Java Edition 1.21.2

Minecraft 1.21.2
1.21.2 banner.png: Infobox image for Minecraft 1.21.2 the version in Minecraft
Java Edition 1.21.2.png: Infobox image for Minecraft 1.21.2 the version in Minecraft
Edition

Java Edition

Official name

Bundles of Bravery

Release date

October 22, 2024

Development versions
Snapshots (8)
Pre-releases (5)
Release candidates (2)
(View all)
Downloads

Client (.json)
Server

Obfuscation maps

Client
Server

Protocol version

768

Data version

4080

Resource pack format

42

Data pack format

57

Minimum Java version

Java SE 21

Other editions with a version "1.21.2":
 
There is a guide for this update!
 
See Java Edition guides/Bundles of Bravery for a guide to all of the new features introduced in Bundles of Bravery.

1.21.2, the release of Bundles of Bravery, is a game drop for Java Edition released on October 22, 2024.[1]

It adds bundles, more banner patterns to match Bedrock Edition, and reorganizes rarity to better reflect gameplay. In addition, it introduces Winter Drop features to experimental gameplay, including the pale garden and the creaking, as well as new data components that grant more options for item customization.

Additions

1.21.2 block and item additionsInvicon Field Masoned Banner Pattern.png: Inventory sprite for Field Masoned Banner Pattern in Minecraft as shown in-game linking to Field Masoned Banner Pattern with description: Field Masoned Banner PatternInvicon Bordure Indented Banner Pattern.png: Inventory sprite for Bordure Indented Banner Pattern in Minecraft as shown in-game linking to Bordure Indented Banner Pattern with description: Bordure Indented Banner PatternInvicon Bundle.png: Inventory sprite for Bundle in Minecraft as shown in-game linking to Bundle with description: BundleInvicon White Bundle.png: Inventory sprite for White Bundle in Minecraft as shown in-game linking to White Bundle with description: White BundleInvicon Light Gray Bundle.png: Inventory sprite for Light Gray Bundle in Minecraft as shown in-game linking to Light Gray Bundle with description: Light Gray BundleInvicon Gray Bundle.png: Inventory sprite for Gray Bundle in Minecraft as shown in-game linking to Gray Bundle with description: Gray BundleInvicon Black Bundle.png: Inventory sprite for Black Bundle in Minecraft as shown in-game linking to Black Bundle with description: Black BundleInvicon Brown Bundle.png: Inventory sprite for Brown Bundle in Minecraft as shown in-game linking to Brown Bundle with description: Brown BundleInvicon Red Bundle.png: Inventory sprite for Red Bundle in Minecraft as shown in-game linking to Red Bundle with description: Red BundleInvicon Orange Bundle.png: Inventory sprite for Orange Bundle in Minecraft as shown in-game linking to Orange Bundle with description: Orange BundleInvicon Yellow Bundle.png: Inventory sprite for Yellow Bundle in Minecraft as shown in-game linking to Yellow Bundle with description: Yellow BundleInvicon Lime Bundle.png: Inventory sprite for Lime Bundle in Minecraft as shown in-game linking to Lime Bundle with description: Lime BundleInvicon Green Bundle.png: Inventory sprite for Green Bundle in Minecraft as shown in-game linking to Green Bundle with description: Green BundleInvicon Cyan Bundle.png: Inventory sprite for Cyan Bundle in Minecraft as shown in-game linking to Cyan Bundle with description: Cyan BundleInvicon Light Blue Bundle.png: Inventory sprite for Light Blue Bundle in Minecraft as shown in-game linking to Light Blue Bundle with description: Light Blue BundleInvicon Blue Bundle.png: Inventory sprite for Blue Bundle in Minecraft as shown in-game linking to Blue Bundle with description: Blue BundleInvicon Purple Bundle.png: Inventory sprite for Purple Bundle in Minecraft as shown in-game linking to Purple Bundle with description: Purple BundleInvicon Magenta Bundle.png: Inventory sprite for Magenta Bundle in Minecraft as shown in-game linking to Magenta Bundle with description: Magenta BundleInvicon Pink Bundle.png: Inventory sprite for Pink Bundle in Minecraft as shown in-game linking to Pink Bundle with description: Pink Bundle

Items

Banner patterns

Bundle

  • A new item that can hold a mixed stack of up to 64 items.
  • Crafted from a string and a piece of leather.
Invicon String.png: Inventory sprite for String in Minecraft as shown in-game linking to String with description: StringInvicon Leather.png: Inventory sprite for Leather in Minecraft as shown in-game linking to Leather with description: Leather
Invicon Bundle.png: Inventory sprite for Bundle in Minecraft as shown in-game linking to Bundle with description: Bundle
  • Can be dyed into 16 colors. Once dyed, the color can not be reset to default.[2]
Invicon Bundle.png: Inventory sprite for Bundle in Minecraft as shown in-game linking to Bundle with description: BundleInvicon White Bundle.png: Inventory sprite for White Bundle in Minecraft as shown in-game linking to White Bundle with description: White BundleInvicon Light Gray Bundle.png: Inventory sprite for Light Gray Bundle in Minecraft as shown in-game linking to Light Gray Bundle with description: Light Gray BundleInvicon Gray Bundle.png: Inventory sprite for Gray Bundle in Minecraft as shown in-game linking to Gray Bundle with description: Gray BundleInvicon Black Bundle.png: Inventory sprite for Black Bundle in Minecraft as shown in-game linking to Black Bundle with description: Black BundleInvicon Brown Bundle.png: Inventory sprite for Brown Bundle in Minecraft as shown in-game linking to Brown Bundle with description: Brown BundleInvicon Red Bundle.png: Inventory sprite for Red Bundle in Minecraft as shown in-game linking to Red Bundle with description: Red BundleInvicon Orange Bundle.png: Inventory sprite for Orange Bundle in Minecraft as shown in-game linking to Orange Bundle with description: Orange BundleInvicon Yellow Bundle.png: Inventory sprite for Yellow Bundle in Minecraft as shown in-game linking to Yellow Bundle with description: Yellow BundleInvicon Lime Bundle.png: Inventory sprite for Lime Bundle in Minecraft as shown in-game linking to Lime Bundle with description: Lime BundleInvicon Green Bundle.png: Inventory sprite for Green Bundle in Minecraft as shown in-game linking to Green Bundle with description: Green BundleInvicon Cyan Bundle.png: Inventory sprite for Cyan Bundle in Minecraft as shown in-game linking to Cyan Bundle with description: Cyan BundleInvicon Light Blue Bundle.png: Inventory sprite for Light Blue Bundle in Minecraft as shown in-game linking to Light Blue Bundle with description: Light Blue BundleInvicon Blue Bundle.png: Inventory sprite for Blue Bundle in Minecraft as shown in-game linking to Blue Bundle with description: Blue BundleInvicon Purple Bundle.png: Inventory sprite for Purple Bundle in Minecraft as shown in-game linking to Purple Bundle with description: Purple BundleInvicon Magenta Bundle.png: Inventory sprite for Magenta Bundle in Minecraft as shown in-game linking to Magenta Bundle with description: Magenta BundleInvicon Pink Bundle.png: Inventory sprite for Pink Bundle in Minecraft as shown in-game linking to Pink Bundle with description: Pink BundleInvicon White Dye.png: Inventory sprite for White Dye in Minecraft as shown in-game linking to White Dye with description: White DyeInvicon Light Gray Dye.png: Inventory sprite for Light Gray Dye in Minecraft as shown in-game linking to Light Gray Dye with description: Light Gray DyeInvicon Gray Dye.png: Inventory sprite for Gray Dye in Minecraft as shown in-game linking to Gray Dye with description: Gray DyeInvicon Black Dye.png: Inventory sprite for Black Dye in Minecraft as shown in-game linking to Black Dye with description: Black DyeInvicon Brown Dye.png: Inventory sprite for Brown Dye in Minecraft as shown in-game linking to Brown Dye with description: Brown DyeInvicon Red Dye.png: Inventory sprite for Red Dye in Minecraft as shown in-game linking to Red Dye with description: Red DyeInvicon Orange Dye.png: Inventory sprite for Orange Dye in Minecraft as shown in-game linking to Orange Dye with description: Orange DyeInvicon Yellow Dye.png: Inventory sprite for Yellow Dye in Minecraft as shown in-game linking to Yellow Dye with description: Yellow DyeInvicon Lime Dye.png: Inventory sprite for Lime Dye in Minecraft as shown in-game linking to Lime Dye with description: Lime DyeInvicon Green Dye.png: Inventory sprite for Green Dye in Minecraft as shown in-game linking to Green Dye with description: Green DyeInvicon Cyan Dye.png: Inventory sprite for Cyan Dye in Minecraft as shown in-game linking to Cyan Dye with description: Cyan DyeInvicon Light Blue Dye.png: Inventory sprite for Light Blue Dye in Minecraft as shown in-game linking to Light Blue Dye with description: Light Blue DyeInvicon Blue Dye.png: Inventory sprite for Blue Dye in Minecraft as shown in-game linking to Blue Dye with description: Blue DyeInvicon Purple Dye.png: Inventory sprite for Purple Dye in Minecraft as shown in-game linking to Purple Dye with description: Purple DyeInvicon Magenta Dye.png: Inventory sprite for Magenta Dye in Minecraft as shown in-game linking to Magenta Dye with description: Magenta DyeInvicon Pink Dye.png: Inventory sprite for Pink Dye in Minecraft as shown in-game linking to Pink Dye with description: Pink Dye
Invicon White Bundle.png: Inventory sprite for White Bundle in Minecraft as shown in-game linking to White Bundle with description: White BundleInvicon Light Gray Bundle.png: Inventory sprite for Light Gray Bundle in Minecraft as shown in-game linking to Light Gray Bundle with description: Light Gray BundleInvicon Gray Bundle.png: Inventory sprite for Gray Bundle in Minecraft as shown in-game linking to Gray Bundle with description: Gray BundleInvicon Black Bundle.png: Inventory sprite for Black Bundle in Minecraft as shown in-game linking to Black Bundle with description: Black BundleInvicon Brown Bundle.png: Inventory sprite for Brown Bundle in Minecraft as shown in-game linking to Brown Bundle with description: Brown BundleInvicon Red Bundle.png: Inventory sprite for Red Bundle in Minecraft as shown in-game linking to Red Bundle with description: Red BundleInvicon Orange Bundle.png: Inventory sprite for Orange Bundle in Minecraft as shown in-game linking to Orange Bundle with description: Orange BundleInvicon Yellow Bundle.png: Inventory sprite for Yellow Bundle in Minecraft as shown in-game linking to Yellow Bundle with description: Yellow BundleInvicon Lime Bundle.png: Inventory sprite for Lime Bundle in Minecraft as shown in-game linking to Lime Bundle with description: Lime BundleInvicon Green Bundle.png: Inventory sprite for Green Bundle in Minecraft as shown in-game linking to Green Bundle with description: Green BundleInvicon Cyan Bundle.png: Inventory sprite for Cyan Bundle in Minecraft as shown in-game linking to Cyan Bundle with description: Cyan BundleInvicon Light Blue Bundle.png: Inventory sprite for Light Blue Bundle in Minecraft as shown in-game linking to Light Blue Bundle with description: Light Blue BundleInvicon Blue Bundle.png: Inventory sprite for Blue Bundle in Minecraft as shown in-game linking to Blue Bundle with description: Blue BundleInvicon Purple Bundle.png: Inventory sprite for Purple Bundle in Minecraft as shown in-game linking to Purple Bundle with description: Purple BundleInvicon Magenta Bundle.png: Inventory sprite for Magenta Bundle in Minecraft as shown in-game linking to Magenta Bundle with description: Magenta BundleInvicon Pink Bundle.png: Inventory sprite for Pink Bundle in Minecraft as shown in-game linking to Pink Bundle with description: Pink Bundle
  • Items that stack up to 16 take up more space, while items that do not stack take up the entire bundle (except other bundles).
    • Shulker boxes can not be placed in bundles.
    • Bundles can be placed in other bundles; this takes up 4 slots plus the number of slots already used by the inner bundle.
  • Has a tooltip that shows the items inside.
    • If a bundle has less than 8 item types inside, the tooltip shows all of them.
    • Otherwise the tooltip shows the top 3 rows of items and the others are hidden below, always showing at least 12 item types.
  • When holding a bundle in hand, the player can throw out one group of items onto the ground by pressing use.
  • It is possible to select any of the visible items to pull out of the bundle.
    • Pressing use takes the selected item, or the first item if nothing is selected.
    • Using the scroll wheel selects a different item.
    • When selecting an item to remove, the bundle icon shows that item poking out of the bundle.

