
[{"content":" News Snapshot Datapack: Download Minecraft 26.3 Snapshot 10 # We\u0026rsquo;ve safely made it to 26.3 Snapshot 10! This week, the Dappled Forest panorama has made its way to the main menu, bringing cozy fall vibes every time you launch the game. This snapshot also includes a variety of technical changes and improvements, so dig in!\nHappy mining!\nNew Features # Realms # Added a new Realms introduction screen showcasing Realms key features Accessible from the \u0026ldquo;Add Realm\u0026rdquo; button Automatically shown when entering Realms if a trial is available Changes # The Main Menu now has an updated background panorama showing the new Dappled Forest biome with an Abandoned Camp Preview Changed the Adventure Mode icon in the Game Mode Switcher to the Buried Treasure Map Improvements to performance when trying to locate structures Reverted recent changes to Drowned behavior and animations from this release cycle Improved Chunk Generation - https://bsky.app/profile/gegy.dev/post/3mtvynxsfr223 Minor Tweaks to Blocks, Items and Entities # Enchantments now apply to items being damaged from protecting an Undead mob from the sun Teleporting randomly after eating a Chorus Fruit now shows particles into the direction of the teleportation Explorer Maps # The following Explorer Maps have been renamed to have more consistent naming Ocean Monument Explore Map -\u0026gt; Ocean Monument Map Swamp Hut Explorer Map -\u0026gt; Swamp Hut Map Trial Chambers Explorer Map -\u0026gt; Buried Trial Chambers Map Woodland Mansion Explorer Map -\u0026gt; Woodland Mansion Map Jungle Pyramid Explorer Map -\u0026gt; Jungle Pyramid Map Accessibility # Subtitles now point to the most recent sound in range Technical Changes # The Data Pack version is now 118.0 The Resource Pack version is now 97.0 The none swing animation type has been readded This affects the /swing command as well as the minecraft:attack_animation and minecraft:interact_animation components Data Pack Version 118 # Commands # Added COMPUTE # Evaluates minecraft:number_provider in various contexts In all contexts origin is set to current command context position, while this entity is set to @s Syntax:\n/compute \u0026lt;target\u0026gt; \u0026lt;provider\u0026gt; [\u0026lt;scale\u0026gt;|integer], where: \u0026lt;target\u0026gt; - one of: default - runs provider in minecraft:command_compute_default context, where only common arguments (position and this entity) are available block \u0026lt;pos\u0026gt; - runs provider in minecraft:command_compute_position context, where block state and block position are set based on block at position \u0026lt;pos\u0026gt; entity \u0026lt;entity selector\u0026gt; - runs provider in minecraft:command_compute_entity context, where target_entity is set to selector result \u0026lt;provider\u0026gt; - either an element of minecraft:number_provider registry or inline value \u0026lt;scale\u0026gt; - optional scale value, defaults to 1.0 Final result will be multiplied by \u0026lt;scale\u0026gt; and rounded towards negative infinity integer - optional marker to use integer mode Due to truncation between intermediate steps this mode is not equivalent to float mode even if scale is 1.0 Changes to DATA # Added new source to /data modify ... append|insert|merge|prepend|set called compute New source will evaluate a minecraft:number_provider and then provide the result either as an integer or a float tag Syntax: compute \u0026lt;target\u0026gt; \u0026lt;provider\u0026gt; [integer], where the syntax of target, provider and integer is the same as in /compute function Example: /data modify storage foo bar set compute entity @n[type=minecraft:armor_stand] {type:score,target:{type:context,target:target_entity},score:baz} Data Components # Changed MINECRAFT:CONSUMABLE # Added a new optional field to the teleport_randomly consume effect: directional_particles - boolean, whether to show a particle trail into the direction of the teleportation If not present, defaults to true Updated MINECRAFT:BLOCK_TRANSFORMER # Contents have been moved to a separate registry Component must now always refer to minecraft:block_transformer registry - existing inline components are removed Changed MINECRAFT:ATTACK_ANIMATION and MINECRAFT:INTERACT_ANIMATION # The duration field is now a non-negative integer Loot Tables # Loot Table Types # Added MINECRAFT:COMMAND_COMPUTE_DEFAULT # Currently used for /compute default command It takes the following parameters: origin, the position at which the command was executed this entity, the @s entity of the command being executed (optional) Added MINECRAFT:COMMAND_COMPUTE_POSITION # Currently used for /compute block command It takes the following parameters: Everything included in minecraft:command_compute_default block_entity, the block entity of the block at the position given in a command block_state, the current state of the block at the position given in a command Added MINECRAFT:COMMAND_COMPUTE_ENTITY # Currently used for /compute entity command It takes the following parameters: Everything included in minecraft:command_compute_default target_entity, entity selected by the selector given in a command Loot Functions # Changed MINECRAFT:SET_LOOT_TABLE # Removed unused field type The tag field, previously known as name, has been renamed to loot_table_id Block Transformers # Added minecraft:block_transformer registry containing rules for transforming a block into another block Format: list of objects with fields: block_state_provider - Block State Provider, used to provide the state for the transformed block If the Block State Provider returns no result (as by rule_based_state_provider, for example), the next rule in the list will be attempted The set of Block State Providers are the same as the Block State Providers used in World Generation sound - optional field, Sound Event to play on interaction, e.g. minecraft:item.axe.strip If not present, defaults to play no Sound Event particle - optional field, particles to play on interaction If not present, defaults to none none scrape wax_on wax_off disallowed_faces - optional field, list of Directions specifying which faces on the clicked Block that cannot be interacted with If a disallowed face is interacted with, the next rule in the list will be attempted If not present, defaults to an empty list Values: up down north south east west loot - optional Loot Table, the Loot Table to use for dropping items on a successful transformation, e.g. minecraft:till/rooted_dirt If not present, defaults to using no Loot Table drop_strategy - optional field, configures from where in the Block any loot should drop If not present, defaults to from_middle Values: from_middle - from the middle of the Block clicked_face - from the face interacted with update_from_neighbors - optional Boolean, if the transformed block should update based on neighboring blocks. This allows e.g. fences to connect If not present, defaults to true transform_type - optional field, configures how nearby blocks should be affected by the transformation If not present, defaults to single_block Values: single_block - only affects the Block interacted with copper_chest - if input and output blocks are both copper chests of any weathering state, waxed or unwaxed, this transformation will affect both sides of a double chest consume_on_use - optional Boolean, determines if the item should be consumed or not Only applies to stackable items If not present, defaults to true item_damage_per_use - optional Integer, determines how much damage the item takes with each use Only applies to non-stackable items If not present, defaults to 0 Default values in vanilla: minecraft:shovel - default value for shovels minecraft:axe - default value for axes minecraft:hoe - default value for hoes World Generation # Noise Settings # Renamed preliminary_surface_level to chunk_surface_level This Density Function is no longer implicitly interpolated across the entire chunk The ore_veins_enabled field has been removed, and replaced by the minecraft:ore_vein Material Rule Removed noise.size_horizontal and noise.size_vertical fields, these are now specified in the interpolated density function Added optional debug_functions field - list of objects with fields, Density Function values to show in the chunk_generation_stats debug entry Fields: label - string, label to identify this Density Function function - Density Function, the Density Function to compute and show at the player position If not specified, no density function values will be shown Material Rules # Added MINECRAFT:ORE_VEIN # Format: object with fields: ore_block - Block State, the ore block to place raw_ore_block - Block State, the raw ore block to place filler_block - Block State, the filler block to place raw_ore_chance - float between 0 and 1, the probability for a raw_ore_block to be placed instead of an ore_block density - Density Function, the probability between 0 and 1 for the ore vein to replace a block If 0 or lower, no block will be replaced richness - Density Function, the probability between 0 and 1 for ore_block or raw_ore_block to be placed (as opposed to filler_block) If 0 or lower, all blocks will be filler_block If 1 or greater, no blocks will be filler_block filler_gap - Density Function, acts as an override to richness: if positive, filler_block will always be placed Changed MINERCAFT:NOISE # The following fields have been introduced:\nshift_x - optional Density Function, a domain warp to apply on x If not specified, no warping will be applied (equivalent to 0) shift_y - optional Density Function, a domain warp to apply on y If not specified, no warping will be applied (equivalent to 0) shift_z - optional Density Function, a domain warp to apply on z If not specified, no warping will be applied (equivalent to 0) Removed MINECRAFT:SHIFTED_NOISE # Replaced by minecraft:noise Updated MINECRAFT:INTERPOLATED # Added fields:\ncell_size_xz - positive int, size in blocks of the interpolation grid cells on the XZ axes cell_size_y - positive int, size in blocks of the interpolation grid cells on the Y axis Updated MINECRAFT:CACHE (renamed from MINECRAFT:CACHE_ONCE) # No format change Removed MINECRAFT:CACHE_2D, MINECRAFT:CACHE_ALL_IN_CELL, and MINECRAFT:FLAT_CACHE # May be replaced with minecraft:cache minecraft:slice may be used to always pick Y=0, as formerly handled by ´ Tags # Block Tags # Added #nether_portal_frame - blocks that can be used to create a Nether Portal Added #conduit_effect_block - blocks that can be used to build a Conduit Structure Tags # Renamed #on_woodland_explorer_maps to #on_woodland_mansion_maps Renamed #on_ocean_explorer_maps to #on_ocean_monument_maps Renamed #on_jungle_explorer_maps to #on_jungle_pyramid_maps Renamed #on_swamp_explorer_maps to #on_swamp_hut_maps Renamed #on_trial_explorer_map to #on_buried_trial_chambers_map Fluid Tags # Added #axolotl_try_find_liquid for all liquids Axolotls are trying to find Added #dolphin_try_find_liquid for all liquids Dolphins are trying to find Added #frog_try_find_land_near_liquid for all liquids Frogs are trying to find land near to Added #entity_floatable for all fluids that make entities float Resource Pack Version 97 # Item Sprites # Renamed item/trial_chamber_map.png to item/buried_trial_chambers_map.png Renamed item/jungle_temple_map.png to item/jungle_pyramid_map.png UI Sprites # Added new UI textures: gui/realms/friends.png gui/realms/minigames.png gui/realms/private_server.png gui/sprites/widget/realms_button.png gui/sprites/widget/realms_button_disabled.png gui/sprites/widget/realms_button_highlighted.png Fixed bugs in 26.3 Snapshot 10 # MC-102881 - Shulkers do not emit any particles when teleporting MC-245030 - The \u0026ldquo;Bee buzzes\u0026rdquo; closed caption only appears when a bee buzzes for the first time MC-254547 - Villagers do not level up when exiting the world immediately after filling their experience bar MC-258347 - Endermen no longer create an extra trail of particles when teleporting MC-265423 - When villagers acquire enough experience to level up more than once, they only gain a single level MC-268145 - cache_once density functions don\u0026rsquo;t work MC-279586 - Closed captions continue to fade when their sound plays again from farther away, causing visual delays in the overlay MC-296368 - The entity.happy_ghast.riding sound event displays no closed caption MC-303360 - Flat-cached shifted noise density functions are recalculated for every Y level MC-306012 - Armadillos can escape fenced areas when at the edge of the simulation distance MC-306778 - The fog color no longer transitions smoothly when the weather changes at night while under the Night Vision effect MC-309872 - The system freezes when pressing the Windows key with the \u0026ldquo;Exclusive Fullscreen\u0026rdquo; option enabled MC-310139 - Mob spawning checks for biomes incorrectly at biome borders MC-310181 - The commands.setworldspawn.failure.not_overworld string lowercases the dimension name \u0026ldquo;Overworld\u0026rdquo; MC-310182 - Some descriptive tooltip strings lack a period, unlike similar strings MC-310184 - The commands.bossbar.set.max.unchanged string abbreviates \u0026ldquo;maximum\u0026rdquo; to \u0026ldquo;max\u0026rdquo;, unlike similar strings MC-310186 - The options.languageWarning string lacks a period, unlike similar strings MC-310187 - The commands.bossbar.get.visible.visible string uses \u0026ldquo;shown\u0026rdquo; instead of \u0026ldquo;visible\u0026rdquo;, unlike similar strings MC-310188 - Some /tag list success strings always pluralize the word \u0026ldquo;tags\u0026rdquo; MC-310233 - Some strings that contain percentages have spaces before the percentage sign, unlike similar strings MC-310236 - Some strings use an ampersand instead of the word \u0026ldquo;and\u0026rdquo;, unlike similar strings MC-310544 - Changing the difficulty in singleplayer now requires commands to be enabled MC-310568 - Significant performance regression on Intel dGPUs with the OpenGL rendering backend MC-310634 - The birch tree in the campsite_old_growth_birch_forest_4 abandoned camp structure never generates MC-310635 - /item override and /item fill with a contents slot source targeting the charged_projectiles component freezes the server for several seconds MC-310665 - The llama decoration texture of black carpets contains a stray transparent pixel MC-310676 - The savanna_lamp_post_01 village structure contains a trailing closing square bracket in the jigsaw block\u0026rsquo;s NBT MC-310693 - The game sometimes freezes when attempting to open chests in abandoned camps that contain maps MC-310719 - copyTextureToBuffer binds depth textures as a color attachment with the OpenGL rendering backend MC-310738 - The names of exploration maps are inconsistent MC-310776 - The filled_map.jungle_temple string refers to jungle pyramids as \u0026ldquo;jungle temples\u0026rdquo; MC-310784 - Water flickers a lot when viewed from above on some systems MC-310832 - The clear region uses mip 0 dimensions while attaching a different mip level MC-310886 - test_instance.description.dimension displays as a raw translation key MC-310941 - No closed caption is produced by the sound played when riding a nautilus MC-310971 - Shelf mushrooms block saplings from growing MC-310994 - The tooltip for the \u0026ldquo;Allow Commands\u0026rdquo; button in the World Options screen doesn\u0026rsquo;t appear after pressing it MC-310995 - Changing the difficulty using commands does not update its corresponding button in the World Options screen MC-310996 - Changing the default game mode does not update its corresponding button in the World Options screen MC-311000 - Toggling the \u0026ldquo;Allow Commands\u0026rdquo; option in the World Options menu no longer enables/disables other buttons right away MC-311017 - The glowing outline is inconsistent when wearing enchanted armor compared to unenchanted armor MC-311022 - Equipping boots with Soul Speed as they are broken allows the player to keep their attributes indefinitely MC-311038 - Local coordinates produce inaccurate results compared to previous versions MC-311044 - Straw beds Z-fight when placed in invisible item frames MC-311064 - Cows and Horses only Spawn in a unexplored chunk once MC-311077 - Players can forcibly change their game mode to Survival from the World Options menu after dying in hardcore worlds MC-311093 - Villagers still don\u0026rsquo;t immediately level up when their experience bar is filled MC-311094 - Villager discounts do not apply until the trading window is closed and reopened MC-311115 - invulnerable_time is not retained when a mob converts to another mob, even though Invulnerable is MC-311116 - The name of trial explorer maps does not start with \u0026ldquo;buried\u0026rdquo;, unlike ancient city \u0026amp; mineshaft maps MC-311148 - Shooting arrows at endermen riding vehicles does not play the arrow hitting sound MC-311151 - The block texture of poplar hanging signs is still inconsistent with the GUI texture MC-311153 - Endermen riding boats/minecarts aren\u0026rsquo;t set on fire by flaming arrows MC-311154 - Arrows pass through endermen riding vehicles MC-311162 - Spectral arrows don\u0026rsquo;t apply Glowing to endermen riding vehicles MC-311164 - Tipped arrows don\u0026rsquo;t apply effects to endermen riding vehicles MC-311188 - Tridents pass through endermen riding vehicles MC-311235 - Upgrading a world from the 1.21.11 world format can cause data from other worlds to get saved inside it MC-311273 - The type field in the set_loot_table item modifier type conflicts with the type field that specifies the item modifier type ","date":"25 August 2026","externalUrl":null,"permalink":"/changelog/26.3/26.3-snapshot-10/","section":"Changelog Übersicht","summary":"","title":"26.3 Snapshot 10 Changelog","type":"changelog"},{"content":"Alle Changelog-Versionen im Überblick.\n","date":"25 August 2026","externalUrl":null,"permalink":"/changelog/","section":"Changelog Übersicht","summary":"","title":"Changelog Übersicht","type":"changelog"},{"content":" News Snapshot Datapack: Download Minecraft 26.3 Snapshot 9 # Looks like this Snapshot couldn\u0026rsquo;t wait until Tuesday! Arriving a day early, it brings new customization options for Realms. Owners can now increase render distance up to 25 chunks and separately configure render and simulation distance to find the balance that works best for their world.\nAside from these changes, we\u0026rsquo;ve also included plenty of technical improvements and bug fixes.\nHappy mining!\nNew Features # Realms # Added render distance and simulation distance sliders to Realm configuration settings Minor Tweaks to Blocks, Items and Entities # Endermen will now take damage from projectiles if they\u0026rsquo;re riding something Endermen and Shulkers no longer teleport onto Bedrock UI # On macOS, added a \u0026ldquo;Right Click Emulation\u0026rdquo; option in Controls settings, which treats Control + left-click as a right-click Off by default Technical Changes # The Data Pack version is now 117.0 Data Pack Version 117.0 # Advancements # Validation # Visible root advancements (i.e. ones that have display field, but no parent field) must always declare background field in display structure Only root advancements can have background field in display structure Slot Sources # Changed MINECRAFT:GROUP # Can only use an inline definition in a top-level file Loot Functions # Changed MINECRAFT:SEQUENCE # Can only use an inline definition in a top-level file Number Providers # Changed MINECRAFT:SUM # The summands field was renamed to operands and now accepts an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:number_provider type Now requires at least one operand When used in integer mode, integer mode is used for intermediate steps as well Added MINECRAFT:PRODUCT # Fields: operands - A list of numbers as an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:number_provider type Returns the product of the operands, multiplying them all together Requires at least one operand Added MINECRAFT:MINIMUM # Fields: operands - A list of numbers as an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:number_provider type Returns the minmimum value of the operands Requires at least one operand Added MINECRAFT:MAXIMUM # Fields: operands - A list of numbers as an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:number_provider type Returns the minmimum value of the operands Requires at least one operand Added MINECRAFT:AVERAGE # Fields: operands - A list of numbers as an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:number_provider type Returns the average value of the operands Requires at least one operand Tags # Block Tags # Added #uncarvable - blocks that Carvers can never carve Added #dangerous_for_teleportation - collection tag defining blocks that are dangerous to teleport on Added #cat_does_not_teleport_to - blocks that Cats do not teleport to Added #enderman_does_not_teleport_to - blocks that Endermen do not teleport to Added #shulker_does_not_teleport_to for blocks that Shulkers do not teleport to Added #consumable_does_not_teleport_to - blocks that entities do not teleport to when they consume food that teleports randomly when eaten Empty by default Item Tags # Added #brewing_potion_inputs - Items that can be placed in a Brewing Stand potion slot, regardless of whether they are brewing recipe inputs Potion Tags # Added #douses_fire - Potions that douse Fire blocks when they hit something Added #hurts_water_sensitive_entities - Potions that will hurt entities which are sensitive to water (e.g. Endermen) Added #extinguishes_entities - Potions that can extinguish entities Added #rehydrates_axolotls - Potions that will cause Axolotls to rehydrate Fixed bugs in 26.3 Snapshot 9 # MC-59810 - Cannot break blocks while sprinting on macOS MC-102836 - Endermen and entities eating chorus fruit can teleport to some dangerous places MC-106416 - Endermen and entities eating chorus fruit can teleport outside the world border and into powder snow MC-183446 - Endermen still avoid projectiles when riding minecart or boat MC-214113 - Endermen and shulkers can teleport onto the Nether roof MC-227008 - Endermen constantly try to teleport when riding a vehicle under daylight MC-273708 - Endermen taking environmental damage attempt to teleport when riding an entity MC-274924 - Angry endermen suffocating while in a boat or minecart can attack their target from really far away MC-296773 - Taken screenshots are rendered as a black image on Intel graphics of Gen7 and Gen7.5 architecture MC-307384 - Screen tearing occurs with the Vulkan rendering backend in fullscreen mode with lower framerates, even if VSync is enabled MC-307596 - The OpenGL rendering backend seems to be very laggy MC-308593 - Animated blocks (notably water and lava) render incorrectly on some graphics MC-309344 - Shelf mushrooms held by foxes clip through their head and muzzle MC-309468 - Dropped shelf mushrooms rotate off-center MC-309479 - The game crashes during the loading screen with the message \u0026ldquo;Failed to wait for frame completion\u0026rdquo; on some systems MC-309501 - Dropped shelves rotate off-center MC-309911 - The words \u0026ldquo;blocks\u0026rdquo; and \u0026ldquo;seconds\u0026rdquo; in the commands.worldborder.set.grow string are always pluralized MC-309918 - The commands.perf.started string is missing a hyphen between the words \u0026ldquo;10\u0026rdquo; and \u0026ldquo;second\u0026rdquo; and an article before the word \u0026ldquo;10\u0026rdquo; MC-310076 - Mobs sometimes stop just far enough away from the player to be unable to attack them MC-310087 - The block texture of poplar hanging signs is inconsistent with the GUI texture MC-310088 - The taskbar icon displays the Java logo instead of the game\u0026rsquo;s logo MC-310116 - Several media keys are named \u0026ldquo;key.keyboard.[number]\u0026rdquo; in the key binds menu MC-310316 - Item modifier definition files can entirely be a string reference MC-310318 - Slot source definition files can entirely be a string reference MC-310328 - The dedicated server logs Ignoring host properties. minecraft.api.discovery.host or minecraft.api.env needs to be set on startup MC-310372 - Tripwires depowering breaks cross-chunk block tick processing order MC-310506 - The \u0026ldquo;Exclusive Fullscreen Mode\u0026rdquo; option has no effect when the \u0026ldquo;Exclusive Fullscreen\u0026rdquo; option is disabled MC-310633 - Brewing stand bottle slots no longer accept glass bottles or fully brewed lingering potions MC-310685 - The game crashes when some inline slot sources are parsed MC-310689 - Filled and empty maps are no longer distinguishable when using the \u0026ldquo;Programmer Art\u0026rdquo; resource pack MC-310715 - The translation strings for the Meta/Windows keys are not intuitive MC-310717 - The category headers in some options screens cannot be selected via the mouse cursor MC-310723 - There are two distinct, non-conflicting keys named \u0026ldquo;Menu\u0026rdquo; MC-310735 - Placing or breaking blocks causes lag spikes in some cases MC-310924 - The game crashes when a rotated_block_provider block state provider is applied with a vertical direction to a block that can only face horizontally MC-310925 - Carvers can now carve through bedrock MC-310944 - Japanese and Korean keyboard keys are recognised wrongly MC-310962 - The trading UI opens and immediately closes when interacting with a villager whose trades were altered with commands MC-310965 - Buried treasure maps\u0026rsquo; textures are not reverted to the old ones with the \u0026ldquo;Programmer Art\u0026rdquo; resource pack enabled MC-310988 - Items are now positioned wrongly when the main hand is the left one MC-310991 - Power management keys are displayed as \u0026ldquo;key.keyboard.[number]\u0026rdquo; in the key binds screen MC-310993 - The player head\u0026rsquo;s horizontal movement is jittery when riding a vehicle MC-311005 - The trading UI gets desynced if the villager is given trades using commands MC-311008 - All mobs stutter when they move their heads in the vertical direction MC-311010 - Most Application Control keys are still displayed as \u0026ldquo;key.keyboard.[number]\u0026rdquo; in the key binds menu MC-311012 - The animation of totems of undying pauses in the death screen MC-311045 - Arrows fired from dispensers can no longer destroy chorus flowers and decorated pots MC-311092 - The first person arm stutters heavily while turning the camera if the game is frozen MC-311100 - Using a custom font in a resource pack causes an error MC-311124 - The player\u0026rsquo;s interaction animation stutters when the game is frozen ","date":"17 August 2026","externalUrl":null,"permalink":"/changelog/26.3/26.3-snapshot-9/","section":"Changelog Übersicht","summary":"","title":"26.3 Snapshot 9 Changelog","type":"changelog"},{"content":" News Snapshot Datapack: Download Minecraft 26.3 Snapshot 8 # This Wednesday, a hot new Snapshot enters the Realm! That\u0026rsquo;s right, in 26.3 Snapshot 8, Realm owners can now create and manage Invite Codes, making it easier than ever to join the fun.\nAlongside these additions, we\u0026rsquo;ve made further improvements to the World Options screen and included several gameplay fixes and technical updates.\nHappy mining!\nNew Features # Explorer Maps # Renamed the following maps: Buried Ancient City Map Buried Mineshaft Map Abandoned Camp Map Realms # Realm owners can now create and manage Invite Codes Each Realm can have up to five Invite Codes Invite Codes can be configured to be active / inactive and deleted The expiration of an Invite Code can also be configured Players can now easily join a Realm by entering an Invite Code in a new \u0026ldquo;Join Realm\u0026rdquo; screen Changes # Cushions are now only destroyed when fully covered by blocks that cause suffocation New Villager trades, unlocked from a Villager leveling up their profession, will now update even if the player is in the process of trading with them\nvisualize_entity_supporting_blocks no longer works for invisible entities UI # World Options # Some further improvements have been made to the World Options screen, which is now accessible from the pause menu The \u0026ldquo;Game Mode\u0026rdquo; button has been renamed to \u0026ldquo;Default Game Mode\u0026rdquo; The \u0026ldquo;General\u0026rdquo; section has a new addition: Personal Game Mode: your active game mode in the current world (equivalent to the /gamemode command, or F3+F4) The \u0026ldquo;Multiplayer\u0026rdquo; section has a new addition: Force Game Mode: controls whether other players game mode is forced to match the default game mode of the world or not Technical Changes # The Data Pack version is now 116.0 The Resource Pack version is now 96.0 Data Pack Version 116.0 # World Generation # Features # Removed feature types: minecraft:desert_well Changed MINECRAFT:TEMPLATE # Added field processors: Namespaced ID or inline definition of a structure processor list to apply to the template Placement Modifiers # Added MINECRAFT:RANDOMLY_SELECTED # Randoly selects a Placement Modifier from a list and delegates placement to it.\nFormat:\nplacements: Non-empty list of Placement Modifiers to pick from Block Predicates # Added MINECRAFT:VOLUME_MATCH # Checks that every block in a volume matches a given Block Predicate.\nFormat:\nmin: List of 3 integers in range -16 to 16 specifying the lower corner of the volume as an offset from the test position max: List of 3 integers in range -16 to 16 specifying the upper corner of the volume as an offset from the test position match: Block Predicate to test on each position Resource Pack Version 96 # Shaders \u0026amp; Post-process Effects # Removed Core Shaders # core/text_background.fsh and core/text_background.vsh were removed and text background in Text Display Entities is now rendered using the text shaders Order-independent Transparency (OIT)-related Shader Changes # OIT_FORCE_ZERO_DEPTH shader define was removed since the see-through text it was used for is now rendered in a separate pass outside OIT Fixed bugs in 26.3 Snapshot 8 # MC-44654 - Some entities\u0026rsquo; positions are not updated on the client when teleported MC-122731 - Camera movement stutters when turning in a boat MC-206540 - Increased input delay when riding an entity MC-236497 - The head rotations of passengers in boats are not correctly displayed for other players MC-237679 - The head rotations of passengers in boats are constantly forced to turn in certain directions if the rider were to dismount the boat while moving left or right MC-249200 - Several entities constantly deviate visually from their actual positions on the client when teleported MC-253023 - Breaking paintings, item frames, glow item frames cannot trigger sculk shriekers MC-258579 - The player\u0026rsquo;s head does not rotate smoothly (with delay) in third person view while riding a vehicle MC-259512 - Horizontal camera rotation lags when riding MC-260780 - Shulker bullets always push fireballs south MC-280250 - Projectiles sometimes desync when thrown/shot while moving MC-300000 - Players desync when teleporting all users riding a happy ghast MC-305214 - Arrows deflecting off of entities get offset MC-308961 - When changing the game mode using debug hotkeys while in the World Options screen, the \u0026ldquo;Game Mode\u0026rdquo; button does not update MC-309284 - Poplar leaves don\u0026rsquo;t use the dark_cutout mipmap strategy MC-309668 - Straw beds are not broken faster when using hoes MC-309670 - Cushions z-fight with the tops of dragon heads MC-309716 - Cushions can be broken in Adventure mode MC-310066 - Tridents thrown by drowned still visually bounce off entities MC-310097 - Experience orbs desync and appear to phase through blocks MC-310103 - The \u0026ldquo;Text Background Opacity\u0026rdquo; setting makes the text darker when the \u0026ldquo;Text Background\u0026rdquo; setting is set to Everywhere MC-310166 - The straw bed is not placed immediately after regular beds in the Creative mode inventory MC-310175 - Missing resource warning when loading up the game MC-310200 - The player\u0026rsquo;s model flickers while falling into the void when viewed from certain angles MC-310393 - Certain projectiles thrown at the world border rubberband repeatedly MC-310476 - Projectiles only collide outright with the world border when underwater MC-310530 - Changing the game mode in the World Options screen no longer changes the player\u0026rsquo;s game mode MC-310540 - A noise definition with base_amplitude set to 0.0 crashes the game during world load MC-310543 - The JVM crashes with EXCEPTION_ACCESS_VIOLATION in atio6axx.dll on Boot Camp (AMD Radeon Pro 555X) MC-310549 - invulnerable_time never decreases for some entities MC-310632 - Farmer villagers no longer throw excess wheat to other villagers MC-310642 - Landing on farmland deals no fall damage when the block is prevented from being trampled MC-310687 - Languages other than \u0026ldquo;English (US)\u0026rdquo; fail to load MC-310691 - Stonecutter recipes for concrete stairs and slabs are missing MC-310692 - The error message when the game is unable to load translations can extend outside the screen MC-310705 - The difficulty lock warning screen shows the wrong difficulty after changing the difficulty MC-310718 - Unused color attachments are unusable with the OpenGL rendering backend MC-310726 - The mansion icon in the texture of woodland explorer maps doesn\u0026rsquo;t match the respective icon on the map MC-310728 - Cushions can still be used to see through blocks in third person mode MC-310729 - Explorer maps from previous versions prevent saved hotbars from loading MC-310743 - The category headers in the Debug Options screen are still different than the other options screens MC-310757 - In OIT shaders, coefficients[0] is accumulated using depth but subtracted using originalDepth MC-310771 - The common abandoned camp map is named \u0026ldquo;Abandoned Campsite Map\u0026rdquo; instead of \u0026ldquo;Abandoned Camp Map\u0026rdquo; MC-310783 - Resource packs with custom namespaces cause the \u0026ldquo;English (US)\u0026rdquo; language to fail to load MC-310787 - Villagers do not level up until the trading window is closed for several seconds MC-310789 - Chunks sometimes don\u0026rsquo;t fade in correctly MC-310812 - Placing and breaking cushions does not trigger sculk shriekers MC-310917 - Chunk generation can corrupt on worlds upgraded from previous versions ","date":"12 August 2026","externalUrl":null,"permalink":"/changelog/26.3/26.3-snapshot-8/","section":"Changelog Übersicht","summary":"","title":"26.3 Snapshot 8 Changelog","type":"changelog"},{"content":" News Snapshot Datapack: Download Minecraft 26.3 Snapshot 7 # Step up your building and exploring with the final features entering testing! You can now find different maps in some abandoned camps and craft Concrete Stairs \u0026amp; Slabs in 16 colors. Out now in 26.3 Snapshot 7!\nHappy exploring!\nNew Features # Added Concrete Stairs and Concrete Slabs for all Concrete blocks New Explorer Maps have been added to the Abandoned Camps Abandoned Camp Explorer Maps # Added maps showing the location of other Abandoned Camps in the following biomes: Bamboo Jungle Cherry Grove Birch Forest Dappled Forest Flower Forest Pale Garden Swamp Windswept Forest Added maps for the following structures: Ancient City Trial Chambers Mineshaft Desert Pyramid Jungle Pyramid Warm Ocean Ruins Woodland Mansion Changes # Cushions no longer prevent vibrations when placed, broken or interacted with Updated loot table for the Abandoned Camp Barrel Replaced Firework Rocket with Gunpowder in Abandoned Camp Chest loot table The player icon on maps have been updated to always show the direction the player is facing Added support for Realms to use additional server regions in Canada, Mexico, South Africa, and Arizona, USA if they become available in the future Explorer Maps # Explorer Maps are now their own items instead of renamed Filled Maps, and each has its own icon: Ocean Explorer Map\nWoodland Explorer Map\nTrial Explorer Map\nJungle Explorer Map\nSwamp Explorer Map\nDesert Village Map\nPlains Village Map\nSavanna Village Map\nSnowy Village Map\nTaiga Village Map\nBuried Treasure Map\nAncient City Map\nMineshaft Map\nDesert Pyramid Map\nAbandoned Campsite Map\nWarm Ocean Ruins Map\nMap and Empty Map have new icons Map Empty Map These items cannot be obtained from the Creative inventory Existing Explorer Maps in old worlds are converted to the matching new item on load Explorer Maps can still be cloned in a Crafting Table, and the copies keep their own item type Explorer Maps and Buried Treasure Maps can no longer be zoomed out, neither in a Crafting Table nor at a Cartography Table Buried Treasure Maps could previously be zoomed out at both Explorer Maps could previously be zoomed out at a Cartography Table Only maps in the #minecraft:extendable_maps tag can be zoomed out Technical Changes # The Data Pack version is now 115.0 The Resource Pack version is now 95.0 level.dat now contains a version_history list with prior data versions of the file Data Pack Version 115.0 # The following Block State fields has been renamed Name is now id Properties is now properties The default Block State of a Block can now be referred to in a compact form directly by the Block id minecraft:exploration_map no longer changes the type of the item it is applied to Commands # Changes to swing # When used on a player, the player\u0026rsquo;s attack strength will no longer be reset Added a new optional argument to set the swing animation to play Allowed values: whack, stab If omitted, defaults to whack Added a new argument to set the duration of the swing animation, if provided Format: positive time value (by default in ticks) If omitted, defaults to 6t Data Components # Added MINECRAFT:ATTACK_ANIMATION # The animation to play when the item is being used to attack something Format: object with fields: type - swing animation type, one of whack or stab duration - positive integer, the length of the animation in ticks Added MINECRAFT:INTERACT_ANIMATION # The animation to play when the item is being used to interact with something Format: Same as minecraft:attack_animation Removed MINECRAFT:SWING_ANIMATION # This has been replaced by minecraft:attack_animation and minecraft:interact_animation The none swing animation type has been removed Existing items in the world will be migrated to using the default whack Setting both of these new components to the same value will be functionally identical to the old component, except for: The /swing command - animation type now specified by the command Items being dropped by entities Removed MINECRAFT:MAP_COLOR # Maps are no longer drawn as a tinted overlay, so there is nothing left for the color to apply to Existing maps have the component stripped on load See the Resource Pack section for the matching removal of the minecraft:map_color tint source Loot Functions # Changed MINECRAFT:EXPLORATION_MAP # The map_color field has now been removed The function no longer changes the type of the item it is applied to - it now only adds map data to the existing item Previously it required a minecraft:map and produced a minecraft:filled_map The item to produce is now chosen by the loot entry or villager trade itself, so a data pack that produced exploration maps has to change its item from minecraft:map to minecraft:filled_map (or one of the explorer map items) If no matching structure is found, the item is left without a minecraft:map_id - use minecraft:filtered with minecraft:discard_item to drop those, as the vanilla loot tables and villager trades now do Density Functions # Density Functions and noises are no longer evaluated with double-precision floating point values, but instead with single-precision This affects all intermediate steps, not just the final result Developer's Note: We are aware that the details of floating point rounding have been used in some Data Packs, and this change may affect specific configurations. We have introduced alternatives for the use-cases that we are aware of, but please do share with us on feedback.minecraft.net or in the feedback Discord if you encounter use-cases that are no longer possible to support. Tags # Block Tags # Added #concrete_stairs - All Concrete Stairs blocks Added #concrete_slabs - All Concrete Slabs blocks Item Tags # Added #concrete_stairs - All Concrete Stairs items Added #concrete_slabs - All Concrete Slabs items Added #cloneable_maps - Filled Map plus all Explorer Map items and Buried Treasure Maps, used as the input to the map_cloning recipe Added #extendable_maps - maps that can be zoomed out with paper, either in a Crafting Table or at a Cartography Table Resource Pack Version 95.0 # Item Sprites # Removed item/filled_map_markings.png Map Sprites # Added new Map textures: abandoned_camp.png ancient_city.png desert_pyramid.png mineshaft.png warm_ocean_ruins.png The following Icons have been updated in order to show player rotation on the map: /player.png /player_off_limits.png /player_off_map.png Item Models # Tint Sources # Removed minecraft:map_color The minecraft:map_color component it read no longer exists Order-independent Transparency (OIT)-related Shader Changes # Renamed defines:\nOIT_WAVELET_RANK - was previously WAVELET_RANK OIT_COEFF_COUNT - was previously COEFF_COUNT OIT_COEFF_ATTACHMENT_COUNT - was previously COEFF_ATTACHMENT_COUNT Fixed bugs in 26.3 Snapshot 7 # MC-121375 - The Command (⌘) key on macOS is displayed as \u0026ldquo;Win\u0026rdquo; in the key binds screen MC-189953 - The Super key on macOS is displayed as \u0026ldquo;Win\u0026rdquo; in the key binds screen MC-218156 - Shipwrecks and ocean ruins can generate with empty buried treasure maps MC-276079 - Sending a swing packet to the client causes it to send one back to the server MC-302271 - Sniffers stop sniffing after relog MC-302661 - Interacting with something while holding spears plays the spear jab animation MC-302687 - Throwing items out of your inventory while holding spears plays the spear jab animation MC-302705 - Having a spear in the main hand affects the hand animation speed for items held in the off hand MC-304213 - Zombies, husks and drowned hold out the incorrect arm when holding spears MC-304920 - Spears in third person look wrong when the left hand is the main hand MC-309644 - Some textures of geyser plume particles still use inconsistent colors MC-309671 - Shelf mushrooms still use the wrong sounds MC-309679 - Cushions can be used to see through blocks MC-309732 - The straw_bed_head block model is stored in two directories MC-309797 - Cushions can be placed inside full blocks when the player\u0026rsquo;s head intersects them MC-309875 - New translations for the tooltip of the \u0026ldquo;Improved Transparency\u0026rdquo; option are wrongly backported MC-309931 - Placed cushions face inconsistent directions MC-310057 - Pressing the \u0026ldquo;Advancements\u0026rdquo; key bind while its menu was opened from the pause menu closes both menus MC-310062 - Armadillos do not follow players holding spider eyes MC-310094 - The decimal point keypad key is displayed as \u0026ldquo;key.keyboard.99\u0026rdquo; in the key binds menu MC-310105 - The Menu key is displayed as \u0026ldquo;key.keyboard.101\u0026rdquo; in the key binds menu MC-310109 - The keypad plus-or-minus key is still not prefixed with \u0026ldquo;Keypad\u0026rdquo; MC-310110 - The keypad left and right parentheses keys are still not prefixed with \u0026ldquo;Keypad\u0026rdquo; MC-310112 - Using a Nether portal in Spectator mode while spectating an entity teleports the player to the incorrect location MC-310118 - Pressing Windows+D to minimize all windows makes the game no longer visually update with the Vulkan rendering backend MC-310337 - The game log outputs the incorrect minimum format version requiring the pack_format field in pack.mcmeta MC-310358 - The conditions for depthBiasEnable differ between OpenGL and Vulkan MC-310529 - The World Options menu UI breaks when resizing the game window MC-310532 - Trying to lock the difficulty of the world resets the difficulty MC-310536 - The category headers in the World Options screen are formatted inconsistently with other settings screens MC-310550 - Command+W on macOS now closes the window MC-310553 - The campsite_wooded_badlands_4 and campsite_swamp_2 abandoned camp structures contain overlapping cushions MC-310556 - Pressing Alt+F4 closes the game window on kwin_wayland even when the \u0026ldquo;Quit Shortcuts\u0026rdquo; option is disabled MC-310590 - Adding the entity_outline post effect to the player, restarting the game, and entering the same world causes the game to crash MC-310595 - The Option key on macOS is displayed as \u0026ldquo;Alt\u0026rdquo; in the key binds screen MC-310610 - Several abandoned camp structures contain underwater oxidized copper chests that are not waterlogged ","date":"4 August 2026","externalUrl":null,"permalink":"/changelog/26.3/26.3-snapshot-7/","section":"Changelog Übersicht","summary":"","title":"26.3 Snapshot 7 Changelog","type":"changelog"},{"content":" News Minecraft 26.3 Snapshot 6 # It\u0026rsquo;s yet another Tuesday, and it seems that we\u0026rsquo;ve officially run out of quippy snapshot intros until the next delivery. Anyway, here\u0026rsquo;s Snapshot 6, bringing some tweaks and improvements to the Abandoned Camp, a new World Options UI, as well as changing up how terrain is rendered.\nHappy camping!\nChanges # Added a new Abandoned Camp campsite variant for each biome Minor tweaks to Abandoned Camp structures UI # Fixed an issue where Realm owners could not select automatic region preference as their Realm region World Options # The World Options button has been moved to where the Open to Lan button used to be, accessible from the pause menu The World Options screen is divided into two sections: \u0026ldquo;General\u0026rdquo; and \u0026ldquo;Multiplayer\u0026rdquo; The \u0026ldquo;General\u0026rdquo; section contains the same options as the previous World Options screen The \u0026ldquo;Multiplayer\u0026rdquo; section contains three options: LAN: changes the multiplayer scope of the world Command Access: Controls whether players that join your world can use commands or not Port: the port number to use when opening the world to LAN The Online button used to access the Online Options screen will now always be shown in the Options menu Controls # New Quit Shortcuts Option OFF by default Alt + F4 wird ab jetzt Standartmäßig nicht mehr funktionieren! Technical Changes # The Data Pack version is now 113.0\nThe Resource Pack version is now 94.0\nTerrain blocks are now rendered with MultiDrawIndirect on supported devices\nGPU Support Checker\nPeformance Comp\nSnapshot 6 Snapshot 5 Data Pack Version 113.0 # Commands # Changes to PUBLISH # The gamemode argument has been removed Instead, the default game mode of the world should be set using the defaultgamemode command or the Game Mode button in the World Options screen, while player-specific game modes should be set using the gamemode command Data Components # Changed MINECRAFT:COOKING_FUEL # burn_time and speed_multiplier can now additionally be defined by an inline number Changed MINECRAFT:BREWING_FUEL # uses and speed_multiplier can now additionally be defined by an inline number Changed MINECRAFT:COMPOSTABLE # layers can now additionally be defined by an inline number Entity Data # Added invulnerable_time tag which makes a mob temporarily invulnerable for a specific number of ticks Loot Table Types # Changed MINECRAFT:BLOCK_INTERACT # origin is now available in context, as the center of the block being interacted with World Generation # Noises # The format of Noises (defined in the worldgen/noise registry, or inline in noise-based Block State Providers) has been updated.\nNoises define a fractal Brownian motion (fBm) configuration with the following properties:\nProduces output values (approximately) fitting a normal distribution\nUnless otherwise specified, fits the output amplitude to [-1; 1]\nDue to the normal distribution, in practice this means that 99.7% of all samples will fit in that range - but values may still be encountered outside of this range Parameterized by persistence=0.5, lacunarity=2.0\ni.e. between each octave, the amplitude is halved and the frequency doubled Has stable seeding such that an octave can be boosted, muted, or added without affecting the rest of the octaves\nRenamed firstOctave to base_octave\nAdded base_amplitude - non-negative float, a scale factor to apply to the noise output\nIf not specified, defaults to 1.0 Added octave_count - integer between 1 and 32, the number of octaves to sample\nAdded normalize - boolean, or \u0026quot;legacy\u0026quot;, controls how the output amplitude should be normalized\nIf true, base_amplitude is the expected amplitude of the output (i.e. 99.7% of all samples in [-base_amplitude; base_amplitude]) If false, base_amplitude is the amplitude of the first octave If \u0026quot;legacy\u0026quot;, inherits the same normalization behavior as expressed by the previous format This would generally fit to a range smaller than expected If not specified, defaults to true Note: normalization is not affected by the amplitude_modifiers field - as such, modifying the amplitude of a single octave will not affect the amplitude of others Renamed amplitudes to amplitude_modifiers - list of floats, a scaling factor to apply to each octave\nThe number of elements in this list must match octave_count As described above, this scaling factor bypasses normalization and will affect the output amplitude This field is no longer required - if not specified, defaults to all 1.0 Density Functions # Added POW # Raises the given base value to an exponent.\nFormat: object with fields:\nbase - Density Function, the base value exponent - Density Function, the exponent Added SQRT # Computes the square root of the given input.\nFormat: object with fields:\ninput - Density Function, the value for which to compute the square root Added LOG # Computes the natural logarithm of the given input.\nFormat: object with fields:\ninput - Density Function, the value for which to compute the natural logarithm Added SIGN # Computes the sign of the input:\nIf the input is positive, returns 1 If the input is 0, returns 0 If input is negative, returns -1 Format: object with fields:\ninput - Density Function, the value of which to compute the sign Added DISTANCE_TO_POINT # Computes the distance to a fixed point using the specified distance function.\nFormat: object with fields:\npoint - array of 3 integers in form [x, y, z], the point to compute distance to metric - one of: euclidean - i.e. sqrt(dx^2 + dy^2 + dz^2) euclidean_squared - i.e. dx^2 + dy^2 + dz^2 manhattan - i.e. abs(dx) + abs(dy) + abs(dz) chebyshev - i.e. max(abs(dx), abs(dy), abs(dz)) Updated GRADIENT (renamed from Y_CLAMPED_GRADIENT) # Format: object with fields:\naxis - x, y, or z, the axis over which to define this gradient tiling - one of: clamp_to_edge - outside the gradient boundaries, the value at the nearest boundary will be used repeat - the gradient will be repeated outside its boundaries mirrored_repeat - the gradient will be repeated such that odd repetitions are mirrored, ensuring continuity between repetitions from_coordinate - int, the coordinate at which the gradient starts to_coordinate - int, the coordinate at which the gradient ends Must not be equal to from_coordinate from_value - float, the value at which the gradient starts to_value - float, the value at which the gradient ends Added SLICE # Removes a dimension from the input domain by taking a \u0026ldquo;slice\u0026rdquo; along an axis with a specific coordinate. For example, with axis=y and coordinate=0, a slice will be taken along the XZ plane, with all values sampled at y=0.\nFormat: object with fields:\naxis - x, y, or z, the axis to remove coordinate - int, the fixed coordinate to be passed to the input function input - Density Function, the input function Changed END_OUTER_ISLANDS # Renamed from end_islands. No longer computes the density of the main island.\nStructure Pool Elements # Changed MINECRAFT:FEATURE_POOL_ELEMENT # Can now connect to Jigsaw blocks with any target name, instead of just minecraft:bottom Resource Pack Version 94.0 # Shaders \u0026amp; Post-process Effects # terrain.vsh and terrain.fsh shaders are refactored to support multi-draw Some of the members in Globals and DynamicTransforms are shuffled to use less memory for those uniform blocks Introduced new define: RENDERPEARL_EXPLICIT_DEPTH_INVARIANCE - If present, indicates that an OIT shader should explicitly output a depth value because a device it is running on can produce a slightly different implicit value Equipment Assets # The trim_palette_replacements field has been replaced with trim_overrides. This can be used to swap out the texture or palette used with specific trim materials or patterns for a given equipment asset, not just swap specific palettes.\nFormat: list of override entries with fields: when - object with fields, the material and/or pattern to match material - optional Trim Material ID, the material to match (if specified) pattern - optional Trim Pattern ID, the pattern to match (if specified) Note: this is not the palette ID, as trim_palette_replacements used to be! At least one of material or pattern must be specified If both are specified, both must match for the entry to be used texture - optional trim pattern asset ID, a replacement texture to use if this entry matches Textures are specified in the same format as asset_id If not specified, the default texture for the pattern will be used palette - optional palette ID, a replacement palette to use if this entry matches If not specified, no palette remapping will be applied to the texture The first matching entry will always be selected At least one of texture or palette must be defined Fixed bugs in 26.3 Snapshot 6 # MC-299582 - Special crafting recipes behave differently than other recipe types with /recipe and the limited_crafting game rule MC-304195 - The arm overlay textures of parched have unused pixels not used by the model MC-307206 - Std140Builder incorrectly pads vec3s and ivec3s MC-307996 - The game cannot use hardware acceleration on devices lacking the fillModeNonSolid Vulkan feature MC-308694 - Using /defaultgamemode changes everyone\u0026rsquo;s game mode to the one set in \u0026ldquo;Settings for Other Players\u0026rdquo; in LAN worlds MC-308699 - Switching the host\u0026rsquo;s game mode causes new LAN players to ignore the forced game mode MC-308749 - Exiting and rejoining the same LAN session resets your game mode MC-309720 - The texture of straw beds has missing and extra pixels MC-309958 - Off-by-one error in SynchedEntityData.Builder#define MC-310088 - The taskbar icon displays the Java logo instead of the game\u0026rsquo;s logo MC-310099 - The game freezes if the head part of straw beds has a different facing than the foot part MC-310101 - Command+W now closes the game on macOS MC-310122 - Traversing the pie chart with keys does not work correctly MC-310132 - Armor trim textures can no longer be overridden MC-310134 - The \u0026ldquo;Exclusive Fullscreen\u0026rdquo; button and \u0026ldquo;Exclusive Fullscreen Mode\u0026rdquo; slider are still present and enabled on macOS MC-310136 - Player skin rendering is messed up when the \u0026ldquo;Improved Transparency\u0026rdquo; setting is enabled MC-310143 - IME candidates are invisible in fullscreen mode even when the \u0026ldquo;Exclusive Fullscreen\u0026rdquo; option is disabled MC-310155 - After entering macOS fullscreen by clicking the \u0026ldquo;Fullscreen\u0026rdquo; button in the Video Settings menu, you cannot reveal the menu bar or dock by navigating to the edge of the screen MC-310168 - When editing a glowing sign, the glow on the placed sign temporarily disappears MC-310195 - Control+Left click no longer counts as a right click on macOS MC-310213 - On-screen keyboard handling is inconsistent MC-310228 - The game freezes when a player destroys a bed at the exact same moment a villager sleeps in it MC-310235 - The game crashes when a piston pushes a water cauldron with the \u0026ldquo;Improved Transparency\u0026rdquo; option enabled MC-310241 - Brewing recipes show up in the command suggestions for /recipe, but cannot be granted or revoked MC-310281 - Using keyboard shortcuts to navigate tabs within UIs doesn\u0026rsquo;t work correctly MC-310311 - Item modifiers that reference themselves crash the game when invoked MC-310313 - Predicates that reference themselves crash the game when invoked MC-310314 - Number providers that reference themselves crash the game when invoked MC-310315 - Slot sources that reference themselves crash the game when invoked MC-310319 - The game crashes when the spider post effect is applied MC-310321 - The creeper post effect is ineffective MC-310357 - The OpenGL rendering backend passes 3 to GL_UNPACK_ALIGNMENT, which is invalid MC-310359 - mipLevel is not respected when copyTextureToTexture is used MC-310360 - clearColorTexture and clearDepthTexture clear all mipmaps with the Vulkan rendering backend, unlike with the OpenGL one MC-310382 - The game crashes when applying a resource pack with a shader that uses #include with uppercase characters in the path MC-310383 - The per-target blend state diverges between the OpenGL and Vulkan rendering backends MC-310388 - The caves and floating_islands noise settings no longer generate as intended MC-310455 - copyTextureToBuffer produces padded rows with the OpenGL rendering backend but tightly-packed rows with the Vulkan one ","date":"28 July 2026","externalUrl":null,"permalink":"/changelog/26.3/26.3-snapshot-6/","section":"Changelog Übersicht","summary":"","title":"26.3 Snapshot 6 Changelog","type":"changelog"},{"content":" News Minecraft 26.3 Snapshot 5 # A Minecraft Java Snapshot\nHappy Snapshot day! Today we are shipping the 5th snapshot of 26.3 with a fresh batch of updates and improvements.\nHappy mining!\nTechnical Changes # The Data Pack version is now 112.0 The Resource Pack version is now 92.0 Data Pack Version 112.0 # Codec for element lists/tags now allows mixing inline values and references For example, item modifiers like [{type:set_count, ...}, \u0026quot;minecraft:some_modifier\u0026quot;] are now allowed World Generation # Features # Changed MINECRAFT:SCULK_PATCH # Removed extra_rare_growths and catalyst_chance fields Resource Pack Version 92.0 # Shaders \u0026amp; Post-process Effects # Order-independent Transparency (OIT)-related Shader Changes # The B3D_IS_ZERO_TO_ONE define has been renamed to RENDERPEARL_IS_ZERO_TO_ONE Shader Compilation Changes # Shaders are now compiled by ShaderC when using OpenGL as well, identically to when using Vulkan Shader includes are now handled by ShaderC using #include instead of #moj_import Shader inputs and outputs must have a location specified in shader source Vertex input names must still match expected names. Vertex outputs are matched to fragment inputs solely by location, name is now ignored. Introduced new define RENDERPEARL_INSTANCE_INDEX_INCLUDES_BASE_INSTANCE - A boolean indicating if gl_InstanceIndex follows Vulkan or OpenGL (gl_InstanceID) semantics Developer's Note: Vertex inputs in previous versions using OpenGL were not allowed to specify a location. Compatability can be preserved by only specifying locations when the \"VULKAN\" macro is defined. Developer's Note: Vertex outputs and fragment inputs in previous versions were matched based on name alone. Compatability can be preserved by continuing to use identical names. Fixed bugs in 26.3 Snapshot 5 # MC-5269 - Updating a server\u0026rsquo;s address in the multiplayer menu does not update its status MC-278771 - The incorrect command context is used when providing suggestions for redirected commands MC-293755 - The ender dragon\u0026rsquo;s neck and tail disconnect from its body when it turns MC-306628 - TNT minecarts don\u0026rsquo;t delete piercing arrows MC-307918 - Sculk patches can cause errors in the log during world generation MC-308344 - Validation error when compiling shaders containing in/out array or matrix variables with the Vulkan rendering backend MC-308406 - Item models are shown incorrectly in the smithing table menu\u0026rsquo;s armor stand MC-308647 - The resource packs screen can cache font glyphs incorrectly after toggling the \u0026ldquo;Font Settings\u0026rdquo; option MC-309250 - Naturally generated decorated pots don\u0026rsquo;t drop bricks when broken with tools MC-309298 - Sending chat messages while having the \u0026ldquo;Chat Delay\u0026rdquo; option set to a nonzero value can sometimes kick you from the game MC-309500 - Crafting decorated pots without sherds using the recipe book creates a pot that doesn\u0026rsquo;t drop bricks when broken with a tool MC-309565 - Block outlines are rendered behind translucent elements if the \u0026ldquo;High Contrast Block Outlines\u0026rdquo; option is enabled MC-309566 - Block outlines are rendered behind translucent elements if the \u0026ldquo;Improved Transparency\u0026rdquo; option is disabled MC-309743 - The attacking animation of drowned is incorrect MC-310041 - Under specific conditions, chunk loading frequently fails MC-310096 - Invalid item modifiers crash the game MC-310098 - Trying to mix item modifier references and inline values in a list prevents the pack from loading MC-310125 - Blaze powder in brewing stands uses the cooking/speed_default number provider instead of brewing/speed_default MC-310133 - Gurgles do not aim their tridents correctly MC-310135 - The server crashes when requesting command suggestions for /attribute referenced from /execute MC-310149 - Glass flickers when looking at it closely with the Vulkan rendering backend and the \u0026ldquo;Improved Transparency\u0026rdquo; option enabled MC-310163 - The game crashes when entering exclusive fullscreen on Wayland ","date":"21 July 2026","externalUrl":null,"permalink":"/changelog/26.3/26.3-snapshot-5/","section":"Changelog Übersicht","summary":"","title":"26.3 Snapshot 5 Changelog","type":"changelog"},{"content":" News Snapshot Datapack: Download Snapshot Resourcepack: Download Minecraft 26.3 Snapshot 4 # Happy Snapshot Tues\u0026hellip; Thursday? Yes, you read that right! As we\u0026rsquo;ve entered peak vacation season here in Sweden, snapshots might not come out on their usual schedule.\nIn today\u0026rsquo;s snapshot we have switched the library used for window management, input and platform integration from GLFW to SDL3.\nWe have also added new item components for custom furnace fuels, as well as several technical changes for signs, world generation and loot tables.\nHappy mining!\nKnown Issues # Exclusive fullscreen mode on Windows may cause the game to crash in certain situations, especially when using multiple monitors Entering Exclusive fullscreen mode crashes the game on Wayland New Features # Players in spectator mode can now interact with portals to teleport\nChanges # Minor Tweaks to Blocks, Items and Entities # Armadillos no longer try to roll up when submerged in liquids UI # Removed the Raw Input mouse setting Mouse input now always uses relative mouse mode while playing in-game Key bindings now use physical keys instead of keyboard-layout-specific key codes Borderless Fullscreen is now the default fullscreen mode Und endlich ist es wirklich Borderless Fullscreen und nicht die kaputte Scheiße, die sie vorher hatten! Switching between Borderless and Exclusive Fullscreen no longer requires restarting the game Exclusive fullscreen mode on macOS is no longer supported The minimum window size is now 320 by 240 pixels On macOS, holding a key while entering text now displays the native accent and candidate popup On Linux systems, the game will now use and prefer Wayland natively if available Debug Overlay # The debug overlay now supports a separate GUI scale than the rest of the game\nThis is customizable through the Debug Options screen, F3 + F6\nThe default scale is \u0026ldquo;Auto\u0026rdquo;, which tries to stay at a higher resolution than normal\nAnother option is \u0026ldquo;Unchanged\u0026rdquo;, which matches your regular GUI scale\nThe rest of the options work the same as in the normal \u0026ldquo;GUI Scale\u0026rdquo;, controlling the scale directly\nAdded a \u0026ldquo;player_speed\u0026rdquo; debug entry that displays the speed of the player in blocks per tick.\nThe debug overlay now shows the display refresh rate\nCreative Inventory # Reordered mineral item and block ordering to have non-tiered ingredients up first, then tiered ingredients that craft into equipment last Ingredients Non-tiered minerals Unrefined tiered minerals Refined tiered minerals Nuggets Ingots Building Blocks Non-tiered mineral blocks and variants Refined tiered mineral blocks and variants Copper block family Copper Blocks continue to be pushed to the end of the order in Building Blocks since they have a large list of content Improved ordering of Natural Blocks tab so that all inner ordering of group content sequentially progresses from Overworld -\u0026gt; Nether -\u0026gt; End to stay consistent with other tabs Technical Changes # The Data Pack version is now 111.0 The Resource Pack version is now 92.0 Loot table types that have a dedicated registry now support registry element and tag references This means that the majority of fields of such types that previously accepted single elements will now accept either a namespaced ID or an inline value, while fields that previously accepted lists can now accept an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID Affected types: minecraft:advancement minecraft:item_modifier minecraft:loot_table minecraft:number_provider minecraft:predicate minecraft:recipe minecraft:slot_source Existing reference types for predicates, item modifiers and slot sources are now obsolete and have been removed Windowing and Input Backend # Minecraft now uses SDL3 instead of GLFW for window management, input and platform integration Keyboard input now uses SDL scancodes for physical key positions and SDL keycodes for layout-dependent text editing shortcuts Data Pack Version 111.0 # Signs no longer automatically execute click events in custom text Commands # Changes to SPREADPLAYERS # Whether a block is safe to spread a player to is now controlled by the #entities_can_teleport_to block tag Environment Attributes # Added minecraft:gameplay/natural_mob_spawns # Defines mob spawns in an Environment Attribute Source During worldgen placement, only Dimensions and Biomes will apply this Environment Attribute Format: object with fields: spawns_by_category - map of spawn category to weighted list of spawn data Spawn data format: object with fields: type - entity type, the entity to spawn count - int provider, amount to spawn spawn_costs - map of entity type to object with fields: energy_budget - float, energy change allowed per spawn charge - float, how much existing mobs will attract or repulse other charged mobs Available attribute modifiers: overlay For each mob category, overrides the lower layer\u0026rsquo;s spawn settings with the higher layer\u0026rsquo;s, unless the category is not included Merges each layer\u0026rsquo;s spawn costs together, overriding the lower layer\u0026rsquo;s spawn costs with the higher layer\u0026rsquo;s if both define the same entity type Default: Empty Added MINECRAFT:GAMEPLAY/CREATURE_WORLD_GEN_SPAWN_PROBABILITY # Sets the probability to run an iteration in which mobs defined to spawn in the creature mob category will spawn during world generation Only Dimensions and Biomes will apply this Environment Attribute Format: float with range [0,1) Default: 0.1 Changed MINECRAFT:VISUAL/AMBIENT_PARTICLES # Now supports interpolation between Timeline keyframes (probabilities will be crossfaded) Introduced support for new modifier: append Unlike override which totally replaces the particle list, this modifier concatenates all elements with the layers below Data Components # Added MINECRAFT:COOKING_FUEL # Describes an item that can be used as fuel for a Furnace, Smoker or Blast Furnace\nFormat: object with fields\nburn_time - namespaced ID pointing to an element of minecraft:number_provider registry representing the time, in ticks, for which this fuel will burn speed_multiplier - namespaced ID pointing to an element of minecraft:number_provider registry representing the speed of the cooking/smelting Examples:\nMulti Block Furnace Furnace Faster in the Nether Added MINECRAFT:BREWING_FUEL # Describes an item that can be used as fuel for a Brewing Stand\nFormat: object with fields\nuses - namespaced ID pointing to an element of minecraft:number_provider registry representing the number of times this fuel will brew before being consumed speed_multiplier - namespaced ID pointing to an element of minecraft:number_provider registry representing the speed of the brewing Note: the #brewing_fuel item tag has been removed and will no longer function to register new brewing fuels\nExamples:\nFaster Brewing when Beacon under Brewing Stand Added MINECRAFT:SIGN_TEXT_FRONT and MINECRAFT:SIGN_TEXT_BACK # Two identical components that represent text in front and back of a sign\nContents will be displayed in item tooltip\nThe format is the same as front_text and back_text fields on minecraft:sign and minecraft:hanging_sign block entities, i.e.\nmessages - a list of text components filtered_messages - an optional list of text components, if omitted, it will be set to the same value as messages messages and filtered_messages must have same entry count color - optional dye color, default: black has_glowing_text - optional boolean, default: false Added MINECRAFT:WAXED # A marker for blocks with contents that are waxed No fields Added MINECRAFT:CUSHION/COLOR # Applied to Cushion entities when they get placed using an item Format: one of 16 dye colors /give @s green_cushion[minecraft:cushion/color=blue] Added MINECRAFT:VILLAGER_FOOD # Represents items that Villagers can eat. Villagers will pick up items with this component in addition to items in the #villager_picks_up tag.\nFormat: object with fields nutrition - positive integer, how much hunger the item satiates in the Villager once eaten /give @s nether_star[minecraft:villager_food={nutrition:200}] Added MINECRAFT:MOB_VISIBILITY # Represents the visibility percentage provided by an item with the appropriate minecraft:equippable component, modifying the range at which mobs are able to detect an entity\nFormat: object with fields targeting_entity_types - an entity ID, a list of namespaced entity IDs, or a hash-prefixed entity tag to match visibility - float (between 0.0 and 10.0), with 0.0 reducing the range at which mobs detects the entity to 2 blocks while 10.0 increases the detection range tenfold While multiple items with this component stack, the maximum vision will still never exceed 10.0 /give @s minecraft:leather_helmet[minecraft:mob_visibility={\"visibility\":0.0,\"targeting_entity_types\":husk}] Block Entity Data # Changed MINECRAFT:SIGN and MINECRAFT:HANGING_SIGN # By default, commands and other click events contained in Sign text are no longer executed when the block is clicked Additionally, text components on newly placed Signs are no longer resolved by default New boolean field called allow_op_features (defaults to false) has been added to restore previous behavior Placed Signs and items with the minecraft:block_entity_data component containing Sign data stored in worlds saved before this version will have allow_op_features set to true Any newly created Sign will need to have that field set explicitly Changed the rules for opening the Sign edit screen after a block is placed: Previously, the screen would open unless minecraft:block_entity_data was applied successfully Now, the screen will open only if it could be opened normally by clicking the block (i.e. it\u0026rsquo;s not waxed and only has editable text on the front side) Signs will now accept and return the minecraft:sign_text_front, minecraft:sign_text_back and minecraft:waxed components Changed MINECRAFT:BREWING_STAND # The following fields are now stored as integers rather than shorts:\nChanged the BrewTime field from a short to an integer, this is the amount of time that the current brewing process has taken so far Changed the Fuel field from a byte to an integer, this is the amount of fuel remaining The following new fields have been added:\nAdded the total_brew_time integer field, this is the total amount of time the current brewing process will take Added the total_fuel integer field, this represents the amount of fuel that was added in the last refuel Added the speed_multiplier float field, this will be used to speed up or slow down the next brewing process Changed MINECRAFT:FURNACE, MINECRAFT:SMOKER and MINECRAFT:BLAST_FURNACE # The following fields are now stored as integers rather than shorts:\nChanged the cooking_time_spent field from a short to an integer, this is the amount of time that the current cooking process has taken so far Changed the cooking_total_time field from a short to an integer, this is the total amount of time the current cooking process will take Changed the lit_time_remaining field from a short to an integer, this is the amount of burn time remaining Changed the lit_total_time field from a short to an integer, this is the total amount of burn time that was added in the last refuel The following new fields have been added:\nAdded the speed_multiplier float field, this will be used to speed up or slow down the next brewing process Advancements # Rewards # The loot sub-field in the rewards field now accepts an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:loot_table type Triggers # Multiple fields that accepted a list of loot conditions are now stricter: Previous functionality of a list of conditions was equivalent to a single minecraft:all_of condition has been removed Additionally, type field is mandatory (previously it defaulted to minecraft:entity_properties) Some fields that previously accepted only inline loot conditions now also accept a namespaced ID of a minecraft:predicate The player field, available on all triggers except minecraft:impossible, now accepts an inline value or a namespaced ID of a minecraft:predicate type To avoid duplication, this field is not mentioned in entries below Changed MINECRAFT:ANY_BLOCK_USE trigger # The location field now accepts an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:BEE_NEST_DESTROYED # The block field has been renamed to blocks and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:block type Added field state that matches block state properties (same format as minecraft:enter_block) Changed MINECRAFT:BRED_ANIMALS trigger # child, parent, and partner fields now accept an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:BREWED_POTION trigger # The potion field now accepts minecraft:potion_contents data component predicate Changed MINECRAFT:CURED_ZOMBIE_VILLAGER trigger # villager and zombie fields now accept an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:DEFAULT_BLOCK_USE trigger # The location field now accepts an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:EFFECTS_CHANGED trigger # The source field now accepts an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:ENTER_BLOCK # The block field has been renamed to blocks and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:block type Changed MINECRAFT:FALL_AFTER_EXPLOSION trigger # The cause field now accepts an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:FISHING_ROD_HOOKED trigger # The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:PLACED_BLOCK trigger # The location field now accepts an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:ITEM_USED_ON_BLOCK trigger # The location field now accepts an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:ALLAY_DROP_ITEM_ON_BLOCK trigger # The location field now accepts an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:PLAYER_KILLED_ENTITY trigger # The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type The killing_blow.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type Changed MINECRAFT:ENTITY_KILLED_PLAYER trigger # The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type The killing_blow.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type Changed MINECRAFT:KILL_MOB_NEAR_SCULK_CATALYST trigger # The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type The killing_blow.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type Changed MINECRAFT:LIGHTNING_STRIKE trigger # bystander and lightning fields now accept an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:PLAYER_GENERATES_CONTAINER_LOOT trigger # The loot_table field has been renamed to loot_tables and now accepts a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:loot_table type If a tag or a list is used, trigger will run when any listed loot table is generated Changed MINECRAFT:THROWN_ITEM_PICKED_UP_BY_PLAYER trigger # The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:THROWN_ITEM_PICKED_UP_BY_ENTITY trigger # The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:PLAYER_HURT_ENTITY trigger # The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type The damage.type.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type Changed MINECRAFT:ENTITY_HURT_PLAYER trigger # The damage.type.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type Changed MINECRAFT:PLAYER_INTERACTED_WITH_ENTITY trigger # The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:PLAYER_SHEARED_EQUIPMENT trigger # The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:CRAFTER_RECIPE_CRAFTED trigger # The recipe_id field has been renamed to recipes and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:recipe type If a tag or a list is used, trigger will run when any listed recipe is used Changed MINECRAFT:RECIPE_CRAFTED trigger # The recipe_id field has been renamed to recipes and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:recipe type If a tag or a list is used, trigger will run when any listed recipe is used Changed MINECRAFT:RECIPE_UNLOCKED trigger # The recipe field has been renamed to recipes and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:recipe type If a tag or a list is used, trigger will run when any listed recipe is unlocked Changed MINECRAFT:SLIDE_DOWN_BLOCK # The block field has been renamed to blocks and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:block type Changed MINECRAFT:SUMMONED_ENTITY trigger # The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:TAME_ANIMAL trigger # The entity field now accepts an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:TARGET_HIT trigger # The projectile field now accepts an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:VILLAGER_TRADE trigger # The villager field now accepts an inline value or a namespaced ID of a minecraft:predicate type Slot Sources # Changed MINECRAFT:GROUP # The terms field now accepts an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:slot_source type Inline format of minecraft:group (previously only a list of inline slot source) can now also accept a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:slot_source type This format is now available consistenly available for all fields of slot source Changed MINECRAFT:FILTERED # The slot_source field now accepts an inline value or a namespaced ID of a minecraft:slot_source type Changed MINECRAFT:CONTENTS # The slot_source field now accepts an inline value or a namespaced ID of a minecraft:slot_source type Changed MINECRAFT:LIMIT_SLOTS # The slot_source field now accepts an inline value or a namespaced ID of a minecraft:slot_source type Removed MINECRAFT:REFERENCE # This slot source has become obsolete, as any field that takes slot source now accepts (among other fields) a namespaced ID of a minecraft:slot_source type Loot Tables # The rolls and bonus_rolls fields now accept an inline value or a namespaced ID of a minecraft:number_provider type Loot Table Types # Added MINECRAFT:CONTAINER_PROCESS loot table type # Currently used to evaluate cooking and brewing fuel values It takes the following parameters: container, the container or inventory being evaluated block_entity, the block entity being fueled block_state, the current state of the block being fueled origin, the location of the block being fueled Changed MINECRAFT:ADVANCEMENT_LOCATION # Block entities are now available in context and can be matched by conditions like minecraft:match_block Loot Pool Entries # The conditions field in loot pool entries has been renamed to condition and now accepts an inline value or a namespaced ID of a minecraft:predicate type The functions field in loot pool entries has been renamed to modifier and now accepts an inline value (including list as a short form of minecraft:sequence) or a namespaced ID of a minecraft:item_modifier type This field is now present on all loot entries, including previously omitted minecraft:alternatives, minecraft:sequence and minecraft:group Changed MINECRAFT:TAG loot pool entry # The name field has been renamed to items and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:item type Changed MINECRAFT:LOOT_TABLE loot pool entry # The value field now accepts a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:loot_table type Added expand field, working the same as in minecraft:tag pool entry: if true, each entry inside tag will be added to outer pool, with weights equal to weight of this entry if false, this pool entry will operate as a single entry in outer pool. If this entry gets selected, it will return all items from all referenced loot tables Loot Functions # The conditions field is now available in all loot functions and has been renamed to condition It now also accepts an inline value or a namespaced ID, but no longer an inline list of conditions Functionality of old condition list format can be achieved by explicitly using minecraft:all_of loot condition type The function field (describing function type) has been renamed to type Changed MINECRAFT:SEQUENCE # The functions field now accepts an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:item_modifier type Added optional condition field which accepts an inline value or a namespaced ID of a minecraft:predicate type Inline format of minecraft:sequence (previously only a list of inline functions) can now also accept a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:item_modifier type This format is now consistenly available for all fields of loot function type, which means that every such field can accept an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:item_modifier type Changed MINECRAFT:MODIFY_CONTENTS # The modifier field now accepts an inline value or a namespaced ID of a minecraft:item_modifier type Changed MINECRAFT:SET_ATTRIBUTES # Number providers in amount sub-fields of modifiers list now accept an inline value or a namespaced ID of a minecraft:number_provider type Changed MINECRAFT:ENCHANTED_COUNT_INCREASE # The count field now accepts an inline value or a namespaced ID of a minecraft:number_provider type Changed MINECRAFT:ENCHANT_WITH_LEVELS # The levels field now accepts an inline value or a namespaced ID of a minecraft:number_provider type Changed MINECRAFT:SET_CUSTOM_MODEL_DATA # Elements in floats and colors lists can now be an inline value or a namespaced ID of a minecraft:number_provider type Changed MINECRAFT:SET_ENCHANTMENTS # Values in enchantments map can now be an inline value or a namespaced ID of a minecraft:number_provider type Changed MINECRAFT:SET_COUNT # The count field now accepts an inline value or a namespaced ID of a minecraft:number_provider type Changed MINECRAFT:LIMIT_COUNT # The min and max fields inside limit structure now accept an inline value or a namespaced ID of a minecraft:number_provider type Changed MINECRAFT:SET_DAMAGE # The count field now accepts an inline value or a namespaced ID of a minecraft:number_provider type Changed MINECRAFT:SET_OMINOUS_BOTTLE_AMPLIFIER # The amplifier field now accepts an inline value or a namespaced ID of a minecraft:number_provider type Changed MINECRAFT:SET_RANDOM_DYES # The number_of_dyes field now accepts an inline value or a namespaced ID of a minecraft:number_provider type Changed MINECRAFT:SET_STEW_EFFECT # The duration field in elements of effects list now accepts an inline value or a namespaced ID of a minecraft:number_provider type Changed MINECRAFT:SET_LOOT_TABLE # The name field has been renamed to tag Changed MINECRAFT:EXPLORATION_MAP # The destination field is no longer optional and now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:structure type Removed MINECRAFT:REFERENCE # This function has become obsolete, as any field that takes a function now accepts (among other things) a namespaced ID to other functions Predicates # The condition field (describing predicate type) has been renamed to type Changed MINECRAFT:ALL_OF # The terms field now accepts an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:predicate type Note: values of this type can no longer be shortened to a single list, a full object with type minecraft:all_of needs to be used explicitly Changed MINECRAFT:ANY_OF # The terms field now accepts an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:predicate type Changed MINECRAFT:INVERTED # The term field now accepts an inline value or a namespaced ID of a minecraft:predicate type Changed MINECRAFT:RANDOM_CHANCE # The chance field now accepts an inline value or a namespaced ID of a minecraft:number_provider type Changed MINECRAFT:VALUE_CHECK # The value field now accepts an inline value or a namespaced ID of a minecraft:number_provider type The min and max fields inside range structure now accept an inline value or a namespaced ID of a minecraft:number_provider type Changed MINECRAFT:TIME_CHECK # The min and max fields inside value structure now accept an inline value or a namespaced ID of a minecraft:number_provider type Changed MINECRAFT:ENTITY_SCORES # The min and max fields inside values of scores map now accept an inline value or a namespaced ID of a minecraft:number_provider type Changed MINECRAFT:DAMAGE_SOURCE_PROPERTIES # The predicate.tags.id field now accepts a single namespaced ID, a list of namespaced IDs, or a hash-prefixed tag ID of a minecraft:damage_type type Removed MINECRAFT:REFERENCE # This condition has become obsolete, as any field that takes a loot condition now accepts (among other things) a namespaced ID to other conditions Added vanilla predicates # minecraft:block/fast_cooking Added MINECRAFT:MATCH_BLOCK condition type # Matches block state and optionally block entity data and components (if present)\nFields (same as elements of minecraft:can_place_on components):\nblocks - optional block id, list of namespaced block IDs, or hash-prefixed block tag to match state: optional map of block state property keys to values to match nbt: optional block entity NBT to match match will fail if this field is present, but block entity is not available in context components - optional map of exact components to match match will fail if this field is present, but block entity is not available in context predicates - optional map of component predicates to match match will fail if this field is present, but block entity is not available in context Removed MINECRAFT:BLOCK_STATE_PROPERTY condition type # This has been fully replaced by minecraft:match_block Number Providers # The type field always needs to be specified explicitly when using an inline number provider (it was previously defaulting to minecraft:uniform) Added vanilla number providers # minecraft:cooking/time_bamboo Returns the burn time in ticks for bamboo and scaffolding minecraft:cooking/time_blaze_rod Returns the burn time in ticks for blaze rods minecraft:cooking/time_boats Returns the burn time in ticks for boats minecraft:cooking/time_coal Returns the burn time in ticks for coal minecraft:cooking/time_coal_block Returns the burn time in ticks for coal blocks minecraft:cooking/time_dried_kelp_block Returns the burn time in ticks for dried kelp blocks minecraft:cooking/time_dry_plants Returns the burn time in ticks for various dry plants minecraft:cooking/time_hanging_signs Returns the burn time in ticks for hanging signs minecraft:cooking/time_lava_bucket Returns the burn time in tickss for lava buckets minecraft:cooking/time_roots Returns the burn time in ticks for mangrove roots minecraft:cooking/time_wood_blocks Returns the burn time in ticks for wood blocks minecraft:cooking/time_wood_items_extra_small Returns the burn time in ticks for very small wood items such as buttons minecraft:cooking/time_wood_items_large Returns the burn time in ticks for large wood items such as doors minecraft:cooking/time_wood_items_small Returns the burn time in ticks for small wood items such as bows minecraft:cooking/time_wood_slabs Returns the burn time in ticks for wood slabs minecraft:cooking/time_wool Returns the burn time in ticks for most wool blocks minecraft:cooking/time_wool_carpets Returns the burn time in ticks for wool carpets minecraft:cooking/time_wool_slabs Returns the burn time in ticks for wool slabs and cushions minecraft:cooking/speed_default Returns the default speed multiplier for cooking fuel minecraft:brewing/speed_default Returns the default speed multiplier for brewing fuel minecraft:brewing/uses_default Returns the default number of brews provided by brewing fuel Changed MINECRAFT:NUMBER_DISPATCHER # Fields: cases - a list of cases in the order that the dispatcher will try to execute them Fields: condition - an inline value or a namespaced ID of a minecraft:predicate type number_provider - an inline value or a namespaced ID of a minecraft:number_provider type which is executed if the condition is fulfilled default - an optional inline value or a namespaced ID of a minecraft:number_provider type Defaults to a constant 0 if omitted Changed MINECRAFT:CONDITIONAL_VALUE # Fields: conditions - an inline value or a namespaced ID of a minecraft:predicate type on_true - an inline value or a namespaced ID of a minecraft:number_provider type which is executed if its condition is fulfilled on_false - an optional inline value or a namespaced ID of a minecraft:number_provider type Defaults to a constant 0 if omitted Changed MINECRAFT:WEIGHTED_LIST # Fields: distribution - a list of objects with the following fields Fields: data - an inline value or a namespaced ID of a minecraft:number_provider type weight - a positive integer Changed MINECRAFT:UNIFORM # The min and max fields now accept an inline value or a namespaced ID of a minecraft:number_provider type Changed minecraft:binomial # The n and p fields now accept an inline value or a namespaced ID of a minecraft:number_provider type Changed MINECRAFT:SUM # The summands field now accepts an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:number_provider type Recipes # Smoker and Blast Furnace Recipes # The recipes for Smokers and Blast Furnaces now use the same cooking time in their data definition as their Furnace counterparts.\nThe cooking time speedup is now done through the minecraft:cooking/speed_default Number Provider used by the furnace fuel components.\nWorld Generation # Biomes # Removed the spawners, spawn_costs, and creature_spawn_probability fields These values have been moved to the new Environment Attributes Features # Removed feature types: minecraft:nether_forest_vegetation minecraft:twisting_vines minecraft:weeping_vines Noise Settings # The final_density field no longer has the beardifier Density Function implicitly added to the final result The aquifers_enabled field has been replaced by an optional aquifers object: If not present, no aquifers will be generated Fields: barrier - Density Function, moved from noise_router.barrier fluid_level_floodedness - Density Function, moved from noise_router.fluid_level_floodedness fluid_level_spread - Density Function, moved from noise_router.fluid_level_spread lava - Density Function, moved from noise_router.lava surface_level - Density Function, duplicated from noise_router.preliminary_surface_level exclusion - Density Function, any aquifer cell where this value is positive will have no fluid The ore_veins_enabled field has been replaced by an optional list of ore_veins objects: If not present, no ore veins will be generated Fields: ore_block - Block State, the ore block to place raw_ore_block - Block State, the raw ore block to place filler_block - Block State, the filler block to place raw_ore_chance - float between 0 and 1, the probability for a raw_ore_block to be placed instead of an ore_block density - Density Function, the probability between 0 and 1 for the ore vein to replace a block If 0 or lower, no block will be replaced richness - Density Function, the probability between 0 and 1 for ore_block or raw_ore_block to be placed (as opposed to filler_block) If 0 or lower, all blocks will be filler_block If 1 or greater, no blocks will be filler_block filler_gap - Density Function, acts as an override to richness: if positive, filler_block will always be placed The following fields from noise_router have been moved: barrier, fluid_level_floodedness, fluid_level_spread, lava - moved into aquifers field vein_toggle, vein_ridged, vein_gap - moved into ore_veins field Density Functions # Updated CONSTANT # argument has been renamed to value Updated ADD, MUL, MIN, and MAX # argument1 has been renamed to left argument2 has been renamed to right Updated ABS, SQUARE, CUBE, HALF_NEGATIVE, QUARTER_NEGATIVE, SQUEEZE, INTERPOLATED, FLAT_CACHE, CACHE_2D, CACHE_ONCE, CACHE_ALL_IN_CELL, and BLEND_DENSITY Density Functions # argument has been renamed to input Updated SHIFT_A, SHIFT_B, and SHIFT # argument has been renamed to noise Added SUB # Performs subtraction between two arguments. Format: object with fields:\nleft - Density Function, the left-hand side of the operation right - Density Function, the right-hand side of the operation Added DIV # Performs division between two arguments. Format: object with fields:\nleft - Density Function, the left-hand side of the operation right - Density Function, the right-hand side of the operation Updated RECIPROCAL # Renamed from invert Added NEGATE # Negates the input. Format: object with fields:\ninput - Density Function, the function to negate Added LERP # Performs (unclamped) linear interpolation between two arguments based on an alpha. Format: object with fields:\nalpha - Density Function, the interpolation factor (0=first, 1=second) Any value outside of [0; 1] will extrapolate first - Density Function, the value at alpha=0 second - Density Function, the value at alpha=1 Added FLOOR, ROUND, CEIL, and TRUNCATE # Rounds the input value to an integer multiple of a given function in a type-dependent direction:\nfloor: rounds towards negative infinity round: rounds towards the nearest integer (ties round up) ceil: rounds towards positive infinity truncate: rounds towards 0 Format: object with fields:\ninput - Density Function, the input to round multiple - Density Function, the output will be rounded to an integer multiple of this value If not specified, defaults to constant 1 (i.e. rounding to integer) Added BEARDIFIER # Outputs the structure bearding density. Generally summed together with the base terrain density to produce ground below, carve air around, or bury structures.\nFormat: no fields\nVillager Trades # The given_item_modifiers field has been renamed to given_item_modifier Note: unlike other fields of type minecraft:item_modifier this field does not support namespaced element or tag IDs Tags # Block Tags # Added #cushion_uses_collision_shape - Blocks where Cushion placement raycasts against collision shape instead of interaction shape Default entries: all blocks in #cauldrons, plus hopper and composter Item Tags # Removed #brewing_fuel - the brewing_fuel item component is now used to identify brewing fuels Resource Pack Version 92.0 # Shaders \u0026amp; Post-process Effects # Added new shaders to support order-independent transparency: core/oit_depth_bounds_cull.fsh Updated core shaders to support order-independent transparency Introduced new defines: OIT_ALWAYS_WRITE_DEPTH - A boolean indicating that the OIT algorithm should always write depth for the executing pipeline during the depth bounds stage New Core Shaders # core/integrate_depth.fsh was added and is used to integrate the \u0026ldquo;3d hud\u0026rdquo; and always-on-top gizmo depth buffers into the main depth buffer Fixed bugs in 26.3 Snapshot 4 # MC-2157 - Particles emitted from dragon eggs when teleporting do not point in the correct direction MC-46421 - You cannot use nether portals, end portals, and end gateways while in Spectator mode MC-58061 - Endermen can teleport onto signs MC-110989 - /spreadplayers considers signs to be a valid block to be spread onto MC-116286 - /spreadplayers can spread entities on structure void MC-121278 - Keybindings (e.g. Ctrl+A) are being mapped to the US keyboard layout even if you\u0026rsquo;re using another layout MC-133407 - Keybinds switch when upgrading to 1.13 if not using a QWERTY keyboard MC-148541 - /spreadplayers can spread players to seagrass near the surface of the water MC-212671 - Loot table tag entry with \u0026ldquo;expand\u0026rdquo;: true does not apply functions MC-252934 - Placing structures with item frames, paintings, or cushions logs Block-attached entity at invalid position: [BlockPosition] MC-263708 - Keybinds menu renders Keypad keys the same as regular keys MC-266429 - Holding shift on macOS causes hotbar scroll direction to reverse (mouse only) MC-268521 - The game window doesn\u0026rsquo;t have a minimal width and height MC-269968 - Can\u0026rsquo;t scroll while holding shift on macOS (except in the hotbar) (mouse only) MC-299019 - Using a Bed while riding a rideable mob causes the player to sleep either on the ground, or on top of the mob MC-303493 - The entity effect does not apply components of the impulse that would cause the affected entity to hit a solid block when used with a tick or location_changed advancement trigger MC-303789 - Looking directly up with an apply_impulse enchantment entity effect will limit the impulse\u0026rsquo;s effect on the X and Z axes to only apply on one of the two horizontal axes MC-306619 - Cannot jump while sneaking while using a Chinese input method MC-308127 - The \u0026ldquo;Friends Screen\u0026rdquo; key bind overrides debug hotkeys using the same key MC-308222 - Worldgen heightmaps do not persist properly through chunk saving/loading MC-308469 - Hitting the ender dragon\u0026rsquo;s head hitbox no longer causes the ender dragon to take more damage MC-308804 - The input method does not switch to the corresponding CJK mode in the Create New World screen MC-309166 - Block breaking is delayed after hitting an entity in Survival/Adventure mode MC-309394 - The game crashes when trying to render the item texture of a filled map in the world with the \u0026ldquo;Improved Transparency\u0026rdquo; option enabled MC-309474 - Block displays do not display glass blocks when the \u0026ldquo;Improved Transparency\u0026rdquo; setting is enabled MC-309475 - Shelf mushrooms held in the off hand are rotated incorrectly MC-309506 - Blocks z-fight with the world border with the \u0026ldquo;Improved Transparency\u0026rdquo; option enabled MC-309513 - The top texture of stripped poplar logs uses a different color from the middle of the top texture of poplar logs MC-309521 - The texture of poplar hanging signs uses a recolored version of the texture of stripped pale oak instead of stripped poplar MC-309522 - Translucent objects can be seen through glass block elements when the \u0026ldquo;Improved Transparency\u0026rdquo; option is enabled MC-309524 - Drowned that are outside of water continue to aim their trident at players within 3 blocks of them MC-309656 - Cushions can be placed on top of fire MC-309659 - Cushions cannot be placed on the highest edge of a lectern MC-309685 - Sleeping on the head part of a straw bed teleports the player to Y=-Infinity MC-309686 - The game crashes when shooting some projectiles outside the vertical limits of the world MC-309693 - The ender dragon appears to fly backwards until perching MC-309695 - You can place cushions at any height inside cauldrons, composters, and hoppers MC-309697 - The texture of the top half of poplar doors has a miscolored pixel on the hinge MC-309703 - Breaking a cushion causes it to lose its custom name MC-309707 - The texture of straw beds does not align with the texture of hay bales MC-309718 - Mob positions permanently desync after tick sprinting MC-309771 - The main target\u0026rsquo;s depth buffer only contains the player\u0026rsquo;s arm when fetched from post effects MC-309790 - You can sleep while on a cushion MC-309809 - Waxing a sign or a hanging sign doesn\u0026rsquo;t play any sound MC-309832 - Placed cushions do not respect the color tag in the entity_data component of the item used to place them MC-309891 - The chat_restriction.disabled_by_launcher string lacks a period, unlike similar strings MC-309893 - The gamerule.minecraft.fire_spread_radius_around_player.description string lacks a period, unlike similar strings MC-309897 - The gui.report_to_server string is improperly capitalized MC-309898 - The editGamerule.inGame.discardChanges.title string is improperly capitalized MC-309901 - The structure_block.position.x string is improperly capitalized MC-309902 - Some strings contain stray spaces adjacent to line breaks MC-309903 - The \u0026ldquo;Isn\u0026rsquo;t It Iron Pick\u0026rdquo; advancement name is missing a question mark MC-309907 - The word \u0026ldquo;whoosh\u0026rdquo; is mispelled as \u0026ldquo;woosh\u0026rdquo; in the subtitles.block.bubble_column.upwards_inside string MC-309908 - The subtitles.entity.copper_golem.no_item_get string is missing an article before the word \u0026ldquo;item\u0026rdquo; MC-309911 - The words \u0026ldquo;blocks\u0026rdquo; and \u0026ldquo;seconds\u0026rdquo; in the commands.worldborder.set.grow string are always pluralized MC-309914 - The commands.op.failed string has awkward and inconsistent adverb placement, unlike similar strings MC-309915 - The commands.kick.owner.failed string is missing articles before the words \u0026ldquo;server\u0026rdquo; and \u0026ldquo;LAN\u0026rdquo; MC-309916 - Some /stopwatch strings incorrectly capitalize the word \u0026ldquo;Stopwatch\u0026rdquo; mid-sentence, which is inconsistent with other commands MC-309918 - The commands.perf.started string is missing a hyphen between the words \u0026ldquo;10\u0026rdquo; and \u0026ldquo;second\u0026rdquo; and an article before the word \u0026ldquo;10\u0026rdquo; MC-309919 - The mco.errorMessage.6002 string is improperly capitalized MC-309920 - The mco.configure.world.close.question.line1 string is improperly capitalized MC-309921 - The mco.snapshot.subscription.info string uses the \u0026ldquo;to\u0026rdquo; preposition instead of \u0026ldquo;with\u0026rdquo; MC-309922 - The advMode.trackOutput string is improperly capitalized MC-309923 - The gamerule.minecraft.entity_drops.description string is improperly capitalized MC-309924 - The argument.enum.invalid string surrounds the placeholder with double quotes instead of single quotes, unlike every other command MC-309925 - The mount.onboard string is improperly capitalized MC-309926 - The selectWorld.edit.backupSize string is improperly capitalized MC-309927 - The gui.friends.error.unauthorized string lacks a period, unlike similar strings MC-309928 - The multiplayer.confirm_command.signature_required string lacks a period MC-309937 - The argument.pos.outofbounds string ends with a period, unlike similar strings MC-309938 - The quickplay.error.invalid_identifier string is missing an article before the word \u0026ldquo;world\u0026rdquo; MC-309940 - The datapackFailure.safeMode.failed.title string ends with a period, unlike similar title strings MC-309980 - Cushions last longer as fuel than in Bedrock Edition MC-310045 - Opaque particles turn translucent when seen through experience orbs with the \u0026ldquo;Improved Transparency\u0026rdquo; option enabled MC-310075 - The game crashes when placing a bee nest or beehive at the lowest height of the world ","date":"16 July 2026","externalUrl":null,"permalink":"/changelog/26.3/26.3-snapshot-4/","section":"Changelog Übersicht","summary":"","title":"26.3 Snapshot 4 Changelog","type":"changelog"},{"content":" News Snapshot Datapack: Download Snapshot Resourcepack: Download Minecraft 26.3 Snapshot 3 # Tuesday? Pfft. It\u0026rsquo;s snapshot day! Today\u0026rsquo;s snapshot introduces two brand-new features coming to 26.3: perfect for anyone that loves to camp in comfort. The cushion, coming in 16 color variants, finally brings the ability to sit down around a campfire. To go along with it, the straw bed brings the comfort of sleep (without the worry of losing your spawn point) to any adventure!\nIn addition, this snapshot brings many technical improvements: from custom brewing recipes to new ways to create and apply post-processing effects!\nHappy cozy crafting!\nNew Features # Added Cushion Added Straw Bed Added Gothic language support to the game Cushion # White\nLight Gray\nGray\nBlack\nBrown\nRed\nOrange\nYellow\nLime\nGreen\nCyan\nLight Blue\nBlue\nPurple\nMagenta\nPink\nThe Cushion is an item that the player can place in the world and interact with to sit on\nCan be crafted in 16 colored variants\nCushions are crafted using 3 Wool Slabs of the same color\nCushion Placement Rules # A Cushion can be placed on any flat surface Cushions always align horizontally to the grid, but vertically sit on top of the supporting surface Cushions cannot move Cushions break if the supporting block is removed Cushions do not have collision and can overlap with other objects (except other Cushions) All cushion colors on the ground, oak slabs, and oak stairs Pink cushion on all snow layer levels A white cushion on blocks of varying heights More Cushion Build Examples Straw Bed # The Straw Bed is a new type of Bed which can be used to sleep through the night without setting your spawnpoint\nIt can only be used once and will be destroyed after use\nIt cannot be used in the Nether or The End and will be destroyed if you try to sleep on it there\nIt is crafted using 3 Hay Bales and will give you 4 Straw Beds\n4 straw bed icon from Bedrock Edition There\u0026rsquo;s a new statistic in the Statistics window for amount of times slept in a Straw Bed\nAbandoned Camps # Updated Camps to include Straw Beds and Cushions Example: Technical Changes # The Data Pack version is now 110.0 The Resource Pack version is now 91.0 Data Pack Version 110.0 # Commands # Added POSTEFFECT # Allows adding or removing \u0026ldquo;post effects\u0026rdquo; to players These are postprocessing shaders that are applied to the player\u0026rsquo;s screen, after the game has finished normal rendering Post effects exist on the client (in resource packs), not the server – the server cannot know if one will actually apply Post effects themselves were already part of the resource pack format, but only a few hardcoded ones were available to use Developer's Note: This now makes custom shaders fully available to use from resource packs, but please be aware that shaders are still subject to be changed at-will, and the features involved (the command, post effects, or shaders) may be redesigned in the future. Syntax:\n/posteffect add \u0026lt;player\u0026gt; \u0026lt;posteffect\u0026gt; - adds the post effect to the player, if it doesn\u0026rsquo;t already exist /posteffect clear \u0026lt;player\u0026gt; - removes all post effects from the player, if any exist /posteffect list \u0026lt;target\u0026gt; - lists all post effects applied to the player, if any exist /posteffect remove \u0026lt;player\u0026gt; \u0026lt;posteffect\u0026gt; - removes the post effect from the player, if it exists Example しゃもじ/shamoji @mojisha_moji You can create an anime-style explosion with /posteffect!\nYour browser does not support the video tag. Changes to PLACE # The feature sub-command now allows in-line definition of the Feature Environment Attributes # Changed minecraft:gameplay/bed_rule # Field explodes has been renamed to destroy_on_use Added destroy_on_leave - optional boolean, if true, the Bed will be destroyed when leaving it If omitted, defaults to false Added minecraft:gameplay/straw_bed_rule # Same format as minecraft:gameplay/bed_rule, but used for the Straw Bed Data Components # Updated minecraft:block_transformer # Added optional boolean field update_from_neighbors. This controls if the transformed block should update based on neighboring blocks Defaults to true Added minecraft:compostable # Represents the ability to compost an item and how it adds layers to the composter Format: object with fields layers - namespaced ID pointing to an element of the minecraft:number_provider registry Loot Tables # Multiple block loot tables now reference predicates for checking if a tool has Silk Touch and is Shears instead of inlining a copy of those checks Predicates # Added vanilla predicates # New entries added to previously empty minecraft:predicate:\nminecraft:tool/can_silk_touch minecraft:tool/can_shear Potion Predicates # The minecraft:potion_contents Data Component Predicate has been changed to allow matching on specific potion effects.\nThe previous predicate format used a list of potion types, the new format allows for more refined matching.\nThe following fields can be used in any combination, all are optional:\npotions - A list of potion types or a potion tag to match effects - A Collection Predicate of mob_effects predicates to match The Collection Predicate format is as follows: contains - A list of mob_effects predicates to match ´ - A list of options for matching a specific number of mob effect predicates, which follow the same format as minecraft:effects entity sub-predicate` test - The mob_effects predicate to match count - The number of matches required, or with min and max will match a range of counts size - Require the mob effects list to have a specific size, or with min and max will match a range of sizes The mob_effects predicate format is a mapping of effect types to properties of that effect. All fields are optional, only provided fields will be used for matching:\n{ \u0026#34;minecraft: \u0026lt;effect type\u0026gt;\u0026#34;: { \u0026#34;duration\u0026#34;: \u0026lt;integer bounds representing a duration in ticks\u0026gt;, \u0026#34;amplifier\u0026#34;: \u0026lt;integer bounds\u0026gt;, \u0026#34;ambient: true/false, \u0026#34;visible\u0026#34;: true/false } } Here is an example of matching on several different effects and criteria:\n{ \u0026#34;effects\u0026#34;: { \u0026#34;minecraft:jump_boost\u0026#34;: { \u0026#34;duration\u0026#34;: 3600, \u0026#34;amplifier\u0026#34;: 5, \u0026#34;ambient: true, \u0026#34;visible\u0026#34;: true }, \u0026#34;minecraft:speed\u0026#34;: { \u0026#34;duration\u0026#34;: { \u0026#34;min\u0026#34;: 360, \u0026#34;max\u0026#34;: \u0026#34;3600 }, \u0026#34;amplifier: { \u0026#34;min\u0026#34;: 2 } }, \u0026#34;minecraft:resistance\u0026#34;: {} } All criteria are optional.\nNumber Providers # Added a minecraft:number_provider registry Added vanilla number providers # minecraft:compostable/low returns 1 if the minecraft:block_state context parameter is an empty composter, otherwise has a 30% chance of returning 1 minecraft:compostable/low_medium returns 1 if the minecraft:block_state context parameter is an empty composter, otherwise has a 50% chance of returning 1 minecraft:compostable/medium returns 1 if the minecraft:block_state context parameter is an empty composter, otherwise has a 65% chance of returning 1 minecraft:compostable/medium_high returns 1 if the minecraft:block_state context parameter is an empty composter, otherwise has a 85% chance of returning 1 minecraft:compostable/always_add_one always returns 1 Added minecraft:number_dispatcher type # Returns the first case which fulfills its condition or the default if none do Fields: cases - a list of cases in the order that the dispatcher will try to execute them Fields: condition - a minecraft:predicate number_provider - a minecraft:number_provider which is executed if the condition is fulfilled default - an optional minecraft:number_provider Defaults to a constant 0 if omitted Added minecraft:conditional_value type # Returns the value from on_true if its condition or on_false if not Fields: conditions - a minecraft:predicate on_true - a minecraft:number_provider which is executed if its condition is fulfilled on_false - an optional minecraft:number_provider Defaults to a constant 0 if omitted Added minecraft:weighted_list # Returns a value from a distribution of weighted number providers Fields: distribution - a list of objects with the following fields Fields: data - a minecraft:number_provider weight - a positive integer Recipes # Potion Brewing Recipes # Potion brewing recipes are now data-driven. New recipes can be added via datapacks, and vanilla recipes may be modified. Brewing recipes use the minecraft:brewing type.\nThe main contents are:\ninput - A potion ingredient with a required item field and an optional potion_contents field using a minecraft:potion_contents Data Component Predicate reagent - A potion ingredient with a required item field and an optional potion_contents field using a minecraft:potion_contents Data Component Predicate output - item stack, the resulting item Here is an example of a vanilla recipe:\n{ \u0026#34;type\u0026#34;: \u0026#34;minecraft:brewing\u0026#34;, \u0026#34;input\u0026#34;: { \u0026#34;item\u0026#34;: \u0026#34;minecraft:potion\u0026#34;, \u0026#34;potion_contents\u0026#34;: { \u0026#34;potion\u0026#34;: \u0026#34;minecraft:water\u0026#34; } }, \u0026#34;output\u0026#34;: { \u0026#34;components\u0026#34;: { \u0026#34;minecraft:potion_contents\u0026#34;: { \u0026#34;potion\u0026#34;: \u0026#34;minecraft:awkward\u0026#34; } }, \u0026#34;id\u0026#34;: \u0026#34;minecraft:potion\u0026#34; }, \u0026#34;reagent\u0026#34;: { \u0026#34;item\u0026#34;: \u0026#34;minecraft:nether_wart\u0026#34; } } Any items may be used in any of the 3 slots, for example:\n{ \u0026#34;type\u0026#34;: \u0026#34;minecraft:brewing\u0026#34;, \u0026#34;input\u0026#34;: { \u0026#34;item\u0026#34;: \u0026#34;minecraft:bucket\u0026#34; }, \u0026#34;output\u0026#34;: { \u0026#34;id\u0026#34;: \u0026#34;minecraft:sulfur_cube_bucket\u0026#34; }, \u0026#34;reagent\u0026#34;: { \u0026#34;item\u0026#34;: \u0026#34;minecraft:potent_sulfur\u0026#34; } } World Generation # Features # Removed feature types: minecraft:coral_mushroom minecraft:kelp minecraft:seagrass minecraft:sea_pickle Developer's Note: These feature types are no longer needed, since the features they previously hardcoded are now implemented with other, more configurable functionality. Changed minecraft:coral_claw and minecraft:coral_tree # Added field feature, a Placed Feature that is used to place at every desired block position Placement Modifiers # Added minecraft:cuboid # Repeats a feature in a cuboid shape.\nAdded fields:\nxz_size: Int provider between 1 and 16 representing the size of the cuboid along x and z axes y_size: Int provider between 1 and 16 representing the size of the cuboid along the y axis include_interior: Optional boolean (default true) for whether to place interior blocks of the cuboid include_edges: Optional boolean (default true) for whether to place edge blocks of the cuboid Setting this to false generates a somewhat \u0026ldquo;rounded\u0026rdquo; cuboid Added minecraft:random_chance # Gates the feature being placed behind a random chance.\nFormat:\nchance: Float value between 0 and 1 representing the chance that the feature gets placed Block State Providers # Updated minecraft:copy_properties_provider # Renamed field source_block_state_provider to source Added minecraft:random_block_provider # Returns the default block state for a randomly chosen block.\nFormat:\nblocks: Block ID, list of Block IDs or hash-prefixed Block Tag, specifying the set of blocks to randomly pick from Changed minecraft:rotated_block_provider # Now works on any block with axis or facing properties.\nFormat:\nChanged field state: Now a Block State Provider Added field direction: Optional field describing the direction to set If omitted, a random direction is chosen Rule Tests # These are the predicates used by ore Features (targets[].target), and rule Structure Processors (rules[].input_predicate and rules[].location_predicate).\nAdded minecraft:any_of # This checks a list of Rule Tests for whether any of them returns true for the same block Format: object with fields: rules - list of Rule Tests, the rules to test the block against Added minecraft:not # This checks a Rule Test for whether it returns false for a given block Format: object with fields: rule - Rule Test, the rule to test the block against Tags # Block Tags # Added #sculk_growth_inhibitors for blocks which keep Sculk from spreading when more than 2 are in the 8x2x8 area around it Added #cats_can_sit_on - Blocks which Cats can randomly sit on Added #cats_can_lie_on - Blocks which Cats can randomly lie on Added #speeds_up_zombie_villager_curing - Blocks which can increase Zombie Villager curing time if placed nearby Added #villagers_can_sleep_on_bed - Bed blocks which Villagers can sleep on Added #villager_babies_can_jump_on_bed - Bed blocks which Villager kids can jump on Added #height_specific_ore_replaceables - contains all blocks which Ore Features will turn into Stone Ores if found above y-level 0 and into Deepslate Ores if found below y-level 8 Item Tags # #dowses_campfires has been renamed to #douses_campfires Structure Tags # Added #abandoned_camp for all variants of Abandoned Camps Resource Pack Version 91.0 # Block Sprites # Added new Block textures: block/straw_bed.png block/straw_bed_particle.png Sounds # Added new sound events: block.straw_bed.break block.straw_bed.break_leave block.straw_bed.step block.straw_bed.place block.straw_bed.hit block.straw_bed.fall block.poplar_leaves.break block.poplar_leaves.fall block.poplar_leaves.place block.poplar_leaves.step block.poplar_leaves.hit block.red_shrub.break block.red_shrub.place entity.cushion.break entity.cushion.place entity.cushion.get_up entity.cushion.sit Item Models # Added optional shade_direction_override to block model elements Accepted values are cardinal directions (down, up, north, south, west, east) When set, this overrides directional shading for the element regardless of face orientation Removed shade from block model elements Use shade_direction_override: \u0026quot;up\u0026quot; to get the previous shade: false behavior Shaders \u0026amp; Post-process Effects # Always-on Post Effect Support # A resource pack can now define a minecraft:end_of_frame post effect It will be applied before other post effects, including the ones enabled by the new posteffect command This post effect is always on as long as the resource pack is loaded, and cannot be controlled by the posteffect command As usual with resource pack resources, in case of multiple packs defining this effect, the one from the last resource pack in the list will apply Fixed bugs in 26.3 Snapshot 3 # MC-51859 - The line spacing of text within all hover tooltips is larger between the first and second lines MC-112580 - Structure blocks\u0026rsquo; GUI does not pause the game in singleplayer MC-112744 - The Team NBT tag only exists for living entities MC-174958 - /gamerule succeeds when the value is not changed MC-175180 - The Silent NBT tag still doesn\u0026rsquo;t make some entities fully silent MC-224528 - Two splash texts use curly single quotes (’) instead of apostrophes (') MC-229831 - Enchanting tables\u0026rsquo; GUI has three pixels in the top-right corner that shouldn\u0026rsquo;t be there MC-239401 - items/light.png never appears in-game; is pointlessly referenced by other game assets MC-254353 - A packet to remove the score is always broadcast when a score is reset MC-254661 - /schedule clear requires a namespace in its function argument MC-256073 - Miscolored pixel in tab_inventory.png MC-256096 - Some entities on a team can harm teammates that walk into them when friendly fire is disabled MC-256097 - Some entities on a team can harm their teammates when they explode when friendly fire is disabled MC-259583 - Brewing with a single bottle of dragon\u0026rsquo;s breath does not return a glass bottle afterward MC-267902 - The failure message of /random when the specified range is too large states an incorrect maximum for the range MC-271297 - /fillbiome doesn\u0026rsquo;t fail when no changes are made MC-273327 - The #convertable_to_mud block tag misspells \u0026ldquo;convertible\u0026rdquo; as \u0026ldquo;convertable\u0026rdquo; MC-275532 - The abbreviation \u0026ldquo;fps\u0026rdquo; is inconsistently capitalized across strings MC-279185 - The \u0026ldquo;selectWorld.load_folder_access\u0026rdquo; string is missing an article before the word \u0026ldquo;folder\u0026rdquo; MC-279819 - The mining speed factor of Mining Fatigue is inconsistent at level 3 MC-293615 - Tooltip formatting of \u0026ldquo;Items x number\u0026rdquo; is inconsistent across different types of items MC-301804 - Test blocks\u0026rsquo; GUI does not pause the game in singleplayer MC-305707 - /time reports success when no changes are made MC-307616 - Typo in a log message in ActiveProfiler: \u0026ldquo;aprox\u0026rdquo; MC-307618 - Typo in a log message in SoundEngine: \u0026ldquo;disapeared\u0026rdquo; MC-307648 - \u0026ldquo;non-heap\u0026rdquo; is misspelled as \u0026ldquo;non-head\u0026rdquo; in the system details section of crash reports MC-307660 - Typo in a log message in GameRenderer: \u0026ldquo;coudln\u0026rsquo;t\u0026rdquo; MC-307709 - The texture of upward facing sulfur spikes\u0026rsquo; merged tip has a single wrong pixel at the very top MC-308460 - Some of the stems in wildflowers and pink petals render brighter MC-308851 - The chat_restriction.disabled_by_profile.action string is improperly capitalized MC-309021 - Poplar leaves\u0026rsquo; closed captions display as raw translation keys MC-309024 - death.attack.sulfurCubeHot.item displays as a raw translation key MC-309033 - The campsite_flower_forest_1 abandoned camp structure has stripes of orange wool under it MC-309034 - The tent_windswept_forest_8 abandoned camp structure contains a dropped stack of bone meal MC-309054 - The item texture of poplar hanging signs is inconsistent with other hanging signs MC-309058 - The tent_flower_forest_4 abandoned camp structure contains a dropped birch log MC-309090 - Certain entities on shelf mushrooms make a sound every tick MC-309122 - Abandoned camps can generate in areas of wooded badlands with no trees nor grass MC-309155 - Shelf mushrooms and red shrubs do not have unique sounds, unlike in Bedrock Edition MC-309208 - The poplar wood set is inconsistently placed in the Creative mode inventory MC-309261 - Incorrect calculation in the poplar trunk placer MC-309308 - Several abandoned camp structures contain persistent leaves MC-309324 - Ores don\u0026rsquo;t generate in blobs of andesite, diorite, or granite below Y=0 MC-309350 - Shelf mushrooms generated with fallen trees replace water MC-309392 - The lighting on entities and block entities is not rendered correctly and appears too dark or too bright on certain sides MC-309395 - The texture of the top halves of poplar doors is missing a pixel on the second hinge MC-309397 - The game renderer corrupts when toggling off fullscreen or resizing the window with the Vulkan rendering backend MC-309399 - The game output console logs \u0026ldquo;Ignoring chat session from due to missing Services public key” when loading into a world MC-309400 - The glowing effect on entities stays in place when cleared MC-309403 - Having an item with the block_transformer component with a rule_based_state_provider locks the player out of that world MC-309408 - The item tag that controls which items can douse campfires is misspelled as #dowses_campfires MC-309412 - Block items ignore the block_transformer component MC-309420 - The random_neighbor_spread feature has a field misspelled as \u0026ldquo;xy_offset\u0026rdquo; MC-309432 - Worlds render entirely magenta on macOS with the Vulkan rendering backend MC-309433 - Drowned can consume or use certain items MC-309435 - Drowned no longer chase after players correctly MC-309441 - Projectiles lose their can_break ability after reloading the world MC-309445 - The game renderer can corrupt when toggling fullscreen or opening an inventory with the OpenGL rendering backend MC-309467 - Player reporting is unavailable MC-309471 - Cannot see other players\u0026rsquo; skins MC-309518 - Can\u0026rsquo;t scrape oxidation or wax off of copper doors ","date":"7 July 2026","externalUrl":null,"permalink":"/changelog/26.3/26.3-snapshot-3/","section":"Changelog Übersicht","summary":"","title":"26.3 Snapshot 3 Changelog","type":"changelog"},{"content":" News Snapshot Datapack: Download Snapshot Resourcepack: Download Minecraft 26.3 Snapshot 2 # We\u0026rsquo;re back with the second snapshot for 26.3! This week brings a new rendering option designed to improve transparency handling in Minecraft Java. We\u0026rsquo;ve also optimized certain mob behaviors when players aren\u0026rsquo;t nearby, made a few gameplay adjustments, including technical changes and fixes.\nHappy mining!\nKnown Issues # When using Vulkan on Mac the world will not render, instead showing a pink screen The lighting on entities is not correct, rendering e.g. the top side too dark Changes # Persistent mobs\u0026rsquo; random walk/swim behaviors will now deactivate when players are not nearby, in the same way as non-persistent mobs Replaced current \u0026ldquo;Improved Transparency\u0026rdquo; approach with a new order-independent transparency algorithm which is expected to be much better at solving translucency issues When using a Shield together with a Hoe or a Shovel, raising the Shield will take precedence over tilling and pathmaking Minor Tweaks to Blocks, Items and Entities # Drowned with Tridents will now use a melee attack if the player is within 3 blocks of them Order-independent transparency (OIT) # Generally, translucent surfaces need to be rendered back-to-front to avoid visual issues In order to do so, the translucent geometry has to be sorted before rendering This is very expensive and even with perfect sorting of individual triangles, intersecting triangles are not possible to render correctly Before this snapshot, the \u0026ldquo;Improved Transparency\u0026rdquo; video setting attempted to mitigate translucency-related visual issues It did this by rendering different types of translucent objects (entities, particles, water, etc.) to different textures that were later combined to create the final image This allowed us to fix some of the issues with some performance impact However, it introduced some other less noticeable issues The \u0026ldquo;Improved Transparency\u0026rdquo; video setting will now instead enable a new order-independent transparency algorithm (which we will refer to as OIT) This makes it possible to render translucent objects in any order without sorting It fixes all existing major translucency-related visual issues (such as certain objects disappearing when viewed through translucent objects) However, the algorithm is an approximation, and so it introduces some new minor visual artifacts (such as the color of clouds being somewhat incorrect when viewed through multiple layers of translucent surfaces) We expect OIT to have a higher performance impact than the previous implementation of \u0026ldquo;Improved Transparency\u0026rdquo; When \u0026ldquo;Improved Transparency\u0026rdquo; is turned off, the behavior hasn\u0026rsquo;t meaningfully changed and the game will still prioritize performance over correctness while sorting geometry as necessary Developer's Note: Special thanks to Rubén Osorio López, Jozufozu, and the Minecraft modding community in general for sharing the information that helped us to deliver this. Technical Changes # The Data Pack version is now 109.0 The Resource Pack version is now 90.0 The definition field from the blocks.json data generation report has been removed Server Properties # The white-list property is now true by default Data Pack Versions 109.0 # Data Components # Added minecraft:block_transformer # This component allows items to transform a block into another block on player interaction Format: list of objects with fields: block_state_provider - Block State Provider, used to provide the state for the transformed block If the Block State Provider returns no result (as by rule_based_state_provider, for example), the next rule in the list will be attempted The set of Block State Providers are the same as the Block State Providers used in World Generation sound - optional field, Sound Event to play on interaction, e.g. minecraft:item.axe.strip If not present, defaults to play no Sound Event particle - optional field, particles to play on interaction If not present, defaults to none none scrape wax_on wax_off disallowed_faces - optional field, list of Directions specifying which faces on the clicked Block that cannot be interacted with If a disallowed face is interacted with, the next rule in the list will be attempted If not present, defaults to an empty list Values: up down north south east west loot - optional Loot Table, the Loot Table to use for dropping items on a successful transformation, e.g. minecraft:till/rooted_dirt If not present, defaults to using no Loot Table drop_strategy - optional field, configures from where in the Block any loot should drop If not present, defaults to from_middle Values: from_middle - from the middle of the Block clicked_face - from the face interacted with transform_type - optional field, configures how nearby blocks should be affected by the transformation If not present, defaults to single_block Values: single_block - only affects the Block interacted with copper_chest - if input and output blocks are both copper chests of any weathering state, waxed or unwaxed, this transformation will affect both sides of a double chest consume_on_use - optional Boolean, determines if the item should be consumed or not Only applies to stackable items If not present, defaults to true item_damage_per_use - optional Integer, determines how much damage the item takes with each use Only applies to non-stackable items If not present, defaults to 1 Loot Tables # Added till/rooted_dirt loot table for drops when Rooted Dirt is tilled with a hoe World Generation # Cave Air is no longer generated in Nether caves Features # Added minecraft:copy_properties_provider Block State Provider # Copies common Block State properties from the Block at the evaluated position to the resulting state Format: object with fields:\nblock_state_provider: Block State Provider, provides the Block State which the copied properties are copied on top of Only properties common between both the source and the target blocks will be copied Changed minecraft:stepped_column_cluster Feature Type # Renamed from minecraft:basalt_columns. Now exposes more control over the feature functionality.\nFormat changes:\nAdded field block: Block state provider for which block to place Added field can_replace: Block predicate for which blocks can be replaced by the column Added field continue_through: Block predicate for which pre-existing blocks to accept as part of a column Added field cannot_place_on: Block ID, list of block IDs or hash-prefixed block tag ID representing which blocks are avoided when starting placement Renamed field reach to column_reach Added field column_count: int provider (between 1 and 150) - the number of columns to generate Added field cluster_reach: int provider (between 0 and 13) - the size of the square to attempt to generate columns in The effective reach is also limited by height Changed minecraft:single_block_pillar Feature Type # Renamed from minecraft:basalt_pillar. Now exposes more control over the feature functionality.\nFormat changes:\nAdded field block: Block state provider for which block to place Added field can_replace: Block predicate for which blocks to replace Added field direction: Vertical direction of the pillar - one of up and down Added field chance_to_continue: Optional probability between 0 and 1 (default: 1) that the pillar continues another block (assuming can_replace matches) Added field cap_feature: Optional Placed Feature placed at the end of the pillar Changed minecraft:random_neighbor_spread Feature Type # Renamed from minecraft:glowstone_blob. Now exposes more control over the feature. Places blocks randomly in an area starting at the origin, each block placing so it has exactly one accepted neighbor.\nFormat changes:\nAdded field block: Block state provider for which block to place Added field accepted_neighbors: Block ID, list of Block IDs or hash-prefixed Block Tag for which blocks count as a valid neighbor Added field can_replace: Block predicate for which blocks to replace Added field attempts: Int provider between 1 and 3000 for how many placements attempts to make Added field xz_offset: Int provider between -16 and 16 for what offsets to try along the x and z axes Added field y_offset: Int provider between -16 and 16 for what offsets to try along the y axis Added minecraft:overlay Feature Type # Places a set of features in the same location. Note that as opposed to the minecraft:sequence Feature Type, all features are placed regardless of individual placement success.\nFormat:\nfeatures: Placed Feature ID, non-empty list of Placed Feature IDs or hash-prefixed Placed Feature Tag for the features to place Added minecraft:projected_random_patchy_square Feature Type # Generates a square where each block is randomly placed or not placed with its probability based on the distance from the center of the square, with the center more likely to generate than the edges. Each placed block can be projected downwards if the appropriate conditions are met.\nFormat:\nblock: Block state provider for which block to place project_through: Block Predicate for which blocks are considered \u0026ldquo;empty\u0026rdquo; and should be projected through size: Int provider between 1 and 16 that determines the size of the square as measured from the center to the edge max_projection_height: Non-negative integer representing the maximum change in y level from the original height to the placement height for a block in the square Placement Modifiers # Changed minecraft:offset Placement Modifier # Renamed from random_offset.\nFormat:\nRemoved fields xz_spread and y_spread Added fields x, y, z: Integer providers between -16 and 16 specifiying the axis-specific offset Noise Settings # Spawn Target # The spawn_target field has been updated to allow use of any Density Function, instead of just a subset of those defined within the noise_router field.\nThe suitability of a candidate spawn position is determined by evaluating, in some arbitrary n-dimensional space, the squared Euclidean distance to a set of target hypercubes.\nFor example, one axis might be temperature and the second erosion - and suitability determined by distance to the square between temperature=0.1, erosion=0.2 and temperature=0.3, erosion=0.5. This would prefer any candidate spawn within those ranges equally, while penalizing candidate spawns very far out of that range.\nFormat: list of target hypercubes\nTarget format: map between Density Function ID and a range on that axis: Range is specified as one of: Float, an exact target value Array of 2 floats, a range of target values in form [min, max] An object with fields: min - float, the minimum value of the target range max - float, the maximum value of the target range Block Predicates # Added minecraft:height_range # Checks the height of the position against a given range.\nFormat:\nmin_inclusive: Vertical Anchor describing the minimum height required max_inclusive: Vertical Anchor describing the maximum height required Vertical Anchors # Added a new option for Vertical Anchors: relative_to_sea_level - specifies an offset to the sea level of the dimension Carvers # The worldgen/configured_carver registry has been renamed to worldgen/carver Updated minecraft:cave Carver Type # All fields previously under the config field have been inlined to the top-level Added count field - non-negative Int Provider, the number of Cave tunnels to create from a seed chunk Renamed yScale to room_vertical_radius_multiplier Added optional start_vertical_radius_multiplier field - Float Provider, acts as a multiplier for the vertical radius of the first segment in each tunnel If not specified, defaults to 1.0 Added thickness field - non-negative Float Provider, acts as a multiplier for the radius of carved tunnels Added optional weird_thickness_bias field - Boolean If true, thickness will be multiplied by, with a 10% chance: random(0, 1) * random(0, 3) + 1 If not specified, defaults to false Removed replaceable field, carvers will replace any block (excluding features) Removed lava_level field, fluids are now always selected by the aquifer or sea_level configuration in the dimension Removed debug_settings field Updated minecraft:canyon Carver Type # All fields previously under the config field have been inlined to the top-level Renamed and moved yScale to shape.y_scale Removed replaceable field, carvers will replace any block (excluding features) Removed lava_level field, fluids are now always selected by the aquifer or sea_level configuration in the dimension Removed debug_settings field Removed minecraft:nether_cave Carver Type # Replaced by minecraft:cave Carver Type Int Providers # Added minecraft:very_biased_to_bottom Int Provider Type # Picks a random value in the provided range, with a quadratic bias towards the minimum value.\nFormat: object with fields:\nmin_inclusive - Integer, the minimum selected value (inclusive) max_inclusive - Integer, the maximum selected value (inclusive) Block Tags # Added #turns_into_dirt_path - contains all blocks that turn into Dirt Path blocks when a Shovel is used for pathmaking Removed #overworld_carver_replaceables and #nether_carver_replaceables Item Tags # Added #dowses_campfires - items that can dowse a lit Campfire block Resource Pack Version 90.0 # The texture of the Shelf Mushroom has been updated Particles # Added new Particle textures: shelf_mushroom_particle.png Shaders \u0026amp; Post-process Effects # Developer's Note: Although it is possible in Resource Packs, overriding Core Shaders is considered as unsupported and not an intended Resource Pack feature. These shaders exist as part of the internal implementation of the game, and as such, may change at any time as the game's internals evolve. We understand that overriding Core Shaders is used for very cool Resource Pack features, many of which lack supported alternatives. We would like to provide better, supported alternatives in the future. Order-independent Transparency (OIT)-related Shader Changes # Added new shaders to support order-independent transparency: core/oit_composite.fsh include/oit.glsl include/oit_add_transmittance.glsl include/oit_common.glsl include/oit_depth_bounds.glsl include/oit_depth_sample.glsl include/oit_sample.glsl Extracted the texture sampling logic from core/terrain.fsh into include/texture_sampling.glsl Renamed the following core shaders: core/rendertype_clouds.vsh -\u0026gt; core/clouds.vsh core/rendertype_clouds.fsh -\u0026gt; core/clouds.fsh core/rendertype_world_border.vsh -\u0026gt; core/world_border.vsh core/rendertype_world_border.fsh -\u0026gt; core/world_border.fsh Updated core shaders to support order-independent transparency Introduced new defines: OIT - A boolean indicating if OIT is enabled OIT_DEPTH_BOUNDS - A boolean indicating if the depth bounds pass is being executed OIT_TRANSMITTANCE - A boolean indicating if the transmittance pass is being executed OIT_ACCUMULATE - A boolean indicating if the accumulate pass is being executed OIT_ALPHA_ONLY - A boolean indicating if either the depth bounds or transmittance pass is being executed OIT_ADDITIVE - A boolean indicating that the OIT algorithm should emulate additive blending for the executing pipeline OIT_OPAQUE_PARTS_THRESHOLD - A float determining above which alpha threshold a fragment should be considered solid and not go through OIT WAVELET_RANK - An integer internal to the OIT algorithm COEFF_COUNT - An integer internal to the OIT algorithm COEFF_ATTACHMENT_COUNT - An integer internal to the OIT algorithm B3D_IS_ZERO_TO_ONE - A boolean indicating if the current rendering backend uses the depth range of [0, 1], it is available globally to all shaders independently of the OIT setting Affected shaders: core/block.fsh core/block.vsh core/clouds.fsh core/clouds.vsh core/entity.fsh core/entity.vsh core/item.fsh core/item.vsh core/particle.fsh core/position_color.fsh core/rendertype_beacon_beam.fsh core/rendertype_clouds.fsh core/rendertype_crumbling.fsh core/rendertype_entity_shadow.fsh core/rendertype_lightning.fsh core/rendertype_lines.fsh core/rendertype_world_border.fsh core/terrain.fsh core/terrain.vsh core/text.fsh core/text_background.fsh core/world_border.fsh core/world_border.vsh Removed the old transparency post chain: post_effect/transparency.json shaders/post/transparency.fsh Fixed bugs in 26.3 Snapshot 2 # MC-161885 - Many transparent things do not render behind slimes MC-161898 - Transparent particles make other particles invisible MC-161926 - The block breaking animation is more transparent when mining ice or stained glass MC-168653 - Mobs, particles, clouds, water and transparent blocks don\u0026rsquo;t render behind the transparent parts of shulker bullets MC-190203 - Transparent and specially rendered blocks, entities, clouds, water and particles don\u0026rsquo;t render behind wind charges, and charged creeper, wither and breeze armor MC-202197 - Entities\u0026rsquo; name tag background is rendered behind transparent things MC-210584 - Semi-transparent textures on an item that doesn\u0026rsquo;t have it by default doesn\u0026rsquo;t render water behind it MC-223559 - Transparent blocks, particles, and clouds are not rendered behind semi-transparent marker armor stands MC-229405 - The inside of boats blocks the rendering of most translucent objects with the \u0026ldquo;Improved Transparency\u0026rdquo; option enabled MC-252369 - Data packs can fail to load due to a feature cycle when one does not exist MC-259812 - Block and item displays, beds, clouds, signs, shulker boxes, and semi-transparent blocks and entities don\u0026rsquo;t render behind text displays MC-265743 - Entities, block entities, clouds and semi-transparent blocks are always rendered in front of text displays with see_through enabled MC-271069 - Item entities appear to fly towards the player when picked up by a dolphin that isn\u0026rsquo;t being rendered MC-275111 - Two animals in a boat look sideways instead of at the player when lured MC-295678 - Translucent blocks above water flicker when crossing chunk borders MC-296006 - Entities do not face the player correctly whilst in a boat MC-298659 - Translucent blocks and some entities render above text displays with see_through enabled MC-303626 - Block hitboxes, particles, semi-transparent blocks and non-block items render behind entity hitboxes with the \u0026ldquo;Improved Transparency\u0026rdquo; option enabled MC-305422 - Players can sometimes get kicked due to a waypoint packet the client fails to handle MC-306127 - Block outlines are no longer visible behind translucent items MC-306156 - Breezes, slimes and players between translucent blocks or fluids appear behind them if \u0026ldquo;Improved Transparency\u0026rdquo; is enabled MC-306231 - Boats are filled with water when viewed through translucent blocks with the \u0026ldquo;Improved Transparency\u0026rdquo; option enabled MC-306318 - Translucent items render through the head of players with a translucent item equipped on their head with \u0026ldquo;Improved Transparency\u0026rdquo; enabled MC-307285 - Translucent blocks don\u0026rsquo;t render behind sulfur cubes MC-307345 - The smoke particles produced by potent sulfur do not render behind stained glass MC-307902 - Partially transparent blocks inside sulfur cubes don\u0026rsquo;t render correctly MC-308798 - Dolphins take much longer to pick up items MC-309022 - Shelf mushrooms generate facing the wrong direction MC-309027 - The success message of /teleport with coordinates specified reports that it affected 0 entities MC-309043 - Carpets can no longer be crafted MC-309056 - Poplar saplings are not destroyed by water MC-309067 - Wool slabs and stairs cannot be used as fuel MC-309075 - Using bone meal on a shelf mushroom a player is standing on causes them to pass through it MC-309081 - Decorated pots and chorus flowers can be destroyed by projectiles in Adventure mode MC-309082 - Wandering traders do not sell poplar logs MC-309084 - Shelf mushrooms\u0026rsquo; model sticks out of the slot in the hotbar MC-309105 - Wool stairs and slabs are not broken faster when using shears MC-309117 - Grass in dappled forests and poplar leaves appear green on maps MC-309123 - The block breaking particles of shelf mushrooms are not displayed correctly MC-309133 - The front texture of poplar signs is inconsistent with the front textures of other signs MC-309136 - The collision box of shelf mushrooms is too large MC-309173 - The item model of shelf mushrooms displays the large shelf mushroom block model, even though the item places small ones MC-309184 - Specifying multiple features of type no_op in a data pack prevents the world from loading MC-309205 - Poplar saplings cannot be used as fuel MC-309206 - Cobwebs are not destroyed by water MC-309275 - The texture of the top halves of poplar doors has three miscolored pixels MC-309302 - Poplar saplings are not in #sapling MC-309330 - The item texture of poplar doors doesn\u0026rsquo;t have any hinges unlike the item textures of other doors ","date":"30 June 2026","externalUrl":null,"permalink":"/changelog/26.3/26.3-snapshot-2/","section":"Changelog Übersicht","summary":"","title":"26.3 Snapshot 2 Changelog","type":"changelog"},{"content":" Binzy @_binzy god this update is so f***ing cool\nYour browser does not support the video tag. ","date":"30 June 2026","externalUrl":null,"permalink":"/changelog/26.3/extra/cushions/","section":"Changelog Übersicht","summary":"","title":"Cushion Examples","type":"changelog"},{"content":" News Snapshot Datapack: Download Snapshot Resourcepack: Download Minecraft 26.3 Snapshot 1 # Word around the campfire is the new forest biome is out in testing! But if nobody\u0026rsquo;s been to the dappled forest before, who built the abandoned camp? And what loot did they leave among the poplar trees and red shrubs? Scout out the place and set up shelter using the new wood set and other features from our next game drop. The expedition into wilderness starts now in testing!\nHappy mining!