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  • HappyDiggers Snapshot updated to 18w43b


    Lots of new stuff in this first snapshot for Minecraft 1.14. It's got pandas and pillagers. Read the full changelog below. You can join our Snapshot server on:

    Changes in 18w43b

    • We found a few memory leaks in the client and cleaned them up!
    • Some textures were outdated and have been replaced with the proper new ones

    Fixed bugs in 18w43b

    • MC-137530 - Inserted text for %s in a translation string shows 'null'
    • MC-137492 - Spruce trees drop leaves instead of saplings
    • MC-137457 - Crash upon opening the F3 menu
    • MC-137454 - Opening Loom GUI doesn't darken surrounding background
    • MC-137443 - A few effect icons are swapped/missing

    Changes in 18w43a

    • Added Bamboo Blocks into the game
    • Added Bamboo Jungles in the world
    • Rewrote the book & quill editing to be more intuitive
    • Added Crossbows!
    • Added lots of new decorative blocks!
    • Added new dyes and flowers!
    • Added some community suggestions
    • Updated the credits list
    • Added in-game buttons for reporting bugs or giving feedback
    • Added Illager Beast
    • Added Loom into the game
    • Special banner patterns can now be crafted into a new item, Banner Patterns
    • We're now using the new textures!
    • Added pandas!
    • Added Pillagers
    • Added suspicious stew - hmmmm!


    They call it exotic. Which is just people talk for awesome. Which it is, which is why we're so happy that we added it to the game.

    • Can be found in Jungles and the two new biomes: Bamboo Jungle and Bamboo Jungle Hills
    • Can grow to a max height between 12 and 16 blocks
    • When bonemealed, bamboo will grow a 1-2 bamboo on the top
    • When struck with a sword, bamboo will instantly break
    • Two bamboo can be crafted into a single stick
    • Able to be used as fuel with 4 bamboo able to smelt a single item
    • Bamboo is able to be placed into Flower Pots
    • Bamboo can now be found in Shipwrecks and Jungle Temples

    Community Suggestions

    As it turns out, you guys have great suggestions!

    • Leaves now have a small chances to drop sticks.
    • Chorus Fruit Flowers now break when shot by an arrow.
    • Dead Bushes can now be used as Furnace fuel.
    • Rabbit Stew and Beetroot Soup has now been changed to a shapeless recipe.
    • Creepers will now drop records when killed by Stray in addition to Skeletons.
    • Dispensers with Shears in them will now shear sheep that have wool in front of them.


    This is such a fun weapon that it makes us quiver!

    • Shoots arrows with base power slightly higher than the bow, but less durability
    • Three unique enchantments!
    • Fun, challenging advancements!
    • New loading mechanics!
    • Unique load animation!


    • Choose between the following three enchantments for your crossbow:

    Multishot (I)

    • Ever wanted to shoot more than one arrow at once? Look no further! With Multishot, your crossbow splits your arrow into 3, shooting the usual arrow straight ahead and two more at angles off to the sides!
    • Cannot be combined with Piercing

    Piercing (I, II, III, IV)

    • With this pointy enchantment, arrows shot from your crossbow can travel through mobs, hitting more than one per shot
    • The number of mobs that can be damaged by a single arrow is equal to the level of this enchantment + 1
    • Cannot be combined with Multishot

    Quick Charge (I, II, III)

    • Each level of quick charge decreases the amount of time it takes to fully charge your crossbow by .25 seconds

    Loading Mechanics

    • To charge the crossbow, hold down the "Use" button
    • Once the crossbow string has been pulled all the way back, let go
    • Boom! Your crossbow is now loaded and ready to shoot with a single click of the "Use" button

    Decorative Blocks

    Oh my, a bunch of new blocks!

