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Minecraft:Bedrock Edition Preview 1.21.70.20: Difference between revisions

From SAS Gaming Wiki
SyncBot (talk | contribs)
Remove broken links to missing pages
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Fix template calls: add MC/ prefix
 
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=== World generation ===
=== World generation ===
'''Dark Forest'''
'''Dark Forest'''
*Updated the tree composition in dark forests to match {{JE}}, increasing the number of dark oak trees and reducing the prevalence of other tree types.
*Updated the tree composition in dark forests to match {{MC/JE}}, increasing the number of dark oak trees and reducing the prevalence of other tree types.


'''[[Minecraft:Short Grass]]'''
'''[[Minecraft:Short Grass]]'''
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:@minecraft/server 1.18.0
:@minecraft/server 1.18.0
*Renamed {{cd|system.scriptEvent}} to {{cd|system.sendScriptEvent}}.
*Renamed {{MC/Cd|system.scriptEvent}} to {{MC/Cd|system.sendScriptEvent}}.
*Moved {{cd|NamespaceNameErrorReason}} from {{cd|beta}} to {{cd|@minecraft/server 1.18.0}}.
*Moved {{MC/Cd|NamespaceNameErrorReason}} from {{MC/Cd|beta}} to {{MC/Cd|@minecraft/server 1.18.0}}.
*Moved {{cd|system.sendScriptEvent}} from {{cd|beta}} to {{cd|@minecraft/server 1.18.0}}.
*Moved {{MC/Cd|system.sendScriptEvent}} from {{MC/Cd|beta}} to {{MC/Cd|@minecraft/server 1.18.0}}.
*Moved {{cd|NamespaceNameError}} from {{cd|beta}} to {{cd|@minecraft/server 1.18.0}}.
*Moved {{MC/Cd|NamespaceNameError}} from {{MC/Cd|beta}} to {{MC/Cd|@minecraft/server 1.18.0}}.
*Released {{cd|InputInfo.getButtonState}}, {{cd|InputButton}}, and {{cd|ButtonState}} to {{cd|@minecraft/server 1.18.0}}.
*Released {{MC/Cd|InputInfo.getButtonState}}, {{MC/Cd|InputButton}}, and {{MC/Cd|ButtonState}} to {{MC/Cd|@minecraft/server 1.18.0}}.
*Released {{cd|InputInfo.getMovementVector}} to {{cd|@minecraft/server 1.18.0}}.
*Released {{MC/Cd|InputInfo.getMovementVector}} to {{MC/Cd|@minecraft/server 1.18.0}}.
*Released {{cd|PlayerButtonInputAfterEvent}}, {{cd|AfterEvents.playerButtonInput}} and {{cd|InputEventOptions}} to {{cd|@minecraft/server 1.18.0}}.
*Released {{MC/Cd|PlayerButtonInputAfterEvent}}, {{MC/Cd|AfterEvents.playerButtonInput}} and {{MC/Cd|InputEventOptions}} to {{MC/Cd|@minecraft/server 1.18.0}}.
*Several APIs have been given the {{cd|Readonly}} permission, which allows them to now be called inside Before Event callbacks.
*Several APIs have been given the {{MC/Cd|Readonly}} permission, which allows them to now be called inside Before Event callbacks.
**All methods for {{cd|BlockVolume}}.
**All methods for {{MC/Cd|BlockVolume}}.
**All methods for {{cd|Vector}}.
**All methods for {{MC/Cd|Vector}}.
*Changed {{cd|spawnEntity}} method on {{cd|Dimension}} to now take a variant of either a string or {{cd|EntityType}}.
*Changed {{MC/Cd|spawnEntity}} method on {{MC/Cd|Dimension}} to now take a variant of either a string or {{MC/Cd|EntityType}}.
*Added {{cd|placeFeature}} and {{cd|placeFeatureRule}} APIs to the {{cd|Dimension}} class.
*Added {{MC/Cd|placeFeature}} and {{MC/Cd|placeFeatureRule}} APIs to the {{MC/Cd|Dimension}} class.
*Added {{cd|isValid}} property to the {{cd|Camera}} class.
*Added {{MC/Cd|isValid}} property to the {{MC/Cd|Camera}} class.


