happens because a pickaxe lacks a right click use, and therefore the game tries to then treat the other item as if it's being right clicked.
        • The player cannot click both buttons at the same time.
    • This is achieved through an extra inventory slot called the "offhand" slot.
      • Pressing F (by default) will switch whatever item is selected in the hotbar with the item in the offhand (including no item).
      • The offhand slot is displayed next to the hotbar when it's not empty (left for right-hand players and vice versa).
      • It's available on all iterations of the inventory screen.
        • It is distinguished by an outline of a shield like symbol.
      • The player can hear an item switching sound, only for other players.
        • The player cannot hear their own items switching.
  • Only the main hand can be used for physical attacks.
  • Bows choose their arrow type based on the offhand.
    • Arrows in the offhand take priority over arrows in any other slot.
    • If there are multiple arrow types and none in the offhand or selected hotbar slot, the arrow that is in the lowest numbered slot will get fired.
  • The offhand model is invisible in first person view while it's empty.
  • Some attributes and enchantments will apply to the offhand item, if specified through a new tag.
Enchanting
  • "Treasure" enchantments
    • Can only be obtained from chest loot, fishing, or trading for enchanted books.
  • New "treasure" enchantment: Frost Walker
    • Turns water into meltable ice which decays in multiple stages.
      • Does not work on flowing water.
    • Different tiers:
      • Level I creates a circle of frosted ice around the player with a radius of 2 blocks.
      • Each additional level adds 1 to that radius.
        • Maximum radius is 16 blocks
          • Levels over 14 don't increase the range
    • Will not turn water into frosted ice if an entity is in that spot.
    • The water must have an air block above in order to be turned into frosted ice.
    • Works as long as the player is with in one block above a block.
    • Cannot be combined with Depth Strider enchantment.
  • New "treasure" enchantment: Mending
    • Any experience collected while holding the item repairs it instead of going to the experience bar.
      • Mainhand, offhand, and armor slots all count as held.
      • If multiple held items have the enchantment, one will be chosen at random for each experience orb collected.
      • Repairs at a rate of 2 durability per experience.
      • If the amount of repair needed is less than the value of the experience orb, the extra experience will go to the experience bar.
Status effects
  • Glowing:
    • Received when players or mobs are hit by spectral arrows.
    • Makes player's outline glow, even through non-transparent blocks.
    • Listed as a negative effect because it prevents players from hiding from other players.
    • It becomes colored differently if the player is part of a team to match its team color.
  • Levitation:
    • Received when the player or mobs is hit by shulker projectiles.
    • Makes player involuntarily float high into the air.
      • Can be used to get to higher places.
    • Listed as a negative effect due to the potential to kill from fall damage.
    • Higher levels of levitation result in faster floating.
      • Effect levels 128-254 result in floating downwards at a constant speed, with level 128 being the fastest and level 254 the slowest (one block per second).
      • Effect level 255 disables falling and jumping altogether, to an effect not entirely unlike flying in creative mode. Gaining or losing elevation is impossible without using pistons.
  • Luck and Bad Luck
    • Increases/Decreases the luck attribute by ±1 per level.
Transportation
  • The player can now glide using elytra
  • The player can also use the new "Elytra Control" option.