    • Changed all existing Stone Slabs to Smooth Stone Slabs (same look, new name!)
    • Changed all existing signs to Oak Signs (same look, new name!)
    • Made Smooth Stone Slabs craftable from Smooth Stone
    • Added spruce, birch, jungle, acacia and dark oak signs
    • Added Stone stairs and slabs
    • Added Granite stairs, slabs and walls
    • Added Polished Granite stairs and slabs
    • Added Diorite stairs, slabs and walls
    • Added Polished Diorite stairs and slabs
    • Added Andesite stairs, slabs and walls
    • Added Polished Andesite stairs and slabs
    • Added Sandstone walls
    • Added Smooth Red Sandstone stairs and slabs
    • Added Smooth Quartz stairs and slabs
    • Added Brick walls
    • Added Stone Brick walls
    • Added Mossy Stone Brick stairs, slabs and walls
    • Added Nether Brick walls
    • Added End Stone Brick stairs, slabs and walls
    • Added Prismarine walls
    • Added Red Sandstone walls
    • Added Red Nether Brick stairs, slabs and walls
    • Added Smooth Sandstone stairs and slabs
    • Added Mossy Cobblestone stairs and slabs
    • Made Smooth Stone obtainable by smelting Stone
    • Made Smooth Sandstone obtainable by smelting Sandstone
    • Made Smooth Red Sandstone obtainable by smelting Red Sandstone
    • Made Smooth Quartz obtainable by smelting Quartz Block
    • Changed the recipe of Nether Brick Fence to 4 brick blocks and 2 brick items
    • Changed the recipe of signs to require all of the same wood type, not any wood type


    Dye all the things!

    • Separated Bone Meal, Ink Sac, Cocoa Beans, and Lapis Lazuli into their own dyes
    • Unified all dye names (Red, Yellow, and Green dyes no longer have special names)
    • Added new recipes to obtain coloured stained glass and coloured carpet


    Get your green fingers!

    • To celebrate our new dyes, we added... flowers!
    • Be careful of the Wither Rose... don't let its subdued beauty lull you into a false sense of security!

    Illager Beast

    Ravager? Behemoth? Got a name suggestion? Let us know!

    • Fearsome new foe who packs quite a wallop, grab your sword and shield and prepare to get knocked around!


    Bröther, may I have some lööm?

    • New and easier way of being able to apply patterns to banners, can still only apply 6 max patterns to a banner
    • Generic patterns now only require 1 dye in order to create patterns instead of 1 - 8 (depending on the pattern)
    • Special banner patterns (Oxeye Daisy, Creeper Skull, Wither Skeleton Skull, Enchanted Golden Apple) can now be crafted. These patterns don't consume the pattern item when used in the Loom
    • Old recipes for banners in the crafting table have been removed

    New Textures

    The extraordinary Minecraft Texture Update has been available on minecraft.net for quite a while and now it’s finally available by default in the game

    • We’re renovating the old textures of Minecraft and polishing them up for a new beginning.
    • We're still interested in feedback
    • Playing on Bedrock ? Don't worry! These textures will come to the Marketplace in a near future for you to try out!


    We heed the call!

    • Pandas come in different variants and personalities! There is a rumour about a brown panda...
    • Pandas love bamboo... they kinda like cake as well
    • Pandas can be bred, and the variants are inherited by a special panda inheritance system
    • Pandas spawn natuarlly in the new bamboo forest biome
    • Pandas drop bamboo when killed
    • Most importantly: pandas are cute and terribly silly!
    • The babies are, in general, even more silly than their parents.


    Pillagers are new type of mob added to the game. For now, it can only be spawned with a spawn egg or commands, but they'll do more things in a later snapshot.

    • A new type of illager that, well, pillages!
    • Pillagers wield a new weapon, the crossbow!

    Rewrite of Book & Quill editing

    The pen is mightier than the sword! Unless you're fighting a Pillager...

    • Movable cursor for free text editing
    • Selection support
    • Copy & Paste
    • Keyboard and Mouse handling
    • Improved page filling and line wrapping
    • Increased book length (100 pages)

    Suspicious Stew


    • Found in buried ship treasure chests
    • Also craftable!
    • Whoever eats this stew will be imbued with an unknown effect for several seconds!
    • Whoever crafts the stew will know what effect they gave it

    Technical changes in 18w43a

    • Creative menu search box now accepts tags (starting with #)
    • Tooltip in creative search menu now lists item's tags
    • New item model property custom_model_data, backed directly by CustomModelData integer NBT field
    • Extended NBT path syntax
    • New sub-commands for NBT manipulation and querying
    • New chat component for displaying values from NBT
    • Added entity type tags. They work exactly the same as other ones (blocks, items and fluids, etc). Stored in tags\entity_types\
    • Added a feature registry
    • Added a registry for decorators
    • Added a registry for carvers
    • Added a registry for surface builders
    • Item lore tag now uses chat component syntax
    • New Light engine!
    • drop command - drops items in various contexts
    • Block drops are now controlled by loot tables
    • Performance Improvements
    • Added schedule command for delaying execution of functions
    • Time arguments in time set, time add and schedule function can now have units (t - ticks, s - seconds, d - days). Fractions are allowed as long as result is integer (for example 0.5d)


    • Entity type predicates now accept tags (#baz)

    Damage source predicate

    Damage source predicate now has option: is_lightning.

