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Minecraft:Bedrock Edition 1.21.130

From SAS Gaming Wiki
Revision as of 19:11, 9 April 2026 by SyncBot (talk | contribs) (Fix template calls: add MC/ prefix)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Template:Infobox versionTemplate:Pointer box 1.21.130, the release of Mounts of Mayhem, is a Minecraft:game drop for Bedrock Edition released on December 9, 2025,<ref>Template:Mcnet</ref><ref>Template:Cite</ref><ref>Template:Cite</ref> which adds the nautilus, nautilus armor, zombie nautilus, Minecraft:spears, zombie horsemen, camel husks, and parched.

Additions

Template:Additions table

Items

Script error: No such module "animate". Minecraft:Nautilus Armor

  • Equippable on nautiluses and zombie nautiluses.
  • Has copper, iron, gold, diamond, and netherite variants.
    • Copper, iron, golden, and diamond nautilus armor have a chance to be found in the chests for the following structures:
      • Buried treasure
      • Ocean ruins
      • Shipwreck
    • Copper, iron and golden nautilus armor can be smelted into the respective nuggets.

File:Netherite Horse Armor (item).png Minecraft:Netherite Horse Armor

  • Can be obtained by upgrading diamond horse armor with a smithing table.

Script error: No such module "Smithing".

Script error: No such module "animate". Minecraft:Spawn Eggs

  • Added nautilus, zombie nautilus, camel husk, and parched spawn eggs.

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

  • New weapon that can be crafted in wood, stone, copper, iron, gold, diamond and netherite versions.
    • Each material has different stats for timing, influencing how fast they are to use.
    • Copper, iron and golden spears can be smelted into the respective nuggets.
  • Can be enchanted with the exclusive enchantment Lunge, in addition to the available enchantments for Minecraft:swords.
  • Has a minimum reach for damage, being too close to a target will yield no damage.
    • Has extended maximum reach compared to other tools and weapons.
  • Minecraft:Zombies, Minecraft:husks, zombified piglins and Minecraft:piglins can spawn holding a spear.
  • Has two attacks: jab and charge.
    • Jab
      • Used by quick-pressing the {{#vardefine: control | left click on mouse or right trigger on gamepad }}primary action button.
      • Is a low-damage attack with knockback.
      • Has a cooldown between attacks.
      • Wooden spears have the fastest cooldown, while netherite has the slowest.
      • Can hit multiple enemies.
    • Charge
      • Used by holding the {{#vardefine: control | right click on mouse or left trigger on gamepad }}secondary action button.
      • Damage is based on spear material, the player’s view angle, and the velocity of both the player and the target.
      • While holding down the button, the attack goes through three stages before returning to idle:
        • Engaged: The spear can deal damage, knockback, and dismount mounted enemies if the speed is above the required thresholds.
        • Tired: Indicated by the spear rotating to a vertical position and shaking. The spear can deal damage and knockback (but not dismount) if the speed is above the required thresholds.
        • Disengaged: Indicated by the spear being lowered, pointing downwards. The spear deals damage but not knockback or dismount if the speed is above the required thresholds.
      • The spear's range when used by mobs is half of that when used by players, but they can deal damage, dismount and knockback at lower speeds than the players.

Mobs

File:Camel Husk BE1.png Camel Husk

  • New undead camel variant.
  • Spawns at 0 light level in deserts.
  • Spawns with two riders: A Minecraft:husk wielding a spear and a parched.
  • Does not burn in sunlight, following the husk's spawning rules.
  • Does not spawn in caves, following the husk's spawning rules.
  • Is hostile if the rider is a hostile mob.
  • Passive without a rider.
  • Despawns like other hostile mobs, but becomes persistent when ridden by a player.
  • Favourite food is rabbit foot.
  • Cannot be bred.
  • As a mount they work similar to normal camels.

File:Nautilus JE1.png Nautilus

  • A new neutral Minecraft:aquatic mob.
  • Spawns in all ocean biomes.
  • Has Template:Hp health.
  • Attacks using a dash attack, if provoked.
  • Occasionally attacks pufferfish within range using the dash attack.
  • Takes suffocation damage on land.
  • Grants the Breath of the Nautilus effect to mounted players.
  • Can be bred and tamed using a pufferfish or a bucket of pufferfish.
  • A tamed nautilus can be equipped with a Minecraft:saddle, then the player can ride it.
    • While riding it, the player can use its dash attack (similar to camels) by pressing the {{#vardefine: control | space bar on keyboard or bottom button on right side of gamepad }}jump button.
  • Once tamed, has a roaming restriction around its home position of 16 blocks with a saddle, and 32 blocks without.
  • Has a 5% (Template:Frac) chance of dropping a nautilus shell upon death, on a player kill, unaffected by Looting.

