Java Edition 1.21.5


| Edition | ||||||
|---|---|---|---|---|---|---|
| Official name | ||||||
| Release date |
March 25, 2025 | |||||
| Development versions | ||||||
| Downloads | ||||||
| Obfuscation maps | ||||||
| Protocol version |
770 | |||||
| Data version |
4325 | |||||
| Resource pack format |
55 | |||||
| Data pack format |
71 | |||||
| Minimum Java version | ||||||
| ||||||
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"title": "Minecraft 1.21.5",
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"footer": "<table style=\"margin: auto; word-break: break-word;\">\n<tr style=\"background: inherit;\">\n<td style=\"padding: 0.4em\" >[[Java Edition 1.21|<span style=\"margin-right:-0.35em\">◄</span>◄ 1.21]]</td>\n<td rowspan=\"2\" style=\"padding: 0.4em\">''' 1.21.5'''</td>\n<td style=\"padding: 0.4em\" ></td>\n</tr>\n<tr style=\"background: inherit;\">\n<td style=\"padding: 0.4em\">\n[[Java Edition 1.21.4|◄ 1.21.4]]\n</td>\n\n<td style=\"padding: 0.4em\">\n[[Java Edition 1.21.6| 1.21.6 ►]]\n</td>\n</tr>\n</table>"
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1.21.5, the release of Spring to Life, is a game drop released on March 25, 2025.[1] This drop introduces new chicken, cow, and pig variants, expands plant life, and updates all spawn egg textures. Additionally, several features previously exclusive to Bedrock Edition have been added to Java Edition, enhancing gameplay diversity and visual aesthetics, and also fixes bugs. This is the first version released in 2025.
Additions
Blocks
- A new type of decorative block which can be found in the forests, dark forests and wooded badlands.
- Works like pink petals.
- Can be smelted from any type of leaves block.
- A new type of flower which grow in birch forests, old growth birch forests and meadows.
- Works like pink petals.
- Generates in the following biomes:
- Generates in swamps and near rivers.
- When it's light level 13 or lower, glowing firefly particles appear around the firefly bush, up to 5 blocks away.
- A technical block used in game tests.
- Can be obtained by
/setblock,/fill, or/givecommands, or through the Operator Items Tab. - The test block is a block used for implementing block-based tests. It has four modes:
start: Triggers a redstone pulse when the test startslog: Logs a message to the server log file when powered by redstone (prints twice, due to a bug[2]:9m10s)fail: Fails the test when powered by redstoneaccept: Completes the test when powered by redstone
- Block-based tests are required to have at least one start block and one accept block in the structure.
- A technical block used in game tests.
- Can be obtained by
/setblock,/fill,/give, or/testcommands, or through the Operator Items Tab. - To run a test in a world, a test instance block is used. This type of block represents the test as placed in the world and is used to interact with that test, to save the structure, reset or run the test.
- Using the
/testcommand to run or create a test will also place a test instance block to control that test.
Items
- A variant of the egg laid by the cold chicken variant.
- Spawns the cold chicken variant when hatched.
- A variant of the egg laid by the warm chicken variant.
- Spawns the warm chicken variant when hatched.
Mobs
There are now cold[info 1] and warm[info 2] variants of pigs, cows, and chickens.
- The variant of naturally spawned mobs is determined by the biome they spawn in.
- When bred by a player, a baby of these mobs will not be a variant chosen by the current biome, but instead randomly be selected from one of its parent's variants.
- The temperate versions of the mobs spawn by default wherever the cold and warm variants do not.
Temperate Pig: The pre-existing pig variant.
Cold Pig: A variant that spawns in cold biomes.[info 1]
Warm Pig: A variant that spawns in warm biomes.[info 2]
Temperate Cow: The pre-existing cow variant.
- New texture and model.
Cold Cow: A variant that spawns in certain cold biomes.[info 1]
Warm Cow: A variant that spawns in certain warm biomes.[info 2]
Temperate Chicken: The pre-existing chicken variant.
Cold Chicken: A variant that spawns in certain cold biomes.[info 1]
Warm Chicken: A variant that spawns in certain warm biomes.[info 2]
- Added six new sound variants.
- The sound variants are Classic, Big, Cute, Puglin, Angry, Grumpy, and Sad. The existing wolf sounds are used for the Classic variant.
- Wolves receive a random sound variant when they spawn.
- Sound variants are not related to texture variants
World generation
- A new decorative variant of trees.
- Has four different wood variants:
- Is sometimes randomly decorated with mushroom or vines.
- Each fallen tree can be found in all biomes where its standing tree variant grow, except for these biomes
Meadow
Bamboo Jungle
River
Grove
Flower Forest
- Has fallen birch trees but not fallen oak trees.
Gameplay
- Dead bush blocks have a chance of playing ambient sounds when placed on top of two blocks that are any color of terracotta, sand or red sand blocks in any biome.
- Sand, red sand and terracotta of any color have a chance of playing ambient sounds when surrounded by any one of them on at least 3 sides 8 blocks away.
General
- Added support for Kyrgyz language.
Changes
Blocks
General
- Any block in the simulation distance of a player or loaded by another source of chunk loading (such as ender pearls) may now receive random ticks, instead of just 8 chunks around players.
- For example: if a chunk is loaded by an ender pearl or is in the spawn chunks, crops are able to grow, ice can melt, snow can fall, and a cauldron can be filled by rain.
- Mob spawning, lava spreading fire, and lightning strikes are not affected by this change. They will only occur in the previous radius of 8 chunks around players.
- Will no longer burn or spread if no player is within 8 chunks.
- The following blocks can now spawn falling leaf particles:
- Now generates slightly more sparsely in meadows.
- Added a new texture for when a creaking heart is in the dormant state.
- Before, it looked the same as an uprooted creaking heart.
- The transition between the awake and dormant states of creaking hearts is now based on the fixed day time.
- The transition between the states of eyeblossoms is now based on the fixed day time.
Pale Oak Leaves and Pale Oak Sapling
- Now have an updated map color.
- Can now be placed on farmland.
- Beacons and their beams now render beyond 16 chunks up to the client render distance.
- To keep it easily visible at large distances, the beam is rendered thicker the further away it is from the player.
- The beam now renders up to 2048 blocks high, up from 1024.
- Bubble columns produce less particles and sounds when entities that are unaffected by them are inside them.
- Changed crafting recipe to require an iron ingot instead of a netherite ingot, making them renewable.
- Can now be found in ruined portal chests.
Iron Bars, Iron Block, Iron Trapdoor, Iron Door, and Heavy Weighted Pressure Plate
- Added new break, place, step, fall and hit sounds.
- Landing on powder snow with leather boots equipped after falling further than 2.5 blocks (more precisely ~2.69456... blocks) will now make entities fall through the snow.
- Jumping or falling less than 2.5 blocks allows the entity to land on top of the snow like before.
Items
- Can now be found in some of the chests in villages.
Cake and Pumpkin Pie
- Can now be crafted using blue eggs or brown eggs.
- Flight is now cancelled when gliding into climbable blocks like ladders, scaffolding, vines, etc.
- Saddles equipped onto pigs or striders will now maintain properties such as custom name when dropped.
- Saddles equipped onto camels and equines (horses, donkeys, mules) now remain visible if the mob equipped with them is inflicted with Invisibility.
- Saddles equipped onto camels and equines no longer turn red when the mob wearing it takes damage.
- When enchanted now show the enchantment glint on mobs wearing it.
- Thorns and Curse of Binding enchantments now work on mobs that are wearing it.

- Changed the visuals of all spawn eggs to make them easier to distinguish: each type of spawn egg now has its own unique icon instead of all just being colored variants of the same spotted egg.
- Each egg visual varies in shape to reflect the in-world properties of the mob it spawns: for example, smaller mobs tend to have a smaller spawn egg icon.
- Added textures for Programmer Art resource pack.
Mobs
General
- Farm animals can now spawn in badlands.
- Is now attracted to, and can be bred using wildflowers and cactus flowers.
- Now spawns in deserts.
- Textures have been changed.
- Nose now extrudes from model.
- Position of legs and horns changed now matches Bedrock Edition.
- Can now be named using name tags.
- Named creakings will persist through the day.
- However, it will still be torn down if stuck with a player or if it is too far from its heart.
- Named creakings are still resistant to all damage, and can communicate with their hearts via particles.
- Named creakings will persist through the day.
- Changed the rules for sheep coloring to be based on which biome they spawn in:
- Temperate biomes:
- Common:
- Uncommon:
- Rare:
- Cold biomes:
- Common:
- Uncommon:
- Rare:
- Warm biomes:
- Common:
- Uncommon:
- Rare:
- Temperate biomes:
- Sheep colors for temperate biomes is unchanged from current behavior.
- Sheep's wool undercoat is now also colored when dyed, matching existing behavior in Bedrock Edition.
- Sheep can now eat ferns, matching Bedrock Edition.
- The changes to cartographer trades have been moved from experimental features and are now available during normal gameplay.
- Added seven new maps which cartographers can sell, each pointing to a different village or other structures in a different biome, depending on the biome they come from. These maps can help players who want to quickly find a specific location.
- Village maps points to a village in a specific biome. Jungle explorer map points to a jungle pyramid. Swamp explorer map points to a swamp hut.
- Cartographers from different village types will sell a different range of maps and colored banners.
- Some prices and quantities have also been adjusted.
- Added seven new maps which cartographers can sell, each pointing to a different village or other structures in a different biome, depending on the biome they come from. These maps can help players who want to quickly find a specific location.


