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Minecraft:Bedrock Edition Preview 1.21.120.20: Difference between revisions

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== Additions ==
== Additions ==
=== General ===
=== General ===
'''[[Minecraft:Splash]]es'''
'''Splashes'''
* Added splash "Music made by Hyper Potions!".
* Added splash "Music made by Hyper Potions!".


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=== General ===
=== General ===
'''Camera'''
'''Camera'''
* The first person camera will now offset backwards slightly when facing and climbing blocks such as [[Minecraft:ladder]]s and [[Minecraft:vine]]s.
* The first person camera will now offset backwards slightly when facing and climbing blocks such as [[Minecraft:ladder]]s and vines.


'''Graphical'''
'''Graphical'''
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=== Mobs ===
=== Mobs ===
'''[[Minecraft:Chicken Jockey]]'''
'''[[Minecraft:Chicken Jockey]]'''
* The baby zombie riding a chicken now drops the [[Minecraft:lava chicken music disc]] when killed by a tamed [[Minecraft:wolf]].
* The baby zombie riding a chicken now drops the lava chicken music disc when killed by a tamed [[Minecraft:wolf]].


'''[[Minecraft:Copper Golem]]'''
'''Copper Golem'''
* Copper golem step and spin sounds now use a natural attenuation curve.
* Copper golem step and spin sounds now use a natural attenuation curve.


=== World generation ===
=== World generation ===
'''[[Minecraft:Structure]]s'''
'''[[Minecraft:Structure]]s'''
* Structures no longer build on top of features (e.g. [[Minecraft:tree]]s) at chunk borders.
* Structures no longer build on top of features (e.g. trees) at chunk borders.


=== Technical ===
=== Technical ===
'''[[Minecraft:API]]'''
'''API'''
* Optionally set version property to {{cd|beta}} to always choose the latest beta version of the module. Example from {{cd|[[Minecraft:manifest.json]]}}:
* Optionally set version property to {{MC/Cd|beta}} to always choose the latest beta version of the module. Example from {{MC/Cd|[[Minecraft:manifest.json]]}}:
<syntaxhighlight lang="c++">
<syntaxhighlight lang="c++">
"dependencies": [
"dependencies": [
Line 75: Line 75:
}
}
</syntaxhighlight>
</syntaxhighlight>
* {{cd|LootTableManager}}'s loot generation methods now properly recognize tools enchanted with looting.
* {{MC/Cd|LootTableManager}}'s loot generation methods now properly recognize tools enchanted with looting.
* Moved type {{cd|ScriptBiomeType}} from {{cd|beta}} into {{cd|2.3.0}}.
* Moved type {{MC/Cd|ScriptBiomeType}} from {{MC/Cd|beta}} into {{MC/Cd|2.3.0}}.
* Moved API {{cd|Dimension.getBiome(location: Vector3)}} from {{cd|beta}} into {{cd|2.3.0}}.
* Moved API {{MC/Cd|Dimension.getBiome(location: Vector3)}} from {{MC/Cd|beta}} into {{MC/Cd|2.3.0}}.


'''[[Minecraft:Block]]s'''
'''[[Minecraft:Block]]s'''
* Custom blocks using a non-opaque {{cd|render_method}} in the {{cd|minecraft:material_instances}} component that are placed above water will no longer incorrectly cull the top face of the water block.
* Custom blocks using a non-opaque {{MC/Cd|render_method}} in the {{MC/Cd|minecraft:material_instances}} component that are placed above water will no longer incorrectly cull the top face of the water block.


'''Components'''
'''Components'''
* The {{cd|all_slots_empty}}, {{cd|any_slot_empty}}, {{cd|has_equipment}} filters now support {{cd|main_hand}} as an equipment location.
* The {{MC/Cd|all_slots_empty}}, {{MC/Cd|any_slot_empty}}, {{MC/Cd|has_equipment}} filters now support {{MC/Cd|main_hand}} as an equipment location.


'''Item Components'''
'''Item Components'''
* Items with the new {{cd|minecraft:fire_resistant}} item component no longer visually disappear on the client when thrown in fire while persisting on the server, as the property is now synced correctly across both.
* Items with the new {{MC/Cd|minecraft:fire_resistant}} item component no longer visually disappear on the client when thrown in fire while persisting on the server, as the property is now synced correctly across both.