    Entity flags predicate

    Entity predicate now accepts flags field. Available tests: is_on_fire, is_sneaking, is_sprinting, is_swimming, is_baby.

    Chat components

    NBT chat component

    • Block variant {"nbt": <path>, "block":{"x":<x> "y":<x>, "z":<z>}}
    • Entity variant {"nbt": <path>, "entity":<selector>}
    • Additionaly, if field interpret is present and set to true, contents of selected tags will be interpreted as chat components


    • type field in @ selectors now accepts entity type tags (type=#foo and type=!#bar)
    • Item frame contents can now be modified with /replaceitem


    • data modify <block or entity> <path> <operation> <source>
      • Apply operation to selected fields
      • Basic operation: set - replaces value
      • List operations: insert before index |insert after index|prepend|append
      • Object operations: merge
      • Sources:
        • from <block or entity> <path> - copies value from existing tag
        • value <nbt> - uses NBT literal


    General syntax: drop <target> <source>
    - `award` - uses advancement award context
    - `fish` - uses fishing context
    - `loot` - uses loot chest context
    - `kill` - simulates entity drops
    - `mine` - simulates block drops
    - `world` - drops in world
    - `player` - puts in player inventory (as if picked)
    - `entity` - sets entity slots (same as `replaceitem`)
    - `block` - puts (`distribute`, as if shift-clicked) or replaces/merges (`insert`) items in container


    • execute if data <block or entity> <path> (and execute unless)
      • when used as command, return count of matched elements
      • when used as part of command, continues on non-zero(if) or zero(unless) count


    Schedules function or tag to run in <time> gametime ticks. Returns trigger time. Any tag or function can be scheduled only once. Calling this command for already scheduled function or tag will replace older record.

    NBT paths

    • Can now return multiple values. When used as target, modification will be applied to every element
    • When setting location and no elements are found, new matching element will be created:
      • For example writing to Items[{Slot:10b}] will either found element in Items for slot 10 or create new one

    • Add [{k1=v1,k2=v2}] to match objects in list that have matching fields
    • Add {k1=v1,k2=v2} to match objects (selects 0 or 1 elements, mostly as safeguard against mismatched entries)
    • Allow negative indices in [index] to select element from end (i.e. [-1] is last element, [-2] second to last, etc)
    • Add [] to select all elements from list

    Light engine

    We are de-lighted to have a new light engine!

    • Moved light storage from chunks to a separate structure
    • Moved light calculation from all over the code to a self-contained place
    • Moved light computation off the main thread (on the server)

    Loot tables

    • Block drops are now controlled by loot tables (stored in loot_tables/blocks/)
    • Tables and pools accept functions
    • Added new loot table entry types: dynamic, tag, alternatives, sequence, group
    • Added new loot table functions: apply_bonus, explosion_decay, copy_name, limit_count, set_contents, set_loot_table
    • Added new loot table conditions: entity_present, survives_explosion, block_state_property, table_bonus, match_tool, tool_enchantment and two special modifiers: inverted and alternative
    • Integer values can now specify random number generator (available types: constant, uniform, binomial). If omitted, defaults to uniform
    • Loot tables have optional type, used to validate function usage (available types: empty, chest, fishing, entity, advancement_reward, block). Using function that references data not available in given context (for example, block state in fishing table) will cause warning
    • New entity parameter in predicates: direct_killer_entity - allows access to projectiles etc.

    Modified conditions


    Now uses same predicate syntax as advancements (like player_killed_entity). Parameters are now described in predicate field.

    New conditions


    Joins conditions from parameter terms with "or" ("disjunction").


    Check properties of block state.
    • block - id of block. Test will fail, if broken block does not match
    • properties - map of property:value pairs


    Checks damage source. Same syntax as entity_properties, but uses damage source predicate (see player_hurt_entity advancement trigger).


    Returns true if entity is set (see entity_properties for list of entities).


    Inverts condition from parameter term


    Applies advancement location predicate.
    • predicate - predicate applied to location. Uses same structure as advancements.


