Minecraft Java Edition 26.1
The cutest drop in Minecraft history is here!
Ready 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!
New 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' 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'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'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 "Exclusive Fullscreen" 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 -> looking_at_block_state
looking_at_fluid -> 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'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 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.

Technical 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'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 "Default Components" 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's Note: If you experience any visual bugs, performance degradation or crashes, please report it to us on our bug tracker.
World 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 -> players/advancements
playerdata -> players/data
stats -> 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 -> data/minecraft/scoreboard.dat
Command storage is now stored in namespace subfolders instead of having a namespace suffix
Example: data/command_storage_foo.dat -> 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 -> 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/<namespace>/world_clock/<id>.json)
World 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.
Time 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.
Built-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.
minecraft:wake_up_from_sleep - the time to advance the dimension's default clock to when Players in that dimension wake up after sleeping
minecraft:roll_village_siege - the time of the dimension'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.
Value type: RGB color
Default value: #FFD88C
Modifiers: RGB Color Modifiers
Interpolated: yes
Resolved at the camera'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.
Value 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'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.
Value type: RGB color
Default value: #999999
Modifiers: RGB Color Modifiers
Interpolated: yes
Resolved at the camera'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
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 - 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...)
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
{
"additional_wants": {
"id": "minecraft:book"
},
"double_trade_price_enchantments": "#minecraft:double_trade_price",
"given_item_modifiers": [
{
"function": "minecraft:enchant_randomly",
"include_additional_cost_component": true,
"only_compatible": false,
"options": "#minecraft:trades/desert_common"
},
{
"function": "minecraft:filtered",
"item_filter": {
"items": "minecraft:enchanted_book",
"predicates": {
"minecraft:stored_enchantments": [
{}
]
}
},
"on_fail": {
"function": "minecraft:discard"
}
}
],
"gives": {
"count": 1,
"id": "minecraft:enchanted_book"
},
"max_uses": 12.0,
"merchant_predicate": {
"condition": "minecraft:entity_properties",
"entity": "this",
"predicate": {
"predicates": {
"minecraft:villager/variant": "minecraft:desert"
}
}
},
"reputation_discount": 0.2,
"wants": {
"id": "minecraft:emerald"
}
}
Trade Sets
Present in the trade_set folder, they're groupings of trades offered by Villagers and Wandering Traders
We currently only have hardcoded ones available in <profession>/level_<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
{
"amount": 2.0,
"trades": "#minecraft:armorer/level_1",
"random_sequence": "minecraft:trade_set/armorer/level_1",
"allow_duplicates": true
}
Mob Variants
Cat Sound Variants
Cat sound variants can be data-driven by adding entries to data/<namespace>/cat_sound_variant/<id>.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/<namespace>/pig_sound_variant/<id>.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/<namespace>/cow_sound_variant/<id>.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/<namespace>/chicken_sound_variant/<id>.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' 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' arms
Returns the amount of entities for which a swing was sent
Syntax: /swing [<target>] [<hand>]
Arguments:
target - 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 <clock> ...
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
A new rate subcommand has additionally been added that can modify the speed at which a World Clock advances
Syntax:
time [of <clock>] set <time> - sets the total elapsed ticks of the clock
time [of <clock>] set <timemarker> - 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 <clock>] add <time> - adds ticks to the clock, can be a negative or a positive number
time [of <clock>] pause - pauses the clock
time [of <clock>] resume - resumes the clock
time [of <clock>] rate <rate> - sets the rate multiplier at which the clock should advance
Note: this only changes the rate at which the World Clock and any Timelines dependent on it advance their internal timers
For example, in the case of the minecraft:overworld clock, the day/night cycle will pass quicker with a larger value, but actual game simulation will not speed up (as would happen with /tick rate)
A rate of 1 corresponds to normal speed
rate is a float between 0 (exclusive) and 1000 (inclusive)
time [of <clock>] query <timeline> - displays and returns the current number of ticks within the Timeline's period
time [of <clock>] query <timeline> repetitions - displays and returns the number of times the Timeline's period has repeated
time [of <clock>] 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 <single entity selector>
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:
timelines - 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'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)
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
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's minecraft:dyed_color data component
Format: object with fields:
conditions - 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:
conditions - 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:
include_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:
include_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.
Format: object with fields:
attribute - Environment Attribute ID to test
value - Exact value of the Environment Attribute to match
e.g. {condition: 'environment_attribute_check', attribute: 'gameplay/piglins_zombify', value: true}
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.