Command format

Commands
  • /time
    • /time query now accepts the value day, which returns the in-game day number.
  • /gamerule
    • disableElytraMovementCheck
      • Setting to true will cause the server to skip checking whether the player is cheating by moving too fast, when the player is wearing elytra.
      • Defaults to false
    • spectatorsGenerateChunks
      • Determines whether players in spectator mode should generate chunks.
      • Defaults to true.
    • spawnRadius
      • Controls how far from the world spawn point players can spawn.
      • Defaults to 10.
NBT tags
  • All entities
    • Glowing (byte): Controls whether or not an entity is affected by the new glowing status effect.
      • e.g. /summon Creeper ~ ~1 ~ {Glowing:1} will summon a glowing creeper.
      • Note this does not work on all entities, such as snowballs.
      • Armor Stands with Marker tag will not show the outline of the Armor Stand itself, and only its equipment.
    • Tags (list): Contains a list of string values that can be used with the "tag" selector parameter.
      • The /scoreboard command can assign tags itself.
      • /summon Creeper ~ ~1 ~ {Tags:["tag1","tag2"]}
    • Passengers (list): Replaces the original "Riding" compound tag. It has the ability to specify multiple passengers at equal depths, unlike "Riding". Instead of the deepest-nested "Riding" entity being the bottom-most in the stack of riding entities, the entity at the root of the data is at the bottom of the stack.
      • For example, the armor stand in the following command is at the bottom of the stack while the cow and pig are at the same depth:
        • /summon ArmorStand ~ ~1 ~ {Passengers:[{id:"Cow"},{id:"Pig"}]}
      • One may also summon entities in stacks instead of the same height and with specific NBT tags attached to it:
        • /summon Sheep ~ ~1 ~ {Passengers:[{id:"Sheep",Color:5,Passengers:[{id:"Sheep",CustomName:"test",CustomNameVisible:1}]}]}
  • All mobs
    • HandItems (lists): Defines what item is within the main hand and offhand.
      • It manages this by using two records, for the main hand and the offhand in that order.
      • e.g. /summon Zombie ~ ~1 ~ {HandItems:[{id:"minecraft:stone"},{id:"minecraft:cobblestone"}]}
    • ArmorItems (lists): Used to specify the armor worn by the mob.
      • Contains four records: feet, legs, chest and head in that order.
      • e.g. /summon Zombie ~ ~1 ~ {ArmorItems:[{id:"minecraft:leather_boots"},{id:"minecraft:leather_leggings"},{id:"minecraft:leather_chestplate"},{id:"minecraft:leather_helmet"}]}
    • LeftHanded (byte): Boolean tag that controls the dominant hand of mobs.
      • Set to 1 for left handed mobs and 0 for right handed.
      • e.g. /summon Zombie ~ ~1 ~ {LeftHanded:1,HandItems:[{id:"minecraft:stone"}]}
    • ArmorDropChances & HandDropChances (lists): Used to specify the dropping chances of worn armor and held items of specific mobs respectively.
      • e.g. /summon Zombie ~ ~1 ~ {HandDropChances:[1.0f,1.0f],HandItems:[{id:"minecraft:stone"},{id:"minecraft:cobblestone"}]}
      • e.g. /summon Zombie ~ ~1 ~ {ArmorDropChances:[2.0f,2.0f,2.0f,2.0f],ArmorItems:[{id:"minecraft:leather_boots"},{id:"minecraft:leather_leggings"},{id:"minecraft:leather_chestplate"},{id:"minecraft:leather_helmet"}]}
    • DeathLootTable (string): Determines which loot table will be used when the mob is killed.
      • e.g. /summon Creeper ~ ~1 ~ {DeathLootTable:"minecraft:chests/simple_dungeon"}
    • DeathLootTableSeed (long): The deterministic seed for grabbing data from the loot table. Used in vanilla survival to replicate chest content in new worlds with same seeds. Must not be 0.
      • e.g. /summon Creeper ~ ~1 ~ {DeathLootTable:"minecraft:chests/simple_dungeon",DeathLootTableSeed:123l}
  • All items
    • Slot string tag within AttributeModifiers (string): Determines which slot the item has to be, for the modifier to be applied.
      • Available slots are: "mainhand", "offhand", "feet", "legs", "chest", "head".