Mobs

Dolphins, Glow Squid, Squid

Salmon

Gameplay

Death messages

  • Added a new death message for when killed by a mace smash attack.
    • <player/mob> was smashed by <player/mob>
    • <player/mob> was smashed by <player/mob> with <item>

Sounds

General

Experiments

Languages

Options

  • Added new video setting "Reduce FPS when" that controls when the game limits its maximum frame rate.
    • Options include:
      • AFK: FPS limited to 30 if the game hasn't received input for 1 minute, and further limits FPS to 10 after 9 minutes. Also limits FPS to 10 when the game is minimized.
      • Minimized: Only limits FPS to 10 when the game is minimized.
    • Defaults to AFK.
  • Added new accessibility setting "Increase block outline contrast" that increases the contrast of the outline shown on blocks.

Changes

Blocks

Loom

Nether portal

  • Reduced teleport cooldown for minecarts and boats from 15 seconds to 0.5 seconds.
  • Reduced teleport cooldown for projectiles from 15 seconds to 0.1 seconds.

Redstone torch

  • The textures and models have changed.

Redstone comparators and redstone repeaters

  • The powered models have changed to include the updated redstone torch textures and models.

Slime blocks

  • Now cancel fall damage when sneaking.

Items

Banner patterns

  • Added unique item textures for each banner pattern.
  • Each banner pattern item now includes their pattern in their name instead of as a subtitle.

Bee nests and beehives

  • Now show information about their honey level and number of bees in their inventory tooltip.
  • Now use their "full" texture when held or in the inventory, and they are at max level of honey.

Bundle

  • No longer experimental.
  • Updated textures, models and sounds for bundles.
    • Bundle icon has new models and textures.
    • The bundle UI has new textures and scaling.
    • Added a new sound for when failing to add an item to a bundle.
  • Now only drop one group of items at a time when used in the hotbar, instead of all contents at once.

Carpet

  • Now shows the enchantment glint on llamas when enchanted.

Carved pumpkin

  • Equipping it on the player's head now removes the player marker from other players' maps.

Dyed shulker box

  • Can no longer be dyed twice with the same color.

Ender pearl

  • Thrown ender pearls now load and tick chunks around them in a 3x3 chunk area.
    • Now ensure that the chunk they are in or travel into is always loaded and ticking.
    • An ender pearl creates a ticket for chunk loading any time it moves into a new chunk, and also periodically every 10 seconds.
    • They also load chunks when crossing to a new dimension, so that they can always continue to travel.
    • This ensures that ender pearls can always land, and makes cross dimensional ender pearl traveling more predictable.
    • Now unload when a player logs out, and reappear whenever that player logs back in, similar to how mounts currently behave.

Milk bucket

  • Drinking a milk bucket in Creative mode no longer gives the player an empty bucket.

Redstone torch

  • The textures and models have changed.

Shield

  • Enchanted shields now have the same reduced glint as enchanted armor.

Smithing templates

  • Are now named after their template type instead of the generic "Smithing Template" name.
    • They instead specify that they are a smithing template through a subtitle in the hover text.

Splash potion

  • The calculation for the duration of the effect has been changed. Splash potions thrown at the player's feet now apply the effect for almost the same duration as when thrown at the head.[3]

Suspicious stew

  • Recipes for suspicious stew are now shown in recipe book.

Wolf armor

  • Now shows the enchantment glint on wolves when enchanted.

Mobs

Bat

  • Can now spawn at any height, not just below sea level, as long as it is dark enough and there is a solid block to spawn on.

Bee

  • Now wander around randomly for less time after exiting a nest/hive.
  • If a bee has a known nest/hive, it travels less far from it, thus being less likely to get lost.
  • Significantly increased the amount of time a bee can take to return to a known nest/hive before it gives up trying to return home.
  • Bees are now a lot less likely to get stuck on corners or when they are close to a nest/hive they are trying to return to.
  • Bees are also now a lot less likely to try and pathfind to a flower they cannot reach.

Blaze

  • Changed the texture for the bottom face of a blaze's rods from to .

Breeze

  • No longer have a minimum distance required to attack a target.

Squid

  • There is a 5% chance of squids spawned in groups in the wild to be a baby squid.

Wolf

  • Can now also be fed cod, cooked cod, salmon, cooked salmon, tropical fish, pufferfish and rabbit stew to heal, breed them or speed up their growth.

Non-mob entities

Projectiles

World generation

Trial chambers

  • Added new variations to the hallways, including "Encounters": short challenges leading to a larger chamber.
  • Numerous changes are made, such as removing the oak tree in corridor/entrance_1 and tweaking corridor/straight_6
  • Beds in intersections now have their colors randomized.
  • Replaced the empty chests at the entrance of chamber with a hopper and barrel to better show the players that these are meant for disposal and inventory management.

Gameplay

Advancements

  • The Over-Overkill advancement now requires a smash attack.

Creative mode

  • Throwing items out of the inventory quickly in creative mode is now throttled.

Oxygen bar

  • Added an empty state for air bubbles () along with a wobble when the player is drowning.
  • Added a popping sound for when bubbles pop on the oxygen bar, increasing in pitch depending on the oxygen left.

Raids

  • A triggered raid no longer starts if the raiders cannot find a place to spawn within a reasonable distance of the village they are trying to raid.
  • Raiders must find a place to spawn no more than 96 blocks vertically above or below the village center, or a raid cannot start.
  • It is now much less likely for raiders to not find a valid place to spawn when raiding.

Rarity

  • Reevaluated rarity values for the following items:
Common
Uncommon
Rare
Epic

Recipe book

  • Now repeats the last selected recipe when a "selected" key is pressed (space or enter key).
  • Shulker box coloring recipes are now shown in the recipe book.

General

Debug screen

  • The value "B" in the row "E" has been removed from the debug screen.

Performance

  • Improved server performance when the render distance is high.
  • Reduced performance impact when loading and generating chunks.
  • Framerate has been improved when using higher render distances.
  • Significantly reduced the performance impact when turning the camera.

Realms

  • Now uses the normal, fully featured world creation screen.
    • Enables game rule customization.
    • Enables data pack customization.
  • Hardcore mode is now available in Realms and is accessible by creating a new world or recreating an existing one.
  • The game mode for the last active world on a Realm are now visible on the main Realms screen if applicable.

Reporting

  • Added skin reporting reason "Sexually inappropriate" for skins that are graphic in nature relating to sexual acts, sexual organs, and sexual violence.
  • Removed skin reporting reason "Defamation" due to lack of relevance for skins.
  • Removed skin reporting reason "Threat of harm to others" due to already being covered by "Harassment or bullying" reporting reason.
  • Added a text label above the name reporting description box to clarify that only the name of the player is subject to the report.

UI

  • Updated slot highlight so that item texture has better visibility.
    • The previous textures have been added to Programmer Art resource pack.

Experimental

Minecart Improvements

Main article: Minecart Improvements

Changes

Minecarts

  • Minecarts articulate their movement better when going fast, riding on the rail all the time.
    • Minecarts now smoothly turn along with the track and are less likely to halt or derail.
  • Can now jump better.
    • They keep their vertical momentum when the track ends with a slope.
    • Minecarts tilt to visually articulate while in the air.
    • No rail grinding sound is played when minecarts are flying through the air.
  • Can no longer be placed within another minecart by the player.
    • Dispensers are allowed to stack minecarts.
  • Can now consistently be placed next to each other along a track
  • Can now pick up mobs more consistently when moving along a track
  • Minecarts no longer forcefully snap to the center of a block when landing on a rail.
    • Minecarts snap to corners along the diagonal, and snaps after being pushed by a piston.
    • This allows for piston bolts and similar contraptions.
  • Minecarts now more easily come to rest at opposing slopes.
  • Minecarts no longer tilt during a short fall, or when they are falling straight down.
  • Minecarts are now placed (or dispensed) with the correct rotation straight away when put on rails.
    • They are also placed with the correct rotation onto slopes.
  • Minecarts no longer phase through blocks on slopes when going up or down, they collide instead.

Game rules

  • Added new gamerule minecartMaxSpeed that changes the maximum speed of minecarts.
    • Defaults to 8 and goes up to 1000 blocks per second.
    • Setting it to a specific value does not guarantee that a minecart reaches that particular max speed - there are built in air resistances and similar effects that the speed added through slopes or powered rails need to overcome.
    • This gamerule only exists in worlds with the experiment Minecart Improvements enabled.

Options

  • Added a new accessibility setting that makes players follow the rotation of minecarts they ride.
    • Defaults to off.
    • Only has effect when within a world with the experiment Minecart Improvements enabled.

Redstone Experiments

Main article: Redstone Experiments

Changes

Redstone wire

  • The performance impact of redstone wire (connected blocks of redstone dust) has been improved.
  • Now only triggers block updates on blocks that may receive power from the wire.
  • Before a line of wire causes block updates, the new signal strength of all connected wires is set.
  • The update order around redstone wire has been changed.
  • Updates now have a left-first preference, meaning the left side is updated first if both sides of a fork have equal power.
    • This removes most of the random behavior.
    • The remaining edge cases that are still random are situations where the wire gets powered from above or below without enough context.