Format: object with fields:
attribute - Environment Attribute ID to fetch
e.g. {type: 'environment_attribute', attribute: 'gameplay/sky_light_level'}
Recipes
result field should now be more consistent across all recipe types that contain it
It will now accept a short form (e.g. "minecraft:foo", which is equivalent to {"id":"minecraft:foo", "count": 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 "transmuting" when describing crafting output. This procedure is the same as the one currently used by minecraft:crafting_transmute, i.e:
First, 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:
material_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:
category - 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:
category - 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:
"below_trunk_provider": { "type": "minecraft:rule_based_state_provider", "rules": [ { "if_true": { "type": "minecraft:not", "predicate": { "type": "minecraft:matching_block_tag", "tag": "minecraft:cannot_replace_below_tree_trunk" } }, "then": { "type": "minecraft:simple_state_provider", "state": { "Name": "minecraft:dirt" } } } ] }Any trees that previously used force_dirt have a below_trunk_provider that always provides a dirt block instead
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
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.
Format: object with fields:
min - Integer, the minimum value to generate
max - Integer, the maximum value to generate
plateau - Integer, the width of the "plateau" of the distribution in which all values are equally likely to occur
A value of 0 is equivalent to a triangle distribution
A value of max-min is equivalent to a uniform distribution
Tags
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: #<profession>/level_<level>, up to level 5
Smiths have the #common_smith/level_<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 -> #supports_dry_vegetation
#bamboo_plantable_on -> #supports_bamboo
#small_dripleaf_placeable -> #supports_small_dripleaf
#big_dripleaf_placeable -> #supports_big_dripleaf
#mushroom_grow_block -> #overrides_mushroom_light_requirement
Mushrooms cannot survive without a light level below 13 if not in the above tag
#snow_layer_can_survive_on -> #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 -> #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'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'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'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'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 "translucent" pass
Any sprite with fully transparent pixels will be assigned to the "cutout" pass
All other sprites are assigned to the "solid" 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 "translucent" pass
This is useful for example for blocks that don'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:
entity/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:
entity/armorstand/wood.png -> entity/armorstand/armorstand.png
entity/cat/all_black.png -> entity/cat/cat_all_black.png
entity/cat/black.png -> entity/cat/cat_black.png
entity/cat/british_shorthair.png -> entity/cat/cat_british_shorthair.png
entity/cat/calico.png -> entity/cat/cat_calico.png
entity/cat/jellie.png -> entity/cat/cat_jellie.png
entity/cat/persian.png -> entity/cat/cat_persian.png
entity/cat/ragdoll.png -> entity/cat/cat_ragdoll.png
entity/cat/red.png -> entity/cat/cat_red.png
entity/cat/siamese.png -> entity/cat/cat_siamese.png
entity/cat/tabby.png -> entity/cat/cat_tabby.png
entity/cat/white.png -> entity/cat/cat_white.png
entity/chicken/cold_chicken.png -> entity/chicken/chicken_cold.png
entity/chicken/temperate_chicken.png -> entity/chicken/chicken_temperate.png
entity/chicken/warm_chicken.png -> entity/chicken/chicken_warm.png
entity/copper_golem/exposed_copper_golem.png -> entity/copper_golem/copper_golem_exposed.png
entity/copper_golem/exposed_copper_golem_eyes.png -> entity/copper_golem/copper_golem_eyes_exposed.png
entity/copper_golem/oxidized_copper_golem_eyes.png -> entity/copper_golem/copper_golem_eyes_oxidized.png
entity/copper_golem/weathered_copper_golem_eyes.png -> entity/copper_golem/copper_golem_eyes_weathered.png
entity/copper_golem/oxidized_copper_golem.png -> entity/copper_golem/copper_golem_oxidized.png
entity/copper_golem/weathered_copper_golem.png -> entity/copper_golem/copper_golem_weathered.png
entity/cow/cold_cow.png -> entity/cow/cow_cold.png
entity/cow/temperate_cow.png -> entity/cow/cow_temperate.png
entity/cow/warm_cow.png -> entity/cow/cow_warm.png
entity/cow/brown_mooshroom.png -> entity/cow/mooshroom_brown.png
entity/cow/red_mooshroom.png -> entity/cow/mooshroom_red.png
entity/fox/snow_fox.png -> entity/fox/fox_snow.png
entity/fox/snow_fox_sleep.png -> entity/fox/fox_snow_sleep.png
entity/frog/cold_frog.png -> entity/frog/frog_cold.png
entity/frog/temperate_frog.png -> entity/frog/frog_temperate.png
entity/frog/warm_frog.png -> entity/frog/frog_warm.png