Available new tradable maps Desert Jungle Plains Savanna Snow Swamp Taiga Group 1 Savanna Village Map Savanna Village Map Savanna Village Map Desert Village Map Plains Village Map Snowy Village Map Plains Village Map Group 2 Plains Village Map Desert Village Map Taiga Village Map Plains Village Map Taiga Village Map Taiga Village Map Snowy Village Map Group 3 Jungle Explorer Map Swamp Explorer Map – Jungle Explorer Map Swamp Explorer Map Jungle Explorer Map Swamp Explorer Map
| Cartographer Economic Trades | ||||||||
|---|---|---|---|---|---|---|---|---|
| Level | Bedrock Edition | Java Edition | Item wanted | Item given | Trades in stock | Price multiplier | Villager XP | |
| Slot | Probability | Probability | ||||||
| Novice | 1 | 100% | 100% | 24 × | 16 | Low | 2 | |
| 2 | 100% | 100% | 7 × | 12 | Low | 1 | ||
| Apprentice | 3 | 100% | 50% | 11 × | 16 | Low | 10 | |
| 4 | 100% | 100% | 8 × + | 12 | High | 5 | ||
| Journeyman | 5 | 50% | 67% | 12 | Low | 10 | ||
| 50% | 67% | 13 × + | 12 | High | 10 | |||
| 6 | 100% | 67% | 12 × + | 12 | High | 10 | ||
| Expert | 7 | 100% | 12% | 7 × | 12 | Low | 15 | |
| 8 | 100% | 100% | 3 × | Any color Banner[t 3] | 12 | Low | 15 | |
| Master | 9 | 100% | 100% | 8 × | 12 | Low | 30 | |
| 10 | 100% | 100% | 14 × + | 12 | High | 30 | ||
- ↑ The structure that the map leads to depends on the biome the villager is from. See the table above for more details. Each of the three possible maps are counted as independent trades, so a villager trading multiple maps is possible.
- ↑ a b in Java Edition, all copies of the map traded by a particular villager lead to the same structure. In worlds that do not have the structure, this trade is not offered. in Bedrock Edition, Cartographers adopting the profession in the Nether or the End do not offer explorer maps.
- ↑ The list of possible offers contains individual offers for each color, so multiple colors may be offered by the same villager as separate trades.

- The changes to wandering trader trades have been moved from experimental features and are now available during normal gameplay.
- The Wandering Trader now has better prices, more trades and a larger amount of stock for many items.
- They will also now buy basic supplies from players.
- The Wandering Trader will offer to buy two items from this list:
- Wandering Traders now have a chance of selling these items (in addition to their previous trades):
- Logs (Acacia, Birch, Dark Oak, Jungle, Oak, Spruce, Pale Oak or Cherry)
- Enchanted
Iron Pickaxe
Potion of Invisibility
- Trade list now made up by following trades, in order:
- Buying Trade (new) × 2
- Special Selling Trade × 2
- Ordinary Selling Trade × 5
- Added new buying trades, some selling trades, and changed some existing selling trades:
New trades of wandering traders Category Item wanted Quantity Item given Quantity Trades until disabled Buying
Baked Potato
4
Emerald
1 2 Buying
Fermented Spider Eye
1
Emerald
3 2 Buying
Hay Bale
1
Emerald
1 2 Buying
Milk Bucket
1
Emerald
2 2 Buying
Water Bottle
1
Emerald
1 2 Buying
Water Bucket
1
Emerald
2 2 Special Selling
Emerald
1
Acacia Log
8 4 Special Selling
Emerald
1
Birch Log
8 4 Special Selling
Emerald
1
Cherry Log
8 4 Special Selling
Emerald
1
Dark Oak Log
8 4 Special Selling
Emerald
1
Jungle Log
8 4 Special Selling
Emerald
1
Oak Log
8 4 Special Selling
Emerald
1
Spruce Log
8 4 Special Selling
Emerald
1
Pale Oak Log
8 4 Special Selling
Emerald
6–20
Iron Pickaxe (Enchanted)
1 1 Special Selling
Emerald
5
Potion of Invisibility (Long)
1 1
Changed trades of wandering traders Category Item wanted Quantity Item given Quantity Trades until disabled Special Selling
Emerald
1
Gunpowder
1 → 4 8 → 2 Special Selling
Emerald
3 → 1
Packed Ice
1 6 Special Selling → Ordinary Selling
Emerald
5 → 3
Bucket of Pufferfish
1 4 Special Selling → Ordinary Selling
Emerald
5 → 3
Bucket of Tropical Fish
1 4 Ordinary Selling
Emerald
1
Lily Pad
2 → 5 5 → 2 Ordinary Selling
Emerald
1
Brown Mushroom
1 → 3 12 → 4 Ordinary Selling
Emerald
1
Red Mushroom
1 → 3 12 → 4 Ordinary Selling
Emerald
1
Vines
1 → 3 12 → 4

- Must now be killed by a player to drop its Player-specific loot.
World generation
- Pale Garden biome now occupies more space that was previously taken by dark forests.
- Woodland Mansions can now generate in Pale Garden biome.
- Pigs and cows spawned in desert villages are now of the warm variant.
Gameplay
- The "Country Lode, Take Me Home" advancement has been moved from the Nether category to the Adventure category.
Creative mode
- The tab icon for the Spawn Eggs inventory tab has changed from the pig spawn egg to the creeper spawn egg.
- When changing state, any blocks that are in its radius will be dropped as items and also make breaking sounds, rather than outright overwritten.[3]
- The volume of the narrator is now affected by the game's configured volume in the 'Voice' category.
- Ambient block sounds in deserts, badlands and pale gardens which are only used for ambience have been moved from
BlockstoAmbient/Environmentcategory. - The breaking sound for
grasssound type has been lowered, affecting all blocks using this sound. - Blocks that are broken by a piston now play their breaking sound.
General
General
- If the game detects that the last startup did not complete normally, the fullscreen option will now be reset.
- Chunks loaded by a portal will now be re-loaded again automatically when the world is reopened.
- Uploading a world to Realms will now enable command blocks by default.
- It's now possible to upload hardcore singleplayer worlds to Realms.
- The panorama was changed to showcase the Spring to Life drop.
- Crossbows will now show all charged projectiles in their tooltip instead of just the first.
- Tooltips for fireworks and crossbows now show a compact form of multiple repeated stars or projectiles that are identical.
Technical
Additions
Command format
/test
- A new command used to create and run tests.
- Syntax:
/test clearall [<radius>]/test clearthat/test clearthese/test create <test> [<width>] [<height> <depth>]/test locate <selector>/test resetclosest/test resetthese/test resetthat/test pos [<variable>]/test run <selector> [<numberOfTimes>] [<untilFailed>] [<rotationSteps>] [<testsPerRow>]/test runclosest [<numberOfTimes>] [<untilFailed>]/test runfailed [<numberOfTimes>] [<untilFailed>] [<rotationSteps>] [<testsPerRow>]/test runmultiple <selector> [<amount>]/test runthat [<numberOfTimes>] [<untilFailed>]/test runthese [<numberOfTimes>] [<untilFailed>]/test stop/test verify <tests>
- Parameters:
radius:- The radius to clear tests within.
test:- The namespaced ID of a test.
selector:- A wildcard-enabled selector for test IDs
- Supports * and ? for matching namespaced IDs
- If namespace is not supplied, defaults to minecraft
- Examples:
*:*- Matches all IDs
*- Matches everything in the minecraft namespace
custom:folder/*_test_?- Matches IDs in the folder folder of the custom namespace, with a prefix followed by
_test_followed by a single valid character
- Matches IDs in the folder folder of the custom namespace, with a prefix followed by
width:- The width of the test structure.
- If omitted,
5is used.
- If omitted,
- The width of the test structure.
height:- The height of the test structure .
- If omitted, the
widthis used.
- If omitted, the
- The height of the test structure .
depth:- The depth of the test structure.
- If omitted, the
widthis used.
- If omitted, the
- The depth of the test structure.
variable:- The variable name to include in the copied code snippet.
numberOfTimes:- The number of times to repeat each test.
- If omitted,
1is used.
- If omitted,
- The number of times to repeat each test.
untilFailed:- Boolean (default false) noting that the test should be stopped as soon as one iteration fails.
rotationSteps:- Number of extra 90 degree steps to apply to the test.
- If omitted,
0is used.
- If omitted,
- Number of extra 90 degree steps to apply to the test.
testsPerRow:- Number of tests to place per row in a grid layout.
- If omitted,
8is used.
- If omitted,
- Number of tests to place per row in a grid layout.
- Syntax:
/test clear*- These subcommands clear the structures and blocks associated with the selected tests.
/test create- This subcommand creates a test setup in the current location for the given test, preparing for a structure of the given size.
- This gives a starting point for creating the structure for the test.
/test locate- Attempts to locate the given test.
- Note that only loaded chunks are searched.
- Attempts to locate the given test.
/test reset*- These subcommands reset the structures for the selected tests, removing any surrounding barriers and placing the structure in from scratch.
/test pos- Shows the local coordinates to the block pointed at in the test.
- If the optional variable name is specified, this variable name is used in a code fragment obtained by clicking on the coordinates in the output message.
/test run*- Runs one or more tests.
- If multiple tests are run at once, they are placed in a grid and run in parallel, although only up to a certain limit. Beyond that limit, tests are run in rounds where each round completes before any tests from the next round are started.
- For each test, loads the given structure and runs the associated test. Each test location will have a beacon beam showcasing the test status.
- Gray beacon = in progress
- Red = fail (required test)
- Orange = fail (optional test)
- Green = success
- If a test fails, the error is shown on a lectern book and an overlay.
- Runs one or more tests.
/test stop- Stops all running tests.
- Note that gameplay events triggered by tests may still remain.
- Stops all running tests.
/test verify*- Verifies one or more tests by running multiple instances of the same test.
General
- Use test blocks in the test structure to run the test and indicate success or failure.
blocks_attacks component
- When present, this item can be used like a Shield to block attacks to the holding player.
- Format: object with fields
block_delay_seconds- Non-negative float (default:
0). - The number of seconds that right-click must be held before successfully blocking attacks.
- Non-negative float (default:
bypassed_by– hashtagged damage type tag (optional)- If specified, blocking is bypassed by these damage types.
damage_reductions- List of object with fields (optional)
- Controls how much damage should be blocked in a given attack.
- If not specified, all damage is blocked.
- Each entry in the list contributes an amount of damage to be blocked, optionally filtered by damage type.
- Each entry adds to blocked damage, determined by
clamp(base + factor * dealt_damage, 0, dealt_damage). - The final damage applied in the attack to the entity is determined by
dealt_damage - clamp(blocked_damage, 0, dealt_damage) - Entry format:
type– damage type id, list of damage type ids, or hash-prefixed damage type tag (optional).- This entry will only contribute to the blocked damage if the dealt damage type matches this field.
- If not specified, any damage type will be accepted.
base– float- Constant amount of damage to be blocked.
factor– float- Fraction of the dealt damage that should be blocked.
horizontal_blocking_angle– angle in degrees as a positive float- Default:
90 - The maximum angle between the user's facing and the incoming attack for the block to be effective.
