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Minecraft:Bedrock Edition Preview 1.21.70.20: Difference between revisions

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{{Infobox version
{{Infobox version
| title = v1.21.70.20
| edition = bedrock
| edition = bedrock
| type = Preview
| type = Preview
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| next = Preview 1.21.70.22
| next = Preview 1.21.70.22
| nextparent = 1.21.71
| nextparent = 1.21.71
}}
}}<onlyinclude>
<onlyinclude>
'''Beta 1.21.70.20''' (ChromeOS, Android) or '''Preview 1.21.70.20''' (Windows, iOS, iPadOS, Xbox, PlayStation) is the first beta/''Preview'' version for [[Minecraft:Bedrock Edition 1.21.70]], released on January 30, 2025,<ref>{{cite|url=https://feedback.minecraft.net/hc/en-us/articles/33873681034637-Minecraft-Beta-Preview-1-21-70-20|title=Minecraft Beta & Preview - 1.21.70.20|website=Minecraft Feedback|date=January 30, 2025}}</ref> which adds new [[Minecraft:cow]] variants, [[Minecraft:leaf litter]], [[Minecraft:wildflowers]], [[Minecraft:bush]]es, [[Minecraft:firefly bush]]es, and fixes bugs.
 
'''Beta 1.21.70.20''' (ChromeOS, Android) or '''Preview 1.21.70.20''' (Windows, iOS, iPadOS, Xbox, PlayStation) is the first beta/''Preview'' version for [[Minecraft:Bedrock Edition 1.21.70]], released on January 30, 2025,<ref>{{cite|url=https://feedback.minecraft.net/hc/en-us/articles/33873681034637-Minecraft-Beta-Preview-1-21-70-20|title=Minecraft Beta & Preview - 1.21.70.20|website=Minecraft Feedback|date=January 30, 2025}}</ref> which adds new cow variants, leaf litters, [[Minecraft:wildflowers]], [[Minecraft:bush]]es, firefly bushes, and fixes bugs.


== Changes ==
== Changes ==
=== Mobs ===
=== Mobs ===
'''Donkey'''
'''[[Minecraft:Donkey]]'''
*Donkeys now spawn in savannas.
*Donkeys now spawn in [[Minecraft:savanna]]s.


=== World generation ===
=== World generation ===
'''Dark Forest'''
'''[[Minecraft:Dark forest]]'''
*Updated the tree composition in dark forests to match {{JE}}, increasing the number of dark oak trees and reducing the prevalence of other tree types.
*Updated the tree composition in dark forests to match {{JE}}, increasing the number of dark oak trees and reducing the prevalence of other tree types.


'''[[Minecraft:Short Grass]]'''
'''[[Minecraft:Short grass]]'''
*Now generate slightly sparser in meadows.
*Now generate slightly sparser in [[Minecraft:meadow]]s.


=== Technical ===
=== Technical ===
Line 63: Line 62:
*{{cd|tint_method}} is a string field that multiplies the color with a predefined tint. Supported values are {{cd|none}}, {{cd|default_foliage}}, {{cd|birch_foliage}}, {{cd|evergreen_foliage}}, {{cd|grass}} and {{cd|water}}.
*{{cd|tint_method}} is a string field that multiplies the color with a predefined tint. Supported values are {{cd|none}}, {{cd|default_foliage}}, {{cd|birch_foliage}}, {{cd|evergreen_foliage}}, {{cd|grass}} and {{cd|water}}.
*The old schema format is still supported for convenience.
*The old schema format is still supported for convenience.
*Examples:
<syntaxhighlight lang="c++">
"minecraft:map_color": {
  "color": "#ABCDEF",
  "tint_method": "grass"
}
</syntaxhighlight>
or
<syntaxhighlight lang="c++">
"minecraft:map_color": {
  "color": "#ABCDEF"
}
</syntaxhighlight>
or
<syntaxhighlight lang="c++">
"minecraft:map_color": "#ABCDEF"
</syntaxhighlight>