File:Parched BE2.png Parched

  • New skeleton variant.
  • Spawns at 0 light level in deserts replacing some of the regular skeletons.
  • Does not spawn in caves, following the husk's spawning rules.
  • Does not burn in sunlight.
  • Shoots arrows of Weakness.
  • Has a slower rate of fire compared to normal skeletons, similar to bogged.

File:Zombie Nautilus JE1.png Zombie Nautilus

  • A new neutral underwater mob that spawns with a drowned rider wielding a Minecraft:trident.
  • File:Coral Zombie Nautilus.png Has a coral variant, which appears when spawned in a warm ocean type biome.
  • Hostile only if ridden by a hostile mob.
  • Behaves similar to the nautilus except that it cannot be bred.
  • Burns in sunlight, like other Minecraft:undead mobs.
    • Nautilus armor protects it from sunlight damage.
  • Drops 0-3 rotten flesh when killed by a player or tamed wolf, unaffected by Looting.

Gameplay

Achievements Script error: No such module "Achievement".

Death messages

  • Added the following death message:
    • "<entity> died from dehydration"

Effects

  • File:Breath of the Nautilus.png Breath of the Nautilus
    • Effect that affects players riding a nautilus.
    • Pauses player oxygen consumption (but does not replenish oxygen).

Enchantments

  • Lunge
    • A new enchantment that is unique to the Minecraft:spear.
    • Only works with the jab attack.
    • When doing a jab attack with Lunge, it propels the player horizontally in the view direction.
    • The view angle needs to be perfectly leveled horizontally to achieve maximum lunge distance.
    • Costs saturation/hunger to use, similar to sprinting or jumping.
    • There is also a durability cost of 1 for using Lunge across all levels.

General

Input

  • Automatically selects the Chat screen text field on opening for Windows when using keyboard and mouse, enabling text input as soon as screen opens.

Music

  • Reenabled missing music for several biomes.

Performance

  • Now automatically attempts to join the local copy if syncing world from cloud on Xbox fails.

Minecraft:Realms

Minecraft:Settings

  • Added an option to adjust the size of the top buttons in the HUD for touch controls.
  • Removed the "Customize Controls" toggle, the button now always appears.
  • Added an option to the video settings to adjust screen tilting when taking damage.

Splash

  • Added "One does not simply walk to the Far Lands".

Graphical

  • Added the ability to data-drive cubemap lighting and effects in Minecraft:Vibrant Visuals.
  • The partial transparency applied to mobs when close to the camera now also applies to players.

Changes

Audio

  • The swimming sound no longer plays when flying underwater.

Biomes

  • Pufferfish and tropical fish can now be caught when fishing in jungles.

Blocks

File:Hopper.png Minecraft:Hopper

  • Hoppers now have a short cooldown after being moved by a Minecraft:piston that prevents interaction.

File:Water.png Minecraft:Water

  • Light absorption in water has been changed from 2 to 1 units, to match Java Edition.

Gameplay

Technical

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General

Minecraft:Settings

  • Accessibility option "Enable Open Chat Message" has been renamed to "Chat Instructions on Join".

UI

  • The camera Y-sensitivity for D-Pad controls has been decreased.
  • Add-Ons navigation buttons now have proper spacing between the icon and the text.
  • Added a new joystick for touch controls when using the control schemes
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    • The new joystick is only available with "Joystick & tap to interact" and "Joystick & aim crosshair" control modes.
    • Players who are using "D-Pad & tap to interact" when entering into one of the two control schemes will be put into "Joystick & tap to interact" and then returned to "D-Pad & tap to interact" after they stop using one of the two control schemes.
  • Implemented the same HUD icon for effects File:Effect background BE1.png as Java Edition.
  • All items now show the "Hit" attack prompt when aiming at a mob.
  • Items with dedicated interaction prompts now show when aiming at a mob if there is no other special mob interaction prompt.
  • The mob's inventory panel is now hidden for all unchested mobs in the default UI.
  • The interface windows will now close when you are hurt by a mob.

