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Minecraft:Bedrock Edition 1.21.120: Difference between revisions

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** This update brings the game in line with the standard distribution model on Windows platforms.
** This update brings the game in line with the standard distribution model on Windows platforms.
* File paths have been updated, and on first installation of this version of ''Minecraft'', existing worlds and content will be changed to:
* File paths have been updated, and on first installation of this version of ''Minecraft'', existing worlds and content will be changed to:
* {{cd|%AppData%\Minecraft Bedrock\Users\Shared\games\com.mojang}} - is the new place to store packs.
* {{MC/Cd|%AppData%\Minecraft Bedrock\Users\Shared\games\com.mojang}} - is the new place to store packs.
* {{cd|%AppData%\Minecraft Bedrock\Users\<randomnumbers>\games\com.mojang}} - is the new place to store worlds and settings.
* {{MC/Cd|%AppData%\Minecraft Bedrock\Users\<randomnumbers>\games\com.mojang}} - is the new place to store worlds and settings.
* {{cd|C:\XboxGames\Minecraft for Windows\Content\data}} - is the new place for the internal files.
* {{MC/Cd|C:\XboxGames\Minecraft for Windows\Content\data}} - is the new place for the internal files.


Note: when not logged in into the Microsoft account, the packs will instead be stored at {{cd|C:\XboxGames\Minecraft for Windows\Content}}
Note: when not logged in into the Microsoft account, the packs will instead be stored at {{MC/Cd|C:\XboxGames\Minecraft for Windows\Content}}


'''UI'''
'''UI'''
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=== Mobs ===
=== Mobs ===
{{Animate|Copper Golem JE1 BE1.png;Exposed Copper Golem JE1 BE1.png;Weathered Copper Golem JE1 BE1.png;Oxidized Copper Golem JE1 BE1.png|32px}} '''Copper Golem'''
{{MC/Animate|Copper Golem JE1 BE1.png;Exposed Copper Golem JE1 BE1.png;Weathered Copper Golem JE1 BE1.png;Oxidized Copper Golem JE1 BE1.png|32px}} '''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.
*Copper golems with a [[Minecraft:poppy]] on their head now drop it when becoming a statue.
*Copper golems with a [[Minecraft:poppy]] on their head now drop it when becoming a statue.
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=== Technical ===
=== Technical ===
'''AI Goals'''
'''AI Goals'''
* Made the schemas for the {{cd|minecraft:behavior.dig}}, {{cd|minecraft:behavior.drink_milk}}, {{cd|minecraft:behavior.avoid_block}}, and {{cd|minecraft:behavior.avoid_mob_type}} stricter when parsing and will fail to load an entity JSON that has invalid data in versions 1.21.120 and newer.
* Made the schemas for the {{MC/Cd|minecraft:behavior.dig}}, {{MC/Cd|minecraft:behavior.drink_milk}}, {{MC/Cd|minecraft:behavior.avoid_block}}, and {{MC/Cd|minecraft:behavior.avoid_mob_type}} stricter when parsing and will fail to load an entity JSON that has invalid data in versions 1.21.120 and newer.


'''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": [
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}
}
</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}}.
* Released {{cd|initialRotation}} member of {{cd|SpawnEntityOptions}} to {{cd|2.3.0}}.
* Released {{MC/Cd|initialRotation}} member of {{MC/Cd|SpawnEntityOptions}} to {{MC/Cd|2.3.0}}.
* Released {{cd|initialPersistence}} member of {{cd|SpawnEntityOptions}} to {{cd|2.3.0}}.
* Released {{MC/Cd|initialPersistence}} member of {{MC/Cd|SpawnEntityOptions}} to {{MC/Cd|2.3.0}}.
* Releasing the light detection API from experimental to stable.  
* Releasing the light detection API from experimental to stable.  
* Removed entity override limit on Player method {{cd|setPropertyOverrideForEntity}}.
* Removed entity override limit on Player method {{MC/Cd|setPropertyOverrideForEntity}}.
* Released {{cd|setDynamicProperties}} method on {{cd|Entity}}, {{cd|ContainerSlot}}, {{cd|ItemStack}} and {{cd|World}} to 2.3.0.
* Released {{MC/Cd|setDynamicProperties}} method on {{MC/Cd|Entity}}, {{MC/Cd|ContainerSlot}}, {{MC/Cd|ItemStack}} and {{MC/Cd|World}} to 2.3.0.
* Dimension
* Dimension
** Moved {{cd|isChunkLoaded(location: Vector3): boolean}} from {{cd|beta}} to v2.3.0.
** Moved {{MC/Cd|isChunkLoaded(location: Vector3): boolean}} from {{MC/Cd|beta}} to v2.3.0.
* {{cd|ContainerRulesError}}
* {{MC/Cd|ContainerRulesError}}
** Moved property {{cd|reason: ContainerRulesErrorReason}} from {{cd|beta}} to {{cd|v2.3.0}}.
** Moved property {{MC/Cd|reason: ContainerRulesErrorReason}} from {{MC/Cd|beta}} to {{MC/Cd|v2.3.0}}.
* Moved enum {{cd|ContainerRulesErrorReason}} from {{cd|beta}} to {{cd|v2.3.0}}.
* Moved enum {{MC/Cd|ContainerRulesErrorReason}} from {{MC/Cd|beta}} to {{MC/Cd|v2.3.0}}.
* Moved interface {{cd|ContainerRules}} from {{cd|beta}} to {{cd|v2.3.0}}.
* Moved interface {{MC/Cd|ContainerRules}} from {{MC/Cd|beta}} to {{MC/Cd|v2.3.0}}.
* {{cd|Container}}
* {{MC/Cd|Container}}
** Moved property {{cd|readonly containerRules?: ContainerRules}} from {{cd|beta}} to {{cd|v2.3.0}}.
** Moved property {{MC/Cd|readonly containerRules?: ContainerRules}} from {{MC/Cd|beta}} to {{MC/Cd|v2.3.0}}.
** Moved property {{cd|readonly weight: number}} from {{cd|beta}} to {{cd|v2.3.0}}.
** Moved property {{MC/Cd|readonly weight: number}} from {{MC/Cd|beta}} to {{MC/Cd|v2.3.0}}.
** Moved property {{cd|readonly weight: number}} from {{cd|beta}} to {{cd|v2.3.0}}.
** Moved property {{MC/Cd|readonly weight: number}} from {{MC/Cd|beta}} to {{MC/Cd|v2.3.0}}.
* Moved class {{cd|ItemInventoryComponent}} from {{cd|beta}} to {{cd|v2.3.0}}.
* Moved class {{MC/Cd|ItemInventoryComponent}} from {{MC/Cd|beta}} to {{MC/Cd|v2.3.0}}.