      • e.g. /give @p minecraft:leather_chestplate 1 0 {AttributeModifiers:[{AttributeName:"generic.maxHealth",Name:"Test",Amount:10.0,Operation:0,UUIDLeast:1l,UUIDMost:1l,Slot:"chest"}]}
  • Players
    • DataVersion (integer): Numerical value that states which version the player is playing within.
      • It cannot be changed via commands, but it can be tested for.
      • /scoreboard players set @a OBJ 1 {DataVersion:104}
    • RootVehicle
      • With the introduction of the "Passengers" tag, this new compound holds a copy of the entity the player is currently riding. "AttachLeast" and "AttachMost" are the UUIDLeast and UUIDMost of that entity, while "Entity" holds the actual data.
      • /testfor @a {RootVehicle:{AttachLeast:1l,AttachMost:1l,Entity:{id:"Boat",CustomName:"Test"}}}
  • Items: Potion
    • Potion (string)
      • Used to determine the type of potion it is using new name IDs.
      • e.g. /give @p minecraft:lingering_potion 1 0 {Potion:"minecraft:long_invisibility"}
  • Entity: ThrownPotion
    • Potion (compound)
      • Holds the item data for the potion thrown.
      • e.g. /summon ThrownPotion ~ ~1 ~ {Lingering:1,Potion:{id:"minecraft:lingering_potion",Count:1,tag:{Potion:"minecraft:long_invisibility"}}}
  • Entity: Arrow
    • Potion (string): States the default potion ID of the arrow, same values as when used with potion items. See the potion article for a list of default IDs.
      • e.g. /summon Arrow ~ ~1 ~ {Potion:"minecraft:long_swiftness"}
    • CustomPotionEffects (list): Multiple effects using global effect IDs, same structure as when used with potion items. See the status effect article for a list of global IDs.
      • e.g. /summon Arrow ~ ~1 ~ {CustomPotionEffects:[{Id:14,Duration:100}]}
  • Entity: SpectralArrow
    • Duration (integer): Specifies how long the effect will last when the arrow strikes the target.
      • e.g. /summon SpectralArrow ~ ~5 ~ {Duration:200}
  • Entity: Shulker
    • Peek (byte): Percentage to indicate the progress of its idle and attacking animations, so the height of its shell is correctly updated.
    • AttachFace (byte): Determines the direction the shulker has attached to a block face.
      • Summoning shulkers will make them attach to the ground by default.
    • APX, APY, APZ (int): Set of integer coordinates that the shulker should be located at.
      • These coordinates will be obtained from the coordinates entered by a /summon command through a truncation function.
  • Entity: ShulkerBullet
    • Used to track the target location of shulker projectiles.
    • Relevant NBT structure: {Steps:1,TXD:0.0,TYD:0.0,TZD:0.0,Dir:0,Owner:{X:0,Y:0,Z:0,L:1L,M:1L},Target:{X:0,Y:0,Z:0,L:1L,M:1L}}
  • Tile: Chest / Tile: Hopper / Entity: MinecartChest / Entity: MinecartHopper
    • LootTable (string): Loot table to be used to fill the chest when it is next opened or destroyed. When the chest is part of a double chest, only the half corresponding to the tagged single-chest will be affected.
      • e.g. /setblock ~ ~1 ~ minecraft:chest 0 replace {LootTable:"minecraft:chests/simple_dungeon"}
    • LootTableSeed (long): Seed for generating the loot table. Used in vanilla survival to replicate chest content in new worlds with same seeds. 0 or omitted will use a random seed.
      • /setblock x y z minecraft:chest 0 replace {LootTable:"chests/simple_dungeon",LootTableSeed:12345}
  • Entity: MinecartHopper
    • Enabled (byte): Determines whether or not the minecart hopper will pick up items into its inventory.
      • e.g. /summon MinecartHopper ~ ~1 ~ {Enabled:1b}
  • Entity: EnderCrystal
    • BeamTarget (compound): Used to assign a custom target to the beam.
      • e.g. /summon EnderCrystal ~ ~1 ~ {BeamTarget:{X:1,Y:2,Z:3}}
    • ShowBottom (byte): Boolean tag that, when applied, hides the small bedrock slate appearing below the ender crystal.
      • e.g. /summon EnderCrystal ~ ~1 ~ {ShowBottom:1b}
  • Entity: EnderDragon
    • DragonPhase (integer): determines the current action the dragon will complete.