Winter Drop

Additions

1.21.2 experimental block and item additionsInvicon Pale Oak Log.png: Inventory sprite for Pale Oak Log in Minecraft as shown in-game linking to Pale Oak Log with description: Pale Oak LogInvicon Stripped Pale Oak Log.png: Inventory sprite for Stripped Pale Oak Log in Minecraft as shown in-game linking to Stripped Pale Oak Log with description: Stripped Pale Oak LogInvicon Pale Oak Wood.png: Inventory sprite for Pale Oak Wood in Minecraft as shown in-game linking to Pale Oak Wood with description: Pale Oak WoodInvicon Stripped Pale Oak Wood.png: Inventory sprite for Stripped Pale Oak Wood in Minecraft as shown in-game linking to Stripped Pale Oak Wood with description: Stripped Pale Oak WoodInvicon Pale Oak Planks.png: Inventory sprite for Pale Oak Planks in Minecraft as shown in-game linking to Pale Oak Planks with description: Pale Oak PlanksInvicon Pale Oak Stairs.png: Inventory sprite for Pale Oak Stairs in Minecraft as shown in-game linking to Pale Oak Stairs with description: Pale Oak StairsInvicon Pale Oak Slab.png: Inventory sprite for Pale Oak Slab in Minecraft as shown in-game linking to Pale Oak Slab with description: Pale Oak SlabInvicon Pale Oak Sign.png: Inventory sprite for Pale Oak Sign in Minecraft as shown in-game linking to Pale Oak Sign with description: Pale Oak SignInvicon Pale Oak Hanging Sign.png: Inventory sprite for Pale Oak Hanging Sign in Minecraft as shown in-game linking to Pale Oak Hanging Sign with description: Pale Oak Hanging SignInvicon Pale Oak Button.png: Inventory sprite for Pale Oak Button in Minecraft as shown in-game linking to Pale Oak Button with description: Pale Oak ButtonInvicon Pale Oak Pressure Plate.png: Inventory sprite for Pale Oak Pressure Plate in Minecraft as shown in-game linking to Pale Oak Pressure Plate with description: Pale Oak Pressure PlateInvicon Pale Oak Door.png: Inventory sprite for Pale Oak Door in Minecraft as shown in-game linking to Pale Oak Door with description: Pale Oak DoorInvicon Pale Oak Fence.png: Inventory sprite for Pale Oak Fence in Minecraft as shown in-game linking to Pale Oak Fence with description: Pale Oak FenceInvicon Pale Oak Fence Gate.png: Inventory sprite for Pale Oak Fence Gate in Minecraft as shown in-game linking to Pale Oak Fence Gate with description: Pale Oak Fence GateInvicon Pale Oak Trapdoor.png: Inventory sprite for Pale Oak Trapdoor in Minecraft as shown in-game linking to Pale Oak Trapdoor with description: Pale Oak TrapdoorInvicon Pale Oak Leaves.png: Inventory sprite for Pale Oak Leaves in Minecraft as shown in-game linking to Pale Oak Leaves with description: Pale Oak LeavesInvicon Pale Oak Sapling.png: Inventory sprite for Pale Oak Sapling in Minecraft as shown in-game linking to Pale Oak Sapling with description: Pale Oak SaplingInvicon Pale Moss Carpet.png: Inventory sprite for Pale Moss Carpet in Minecraft as shown in-game linking to Pale Moss Carpet with description: Pale Moss CarpetInvicon Pale Moss Block.png: Inventory sprite for Pale Moss Block in Minecraft as shown in-game linking to Pale Moss Block with description: Pale Moss BlockInvicon Pale Hanging Moss.png: Inventory sprite for Pale Hanging Moss in Minecraft as shown in-game linking to Pale Hanging Moss with description: Pale Hanging MossInvicon Creaking Heart.png: Inventory sprite for Creaking Heart in Minecraft as shown in-game linking to Creaking Heart with description: Creaking HeartInvicon Creaking Spawn Egg.png: Inventory sprite for Creaking Spawn Egg in Minecraft as shown in-game linking to Creaking Spawn Egg with description: Creaking Spawn EggInvicon Pale Oak Boat.png: Inventory sprite for Pale Oak Boat in Minecraft as shown in-game linking to Pale Oak Boat with description: Pale Oak BoatInvicon Pale Oak Boat with Chest.png: Inventory sprite for Pale Oak Boat with Chest in Minecraft as shown in-game linking to Pale Oak Boat with Chest with description: Pale Oak Boat with Chest
Blocks

Creaking heart

  • A creaking heart is a “living” block generating in pale oak trees, covered on all sides by pale oak wood logs.
    • It can spawn a creaking mob when it is nighttime, and it is placed between two correctly aligned pale oak log blocks.
    • Is active during night and dormant during day.
  • Sends a trail of particles toward the connected creaking when the creaking gets hit by the player.
    • Particle speed is affected by the distance of the creaking from the heart block.
  • Mining the block is most efficiently done with an axe, but it only drops when using a Silk Touch tool.
    • When creaking heart block is destroyed, the connected creaking is removed.
  • A redstone comparator that is attached to the creaking heart block outputs a signal strength dependent on the distance to the connected creaking.

Pale hanging moss

  • Pale hanging moss generates naturally in the pale garden biome under the foliage of pale oaks.
    • Pale hanging moss does not grow randomly but can be bonemealed to grow down.
  • It only drops when cut with shears or destroyed using a tool with Silk Touch.

Pale moss block

  • Generates naturally in the pale garden biome.
    • Pale moss blocks can be bonemealed to spread to compatible blocks.

Pale moss carpet

  • Generates naturally in the pale garden biome.
    • When placed, pale moss carpet grows up to two blocks on the solid faces of any block that borders it.
    • Pale moss carpet can be bonemealed to grow to full on all solid faces of any block that borders it.
  • Is more efficient to destroy with a Sword.

Pale oak leaves

  • A new type of leaves.
  • The color of the leaves stays the same regardless of the biome it is placed in. [4]

Pale oak log

  • A new type of log, as well as a stripped variant.
  • Can be used to craft pale oak wood and planks.

Pale oak planks

Pale oak sapling

Pale oak wood

  • A new type of wood, as well as a stripped variant.
  • Can be used to craft pale oak planks.
Mobs

Creaking

  • Spawns at night in the pale garden biome if there is a creaking heart block that has been generated in a pale oak tree.
    • Is not affected by light levels but spawns and despawns based on day/night cycle.
  • It follows and attack players up to 32 blocks away from its creaking heart block.
    • An activated creaking does not move if a player is looking at it.
    • A player wearing a carved pumpkin on their head can look at creaking without it freezing in place.
  • Creaking is invulnerable to damage.
    • When hit, a particle trail is shown between the creaking and the creaking heart block it is connected to.
    • When the creaking heart block the creaking is connected to is destroyed, the creaking is removed, with no loot or experience dropped from the mob.
  • Cannot enter boats without the use of glitches.
  • Creakings spawned from a creaking heart can not go through portals without the use of glitches.
  • Creakings spawned from a creaking heart can not be named with a name tag.
  • The creaking spawn egg spawns a creaking mob that is not connected to a creaking heart. The creaking mob persists through day and night, loads and saves, and takes damage from attacks and other damage sources. It has one point of health (half a heart).
    • Creakings summoned from the creaking heart cannot be spawned with a spawn egg, nor can they be summoned with commands. They can only exist as a part of the creaking heart block.
World generation

Pale garden

  • A new biome that contains pale oaks and pale moss blocks/carpet.
  • It is a variation of the dark forest biome, with pale oak trees instead of dark oak trees.
  • Animal mobs do not spawn naturally.
  • The grass in the pale garden has a desaturated, grayish look, the sky is a smoky gray, and water is a pale light blue.
    • Any tinted leaves places in the biome also get a desaturated, gray look.

Pale oak

  • A new type of tree that can be grown from pale oak saplings in a 2x2 configuration.
    • Generates naturally in the pale garden biome.
General

Sounds

  • Ambient sounds in the pale garden biome do not come from the biome settings but are generated by blocks found in the biome.
    • Pale hanging moss emits subtle atmospheric sounds when it is attached to pale oak logs and pale oak leaves.
    • Creaking heart block emits a set of eerie sounds when it is active during night and surrounded by logs on all sides.

Tags

  • Added the #pale_oak_log block and item tags.

Changes

Mobs

Illagers and ravagers

  • Are now afraid of the creaking.

Parrots

  • Can now imitate the creaking.
Gameplay

Advancements

  • The pale garden is now a requirement for "Adventuring Time".
  • Breaking the creaking heart grants "Monster Hunter", and is now a requirement for "Monsters Hunted".
General

Tags

  • Added pale_garden to the #is_overworld, #is_forest, #stronghold_biased_to and #has_structure/trial_chambers biome tags.
  • Added the pale oak wood types to their respective tags.
  • Added pale_oak_log to the #overworld_natural_logs block tag.
  • Added pale_moss_block, and pale_moss_carpet to the #mineable/hoe block tag.
  • Added pale_moss_carpet to the #combination_step_sound_blocks, and #sword_efficient block tags.
  • Added pale_oak_chest_boat to the #chest_boats item tag.

Technical

Additions

Entities

TNT and minecart with TNT

  • Added optional field explosion_power.
    • Defaults to 4.
    • For TNT minecarts, field value is added to speed-based explosion power.

Commands

/rotate

  • New command to rotate entities.
  • Syntax:
    • /rotate <target> <rotation>
    • /rotate <target> facing <facingLocation>
    • /rotate <target> facing entity <facingTarget> [<facingAnchor>]
  • Parameters:
    • target: The entity to rotate.
    • rotation: Two rotation values in degrees denoting horizontal and vertical rotation.
      • May use relative (~) coordinate notation to specify rotation relative to current context rotation.
    • facingLocation: The coordinates of a location in the world for the rotated entity to face.
    • facingTarget: An entity for the rotated entity to face.
    • facingAnchor: Specifies the anchor of the facingTarget entity to rotate toward - feet or eyes (by default feet).

Data components minecraft:consumable

  • [NBT Compound / JSON Object] minecraft:consumable: If present, this item can be consumed on use.
    • [Float] consume_seconds: The amount of seconds it takes for a player to consume the item. Defaults to 1.6.
    • [String] animation: The animation used during consumption of the item. Must be one of none, eat, drink, block, bow, spear, crossbow, spyglass, toot_horn or brush. Defaults to eat.
    • [String][NBT Compound / JSON Object] sound: Sound event, the sound used during and on completion of the item's consumption. Defaults to entity.generic.eat.
      • A sound event see Template:Nbt inherit/sound event/template
    • [Boolean] has_consume_particles: Whether consumption particles are emitted while consuming this item. Defaults to true.
    • [NBT List / JSON Array] on_consume_effects: An optional list of effects that take place as a result of consuming this item.
      • [NBT Compound / JSON Object]: A single consume effect.
        • [String] type: The kind of consume effect. Must be one of apply_effects, remove_effects, clear_all_effects, teleport_randomly or play_sound.
        • If type is apply_effects:
          • [NBT List / JSON Array] effects: A list of effect instances applied once consumed.
            • [NBT Compound / JSON Object]: A single effect.
              • [String] id: The ID of the effect.
              • [Byte] amplifier: The amplifier of the effect, with level I having value 0. Optional, defaults to 0.
              • [Int] duration: The duration of the effect in ticks. Value -1 is treated as infinity. Values 0 and values less than -2 are treated as 1. Optional, defaults to 1 tick.
              • [Boolean] ambient: Whether or not this is an effect provided by a beacon and therefore should be less intrusive on the screen. Optional, defaults to false.
              • [Boolean] show_particles: Whether or not this effect produces particles. Optional, defaults to true.
              • [Boolean] show_icon: Whether or not an icon should be shown for this effect. Optional, defaults to true.
          • [Float] probability: The probability the above effects are applied once consumed. Defaults to 1.0.
        • If type is remove_effects:
          • [NBT List / JSON Array][String] effects: A set of effects removed once consumed, as either a single ID or list of IDs.
        • If type is clear_all_effects: Clears all effects of the consumer.
        • If type is teleport_randomly:
          • [Float] diameter: The diameter that the consumer is teleported within. Defaults to 16.0
        • If type is play_sound:
          • [String][NBT Compound / JSON Object] sound: The sound event played once when consumed.
            • A sound event see Template:Nbt inherit/sound event/template
  • e.g. consumable={consume_seconds:3.0, animation:'eat', sound:'entity.generic.eat', has_consume_particles:true, on_consume_effects:[{type:'minecraft:clear_all_effects'}]}


