Additions
Blocks
- Command blocks
- Runs editable commands when triggered by redstone
- Intended for adventure maps
- Can only be edited by ops in Creative mode, as long as
enable-command-block
in server.properties is enabled - Only obtainable using
/give <playername> 137
- Can operate in silent mode where it doesn't display commands in the chat box.
- Beacons
- Intended as an endgame block
- Continuously glows and gives a selected status effect to players within 16 blocks while beaming a beacon of light directly upwards (as bright as glowstone)
- Activated by building a solid pyramid of iron/gold/emerald/diamond blocks underneath and selecting an effect
- The cheapest configuration requires 9 blocks, while the best configuration requires 164 blocks
- Has to be directly exposed to skylight to work
- Building square platforms of increasing size and the same material per layer will activate it and increase range and status effect selection
- Viable materials are iron, gold, diamond and emerald blocks
- Changing selected status effects costs 1 emerald, diamond, gold ingot or iron ingot
- Unlockable effects, with increasing amount of required layers of blocks required:
- Speed and Haste
- Resistance and Jump Boost
- Strength
- When all 4 layers of blocks underneath are built correctly, a second status effect can be chosen
- This second status effect is Regeneration or tier II of the previously chosen effect
- Effects given by the Beacon will have less intrusive particles than others on the screen, such as those of potions
- Anvils
- Used for repairing and combining enchanted items as well as for renaming any item/block at the cost of experience levels
- Tools can also be repaired using one piece of their material
- Enchantments that are the same are upgraded by one level as long as they are both the same level and the higher level exists
- Conflicting enchantments will be removed and only the first one will be kept
- Becomes damaged from using and dropping it - Damage persists in inventory and splits up into 3 categories: Anvil, Slightly Damaged Anvil & Very Damaged Anvil
- Can be placed in 4 orientations, but can't be moved by pistons
- Experience level cost depends on enchantment levels & rarities, whether the item will be renamed and whether the item has been used with an anvil before - Maximum experience level cost is 39 levels, unless in Creative mode
- For a more detailed explanation on how enchantments are combined using the anvil, see the Anvil mechanics page
- Is affected by gravity and does 1 heart of damage to mobs and players it falls on per block it fell, excluding the first one - Players killed by a falling anvil cause the death message "Player was squashed by a falling anvil" to appear in chat
- Certain blocks are destroyed when an anvil falls on them: levers, buttons, torches, redstone torches, redstone repeaters, flower pots, rails & mob heads
- Flower Pots
- Lets players plant all kinds of saplings, mushrooms, flowers, cacti, dead shrubs and ferns [3]
- Using pick block on it gives the potted plant
- Right-click it with something to plant it, hit it to get both back
- Cobblestone walls
- Available in cobblestone and moss stone variants
- Behave like fences - Connect to each other, to other blocks and to fence gates & have a 1.5 blocks high collision box
- Have a different, higher shape in corners and when blocks are placed on them
- Mob heads
- Wither skeleton skull has a chance of dropping when a wither skeleton is killed by a player
- Also exist for creepers, zombies, skeletons and players
- Can be put on the ground in 16 orientations and hung on walls
- Can be worn
- Using external editors or mods player skulls can be assigned to specific players - They then have tooltip "Player's Head"
- Add the NBT tag "SkullOwner" -> (player name) on the skull items.