- If the blocked damage has no position, the compared angle will be assumed to be the maximum 180.
- Default:
disable_cooldown_scale- Non-negative float (default:
1). - Multiplier applied to the number of seconds that the item will be on cooldown for when attacked by a disabling attack (
disable_blocking_for_secondson theweaponcomponent). - If
0, this item can never be disabled by attacks.
- Non-negative float (default:
item_damage- Object with fields (optional)
- Controls how much damage should be applied to the item from a given attack.
- If not specified, a point of durability is removed for every point of damage dealt.
- The final damage applied to the item is determined by: .
- The final value may be negative, causing the item to be repaired.
- Format:
threshold– non-negative float- The minimum amount of damage dealt by the attack before item damage is applied to the item.
base– float- Constant amount of damage applied to the item, if threshold is passed.
factor– float- Fraction of the dealt damage that should be applied to the item, if threshold is passed.
block_sound- Sound event (optional).
- If specified, this sound will be played when an attack is successfully blocked.
disable_sound- Sound event (optional).
- If specified, this sound will be played when the item goes on its disabled cooldown due to an attack.
break_sound component
- When present, this sound will be played when the item runs out of durability and breaks.
- If not present, no sound will be played on break.
- This component is present by default on every item type.
- Format: sound event
- e.g.
break_sound='item.wolf_armor.break'
- e.g.
potion_duration_scale component
- When present, for items that have the
potion_contentscomponent, the duration of the applied effects will be scaled by this factor. - This also applies to
custom_effectsin thepotion_contentscomponent, unlike the previous hard-coded scaling factor. - If not specified, defaults to
1.0. - Format: non-negative float
- e.g.
potion_duration_scale=0.25
provides_banner_patterns component
- When present, this item can be placed in the pattern slot of a Loom.
- Format: hash-prefixed banner pattern tag.
- e.g.
provides_banner_patterns='#minecraft:pattern_item/globe'
- e.g.
provides_trim_material component
- When present, this item will provide the specified trim material when used in a trimming recipe.
- Note that to be used in the built-in smithing recipes, the item must also be in the
#trim_materialtag. - As such, the trim material registry definition no longer specifies an item.
- Note that to be used in the built-in smithing recipes, the item must also be in the
- Format: trim material id
- e.g.
provides_trim_material='minecraft:iron'
- e.g.
tooltip_display component
- This component allows the tooltips provided specifically by any given item component to be suppressed.
- This replaces the previous
show_in_tooltipfields,hide_additional_tooltipandhide_tooltipcomponents. - Format: object with fields:
hide_tooltip- boolean (default:false).- If true, the item will have no tooltip when hovered.
hidden_components- list of item component ids (default:[]).- The tooltips provided by any component in this list will be hidden.
- If that component provides no tooltip, it will have no effect.
weapon component
- When present, the 'Item Used' statistic will be incremented for each attack with the item.
- The specified amount of damage can be done to the item with each attack.
- Format: object with fields:
item_damage_per_attack– non-negative integer (default:1)- The amount to damage the weapon for each attack performed.
disable_blocking_for_seconds- Non-negative float (default:
0) - If non-zero, will disable a blocking Shield on successful attack for the specified amount of seconds.
- Non-negative float (default:
- e.g.
weapon={damage_per_attack:2}
Entity components
wolf/sound_variant- Namespaced ID from
wolf_sound_variantregistry.
- Namespaced ID from
- Rely on built-in functions to run a test and indicate success or failure.
- They have one additional field:
function:- The namespaced ID of the Test Function to run.
- They have one additional field:
- Added the
allowFireTicksAwayFromPlayergame rule.- Default value:
false. - When
true, Fire and Lava ticks can occur outside of an 8 chunk range of a player.
- Default value:
- Added the
tntExplodesgame rule.- When
false, TNT will not explode and cannot be primed by any means.- Trying to do so directly, like with a flint and steel, will show a message on the action bar.
- Powering a TNT block with redstone makes it simply vanish, as does blowing it up with a creeper.
- A TNT block on fire can burn up as if it was a plank.
- Default value:
true
- When
- The Game Tests system is a new integrated system for testing aspects of the game.
- Each test is an asset defining some parameters for how the test gets executed, combined with a saved structure file containing a base setup.
- Generally, the test framework expects to run tests in a separate superflat world.
- Select Property
minecraft:component- New data source has been added to select item model:
component. - Returns value of component on item, if any.
- Fields:
component– namespaced ID of component type.
- Possible values: depends on component type.
- New data source has been added to select item model:
- Biome Tags
- Added
#spawns_cold_variant_farm_animals– all biomes where cold variant of farm animals spawn. - Added
#spawns_warm_variant_farm_animals– all biomes where warm variants of farm animals spawn.
- Added
- Block Tags
- Added
#camels_spawnable_on– contains blocks that camels can spawn on. - Added
#edible_for_sheep– contains blocks that can be eaten by sheep to regrow their wool. - Added
#plays_ambient_desert_block_sounds– contains blocks that will play ambient desert block sounds. - Added
#replaceable_by_mushrooms– exhaustive list of all blocks that can be replaced as a mushroom is placed or grows. - Added
#sword_instantly_mines– blocks that are instantly mined by Swords.
- Added
- Entity Tags
- Added
#can_equip_saddle– contains entities that can be equipped with a saddle. This does not mean that the Saddle will function, just that it can be equipped into the saddle slot. - Added
#can_wear_horse_armor– contains entity that can hold horse armor in their body slot.
- Added
- Item Tags
- Added
#book_cloning_target– item that can be crafted together with a Written Book to clone it. - Added
#eggs– contains all variants of the egg item. - Added
#flowers– corresponds to the#flowersblock tag.
- Added
- Structure tags
- Added
#on_savanna_village_maps– contains structures that can appear on savanna village maps. - Added
#on_desert_village_maps– contains structures that can appear on desert village maps. - Added
#on_plains_village_maps– contains structures that can appear on plains village maps. - Added
#on_taiga_village_maps– contains structures that can appear on taiga village maps. - Added
#on_snowy_village_maps– contains structures that can appear on snowy village maps. - Added
#on_swamp_explorer_maps– contains structures that can appear on swamp explorer maps. - Added
#on_jungle_explorer_maps– contains structures that can appear on jungle explorer maps.
- Added
- Test Environments are a way to group up tests and give them the right preconditions to run.
- A test environment is an asset in the
test_environmentregistry. - Each test environment definition has a
typefield that determines its setup:all_ofdefinitions- Apply the setup from several sub-definitions in the
definitionsfield.
- Apply the setup from several sub-definitions in the
functiondefinitions- Use mcfunction files as setup and teardown.
setup:- Optional namespaced ID of the mcfunction to use for setup, if any.
teardown:- Optional namespaced ID of the mcfunction to use for teardown, if any.
game_rules: definitions- Set any number of game rules.
bool_rules:- A list of boolean game rules to set and the value to set.
int_rules:- A list of integer game rules to set and the value to set.
- Each rule is an object with two fields:
rule:- The exact name of the rule to set.
value:- The value to set
- Game rules are reset to their default values after the test environment has completed.
weatherdefinitions- Sets the weather state
weather:- The weather to set.
- One of
clear,rainandthunder.
time_of_daydefinitions- Set a given time of day.
time:- The time of day to set in number of ticks, as a non-negative integer.
- The game provides a single, empty test environment by default:
minecraft:default.
- Test instances are defined in the registry
test_instance.- They're small assets defining a test to run.
- Fields:
environment:- Namespaced ID of the test environment to run this test as part of.
structure:- Namespaced ID of the structure to use for the test.
max_ticks:- A positive integer representing the maximum number of ticks allowed to pass before the test is considered timed out.
setup_ticks:- Optional non-negative integer.
- Default:
0 - Represents a number of ticks to wait after placing the structure before starting the test.
required:- Optional boolean.
- Default
true - Whether the test is considered required to pass for the full test suite to pass.
rotation:- Optional rotation to apply to the test structure.
- One of
none(default),clockwise_90,180andcounterclockwise_90.
manual_only:- Optional boolean.
- Default
false - Set to
truefor tests that are not included as part of automated test runs.
sky_access:- Whether the test needs clear access to the sky.
- Default:
false - Tests are enclosed in barrier blocks.
- If set to
true, the top is left open.
max_attempts:- Number of attempts to run the test.
- Default:
1
required_successes:- Number of attempts that must succeed for the test to be considered successful .
- Default:
1
type:- The type of test.
- One of
block_basedandfunction.
Changes
Command format
General
- Arguments in commands that accept inline values like loot tables, predicates, modifiers, data components, formatted text (
/loot,/give,/tellraw,/execute if predicate, data components in/execute if items, etc.) have been reverted to accept numbers in place of booleans.
- Text components in commands such as
/tellrawor/titleare now specified with SNBT instead of JSON. - Text style in the
/scoreboardcommand when specifying the styled number format is now specified with SNBT instead of JSON. - The behavior of
/setblockand/fillcommands have changed in how they handle block entity data:- If the block entity data is not specified, and the existing block has data, the block entity data will be preserved.
- If the block entity data is specified, the block entity data will be set to the specified value.
- To clear the block entity data explicitly, the block entity data must be specified as
{}. - The operation is now successful if either the block state changed or the block entity data changed.
/bossbar, /scoreboard, and /team
- Text component arguments are now resolved before use in context of entity held in
@s.
/data
- Can now create and modify heterogeneous lists transparently.
- Can no longer traverse paths with an empty key (e.g.
/data get ... foo..bar)
/fill
- The replace option in the fill command is no longer terminal, and can be followed with additional options.
/fill, /clone, /setblock, and /place template
- Accepts a new option:
strict.- If specified, the command will place blocks as-is without triggering block updates and shape updates.
- New syntax for commands to use the new strict option, and more flexible use of replace:
fill<from> <to> <block> keepfill<from> <to> <block> [replace <filter>] [strict|destroy|hollow|outline]clone[from <sourceDimension>] <begin> <end> [to <targetDimension>] <destination> [strict] [[replace|masked|filtered <filter>] [force|move|normal]]setblock<pos> <block> [destroy|keep|replace|strict]place template <template> [<pos> [<rotation> [<mirror> [<integrity> [<seed> [strict]]]]]]
Item slots
- The
horse.saddleitem slot has been renamed tosaddle, and now supports any entity that can equip a Saddle.- Driven by the
equippablecomponent. - Only mobs that normally support saddles will support riding and rendering of the saddle.