      • e.g. /summon EnderDragon ~ ~1 ~ {DragonPhase:7}
  • Entity: EntityHorse
    • SkeletonTrap (byte): Indicates whether the horse is a skeleton trap.
      • If it is, the horse will spawn 4 skeleton horses, ridden by skeletons and a lightning bolt in its place when a player gets within 10 blocks of it.
      • e.g. /summon EntityHorse ~ ~1 ~10 {SkeletonTrap:1b}
    • SkeletonTrapTime (integer), incremented each tick when SkeletonTrap is set to 1. The mob automatically despawns when it reaches 18000 (15 minutes). This will prevent the hostile horses from overflowing the world, similar to chicken jockeys.
      • e.g. /summon EntityHorse ~ ~1 ~10 {SkeletonTrap:1b,SkeletonTrapTime:17980}
  • Entity: Boat
    • Type (string): Determines the wood material of the boat that is displayed. Values are: oak, spruce, birch, jungle, acacia, dark_oak.
    • e.g. /summon Boat ~ ~1 ~ {Type:"acacia"}
  • Entity: AreaEffectCloud
    • New entity that is the result of lingering potions, applying an effect to entities that step within its radius. It has the following tags
    • Particle (string): The name of what particle they play. Defaults to "mobspell".
    • ReapplicationDelay (integer): Every this number of ticks, a person standing in the radius gets the effect applied to them. Defaults to 20.
    • Radius (float): Specifies the radius in meters that the effect applies in. Changes over time.
    • RadiusPerTick (float): How much the radius increases/decreases each tick. Can also be made positive to have the effect grow. Defaults to -0.005f.
    • RadiusOnUse (float): How much the radius increase/decreases when applied to an entity. Defaults to -0.5f.
    • Duration (integer): How long the linger effect lasts in ticks. When the entity's age exceeds this number, it is removed.
    • DurationOnUse (float): How much the duration increase/decreases when applied to an entity. Defaults to 0.0f.
    • Effects (list): Potion effects that the AreaEffectCloud applies.
    • Potion (string): States the default potion ID of the AreaEffectCloud, same values as when used with potion items.
    • Color (integer): Integer representing the color of potion effect particles. Uses Red<<16 + Green<<8 + Blue, so the number from leather armor color code calculators will work.
    • Age (integer): Number of ticks the entity has been alive. Defaults to 0.
    • WaitTime (integer): Until the potion AreaEffectCloud's Age hits this number, it is small and does not apply potion effects. Likely used, so the player can throw a lingering potion and get a small distance away before the effects start. Defaults to 10.
    • OwnerUUIDLeast (long): UUIDLeast of the thrower.
    • OwnerUUIDMost (long): UUIDMost of the thrower.
      • e.g. a deadly smoke that grows with each sacrifice: /summon AreaEffectCloud ~ ~ ~ {Particle:"largesmoke",ReapplicationDelay:20,Radius:2f,‌RadiusPerTick:-0.002f,RadiusOnUse:0.5f,‌Duration:600000,DurationOnUse:0.0f,‌Effects:[{Id:7b,Duration:2400,Amplifier:10b}]}
  • Entity: Zombie
    • VillagerProfession (integer): tag for zombie villagers is used to determine what profession the zombie is represented as, as well as what profession it will become when cured.
    • The appearance of the zombie will match the assigned profession.
    • This tag is preserved during the villager's transformation to a zombie and vice versa.
      • e.g. /summon Zombie ~ ~1 ~ {IsVillager:1b,VillagerProfession:3}
  • Tile: Command Blocks
    • auto (byte): When set to 1, the command block will no longer require a redstone signal in order to activate.
      • When applied to an impulse mode block, its command will activate only once right after finishing writing the command.
      • When applied to a repeat mode block, it will constantly activate every tick.
      • When applied to a chain mode block, it will always be available to activate its signal when called.
      • e.g. /blockdata X Y Z {auto:1b}
    • ConditionMet (byte): States whether or not the command block behind the conditional command block was successful in output. Will be 1 if that block is successful and 0 if unsuccessful.