- Wooden Buttons
- Unlike stone buttons, can be activated by arrows
- Requires 1 unit of wood planks to craft
Items
- Potatoes
- Can be planted on hydrated soil and drop 1-4 potatoes when fully grown
- Can be grown instantly using bone meal
- Can be Smelted to receive a baked potato
- Rarely drop poisonous potatoes
- Potatoes give 0.5 hunger points, poisoned potatoes give 1 hunger point and have a chance to poison the player, baked potatoes give 3 hunger points
- Carrots
- Can be planted on hydrated soil and drop 2-4 carrots when fully grown
- Can be grown instantly using bone meal
- Can be crafted surrounded with 8 gold nuggets to get a golden carrot
- Carrots restore 4 () hunger and golden carrots restore 6 () hunger
- Carrot on a stick
- Used to control pigs
- When held, it dictates the direction pigs players are riding will head in
- Nearby pigs flock towards players holding it
- Slowly loses durability when riding pigs
- Pigs start slow but end up going about 5 blocks per second
- Can be used to give the pig a short speed boost - This takes up a chunk of the durability
- The pigs ‘eat’ the carrot eventually, leaving the player a fishing rod and will require another carrot to continue riding
- To craft, the carrot must be placed at a diagonal below the fishing rod
- Pumpkin pie
- Restores 4 hunger points
- The crafting recipe is shapeless: assemble a pumpkin, egg and sugar into the crafting inventory
- Nether star
- Drops from withers
- Used to craft beacons
- Glows like an enchanted item
- Potion of Night Vision
- Brewed by adding a golden carrot to an awkward potion
- Potion of Invisibility
- Effect now hides the nametag and cape
- Mobs only attack the player when they walk into them or attack them
- Splash potions of invisibility can also make mobs partially invisible, although eyes of some mobs still show
- Brewed by adding a fermented spider eye to a Potion of Night Vision
Mobs
- Wither
- Three-headed flying player-created boss mob shooting projectiles at any mob that isn't undead and players
- Place 4 pieces of soul sand in a T-shape and place 3 wither skeleton skulls on top to summon it
- After spawning, it flashes blue, builds up health, grows slightly and is invincible for a few seconds - Then it explodes and starts attacking players and mobs
- Each head can fire projectiles, so-called wither skulls, at different targets - Projectiles explode on impact
- Shoots two kinds of projectile - a blue one from the little heads, targeting mobs and a dark one from the big head targeting players
- When hit by projectiles, players get the ‘’Wither II’’ effect, which acts like a slower poison effect that can kill and turns affected players' health bars' hearts black
- Constantly regenerates health
- Gains wither armor when taken down to half health, making it immune to arrows
- Drops a nether star when killed
- Darkens the sky when spawned in the Overworld
- Wither skeletons
- Carry and rarely drop Stone swords when killed by players
- Drop bones, coal, and rarely wither skulls
- Give players Wither effect when hitting them
- Spawn in nether fortresses
- Will rarely, depending on difficulty, spawn with the ability to pick up armor, head wear, items, blocks, weapons and tools - Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible - Items that are picked up will have a 100% chance of dropping after dying - When killed, they drop what they are holding
- All equipped gear is functional - Swords and tools do more damage on attacks, armor protects the mob
- Rare tool drops are now damaged
- More advanced gear is more likely to spawn with mobs when playing on harder difficulties and rarely drops when the mob is killed by players
- Witch
- Looks like an offshoot villager
- Throws splash potions of poison, slowness, weakness, and instant damage at players
- Holds a potion and wiggles its nose when attacking
- Has a hat, which sometimes emits particles
- Drinks potions of instant health and fire resistance to defend themselves in combat
- Is immune to 80% of splash potions' effects
- Drops sticks, glowstone, redstone, gunpowder, sugar, spider eyes, and glass bottles when killed
- Has a chance to drop the potion it is holding if killed by players
- Spawn exclusively in Witch Huts in swamps
- Bats
- Hang on the ceiling when idle, starts flying when players come near
- Spawn in low light levels
- Sleep during the day
- Don't trigger pressure plates or tripwire
- All boss mobs
- Now show their name above health bars
Non-mob entities
- Item frames
All items and blocks can be framed
- Clocks, compasses and maps function - Maps show only one marker, the frame itself
- Mounted maps are marked on copies of the map
- Using pick block on it gives the framed item/block
World generation
- Witch hut
- Generates in swamps
Gameplay
- Sounds
- Added sounds for placing wood, stone, plant, sand and gravel-like blocks
- Added sounds for walking on sand, gravel, soul sand, grass block and stone
- Added sounds for zombies, skeletons, cows, pigs, spiders, endermen, ghasts, silverfish, magma cubes, wolves, the ender dragon, bats and the anvil.
- Added sounds for curing a zombie, infecting a villager and a remedy sound.
- Added sounds for setting things on fire and shearing sheep
- Added sounds for climbing ladders and riding minecarts
- Added a sound for leveling up which is played every 5 levels
- Added constant noise to liquids
- NBT tags
- Tag for items to have lore
- Tag for mobs to determine whether they can despawn
Command format
- Specific commands
/difficulty
- Changes difficulty
/difficulty 0
= peaceful/difficulty 1
= easy/difficulty 2
= normal/difficulty 3
= hard
/spawnpoint
- Changes the player's own or other players' spawnpoint to where they are standing or to specified coordinates
/spawnpoint
<player> <x> <y> <z>
/w
- Alias for
/tell
- Alias for
/weather
- Changes the current weather and optionally set the duration for the new weather
/weather [clear | rain | thunder]
/gamerule <gamerule> <true/false>
- Look up and change gamerules regarding command block output
/gamerule commandBlockOutput
- Whether or not the output of command blocks executing commands should be sent to the chat as if a player had executed them/gamerule doFireTick
- Whether fire should spread/gamerule doMobLoot
- Whether mobs should drop items/gamerule doMobSpawning
- Whether mobs should naturally spawn/gamerule doTileDrops
- Whether blocks should have drops (does not work for paintings)/gamerule keepInventory
- Whether the player should keep items in their inventory if they die./gamerule mobGriefing
- Whether creepers, endermen, withers and villagers should be able to change blocks.