\nNew Features # Added Dappled Forest Biome Added Poplar trees Added fallen Poplar trees Added Red Poplar Leaves, Orange Poplar Leaves and Yellow Poplar Leaves blocks Added Poplar wood set Added Shelf Mushroom Added Red Shrub Added Abandoned Camp structures Added Wool stairs and Wool slabs for all Wool blocks Dappled Forest Biome # A new type of forest biome which can be found near cold biomes\nPoplar Trees and fallen Poplar Trees generate here\nShelf Mushrooms can be found here, placed on Poplar Trees and fallen Poplar Trees\nRed Shrub generates here\nThe following passive and neutral mobs spawn in the Dappled Forest, using their cold variants where applicable:\nSheep Chicken Cow Pig Rabbit Fox A Dappled Forest variant of the new Abandoned Camp structure can be found here\nDappled Forest Ambient Sounds: Die Ambient Sounds werden von den Poplar Leaves erzeugt, ähnlich wie die Wüsten Ambience von Sand. Daher kann man diese Ambient Sounds überall haben, wenn man genug Poplar Leaves an Overworld Logs platziert. Poplar Trees # A new type of tree which comes in three color variations:\nRed Poplar Leaves Orange Poplar Leaves Yellow Poplar Leaves Each variant of the tree has its own variant of falling leaf particles matching the color of the leaves\nPoplar Leaves drop Poplar Saplings which will randomly grow into any of the three different variants\nPoplar Saplings can be found in trades with the Wandering Trader\nShelf Mushrooms and Leaf Litter naturally generate on or around Poplar Trees\nThe trunk of the trees are made of Poplar Logs\nPoplar Logs can be crafted into a new set of Poplar wood blocks\nShelf Mushroom # A new type of mushroom that generates on Poplar Trees and fallen Poplar Trees\nCan be found in two sizes:\nsmall large A small Shelf Mushroom can be grown into a large Shelf Mushroom using Bone Meal\nA large Shelf Mushroom drops two Shelf Mushroom items when broken\nCan be used like other mushrooms to make Stews\nCan be found in trades with the Wandering Trader\nShelf Mushrooms have a slight bounciness when stepped on, similar to Beds\nShelf Mushroom makes a bouncing sound when a living entity bounces on it\nRed Shrub # A new type of decorative plant block that can be found in small patches in the Dappled Forest Can be used in the Composter Using Bone Meal on a Red Shrub grows a Red Shrub in a random adjacent space if possible Abandoned Camp Structure # A new kind of structure which can be found in the following biomes: Meadow Cherry Grove Forest Birch Forest Old Growth Birch Forest Flower Forest Windswept Forest Dappled Forest Taiga Snowy Taiga Old Growth Spruce Taiga Old Growth Pine Taiga Sparse Jungle Bamboo Jungle Swamp Savanna Wooded Badlands Pale Garden Each of these biomes has its own variant of the structure with design based on that biome Certain structure pieces are generic for all biome variants of the structure Various Chests and Barrels with loot can be found at Abandoned Camps Wool Stairs and Wool Slabs # Each colored Wool block now has a new stair and slab variant Wool Stairs and Wool Slabs can be used like other Wool blocks to dampen vibrations Changes # Removed fallen leaves particles from Spruce Trees Suspicous Stews can now be crafted with 2 of any mushroom Mushroom Stew can now be crafted with 2 of any mushroom Minor Tweaks to Blocks, Items and Entities # Sherds dropped from breaking a Decorated Pot will now preserve data, for example custom name Technical Changes # The Data Pack version is now 108.0 The Resource Pack version is now 89.0 Some log lines that server software might look out for have been removed The Minecraft Server Management Protocol can be used instead Minecraft Server Management Protocol 3.1.0 # Added notifications indicating when the server performs a full world upgrade on startup minecraft:notification/world/upgrade_started minecraft:notification/world/upgrade_progress minecraft:notification/world/upgrade_finished minecraft:notification/world/upgrade_failed Data Pack Version 108.0 # Commands like /give, /unpublish, and /tick should now properly signal errors Pottery sherds are now data-driven Entries stored in minecraft:pot_decorations component and minecraft:decorated_pot block entity are now full item stacks Commands # Changes to GIVE # When the amount of items passed to the give command is above limit, the command will now signal an error instead of just printing an error message and returning 0 Changes to TELLRAW # The nbt component in a raw chat message will only be resolved up to 64k times Changes to TICK # The following subcommands will now signal an error instead of just printing an error message and returning 0: tick step tick step stop tick sprint stop Changes to TEAM # The result of team join and team leave subcommands now reflects the exact count of entities that have joined or left (i.e. excluding entities for which teams have not changed) Changes to ITEM # Now takes a slot source as argument in place of anywhere a slot was previously used It will be evaluated with the minecraft:command_slot_source loot type Can be a slot source in either inline or reference form Can be a slot source targeting multiple slots The replace sub-command has new semantics: One by one in the order they are provided by the slot source, the contents of each destination slot are replaced with the corresponding source item When there are more destination slots than there are source items, the remaining slots are ignored Example: replace [12345] with (ABC) -\u0026gt; [ABC45] When there are fewer destination slots than there are source items, the remaining items are ignored Example: replace [123] with (ABCDE) -\u0026gt; [ABC] String notation slot ranges in the form \u0026lt;slot_type\u0026gt; or \u0026lt;slot_type\u0026gt;.\u0026lt;slot_number\u0026gt; are still permitted Can be a single slot, such as armor.chest Can be multiple slots, such as container.* Acts as shorthand for a minecraft:slot_range slot source using that slot range Example: hotbar.4 is the same as {type:\u0026quot;minecraft:slot_range\u0026quot;,slots:\u0026quot;hotbar.4\u0026quot;} The entity argument in the from entity item source can now be a selector targeting multiple entities When more than a single entity is targeted, the slots sourced from each are concatenated Added new fill and override sub-commands, each with syntax identical to /item replace /item fill Fills each destination slot with a source item When there are more destination slots than there are source items, the items repeat until every slot is filled Example: fill [12345] with (ABC) -\u0026gt; [ABCAB] /item override Overrides the contents of each destination slot with the corresponding source item When there are more destination slots than there are source items, the remaining slots are cleared Example: override [12345] with (ABC) -\u0026gt; [ABC__] (where _ represents an empty slot) Example Custom Slot Source # Fill Every Slot with stone /item fill entity @s minecraft:_ with stone data/minecraft/slot_source/_.json # { \u0026#34;type\u0026#34;: \u0026#34;minecraft:filtered\u0026#34;, \u0026#34;item_filter\u0026#34;: {}, \u0026#34;slot_source\u0026#34;: [ { \u0026#34;type\u0026#34;: \u0026#34;minecraft:slot_range\u0026#34;, \u0026#34;source\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;slots\u0026#34;: \u0026#34;hotbar.*\u0026#34; }, { \u0026#34;type\u0026#34;: \u0026#34;minecraft:slot_range\u0026#34;, \u0026#34;source\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;slots\u0026#34;: \u0026#34;inventory.*\u0026#34; }, { \u0026#34;type\u0026#34;: \u0026#34;minecraft:slot_range\u0026#34;, \u0026#34;source\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;slots\u0026#34;: \u0026#34;weapon.*\u0026#34; }, { \u0026#34;type\u0026#34;: \u0026#34;minecraft:slot_range\u0026#34;, \u0026#34;source\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;slots\u0026#34;: \u0026#34;armor.*\u0026#34; }, { \u0026#34;type\u0026#34;: \u0026#34;minecraft:slot_range\u0026#34;, \u0026#34;source\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;slots\u0026#34;: \u0026#34;player.crafting.*\u0026#34; }, { \u0026#34;type\u0026#34;: \u0026#34;minecraft:slot_range\u0026#34;, \u0026#34;source\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;slots\u0026#34;: \u0026#34;enderchest.*\u0026#34; }, { \u0026#34;type\u0026#34;: \u0026#34;minecraft:slot_range\u0026#34;, \u0026#34;source\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;slots\u0026#34;: \u0026#34;player.cursor\u0026#34; }, { \u0026#34;type\u0026#34;: \u0026#34;minecraft:slot_range\u0026#34;, \u0026#34;source\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;slots\u0026#34;: \u0026#34;contents\u0026#34; } ] } Replace all Items that are in a stack between 5-15 with Planks /item fill entity @s minecraft:filter_example with minecraft:poplar_planks data/minecraft/slot_source/stick_example.json # { \u0026#34;type\u0026#34;: \u0026#34;minecraft:filtered\u0026#34;, \u0026#34;item_filter\u0026#34;: { \u0026#34;count\u0026#34;: { \u0026#34;min\u0026#34;: 5, \u0026#34;max\u0026#34;: 15 } }, \u0026#34;slot_source\u0026#34;: [ { \u0026#34;type\u0026#34;: \u0026#34;minecraft:slot_range\u0026#34;, \u0026#34;source\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;slots\u0026#34;: \u0026#34;hotbar.*\u0026#34; }, { \u0026#34;type\u0026#34;: \u0026#34;minecraft:slot_range\u0026#34;, \u0026#34;source\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;slots\u0026#34;: \u0026#34;inventory.*\u0026#34; }, { \u0026#34;type\u0026#34;: \u0026#34;minecraft:slot_range\u0026#34;, \u0026#34;source\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;slots\u0026#34;: \u0026#34;enderchest.*\u0026#34; } ] } Changes to EXECUTE # Added new slots condition sub-command Counts the number of slots from the slot source that are present on the targeted block or entity The slot source will be evaluated with the minecraft:command_slot_source loot type Syntax: /execute if|unless slots block \u0026lt;pos\u0026gt; \u0026lt;slot source\u0026gt; /execute if|unless slots entity \u0026lt;targets\u0026gt; \u0026lt;slot source\u0026gt; The items condition sub-command now takes a slot source as argument instead of a slot The slot source will be evaluated with the minecraft:command_slot_source loot type Syntax: /execute if|unless items block \u0026lt;pos\u0026gt; \u0026lt;slot source\u0026gt; \u0026lt;item predicate\u0026gt; /execute if|unless items entity \u0026lt;targets\u0026gt; \u0026lt;slot source\u0026gt; \u0026lt;item predicate\u0026gt; Data Components # Added MINECRAFT:PROVIDES_POTTERY_PATTERN # Describes the pottery pattern stored on a stack Format: namespaced ID pointing to an element of minecraft:decorated_pot_pattern registry Updated MINECRAFT:POT_DECORATIONS # Instead of taking a list of 4 item IDs, this component now takes an object with 4 optional item stack fields named:\nback left right front Updated MINECRAFT:TRIM_MATERIAL # The format of inline material definitions has been updated as described below Trim Materials # The format of elements in the trim_material registry has been updated:\nasset_name has been replaced with palette - Palette Texture ID to be used for this material override_armor_assets has been removed, overrides are now defined in the Resource Pack Equipment Asset See the Resource Pack section for details about Palette Texture IDs Instruments # The format of elements in the instrument registry have been updated:\nAdded durability_damage field - optional non-negative integer, amount of durability to consume on each use Updated use_duration field - can now be 0 for no cooldown Block Entity Data # MINECRAFT:DECORATED_POT # Field sherds no longer stores a list of 4 item IDs. Instead, the new format is an object with 4 optional item stack fields named:\nback left right front Slot Sources # Slot sources can now be defined as files inside a Data Pack, within the slot_source folder Can be used in commands which take slot sources as arguments Can be used in inline slot sources using the minecraft:reference type minecraft:contents is no longer restricted to only selecting non-empty slots Added MINECRAFT:REFERENCE # Uses the referenced slot source Fields: name - the namespaced id of the slot source Changed MINECRAFT:SLOT_RANGE # The source field has a new valid type container, which sources slots from a container or inventory provided through loot context The source field is now optional Defaults to the container source type when absent Loot Functions # Added minecraft:command_slot_source loot table type Currently used to evaluate slot sources with the /item and /execute commands It takes the following parameters: container, the container or inventory being evaluated origin, the position at which the command was executed this_entity, the @s entity of the command being executed (optional) World Generation # Features # The worldgen/configured_feature registry has moved to worldgen/feature and configuration is now done inline in the root object rather than separated into a config field Added MINECRAFT:END_PODIUM Feature Type # Places the End Podium Two feature instances are now used to place the podium from in-game events: end_podium_active end_podium_inactive Fields: active: boolean field controlling if the portal is active MINECAFT:TREE Feature Type # Added shelf_mushroom Tree Decorator Type # Places Shelf Mushrooms on logs with the specified probability Format: object with fields: probability - float (between 0 and 1), the probability that any Shelf Mushrooms will be placed for a given feature Added poplar_foliage_placer Foliage Placer type # Places Leaves blocks for Poplar trees in a rhombus shape in one of two possible directions Format: object with fields: height - int provider (between 5 and 16), the height of the foliage side_hole_chance - float (between 0.0 and 1.0), the chance for blocks to be randomly removed at the edge of the foliage Added poplar_trunk_placer Trunk Placer type # Places Log blocks for Poplar trees in a straight shape with branches by the start of the foliage Format: trunk_height_above_branches - int provider (between 0 and 8), the height of the trunk above the branches branch_amount - int provider (between 1 and 4), the amount of branches to create by the foliage Noise Settings # The surface_rule field has been renamed to material_rule Format: inline Material Rule or Material Rule ID reference Material Rule Registry # A new data-driven registry has been introduced, loaded from data/\u0026lt;namespace\u0026gt;/worldgen/material_rule/\u0026lt;id\u0026gt;.json.\nElements in this registry define a pipeline for selecting what base block to place in the world at a given position.\nThe format is identical to that which was formerly written in the surface_rule field within Noise Settings files, with the following extensions:\nMaterial Rules can now be specified either inline (as previously), or as an ID reference to an element in the worldgen/material_rule registry Material Conditions can also now be specified as an ID reference to an element in the worldgen/material_condition registry Material Condition Registry # A new data-driven registry has been introduced, loaded from data/\u0026lt;namespace\u0026gt;/worldgen/material_condition/\u0026lt;id\u0026gt;.json.\nElements in this registry define a condition that can be referenced within a Material Rule pipeline (e.g. testing biome or surface depth).\nThe format is identical to that which was formerly written within the condition Material Rule type, with the following extension:\nMaterial Conditions can also now be specified as an ID reference to an element in the worldgen/material_condition registry Structure Placements # Added MINECRAFT:DIMENSION_ORIGIN # New structure placement that places a single instance of the structure at the dimension origin The dimension origin is defined as the spawn_target for noise settings based dimensions, otherwise Chunk (0, 0) No additional fields Rule Tests # These are the predicates used by ore Features (targets[].target), and rule Structure Processors (rules[].input_predicate and rules[].location_predicate).\nAdded Rule Test Type MINECRAFt:HEIGHT_MATCH # This checks the y-level of a block, returning true only if it\u0026rsquo;s higher than or equal to min_inclusive and lower than or equal to max_inclusive Format: object with fields: min_inclusive - int, the minimum y value of allowed blocks (inclusive) max_inclusive - int, the maximum y value of allowed blocks (inclusive) Added Rule Test Type MINECRAFT:ALL_OF # This checks a list of Rule Tests for whether all of them return true for the same block Format: object with fields: rules - list of Rule Tests, the rules to test the block against Tags # Block Tags # Added #poplar_logs - All Poplar log blocks Added #wool_stairs - All Wool Stairs blocks Added #wool_slabs - All Wool Slabs blocks Added #wool_stairs and #wool_slabs to #dampens_vibrations Added #ores - collection tag containing all types of ores Added #skulls - collection tag containing all head and skull blocks Added #blocks_motion - collection tag containing all blocks that are considered to block motion in some way Added #blocks_motion_no_leaves - collection tag containing all blocks that are considered to block motion in some way, but excluding leaf blocks Added #entities_can_teleport_to - contains all blocks that entities are allowed to teleport to Added #blocks_dolphin_jump - contains all blocks that Dolphins cannot move through when jumping out of water Added #ice_melts_when_destroyed_above - contains all blocks that causes ice to melt into water if the ice is destroyed when placed above them Added #blocks_motion_in_heightmap - contains all blocks that are taken into account for the motion_blocking heightmap Added #blocks_motion_in_heightmap_no_leaves - contains all blocks that are taken into account for the motion_blocking_no_leaves heightmap Added #blocks_lava_fire_spread - contains all blocks that block the creation of fire by lava Added #blocks_fluid_flow - contains all blocks that block fluid flow Added #washed_away_by_fluids - contains all blocks that break when a fluid flows through them Added #required_for_poplar_leaf_ambience - Blocks which can satisfy requirement for Poplar leaves to make ambient sound Item Tags # Added #poplar_logs - All Poplar log items Added #wool_stairs - All Wool Stairs items Added #wool_slabs - All Wool Slabs items Added #mushrooms - All Mushroom items Added #ores - collection tag containing all types of ores Biome Tags # Added tags for biomes which will generate the respective Abandoned Camp variant: #has_structure/abandoned_camp_bamboo_jungle #has_structure/abandoned_camp_birch_forest #has_structure/abandoned_camp_cherry_grove #has_structure/abandoned_camp_dappled_forest #has_structure/abandoned_camp_flower_forest #has_structure/abandoned_camp_forest #has_structure/abandoned_camp_meadow #has_structure/abandoned_camp_old_growth_birch_forest #has_structure/abandoned_camp_old_growth_pine_taiga #has_structure/abandoned_camp_old_growth_spruce_taiga #has_structure/abandoned_camp_savanna #has_structure/abandoned_camp_pale_garden #has_structure/abandoned_camp_snowy_taiga #has_structure/abandoned_camp_sparse_jungle #has_structure/abandoned_camp_swamp #has_structure/abandoned_camp_taiga #has_structure/abandoned_camp_windswept_forest #has_structure/abandoned_camp_wooded_badlands Entity Tags # Added #cannot_be_dismounted_by_item_usage - contains all entities which cannot be dismounted by items Added #no_wolf_retaliation for all damage types that should not cause tamed wolves to attack their source in order to defend their owner Particles # Added minecraft:red_poplar_leaves # Falls from Red Poplar Leaves blocks Has no fields Added minecraft:orange_poplar_leaves # Falls from Orange Poplar Leaves blocks Has no fields Added minecraft:yellow_poplar_leaves # Falls from Yellow Poplar Leaves blocks Has no fields Resource Pack Version 89.0 # Palette Textures # All armor trim palette textures have been moved from textures/trim/color_palettes/ to textures/palettes/trim/ The base armor trim palette texture has instead been moved to textures/palettes/trim_base.png Entity armor trim material textures are no longer generated into the minecraft:trims atlas with paletted_permutations, but rather generated on-demand The base palette id is now specified in a new palette mcmeta section field This section has a single field: base_palette - the base Palette Texture ID to remap from Item armor trim material textures are still generated with paletted_permutations as before PALETTED_PERMUTATIONS Sprite Source # Palette Texture locations in the palette_key and permutations fields have been replaced by Palette Texture IDs - i.e. \u0026lt;namespace\u0026gt;:\u0026lt;path\u0026gt; now resolves to \u0026lt;namespace\u0026gt;:textures/palettes/\u0026lt;path\u0026gt;.png Equipment Assets # A new optional trim_palette_replacements field controls which trim material palettes should be replaced for this equipment asset (formerly controlled by override_armor_assets in the trim material)\nFormat: map from original Palette ID to a replacement Palette ID Block Sprites # Added new Block textures: block/orange_poplar_leaves.png block/red_poplar_leaves.png block/yellow_poplar_leaves.png block/poplar_door_bottom.png block/poplar_door_top.png block/poplar_log_top.png block/poplar_log.png block/poplar_planks.png block/poplar_trapdoor.png block/stripped_poplar_log.png block/stripped_poplar_log_top.png block/poplar_log.png block/shelf_mushroom_stage0.png block/shelf_mushroom_stage1.png block/poplar_hanging_sign.png block/poplar_sign.png block/poplar_sapling.png block/poplar_shelf.png block/red_shrub.png Item Sprites # Added new Item textures: item/poplar_door.png item/poplar_hanging_sign.png item/poplar_sign.png item/poplar_boat.png item/poplar_chest_boat.png UI Sprites # Added new UI textures: gui/hanging_signs/poplar.png gui/signs/poplar.png Entity Textures # Added new Entity textures: entity/boat/poplar.png entity/chest_boat/poplar.png Sounds # Added new sound events: block.shelf_mushroom.break block.shelf_mushroom.fall block.shelf_mushroom.place block.shelf_mushroom.step block.shelf_mushroom.bounce block.poplar_leaves.ambient Particles # Added new Particle textures: orange_poplar_1.png orange_poplar_2.png orange_poplar_3.png orange_poplar_4.png red_poplar_1.png red_poplar_2.png red_poplar_3.png red_poplar_4.png yellow_poplar_1.png yellow_poplar_2.png yellow_poplar_3.png yellow_poplar_4.png Fixed bugs in 26.3 Snapshot 1 # MC-4 - Item drops sometimes appear at the wrong location MC-73162 - Breaking an entity that instantly breaks sometimes destroys the block behind it in Creative mode MC-91006 - Some entities lose their name when placed/broken MC-102732 - Arrows can visually bounce off of entities that don\u0026rsquo;t wear a shield MC-113006 - Items reeled in with fishing rods do not move smoothly but appear to teleport MC-122717 - Command success messages for some commands include unaffected entities, unlike the command result MC-151857 - The success message of /give when affecting multiple players uses the wrong string MC-162159 - Riding boats above bubble columns causes players to teleport up 2 blocks MC-168446 - Single dark oak and pale oak saplings accept bone meal despite not being able to grow MC-206356 - The motion of falling block entities is visually slow MC-222818 - You can ignite TNT in Adventure mode MC-223321 - You can destroy turtle eggs by standing or jumping on them in spawn protection MC-223323 - You can trample farmland in spawn protection MC-264003 - Boats carrying players sometimes stop abruptly when sliding along ice MC-265584 - TNT dispensed in bubble columns with soul sand right under visually moves through blocks above MC-276692 - Lingering potions which land on the target\u0026rsquo;s head do not grant their effects to the target MC-279395 - Trees can generate floating over ruined portals MC-295756 - Pistons desync on the client-side, causing players to be moved differently compared to other entities MC-297741 - Gravity-affected blocks in upwards bubble columns can clip through solid blocks above them (on the client) MC-298431 - Boats are launched by slime blocks inconsistently MC-298762 - Phantoms deflect arrows shot from bows/crossbows MC-302221 - Moving entities deflect arrows MC-304594 - Spears can dismount interaction entities from their vehicles MC-305535 - Elytra are activated after only single tapping the \u0026ldquo;Jump\u0026rdquo; key when the player is in lava MC-307625 - The glowing effect is not visible on block displays displaying end portals or end gateways MC-307890 - Some textures of geyser plume particles use the wrong color in some spots MC-307933 - Deepslate ores can generate on the surface by replacing tuff around sulfur springs MC-308008 - The success message of /tag reports that it affected more entities than it did MC-308009 - The success message of /scoreboard players enable reports that it affected more players than it did MC-308011 - The success message of /recipe reports that it affected more players than it did MC-308012 - The success message of /enchant reports that it affected more entities than it did MC-308013 - The success message of /effect reports that it affected more entities than it did MC-308254 - Dying to a sulfur cube with a magma block doesn\u0026rsquo;t increment the player\u0026rsquo;s killed_by:sulfur_cube statistic MC-308314 - Custom player heads do not render their texture properly when inside a sulfur cube MC-308405 - /unpublish succeeds when the game is not published despite the failure message MC-308490 - The \u0026ldquo;regular\u0026rdquo; sulfur cube archetype produces stone sounds, despite no longer using stone blocks MC-308789 - Pointed dripstone and sulfur spikes can be destroyed by tridents in Adventure mode MC-308809 - Full-width spaces take up more space on signs now MC-308830 - Placing beds to replace tall grass doesn\u0026rsquo;t break the other half MC-308836 - Obfuscated text no longer keeps a consistent width MC-308849 - Creakings can take knockback ","date":"26 June 2026","externalUrl":null,"permalink":"/changelog/26.3/26.3-snapshot-1/","section":"Changelog Übersicht","summary":"","title":"26.3 Snapshot 1 Changelog","type":"changelog"},{"content":" News Minecraft 26.2 Release Candidate 2 # A second release candidate has arrived! In this one we are fixing a couple of critical issues found in the previous release candidate.\nHappy mining!\nFixed bugs in 26.2 Release Candidate 2 # MC-308731 - With a specific setup, a survival player can become softlocked in a hole with a sulfur cube Fixed an issue where respawning at height limit caused the respawn to take a lot longer than normal ","date":"12 June 2026","externalUrl":null,"permalink":"/changelog/26.2/26-2-rc-2/","section":"Changelog Übersicht","summary":"","title":"26.2-rc-2 Changelog","type":"changelog"},{"content":" News Minecraft 26.2 Release Candidate 1 # A Minecraft Java Release Candidate\nToday we are shipping the first release candidate for 26.2 and the Chaos Cubed game drop! If no critical issues are found, this will be the version that we ship for the eventual full release.\nHappy mining!\nFixed bugs in 26.2 Release Candidate 1 # MC-308716 - Pressing the \u0026ldquo;Friends Screen\u0026rdquo; key bind while in a world doesn\u0026rsquo;t bring up the friends list ","date":"11 June 2026","externalUrl":null,"permalink":"/changelog/26.2/26-2-rc-1/","section":"Changelog Übersicht","summary":"","title":"26.2-rc-1 Changelog","type":"changelog"},{"content":" News Misode Diff: https://misode.github.io/versions/?id=26.2-pre-6\u0026tab=diff\nSlicedlime Videos: Normal / Technical\nMinecraft 26.2 Pre-Release 6 # Today we\u0026rsquo;re shipping the 26.2 Pre-Release 6. This version includes a fix that allows proper spectating after dying in a hardcore world.\nHappy mining!\nChanges # Respawning (as a spectator) in a hardcore world no longer turns off the spectators_generate_chunks game rule ","date":"10 June 2026","externalUrl":null,"permalink":"/changelog/26.2/26-2-pre-release-6/","section":"Changelog Übersicht","summary":"","title":"26.2 Pre Release 6 Changelog","type":"changelog"},{"content":" News Misode Diff: https://misode.github.io/versions/?id=26.2-pre-5\u0026tab=diff\nSlicedlime Videos: Normal / Technical\nMinecraft 26.2 Pre-Release 5 # Today it is time for 26.2 Pre-Release 5, with a change to Hardcore mode settings along with other fixes! As announced at Minecraft Live, the drop is set to release on June 16!\nHappy (careful) hardcore mining!\nChanges # The game setting for Graphics API now changes if a crash is detected during startup The sound for when hitting the sulfur cube of a bouncy archetype now plays the correct sound As the host of a world, changing the game mode with F3 + F4 or with commands now changes the default game mode of the world The \u0026ldquo;Game Mode\u0026rdquo; and \u0026ldquo;Allow Commands\u0026rdquo; buttons are no longer available in Hardcore mode worlds Startup and Fallback Behavior for Graphics API # If the game crashes at startup with \u0026ldquo;Prefer Vulkan\u0026rdquo; set, the setting will automatically be changed to \u0026ldquo;Default\u0026rdquo; When set to \u0026ldquo;Default\u0026rdquo;, the game will still attempt to gather systems information about Vulkan at startup If the game crashes at startup with \u0026ldquo;Default\u0026rdquo; set, the setting will automatically be changed to \u0026ldquo;Prefer OpenGL\u0026rdquo; With \u0026ldquo;Prefer OpenGL\u0026rdquo; set, no interaction will be made with Vulkan in case that causes crashes Fixed bugs in 26.2 Pre-Release 5 # MC-308470 - The \u0026ldquo;bouncy\u0026rdquo; sulfur cube archetype\u0026rsquo;s sounds play at a significantly higher volume MC-308575 - The flower_default and flower_warm features generate a single flower, instead of a flower patch MC-308587 - Using a spear with Lunge on a geyser launches you downwards MC-308619 - Players can change their game mode from the World Options menu in hardcore worlds MC-308620 - Pressing the key bound to the \u0026ldquo;Friends Screen\u0026rdquo; key bind in the username field in the friends screen closes it instead of typing MC-308622 - Custom dialog buttons break the game menu MC-308630 - Changing whether commands are enabled does not properly update the state of the \u0026ldquo;Game Rules\u0026rdquo; button in the World Options screen MC-308633 - Changing your game mode with commands doesn\u0026rsquo;t update the World Options screen MC-308648 - The \u0026ldquo;Statistics\u0026rdquo; button in the game menu is shifted to the right when there is a \u0026ldquo;Server Links\u0026hellip;\u0026rdquo; button MC-308657 - The gui.friends.error.unauthorized string contains a comma splice MC-308674 - After re-entering the save, the game mode is set to Survival mode. MC-308686 - Hardcore death can be bypassed by rejoining the world ","date":"8 June 2026","externalUrl":null,"permalink":"/changelog/26.2/26-2-pre-release-5/","section":"Changelog Übersicht","summary":"","title":"26.2 Pre Release 5 Changelog","type":"changelog"},{"content":" News Misode Diff: https://misode.github.io/versions/?id=26.2-pre-4\u0026tab=diff\nSlicedlime Videos: Normal / Technical\nMinecraft 26.2 Pre-Release 4 # Today we are releasing 26.2 Pre-Release 4, with a couple of fixes and tweaks to the Chaos Cubed drop. As announced at Minecraft Live, the drop is set to release on June 16!\nHappy crafting!\nChanges # When the game is overwhelmed with particles, instead of removing existing particles in flight, it will now randomly select for particles to render or not render to stay under the particle limit This change is especially visible with a large number of new geyser eruptions Sulfur Cube mob # The Sulfur Cube will now be knocked back farther as the knockback enchantment level increases Potent Sulfur # The Ender Dragon will no longer be affected by the Geyser UI # The \u0026ldquo;Multiplayer Options\u0026rdquo; screen has been renamed back to \u0026ldquo;Open to LAN\u0026rdquo; Fixed an issue where the Realms configuration screen could fail to open World Options screen # The host of a world now has access to the \u0026ldquo;Game Mode\u0026rdquo; and \u0026ldquo;Allow Commands\u0026rdquo; buttons in the World Options screen Open to LAN screen # As opposed to World Options, the host of a world can configure the \u0026ldquo;Game Mode\u0026rdquo; and \u0026ldquo;Allow Commands\u0026rdquo; values for other players in their world (separate from themselves) These buttons are available under a \u0026ldquo;Settings for Other Players\u0026rdquo; header Technical Changes # The Data Pack version is now 107.1 The particle_render_stats now includes the counts of different particle groups (SQ for single quads, NR for no render, EG for elder guardians and IP for item pickup), as well as the total Data Pack Version 107.1 # Entity Tags # Added #not_affected_by_geysers - entities that are not affected by the upward impulse applied by Geyser eruptions Fixed bugs in 26.2 Pre-Release 4 # MC-223248 - Spore blossom particles gradually disappear/lessen until the world is reloaded MC-306460 - The game window is one pixel too tall in fullscreen mode MC-307382 - Screenshots taken in fullscreen mode on Windows are one pixel too tall MC-308063 - The client still thinks commands are enabled when enabling multiplayer with commands and disabling it MC-308097 - The \u0026ldquo;Server Links\u0026hellip;\u0026rdquo; button in the game menu looks out of place MC-308174 - Hitboxes of item entities render from farther away than the item entities themselves MC-308337 - The \u0026ldquo;Friends Screen\u0026rdquo; key bind doesn\u0026rsquo;t work when set to a mouse button MC-308339 - Visual glitches occur in the particle effects when plenty of continuous geysers erupt simultaneously MC-308579 - Charging a crossbow with Multishot level 32 or higher crashes the game MC-308583 - The block breaking animation no longer renders when breaking most mob heads MC-308584 - The block breaking animation z-fights with blocks with the Vulkan rendering backend (and rarely with the OpenGL backend) MC-308588 - Debug keybinds combinations now execute other keybinds bound to the key MC-308592 - Switching gamemode with F3 + F4 applies F4 keybind ","date":"4 June 2026","externalUrl":null,"permalink":"/changelog/26.2/26-2-pre-release-4/","section":"Changelog Übersicht","summary":"","title":"26.2 Pre Release 4 Changelog","type":"changelog"},{"content":" News Misode Diff: https://misode.github.io/versions/?id=26.2-pre-3\u0026tab=diff\nSlicedlime Videos: Normal / Technical\nMinecraft 26.2 Pre-Release 3 # Today we are shipping the third pre-release for 26.2, with a few changes and fixes!\nWith today\u0026rsquo;s pre-release we\u0026rsquo;re reverting a fix that patched an exploit, known as \u0026ldquo;Attribute Swapping\u0026rdquo;, for unrelated reasons. Please note that this does not mean \u0026ldquo;Attribute Swapping\u0026rdquo; is a supported functionality - it will instead be fixed in a future snapshot.\nHappy Mining!\nChanges # Sulfur Cube mob # The block inside a Sulfur Cube now only aligns vertically with the block grid when the Sulfur Cube is invisible The squish animation will no longer be played when a Sulfur Cube has a block inside UI # The tooltip for the \u0026ldquo;Exclusive Fullscreen\u0026rdquo; video setting now mentions that Adaptive Sync (Nvidia G-Sync, AMD FreeSync) should work when it is enabled and will not work when it is disabled Telemetry # New property in World Events # The following change was missing from the changelog for 26.2 Pre-Release 2:\nserver_session_id a unique identifier for a multiplayer session, shared across all players in that session Fixed bugs in 26.2 Pre-Release 3 # MC-268008 - Players\u0026rsquo; sneaking state can sometimes desync MC-301325 - Menu music starts for a brief moment during the creation of a new world MC-307713 - The noxious_gas_08 particle texture has a resolution of 16x15 MC-307794 - Sulfur cubes with absorbed primed TNT cannot be hit with spears MC-307822 - Geysers are less effective on players riding other entities MC-307860 - The animation of the dark overlay in the advancements screen is slower on lower framerates MC-307884 - Characters in the Unicode font have uneven gaps between them MC-307899 - Adding large animated textures to atlases causes the Vulkan rendering backend to run out of memory MC-307916 - Explosions caused by sulfur cubes with absorbed TNT do not drop every destroyed block MC-307969 - Log spam when attempting to render a monster spawner in Peaceful difficulty MC-308036 - Attempting to send a friend request to yourself silently fails with no user feedback MC-308042 - CTRL+NUM within the friends menu requires the buttons to be focused in order to function, unlike other menus MC-308065 - When placing a bed, the head part takes an extra frame to appear MC-308092 - Disconnecting from the network on the friends screen and exiting the game causes the JVM to crash MC-308107 - The border around the text under the listed friends in the friends menu disappears when pressing Enter and exiting the link confirmation screen MC-308133 - Geysers take away boats\u0026rsquo; horizontal momentum MC-308152 - Hitting sulfur cubes that are hanging in mid air near the top now causes them to gain a lot more height MC-308245 - Partially transparent flower textures produce ghosting artifacts when mipmapped MC-308426 - Setting a movement key bind and the \u0026ldquo;Debug Modifier\u0026rdquo; key bind to the same key lets you move while an inventory is open MC-308436 - Blocks absorbed by small sulfur cubes are displayed incorrectly MC-308448 - The block outline on banners is white MC-308475 - The depth clear value is ignored in GlCommandEncoder.createRenderPass() MC-308476 - The timeout passed into glClientWaitSync is in milliseconds instead of nanoseconds MC-308477 - The vertex buffer slot is hardcoded to 0 in VulkanRenderPass.drawMultipleIndexed() MC-308484 - VulkanRenderPass: scissor is never set when renderArea is null MC-308533 - JVM crash when two shaders fail to compile when using Vulkan MC-308537 - The game can crash due to certain race conditions in multiplayer MC-308541 - You can still swap the blocks inside of a sulfur cube whilst their TNT is about to explode ","date":"2 June 2026","externalUrl":null,"permalink":"/changelog/26.2/26-2-pre-release-3/","section":"Changelog Übersicht","summary":"","title":"26.2 Pre Release 3 Changelog","type":"changelog"},{"content":" News Misode Diff: https://misode.github.io/versions/?id=26.2-pre-2\u0026tab=diff\nSlicedlime Videos: Normal / Technical\nMinecraft 26.2 Pre-Release 2 # Happy Thursday! Today we are bringing you Pre-Release 2, with a few bug fixes and improvements.\nHappy Mining!\nTechnical Changes # The Data Pack version is now 107.0 Fixed bugs in 26.2 Pre-Release 2 # MC-305475 - Tripwire above the player\u0026rsquo;s head gets triggered twice when jumping MC-307662 - The graphics backend version line in the debug overlay doesn\u0026rsquo;t support new line characters MC-307759 - Quickly giving sulfur cubes blocks to absorb and removing them while the tick rate is low can cause a desync MC-308033 - The shield blocking animation is now too quick MC-308135 - Large core shader files fail to load when using the Vulkan rendering backend MC-308207 - You can swap sulfur cubes\u0026rsquo; absorbed block at the same time as lighting their absorbed TNT MC-308281 - OpenGL MultiDraw crash due to missing element buffer bind MC-308363 - Igloo generation freezes the server in rare cases MC-308439 - The foot part of beds displays as the missing model when the \u0026ldquo;Programmer Art\u0026rdquo; resource pack is enabled MC-308442 - Switching a beacon\u0026rsquo;s primary effect while the level II effect is chosen as the secondary effect kicks the player MC-308452 - The game crashes on startup on Mac MC-308457 - The game crashes on systems that don\u0026rsquo;t support Vulkan MC-308465 - The game now crashes when attempting to create a new world while the saves folder is not present ","date":"28 May 2026","externalUrl":null,"permalink":"/changelog/26.2/26-2-pre-release-2/","section":"Changelog Übersicht","summary":"","title":"26.2 Pre Release 2 Changelog","type":"changelog"},{"content":" News Misode Diff: https://misode.github.io/versions/?id=26.2-pre-1\u0026tab=diff\nSlicedlime Videos: Normal / Technical\nMinecraft 26.2 Pre-Release 1 # Today we\u0026rsquo;re rolling out the first pre-release for 26.2! From this point on, you should mostly see bug fixes as we prepare for release. Pre-releases also break away from the usual Tuesday snapshot rhythm, so keep an eye out for the next one!\nWith this pre-release, we are removing the Peer-to-Peer connection feature introduced in a recent snapshot. Because the experience wasn\u0026rsquo;t what we wanted it to be for all players, we do not consider the feature ready for release in its current form.\nKnown issues # The game crashes on systems that do not have Vulkan As a workaround, to run the game on these system, edit options.txt and find the line preferredGraphicsBackend:\u0026quot;default\u0026quot; - change the word \u0026quot;default\u0026quot; to \u0026quot;opengl\u0026quot; Changes # Sulfur Cube mob # Small Sulfur Cubes now have an updated model and texture\nNew Old The Sulfur Cube now has unique hit and push sounds for each archetype\nBouncy Hit: Push: Explosive Hit: Push: Fast Flat Hit: Push: Fast Sliding Hit: Push: High Resistance Hit: Push: Hot Hit: Push: Light Hit: Push: Slow Flat Hit: Push: Slow Sliding Push: Sticky Hit: Push: Regular Hit: Push: Sulfur Caves biome # Updated the fog color in the Sulfur Caves, Bedrock will match this color later\nNew Old Reduced the max growth length of the Sulfur Spikes\nPotent Sulfur # The continuous Geyser set-up now requires a source Lava Block to erupt Sounds # Updated hurt and death sounds for the picky chicken sound variant\nOld Death: Hurt: New Death: Hurt: Small Sulfur Cube now have sounds playing when being fed with Slimeballs\n: UI # The friend list button is now always visible, even if the feature is disabled in the options Technical Changes # The Data Pack version is now 106.1 The Resource Pack version is now 88.0 Server properties # Added chat-spam-threshold-seconds and command-spam-threshold-seconds properties, separating the spam thresholds for chat vs commands Both thresholds are set to 10 by default, which was the existing threshold for combined command+chat spam These thresholds configure the mechanism that automatically kicks players for sending too many chat messages or commands The value describes how many seconds worth of spamming a player must do to get kicked, where each message a player sends increases the counter by 1 second The counter is decremented once per tick (equivalent to 1/20th of a second), and a player is kicked if their counter reaches the configured threshold Either threshold can be set to 0 to disable kicks for the associated type of spam Examples of message rates that would cause a kick, given the default threshold of 10: Sending 11 messages in 1 second Sending 14 messages in 2 seconds Sending 21 messages in 10 seconds Data Pack Version 106.1 # Sulfur Cube Archetype Registry # Added field:\nsound_settings - a field that contains various sound settings for the Sulfur Cube hit_sound - sound event that is played when the Sulfur Cube is hit while it has a block inside push_sound - sound event that is played when the Sulfur Cube is pushed while it has a block inside push_sound_impulse_threshold - float that specifies the smallest impulse required to trigger the push sound effect on the Sulfur Cube push_sound_cooldown - float that specifies the cooldown in seconds for the push sound effect Commands # The execute on owner command will now consider Vexes as owned by their Evoker World Presets # Added a new minecraft:flat_all_dimensions world preset This preset does not show up by default in the create world screen Resource Pack Version 88.0 # Block Sprites # Renamed block/quartz_pillar.png and block/purpur_pillar.png to append _side as a suffix Entity Textures # Added new Entity textures: entity/sulfur_cube/sulfur_cube_outer.png entity/sulfur_cube/sulfur_cube_inner.png entity/sulfur_cube/sulfur_cube_outer_small.png entity/sulfur_cube/sulfur_cube_inner_small.png Sounds # Removed sounds for Sulfur Cube:\nentity.sulfur_cube.hit entity.sulfur_cube.push Added sounds for Sulfur Cube:\nentity.sulfur_cube.regular.hit entity.sulfur_cube.regular.push entity.sulfur_cube.bouncy.hit entity.sulfur_cube.bouncy.push entity.sulfur_cube.slow_flat.hit entity.sulfur_cube.slow_flat.push entity.sulfur_cube.fast_flat.hit entity.sulfur_cube.fast_flat.push entity.sulfur_cube.light.hit entity.sulfur_cube.light.push entity.sulfur_cube.fast_sliding.hit entity.sulfur_cube.fast_sliding.push entity.sulfur_cube.slow_sliding.hit entity.sulfur_cube.slow_sliding.push entity.sulfur_cube.high_resistance.hit entity.sulfur_cube.high_resistance.push entity.sulfur_cube.sticky.hit entity.sulfur_cube.sticky.push entity.sulfur_cube.hot.hit entity.sulfur_cube.hot.push Fixed bugs in 26.2 Pre-Release 1 # MC-134349 - Making a zoomed-out version of a map fails when using the pick block key MC-277487 - The game softlocks when attempting to create a new world if the saves folder is not writable MC-301761 - Elements within the realms “Players” tab all move down slightly when the “Invited” element is selected using the TAB key MC-302144 - Players respawn inside the bottom bedrock layers when the world spawn point is set in the Nether MC-302268 - Running multiple commands quickly kicks the player for spamming in multiplayer MC-303401 - Using the pick block key on maps with map_post_processing from a cartography table in Creative mode causes the game to crash MC-307008 - Severe loss of framerate in the new update MC-307159 - Using bone meal from the main hand simultaneously places a block held in the off hand MC-307330 - Major framerate drop in 26.1 and above MC-307536 - Performance drop while rendering decorated pots MC-307589 - Tridents don\u0026rsquo;t render if their hitbox is far outside the player\u0026rsquo;s field of view, even if part of them should otherwise be visible MC-307721 - Large numbers of banners in the world cause performance issues MC-307935 - Sulfur caves can eventually become overgrown with sulfur spikes MC-307951 - Piglins continuously make a sound while trying to zombify in Peaceful difficulty MC-307999 - The game\u0026rsquo;s tick rate freezes for a while when a sulfur cube takes damage from Instant Damage with a very high amplifier MC-308039 - The click sound isn’t played when clicking on the “Microsoft account” link in the friends menu MC-308041 - Long usernames render outside of the friends list area MC-308045 - Small sulfur cubes don\u0026rsquo;t have their own texture, unlike in Bedrock Edition MC-308057 - The “Manage online safety with your Microsoft account“ element in the friends menu is not perfectly horizontally centered MC-308111 - Items can enter the player\u0026rsquo;s inventory after death, causing them to be deleted with the keep_inventory game rule disabled MC-308112 - The panorama starts spinning when entering the Music \u0026amp; Sounds menu from the accessibility onboarding screen MC-308141 - Friends\u0026rsquo; skins take a long time to show when opening the friends list MC-308157 - The game crashes when an evoker retaliates against a vex that has itself as its owner MC-308182 - The fog in sulfur caves is not green, unlike in Bedrock Edition MC-308184 - The game does not properly handle save folder deletion while running MC-308194 - The friend list doesn\u0026rsquo;t use high contrast button textures when the \u0026ldquo;High Contrast\u0026rdquo; resource pack is enabled MC-308217 - Shulkers suffocate when opening while hanging from a block MC-308226 - Template models for signs are not prefixed with template_ MC-308227 - Template models for beds are not prefixed with template_ MC-308237 - Crash when post shaders fail to compile MC-308242 - Hanging signs\u0026rsquo; recipe unlock criterion name was changed to has_planks MC-308292 - The \u0026ldquo;My profile name: \u0026quot; string in the friends menu is placed to the left of the username even in right-to-left languages ","date":"26 May 2026","externalUrl":null,"permalink":"/changelog/26.2/26-2-pre-release-1/","section":"Changelog Übersicht","summary":"","title":"26.2 Pre Release 1 Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nMisode Diff: https://misode.github.io/versions/?id=26.2-snapshot-8\u0026tab=diff\nSnapshot Datapack: Download\nMinecraft 26.2 Snapshot 8 # Today we\u0026rsquo;re shipping 26.2 Snapshot 8! OpenGL is now the default, while Vulkan moves into experimental territory. You\u0026rsquo;ll also find updates to the sulfur cave and sulfur cube, along with beds that are now a bit bouncier than before!\nHappy bouncing!\nNew Features # Sulfur Caves biome # If exposed to the surface, the biome will generate with all the features of the underground Sulfur Caves biome Sulfur Cube mob # Sulfur Cubes containing a block inside are now immune to damage from Magma Blocks, as well as from other Sulfur Cubes that contain a Magma Block Changes # The game will now use OpenGL graphics API by default Beds are now slightly more bouncy to match Bedrock Changed \u0026ldquo;Graphics API\u0026rdquo; Video Setting # \u0026ldquo;Vulkan\u0026rdquo; is now marked as \u0026ldquo;Experimental\u0026rdquo; You can still use it if you want, it works well on most common systems, but may reduce performance or cause instability on some other systems \u0026ldquo;Default\u0026rdquo; option will now use OpenGL behind the scenes The setting will be reset to \u0026ldquo;Default\u0026rdquo; for all players UI Sprites # Added friends/background_dark - a darker variant of the friends/background panel sprite, used as the background for confirmation dialogs in the Friends UI Technical Changes # The Data Pack version is now 106.0 Damage Types # Added a new minecraft:sulfur_cube_hot damage type Data Pack Version 106.0 # Commands # Publish # The publish command now takes an additional boolean as it\u0026rsquo;s first argument to specify whether the server should be opened to online multiplayer or just local multiplayer Default: true (online multiplayer) Unpublish # Added unpublish command that unpublishes your integrated server if there is one present Fixed bugs in 26.2 Snapshot 8 # MC-306673 - The color of sleeping baby snow foxes\u0026rsquo; eyes is inconsistent with their adult variant MC-306738 - Blocks sometimes remain visible after breaking MC-306750 - The texture of snifflets contains unused pixels MC-306962 - The \u0026ldquo;Take Screenshot\u0026rdquo; key bind doesn\u0026rsquo;t work when set to a mouse button MC-307212 - The texture of the back of gurgles\u0026rsquo; right arm has a line of miscolored pixels MC-307363 - Baby hoglins\u0026rsquo; mane no longer appears on both sides of the body texture MC-307833 - The world freezes when villagers with specific trade sets level up MC-307911 - The death message for dying to a sulfur cube with an absorbed magma block is \u0026quot; discovered the floor was lava\u0026quot; MC-308035 - Standing signs next to blocks now have an extra dark looking face MC-308047 - Friends service forbidden (403) — user may lack an active profile MC-308048 - The \u0026ldquo;options.inGameNotification\u0026rdquo; string is improperly capitalized MC-308058 - Sulfur cubes touching cacti spam the hurting sound MC-308061 - Games published with /publish are shown as offline in the multiplayer options screen MC-308073 - Text in the friends list warning screen can extend outside the window when reducing the resolution MC-308102 - Non-friends can join a friends-only world if they are using the same network MC-308103 - The sign editing screen no longer distinguishes between standing signs and wall signs MC-308104 - The side faces of wall signs do not get culled against blocks MC-308114 - The name of the debug property that simulates friend-only chat repeats the word \u0026ldquo;DEBUG_\u0026rdquo; MC-308145 - Cannot see own chat messages when chat is restricted to friends only by Xbox options MC-308163 - Entities pushed upward by geysers take fall damage proportional to the time they have been hovering for when landing MC-308168 - The skin preview in the skin reporting screen can no longer be rotated vertically MC-308181 - When the Villager Trade Rebalance experiment is on, the \u0026ldquo;Bounce\u0026rdquo; music disc does not generate ","date":"19 May 2026","externalUrl":null,"permalink":"/changelog/26.2/26.2-snapshot-8/","section":"Changelog Übersicht","summary":"","title":"26.2 Snapshot 8 Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nMisode Diff: https://misode.github.io/versions/?id=26.2-snapshot-7\u0026tab=diff\nSnapshot Datapack: Download\nExtra \u0026ldquo;Minecraft Live\u0026rdquo; Announcement: https://www.youtube.com/watch?v=P1VnxWtE1yY\nMinecraft 26.2 Snapshot 7 # In today\u0026rsquo;s snapshot we\u0026rsquo;re introducing the new Friends List for Java Edition, making it easier than ever to stay connected and jump into play together. Curious how it works? You can read more about Friends List here: https://www.minecraft.net/de-de/article/friends-list-for-java-edition.\nBut that\u0026rsquo;s not all! We might be feature complete – but we have a final surprise for you! Listen to the official soundtrack for Chaos Cubed by fingerspit (Paula Ruiz) today – including the music disc Bounce!\nHappy Mining!\nNew Features # Added a new Music Disc with the track \u0026ldquo;Bounce\u0026rdquo; by fingerspit YT Link Added 5 new music tracks by fingerspit Added the Friends List Added the ability to easily play with your friends through peer-to-peer, even when you\u0026rsquo;re not on the same local network Music # Added a new music disc: \u0026ldquo;Bounce\u0026rdquo; by fingerspit Has a chance of being found in Mineshaft Chest Minecarts that are located in a Sulfur Cave biome Has a comparator output of 8 when played in a Jukebox Added 5 new background music tracks by fingerspit: \u0026ldquo;Shores\u0026rdquo; \u0026ldquo;Memories\u0026rdquo; \u0026ldquo;Nightly\u0026rdquo; \u0026ldquo;Home\u0026rdquo; \u0026ldquo;Ebb\u0026rdquo; Friends List # Added a Friends List, accessible from a new Friends button on the Title Screen and the Pause Menu\nThe Friends list can be opened with a new key bind (default: \u0026ldquo;O\u0026rdquo;)\nThe Friends button shows a notification badge with the number of incoming friend requests, up to 5 (a \u0026ldquo;more\u0026rdquo; indicator is shown beyond that)\nThe Friends List is presented as an overlay with two tabs:\nFriends: shows your current friends, lets you remove them, and lets you send a new friend request by Profile Name Pending: shows incoming friend requests (which can be accepted or declined) and outgoing friend requests (which can be canceled) The presence of your friends is shown under their name in the Friends List as one of the following:\n\u0026ldquo;Offline\u0026rdquo; \u0026ldquo;Online\u0026rdquo; \u0026ldquo;In a world\u0026rdquo; \u0026ldquo;In a joinable world\u0026rdquo; Sending, accepting, declining, cancelling, and removing actions are confirmed in the UI and show a clear error message when the service is unreachable, rate limited, or the requested Profile Name does not exist\nFriend changes that happen while the game is running are shown through toast notifications:\nWhen a friend request is sent When a friend request is received When an outgoing friend request is accepted by the other player Toasts show the other player\u0026rsquo;s face when the skin is available\nThe Friends List checks for updates once per minute while the Friends List is open, or every 5 minutes otherwise\nThe first time the Friends button is shown on the Title Screen, a confirmation dialog is presented to opt in to the Friends List\nThe Friends List, friend request privacy, and the Microsoft account safety settings link are managed from the new \u0026ldquo;Friends List\u0026rdquo; section in Online Options\nPlayers that have their chat settings set to \u0026ldquo;Friends Only\u0026rdquo; on their XBox profile will only see chat messages from other players if they are friends\nKnown Issues # !!!----------------------------------------------------------------------------------------------------!!!\nDeveloper's Note: This is the first version of this system, released with a few known issues. It will be improved over the coming snapshots. !!!----------------------------------------------------------------------------------------------------!!!\nCancelling a friend request before the receiver has accepted it can leave the receivers incoming list in a desynced state The receiver will still see it as incoming, but when they accept it, it\u0026rsquo;ll turn into an outgoing friend request for them Rejecting a friend request can leave the sender\u0026rsquo;s outgoing list in a desynced state The sender also needs to cancel their friend request to get back to a properly synced state If a player has the friend list turned on, but the \u0026ldquo;Allow Requests\u0026rdquo; setting turned off, other players can\u0026rsquo;t accept outgoing friend requests from them If your Xbox profile chat setting is set to \u0026ldquo;Friends Only\u0026rdquo;, you cannot see your own chat messages Peer-to-Peer # Added the ability to open singleplayer worlds to online multiplayer from the new Multiplayer Options screen There are two paths to play with your friends Invite to world: the host can invite friends to their world, and the invited players can accept or deny the invitation Request to join world: players can request to join a friend\u0026rsquo;s world (if it\u0026rsquo;s open to online multiplayer), and the friend can accept or deny the request Added new p2p_connection opt-in telemetry event Changes # The Slow Bouncy Sulfur Cube archetype is no longer buoyant The grass color is now less green in Sulfur Caves Updated the Main Menu background panorama Potent Sulfur # Eruption and cooldown times of Geysers are now randomized based on the position of the block and do not change if the block is replaced Potent sulfur can now erupt when a Lava block is placed underneath With Lava underneath, the Geyser eruption is continuous, but with slightly muted sounds compared to the eruption from a Magma block Noxious Gas from Potent Sulfur can now rise through non-collidable waterlogged blocks and spread through other non-collidable blocks Erupting Potent Sulfur can now emit its plume and boost entities through non-collidable blocks This includes Scaffolding, which can be used as an alternative to Copper Grates to stand above erupting Potent Sulfur without being affected by Noxious Gas\nRedstone Controllable Geyser\nG → Snapshot 7 → \u0026ldquo;Spawn Redstone Geyser Example\u0026rdquo; UI # Added a Friends button to the Title Screen and the Pause Menu Replaced the Open to LAN screen with the new Multiplayer Options screen Multiplayer Options # This screen allows you to configure the multiplayer settings of the world you\u0026rsquo;re currently in The multiplayer scope can be set to one of the following: Off: (default) Nobody can join your world Local: only players in your local network can join your world, as the Open to LAN screen used to work Online: you can invite your friends to join your world from anywhere The game mode and allow cheats options are also available in this screen Settings # Added a setting to control the availability of the Friends List and its features in Online Options Added an \u0026ldquo;In-game Notification\u0026rdquo; toggle in Online Options to control whether Friends List toasts appear while in a world Added an \u0026ldquo;Allow Requests\u0026rdquo; toggle in Online Options to control whether other players can send you friend requests Added an \u0026ldquo;Xbox Settings\u0026hellip;\u0026rdquo; button in Online Options that opens the Microsoft account privacy and online safety settings Added a Presence option in Online Options screen to control how much activity is shared with friends (default: \u0026ldquo;All\u0026rdquo;) \u0026ldquo;All\u0026rdquo;: shares activity, and allows friends to request to join your world if opened up to online multiplayer \u0026ldquo;Limited\u0026rdquo;: activity sharing limited to \u0026ldquo;Online\u0026rdquo; \u0026amp; \u0026ldquo;Offline\u0026rdquo; \u0026ldquo;None\u0026rdquo;: no activity shared. Appearing as \u0026ldquo;Offline\u0026rdquo; to friends Technical Changes # The Data Pack version is now 105.1 The Resource Pack version is now 87.0 Data Pack version 105.1 # Block Tags # Added #causes_periodic_geyser_eruptions - all blocks that cause periodic eruptions of Potent Sulfur blocks Added #causes_continuous_geyser_eruptions - all blocks that cause continuous eruptions of Potent Sulfur blocks Resource Pack Version 87.0 # Signs and Hanging Signs now use block models instead of built-in entity models\nThe text on Signs and Hanging Signs cannot be configured yet The minecraft:signs atlas has been removed\nCustom Sign Model Example:\nDownload Signs no longer stop rendering after a certain distance\nBlock Sprites # Signs and Hanging Signs now use block models and textures, replacing \u0026lt;wood_type\u0026gt; with the sign\u0026rsquo;s wood type (e.g. mangrove) block/\u0026lt;wood_type\u0026gt;_sign.png block/\u0026lt;wood_type\u0026gt;_hanging_sign.png The process of upgrading your pack\u0026rsquo;s Bed, Sign, and Hanging Sign textures can be assisted by using this automated Slicer tool: https://github.com/Mojang/slicer/releases Item Sprites # Added new Item sprites:\nitem/music_disc_bounce.png UI Sprites # Added new textures for the Sign edit screen background, replacing \u0026lt;wood_type\u0026gt; with the sign\u0026rsquo;s wood type (e.g. mangrove): gui/sign/\u0026lt;wood_type\u0026gt;.png Added new UI sprites: gui/sprites/friends/multiplayer/invite.png gui/sprites/friends/multiplayer/join_request.png gui/sprites/friends/accept.png gui/sprites/friends/accept_highlighted.png gui/sprites/friends/cancel.png gui/sprites/friends/friends.png gui/sprites/friends/illustrations_00.png gui/sprites/friends/list_separator_top.png gui/sprites/friends/loading.png gui/sprites/friends/reject.png gui/sprites/friends/reject_highlighted.png gui/sprites/friends/remove.png gui/sprites/friends/background.png gui/sprites/friends/button.png gui/sprites/friends/button_disabled.png gui/sprites/friends/button_highlighted.png gui/sprites/friends/toast_background.png gui/sprites/pause_menu/player_reporting.png gui/sprites/pause_menu/bug.png gui/sprites/pause_menu/social_interactions.png Sounds # Added sounds for Geyser eruptions: block.potent_sulfur.geyser_continuous_eruption block.potent_sulfur.geyser_continuous_eruption_active Added biome music for Sulfur Caves: music.overworld.sulfur_caves Item Models # The following special model types have been removed: minecraft:standing_sign minecraft:hanging_sign Telemetry # New opt-in events # p2p_connection This event is sent after a peer-to-peer connection attempt Added new property: p2p_connection_successful Whether the peer-to-peer connection was established successfully Added new property: p2p_connection_failure_stage The stage where an unsuccessful connection attempt failed, such as SIGNALING, ICE_CONNECT, or TIMEOUT Added new property: p2p_connection_ice_path The type of network path used for the connection, such as LOCAL, DIRECT, RELAY, or UNKNOWN Added new properties: p2p_connection_local_candidate_type and ´ The ICE candidate types used by each side of the connection, such as HOST, SRFLX, PRFLX, or RELAY Added new properties: p2p_connection_total_time_ms, p2p_connection_signaling_time_ms, and p2p_connection_ice_connect_time_ms Timing information for each stage of the peer-to-peer connection flow Fixed bugs in 26.2 Snapshot 7 # MC-297491 - Glyphs from TTF files are no longer rendered correctly on glow signs MC-306401 - Shulkers\u0026rsquo; name tags display inside them when they\u0026rsquo;re open MC-306972 - Wardens repeatedly roar in place when detecting ghasts MC-307144 - The game reads world generation data from data packs or world_gen_settings.dat inconsistently, preventing updating large biome sources MC-307221 - The missing texture is no longer used for blocks with no model or an invalid model MC-307272 - Servers can no longer detect left clicks from players in Spectator mode MC-307336 - Colors are less saturated with the Vulkan rendering backend on some Mac systems MC-307339 - The player\u0026rsquo;s vertical motion is reset when moving on the ground MC-307387 - When using Vulkan, the Globals uniform is not available in multiple core shaders unless explicitly defined MC-307418 - The game crashes when trying to upgrade a legacy world MC-307421 - Vulkan does not trigger an error when a resource pack that cannot be loaded is loaded MC-307442 - The game crashes upon startup on Mac systems with Intel graphics of Gen8 architecture MC-307455 - The game crashes when minimized on some Intel graphics MC-307498 - The standing_sign special model renderer uses a field misspelled as \u0026ldquo;attachement\u0026rdquo; MC-307499 - The game crashes upon detecting invalid shader files during loading MC-307585 - The fall_after_explosion advancement trigger does not work with TNT anymore MC-307605 - The \u0026ldquo;Exclusive Fullscreen\u0026rdquo; and \u0026ldquo;Graphics API\u0026rdquo; options prompt the user to restart the game differently MC-307817 - Target selectors no longer allow specifying type multiple times when using tags MC-307877 - Bone meal cannot be used on dry grass with a block directly above it MC-307905 - Crash report generation can crash when StackTraceElement.getFileName() is null MC-307912 - Sulfur spikes in sulfur springs are not waterlogged MC-307919 - Geysers\u0026rsquo; force goes through some transparent blocks MC-307920 - Bucketed sulfur cubes can despawn MC-307929 - Dispensers can equip armor on sulfur cubes MC-307952 - The enchantment glint does not render on top of banner patterns applied on a shield ","date":"12 May 2026","externalUrl":null,"permalink":"/changelog/26.2/26.2-snapshot-7/","section":"Changelog Übersicht","summary":"","title":"26.2 Snapshot 7 Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nMisode Diff: https://misode.github.io/versions/?id=26.2-snapshot-6\u0026tab=diff\nSnapshot Datapack: Download\nMinecraft 26.2 Snapshot 6 # Test the final features from Chaos Cubed in 26.2 snapshot 6! Feed magma to sulfur cubes and watch them heat up – but don\u0026rsquo;t touch them unless it\u0026rsquo;s for science! A new potential effect makes sulfur cubes slow, heavy and bouncy, but what block causes it? It\u0026rsquo;s up to you to find out! Finally, check out the new look of sulfur springs.\nHappy Mining!\nNew Features # New Sulfur Cube archetypes: Slow Bouncy and Hot Added Gallo language support to the game Added Uzbek language support to the game Added Võro language support to the game Sulfur Cube mob # Added new Slow Bouncy and Hot archetypes to the Sulfur Cube Sulfur Cube archetypes # There is a new archetype: Slow Bouncy: slow speed, high bounciness, medium friction and medium air drag It is buoyant Used when absorbing stone blocks There is also a new special archetype: Hot: same properties as Regular, but damages entities on contact like Magma Blocks do Used when absorbing Magma Blocks Advancements # Added new \u0026ldquo;Uh Oh\u0026rdquo; Husbandry advancement for having a Sulfur Cube absorb a TNT block Changes # Sulfur Caves biome # Redesigned all surface Sulfur Springs features The Sulfur Caves biome is less likely to generate underneath Oceans, Hills or Mountains Sulfur Caves no longer generate with bands of Tuff and Granite Developer's Note: Thanks to player feedback we've decided to revert tuff and granite blocks generating in sulfur caves, in favor of generating more sulfur to increase the chances of pools spawning. Sulfur spikes remain unaffected. Potent Sulfur # Geyser eruptions emit game events at the beginning and at the end of the eruption that can be detected by Sculk Sensors Sounds # Updated eruption sounds for Sulfur Spring Technical Changes # Data Pack Version 105.0 # Added minecraft:sulfur_cube_archetype registry entries: hot slow_bouncy Entry format for minecraft:sulfur_cube_archetype registry has been updated: explosion_fuse has been replaced by explosion: an optional field, if present, the Sulfur Cube of this archetype will explode: fuse: positive integer, the fuse time when ignited power: non-negative integer, the explosion power causes_fire: boolean, whether the explosion causes fire Added contact_damage: an optional field, if present, the Sulfur Cube of this archetype will deal damage to entities when they come in contact with it amount: non-negative float, amount of damage dealt damage_type: damage type attribute_to_source: boolean indicating if the damage is attributed to the Sulfur Cube Added knockback_modifiers: a field that contains various modifier fileds for the Sulfur Cubes knockback magnitude and direction horizontal_power: float that represenst the horizontal power of the knockback vertical_power: float that represenst the vertical power of the knockback Removed the HurtByTimestamp tag from Living Entities, ticks_since_last_hurt_by_mob should be used instead World Generation # Surface Rules # Changed noise_threshold Surface Rule Condition # Added new is_3d field - boolean, true if the noise should be evaluated in 3D If not specified, defaults to false Removed noise_gradient Surface Rule # Can be replaced with noise_threshold Configured Features # Added minecraft:weighted_random_selector Feature Type # Randomly selects one of the given features to generate based on their weights.\nFormat: object with fields:\nfeatures - list of Placed Features and their weights Changes to minecraft:large_dripstone # The maximum allowed value for column_radius has been reduced from 19 to 16 to prevent features from reaching beyond neighboring chunks Wind offset is now clamped to ensure the full dripstone (radius + wind) stays within neighboring chunk bounds Changes to minecraft:root_system # New field level_test_distance indicating how far away from the origin the root system will check the existing terrain New field max_level_deviation indicating how far the ground level can deviate from the original ground level at these test positions Structure Processors # Changed minecraft:block_rot Structure Processor # Now evaluates the block state produced by previous block processors in the chain, instead of always using the original block defined in the structure The first processor in the chain still always evaluates against the original structure-defined block Tags # Item Tags # Added the following tags for items that can be placed inside a Sulfur Cube to determine its archetype: #sulfur_cube_archetype/hot #sulfur_cube_archetype/slow_bouncy Fixed bugs in 26.2 Snapshot 6 # MC-248758 - Logged Error: Detected setBlock in a far chunk MC-302554 - Glowing falling blocks no longer show the glowing outline MC-305239 - Growing world borders reset to their starting size upon reopening the world MC-306778 - The fog color no longer transitions smoothly when the weather changes at night while under the Night Vision effect MC-307043 - Applying a freeze effect while damaging a mob causes an incorrect value for ticks_since_last_hurt_by_mob MC-307281 - /item replace cannot place items in sulfur cubes\u0026rsquo; body slot MC-307297 - Sulfur cubes shake from freezing when inside powder snow despite not being able to freeze MC-307310 - Potent sulfur can generate outside of water MC-307323 - Sulfur caves can generate on the surface MC-307351 - Dispenser arrows cannot push sulfur cubes MC-307397 - Mace effects do not apply when hitting sulfur cubes MC-307407 - Vertical velocity after bouncing does not take drag into consideration MC-307424 - Chiseled cinnabar and sulfur are listed incorrectly in the Creative mode inventory MC-307482 - Sulfur cubes with an absorbed block don\u0026rsquo;t inherit any status effects from tipped arrows MC-307517 - Beacon beams render in front of nether fog MC-307544 - Sulfur spikes have an inaccurate map color MC-307560 - Wandering traders are unable to sell sulfur spikes MC-307584 - The border around the selected pack in the resource/data pack menu disappears when pressing Enter MC-307667 - Dispensers can equip small sulfur cubes MC-307673 - Sulfur caves appear much smaller due to their tuff border MC-307674 - Knockback does nothing to sulfur cubes if they have a block inside MC-307684 - Named sulfur cubes can despawn after being picked up with a bucket and replaced MC-307774 - The bool(arg) SNBT operation returns false for some non-zero number values MC-307777 - The patterns on banners are now invisible under some circumstances MC-307778 - Priming sulfur cubes with absorbed TNT does not play the hand use animation MC-307779 - Potent sulfur no longer causes noxious gas to appear upon world generation MC-307780 - The server crashes when the management server is enabled MC-307782 - Sulfur spring geysers can push players in Creative mode who are flying MC-307783 - Lines are drawn between leashed entities in view MC-307784 - Structure block rotation buttons aren\u0026rsquo;t disabled correctly MC-307785 - Geysers do not emit a game event when erupting MC-307797 - Dying to a sulfur cube doesn\u0026rsquo;t increase the player\u0026rsquo;s killed_by:sulfur_cube statistic MC-307802 - The player\u0026rsquo;s arm swings when attempting to interact with a sulfur cube with ignited TNT inside MC-307803 - The game crashes when a sulfur cube with an archetype that has explosion_fuse set to a value lower than 4 is primed by an explosion MC-307821 - The glowing effect is now always white on the frame part of bell block displays MC-307824 - Attempting to light a sulfur cube with TNT inside while TNT explosions are disabled does not display a message MC-307825 - Disabling TNT explosions does not prevent already primed TNT sulfur cubes from exploding MC-307829 - Sulfur cubes with TNT absorbed still explode with the game rule mob_griefing set to false MC-307837 - Igniters deplete when used on TNT sulfur cubes while TNT explosions are disabled MC-307854 - Weapons enchanted with Fire Aspect don\u0026rsquo;t ignite TNT sulfur cubes MC-307864 - Small sulfur cubes become large client-side when fed a slimeball after restarting their aging ","date":"5 May 2026","externalUrl":null,"permalink":"/changelog/26.2/26.2-snapshot-6/","section":"Changelog Übersicht","summary":"","title":"26.2 Snapshot 6 Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nMisode Diff: https://misode.github.io/versions/?id=26.2-snapshot-5\u0026tab=diff\nSnapshot Datapack: Download\nMinecraft 26.2 Snapshot 5 # Boom!! 26.2 Snapshot 5 just exploded into the scene! This snapshot introduces erupting Geysers and a new explosive archetype for the Sulfur Cube!\nHappy mining!\nNew Features # New Sulfur Cube archetype: Explosive Potent Sulfur can now form Geysers Sulfur Cube mob # With a block inside, it is now immune to explosions Sulfur Cube archetypes # There is now a third special archetype: Explosive: similar properties to a Regular with a slightly higher air drag, Used when absorbing a TNT block Absorbed TNT can be primed by Redstone, fire sources (including a Dispenser with a Flint and Steel) or nearby explosions When primed by fire or Redstone, absorbed TNT uses a fuse time of 6 seconds When primed by an explosion, absorbed TNT uses a randomized fuse time between 0.75 and 3 seconds Sulfur Cubes with an absorbed, primed TNT block cannot be picked up with a Bucket Sulfur Cubes with an absorbed, primed TNT block cannot be damaged Absorbed, primed TNT blocks cannot be sheared out On explosion, no Small Sulfur Cubes are spawned Potent Sulfur # When placed above a Magma block and under 1-4 Water source blocks, it creates a Geyser The Geyser will erupt at random intervals, shooting a plume of water particles upwards and applying an upward impulse to entities above it Extra: Die Höhe der Geyser Partikel und des Effekts erhöht sich mit jeder Wasserquelle von 1-4 um 5 Blöcke Changes # Tweaked various mobs hitbox, eye height, and rider positions Mob Spawning # Hoglins are now considered hostile and do not spawn on Peaceful difficutly Sounds # Added sounds for Geyser eruptions New Sounds \\/ Sulfur Spikes now have unique sound events Settings # Removed Touchscreen Mode Developer's Note: Touch screen mode has been poorly implemented and not properly supported for a long time. We plan to deprecate this feature in this release. To provide your feedback on this topic, head over to the feedback site. Technical Changes # The Data Pack version is now 104.0 The Resource Pack version is now 86.2 A player\u0026rsquo;s score will no longer be displayed in the player tab overlay if the player doesn\u0026rsquo;t have the objective Minecraft Server Management Protocol 3.0.0 # The management server now starts before the Minecraft server starts Most notably, this means the heartbeat will be sent while the world is loading and potentially upgrading The rpc.discover and notification/server/status methods are now accessible before the dedicated server spins up The server will return an error when other methods are called during this time Data Pack Version 104.0 # Entries in the minecraft:sulfur_cube_archetype registry have a new field: explosion_fuse: optional integer, if present, the Sulfur Cube of this archetype will explode with this fuse time when ignited Added geyser, geyser_poof, geyser_base, and geyser_plume particles Commands # Team color arguments (used in team modify [name] color and waypoint modify [name] color) now accept only lowercase names with underscores I.e. only dark_purple is accepted and not darkpurple or DarkPurple Values now match color names in text components Changed minecraft:nameplate_distance # Renamed to minecraft:name_tag_distance World Generation # Added matching_biomes world generation-type block predicate type which checks if the block position matches one of the specified biomes Format: object with fields: biomes - biome ID, list of biome IDs, or hash-prefixed biome tag: the biomes to match tree feature configuration\u0026rsquo;s below_trunk_provider block state provider no longer has a default value Configured Features # Changes to minecraft:multiface_growth # Field block is now mandatory (defaulted to minecraft:grow_lichen) Density Functions # Added minecraft:interval_select # Selects between a number of Density Functions based on an input Density Function and a set of threshold values. Format: object with fields:\ninput - Density Function, the value to be compared with any given thresholds thresholds - non-empty list of floats, the threshold values to compare input with If input \u0026lt; thresholds[i], the result of functions[i] will be selected If the input is greater than the last threshold value, the last function will be selected Must be one fewer thresholds than functions functions - list of at least 2 Density Functions, the resulting functions to be selected from Must be one more element in functions than in thresholds Removed minecraft:weird_scaled_sampler # This Density Function has been removed, with its functionality replaced by interval_select When rarity_value_mapper was type_1, equivalent to: interval_select with thresholds -0.75, -0.5, 0.5, 0.75 Selected functions follow: abs(rarity * noise(x/rarity, y/rarity, z/rarity)) Corresponding rarity values: 0.5, 0.75, 1.0, 2.0, 3.0 When rarity_value_mapper was type_2, equivalent to: interval_select with thresholds -0.5, 0.0, 0.5 Selected functions follow: abs(rarity * noise(x/rarity, y/rarity, z/rarity)) Corresponding rarity values: 0.75, 1.0, 1.5, 2.0 Tags # Block Tags # Added the following tags for blocks which some mobs are immune to. These have effect on dismounting, and valid surroundings of spawn placements for some mobs. They do not have an effect on pathfinding. #fox_immune_to #polar_bear_immune_to #snow_golem_immune_to #stray_immune_to #wither_immune_to #wither_skeleton_immune_to #default_immune_to - this tag is intentionally left empty Particles # Added minecraft:geyser_base # Spawns as a cloud on the base of an erupting Potent Sulfur block Format: object with fields: water_blocks - positive integer, scales the particle size and its burst impulse burst_impulse_base - float, scales the initial burst impulse Added minecraft:geyser_poof # Spawns as a cloud on the base of an erupting Potent Sulfur block Format: object with fields: water_blocks - positive integer, scales the particle size and its burst impulse burst_impulse_base - float, scales the initial burst impulse Added minecraft:geyser_plume # Spawns as an upwards stream above an erupting Potent Sulfur block Format: object with fields: water_blocks - positive integer, scales the particle size and its burst impulse Added minecraft:geyser # An emitter particle that spawns the geyser_base, geyser_poof, and geyser_plume particles above an erupting Potent Sulfur block Format: object with fields: water_blocks - positive integer, scales the particle size and its burst impulse Game Test Environments # Added minecraft:difficulty # Sets the difficulty of the game test environment. Fields:\ndifficulty: The difficulty ID to set One of: peaceful, easy, normal, hard Resource Pack Version 86.2 # Sounds # Added sounds for Geyser eruptions: block.potent_sulfur.geyser_eruption block.potent_sulfur.geyser_eruption_active Particles # Added new Particle textures: particle/noxious_gas_01.png particle/noxious_gas_02.png particle/noxious_gas_03.png particle/noxious_gas_04.png particle/noxious_gas_05.png particle/noxious_gas_06.png particle/noxious_gas_07.png particle/noxious_gas_08.png particle/geyser_base_01.png particle/geyser_base_02.png particle/geyser_base_03.png particle/geyser_base_04.png particle/geyser_base_05.png particle/geyser_base_06.png particle/geyser_base_07.png particle/geyser_base_08.png particle/geyser_plume_01.png particle/geyser_plume_02.png particle/geyser_plume_03.png particle/geyser_plume_04.png particle/geyser_plume_05.png particle/geyser_plume_06.png particle/geyser_plume_07.png particle/geyser_plume_08.png particle/geyser_poof_01.png particle/geyser_poof_02.png particle/geyser_poof_03.png particle/geyser_poof_04.png particle/geyser_poof_05.png particle/geyser_poof_06.png particle/geyser_poof_07.png particle/geyser_poof_08.png Fixed bugs in 26.2 Snapshot 5 # MC-304862 - Activating a dispenser with a hostile mob spawn egg in Peaceful difficulty consumes the egg and plays a sound MC-306622 - The height of chicken jockeys is slightly off MC-306685 - The riding position on baby hoglins is too low MC-307012 - When a scoreboard objective is set to the below_name display mode, all named entities with no score display it with a score of 0 MC-307125 - Target selectors with duplicate team arguments are parsed inconsistently depending on argument order MC-307194 - The discount given by fletchers for tipped arrow trades decreases the arrow cost instead of the emerald cost MC-307266 - Zombie villagers change biome type after being cured MC-307283 - Placing sulfur springs using /place does not update the affected blocks MC-307513 - Using /deop on multiple players shows the same player in all success messages MC-307623 - Chunk sections are sometimes invisible until they are updated MC-307689 - The player\u0026rsquo;s arm swings when failing to use a spawn egg in Peaceful difficulty MC-307690 - The error message produced by /difficulty doesn\u0026rsquo;t use the difficulty\u0026rsquo;s translated name MC-307702 - Skeletons\u0026rsquo; AI breaks when picking up any item MC-307706 - The game inconsistently refers to name tags and name plates MC-307710 - Deoxidizing waxed copper blocks now takes priority over scraping off the wax MC-307754 - Monsters now spawn regardless of the \u0026ldquo;Spawn Monsters\u0026rdquo; game rule ","date":"28 April 2026","externalUrl":null,"permalink":"/changelog/26.2/26.2-snapshot-5/","section":"Changelog Übersicht","summary":"","title":"26.2 Snapshot 5 Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nMisode Diff: https://misode.github.io/versions/?id=26.2-snapshot-4\u0026tab=diff\nSnapshot Datapack: Download\nMinecraft 26.2 Snapshot 4 # Today we thought we\u0026rsquo;d bring you a fourth snapshot for 26.2! With this release we have added in language support for two new languages and made some changes to the sulfur cube and the sulfur cave biome. Also in this release, our peaceful players can now spawn Hoglins, Piglins and Sulfur cubes!\nHappy Mining!\nNew Features # Added Swiss French language support to the game Added Chuvash language support to the game Sulfur Cube mob # Naturally-spawned small Sulfur Cubes now have the correct size The outer texture of the Sulfur Cube has been updated New Old Sulfur Caves biome # Granite and Tuff blocks are now dispersed between Sulfur and Cinnabar blocks The Sulfur Spike Clusters have been made slightly shorter, on average Changes # Mob Spawning # Hoglins, Piglins and Sulfur Cubes now spawn on Peaceful difficulty Sounds # Added sounds for when using a bucket on a Sulfur Cube Technical Changes # The Data Pack version is now 103.0 The Resource Pack version is now 86.1 Data Pack Version 103.0 # Attributes # Example Player: /summon mannequin ~ ~ ~ {CustomNameVisible:1b,CustomName:\"Castcrafter\",profile:\"Castcrafter\"} Added minecraft:nameplate_distance # /attribute @p[type:!player] minecraft:nameplate_distance base set 0 Controls how far away in blocks the nameplate of an entity is visible The nameplate cannot be visible if the entity is not visible Accepts values between 0.0 and 512.0 Default value: 64.0 Added minecraft:below_name_distance # /attribute @n[type:!player] minecraft:below_name_distance base set 0 Controls how far away in blocks the below_name scoreboard display is visible The nameplate cannot be visible if the entity is not visible Accepts values between 0.0 and 512.0 Default value: 10.0 Predicates # Entity Predicates # Slime sub-predicate has been renamed from minecraft:type_specific/slime to minecraft:type_specific/cube_mob Resource Pack Version 86.1 # The minecraft:beds atlas has been removed Telemetry # New required events # graphics_capabilities This is a new event that posts on startup, and informs us of the capabilities of the graphics device used to play the game Added new property: backend_name This will be Vulkan or OpenGL, and will help us understand which graphics api players are using Added new property: backend_failure_reason This will be a list of short error codes, for example vulkan_devic`e_version_too_low, which will help us identify any issues with our targeted Vulkan requirements Added new property: backend_failure_message This will be a short and vague messages, such as Failed to find the GLFW platform surface extensions, which will help us narrow down issues if players are experiencing issues running with Vulkan Added new property: backend_failure_missing_capabilities This will be a list of missing capabilities from Vulkan, for example VULKAN_CORE_1_2, VK_KHR_dynamic_rendering, which will help us know which capabilities players would need in order to use Vulkan Fixed bugs in 26.2 Snapshot 4 # MC-186131 - Piglins and hoglins cannot spawn naturally on Peaceful difficulty MC-296343 - Using the mouse wheel to switch between cast fishing rods briefly displays the uncast texture in first-person MC-307002 - Using the kill command on one of the end crystals used to respawn the ender dragon no longer aborts the respawn sequence MC-307327 - VSync limits the framerate inconsistently in fullscreen with the Vulkan rendering backend on some Mac systems MC-307378 - The glowing effect is not visible with the Vulkan rendering backend on some graphics MC-307434 - Sulfur cubes cannot spawn naturally on Peaceful difficulty MC-307532 - Lava buckets now remain filled server-side when emptied into flowing water MC-307539 - The game crashes upon startup on some Mac systems MC-307545 - The \u0026ldquo;High Contrast\u0026rdquo; resource pack is listed as incompatible MC-307549 - beds.png-atlas still exists MC-307587 - Wet sponges are no longer removed from the inventory server-side when placed in the Nether MC-307624 - The cube mob entity sub-predicate is called type_specific/slime rather than cube_mob MC-307626 - The selection lists in the pack selection screen can extend outside the bounds of the game window, violating the Vulkan specification MC-307647 - Crash on startup with the Vulkan validation layer enabled — the NORMAL vertex attribute uses a format without guaranteed VERTEX_BUFFER_BIT support ","date":"21 April 2026","externalUrl":null,"permalink":"/changelog/26.2/26.2-snapshot-4/","section":"Changelog Übersicht","summary":"","title":"26.2 Snapshot 4 Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nMisode Diff: https://misode.github.io/versions/?id=26.2-snapshot-3\u0026tab=diff\nSnapshot Datapack: Download\nMinecraft 26.2 Snapshot 3 # We are back again with a third snapshot for 26.2, today we are bringing you sulfur spikes to test out! These sharp blocks grow in sulfur caves, adding a colorful, pointy touch to your builds! But watch out - falling sulfur spikes sure pack a puncture!\nHappy Mining!\nNew Features # Sulfur Spike # Is a new block that generates naturally on Sulfur blocks inside the sulfur caves biome Forms a stalactite if placed on the ceiling or a stalagmite if placed on the floor Can be combined to form longer stalactites \u0026amp; stalagmites Stalactites and stalagmites merge if the tips are next to each other, unless you press shift while placing Stalagmites will break if they\u0026rsquo;re not attached to something below Stalactites fall down if not attached to something above Being hit by a falling stalactite hurts, and they are sharp! Thrown Tridents break Sulfur Spike Changes # The Potent Sulfur block no longer crafts back into Sulfur blocks Updated the textures for the following blocks: Chiseled Cinnabar Chiseled Sulfur Cinnabar Cinnabar Bricks Polished Cinnabar Polished Sulfur Sulfur Bricks New Old Sulfur Cube mob # Can no longer be picked up by Boats Sounds # Updated sounds for Nautilus jets and Nautilus recovers Technical Changes # The Data Pack version is now 102.0 The Resource Pack version is now 86.0 Data Pack Version 102.0 # Block Entity Data # The minecraft:bed block entity has been removed Predicates # Entity Predicates # Entity predicate format has changed from a structure with multiple optional fields to one similar to data component maps.\nFor example, previously effects was an optional field:\n{ \u0026#34;effects\u0026#34;: {...} } In this version it has become a component-like sub-predicate entry:\n{ \u0026#34;minecraft:effects\u0026#34;: {...} } The main functional changes are:\nAll keys in entity predicates are now identifiers Since identifiers can be written without namespace (default to minecraft namespace), existing field names are still valid Exception: field type has been renamed to minecraft:entity_type Unrecognized sub-predicate components are now rejected (previously unknown fields were ignored) Existing type-specific sub-predicates have been renamed and moved to top-level.\nminecraft:lightning to minecraft:type_specific/lightning minecraft:fishing_hook to minecraft:type_specific/fishing_hook minecraft:player to minecraft:type_specific/player minecraft:raider to minecraft:type_specific/raider minecraft:sheep to minecraft:type_specific/sheep minecraft:slime to minecraft:cube_mob as it now includes Sulfur Cubes in addition to Slimes and Magma Cubes For example:\n{ \u0026#34;type_specific\u0026#34;: { \u0026#34;type\u0026#34;: \u0026#34;minecraft:player\u0026#34;, \u0026#34;looking_at\u0026#34;: { \u0026#34;type\u0026#34;: \u0026#34;minecraft:ender_dragon\u0026#34; } } } becomes\n{ \u0026#34;minecraft:type_specific/player\u0026#34;: { \u0026#34;looking_at\u0026#34;: { \u0026#34;minecraft:type\u0026#34;: \u0026#34;minecraft:ender_dragon\u0026#34; } } } Added minecraft:entity_tags entity sub-predicate # This predicate matches entity tags (i.e. ones set with the /tag command).\nFields:\nany_of - optional list of strings, if present the matched entity must have at least one of the listed tags all_of - optional list of strings, if present the matched entity must have all the listed tags none_of - optional list of strings, if present the matched entity must have none of the listed tags World Generation # Overworld Features # Adjusted Feature Type lake Added field can_place_feature - Block Predicate, describes which blocks this feature can be placed on Added field can_replace_with_air_or_fluid - Block Predicate, describes which blocks this feature can replace with air or the provided fluid block Added field can_replace_with_barrier - Block Predicate, describes which blocks this feature can replace with the provided barrier block Tags # Block Tags # Added #speleothems for blocks which are speleothems like Pointed Dripstone and Sulfur Spike Resource Pack Version 86.0 # Block Sprites # Added new Block textures: block/sulfur_spike_down_base.png block/sulfur_spike_down_frustum.png block/sulfur_spike_down_middle.png block/sulfur_spike_down_tip.png block/sulfur_spike_down_tip_merge.png block/sulfur_spike_up_base.png block/sulfur_spike_up_frustum.png block/sulfur_spike_up_middle.png block/sulfur_spike_up_tip.png block/sulfur_spike_up_tip_merge.png Beds now use block models and textures, replacing \u0026lt;color\u0026gt; with the respective bed\u0026rsquo;s color\u0026rsquo;s name block/bed_down.png block/bed_head_north.png block/\u0026lt;color\u0026gt;_bed_foot_east.png block/\u0026lt;color\u0026gt;_bed_foot_south.png block/\u0026lt;color\u0026gt;_bed_foot_up.png block/\u0026lt;color\u0026gt;_bed_foot_west.png block/\u0026lt;color\u0026gt;_bed_head_east.png block/\u0026lt;color\u0026gt;_bed_head_up.png block/\u0026lt;color\u0026gt;_bed_head_west.png Item Sprites # Added new Item sprites: item/sulfur_spike.png Item Models # The minecraft:bed special model type has been removed Fixed bugs in 26.2 Snapshot 3 # MC-229057 - Picking up an axolotl with a lead attached destroys the lead MC-277744 - Blocks with emissive textures don\u0026rsquo;t emit much light when held by endermen MC-302496 - Glowing dragon fireballs no longer show the glowing outline MC-307177 - Enabling JFR profiling causes the client to crash on startup MC-307227 - Using an empty Offers NBT tag to disable trades doesn\u0026rsquo;t work after a relog/data merge MC-307289 - Polished sulfur is named \u0026ldquo;Polished Sulfur Block\u0026rdquo;, which is inconsistent with all other polished stone blocks MC-307291 - The game crashes when an entity with the friction_modifier attribute set to 2.5 moves MC-307298 - Sulfur cubes with blocks inside them produce footstep sounds when moving across the ground MC-307300 - Magma blocks held by sulfur cubes are not emissive MC-307315 - Frogs try to eat large magma cubes now MC-307316 - Magma cubes no longer drop magma cream MC-307340 - The bottom face of slimes\u0026rsquo; outer layer z-fights with the ground MC-307347 - Releasing a sulfur cube from a bucket and killing it does not cause it to drop its held block MC-307357 - Sulfur cubes don\u0026rsquo;t emit light when holding a glowing block MC-307371 - The #sulfur_cube_archetype/fast_flat item tag contains pumpkin twice MC-307405 - When picking up a leashed sulfur cube with a bucket, the lead disappears MC-307420 - The game now renders fluid faces that should not be rendered MC-307473 - The block breaking texture on bamboo stalks is now always displayed centered MC-307483 - Emptying a sulfur cube bucket underwater doesn\u0026rsquo;t place the sulfur cube at the targeted block ","date":"14 April 2026","externalUrl":null,"permalink":"/changelog/26.2/26.2-snapshot-3/","section":"Changelog Übersicht","summary":"","title":"26.2 Snapshot 3 Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nMisode Diff: https://misode.github.io/versions/?id=26.2-snapshot-1\u0026tab=diff\nSnapshot Datapack: Download\nMinecraft 26.2 Snapshot 1 # We are back in the shipping room once more with a jam-packed snapshot Tuesday!\nTest the first features from our next drop, Chaos Cubed! Scour the Overworld for sulfur springs and then dig down to discover what lies below. Meet the sulfur cube – a curious new mob with a transformative appetite for blocks. Experiment by feeding it different blocks and test how the sulfur cube reacts, explore its home in the sulfur caves, mine for new cinnabar and sulfur blocks, and more.\nAnd that\u0026rsquo;s not all! With today\u0026rsquo;s release we are also bringing Vulkan support into snapshot testing. This is a major step towards bringing Vibrant Visuals to Java Edition, as previously mentioned in this article: Another step towards Vibrant Visuals. Players will be able to toggle between OpenGL and Vulkan during the testing period, and we will stay in the testing period until we\u0026rsquo;re confident that the Vulkan implementation is stable, performant and ready.\nThe default option for this snapshot will be to use Vulkan if supported, but this may change in the future as we receive more feedback.\nHappy mining!\nNew Features # Added support for rendering the game through Vulkan Added new option \u0026ldquo;Graphics API\u0026rdquo; in Video Settings Sulfur Cube mob # Adult Baby (Texture unused atm) Added the Sulfur Cube mob\nSpawns in the new Sulfur caves biome\nWhen a Player interacts with it while holding a block, the Sulfur Cube will absorb the block and disable its AI\nWith a block inside, a Player can also interact with the Sulfur Cube while holding Shears to shear the block. This enables its AI\nThe Sulfur Cube will follow a Player holding a block it can absorb\nThe Sulfur Cube can also look for block items nearby and move towards them to absorb them\nWhen killed, the Sulfur Cube splits into two smaller Sulfur Cubes\nThe small Sulfur Cubes can be tempted and fed with Slime Balls to grow them into large Sulfur Cubes\nWith a block inside, the Sulfur Cube will not take any fall or Player damage and will become a physical object that players can interact with by punching and pushing\nWith a block inside, it will assume one of the archetypes (listed below) and change its physical properties to match the block it absorbs\nA large Sulfur Cube can be picked up using an empty bucket\nDispensers can now equip and swap blocks inside a Sulfur Cube, as well as shear it with Shears to remove the block it is holding\nDispensers can spawn a Sulfur Cube from a Bucket of Sulfur Cube.\nSulfur Cube archetypes # Each archetype is characterized by the speed of the ball when hit, how bouncy it is when colliding with blocks and collidable entities, as well as its ground friction, air drag and if it floats in liquids There are the following archetypes: Regular: medium speed, medium bounciness, medium ground friction and low air drag It is buoyant Used when absorbing stone and mineral blocks Bouncy: fast speed, high bounciness, medium ground friction and low air drag It is buoyant Used when absorbing wooden blocks Slow Flat: slow speed, low bounciness, medium ground friction and medium air drag Used when absorbing metal blocks Fast Flat: fast speed, low bounciness, medium ground friction and low air drag Used when absorbing organic blocks Light: slow speed, high bounciness, medium ground friction and high air drag It is buoyant Used when absorbing all wool blocks Fast Sliding: fast speed, no bounciness, low ground friction and low air drag Used when absorbing icy blocks Slow Sliding: slow speed, no bounciness, low ground friction and low air drag Used when absorbing shroom blocks There are also two special archetypes: High Resistance: very slow, low drag with low bounce with high friction Used when absorbing Soul Sand and Soul Soil Sticky: same properties as a golf ball, but sticks with extremely high ground friction and no bounce to simulate stickiness Used when absorbing Honeycomb Block Cinnabar and Sulfur block sets # Added Cinnabar and Sulfur stone block sets Each of them has the Polished and the Bricks variants Each variant has its Slabs, Stairs and Walls blocks Added Chiseled Cinnabar and Chiseled Sulfur blocks Sulfur caves biome # Added sulfur caves undeground biome Now generate naturally underground and inside hills or mountains The sulfur caves biome has bands of sulfur and cinnabar Spawns the new Sulfur Cube mob as well as Cave Spiders Generates with Sulfur Pools which contain Potent Sulfur Potent Sulfur # Is a new block that generates naturally in water pools inside the sulfur caves biome Produces bubbles which rise up to 4 water source blocks above it When placed underneath up to 4 water source blocks, it generates a cloud of nausea-causing gas on the water surface This cloud spreads across adjacent water with a maximum radius of 3 blocks Can be crafted from 9 Sulfur blocks The Potent Sulfur Block can be crafted into 4 Sulfur Blocks Sulfur Spring # Is a new feature which generates naturally above the sulfur cave biome Consists of Sulfur, Potent Sulfur and Magma Blocks Sulfur Springs come in 4 different size variants: Small Medium Large Extra Large Vulkan Support # As previously announced, we intend to switch the game from OpenGL to Vulkan Vulkan is not supported by older hardware or drivers - OpenGL will be used as a fallback on those cases The current requirement is Vulkan 1.2 with dynamic rendering and push descriptors, but this requirement may increase or decrease over time This is currently an experimental rendering backend, and may not be as performant or stable. Please report any bugs you find with it to our bug tracker! Under Vulkan, we will prefer your dedicated graphics card over any integrated graphics, which is a change from OpenGL You can see which backend is being used in your F3 debug overlay (in the system_specs section) On MacOS, we use MoltenVK to translate Vulkan to Metal \u0026ldquo;Graphics API\u0026rdquo; Video Setting # This is a new option available in the \u0026ldquo;Video Settings\u0026rdquo; There are three values: Default, Prefer Vulkan and Prefer OpenGL \u0026ldquo;Default\u0026rdquo; may be changed at our discretion, and we recommend this for all users unless you experience issues and need to change Currently, it is the same as \u0026ldquo;Prefer Vulkan\u0026rdquo; \u0026ldquo;Prefer Vulkan\u0026rdquo; will attempt to render using Vulkan, but fall back to OpenGL if it doesn\u0026rsquo;t work \u0026ldquo;Prefer OpenGL\u0026rdquo; will attempt to render using OpenGL, but fall back to Vulkan if it doesn\u0026rsquo;t work Changes # Fixed baby Hoglin\u0026rsquo;s and Zoglin\u0026rsquo;s left ear texture so it\u0026rsquo;s properly mirrored Minor Tweaks to Blocks, Items and Entities # When an entity bounces off of a block or other collidable entity, it emits a vibration of frequency 2 Developer's Note: We have tweaked how Beds and Slime Blocks restitute entity velocity after collisions. For instance, when air drag is removed via the entity attribute, Slime Blocks will now correctly bounce Mobs indefinitely. This may affect player perception of the bounciness of Beds and Slime Blocks. Sounds # Added block sounds for Sulfur, Potent Sulfur and Cinnabar Added mob sounds for Sulfur Cube and Small Sulfur Cube\nTechnical Changes # The Data Pack version is now 101.2 The Resource Pack version is now 85 Profiling the game with Tracy (launching with --tracy) now includes GPU timings Rendering now uses a reversed depth buffer, which helps with Z-fighting on most hardware Data Pack Version 101.2 # Added minecraft:sulfur_cube_archetype registry with the following values: regular bouncy slow_flat fast_flat light fast_sliding slow_sliding high_resistance sticky Entry format: Object with fields: items: item tag that contains all items that can be fed to Sulfur Cubes of this archetype buoyant: boolean indicating if the Sulfur Cube of this archetype floats in liquids attribute_modifiers: a list of objects with fields: attribute: attribute to modify id: unique identifier for the modifier amount: amount to modify the attribute by operation: how to modify the attribute, one of add_value, add_multiplied_base and add_multiplied_total Commands # When granting or revoking several advancements, the command output will now report how many advancements changed state across all players When granting or revoking advancements or a criterion on several players, the command output will now report the number of players that any change applied to Attributes # Added minecraft:bounciness # Determines what portion of the velocity is restituted after the entity collides with blocks and collidable entities When landing on bouncy blocks, like Beds and Slime Blocks, the higher bounciness (of the block or the entity) is applied Accepts values between 0.0 and 1.0 Default value: 0.0 - no velocity is restituted Maximum value: 1.0 - full velocity is restituted, collisions with blocks and collidable entities will have no effect on lowering the velocity Added minecraft:friction_modifier # Determines how much ground friction is applied to the entity with regards to the block it is on Accepts values between 0.0 and 2048.0 Default value: 1.0 - friction of blocks is not modified Minimum value: 0.0 - friction of blocks is reduced to zero Values higher than 1.0 increase the friction applied to the entity from the blocks it is on Added minecraft:air_drag_modifier # Determines how much drag is applied to an entity while in the air Accepts values between 0.0 and 2048.0 Default value: 1.0 - the entity uses existing drag when moving in the air Minimum value: 0.0 - no drag is applied to the entity Values higher than 1.0 increase the drag applied to the entity when moving through the air Updated the minimum value of minecraft:knockback_resistance # The minimum value was changed from `0.0` to `-2.0` Data Components # Added minecraft:sulfur_cube_content # Represents the item that is absorbed by the Sulfur Cube Format: item that is absorbed by the Sulfur Cube e.g. minecraft:sulfur_cube_content=green_wool World Generation # Dripstone Features # Renamed Feature Type pointed_dripstone to speleothem Added field base_block - Block State, describes the block forming the base of the Speleothem Added field pointed_block - Block State, describes the block creating the columns of the Speleothem Added field replaceable_blocks - Block ID, list of Block IDs, or hash-prefixed Block Tag describing which blocks this feature can generate on Renamed field chance_of_taller_dripstone to chance_of_taller_generation Renamed Feature Type dripstone_cluster to speleothem_cluster Added field base_block - Block State, describes the block forming the base of the Speleothem Added field pointed_block - Block State, describes the block creating the columns of the Speleothem Added field replaceable_blocks - Block ID, list of Block IDs, or hash-prefixed Block Tag describing which blocks this feature can generate on Renamed field dripstone_block_layer_thickness to speleothem_block_layer_thickness Renamed field chance_of_dripstone_column_at_max_distance_from_center to chance_of_speleothem_at_max_distance_from_center Renamed field max_distance_from_edge_affecting_chance_of_dripstone_column to max_distance_from_edge_affecting_chance_of_speleothem Adjusted Feature Type large_dripstone Added field replaceable_blocks - Block ID, list of Block IDs, or hash-prefixed Block Tag describing which blocks this feature can generate on Added noise_gradient Surface Rule # Replaces blocks based on the specified noise and gradient list.\nFormat: object with fields:\nnoise - noise id, the noise to sample gradient - non-empty list of objects with fields, the list to sample based on the noise value: state (optional) - the block state to select at this index If this field is not defined, the surface rule will not replace any block when sampling this entry Added sequence Feature Type # Generates a list of Placed Features in order. If any feature in the list is not placed, the following features will also be skipped.\nFormat: object with fields:\nfeatures - list of Placed Features or hash-prefixed Placed Feature tag, the features to generate Added template Feature Type # Places one template randomly chosen from the given Weighted List of Identifiers. By default, the template will be spawned randomly rotated, centered around the origin.\nFormat: object with fields:\ntemplates - Weighted List of structure template entries. Each structure template entry is composed of an Identifier and a list of rotations to randomly choose from id - The template Identifier rotations - Optional list of rotations to choose from and apply to this template if it is picked Allowed values: none, clockwise_90, 180, counterclockwise_90 If not specified, defaults to all allowed values Dimension Types # The field infiniburn now also accepts an ID and a list of IDs in addition to a tag Configured Features # minecraft:geode # The fields cannot_replace and invalid_blocks in blocks section of feature configuration now also accept an ID and a list of IDs in addition to a tag minecraft:root_system # The field root_replaceable in the feature configuration now also accepts an ID or a list of IDs in addition to a tag\nminecraft:vegetation_patch # The field replaceable in the feature configuration now also accepts an ID and or a list of IDs in addition to a tag minecraft:waterlogged_vegetation_patch # The field replaceable in the feature configuration now also accepts an ID and or a list of IDs in addition to a tag Structure Processors # minecraft:protected_blocks # The field value now also accepts an ID or a list of IDs in addition to a tag Tags # Block Tags # Added #suppresses_bounce - all blocks that suppress the bounciness of entities when colliding with them Added #glazed_terracotta, #concrete blocks collection tags #concrete_powder collection tag has been renamed to #concrete_powders Added #shears_extreme_breaking_speed for blocks that can be broken with shears with speed 15 Added #shears_major_breaking_speed for blocks that can be broken with shears with speed 5 Added #shears_minor_breaking_speed for blocks that can be broken with shears with speed 2 Item Tags # Added #glazed_terracotta, #concrete, and #concrete_powders items collection tags Added #sulfur_cube_food - all items that can be fed to small Sulfur Cube Added #sulfur_cube_swallowable - all items that can be placed inside a large Sulfur Cube Added the following tags for items that can be placed inside a Sulfur Cube to determine its archetype: #sulfur_cube_archetype/regular #sulfur_cube_archetype/bouncy #sulfur_cube_archetype/slow_flat #sulfur_cube_archetype/fast_flat #sulfur_cube_archetype/light #sulfur_cube_archetype/fast_sliding #sulfur_cube_archetype/slow_sliding #sulfur_cube_archetype/high_resistance #sulfur_cube_archetype/sticky Entity Tags # minecraft:sulfur_cube is added to non_controlling_rider Added minecraft:sulfur_cube_with_block_immune_to for all damage types that Sulfur Cubes are immune to when having a block absorbed Updated not_scary_for_pufferfish to include the Sulfur Cube Game Events # Added minecraft:bounce # Emitted when an entity collides with a block or a collidable entity with non-zero bounciness Has a vibration frequency of 2 Particles # Added sulfur_cube_goo - particles showing on a Sulfur Cube mob when hopping around Resource Pack Version 85 # Block Sprites # Added new Block textures: block/chiseled_cinnabar.png block/chiseled_sulfur.png block/cinnabar.png block/cinnabar_bricks.png block/polished_cinnabar.png block/polished_sulfur.png block/potent_sulfur.png block/sulfur.png block/sulfur_bricks.png Item Sprites # Added new Item sprites: item/sulfur_cube_bucket.png Entity Textures # Added new Entity textures: entity/sulfur_cube/sulfur_cube_outer.png entity/sulfur_cube/sulfur_cube_inner.png Sounds # Added sounds for Sulfur Block:\nblock.sulfur.break block.sulfur.hit block.sulfur.place block.sulfur.step block.sulfur.fall\nAdded sounds for Potent Sulfur Block:\nblock.potent_sulfur.break block.potent_sulfur.hit block.potent_sulfur.place block.potent_sulfur.step block.potent_sulfur.fall\nblock.potent_sulfur.noxious_gas Added sounds for Cinnabar Block:\nblock.cinnabar.break block.cinnabar.hit block.cinnabar.place block.cinnabar.step\nblock.cinnabar.fall\nAdded sounds for Sulfur Cube:\nentity.sulfur_cube.jump entity.sulfur_cube.squish entity.sulfur_cube.hurt\nentity.sulfur_cube.death entity.sulfur_cube.absorb entity.sulfur_cube.eject entity.sulfur_cube.bounce entity.sulfur_cube.hit entity.sulfur_cube.push Added sounds for Small Sulfur Cube:\nentity.small_sulfur_cube.jump entity.small_sulfur_cube.squish entity.small_sulfur_cube.hurt entity.small_sulfur_cube.death Shaders \u0026amp; Post-process Effects # The core/rendertype_text, core/rendertype_text_see_through, core/rendertype_text_intensity, core/rendertype_text_intensity_see_through, core/rendertype_text_background, and core/rendertype_text_background_see_through shaders have been replaced by core/text and core/text_background Variants are now controlled by shader defines: IS_GUI, IS_SEE_THROUGH, and IS_GRAYSCALE Fixed bugs in 26.2 Snapshot 1 # MC-236770 - The \u0026ldquo;Ambient\u0026rdquo; and \u0026ldquo;Axolotl\u0026rdquo; mob caps both display as \u0026ldquo;A\u0026rdquo; in the debug overlay MC-252814 - The clamp density function takes a direct input and doesn\u0026rsquo;t allow a reference MC-269520 - The game freezes when using /locate in a world without structures enabled MC-269786 - \u0026ldquo;ID\u0026rdquo; is not capitalized in some strings MC-277395 - The \u0026ldquo;options.screenEffectScale.tooltip\u0026rdquo; string displayed when holding your mouse cursor over the \u0026ldquo;Distortion Effects\u0026rdquo; slider is improperly capitalized MC-277396 - Strings referencing nether portals are inconsistently capitalized MC-279122 - Some strings that contain the abbreviation \u0026ldquo;id\u0026rdquo; are improperly capitalized MC-279125 - Some \u0026ldquo;/locate\u0026rdquo; strings are missing articles before the word \u0026ldquo;reasonable\u0026rdquo; MC-279126 - The \u0026ldquo;mco.configure.world.restore.download.question.line1\u0026rdquo; string incorrectly spells the word \u0026ldquo;singleplayer\u0026rdquo; as \u0026ldquo;single player\u0026rdquo; MC-279137 - The \u0026ldquo;options.directionalAudio.on.tooltip\u0026rdquo; string is missing a hyphen between the words \u0026ldquo;HRTF\u0026rdquo; and \u0026ldquo;compatible\u0026rdquo; MC-279138 - The \u0026ldquo;command.failed\u0026rdquo; string is missing a conjunction MC-279154 - The \u0026ldquo;advancements.story.enter_the_nether.description\u0026rdquo; string is missing a serial comma MC-279156 - The titles within some player reporting and punishment menus are improperly capitalized MC-279158 - The \u0026ldquo;I know what I\u0026rsquo;m doing!\u0026rdquo; button is improperly capitalized MC-279182 - Strings used to describe water and lava conversion game rules are missing commas MC-279183 - The \u0026ldquo;options.allowServerListing.tooltip\u0026rdquo; string is missing a comma MC-279184 - The \u0026ldquo;datapackFailure.title\u0026rdquo; string is missing an article and always pluralizes the word \u0026ldquo;pack\u0026rdquo; MC-279186 - The \u0026ldquo;build.tooHigh\u0026rdquo; string is missing an article before the word \u0026ldquo;Height\u0026rdquo; MC-279189 - The \u0026ldquo;mco.configure.world.leave.question.line1\u0026rdquo; string is missing a comma MC-302488 - Strings that contain the term \u0026ldquo;Safe Mode\u0026rdquo; are inconsistently capitalized MC-302628 - Dolphins don\u0026rsquo;t dismount minecarts when passing over activator rails MC-304113 - Underwater fog is not applied correctly at low render distances MC-304873 - The \u0026ldquo;options.textureFiltering.rgss.tooltip\u0026rdquo; string is missing a hyphen between the words \u0026ldquo;shader\u0026rdquo; and \u0026ldquo;based\u0026rdquo; MC-304874 - The \u0026ldquo;options.textureFiltering.anisotropic.tooltip\u0026rdquo; string is missing a hyphen between the words \u0026ldquo;hardware\u0026rdquo; and \u0026ldquo;based\u0026rdquo; MC-305467 - The ender dragon\u0026rsquo;s death animation effects render in front of worn armor MC-306064 - Mobs can be forced to look like they\u0026rsquo;re dying while they aren\u0026rsquo;t by using commands MC-306399 - The Spectator mode \u0026lsquo;Teleport to Player\u0026rsquo; action only updates the list of valid targets after the Spectator menu is hidden MC-306890 - Campfires cause bees to work much more slowly MC-306903 - Cubic Bézier easing functions sometimes produce wrong values MC-306946 - The block light transition from level 1 to 0 under the night sky is not smooth when Smooth Lighting is enabled ","date":"7 April 2026","externalUrl":null,"permalink":"/changelog/26.2/26.2-snapshot-1/","section":"Changelog Übersicht","summary":"","title":"26.2 Snapshot 1 Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nMisode Diff: https://misode.github.io/versions/?id=26.2-snapshot-2\u0026tab=diff\nSnapshot Datapack: Download\nMinecraft 26.2 Snapshot 2 # Here is a surprise second snapshot for 26.2! It fixes some serious issues and crashes of the previous one released earlier this week.\nHappy mining!\nChanges # Performance Improvements # Upgrading certain worlds from before 26.1 can now be faster Technical Changes # The fps F3 screen entry will now report which type of present mode is used (e.g. mailbox or fifo relaxed), as opposed to just vsync Fixed bugs in 26.2 Snapshot 2 # MC-306840 - Dolphins still drown themselves when no players are nearby MC-307286 - The game process does not terminate after exiting the game MC-307296 - Launching the game with an incompatible resource pack that modifies core shaders causes the game to softlock MC-307311 - Core shaders only load after restart when using Vulkan MC-307320 - Vulkan prevents the game from opening and crashes some GPUs MC-307349 - The game crashes before opening MC-307383 - The \u0026ldquo;Exclusive Fullscreen\u0026rdquo; setting does not work with the Vulkan rendering backend ","date":"7 April 2026","externalUrl":null,"permalink":"/changelog/26.2/26.2-snapshot-2/","section":"Changelog Übersicht","summary":"","title":"26.2 Snapshot 2 Changelog","type":"changelog"},{"content":" News Misode Diff: https://misode.github.io/versions/?id=26.1\u0026tab=diff\nSlicedlime Videos: Normal / Technical\nReady or not, here comes the Tiny Takeover drop! New versions of baby mobs have stormed Minecraft, causing cuteness overload across biomes and builds. Listen out for heart-melting sounds, craft name tags for your pets, and keep babies forever young with the golden dandelion. The babies are officially on the loose, so get ready to collect, coo over, and create chaos with these tiny rascals!\nNew Features # Added new baby sounds for Wolf, Cat, Pig, Horse, and Chicken Added Golden Dandelion Added adult sound variants for the following animals: Cats have one new sound variant Pigs have two new sound variants Cows have one new sound variant Chickens have one new sound variant The original sounds of each animal are used for the variant called classic Every one of these animals will have a random sound variant assigned to it from the new variants and the original one Added a trumpet instrument for when using a Note Block that is placed on a Copper Block The sound is different based on the oxidation level of the Copper Block Golden Dandelion # The Golden Dandelion is a new type of flower that can be used to stop baby mobs from aging Interacting with a baby mob while holding a Golden Dandelion will stop the mob from aging When aging is stopped, green particles moving downwards will be shown Interacting with a baby mob that has been stopped from aging while holding a Golden Dandelion will cause it to start aging again When aging is started again, green particles moving upwards will be shown It cannot be used on undead baby mobs and baby Villagers Can be crafted using a Dandelion and Gold Nuggets Changes # Revamped the visuals of most baby mobs Name Tags are now craftable and can be crafted with 1 Paper and 1 of any Metal Nugget Removed Name Tags from loot chests in Ancient Cities and Woodland Mansions Deepslate can now be directly crafted into its cobbled, polished, brick, and tile variants in the Stonecutter Stone can now be directly crafted into cobbled variants in the Stonecutter Updated the Main Menu background panorama Tweaked default JVM options The algorithm that maps block and sky light levels to how bright things appear on screen has been fully rewritten Removed baby Herobrine Baby Mobs # Updated the models and textures of the following baby mobs: Cow Mooshroom Sheep Pig Cat Ocelot Wolf Chicken Tweaked the bounding box to align with the new model Rabbit Both adult and baby Rabbits also received new animations Tweaked the bounding box to align with the new model The programmer art Rabbit textures have been removed following the remodeling of the Rabbit Horse Increased the bounding box of baby Horses to better fit the new model Donkey Mule Zombie Horse Increased the bounding box of baby Zombie Horses to better fit the new model Skeleton Horse Increased the bounding box of baby Skeleton Horses to better fit the new model Camel Llama Bee Fox Goat Armadillo Polar Bear Panda Snifflet Dolphin Squid Increased the bounding box of baby Squid to better fit the new model Glow Squid Increased the bounding box of baby Glow Squid to better fit the new model Turtle Axolotl Increased the bounding box of baby Axolotls to better fit the new model Strider Hoglin Zoglin Zombie Increased the bounding box of baby Zombies to better fit the new model Husk Increased the bounding box of baby Husks to better fit the new model Drowned Increased the bounding box of baby Drowned to better fit the new model Piglin Increased the bounding box of baby Piglins to better fit the new model Zombified Piglin Increased the bounding box of baby Zombified Piglins to better fit the new model Villager Increased the bounding box of baby Villagers to better fit the new model Zombie Villager Increased the bounding box of baby Zombie Villagers to better fit the new model Baby Cats are now scaled up to be the same size as baby Ocelots Baby Horses are now scaled up slightly Baby Polar Bears no longer attack Foxes Adult Horses\u0026rsquo; Blackdot markings were updated to be visually closer to the new baby Horse markings Small Armor Stands now display correctly by using the adult armor and scaling it down Armor on baby Wolves will no longer render Saddles on baby Pigs and baby Camels will no longer render Camel Husks no longer have a baby model Trades # The trades that are unlocked by Villager professions are now generated using deterministic random sequences, like loot drops and barter loot Re-rolling a Villager\u0026rsquo;s trades still produces a randomized sequence of trades, but that sequence is now determined by the world seed Master Librarians no longer offer Name Tags Master Librarians now offer Red Candles and Yellow Candles for the price of three Emeralds Master Librarians now have three available trades to ensure that an Enchanted Book trade is always offered when using the Rebalance experiment The Wandering Trader will now offer Name Tags for the price of one Emerald Minor Tweaks to Blocks, Items and Entities # Striders now correctly inherit the warmth of the Strider they are standing on, matching Bedrock Zombie Horses no longer panic when hurt Updated the dismount speed thresholds for Spears to match Bedrock The Tripwire texture is now rendered as alpha cutout instead of transparent Lightmap Algorithm Changes # The new algorithm mostly provides the same overall results as before, but: It is simpler and more straightforward, and fixes multiple issues of the previous one, as listed in the Fixed Bugs section below The Darkness effect and world darkening effect of the Wither fight now work the same way in all dimensions The Night Vision effect now simply adds ambient light instead of scaling the resulting colors This means that fully dark areas no longer look brighter than areas lit by block or sky light More aspects of the algorithm such as block light tint, ambient light color and night vision color are now data-driven through environment attributes, as described in the Data Pack section below UI # Along with large changes to the world data format in this release, worlds that need to be upgraded will now show Upgrade and Play instead of Play Selected World, and the Edit World and Re-Create World buttons are disabled until the world has been upgraded A new screen has been added to show upgrading progress Changes were made to how the chat screen is handled when it\u0026rsquo;s restricted by settings Input Method Editor (IME) candidates will now be shown in-game (on supported platforms, currently Windows and macOS) above the currently edited text field The game will try to restore the last IME status when any text field is selected If no text input is selected, IME input will be canceled and the status will not be updated Added a new display option called \u0026ldquo;Exclusive Fullscreen\u0026rdquo; which controls if fullscreen mode should take full control of a monitor Defaults to false (i.e. non-exclusive mode) Any change will be applied only after the game restarts Warning: exclusive fullscreen mode might prevent use of input methods (IME) Debug Screen # The looking_at_block and looking_at_fluid debug entries no longer show tags New debug entries have been added: looking_at_block_tags looking_at_fluid_tags looking_at_entity_tags sound_cache Renamed debug entries: looking_at_block -\u0026gt; looking_at_block_state looking_at_fluid -\u0026gt; looking_at_fluid_state A day_count debug entry has been split from local_difficulty Added a new entry detailed_memory with additional information about used memory A new lightmap debug renderer can be enabled using the F3 + 4 keybind Lightmap Debug Renderer # A new debug renderer for the lightmap was added, which can be enabled using the F3 + 4 keybind It is mutually exclusive with the FPS/TPS and networking charts It shows the lightmap texture in real time in the bottom right corner of the screen The vertical axis of the texture represents sky light levels (0-15 from bottom to top) The horizontal axis of the texture represents block light levels (0-15 from left to right) The color of each pixel represents the resulting color that will be applied to blocks and entities lit with the corresponding block and sky light levels World Options # The difficulty button in the pause menu has been replaced with a button leading to a new screen - World Options The World Options screen contains the difficulty button as well as a button for changing Game Rules The Game Rules screen is available for all operators and otherwise disabled Game Rules # A search bar has been added to the top of the Game Rules screen, both in-game and in the world creation menu The search bar will select Game Rules based on id, name, category, and description Chat # The chat screen can now always be opened, even when chatting is restricted by settings When the chat screen is open, specific actions and message types may still be restricted Information about the restrictions (if there are any) is displayed on top of the chat box and above the chat input when the chat screen is open The same information can also be accessed in the World Settings screen Chat entries from client actions like taking screenshots will now be displayed even when messages from Players and servers are restricted Changing chat settings will now hide all messages of restricted types and discard any new ones The handling of chat messages on a published local server is now more consistent with dedicated servers in regard to chat settings Creative Mode # Using Ctrl + Pick input as an operator on Players and Mannequins will now show the same results as executing the /fetchprofile command for this entity would Default JVM Options # The game now allocates 4 GB of RAM by default (up from 2 GB) Garbage collection has been changed from G1GC to ZGC for compatible devices Developer\u0026rsquo;s Note: The default memory allocation has been bumped from 2GB to 4GB to make the game run smoother and reduce stutters. Furthermore, with generational ZGC, you should see a more stable framerate – especially when operating memory heavy tasks. If you\u0026rsquo;re running Minecraft on a machine with less than 4GB of RAM – please refer to this help article. If you want to change the garbage collector – please refer to this help article. Third-party launchers may not support these changes.\nTechnical Changes # The Data Pack version is now 101.1 The Resource Pack version is now 84 Game executables are no longer obfuscated - see this Minecraft.net article for more details If a server\u0026rsquo;s disk space is low, a toast will now be shown to server operators The game now requires Java 25 The included Java distribution is now the Microsoft build of OpenJDK 25 The report generator for item components has been renamed to \u0026ldquo;Default Components\u0026rdquo; and now outputs one file for each element that has default components The file structure of how worlds and their data are stored have been changed The internals of how chunk geometry data is stored in GPU memory and how they are rendered has been changed The game will now save all data once after the world has finished loading/the server has started up Developer\u0026rsquo;s Note: If you experience any visual bugs, performance degradation or crashes, please report it to us on our bug tracker.\nWorld Storage # All default dimensions are now stored in the dimensions subfolder Data for the Overworld has been moved from the root folder to dimensions/minecraft/overworld This includes the region, entities, and poi folders, as well as related files out of data Data for the Nether has been moved from DIM-1 to dimensions/minecraft/the_nether Data for the End has been moved from DIM1 to dimensions/minecraft/the_end The top level data folder is now only for data shared across dimensions instead of also for the Overworld Player storage has been moved to the players subdirectory advancements -\u0026gt; players/advancements playerdata -\u0026gt; players/data stats -\u0026gt; players/stats The world resource pack (resources.zip) has been moved to the resourcepacks subdirectory Data saved in the data folder is now namespaced This means that all that data will now be stored in a namespace subfolder in the corresponding data folder All existing vanilla data files have been moved accordingly Example: data/scoreboard.dat -\u0026gt; data/minecraft/scoreboard.dat Command storage is now stored in namespace subfolders instead of having a namespace suffix Example: data/command_storage_foo.dat -\u0026gt; data/foo/command_storage.dat chunks.dat has been renamed to chunk_tickets.dat Data for maps is now stored in the data/minecraft/maps subfolder Map index files have been renamed to only the number Example: map_1.dat -\u0026gt; 1.dat idcounts.dat has been renamed to last_id.dat There is no more raids_end.dat special case The End now uses raids.dat as well Structures saved by Structure Blocks have been moved from generated/namespace/structures to generated/namespace/structure Changes to level.dat # The Player tag has been replaced with a singleplayer_uuid tag, referencing the player data file to use Difficulty-related settings have been moved into a difficulty_settings tag Difficulty is renamed to difficulty and is now a string instead of an integer Allowed values: peaceful easy normal hard DifficultyLocked is renamed to locked Data for the Ender Dragon fight has been moved out to the data folder It can now be found at dimensions/minecraft/the_end/data/minecraft/ender_dragon_fight.dat The Ender Dragon fight can be activated in other dimensions, see the Dimension Types section below Data changes: NeedsStateScanning has been renamed to needs_state_scanning DragonKilled has been renamed to dragon_killed PreviouslyKilled has been renamed to previously_killed IsRespawning has been replaced by respawn_stage Allowed values: start preparing_to_summon_pillars summoning_pillars summoning_dragon end Dragon has been renamed to dragon_uuid ExitPortalLocation has been renamed to exit_portal_location Gateways has been renamed to gateways Added respawn_time - the time in ticks that has elapsed since the current stage of the respawn sequence started Added respawn_crystals - a list of UUIDs for the End Crystals used to trigger the respawn sequence Wandering Trader data has been moved out to the data folder It can now be found at data/minecraft/wandering_trader.dat Data changes: WanderingTraderId has been removed WanderingTraderSpawnChance has been renamed to spawn_chance WanderingTraderSpawnDelay has been renamed to spawn_delay CustomBossEvents has been moved to the data folder It can now be found at data/minecraft/custom_boss_events.dat Weather-related data has been moved to the data folder It can now be found at data/minecraft/weather.dat Data changes: clearWeatherTime has been renamed to clear_weather_time rainTime has been renamed to rain_time thunderTime has been renamed to thunder_time ScheduledEvents has been moved out to the data folder It can now be found at data/minecraft/scheduled_events.dat Data changes: Name has been renamed to id TriggerTime has been renamed to trigger_time Callback has been renamed to callback Type has been renamed to type Name has been renamed to id game_rules has been moved out to the data folder It can now be found at data/minecraft/game_rules.dat WorldGenSettings has been moved out to the data folder It can now be found at data/minecraft/world_gen_settings.dat Data changes: generate_features has been renamed to generate_structures world_clocks has been moved out to the data folder It can now be found at data/minecraft/world_clocks.dat Data Pack Versions 95 through 101.1 # Added data-driven World Clocks Added data-driven registry for Villager trades Added data-driven registry for sound variants for Pig, Cat, Cow, and Chicken Changed the syntax of some custom recipe fields Added new block, fluid, item, entity, enchantment, potion, and configured feature tags World Clocks # World Clocks contain an internal time that increases every tick. They can be defined in data packs under the world_clock registry (found under data//world_clock/.json)\nWorld Clocks can be paused or resumed, and the time of the clock can be changed or queried from the time command Format: object with no fields Timelines # Added a clock field: a World Clock ID, specifies which World Clock the timeline is tied to This field is required, but to match previous behavior the minecraft:overworld clock can be used Added an optional time_markers field, an optional map between namespaced Time Marker IDs and either an integer or a Time Marker object, Format: Non-negative integer, the tick that the time marker marks Or object with fields: ticks - Integer between 0 and period_ticks, the tick that the Time Marker marks show_in_commands - optional boolean, specifies whether the Time Marker will show up in command suggestions Default: false Time Markers # Time Markers assign a particular name to a specific (optionally repeating) point in time for a specific World Clock. Time Markers replace the previously predetermined names that could be used by /time set, for example day or night.\nTime Markers will exist within the context of a specific World Clock. This means that even though the different Time Markers are defined by different Timelines, only one Time Marker can exist with a particular id for a particular World Clock. It also means that two World Clocks can have a Time Marker with the same name.\nBuilt-in uses of Time Markers # Some Time Markers are used to drive Vanilla game behavior. Usually, they are configured to not show up in /time commands.\nminecraft:wake_up_from_sleep - the time to advance the dimension\u0026rsquo;s default clock to when Players in that dimension wake up after sleeping minecraft:roll_village_siege - the time of the dimension\u0026rsquo;s default clock at which the random chance for a Zombie Village siege to occur should be evaluated Environment Attributes # Added minecraft:visual/block_light_tint # Tint of the block light. Block light color starts as dark gray at low light levels, becomes tinted by this attribute at medium levels, and turns white at high levels. By default, it provides the yellowish tint of torches. Bright colors work best for this attribute, with at least one color component being fully bright. The tint applies globally to all light sources visible on the screen. Individual lights cannot be tinted differently.\nValue type: RGB color Default value: #FFD88C Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Added minecraft:visual/ambient_light_color # Defines both the ambient light tint and brightness. This light is applied to the world at 0 light level. Block and sky light are added on top of it.\nValue type: RGB color Default values: #0A0A0A for the Overworld, #302821 for the Nether, #3f473f for the End Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Added minecraft:visual/night_vision_color # This color is used similarly to ambient light color. When the Night Vision effect is active, the per-component maximum of minecraft:visual/night_vision_color and minecraft:visual/ambient_light_color is used as the ambient color. Night Vision is not tinted by default.\nValue type: RGB color Default value: #999999 Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Changed minecraft:gameplay/turtle_egg_hatch_chance # Now has a default value of 0.002 Data-driven Villager Trades # Trades offered by Villagers and Wandering Traders are now data-driven and can be customized by data pack developers\nVillager Trades # Present in the villager_trade folder, represents a blueprint for trades which is used by Villagers and Wandering Traders to generate actual trades Entry Format: wants - Object, represents an item type and number of them needed to trade id - String, the id of the item count - optional number provider, how many of the item is needed for the trade Defaults to a constant 1 components - optional component map, the expected data components on the item Defaults to an empty map additional_wants - optional object, an additional item required by the merchant, has the same format as wants gives - Item Stack, the resulting item given by the merchant when trading Uses the existing format for Item Stacks given_item_modifiers - optional list of Item Modifiers, modifiers to apply to the item in gives such as enchantments or potions, used to add dynamism to the trade rather than hardcoding certain values Uses the existing format for Item Modifiers (also known as loot modifiers, item functions, loot functions\u0026hellip;) If any of these returns an empty item the entire trade will be discarded Item Modifier references are not yet supported If the final item has a stored_enchantment component containing an enchantment in the #double_trade_price tag, then the count of wants is doubled max_uses - optional number provider, the maximum number of times a trade may be used Is set to 1 if the number provider returns a lower value Defaults to a constant 4 reputation_discount - number provider, how much factors such as demand, discounts, or penalties affect the cost represented by wants Is set to 0.0 if the number provider returns a lower value Defaults to a constant 0.0 xp - optional number provider, the amount of xp a merchant gets when the trade is done Is set to 0 if the number provider returns a lower value Defaults to a constant 1 merchant_predicate - Predicate, conditions on the merchant that need to be met for the trade to be offered Uses the existing format for Predicates (also known as loot conditions) Predicate references are not yet supported double_trade_price_enchantments - optional enchantment id, list of namespaced enchantment IDs, or hash-prefixed enchantment tag representing enchantments that will double the additional cost from minecraft:enchant_randomly and minecraft:enchant_with_levels if they have include_additional_cost_component set to true and if the item has one of the provided values in its minecraft:stored_enchantments component An example trade of an Emerald and a Book for an Enchanted Book offered only by Desert Villagers\n{ \u0026#34;additional_wants\u0026#34;: { \u0026#34;id\u0026#34;: \u0026#34;minecraft:book\u0026#34; }, \u0026#34;double_trade_price_enchantments\u0026#34;: \u0026#34;#minecraft:double_trade_price\u0026#34;, \u0026#34;given_item_modifiers\u0026#34;: [ { \u0026#34;function\u0026#34;: \u0026#34;minecraft:enchant_randomly\u0026#34;, \u0026#34;include_additional_cost_component\u0026#34;: true, \u0026#34;only_compatible\u0026#34;: false, \u0026#34;options\u0026#34;: \u0026#34;#minecraft:trades/desert_common\u0026#34; }, { \u0026#34;function\u0026#34;: \u0026#34;minecraft:filtered\u0026#34;, \u0026#34;item_filter\u0026#34;: { \u0026#34;items\u0026#34;: \u0026#34;minecraft:enchanted_book\u0026#34;, \u0026#34;predicates\u0026#34;: { \u0026#34;minecraft:stored_enchantments\u0026#34;: [ {} ] } }, \u0026#34;on_fail\u0026#34;: { \u0026#34;function\u0026#34;: \u0026#34;minecraft:discard\u0026#34; } } ], \u0026#34;gives\u0026#34;: { \u0026#34;count\u0026#34;: 1, \u0026#34;id\u0026#34;: \u0026#34;minecraft:enchanted_book\u0026#34; }, \u0026#34;max_uses\u0026#34;: 12.0, \u0026#34;merchant_predicate\u0026#34;: { \u0026#34;condition\u0026#34;: \u0026#34;minecraft:entity_properties\u0026#34;, \u0026#34;entity\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;predicate\u0026#34;: { \u0026#34;predicates\u0026#34;: { \u0026#34;minecraft:villager/variant\u0026#34;: \u0026#34;minecraft:desert\u0026#34; } } }, \u0026#34;reputation_discount\u0026#34;: 0.2, \u0026#34;wants\u0026#34;: { \u0026#34;id\u0026#34;: \u0026#34;minecraft:emerald\u0026#34; } } Trade Sets # Present in the trade_set folder, they\u0026rsquo;re groupings of trades offered by Villagers and Wandering Traders We currently only have hardcoded ones available in /level_ for Villagers, as well as wandering_trader/buying, wandering_trader/special, wandering_trader/common for Wandering Traders Entry Format: trades - Villager trade id, list of namespaced Villager trade IDs, or hash-prefixed Villager trade tag representing the trades that are part of this trade set amount - Number provider, the amount of trades to be generated from this set when used If the generated number is greater than the number of available trades then it will only generate until all trades have been used once, unless allow_duplicates is set to true allow_duplicates - Boolean, representing if the trade set can use the same Villager Trade multiple times to generate trades Defaults to false random_sequence - optional named random sequence, determines which trades are generated Defaults to a non-deterministic random sequence An example trade set offering 2 trades from the #minecraft:armorer/level_1 tag, allowing duplicates\n{ \u0026#34;amount\u0026#34;: 2.0, \u0026#34;trades\u0026#34;: \u0026#34;#minecraft:armorer/level_1\u0026#34;, \u0026#34;random_sequence\u0026#34;: \u0026#34;minecraft:trade_set/armorer/level_1\u0026#34;, \u0026#34;allow_duplicates\u0026#34;: true } Mob Variants # Cat Sound Variants # Cat sound variants can be data-driven by adding entries to data//cat_sound_variant/.json The file contains two sound sets defining adult_sounds and baby_sounds Each sound set contains the following fields which correspond to sound events used for the specific behavior: ambient_sound stray_ambient_sound hiss_sound hurt_sound death_sound eat_sound beg_for_food_sound purr_sound purreow_sound Pig Sound Variants # Pig sound variants can be data-driven by adding entries to data//pig_sound_variant/.json The file contains two sound sets defining adult_sounds and baby_sounds Each sound set contains the following fields which correspond to sound events used for the specific behavior: ambient_sound hurt_sound death_sound step_sound eat_sound Cow Sound Variants # Cow sound variants can be data-driven by adding entries to data//cow_sound_variant/.json Each sound variant contains the following fields which correspond to sound events used for the specific behavior: ambient_sound hurt_sound death_sound step_sound Chicken Sound Variants # Chicken sound variants can be data-driven by adding entries to data//chicken_sound_variant/.json The file contains two sound sets defining adult_sounds and baby_sounds Each sound set contains the following fields which correspond to sound events used for the specific behavior: ambient_sound hurt_sound death_sound step_sound Wolf Sound Variants # All sound event fields have been moved into a new object in the field adult_sounds Added a new baby_sounds field with the same fields Commands # Villager and Piglin inventory slots can now only be accessed using mob.inventory.* villager.* and piglin.* have been removed Added swing # New command that enables swinging of entities\u0026rsquo; arms Not all entities support the swing animation - swing will still succeed for those entities, but clients will only display it when possible For example, this makes it possible to swing Mannequins\u0026rsquo; arms Returns the amount of entities for which a swing was sent Syntax: /swing \\[\\] \\[\\]Arguments:\ntarget - Entity selector, the entity to swing If not present, defaults to @s hand - String, which hand to swing, one of mainhand, offhand If not present, defaults to mainhand Changes to time # The time command is now based on World Clocks A clock can be optionally specified as an input for the time command with time of \u0026hellip; If the clock is not specified (/time \u0026hellip; as before), the default clock for the dimension is used The return value (e.g. from /execute store) from the set and add subcommands is now the total elapsed ticks of the clock instead of the current time of day A new rate subcommand has additionally been added that can modify the speed at which a World Clock advances Syntax:\ntime \\[of \\]set - sets the total elapsed ticks of the clock time \\[of \\]set - advances the clock forward to the next occurrence of the Time Marker For the minecraft:overworld clock, the available Time Markers are: day, noon, night, and midnight time \\[of \\]add - adds ticks to the clock, can be a negative or a positive number time \\[of \\]pause - pauses the clock time \\[of \\]resume - resumes the clock time \\[of \\]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) time \\[of \\]query - displays and returns the current number of ticks within the Timeline\u0026rsquo;s period time \\[of \\]query repetitions - displays and returns the number of times the Timeline\u0026rsquo;s period has repeated time \\[of \\]query time - displays and returns the total elapsed ticks of the clock time query gametime - as before, the total elapsed ticks within the world (unaffected by changes made to clocks using /time) Changes to /fetchprofile # Added a new entity subcommand that will print profile information from an entity in the world Syntax: /fetchprofile entity If the targeted entity does not have a profile (currently only Players and Mannequins do), this command will fail Note that the profile is shown as is - no additional resolving is done Game Test Environments # Added timeline_attributes definition # Allows setting any number of Timelines on the Environment Format:\ntimelines - a list of timelines to set Replaced time_of_day with clock_time # Added a new required field clock - World Clock ID, the clock within which to set time (from the existing time field) Data Components # Added minecraft:additional_trade_cost # Transient component used to modify the count needed of the gives item in a Villager trade Is removed after a trade has been generated Format: integer Added minecraft:dye # Represents a color of dye Used in various places that previously required the exact dye item, including mob and block interactions Note: the presence of this component itself does not enable functionality. The item has to be explicitly allowed for the given functionality, for example by adding it to tags or changing recipe ingredients Format: one of white, orange, magenta, light_blue, yellow, lime, pink, gray, light_gray, cyan, purple, blue, brown, green, red, black Changed minecraft:provides_banner_patterns # The component now also accepts an ID or a list of IDs in addition to a tag Changed minecraft:blocks_attacks # The field bypassed_by now also accepts an ID or a list of IDs in addition to a tag Changed minecraft:damage_resistant # The field types now also accepts an ID or a list of IDs in addition to a tag Entity Data # The current_explosion_impact_pos and current_impulse_context_reset_grace_time fields from Players have been added to all mobs and the Armor Stand The ignore_fall_damage_from_current_explosion field on Players has been removed Block States # Therotation property in the default block state of Banners and Signs has been changed from 0 to 8 Developer\u0026rsquo;s Note: The default block state is used in very few contexts, most notably /setblock without any properties. This change was done to align the default orientation of those blocks with other ones (like Skulls or Dispensers)\nLoot Functions # Added minecraft:villager_trade loot table type which takes the following parameters: this - the entity offering the trade origin - the block position of the entity at its feet Changed minecraft:furnace_smelt # Added boolean field use_input_count (default: true) If set to true, the output of the smelting recipe will be multiplied by the number of input items Added minecraft:set_random_dyes # Additively adds dyes to an item\u0026rsquo;s minecraft:dyed_color data component Format: object with fields:\nconditions - list of conditions, conditions for the function to apply number_of_dyes - Number provider, the number of random dyes out of sixteen to apply to the item The same dye might be selected repeatedly Added minecraft:set_random_potion # Randomly sets the minecraft:potion_contents data component on an item Format: object with fields:\nconditions - list of conditions, conditions for the function to apply options - optional potion id, list of namespaced potion IDs, or hash-prefixed potion tag, the possible potions to select from Defaults to any potion in the potions registry Changed minecraft:enchant_with_levels # Now also takes the following field:\ninclude_additional_cost_component - optional boolean, representing if an minecraft:additional_cost_component should be added to the item based on the cost of the enchantment Defaults to false The value is determined by the levels number provider and is the same that is used to determine what enchantment level is used for enchanting Changed minecraft:enchant_randomly # Now also takes the following field:\ninclude_additional_cost_component - optional boolean, representing if an minecraft:additional_cost_component should be added to the item based on the cost of the enchantment Defaults to false The value is determined by the value selected by levels or its default value using the following formula: 2 + random(0, 5 + level * 10) + 3 * level Changed minecraft:set_instrument # The options field now also accepts an ID and a list of IDs in addition to a tag Predicates # Loot Predicates # Added minecraft:environment_attribute_check # 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.