Items that became items
The piano no longer splits into two blocks, the crate turns toward you when you look at it, and the pickaxe in your hand hits with its working end. On October 17 we went through the things a player holds, places and sees every day.
The piano in one piece
The complaint was precise: the piano was split into two separate blocks, the two-by-two red bed into four, and every piece had its own seam. Now one thing is one thing. You place it whole, break it whole, and in your pockets and in hand it looks the same as in the room.

A crate that looks back
The spawn map has six crates, and clicking any of them opened a shared window with all six. Now you get the window of exactly the crate you clicked: what's inside and how rare it is, the history of “who opened what”, and a ticker of the latest drops at the bottom.
And the crate itself notices your gaze. Put your crosshair on it — it grows a little, turns toward you and lifts its lid a bit. Look away — it smoothly goes back to its place.

A lantern that shines
“They shine really badly, look really bad, they have a really bad model” — that was the complaint about lanterns. We checked: their light was correct, it was the look that was bad. The lantern was a black square with two or three yellow dots. Now it has a base, posts, glass panes, a candle with a three-step flame, a dome and a ring; the hanging one has a chain to the ceiling; and around it there's a soft halo you can see from far away in a cave.

The torch in hand was too small — now it's twice as big, it really gives light while you hold it, the flame bends, and sparks fly above it. Food was redrawn in warm colors: cooked beef is no longer black as coal, and food is three-dimensional in hand and on the ground.

The pickaxe hits with the right end
Swings looked odd: they didn't hit with the working end but as if with the handle stick. We looked into it — and it was true: at the moment of the hit, the tool's head moved backward, toward the player. And one more wish: in hand there should be real three-dimensional tools, not flat pictures.
Now swords, pickaxes, axes, shovels and hoes of wood, stone, iron, gold, amethyst and iridium are real three-dimensional models, and with them shears, the fishing rod and the tinderbox. Every tool swings its own way: the sword diagonally with a flick of the wrist, the axe and pickaxe from behind the head, the shovel stabs in and scoops, the hoe pulls toward you. And at rest the item comes alive: the sword sometimes spins in your hand, the pickaxe twirls, the axe gets tossed up.

Plants and the creative menu
Sunflowers, lilacs, peonies and rose bushes are now placed as a bud and grow taller with a second click — before, a bare stem was left where the flower should be. Tall grass and large ferns are placed with both halves at once. Wildflowers lie flat on the ground, up to four per block — before, they stood in a cross, “weird and out of place”.
The creative menu is laid out across twelve tabs, and “Palette” groups blocks by color. The “Food” tab is no longer empty, and the title no longer hides under the tabs — on phones too.

The cave became a mine
The Anarchy cave was pretty but dead: no mobs, no loot, nothing you could break. Now you can mine stone and ore in its depths, and after a few minutes whatever you dug out grows back. The veins got guardians — “Ore guards” and “Mine shooters”. And the M key and /spawn now work in the cave and the dungeon too — before, they answered “unknown command” there.
Teleports without needless waiting
“If I'm standing at spawn and not in the PvP arena, why do I need a timer?” You don't. The countdown before a teleport now only runs where you can fight. On peaceful ground a player is moved instantly. The combat tag still won't let you escape, even from a peaceful plaza.
And small things that are also about a fair world: cacti, sweet berries, campfires and magma now hurt, and death by cactus and berries got its own words on the death screen.