/clear
- Clears a specified player's entire inventory or remove only one block/item from it
- Command target selectors
- Available selectors:
@p
- Closest player@a
- All players@r
- Random player
- Can have arguments specified in
[]
using the syntaxx=0
, wherex
is the argument - Available arguments:
x,y,z
- Coordinatesr
- Rangem
- Gamemodel
- Minimum experience levellm
- Maximum experience levelrm
- Minimum range
- Special argument only usable with
@a
:c
- the maximum count of players to return. Numbers below 0 will make it return the last x amount of entries
Changes
Blocks
- Logs
- Placement now depends on the surface it is placed on, rather than the direction of the player
- Placed on the side of a block, the log will be horizontal
- Placed on the top or bottom of a block, the log will be vertical
- Stairs
- Now connect to other stairs to form corner stairs
- Spawners
- Added NBT tags to change a few key spawning rules
- Spawning range can now be changed
- Maximum amount of spawned entities within spawning range can now be changed
- Horizontal spawning radius can now be changed
- Spawned mobs can wear and carry any items and blocks as well as have a custom drop rate of held items
- Added an NBT tag for mobs to decide whether they can despawn
- Added an NBT tag for mobs to decide whether they are invincible
- Repeaters
- Can now be locked by powering their sides with another repeater
- When locked, they show a little bedrock barrier in place of the delay indicator torch and won't change their output signal
- Trapdoors
- Can now be placed on the top half of blocks
- Placement works similar to that of slabs and stairs
- Buttons
- Now stays active for 0.2 seconds longer
- New crafting recipe – Only 1 stone block required
- Fire
- Now spreads more aggressively depending on difficulty
- Saplings
- Decreased hitbox size
- TNT
- Is now triggered by flaming arrows
- Doors, Trapdoors, Levers & Buttons
- No longer triggerable with the left mouse button
Items
- Potions
- Can now have any available potion effects, level and duration
- Data is saved using NBT tags, but potions retain their original color
- Maps
- Are now crafted as an Empty Map and will become a real map by right-clicking
- Start out at their closest zoom level and can be extended by adding more paper
- Players see other players moving around on the same map
- Craft an existing map with an empty map to receive an extra copy of the map
- Removed text overlay
- Are labeled 'Map #0' and so on
- Now align to a grid and can be stacked to 64
- When outside a map's range, the player is displayed as a small circle at the edge
- Armor
- Diamond Armor sleeves now have a notch on the inner side
- Completely revamped leather armor
- Can now be dyed in 16,777,216 potential different colors
- Putting it in a crafting grid with dyes applies all colors
- Dyed armor's tooltip will display ‘’Dyed’’
- Right-click dyed armor on cauldrons to wash it and remove some water from the cauldron
- Changed item and model color and texture
- Now uses two overlayed textures, one being the color
- New textures
- Updated textures for leather armor, bread, raw chicken, cooked chicken, raw beef, steak, raw porkchop, cooked porkchop, apple and baked potatoes.
Mobs
- Tamed wolves
- Collars can now be dyed by using dye on the wolf
- Iron golems
- Now attack creepers, slimes and magma cubes
- Can become aggressive towards players depending on whether the player is liked or disliked by the villagers of a village
- All hostile mobs
- Will now jump down to players as long as they can survive the fall
- Depending on difficulty, they are willing to take more damage
- Villagers
- Improved villagers to make them more self-aware
- The inhabitants of a village can now like and dislike specific players
- Trading will make the villagers like the player
- Hurting villagers or their iron golems will make the villagers dislike a player
- When players are highly disliked, iron golems of that village can become aggressive towards those players
- After a villager dies to natural causes (mobs excluded) while a player is within 16 blocks or if a mob kills a villager, no baby villagers will be produced in the next few minutes
- Changed and added some trades to counteract emerald farming and improve gameplay
- Will show particle effects indicating a change in player reputation
- Pigs
- Can now accelerate to up to 5 m/s
- Now drop their saddle when killed
- Slimes
- Now spawn in swamps at night
- Sheep
- Sheep from spawn eggs can now spawn natural colored sheep (white, pink, etc.)