Panorama

  • Updated the panorama to reflect Mounts of Mayhem.

Performance

  • Improved loading times when exiting worlds.
  • Improved loading times when using the
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  • Improved loading times when re-entering similar worlds.
  • Improved loading times when transferring between servers.

Graphical

Items

File:Zombie Horse Spawn Egg JE3.png Minecraft:Spawn Eggs

Minecraft:Tools and Minecraft:Weapons

  • Now lose durability when used to attack armor stands, just like they do when damaging other entities, such as Minecraft:minecarts, Minecraft:paintings, Minecraft:boats, or leash knots.
  • No longer "bob" whenever their durability changes, such as when losing durability from an attack, or repaired by Mending.

Mobs

File:Camel JE1 BE2.png Camel

  • Now takes fall damage starting 4 blocks higher when walking or dashing.
  • No longer sinks in water while ridden by a player.

File:Dolphin.png Dolphin

  • No longer spawns in cold ocean or deep cold ocean biomes to match Java Edition.

Script error: No such module "animate". Donkey, Minecraft:Horse, and Mule

  • No longer sink in water while ridden by a player.

File:Piglin.png Minecraft:Piglin

  • Piglins can now spawn holding spears and use their jab attack.
  • Piglins now consider golden nautilus armor and golden spears as items they like.

File:Pufferfish large.png Pufferfish

  • Can now spawn in lukewarm oceans and deep lukewarm oceans.

Script error: No such module "animate". Minecraft:Zombie, Minecraft:Husk, and Zombified Piglin

  • Zombies, husks, and zombified piglins can now spawn holding spears and use their charge attack.

width=51x51 Zombie Horse

  • Texture changed from width=50x50 to have a darker texture.
  • Now spawns naturally, in plains and savanna biomes.
    • Spawns in darkness, and burns in sunlight, like other Minecraft:undead mobs.
    • Counts towards the hostile mob cap and spawns with other hostile mobs in the spawning cycle.
    • Sometimes spawns with a Minecraft:zombie holding an iron spear and riding it, but the zombie horse can also spawn on its own.
  • Has Template:Hp health.
    • Can be healed and tempted using red mushrooms.
  • Drops 2-3 rotten flesh when killed (instead of 0-2), with an extra 0-1 for each level of Looting.
    • The boost from Looting is the same as it was before the update.
    • Any Minecraft:zombie spawning riding it now has a chance of dropping a red mushroom on death.
  • An unridden zombie horse does not display any hostile behavior towards players.
    • If it is ridden by a zombie, the zombie will control its pathfinding and therefore make it hostile.
  • Untamed zombie horses despawn like other hostile mobs.
    • Tamed zombie horses are persistent and do not despawn.
  • Can be tamed in the same fashion as a regular Minecraft:horse, and can then be mounted and controlled by a player.
  • Can be equipped with a Minecraft:saddle and horse armor.
    • Horse armor protects it from sunlight damage.
  • Has variable movement speed and jump strength, determined when it spawns.
  • The tooltip displayed when attempting to mount an untamed zombie horse has been changed from "Ride" to "Mount".

Spawn events

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  • Can now be applied when summoning zombified piglins, spawning as an adult.
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  • Can now be applied when summoning zombified piglins, spawning as a baby.

Technical

AI Goals

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Template:Redr: Multiplier applied to the mob's movement speed when moving toward its target.

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      • The array of riders must be no longer than
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Template:Redr has

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Template:Redr.

  • Added new boolean field
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Template:Redr to

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Template:Redr.

    • The field defaults to
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Template:Redr to preserve previous breathable behavior. When set to

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Template:Redr, entities that only breathe water will take dehydration damage when out of water.

  • Renamed the
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Template:Redr component to

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Template:Redr.

    • The component now aligns both the entity's body rotation and its overall rotation with that of its mounted vehicle.
  • Added a lunge field to the
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Template:Redr component.

    • Defines the amount of exhaustion applied when triggering the lunge enchantment, multiplied by the enchantment level.
  • Added the
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Template:Redr field to

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Template:Redr component.

    • Causes the effect to render with the ambient effect background.
    • Causes the effect to not pulse for timing out.