    Checks tool (available for block breaking and fishing).
    • predicate - predicate applied to item. Uses same structure as advancements.


    Return true with 1/explosion radius probability.


    Passes with probability picked from table, indexed by enchantment level.
    • enchantment - id of enchantment
    • chances - list of probabilities for enchantment level, indexed from 0


    No surprise here.
    • raining - optional boolean
    • thundering - optional boolean

    New entries


    Tests conditions of child entries and executes first that can run. Has no weight or quality, but may have conditions.


    Gets block specific drops. Currently implemented:

    • minecraft:contents - block entity contents
    • minecraft:self - for banners and player skulls


    Executes child entries when own conditions pass. Has no weight or quality.


    Executes child entries until first one that can't run due to conditions. Has no weight or quality, but may have conditions.


    Adds contents of item tag. Fields:

    • name - id of tag
    • expand - if false, entry will return all contents of tag, otherwise entry will behave as multiple item entries (all with same weight and quality)

    New functions


    Applies one of predefined bonus formulas.
    Common fields
    • enchantment - id for enchantment level used for calculation
    • formula - type of used bonus formula
    • parameters - values required for formula (depend on type)

    Formulas (based on existing fortune bonuses):
    • binomial_with_bonus_count:
      • parameters: extraRounds : int, probability : float
      • adds random value using binomial distribution with n <- level + extraRounds and p <- probabilty

    • uniform_bonus_count
      • parameters: bonusMultiplier
      • adds random value using uniform distribution from 0 to bonusMultiplier * level

    • ore_drops
      • no parameters
      • applies formula count * (max(0, random(0..1) - 1) + 1)


    Copies display name from block entity to item (see enchanting table behaviour)


    Applies flat chance (equal to 1/explosion radius) for every item to be destroyed (items in stack are processed separately)


    Limits count of every item stack to range.
    • limit:
      • min - optional
      • max - optional


    Populates BlockEntityTag.Items (works for shulker boxes, chests, etc.) with items from entries.
    • entries - list of entries (same as in pool)


    Sets BlockEntityTag.LootTable and BlockEntityTag.LootPoolSeed tags.
    • name - id of loot table
    • seed - seed (if omitted or 0, LootPoolSeed will not be set)

    Performance Improvements

    • Improved performance of Redstone Wire when depowering.
    • Improved performance of Fish.
    • Mobs that would spawn and then despawn from being too far away from the player the next tick no longer spawn.


    • Most of the biome related features now have a registry and their configuration can be serialized. I wonder what this is going to be used for...
    • Added "Bamboo Jungle" and "Bamboo Jungle Hills" biomes which behave like a normal jungle, but have bamboo!

    Fixed bugs in 18w43a

    • MC-1578 - Cannot move backwards in Books/Signs while writing / Cannot copy anything from the book
    • MC-1692 - Excessive lag on lamp de/activation across chunk borders
    • MC-3329 - Naturally generated light sources (fire, glowstone, torches etc.) sometimes do not emit light
    • MC-3961 - Water, Cobwebs, Magma, Leaves and other blocks save sunlight
    • MC-4686 - Client movement when teleported
    • MC-9188 - Fires can leave ghost lighting behind
    • MC-11571 - Huge lighting updates lag the game.
    • MC-76278 - Lighting not updating until walked up or block update
    • MC-80966 - Lightcalculation of ChunkSelection faulty implemented resulting in client bugs (empty chunks don’t show light/render dark)
    • MC-88097 - Snow blocks receive (useless) random updates and can get destroyed when there is a light glitch
    • MC-91136 - Lighting update is delayed at chunk borders
    • MC-102162 - Some light-emitting blocks (magma, lit furnace, lit redstone ore) 'save' block light
    • MC-119932 - Light-emitting solid blocks (lit furnaces, magma blocks, glowstone, lit redstone ore) let light (sunlight, block light) through
    • MC-124395 - Beacon block entity contains code for custom names, despite not storing it to NBT and the beacon GUI not having one
    • MC-135453 - Crash while rendering block entity
    • MC-136526 - Crash when generating near top of world
    • MC-136759 - Spawn eggs do not make sure that the entity is valid for the egg, allowing for arbitrary command execution in certain cases
    • MC-137229 - Book corruption when 1.8 world is loaded in 1.13
    • MC-137300 - ConcurrentModificationException thrown when upgrading world

    Untitled Document