'''Biome Components'''
'''Biome Components'''
* Added {{cd|underwater_addition}}, {{cd|underwater_loop}}, and {{cd|underwater_mood}} fields to {{cd|minecraft:ambient_sounds}}. They will be played when the audio listener position is inside of water.
* Added {{MC/Cd|underwater_addition}}, {{MC/Cd|underwater_loop}}, and {{MC/Cd|underwater_mood}} fields to {{MC/Cd|minecraft:ambient_sounds}}. They will be played when the audio listener position is inside of water.
** {{cd|underwater_addition}} and {{cd|addition}} now take both an asset and chance, the chance determines the chance for the sound to be played.
** {{MC/Cd|underwater_addition}} and {{MC/Cd|addition}} now take both an asset and chance, the chance determines the chance for the sound to be played.
** Format versions before {{cd|1.21.120}} will automatically set the underwater versions to the same as the normal ones, and the chance to the previously hardcoded chance of {{cd|0.0111}}.
** Format versions before {{MC/Cd|1.21.120}} will automatically set the underwater versions to the same as the normal ones, and the chance to the previously hardcoded chance of {{MC/Cd|0.0111}}.


'''[[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.
* Custom blocks with textures in the {{cd|variations}} array no longer require the Upcoming Creator Features experimental toggle to work properly.{{verify|This was not mentioned in the changelog, is it really already in the game?}}
* Custom blocks with textures in the {{MC/Cd|variations}} array no longer require the Upcoming Creator Features experimental toggle to work properly.{{MC/Verify|This was not mentioned in the changelog, is it really already in the game?}}
* Custom blocks with textures in the {{cd|variations}} array no longer require the Upcoming Creator Features experiment toggle to work properly.
* Custom blocks with textures in the {{MC/Cd|variations}} array no longer require the Upcoming Creator Features experiment toggle to work properly.
* The parameter {{cd|sampleWidth}} was removed from the [[Minecraft:water]] configuration JSON file, and consequently the file has a new format and was upgraded to version 1.21.120.
* The parameter {{MC/Cd|sampleWidth}} was removed from the [[Minecraft:water]] configuration JSON file, and consequently the file has a new format and was upgraded to version 1.21.120.
* Removed Upcoming Creator Features toggle requirement from the {{cd|minecraft:redstone_producer}} component.
* Removed Upcoming Creator Features toggle requirement from the {{MC/Cd|minecraft:redstone_producer}} component.
* Component {{cd|minecraft:embedded_visual}} no longer requires the "Upcoming Creator Features" toggle.
* Component {{MC/Cd|minecraft:embedded_visual}} no longer requires the "Upcoming Creator Features" toggle.
* Component {{cd|minecraft:flower_pottable}} no longer requires the "Upcoming Creator Features" toggle.
* Component {{MC/Cd|minecraft:flower_pottable}} no longer requires the "Upcoming Creator Features" toggle.


'''Block Components'''
'''Block Components'''
* Added {{cd|emissive}} field to {{cd|minecraft:material_instances}} block component with these requirements.
* Added {{MC/Cd|emissive}} field to {{MC/Cd|minecraft:material_instances}} block component with these requirements.
** World must enable Upcoming Creator Features experiment for emissive face materials to work.
** World must enable Upcoming Creator Features experiment for emissive face materials to work.
** Block {{cd|format_version}} must be greater than or equal to {{cd|1.21.120}}.
** Block {{MC/Cd|format_version}} must be greater than or equal to {{MC/Cd|1.21.120}}.


'''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.


'''Entity Components'''
'''Entity Components'''
* Added {{cd|apply_knockback_to_blocking_targets}} property to {{cd|impact_damage}} in {{cd|minecraft:projectile}}.
* Added {{MC/Cd|apply_knockback_to_blocking_targets}} property to {{MC/Cd|impact_damage}} in {{MC/Cd|minecraft:projectile}}.


'''General'''
'''General'''
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'''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.
* Added the new {{cd|minecraft:swing_duration}} item component, which defines the duration, in seconds, of the item's swing animation when mining or attacking.
* Added the new {{MC/Cd|minecraft:swing_duration}} item component, which defines the duration, in seconds, of the item's swing animation when mining or attacking.
** The duration is specified in the component's {{cd|value}} field.
** The duration is specified in the component's {{MC/Cd|value}} field.
** Affects visuals only and does not impact attack frequency or gameplay mechanics.
** Affects visuals only and does not impact attack frequency or gameplay mechanics.
* The {{cd|minecraft:fire_resistant}} item component no longer accepts a direct value assignment and now requires the value to be specified through the {{cd|value}} field.
* The {{MC/Cd|minecraft:fire_resistant}} item component no longer accepts a direct value assignment and now requires the value to be specified through the {{MC/Cd|value}} field.
* Added the {{cd|emit_vibrations}} field to the {{cd|minecraft:use_modifiers}} item component, which controls whether an item emits vibrations when it starts or stops being used.
* Added the {{MC/Cd|emit_vibrations}} field to the {{MC/Cd|minecraft:use_modifiers}} item component, which controls whether an item emits vibrations when it starts or stops being used.