:Components
'''Components'''
*Added the {{cd|minecraft:replaceable}} component which determines if a new block can replace the existing block at a particular position. If the component is not added to a block it is not replaceable.
*Added the {{cd|minecraft:replaceable}} component which determines if a new block can replace the existing block at a particular position. If the component is not added to a block it is not replaceable.
'''Components'''
*Multiple components that used effect durations can now be set to {{cd|infinite}} including:
*Multiple components that used effect durations can now be set to {{cd|infinite}} including:
**{{cd|minecraft:attack}}: {{cd|effect_duration}}
**{{cd|minecraft:attack}}: {{cd|effect_duration}}
Line 103: Line 83:
**{{cd|variants}} has a {{cd|map}} field which contains key-value pairs of a variant identifier and the sound events it overrides.
**{{cd|variants}} has a {{cd|map}} field which contains key-value pairs of a variant identifier and the sound events it overrides.
**When playing a sound for an entity we first try to calculate their variant and see if that variant overrides the sound event, if not we play the sound form the base entity. If that fails we fall back to the existing logic of running from {{cd|defaults}}.
**When playing a sound for an entity we first try to calculate their variant and see if that variant overrides the sound event, if not we play the sound form the base entity. If that fails we fall back to the existing logic of running from {{cd|defaults}}.
*Example:
**Given a mob with the following property:
<syntaxhighlight lang="c++">
"minecraft:emotional_state": {
  "type": "enum",
  "values": [ "neutral", "angry", "happy", "sad" ],
  "default": "neutral",
  "client_sync": true
}
</syntaxhighlight>
*Sound variants can be played by querying the property:
<syntaxhighlight lang="c++">
{
  "entity_sounds": {
    "entities": {
      "test_mob": {
        "volume": 1.0,
        "pitch": 1.0,
        // The base sounds for various events
        "events": {
          "ambient": "mob.test_mob.ambient",
          "death": "mob.test_mob.death",
          "step": {
            "sound": "mob.test_mob.step",
            "volume": 0.8,
            "pitch": 1.0
          },
          "attack": "mob.test_mob.attack"
        },
        "variants": {
            // Key returning the enum string for variants, can use any Molang expression resulting in a string
            "key": "query.property('minecraft:emotional_state')",
            "map": {
              // If a resulting variant key is not handled here then it will use the base sounds
              "neutral": {
                "volume": 1.0,
                "pitch": 1.0,
                "events": {
                  // If an event is not handled in a variant then it will use the base sound
                  "death": "mob.test_mob.death.netural"
                }
              },
              "angry": {
                "volume": 1.0,
                "pitch": 1.0,
                "events": {
                  // Variants can override different events than other variants
                  "death": "mob.test_mob.death.angry",
                  "ambient": "mob.test_mob.ambient.angry"
                }
              }
            }
          }
        }
      }
    }
  }
}
</syntaxhighlight>


== Experimental ==
== Experimental ==
These additions and changes are accessible by enabling the "Beta APIs" and "Drop 1 2025" experimental toggles.
These additions and changes are accessible by enabling the "Beta APIs", "Render Dragon Features for Creators", and "Drop 1 2025" experimental toggles.
=== Additions ===
=== Additions ===
==== Blocks ====
==== Blocks ====
'''{{animate|Leaf Litter 1 (S) JE1.png;Leaf Litter 2 (S) JE1.png;Leaf Litter 3 (S) JE1.png;Leaf Litter 4 (S) JE1.png|40px}} Leaf litter'''
'''{{animate|Leaf Litter 1 (S) JE1.png;Leaf Litter 2 (S) JE1.png;Leaf Litter 3 (S) JE1.png;Leaf Litter 4 (S) JE1.png|40px}} [[Minecraft:Leaf litter]]'''
* A new type of decorative block which can be found in forests, dark forests and wooded badlands.
* A new type of decorative block which can be found in [[Minecraft:forest]]s, [[Minecraft:dark forest]]s and [[Minecraft:wooded badlands]].
* Can have different amounts of leaves in one block space.
* Can have different amounts of leaves in one block space.
** Up to four leaf litter pieces can be placed in the same block space like pink petals.
** Up to four leaf litter pieces can be placed in the same block space like [[Minecraft:pink petals]].
** Placing a leaf litter into an already placed leaf litter block increases the amount of leaves.
** Placing a leaf litter into an already placed leaf litter block increases the amount of leaves.
* Can be placed in four orientations.
* Can be placed in four orientations.
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'''{{animate|Wildflowers 1 (S) JE1.png;Wildflowers 2 (S) JE1.png;Wildflowers 3 (S) JE1.png;Wildflowers 4 (S) JE1.png|40px}} [[Minecraft:Wildflowers]]'''
'''{{animate|Wildflowers 1 (S) JE1.png;Wildflowers 2 (S) JE1.png;Wildflowers 3 (S) JE1.png;Wildflowers 4 (S) JE1.png|40px}} [[Minecraft:Wildflowers]]'''
* A new type of [[Minecraft:flower]] which grow in birch forests, old growth birch forests and meadows.
* A new type of [[Minecraft:flower]] which grow in [[Minecraft:birch forest]]s, [[Minecraft:old growth birch forest]]s and [[Minecraft:meadow]]s.
* Can have different amounts of flowers in one block space.
* Can have different amounts of flowers in one block space.
** Up to four wildflowers can be placed in the same block space like pink petals.
** Up to four wildflowers can be placed in the same block space like [[Minecraft:pink petals]].
** Placing a wildflower into an already placed wildflowers block increases the amount of flowers.
** Placing a wildflower into an already placed wildflowers block increases the amount of flowers.
** Using bone meal on wildflowers will produce more Wildflowers.
** Using bone meal on wildflowers will produce more Wildflowers.
* Can be placed in four orientations.
* Can be placed in four orientations.
* Can be crafted into yellow dye.
* Can be crafted into [[Minecraft:yellow dye]].