'''Blocks'''
'''Blocks'''
*The {{cd|minecraft:map_color}} component underwent a schema change:
*The {{MC/Cd|minecraft:map_color}} component underwent a schema change:
*It is now a JSON object with two fields {{cd|color}} and {{cd|tint_method}}.
*It is now a JSON object with two fields {{MC/Cd|color}} and {{MC/Cd|tint_method}}.
*{{cd|color}} is a required string field expecting an HEX representation of the RGB, prefixed with a # character.
*{{MC/Cd|color}} is a required string field expecting an HEX representation of the RGB, prefixed with a # character.
*{{cd|tint_method}} is a string field that multiplies the color with a predefined tint. Supported values are {{cd|none}}, {{cd|default_foliage}}, {{cd|birch_foliage}}, {{cd|evergreen_foliage}}, {{cd|grass}} and {{cd|water}}.
*{{MC/Cd|tint_method}} is a string field that multiplies the color with a predefined tint. Supported values are {{MC/Cd|none}}, {{MC/Cd|default_foliage}}, {{MC/Cd|birch_foliage}}, {{MC/Cd|evergreen_foliage}}, {{MC/Cd|grass}} and {{MC/Cd|water}}.
*The old schema format is still supported for convenience.
*The old schema format is still supported for convenience.
*Examples:
*Examples:
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:Components
:Components
*Added the {{cd|minecraft:replaceable}} component which determines if a new block can replace the existing block at a particular position. If the component is not added to a block it is not replaceable.
*Added the {{MC/Cd|minecraft:replaceable}} component which determines if a new block can replace the existing block at a particular position. If the component is not added to a block it is not replaceable.


'''Components'''
'''Components'''
*Multiple components that used effect durations can now be set to {{cd|infinite}} including:
*Multiple components that used effect durations can now be set to {{MC/Cd|infinite}} including:
**{{cd|minecraft:attack}}: {{cd|effect_duration}}
**{{MC/Cd|minecraft:attack}}: {{MC/Cd|effect_duration}}
**{{cd|minecraft:healable}}: {{cd|duration}} in the {{cd|effects}} list
**{{MC/Cd|minecraft:healable}}: {{MC/Cd|duration}} in the {{MC/Cd|effects}} list
**{{cd|minecraft:mob_effect}}: {{cd|effect_time}}
**{{MC/Cd|minecraft:mob_effect}}: {{MC/Cd|effect_time}}
**{{cd|minecraft:projectile}}: {{cd|durationeasy}}, {{cd|durationnormal}}, and {{cd|durationhard}} can now all use {{cd|infinite}}
**{{MC/Cd|minecraft:projectile}}: {{MC/Cd|durationeasy}}, {{MC/Cd|durationnormal}}, and {{MC/Cd|durationhard}} can now all use {{MC/Cd|infinite}}
**{{cd|minecraft:food}}: {{cd|duration}} in the {{cd|effects}} list
**{{MC/Cd|minecraft:food}}: {{MC/Cd|duration}} in the {{MC/Cd|effects}} list
**{{cd|minecraft:spell_effects}}: {{cd|duration}} in the {{cd|add_effects}} list
**{{MC/Cd|minecraft:spell_effects}}: {{MC/Cd|duration}} in the {{MC/Cd|add_effects}} list
**{{cd|minecraft:combat_regeneration}}: {{cd|regeneration_duration}}
**{{MC/Cd|minecraft:combat_regeneration}}: {{MC/Cd|regeneration_duration}}


'''JSON Events'''
'''JSON Events'''
*The parameter {{cd|duration}} in the {{cd|add_mob_effect}} event can now be set to {{cd|infinite}}.
*The parameter {{MC/Cd|duration}} in the {{MC/Cd|add_mob_effect}} event can now be set to {{MC/Cd|infinite}}.


'''Sounds'''
'''Sounds'''
*Added support for entity sound variants:
*Added support for entity sound variants:
**Entity sounds now have a {{cd|variants}} field which defines sound variants based on the runtime entity
**Entity sounds now have a {{MC/Cd|variants}} field which defines sound variants based on the runtime entity
**{{cd|variants}} has a {{cd|key}} field reading a Molang expression returning a string to select sound variant (eg: querying an enum entity property).
**{{MC/Cd|variants}} has a {{MC/Cd|key}} field reading a Molang expression returning a string to select sound variant (eg: querying an enum entity property).
**{{cd|variants}} has a {{cd|map}} field which contains key-value pairs of a variant identifier and the sound events it overrides.
**{{MC/Cd|variants}} has a {{MC/Cd|map}} field which contains key-value pairs of a variant identifier and the sound events it overrides.
**When playing a sound for an entity we first try to calculate their variant and see if that variant overrides the sound event, if not we play the sound form the base entity. If that fails we fall back to the existing logic of running from {{cd|defaults}}.
**When playing a sound for an entity we first try to calculate their variant and see if that variant overrides the sound event, if not we play the sound form the base entity. If that fails we fall back to the existing logic of running from {{MC/Cd|defaults}}.
*Example:
*Example:
**Given a mob with the following property:
**Given a mob with the following property:
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=== Additions ===
=== Additions ===
==== Blocks ====
==== Blocks ====
'''{{animate|Leaf Litter 1 (S) JE1.png;Leaf Litter 2 (S) JE1.png;Leaf Litter 3 (S) JE1.png;Leaf Litter 4 (S) JE1.png|40px}} Leaf litter'''
'''{{MC/Animate|Leaf Litter 1 (S) JE1.png;Leaf Litter 2 (S) JE1.png;Leaf Litter 3 (S) JE1.png;Leaf Litter 4 (S) JE1.png|40px}} Leaf litter'''
* A new type of decorative block which can be found in forests, dark forests and wooded badlands.
* A new type of decorative block which can be found in forests, dark forests and wooded badlands.
* Can have different amounts of leaves in one block space.
* Can have different amounts of leaves in one block space.
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}}
}}