- Items in the
saddleslot can apply attribute modifiers as with other equipment.
- Driven by the
- Any interface with NBT data within the game (SNBT representation,
/data) now supports heterogeneous lists, i.e. ones where elements are not of the same type- Inserting or replacing into a list of a different type with
/datawill no longer give an error. - Inserting into an array type (e.g.
[I;1,2,3]) is still type-restricted. - This means that the 'wrapper' objects previously used to represent heterogeneous lists will no longer be observable by in-game means.
- Inserting or replacing into a list of a different type with
- The NBT file format is unchanged.
- Heterogeneous lists are transformed before storage to bypass NBT constraints.
- Example transform:
['a', {'b':3}]is stored as[{'':'a'},{'b':3}].
- Example transform:
- Existing external tools will still be able to read NBT files as before, but heterogeneous lists will be displayed in the transformed form.
- Heterogeneous lists are transformed before storage to bypass NBT constraints.
- No data produced by the game has changed: objects such as Text Components were already producing heterogeneous lists in this form.
- Note: these wrapper objects may never be observed in-game, they are only relevant to developers working with the NBT file or network format directly.
SNBT format
- SNBT (textual representation of NBT-like data) has been expanded to accept heterogeneous lists, i.e. ones where elements are not of the same type.
- NBT format is not changed
- The text format for describing object-like data in commands (like NBT, text components, predicates, etc.) has been extended.
- SNBT now also supports following operations:
bool(arg)- converts argument to boolean.- If argument is a boolean value, returns value directly.
- If argument is a number value, returns true if it is non-zero.
uuid(str)- converts string representation of UUID to integer array.
- Implicit infinite float values (like
1e1000) are now rejected.
- Number Format
- Either whole or fraction parts of a float number can be omitted
- Examples:
.1and1.are valid now
- Examples:
- Float numbers now use E notation
- Example: both
1.2e3and1.2E3,1.2E+3,12000e-1are now a valid way to represent1200.0
- Example: both
- Integer numbers can now be prefixed with
0xto represent hexadecimal numbers and0bto represent binary numbers- Example:
0xbad(equal to2989),0xCAFE(equal to51966),0b101(equal to5)
- Example:
- Integer numbers now can't start with
0- Normally (e.g. in Java) it would mean number is in base-8, but this usage is not implemented, to avoid accidental misuse
- Numbers can now contain
_character between sequences of digits (but not at the start or the end of sequence)- Example:
0b10_01,0xAB_CD,1_2.3_4__5f,1_2e3_4
- Example:
NaN,Infor hexadecimal float representation are NOT supported- Type suffixes have been extended:
- Integer type suffixes (
borB- byte,sorS- short,iorI- integer,lorL) can now be prefixed withs(signed) oruunsigned - New suffixes only affect valid range when parsing - values are still stored as signed
- Example:
240ubis equal to-16sb, while240sbdoes not parse
- Example:
- When a suffix is used without
uors, it defaults to signed for decimal numbers and unsigned for binary and hexadecimal numbers - Note: since
bis also a valid hexadecimal digit, byte sized hexadecimal values can only be written with a signed suffix, like0x11ubor0x11sb
- Integer type suffixes (
- Either whole or fraction parts of a float number can be omitted
- Strings
- Quoted strings can now use escape sequences beyond ', " and \:
- Unicode escapes:
\x– two digit escape, like\x42\u– four digit escape, like\u2603\U– eight digit escape, like\U00002603\N{<name>}– named Unicode character, like\N{Snowman}
- Built-in escape sequences:
\b– backspace, Unicode\x08\s– space, Unicode\x20\t– horizontal tab, Unicode\x09\n– linefeed, Unicode\u0a\f– form feed, Unicode\u0c\r– carriage return, Unicode\u0d
- Unicode escapes:
- Unquoted strings now can’t start with
0-9,.,+,-to avoid accidental collision with numbers
- Quoted strings can now use escape sequences beyond ', " and \:
- Number Arrays
- Values in arrays (
[B;],[I;],[L;]) without a suffix are now assumed to have suffix matching the type of the array- Example:
[B;1,2]is equivalent to[B; 1b, 2b]
- Example:
- Arrays can now also accept types smaller than the array type
- Example:
[I;1b,2s,3]is valid and equivalent to[I;1i,2i,3i]
- Example:
- Values in arrays (
- Lists
- Lists now accept trailing commas
- Example:
[1,2,]is valid and equivalent to[1,2] - Only one trailing comma is allowed, and it must come after a valid element - both
[,]and[1,,]are invalid
- Example:
- Lists now accept trailing commas
- Compounds
- Compounds (maps) now accept trailing commas
- Example:
{a:b,} - Only one trailing comma is allowed, and it must come after a valid key-value pair - both
{,}and{a:b,,}are invalid
- Example:
- Compounds (maps) now accept trailing commas
General
- The field
backgroundno longer containstextures/prefix and.pngsuffix.
minecraft:paletted_permutationssprite source- New field:
separator- Optional string (default:
_). - Value to be used when joining texture and permutation names to produce sprite name.
- Optional string (default:
- New field:
Biome effects
dry_foliage_colorfield- Defines the color used for tinting blocks using dry foliage tinting.
- The
CustomNamefield will no longer be preserved when removed. - The
LootTablefield will no longer be preserved when removed.
campfire- The
CookingTimesandCookingTotalTimesfields will no longer be preserved when removed.
- The
chiseled_bookshelf- The
last_interacted_slotfield now defaults to-1if not specified.
- The
end_gateway- The
exit_portalfield will no longer be preserved when removed.
- The
furnace,smoker,blast_furnace- The
RecipesUsedfield will no longer be preserved when removed.
- The
hopper- The
TransferCooldownfield now default to-1if not specified.
- The
jigsaw- The
name,target, andpoolfields now default tominecraft:emptyif not specified. - The
final_statefield now defaults tominecraft:airif not specified.
- The
sculk_shrieker- The
warning_levelfield now defaults to0if not specified.
- The
skull- The
note_block_soundfield will no longer be preserved when removed.
- The
structure_block- The
ignoreEntitiesandshowboundingboxfields now default totrueif not specified. - The
posYfield now defaults to1if not specified.
- The
attribute_modifierscomponent- Removed the
show_in_tooltipfield, replaced bytooltip_displaycomponent. - This component now always uses its simplified form, with the modifiers field inlined to top-level.
- e.g.
attribute_modifiers={modifiers:[...]}]->attributes_modifiers=[...]
- e.g.
- Removed the
can_place_onandcan_breakcomponents- Removed the
show_in_tooltipfield, replaced bytooltip_displaycomponent. - The predicates field has been inlined to top-level, and supports either a single element or list.
- e.g.
can_place_on={predicates:[{blocks:'stone'},{blocks:'dirt'}]}]->can_place_on=[{blocks:'stone'},{blocks:'dirt'}]] - or:
can_place_on={predicates:[{blocks:'stone'}]}]->can_place_on={blocks:'stone'}]
- e.g.
- Removed the
dyed_colorcomponent- Removed the
show_in_tooltipfield, replaced bytooltip_displaycomponent. - This component now always uses its simplified form, with the RGB field inlined to top-level.
- e.g.
dyed_color={rgb:12345}]->dyed_color=12345]
- e.g.
- The specified color now supports the RGB array format.
- e.g.
dyed_color=[0.5, 1.0, 0.2]
- e.g.
- Removed the
enchantmentsandstored_enchantmentscomponents- Removed the
show_in_tooltipfield, replaced bytooltip_displaycomponent. - These components now always use their simplified form, with the levels field inlined to top-level.
- e.g.
enchantments={levels:{sharpness:2}}]->enchantments={sharpness:2}]
- e.g.
- Removed the
equippablecomponent- Can now apply to saddle slot.
- Any mob can now have equipment added in the
bodyslot as long as the component allows it (allowed_entities). - Added new optional field:
equip_on_interact(boolean).- If
true, players can equip this item onto a target mob by right-clicking it (as long as this item can be equipped on the target at all). - The item will not be equipped if the target already has an item in the relevant slot.
- If not specified, defaults to
false.
- If
hide_additional_tooltipcomponent- Has been removed and replaced by use of the
tooltip_displaycomponent andhidden_componentsfield.- The following components previously covered by the
hide_additional_tooltipcomponent may need to be hidden:minecraft:banner_patternsminecraft:beesminecraft:block_entity_data- Specifically, Mob Spawner and Trial Spawner block entity data will display the configured mob.
minecraft:block_state- Specifically, the
honey_levelproperty will be displayed in the tooltip for any item with this specified.
- Specifically, the
minecraft:bundle_contentsminecraft:charged_projectilesminecraft:containerminecraft:container_lootminecraft:firework_explosionminecraft:fireworksminecraft:instrumentminecraft:map_idminecraft:painting/variantminecraft:pot_decorationsminecraft:potion_contentsminecraft:tropical_fish/patternminecraft:written_book_content
- This additionally means that tooltips from the above listed components are no longer restricted to specific item types.
- Note: for existing items in a world with the
hide_additional_tooltipcomponent, any of the above listed components also present on the same item will be added to the list to hide intooltip_display.
- Note: for existing items in a world with the
- The following components previously covered by the
- Has been removed and replaced by use of the
hide_tooltipcomponent- Has been removed and replaced by use of the
tooltip_displaycomponent andhide_tooltipfield.
- Has been removed and replaced by use of the
jukebox_playablecomponent- Removed the
show_in_tooltipfield, replaced bytooltip_displaycomponent.
- Removed the
toolcomponent- Added new optional field:
can_destroy_blocks_in_creative(boolean)- If false, players cannot break blocks while holding this tool in Creative Mode.
- If not specified, defaults to
true.
- Added new optional field:
trimcomponent- Removed the
show_in_tooltipfield, replaced bytooltip_displaycomponent.
- Removed the
unbreakablecomponent- Removed the
show_in_tooltipfield, replaced bytooltip_displaycomponent.