Item Components

  • Added the
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Template:Redr item component.

    • Allows overriding the swing sounds emitted by the user.
    • Fields:
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Template:Redr: sound played when an attack misses or deals no damage due to invulnerability.

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Template:Redr: sound played when an attack hits.

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Template:Redr: sound played when an attack hits and deals critical damage.

  • Added the
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Template:Redr item component.

    • Description:
      • Allows an item to deal damage and other effects every tick while in use, to all unobstructed targets found in a straight line from the user's view vector.
      • Damage is computed based on both the user's and target's velocity projected onto the view vector (via dot product).
      • The more the user and target move toward each other and align with the view vector, the higher the damage.
      • After applying
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Template:Redr and

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Template:Redr, the resulting damage is floored to the nearest lower integer.

    • Fields:
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Template:Redr: Ticks to wait before applying damage and effects.

  1. REDIRECT Template:Code

Template:Redr: Range along the view vector where entities can be hit.

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Template:Redr: Extra tolerance on the raycast to detect entities.

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Template:Redr: Multiplies the sum of the projected velocities.

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Template:Redr: Adds to the multiplied sum of the projected velocities.

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Template:Redr: Conditions that need to be satisfied for damage to be applied.

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Template:Redr: Conditions that need to be satisfied for knockback to be applied.

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Template:Redr: Conditions that need to be satisfied for riders to be dismounted.

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Template:Redr,

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Template:Redr and "

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Template:Redr fields:

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Template:Redr: Time, in ticks, during which the effect can be applied after

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Template:Redr elapses.

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Template:Redr: Minimum user's speed (projected onto the view vector via a dot product) required for the effect to be applied.

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Template:Redr: Minimum relative speed of the user with respect to the target (projected onto the view vector via a dot product) required for the effect to be applied.

    • Requirements:
      • Requires the
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Template:Redr item component on the same item.

  • Added the
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Template:Redr item component.

    • Description:
      • Allows an item to deal damage to all entities detected in a straight line along the user's view vector.
      • Items with this component cannot destroy blocks, as the attack action always takes priority, regardless of what the user is looking at.
    • Fields:
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Template:Redr: Range along the view vector where entities can be hit.

  1. REDIRECT Template:Code

Template:Redr: Extra tolerance on the raycast to detect entities.

    • Requirements:
  • The
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Template:Redr item component now supports a

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Template:Redr field.

    • Values:
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Template:Redr: puts the item on cooldown when used, preventing further use until it expires, but still allowing attacks, mining, and interaction.

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Template:Redr: puts the item on cooldown when attacking, preventing further attacks until it expires, but still allowing use, mining, and interaction.

  • Added the
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Template:Redr field to

  1. REDIRECT Template:Code

Template:Redr and

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Template:Redr item components.

    • Defines the reach used when the user is in Creative mode.
  • Added the
  1. REDIRECT Template:Code

Template:Redr field to the

  1. REDIRECT Template:Code

Template:Redr item component.

    • Defines the sound to play when starting using the item.

Minecraft:Molang

  • Added four new Molang queries pertaining to the
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Template:Redr item component:

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Template:Redr, returns the delay value from the main-hand item's

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Template:Redr component, or 0 if the component is not present.

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Template:Redr, returns the damage_duration value from the main-hand item's

  1. REDIRECT Template:Code

Template:Redr component, or 0 if the component is not present.

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Template:Redr, returns the knockback_duration value from the main-hand item's

  1. REDIRECT Template:Code

Template:Redr component, or 0 if the component is not present.

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Template:Redr, returns the dismount_duration value from the main-hand item's

  1. REDIRECT Template:Code

Template:Redr component, or 0 if the component is not present.

  • Added
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Template:Redr, which returns the

  1. REDIRECT Template:Code

Template:Redr value from the main-hand item's

  1. REDIRECT Template:Code

Template:Redr component, or 0 if the component is not present.

  • Added
  1. REDIRECT Template:Code

Template:Redr, which returns the

  1. REDIRECT Template:Code

Template:Redr value of

  1. REDIRECT Template:Code

Template:Redr from the main-hand item's

  1. REDIRECT Template:Code

Template:Redr component, or 0 if the component is not present.