\nFormat: object with fields:\nattribute - Environment Attribute ID to test value - Exact value of the Environment Attribute to match e.g. {condition: \u0026rsquo;environment_attribute_check\u0026rsquo;, attribute: \u0026lsquo;gameplay/piglins_zombify\u0026rsquo;, value: true} Changed minecraft:time_check # Added clock field: a World Clock ID, specifies which World Clock the time check should be done for Entity Predicates # player Sub-Predicate # New optional field: food - A Food predicate Format: object with fields: level - optional integer, min/max range specifying the required food level saturation - optional float, min/max range specifying the required saturation level Number Providers # Added minecraft:sum # Returns the sum of a list of number providers Format: summands - a list of number providers Added minecraft:environment_attribute # 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.\nFormat: object with fields:\nattribute - Environment Attribute ID to fetch e.g. {type: \u0026rsquo;environment_attribute\u0026rsquo;, attribute: \u0026lsquo;gameplay/sky_light_level\u0026rsquo;} Recipes # result field should now be more consistent across all recipe types that contain it It will now accept a short form (e.g. \u0026ldquo;minecraft:foo\u0026rdquo;, which is equivalent to {\u0026ldquo;id\u0026rdquo;:\u0026ldquo;minecraft:foo\u0026rdquo;, \u0026ldquo;count\u0026rdquo;: 1}) For the recipe types smelting, blasting, smoking, and campfire_cooking this field now also accepts a count field minecraft:crafting_special_mapcloning recipe type has been removed, the functionality has been absorbed by minecraft:crafting_transmute New show_notification fields with the same functionality as the existing one in minecraft:crafting_shaped have been added to the following existing recipe types: minecraft:crafting_shapeless minecraft:crafting_shaped minecraft:crafting_transmute minecraft:smelting minecraft:blasting minecraft:smoking minecraft:campfire_cooking minecraft:stonecutting minecraft:smithing_transform minecraft:smithing_trim Removed the unused group field from recipes without a recipe book: minecraft:stonecutting minecraft:smithing_transform minecraft:smithing_trim Renamed the following stonecutter recipes, along with the relevant advancement: minecraft:chiseled_stone_bricks_stone_from_stonecutting is renamed to minecraft:chiseled_stone_bricks_from_stone_stonecutting minecraft:end_stone_brick_slab_from_end_stone_brick_stonecutting is renamed to minecraft:end_stone_brick_slab_from_end_stone_bricks_stonecutting minecraft:end_stone_brick_stairs_from_end_stone_brick_stonecutting is renamed to minecraft:end_stone_brick_stairs_from_end_stone_bricks_stonecutting minecraft:end_stone_brick_wall_from_end_stone_brick_stonecutting is renamed to minecraft:end_stone_brick_wall_from_end_stone_bricks_stonecutting minecraft:mossy_stone_brick_slab_from_mossy_stone_brick_stonecutting is renamed to minecraft:mossy_stone_brick_slab_from_mossy_stone_bricks_stonecutting minecraft:mossy_stone_brick_stairs_from_mossy_stone_brick_stonecutting is renamed to minecraft:mossy_stone_brick_stairs_from_mossy_stone_bricks_stonecutting minecraft:mossy_stone_brick_wall_from_mossy_stone_brick_stonecutting is renamed to minecraft:mossy_stone_brick_wall_from_mossy_stone_bricks_stonecutting minecraft:prismarine_brick_slab_from_prismarine_stonecutting is renamed to minecraft:prismarine_brick_slab_from_prismarine_bricks_stonecutting minecraft:prismarine_brick_stairs_from_prismarine_stonecutting is renamed to minecraft:prismarine_brick_stairs_from_prismarine_bricks_stonecutting minecraft:quartz_slab_from_stonecutting is renamed to minecraft:quartz_slab_from_quartz_block_stonecutting minecraft:stone_brick_walls_from_stone_stonecutting is renamed to minecraft:stone_brick_wall_from_stone_stonecutting Note: several of the recipes below use the term \u0026ldquo;transmuting\u0026rdquo; when describing crafting output. This procedure is the same as the one currently used by minecraft:crafting_transmute, i.e:\nFirst, a new item stack is created with the item type and count taken from the result field of the described recipe Then, components from a source stack (the actual ingredient depends on the described recipe) are applied to the new stack Lastly, components from the result field are applied to the new stack Changed minecraft:crafting_transmute # Recipes with this type can now accept multiple items matched by the material ingredient Added fields:\nmaterial_count - Integer range, the amount of items matched by the material ingredient Must be a subrange of \\[2,8\\] Default: \\[1,1\\](i.e. exactly one item) add_material_count_to_result - Boolean Default: false When true, the amount of slots containing items matched by the material ingredient will be added to the final count of the result Added minecraft:crafting_dye # Replaces minecraft:crafting_special_armordye Output: This recipe will mix the current value of the minecraft:dyed_color component from the item matched by the target ingredient with the minecraft:dye component values from the items matched by the dye ingredients The result will be built by transmuting the item matched by the target ingredient into the result item stack and then applying the new value of the minecraft:dyed_color component Format: object with fields:\ncategory - String, crafting book category, one of building, redstone, equipment, misc, default: misc group - String, used for grouping recipes in the crafting book, default: empty string show_notification - optional boolean, describing if a popup should be shown when this recipe is unlocked, default: true target - Ingredient (was hardcoded to #dyeable tag) dye - Ingredient (was hardcoded to Dye items) The minecraft:dye component is required on matching items for the whole recipe to match result - resulting item stack (was always a copy of the item matched by the target ingredient) Added minecraft:crafting_imbue # Replaces minecraft:crafting_special_tippedarrow Matches a single source ingredient surrounded by eight material ingredients Output: This recipe will copy the minecraft:potion_contents component value from the item matched by the source ingredient to the resulting stack Format: object with fields:\ncategory - String, crafting book category, one of building, redstone, equipment, misc, default: misc group - String, used for grouping recipes in the crafting book, default: empty string show_notification - Optional boolean, describing if a popup should be shown when this recipe is unlocked, default: true source - Ingredient (was hardcoded to minecraft:lingering_potion) material - Ingredient (was hardcoded to minecraft:arrow) result - resulting item stack (was hardcoded to eight minecraft:tipped_arrows) Changed minecraft:crafting_special_bannerduplicate # Ingredients can now be restrained The output can now be configured The recipe still only works for Banner items Removed unused category field Added fields: banner - Ingredient, to be used for both source and target items (was hardcoded to any Banner item) result - resulting item stack (was always a copy of the Banner item with non-empty pattern) Output: The recipe finds the first Banner item matched by the banner ingredient and treats it as the source Banner The result will be built by transmuting the source Banner into the result item stack The source Banner will be kept in the crafting grid Changed minecraft:crafting_special_bookcloning # Ingredients and output can now be configured Removed unused category field Added fields: source - Ingredient, to be used as a source book The minecraft:written_book_contents component is required on the matching item for the whole recipe to match material - Ingredient, to target the item to be cloned (was hardcoded to #book_cloning_target tag) allowed_generations - Integer range, allowed values of the generation field of minecraft:written_book_contents component on the item matched by the material ingredient Must be a subrange of \\[0,2\\] Default: \\[0,1\\](i.e. accepting the original and first copies, but not copies of a copy) result - resulting item stack (was always a copy of the item matched by the source ingredient) Output: The recipe will first take the value of the minecraft:written_book_contents component in the item matched by the source ingredient The field generation in minecraft:written_book_contents will be incremented by one The recipe will not yield a result if the value of generation is 2 or more The result will be built by transmuting the item matched by the source ingredient to the result item stack and then applying the new value of the minecraft:written_book_contents component The number of items matched by the material ingredient beyond the first one will be added to the resulting stack size The original item matched by the source ingredient will be kept in the crafting grid Changed minecraft:crafting_decorated_pot # Ingredients and result can now be configured Removed unused category field Added fields: back, left, right, front - Ingredient (was hardcoded to #decorated_pot_ingredients) result - resulting item stack (was hardcoded to a single minecraft:decorated_pot) Other functionality remains unchanged, i.e. items matched by the ingredients will be added to the matching fields in the minecraft:pot_decorations component of the resulting stack Changed minecraft:crafting_special_firework_rocket # Ingredients and result can now be configured Removed unused category field Added fields: shell - Ingredient (was hardcoded to minecraft:paper) fuel - Ingredient (was hardcoded to minecraft:gunpowder) star - Ingredient (was hardcoded to minecraft:firework_star) result - resulting item stack (was hardcoded to three minecraft:firework_rockets) Output: Exactly one stack matching the shell ingredient must be present The number of stacks matching the fuel ingredient will control the flight_duration field The explosions field will be copied from the minecraft:firework_explosion component of the star ingredient (if any) Changed minecraft:crafting_special_firework_star_fade # Ingredients can now be configured Removed unused category field The recipe will now use the minecraft:dye component instead of a hardcoded mapping of Dye items to colors Added fields: target - Ingredient (was hardcoded to minecraft:firework_star) dye - Ingredient (was hardcoded to Dye items) The minecraft:dye component is required on matching items for the whole recipe to match result - resulting item stack (was always a copy of the item matched by the target ingredient) Output: This recipe will find the current value of the minecraft:firework_explosion component from the item matched by the target ingredient The fade_colors field of the minecraft:dye component will be set to the values from the items matched by the dye ingredients The result will be built by transmuting the item matched by the target ingredient into the result item stack and then applying the new value of minecraft:firework_explosion component Changed minecraft:crafting_special_firework_star # Ingredients and result can now be configured Removed unused category field Added fields: trail - Ingredient (was hardcoded to minecraft:diamond) twinkle - Ingredient (was hardcoded to minecraft:glowstone_dust) fuel - Ingredient (was hardcoded to minecraft:gunpowder) dye - Ingredient (was hardcoded to Dye items) The minecraft:dye component is required on matching items for the whole recipe to match shapes - a map of shapes to ingredients Allowed keys are the same as the ones for the shape field in the minecraft:firework_explosion component (i.e. small_ball, large_ball, star, creeper, burst) Was hardcoded to: minecraft:fire_charge (now large_ball), minecraft:feather (now burst), minecraft:gold_nugget (now star), any Skull or Head (now creeper) result - resulting item stack (was hardcoded to three minecraft:firework_stars) The recipe will now use the minecraft:dye component instead of a hardcoded mapping of Dye items to colors Output: Exactly one stack matching the fuel ingredient must be present The result will be based on the result field, with the contents of the minecraft:firework_explosion component built with the following values: The values of the minecraft:dye component of all items matched by the dye ingredient will be added to the colors field If an item matched by the trail ingredient is present, the has_trail field will be set to true If an item matched by the twinkle ingredient is present, the has_twinkle field will be set to true The shape field will be set based on the item matched by any of the ingredients in the shape field (or small_ball if none is found) Changed minecraft:crafting_special_mapextending # Ingredients and output can now be configured Removed unused category field Added fields: map - Ingredient (was hardcoded to minecraft:filled_map with a minecraft:map_id component) The minecraft:map_id component is required on the matching map item for the whole recipe to match material - Ingredient (was hardcoded to minecraft:paper) result - resulting item stack (was always a copy of the item matched by the map ingredient) Output: The recipe finds the item matched by the map ingredient with the minecraft:map_id component set The result will be built by transmuting the source item into the result item stack The minecraft:map_post_processing component will be set on the result item The source item will be kept in the crafting grid Changed minecraft:crafting_special_shielddecoration # Ingredients and output can now be configured Removed unused category field Added fields: banner - Ingredient (was hardcoded to any Banner item) Will only match if the item is a Banner target - Ingredient (was hardcoded to minecraft:shield) The minecraft:banner_patterns component must be not set or be empty for the whole recipe to match result - resulting item stack (was always a copy of the item matched by the target ingredient) Functionality remains unchanged, i.e. this recipe will apply the following changes to the copy of the item matched by the target ingredient: Output: The result will be built by transmuting the item matched by the target ingredient into the result item stack and then: Copying the minecraft:banner_patterns component from the item matched by the banner ingredient Setting the minecraft:base_color component based on the type of the Banner matched by the banner ingredient Enchantments # The post_piercing_attack component no longer only works for a Player if that Player has a certain food level World Generation # Rule-based block state providers (used previously only in the disk feature) have changed The fallback field is now optional and can be empty In such cases that an empty fallback is invoked, features that use them will not place anything Has become a type of block state provider called rule_based_state_provider instead of a separate unique type They can now be used in any other feature configurations as a block state provider and are no longer unique to disk Format: fallback - optional block state provider rules - list of rules if_true - Block predicate, checks the block position before providing the block then - Block state provider forest_rock feature has been renamed to block_blob block_blob feature configuration has changed to support the following parameters: state - Block state, the block the blob is made out of can_place_on - Block predicate, defines which blocks the blob can be placed on ice_spike feature has been renamed to spike spike feature configuration now supports the following parameters: state - Block state, the block the spike is made out of can_place_on - Block predicate, defines which blocks the spike can be placed on can_replace - Block predicate, defines which blocks the spike can replace huge_red_mushroom and huge_brown_mushroom feature configurations have a new parameter: can_place_on - Block predicate, defines which blocks the huge mushroom can be placed on alter_ground tree decorator configuration has changed so that provider is now a rule-based block state provider tree feature configuration has replaced the force_dirt and dirt_provider parameters with a single below_trunk_provider block state provider Default value:\n\u0026#34;below_trunk_provider\u0026#34;: { \u0026#34;type\u0026#34;: \u0026#34;minecraft:rule_based_state_provider\u0026#34;, \u0026#34;rules\u0026#34;: [ { \u0026#34;if_true\u0026#34;: { \u0026#34;type\u0026#34;: \u0026#34;minecraft:not\u0026#34;, \u0026#34;predicate\u0026#34;: { \u0026#34;type\u0026#34;: \u0026#34;minecraft:matching_block_tag\u0026#34;, \u0026#34;tag\u0026#34;: \u0026#34;minecraft:cannot_replace_below_tree_trunk\u0026#34; } }, \u0026#34;then\u0026#34;: { \u0026#34;type\u0026#34;: \u0026#34;minecraft:simple_state_provider\u0026#34;, \u0026#34;state\u0026#34;: { \u0026#34;Name\u0026#34;: \u0026#34;minecraft:dirt\u0026#34; } } } ] } Any trees that previously used force_dirt have a below_trunk_provider that always provides a dirt block instead\nFlower Features # 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 Placement Modifiers # count Placement Modifier # The count field is now limited to a range of 0 to 4096 instead of the previous 256 Dimension Types # Added fields: default_clock - optional World Clock ID Specifies the default clock that will be used for the time command. If not specified, the time command will require an explicit clock argument Also specifies the clock to which the minecraft:wake_up_from_sleep and minecraft:roll_village_siege Time Markers apply If not specified, those Time Markers will never apply in that dimension has_ender_dragon_fight - Boolean Controls whether it is possible for an Ender Dragon fight to exist in the dimension Int Providers # Added trapezoid # Selects a random value with a trapezoid distribution, similar to the trapezoid Float Provider.\nFormat: object with fields:\nmin - Integer, the minimum value to generate max - Integer, the maximum value to generate plateau - Integer, the width of the \u0026ldquo;plateau\u0026rdquo; 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 # Added several tags representing groups of Villager trades from which Villagers and Wandering Traders derive their trading pools Villagers have the following tags representing each profession and level of trade in the format: #/level_, up to level 5 Smiths have the #common_smith/level_ tags representing common trades among armorers, weaponsmiths and toolsmiths, up to level 5 Wandering Traders have the following tags: #wandering_trader/buying, #wandering_trader/special, #wandering_trader/common Block Tags # Added the following tags which determine which blocks a category of vegetation can be placed on and survive #supports_vegetation which provides support to the following blocks: Bush Short Grass Tall Grass Fern Large Fern Pitcher Plant Sunflower Lilac Rose Bush Peony Eyeblossom Firefly Bush Pink Petals Wildflowers Dandelion Torchflower Poppy Blue Orchid Allium Azure Bluet Red Tulip Orange Tulip White Tulip Pink Tulip Oxeye Daisy Cornflower Sweet Berry Bush Oak Sapling Spruce Sapling Birch Sapling Jungle Sapling Acacia Sapling Cherry Sapling Dark Oak Sapling Pale Oak Sapling #supports_crops which provides support to the following crops at all growth stages: Wheat Carrot Potato Beetroot Torchflower Crop Pitcher Plant Crop #supports_stem_crops #supports_stem_fruit #supports_pumpkin_stem #supports_melon_stem #supports_pumpkin_stem_fruit #supports_melon_stem_fruit #supports_sugar_cane #supports_sugar_cane_adjacently Which blocks satisfy adjacency support requirements for Sugar Cane #supports_cactus #supports_chorus_plant #supports_chorus_flower #supports_nether_sprouts #supports_azalea #supports_warped_fungus #supports_crimson_fungus #supports_mangrove_propagule #supports_hanging_mangrove_propagule #supports_nether_wart #supports_warped_roots #supports_crimson_roots #supports_wither_rose #supports_cocoa #supports_lily_pad #supports_frogspawn Empty by default #support_override_cactus_flower Cactus Flowers can be placed on blocks in this tag even if they do not have a sturdy top face Added the following tags which determine which blocks are not able to support specific categories of vegetation #cannot_support_seagrass #cannot_support_kelp Renamed the following tags for consistency: #dry_vegetation_may_place_on -\u0026gt; #supports_dry_vegetation #bamboo_plantable_on -\u0026gt; #supports_bamboo #small_dripleaf_placeable -\u0026gt; #supports_small_dripleaf #big_dripleaf_placeable -\u0026gt; #supports_big_dripleaf #mushroom_grow_block -\u0026gt; #overrides_mushroom_light_requirement Mushrooms cannot survive without a light level below 13 if not in the above tag #snow_layer_can_survive_on -\u0026gt; #support_override_snow_layer Snow layers can be placed on blocks in this tag even if they do not have a top full face #snow_layer_cannot_survive_on -\u0026gt; #cannot_support_snow_layer Added #grows_crops which defines which blocks beneath allow the following crops to grow: Wheat Carrot Potato Beetroot Torchflower Crop Pitcher Plant Crop Pumpkin Stem Melon Stem Added the following tags to define which blocks can start particular types of Bubble Columns #enables_bubble_column_drag_down Magma Block by default #enables_bubble_column_push_up Soul Sand by default Split apart #dirt into multiple block tags #dirt now only contains Dirt, Coarse Dirt, and Rooted Dirt #mud contains Mud and Muddy Mangrove Roots #moss_blocks contains Moss Block and Pale Moss Block #grass_blocks contains Grass Block, Mycelium, and Podzol Added #substrate_overworld which contains #dirt, #mud, #moss_blocks, and #grass_blocks This is used as a collection for world generation conditions Added the following tags which define which ground blocks beneath an applicable tree or bamboo can be replaced with podzol: #beneath_tree_podzol_replaceable #beneath_bamboo_podzol_replaceable Added #cannot_replace_below_tree_trunk which contains #dirt, #mud, #moss_blocks, and podzol Added the following tags defining which blocks their feature can be placed on #forest_rock_can_place_on #huge_brown_mushroom_can_place_on #huge_red_mushroom_can_place_on Added #ice_spike_replaceable defining which blocks an Ice Spike feature can replace Added #prevents_nearby_leaf_decay which defines what block types prevent leaf blocks from decaying within a taxicab distance of 6 blocks Fluid Tags # Added tags to determine which fluids can support the following blocks: #supports_lily_pad #supports_frogspawn Added #supports_sugar_cane_adjacently Which fluids satisfy adjacency support requirements for Sugar Cane Added #bubble_columns_can_occupy fluid tag to define which fluids a bubble column can occupy with water as default Item Tags # Added #metal_nuggets - Copper, Iron, and Gold Nuggets Added #dyes - helper tag containing vanilla dyes Added #loom_dyes - items that are allowed in the Loom screen to set pattern colors The Loom screen also requires the minecraft:dye component to be present on item stacks Added #loom_patterns - items that are allowed in the Loom screen to unlock patterns The Loom screen also requires the minecraft:provides_banner_patterns component to be present on item stacks Added #cat_collar_dyes - items that can be used to dye a pet Cat\u0026rsquo;s collar The color will be taken from the minecraft:dye component of the used item stack Added #wolf_collar_dyes - items that can be used to dye a pet Wolf\u0026rsquo;s collar The color will be taken from the minecraft:dye component of the used item stack Added #cauldron_can_remove_dye - items that can be used on water-filled Cauldron to remove the minecraft:dyed_color component Removed #dyeable tag Added the following tags which mirror their block tag contents: #mud #moss_blocks #grass_blocks Entity Type Tags # Added #cannot_be_age_locked - which baby mobs that age cannot have their aging stopped using a Golden Dandelion Enchantment Tags # Removed the following tags: trades/desert_special trades/jungle_special trades/plains_special trades/savanna_special trades/snow_special trades/swamp_special trades/taiga_special Potion Tags # Added #tradeable - all potion effects that can appear in Villager trades Configured Feature Tags # Added #can_spawn_from_bone_meal - features that, when added in a biome, can be spawned when using Bone Meal in that biome Particles # Added pause_mob_growth - particles showing on a baby mob which has had its aging stopped using a Golden Dandelion Added reset_mob_growth - particles showing on a baby mob which has had its aging reset and started using a Golden Dandelion Text components # minecraft:selector # The selector field no longer accepts trailing data after a selector minecraft:nbt # Tags resolved with the minecraft:nbt text component when the interpret field is set to false are now pretty-printed instead of being flattened into a single text component Contents of the nbt and block fields are no longer silently rejected when parsing fails The entity field no longer accepts trailing data after a selector A new option called plain has been added to remove styling from pretty-printed text The plain and interpret options can\u0026rsquo;t both be enabled at the same time minecraft:object # Added a new optional field named fallback that contains a text component to be used when the object component itself can\u0026rsquo;t be displayed (for example when printing messages in server logs or during narration) Objects of type player (player heads) can no longer be used in server status messages (MotD) All components of that type will be replaced by a fallback text Components nested more than 16 times will be discarded and replaced with an ellipsis Resource Pack Versions 75 through 84 # The Tripwire texture is now rendered as alpha cutout instead of transparent The glow particles emitted by Glow Squids, Lightning Rods, blocks being waxed, unwaxed, and scraped are now rendered as opaque, since they never actually used translucency Removed demo_background.png in favor of the popup/background.png sprite The item model format now supports transformation for individual sub-models Block State Rendering # Some changes have been made to the way block states render in places like Enderman-held blocks, Block Display entities, etc. (but not falling blocks or Pistons) The Enchanting Table will now show a closed book on the top of the block Blocks that use special renderers (like Chests, Banners, Skulls) should now respect block state properties: Rendering now respects the rotation and facing properties (where applicable) Beds now only render one half of the model, depending on the part property Copper Golem Statues will now respect the copper_golem_pose property Walls and freestanding Signs, Hanging Signs, Banners, and Skulls/Heads will now have separate models Chests now respect part properties (where applicable) Note: in general, all block states should look the same when rendered on a Block Display as they look when placed in world, except fluids Block Model Format # Any block model can now support cutout or translucent (partially transparent pixels) textures Whether a quad is rendered in the cutout or translucent render pass is determined by the contents of its assigned sprite Any sprite with translucent (partially transparent) pixels will be assigned to the \u0026ldquo;translucent\u0026rdquo; pass Any sprite with fully transparent pixels will be assigned to the \u0026ldquo;cutout\u0026rdquo; pass All other sprites are assigned to the \u0026ldquo;solid\u0026rdquo; pass Note: the assigned render pass also implies rendering order: all solid geometry is rendered before all cutout geometry, which is rendered before all translucent geometry The format of the textures map has been updated: Non-string entries will now be rejected, instead of interpreted as strings Alongside the previous inline sprite ID form, entries can now be defined as an object with fields: sprite - the sprite ID force_translucent - optional boolean, true if any geometry with this texture should be forced into the \u0026ldquo;translucent\u0026rdquo; pass This is useful for example for blocks that don\u0026rsquo;t have any translucent pixels, but use the mean mipmap strategy Default: false Item Models # The minecraft:model, minecraft:special, minecraft:range_dispatch, minecraft:composite, minecraft:select, minecraft:condition item model types now have a transformation field That field has the same format as the transformation field on the minecraft:display entity, i.e. either an array of 16 numbers representing a matrix or a structure with decomposed translation, scale, and rotation info For types with children (minecraft:range_dispatch, minecraft:composite, minecraft:select, minecraft:condition), the transformation will be composed with the transformation of the children, except for minecraft:bundle/selected_item Model transformations will be applied AFTER item display transformations (i.e. the display section in model files) The transformations for some special item models (types referenced by the minecraft:special item model) have been extracted to item models itself Affected special model types: minecraft:bed minecraft:banner minecraft:conduit minecraft:copper_golem_statue minecraft:head minecraft:player_head minecraft:shulker_box minecraft:shield minecraft:trident minecraft:standing_sign minecraft:hanging_sign minecraft:bell Special Model Type # New special model type that renders the animated part of a Bell block No fields minecraft:book Special Model Type # New special model type that renders a book that normally is part of the Enchanting Table and Lectern Fields: open_angle - Float, angle (in degrees) between book cover and book centerline (0 means closed, 90 means open flat) page1, page2 - Float between 0.0 and 1.0, the positions of two pages inside the book 0.0 means the page is in the leftmost position, 1.0 means the page is in the rightmost position minecraft:bed Special Model Type # The model now renders only one half of the Bed To render both halves, use a minecraft:composite model New field: part - String, one of: head, foot minecraft:banner Special Model Type # New field: attachment - optional String, selects a model to be used, one of wall, ground If not present, defaults to ground minecraft:chest Special Model Type # New field: chest_type - optional String, selects a model to be used, one of single, left, right If not present, defaults to single minecraft:hanging_sign Special Model Type # New field: attachment - optional String, selects a model to be used, one of wall, ceiling, ceiling_middle If not present, defaults to ceiling_middle minecraft:standing_sign Special Model Type # New field: attachment - optional String, selects a model to be used, one of wall, ground If not present, defaults to ground minecraft:shulker_box Special Model Type # Removed the orientation field minecraft:end_cube Special Model Type # New special model type that renders a cube with the same texture effects as the End Portal and the End Gateway blocks Format: effect - String, texture effect to apply, one of: portal, gateway Block Sprites # Added new block textures: block/golden_dandelion.png UI Sprites # Added new UI sprites: gui/sprites/widget/preedit.png for IME preedit overlay background Entity Textures # Added new entity textures:\nentity/cat/cat_all_black_baby.png entity/cat/cat_black_baby.png entity/cat/cat_british_shorthair_baby.png entity/cat/cat_calico_baby.png entity/cat/cat_collar_baby.png entity/cat/cat_jellie_baby.png entity/cat/ocelot_baby.png entity/cat/cat_persian_baby.png entity/cat/cat_ragdoll_baby.png entity/cat/cat_red_baby.png entity/cat/cat_siamese_baby.png entity/cat/cat_tabby_baby.png entity/cat/cat_white_baby.png entity/chicken/chicken_cold_baby.png entity/chicken/chicken_temperate_baby.png entity/chicken/chicken_warm_baby.png entity/cow/cow_cold_baby.png entity/cow/cow_temperate_baby.png entity/cow/cow_warm_baby.png entity/cow/mooshroom_brown_baby.png entity/cow/mooshroom_red_baby.png entity/horse/donkey_baby.png entity/horse/horse_black_baby.png entity/horse/horse_brown_baby.png entity/horse/horse_chestnut_baby.png entity/horse/horse_creamy_baby.png entity/horse/horse_darkbrown_baby.png entity/horse/horse_gray_baby.png entity/horse/horse_blackdots_baby.png entity/horse/horse_markings_white_baby.png entity/horse/horse_markings_whitedots_baby.png entity/horse/horse_markings_whitefield_baby.png entity/horse/horse_skeleton_baby.png entity/horse/horse_white_baby.png entity/horse/horse_zombie_baby.png entity/horse/mule_baby.png entity/pig/pig_cold_baby.png entity/pig/pig_temperate_baby.png entity/pig/pig_warm_baby.png entity/rabbit/rabbit_black.png entity/rabbit/rabbit_brown.png entity/rabbit/rabbit_caerbannog.png entity/rabbit/rabbit_gold.png entity/rabbit/rabbit_salt.png entity/rabbit/rabbit_toast.png entity/rabbit/rabbit_white.png entity/rabbit/rabbit_white_splotched.png entity/sheep/sheep_baby.png entity/sheep/sheep_wool_baby.png entity/wolf/wolf_angry_baby.png entity/wolf/wolf_ashen_angry_baby.png entity/wolf/wolf_ashen_baby.png entity/wolf/wolf_ashen_tame_baby.png entity/wolf/wolf_baby.png entity/wolf/wolf_black_angry_baby.png entity/wolf/wolf_black_baby.png entity/wolf/wolf_black_tame_baby.png entity/wolf/wolf_chestnut_angry_baby.png entity/wolf/wolf_chestnut_baby.png entity/wolf/wolf_chestnut_tame_baby.png entity/wolf/wolf_collar_baby.png entity/wolf/wolf_rusty_angry_baby.png entity/wolf/wolf_rusty_baby.png entity/wolf/wolf_rusty_tame_baby.png entity/wolf/wolf_snowy_angry_baby.png entity/wolf/wolf_snowy_baby.png entity/wolf/wolf_snowy_tame_baby.png entity/wolf/wolf_spotted_angry_baby.png entity/wolf/wolf_spotted_baby.png entity/wolf/wolf_spotted_tame_baby.png entity/wolf/wolf_striped_angry_baby.png entity/wolf/wolf_striped_baby.png entity/wolf/wolf_striped_tame_baby.png entity/wolf/wolf_tame_baby.png entity/wolf/wolf_woods_angry_baby.png entity/wolf/wolf_woods_baby.png entity/wolf/wolf_woods_tame_baby.png entity/bee/bee_baby.png entity/bee/bee_angry_baby.png entity/bee/bee_nectar_baby.png entity/bee/bee_angry_nectar_baby.png entity/fox/fox_baby.png entity/fox/fox_snow_baby.png entity/fox/fox_sleep_baby.png entity/fox/fox_snow_sleep_baby.png entity/camel/camel_baby.png entity/goat/goat_baby.png entity/armadillo/armadillo_baby.png entity/bear/polarbear_baby.png entity/llama/llama_creamy_baby.png entity/llama/llama_white_baby.png entity/llama/llama_brown_baby.png entity/llama/llama_gray_baby.png entity/equipment/llama_body/trader_llama_baby.png entity/villager/villager_baby.png entity/villager/baby/desert.png entity/villager/baby/jungle.png entity/villager/baby/plains.png entity/villager/baby/savanna.png entity/villager/baby/snow.png entity/villager/baby/swamp.png entity/villager/baby/taiga.png entity/zombie/drowned_baby.png entity/zombie/drowned_outer_layer_baby.png entity/zombie/husk_baby.png entity/zombie/zombie_baby.png entity/zombie_villager/zombie_villager_baby.png entity/zombie_villager/baby/desert.png entity/zombie_villager/baby/jungle.png entity/zombie_villager/baby/plains.png entity/zombie_villager/baby/savanna.png entity/zombie_villager/baby/snow.png entity/zombie_villager/baby/swamp.png entity/zombie_villager/baby/taiga.png entity/piglin/piglin_baby.png entity/piglin/zombiefied_piglin_baby.png entity/equipment/humanoid_baby/chainmail.png entity/equipment/humanoid_baby/copper.png entity/equipment/humanoid_baby/diamond.png entity/equipment/humanoid_baby/gold.png entity/equipment/humanoid_baby/iron.png entity/equipment/humanoid_baby/leather_overlay.png entity/equipment/humanoid_baby/leather.png entity/equipment/humanoid_baby/netherite.png entity/equipment/humanoid_baby/turtle_scute.png entity/hoglin/hoglin_baby.png entity/hoglin/zoglin_baby.png entity/strider/strider_baby.png entity/strider/strider_cold_baby.png entity/sniffer/snifflet.png entity/panda/aggressive_panda_baby.png entity/panda/brown_panda_baby.png entity/panda/lazy_panda_baby.png entity/panda/playful_panda_baby.png entity/panda/weak_panda_baby.png entity/panda/worried_panda_baby.png entity/panda/panda_baby.png Renamed the following entity textures:\nentity/armorstand/wood.png -\u0026gt; entity/armorstand/armorstand.png entity/cat/all_black.png -\u0026gt; entity/cat/cat_all_black.png entity/cat/black.png -\u0026gt; entity/cat/cat_black.png entity/cat/british_shorthair.png -\u0026gt; entity/cat/cat_british_shorthair.png entity/cat/calico.png -\u0026gt; entity/cat/cat_calico.png entity/cat/jellie.png -\u0026gt; entity/cat/cat_jellie.png entity/cat/persian.png -\u0026gt; entity/cat/cat_persian.png entity/cat/ragdoll.png -\u0026gt; entity/cat/cat_ragdoll.png entity/cat/red.png -\u0026gt; entity/cat/cat_red.png entity/cat/siamese.png -\u0026gt; entity/cat/cat_siamese.png entity/cat/tabby.png -\u0026gt; entity/cat/cat_tabby.png entity/cat/white.png -\u0026gt; entity/cat/cat_white.png entity/chicken/cold_chicken.png -\u0026gt; entity/chicken/chicken_cold.png entity/chicken/temperate_chicken.png -\u0026gt; entity/chicken/chicken_temperate.png entity/chicken/warm_chicken.png -\u0026gt; entity/chicken/chicken_warm.png entity/copper_golem/exposed_copper_golem.png -\u0026gt; entity/copper_golem/copper_golem_exposed.png entity/copper_golem/exposed_copper_golem_eyes.png -\u0026gt; entity/copper_golem/copper_golem_eyes_exposed.png entity/copper_golem/oxidized_copper_golem_eyes.png -\u0026gt; entity/copper_golem/copper_golem_eyes_oxidized.png entity/copper_golem/weathered_copper_golem_eyes.png -\u0026gt; entity/copper_golem/copper_golem_eyes_weathered.png entity/copper_golem/oxidized_copper_golem.png -\u0026gt; entity/copper_golem/copper_golem_oxidized.png entity/copper_golem/weathered_copper_golem.png -\u0026gt; entity/copper_golem/copper_golem_weathered.png entity/cow/cold_cow.png -\u0026gt; entity/cow/cow_cold.png entity/cow/temperate_cow.png -\u0026gt; entity/cow/cow_temperate.png entity/cow/warm_cow.png -\u0026gt; entity/cow/cow_warm.png entity/cow/brown_mooshroom.png -\u0026gt; entity/cow/mooshroom_brown.png entity/cow/red_mooshroom.png -\u0026gt; entity/cow/mooshroom_red.png entity/fox/snow_fox.png -\u0026gt; entity/fox/fox_snow.png entity/fox/snow_fox_sleep.png -\u0026gt; entity/fox/fox_snow_sleep.png entity/frog/cold_frog.png -\u0026gt; entity/frog/frog_cold.png entity/frog/temperate_frog.png -\u0026gt; entity/frog/frog_temperate.png entity/frog/warm_frog.png -\u0026gt; entity/frog/frog_warm.png entity/llama/brown.png -\u0026gt; entity/llama/llama_brown.png entity/llama/creamy.png -\u0026gt; entity/llama/llama_creamy.png entity/llama/gray.png -\u0026gt; entity/llama/llama_gray.png entity/llama/spit.png -\u0026gt; entity/llama/llama_spit.png entity/llama/white.png -\u0026gt; entity/llama/llama_white.png entity/panda/aggressive_panda.png -\u0026gt; entity/panda/panda_aggressive.png entity/panda/brown_panda.png -\u0026gt; entity/panda/panda_brown.png entity/panda/lazy_panda.png -\u0026gt; entity/panda/panda_lazy.png entity/panda/playful_panda.png -\u0026gt; entity/panda/panda_playful.png entity/panda/weak_panda.png -\u0026gt; entity/panda/panda_weak.png entity/panda/worried_panda.png -\u0026gt; entity/panda/panda_worried.png entity/pig/cold_pig.png -\u0026gt; entity/pig/pig_cold.png entity/pig/temperate_pig.png -\u0026gt; entity/pig/pig_temperate.png entity/pig/warm_pig.png -\u0026gt; entity/pig/pig_warm.png entity/projectiles/spectral.png -\u0026gt; entity/projectiles/arrow_spectral.png entity/projectiles/tipped.png -\u0026gt; entity/projectiles/arrow_tipped.png entity/turtle/big_sea_turtle.png -\u0026gt; entity/turtle/turtle.png Moved the following entity textures:\nentity/armadillo.png -\u0026gt; entity/armadillo/armadillo.png entity/banner_base.png -\u0026gt; entity/banner/banner_base.png entity/bat.png -\u0026gt; entity/bat/bat.png entity/beacon_beam.png -\u0026gt; entity/beacon/beacon_beam.png entity/blaze.png -\u0026gt; entity/blaze/blaze.png entity/dolphin.png -\u0026gt; entity/dolphin/dolphin.png entity/enchanting_table_book.png -\u0026gt; entity/enchantment/enchanting_table_book.png entity/end_gateway_beam.png -\u0026gt; entity/end_portal/end_gateway_beam.png entity/end_portal.png -\u0026gt; entity/end_portal/end_portal.png entity/endermite.png -\u0026gt; entity/endermite/endermite.png entity/experience_orb.png -\u0026gt; entity/experience/experience_orb.png entity/fishing_hook.png -\u0026gt; entity/fishing/fishing_hook.png entity/guardian.png -\u0026gt; entity/guardian/guardian.png entity/guardian_beam.png -\u0026gt; entity/guardian/guardian_beam.png entity/guardian_elder.png -\u0026gt; entity/guardian/guardian_elder.png entity/lead_knot.png -\u0026gt; entity/lead_knot/lead_knot.png entity/minecart.png -\u0026gt; entity/minecart/minecart.png entity/phantom.png -\u0026gt; entity/phantom/phantom.png entity/phantom_eyes.png -\u0026gt; entity/phantom/phantom_eyes.png entity/shield_base.png -\u0026gt; entity/shield/shield_base.png entity/shield_base_nopattern.png -\u0026gt; entity/shield/shield_base_nopattern.png entity/silverfish.png -\u0026gt; entity/silverfish/silverfish.png entity/snow_golem.png -\u0026gt; entity/snow_golem/snow_golem.png entity/spider_eyes.png -\u0026gt; entity/spider/spider_eyes.png entity/trident.png -\u0026gt; entity/trident/trident.png entity/trident_riptide.png -\u0026gt; entity/trident/trident_riptide.png entity/wandering_trader.png -\u0026gt; entity/wandering_trader/wandering_trader.png entity/witch.png -\u0026gt; entity/witch/witch.png Sounds # Added new sound events for the Cat: entity.baby_cat.ambient entity.baby_cat.hiss entity.baby_cat.hurt entity.baby_cat.death entity.baby_cat.eat entity.baby_cat.beg_for_food entity.baby_cat.purr entity.baby_cat.purreow entity.baby_cat.stray_ambient entity.cat_royal.ambient entity.cat_royal.hiss entity.cat_royal.hurt entity.cat_royal.death entity.cat_royal.eat entity.cat_royal.beg_for_food entity.cat_royal.purr entity.cat_royal.purreow entity.cat_royal.stray_ambient Added new sound events for the Pig: entity.baby_pig.ambient entity.baby_pig.hurt entity.baby_pig.death entity.baby_pig.step entity.baby_pig.eat entity.pig_mini.ambient entity.pig_mini.hurt entity.pig_mini.death entity.pig_mini.eat entity.pig_big.ambient entity.pig_big.hurt entity.pig_big.death entity.pig_big.eat entity.pig.eat Added new sound events for the Wolf: entity.baby_wolf.ambient entity.baby_wolf.growl entity.baby_wolf.death entity.baby_wolf.hurt entity.baby_wolf.pant entity.baby_wolf.whine entity.baby_wolf.step Added new sound events for the Horse: entity.baby_horse.ambient entity.baby_horse.hurt entity.baby_horse.death entity.baby_horse.angry entity.baby_horse.eat entity.baby_horse.fall entity.baby_horse.land entity.baby_horse.step entity.baby_horse.breathe Added new sound events for the Chicken: entity.baby_chicken.ambient entity.baby_chicken.hurt entity.baby_chicken.death entity.baby_chicken.step entity.chicken_picky.ambient entity.chicken_picky.death entity.chicken_picky.hurt entity.chicken_picky.step Added new sound events for the Golden Dandelion: item.golden_dandelion.use item.golden_dandelion.unuse Added new sound events for the Cow: entity.cow_moody.ambient entity.cow_moody.death entity.cow_moody.hurt entity.cow_moody.step Added new sound events for the trumpet instrument: block.note_block.trumpet block.note_block.trumpet_exposed block.note_block.trumpet_oxidized block.note_block.trumpet_weathered Shaders \u0026amp; Post-process Effects # Developer\u0026rsquo;s Note: Although it is possible in Resource Packs, overriding Core Shaders is considered as unsupported and not an intended Resource Pack feature. These shaders exist as part of the internal implementation of the game, and as such, may change at any time as the game\u0026rsquo;s internals evolve. We understand that overriding Core Shaders is used for very cool Resource Pack features, many of which lack supported alternatives. We would like to provide better, supported alternatives in the future.\nThe core/rendertype_item_entity_translucent_cull shaders have been removed in favor of core/entity The core/rendertype_entity_alpha and core/rendertype_entity_decal shaders have been replaced by a DISSOLVE flag implemented by core/entity Rendering of items (in UI and in the world) has been split from the core/entity into new core/item shaders The block.vsh and terrain.vsh shaders no longer receive the Normal vertex attribute The core/rendertype_translucent_moving_block shaders have been removed in favor of core/block Lightmap Shader # The lightmap.fsh shader was significantly modified The LightmapInfo uniform now has two new fields: BlockLightTint NightVisionColor The AmbientLightFactor field was removed, its value is now premultiplied into AmbientColor The DarkenWorldFactor was renamed to BossOverlayWorldDarkeningFactor Text and items rendered in UI now use a separate 1x1 white lightmap texture, so the lightmap shader does not always have to keep the 15, 15 pixel purely white Fixed bugs in 26.1 # MC-13187 - Water in water cauldrons is not transparent MC-64087 - Revengeful zombies / Zombie reinforcements try to attack players in Creative mode MC-91132 - No cross-platform CJK IME support MC-98631 - The heights of shields in first person are different depending on what hand you have them held in MC-99647 - The \u0026ldquo;below_name\u0026rdquo; scoreboard display slot doesn\u0026rsquo;t work with non-player entities MC-102774 - You can respawn the ender dragon with only two end crystals MC-129886 - Trying to place a block below the bottom of the world does not give an error message MC-131745 - Shipwrecks sometimes generate split into different variants at chunk boundaries MC-134573 - The game freezes while doing a world backup MC-153831 - Trader llamas spawned from breeding can despawn MC-163978 - Mobs can spawn on moving blocks MC-178713 - Bone meal can be used on certain plants at build height, but they don\u0026rsquo;t grow MC-179949 - You cannot edit the inventories of piglins by using \u0026lsquo;/item replace\u0026rsquo; MC-181169 - Skeleton trapped horses with PersistenceRequired still despawn MC-184432 - There is no warning when using bone meal on plants that try to grow above or below the world height limits MC-184433 - When applying bone meal to grass / ferns / nether fungi at the upper build limit, there is no warning, and the taller part of the plant is cut off MC-195237 - End portals and end gateways held by endermen or as block display entities are not rendered, but nether portals are MC-197497 - The block light transition from level 1 to 0 is not smooth when there is no sky light and Smooth Lighting is enabled MC-199559 - Light appears darker and orange when Night Vision is active MC-199975 - Endermen holding bells or bell block display entities only render the bell frame MC-219981 - Leader zombie-type mobs spawn with 20 health despite having an increased maximum health MC-221510 - Dolphin would rather drown than get air when chasing items MC-222949 - You can use tridents enchanted with Riptide while riding entities MC-230139 - Typos in stonecutter recipe names MC-230746 - Pointed dripstone does not grow with a waterlogged block 2 blocks above it but does fill cauldrons MC-231663 - Dragon eggs do not check whether there is a block under their destination when teleporting MC-233911 - Sleeping in a bed and waking up no longer instantly sets the daytime sky MC-248092 - Untamed cats on lead despawn when attached to fence post MC-254785 - Bone meal is consumed when used on a bamboo stalk with a block above it MC-257362 - Particles from breaking frogspawn are transparent MC-259032 - /data produces a positive result for low negative numbers MC-260148 - show_notification only works for shaped crafting recipes MC-263488 - The item texture of pink petals has a misplaced transparent pixel MC-264155 - Bone meal doesn\u0026rsquo;t work on grass blocks beneath cave air or void air MC-264187 - Spawners with their light limits set to ranges that don\u0026rsquo;t include 15 don\u0026rsquo;t spawn mobs under the night sky MC-273228 - Crash when generating water lakes using a custom worldgen datapack MC-274238 - Persistent trader llamas can despawn when leashed to wandering traders MC-275014 - Weathered and oxidized copper bulbs cast stronger shadows on themselves when lit with smooth lighting enabled MC-279187 - The \u0026ldquo;selectWorld.backupWarning.snapshot\u0026rdquo; string incorrectly pluralizes the word \u0026ldquo;corruption\u0026rdquo; MC-297536 - Z-fighting occurs on the debug crosshair MC-298136 - The aura of beacon beams now always renders behind block entities MC-298745 - Unlocking new recipes or changing dimensions replaces the locator bar with the experience bar temporarily MC-299730 - Dumping textures while using a TTF font crashes the game MC-299992 - Unexpected behavior when giving or testing for an item with certain components manually specified as their default values MC-300380 - Copper golems do not pathfind down blocks that are in between half a block and a block tall to a chest MC-300465 - Maps with the maximum number of markers cannot be placed in item frames MC-301003 - The bell part of bells worn on copper golems\u0026rsquo; \u0026ldquo;saddle\u0026rdquo; slot is not visible MC-301245 - Copper golem statues are displayed upside down in block displays MC-302186 - Ambient lighting in the Nether appears discolored compared to previous versions MC-302408 - Inconsistent underwater lighting with the Conduit Power effect applied MC-302528 - Low sky \u0026amp; block light look outright broken when cast on the same area MC-302635 - Semi-transparent blocks render in front of solid blocks when viewed through semi-transparent blocks being pushed by a piston MC-302734 - Zombie horses constantly move in and out of water and burn to death MC-303119 - Feeding a cat or wolf in Survival mode with only one item in the selected item slot does not restore as much health as it should MC-303125 - Creepers can blow up after the player dies MC-303344 - Tooltips for selected items in dialogs are displayed even when the item isn\u0026rsquo;t being hovered over MC-303389 - The ender dragon\u0026rsquo;s velocity can be affected by attacks while perched MC-303403 - Hanging sign block displays render dark and above other blocks and mobs MC-303684 - Hoglins can despawn when attached to leads MC-303685 - Zoglins can despawn when attached to leads MC-303692 - The debug overlay text has an indent when \u0026ldquo;Improved Transparency\u0026rdquo; is disabled MC-303749 - Dolphins can despawn when attached to leads MC-303750 - Squids \u0026amp; glow squids can despawn when attached to leads MC-304023 - Redundant level data fixer files are saved in worlds\u0026rsquo; \u0026ldquo;data\u0026rdquo; folder MC-304217 - Lunge\u0026rsquo;s hunger requirement applies to post_piercing_attack effects of custom enchantments MC-304361 - The heads of zombie nautiluses have a massive empty gap on the back MC-304446 - Activating a stasis chamber with a sponge deletes the ender pearl MC-304599 - Dolphins don\u0026rsquo;t follow players riding nautiluses like in Bedrock Edition MC-304631 - Anisotropic filtering set to 8x causes opaque translucent textures to become transparent in the distance when there are odd-sized block textures MC-304683 - Wandering traders don\u0026rsquo;t spawn in single biome snowy plains worlds MC-304705 - The E value in entity_render_stats in the debug overlay doesn\u0026rsquo;t work MC-304725 - Zombie villagers summoned with default spawn eggs always spawn as their plains variant MC-304761 - Spears\u0026rsquo; charge animation takes too long to rotate sideways for slower spears MC-304796 - Hovering over a disabled slider shows the pointing hand cursor instead of the forbidden cursor MC-304991 - Clicking on a chest with loot that hasn\u0026rsquo;t been generated in Spectator mode makes the \u0026ldquo;block.chest.locked\u0026rdquo; sound MC-305012 - The description of the \u0026ldquo;Universal anger\u0026rdquo; game rule still uses the old ID of the \u0026ldquo;Forgive dead players\u0026rdquo; game rule MC-305040 - Nautili spawned as a result of a player breeding two other nautili can despawn MC-305123 - Curse of Vanishing doesn\u0026rsquo;t work when the item is equipped on an armor stand MC-305196 - Witches always miss their shots when close to their target MC-305292 - Copper chests use the Christmas present texture MC-305369 - Trying to attach a leash to a fence outside its reach places a ghost leash knot and plays a sound MC-305388 - Bees never cease to be angry MC-305451 - Tripwire is invisible through translucent blocks if \u0026ldquo;Improved Transparency\u0026rdquo; is disabled MC-305471 - Cacti appear with seams on the edges and corners when using higher resolution texture packs with mipmaps enabled MC-305580 - Baby zombie horses and baby skeleton horses grow into adults, unlike other baby undead mobs MC-305699 - Piglins in groups fail to initiate hoglin hunting behavior MC-305857 - Entity hitboxes now move jaggedly when the game is frozen MC-305888 - Turtle eggs no longer hatch in the Nether or the End MC-306123 - Wolves still try to attack players even in Peaceful difficulty MC-306427 - Certain mobs holding items with empty \u0026ldquo;kinetic_weapon\u0026rdquo; components crash the game whenever target acquisition succeeds MC-306566 - The totem of undying screen effect now jitters while the game is frozen MC-306658 - Dolphins let themselves drown even with ample access to air MC-306798 - Ender dragons with a DragonDeathTime of 200 or greater never disappear Get the Release # To install the Release, open up the Minecraft Launcher and click play! Make sure your Launcher is set to the \u0026ldquo;Latest Release” option.\nCross-platform server jar:\nMinecraft server jar Report bugs here:\nMinecraft issue tracker! Want to give feedback?\nFor any feedback and suggestions, head over to the Feedback site. If you\u0026rsquo;re feeling chatty, join us over at the official Minecraft Discord. ","date":"24 March 2026","externalUrl":null,"permalink":"/changelog/26.1/26.1/","section":"Changelog Übersicht","summary":"","title":"26.1 Release Changelog","type":"changelog"},{"content":" News Misode Diff: https://misode.github.io/versions/?id=26.1-pre-3\u0026tab=diff\nSlicedlime Videos: Normal / Technical\nMinecraft 26.1 Pre-Release 3 # Today we are shipping the third pre-release with minor tech changes and bug fixes.\nHappy mining!\nTechnical Changes # The Data Pack version is now 101.1 Data Pack Version 101.1 # World Generation # Placement Modifiers # count Placement Modifier # The count field is now limited to a range of 0 to 4096 instead of the previous 256 Fixed bugs in 26.1 Pre-Release 3 # MC-305118 - Resource packs previously labeled as \u0026ldquo;Broken or incompatible\u0026rdquo; don\u0026rsquo;t show up at all MC-306240 - /fill does not obey the max_block_modifications game rule if too many blocks are in the specified area MC-306620 - Feeding a snifflet with a golden dandelion resets its age to the wrong amount of ticks MC-306805 - Baby zombie villagers\u0026rsquo; arms are positioned and move incorrectly when holding an item MC-306840 - Dolphins still drown themselves when no players are nearby MC-306850 - The caves and floating_islands noise settings no longer generate as intended MC-306854 - Unmentioned differences of villager trades between 1.21.11 and 26.1 snapshots MC-306859 - The arms of baby zombies, baby husks, gurgles, and baby zombie villagers clip through their worn chestplates when holding items MC-306860 - Player object text components in server status messages (MotD) are no longer replaced by fallback text MC-306898 - Placed / Configured Features are now limited to only 256 tries, previously higher numbers where possible MC-306899 - The blocklists of the fire_patch and soul_fire_patch features are inverted, causing generation issues ","date":"17 March 2026","externalUrl":null,"permalink":"/changelog/26.1/26-1-pre-release-3/","section":"Changelog Übersicht","summary":"","title":"26.1 Pre Release 3 Changelog","type":"changelog"},{"content":" News Misode Diff: https://misode.github.io/versions/?id=26.1-pre-2\u0026tab=diff\nSlicedlime Videos: Normal / Technical\nMinecraft 26.1 Pre-Release 2 # Today we\u0026rsquo;re shipping another pre-release for 26.1 that includes tech changes and fixes to features included in the Tiny Takeover game drop.\nHappy Friday mining!\nChanges # Updated the dismount speed thresholds for Spears to match Bedrock Fixed issue with Baby Axolotl\u0026rsquo;s right hind leg not moving correctly when swimming Baby Cat is now scaled up to be the same size as baby Ocelot Baby Horse model is no longer scaled up slightly UI # Added a new display option called \u0026ldquo;Exclusive Fullscreen\u0026rdquo; which controls if fullscreen mode should take full control of a monitor Defaults to false (i.e. non-exclusive mode) Any change will be applied only after the game restarts Warning: exclusive fullscreen mode might prevent use of input methods (IME) Trades # The Master Librarian will now have three available trades to ensure that an enchanted book trade is always offered when using the Rebalance experiment Technical Changes # Text components # Components in server status messages (MotD) nested more than 16 times will now be discarded and replaced with an ellipsis Fixed bugs in 26.1 Pre-Release 2 # MC-153831 - Trader llamas spawned from breeding can despawn MC-181169 - Skeleton trapped horses with PersistenceRequired still despawn MC-248092 - Untamed cats on lead despawn when attached to fence post MC-274238 - Persistent trader llamas will still despawn when leashed to wandering traders MC-303684 - Hoglins despawn when attached to a lead MC-303685 - Zoglins despawn when attached to leads MC-303749 - Dolphins can despawn when attached to leads MC-303750 - Squids \u0026amp; glow squids can despawn when attached to leads MC-304446 - Activating a stasis chamber with a sponge deletes the ender pearl MC-305123 - Curse of Vanishing doesn\u0026rsquo;t work when the item is equipped on an armor stand MC-305196 - Witches always miss their shots when close to their target MC-306064 - Mobs can be forced to look like they\u0026rsquo;re dying while they aren\u0026rsquo;t by using commands MC-306327 - The chat restriction warning ignores the Chat Width option MC-306328 - Using golden dandelions to unlock aging forcibly removes persistence of baby animals MC-306351 - Line spacing between the chat restriction warning and messages does not have a background MC-306502 - Uploading a world to a snapshot Realm wipes it MC-306516 - G-Sync cannot be enabled in the new borderless window mode MC-306564 - Item entities\u0026rsquo; health does not decrease uniformly when on cacti MC-306601 - The IME pre-edit window appears in the unfocused text box of the anvil UI when no items are placed in the anvil slots MC-306626 - Adult horses\u0026rsquo; old black dots markings aren\u0026rsquo;t included in the \u0026ldquo;Programmer Art\u0026rdquo; resource pack MC-306632 - Baby undead horses age again MC-306657 - The models for baby horses and baby cats have a different scale compared to Bedrock Edition MC-306658 - Dolphins will let themselves drown even with ample access to air MC-306709 - Librarians\u0026rsquo; master level book trade is no longer guaranteed when Villager Trade Rebalance is enabled MC-306741 - Opening the chat forces a CJK input method when one is enabled in the system MC-306798 - Ender dragons with a DragonDeathTime of 200 or greater never disappear MC-306812 - Inventories with no text fields cause key binds to conflict with IME input methods MC-306814 - environment_attribute value providers give incorrect results on subsequent accesses within a tick MC-306830 - The mouse cursor now changes to the \u0026ldquo;not allowed\u0026rdquo; shape when hovering over part of the Creative mode inventory\u0026rsquo;s Survival Inventory tab ","date":"13 March 2026","externalUrl":null,"permalink":"/changelog/26.1/26-1-pre-release-2/","section":"Changelog Übersicht","summary":"","title":"26.1 Pre Release 2 Changelog","type":"changelog"},{"content":" News Misode Diff: https://misode.github.io/versions/?id=26.1-pre-1\u0026tab=diff\nSlicedlime Videos: Normal / Technical\nMinecraft 26.1 Pre-Release 1 # 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\u0026rsquo;t follow the regular snapshot cadence of releasing on Tuesdays, so keep your eyes peeled for the next pre-release.\nTechnical Changes # 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 # Data Pack Version 101 # The \u0026ldquo;Default Components\u0026rdquo; report generator no longer outputs files for entries without any components Commands # Changes to time # Syntax:\ntime [of \u0026lt;clock\u0026gt;] rate \u0026lt;rate\u0026gt; - 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\nFor 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\nrate is a float between 0 (exclusive) and 1000 (inclusive)\nData Components # Modified minecraft:provides_banner_patterns # The component now also accepts an ID or a list of IDs in addition to a tag Modified minecraft:blocks_attacks # The field bypassed_by now also accepts an ID or a list of IDs in addition to a tag Modified minecraft:damage_resistant # The field types now also accepts an ID or a list of IDs in addition to a tag Loot Functions # Changed minecraft:set_instrument # The options field now also accepts an ID and a list of IDs in addition to a tag Predicates # Added minecraft:environment_attribute_check Loot Predicate # 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.\nFormat: object with fields:\nattribute - 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 # Added minecraft:environment_attribute # 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.\nFormat: object with fields:\nattribute - Environment Attribute ID to fetch e.g. {type: 'environment_attribute', attribute: 'gameplay/sky_light_level'} World Generation # Flower Features # 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\nThe flower, flower_no_bonemeal, and random_patch feature types have been removed\nInstead, patches can be expressed as a sequence of count and random_offset placement modifiers Int Providers # Added trapezoid Int Provider # Select a random value with a trapezoid distribution, similar to the trapezoid Float Provider.\nFormat: object with fields:\nmin: integer, the minimum value to generate max: integer, the maximum value to generate plateau: integer, the width of the \u0026ldquo;plateau\u0026rdquo; 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 # Configured Feature Tags # 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 # minecraft:object # Added a new optional field named fallback that contains a text component to be used when object component itself can\u0026rsquo;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 # Updated textures for Pup to fix issues with overlapping textures Item Models # minecraft:end_cube Special Model Type # 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 # End Gateway and End Portal should now look the same when rendered on a Block Display as they look when placed in world Shaders \u0026amp; Post-process Effects # The core/rendertype_translucent_moving_block shaders have been removed in favor of core/block Fixed bugs in 26.1 Pre-Release 1 # 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\u0026rsquo; 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\u0026rsquo; 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\u0026rsquo; heads is misaligned, causing a gap and texture error MC-306338 - Baby zombified piglins\u0026rsquo; 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 \u0026ldquo;kinetic_weapon\u0026rdquo; 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\u0026rsquo;t pick up items MC-306633 - The \u0026ldquo;Toggle GUI\u0026rdquo; key bind doesn\u0026rsquo;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: \u0026lsquo;root\u0026rsquo;). Mismatched push/pop? MC-306796 - Text displays with see_through set to 1 now z-fight with themselves ","date":"3 March 2026","externalUrl":null,"permalink":"/changelog/26.1/26-1-pre-release-1/","section":"Changelog Übersicht","summary":"","title":"26.1 Pre Release 1 Changelog","type":"changelog"},{"content":" News Misode Diff: https://misode.github.io/versions/?id=26.1-snapshot-11\u0026tab=diff\nSlicedlime Videos: Normal / Technical\nMinecraft 26.1 Snapshot 11 # Tuesday rolls around once more! We\u0026rsquo;re back in the shipping room for another 26.1 snapshot and like a wise man once said, this one goes to 11. This week spells polish and finishing touches on our upcoming game drop features, technical changes, as well as bug fixes.\nHappy mining!\nKnown Issue # If you minimize the game while in Fullscreen mode (by pressing Alt + Tab, for example) you can not maximize it again Changes # Fixed adult and baby Rabbit textures to be consistent with the other new textures Pig sound variants now has sound for eating Baby Goats now rotate their head when ramming Baby Hoglin\u0026rsquo;s mane now appears on both sides of the body texture Fixed texture on the back of the baby Panda\u0026rsquo;s head Trades # The Master Librarian no longer offers Name Tags The Master Librarian will now offer Red Candles and Yellow Candles for the price of three Emeralds The Wandering Trader will now offer Name Tags for the price of one Emerald Sounds # Updated the trumpet note block sound assets Technical Changes # The Data Pack version is now 100 The Resource Pack version is now 83 Data Pack Version 100 # Pig Sound Variants # Eating sound customization is now supported through the new field eat_sound big variant sound sets\nGame Test Environments # Added timeline_attributes definitions to set any number of timelines # timelines: A list of timelines to set Block States # rotation property in default block state of Banners and Signs has been changed from 0 to 8 Developer's Note: Default block state is used in very few contexts, most notably `/setblock` without any properties. This change was done to align default orientation of those blocks with other ones (like Skulls or Dispensers) Loot Tables # Removed Name Tag from Ancient Cities and Woodland Mansions World Generation # Block state providers now have a new type called rule_based_state_provider This was previously a separately parsed type but is now instead a sub-type of block state providers They can now be used in any other feature configurations as a block state provider and are no longer unique to the disk feature Format: fallback - An optional block state provider rules - A list of rules if_true - A block predicate that checks the block position before providing the block then - A block state provider Tags # Block Tags # Added #prevents_nearby_leaf_decay which defines what block types prevent leaf blocks from decaying within a taxicab distance of 6 blocks Resource Pack Version 83 # Item model format now supports transformation for individual sub-models Sounds # Added new sound events for the Pig: entity.baby_pig.eat entity.pig_mini.eat entity.pig_big.eat entity.pig.eat Item Models # The minecraft:model, minecraft:special, minecraft:range_dispatch, minecraft:composite, minecraft:select, minecraft:condition item model types now have transformation fields Those fields have the same format as the transformation field on the minecraft:display entity, i.e. either an array of 16 numbers representing a matrix or structure with decomposed translation, scale and rotation info For types with children (minecraft:range_dispatch, minecraft:composite, minecraft:select, minecraft:condition), the transformation will be composed with the transformation of the children, except for minecraft:bundle/selected_item Model transformations will be applied AFTER item display transformations (i.e. display section in model files) The transformations for some special item models (types referenced by the minecraft:special item model) have been extracted to item models itself Affected special model types: minecraft:bed minecraft:banner minecraft:conduit minecraft:copper_colem_statue minecraft:head minecraft:player_head minecraft:shulker_box minecraft:shield minecraft:trident minecraft:standing_sign minecraft:hanging_sign minecraft:bell Special Model Type # New special model type that renders the animated part of a Bell block No fields minecraft:book Special Model Type # New special model type that renders a book that normally is a part of Enchanting Table and Lectern Fields: open_angle - angle (in degrees) between book cover and book centerline (0 means closed, 90 means open flat) page1, page2 - the positions of two pages inside the book 0.0 means the page is in the leftmost position, 1.0 means the page in the rightmost position minecraft:bed Special Model Type # The model now renders only one half of the Bed To render both halves, use a minecraft:composite model New fields: part - one of: head, foot minecraft:banner Special Model Type # New field: attachment - selects a model to be used, one of wall, ground, default: ground minecraft:chest Special Model Type # New field: chest_type - selects a model to be used, one of single, left, right, default: single minecraft:hanging_sign Special Model Type # New field: attachment - selects a model to be used, one of wall, ceiling, ceiling_middle, default: ceiling_middle minecraft:standing_sign Special Model Type # New field: attachment - selects a model to be used, one of wall, ground, default: ground minecraft:shulker_box Special Model Type # Removed the orientation field Block State Rendering # Some changes have been made to the way blocks states render in places like Enderman-held blocks, Block Display entities, etc. (but not falling blocks or Pistons) Enchanting Table will now show a closed book on the top of the block Blocks that use special renderers (like Chests, Banners, Skulls) should now respect block state properties: Rendering now respects the rotation and facing properties (where applicable) Beds now only render one half of the model, depending on the part property Copper Golem Statues will now respect the copper_golem_pose property Wall and freestanding Signs, Hanging Sign, Banners and Skulls/Heads will now have separate models Chests now respect part properties (where applicable) Note: in general, all block states should look the same when rendered on a Block Display as they look when placed in world, except: Fluids End Gateway End Portal Fixed bugs in 26.1 Snapshot 11 # MC-199975 - Endermen holding bells or bell block display entities only render the bell frame MC-231663 - Dragon eggs do not check whether there is a block under their destination when teleporting MC-275014 - Weathered and oxidized copper bulbs cast stronger shadows on themselves when lit with smooth lighting enabled MC-301003 - The bell part of bells worn on copper golems\u0026rsquo; \u0026ldquo;saddle\u0026rdquo; is not visible MC-303344 - Tooltips for selected items in dialogs are displayed even when the item isn\u0026rsquo;t being hovered over MC-304683 - Wandering traders don\u0026rsquo;t spawn in single biome snowy plains worlds MC-304796 - Hovering over a disabled slider shows the pointing hand cursor instead of the forbidden cursor MC-305797 - The texture of the warm piglet contains unused pixels MC-305857 - Entity hitboxes now move jaggedly when the game is frozen MC-306082 - The back texture of one of baby woods wolves\u0026rsquo; legs is inconsistent with the other three legs MC-306110 - The side textures of black, white splotched, killer, and Toast rabbits\u0026rsquo; heads extend to the bottom of their heads MC-306180 - Hitting a rolled up baby armadillo causes its legs to stick out and z-fight with the shell MC-306190 - The game closes when upgrading a world fails MC-306303 - Plains zombie villagers use the texture of their baby variant MC-306309 - Some new animal sound variants are missing MC-306312 - Some strings introduced in 26.1 Snapshot 7 are grammatically incorrect MC-306466 - The back texture of baby pandas\u0026rsquo; heads has a black stripe on one of its edges MC-306472 - The texture of chainmail helmets on baby humanoid mobs has no transparent pixels on its top, unlike on adult mobs MC-306483 - Golden dandelions do not prevent baby trader llamas from despawning MC-306520 - Baby donkeys and baby mules are offset from their hitbox, and their tail is offset from their body MC-306607 - Endermen now display the block-holding pose even when empty-handed MC-306608 - Glow item frames now resemble item frames MC-306625 - The \u0026ldquo;Programmer Art\u0026rdquo; and \u0026ldquo;High Contrast\u0026rdquo; resource packs are listed as incompatible MC-306639 - The worried baby panda\u0026rsquo;s model is broken when hiding its face during a thunderstorm MC-306676 - The bottom texture of snifflets is made up of solid colors ","date":"3 March 2026","externalUrl":null,"permalink":"/changelog/26.1/26.1-snapshot-11/","section":"Changelog Übersicht","summary":"","title":"26.1 Snapshot 11 Changelog","type":"changelog"},{"content":" News Misode Diff: https://misode.github.io/versions/?id=26.1-snapshot-10\u0026tab=diff\nSlicedlime Videos: Normal / Technical\nMinecraft 26.1 Snapshot 10 # A Minecraft Java Snapshot\nAnother Tuesday, another snapshot! This week\u0026rsquo;s release brings you some helpful new particles designed to better tell if your golden dandelion is keeping your mobs young or if you\u0026rsquo;re about to reintroduce the concept of aging into their blocky lives. We\u0026rsquo;ve also shrunk baby zombie mob heads and fixed a collection of bugs, as we always do.\nHappy mining!\nChanges # Fix pixel gap in Snifflet texture\nFix Strider baby not having its bristles animated\nStriders now correctly inherit the warmth of the Strider they are standing on, matching Bedrock\nReduced the head size of the following baby mob models:\nZombie\nNew\nOld\nOld Old\nHusk\nNew\nOld\nOld Old\nDrowned\nNew (Broken Image)\nOld\nOld Old\nGolden Dandelion now has different particles depending on if it is used to start or stop aging\nWhen aging is stopped green particles moving downwards will be shown When aging is started again green particles moving upwards will be shown Small Armor Stand now displays correctly by using the adult armor and scaling it down\nUI # If there are no screens open, IME input will be canceled IME will be opened when a text input gains focus and closed when a text input loses focus sound_cache debug entry has been added Technical Changes # The Data Pack version is now 99.3 The Resource Pack version is now 82 Data Pack Version 99.3 # Particles # Added pause_mob_growth - particles showing on a baby mob which has had its aging stopped using a Golden Dandelion Added reset_mob_growth - particles showing on a baby mob which has had its aging reset and started using a Golden Dandelion Resource Pack Version 82 # Updated textures for baby Zombie, baby Husk and Gurgle with smaller heads Fixed bugs in 26.1 Snapshot 10 # MC-91132 - No cross-platform CJK IME support MC-222949 - You can use tridents enchanted with riptide while riding entities MC-305369 - Trying to attach a leash to a fence outside its reach places a ghost leash knot and plays a sound MC-305471 - Cacti appear with seams on the edges and corners when using higher resolution texture packs with mipmaps enabled MC-305494 - Rabbits receive damage if they jump when there\u0026rsquo;s a block above them MC-305507 - Baby cats\u0026rsquo; model is not scaled MC-306276 - Worried pandas no longer shake and hide their faces during thunderstorms MC-306300 - The riding positions of baby zombies, husks, drowned, piglins, zombified piglins, and zombie villagers are offset, causing them to visually float MC-306304 - The legs of baby zombies, husks, drowned, piglins, zombified piglins, and zombie villagers clip through their worn armor when their limbs move MC-306346 - Baby piglin and zombified piglin legs don\u0026rsquo;t move the same way as their adult counterparts do MC-306361 - Hollow spaces don\u0026rsquo;t render for a while when moving into a block in Spectator mode MC-306376 - Armor now appears incorrectly on small armor stands MC-306454 - The legs of baby striders detach from their bodies when attacked MC-306468 - The IME pre-edit window doesn\u0026rsquo;t show up in the Creative mode inventory MC-306486 - Using an IME keyboard makes some inputs not register MC-306501 - Changing game rules from the world creation screen has no effect MC-306539 - Entities now appear darker than blocks on brightness values other than \u0026ldquo;Bright\u0026rdquo; MC-306565 - Farmers now sell 4 cookies instead of 18 ","date":"24 February 2026","externalUrl":null,"permalink":"/changelog/26.1/26.1-snapshot-10/","section":"Changelog Übersicht","summary":"","title":"26.1 Snapshot 10 Changelog","type":"changelog"},{"content":" News Misode Diff: https://misode.github.io/versions/?id=26.1-snapshot-9\u0026tab=diff\nSlicedlime Videos: Normal\nMinecraft 26.1 Snapshot 9 # A snapshot on a Wednesday, how very nostalgic! We\u0026rsquo;re releasing 26.1 Snapshot 9 today to address two issues introduced in yesterday\u0026rsquo;s snapshot - in particular, a crash that would occur when any entity traveled outside of the vertical boundaries of the world. (That\u0026rsquo;s a total edge-case, right?)\nThis snapshot also addresses noisy kittens, elevated shadows, and the pre-edit display showing incorrectly when using IME to input text in-game.\nThe sky is no longer the limit! Happy exploring!\nFixed bugs in 26.1 Snapshot 9 # MC-305579 - Kittens repeatedly meow when snuggled up in bed MC-306456 - The game crashes when an entity is outside the world height limits MC-306479 - Entity shadows are elevated when a below_name scoreboard objective is active ","date":"18 February 2026","externalUrl":null,"permalink":"/changelog/26.1/26.1-snapshot-9/","section":"Changelog Übersicht","summary":"","title":"26.1 Snapshot 9 Changelog","type":"changelog"},{"content":" News Misode Diff: https://misode.github.io/versions/?id=26.1-snapshot-8\u0026tab=diff\nSlicedlime Videos: Normal / Technical\nSnapshot Datapack: Download\nMinecraft 26.1 Snapshot 8 # Get ready to meet the last baby mobs waddling into testing! This week\u0026rsquo;s snapshot brings you the final gameplay features of our upcoming drop. Happy mining!\nChanges # Updated the visuals of more baby mobs Deepslate can now be directly crafted into their cobbled, polished, brick, and tile variants in the Stonecutter Stone can now be directly crafted into cobbled variants in the Stonecutter Adult horse\u0026rsquo;s blackdot markings have been updated to be visually closer to the new baby horse markings Updated some of the sound assets for the adult sound variants Fix a bug where Cat variant sounds stray_ambient and purreow weren\u0026rsquo;t played Baby Mobs # Updated visuals for the following mobs:\nPanda\nNew\nOld\nHoglin\nNew\nOld\nZoglin\nNew\nOld\nStrider\nNew\nOld\nSnifflet\nNew\nOld\nHitboxes have been re-adjusted to be able to fit in spaces 1 block high and 0.5 blocks wide for the following mobs:\nZombie Husk Drowned Piglin Zombified Piglin Villager Zombie Villager Creative Mode # Using Ctrl + Pick input as an operator on players and mannequins will now show the same results as executing the /fetchprofile command for this entity would\nUser Interface # Input Method Editors (IME) candidates will now be shown in-game (on supported platforms, currently Windows and macOS) above currently edited text field Fullscreen no longer uses exclusive mode Debug Screen # Added a new entry called detailed_memory with additional information about used memory Default JVM Options # Decreased the initial heap size to 2GB Developer's Note: the intention of this change is to reduce the amount of crashes we're seeing in the latest snapshots. If you're experiencing crashes, please refer to the help article for more information on how to configure memory allocation. https://help.minecraft.net/hc/en-us/articles/39083573916941-Fix-Minecraft-Java-Edition-Game-Crashes-by-Checking-Memory-Allocation Technical Changes # The Data Pack version is now 99.2 The Resource Pack version is now 81.1 Data Pack Version 99.2 # Changes to the minecraft:nbt text component format Commands # Changes to /fetchprofile # Added a new entity subcommand that will print profile information from entity in world Syntax: /fetchprofile entity \u0026lt;single entity selector\u0026gt; If targeted entity does not have profile (currently only Players and Mannequins do) this command will fail Note that the profile is shown as-is - no additional resolving is done Text components # minecraft:selector # Field selector no longer accepts trailing data after a selector minecraft:nbt # Tags resolved with the minecraft:nbt text component when the interpret field is set to false are now pretty-printed instead of being flattened into a single text component Contents of the nbt and block fields are no longer silently rejected when parsing fails Field entity no longer accepts trailing data after a selector A new option called plain has been added to remove styling from pretty-printed text The plain and interpret options can\u0026rsquo;t both be enabled at the same time Resource Pack Version 81.1 # UI Sprites # Added new UI sprites: gui/sprites/widget/preedit.png for IME preedit overlay background Entity Textures # Added new entity textures: entity/hoglin/hoglin_baby.png entity/hoglin/zoglin_baby.png entity/strider/strider_baby.png entity/strider/strider_cold_baby.png entity/sniffer/snifflet.png entity/panda/aggresive_panda_baby.png entity/panda/brown_panda_baby.png entity/panda/lazy_panda_baby.png entity/panda/playful_panda_baby.png entity/panda/weak_panda_baby.png entity/panda/worried_panda_baby.png entity/panda/panda_baby.png Fixed bugs in 26.1 Snapshot 8 # MC-98631 - The heights of shields in first person are different depending on what hand you have them held in MC-99647 - The \u0026ldquo;below_name\u0026rdquo; scoreboard display slot doesn\u0026rsquo;t work with non-player entities MC-129886 - Trying to place a block underneath min_y does not give an error message MC-178713 - Bone meal can be used on certain plants at build height, but they don\u0026rsquo;t grow MC-184432 - There is no warning when plants are bonemealed, but cannot grow above or below world height limits MC-184433 - When applying bone meal to grass / ferns / nether fungi at the upper build limit, there is no warning, and the taller part of the plant is cut off MC-254785 - Bone meal is used when clicked on a bamboo stalk with a block above it MC-264155 - Bone meal doesn\u0026rsquo;t work on grass blocks beneath cave air or void air MC-305103 - The panorama sometimes spins too fast when saving or loading a world MC-305714 - \u0026ldquo;/time set \u0026quot; is unable to decrease time MC-305989 - Golden dandelions do not stop baby brown mooshrooms from aging MC-306019 - Items added to #cauldron_can_remove_dye by datapacks can\u0026rsquo;t be undyed MC-306196 - Age-locked baby bees age while in the hive MC-306314 - The glowing effect is no longer visible MC-306319 - The content of the chat restrictions screen can shift off-center and overflow the edge of the game window when the game window is shrunken horizontally while the chat restrictions screen is open MC-306321 - The chat and chat restrictions screen don\u0026rsquo;t update when changing the client chat option from that screen MC-306326 - Various block animations and particles in motion now jitter while the game is frozen MC-306333 - Grass blocks in dark forests no longer have a side overlay if Biome Blend is disabled MC-306342 - Stray adult cats play incorrect sounds MC-306345 - Baby zombies, gurgles, baby husks, and baby zombie villagers can no longer traverse one-block-high passages MC-306364 - Blocks rendered as block entities are now invisible in sections without regularly rendered blocks ","date":"17 February 2026","externalUrl":null,"permalink":"/changelog/26.1/26.1-snapshot-8/","section":"Changelog Übersicht","summary":"","title":"26.1 Snapshot 8 Changelog","type":"changelog"},{"content":" News Misode Diff: https://misode.github.io/versions/?id=26.1-snapshot-7\u0026tab=diff\nSlicedlime Videos: Normal / Technical\nSnapshot Datapack: Download\nMinecraft 26.1 Snapshot 7 # Sound the new trumpet note block instrument, it\u0026rsquo;s Tuesday Wednesday! With this week\u0026rsquo;s release, our undead and hostile babies have a new scary strategy: looking even more adorable! The baby zombie, husk, zombie villager, piglin, zombified piglin, and drowned are storming the snapshot looking deceivingly innocent and huggable. Just know you can only truly trust the baby villagers! Oh, we\u0026rsquo;ve also added sound variants for some of your favorite adult mobs!\nOn the technical side of things we are, among other things, making changes to how chunks are rendered, as well as improving support for block translucency in resource packs. For the full list of changes, browse the changelog below!\nHappy mining!\nNew Features # Added adult sound variants for the following animals -\u0026gt; New Sounds :\nCats have a new variant called royal Pigs have new variants called mini and big Cows have a new variant called moody Chickens have a new variant called picky The original sounds of each animal are used for the variant called classic Every one of these animals will have a random sound variant assigned to it from the new variants and the original one Added a trumpet instrument for when using a Note Block that is placed on a Copper Block\nThe sound is different based on the oxidation level of the Copper Block Golden Dandelion can now be used on Hoglin babies\nChanges # Revamped the visuals of more baby mobs Fixed issue where Baby Axolotl animations were being disrupted by walking animation Baby Mobs # Updated the models and textures of the following baby mobs:\nZombie Increased the bounding box of baby Zombie to better fit the new model New\nOld\nHusk Increased the bounding box of baby Husk to better fit the new model New\nOld\nDrowned Increased the bounding box of baby Drowned to better fit the new model New\nOld\nPiglin Increased the bounding box of baby Piglin to better fit the new model New\nOld\nZombified Piglin Increased the bounding box of baby Zombified Piglin to better fit the new model New\nOld\nVillager Increased the bounding box of baby Villager to better fit the new model New\nOld\nZombie Villager Increased the bounding box of baby Zombie Villager to better fit the new model New\nOld\nUI # Changes to how the chat screen is handled when it\u0026rsquo;s restricted by settings Chat # The chat screen can now always be opened, even when chatting is restricted by settings When the chat screen is open, specific actions and message types may still be restricted Information about the restrictions (if there are any) is displayed on top of the chat box and above the chat input when the chat screen is open The same information can also be accessed in World Settings screen Chat entries from client actions like taking screenshots will now be displayed even when messages from players and servers are restricted Changing chat settings will now hide all messages of restricted types and discard any new ones The handling of chat messages on a published local server is now more consistent with dedicated servers in regard to chat settings Technical Changes # The Data Pack version is now 99.1\nThe Resource Pack version is now 81\nThe internals of how chunk geometry data is stored in GPU memory and how they are rendered has been changed\nDeveloper's Note: If you experience any visual bugs, performance degradation or crashes, please report it to us on our Bug tracker. -\u0026gt; Bug tracker\nData Pack Version 99.1 # Added data-driven registry for sound variants for Pig, Cat, Cow and Chicken Data-driven Mob Sound Variants # Cat Sound Variants # Cat sound variants can be data-driven by adding entries to data/cat_sound_variant.json The file contains two sound sets defining adult_sounds and baby_sounds Each sound set contains the following fields which correspond to sound events to use for the specific behaviour: ambient_sound stray_ambient_sound hiss_sound hurt_sound death_sound eat_sound beg_for_food_sound purr_sound purreow_sound Pig Sound Variants # Pig sound variants can be data-driven by adding entries to data/pig_sound_variant.json The file contains two sound sets defining adult_sounds and baby_sounds Each sound set contains the following fields which correspond to sound events to use for the specific behaviour: ambient_sound hurt_sound death_sound step_sound Cow Sound Variants # Cow sound variants can be data-driven by adding entries to data/cow_sound_variant.json Each sound variant contains the following fields which correspond to sound events to use for the specific behaviour: ambient_sound hurt_sound death_sound step_sound Chicken Sound Variants # Chicken sound variants can be data-driven by adding entries to data/chicken_sound_variant.json The file contains two sound sets defining adult_sounds and baby_sounds Each sound set contains the following fields which correspond to sound events to use for the specific behaviour: ambient_sound hurt_sound death_sound step_sound Resource Pack Version 81 # Updated mule_baby.png and donkey_baby.png to fit model properly Block Model Format # Any block model can now support cutout or translucent (partially transparent pixels) textures Whether a quad is rendered in the cutout or translucent render pass is determined by the contents of its assigned sprite Any sprite with translucent (partially transparent) pixels will be assigned to the \u0026ldquo;translucent\u0026rdquo; pass Any sprite with fully transparent pixels will be assigned to the \u0026ldquo;cutout\u0026rdquo; pass All other sprites are assigned to the \u0026ldquo;solid\u0026rdquo; pass Note: the assigned render pass also implies rendering order: all solid geometry is rendered before all cutout geometry, which is rendered before all translucent geometry The format of the textures map has been updated: Non-string entries will now be rejected, instead of interpreted as strings Alongside the previous inline sprite ID form, entries can now be defined as an object with fields: sprite - the sprite ID force_translucent - optional boolean, true if any geometry with this texture should be forced into the \u0026ldquo;translucent\u0026rdquo; pass This is useful for example for blocks that don\u0026rsquo;t have any translucent pixels, but use the mean mipmap strategy Default: false Examples # Translucent Lantern Better End Portal \u0026ldquo;3D\u0026rdquo; Redstone Lamp Entity Textures # Added new entity textures: entity/villager/villager_baby.png entity/villager/baby/desert.png entity/villager/baby/jungle.png entity/villager/baby/plains.png entity/villager/baby/savanna.png entity/villager/baby/snow.png entity/villager/baby/swamp.png entity/villager/baby/taiga.png entity/zombie/drowned_baby.png entity/zombie/drowned_outer_layer_baby.png entity/zombie/husk_baby.png entity/zombie/zombie_baby.png entity/zombie_villager/zombie_villager_baby.png entity/zombie_villager/baby/desert.png entity/zombie_villager/baby/jungle.png entity/zombie_villager/baby/plains.png entity/zombie_villager/baby/savanna.png entity/zombie_villager/baby/snow.png entity/zombie_villager/baby/swamp.png entity/zombie_villager/baby/taiga.png entity/piglin/piglin_baby.png entity/piglin/zombiefied_piglin_baby.png entity/equipment/humanoid_baby/chainmail.png entity/equipment/humanoid_baby/copper.png entity/equipment/humanoid_baby/diamond.png entity/equipment/humanoid_baby/gold.png entity/equipment/humanoid_baby/iron.png entity/equipment/humanoid_baby/leather_overlay.png entity/equipment/humanoid_baby/leather.png entity/equipment/humanoid_baby/netherite.png entity/equipment/humanoid_baby/turtle_scute.png Sounds # Added new sound variants: one for adult Cat, adult Chicken, adult Cow and two for adult Pig\nAdded new sound events for the Cat:\nentity.cat_royal.ambient entity.cat_royal.hurt entity.cat_royal.death entity.cat_royal.hiss\nentity.cat_royal.eat\nentity.cat_royal.beg_for_food\nentity.cat_royal.purr\nentity.cat_royal.purreow\nentity.cat_royal.stray_ambient\nAdded new sound events for the Pig:\nentity.pig_mini.ambient entity.pig_mini.hurt entity.pig_mini.death entity.pig_big.ambient entity.pig_big.eat entity.pig_big.hurt entity.pig_big.death Added new sound events for the Chicken:\nentity.chicken_picky.ambient entity.chicken_picky.death entity.chicken_picky.hurt entity.chicken_picky.step\nAdded new sound events for the Cow:\nentity.cow_moody.ambient entity.cow_moody.death entity.cow_moody.hurt entity.cow_moody.step\nAdded new sound events for the trumpet instrument:\nblock.note_block.trumpet block.note_block.trumpet_exposed block.note_block.trumpet_oxidized block.note_block.trumpet_weathered Shaders \u0026amp; Post-process Effects # Developer's Note: Although it is possible in Resource Packs, overriding Core Shaders is considered as unsupported and not an intended Resource Pack feature. These shaders exist as part of the internal implementation of the game, and as such, may change at any time as the game's internals evolve. We understand that overriding Core Shaders is used for very cool Resource Pack features, many of which lack supported alternatives. We would like to provide better, supported alternatives in the future. The block.vsh and terrain.vsh no longer receive the Normal vertex attribute Fixed bugs in 26.1 Snapshot 7 # MC-13187 - Water in water cauldrons is not transparent MC-257362 - Particles from breaking frogspawn are transparent MC-263488 - The item texture of pink petals has a misplaced transparent pixel MC-299730 - Dumping textures while using a TTF font crashes the game MC-305492 - Baby wolves have visible z-fighting MC-305501 - Baby wolves render their collar incorrectly all over their body MC-305515 - Rabbits float when panicking MC-305545 - The \u0026ldquo;wolf_baby\u0026rdquo; and \u0026ldquo;wolf_tame_baby\u0026rdquo; textures are identical MC-305580 - Baby zombie horses and baby skeleton horses grow into adults, unlike other baby undead mobs MC-305583 - The right side of the texture of British shorthair kittens overlaps the back of the head MC-305591 - The texture of temperate piglets uses the wrong color for a part of their body MC-305644 - Piglet heads are off-center MC-305984 - The legs of baby donkeys and baby mules extend into the ground by one pixel, mapped to an irregular texture area MC-305986 - “subtitles.entity.baby_chicken.hurt” displays as a raw translation key MC-305999 - Entities in any light level besides 0 render fully bright MC-306008 - Baby horse legs are not connected to the body correctly when it rears up MC-306034 - \u0026ldquo;subtitles.entity.baby_horse.land\u0026rdquo; displays as a raw translation key MC-306097 - Golden dandelions don\u0026rsquo;t make mobs persistent MC-306136 - Baby pandas float in the air when fed bamboo after being fed golden dandelions MC-306137 - Players can feed baby pandas after feeding them golden dandelions MC-306157 - Getting the average water color of blocks takes up about half of the chunk render compile times MC-306161 - The color of baby turtles\u0026rsquo; front legs is inconsistent with the back legs MC-306172 - Golden dandelions don\u0026rsquo;t work on baby hoglins MC-306185 - The podzol patches in the Old Growth Pine Taiga and Old Growth Spruce Taiga biomes are now generated incorrectly MC-306195 - Camel husks with the \u0026ldquo;Age\u0026rdquo; tag set below -24000 use their removed baby variant\u0026rsquo;s hitbox size and animation speed MC-306201 - Baby turtles\u0026rsquo; legs now z-fight MC-306207 - The world upgrade tooltips in the world selection screen appear with any world after selecting a world that needs to be upgraded MC-306222 - Some strings introduced in 26.1 Snapshot 6 are grammatically incorrect Remaining babies that haven\u0026rsquo;t received a unique design: # Hoglins Pandas Sniffers Striders Zoglins ","date":"11 February 2026","externalUrl":null,"permalink":"/changelog/26.1/26.1-snapshot-7/","section":"Changelog Übersicht","summary":"","title":"26.1 Snapshot 7 Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nSnapshot Datapack: Download\nMinecraft 26.1 Snapshot 6 # Beware! A pack of seven floofy and feral baby mobs have taken over the snapshot! These tiny foxes, polar bears, bees, llamas, armadillos, and goats might have snuggly new looks, but might not all be cuddle-friendly (or tamable!). From the icy tundra to the sandy deserts – few biomes are safe from their cuteness!\nAnd on the technical front: This week\u0026rsquo;s release is bringing some major changes to the world data format, so make sure to read through the full changelog below before upgrading your worlds.\nHappy mining!\nChanges # Revamped the visuals of more baby mobs Baby Polar Bears no longer attack Foxes Baby Axolotls now have a play dead animation Fixed the baby chicken\u0026rsquo;s wings and the warm chicken\u0026rsquo;s stripes Baby Mobs # Updated the models and textures of the following baby mobs:\nBee New\nOld\nFox New\nOld\nGoat New\nOld\nCamel New\nOld\nArmadillo New\nOld\nPolar Bear New\nOld\nLlama New\nOld\nSaddles on baby Camels will no longer render\nCamel Husk no longer has a baby model\nUI # Along with large changes to the world data format in this release, worlds that need to be upgraded will now show Upgrade and Play instead of Play Selected World and the Edit World and Re-Create World buttons are disabled until the world has been upgraded A new screen has been added to show upgrading progress Developer's Note: Due to additional risk when upgrading a world, we will be forcing a backup when you load your world for the first time in this snapshot cycle. After upgrading, you will not be able to load your world in an older version at all. Technical Changes # The Data Pack version is now 99 The Resource Pack version is now 80 Data Pack Version 99 # World Storage # Die world struktur wurde aufgeräumt | statt DIM1 und DIM-1 sind die dimensionen alle ordentlich im \u0026ldquo;dimensions\u0026rdquo; ordner als the_nether, the_end und overworld\nOld World Folder New World Folder New level.dat Old level.dat All default dimensions are now stored in the dimensions subfolder\nData for the Overworld has been moved from the root folder to dimensions/minecraft/overworld This includes the region, entities, and poi folders, as well as related files out of data Data for the Nether has been moved from DIM-1 to dimensions/minecraft/the_nether Data for the End has been moved from DIM1 to dimensions/minecraft/the_end The top level data folder is now only for data shared across dimensions instead of also for the Overworld Player storage has been moved to the players subdirectory\nadvancements -\u0026gt; players/advancements playerdata -\u0026gt; players/data stats -\u0026gt; players/stats The world resource pack (resources.zip) has been moved to the resourcepacks subdirectory\nData saved in the data folder is now namespaced\nThis means that all that data will now be stored in a namespace subfolder in the corresponding data folder All existing vanilla data files have been moved accordingly Example: data/scoreboard.dat -\u0026gt; data/minecraft/scoreboard.dat Command storage is now stored in namespace subfolders instead of having a namespace suffix Example: data/command_storage_foo.dat -\u0026gt; data/foo/command_storage.dat chunks.dat has been renamed to chunk_tickets.dat Data for maps is now stored in the data/minecraft/maps subfolder Map index files have been renamed to only the number Example: map_1.dat -\u0026gt; 1.dat idcounts.dat has been renamed to last_id.dat There is no more raids_end.dat special case The End now uses raids.dat as well Structures saved by Structure Blocks have been moved from generated/namespace/structures to generated/namespace/structure\nChanges to level.dat # The Player tag has been replaced with a singleplayer_uuid tag, referencing the player data file to use Difficulty-related settings have been moved into a difficulty_settings tag Difficulty is renamed to difficulty and is now a string instead of an integer Allowed values: peaceful easy normal hard DifficultyLocked is renamed to locked Data for the Ender Dragon fight has been moved out to the data folder It can now be found at dimensions/minecraft/the_end/data/minecraft/ender_dragon_fight.dat The Ender Dragon fight can be activated in other dimensions, see the Dimension Types section below Data changes: NeedsStateScanning has been renamed to needs_state_scanning DragonKilled has been renamed to dragon_killed PreviouslyKilled has been renamed to previously_killed IsRespawning has been replaced by respawn_stage Allowed values: start preparing_to_summon_pillars summoning_pillars summoning_dragon end Dragon has been renamed to dragon_uuid ExitPortalLocation has been renamed to exit_portal_location Gateways has been renamed to gateways Added respawn_time - the time that has elapsed since the current stage of the respawn sequence started Added respawn_crystals - a list of UUIDs for the end crystals used to trigger the respawn sequence Wandering Trader data has been moved out to the data folder It can now be found at data/minecraft/wandering_trader.dat Data changes: WanderingTraderId has been removed WanderingTraderSpawnChance has been renamed to spawn_chance WanderingTraderSpawnDelay has been renamed to spawn_delay CustomBossEvents has been moved to the data folder It can now be found at data/minecraft/custom_boss_events.dat Weather-related data has been moved to the data folder It can now be found at data/minecraft/weather.dat Data changes: clearWeatherTime has been renamed to clear_weather_time rainTime has been renamed to rain_time thunderTime has been renamed to thunder_time ScheduledEvents has been moved out to the data folder It can now be found at data/minecraft/scheduled_events.dat Data changes: Name has been renamed to id TriggerTime has been renamed to trigger_time Callback has been renamed to callback Type has been renamed to type Name has been renamed to id game_rules has been moved out to the data folder It can now be found at data/minecraft/game_rules.dat WorldGenSettings has been moved out to the data folder It can now be found at data/minecraft/world_gen_settings.dat Data changes: generate_features has been renamed to generate_structures world_clocks has been moved out to the data folder It can now be found at data/minecraft/world_clocks.dat World Generation # Rule-based block state providers have changed so that their fallback is optional and can be empty In such cases that an empty fallback is invoked, features that use them will not place anything Current configuration that uses a rule-based block state provider is the state_provider in the disk feature forest_rock feature has been renamed to block_blob block_blob feature configuration has changed to support the following parameters: state The block the rock is made out of can_place_on A block predicate that defines which blocks the rock can be placed on ice_spike feature has been renamed to spike spike feature configuration now supports the following parameters: state The block the spike is made out of can_place_on A block predicate that defines which blocks the spike can be placed on can_replace A block predicate that defines which blocks the spike can replace huge_red_mushroom and huge_brown_mushroom feature configurations have a new parameter: can_place_on A block predicate that defines which blocks the huge mushroom can be placed on alter_ground tree decorator configuration has changed so that provider is now a rule-based block state provider tree feature configuration has replaced the force_dirt and dirt_provider parameters with a single below_trunk_provider rule-based block state provider: Format:\nfallback - An optional block state provider rules - A list of rules if_true - A block predicate that checks the block position before providing the block then - A block state provider Default value:\n\u0026#34;below_trunk_provider\u0026#34;: { \u0026#34;rules\u0026#34;: [ { \u0026#34;if_true\u0026#34;: { \u0026#34;type\u0026#34;: \u0026#34;minecraft:not\u0026#34;, \u0026#34;predicate\u0026#34;: { \u0026#34;type\u0026#34;: \u0026#34;minecraft:matching_block_tag\u0026#34;, \u0026#34;tag\u0026#34;: \u0026#34;minecraft:cannot_replace_below_tree_trunk\u0026#34; } }, \u0026#34;then\u0026#34;: { \u0026#34;type\u0026#34;: \u0026#34;minecraft:simple_state_provider\u0026#34;, \u0026#34;state\u0026#34;: { \u0026#34;Name\u0026#34;: \u0026#34;minecraft:dirt\u0026#34; } } } ] } Any trees that previously used force_dirt have a below_trunk_provider that always provides a dirt block instead\nDimension Types # has_ender_dragon_fight: boolean Controls whether it is possible for an Ender Dragon fight to exist in the dimension Tags # Block Tags # Split apart #dirt into multiple block tags #dirt now only contains Dirt, Coarse Dirt and Rooted Dirt #mud contains Mud and Muddy Mangrove Roots #moss_blocks contains Moss Block and Pale Moss Block #grass_blocks contains Grass Block, Mycelium and Podzol Added #substrate_overworld which contains #dirt, #mud, #moss_blocks and #grass_blocks This is used as a collection for world generation conditions Added the following tags which define which ground blocks beneath an applicable tree or bamboo can be replaced with podzol: #beneath_tree_podzol_replaceable #beneath_bamboo_podzol_replaceable Added #cannot_replace_below_tree_trunk which contains #dirt, #mud, #moss_blocks and podzol Added the following tags defining which blocks their feature can be placed on #forest_rock_can_place_on #huge_brown_mushroom_can_place_on #huge_red_mushroom_can_place_on Added #ice_spike_replaceable defining which blocks an Ice Spike feature can replace Item Tags # Added the following tags which mirror their block tag contents: #mud #moss_blocks #grass_blocks Resource Pack Version 80 # Added sound event for baby chicken step Entity Textures # Added new entity textures: entity/bee/bee_baby.png entity/bee/bee_baby.png entity/bee/bee_angry_baby.png entity/bee/bee_nectar_baby.png entity/bee/bee_angry_nectar_baby.png entity/fox/fox_baby.png entity/fox/fox_snow_baby.png entity/fox/fox_sleep_baby.png entity/fox/fox_snow_sleep_baby.png entity/camel/camel_baby.png entity/goat/goat_baby.png entity/armadillo/armadillo_baby.png entity/bear/polarbear_baby.png entity/llama/llama_creamy_baby.png entity/llama/llama_white_baby.png entity/llama/llama_brown_baby.png entity/llama/llama_gray_baby.png entity/equipment/llama_body/trader_llama_baby.png Shaders \u0026amp; Post-process Effects # The core/rendertype_item_entity_translucent_cull shaders have been removed in favor of core/entity The core/rendertype_entity_alpha and core/rendertype_entity_decal shaders have been replaced by a DISSOLVE flag implemented by core/entity Rendering of items (in UI and in the world) has been split from the core/entity into new core/item shaders Fixed bugs in 26.1 Snapshot 6 # [MC-134573][https://mojira.dev/MC-134573] - The game freezes while doing a world backup [MC-134573][https://mojira.dev/MC-134573] - /data produces a positive result for low negative numbers [MC-134573][https://mojira.dev/MC-134573] - Spawners with their light limits set to ranges that don\u0026rsquo;t include 15 don\u0026rsquo;t spawn mobs under the night sky [MC-134573][https://mojira.dev/MC-134573] - Crash when generating water lakes using a custom worldgen datapack [MC-134573][https://mojira.dev/MC-134573] - Hanging sign block displays render dark and above other blocks and mobs [MC-134573][https://mojira.dev/MC-134573] - Baby zombie horses, skeleton horses and camel husks grow into adults, unlike other baby undead mobs [MC-134573][https://mojira.dev/MC-134573] - The \u0026ldquo;wolf_baby_angry4\u0026rdquo; sound (angry puppy sound) ends abruptly [MC-134573][https://mojira.dev/MC-134573] - The game crashes due to an integer overflow when loading a level with a large number of days [MC-134573][https://mojira.dev/MC-134573] - The eating sound for baby horses is noticeably too low-pitched [MC-134573][https://mojira.dev/MC-134573] - Bubble columns delete waterlogged blocks that intersect them [MC-134573][https://mojira.dev/MC-134573] - Golden dandelions can\u0026rsquo;t be fed to tadpoles [MC-134573][https://mojira.dev/MC-134573] - Golden dandelions work on tamed baby skeleton horses and zombie horses [MC-134573][https://mojira.dev/MC-134573] - The \u0026ldquo;Birthday Song\u0026rdquo; advancement is no longer being granted [MC-134573][https://mojira.dev/MC-134573] - The AgeLocked NBT tag isn\u0026rsquo;t saved when picking up a baby axolotl in a bucket [MC-134573][https://mojira.dev/MC-134573] - Wolves still try to attack players even in Peaceful difficulty Remaining babies that haven\u0026rsquo;t received a unique design: # Snifflets Baby Husks Baby Pandas Baby Hoglins Baby Zoglins Baby Zombies Baby Drowned Baby Piglins Baby Striders Baby Villagers Baby Camel Husks Baby Trader Llamas Baby Zombie Villagers Baby Zombified Piglins Baby Llamas Baby Polar Bears Baby Armadillos Baby Camels Baby Goats Baby Bees Baby Foxes Baby Dolphins Baby Glow Squid Baby Squid Baby Turtles Baby Axolotls ","date":"3 February 2026","externalUrl":null,"permalink":"/changelog/26.1/26.1-snapshot-6/","section":"Changelog Übersicht","summary":"","title":"26.1 Snapshot 6 Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nSnapshot Datapack: Download\nArticle: https://www.minecraft.net/en-us/article/the-cuteness-continues-forever\nWith today\u0026rsquo;s snapshot release, we\u0026rsquo;re bringing you another set of features from our next game drop! Dive into testing with new versions of aquatic baby mobs and discover eternal youth! Making big waves for looking adorably tiny are new baby versions of the axolotl, dolphin, turtle, squid, and glow squid. Don\u0026rsquo;t want them to grow up? Feed your favorite baby mobs a golden dandelion to keep them young forever.\nHappy mining!\nNew Features # Revamped the visuals of more baby mobs Added Golden Dandelion Added new baby sounds for Chicken Golden Dandelion # Golden Dandelion is a new type of flower that can be used to stop baby mobs from aging\nInteracting with a baby mob while holding a Golden Dandelion will stop the mob from aging Interacting with a baby mob that has been stopped from aging while holding a Golden Dandelion will cause it to start aging again Golden Dandelion can not be used on hostile baby mobs and Villagers Can be crafted using a Dandelion and Gold Nuggets\nBaby Mobs # Updated the models and textures of the following baby mobs: Dolphin\nSquid\nIncreased the bounding box of baby Squid to better fit the new model Glow Squid\nIncreased the bounding box of baby Glow Squid to better fit the new model Turtle\nAxolotl\nIncreased the bounding box of baby Axolotl to better fit the new model UI # Game rules # The search bar will now also select gamerules based on description and category in addition to namespaced ID and name Technical Changes # The Data Pack version is now 98 The Resource Pack version is now 79 Tags resolved from minecraft:nbt text components, with interpret: false, are now pretty-printed instead of being flattened into a single text component Data Pack Version 98 # Changed syntax of some custom recipe fields Updated the gameplay/turtle_egg_hatch_chance environment attribute to have a default value of 0.002 Data Components # Added minecraft:dye # Represents a color of dye Used in various places that previously required the exact dye item, including mob and block interactions Note: the presence of this component itself does not enable functionality. The item has to be explicitly allowed for the given functionality, for example by adding it to tags or changing recipe ingredients Format: one of white, orange, magenta, light_blue, yellow, lime, pink, gray, light_gray, cyan, purple, blue, brown, green, red, black Loot Functions # minecraft:set_random_dyes # No longer works only for items in #dyeable tag Recipes # minecraft:crafting_special_mapcloning recipe type has been removed, functionality has been absorbed by minecraft:crafting_transmute\nNew show_notification fields with the same functionality as existing one in minecraft:crafting_shaped have been added to the following existing recipe types:\nminecraft:crafting_shapeless minecraft:crafting_shaped minecraft:crafting_transmute minecraft:smelting minecraft:blasting minecraft:smoking minecraft:campfire_cooking minecraft:stonecutting minecraft:smithing_transform minecraft:smithing_trim Removed unused group field from recipes without a recipe book:\nminecraft:stonecutting minecraft:smithing_transform minecraft:smithing_trim Renamed the following stonecutter recipes, along with the relevant advancement:\nminecraft:chiseled_stone_bricks_stone_from_stonecutting is renamed to minecraft:chiseled_stone_bricks_from_stone_stonecutting minecraft:end_stone_brick_slab_from_end_stone_brick_stonecutting is renamed to minecraft:end_stone_brick_slab_from_end_stone_bricks_stonecutting minecraft:end_stone_brick_stairs_from_end_stone_brick_stonecutting is renamed to minecraft:end_stone_brick_stairs_from_end_stone_bricks_stonecutting minecraft:end_stone_brick_wall_from_end_stone_brick_stonecutting is renamed to minecraft:end_stone_brick_wall_from_end_stone_bricks_stonecutting minecraft:mossy_stone_brick_slab_from_mossy_stone_brick_stonecutting is renamed to minecraft:mossy_stone_brick_slab_from_mossy_stone_bricks_stonecutting minecraft:mossy_stone_brick_stairs_from_mossy_stone_brick_stonecutting is renamed to minecraft:mossy_stone_brick_stairs_from_mossy_stone_bricks_stonecutting minecraft:mossy_stone_brick_wall_from_mossy_stone_brick_stonecutting is renamed to minecraft:mossy_stone_brick_wall_from_mossy_stone_bricks_stonecutting minecraft:prismarine_brick_slab_from_prismarine_stonecutting is renamed to minecraft:prismarine_brick_slab_from_prismarine_bricks_stonecutting minecraft:prismarine_brick_stairs_from_prismarine_stonecutting is renamed to minecraft:prismarine_brick_stairs_from_prismarine_bricks_stonecutting minecraft:quartz_slab_from_stonecutting is renamed to minecraft:quartz_slab_from_quartz_block_stonecutting minecraft:stone_brick_walls_from_stone_stonecutting is renamed to minecraft:stone_brick_wall_from_stone_stonecutting minecraft:crafting_transmute # Recipes with this type can now accept multiple items matched by the material ingredient Added fields:\nmaterial_count - integer range describing the amount of items matched by the material ingredient Must be a subrange of [2,8] Default: [1,1] (i.e. exactly one item) add_material_count_to_result - boolean field (default: false) When true, the amount of slots containing items matched by the material ingredient will be added to the final count of the result minecraft:crafting_dye # Replaces minecraft:crafting_special_armordye Output: This recipe will first mix the current value of the minecraft:dyed_color component from the item matched by the target ingredient with the minecraft:dye component values from the items matched by the dye ingredients Result will be built by transmuting the item matched by the target ingredient into the result item stack and then applying the new value of the minecraft:dyed_color component Fields:\ncategory - crafting book category, one of building, redstone, equipment, misc, default: misc group - string value used for grouping recipes in the crafting book, default: empty string show_notification - optional boolean describing if a popup should be shown when this recipe is unlocked, default: true target - ingredient (was harcoded to #dyeable tag) dye - ingredient (was hardcoded to Dye items) The minecraft:dye component is required on matching items for the whole recipe to match result - resulting item stack (was always a copy of the item matched by the target ingredient) minecraft:crafting_imbue # Replaces minecraft:crafting_special_tippedarrow Matches a single source ingredient surrounded by eight material ingredients Output: This recipe will copy the minecraft:potion_contents component value from the item matched by the source ingredient to the resulting stack Fields:\ncategory - crafting book category, one of building, redstone, equipment, misc, default: misc group - string value used for grouping recipes in the crafting book, default: empty string show_notification - optional boolean describing if a popup should be shown when this recipe is unlocked, default: true source - ingredient (was hardcoded to minecraft:lingering_potion) material - ingredient (was hardcoded to minecraft:arrow) result - resulting item stack (was hardcoded to eight minecraft:tipped_arrows) minecraft:crafting_special_bannerduplicate # Ingredients can now be restrained Output can now be configured The recipe still only works for Banner items Removed unused category field Added fields: banner - ingredient to be used for both source and target items (was hardcoded to any Banner item) result - resulting item stack (was always a copy of the Banner item with non-empty pattern) Output: The recipe finds the first Banner item matched by the banner ingredient and treats it as the source Banner Result will be built by transmuting the source Banner into the result item stack The source Banner will be kept in the crafting grid minecraft:crafting_special_bookcloning # Ingredients and output can now be configured Removed unused category field Added fields: source - ingredient to be used as a source book The minecraft:written_book_contents component is required on the matching item for the whole recipe to match material - ingredient to target the item to be cloned (was hardcoded to #book_cloning_target tag) allowed_generations - integer range describing allowed value of the generation field of minecraft:written_book_contents component on the item matched by the material ingredient Must be a subrange of [0,2] Default: [0,1] (i.e. accepting original and first copies, but not copies of a copy) result - resulting item stack (was always a copy of the item matched by the source ingredient) Output: The recipe will first take the value of minecraft:written_book_contents component in the item matched by the source ingredient Field generation in minecraft:written_book_contents will be incremented by one The recipe will not yield a result if the value of generation is 2 or more Result will be built by transmuting item matched by the source ingredient to the result item stack and then applying the new value of minecraft:written_book_contents component Number of items matched by the material ingredient beyond the first one will be added to the resulting stack size The original item matched by the source ingredient will be kept in the crafting grid minecraft:crafting_decorated_pot # Ingredients and result can now be configured Removed unused category field Added fields: back, left, right, front - ingredients (was hardcoded to #decorated_pot_ingredients) result - resulting item stack (was hardcoded to a single minecraft:decorated_pot) Other functionality remains unchanged, i.e. items matched by ingredients will be added to the matching fields in the minecraft:pot_decorations component of the resulting stack minecraft:crafting_special_firework_rocket # Ingredients and result can now be configured Removed unused category field Added fields: shell - ingredient (was hardcoded to minecraft:paper) fuel - ingredient (was hardcoded to minecraft:gunpowder) star - ingredient (was hardcoded to minecraft:firework_star) result - resulting item stack (was hardcoded to three minecraft:firework_rockets) Output: Exactly one stack matching the shell ingredient must be present The number of stacks matching the fuel ingredient will control the flight_duration field The explosions field will be copied from the minecraft:firework_explosion component of the star ingredient (if any) minecraft:crafting_special_firework_star_fade # Ingredients can now be configured Removed unused category field The recipe will now use the minecraft:dye component instead of a hardcoded mapping of Dye items to colors Added fields: target - ingredient (was hardcoded to minecraft:firework_star) dye - ingredient (was hardcoded to Dye items) The minecraft:dye component is required on matching items for the whole recipe to match result - resulting item stack (was always a copy of the item matched by the target ingredient) Output: This recipe will find the current value of the minecraft:firework_explosion component from the item matched by the target ingredient The fade_colors field of the minecraft:dye component will be set to the values from the items matched by the dye ingredients Result will be built by transmuting item matched by the target ingredient into the result item stack and then applying the new value of minecraft:firework_explosion component minecraft:crafting_special_firework_star # Ingredients and result can now be configured Removed unused category field Added fields: trail - ingredient (was hardcoded to minecraft:diamond) twinkle - ingredient (was hardcoded to minecraft:glowstone_dust) fuel - ingredient (was hardcoded to minecraft:gunpowder) dye - ingredient (was hardcoded to Dye items) The minecraft:dye component is required on matching items for the whole recipe to match shapes - a map of shapes to ingredients Allowed keys are the same as the ones for the shape field in the minecraft:firework_explosion component (i.e. small_ball, large_ball, star, creeper, burst) Was hardcoded to: minecraft:fire_charge - large_ball, minecraft:feather - burst, minecraft:gold_nugget - star, any Skull or Head - creeper result - resulting item stack (was hardcoded to three minecraft:firework_star) The recipe will now use the minecraft:dye component instead of a hardcoded mapping of Dye items to colors Output: Exactly one stack matching the fuel ingredient must be present Result will be based on the result field, with the contents of the minecraft:firework_explosion component built with following values: The values of the minecraft:dye component of items matched by the dye ingredient will be added to the colors field If an item matched by the trail ingredient is present, the has_trail field will be set to true If an item matched by the twinkle ingredient is present, the has_twinkle field will be set to true The shape field will be set based on the item matched by any of ingredients in the shape field (or small_ball if none is found) minecraft:crafting_special_mapextending # Ingredients and output can now be configured Removed unused category field Added fields: map - ingredient (was hardcoded to minecraft:filled_map with minecraft:map_id components) minecraft:map_id component is required on the matching map item for the whole recipe to match material - ingredient (was hardcoded to minecraft:paper) result - resulting item stack (was always a copy of the item matched by the map ingredient) Output: The recipe finds the item matched by the map ingredient with the minecraft:map_id component set Result will be built by transmuting the source item into the result item stack minecraft:map_post_processing component will be set on the result item The source item will be kept in the crafting grid minecraft:crafting_special_shielddecoration # Ingredients and output can now be configured Removed unused category field Added fields: banner - ingredient (was hardcoded to any Banner item) will only match if the item is a Banner target - ingredient (was hardcoded to minecraft:shield) minecraft:banner_patterns component must be not set or be empty for the whole recipe to match result - resulting item stack (was always a copy of the item matched by the target ingredient) Functionality remains unchanged, i.e. this recipe will apply the following changes to the copy of the item matched by the target ingredient: Output: Result will be built by transmuting the item matched by the target ingredient into the result item stack and then: copying the minecraft:banner_patterns component from the item matched by the banner ingredient setting the minecraft:base_color component based on the type of the Banner matched by the banner ingredient Tags # Item Tags # Added #dyes - helper tag containing vanilla dyes Added #loom_dyes - items that are allowed in the Loom screen to set pattern colors The Loom screen also requires the minecraft:dye component to be present on item stacks Added #loom_patterns - items are allowed in the Loom screen to unlock patterns The Loom screen also requires the minecraft:provides_banner_patterns component to be present on item stacks Added #cat_collar_dyes - items that can be used to dye a pet Cat\u0026rsquo;s collar The color will be taken from the minecraft:dye component of the used item stack Added #wolf_collar_dyes - items that can be used to dye a pet Wolf\u0026rsquo;s collar The color will be taken from the minecraft:dye component of the used item stack Added #cauldron_can_remove_dye - items that can be used on water-filled Cauldron to remove minecraft:dyed_color component Removed #dyeable tag Entity Tags # Added #cannot_be_age_locked to define which baby mobs that age that can not have its aging stopped using Golden Dandelion Resource Pack Version 79 # The Glow particles emitted by Glow Squids, Lightning Rods, blocks being waxed, unwaxed and scraped is now rendered as opaque, since they never actually used translucency Removed demo_background.png in favor of popup/background.png sprite Block Sprites # Added new block textures: block/golden_dandelion.png Sounds # Added new sound events for the Chicken:\nentity.baby_chicken.ambient entity.baby_chicken.hurt entity.baby_chicken.death Added new sound events for Golden Dandelion:\nitem.golden_dandelion.use item.golden_dandelion.unuse Fixed bugs in 26.1 Snapshot 5 # MC-102774 - You can respawn the ender dragon with only two end crystals MC-163978 - Mobs can spawn on moving blocks MC-260148 - show_notification only works for shaped crafting recipes MC-305145 - Emissive elements of items are invisible in the GUI MC-305388 - Bees never cease to be angry MC-305457 - The targeted fluid is always displayed as \u0026ldquo;empty\u0026rdquo; in the debug overlay MC-305692 - The World Options menu does not display or update properly for clients connected to dedicated servers MC-305693 - Smelting recipes do not add the correct count of items to the output MC-305698 - Some functions fail to load due to \u0026ldquo;components not bound yet\u0026rdquo; MC-305732 - Dedicated server operators can make all monsters despawn unintentionally with the World Options screen MC-305847 - Closed captions for baby horses are untranslated MC-305850 - Translucent blocks and fluids are no longer visible behind translucent particles if \u0026ldquo;Improved Transparency\u0026rdquo; is disabled MC-305886 - Unused sound event \u0026rsquo;entity.baby_horse.fall' MC-305888 - Turtle eggs no longer hatch in the Nether or the End Remaining babies that haven\u0026rsquo;t received a unique design: # Snifflets Baby Bees Baby Foxes Baby Husks Baby Goats Baby Llamas Baby Pandas Baby Camels Baby Hoglins Baby Zoglins Baby Zombies Baby Drowned Baby Piglins Baby Striders Baby Villagers Baby Armadillos Baby Polar Bears Baby Camel Husks Baby Trader Llamas Baby Zombie Villagers Baby Zombified Piglins Baby Dolphins Baby Glow Squid Baby Squid Baby Turtles Baby Axolotls ","date":"27 January 2026","externalUrl":null,"permalink":"/changelog/26.1/26.1-snapshot-5/","section":"Changelog Übersicht","summary":"","title":"26.1 Snapshot 5 Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nSnapshot Datapack: Download\nA Minecraft Java Snapshot\nEarlier today we pranced into the shipping room in order to bring you the fourth snapshot of 26.1, featuring an equestrian batch of game drop cuteness. With this week\u0026rsquo;s release, baby mounts are getting an adorable makeover! Donkeys. Mules. Every single horse variant. All of these tiny cuties are galloping into the Overworld looking tinier and cuter than ever!\nHappy mining!\nNew Features # Added new baby sounds for Horse -\u0026gt; New Sounds \u0026lt;- Changes # Revamped the visuals of more baby mobs Baby chicken wing texture has been updated/fixed Baby Mobs # Updated the models and textures of the following baby mobs:\nHorse Increased the bounding box of baby Horses to better fit the new model New\nOld Model\nOld Old Model 🤮\nDonkey New\nOld Model\nMule New\nOld Model\nZombie Horse Increased the bounding box of baby Zombie Horses to better fit the new model Can only be spawned in Creative mode or by using commands New\nSkeleton Horse Increased the bounding box of baby Skeleton Horses to better fit the new model Can only be spawned in Creative mode or by using commands New\nTechnical Changes # The Data Pack version is now 97.1 The Resource Pack version is now 78.1 Data Pack Version 97.1 # Villager and Piglin inventory slots can now only be accessed using mob.inventory.*. villager.* and piglin.* has been removed World Clocks # Added minecraft:the_end world clock to The End dimension It now controls the sky flashes in The End Tags # Block Tags # Added the following tags which determine which blocks a category of vegetation can be placed on and survive #supports_stem_fruit #supports_pumpkin_stem_fruit #supports_melon_stem_fruit Resource Pack Version 78.1 # Entity Textures # Added new entity textures: entity/horse/donkey_baby.png entity/horse/horse_black_baby.png entity/horse/horse_brown_baby.png entity/horse/horse_chestnut_baby.png entity/horse/horse_creamy_baby.png entity/horse/horse_darkbrown_baby.png entity/horse/horse_gray_baby.png entity/horse/horse_blackdots_baby.png entity/horse/horse_markings_white_baby.png entity/horse/horse_markings_whitedots_baby.png entity/horse/horse_markings_whitefield_baby.png entity/horse/horse_skeleton_baby.png entity/horse/horse_white_baby.png entity/horse/horse_zombie_baby.png entity/horse/mule_baby.png Entity Sounds # Added new sound events for the Horse: entity.baby_horse.ambient entity.baby_horse.hurt entity.baby_horse.death entity.baby_horse.angry entity.baby_horse.eat entity.baby_horse.fall entity.baby_horse.land\nentity.baby_horse.step entity.baby_horse.breathe\nNot Mentioned in the Offical Changelog # Developer's Note: We've reworked how translucency is handled in feature renderers, and particles are now rendered in the main pass instead of a separate particle pass. Fixed bugs in 26.1 Snapshot 4 # MC-131745 - Shipwrecks sometimes generate split into different variants at chunk boundaries MC-298136 - The aura of beacon beams now always renders behind block entities MC-302635 - Semi-transparent blocks render in front of solid blocks when viewed through semi-transparent blocks being pushed by a piston MC-305134 - \u0026ldquo;villager.\u0026rdquo; and \u0026ldquo;piglin.\u0026rdquo; can both test both villagers\u0026rsquo; and piglins\u0026rsquo; inventories MC-305510 - The top texture of stripped spruce logs is now inconsistent with Bedrock Edition MC-305632 - The minimum prices for enchanted books traded by librarians are inconsistent with the established price calculation formula MC-305674 - You can sell water bottles to wandering traders up to 12 times, instead of 2 MC-305675 - Even when \u0026ldquo;Villager Trade Rebalance\u0026rdquo; is enabled, master armorers still sell diamond armor without buying diamonds MC-305676 - When \u0026ldquo;Villager Trade Rebalance\u0026rdquo; is enabled, master desert armorers sell diamond leggings for 4 diamonds instead of 3 diamonds MC-305677 - When \u0026ldquo;Villager Trade Rebalance\u0026rdquo; is enabled, master savanna armorers sell diamond chestplates for 6 emeralds and 2 diamonds instead of 8 emeralds and 3 diamonds MC-305691 - Villagers have insomnia MC-305695 - Piglins spawned from spawn eggs now immediately hunt MC-305699 - Piglins in groups fail to initiate hoglin hunting behavior MC-305700 - Hoglins and zoglins no longer attack MC-305708 - Sugar cane can no longer be placed on red sand MC-305711 - Wardens spawned from spawn eggs now immediately burrow into the ground MC-305719 - Iron golems now spawn in abundance MC-305743 - When the \u0026ldquo;Villager Trade Rebalance\u0026rdquo; experiment is enabled, novice armorers sell iron boots for 5 iron ingots MC-305744 - When the \u0026ldquo;Villager Trade Rebalance\u0026rdquo; experiment is enabled, apprentice armorers sell iron helmets instead of iron leggings or chestplates MC-305747 - When the \u0026ldquo;Villager Trade Rebalance\u0026rdquo; experiment is enabled, journeyman armorers sell chainmail chestplates instead of bells MC-305767 - Melons and pumpkins now grow only on farmland Remaining babies that haven\u0026rsquo;t received a unique design: # Baby Armadillos Baby Axolotls Baby Bees Baby Camels Baby Camel Husks Baby Dolphins Baby Drowned Baby Foxes Baby Glow Squid Baby Goats Baby Hoglins Baby Husks Baby Llamas Baby Pandas Baby Piglins Baby Polar Bears Snifflets Baby Squid Baby Striders Baby Trader Llamas Baby Turtles Baby Villagers Baby Zoglins Baby Zombies Baby Zombie Villagers Baby Zombified Piglins ","date":"20 January 2026","externalUrl":null,"permalink":"/changelog/26.1/26.1-snapshot-4/","section":"Changelog Übersicht","summary":"","title":"26.1 Snapshot 4 Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nSnapshot Datapack: Download\nWe\u0026rsquo;re back in action with another Snapshot! In this week\u0026rsquo;s release we\u0026rsquo;re making it possible to access game rules from the in-game pause screen, through the new world options button. On the data pack side of things, we\u0026rsquo;re introducing a new concept of world clocks, which is an expansion of the work we did on timelines last year. For more information about world clocks and more, browse the full changelog below.\nHappy mining!\nChanges # Additional tweaks to JVM configuration Minor Tweaks to Blocks, Items and Entities # The Tripwire texture is now rendered as alpha cutout instead of transparent UI # Debug Screen # A day_count debug entry has been split from local_difficulty Game Rules # The Game Rules screen is now accessible in-game through a new World Options screen in the pause menu\nA search bar has been added to the top of the Game Rules screen, both in-game and in the world creation menu\nWorld Options # The difficulty button in the pause menu has been replaced with a button leading to a new screen - World Options.\nThe World Options screen contains the difficulty button as well as a button for changing Game Rules\nThe Game Rules screen is available for all operators and otherwise disabled\nTechnical Changes # The Data Pack version is now 97 The Resource Pack version is now 78 Data Pack Version 97 # Added new block tags Added new fluid tags Changed format of time command to work with World Clocks and Timelines Updated time_check condition to specify a World Clock World Clocks # World Clocks contain an internal time that increases every tick. They can be defined in data packs under the world_clock registry (i.e. found under data/\u0026lt;namespace\u0026gt;/world_clock/\u0026lt;id\u0026gt;.json)\nWorld Clocks can be paused or resumed, and the time of the clock can be changed or queried from the time command Format: object with no fields Timelines # Added a clock field: a World Clock ID, specifies which World Clock the timeline is tied to This field is required, but to match previous behavior the minecraft:overworld clock can be used Added an optional time_markers field, an optional map between namespaced Time Marker IDs and either an int or a Time Marker object, Format: Non-negative int, the tick that the time marker marks Or object with fields: ticks: int between 0 and period_ticks, the tick that the time marker marks show_in_commands: optional boolean, specifies whether the Time Marker will show up in command suggestions Default: false Time Markers # Time Markers assign a particular name to a specific (optionally repeating) point in time for a specific World Clock. Time Markers replace the previously predetermined names that could be used by /time set, for example day or night.\nTime Markers will exist within the context of a specific World Clock. This means that even though the different Time Markers are defined by different Timelines, only one Time Marker can exist with a particular id for a particular World Clock. It also means that two World Clocks can have a Time Marker with the same name.\nBuilt-in uses of Time Markers # Some Time Markers are used to drive Vanilla game behavior. Usually, they are configured to not show up in /time commands.\nminecraft:wake_up_from_sleep - the time to advance the dimension\u0026rsquo;s default clock to when players in that dimension wake up after sleeping minecraft:roll_village_siege - the time of the dimension\u0026rsquo;s default clock at which the random chance for a Zombie Village siege to occur should be evaluated Commands # Changes to swing # Both arguments can now be omitted and will fall back to the following defaults: The entity selector will be @s if omitted Which hand to swing will be mainhand if omitted Changes to time # The time command is now based on World Clocks A clock can be optionally specified as an input for the time command with time of \u0026lt;clock\u0026gt; ... If the clock is not specified (/time ... as before), the default clock for the dimension is used The return value (e.g. from /execute store) from the set and add subcommands is now the total elapsed ticks of the clock instead of the current time of day Syntax:\ntime [of \u0026lt;clock\u0026gt;] set \u0026lt;time\u0026gt; - sets the total elapsed ticks of the clock time [of \u0026lt;clock\u0026gt;] set \u0026lt;timemarker\u0026gt; - advances the clock forward to the next occurrence of the time marker For the minecraft:overworld clock, the available time markers are: day, noon, night, and midnight time [of \u0026lt;clock\u0026gt;] add \u0026lt;time\u0026gt; - adds ticks to the clock, can be a negative or a positive number time [of \u0026lt;clock\u0026gt;] pause - pauses the clock time [of \u0026lt;clock\u0026gt;] resume - resumes the clock time [of \u0026lt;clock\u0026gt;] query \u0026lt;timeline\u0026gt; - displays and returns the current number of ticks within the timeline\u0026rsquo;s period time [of \u0026lt;clock\u0026gt;] query \u0026lt;timeline\u0026gt; repetitions - displays and returns the number of times the timeline\u0026rsquo;s period has repeated time [of \u0026lt;clock\u0026gt;] query time - displays and returns the total elapsed ticks of the clock time query gametime - as before, the total elapsed ticks within the world (unaffected by changes made to clocks using /time) Game Test Environments # Replaced time_of_day with clock_time # Added a new required field clock: World Clock ID, the clock within which to set time (from the existing time field) Predicates # minecraft:time_check Loot Predicate # Added clock field: a World Clock ID, specifies which World Clock the time check should be done for Recipes # result field should now be more consistent across all recipe types that contain it It will now accept short form (e.g. \u0026ldquo;minecraft:foo\u0026rdquo;, which is equivalent to {\u0026quot;id\u0026quot;:\u0026quot;minecraft:foo\u0026quot;, \u0026quot;count\u0026quot;: 1}) For recipe types smelting, blasting, smoking and campfire_cooking this field now also accepts count field Example: World Generation # Dimension Types # Added field: default_clock: optional World Clock ID Specifies the default clock that will be used for the time command. If not specified, the time command will require an explicit clock argument Also specifies the clock to which minecraft:wake_up_from_sleep and minecraft:roll_village_siege time markers apply If not specified, those time markers will never apply in that dimension Tags # Some examples showcasing what these new block tags allow us to control:\nPlacing/Growing Crops on all Blocks: Which Blocks create Up/Downwards Water Columns Which Blocks Sugar Cane needs to be placeable Block Tags # Added the following tags which determine which blocks a category of vegetation can be placed on and survive #supports_vegetation which provides support to the following blocks: Bush Short Grass Tall Grass Fern Large Fern Pitcher Plant Sunflower Lilac Rose Bush Peony Eyeblossom Firefly Bush Pink Petals Wildflowers Dandelion Torchflower Poppy Blue Orchid Allium Azure Bluet Red Tulip Orange Tulip White Tulip Pink Tulip Oxeye Daisy Cornflower Sweet Berry Bush Oak Sapling Spruce Sapling Birch Sapling Jungle Sapling Acacia Sapling Cherry Sapling Dark Oak Sapling Pale Oak Sapling #supports_crops which provides support to the following crops at all growth stages: Wheat Carrot Potato Beetroot Torchflower Crop Pitcher Plant Crop #supports_stem_crops #supports_pumpkin_stem #supports_melon_stem #supports_sugar_cane #supports_sugar_cane_adjacently Which blocks satisfy adjacency support requirements for Sugar Cane #supports_cactus #supports_chorus_plant #supports_chorus_flower #supports_nether_sprouts #supports_azalea #supports_warped_fungus #supports_crimson_fungus #supports_mangrove_propagule #supports_hanging_mangrove_propagule #supports_nether_wart #supports_warped_roots #supports_crimson_roots #supports_wither_rose #supports_cocoa #supports_lily_pad #supports_frogspawn Empty by default #support_override_cactus_flower Cactus Flowers can be placed on blocks in this tag even if they do not have a sturdy top face Added the following tags which determine which blocks are not able to support specific categories of vegetation #cannot_support_seagrass #cannot_support_kelp Renamed the following tags for consistency: #dry_vegetation_may_place_on -\u0026gt; #supports_dry_vegetation #bamboo_plantable_on -\u0026gt; #supports_bamboo #small_dripleaf_placeable -\u0026gt; #supports_small_dripleaf #big_dripleaf_placeable -\u0026gt; #supports_big_dripleaf #mushroom_grow_block -\u0026gt; #overrides_mushroom_light_requirement Mushrooms cannot survive without a light level below 13 if not in the above tag #snow_layer_can_survive_on -\u0026gt; #support_override_snow_layer Snow layers can be placed on blocks in this tag even if they do not have a top full face #snow_layer_cannot_survive_on -\u0026gt; #cannot_support_snow_layer Added #grows_crops which defines which blocks beneath allow the following crops to grow: Wheat Carrot Potato Beetroot Torchflower Crop Pitcher Plant Crop Pumpkin Stem Melon Stem Added the following tags to define which blocks can start particular types of Bubble Columns #enables_bubble_column_drag_down Magma Block by default #enables_bubble_column_push_up Soul Sand by default Fluid Tags # Added tags to determine which fluids can support the following blocks: #supports_lily_pad #supports_frogspawn Added #supports_sugar_cane_adjacently Which fluids satisfy adjacency support requirements for Sugar Cane Added #bubble_columns_can_occupy fluid tag to define which fluids a bubble column can occupy with water as default Resource Pack Version 78 # The Tripwire texture is now rendered as alpha cutout instead of transparent Fixed bugs in 26.1 Snapshot 3 # MC-297536- Z-fighting occurs on the debug crosshair MC-299992- Unexpected behavior when giving or testing for an item with certain components manually specified as their default values MC-305105- The spear in an entity\u0026rsquo;s main hand gets animated when their off hand arm is swung using /swing MC-305156- Dialog elements are not displayed until the UI is refreshed MC-305251- Breezes are aggressive toward every mob MC-305261- The enchant_with_levels and enchant_randomly functions can crash the game MC-305292- Copper chests use the Christmas present texture MC-305459- Villagers spawned from spawn eggs use the biome at the world origin (0, 0, 0) for their variant MC-305540- Wandering traders sell pumpkins instead of kelp for 3 emeralds MC-305577 - Piglins no longer flee from greater numbers of hoglins ","date":"13 January 2026","externalUrl":null,"permalink":"/changelog/26.1/26.1-snapshot-3/","section":"Changelog Übersicht","summary":"","title":"26.1 Snapshot 3 Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nMinecraft Video: https://www.youtube.com/watch?v=FaLDBHodmGs Minecraft Article: https://www.minecraft.net/en-us/article/first-features-minecraft-cutest-drop-yet We\u0026rsquo;re back from vacation and the lights are back on in the shipping room! In this very first Snapshot of the new year, we\u0026rsquo;re bringing you the first features from our cutest game drop yet! Befriend floofier wolf pups, kittens, piglets, calves, lambs, baby chickens, baby ocelots, and rabbits; craft name tags, and hear heart-melting mob sounds!\nHappy mining!