'''[[Minecraft:Mob]]s'''
'''[[Minecraft:Mob]]s'''
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'''[[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.
* Added {{cd|query.base_swing_duration}}, which returns the duration of the mob's swing/attack animation, determined by the carried item and unmodified by effects applied on the mob.
* Added {{MC/Cd|query.base_swing_duration}}, which returns the duration of the mob's swing/attack animation, determined by the carried item and unmodified by effects applied on the mob.
* Added {{cd|query.modified_swing_duration}}, which returns the duration of the mob's swing/attack animation, determined by the carried item and modified by effects applied on the mob.
* Added {{MC/Cd|query.modified_swing_duration}}, which returns the duration of the mob's swing/attack animation, determined by the carried item and modified by effects applied on the mob.


'''Network'''
'''Network'''
*The following level events now emit particles at the exact specified position instead of at the center of the matching block position:
*The following level events now emit particles at the exact specified position instead of at the center of the matching block position:
**{{cd|WaxOn}}, {{cd|WaxOff}}, {{cd|Scrape}}.
**{{MC/Cd|WaxOn}}, {{MC/Cd|WaxOff}}, {{MC/Cd|Scrape}}.


'''[[Minecraft:Structure]]s'''
'''[[Minecraft:Structure]]s'''
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==== 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}}.
* Added the {{cd|BlockRedstoneProducerComponent}} to {{cd|beta}}.
* Added the {{MC/Cd|BlockRedstoneProducerComponent}} to {{MC/Cd|beta}}.
** Added {{cd|power}} read-only property.
** Added {{MC/Cd|power}} read-only property.
** Added {{cd|getStronglyPoweredFace}} method.
** Added {{MC/Cd|getStronglyPoweredFace}} method.
** Added {{cd|getConnectedFaces}} method.
** Added {{MC/Cd|getConnectedFaces}} method.
* Added {{cd|Control Scheme}} string enum.  
* Added {{MC/Cd|Control Scheme}} string enum.  
** Added method {{cd|setControlScheme(controlScheme?: string): void;}} to {{cd|beta}}.  
** Added method {{MC/Cd|setControlScheme(controlScheme?: string): void;}} to {{MC/Cd|beta}}.  
** Added method {{cd|getControlScheme(): ControlScheme;}} to {{cd|beta}}.  
** Added method {{MC/Cd|getControlScheme(): ControlScheme;}} to {{MC/Cd|beta}}.  
* Added Scripting API for {{cd|BlockPrecipitationInteractions}} component.
* Added Scripting API for {{MC/Cd|BlockPrecipitationInteractions}} component.
** This API includes a component class for the {{cd|BlockPrecipitationInteractions}} component and the two methods ({{cd|accumulatesSnow}} and {{cd|obstructsRain}}) of said component.
** This API includes a component class for the {{MC/Cd|BlockPrecipitationInteractions}} component and the two methods ({{MC/Cd|accumulatesSnow}} and {{MC/Cd|obstructsRain}}) of said component.
* Loot table discovery API now includes information about Loot Item Conditions:
* Loot table discovery API now includes information about Loot Item Conditions:
** Modified method from {{cd|setControlScheme(controlScheme?: string): void;}} to {{cd|setControlScheme(controlScheme?: ControlScheme): void;}} in {{cd|beta}}.
** Modified method from {{MC/Cd|setControlScheme(controlScheme?: string): void;}} to {{MC/Cd|setControlScheme(controlScheme?: ControlScheme): void;}} in {{MC/Cd|beta}}.
* Added {{cd|getBlockStandingOn(options?: GetBlocksStandingOnOptions): Block | undefined}} method to {{cd|beta}}.
* Added {{MC/Cd|getBlockStandingOn(options?: GetBlocksStandingOnOptions): Block | undefined}} method to {{MC/Cd|beta}}.
* Added {{cd|getAllBlocksStandingOn(options?: GetBlocksStandingOnOptions): Block[];}} methods to {{cd|beta}}.
* Added {{MC/Cd|getAllBlocksStandingOn(options?: GetBlocksStandingOnOptions): Block[];}} methods to {{MC/Cd|beta}}.
* Added {{cd|GetBlocksStandingOnOptions}} interface.
* Added {{MC/Cd|GetBlocksStandingOnOptions}} interface.
* Added {{cd|AABB}} interface which defines an axis-aligned bounding box to {{cd|beta}}.
* Added {{MC/Cd|AABB}} interface which defines an axis-aligned bounding box to {{MC/Cd|beta}}.
** Added parameter {{cd|center:Vector3}} which defines the centerpoint of the box.
** Added parameter {{MC/Cd|center:Vector3}} which defines the centerpoint of the box.
** Added parameter {{cd|extent:Vector3}} which defines the distance from the centerpoint to the edges of the box.
** Added parameter {{MC/Cd|extent:Vector3}} which defines the distance from the centerpoint to the edges of the box.
** Added method {{cd|getAABB(): AABB}} to {{cd|beta}}.
** Added method {{MC/Cd|getAABB(): AABB}} to {{MC/Cd|beta}}.
* Added {{cd|unbreakable}} property to {{cd|ItemDurabilityComponent}} in {{cd|beta}}.
* Added {{MC/Cd|unbreakable}} property to {{MC/Cd|ItemDurabilityComponent}} in {{MC/Cd|beta}}.
* (Beta) Player method {{cd|clearPropertyOverridesForEntity}} can now take an Entity or Entity ID as valid arguments.
* (Beta) Player method {{MC/Cd|clearPropertyOverridesForEntity}} can now take an Entity or Entity ID as valid arguments.
* Added the {{cd|BlockComponentBlockBreakEvent}} Custom Component Event to {{cd|beta}}. This event is called when a specific block is broken by either the player or other entity, a block (such as fire or water), or from a script or command that removes or destroys the block.
* Added the {{MC/Cd|BlockComponentBlockBreakEvent}} Custom Component Event to {{MC/Cd|beta}}. This event is called when a specific block is broken by either the player or other entity, a block (such as fire or water), or from a script or command that removes or destroys the block.
** Added {{cd|entitySource}} read-only property. This contains the entity that caused the block's destruction.
** Added {{MC/Cd|entitySource}} read-only property. This contains the entity that caused the block's destruction.
** Added {{cd|blockDestructionSource}} read-only property. This contains the block that caused the block's destruction.
** Added {{MC/Cd|blockDestructionSource}} read-only property. This contains the block that caused the block's destruction.
** Added {{cd|brokenBlockPermutation}} read-only property. This contains the block permutation this custom component exists on.
** Added {{MC/Cd|brokenBlockPermutation}} read-only property. This contains the block permutation this custom component exists on.
* Added the ability for the custom creator camera to move on a spline.
* Added the ability for the custom creator camera to move on a spline.
** Added method {{cd|playAnimation(splineType: CatmullRomSpline | LinearSpline, cameraAnimationOptions: AnimationOptions): void}} to {{cd|beta}} to play an animation curve. Only works when used on the {{cd|minecraft:free}} camera preset.
** Added method {{MC/Cd|playAnimation(splineType: CatmullRomSpline | LinearSpline, cameraAnimationOptions: AnimationOptions): void}} to {{MC/Cd|beta}} to play an animation curve. Only works when used on the {{MC/Cd|minecraft:free}} camera preset.
** Added class {{cd|CatmullRomSpline}} to {{cd|beta}} to create catmullrom splines for {{cd|minecraft:free}} camera preset.
** Added class {{MC/Cd|CatmullRomSpline}} to {{MC/Cd|beta}} to create catmullrom splines for {{MC/Cd|minecraft:free}} camera preset.
** Added class {{cd|LinearSpline}} to {{cd|beta}} to create linearly interpolated splines for {{cd|minecraft:free}} camera preset.
** Added class {{MC/Cd|LinearSpline}} to {{MC/Cd|beta}} to create linearly interpolated splines for {{MC/Cd|minecraft:free}} camera preset.
** Added interface {{cd|AnimationOptions}} to {{cd|beta}} for creating and playing a spline on the {{cd|minecraft:free}} camera preset.
** Added interface {{MC/Cd|AnimationOptions}} to {{MC/Cd|beta}} for creating and playing a spline on the {{MC/Cd|minecraft:free}} camera preset.
** Added interface {{cd|ProgressKeyFrame}} to {{cd|beta}} for setting progress key frames on a spline.
** Added interface {{MC/Cd|ProgressKeyFrame}} to {{MC/Cd|beta}} for setting progress key frames on a spline.
** Added interface {{cd|RotationKeyFrame}} to {{cd|beta}} for setting rotation key frames on a spline.
** Added interface {{MC/Cd|RotationKeyFrame}} to {{MC/Cd|beta}} for setting rotation key frames on a spline.
** Added interface {{cd|SplineAnimation}} to {{cd|beta}} for storing spline key frames.
** Added interface {{MC/Cd|SplineAnimation}} to {{MC/Cd|beta}} for storing spline key frames.