'''[[Minecraft:Molang]]'''
'''[[Minecraft:Molang]]'''
* Added 31 new Molang expressions:
* Added 31 new Molang expressions:
** {{cd|math.inverse_lerp(start, end, value)}}, returns the normalized progress between start and end given value.
** {{MC/Cd|math.inverse_lerp(start, end, value)}}, returns the normalized progress between start and end given value.
** {{cd|math.ease_in_quad(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting slow and accelerating toward the end.
** {{MC/Cd|math.ease_in_quad(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow and accelerating toward the end.
** {{cd|math.ease_out_quad(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting fast and decelerating toward the end.
** {{MC/Cd|math.ease_out_quad(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting fast and decelerating toward the end.
** {{cd|math.ease_in_out_quad(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting slow, accelerating in the middle, then slowing again at the end.
** {{MC/Cd|math.ease_in_out_quad(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow, accelerating in the middle, then slowing again at the end.
** {{cd|math.ease_in_cubic(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting slow and accelerating strongly toward the end.
** {{MC/Cd|math.ease_in_cubic(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow and accelerating strongly toward the end.
** {{cd|math.ease_out_cubic(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting fast and decelerating strongly toward the end.
** {{MC/Cd|math.ease_out_cubic(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting fast and decelerating strongly toward the end.
** {{cd|math.ease_in_out_cubic(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting slow, accelerating strongly in the middle, then slowing again at the end.
** {{MC/Cd|math.ease_in_out_cubic(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow, accelerating strongly in the middle, then slowing again at the end.
** {{cd|math.ease_in_quart(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting slow and accelerating rapidly toward the end.
** {{MC/Cd|math.ease_in_quart(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow and accelerating rapidly toward the end.
** {{cd|math.ease_out_quart(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting fast and decelerating rapidly toward the end.
** {{MC/Cd|math.ease_out_quart(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting fast and decelerating rapidly toward the end.
** {{cd|math.ease_in_out_quart(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting slow, accelerating rapidly in the middle, then slowing again at the end.
** {{MC/Cd|math.ease_in_out_quart(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow, accelerating rapidly in the middle, then slowing again at the end.
** {{cd|math.ease_in_quint(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting slow and accelerating sharply toward the end.
** {{MC/Cd|math.ease_in_quint(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow and accelerating sharply toward the end.
** {{cd|math.ease_out_quint(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting fast and decelerating sharply toward the end.
** {{MC/Cd|math.ease_out_quint(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting fast and decelerating sharply toward the end.
** {{cd|math.ease_in_out_quint(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting slow, accelerating sharply in the middle, then slowing again at the end.
** {{MC/Cd|math.ease_in_out_quint(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow, accelerating sharply in the middle, then slowing again at the end.
** {{cd|math.ease_in_sine(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting slow and accelerating smoothly toward the end.
** {{MC/Cd|math.ease_in_sine(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow and accelerating smoothly toward the end.
** {{cd|math.ease_out_sine(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting fast and decelerating smoothly toward the end.
** {{MC/Cd|math.ease_out_sine(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting fast and decelerating smoothly toward the end.
** {{cd|math.ease_in_out_sine(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting and ending slow, with smoother change in the middle.
** {{MC/Cd|math.ease_in_out_sine(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting and ending slow, with smoother change in the middle.
** {{cd|math.ease_in_expo(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting slow and accelerating very rapidly toward the end.
** {{MC/Cd|math.ease_in_expo(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow and accelerating very rapidly toward the end.
** {{cd|math.ease_out_expo(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting fast and decelerating gradually toward the end.
** {{MC/Cd|math.ease_out_expo(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting fast and decelerating gradually toward the end.
** {{cd|math.ease_in_out_expo(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting and ending slow, with very rapid change in the middle.
** {{MC/Cd|math.ease_in_out_expo(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting and ending slow, with very rapid change in the middle.
** {{cd|math.ease_in_circ(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting slow and accelerating along a circular curve toward the end.
** {{MC/Cd|math.ease_in_circ(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow and accelerating along a circular curve toward the end.
** {{cd|math.ease_out_circ(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting fast and decelerating along a circular curve toward the end.
** {{MC/Cd|math.ease_out_circ(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting fast and decelerating along a circular curve toward the end.
** {{cd|math.ease_in_out_circ(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting and ending slow, with circular acceleration and deceleration in the middle.
** {{MC/Cd|math.ease_in_out_circ(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting and ending slow, with circular acceleration and deceleration in the middle.
** {{cd|math.ease_in_bounce(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting with bounce oscillations and settling into the end.
** {{MC/Cd|math.ease_in_bounce(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting with bounce oscillations and settling into the end.
** {{cd|math.ease_out_bounce(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, approaching the end with bounce oscillations that diminish over time.
** {{MC/Cd|math.ease_out_bounce(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, approaching the end with bounce oscillations that diminish over time.
** {{cd|math.ease_in_out_bounce(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting and ending with bounce oscillations, smoother in the middle.
** {{MC/Cd|math.ease_in_out_bounce(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting and ending with bounce oscillations, smoother in the middle.
** {{cd|math.ease_in_back(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, overshooting backward before accelerating into the end.
** {{MC/Cd|math.ease_in_back(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, overshooting backward before accelerating into the end.
** {{cd|math.ease_out_back(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, overshooting past the end before settling into it.
** {{MC/Cd|math.ease_out_back(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, overshooting past the end before settling into it.
** {{cd|math.ease_in_out_back(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, overshooting at both start and end, with smoother change in the middle.
** {{MC/Cd|math.ease_in_out_back(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, overshooting at both start and end, with smoother change in the middle.
** {{cd|math.ease_in_elastic(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, starting with elastic oscillations before accelerating into the end.
** {{MC/Cd|math.ease_in_elastic(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting with elastic oscillations before accelerating into the end.
** {{cd|math.ease_out_elastic(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, overshooting the end with elastic oscillations before settling.
** {{MC/Cd|math.ease_out_elastic(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, overshooting the end with elastic oscillations before settling.
** {{cd|math.ease_in_out_elastic(start, end, 0_to_1)}}, output goes from start to end via {{cd|0_to_1}}, oscillating elastically at both start and end, with stable change in the middle.
** {{MC/Cd|math.ease_in_out_elastic(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, oscillating elastically at both start and end, with stable change in the middle.