- Removed the
- Some existing components are now also transferred from spawning item to spawned entity:
minecraft:custom_name- any entity.minecraft:potion_contents- Lingering Potion to Area Effect Cloud.minecraft:potion_duration_scale- Lingering Potion to Area Effect Cloud.
- The pack format version is now
71. - Trim pattern and trim material items are no longer specified in the trim registries, but instead in the recipes and items respectively.
- The
potionentity type has been split intosplash_potionandlingering_potion - Filled Maps without any
map_idcomponent no longer show an 'Unknown Map' tooltip (invalid IDs will still produce this tooltip) - New command line argument
--renderDebugLabelsis available for the client.- Adds debug labels to relevant OpenGL objects, making debugging rendering easier for developers.
- Custom data (previously present only on markers) is now available on all entities.
- It is exposed as a
minecraft:custom_datacomponent, so it can be set by spawning items and matched by predicates. - The component is currently stored in a field called
data. - It is stored only if it's non-empty.
- It is exposed as a
- The
ArmorDropChances,HandDropChances, andbody_armor_drop_chancefields have been merged into adrop_chancesfield- Format: map between equipment slot type and chance value
- Valid equipment slots:
head,chest,legs,feet,mainhand,offhand,body.
- Valid equipment slots:
- If not specified or removed, chances will be assumed as default (
0.085f). - e.g.
drop_chances:{chest:0.1,feet:1.0}.
- Format: map between equipment slot type and chance value
- Drop chances with a default value will no longer be stored, and the
drop_chancesfield is removed entirely if all defaults. - Area Effect Clouds have a new field:
potion_duration_scale(float).- If not specified, defaults to
1.0. - The duration of the potion effect applied is scaled by this factor.
- Area Effect Clouds created by Lingering Potions will have a scale of
0.25.
- If not specified, defaults to
- The
ArmorItems,HandItems, andbody_armor_itemfields have been merged into anequipmentfield.- Format:
- Map between equipment slot type and item stack.
- Valid equipment slots:
head,chest,legs,feet,mainhand,offhand,body,saddle.
- Valid equipment slots:
- If not specified or removed, the entity will have no equipment.
- e.g.
equipment:{chest:{id:'minecraft:diamond_chestplate'}}. - This affects all mobs and armor stands, but players are unaffected.
- Map between equipment slot type and item stack.
- The data format of saddles has been unified between mobs such as horses and pigs, becoming a new kind of equipment slot (and stored in the
equipment.saddlefield)- This also replaces the boolean
Saddleflag from pigs and striders. - The Saddle dropping on death is now affected by the
drop_chancesfield, as with other equipment slots.
- This also replaces the boolean
- The
FallDistancefield has been changed from float to double and is now calledfall_distance.
- Format:
- The armor and off-hand equipment of players is now also stored in the
equipmentfield.- Although items written into the Inventory using armor and off-hand slot numbers still work.
Pos,Motion, andRotationvalues without the correct number of components (3, 3, and 2 respectively) will now be fully discarded, instead of only selecting the specified components.- The
SleepingX,SleepingY, andSleepingZfields have been collected into a singlesleeping_posfield.- e.g.
sleeping_pos: [I;1,2,3]
- e.g.
- Block States in the entity data of arrows, minecarts, block displays, endermen, falling blocks, primed TNT, or piston moving blocks are no longer allowed to be specified as an empty object.
- The
Tagsfield will no longer be preserved if removed. - The
FallFlyingfield will no longer be preserved if removed.- The
HealthandAirfields now default to their respective maximum value if not specified.
- The
allay- Removed the
CanDuplicatefield (controlled byDuplicationCooldown).
- Removed the
area_effect_cloud- The
Durationfield now defaults to-1if not specified. - If the
Durationfield is-1, the Area Effect Cloud will never run out. - This means that an Area Effect Cloud summoned with no duration specified will no longer immediately disappear.
- The
arrow,spectral_arrow,trident- The
inBlockStateandSoundEventfields will no longer be preserved when removed. - The
damagefield now defaults to2if not specified.
- The
block_display,item_display, andtext_display- The
glow_color_overridefield will no longer be preserved when removed. - The
interpolation_duration,teleport_duration, andstart_interpolationfields now default to0if not specified. - The
view_rangefield now defaults to1if not specified. - The
shadow_radiusfield now defaults to0if not specified. - The
shadow_strengthfield now defaults to1if not specified. - The
widthandheightfields now default to0if not specified.
- The
cat- The
CollarColorfield now defaults to14(red) if not specified.
- The
creeper- The
Fusefield now defaults to30if not specified. - The
ExplosionRadiusfield now defaults to3if not specified.
- The
dolphin- Removed
TreasurePosX,TreasurePosY,TreasurePosZfields. - The
Moistnessfield now defaults to2400if not specified.
- Removed
dragon_fireball,wind_charge,breeze_wind_charge,wither_skull,small_fireball, andlarge_fireball- The
acceleration_powerfield now defaults to0.1if not specified.
- The
ender_dragon- The
DragonDeathTimefield now defaults to0if not specified.
- The
evoker_fangs,area_effect_cloud, and all projectiles- The
Ownerfield will no longer be preserved when removed.
- The
falling_block- The
BlockStatefield can now beair(will despawn immediately) - if otherwise not specified or invalid, defaults tosand. - The
HurtEntitiesfield now defaults tofalseif not specified (ortrueifBlockStateisanvil). - The
FallHurtAmountfield now defaults to0if not specified. - The
FallHurtMaxfield now defaults to40if not specified. - The
DropItemfield now defaults totrueif not specified. - The
TileEntityDatafield will no longer be preserved if removed.
- The
firework_rocket- The
ShotAtAnglefield now defaults tofalseif not specified.
- The
fox- The
Trustedfield now defaults to empty if not specified (and will no longer be merged with the previous state if modified by/data).
- The
ghast- The
ExplosionPowerfield now defaults to1if not specified.
- The
goat- The
HasLeftHornandHasRightHornfields now default to true if not specified.
- The
interaction- The
widthandheightfields now default to1if not specified.
- The
item- The
Healthfield now defaults to5if not specified. - The
PickupDelayfield now defaults to0if not specified. - The
Agefield now defaults to0if not specified. - The
OwnerandThrowerfields will no longer be preserved when removed.
- The
item_frameandglow_item_frame- The
ItemDropChancefield now defaults to1.0if not specified
- The
item_frame,glow_item_frame,painting, andleash_knot- The
TileX,TileY, andTileZfields have been collected into a singleblock_posfield.
- The
minecart,*_minecart- The
CustomDisplayTilefield has been removed. DisplayStatewill now always override the default displayed block state if specified.DisplayOffsetmay now be specified to override the default offset even without a custom display block state set.
- The
phantom- The
Sizefield has been renamed tosize. - The
AX,AY, andAZfields have been collected into a singleanchor_posfield.
- The
player- The
SpawnX,SpawnY,SpawnZ,SpawnAngle,SpawnDimension, andSpawnForcedfields have been collected into a singlerespawnfield.- Format: object with fields
pos- block position to spawn at.angle- float, angle to spawn with (default:0.0).dimension- dimension id to spawn in (defaultminecraft:overworld).forced- boolean, true if this spawn was set through commands (default:false).
- Format: object with fields
- The
enteredNetherPositionfield has been renamed toentered_nether_pos, and is now formatted as a list of doubles.- e.g.
entered_nether_pos: [1.0, 2.0, 3.0]
- e.g.
- The
primed_tnt- The
block_statefield now defaults totntif not specified. - The
fusefield now defaults to80if not specified. - The
explosion_powerfield now defaults to4if not specified.
- The
shulker- The
Colorfield now defaults to16(no color) if not specified.
- The
shulker_bullet- The
DirandTargetfields will no longer be preserved when removed.
- The
skeleton- The
StrayConversionTimefield will no longer be preserved when removed.
- The
small_fireballandlarge_fireball- The
ExplosionPowerfield now defaults to1if not specified.
- The
snow_golem- The Pumpkin field now defaults to
trueif not specified.
- The Pumpkin field now defaults to
spectral_arrow- The Duration field now defaults to
200if not specified.
- The Duration field now defaults to
tnt_minecart- The
fusefield now defaults to80if not specified. - The
explosion_powerfield now defaults to4if not specified. - The
explosion_speed_factorfield now defaults to1if not specified.
- The
trader_llama- The
DespawnDelayfield now defaults to47999.
- The
turtle- The
HomePosX,HomePosY, andHomePosZfields have been collected into a singlehome_posfield. - Removed
TravelPosX,TravelPosY, andTravelPosZfields. - The
HasEggfield has been renamed tohas_egg.
- The
vex- The
LifeTicksfield has been renamed tolife_ticks. - The
BoundX,BoundY, andBoundZfields have been collected into a singlebound_posfield.
- The
villager- The
Gossipsfield will no longer be preserved when removed. - The
FoodLevelandXpfields now default to0if not specified. - The
ConversionTimefield will no longer be preserved when removed.
- The
wandering_trader- The
wander_targetfield will no longer be preserved when removed. - The
DespawnDelayfield now defaults to0if not specified.
- The
witch,ravager,pillager,illusioner,evoker, andvindicator- The
patrol_targetfield will no longer be preserved when removed.
- The
wolf- The
CollarColorfield now defaults to14(red) if not specified.
- The
zombie- The
DrownedConversionTimefield will no longer be preserved when removed.
- The
zombie_villager- The
Gossipsfield will no longer be preserved when removed. - The
Xpfield now defaults to0if not specified. - The
ConversionTimefield will no longer be preserved when removed.
- The
Entity variant components
- Entities now have a set of components for configuring variants and other aspects of appearance.