'''[[Minecraft:Block]]s'''
'''[[Minecraft:Block]]s'''
* 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.
* Added {{cd|minecraft:precipitation_interactions}} component.
* Added {{MC/Cd|minecraft:precipitation_interactions}} component.
** This component allows creators to determine whether a block should obstruct precipitations or not. And if it does, whether falling snow should accumulate on the block or not like in vanilla.
** This component allows creators to determine whether a block should obstruct precipitations or not. And if it does, whether falling snow should accumulate on the block or not like in vanilla.
* Added boolean field {{cd|alpha_masked_tint}} to materials in {{cd|minecraft:material_instances}} component.
* Added boolean field {{MC/Cd|alpha_masked_tint}} to materials in {{MC/Cd|minecraft:material_instances}} component.
** Defaults to {{cd|false}}.
** Defaults to {{MC/Cd|false}}.
** When true, the alpha channel of the texture will be used to multiply the tint to the albedo of the texture.
** When true, the alpha channel of the texture will be used to multiply the tint to the albedo of the texture.
** Requires {{cd|format_version}} >= 1.21.120
** Requires {{MC/Cd|format_version}} >= 1.21.120
** Requires "Upcoming Creator Features" toggle.
** Requires "Upcoming Creator Features" toggle.
** Requires {{cd|tint_method}} other than {{cd|none}}.
** Requires {{MC/Cd|tint_method}} other than {{MC/Cd|none}}.
** Requires {{cd|render_method}} to be {{cd|opaque}}.
** Requires {{MC/Cd|render_method}} to be {{MC/Cd|opaque}}.


'''[[Minecraft:Commands]]'''
'''[[Minecraft:Commands]]'''
* Added {{cd|attach_to_entity}} and {{cd|detach_from_entity}} camera commands for {{cd|minecraft:fixed_boom}} and {{cd|minecraft:follow_orbit}} presets.
* Added {{MC/Cd|attach_to_entity}} and {{MC/Cd|detach_from_entity}} camera commands for {{MC/Cd|minecraft:fixed_boom}} and {{MC/Cd|minecraft:follow_orbit}} presets.
** Accessible under the Experimental Creator Cameras experimental toggle.
** Accessible under the Experimental Creator Cameras experimental toggle.


