26.1 Pre Release 1 Changelog · Custom Changelog      
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26.1 Pre Release 1 Changelog

26.1 Pre Release 1 Header
News

Misode Diff: https://misode.github.io/versions/?id=26.1-pre-1&tab=diff

Slicedlime Videos: Normal / Technical

Minecraft 26.1 Pre-Release 1
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Today we are shipping the first pre-release for Java version 26.1, the Tiny Takeover game drop! From now on, you should mostly see bugs being fixed. In addition to that, pre-releases don’t follow the regular snapshot cadence of releasing on Tuesdays, so keep your eyes peeled for the next pre-release.

Technical Changes
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  • The Data Pack version is now 101
  • The Resource Pack version is now 84
  • Changes to the minecraft:nbt text component format
  • Changes to the minecraft:selector, minecraft:nbt and minecraft:object text component formats

Network Protocol
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Data Pack Version 101
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  • The “Default Components” report generator no longer outputs files for entries without any components

Commands
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Changes to time
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Syntax:

  • time [of <clock>] rate <rate> - sets the rate multiplier at which the clock should advance
    • Note: this only changes the rate at which the World Clock and any Timelines dependent on it advance their internal timers

      • For example, in the case of the minecraft:overworld clock, the day/night cycle will pass quicker with a larger value, but actual game simulation will not speed up (as would happen with /tick rate)
    • A rate of 1 corresponds to normal speed

    • rate is a float between 0 (exclusive) and 1000 (inclusive)

Data Components
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Modified minecraft:provides_banner_patterns
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  • The component now also accepts an ID or a list of IDs in addition to a tag

Modified minecraft:blocks_attacks
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  • The field bypassed_by now also accepts an ID or a list of IDs in addition to a tag

Modified minecraft:damage_resistant
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  • The field types now also accepts an ID or a list of IDs in addition to a tag

Loot Functions
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Changed minecraft:set_instrument
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  • The options field now also accepts an ID and a list of IDs in addition to a tag

Predicates
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Added minecraft:environment_attribute_check Loot Predicate
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Exactly matches the value of an Environment Attribute at a given position. Note: this predicate requires a context with an origin position set as long as the Environment Attribute can vary positionally.

Format: object with fields:

  • attribute - Environment Attribute ID to test
  • value - Exact value of the Environment Attribute to match
  • e.g. {condition: 'environment_attribute_check', attribute: 'gameplay/piglins_zombify', value: true}

Number Providers
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Added minecraft:environment_attribute
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Fetches and provides the value of an Environment Attribute (that can be represented as a number). Note: this provider requires a context with an origin position set as long as the Environment Attribute can vary positionally.

Format: object with fields:

  • attribute - Environment Attribute ID to fetch
  • e.g. {type: 'environment_attribute', attribute: 'gameplay/sky_light_level'}

World Generation
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Flower Features
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  • Features spawned from Bone Meal are no longer restricted to the flower feature type, and instead controlled by the #can_spawn_from_bone_meal Configured Feature Tag

  • The flower, flower_no_bonemeal, and random_patch feature types have been removed

    • Instead, patches can be expressed as a sequence of count and random_offset placement modifiers

Int Providers
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Added trapezoid Int Provider
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Select a random value with a trapezoid distribution, similar to the trapezoid Float Provider.

Format: object with fields:

  • min: integer, the minimum value to generate
  • max: integer, the maximum value to generate
  • plateau: integer, the width of the “plateau” of the distribution in which all values are equally likely to occur
    • A value of 0 is equivalent to a triangle distribution
    • A value of max-min is equivalent to a uniform distribution

Tags
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Configured Feature Tags
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  • Added #can_spawn_from_bone_meal - features that, when added in a biome, can be spawned when using Bone Meal in that biome

Text components
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minecraft:object
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  • Added a new optional field named fallback that contains a text component to be used when object component itself can’t be displayed (for example when printing messages in server logs or during narration)
  • Objects of type player (player heads) no longer can be used in server status messages (MotD)
    • All components of that type will be replaced by a fallback text

Resource Pack Version 84
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  • Updated textures for Pup to fix issues with overlapping textures

Item Models
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minecraft:end_cube Special Model Type
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  • New special model type that renders a cube with the same texture effects as the End Portal and the End Gateway blocks
  • Fields:
    • effect - texture effect to apply, one of: portal, gateway

Block State Rendering
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  • End Gateway and End Portal should now look the same when rendered on a Block Display as they look when placed in world

Shaders & Post-process Effects
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  • The core/rendertype_translucent_moving_block shaders have been removed in favor of core/block

Fixed bugs in 26.1 Pre-Release 1
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  • MC-195237 - End portals and end gateways held by endermen or as block display entities are not rendered, but nether portals are
  • MC-230746 - Pointed dripstone does not grow with a waterlogged block 2 blocks above it but does fill cauldrons
  • MC-305518 - Baby wolves’ tail uses an incorrect UV map
  • MC-305702 - Zombies and their variants have lost their special animation when holding spears
  • MC-305914 - /swing does not swing players’ arms on their perspective
  • MC-306056 - The selected difficulty does not visually update when going into and out of the game rules menu
  • MC-306232 - The block breaking animation on banners is now amplified
  • MC-306315 - The left side of wolf pups’ heads is misaligned, causing a gap and texture error
  • MC-306338 - Baby zombified piglins’ snout texture was made for a 4×3×1 cube model, even though the snout model is actually a 3×3×1 cube
  • MC-306341 - Helmets on baby humanoids shift off-center when their heads rotate
  • MC-306427 - Certain mobs holding items with empty “kinetic_weapon” components crash the game whenever target acquisition succeeds
  • MC-306532 - The error that occurred when a resource pack used textures that were too large is now incomprehensible
  • MC-306571 - CommandEncoder#copyTextureToBuffer has incorrect parameter validation statements
  • MC-306612 - Baby zombies, baby husks, and gurgles now hold items like players do
  • MC-306624 - Various translucent geometry is now invisible behind name plates
  • MC-306631 - Baby zombies, husks, drowned, and zombified piglins spawned by using spawn eggs on normal ones can’t pick up items
  • MC-306633 - The “Toggle GUI” key bind doesn’t work when set to a mouse button
  • MC-306653 - Name plates are no longer visible through opaque blocks
  • MC-306705 - Copper golem statues with a pose now appear upside down as items
  • MC-306706 - The game hangs/freezes upon losing focus
  • MC-306708 - Block state rendering of chests for the left and right block states uses the single chest texture
  • MC-306713 - The most transparent pixels of the gradient banner patterns are no longer visible
  • MC-306742 - Rendering an empty item model with oversized_in_gui causes a crash
  • MC-306748 - Profiler tick ended before path was fully popped (remainder: ‘root’). Mismatched push/pop?
  • MC-306796 - Text displays with see_through set to 1 now z-fight with themselves