'''{{animate|Wildflowers 1 (S) JE1.png;Wildflowers 2 (S) JE1.png;Wildflowers 3 (S) JE1.png;Wildflowers 4 (S) JE1.png|40px}} [[Minecraft:Wildflowers]]'''
'''{{MC/Animate|Wildflowers 1 (S) JE1.png;Wildflowers 2 (S) JE1.png;Wildflowers 3 (S) JE1.png;Wildflowers 4 (S) JE1.png|40px}} [[Minecraft:Wildflowers]]'''
* A new type of [[Minecraft:flower]] which grow in birch forests, old growth birch forests and meadows.
* A new type of [[Minecraft:flower]] which grow in birch forests, old growth birch forests and meadows.
* Can have different amounts of flowers in one block space.
* Can have different amounts of flowers in one block space.
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* Can be crafted into yellow dye.
* Can be crafted into yellow dye.


{{Crafting|Wildflowers
{{MC/Crafting|Wildflowers
|Output = Yellow Dye
|Output = Yellow Dye
|shapeless = 1
|shapeless = 1
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'''[[File:Bush JE1.png|32px]] [[Minecraft:Bush]]'''
'''[[File:Bush JE1.png|32px]] [[Minecraft:Bush]]'''
* Generates in the following biomes:
* Generates in the following biomes:
**{{BiomeLink|Plains}}
**{{MC/Biomelink|Plains}}
**{{BiomeLink|Windswept Hills}}
**{{MC/Biomelink|Windswept Hills}}
**{{BiomeLink|Windswept Gravelly Hills}}
**{{MC/Biomelink|Windswept Gravelly Hills}}
**{{BiomeLink|Windswept Forest}}
**{{MC/Biomelink|Windswept Forest}}
**{{BiomeLink|River}}
**{{MC/Biomelink|River}}
**{{BiomeLink|Frozen River}}
**{{MC/Biomelink|Frozen River}}
**{{BiomeLink|Forest}}
**{{MC/Biomelink|Forest}}
**{{BiomeLink|Birch Forest}}
**{{MC/Biomelink|Birch Forest}}
**{{BiomeLink|Old Growth Birch Forest}}
**{{MC/Biomelink|Old Growth Birch Forest}}
* They are tinted by the grass color of the biome they are placed in.
* They are tinted by the grass color of the biome they are placed in.
* Can be used in the [[Minecraft:Composter]], with a 30% chance to add a layer.
* Can be used in the [[Minecraft:Composter]], with a 30% chance to add a layer.
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==== Mobs ====
==== Mobs ====
'''{{Animate|Cow JE6.png;Warm Cow.png;Cold Cow.png|40px}} Cow'''
'''{{MC/Animate|Cow JE6.png;Warm Cow.png;Cold Cow.png|40px}} Cow'''
* Nose now extrudes from model.
* Nose now extrudes from model.
* New cow variants have been added.
* New cow variants have been added.
**{{EntityLink|Cow|Temperate Cow}}: The pre-existing cow variant.
**{{MC/Entitylink|Cow|Temperate Cow}}: The pre-existing cow variant.
***Spawns by default where the cold and warm cow variants do not spawn.
***Spawns by default where the cold and warm cow variants do not spawn.
**{{EntityLink|Cold Cow}}: A variant that spawns in the following biomes:
**{{MC/Entitylink|Cold Cow}}: A variant that spawns in the following biomes:
*** {{BiomeLink|Old Growth Pine Taiga}}
*** {{MC/Biomelink|Old Growth Pine Taiga}}
*** {{BiomeLink|Old Growth Spruce Taiga}}
*** {{MC/Biomelink|Old Growth Spruce Taiga}}
*** {{BiomeLink|Taiga}}
*** {{MC/Biomelink|Taiga}}
*** {{BiomeLink|Snowy Taiga}}
*** {{MC/Biomelink|Snowy Taiga}}
*** {{BiomeLink|Windswept Hills}}
*** {{MC/Biomelink|Windswept Hills}}
*** {{BiomeLink|Windswept Gravelly Hills}}
*** {{MC/Biomelink|Windswept Gravelly Hills}}
*** {{BiomeLink|Windswept Forest}}
*** {{MC/Biomelink|Windswept Forest}}
**{{EntityLink|Warm Cow}}: A variant that spawns in the following biomes:
**{{MC/Entitylink|Warm Cow}}: A variant that spawns in the following biomes:
*** {{BiomeLink|Savanna}}
*** {{MC/Biomelink|Savanna}}
*** {{BiomeLink|Savanna Plateau}}
*** {{MC/Biomelink|Savanna Plateau}}
*** {{BiomeLink|Windswept Savanna}}
*** {{MC/Biomelink|Windswept Savanna}}
*** {{BiomeLink|Jungle}}
*** {{MC/Biomelink|Jungle}}
*** {{BiomeLink|Sparse Jungle}}
*** {{MC/Biomelink|Sparse Jungle}}
*** {{BiomeLink|Bamboo Jungle}}
*** {{MC/Biomelink|Bamboo Jungle}}
*** {{BiomeLink|Eroded Badlands}}
*** {{MC/Biomelink|Eroded Badlands}}
*** {{BiomeLink|Wooded Badlands}}
*** {{MC/Biomelink|Wooded Badlands}}
*** {{BiomeLink|Badlands}}
*** {{MC/Biomelink|Badlands}}
* When bred by a player, a baby cow variant will not be chosen by the current biome, but instead randomly selected from one of the parents' variants.
* When bred by a player, a baby cow variant will not be chosen by the current biome, but instead randomly selected from one of the parents' variants.