      • Non-conditional command blocks will always be 1.
      • e.g. /testforblock X Y Z minecraft:command_block -1 {conditionMet:1b}
  • Tile: Command blocks & note blocks
    • powered (byte): now have the "powered" tag associated with them, stating whether or not the block is currently receiving a redstone signal.
      • They can be edited through block data so the block are activating even though no redstone is adjacent.
        • Changing a command block through the "always active" toggle, effectively makes that command block to always have a 1 powered state, even when the block is updated.
      • e.g. /blockdata X Y Z {powered:1b}
  • Tile: Brewing stands
    • Fuel (byte): Stores how much fuel is remaining in a brewing stand
      • e.g. /setblock ~ ~1 ~ minecraft:brewing_stand 0 replace {Fuel:127b}
  • Tile: End gateway portal (minecraft:end_gateway)
    • ExitPortal (compound): Holds a set of X/Y/Z coordinates to determine the general location the player will be "safely" teleported to when entering.
    • ExactTeleport (byte): When set to 1, it will teleport entities to the specified coordinates exactly instead of at a safer location around those coordinates.
    • Age (long): Determines how long the end gateway has existed.
      • When lower than 200, the block will emit a purple beam.
        • This is to easily locate the gateway when it first spawns.
      • e.g. /setblock ~ ~1 ~ minecraft:end_gateway 0 replace {Age:180,ExactTeleport:1,ExitPortal:{X:1,Y:2,Z:3}}
Scoreboard
  • Added /scoreboard players tag ...
    • The player can add and remove tags for any entity based on NBT tags of that entity/player.
      • e.g. /scoreboard players tag @a test {OnGround:0b} will add the tag "test" to all players that are in the air.
    • Tags can be accessed by using the parameters after the selector.
      • e.g. /give @a[tag=test] stone 1 will give 1 stone to all players that have the tag "test".
    • The player can use /scoreboard players tag <player> list to see what tags are on an entity.
    • Tags are stored in the playerdata file as strings, not in the scoreboard files.
      • This means that any tag the player binds has to be bound to an existing online player or an existing entity.
      • Unlike objectives, tags cannot be displayed anywhere on the HUD or inventory.
        • Only via the list sub-command can the player see which tags an entity has on the chat.
        • Through CommandStats it is possible to obtain the number of scoreboard tags an entity has via QueryResult.
  • Added five new objective types: XP, hunger, oxygen, armor and level.
    • "xp" can be used to track the players exact amount of XP points.
    • "food" can be used to track the hunger level of the player (ranges from 0 to 20).
    • "air" can be used to see how long the player has been underwater.
      • Starts at 300 (out of water) and then decreases 1 per tick as long as the player´s head is underwater (resets when the player gets out of the water).
      • The water breathing status effect freezes the timer and the Respiration enchantment slows down the countdown from 300, each time more with each level.
    • "armor" can be used to track the armor bar, which in turn tracks the total amount of protection of all currently worn armor pieces.
    • "level" can be used to track the player's level directly, which is the number displayed above the experience bar.
      • It is not directly correlated to the experience points, since increasing levels each time takes more xp than before.
      • This could be tracked before, but it required some intermediate steps.
  • Added collisionRule to the team options.
    • It controls whether or not players can push other players and whether or not is team dependent.
    • The modes are: alwaysneverpushOtherTeampushOwnTeam
Selector
  • The gamemode selector m now supports both negation and literal gamemode values.
    • e.g. @p[m=!1]@p[m=creative]@p[m=c] and @p[m=!spectator]