== Experimental ==
== Experimental ==
These additions and changes are accessible by enabling the "Beta APIs", "Upcoming Creator Features", and "Render Dragon Features for Creators" [[Minecraft:experimental]] toggles.
These additions and changes are accessible by enabling the "Beta APIs", "Upcoming Creator Features", and "Render Dragon Features for Creators" experimental toggles.


=== Additions ===
=== Additions ===
==== Technical ====
==== Technical ====
'''API'''
'''API'''
* Added {{cd|Dimension.getGeneratedStructures(location: Vector3)}} which can be used to locate the Structures {{cd|(Pillager Outpost, Mineshaft, etc.)}} of a given location.
* Added {{MC/Cd|Dimension.getGeneratedStructures(location: Vector3)}} which can be used to locate the Structures {{MC/Cd|(Pillager Outpost, Mineshaft, etc.)}} of a given location.
* Added {{cd|worldAfterEvents.playerUseNameTag}} which fires when a Player uses a named NameTag Item on an Entity.
* Added {{MC/Cd|worldAfterEvents.playerUseNameTag}} which fires when a Player uses a named NameTag Item on an Entity.
* Added {{cd|ControlScheme}} string enum.
* Added {{MC/Cd|ControlScheme}} string enum.
* Added method {{cd|Player.setControlScheme(controlScheme?: string)}}: void; to {{cd|beta}}.
* Added method {{MC/Cd|Player.setControlScheme(controlScheme?: string)}}: void; to {{MC/Cd|beta}}.
* Added method {{cd|Player.getControlScheme(): ControlScheme;}} to {{cd|beta}}.
* Added method {{MC/Cd|Player.getControlScheme(): ControlScheme;}} to {{MC/Cd|beta}}.