\nChanges # Name Tags are now craftable and can be crafted with 1 Paper and 1 of any Metal Nugget\nZombie Horses no longer panic when hurt\nTweaked default JVM options\nAdded new baby sounds for Wolf, Cat and Pig -\u0026gt; All New Sounds\nRevamped the visuals of several baby mobs\nThe programmer art rabbit textures have been removed following the re-modelling of the rabbit\nBaby Mobs # Updated the models and textures of the following baby mobs:\nCow Normal\nWarm\nCold\nOld Model\nSheep New Model\nOld Model\nPig Normal\nWarm\nCold\nOld Model\nCat Tabby\nTuxedo\nRed\nSiamese\nBritish Shorthair\nCalico\nPersian\nRagdoll\nWhite\nJellie\nBlack\nOld Model\nOcelot New Model\nOld Model\nMooshroom Red\nBrown\nOld Model\nWolf Pale\nAshen\nBlack\nChestnut\nRusty\nSnowy\nSpotted\nStriped\nWoods\nTamed\nAngry\nOld Model\nChicken Normal\nWarm\nCold\nOld Model\nTweaked the bounding box to align with the new model Rabbit Adult Brown\nWhite\nBlack\nWhite Splotched\nGold\nSalt\nThe Killer Bunny\nToast\nOld Model\nBaby Brown\nWhite\nBlack\nWhite Splotched\nGold\nSalt\nThe Killer Bunny\nToast\nOld Model\nBoth adult and baby Rabbits also received new animations\nCompletely New Idle Animation (Aktuell noch Bedrock only) Adult\nBaby\nNew Running Animation Adult\nBaby\nTweaked the bounding box to align with the new model\nArmor on baby Wolves and saddles on baby Pigs will no longer render\nDefault JVM Options # The game now allocates 4 GB of RAM by default (up from 2 GB) Garbage collection has been changed from G1GC to ZGC for compatible devices Developer's Note: The default memory allocation has been bumped from 2GB to 4GB to make the game run smoother and reduce stutters. Furthermore, with generational ZGC, you should see a more stable framerate – especially when operating memory heavy tasks. If you're running Minecraft on a machine with less than 4GB of RAM – please refer to (Article 1). If you want to change the garbage collector – please refer to (Article 2). Third-party launchers may not support these changes. Article 1: https://help.minecraft.net/hc/en-us/articles/39083573916941-Fix-Minecraft-Java-Edition-Game-Crashes-by-Checking-Memory-Allocation Article 2: https://help.minecraft.net/hc/en-us/articles/41950300066573-Change-the-Garbage-Collector-for-Minecraft-Java-Edition Technical Changes # The Data Pack version is now 96 The Resource Pack version is now 77 Data Pack Version 96 # Wolf sound variants sound events in wolf_sound_variant has been moved into a new field adult_sounds and field baby_sounds was added Entity Data # The current_explosion_impact_pos and current_impulse_context_reset_grace_time fields from Players have been added to all mobs and the Armor Stand The ignore_fall_damage_from_current_explosion field on Players has been removed Item Tags # Added #metal_nuggets - Copper, Iron and Gold Nuggets Resource Pack Version 77 # Entity Textures # Added new entity textures:\nentity/cat/cat_all_black_baby.png entity/cat/cat_black_baby.png entity/cat/cat_british_shorthair_baby.png entity/cat/cat_calico_baby.png entity/cat/cat_collar_baby.png entity/cat/cat_jellie_baby.png entity/cat/ocelot_baby.png entity/cat/cat_persian_baby.png entity/cat/cat_ragdoll_baby.png entity/cat/cat_red_baby.png entity/cat/cat_siamese_baby.png entity/cat/cat_tabby_baby.png entity/cat/cat_white_baby.png entity/chicken/chicken_cold_baby.png entity/chicken/chicken_temperate_baby.png entity/chicken/chicken_warm_baby.png entity/cow/cow_cold_baby.png entity/cow/cow_temperate_baby.png entity/cow/cow_warm_baby.png entity/cow/mooshroom_brown_baby.png entity/cow/mooshroom_red_baby.png entity/pig/pig_cold_baby.png entity/pig/pig_temperate_baby.png entity/pig/pig_warm_baby.png entity/rabbit/rabbit_black.png entity/rabbit/rabbit_brown.png entity/rabbit/rabbit_caerbannog.png entity/rabbit/rabbit_gold.png entity/rabbit/rabbit_salt.png entity/rabbit/rabbit_toast.png entity/rabbit/rabbit_white.png entity/rabbit/rabbit_white_splotched.png entity/sheep/sheep_baby.png entity/sheep/sheep_wool_baby.png entity/wolf/wolf_angry_baby.png entity/wolf/wolf_ashen_angry_baby.png entity/wolf/wolf_ashen_baby.png entity/wolf/wolf_ashen_tame_baby.png entity/wolf/wolf_baby.png entity/wolf/wolf_black_angry_baby.png entity/wolf/wolf_black_baby.png entity/wolf/wolf_black_tame_baby.png entity/wolf/wolf_chestnut_angry_baby.png entity/wolf/wolf_chestnut_baby.png entity/wolf/wolf_chestnut_tame_baby.png entity/wolf/wolf_collar_baby.png entity/wolf/wolf_rusty_angry_baby.png entity/wolf/wolf_rusty_baby.png entity/wolf/wolf_rusty_tame_baby.png entity/wolf/wolf_snowy_angry_baby.png entity/wolf/wolf_snowy_baby.png entity/wolf/wolf_snowy_tame_baby.png entity/wolf/wolf_spotted_angry_baby.png entity/wolf/wolf_spotted_baby.png entity/wolf/wolf_spotted_tame_baby.png entity/wolf/wolf_striped_angry_baby.png entity/wolf/wolf_striped_baby.png entity/wolf/wolf_striped_tame_baby.png entity/wolf/wolf_tame_baby.png entity/wolf/wolf_woods_angry_baby.png entity/wolf/wolf_woods_baby.png entity/wolf/wolf_woods_tame_baby.png Renamed the following entity textures:\nentity/armorstand/wood.png -\u0026gt; entity/armorstand/armorstand.png entity/cat/all_black.png -\u0026gt; entity/cat/cat_all_black.png entity/cat/black.png -\u0026gt; entity/cat/cat_black.png entity/cat/british_shorthair.png -\u0026gt; entity/cat/cat_british_shorthair.png entity/cat/calico.png -\u0026gt; entity/cat/cat_calico.png entity/cat/jellie.png -\u0026gt; entity/cat/cat_jellie.png entity/cat/persian.png -\u0026gt; entity/cat/cat_persian.png entity/cat/ragdoll.png -\u0026gt; entity/cat/cat_ragdoll.png entity/cat/red.png -\u0026gt; entity/cat/cat_red.png entity/cat/siamese.png -\u0026gt; entity/cat/cat_siamese.png entity/cat/tabby.png -\u0026gt; entity/cat/cat_tabby.png entity/cat/white.png -\u0026gt; entity/cat/cat_white.png entity/chicken/cold_chicken.png -\u0026gt; entity/chicken/chicken_cold.png entity/chicken/temperate_chicken.png -\u0026gt; entity/chicken/chicken_temperate.png entity/chicken/warm_chicken.png -\u0026gt; entity/chicken/chicken_warm.png entity/copper_golem/exposed_copper_golem.png -\u0026gt; entity/copper_golem/copper_golem_exposed.png entity/copper_golem/exposed_copper_golem_eyes.png -\u0026gt; entity/copper_golem/copper_golem_eyes_exposed.png entity/copper_golem/oxidized_copper_golem_eyes.png -\u0026gt; entity/copper_golem/copper_golem_eyes_oxidized.png entity/copper_golem/weathered_copper_golem_eyes.png -\u0026gt; entity/copper_golem/copper_golem_eyes_weathered.png entity/copper_golem/oxidized_copper_golem.png -\u0026gt; entity/copper_golem/copper_golem_oxidized.png entity/copper_golem/weathered_copper_golem.png -\u0026gt; entity/copper_golem/copper_golem_weathered.png entity/cow/cold_cow.png -\u0026gt; entity/cow/cow_cold.png entity/cow/temperate_cow.png -\u0026gt; entity/cow/cow_temperate.png entity/cow/warm_cow.png -\u0026gt; entity/cow/cow_warm.png entity/cow/brown_mooshroom.png -\u0026gt; entity/cow/mooshroom_brown.png entity/cow/red_mooshroom.png -\u0026gt; entity/cow/mooshroom_red.png entity/fox/snow_fox.png -\u0026gt; entity/fox/fox_snow.png entity/fox/snow_fox_sleep.png -\u0026gt; entity/fox/fox_snow_sleep.png entity/frog/cold_frog.png -\u0026gt; entity/frog/frog_cold.png entity/frog/temperate_frog.png -\u0026gt; entity/frog/frog_temperate.png entity/frog/warm_frog.png -\u0026gt; entity/frog/frog_warm.png entity/llama/brown.png -\u0026gt; entity/llama/llama_brown.png entity/llama/creamy.png -\u0026gt; entity/llama/llama_creamy.png entity/llama/gray.png -\u0026gt; entity/llama/llama_gray.png entity/llama/spit.png -\u0026gt; entity/llama/llama_spit.png entity/llama/white.png -\u0026gt; entity/llama/llama_white.png entity/panda/aggressive_panda.png -\u0026gt; entity/panda/panda_aggressive.png entity/panda/brown_panda.png -\u0026gt; entity/panda/panda_brown.png entity/panda/lazy_panda.png -\u0026gt; entity/panda/panda_lazy.png entity/panda/playful_panda.png -\u0026gt; entity/panda/panda_playful.png entity/panda/weak_panda.png -\u0026gt; entity/panda/panda_weak.png entity/panda/worried_panda.png -\u0026gt; entity/panda/panda_worried.png entity/pig/cold_pig.png -\u0026gt; entity/pig/pig_cold.png entity/pig/temperate_pig.png -\u0026gt; entity/pig/pig_temperate.png entity/pig/warm_pig.png -\u0026gt; entity/pig/pig_warm.png entity/projectiles/spectral.png -\u0026gt; entity/projectiles/arrow_spectral.png entity/projectiles/tipped.png -\u0026gt; entity/projectiles/arrow_tipped.png entity/turtle/big_sea_turtle.png -\u0026gt; entity/turtle/turtle.png Moved the following entity textures:\nentity/armadillo.png -\u0026gt; entity/armadillo/armadillo.png entity/banner_base.png -\u0026gt; entity/banner/banner_base.png entity/bat.png -\u0026gt; entity/bat/bat.png entity/beacon_beam.png -\u0026gt; entity/beacon/beacon_beam.png entity/blaze.png -\u0026gt; entity/blaze/blaze.png entity/dolphin.png -\u0026gt; entity/dolphin/dolphin.png entity/enchanting_table_book.png -\u0026gt; entity/enchantment/enchanting_table_book.png entity/end_gateway_beam.png -\u0026gt; entity/end_portal/end_gateway_beam.png entity/end_portal.png -\u0026gt; entity/end_portal/end_portal.png entity/endermite.png -\u0026gt; entity/endermite/endermite.png entity/experience_orb.png -\u0026gt; entity/experience/experience_orb.png entity/fishing_hook.png -\u0026gt; entity/fishing/fishing_hook.png entity/guardian.png -\u0026gt; entity/guardian/guardian.png entity/guardian_beam.png -\u0026gt; entity/guardian/guardian_beam.png entity/guardian_elder.png -\u0026gt; entity/guardian/guardian_elder.png entity/lead_knot.png -\u0026gt; entity/lead_knot/lead_knot.png entity/minecart.png -\u0026gt; entity/minecart/minecart.png entity/phantom.png -\u0026gt; entity/phantom/phantom.png entity/phantom_eyes.png -\u0026gt; entity/phantom/phantom_eyes.png entity/shield_base.png -\u0026gt; entity/shield/shield_base.png entity/shield_base_nopattern.png -\u0026gt; entity/shield/shield_base_nopattern.png entity/silverfish.png -\u0026gt; entity/silverfish/silverfish.png entity/snow_golem.png -\u0026gt; entity/snow_golem/snow_golem.png entity/spider_eyes.png -\u0026gt; entity/spider/spider_eyes.png entity/trident.png -\u0026gt; entity/trident/trident.png entity/trident_riptide.png -\u0026gt; entity/trident/trident_riptide.png entity/wandering_trader.png -\u0026gt; entity/wandering_trader/wandering_trader.png entity/witch.png -\u0026gt; entity/witch/witch.png Sounds # Added new sound events for the Cat:\nentity.baby_cat.ambient entity.baby_cat.hiss entity.baby_cat.hurt entity.baby_cat.death Entweder diese sounds gibt es noch nicht oder es sind einfach die gleichen wie von der Erwachsenen Katze ↓\nentity.baby_cat.eat entity.baby_cat.beg_for_food entity.baby_cat.purr entity.baby_cat.purreow entity.baby_cat.stray_ambient Added new sound events for the Pig:\nentity.baby_pig.ambient entity.baby_pig.hurt entity.baby_pig.death entity.baby_pig.step Added new sound events for the Wolf:\nentity.baby_wolf.ambient entity.baby_wolf.growl entity.baby_wolf.death entity.baby_wolf.hurt entity.baby_wolf.pant entity.baby_wolf.whine entity.baby_wolf.step Fixed bugs in 26.1 Snapshot 2 # MC-302734 - Zombie horses constantly move in and out of water and burn to death MC-304361 - The heads of zombie nautiluses have a massive empty gap on the back MC-304705 - The E value in entity_render_stats in the debug overlay doesn\u0026rsquo;t work MC-304761 - Spears\u0026rsquo; charge animation takes too long to rotate sideways for slower spears MC-305040 - Nautili spawned as a result of a player breeding two other nautili can despawn MC-305104 - The \u0026ldquo;Programmer Art\u0026rdquo; and \u0026ldquo;High Contrast\u0026rdquo; resource packs are listed as incompatible MC-305121 - Some expert level mason trades no longer generate MC-305130 - Farmers sell suspicious stews with 20 times the intended duration MC-305131 - Duplicate trade entries in journeyman level shepherd trades MC-305132 - Master level fletchers can now sell tipped arrows of thick, mundane, and awkward potions MC-305164 - Armorers now buy diamonds at expert level instead of journeyman MC-305175 - The Lunge enchantment now works at 6 hunger and above, instead of 7 MC-305279 - Expert cleric sells glowstone instead of ender pearl ","date":"7 January 2026","externalUrl":null,"permalink":"/changelog/26.1/26.1-snapshot-2/","section":"Changelog Übersicht","summary":"","title":"26.1 Snapshot 2 Changelog","type":"changelog"},{"content":" News Today Mounts of Mayhem charges into Minecraft, bringing a new weapon to wield, mounts to tame, foes to face, and strategies to master! Challengers await beneath scorching suns, night skies, and deep in the ocean’s depths – and each clash will demand a fresh strategy. Fight back with the spear, a new tiered weapon which deals damage based on your precision and the speed of your trusted steed. So, riders of the Overworld – mount up and lead the charge in the Mounts of Mayhem drop!\nNew Features # Added Nautilus and Zombie Nautilus Added Nautilus Armor Added Spear Weapon Updated advancements to include the Nautilus, the Zombie Nautilus, the Zombie Horse, the Camel Husk, and the Parched Added new graphical options \u0026ldquo;Texture Filtering\u0026rdquo; and \u0026ldquo;Anisotropic Filtering\u0026rdquo; Added Netherite Horse Armor that can be obtained by upgrading Diamond Horse Armor with a Smithing Table Nautilus # Nautilus is a new neutral aquatic mob Spawns in all ocean biomes Attacks using a Dash attack, if provoked Occasionally attacks Pufferfish within range using the Dash attack Has a Dash skill similar to Camels, used by pressing the Jump button Takes suffocation damage on land Adds the \u0026ldquo;Breath of the Nautilus\u0026rdquo; effect to mounted players Nautilus can be bred and tamed using Pufferfish or a Bucket of Pufferfish Despawn naturally, however become persistent when interacted with by a player A Tamed Nautilus: Can be mounted using a Saddle With a Saddle has a roaming restriction of 16 blocks Without a Saddle has a roaming restriction of 32 blocks Zombie Nautilus # Zombie Nautilus is a new underwater mob that spawns with a Drowned rider wielding a Trident Zombie Nautilus is only hostile if ridden by a hostile mob Zombie Nautilus behaves similar to the Nautilus except that it cannot be bred Coral Zombie Nautilus # The Zombie Nautilus has a Coral Zombie Nautilus variant that spawns in the Warm Ocean biome Nautilus Armor # Equippable on the Nautilus and Zombie Nautilus Comes in Copper, Golden, Iron, Diamond and Netherite versions Parched # New Skeleton variant Spawns at light level 0 in Deserts replacing some of the regular Skeletons Does not burn in sunlight Shoots Arrows of Weakness Is immune to Weakness effect Has a slower rate of fire compared to normal Skeletons, similar to Bogged Does not spawn in caves, following the Husk\u0026rsquo;s spawning rules Camel Husk # New undead Camel variant Spawns a 0 light level in Deserts Does not burn in sunlight Spawns with two riders: A Husk wielding a Spear and a Parched Do not spawn in caves, following Husks spawning rules Is hostile if the rider is a hostile mob Passive without a rider Despawns with other hostile mobs, however becomes persistent when interacted with Favorite food is Rabbit Foot Cannot be bred As a mount they work similar to normal Camels Drops 2-3 Rotten Flesh when killed, with extra 0-1 for each level of Looting Spear Weapon # New weapon that can be crafted in Wood, Stone, Copper, Iron, Gold, Diamond and Netherite versions Each material has different stats for timing, influencing how fast they are to use Has a minimum reach for damage, being too close to a target will yield no damage Has extended maximum reach compared to other tools and weapons Bounces back visually on hit Has two attacks. Jab and Charge Does not cause item interact vibrations Zombies, Husks, Zombified Piglins and Piglins can spawn with the Spear Golden Spear is considered a preferred weapon by Piglins Jab Attack # Quick-press primary action button to use Low damage attack with knockback Cooldown between attacks Wooden Spears have the fastest cooldown; Netherite the slowest Can hit multiple enemies Does not destroy blocks Charge Attack # Press and hold the secondary action button to use Damage is based on Spear material, the player’s view angle, and the velocity of both the player and the target While holding down the button, the attack goes through three stages before returning to idle: Engaged: The Spear can deal damage, knockback, and dismount mounted enemies if the speed is above the required thresholds Tired: Indicated by the Spear rotating to a vertical position and shaking. The Spear can deal damage and knockback (but not dismount) if the speed is above the required thresholds Disengaged: Indicated by the Spear being lowered, pointing downwards. The Spear gives damage but not knockback or dismount if the speed is above the required threshold The Spear\u0026rsquo;s range when used by mobs is half of that when used by players, but they can deal damage, dismount and knockback at lower speeds than the players Zombies, Husks, Zombified Piglins and Piglins know how to charge with a Spear Lunge Enchantment # Spear exclusive enchantment Only works with the Jab attack When doing a Jab attack with Lunge, it propels the player horizontally in the view direction The view angle needs to be perfectly leveled horizontally to achieve maximum lunge distance Using Lunge has a durability cost of 1 for using Lunge across all Enchantment levels Using Lunge consumes hunger points by exhausting the player, similar to sprinting or jumping Level 1 Lunge consumes 1 hunger point, level 2 consumes 2 hunger points, and level 3 consumes 3 hunger points Lunge can only be used if the player has at least 6 hunger points in their hunger bar Does not work when the player is in water or flying with Elytra Advancements # Added the \u0026ldquo;Mob Kabob\u0026rdquo; advancement for spearing 5 enemies with a Charge attack Updated the \u0026ldquo;How did we get here?\u0026rdquo; advancement to include the Breath of the Nautilus effect Updated the \u0026ldquo;Best Friends Forever\u0026rdquo; advancement to include the Nautilus, Zombie Nautilus, and the Zombie Horse Updated the \u0026ldquo;The Parrots and the Bats\u0026rdquo; advancement to include the Nautilus Updated the \u0026ldquo;Two by Two\u0026rdquo; advancement to include the Nautilus Updated the \u0026ldquo;Monster Hunter\u0026rdquo; advancement to include the Zombie Nautilus, the Zombie Horse, the Camel Husk and the Parched Updated the \u0026ldquo;A Throwaway Joke\u0026rdquo;, \u0026ldquo;Take Aim\u0026rdquo; and \u0026ldquo;It Spreads\u0026rdquo; advancements to include the Nautilus, the Zombie Nautilus, the Zombie Horse, the Camel Husk and the Parched Updated the \u0026ldquo;Oh Shiny\u0026rdquo; advancement to include the Golden Spear and Golden Nautilus Armor Texture Filtering # New option in Video Settings Controls the method used to sample textures when they are viewed at an angle or from a distance Available values are \u0026ldquo;None\u0026rdquo;, \u0026ldquo;RGSS\u0026rdquo;, and \u0026ldquo;Anisotropic\u0026rdquo; The default depends on your graphics preset and hardware \u0026ldquo;RGSS\u0026rdquo; (Rotated Grid Super Sampling) is a shader-based filtering method that improves texture clarity at a moderate performance cost This is available on all hardware \u0026ldquo;Anisotropic\u0026rdquo; is a hardware-based filtering method that provides the best texture clarity The maximum anisotropy may be \u0026ldquo;2x\u0026rdquo;, \u0026ldquo;4x\u0026rdquo;, and \u0026ldquo;8x\u0026rdquo;, controllable by a separate slider If your hardware does not support it, Anisotropic Filtering will do nothing This significantly impacts video memory usage (especially combined with a high mipmap count) Changes # Zombies, Husks, Piglins and Zombified Piglins can now hold Spears Piglins now consider Golden Spears as one of the items they like Parrots can now mimic the sounds of Zombie Nautilus, Zombie Horse, Camel Husk and Parched Items will no longer \u0026ldquo;bob\u0026rdquo; whenever their durability changes, such as when losing durability from an attack, or repaired by Mending Some changes were made to debug renderers Graphics modes \u0026ldquo;Fast\u0026rdquo;, \u0026ldquo;Fancy\u0026rdquo;, and \u0026ldquo;Fabulous!\u0026rdquo; have been replaced with graphics presets with the same names Cloud movement is now the same for all players on a server Netherite Armor points have been increased for the Body slot from 11 to 19 All blocks in the world now have mipmaps applied if enabled in video settings Blocks that did not have mipmaps before, such as different vines, rails, folliage (apart from leaves) and more should look better from higher distances Client FPS is expected to be higher for most players Underwater biome fog color and fog distance is now blended based on the player\u0026rsquo;s position between biomes, similarly to regular biome fog and sky colors Environmental Fog in the Nether is no longer dependent on the render distance setting, and will consistently be applied from 10 to 96 blocks Horses, Mules, Donkeys, and Camels no longer sink in water while ridden by a player Chunks now fade in instead of appearing out of nowhere, with the fade-in time adjustable through Video Settings Bats no longer spawn more frequently and in higher light levels between October 20 and November 3 The color of the sky during sunrises and sunsets is now affected by rain and thunder Horses, Mules, Donkeys, Camels, Zombie Horses and Camel Husks will not panic if controlled by Mobs Spawn Eggs have been reorganized into groups in the Creative Inventory Mobs no longer spawn during chunk generation when the minecraft:spawn_mobs game rule is set to false When the \u0026ldquo;See-Through Leaves\u0026rdquo; video setting is disabled, the gaps between leaves are now dark green instead of black Turning the \u0026ldquo;See-Through Leaves\u0026rdquo; video setting off now gives a bigger performance boost than before Added splash text \u0026ldquo;One does not simply walk to the Far Lands\u0026rdquo; Developer’s Note: This statement was proven false on October 4, 2025.\nTamed horses no longer run into cacti or sweet berry bushes Zombie Horse # Zombie Horses now spawn naturally Zombie Horses spawn in darkness, and burn in sunlight like other undead mobs Zombie Horses count towards the hostile mob cap and spawn with other hostile mobs Zombie Horses do not display any hostile behavior towards players. Their hostility resides solely in their Zombie rider Zombie Horses can be leashed when its mob jockey is removed Zombie Horses despawn like other hostile mobs However, they become persistent when interacted with by a player Zombie Horses can be tamed in the same fashion as regular Horses, and can then be mounted and controlled by a player Zombie Horses can be healed and tempted using Red Mushrooms Tamed Zombie Horses can be equipped with a Saddle and Horse Armor Horse Armor protects Zombie Horses from sunlight damage Zombie Horses have 25 health points (12.5 hearts) of health Zombie Horses have variable movement speed and jump strength, determined when they spawn Zombie Horses drops 2-3 Rotten Flesh when killed, with extra 0-1 for each level of Looting Zombies riding Zombie Horses now have a chance of dropping a Red Mushroom on death Mob Spawning # Zombie Horses now has a chance to spawn in plains and savanna biome types, with a zombie rider holding an iron spear World Generation # Added various spears to various loot chests around the world Iron Spears can be found in Buried Treasure chests Copper and Iron Spears can be found in Weaponsmith chests in villages Stone Spears can be found in Ocean Ruin chests Diamond Spears can be found in Bastion Remnant and End City chests Copper, Iron, Golden, and Diamond Nautilus Armor now have a chance to be found in the Chests for the following Structures: Buried Treasure Ocean Ruins Shipwreck Status Effects # Added Breath of the Nautilus effect Effect that affects mounted players Pauses player oxygen consumption (but does not replenish oxygen) Minor Tweaks to Blocks, Items and Entities # Items # Spawn Eggs are now sorted thematically in the Creative Inventory, according to the following categories: Overworld Farm Animals Mounts Pets Wild Animals Aquatic Miscellaneous Golems Villagers Undead Spiders Monsters Illagers Nether The End Sounds # Anvil destroy, land, place and use sounds now play at a slightly lower volume Accessibility # Keys used to access debug features can now be rebound It is part of a new Debug category in the Key Binds screen The F3 + Q keybind to display a debug help message in chat has been removed The debug modifier key can be bound separately from the debug overlay key The key to toggle GUI can now be rebound The key to toggle spectator shader effects, such as when spectating an enderman, can now be rebound Input # Several uses of the cmd key on Mac have been rebound to ctrl:\nThe input modfier to drop all items The input modfier to include all the data when picking a block The input modfier to change GUI scale in the Video Settings screen Stopping the recipe book from cycling through variations of items Performance Improvements # Debug Renderer Changes # Same as before, do not treat debug renderers as supported features, they are there only to aid with development More debug renderers are now available through the Debug Settings screen Some existing renderers were improved The performance of debug renderers has been significantly improved Graphics Presets # Settings on the Video Settings screen have been reordered and split into 3 sections: \u0026ldquo;Display\u0026rdquo;, \u0026ldquo;Quality \u0026amp; Performance\u0026rdquo;, and \u0026ldquo;Preferences\u0026rdquo; The following settings that were duplicating accessibility settings have been removed from the Video Settings screen: \u0026ldquo;View Bobbing\u0026rdquo; \u0026ldquo;Glint Speed\u0026rdquo; \u0026ldquo;Glint Strength\u0026rdquo; \u0026ldquo;FOV Effects\u0026rdquo; \u0026ldquo;Distortion Effects\u0026rdquo; Tweaks that were previously hidden behind the \u0026ldquo;Graphics\u0026rdquo; setting have been split out to be configurable independently: \u0026ldquo;See-Through Leaves\u0026rdquo; \u0026ldquo;Show Vignette\u0026rdquo; \u0026ldquo;Weather Effect Radius\u0026rdquo; configures the distance in blocks within which rain and snow are visible \u0026ldquo;Improved Transparency\u0026rdquo; resolves some of the transparent geometry rendering issues at a significant GPU cost, previously was hidden behind \u0026ldquo;Fabulous!\u0026rdquo; A new \u0026ldquo;Preset\u0026rdquo; slider was added to the top of the \u0026ldquo;Quality \u0026amp; Performance\u0026rdquo; section Presets, as you would expect based on gaming industry standard, control most of the \u0026ldquo;Quality \u0026amp; Performance\u0026rdquo; settings at once, not only the ones that were previously hidden behind the \u0026ldquo;Graphics\u0026rdquo; setting Available presets are \u0026ldquo;Fast\u0026rdquo;, \u0026ldquo;Fancy\u0026rdquo;, \u0026ldquo;Fabulous!\u0026rdquo; and \u0026ldquo;Custom\u0026rdquo; The default preset is \u0026ldquo;Fancy\u0026rdquo; for new players But for players who are upgrading to this version the preset will be set to \u0026ldquo;Custom\u0026rdquo; to preserve your current configuration UI # Menu sliders will now \u0026ldquo;stick\u0026rdquo; to the closest available value when you release them after dragging with a mouse When using keyboard to change slider values, arrow keys will now move the slider to the next available value, not by one pixel as before The inF3 button in the Debug Option screen has been renamed to inOverlay The Single Biome Customization screen now has a search box The language selection screen now has a search box to filter languages Renamed the \u0026ldquo;Show Music Toast\u0026rdquo; option to \u0026ldquo;Music Toast\u0026rdquo; Added a third state to the \u0026ldquo;Music Toast\u0026rdquo; option, allowing it to only be shown in the pause menu Technical Changes # The Data Pack version is now 94.1 The Resource Pack version is now 75.0 The Minecraft Server Management Protocol version is now 2.0.0 Added ClientFps JFR event Experience packets that do not change the player\u0026rsquo;s experience progress or level are no longer sent by the server Added support for KQueue on OSX to improve network connection performance Network Protocol # Minecraft Server Management Protocol Version 2.0.0 # Added a new notification server/activity Indicates that a network connection to the server has been initiated Rate limited to 1 notification per 30 seconds Enable authentication from web browsers Authenticate by passing the token in Sec-WebSocket-Protocol header when opening the WebSocket connection Example: Sec-WebSocket-Protocol: minecraft-v1, \u0026lt;token\u0026gt; Requests authenticating this way are subject to Origin header checks. This requires configuration of allowed origins on the server side using management-server-allowed-origins. The default value is empty, meaning Sec-Websocket-Protocol authentication is effectively disabled In the typed_game_rule and untyped_game_rule schemas, the type of the value field has been changed from string to take either a boolean or an integer Also, it now uses the game rule resource location as the key Data Pack Versions 89.0 through 94.1 # Added stopwatch command for keeping track of real time Certain visual and gameplay effects can now be controlled by Environment Attributes World Border interpolation is now dependent on game ticks instead of real time This means the World Border will no longer move when the game is paused It will also respect any changes made by the /tick command Changed loot function filtered to allow running modification when predicate fails Added discard loot function Added new Coral Zombie Nautilus mob variant The Zombie Nautilus variants can be data-driven Item textures were split out of the blocks atlas into a separate new items atlas It means that the commands that were referencing the blocks atlas for item textures now need to reference the items atlas instead Zombie Nautilus Variants # Zombie Nautilus variants can be data-driven by adding entries to data/\u0026lt;namespace\u0026gt;/zombie_nautilus_variant/\u0026lt;id\u0026gt;.json This feature is experimental Fields in file: model - one of: normal, warm asset_id - namespaced id for this variant asset, resolves to assets/\u0026lt;namespace\u0026gt;/textures/\u0026lt;path\u0026gt;.png spawn_conditions - a uniform variant selection rule explained below Spawn conditions # minecraft:biome # Checks if entity is spawning in specific biomes Fields: biomes - single entry, list or a tag describing biomes minecraft:moon_brightness # Checks if current moon brightness is within certain range Fields: range - floating point range (a single number or an object like {\u0026quot;min\u0026quot;: 1, \u0026quot;max\u0026quot;: 2}) minecraft:structures # Checks if entity is spawning in specific structures Fields: structures - single entry, list or a tag describing structures Commands # Resource suggestions now show results in any namespace instead of just within minecraft Added stopwatch # New command that allows the creation of a Stopwatch that keeps track of real time Stopwatches do not depend on game ticks They only run when the server/world is running, even when paused Syntax:\nstopwatch create \u0026lt;id\u0026gt; - creates a Stopwatch with the given namespaced ID stopwatch query \u0026lt;id\u0026gt; [\u0026lt;scale\u0026gt;] - shows the elapsed time of the given Stopwatch in seconds and returns it scaled by the given value and truncated. Default scale: 1 stopwatch restart \u0026lt;id\u0026gt; - restarts the given Stopwatch stopwatch remove \u0026lt;id\u0026gt; - removes the given Stopwatch Developer\u0026rsquo;s Note : This command is added to replace the need of using world borders to keep track of real time. The intent is to change the world border to be dependent on game ticks in a future snapshot. If you\u0026rsquo;ve relied on this way of measuring the passage of real time before, please switch to using the new command and let us know if anything doesn\u0026rsquo;t work as intended. Thank you!\nChanges to execute # Added new syntax /execute if|unless stopwatch \u0026lt;id\u0026gt; \u0026lt;range\u0026gt; Allows to compare the elapsed time of a given Stopwatch with a floating point value range The Stopwatch value is measured in seconds and has an accuracy of at most a millisecond Example: /execute if stopwatch foo:bar ..10 run say Stopwatch foo:bar has not reached 10 seconds yet Changes to worldborder # The time arguments now specify ticks by default, but can also specify seconds or in-game days using an s or d suffix Game Rules # Game rules have been moved into a registry. With that, all game rules have been renamed from their previous camel case names to resource locations in snake case.\nAdditionally, the following game rules have been further renamed:\nannounceAdvancements -\u0026gt; minecraft:show_advancement_messages commandBlocksEnabled -\u0026gt; minecraft:command_blocks_work command_modification_block_limit -\u0026gt; minecraft:max_block_modifications disableElytraMovementCheck -\u0026gt; minecraft:elytra_movement_check The value is inverted accordingly in places that use the resource location disablePlayerMovementCheck -\u0026gt; minecraft:player_movement_check The value is inverted accordingly in places that use the resource location disableRaids -\u0026gt; minecraft:raids The value is inverted accordingly in places that use the resource location doDaylightCycle -\u0026gt; minecraft:advance_time doEntityDrops -\u0026gt; minecraft:entity_drops doImmediateRespawn -\u0026gt; minecraft:immediate_respawn doInsomnia -\u0026gt; minecraft:spawn_phantoms doLimitedCrafting -\u0026gt; minecraft:limited_crafting doMobLoot -\u0026gt; minecraft:mob_drops doMobSpawning -\u0026gt; minecraft:spawn_mobs doPatrolSpawning -\u0026gt; minecraft:spawn_patrols doTileDrops -\u0026gt; minecraft:block_drops doTraderSpawning -\u0026gt; minecraft:spawn_wandering_traders doVinesSpread -\u0026gt; minecraft:spread_vines doWardenSpawning -\u0026gt; minecraft:spawn_wardens doWeatherCycle -\u0026gt; minecraft:advance_weather maxCommandChainLength -\u0026gt; minecraft:max_command_sequence_length maxCommandForkCount -\u0026gt; minecraft:max_command_forks naturalRegeneration -\u0026gt; minecraft:natural_health_regeneration snowAccumulationHeight -\u0026gt; minecraft:max_snow_accumulation_height spawnRadius -\u0026gt; minecraft:respawn_radius spawnerBlocksEnabled -\u0026gt; minecraft:spawner_blocks_work Limits # Some game rules that previously did not have a limited value range now do:\nminecraft:max_block_modifications: Minimum 1 minecraft:max_command_forks: Minimum 1 minecraft:max_command_sequence_length: Minimum 0 minecraft:max_entity_cramming: Minimum 0 minecraft:max_snow_accumulation_height: Minimum 0, maximum: 8 minecraft:players_nether_portal_creative_delay: Minimum 0 minecraft:players_nether_portal_default_delay: Minimum 0 minecraft:players_sleeping_percentage: Minimum 0 minecraft:random_tick_speed: Minimum 0 minecraft:respawn_radius: Minimum 0 Added minecraft:fire_spread_radius_around_player # Controls the maximum distance in blocks that fire can spread around a player This replaces the previous doFireTick and allowFireTicksAwayFromPlayer game rules, which have now been removed Setting it to 0 will disable fire spreading Setting it to -1 will allow fire spreading without players around Limit: Minimum -1 Game Tests # In the game_rules test environment the keys bool_rule and int_rule have been replaced with a single key rules. It is a map from game rules resource locations to the game rules value. The value type is either integer or boolean depending on the game rule.\nAttributes # Timelines # Timelines are a new concept defined in data packs under the timeline registry (i.e. found under data/\u0026lt;namespace\u0026gt;/timeline/\u0026lt;id\u0026gt;.json).\nTimelines specify game behavior based on the absolute day time (that which is set by /time set). Timelines optionally can specify a period over which they will be repeated.\nPrimarily, Timelines are able to modify game behavior or visuals by applying Environment Attribute modifiers.\nFormat: object with fields\nperiod_ticks: optional integer, defines the duration in ticks over which the timeline will repeat If not specified, the timeline will not repeat tracks: optional map between Environment Attribute IDs and a corresponding Environment Attribute Track object See the section on Environment Attributes below for details Timelines by default have no effect unless they are included by a dimension - see the Dimension Types section below.\nEnvironment Attributes # Environment Attributes provide a data-driven way to control a variety of visual and gameplay systems.\nEach Environment Attribute controls a specific visual or gameplay effect: for example, minecraft:visual/sky_color controls the color of the sky, and minecraft:gameplay/water_evaporates controls whether water can be placed at a given location.\nDeveloper’s Note: This system and many of the introduced attributes should be considered very experimental, and may still change significantly in coming snapshots and releases. In the meantime, we would as always love to hear any feedback or suggestions you may have!\nSources # Environment Attribute values can be provided by the following Environment Attribute sources (in order of low to high priority):\nDimensions Biomes Timelines Weather (not data-driven) While Biomes act as a source to modify an attribute by position, Timelines can modify an attribute based on time.\nThe \u0026ldquo;effective\u0026rdquo; value of the Environment Attribute (i.e. what will actually show up in game) will be some combination of the values provided by each source according to their priority.\nFor example, in the following scenario:\nThe overworld dimension provides sky_color = #00ff00 (green) The plains biome provides sky_color = #ff0000 (red) When the player is in the plains biome, they will see the red sky_color, while anywhere else in the overworld they will see green.\nWhen an Environment Attribute source provides an Environment Attribute, it can:\nOverride the value, such as the plains biome overriding the overworld\u0026rsquo;s sky_color in the above scenario Apply a modifier to a previous value (see section on Modifiers below) Modifiers # As described in the above example, an Environment Attribute source may simply override the value of a particular attribute. However, it is sometimes also desirable to rather apply a modifier to a value provided by a source with lower priority.\nFor example, in the following scenario:\nThe overworld dimension provides water_fog_end_distance = 96.0 The plains biome modifies water_fog_end_distance with a multiply modifier of 0.85 When in the plains biome, the water_fog_end_distance will be resolved to 96.0*0.85 = 81.6, while in any other Overworld biome, it will resolve to 96.0.\nThe kinds of modifiers available depends on the type of Environment Attribute. The most basic modifier, supported by every Environment Attribute, is the override modifier. This behaves purely as an override of the preceding value. If not specified by an Environment Attribute source, the modifier will always be assumed to be override.\nFull descriptions of the available modifiers and their behaviors can be found in the Common Modifiers section below.\nInterpolation # While modifiers describe how a value provided by one source is applied on the value from a preceding source, interpolation describes the combination of values within a source. Only some Environment Attributes support interpolation. This allows for the smooth transition between two or more values, such as when moving between two biomes.\nBetween multiple Biomes, interpolation is performed on values from a source after modifiers have been applied. Within a Timeline, interpolation is performed on the modifier arguments before they get applied.\nBiomes # For example, in the following scenario:\nThe plains biome provides sky_color = #ff0000 (red) The desert biome provides sky_color = #ffff00 (yellow) sky_color is one such attribute that will transition smoothly based on position: for example, in the above scenario, as a player moves from a plains to a desert biome, the sky color will gradually shift from red to yellow. Other attributes, such as water_evaporates, represent discrete values and will not be smoothly transitioned - only the biome exactly at a subject position will be considered.\nSmooth transitions between biomes are based on the biomes within an 8 block radius of the camera. Biomes that occupy a larger portion of that radius and are closer to the camera will have a stronger influence on the final interpolated value.\nTimelines # Timelines can define Attribute Tracks - these specify how a modifier for a particular Environment Attribute changes over time by defining keyframes. Depending on the attribute, interpolation may be used between each keyframe. If interpolation is not used, the previous keyframe value will always be selected.\nFor example, a Timeline with a period of 24000 might be set up as following:\nAt time = 0, the timeline provides sky_color = #ff0000 (red) At time = 1000, the timeline provides sky_color = #ff0000 (red) At time = 6000, the timeline provides sky_color = #ff00ff (magenta) Between time = 0 and time = 1000, the sky color will be red. Between 1000 and 6000, it will shift from red to magenta. Then, from 6000 all the way until the timeline repeats and reaches time = 0 again, the color will slowly shift back to red.\nNote: unlike biomes, if a Timeline uses a modifier instead of an override, interpolation is applied to the modifier arguments rather than the final modified values.\nEnvironment Attribute Map # Dimension Type and Biome definitions contain a new attributes field, enabling them to define Environment Attributes.\nThis map generally takes the form of an object mapping between Environment Attribute IDs and their corresponding values, for example:\n\u0026quot;attributes\u0026quot;: { \u0026quot;minecraft:visual/fog_color\u0026quot;: \u0026quot;#ffaa00\u0026quot;, \u0026quot;minecraft:gameplay/water_evaporates\u0026quot;: true } Values defined as above will always be assumed to use the override modifier.\nThe value object can however be expanded in order to express different modifiers, in the format of an object with the following fields:\nmodifier: optional string modifier ID, dependent on the Attribute Type (see the Common Modifiers section below) Default: override argument: the modifier argument (format dependent on the chosen modifier) How the argument is used also depends on the type of modifier For example, the following definition describes multiplying water_fog_end_distance by 85%:\n\u0026quot;attributes\u0026quot;: { \u0026quot;minecraft:visual/water_fog_end_distance\u0026quot;: { \u0026quot;modifier\u0026quot;: \u0026quot;multiply\u0026quot;, \u0026quot;argument\u0026quot;: 0.85 } } Attribute Track # An Attribute Track specified within a Timeline takes the format of an object with the following fields:\nease - optional Easing Type (see below), used to ease the interpolaton of the value between keyframes Default: linear If the target attribute does not support interpolation, the easing mode will have no effect keyframes - list of keyframe objects, must be ordered by the ticks field: ticks - integer between 0 and period_ticks (if specified), defines the tick (within the period) at which this keyframe\u0026rsquo;s value will be active value - the modifier argument (format dependent on the chosen modifier) If no modifier is specified (or override is used), the type of this field is the same as the Environment Attribute itself How this value is used depends on the type of modifier Note: at most two keyframes can be placed on the same tick, creating an immediate transition modifier - optional string modifier ID, dependent on the Attribute Type (see the Common Modifiers section below) Default: override For example, the following Timeline has a period of 24000, and has an attribute track that modifies only minecraft:gameplay/cat_waking_up_gift_chance. Because the easing is constant, between tick 362 and 23667 the value is 0.0, while between tick 23667 and 362 it is 0.7.\nLike other Environment Attribute sources, the specified value is used as the argument to the specified modifier. This is then applied on top of sources with a lower priority. In this case the modifier is maximum, so this timeline will only ever increase the value of cat_waking_up_gift_chance to the value specified in the track.\n{ \u0026quot;period_ticks\u0026quot;: 24000, \u0026quot;tracks\u0026quot;: { \u0026quot;minecraft:gameplay/cat_waking_up_gift_chance\u0026quot;: { \u0026quot;ease\u0026quot;: \u0026quot;constant\u0026quot;, \u0026quot;modifier\u0026quot;: \u0026quot;maximum\u0026quot;, \u0026quot;keyframes\u0026quot;: [ { \u0026quot;ticks\u0026quot;: 362, \u0026quot;value\u0026quot;: 0.0 }, { \u0026quot;ticks\u0026quot;: 23667, \u0026quot;value\u0026quot;: 0.7 } ] } } } Easing Types # Easing Types control the interpolation between two keyframes by applying a curve. The following built-in Easing Types are provided:\nconstant - always selects the previous keyframe linear in_back in_bounce in_circ in_cubic in_elastic in_expo in_quad in_quart in_quint in_sine in_out_back in_out_bounce in_out_circ in_out_cubic in_out_elastic in_out_expo in_out_quad in_out_quart in_out_quint in_out_sine out_back out_bounce out_circ out_cubic out_elastic out_expo out_quad out_quart out_quint out_sine An Easing Type may also be specified with a Cubic Bézier in the format: { \u0026quot;cubic_bezier\u0026quot;: [ x1, y1, x2, y2 ] }\nx1: float between 0 and 1, x-coordinate of the first control point y1: float, y-coordinate of the first control point x2: float between 0 and 1, x-coordinate of the second control point y2: float, y-coordinate of the second control point Developer\u0026rsquo;s Note : To play around with and visualize easings,easings.net and cubic- bezier.com are great references!\nCommon Data Types # The following data types are reused in various parts of the Environment Attributes system and will be referenced in sections below.\nRGB Color # Format can be one of the following:\nA hex color RGB string, in the form #rrggbb A float array with 3 components, between 0 and 1, in the form [r, g, b] An integer in packed RGB form ARGB Color # Format can be one of the following:\nA hex color ARGB string, in the form #aarrggbb A float array with 4 components, between 0 and 1, in the form [a, r, g, b] An integer in packed ARGB form Particle Options # A full definition of a particle, including any type-specific properties (as in the /particle command).\nFor example:\n{ \u0026quot;type\u0026quot;: \u0026quot;minecraft:block_crumble\u0026quot;, \u0026quot;block_state\u0026quot;: { \u0026quot;Name\u0026quot;: \u0026quot;minecraft:dirt\u0026quot; } } Mob Activity # A string ID from the minecraft:activity built-in registry. One of:\nminecraft:core minecraft:idle minecraft:work minecraft:play minecraft:rest minecraft:meet minecraft:panic minecraft:raid minecraft:pre_raid minecraft:hide minecraft:fight minecraft:celebrate minecraft:admire_item minecraft:avoid minecraft:ride minecraft:play_dead minecraft:long_jump minecraft:ram minecraft:tongue minecraft:swim minecraft:lay_spawn minecraft:sniff minecraft:investigate minecraft:roar minecraft:emerge minecraft:dig Common Modifiers # Every Environment Attribute has a specific value type, which describes how values must be defined as well as what modifiers are available and how they are interpolated. Some are very specific, while others are reused across many attributes.\nAlthough this is not an exhaustive list, the following Attribute Types are used commonly across many Environment Attributes:\nModifiers on Boolean Values # Argument format: boolean\noverride and nand or nor xor xnor Modifiers on Float Values # Argument format: float\noverride add subtract multiply minimum maximum alpha_blend Modifies subject according to: result = lerp(alpha, subject, value) Argument format: object with fields: value: float to blend towards alpha: float between 0 and 1 Modifiers on RGB Color Values # override Argument format: RGB Color add - component-wise additive color blending Argument format: RGB Color subtract - component-wise subtractive color blending Argument format: RGB Color multiply - component-wise multiplicative color blending Argument format: RGB Color If specified, the alpha component is multiplied independently just like the other color channels alpha_blend - traditional alpha blending that might be seen in image editing software Argument format: ARGB Color When the argument alpha is 1, it will behave as an override with no blending blend_to_gray - modifies a color by taking its grayscale form, applying a brightness modifier, and mixing with this using some factor Where gray = brightness * (0.3 * red + 0.59 * green + 0.11 * blue), result = lerp(factor, subject, [gray, gray, gray]) Argument format: object with fields: brightness: float between 0 and 1, a multiplier to apply to the grayscale value factor: float between 0 and 1, the factor to mix with Modifiers on ARGB Color Values # override Argument format: ARGB Color add - component-wise additive color blending Argument format: RGB Color subtract - component-wise subtractive color blending Argument format: RGB Color multiply - component-wise multiplicative color blending Argument format: RGB or ARGB Color If specified, the alpha component is multiplied independently just like the other color channels alpha_blend - traditional alpha blending that might be seen in image editing software Argument format: ARGB Color When the argument alpha is 1, it will behave as an override with no blending blend_to_gray - same as for RGB Color New Environment Attributes # minecraft:visual/fog_color # The color of fog (when the camera is not submerged in another substance).\nValue type: RGB color Default value: #000000 Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Replaces Biome effects.fog_color field minecraft:visual/fog_start_distance # The distance in blocks from the camera at which fog starts to have an effect (when the camera is not submerged in another substance). If negative, the fog will start out with density as if it had started that many blocks behind the camera.\nValue type: float Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/fog_end_distance # The distance in blocks from the camera at which fog reaches its maximum density (when the camera is not submerged in another substance).\nValue type: non-negative float Default value: 1024.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/sky_fog_end_distance # The distance in blocks from the camera at which the fog that affects the sky reaches its maximum density (when the camera is not submerged in another substance). Only visible with the overworld skybox type.\nNote: this value is restricted by the Render Distance option.\nValue type: non-negative float Default value: 512.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/cloud_fog_end_distance # The distance in blocks from the camera at which the fog that affects clouds reaches its maximum density (when the camera is not submerged in another substance).\nNote: this value is restricted by the Cloud Distance option.\nValue type: non-negative float Default value: 2048.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/water_fog_color # The color of fog when submerged in water.\nValue type: RGB color Default value: #050533 Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Replaces Biome effects.water_fog_color field minecraft:visual/water_fog_start_distance # The distance in blocks from the camera at which underwater fog starts to have an effect. If negative, the fog will start out with density as if it had started that many blocks behind the camera.\nValue type: float Default value: -8.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/water_fog_end_distance # The distance in blocks from the camera at which underwater fog reaches its maximum density.\nNote: the final value is also modified by how long the player has been underwater.\nValue type: non-negative float Default value: 96.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Replaces #has_closer_water_fog Biome Tag minecraft:visual/sky_color # The color of the sky. This color is only visible for the overworld sky. Only visible with the overworld skybox type.\nValue type: RGB color Default value: #000000 Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Replaces Biome effects.sky_color field minecraft:visual/cloud_color # The color of the clouds. If fully transparent, clouds are entirely disabled and Happy Ghasts will not regenerate health faster when at cloud height.\nValue type: ARGB color Default value: #00000000 Modifiers: ARGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position for rendering, or at the position of a Happy Ghast for regeneration minecraft:visual/cloud_height # The height at which all clouds appear.\nValue type: float Default value: 192.33 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position for rendering, or at the position of a Happy Ghast for regeneration Replaces Dimension Type cloud_height field minecraft:visual/default_dripstone_particle # The default particle to be dripped from Dripstone blocks when no fluid is placed above.\nValue type: Particle Options Default value: {type:\u0026quot;minecraft:dripping_dripstone_water\u0026quot;} Modifiers: override Interpolated: no Resolved at the position of the Dripstone block Replaces Dimension Type ultrawarm field minecraft:visual/ambient_particles # Controls ambient particles that randomly spawn around the camera.\nValue type: list of objects with fields particle: Particle Options to spawn probability: float between 0 and 1, the probability to spawn the particle in an empty space when randomly ticked Default value: [] Modifiers: override Interpolated: no Resolved at the camera\u0026rsquo;s position Replaces Biome effects.particle field minecraft:visual/sunrise_sunset_color # Controls the color and intensity of the sunrise and sunset effect. If fully transparent, no sunrise or sunset will be rendered. Only visible with the overworld skybox type.\nValue type: ARGB Color Default value: \u0026quot;#00000000\u0026quot; Modifiers: ARGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/sun_angle # The angle in degrees of the sun, clockwise from east to west, with 0 being directly up.\nOnly visible with the overworld skybox type.\nValue type: float, angle in degrees Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/moon_angle # The angle in degrees of the moon, clockwise from east to west, with 0 being directly up. Only visible with the overworld skybox type.\nValue type: float, angle in degrees Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/star_angle # The angle in degrees of the stars, clockwise from east to west, with 0 being directly up. Only visible with the overworld skybox type.\nValue type: float, angle in degrees Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/moon_phase # The phase of the moon. Only visible with the overworld skybox type.\nValue type: string id, one of: full_moon waning_gibbous third_quarter waning_crescent new_moon waxing_crescent first_quarter waxing_gibbous Default value: \u0026quot;full_moon\u0026quot; Modifiers: override Interpolated: no Resolved at the camera\u0026rsquo;s position minecraft:visual/star_brightness # The brightness of the stars in the sky, where 0.5 is the normal brightness during the night and 0 is fully hidden. Only visible with the overworld skybox type.\nValue type: float between 0 and 1 Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/sky_light_color # The visual color of sky light. For blocks with a sky light level of 0 (or minecraft:visual/sky_light_factor is 0), this will have no effect. This is the value passed to the lightmap.fsh shader as SkyLightColor.\nValue type: RGB Color Default value: \u0026quot;#ffffff\u0026quot; Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/sky_light_factor # The visual brightness of sky light. minecraft:visual/sky_light_color is multiplied by this value. This is the value passed to the lightmap.fsh shader as SkyFactor.\nThe corresponding gameplay effect is controlled entirely by minecraft:gameplay/sky_light_level.\nValue type: float Default value: 1.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:audio/background_music # Controls how and which background music is played.\nValue type: object with fields default: optional object with fields: sound: Sound Event to play min_delay: int, minimum delay in ticks between tracks max_delay: int, maximum delay in ticks between tracks replace_current_music: optional boolean, whether this track can replace whatever is currently playing Default: false If not defined and not overridden, no music will start playing while this attribute is active underwater: optional object with fields in the same format as default - if present and the player is underwater, will override default creative: optional object with fields in the same format as default - if present and the player is in Creative Mode, will override default Default value: {} Modifiers: override Interpolated: no Resolved at the camera\u0026rsquo;s position Replaces Biome effects.music field minecraft:audio/music_volume # The volume at which music should play. Any music playing will fade over time to this value.\nValue type: float between 0 and 1 Default value: 1.0 Modifiers: Float Modifiers Interpolated: no Resolved at the camera\u0026rsquo;s position Replaces Biome effects.music_volume field minecraft:audio/ambient_sounds # Controls which ambient sounds are played around the camera, and when.\nValue type: object with fields loop: optional Sound Event, sound to be continually looped mood: object with fields, sounds that will be randomly played based on surrounding darkness sound: Sound Event to play tick_delay: int, the number of ticks between mood sounds, assuming a light level of 0 block_search_extent: int, the radius in which light levels are sampled offset: double, an additional distance offset to apply to sounds produced additions: list of objects with fields, sounds that will be randomly played sound: Sound Event to play tick_chance: float between 0 and 1, probability within a tick to play a given sound Default value: {} Modifiers: override Interpolated: no Resolved at the camera\u0026rsquo;s position Replaces Biome effects.ambient_sound, effects.mood_sound, and effects.additions_sound fields minecraft:audio/firefly_bush_sounds # If true and not below an opaque block, Firefly Bushes will produce idle sounds.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of a Firefly Bush minecraft:gameplay/can_start_raid # If false, a Raid cannot be started by a player with Raid Omen.\nValue type: boolean Default value: true Modifiers: Boolean Modifiers Interpolated: no Resolved at the position that the Raid would be started Replaces Dimension Type has_raids field minecraft:gameplay/water_evaporates # If true, Water cannot be placed with a Bucket, melting Ice will not produce water, Wet Sponge will dry out when placed, and Dripstone will not produce water from Mud blocks.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the interaction Replaces Dimension Type ultrawarm field minecraft:gameplay/bed_rule # Controls whether a Bed can be used to sleep, and whether it can be used to set a respawn point.\nValue type: object with fields can_sleep: one of: always - the Bed can always be used to sleep (assuming the Bed is not obstructed and there are no monsters nearby) when_dark - the Bed can only be used to be sleep when the global skylight level is less than or equal 11 never - the Bed can never be used to sleep can_set_spawn - same as can_sleep explodes - optional boolean, if true the Bed will explode when interacted with Default: false error_message: optional Text Component, the message to show if the player is unable to sleep or set their spawn Default value: {can_sleep:\u0026quot;when_dark\u0026quot;,can_set_spawn:\u0026quot;always\u0026quot;,error_message:{translate:\u0026quot;block.minecraft.bed.no_sleep\u0026quot;}} Modifiers: override Interpolated: no Resolved at the head position of the Bed block Replaces Dimension Type bed_works field minecraft:gameplay/respawn_anchor_works # Controls whether Respawn Anchors can be used to set spawn (or respawn). If false, the Respawn Anchor will explode once charged.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the Respawn Anchor block Replaces Dimension Type respawn_anchor_works field minecraft:gameplay/nether_portal_spawns_piglin # Controls whether Nether Portal blocks can spawn Piglins.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of a random Nether Portal block Replaces Dimension Type natural field minecraft:gameplay/fast_lava # Controls whether Lava should spread faster and further, as well as have a stronger pushing force on entities when flowing.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved for a whole dimension (cannot be specified on a Biome) Replaces Dimension Type ultrawarm field minecraft:gameplay/increased_fire_burnout # Controls whether Fire blocks burn out more rapidly than normal.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the burning Fire block Replaces #increased_fire_burnout Biome Tag minecraft:gameplay/piglins_zombify # Controls whether Piglins and Hoglins should zombify.\nValue type: boolean Default value: true Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the zombifying entity Replaces Dimension Type piglin_safe field minecraft:gameplay/snow_golem_melts # Controls whether a Snow Golem should be damaged.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the Snow Golem Replaces #snow_golem_melts Biome Tag minecraft:gameplay/sky_light_level # The effective light level of the sky used by mechanics such as mob spawning or Daylight Detectors. For example, a block fully exposed to the sky will be considered to have a light level of exactly this value, while a block deep in a cave will not be affected at all.\nThe corresponding visual effect is controlled entirely by minecraft:visual/sky_light_factor.\nValue type: float Default value: 15.0 Modifiers: Float Modifiers Interpolated: yes Resolved for a whole dimension (cannot be specified on a Biome) minecraft:gameplay/eyeblossom_open # If true, Closed Eyeblossoms will eventually open by random block ticks. If false, Open Eyeblossoms will do the opposite. If \u0026quot;default\u0026quot;, Open or Closed Eyeblossoms will remain in their current state.\nValue type: one of: true false \u0026quot;default\u0026quot; Default value: \u0026quot;default\u0026quot; Modifiers: override Interpolated: no Resolved at the Eyeblossom block\u0026rsquo;s position minecraft:gameplay/turtle_egg_hatch_chance # The chance that a Turtle Egg block will switch to its next hatching state when randomly ticked.\nValue type: float between 0 and 1 Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the Turtle Egg block\u0026rsquo;s position minecraft:gameplay/creaking_active # While true, Creaking Heart blocks (and their corresponding Creaking) will become active. On the other hand, when false, it will enter its dormant state.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the Creaking Heart block\u0026rsquo;s position minecraft:gameplay/surface_slime_spawn_chance # An additional chance rolled when a natural Slime spawn attempt occurs in a biome with the #allows_surface_slime_spawns tag.\nValue type: float between 0 and 1 Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the position of the Slime spawn attempt minecraft:gameplay/cat_waking_up_gift_chance # The chance that a Cat lying on its owner\u0026rsquo;s Bed will drop a gift (from the gameplay/cat_morning_gift loot table) when the player wakes up.\nValue type: float Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the Cat\u0026rsquo;s position minecraft:gameplay/bees_stay_in_hive # When true, Bees will try to navigate to their Hives and will not exit unless the Hive is broken or next to a Fire.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at a Bee or Bee Hive block\u0026rsquo;s position minecraft:gameplay/monsters_burn # When true, monsters will burn while exposed to the sky.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the monster\u0026rsquo;s position minecraft:gameplay/can_pillager_patrol_spawn # When true, Pillager Patrols are able to spawn.\nNote: the global skylight level must also be greater than 11.\nValue type: boolean Default value: true Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the patrol spawn attempt Replaces the #without_patrol_spawns biome tag minecraft:gameplay/villager_activity # Controls the default AI activity for adult Villagers.\nNot all activities are supported by Villager AI - if an unsupported one is chosen, the Villager will do nothing. The following activities are supported:\ncore hide idle meet panic pre_raid raid rest work Value type: Mob Activity Default value: \u0026quot;minecraft:idle\u0026quot; Modifiers: override Interpolated: no Resolved at the Villager\u0026rsquo;s position minecraft:gameplay/baby_villager_activity # Controls the default AI activity for baby Villagers.\nNot all activities are supported by Villager AI - if an unsupported one is chosen, the Villager will do nothing. The following activities are supported:\ncore hide idle meet panic play pre_raid raid rest Value type: Mob Activity Default value: \u0026quot;minecraft:idle\u0026quot; Modifiers: override Interpolated: no Resolved at the Villager\u0026rsquo;s position Data Components # New components: zombie_nautilus/variant - namespaced id from zombie_nautilus_variant registry Item Components # Added food properties to the following fish bucket items:\nminecraft:cod_bucket minecraft:salmon_bucket minecraft:pufferfish_bucket minecraft:tropical_fish_bucket Added minecraft:use_effects # Controls how the player behaves when using an item (right mouse click) Format: object with fields can_sprint: boolean, whether the player can sprint while using this item Default value: false interact_vibrations: boolean, whether using this item emits minecraft:item_interact_start and minecraft:item_interact_finish game events Default value: true speed_multiplier: float (0 to 1), the speed multiplier applied to the player while using this item Default value: 0.2 e.g. use_effects={can_sprint:true,speed_multiplier:1.0} Added minecraft:minimum_attack_charge # Sets the minimum attack charge on the attack indicator required to attack with this item Format: float (0.0 to 1.0) 0.0: no charge required 1.0: full charge required Added minecraft:damage_type # Specifies the type of damage this item deals Format: string, damage type identifier e.g. damage_type='minecraft:spear' Added minecraft:attack_range # Enables a custom attack range when using the item. Overrides the normal entity interaction range for Player. Regular melee attack range is computed for Mobs based on the distance of the target hitbox to their hitbox. This component modifies that distance check by adjusting minimum and maximum padding for the attack hitbox. Mobs using minecraft:kinetic_weapon will have their attack range applied in the same way it applies to players Format: object with fields min_reach: float, the minimum distance in blocks from the attacker to the target to be considered valid Default value: 0.0, valid from 0.0 to 64.0 max_reach: float, the maximum distance in blocks from the attacker to the target to be considered valid Default value: 3.0, valid from 0.0 to 64.0 min_creative_reach: float, the minimum distance in blocks from the Creative Mode attacker to the target to be considered valid Default value: 0.0, valid from 0.0 to 64.0 max_creative_reach: float, the maximum distance in blocks from the Creative Mode attacker to the target to be considered valid Default value: 5.0, valid from 0.0 to 64.0 hitbox_margin: float, the margin applied to the target bounding box when checking for valid hitbox collision Default value: 0.3, valid from 0.0 to 1.0 mob_factor: float, the multiplier applied to the min_range and max_range when checking for valid distance when item is used by a mob Default value: 1.0, valid from 0.0 to 2.0 Added minecraft:kinetic_weapon # Enables a charge-type attack when using the item (primarily for Spears), where, while being used, the damage is dealt along a ray every time an entity comes in contact with it, with the damage based on the relative speed of the entities Format: object with fields contact_cooldown_ticks: integer, the cooldown in ticks after hitting, and loosing contact with an entity before being able to hit it again Default value: 10 delay_ticks: integer, the time in ticks required before weapon is effective Default value: 0 dismount_conditions, knockback_conditions, damage_conditions: indicating the condition to apply dismount, knockback and damage effects respectively. Objects with fields: max_duration_ticks: integer, the ticks after which the condition is no longer checked. This starts after delay has elapsed min_speed: float, the minimum speed of the attacker, in blocks per second, along the direction that the attacker is looking Optional, default value: 0.0 min_relative_speed: float, the minimum relative speed between the attacker and target, in blocks per second, along the direction that the attacker is looking Optional, default value: 0.0 forward_movement: float, the distance the item moves out of hand during animation Default value: 0.0 damage_multiplier: float, the multiplier for the final damage from the relative speed Default value: 1.0 sound: Optional Sound Event to play when the weapon is engaged hit_sound: Optional Sound Event to play when the weapon hits an entity e.g. kinetic_weapon={forward_movement:1.0,delay:20,damage_conditions:{max_duration:60},knockback_conditions:{max_duration:40},dismount_conditions:{max_duration:20}} The damage dealt is calculated as floor(relative_speed * velocity_multiplier) where relative_speed is the difference of speed vectors of the attacker and the target as projected onto the axis of the attacker\u0026rsquo;s view vector Any additional damage from enchantments or attribute modifiers is added after this calculation Added minecraft:piercing_weapon # Enables a quick attack that damages multiple entities along a ray (primarily for Spears) Format: object with fields deals_knockback: boolean, whether the attack deals knockback Default value: true dismounts: boolean, whether the attack dismounts the target Default value: false sound: Optional Sound Event to play when a player attacks with the weapon hit_sound: Optional Sound Event to play when the weapon hits an entity e.g. piercing_weapon={dismounts:true} Added minecraft:swing_animation # Specifies the swing animation to play when attacking or interacting using this item Format: object with fields type: string, the animation identifier (none, whack, stab) Default value: whack duration: integer, the duration in ticks Default value: 6 e.g. swing_animation={type:'stab',duration:20} Changed minecraft:consumable # The animation field has been updated: Renamed spear to trident Added new spear animation Changed minecraft:intangible_projectile # Items with this component now show information about it in their tooltip Entity Data # The AngryAt field has been renamed to angry_at The AngerTime field has been removed An anger_end_time (long) field has been added, containing the time anger ends in game ticks Block Entity Data # Advancements # Added new spear_mobs trigger with fields: player: optional entity predicate, the player using the kinetic weapon count: optional integer, the number of mobs hit in a single use of the kinetic weapon Damage Types # Added a new minecraft:spear damage type Slot Sources # Added slot sources to allow the location of any inventory slot to be specified within datapacks Format: object with fields type: the slot source type \u0026lt;type-specific\u0026gt;: additional fields depending on the type minecraft:empty Type # Empty selection containing no slots minecraft:group Type # Merges several slot sources into one, with the resulting selection containing all slots from each slot source provided If a slot is included in more than one slot source, it will be repeated in the resulting slot source e.g. [a, b] + [c, a] -\u0026gt; [a, b, c, a] Format: terms: list of slot sources to join Can alternatively be written inline as a list of slot sources minecraft:slot_range Type # Selects slots within a slot range from the inventory of an entity or block entity Mirrors the behavior of the from argument of the /item command Format: source: an entity or block entity from which the slots will be sourced, from loot context Can be block_entity, this, attacking_entity, last_damage_player, direct_attacker, target_entity, or interacting_entity slots: a slot range in the format of \u0026lt;slot_type\u0026gt; or \u0026lt;slot_type\u0026gt;.\u0026lt;slot_number\u0026gt; (e.g. armor.chest or container.*) minecraft:contents Type # Selects all non-empty slots from the inventory component of one or more items If no item is stored inside that component, the resulting selection will be empty The location of the item(s) whose inventory component to use is specified by another slot source If the slot source includes more than one item with that component, the resulting selections will be merged identically as with the minecraft:group type e.g. Bundle [a, b] + Shulker Box [c, d] -\u0026gt; [a, b, c, d] Format: component: the inventory component to target Allowed values are minecraft:bundle_contents, minecraft:charged_projectiles, and minecraft:container slot_source: a slot source containing slots with item(s) to target minecraft:filtered Type # Applies a filter to the selected slots, excluding any non-matching slots from the resulting selection Format: item_filter: an item predicate to match against the items in each slot slot_source: the slot source to filter minecraft:limit_slots Type # Limits the number of slots provided, with the resulting selection containing at most that number of slots Any slots bringing the number of slots above that limit will be excluded, in order of inclusion e.g. [a, b, c, d] -\u0026gt; [a, b, c] if the limit is set to 3 Format: limit: integer, the maximum number of slots to include in the resulting selection slot_source: the slot source to limit Example slot source selecting every slot with more than 16 items from the hotbar and armor slots of an entity:\n{ \u0026quot;type\u0026quot;: \u0026quot;minecraft:filtered\u0026quot;, \u0026quot;item_filter\u0026quot;: { \u0026quot;count\u0026quot;: { \u0026quot;min\u0026quot;: 16 } }, \u0026quot;slot_source\u0026quot;: [ { \u0026quot;type\u0026quot;: \u0026quot;minecraft:slot_range\u0026quot;, \u0026quot;source\u0026quot;: \u0026quot;this\u0026quot;, \u0026quot;slots\u0026quot;: \u0026quot;hotbar.*\u0026quot; }, { \u0026quot;type\u0026quot;: \u0026quot;minecraft:slot_range\u0026quot;, \u0026quot;source\u0026quot;: \u0026quot;this\u0026quot;, \u0026quot;slots\u0026quot;: \u0026quot;armor.*\u0026quot; } ] } Loot Tables # Added new minecraft:slots loot pool entry Provides the items contained within the selected slots to the loot table Format: slot_source: a slot source describing where the items are located Supports all standard loot pool entry fields Loot Functions # minecraft:filtered # Field modifier has been replaced with two fields: on_pass - function or a list of functions to run when item_filter predicate passes on_fail - function or a list of functions to run when item_filter predicate fails minecraft:discard # Replaces any item stack with empty one No fields Predicates # Component Predicates # Component predicates (predicates field in block, item and entity predicates) now include predicates for checking existence of every component type Those predicates are written as {\u0026amp;#60component_type\u0026gt;: {}}\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;Such predicate check passes as long as component is present, no matter the actual value\u0026lt;li\u0026gt;Existing predicates for specific components remain unchanged\u0026lt;li\u0026gt;Example:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;{predicates:{written_book_content:{author:\u0026quot;foo\u0026quot;}}\u0026lt;/code\u0026gt; - existing format for matching books\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;{predicates:{written_book_content:{}}\u0026lt;/code\u0026gt; - special case of above that accepted any value, as long as component existed\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;{predicates:{instrument:{}}\u0026lt;/code\u0026gt; - checks if component \u0026lt;code\u0026gt;minecraft:instrument\u0026lt;/code\u0026gt; exists (was not allowed before)\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Entity Predicates\u0026lt;/h3\u0026gt;\u0026lt;p\u0026gt;The \u0026lt;code\u0026gt;flags\u0026lt;/code\u0026gt; predicate now supports new values:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;is_in_water\u0026lt;/code\u0026gt;: when an entity is touching water or a bubble column\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;is_fall_flying\u0026lt;/code\u0026gt;: when an entity is gliding with an elytra\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Block Predicates\u0026lt;/h3\u0026gt;\u0026lt;h3\u0026gt;Item Predicates\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Item predicate in command form (\u0026lt;code\u0026gt;\u0026amp;#60item\u0026gt;[predicate~{...},component={...}]\u0026lt;/code\u0026gt;) has been extended to accept empty predicates for any component type\u0026lt;li\u0026gt;Similarily to component predicates in data, those empty entries only check for component existence\u0026lt;li\u0026gt;Existing shorter syntax for checking component existence remains unchanged\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;That means \u0026lt;code\u0026gt;*[instrument]\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;*[instrument~{}]\u0026lt;/code\u0026gt; are equivalent\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Recipes\u0026lt;/h2\u0026gt;\u0026lt;h2\u0026gt;Enchantments\u0026lt;/h2\u0026gt;\u0026lt;h3\u0026gt;Enchantment Effect Components\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;minecraft:post_piercing_attack\u0026lt;/code\u0026gt;: Effects applying after a piercing attack with an item\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Enchantment Entity Effects\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;minecraft:apply_impulse\u0026lt;/code\u0026gt;: applies an impulse to the targeted entity\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;direction\u0026lt;/code\u0026gt; - The first step of determining the impules is applying this vector as local coordinates (the same used by \u0026lt;code\u0026gt;tp @s ^ ^ ^\u0026lt;/code\u0026gt;) onto the entity look vector\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;coordinate_scale\u0026lt;/code\u0026gt; - The second step is scaling the resulting vector by this vector on each axis in world space, X, Y and Z\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;magnitude\u0026lt;/code\u0026gt; - The third step is scaling the resulting vector by this Level-Based Value\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;minecraft:apply_exhaustion\u0026lt;/code\u0026gt;: applies exhaustion to the targeted entity\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;amount\u0026lt;/code\u0026gt; - Level-Based Value indicating the amount of exhaustion to apply\u0026lt;li\u0026gt;effective only on players\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;minecraft:play_sound\u0026lt;/code\u0026gt;: can now support a list of sound event identifiers, one for each level of enchantment. If a level is higher than the number of sounds, the last sound in the list is used\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Enchantment Level-Based Values\u0026lt;/h3\u0026gt;\u0026lt;h4\u0026gt;Added \u0026lt;code\u0026gt;exponent\u0026lt;/code\u0026gt;\u0026lt;/h4\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Raises the base to the specified power level.\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;base\u0026lt;/code\u0026gt; - Level-Based Value indicating the base of the exponent.\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;power\u0026lt;/code\u0026gt; - Level-Based Value indicating the power of the exponent.\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;World Generation\u0026lt;/h2\u0026gt;\u0026lt;h3\u0026gt;Dimension Types\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added new \u0026lt;code\u0026gt;attributes\u0026lt;/code\u0026gt; field for dimensions to specify Environment Attributes\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Refer to the Environment Attribute Map section for information about the format of this field\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added a new optional \u0026lt;code\u0026gt;timelines\u0026lt;/code\u0026gt; field that specifies which Timelines are active in this dimension\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Format: a Timeline ID, a list of Timeline IDs, or a Timeline Tag\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Many fields have been migrated to Environment Attributes:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Note: the form of these attributes may not be identical to the original fields\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;ultrawarm\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:gameplay/water_evaporates\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;minecraft:gameplay/fast_lava\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;visual/default_dripstone_particle\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;bed_works\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:gameplay/bed_rule\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;respawn_anchor_works\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:gameplay/respawn_anchor_works\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;cloud_height\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:visual/cloud_height\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;piglin_safe\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:gameplay/piglins_zombify\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;has_raids\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:gameplay/can_start_raid\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;natural\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:gameplay/nether_portal_spawns_piglin\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;minecraft:gameplay/eyeblossom_open\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;minecraft:gameplay/creaking_active\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;The \u0026lt;code\u0026gt;effects\u0026lt;/code\u0026gt; field has been removed and replaced with the following new fields:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;skybox\u0026lt;/code\u0026gt; - the skybox rendering type to use, one of:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;none\u0026lt;/code\u0026gt; (was \u0026lt;code\u0026gt;minecraft:nether\u0026lt;/code\u0026gt; effect ID)\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;overworld\u0026lt;/code\u0026gt; (was \u0026lt;code\u0026gt;minecraft:overworld\u0026lt;/code\u0026gt; effect ID)\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Following environment attribues are applied only when the \u0026lt;code\u0026gt;skybox\u0026lt;/code\u0026gt; is \u0026lt;code\u0026gt;overworld\u0026lt;/code\u0026gt;:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;minecraft:visual/sky_color\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;minecraft:visual/sun_angle\u0026lt;/code\u0026gt;,\u0026lt;code\u0026gt;minecraft:visual/sunrise_sunset_color\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;minecraft:visual/moon_phase\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;minecraft:visual/moon_angle\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;minecraft:visual/star_angle\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;minecraft:visual/star_brightness\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;end\u0026lt;/code\u0026gt; (was \u0026lt;code\u0026gt;minecraft:end\u0026lt;/code\u0026gt; effect ID)\u0026lt;li\u0026gt;Default: \u0026lt;code\u0026gt;overworld\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;cardinal_light\u0026lt;/code\u0026gt; - the direction of cardinal lighting that affects blocks, one of:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;default\u0026lt;/code\u0026gt; (was \u0026lt;code\u0026gt;minecraft:overworld\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;minecraft:end\u0026lt;/code\u0026gt; effect ID)\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;nether\u0026lt;/code\u0026gt; (was \u0026lt;code\u0026gt;minecraft:nether\u0026lt;/code\u0026gt; effect ID)\u0026lt;li\u0026gt;Default: \u0026lt;code\u0026gt;default\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;The \u0026lt;code\u0026gt;fixed_time\u0026lt;/code\u0026gt; field has been replaced by a \u0026lt;code\u0026gt;has_fixed_time\u0026lt;/code\u0026gt; boolean (default: \u0026lt;code\u0026gt;false\u0026lt;/code\u0026gt;)\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Time-based effects such as the angle of the sun are now specified instead by Environment Attributes\u0026lt;li\u0026gt;However, the remainder of behaviors formerly affected by \u0026lt;code\u0026gt;fixed_time\u0026lt;/code\u0026gt; being present will now instead use the \u0026lt;code\u0026gt;has_fixed_time\u0026lt;/code\u0026gt; boolean\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Biomes\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added new \u0026lt;code\u0026gt;attributes\u0026lt;/code\u0026gt; field for biomes to specify Environment Attributes\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Refer to the Environment Attributes section for information about the format of this field\u0026lt;li\u0026gt;Note: certain attributes, such as \u0026lt;code\u0026gt;gameplay/fast_lava\u0026lt;/code\u0026gt; are not evaluated positionally and thus cannot be set on a Biome\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Many subfields under \u0026lt;code\u0026gt;effects\u0026lt;/code\u0026gt; have been migrated to Environment Attributes:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Note: the form of these attributes may not be identical to the original fields\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;fog_color\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:visual/fog_color\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;water_fog_color\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:visual/water_fog_color\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;sky_color\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:visual/sky_color\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;particle\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:visual/ambient_particles\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;ambient_sound\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;mood_sound\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;additions_sound\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:audio/ambient_sounds\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;music\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:audio/background_music\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;music_volume\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:audio/music_volume\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;The following color fields in the \u0026lt;code\u0026gt;effects\u0026lt;/code\u0026gt; definition now support colors as a string in the form \u0026lt;code\u0026gt;\u0026quot;#rrggbb\u0026quot;\u0026lt;/code\u0026gt;, or a float array in the form \u0026lt;code\u0026gt;[red, green, blue]\u0026lt;/code\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;water_color\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;foliage_color\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;dry_foliage_color\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;grass_color\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;grass_color_modifier\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Tags\u0026lt;/h2\u0026gt;\u0026lt;h3\u0026gt;Block Tags\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#can_glide_through\u0026lt;/code\u0026gt; - climbable blocks that can be glided through without stopping\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Item Tags\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#nautilus_taming_items\u0026lt;/code\u0026gt; - items that can be used to tame a Nautilus and a Zombie Nautilus\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#nautilus_bucket_food\u0026lt;/code\u0026gt; - bucketed fish items that can be used to feed a tamed Nautilus and Zombie Nautilus\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#nautilus_food\u0026lt;/code\u0026gt; - all items that can be used to feed a tamed Nautilus and Zombie Nautilus\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#camel_husk_food\u0026lt;/code\u0026gt; - all items that can be used to feed a Camel Husk\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#spears\u0026lt;/code\u0026gt; - all Spear weapons\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#enchantable/lunge\u0026lt;/code\u0026gt; - all items that can be enchanted with the \u0026lt;code\u0026gt;lunge\u0026lt;/code\u0026gt; enchantment\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#enchantable/melee_weapon\u0026lt;/code\u0026gt; - all primary melee weapons including Swords and Spears\u0026lt;li\u0026gt;Renamed \u0026lt;code\u0026gt;#enchantable/sword\u0026lt;/code\u0026gt; to \u0026lt;code\u0026gt;#enchantable/sweeping\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;Updated \u0026lt;code\u0026gt;#piglin_loved\u0026lt;/code\u0026gt; to include the Golden Nautilus Armor and the Golden Spear\u0026lt;li\u0026gt;Updated \u0026lt;code\u0026gt;#piglin_preferred_weapons\u0026lt;/code\u0026gt; to include Golden Spears\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Biome Tags\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Removed \u0026lt;code\u0026gt;#snow_golem_melts\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;#increased_fire_burnout\u0026lt;/code\u0026gt; - replaced by \u0026lt;code\u0026gt;gameplay/snow_golem_melts\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;gameplay/increased_fire_burnout\u0026lt;/code\u0026gt; Environment Attributes\u0026lt;li\u0026gt;Removed \u0026lt;code\u0026gt;#plays_underwater_music\u0026lt;/code\u0026gt; - replaced by \u0026lt;code\u0026gt;only_underwater\u0026lt;/code\u0026gt; field in the \u0026lt;code\u0026gt;audio/background_music\u0026lt;/code\u0026gt; Environment Attribute\u0026lt;li\u0026gt;Removed \u0026lt;code\u0026gt;#has_closer_water_fog\u0026lt;/code\u0026gt; - replaced by \u0026lt;code\u0026gt;visual/water_fog_end_distance\u0026lt;/code\u0026gt; Environment Attribute\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#spawns_coral_variant_zombie_nautilus\u0026lt;/code\u0026gt; - biomes where the Coral Variant of the Zombie Nautilus can spawn\u0026lt;li\u0026gt;Removed \u0026lt;code\u0026gt;#without_patrol_spawns\u0026lt;/code\u0026gt; - replaced by \u0026lt;code\u0026gt;gameplay/can_pillager_patrol_spawn\u0026lt;/code\u0026gt; Environment Attribute\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Entity Tags\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#can_wear_nautilus_armor\u0026lt;/code\u0026gt; - entities that can equip Nautilus Armor\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#nautilus_hostiles\u0026lt;/code\u0026gt; - entities that the Nautilus will be hostile towards when untamed\u0026lt;li\u0026gt;Changed \u0026lt;code\u0026gt;#not_scary_for_pufferfish\u0026lt;/code\u0026gt; to include Nautilus and Zombie Nautilus\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#burn_in_daylight\u0026lt;/code\u0026gt; - entities that burn in daylight\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#can_float_while_ridden\u0026lt;/code\u0026gt; - entities that can float on water while being ridden\u0026lt;li\u0026gt;Changed \u0026lt;code\u0026gt;#skeletons\u0026lt;/code\u0026gt; to include Parched\u0026lt;li\u0026gt;Changed \u0026lt;code\u0026gt;#zombies\u0026lt;/code\u0026gt; to include Zombie Nautilus, Zombie Horse and Camel Husk\u0026lt;li\u0026gt;Changed \u0026lt;code\u0026gt;#can_equip_saddle\u0026lt;/code\u0026gt; to include Nautilus, Zombie Nautilus, Zombie Horse and Camel Husk\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Structure Tags\u0026lt;/h3\u0026gt;\u0026lt;h3\u0026gt;Enchantment Tags\u0026lt;/h3\u0026gt;\u0026lt;h3\u0026gt;Timeline Tags\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#universal\u0026lt;/code\u0026gt; - Timelines that are active in every dimension\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#in_overworld\u0026lt;/code\u0026gt; - Timelines that are active in the Overworld\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#in_nether\u0026lt;/code\u0026gt; - Timelines that are active in the Nether\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#in_end\u0026lt;/code\u0026gt; - Timelines that are active in the End\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Particles\u0026lt;/h2\u0026gt;\u0026lt;h1\u0026gt;Resource Pack Versions 70.0 through 75.0\u0026lt;/h1\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Unifont has been updated to 17.0.01\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;block.vsh/fsh\u0026lt;/code\u0026gt; copies \u0026lt;code\u0026gt;terrain.vsh/fsh\u0026lt;/code\u0026gt; and handles ad-hoc blocks (e.g. held by entities)\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;ChunkSection\u0026lt;/code\u0026gt; uniform, used by \u0026lt;code\u0026gt;terrain.vsh\u0026lt;/code\u0026gt; (which replaces \u0026lt;code\u0026gt;DynamicTransforms\u0026lt;/code\u0026gt;)\u0026lt;li\u0026gt;New shaders have been introduced to perform GPU based sprite animations\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;Globals\u0026lt;/code\u0026gt; uniform now has camera coordinates\u0026lt;li\u0026gt;Item textures were split out of the \u0026lt;code\u0026gt;blocks\u0026lt;/code\u0026gt; atlas into a separate new \u0026lt;code\u0026gt;items\u0026lt;/code\u0026gt; atlas that does not have mipmaps\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;All textures used in an item model have to come from the same (\u0026lt;code\u0026gt;items\u0026lt;/code\u0026gt; or \u0026lt;code\u0026gt;blocks\u0026lt;/code\u0026gt;) atlas\u0026lt;li\u0026gt;All textures used in a block model have to come from the \u0026lt;code\u0026gt;blocks\u0026lt;/code\u0026gt; atlas\u0026lt;li\u0026gt;Textures used for still water and lava are now hardcoded to \u0026lt;code\u0026gt;minecraft:block/water_still\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;minecraft:block/lava_still\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;To prepare for future work, the game will now print a warning if any defined sprites in any atlases share a name\u0026lt;li\u0026gt;Block model and state format has been expanded to allow more rotations\u0026lt;li\u0026gt;Textures for the Leather Horse Armor item and equipment asset have been split into a tinted base layer and an overlay layer\u0026lt;/ul\u0026gt;\u0026lt;h1\u0026gt;Textures\u0026lt;/h1\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;texture\u0026lt;/code\u0026gt; section of \u0026lt;code\u0026gt;*.mcmeta\u0026lt;/code\u0026gt; files has two new fields: \u0026lt;code\u0026gt;mipmap_strategy\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;alpha_cutoff_bias\u0026lt;/code\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;mipmap_strategy\u0026lt;/code\u0026gt; has the following supported values:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;mean\u0026lt;/code\u0026gt; averages both color and alpha between groups of four pixels for the current mipmap level to generate the next mipmap level pixel. This was and stays the default strategy for most solid or translucent full block textures\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;dark_cutout\u0026lt;/code\u0026gt; is similar to \u0026lt;code\u0026gt;mean\u0026lt;/code\u0026gt;, but blends colors in a way that makes the pixels bordering cutout pixels darker. This was and stays the strategy for leaves and Mangrove Roots. It simulates dark interior of the blocks\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;cutout\u0026lt;/code\u0026gt; is a new strategy that always generates a mipmap based on the original texture instead of the previous mipmap. Used for most cutout blocks that became mipmapped in this version.\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;strict_cutout\u0026lt;/code\u0026gt; is a modification of \u0026lt;code\u0026gt;cutout\u0026lt;/code\u0026gt; that uses stricter alpha cutoff value leading to the textures using this value disappearing at higher mipmap levels. Is used for flowers and similar blocks to avoid artifacts.\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;auto\u0026lt;/code\u0026gt; is the default value and will make the game to pick \u0026lt;code\u0026gt;mean\u0026lt;/code\u0026gt; for textures that do not contain fully transparent pixels and \u0026lt;code\u0026gt;cutout\u0026lt;/code\u0026gt; for those that do\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;alpha_cutoff_bias\u0026lt;/code\u0026gt; is a float field for controling the alpha bias for cutout textures\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Technically there is no limit for this value, it can be negative as well, but it does not make sense to set this higher than \u0026lt;code\u0026gt;1.0\u0026lt;/code\u0026gt; or lower than \u0026lt;code\u0026gt;-1.0\u0026lt;/code\u0026gt; since the texture will become either fully opaque or fully transparent\u0026lt;li\u0026gt;Default value for this field is \u0026lt;code\u0026gt;0.0\u0026lt;/code\u0026gt;, and it can be increased for textures that can become too transparent/thin at distance, or decreased if it's too \u0026quot;opaque\u0026quot;\u0026lt;li\u0026gt;It's recommended to increment or decrease this value in fine granuality for finding the sweet spot. As an example, \u0026lt;code\u0026gt;0.1\u0026lt;/code\u0026gt; is used for \u0026lt;code\u0026gt;kelp\u0026lt;/code\u0026gt; textures in order to prevent them being fully trasparent at distance\u0026lt;li\u0026gt;Only used for lower mips of cutout textures, does not change the alpha of first mip level, and has no effect on other textures\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Glass, Glass Pane and Redstone dust now support translucent textures\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;gui/container/nautilus\u0026lt;/code\u0026gt; used for the Nautilus inventory UI\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Block Sprites\u0026lt;/h2\u0026gt;\u0026lt;h2\u0026gt;Item Sprites\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added new item sprites:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/nautilus_spawn_egg\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/zombie_nautilus_spawn_egg\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/camel_husk_spawn_egg\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/parched_spawn_egg\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/copper_nautilus_armor\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/iron_nautilus_armor\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/golden_nautilus_armor\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/diamond_nautilus_armor\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/netherite_nautilus_armor\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/netherite_horse_armor\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/leather_horse_armor_overlay\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added the following item sprites for the Spear weapon:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;When in inventory: \u0026lt;code\u0026gt;item/wooden_spear\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/stone_spear\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/copper_spear\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/iron_spear\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/golden_spear\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/diamond_spear\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/netherite_spear\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;When in hand: \u0026lt;code\u0026gt;item/wooden_spear_in_hand\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/stone_spear_in_hand\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/copper_spear_in_hand\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/iron_spear_in_hand\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/golden_spear_in_hand\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/diamond_spear_in_hand\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/netherite_spear_in_hand\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Entity Sprites\u0026lt;/h2\u0026gt;\u0026lt;h2\u0026gt;UI Sprites\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added new UI sprite:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;container/slot/nautilus_armor\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;container/slot/spear\u0026lt;/code\u0026gt; - Spear icon used in the Smithing Table screen\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;container/slot/nautilus_armor_inventory\u0026lt;/code\u0026gt; - Nautilus icon used in Nautilus inventory UI\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added new nine-sliced sprites:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;container/inventory/effect_background\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;container/inventory/effect_background_ambient\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Removed the following sprites:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;container/inventory/effect_background_large\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;container/inventory/effect_background_small\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Celestials Atlas\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;A new \u0026lt;code\u0026gt;celestials\u0026lt;/code\u0026gt; atlas has been introduced, including sprites for objects rendered in the sky such as the Sun and Moon\u0026lt;li\u0026gt;Includes sprites from \u0026lt;code\u0026gt;\u0026amp;#60namespace\u0026gt;:textures/environment/celestial/\u0026amp;#60path\u0026gt;.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;The following textures have been moved or split:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;textures/environment/sun.png\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;sun\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;textures/environment/end_flash.png\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;end_flash\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;textures/environment/moon_phases\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;moon/full_moon\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;moon/waning_gibbous\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;moon/third_quarter\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;moon/waning_crescent\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;moon/new_moon\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;moon/waxing_crescent\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;moon/first_quarter\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;moon/waxing_gibbous\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Mob Effect Sprites\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added new mob effect sprite:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;breath_of_the_nautilus\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Entity Textures\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added new entity textures:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/nautilus/nautilus.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/nautilus/nautilus_baby.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/nautilus/zombie_nautilus.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/zombie_nautilus_coral.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/nautilus_body/copper.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/nautilus_body/iron.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/nautilus_body/gold.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/nautilus_body/diamond.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/nautilus_body/netherite.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/nautilus_saddle/saddle.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/horse_body/leather_overlay.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/camel/camel_husk.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/camel_husk_saddle/saddle.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/horse_body/netherite.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/skeleton/parched.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/skeleton/parched_overlay.png\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Sounds\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added new sounds for Spears:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear.hit\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear.use\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear.attack\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added special sounds for the Wooden Spear:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear_wood.hit\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear_wood.use\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear_wood.attack\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added new sound events for the Lunge Enchantment:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear.lunge_1\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear.lunge_2\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear.lunge_3\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added new sound events for the Nautilus:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.baby_nautilus.ambient\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.baby_nautilus.death\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.baby_nautilus.eat\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.baby_nautilus.hurt\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.baby_nautilus.swim\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.ambient\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.death\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.dash\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.dash_ready\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.eat\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.hurt\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.swim\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.ambient\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.death\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.dash\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.dash_ready\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.eat\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.hurt\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.swim\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.nautilus_armor.equip\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.nautilus_armor.unequip\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.riding\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.nautilus_saddle_equip\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.nautilus_saddle_underwater_equip\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.baby_nautilus.ambient_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.baby_nautilus.death_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.baby_nautilus.hurt_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.ambient_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.dash_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.dash_ready_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.death_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.hurt_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.ambient_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.dash_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.dash_ready_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.death_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.hurt_land\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added new sound event for the Zombie Horse:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_horse.angry\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_horse.eat\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added new sound events for the Parched:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.parched.ambient\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.parched.death\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.parched.hurt\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.parched.step\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added new sound events for the Camel Husk:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.ambient\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.dash\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.dash_ready\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.death\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.eat\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.hurt\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.saddle\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.sit\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.stand\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.step\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.step_sand\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added new sound events for the Parrot:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.parrot.imitate.camel_husk\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.parrot.imitate.parched\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.parrot.imitate.zombie_horse\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.parrot.imitate.zombie_nautilus\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Particles\u0026lt;/h2\u0026gt;\u0026lt;h2\u0026gt;Item Models\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added new option for all item models: \u0026lt;code\u0026gt;swap_animation_scale\u0026lt;/code\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Defaults to \u0026lt;code\u0026gt;1.0\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;Indicates how fast the item moves up and down when swapping items in hotbar\u0026lt;li\u0026gt;Large speeds can allow items that take more of the screen space to fully duck before swapped into the next item\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;p\u0026gt;Added new item model:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;spear_in_hand\u0026lt;/code\u0026gt; - model for the Spear when in hand.\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Block Models\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Block model elements can now be rotated around multiple axes\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Model is first rotated around X, then Y, then Z\u0026lt;li\u0026gt;New fields:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;x\u0026lt;/code\u0026gt; - rotation around axis X in degrees, float, defaults to \u0026lt;code\u0026gt;0.0\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;y\u0026lt;/code\u0026gt; - rotation around axis Y in degrees, float, defaults to \u0026lt;code\u0026gt;0.0\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;z\u0026lt;/code\u0026gt; - rotation around axis Z in degrees, float, defaults to \u0026lt;code\u0026gt;0.0\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Existing fields \u0026lt;code\u0026gt;axis\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;angle\u0026lt;/code\u0026gt; can still be used\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;If both field sets are present, older notation takes presence\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Existing restriction for angle value limiting them to \u0026lt;code\u0026gt;[-45, 45]\u0026lt;/code\u0026gt; has been removed\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Note: Names of faces are not influenced by rotation. Features that depend on them, like culling, will always use original directions\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Block State Model Dispatch\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Variants in block state dispatch files (defined in \u0026lt;code\u0026gt;assets/.../blockstates/\u0026lt;/code\u0026gt; can now be also rotated around Z axis\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;New optional field \u0026lt;code\u0026gt;z\u0026lt;/code\u0026gt; has the same format as existing \u0026lt;code\u0026gt;x\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;y\u0026lt;/code\u0026gt; fields: an integer with allowed values of \u0026lt;code\u0026gt;0\u0026lt;/code\u0026gt; (default), \u0026lt;code\u0026gt;90\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;180\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;270\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;Rotation around Z axis is applied after X and Y\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Shaders \u0026amp;#38 Post-process Effects\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;animate_sprite*\u0026lt;/code\u0026gt; core shaders, which use a new \u0026lt;code\u0026gt;SpriteAnimationInfo\u0026lt;/code\u0026gt; uniform\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Sprite Animations\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Sprites (textures as part of a larger atlas) are now animated on the GPU rather than per-tick on the CPU\u0026lt;li\u0026gt;For regular frame-based animations, \u0026lt;code\u0026gt;animate_sprite.vsh\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;animate_sprite_blit.fsh\u0026lt;/code\u0026gt; are used to perform the draw\u0026lt;li\u0026gt;For interpolated animations, \u0026lt;code\u0026gt;animate_sprite.vsh\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;animate_sprite_interpolate.fsh\u0026lt;/code\u0026gt; are used to perform the draw\u0026lt;li\u0026gt;The UBO \u0026lt;code\u0026gt;SpriteAnimationInfo\u0026lt;/code\u0026gt; contains information on where the sprite should be drawn to, within the greater texture atlas\u0026lt;/ul\u0026gt;\u0026lt;h1\u0026gt;Fixed bugs in 1.21.11\u0026lt;/h1\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-2791 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-2791\u0026lt;/a\u0026gt; The player model in the inventory screen renders in the wrong orientation when it's not standing up straight\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-22882 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-22882\u0026lt;/a\u0026gt; Ctrl + Q doesn't work on Mac\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-53491 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-53491\u0026lt;/a\u0026gt; The world border can change in size when the game is paused\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-54988 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-54988\u0026lt;/a\u0026gt; World border \u0026quot;warning\u0026quot; effect is not shown when graphics setting is set to \u0026quot;Fast\u0026quot;\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-54989 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-54989\u0026lt;/a\u0026gt; Sliders can be moved to positions between available values\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-73186 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-73186\u0026lt;/a\u0026gt; Gaps between the faces of item models and complex block models\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-80476 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-80476\u0026lt;/a\u0026gt; On macOS, the \u0026quot;drop item stack\u0026quot; shortcut conflicts with the \u0026quot;quit Minecraft\u0026quot; shortcut\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-114265 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-114265\u0026lt;/a\u0026gt; Mipmaps are too dark around transparent edges in textures (e.g. side of grass)\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-146862 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-146862\u0026lt;/a\u0026gt; Long effect names cause text to appear outside the effect box\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-147718 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-147718\u0026lt;/a\u0026gt; F1, F3, F3+[char] combos cannot be rebound\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-149630 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-149630\u0026lt;/a\u0026gt; Some particles have very thin, vertical lines that flash in and out around the particles\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-154651 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-154651\u0026lt;/a\u0026gt; Boats and rafts can break off paintings and item frames\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-159275 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-159275\u0026lt;/a\u0026gt; Map player markers on maps of the nether don't rotate when doDaylightCycle is disabled\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-162573 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-162573\u0026lt;/a\u0026gt; A white outline is rendered on composters' edges when viewed from far away\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-171688 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-171688\u0026lt;/a\u0026gt; Invisibility status of LivingEntity is not updated when ActiveEffects are modified directly\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-179383 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-179383\u0026lt;/a\u0026gt; Leaves not culled with graphics set to Fast\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-188602 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-188602\u0026lt;/a\u0026gt; In non-natural custom dimensions, if \u0026quot;bed_works\u0026quot; is set to true, beds cannot be used to skip the night or set the spawn point\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-189837 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-189837\u0026lt;/a\u0026gt; Nether fog is dark after rejoining a world that is thunder storming in the Overworld\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-195505 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-195505\u0026lt;/a\u0026gt; Short grass is unaffected by mipmap levels\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-199467 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-199467\u0026lt;/a\u0026gt; Certain entity animations stop after they've existed in world for too long\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-234358 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-234358\u0026lt;/a\u0026gt; Moiré patterns / aliasing on certain objects when viewed from a distance\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-237158 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-237158\u0026lt;/a\u0026gt; Magma blocks can generate on the ceilings of caves below aquifers\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-238715 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-238715\u0026lt;/a\u0026gt; The \u0026quot;minecraft:block.chest.locked\u0026quot; sound cannot be heard by other players when attempting to open locked blocks\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-241321 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-241321\u0026lt;/a\u0026gt; Darkness vignette effect is not shown when graphics setting is set to \u0026quot;Fast\u0026quot;\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-245854 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-245854\u0026lt;/a\u0026gt; Fast graphics description is slightly misleading\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-245895 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-245895\u0026lt;/a\u0026gt; View Bobbing stops working after long elytra flight\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-248499 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-248499\u0026lt;/a\u0026gt; Potion UIs displayed within the inventory don't have cyan outlines if the effects are granted by beacons or conduits\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-259368 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-259368\u0026lt;/a\u0026gt; Z-fighting occurs on trimmed armor items\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-263562 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-263562\u0026lt;/a\u0026gt; World types in Realms backup info screen are untranslatable\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-264151 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-264151\u0026lt;/a\u0026gt; Glass blocks do not use mipmapping, but glass panes do\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-266425 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-266425\u0026lt;/a\u0026gt; Recipes for new waxed copper blocks are not grouped\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-267364 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-267364\u0026lt;/a\u0026gt; Teleporting in the air is considered flying by server\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-269295 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-269295\u0026lt;/a\u0026gt; Jump bar progress renders unused pixels from dynamic texture atlas\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-271729 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-271729\u0026lt;/a\u0026gt; Armadillo scute drops are not affected by the mob_drops game rule\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-271938 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-271938\u0026lt;/a\u0026gt; Mace smash attack can push players in creative mode that are flying\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-271941 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-271941\u0026lt;/a\u0026gt; Music discs can sometimes spawn inside jukeboxes when ejected from them\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-274828 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-274828\u0026lt;/a\u0026gt; Horse armor item and entity model tint affects the entirety of the textures\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-276382 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-276382\u0026lt;/a\u0026gt; Leather horse armor leggings \u0026amp;#38 helmet parts are untextured\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-276445 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-276445\u0026lt;/a\u0026gt; Highlighted text within the anvil and creative inventory interfaces renders blue making it difficult to read\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-277768 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-277768\u0026lt;/a\u0026gt; Mipmapping no longer affects items\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-278742 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-278742\u0026lt;/a\u0026gt; Creakings cannot be ridden by any entities using commands\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-279076 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-279076\u0026lt;/a\u0026gt; Certain mobs will always retarget the player upon reloading the chunks, regardless of distance or gamemode\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-295949 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-295949\u0026lt;/a\u0026gt; Flying through vines with an elytra cancels the flight\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-296952 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-296952\u0026lt;/a\u0026gt; F4 key to toggle shaders cannot be rebound\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-297328 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-297328\u0026lt;/a\u0026gt; Unloading and reloading an area causes invisible entities to be visible until you get close enough.\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-297367 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-297367\u0026lt;/a\u0026gt; Checkbox filled status isn't narrated\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-298405 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-298405\u0026lt;/a\u0026gt; Text components in the \u0026quot;label\u0026quot; of input controls in dialogs don't support \u0026quot;hover_event\u0026quot;\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-298767 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-298767\u0026lt;/a\u0026gt; Piercing arrows phase through mobs that are in the same block\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-298915 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-298915\u0026lt;/a\u0026gt; Multishot crossbows loaded in survival or adventure mode show their secondary charged projectiles on a separate line in the tooltip\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-298942 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-298942\u0026lt;/a\u0026gt; Character body moves instead of the head when riding a happy ghast\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-299136 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-299136\u0026lt;/a\u0026gt; Hyper Potions (Ian Tsuchiura) is not mentioned in the credits and splash texts\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-299196 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-299196\u0026lt;/a\u0026gt; Waypoints fade out when an advancement is granted\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-299876 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-299876\u0026lt;/a\u0026gt; Labels for booleans within dialogs are rendered in a slightly different shade of white than normal\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-300588 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-300588\u0026lt;/a\u0026gt; Waypoint modifications reset upon death\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-300642 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-300642\u0026lt;/a\u0026gt; When texture atlases are large, gaps are rendered between blocks that have a low resolution\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-300979 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-300979\u0026lt;/a\u0026gt; The movement and duration messages in the demo introduction screen now have a text shadow\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301127 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301127\u0026lt;/a\u0026gt; Music stops and restarts when trying to connect to a server when the music frequency is set to constant\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301271 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301271\u0026lt;/a\u0026gt; Object text components do not render in some places unless there are text glyphs on the same line\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301311 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301311\u0026lt;/a\u0026gt; The “Transfer Now” button no longer renders highlighted when the java realms information box is selected\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301424 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301424\u0026lt;/a\u0026gt; entity_data item component detection is broken in resource packs\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301516 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301516\u0026lt;/a\u0026gt; The mouse cursor doesn’t change to the hand shape when hovering over tabs in the “Create New World” menu and similar screens\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301517 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301517\u0026lt;/a\u0026gt; The mouse cursor doesn’t change to the hand shape when hovering over arrows in the singleplayer, multiplayer, resource packs, and data packs menus\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301518 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301518\u0026lt;/a\u0026gt; The mouse cursor doesn’t change to the hand shape when hovering over checkboxes\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301520 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301520\u0026lt;/a\u0026gt; The mouse cursor doesn’t change to the hand shape when hovering over the difficulty lock button\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301527 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301527\u0026lt;/a\u0026gt; The mouse cursor doesn’t change to the resize shape when scrolling in the advancements menu\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301557 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301557\u0026lt;/a\u0026gt; The shading direction of the bolts on single and large copper chests does not match\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301595 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301595\u0026lt;/a\u0026gt; Music toasts briefly appear in the pause menu after a song has finished\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301632 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301632\u0026lt;/a\u0026gt; Comparators measuring jukeboxes do not update when a music disc is taken out of a jukebox if the music disc has already finished its song\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301754 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301754\u0026lt;/a\u0026gt; The hand animation plays when right-clicking shelves with nothing in your hand\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301756 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301756\u0026lt;/a\u0026gt; The “This is a Snapshot Realm…” box outline is rendered above the delete realm interface\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301763 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301763\u0026lt;/a\u0026gt; The outline of the “Invited” element within the realms “Players” tab renders above other tabs when selected and when a scroll bar is present\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301805 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301805\u0026lt;/a\u0026gt; Selected item outline on statistics screen renders outside of scissor area\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301879 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301879\u0026lt;/a\u0026gt; Double weathered and waxed weathered copper chests' bottom texture looks off compared to the other variants\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301988 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301988\u0026lt;/a\u0026gt; Buttons in the telemetry screen are not aligned properly in some languages\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302030 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302030\u0026lt;/a\u0026gt; Setting commandBlocksEnabled to false prevents command blocks from being edited\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302071 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302071\u0026lt;/a\u0026gt; Single and double copper chests have inconsistent side textures\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302111 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302111\u0026lt;/a\u0026gt; Elements within the resource pack and data pack menus are not selected in order when using the TAB key\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302184 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302184\u0026lt;/a\u0026gt; Copper golems in cave/void air never turn into statues\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302209 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302209\u0026lt;/a\u0026gt; Debug renderers stop working when changing dimensions\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302246 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302246\u0026lt;/a\u0026gt; Sprite object component does not render in server list depending on component tree\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302254 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302254\u0026lt;/a\u0026gt; Cursor changes do not work for command suggestions\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302288 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302288\u0026lt;/a\u0026gt; All shelves have the oak tan map color\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302325 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302325\u0026lt;/a\u0026gt; When the player toggles a debug renderer using its hotkey (F3+B, F3+G) while in the debug options screen, the corresponding entry is not updated\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302338 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302338\u0026lt;/a\u0026gt; The narrator button in the Accessibility Settings menu doesn't update upon pressing Ctrl+B\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302362 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302362\u0026lt;/a\u0026gt; Clicking on \u0026quot;Singleplayer\u0026quot; or \u0026quot;Multiplayer\u0026quot; in the main menu then immediately clicking on a world or server joins it even when not clicking the play button\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302409 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302409\u0026lt;/a\u0026gt; Lightning that strikes waxed lightning rods do not deoxidize nearby unwaxed copper blocks\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302469 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302469\u0026lt;/a\u0026gt; Creepers at the player's exact position with an explosion radius of 0 set the player's velocity to NaN\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302477 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302477\u0026lt;/a\u0026gt; Loot tables stopped supporting SNBT as entity data\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302482 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302482\u0026lt;/a\u0026gt; Resource and data pack names can overlap selection boxes when the scroll bar is present\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302493 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302493\u0026lt;/a\u0026gt; The mouse cursor doesn't change to the hand shape when hovering over the close button in the \u0026quot;Add Realm\u0026quot; screen\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302516 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302516\u0026lt;/a\u0026gt; Zombie villagers spawn as the variant matching the biome at 0, 0, 0\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302549 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302549\u0026lt;/a\u0026gt; Server main thread deadlock during respawn position resolution when the entire world spawn radius is filled with fluids\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302601 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302601\u0026lt;/a\u0026gt; A white outline is rendered on anvils' top texture when viewed from far away\u0026lt;/ul\u0026gt; Today Mounts of Mayhem charges into Minecraft, bringing a new weapon to wield, mounts to tame, foes to face, and strategies to master! Challengers await beneath scorching suns, night skies, and deep in the ocean’s depths – and each clash will demand a fresh strategy. Fight back with the spear, a new tiered weapon which deals damage based on your precision and the speed of your trusted steed. So, riders of the Overworld – mount up and lead the charge in the Mounts of Mayhem drop!\nNew Features # Added Nautilus and Zombie Nautilus Added Nautilus Armor Added Spear Weapon Updated advancements to include the Nautilus, the Zombie Nautilus, the Zombie Horse, the Camel Husk, and the Parched Added new graphical options \u0026ldquo;Texture Filtering\u0026rdquo; and \u0026ldquo;Anisotropic Filtering\u0026rdquo; Added Netherite Horse Armor that can be obtained by upgrading Diamond Horse Armor with a Smithing Table Nautilus # Nautilus is a new neutral aquatic mob Spawns in all ocean biomes Attacks using a Dash attack, if provoked Occasionally attacks Pufferfish within range using the Dash attack Has a Dash skill similar to Camels, used by pressing the Jump button Takes suffocation damage on land Adds the \u0026ldquo;Breath of the Nautilus\u0026rdquo; effect to mounted players Nautilus can be bred and tamed using Pufferfish or a Bucket of Pufferfish Despawn naturally, however become persistent when interacted with by a player A Tamed Nautilus: Can be mounted using a Saddle With a Saddle has a roaming restriction of 16 blocks Without a Saddle has a roaming restriction of 32 blocks Zombie Nautilus # Zombie Nautilus is a new underwater mob that spawns with a Drowned rider wielding a Trident Zombie Nautilus is only hostile if ridden by a hostile mob Zombie Nautilus behaves similar to the Nautilus except that it cannot be bred Coral Zombie Nautilus # The Zombie Nautilus has a Coral Zombie Nautilus variant that spawns in the Warm Ocean biome Nautilus Armor # Equippable on the Nautilus and Zombie Nautilus Comes in Copper, Golden, Iron, Diamond and Netherite versions Parched # New Skeleton variant Spawns at light level 0 in Deserts replacing some of the regular Skeletons Does not burn in sunlight Shoots Arrows of Weakness Is immune to Weakness effect Has a slower rate of fire compared to normal Skeletons, similar to Bogged Does not spawn in caves, following the Husk\u0026rsquo;s spawning rules Camel Husk # New undead Camel variant Spawns a 0 light level in Deserts Does not burn in sunlight Spawns with two riders: A Husk wielding a Spear and a Parched Do not spawn in caves, following Husks spawning rules Is hostile if the rider is a hostile mob Passive without a rider Despawns with other hostile mobs, however becomes persistent when interacted with Favorite food is Rabbit Foot Cannot be bred As a mount they work similar to normal Camels Drops 2-3 Rotten Flesh when killed, with extra 0-1 for each level of Looting Spear Weapon # New weapon that can be crafted in Wood, Stone, Copper, Iron, Gold, Diamond and Netherite versions Each material has different stats for timing, influencing how fast they are to use Has a minimum reach for damage, being too close to a target will yield no damage Has extended maximum reach compared to other tools and weapons Bounces back visually on hit Has two attacks. Jab and Charge Does not cause item interact vibrations Zombies, Husks, Zombified Piglins and Piglins can spawn with the Spear Golden Spear is considered a preferred weapon by Piglins Jab Attack # Quick-press primary action button to use Low damage attack with knockback Cooldown between attacks Wooden Spears have the fastest cooldown; Netherite the slowest Can hit multiple enemies Does not destroy blocks Charge Attack # Press and hold the secondary action button to use Damage is based on Spear material, the player’s view angle, and the velocity of both the player and the target While holding down the button, the attack goes through three stages before returning to idle: Engaged: The Spear can deal damage, knockback, and dismount mounted enemies if the speed is above the required thresholds Tired: Indicated by the Spear rotating to a vertical position and shaking. The Spear can deal damage and knockback (but not dismount) if the speed is above the required thresholds Disengaged: Indicated by the Spear being lowered, pointing downwards. The Spear gives damage but not knockback or dismount if the speed is above the required threshold The Spear\u0026rsquo;s range when used by mobs is half of that when used by players, but they can deal damage, dismount and knockback at lower speeds than the players Zombies, Husks, Zombified Piglins and Piglins know how to charge with a Spear Lunge Enchantment # Spear exclusive enchantment Only works with the Jab attack When doing a Jab attack with Lunge, it propels the player horizontally in the view direction The view angle needs to be perfectly leveled horizontally to achieve maximum lunge distance Using Lunge has a durability cost of 1 for using Lunge across all Enchantment levels Using Lunge consumes hunger points by exhausting the player, similar to sprinting or jumping Level 1 Lunge consumes 1 hunger point, level 2 consumes 2 hunger points, and level 3 consumes 3 hunger points Lunge can only be used if the player has at least 6 hunger points in their hunger bar Does not work when the player is in water or flying with Elytra Advancements # Added the \u0026ldquo;Mob Kabob\u0026rdquo; advancement for spearing 5 enemies with a Charge attack Updated the \u0026ldquo;How did we get here?\u0026rdquo; advancement to include the Breath of the Nautilus effect Updated the \u0026ldquo;Best Friends Forever\u0026rdquo; advancement to include the Nautilus, Zombie Nautilus, and the Zombie Horse Updated the \u0026ldquo;The Parrots and the Bats\u0026rdquo; advancement to include the Nautilus Updated the \u0026ldquo;Two by Two\u0026rdquo; advancement to include the Nautilus Updated the \u0026ldquo;Monster Hunter\u0026rdquo; advancement to include the Zombie Nautilus, the Zombie Horse, the Camel Husk and the Parched Updated the \u0026ldquo;A Throwaway Joke\u0026rdquo;, \u0026ldquo;Take Aim\u0026rdquo; and \u0026ldquo;It Spreads\u0026rdquo; advancements to include the Nautilus, the Zombie Nautilus, the Zombie Horse, the Camel Husk and the Parched Updated the \u0026ldquo;Oh Shiny\u0026rdquo; advancement to include the Golden Spear and Golden Nautilus Armor Texture Filtering # New option in Video Settings Controls the method used to sample textures when they are viewed at an angle or from a distance Available values are \u0026ldquo;None\u0026rdquo;, \u0026ldquo;RGSS\u0026rdquo;, and \u0026ldquo;Anisotropic\u0026rdquo; The default depends on your graphics preset and hardware \u0026ldquo;RGSS\u0026rdquo; (Rotated Grid Super Sampling) is a shader-based filtering method that improves texture clarity at a moderate performance cost This is available on all hardware \u0026ldquo;Anisotropic\u0026rdquo; is a hardware-based filtering method that provides the best texture clarity The maximum anisotropy may be \u0026ldquo;2x\u0026rdquo;, \u0026ldquo;4x\u0026rdquo;, and \u0026ldquo;8x\u0026rdquo;, controllable by a separate slider If your hardware does not support it, Anisotropic Filtering will do nothing This significantly impacts video memory usage (especially combined with a high mipmap count) Changes # Zombies, Husks, Piglins and Zombified Piglins can now hold Spears Piglins now consider Golden Spears as one of the items they like Parrots can now mimic the sounds of Zombie Nautilus, Zombie Horse, Camel Husk and Parched Items will no longer \u0026ldquo;bob\u0026rdquo; whenever their durability changes, such as when losing durability from an attack, or repaired by Mending Some changes were made to debug renderers Graphics modes \u0026ldquo;Fast\u0026rdquo;, \u0026ldquo;Fancy\u0026rdquo;, and \u0026ldquo;Fabulous!\u0026rdquo; have been replaced with graphics presets with the same names Cloud movement is now the same for all players on a server Netherite Armor points have been increased for the Body slot from 11 to 19 All blocks in the world now have mipmaps applied if enabled in video settings Blocks that did not have mipmaps before, such as different vines, rails, folliage (apart from leaves) and more should look better from higher distances Client FPS is expected to be higher for most players Underwater biome fog color and fog distance is now blended based on the player\u0026rsquo;s position between biomes, similarly to regular biome fog and sky colors Environmental Fog in the Nether is no longer dependent on the render distance setting, and will consistently be applied from 10 to 96 blocks Horses, Mules, Donkeys, and Camels no longer sink in water while ridden by a player Chunks now fade in instead of appearing out of nowhere, with the fade-in time adjustable through Video Settings Bats no longer spawn more frequently and in higher light levels between October 20 and November 3 The color of the sky during sunrises and sunsets is now affected by rain and thunder Horses, Mules, Donkeys, Camels, Zombie Horses and Camel Husks will not panic if controlled by Mobs Spawn Eggs have been reorganized into groups in the Creative Inventory Mobs no longer spawn during chunk generation when the minecraft:spawn_mobs game rule is set to false When the \u0026ldquo;See-Through Leaves\u0026rdquo; video setting is disabled, the gaps between leaves are now dark green instead of black Turning the \u0026ldquo;See-Through Leaves\u0026rdquo; video setting off now gives a bigger performance boost than before Added splash text \u0026ldquo;One does not simply walk to the Far Lands\u0026rdquo; Developer’s Note: This statement was proven false on October 4, 2025.\nTamed horses no longer run into cacti or sweet berry bushes Zombie Horse # Zombie Horses now spawn naturally Zombie Horses spawn in darkness, and burn in sunlight like other undead mobs Zombie Horses count towards the hostile mob cap and spawn with other hostile mobs Zombie Horses do not display any hostile behavior towards players. Their hostility resides solely in their Zombie rider Zombie Horses can be leashed when its mob jockey is removed Zombie Horses despawn like other hostile mobs However, they become persistent when interacted with by a player Zombie Horses can be tamed in the same fashion as regular Horses, and can then be mounted and controlled by a player Zombie Horses can be healed and tempted using Red Mushrooms Tamed Zombie Horses can be equipped with a Saddle and Horse Armor Horse Armor protects Zombie Horses from sunlight damage Zombie Horses have 25 health points (12.5 hearts) of health Zombie Horses have variable movement speed and jump strength, determined when they spawn Zombie Horses drops 2-3 Rotten Flesh when killed, with extra 0-1 for each level of Looting Zombies riding Zombie Horses now have a chance of dropping a Red Mushroom on death Mob Spawning # Zombie Horses now has a chance to spawn in plains and savanna biome types, with a zombie rider holding an iron spear World Generation # Added various spears to various loot chests around the world Iron Spears can be found in Buried Treasure chests Copper and Iron Spears can be found in Weaponsmith chests in villages Stone Spears can be found in Ocean Ruin chests Diamond Spears can be found in Bastion Remnant and End City chests Copper, Iron, Golden, and Diamond Nautilus Armor now have a chance to be found in the Chests for the following Structures: Buried Treasure Ocean Ruins Shipwreck Status Effects # Added Breath of the Nautilus effect Effect that affects mounted players Pauses player oxygen consumption (but does not replenish oxygen) Minor Tweaks to Blocks, Items and Entities # Items # Spawn Eggs are now sorted thematically in the Creative Inventory, according to the following categories: Overworld Farm Animals Mounts Pets Wild Animals Aquatic Miscellaneous Golems Villagers Undead Spiders Monsters Illagers Nether The End Sounds # Anvil destroy, land, place and use sounds now play at a slightly lower volume Accessibility # Keys used to access debug features can now be rebound It is part of a new Debug category in the Key Binds screen The F3 + Q keybind to display a debug help message in chat has been removed The debug modifier key can be bound separately from the debug overlay key The key to toggle GUI can now be rebound The key to toggle spectator shader effects, such as when spectating an enderman, can now be rebound Input # Several uses of the cmd key on Mac have been rebound to ctrl:\nThe input modfier to drop all items The input modfier to include all the data when picking a block The input modfier to change GUI scale in the Video Settings screen Stopping the recipe book from cycling through variations of items Performance Improvements # Debug Renderer Changes # Same as before, do not treat debug renderers as supported features, they are there only to aid with development More debug renderers are now available through the Debug Settings screen Some existing renderers were improved The performance of debug renderers has been significantly improved Graphics Presets # Settings on the Video Settings screen have been reordered and split into 3 sections: \u0026ldquo;Display\u0026rdquo;, \u0026ldquo;Quality \u0026amp; Performance\u0026rdquo;, and \u0026ldquo;Preferences\u0026rdquo; The following settings that were duplicating accessibility settings have been removed from the Video Settings screen: \u0026ldquo;View Bobbing\u0026rdquo; \u0026ldquo;Glint Speed\u0026rdquo; \u0026ldquo;Glint Strength\u0026rdquo; \u0026ldquo;FOV Effects\u0026rdquo; \u0026ldquo;Distortion Effects\u0026rdquo; Tweaks that were previously hidden behind the \u0026ldquo;Graphics\u0026rdquo; setting have been split out to be configurable independently: \u0026ldquo;See-Through Leaves\u0026rdquo; \u0026ldquo;Show Vignette\u0026rdquo; \u0026ldquo;Weather Effect Radius\u0026rdquo; configures the distance in blocks within which rain and snow are visible \u0026ldquo;Improved Transparency\u0026rdquo; resolves some of the transparent geometry rendering issues at a significant GPU cost, previously was hidden behind \u0026ldquo;Fabulous!