General

Attributes
  • generic.armor
    • Measures the amount of protection of armor.
    • Capped at 0 and 30.
  • generic.attackSpeed
    • Measures fully-charged attacks per second.
    • The attack speed value is shown as a tooltip on the respective tool.
    • Base is 4.0, meaning the bar refills in 0.25s.
      • Swords have a modifier of -2.4, resulting in a default modifier of 1.6 (refilling in about 0.63s).
      • Pickaxes have a modifier of -2.8, resulting in a default modifier of 1.2 (refilling in about 0.83s).
      • Shovels have a modifier of -3, resulting in a default modifier of 1 (refilling in about 1s).
      • Axes have a modifier based on the tier.
        • Wooden and stone axes have a modifier of -3.2, resulting in a default modifier of 0.8 (refilling in about 1.25s).
        • Iron axes have a modifier of -3.1, resulting in a default modifier of 0.9 (refilling in about 1.11s).
        • Diamond and gold axes have a modifier of -3, resulting in a default modifier of 1 (refilling in about 1s).
      • Hoes have a modifier based on the tier.
        • Wooden and gold hoes have a modifier of -3, resulting in a default modifier of 1 (refilling in about 1s).
        • Stone hoes have a modifier of -2, resulting in a default modifier of 2 (refilling in about 0.5s).
        • Iron hoes have a modifier of -1, resulting in a default modifier of 3 (refilling in about 0.33s).
        • Diamond hoes have a modifier of 0, resulting in a default modifier of 4 (refilling in about 0.25s).
      • The Haste effect increases the attack speed by 10% per level, while Mining Fatigue decreases it by 10% per level.
  • generic.luck, ranging from -1024 to 1024.
    • Used when processing loot tables along with the quality or bonus_rolls tag. Currently can be used for opening chests and chest minecarts, fishing, and player-killed mob drops, but by default it only affects fishing unless the loot tables are changed.
  • The modifier of attributes can be changed using NBT tags.
Dominant hand option
  • An option for players to change their dominant hand on their player model.
    • A toggle under "Skin Customization".
    • Also changes the orientation of the offhand slot in the hotbar (left for right-hand players and vice versa).
      • As well as the attack charge indicator, when set to the hotbar (on the opposite side of the offhand slot).
Language support
  • Support for Chinese, Japanese and Korean, and probably other IME entered languages.
  • The term "Air" is now translatable into other languages, used in the Superflat customization menu.
Loot tables
  • All loot, from mobs, chests etc., is now based on loot tables, excluding block drops.
    • Can be changed by mapmakers by adding a json file within the "WORLD/data/loot_tables" folder.
    • For more specific information on the customization abilities of loot tables, see the article.
Options
  • New volume slider labeled "Voice/Speech" under "Music & Sounds"
    • Intended for map makers; to be used for voice acting in custom maps [3]
Particles
  • sweepAttack
    • Used for the defensive "swipe" sword attack.
  • dragonBreath
    • Used for the new attack of the ender dragon of the same name.
  • endRod
    • Produced by end rod blocks.
  • damageIndicator
    • Produced by mobs when hurt.
Sound events
  • A new sound event was added, however unused in the actual game.
    • entity.player.breath
Splash text
  • "More Digital!"
  • "doot doot"
  • "Falling with style!"
  • "There's no stopping the Trollmaso"
  • "Throw yourself at the ground and miss"
Statistics
  • sleepInBed: Tracks the number of times the player has slept in a bed.
  • sneakTime: Tracks the amount of ticks the player has held the sneak key, regardless if the player was moving.
  • pickup: Tracks the amount of items that are picked up into the inventory from the ground.
  • drop: Tracks the amount of items that are dropped from the inventory to the ground.
  • aviateOneCm: Tracks the distance a player has glided using elytra.
Keyboard shortcuts
  • F3+N to toggle between creative and spectator mode, if the player is in either of them.
    • The player needs to have the ability to use /gamemode.
Subtitles
  • Subtitles which display for each sound for the players with hearing impairment.
    • Mobs have individualized subtitles, for example “Creeper hissing”.
    • "<" or ">" points in the direction in which the sound is coming from.
World selection
  • Worlds now store (in the form of a data version) and display the version they were last played in, or will display "unknown" if the version was older than snapshot 15w32a.
    • The version number will display in red if it has been played in a newer version before.
  • Now displays a thumbnail per world, showing a glimpse of the world (it takes a screenshot when the player has just created or opened it for the first time in the 15w32b snapshot or higher).
    • When the world hasn't been opened in snapshot 15w32b or before, or if the game couldn't make a screenshot thumbnail, there will be a gray-scale image.
    • The thumbnail will be saved in the world folder under .minecraft/saves with the name "icon.png".
      • This allows the player to modify it easily and safely.
    • An exclamation mark will appear on top of the thumbnail, indicating that the world has not been played in the current snapshot yet.
      • It displays the following message when hovered over: "Don't forget to backup this world before you load it in this snapshot."
      • It will also warn if a world was played in a newer version of Minecraft, telling the player that the world may corrupt if they open it in an older version.
  • The player can now click the play arrow on the thumbnail to open the world, just like the server list.
  • When edit world is clicked, the player has two new options:
    • Reset icon: This allows the player to reset the thumbnail without going into the folder.
    • Open folder: It will open the folder for the world, under .minecraft.