- If those components are present on spawning item (like spawn eggs, mob buckets, minecraft:painting, minecraft:item_frame), they will be applied to new entity
- Components are currently not restored when spawn egg is picked from existing entity
- Added components:
axolotl/variant– one oflucy,wild,gold,cyan,bluecat/collar– one of 16 dye colorscat/variant– namespaced id fromcat_variantregistrychicken/variant– namespaced id fromchicken_variantregistrycow/variant– namespaced id fromcow_variantregistryfox/variant– one ofred,snowfrog/variant– namespaced id fromfrog_variantregistryhorse/variant– one ofwhite,creamy,chestnut,brown,black,gray,dark_brownllama/variant– one ofcreamy,white,brown,graymooshroom/variant– one ofred,brownpainting/variant– namespaced id frompainting_variantregistryparrot/variant– one ofred_blue,blue,green,yellow_blue,graypig/variant– namespaced id frompig_variantregistryrabbit/variant– one of brown,white,black,white_splotched,gold,salt,evilsalmon/size– one ofsmall,medium,largesheep/color– one of 16 dye colorsshulker/color– one of 16 dye colorstropical_fish/base_color– one of 16 dye colorstropical_fish/pattern– one ofkob,sunstreak,snooper,dasher,brinely,spotty,flopper,stripey,glitter,blockfish,betty,clayfishtropical_fish/pattern_color– one of 16 dye colorsvillager/variant– one ofdesert,jungle,plains,savanna,snow,swamp,taigawolf/collar– one of 16 dye colorswolf/variant– namespaced id fromwolf_variantregistry
- Mob buckets and paintings available in creative menu will now use new variants instead of
minecraft:entity_datacomponent. - Custom tooltips for bucket of tropical fish and painting items are now based on new components instead of
minecraft:bucket_entity_dataandminecraft:entity_data. - Cat and Frog variants are now data-driven.
- Added uniform way to define variant selection rules.
Equipment assets
- Equipment assets may now define new layer types:
pig_saddle– equipment layer for Pig saddlesstrider_saddle– equipment layer for Strider saddlescamel_saddle– equipment layer for Camel saddleshorse_saddle– equipment layer for Horse saddlesdonkey_saddle– equipment layer for Donkey saddlesmule_saddle– equipment layer for Mule saddlesskeleton_horse_saddle– equipment layer for Skeleton Horse saddleszombie_horse_saddle– equipment layer for Zombie Horse saddles
- The following textures have been moved to support the use of equipment assets for saddles:
entity/pig/pig_saddle.png→entity/equipment/pig_saddle/saddle.pngentity/strider/strider_saddle.png→entity/equipment/strider_saddle/saddle.png
- The following textures have been split from their base entity texture to support the use of equipment assets for saddles:
entity/camel/camel.png→entity/equipment/camel_saddle/saddle.pngentity/horse/horse_<variant>.png→entity/equipment/horse_saddle/saddle.pngentity/horse/donkey.png→entity/equipment/donkey_saddle/saddle.pngentity/horse/mule.png→entity/equipment/mule_saddle/saddle.pngentity/horse/horse_skeleton.png→entity/equipment/skeleton_horse_saddle/saddle.pngentity/horse/horse_zombie.png→entity/equipment/zombie_horse_saddle/saddle.png
- Equipment layers configured to be
dyeablewill now show if thedyed_colorcomponent is present on the item, even if the item is not in the#dyeabletag.
- Select Property
minecraft:component- If the selected value comes from a registry and the current datapacks does not provide it, the entry will be silently ignored.
- In previous snapshot, unrecognized elements caused the whole item model to be ignored.
- If the selected value comes from a registry and the current datapacks does not provide it, the entry will be silently ignored.
- Boolean Property
minecraft:component- New conditional model property has been added to condition item model:
component - Uses component predicates (like ones used in item predicates) to match item components.
- However, instead of encoding them as a map of
<predicate type>:<predicate value>, a single predicate is encoded in two fields.
- However, instead of encoding them as a map of
- Fields:
predicate– type of component predicate (member ofminecraft:data_component_predicate_typeregistry)value– predicate-specific value
- New conditional model property has been added to condition item model:
Loot Functions
toggle_tooltips- Now supports any component id in the toggles map.
- Any component specified will be toggled in the
tooltip_displaycomponent.
Network protocol
- The client-bound
player_chatpacket now contains an index increasing for every message sent to the client.- The index starts at 0 when logging in (or is reset by configuration phase and the
loginpacket). - For every message, the server should increment this value by 1.
- If this value updates in an unexpected way, the client will disconnect.
- As the protocol requires that every chat packet reaches the client in produced order, the goal is to enable faster detection of missed/reordered chat messages for custom server developers.
- The index starts at 0 when logging in (or is reset by configuration phase and the
- The server-bound
chatandchat_command_signedpackets now contain a checksum byte along with the 'last seen' update.- This is a simple hash of the 'last seen' signatures which should be reconstructed by the server, allowing quicker detection of de-synchronized state.
- This can be passed as
0to disable the check, for compatibility with protocol translation.
- The particle type
tinted_leavesnow has a parameter:color- Tint color, specified either as packed int or list of 4 floats.
- Block predicates
- New optional fields have been added to block predicates:
componentsandpredicates. - Their functionality and format are identical to the fields
componentsandpredicateson item predicates, but they operate on block entity components (when present).- When present,
componentswill match exact contents of block entity components. - When present,
predicateswill match partial contents of block entity components.
- When present,
- New optional fields have been added to block predicates:
- Entity predicates
- A new optional field was added to entity predicate:
components.- When present, predicate will match contents of entity components.
- Format:
- Map of component type key to matching component values.
- A new optional field has been added to entity predicates:
predicates.- Its functionality and format is identical to the field
predicateson item predicates, but they operate on entity components.- When present,
predicateswill match partial contents of entity components.
- When present,
- Its functionality and format is identical to the field
- The following entity sub-predicates have been removed and replaced with combination of
componentspredicate and variant entity components:minecraft:axolotlminecraft:foxminecraft:mooshroomminecraft:rabbitminecraft:horseminecraft:llamaminecraft:villagerminecraft:parrotminecraft:salmonminecraft:tropical_fishminecraft:paintingminecraft:catminecraft:frogminecraft:wolfminecraft:pig
- The field
colorhas been removed fromminecraft:sheepsub-predicate. - The
stepping_onentity predicate can only evaluate totrueif the entity is on ground.
- A new optional field was added to entity predicate:
crafting_transmute- The result field now supports specifying a count and a components patch to apply to the result.
- The components patch is applied to the final transmuted item.
- The new format is an object with fields:
id– item idcount– positive integer (default:1)components– a component patch object (default: empty)- e.g.
"result": {"id": "minecraft:stick", "count": 3, "components": {"!minecraft:damage": {}, "minecraft:enchantment_glint_override": {}}}
- The field can still be defined as before as an inline item id (e.g.
"result": "minecraft:stick")
smithing_transformrecipe type- The
base ingredientfield is no longer optional- Previously, if no base ingredient was given, the recipe would parse but never be usable.
- The
smithing_trimrecipe type- The
base,template, andaddition ingredientfields are no longer optional.- Previously, if these ingredients were not given, the recipe would parse but never be usable.
- Added new
patternfield, controlling which trim pattern will be applied in the recipe.- As such, the trim pattern registry definition no longer specifies the item.
- Format: trim pattern id
- e.g.
"pattern": "minecraft:bolt"
- e.g.
- The
- The pack format version is now
55. - Added textures for new falling leaves particles.
- Added textures for new Wildflowers block.
- Added break, place, step, fall and hit sounds for Iron Blocks, Iron Bars, Iron Trapdoors, Iron Doors and Heavy Weighted Pressure Plates.
- Added the possibility to tint blocks based on a dry foliage color map.
- Added colormap texture for tinting dry foliage tinted blocks.
- Removed
spawn_egg.pngandspawn_egg_overlay.png. - The texture
sheep_furhas been renamed tosheep_wool. - The texture
pighas been renamed totemperate_pig. - Added new textures for Pig variants:
cold_pigwarm_pig
- Changed the size of
temperate_pigtexture. - Pig variants can be data-driven by adding entries to
data/<namespace>/pig_variant/<id>.json- This feature is experimental.
- Fields in file:
model– one of:normal,cold.texture– texture id for this variant, resolves toassets/<namespace>/textures/<path>.png.biome– single entry, list or a tag describing biomes in which this variant naturally spawns.- If not specified, this variant will only be selected if no other variant matches the current biome.
- Added new equipment asset layer type for Pigs and Striders, and moved saddle textures.
- Changed the size of
pig_saddletexture. - The texture
cowhas been renamed totemperate_cow. - Added new textures for cow variants.
cold_cowwarm_cow
- Changed the size of
temperate_cowtexture. - Changed the size of
red_mooshroomandbrown_mooshroomtextures. - The temperate Cow has an updated model and texture.
- Cow models now have a snout.
- Cow models now have their legs mirrored.
- Cow variants can be data-driven adding entries to
data/<namespace>/cow_variant/<id>.json.- This feature is experimental.
- Fields in file:
model– one of:normal,cold,warm.asset_id– namespaced id for this variant asset, resolves toassets/<namespace>/textures/<path>.png.spawn_conditions– field described in uniform variant selection above.
- The texture
chickenhas been renamed totemperate_chicken. - The
temperate_chickentexture has been moved to a new folder:entity/chicken.png→entity/chicken/temperate_chicken.png
- Added new textures for chicken variants:
cold_chickenwarm_chicken
- Chicken variants can be data-driven adding entries to
data/<namespace>/chicken_variant/<id>.json.- This feature is experimental.
- Fields in file:
model– one of:normal,cold.asset_id– namespaced id for this variant asset, resolves toassets/<namespace>/textures/<path>.png.spawn_conditions– field described in uniform variant selection above.
- "Global" uniforms may now be defined in any shader, and the game will attempt to fill it.
- Currently, these are:
ModelViewMat,ProjMat,TextureMat,ScreenSize,ColorModulator,Light0_Direction,Light1_Direction,GlintAlpha,FogStart,FogEnd,FogColor,FogShape,LineWidth,GameTime,ModelOffset. - The type of the uniform must match what it would normally be, or it'll be undefined behavior.
- Currently, these are:
- Item rendering
- Item Display
firstperson_lefthandandthirdperson_lefthandtransforms are now rendered the same as when held in hand.
- Item Entity
- When on ground, model size is now taken into account when determining hovering motion.
- That means that models should never clip into the block below, no matter what size they are.
- Positioning of items in an item stack on ground now depends on model size and model type.
- If model depth (Z coordinate) is below 1/16th of a block, item is rendered as flat stack of items.
- Otherwise model is rendered as a cluster of items offset in all directions around center.
- Previously, flat stack rendering happened only for models with
builtin/generatedparent.
- When on ground, model size is now taken into account when determining hovering motion.
- Item Display
- Added the entry point
net.minecraft.gametest.Main.- Automatically starts a server, runs all available game tests and then exits.