minecraft:damage_resistant

  • [NBT Compound / JSON Object] minecraft:damage_resistant: If specified, this item is invulnerable to the specified damage types when in entity form or equipped.
  • e.g. damage_resistant={types:"#minecraft:is_fire"}


minecraft:death_protection

  • [NBT Compound / JSON Object] minecraft:death_protection: If present, this item protects the holder from dying by restoring a single health point.
    • [NBT List / JSON Array] death_effects: An optional list of effects that are applied when the item protects the holder.
      • [NBT Compound / JSON Object]: A single revive effect.
        • [String] type: The kind of revive effect. Must be one of apply_effects, remove_effects, clear_all_effects, teleport_randomly or play_sound.
        • If type is apply_effects:
          • [NBT List / JSON Array] effects: A list of effect instances applied once revived.
            • [NBT Compound / JSON Object]: A single effect.
              • [String] id: The ID of the effect.
              • [Byte] amplifier: The amplifier of the effect, with level I having value 0. Optional, defaults to 0.
              • [Int] duration: The duration of the effect in ticks. Value -1 is treated as infinity. Values 0 or less than -2 are treated as 1. Optional, defaults to 1 tick.
              • [Boolean] ambient: Whether or not this is an effect provided by a beacon and therefore should be less intrusive on the screen. Optional, defaults to false.
              • [Boolean] show_particles: Whether or not this effect produces particles. Optional, defaults to true.
              • [Boolean] show_icon: Whether or not an icon should be shown for this effect. Optional, defaults to true.
          • [Float] probability: The probability the above effects are applied once revived. Defaults to 1.0.
        • If type is remove_effects:
          • [NBT List / JSON Array][String] effects: A set of effects removed once revived, as either a single ID or list of IDs.
        • If type is clear_all_effects: Clears all effects of the holder.
        • If type is teleport_randomly:
          • [Float] diameter: The diameter that the holder is teleported within. Defaults to 16.0.
        • If type is play_sound:
          • [String][NBT Compound / JSON Object] sound: The sound event played once when revived.
            • A sound event see Template:Nbt inherit/sound event/template


minecraft:enchantable

  • [NBT Compound / JSON Object] minecraft:enchantable: If present, and applicable enchantments are available, items with the component can be enchanted in an enchanting table.
    • [Int] value: Positive integer, a higher value allows enchantments with a higher cost to be picked.
  • e.g. enchantable={value:15}


minecraft:equippable

  • [NBT Compound / JSON Object] minecraft:equippable: If present, this item can be equipped in the specified slot.
    • [String] slot: The slot to put the item on. Can be one of head, chest, legs, feet, body, mainhand, or offhand.
    • [String][NBT Compound / JSON Object] equip_sound: Sound event to play when the item is equipped. Defaults to item.armor.equip_generic.
      • A sound event see Template:Nbt inherit/sound event/template
    • [String] model: The resource location of the equipment model to use when equipped. If not specified, falls back to rendering as the item itself when in the head, offhand or mainhand slot (or no rendering if not applicable). The directory it refers to is assets/<namespace>/models/equipment/<id>.json
    • [String][NBT List / JSON Array] allowed_entities: Entity ID, entity tag, or list of entity IDs to limit which entities can equip this item. Defaults to all entities.
    • [Boolean] dispensable: Whether the item can be dispensed by using a dispenser.[note 1] Defaults to true.
    • [Boolean] swappable: Whether the item can be equipped into the relevant slot by using the item. Defaults to true.
    • [Boolean] damage_on_hurt: Whether this item is damaged when the wearing entity is damaged. Defaults to true.
    • [String] camera_overlay: The resource location of the overlay texture to use when equipped. The directory this refers to is assets/<namespace>/textures/<id>.
  • e.g. equippable={slot:'chest',equip_sound:'item.armor.equip_chain',camera_overlay:"minecraft:misc/pumpkinblur"}.


minecraft:glider

  • [NBT Compound / JSON Object] minecraft:glider: If present, this item allows players to glide (as with elytra) when equipped.
  • e.g. glider={}.


minecraft:item_model

  • [String] minecraft:item_model: The resource location that references model /assets/<namespace>/models/item/<id>
  • e.g. item_model="minecraft:diamond_sword"


minecraft:repairable

  • [NBT Compound / JSON Object] minecraft:repairable: Items with this component can be repaired, if damageable, in an anvil using the specified ingredient.
    • [String][NBT List / JSON Array] items: The items that can be used to repair this item. Can be an item ID or an item tag with a #, or a list of item IDs.
  • e.g. repairable={items:'stick'}


minecraft:tooltip_style

  • [String] minecraft:tooltip_style: The resource location of the custom sprites for the tooltip background and frame that references textures /assets/<namespace>/textures/gui/sprites/tooltip/<id>_background and /assets/<namespace>/textures/gui/sprites/tooltip/<id>_frame.
  • e.g. tooltip_style='minecraft:special_sword'.


minecraft:use_cooldown

  • [NBT Compound / JSON Object] minecraft:use_cooldown: If present, this item applies a cooldown to all items of the same type when it has been used.
    • [Float] seconds: The duration of the cooldown in seconds.
    • [String] cooldown_group: The unique resource location to identify this cooldown group. If present, the item is included in a cooldown group and no longer shares cooldowns with its base item type, but instead with any other items that are part of the same cooldown group. Optional.
  • e.g. use_cooldown={seconds:1.5, cooldown_group:"minecraft:custom_weapon"}


minecraft:use_remainder

  • [NBT Compound / JSON Object] minecraft:use_remainder: If present, replaces the item with a remainder item if its stack count has decreased after use.
    • A single item stack see Template:Nbt inherit/itemnoslot/template
  • e.g. use_remainder={id:'minecraft:stick', count:1}

Attributes

  • Added tempt_range attribute that can be used to change the range, in blocks, at which temptable mobs can be tempted.

Game rules

  • Added the disablePlayerMovementCheck game rule.
    • Controls the player movement speed restriction.
    • This behaves the same as the disableElytraMovementCheck rule, but applies irrespective of flying with elytra.
    • Default to false.

Particles

  • Added particles block_crumble and trail.
  • block_crumble has the following options:
  • trail has the following options:
    • color: Color of the trail.
    • target: Where the trail points at.

Data packs

Goat horn instruments

  • Are now data-driven.
  • They are now defined in a data pack registry folder called instrument.
    • Like other registries, changing this content in data packs is considered experimental and requires a full world re-load to take effect.
    • Fields:
      • sound_event: The sound event the instrument plays.
      • range: The maximum range (in blocks) at which the sound can be heard.
      • use_duration: The amount of time (in seconds) the instrument is considered in use after triggering, which also serves as its cooldown.
      • description: A text component used as the description of the instrument in item tooltips.

Loot tables

  • Chickens laying eggs is now controlled by a loot table found at gameplay/chicken_lay.
  • Armadillos randomly dropping scutes is now controlled by a loot table found at gameplay/armadillo_shed.
  • The loot given by villagers is now controlled by two additional loot tables:
    • gameplay/hero_of_the_village/unemployed_gift - used if the villager is unemployed.
    • gameplay/hero_of_the_village/baby_gift - used if the villager is a baby.

Painting variants

  • Added new optional fields author and title, holding text components to be displayed in the creative menu tooltip.
    • This replaces previous mechanism where those values were derived from variant name.
  • Author tooltip has been removed for earth, wind, fire, water and wither variants.

Predicates

  • Added a new field in the player sub-predicate, input, that can be used to detect which movement keys the player is pressing.
    • If specified the predicate matches with the corresponding keybind that the player is pressing; it supports detecting the following input:
      • forward: boolean (optional).
      • backward: boolean (optional).
      • left: boolean (optional).
      • right: boolean (optional).
      • jump: boolean (optional).
      • sneak: boolean (optional).
      • sprint: boolean (optional).
  • Added minecraft:salmon entity sub-predicate.
    • Fields:
      • variant: one of small, medium, large.

Recipes

  • Added the crafting_transmute recipe type.
    • When matched, output copies the input item stack, changing the item type but preserving all stack components.
    • This completely replaces crafting_special_shulkerboxcoloring.
    • Used for shulker boxes and bundles.
    • Fields:
      • category - crafting book category, one of building, redstone, equipment, misc
      • group - optional string
      • input - ingredient for item to copy
      • material - additional ingredient to use
      • result - item type to use for output

Tags

  • Added the bats_spawnable_on block tag.
    • Controls the blocks that bats can spawn on.
  • Added the following item tags:
    • brewing_fuel: Controls what items that can be used as fuel in a brewing stand.
    • bundles: Includes all bundle items.
    • duplicates_allays: Controls what items can be used to duplicate allays when dancing.
    • furnace_minecart_fuel: Items that can be used to refuel a furnace minecart.
    • gaze_disguise_equipment: Items that can be equipped to disguise the player looking for other mobs.
    • map_invisibility_equipment: Items that can be equipped to hide the player marker on other players' maps.
    • panda_eats_from_ground: Controls what items a panda picks up from the ground and eat.
    • piglin_safe_armor: Items that, when worn by a player, cause piglins to not get angry.
    • shulker_boxes: Includes all shulker boxes.
    • villager_picks_up: Items that a villager tries to pick up from the ground.
    • Added new tags to control which items can be used to craft and repair various tool sets:
      • wooden_tool_materials
      • iron_tool_materials
      • gold_tool_materials
      • diamond_tool_materials
      • netherite_tool_materials
    • Added new tags to control which items can be used to repair various armor sets:
      • repairs_leather_armor
      • repairs_iron_armor
      • repairs_chain_armor
      • repairs_gold_armor
      • repairs_diamond_armor
      • repairs_netherite_armor
      • repairs_turtle_helmet
      • repairs_wolf_armor
  • Added the mace_smash damage tag.
  • Added the boat entity type tag.

Resource packs

Core shaders

  • New lightmap shader that is responsible for rendering the lightmap texture.

High Contrast resource pack

  • Added textures for the following:
    • Frame and background textures for tooltips.
    • Slot background and highlight textures for the bundle tooltip (however, it's an empty transparent texture, and has no mcmeta file next to it).

Removals

Commands

Data components

  • Removed the minecraft:fire_resistant data component in favor of the new minecraft:damage_resistant data component.

Data packs

Feature

  • Removed unused seagrass_simple feature.

Predicates

  • Removed the minecraft:boat entity sub-predicate, since boats no longer have variants.

Resource packs

Core shaders

  • The rendertype_entity_glint_direct shader has been removed and replaced by rendertype_entity_glint.
  • The rendertype_entity_translucent_cull shader has been removed and replaced by rendertype_item_entity_translucent_cull.

Servers

  • Temporary option for ignoring connection errors on client side (strictErrorHandling) has been removed.

Breaking changes

Block entities

Container locks

  • The Lock field of containers has been renamed to lock and is now an item predicate.
    • Any items matching the predicate can open the container.