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'''Deserts and Badlands'''
'''Deserts and Badlands'''
*Sand, red sand and terracotta of any color have a chance of playing ambient sounds when surrounded by any one of them on at least 3 sides 8 blocks away.
*Sand, red sand and terracotta of any color have a chance of playing ambient sounds when surrounded by any one of them on at least 3 sides 8 blocks away.
**{{cd|block.sand.ambient}} can be played in any biome.
**{{MC/Cd|block.sand.ambient}} can be played in any biome.
**{{cd|block.sand.ambient.attached}} only plays when in desert or badlands biomes.
**{{MC/Cd|block.sand.ambient.attached}} only plays when in desert or badlands biomes.
*Dead bush blocks have a chance of playing ambient sounds when placed on top of two blocks that are any color of terracotta, sand or red sand blocks in any biome.
*Dead bush blocks have a chance of playing ambient sounds when placed on top of two blocks that are any color of terracotta, sand or red sand blocks in any biome.


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'''API - Scripting'''
'''API - Scripting'''
:@minecraft/server 2.0.0-beta
:@minecraft/server 2.0.0-beta
*Added new privilege {{cd|EarlyExecution}}
*Added new privilege {{MC/Cd|EarlyExecution}}
**{{cd|2.0.0-beta}} and higher now executes with the early execution privilege, scripting below {{cd|2.0.0-beta}} will continue to execute without early execution
**{{MC/Cd|2.0.0-beta}} and higher now executes with the early execution privilege, scripting below {{MC/Cd|2.0.0-beta}} will continue to execute without early execution
**All after and before event signals {{cd|subscribe}} and {{cd|unsubscribe}} methods can now be called in early execution
**All after and before event signals {{MC/Cd|subscribe}} and {{MC/Cd|unsubscribe}} methods can now be called in early execution
**The following {{cd|System}} methods can now be called in early execution
**The following {{MC/Cd|System}} methods can now be called in early execution
***{{cd|clearJob}}
***{{MC/Cd|clearJob}}
***{{cd|clearRun}}
***{{MC/Cd|clearRun}}
***{{cd|run}}
***{{MC/Cd|run}}
***{{cd|runInterval}}
***{{MC/Cd|runInterval}}
***{{cd|runJob}}
***{{MC/Cd|runJob}}
***{{cd|runTimeout}}
***{{MC/Cd|runTimeout}}
***{{cd|waitTicks}}
***{{MC/Cd|waitTicks}}
**{{cd|BlockComponentRegistry}} method {{cd|registerCustomComponent}} can now be called in early execution
**{{MC/Cd|BlockComponentRegistry}} method {{MC/Cd|registerCustomComponent}} can now be called in early execution
**{{cd|ItemComponentRegistry}} method {{cd|registerCustomComponent}} can now be called in early execution
**{{MC/Cd|ItemComponentRegistry}} method {{MC/Cd|registerCustomComponent}} can now be called in early execution
*Added {{cd|startup}} property to {{cd|SystemBeforeEvents}}
*Added {{MC/Cd|startup}} property to {{MC/Cd|SystemBeforeEvents}}
*Added {{cd|StartupEvent}}
*Added {{MC/Cd|StartupEvent}}
*Added {{cd|StartupEventSignal}}
*Added {{MC/Cd|StartupEventSignal}}
*{{cd|WorldAfterEvents}} renamed property {{cd|worldInitialize}} to {{cd|worldLoad}}
*{{MC/Cd|WorldAfterEvents}} renamed property {{MC/Cd|worldInitialize}} to {{MC/Cd|worldLoad}}
*{{cd|WorldBeforeEvents}} removed property {{cd|worldInitialize}}
*{{MC/Cd|WorldBeforeEvents}} removed property {{MC/Cd|worldInitialize}}
*{{cd|WorldInitializeAfterEvent}} renamed to {{cd|WorldLoadAfterEvent}}
*{{MC/Cd|WorldInitializeAfterEvent}} renamed to {{MC/Cd|WorldLoadAfterEvent}}
*{{cd|WorldInitializeAfterEventSignal}} renamed to {{cd|WorldLoadAfterEventSignal}}
*{{MC/Cd|WorldInitializeAfterEventSignal}} renamed to {{MC/Cd|WorldLoadAfterEventSignal}}
*Removed {{cd|WorldInitializeBeforeEvent}}
*Removed {{MC/Cd|WorldInitializeBeforeEvent}}
*Removed {{cd|WorldInitializeBeforeEventSignal}}
*Removed {{MC/Cd|WorldInitializeBeforeEventSignal}}
*Removed {{cd|Dimension.runCommandAsync}} as most commands did not actually run asynchronously. If you are looking to run a function asynchronously, please investigate using Jobs via {{cd|System.runJob}}.
*Removed {{MC/Cd|Dimension.runCommandAsync}} as most commands did not actually run asynchronously. If you are looking to run a function asynchronously, please investigate using Jobs via {{MC/Cd|System.runJob}}.
*{{cd|EntityComponent.getEntity}} method throws if the underlying entity is invalid (instead of return undefined previously).
*{{MC/Cd|EntityComponent.getEntity}} method throws if the underlying entity is invalid (instead of return undefined previously).