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'''[[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.


=== Changes ===
=== Changes ===
Line 327: Line 327:
'''API'''
'''API'''
* Dimension
* Dimension
** Removed {{cd|CompoundBlockVolume}} parameter from {{cd|fillBlocks}} in {{cd|beta}}.
** Removed {{MC/Cd|CompoundBlockVolume}} parameter from {{MC/Cd|fillBlocks}} in {{MC/Cd|beta}}.
* Loot table discovery API now includes information about Loot Item Conditions.
* Loot table discovery API now includes information about Loot Item Conditions.


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|79532|Ambience sounds missing in The Nether and water.
|79532|Ambience sounds missing in The Nether and water.
|82082|Issue with the drowned model.
|82082|Issue with the drowned model.
|89643|Soul lantern animation not mapped in {{cd|flipbook_textures.json}}
|89643|Soul lantern animation not mapped in {{MC/Cd|flipbook_textures.json}}
|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.
|105889|Items cannot be transported to hotbar slots using their corresponding hotkeys.
|105889|Items cannot be transported to hotbar slots using their corresponding hotkeys.
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|154327|Llama uses pre-texture update chest texture.
|154327|Llama uses pre-texture update chest texture.
|155739|A Drowned that picks up a Nautilus Shell drops its trident.
|155739|A Drowned that picks up a Nautilus Shell drops its trident.
|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.
|161168|Drowned never spawn with enchanted tridents
|161168|Drowned never spawn with enchanted tridents
|165390|Skeleton/Zombie Horse's & Donkey/Mule's saddles and chests are outdated or errors.
|165390|Skeleton/Zombie Horse's & Donkey/Mule's saddles and chests are outdated or errors.
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|190339|Shield loses 2 durability after breaking a block.
|190339|Shield loses 2 durability after breaking a block.
|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.
|208089|Vibrant Visuals: Being underwater in a cave is extremely bright.
|208089|Vibrant Visuals: Being underwater in a cave is extremely bright.
|219845|Stencil state causes glitches with Vibrant Visuals enabled.
|219845|Stencil state causes glitches with Vibrant Visuals enabled.
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|226433|Vibrant Visual: Gray Dye and Light Blue Dye have incorrect MERS texture.
|226433|Vibrant Visual: Gray Dye and Light Blue Dye have incorrect MERS texture.
|226550|Vibrant Visuals: Copper Golem eye glow disappears when seen through water.
|226550|Vibrant Visuals: Copper Golem eye glow disappears when seen through water.
|226651|{{cmd|aimassist set}} command produces "player camera not supported" error in first person on nintendo switch, regardless of target.
|226651|{{MC/Cmd|aimassist set}} command produces "player camera not supported" error in first person on nintendo switch, regardless of target.
|226702|{{cd|player.applyImpulse}} causes the player to phase through blocks.
|226702|{{MC/Cd|player.applyImpulse}} causes the player to phase through blocks.
|226829|Items can’t be moved from creative inventory to player inventory.
|226829|Items can’t be moved from creative inventory to player inventory.
|226999|Can't delete miscellaneous in storage.
|226999|Can't delete miscellaneous in storage.
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* 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.
* Fixed {{MC/Cd|query.graphics_mode_is_any}} not being correct when switching to Vibrant Visuals.
* Weathered copper bars no longer have pixels that look out of place.
* Weathered copper bars no longer have pixels that look out of place.
* Tilling coarse dirt no longer sometimes tills the block twice converting it directly to farmland.
* Tilling coarse dirt no longer sometimes tills the block twice converting it directly to farmland.
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* Fixed a bug with the biome blending system in [[Minecraft:Vibrant Visuals]] that caused non-surface biomes to be ignored.
* Fixed a bug with the biome blending system in [[Minecraft:Vibrant Visuals]] that caused non-surface biomes to be ignored.
* Fixed a bug where a sound played on certain screens after an invalid navigation with gamepad or keyboard even when Text To Speech was disabled.
* Fixed a bug where a sound played on certain screens after an invalid navigation with gamepad or keyboard even when Text To Speech was disabled.
* Fixed a crash occurring on mobs running the {{cd|minecraft:behavior.delayed_attack}} AI goal.
* Fixed a crash occurring on mobs running the {{MC/Cd|minecraft:behavior.delayed_attack}} AI goal.
* Fixed some scenarios where the additional context information for error messages was inaccurate after previously catching an exception.
* Fixed some scenarios where the additional context information for error messages was inaccurate after previously catching an exception.
* Fixed use of a default surface builder by some recent preview builds, biomes no longer require a surface builder. Surfaces in distant chunks now appear correctly when playing on Realms.
* Fixed use of a default surface builder by some recent preview builds, biomes no longer require a surface builder. Surfaces in distant chunks now appear correctly when playing on Realms.
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* Fixed a crash that occurs when selecting Vibrant Visuals panel settings.
* Fixed a crash that occurs when selecting Vibrant Visuals panel settings.
* Fixed ambient occlusion for custom blocks displayed in HUD.
* Fixed ambient occlusion for custom blocks displayed in HUD.
* Fixed a crash when using {{cd|%.<number>s}} specifier with a length longer than the multiplied string.
* Fixed a crash when using {{MC/Cd|%.<number>s}} specifier with a length longer than the multiplied string.
* Fixed a crash where it prompts a user to install {{cd|GameInputRedist.msi}} if they are missing it during boot of the game on Windows.
* Fixed a crash where it prompts a user to install {{MC/Cd|GameInputRedist.msi}} if they are missing it during boot of the game on Windows.
{{fixes|project=REALMS|fixedin=1.21.120.22 Preview
{{MC/Fixes|project=REALMS|fixedin=1.21.120.22 Preview
|;old
|;old
|12993|Using End Gateways while lying down (e.g using trapdoor or swimming) results in being launched into the void
|12993|Using End Gateways while lying down (e.g using trapdoor or swimming) results in being launched into the void
Line 430: Line 430:
== Videos ==
== Videos ==
:'''Creators Update''':
:'''Creators Update''':
{{yt|1=wQB2kbaswSc}}
{{MC/Yt|1=wQB2kbaswSc}}