Entities

Mobs

  • When a mob converts from one type to another (ex: piglin to zombified piglin), some of the original mob's data gets transferred to the converted mob.
  • Mobs that split into several mobs rather than converting from one type into another do not transfer the following properties:
    • ArmorDropChances
    • ArmorItems
    • fall_distance
    • FallFlying
    • HandDropChances
    • HandItems
    • HurtByTimestamp
    • HurtTime
    • Leash
    • Motion
    • OnGround
    • Passengers
    • Position
    • Rotation
    • SleepingX
    • SleepingY
    • SleepingZ
  • Some properties mentioned in MC-88967 are intentionally not transferred in any conversion:
    • Attributes
    • Gossips
    • Health
    • Loot tables
    • VillagerData
    • Xp

Boats and boats with chests

  • The entity IDs for boats and boats with chests have been split into separate types, one per existing variant, instead of Type field.
Old ID New ID
EntitySprite boats.png: Sprite image for boats in Minecraft boat EntitySprite oak-boat.png: Sprite image for oak-boat in Minecraft oak_boat
EntitySprite spruce-boat.png: Sprite image for spruce-boat in Minecraft spruce_boat
EntitySprite birch-boat.png: Sprite image for birch-boat in Minecraft birch_boat
EntitySprite jungle-boat.png: Sprite image for jungle-boat in Minecraft jungle_boat
EntitySprite acacia-boat.png: Sprite image for acacia-boat in Minecraft acacia_boat
EntitySprite dark-oak-boat.png: Sprite image for dark-oak-boat in Minecraft dark_oak_boat
EntitySprite mangrove-boat.png: Sprite image for mangrove-boat in Minecraft mangrove_boat
EntitySprite cherry-boat.png: Sprite image for cherry-boat in Minecraft cherry_boat
EntitySprite bamboo-raft.png: Sprite image for bamboo-raft in Minecraft bamboo_raft
EntitySprite boats-with-chests.png: Sprite image for boats-with-chests in Minecraft chest_boat
EntitySprite oak-boat-with-chest.png: Sprite image for oak-boat-with-chest in Minecraft oak_chest_boat
EntitySprite spruce-boat-with-chest.png: Sprite image for spruce-boat-with-chest in Minecraft spruce_chest_boat
EntitySprite birch-boat-with-chest.png: Sprite image for birch-boat-with-chest in Minecraft birch_chest_boat
EntitySprite jungle-boat-with-chest.png: Sprite image for jungle-boat-with-chest in Minecraft jungle_chest_boat
EntitySprite acacia-boat-with-chest.png: Sprite image for acacia-boat-with-chest in Minecraft acacia_chest_boat
EntitySprite dark-oak-boat-with-chest.png: Sprite image for dark-oak-boat-with-chest in Minecraft dark_oak_chest_boat
EntitySprite mangrove-boat-with-chest.png: Sprite image for mangrove-boat-with-chest in Minecraft mangrove_chest_boat
EntitySprite cherry-boat-with-chest.png: Sprite image for cherry-boat-with-chest in Minecraft cherry_chest_boat
EntitySprite bamboo-raft-with-chest.png: Sprite image for bamboo-raft-with-chest in Minecraft bamboo_chest_raft

Commands

/ride

Data components

  • Re-arranged the priority of item stack components that modify the name of the item in the following way:
    • The [NBT Compound / JSON Object] title field in the minecraft:written_book_content component (the highest priority)
    • The minecraft:custom_name component
    • The new [String] custom_name field in the minecraft:potion_contents component
    • The minecraft:item_name component (the lowest priority)

Attributes

  • Removed the generic., player., and zombie. prefixes from attribute IDs.

minecraft:food

  • Is now a data container that only holds the food stats applied when the item is consumed.
    • This component no longer gives it the ability to be consumed, and can be done instead with the new minecraft:consumable item stack component.
    • Removed the eat_seconds, using_converts_to and effects fields.

minecraft:item_name

  • Is now always present on every item.

minecraft:lock

  • Has been changed to the following format:
  • [NBT Compound / JSON Object] minecraft:lock: An item predicate representing the "key" to open this container item.
    • [String][NBT List / JSON Array] items: The items that can be used to open this container. Can be an item ID or an item tag with a #, or a list of item IDs.
    • [Int][NBT Compound / JSON Object] count: The range in the stack size of the item that can open this container. If specified as an integer, specifies the exact stack size of the item that can open this container.
      • [Int] max: The maximum stack size of the item that can open this container.
      • [Int] min: The minimum stack size of the item that can open this container.
    • [NBT Compound / JSON Object] components: Items that exactly match these components can open this container.
    • [NBT Compound / JSON Object] predicates: An item sub-predicate. If an item matches these predicates, it can open this container.

Particles

  • The format of color fields in particle options is now more standardized:
    • RGB fields can always be encoded either as a vector of floats (order: [R,G,B]) or as a single packed integer (order: RGB).
    • ARGB fields can always be encoded either as a vector of floats (order: [R,G,B,A] or as a single packed integer (order: ARGB).
    • Changed fields:
      • minecraft:trail.color (previously accepted only integer).
      • minecraft:dust.color (previously accepted only vector of floats).
      • minecraft:dust_color_transition.from_color (previously accepted only vector of floats).
      • minecraft:dust_color_transition.to_color (previously accepted only vector of floats).

Raw JSON text

  • Invalid selector patterns in chat components now cause commands to fail to parse, instead of resolving to an empty string.

Data packs

  • The pack format version is now 57.
    • Trial spawner configurations in fields normal_config and ominous_config are now defined in registry trial_spawner.
      • This allows for easier customization of Trial Spawner configurations in data packs.
      • Inlined configuration data is still supported.
    • Entities' rotation on the x axis is now clamped between -90 and 90.
    • /loot command now returns an error when trying to drop from a block without a loot table (like air).
    • Removed the bundle feature flag and built-in datapack.

Advancements

  • The trigger minecraft:killed_by_crossbow has been renamed to minecraft:killed_by_arrow.
    • Now trigger whenever an arrow kills an entity, not just when fired from a crossbow.
    • Has a new optional item predicate field, fired_from_weapon.
      • Can be used to match the item used to shoot the arrow.

Enchantments

  • Entity effect damage_item has been renamed to change_item_damage and now allows a negative value.

Loot tables

  • Special loot table empty has been removed and is no longer defined in vanilla data pack.
  • Sheep now always uses a single loot table entities/sheep.
  • Wool drops are still defined in sub-tables in entities/sheep/<color>, but they are now just dispatched from the main table.
    • Note: mutton drop is now controlled by the main table, while sub-tables are responsible only for wool drop.

Recipes

  • The crafting_special_suspiciousstew recipe type has been removed.
  • The format used for recipe ingredients has been simplified and aligned with other fields that accept item lists (like item predicates):
    • For items: { "item": "<item id>" } now becomes "<item id>".
    • For tags: { "tag": "<tag id>" } now becomes "#<tag id>".
    • Lists of items are still allowed, but tags can no longer appear in such list.
    • Remaining restrictions:
      • minecraft:air can't appear anywhere in ingredient.
      • ingredient must have at least one tag or item.
    • Fields template, base and addition in smithing_transform and smithing_trim recipes are now optional instead of accepting empty list.

Resource packs

  • All equipment-related textures were moved to subfolders of the textures/entity/equipment directory.
    • Player armor textures were moved to textures/entity/equipment/humanoid and textures/entity/equipment/humanoid_leggings
      • <material>_layer_1 textures were renamed to <material>, and moved into the humanoid subdirectory.
      • <material>_layer_2 textures were renamed to <material>, and moved into the humanoid_leggings subdirectory.
      • leather_layer_1_overlay and leather_layer_2_overlay textures were renamed to leather_overlay in their respective subdirectories.
    • wolf_armor and wolf_armor_overlay textures have moved to textures/entity/equipment/wolf_body/ and were renamed to armadillo_scute and armadillo_scute_overlay respectively.
    • turtle_layer_1 has been renamed to turtle_scute.
    • Llama decor textures were moved to textures/entity/equipment/llama_body
    • Horse armor textures were moved to textures/entity/equipment/horse_body
    • The elytra texture has been moved to textures/entity/equipment/wings/elytra
  • Armor trim textures have also been moved to match the folder structure of the regular equipment textures.
    • Textures in textures/trims/models/armor were divided between textures/trims/entity/humanoid and textures/trims/entity/humanoid_leggings
    • For leggings textures, the _leggings suffix is dropped.

Shaders

Shader program configurations

  • Can now specify preprocessor define directives to be injected into the shader source, which can be referenced in the shader
    • In the vanilla assets, this is used to combine multiple shaders into one program. For example, rendertype_cutout, rendertype_solid, rendertype_cutout_mipped, rendertype_transluscent and rendertype_tripwire now use the terrain.fsh / .vsh shaders. Define directives are used alongside an #ifdef ALPHA_CUTOUT statement in the terrain.fsh program to control if the shader program should discard transparent pixels.
    • These can be specified in a new defines object in the root of the shader json file
  • [NBT Compound / JSON Object] The root tag
    • [NBT Compound / JSON Object]  defines Preprocessor directives that can be used in shader programs.
      • [NBT Compound / JSON Object]  values Preprocessor directives with a value, can be used with #ifdef, #ifndef or directly as a variable in a program.
        • [String]  value A preprocessor directive. The key is the name of the directive. It can be anything, but must be in all capitals. Injected as #define <key> <value> at the top of the shader source.
      • [NBT List / JSON Array]  flags Flag directives, can be used with #ifdef or #ifndef in a program.
        • [String]  flag The name of a flag. This can be anything, but must be in all capitals. Injected as #define <key> at the top of the shader source.
  • The blend field has been removed, as it had no use
  • The attributes field has been removed, instead the Position attribute is always bound
  • The vertex and fragment shader references in program definitions are now namespaced ids
    • A vertex shader <namespace>:<path> resolves to assets/<namespace>/shaders/<path>.vsh
    • A fragment shader <namespace>:<path> resolves to assets/<namespace>/shaders/<path>.fsh

Uniforms

  • The ChunkOffset uniform in terrain shaders has been renamed to ModelOffset
  • The Time uniform for post-processing shaders has been replaced with the GameTime uniform from core shaders
  • There are 9 new uniforms that are available in the new lightmap shader.
    • AmbientLightFactor, SkyFactor, BlockFactor, UseBrightLightmap, SkyLightColor, NightVisionFactor, DarknessScale, DarkenWorldFactor and BrightnessFactor

Imports

  • The #moj_import directive now supports namespaced includes with absolute paths
    • #moj_import <<namespace>:<shader program>> resolves to assets/<namespace>/shaders/include/<shader program>
  • Relative imports are not namespaced and behave as before

Post-processing effects

  • Post-processing effect configurations have been moved from assets/<namespace>/shaders/post to assets/<namespace>/post_effect
  • Vertex and fragment shaders used by post-processing effects have been moved from assets/<namespace>/shaders/program to assets/<namespace>/shaders/post.
  • The format of post-processing effect configurations have been updated.
  • name has been renamed to program, and is now a namespaced id of a shader program configuration.
    • <namespace>:<path> resolves to assets/<namespace>/shaders/<path>.json.
  • intarget and auxtargets have been merged into a single inputs list, as specified by the input format below.
  • outtarget has been renamed to output with the same format.
  • targets is now a map between target name and target definition, as opposed to a list
    • Inline target names are replaced with an empty object
      • For example, ["swap"] becomes {"swap": {}}
    • Target definitions with a specific size remain the same, with the name field moved into the map key
      • For example, [{"name": "potato", "width": 16, "height": 16}] becomes {"potato": {"width": 16, "height": 16}}

Inputs

  • For both render targets and texture inputs, the following fields may be specified:
    • [String]  sampler_name The prefix to set up both _Sampler and _Size uniforms.
    • [Boolean]  bilinear (default: false) If true, the input is sampled with a bilinear filter. For render targets, this replaces the removed use_linear_filter field on the pass definition.
  • For inputs from a render target, the following fields may be specified:
    • [String]  target The render target id, a namespaced id. Either a custom target id defined in the same file, or minecraft:main to reference the main screen target. This replaces the former id field, which was a free-form string.
    • [Boolean]  use_depth_buffer (default: false) Set to true to sample from the depth texture, false to sample from the color texture. This replaces the former :depth suffix applied to the target id.
  • For inputs from a static texture, the following fields may be specified:
    • [String]  location The location to a static texture file that can be sampled by the effect. As the id field did before, this resolves to a texture at assets/<namespace>/textures/effect/<path>.png
    • [Int]  width Width of the texture in pixels, must be a positive integer.
    • [Int]  width Height of the texture in pixels, must be a positive integer.