- Creepers
- Will start exploding when they hit the ground, with explosions being more imminent with higher falls
- Can now have custom explosion radius and fuse timer using edited mob spawners and NBT tags
- Zombies
- Will now rarely spawn with armor of all kinds, sometimes enchanted
- Will now rarely, depending on difficulty, spawn with the ability to pick up armor, head wear, items, blocks, weapons and tools
- Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible
- Items that are picked up will have a 100% chance of dropping after dying
- Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible
- All equipped gear is functional - Swords and tools do more damage on attacks, armor protects the mob
- Rare tool drops are now damaged
- More advanced gear is more likely to spawn with mobs when playing on harder difficulties and drops rarely when the mob is killed by players
- When wearing helmets, they will not burn up - Instead, all damage is applied to the helmet
- Using modified mob spawners they can have a custom drop rate of items and hold and wear all kinds of items and blocks
- Now have a chance, depending on difficulty, to infect villagers after killing them - The villager then gets replaced with a villager zombie on death
- On Normal difficulty, there is a 50% chance of infection and on Hard difficulty there is a 100% chance of infection
- Infected baby villagers turn into baby villager zombies
- Right-clicking a zombie villager under the influence of a weakness potion with a golden apple will invert their potion effect, make them wiggle slightly and eventually turn back into a villager
- Rarely spawn holding iron swords or shovels
- When holding something in their hands, their arms move upwards when attacking
- Added baby zombie, which is only spawnable using mods or third-party tools
- Baby zombies are 50% faster, don't age, don't burn up in the sun and can wear armor
- Will now rarely drop carrots and potatoes when killed by players
- Have a 25% chance of spawning with a pumpkin on their head during Halloween.
- Skeletons
- Will now rarely spawn with armor of all kinds, sometimes enchanted
- Will now rarely, depending on difficulty, spawn with the ability to pick up armor, head wear, items, blocks, weapons and tools
- Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible
- Items that are picked up will have a 100% chance of dropping after dying
- Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible
- All equipped gear is functional - Swords and tools do more damage on attacks, armor protects the mob
- Rare tool drops are now damaged
- More advanced gear is more likely to spawn with mobs when playing on harder difficulties and rarely drops when the mob is killed by players
- When wearing helmets, they will not burn up - Instead all damage is applied to the helmet
- Using modified mob spawners they can have a custom drop rate of items and hold and wear all kinds of items and blocks
- Rarely spawn with enchanted bows which can be dropped when killed by players
- Have a 25% chance of spawning with a pumpkin on their head during Halloween.
- Zombie Pigmen
- Will now rarely, depending on difficulty, spawn with the ability to pick up armor, head wear, items, blocks, weapons and tools - Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible - Items that are picked up will have a 100% chance of dropping after dying - When killed, they drop what they are holding
- All equipped gear is functional - Swords and tools do more damage on attacks, armor protects the mob
- Rare tool drops are now damaged
- More advanced gear is more likely to spawn with mobs when playing on harder difficulties and rarely drops when the mob is killed by players
- Using modified mob spawners they can have a custom drop rate of items and hold and wear all kinds of items and blocks
- Rarely carry enchanted golden swords
- Dropped Golden Swords now sometimes are damaged
- Added baby Zombie Pigman, which is only spawnable using mods or third-party tools
Non-mob entities
- Paintings
- Added Wither painting
World generation
- Extreme Hills biome
- Silverfish blocks now rarely generate in Extreme Hills biomes
- On average, nearly one Silverfish block is generated per Extreme Hills chunk
- Villages
- Carrots and potatoes can be found in farms in villages
Gameplay
- Multiplayer
- Spawn protection now is disabled if there's nothing in ops.txt
- Spawn protection radius can now be changed in the server.properties file
- Creative inventory
- Items can now be cloned by using Pick Block on them - An item stack with the highest amount of items possible in it will be created
- Items can now be shift-clicked around on the survival inventory screen
- Inventory
- Pressing the 1-9 hotkeys while hovering over an item will exchange that item with the one from the corresponding hotbar slot
- Status effects now cause the inventory window to be off-center regardless of screen aspect ratio
- Portals
- Mobs, items and projectiles now pass through them, preserving momentum
- Entities will pass through instantly, but at a longer "cooldown"
- Portals will allow fire burning entities like blazes to leave the Nether and potentially burn things
- Portals will teleport an entity relative to where it entered
- Players are now positioned correctly when going through Nether Portals
- Nether Portals are now instant for players in Creative mode
- Adventure mode
- Blocks can now be mined with the proper tools
- Blocks can now be placed
- Breeding
- Chickens now use seeds instead of wheat to breed
- Pigs now use carrots instead of wheat to breed
- Village mechanics
- The player can now restore a desolate village or create a completely new village
- Experience
- Now awarded for fishing and breeding
Command format
/xp
- Can be used to give and take entire experience levels by appending "L" to the number
/tp
- Works with relative coordinates
/give
- Items spawned are picked up almost instantly now
General
- Server list
- Server IPs can now be hidden individually when editing or adding a server
- Server version is now displayed left of the connection bars
- Server ping tooltip now shows if the server and client have mismatching protocol versions
- Mismatching servers can't be joined
- Settings menu
- Renamed Chat Settings to Multiplayer Settings
- Added an option for cape-owners to hide their capes in-game
- Added Fullscreen and VSync toggles
- Though this is not in the settings menu, the user may go into the options.txt in %appdata% and toggle advancedToolTips. This shows them the item IDs of everything and the durability of tools and armor.