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


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


de:Bedrock Edition 1.21.120
de:Bedrock Edition 1.21.120

Latest revision as of 19:11, 9 April 2026

Template:Dangerous version Template:Infobox version 1.21.120 is a minor update for Minecraft:Bedrock Edition released on October 28, 2025, which redesigns the pause menu and fixes bugs.<ref>Template:Cite</ref><ref>Template:Cite</ref>

Additions

General

Minecraft:Settings

  • Added a toggle to the accessibility settings to enable/disable the dithering effect on blocks like glass panes and sugar cane.
  • Added a toggle to the accessibility settings to enable/disable the dithering effect on mobs.

Splashes

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

Changes

Blocks

Minecraft:Copper Chest

  • Double copper chest textures' diagonal glint direction now match its single chest counterpart.
  • Bolts on single and double copper chests are now shaded in the same way.
  • Double and single copper chests now have consistent shading.
  • Weathered double copper chest bottom textures are now consistent with other double copper chests.

Minecraft:Copper Lantern and Minecraft:Copper Torch

Minecraft:Glass and Minecraft:Glass Pane

  • Glass blocks and panes will now become slightly transparent if the camera is very close to them.

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.

Minecraft:Water

  • Water now reduces the light level by one instead of two units per block.

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 rain and 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.
  • Adjusted rendering settings in Minecraft:Vibrant Visuals.
    • Slightly reduced contrast across all Minecraft:biomes.
    • Reduced the intensity of temperature-based color grading in warmer biomes, especially the desert and all badlands.
    • Adjusted the sky color in Minecraft:the End.
    • Added unique biome settings for the dark forest, making it slightly foggier and gray.

Minecraft:Marketplace

  • Starting a world with a missing Marketplace template will now correctly redownload the template and start the world.
  • Marketplace content can now be searched for using graphics filters for RTX and Minecraft:Vibrant Visuals.

Pause menu

File:Pause menu with screenshot button (Bedrock).png
The redesigned pause menu.
  • The pause menu has been updated with a new layout and design.

Minecraft:Realms

File:Manage Realms Screen Menu "Saves" Tab Settings (Bedrock Preview 1.21.120.25).png
The new Realms saves settings screen.
  • The backups system has been replaced with a general "Saves" system. There are two types of Realms saves:
    • Automatic saves are functionally the same as the previous backups system:
      • They are taken at the end of every Realms play session when the server shuts down, or every 30 minutes during a play session.
      • They are only retained for a limited time, according to the retention policy (which has not changed with this update).
      • They do not count towards the bank of cloud storage.
      • They are on by default and can't be turned off.
      • All previous Realms backups will be converted to automatic saves.
    • Manual saves are created by the Realm owner and count towards a bank of storage that comes with the Realms subscription.
      • Manual saves are retained as long as the Realm exists. They are not automatically deleted by the retention policy, but Realm owners can delete manual saves if they want to free up storage space.
      • Realms Plus subscriptions come with 10GB of manual save storage and Realms Core subscriptions come with 5GB.
      • Automatic saves can be turned into manual saves by the Realm owner.
    • Realms saves can be found in the Realms settings menu accessed via the "Edit Realm" button rather than the Realms world settings menu that backups used to show up in. While playing on the Realm, saves can also be found in the in-game settings menu for the Realm owner.
    • Realms saves will also now list the world name and the packs that were applied at the time of the save.

Storage

  • Shifted download storage on PlayStation 4 to new location. Players may need to redownload Marketplace content.

GDK

  • Minecraft for Windows now runs on the latest GDK (Game Development Kit).
    • This update brings the game in line with the standard distribution model on Windows platforms.
  • File paths have been updated, and on first installation of this version of Minecraft, existing worlds and content will be changed to:
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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

Script error: No such module "animate". Copper Golem

  • Copper golem step and spin sounds now use a natural attenuation curve.
  • Copper golems with a Minecraft:poppy on their head now drop it when becoming a statue.
  • When interacting with a copper golem, scraping and waxing particles now appear at the copper golem's location instead of at the location of the block it is standing in.

width=50x50 Minecraft:Chicken Jockey

  • Zombie chicken jockeys now drop the lava chicken music disc when killed by a tamed Minecraft:wolf.

width=43x43 Drowned

  • Can now spawn with enchanted tridents.
    • This change was not mentioned in the changelog.

width=43x43 Parrot

  • Parrots imitating hostile mob sounds are now affected by the "Friendly Creatures" volume slider in settings.

width=50x50 Wither Skeleton

  • Wither skeletons can now pick up copper swords.

World generation

Minecraft:Structures

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

Technical

AI Goals

  • Made the schemas for the
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API

  • Optionally set version property to
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    • Moved property
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Template:Redr from

  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr.

    • Moved property
  1. REDIRECT Template:Code

Template:Redr from

  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr.

  • Moved class
  1. REDIRECT Template:Code

Template:Redr from

  1. REDIRECT Template:Code

Template:Redr to

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Template:Redr.

Biome Components

  • Added
  1. REDIRECT Template:Code

Template:Redr,

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Template:Redr, and

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Template:Redr fields to

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Template:Redr. They will be played when the audio listener position is inside of water.

  1. REDIRECT Template:Code

Template:Redr and

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Template:Redr now take both an asset and chance, the chance determines the chance for the sound to be played.