\u0026rdquo; A new \u0026ldquo;Preset\u0026rdquo; slider was added to the top of the \u0026ldquo;Quality \u0026amp; Performance\u0026rdquo; section Presets, as you would expect based on gaming industry standard, control most of the \u0026ldquo;Quality \u0026amp; Performance\u0026rdquo; settings at once, not only the ones that were previously hidden behind the \u0026ldquo;Graphics\u0026rdquo; setting Available presets are \u0026ldquo;Fast\u0026rdquo;, \u0026ldquo;Fancy\u0026rdquo;, \u0026ldquo;Fabulous!\u0026rdquo; and \u0026ldquo;Custom\u0026rdquo; The default preset is \u0026ldquo;Fancy\u0026rdquo; for new players But for players who are upgrading to this version the preset will be set to \u0026ldquo;Custom\u0026rdquo; to preserve your current configuration UI # Menu sliders will now \u0026ldquo;stick\u0026rdquo; to the closest available value when you release them after dragging with a mouse When using keyboard to change slider values, arrow keys will now move the slider to the next available value, not by one pixel as before The inF3 button in the Debug Option screen has been renamed to inOverlay The Single Biome Customization screen now has a search box The language selection screen now has a search box to filter languages Renamed the \u0026ldquo;Show Music Toast\u0026rdquo; option to \u0026ldquo;Music Toast\u0026rdquo; Added a third state to the \u0026ldquo;Music Toast\u0026rdquo; option, allowing it to only be shown in the pause menu Technical Changes # The Data Pack version is now 94.1 The Resource Pack version is now 75.0 The Minecraft Server Management Protocol version is now 2.0.0 Added ClientFps JFR event Experience packets that do not change the player\u0026rsquo;s experience progress or level are no longer sent by the server Added support for KQueue on OSX to improve network connection performance Network Protocol # Minecraft Server Management Protocol Version 2.0.0 # Added a new notification server/activity Indicates that a network connection to the server has been initiated Rate limited to 1 notification per 30 seconds Enable authentication from web browsers Authenticate by passing the token in Sec-WebSocket-Protocol header when opening the WebSocket connection Example: Sec-WebSocket-Protocol: minecraft-v1, \u0026lt;token\u0026gt; Requests authenticating this way are subject to Origin header checks. This requires configuration of allowed origins on the server side using management-server-allowed-origins. The default value is empty, meaning Sec-Websocket-Protocol authentication is effectively disabled In the typed_game_rule and untyped_game_rule schemas, the type of the value field has been changed from string to take either a boolean or an integer Also, it now uses the game rule resource location as the key Data Pack Versions 89.0 through 94.1 # Added stopwatch command for keeping track of real time Certain visual and gameplay effects can now be controlled by Environment Attributes World Border interpolation is now dependent on game ticks instead of real time This means the World Border will no longer move when the game is paused It will also respect any changes made by the /tick command Changed loot function filtered to allow running modification when predicate fails Added discard loot function Added new Coral Zombie Nautilus mob variant The Zombie Nautilus variants can be data-driven Item textures were split out of the blocks atlas into a separate new items atlas It means that the commands that were referencing the blocks atlas for item textures now need to reference the items atlas instead Zombie Nautilus Variants # Zombie Nautilus variants can be data-driven by adding entries to data/\u0026lt;namespace\u0026gt;/zombie_nautilus_variant/\u0026lt;id\u0026gt;.json This feature is experimental Fields in file: model - one of: normal, warm asset_id - namespaced id for this variant asset, resolves to assets/\u0026lt;namespace\u0026gt;/textures/\u0026lt;path\u0026gt;.png spawn_conditions - a uniform variant selection rule explained below Spawn conditions # minecraft:biome # Checks if entity is spawning in specific biomes Fields: biomes - single entry, list or a tag describing biomes minecraft:moon_brightness # Checks if current moon brightness is within certain range Fields: range - floating point range (a single number or an object like {\u0026quot;min\u0026quot;: 1, \u0026quot;max\u0026quot;: 2}) minecraft:structures # Checks if entity is spawning in specific structures Fields: structures - single entry, list or a tag describing structures Commands # Resource suggestions now show results in any namespace instead of just within minecraft Added stopwatch # New command that allows the creation of a Stopwatch that keeps track of real time Stopwatches do not depend on game ticks They only run when the server/world is running, even when paused Syntax:\nstopwatch create \u0026lt;id\u0026gt; - creates a Stopwatch with the given namespaced ID stopwatch query \u0026lt;id\u0026gt; [\u0026lt;scale\u0026gt;] - shows the elapsed time of the given Stopwatch in seconds and returns it scaled by the given value and truncated. Default scale: 1 stopwatch restart \u0026lt;id\u0026gt; - restarts the given Stopwatch stopwatch remove \u0026lt;id\u0026gt; - removes the given Stopwatch Developer\u0026rsquo;s Note : This command is added to replace the need of using world borders to keep track of real time. The intent is to change the world border to be dependent on game ticks in a future snapshot. If you\u0026rsquo;ve relied on this way of measuring the passage of real time before, please switch to using the new command and let us know if anything doesn\u0026rsquo;t work as intended. Thank you!\nChanges to execute # Added new syntax /execute if|unless stopwatch \u0026lt;id\u0026gt; \u0026lt;range\u0026gt; Allows to compare the elapsed time of a given Stopwatch with a floating point value range The Stopwatch value is measured in seconds and has an accuracy of at most a millisecond Example: /execute if stopwatch foo:bar ..10 run say Stopwatch foo:bar has not reached 10 seconds yet Changes to worldborder # The time arguments now specify ticks by default, but can also specify seconds or in-game days using an s or d suffix Game Rules # Game rules have been moved into a registry. With that, all game rules have been renamed from their previous camel case names to resource locations in snake case.\nAdditionally, the following game rules have been further renamed:\nannounceAdvancements -\u0026gt; minecraft:show_advancement_messages commandBlocksEnabled -\u0026gt; minecraft:command_blocks_work command_modification_block_limit -\u0026gt; minecraft:max_block_modifications disableElytraMovementCheck -\u0026gt; minecraft:elytra_movement_check The value is inverted accordingly in places that use the resource location disablePlayerMovementCheck -\u0026gt; minecraft:player_movement_check The value is inverted accordingly in places that use the resource location disableRaids -\u0026gt; minecraft:raids The value is inverted accordingly in places that use the resource location doDaylightCycle -\u0026gt; minecraft:advance_time doEntityDrops -\u0026gt; minecraft:entity_drops doImmediateRespawn -\u0026gt; minecraft:immediate_respawn doInsomnia -\u0026gt; minecraft:spawn_phantoms doLimitedCrafting -\u0026gt; minecraft:limited_crafting doMobLoot -\u0026gt; minecraft:mob_drops doMobSpawning -\u0026gt; minecraft:spawn_mobs doPatrolSpawning -\u0026gt; minecraft:spawn_patrols doTileDrops -\u0026gt; minecraft:block_drops doTraderSpawning -\u0026gt; minecraft:spawn_wandering_traders doVinesSpread -\u0026gt; minecraft:spread_vines doWardenSpawning -\u0026gt; minecraft:spawn_wardens doWeatherCycle -\u0026gt; minecraft:advance_weather maxCommandChainLength -\u0026gt; minecraft:max_command_sequence_length maxCommandForkCount -\u0026gt; minecraft:max_command_forks naturalRegeneration -\u0026gt; minecraft:natural_health_regeneration snowAccumulationHeight -\u0026gt; minecraft:max_snow_accumulation_height spawnRadius -\u0026gt; minecraft:respawn_radius spawnerBlocksEnabled -\u0026gt; minecraft:spawner_blocks_work Limits # Some game rules that previously did not have a limited value range now do:\nminecraft:max_block_modifications: Minimum 1 minecraft:max_command_forks: Minimum 1 minecraft:max_command_sequence_length: Minimum 0 minecraft:max_entity_cramming: Minimum 0 minecraft:max_snow_accumulation_height: Minimum 0, maximum: 8 minecraft:players_nether_portal_creative_delay: Minimum 0 minecraft:players_nether_portal_default_delay: Minimum 0 minecraft:players_sleeping_percentage: Minimum 0 minecraft:random_tick_speed: Minimum 0 minecraft:respawn_radius: Minimum 0 Added minecraft:fire_spread_radius_around_player # Controls the maximum distance in blocks that fire can spread around a player This replaces the previous doFireTick and allowFireTicksAwayFromPlayer game rules, which have now been removed Setting it to 0 will disable fire spreading Setting it to -1 will allow fire spreading without players around Limit: Minimum -1 Game Tests # In the game_rules test environment the keys bool_rule and int_rule have been replaced with a single key rules. It is a map from game rules resource locations to the game rules value. The value type is either integer or boolean depending on the game rule.\nAttributes # Timelines # Timelines are a new concept defined in data packs under the timeline registry (i.e. found under data/\u0026lt;namespace\u0026gt;/timeline/\u0026lt;id\u0026gt;.json).\nTimelines specify game behavior based on the absolute day time (that which is set by /time set). Timelines optionally can specify a period over which they will be repeated.\nPrimarily, Timelines are able to modify game behavior or visuals by applying Environment Attribute modifiers.\nFormat: object with fields\nperiod_ticks: optional integer, defines the duration in ticks over which the timeline will repeat If not specified, the timeline will not repeat tracks: optional map between Environment Attribute IDs and a corresponding Environment Attribute Track object See the section on Environment Attributes below for details Timelines by default have no effect unless they are included by a dimension - see the Dimension Types section below.\nEnvironment Attributes # Environment Attributes provide a data-driven way to control a variety of visual and gameplay systems.\nEach Environment Attribute controls a specific visual or gameplay effect: for example, minecraft:visual/sky_color controls the color of the sky, and minecraft:gameplay/water_evaporates controls whether water can be placed at a given location.\nDeveloper’s Note: This system and many of the introduced attributes should be considered very experimental, and may still change significantly in coming snapshots and releases. In the meantime, we would as always love to hear any feedback or suggestions you may have!\nSources # Environment Attribute values can be provided by the following Environment Attribute sources (in order of low to high priority):\nDimensions Biomes Timelines Weather (not data-driven) While Biomes act as a source to modify an attribute by position, Timelines can modify an attribute based on time.\nThe \u0026ldquo;effective\u0026rdquo; value of the Environment Attribute (i.e. what will actually show up in game) will be some combination of the values provided by each source according to their priority.\nFor example, in the following scenario:\nThe overworld dimension provides sky_color = #00ff00 (green) The plains biome provides sky_color = #ff0000 (red) When the player is in the plains biome, they will see the red sky_color, while anywhere else in the overworld they will see green.\nWhen an Environment Attribute source provides an Environment Attribute, it can:\nOverride the value, such as the plains biome overriding the overworld\u0026rsquo;s sky_color in the above scenario Apply a modifier to a previous value (see section on Modifiers below) Modifiers # As described in the above example, an Environment Attribute source may simply override the value of a particular attribute. However, it is sometimes also desirable to rather apply a modifier to a value provided by a source with lower priority.\nFor example, in the following scenario:\nThe overworld dimension provides water_fog_end_distance = 96.0 The plains biome modifies water_fog_end_distance with a multiply modifier of 0.85 When in the plains biome, the water_fog_end_distance will be resolved to 96.0*0.85 = 81.6, while in any other Overworld biome, it will resolve to 96.0.\nThe kinds of modifiers available depends on the type of Environment Attribute. The most basic modifier, supported by every Environment Attribute, is the override modifier. This behaves purely as an override of the preceding value. If not specified by an Environment Attribute source, the modifier will always be assumed to be override.\nFull descriptions of the available modifiers and their behaviors can be found in the Common Modifiers section below.\nInterpolation # While modifiers describe how a value provided by one source is applied on the value from a preceding source, interpolation describes the combination of values within a source. Only some Environment Attributes support interpolation. This allows for the smooth transition between two or more values, such as when moving between two biomes.\nBetween multiple Biomes, interpolation is performed on values from a source after modifiers have been applied. Within a Timeline, interpolation is performed on the modifier arguments before they get applied.\nBiomes # For example, in the following scenario:\nThe plains biome provides sky_color = #ff0000 (red) The desert biome provides sky_color = #ffff00 (yellow) sky_color is one such attribute that will transition smoothly based on position: for example, in the above scenario, as a player moves from a plains to a desert biome, the sky color will gradually shift from red to yellow. Other attributes, such as water_evaporates, represent discrete values and will not be smoothly transitioned - only the biome exactly at a subject position will be considered.\nSmooth transitions between biomes are based on the biomes within an 8 block radius of the camera. Biomes that occupy a larger portion of that radius and are closer to the camera will have a stronger influence on the final interpolated value.\nTimelines # Timelines can define Attribute Tracks - these specify how a modifier for a particular Environment Attribute changes over time by defining keyframes. Depending on the attribute, interpolation may be used between each keyframe. If interpolation is not used, the previous keyframe value will always be selected.\nFor example, a Timeline with a period of 24000 might be set up as following:\nAt time = 0, the timeline provides sky_color = #ff0000 (red) At time = 1000, the timeline provides sky_color = #ff0000 (red) At time = 6000, the timeline provides sky_color = #ff00ff (magenta) Between time = 0 and time = 1000, the sky color will be red. Between 1000 and 6000, it will shift from red to magenta. Then, from 6000 all the way until the timeline repeats and reaches time = 0 again, the color will slowly shift back to red.\nNote: unlike biomes, if a Timeline uses a modifier instead of an override, interpolation is applied to the modifier arguments rather than the final modified values.\nEnvironment Attribute Map # Dimension Type and Biome definitions contain a new attributes field, enabling them to define Environment Attributes.\nThis map generally takes the form of an object mapping between Environment Attribute IDs and their corresponding values, for example:\n\u0026quot;attributes\u0026quot;: { \u0026quot;minecraft:visual/fog_color\u0026quot;: \u0026quot;#ffaa00\u0026quot;, \u0026quot;minecraft:gameplay/water_evaporates\u0026quot;: true } Values defined as above will always be assumed to use the override modifier.\nThe value object can however be expanded in order to express different modifiers, in the format of an object with the following fields:\nmodifier: optional string modifier ID, dependent on the Attribute Type (see the Common Modifiers section below) Default: override argument: the modifier argument (format dependent on the chosen modifier) How the argument is used also depends on the type of modifier For example, the following definition describes multiplying water_fog_end_distance by 85%:\n\u0026quot;attributes\u0026quot;: { \u0026quot;minecraft:visual/water_fog_end_distance\u0026quot;: { \u0026quot;modifier\u0026quot;: \u0026quot;multiply\u0026quot;, \u0026quot;argument\u0026quot;: 0.85 } } Attribute Track # An Attribute Track specified within a Timeline takes the format of an object with the following fields:\nease - optional Easing Type (see below), used to ease the interpolaton of the value between keyframes Default: linear If the target attribute does not support interpolation, the easing mode will have no effect keyframes - list of keyframe objects, must be ordered by the ticks field: ticks - integer between 0 and period_ticks (if specified), defines the tick (within the period) at which this keyframe\u0026rsquo;s value will be active value - the modifier argument (format dependent on the chosen modifier) If no modifier is specified (or override is used), the type of this field is the same as the Environment Attribute itself How this value is used depends on the type of modifier Note: at most two keyframes can be placed on the same tick, creating an immediate transition modifier - optional string modifier ID, dependent on the Attribute Type (see the Common Modifiers section below) Default: override For example, the following Timeline has a period of 24000, and has an attribute track that modifies only minecraft:gameplay/cat_waking_up_gift_chance. Because the easing is constant, between tick 362 and 23667 the value is 0.0, while between tick 23667 and 362 it is 0.7.\nLike other Environment Attribute sources, the specified value is used as the argument to the specified modifier. This is then applied on top of sources with a lower priority. In this case the modifier is maximum, so this timeline will only ever increase the value of cat_waking_up_gift_chance to the value specified in the track.\n{ \u0026quot;period_ticks\u0026quot;: 24000, \u0026quot;tracks\u0026quot;: { \u0026quot;minecraft:gameplay/cat_waking_up_gift_chance\u0026quot;: { \u0026quot;ease\u0026quot;: \u0026quot;constant\u0026quot;, \u0026quot;modifier\u0026quot;: \u0026quot;maximum\u0026quot;, \u0026quot;keyframes\u0026quot;: [ { \u0026quot;ticks\u0026quot;: 362, \u0026quot;value\u0026quot;: 0.0 }, { \u0026quot;ticks\u0026quot;: 23667, \u0026quot;value\u0026quot;: 0.7 } ] } } } Easing Types # Easing Types control the interpolation between two keyframes by applying a curve. The following built-in Easing Types are provided:\nconstant - always selects the previous keyframe linear in_back in_bounce in_circ in_cubic in_elastic in_expo in_quad in_quart in_quint in_sine in_out_back in_out_bounce in_out_circ in_out_cubic in_out_elastic in_out_expo in_out_quad in_out_quart in_out_quint in_out_sine out_back out_bounce out_circ out_cubic out_elastic out_expo out_quad out_quart out_quint out_sine An Easing Type may also be specified with a Cubic Bézier in the format: { \u0026quot;cubic_bezier\u0026quot;: [ x1, y1, x2, y2 ] }\nx1: float between 0 and 1, x-coordinate of the first control point y1: float, y-coordinate of the first control point x2: float between 0 and 1, x-coordinate of the second control point y2: float, y-coordinate of the second control point Developer\u0026rsquo;s Note : To play around with and visualize easings,easings.net and cubic-bezier.com are great references!\nCommon Data Types # The following data types are reused in various parts of the Environment Attributes system and will be referenced in sections below.\nRGB Color # Format can be one of the following:\nA hex color RGB string, in the form #rrggbb A float array with 3 components, between 0 and 1, in the form [r, g, b] An integer in packed RGB form ARGB Color # Format can be one of the following:\nA hex color ARGB string, in the form #aarrggbb A float array with 4 components, between 0 and 1, in the form [a, r, g, b] An integer in packed ARGB form Particle Options # A full definition of a particle, including any type-specific properties (as in the /particle command).\nFor example:\n{ \u0026quot;type\u0026quot;: \u0026quot;minecraft:block_crumble\u0026quot;, \u0026quot;block_state\u0026quot;: { \u0026quot;Name\u0026quot;: \u0026quot;minecraft:dirt\u0026quot; } } Mob Activity # A string ID from the minecraft:activity built-in registry. One of:\nminecraft:core minecraft:idle minecraft:work minecraft:play minecraft:rest minecraft:meet minecraft:panic minecraft:raid minecraft:pre_raid minecraft:hide minecraft:fight minecraft:celebrate minecraft:admire_item minecraft:avoid minecraft:ride minecraft:play_dead minecraft:long_jump minecraft:ram minecraft:tongue minecraft:swim minecraft:lay_spawn minecraft:sniff minecraft:investigate minecraft:roar minecraft:emerge minecraft:dig Common Modifiers # Every Environment Attribute has a specific value type, which describes how values must be defined as well as what modifiers are available and how they are interpolated. Some are very specific, while others are reused across many attributes.\nAlthough this is not an exhaustive list, the following Attribute Types are used commonly across many Environment Attributes:\nModifiers on Boolean Values # Argument format: boolean\noverride and nand or nor xor xnor Modifiers on Float Values # Argument format: float\noverride add subtract multiply minimum maximum alpha_blend Modifies subject according to: result = lerp(alpha, subject, value) Argument format: object with fields: value: float to blend towards alpha: float between 0 and 1 Modifiers on RGB Color Values # override Argument format: RGB Color add - component-wise additive color blending Argument format: RGB Color subtract - component-wise subtractive color blending Argument format: RGB Color multiply - component-wise multiplicative color blending Argument format: RGB Color If specified, the alpha component is multiplied independently just like the other color channels alpha_blend - traditional alpha blending that might be seen in image editing software Argument format: ARGB Color When the argument alpha is 1, it will behave as an override with no blending blend_to_gray - modifies a color by taking its grayscale form, applying a brightness modifier, and mixing with this using some factor Where gray = brightness * (0.3 * red + 0.59 * green + 0.11 * blue), result = lerp(factor, subject, [gray, gray, gray]) Argument format: object with fields: brightness: float between 0 and 1, a multiplier to apply to the grayscale value factor: float between 0 and 1, the factor to mix with Modifiers on ARGB Color Values # override Argument format: ARGB Color add - component-wise additive color blending Argument format: RGB Color subtract - component-wise subtractive color blending Argument format: RGB Color multiply - component-wise multiplicative color blending Argument format: RGB or ARGB Color If specified, the alpha component is multiplied independently just like the other color channels alpha_blend - traditional alpha blending that might be seen in image editing software Argument format: ARGB Color When the argument alpha is 1, it will behave as an override with no blending blend_to_gray - same as for RGB Color New Environment Attributes # minecraft:visual/fog_color # The color of fog (when the camera is not submerged in another substance).\nValue type: RGB color Default value: #000000 Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Replaces Biome effects.fog_color field minecraft:visual/fog_start_distance # The distance in blocks from the camera at which fog starts to have an effect (when the camera is not submerged in another substance). If negative, the fog will start out with density as if it had started that many blocks behind the camera.\nValue type: float Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/fog_end_distance # The distance in blocks from the camera at which fog reaches its maximum density (when the camera is not submerged in another substance).\nValue type: non-negative float Default value: 1024.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/sky_fog_end_distance # The distance in blocks from the camera at which the fog that affects the sky reaches its maximum density (when the camera is not submerged in another substance). Only visible with the overworld skybox type.\nNote: this value is restricted by the Render Distance option.\nValue type: non-negative float Default value: 512.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/cloud_fog_end_distance # The distance in blocks from the camera at which the fog that affects clouds reaches its maximum density (when the camera is not submerged in another substance).\nNote: this value is restricted by the Cloud Distance option.\nValue type: non-negative float Default value: 2048.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/water_fog_color # The color of fog when submerged in water.\nValue type: RGB color Default value: #050533 Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Replaces Biome effects.water_fog_color field minecraft:visual/water_fog_start_distance # The distance in blocks from the camera at which underwater fog starts to have an effect. If negative, the fog will start out with density as if it had started that many blocks behind the camera.\nValue type: float Default value: -8.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/water_fog_end_distance # The distance in blocks from the camera at which underwater fog reaches its maximum density.\nNote: the final value is also modified by how long the player has been underwater.\nValue type: non-negative float Default value: 96.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Replaces #has_closer_water_fog Biome Tag minecraft:visual/sky_color # The color of the sky. This color is only visible for the overworld sky. Only visible with the overworld skybox type.\nValue type: RGB color Default value: #000000 Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Replaces Biome effects.sky_color field minecraft:visual/cloud_color # The color of the clouds. If fully transparent, clouds are entirely disabled and Happy Ghasts will not regenerate health faster when at cloud height.\nValue type: ARGB color Default value: #00000000 Modifiers: ARGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position for rendering, or at the position of a Happy Ghast for regeneration minecraft:visual/cloud_height # The height at which all clouds appear.\nValue type: float Default value: 192.33 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position for rendering, or at the position of a Happy Ghast for regeneration Replaces Dimension Type cloud_height field minecraft:visual/default_dripstone_particle # The default particle to be dripped from Dripstone blocks when no fluid is placed above.\nValue type: Particle Options Default value: {type:\u0026quot;minecraft:dripping_dripstone_water\u0026quot;} Modifiers: override Interpolated: no Resolved at the position of the Dripstone block Replaces Dimension Type ultrawarm field minecraft:visual/ambient_particles # Controls ambient particles that randomly spawn around the camera.\nValue type: list of objects with fields particle: Particle Options to spawn probability: float between 0 and 1, the probability to spawn the particle in an empty space when randomly ticked Default value: [] Modifiers: override Interpolated: no Resolved at the camera\u0026rsquo;s position Replaces Biome effects.particle field minecraft:visual/sunrise_sunset_color # Controls the color and intensity of the sunrise and sunset effect. If fully transparent, no sunrise or sunset will be rendered. Only visible with the overworld skybox type.\nValue type: ARGB Color Default value: \u0026quot;#00000000\u0026quot; Modifiers: ARGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/sun_angle # The angle in degrees of the sun, clockwise from east to west, with 0 being directly up.\nOnly visible with the overworld skybox type.\nValue type: float, angle in degrees Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/moon_angle # The angle in degrees of the moon, clockwise from east to west, with 0 being directly up. Only visible with the overworld skybox type.\nValue type: float, angle in degrees Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/star_angle # The angle in degrees of the stars, clockwise from east to west, with 0 being directly up. Only visible with the overworld skybox type.\nValue type: float, angle in degrees Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/moon_phase # The phase of the moon. Only visible with the overworld skybox type.\nValue type: string id, one of: full_moon waning_gibbous third_quarter waning_crescent new_moon waxing_crescent first_quarter waxing_gibbous Default value: \u0026quot;full_moon\u0026quot; Modifiers: override Interpolated: no Resolved at the camera\u0026rsquo;s position minecraft:visual/star_brightness # The brightness of the stars in the sky, where 0.5 is the normal brightness during the night and 0 is fully hidden. Only visible with the overworld skybox type.\nValue type: float between 0 and 1 Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/sky_light_color # The visual color of sky light. For blocks with a sky light level of 0 (or minecraft:visual/sky_light_factor is 0), this will have no effect. This is the value passed to the lightmap.fsh shader as SkyLightColor.\nValue type: RGB Color Default value: \u0026quot;#ffffff\u0026quot; Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/sky_light_factor # The visual brightness of sky light. minecraft:visual/sky_light_color is multiplied by this value. This is the value passed to the lightmap.fsh shader as SkyFactor.\nThe corresponding gameplay effect is controlled entirely by minecraft:gameplay/sky_light_level.\nValue type: float Default value: 1.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:audio/background_music # Controls how and which background music is played.\nValue type: object with fields default: optional object with fields: sound: Sound Event to play min_delay: int, minimum delay in ticks between tracks max_delay: int, maximum delay in ticks between tracks replace_current_music: optional boolean, whether this track can replace whatever is currently playing Default: false If not defined and not overridden, no music will start playing while this attribute is active underwater: optional object with fields in the same format as default - if present and the player is underwater, will override default creative: optional object with fields in the same format as default - if present and the player is in Creative Mode, will override default Default value: {} Modifiers: override Interpolated: no Resolved at the camera\u0026rsquo;s position Replaces Biome effects.music field minecraft:audio/music_volume # The volume at which music should play. Any music playing will fade over time to this value.\nValue type: float between 0 and 1 Default value: 1.0 Modifiers: Float Modifiers Interpolated: no Resolved at the camera\u0026rsquo;s position Replaces Biome effects.music_volume field minecraft:audio/ambient_sounds # Controls which ambient sounds are played around the camera, and when.\nValue type: object with fields loop: optional Sound Event, sound to be continually looped mood: object with fields, sounds that will be randomly played based on surrounding darkness sound: Sound Event to play tick_delay: int, the number of ticks between mood sounds, assuming a light level of 0 block_search_extent: int, the radius in which light levels are sampled offset: double, an additional distance offset to apply to sounds produced additions: list of objects with fields, sounds that will be randomly played sound: Sound Event to play tick_chance: float between 0 and 1, probability within a tick to play a given sound Default value: {} Modifiers: override Interpolated: no Resolved at the camera\u0026rsquo;s position Replaces Biome effects.ambient_sound, effects.mood_sound, and effects.additions_sound fields minecraft:audio/firefly_bush_sounds # If true and not below an opaque block, Firefly Bushes will produce idle sounds.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of a Firefly Bush minecraft:gameplay/can_start_raid # If false, a Raid cannot be started by a player with Raid Omen.\nValue type: boolean Default value: true Modifiers: Boolean Modifiers Interpolated: no Resolved at the position that the Raid would be started Replaces Dimension Type has_raids field minecraft:gameplay/water_evaporates # If true, Water cannot be placed with a Bucket, melting Ice will not produce water, Wet Sponge will dry out when placed, and Dripstone will not produce water from Mud blocks.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the interaction Replaces Dimension Type ultrawarm field minecraft:gameplay/bed_rule # Controls whether a Bed can be used to sleep, and whether it can be used to set a respawn point.\nValue type: object with fields can_sleep: one of: always - the Bed can always be used to sleep (assuming the Bed is not obstructed and there are no monsters nearby) when_dark - the Bed can only be used to be sleep when the global skylight level is less than or equal 11 never - the Bed can never be used to sleep can_set_spawn - same as can_sleep explodes - optional boolean, if true the Bed will explode when interacted with Default: false error_message: optional Text Component, the message to show if the player is unable to sleep or set their spawn Default value: {can_sleep:\u0026quot;when_dark\u0026quot;,can_set_spawn:\u0026quot;always\u0026quot;,error_message:{translate:\u0026quot;block.minecraft.bed.no_sleep\u0026quot;}} Modifiers: override Interpolated: no Resolved at the head position of the Bed block Replaces Dimension Type bed_works field minecraft:gameplay/respawn_anchor_works # Controls whether Respawn Anchors can be used to set spawn (or respawn). If false, the Respawn Anchor will explode once charged.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the Respawn Anchor block Replaces Dimension Type respawn_anchor_works field minecraft:gameplay/nether_portal_spawns_piglin # Controls whether Nether Portal blocks can spawn Piglins.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of a random Nether Portal block Replaces Dimension Type natural field minecraft:gameplay/fast_lava # Controls whether Lava should spread faster and further, as well as have a stronger pushing force on entities when flowing.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved for a whole dimension (cannot be specified on a Biome) Replaces Dimension Type ultrawarm field minecraft:gameplay/increased_fire_burnout # Controls whether Fire blocks burn out more rapidly than normal.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the burning Fire block Replaces #increased_fire_burnout Biome Tag minecraft:gameplay/piglins_zombify # Controls whether Piglins and Hoglins should zombify.\nValue type: boolean Default value: true Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the zombifying entity Replaces Dimension Type piglin_safe field minecraft:gameplay/snow_golem_melts # Controls whether a Snow Golem should be damaged.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the Snow Golem Replaces #snow_golem_melts Biome Tag minecraft:gameplay/sky_light_level # The effective light level of the sky used by mechanics such as mob spawning or Daylight Detectors. For example, a block fully exposed to the sky will be considered to have a light level of exactly this value, while a block deep in a cave will not be affected at all.\nThe corresponding visual effect is controlled entirely by minecraft:visual/sky_light_factor.\nValue type: float Default value: 15.0 Modifiers: Float Modifiers Interpolated: yes Resolved for a whole dimension (cannot be specified on a Biome) minecraft:gameplay/eyeblossom_open # If true, Closed Eyeblossoms will eventually open by random block ticks. If false, Open Eyeblossoms will do the opposite. If \u0026quot;default\u0026quot;, Open or Closed Eyeblossoms will remain in their current state.\nValue type: one of: true false \u0026quot;default\u0026quot; Default value: \u0026quot;default\u0026quot; Modifiers: override Interpolated: no Resolved at the Eyeblossom block\u0026rsquo;s position minecraft:gameplay/turtle_egg_hatch_chance # The chance that a Turtle Egg block will switch to its next hatching state when randomly ticked.\nValue type: float between 0 and 1 Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the Turtle Egg block\u0026rsquo;s position minecraft:gameplay/creaking_active # While true, Creaking Heart blocks (and their corresponding Creaking) will become active. On the other hand, when false, it will enter its dormant state.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the Creaking Heart block\u0026rsquo;s position minecraft:gameplay/surface_slime_spawn_chance # An additional chance rolled when a natural Slime spawn attempt occurs in a biome with the #allows_surface_slime_spawns tag.\nValue type: float between 0 and 1 Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the position of the Slime spawn attempt minecraft:gameplay/cat_waking_up_gift_chance # The chance that a Cat lying on its owner\u0026rsquo;s Bed will drop a gift (from the gameplay/cat_morning_gift loot table) when the player wakes up.\nValue type: float Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the Cat\u0026rsquo;s position minecraft:gameplay/bees_stay_in_hive # When true, Bees will try to navigate to their Hives and will not exit unless the Hive is broken or next to a Fire.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at a Bee or Bee Hive block\u0026rsquo;s position minecraft:gameplay/monsters_burn # When true, monsters will burn while exposed to the sky.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the monster\u0026rsquo;s position minecraft:gameplay/can_pillager_patrol_spawn # When true, Pillager Patrols are able to spawn.\nNote: the global skylight level must also be greater than 11.\nValue type: boolean Default value: true Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the patrol spawn attempt Replaces the #without_patrol_spawns biome tag minecraft:gameplay/villager_activity # Controls the default AI activity for adult Villagers.\nNot all activities are supported by Villager AI - if an unsupported one is chosen, the Villager will do nothing. The following activities are supported:\ncore hide idle meet panic pre_raid raid rest work Value type: Mob Activity Default value: \u0026quot;minecraft:idle\u0026quot; Modifiers: override Interpolated: no Resolved at the Villager\u0026rsquo;s position minecraft:gameplay/baby_villager_activity # Controls the default AI activity for baby Villagers.\nNot all activities are supported by Villager AI - if an unsupported one is chosen, the Villager will do nothing. The following activities are supported:\ncore hide idle meet panic play pre_raid raid rest Value type: Mob Activity Default value: \u0026quot;minecraft:idle\u0026quot; Modifiers: override Interpolated: no Resolved at the Villager\u0026rsquo;s position Data Components # New components: zombie_nautilus/variant - namespaced id from zombie_nautilus_variant registry Item Components # Added food properties to the following fish bucket items:\nminecraft:cod_bucket minecraft:salmon_bucket minecraft:pufferfish_bucket minecraft:tropical_fish_bucket Added minecraft:use_effects # Controls how the player behaves when using an item (right mouse click) Format: object with fields can_sprint: boolean, whether the player can sprint while using this item Default value: false interact_vibrations: boolean, whether using this item emits minecraft:item_interact_start and minecraft:item_interact_finish game events Default value: true speed_multiplier: float (0 to 1), the speed multiplier applied to the player while using this item Default value: 0.2 e.g. use_effects={can_sprint:true,speed_multiplier:1.0} Added minecraft:minimum_attack_charge # Sets the minimum attack charge on the attack indicator required to attack with this item Format: float (0.0 to 1.0) 0.0: no charge required 1.0: full charge required Added minecraft:damage_type # Specifies the type of damage this item deals Format: string, damage type identifier e.g. damage_type='minecraft:spear' Added minecraft:attack_range # Enables a custom attack range when using the item. Overrides the normal entity interaction range for Player. Regular melee attack range is computed for Mobs based on the distance of the target hitbox to their hitbox. This component modifies that distance check by adjusting minimum and maximum padding for the attack hitbox. Mobs using minecraft:kinetic_weapon will have their attack range applied in the same way it applies to players Format: object with fields min_reach: float, the minimum distance in blocks from the attacker to the target to be considered valid Default value: 0.0, valid from 0.0 to 64.0 max_reach: float, the maximum distance in blocks from the attacker to the target to be considered valid Default value: 3.0, valid from 0.0 to 64.0 min_creative_reach: float, the minimum distance in blocks from the Creative Mode attacker to the target to be considered valid Default value: 0.0, valid from 0.0 to 64.0 max_creative_reach: float, the maximum distance in blocks from the Creative Mode attacker to the target to be considered valid Default value: 5.0, valid from 0.0 to 64.0 hitbox_margin: float, the margin applied to the target bounding box when checking for valid hitbox collision Default value: 0.3, valid from 0.0 to 1.0 mob_factor: float, the multiplier applied to the min_range and max_range when checking for valid distance when item is used by a mob Default value: 1.0, valid from 0.0 to 2.0 Added minecraft:kinetic_weapon # Enables a charge-type attack when using the item (primarily for Spears), where, while being used, the damage is dealt along a ray every time an entity comes in contact with it, with the damage based on the relative speed of the entities Format: object with fields contact_cooldown_ticks: integer, the cooldown in ticks after hitting, and loosing contact with an entity before being able to hit it again Default value: 10 delay_ticks: integer, the time in ticks required before weapon is effective Default value: 0 dismount_conditions, knockback_conditions, damage_conditions: indicating the condition to apply dismount, knockback and damage effects respectively. Objects with fields: max_duration_ticks: integer, the ticks after which the condition is no longer checked. This starts after delay has elapsed min_speed: float, the minimum speed of the attacker, in blocks per second, along the direction that the attacker is looking Optional, default value: 0.0 min_relative_speed: float, the minimum relative speed between the attacker and target, in blocks per second, along the direction that the attacker is looking Optional, default value: 0.0 forward_movement: float, the distance the item moves out of hand during animation Default value: 0.0 damage_multiplier: float, the multiplier for the final damage from the relative speed Default value: 1.0 sound: Optional Sound Event to play when the weapon is engaged hit_sound: Optional Sound Event to play when the weapon hits an entity e.g. kinetic_weapon={forward_movement:1.0,delay:20,damage_conditions:{max_duration:60},knockback_conditions:{max_duration:40},dismount_conditions:{max_duration:20}} The damage dealt is calculated as floor(relative_speed * velocity_multiplier) where relative_speed is the difference of speed vectors of the attacker and the target as projected onto the axis of the attacker\u0026rsquo;s view vector Any additional damage from enchantments or attribute modifiers is added after this calculation Added minecraft:piercing_weapon # Enables a quick attack that damages multiple entities along a ray (primarily for Spears) Format: object with fields deals_knockback: boolean, whether the attack deals knockback Default value: true dismounts: boolean, whether the attack dismounts the target Default value: false sound: Optional Sound Event to play when a player attacks with the weapon hit_sound: Optional Sound Event to play when the weapon hits an entity e.g. piercing_weapon={dismounts:true} Added minecraft:swing_animation # Specifies the swing animation to play when attacking or interacting using this item Format: object with fields type: string, the animation identifier (none, whack, stab) Default value: whack duration: integer, the duration in ticks Default value: 6 e.g. swing_animation={type:'stab',duration:20} Changed minecraft:consumable # The animation field has been updated: Renamed spear to trident Added new spear animation Changed minecraft:intangible_projectile # Items with this component now show information about it in their tooltip Entity Data # The AngryAt field has been renamed to angry_at The AngerTime field has been removed An anger_end_time (long) field has been added, containing the time anger ends in game ticks Block Entity Data # Advancements # Added new spear_mobs trigger with fields: player: optional entity predicate, the player using the kinetic weapon count: optional integer, the number of mobs hit in a single use of the kinetic weapon Damage Types # Added a new minecraft:spear damage type Slot Sources # Added slot sources to allow the location of any inventory slot to be specified within datapacks Format: object with fields type: the slot source type \u0026lt;type-specific\u0026gt;: additional fields depending on the type minecraft:empty Type # Empty selection containing no slots minecraft:group Type # Merges several slot sources into one, with the resulting selection containing all slots from each slot source provided If a slot is included in more than one slot source, it will be repeated in the resulting slot source e.g. [a, b] + [c, a] -\u0026gt; [a, b, c, a] Format: terms: list of slot sources to join Can alternatively be written inline as a list of slot sources minecraft:slot_range Type # Selects slots within a slot range from the inventory of an entity or block entity Mirrors the behavior of the from argument of the /item command Format: source: an entity or block entity from which the slots will be sourced, from loot context Can be block_entity, this, attacking_entity, last_damage_player, direct_attacker, target_entity, or interacting_entity slots: a slot range in the format of \u0026lt;slot_type\u0026gt; or \u0026lt;slot_type\u0026gt;.\u0026lt;slot_number\u0026gt; (e.g. armor.chest or container.*) minecraft:contents Type # Selects all non-empty slots from the inventory component of one or more items If no item is stored inside that component, the resulting selection will be empty The location of the item(s) whose inventory component to use is specified by another slot source If the slot source includes more than one item with that component, the resulting selections will be merged identically as with the minecraft:group type e.g. Bundle [a, b] + Shulker Box [c, d] -\u0026gt; [a, b, c, d] Format: component: the inventory component to target Allowed values are minecraft:bundle_contents, minecraft:charged_projectiles, and minecraft:container slot_source: a slot source containing slots with item(s) to target minecraft:filtered Type # Applies a filter to the selected slots, excluding any non-matching slots from the resulting selection Format: item_filter: an item predicate to match against the items in each slot slot_source: the slot source to filter minecraft:limit_slots Type # Limits the number of slots provided, with the resulting selection containing at most that number of slots Any slots bringing the number of slots above that limit will be excluded, in order of inclusion e.g. [a, b, c, d] -\u0026gt; [a, b, c] if the limit is set to 3 Format: limit: integer, the maximum number of slots to include in the resulting selection slot_source: the slot source to limit Example slot source selecting every slot with more than 16 items from the hotbar and armor slots of an entity:\n{ \u0026quot;type\u0026quot;: \u0026quot;minecraft:filtered\u0026quot;, \u0026quot;item_filter\u0026quot;: { \u0026quot;count\u0026quot;: { \u0026quot;min\u0026quot;: 16 } }, \u0026quot;slot_source\u0026quot;: [ { \u0026quot;type\u0026quot;: \u0026quot;minecraft:slot_range\u0026quot;, \u0026quot;source\u0026quot;: \u0026quot;this\u0026quot;, \u0026quot;slots\u0026quot;: \u0026quot;hotbar.*\u0026quot; }, { \u0026quot;type\u0026quot;: \u0026quot;minecraft:slot_range\u0026quot;, \u0026quot;source\u0026quot;: \u0026quot;this\u0026quot;, \u0026quot;slots\u0026quot;: \u0026quot;armor.*\u0026quot; } ] } Loot Tables # Added new minecraft:slots loot pool entry Provides the items contained within the selected slots to the loot table Format: slot_source: a slot source describing where the items are located Supports all standard loot pool entry fields Loot Functions # minecraft:filtered # Field modifier has been replaced with two fields: on_pass - function or a list of functions to run when item_filter predicate passes on_fail - function or a list of functions to run when item_filter predicate fails minecraft:discard # Replaces any item stack with empty one No fields Predicates # Component Predicates # Component predicates (predicates field in block, item and entity predicates) now include predicates for checking existence of every component type Those predicates are written as {\u0026amp;#60component_type\u0026gt;: {}}\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;Such predicate check passes as long as component is present, no matter the actual value\u0026lt;li\u0026gt;Existing predicates for specific components remain unchanged\u0026lt;li\u0026gt;Example:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;{predicates:{written_book_content:{author:\u0026quot;foo\u0026quot;}}\u0026lt;/code\u0026gt; - existing format for matching books\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;{predicates:{written_book_content:{}}\u0026lt;/code\u0026gt; - special case of above that accepted any value, as long as component existed\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;{predicates:{instrument:{}}\u0026lt;/code\u0026gt; - checks if component \u0026lt;code\u0026gt;minecraft:instrument\u0026lt;/code\u0026gt; exists (was not allowed before)\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Entity Predicates\u0026lt;/h3\u0026gt;\u0026lt;p\u0026gt;The \u0026lt;code\u0026gt;flags\u0026lt;/code\u0026gt; predicate now supports new values:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;is_in_water\u0026lt;/code\u0026gt;: when an entity is touching water or a bubble column\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;is_fall_flying\u0026lt;/code\u0026gt;: when an entity is gliding with an elytra\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Block Predicates\u0026lt;/h3\u0026gt;\u0026lt;h3\u0026gt;Item Predicates\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Item predicate in command form (\u0026lt;code\u0026gt;\u0026amp;#60item\u0026gt;[predicate~{...},component={...}]\u0026lt;/code\u0026gt;) has been extended to accept empty predicates for any component type\u0026lt;li\u0026gt;Similarily to component predicates in data, those empty entries only check for component existence\u0026lt;li\u0026gt;Existing shorter syntax for checking component existence remains unchanged\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;That means \u0026lt;code\u0026gt;*[instrument]\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;*[instrument~{}]\u0026lt;/code\u0026gt; are equivalent\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Recipes\u0026lt;/h2\u0026gt;\u0026lt;h2\u0026gt;Enchantments\u0026lt;/h2\u0026gt;\u0026lt;h3\u0026gt;Enchantment Effect Components\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;minecraft:post_piercing_attack\u0026lt;/code\u0026gt;: Effects applying after a piercing attack with an item\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Enchantment Entity Effects\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;minecraft:apply_impulse\u0026lt;/code\u0026gt;: applies an impulse to the targeted entity\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;direction\u0026lt;/code\u0026gt; - The first step of determining the impules is applying this vector as local coordinates (the same used by \u0026lt;code\u0026gt;tp @s ^ ^ ^\u0026lt;/code\u0026gt;) onto the entity look vector\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;coordinate_scale\u0026lt;/code\u0026gt; - The second step is scaling the resulting vector by this vector on each axis in world space, X, Y and Z\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;magnitude\u0026lt;/code\u0026gt; - The third step is scaling the resulting vector by this Level-Based Value\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;minecraft:apply_exhaustion\u0026lt;/code\u0026gt;: applies exhaustion to the targeted entity\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;amount\u0026lt;/code\u0026gt; - Level-Based Value indicating the amount of exhaustion to apply\u0026lt;li\u0026gt;effective only on players\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;minecraft:play_sound\u0026lt;/code\u0026gt;: can now support a list of sound event identifiers, one for each level of enchantment. If a level is higher than the number of sounds, the last sound in the list is used\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Enchantment Level-Based Values\u0026lt;/h3\u0026gt;\u0026lt;h4\u0026gt;Added \u0026lt;code\u0026gt;exponent\u0026lt;/code\u0026gt;\u0026lt;/h4\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Raises the base to the specified power level.\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;base\u0026lt;/code\u0026gt; - Level-Based Value indicating the base of the exponent.\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;power\u0026lt;/code\u0026gt; - Level-Based Value indicating the power of the exponent.\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;World Generation\u0026lt;/h2\u0026gt;\u0026lt;h3\u0026gt;Dimension Types\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added new \u0026lt;code\u0026gt;attributes\u0026lt;/code\u0026gt; field for dimensions to specify Environment Attributes\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Refer to the Environment Attribute Map section for information about the format of this field\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added a new optional \u0026lt;code\u0026gt;timelines\u0026lt;/code\u0026gt; field that specifies which Timelines are active in this dimension\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Format: a Timeline ID, a list of Timeline IDs, or a Timeline Tag\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Many fields have been migrated to Environment Attributes:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Note: the form of these attributes may not be identical to the original fields\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;ultrawarm\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:gameplay/water_evaporates\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;minecraft:gameplay/fast_lava\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;visual/default_dripstone_particle\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;bed_works\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:gameplay/bed_rule\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;respawn_anchor_works\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:gameplay/respawn_anchor_works\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;cloud_height\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:visual/cloud_height\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;piglin_safe\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:gameplay/piglins_zombify\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;has_raids\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:gameplay/can_start_raid\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;natural\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:gameplay/nether_portal_spawns_piglin\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;minecraft:gameplay/eyeblossom_open\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;minecraft:gameplay/creaking_active\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;The \u0026lt;code\u0026gt;effects\u0026lt;/code\u0026gt; field has been removed and replaced with the following new fields:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;skybox\u0026lt;/code\u0026gt; - the skybox rendering type to use, one of:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;none\u0026lt;/code\u0026gt; (was \u0026lt;code\u0026gt;minecraft:nether\u0026lt;/code\u0026gt; effect ID)\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;overworld\u0026lt;/code\u0026gt; (was \u0026lt;code\u0026gt;minecraft:overworld\u0026lt;/code\u0026gt; effect ID)\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Following environment attribues are applied only when the \u0026lt;code\u0026gt;skybox\u0026lt;/code\u0026gt; is \u0026lt;code\u0026gt;overworld\u0026lt;/code\u0026gt;:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;minecraft:visual/sky_color\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;minecraft:visual/sun_angle\u0026lt;/code\u0026gt;,\u0026lt;code\u0026gt;minecraft:visual/sunrise_sunset_color\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;minecraft:visual/moon_phase\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;minecraft:visual/moon_angle\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;minecraft:visual/star_angle\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;minecraft:visual/star_brightness\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;end\u0026lt;/code\u0026gt; (was \u0026lt;code\u0026gt;minecraft:end\u0026lt;/code\u0026gt; effect ID)\u0026lt;li\u0026gt;Default: \u0026lt;code\u0026gt;overworld\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;cardinal_light\u0026lt;/code\u0026gt; - the direction of cardinal lighting that affects blocks, one of:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;default\u0026lt;/code\u0026gt; (was \u0026lt;code\u0026gt;minecraft:overworld\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;minecraft:end\u0026lt;/code\u0026gt; effect ID)\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;nether\u0026lt;/code\u0026gt; (was \u0026lt;code\u0026gt;minecraft:nether\u0026lt;/code\u0026gt; effect ID)\u0026lt;li\u0026gt;Default: \u0026lt;code\u0026gt;default\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;The \u0026lt;code\u0026gt;fixed_time\u0026lt;/code\u0026gt; field has been replaced by a \u0026lt;code\u0026gt;has_fixed_time\u0026lt;/code\u0026gt; boolean (default: \u0026lt;code\u0026gt;false\u0026lt;/code\u0026gt;)\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Time-based effects such as the angle of the sun are now specified instead by Environment Attributes\u0026lt;li\u0026gt;However, the remainder of behaviors formerly affected by \u0026lt;code\u0026gt;fixed_time\u0026lt;/code\u0026gt; being present will now instead use the \u0026lt;code\u0026gt;has_fixed_time\u0026lt;/code\u0026gt; boolean\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Biomes\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added new \u0026lt;code\u0026gt;attributes\u0026lt;/code\u0026gt; field for biomes to specify Environment Attributes\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Refer to the Environment Attributes section for information about the format of this field\u0026lt;li\u0026gt;Note: certain attributes, such as \u0026lt;code\u0026gt;gameplay/fast_lava\u0026lt;/code\u0026gt; are not evaluated positionally and thus cannot be set on a Biome\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Many subfields under \u0026lt;code\u0026gt;effects\u0026lt;/code\u0026gt; have been migrated to Environment Attributes:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Note: the form of these attributes may not be identical to the original fields\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;fog_color\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:visual/fog_color\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;water_fog_color\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:visual/water_fog_color\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;sky_color\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:visual/sky_color\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;particle\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:visual/ambient_particles\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;ambient_sound\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;mood_sound\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;additions_sound\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:audio/ambient_sounds\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;music\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:audio/background_music\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;music_volume\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;minecraft:audio/music_volume\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;The following color fields in the \u0026lt;code\u0026gt;effects\u0026lt;/code\u0026gt; definition now support colors as a string in the form \u0026lt;code\u0026gt;\u0026quot;#rrggbb\u0026quot;\u0026lt;/code\u0026gt;, or a float array in the form \u0026lt;code\u0026gt;[red, green, blue]\u0026lt;/code\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;water_color\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;foliage_color\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;dry_foliage_color\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;grass_color\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;grass_color_modifier\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Tags\u0026lt;/h2\u0026gt;\u0026lt;h3\u0026gt;Block Tags\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#can_glide_through\u0026lt;/code\u0026gt; - climbable blocks that can be glided through without stopping\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Item Tags\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#nautilus_taming_items\u0026lt;/code\u0026gt; - items that can be used to tame a Nautilus and a Zombie Nautilus\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#nautilus_bucket_food\u0026lt;/code\u0026gt; - bucketed fish items that can be used to feed a tamed Nautilus and Zombie Nautilus\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#nautilus_food\u0026lt;/code\u0026gt; - all items that can be used to feed a tamed Nautilus and Zombie Nautilus\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#camel_husk_food\u0026lt;/code\u0026gt; - all items that can be used to feed a Camel Husk\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#spears\u0026lt;/code\u0026gt; - all Spear weapons\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#enchantable/lunge\u0026lt;/code\u0026gt; - all items that can be enchanted with the \u0026lt;code\u0026gt;lunge\u0026lt;/code\u0026gt; enchantment\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#enchantable/melee_weapon\u0026lt;/code\u0026gt; - all primary melee weapons including Swords and Spears\u0026lt;li\u0026gt;Renamed \u0026lt;code\u0026gt;#enchantable/sword\u0026lt;/code\u0026gt; to \u0026lt;code\u0026gt;#enchantable/sweeping\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;Updated \u0026lt;code\u0026gt;#piglin_loved\u0026lt;/code\u0026gt; to include the Golden Nautilus Armor and the Golden Spear\u0026lt;li\u0026gt;Updated \u0026lt;code\u0026gt;#piglin_preferred_weapons\u0026lt;/code\u0026gt; to include Golden Spears\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Biome Tags\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Removed \u0026lt;code\u0026gt;#snow_golem_melts\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;#increased_fire_burnout\u0026lt;/code\u0026gt; - replaced by \u0026lt;code\u0026gt;gameplay/snow_golem_melts\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;gameplay/increased_fire_burnout\u0026lt;/code\u0026gt; Environment Attributes\u0026lt;li\u0026gt;Removed \u0026lt;code\u0026gt;#plays_underwater_music\u0026lt;/code\u0026gt; - replaced by \u0026lt;code\u0026gt;only_underwater\u0026lt;/code\u0026gt; field in the \u0026lt;code\u0026gt;audio/background_music\u0026lt;/code\u0026gt; Environment Attribute\u0026lt;li\u0026gt;Removed \u0026lt;code\u0026gt;#has_closer_water_fog\u0026lt;/code\u0026gt; - replaced by \u0026lt;code\u0026gt;visual/water_fog_end_distance\u0026lt;/code\u0026gt; Environment Attribute\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#spawns_coral_variant_zombie_nautilus\u0026lt;/code\u0026gt; - biomes where the Coral Variant of the Zombie Nautilus can spawn\u0026lt;li\u0026gt;Removed \u0026lt;code\u0026gt;#without_patrol_spawns\u0026lt;/code\u0026gt; - replaced by \u0026lt;code\u0026gt;gameplay/can_pillager_patrol_spawn\u0026lt;/code\u0026gt; Environment Attribute\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Entity Tags\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#can_wear_nautilus_armor\u0026lt;/code\u0026gt; - entities that can equip Nautilus Armor\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#nautilus_hostiles\u0026lt;/code\u0026gt; - entities that the Nautilus will be hostile towards when untamed\u0026lt;li\u0026gt;Changed \u0026lt;code\u0026gt;#not_scary_for_pufferfish\u0026lt;/code\u0026gt; to include Nautilus and Zombie Nautilus\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#burn_in_daylight\u0026lt;/code\u0026gt; - entities that burn in daylight\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#can_float_while_ridden\u0026lt;/code\u0026gt; - entities that can float on water while being ridden\u0026lt;li\u0026gt;Changed \u0026lt;code\u0026gt;#skeletons\u0026lt;/code\u0026gt; to include Parched\u0026lt;li\u0026gt;Changed \u0026lt;code\u0026gt;#zombies\u0026lt;/code\u0026gt; to include Zombie Nautilus, Zombie Horse and Camel Husk\u0026lt;li\u0026gt;Changed \u0026lt;code\u0026gt;#can_equip_saddle\u0026lt;/code\u0026gt; to include Nautilus, Zombie Nautilus, Zombie Horse and Camel Husk\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Structure Tags\u0026lt;/h3\u0026gt;\u0026lt;h3\u0026gt;Enchantment Tags\u0026lt;/h3\u0026gt;\u0026lt;h3\u0026gt;Timeline Tags\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#universal\u0026lt;/code\u0026gt; - Timelines that are active in every dimension\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#in_overworld\u0026lt;/code\u0026gt; - Timelines that are active in the Overworld\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#in_nether\u0026lt;/code\u0026gt; - Timelines that are active in the Nether\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;#in_end\u0026lt;/code\u0026gt; - Timelines that are active in the End\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Particles\u0026lt;/h2\u0026gt;\u0026lt;h1\u0026gt;Resource Pack Versions 70.0 through 75.0\u0026lt;/h1\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Unifont has been updated to 17.0.01\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;block.vsh/fsh\u0026lt;/code\u0026gt; copies \u0026lt;code\u0026gt;terrain.vsh/fsh\u0026lt;/code\u0026gt; and handles ad-hoc blocks (e.g. held by entities)\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;ChunkSection\u0026lt;/code\u0026gt; uniform, used by \u0026lt;code\u0026gt;terrain.vsh\u0026lt;/code\u0026gt; (which replaces \u0026lt;code\u0026gt;DynamicTransforms\u0026lt;/code\u0026gt;)\u0026lt;li\u0026gt;New shaders have been introduced to perform GPU based sprite animations\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;Globals\u0026lt;/code\u0026gt; uniform now has camera coordinates\u0026lt;li\u0026gt;Item textures were split out of the \u0026lt;code\u0026gt;blocks\u0026lt;/code\u0026gt; atlas into a separate new \u0026lt;code\u0026gt;items\u0026lt;/code\u0026gt; atlas that does not have mipmaps\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;All textures used in an item model have to come from the same (\u0026lt;code\u0026gt;items\u0026lt;/code\u0026gt; or \u0026lt;code\u0026gt;blocks\u0026lt;/code\u0026gt;) atlas\u0026lt;li\u0026gt;All textures used in a block model have to come from the \u0026lt;code\u0026gt;blocks\u0026lt;/code\u0026gt; atlas\u0026lt;li\u0026gt;Textures used for still water and lava are now hardcoded to \u0026lt;code\u0026gt;minecraft:block/water_still\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;minecraft:block/lava_still\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;To prepare for future work, the game will now print a warning if any defined sprites in any atlases share a name\u0026lt;li\u0026gt;Block model and state format has been expanded to allow more rotations\u0026lt;li\u0026gt;Textures for the Leather Horse Armor item and equipment asset have been split into a tinted base layer and an overlay layer\u0026lt;/ul\u0026gt;\u0026lt;h1\u0026gt;Textures\u0026lt;/h1\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;texture\u0026lt;/code\u0026gt; section of \u0026lt;code\u0026gt;*.mcmeta\u0026lt;/code\u0026gt; files has two new fields: \u0026lt;code\u0026gt;mipmap_strategy\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;alpha_cutoff_bias\u0026lt;/code\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;mipmap_strategy\u0026lt;/code\u0026gt; has the following supported values:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;mean\u0026lt;/code\u0026gt; averages both color and alpha between groups of four pixels for the current mipmap level to generate the next mipmap level pixel. This was and stays the default strategy for most solid or translucent full block textures\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;dark_cutout\u0026lt;/code\u0026gt; is similar to \u0026lt;code\u0026gt;mean\u0026lt;/code\u0026gt;, but blends colors in a way that makes the pixels bordering cutout pixels darker. This was and stays the strategy for leaves and Mangrove Roots. It simulates dark interior of the blocks\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;cutout\u0026lt;/code\u0026gt; is a new strategy that always generates a mipmap based on the original texture instead of the previous mipmap. Used for most cutout blocks that became mipmapped in this version.\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;strict_cutout\u0026lt;/code\u0026gt; is a modification of \u0026lt;code\u0026gt;cutout\u0026lt;/code\u0026gt; that uses stricter alpha cutoff value leading to the textures using this value disappearing at higher mipmap levels. Is used for flowers and similar blocks to avoid artifacts.\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;auto\u0026lt;/code\u0026gt; is the default value and will make the game to pick \u0026lt;code\u0026gt;mean\u0026lt;/code\u0026gt; for textures that do not contain fully transparent pixels and \u0026lt;code\u0026gt;cutout\u0026lt;/code\u0026gt; for those that do\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;alpha_cutoff_bias\u0026lt;/code\u0026gt; is a float field for controling the alpha bias for cutout textures\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Technically there is no limit for this value, it can be negative as well, but it does not make sense to set this higher than \u0026lt;code\u0026gt;1.0\u0026lt;/code\u0026gt; or lower than \u0026lt;code\u0026gt;-1.0\u0026lt;/code\u0026gt; since the texture will become either fully opaque or fully transparent\u0026lt;li\u0026gt;Default value for this field is \u0026lt;code\u0026gt;0.0\u0026lt;/code\u0026gt;, and it can be increased for textures that can become too transparent/thin at distance, or decreased if it's too \u0026quot;opaque\u0026quot;\u0026lt;li\u0026gt;It's recommended to increment or decrease this value in fine granuality for finding the sweet spot. As an example, \u0026lt;code\u0026gt;0.1\u0026lt;/code\u0026gt; is used for \u0026lt;code\u0026gt;kelp\u0026lt;/code\u0026gt; textures in order to prevent them being fully trasparent at distance\u0026lt;li\u0026gt;Only used for lower mips of cutout textures, does not change the alpha of first mip level, and has no effect on other textures\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Glass, Glass Pane and Redstone dust now support translucent textures\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;gui/container/nautilus\u0026lt;/code\u0026gt; used for the Nautilus inventory UI\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Block Sprites\u0026lt;/h2\u0026gt;\u0026lt;h2\u0026gt;Item Sprites\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added new item sprites:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/nautilus_spawn_egg\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/zombie_nautilus_spawn_egg\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/camel_husk_spawn_egg\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/parched_spawn_egg\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/copper_nautilus_armor\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/iron_nautilus_armor\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/golden_nautilus_armor\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/diamond_nautilus_armor\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/netherite_nautilus_armor\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/netherite_horse_armor\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item/leather_horse_armor_overlay\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added the following item sprites for the Spear weapon:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;When in inventory: \u0026lt;code\u0026gt;item/wooden_spear\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/stone_spear\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/copper_spear\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/iron_spear\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/golden_spear\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/diamond_spear\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/netherite_spear\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;When in hand: \u0026lt;code\u0026gt;item/wooden_spear_in_hand\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/stone_spear_in_hand\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/copper_spear_in_hand\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/iron_spear_in_hand\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/golden_spear_in_hand\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/diamond_spear_in_hand\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;item/netherite_spear_in_hand\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Entity Sprites\u0026lt;/h2\u0026gt;\u0026lt;h2\u0026gt;UI Sprites\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added new UI sprite:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;container/slot/nautilus_armor\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;container/slot/spear\u0026lt;/code\u0026gt; - Spear icon used in the Smithing Table screen\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;container/slot/nautilus_armor_inventory\u0026lt;/code\u0026gt; - Nautilus icon used in Nautilus inventory UI\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added new nine-sliced sprites:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;container/inventory/effect_background\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;container/inventory/effect_background_ambient\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Removed the following sprites:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;container/inventory/effect_background_large\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;container/inventory/effect_background_small\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Celestials Atlas\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;A new \u0026lt;code\u0026gt;celestials\u0026lt;/code\u0026gt; atlas has been introduced, including sprites for objects rendered in the sky such as the Sun and Moon\u0026lt;li\u0026gt;Includes sprites from \u0026lt;code\u0026gt;\u0026amp;#60namespace\u0026gt;:textures/environment/celestial/\u0026amp;#60path\u0026gt;.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;The following textures have been moved or split:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;textures/environment/sun.png\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;sun\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;textures/environment/end_flash.png\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;end_flash\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;textures/environment/moon_phases\u0026lt;/code\u0026gt; -\u0026gt; \u0026lt;code\u0026gt;moon/full_moon\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;moon/waning_gibbous\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;moon/third_quarter\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;moon/waning_crescent\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;moon/new_moon\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;moon/waxing_crescent\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;moon/first_quarter\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;moon/waxing_gibbous\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Mob Effect Sprites\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added new mob effect sprite:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;breath_of_the_nautilus\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Entity Textures\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added new entity textures:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/nautilus/nautilus.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/nautilus/nautilus_baby.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/nautilus/zombie_nautilus.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/zombie_nautilus_coral.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/nautilus_body/copper.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/nautilus_body/iron.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/nautilus_body/gold.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/nautilus_body/diamond.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/nautilus_body/netherite.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/nautilus_saddle/saddle.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/horse_body/leather_overlay.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/camel/camel_husk.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/camel_husk_saddle/saddle.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/equipment/horse_body/netherite.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/skeleton/parched.png\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity/skeleton/parched_overlay.png\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Sounds\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added new sounds for Spears:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear.hit\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear.use\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear.attack\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added special sounds for the Wooden Spear:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear_wood.hit\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear_wood.use\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear_wood.attack\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added new sound events for the Lunge Enchantment:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear.lunge_1\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear.lunge_2\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.spear.lunge_3\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added new sound events for the Nautilus:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.baby_nautilus.ambient\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.baby_nautilus.death\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.baby_nautilus.eat\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.baby_nautilus.hurt\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.baby_nautilus.swim\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.ambient\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.death\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.dash\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.dash_ready\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.eat\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.hurt\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.swim\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.ambient\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.death\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.dash\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.dash_ready\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.eat\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.hurt\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.swim\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.nautilus_armor.equip\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.nautilus_armor.unequip\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.riding\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.nautilus_saddle_equip\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;item.nautilus_saddle_underwater_equip\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.baby_nautilus.ambient_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.baby_nautilus.death_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.baby_nautilus.hurt_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.ambient_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.dash_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.dash_ready_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.death_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.nautilus.hurt_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.ambient_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.dash_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.dash_ready_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.death_land\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_nautilus.hurt_land\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added new sound event for the Zombie Horse:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_horse.angry\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.zombie_horse.eat\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added new sound events for the Parched:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.parched.ambient\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.parched.death\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.parched.hurt\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.parched.step\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added new sound events for the Camel Husk:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.ambient\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.dash\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.dash_ready\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.death\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.eat\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.hurt\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.saddle\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.sit\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.stand\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.step\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.camel_husk.step_sand\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Added new sound events for the Parrot:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.parrot.imitate.camel_husk\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.parrot.imitate.parched\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.parrot.imitate.zombie_horse\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;entity.parrot.imitate.zombie_nautilus\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Particles\u0026lt;/h2\u0026gt;\u0026lt;h2\u0026gt;Item Models\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added new option for all item models: \u0026lt;code\u0026gt;swap_animation_scale\u0026lt;/code\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Defaults to \u0026lt;code\u0026gt;1.0\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;Indicates how fast the item moves up and down when swapping items in hotbar\u0026lt;li\u0026gt;Large speeds can allow items that take more of the screen space to fully duck before swapped into the next item\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;p\u0026gt;Added new item model:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;spear_in_hand\u0026lt;/code\u0026gt; - model for the Spear when in hand.\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Block Models\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Block model elements can now be rotated around multiple axes\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Model is first rotated around X, then Y, then Z\u0026lt;li\u0026gt;New fields:\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;x\u0026lt;/code\u0026gt; - rotation around axis X in degrees, float, defaults to \u0026lt;code\u0026gt;0.0\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;y\u0026lt;/code\u0026gt; - rotation around axis Y in degrees, float, defaults to \u0026lt;code\u0026gt;0.0\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;\u0026lt;code\u0026gt;z\u0026lt;/code\u0026gt; - rotation around axis Z in degrees, float, defaults to \u0026lt;code\u0026gt;0.0\u0026lt;/code\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Existing fields \u0026lt;code\u0026gt;axis\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;angle\u0026lt;/code\u0026gt; can still be used\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;If both field sets are present, older notation takes presence\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;li\u0026gt;Existing restriction for angle value limiting them to \u0026lt;code\u0026gt;[-45, 45]\u0026lt;/code\u0026gt; has been removed\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Note: Names of faces are not influenced by rotation. Features that depend on them, like culling, will always use original directions\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Block State Model Dispatch\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Variants in block state dispatch files (defined in \u0026lt;code\u0026gt;assets/.../blockstates/\u0026lt;/code\u0026gt; can now be also rotated around Z axis\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;New optional field \u0026lt;code\u0026gt;z\u0026lt;/code\u0026gt; has the same format as existing \u0026lt;code\u0026gt;x\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;y\u0026lt;/code\u0026gt; fields: an integer with allowed values of \u0026lt;code\u0026gt;0\u0026lt;/code\u0026gt; (default), \u0026lt;code\u0026gt;90\u0026lt;/code\u0026gt;, \u0026lt;code\u0026gt;180\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;270\u0026lt;/code\u0026gt;\u0026lt;li\u0026gt;Rotation around Z axis is applied after X and Y\u0026lt;/ul\u0026gt;\u0026lt;/ul\u0026gt;\u0026lt;h2\u0026gt;Shaders \u0026amp;#38 Post-process Effects\u0026lt;/h2\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Added \u0026lt;code\u0026gt;animate_sprite*\u0026lt;/code\u0026gt; core shaders, which use a new \u0026lt;code\u0026gt;SpriteAnimationInfo\u0026lt;/code\u0026gt; uniform\u0026lt;/ul\u0026gt;\u0026lt;h3\u0026gt;Sprite Animations\u0026lt;/h3\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;Sprites (textures as part of a larger atlas) are now animated on the GPU rather than per-tick on the CPU\u0026lt;li\u0026gt;For regular frame-based animations, \u0026lt;code\u0026gt;animate_sprite.vsh\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;animate_sprite_blit.fsh\u0026lt;/code\u0026gt; are used to perform the draw\u0026lt;li\u0026gt;For interpolated animations, \u0026lt;code\u0026gt;animate_sprite.vsh\u0026lt;/code\u0026gt; and \u0026lt;code\u0026gt;animate_sprite_interpolate.fsh\u0026lt;/code\u0026gt; are used to perform the draw\u0026lt;li\u0026gt;The UBO \u0026lt;code\u0026gt;SpriteAnimationInfo\u0026lt;/code\u0026gt; contains information on where the sprite should be drawn to, within the greater texture atlas\u0026lt;/ul\u0026gt;\u0026lt;h1\u0026gt;Fixed bugs in 1.21.11\u0026lt;/h1\u0026gt;\u0026lt;ul\u0026gt;\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-2791 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-2791\u0026lt;/a\u0026gt; The player model in the inventory screen renders in the wrong orientation when it's not standing up straight\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-22882 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-22882\u0026lt;/a\u0026gt; Ctrl + Q doesn't work on Mac\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-53491 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-53491\u0026lt;/a\u0026gt; The world border can change in size when the game is paused\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-54988 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-54988\u0026lt;/a\u0026gt; World border \u0026quot;warning\u0026quot; effect is not shown when graphics setting is set to \u0026quot;Fast\u0026quot;\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-54989 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-54989\u0026lt;/a\u0026gt; Sliders can be moved to positions between available values\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-73186 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-73186\u0026lt;/a\u0026gt; Gaps between the faces of item models and complex block models\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-80476 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-80476\u0026lt;/a\u0026gt; On macOS, the \u0026quot;drop item stack\u0026quot; shortcut conflicts with the \u0026quot;quit Minecraft\u0026quot; shortcut\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-114265 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-114265\u0026lt;/a\u0026gt; Mipmaps are too dark around transparent edges in textures (e.g. side of grass)\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-146862 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-146862\u0026lt;/a\u0026gt; Long effect names cause text to appear outside the effect box\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-147718 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-147718\u0026lt;/a\u0026gt; F1, F3, F3+[char] combos cannot be rebound\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-149630 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-149630\u0026lt;/a\u0026gt; Some particles have very thin, vertical lines that flash in and out around the particles\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-154651 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-154651\u0026lt;/a\u0026gt; Boats and rafts can break off paintings and item frames\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-159275 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-159275\u0026lt;/a\u0026gt; Map player markers on maps of the nether don't rotate when doDaylightCycle is disabled\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-162573 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-162573\u0026lt;/a\u0026gt; A white outline is rendered on composters' edges when viewed from far away\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-171688 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-171688\u0026lt;/a\u0026gt; Invisibility status of LivingEntity is not updated when ActiveEffects are modified directly\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-179383 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-179383\u0026lt;/a\u0026gt; Leaves not culled with graphics set to Fast\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-188602 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-188602\u0026lt;/a\u0026gt; In non-natural custom dimensions, if \u0026quot;bed_works\u0026quot; is set to true, beds cannot be used to skip the night or set the spawn point\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-189837 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-189837\u0026lt;/a\u0026gt; Nether fog is dark after rejoining a world that is thunder storming in the Overworld\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-195505 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-195505\u0026lt;/a\u0026gt; Short grass is unaffected by mipmap levels\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-199467 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-199467\u0026lt;/a\u0026gt; Certain entity animations stop after they've existed in world for too long\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-234358 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-234358\u0026lt;/a\u0026gt; Moiré patterns / aliasing on certain objects when viewed from a distance\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-237158 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-237158\u0026lt;/a\u0026gt; Magma blocks can generate on the ceilings of caves below aquifers\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-238715 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-238715\u0026lt;/a\u0026gt; The \u0026quot;minecraft:block.chest.locked\u0026quot; sound cannot be heard by other players when attempting to open locked blocks\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-241321 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-241321\u0026lt;/a\u0026gt; Darkness vignette effect is not shown when graphics setting is set to \u0026quot;Fast\u0026quot;\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-245854 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-245854\u0026lt;/a\u0026gt; Fast graphics description is slightly misleading\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-245895 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-245895\u0026lt;/a\u0026gt; View Bobbing stops working after long elytra flight\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-248499 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-248499\u0026lt;/a\u0026gt; Potion UIs displayed within the inventory don't have cyan outlines if the effects are granted by beacons or conduits\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-259368 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-259368\u0026lt;/a\u0026gt; Z-fighting occurs on trimmed armor items\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-263562 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-263562\u0026lt;/a\u0026gt; World types in Realms backup info screen are untranslatable\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-264151 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-264151\u0026lt;/a\u0026gt; Glass blocks do not use mipmapping, but glass panes do\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-266425 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-266425\u0026lt;/a\u0026gt; Recipes for new waxed copper blocks are not grouped\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-267364 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-267364\u0026lt;/a\u0026gt; Teleporting in the air is considered flying by server\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-269295 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-269295\u0026lt;/a\u0026gt; Jump bar progress renders unused pixels from dynamic texture atlas\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-271729 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-271729\u0026lt;/a\u0026gt; Armadillo scute drops are not affected by the mob_drops game rule\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-271938 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-271938\u0026lt;/a\u0026gt; Mace smash attack can push players in creative mode that are flying\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-271941 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-271941\u0026lt;/a\u0026gt; Music discs can sometimes spawn inside jukeboxes when ejected from them\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-274828 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-274828\u0026lt;/a\u0026gt; Horse armor item and entity model tint affects the entirety of the textures\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-276382 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-276382\u0026lt;/a\u0026gt; Leather horse armor leggings \u0026amp;#38 helmet parts are untextured\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-276445 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-276445\u0026lt;/a\u0026gt; Highlighted text within the anvil and creative inventory interfaces renders blue making it difficult to read\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-277768 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-277768\u0026lt;/a\u0026gt; Mipmapping no longer affects items\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-278742 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-278742\u0026lt;/a\u0026gt; Creakings cannot be ridden by any entities using commands\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-279076 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-279076\u0026lt;/a\u0026gt; Certain mobs will always retarget the player upon reloading the chunks, regardless of distance or gamemode\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-295949 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-295949\u0026lt;/a\u0026gt; Flying through vines with an elytra cancels the flight\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-296952 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-296952\u0026lt;/a\u0026gt; F4 key to toggle shaders cannot be rebound\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-297328 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-297328\u0026lt;/a\u0026gt; Unloading and reloading an area causes invisible entities to be visible until you get close enough.\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-297367 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-297367\u0026lt;/a\u0026gt; Checkbox filled status isn't narrated\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-298405 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-298405\u0026lt;/a\u0026gt; Text components in the \u0026quot;label\u0026quot; of input controls in dialogs don't support \u0026quot;hover_event\u0026quot;\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-298767 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-298767\u0026lt;/a\u0026gt; Piercing arrows phase through mobs that are in the same block\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-298915 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-298915\u0026lt;/a\u0026gt; Multishot crossbows loaded in survival or adventure mode show their secondary charged projectiles on a separate line in the tooltip\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-298942 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-298942\u0026lt;/a\u0026gt; Character body moves instead of the head when riding a happy ghast\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-299136 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-299136\u0026lt;/a\u0026gt; Hyper Potions (Ian Tsuchiura) is not mentioned in the credits and splash texts\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-299196 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-299196\u0026lt;/a\u0026gt; Waypoints fade out when an advancement is granted\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-299876 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-299876\u0026lt;/a\u0026gt; Labels for booleans within dialogs are rendered in a slightly different shade of white than normal\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-300588 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-300588\u0026lt;/a\u0026gt; Waypoint modifications reset upon death\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-300642 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-300642\u0026lt;/a\u0026gt; When texture atlases are large, gaps are rendered between blocks that have a low resolution\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-300979 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-300979\u0026lt;/a\u0026gt; The movement and duration messages in the demo introduction screen now have a text shadow\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301127 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301127\u0026lt;/a\u0026gt; Music stops and restarts when trying to connect to a server when the music frequency is set to constant\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301271 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301271\u0026lt;/a\u0026gt; Object text components do not render in some places unless there are text glyphs on the same line\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301311 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301311\u0026lt;/a\u0026gt; The “Transfer Now” button no longer renders highlighted when the java realms information box is selected\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301424 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301424\u0026lt;/a\u0026gt; entity_data item component detection is broken in resource packs\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301516 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301516\u0026lt;/a\u0026gt; The mouse cursor doesn’t change to the hand shape when hovering over tabs in the “Create New World” menu and similar screens\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301517 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301517\u0026lt;/a\u0026gt; The mouse cursor doesn’t change to the hand shape when hovering over arrows in the singleplayer, multiplayer, resource packs, and data packs menus\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301518 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301518\u0026lt;/a\u0026gt; The mouse cursor doesn’t change to the hand shape when hovering over checkboxes\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301520 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301520\u0026lt;/a\u0026gt; The mouse cursor doesn’t change to the hand shape when hovering over the difficulty lock button\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301527 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301527\u0026lt;/a\u0026gt; The mouse cursor doesn’t change to the resize shape when scrolling in the advancements menu\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301557 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301557\u0026lt;/a\u0026gt; The shading direction of the bolts on single and large copper chests does not match\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301595 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301595\u0026lt;/a\u0026gt; Music toasts briefly appear in the pause menu after a song has finished\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301632 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301632\u0026lt;/a\u0026gt; Comparators measuring jukeboxes do not update when a music disc is taken out of a jukebox if the music disc has already finished its song\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301754 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301754\u0026lt;/a\u0026gt; The hand animation plays when right-clicking shelves with nothing in your hand\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301756 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301756\u0026lt;/a\u0026gt; The “This is a Snapshot Realm…” box outline is rendered above the delete realm interface\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301763 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301763\u0026lt;/a\u0026gt; The outline of the “Invited” element within the realms “Players” tab renders above other tabs when selected and when a scroll bar is present\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301805 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301805\u0026lt;/a\u0026gt; Selected item outline on statistics screen renders outside of scissor area\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301879 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301879\u0026lt;/a\u0026gt; Double weathered and waxed weathered copper chests' bottom texture looks off compared to the other variants\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-301988 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-301988\u0026lt;/a\u0026gt; Buttons in the telemetry screen are not aligned properly in some languages\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302030 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302030\u0026lt;/a\u0026gt; Setting commandBlocksEnabled to false prevents command blocks from being edited\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302071 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302071\u0026lt;/a\u0026gt; Single and double copper chests have inconsistent side textures\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302111 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302111\u0026lt;/a\u0026gt; Elements within the resource pack and data pack menus are not selected in order when using the TAB key\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302184 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302184\u0026lt;/a\u0026gt; Copper golems in cave/void air never turn into statues\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302209 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302209\u0026lt;/a\u0026gt; Debug renderers stop working when changing dimensions\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302246 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302246\u0026lt;/a\u0026gt; Sprite object component does not render in server list depending on component tree\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302254 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302254\u0026lt;/a\u0026gt; Cursor changes do not work for command suggestions\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302288 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302288\u0026lt;/a\u0026gt; All shelves have the oak tan map color\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302325 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302325\u0026lt;/a\u0026gt; When the player toggles a debug renderer using its hotkey (F3+B, F3+G) while in the debug options screen, the corresponding entry is not updated\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302338 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302338\u0026lt;/a\u0026gt; The narrator button in the Accessibility Settings menu doesn't update upon pressing Ctrl+B\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302362 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302362\u0026lt;/a\u0026gt; Clicking on \u0026quot;Singleplayer\u0026quot; or \u0026quot;Multiplayer\u0026quot; in the main menu then immediately clicking on a world or server joins it even when not clicking the play button\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302409 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302409\u0026lt;/a\u0026gt; Lightning that strikes waxed lightning rods do not deoxidize nearby unwaxed copper blocks\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302469 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302469\u0026lt;/a\u0026gt; Creepers at the player's exact position with an explosion radius of 0 set the player's velocity to NaN\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302477 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302477\u0026lt;/a\u0026gt; Loot tables stopped supporting SNBT as entity data\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302482 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302482\u0026lt;/a\u0026gt; Resource and data pack names can overlap selection boxes when the scroll bar is present\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302493 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302493\u0026lt;/a\u0026gt; The mouse cursor doesn't change to the hand shape when hovering over the close button in the \u0026quot;Add Realm\u0026quot; screen\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302516 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302516\u0026lt;/a\u0026gt; Zombie villagers spawn as the variant matching the biome at 0, 0, 0\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302549 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302549\u0026lt;/a\u0026gt; Server main thread deadlock during respawn position resolution when the entire world spawn radius is filled with fluids\u0026lt;li\u0026gt;\u0026lt;a href=https://mojira.dev/MC-302601 rel=\u0026quot;noopener noreferrer\u0026quot;target=_blank\u0026gt;MC-302601\u0026lt;/a\u0026gt; A white outline is rendered on anvils' top texture when viewed from far away\u0026lt;/ul\u0026gt; ","date":"9 December 2025","externalUrl":null,"permalink":"/changelog/1.21.11/","section":"Changelog Übersicht","summary":"","title":"1.21.11 Changelog","type":"changelog"},{"content":" News Today Mounts of Mayhem charges into Minecraft, bringing a new weapon to wield, mounts to tame, foes to face, and strategies to master! Challengers await beneath scorching suns, night skies, and deep in the ocean’s depths – and each clash will demand a fresh strategy. Fight back with the spear, a new tiered weapon which deals damage based on your precision and the speed of your trusted steed. So, riders of the Overworld – mount up and lead the charge in the Mounts of Mayhem drop!\nNew Features # Added Nautilus and Zombie Nautilus Added Nautilus Armor Added Spear Weapon Updated advancements to include the Nautilus, the Zombie Nautilus, the Zombie Horse, the Camel Husk, and the Parched Added new graphical options \u0026ldquo;Texture Filtering\u0026rdquo; and \u0026ldquo;Anisotropic Filtering\u0026rdquo; Added Netherite Horse Armor that can be obtained by upgrading Diamond Horse Armor with a Smithing Table Nautilus # Nautilus is a new neutral aquatic mob Spawns in all ocean biomes Attacks using a Dash attack, if provoked Occasionally attacks Pufferfish within range using the Dash attack Has a Dash skill similar to Camels, used by pressing the Jump button Takes suffocation damage on land Adds the \u0026ldquo;Breath of the Nautilus\u0026rdquo; effect to mounted players Nautilus can be bred and tamed using Pufferfish or a Bucket of Pufferfish Despawn naturally, however become persistent when interacted with by a player A Tamed Nautilus: Can be mounted using a Saddle With a Saddle has a roaming restriction of 16 blocks Without a Saddle has a roaming restriction of 32 blocks Zombie Nautilus # Zombie Nautilus is a new underwater mob that spawns with a Drowned rider wielding a Trident Zombie Nautilus is only hostile if ridden by a hostile mob Zombie Nautilus behaves similar to the Nautilus except that it cannot be bred Coral Zombie Nautilus # The Zombie Nautilus has a Coral Zombie Nautilus variant that spawns in the Warm Ocean biome Nautilus Armor # Equippable on the Nautilus and Zombie Nautilus Comes in Copper, Golden, Iron, Diamond and Netherite versions Parched # New Skeleton variant Spawns at light level 0 in Deserts replacing some of the regular Skeletons Does not burn in sunlight Shoots Arrows of Weakness Is immune to Weakness effect Has a slower rate of fire compared to normal Skeletons, similar to Bogged Does not spawn in caves, following the Husk\u0026rsquo;s spawning rules Camel Husk # New undead Camel variant Spawns a 0 light level in Deserts Does not burn in sunlight Spawns with two riders: A Husk wielding a Spear and a Parched Do not spawn in caves, following Husks spawning rules Is hostile if the rider is a hostile mob Passive without a rider Despawns with other hostile mobs, however becomes persistent when interacted with Favorite food is Rabbit Foot Cannot be bred As a mount they work similar to normal Camels Drops 2-3 Rotten Flesh when killed, with extra 0-1 for each level of Looting Spear Weapon # New weapon that can be crafted in Wood, Stone, Copper, Iron, Gold, Diamond and Netherite versions Each material has different stats for timing, influencing how fast they are to use Has a minimum reach for damage, being too close to a target will yield no damage Has extended maximum reach compared to other tools and weapons Bounces back visually on hit Has two attacks. Jab and Charge Does not cause item interact vibrations Zombies, Husks, Zombified Piglins and Piglins can spawn with the Spear Golden Spear is considered a preferred weapon by Piglins Jab Attack # Quick-press primary action button to use Low damage attack with knockback Cooldown between attacks Wooden Spears have the fastest cooldown; Netherite the slowest Can hit multiple enemies Does not destroy blocks Charge Attack # Press and hold the secondary action button to use Damage is based on Spear material, the player’s view angle, and the velocity of both the player and the target While holding down the button, the attack goes through three stages before returning to idle: Engaged: The Spear can deal damage, knockback, and dismount mounted enemies if the speed is above the required thresholds Tired: Indicated by the Spear rotating to a vertical position and shaking. The Spear can deal damage and knockback (but not dismount) if the speed is above the required thresholds Disengaged: Indicated by the Spear being lowered, pointing downwards. The Spear gives damage but not knockback or dismount if the speed is above the required threshold The Spear\u0026rsquo;s range when used by mobs is half of that when used by players, but they can deal damage, dismount and knockback at lower speeds than the players Zombies, Husks, Zombified Piglins and Piglins know how to charge with a Spear Lunge Enchantment # Spear exclusive enchantment Only works with the Jab attack When doing a Jab attack with Lunge, it propels the player horizontally in the view direction The view angle needs to be perfectly leveled horizontally to achieve maximum lunge distance Using Lunge has a durability cost of 1 for using Lunge across all Enchantment levels Using Lunge consumes hunger points by exhausting the player, similar to sprinting or jumping Level 1 Lunge consumes 1 hunger point, level 2 consumes 2 hunger points, and level 3 consumes 3 hunger points Lunge can only be used if the player has at least 6 hunger points in their hunger bar Does not work when the player is in water or flying with Elytra Advancements # Added the \u0026ldquo;Mob Kabob\u0026rdquo; advancement for spearing 5 enemies with a Charge attack Updated the \u0026ldquo;How did we get here?\u0026rdquo; advancement to include the Breath of the Nautilus effect Updated the \u0026ldquo;Best Friends Forever\u0026rdquo; advancement to include the Nautilus, Zombie Nautilus, and the Zombie Horse Updated the \u0026ldquo;The Parrots and the Bats\u0026rdquo; advancement to include the Nautilus Updated the \u0026ldquo;Two by Two\u0026rdquo; advancement to include the Nautilus Updated the \u0026ldquo;Monster Hunter\u0026rdquo; advancement to include the Zombie Nautilus, the Zombie Horse, the Camel Husk and the Parched Updated the \u0026ldquo;A Throwaway Joke\u0026rdquo;, \u0026ldquo;Take Aim\u0026rdquo; and \u0026ldquo;It Spreads\u0026rdquo; advancements to include the Nautilus, the Zombie Nautilus, the Zombie Horse, the Camel Husk and the Parched Updated the \u0026ldquo;Oh Shiny\u0026rdquo; advancement to include the Golden Spear and Golden Nautilus Armor Texture Filtering # New option in Video Settings Controls the method used to sample textures when they are viewed at an angle or from a distance Available values are \u0026ldquo;None\u0026rdquo;, \u0026ldquo;RGSS\u0026rdquo;, and \u0026ldquo;Anisotropic\u0026rdquo; The default depends on your graphics preset and hardware \u0026ldquo;RGSS\u0026rdquo; (Rotated Grid Super Sampling) is a shader-based filtering method that improves texture clarity at a moderate performance cost This is available on all hardware \u0026ldquo;Anisotropic\u0026rdquo; is a hardware-based filtering method that provides the best texture clarity The maximum anisotropy may be \u0026ldquo;2x\u0026rdquo;, \u0026ldquo;4x\u0026rdquo;, and \u0026ldquo;8x\u0026rdquo;, controllable by a separate slider If your hardware does not support it, Anisotropic Filtering will do nothing This significantly impacts video memory usage (especially combined with a high mipmap count) Changes # Zombies, Husks, Piglins and Zombified Piglins can now hold Spears\nPiglins now consider Golden Spears as one of the items they like\nParrots can now mimic the sounds of Zombie Nautilus, Zombie Horse, Camel Husk and Parched\nItems will no longer \u0026ldquo;bob\u0026rdquo; whenever their durability changes, such as when losing durability from an attack, or repaired by Mending\nSome changes were made to debug renderers\nGraphics modes \u0026ldquo;Fast\u0026rdquo;, \u0026ldquo;Fancy\u0026rdquo;, and \u0026ldquo;Fabulous!\u0026rdquo; have been replaced with graphics presets with the same names\nCloud movement is now the same for all players on a server\nNetherite Armor points have been increased for the Body slot from 11 to 19\nAll blocks in the world now have mipmaps applied if enabled in video settings\nBlocks that did not have mipmaps before, such as different vines, rails, folliage (apart from leaves) and more should look better from higher distances Client FPS is expected to be higher for most players\nUnderwater biome fog color and fog distance is now blended based on the player\u0026rsquo;s position between biomes, similarly to regular biome fog and sky colors\nEnvironmental Fog in the Nether is no longer dependent on the render distance setting, and will consistently be applied from 10 to 96 blocks\nHorses, Mules, Donkeys, and Camels no longer sink in water while ridden by a player\nChunks now fade in instead of appearing out of nowhere, with the fade-in time adjustable through Video Settings\nBats no longer spawn more frequently and in higher light levels between October 20 and November 3\nThe color of the sky during sunrises and sunsets is now affected by rain and thunder\nHorses, Mules, Donkeys, Camels, Zombie Horses and Camel Husks will not panic if controlled by Mobs\nSpawn Eggs have been reorganized into groups in the Creative Inventory\nMobs no longer spawn during chunk generation when the minecraft:spawn_mobs game rule is set to false\nWhen the \u0026ldquo;See-Through Leaves\u0026rdquo; video setting is disabled, the gaps between leaves are now dark green instead of black\nTurning the \u0026ldquo;See-Through Leaves\u0026rdquo; video setting off now gives a bigger performance boost than before\nAdded splash text \u0026ldquo;One does not simply walk to the Far Lands\u0026rdquo;\nDev Note: This statement was proven false on October 4, 2025! Tamed horses no longer run into cacti or sweet berry bushes\nZombie Horse # Zombie Horses now spawn naturally Zombie Horses spawn in darkness, and burn in sunlight like other undead mobs Zombie Horses count towards the hostile mob cap and spawn with other hostile mobs Zombie Horses do not display any hostile behavior towards players. Their hostility resides solely in their Zombie rider Zombie Horses can be leashed when its mob jockey is removed Zombie Horses despawn like other hostile mobs However, they become persistent when interacted with by a player Zombie Horses can be tamed in the same fashion as regular Horses, and can then be mounted and controlled by a player Zombie Horses can be healed and tempted using Red Mushrooms Tamed Zombie Horses can be equipped with a Saddle and Horse Armor Horse Armor protects Zombie Horses from sunlight damage Zombie Horses have 25 health points (12.5 hearts) of health Zombie Horses have variable movement speed and jump strength, determined when they spawn Zombie Horses drops 2-3 Rotten Flesh when killed, with extra 0-1 for each level of Looting Zombies riding Zombie Horses now have a chance of dropping a Red Mushroom on death Mob Spawning # Zombie Horses now has a chance to spawn in plains and savanna biome types, with a zombie rider holding an iron spear World Generation # Added various spears to various loot chests around the world Iron Spears can be found in Buried Treasure chests Copper and Iron Spears can be found in Weaponsmith chests in villages Stone Spears can be found in Ocean Ruin chests Diamond Spears can be found in Bastion Remnant and End City chests Copper, Iron, Golden, and Diamond Nautilus Armor now have a chance to be found in the Chests for the following Structures: Buried Treasure Ocean Ruins Shipwreck Status Effects # Added Breath of the Nautilus effect Effect that affects mounted players Pauses player oxygen consumption (but does not replenish oxygen) Minor Tweaks to Blocks, Items and Entities # Items # Spawn Eggs are now sorted thematically in the Creative Inventory, according to the following categories: Overworld Farm Animals Mounts Pets Wild Animals Aquatic Miscellaneous Golems Villagers Undead Spiders Monsters Illagers Nether The End Sounds # Anvil destroy, land, place and use sounds now play at a slightly lower volume Accessibility # Keys used to access debug features can now be rebound It is part of a new Debug category in the Key Binds screen The F3 + Q keybind to display a debug help message in chat has been removed The debug modifier key can be bound separately from the debug overlay key The key to toggle GUI can now be rebound The key to toggle spectator shader effects, such as when spectating an enderman, can now be rebound Input # Several uses of the cmd key on Mac have been rebound to ctrl:\nThe input modfier to drop all items The input modfier to include all the data when picking a block The input modfier to change GUI scale in the Video Settings screen Stopping the recipe book from cycling through variations of items Performance Improvements # Debug Renderer Changes # Same as before, do not treat debug renderers as supported features, they are there only to aid with development More debug renderers are now available through the Debug Settings screen Some existing renderers were improved The performance of debug renderers has been significantly improved Graphics Presets # Settings on the Video Settings screen have been reordered and split into 3 sections: \u0026ldquo;Display\u0026rdquo;, \u0026ldquo;Quality \u0026amp; Performance\u0026rdquo;, and \u0026ldquo;Preferences\u0026rdquo; The following settings that were duplicating accessibility settings have been removed from the Video Settings screen: \u0026ldquo;View Bobbing\u0026rdquo; \u0026ldquo;Glint Speed\u0026rdquo; \u0026ldquo;Glint Strength\u0026rdquo; \u0026ldquo;FOV Effects\u0026rdquo; \u0026ldquo;Distortion Effects\u0026rdquo; Tweaks that were previously hidden behind the \u0026ldquo;Graphics\u0026rdquo; setting have been split out to be configurable independently: \u0026ldquo;See-Through Leaves\u0026rdquo; \u0026ldquo;Show Vignette\u0026rdquo; \u0026ldquo;Weather Effect Radius\u0026rdquo; configures the distance in blocks within which rain and snow are visible \u0026ldquo;Improved Transparency\u0026rdquo; resolves some of the transparent geometry rendering issues at a significant GPU cost, previously was hidden behind \u0026ldquo;Fabulous!\u0026rdquo; A new \u0026ldquo;Preset\u0026rdquo; slider was added to the top of the \u0026ldquo;Quality \u0026amp; Performance\u0026rdquo; section Presets, as you would expect based on gaming industry standard, control most of the \u0026ldquo;Quality \u0026amp; Performance\u0026rdquo; settings at once, not only the ones that were previously hidden behind the \u0026ldquo;Graphics\u0026rdquo; setting Available presets are \u0026ldquo;Fast\u0026rdquo;, \u0026ldquo;Fancy\u0026rdquo;, \u0026ldquo;Fabulous!\u0026rdquo; and \u0026ldquo;Custom\u0026rdquo; The default preset is \u0026ldquo;Fancy\u0026rdquo; for new players But for players who are upgrading to this version the preset will be set to \u0026ldquo;Custom\u0026rdquo; to preserve your current configuration UI # Menu sliders will now \u0026ldquo;stick\u0026rdquo; to the closest available value when you release them after dragging with a mouse When using keyboard to change slider values, arrow keys will now move the slider to the next available value, not by one pixel as before The inF3 button in the Debug Option screen has been renamed to inOverlay The Single Biome Customization screen now has a search box The language selection screen now has a search box to filter languages Renamed the \u0026ldquo;Show Music Toast\u0026rdquo; option to \u0026ldquo;Music Toast\u0026rdquo; Added a third state to the \u0026ldquo;Music Toast\u0026rdquo; option, allowing it to only be shown in the pause menu Technical Changes # The Data Pack version is now 94.1 The Resource Pack version is now 75.0 The Minecraft Server Management Protocol version is now 2.0.0 Added ClientFps JFR event Experience packets that do not change the player\u0026rsquo;s experience progress or level are no longer sent by the server Added support for KQueue on OSX to improve network connection performance Network Protocol # Minecraft Server Management Protocol Version 2.0.0 # Added a new notification server/activity Indicates that a network connection to the server has been initiated Rate limited to 1 notification per 30 seconds Enable authentication from web browsers Authenticate by passing the token in Sec-WebSocket-Protocol header when opening the WebSocket connection Example: Sec-WebSocket-Protocol: minecraft-v1, \u0026lt;token\u0026gt; Requests authenticating this way are subject to Origin header checks. This requires configuration of allowed origins on the server side using management-server-allowed-origins. The default value is empty, meaning Sec-Websocket-Protocol authentication is effectively disabled In the typed_game_rule and untyped_game_rule schemas, the type of the value field has been changed from string to take either a boolean or an integer Also, it now uses the game rule resource location as the key Data Pack Versions 89.0 through 94.1 # Added stopwatch command for keeping track of real time Certain visual and gameplay effects can now be controlled by Environment Attributes World Border interpolation is now dependent on game ticks instead of real time This means the World Border will no longer move when the game is paused It will also respect any changes made by the /tick command Changed loot function filtered to allow running modification when predicate fails Added discard loot function Added new Coral Zombie Nautilus mob variant The Zombie Nautilus variants can be data-driven Item textures were split out of the blocks atlas into a separate new items atlas It means that the commands that were referencing the blocks atlas for item textures now need to reference the items atlas instead Zombie Nautilus Variants # Zombie Nautilus variants can be data-driven by adding entries to data/\u0026lt;namespace\u0026gt;/zombie_nautilus_variant/\u0026lt;id\u0026gt;.json This feature is experimental Fields in file: model - one of: normal, warm asset_id - namespaced id for this variant asset, resolves to assets/\u0026lt;namespace\u0026gt;/textures/\u0026lt;path\u0026gt;.png spawn_conditions - a uniform variant selection rule explained below Spawn conditions # minecraft:biome # Checks if entity is spawning in specific biomes Fields: biomes - single entry, list or a tag describing biomes minecraft:moon_brightness # Checks if current moon brightness is within certain range Fields: range - floating point range (a single number or an object like {\u0026quot;min\u0026quot;: 1, \u0026quot;max\u0026quot;: 2}) minecraft:structures # Checks if entity is spawning in specific structures Fields: structures - single entry, list or a tag describing structures Commands # Resource suggestions now show results in any namespace instead of just within minecraft Added stopwatch # New command that allows the creation of a Stopwatch that keeps track of real time Stopwatches do not depend on game ticks They only run when the server/world is running, even when paused Syntax:\nstopwatch create \u0026lt;id\u0026gt; - creates a Stopwatch with the given namespaced ID stopwatch query \u0026lt;id\u0026gt; [\u0026lt;scale\u0026gt;] - shows the elapsed time of the given Stopwatch in seconds and returns it scaled by the given value and truncated. Default scale: 1 stopwatch restart \u0026lt;id\u0026gt; - restarts the given Stopwatch stopwatch remove \u0026lt;id\u0026gt; - removes the given Stopwatch Developer's Note: This command is added to replace the need of using world borders to keep track of real time. The intent is to change the world border to be dependent on game ticks in a future snapshot. If you've relied on this way of measuring the passage of real time before, please switch to using the new command and let us know if anything doesn't work as intended. Thank you! Changes to execute # Added new syntax /execute if|unless stopwatch \u0026lt;id\u0026gt; \u0026lt;range\u0026gt; Allows to compare the elapsed time of a given Stopwatch with a floating point value range The Stopwatch value is measured in seconds and has an accuracy of at most a millisecond Example: /execute if stopwatch foo:bar ..10 run say Stopwatch foo:bar has not reached 10 seconds yet Changes to worldborder # The time arguments now specify ticks by default, but can also specify seconds or in-game days using an s or d suffix Game Rules # Game rules have been moved into a registry. With that, all game rules have been renamed from their previous camel case names to resource locations in snake case.\nAdditionally, the following game rules have been further renamed:\nannounceAdvancements -\u0026gt; minecraft:show_advancement_messages commandBlocksEnabled -\u0026gt; minecraft:command_blocks_work command_modification_block_limit -\u0026gt; minecraft:max_block_modifications disableElytraMovementCheck -\u0026gt; minecraft:elytra_movement_check The value is inverted accordingly in places that use the resource location disablePlayerMovementCheck -\u0026gt; minecraft:player_movement_check The value is inverted accordingly in places that use the resource location disableRaids -\u0026gt; minecraft:raids The value is inverted accordingly in places that use the resource location doDaylightCycle -\u0026gt; minecraft:advance_time doEntityDrops -\u0026gt; minecraft:entity_drops doImmediateRespawn -\u0026gt; minecraft:immediate_respawn doInsomnia -\u0026gt; minecraft:spawn_phantoms doLimitedCrafting -\u0026gt; minecraft:limited_crafting doMobLoot -\u0026gt; minecraft:mob_drops doMobSpawning -\u0026gt; minecraft:spawn_mobs doPatrolSpawning -\u0026gt; minecraft:spawn_patrols doTileDrops -\u0026gt; minecraft:block_drops doTraderSpawning -\u0026gt; minecraft:spawn_wandering_traders doVinesSpread -\u0026gt; minecraft:spread_vines doWardenSpawning -\u0026gt; minecraft:spawn_wardens doWeatherCycle -\u0026gt; minecraft:advance_weather maxCommandChainLength -\u0026gt; minecraft:max_command_sequence_length maxCommandForkCount -\u0026gt; minecraft:max_command_forks naturalRegeneration -\u0026gt; minecraft:natural_health_regeneration snowAccumulationHeight -\u0026gt; minecraft:max_snow_accumulation_height spawnRadius -\u0026gt; minecraft:respawn_radius spawnerBlocksEnabled -\u0026gt; minecraft:spawner_blocks_work Limits # Some game rules that previously did not have a limited value range now do:\nminecraft:max_block_modifications: Minimum 1 minecraft:max_command_forks: Minimum 1 minecraft:max_command_sequence_length: Minimum 0 minecraft:max_entity_cramming: Minimum 0 minecraft:max_snow_accumulation_height: Minimum 0, maximum: 8 minecraft:players_nether_portal_creative_delay: Minimum 0 minecraft:players_nether_portal_default_delay: Minimum 0 minecraft:players_sleeping_percentage: Minimum 0 minecraft:random_tick_speed: Minimum 0 minecraft:respawn_radius: Minimum 0 Added minecraft:fire_spread_radius_around_player # Controls the maximum distance in blocks that fire can spread around a player This replaces the previous doFireTick and allowFireTicksAwayFromPlayer game rules, which have now been removed Setting it to 0 will disable fire spreading Setting it to -1 will allow fire spreading without players around Limit: Minimum -1 Game Tests # In the game_rules test environment the keys bool_rule and int_rule have been replaced with a single key rules. It is a map from game rules resource locations to the game rules value. The value type is either integer or boolean depending on the game rule.\nAttributes # Timelines # Timelines are a new concept defined in data packs under the timeline registry (i.e. found under data/\u0026lt;namespace\u0026gt;/timeline/\u0026lt;id\u0026gt;.json).\nTimelines specify game behavior based on the absolute day time (that which is set by /time set). Timelines optionally can specify a period over which they will be repeated.\nPrimarily, Timelines are able to modify game behavior or visuals by applying Environment Attribute modifiers.\nFormat: object with fields\nperiod_ticks: optional integer, defines the duration in ticks over which the timeline will repeat If not specified, the timeline will not repeat tracks: optional map between Environment Attribute IDs and a corresponding Environment Attribute Track object See the section on Environment Attributes below for details Timelines by default have no effect unless they are included by a dimension - see the Dimension Types section below.\nEnvironment Attributes # Environment Attributes provide a data-driven way to control a variety of visual and gameplay systems.\nEach Environment Attribute controls a specific visual or gameplay effect: for example, minecraft:visual/sky_color controls the color of the sky, and minecraft:gameplay/water_evaporates controls whether water can be placed at a given location.\nDeveloper’s Note: This system and many of the introduced attributes should be considered very experimental, and may still change significantly in coming snapshots and releases. In the meantime, we would as always love to hear any feedback or suggestions you may have!\nSources # Environment Attribute values can be provided by the following Environment Attribute sources (in order of low to high priority):\nDimensions Biomes Timelines Weather (not data-driven) While Biomes act as a source to modify an attribute by position, Timelines can modify an attribute based on time.\nThe \u0026ldquo;effective\u0026rdquo; value of the Environment Attribute (i.e. what will actually show up in game) will be some combination of the values provided by each source according to their priority.\nFor example, in the following scenario:\nThe overworld dimension provides sky_color = #00ff00 (green) The plains biome provides sky_color = #ff0000 (red) When the player is in the plains biome, they will see the red sky_color, while anywhere else in the overworld they will see green.\nWhen an Environment Attribute source provides an Environment Attribute, it can:\nOverride the value, such as the plains biome overriding the overworld\u0026rsquo;s sky_color in the above scenario Apply a modifier to a previous value (see section on Modifiers below) Modifiers # As described in the above example, an Environment Attribute source may simply override the value of a particular attribute. However, it is sometimes also desirable to rather apply a modifier to a value provided by a source with lower priority.\nFor example, in the following scenario:\nThe overworld dimension provides water_fog_end_distance = 96.0 The plains biome modifies water_fog_end_distance with a multiply modifier of 0.85 When in the plains biome, the water_fog_end_distance will be resolved to 96.0*0.85 = 81.6, while in any other Overworld biome, it will resolve to 96.0.\nThe kinds of modifiers available depends on the type of Environment Attribute. The most basic modifier, supported by every Environment Attribute, is the override modifier. This behaves purely as an override of the preceding value. If not specified by an Environment Attribute source, the modifier will always be assumed to be override.\nFull descriptions of the available modifiers and their behaviors can be found in the Common Modifiers section below.\nInterpolation # While modifiers describe how a value provided by one source is applied on the value from a preceding source, interpolation describes the combination of values within a source. Only some Environment Attributes support interpolation. This allows for the smooth transition between two or more values, such as when moving between two biomes.\nBetween multiple Biomes, interpolation is performed on values from a source after modifiers have been applied. Within a Timeline, interpolation is performed on the modifier arguments before they get applied.\nBiomes # For example, in the following scenario:\nThe plains biome provides sky_color = #ff0000 (red) The desert biome provides sky_color = #ffff00 (yellow) sky_color is one such attribute that will transition smoothly based on position: for example, in the above scenario, as a player moves from a plains to a desert biome, the sky color will gradually shift from red to yellow. Other attributes, such as water_evaporates, represent discrete values and will not be smoothly transitioned - only the biome exactly at a subject position will be considered.\nSmooth transitions between biomes are based on the biomes within an 8 block radius of the camera. Biomes that occupy a larger portion of that radius and are closer to the camera will have a stronger influence on the final interpolated value.\nTimelines # Timelines can define Attribute Tracks - these specify how a modifier for a particular Environment Attribute changes over time by defining keyframes. Depending on the attribute, interpolation may be used between each keyframe. If interpolation is not used, the previous keyframe value will always be selected.\nFor example, a Timeline with a period of 24000 might be set up as following:\nAt time = 0, the timeline provides sky_color = #ff0000 (red) At time = 1000, the timeline provides sky_color = #ff0000 (red) At time = 6000, the timeline provides sky_color = #ff00ff (magenta) Between time = 0 and time = 1000, the sky color will be red. Between 1000 and 6000, it will shift from red to magenta. Then, from 6000 all the way until the timeline repeats and reaches time = 0 again, the color will slowly shift back to red.\nNote: unlike biomes, if a Timeline uses a modifier instead of an override, interpolation is applied to the modifier arguments rather than the final modified values.\nEnvironment Attribute Map # Dimension Type and Biome definitions contain a new attributes field, enabling them to define Environment Attributes.\nThis map generally takes the form of an object mapping between Environment Attribute IDs and their corresponding values, for example:\n\u0026quot;attributes\u0026quot;: { \u0026quot;minecraft:visual/fog_color\u0026quot;: \u0026quot;#ffaa00\u0026quot;, \u0026quot;minecraft:gameplay/water_evaporates\u0026quot;: true } Values defined as above will always be assumed to use the override modifier.\nThe value object can however be expanded in order to express different modifiers, in the format of an object with the following fields:\nmodifier: optional string modifier ID, dependent on the Attribute Type (see the Common Modifiers section below) Default: override argument: the modifier argument (format dependent on the chosen modifier) How the argument is used also depends on the type of modifier For example, the following definition describes multiplying water_fog_end_distance by 85%:\n\u0026quot;attributes\u0026quot;: { \u0026quot;minecraft:visual/water_fog_end_distance\u0026quot;: { \u0026quot;modifier\u0026quot;: \u0026quot;multiply\u0026quot;, \u0026quot;argument\u0026quot;: 0.85 } } Attribute Track # An Attribute Track specified within a Timeline takes the format of an object with the following fields:\nease - optional Easing Type (see below), used to ease the interpolaton of the value between keyframes Default: linear If the target attribute does not support interpolation, the easing mode will have no effect keyframes - list of keyframe objects, must be ordered by the ticks field: ticks - integer between 0 and period_ticks (if specified), defines the tick (within the period) at which this keyframe\u0026rsquo;s value will be active value - the modifier argument (format dependent on the chosen modifier) If no modifier is specified (or override is used), the type of this field is the same as the Environment Attribute itself How this value is used depends on the type of modifier Note: at most two keyframes can be placed on the same tick, creating an immediate transition modifier - optional string modifier ID, dependent on the Attribute Type (see the Common Modifiers section below) Default: override For example, the following Timeline has a period of 24000, and has an attribute track that modifies only minecraft:gameplay/cat_waking_up_gift_chance. Because the easing is constant, between tick 362 and 23667 the value is 0.0, while between tick 23667 and 362 it is 0.7.\nLike other Environment Attribute sources, the specified value is used as the argument to the specified modifier. This is then applied on top of sources with a lower priority. In this case the modifier is maximum, so this timeline will only ever increase the value of cat_waking_up_gift_chance to the value specified in the track.\n{ \u0026quot;period_ticks\u0026quot;: 24000, \u0026quot;tracks\u0026quot;: { \u0026quot;minecraft:gameplay/cat_waking_up_gift_chance\u0026quot;: { \u0026quot;ease\u0026quot;: \u0026quot;constant\u0026quot;, \u0026quot;modifier\u0026quot;: \u0026quot;maximum\u0026quot;, \u0026quot;keyframes\u0026quot;: [ { \u0026quot;ticks\u0026quot;: 362, \u0026quot;value\u0026quot;: 0.0 }, { \u0026quot;ticks\u0026quot;: 23667, \u0026quot;value\u0026quot;: 0.7 } ] } } } Easing Types # Easing Types control the interpolation between two keyframes by applying a curve. The following built-in Easing Types are provided:\nconstant - always selects the previous keyframe linear in_back in_bounce in_circ in_cubic in_elastic in_expo in_quad in_quart in_quint in_sine in_out_back in_out_bounce in_out_circ in_out_cubic in_out_elastic in_out_expo in_out_quad in_out_quart in_out_quint in_out_sine out_back out_bounce out_circ out_cubic out_elastic out_expo out_quad out_quart out_quint out_sine An Easing Type may also be specified with a Cubic Bézier in the format: { \u0026quot;cubic_bezier\u0026quot;: [ x1, y1, x2, y2 ] }\nx1: float between 0 and 1, x-coordinate of the first control point y1: float, y-coordinate of the first control point x2: float between 0 and 1, x-coordinate of the second control point y2: float, y-coordinate of the second control point Developer\u0026rsquo;s Note : To play around with and visualize easings,easings.net and cubic- bezier.com are great references!\nCommon Data Types # The following data types are reused in various parts of the Environment Attributes system and will be referenced in sections below.\nRGB Color # Format can be one of the following:\nA hex color RGB string, in the form #rrggbb A float array with 3 components, between 0 and 1, in the form [r, g, b] An integer in packed RGB form ARGB Color # Format can be one of the following:\nA hex color ARGB string, in the form #aarrggbb A float array with 4 components, between 0 and 1, in the form [a, r, g, b] An integer in packed ARGB form Particle Options # A full definition of a particle, including any type-specific properties (as in the /particle command).\nFor example:\n{ \u0026quot;type\u0026quot;: \u0026quot;minecraft:block_crumble\u0026quot;, \u0026quot;block_state\u0026quot;: { \u0026quot;Name\u0026quot;: \u0026quot;minecraft:dirt\u0026quot; } } Mob Activity # A string ID from the minecraft:activity built-in registry. One of:\nminecraft:core minecraft:idle minecraft:work minecraft:play minecraft:rest minecraft:meet minecraft:panic minecraft:raid minecraft:pre_raid minecraft:hide minecraft:fight minecraft:celebrate minecraft:admire_item minecraft:avoid minecraft:ride minecraft:play_dead minecraft:long_jump minecraft:ram minecraft:tongue minecraft:swim minecraft:lay_spawn minecraft:sniff minecraft:investigate minecraft:roar minecraft:emerge minecraft:dig Common Modifiers # Every Environment Attribute has a specific value type, which describes how values must be defined as well as what modifiers are available and how they are interpolated. Some are very specific, while others are reused across many attributes.\nAlthough this is not an exhaustive list, the following Attribute Types are used commonly across many Environment Attributes:\nModifiers on Boolean Values # Argument format: boolean\noverride and nand or nor xor xnor Modifiers on Float Values # Argument format: float\noverride add subtract multiply minimum maximum alpha_blend Modifies subject according to: result = lerp(alpha, subject, value) Argument format: object with fields: value: float to blend towards alpha: float between 0 and 1 Modifiers on RGB Color Values # override Argument format: RGB Color add - component-wise additive color blending Argument format: RGB Color subtract - component-wise subtractive color blending Argument format: RGB Color multiply - component-wise multiplicative color blending Argument format: RGB Color If specified, the alpha component is multiplied independently just like the other color channels alpha_blend - traditional alpha blending that might be seen in image editing software Argument format: ARGB Color When the argument alpha is 1, it will behave as an override with no blending blend_to_gray - modifies a color by taking its grayscale form, applying a brightness modifier, and mixing with this using some factor Where gray = brightness * (0.3 * red + 0.59 * green + 0.11 * blue), result = lerp(factor, subject, [gray, gray, gray]) Argument format: object with fields: brightness: float between 0 and 1, a multiplier to apply to the grayscale value factor: float between 0 and 1, the factor to mix with Modifiers on ARGB Color Values # override Argument format: ARGB Color add - component-wise additive color blending Argument format: RGB Color subtract - component-wise subtractive color blending Argument format: RGB Color multiply - component-wise multiplicative color blending Argument format: RGB or ARGB Color If specified, the alpha component is multiplied independently just like the other color channels alpha_blend - traditional alpha blending that might be seen in image editing software Argument format: ARGB Color When the argument alpha is 1, it will behave as an override with no blending blend_to_gray - same as for RGB Color New Environment Attributes # minecraft:visual/fog_color # The color of fog (when the camera is not submerged in another substance).