- Worlds can now be re-created from the world selection screen
- F3 debug screen
- The piechart is now shown when using shift+F3 instead of vice versa
- Added the cardinal direction and the degree value to the f value indicating the direction the player is facing
- Now shows which chunk and where in that chunk the player is in on X and Z values
- Pressing P while holding F3 will toggle the auto-pause when the Minecraft window loses focus
- Pressing H while holding F3 will toggle detailed item descriptions, which additionally show item id, damage value, color code, tool/armor/weapon damage and map zoom level and scale on the tooltip
- Language files
- Updated language files
- Superflat world type
- Now customizable and made up of layers specified with block id, data value and height
- Biome can now be changed
- All generation settings are stored in a preset, which can be shared and re-used
- Terrain can now be decorated and structures other than villages can spawn
- Default presets:
- Classic Flat -
2;7,2x3,2;1;village
- Tunnelers' Dream -
2;7,230x1,5x3,2;3;stronghold,biome_1,decoration,dungeon,mineshaft
- Water World -
2;7,5x1,5x3,5x12,90x9;1;biome_1,village
- Overworld -
2;7,59x1,3x3,2;1;stronghold,biome_1,village,decoration,dungeon,lake,mineshaft,lava_lake
- Snowy Kingdom -
2;7,59x1,3x3,2,78;12;biome_1,village
- Bottomless Pit -
2;2x4,3x3,2;1;biome_1,village
- Desert -
2;7,3x1,52x24,8x12;2;stronghold,biome_1,village,decoration,dungeon,mineshaft
- Redstone Ready -
2;7,3x1,52x24;2
- Classic Flat -
- Preset format with example: 95;35:2;2x20;1;stronghold – 95 is the format version, followed by a semicolon and the layer information. Every new layer is separated by a comma and must consist of the block id (
35
) and can additionally have:2
appended to specify2
as the data value. Before that, the player can put2x
to specify that this layer should be put2
times. After a semicolon follows the biome id. After another semicolon follows all structures to be generated, including their options.
Fixes
29 bugs fixed
- Mobs glitching through wooden floors
- Mob AI considering cobblestone walls as blocks of normal height
- Mobs randomly suffocating
- Mobs falling through blocks
- Zombies not burning in the sun
- Mob Spawners spawning mobs too quickly
- Redstone Repeaters getting stuck in 'on' state
- A number of minor font issues
- A bug that allowed any item to be placed in the armor slots
- Invisible falling sand entities
/me
command only working for ops/tell
not working correctly/say
not working correctly- Graphical glitch with chests and Ender Chests
- Partially fixed lighting issues
- The second layer on skins not being placed correctly when sneaking
- Blazes not properly spawning in Nether Fortresses
- Various Nether Portal fixes
- Pets teleporting around randomly
- Wet wolves looking way too scary
- PvP-disabled servers still allowing players to set other players on fire using Fire Aspect enchanted swords
- Entities in minecarts becoming invisible
- Stairs, slabs & fences glitching visually sometimes
- Fixed a severe memory leak in the server
- Corrected rendering of fences and cobblestone walls
- The player can no longer attempt to connect to an outdated server (only when the version is shown)
Release fixes
These fixes occurred between the 1.4.1 pre-release and 1.4.2.
- Fixed a severe memory leak in the server.
- Corrected rendering of fences and cobblestone walls.
- The player can no longer attempt to connect to an outdated server (only when the version is shown).
- From 1.4.1
- MC-1 – Cracked effect sometimes remains when a zombie is interrupted while attempting to break down a door.
- MC-27 – Fireballs float in mid-air.
- MC-80 – Entities such as villagers and cows fall through blocks and suffocate.
- MC-183 –
setWalkSpeed
is ignored by the client. - MC-230 – Stairs can glitch in weird places.
Release Date: 2012-10-25
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