entity/llama/brown.png -> entity/llama/llama_brown.png
entity/llama/creamy.png -> entity/llama/llama_creamy.png
entity/llama/gray.png -> entity/llama/llama_gray.png
entity/llama/spit.png -> entity/llama/llama_spit.png
entity/llama/white.png -> entity/llama/llama_white.png
entity/panda/aggressive_panda.png -> entity/panda/panda_aggressive.png
entity/panda/brown_panda.png -> entity/panda/panda_brown.png
entity/panda/lazy_panda.png -> entity/panda/panda_lazy.png
entity/panda/playful_panda.png -> entity/panda/panda_playful.png
entity/panda/weak_panda.png -> entity/panda/panda_weak.png
entity/panda/worried_panda.png -> entity/panda/panda_worried.png
entity/pig/cold_pig.png -> entity/pig/pig_cold.png
entity/pig/temperate_pig.png -> entity/pig/pig_temperate.png
entity/pig/warm_pig.png -> entity/pig/pig_warm.png
entity/projectiles/spectral.png -> entity/projectiles/arrow_spectral.png
entity/projectiles/tipped.png -> entity/projectiles/arrow_tipped.png
entity/turtle/big_sea_turtle.png -> entity/turtle/turtle.png
Moved the following entity textures:
entity/armadillo.png -> entity/armadillo/armadillo.png
entity/banner_base.png -> entity/banner/banner_base.png
entity/bat.png -> entity/bat/bat.png
entity/beacon_beam.png -> entity/beacon/beacon_beam.png
entity/blaze.png -> entity/blaze/blaze.png
entity/dolphin.png -> entity/dolphin/dolphin.png
entity/enchanting_table_book.png -> entity/enchantment/enchanting_table_book.png
entity/end_gateway_beam.png -> entity/end_portal/end_gateway_beam.png
entity/end_portal.png -> entity/end_portal/end_portal.png
entity/endermite.png -> entity/endermite/endermite.png
entity/experience_orb.png -> entity/experience/experience_orb.png
entity/fishing_hook.png -> entity/fishing/fishing_hook.png
entity/guardian.png -> entity/guardian/guardian.png
entity/guardian_beam.png -> entity/guardian/guardian_beam.png
entity/guardian_elder.png -> entity/guardian/guardian_elder.png
entity/lead_knot.png -> entity/lead_knot/lead_knot.png
entity/minecart.png -> entity/minecart/minecart.png
entity/phantom.png -> entity/phantom/phantom.png
entity/phantom_eyes.png -> entity/phantom/phantom_eyes.png
entity/shield_base.png -> entity/shield/shield_base.png
entity/shield_base_nopattern.png -> entity/shield/shield_base_nopattern.png
entity/silverfish.png -> entity/silverfish/silverfish.png
entity/snow_golem.png -> entity/snow_golem/snow_golem.png
entity/spider_eyes.png -> entity/spider/spider_eyes.png
entity/trident.png -> entity/trident/trident.png
entity/trident_riptide.png -> entity/trident/trident_riptide.png
entity/wandering_trader.png -> entity/wandering_trader/wandering_trader.png
entity/witch.png -> 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 & 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 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 "below_name" scoreboard display slot doesn'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't grow
MC-179949 - You cannot edit the inventories of piglins by using '/item replace'
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't work on grass blocks beneath cave air or void air
MC-264187 - Spawners with their light limits set to ranges that don't include 15 don'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 "selectWorld.backupWarning.snapshot" string incorrectly pluralizes the word "corruption"
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' "saddle" 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 & 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't being hovered over
MC-303389 - The ender dragon'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 "Improved Transparency" is disabled
MC-303749 - Dolphins can despawn when attached to leads
MC-303750 - Squids & glow squids can despawn when attached to leads
MC-304023 - Redundant level data fixer files are saved in worlds' "data" folder
MC-304217 - Lunge'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'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't spawn in single biome snowy plains worlds
MC-304705 - The E value in entity_render_stats in the debug overlay doesn't work
MC-304725 - Zombie villagers summoned with default spawn eggs always spawn as their plains variant
MC-304761 - Spears' 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't been generated in Spectator mode makes the "block.chest.locked" sound
MC-305012 - The description of the "Universal anger" game rule still uses the old ID of the "Forgive dead players" game rule
MC-305040 - Nautili spawned as a result of a player breeding two other nautili can despawn
MC-305123 - Curse of Vanishing doesn'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 "Improved Transparency" 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 "kinetic_weapon" 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 "Latest Release” option.
Cross-platform server jar:
Report bugs here:
Want to give feedback?
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