{{Crafting|Wildflowers
{{Crafting|Wildflowers
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**{{BiomeLink|Old Growth Birch Forest}}
**{{BiomeLink|Old Growth Birch Forest}}
* They are tinted by the grass color of the biome they are placed in.
* They are tinted by the grass color of the biome they are placed in.
* Can be used in the [[Minecraft:Composter]], with a 30% chance to add a layer.
* Can be used in the [[Minecraft:composter]], with a 30% chance to add a layer.
* Using bone meal on a bush will generate a neighboring bush next to it if possible.
* Using [[Minecraft:bone meal]] on a bush will generate a neighboring bush next to it if possible.
* Can be instantly broken without any particular tool.
* Can be instantly broken without any particular tool.


'''[[File:Firefly Bush JE1.png|32px]] Firefly bush'''
'''[[File:Firefly Bush JE1.png|32px]] [[Minecraft:Firefly bush]]'''
* Generates in Swamps and near Rivers.
* Generates in Swamps and near Rivers.
* When it's dark, glowing firefly particles appear around the firefly bush, up to 5 blocks away.
* When it's dark, glowing firefly particles appear around the firefly bush, up to 5 blocks away.
* Can be used in the [[Minecraft:Composter]], with a 30% chance to add a layer.
* Can be used in the [[Minecraft:composter]], with a 30% chance to add a layer.
* Using bone meal on a firefly bush will spawn another firefly bush item.
* Using [[Minecraft:bone meal]] on a firefly bush will spawn another firefly bush item.
* Emits a light level of 2.
* Emits a light level of 2.
* Can be instantly broken without any particular tool.
* Can be instantly broken without any particular tool.
=== Changes ===
==== Blocks ====
'''[[Minecraft:Dead bush]]'''
*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.
'''[[Minecraft:Sand]], [[Minecraft:red sand]], and [[Minecraft:terracotta]]'''
*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.
**{{cd|block.sand.ambient}} can be played in any biome.
**{{cd|block.sand.ambient.attached}} only plays when in desert or badlands biomes.


==== Mobs ====
==== Mobs ====
'''{{Animate|Cow JE6.png;Warm Cow.png;Cold Cow.png|40px}} Cow'''
'''{{Animate|Cow JE6.png;Warm Cow.png;Cold Cow.png|40px}} [[Minecraft:Cow]]'''
* Nose now extrudes from model.
* Nose now extrudes from model.
* New cow variants have been added.
* New cow variants have been added.
Line 246: Line 176:
*** {{BiomeLink|Wooded Badlands}}
*** {{BiomeLink|Wooded Badlands}}
*** {{BiomeLink|Badlands}}
*** {{BiomeLink|Badlands}}
* When bred by a player, a baby cow variant will not be chosen by the current biome, but instead randomly selected from one of the parents' variants.
* When bred by a [[Minecraft:player]], a baby cow variant will not be chosen by the current biome, but instead randomly selected from one of the parents' variants.
 