'''Blocks'''
'''Blocks'''
* Allow items referencing a pottable block in their {{cd|minecraft:block_placer}} component to be pottable when {{cd|replace_block_item}} is true.
* Allow items referencing a pottable block in their {{MC/Cd|minecraft:block_placer}} component to be pottable when {{MC/Cd|replace_block_item}} is true.


'''[[Minecraft:Bedrock Editor|Editor]]'''
'''[[Minecraft:Bedrock Editor|Editor]]'''
Line 141: Line 141:


'''Graphical'''
'''Graphical'''
* Deprecated {{cd|point_lights/global.json}} in favor of a new file and schema, {{cd|local_lighting/local_lighting.json}}. Creators can still make use of {{cd|point_lights/global.json}}, but are encouraged to migrate to the new schema.
* Deprecated {{MC/Cd|point_lights/global.json}} in favor of a new file and schema, {{MC/Cd|local_lighting/local_lighting.json}}. Creators can still make use of {{MC/Cd|point_lights/global.json}}, but are encouraged to migrate to the new schema.
** Extended per-block local lighting information to include a {{cd|light_type}} which can be either {{cd|static_light}} or {{cd|point_light}}.
** Extended per-block local lighting information to include a {{MC/Cd|light_type}} which can be either {{MC/Cd|static_light}} or {{MC/Cd|point_light}}.
*** A block will only be considered for point lighting if its {{cd|light_type}} is set to {{cd|point_light}}.
*** A block will only be considered for point lighting if its {{MC/Cd|light_type}} is set to {{MC/Cd|point_light}}.
*** {{cd|static_light}} is currently unused.
*** {{MC/Cd|static_light}} is currently unused.
** The {{cd|light_color}} property is now optional. If unprovided, the block will use a fallback light color instead.
** The {{MC/Cd|light_color}} property is now optional. If unprovided, the block will use a fallback light color instead.
** A sample {{cd|local_lighting.json}} could look like this: {{cd|format_version}}: {{cd|1.21.120}}, {{cd|minecraft:local_light_settings}}: {{cd|minecraft:torch}}: {{cd|light_color}}: {{cd|#EFE39D}}, {{cd|light_type}}: {{cd|point_light}}.
** A sample {{MC/Cd|local_lighting.json}} could look like this: {{MC/Cd|format_version}}: {{MC/Cd|1.21.120}}, {{MC/Cd|minecraft:local_light_settings}}: {{MC/Cd|minecraft:torch}}: {{MC/Cd|light_color}}: {{MC/Cd|#EFE39D}}, {{MC/Cd|light_type}}: {{MC/Cd|point_light}}.


'''[[Minecraft:Molang]]'''
'''[[Minecraft:Molang]]'''
* Added {{cd|query.entity_biome_has_any_identifier}}, {{cd|query.entity_biome_has_any_tags}}, and {{cd|query.entity_biome_has_all_tags}} molang query functions to Upcoming Creator Features.
* Added {{MC/Cd|query.entity_biome_has_any_identifier}}, {{MC/Cd|query.entity_biome_has_any_tags}}, and {{MC/Cd|query.entity_biome_has_all_tags}} molang query functions to Upcoming Creator Features.
** These queries only work in resource packs (client-side), and are not supported in behavior packs.
** These queries only work in resource packs (client-side), and are not supported in behavior packs.
** {{cd|entity_biome_has_any_identifier('namespace:biome_name')}} takes a list of biome identifiers and checks if any are the specified biome the entity is in.
** {{MC/Cd|entity_biome_has_any_identifier('namespace:biome_name')}} takes a list of biome identifiers and checks if any are the specified biome the entity is in.
** {{cd|entity_biome_has_any_tags('my_tag_name')}} takes a list of biome tags and checks if the biome the entity is in matches any.
** {{MC/Cd|entity_biome_has_any_tags('my_tag_name')}} takes a list of biome tags and checks if the biome the entity is in matches any.
** {{cd|entity_biome_has_all_tags('my_tag_name')}} takes a list of biome tags and checks if the biome the entity is in matches all.
** {{MC/Cd|entity_biome_has_all_tags('my_tag_name')}} takes a list of biome tags and checks if the biome the entity is in matches all.