*{{cd|EntityInventoryComponent.containerproperty}} throws if the underlying entity is invalid (instead of return undefined previously).
*{{MC/Cd|EntityInventoryComponent.containerproperty}} throws if the underlying entity is invalid (instead of return undefined previously).
*{{cd|isValid}} methods on various classes have been changed to read only properties
*{{MC/Cd|isValid}} methods on various classes have been changed to read only properties
*{{cd|getComponents}}, {{cd|getComponent}} and {{cd|hasComponent}} now throw if the Entity is invalid
*{{MC/Cd|getComponents}}, {{MC/Cd|getComponent}} and {{MC/Cd|hasComponent}} now throw if the Entity is invalid
*{{cd|applyKnockback}} method now takes a VectorXZ parameter for the knockback horizontal force (which includes the strength/magnitude), as well as a vertical strength parameter. To convert from V1, you should normalize your previous direction vector and multiply it by the old horizontal strength value. Vertical strength is the same as before.
*{{MC/Cd|applyKnockback}} method now takes a VectorXZ parameter for the knockback horizontal force (which includes the strength/magnitude), as well as a vertical strength parameter. To convert from V1, you should normalize your previous direction vector and multiply it by the old horizontal strength value. Vertical strength is the same as before.
*{{cd|EffectType}}
*{{MC/Cd|EffectType}}
**{{cd|getName}} method now always returns the {{cd|minecraft:}} namespace prefix along with the name
**{{MC/Cd|getName}} method now always returns the {{MC/Cd|minecraft:}} namespace prefix along with the name
*{{cd|Effect}}
*{{MC/Cd|Effect}}
**{{cd|typeId}} property now always returns the {{cd|minecraft:}} namespace prefix along with the name
**{{MC/Cd|typeId}} property now always returns the {{MC/Cd|minecraft:}} namespace prefix along with the name
*{{cd|minecraft:air}} item has been removed (it is still a valid block)
*{{MC/Cd|minecraft:air}} item has been removed (it is still a valid block)
*Promises are now flushed along with after events and system tasks
*Promises are now flushed along with after events and system tasks
*{{cd|system.waitTicks()}} now can accept an argument bounds of 0 minimum to run this tick
*{{MC/Cd|system.waitTicks()}} now can accept an argument bounds of 0 minimum to run this tick
*Added a {{cd|GraphicsMode}} enum and {{cd|Player.graphicsMode}} to query a player's current graphics mode on the server.
*Added a {{MC/Cd|GraphicsMode}} enum and {{MC/Cd|Player.graphicsMode}} to query a player's current graphics mode on the server.
*Added {{cd|system.isEditorWorld}} property into {{cd|@minecraft/server}} in {{cd|beta}}
*Added {{MC/Cd|system.isEditorWorld}} property into {{MC/Cd|@minecraft/server}} in {{MC/Cd|beta}}
*{{cd|BlockLocationIterator}}
*{{MC/Cd|BlockLocationIterator}}
**Added {{cd|isValid(): boolean}} method to {{cd|beta}}. This method checks if the iterator as been invalidated by modifying the underlining block volume.
**Added {{MC/Cd|isValid(): boolean}} method to {{MC/Cd|beta}}. This method checks if the iterator as been invalidated by modifying the underlining block volume.
*{{cd|BlockMapColorComponent}} API has been added to {{cd|beta}}
*{{MC/Cd|BlockMapColorComponent}} API has been added to {{MC/Cd|beta}}
*{{cd|TintMethod}} enum has been added to {{cd|beta}}
*{{MC/Cd|TintMethod}} enum has been added to {{MC/Cd|beta}}
*Early execution changes in version {{cd|@minecraft/server 2.0.0-beta}}
*Early execution changes in version {{MC/Cd|@minecraft/server 2.0.0-beta}}
**The following {{cd|RegistrationBuilder}} methods can now be called in early execution:
**The following {{MC/Cd|RegistrationBuilder}} methods can now be called in early execution:
***{{cd|batch}}
***{{MC/Cd|batch}}
***{{cd|maxAttempts}}
***{{MC/Cd|maxAttempts}}
***{{cd|maxTicks}}
***{{MC/Cd|maxTicks}}
***{{cd|padding}}
***{{MC/Cd|padding}}
***{{cd|required}}
***{{MC/Cd|required}}
***{{cd|requiredSuccessfulAttempts}}
***{{MC/Cd|requiredSuccessfulAttempts}}
***{{cd|rotateTest}}
***{{MC/Cd|rotateTest}}
***{{cd|setupTicks}}
***{{MC/Cd|setupTicks}}
***{{cd|structureName}}
***{{MC/Cd|structureName}}
***{{cd|tag}}
***{{MC/Cd|tag}}
**{{cd|register}} function can now be called in early execution
**{{MC/Cd|register}} function can now be called in early execution
**{{cd|registerAsync}} function can now be called in early execution
**{{MC/Cd|registerAsync}} function can now be called in early execution