==== Sounds ====
'''Deserts and Badlands'''
*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.
**{{cd|block.sand.ambient}} can be played in any biome.
**{{cd|block.sand.ambient.attached}} only plays when in desert or badlands biomes.
*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.


==== Technical ====
==== Technical ====
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|116152|Sea pickle cannot be placed on lightning rod
|116152|Sea pickle cannot be placed on lightning rod
|118688|Donkeys don't spawn in savanna biomes
|118688|Donkeys don't spawn in savanna biomes
|122362|The texture of the sides of the hanging roots does not match the java version
|153515|Barrier blocks cull chunk rendering
|153515|Barrier blocks cull chunk rendering
|185361|Items can't be moved from creative inventory to player inventory
|185361|Items can't be moved from creative inventory to player inventory
|185531|Structure blocks' texture flickers when placed
|185531|Structure blocks' texture flickers when placed
|188457|The player's hand still bobs if you hold an item while the game is paused
|188457|The player's hand still bobs if you hold an item while the game is paused
|188094|Bundle tooltip flicker for second player in splitscreen
|189224|Rideable Entity inventory transparent background is too dark
|189224|Rideable Entity inventory transparent background is too dark
|189816|{{cd|client_biome}} files without {{cd|foliage_appearance}} and {{cd|grass_appearance}} components cause biomes to fall back to incorrect colors
|189816|{{cd|client_biome}} files without {{cd|foliage_appearance}} and {{cd|grass_appearance}} components cause biomes to fall back to incorrect colors
Line 369: Line 294:
{{Navbox Bedrock Edition versions|1.2x}}
{{Navbox Bedrock Edition versions|1.2x}}


[[Category:Bedrock Edition 1.21.70 betas]]
[[Minecraft:de:Bedrock Edition beta 1.21.70.20]]
 
[[Minecraft:pt:Edição Bedrock Preview 1.21.70.20]]
de:Bedrock Edition beta 1.21.70.20
[[Minecraft:ru:Preview 1.21.70.20 (Bedrock Edition)]]
pt:Edição Bedrock Preview 1.21.70.20
[[Minecraft:uk:Preview 1.21.70.20 (Bedrock Edition)]]
ru:Preview 1.21.70.20 (Bedrock Edition)
[[Minecraft:zh:基岩版1.21.70.20]]
uk:Preview 1.21.70.20 (Bedrock Edition)
zh:基岩版1.21.70.20

Latest revision as of 11:06, 23 October 2026

Template:Infobox version Beta 1.21.70.20 (ChromeOS, Android) or Preview 1.21.70.20 (Windows, iOS, iPadOS, Xbox, PlayStation) is the first beta/Preview version for Minecraft:Bedrock Edition 1.21.70, released on January 30, 2025,<ref>Template:Cite</ref> which adds new Minecraft:cow variants, Minecraft:leaf litter, Minecraft:wildflowers, Minecraft:bushes, Minecraft:firefly bushes, and fixes bugs.

Changes

Mobs

Minecraft:Donkey

World generation

Minecraft:Dark forest

  • Updated the tree composition in dark forests to match Template:JE, increasing the number of dark oak trees and reducing the prevalence of other tree types.

Minecraft:Short grass

Technical

API - Scripting

  • Unhandled rejected promises in scripting now include callstacks when logged.
@minecraft/server 1.18.0

Blocks

Components

JSON Events

Sounds

  • Added support for entity sound variants:
    • Entity sounds now have a Template:Cd field which defines sound variants based on the runtime entity
    • Template:Cd has a Template:Cd field reading a Molang expression returning a string to select sound variant (eg: querying an enum entity property).
    • Template:Cd has a Template:Cd field which contains key-value pairs of a variant identifier and the sound events it overrides.
    • When playing a sound for an entity we first try to calculate their variant and see if that variant overrides the sound event, if not we play the sound form the base entity. If that fails we fall back to the existing logic of running from Template:Cd.

Experimental

These additions and changes are accessible by enabling the "Beta APIs", "Render Dragon Features for Creators", and "Drop 1 2025" experimental toggles.