  • Added
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Template:Redr, which returns the

  1. REDIRECT Template:Code

Template:Redr value of

  1. REDIRECT Template:Code

Template:Redr from the main-hand item's

  1. REDIRECT Template:Code

Template:Redr component, or 0 if the component is not present.

  • Added
  1. REDIRECT Template:Code

Template:Redr, which returns the

  1. REDIRECT Template:Code

Template:Redr value of

  1. REDIRECT Template:Code

Template:Redr from the main-hand item's

  1. REDIRECT Template:Code

Template:Redr component, or 0 if the component is not present.

  • Added
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Template:Redr, which returns the number of ticks elapsed since the user last hit something while using a kinetic weapon.

  • Added new Pack Settings Molang queries:
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Template:Redr, the value of a slider.

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Template:Redr, check if toggle is enabled.

  1. REDIRECT Template:Code

Template:Redr, if a dropdown option is selected. Network

  • Added
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Template:Redr

  • LevelSoundEventPacket modified:
    • added
  1. REDIRECT Template:Code

Template:Redr,

  1. REDIRECT Template:Code

Template:Redr,

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Template:Redr and

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Template:Redr.

  • ActorEventPacket modified:
    • added
  1. REDIRECT Template:Code

Template:Redr.

  • Added new Level Sound Event,
  1. REDIRECT Template:Code

Template:Redr.

  • Added new Level Sound Event,
  1. REDIRECT Template:Code

Template:Redr.

  • Renamed
  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr.

  • Added
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Template:Redr boolean field to

  1. REDIRECT Template:Code

Template:Redr, defines if the effect is considered ambient.

  • Modified
  1. REDIRECT Template:Code

Template:Redr:

    • added
  1. REDIRECT Template:Code

Template:Redr and

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Template:Redr. UI

  • String multiplication in UI expressions is now limited exclusively to
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Template:Redr.

  • Added
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Template:Redr boolean to 'view bindings' as a way to bind to an ancestor that matches the

  1. REDIRECT Template:Code

Template:Redr.

Experimental

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

Additions

Technical

API

  • Released
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Template:Redr version 2.4.0.

  • Added
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Template:Redr version 2.5.0-beta.

  • Added
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Template:Redr for providing context of player swings to

  1. REDIRECT Template:Code

Template:Redr.

  • Added
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Template:Redr to

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Template:Redr.

  • Added
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Template:Redr to

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Template:Redr.

  • World:
    • Added property
  1. REDIRECT Template:Code

Template:Redr

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Template:Redr to

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Template:Redr.

  • Added class
  1. REDIRECT Template:Code

Template:Redr to

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Template:Redr.

  • Added interface
  1. REDIRECT Template:Code

Template:Redr to

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Template:Redr.

  • Added interface
  1. REDIRECT Template:Code

Template:Redr to

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Template:Redr.

  • Added class
  1. REDIRECT Template:Code

Template:Redr to

  1. REDIRECT Template:Code

Template:Redr.

  • Added enum
  1. REDIRECT Template:Code

Template:Redr to

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Template:Redr.

  • Added
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Template:Redr, which can be subscribed by custom block components.

  • Added
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Template:Redr custom component subscription in

  1. REDIRECT Template:Code

Template:Redr with the following conditions:

    • Block has
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Template:Redr component, otherwise CONTENT_ERROR is thrown.

      • Subscription is not queued if the
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Template:Redr is less than

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Template:Redr field

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Template:Redr. API Infra

  • Modernized
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Template:Redr serialization

    • Max number of
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Template:Redr are now 100.

    • Field
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Template:Redr, set max size to 512 characters.

    • Max number of
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Template:Redr are now 512.

  • Modernized
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Template:Redr serialization.

    • Field
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Template:Redr, set max size to 39 characters. Minecraft:Blocks

  • Added component
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Template:Redr.

  • Added a new block trait,
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Template:Redr, to expose behavior like Minecraft:fences or glass panes where blocks connect to other blocks around them. Using this trait with the example below adds the bool states

  1. REDIRECT Template:Code

Template:Redr,

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Template:Redr,

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Template:Redr and

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Template:Redr.

  • Added component
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Template:Redr behind the Upcoming Creator Features toggle, which allows custom blocks to define whether other blocks with connection behavior - such as fences, Minecraft:walls, Minecraft:bars, and glass panes - can try to create a connection.