== Fixes ==
== Fixes ==
Line 160: Line 160:
|51173|No Suspicious Stew in the Creative menu.
|51173|No Suspicious Stew in the Creative menu.
|105710|Keyboard button for mobile devices in chat still exists on Windows, and Console.
|105710|Keyboard button for mobile devices in chat still exists on Windows, and Console.
|159992|{{cmd|locate biome deep_dark}} sometimes sent you to the wrong coordinates of the biome.
|159992|{{MC/Cmd|locate biome deep_dark}} sometimes sent you to the wrong coordinates of the biome.
|177866|Custom items can't be used in commands if their menu category is "none" or undefined.
|177866|Custom items can't be used in commands if their menu category is "none" or undefined.
|180489|Custom blocks do not have a quick move animation.
|180489|Custom blocks do not have a quick move animation.
Line 166: Line 166:
|186409|Clicking text to reposition caret is wrong if the text box isn't scrolled fully right.
|186409|Clicking text to reposition caret is wrong if the text box isn't scrolled fully right.
|190569|Enchantment glint animation still plays when the game is paused.
|190569|Enchantment glint animation still plays when the game is paused.
|191379|{{cmd|damage}} can damage end crystals even though the chat says it cannot.
|191379|{{MC/Cmd|damage}} can damage end crystals even though the chat says it cannot.
|224011|Copper chest opening and closing sounds are too loud.
|224011|Copper chest opening and closing sounds are too loud.
|225249|Items held by copper golems can't be taken when the player has an item in the offhand.
|225249|Items held by copper golems can't be taken when the player has an item in the offhand.
Line 182: Line 182:
*Fixed a bug that could cause armor trims to appear applied to untrimmed armor in the inventory.
*Fixed a bug that could cause armor trims to appear applied to untrimmed armor in the inventory.
*Fixed an issue where worlds backed by Xbox cloud storage would show a default tile when local data was present but invalid.
*Fixed an issue where worlds backed by Xbox cloud storage would show a default tile when local data was present but invalid.
*Fixed {{cd|Player.graphicsMode}} not returning the correct graphics mode when a player has switched to Vibrant Visuals.
*Fixed {{MC/Cd|Player.graphicsMode}} not returning the correct graphics mode when a player has switched to Vibrant Visuals.
*Fixed {{cd|query.graphics_mode_is_any}} not being correct when switching to Vibrant Visuals.</onlyinclude>
*Fixed {{MC/Cd|query.graphics_mode_is_any}} not being correct when switching to Vibrant Visuals.</onlyinclude>


== References ==
== References ==
{{reflist}}
{{MC/Reflist}}


== Navigation ==
== Navigation ==
{{Navbox Bedrock Edition versions|1.2x}}
{{MC/Navbox Bedrock Edition versions|1.2x}}


[[Category:Bedrock Edition 1.21.120 betas]]
[[Category:Bedrock Edition 1.21.120 betas]]


[[Minecraft:de:Bedrock Edition beta 1.21.120.20]]
de:Bedrock Edition beta 1.21.120.20
[[Minecraft:es:Bedrock Edition Preview 1.21.120.20]]
es:Bedrock Edition Preview 1.21.120.20
[[Minecraft:pt:Edição Bedrock Preview 1.21.120.20]]
pt:Edição Bedrock Preview 1.21.120.20
[[Minecraft:ru:Preview 1.21.120.20 (Bedrock Edition)]]
ru:Preview 1.21.120.20 (Bedrock Edition)
[[Minecraft:uk:Preview 1.21.120.20 (Bedrock Edition)]]
uk:Preview 1.21.120.20 (Bedrock Edition)
[[Minecraft:zh:基岩版1.21.120.20]]
zh:基岩版1.21.120.20

Latest revision as of 19:21, 9 April 2026

Template:Infobox version


Beta 1.21.120.20 (ChromeOS, Android) or Preview 1.21.120.20 (Windows, iOS, iPadOS, Xbox, PlayStation) is the first beta/Preview version for Minecraft:Bedrock Edition 1.21.120, released on September 3, 2025,<ref>Template:Cite</ref> which fixes some bugs.

