The latest changelog for the recently released Beta & Preview 1.19.80.21.
Experimental Features
Armor Trims
- You can now visually customize your armor with a variety of unique trims at the Smithing Table
- Armor Trims are purely visual with no gameplay benefits, and can only be applied to Helmets, Chestplates, Leggings, and Boots
- All trim patterns are visually the same on an armor's item icon, but the color will still change based on the trim material
- To check which trim pattern a piece of armor has, you can hover over it in the inventory
- Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contains its own unique Smithing Template:
- Pillager Outpost
- Sentry Armor Trim
- Desert Pyramid
- Dune Armor Trim
- Shipwreck
- Coast Armor Trim
- Jungle Temple
- Wild Armor Trim
- Ocean Monument
- Tide Armor Trim
- Ancient City
- Ward Armor Trim
- Woodland Mansion
- Vex Armor Trim
- Nether Fortress
- Rib Armor Trim
- Bastion Remnant
- Snout Armor Trim
- Stronghold
- Eye Armor Trim
- End City
- Spire Armor Trim
- Smithing Templates are found in Chests in their respective structure, except for the Ocean Monument. Instead of finding it in Chests, Elder Guardians sometimes drop a Smithing Template when defeated
- Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!
- An Armor Trim has two properties: a pattern and a material
- The pattern is defined by the Smithing Template used to apply the trim and represents the visual pattern of the trim
- The material is defined by what ingredient you used to apply the trim and represents the color of the trim
- The viable ingredients you can use to define the color of your Armor Trim are the following:
- Iron
- Copper
- Gold
- Lapis
- Emerald
- Diamond
- Netherite
- Redstone
- Amethyst
- Quartz
- Pillager Outpost
Blocks
- The Piglin Head Block's ears now flap when the wearer is Riding a vehicle
- Cherry Stripped Wood can now be crafted from Cherry Stripped Log (MCPE-168053)
- Updated Cherry Leaves & Cherry Sign textures (MCPE-168059)
Archaeology feature set:
- Added the Suspicious Gravel block
Mobs
- Frogs born in the Cherry Grove biome are now the temperate variant instead of the cold variant (MCPE-168083)
Netherite Equipment
- Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template
- Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests, and there is a guarantee of 2 in every Treasure Room Bastion Remnant
- This change was made for a variety of reasons:
- Increases the time players utilize Diamond equipment before Netherite
- Make Netherite equipment a more significant achievement in the game's progression
- Adapts Netherite more naturally into the new Smithing Table crafting system
Smithing Templates
- Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications
- Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Templates
- Smithing Templates define what type of upgrade you will be making to the equipment
- It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade
- There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade
- Smithing Templates are consumed when used to upgrade an item in the Smithing Table
- You can craft a copy of a Smithing Template in the Crafting Table with 7 Diamonds + 1 block of material that the template is made out of + 1 Smithing Template, which will output 2 of the same Smithing Template
Features and Bug Fixes
Accessibility Features
- Potions no longer have an enchantment glint due to it obscuring the color of the potion contents
- Potions have had their colors adjusted to make them more distinguishable from each other
- Decreased the default visibility of the glint on enchanted items, which can now be modified in the Accessibility Settings
Blocks
- "fence" block is now split into unique names, "oak_fence", "acacia_fence", "birch_fence", "dark_oak_fence", "jungle_fence", and "spruce_fence"
- Commands will still work with "fence", but only new fence names will be suggested in the command prompt
Gameplay
- Fixed experience orb position desync after teleport (MCPE-59584)
- Going into lava in third person view no longer causes the camera to turn black (MCPE-166861)
- Fixed an issue where players load incorrect data when loading a local game after connecting to a server or Realm (MCPE-164765)
- Fixed an issue where the player camera height was incorrect with or without the sneak toggle (MCPE-167559)
Graphical
- LevelChunks no longer flicker in The End dimension when Clientside Chunk Generation is enabled
User Interface
- Corrected toggle navigation in the Edit World menu while using a gamepad or keyboard that was previously skipped
- Updated designs for sign-in and sign-up screens in the preview
Vanilla Parity
- Search bar in Creative inventory screen is now automatically selected while using a keyboard
Villagers
- Villagers will now wake up in a valid position and will not phase through blocks (MCPE-142544)
Technical Updates
AI Goals
- Added "cooldown" field to target descriptors in "minecraft:behavior.nearest_attackable_target" goal
Blocks
- Sponges no longer emit water drop particles underwater (MCPE-122138)
Commands
- For worlds using game version 1.19.80 and above, acquiring a custom spawn egg through a command can only succeed with their full name rather than with an aux value, eg. "/give @s namespace:actor_spawn_egg"
- Removed requirement for blockState argument(s) when using other optional args in /fill /setblock and /clone (MCPE-167959)
- Implemented the "inputpermission" command, which allows for setting the player's camera or movement as enabled or disabled
- Syntax: /inputpermission set <target: player> <permission: camera | movement> <state: enabled | disabled>
- Implemented the "haspermission" target selector, which allows for selection based on player permission levels
General
- For behavior packs using version 1.19.80 and above, recipes no longer accept a Molang query for the item's data field, instead use the item's full name, eg. use { "item": "namespace:actor_spawn_egg" } instead of { "item": "spawn_egg", "data": "query.get_actor_info_id('namespace:actor')" }
Experimental Technical Features
Editor
The Editor is in early development, and available for keyboard/mouse on Windows PC Bedrock Preview builds. Join our Discussion forum, post bugs, view more detailed release notes, and share your creations on GitHub.
- Custom blocks are now listed in the block selector
- Fixed z-fighting on paste preview over selection volume
Scripting
- Form promises are now rejected using typed errors, vs. strings as used previously
ItemStack
- Added function getTags(): string[]- Returns all tags for the item
- Added function hasTag(tag: string): boolean- Returns true if the item has the specified tag
EntityEquipmentInventoryComponent
- This component is used to manipulate the equipment of mobs and players. To use it, call getComponent('equipment_inventory')
- Added function getEquipment(equipmentSlot: EquipmentSlot): ItemStack | undefined- Returns the item in the given equipment slot
- Added function getEquipmentSlot(equipmentSlot: EquipmentSlot): ContainerSlot- Returns the container slot for the given equipment slot
- Added function setEquipment(equipmentSlot: EquipmentSlot, itemStack?: ItemStack): void- Sets the item in the given equipment slot
ItemDurabilityComponent
- The ItemDurabilityComponent now works with all damageable items, not just custom items
- Removed property damageRange
- Setting damage will now throw an exception if it is outside of the range [0, maxDurability]
GameTest Framework
- Update specific GameTest exceptions to be thrown as GameTestError error objects