\nValue type: RGB color Default value: #000000 Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Replaces Biome effects.fog_color field minecraft:visual/fog_start_distance # The distance in blocks from the camera at which fog starts to have an effect (when the camera is not submerged in another substance). If negative, the fog will start out with density as if it had started that many blocks behind the camera.\nValue type: float Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/fog_end_distance # The distance in blocks from the camera at which fog reaches its maximum density (when the camera is not submerged in another substance).\nValue type: non-negative float Default value: 1024.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/sky_fog_end_distance # The distance in blocks from the camera at which the fog that affects the sky reaches its maximum density (when the camera is not submerged in another substance). Only visible with the overworld skybox type.\nNote: this value is restricted by the Render Distance option.\nValue type: non-negative float Default value: 512.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/cloud_fog_end_distance # The distance in blocks from the camera at which the fog that affects clouds reaches its maximum density (when the camera is not submerged in another substance).\nNote: this value is restricted by the Cloud Distance option.\nValue type: non-negative float Default value: 2048.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/water_fog_color # The color of fog when submerged in water.\nValue type: RGB color Default value: #050533 Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Replaces Biome effects.water_fog_color field minecraft:visual/water_fog_start_distance # The distance in blocks from the camera at which underwater fog starts to have an effect. If negative, the fog will start out with density as if it had started that many blocks behind the camera.\nValue type: float Default value: -8.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/water_fog_end_distance # The distance in blocks from the camera at which underwater fog reaches its maximum density.\nNote: the final value is also modified by how long the player has been underwater.\nValue type: non-negative float Default value: 96.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Replaces #has_closer_water_fog Biome Tag minecraft:visual/sky_color # The color of the sky. This color is only visible for the overworld sky. Only visible with the overworld skybox type.\nValue type: RGB color Default value: #000000 Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Replaces Biome effects.sky_color field minecraft:visual/cloud_color # The color of the clouds. If fully transparent, clouds are entirely disabled and Happy Ghasts will not regenerate health faster when at cloud height.\nValue type: ARGB color Default value: #00000000 Modifiers: ARGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position for rendering, or at the position of a Happy Ghast for regeneration minecraft:visual/cloud_height # The height at which all clouds appear.\nValue type: float Default value: 192.33 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position for rendering, or at the position of a Happy Ghast for regeneration Replaces Dimension Type cloud_height field minecraft:visual/default_dripstone_particle # The default particle to be dripped from Dripstone blocks when no fluid is placed above.\nValue type: Particle Options Default value: {type:\u0026quot;minecraft:dripping_dripstone_water\u0026quot;} Modifiers: override Interpolated: no Resolved at the position of the Dripstone block Replaces Dimension Type ultrawarm field minecraft:visual/ambient_particles # Controls ambient particles that randomly spawn around the camera.\nValue type: list of objects with fields particle: Particle Options to spawn probability: float between 0 and 1, the probability to spawn the particle in an empty space when randomly ticked Default value: [] Modifiers: override Interpolated: no Resolved at the camera\u0026rsquo;s position Replaces Biome effects.particle field minecraft:visual/sunrise_sunset_color # Controls the color and intensity of the sunrise and sunset effect. If fully transparent, no sunrise or sunset will be rendered. Only visible with the overworld skybox type.\nValue type: ARGB Color Default value: \u0026quot;#00000000\u0026quot; Modifiers: ARGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/sun_angle # The angle in degrees of the sun, clockwise from east to west, with 0 being directly up.\nOnly visible with the overworld skybox type.\nValue type: float, angle in degrees Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/moon_angle # The angle in degrees of the moon, clockwise from east to west, with 0 being directly up. Only visible with the overworld skybox type.\nValue type: float, angle in degrees Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/star_angle # The angle in degrees of the stars, clockwise from east to west, with 0 being directly up. Only visible with the overworld skybox type.\nValue type: float, angle in degrees Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/moon_phase # The phase of the moon. Only visible with the overworld skybox type.\nValue type: string id, one of: full_moon waning_gibbous third_quarter waning_crescent new_moon waxing_crescent first_quarter waxing_gibbous Default value: \u0026quot;full_moon\u0026quot; Modifiers: override Interpolated: no Resolved at the camera\u0026rsquo;s position minecraft:visual/star_brightness # The brightness of the stars in the sky, where 0.5 is the normal brightness during the night and 0 is fully hidden. Only visible with the overworld skybox type.\nValue type: float between 0 and 1 Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/sky_light_color # The visual color of sky light. For blocks with a sky light level of 0 (or minecraft:visual/sky_light_factor is 0), this will have no effect. This is the value passed to the lightmap.fsh shader as SkyLightColor.\nValue type: RGB Color Default value: \u0026quot;#ffffff\u0026quot; Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/sky_light_factor # The visual brightness of sky light. minecraft:visual/sky_light_color is multiplied by this value. This is the value passed to the lightmap.fsh shader as SkyFactor.\nThe corresponding gameplay effect is controlled entirely by minecraft:gameplay/sky_light_level.\nValue type: float Default value: 1.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:audio/background_music # Controls how and which background music is played.\nValue type: object with fields default: optional object with fields: sound: Sound Event to play min_delay: int, minimum delay in ticks between tracks max_delay: int, maximum delay in ticks between tracks replace_current_music: optional boolean, whether this track can replace whatever is currently playing Default: false If not defined and not overridden, no music will start playing while this attribute is active underwater: optional object with fields in the same format as default - if present and the player is underwater, will override default creative: optional object with fields in the same format as default - if present and the player is in Creative Mode, will override default Default value: {} Modifiers: override Interpolated: no Resolved at the camera\u0026rsquo;s position Replaces Biome effects.music field minecraft:audio/music_volume # The volume at which music should play. Any music playing will fade over time to this value.\nValue type: float between 0 and 1 Default value: 1.0 Modifiers: Float Modifiers Interpolated: no Resolved at the camera\u0026rsquo;s position Replaces Biome effects.music_volume field minecraft:audio/ambient_sounds # Controls which ambient sounds are played around the camera, and when.\nValue type: object with fields loop: optional Sound Event, sound to be continually looped mood: object with fields, sounds that will be randomly played based on surrounding darkness sound: Sound Event to play tick_delay: int, the number of ticks between mood sounds, assuming a light level of 0 block_search_extent: int, the radius in which light levels are sampled offset: double, an additional distance offset to apply to sounds produced additions: list of objects with fields, sounds that will be randomly played sound: Sound Event to play tick_chance: float between 0 and 1, probability within a tick to play a given sound Default value: {} Modifiers: override Interpolated: no Resolved at the camera\u0026rsquo;s position Replaces Biome effects.ambient_sound, effects.mood_sound, and effects.additions_sound fields minecraft:audio/firefly_bush_sounds # If true and not below an opaque block, Firefly Bushes will produce idle sounds.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of a Firefly Bush minecraft:gameplay/can_start_raid # If false, a Raid cannot be started by a player with Raid Omen.\nValue type: boolean Default value: true Modifiers: Boolean Modifiers Interpolated: no Resolved at the position that the Raid would be started Replaces Dimension Type has_raids field minecraft:gameplay/water_evaporates # If true, Water cannot be placed with a Bucket, melting Ice will not produce water, Wet Sponge will dry out when placed, and Dripstone will not produce water from Mud blocks.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the interaction Replaces Dimension Type ultrawarm field minecraft:gameplay/bed_rule # Controls whether a Bed can be used to sleep, and whether it can be used to set a respawn point.\nValue type: object with fields can_sleep: one of: always - the Bed can always be used to sleep (assuming the Bed is not obstructed and there are no monsters nearby) when_dark - the Bed can only be used to be sleep when the global skylight level is less than or equal 11 never - the Bed can never be used to sleep can_set_spawn - same as can_sleep explodes - optional boolean, if true the Bed will explode when interacted with Default: false error_message: optional Text Component, the message to show if the player is unable to sleep or set their spawn Default value: {can_sleep:\u0026quot;when_dark\u0026quot;,can_set_spawn:\u0026quot;always\u0026quot;,error_message:{translate:\u0026quot;block.minecraft.bed.no_sleep\u0026quot;}} Modifiers: override Interpolated: no Resolved at the head position of the Bed block Replaces Dimension Type bed_works field minecraft:gameplay/respawn_anchor_works # Controls whether Respawn Anchors can be used to set spawn (or respawn). If false, the Respawn Anchor will explode once charged.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the Respawn Anchor block Replaces Dimension Type respawn_anchor_works field minecraft:gameplay/nether_portal_spawns_piglin # Controls whether Nether Portal blocks can spawn Piglins.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of a random Nether Portal block Replaces Dimension Type natural field minecraft:gameplay/fast_lava # Controls whether Lava should spread faster and further, as well as have a stronger pushing force on entities when flowing.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved for a whole dimension (cannot be specified on a Biome) Replaces Dimension Type ultrawarm field minecraft:gameplay/increased_fire_burnout # Controls whether Fire blocks burn out more rapidly than normal.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the burning Fire block Replaces #increased_fire_burnout Biome Tag minecraft:gameplay/piglins_zombify # Controls whether Piglins and Hoglins should zombify.\nValue type: boolean Default value: true Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the zombifying entity Replaces Dimension Type piglin_safe field minecraft:gameplay/snow_golem_melts # Controls whether a Snow Golem should be damaged.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the Snow Golem Replaces #snow_golem_melts Biome Tag minecraft:gameplay/sky_light_level # The effective light level of the sky used by mechanics such as mob spawning or Daylight Detectors. For example, a block fully exposed to the sky will be considered to have a light level of exactly this value, while a block deep in a cave will not be affected at all.\nThe corresponding visual effect is controlled entirely by minecraft:visual/sky_light_factor.\nValue type: float Default value: 15.0 Modifiers: Float Modifiers Interpolated: yes Resolved for a whole dimension (cannot be specified on a Biome) minecraft:gameplay/eyeblossom_open # If true, Closed Eyeblossoms will eventually open by random block ticks. If false, Open Eyeblossoms will do the opposite. If \u0026quot;default\u0026quot;, Open or Closed Eyeblossoms will remain in their current state.\nValue type: one of: true false \u0026quot;default\u0026quot; Default value: \u0026quot;default\u0026quot; Modifiers: override Interpolated: no Resolved at the Eyeblossom block\u0026rsquo;s position minecraft:gameplay/turtle_egg_hatch_chance # The chance that a Turtle Egg block will switch to its next hatching state when randomly ticked.\nValue type: float between 0 and 1 Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the Turtle Egg block\u0026rsquo;s position minecraft:gameplay/creaking_active # While true, Creaking Heart blocks (and their corresponding Creaking) will become active. On the other hand, when false, it will enter its dormant state.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the Creaking Heart block\u0026rsquo;s position minecraft:gameplay/surface_slime_spawn_chance # An additional chance rolled when a natural Slime spawn attempt occurs in a biome with the #allows_surface_slime_spawns tag.\nValue type: float between 0 and 1 Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the position of the Slime spawn attempt minecraft:gameplay/cat_waking_up_gift_chance # The chance that a Cat lying on its owner\u0026rsquo;s Bed will drop a gift (from the gameplay/cat_morning_gift loot table) when the player wakes up.\nValue type: float Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the Cat\u0026rsquo;s position minecraft:gameplay/bees_stay_in_hive # When true, Bees will try to navigate to their Hives and will not exit unless the Hive is broken or next to a Fire.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at a Bee or Bee Hive block\u0026rsquo;s position minecraft:gameplay/monsters_burn # When true, monsters will burn while exposed to the sky.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the monster\u0026rsquo;s position minecraft:gameplay/can_pillager_patrol_spawn # When true, Pillager Patrols are able to spawn.\nNote: the global skylight level must also be greater than 11.\nValue type: boolean Default value: true Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the patrol spawn attempt Replaces the #without_patrol_spawns biome tag minecraft:gameplay/villager_activity # Controls the default AI activity for adult Villagers.\nNot all activities are supported by Villager AI - if an unsupported one is chosen, the Villager will do nothing. The following activities are supported:\ncore hide idle meet panic pre_raid raid rest work Value type: Mob Activity Default value: \u0026quot;minecraft:idle\u0026quot; Modifiers: override Interpolated: no Resolved at the Villager\u0026rsquo;s position minecraft:gameplay/baby_villager_activity # Controls the default AI activity for baby Villagers.\nNot all activities are supported by Villager AI - if an unsupported one is chosen, the Villager will do nothing. The following activities are supported:\ncore hide idle meet panic play pre_raid raid rest Value type: Mob Activity Default value: \u0026quot;minecraft:idle\u0026quot; Modifiers: override Interpolated: no Resolved at the Villager\u0026rsquo;s position Data Components # New components: zombie_nautilus/variant - namespaced id from zombie_nautilus_variant registry Item Components # Added food properties to the following fish bucket items:\nminecraft:cod_bucket minecraft:salmon_bucket minecraft:pufferfish_bucket minecraft:tropical_fish_bucket Added MINECRAFT:USE_EFFECTS # Controls how the player behaves when using an item (right mouse click) Format: object with fields can_sprint: boolean, whether the player can sprint while using this item Default value: false interact_vibrations: boolean, whether using this item emits minecraft:item_interact_start and minecraft:item_interact_finish game events Default value: true speed_multiplier: float (0 to 1), the speed multiplier applied to the player while using this item Default value: 0.2 e.g. use_effects={can_sprint:true,speed_multiplier:1.0} Added MINECRAFT:MINIMUM_ATTACK_CHARGE # Sets the minimum attack charge on the attack indicator required to attack with this item Format: float (0.0 to 1.0) 0.0: no charge required 1.0: full charge required Added MINECRAFT:DAMAGE_TYPE # Specifies the type of damage this item deals Format: string, damage type identifier e.g. damage_type='minecraft:spear' Added MINECRAFT:ATTACK_RANGE # Enables a custom attack range when using the item. Overrides the normal entity interaction range for Player. Regular melee attack range is computed for Mobs based on the distance of the target hitbox to their hitbox. This component modifies that distance check by adjusting minimum and maximum padding for the attack hitbox. Mobs using minecraft:kinetic_weapon will have their attack range applied in the same way it applies to players Format: object with fields min_reach: float, the minimum distance in blocks from the attacker to the target to be considered valid Default value: 0.0, valid from 0.0 to 64.0 max_reach: float, the maximum distance in blocks from the attacker to the target to be considered valid Default value: 3.0, valid from 0.0 to 64.0 min_creative_reach: float, the minimum distance in blocks from the Creative Mode attacker to the target to be considered valid Default value: 0.0, valid from 0.0 to 64.0 max_creative_reach: float, the maximum distance in blocks from the Creative Mode attacker to the target to be considered valid Default value: 5.0, valid from 0.0 to 64.0 hitbox_margin: float, the margin applied to the target bounding box when checking for valid hitbox collision Default value: 0.3, valid from 0.0 to 1.0 mob_factor: float, the multiplier applied to the min_range and max_range when checking for valid distance when item is used by a mob Default value: 1.0, valid from 0.0 to 2.0 Added MINECRAFT:KINETIC_WEAPON # Enables a charge-type attack when using the item (primarily for Spears), where, while being used, the damage is dealt along a ray every time an entity comes in contact with it, with the damage based on the relative speed of the entities Format: object with fields contact_cooldown_ticks: integer, the cooldown in ticks after hitting, and loosing contact with an entity before being able to hit it again Default value: 10 delay_ticks: integer, the time in ticks required before weapon is effective Default value: 0 dismount_conditions, knockback_conditions, damage_conditions: indicating the condition to apply dismount, knockback and damage effects respectively. Objects with fields: max_duration_ticks: integer, the ticks after which the condition is no longer checked. This starts after delay has elapsed min_speed: float, the minimum speed of the attacker, in blocks per second, along the direction that the attacker is looking Optional, default value: 0.0 min_relative_speed: float, the minimum relative speed between the attacker and target, in blocks per second, along the direction that the attacker is looking Optional, default value: 0.0 forward_movement: float, the distance the item moves out of hand during animation Default value: 0.0 damage_multiplier: float, the multiplier for the final damage from the relative speed Default value: 1.0 sound: Optional Sound Event to play when the weapon is engaged hit_sound: Optional Sound Event to play when the weapon hits an entity e.g. kinetic_weapon={forward_movement:1.0,delay:20,damage_conditions:{max_duration:60},knockback_conditions:{max_duration:40},dismount_conditions:{max_duration:20}} The damage dealt is calculated as floor(relative_speed * velocity_multiplier) where relative_speed is the difference of speed vectors of the attacker and the target as projected onto the axis of the attacker\u0026rsquo;s view vector Any additional damage from enchantments or attribute modifiers is added after this calculation Added MINECRAFT:PIERCING_WEAPON # Enables a quick attack that damages multiple entities along a ray (primarily for Spears) Format: object with fields deals_knockback: boolean, whether the attack deals knockback Default value: true dismounts: boolean, whether the attack dismounts the target Default value: false sound: Optional Sound Event to play when a player attacks with the weapon hit_sound: Optional Sound Event to play when the weapon hits an entity e.g. piercing_weapon={dismounts:true} Added MINECRAFT:SWING_ANIMATION # Specifies the swing animation to play when attacking or interacting using this item Format: object with fields type: string, the animation identifier (none, whack, stab) Default value: whack duration: integer, the duration in ticks Default value: 6 e.g. swing_animation={type:'stab',duration:20} Changed MINECRAFT:CONSUMABLE # The animation field has been updated: Renamed spear to trident Added new spear animation Changed MINECRAFT:INTANGIBLE_PROJECTILE # Items with this component now show information about it in their tooltip Entity Data # The AngryAt field has been renamed to angry_at The AngerTime field has been removed An anger_end_time (long) field has been added, containing the time anger ends in game ticks Block Entity Data # Advancements # Added new spear_mobs trigger with fields: player: optional entity predicate, the player using the kinetic weapon count: optional integer, the number of mobs hit in a single use of the kinetic weapon Damage Types # Added a new minecraft:spear damage type Slot Sources # Added slot sources to allow the location of any inventory slot to be specified within datapacks Format: object with fields type: the slot source type \u0026lt;type-specific\u0026gt;: additional fields depending on the type MINECRAFT:EMPTY Type # Empty selection containing no slots MINECRAFT:GROUP Type # Merges several slot sources into one, with the resulting selection containing all slots from each slot source provided If a slot is included in more than one slot source, it will be repeated in the resulting slot source e.g. [a, b] + [c, a] -\u0026gt; [a, b, c, a] Format: terms: list of slot sources to join Can alternatively be written inline as a list of slot sources MINECRAFT:SLOT_RANGE Type # Selects slots within a slot range from the inventory of an entity or block entity Mirrors the behavior of the from argument of the /item command Format: source: an entity or block entity from which the slots will be sourced, from loot context Can be block_entity, this, attacking_entity, last_damage_player, direct_attacker, target_entity, or interacting_entity slots: a slot range in the format of \u0026lt;slot_type\u0026gt; or \u0026lt;slot_type\u0026gt;.\u0026lt;slot_number\u0026gt; (e.g. armor.chest or container.*) MINECRAFT:CONTENTS Type # Selects all non-empty slots from the inventory component of one or more items If no item is stored inside that component, the resulting selection will be empty The location of the item(s) whose inventory component to use is specified by another slot source If the slot source includes more than one item with that component, the resulting selections will be merged identically as with the minecraft:group type e.g. Bundle [a, b] + Shulker Box [c, d] -\u0026gt; [a, b, c, d] Format: component: the inventory component to target Allowed values are minecraft:bundle_contents, minecraft:charged_projectiles, and minecraft:container slot_source: a slot source containing slots with item(s) to target MINECRAFT:FILTERED Type # Applies a filter to the selected slots, excluding any non-matching slots from the resulting selection Format: item_filter: an item predicate to match against the items in each slot slot_source: the slot source to filter MINECRAFT:LIMIT_SLOTS Type # Limits the number of slots provided, with the resulting selection containing at most that number of slots Any slots bringing the number of slots above that limit will be excluded, in order of inclusion e.g. [a, b, c, d] -\u0026gt; [a, b, c] if the limit is set to 3 Format: limit: integer, the maximum number of slots to include in the resulting selection slot_source: the slot source to limit Example slot source selecting every slot with more than 16 items from the hotbar and armor slots of an entity:\n{ \u0026#34;type\u0026#34;: \u0026#34;minecraft:filtered\u0026#34;, \u0026#34;item_filter\u0026#34;: { \u0026#34;count\u0026#34;: { \u0026#34;min\u0026#34;: 16 } }, \u0026#34;slot_source\u0026#34;: [ { \u0026#34;type\u0026#34;: \u0026#34;minecraft:slot_range\u0026#34;, \u0026#34;source\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;slots\u0026#34;: \u0026#34;hotbar.*\u0026#34; }, { \u0026#34;type\u0026#34;: \u0026#34;minecraft:slot_range\u0026#34;, \u0026#34;source\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;slots\u0026#34;: \u0026#34;armor.*\u0026#34; } ] } Loot Tables # Added new minecraft:slots loot pool entry Provides the items contained within the selected slots to the loot table Format: slot_source: a slot source describing where the items are located Supports all standard loot pool entry fields Loot Functions # minecraft:filtered # Field modifier has been replaced with two fields: on_pass - function or a list of functions to run when item_filter predicate passes on_fail - function or a list of functions to run when item_filter predicate fails minecraft:discard # Replaces any item stack with empty one No fields Predicates # Component Predicates # Component predicates (predicates field in block, item and entity predicates) now include predicates for checking existence of every component type Those predicates are written as {\u0026lt;component_type\u0026gt;: {}} Such predicate check passes as long as component is present, no matter the actual value Existing predicates for specific components remain unchanged Example: {predicates:{written_book_content:{author:\u0026quot;foo\u0026quot;}} - existing format for matching books {predicates:{written_book_content:{}} - special case of above that accepted any value, as long as component existed {predicates:{instrument:{}} - checks if component minecraft:instrument exists (was not allowed before) Entity Predicates # The flags predicate now supports new values:\nis_in_water: when an entity is touching water or a bubble column is_fall_flying: when an entity is gliding with an elytra Block Predicates # Item Predicates # Item predicate in command form (\u0026lt;item\u0026gt;[predicate~{...},component={...}]) has been extended to accept empty predicates for any component type Similarily to component predicates in data, those empty entries only check for component existence Existing shorter syntax for checking component existence remains unchanged That means *[instrument] and *[instrument~{}] are equivalent Recipes # Enchantments # Enchantment Effect Components # minecraft:post_piercing_attack: Effects applying after a piercing attack with an item Enchantment Entity Effects # minecraft:apply_impulse: applies an impulse to the targeted entity direction - The first step of determining the impules is applying this vector as local coordinates (the same used by tp @s ^ ^ ^) onto the entity look vector coordinate_scale - The second step is scaling the resulting vector by this vector on each axis in world space, X, Y and Z magnitude - The third step is scaling the resulting vector by this Level-Based Value minecraft:apply_exhaustion: applies exhaustion to the targeted entity amount - Level-Based Value indicating the amount of exhaustion to apply effective only on players minecraft:play_sound: can now support a list of sound event identifiers, one for each level of enchantment. If a level is higher than the number of sounds, the last sound in the list is used Enchantment Level-Based Values # Added EXPONENT # Raises the base to the specified power level. base - Level-Based Value indicating the base of the exponent. power - Level-Based Value indicating the power of the exponent. World Generation # Dimension Types # Added new attributes field for dimensions to specify Environment Attributes Refer to the Environment Attribute Map section for information about the format of this field Added a new optional timelines field that specifies which Timelines are active in this dimension Format: a Timeline ID, a list of Timeline IDs, or a Timeline Tag Many fields have been migrated to Environment Attributes: Note: the form of these attributes may not be identical to the original fields ultrawarm -\u0026gt; minecraft:gameplay/water_evaporates, minecraft:gameplay/fast_lava, visual/default_dripstone_particle bed_works -\u0026gt; minecraft:gameplay/bed_rule respawn_anchor_works -\u0026gt; minecraft:gameplay/respawn_anchor_works cloud_height -\u0026gt; minecraft:visual/cloud_height piglin_safe -\u0026gt; minecraft:gameplay/piglins_zombify has_raids -\u0026gt; minecraft:gameplay/can_start_raid natural -\u0026gt; minecraft:gameplay/nether_portal_spawns_piglin, minecraft:gameplay/eyeblossom_open, minecraft:gameplay/creaking_active The effects field has been removed and replaced with the following new fields: skybox - the skybox rendering type to use, one of: none (was minecraft:nether effect ID) overworld (was minecraft:overworld effect ID) Following environment attribues are applied only when the skybox is overworld: minecraft:visual/sky_color, minecraft:visual/sun_angle,minecraft:visual/sunrise_sunset_color, minecraft:visual/moon_phase, minecraft:visual/moon_angle, minecraft:visual/star_angle, minecraft:visual/star_brightness end (was minecraft:end effect ID) Default: overworld cardinal_light - the direction of cardinal lighting that affects blocks, one of: default (was minecraft:overworld and minecraft:end effect ID) nether (was minecraft:nether effect ID) Default: default The fixed_time field has been replaced by a has_fixed_time boolean (default: false) Time-based effects such as the angle of the sun are now specified instead by Environment Attributes However, the remainder of behaviors formerly affected by fixed_time being present will now instead use the has_fixed_time boolean Biomes # Added new attributes field for biomes to specify Environment Attributes Refer to the Environment Attributes section for information about the format of this field Note: certain attributes, such as gameplay/fast_lava are not evaluated positionally and thus cannot be set on a Biome Many subfields under effects have been migrated to Environment Attributes: Note: the form of these attributes may not be identical to the original fields fog_color -\u0026gt; minecraft:visual/fog_color water_fog_color -\u0026gt; minecraft:visual/water_fog_color sky_color -\u0026gt; minecraft:visual/sky_color particle -\u0026gt; minecraft:visual/ambient_particles ambient_sound, mood_sound, additions_sound -\u0026gt; minecraft:audio/ambient_sounds music -\u0026gt; minecraft:audio/background_music music_volume -\u0026gt; minecraft:audio/music_volume The following color fields in the effects definition now support colors as a string in the form \u0026ldquo;#rrggbb\u0026rdquo;, or a float array in the form [red, green, blue] water_color foliage_color dry_foliage_color grass_color grass_color_modifier Tags # Block Tags # Added #can_glide_through - climbable blocks that can be glided through without stopping Item Tags # Added #nautilus_taming_items - items that can be used to tame a Nautilus and a Zombie Nautilus Added #nautilus_bucket_food - bucketed fish items that can be used to feed a tamed Nautilus and Zombie Nautilus Added #nautilus_food - all items that can be used to feed a tamed Nautilus and Zombie Nautilus Added #camel_husk_food - all items that can be used to feed a Camel Husk Added #spears - all Spear weapons Added #enchantable/lunge - all items that can be enchanted with the lunge enchantment Added #enchantable/melee_weapon - all primary melee weapons including Swords and Spears Renamed #enchantable/sword to #enchantable/sweeping Updated #piglin_loved to include the Golden Nautilus Armor and the Golden Spear Updated #piglin_preferred_weapons to include Golden Spears Biome Tags # Removed #snow_golem_melts and #increased_fire_burnout - replaced by gameplay/snow_golem_melts and gameplay/increased_fire_burnout Environment Attributes Removed #plays_underwater_music - replaced by only_underwater field in the audio/background_music Environment Attribute Removed #has_closer_water_fog - replaced by visual/water_fog_end_distance Environment Attribute Added #spawns_coral_variant_zombie_nautilus - biomes where the Coral Variant of the Zombie Nautilus can spawn Removed #without_patrol_spawns - replaced by gameplay/can_pillager_patrol_spawn Environment Attribute Entity Tags # Added #can_wear_nautilus_armor - entities that can equip Nautilus Armor Added #nautilus_hostiles - entities that the Nautilus will be hostile towards when untamed Changed #not_scary_for_pufferfish to include Nautilus and Zombie Nautilus Added #burn_in_daylight - entities that burn in daylight Added #can_float_while_ridden - entities that can float on water while being ridden Changed #skeletons to include Parched Changed #zombies to include Zombie Nautilus, Zombie Horse and Camel Husk Changed #can_equip_saddle to include Nautilus, Zombie Nautilus, Zombie Horse and Camel Husk Structure Tags # Enchantment Tags # Timeline Tags # Added #universal - Timelines that are active in every dimension Added #in_overworld - Timelines that are active in the Overworld Added #in_nether - Timelines that are active in the Nether Added #in_end - Timelines that are active in the End Particles # Resource Pack Versions 70.0 through 75.0 # Unifont has been updated to 17.0.01 block.vsh/fsh copies terrain.vsh/fsh and handles ad-hoc blocks (e.g. held by entities) Added ChunkSection uniform, used by terrain.vsh (which replaces DynamicTransforms) New shaders have been introduced to perform GPU based sprite animations Globals uniform now has camera coordinates Item textures were split out of the blocks atlas into a separate new items atlas that does not have mipmaps All textures used in an item model have to come from the same (items or blocks) atlas All textures used in a block model have to come from the blocks atlas Textures used for still water and lava are now hardcoded to minecraft:block/water_still and minecraft:block/lava_still To prepare for future work, the game will now print a warning if any defined sprites in any atlases share a name Block model and state format has been expanded to allow more rotations Textures for the Leather Horse Armor item and equipment asset have been split into a tinted base layer and an overlay layer Textures # texture section of *.mcmeta files has two new fields: mipmap_strategy and alpha_cutoff_bias mipmap_strategy has the following supported values: mean averages both color and alpha between groups of four pixels for the current mipmap level to generate the next mipmap level pixel. This was and stays the default strategy for most solid or translucent full block textures dark_cutout is similar to mean, but blends colors in a way that makes the pixels bordering cutout pixels darker. This was and stays the strategy for leaves and Mangrove Roots. It simulates dark interior of the blocks cutout is a new strategy that always generates a mipmap based on the original texture instead of the previous mipmap. Used for most cutout blocks that became mipmapped in this version. strict_cutout is a modification of cutout that uses stricter alpha cutoff value leading to the textures using this value disappearing at higher mipmap levels. Is used for flowers and similar blocks to avoid artifacts. auto is the default value and will make the game to pick mean for textures that do not contain fully transparent pixels and cutout for those that do alpha_cutoff_bias is a float field for controling the alpha bias for cutout textures Technically there is no limit for this value, it can be negative as well, but it does not make sense to set this higher than 1.0 or lower than -1.0 since the texture will become either fully opaque or fully transparent Default value for this field is 0.0, and it can be increased for textures that can become too transparent/thin at distance, or decreased if it\u0026rsquo;s too \u0026ldquo;opaque\u0026rdquo; It\u0026rsquo;s recommended to increment or decrease this value in fine granuality for finding the sweet spot. As an example, 0.1 is used for kelp textures in order to prevent them being fully trasparent at distance Only used for lower mips of cutout textures, does not change the alpha of first mip level, and has no effect on other textures Glass, Glass Pane and Redstone dust now support translucent textures Added gui/container/nautilus used for the Nautilus inventory UI Block Sprites # Item Sprites # Added new item sprites: item/nautilus_spawn_egg item/zombie_nautilus_spawn_egg item/camel_husk_spawn_egg item/parched_spawn_egg item/copper_nautilus_armor item/iron_nautilus_armor item/golden_nautilus_armor item/diamond_nautilus_armor item/netherite_nautilus_armor item/netherite_horse_armor item/leather_horse_armor_overlay Added the following item sprites for the Spear weapon: When in inventory: item/wooden_spear, item/stone_spear, item/copper_spear, item/iron_spear, item/golden_spear, item/diamond_spear, item/netherite_spear When in hand: item/wooden_spear_in_hand, item/stone_spear_in_hand, item/copper_spear_in_hand, item/iron_spear_in_hand, item/golden_spear_in_hand, item/diamond_spear_in_hand, item/netherite_spear_in_hand Entity Sprites # UI Sprites # Added new UI sprite: container/slot/nautilus_armor container/slot/spear - Spear icon used in the Smithing Table screen container/slot/nautilus_armor_inventory - Nautilus icon used in Nautilus inventory UI Added new nine-sliced sprites: container/inventory/effect_background container/inventory/effect_background_ambient Removed the following sprites: container/inventory/effect_background_large container/inventory/effect_background_small Celestials Atlas # A new celestials atlas has been introduced, including sprites for objects rendered in the sky such as the Sun and Moon Includes sprites from :textures/environment/celestial/.png The following textures have been moved or split: textures/environment/sun.png -\u0026gt; sun textures/environment/end_flash.png -\u0026gt; end_flash textures/environment/moon_phases -\u0026gt; moon/full_moon, moon/waning_gibbous, moon/third_quarter, moon/waning_crescent, moon/new_moon, moon/waxing_crescent, moon/first_quarter, moon/waxing_gibbous Mob Effect Sprites # Added new mob effect sprite: breath_of_the_nautilus Entity Textures # Added new entity textures: entity/nautilus/nautilus.png entity/nautilus/nautilus_baby.png entity/nautilus/zombie_nautilus.png entity/equipment/zombie_nautilus_coral.png entity/equipment/nautilus_body/copper.png entity/equipment/nautilus_body/iron.png entity/equipment/nautilus_body/gold.png entity/equipment/nautilus_body/diamond.png entity/equipment/nautilus_body/netherite.png entity/equipment/nautilus_saddle/saddle.png entity/equipment/horse_body/leather_overlay.png entity/camel/camel_husk.png entity/equipment/camel_husk_saddle/saddle.png entity/equipment/horse_body/netherite.png entity/skeleton/parched.png entity/skeleton/parched_overlay.png Sounds # Added new sounds for Spears: item.spear.hit item.spear.use item.spear.attack Added special sounds for the Wooden Spear: item.spear_wood.hit item.spear_wood.use item.spear_wood.attack Added new sound events for the Lunge Enchantment: item.spear.lunge_1 item.spear.lunge_2 item.spear.lunge_3 Added new sound events for the Nautilus: entity.baby_nautilus.ambient entity.baby_nautilus.death entity.baby_nautilus.eat entity.baby_nautilus.hurt entity.baby_nautilus.swim entity.nautilus.ambient entity.nautilus.death entity.nautilus.dash entity.nautilus.dash_ready entity.nautilus.eat entity.nautilus.hurt entity.nautilus.swim entity.zombie_nautilus.ambient entity.zombie_nautilus.death entity.zombie_nautilus.dash entity.zombie_nautilus.dash_ready entity.zombie_nautilus.eat entity.zombie_nautilus.hurt entity.zombie_nautilus.swim item.nautilus_armor.equip item.nautilus_armor.unequip entity.nautilus.riding item.nautilus_saddle_equip item.nautilus_saddle_underwater_equip entity.baby_nautilus.ambient_land entity.baby_nautilus.death_land entity.baby_nautilus.hurt_land entity.nautilus.ambient_land entity.nautilus.dash_land entity.nautilus.dash_ready_land entity.nautilus.death_land entity.nautilus.hurt_land entity.zombie_nautilus.ambient_land entity.zombie_nautilus.dash_land entity.zombie_nautilus.dash_ready_land entity.zombie_nautilus.death_land entity.zombie_nautilus.hurt_land Added new sound event for the Zombie Horse: entity.zombie_horse.angry entity.zombie_horse.eat Added new sound events for the Parched: entity.parched.ambient entity.parched.death entity.parched.hurt entity.parched.step Added new sound events for the Camel Husk: entity.camel_husk.ambient entity.camel_husk.dash entity.camel_husk.dash_ready entity.camel_husk.death entity.camel_husk.eat entity.camel_husk.hurt entity.camel_husk.saddle entity.camel_husk.sit entity.camel_husk.stand entity.camel_husk.step entity.camel_husk.step_sand Added new sound events for the Parrot: entity.parrot.imitate.camel_husk entity.parrot.imitate.parched entity.parrot.imitate.zombie_horse entity.parrot.imitate.zombie_nautilus Particles # Item Models # Added new option for all item models: swap_animation_scale Defaults to 1.0 Indicates how fast the item moves up and down when swapping items in hotbar Large speeds can allow items that take more of the screen space to fully duck before swapped into the next item Added new item model:\nspear_in_hand - model for the Spear when in hand. Block Models # Block model elements can now be rotated around multiple axes Model is first rotated around X, then Y, then Z New fields: x - rotation around axis X in degrees, float, defaults to 0.0 y - rotation around axis Y in degrees, float, defaults to 0.0 z - rotation around axis Z in degrees, float, defaults to 0.0 Existing fields axis and angle can still be used If both field sets are present, older notation takes presence Existing restriction for angle value limiting them to [-45, 45] has been removed Note: Names of faces are not influenced by rotation. Features that depend on them, like culling, will always use original directions Block State Model Dispatch # Variants in block state dispatch files (defined in assets/\u0026hellip;/blockstates/ can now be also rotated around Z axis New optional field z has the same format as existing x and y fields: an integer with allowed values of 0 (default), 90, 180 and 270 Rotation around Z axis is applied after X and Y Shaders \u0026amp; Post-process Effects # Added animate_sprite* core shaders, which use a new SpriteAnimationInfo uniform Sprite Animations # Sprites (textures as part of a larger atlas) are now animated on the GPU rather than per-tick on the CPU For regular frame-based animations, animate_sprite.vsh and animate_sprite_blit.fsh are used to perform the draw For interpolated animations, animate_sprite.vsh and animate_sprite_interpolate.fsh are used to perform the draw The UBO SpriteAnimationInfo contains information on where the sprite should be drawn to, within the greater texture atlas Fixed bugs in 1.21.11 # MC-2791 - The player model in the inventory screen renders in the wrong orientation when it\u0026rsquo;s not standing up straight MC-22882 - Ctrl + Q doesn\u0026rsquo;t work on Mac MC-53491 - The world border can change in size when the game is paused MC-54988 - World border \u0026ldquo;warning\u0026rdquo; effect is not shown when graphics setting is set to \u0026ldquo;Fast\u0026rdquo; MC-54989 - Sliders can be moved to positions between available values MC-73186 - Gaps between the faces of item models and complex block models MC-80476 - On macOS, the \u0026ldquo;drop item stack\u0026rdquo; shortcut conflicts with the \u0026ldquo;quit Minecraft\u0026rdquo; shortcut MC-114265 - Mipmaps are too dark around transparent edges in textures (e.g. side of grass) MC-146862 - Long effect names cause text to appear outside the effect box MC-147718 - F1, F3, F3+[char] combos cannot be rebound MC-149630 - Some particles have very thin, vertical lines that flash in and out around the particles MC-154651 - Boats and rafts can break off paintings and item frames MC-159275 - Map player markers on maps of the nether don\u0026rsquo;t rotate when doDaylightCycle is disabled MC-162573 - A white outline is rendered on composters\u0026rsquo; edges when viewed from far away MC-171688 - Invisibility status of LivingEntity is not updated when ActiveEffects are modified directly MC-179383 - Leaves not culled with graphics set to Fast MC-188602 - In non-natural custom dimensions, if \u0026ldquo;bed_works\u0026rdquo; is set to true, beds cannot be used to skip the night or set the spawn point MC-189837 - Nether fog is dark after rejoining a world that is thunder storming in the Overworld MC-195505 - Short grass is unaffected by mipmap levels MC-199467 - Certain entity animations stop after they\u0026rsquo;ve existed in world for too long MC-234358 - Moiré patterns / aliasing on certain objects when viewed from a distance MC-237158 - Magma blocks can generate on the ceilings of caves below aquifers MC-238715 - The \u0026ldquo;minecraft:block.chest.locked\u0026rdquo; sound cannot be heard by other players when attempting to open locked blocks MC-241321 - Darkness vignette effect is not shown when graphics setting is set to \u0026ldquo;Fast\u0026rdquo; MC-245854 - Fast graphics description is slightly misleading MC-245895 - View Bobbing stops working after long elytra flight MC-248499 - Potion UIs displayed within the inventory don\u0026rsquo;t have cyan outlines if the effects are granted by beacons or conduits MC-259368 - Z-fighting occurs on trimmed armor items MC-263562 - World types in Realms backup info screen are untranslatable MC-264151 - Glass blocks do not use mipmapping, but glass panes do MC-266425 - Recipes for new waxed copper blocks are not grouped MC-267364 - Teleporting in the air is considered flying by server MC-269295 - Jump bar progress renders unused pixels from dynamic texture atlas MC-271729 - Armadillo scute drops are not affected by the mob_drops game rule MC-271938 - Mace smash attack can push players in creative mode that are flying MC-271941 - Music discs can sometimes spawn inside jukeboxes when ejected from them MC-274828 - Horse armor item and entity model tint affects the entirety of the textures MC-276382 - Leather horse armor leggings \u0026amp; helmet parts are untextured MC-276445 - Highlighted text within the anvil and creative inventory interfaces renders blue making it difficult to read MC-277768 - Mipmapping no longer affects items MC-278742 - Creakings cannot be ridden by any entities using commands MC-279076 - Certain mobs will always retarget the player upon reloading the chunks, regardless of distance or gamemode MC-295949 - Flying through vines with an elytra cancels the flight MC-296952 - F4 key to toggle shaders cannot be rebound MC-297328 - Unloading and reloading an area causes invisible entities to be visible until you get close enough. MC-297367 - Checkbox filled status isn\u0026rsquo;t narrated MC-298405 - Text components in the \u0026ldquo;label\u0026rdquo; of input controls in dialogs don\u0026rsquo;t support \u0026ldquo;hover_event\u0026rdquo; MC-298767 - Piercing arrows phase through mobs that are in the same block MC-298915 - Multishot crossbows loaded in survival or adventure mode show their secondary charged projectiles on a separate line in the tooltip MC-298942 - Character body moves instead of the head when riding a happy ghast MC-299136 - Hyper Potions (Ian Tsuchiura) is not mentioned in the credits and splash texts MC-299196 - Waypoints fade out when an advancement is granted MC-299876 - Labels for booleans within dialogs are rendered in a slightly different shade of white than normal MC-300588 - Waypoint modifications reset upon death MC-300642 - When texture atlases are large, gaps are rendered between blocks that have a low resolution MC-300979 - The movement and duration messages in the demo introduction screen now have a text shadow MC-301127 - Music stops and restarts when trying to connect to a server when the music frequency is set to constant MC-301271 - Object text components do not render in some places unless there are text glyphs on the same line MC-301311 - The “Transfer Now” button no longer renders highlighted when the java realms information box is selected MC-301424 - entity_data item component detection is broken in resource packs MC-301516 - The mouse cursor doesn’t change to the hand shape when hovering over tabs in the “Create New World” menu and similar screens MC-301517 - The mouse cursor doesn’t change to the hand shape when hovering over arrows in the singleplayer, multiplayer, resource packs, and data packs menus MC-301518 - The mouse cursor doesn’t change to the hand shape when hovering over checkboxes MC-301520 - The mouse cursor doesn’t change to the hand shape when hovering over the difficulty lock button MC-301527 - The mouse cursor doesn’t change to the resize shape when scrolling in the advancements menu MC-301557 - The shading direction of the bolts on single and large copper chests does not match MC-301595 - Music toasts briefly appear in the pause menu after a song has finished MC-301632 - Comparators measuring jukeboxes do not update when a music disc is taken out of a jukebox if the music disc has already finished its song MC-301754 - The hand animation plays when right-clicking shelves with nothing in your hand MC-301756 - The “This is a Snapshot Realm…” box outline is rendered above the delete realm interface MC-301763 - The outline of the “Invited” element within the realms “Players” tab renders above other tabs when selected and when a scroll bar is present MC-301805 - Selected item outline on statistics screen renders outside of scissor area MC-301879 - Double weathered and waxed weathered copper chests\u0026rsquo; bottom texture looks off compared to the other variants MC-301988 - Buttons in the telemetry screen are not aligned properly in some languages MC-302030 - Setting commandBlocksEnabled to false prevents command blocks from being edited MC-302071 - Single and double copper chests have inconsistent side textures MC-302111 - Elements within the resource pack and data pack menus are not selected in order when using the TAB key MC-302184 - Copper golems in cave/void air never turn into statues MC-302209 - Debug renderers stop working when changing dimensions MC-302246 - Sprite object component does not render in server list depending on component tree MC-302254 - Cursor changes do not work for command suggestions MC-302288 - All shelves have the oak tan map color MC-302325 - When the player toggles a debug renderer using its hotkey (F3+B, F3+G) while in the debug options screen, the corresponding entry is not updated MC-302338 - The narrator button in the Accessibility Settings menu doesn\u0026rsquo;t update upon pressing Ctrl+B MC-302362 - Clicking on \u0026ldquo;Singleplayer\u0026rdquo; or \u0026ldquo;Multiplayer\u0026rdquo; in the main menu then immediately clicking on a world or server joins it even when not clicking the play button MC-302409 - Lightning that strikes waxed lightning rods do not deoxidize nearby unwaxed copper blocks MC-302469 - Creepers at the player\u0026rsquo;s exact position with an explosion radius of 0 set the player\u0026rsquo;s velocity to NaN MC-302477 - Loot tables stopped supporting SNBT as entity data MC-302482 - Resource and data pack names can overlap selection boxes when the scroll bar is present MC-302493 - The mouse cursor doesn\u0026rsquo;t change to the hand shape when hovering over the close button in the \u0026ldquo;Add Realm\u0026rdquo; screen MC-302516 - Zombie villagers spawn as the variant matching the biome at 0, 0, 0 MC-302549 - Server main thread deadlock during respawn position resolution when the entire world spawn radius is filled with fluids MC-302601 - A white outline is rendered on anvils\u0026rsquo; top texture when viewed from far away ","date":"9 December 2025","externalUrl":null,"permalink":"/changelog/1.21.11/1.21.11/","section":"Changelog Übersicht","summary":"","title":"1.21.11 Changelog","type":"changelog"},{"content":" News As we are getting ready for the release of the Mounts of Mayhem drop on December 9th, today we are shipping the first Release Candidate. If there are no critical issues, this will be the version that we release on Tuesday.\nChanges # Spear Weapon # Increased the duration during which the Spear can deal knockback while charging The Charge Attack animations now better correspond to the different phases of the Spear ","date":"9 December 2025","externalUrl":null,"permalink":"/changelog/1.21.11/1.21.11-rc1/","section":"Changelog Übersicht","summary":"","title":"1.21.11-rc1 Changelog","type":"changelog"},{"content":" News Today we are shipping Release Candidate 2, fixing a crash issue affecting some players.\nHappy mining!\nStability # Fixed a crash ","date":"9 December 2025","externalUrl":null,"permalink":"/changelog/1.21.11/1.21.11-rc2/","section":"Changelog Übersicht","summary":"","title":"1.21.11-rc2 Changelog","type":"changelog"},{"content":" News Today we are shipping Release Candidate 3 for 1.21.11, addressing three issues discovered after the recent update.\nHappy mining!\nFixed bugs in 1.21.11 Release Candidate 3 # MC-304790 Transparent item models are rendered incorrectly MC-304797 Zombie nautiluses generated in ocean ruins are not persistent MC-304810 Zombies, skeletons and zombie horses can catch fire from light sources when exposed to the sky in an arid biome ","date":"9 December 2025","externalUrl":null,"permalink":"/changelog/1.21.11/1.21.11-rc3/","section":"Changelog Übersicht","summary":"","title":"1.21.11-rc3 Changelog","type":"changelog"},{"content":" News We\u0026rsquo;re starting the week with Pre-Release 4 for Mounts of Mayhem! With this one, Dispensers can now be part of the Mayhem with the new Mounts, along with other fixes!\nHappy Mining!\nChanges # The attack range extension for players in Creative Mode is once again set to 2 blocks This reverts an accidental change that increased the range to 4 or 6 blocks in certain cases Nautilus # Dispensers can now equip Saddles and Nautilus Armor on tamed Nautiluses and Zombie Nautiluses Dismounting a Nautilus or Zombie Nautilus while on land no longer places the player inside the Nautilus This works given that there is a valid block to place the player on If there is no valid block, the player will be placed inside the Nautilus as before Item Components # Added minecraft:attack_range # Format: object with fields min_reach: float, the minimum distance in blocks from the attacker to the target to be considered valid Default value: 0.0, valid from 0.0 to 64.0 max_reach: float, the maximum distance in blocks from the attacker to the target to be considered valid Default value: 3.0, valid from 0.0 to 64.0 min_creative_reach: float, the minimum distance in blocks from the Creative Mode attacker to the target to be considered valid Default value: 0.0, valid from 0.0 to 64.0 max_creative_reach: float, the maximum distance in blocks from the Creative Mode attacker to the target to be considered valid Default value: 5.0, valid from 0.0 to 64.0 Fixed bugs in 1.21.11 Pre-Release 4 # MC-154651 Boats and rafts can break off paintings and item frames MC-300588 Waypoint modifications reset upon death MC-301127 Music stops and restarts when trying to connect to a server when the music frequency is set to constant MC-302516 Zombie villagers spawn as the variant matching the biome at 0, 0, 0 MC-302662 Dismounting a nautilus always places you inside the nautilus MC-302895 Spears held in the off hand play the charging animation when using items in the main hand MC-304374 Zombie nautilus drops are not affected by Looting MC-304385 Item frames and paintings pop out when in the same space as a stationary happy ghast MC-304547 Items in the crafter\u0026rsquo;s slots aren\u0026rsquo;t visible ","date":"1 December 2025","externalUrl":null,"permalink":"/changelog/1.21.11/1.21.11-pre4/","section":"Changelog Übersicht","summary":"","title":"1.21.11-pre4 Changelog","type":"changelog"},{"content":" News We\u0026rsquo;ll kick the week off with a third pre-release for the Mounts of Mayhem drop. This pre-release includes bug fixes and spear weapon tweaks.\nHappy mining!\nNew Features # Spear Weapon # While charging, the Spear hit animation and sound now play only after the previous hit animation has fully completed While charging in first person, the Spear head now gradually rotates to a fully vertical position over time, matching the behavior in third person Changes # The \u0026ldquo;See-Through Leaves\u0026rdquo; video setting is now turned off on the \u0026ldquo;Fast\u0026rdquo; graphics preset Tamed horses no longer run into cacti or sweet berry bushes Fixed bugs in 1.21.11 Pre-Release 3 # MC-302900 Spears\u0026rsquo; reach overrides the player\u0026rsquo;s entity interaction range MC-303036 Zombie nautiluses with a negative age possess a hitbox the size of a baby nautilus MC-303709 Dumping dynamic textures with large textures makes the game crash MC-304045 Spear hit sounds play the normal hit sounds MC-304362 RGSS breaks permanently when toggling hardware anisotropic filtering MC-304363 Copper golem statues render at the wrong position in shelves when reloading resource packs MC-304407 Charge attacks are impossible when looking at a mob that\u0026rsquo;s between 3 and 4.5 blocks away MC-304440 The mouse cursor changes to the pointing hand shape when hovering over inventory slots in the crafter UI MC-304441 The mouse cursor changes to the pointing hand shape when hovering over the creative inventory scroll bar\u0026rsquo;s bounds even if it\u0026rsquo;s invisible or inactive MC-304452 Non-see-through leaves in Programmer Art still look abnormal ","date":"26 November 2025","externalUrl":null,"permalink":"/changelog/1.21.11/1.21.11-pre3/","section":"Changelog Übersicht","summary":"","title":"1.21.11-pre3 Changelog","type":"changelog"},{"content":" News Charge into the fray on December 9!\nThis is the moment you’ve all been waiting for: Mounts of Mayhem is launching on December 9, 2025! The arena is ready, the contenders are locked , and the date of the clash is set. I’ve been appointed as the official ringside commentator for today – and I’m going to take my job very seriously. So let’s get a closer look at our challengers! The challengers aren’t waking into the ring – they’re riding! Is that … normal? I mean, this is the Mounts of Mayhem drop after all, so we should probably expect our mayhem to come in mounted form! Spawning in the first corner we have… the camel husk! This is the tallest mount, standing at a whopping 2.375 blocks tall – and that isn’t counting its two riders it spawns with: the husk and the parched! Camel husk # The camel husk and its two riders – a husk and a parched!\nThe husk is a familiar foe to anyone who has spent time in Minecraft’s sandier biomes. This hostile mob is immune to sunlight, and when it spawns in atop a camel husk it’s always with a spear in hand! But more on the spear later – we have another contender waving its bow at me. Don’t you dare fire that thing before the clash has started! Ahem. From the safety of my freshly-dug dirt hole, I can report that the parched is a new hostile mob that attacks with arrows of Weakness! And they hurt. Like the husk, the parched is immune to sunlight, which means dodging their attacks until the break of dawn won’t be a viable strategy. Hiding in a dirt hole however, is! Actually, I can still hear the parched grumbling so let me dig a little further down\u0026hellip; Oh! I appear to have hit water. Luckily, this is where our third contender is found: the zombie nautilus!\nZombie Nautilus # Zombie nautiluses always spawn with a drowned on board! And those drowned carry tridents. Sounds\u0026hellip; safe?\nThese adorable (if undead) underwater mobs spawn in with a drowned rider – wielding a trident! I’ve also heard rumors of a rare zombie nautilus variant, but the developers haven’t told me how to find it. I know! Maybe we can play a game of “warmer warmer, colder colder” to see if we can stumble upon it! I’ll save it for later, because I have an epic clash to cover! In the fourth corner, we have… the zombie horse!\nZombie horse # This undead equine said “neigh” to staying as a Creative mode spawn egg, and is now going to spend the nights roaming the Overworld’s forests and plains biomes. What’s worse – it will do so together with a zombie rider! Similar to the husk, zombies riding a zombie horse will also be equipped with a spear. So, let’s talk about this new weapon coming to Minecraft! Fight back with a new weapon # The spear is a new tiered weapon coming to Minecraft, meaning you can craft it from wood, copper, iron, gold, diamond – or even Netherite. The spear has two attacks: the jab attack (which I like to call the “please don’t get any closer”–attack) and the charge attack! The charge attack is particularly interesting because it deals more damage depending on how fast you’re moving. Sprint on foot, don your elytra, or grab your favorite steed to test this out! The spear also comes with a unique Lunge enchantment, which gives players an extra burst of speed, and can be strong enough to knock a rider from its mount. Enchanted spears do consume hunger points depending on their enchantment levels – so make sure to pack a potato or two! We have our contenders, now all we need are the champions! That is… *checks notes* YOU! Yes, you! And seeing as all our challengers have ridden into the arena, I reckon you should do the same. The question is: which mount will you pick? The classic horse mount, which can now swim and be equipped with Netherite horse armor? Or perhaps the nautilus, which lets you explore underwater at speed and preserves your air supply? Or maybe you have your sights set on some of the undead mounts in this very arena – the camel husk, zombie nautilus, or zombie horse? Then all you’ll need to do is unseat their riders! Saddle up and get ready – Mounts of Mayhem releases on December 9 in Minecraft: Bedrock Edition and Minecraft: Java Edition! ","date":"26 November 2025","externalUrl":null,"permalink":"/changelog/1.21.11/mom/","section":"Changelog Übersicht","summary":"","title":"Mounts of Mayhem Release","type":"changelog"},{"content":" News Today we\u0026rsquo;re celebrating Friday with a second Pre-Release for 1.21.11! This one has some improvements when See-Through Leaves is turned off along with bug fixes.\nHappy mining!\nChanges # When the \u0026ldquo;See-Through Leaves\u0026rdquo; video setting is disabled, the gaps between leaves are now dark green instead of black Turning the \u0026ldquo;See-Through Leaves\u0026rdquo; video setting off now gives a bigger performance boost than before New Old Fixed bugs in 1.21.11 Pre-Release 2 # MC-238715 The \u0026ldquo;minecraft:block.chest.locked\u0026rdquo; sound cannot be heard by other players when attempting to open locked blocks MC-302660 The \u0026ldquo;options.cutoutLeaves.tooltip\u0026rdquo; string is missing the word “you” making it grammatically incorrect MC-303061 The \u0026ldquo;minecraft:block.chest.locked\u0026rdquo; sound plays at the player position, not the chest\u0026rsquo;s MC-304023 Redundant level data fixer files are saved in worlds\u0026rsquo; \u0026ldquo;data\u0026rdquo; folder MC-304369 Crash when loading the game without an existing options.txt file MC-304401 Non see-through leaves look different compared to the previous snapshot MC-304421 \u0026ldquo;attack_range\u0026rdquo; component breaks hit result ","date":"21 November 2025","externalUrl":null,"permalink":"/changelog/1.21.11/1.21.11-pre2/","section":"Changelog Übersicht","summary":"","title":"1.21.11-pre2 Changelog","type":"changelog"},{"content":" News Today we are shipping the first pre-release of 1.21.11, the Mounts of Mayhem drop. From now on, you should mostly see bugs being fixed. In addition to that, pre-releases don\u0026rsquo;t follow the regular snapshot cadence of releasing on Tuesdays, so keep an eye out for the next pre-release.\nChanges # Added a new graphical option \u0026ldquo;Texture Filtering\u0026rdquo; This now controls whether or not Anisotropic Filtering is used The heads of the Nautilus and Zombie Nautilus now clip less through their shells Leather Horse Armor Parity New Old Texture Filtering # New option in Video Settings Controls the method used to sample textures when they are viewed at an angle or from a distance Available values are \u0026ldquo;None\u0026rdquo;, \u0026ldquo;RGSS\u0026rdquo;, and \u0026ldquo;Anisotropic\u0026rdquo; The default depends on your graphics preset and hardware \u0026ldquo;RGSS\u0026rdquo; (Rotated Grid Super Sampling) is a shader-based filtering method that improves texture clarity at a moderate performance cost This is available on all hardware \u0026ldquo;Anisotropic\u0026rdquo; is a hardware-based filtering method that provides the best texture clarity The maximum anisotropy may be \u0026ldquo;2x\u0026rdquo;, \u0026ldquo;4x\u0026rdquo;, and \u0026ldquo;8x\u0026rdquo;, controllable by a separate slider If your hardware does not support it, Anisotropic Filtering will do nothing This significantly impacts video memory usage (especially combined with a high mipmap count) Experimental ICAT integration:\nNone / RGSS / Anisotropic Spear Weapon # Golden Spear is considered a preferred weapon by Piglins You can now continue to deal damage to the target if you keep charging at it after the initial hit, and mobs can do the same Skeleton variants and Drowned can no longer pick up Spears Zombified Piglins now also know how to charge with a Spear Items # Spawn Eggs are now sorted thematically in the Creative Inventory, according to the following categories: Overworld Farm Animals Mounts Pets Wild Animals Aquatic Miscellaneous Golems Villagers Undead Spiders Monsters Illagers Nether The End Spears are now placed after Swords in the creative inventory Advancements # The \u0026ldquo;Mob Kabob\u0026rdquo; is no longer a challenge advancement Technical Changes # The Data Pack version is now 94.0 The Resource Pack version is now 75.0 Data Pack Versions 89.0 through 94.0 # Item Components # min_reach, max_reach and hitbox_margin have been moved from minecraft:piercing_weapon and minecraft:kinetic_weapon into a new component minecraft:attack_range to allow all melee weapon types to use them Added minecraft:attack_range # Enables a custom attack range when using the item. Overrides the normal entity interaction range for Player. Regular melee attack range is computed for Mobs based on the distance of the target hitbox to their hitbox. This component modifies that distance check by adjusting minimum and maximum padding for the attack hitbox. Mobs using minecraft:kinetic_weapon will have their attack range applied in the same way it applies to players Format: object with fields min_range: float, the minimum distance in blocks from the attacker to the target to be considered valid Default value: 0.0, valid from 0.0 to 64.0 max_range: float, the maximum distance in blocks from the attacker to the target to be considered valid Default value: 3.0, valid from 0.0 to 64.0 hitbox_margin: float, the margin applied to the target bounding box when checking for valid hitbox collision Default value: 0.3, valid from 0.0 to 1.0 mob_factor: float, the multiplier applied to the min_range and max_range when checking for valid distance when item is used by a mob Default value: 1.0, valid from 0.0 to 2.0 Tags # Item Tags # Updated #piglin_preferred_weapons to include Golden Spears Resource Pack Versions 70.0 through 75.0 # Textures for the Leather Horse Armor item and equipment asset have been split into a tinted base layer and an overlay layer Item Sprites # Added new item sprites: item/leather_horse_armor_overlay Textures # texture section of *.mcmeta files has a new alpha_cutoff_bias field that controls alpha bias for cutout textures Technically there is no limit for this value, it can be negative as well, but it does not make sense to set this higher than 1.0 or lower than -1.0 since the texture will become either fully opaque or fully transparent Default value for this field is 0.0, and it can be increased for textures that can become too transparent/thin at distance, or decreased if it\u0026rsquo;s too \u0026ldquo;opaque\u0026rdquo; It\u0026rsquo;s recommended to increment or decrease this value in fine granuality for finding the sweet spot. As an example, 0.1 is used for kelp textures in order to prevent them being fully trasparent at distance Only used for lower mips of cutout textures, does not change the alpha of first mip level, and has no effect on other textures Entity Textures # Added new entity textures: entity/equipment/horse_body/leather_overlay.png Sounds # Updated Swim Sounds for Nautilus, Baby Nautilus, Zombie Nautilus, and Zombie Nautilus Removed sound event that is no longer used: item.underwater_saddle.equip Added new sound events for the Nautilus: entity.baby_nautilus.ambient_land entity.baby_nautilus.death_land entity.baby_nautilus.hurt_land entity.nautilus.ambient_land entity.nautilus.dash_land entity.nautilus.dash_ready_land entity.nautilus.death_land entity.nautilus.hurt_land entity.zombie_nautilus.ambient_land entity.zombie_nautilus.dash_land entity.zombie_nautilus.dash_ready_land entity.zombie_nautilus.death_land entity.zombie_nautilus.hurt_land Fixed bugs in 1.21.11 Pre-Release 1 # MC-276382 Leather horse armor leggings \u0026amp; helmet parts are untextured MC-299136 Hyper Potions (Ian Tsuchiura) is not mentioned in the credits and splash texts MC-302209 Debug renderers stop working when changing dimensions MC-302677 The attack indicator does not respect spears\u0026rsquo; reach MC-302836 The texture of zombie horses\u0026rsquo; heads is not symmetrical MC-302840 The saddle texture on zombie horses is missing some parts MC-302882 Piglins do not perform charge attacks when holding spears, unlike in Bedrock Edition MC-302900 Spears\u0026rsquo; reach overrides the player\u0026rsquo;s entity interaction range MC-303052 Cobwebs and sweet berry bushes prevent players from lunging using spears MC-303174 Nautilus shell drop chance from nautiluses is unaffected by Looting MC-303467 Zombified piglins that spawn holding golden spears and can pick up loot swap their spear for any other item MC-303476 Dashing on a nautilus plays an underwater sound even on land MC-303524 Piglins that spawn holding a golden spear swap their spear with any golden item MC-303657 Camel husks only sink when ridden MC-303664 Black outlines render on flat-textured blocks when mipmap levels are disabled MC-303812 Zombies that spawn holding spears and can pick up loot swap their spear for any other item MC-303838 The rain overlay renders in the end while the ender dragon fog is present MC-303846 /gamerule does not accept full resource locations of game rules MC-303919 Lunge wastes durability and hunger by using it while on a ladder MC-303942 The Mob Kabob advancement doesn\u0026rsquo;t reward the player with experience MC-303950 Velocity no longer properly increases spear damage MC-304029 Undead mobs no longer burn in sunlight in biomes without rain while it\u0026rsquo;s raining MC-304042 You can get the Mob Kabob advancement by hitting an ender dragon five times in a row with the same charge attack MC-304058 Lower fog_end_distance environment attribute values cause rain to drastically increase fog effect MC-304095 Holding a spear prevents attack interactions with interaction entities MC-304116 Entities and block entities do not fade correctly when the chunk fade setting is active MC-304127 The float ranges of Cubic Bézier curve arguments don\u0026rsquo;t match the changelog MC-304163 Shift-left-clicking an entity\u0026rsquo;s name with advanced tooltips enabled no longer inserts the entity\u0026rsquo;s UUID in the chat MC-304170 Setting the \u0026ldquo;Music Toast\u0026rdquo; option to \u0026ldquo;Pause Menu and Toast\u0026rdquo; while music is disabled shows a music toast MC-304190 Fish buckets have a dysfunctional consumable component now MC-304191 Foxes can now eat fish buckets, deleting the bucket and skipping special effects MC-304196 The recipe for waxed chiseled copper made from waxed copper slabs now yields two items instead of one MC-304212 Zombie nautiluses being ridden by mobs can still be leashed, unlike zombie horses and camel husks ","date":"19 November 2025","externalUrl":null,"permalink":"/changelog/1.21.11/1.21.11-pre1/","section":"Changelog Übersicht","summary":"","title":"1.21.11-pre1 Changelog","type":"changelog"},{"content":" News Is it Tuesday already? Must be, because the lights are on in the snapshot shipping room!\nWith today\u0026rsquo;s release we\u0026rsquo;re putting some additional polish on the upcoming features for our Mounts of Mayhem game drop, and changing the order of spawn eggs in the creative inventory for some better thematic flair. On the technical side, resource pack creators now have more freedom when creating their block models. For the full list of changes, browse the changelog below!\nHappy mining!\nChanges # Mobs # Parched are now immune to Weakness effect Horses, Mules, Donkeys, Camels, Zombie Horses and Camel Husks will not panic if controlled by Mobs Nautiluses and Zombie Nautiluses now play a dash sound when they perform their dash attack Items # Spears no longer cause item interact vibrations Spawn Eggs are now sorted thematically in the Creative Inventory, according to the following categories: Overworld\nFarm Animals Mounts Pets Wild Animals Aquatic Miscellaneous Golems Villagers Undead Spiders Monsters Illagers Nether\nThe End\nUI # Added an inventory UI for the Nautilus and Zombie Nautilus Renamed the \u0026ldquo;Show Music Toast\u0026rdquo; option to \u0026ldquo;Music Toast\u0026rdquo; Added a third state to the \u0026ldquo;Music Toast\u0026rdquo; option, allowing it to only be shown in the pause menu Added splash text \u0026ldquo;One does not simply walk to the Far Lands\u0026rdquo; Developer’s Note: This statement was proven false on October 4, 2025: https://youtube.com/clip/UgkxvzJHc45q7F_mbsY44i-UoJrNoRWvlQ5l?si=aoYqGO-LIJ6XATzH\nTechnical Changes # The Data Pack version is now 93.1 The Resource Pack version is now 74.0 Data Pack Version 93.1 # Item Components # Default Item Components # Added food properties to the following fish bucket items:\nminecraft:cod_bucket minecraft:salmon_bucket minecraft:pufferfish_bucket minecraft:tropical_fish_bucket minecraft:use_effects # Added field interact_vibrations: boolean, whether using this item emits minecraft:item_interact_start and minecraft:item_interact_finish game events - Default value: true\nLoot Tables # Reverted removal of contents as a supported value for the minecraft:dynamic loot pool entry\nDeveloper's Note: Support for this value was removed in a previous snapshot with the introduction of slot sources, which replace its functionality. Community response however indicated that certain use cases aren't yet fully covered by slot sources, so we are reverting this removal until proper alternatives are ready. Resource Pack Version 74.0 # Textures used for still water and lava are now hardcoded to minecraft:block/water_still and minecraft:block/lava_still To prepare for future work, the game will now print a warning if any defined sprites in any atlases share a name Block model and state format has been expanded to allow more rotations Textures # Beacons no longer support translucent textures Added gui/container/nautilus used for the Nautilus inventory UI UI Sprites # Added container/slot/nautilus_armor_inventory - Nautilus icon used in Nautilus inventory UI Sound Events # Added entity.zombie_horse.eat Block Models # Block model elements can now be rotated around multiple axes Model is first rotated around X, then Y, then Z New fields: x - rotation around axis X in degrees, float, defaults to 0.0 y - rotation around axis Y in degrees, float, defaults to 0.0 z - rotation around axis Z in degrees, float, defaults to 0.0 Existing fields axis and angle can still be used If both field sets are present, older notation takes presence Existing restriction for angle value limiting them to [-45, 45] has been removed Note: Names of faces are not influenced by rotation. Features that depend on them, like culling, will always use original directions Block State Model Dispatch # Variants in block state dispatch files (defined in assets/.../blockstates/ can now be also rotated around Z axis New optional field z has the same format as existing x and y fields: an integer with allowed values of 0 (default), 90, 180 and 270 Rotation around Z axis is applied after X and Y Fixed bugs in 25w46a # Bug API testing: # Modal Test!!!: MC-266425 Recipes for new waxed copper blocks are not grouped\nModal Test!!!: MC-302815 Zombified piglins spawned from lightning striking a pig do not have a chance to hold a golden spear\nModal Test!!!: MC-302825 The charging animations of some items are incorrect\nViewer Test!!! MC-266425 Recipes for new waxed copper blocks are not grouped\nViewer Test!!! MC-302815 Recipes for new waxed copper blocks are not grouped\nViewer Test!!! MC-302825 Recipes for new waxed copper blocks are not grouped\nMC-266425 Recipes for new waxed copper blocks are not grouped MC-302815 Zombified piglins spawned from lightning striking a pig do not have a chance to hold a golden spear MC-302825 The charging animations of some items are incorrect MC-302851 Buckets of fish heal nautiluses much less than fish items MC-302890 You can perform spear jabbing and charging attacks simultaneously MC-302892 Players\u0026rsquo; arms visually intersect with their bodies and heads when holding spears while riding boats MC-302893 Hitboxes of submerged entities don\u0026rsquo;t render when the player is looking at them from the surface MC-302935 Skeletons incorrectly position their arms before shooting MC-302958 Nautiluses\u0026rsquo; mouth texture is misaligned MC-302998 Mobs\u0026rsquo; arms can visually intersect their bodies and heads when they rotate while holding spears MC-303149 Commands with specific arguments can crash the game in a deep function recursion MC-303331 There is no sound for feeding zombie horses red mushrooms MC-303395 You cannot double-click on server regions within the realms select region menu to select them MC-303396 The search fields in the resource and data pack menus aren’t automatically selected when opening the menus via keyboard navigation MC-303404 You can damage entities while charging with spears in spectator mode MC-303431 Setting the debug modifier key to a mouse button doesn\u0026rsquo;t allow for switching to the selected gamemode in the gamemode switcher MC-303443 Transparent and translucent blocks render in front of the fishing line MC-303625 Entities, particles, clouds, water, semi-transparent blocks and special rendering blocks render in front of block hitboxes with improved transparency enabled MC-303653 Camel husks show breeding hearts when fed MC-303695 Reloading textures while the game is tick frozen causes animated textures to render incorrectly MC-303751 The model of parched has UV issues MC-303755 The mouse cursor doesn’t change to the resize shape when hovering over the scroll bar in the villager and wandering trader trade UI MC-303757 The mouse cursor doesn’t change to the proper shape when hovering over enchantments in the enchanting table UI MC-303758 The mouse cursor doesn’t change to the hand shape when hovering over various elements in the recipe book MC-303761 The mouse cursor doesn’t change to the proper shape when hovering over the output buttons or the scroll bar in the stonecutter UI MC-303762 The mouse cursor doesn’t change to the proper shape when hovering over the output buttons or the scroll bar in the loom UI MC-303763 The mouse cursor doesn’t change to the hand shape when hovering over the crafting slots in the crafter UI MC-303764 The mouse cursor doesn’t change to the proper shape when hovering over the tabs or the scroll bar in the Creative mode inventory MC-303765 The mouse cursor doesn’t change to the hand shape when hovering over the tabs in the advancements menu MC-303790 The block breaking particles and block outlines render behind glass blocks and beacons MC-303882 Charging with a spear with a loaded crossbow in the off hand looks visually off in third person MC-303940 Netherite horse armor burns in lava/fire MC-303943 Drowned are no longer slowed down by water MC-303944 Knockback attacks produce double sounds while the player is in the false sprinting state MC-303945 The closed caption for the parrot imitating parched does not match the original caption for parched MC-303947 Clicking on any item with the \u0026ldquo;unbreakable\u0026rdquo;, \u0026ldquo;glider\u0026rdquo;, or \u0026ldquo;intangible_projectile\u0026rdquo; data component causes the game to crash MC-303948 The texture of netherite horse armor is different than in Bedrock Edition MC-303956 Charge attacks now have reduced damage when used after a jab attack MC-303961 Sprint-crit state now plays both the sprint-knockback sound and the critical hit sound, despite only critical hits being performed MC-303974 The day counter in the debug overlay is no longer displayed MC-304061 The warning time for world borders in new worlds is less than expected ","date":"11 November 2025","externalUrl":null,"permalink":"/changelog/1.21.11/25w46a/","section":"Changelog Übersicht","summary":"","title":"25w46a Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nSnapshot Resources:\nDatapack: Download Resourcepack: Download Greetings from the Tuesday snapshot shipping room! Our final set of features for Mounts of Mayhem brings the game\u0026rsquo;s strongest armor tier to your favorite mount – with Netherite horse armor! As well as making your steed more stylish, Netherite horse armor will also make them sturdier, perfect for all those mounted challenges. On the submerged side of things, explorers of warmer waters can now swim-ble upon a rare variant of the zombie nautilus..\nWith this week\u0026rsquo;s snapshot, we\u0026rsquo;re also introducing a new concept for data packs called timelines, that can modify game behavior based on the in-game day time – more about that in the full changelog below.\nHappy mining!\nNew Features # Updated the panorama for the Mounts of Mayhem drop Added Netherite Horse Armor that can be obtained by upgrading Diamond Horse Armor with a Smithing Table Model Item Spear Weapon # Spears are now less forgiving if you miss a charge attack Coral Zombie Nautilus # Added a new variant of the Zombie Nautilus mob: the Coral Zombie Nautilus It Spawns in Warm Oceans, replacing the normal Zombie Nautilus /summon minecraft:zombie_nautilus ~ ~ ~ {variant:warm,attributes:[{id:\"minecraft:burning_time\",base:0}]} Camel Husk # Drops 2-3 Rotten Flesh when killed, with extra 0-1 for each level of Looting Advancements # Added the \u0026ldquo;Mob Kabob\u0026rdquo; advancement for spearing 5 enemies with a Charge attack Changes # Zombie Horses, Camel Husks and Nautili become persistent with any interaction from a player, not just riding them Video memory impact of anisotropic filtering was reduced, but still remains quite high The color of the sky during sunrises and sunsets is now affected by rain and thunder Rain\n25w45a Screenshot 25w44a Screenshot Thunder\n25w45a Screenshot 25w44a Screenshot Technical Changes # The Data Pack version is now 93.0 The Resource Pack version is now 73.0 Data Pack Version 93.0 # Added new Coral Zombie Nautilus mob variant\nThe Zombie Nautilus variants can be data-driven:\nBenötigt das Snapshot Datapack und Resourcepack:\n/summon minecraft:zombie_nautilus ~ ~ ~ {variant:custom,NoAI:1b,attributes:[{id:\"minecraft:burning_time\",base:0}]} - Custom Variant: Item textures were split out of the blocks atlas into a separate new items atlas\nIt means that the commands that were referencing the blocks atlas for item textures now need to reference the items atlas instead Zombie Nautilus Variants # Zombie Nautilus variants can be data-driven by adding entries to data/\u0026lt;namespace\u0026gt;/zombie_nautilus_variant/\u0026lt;id\u0026gt;.json This feature is experimental Fields in file: model - one of: normal, warm asset_id - namespaced id for this variant asset, resolves to assets/\u0026lt;namespace\u0026gt;/textures/\u0026lt;path\u0026gt;.png spawn_conditions - a uniform variant selection rule explained below Spawn conditions # minecraft:biome # Checks if entity is spawning in specific biomes Fields: biomes - single entry, list or a tag describing biomes minecraft:moon_brightness # Checks if current moon brightness is within certain range Fields: range - floating point range (a single number or an object like {\u0026quot;min\u0026quot;: 1, \u0026quot;max\u0026quot;: 2}) minecraft:structures # Checks if entity is spawning in specific structures Fields: structures - single entry, list or a tag describing structures Game Rules # The limit for the minecraft:max_entity_cramming game rule has been changed to a minimum of 0 Data Components # minecraft:piercing_weapon and minecraft:kinetic_weapon data components now have bounds on their reach parameters: min_reach: is now valid from 0.0 to 128.0 max_reach: is now valid from 0.0 to 128.0 hitbox_margin: is now valid from 0.0 to 1.0 Timelines # Timelines are a new experimental concept defined in data packs under the timeline registry (i.e. found under data/\u0026lt;namespace\u0026gt;/timeline/\u0026lt;id\u0026gt;.json).\nTimelines specify game behavior based on the absolute day time (that which is set by /time set). Timelines optionally can specify a period over which they will be repeated.\nPrimarily, Timelines are able to modify game behavior or visuals by acting as an Environment Attribute source to apply Environment Attribute modifiers.\nFormat: object with fields\nperiod_ticks: optional integer, defines the duration in ticks over which the timeline will repeat If not specified, the timeline will not repeat tracks: optional map between Environment Attribute IDs and a corresponding Environment Attribute Track object See the section on Environment Attributes below for details Timelines by default have no effect unless they are included by a dimension - see the Dimension Types section below.\nWith the inclusion of Timelines, Environment Attribute sources are processed in the following order (from low to high priority):\nDimensions Biomes Timelines Weather (not data-driven) Examples # Gametime dependent Skycolor, Cloud Color, Cloud Height and Sun and Moon Angle Custom Sunset\nCustom Sunset Vanilla Sunset Interpolation # Timelines can define Attribute Tracks - these specify how a modifier for a particular Environment Attribute changes over time by defining keyframes. Depending on the attribute, interpolation may be used between each keyframe. If interpolation is not used, the previous keyframe value will always be selected.\nFor example, a Timeline with a period of 24000 might be set up as following:\nAt time = 0, the timeline provides sky_color = #ff0000 (red) At time = 1000, the timeline provides sky_color = #ff0000 (red) At time = 6000, the timeline provides sky_color = #ff00ff (magenta) Between time = 0 and time = 1000, the sky color will be red. Between 1000 and 6000, it will shift from red to magenta. Then, from 6000 all the way until the timeline repeats and reaches time = 0 again, the color will slowly shift back to red.\nNote: unlike biomes, if a Timeline uses a modifier instead of an override, interpolation is applied to the modifier arguments rather than the final modified values.\nAttribute Tracks # An Attribute Track specified within a Timeline takes the format of an object with the following fields:\nease - optional Easing Type (see below), used to ease the interpolaton of the value between keyframes Default: linear If the target attribute does not support interpolation, the easing mode will have no effect keyframes - list of keyframe objects, must be ordered by the ticks field: ticks - integer between 0 and period_ticks (if specified), defines the tick (within the period) at which this keyframe\u0026rsquo;s value will be active value - the modifier argument (format dependent on the chosen modifier) If no modifier is specified (or override is used), the type of this field is the same as the Environment Attribute itself How this value is used depends on the type of modifier Note: at most two keyframes can be placed on the same tick, creating an immediate transition modifier - optional string modifier ID, dependent on the Attribute Type (see the Common Modifiers section below) Default: override For example, the following Timeline has a period of 24000, and has an attribute track that modifies only minecraft:gameplay/cat_waking_up_gift_chance. Because the easing is constant, between tick 362 and 23667 the value is 0.0, while between tick 23667 and 362 it is 0.7.\nLike other Environment Attribute sources, the specified value is used as the argument to the specified modifier. This is then applied on top of sources with a lower priority. In this case the modifier is maximum, so this timeline will only ever increase the value of cat_waking_up_gift_chance to the value specified in the track.\n{ \u0026#34;period_ticks\u0026#34;: 24000, \u0026#34;tracks\u0026#34;: { \u0026#34;minecraft:gameplay/cat_waking_up_gift_chance\u0026#34;: { \u0026#34;ease\u0026#34;: \u0026#34;constant\u0026#34;, \u0026#34;modifier\u0026#34;: \u0026#34;maximum\u0026#34;, \u0026#34;keyframes\u0026#34;: [ { \u0026#34;ticks\u0026#34;: 362, \u0026#34;value\u0026#34;: 0.0 }, { \u0026#34;ticks\u0026#34;: 23667, \u0026#34;value\u0026#34;: 0.7 } ] } } } Easing Types # Easing Types control the interpolation between two keyframes by applying a curve. The following built-in Easing Types are provided:\nconstant - always selects the previous keyframe linear in_back in_bounce in_circ in_cubic in_elastic in_expo in_quad in_quart in_quint in_sine in_out_back in_out_bounce in_out_circ in_out_cubic in_out_elastic in_out_expo in_out_quad in_out_quart in_out_quint in_out_sine out_back out_bounce out_circ out_cubic out_elastic out_expo out_quad out_quart out_quint out_sine An Easing Type may also be specified with a Cubic Bézier in the format: { \u0026quot;cubic_bezier\u0026quot;: [ x1, y1, x2, y2 ] }\nx1: float between 0 and 1, x-coordinate of the first control point y1: float, y-coordinate of the first control point x2: float between 0 and 1, x-coordinate of the second control point y2: float, y-coordinate of the second control point Developer's Note: To play around with and visualize easings, easings.net and cubic-bezier.com are great references! easings.net cubic-bezier.com Common Data Types # Mob Activity # A string ID from the minecraft:activity built-in registry. One of:\nminecraft:core minecraft:idle minecraft:work minecraft:play minecraft:rest minecraft:meet minecraft:panic minecraft:raid minecraft:pre_raid minecraft:hide minecraft:fight minecraft:celebrate minecraft:admire_item minecraft:avoid minecraft:ride minecraft:play_dead minecraft:long_jump minecraft:ram minecraft:tongue minecraft:swim minecraft:lay_spawn minecraft:sniff minecraft:investigate minecraft:roar minecraft:emerge minecraft:dig Modifiers # Added blend_to_gray RGB/ARGB modifier - modifies a color by taking its grayscale form, applying a brightness modifier, and mixing with this using some factor Where gray = brightness * (0.3 * red + 0.59 * green + 0.11 * blue), result = lerp(factor, subject, [gray, gray, gray]) Argument format: object with fields: brightness: float between 0 and 1, a multiplier to apply to the grayscale value factor: float between 0 and 1, the factor to mix with New Environment Attributes # Examples # sky_light_color minecraft:visual/sunrise_sunset_color # Controls the color and intensity of the sunrise and sunset effect. If fully transparent, no sunrise or sunset will be rendered. Only visible with the overworld skybox type.\nValue type: ARGB Color Default value: \u0026quot;#00000000\u0026quot; Modifiers: ARGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/sun_angle # The angle in degrees of the sun, clockwise from east to west, with 0 being directly up.\nOnly visible with the overworld skybox type.\nValue type: float, angle in degrees Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/moon_angle # The angle in degrees of the moon, clockwise from east to west, with 0 being directly up. Only visible with the overworld skybox type.\nValue type: float, angle in degrees Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/star_angle # The angle in degrees of the stars, clockwise from east to west, with 0 being directly up. Only visible with the overworld skybox type.\nValue type: float, angle in degrees Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/moon_phase # The phase of the moon. Only visible with the overworld skybox type.\nValue type: string id, one of: full_moon waning_gibbous third_quarter waning_crescent new_moon waxing_crescent first_quarter waxing_gibbous Default value: \u0026quot;full_moon\u0026quot; Modifiers: override Interpolated: no Resolved at the camera\u0026rsquo;s position minecraft:visual/star_brightness # The brightness of the stars in the sky, where 0.5 is the normal brightness during the night and 0 is fully hidden. Only visible with the overworld skybox type.\nValue type: float between 0 and 1 Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/sky_light_color # The visual color of sky light. For blocks with a sky light level of 0 (or minecraft:visual/sky_light_factor is 0), this will have no effect. This is the value passed to the lightmap.fsh shader as SkyLightColor.\nValue type: RGB Color Default value: \u0026quot;#ffffff\u0026quot; Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/sky_light_factor # The visual brightness of sky light. minecraft:visual/sky_light_color is multiplied by this value. This is the value passed to the lightmap.fsh shader as SkyFactor.\nThe corresponding gameplay effect is controlled entirely by minecraft:gameplay/sky_light_level.\nValue type: float Default value: 1.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:audio/firefly_bush_sounds # If true and not below an opaque block, Firefly Bushes will produce idle sounds.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of a Firefly Bush minecraft:gameplay/sky_light_level # The effective light level of the sky used by mechanics such as mob spawning or Daylight Detectors. For example, a block fully exposed to the sky will be considered to have a light level of exactly this value, while a block deep in a cave will not be affected at all.\nThe corresponding visual effect is controlled entirely by minecraft:visual/sky_light_factor.\nValue type: float Default value: 15.0 Modifiers: Float Modifiers Interpolated: yes Resolved for a whole dimension (cannot be specified on a Biome) minecraft:gameplay/eyeblossom_open # If true, Closed Eyeblossoms will eventually open by random block ticks. If false, Open Eyeblossoms will do the opposite. If \u0026quot;default\u0026quot;, Open or Closed Eyeblossoms will remain in their current state.\nValue type: one of: true false \u0026quot;default\u0026quot; Default value: \u0026quot;default\u0026quot; Modifiers: override Interpolated: no Resolved at the Eyeblossom block\u0026rsquo;s position minecraft:gameplay/turtle_egg_hatch_chance # The chance that a Turtle Egg block will switch to its next hatching state when randomly ticked.\nValue type: float between 0 and 1 Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the Turtle Egg block\u0026rsquo;s position minecraft:gameplay/creaking_active # While true, Creaking Heart blocks (and their corresponding Creaking) will become active. On the other hand, when false, it will enter its dormant state.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the Creaking Heart block\u0026rsquo;s position minecraft:gameplay/surface_slime_spawn_chance # An additional chance rolled when a natural Slime spawn attempt occurs in a biome with the #allows_surface_slime_spawns tag.\nValue type: float between 0 and 1 Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the position of the Slime spawn attempt minecraft:gameplay/cat_waking_up_gift_chance # The chance that a Cat lying on its owner\u0026rsquo;s Bed will drop a gift (from the gameplay/cat_morning_gift loot table) when the player wakes up.\nValue type: float Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the Cat\u0026rsquo;s position minecraft:gameplay/bees_stay_in_hive # When true, Bees will try to navigate to their Hives and will not exit unless the Hive is broken or next to a Fire.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at a Bee or Bee Hive block\u0026rsquo;s position minecraft:gameplay/monsters_burn # When true, monsters will burn while exposed to the sky.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the monster\u0026rsquo;s position minecraft:gameplay/can_pillager_patrol_spawn # When true, Pillager Patrols are able to spawn.\nNote: the global skylight level must also be greater than 11.\nValue type: boolean Default value: true Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the patrol spawn attempt Replaces the #without_patrol_spawns biome tag minecraft:gameplay/villager_activity # Controls the default AI activity for adult Villagers.\nNot all activities are supported by Villager AI - if an unsupported one is chosen, the Villager will do nothing. The following activities are supported:\ncore hide idle meet panic pre_raid raid rest work Value type: Mob Activity Default value: \u0026quot;minecraft:idle\u0026quot; Modifiers: override Interpolated: no Resolved at the Villager\u0026rsquo;s position minecraft:gameplay/baby_villager_activity # Controls the default AI activity for baby Villagers.\nNot all activities are supported by Villager AI - if an unsupported one is chosen, the Villager will do nothing. The following activities are supported:\ncore hide idle meet panic play pre_raid raid rest Value type: Mob Activity Default value: \u0026quot;minecraft:idle\u0026quot; Modifiers: override Interpolated: no Resolved at the Villager\u0026rsquo;s position World Generation # Dimension Types # Added a new optional timelines field that specifies which Timelines are active in this dimension Format: a Timeline ID, a list of Timeline IDs, or a Timeline Tag The natural field has been fully replaced by the minecraft:gameplay/eyeblossom_open and minecraft:gameplay/creaking_active Environment Attributes The effects field has been removed and replaced with the following new fields: skybox - the skybox rendering type to use, one of: none (was minecraft:nether effect ID) overworld (was minecraft:overworld effect ID) Following environment attribues are applied only when the skybox is overworld: minecraft:visual/sky_color, minecraft:visual/sun_angle,minecraft:visual/sunrise_sunset_color, minecraft:visual/moon_phase, minecraft:visual/moon_angle, minecraft:visual/star_angle, minecraft:visual/star_brightness end (was minecraft:end effect ID) Default: overworld cardinal_light - the direction of cardinal lighting that affects blocks, one of: default (was minecraft:overworld and minecraft:end effect ID) nether (was minecraft:nether effect ID) Default: default The fixed_time field has been replaced by a has_fixed_time boolean (default: false) Time-based effects such as the angle of the sun are now specified instead by Environment Attributes However, the remainder of behaviors formerly affected by fixed_time being present will now instead use the has_fixed_time boolean Tags # Biome Tags # Removed #without_patrol_spawns - replaced by gameplay/can_pillager_patrol_spawn Environment Attribute Added #spawns_coral_variant_zombie_nautilus - biomes where the Coral Variant of the Zombie Nautilus can spawn Timeline Tags # Added #universal - Timelines that are active in every dimension Added #in_overworld - Timelines that are active in the Overworld Added #in_nether - Timelines that are active in the Nether Added #in_end - Timelines that are active in the End Advancements # Added new spear_mobs trigger with fields: player: optional entity predicate, the player using the kinetic weapon count: optional integer, the number of mobs hit in a single use of the kinetic weapon Resource Pack Versions 73.0 # Item textures were split out of the blocks atlas into a separate new items atlas that does not have mipmaps All textures used in an item model have to come from the same (items or blocks) atlas All textures used in a block model have to come from the blocks atlas Item Sprites # Added new item sprites: item/netherite_horse_armor Entity Textures # Added new entity textures: entity/equipment/zombie_nautilus_coral.png entity/equipment/horse_body/netherite.png Sounds # Added new sound events for the Parrot: entity.parrot.imitate.parched entity.parrot.imitate.zombie_horse entity.parrot.imitate.zombie_nautilus Fixed bugs in 25w45a # MC-199467 Certain entity animations stop after they\u0026rsquo;ve existed in world for too long MC-245895 View Bobbing stops working after long elytra flight MC-269295 Jump bar progress renders unused pixels from dynamic texture atlas MC-271729 Armadillo scute drops are not affected by the mob_drops game rule MC-271938 Mace smash attack can push players in creative mode that are flying MC-301424 entity_data item component detection is broken in resource packs MC-302184 Copper golems in cave/void air never turn into statues MC-302469 Creepers at the player\u0026rsquo;s exact position with an explosion radius of 0 set the player\u0026rsquo;s velocity to NaN MC-302477 Loot tables stopped supporting SNBT as entity data MC-302659 Items such as grass blocks and cacti have incorrect textures in inventories when mipmap levels are enabled MC-302663 Any form of attacking non-player entities always produces the “weak attack” sound instead of the appropriate sound MC-302703 Spear can dismount invulnerable, non-living, and otherwise inanimate passengers from any vehicle MC-302887 Spear charging animation in first person isn’t perfectly mirrored between the main hand and off hand MC-302911 If the sun texture cannot be loaded, the moon texture is reused instead MC-303067 Players can charge with the spear and deal damage while dying MC-303108 Inventory items are now mipmapped, making them look very blurry MC-303109 Tick freeze and memory spikes with long piercing_weapon ray reach MC-303226 Music doesn\u0026rsquo;t restart after exiting a pale garden MC-303292 Cloud movement is jittery when the world\u0026rsquo;s gametime value is large MC-303402 Hover events on text posted in the chat take effect even when in a GUI MC-303405 You can attack entities diagonally through solid blocks using spears MC-303413 Scrolling text does not get clipped properly in UI elements MC-303427 The lunge enchantment doesn’t work in creative mode if you have 6 or less hunger points MC-303510 Dropping a spear while charging slows down the player MC-303554 minecraft:piercing_weapon component causes attack cooldown damage penalty to be ignored MC-303654 Closed captions of parched show as strays MC-303656 Placing blocks in empty chunk sections inside loaded chunks shows the chunk fade animation MC-303658 Block textures are blurry on some systems, depending on mipmap and anisotropic filtering settings MC-303659 Elements within the language menu are not selected in order when using the TAB key MC-303671 Camel husks can despawn when wearing a saddle MC-303674 The hand animation plays when right clicking on a camel husk or zombie horse ridden by another mob with a lead MC-303677 Camel husks can despawn when attached to a lead MC-303680 Untamed zombie horses can despawn when attached to a lead MC-303681 Untamed zombie nautiluses can despawn when attached to a lead MC-303703 Entities and block entities are not affected by the chunk fade-in effect MC-303704 Statistics are no longer saved if the folder they would save into doesn\u0026rsquo;t exist yet MC-303705 Entity cramming can no longer be disabled MC-303714 The jump bar\u0026rsquo;s progress sprite is improperly scaled MC-303727 Short effect names can cause the effect duration to appear outside the effect box MC-303734 deprecated.json renames translation keys to nonexistent keys MC-303744 Ender pearls can launch players in the direction they are thrown MC-303746 Spear attacks can hurt entities through doors MC-303799 There is no \u0026lsquo;Search\u0026hellip;\u0026rsquo; text in the search field in the world selection screen MC-303802 Spamming right click and shift when getting into boat gives a speed boost MC-303891 Untamed zombie horses and skeleton horses cannot have saddles placed on their saddle slot using /item ","date":"4 November 2025","externalUrl":null,"permalink":"/changelog/1.21.11/25w45a/","section":"Changelog Übersicht","summary":"","title":"25w45a Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nSnapshot Datapack: Download\nWith today\u0026rsquo;s thrilling new Snapshot, we\u0026rsquo;re bringing more mounts – and more mayhem! Meet the camel husk, an undead passive mob that thrives in the desert, and come face to face with its hostile riders! Ridden by a husk, the camel husk also spawns with a second challenger on board: a desert-dwelling skeleton called the parched!\nBundled with these new threats are further changes to the spear\u0026rsquo;s lunge enchantment (it\u0026rsquo;s less hungry now!), and we\u0026rsquo;ve given horses, mules, donkeys and camels the gift of being able to float in water while ridden, where before they would sink.\nAs usual, this release also brings a slew of bug fixes and technical updates, including renaming game rules to make them more descriptive.\nHappy mining!\nNew Features # Updated advancements to include the Camel Husk, and the Parched Added a new graphical option \u0026ldquo;Anisotropic Filtering\u0026rdquo; Parched # New Skeleton variant Spawns at 0 light level in Deserts replacing some of the regular Skeletons Does not burn in sunlight Shoots Arrows of Weakness Has a slower rate of fire compared to normal Skeletons, similar to Bogged Does not spawn in caves, following the Husk\u0026rsquo;s spawning rules Sounds Camel Husk # New undead Camel variant Spawns at 0 light level in Deserts Does not burn in sunlight Spawns with two riders: A Husk wielding a Spear and a Parched /summon camel_husk ~ ~ ~ {Passengers:[{id:\"minecraft:husk\",equipment:{mainhand:{id:\"minecraft:iron_spear\",count:1}}},{id:\"parched\",equipment:{mainhand:{id:\"minecraft:bow\",count:1}}}]} Does not spawn in caves, following the Husk\u0026rsquo;s spawning rules Is hostile if the rider is a hostile mob Passive without a rider Despawns like other hostile mobs, but becomes persistent when ridden by a Player Favorite food is Rabbit Foot Cannot be bred As a mount they work similar to normal Camels Sounds Spear Weapon # Lunge Enchantment # Reduced the number of hunger points consumed by using Lunge across all Enchantment levels Level 1 Lunge now consumes 1 hunger point, level 2 consumes 2 points, and level 3 consumes 3 points (from 4, 5, and 6) Added a durability cost of 1 for using Lunge across all Enchantment levels vorher ~6 uses bevor man essen musste und jetzt ~12 (mit golden carrot saturation) Anisotropic Filtering # This new option improves the visual quality of blocks when viewed at a distance or at an angle The default depends on your graphics preset, and the values are \u0026ldquo;off\u0026rdquo;, \u0026ldquo;2x\u0026rdquo;, \u0026ldquo;4x\u0026rdquo;, and \u0026ldquo;8x\u0026rdquo; If your hardware does not support it, it will not be used This significantly impacts video memory usage (especially combined with a high mipmap count) Changes # Parrots now can mimic the sounds of Zombie Nautilus, Zombie Horse, Camel Husk and Parched\nNautiluses and Zombie Nautiluses can now attack any mob if provoked by that mob, not just players\nEnvironmental Fog in the Nether is no longer dependent on the render distance setting, and will consistently be applied from 10 to 96 blocks\nHorses, Mules, Donkeys, and Camels no longer sink in water while ridden by a player Chunks now fade in instead of appearing out of nowhere, with the fade-in time adjustable through Video Settings (Default: 0.75 seconds)\nNone vs Default vs Max Fyling around New vs Old Can be Customized via Resourcepacks! Community Examples: https://imgur.com/a/fwWkYnP\nEins der Beispiele: Download\nBats no longer spawn more frequently and in higher light levels between October 20 and November 3\nUI # \u0026ldquo;Interface\u0026rdquo; inside the Video Settings screen has been renamed to \u0026ldquo;Preferences\u0026rdquo; The Single Biome Customization screen now has a search box The language selection screen now has a search box to filter languages Technical Changes # The Data Pack version is now 92.0 The Resource Pack version is now 72.0 The Minecraft Server Management Protocol version is now 2.0.0 Added support for KQueue on OSX to improve network connection performance Minecraft Server Management Protocol Version 2.0.0 # In the typed_game_rule and untyped_game_rule schemas, the type of the value field has been changed from string to take either a boolean or an integer Also, it now uses the game rule resource location as the key Commands # Changed worldborder # The time argument for setting the size can now also specify seconds or in-game days using an s or d suffix The time argument for setting the warning distance now specifies ticks by default but can also specify seconds or in-game days using an s or d suffix Game Rules # Game rules have been moved into a registry. With that, all game rules have been renamed from their previous camel case names to resource locations in snake case.\nAdditionally, the following game rules have been further renamed:\nannounceAdvancements -\u0026gt; minecraft:show_advancement_messages commandBlocksEnabled -\u0026gt; minecraft:command_blocks_work command_modification_block_limit -\u0026gt; minecraft:max_block_modifications disableElytraMovementCheck -\u0026gt; minecraft:elytra_movement_check The value is inverted accordingly in places that use the resource location disablePlayerMovementCheck -\u0026gt; minecraft:player_movement_check The value is inverted accordingly in places that use the resource location disableRaids -\u0026gt; minecraft:raids The value is inverted accordingly in places that use the resource location doDaylightCycle -\u0026gt; minecraft:advance_time doEntityDrops -\u0026gt; minecraft:entity_drops doImmediateRespawn -\u0026gt; minecraft:immediate_respawn doInsomnia -\u0026gt; minecraft:spawn_phantoms doLimitedCrafting -\u0026gt; minecraft:limited_crafting doMobLoot -\u0026gt; minecraft:mob_drops doMobSpawning -\u0026gt; minecraft:spawn_mobs doPatrolSpawning -\u0026gt; minecraft:spawn_patrols doTileDrops -\u0026gt; minecraft:block_drops doTraderSpawning -\u0026gt; minecraft:spawn_wandering_traders doVinesSpread -\u0026gt; minecraft:spread_vines doWardenSpawning -\u0026gt; minecraft:spawn_wardens doWeatherCycle -\u0026gt; minecraft:advance_weather maxCommandChainLength -\u0026gt; minecraft:max_command_sequence_length maxCommandForkCount -\u0026gt; minecraft:max_command_forks naturalRegeneration -\u0026gt; minecraft:natural_health_regeneration snowAccumulationHeight -\u0026gt; minecraft:max_snow_accumulation_height spawnRadius -\u0026gt; minecraft:respawn_radius spawnerBlocksEnabled -\u0026gt; minecraft:spawner_blocks_work Limits # Some game rules that previously did not have a limited value range now do:\nminecraft:max_block_modifications: Minimum 1 minecraft:max_command_forks: Minimum 1 minecraft:max_command_sequence_length: Minimum 0 minecraft:max_entity_cramming: Minimum 1 minecraft:max_snow_accumulation_height: Minimum 0, maximum: 8 minecraft:players_nether_portal_creative_delay: Minimum 0 minecraft:players_nether_portal_default_delay: Minimum 0 minecraft:players_sleeping_percentage: Minimum 0 minecraft:random_tick_speed: Minimum 0 minecraft:respawn_radius: Minimum 0 Added minecraft:fire_spread_radius_around_player # Controls the maximum distance in blocks that fire can spread around a player This replaces the previous doFireTick and allowFireTicksAwayFromPlayer game rules, which have now been removed Setting it to 0 will disable fire spreading Setting it to -1 will allow fire spreading without players around Limit: Minimum -1 Game Tests # In the game_rules test environment the keys bool_rule and int_rule have been replaced with a single key rules. It is a map from game rules resource locations to the game rules value. The value type is either integer or boolean depending on the game rule.\nEnvironment Attributes # Examples: # Cloud Color Fog Distance (Start / End) Greenscreen Biome Hab das Snapshot Datapack auch geupdated falls du die selber testen willst (bei G der \"Biome Visualizer\" button)\nModifiers on ARGB Color Values # override Argument format: ARGB Color add - component-wise additive color blending Argument format: RGB Color subtract - component-wise subtractive color blending Argument format: RGB Color multiply - component-wise multiplicative color blending Argument format: RGB or ARGB Color If specified, the alpha component is multiplied independently just like the other color channels alpha_blend - traditional alpha blending that might be seen in image editing software Argument format: ARGB Color When the argument alpha is 1, it will behave as an override with no blending Changed Environment Attributes # Renamed minecraft:visual/water_fog_radius to minecraft:visual/water_fog_end_distance Removed minecraft:visual/extra_fog Replaced minecraft:visual/cloud_opacity with minecraft:visual/cloud_color Added minecraft:visual/water_fog_start_distance # The distance in blocks from the camera at which underwater fog starts to have an effect. If negative, the fog will start out with density as if it had started that many blocks behind the camera.\nValue type: float Default value: -8.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Added minecraft:visual/fog_start_distance # The distance in blocks from the camera at which fog starts to have an effect (when the camera is not submerged in another substance). If negative, the fog will start out with density as if it had started that many blocks behind the camera. Note: the final value is also modified by weather.\nValue type: float Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Added minecraft:visual/fog_end_distance # The distance in blocks from the camera at which fog reaches its maximum density (when the camera is not submerged in another substance).\nNote: the final value is also modified by weather.\nValue type: non-negative float Default value: 1024.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Added minecraft:visual/sky_fog_end_distance # The distance in blocks from the camera at which the fog that affects the sky reaches its maximum density (when the camera is not submerged in another substance).\nNote: this value is restricted by the Render Distance option.\nValue type: non-negative float Default value: 512.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Added minecraft:visual/cloud_fog_end_distance # The distance in blocks from the camera at which the fog that affects clouds reaches its maximum density (when the camera is not submerged in another substance).\nNote: this value is restricted by the Cloud Distance option.\nValue type: non-negative float Default value: 2048.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Added minecraft:visual/cloud_color # The color of the clouds. If fully transparent, clouds are entirely disabled and Happy Ghasts will not regenerate health faster when at cloud height.\nValue type: ARGB color Default value: #00000000 Modifiers: ARGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position for rendering, or at the position of a Happy Ghast for regeneration Slot Sources # Added slot sources to allow the location of any inventory slot to be specified within datapacks Format: object with fields type: the slot source type \u0026lt;type-specific\u0026gt;: additional fields depending on the type keine beispiele dafür bis jetzt! bin zu dumm\nminecraft:empty Type # Empty selection containing no slots minecraft:group Type # Merges several slot sources into one, with the resulting selection containing all slots from each slot source provided If a slot is included in more than one slot source, it will be repeated in the resulting slot source e.g. [a, b] + [c, a] -\u0026gt; [a, b, c, a] Format: terms: list of slot sources to join Can alternatively be written inline as a list of slot sources minecraft:slot_range Type # Selects slots within a slot range from the inventory of an entity or block entity Mirrors the behavior of the from argument of the /item command Format: source: an entity or block entity from which the slots will be sourced, from loot context Can be block_entity, this, attacking_entity, last_damage_player, direct_attacker, target_entity, or interacting_entity slots: a slot range in the format of \u0026lt;slot_type\u0026gt; or \u0026lt;slot_type\u0026gt;.\u0026lt;slot_number\u0026gt; (e.g. armor.chest or container.*) minecraft:contents Type # Selects all non-empty slots from the inventory component of one or more items If no item is stored inside that component, the resulting selection will be empty The location of the item(s) whose inventory component to use is specified by another slot source If the slot source includes more than one item with that component, the resulting selections will be merged identically as with the minecraft:group type e.g. Bundle [a, b] + Shulker Box [c, d] -\u0026gt; [a, b, c, d] Format: component: the inventory component to target Allowed values are minecraft:bundle_contents, minecraft:charged_projectiles, and minecraft:container slot_source: a slot source containing slots with item(s) to target minecraft:filtered Type # Applies a filter to the selected slots, excluding any non-matching slots from the resulting selection Format: item_filter: an item predicate to match against the items in each slot slot_source: the slot source to filter minecraft:limit_slots Type # Limits the number of slots provided, with the resulting selection containing at most that number of slots Any slots bringing the number of slots above that limit will be excluded, in order of inclusion e.g. [a, b, c, d] -\u0026gt; [a, b, c] if the limit is set to 3 Format: limit: integer, the maximum number of slots to include in the resulting selection slot_source: the slot source to limit Example slot source selecting every slot with more than 16 items from the hotbar and armor slots of an entity:\n{ \u0026#34;type\u0026#34;: \u0026#34;minecraft:filtered\u0026#34;, \u0026#34;item_filter\u0026#34;: { \u0026#34;count\u0026#34;: { \u0026#34;min\u0026#34;: 16 } }, \u0026#34;slot_source\u0026#34;: [ { \u0026#34;type\u0026#34;: \u0026#34;minecraft:slot_range\u0026#34;, \u0026#34;source\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;slots\u0026#34;: \u0026#34;hotbar.*\u0026#34; }, { \u0026#34;type\u0026#34;: \u0026#34;minecraft:slot_range\u0026#34;, \u0026#34;source\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;slots\u0026#34;: \u0026#34;armor.*\u0026#34; } ] } Loot Tables # Added new minecraft:slots loot pool entry Provides the items contained within the selected slots to the loot table Format: slot_source: a slot source describing where the items are located Supports all standard loot pool entry fields Removed contents as a supported value for the dynamic loot entry type Its behavior of providing the contents of a Shulker Box was made redunant by the addition of the slots loot entry type, and can now be replicated with the slot_range slot source World Generation # Biomes # The following color fields in the effects definition now support colors as a string in the form \u0026quot;#rrggbb\u0026quot;, or a float array in the form [red, green, blue] water_color foliage_color dry_foliage_color grass_color grass_color_modifier Tags # Item Tags # Added #camel_husk_food - all items that can be used to feed a Camel Husk Entity Tags # Added #can_float_while_ridden - entities that can float on water while being ridden Changed #skeletons to include Parched Changed #zombies to include Zombie Nautilus, Zombie Horse and Camel Husk Changed #can_equip_saddle to include Nautilus, Zombie Nautilus, Zombie Horse and Camel Husk Resource Pack Version 72.0 # block.vsh/fsh copies terrain.vsh/fsh and handles ad-hoc blocks (e.g. held by entities) Added ChunkSection uniform, used by terrain.vsh (which replaces DynamicTransforms) New shaders have been introduced to perform GPU based sprite animations Globals uniform now has camera coordinates Textures # Item Sprites # Added new item sprites: item/camel_husk_spawn_egg item/parched_spawn_egg Entity Textures # Added new entity textures: entity/camel/camel_husk.png entity/equipment/camel_husk_saddle/saddle.png entity/skeleton/parched.png entity/skeleton/parched_overlay.png Sounds # Removed item.underwater_saddle.equip Added new sound events for the Nautilus: # item.nautilus_saddle_equip item.nautilus_saddle_underwater_equip Added new sound events for the Parched: # entity.parched.ambient entity.parched.death entity.parched.hurt entity.parched.step Added new sound events for Camel Husk: # entity.camel_husk.ambient entity.camel_husk.dash entity.camel_husk.dash_ready entity.camel_husk.death entity.camel_husk.eat entity.camel_husk.hurt entity.camel_husk.saddle entity.camel_husk.sit entity.camel_husk.stand entity.camel_husk.step entity.camel_husk.step_sand Added new sound events for the Parrot # entity.parrot.imitate.camel_husk\nentity.parrot.imitate.parched\nentity.parrot.imitate.zombie_horse\nentity.parrot.imitate.zombie_nautilus\nShaders \u0026amp; Post-process Effects # Added animate_sprite* core shaders, which use a new SpriteAnimationInfo uniform Sprite Animations # Sprites (textures as part of a larger atlas) are now animated on the GPU rather than per-tick on the CPU For regular frame-based animations, animate_sprite.vsh and animate_sprite_blit.fsh are used to perform the draw For interpolated animations, animate_sprite.vsh and animate_sprite_interpolate.fsh are used to perform the draw The UBO SpriteAnimationInfo contains information on where the sprite should be drawn to, within the greater texture atlas Shaders \u0026amp; Post-process Effects # Added animate_sprite* core shaders, which use a new SpriteAnimationInfo uniform Sprite Animations # Sprites (textures as part of a larger atlas) are now animated on the GPU rather than per-tick on the CPU For regular frame-based animations, animate_sprite.vsh and animate_sprite_blit.fsh are used to perform the draw For interpolated animations, animate_sprite.vsh and animate_sprite_interpolate.fsh are used to perform the draw The UBO SpriteAnimationInfo contains information on where the sprite should be drawn to, within the greater texture atlas Fixed bugs in 25w44a # MC-2791 The player model in the inventory screen renders in the wrong orientation when it\u0026rsquo;s not standing up straight\nMC-73186 Gaps between the faces of item models and complex block models\n25w43a Screenshot 25w44a Screenshot MC-149630 Some particles have very thin, vertical lines that flash in and out around the particles\nMC-237158 Magma blocks can generate on the ceilings of caves below aquifers\nMC-298942 Character body moves instead of the head when riding a happy ghast\nMC-300642 When texture atlases are large, gaps are rendered between blocks that have a low resolution\nMC-301311 The “Transfer Now” button no longer renders highlighted when the java realms information box is selected\nMC-301516 The mouse cursor doesn’t change to the hand shape when hovering over tabs in the “Create New World” menu and similar screens\nMC-301517 The mouse cursor doesn’t change to the hand shape when hovering over arrows in the singleplayer, multiplayer, resource packs, and data packs menus\nMC-301527 The mouse cursor doesn’t change to the resize shape when scrolling in the advancements menu\nMC-301988 Buttons in the telemetry screen are not aligned properly in some languages\nMC-302111 Elements within the resource pack and data pack menus are not selected in order when using the TAB key\nMC-302325 When the player toggles a debug renderer using its hotkey (F3+B, F3+G) while in the debug options screen, the corresponding entry is not updated\nMC-302338 The narrator button in the Accessibility Settings menu doesn\u0026rsquo;t update upon pressing Ctrl+B\nMC-302362 Clicking on \u0026ldquo;Singleplayer\u0026rdquo; or \u0026ldquo;Multiplayer\u0026rdquo; in the main menu then immediately clicking on a world or server joins it even when not clicking the play button\nMC-302482 Resource and data pack names can overlap selection boxes when the scroll bar is present\nMC-302678 Arrows and tridents get stuck on players and mobs\nMC-303072 Game crashes when a trident entity with PierceLevel ≥ 1 hits a mob or player\nMC-303168 Equipping a saddle onto a nautilus uses the \u0026ldquo;subtitles.entity.horse.saddle\u0026rdquo; subtitle\nMC-303255 Nautiluses do not deal damage if mobGriefing is false\nMC-303429 Piglins and hoglins shake in the nether\nMC-303432 Chinese input is not recognized\nMC-303434 Japanese input is not recognized\nMC-303439 Held items in third-person view show strange artifacts when viewed at certain angles\nMC-303455 The cursor is no longer centered when opening a container or menu on Wayland\nMC-303460 The cursor no longer follows the look set by the system on Wayland\nMC-303461 The application icon shows the generic Wayland icon instead of the Minecraft icon on Wayland\nMC-303478 Cannot launch 25w43a on Linux with Nvidia Graphics\nMC-303481 Game has no audio and crashes with Mac Studio Display\nMC-303485 The game can no longer save chunks in custom dimensions\nMC-303504 Nether sprouts textures still expand when viewed from a sharp angle\nMC-303506 Control-key combinations additionally send the normal letter on Wayland\nMC-303520 Sweet berry bush textures still expand when viewed from a sharp angle\nMC-303541 The game doesn\u0026rsquo;t boot on Wayland\nMC-303651 Rotating dropped items sometimes create visual artifacts\n","date":"28 October 2025","externalUrl":null,"permalink":"/changelog/1.21.11/25w44a/","section":"Changelog Übersicht","summary":"","title":"25w44a Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nSnapshot Datapack: Download\nIn today\u0026rsquo;s snapshot we\u0026rsquo;ve got some changes to the spear and its unique Lunge enchantment! Spears will now deal more damage with the charge attack, and using the charge attack provides some visual feedback, so you\u0026rsquo;ll know when you\u0026rsquo;ve landed your target! The Lunge enchantment is also getting some changes – instead of consuming weapon durability, the Lunge enchantment will consume hunger points based on the enchantment\u0026rsquo;s level. So pack those potatoes before you charge into the fray!\nHappy mining!\nNew Features # Spear Weapon # Spears now deal more damage through charge attacks dealt by players, but also mobs The Spear model is now slighly larger 25w42a 25w43a Spears provide visual feedback when they hit a target in the charge attack Lunge Enchantment # Using Lunge no longer causes durability damage to the Spear Using Lunge now consumes hunger points by exhausting the player, similar to sprinting or jumping Level 1 Lunge consumes 3 hunger points, level 2 consumes 4 hunger points, and level 3 consumes 5 hunger points Lunge can only be used if the player has at least 6 hunger points in their hunger bar Changes # The Nautilus and Zombie Nautilus can no longer be placed in boats Technical Changes # The Data Pack version is now 91.0 The Resource Pack version is now 71.0 Data Pack Version 91.0 # World Border interpolation is now dependent on game ticks instead of real time This means the World Border will no longer move when the game is paused It will also respect any changes made by the /tick command Changed loot function filtered to allow running modification when predicate fails Added discard loot function Commands # Changes to worldborder # The time argument is now given in ticks instead of seconds Loot Functions # minecraft:filtered # Field modifier has been replaced with two fields: on_pass - function or a list of functions to run when item_filter predicate passes on_fail - function or a list of functions to run when item_filter predicate fails minecraft:discard # Replaces any item stack with empty one No fields Enchantments # Enchantment Entity Effects # minecraft:apply_exhaustion: applies exhaustion to the targeted entity amount - Level-Based Value indicating the amount of exhaustion to apply effective only on players Resource Pack Version 71.0 # Textures # darkened_cutout_mipmap field of the texture section of *.mcmeta files has been replaced by a new field mipmap_strategy with the following supported values: mean averages both color and alpha between groups of four pixels for the current mipmap level to generate the next mipmap level pixel. This was and stays the default strategy for most solid or translucent full block textures dark_cutout is similar to mean, but blends colors in a way that makes the pixels bordering cutout pixels darker. This was and stays the strategy for leaves and Mangrove Roots. It simulates dark interior of the blocks cutout is a new strategy that always generates a mipmap based on the original texture instead of the previous mipmap. Used for most cutout blocks that became mipmapped in this version strict_cutout is a modification of cutout that uses stricter alpha cutoff value leading to the textures using this value disappearing at higher mipmap levels. Is used for flowers and similar blocks to avoid artifacts auto is the default value and will make the game to pick mean for textures that do not contain fully transparent pixels and cutout for those that do All mipmap levels are once again animated for block animated textures Beacon and Redstone dust now support translucent textures Sounds # Added new sound event for the Nautilus: item.underwater_saddle.equip Fixed bugs in 25w43a # MC-53491 - The world border can change in size when the game is paused MC-302669 - Banners sometimes show incorrect textures when viewed from some angles MC-302675 - Some item frames do not render their item correctly after world upgrade MC-302691 - Held and dropped items sometimes fail to render correctly when banners exist in the world MC-302695 - Can use the game mode switcher while the game is paused, and doing so unpauses the game MC-302719 - Debug key binds text is improperly capitalized MC-302724 - The \u0026ldquo;debug.entry.overlay\u0026rdquo; string is improperly capitalized MC-302737 - After using the game mode switcher, you need to press F3 twice to toggle the debug overlay MC-302769 - Several blocks now turn invisible at short distances MC-302790 - The minecraft:apply_impulse effect cannot be used in minecraft:location_changed MC-302849 - Mobs with spears deal too little damage MC-302854 - Glass is less transparent when viewed from far away MC-302872 - Severe color contrast between lava mip levels MC-302887 - Spear charging animation in first person isn’t perfectly mirrored between the main hand and off hand MC-302912 - Zombie nautiluses suffocate out of water, unlike other undead mobs MC-302915 - Mipmapping on cutout textures can cause them to appear larger than they should MC-302963 - Killing a player\u0026rsquo;s mounted nautilus will cause that player to briefly glide upward, unaffected by gravity MC-302984 - Holding a spear in the off hand and attacking an entity adds the spear\u0026rsquo;s attack damage to the attack MC-303032 - Nautiluses can still be controlled normally even when they are babies or untamed MC-303138 - Piglins and hoglins can zombify in the nether MC-303150 - Can\u0026rsquo;t lay in bed during the day even with \u0026ldquo;can_sleep\u0026rdquo; set to \u0026ldquo;always\u0026rdquo; and \u0026ldquo;playerSleepPercentage\u0026rdquo; set to 101+ MC-303157 - remove_binomial enchantment effect has a chance of producing out-of-range values MC-303166 - /stopwatch create suggests existing stopwatches MC-303181 - Spears have an attribute modifier for attack_damage for both hands, even though the charge attack does not use it MC-303201 - Zombified piglins attack players in Creative mode MC-303266 - Nautiluses and zombie nautiluses can enter boats MC-303381 - Game crashes when serializing a world spawn point with yaw or pitch values outside of rotation bounds MC-303382 - Player spawn points with rotation values outside of bounds aren\u0026rsquo;t serialized Get the Snapshot # Snapshots are available for Minecraft: Java Edition. To install the Snapshot, open up the [Minecraft Launcher](/content/minecraft-net/language- masters/download.html) and enable snapshots in the \u0026ldquo;Installations\u0026rdquo; tab.\nTesting versions can corrupt your world, so please backup and/or run them in a different folder from your main worlds.\nCross-platform server jar:\nMinecraft server jar Report bugs here:\nMinecraft issue tracker! Want to give feedback?\nFor any feedback and suggestions, head over to the Feedback site. If you\u0026rsquo;re feeling chatty, join us over at the official Minecraft Discord. ","date":"21 October 2025","externalUrl":null,"permalink":"/changelog/1.21.11/25w43a/","section":"Changelog Übersicht","summary":"","title":"25w43a Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nSnapshot Datapack: Download\nA fresh new snapshot is out with some changes to the features introduced in last week’s snapshot and bug fixes, like that you can now use the lunge and mending enchantments together on the same item. We have also added environment attributes which can be used to control various visual and gameplay effects. Happy mining!\nChanges # Underwater biome fog color and fog distance is now blended based on the player\u0026rsquo;s position between biomes, similarly to regular biome fog and sky colors Updated the \u0026ldquo;Oh Shiny\u0026rdquo; advancement to include the Golden Spear and Golden Nautilus Armor Zombie Horses can be leashed when its mob jockey is removed The Nautilus and Zombie Nautilus can now be controlled while on land Mending is no longer incompatible with the Lunge enchantment Technical Changes # The Data Pack version is now 90.0 The Resource Pack version is now 70.1 Minecraft Server Management Protocol Version 1.1.0 # Enable authentication from web browsers Authenticate by passing the token in Sec-WebSocket-Protocol header when opening the WebSocket connection Example: Sec-WebSocket-Protocol: minecraft-v1, \u0026lt;token\u0026gt; Requests authenticating this way are subject to Origin header checks. This requires configuration of allowed origins on the server side using management-server-allowed-origins. The default value is empty, meaning Sec-Websocket-Protocol authentication is effectively disabled Data Pack Version 90.0 # Certain visual and gameplay effects can now be controlled by Environment Attributes Commands # Resource suggestions now show results in any namespace instead of just within minecraft Changed stopwatch # Switched the order of the id argument Example: /stopwatch foo:bar create is now /stopwatch create foo:bar query now returns the queried value and takes in a new scale argument The returned value will be scaled by that argument and truncated The scale is optional and will default to 1 if omitted Example: /stopwatch query foo:bar 20 to get the elapsed time in ticks Environment Attributes # Environment Attributes provide a data-driven way to control a variety of visual and gameplay systems.\nEach Environment Attribute controls a specific visual or gameplay effect: for example, minecraft:visual/sky_color controls the color of the sky, and minecraft:gameplay/water_evaporates controls whether water can be placed at a given location.\nDeveloper's Note: This system and many of the introduced attributes should be considered very experimental, and may still change significantly in coming snapshots and releases. In the meantime, we would as always love to hear any feedback or suggestions you may have! Beispiele: # Benötigt das Snapshot Datapack:\nG drücken und \u0026ldquo;Biome Setup\u0026rdquo; auswählen\nwater_evaporates examples:\n/fillbiome ~20 ~20 ~20 ~-20 ~-20 ~-20 minecraft:overworld_wastes try placing water in the Nether!\nSources # Environment Attribute values can be provided by the following Environment Attribute sources (in order of low to high priority):\nDimensions Biomes The \u0026ldquo;effective\u0026rdquo; value of the Environment Attribute (i.e. what will actually show up in game) will be some combination of the values provided by each source according to their priority.\nFor example, in the following scenario:\nThe overworld dimension provides sky_color = #00ff00 (green) The plains biome provides sky_color = #ff0000 (red) When the player is in the plains biome, they will see the red sky_color, while anywhere else in the overworld they will see green.\nWhen an Environment Attribute source provides an Environment Attribute, it can:\nOverride the value, such as the plains biome overriding the overworld\u0026rsquo;s sky_color in the above scenario Apply a modifier to a previous value (see section on Modifiers below) Modifiers # As described in the above example, an Environment Attribute source may simply override the value of a particular attribute. However, it is sometimes also desirable to rather apply a modifier to a value provided by a source with lower priority.\nFor example, in the following scenario:\nThe overworld dimension provides water_fog_radius = 96.0 The plains biome modifies water_fog_radius with a multiply modifier of 0.85 When in the plains biome, the water_fog_radius will be resolved to 96.0*0.85 = 81.6, while in any other Overworld biome, it will resolve to 96.0.\nThe kinds of modifiers available depends on the type of Environment Attribute. The most basic modifier, supported by every Environment Attribute, is the override modifier. This behaves purely as an override of the preceding value. If not specified by an Environment Attribute source, the modifier will always be assumed to be override.\nFull descriptions of the available modifiers and their behaviors can be found in the Common Modifiers section below.\nInterpolation # While modifiers describe how a value provided by one source is applied on the value from a preceding source, interpolation describes the combination of values within a source. Interpolation is performed on values from a source after modifiers have been applied.\nOnly some Environment Attributes support interpolation. This allows for the smooth transition between two or more values, such as when moving between two biomes.\nBiomes # For example, in the following scenario:\nThe plains biome provides sky_color = #ff0000 (red) The desert biome provides sky_color = #ffff00 (yellow) sky_color is one such attribute that will transition smoothly based on position: for example, in the above scenario, as a player moves from a plains to a desert biome, the sky color will gradually shift from red to yellow. Other attributes, such as water_evaporates, represent discrete values and will not be smoothly transitioned - only the biome exactly at a subject position will be considered.\nSmooth transitions between biomes are based on the biomes within an 8 block radius of the camera. Biomes that occupy a larger portion of that radius and are closer to the camera will have a stronger influence on the final interpolated value.\nEnvironment Attribute Map # Dimension Type and Biome definitions contain a new attributes field, enabling them to define Environment Attributes.\nThis map generally takes the form of an object mapping between Environment Attribute IDs and their corresponding values, for example:\n\u0026#34;attributes\u0026#34;: { \u0026#34;minecraft:visual/fog_color\u0026#34;: \u0026#34;#ffaa00\u0026#34;, \u0026#34;minecraft:gameplay/water_evaporates\u0026#34;: true } Values defined as above will always be assumed to use the override modifier.\nThe value object can however be expanded in order to express different modifiers, in the format of an object with the following fields:\nmodifier: optional string modifier ID, dependent on the Attribute Type (see the Common Modifiers section below) Default: override argument: the modifier argument (format dependent on the chosen modifier) How the argument is used also depends on the type of modifier For example, the following definition describes multiplying water_fog_radius by 85%:\n\u0026#34;attributes\u0026#34;: { \u0026#34;minecraft:visual/water_fog_radius\u0026#34;: { \u0026#34;modifier\u0026#34;: \u0026#34;multiply\u0026#34;, \u0026#34;argument\u0026#34;: 0.85 } } Common Data Types # The following data types are reused in various parts of the Environment Attributes system and will be referenced in sections below.\nRGB Color # Format can be one of the following:\nA hex color RGB string, in the form #rrggbb A float array with 3 components, between 0 and 1, in the form [r, g, b] An integer in packed RGB form ARGB Color # Format can be one of the following:\nA hex color ARGB string, in the form #aarrggbb A float array with 4 components, between 0 and 1, in the form [a, r, g, b] An integer in packed ARGB form Particle Options # A full definition of a particle, including any type-specific properties (as in the /particle command).\nFor example:\n{ \u0026#34;type\u0026#34;: \u0026#34;minecraft:block_crumble\u0026#34;, \u0026#34;block_state\u0026#34;: { \u0026#34;Name\u0026#34;: \u0026#34;minecraft:dirt\u0026#34; } } Common Modifiers # Every Environment Attribute has a specific value type, which describes how values must be defined as well as what modifiers are available and how they are interpolated. Some are very specific, while others are reused across many attributes.\nAlthough this is not an exhaustive list, the following Attribute Types are used commonly across many Environment Attributes:\nModifiers on Boolean Values # Argument format: boolean\noverride and nand or nor xor xnor Modifiers on Float Values # Argument format: float\noverride add subtract multiply minimum maximum Modifiers on Color Values # Argument format: RGB color (except alpha_blend)\noverride add - component-wise additive color blending subtract - component-wise subtractive color blending multiply - component-wise multiplicative color blending alpha_blend - traditional alpha blending that might be seen in image editing software Argument format: ARGB Color When the argument alpha is 1, it will behave as an override with no blending New Environment Attributes # minecraft:visual/fog_color # The color of fog (when the camera is not submerged in another substance). Note: the final value is also affected by the time of day, weather, and potion effects.\nValue type: RGB color Default value: #000000 Modifiers: Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Replaces Biome effects.fog_color field minecraft:visual/extra_fog # Controls whether dense fog (like that of the Nether) should be used (when the camera is not submerged in another substance).\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the camera\u0026rsquo;s position minecraft:visual/water_fog_color # The color of fog when submerged in water. Note: the final value is also affected by the time of day, weather, and potion effects.\nValue type: RGB color Default value: #050533 Modifiers: Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Replaces Biome effects.water_fog_color field minecraft:visual/water_fog_radius # The distance in blocks from the camera at which underwater fog reaches its maximum density.\nNote: the final value is also modified by how long the player has been underwater.\nValue type: non-negative float Default value: 96.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Replaces #has_closer_water_fog Biome Tag minecraft:visual/sky_color # The color of the sky. This color is only visible for the overworld sky. Note: the final value is also affected by the time of day and weather.\nValue type: RGB color Default value: #000000 Modifiers: Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Replaces Biome effects.sky_color field minecraft:visual/cloud_opacity # The opacity of clouds. If 0, clouds are entirely disabled and Happy Ghasts will not regenerate health faster when at cloud height.\nValue type: float between 0 and 1 Default value: 0.0 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position for rendering, or at the position of a Happy Ghast for regeneration minecraft:visual/cloud_height # The height at which all clouds appear.\nValue type: float Default value: 192.33 Modifiers: Float Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position for rendering, or at the position of a Happy Ghast for regeneration Replaces Dimension Type cloud_height field minecraft:visual/default_dripstone_particle # The default particle to be dripped from Dripstone blocks when no fluid is placed above.\nValue type: Particle Options Default value: {type:\u0026quot;minecraft:dripping_dripstone_water\u0026quot;} Modifiers: override Interpolated: no Resolved at the position of the Dripstone block Replaces Dimension Type ultrawarm field minecraft:visual/ambient_particles # Controls ambient particles that randomly spawn around the camera.\nValue type: list of objects with fields particle: Particle Options to spawn probability: float between 0 and 1, the probability to spawn the particle in an empty space when randomly ticked Default value: [] Modifiers: override Interpolated: no Resolved at the camera\u0026rsquo;s position Replaces Biome effects.particle field minecraft:audio/background_music # Controls how and which background music is played.\nValue type: object with fields default: optional object with fields: sound: Sound Event to play min_delay: int, minimum delay in ticks between tracks max_delay: int, maximum delay in ticks between tracks replace_current_music: optional boolean, whether this track can replace whatever is currently playing Default: false If not defined and not overridden, no music will start playing while this attribute is active underwater: optional object with fields in the same format as default - if present and the player is underwater, will override default creative: optional object with fields in the same format as default - if present and the player is in Creative Mode, will override default Default value: {} Modifiers: override Interpolated: no Resolved at the camera\u0026rsquo;s position Replaces Biome effects.music field minecraft:audio/music_volume # The volume at which music should play. Any music playing will fade over time to this value.\nValue type: float between 0 and 1 Default value: 1.0 Modifiers: Float Modifiers Interpolated: no Resolved at the camera\u0026rsquo;s position Replaces Biome effects.music_volume field minecraft:audio/ambient_sounds # Controls which ambient sounds are played around the camera, and when.\nValue type: object with fields loop: optional Sound Event, sound to be continually looped mood: object with fields, sounds that will be randomly played based on surrounding darkness sound: Sound Event to play tick_delay: int, the number of ticks between mood sounds, assuming a light level of 0 block_search_extent: int, the radius in which light levels are sampled offset: double, an additional distance offset to apply to sounds produced additions: list of objects with fields, sounds that will be randomly played sound: Sound Event to play tick_chance: float between 0 and 1, probability within a tick to play a given sound Default value: {} Modifiers: override Interpolated: no Resolved at the camera\u0026rsquo;s position Replaces Biome effects.ambient_sound, effects.mood_sound, and effects.additions_sound fields minecraft:gameplay/can_start_raid # If false, a Raid cannot be started by a player with Raid Omen.