Additions

General

Splashes

  • Added splash "Music made by Hyper Potions!".

Changes

Blocks

Minecraft:Shelf

  • Adding or removing redstone power to or from the shelf now emits vibrations.
    • When a player places/removes/swaps an item on an unpowered shelf, a vibration of frequency 3 is emitted.
    • When a player places/removes an item on a powered shelf, a vibration of frequency 3 is emitted.
    • When a player swaps item with one on a powered shelf, a vibration of frequency 6 is emitted.

General

Camera

  • The first person camera will now offset backwards slightly when facing and climbing blocks such as Minecraft:ladders and vines.

Graphical

  • Added TAA upscaling to weather effects like snow.
  • Improved quality of gamma correction on PC and Consoles.
  • Mobs will now become slightly transparent when the camera gets too close or passes through them.

Minecraft:Marketplace

  • Starting a world with a missing Marketplace template will now correctly redownload the template and start the world.

UI

  • Brightness adjustment was renamed to gamma adjustment in Vibrant Visuals.
  • A "Reset to Defaults" button was added to the gamma adjustment screen in Vibrant Visuals.
  • The slider widget that controls the Vibrant Visuals gamma value shows the current gamma value, and the center of the slider corresponds to the default value.

Mobs

Minecraft:Chicken Jockey

  • The baby zombie riding a chicken now drops the lava chicken music disc when killed by a tamed Minecraft:wolf.

Copper Golem

  • Copper golem step and spin sounds now use a natural attenuation curve.

World generation

Minecraft:Structures

  • Structures no longer build on top of features (e.g. trees) at chunk borders.

Technical

API

  • Optionally set version property to
  1. REDIRECT Template:Code

Template:Redr to always choose the latest beta version of the module. Example from

  1. REDIRECT Template:Code

Template:Redr: <syntaxhighlight lang="c++"> "dependencies": [ {

 "module_name": "@minecraft/server",
 "version": "beta"

} </syntaxhighlight>

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Template:Redr's loot generation methods now properly recognize tools enchanted with looting.

  • Moved type
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Template:Redr from

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Template:Redr into

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Template:Redr.

  • Moved API
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Template:Redr from

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Template:Redr into

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Template:Redr.

Minecraft:Blocks

  • Custom blocks using a non-opaque
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Template:Redr in the

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Template:Redr component that are placed above water will no longer incorrectly cull the top face of the water block.

Components

  • The
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Template:Redr,

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Template:Redr,

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Template:Redr filters now support

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Template:Redr as an equipment location.

Item Components

  • Items with the new
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Template:Redr item component no longer visually disappear on the client when thrown in fire while persisting on the server, as the property is now synced correctly across both.

Minecraft:Molang

  • Added 31 new Molang expressions:
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Template:Redr, returns the normalized progress between start and end given value.

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Template:Redr, output goes from start to end via

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Template:Redr, starting slow and accelerating toward the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting fast and decelerating toward the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting slow, accelerating in the middle, then slowing again at the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting slow and accelerating strongly toward the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting fast and decelerating strongly toward the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting slow, accelerating strongly in the middle, then slowing again at the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting slow and accelerating rapidly toward the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting fast and decelerating rapidly toward the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting slow, accelerating rapidly in the middle, then slowing again at the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting slow and accelerating sharply toward the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting fast and decelerating sharply toward the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting slow, accelerating sharply in the middle, then slowing again at the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting slow and accelerating smoothly toward the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting fast and decelerating smoothly toward the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting and ending slow, with smoother change in the middle.

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Template:Redr, output goes from start to end via

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Template:Redr, starting slow and accelerating very rapidly toward the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting fast and decelerating gradually toward the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting and ending slow, with very rapid change in the middle.

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Template:Redr, output goes from start to end via

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Template:Redr, starting slow and accelerating along a circular curve toward the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting fast and decelerating along a circular curve toward the end.

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Template:Redr, output goes from start to end via

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Template:Redr, starting and ending slow, with circular acceleration and deceleration in the middle.

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Template:Redr, output goes from start to end via

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Template:Redr, starting with bounce oscillations and settling into the end.