    • Format versions before
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Template:Redr will automatically set the underwater versions to the same as the normal ones, and the chance to the previously hardcoded chance of

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Template:Redr.

Minecraft:Blocks

  • Custom blocks using a non-opaque
  1. REDIRECT Template:Code

Template:Redr in the

  1. REDIRECT Template:Code

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

  • Custom blocks with textures in the
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Template:Redr array no longer require the Upcoming Creator Features experimental toggle to work properly.{{

 #vardefine: verifyedition | 

}}<verify for {{#var:verifyedition}}></verify for {{#var:verifyedition}}>{{

 #vardefine: verifyedition | 

}}

  • Custom blocks with textures in the
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Template:Redr array no longer require the Upcoming Creator Features experiment toggle to work properly.

  • The parameter
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Template:Redr was removed from the Minecraft:water configuration JSON file, and consequently the file has a new format and was upgraded to version 1.21.120.

  • Removed Upcoming Creator Features toggle requirement from the
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Template:Redr component.

  • Component
  1. REDIRECT Template:Code

Template:Redr no longer requires the "Upcoming Creator Features" toggle.

  • Component
  1. REDIRECT Template:Code

Template:Redr no longer requires the "Upcoming Creator Features" toggle.

Block Components

  • Added
  1. REDIRECT Template:Code

Template:Redr field to

  1. REDIRECT Template:Code

Template:Redr block component with these requirements.

    • World must enable Upcoming Creator Features experiment for emissive face materials to work.
    • Block
  1. REDIRECT Template:Code

Template:Redr must be greater than or equal to

  1. REDIRECT Template:Code

Template:Redr.

Components

  • The
  1. REDIRECT Template:Code

Template:Redr,

  1. REDIRECT Template:Code

Template:Redr,

  1. REDIRECT Template:Code

Template:Redr filters now support

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Template:Redr as an equipment location.

Entity Components

  • Added
  1. REDIRECT Template:Code

Template:Redr property to

  1. REDIRECT Template:Code

Template:Redr in

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Template:Redr.

General

  • Network changes may result in better download speeds on Windows devices.

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.

  • Added the new
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Template:Redr item component, which defines the duration, in seconds, of the item's swing animation when mining or attacking.

    • The duration is specified in the component's
  1. REDIRECT Template:Code

Template:Redr field.

    • Affects visuals only and does not impact attack frequency or gameplay mechanics.
  • The
  1. REDIRECT Template:Code

Template:Redr item component no longer accepts a direct value assignment and now requires the value to be specified through the

  1. REDIRECT Template:Code

Template:Redr field.

  • Added the
  1. REDIRECT Template:Code

Template:Redr field to the

  1. REDIRECT Template:Code

Template:Redr item component, which controls whether an item emits vibrations when it starts or stops being used.

Minecraft:Mobs

  • The dolphin's bubble particle emissions have been updated and are now emitted through its animation controller.

Minecraft:Molang

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

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

  1. REDIRECT Template:Code

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.

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr, output goes from start to end via

  1. REDIRECT Template:Code

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

  • Added
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Template:Redr, which returns the duration of the mob's swing/attack animation, determined by the carried item and unmodified by effects applied on the mob.

  • Added
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Template:Redr, which returns the duration of the mob's swing/attack animation, determined by the carried item and modified by effects applied on the mob.

Network

  • The following level events now emit particles at the exact specified position instead of at the center of the matching block position:
  1. REDIRECT Template:Code

Template:Redr,

  1. REDIRECT Template:Code

Template:Redr,

  1. REDIRECT Template:Code

Template:Redr.

Minecraft:Structures

  • Data driven jigsaw structures can now be used outside of experiments.

Experimental

These additions and changes are accessible by enabling the "Beta APIs", "Upcoming Creator Features", and "Experimental Creator Cameras Features" experimental toggles.

Additions

Technical

API

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

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

Template:Redr.

  • Added method
  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr.

  • Added the
  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr.

    • Added
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Template:Redr read-only property.

    • Added
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Template:Redr method.

    • Added
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Template:Redr method.

  • Added
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Template:Redr string enum.

    • Added method
  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr.

    • Added method
  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr.

  • Added Scripting API for
  1. REDIRECT Template:Code

Template:Redr component.

    • This API includes a component class for the
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Template:Redr component and the two methods (

  1. REDIRECT Template:Code

Template:Redr and

  1. REDIRECT Template:Code

Template:Redr) of said component.

  • Loot table discovery API now includes information about Loot Item Conditions:
    • Modified method from
  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr in

  1. REDIRECT Template:Code

Template:Redr.

  • Added
  1. REDIRECT Template:Code

Template:Redr method to

  1. REDIRECT Template:Code

Template:Redr.

  • Added
  1. REDIRECT Template:Code

Template:Redr methods to

  1. REDIRECT Template:Code

Template:Redr.

  • Added
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Template:Redr interface.

  • Added
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Template:Redr interface which defines an axis-aligned bounding box to

  1. REDIRECT Template:Code

Template:Redr.

    • Added parameter
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Template:Redr which defines the centerpoint of the box.

    • Added parameter
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Template:Redr which defines the distance from the centerpoint to the edges of the box.

    • Added method
  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr.

  • Added
  1. REDIRECT Template:Code

Template:Redr property to

  1. REDIRECT Template:Code

Template:Redr in

  1. REDIRECT Template:Code

Template:Redr.

  • (Beta) Player method
  1. REDIRECT Template:Code

Template:Redr can now take an Entity or Entity ID as valid arguments.

  • Added the
  1. REDIRECT Template:Code

Template:Redr Custom Component Event to

  1. REDIRECT Template:Code

Template:Redr. This event is called when a specific block is broken by either the player or other entity, a block (such as fire or water), or from a script or command that removes or destroys the block.