- Options:
--help– Shows usage information--packs <path>– Set a folder of datapacks to include in the world- Any zip file or folder with a
pack.mcmetafile is included
- Any zip file or folder with a
--report <path>– Exports results in a junit-like XML report at the given path--tests <selection>– Specify which tests to run with a selection - a wildcard expression matching namespace test instance IDs- If omitted, or used with an empty ID, runs all tests
--universe <path>– The path to where the test server world will be created- Any existing folder will be replaced
- Default:
gametestserver
--verify <boolean>– Enables test verification- Runs the tests specified with
testortestNamespace100 times for each 90 degree rotation step - Default:
false
- Runs the tests specified with
- Example usage:
java -DbundlerMainClass="net.minecraft.gametest.Main" -jar server.jar --packs mytestpacks
- Shader program definitions for core shaders and post-processing effects as JSON files have been removed.
- The shader programs themselves are still available and can be overridden.
- The post-processing effects are still configurable as JSON.
- Post-process Effect Definitions
- The field program was replaced with
vertex_shaderandfragment_shader.<namespace>:<path>will resolve toassets/<namespace>/shaders/<path>.<vsh|fsh>.
typeis now a required field for eachuniform.- Possible values are currently
int,ivec3,float,vec2,vec3,vec4,matrix4x4.
- Possible values are currently
valuesin eachuniformis now optional.- Leaving it unset is not recommended and is used for runtime configuration of the blur effect.
- Leaving a uniform unspecified results in undefined behavior, the player must specify each one that will be used by the shaders.
- The field program was replaced with
- Added
cactus_flowerandwildflowersto the#bee_attractive, and#flowersblock tags, and the#bee_fooditem tag. - Added
bush,firefly_bush,leaf_litter,short_dry_grass, andtall_dry_grassto the#replaceable_by_treesblock tag. - Added
bush,leaf_litter,short_dry_grass, andtall_dry_grassto the#replaceableblock tag. - Added
leaf_litter, andwildflowersto the#inside_step_sound_blocksblock tag. - Added
cactus_flowerto the#enderman_holdableand#wall_post_overrideblock tags. - Added
test_block, andtest_instance_blockto the#dragon_immune, and#wither_immuneblock tags. - Added
pale_gardento the#has_structure/woodland_mansionbiome tag. - Added
cactus,campfire,dry_out,hot_floor,in_fire,lava,lightning_bolt, andsweet_berry_bushto the#bypasses_shielddamage type tag. - Changed the
#big_dripleaf_placeableblock tag, effectively removingpale_moss_blockfrom the contents. - Renamed
#dead_bush_may_place_onblock tag to#dry_vegetation_may_place_on, and addedfarmland. - Fixed the
#is_overworld, and#has_structure/trial_chambersbiome tags to contain all required biomes. - Removed blocks that mine instantly without a tool from the
#mineable/axe, and#sword_efficientblock tags. - Removed
#default_spawnsand#full_moon_spawnscat variant tags.
- Text Components are no longer stored as JSON wrapped by a string.
- The format itself is the same as before, but inlined directly into the outer structure.
- For example, the item component
minecraft:custom_name="{"text":"Renamed item"}"will becomeminecraft:custom_name={text:'Renamed item'}. - This includes Text Components passed as arguments to commands such as
/tellrawor/title.- For example,
/tellraw @s '{"text":"Hello world"}'may becometellraw @s {text:'Hello world'}.
- For example,
- Note: in the case where Text Components are embedded in NBT, no distinction exists between boolean and integer types.
- To pass boolean arguments to translations, the string form must be used.
- For Text Components with the NBT type and interpret set to true, Text Components will be parsed from the given NBT directly rather than converting to string and parsing as JSON.
- Hover Events
- The
hoverEventfield has been renamed tohover_event. - For the
show_textaction:contentsfield has been renamed tovalue.- e.g.
{action:'show_text',contents:'Hello world'}becomes{action:'show_text',value:'Hello world'}
- For the
show_itemaction:- The
textfield has been renamed tovalue. - The
contentsfield has been inlined. - e.g.
{action:'show_item',contents:{id:'minecraft:stick',count:2}}becomes{action:'show_item',id:'minecraft:stick',count:2} - If contents was specified only as an item id, it is replaced with the full format and inlined.
- e.g.
{action:'show_item',contents:'minecraft:stick'}becomes{action:'show_item',id:'minecraft:stick'}
- The
- For the
show_entityaction:- The
contentsfield has been inlined. - The
idfield has been renamed touuid. - The
typefield has been renamed toid. - e.g.
{action:'show_entity',contents:{id:[I;0,0,0,0],type:'minecraft:pig'}}becomes{action:'show_entity',uuid:[I;0,0,0,0],id:'minecraft:pig'}
- The
- The
- Click Events
- The
clickEventfield has been renamed toclick_event - For the
open_urlaction:- The
valuefield has been renamed tourl - The click event will no longer parse if not a valid URI with either
https://orhttp://schemes, instead of simply not working. - e.g.
{action:'open_url',value:'https://minecraft.net'}becomes{action:'open_url',url:'https://minecraft.net'}
- The
- For the
run_commandaction:- The
valuefield has been renamed tocommand. - The click event will no longer parse if the command contains disallowed characters, instead of simply not working.
- It is no longer required that the specified command field has a
/prefix. - e.g.
{action:'run_command',value:'/say Hi'}becomes{action:'run_command',command:'/say Hi'}.
- The
- For the
suggest_commandaction:- The
valuefield has been renamed tocommand. - The click event will no longer parse if the command contains disallowed characters, instead of simply not working.
- e.g.
{action:'suggest_command',value:'/help'}becomes{action:'suggest_command',command:'/help'}
- The
- For the
change_pageaction:- The
valuefield has been renamed topage. - The page value now requires a positive integer instead of a string.
- e.g.
{action:'change_page',value:'1'}becomes{action:'change_page',page:1}
- The
- The
copy_to_clipboardformat is unchanged.
- The
Uniform variant selection
- Variants that have spawn rules now use uniform approach for selecting.
- Selection process:
- Every variant field
spawn_conditionsthat contain a list of entries. - Every entry has a condition and an integer priority.
- Conditions for all variants for given entity type are evaluated for position where entity is being spawned.
- Entries with priority lower than maximum priority of remaining entries are removed.
- The game randomly picks one entry out of remaining ones.
- If no conditions are remaining, variant remains unchanged from default.
- Every variant field
- Entry format:
priority– integercondition– optional structure- Fields:
type- Additional fields dependent on
type.
- If field is not present, condition is always true.
- Fields:
- Selection process:
- Spawn conditions
minecraft:biome- Checks if entity is spawning in specific biomes.
- Fields:
biomes– single entry, list or a tag describing biomes.
minecraft:moon_brightness- Checks if current moon brightness is within certain range.
- Fields:
range– floating point range (a single number or an object like{"min": 1, "max": 2}).
minecraft:structure- Checks if entity is spawning in specific structures.
- Fields:
structures– single entry, list or a tag describing structures.
- Wolf Variants
- The fields
angry_texture,tame_texture, andwild_texturehave been grouped in fieldassetsand renamed toangry,tame, andwild. - Added the field
spawn_conditions.
- The fields
- Pig Variants
textureandbiomefields are replaced withasset_idandspawn_conditionsrespectively.- Fields in file:
asset_id– namespaced id for this variant asset, resolves toassets/<namespace>/textures/<path>.png.spawn_conditions– field described in uniform variant selection above
- Cat variants
- Cat variants can be data-driven by adding entries to
data/<namespace>/cat_variant/<id>.json. - This feature is experimental.
- Fields in file:
asset_id– namespaced id for this variant asset, resolves toassets/<namespace>/textures/<path>.png.spawn_conditions– field described in uniform variant selection above
- Cat variants can be data-driven by adding entries to
- Frog variants
- Frog variants can be data-driven by adding entries to
data/<namespace>/frog_variant/<id>.json. - This feature is experimental.
- Fields in file:
asset_id– namespaced id for this variant asset, resolves toassets/<namespace>/textures/<path>.png.spawn_conditions– field described in uniform variant selection above
- Frog variants can be data-driven by adding entries to
Bugs
Referring to the ability to place dead bushes on farmland:
If the player attempts to place a seed on the same farmland block as an existing dead bush then the seed will override the dead bush and the dead bush will be broken without any particles or block drops.
Fixes
From released versions before 1.21
- MC-7697 – Tridents or arrows shot through lava sometimes don't catch fire.
- MC-13738 – Invisible saddle when using invisibility potion on a horse, donkey or mule.
- MC-55800 – Successful "
/fill air destroy" commands give error message and return 0 for result/success. - MC-56653 – Zombified Piglins drop XP and rare drops if killed by anything while in angered state.
- MC-80243 – Saddles don't apply attribute modifiers when worn by entities.
- MC-90212 – You cannot hang on to climbable blocks while gliding with elytra.
- MC-93185 – The exit portal in the end generates at highest block at 0 0 which can make it generate incomplete.
- MC-97244 – The "
minecraft:enchant.thorns.hit" sound event doesn't play when non-player entities are damaged by the thorns enchantment. - MC-98271 – The sound of blocking with a shield is only hearable by other players (not the person blocking).
- MC-101556 – Nether Portal teleport range is too large (equivalent to a full block).
- MC-108495 – Non-LivingBase entities can be on a team (and show color) but can't be targeted using
team=. - MC-113878 – Attribute modifiers description for chest is misleading / "When on body" instead of "When on chest".
- MC-117574 – Using
/setblockor/fillto re-place a block entity keeps old NBT (if no NBT specified) but clears inventories, even when the command fails. - MC-118092 – Crafting recipe unlock toast says "New Recipes Unlocked!" even when only one recipe was unlocked.
- MC-118470 – Narrator plays at full volume when volume is off.
- MC-122840 – "
/data remove" cannot deletebeam_targettag in End Crystals. - MC-128079 – Statistic for using shears doesn't increase when mining certain blocks.
- MC-135192 – Boats are immediately sunken if there is a string on the surface of the water.
- MC-141297 – You cannot set lit state of redstone torches using
/setblock, debug stick andBlockStateTag, to be to opposite of the situation it would be in. - MC-152382 – End gateways and end portals don't fade away with render distance fog.
- MC-153392 – Unable to remove villager gossips using
/data remove. - MC-157196 – Tamed animals cannot be added to a team.