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Template:Redr, output goes from start to end via

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Template:Redr, approaching the end with bounce oscillations that diminish over time.

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Template:Redr, output goes from start to end via

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Template:Redr, starting and ending with bounce oscillations, smoother in the middle.

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Template:Redr, output goes from start to end via

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Template:Redr, overshooting backward before accelerating into the end.

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Template:Redr, output goes from start to end via

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Template:Redr, overshooting past the end before settling into it.

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Template:Redr, output goes from start to end via

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Template:Redr, overshooting at both start and end, with smoother change in the middle.

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Template:Redr, output goes from start to end via

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Template:Redr, starting with elastic oscillations before accelerating into the end.

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Template:Redr, output goes from start to end via

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Template:Redr, overshooting the end with elastic oscillations before settling.

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Template:Redr, output goes from start to end via

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Template:Redr, oscillating elastically at both start and end, with stable change in the middle.

Experimental

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

Additions

Technical

API

  • Added
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Template:Redr which can be used to locate the Structures

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Template:Redr of a given location.

  • Added
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Template:Redr which fires when a Player uses a named NameTag Item on an Entity.

  • Added
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Template:Redr string enum.

  • Added method
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Template:Redr: void; to

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Template:Redr.

  • Added method
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Template:Redr to

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Template:Redr.

Blocks

  • Allow items referencing a pottable block in their
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Template:Redr component to be pottable when

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Template:Redr is true.

Editor

  • Added an offset and alignment property to the summon tool so that creators can more easily position entities at specific locations.

Graphical

  • Deprecated
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Template:Redr in favor of a new file and schema,

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Template:Redr. Creators can still make use of

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Template:Redr, but are encouraged to migrate to the new schema.

    • Extended per-block local lighting information to include a
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Template:Redr which can be either

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Template:Redr or

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Template:Redr.

      • A block will only be considered for point lighting if its
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Template:Redr is set to

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Template:Redr.

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Template:Redr is currently unused.

    • The
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Template:Redr property is now optional. If unprovided, the block will use a fallback light color instead.

    • A sample
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Template:Redr could look like this:

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Template:Redr:

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Template:Redr,

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Template:Redr:

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Template:Redr:

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Template:Redr:

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Template:Redr,

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Template:Redr:

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Template:Redr.

Minecraft:Molang

  • Added
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Template:Redr,

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Template:Redr, and

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Template:Redr molang query functions to Upcoming Creator Features.

    • These queries only work in resource packs (client-side), and are not supported in behavior packs.
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Template:Redr takes a list of biome identifiers and checks if any are the specified biome the entity is in.

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Template:Redr takes a list of biome tags and checks if the biome the entity is in matches any.

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Template:Redr takes a list of biome tags and checks if the biome the entity is in matches all.

Fixes

Template:Fixes Other

  • Fixed an issue with being unable to continue destroying valid blocks in Adventure Mode when they are behind water.
  • Fixed loading of text for sign blocks from very old worlds.
  • Fixed snowflakes flickering during player movement.
  • Fixed the brightness of creeper textures in the gamma calibration screen in Vibrant Visuals.
  • Fixed a bug that could cause armor trims to appear applied to untrimmed armor in the inventory.
  • Fixed an issue where worlds backed by Xbox cloud storage would show a default tile when local data was present but invalid.
  • Fixed
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Template:Redr not returning the correct graphics mode when a player has switched to Vibrant Visuals.

  • Fixed
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Template:Redr not being correct when switching to Vibrant Visuals.

References

<references group="">

 </references>

Navigation

Template:BlockSprite Demo
(Guide)
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RTX Beta
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(Guide)
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Template:ItemSprite Tricky Trials
(Guide)
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Template:ItemSprite Bundles of Bravery
(Guide)
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Template:BlockSprite The Garden Awakens
(Guide)
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Template:BlockSprite Spring to Life
(Guide)
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Template:EntitySprite Chase the Skies
(Guide)
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Template:EntitySprite The Copper Age
(Guide)
1.21.111*
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Template:ItemSprite Mounts of Mayhem
(Guide)
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26.0
Template:Nowrap

Template:Article other

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