    • Added
  1. REDIRECT Template:Code

Template:Redr read-only property. This contains the entity that caused the block's destruction.

    • Added
  1. REDIRECT Template:Code

Template:Redr read-only property. This contains the block that caused the block's destruction.

    • Added
  1. REDIRECT Template:Code

Template:Redr read-only property. This contains the block permutation this custom component exists on.

  • Added the ability for the custom creator camera to move on a spline.
    • Added method
  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr to play an animation curve. Only works when used on the

  1. REDIRECT Template:Code

Template:Redr camera preset.

    • Added class
  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr to create catmullrom splines for

  1. REDIRECT Template:Code

Template:Redr camera preset.

    • Added class
  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr to create linearly interpolated splines for

  1. REDIRECT Template:Code

Template:Redr camera preset.

    • Added interface
  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr for creating and playing a spline on the

  1. REDIRECT Template:Code

Template:Redr camera preset.

    • Added interface
  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr for setting progress key frames on a spline.

    • Added interface
  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr for setting rotation key frames on a spline.

    • Added interface
  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr for storing spline key frames.

Minecraft:Blocks

  • Allow items referencing a pottable block in their
  1. REDIRECT Template:Code

Template:Redr component to be pottable when

  1. REDIRECT Template:Code

Template:Redr is true.

  • Added
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Template:Redr component.

    • This component allows creators to determine whether a block should obstruct precipitations or not. And if it does, whether falling snow should accumulate on the block or not like in vanilla.
  • Added boolean field
  1. REDIRECT Template:Code

Template:Redr to materials in

  1. REDIRECT Template:Code

Template:Redr component.

    • Defaults to
  1. REDIRECT Template:Code

Template:Redr.

    • When true, the alpha channel of the texture will be used to multiply the tint to the albedo of the texture.
    • Requires
  1. REDIRECT Template:Code

Template:Redr >= 1.21.120

    • Requires "Upcoming Creator Features" toggle.
    • Requires
  1. REDIRECT Template:Code

Template:Redr other than

  1. REDIRECT Template:Code

Template:Redr.

    • Requires
  1. REDIRECT Template:Code

Template:Redr to be

  1. REDIRECT Template:Code

Template:Redr.

Minecraft:Commands

  • Added
  1. REDIRECT Template:Code

Template:Redr and

  1. REDIRECT Template:Code

Template:Redr camera commands for

  1. REDIRECT Template:Code

Template:Redr and

  1. REDIRECT Template:Code

Template:Redr presets.

    • Accessible under the Experimental Creator Cameras experimental toggle.

Editor

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

Minecraft:Molang

  • Added
  1. REDIRECT Template:Code

Template:Redr,

  1. REDIRECT Template:Code

Template:Redr, and

  1. REDIRECT Template:Code

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.
  1. REDIRECT Template:Code

Template:Redr takes a list of biome identifiers and checks if any are the specified biome the entity is in.

  1. REDIRECT Template:Code

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

  1. REDIRECT Template:Code

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

Changes

Technical

API

  • Dimension
    • Removed
  1. REDIRECT Template:Code

Template:Redr parameter from

  1. REDIRECT Template:Code

Template:Redr in

  1. REDIRECT Template:Code

Template:Redr.

  • Loot table discovery API now includes information about Loot Item Conditions.

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
  1. REDIRECT Template:Code

Template:Redr not returning the correct graphics mode when a player has switched to Vibrant Visuals.

  • Fixed
  1. REDIRECT Template:Code

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

  • Weathered copper bars no longer have pixels that look out of place.
  • Tilling coarse dirt no longer sometimes tills the block twice converting it directly to farmland.
  • Copper golem statues now glow when placed in glow item frames.
  • Improved stability around hopper block destruction.
  • Fixed a bug with the biome blending system in Minecraft:Vibrant Visuals that caused non-surface biomes to be ignored.
  • Fixed a bug where a sound played on certain screens after an invalid navigation with gamepad or keyboard even when Text To Speech was disabled.
  • Fixed a crash occurring on mobs running the
  1. REDIRECT Template:Code

Template:Redr AI goal.

  • Fixed some scenarios where the additional context information for error messages was inaccurate after previously catching an exception.
  • Fixed use of a default surface builder by some recent preview builds, biomes no longer require a surface builder. Surfaces in distant chunks now appear correctly when playing on Realms.
  • Fixed an issue when inserting items into storage items through the UI. Previously the items inserted could result in gaps in the container stack when it was previously modified through the ItemInventoryComponent API. The storage container now sorts items to remove gaps prior to an item being inserted via the UI.
  • Fixed missing pixels on copper, iron, gold, and diamond horse armor textures.
  • Fixed an issue that could cause excess critical hit particles to spawn.
  • Fixed structure block preview GUI misplacing custom blocks.
  • Fixed an issue where the replacement Minecraft:biomes were not read for client side chunk generation.
  • Fixed a crash that occurs when selecting Vibrant Visuals panel settings.
  • Fixed ambient occlusion for custom blocks displayed in HUD.
  • Fixed a crash when using
  1. REDIRECT Template:Code

Template:Redr specifier with a length longer than the multiplied string.

  • Fixed a crash where it prompts a user to install
  1. REDIRECT Template:Code

Template:Redr if they are missing it during boot of the game on Windows. Script error: No such module "fixes".

Videos

Creators Update:
  1. REDIRECT Template:YouTube

Template:Redr

References

<references group="">

 </references>

Navigation

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RTX Beta
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Template:ItemSprite Bundles of Bravery
(Guide)
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Template:BlockSprite The Garden Awakens
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Template:BlockSprite Spring to Life
(Guide)
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(Guide)
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Template:EntitySprite The Copper Age
(Guide)
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