External inputs

  • The 'Fabulous' graphics transparency post-processing config no longer specifies the sorted framebuffers as custom targets.
    • These are instead imported in the same way as the minecraft:main target.
    • translucent, itemEntity, particles, weather, clouds are now minecraft:translucent, minecraft:item_entity, minecraft:particles, minecraft:weather, and minecraft:clouds respectively.
  • The entity outline processing shader similarly imports the minecraft:entity_outline target

Core shaders

  • Some core shaders now share the same shader programs.
    • The rendertype_clouds shader no longer gets the cloud texture sampler.
    • The rendertype_cutout, rendertype_solid, rendertype_cutout_mipped, rendertype_transluscent and rendertype_tripwire shaders now use the terrain.fsh and terrain.vsh programs.
    • The rendertype_armor_cutout_no_cull, rendertype_breeze_wind, rendertype_energy_swirl, rendertype_entity_cutout_no_cull_z_offset, rendertype_entity_cutout_no_cull, rendertype_entity_cutout, rendertype_entity_no_outline, rendertype_entity_smooth_cutout, rendertype_entity_solid, rendertype_entity_translucent_emissive, rendertype_entity_translucent and rendertype_eyes shaders now use the entity.fsh and entity.vsh programs.
  • Most UI elements such as buttons, the inventory, menu backgrounds, the hotbar, etc are now rendered with position_tex_color instead of position_tex

Changes

Commands

Data components minecraft:potion_content

  • Added [String] custom_name field.
    • Used to generate the name of the item. The game uses the translation key item.minecraft.<item type>.effect.<value>.
    • This name has a higher priority than the minecraft:item_name component, but lower than the minecraft:custom_name component.

Data packs

Enchantments

  • Added support for enchantment trigger projectile_spawned in the following items:
    • Snowballs
    • Tridents
    • Small fireballs
    • Thrown potions
    • Ender pearls
    • Fishing rod
    • Firework rocket
    • Wind charge
    • Eggs

Loot tables

  • Sheep shearing is now controlled by loot table found as shearing/sheep.
  • Mooshroom shearing is now controlled by loot table found as shearing/mooshroom.
  • Snow golem shearing is now controlled by a loot table found as shearing/snow_golem.
  • The tool value (used for functions like match_tool) is now available for some additional loot table types.
    • archaeology - used brush.
    • vault - inserted key (not available when displaying items).
    • shearing - shears.

Predicates

  • New entity sub-predicate for testing sheep wool.
    • Fields:
      • sheared - optional boolean.
      • color - optional wool dye color.

Trims

  • All equippable items with an equipment model defined support rendering trims, based on the trim component.
  • Trim textures are loaded from the appropriate folder in the textures/trims/entity directory.
    • For example, armor with wolf_body layers fetch trims from textures/trims/entity/wolf_body

Resource packs

  • The pack format version is now 42.
  • Removals and renames of some deprecated translations is now automatically applied at startup.
    • Packs that used those translations need to re-add them manually.
    • The full list is available in /assets/minecraft/lang/deprecated.json file inside the game's built JAR file.
  • Added support for emissive layers for block models.
    • Added an optional light_emission field to block model elements.
    • Integer value between 0 and 15, with 0 being the default value of no light emitted.
    • If specified and non-zero, this behaves as the minimum light level that the element can receive.
  • The texture map for the arrow and bee stinger models have been updated.
  • The model and UV mapping of the Dragon Egg have been updated.
  • The tooltip background and frame may now be customized by replacing sprites:
    • tooltip/background: The background of the tooltip
    • tooltip/frame: The frame appearing around the tooltip
    • Items with a custom tooltip_style component uses sprites with IDs:
      • <namespace>:tooltip/<path>_background and <namespace>:tooltip/<path>_frame
  • The nine_slice GUI sprite scaling mode has a new optional boolean (true or false) property: stretch_inner
    • If true, the inner parts of the texture (i.e. not the corners) are stretched instead of tiled
    • If not specified, defaults to false as before.
  • The appearance of a highlighted slot can now be customized by replacing sprites (this supports the use of animated textures):
    • container/slot_highlight_front: The sprite to render in front of highlighted slots.
    • container/slot_highlight_back: The sprite to render behind highlighted slots.
  • Likewise, the appearance of a highlighted item within the bundle can be customized with the following sprites:
    • container/bundle/slot_highlight_front.
    • container/bundle/slot_highlight_back.
  • The appearance of highlighted items has been updated to improve visibility of the item.
  • The models and UV mapping related to the torch and blocks containing redstone torch have been updated.
    • The "inverted" model now uses 6 separate faces creating the same effect as a model with a negative size.
    • The UV layout for the inverted model was updated.
  • Added texture and sound for tweaked air bubble UI.
    • New texture added for empty air bubble.
    • Sound added for when air bubble pops.
  • Added container/bundle/slot_background texture for bundle slot background.

Models

  • All item models can now use the broken property in model overrides that was previously limited to just the elytra.
    • This has a value of 1 if the item has 1 durability left, or 0 otherwise.
  • The appearance of equipment when equipped by players or certain mobs can now be customized by defining 'equipment models' in the resource pack.
    • Equipment model definitions are loaded from assets/<namespace>/models/equipment/<path>.json
      • These can then be referenced by the equippable component with a model id of namespace:path
    • The model definition is an object with fields: wolf_body, horse_body, llama_body, humanoid, humanoid_leggings, wings
      • All fields are optional, and can be used to specify a list of layers for the given model layer type
      • Each field contains list of layer objects:
        • texture: namespaced texture location for this layer
          • namespace:path resolves to assets/<namespace>/textures/entity/equipment/<layer_type>/<path>.png
        • dyeable: object with fields (optional), specifying how this layer behaves when dyed (in the dyeable item tag, and has dyed_color component)
          • color_when_undyed: RGB color integer (optional)
          • If specified, this layer is tinted by the color contained in the dyed_color component
            • If the item is not able to be dyed or is not currently dyed, then it is tinted based on the color specified by color_when_undyed
            • If color_when_undyed is not specified and the item is not dyed, the layer is hidden
        • use_player_texture: boolean (default: false), true if this layer texture should be overridden by a texture given by the player
          • Only used for wings layers, which overrides with the player's custom elytra texture

Servers

Network protocol

  • Added minecraft:client_tick_end server-bound packet during play phase, sent when the client finishes processing its current tick.
  • Added ability for custom servers to override the order that players appear in the 'tab list'.
    • This is controlled by a non-negative ordering index that is sorted highest to lowest.
  • The client now shares the state of the 'Particles' limiter option to be used by custom servers.

Hardcore

  • Hardcore is now implemented properly in the server software.
    • Prior to this, the hardcore option in server.properties only controlled whether the player can respawn after death. It could be changed independently the world's hardcore mode (set on the world creation screen), which only controlled whether the client is informed hardcore mode is enabled on the server (which in turn decided on the hearts texture and death screen) and forced hard difficulty.
    • The world's hardcore mode is now used for controlling whether the player can respawn, informing the client that the server is hardcore mode and forcing hard difficulty.
    • The hardcore option in server.properties is now only used for enabling the world's hardcore mode during world generation.

server.properties

  • Added the option pause-when-empty-seconds.
    • When set to a positive value, causes the server to pause when no player has been online for that many seconds.
    • Defaults to 60.
  • Removed the options: spawn-animals and spawn-npcs.
  • Added the option text-filtering-version.
    • Defaults to 0.
    • The purpose of this option was not announced.

Realms

  • Extended the text-filtering-config in order to support an internal migration for Realms profanity filtering.
    • Servers currently utilizing the text-filtering-config can continue to do so without any changes.

General

Telemetry

  • Added some information about data pack structure (for example, data-driven registries) to generated reports.