- MC-160304 – Sneaking on ice can change direction of movement to lines along axis.
- MC-165421 – Bubble columns have the opposite effect on wind charges.
- MC-165461 – Crossbow loading animation stops after loading, even when still holding down right click.
- MC-165711 – Eye of ender hitbox always lags behind the animation.
- MC-167125 – Rounding error on fall damage.
- MC-168262 – Dead bushes cannot be placed on farmland.
- MC-170134 – Minecraft uses several times more VRAM than needed after exploring terrain for a while.
- MC-176233 – Crossbows no longer have a transition after loading.
- MC-177522 – Wolf barking and whining sounds are subtitled as "Wolf pants".
- MC-183329 – Nether portal teleport overlay does not show up if the player has the nausea effect.
- MC-183623 – Hardcore worlds in the world menu have a comma after the red exclamation mark.
- MC-184530 – Player movement at low speeds is biased towards cardinal directions.
- MC-184681 – Customized worlds still say "Buffet world customization" since 20w21a.
- MC-186241 – World border faces are rendered incorrectly with "Fabulous!" graphics.
- MC-189525 – Armored entities from pre-1.9 worlds upgrade to dual wielding armor.
- MC-190000 – Saddles equipped on horses cannot be replaced without removing them first.
- MC-193404 – Changing a powered or activator rail to powered using a debug stick or
/setblockdoes not work. - MC-200311 – Advancement background texture referencing is inconsistent with models.
- MC-202226 –
/recipegive or take for one recipe says "recipes". - MC-203550 – Blocks broken by pistons do not play breaking sounds.
- MC-220091 – Summoning
falling_blockentities withBlockStateNBT set to any air block (air,cave_air,void_air) default tosand. - MC-220672 – Inconsistent pluralization in customize world preset heading source string.
- MC-222876 – "Buffet world customization" is incorrectly capitalized.
- MC-226772 – Shulker box opening / closing subtitle shows "Shulker".
- MC-227097 – End portals delete blocks that are inside of the portal.
- MC-230445 – End portals and end gateways are not rendered properly with the Blindness or Darkness effects.
- MC-236100 – End crystal beam appears to be black.
- MC-239705 – Sprinting forward while facing a certain angle pushes the player either to the left or to the right.
- MC-241951 – Player momentum on X and Z axis are cancelled separately at low values.
- MC-248099 – Mob pathfinding breaks after falling into water accidentally while walking.
- MC-253721 – Wrong logs when running
/op @a. - MC-255756 – When the shield is broken between players, the attacking side has no shield breaking sound.
- MC-256469 – Invisible camels don't show their saddles.
- MC-258253 – Spawn egg particles use an uncolored spawn egg overlay.
- MC-260440 – Players can no longer activate swimming mode in water while flying with elytra.
- MC-261385 – Bubble columns act differently at the surface depending on non-air blocks.
- MC-262928 – The "
minecraft:entity.player.hurt" sound is no longer played when players receive thorns damage from guardians or elder guardians. - MC-262939 – Changing dimensions or respawning with nausea effect active displays nether portal overlay.
- MC-265514 – HRTF stuck on even when directional audio is set to off in update 1.20.2.
- MC-266912 – Saddle equipping sounds aren't played when saddles are equipped on horses, donkeys, mules, or camels shortly after the said entity is summoned.
- MC-267221 – "
value" within "change_page"clickEventjson looks for a string instead of an integer. - MC-267323 – Items fields with old boolean JSON formatting are cleared upon world update.
- MC-268942 – The swimming animation no longer displays when gliding with an elytra and swimming at the same time.
- MC-269386 – Flow Pottery Sherd is not in the correct spot in the creative inventory.
- MC-269637 – Horses can wear multiple saddles but not multiple horse armor.
- MC-270043 – Reduced armor glint applies to tridents.
- MC-270192 – The saddles of some entities stay visible through their death animation.
- MC-270197 – The saddle on pigs and striders stays visible through their death animation.
- MC-270220 – Granting all advancements results in prolonged, disruptive and loud audio spam.
- MC-272100 – Unused palette pixels in horse textures (
horse_[brown/chestnut/creamy/white].png). - MC-272790 – Shulker boxes and other blocks in the end exit portal when it changes state are not dropped as items.
- MC-279646 – Toggling fullscreen with F11 does not visually update the fullscreen option in the video settings menu.
From 1.21
- MC-273338 – Flying boat glitch using string and rising bubble columns.
- MC-274187 – The sweeping attack from a sword enchanted with Fire Aspect can ignite other players with PVP disabled.
- MC-274258 – All horse textures contain an unused chest bag texture.
From 1.21.1
- MC-276061 – Decorated pot sherds don't visually update until relog when replacing with blank pot.
From 1.21.2
- MC-275994 – Having the pie chart open while the window is unfocused spams the logs.
- MC-276861 – The player can sometimes teleport through blocked end portals when moving very fast.
- MC-277403 – Flaming arrows and tridents still don't extinguish when water is placed in their location.
- MC-277537 – Pale moss carpets sometimes generate disjointed.
- MC-277780 – Minecraft resaves all maps with every autosave even after the 1st patch.
- MC-277865 – The animation of boats in bubble columns breaks when over a certain "Time" in
level.dat. - MC-277922 – Boats in 1 block high downward bubble column will continue to rock back and forth.
- MC-278040 – Creaking swim pathfinding breaks after being submerged.
- MC-278639 – Tripwire hooks are not activated by shulker bullets.
- MC-279340 – Baby polar bears are too small.
- MC-279390 – Baby zombified piglin helmet clipping.
From 1.21.3
- MC-277807 – Teleporting the player's mount causes rotation de-sync, previously did not.
- MC-278375 – Feeding wheat or hay bale to llama or trader llama with maximum Temper causes item stack to be desynced.
- MC-278376 – Arrows and tridents act weirdly in one block deep bubble columns.
- MC-278400 – Arrows and tridents move after hitting a block in flowing lava.
- MC-278455 – Slow sideways movement in spectator mode is wrong at angles which aren't (close to) a multiple of 45°.
From 1.21.4
- MC-278096 – "Fabulous!" graphics and clouds disabled causes all particles to linger in frame buffer for one frame.
- MC-278140 – The
/fillcommand doesn't work properly with the directional states of several blocks placed adjacent to one another. - MC-278164 – Click sound is played twice when you click a setting button and there's a slider under the mouse in the next screen.
- MC-278204 – Blaze fireballs now cause TNT minecarts to explode instantly.
- MC-278249 – Experience orb positions desync severely and abruptly correct themselves.
- MC-278422 – Reloading the world after removing
Ownertag from a sitting tamed wolf with/data removemakes the wolf moving and sitting at the same time. - MC-278493 – Tamed wolves which are angry at creakings remain angry when said creakings despawn.
- MC-278502 – Weeping and twisting vines disconnect.
- MC-278552 –
minecraft:entity.player.big_fallno longer plays the sound when falling from great height. - MC-278585 – Players can get stuck when landing on the edge of powder snow.
- MC-278591 – Ender dragon spawn egg is no longer given when using pick block on the ender dragon entity.
- MC-278615 – Reinforcement zombified piglins are angry at you even if you killed the "caller" in one hit.
- MC-278621 – Client/server desync when placing powder snow while landing in it.
- MC-278627 – Players wearing leather boots will take fall damage when landing on the edge of powder snow.
- MC-278634 – Trying to
/setblocka 'waterlogged=true' state on (glow_lichen,resin_clump,sculk_vein, etc.) produces an error. - MC-278659 – Attacking a natural stationary creaking does not trigger sculk sensors.
- MC-278673 – The x-rotation of
/teleportis limited to ±90 degrees relative to the entity's original angle. - MC-278683 – Mobs spawned from spawners or
/summonnever drop their equipment. - MC-278708 – Throwing ender pearls while mounted only dismounts you, without teleporting.
- MC-278728 –
smithing_transformrecipes can't set an item's components back to default. - MC-278733 – Breaking a double resin brick slab block only returns a single slab.
- MC-278734 – Sheep's heads stutter when they look up or down.
- MC-278755 – Teleporting far away while riding an entity softlocks the game.
- MC-278801 – The closed eyeblossom to gray dye recipe is not grouped with the other gray dye recipe.
- MC-278841 – Powder snow no longer slows down the player falling from a high place.
- MC-279145 – Shulker bullets are no longer affected by bubble columns.
- MC-279152 – Shulker bullets can't teleport through nether or end portals, end gateways.
- MC-279196 – Block loot tables cannot be removed with
/data remove - MC-279364 –
CustomNamecannot be removed from block entities. - MC-279472 – Void appears lower & more faded than before.
- MC-279572 – End portals and end gateways aren't affected by water, lava or powder snow fog.
- MC-279653 – Block Entity Data desynchronizes after subsequent setblock commands.
- MC-279857 – Piglins summoned by the
/summoncommand do not pick up gold items.
Videos
Videos made by Slicedlime:
Trivia
- Unusually, this version’s number was not revealed during the snapshot phase, only being revealed with its first pre-release.
Gallery
-
The cow, the chicken, and the pig are joined by their new variations high up on a mountain. -
Warm pigs are amongst cactus flowers in a desert. -
A cold chicken can be seen in the forefront, with a creeper peaking out from behind a tree. -
A warm chicken in a desert village. A cat can be seen sitting on top of a villager's house. -
A wolf walking on top of a fallen oak tree. -
Sunny and Noor are inspecting a collection of spawn eggs. A cartographer villager can also been seen peaking in through the window. -
A fallen birch tree with a brown mushroom growing on top of it. -
In the moonlit swamp, firefly bushes can be seen emitting particles. Meanwhile, a frog seems to be leaping towards the moon. -
Three differently colored beacon beams are seen in the sky of a sunset scenery. -
Kai is seen testing curious behaviors with the new test blocks. -
A game test is running, where a villager is seen running through a maze to get to their bed.
Notes
References
- ↑ "Minecraft Java Edition 1.21.5" – Minecraft.net, March 25, 2025.
- ↑ "Mojang just added some WEIRD new blocks. Here's how they work." (Archive) by Conure [@conure512] – YouTube, 2025-01-15.
- ↑ "25w02a to 25w03a" (§
EndPodiumFeature) (Archive) – cdn.skye.lol.