'''API - [[Minecraft:Molang]]'''
'''API - [[Minecraft:Molang]]'''
*Added {{cd|query.graphics_mode_is_any}} to Molang which accepts any of the following parameters: {{cd|simple}}, {{cd|fancy}}, {{cd|deferred}}, {{cd|raytraced}}. These parameters are all graphics modes that are available in the settings menu.
*Added {{MC/Cd|query.graphics_mode_is_any}} to Molang which accepts any of the following parameters: {{MC/Cd|simple}}, {{MC/Cd|fancy}}, {{MC/Cd|deferred}}, {{MC/Cd|raytraced}}. These parameters are all graphics modes that are available in the settings menu.


'''Graphical'''
'''Graphical'''
*Added a new version ({{cd|1.21.70}}) for the lighting JSON schema in the Deferred Technical Preview. This new version adds support for controlling the intensity of sky light, which affects both the contribution of legacy sky lighting as well as sky reflections. See updated documentation on the Learning Portal for more details.
*Added a new version ({{MC/Cd|1.21.70}}) for the lighting JSON schema in the Deferred Technical Preview. This new version adds support for controlling the intensity of sky light, which affects both the contribution of legacy sky lighting as well as sky reflections. See updated documentation on the Learning Portal for more details.
**This object snippet can be added to {{cd|lighting/global.json}} under the {{cd|minecraft:lighting_settings}} object to control the sky intensity
**This object snippet can be added to {{MC/Cd|lighting/global.json}} under the {{MC/Cd|minecraft:lighting_settings}} object to control the sky intensity
<syntaxhighlight lang="c++">
<syntaxhighlight lang="c++">
"sky": {
"sky": {
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|188457|The player's hand still bobs if you hold an item while the game is paused
|188457|The player's hand still bobs if you hold an item while the game is paused
|189224|Rideable Entity inventory transparent background is too dark
|189224|Rideable Entity inventory transparent background is too dark
|189816|{{cd|client_biome}} files without {{cd|foliage_appearance}} and {{cd|grass_appearance}} components cause biomes to fall back to incorrect colors
|189816|{{MC/Cd|client_biome}} files without {{MC/Cd|foliage_appearance}} and {{MC/Cd|grass_appearance}} components cause biomes to fall back to incorrect colors
|189889|Water does not flow on Magma or Soul Sand
|189889|Water does not flow on Magma or Soul Sand
|otherissuescount=15}}
|otherissuescount=15}}
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*Bundle tooltip no longer flickers for players beyond the first when playing in split screen
*Bundle tooltip no longer flickers for players beyond the first when playing in split screen
*Adjusted Minecoin purchase screen UI to not show stray pixels. Fixed overlapping issue on PS4.
*Adjusted Minecoin purchase screen UI to not show stray pixels. Fixed overlapping issue on PS4.
*Replacing items with the {{cd|lock_in_inventory}} component with items from the creative inventory using touch input now fails gracefully and produces a warning message.
*Replacing items with the {{MC/Cd|lock_in_inventory}} component with items from the creative inventory using touch input now fails gracefully and produces a warning message.
*Fixed an issue where dark forests were missing trees along their northern borders with other biomes.
*Fixed an issue where dark forests were missing trees along their northern borders with other biomes.