Fixes

310 issues fixed

From released versions before 1.21

  • MC-379spawn-animals and spawn-npcs=false removes all villagers and prevents summoning new mobs.
  • MC-1673 – Several mobs can pop off paintings, item frames and leads and destroy minecarts, armor stands and anything in item form even when mobGriefing is turned off.
  • MC-3266 – The player's experience level overflows once it exceeds the integer limit.
  • MC-3697 – TNT submerged in water can destroy item frames, paintings, armor stands, and other similar entities.
  • MC-4665 – Anvil consuming two unbroken items of the same kind when renaming them.
  • MC-13246 – On certain enchanted items, the anvil displays a "too expensive" message before attempting to repair, combine, or rename them
  • MC-14800 – When zombie villagers, husks, drowned or zombified piglins are damaged, they spawn regular zombie reinforcements.
  • MC-16829 – The horse armor model does not show the enchantment glint effect.
  • MC-38022 – Order of rendering translucent block faces fails to update with camera position.
  • MC-39263 – Cannot set horizontal motion for squid on land.
  • MC-49628 – When in Spectator mode, the head overlay shows even if it is set not to show in the skin customization options.
  • MC-53602 – Projectiles don't collide with the world border.
  • MC-54532 – Sneaking while falling on Slime Blocks inflicts fall damage.
  • MC-58294 – Squids and glow squids do not collide properly with solid blocks.
  • MC-59471 – String can be duplicated using tripwire hooks.
  • MC-64265 – Teleporting passengers does not dismount them.
  • MC-72494 – In Statistics screen "m" is the same unit for both minutes and meters.
  • MC-73178 – Villagers' "CanPickUpLoot" tag cannot be set to zero.
  • MC-75494 – Lead item drop is not affected by doEntityDrops gamerule.
  • MC-86252 – Shields can continue to block after entity changes dimensions due to client and server desync.
  • MC-88967 – Most NBT tags are not kept when a mob converts to another mob.
  • MC-89883 – Squid and glow squid collision error and rubberbanding.
  • MC-92875 – Collisionless blocks ignore entities with high velocity.
  • MC-101376 – Elytra appearance doesn't update in first-person mode; only in third-person.
  • MC-108323 – Underlines in chat and /title command intersect each other, causing an ugly effect when fading.
  • MC-112257 – Some NBT tags require the correct suffix.
  • MC-116618 – Dropping items rapidly inside the "Survival Inventory" tab in creative mode deletes items.
  • MC-119369 – Boats crash/break and can kill their passengers when falling certain distances.
  • MC-120417 – The dragon egg block model is incorrect.
  • MC-121013 – "follow_range" attribute only targets mobs on (roughly) the same Y level.
  • MC-124331 – Redstone lamps do not show on maps.
  • MC-125642 – Bone meal is consumed when used on fern, grass and seagrass even if it cannot grow.
  • MC-127995 – The player can use bone meal on sea pickles in situations where no sea pickles grows.
  • MC-129055 – Issues breaking tripwire with shears.
  • MC-129298 – Drowned don't chase the player if they are in 1 block deep water.
  • MC-129826["shade": false] is missing from potted cross models, resulting in most potted plants appearing darker than they should.
  • MC-130097 – Tropical fish fin UV mapping is wrong.
  • MC-131215 – Cannot teleport an entity that is in a boat.
  • MC-132804 – Low follow range attribute also affects mobs' idle wandering range.
  • MC-133862 – Optimize world screen backup button has inaccurate text.
  • MC-134626 – Squids/glow squids bounce up and down in bubble columns, teleporting high up in the air.
  • MC-135898 – Teams are not retained when a mob converts to another mob.
  • MC-135971 – Can't use Ctrl+Q in crafting table.
  • MC-137053 – The player cannot set the "CanBreakDoors" NBT tag of drowneds to "1b".
  • MC-144327 – The bottom face texture of a blaze's rods is the same as their top face texture.
  • MC-144761 – Animated texture interpolation ignores alpha channel during transition from/to transparent pixels.
  • MC-145656 – Attribute "follow_range" is not working for hostile mobs before they find the target.
  • MC-146805 – Trader Llamas don't attack zombies, drowned, husks, zombie villager and illagers.
  • MC-148041 – Two separate translation lines for the same thing, "Bells Rung" statistic.
  • MC-148982 – Map color for wheat is incorrect.
  • MC-151828 – Woodland mansion structure "1x1_b3" has dark oak leaf block with persistent tag set to "false".
  • MC-154053 – Trader llama spitting far distance when attacked.
  • MC-156579 – Creative players can fly through portals when going quickly enough using elytra or Riptide trident.
  • MC-158389 – Raid results in victory if it cannot find a valid spawn point.
  • MC-161913 – Misalignment on edges/corners of clouds.
  • MC-162551 – When shooting an arrow on top of a player in Creative mode, a closed shulker, or an invincible mob, the arrow glitches around on top of the entity.
  • MC-162713 – Clouds are generated with offset to east and south.
  • MC-164258 – Recipe book search field is not selected when clicking on the search icon.
  • MC-165182 – Inventory/GUI textures no longer handle translucent pixels correctly.
  • MC-166880 – Pufferfish spikes model seems to be broken.
  • MC-167242 – Bed stays occupied after a lightning turns the villager sleeping in it into a witch.
  • MC-167906 – Beehive items at full honey level do not appear with honey in inventory/as item/in hand.
  • MC-168329 – Bees do not leave their hives in the Nether/End in some cases.
  • MC-168546 – Bee nest/hive items have no lore.
  • MC-169660/teleport without <targets> can change the entity's rotation
  • MC-170863 – Dropping item stacks from the player's hotbar in any creative inventory tab other than "Survival Inventory" deletes items.
  • MC-174214 – Fireworks for crossbow go through an entity if it is close to a player.
  • MC-174732 – Semi-transparent status effect textures do not render correctly in the inventory or beacon UI.
  • MC-176937 – Deleting items using the drop key while a tab is open in the Creative inventory plays hand animation, even if the item isn't dropped.
  • MC-177452 – Unneeded faces inside repeater models.
  • MC-177453 – Unneeded faces inside comparator models.
  • MC-179629 – Faces in between cloud "blocks" can still render from outside of the cloud.
  • MC-180272en_us.json contains unused strings.
  • MC-182478 – Mob armor generates starting with boots rather than helmet.
  • MC-182877 – Piglins use one hand to hold a loaded crossbow.
  • MC-183518 – High CPU usage on hypervisor host possibly due to excessive syscall usage by Minecraft server.
  • MC-183636follow_range attribute not working for piglins.
  • MC-185144 – Item durability bar and all items render incorrectly in the villager trade UI.
  • MC-186362 – Casting issue: Translucent block rendering breaks down at high distances.
  • MC-187920 – Bees sometimes give up when returning home.
  • MC-188217 – Bees circle above flowers that are covered by all sides.
  • MC-190163 – Zoglin spawn eggs don't occasionally spawn baby zoglins on their own accord.
  • MC-190484 – Sneaking players' name tags are partly invisible depending on what angle you're facing.
  • MC-191431 – Player spectator head is invisible/does not render in the inventory after switching to "Fabulous!".
  • MC-195754 – Illagers in raids continuously try and fail to pick up ominous banners if they can't reach them.
  • MC-196556 – When projectiles (such as arrows and tridents) move too fast, they can't be teleported by portals and end gateways.
  • MC-196736 – Hoglins break their leash when zombifying, despite zoglins being leashable.
  • MC-196964 – Fall damage is reset when an entity converts to another entity.
  • MC-199238 – Unneeded faces and missing cullface in dragon egg model.
  • MC-203748 – Filled lava cauldrons are able to be put under water.
  • MC-204050 – Subtitle for shooting amethyst blocks is "Block breaking".
  • MC-206074 – Survival tab of Creative inventory desyncs if changed manually after an external change.
  • MC-206436 – Stonecutter ignores anything over 64 when shift-clicking.
  • MC-207101 – When a lingering potion lands on top of a player/mob, the area effect cloud spawns above the player/mob instead of inside it, rendering the lingering potion useless.
  • MC-209947minecraft:block/scaffolding_unstable has incorrect cullfaces.
  • MC-212213 – Squids unable to be affected by Knockback enchantment.
  • MC-214625 – Unlit redstone torches are unaffected by block shading / are evenly lit on all sides.
  • MC-214662 – Redstone torches on repeaters and comparators are shaded differently from normal redstone torches.
  • MC-215332 – Glow squids lack a baby variant.
  • MC-215752 – Z-fighting with paintings and item frames in solid blocks.
  • MC-216016 – Launching fireworks into a crystal sound block makes the breaking noise.
  • MC-219083 – Hunger client/server desync when natural regeneration is off in peaceful mode.
  • MC-220360 – Gifts given by baby villagers, nitwits and unemployed villagers when under the Hero of the Village effect are hardcoded.
  • MC-224035 – Small dripleaf's model is inconsistent.
  • MC-224454 – Entities don't recognize azaleas or flowering azaleas as obstacles when pathfinding.
  • MC-225060 – Burning entity sound repeats every tick.
  • MC-225270 – Goats can move armor stands even with mobGriefing turned off.
  • MC-225417 – Squids and glow squids can break free from leads when attacked.
  • MC-225422 – Squids and glow squids do not move smoothly in the water compared to other aquatic mobs.
  • MC-226038 – Scheduled functions are part of weather in profile results.
  • MC-226687 – Sea Level is assumed to be Y=63 in numerous parts of Minecraft.
  • MC-227139 – Sky fog stutters.
  • MC-228070 – Name tags rendered in blocks have letters brighter depending on your angle.
  • MC-230317 – Lead disappears when mooshroom cow is sheared.
  • MC-233603 – HUD / Hotbar rendering can heavily impact frame rate performance.
  • MC-234318 – Small dripleaf stems intersect its leaves.
  • MC-235953 – Entity eyes render type doesn't blend non-black transparent pixels properly.
  • MC-239581 – Bees do not become angry at the closest player when hive is exploded.
  • MC-240001 – The white and red highlights from recipe book previews render above potion tooltips.
  • MC-240948 – Filled powder snow cauldrons are able to be put under water.
  • MC-241873 – Ravagers can move armor stands even with mobGriefing turned off.
  • MC-243413 – Some explorer maps are missing their icon.
  • MC-244720 – "Erased cached data" button in Optimize World is not labeled in the right order when using Tab ↹.
  • MC-245510 – Piglin brute's generic.follow_range attribute functions oddly.
  • MC-247238 – Sky fog is not cylindrical.
  • MC-249067 – Ominous banners lose their rarity color when renamed using anvils.
  • MC-249414 – The "Shader rendertype_entity_translucent_emissive could not find sampler named Sampler2 in the specified shader program." warning is logged in the game output console when launching the game.
  • MC-249901 – Frogs don't play the frog eating sound when given a slime ball.
  • MC-250924 – Goat horns are missing sounds.
  • MC-256422 – Some words within some strings use right single quotation marks instead of apostrophes.
  • MC-257309 – Monster spawner tries to spawn wardens and zoglins when the difficulty is Peaceful.
  • MC-257318 – Non-transparent toasts and some buttons that should be transparent in custom Resource Pack.
  • MC-258971ClientboundUpdateRecipesPacket breaks after multiple recipes use big tags.
  • MC-259376ServerboundMovePlayerPacket's xRot can have invalid value.
  • MC-259651updateSkyBrightness() is not used client-side, causing multiple issues.
  • MC-259687 – "Distance by Elytra" statistic is approximately doubled.
  • MC-259798 – Block hitboxes cause semi-transparent blocks not to render behind them in lower than "Fabulous" graphics settings.
  • MC-259936 – Equipping armor in hand via right-click equips entire stack.
  • MC-260013 – Baby llama's head has incorrect scale method.
  • MC-260537 – Tree growth can replace leaves that have the persistent block state set to true.
  • MC-260858 – The word "ticks" within a "/schedule" command feedback message is always pluralized.
  • MC-260859 – Some words within a tick profiling feedback message are always pluralized.
  • MC-260860 – Some words within some chat delay strings are always pluralized.
  • MC-260913 – The word "blocks" within some "/spreadplayers" command feedback messages is always pluralized.
  • MC-260914 – "/spreadplayers" strings for entities consist of inconsistent noun usage.
  • MC-261666 – Armor given to villagers is lost when they convert to zombie villagers.
  • MC-261691 – Bees get stuck while trying to pathfind to inaccessible flowers.
  • MC-262112 – Wither skull's bounding box is wrongly positioned in the first tick, and cannot be selected with volume checks in commands.
  • MC-262175 – The "advancements.adventure.trim_with_any_armor_pattern.description" text contains incorrect English grammar.
  • MC-262498 – Underground seagrass feature files exist despite never generating.
  • MC-262598 – Tripwire textures in the tripwire hook "attached: true" state have a wrong black rendering when the tripwire hook is attached to a non-transparent block.
  • MC-262652 – Dragon egg's side texture is mapped strangely as of 1.8 (and the model is also unoptimized).
  • MC-263838doLimitedCrafting gamerule does not work on suspicious stew.
  • MC-263858 – Text displays are rendered differently compared to name tags.
  • MC-264886 – Geode features ignore the invalid_blocks field.
  • MC-264986 – Item count of fuel slot affects the way smelting recipe book moves ingredients.
  • MC-265399 – Players' heads are incorrectly positioned while exiting the swimming/crawling state when other players are on screen.
  • MC-265554 – Aaron Cherof listed as "Aaron Cherof\u00a0" in credits.json.
  • MC-265693 – Movement does not reset a player's last action time.
  • MC-265695 – The feedback for setting the idle timeout to 0 minutes does not reflect the actual behavior.
  • MC-265703BrushableBlock's codec misspells "completed" as "comleted".
  • MC-265990 – Burning arrows can light candles and cakes with candles outside the world border.
  • MC-266441 – Multiple trial chambers templates have missing or incorrect blocks.
  • MC-266480 – Breeze can jump on top of honey blocks.
  • MC-266494 – Jump Boost does not affect the breeze's jump.
  • MC-266949 – Monster spawner tries to spawn breezes when the difficulty is Peaceful.
  • MC-267006 – The "Distance Flown" statistic rapidly increases when standing in ender dragon's hitbox.
  • MC-267107 – Spawners unsuccessfully try to summon hostile entities on Peaceful difficulty.
  • MC-267308 – Profiling with F3 + L while game is frozen spams output with errors.
  • MC-267401 – All the player skin report's category descriptions use the chat message ones.
  • MC-267838 – Projectile yaw rotations have incorrect interpolation, causing flickering.
  • MC-268045 – The name of entity argument is plural in query literal node of the /experience command.
  • MC-268220 – Zoglins ignore monster spawning requirements when spawning naturally.
  • MC-268241 – The bottom faces of vaults aren't culled when covered by blocks.
  • MC-268518 – Attribute generic.luck only affects players.
  • MC-268528 – Cave vines can be pollinated infinitely (instead of limit of 10).
  • MC-268645 – Scheduling a macro function silently fails.
  • MC-268929pack.png does not support translucent pixels.
  • MC-269083 – Effect background texture in inventory renders translucent pixels as opaque.
  • MC-269152nine_slice texture scaling causes ridiculous levels of lag when used on small textures.
  • MC-269352 – The breeze rod uses an incorrect model for holding.
  • MC-269375 – Breeze's wind charge attack can move or break armor stands when mobGriefing is disabled.
  • MC-269376 – Breeze fires wind charge from center of hitbox.
  • MC-269428 – Mace fall damage multiplier does not apply to mobs.
  • MC-269440 – Text fields render translucent pixels as opaque.
  • MC-269441 – Difficulty lock button renders translucent pixels as opaque.
  • MC-269445 – Some empty slot icons render translucent pixels as opaque.
  • MC-269447 – Hover text background box cannot be retextured.
  • MC-269528 – Recipe book tabs are rendered over items held by the mouse cursor.
  • MC-269549 – Items held in cursor are rendered behind recipe book UI elements.
  • MC-269622 – Previous/Next Page buttons render translucent pixels as opaque.
  • MC-269627 – Toasts render translucent pixels as opaque.
  • MC-269656 – Feeding parrots poison while holding mace grants Over-Overkill challenge.
  • MC-269715 – Food won't be eaten when the component food.eat_seconds is less than 0.05.
  • MC-269738 – Recipe book cannot quick-move oversized item stacks into applicable recipe slots.
  • MC-269751 – Advancement frames render translucent pixels as opaque.
  • MC-269814 – Can’t feed fish to wolves.
  • MC-269832 – Gamemode switcher sprites render translucent pixels as opaque.
  • MC-269834 – Statistics screen sprites render translucent pixels as opaque.
  • MC-269851 – Breeze idle animations are different than Bedrock Edition.
  • MC-269873 – Egg laying drop from chickens is hardcoded.
  • MC-269895 – Breezes missing higher fidelity jump animation from Bedrock Edition.
  • MC-269936 – Transferable list (resource pack, data pack) screen buttons render translucent pixels as opaque.
  • MC-269937 – World list buttons render translucent pixels as opaque.
  • MC-269996 – Custom names of interaction entities render at wrong location.
  • MC-270051 – Recipe book button renders translucent pixels as opaque.
  • MC-270113 – Trial spawner ominous_config doesn't save setting values to default.
  • MC-270183 – Lingering potions do not give effects when hit on the target's head.
  • MC-270254 – Item slot highlight effect cannot be retextured.
  • MC-270299 – New data pack component crafting doesn't work with suspicious stews.
  • MC-270314 – "Use a Bundle" toast pops up repeatedly if player constantly left-clicks on a bundle while holding an item.
  • MC-270348 – Some slime trial spawners in trial chambers won't spawn slimes without player intervention.
  • MC-270510youJustLostTheGame is not the first item in the mappings.
  • MC-270518 – Scrollers in block UIs render translucent pixels as opaque.
  • MC-270519 – "Error" textures in block/entity GUIs do not support translucent textures.
  • MC-270563 – Furnace, blast furnace and smoker smelting progress and burn time indicators do not support translucent textures.
  • MC-270564 – Brewing stand fuel, bubbles and progress sprites do not support translucent textures.
  • MC-270570 – TPS chart uses OS locale specific number formatting.
  • MC-270571/tick command uses OS locale specific number formatting.
  • MC-270614 – A trapdoor in chamber_8 is rotated the wrong way.
  • MC-270640 – Anvil text field does not support translucent textures.
  • MC-270641 – Crafter UI sprites do not support translucent pixels.
  • MC-270678 – Tabs in recipe book and Creative inventory do not support translucent pixels.
  • MC-270680 – Buttons in the beacon GUI do not support translucent pixels.
  • MC-270692 – Textures for empty slots do not support translucent pixels.
  • MC-270696 – Traps are generated behind walls in trial chambers.
  • MC-270697 – Stonecutter recipe buttons render translucent pixels as opaque.
  • MC-270698 – Loom recipe buttons render translucent pixels as opaque.
  • MC-270726 – Advancement backgrounds render translucent pixels as opaque.
  • MC-270741 – Realms main menu icons do not render translucent pixels correctly, but accessibility/language icons do.
  • MC-270742 – Displays don't rotate properly between 179 and 180.
  • MC-270764 – Recipe book buttons and icons do not render translucent pixels correctly.
  • MC-270765 – Bundle background does not handle translucent pixels correctly.
  • MC-270775 – Ominous vaults sometimes fail to generate.
  • MC-271113 – Bees occasionally freeze right before they enter the hives.
  • MC-271191 – Poor saving performance due to large amount of item frames.
  • MC-271826 – Armor default attribute modifier component can't be removed.
  • MC-271961 – Parity Issue: No empty bubbles on the oxygen bar and popping sound.
  • MC-272020 – Players' capes don't move with the yaw of their bodies when swinging.
  • MC-272414 – Redundant calculation causes 2x lag during explosions.
  • MC-272506 – Fast switching between servers causes disconnect.