Changes

Blocks

Anvil
  • Renaming an item does not increase the repair cost for a future repair/rename anymore.
Banners and signs
  • Now replace replaceable blocks, instead of trying (and failing) to be placed on them.
Beacon
  • Will now drop the items placed in them and will keep the item in the beacon after reloading the world.
  • It will drop any contained item when exiting the GUI.
  • Effect duration depends on pyramid levels, 9 seconds plus 2 seconds per level (formerly a constant 9 seconds).
  • Now immediately activates when placed on valid pyramids.
Bed
  • Added sound when placed.
  • The player's body, hand and held item now shows while sleeping.
Bedrock
  • Can no longer drop itself as an item.
Brewing stand
  • Requires blaze powder to be able to use
    • One piece of blaze powder allows for 20 ingredients to be brewed in the brewing stand (tag: Fuel:20b).
      • It removes 1 from fuel (1 blaze powder = 20 fuel) every time the player puts an ingredient in (if they take it out and put it back in, it takes another fuel).
    • Can be automated by putting a hopper feeding in the side of the block like water bottles.
  • Added sound when the brewing finishes.
Button
  • Changed sound when the wooden variant activates.
  • The stone variant now breaks faster with pickaxes.
  • The wooden variant now breaks faster with axes.
Cactus
  • Will break if lava is adjacent.
  • Cactus on sand will break if water or lava is in the block above.
Cauldron
  • Buckets can now be filled from a full cauldron.
Chest
  • Changed sounds when opened and closed.
Cobwebs
  • Will now drop itself when cut with shears, enchanted or not.
Command blocks
  • New "repeat" and "chain" variants of command blocks.
    • Have a blue and green texture respectively.
    • The old orange variant is now called "impulse" (see the below section on changes to command blocks, for more info).
  • New textures that now vary depending on what direction they are placed from, similar to dispensers and pistons.
    • It consists of a front, a back and a side texture (looks like arrows), so the orientation can be easily determined.
    • The texture is animated - the colored "buttons" in the middle change color.
    • The middle panel texture has a black outline.
    • Impulse mode (orange): Command is run once on rising edge.
      • Same behavior and color as previous versions.
    • Repeat mode (blue): Command is run every game tick while powered.
      • Like a minecart with command block but faster.
    • Chain mode (green): Command is run whenever another command block pointing into it executes, and the chain command block itself is powered.
      • The chain signal is forwarded until the blocks get out of loaded chunks.
      • The signal is independent of the powered state of any block in the chain, as well as the command (or lack thereof) inside.
    • Each new mode has its own block id and is obtainable with /give and pick block.
  • Power received is now a data tag, allowing command blocks to have such a state under control, independent of any nearby redstone signal.
  • "Unconditional" and "Conditional" toggle.
    • Defaults to unconditional (previous behavior).
    • The back of the arrow texture is curved when the command block is set to conditional.
    • When conditional is set, the command block will only run if the command in the block of the "back" side was successful.
  • "Needs Redstone" and "Always Active" toggle.
    • Needs redstone is the previous behavior (default).
    • Always active causes the command block to behave as if it was powered, even if it is updated.
  • Supports tab auto-completion.
  • Command block contraptions from earlier versions will still work.
  • The "Done" button is now always available to press, even when the command line is empty.
Crops
  • Slightly improved drop chances for seeds (average 1 57 per crop harvested instead of 1 35).
  • Slightly improved drop chances for potatoes and carrots (average 2 57 per crop harvested instead of 2 35).
  • Hitbox now changes as the plant grows.
Daylight sensor
  • No longer emits a signal at night when sufficiently shaded.
Dead bushes
  • Now drop 0–2 sticks when broken without shears.
Dispenser
  • Now equip pumpkins on the heads of players, mobs and armor stands.
Door
  • Changed the shading on acacia, birch, dark oak and jungle doors.
  • Are now placed facing left/right depending on which half of the block the player clicks on, unless neighboring doors cause them to place a certain way.
  • Added sounds when placed.
    • Has a different sound between Wooden and Iron.
  • Changed sounds when opened and closed.
    • Has a different sound between Wooden and Iron.
End portal block
  • Hitbox height changed to 0.75 (was 0.0625).
Farmland
  • Now has an inventory icon.
  • Mobs smaller than 0.512 cubic blocks can no longer turn farmland to dirt by jumping or falling on it.
    • This includes rabbits, chickens, bats, ocelots, wolves, cave spiders, endermites, silverfish, all current baby mobs, small slimes, and small magma cubes.
  • Changed sound when tilled with a hoe.
Fence Gate
  • Changed sounds when opened and closed.
Fire
  • The block states flip and alt were removed, and the integer state upper was re-implemented as the byte state up.
    • This reduced the number of states representing fire from 3072 to 512.
  • Fire goes out less often under the rain.
    • The chance of going out each fire tick is reduced from 100% to 20–65%, depending on the age property.
Furnace
  • Added sound when smelting items.
Glass pane
  • Glass panes without any connecting blocks are now 2x2 pixels in footprint.
    • This is compared to the big cross configuration that was default.
Grass block
  • New side texture on top of grass blocks
Hay bale
  • Falling onto a hay bale does only 20% of normal fall damage.
    • The furthest the player can fall, and live, without armor, is 100.27 blocks.
    • The furthest the player can fall with feather falling is 169.19 blocks.
Ice
  • Water produced by melting ice now flows.
Iron bars
  • Iron bars without any connecting blocks are now 2x2 pixels in footprint.
  • Their sides now include an edge texture.
Lily pad
  • Can be placed on ice and frosted ice.
  • Collision box was raised from 1