\nValue type: boolean Default value: true Modifiers: Boolean Modifiers Interpolated: no Resolved at the position that the Raid would be started Replaces Dimension Type has_raids field minecraft:gameplay/water_evaporates # If true, Water cannot be placed with a Bucket, melting Ice will not produce water, Wet Sponge will dry out when placed, and Dripstone will not produce water from Mud blocks.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the interaction Replaces Dimension Type ultrawarm field minecraft:gameplay/bed_rule # Controls whether a Bed can be used to sleep, and whether it can be used to set a respawn point.\nValue type: object with fields can_sleep: one of: always - the Bed can always be used to sleep (assuming the Bed is not obstructed and there are no monsters nearby) when_dark - the Bed can only be used to be sleep when the global skylight level is less than 4 never - the Bed can never be used to sleep can_set_spawn - same as can_sleep explodes - optional boolean, if true the Bed will explode when interacted with Default: false error_message: optional Text Component, the message to show if the player is unable to sleep or set their spawn Default value: {type:\u0026quot;can_sleep_when_dark\u0026quot;,error_message:{translate:\u0026quot;block.minecraft.bed.no_sleep\u0026quot;}} Modifiers: override Interpolated: no Resolved at the head position of the Bed block Replaces Dimension Type bed_works field minecraft:gameplay/respawn_anchor_works # Controls whether Respawn Anchors can be used to set spawn (or respawn). If false, the Respawn Anchor will explode once charged.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the Respawn Anchor block Replaces Dimension Type respawn_anchor_works field minecraft:gameplay/nether_portal_spawns_piglin # Controls whether Nether Portal blocks can spawn Piglins.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of a random Nether Portal block Replaces Dimension Type natural field minecraft:gameplay/fast_lava # Controls whether Lava should spread faster and further, as well as have a stronger pushing force on entities when flowing.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved for a whole dimension (cannot be specified on a Biome) Replaces Dimension Type ultrawarm field minecraft:gameplay/increased_fire_burnout # Controls whether Fire blocks burn out more rapidly than normal.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the burning Fire block Replaces #increased_fire_burnout Biome Tag minecraft:gameplay/piglins_zombify # Controls whether Piglins and Hoglins should zombify.\nValue type: boolean Default value: true Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the zombifying entity Replaces Dimension Type piglin_safe field minecraft:gameplay/snow_golem_melts # Controls whether a Snow Golem should be damaged.\nValue type: boolean Default value: false Modifiers: Boolean Modifiers Interpolated: no Resolved at the position of the Snow Golem Replaces #snow_golem_melts Biome Tag Dimension Types # Added new attributes field for dimensions to specify Environment Attributes Refer to the Environment Attributes section for information about the format of this field Many fields have been migrated to Environment Attributes: Note: the form of these attributes may not be identical to the original fields ultrawarm -\u0026gt; minecraft:gameplay/water_evaporates, minecraft:gameplay/fast_lava, visual/default_dripstone_particle bed_works -\u0026gt; minecraft:gameplay/bed_rule respawn_anchor_works -\u0026gt; minecraft:gameplay/respawn_anchor_works cloud_height -\u0026gt; minecraft:visual/cloud_height piglin_safe -\u0026gt; minecraft:gameplay/piglins_zombify has_raids -\u0026gt; minecraft:gameplay/can_start_raid natural (note: not removed) -\u0026gt; minecraft:gameplay/nether_portal_spawns_piglin Biomes # Added new attributes field for biomes to specify Environment Attributes Refer to the Environment Attributes section for information about the format of this field Note: certain attributes, such as gameplay/fast_lava are not evaluated positionally and thus cannot be set on a Biome Many subfields under effects have been migrated to Environment Attributes: Note: the form of these attributes may not be identical to the original fields fog_color -\u0026gt; minecraft:visual/fog_color water_fog_color -\u0026gt; minecraft:visual/water_fog_color sky_color -\u0026gt; minecraft:visual/sky_color particle -\u0026gt; minecraft:visual/ambient_particles ambient_sound, mood_sound, additions_sound -\u0026gt; minecraft:audio/ambient_sounds music -\u0026gt; minecraft:audio/background_music music_volume -\u0026gt; minecraft:audio/music_volume Item Components # minecraft:kinetic_weapon # Added new field: contact_cooldown_ticks: integer, the cooldown in ticks after hitting, and loosing contact with an entity before being able to hit it again Default value: 10 Biome Tags # Removed #snow_golem_melts and #increased_fire_burnout - replaced by gameplay/snow_golem_melts and gameplay/increased_fire_burnout Environment Attributes Removed #plays_underwater_music - replaced by only_underwater field in the audio/background_music Environment Attribute Removed #has_closer_water_fog - replaced by visual/water_fog_radius Environment Attribute Resource Pack Version 70.1 # Sounds # Added new sound events for the Nautilus: entity.nautilus.riding Fixed bugs in 25w42a # MC-263562 World types in Realms backup info screen are untranslatable MC-298405 Text components in the \u0026ldquo;label\u0026rdquo; of input controls in dialogs don\u0026rsquo;t support \u0026ldquo;hover_event\u0026rdquo; MC-299876 Labels for booleans within dialogs are rendered in a slightly different shade of white than normal MC-301271 Object text components do not render in some places unless there are text glyphs on the same line MC-301518 The mouse cursor doesn’t change to the hand shape when hovering over checkboxes MC-301520 The mouse cursor doesn’t change to the hand shape when hovering over the difficulty lock button MC-301557 The shading direction of the bolts on single and large copper chests does not match MC-301879 Double weathered and waxed weathered copper chests\u0026rsquo; bottom texture looks off compared to the other variants MC-302071 Single and double copper chests have inconsistent side textures MC-302246 Sprite object component does not render in server list depending on component tree MC-302409 Lightning that strikes waxed lightning rods do not deoxidize nearby unwaxed copper blocks MC-302656 Skeleton horses burn in the sunlight MC-302657 The \u0026ldquo;subtitles.entity.nautilus.eat\u0026rdquo; string misspells the word “Nautilus” as “Nauilus” MC-302664 Piglins aren\u0026rsquo;t attracted to golden nautilus armor MC-302672 \u0026ldquo;Invalid player data\u0026rdquo; error when loading a world in which you have an effect applied MC-302680 Zombie horses and zombie nautiluses cannot be spawned in Peaceful difficulty MC-302683 The \u0026ldquo;Confirm Command Execution\u0026rdquo; dialog is popped up for commands with a permission level of 0 MC-302729 Blast furnaces do not smelt nautilus armor MC-302732 Performing a charge attack with a spear in your off hand applies the effects from the enchantments present on the item held in the main hand MC-302743 Repeatedly using a spear keeps performing charge attacks every 10 ticks MC-302767 Holding a spear in Spectator mode and performing a jab attack plays the jab sound MC-302783 Baby nautiluses use #minecraft:nautilus_taming_items instead of #minecraft:nautilus_food for growing up MC-302802 Spear charge attack breaks item frames when still MC-302813 Zombified piglins no longer appear to sprint or make any angry noises when angry MC-302816 When running NBT to SNBT conversion, the program waits for 1 minute after completion MC-302817 Spears with Fire Aspect can ignite victims even when the attacks are blocked MC-302818 Zombie horsemen can occasionally spawn holding something other than an iron spear MC-302827 Spears can jab through walls MC-302834 Wolves\u0026rsquo; eyes don\u0026rsquo;t turn red when angry MC-302838 Extreme TPS lag when using high Lunge levels with Unbreaking MC-302842 Nautiluses and zombie nautiluses never despawn MC-302920 \u0026ldquo;scoreboard players display\u0026rdquo; settings sometimes reset on world load MC-302924 Players can no longer be invited to realms MC-302984 Holding a spear in the off hand and attacking an entity adds the spear\u0026rsquo;s attack damage to the attack MC-302988 Bees no longer get angry at players or mobs MC-303083 Searching in the resource/data pack selection screens doesn\u0026rsquo;t properly scroll to the results MC-303089 Level 3 operators cannot use client-side operator features ","date":"14 October 2025","externalUrl":null,"permalink":"/changelog/1.21.11/25w42a/","section":"Changelog Übersicht","summary":"","title":"25w42a Changelog","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nSnapshot Datapack: Download\nIt\u0026rsquo;s Snapshot Tues- I mean Thursday, everyone! Today, we are kicking off a brand-new Snapshot series and with it comes the first set of features from our upcoming game drop, Mounts of Mayhem! Charge into the fray with the spear, a new weapon with a unique enchantment. Explore the oceans atop your nautilus or claim undead mounts – the zombie horse and zombie nautilus – as your new steeds. Galloping side to side with these new features is both a revamped video settings screen that includes nifty new graphical presets, as well as the new stopwatch command which keeps track of real time. Bug fixes and technical changes round off the meal, as is tradition.\nHappy mining!\nNew Features # Added Nautilus and Zombie Nautilus Added Nautilus Armor Added Spear Weapon Updated advancements to include Nautilus, Zombie Nautilus, and the Zombie Horse Nautilus # Nautilus Baby Nautilus Nautilus is a new neutral aquatic mob Spawns in all ocean biomes Attacks using a Dash attack, if provoked Occasionally attacks Pufferfish within range using the Dash attack Has a Dash skill similar to Camels, used by pressing the Jump button Takes suffocation damage on land Adds the \u0026ldquo;Breath of the Nautilus\u0026rdquo; effect to mounted players Nautilus can be bred and tamed using Pufferfish or a Bucket of Pufferfish A Tamed Nautilus: Can be mounted using a Saddle With a Saddle has a roaming restriction of 16 blocks Without a Saddle has a roaming restriction of 32 blocks Nautilus have a 5% chance to drop Nautilus Shells, which is unaffected by the Looting enchantment Zombie Nautilus # Zombie Nautilus is a new underwater mob that spawns with a Drowned rider wielding a Trident Zombie Nautilus is only hostile if ridden by a hostile mob Zombie Nautilus behaves similar to the Nautilus except that it cannot be bred /summon zombie_nautilus ~ ~ ~ {Passengers:[{id:\"drowned\",equipment:{mainhand:{id:\"trident\",count:1}}}]} Nautilus Armor # Equippable on the Nautilus and Zombie Nautilus Comes in Copper, Golden, Iron, Diamond and Netherite versions Item: Model: Spear Weapon # New weapon that can be crafted in Wood, Stone, Copper, Iron, Gold, Diamond and Netherite versions\nEach material has different stats for timing, influencing how fast they are to use\nHas a minimum reach for damage, being too close to a target will yield no damage\nHas extended maximum reach compared to other tools and weapons\nHas two attacks. Jab and Charge\nZombies, Husks, Zombified Piglins and Piglins can spawn with the Spear\nBenötigt das Snapshot Datapack:\nG drücken und dort \u0026ldquo;Mannequin Setup\u0026rdquo; auswählen falls du den Damage des Spears mit verschiedenen rüstungen testen willst oder so Jab Attack # Quick-press primary action button to use Low damage attack with knockback Cooldown between attacks Wooden Spears have the fastest cooldown; Netherite the slowest Can hit multiple enemies Does not destroy blocks Charge Attack # Press and hold the secondary action button to use Damage is based on Spear material, the player’s view angle, and the velocity of both the player and the target While holding down the button, the attack goes through three stages before returning to idle: Engaged: The Spear can deal damage, knockback, and dismount mounted enemies if the speed is above the required thresholds Tired: Indicated by the Spear rotating to a vertical position and shaking. The Spear can deal damage and knockback (but not dismount) if the speed is above the required thresholds Disengaged: Indicated by the Spear being lowered, pointing downwards. The Spear gives damage but not knockback or dismount if the speed is above the required threshold The Spear\u0026rsquo;s range when used by mobs is half of that when used by players, but they can deal damage, dismount and knockback at lower speeds than the players Zombies, Husks and Zombified Piglins know how to charge with a Spear Lunge Enchantment # Spear exclusive enchantment Only works with the Jab attack When doing a Jab attack with Lunge, it propels the player horizontally in the view direction The view angle needs to be perfectly leveled horizontally to achieve maximum lunge distance Does significant durability damage to the Spear lvl 1: 8 dmg lvl 2: 32 dmg lvl 3: 128 dmg Unbreaking reduces the dura dmg from the Enchant /\\ changed in 25w43a /\\\nMobs können das Enchant auch benutzen: /summon silverfish ~ ~ ~ {equipment:{mainhand:{id:\"iron_spear\",count:1,components:{\"minecraft:unbreakable\":{},\"minecraft:enchantments\":{\"lunge\":5}}}}} Falls du mit höheren Leveln des enchants rumspielen willst: /give @s minecraft:wooden_spear[minecraft:enchantments={lunge:10}] /effect give @s minecraft:saturation infinite 255 true Advancements # Updated the \u0026ldquo;How did we get here?\u0026rdquo; advancement to include the Breath of the Nautilus effect Updated the \u0026ldquo;Best Friends Forever\u0026rdquo; advancement to include the Nautilus, Zombie Nautilus, and the Zombie Horse Updated the \u0026ldquo;The Parrots and the Bats\u0026rdquo; advancement to include the Nautilus Updated the \u0026ldquo;Two by Two\u0026rdquo; advancement to include the Nautilus Updated the \u0026ldquo;Monster Hunter\u0026rdquo; advancement to include the Zombie Nautilus Updated the \u0026ldquo;A Throwaway Joke\u0026rdquo;, \u0026ldquo;Take Aim\u0026rdquo; and \u0026ldquo;It Spreads\u0026rdquo; advancements to include the Nautilus and Zombie Nautilus Changes # Zombies, Husks, Piglins and Zombified Piglins can now hold Spears\nPiglins now consider Golden Spears as one of the items they like\nItems will no longer \u0026ldquo;bob\u0026rdquo; whenever their durability changes, such as when losing durability from an attack, or repaired by Mending\nSome changes were made to debug renderers\nGraphics modes \u0026ldquo;Fast\u0026rdquo;, \u0026ldquo;Fancy\u0026rdquo;, and \u0026ldquo;Fabulous!\u0026rdquo; have been replaced with graphics presets with the same names\nCloud movement is now the same for all players on a server\nNetherite Armor points have been increased for the Body slot from 11 to 19 (Body ist der Slot für Horse, Nautilus und Wolf Armor etc)\nAll blocks in the world now have mipmaps applied if enabled in video settings\nBlocks that did not have mipmaps before, such as different vines, rails, foliage (apart from leaves) and more should look better from higher distances Client FPS is expected to be higher for most players\nHermitcraft 10 Map / 32 Chunks: 1.21.10 25w41a Zombie Horse # Zombie Horses now spawn naturally Zombie Horses spawn in darkness, and burn in sunlight like other undead mobs Zombie Horses count towards the hostile mob cap and spawn with other hostile mobs Zombie Horses do not display any hostile behavior towards players. Their hostility resides solely in their Zombie rider Untamed Zombie Horses despawn like other hostile mobs Tamed Zombie Horses are persistent and do not despawn Zombie Horses can be tamed in the same fashion as regular Horses, and can then be mounted and controlled by a player Zombie Horses can be healed and tempted using Red Mushrooms Tamed Zombie Horses can be equipped with a Saddle and Horse Armor Horse Armor protects Zombie Horses from sunlight damage Zombie Horses have 25 health points (12.5 hearts) of health Zombie Horses have variable movement speed and jump strength, determined when they spawn Zombie Horses drops 2-3 Rotten Flesh when killed, with extra 0-1 for each level of Looting Zombies riding Zombie Horses now have a chance of dropping a Red Mushroom on death Mob Spawning # Zombie Horses now has a chance to spawn in plains and savanna biome types, with a zombie rider holding an iron spear /summon zombie_horse ~ ~ ~ {Passengers:[{id:\"zombie\",equipment:{mainhand:{id:\"iron_spear\",count:1}}}]} World Generation # Added various spears to various loot chests around the world Iron Spears can be found in Buried Treasure chests Copper and Iron Spears can be found in Weaponsmith chests in villages Stone Spears can be found in Ocean Ruin chests Diamond Spears can be found in Bastion Remnant and End City chests Copper, Iron, Golden, and Diamond Nautilus Armor now have a chance to be found in the Chests for the following Structures: Buried Treasure Ocean Ruins Shipwreck Benötigt das Snapshot Datapack:\nG drücken und \u0026ldquo;Loot Setup\u0026rdquo; auswählen falls du die spawn rate sehen möchtest Status Effects # Added Breath of the Nautilus effect Effect that affects mounted players Pauses player oxygen consumption (but does not replenish oxygen) Icon: Sounds # Anvil destroy, land, place and use sounds now play at a slightly lower volume\nAccessibility # Keys used to access debug features can now be rebound It is part of a new Debug category in the Key Binds screen The debug modifier key can be bound separately from the debug overlay key The key to toggle GUI can now be rebound The key to toggle spectator shader effects, such as when spectating an enderman, can now be rebound Input # Several uses of the cmd key on Mac have been rebound to ctrl:\nThe input modifier to drop all items The input modifier to include all the data when picking a block The input modifier to change GUI scale in the Video Settings screen Stopping the recipe book from cycling through variations of items Debug Renderer Changes # Same as before, do not treat debug renderers as supported features, they are there only to aid with development\nMore debug renderers are now available through the Debug Settings screen\nBlocklight Overlay Some existing renderers were improved\nThe performance of debug renderers has been significantly improved\nGraphics Presets # Settings on the Video Settings screen have been reordered and split into 3 sections: \u0026ldquo;Display\u0026rdquo;, \u0026ldquo;Quality \u0026amp; Performance\u0026rdquo;, and \u0026ldquo;Interface\u0026rdquo;\nThe following settings that were duplicating accessibility settings have been removed from the Video Settings screen:\n\u0026ldquo;View Bobbing\u0026rdquo; \u0026ldquo;Glint Speed\u0026rdquo; \u0026ldquo;Glint Strength\u0026rdquo; \u0026ldquo;FOV Effects\u0026rdquo; \u0026ldquo;Distortion Effects\u0026rdquo; Tweaks that were previously hidden behind the \u0026ldquo;Graphics\u0026rdquo; setting have been split out to be configurable independently:\n\u0026ldquo;Show Vignette\u0026rdquo; \u0026ldquo;Weather Effect Radius\u0026rdquo; configures the distance in blocks within which rain and snow are visible \u0026ldquo;Improved Transparency\u0026rdquo; resolves some of the transparent geometry rendering issues at a significant GPU cost, previously was hidden behind \u0026ldquo;Fabulous!\u0026rdquo; Improved Transparency: On Improved Transparency: Off \u0026ldquo;See-Through Leaves\u0026rdquo; See-Through Leaves: On See-Through Leaves: Off A new \u0026ldquo;Preset\u0026rdquo; slider was added to the top of the \u0026ldquo;Quality \u0026amp; Performance\u0026rdquo; section\nPresets, as you would expect based on gaming industry standard, control most of the \u0026ldquo;Quality \u0026amp; Performance\u0026rdquo; settings at once, not only the ones that were previously hidden behind the \u0026ldquo;Graphics\u0026rdquo; setting Available presets are \u0026ldquo;Fast\u0026rdquo;, \u0026ldquo;Fancy\u0026rdquo;, \u0026ldquo;Fabulous!\u0026rdquo; and \u0026ldquo;Custom\u0026rdquo; The default preset is \u0026ldquo;Fancy\u0026rdquo; for new players But for players who are upgrading to this version the preset will be set to \u0026ldquo;Custom\u0026rdquo; to preserve your current configuration UI # Menu sliders will now \u0026ldquo;stick\u0026rdquo; to the closest available value when you release them after dragging with a mouse When using keyboard to change slider values, arrow keys will now move the slider to the next available value, not by one pixel as before The inF3 button in the Debug Option screen has been renamed to inOverlay Technical Changes # The Data Pack version is now 89.0 The Resource Pack version is now 70.0 The Minecraft Server Management Protocol version is now 1.1.0 Added ClientFps JFR event Experience packets that do not change the player\u0026rsquo;s experience progress or level are no longer sent by the server Minecraft Server Management Protocol Version 1.1.0 # Added a new notification server/activity Indicates that a network connection to the server has been initiated Rate limited to 1 notification per 30 seconds Data Pack Version 89.0 # Added stopwatch command for keeping track of real time Commands # Added stopwatch # New command that allows the creation of a Stopwatch that keeps track of real time Stopwatches do not depend on game ticks They only run when the server/world is running, even when paused Syntax:\nstopwatch \u0026lt;id\u0026gt; create - creates a Stopwatch with the given namespaced ID /stopwatch create cc stopwatch \u0026lt;id\u0026gt; query - shows the elapsed time in seconds of the given Stopwatch in chat /stopwatch query cc stopwatch \u0026lt;id\u0026gt; restart - restarts the given Stopwatch /stopwatch restart cc stopwatch \u0026lt;id\u0026gt; remove - removes the given Stopwatch /stopwatch remove cc Developer's Note: This command is added to replace the need of using world borders to keep track of real time. The intent is to change the world border to be dependent on game ticks in a future snapshot. If you've relied on this way of measuring the passage of real time before, please switch to using the new command and let us know if anything doesn't work as intended. Thank you! execute # Added new syntax /execute if|unless stopwatch \u0026lt;id\u0026gt; \u0026lt;range\u0026gt;\nAllows to compare the elapsed time of a given Stopwatch with a floating point value range\nThe Stopwatch value is measured in seconds and has an accuracy of at most a millisecond Example: /execute if stopwatch foo:bar ..10 run say Stopwatch foo:bar has not reached 10 seconds yet /stopwatch restart cc /execute if stopwatch cc ..6 run say Test Item Components # Added minecraft:use_effects # Controls how the player behaves when using an item (right mouse click)\nFormat: object with fields\ncan_sprint: boolean, whether the player can sprint while using this item Default value: false speed_multiplier: float (0 to 1), the speed multiplier applied to the player while using this item Default value: 0.2 e.g. use_effects={can_sprint:true,speed_multiplier:1.0} Beispiele # Consumable, das einem nicht erlaubt, sich zu bewegen, solange man es konsumiert: /give @p weathered_copper_golem_statue[consumable={consume_seconds:1},food={nutrition:2,saturation:2,can_always_eat:true},use_effects={can_sprint:false,speed_multiplier:0},minecraft:max_stack_size=99] 99 Consumable, bei dem man sich ganz normal bewegen kann, während man es konsumiert: /give @p weathered_copper_golem_statue[consumable={consume_seconds:1},food={nutrition:2,saturation:2,can_always_eat:true},use_effects={can_sprint:true,speed_multiplier:1.0},minecraft:max_stack_size=99] 99 Huge for Datapacks! Items mit dem Consumable Component werden benutzt, um rclick zu detecten, für Magic Wands oder so, aber das hat einen vorher immer verlangsamt, jetzt mit diesem neuen Component ist das kein Problem mehr! bsp:\nBenötigt das Snapshot Datapack:\nold: /give @p stick[consumable={consume_seconds:999999999,animation:\"none\",has_consume_particles:false}] new: /give @p stick[consumable={consume_seconds:999999999,animation:\"none\",has_consume_particles:false},use_effects={can_sprint:true,speed_multiplier:1.0}] Added minecraft:minimum_attack_charge # Sets the minimum attack charge on the attack indicator required to attack with this item Format: float (0.0 to 1.0) 0.0: no charge required 1.0: full charge required Added minecraft:damage_type # Specifies the type of damage this item deals\nFormat: string, damage type identifier\ne.g. damage_type='minecraft:spear' /summon husk ~ ~ ~ {equipment:{mainhand:{id:\"minecraft:netherite_sword\",count:1,components:{\"minecraft:damage_type\":freeze}}}} ↓ Get Killed by the Husk -\u0026gt; Notice Death Message Added minecraft:kinetic_weapon # (der spear fast komplett datadriven 🎉 Danke Mojang)\nEnables a charge-type attack when using the item (primarily for Spears), where, while being used, the damage is dealt along a ray every tick based on the relative speed of the entities\nFormat: object with fields\nmin_reach: float, the minimum distance in blocks from the attacker to the target to be considered valid Default value: 0.0 max_reach: float, the maximum distance in blocks from the attacker to the target to be considered valid Default value: 3.0 hitbox_margin: float, the margin applied to the target bounding box when checking for valid hitbox collision Default value: 0.3 delay_ticks: integer, the time in ticks required before weapon is effective Default value: 0 dismount_conditions, knockback_conditions, damage_conditions: indicating the condition to apply dismount, knockback and damage effects respectively. Objects with fields: max_duration_ticks: integer, the ticks after which the condition is no longer checked. This starts after delay has elapsed min_speed: float, the minimum speed of the attacker, in blocks per second, along the direction that the attacker is looking Optional, default value: 0.0 min_relative_speed: float, the minimum relative speed between the attacker and target, in blocks per second, along the direction that the attacker is looking Optional, default value: 0.0 forward_movement: float, the distance the item moves out of hand during animation Default value: 0.0 damage_multiplier: float, the multiplier for the final damage from the relative speed Default value: 1.0 sound: Optional Sound Event to play when the weapon is engaged hit_sound: Optional Sound Event to play when the weapon hits an entity e.g. kinetic_weapon={max_reach:5.0,forward_movement:1.0,delay:20,damage_conditions:{max_duration:60},knockback_conditions:{max_duration:40},dismount_conditions:{max_duration:20}} The damage dealt is calculated as floor(relative_speed * velocity_multiplier) where relative_speed is the difference of speed vectors of the attacker and the target as projected onto the axis of the attacker\u0026rsquo;s view vector\nAny additional damage from enchantments or attribute modifiers is added after this calculation Beispiele # Killaura Rod: /give @s minecraft:blaze_rod[minecraft:piercing_weapon={max_reach:10,hitbox_margin:10}] Propell Stick: Benötigt das Snapshot Datapack:\n/give @s stick[minecraft:piercing_weapon={},enchantments={\"minecraft:propell\":1}] Added minecraft:piercing_weapon # Enables a quick attack that damages multiple entities along a ray (primarily for Spears)\nFormat: object with fields\nmin_reach, max_reach, hitbox_margin: as in kinetic_weapon deals_knockback: boolean, whether the attack deals knockback Default value: true dismounts: boolean, whether the attack dismounts the target Default value: false sound: Optional Sound Event to play when a player attacks with the weapon hit_sound: Optional Sound Event to play when the weapon hits an entity e.g. piercing_weapon={min_reach:0,max_reach:4,dismounts:true} Eine Waffe, mit der man einen Mob nur hitten kann, wenn man genau 9-12 Blöcke davon entfernt ist! /give @s arrow[piercing_weapon={min_reach:9,max_reach:12}] just for fun: /give @s minecraft:music_disc_5[item_model=\"breeze_rod\",enchantments={left_click:1},piercing_weapon={},custom_name=\"Copper Golem\",!jukebox_playable] Added minecraft:swing_animation # Specifies the swing animation to play when attacking or interacting using this item\nFormat: object with fields\ntype: string, the animation identifier (none, whack, stab) Default value: whack duration: integer, the duration in ticks Default value: 6 e.g. swing_animation={type:'stab',duration:20} Break Blocks and See: /give @s minecraft:copper_pickaxe[swing_animation={type:'stab',duration:5}] Changed minecraft:consumable # The animation field has been updated:\nRenamed spear to trident Added new spear animation /give @s wheat[minecraft:consumable={animation:spear,consume_seconds:9999999},use_effects={can_sprint:true,speed_multiplier:1.0}] (2x F5) Changed minecraft:intangible_projectile # Items with this component now show information about it in their tooltip Entity Data # The AngryAt field has been renamed to angry_at The AngerTime field has been removed An anger_end_time (long) field has been added, containing the time anger ends in game ticks Damage Types # Added a new minecraft:spear damage type Predicates # Component Predicates # Component predicates (predicates field in block, item and entity predicates) now include predicates for checking existence of every component type Those predicates are written as {\u0026lt;component_type\u0026gt;: {}} Such predicate check passes as long as component is present, no matter the actual value Existing predicates for specific components remain unchanged Example: {predicates:{written_book_content:{author:\u0026quot;foo\u0026quot;}} - existing format for matching books {predicates:{written_book_content:{}} - special case of above that accepted any value, as long as component existed {predicates:{instrument:{}} - checks if component minecraft:instrument exists (was not allowed before) Entity Predicates # The flags predicate now supports new values:\nis_in_water: when an entity is touching water or a bubble column is_fall_flying: when an entity is gliding with an elytra Item Predicates # Item predicate in command form (\u0026lt;item\u0026gt;[predicate~{...},component={...}]) has been extended to accept empty predicates for any component type Similarily to component predicates in data, those empty entries only check for component existence Existing shorter syntax for checking component existence remains unchanged That means *[instrument] and *[instrument~{}] are equivalent Enchantments # Enchantment Effect Components # minecraft:post_piercing_attack: Effects applying after a piercing attack with an item Enchantment Entity Effects # minecraft:apply_impulse: applies an impulse to the targeted entity direction - The first step of determining the impulse is applying this vector as local coordinates (the same used by tp @s ^ ^ ^) onto the entity look vector coordinate_scale - The second step is scaling the resulting vector by this vector on each axis in world space, X, Y and Z magnitude - The third step is scaling the resulting vector by this Level-Based Value minecraft:play_sound: can now support a list of sound event identifiers, one for each level of enchantment. If a level is higher than the number of sounds, the last sound in the list is used Added EXPONENT # Raises the base to the specified power level. base - Level-Based Value indicating the base of the exponent. power - Level-Based Value indicating the power of the exponent. Tags # Block Tags # Added #can_glide_through - climbable blocks that can be glided through without stopping Item Tags # Added #nautilus_taming_items - items that can be used to tame a Nautilus and a Zombie Nautilus Added #nautilus_bucket_food - bucketed fish items that can be used to feed a tamed Nautilus and Zombie Nautilus Added #nautilus_food - all items that can be used to feed a tamed Nautilus and Zombie Nautilus Added #spears - all Spear weapons Added #enchantable/lunge - all items that can be enchanted with the lunge enchantment Added #enchantable/melee_weapon - all primary melee weapons including Swords and Spears Renamed #enchantable/sword to #enchantable/sweeping Entity Tags # Added #can_wear_nautilus_armor - entities that can equip Nautilus Armor Added #nautilus_hostiles - entities that the Nautilus will be hostile towards when untamed Changed #not_scary_for_pufferfish to include Nautilus and Zombie Nautilus Added #burn_in_daylight - entities that burn in daylight Enchantment Tags # Added #lunge_exclusive - all enchantments incompatible with the lunge enchantment Resource Pack Version 70.0 # Unifont has been updated to 17.0.01 Textures # texture section of *.mcmeta files has a new boolean field darkened_cutout_mipmap The default value is false It is set to true for the block textures that had mipmaps before this version: all Leave types and Mangrove Roots If the field is set to true and the texture is cutout the mipmaps will be darkened to emulate the darker interior of the block, this was the behavior for cutout mipmapped blocks before this version Leaving the field unset or setting it to false will generate mipmaps without darkening, and it fits well for other types of cutout blocks that do not have dark interior such as flowers, grasses, vines, rails, etc Only mipmaps of level 0 and 1 are now animated for block animated textures Glass and Glass Pane now support translucent textures Item Sprites # Added new item sprites: item/nautilus_spawn_egg item/zombie_nautilus_spawn_egg item/copper_nautilus_armor item/iron_nautilus_armor item/golden_nautilus_armor item/diamond_nautilus_armor item/netherite_nautilus_armor Added the following item sprites for the Spear weapon: When in inventory: item/wooden_spear, item/stone_spear, item/copper_spear, item/iron_spear, item/golden_spear, item/diamond_spear, item/netherite_spear When in hand: item/wooden_spear_in_hand, item/stone_spear_in_hand, item/copper_spear_in_hand, item/iron_spear_in_hand, item/golden_spear_in_hand, item/diamond_spear_in_hand, item/netherite_spear_in_hand UI Sprites # Added new UI sprite: container/slot/nautilus_armor container/slot/spear - Spear icon used in the Smithing Table screen Added new nine-sliced sprites: container/inventory/effect_background container/inventory/effect_background_ambient Removed the following sprites: container/inventory/effect_background_large container/inventory/effect_background_small Celestials Atlas # A new celestials atlas has been introduced, including sprites for objects rendered in the sky such as the Sun and Moon\nIncludes sprites from \u0026lt;namespace\u0026gt;:textures/environment/celestial/\u0026lt;path\u0026gt;.png\nThe following textures have been moved or split:\ntextures/environment/sun.png -\u0026gt; sun textures/environment/end_flash.png -\u0026gt; end_flash textures/environment/moon_phases -\u0026gt; moon/full_moon, moon/waning_gibbous, moon/third_quarter, moon/waning_crescent, moon/new_moon, moon/waxing_crescent, moon/first_quarter, moon/waxing_gibbous Sonne und Mond können nun Animiert werden: Resourcepack Download\nSonne: /time set 9400 Mond: /time set 20000 Mob Effect Sprites # Added new mob effect sprite: breath_of_the_nautilus Entity Textures # Added new entity textures: entity/nautilus/nautilus.png entity/nautilus/nautilus_baby.png entity/nautilus/zombie_nautilus.png entity/equipment/nautilus_body/copper.png entity/equipment/nautilus_body/iron.png entity/equipment/nautilus_body/gold.png entity/equipment/nautilus_body/diamond.png entity/equipment/nautilus_body/netherite.png entity/equipment/nautilus_saddle/saddle.png Sounds # Added new sounds for Spears:\nitem.spear.hit item.spear.use item.spear.attack Added special sounds for the Wooden Spear:\nitem.spear_wood.hit item.spear_wood.use item.spear_wood.attack Added new sound events for the Lunge Enchantment:\nitem.spear.lunge_1 item.spear.lunge_2 item.spear.lunge_3 Added new sound events for the Nautilus:\nentity.baby_nautilus.ambient entity.baby_nautilus.death entity.baby_nautilus.eat entity.baby_nautilus.hurt entity.baby_nautilus.swim entity.nautilus.ambient entity.nautilus.death entity.nautilus.dash entity.nautilus.dash_ready entity.nautilus.eat entity.nautilus.hurt entity.nautilus.swim entity.zombie_nautilus.ambient entity.zombie_nautilus.death entity.zombie_nautilus.dash entity.zombie_nautilus.dash_ready entity.zombie_nautilus.eat entity.zombie_nautilus.hurt entity.zombie_nautilus.swim item.nautilus_armor.equip item.nautilus_armor.unequip Added new sound event for the Zombie Horse:\nentity.zombie_horse.angry Item Models # Added new option for all item models: swap_animation_scale Defaults to 1.0 Indicates how fast the item moves up and down when swapping items in hotbar Large speeds can allow items that take more of the screen space to fully duck before swapped into the next item Added new item model:\nspear_in_hand - model for the Spear when in hand. Fixed bugs in 25w41a # MC-22882 - Ctrl + Q doesn\u0026rsquo;t work on Mac MC-54989 - Sliders can be moved to positions between available values MC-80476 - On macOS, the \u0026ldquo;drop item stack\u0026rdquo; shortcut conflicts with the \u0026ldquo;quit Minecraft\u0026rdquo; shortcut MC-114265 - Mipmaps are too dark around transparent edges in textures (e.g. side of grass) MC-146862 - Long effect names cause text to appear outside the effect box MC-147718 - F1, F3, F3+[char] combos cannot be rebound MC-159275 - Map player markers on maps of the nether don\u0026rsquo;t rotate when doDaylightCycle is disabled MC-162573 - A white outline is rendered on composters\u0026rsquo; edges when viewed from far away MC-171688 - Invisibility status of LivingEntity is not updated when ActiveEffects are modified directly MC-195505 - Short grass is unaffected by mipmap levels MC-234358 - Moiré patterns / aliasing on certain objects when viewed from a distance MC-241862 - It sometimes requires multiple keyboard inputs to change values on sliders MC-248499 - Potion UIs displayed within the inventory don\u0026rsquo;t have cyan outlines if the effects are granted by beacons or conduits MC-264151 - Glass blocks do not use mipmapping, but glass panes do MC-267364 - Teleporting in the air is considered flying by server MC-271941 - Music discs can sometimes spawn inside jukeboxes when ejected from them MC-276445 - Highlighted text within the anvil and creative inventory interfaces renders blue making it difficult to read MC-278742 - Creakings cannot be ridden by any entities using commands MC-279076 - Certain mobs will always retarget the player upon reloading the chunks, regardless of distance or gamemode MC-295949 - Flying through vines with an elytra cancels the flight MC-296952 - F4 key to toggle shaders cannot be rebound MC-297328 - Unloading and reloading an area causes invisible entities to be visible until you get close enough. MC-297367 - Checkbox filled status isn\u0026rsquo;t narrated MC-298767 - Piercing arrows phase through mobs that are in the same block MC-298915 - Multishot crossbows loaded in survival or adventure mode show their secondary charged projectiles on a separate line in the tooltip MC-299196 - Waypoints fade out when an advancement is granted MC-300979 - The movement and duration messages in the demo introduction screen now have a text shadow MC-301595 - Music toasts briefly appear in the pause menu after a song has finished MC-301632 - Comparators measuring jukeboxes do not update when a music disc is taken out of a jukebox if the music disc has already finished its song MC-301754 - The hand animation plays when right-clicking shelves with nothing in your hand MC-301763 - The outline of the “Invited” element within the realms “Players” tab renders above other tabs when selected and when a scroll bar is present MC-301805 - Selected item outline on statistics screen renders outside of scissor area MC-302030 - Setting commandBlocksEnabled to false prevents command blocks from being edited MC-302254 - Cursor changes do not work for command suggestions MC-302288 - All shelves have the oak tan map color MC-302549 - Server main thread deadlock during respawn position resolution when the entire world spawn radius is filled with fluids MC-302601 - A white outline is rendered on anvils\u0026rsquo; top texture when viewed from far away ","date":"9 October 2025","externalUrl":null,"permalink":"/changelog/1.21.11/25w41a/","section":"Changelog Übersicht","summary":"","title":"25w41a Changelog","type":"changelog"},{"content":" News Minecraft has entered The Copper Age! Express yourself in every shade of copper as you transform this versatile metal into handy tools, shiny armor, gleaming light sources, oxidizing decor, smart storage, and even lively mechanical companions known as copper golems. In addition to these shiny new features, this drop comes with a bunch of technical news and fixes. The End now has a flashing skylight, you can populate the world with NPCs called mannequins, and item sprites can now be added into text. Whether scraped or oxidized, this is the start of a new clonking era of creativity!\nNew Features # Added Copper Chest Added Copper Golem Added Copper Golem Statue Block Added Copper Equipment Added Copper Decorations Added Shelf Added light flashes to The End dimension Added Chat Drafts Added sound previews to the Music \u0026amp; Sound Options sliders Added the Minecraft Server Management Protocol Added support for servers to have an in-game Code of Conduct Added Halychian language support Developer's Note: Did you know that Minecraft: Java Edition is available in over a hundred languages? And it's all thanks to you, our community, and your vital contributions keeping the translation project running. If you would like to help translating the game, join us on Crowdin. Happy International Translation day! Copper Chest # The Copper Chest is a new type of chest that has waxed and oxidized variants\nCopper Chests oxidize over time and can be waxed like other Copper blocks\nA Copper Chest can be crafted using a Chest and 8 Copper Ingots\nCopper Golem # The Copper Golem is a new mob which can be spawned by placing a Jack o\u0026rsquo;Lantern or Carved Pumpkin on top of a Copper block Copper Golems oxidize over time and can be waxed like Copper blocks If the Copper Golem is fully oxidized and not waxed it will turn into a Copper Golem Statue Upon turning into a statue, the Copper Golem will drop any item it may be holding The statue retains the Copper Golem\u0026rsquo;s name Copper Golems can help with sorting items into Chests Interacting with the Copper Golem with an empty hand will make it drop its carried item Iron Golems will occasionally plant a decorative flower onto a nearby Copper Golem The flower can be removed with Shears This flower is dropped when the Copper Golem turns into a Copper Golem Statue A trio of Copper Golems hanging out in a Taiga Village. Click to see full image Copper Golem Item Sorting # If the Copper Golem is not holding an item, it will look for nearby Copper Chests to try to pick up an item The Copper Golem will look in any oxidized and waxed Copper Chest variant to pick up items It can pick up at most 16 items in a stack at a time Any item in a Copper Chest can be picked up If the Copper Golem is holding an item, it will look for nearby Chests to try to place the item in The Copper Golem will look in Chests and Trapped Chests to try to place items It can place an item in a Chest if it\u0026rsquo;s empty, or if it contains the same type of item that it is holding in its hand The Copper Golem will visit at most 10 Chests or Copper Chests in sequence to try to pick up or place an item If no matching chest is found the Copper Golem will idle for 7 seconds before trying again The search area for chests from the Copper Golem\u0026rsquo;s position is horizontally 32 blocks and vertically 8 blocks Three Copper Golems are crossing a bridge built out of copper. Two of the golems are transporting items. Click to see full image Copper Golem Statue Block # A Copper Statue, doing its signature \"star\" pose, can be seen on top of a copper pedestal. Click to see full image The Copper Golem Statue is a new type of decorative block which has waxed and oxidized variants The Copper Golem Statue oxidizes over time and can be waxed like Copper blocks If the Copper Golem Statue has no oxidation when interacted with using an Axe, the statue will turn into a Copper Golem The Copper Golem Statue can be in one out of four poses: standing, sitting, running, and star The pose of the statue can be changed by interacting with it Each pose emits a Redstone Comparator signal A house made out of various Copper blocks, with some Copper Golem Statues in various poses Click to see full image Copper Equipment # Added Copper Nugget Added Copper armor Added Copper Helmet , Copper Chestplate , Copper Leggings and Copper Boots Copper armor has higher durability than Leather and Gold Copper armor has slightly less enchantability than Iron Added Copper tools and weapons\nAdded Copper Axe , Copper Hoe , Copper Pickaxe , Copper Shovel and Copper Sword Copper tools and weapons do the same amount of damage as Stone, but have higher durability Copper tools work faster and last longer than Stone Copper tools have higher enchantability than Diamond, but slightly less than Iron Copper equipment can be crafted using Copper Ingots Copper equipment can be repaired with Copper Ingots Copper equipment turns into a Copper Nugget when smelted Added Copper Horse Armor Has the same loot table and chance of generating as Iron Horse Armor Armor toughness: 4 Two horses, wearing Copper Horse Armor, can be seen tied to fence posts in a Village. Two Armor Stands can also be seen, fully kitted with sets of Copper Armor. Click to see full image Copper Decorations # Sunny can be seen running across a mineshaft bridge, placing down Copper Torches along their way. Click to see full image Added Copper Torch A green variant of the Torch crafted from a Copper Nugget, Coal, and Stick\nFunctionally identical to the Torch\nAdded Copper Bars Functionally identical to the existing Iron Bars block\nMade from copper and oxidizes over time\n16 Added Copper Chain Functionally identical to the existing Chain block (now renamed to Iron Chain)\nMade from copper and oxidizes over time\nAdded Copper Lantern Crafted similarly to a regular Lantern but uses Copper and a Copper Torch\nThe lantern itself oxidizes, changing its look as it ages\nFunctionally identical to the Lantern\nAn entrance to a village, made out of Copper Bars and Lanterns. Click to see full image Shelf # The Shelf is a new type of decorative block which comes in the following variants: Spruce\nBirch\nJungle\nAcacia\nDark Oak\nMangrove\nCherry\nPale Oak\nBamboo\nCrimson\nWarped\nThe Shelf can be crafted from six matching blocks of any Stripped Log, Stripped Stem or Block of Stripped Bamboo, filling the top and bottom row\nThis recipe produces 6 Shelves\n6 The Shelf can store up to 3 item stacks:\nInteracting with any of the 3 slots on its front swaps the player\u0026rsquo;s main hand item with the content of that slot The Shelf displays all items it contains in front of it, similar to an Item Frame While a Shelf is powered by Redstone, its front texture changes to reflect that it\u0026rsquo;s powered\nWhen powered, up to 3 Shelves will connect to each other Interacting with a single powered Shelf swaps all its contents with the 3 rightmost items in the player\u0026rsquo;s hotbar Interacting with two connected Shelves swaps their contents with the 6 rightmost items in the player\u0026rsquo;s hotbar Interacting with three connected Shelves swaps their contents with all items in the player\u0026rsquo;s hotbar It does not matter which of the connected Shelves the player interacts with Sunny in Copper armor standing in front of some Redstone-powered Shelves Click to see full image Lightning Rod # Lightning Rods now oxidize like other Copper blocks The End Light Flashes # The End dimension now has skylight Normally the skylight does not affect how the dimension looks From time to time flashes in the sky happen and produce a rumbling sound When they happen skylight intensity increases, flooding the dimension with purple light While the Ender Dragon fog effect is active the flash source in the sky is not visible and the brightness of the light affecting the world is reduced The \u0026ldquo;Hide Sky Flashes\u0026rdquo; accessibility option disables the End flashes When the flash is disabled by the setting the world is not lit by the flash but the flash source is still visible in the sky and the sound effect still plays End Flashes can be customized with Resourcepacks: Beispiel Resourcepack Download\n/execute in minecraft:the_end run tp @s 10000 200 1 A purple flash of light can be seen in the sky of The End. Click to see full image Minecraft Server Management Protocol # Added a server management API (JSON-RPC over WebSocket) for dedicated servers\nThe API is disabled by default and can be enabled in server.properties management-server-enabled=true management-server-host=localhost management-server-port=0 The API is accessible at ws://\u0026lt;management-server-host\u0026gt;:\u0026lt;management-server-port\u0026gt; when enabled Supports querying and updating of server state (players, allowlist, operators, settings, game rules) Sends notifications on state changes (e.g. player joins, game rule updates) Calling {\u0026quot;id\u0026quot;:1,\u0026quot;method\u0026quot;:\u0026quot;rpc.discover\u0026quot;} returns an API schema containing supported methods and notifications of the currently running server The Data Generator produces an API schema (json-rpc-api-schema.json) in the reports output folder mirroring the contents returned by the rpc.discover method The API adheres to the JSON-RPC 2.0 specification Uses namespaced methods and the reserved namespaces are minecraft (e.g. minecraft:players, minecraft:allowlist/add) Extensible via custom namespaces for additional methods and events Core method groups: players, allowlist, operators, server (save, stop), server settings, game rules Example method call: Request: {\u0026quot;method\u0026quot;:\u0026quot;minecraft:allowlist/add\u0026quot;,\u0026quot;id\u0026quot;:1,\u0026quot;params\u0026quot;:[[{\u0026quot;name\u0026quot;:\u0026quot;jeb_\u0026quot;}]]} Response: {\u0026quot;jsonrpc\u0026quot;:\u0026quot;2.0\u0026quot;,\u0026quot;id\u0026quot;:1,\u0026quot;result\u0026quot;:[{\u0026quot;id\u0026quot;:\u0026quot;853c80ef-3c37-49fd-aa49-938b674adae6\u0026quot;,\u0026quot;name\u0026quot;:\u0026quot;jeb_\u0026quot;}]} Example notification: {\u0026quot;jsonrpc\u0026quot;:\u0026quot;2.0\u0026quot;,\u0026quot;method\u0026quot;:\u0026quot;minecraft:notification/players/joined\u0026quot;,\u0026quot;params\u0026quot;:[{\u0026quot;id\u0026quot;:\u0026quot;853c80ef-3c37-49fd-aa49-938b674adae6\u0026quot;,\u0026quot;name\u0026quot;:\u0026quot;jeb_\u0026quot;}]} Example error: Request: {\u0026quot;method\u0026quot;: \u0026quot;minecraft:foo/bar\u0026quot;,\u0026quot;id\u0026quot;: 1} Response: {\u0026quot;jsonrpc\u0026quot;:\u0026quot;2.0\u0026quot;,\u0026quot;id\u0026quot;:1,\u0026quot;result\u0026quot;:{\u0026quot;jsonrpc\u0026quot;:\u0026quot;2.0\u0026quot;,\u0026quot;id\u0026quot;:1,\u0026quot;error\u0026quot;:{\u0026quot;code\u0026quot;:-32601,\u0026quot;message\u0026quot;:\u0026quot;Method not found\u0026quot;,\u0026quot;data\u0026quot;:\u0026quot;Method not found: minecraft:foo/bar\u0026quot;}}} Errors and error codes follow JSON-RPC 2.0 error object format Clients must authenticate to access the API Clients should supply an Authorization bearer token header with a server-specific secret The secret is configured in server.properties management-server-secret= The secret should be exactly 40 alphanumeric characters (A-Z, a-z, 0-9) The secret will be automatically generated if the server property is empty Unauthorized requests are rejected with 401 Unauthorized TLS is enabled by default Can be disabled in server.properties management-server-tls-enabled=false Requires a keystore file to be set in server.properties management-server-tls-keystore=path/to/keystore.p12 The keystore file must be in PKCS12 format Keystore password can be set in the following ways, in order of priority Environment variable: MINECRAFT_MANAGEMENT_TLS_KEYSTORE_PASSWORD JVM argument: -Dmanagement.tls.keystore.password= Server property: management-server-tls-keystore-password= Chat Drafts # Unsent chat messages now get saved as Chat Drafts if the chat was forcibly closed This includes it being closed by external sources such as dying or a dialog opening, but not the player intentionally closing their chat Any existing Chat Draft will get pre-filled into the message box the next time the chat is opened Draft text has a grayed-out appearance until fully restored Draft text can be restored as regular text by interacting with it: Typing additional text Moving the text cursor using the arrow keys Clicking it Highlighting it Pressing enter on a Chat Draft prior to it being restored sends it like a normal chat message Pressing backspace on a Chat Draft prior to it being restored deletes it Added an option to the Chat Settings screen that enables saving unsent chat messages by default With this option enabled, unsent messages will always get saved as Chat Drafts, even if the player intentionally closed their chat Server Code of Conduct # When connecting to a server, a Code of Conduct screen can now be shown.\nAccepting the Code of Conduct is required to play on the server A checkbox is available for not showing the same Code of Conduct in the future If the Code of Conduct changes, it will be shown again Server Setup # A new boolean field has been added to server.properties called enable-code-of-conduct Setting it to true will make the server look for Code of Conduct files in the codeofconduct subfolder in the same folder as server.properties Each file in the folder should have the form \u0026lt;language_code\u0026gt;.txt and be UTF-8 encoded The language shown will attempt to match the player\u0026rsquo;s language If it doesn\u0026rsquo;t exist, the en_us Code of Conduct will be used If that also doesn\u0026rsquo;t exist, an arbitrary available entry is used Sounds # Some sound sliders in the Music \u0026amp; Sound Options now play a preview sound when adjusting the setting outside a world Accessibility # The \u0026ldquo;Attack/Destroy\u0026rdquo; and \u0026ldquo;Use Item/Place Block\u0026rdquo; key binds are now toggleable, meaning they can be set to either \u0026ldquo;Hold\u0026rdquo; or \u0026ldquo;Toggle\u0026rdquo; in the Controls screen Added \u0026ldquo;Invert Mouse X\u0026rdquo; option to the Mouse Settings screen, which inverts the mouse x-axis Added \u0026ldquo;Sprint Window\u0026rdquo; option to the Controls screen, which represents the time window in ticks where double-tapping the forward key activates sprint Multiple key binds that have the same key assigned to them can now work together, while before only one would work For example, you can now bind D to Jump and Strafe Left to jump and strafe left at the same time The red warning for assigning the same key to multiple key binds is changed to yellow The spectator hotbar menu key can now be rebound It is part of a new Spectator category in the Key Binds screen, alongside the pre-existing Highlight Players key bind Changes # Performance improvements The Chain block has been renamed to \u0026ldquo;Iron Chain\u0026rdquo; Monster Spawn Eggs now have a tooltip warning when the difficulty is set to Peaceful The mob no longer spawns for one tick when an attempt is made to use the Spawn Egg Changes to world loading and the \u0026ldquo;Spawn Chunks\u0026rdquo; A dimension that has any player activity, forceloaded chunks, active portals, or Ender Pearls in flight will be considered \u0026ldquo;active\u0026rdquo; and will keep processing chunks and entities Previously, this would only apply if a player was in the dimension or a chunk was forceloaded Reworked the debug overlay to be less cluttered and more configurable Players seen in the game world of the current server are now always shown in the Social Interactions screen even if they are offline Players now stop flying when switching from Spectator Mode to Creative Mode if they are near the ground A player is considered to be near the ground if there is a collidable surface (i.e. blocks, Happy Ghasts, boats\u0026hellip;) within 1 block below them Flight will not get disabled if the player was inside a block or collidable entity This is to prevent players from suddenly falling through the ground Migrated several server properties into game rules OpenGL 3.3 is now required to play the game, up from 3.2. This does not change our posted Minimum Requirements Developer's Note: We do not expect the update to OpenGL version to affect many people, if any at all. Our posted Minimum Requirement has been OpenGL 4.0 since 2017, and OpenGL 3.3 turned 15 years old recently. Performance Improvements # Entity rendering order was improved for significantly better performance You’ll notice much smoother gameplay in areas with lots of mobs, like mob farms FPS won’t improve much if most of your lag comes from things other than entities, like playing with high render distance while not being near many mobs Particles outside the player\u0026rsquo;s view are not rendered anymore, which provides a performance improvement in some cases World Loading and Spawn Chunks # The concept of fixed \u0026ldquo;Spawn Chunks\u0026rdquo; has been removed The game will ensure that the following chunks are fully loaded before the player joins or the server starts, in the same way as spawn chunks formerly were: Chunks loaded by the forceload command Chunks active due to portal activity Thrown Ender Pearls (Singleplayer only) A small area of chunks around the player (Singleplayer only) Chunks required to assign the global world spawn (World creation only) The world loading screen now shows the chunks that the player is about to be placed into, rather than chunks loaded around world spawn The loading screen now has a progress bar This progress bar accounts for all kinds of chunk loading mentioned above Developer's Note: Spawn chunks incur a memory and performance cost for all players and have outlived their initial technical purpose of keeping the spawn area ready for players to quickly join into. However, we also want to recognize that spawn chunks have enabled a multitude of clever contraptions and farms throughout the years, so simply removing them without having other mechanics in the game enable these designs was never an option.\nWe believe that the niche held by spawn chunks has now been filled by alternative methods of chunk loading, such as using portals or ender pearls, particularly with the changes in this snapshot to how the game loads these chunks before the world starts ticking.\nServer Properties # Several server properties were removed in favor of making them into game rules, allowing these settings to be changed while the server is running.\nRemoved server property allow-nether in favor of the new game rule allowEnteringNetherUsingPortals Removed server property spawn-monsters in favor of the new game rule spawnMonsters Removed server property enable-command-block in favor of the new game rule commandBlocksEnabled Removed server property pvp in favor of the new game rule pvp Added server property management-server-enabled controlling whether the new Minecraft Server Management Protocol is enabled or not Defaults to false Added server property management-server-port controlling on what port the Minecraft Server Management Protocol is started Defaults to 0, assigning an available port each time management server is started Added server property management-server-host controlling with what host the new Minecraft Server Management Protocol is started Defaults to localhost Added server property management-server-tls-enabled controlling whether the Minecraft Server Management Protocol uses TLS or not Defaults to true Added server property management-server-tls-keystore controlling the path to the keystore file used for TLS Defaults to an empty string A dedicated server won\u0026rsquo;t start when TLS is enabled and no keystore is provided Added server property management-server-tls-keystore-password controlling the password to the keystore file used for TLS Defaults to an empty string Added server property status-heartbeat-interval controlling the interval the management server sends heartbeat notifications to connected clients Defaults to 0, meaning it’s disabled Added server property enable-code-of-conduct Details on this property can be found in the \u0026ldquo;Server Setup\u0026rdquo; header Game Rules # Removed spawnChunkRadius game rule\nAdded pvp game rule controlling whether players can deal damage to other players\nDefaults to true /gamerule pvp false Added allowEnteringNetherUsingPortals game rule controlling if the Nether can be entered through portals\nDefaults to true /gamerule allowEnteringNetherUsingPortals false Added spawnMonsters game rule controlling if monsters should spawn naturally\nDefaults to true /gamerule spawnMonsters false Added commandBlocksEnabled game rule controlling if Command Blocks should be enabled or not\nDefaults to true /gamerule commandBlocksEnabled false Added spawnerBlocksEnabled game rule controlling if Spawner Blocks should be enabled or not\nDefaults to true /gamerule spawnerBlocksEnabled false Mob Spawning # The logic for choosing a type of equipment for mobs spawning with equipment has been tweaked to add Copper as a possibility The initial roll to choose a type now chooses between Leather, Copper and Gold The chance to increase an armor tier has increased from 9.5% to 10.87% Minor Tweaks to Blocks, Items and Entities # Test Instance Blocks now preserve error markers between world reloads Ambient lighting on entities has been adjusted to be more visually in line with blocks and other parts of the game The underside of flat surfaces will now be lit from that direction, instead of the opposite direction This mainly affects models containing cubes that are either flat or \u0026ldquo;hollow\u0026rdquo; such as: Worn armor Worn Elytra The outside layers on player skins The ribcages of Skeletons or Skeleton Horses The feet of Chickens or Frogs The wings of Phantoms or the Ender Dragon The fins on fish And more! Recipes # Changed the Copper Trapdoor recipe to use 4 Copper Ingots instead of 6 and now yields one Copper Trapdoor instead of two Sounds # The Happy Ghast is now audible from 64 blocks Sounds for Chests now play at a lower volume The volume at which a sound is played at now respects the sound source volume value The \u0026ldquo;Voice/Speech\u0026rdquo; sound source has been rephrased to \u0026ldquo;Narrator/Voice\u0026rdquo; UI # The Resource Pack and Data Pack selection screens now have a search box More text inputs now support selecting text by mouse dragging Double-clicking a word in an edit box now selects it When adding a new server to the server list, the server name is no longer prefilled When omitted, the default name \u0026ldquo;Minecraft Server\u0026rdquo; is used Mouse cursor # Some UI components will now change the shape of the mouse cursor Examples: text inputs, numeric sliders, buttons, scroll bars Additionally, clickable parts of text labels (like links) will now change the cursor to the \u0026ldquo;hand\u0026rdquo; shape This feature can be disabled with the \u0026ldquo;Allow Cursor Changes\u0026rdquo; option in the Mouse Settings screen Debug Overlay # The debug overlay is accessible by pressing F3, as before The debug overlay can now be accessed from everywhere in the game, not only when in a game world It is now less cluttered, displaying less information by default Added a new Debug Options screen, available by pressing F3 + F6, which can be used to configure what debug information should be displayed For each element, you can configure whether it should be visible in the debug overlay or not, and can even set it to always be visible regardless of the debug overlay being active Some debug features that were previously available, like chunk border rendering or entity hitbox rendering, can now be toggled through this Debug Options screen Some debug features that were not previously available to the community, like Octree visualization, are now accessible through the Debug Options screen The state of the Debug Options screen is saved between launches of the game The Debug Options screen has the following preset profiles: Default resets everything to the default state Performance shows simple performance metrics, including the FPS meter always visible Developer's Note: Previously, gathering the information every frame to render the F3 screen had a significant performance cost. So opening the screen to check your FPS noticeably dropped the FPS. Now checking your FPS in the`Performance` profile should not affect game performance. Chat # It is now possible to start chatting while standing inside a Nether Portal The chat will now remain open and unchanged if the player was chatting before being transferred to another dimension Accessibility # Dye Colors now have updated icons The goal with these is to enhance visual cohesion across the dye set while maintaining distinct shapes to support colorblind accessibility New Old A button leading to the Controls screen has been added to the Accessibility Settings screen The \u0026ldquo;Auto-Jump\u0026rdquo; option, as well as the \u0026ldquo;Sneak\u0026rdquo; and \u0026ldquo;Sprint\u0026rdquo; toggles have been removed from the Accessibility Settings screen The \u0026ldquo;Show Subtitles\u0026rdquo; option has been rephrased to \u0026ldquo;Closed Captions\u0026rdquo; to more accurately describe what it does The \u0026ldquo;Hide Lightning Flashes\u0026rdquo; accessibility setting has been renamed to \u0026ldquo;Hide Sky Flashes\u0026rdquo; as it includes the End light flashes Technical Changes # Pack versions now have minor versions The Data Pack version is now 88.0 The Resource Pack version is now 69.0 Some previously hidden debug features have been exposed to players Pack Formats # The pack versions for data packs and resource packs now have minor versions A minor version increment of the game\u0026rsquo;s pack version is backwards-compatible, meaning all packs made for previous iterations of the same major version will keep working Packs can set compatibility requirements on minor versions in case they rely on resources introduced in a minor version Pack Metadata # The pack.mcmeta format has been updated:\nThe supported_formats field has been removed If your pack declares support for a pack version with the previous format (data pack \u0026lt; 82, resource pack \u0026lt; 65), it is still required Otherwise, it is not allowed and must be removed The pack_format field is now optional If your pack declares support for a pack version with the previous format (data pack \u0026lt; 82, resource pack \u0026lt; 65), it is still required Added required field min_format - specifies the minimum version supported A full version is specified as a list of two integers, e.g. [74, 1] Specifying a single integer is interpreted as that major version, e.g. 74 is the same thing as [74, 0] Specifying a list of a single integer is interpreted the same as specifying that integer alone Added required field max_format - specifies the maximum version supported A full version is specified as a list of two integers, e.g. [74, 1] Specifying a single integer is interpreted as any minor version, i.e. the minor version is 0x7fffffff Specifying a list of a single integer is interpreted the same as specifying that integer alone For overlay entries: The formats field has been removed If your pack includes any overlay range that includes a pack version with the previous format (data pack \u0026lt; 82, resource pack \u0026lt; 65), it is still required for all overlay definitions Otherwise, it is not allowed and must be removed Added required fields min_format and max_format with the same formats as the fields above with the same name for the pack section Example:\n{ \u0026#34;pack\u0026#34;: { \u0026#34;description\u0026#34;: \u0026#34;new pack.mcmeta example\u0026#34;, \u0026#34;min_format\u0026#34;: 69, \u0026#34;max_format\u0026#34;: 99 } } Debug Features # Some debug features that were previously removed during compilation are now preserved and can be used by players Individual values can be enabled with JVM properties: First, a global debug flag must be enabled with -DMC_DEBUG_ENABLED or -DMC_DEBUG_ENABLED=true Then, a specific feature can be enabled, for example -DMC_DEBUG_BRAIN or -DMC_DEBUG_BRAIN=true To get the list of all available debug properties, add -DMC_DEBUG_PRINT_PROPERTIES Warning: this is debug code, and the primary intention is to help modders - not for normal play. Handle with extreme care! Features can crash your game or corrupt your worlds Features are not guaranteed to work as intended Features might be added, changed or removed without a notice JVM Arg Tutorial: # F3 + F - Fog Toggle -DMC_DEBUG_ENABLED=true -DMC_DEBUG_HOTKEYS Pathfinding visualizer -DMC_DEBUG_ENABLED=true -DMC_DEBUG_PATHFINDING Neighbor Update Visualizer Comparing Default Redstone to the Redstone Experiment -DMC_DEBUG_ENABLED=true -DMC_DEBUG_NEIGHBORSUPDATE Ctrl + F2 - Panorama Screenshot (ist ein wenig buggy noch)\n-DMC_DEBUG_ENABLED=true -DMC_DEBUG_PANORAMA_SCREENSHOT Panorama Example Pack: Download\nFake Latency -DMC_DEBUG_ENABLED=true -DMC_DEBUG_FAKE_LATENCY_MS=1000 UI Debug Helper -DMC_DEBUG_ENABLED=true -DMC_DEBUG_RENDER_UI_LAYERING_RECTANGLES Stop Fluids from Spreading -DMC_DEBUG_ENABLED=true -DMC_DEBUG_DISABLE_LIQUID_SPREADING Liste mit allen Debug Flags: Debug Flag List # Data Pack Versions 82.0 Through 88.0 # Added Mannequin entities World Borders can now be set per dimension Added a way to use GUI and item sprites in text Player profiles in data components and block entities no longer resolve automatically Added fetchprofile command for downloading player profiles Renamed chain to iron_chain Mannequins # Added a new type of technical entity called minecraft:mannequin which can only be spawned with summon commands.\nA Mannequin is a Player Avatar without a connected Player Mannequins show a description text (by default entity.minecraft.mannequin.label) where a Player\u0026rsquo;s below_score score would show Mannequins function as Living Entities - they can hold and wear equipment, have attributes \u0026amp; effects, take damage, etc. Mannequins accept the minecraft:profile component from spawner items /summon minecraft:mannequin /summon minecraft:mannequin ~ ~ ~ {profile:Castcrafter} /summon minecraft:mannequin ~ ~ ~ {profile:{texture:\"entity/creeper/creeper\"}} /summon minecraft:mannequin ~ ~ ~ {profile:{texture:\"entity/player/slim/efe\",cape:\"block/dirt\",model:\"slim\"}} Data Fields:\nprofile - Which Player profile to show on the entity (same format as a minecraft:profile component), defaults to {} (i.e. static profile with both id and name missing)\nhidden_layers - List of outer skin layers to hide\nValid entries: cape, jacket, left_sleeve, right_sleeve, left_pants_leg, right_pants_leg, hat pose - The pose of the mannequin\nstanding /summon minecraft:mannequin ~ ~ ~ {pose:standing} crouching /summon minecraft:mannequin ~ ~ ~ {pose:crouching} swimming /summon minecraft:mannequin ~ ~ ~ {pose:swimming} fall_flying /summon minecraft:mannequin ~ ~ ~ {pose:fall_flying} sleeping /summon minecraft:mannequin ~ ~ ~ {pose:sleeping} main_hand - Which hand is the main hand of the Mannequin - one of left and right\nimmovable - Optional boolean specifying that the Mannequin cannot be moved (defaults to false) /summon minecraft:mannequin ~ ~ ~ {pose:crouching,immovable:true} description - Optional Text Component shown where a Player\u0026rsquo;s below_score score would show\nThe default entity.minecraft.mannequin.label text is shown if omitted hide_description - Optional boolean specifying that no description should be shown at all\nA Mannequin with the description hidden displays as if a Player had no below_score display Mannequin datapack usecase beispiele der Community:\ncosmetic viewer by tpcoffline (MCC Discord) basic replay system by dontgiveadam (MCC Discord) \u0026ldquo;working\u0026rdquo; mirror by bansed (MCC Discord) Mannequins of Alex and Sunny, swimming and standing up respectively, can be seen inside a Lush Cave. Click to see full image World Border # The World Border is now dimension-specific This means that each dimension can have its own World Border size, position, etc. Text Rendering # object Text Component # New text component with type object has been added This component will display a non-character object as a part of text Sprites are always rendered as a rectangle, 8x8 pixels in size Bold and italics styles are ignored Format: object: type of object, string, see below for values \u0026lt;type-specific\u0026gt;: additional fields depending on object type Similarly to the nbt text component, the object field can be omitted However, it\u0026rsquo;s recommended to provide it for error checking atlas Object Type # Renders a single sprite from a sprite atlas as a character Format: atlas: namespaced ID of a sprite atlas, default value: minecraft:blocks sprite: namespaced ID of a sprite in the atlas, for example item/porkchop /title @p title {\"sprite\":\"block/crafting_table_top\",\"atlas\":\"minecraft:blocks\"} /title @p title {\"sprite\":\"block/fire_1\",\"atlas\":\"minecraft:blocks\"} /title @p title {\"sprite\":\"container/cartography_table/map\",\"atlas\":\"minecraft:gui\"} General note about atlas contents:\nSprite Atlases contain textures for items, blocks, mob effects, GUI elements, etc. The contents are controlled by files in the assets/minecraft/atlases/ directory in a resource pack The current contents can be reviewed with the F3+S key combination player Object Type # Renders a player head If a partial profile is given, the skin is resolved in the same way as the minecraft:profile component on a player head Format: player: player profile name: player name, optional string id: player uuid, optional UUID properties: profile properties, optional map hat: controls rendering of a hat layer, boolean, default true /title @s title {player:{name:stxgi}} run_command Click Event # Previously, if the command field contained a command that required a signed message (/say, /me, /msg, /tell, /w, /teammsg, /tm), it would be silently discarded Instead, a screen will be shown that lets the user insert the command into the chat window or copy the command to their clipboard if the chat window can\u0026rsquo;t be opened Commands # The summon command now fails when trying to summon monsters while the difficulty is set to Peaceful The spawnpoint and setworldspawn commands now have control over the full player look direction The angle argument has been removed Added an optional rotation argument which requires both yaw and pitch to be specified The setworldspawn command is no longer limited to the Overworld This means players can respawn e.g. in the Nether when they have no Bed or Respawn Anchor Server commands now run from the respawn dimension by default instead of always running in the Overworld Added fetchprofile # A new command that has been added to fetch the contents of a player profile from Minecraft servers Since the operation might take some time, it works asynchronously while the game keeps running After successful completion, a message will be printed that lets the user perform various actions: Copy the contents of a fully resolved minecraft:profile component Get a Player Head with the resolved profile Summon a Mannequin with the resolved profile Copy a text component to display the player head in text Since the result is not known at the time of execution, this command always returns 1 Syntax:\nfetchprofile name \u0026lt;player name\u0026gt; - resolves profile by name (case-insensitive) fetchprofile id \u0026lt;uuid\u0026gt; - resolves profile by id /fetchprofile name W3eze /fetchprofile id f84c6a79-0a4e-45e0-879b-cd49ebd4c4e2 Data Components # Modified minecraft:profile # New Resolution Behavior # Previously the contents of this component would permanently change when the profile was resolved, i.e. downloaded from Minecraft services\nTo avoid issues with this unexpected change, the resolved value is no longer stored and contents of the profile will always remain unchanged\nThat means this component now has two behaviors:\nStatic: when it has the properties field or when both name and id are present or when both are missing In this state, the profile will always render as-is If the properties field is missing, a default skin will be used (selected based on id, same as in offline mode) That means the skin will be frozen at the moment of component creation This option is preferred for decorative uses Dynamic: when it has either name or id set (but not both) When an item containing this profile is rendered on the client side, the profile will be resolved to most recent value This means that this item will always render with the current skin of the targeted player Note: if a player changes their skin while the game is running, the change will not be visible until the client restarts The resolution might happen with a delay, during which the item will render with a default skin The profile name will replace the item name only when it is present Items with just id will show the default name Items with dynamic profiles are distinguished from static ones with a label in their tooltip Items stack based on exact contents, so even if a dynamic component is eventually resolved to the same profile as a static one, they won\u0026rsquo;t stack together\nPlayer heads in older maps that have not been loaded in newer versions yet will usually be converted to dynamic contents\nPlayerheads können nun Resourcepack texturen haben: # /give @s minecraft:player_head[minecraft:profile={texture:\"atlas/gui\"}] Player Skin Overrides # Profiles can now also have additional fields that can replace various values used for rendering If any of the fields are omitted, the value from the resolved profile is used, even if the profile resolves to the default skin New fields texture - Optional namespaced ID of the skin texture to use for rendering The skin is specified relative to the textures folder and with a .png suffix e.g. entity/player/wide/steve will use the default wide Steve skin cape - Optional namespaced ID of the cape texture to use for rendering When specified, uses the same format as the texture field elytra - Optional namespaced ID of the elytra texture to use for rendering When specified, uses the same format as the texture field If this value is not present either as an override or in a player profile, Mannequins using this profile will use the cape texture, or if that is also not present, the default Elytra texture when wearing an Elytra model - Optional model type, one of wide and slim blocks_attacks Item Component # If the damage reduced in an attack is 0, for example by the angle threshold not matching, the item can no longer get disabled in the attack, nor cause knockback due to blocking Entity Data # Modified minecraft:player # Changes to the respawn object angle has been renamed to yaw and is now a required field pitch has been added as a required field dimension is now a required field Block Entity Data # Modified minecraft:skull # profile field has been changed to match minecraft:profile component That means that it also becomes immutable and is resolved only when necessary /give @s player_head[profile={name:Floweryalina}] Loot Tables # Added minecraft:entity_interact loot table type which takes the following parameters: target_entity, the entity being interacted with interacting_entity, the optional entity that is interacting with the target_entity tool, the tool used to interact with target_entity Added minecraft:block_interact loot table type which takes the following parameters: block_state, the block state of the block entity being interacted with block_entity, the optional block entity being interacted with interacting_entity, the optional entity that is interacting with the block_state tool, the optional tool used to interact with block_state Fields that specify a target entity in a loot table, such as entity_properties.entity, can additionally target the target_entity and interacting_entity parameter types Added charged_creeper/root loot table for drops when an entity is killed by a Charged Creeper This loot table dispatches on the mob that was killed, to the following loot tables: charged_creeper/piglin charged_creeper/creeper charged_creeper/skeleton charged_creeper/wither_skeleton charged_creeper/zombie Once any killed mob drops an item from this loot table, other mobs killed by the same Creeper will not drop from this loot table Added brush/armadillo loot table for drops when an Armadillo is brushed Added gameplay/turtle_grow loot table for drops when a Turtle grows into an adult Added harvest/beehive loot table for drops when a Beehive or Bee Nest is harvested using Shears Added harvest/cave_vine loot table for drops when a Cave Vine with Glowberries is harvested by interacting with it Added harvest/sweet_berry_bush loot table for drops when a Sweet Berry Bush with Sweet Berries is harvested by interacting with it Added carve/pumpkin loot table for drops when a Pumpkin is carved using Shears Loot Functions # minecraft:fill_player_head # The entity field now accepts new entity context values: target_entity interacting_entity minecraft:set_lore # The entity field now accepts new context values: target_entity interacting_entity minecraft:copy_custom_data # The source field now accepts new context values: target_entity interacting_entity minecraft:copy_name # The source field now accepts new context values: direct_attacker target_entity interacting_entity minecraft:copy_components # The source field now accepts new context values: this attacker direct_attacker attacking_player target_entity interacting_entity tool Predicates # minecraft:entity_scores # The entity field now accepts new entity context values: target_entity interacting_entity minecraft:entity_properties # The entity field now accepts new entity context values: target_entity interacting_entity Enchantments # explode Effects # New field: block_particles - specifies per-block particles. Each block particle is randomly chosen according to weights. A set limit of block particles is spawned each tick from all explosions that tick.\nFormat: List of entries:\nweight: Non-negative integer representing the random weight for this entry being chosen particle: The particle to spawn scaling: Optional scaling to apply between explosion center and block position, or 1.0 if not specified speed: Optional scaling to apply to the speed of the particle, or 1.0 if not specified World Generation # The initial_density_without_jaggedness field in noise_settings definitions has been replaced with a preliminary_surface_level field initial_density_without_jaggedness was a 3D density function that was used to determine an approximate surface level by scanning for the first point with a density greater than 0.390625 preliminary_surface_level is a 2D density function that should produce the y-level of the approximate surface The minecraft:find_top_surface density function can be used to replicate the previous scanning Density Functions # Added minecraft:find_top_surface # Approximates the topmost surface of a given density function It scans from an upper bound to a lower bound to find the point at which the density changes from negative to positive The upper bound should be as close to the actual surface as possible for best performance The upper bound should never be lower than the actual surface Fields:\ndensity - density function to approximate the surface of upper_bound - 2D density function providing the highest possible y-value lower_bound - integer, lowest possible y-value cell_height - positive integer defining the grid resolution on which to scan Added minecraft:invert # Resolves to 1/argument Fields:\nargument - density function Jigsaw Structures # The max_distance_from_center field may now specify a different restriction on the vertical axis from horizontal This can be specified by an object with fields: horizontal - required integer between 1 and 128 vertical - optional integer between 1 and 4096 (default: 4096) e.g.: \u0026quot;max_distance_from_center\u0026quot;: { \u0026quot;horizontal\u0026quot;: 20, \u0026quot;vertical\u0026quot;: 500 } The previous format of a single inline value specifying both horizontal and vertical distance is still supported Tags # Block Tags # Added #copper_chests - all Copper Chest blocks Added #copper - all Copper blocks Added #incorrect_for_copper_tool - all blocks which will not drop items with a copper tool Added #copper_golem_statues - all Copper Golem Statue blocks Added #chains - all Chain blocks Added #lanterns - all Lantern blocks Added #bars - all Bar blocks Item Tags # Added #copper_chests - all Copper Chest block items Added #copper - all Copper block items Added #copper_tool_materials - all copper tool materials Added #repairs_copper_armor - all items which repair copper armor Added #copper_golem_statues - all Copper Golem Statue block items Added #chains - all Chain block items Added #lanterns - all Lantern block items Added #bars - all Bar block items Added #shearable_from_copper_golem - all items that can be removed from the Copper Golem\u0026rsquo;s saddle slot via Shears Entity Type Tags # Added #cannot_be_pushed_onto_boats - mobs that cannot be pushed onto boats which includes the Creaking, players and all aquatic mobs that aren\u0026rsquo;t amphibious Added #accepts_iron_golem_gift - mobs that will accept and receive an offered item from an Iron Golem Added #candidate_for_iron_golem_gift - mobs that an Iron Golem will attempt to offer an item to, but may not necessarily accept it (see #accepts_iron_golem_gift) Particles # dragon_breath now optionally takes a power parameter (float, default 1.0), which is multiplied onto its initial velocity, after all randomness instant_effect and effect now optionally take power (float, default 1.0) and color (rgb, default 0xFFFFFF) parameters flash now requires a color parameter (argb) /execute at @s positioned ^ ^2 ^3 run particle flash{color:[0.5,0.0,0.5,0]} ~ ~ ~ Resource Pack Versions 64.0 Through 69.0 # Added new display transform \u0026ldquo;on_shelf\u0026rdquo; Used for displaying items on the Shelf Block Sprites # Added new block sprites: copper copper_left copper_right exposed_copper exposed_copper_left exposed_copper_right weathered_copper weathered_copper_left weathered_copper_right oxidized_copper oxidized_copper_left oxidized_copper_right acacia_shelf bamboo_shelf birch_shelf cherry_shelf crimson_shelf dark_oak_shelf jungle_shelf mangrove_shelf oak_shelf pale_oak_shelf spruce_shelf warped_shelf copper_bars copper_chain copper_lantern copper_torch exposed_copper_bars exposed_copper_chain exposed_copper_lantern exposed_copper_torch oxidized_copper_bars oxidized_copper_chain oxidized_copper_lantern oxidized_copper_torch weathered_copper_bars weathered_copper_chain weathered_copper_lantern weathered_copper_torch Renamed the following block sprites: chain to iron_chain Entity Sprites # Added new entity sprites: copper_golem exposed_copper_golem weathered_copper_golem oxidized_copper_golem copper_golem_eyes exposed_copper_golem_eyes weathered_copper_golem_eyes oxidized_copper_golem_eyes Item Sprites # Added new item sprites: copper_axe copper_boots copper_chestplate copper_golem_spawn_egg copper_helmet copper_hoe copper_leggings copper_nugget copper_pickaxe copper_shovel copper_sword copper_chain copper_lantern exposed_copper_chain exposed_copper_lantern oxidized_copper_chain oxidized_copper_lantern weathered_copper_chain weathered_copper_lantern Renamed the following item sprites: chain to iron_chain Textures # Added a new texture: environment/end_flash.png Moved the result slot of gui/container/villager.png up by one pixel Sounds # Sound Events # Added new sound events: block.copper_chest.open block.copper_chest.close block.copper_chest_weathered.open block.copper_chest_weathered.close block.copper_chest_oxidized.open block.copper_chest_oxidized.close Regular Copper Golem\nentity.copper_golem.step entity.copper_golem.hurt entity.copper_golem.death entity.copper_golem.spin Weathered Copper Golem\nentity.copper_golem_weathered.step entity.copper_golem_weathered.hurt entity.copper_golem_weathered.death entity.copper_golem_weathered.spin Oxidized Copper Golem\nentity.copper_golem_oxidized.step entity.copper_golem_oxidized.hurt entity.copper_golem_oxidized.death entity.copper_golem_oxidized.spin item.armor.equip_copper entity.copper_golem.spawn entity.copper_golem.no_item_get entity.copper_golem.no_item_not_get entity.copper_golem.item_drop entity.copper_golem.item_no_drop entity.copper_golem_become_statue block.copper_golem_statue.break block.copper_golem_statue.place block.copper_golem_statue.hit block.copper_golem_statue.fall\nblock.copper_golem_statue.step\nblock.shelf.activate block.shelf.deactivate block.shelf.multi_swap block.shelf.place_item block.shelf.single_swap weather.end_flash\u0026quot; Particles # Added new particle: copper_fire_flame Shaders \u0026amp; Post-process Effects # Developer's Note: Although it is possible in Resource Packs, overriding Core Shaders is considered as unsupported and not an intended Resource Pack feature. These shaders exist as part of the internal implementation of the game, and as such, may change at any time as the game's internals evolve. We understand that overriding Core Shaders is used for very cool Resource Pack features, many of which lack supported alternatives. We would like to provide better, supported alternatives in the future. Shaders # The following unused shaders have been removed: core/position_color_lightmap.vsh core/position_color_lightmap.fsh core/position_color_tex_lightmap.vsh core/position_color_tex_lightmap.fsh A new PER_FACE_LIGHTING flag has been added to the following shaders: core/entity.vsh core/entity.fsh When set, cardinal lighting will be computed separately for front- and back-faces As we now require OpenGL 3.3, we have bumped the version of all shaders from 150 to 330 Changes to Full Screen Passes # The following vertex shaders have been removed, and replaced by core/screenquad.vsh: core/blit_screen.vsh post/blit.vsh post/blur.vsh post/invert.vsh post/sobel.vsh post/screenquad.vsh Vertex shaders for post-processing effects, as well as lightmap generation and full screen blits are no longer are passed the Position attribute, and instead must assign vertex coordinates by gl_VertexID These passes furthermore are only executed with 3 vertices, instead of a full quad Fixed bugs in 1.21.9 # MC-383 - In the world selection screen, world names/versions/timestamps can overflow the list to the right MC-2681 - No loading progress bar whenever we create a new world or when the game is loading something MC-26334 - Chat UI is forcibly cleared when killed MC-36783 - Item frames/Glow item frames don\u0026rsquo;t change their hitbox if they contain a map MC-46503 - You can retain entities\u0026rsquo; shaders by running the \u0026ldquo;/kill\u0026rdquo; command while in spectator mode MC-46634 - Thunder volume is not affected by weather volume settings MC-59413 - Water and lava can drip from barriers MC-69216 - Switching to spectator mode while fishing keeps rod cast MC-73881 - Summoning monsters in peaceful difficulty spawns monster for 1 tick MC-89142 - Changing jump key to \u0026ldquo;Enter\u0026rdquo; let player jump after completing chat line MC-94610 - Missing loot table entries for mob heads from charged creepers MC-98200 - All sound sliders except master are ignored by high-volume /playsound MC-98322 - Flying after shifting between Creative/Spectator MC-99785 - You can leash entities in spectator mode MC-119417 - A spectator can occupy a bed if they enter it and then are switched to spectator mode MC-147784 - Fletching table flashes crafting table\u0026rsquo;s GUI for about a second upon right-clicking it in spectator mode MC-160528 - End portals do not negate fall damage MC-163218 - Players with the Sneak option set to \u0026ldquo;Toggle\u0026rdquo; can sneak while in GUIs MC-165991 - TNT explosion no longer shows additional smoke particles since 1.15 Pre-release 1 MC-173730 - Shift-clicking water buckets against a waterloggable block doesn\u0026rsquo;t place the water beside the waterloggable block MC-174759 - Dragon eggs can be teleported to a height below void MC-183776 - After switching game modes using F3+F4, you need to press F3 twice to toggle the debug screen MC-183784 - Visual bug to the Game Mode Switcher debug menu after resizing the window MC-187850 - \u0026ldquo;run_command\u0026rdquo; click_event doesn\u0026rsquo;t work in written books if chat is hidden MC-191669 - Sprinting is disabled when switching your gamemode to spectator while sprinting into a block or general obstruction MC-192907 - The F3 debug menu cannot be toggled while chat is open MC-196443 - When reducedDebugInfo is true, hitting F3+B and F3+G would still tell the player in chat that they are being toggled, despite nothing happening MC-197247 - Using F3+D to clear pending lines keeps the previous delay for a new message MC-203401 - Double-tapping forward button to sprint cannot be disabled/reconfigured MC-217956 - Number keys do not work on the game menu with the debug pie MC-220842 - Opening game mode switcher while spectating a mob with shader effect toggles the effect MC-220913 - Parity issue: Adjusting slider in the sound settings when not being in a world does not play a sound of that category MC-223142 - Player can move while spectating a marker MC-225088 - Overworld surface is darker than before on low brightness MC-232968 - Spectators can prevent the closing animation of a chest/barrel when viewing it at the same time as a non-spectator MC-234479 - You can invite the same player multiple times to your realm even if they\u0026rsquo;ve already received an invitation or have already joined it MC-234737 - Typo in exception message: \u0026ldquo;EmtyPoolElement\u0026rdquo; MC-235780 - The beacon GUI incorrectly displays the \u0026ldquo;Beacon\u0026rdquo; tooltip when the mouse cursor is held over the \u0026ldquo;Done\u0026rdquo; or \u0026ldquo;Cancel\u0026rdquo; buttons MC-236508 - The title within the \u0026ldquo;Add Server\u0026rdquo; menu is displayed as \u0026ldquo;Edit Server Info\u0026rdquo; MC-237016 - The chat delay function continues to print messages despite the game being paused MC-237590 - The word \u0026ldquo;chunks\u0026rdquo; is improperly capitalized within the render and simulation distance sliders MC-237843 - Players can be idle kicked whilst viewing the end credits MC-238146 - When you switch to Spectator mode while sleeping, the night never skips MC-238273 - \u0026ldquo;Locked by another running instance of Minecraft\u0026rdquo; lacks punctuation MC-243759 - Explosions won\u0026rsquo;t damage an entity if the distance to its eyes is 0 MC-249205 - \u0026ldquo;minecraft.used:minecraft.potion\u0026rdquo; increases by a value of two when using water bottles to create mud in creative mode MC-250062 - Several strings throughout the game contain comma splices MC-250193 - Server log does not use the string representation of a player\u0026rsquo;s GameProfile on a disconnect during encryption MC-251407 - Darkness pulsing effect doesn\u0026rsquo;t work in The End MC-254052 - /locate doesn\u0026rsquo;t work outside build limit MC-254668 - Pressing Escape on the death screen\u0026rsquo;s title screen warning respawns the player MC-257540 - Sheep eat half as often as they did before 21w39a MC-257792 - Output slot for trading menu is off-center MC-258191 - Root system feature allows hanging root vertical span of 0, causing error MC-259347 - Height limit warning message is shown when right-clicking the top of a block at the build height limit with a bucket MC-259571 - Last player game mode not saved after player dies or the game is reloaded MC-259673 - Tab selection works differently in world creation and statistics screens MC-259692 - Sneaking and sprinting states are activated or toggled unexpectedly when releasing their input keys while an interface was just previously closed MC-259935 - It can snow even when biome precipitation is set to NONE MC-260591 - \u0026rsquo;execute on origin\u0026rsquo; and \u0026rsquo;execute on owner\u0026rsquo; fail to find the targeted entity when it is in a separate dimension MC-260822 - The \u0026ldquo;Done\u0026rdquo; and \u0026ldquo;Cancel\u0026rdquo; buttons within the beacon GUI no longer display tooltips when the mouse cursor is held over them MC-260920 - Statistics screen columns are not accessible through keyboard navigation MC-261387 - Redundant block_predicate_filter check in mangrove tree placement MC-262000 - Unused texture: misc/white.png MC-262370 - Some multiplayer strings are untranslatable MC-263597 - The ender dragon\u0026rsquo;s respawning noise cannot be turned down by the Hostile Mobs volume slider MC-264962 - Strings that contain two inputs for a given action have inconsistent spacing and apostrophes MC-265290 - Elements within the command block interface are not selected in order when using the TAB key MC-265807 - Mobs don\u0026rsquo;t drown if their Air NBT is less than -19 MC-269838 - Pumpkin seeds drop from sheared pumpkins is hardcoded MC-269839 - Honeycomb drop from sheared bee nests and beehives is hardcoded MC-270172 - Client and server desync for hooked players when changing gamemode to spectator MC-270190 - Hovering over banner patterns in the loom UI does not display tooltips MC-270669 - Incorrect argument order in translation key argument.block.property.novalue MC-270918 - Loot tables for mob heads are missing copy_components loot function for custom_name MC-272584 - Fireballs redirected by explosions caused by player owned entities no longer carry player ownership MC-273894 - Some non-persistent mobs in spawn chunks continue to count towards mob cap when far away MC-273943 - Sweet berries drop from harvested bushes is hardcoded MC-275244 - Setting \u0026ldquo;width_smoothness\u0026rdquo; in file configured_carver to 0 causes the game to freeze or crash MC-275432 - Subtitles are difficult to see within screens MC-276431 - Dragon egg teleports above the build height limit and deletes itself MC-276568 - Mipmapped versions of the armor trims atlas are generated MC-276629 - Glow berries drop from cave vines appears to be hardcoded MC-276759 - Scute drop from brushing armadillos is hardcoded MC-276826 - Entity models render completely white in GUI screens while affected by glowing and invisibility at the same time MC-276931 - Enchanted books have the wrong rarity MC-277447 - Minecraft generates mipmapped textures for chests, but does not use them MC-277450 - Minecraft generates mipmapped textures for shulker boxes, but does not use them MC-277470 - Minecraft generates mipmapped textures for beds, but does not use them MC-277471 - Minecraft generates mipmapped textures for signs, but does not use them MC-277473 - Minecraft generates mipmapped textures for decorated pots, but does not use them MC-277481 - Minecraft generates mipmapped textures for banners, but does not use them MC-277483 - Minecraft generates mipmapped textures for shields, but does not use them MC-277661 - Constantly rotating the player to their current rotation using /rotate produces jittery camera movement MC-277770 - Processor type block_age always modifies slabs property \u0026ldquo;type\u0026rdquo; to bottom MC-277975 - The first line of the command execution warning in an item\u0026rsquo;s tooltip is missing punctuation MC-278435 - Mushroom Fields biome doesn\u0026rsquo;t generate pumpkin patches despite being specified in vanilla datapack MC-278550 - While flying in creative or spectator mode, the surface of water can prevent you from sprinting MC-278965 - Cherry Grove is not part of the #stronghold_biased_to tag MC-279123 - Some strings that reference Minecraft Realms use inconsistent or missing verb forms MC-279153 - Some strings that mention the base values of attributes are missing articles MC-279173 - The \u0026ldquo;chat.disabled.invalid_command_signature\u0026rdquo; string is missing an article before the word \u0026ldquo;Command\u0026rdquo; MC-279174 - The \u0026ldquo;gamerule.spawnChunkRadius.description\u0026rdquo; string is missing an article before the word \u0026ldquo;Amount\u0026rdquo; MC-279175 - Some multiplayer disconnection strings are missing articles and demonstratives MC-279176 - The \u0026ldquo;gamerule.commandModificationBlockLimit.description\u0026rdquo; string is missing an article before the word \u0026ldquo;Number\u0026rdquo; MC-279212 - Some narration strings are missing articles and possessive determiners MC-279548 - TNT minecart does not remember ignition source when exploding from a fall MC-279793 - Mounting horses, donkeys, mules, zombie horses, skeleton horses, and camels no longer forces you to face forward MC-289348 - Ender pearls stop loading chunks in The End after relog, if there are no players in that dimension MC-295829 - Test instance block GUI uses \u0026ldquo;Batch\u0026rdquo; instead of \u0026ldquo;Environment\u0026rdquo; MC-295841 - Interactive collision check path is broken MC-296054 - Fast non-projectile entity movements may fail to apply block effects from blocks around the starting position when moving in positive directions MC-296055 - Slow non-projectile entity movements may fail to apply block effects from origin block MC-296057 - Sideways non-projectile movements may fail to apply block effects from blocks around start of sideways motion MC-296129 - The sunrise/sunset effect flickers on Intel graphics of Gen9 architecture MC-296372 - Teleport duration is unreliable as of 1.21.5 MC-296789 - The color of text within the test instance block interface is inconsistent with other similar interfaces MC-296897 - Fast moving entities freeze the server which causes watchdog crash x2 MC-297126 - \u0026ldquo;Failed to read field\u0026hellip;\u0026rdquo; error spam when upgrading a 25w15a or 25w16a world MC-297496 - Text inside the middle of the java realms information box completely disappears when selected MC-297593 - Cauldrons now apply the effect of the substance they\u0026rsquo;re filled with when contacted from the underside MC-297898 - Entering a dialog temporarily closes the chat and clears anything the player was currently typing MC-298274 - Certain invalid commands give \u0026ldquo;see below for error\u0026rdquo; with no additional information MC-298605 - When creating a Water World superflat world, the player spawns at the bottom of the sea MC-298732 - The cursor is no longer shown at the end of lines that aren\u0026rsquo;t the final one MC-298805 - Axes disable shields even when the shield does not block the attack MC-298883 - The active world slot is not highlighted when selected via TAB navigation in Realms MC-299067 - Arrows can lose ownership on disconnection in multiplayer MC-299105 - Tears and Lava Chicken music disc \u0026lsquo;desc\u0026rsquo; translations are unused MC-299115 - Arrows lose their owner tag when deflected while the owner is offline MC-299314 - Breaking jukeboxes in certain ways doesn\u0026rsquo;t stop the music MC-299450 - You can no longer double-click to select characters in the book and quill interface MC-299451 - Pages in book and quills are no longer automatically focused when switching pages MC-299548 - \u0026ldquo;run_command\u0026rdquo; dialog actions don\u0026rsquo;t work if chat is hidden MC-299566 - The cursor in the book and quill interface is positioned too far to the left MC-299627 - Entity interpolation for high speed projectiles is wildly inaccurate MC-299628 - Mounted players/mobs trigger sculk sensors on world load MC-299770 - Chunks loaded by ender pearls permanently unload upon player death even when enderPearlsVanishOnDeath is set to false MC-299782 - Zombie villagers saved in jigsaw structures forget their biome variant and profession upon world generation MC-299823 - Minecraft shaders cause C7050 warnings MC-299837 - Running two or more /rotate commands in the same tick only applies the rotation of the last command MC-299872 - The freezing overlay flashes when a freezing player touches fire MC-299873 - Selection boxes of plain messages within dialogs can get cut off MC-299896 - You can switch the worlds of expired realms to empty slots, which misleadingly prompts world creation despite no active realms subscription MC-299913 - The \u0026ldquo;You don\u0026rsquo;t seem to have a Realm\u0026hellip;\u0026rdquo; focusable text widget now has a black background MC-300021 - Some elements of the villager interface are now rendered above the cursor item MC-300034 - Dolphins can ride boats MC-300092 - F3 pie chart particle entries are missing names MC-300340 - Continuously clicking \u0026ldquo;Continue\u0026rdquo; on the welcome page resets the button disappearance animation progress MC-300457 - Dialog is unescapable when action or exit_action is set to run_command with a command that would produce a signed chat message MC-300856 - I-beam cursor in book signing screen has wrong color MC-301447 - Items with plain-String names created before 1.20.4 cause DFU JSON exception when loaded MC-301494 - Falling particles no longer appear from floating sand or gravel MC-301510 - GUI sprites nine slice performance regression MC-301619 - Game mode translation key is used in the console message sent when a player tries to switch their game mode without permission MC-301770 - The below_name plate is not displayed higher for players and mannequins named “deadmau5” MC-301883 - Entities going through portals with their Motion set to more than 10 on an axis have their Motion tag reset Get the Release # To install the Release, open up the [Minecraft Launcher](/content/minecraft- net/language-masters/download.html) and click play! Make sure your Launcher is set to the \u0026ldquo;Latest Release” option.\nCross-platform server jar:\nMinecraft server jar Report bugs here:\nMinecraft issue tracker! Want to give feedback?\nFor any feedback and suggestions, head over to the Feedback site. If you\u0026rsquo;re feeling chatty, join us over at the official Minecraft Discord. ","date":"1 October 2025","externalUrl":null,"permalink":"/changelog/1.21.9/1.21.9/","section":"Changelog Übersicht","summary":"","title":"1.21.9 Changelog","type":"changelog"},{"content":" News We are now releasing the first, and hopefully only, release-candidate for 1.21.9. If all goes well, no further changes will be made before the full release. Happy mining!\nFixed bugs in 1.21.9 Release Candidate 1 # MC-302243 Creakings can spawn with the \u0026ldquo;spawnMonsters\u0026rdquo; game rule set to false MC-302278 The texture in the middle of conduits is upside down ","date":"25 September 2025","externalUrl":null,"permalink":"/changelog/1.21.9/1.21.9-rc1/","section":"Changelog Übersicht","summary":"","title":"1.21.9-rc1 Changelog","type":"changelog"},{"content":" News Here is another Pre-Release for 1.21.9 with more bugfixes!\nChanges # UI # Debug Options screen is now accessible using F3 + F6, instead of the previous F3 + F5 because apple is stupid Fixed bugs in 1.21.9 Pre-Release 4 # MC-300216 - The new F3 + F5 debug settings menu does not open on Mac keyboards MC-301735 - Server Management Protocol Kick command parameter mis match MC-302039 - Conduits don\u0026rsquo;t have the block-breaking animation. MC-302119 - Shield with patterns has no enchantment glint when enchanted MC-302130 - Mobs have visual glitches all over them MC-302170 - Player Heads do not Glow MC-302240 - Bugs on ranged weapons ","date":"23 September 2025","externalUrl":null,"permalink":"/changelog/1.21.9/1.21.9-pre4/","section":"Changelog Übersicht","summary":"","title":"1.21.9-pre4 Changelog","type":"changelog"},{"content":" News We\u0026rsquo;ll kick the week off with a third pre-release for the Copper Age Drop. This pre-release includes a performance update and bug fix for the copper golem.\nFixed bugs in 1.21.9 Pre-Release 3 # MC-301963 - Copper golems cause huge lag spikes when checking chests MC-301990 - Copper golem statues cause culling issues when placed above certain blocks ","date":"22 September 2025","externalUrl":null,"permalink":"/changelog/1.21.9/1.21.9-pre3/","section":"Changelog Übersicht","summary":"","title":"1.21.9-pre3 Changelog","type":"changelog"},{"content":" News We heard Friday would be a Pre-tty cool day to release the second Pre-Release for Minecraft: Java Edition 1.21.9, so here we are! This pre-release contains fixes to various issues introduced in previous snapshots, as well as a missed bump to the Data Pack \u0026gt; major version.\nHappy Crafting!\nChanges # Copper Golems werden nun trotzdem oxidieren auch wenn die gamerule doDaylightCycle deaktiviert ist Das Copper Golem\u0026rsquo;s verhalten wurde angepasst um mit Bedrock in parity zu sein Copper Golems müssen nun nicht mehr in der mitte eines blocks stehen um in Statuen verwandelt zu werden Copper Golems haben nun die chance sich in statuen zu verwandeln sobald sie die letze oxidazions stufe erreicht haben [Hover] Technical Changes # The Data Pack version is now 88.0, to match the breaking change to /setworldspawn and /spawnpoint in the 1.21.9-pre1 Fixed bugs in 1.21.9 Pre-Release 2 # MC-300362 - Copper golems do not oxidize when doDaylightCycle is disabled MC-301566 - Occasional sound crash on resource pack reload MC-301706 - Server Management Protocol does not support parameters as object (by-name) MC-301770 - The below_name plate is not displayed higher for players and mannequins named “deadmau5” MC-301963 - Copper golems cause huge lag spikes when checking chests MC-302088 - Oxidized Copper Golems take an extremely long time to turn into a statue MC-302112 - Posed mannequins don\u0026rsquo;t use the correct hitbox MC-302117 - Text display billboarding is broken MC-302120 - Dimension-specific world spawn point causes mob spawning in other dimensions to fail MC-302148 - Copper Golem does not get close enough to search the chest, getting permanently stuck MC-302164 - Breaking change to /setworldspawn and /spawnpoint in minor datapack version ","date":"19 September 2025","externalUrl":null,"permalink":"/changelog/1.21.9/1.21.9-pre2/","section":"Changelog Übersicht","summary":"","title":"1.21.9-pre2 Changelog","type":"changelog"},{"content":" News Oh, how we have yearned for the shipping room! We\u0026rsquo;re back with our first snapshot release of the season, bringing you a big bundle of features from our third game drop of the year. Test the copper golem and copper chest for a tidier, livelier base, and watch your helper oxidize and turn into a statue, complete with adorable, redstone signal-emitting poses. Build functional decor using the brand-new shelves and try out copper weapons, tools and armor. To top it off, this release also includes copper horse armor and oxidizing lightning rods, in addition to a slew of bug fixes and technical changes.\nNew Features # Added Copper Chest Added Copper Golem Added Copper Golem Statue Block Added Copper Equipment Added Shelf Copper Chest # Copper Chests oxidieren über Zeit und können gewachst werden wie alle andere Copper Blocks um das oxidieren zu Pausieren\nCopper Chests können mit einer Normalen Chest und 8 Copper Ingots gecraftet werden\nCopper Golem # Copper Golem is a new mob which can be spawned by placing a Jack o\u0026rsquo;Lantern or Carved Pumpkin on top of a Copper block Copper Golem oxidize over time and can be waxed like Copper blocks If the Copper Golem has fully oxidized and is not waxed it will turn into a Copper Golem Statue Block When turned into a Copper Golem Statue the Copper Golem will drop any item it may be holding A Copper Golem turned into a Copper Golem Statue will keep its name if named with a Name Tag Copper Golem can help with sorting items into Chests Interacting with the Copper Golem with an empty hand will make it drop its carried item Copper Golem Item Sorting # If the Copper Golem is not holding an item, it will look for nearby Copper Chests to try to pick up an item The Copper Golem will look in any oxidized and waxed Copper Chest variant to pick up items It can pick up at most 16 items in a stack at a time Any item in a Copper Chest can be picked up If the Copper Golem is holding an item, it will look for nearby Chests to try to place the item in The Copper Golem will look in Chests and Trapped Chests to try to place items It can place an item in a Chest if it\u0026rsquo;s empty, or if it contains the same type of item that it is holding in its hand The Copper Golem will visit at most 10 Chests or Copper Chests in sequence to try to pick up or place an item If no matching chest is found the Copper Golem will idle for 7 seconds before trying again The search area for chests from the Copper Golem\u0026rsquo;s position is horizontally 32 blocks and vertically 8 blocks Copper Golem Statue Block # The Copper Golem Statue Block is a new type of decorative block which has waxed and oxidized variants The Copper Golem Statue Block oxidizes over time and can be waxed like Copper blocks The pose of the block can be changed by interacting with it If the Copper Golem Statue Block has no oxidation when interacted with using an Axe the block will turn into a Copper Golem Each pose emits a Redstone comparator signal Lightning Rod # Lightning Rods now oxidize like other Copper Blocks and the Lightning Rod on the Copper Golem Copper Equipment # Added Copper Nugget # Added Copper armor # Added Copper Helmet, Copper Chestplate, Copper Leggings and Copper Boots Copper armor has higher durability than leather and gold Copper armor has slightly less enchantability than iron Added Copper tools and weapons # Added Copper Axe, Copper Hoe, Copper Pickaxe, Copper Shovel and Copper Sword Copper tools and weapons do the same amount of damage as stone, but have higher durability Copper tools work faster and last longer than stone Copper tools have higher enchantability than diamond, but slightly less than iron Copper equipment can be crafted using Copper Ingots Copper equipment can be repaired with Copper Ingots Copper equipment turns into a Copper Nugget when smelted Added Copper Horse Armor Has the same loot table and chance of generating as Iron Horse Armor Armor toughness: 4 Shelf # The Shelf is a new type of decorative block which comes in the following variants: Spruce\nBirch\nJungle\nAcacia\nDark Oak\nMangrove\nCherry\nPale Oak\nBamboo\nCrimson\nWarped\nThe Shelf can be crafted from six matching blocks of any Stripped Log, Stripped Stem or Block of Stripped Bamboo, filling the top and bottom row\nThis recipe produces 6 Shelves\nThe Shelf can store up to 3 item stacks:\nInteracting with any of the 3 slots on its front swaps the player\u0026rsquo;s main hand item with the content of that slot The Shelf displays all items it contains in front of it, similar to an Item Frame While a Shelf is powered by Redstone, its front texture changes to reflect that it\u0026rsquo;s powered; when placed next to each other, up to 3 powered Shelves will connect\nInteracting with a single powered Shelf swaps all its contents with the 3 rightmost items in the player\u0026rsquo;s hotbar Interacting with two connected Shelves swaps their contents with the 6 rightmost items in the player\u0026rsquo;s hotbar Interacting with three connected Shelves swaps their contents with all items in the player\u0026rsquo;s hotbar It does not matter which of the connected Shelves the player interacts with Accessibility # The \u0026ldquo;Attack/Destroy\u0026rdquo; and \u0026ldquo;Use Item/Place Block\u0026rdquo; keybinds are now toggleable, meaning they can be set to either \u0026ldquo;Hold\u0026rdquo; or \u0026ldquo;Toggle\u0026rdquo; in the Controls screen Added \u0026ldquo;Invert Mouse X\u0026rdquo; option to the Mouse Settings screen, which inverts the mouse x-axis Added \u0026ldquo;Sprint Window\u0026rdquo; option to the Controls screen, which represents the time window in ticks where double-tapping the forward key activates sprint Changes # Monster Spawn Eggs now have a tooltip warning when the difficulty is set to Peaceful The mob no longer spawns for one tick when an attempt is made to use the Spawn Egg The debug screen was reworked to be less cluttered and more configurable Changes to world loading and the \u0026ldquo;Spawn Chunks\u0026rdquo; A dimension that has any player activity, forceloaded chunks, active portals, or Ender Pearls in flight will be considered \u0026ldquo;active\u0026rdquo; and will keep processing chunks and entities Previously, this would only apply if a player was in the dimension or a chunk was forceloaded World Loading and Spawn Chunks # The concept of fixed \u0026ldquo;Spawn Chunks\u0026rdquo; has been removed The game will ensure that the following chunks are fully loaded before the player joins or the server starts, in the same way as spawn chunks formerly were: Chunks loaded by the forceload command Chunks active due to portal activity Ender Pearls thrown in Singleplayer (Singleplayer only) The small area of chunks around the player (Singleplayer only) Chunks required to assign the global world spawn (World creation only) The world loading screen now shows the chunks that the player is about to be placed into, rather than chunks loaded around world spawn The loading screen additionally now includes a progress bar This progress bar accounts for all kinds of chunk loading as mentioned above Developer's Note: Developer’s Note: Spawn chunks incur a memory and performance cost for all players and have outlived their initial technical purpose of keeping the spawn area ready for players to quickly join into. However, we also want to recognise that spawn chunks have enabled a multitude of clever contraptions and farms throughout the years, so simply removing them without having other mechanics in the game enable these designs was never an option. We believe that the niche held by spawn chunks has now been filled by alternative methods of chunk loading, such as using portals or ender pearls, particularly with the changes in this snapshot to how the game loads these chunks before the world starts ticking. Sounds # Happy ghast is now audible from 64 blocks Sounds for chests now plays at a lower volume The volume at which a sound is played at now respects the sound source volume value The \u0026ldquo;Voice/Speech\u0026rdquo; sound source has been rephrased to \u0026ldquo;Narrator/Voice\u0026rdquo; UI # Debug Screen # The debug screen is accessible by pressing F3, as before It can now be accessed from everywhere in the game, not only when in a game world It now displays less information by default Added a new Debug Options screen which can be opened by pressing F3 + F5 It can be used to configure which debug information should be displayed For each item you can choose if it should be turned off, visible when the debug screen (F3) is open, or it should always be visible, even when the debug screen is closed Some debug features that were previously available, like chunk border rendering or entity hitbox rendering, can now be toggled through this debug options screen Some debug features that were not previously available to the community, like Octree visualization, are now accessible through the debug options screen The state of the debug options screen is saved between the launches of the game The debug options screen has the following preset profiles: Default resets everything to the default state Performance shows simple performance metrics, including the FPS meter always visible on screen Developer's Note: Previously the information gathering every frame to render the F3 screen had a significant performance cost. So opening the screen to check you FPS noticably dropped the FPS. Now checking your FPS in `Performance` profile should not affect game performance. Accessibility # A button leading to the Controls screen has been added to the Accessibility Settings screen\nThe \u0026ldquo;Auto-Jump\u0026rdquo; option, as well as the \u0026ldquo;Sneak\u0026rdquo; and \u0026ldquo;Sprint\u0026rdquo; toggles have been removed from the Accessibility Settings screen The \u0026ldquo;Show Subtitles\u0026rdquo; option has been rephrased to \u0026ldquo;Closed Captions\u0026rdquo; to more accurately describe what it does\nDye Colors now have updated icons\nThe goal with these is to enhance visual cohesion across the dye set while maintaining distinct shapes to support colorblind accessibility Performance Improvements # Entity rendering order was improved for significantly better performance You’ll notice much smoother gameplay in areas with lots of mobs, like mob farms FPS won’t improve much if most of your lag comes from things other than entities, like playing with high render distance while not being near many mobs Developer's Note: This change is quite big, and we would not be surprised if we introduced some ordering issues with this. For example, some part of some mob rendering too early or too late and is not visible or is visually broken. Please play around with this and report the bugs you encounter! Technical Changes # Pack versions now have minor versions The Data Pack version is now 82.0 The Resource Pack version is now 65.0 Pack Formats # The pack versions for data packs and resource packs now have minor versions A minor version increment of the game\u0026rsquo;s pack version is backwards-compatible, meaning all packs made for previous iterations of the same major version will keep working Packs can set compatibility requirements on minor versions in case they rely on resources introduced in a minor version Pack Metadata # The pack.mcmeta format has been updated:\nThe supported_formats field has been removed If your pack declares support for a pack version with the previous format (data pack \u0026lt; 82, resource pack \u0026lt; 65), it is still required Otherwise, it is not allowed and must be removed The pack_format field is now optional If your pack declares support for a pack version with the previous format (data pack \u0026lt; 82, resource pack \u0026lt; 65), it is still required Added required field min_format - specifies the minimum version supported A full version is specified as a list of two integers, e.g [74, 1] Specifying a single integer is interpreted as that major version, e.g. 74 is the same thing as [74, 0] Specifying a list of a single integer is interpreted the same as specifying that integer alone Added required field max_format - specified the maximum version supported A full version is specified as a list of two integers, e.g [74, 1] Specifying a single integer is interpreted as any minor version, i.e. the minor version is 0x7fffffff Specifying a list of a single integer is interpreted the same as specifying that integer alone For overlay entries: The formats field has been removed If your pack includes any overlay range that includes a pack version with the previous format (data pack \u0026lt; 82, resource pack \u0026lt; 65), it is still required for all overlay definitions Otherwise, it is not allowed and must be removed Added required field min_format and max_format with the same formats the fields above with the same name for the pack section Example:\n{ \u0026#34;pack\u0026#34;: { \u0026#34;description\u0026#34;: \u0026#34;new pack.mcmeta example\u0026#34;, \u0026#34;min_format\u0026#34;: 69, \u0026#34;max_format\u0026#34;: 99 } } Data Pack Version 82.0 # Commands # The summon command now fails when trying to summon monsters while the difficulty is set to Peaceful Game Rules # Removed spawnChunkRadius game rule Data Components # blocks_attacks Item Component # If the damage reduced in an attack is 0, for example by angle threshold not matching, the item can no longer get disabled in the attack, nor cause knockback due to blocking Loot Tables # Added minecraft:entity_interact loot table type which takes the following parameters: target_entity, the entity being interacted with interacting_entity, the optional entity that is interacting with the target_entity tool, the tool used to interact with target_entity Added minecraft:block_interact loot table type which takes the following parameters: block_state, the block state of the block entity being interacted with block_entity, the optional block entity being interacted with interacting_entity, the optional entity that is interacting with the block_state tool, the optional tool used to interact with block_state Fields that specify a target entity in a loot table, such as entity_properties.entity, can additionally target the target_entity and interacting_entity parameter types Added charged_creeper/root loot table for drops when an entity is killed by a Charged Creeper This loot table dispatches on the mob that was killed, to the following loot tables: charged_creeper/piglin charged_creeper/creeper charged_creeper/skeleton charged_creeper/wither_skeleton charged_creeper/zombie Once any mob killed drops an item from this loot table, other mobs killed by the same Creeper will not drop from this loot table Added brush/armadillo loot table for drops when an Armadillo is brushed Added gameplay/turtle_grow loot table for drops when a Turtle grows into an adult Added harvest/beehive loot table for drops when a Beehive or Bee Nest is harvested using Shears Added harvest/cave_vine loot table for drops when a Cave Vine with Glowberries is harvested by interacting with it Added carve/pumpkin loot table for drops when a Pumpkin is carved using Shears World Generation # The initial_density_without_jaggedness field in noise_settings definitions has been replaced with a preliminary_surface_level field initial_density_without_jaggedness was a 3D density function that was used to determine an approximate surface level by scanning for the first point with a density greater than 0.390625 preliminary_surface_level is a 2D density function that should produce the y-level of the approximate surface The minecraft:find_top_surface density function can be used to replicate the previous scanning Density Functions # Added minecraft:find_top_surface # Approximates the topmost surface of a given density function It scans from an upper bound to a lower bound to find the point at which the density changes from negative to positive The upper bound should be as close to the actual surface for best performance The upper bound should never be lower than the actual surface Fields:\ndensity - density function to approximate the surface of upper_bound - 2D density function providing the highest possible y-value lower_bound - integer, lowest possible y-value cell_height - positive integer defining the grid resolution on which to scan Added minecraft:invert # Resolves to 1/argument Fields:\nargument - density function Jigsaw Structures # The max_distance_from_center field may now specify a different restriction on the vertical axis from horizontal This can be specified by an object with fields: horizontal - required integer between 1 and 128 vertical - optional integer between 1 and 4096 (default: 4096) e.g: \u0026quot;max_distance_from_center\u0026quot;: { \u0026quot;horizontal\u0026quot;: 20, \u0026quot;vertical\u0026quot;: 500 } The previous format of a single inline value specifying both horizontal and vertical distance is still supported Tags # Block Tags # Added #copper_chests - all Copper Chest blocks Added #copper - all Copper blocks Added #incorrect_for_copper_tool - all blocks which will not drop items with a copper tool Added #copper_golem_statues - all Copper Golem Statue blocks Item Tags # Added #copper_chests - all Copper Chest block items Added #copper - all Copper block items Added #copper_tool_materials - all copper tool materials Added #repairs_copper_armor - all items which repair copper armor Added #copper_golem_statues - all Copper Golem Statue block items Resource Pack Version 65.0 # Block Sprites # Added new block sprites: copper copper_left copper_right exposed_copper exposed_copper_left exposed_copper_right weathered_copper weathered_copper_left weathered_copper_right oxidized_copper oxidized_copper_left oxidized_copper_right acacia_shelf bamboo_shelf birch_shelf cherry_shelf crimson_shelf dark_oak_shelf jungle_shelf mangrove_shelf oak_shelf pale_oak_shelf spruce_shelf warped_shelf Entity Sprites # Added new entity sprites: copper_golem exposed_copper_golem weathered_copper_golem oxidized_copper_golem copper_golem_eyes exposed_copper_golem_eyes weathered_copper_golem_eyes oxidized_copper_golem_eyes Item Sprites # Added new item sprites: copper_axe copper_boots copper_chestplate copper_golem_spawn_egg copper_helmet copper_hoe copper_leggings copper_nugget copper_pickaxe copper_shovel copper_sword Sound Events # Added new sound events: block.copper_chest.open block.copper_chest.close block.copper_chest_weathered.open block.copper_chest_weathered.close block.copper_chest_oxidized.open block.copper_chest_oxidized.close Regular Copper Golem\nentity.copper_golem.step entity.copper_golem.hurt entity.copper_golem.death entity.copper_golem.spin Weathered Copper Golem\nentity.copper_golem_weathered.step entity.copper_golem_weathered.hurt entity.copper_golem_weathered.death entity.copper_golem_weathered.spin Oxidized Copper Golem\nentity.copper_golem_oxidized.step entity.copper_golem_oxidized.hurt entity.copper_golem_oxidized.death entity.copper_golem_oxidized.spin item.armor.equip_copper\nentity.copper_golem.spawn entity.copper_golem.no_item_get entity.copper_golem.no_item_not_get entity.copper_golem.item_drop entity.copper_golem.item_no_drop entity.copper_golem_become_statue block.copper_golem_statue.break block.copper_golem_statue.place block.copper_golem_statue.hit block.copper_golem_statue.fall\nblock.copper_golem_statue.step\nblock.shelf.activate block.shelf.deactivate block.shelf.multi_swap block.shelf.place_item block.shelf.single_swap Shaders \u0026amp; Post-process Effects # Developer's Note: Although it is possible in Resource Packs, overriding Core Shaders is considered as unsupported and not an intended Resource Pack feature. These shaders exist as part of the internal implementation of the game, and as such, may change at any time as the game's internals evolve. We understand that overriding Core Shaders is used for very cool Resource Pack features, many of which lack supported alternatives. We would like to provide better, supported alternatives in the future. Changes to Full Screen Passes # The following vertex shaders have been removed, and replaced by core/screenquad.vsh:\ncore/blit_screen.vsh post/blit.vsh post/blur.vsh post/invert.vsh post/sobel.vsh post/screenquad.vsh Vertex shaders for post-processing effects, as well as lightmap generation and full screen blits are no longer are passed the Position attribute, and instead must assign vertex coordinates by gl_VertexID\nThese passes furthermore are only executed with 3 vertices, instead of a full quad\nFixed bugs in 25w31a # MC-46634 - Thunder volume is not affected by weather volume settings MC-73881 - Summoning monsters in peaceful difficulty spawns monster for 1 tick MC-89142 - Changing jump key to \u0026ldquo;Enter\u0026rdquo; let player jump after completing chat line MC-94610 - Missing loot table entries for mob heads from charged creepers MC-98200 - All sound sliders except master are ignored by high-volume /playsound MC-183776 - After switching game modes using F3+F4, you need to press F3 twice to toggle the debug screen MC-192907 - The F3 debug menu cannot be toggled while chat is open MC-196443 - When reducedDebugInfo is true, hitting F3+B and F3+G would still tell the player in chat that they are being toggled, despite nothing happening MC-197247 - Using F3+D to clear pending lines keeps the previous delay for a new message MC-203401 - Double-tapping forward button to sprint cannot be disabled/reconfigured MC-220842 - Opening game mode switcher while spectating a mob with shader effect toggles the effect MC-234479 - You can invite the same player multiple times to your realm even if they\u0026rsquo;ve already received an invitation or have already joined it MC-235780 - The beacon GUI incorrectly displays the \u0026ldquo;Beacon\u0026rdquo; tooltip when the mouse cursor is held over the \u0026ldquo;Done\u0026rdquo; or \u0026ldquo;Cancel\u0026rdquo; buttons MC-237016 - The chat delay function continues to print messages despite the game being paused MC-237843 - Players can be idle kicked whilst viewing the end credits MC-259692 - Sneaking and sprinting states are activated or toggled unexpectedly when releasing their input keys while an interface was just previously closed MC-259935 - It can snow even when biome precipitation is set to NONE MC-260822 - The \u0026ldquo;Done\u0026rdquo; and \u0026ldquo;Cancel\u0026rdquo; buttons within the beacon GUI no longer display tooltips when the mouse cursor is held over them MC-261387 - Redundant block_predicate_filter check in mangrove tree placement MC-262000 - Unused texture: misc/white.png MC-263597 - The ender dragon\u0026rsquo;s respawning noise cannot be turned down by the Hostile Mobs volume slider MC-269838 - Pumpkin seeds drop from sheared pumpkins is hardcoded MC-269839 - Honeycomb drop from sheared bee nests and beehives is hardcoded MC-270918 - Loot tables for mob heads are missing copy_components loot function for custom_name MC-275244 - Setting \u0026ldquo;width_smoothness\u0026rdquo; in file configured_carver to 0 causes the game to freeze or crash MC-275432 - Subtitles are difficult to see within screens MC-276568 - Mipmapped versions of the armor trims atlas are generated MC-276629 - Glow berries drop from cave vines appears to be hardcoded MC-276759 - Scute drop from brushing armadillos is hardcoded MC-277447 - Minecraft generates mipmapped textures for chests, but does not use them MC-277450 - Minecraft generates mipmapped textures for shulker boxes, but does not use them MC-277470 - Minecraft generates mipmapped textures for beds, but does not use them MC-277471 - Minecraft generates mipmapped textures for signs, but does not use them MC-277473 - Minecraft generates mipmapped textures for decorated pots, but does not use them MC-277481 - Minecraft generates mipmapped textures for banners, but does not use them MC-277483 - Minecraft generates mipmapped textures for shields, but does not use them MC-277770 - Processor type block_age always modifies slabs property \u0026ldquo;type\u0026rdquo; to bottom MC-278965 - Cherry Grove is not part of the #stronghold_biased_to tag MC-279793 - Mounting horses, donkeys, mules, zombie horses, skeleton horses, and camels no longer forces you to face forward MC-289348 - Ender pearls stop loading chunks in The End after relog, if there are no players in that dimension MC-297593 - Cauldrons now apply the effect of the substance they\u0026rsquo;re filled with when contacted from the underside MC-298274 - Certain invalid commands give \u0026ldquo;see below for error\u0026rdquo; with no additional information MC-298732 - The cursor is no longer shown at the end of lines that aren\u0026rsquo;t the final one MC-298805 - Axes disable shields even when the shield does not block the attack MC-298883 - The active world slot is not highlighted when selected via TAB navigation in Realms MC-299450 - You can no longer double-click to select characters in the book and quill interface MC-299451 - Pages in book and quills are no longer automatically focused when switching pages MC-299566 - The cursor in the book and quill interface is positioned too far to the left MC-299628 - Mounted players/mobs trigger sculk sensors on world load MC-299782 - Zombie villagers saved in jigsaw structures forget their biome variant and profession upon world generation MC-299896 - You can switch the worlds of expired realms to empty slots, which misleadingly prompts world creation despite no active realms subscription MC-300021 - Some elements of the villager interface are now rendered above the cursor item ","date":"19 September 2025","externalUrl":null,"permalink":"/changelog/1.21.9/25w31a/","section":"Changelog Übersicht","summary":"","title":"25w31a Changelog","type":"changelog"},{"content":" News Another Tuesday, another Snapshot release! Alongside technical updates and bug fixes, this week we\u0026rsquo;re introducing a copper-y collection of goodies from our third game drop of the year: Build with copper torches, lanterns, chains, and bars – and watch them develop that stunning signature patina. With this week\u0026rsquo;s release, you\u0026rsquo;ll also find that items displayed in shelves have learned the noble art of sitting down.\nNew Features # Added Copper Decorations # Added Copper Torch # A green variant of the Torch Functionally identical to the Torch Can be crafted with the following recipe: Added Copper Bars # Functions like the existing Iron Bars block oxidizes over time Can be crafted with the following recipe: 16 Added Copper Chain # Functions like the existing Chain block (now renamed to Iron Chain) oxidizes over time Can be crafted with the following recipe: Added Copper Lantern # The lantern itself oxidizes, changing its look as it ages Functionally identical to the Lantern Can be crafted with the following recipe: Changes # The Chain block has been renamed to \u0026ldquo;Iron Chain\u0026rdquo; Minor Tweaks to Blocks, Items and Entities # Items on the Shelf have been repositioned to sit on the Shelf All Copper Golem Statues now always drop as item when mined All Copper Golem Statues now pop off as an item when pushed by a piston Recipes # Changed the Copper Trapdoor recipe to use 4 Copper Ingots instead of 6 Technical Changes # The Data Pack version is now 83.0 The Resource Pack version is now 65.1 Added a way to use GUI and item sprites in text Data Pack Version 83.0 # Entity Data # copper_golem # The weather_state field now expects a string id instead of integer id 0 -\u0026gt; unaffected 1 -\u0026gt; exposed 2 -\u0026gt; weathered 3 -\u0026gt; oxidized Text rendering # object Text Component # New text component with type object has been added This component will display a single sprite from sprite atlas as a character Sprites are always rendered as a rectangle, 8x8 pixels in size Format: atlas - namespaced ID of a sprite atlas, default value: minecraft:blocks sprite - namespaced ID of a sprite in atlas, for example item/porkchop /title @p title {\"sprite\":\"block/crafting_table_top\",\"atlas\":\"minecraft:blocks\"} /title @p title {\"sprite\":\"block/fire_1\",\"atlas\":\"minecraft:blocks\"} /title @p title {\"sprite\":\"container/cartography_table/map\",\"atlas\":\"minecraft:gui\"} General note about atlas contents:\nSprite Atlases contain textures for items, blocks, mob effects, GUI elements, etc. Contents are controlled by files in assets/minecraft/atlases/ directory in a resource pack Current contents can be reviewed with the F3+S key combination Loot Tables # Added harvest/sweet_berry_bush loot table for drops when a Sweet Berry Bush with Sweet Berries is harvested by interacting with it Tags # Block Tags # Added #chains - all Chain blocks Added #lanterns - all Lantern blocks Added #bars - all Bar blocks Item Tags # Added #chains - all Chain block items Added #lanterns - all Lantern block items Added #bars - all Bar block items Resource Pack Version 65.1 # Block Sprites # Added new block sprites:\ncopper_bars copper_chain copper_lantern copper_torch exposed_copper_bars exposed_copper_chain exposed_copper_lantern exposed_copper_torch oxidized_copper_bars oxidized_copper_chain oxidized_copper_lantern oxidized_copper_torch weathered_copper_bars weathered_copper_chain weathered_copper_lantern weathered_copper_torch Item Sprites # Added new item sprites:\ncopper_chain copper_lantern exposed_copper_chain exposed_copper_lantern oxidized_copper_chain oxidized_copper_lantern weathered_copper_chain weathered_copper_lantern Particles # Added new particle:\ncopper_fire_flame Fixed bugs in 25w32a # MC-163218 - Players with the Sneak option set to \u0026ldquo;Toggle\u0026rdquo; can sneak while in GUIs MC-174759 - Dragon eggs can be teleported to a height below void MC-257540 - Sheep eat half as often as they did before 21w39a MC-273943 - Sweet berries drop from harvested bushes is hardcoded MC-276431 - Dragon egg teleports above the build height limit and deletes itself MC-279548 - TNT minecart does not remember ignition source when exploding from a fall MC-295841 - Interactive collision check path is broken MC-296054 - Fast non-projectile entity movements may fail to apply block effects from blocks around the starting position when moving in positive directions MC-296055 - Slow non-projectile entity movements may fail to apply block effects from origin block MC-296057 - Sideways non-projectile movements may fail to apply block effects from blocks around start of sideways motion MC-296372 - Teleport duration is unreliable as of 1.21.5 MC-299314 - Breaking jukeboxes in certain ways doesn\u0026rsquo;t stop the music MC-299627 - Entity interpolation for high speed projectiles is wildly inaccurate MC-299770 - Chunks loaded by ender pearls permanently unload upon player death even when enderPearlsVanishOnDeath is set to false MC-299837 - Running two or more /rotate commands in the same tick only applies the rotation of the last command MC-299872 - The freezing overlay flashes when a freezing player touches fire MC-299913 - The \u0026ldquo;You don\u0026rsquo;t seem to have a Realm\u0026hellip;\u0026rdquo; focusable text widget now has a black background MC-300051 - The top part of worn leggings does not render MC-300092 - F3 pie chart particle entries are missing names MC-300094 - Entities\u0026rsquo; held items no longer follow their arm movements when they have the invisibility effect MC-300100 - The “biome” debug option no longer has a space before its biome name MC-300105 - The player can drown while the game is paused MC-300108 - Villagers\u0026rsquo; and zombie villagers\u0026rsquo; clothes are incomplete MC-300113 - pack.mcmeta no longer accepts the longform object syntax in the supported_formats field MC-300121 - Interacting with a group of more than 3 connected shelves causes the game to crash MC-300122 - Certain parts of horse armor are sometimes invisible MC-300131 - The \u0026ldquo;debug.entry.currently.inF3\u0026rdquo; string is improperly capitalized MC-300136 - Held item positions are synchronized between entities of the same model in view MC-300145 - Players can use items while their inventories are open when the “Use Item/Place Block” option is set to “Toggle” MC-300146 - Exiting interfaces is incredibly difficult when the “Use Item/Place Block” option is set to “Toggle” MC-300153 - The inner cubes of slimes are sometimes invisible from the outside MC-300155 - Players can freeze while standing in powder snow despite the game being paused MC-300164 - The value of the \u0026ldquo;Sprint Window\u0026rdquo; option is not saved MC-300165 - Players are damaged when blocking attacks with shields that disable shields MC-300166 - When looking_at_block or looking_at_fluid is enabled in the debug options, FPS is impacted by server tick rate MC-300168 - All shelf variants are in the redstone section of the creative inventory MC-300180 - Debug screen text now stays on the screen in F1 MC-300187 - Interacting with items with certain components in the inventory causes a crash MC-300193 - Dying and respawning within the same dimension consistently shows a loading terrain screen MC-300196 - Local Difficulty debug information flickers if it is open while GUI is hidden MC-300214 - The shadows of baby mobs are now of the same size as those of their adult counterparts MC-300235 - First number in E counter is always stuck at 0 MC-300248 - Subtitles/closed captions obstruct the inventory UI MC-300275 - Pausing while riding a strider on top of lava sets the player on fire MC-300305 - When multiple people use fishing rods, an additional black line is drawn MC-300340 - Continuously clicking \u0026ldquo;Continue\u0026rdquo; on the welcome page resets the button disappearance animation progress MC-300394 - Oxidized/waxed oxidized copper golems, statue and entity versions, have the wrong pixels underneath their feet compared to their other counterparts MC-300421 - Inconsistent capitalization for F3+F5 description in F3+Q debug menu MC-300440 - Elytra consumes durability while the game is paused in singleplayer MC-300464 - The debug crosshair is rendered in third person ","date":"19 September 2025","externalUrl":null,"permalink":"/changelog/1.21.9/25w32a/","section":"Changelog Übersicht","summary":"","title":"25w32a Changelog","type":"changelog"},{"content":" News In this week\u0026rsquo;s snapshot we\u0026rsquo;ve got a nice quality of life improvement for all the chatters out there. Now your unsent messages will be saved as drafts, check out the details below. Items on shelves will now be positioned in the middle of the shelf as default. Before we move our focus onto technical tweaks and bug fixes for this drop, we have one final feature to announce – and it involves a very cute interaction between the copper golem and the iron golem! With this, all features for our third game drop of 2025 are now in testing, and we\u0026rsquo;ll start working our next game drop, which we are excited to tell you about soon!\nNew Features # Added light flashes to The End dimension as part of the ongoing Vibrant Visuals work Iron Golems will sometimes plant a decorative flower onto a nearby Copper Golem Unsent chat messages now get saved as chat drafts The End Light Flashes # The End dimension now has skylight Normally the skylight does not affect how the dimension looks From time to time flashes in the sky happen When they happen skylight intensity increases flooding the dimension with purple light End Flashes can be customized with Resourcepacks: Beispiel Resourcepack Download\n/execute in minecraft:the_end run tp @s 10000 200 1 Copper Golem # Iron Golems will sometimes plant a decorative flower onto a nearby Copper Golem The flower can be removed with Shears This flower is dropped when the Copper Golem turns into a Copper Golem Statue Block Chat Drafts # Unsent chat messages now get saved as chat drafts if the chat was forcibly closed This includes it being closed by external sources such as dying or a dialog opening, but not the player intentionally closing their chat Any existing chat draft will get pre-filled into the message box the next time the chat is opened Draft text has a grayed-out appearance until fully restored Draft text can be restored as regular text by interacting with it: Typing additional text Moving the text cursor using the arrow keys Clicking it Highlighting it Pressing enter on a chat draft prior to it being restored sends it like a normal chat message Pressing backspace on a chat draft prior to it being restored deletes it Added an option to the Chat Settings menu that enables saving unsent chat messages by default With this option enabled, unsent messages will always get saved as chat drafts, even if the player intentionally closed their chat Changes # Players seen in the game world of the current server are now always shown in the Social Interactions screen even if they are offline Blocks # Shelf # Items in the Shelf will render in the middle of the Shelf Updated the sizes of many items in the Shelf to better fit the Shelf Developer's Note: Thank you for all your valuable feedback on the shelf! Seeing the many creative ways you've been using this new block, we've decided to revert the change from last week that positioned items at the bottom of the shelf, as we agree that having the items centered provides more creative opportunities when building. UI # Chat # It is now possible to start chatting while standing inside a Nether Portal The chat will now remain open and unchanged if the player was chatting before being transferred to another dimension Technical Changes # The Data Pack version is now 83.1 The Resource Pack version is now 65.2 Added new display transform \u0026ldquo;on_shelf\u0026rdquo; Used for displaying items on the Shelf Data Pack Version 83.1 # Block States # Added align_items_to_bottom block state property to the Shelf block If false the items on the Shelf will ignore the vertical translation of the on_shelf item display transform and will be rendered vertically aligned to the middle of the Shelf If true the items on the Shelf will be rendered upward from the bottom of the Shelf and will respect the vertical translation of the on_shelf item display transform Default is false (items are aligned to the middle of the Shelf) Attributes # RUN_COMMAND Click Event # Previously, if the command field contained a command that required a signed message (/say, /me, /msg, /tell, /w, /teammsg, /tm), it would be silently discarded Instead, a screen will be shown that lets the user insert the command into the chat window or copy the command to their clipboard if the chat window can\u0026rsquo;t be opened Enchantments # explode Effects # New field: block_effects - specifies per-block particles. Each block particle is randomly chosen according to weights. A set limit of block particles is spawned each tick from all explosions that tick.