From 1.21

  • MC-271486 – The tree in the "entrance_1" room of trial chambers is not removed.
  • MC-271628 – Enchantment effect "projectile_spawned" doesn't trigger for fishing rods and tridents.
  • MC-272207 – Trial chambers no longer generate a bed in the secret room nearing the entrance.
  • MC-272327 – Attribute effects not properly postfixed with slot name.
  • MC-272345 – Some trial spawners don't have an extra breeze out at once when ominous.
  • MC-272603 – Riding an entity into the end fountain skips the credits.
  • MC-272643 – Items containing using_converts_to cannot be stacked with the original items after restarting the world.
  • MC-272649 – After a chest with the item component "container_loot" is opened, it appears on the subsequent pick block.
  • MC-272670 – Crash while saving entity NBT - Cannot encode empty ItemStack.
  • MC-272766 – When riding a minecart through a portal, the direction the player is facing after they go through the portal is not the same as when they entered.
  • MC-272802 – Ender pearls deal no damage to their owners after switching dimensions and landing.
  • MC-272804 – The mining fatigue animation plays in reverse.
  • MC-272805 – Command blocks made from pick block still do not activate when placed near sources of power.
  • MC-272821 – Wind charges incorrectly negate fall damage.
  • MC-272932 – Auto-save text in the pause menu is rendered at the wrong position.
  • MC-272946 – The block outline is nearly invisible for some blocks.
  • MC-273076 – Breeze immediately forgets the player once line of sight is lost, even through transparent blocks.
  • MC-273239 – Trial spawners rapidly change block state when switching gamerule "doMobSpawning" from false to true.
  • MC-273263 – Attributes are retained even if destroyed by "damage_item".
  • MC-273281 – "projectile_spawned" enchantment component runs predicates and effects on projectiles before all of their data has been assigned.
  • MC-273288 – Dropping a stack of items while in the Creative mode inventory deletes them.
  • MC-273300 – Horse armor and wolf armor swap from off-hand to main hand upon pressing the Use Item/Place Block key.
  • MC-273311 – Taking near Float.MAX_VALUE damage from mob attack through commands on Hard causes NaN Absorption and Health.
  • MC-273328 – Stars are smaller than supposed to.
  • MC-273329 – Drinking milk buckets in Creative mode gives empty buckets.
  • MC-273361 – Entities teleported to the player from a force loaded chunk are not rendered.
  • MC-273377 – Blocks can be edited without having a debug stick in the player's hand.
  • MC-273400 – Baby zombified piglin chicken jockeys immediately teleport.
  • MC-273427 – Respawn anchor loses charges when returning from the End.
  • MC-273464 – Incorrect partial tick during screen render.
  • MC-273489 – Sneaking players' name tags are barely visible.
  • MC-273578 – Interaction entities position passengers incorrectly.
  • MC-273601 – The Channeling enchantment no longer functions on tridents without an owner.
  • MC-273629 – Adding effects with an effects_changed advancement causes a packet error (ConcurrentModificationException) if it was triggered by milk.
  • MC-273662 – Trial spawners cannot spawn silverfish at all/have unusually long delays between spawns.
  • MC-273672 – When spectatorsGenerateChunks is set to false, the player cannot stop spectating an entity without running /spectate.
  • MC-273745 – Soul Speed momentum resets when jumping on soul sand.
  • MC-273758 – Ominous item spawner's animation breaks if the level.dat "Time" value is over a certain number.
  • MC-273771 – Passengers can glitch into walls when their mounts are killed.
  • MC-273811 – Ender pearls don't teleport the player if they haven't been in the pearl's dimension after relog.
  • MC-273812 – Intersection chests in trial chambers not generating correctly.
  • MC-273822 – The words "forwards" and "backwards" within two movement key bind strings aren't spelled in American English.
  • MC-273828 – Movement predicate is incorrect for stationary players until either mouse is moved or one second elapses.
  • MC-273848 – Players can spawn underwater again in 1.21.
  • MC-273850 – Shield enchantment glint is too bright to clearly see banner patterns.
  • MC-273914 – Client game options that do not constitute sending a network packet send one anyway.
  • MC-273939 – Capes clip through the player when taking knockback.
  • MC-273960 – The NBT data stored in the world affects copying a decorated pot in Creative mode.
  • MC-274030 – Item stacks with a count over 99 cause the player to get kicked from their world in Creative mode.
  • MC-274244minecraft:villager_plantable_seeds tag does not allow farmer villagers to pick up items.
  • MC-274371 – Depleting a respawn anchor doesn't play any sound.
  • MC-274372using_item advancement trigger keeps being activated even after the item stops being used, after teleporting to another dimension.
  • MC-274400 – Dispensers firing a wind charge play the crafter crafting world event, showing incorrect particles beneath the block.
  • MC-274519 – Minecraft resaves all maps with every autosave.
  • MC-274657 – Ominous banner's orange name is handled as a custom text color, rather than as a rarity.
  • MC-274708 – Exiting the end portal first time removes player attribute modifiers.
  • MC-274852 – "item_name" component has priority over signed book title.
  • MC-274911 – If the raid begins more than 112 blocks above the ground, all illagers are summoned and the player wins.
  • MC-274960 – Registries allow duplicate entries.

From 1.21.1

  • MC-275792 – Bottom faces of torches and soul torches are not culled against solid blocks.
  • MC-275919 – issues with hit detection/registration in PvP since server switch to 1.21.
  • MC-275998 – Menu blur turns glowing outlines black.
  • MC-276005 – The text of sneaking players' name tags is rendered completely invisible or barely visible when the "Text Background Opacity". accessibility option is set to high values.
  • MC-276007 – Players' name tags that are behind blocks or entities are rendered invisible or partly invisible depending on the angle you're facing.
  • MC-276134 – Can't scroll in Creative inventory while hovered over the bundle.
  • MC-276433set_enchantments function removes enchantments component from books.
  • MC-276459 – Item display rotation wrapping does not interpolate cleanly.
  • MC-276852 – Shulker boxes can be colored in the same color they are made of.

Private bugs

  • MC-273555 – Using a crossbow enchanted with Quick Charge 0 crashes the game.[5]

Video

Videos made by Slicedlime:

See also

Notes

  1. If the item type has special dispenser behavior, this has no effect.

References

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