    Release Date: 2016-02-29

Minecraft Tutorials and Guides

How to Install Minecraft

How to Install Minecraft

Learn how to install and configure and have hours of fun

Minecraft is a game that doesn’t require any installation per se, as when running it for the first time it creates all the necessary files for its proper functioning, visible for the user. The home screen ...

Minecraft Tutorial

Minecraft Tutorial

How to gather a huge amount of the more important resources quickly.

You've seen a ton of those massive build videos on Youtube, and you noticed that they're doing it in Survival mode. How? How do they get all these resources? How are they placing down hundreds of iron blocks while ...

Minecraft Guide

Minecraft Guide

Which Minecraft mods are the best? How do you install them? Find out here!

Vanilla Minecraft is a fine experience, but mods make any game better. That's especially true for Minecraft, where its sandbox nature makes it so Mods can be insanely diverse. From a total gameplay conversion, like ...

How to Play Minecraft

How to Play Minecraft

Learn the basic aspects of Minecraft for playing this epic game

Minecraft is a “sandbox” style game: a game with an open and almost infinite playground with no purpose, which offers unlimited options and possibilities. For starting the game it is needed to create and ...

How to Use Minecraft

How to Use Minecraft

A guide to the new Nether.

The Nether update has finally arrived to Minecraft, overhauling the hellish alternate dimension to something that plays completely differently from before. Here's a quick explanation on how you can approach hell- er, ...

Minecraft Cheat Codes

Minecraft Cheat Codes

A list of cheat codes in Minecraft single player.

Minecraft has a giant bevy of cheat codes, and many of them will cut out the grind and tedium of the game. With them, you can play in survival mode yet still build like you're in creative mode and never have to worry ...

Minecraft Related News Posts

Five Minecraft Mods to Improve the Core Gameplay Loop.

Five Minecraft Mods to Improve the Core Gameplay Loop.

Minecraft took the game world by storm when it came out. In fact, it's easily one of the most popular games in the world now, even almost a decade after its initial release. Its gameplay loop, creative potential, and most importantly, its modularity, makes it one of the most popular targets for ...

5 Minecraft Mods That Will Expand Your Gameplay.

5 Minecraft Mods That Will Expand Your Gameplay.

Minecraft took the game world by storm when it came out. In fact, it's easily one of the most popular games in the world now, even almost a decade after its initial release. Its gameplay loop, creative potential, and most importantly, its modularity, makes it one of the most popular targets for ...

What's going to be in the upcoming Nether update?

What's going to be in the upcoming Nether update?

The Nether in Minecraft has been largely untouched for quite a while now as the developers decide to focus on other things. However, that's finally about to end in the upcoming Nether Update. But what exactly is going to change about the game? Well, quite a lot, actually. Netherite Gear and ...

At the time of downloading Minecraft you accept the terms of use and privacy policy stated by Parsec Media S.L. The download will be handled by a 3rd party download manager that provides an easier and safer download and installation of Minecraft. Additionally, the download manager offers the optional installation of several safe and trusted 3rd party applications and browser plugins which you may choose to install or not during the download process.