\nFormat: List of entries:\nweight: Non-negative integer representing the random weight for this entry being chosen particle: The particle to spawn scaling: Optional scaling to apply between explosion center and block position, or 1.0 if not specified speed: Optional scaling to apply to the speed of the particle, or 1.0 if not specified Tags # Item Tags # Added #shearable_from_copper_golem - all items that can be removed from the Copper Golem\u0026rsquo;s head slot via Shears Resource Pack Version 65.2 # Textures # Added a new texture: environment/end_flash.png Sounds # Sound Events # Added new sound event: weather.end_flash Fixed bugs in 25w33a # MC-26334 - Chat UI is forcibly cleared when killed MC-46503 - You can retain entities\u0026rsquo; shaders by running the \u0026ldquo;/kill\u0026rdquo; command while in spectator mode MC-69216 - Switching to spectator mode while fishing keeps rod cast MC-98322 - Flying after shifting between Creative/Spectator MC-99785 - You can leash entities in spectator mode MC-119417 - A spectator can occupy a bed if they enter it and then are switched to spectator mode MC-165991 - TNT explosion no longer shows additional smoke particles since 1.15 Pre-release 1 MC-173730 - Shift-clicking water buckets against a waterloggable block doesn\u0026rsquo;t place the water beside the waterloggable block MC-183784 - Visual bug to the Game Mode Switcher debug menu after resizing the window MC-187850 - \u0026ldquo;run_command\u0026rdquo; click_event doesn\u0026rsquo;t work in written books if chat is hidden MC-191669 - Sprinting is disabled when switching your gamemode to spectator while sprinting into a block or general obstruction MC-232968 - Spectators can prevent the closing animation of a chest/barrel when viewing it at the same time as a non-spectator MC-238146 - When you switch to Spectator mode while sleeping, the night never skips MC-259571 - Last player game mode not saved after player dies or the game is reloaded MC-270172 - Client and server desync for hooked players when changing gamemode to spectator MC-297898 - Entering a dialog temporarily closes the chat and clears anything the player was currently typing MC-299548 - \u0026ldquo;run_command\u0026rdquo; dialog actions don\u0026rsquo;t work if chat is hidden MC-299823 - Minecraft shaders cause C7050 warnings MC-299873 - Selection boxes of plain messages within dialogs can get cut off MC-300034 - Dolphins can ride boats MC-300057 - Monsters still spawn for a tick when spawning them with a Spawn Egg in Peaceful MC-300417 - The copper pickaxe is not part of the #cluster_max_harvestables item tag MC-300457 - Dialog is unescapable when action or exit_action is set to run_command with a command that would produce a signed chat message MC-300722 - Hoppers appear to randomly stop draining items through shelves MC-300732 - Loaded ender pearls are deleted when viewing the end credits for the first time when enderPearlsVanishOnDeath is true MC-300739 - Server crash when generating custom structures containing shelf blocks MC-300746 - Missing translation for copper wall torch MC-300747 - Cannot see villager\u0026rsquo;s profession layer behind slime ","date":"19 September 2025","externalUrl":null,"permalink":"/changelog/1.21.9/25w33a/","section":"Changelog Übersicht","summary":"","title":"25w33a Changelog","type":"changelog"},{"content":" News Slicedlime Videos:\ngenerell: https://www.youtube.com/watch?v=x_TLVuM5FUM technical: https://www.youtube.com/watch?v=jDYmkVMtE9k This week it\u0026rsquo;s time for a smaller snapshot with a new main menu panorama, code of conducts for servers and much tinkering and fixing with our new friends, the Copper Golems. Happy mining!\nDeveloper's Note: Developer's Note: The rendering changes introduced in 25w31a for entities are now expanded to affect block entities and items. Please report any issues you encounter in these areas. Update: We have now released Snapshot 25w34b to fix some connectivity errors with Realms.\nFixed bugs in 25w34b # MC-300911 - Glowing item \u0026amp; block displays no longer glow New Features # Servers can now have an in-game Code of Conduct Server Code of Conduct # When connecting to a server, a Code of Conduct screen can now be shown.\nAccepting the Code of Conduct is required to play on the server A checkbox is available for not showing the same Code of Conduct in the future If the Code of Conduct changes, it will be shown again Server Setup # A new boolean field has been added to server.properties called enable-code-of-conduct Setting it to true will make the server look for code of conduct files in the codeofconduct subfolder in the same folder as server.properties Each file in the folder should have the form \u0026lt;language_code\u0026gt;.txt The language shown will attempt to match the player\u0026rsquo;s language If it doesn\u0026rsquo;t exist, the en_us code of conduct will be used If that also doesn\u0026rsquo;t exist, an arbitrary available entry is used Changes # The main menu now has an updated background panorama showing Copper Golems in a Village The End Light Flashes # The sound effect produced by a flash now has a higher delay The \u0026ldquo;Hide Lightning Flashes\u0026rdquo; accessibility setting has been renamed to \u0026ldquo;Hide Sky Flashes\u0026rdquo; and now also disables the End Flashes When the flash is disabled by the setting the world will not be lit by the flash, but the flash source will still be visible in the sky and the sound effect will still play Minor Tweaks to Blocks, Items and Entities # The eyes of the Copper Golem are now invisible as well when splashed with Potion of Invisibility Copper Golems hitbox has been tweaked The hitbox is now 0.6 blocks in width to be able to pathfind through open doors The hitbox is now 1.01 blocks in height to not get stuck in certain blocks Sounds # Copper Golem \u0026amp; Copper Chests are now audible from up to 12 blocks away The copper sorting sounds have been tweaked to be quieter Technical Changes # The Data Pack version is now 84.0 The Resource Pack version is now 66.0 Data Pack Version 84.0 # Player profiles in data components and block entities no longer resolve automatically Added fetchprofile command for downloading player profiles Block States # Removed align_items_to_bottom block state property from Shelf block It has been replaced with an equally named boolean field on the Shelf block entity Shelves created with this property set in the last snapshot will reset back to the default value (false) Commands # Added FETCHPROFILE # New command that has been added to fetch the contents of a player profile from Minecraft servers Since the operation might take some time, it works asynchronously Results will be printed only when operation finishes, but the game will keep running unpaused After successful completion, a message will be printed that lets users copy the contents of a fully resolved minecraft:profile component or /give @s minecraft:player_head with said component Since the result is not known at the time of execution, this command always returns 1 Syntax:\nfetchprofile name \u0026lt;player name\u0026gt; - resolves profile by name (case-insensitive) fetchprofile id \u0026lt;uuid\u0026gt; - resolves profile by id /fetchprofile name W3eze /fetchprofile id f84c6a79-0a4e-45e0-879b-cd49ebd4c4e2 Data Components # Modified MINECRAFT:PROFILE # Previously contents of this component would permanently change when profile was resolved, i.e. downloaded from Minecraft service To avoid issues with this unexpected change, the resolved value is no longer stored and contents of the profile will always remain unchanged That means this component has now two behaviors: Static: when it has properties field or when both name and id are present or when both are missing In this state, profile will always render as-is If properties field is missing, a default skin will be used (selected based on id, same as in offline mode) That means skin will be frozen at the moment of component creation This option is preferred for decorational uses Dynamic: when it has either name or id (but not both) When an item containing this profile is rendered on the client side, the profile will be resolved to most recent value This means that this item will always render with current skin of targeted player Note: if a player changes skin while game is running, change will not be visible unless clients restart Resolution might happen with a delay, during which item will render with a default skin Profile name will replace item name only when it\u0026rsquo;s present Items with just id will show default name Items will dynamic profiles be distinguished from static ones with label in tooltip Items stack based on exact contents, so even if a dynamic component is eventually resolved to the same profile as a static one, they won\u0026rsquo;t stack together Player heads in older maps that have not been loaded in never versions yet will usually be converted to dynamic contents Block Entity Data # Modified MINECRAFT:SKULL # profile field has been changed to match minecraft:profile component That means that it also becomes immutable and is resolved only when necessary /give @s player_head[profile={name:Floweryalina}] Text components # Bold and italics styles are ignored when drawing sprites Resource Pack Version 66.0 # Removed block state align_items_to_bottom from the Shelf block See above for details Fixed bugs in 25w34a # MC-383 - In the world selection screen, world names/versions/timestamps can overflow the list to the right MC-36783 - Item frames/Glow item frames don\u0026rsquo;t change their hitbox if they contain a map MC-59413 - Water and lava can drip from barriers MC-147784 - Fletching table flashes crafting table\u0026rsquo;s GUI for about a second upon right-clicking it in spectator mode MC-259673 - Tab selection works differently in world creation and statistics screens MC-260591 - \u0026rsquo;execute on origin\u0026rsquo; and \u0026rsquo;execute on owner\u0026rsquo; fail to find the targeted entity when it is in a separate dimension MC-260920 - Statistics screen columns are not accessible through keyboard navigation MC-265290 - Elements within the command block interface are not selected in order when using the TAB key MC-270190 - Hovering over banner patterns in the loom UI does not display tooltips MC-270669 - Incorrect argument order in translation key argument.block.property.novalue MC-272584 - Fireballs redirected by explosions caused by player owned entities no longer carry player ownership MC-276931 - Enchanted books have the wrong rarity MC-296789 - The color of text within the test instance block interface is inconsistent with other similar interfaces MC-297496 - Text inside the middle of the java realms information box completely disappears when selected MC-298605 - When creating a Water World superflat world, the player spawns at the bottom of the sea MC-299067 - Arrows can lose ownership on disconnection in multiplayer MC-299115 - Arrows lose their owner tag when deflected while the owner is offline MC-300045 - The hand animation plays when right-clicking copper golems MC-300046 - The copper golem statue models in the inventory are partly cut off at the top MC-300048 - Copper golem statue item entities are rendered too large MC-300066 - The Ender Dragon Spawn Egg has the \u0026ldquo;Disabled in Peaceful\u0026rdquo; note despite being able to spawn in Peaceful mode MC-300082 - Copper golems with the “NoAI” tag can adjust their rotation and spin MC-300083 - Copper golems with the “Silent” tag can still produce some sounds MC-300085 - Copper golem statues\u0026rsquo; poses are off-centered MC-300130 - The \u0026ldquo;commands.summon.failed.peaceful\u0026rdquo; string doesn’t pluralize the word \u0026ldquo;Monster\u0026rdquo; MC-300134 - Copper Golem Spawn Egg isn\u0026rsquo;t alphabetized in the creative inventory MC-300213 - Copper golems\u0026rsquo; hitbox is too large to fit through open single doors MC-300222 - Upon exiting the gamemode switcher (F3+F4) or debug options menu (F3+F5) while viewing the credits, the player does not resume viewing the credits and instead remains in the end in a phantom state until they relog MC-300245 - Any double chests variant doesnt play any sound when a copper golem interacts with the right part of the chest specifically MC-300249 - Copper golem statue block outline is above the top of the block below MC-300365 - Copper golems inconsistently activate trapped chests MC-300406 - Updating open copper chests causes the chests to remain open MC-300441 - Nether ambient sounds continue playing after leaving the Nether MC-300475 - The Glowing outline now appears black on the fur model parts of invisible sheep MC-300480 - Worn copper golem statues are incorrectly rotated MC-300695 - The sprint toggle state is now reset when viewing any screen MC-300718 - Player doesn\u0026rsquo;t re-sneak automatically if they were sneaking before opening a GUI with Sneak Toggle set MC-300796 - Harvesting from sweet berry bushes can drop more sweet berries than before MC-300804 - The Glowing outline is now always white on invisible entities that aren\u0026rsquo;t the player, unless the player is in the same team MC-300825 - Entities with NaN motion cause clients to be kicked and softlocked MC-300839 - Disc sounds can be heard in another dimension MC-300846 - The /rotate command doubles the target entity\u0026rsquo;s motion each time it is run MC-300856 - I-beam cursor in book signing screen has wrong color MC-300888 - pack.mcmeta no longer supports versions below 16 in the supported_formats field MC-300968 - Flying state is not saved when reloading world MC-300970 - Missing sound for event: minecraft:entity.copper_golem.shear MC-300972 - End light flashes sound can be heard while looking at the credits MC-300975 - Copper golems wear banners backwards MC-300983 - The speed field in ExplosionParticleInfo codec is misspelled as \u0026ldquo;speec\u0026rdquo; MC-300995 - Game crashes when changing the F3 menu during world disconnection MC-301004 - Normal guardians are no longer able to enter boats MC-301030 - Frosted ice now melts in the End MC-301032 - Bees in the End now hide in their hive when it\u0026rsquo;s raining in the Overworld ","date":"19 September 2025","externalUrl":null,"permalink":"/changelog/1.21.9/25w34a/","section":"Changelog Übersicht","summary":"","title":"25w34a Changelog","type":"changelog"},{"content":" News Slicedlime Videos:\ngenerell: https://www.youtube.com/watch?v=x_TLVuM5FUM technical: https://www.youtube.com/watch?v=jDYmkVMtE9k In this week\u0026rsquo;s snapshot we are adding a Minecraft Server Management Protocol which lets servers query players, tweak game rules, update server settings, and listen for real-time server event notifications. Some server properties have been moved to game rules, allowing them to be updated while the server is running. Additionally, player icons can now be used in chat, the copper golem has received some improvements and we are shipping a bunch of bug fixes.\nNew Features # Added Halychian language support Changes # Recipes # Hanging Signs can now only be crafted using Iron Chains UI # When adding a new server to the server list, the name is no longer prefilled. When left empty the default name is used. More text inputs now support selecting text by mouse dragging Mouse cursor # Some UI components will now change shape of mouse cursor Examples: text inputs, numeric sliders, buttons, scroll bars Additionally, clickable parts of text labels (like links) will now change cursor to the \u0026ldquo;hand\u0026rdquo; shape This feature can be disabled with \u0026ldquo;Allow Cursor Changes\u0026rdquo; option in \u0026ldquo;Mouse Settings\u0026hellip;\u0026rdquo; menu Minor Tweaks to Blocks, Items and Entities # Copper Golems hitbox has been tweaked The hitbox is now 0.98 blocks in height to be able to pathfind in one block high spaces Copper Chests created from spawning a Copper Golem now correctly connect to nearby Copper Chests The Copper Golem now uses the Saddle equipment slot for blocks placed atop of its Lightning Rod Its Head equipment slot will now function like a regular head slot, akin to its functionality for humanoid mobs Technical Changes # The Data Pack version is now 85.0 The Resource Pack version is now 67.0 Added Minecraft Server Management Protocol Server Properties # Several server properties were removed in favour of making them into game rules, allowing these settings to be changed while the server is running.\nRemoved server property allow-nether in favour of new game rule Removed server property spawn-monsters in favour of new game rule Removed server property enable-command-block in favour of new game rule Removed server property pvp in favour of new game rule Added server property management-server-enabled controlling whether the new Minecraft Server Management Protocol is enabled or not Defaults to false Added server property management-server-port controlling on what port the Minecraft Server Management Protocol is started Defaults to 25585 Added server property management-server-host controlling with what host the new Minecraft Server Management Protocol is started Defaults to localhost Added server property status-heartbeat-interval controlling the interval the management server sends heartbeat notifications to connected clients Defaults to 0, meaning it’s disabled Minecraft Server Management Protocol # Added a server management API (JSON-RPC over WebSocket) for dedicated servers\nThe API is disabled by default and can be enabled in the server properties file\nmanagement-server-enabled=true management-server-host=localhost management-server-port=25585 The API is accessible at ws://\u0026lt;management-server-host\u0026gt;:\u0026lt;management-server-port\u0026gt; when enabled\nSupports querying and updating of server state (players, allowlist, operators, settings, game rules)\nSends notifications on state changes (e.g. player joins, game rule updates)\nCalling {\u0026quot;id\u0026quot;:1,\u0026quot;method\u0026quot;:\u0026quot;rpc.discover\u0026quot;} returns an API schema containing supported methods and notifications of the currently running server\nThe Data Generator produces an API schema (json-rpc-api-schema.json) in the reports output folder mirroring the contents returned by the rpc.discover method\nThe API adheres to the JSON-RPC 2.0 specification\nUses namespaced methods and the reserved namespaces are minecraft (e.g. minecraft:players, minecraft:allowlist/add) and notification (e.g. notification:players/joined)\nExtensible via custom namespaces for additional methods and events Core method groups: players, allowlist, operators, server (save, stop), server settings, game rules\nExample method call:\nRequest: {\u0026quot;method\u0026quot;:\u0026quot;minecraft:allowlist/add\u0026quot;,\u0026quot;id\u0026quot;:1,\u0026quot;params\u0026quot;:[[{\u0026quot;name\u0026quot;:\u0026quot;jeb_\u0026quot;}]]} Response: {\u0026quot;jsonrpc\u0026quot;:\u0026quot;2.0\u0026quot;,\u0026quot;id\u0026quot;:1,\u0026quot;result\u0026quot;:[{\u0026quot;id\u0026quot;:\u0026quot;853c80ef-3c37-49fd-aa49-938b674adae6\u0026quot;,\u0026quot;name\u0026quot;:\u0026quot;jeb_\u0026quot;}]} Example notification:\n{\u0026quot;jsonrpc\u0026quot;:\u0026quot;2.0\u0026quot;,\u0026quot;method\u0026quot;:\u0026quot;notification:players/joined\u0026quot;,\u0026quot;params\u0026quot;:[{\u0026quot;id\u0026quot;:\u0026quot;853c80ef-3c37-49fd-aa49-938b674adae6\u0026quot;,\u0026quot;name\u0026quot;:\u0026quot;jeb_\u0026quot;}]} Example error:\nRequest: {\u0026quot;method\u0026quot;: \u0026quot;minecraft:foo/bar\u0026quot;,\u0026quot;id\u0026quot;: 1} Response: {\u0026quot;jsonrpc\u0026quot;:\u0026quot;2.0\u0026quot;,\u0026quot;id\u0026quot;:1,\u0026quot;result\u0026quot;:{\u0026quot;jsonrpc\u0026quot;:\u0026quot;2.0\u0026quot;,\u0026quot;id\u0026quot;:1,\u0026quot;error\u0026quot;:{\u0026quot;code\u0026quot;:-32601,\u0026quot;message\u0026quot;:\u0026quot;Method not found\u0026quot;,\u0026quot;data\u0026quot;:\u0026quot;Method not found: minecraft:foo/bar\u0026quot;}}} Errors and error codes follow JSON-RPC 2.0 error object format Data Pack Version 85.0 # Renamed chain to iron_chain Game Rules # Added pvp game rule controlling whether players can deal damage to other players\nDefaults to true /gamerule pvp false Added allowEnteringNetherUsingPortals game rule controlling if the Nether can be entered through portals\nDefaults to true /gamerule allowEnteringNetherUsingPortals false Added spawnMonsters game rule controlling if monsters should spawn naturally\nDefaults to true /gamerule spawnMonsters false Added enableCommandBlocks game rule controlling if Command Blocks should be enabled or not\nDefaults to true /gamerule commandBlocksEnabled false Text rendering # OBJECT Text Component # This component has been updated to support displaying other non-character objects as a part of text New format: object: type of object, string, see below for values \u0026lt;type-specific\u0026gt;: additional fields depending on object type Similarly to nbt text component object field can be omitted However, it\u0026rsquo;s recommended to provide it for error checking atlas Object Type # Behaves the same way as the object component did previously, but is now a separate object type Uses the same format as before /title @s title {atlas:\"minecraft:blocks\",sprite:\"block/stone\"} /setblock ~ ~ ~ oak_sign{front_text:{messages:[{\"sprite\":\"block/crafting_table_top\",\"atlas\":\"minecraft:blocks\",\"color\":\"white\"},\"\",\"\",\"\"]}} player Object Type # Renders player head If partial profile is given, skin is resolved in the same way as minecraft:profile component on player head Format: player: player profile name: player name, optional string id: player uuid, optional UUID properties: profile properties, optional map hat: controls rendering of a hat layer, boolean, default true /title @s title {player:{name:stxgi}} Resource Pack Version 67.0 # Block Sprites # Renamed the following block sprites:\nchain to iron_chain Item Sprites # Renamed the following item sprites:\nchain to iron_chain Fixed bugs in 25w35a # MC-278550 - While flying in creative or spectator mode, the surface of water can prevent you from sprinting MC-297126 - \u0026ldquo;Failed to read field\u0026hellip;\u0026rdquo; error spam when upgrading a 25w15a or 25w16a world MC-300044 - Z-fighting occurs when the heads of copper golems intersect their bodies MC-300049 - The debug text is rendered on top of the debug options MC-300054 - Double oxidized copper chest texture UV is missing pixels MC-300067 - Copper golems continue their chest searching animations while dying MC-300074 - No particles are produced when scraping oxidation off copper golems MC-300077 - Copper golems can interact with chests diagonally through solid blocks MC-300089 - Chests sometimes get stuck in inverted states after being interacted with by copper golems MC-300102 - Shelves float when held in the player\u0026rsquo;s hand in third person MC-300103 - Removing items from a shelf uses the \u0026ldquo;Item placed\u0026rdquo; caption MC-300119 - Copper golems don’t always avoid dangerous blocks when pathfinding to chests MC-300124 - All the oxidation states of the lightning rod are listed in the redstone tab of the creative inventory MC-300129 - Copper golems can\u0026rsquo;t put items into chests above them MC-300173 - The Copper Chest textures\u0026rsquo; diagonal glint direction doesn\u0026rsquo;t match the large chest variants\u0026rsquo; on some sides MC-300229 - Z-fighting on antenna when putting certain blocks above a copper golem statue MC-300267 - The miniature mobs inside spawners and trial spawners are sometimes lit incorrectly MC-300301 - Shelves produce unusually high-resolution particles due to having a 32x32 texture MC-300304 - Comparators can stay active when measuring the pose of a copper golem statue block which is revived MC-300462 - Copper golems attached to leads still attempt to pathfind toward chests MC-300501 - Variants of copper chests are not included in the \u0026ldquo;Redstone Blocks\u0026rdquo; tab in the creative inventory whereas normal chests are MC-300568 - Copper golems don\u0026rsquo;t open chests if given room to walk about MC-300688 - The iron chain\u0026rsquo;s block/item ID is still \u0026ldquo;chain\u0026rdquo; MC-300703 - The underside of double copper chests does not use a merged texture MC-300744 - The copper and iron nuggets are inverted and arranged incorrectly in the Creative mode inventory MC-300762 - Copper golems require at least 3 blocks of space above a chest to place anything MC-300797 - The glowing effect causes entities to render incorrectly inside of inventories MC-300827 - Pressing F3+Q in certain screens does not show help, despite F3 suggesting it MC-300977 - Clocks function in the recipe book/villager/crafter UI MC-301023 - When a warden applies the darkness effect to you, the chat interface, item bar, and items become dark MC-301025 - End flash purplish light saturation is affected by brightness values MC-301026 - End flash purplish light becomes extremely saturated when the player is affected by darkness MC-301048 - In the \u0026ldquo;sitting\u0026rdquo; pose, the copper statue’s rod becomes shorter MC-301101 - Certain similar blocks are positioned differently on copper golems\u0026rsquo; heads MC-301224 - The first few stages of block cracks are not rendered on chests MC-301225 - Game crashes when quitting creating new world menu without other worlds created before MC-301226 - Block cracks no longer render on banners MC-301228 - Block cracks no longer render on heads and skulls MC-301230 - The word \u0026ldquo;resolve\u0026rdquo; is misspelled as \u0026ldquo;resolved\u0026rdquo; within the \u0026ldquo;commands.profile_fetch.id.failure\u0026rdquo; string MC-301231 - Enchanting table book animations are not independent MC-301236 - Enchantment glint is no longer visible on held tridents MC-301242 - Enchantment glint is no longer visible on shields MC-301273 - Clicking on the join server hover button now selects the server, unless any server is already selected MC-301290 - Game crashes when trying to render a glowing enchanted item MC-301295 - TTF font provider oversample increases width of characters MC-301328 - Glowing item entities briefly turn white upon pickup MC-301339 - Miniature mobs inside spawners always render fully lit ","date":"19 September 2025","externalUrl":null,"permalink":"/changelog/1.21.9/25w35a/","section":"Changelog Übersicht","summary":"","title":"25w35a Changelog","type":"changelog"},{"content":" News The copper age is approaching and it\u0026rsquo;s time for this drop\u0026rsquo;s first pre-release. Today\u0026rsquo;s release includes more copper golem improvements, some changes to the mannequins and several bug fixes. Pre-releases don\u0026rsquo;t follow the regular Tuesday release schedule, so keep an eye out for the next one.\nChanges # Minor Tweaks to Blocks, Items and Entities # Copper Golem now only tries to open Chests that are neighboring blocks when it\u0026rsquo;s a passenger Minecraft Server Management Protocol # Notifications now use minecraft:notification/ prefix instead of notification: Technical Changes # The Data Pack version is now 87.1 Data Pack Version 87.1 # Mannequins # Mannequins description text can now be configured Mannequins now accept minecraft:profile component from spawner items Modified Data Fields # profile - now has the same format as a minecraft:profile component (which has been extended to allow overrides), defaults to {} (i.e. static profile with both id and name missing) New Data Fields # pose - The pose of the Mannequin\nValid entries: standing /summon minecraft:mannequin ~ ~ ~ {pose:standing} crouching /summon minecraft:mannequin ~ ~ ~ {pose:crouching} swimming /summon minecraft:mannequin ~ ~ ~ {pose:swimming} fall_flying /summon minecraft:mannequin ~ ~ ~ {pose:fall_flying} sleeping /summon minecraft:mannequin ~ ~ ~ {pose:sleeping} immovable - Optional boolean specifying that the Mannequin cannot be moved (defaults to false) /summon minecraft:mannequin ~ ~ ~ {pose:crouching,immovable:true} description - Optional Text Component shown where a Player\u0026rsquo;s below_score score would show\nThe default \u0026ldquo;NPC\u0026rdquo; (entity.minecraft.mannequin.label) text is shown if omitted hide_description - Optional boolean specifying that no description should be shown at all\nA Mannequin with the description hidden displays as if a Player had no below_score display Commands # The spawnpoint command now optionally takes in a pitch argument\nThe setworldspawn command is no longer limited to the overworld\nThis means players can respawn e.g. in the Nether when they have no bed or respawn anchor It now also takes in an optional pitch argument Server commands now run from the respawn dimension by default instead of always the overworld\nThe fetchprofile command now also prints a clickable text to summon a Mannequin with the resolved profile Data Components # Modified MINECRAFT:PROFILE # Profiles can now also have additional fields that can replace various values used for rendering If any of the fields are omitted, the value from the resolved profile is used, even if the profile resolved to the default skin New fields texture - Optional namespaced ID of the skin texture to use for rendering\nThe skin is specified relative to the textures folder and with a .png suffix e.g. entity/player/wide/steve will use the default wide Steve skin cape - Optional namespaced ID of the cape texture to use for rendering\nWhen specified, uses the same format as the texture field elytra - Optional namespaced ID of the elytra texture to use for rendering\nWhen specified, uses the same format as the texture field If this value is not present either as override or in player profile, Mannequins using this profile will use the cape texture, or if that is also not present, the default Elytra texture when wearing Elytra model - Optional model type, one of wide and slim\nPlayerheads können nun Resourcepack texturen haben: # /give @s minecraft:player_head[minecraft:profile={texture:\"atlas/gui\"}] Entity Data # Modified MINECRAFT:PLAYER # Changes to the respawn object angle has been renamed to yaw and is now a required field pitch has been added as a required field dimension is now a required field Loot Functions # MINECRAFT:COPY_NAME # The source field now accepts new context values: direct_attacker target_entity interacting_entity MINECRAFT:COPY_COMPONENTS # The source field now accepts new context values: this attacker direct_attacker attacking_player target_entity interacting_entity tool Java 25 Update nächste version # Fixed bugs in 1.21.9 Pre-Release 1 # MC-160528 - End portals do not negate fall damage MC-243759 - Explosions won\u0026rsquo;t damage an entity if the distance to its eyes is 0 MC-300257 - Lightning does not reset copper golem oxidation MC-300294 - Copper golems pathfind to chests incorrectly MC-300687 - The copper chains and bars aren\u0026rsquo;t organized correctly in the Creative inventory MC-300881 - The skin preview in the skin reporting screen is no longer interactive MC-301409 - Acceleration power of fireballs and wind charges gets halved when they are redirected by explosions MC-301414 - Scraping oxidation off double chests doesn\u0026rsquo;t produce particles on the half of the chest that wasn’t directly interacted with MC-301424 - entity_data item component detection is broken in resource packs MC-301541 - Copper golems no longer sort items when in minecarts MC-301569 - Sounds of copper chests and all variants are too quiet and sound low-quality compared to before MC-301573 - Relative teleportation across dimensions is inconsistent MC-301798 - Copper golems do not open chests with specific transparent/non-full blocks above them MC-301814 - CustomNameVisible does not work for mannequins (for the name, not the NPC annotation) MC-301815 - Mannequin data is sometimes lost when using spawn eggs MC-301819 - Mannequins\u0026rsquo; name tags are visible when on a team and ridden MC-301862 - When clicking a command suggestion in chat, it occasionally selects half of the new word MC-301883 - Entities going through portals with their Motion set to more than 10 on an axis have their Motion tag reset MC-301893 - When a copper golem is leashed by a player and then oxidizes into a statue, it will not drop the lead MC-301951 - Misleading description for operator_user_permission_level in server management protocol documentation MC-301979 - Copper golems no longer properly check chests MC-301984 - Teleporting a player to their own position is now jittery/frozen MC-301991 - deprecated.json has some renamed keys pointing to text values instead of the new keys MC-302032 - Static profiles no longer resolve texture data unless an id or name is provided MC-302089 - Game crashes when flying mobs start pathfinding in debug mode MC-302092 - Crash when placing iron bars next to stairs, when stairs are added to #bars tag MC-302094 - Crash when adding blocks to #copper_chests then placing it next to actual copper chests MC-302095 - Crash when adding blocks to #lightning_rods and summoning a lightning over it MC-302096 - Crash when adding blocks to #wooden_shelves, placing it next to wooden shelf, then powering the shelf ","date":"16 September 2025","externalUrl":null,"permalink":"/changelog/1.21.9/1.21.9-pre1/","section":"Changelog Übersicht","summary":"","title":"1.21.9-pre1 Changelog","type":"changelog"},{"content":" News A new week, and a new snapshot. This one includes another big batch of bug fixes, copper golem polishing and our beloved friend can now open doors. Happy mining!\u0026quot;\nSliced Lime Video: https://www.youtube.com/watch?v=Bu1O2wH0BCg Changes # OpenGL 3.3 is now required to play the game, up from 3.2. This does not change our posted Minimum Requirements Developer's Note: We do not expect the update to OpenGL version to affect many people, if any at all. Our posted Minimum Requirements has been OpenGL 4.0 since 2017, and OpenGL 3.3 turned 15 years old recently. Minor Tweaks to Blocks, Items and Entities\nFixed a bug where breaking a Shelf while another player is interacting with it could lead to visual bugs in the player inventory\nCopper Golems hitbox has been tweakedThe hitbox is now 0.49 blocks in width to be able to pathfind through narrow spaces\nCopper Golems can now open doors\nTest Instance Blocks now preserve error markers between world reloads\nAmbient lighting on entities has been adjusted to be more visually in line with blocks and other parts of the gameThe underside of flat surfaces will now be lit from that direction, instead of the opposite direction This mainly affects models containing cubes that are either flat or \u0026ldquo;hollow\u0026rdquo; such as:\nWorn armor Worn Elytra The outside layers on player skins The ribcages of Skeletons or Skeleton Horses The feet of Chickens or Frogs The wings of Phantoms or the Ender Dragon The fins on fish And more! Game Mode Switching # Switching from Spectator Mode to Creative Mode no longer causes the player to stop flying Instead, flight now only gets disabled when switching game modes if the player is near the ground A player is considered to be near the ground if there is a collidable surface (i.e. blocks, Happy Ghasts, boats\u0026hellip;) within 1 block below them Flight will not get disabled if the player was inside a block or collidable entity This is to prevent players from suddenly falling through the ground Developer's Note: This change is a partial revert of a bugfix from a previous snapshot. Even though the old behavior prior to the fix was unintended, the approach we took to fixing flight didn't quite land the way we wanted it to. In response to community feedback, we're trying this new approach as a less disruptive alternative. Minecraft Server Management Protocol # Clients must authenticate to access the API\nClients should supply an Authorization bearer token header with a server specific secret The secret is configured in the server properties file management-server-secret= The secret should be exactly 40 alphanumeric characters (A-Z, a-z, 0-9) The secret will be automatically generated if the server property is empty Unauthorized requests are rejected with 401 Unauthorized TLS is enabled by default\nCan be disabled in the server properties file\nmanagement-server-tls-enabled=false Requires a keystore file to be set in the server properties file\nmanagement-server-tls-keystore=path/to/keystore.p12 The keystore file must be in PKCS12 format\nKeystore password can be set in the following ways, in order of priority\nEnvironment variable: MINECRAFT_MANAGEMENT_TLS_KEYSTORE_PASSWORD JVM argument: -Dmanagement.tls.keystore.password= Server property: management-server-tls-keystore-password= Server Properties # Default value of management-server-port was changed from 25585 to 0, assigning an available port each time management server is started Added server property management-server-tls-enabled controlling whether the Minecraft Server Management Protocol uses TLS or not Defaults to true Added server property management-server-tls-keystore controlling the path to the keystore file used for TLS Defaults to an empty string A dedicated server won\u0026rsquo;t start when TLS is enabled and no keystore is provided Added server property management-server-tls-keystore-password controlling the password to the keystore file used for TLS Defaults to an empty string Game Rules # Added spawnerBlocksEnabled game rule controlling if Spawner Blocks should be enabled or not Defaults to true Mob Spawning # Logic for choosing type of equipment for mobs spawning with equipment has been tweaked to add Copper as a possibility The initial roll to choose a type now chooses between Leather, Copper and Gold The chance to increase an armor tier has increased from 9.5% to 10.87% Sounds # Some sound sliders in the Music \u0026amp; Sound Options now play a preview sound when adjusting the setting outside a world UI # The Resource Pack and Data Pack selection screens now have a search box Technical Changes # The Data Pack version is now 87.0\nThe Resource Pack version is now 69.0\nSome previously hidden debug features have been exposed to players\nDebug features # Some debug features that were previously removed during compilation are now preserved and can be used by players Individual values can be enabled with JVM properties: First, a global debug flag must be enabled with -DMC_DEBUG_ENABLED or -DMC_DEBUG_ENABLED=true Then, a specific feature can be enabled, for example -DMC_DEBUG_BRAIN or -DMC_DEBUG_BRAIN=true To get the list of all available debug properties, add -DMC_DEBUG_PRINT_PROPERTIES Warning: this is debug code. Handle with extreme care! - This is an advanced feature, meant to help modders - it should not be used for normal play - Features not guaranteed to work as intended - It might crash your game or corrupt your worlds - Individual options might be added, changed or removed without a notice JVM Arg Tutorial: F3 + F - Fog Toggle -DMC_DEBUG_ENABLED=true -DMC_DEBUG_HOTKEYS Pathfinding visualizer -DMC_DEBUG_ENABLED=true -DMC_DEBUG_PATHFINDING Neighbor Update Visualizer Comparing Default Redstone to the Redstone Experiment -DMC_DEBUG_ENABLED=true -DMC_DEBUG_NEIGHBORSUPDATE Ctrl + F2 - Panorama Screenshot (ist ein wenig buggy noch)\n-DMC_DEBUG_ENABLED=true -DMC_DEBUG_PANORAMA_SCREENSHOT Panorama Example Pack: Download\nFake Latency -DMC_DEBUG_ENABLED=true -DMC_DEBUG_FAKE_LATENCY_MS=1000 UI Debug Helper -DMC_DEBUG_ENABLED=true -DMC_DEBUG_RENDER_UI_LAYERING_RECTANGLES Stop Fluids from Spreading -DMC_DEBUG_ENABLED=true -DMC_DEBUG_DISABLE_LIQUID_SPREADING Liste mit allen Debug Flags: Debug Flag List Data Pack Version 87.0 # Changed name of game rule enableCommandBlocks to commandBlocksEnabled Resource Pack Version 69.0 # Textures # Moved the result slot of gui/container/villager.png up by one pixel Shaders \u0026amp; Post-process Effects # Shaders # A new PER_FACE_LIGHTING flag has been added to the following shaders: core/entity.vsh core/entity.fsh When set, cardinal lighting will be computed separately for front- and back-faces As we now require OpenGL 3.3, we have bumped the version of all shaders from 150 to 330 Fixed bugs in 25w37a # MC-220913- Parity issue: Adjusting slider in the sound settings when not being in a world does not play a sound of that category\nMC-254052- /locate doesn\u0026rsquo;t work outside build limit\nMC-295841- Interactive collision check path is broken\nMC-300076- Copper golems remain completely stationary while searching chests, causing them to float and making them unable to receive knockback or be pushed\nMC-300077- Copper golems can interact with chests diagonally through solid blocks\nMC-300299- Copper Golems can open chests that are blocked\nMC-300723- Second armor layer is still not rendering properly on all pieces\nMC-301294- Higher tiers of mob armor are unreasonably less common than they were before 25w31a\nMC-301494- Falling particles no longer appear from floating sand or gravel\nMC-301510- GUI sprites nine slice performance regression\nMC-301531- Server Management Protocol returns wrong response for invalid method IDs\nMC-301547- Switching from Spectator mode to Creative mode now makes you fall out of the sky\nMC-301554- Management protocol doesn\u0026rsquo;t support batched requests\nMC-301558- Copper golems can\u0026rsquo;t pathfind through thin blocks\nMC-301563- When you have the darkness potion effect, the chat, letters and words in the pause menu, items, F3 will darken\nMC-301564- Management protocol doesn\u0026rsquo;t support string-based request IDs\nMC-301574- The spawnMonsters game rule does not take effect when switched\nMC-301593- Monsters can spawn from spawners with the \u0026ldquo;spawnMonsters\u0026rdquo; game rule set to false\nMC-301599- Action key getting stuck on when entering an interface so you are unable to exit without it reopening instantly\nMC-301620- Banner animation is not independent when two banners are rendered\nMC-301661- Server Management Protocol prints some incorrectly formatted messages in the console\nMC-301711- The name of the \u0026ldquo;enableCommandBlocks\u0026rdquo; game rule is inconsistent with Bedrock Edition\nMC-301748- Striking a Lightning Rod with non-default oxidation level with Lightning keeps nearby redstone components powered\nMC-301751- The client crashes when in the vicinity of a mannequin spawner\nMC-301752- Mannequins with profile.model set to \u0026ldquo;wide\u0026rdquo; render as a Steve skin\nMC-301754- The hand animation plays when right-clicking shelves with nothing in your hand\nMC-301758- Shield model clips through shelves\nMC-301759- Elements within the realms “Worlds” tab are not selected in order when using the TAB key\nMC-301766- Heads and skulls appear too high when placed on shelf\nMC-301768- Structure blocks frame is not displayed when in spectator mode\nMC-301785- Squid ink particles are yellow\nMC-301811- Loot from suspicious blocks does not render while brushing\nMC-301833- Text of text_display entities is darker when \u0026ldquo;see_through\u0026rdquo; property is set to true\nMC-301869- The specification for the minecraft:ip_bans server management method says it returns an array of players even though it returns an array of ip_ban objects\nMC-301870- Command feedback for successful /ban and /ban-ip commands with no specified reason can\u0026rsquo;t be sent to the client\nMC-301889- Documented return type does not match for clear methods in server managment protocol\nMC-301891- Server management method minecraft:bans/clear clears allowlist, not bans\nMC-301899- The output slot in the trading GUI is misaligned with other slots\nMC-301903- Dropped chests, including variants, are no longer translated upward\nMC-301935- Chest placed on bottom of shelf despite the rest of the items arent\nMC-301952- Conduit visual bug\nBased Mojang Dev: ","date":"9 September 2025","externalUrl":null,"permalink":"/changelog/1.21.9/25w37a/","section":"Changelog Übersicht","summary":"","title":"25w37a Changelog","type":"changelog"},{"content":" Der meiner Meinung nach beste Text Generator: https://text.datapackhub.net/ Asset Browser With minimal Ads but okay UI: https://mcasset.cloud/ Github Repo (No Ads but a bit more Clunky): InventivetalentDev Repo Version Diff: https://cccode.pages.dev/version-diff/ Misode Main Seite: https://misode.github.io/\nMisode Sound Browser: https://misode.github.io/sounds/ Data Converter (/give -\u0026gt; Loot table z.b.): https://misode.github.io/convert/ Technical Changes Overview: https://misode.github.io/changelog/ VanillaTweaks: https://vanillatweaks.net/ Gammemode4 Datapacks: https://gm4.co/#modules Datapack and Resourcepack Merger/zu Fabric Mod Converter: https://weld.smithed.dev/ Correct Enchantment Order Generator: https://iamcal.github.io/enchant-order/ SVG -\u0026gt; Display Entity: https://minkyet.github.io/SVGtoDisplay/ Der meines wissens nach beste Pixelart Generator (Programm): https://taylorlove.info/pixelstacker/ Axioms Display Entity Tools sind zwar Cool aber quasi Blender für sowas zu haben ist auch nicht schlecht: https://bdengine.app/ ","date":"9 September 2025","externalUrl":null,"permalink":"/changelog/useful_minecraft_sites/","section":"Changelog Übersicht","summary":"","title":"List of Useful Minecraft Websites oder so","type":"changelog"},{"content":" News Slicedlime Videos:\ngenerell: https://www.youtube.com/watch?v=x_TLVuM5FUM technical: https://www.youtube.com/watch?v=jDYmkVMtE9k Snapshot 25w36a is out and it includes mannequins, a new technical entity that is spawned with commands and can be used as an NPC. Conflicting key binds will now function together allowing you to bind a key to multiple actions. And as always, this snapshot also includes technical tweaks and bug fixes.\nDeveloper's Note: This snapshot brings a large change to how we collect and draw block entities and particles. We don't anticipate any change of behaviors so please keep an eye out and report anything suspicious as a bug, thank you! End Light Flashes # Solange der Fog-Effekt des Enderdrachen aktiv ist, werden die Flashes am Himmel nicht sichtbar sein und die Helligkeit des Lichts, das die Welt beeinflusst, wird reduziert angezeigt. Accessibility # Multiple key binds that have the same key assigned to them can now work together, while before only one would work For example, you can now bind D to Jump and Strafe Left to jump and strafe left at the same time The red warning for assigning the same key to multiple key binds is changed to yellow The spectator hotbar menu key can now be rebound It is part of a new Spectator category in the Key Binds screen, alongside the pre-existing Highlight Players key bind Changes # Formatting codes are now stripped from Code of Conduct files World Border # Die World Border ist nun dimensionsspezifisch Das bedeutet, dass jede Dimension ihre eigene Größe, Position usw. der Worldborder haben kann. Minor Tweaks to Blocks, Items and Entities # Die Farben von Copper Torches und Copper Lanterns wurden angepasst, damit sie für farbenblinde Spieler besser erkennbar sind. Side by Side: https://imgur.com/a/YBg1NQj UI # Double-clicking a word in edit box now selects it Block States # Powered Shelves can now only connect to other Powered Shelves facing the exact same direction Performance Improvements # Particles outside of players view are not rendered anymore, which provides a performance improvement in some cases Technical Changes # The Data Pack version is now 86.0 Data Pack Version 86.0 # Added Mannequin entities The World Border is now dimension-specific Mannequins # Added a new type of technical entity called minecraft:mannequin which can only be spawned with summon commands.\nA Mannequin is a Player Avatar without a connected Player Mannequins always show an \u0026ldquo;NPC\u0026rdquo; text where a Player\u0026rsquo;s below/score score would show Mannequins function as Living Entities - they can hold and wear equipment, have attributes \u0026amp; effects, take damage, etc /summon minecraft:mannequin /summon minecraft:mannequin ~ ~ ~ {profile:Castcrafter} /summon minecraft:mannequin ~ ~ ~ {profile:{texture:\"entity/creeper/creeper\"}} /summon minecraft:mannequin ~ ~ ~ {profile:{texture:\"entity/player/slim/efe\",cape:\"block/dirt\",model:\"slim\"}} Data Fields:\nprofile - Which profile to show on the entity. This is either a Player profile (same format as a minecraft:profile component) or a Mannequin profile with the following fields: texture - Namespaced ID of the skin texture to use The skin is specified relative to the textures folder and with a .png suffix e.g. entity/player/wide/steve will use the default wide Steve skin cape - Optional namespaced ID of the cape texture to use When specified, uses the same format as the texture field Omitting this field means the Mannequin has no cape elytra - Optional namespaced ID of the elytra texture to use When specified, uses the same format as the texture field Omitting this field means the Mannequin uses the cape texture, or if that is also omitted, the default Elytra texture when wearing Elytra model - Optional model type, one of wide and slim If omitted, wide is used hidden_layers - List of outer skin layers to hide Valid entries: cape, jacket, left_sleeve, right_sleeve, left_pants_leg, right_pants_leg, hat main_hand - Which hand is the main hand of the Mannequn - one of left and right Dev-Kommentare über die Mannequins/NPCs und den „NPC“-Tag, den man nicht entfernen können soll (zumindest in Vanilla) sowie darüber, wie man sie generell in Zukunft eventuell anpassen kann.\nMannequin datapack usecase beispiele der Community:\ncosmetic viewer by tpcoffline (MCC Discord) basic replay system by dontgiveadam (MCC Discord) \u0026ldquo;working\u0026rdquo; mirror by bansed (MCC Discord) Particles # dragon_breath now optionally takes a power parameter (float, default 1.0), which is multiplied onto its initial velocity, after all randomness instant_effect and effect now optionally take power (float, default 1.0) and color (rgb, default 0xFFFFFF) parameters flash now requires a color parameter (argb) /execute at @s positioned ^ ^2 ^3 run particle flash{color:[0.5,0.0,0.5,0]} ~ ~ ~ Resource Pack Version 68.0 # Shaders # The following unused shaders have been removed: core/position_color_lightmap.vsh core/position_color_lightmap.fsh core/position_color_tex_lightmap.vsh core/position_color_tex_lightmap.fsh Fixed bugs in 25w36b # MC-301745 - Placing an Ender chest in the world crashes the game MC-301749 - Multiplayer Crash Fixed bugs in 25w36a # MC-223142 - Player can move while spectating a marker MC-225088 - Overworld surface is darker than before on low brightness MC-234737 - Typo in exception message: \u0026ldquo;EmtyPoolElement\u0026rdquo; MC-236508 - The title within the \u0026ldquo;Add Server\u0026rdquo; menu is displayed as \u0026ldquo;Edit Server Info\u0026rdquo; MC-237590 - The word \u0026ldquo;chunks\u0026rdquo; is improperly capitalized within the render and simulation distance sliders MC-238273 - \u0026ldquo;Locked by another running instance of Minecraft\u0026rdquo; lacks punctuation MC-249205 - \u0026ldquo;minecraft.used:minecraft.potion\u0026rdquo; increases by a value of two when using water bottles to create mud in creative mode MC-250062 - Several strings throughout the game contain comma splices MC-250193 - Server log does not use the string representation of a player\u0026rsquo;s GameProfile on a disconnect during encryption MC-254052 - /locate doesn\u0026rsquo;t work outside build limit MC-254668 - Pressing Escape on the death screen\u0026rsquo;s title screen warning respawns the player MC-257792 - Output slot for trading menu is off-center MC-258191 - Root system feature allows hanging root vertical span of 0, causing error MC-259347 - Height limit warning message is shown when right-clicking the top of a block at the build height limit with a bucket MC-262370 - Some multiplayer strings are untranslatable MC-264962 - Strings that contain two inputs for a given action have inconsistent spacing and apostrophes MC-265807 - Mobs don\u0026rsquo;t drown if their Air NBT is less than -19 MC-277975 - The first line of the command execution warning in an item\u0026rsquo;s tooltip is missing punctuation MC-278435 - Mushroom Fields biome doesn\u0026rsquo;t generate pumpkin patches despite being specified in vanilla datapack MC-279123 - Some strings that reference Minecraft Realms use inconsistent or missing verb forms MC-279153 - Some strings that mention the base values of attributes are missing articles MC-279173 - The \u0026ldquo;chat.disabled.invalid_command_signature\u0026rdquo; string is missing an article before the word \u0026ldquo;Command\u0026rdquo; MC-279174 - The \u0026ldquo;gamerule.spawnChunkRadius.description\u0026rdquo; string is missing an article before the word \u0026ldquo;Amount\u0026rdquo; MC-279175 - Some multiplayer disconnection strings are missing articles and demonstratives MC-279176 - The \u0026ldquo;gamerule.commandModificationBlockLimit.description\u0026rdquo; string is missing an article before the word \u0026ldquo;Number\u0026rdquo; MC-279212 - Some narration strings are missing articles and possessive determiners MC-295829 - Test instance block GUI uses \u0026ldquo;Batch\u0026rdquo; instead of \u0026ldquo;Environment\u0026rdquo; MC-298605 - When creating a Water World superflat world, the player spawns at the bottom of the sea MC-299105 - Tears and Lava Chicken music disc \u0026lsquo;desc\u0026rsquo; translations are unused MC-300055 - You get the advancement Wax On for changing the pose of a Copper Golem Statue while holding Honeycomb MC-300088 - Items placed by a copper golem in a double chest do not update redstone comparators reading the right side of the double chest MC-300109 - Lightning bolt does not remove oxidation from the lightning rod MC-300169 - The CustomName tag of a copper golem statue is not kept when mined MC-300192 - No darker trim for copper MC-300201 - Breaking a copper golem statue with a pose does not retain its pose MC-300416 - Copper golems\u0026rsquo; pathfinding to chests is biased to northwest MC-300558 - Copper golems can open locked chests without an appropriate key item MC-300729 - Incorrect or unusually obvious pixels on the weathered and exposed copper bars MC-300961 - The armor layer on husks no longer reflects their larger size compared to other humanoids MC-301099 - Copper chests worn on copper golems\u0026rsquo; heads are not visible MC-301250 - Upon exiting the gamemode switcher (F3+F4) while viewing the credits, the player still does not resume viewing the credits and instead remains in the end in a phantom state until they relog MC-301258 - Copper golem statues in the walking pose have a bit of their necks poking through their arms MC-301259 - Shelf align_items_to_bottom in block entity data doesn\u0026rsquo;t work MC-301261 - The right arm of the copper golem statue isn\u0026rsquo;t connected to its body MC-301276 - The hand animation no longer plays when shearing copper golems MC-301277 - Item frames with maps and paintings cannot share a corner anymore MC-301278 - The code of conduct screen renders carriage return characters MC-301283 - Sprint and sneak input can get \u0026lsquo;stuck\u0026rsquo; if a screen is opened right as the input is pressed MC-301310 - The “Transfer Now” button in the realms menu renders outside the selection box MC-301312 - You cannot begin to use items while looking at copper golems MC-301324 - Sitting copper golem statue nose is rotated incorrectly MC-301330 - Malicious server can force client to remain stuck on code of conduct screen MC-301374 - Evokers can now spawn in Peaceful difficulty MC-301519 - Trying to use a command block while the \u0026ldquo;enableCommandBlocks\u0026rdquo; gamerule is set to false says \u0026ldquo;Command blocks are not enabled on this server\u0026rdquo; even if you\u0026rsquo;re not on a server MC-301523 - Some gamerule description strings consist of inconsistent concluding punctuation, redundantly include “or not”, and are grammatically incorrect MC-301524 - The block breaking animation on banners now amplifies with each pattern applied MC-301546 - Bells do not display ringing animation when another bell is nearby MC-301577 - Block light sources produce shadows around themselves under skylight MC-301619 - Game mode translation key is used in the console message sent when a player tries to switch their game mode without permission ","date":"2 September 2025","externalUrl":null,"permalink":"/changelog/1.21.9/25w36a/","section":"Changelog Übersicht","summary":"","title":"25w36a/b Changelog","type":"changelog"},{"content":" News Slicedlime Videos:\ngenerell: https://www.youtube.com/watch?v=x_TLVuM5FUM technical: https://www.youtube.com/watch?v=jDYmkVMtE9k \u0026ldquo;Snapshot 25w36a is out and it includes mannequins, a new technical entity that is spawned with commands and can be used as an NPC. Conflicting key binds will now function together allowing you to bind a key to multiple actions. And as always, this snapshot also includes technical tweaks and bug fixes.\u0026rdquo;\nDeveloper's Note: This snapshot brings a large change to how we collect and draw block entities and particles. We don't anticipate any change of behaviors so please keep an eye out and report anything suspicious as a bug, thank you! End Light Flashes # Solange der Fog-Effekt des Enderdrachen aktiv ist, werden die Flashes am Himmel nicht sichtbar sein und die Helligkeit des Lichts, das die Welt beeinflusst, wird reduziert angezeigt. Accessibility # Multiple key binds that have the same key assigned to them can now work together, while before only one would work For example, you can now bind D to Jump and Strafe Left to jump and strafe left at the same time The red warning for assigning the same key to multiple key binds is changed to yellow The spectator hotbar menu key can now be rebound It is part of a new Spectator category in the Key Binds screen, alongside the pre-existing Highlight Players key bind Changes # Formatting codes are now stripped from Code of Conduct files World Border # The World Border is now dimension-specific Das bedeutet, dass jede Dimension ihre eigene Größe, Position usw. der Worldborder haben kann. Minor Tweaks to Blocks, Items and Entities # Die Farben von Copper Torches und Copper Lanterns wurden angepasst, damit sie für farbenblinde Spieler besser erkennbar sind. Neu Alt Neu Alt UI # Double-clicking a word in edit box now selects it Block States # Powered Shelves can now only connect to other Powered Shelves facing the exact same direction Performance Improvements # Particles outside of players view are not rendered anymore, which provides a performance improvement in some cases Technical Changes # The Data Pack version is now 86.0 Data Pack Version 86.0 # Added Mannequin entities The World Border is now dimension-specific Mannequins # Added a new type of technical entity called minecraft:mannequin which can only be spawned with summon commands.\nA Mannequin is a Player Avatar without a connected Player Mannequins always show an \u0026ldquo;NPC\u0026rdquo; text where a Player\u0026rsquo;s below/score score would show Mannequins function as Living Entities - they can hold and wear equipment, have attributes \u0026amp; effects, take damage, etc /summon minecraft:mannequin /summon minecraft:mannequin ~ ~ ~ {profile:Castcrafter} /summon minecraft:mannequin ~ ~ ~ {profile:{texture:\"entity/creeper/creeper\"}} /summon minecraft:mannequin ~ ~ ~ {profile:{texture:\"entity/player/slim/efe\",cape:\"block/dirt\",model:\"slim\"}} Data Fields:\nprofile - Which profile to show on the entity. This is either a Player profile (same format as a minecraft:profile component) or a Mannequin profile with the following fields: texture - Namespaced ID of the skin texture to use The skin is specified relative to the textures folder and with a .png suffix e.g. entity/player/wide/steve will use the default wide Steve skin cape - Optional namespaced ID of the cape texture to use When specified, uses the same format as the texture field Omitting this field means the Mannequin has no cape elytra - Optional namespaced ID of the elytra texture to use When specified, uses the same format as the texture field Omitting this field means the Mannequin uses the cape texture, or if that is also omitted, the default Elytra texture when wearing Elytra model - Optional model type, one of wide and slim If omitted, wide is used hidden_layers - List of outer skin layers to hide Valid entries: cape, jacket, left_sleeve, right_sleeve, left_pants_leg, right_pants_leg, hat main_hand - Which hand is the main hand of the Mannequn - one of left and right Mannequin datapack usecase beispiele der Community:\ncosmetic viewer by tpcoffline (MCC Discord) basic replay system by dontgiveadam (MCC Discord) \u0026ldquo;working\u0026rdquo; mirror by bansed (MCC Discord) Particles # dragon_breath now optionally takes a power parameter (float, default 1.0), which is multiplied onto its initial velocity, after all randomness instant_effect and effect now optionally take power (float, default 1.0) and color (rgb, default 0xFFFFFF) parameters flash now requires a color parameter (argb) /execute at @s positioned ^ ^2 ^3 run particle flash{color:[0.5,0.0,0.5,0]} ~ ~ ~ Resource Pack Version 68.0 # Shaders # The following unused shaders have been removed: core/position_color_lightmap.vsh core/position_color_lightmap.fsh core/position_color_tex_lightmap.vsh core/position_color_tex_lightmap.fsh Fixed bugs in 25w36b # MC-301745 - Placing an Ender chest in the world crashes the game MC-301749 - Multiplayer Crash Fixed bugs in 25w36a # MC-223142 - Player can move while spectating a marker MC-225088 - Overworld surface is darker than before on low brightness MC-234737 - Typo in exception message: \u0026ldquo;EmtyPoolElement\u0026rdquo; MC-236508 - The title within the \u0026ldquo;Add Server\u0026rdquo; menu is displayed as \u0026ldquo;Edit Server Info\u0026rdquo; MC-237590 - The word \u0026ldquo;chunks\u0026rdquo; is improperly capitalized within the render and simulation distance sliders MC-238273 - \u0026ldquo;Locked by another running instance of Minecraft\u0026rdquo; lacks punctuation MC-249205 - \u0026ldquo;minecraft.used:minecraft.potion\u0026rdquo; increases by a value of two when using water bottles to create mud in creative mode MC-250062 - Several strings throughout the game contain comma splices MC-250193 - Server log does not use the string representation of a player\u0026rsquo;s GameProfile on a disconnect during encryption MC-254052 - /locate doesn\u0026rsquo;t work outside build limit MC-254668 - Pressing Escape on the death screen\u0026rsquo;s title screen warning respawns the player MC-257792 - Output slot for trading menu is off-center MC-258191 - Root system feature allows hanging root vertical span of 0, causing error MC-259347 - Height limit warning message is shown when right-clicking the top of a block at the build height limit with a bucket MC-262370 - Some multiplayer strings are untranslatable MC-264962 - Strings that contain two inputs for a given action have inconsistent spacing and apostrophes MC-265807 - Mobs don\u0026rsquo;t drown if their Air NBT is less than -19 MC-277975 - The first line of the command execution warning in an item\u0026rsquo;s tooltip is missing punctuation MC-278435 - Mushroom Fields biome doesn\u0026rsquo;t generate pumpkin patches despite being specified in vanilla datapack MC-279123 - Some strings that reference Minecraft Realms use inconsistent or missing verb forms MC-279153 - Some strings that mention the base values of attributes are missing articles MC-279173 - The \u0026ldquo;chat.disabled.invalid_command_signature\u0026rdquo; string is missing an article before the word \u0026ldquo;Command\u0026rdquo; MC-279174 - The \u0026ldquo;gamerule.spawnChunkRadius.description\u0026rdquo; string is missing an article before the word \u0026ldquo;Amount\u0026rdquo; MC-279175 - Some multiplayer disconnection strings are missing articles and demonstratives MC-279176 - The \u0026ldquo;gamerule.commandModificationBlockLimit.description\u0026rdquo; string is missing an article before the word \u0026ldquo;Number\u0026rdquo; MC-279212 - Some narration strings are missing articles and possessive determiners MC-295829 - Test instance block GUI uses \u0026ldquo;Batch\u0026rdquo; instead of \u0026ldquo;Environment\u0026rdquo; MC-298605 - When creating a Water World superflat world, the player spawns at the bottom of the sea MC-299105 - Tears and Lava Chicken music disc \u0026lsquo;desc\u0026rsquo; translations are unused MC-300055 - You get the advancement Wax On for changing the pose of a Copper Golem Statue while holding Honeycomb MC-300088 - Items placed by a copper golem in a double chest do not update redstone comparators reading the right side of the double chest MC-300109 - Lightning bolt does not remove oxidation from the lightning rod MC-300169 - The CustomName tag of a copper golem statue is not kept when mined MC-300192 - No darker trim for copper MC-300201 - Breaking a copper golem statue with a pose does not retain its pose MC-300416 - Copper golems\u0026rsquo; pathfinding to chests is biased to northwest MC-300558 - Copper golems can open locked chests without an appropriate key item MC-300729 - Incorrect or unusually obvious pixels on the weathered and exposed copper bars MC-300961 - The armor layer on husks no longer reflects their larger size compared to other humanoids MC-301099 - Copper chests worn on copper golems\u0026rsquo; heads are not visible MC-301250 - Upon exiting the gamemode switcher (F3+F4) while viewing the credits, the player still does not resume viewing the credits and instead remains in the end in a phantom state until they relog MC-301258 - Copper golem statues in the walking pose have a bit of their necks poking through their arms MC-301259 - Shelf align_items_to_bottom in block entity data doesn\u0026rsquo;t work MC-301261 - The right arm of the copper golem statue isn\u0026rsquo;t connected to its body MC-301276 - The hand animation no longer plays when shearing copper golems MC-301277 - Item frames with maps and paintings cannot share a corner anymore MC-301278 - The code of conduct screen renders carriage return characters MC-301283 - Sprint and sneak input can get \u0026lsquo;stuck\u0026rsquo; if a screen is opened right as the input is pressed MC-301310 - The “Transfer Now” button in the realms menu renders outside the selection box MC-301312 - You cannot begin to use items while looking at copper golems MC-301324 - Sitting copper golem statue nose is rotated incorrectly MC-301330 - Malicious server can force client to remain stuck on code of conduct screen MC-301374 - Evokers can now spawn in Peaceful difficulty MC-301519 - Trying to use a command block while the \u0026ldquo;enableCommandBlocks\u0026rdquo; gamerule is set to false says \u0026ldquo;Command blocks are not enabled on this server\u0026rdquo; even if you\u0026rsquo;re not on a server MC-301523 - Some gamerule description strings consist of inconsistent concluding punctuation, redundantly include “or not”, and are grammatically incorrect MC-301524 - The block breaking animation on banners now amplifies with each pattern applied MC-301546 - Bells do not display ringing animation when another bell is nearby MC-301577 - Block light sources produce shadows around themselves under skylight MC-301619 - Game mode translation key is used in the console message sent when a player tries to switch their game mode without permission ","date":"2 September 2025","externalUrl":null,"permalink":"/changelog/1.21.9/25w36b/","section":"Changelog Übersicht","summary":"","title":"25w36a/b Changelog","type":"changelog"},{"content":" 1.21.6 - Chase the Skies 1.21.6 \u0026ndash; Custom - Official # Snapshots\n25w15a \u0026ndash; Custom - Official 25w16a \u0026ndash; Custom - Official 25w17a \u0026ndash; Custom - Official 25w18a \u0026ndash; Custom - Official 25w19a \u0026ndash; Custom - Official 25w20a \u0026ndash; Custom - Official 25w21a \u0026ndash; Custom - Official Pre Releases\nPre-1 \u0026ndash; Custom - Offcial 1.21.9 - The Copper Age 1.21.9 \u0026ndash; Custom - Official # Snapshots\n25w31a \u0026ndash; Custom - Official 25w32a \u0026ndash; Custom - Official 25w33a \u0026ndash; Custom - Official 25w34a \u0026ndash; Custom - Official 25w35a \u0026ndash; Custom - Official 25w36a \u0026ndash; Custom - Official 25w36b \u0026ndash; Custom - Official 25w37a \u0026ndash; Custom - Official Pre Release\nPre-1 \u0026ndash; Custom - Official Pre-2 \u0026ndash; Custom - Official Pre-3 \u0026ndash; Custom - Official Pre-4 \u0026ndash; Custom - Official Release Candidate\n1.21.9-rc1 \u0026ndash; Custom - Official 1.21.11 - Mounts of Mayhem 1.21.11 \u0026ndash; Custom - Official # Snapshots\n25w41a \u0026ndash; Custom - Official 25w42a \u0026ndash; Custom - Official 25w43a \u0026ndash; Custom - Official 25w44a \u0026ndash; Custom - Official 25w45a \u0026ndash; Custom - Official 25w46a \u0026ndash; Custom - Official Pre Release\nPre-1 \u0026ndash; Custom - Official Pre-2 \u0026ndash; Custom - Official Pre-3 \u0026ndash; Custom - Official Pre-4 \u0026ndash; Custom - Official Release Candidate\nrc-1 \u0026ndash; Custom - Official rc-2 \u0026ndash; Custom - Official rc-3 \u0026ndash; Custom - Official 26.1 - Tiny Takeover 26.1 \u0026ndash; Custom - Official # Snapshots\nSnapshot 1 \u0026ndash; Custom - Official Snapshot 2 \u0026ndash; Custom - Official Snapshot 3 \u0026ndash; Custom - Official Snapshot 4 \u0026ndash; Custom - Official Snapshot 5 \u0026ndash; Custom - Official Snapshot 6 \u0026ndash; Custom - Official Snapshot 7 \u0026ndash; Custom - Official Snapshot 8 \u0026ndash; Custom - Official Snapshot 9 \u0026ndash; Custom - Official Snapshot 10 \u0026ndash; Custom - Official Snapshot 11 \u0026ndash; Custom - Official Pre Release\nPre-1 \u0026ndash; Custom - Official Pre-2 \u0026ndash; Custom - Official Pre-3 \u0026ndash; Custom - Official Pre-4 \u0026ndash; Custom - Official 26.2 - Chaos Cubed 26.2 \u0026ndash; Custom - Official # Snapshots\nSnapshot 1 \u0026ndash; Custom - Official Snapshot 2 \u0026ndash; Custom - Official Snapshot 3 \u0026ndash; Custom - Official Snapshot 4 \u0026ndash; Custom - Official Snapshot 5 \u0026ndash; Custom - Official Snapshot 6 \u0026ndash; Custom - Official Snapshot 7 \u0026ndash; Custom - Official Snapshot 8 \u0026ndash; Custom - Official Pre Release\nPre-1 \u0026ndash; Custom - Official Pre-2 \u0026ndash; Custom - Official Pre-3 \u0026ndash; Custom - Official Pre-4 \u0026ndash; Custom - Official Pre-5 \u0026ndash; Custom - Official Pre-6 \u0026ndash; Custom - Official Release Candidate\nrc-1 \u0026ndash; Custom - Official rc-2 \u0026ndash; Custom - Official 26.3 - Unnamed 26.3 \u0026ndash; Custom - Official # Snapshots\nSnapshot 1 \u0026ndash; Custom - Official Snapshot 2 \u0026ndash; Custom - Official Snapshot 3 \u0026ndash; Custom - Official Snapshot 4 \u0026ndash; Custom - Official Snapshot 5 \u0026ndash; Custom - Official Snapshot 6 \u0026ndash; Custom - Official Snapshot 7 \u0026ndash; Custom - Official Snapshot 8 \u0026ndash; Custom - Official Snapshot 9 \u0026ndash; Custom - Official Snapshot 10 \u0026ndash; Custom - Official Mojang FAQ\nOld Versions\nWebsite Changelog\nDeobfuscated Minecraft Code\nUseful Minecraft Websites und Tools oder so\nRecent Bugfixes ( Fallback-1 \u0026ndash; Fallback-2 ) - Built-in Bug Viewer\n","date":"27 August 2025","externalUrl":null,"permalink":"/","section":"","summary":"","title":"","type":"page"},{"content":" 1.21.6-pre1 # \u0026ldquo;Hey! This is the first pre-release of 1.21.6. From now on, you will mostly see us fixing bugs and the release schedule might include more than one pre-release per week. We are on the finish line for the second drop of the year!\u0026rdquo;\nChanges # The Dried Ghast Block now emits a vibration frequency of 11 when its block state changes Shearing Saddles, Horse Armor, and Carpets now emits a vibration frequency of 6, along with the Unequip frequency of 4 The Ambient Dried Ghast sounds are now adjusted under the Blocks sound option instead of the Ambient/Environment option A player riding a Happy Ghast can no longer completely fly through a Happy Ghast ridden by another player Technical Changes # The Data Pack version is now 79 The Resource Pack version is now 63 Data Pack Version 79 # Dialogs can now configure if they pause the game and if they close after an action is taken Every dialog can now have inputs and can submit information The definition of actions has been changed to accommodate that The dedicated input dialog types have been removed, since they are redundant now The order of elements is: Body Inputs Actions The minecraft:custom click event has been expanded to carry full a NBT tag A new keybind called \u0026ldquo;Quick Actions\u0026rdquo; has been added to allow accessing content-configured dialogs Quick Actions Keybind # A new keybind has been addded that allows users to access a set of dialogs Default key: G This feature is configured by minecraft:quick_actions dialog tag If this tag is empty, the keybind does nothing If this tag has a single element, the keybind will open this dialog If this tag has multiple elements, the keybind will lead to minecraft:quick_actions dialog which (by default) lets user select one of the tag elements If this dialog is removed, the keybind does nothing This option is intended to be used in custom content and by servers, so this tag is empty by default Common Dialog fields # New fields:\npause - if the dialog screen should pause the game in single-player mode, default: true after_action - an additional operation performed on the dialog after click or submit actions, default: close close - closes the dialog and returns to the previous non-dialog screen (if any) none - does nothing, i.e. keeps the current dialog screen open only available if pause is false to avoid locking the game in single-player mode wait_for_response - replace the current dialog with a \u0026ldquo;Waiting for Response\u0026rdquo; screen this option is intended to prevent users from sending multiple actions on slow connections servers are expected to eventually replace this screen with a new dialog to avoid accidental locking, a \u0026ldquo;Back\u0026rdquo; button will become active after 5 seconds clicking this button will continue as if the dialog was closed (i.e. the game returns to the previous non-dialog screen, if any) The \u0026ldquo;Waiting for Response\u0026rdquo; screen will unpause the game in single-player mode to avoid locking the game Dialog Types # Changed minecraft:multi_action, minecraft:server_links, minecraft:dialog_list # Replaced field on_cancel with exit_action, holding an optional action If exit_action is present, a button for it will appear in footer, otherwise the footer is not present exit_action is also used for the Escape action Removed minecraft:simple_input_form # Since any dialog can now have inputs, this dialog can be replaced by minecraft:notice Removed minecraft:multi_action_input_form # Since any dialog can now have inputs, this dialog can be replaced by minecraft:multi_action (without any specified exit_action) Input Control Types # To accomodate the new minecraft:custom click event, all inputs will now return either a string or an NBT tag, depending on context minecraft:text # Output values: As template substitution: contents without modification As tag: a string tag with contents without modification minecraft:boolean # Output values: As template substitution: on_true when checked, on_false when unchecked As tag: 1b when checked, 0b when unchecked minecraft:number_range # Output values: As template substitution: text representation of current value Whole numbers will be sent without decimal point As tag: a float tag with current value Dialog Body Types # Hover and click events on text components within bodies now work as expected\nClick events are handled by the dialog screen like any other action - that means it will also run the after_action Actions # The format of actions has been changed due to the merging of plain and input dialogs After every action the dialog will always evaluate the contents of the after_action field (see above) Fields:\nKept fields: label, tooltip, width New field: action (replaces on_click and on_submit) - an action to perform when button is clicked, optional object with fields: type - value from minecraft:dialog_action_type registry type-specific\u0026lt; - see below, depends on type\nStatic Dialog Action Types # All existing click_event actions (except for open_file) are included as dialog action types.\nUses same format as click_event on text components (but with action replaced with type) For example, when using show_dialog, entry for action button will look like:\n{ \u0026#34;label\u0026#34;: \u0026#34;some label\u0026#34;, \u0026#34;action\u0026#34;: { \u0026#34;type\u0026#34;: \u0026#34;show_dialog\u0026#34;, \u0026#34;dialog\u0026#34;: \u0026#34;some:id\u0026#34; } } minecraft:dynamic/run_command Action Type # This action will build a run_command event using a provided macro template The macro will be expanded with string values from all inputs For example, if the macro template is some_command $(some_input), the string value from the input with key of some_input will be used for the template expansion Inputs not used in macro will be ignored, while macro parameters not matching any inputs will be replaced with an empty string Fields:\ntemplate - a string with a macro template to be interpreted as a command minecraft:dynamic/custom Action Type # This method will build a minecraft:custom event using all input values All input contents will be sent together inside a compound tag, with tag value of each input put under id from key field of that input Additional static fields can be added to payload Fields:\nadditions - fields to be added to payload, optional compound tag id - namespaced ID Resource Pack version 63 # Added oversized_in_gui item model field Introduced new player head special model type Item Models # Item model definitions now have a boolean field oversized_in_gui which is false by default If true, the item model will be allowed to be bigger than its item slot If false, the item model will be clipped to the item slot size when being rendered in gui This ability of items being rendered outside their slots should not be considered officially supported, it was temporarily restored as an exception since many servers are relying on it At some point in the future we hope to replace it with an officially supported way of achieving similar functionality Introduced new item model minecraft:player_head to handle player profile texture loading and rendering Removed support for minecraft:profile from minecraft:head minecraft:player_head special model type # Renders a player head Uses profile from the minecraft:profile component to load a texture. Renders a default texture until the profile texture is fully loaded No fields minecraft:head special model type # No longer supports profile from minecraft:profile component to load a player texture Renders a default player texture when kind is player and no texture override is supplied Fields remain unchanged Befehle # Neue Gamerule: useLocatorBar zum Aktivieren/Deaktivieren der Locator Bar.\n3 Neue Attribute:\nwaypoint_transmit_range:\nWie weit der Waypoint einer Entity in der Locator Bar angezeigt wird. Ist bei Spielern standardmäßig auf 60.000.000 Blöcke gesetzt (die ganze Welt). waypoint_receive_range:\nWie weit eine Entity Waypoints empfangen kann. Ist bei Spielern standardmäßig auf 60.000.000 Blöcke gesetzt (die ganze Welt). camera_distance:\nErlaubt die distance der 3rd person camera anzupassen Default: 4.0 Neuer Command: /waypoint\nErlaubt es, Waypoints zu manipulieren. /waypoint list:\nListet alle in der Welt existierenden Waypoints auf. /waypoint modify:\nErlaubt es, die Farbe und Fade-In/Fade-Out Farbe/Range eines Waypoints einzustellen. Neuer Command: /datapack create\ngeneriert ein simples Datapack. Neuer Command: /version\nSendet aktuelle serverseitige Versionsinformationen in den Chat. Änderungen # Generell # Die third-person kamera ist nun weiter rausgezoomt wenn man einen Ghast, Ender Dragon oder Giant reitet\nDie Bein Texture von Wölfen, Schafen und Schweinen ist nun gespiegelt\nAmbient Desert Block Sound Changes # Ambient sand sounds müssen nun nicht mehr freien himmel über sich haben\nAmbient sand sounds spielen nun ein wenig seltener\nTerracotta blöcke spielen nun keine Sand sounds mehr ab\nSand blöcke spielen nun keine Wind Sounds mehr ab\nTerracotta blöcke spielen nun keine Wind Sounds mehr ab\nTechnische Änderungen # Durch den Keybind F3 + V werden nun client-side versions informationen in den Chat gesendet Developer\u0026rsquo;s Note: Der GUI-Rendering-Code wird in diesem Snapshot Cycle einem umfangreichen Refactoring unterzogen. Die in diesem Snapshot veröffentlichte Version ist nicht als endgültig zu betrachten und wird weiter überarbeitet.\n","date":"27 August 2025","externalUrl":null,"permalink":"/changelog/1.21.6/pre-1/","section":"Changelog Übersicht","summary":"","title":"1.21.6-pre1","type":"changelog"},{"content":" 25w15a # Blöcke # Dried Ghast # Fundort: Kann im Nether in Netherfossil-Strukturen gefunden werden.\nHerstellung: Herstellbar mit 1 Knochenblock und 8 Ghasttränen. ![](/images/25w15a/GniHGVRagAAGoOp 1.jpeg)\nWenn der Dried Ghast ge-waterlogged wird, durchläuft er über etwa 20 Minuten 3 Zustände.\nAm Ende dieser Zeit spawnt ein Ghastling-Mob.\nWird der Block während des \u0026ldquo;Befeuchtungsprozesses\u0026rdquo; abgebaut, kehrt er in den trockenen Zustand zurück.\nWird das Wasser entfernt, trocknet er langsam wieder aus.\nMobs # Ghastling # Der Ghastling ist die Junge variante des Happy Ghast.\nSpawn: Spawnt aus einem Dried Ghast-Block, der etwa 20 Minuten lang unter Wasser stand.\nVerhalten:\nVersucht, Spielern im Umkreis von 16 Blöcken zu folgen.\nAlternativ folgt er erwachsenen, nicht-aquatischen passiven (und einigen neutralen) Mobs im Umkreis von 16 Blöcken.\nWenn keine geeigneten Ziele in der Nähe sind, bewegt er sich in einem Radius von 32 Blöcken um seinen Spawnort.\nInteraktion:\nKann mit Schneebällen angelockt und gefüttert werden.\nWächst nach etwa 20 Minuten zu einem Happy Ghast heran (oder schneller wenn man ihn mit Schneebällen füttert).\nHappy Ghast # Ein neues fliegendes Reittier, das bis zu vier Spieler tragen kann.\nEntwicklung: Entsteht aus einem Ghastling nach etwa 20 Minuten (oder schneller wenn er mit Schneebällen gefüttert wird).\nReiten:\nKann mit einem Harness ausgerüstet und von bis zu 4 Spielern geritten werden.\nWird von Schneebällen und dem Harness angelockt (Das Anlocken mit dem Harness funktioniert nur wenn er noch keinen Harness ausgerüstet hat).\nHat kein Panikverhalten bei Schaden.\nKann nicht gezüchtet werden.\nRegeneriert langsam Gesundheit - beschleunigt bei Regen, Schnee oder wenn er auf Wolkenhöhe ist.\nSteuerung:\nDer erste Spieler, der aufsteigt, steuert den Ghast.\nDie Brille des Ghasts senkt sich beim Aufsteigen ab, was anzeigt das er grad geritten wird\nMit der Sneak-Taste steigt man ab.\nWenn Spieler auf ihm stehen, hört der Happy Ghast auf sich zu bewegen und richtet sich nach der nächsten horizontalen Himmelsrichtung aus.\nDie 3rd-Person-Kamera wird beim Reiten nach hinten verschoben.\nOhne Reiter bewegt sich der Happy Ghast 64 Blöcke um seinen Spawnort wenn ein Harness ausgerüstet ist sind es 32 Blöcke und er versucht in der nähe von blöcken zu bleiben.\nBeim Absteigen in der Luft sinkt der Ghast zum Boden.\nKann nicht in Boote gesetzt werden.\nGhast # Neue Textur des normalen Ghast Items # Harness # Ein neues Item, mit dem man den Happy Ghast ausrüsten kann, um auf ihm zu reiten.\nHerstellung: Aus 3 Leder, 2 Glas und 1 Wollblock (Farbe des Wollblocks bestimmt die Harness-Farbe).' Eigenschaften:\nKann neu eingefärbt werden.\nKann nur einem Happy Ghast ausgerüstet werden.\nErmöglicht bis zu 4 Spielern das Reiten.\nKann mit einer Schere entfernt werden, aber nur ohne Reiter.\nBefehle # Neue Gamerule: useLocatorBar zum Aktivieren/Deaktivieren der Locator Bar.\n3 Neue Attribute:\nwaypoint_transmit_range:\nWie weit der Waypoint einer Entity in der Locator Bar angezeigt wird. Ist bei Spielern standardmäßig auf 60.000.000 Blöcke gesetzt (die ganze Welt). waypoint_receive_range:\nWie weit eine Entity Waypoints empfangen kann. Ist bei Spielern standardmäßig auf 60.000.000 Blöcke gesetzt (die ganze Welt). camera_distance: Erlaubt die distance der 3rd person camera anzupassen Default: 4.0 Neuer Command: /waypoint\nErlaubt es, Waypoints zu manipulieren. /waypoint list:\nListet alle in der Welt existierenden Waypoints auf. /waypoint modify:\nErlaubt es, die Farbe und Fade-In/Fade-Out Farbe/Range eines Waypoints einzustellen. Neuer Command: /datapack create\ngeneriert ein simples Datapack. Neuer Command: /version\nSendet aktuelle serverseitige Versionsinformationen in den Chat. Änderungen # Generell # Die third-person kamera ist nun weiter rausgezoomt wenn man einen Ghast, Ender Dragon oder Giant reitet\nDie Bein Texture von Wölfen, Schafen und Schweinen ist nun gespiegelt\nAmbient Desert Block Sound Changes # Ambient sand sounds müssen nun nicht mehr freien himmel über sich haben\nAmbient sand sounds spielen nun ein wenig seltener\nTerracotta blöcke spielen nun keine Sand sounds mehr ab\nSand blöcke spielen nun keine Wind Sounds mehr ab\nTerracotta blöcke spielen nun keine Wind Sounds mehr ab\nTechnische Änderungen # Durch den Keybind F3 + V werden nun client-side versions informationen in den Chat gesendet Developer\u0026rsquo;s Note: Der GUI-Rendering-Code wird in diesem Snapshot Cycle einem umfangreichen Refactoring unterzogen. Die in diesem Snapshot veröffentlichte Version ist nicht als endgültig zu betrachten und wird weiter überarbeitet.\n","date":"27 August 2025","externalUrl":null,"permalink":"/changelog/1.21.6/25w15a/","section":"Changelog Übersicht","summary":"","title":"25w15a","type":"changelog"},{"content":" 25w16a # Items # Leashes sind nun 2x so dick wie vorher\nLeashes können nun dazu benutzt werden um 2 Mobs aneinander zu leashen (shift+click) und wenn man ein Mob an einen Happy Ghast Leashed\u0026hellip; naja dann geht halt sowas hier:\npath: test type: horizontal gutter: 10 radius: 5 height: 320 Leashes können mit einer Schere von mobs getrennt werden\nDas Mob an welches man die anderen entity anleint ist das \u0026ldquo;steuernde\u0026rdquo; mob also um eine kuh z.B. an den Happy Ghast zu leashen leint man erst die Kuh an und dann Shift+Click auf den Ghast (macht das sinn? idk)\nDie Leash Physic wurde überarbeitet\nÄnderungen # Wolken Rendern nun sehr viel weiter als vorher Wenn man wärend man etwas geleashed hat versucht beim Elytra Fliegen eine Rakete auszulösen reißt die leine sofort automatisch ab - also gleiten geht noch aber Mobs auf langem weg mit dieser Methode zu transportieren geht nun nicht mehr (Mojang will das wird den Happy Ghast nutzen xD)\nTechnische Änderungen # Block Model Rotationen sind nun nicht mehr auf 22.5° begrenzt ","date":"27 August 2025","externalUrl":null,"permalink":"/changelog/1.21.6/25w16a/","section":"Changelog Übersicht","summary":"","title":"25w16a","type":"changelog"},{"content":" 25w17a # New Features # Info kein bock das ein 2x auf deutsch zu übersetzen ist fast der gleiche changelog von letzer woche nur das es halt nicht mehr Experimental ist\nAdded: Option um die Wolken Distance einzustellen Added: Locator Bar, ein neues HUD-Element, das die Richtung zu anderen Spielern im Multiplayer anzeigt Locator Bar # The Locator Bar is a new default UI element that displays the direction of other players in the world.\nIf there are no other players in the world the experience bar will display as normal, otherwise if another player is in the world (and that player is not hiding) then the experience bar will appear when experience is gained, otherwise the Locator Bar will display in the same area.\nMultiplayer servers can toggle the Locator Bar with the locatorBar gamerule Players can hide by crouching, wearing a mob head or a Carved Pumpkin, or using a Potion of Invisibility Players in Spectator Mode are not visible on the Locator Bar However, Spectating player are visible to each other Facing other players within a 120 degrees range will display those players as colored indicators on the Locator Bar Other players that are above/below the screen will also display an up/down arrow with their indicator The indicator will change to different sized icons depending on how far away the other Player is Colored indicators are randomized for each player Servers can modify the colors of indicators with the /waypoint command eg: /waypoint modify @s color red to set an indicator to red Players on a team will override their default indicator color with their team color Player Changes # Crouching will hide the player, preventing them from appearing on the Locator Bar of other players Spectators are only visible to other spectators on the Locator Bar Item Changes # The following items will hide players when worn in the head slot: Carved Pumpkin Skeleton Skull Wither Skeleton Skull Player Head Zombie Head Creeper Head Dragon Head Piglin Head Potion Changes # Using a Potion of Invisibility will also hide players from the Locator Bar Technical Changes # Info Again kein bock das ein 2x auf deutsch zu übersetzen ist fast der gleiche changelog von letzer woche nur das es halt nicht mehr Experimental ist! das einzig neue was es gibt ist man kann nun die icons customizen\n↓↓↓↓↓↓↓↓\nbeispiel: # setup: # /summon minecraft:allay ~ ~ ~ {NoAI:1} /attribute @n[type=allay] minecraft:waypoint_transmit_range base set 1000 /waypoint modify @n[type=allay] color white 2 beispiel icons # /waypoint modify @n[type=allay] style set allay\n/waypoint modify @n[type=allay] style set gift\nresourcepack: # https://cdn.discordapp.com/attachments/1143215475585728592/1365730673452777573/New_Waypoint_Icons.zip?ex=680e5f4e\u0026is=680d0dce\u0026hm=d39d8e005738e5a0df121c6dd9a577e620a39b753dad36ca301deca1457ddf7a\u0026\nDie Data Pack version ist nun 74 Die Resource Pack version ist nun 58 Added a Server-authoritative Waypoint broadcasting system for controlling the Locator Bar behavior for Players Commands # Added waypoint # This is a new command for querying and modifying waypoints.\nwaypoint list waypoint modify -entity-selector- color -color- waypoint modify -entity-selector- color hex -hex-color- waypoint modify -entity-selector- color reset waypoint modify -entity-selector- style -waypoint_style/resource- waypoint modify -entity-selector- style reset Arguments: # entity-selector: For selecting entities that are transmitting as waypoints (see waypoint_transmit_range attribute) color: Overrides the Locator Bar icon color for this waypoint hex -hex-color- arguments are in web format (RRGGBB) Red is either hex F00 or hex FF0000 Cornflower blue is hex 6495ED style: For changing the icon spriteset and selection distances set -waypoint_style/resource- changes the style to a specific asset under waypoint_style/ reset will restore the default icon behavior of the Locator Bar Waypoint Styles\nThese define custom icons to be displayed on the Locator Bar and are within the waypoint_style/ asset directory.\nThe default implementation is as such:\n{ \u0026#34;near_distance\u0026#34;: 128, \u0026#34;far_distance\u0026#34;: 332, \u0026#34;sprites\u0026#34;: [ \u0026#34;minecraft:default_0\u0026#34;, \u0026#34;minecraft:default_1\u0026#34;, \u0026#34;minecraft:default_2\u0026#34;, \u0026#34;minecraft:default_3\u0026#34; ] } near_distance and far_distance are optional and default to the values 128 and 332 respectively. far_distance distance must be greater than near_distance Each sprite is searched within the prefix of hud/locator_bar_dot/ (the directory textures/gui/sprites/hud/locator_bar_dot). Game Rules # Added locatorBar # Default is true: enabling the Locator Bar Changing to false will remove all existing Waypoints from all players The Game Rule has been renamed from useLocatorBar during the experiment. This may break minor command related features in worlds created in the previous snapshot. Added waypoint_transmit_range and waypoint_receive_range # Default: 0.0, Minimum: 0.0, Maximum: 60000000.0 Players have a default transmission and receive range of 60,000,000 Mobs with a transmission range above zero will send waypoint packets to nearby receivers that are within that range Similarly, receivers only receive waypoints that are inside their receive range (and receive nothing if that range is zero) Examples:\n/attribute @s minecraft:waypoint_transmit_range base set 0 will prevent a player from transmitting (hiding them) /attribute @s minecraft:waypoint_transmit_range base set 80 will only let a player transmit up to 80 blocks (hiding them from players further than that) /attribute @s minecraft:waypoint_receive_range base set 0 will prevent a player from receiving (turns off their Locator Bar) /attribute @s minecraft:waypoint_receive_range base set 120 will only let a player see Locator Bar dots that are within 120 blocks (hiding all players further than that) Waypoint Broadcasting # The Locator Bar works by a server-controlled Waypoint system. Waypoints are received by Players, and connections between Waypoints and Players are managed by the multiplayer server.\nBy default, all Players transmit a Waypoint from themselves, and all Players receive all Waypoints Individual Players can have their transmission and receive ranges controlled by the waypoint_transmit_range and waypoint_receive_range attributes Tags # Block Tags # Added happy_ghast_avoids - blocks that happy ghasts avoid getting close to Added triggers_ambient_dried_ghast_block_sounds - blocks that can trigger ambient Dried Ghast sounds to play when a Dried Ghast block is placed on them ","date":"27 August 2025","externalUrl":null,"permalink":"/changelog/1.21.6/25w17a/","section":"Changelog Übersicht","summary":"","title":"25w17a","type":"changelog"},{"content":" 25w18a # Änderungen # Splash Potions distance to affected entities now depends on the closest distance between the entity hitbox and the splash potion hitbox where it landed\nDas bedeutet, dass eine Entität, die direkt vom Zaubertrank getroffen wird, die volle Wirkung des Zaubertranks erhält. Wenn die Entitäten zusammen gruppiert sind, erhalten sie die gleiche Effektstärke Das Lead Rezept hat sich geändert (Es wird nun kein slime mehr benötigt): Piglins können jetzt getrocknete Ghast-Blöcke traden\nDas Rezept für den dried Ghast-Block wurde aktualisiert und erfordert nun einen Soulsand-Block anstelle eines Boneblocks: Technische Änderungen # Die Data Pack version ist nun 75 Die Resource Pack version ist nun 59 Alle JSON files (in worlds, packs, configuration, etc.) werden nun in strict mode geparsed Datapack # Entity Data # Added home_pos und home_radius felder zu allen mobs Mobs mit set home position limitieren ihr pathfinding um in einem festgelegten radius zu bleiben Manche mobs, wie Bats, Slimes, Magma Cubes, Phantoms und Ender Dragons ignorieren diese felder evtl Mit einem Leash mit einer Entity interagieren oder reiten verändern die Home Position Entity Tags # Updated #followable_friendly_mobs um den Happy Ghast zu beinhalten Resourcepack # Updated Unifont to 16.0.03 UI Sprites # Die hud/locator_bar_arrow_up und hud/locator_bar_arrow_down sprites werden nun mit einer standard animation definition in der dazugehörigen .mcmeta datei animiert Font # Unifont # Updated Unifont to 16.0.03 Added previously omitted Unifont glyphs for Private Use Areas Those glyphs are loaded as a separate sub-font minecraft:include/unifont_pua and are not included in any normally used font Characters in those areas are managed by Under-CSUR (Under-ConScript Unicode Registry), which adds various scripts not present in official Unicode set, like Tengwar or Sitelen Pona unihex Font Provider # Field size_overrides is now optional (defaults to empty list) ^\n","date":"27 August 2025","externalUrl":null,"permalink":"/changelog/1.21.6/25w18a/","section":"Changelog Übersicht","summary":"","title":"25w18a","type":"changelog"},{"content":" 25w19a # Changes # Die Toleranzgrenze für Projektile ändert sich nun mit der Zeit\nDer Nebel wurde für eine verbesserte atmosphärische Perspektive optimiert\nEs wird nun nebliger, wenn es regnet Projectile Targeting # Projektile haben jetzt eine Zieltoleranzspanne, die sich mit der Zeit ändert Bisher hatten alle Geschosse eine feste Zieltoleranzspanne von 0,3 Blöcken. Jetzt haben alle Geschosse in den ersten zwei Ticks ihres Fluges keinen Spielraum. Danach vergrößert sich die Zieltoleranz um 0,05 Blöcke pro Tick, bis sie die vorherige Toleranz von 0,3 Blöcken erreicht. Dies ermöglicht eine bessere Präzision in der Nähe des schießenden Spielers oder Entitys, während gleichzeitig ein gewisser Spielraum für Kollisionen bleibt, wenn das Projektil weiter entfernt ist Technical Changes # Die Data Pack version ist nun 76 \u0026ndash;quickPlaySingleplayer kann nun ohne identifier verwendet werden, um die zuletzt gespielte Welt zu starten Data Pack Version 76 # Das Scale Attribute für den Happy Ghast hat jetzt eine Grenze von 1,0 Entity Data # tnt # Die Entität, die das TNT ausgelöst hat, wird jetzt in einem optionalen owner field gespeichert (UUID der lebenden Entität) vex # Der Besitzer eines Vex wird jetzt in einem optionalen owner field gespeichert (UUID von Mob) Resource Pack Version 60 # Panorama-Texturen müssen nun alle die gleiche Größe haben und quadratisch sein Die Geräusche für den \u0026ldquo;Dried Ghast\u0026rdquo; Block wurden geändert UI Sprites # Der Mob-Effect-Atlas wurde entfernt, und die Sprites im Ordner textures/mob_effect/ sind nun im GUI-Atlas enthalten Das bedeutet, dass Mob-Effect-Sprites jetzt die GUI-Sprite-Skalierungseigenschaften unterstützen. Shaders \u0026amp; Post-process Effects # Shader fog changes # Der Nebel ist jetzt in environmental und render-distance-based aufgeteilt.\nZuvor waren diese beiden Konzepte in denselben Uniformen vermischt\nUmgebungsnebel soll die „Nebelbildung“ der Umgebung darstellen, in der sich der Spieler befindet: Lava, Wasser und jetzt auch Atmosphäre\nRenderdistanz-Nebel soll den Rand des sichtbaren Terrains verdunkeln\nUmgebungsnebel verwendet eine sphärische Distanz, um seine Intensität zu bestimmen, Renderdistanznebel verwendet eine zylindrische Distanz\nDer resultierende Nebelwert für einen beliebigen Vertex ist das Maximum aus beiden\nFog Uniform Block # FogStart wurde in FogRenderDistanceStart umbenannt und stellt nun die Renderdistanz für den Nebelanfang dar. FogEnd wurde in FogRenderDistanceEnd umbenannt und stellt nun das Ende des Nebels in Renderdistanz dar. FogEnvironmentalStart ist neu und stellt den Beginn des umgebungsbasierten Nebels dar FogEnvironmentalEnd ist neu und stellt das Ende des umgebungsbasierten Nebels dar. FogShape wurde entfernt. Renderdistanz-Nebel ist jetzt zylindrisch und Umgebungsnebel ist sphärisch Sound Events # block.dried_ghast.hit wurde entfernt ","date":"27 August 2025","externalUrl":null,"permalink":"/changelog/1.21.6/25w19a/","section":"Changelog Übersicht","summary":"","title":"25w19a","type":"changelog"},{"content":" 25w20a # A Minecraft Java Snapshot\n\u0026ldquo;This week we’re releasing the final features from this year’s second drop. Today’s snapshot brings craftable saddles as well as some stunning tracks, courtesy of Amos Roddy. We have also added an option to show which song is currently playing in the in-game pause menu.\u0026rdquo;\nNeue Features # Eine neue Musik-Disk mit dem Titel „Tears“ von Amos Roddy hinzugefügt\nUpdated the main screen panorama Happy Ghasts werden nun vom flying_speed attribute affected:\nMusic # Die folgenden neuen Musikstücke von Amos Roddy wurden zu den Biomen Cherry Groves, Forest, Desert, Grove und Lush Cave hinzugefügt: Below and Above Broken Clocks Fireflies Lilypad O\u0026rsquo;s Piano Die gleichen Lieder wurden in die Musikrotation des Menüs aufgenommen Saddles Updates # Crafting Saddles # Sättel können jetzt mit 3 Leder und 1 Eisenbarren hergestellt werden Das Rezept wird freigeschaltet, wenn ein Spieler sein erstes Leder aufhebt. Removing Saddles and Equipment # Sättel, Pferderüstungen, Geschirre und Teppiche können nun mit der Schere von den Mobs entfernt werden, die sie tragen können. Sättel, Pferderüstungen, Geschirre und Teppiche können nicht mehr mit der Schere entfernt werden, wenn der Mob einen Reiter hat. Sättel, Pferderüstungen, Geschirre und Teppiche können nicht mit der Schere entfernt werden, wenn der Spieler in der Hocke sitzt. Sättel können nicht mit einer Schere von Plünderern entfernt werden. Dispenser mit Scheren können keine Sättel, Pferderüstungen, Geschirre oder Teppiche von Mobs entfernen. Loot Table Changes # Von einigen Loottable wurden die Sättel entfernt und durch 1-5 Leder ersetzt:\nMonster Room chests Ancient City chests Desert Pyramid chests Jungle Pyramid chests Stronghold altar chests Changes # Nebel wird nun auf 3D-Hud-Elemente wie die Hände des Spielers in der ersten Person und Gegenstände in den Händen angewendet.\nDer Ghast lässt jetzt die „Tears\u0026quot; Music Disc fallen, wenn sie durch einen von einem Spieler abgelenkten Feuerball getötet wird.\nDer Bugfix [MC-3697] (https://bugs.mojang.com/browse/MC-3697) wurde teilweise rückgängig gemacht. Dekorative, hängende Objekte wie Gemälde und Gegenstandsrahmen sind nun immun gegen Explosionen von untergetauchtem TNT, während Gegenstände und Rüstungsständer nun wieder anfällig dafür sind\nUpdates für Musik und Sound\nRegen- und Gewitterwetter ist jetzt etwas weniger neblig Neu Alt Regennebel beeinträchtigt Innenräume weniger\nDer dried Ghastblock zerbricht nicht mehr, wenn Wasser in ihn hineinfließt.\nNeue Splash Texte \u0026ldquo;Music by Aaron Cherof!\u0026rdquo;\n\u0026ldquo;Music by Kumi Tanioka!\u0026rdquo; \u0026ldquo;Music by Amos Roddy!\u0026rdquo;\n\u0026ldquo;Flint and Steel!\u0026rdquo; \u0026ldquo;Chicken Jockey!\u0026rdquo;\nMusic and Sound # Die Musik wird jetzt auch dann abgespielt, wenn das Spiel pausiert ist In den Musik- und Sound-Einstellungen wurde eine Option hinzugefügt, mit der der Spieler die Häufigkeit der Musikwiedergabe in einer Spielwelt einstellen kann. In den Musik- und Sound-Einstellungen wurde eine Option hinzugefügt, mit der ein Musik-Toast angezeigt werden kann, sobald ein Lied abgespielt wird. Wenn diese Option aktiviert ist, wird das aktuell gespielte Lied jederzeit in der oberen linken Ecke des Pausenmenüs im Spiel angezeigt. Technical Changes # Die Data Pack version ist nun 77 Die Resource Pack version ist nun 61 \u0026ldquo;Command Syntax\u0026rdquo; report now contains information about required permission level Data Pack Version 77 # Neue optionale Felder \u0026ldquo;can_be_sheared\u0026rdquo; und \u0026ldquo;shearing_sound\u0026rdquo; wurden zum equippable item component hinzugefügt Es wurde eine Möglichkeit hinzugefügt, sehr einfache Dialoge für Benutzer anzuzeigen Added custom - ein neuer click_event action type für text components Benutzer werden nun zur Bestätigung aufgefordert, bevor sie einen Befehl aus der run_command-Klickaktion in Büchern und im Chat ausführen, wenn der Befehl nicht geparst werden kann oder erhöhte Berechtigungen erfordert (d.h. höher als 0) Dialogs # Ein Paar Beispiele des neuen Dialogs systems:\nKeine Zeit mehr den rest zu übersetzen ist aber auch nicht so wichtig ich denke die videos sagen schon alles\nAdded a way to display simple modal dialogs to a user Dialogs are stored in a minecraft:dialog registry, but can also be defined inline Dialogs are an experimental feature To avoid user confusion, dialog screens are marked with a warning sign next to the title Clicking on this warning leads to a dialog that explains to user that this screen is provided by custom content It also gives user an option to leave current world to avoid them being locked in infinite loop of dialogs Dialogs can be displayed by server in play and configuration connection phases However, only inline registries are allowed in configuration, since registries are not yet available in that phase Dialogs always close after user selects any action Dialogs by default will also close after Escape key is pressed When this happens, dialog will run action specific to dialog type described as \u0026ldquo;exit action\u0026rdquo; below This behavior is configurable When dialog screen is closed, game goes back to previously displayed non-dialog screen or back to gameplay That means that new dialogs always replace already opened ones, if any Dialogs screens will pause the game in singleplayer mode Dialogs can be configured to be accessible from Pause menu This replaces and expands \u0026ldquo;Server Links\u0026rdquo; button added in previous versions Most dialogs follow a common layout, however exact contents depend on type: Header with title and warning button Body elements (labels, inputs, buttons and submit actions), scrollable if needed Optional footer, contains main buttons and submit actions Developer\u0026rsquo;s Note: Dialogs are not supposed to fully describe any in-game UI, but just to allow custom content to display simple messages and get input from users. This feature is intentially limited to match that use case.\nDialog Description Format # Dialogs are stored in minecraft:dialog registry that can be provided by a datapack Fields:\ntype - one of dialog types from minecraft:dialog_type registry type-specific\u0026lt; - see below\nCommon Dialog Fields # Most dialog types share some fields. To avoid duplication, they are listed in this section Fields:\ntitle - screen title, text component Should be always visible on screen, no matter the specific type external_title - name to be used for a button leading to this dialog (for example from Pause screen), optional text component If not present, title will be used instead body - optional list of body elements or a single element, see below can_close_with_escape - can dialog be dismissed with Escape key, default true Common Button Data # Most actions in dialog types share following fields that describe apperance of a button associated with that action: label - text component tooltip - optional text component to display when button is highlighted or hovered over width - width of the button, positive integer with default 150 Click Action # Common object used in dialogs to represent clickable action on a dialog Fields: Common button data (see above) on_click - optional click event (same format as click_event on text components) If not present, clicking button will simply close screen without any action Dialog Types # minecraft:notice # A simple screen with one action in footer Exit action: same as action Fields:\nCommon dialog fields (see above) action - click action (see above), defaults to button with gui.ok label and no action or tooltip minecraft:confirmation # A simple screen with two actions in footer Exit action: same as no action Fields:\nCommon dialog fields (see above) yes - click action (see above) for positive outcome no - click action (see above) for negative outcome minecraft:multi_action # A scrollable list of actions arranged in columns Screen also has button in footer that runs exit action and closes the screen Label will be gui.cancel if dialog has defined exit action and gui.back if it has no side effects Exit action: defined in on_cancel field Fields:\nCommon dialog fields (see above) actions - non-empty list of click actions (see above) on_cancel - optional click event (same format as click_event on text components) columns - positive integer describing number of columns, default: 2 minecraft:server_links # A scrollable list of links received from server in minecraft:server_links packet, arranged in columns Screen also has button in footer that runs exit action and closes the screen Label will be gui.cancel if dialog has defined exit action and gui.back if it has no side effects Note: this is a replacement for previous Server Links screen, but now with an additional body Exit action: defined in on_cancel field Fields:\nCommon dialog fields (see above) on_cancel - optional click event (same format as click_event on text components) columns - positive integer describing number of columns, default: 2 button_width - width of buttons in the list, positive integer with default 150 minecraft:dialog_list # A scrollable list of buttons leading directly to other dialogs, arranged in columns Titles of those buttons will be taken from external_title fields of targeted dialogs Screen also has button in footer that runs exit action and closes the screen Label will be gui.cancel if dialog has defined exit action and gui.back if it has no side effects Exit action: defined in on_cancel field Fields:\nCommon dialog fields (see above) dialogs - dialog, a list of dialogs or a dialog tag on_cancel - optional click event (same format as click_event on text components) columns - positive integer describing number of columns, default: 2 button_width - width of buttons in the list, positive integer with default 150 minecraft:simple_input_form # A screen that accepts user inputs Has a single submit action with in a footer Exit action: none (submitting data closes screen, but does not run any action outside of sending data to server) Fields:\nCommon dialog fields (see above) inputs - non-empty list of inputs controls, see below action - submit action, see below minecraft:multi_action_input_form # A screen that accepts user inputs Can have multiple submit actions Has no footer, submit actions are appended to a body Exit action: none (submitting data closes screen, but does not run any action outside of sending data to server) Fields:\nCommon dialog fields (see above) inputs - non-empty list of inputs controls, see below actions - non-empty list of submit actions, see below Dialog Body Types # All dialogs have a list of body elements describing contents between title and actions or inputs Fields:\ntype - one of dialog body types from minecraft:dialog_body_type registry type-specific\u0026lt; - see below\nminecraft:plain_message # A multiline label Fields:\ncontents - text component width - maximum width of message, positive integer with default 200 minecraft:item # Item with optional description If description is present, it will be rendered to the right of item Item will be rendered as if it was in inventory slot Item is not scaled even if width and height are set to values other than default Fields:\nitem - item stack with count description - optional object with fields: contents - text component width - maximum width of contents, positive integer with default 200 Can also be just be text component show_decorations - if true, count and damage bar will be rendered over the item, default: true show_tooltip - if true, item tooltip will show up when item is hovered, default: true width - horizontal size of element, default: 16 height - vertical size of element, default: 16 Input Control Types # Input dialog uses a set of controls to accept user input When submitted, current value of input will be converted to a string and sent to the server as described by Submit Action section below Fields:\ntype - one of input control types from minecraft:input_control_type registry key - string identifier of value used when submitting data, must be a valid template argument (letters, digits and _) type-specific\u0026lt; - see below\nminecraft:text # Simple text input Sends current contents without modification Fields:\nwidth - width of input, positive integer with default: 200 label - a text component to be displayed to the left of control label_visible - controls label visibility, default: true initial - initial contents, default: \u0026quot;\u0026quot; (empty) minecraft:boolean # A plain checkbox with a label Fields:\nlabel - a text component to be displayed to the right of control initial - an initial value, default: false (i.e. unchecked) on_true - a string value to send when control is checked, default: \u0026rsquo;true' on_false - a string value to send when control is unchecked, default: \u0026lsquo;false\u0026rsquo; minecraft:single_option # A button that cycles between a set of options when clicked Sends value associated with currently selected preset Fields:\nlabel - a text component to be displayed on the button label_visible - if true, label will be incorporated into button text, default: true width - width of button, positive integer with default: 200 options - a list of objects with fields: id - a string value to send on submit display - a text component to display on button, optional (if not present, id is used) initial - an optional boolean flag that selects initial option (only one option can have it set to true) Additionaly list might also contain plain string - in that case it\u0026rsquo;s equivalent to a single entry with field id set to that string and other fields set to default minecraft:number_range # A slider for picking a numeric value out of some range Sends currently selected value Whole numbers will be sent without decimal point Fields:\nlabel - a text component to be used as a slider label label_format - a translation key to be used for building label (first argument is contents of label field, second argument is current value), default: options.generic_value width - width of input, positive integer with default: 200 start - start value (when slider is in leftmost position) (inclusive), float end - end value (when slider is in rightmost position) (inclusive), float steps - number of increments, positive integer Note: value of 1 means that slider will have two positions (start and end) initial - initial value of slider, rounded down nearest step, must be within range, defaults to min Submit Actions # Every submit action on input dialog has a button associated with it When one of those buttons is clicked, values of all inputs will be collected and sent to a server using one of methods described below id field of a submit action will be included as an input with key action Submit action fields: Common button data (see above) id - string identifier of an action on_submit - submit method to run when button is clicked, object with following fields: type - one of submit method types from minecraft:submit_method_type registry type-specific\u0026lt; - see below\nNote: server does not validate individual values as they arrive as filled commands or custom payloads Submit Method Types # minecraft:command_template # This method will build a command using a provided macro template and request the server to run it (same as minecraft:run_command click event) If the command requires permission higher than 0 (when any operator permissions are required), a confirmation dialog will be shown Macro will be expanded with values from input For example, if macro is some_command $(action), action parameter will be expanded to id field of a submit action Inputs not used in macro will be ignored, while macro parameters not matching any inputs will be replaced with an empty string Fields:\ntemplate - a string with a macro template to be interpreted as a command minecraft:custom_template # This method will build a custom server click action using a provided macro template and send it to the server (same as minecraft:custom click event) Macro will be expanded with values from input Inputs not used in macro will be ignored, while macro parameters not matching any inputs will be replaced with an empty string Fields:\ntemplate - a string with a macro template to be used as a payload id - namespaced ID minecraft:custom_form # This method will build a custom server click action from all values and request the server to run it (same as minecraft:custom click event) Format: keys are separated from values with horizontal tabulation (U+0009) character key-value entries are separated with line feed (U+000A) character If characters U+0009 and U+000A are present in any key or value, they will be escaped to \\t and \\n Fields:\nid - namespaced ID Built-in dialogs # The built-in datapack contains some custom dialogs to provide customization of specific screens used by client\nminecraft:server_links # Replacement for previously existing \u0026ldquo;Server Links\u0026rdquo; screen Meant to simplify migration for servers that used this feature previously minecraft:custom_options # Shows contents of minecraft:pause_screen_additions tag (see below) Lets user select a specific dialog if this tag contains multiple entries Note: Since this tag is meant for interoperability, any content that replaces this dialog should be careful to not hide other dialog providers Dialog Command # New command has been added to show dialog to clients Syntax:\ndialog show \u0026gt;targets\u0026lt; \u0026gt;dialog\u0026lt; - show dialog to player(s) targets\u0026lt; - player name, UUID or a player selector\ndialog\u0026lt; - a namespaced ID from minecraft:dialog registry or inline dialog value as described above\nReturns number of players in targets argument dialog clear \u0026gt;targets\u0026lt; - clean dialog for player(s), if they have any visible targets\u0026lt; - player name, UUID or a player selector\nReturns number of players in targets argument Pause Screen Configuration # A data pack can request some of the available dialogs to be accessible from Pause screen This feature replaces \u0026ldquo;Server Links\u0026rdquo; button and is placed on Pause screen according to the same rules Buttons leading to dialogs exposed in this way will use label described in external_title field This feature is configured by minecraft:pause_screen_additions dialog tag: If this tag is not specified or is empty but the server has sent server_links packet, tag will be handled as if it contained minecraft:server_links dialog Note: this matches previous Server Links feature behavior If this dialog is removed, the tag remains empty If this tag is still empty, button is not visible (\u0026ldquo;Send Feedback\u0026rdquo; and \u0026ldquo;Report Bugs\u0026rdquo; buttons are visible instead) If this tag has a single element, Pause screen button will lead directly to this dialog If this tag has multiple elements, Pause screen button will lead to minecraft:custom_options which (by default) lets user select one of the tag elements If this dialog is removed, button is not visible Text Components # Click Events # New click action minecraft:custom has been added When user clicks a component with this click action, client will send a dedicated packet minecraft:custom_click_action to a server The intended use is as an alternative for run_command to be used by modded servers without worrying about having to add custom commands This packet has no functionality on vanilla servers Fields: id - namespaced ID payload - optional string field Dialog Click Event # New action show_dialog has been added When user clicks this component, a dialog will be opened for them Fields: dialog - a namespaced ID from minecraft:dialog registry or inline dialog value as described above Attributes # Ghasts flying_speed attribute # Ghasts now have a flying_speed attribute that affects their flying speed Data Components # equippable Item Component # Added new optional field: can_be_sheared (boolean) If true, players can use Shears to remove this equippable item from a target mob by right-clicking, provided all other shearing conditions are satisfied If not specified, it defaults to false Added new optional field: shearing_sound (sound event) It\u0026rsquo;s a sound event that plays when the equippable item is sheared If not specified, it defaults to the item.shears.snip sound event Resource Pack Version 61 # UI Sprites # Added icon/music_notes and toast/now_playing sprites ","date":"27 August 2025","externalUrl":null,"permalink":"/changelog/1.21.6/25w20a/","section":"Changelog Übersicht","summary":"","title":"25w20a","type":"changelog"},{"content":" 25w21a # \u0026ldquo;Summer is finally here in Stockholm on this fine Snapshot Tuesday - but it seems some of our developers missed those beautiful, gray, rainy skies far too much and absolutely insisted on giving the clouds in Minecraft new look. What a de-light!\u0026rdquo;\nNew Features # Das Cloud Pattern wurde geupdated Rare Creeper Cloud Pattern: Horses, Donkeys, and Mules können nun mit Karotten gefüttert werden um das wachstum zu beschleunigen, sie zu heilen und ihr temper zu verbessern Music and Sound # Ein neuer sound wurde hinzugefügt für wenn ein Lead reisst https://misode.github.io/versions/?id=25w21a\u0026tab=diff\u0026file=assets/minecraft/sounds/entity/leashknot/break.ogg\nEin neuer sound wurde hinzugefügt wenn man Saddles, Horse Armor, und Carpets from Llamas abschneidet https://misode.github.io/versions/?id=25w21a\u0026tab=diff\u0026file=assets/minecraft/sounds/mob/horse/armor_unequip.ogg\nTechnical Changes # The Data Pack version is now 78 The Resource Pack version is now 62 Data Pack Version 78 # Datadriven Entity Models/Animation Soon? Dialogs # run_command click actions will now correctly close dialogs and book screens even if the command does not require elevated permissions Dialogs should now correctly return to the previous non-dialog screen on close in all cases If a new dialog is received by the client while warning screen is visible, it will not replace it, but when user clicks the \u0026ldquo;Back\u0026rdquo; button, the new dialog will be restored instead The sizes of elements in dialogs are now restricted: buttons - between 1 and 1024 (inclusive) minecraft:plain_message dialog body - between 1 and 1024 (inclusive) minecraft:item dialog body width of description - between 1 and 1024 (inclusive) width - between 1 and 256 (inclusive) height - between 1 and 256 (inclusive) minecraft:text input control - between 1 and 1024 (inclusive) minecraft:single_option input control - between 1 and 1024 (inclusive) minecraft:number_range input control - between 1 and 1024 (inclusive) minecraft:text Input Control # max_length - maximum length of input, positive integer with default of 32 multiline - if present, allows users to input multiple lines, optional object with fields: max_lines - if present, limits maximum lines, optional positive integer height - height of input, optional integer in range 1 to 512 If this field is omitted, but max_lines is present, the height will be chosen to fit the maximum number of lines If this and max_lines are both omitted, it will default to a height that fits 4 lines minecraft:number_range Input Control # The steps field has been replaced with a new field: step - step size, optional positive float If present, only values of initial + \u0026gt;any integer\u0026lt; * step will be allowed If absent, any value from range the is allowed initial - if not specified, now defaults to the middle of the range minecraft:multi_action_input_form Dialog Type # Added new field columns - positive integer describing number of columns, default: 2 Resource Pack Version 62 # Sounds # Added entity/leashknot/break for when a Lead snaps The following sounds have been renamed: entity/leashknot/break1 -\u0026gt; entity/leashknot/unleash1 entity/leashknot/break2 -\u0026gt; entity/leashknot/unleash2 entity/leashknot/break3 -\u0026gt; entity/leashknot/unleash3 entity/leashknot/place1 -\u0026gt; entity/leashknot/leash1 entity/leashknot/place2 -\u0026gt; entity/leashknot/leash2 entity/leashknot/place3 -\u0026gt; entity/leashknot/leash3 The following sounds have been added for shearing Saddles, Horse Armor, and Carpets from Llamas mob/horse/armor_unequip mob/horse/saddle_unequip mob/llama/unequip ","date":"27 August 2025","externalUrl":null,"permalink":"/changelog/1.21.6/25w21a/","section":"Changelog Übersicht","summary":"","title":"25w21a","type":"changelog"},{"content":" Mojang FAQ # Offizielles FAQ # Custom FAQ # Q : Vibrant Visuals plan? A : Q : welches Material System für VV? A : also das MERS format (MERS = Metallicness, Emissiveness, Roughness, Subsurface)\nQ : wie lange bis das neue system in einem \u0026ldquo;semi-stable state\u0026rdquo; ist? A : also wie schon gedacht 1-2 Jahre bis es wirklich komplett und stabil ist\nQ : Werden die neuen grafischen features die dazu kommen auch außerhalb von VV benutzt werden können? A : Q : Fog änderungen? A : 1.21.6 confirmed! Q : LOD\u0026rsquo;s? A : tl:dr: \u0026ldquo;Maby\u0026hellip; but we have other stuff to do before that\u0026rdquo;\nQ : Vulkan? A : tl:dr: \u0026ldquo;Maby\u0026hellip; but we dont wanna lose Players\u0026rdquo; ᵇᶦᵗᵗᵉ ˢᶜʰᵉᶦˢˢᵗ ᵈᵒᶜʰ ᵉᶦⁿᶠᵃᶜʰ ᵃᵘᶠ ᵈᶦᵉ ᵖᵃᵃʳ ˡᵉᵘᵗᵉ ᵈᶦᵉ ⁿᵒᶜʰ ᴹᶦⁿᵉᶜʳᵃᶠᵗ ˢᵖᶦᵉˡᵉⁿ ʷᵒˡˡᵉⁿ ᵐᶦᵗ ᵉᶦⁿᵉᵐ ᴾᶜ ᵛᵒⁿ ²⁰⁰⁵\nQ : Datadriven GUI\u0026rsquo;s? A : tl:dr: \u0026ldquo;Not Planned right now\u0026hellip; prioritys are at Vibrant Visuals and all the stuff around it first\u0026rdquo;\nsorry ammo! Q : datadriven entity models? A : tl:dr: \u0026ldquo;there is a lot of stuff that would need to be done before that\u0026rdquo;\n","date":"27 August 2025","externalUrl":null,"permalink":"/changelog/mojang-faq/","section":"Changelog Übersicht","summary":"","title":"Mojang FAQ","type":"changelog"},{"content":" Testseite # url to markdown # https://url-to-markdown.deno.dev/\nDies ist eine Testseite für Hugo. Wenn du diesen Text siehst, funktioniert das Routing für einzelne Seiten!\nhttp://localhost:1313/changelog/testseite/\nhttps://vincplyz.github.io/changelog/testseite/\nStructure Viewer # html beispiele # Colored Text und Hover Text # Mobs können das Enchant auch benutzen:\nPanorama Viewer\nhttps://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html\n⟨ ⟩ Snapshot 6 Snapshot 7 https://www.shutterstock.com/image-vector/work-progress-on-red-stamp-600w-2575534611.jpg\nCustom Emojis: # Java 25 Update nächste version # 25w37a Screenshot 25w35a Screenshot 25w37a Screenshot 25w35a Screenshot 6 Sound buttons # test Spruce\nBirch\nJungle\nAcacia\nDark Oak\nMangrove\nCherry\nPale Oak\nBamboo\nCrimson\nWarped\nRed\nOrange\nYellow\nFolldable List Snapshots\nFolldable List Snapshots\nImage with Description and Fullscreen Link # Eine Beschreibung des Bildes mit einem Link zur vollständigen Ansicht. Image with Description with Custom Style # Pale Block Light in Pale Gardens test Video Images Styled Text\ncolor\nsome blue text font type\nThis is a paragraph.\nfont size\nThis is a paragraph.\nClick Me!\nChoose your browser from the list: HTML | CSS | JavaScript | Python Choose a car: Volvo Saab Mercedes Audi Developer's Note: The rendering changes introduced in 25w31a for entities are now expanded to affect block entities and items. Please report any issues you encounter in these areas. ","date":"27 August 2025","externalUrl":null,"permalink":"/changelog/testseite/","section":"Changelog Übersicht","summary":"","title":"Testseite","type":"changelog"},{"content":" News Slicedlime Videos: Normal / Technical\nSnapshot Datapack: Download\nAs the year draws to a close, we gather in the shipping room one more time to press the buttons that make snapshots happen! In this final release of 2025 we\u0026rsquo;re (among other things) upgrading our runtime version of Java, giving villager trades the data-driven treatment, and adding a new swing command that swings the arms of entities. Finally, all our builds will now be unobfuscated moving forward.\nDid we miss something? Oh, yeah! This snapshot marks the beginning of our new version numbering system for Minecraft on Java Edition. We\u0026rsquo;ll see you next year for more snapshots and the eventual release of what will be Java Edition 26.1!\nHappy mining!\nChanges # What trades are unlocked by villager professions are now determined using deterministic random sequences, like loot drops and barter loot The algorithm that maps block and sky light levels to how bright things appear on screen has been fully rewritten A new lightmap debug renderer was introduced, which can be enabled using the F3 + 4 keybind Lightmap Algorithm Changes # The new algorithm is supposed to mostly provide the same overall results as before, but: It is simpler and more straightforward, and fixes multiple issues of the previous one, as listed in the Fixed Bugs section below The Darkness effect and world darkening effect of the Wither fight now works the same way in all dimensions The Night Vision effect now simply adds ambient light instead of scaling the resulting colors It means that fully dark areas no longer look brighter than areas lit by block or sky light More aspects of the algorithm such as block light tint, ambient light color and night vision color are now data-driven through environment attributes, as described in the Data Pack section below Lightmap Debug Renderer # A new debug renderer for the lightmap was added, which can be enabled using the F3 + 4 keybind It is mutually exclusive with FPS/TPS and networking charts It shows the lightmap texture in real-time in the bottom right corner of the screen The vertical axis of the texture represent sky light levels (0-15 from bottom to top) The horizontal axis of the texture represent block light levels (0-15 from left to right) The color of each pixel represents the resulting color that will be applied to blocks and entities lit with the corresponding block and sky light levels UI # Debug Screen # The looking_at_block and looking_at_fluid debug entries no longer show tags\nNew debug entries have been added:\nlooking_at_block_tags looking_at_fluid_tags looking_at_entity_tags Renamed debug entries:\nlooking_at_block -\u0026gt; looking_at_block_state looking_at_fluid -\u0026gt; looking_at_fluid_state Technical Changes # The Data Pack version is now 95 If a server\u0026rsquo;s disk space is low, a toast will now be shown to server operators The game now requires Java 25 The included Java distribution is now the Microsoft build of OpenJDK 25 Data Pack Version 95 # Added data-driven registry for villager trades Piglin inventory slots can now be accessed using piglin.* similar to how Villager inventories can be accessed using villager.* Data-driven Villager Trades # Trades offered by Villagers and Wandering Traders are now data-driven and can be customized by datapack developers\nCustom Biome Dependent Villager Trades Villager Trades # Present in the villager_trade folder, represents a blueprint for trades which is used by Villagers and Wandering Traders to generate actual trades Entry Format: wants, an object representing an item type and number of them needed to trade id, the id of the item count, an optional number provider representing how many of the item is needed for the trade Defaults to a constant 1 components, an optional component map representing the expected data components on the item Defaults to an empty map additional_wants, an optional object representing an additional item required by the merchant, has the same format as wants gives, an Item Stack representing the resulting item given by the merchant when trading Uses the existing format for Item Stacks given_item_modifiers, a optional list of Item Modifiers representing modifiers to apply to the item in gives such as enchantments or potions, used to add dynamism to the trade rather than hardcoding certain values Uses the existing format for Item Modifiers (also known as loot modifiers, item functions, loot functions\u0026hellip;) If any of these returns an empty item the entire trade will be discarded Item Modifier references are not yet supported If the final item has a stored_enchantment component containing an enchantment in the #double_trade_price tag, then the count of wants is doubled max_uses, an optional number provider representing the maximum number of times a trade may be used Is set to 1 if the number provider returns a lower value Defaults to 4 reputation_discount, an number provider representing how much factors such as demand, discounts or penalties affects the cost represented by wants Is set to 0.0 if the number provider returns a lower value Defaults to 0.0 xp, an optional number provider representing the amount of xp a merchant gets when the trade is done Is set to 0 if the number provider returns a lower value Defaults to 1 merchant_predicate, a Predicate representing conditions on the merchant that need to be met for the trade to be offered Uses the existing format for Predicates (also known as loot conditions) Predicate references are not yet supported double_trade_price_enchantments, an optional enchantment id, list of namespaced enchantment IDs, or hash-prefixed enchantment tag representing enchantments that will double the additional cost from minecraft:enchant_randomly and minecraft:enchant_with_levels if they have include_additional_cost_component set to true and if the item has one of the provided values in its minecraft:stored_enchantments component An example trade of an emerald and a book for an enchanted book offered only by Desert Villagers\n{ \u0026#34;additional_wants\u0026#34;: { \u0026#34;id\u0026#34;: \u0026#34;minecraft:book\u0026#34; }, \u0026#34;double_trade_price_enchantments\u0026#34;: \u0026#34;#minecraft:double_trade_price\u0026#34;, \u0026#34;given_item_modifiers\u0026#34;: [ { \u0026#34;function\u0026#34;: \u0026#34;minecraft:enchant_randomly\u0026#34;, \u0026#34;include_additional_cost_component\u0026#34;: true, \u0026#34;only_compatible\u0026#34;: false, \u0026#34;options\u0026#34;: \u0026#34;#minecraft:trades/desert_common\u0026#34; }, { \u0026#34;function\u0026#34;: \u0026#34;minecraft:filtered\u0026#34;, \u0026#34;item_filter\u0026#34;: { \u0026#34;items\u0026#34;: \u0026#34;minecraft:enchanted_book\u0026#34;, \u0026#34;predicates\u0026#34;: { \u0026#34;minecraft:stored_enchantments\u0026#34;: [ {} ] } }, \u0026#34;on_fail\u0026#34;: { \u0026#34;function\u0026#34;: \u0026#34;minecraft:discard\u0026#34; } } ], \u0026#34;gives\u0026#34;: { \u0026#34;count\u0026#34;: 1, \u0026#34;id\u0026#34;: \u0026#34;minecraft:enchanted_book\u0026#34; }, \u0026#34;max_uses\u0026#34;: 12.0, \u0026#34;merchant_predicate\u0026#34;: { \u0026#34;condition\u0026#34;: \u0026#34;minecraft:entity_properties\u0026#34;, \u0026#34;entity\u0026#34;: \u0026#34;this\u0026#34;, \u0026#34;predicate\u0026#34;: { \u0026#34;predicates\u0026#34;: { \u0026#34;minecraft:villager/variant\u0026#34;: \u0026#34;minecraft:desert\u0026#34; } } }, \u0026#34;reputation_discount\u0026#34;: 0.2, \u0026#34;wants\u0026#34;: { \u0026#34;id\u0026#34;: \u0026#34;minecraft:emerald\u0026#34; } } Trade Sets # Present in the trade_set folder, they\u0026rsquo;re groupings of trades offered by Villagers and Wandering Traders We currently only have hardcoded ones available in \u0026lt;profession\u0026gt;/level_\u0026lt;level\u0026gt; for Villagers, as well as wandering_trader/buying, wandering_trader/special, wandering_trader/common for Wandering Traders Entry Format: trades, a villager trade id, list of namespaced villager trade IDs, or hash-prefixed villager trade tag representing the trades that are part of this trade set amount, a number provider representing the amount of trades to be generated from this set when used If the generated number is greater than the number of available trades then it will only generate until all trades have been used once, unless allow_duplicates is set to true allow_duplicates, a boolean representing if the trade set can use the same Villager Trade multiple times to generate trades Defaults to false random_sequence, an optional named random sequence that determines which trades are generated Defaults to a non-deterministic random sequence An example trade set offering 2 trades from the #minecraft:armorer/level_1 tag, allowing duplicates\n{ \u0026#34;amount\u0026#34;: 2.0, \u0026#34;trades\u0026#34;: \u0026#34;#minecraft:armorer/level_1\u0026#34;, \u0026#34;random_sequence\u0026#34;: \u0026#34;minecraft:trade_set/armorer/level_1\u0026#34;, \u0026#34;allow_duplicates\u0026#34;: true } Commands # Added SWING # New command that enables swinging of entities arms Not all entities support swing animation. swing will succeed for those entities, but clients will only display it when possible For example, this makes it possible to swing Mannequin arms Returns the amount of entities for which a swing was sent Syntax: /swing \u0026lt;entity selector\u0026gt; \u0026lt;mainhand|offhand\u0026gt;\n/swing @n[type=mannequin] mainhand Environment Attributes # minecraft:visual/block_light_tint # Tint of the block light. Block light color start as dark grey at low light levels, becomes tinted by this attribute at medium levels and turns white at high levels. By default, it provides the yellowish tint of torches. Bright colors work best for this attribute, with at least one color component being fully bright. The tint applies globally to all light sources visible on the screen. Individual lights can not be tinted differently.\nValue type: RGB color Default value: #FFD88C Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Pale Block Light in Pale Gardens minecraft:visual/ambient_light_color # Defines both the ambient light tint and brightness. This light is applied to the world at 0 light level. Block and sky light are added on top of it.\nValue type: RGB color Default values: #0A0A0A for the Overworld, #302821 for the Nether, #3f473f for the End Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position minecraft:visual/night_vision_color # This color is used similarly to ambient light color. When the Night Vision effect is active, per-component maximum of minecraft:visual/night_vision_color and minecraft:visual/ambient_light_color is used as ambient color. Night Vision is not tinted by default.\nValue type: RGB color Default value: #999999 Modifiers: RGB Color Modifiers Interpolated: yes Resolved at the camera\u0026rsquo;s position Data Components # Added minecraft:additional_trade_cost # Transient component used to modify count needed of the gives item in a villager trade, is removed after a trade has been generated Format: integer Loot Functions # Added minecraft:villager_trade loot table type which takes the following parameters: this, the entity offering the trade origin, the block position of the entity at its feet Added minecraft:set_random_dyes # Additively adds dyes to an item\u0026rsquo;s minecraft:dyed_color data component if the item is in the #dyeable tag Fields: conditions - conditions for the function to apply number_of_dyes - number provider representing the number of random dyes out of sixteen to apply to the item The same dye might be selected repeatedly Added minecraft:set_random_potion # Randomly sets the minecraft:potion_contents data component on an item Fields: conditions - conditions for the function to apply options - optional potion id, list of namespaced potion IDs, or hash-prefixed potion tag, representing the possible potions to select from Defaults to any potion in the potions registry Changed minecraft:enchant_with_levels # Now also takes the following field:\ninclude_additional_cost_component - optional boolean representing if an minecraft:additional_cost_component should be added to the item based on the cost of the enchantment Defaults to false The value is determined by the levels number provider and is the same that is used to determine what enchantment level is used for enchanting Changed minecraft:enchant_randomly # Now also takes the following field:\ninclude_additional_cost_component - optional boolean representing if an minecraft:additional_cost_component should be added to the item based on the cost of the enchantment Defaults to false The value is determined by the value selected by levels or its default value using the following formula: 2 + random(0, 5 + level * 10) + 3 * level Predicates # Entity Predicates # player Sub-Predicate # New optional field: food - A Food predicate Format: Object with fields: level - optional integer min/max range specifying the required food level saturation - optional float min/max range specifying the required saturation level Added minecraft:sum # Returns the sum of a list of number providers Fields: summands, a list of number providers Enchantments # The post_piercing_attack component no longer only works for a player if that player has a certain food level Tags # Added several tags representing groups of villager trades from which Villagers and Wandering Traders derive their trading pools Villagers have the following tags representing each profession and level of trade in the format: #\u0026lt;profession\u0026gt;/level_\u0026lt;level\u0026gt;, up to level 5 Smiths have the #common_smith/level_\u0026lt;level\u0026gt; tags representing common trades among armorers, weaponsmiths and toolsmiths, up to level 5 Wandering Traders have the following tags: #wandering_trader/buying, #wandering_trader/special, #wandering_trader/common Enchantment Tags # Removed the following tags: trades/desert_special trades/jungle_special trades/plains_special trades/savanna_special trades/snow_special trades/swamp_special trades/taiga_special Potion Tags # Added #tradeable - all potion effects that can appear in villager trades Resource Pack Version 76 # Lightmap Shader Changes # The lightmap.fsh shader was significantly modified. The LightmapInfo uniform now has two new fields: BlockLightTint NightVisionColor The AmbientLightFactor field was removed, its value is now premultiplied into AmbientColor The DarkenWorldFactor was renamed to BossOverlayWorldDarkeningFactor Text and items rendered in UI now use a separate 1x1 white lightmap texture, so the lightmap shader does not always have to keep the 15, 15 pixel purely white Fixed bugs in 26.1 Snapshot 1 # MC-64087 - Revengeful zombies / Zombie reinforcements will try to attack you in Creative mode MC-179949 - You cannot edit the inventories of piglins by using \u0026lsquo;/item replace\u0026rsquo; MC-197497 - Smooth lighting transition from level 1 to 0 is not smooth MC-199589 - Hitting mobs in Creative mode then switching into Survival causes the mob to target you MC-219981 - Leader zombie-type mobs spawn with 20 health despite having an increased maximum health MC-300465 - Maps with the maximum number of markers cannot be placed in item frames MC-302186 - Ambient lighting in the Nether appears discolored compared to previous versions MC-302408 - Inconsistent underwater lighting with the Conduit Power effect applied MC-302528 - Low sky \u0026amp; block light look outright broken when cast on the same area MC-303119 - Feeding a cat or wolf in Survival mode with only one item in the selected item slot does not restore as much health as it should MC-303125 - Creepers can blow up after the player dies MC-303389 - The ender dragon\u0026rsquo;s velocity can be affected by attacks while perched MC-303692 - Debug overlay text has an indent when improved transparency is disabled MC-304023 - Redundant level data fixer files are saved in worlds\u0026rsquo; \u0026ldquo;data\u0026rdquo; folder MC-304217 - Lunge\u0026rsquo;s hunger requirement applies to post_piercing_attack effects of custom enchantments MC-304599 - Dolphins don\u0026rsquo;t follow players riding nautiluses like in Bedrock Edition MC-304631 - Anisotropic filtering set to 8x causes opaque translucent textures to become transparent in the distance when there are odd-sized block textures MC-304725 - Zombie villagers summoned with default spawn eggs always spawn as their plains variant MC-304991 - Clicking on a chest with loot that hasn\u0026rsquo;t been generated in Spectator mode makes the \u0026ldquo;block.chest.locked\u0026rdquo; sound MC-305012 - The description of the \u0026ldquo;Universal anger\u0026rdquo; game rule still uses the old ID of the \u0026ldquo;Forgive dead players\u0026rdquo; game rule ","date":"16 January 2025","externalUrl":null,"permalink":"/changelog/26.1/26.1-snapshot-1/","section":"Changelog Übersicht","summary":"","title":"26.1 Snapshot 1 Changelog","type":"changelog"},{"content":"Idk ob das ein gutes zeichen ist wenn Mojang mitarbeiter selber auf etwas hoffen und nicht wissen ob es passiert\n","externalUrl":null,"permalink":"/file_share/images/","section":"File_shares","summary":"","title":"","type":"file_share"},{"content":" Laden MC-4 - ITEM DROPS SOMETIMES APPEAR AT THE WRONG LOCATION Status: Reopened\nReported By: Ezekiel\nCreated On: 24.10.2012\nBeschreibung Lade Bug Report...\n","externalUrl":null,"permalink":"/mc-bug/","section":"","summary":"","title":"","type":"page"},{"content":" 1.21.5 - Spring to Life 1.21.5 \u0026ndash; Custom - Official # Snapshots\n25w02a \u0026ndash; Custom - Official 25w03a \u0026ndash; Custom - Official 25w04a \u0026ndash; Custom - Official 25w05a \u0026ndash; Custom - Official 25w06a \u0026ndash; Custom - Official 25w07a \u0026ndash; Custom - Official 25w08a \u0026ndash; Custom - Official 25w09a \u0026ndash; Custom - Official 25w10a \u0026ndash; Custom - Official Pre Releases\nPre-1 \u0026ndash; Custom - Official ","externalUrl":null,"permalink":"/old_versions/","section":"","summary":"","title":"","type":"page"},{"content":"","externalUrl":null,"permalink":"/authors/","section":"Authors","summary":"","title":"Authors","type":"authors"},{"content":"","externalUrl":null,"permalink":"/categories/","section":"Categories","summary":"","title":"Categories","type":"categories"},{"content":" Vanilla Tweaks Pre Configured und updated: # CC-Tweaks HDShieldBanners UnobtrusiveRain UnobtrusiveSnow LowerShield LowerFire OreBorders UniquePaintingItems UniversalLushGrass Download\nCC-Redstone-Tweaks DirectionalDispensersDroppers BetterObservers StickyPistonSides DirectionalHoppers Download\nVT x VincPlyz 3D Maze 3D Mace by VanillaTweaks Macht das Mace icon 2D Download\nMod/Resourcepack vorschläge:: # ","externalUrl":null,"permalink":"/ca13/","section":"","summary":"","title":"Craft Attack 13","type":"page"},{"content":"","externalUrl":null,"permalink":"/file_share/","section":"File_shares","summary":"","title":"File_shares","type":"file_share"},{"content":"","externalUrl":null,"permalink":"/series/","section":"Series","summary":"","title":"Series","type":"series"},{"content":"","externalUrl":null,"permalink":"/tags/","section":"Tags","summary":"","title":"Tags","type":"tags"},{"content":"27.08.25\nWebsite Grundgerüst und Style (mit sehr viel Kopfschmerz) 28.08.25\nCustom Shortcode um commands kopierbar zu machen Script, um neu erschienene Changelogs von Snapshots in die Seite zu kopieren Minecraft font hinzugefügt 28.09.25\nwikilink shortcode dynamic crafting shortcode image carusel shortcode sound button shortcode itemicon shortcode wiki resource db ","externalUrl":null,"permalink":"/changelog/website-changelog/","section":"Changelog Übersicht","summary":"","title":"Website Changelog","type":"changelog"}]