*{{cd|water}} and {{cd|lava}} no longer will turn into {{cd|flowing_water}} or {{cd|flowing_lava}} when neighbor updates happen. {{cd|water}} and {{cd|lava}} now will respond to queued ticks without needing to change into another block.
*{{MC/Cd|water}} and {{MC/Cd|lava}} no longer will turn into {{MC/Cd|flowing_water}} or {{MC/Cd|flowing_lava}} when neighbor updates happen. {{MC/Cd|water}} and {{MC/Cd|lava}} now will respond to queued ticks without needing to change into another block.
*Fixed an issue where {{cd|No more entities}} assert failure occurred when flying through biomes during a storm.
*Fixed an issue where {{MC/Cd|No more entities}} assert failure occurred when flying through biomes during a storm.
*Fixed {{cd|world_surface}} type of {{cd|heightmap_projection}} in {{cd|minecraft:jigsaw}} to generate on top of water and leaf blocks.
*Fixed {{MC/Cd|world_surface}} type of {{MC/Cd|heightmap_projection}} in {{MC/Cd|minecraft:jigsaw}} to generate on top of water and leaf blocks.
*Fixed a bug with water surface rendering that caused specular highlights to be much lower than they should have been in the Deferred Technical Preview.
*Fixed a bug with water surface rendering that caused specular highlights to be much lower than they should have been in the Deferred Technical Preview.
*Resolve crash when changing point light shadow settings under Deferred Graphical Settings.
*Resolve crash when changing point light shadow settings under Deferred Graphical Settings.
{{fixes|project=REALMS|fixedin=1.21.70.20 Preview
{{MC/Fixes|project=REALMS|fixedin=1.21.70.20 Preview
|;old
|;old
|11759|Unable to change Random Tick speed back to 1 after changing to a higher value.
|11759|Unable to change Random Tick speed back to 1 after changing to a higher value.
Line 364: Line 364:


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


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


[[Category:Bedrock Edition 1.21.70 betas]]
[[Category:Bedrock Edition 1.21.70 betas]]

Latest revision as of 19:23, 9 April 2026

Template:Infobox version


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

Changes

Mobs

Donkey

  • Donkeys now spawn in savannas.

World generation

Dark Forest

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

Minecraft:Short Grass

  • Now generate slightly sparser in meadows.

Technical

API - Scripting

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

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  • The old schema format is still supported for convenience.
  • Examples:

<syntaxhighlight lang="c++"> "minecraft:map_color": {

 "color": "#ABCDEF",
 "tint_method": "grass"

} </syntaxhighlight> or <syntaxhighlight lang="c++"> "minecraft:map_color": {

 "color": "#ABCDEF"

} </syntaxhighlight> or <syntaxhighlight lang="c++"> "minecraft:map_color": "#ABCDEF" </syntaxhighlight>

Components
  • Added the
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Components

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Sounds

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  • Example:
    • Given a mob with the following property:

<syntaxhighlight lang="c++"> "minecraft:emotional_state": {

 "type": "enum",
 "values": [ "neutral", "angry", "happy", "sad" ],
 "default": "neutral",
 "client_sync": true

} </syntaxhighlight>

  • Sound variants can be played by querying the property:

<syntaxhighlight lang="c++"> {

 "entity_sounds": {
   "entities": {
     "test_mob": {
       "volume": 1.0,
       "pitch": 1.0,
       // The base sounds for various events
       "events": {
         "ambient": "mob.test_mob.ambient",
         "death": "mob.test_mob.death",
         "step": {
           "sound": "mob.test_mob.step",
           "volume": 0.8,
           "pitch": 1.0
         },
         "attack": "mob.test_mob.attack"
       },
       "variants": {
           // Key returning the enum string for variants, can use any Molang expression resulting in a string
           "key": "query.property('minecraft:emotional_state')",
           "map": {
             // If a resulting variant key is not handled here then it will use the base sounds
             "neutral": {
               "volume": 1.0,
               "pitch": 1.0,
               "events": {
                 // If an event is not handled in a variant then it will use the base sound
                 "death": "mob.test_mob.death.netural"
               }
             },
             "angry": {
               "volume": 1.0,
               "pitch": 1.0,
               "events": {
                 // Variants can override different events than other variants
                 "death": "mob.test_mob.death.angry",
                 "ambient": "mob.test_mob.ambient.angry"
               }
             }
           }
         }
       }
     }
   }
 }

} </syntaxhighlight>

Experimental

These additions and changes are accessible by enabling the "Beta APIs" and "Drop 1 2025" experimental toggles.

Additions

Blocks

Script error: No such module "animate". Leaf litter

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

Template:Smelting

Script error: No such module "animate". Minecraft:Wildflowers

  • A new type of Minecraft:flower which grow in birch forests, old growth birch forests and meadows.
  • Can have different amounts of flowers in one block space.
    • Up to four wildflowers can be placed in the same block space like pink petals.
    • Placing a wildflower into an already placed wildflowers block increases the amount of flowers.
    • Using bone meal on wildflowers will produce more Wildflowers.
  • Can be placed in four orientations.
  • Can be crafted into yellow dye.

Script error: No such module "crafting".

File:Bush JE1.png Minecraft:Bush

  • Generates in the following biomes:
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  • They are tinted by the grass color of the biome they are placed in.
  • Can be used in the Minecraft:Composter, with a 30% chance to add a layer.
  • Using bone meal on a bush will generate a neighboring bush next to it if possible.
  • Can be instantly broken without any particular tool.

File:Firefly Bush JE1.png Firefly bush

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

Mobs

Script error: No such module "animate". Cow

  • Nose now extrudes from model.
  • New cow variants have been added.
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      • Spawns by default where the cold and warm cow variants do not spawn.
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  • When bred by a player, a baby cow variant will not be chosen by the current biome, but instead randomly selected from one of the parents' variants.

Sounds

Deserts and Badlands

  • Sand, red sand and terracotta of any color have a chance of playing ambient sounds when surrounded by any one of them on at least 3 sides 8 blocks away.
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  • Dead bush blocks have a chance of playing ambient sounds when placed on top of two blocks that are any color of terracotta, sand or red sand blocks in any biome.

Technical

API - Scripting

@minecraft/server 2.0.0-beta
  • Added new privilege
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API - Minecraft:Molang

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Template:Redr. These parameters are all graphics modes that are available in the settings menu.

Graphical

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

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Template:Redr object to control the sky intensity <syntaxhighlight lang="c++"> "sky": {

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

} </syntaxhighlight>

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

Fixes

Template:Fixes Other

  • Placing a block in liquid, and then placing another block next to your first block in liquid will no longer replace your second placed block for a moment causing you to fall into the liquid.
  • Fixed a mismatch between server and client when continuously building that caused orientation sensitive blocks to sometimes change to the wrong block.
  • Fixed a crash that would occur on Xbox if you pressed "Cancel" in the Xbox UI when converting a world or importing a world from Retail to Preview
  • In Server Authoritative movement, when Players receive a movement correction it will use the current Player speed instead of a generic one, this should give a better experience.
  • In Server Authoritative movement, when Players receive a downward movement correction it will now use gravity acceleration, this should give a better experience.
  • Fix "Reset Random Tick Speed" button not working when editing an existing world on Realms.
  • Bundle tooltip no longer flickers for players beyond the first when playing in split screen
  • Adjusted Minecoin purchase screen UI to not show stray pixels. Fixed overlapping issue on PS4.
  • Replacing items with the
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  • Fixed an issue where dark forests were missing trees along their northern borders with other biomes.
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  • Fixed
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Template:Redr to generate on top of water and leaf blocks.

  • Fixed a bug with water surface rendering that caused specular highlights to be much lower than they should have been in the Deferred Technical Preview.
  • Resolve crash when changing point light shadow settings under Deferred Graphical Settings.

Script error: No such module "fixes".

References

<references group="">

 </references>

Navigation

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(Guide)
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(Guide)
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(Guide)
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(Guide)
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(Guide)
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(Guide)
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(Guide)
1.21.130
26.0
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de:Bedrock Edition beta 1.21.70.20 pt:Edição Bedrock Preview 1.21.70.20 ru:Preview 1.21.70.20 (Bedrock Edition) uk:Preview 1.21.70.20 (Bedrock Edition) zh:基岩版1.21.70.20