Additions

Blocks

Template:Animate Minecraft:Leaf litter

  • A new type of decorative block which can be found in Minecraft:forests, Minecraft:dark forests and Minecraft:wooded badlands.
  • Can have different amounts of leaves in one block space.
    • Up to four leaf litter pieces can be placed in the same block space like Minecraft:pink petals.
    • Placing a leaf litter into an already placed leaf litter block increases the amount of leaves.
  • Can be placed in four orientations.
  • Can be created by smelting any type of Leaves block.
  • Can be used as fuel for smelting.
  • Has unique block sounds.

Template:Smelting

Template:Animate Minecraft:Wildflowers

Template:Crafting

File:Bush JE1.png Minecraft:Bush

File:Firefly Bush JE1.png Minecraft:Firefly bush

  • Generates in Swamps and near Rivers.
  • When it's dark, glowing firefly particles appear around the firefly bush, up to 5 blocks away.
  • Can be used in the Minecraft:composter, with a 30% chance to add a layer.
  • Using Minecraft:bone meal on a firefly bush will spawn another firefly bush item.
  • Emits a light level of 2.
  • Can be instantly broken without any particular tool.

Changes

Blocks

Minecraft:Dead bush

  • 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.

Minecraft:Sand, Minecraft:red sand, and Minecraft:terracotta

  • 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.

Mobs

Template:Animate Minecraft:Cow

Technical

API - Scripting

@minecraft/server 2.0.0-beta

API - Minecraft:Molang

Graphical

  • Added a new version (Template:Cd) for the lighting JSON schema in the Deferred Technical Preview. This new version adds support for controlling the intensity of sky light, which affects both the contribution of legacy sky lighting as well as sky reflections. See updated documentation on the Learning Portal for more details.

<syntaxhighlight lang="c++"> "sky": {

   "intensity": 1.0 // Float value between [0.1 - 1.0]

} </syntaxhighlight>

  • Improved the quality of screen space reflections, specifically cases where holes would appear in reflections at certain angles in the Deferred Technical Preview.

Fixes

Template:Fixes Other

  • Placing a block in liquid, and then placing another block next to your first block in liquid will no longer replace your second placed block for a moment causing you to fall into the liquid.
  • Fixed a mismatch between server and client when continuously building that caused orientation sensitive blocks to sometimes change to the wrong block.
  • Fixed a crash that would occur on Xbox if you pressed "Cancel" in the Xbox UI when converting a world or importing a world from Retail to Preview
  • In Server Authoritative movement, when Players receive a movement correction it will use the current Player speed instead of a generic one, this should give a better experience.
  • In Server Authoritative movement, when Players receive a downward movement correction it will now use gravity acceleration, this should give a better experience.
  • Fix "Reset Random Tick Speed" button not working when editing an existing world on Realms.
  • Bundle tooltip no longer flickers for players beyond the first when playing in split screen
  • Adjusted Minecoin purchase screen UI to not show stray pixels. Fixed overlapping issue on PS4.
  • Replacing items with the Template:Cd component with items from the creative inventory using touch input now fails gracefully and produces a warning message.
  • Fixed an issue where dark forests were missing trees along their northern borders with other biomes.
  • Template:Cd and Template:Cd no longer will turn into Template:Cd or Template:Cd when neighbor updates happen. Template:Cd and Template:Cd now will respond to queued ticks without needing to change into another block.
  • Fixed an issue where Template:Cd assert failure occurred when flying through biomes during a storm.
  • Fixed Template:Cd type of Template:Cd in Template:Cd to generate on top of water and leaf blocks.
  • Fixed a bug with water surface rendering that caused specular highlights to be much lower than they should have been in the Deferred Technical Preview.
  • Resolve crash when changing point light shadow settings under Deferred Graphical Settings.

Template:Fixes

References

Template:Reflist

Navigation

Template:Navbox Bedrock Edition versions

Minecraft:de:Bedrock Edition beta 1.21.70.20 Minecraft:pt:Edição Bedrock Preview 1.21.70.20 Minecraft:ru:Preview 1.21.70.20 (Bedrock Edition) Minecraft:uk:Preview 1.21.70.20 (Bedrock Edition) Minecraft:zh:基岩版1.21.70.20