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Template:Redr that can be used to identify a custom block as a block that creates connections like a fence; this tag is required to create connections between custom and Vanilla fences.

    • The component and tag can be used along with the
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Template:Redr block trait to make a custom fence that creates connections like a Vanilla fence.

  • Added new state
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Template:Redr to the

  1. REDIRECT Template:Code

Template:Redr block trait, which enables the

  1. REDIRECT Template:Code

Template:Redr with values

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Template:Redr,

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Template:Redr,

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Template:Redr,

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Template:Redr, and

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Template:Redr to provide similar behavior to how stairs in Vanilla work.

    • When this is set, you can use the field
  1. REDIRECT Template:Code

Template:Redr to decide the criteria with an array of block descriptors to determine what blocks to form a corner with.

      • With the Beta APIs toggle on, Vanilla Stairs have the tag
  1. REDIRECT Template:Code

Template:Redr available, and can corner with custom blocks with the same tag if the block also uses

  1. REDIRECT Template:Code

Template:Redr block states.

      • The default behavior for this field is to corner with the same block name.
        • This all requires the Beta APIs toggle to be enabled on a world and the
  1. REDIRECT Template:Code

Template:Redr flag on your block.

  • The
  1. REDIRECT Template:Code

Template:Redr block state is now mirrored when used within a structure.

  • Added
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Template:Redr component behind the Upcoming Creator Features experiment.

    • Contains optional field
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Template:Redr, which defines the minimum value for incoming signal strength.

      • If signal strength is greater than or equal to this value, then the
  1. REDIRECT Template:Code

Template:Redr event is sent to Scripts.

    • Contains optional field
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Template:Redr, a boolean to control whether a signal can pass through this block or not.

  • Modified
  1. REDIRECT Template:Code

Template:Redr block component:

    • Removed redundant experimental field
  1. REDIRECT Template:Code

Template:Redr.

  • Added
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Template:Redr block component, which allows custom blocks to receive a lead attachment creating a leash knot, including an offset field to change the position of the leash knot. Only available with the Upcoming Creator Features experiment enabled.

Changes

Technical

API

  • Debug drawing tech in
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Template:Redr now supports rendering shapes in different dimensions:

    • Added
  1. REDIRECT Template:Code

Template:Redr: void method to DebugShape.

    • The location property on
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Template:Redr has been changed to read only (use

  1. REDIRECT Template:Code

Template:Redr above to modify the location).

    • Added dimension readonly property to
  1. REDIRECT Template:Code

Template:Redr.

    • Changed the constructors of all the debug shapes to instead take a variant of
  1. REDIRECT Template:Code

Template:Redr or

  1. REDIRECT Template:Code

Template:Redr. API Infra

  • Modernized AvailableCommandsPacket serialization. Added these constraints:
    • Chained Subcommand Data / Name max size set to 512 characters.
    • Commands / Name max size set to 512 characters.
    • Commands / Description max size set to 1000 characters.
    • Commands / Chained Subcommand Indexes max size set to 250 elements.
    • Commands / Overloads max size set to 250 elements.
    • Constraints / Constraint Indices max size set to 250 elements.

Minecraft:Blocks

  • Blocks that use the
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Template:Redr block trait with the state

  1. REDIRECT Template:Code

Template:Redr and

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Template:Redr with the state

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Template:Redr now update the corner state immediately instead of a tick later.

Fixes

Template:Fixes Other

  • Fixed an issue where the replacement biomes were not read for client-side chunk generation.
  • Fixed large flipbook textures corrupting other textures.
  • Fixed a bug where camels could not dash when standing in water.
  • Fixed Realm server selection behaving unpredictably.
  • Fixed a bug where some achievements could not be manually removed from the In Progress list.
  • Fixed disabling of building and mining abilities for players with operator permissions while in Creative mode.
  • Fixed blocks using
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Template:Redr always being semi-transparent.

  • Fixed blocks using
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Template:Redr and

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Template:Redr not having shaded sides in the inventory.

  • Fixed triggering of
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Template:Redr to only happen on the start of a swing.

  • Fixed an issue where
  1. REDIRECT Template:Code

Template:Redr and

  1. REDIRECT Template:Code

Template:Redr stopped working for some entities such as

  1. REDIRECT Template:Code

Template:Redr, ground items,

  1. REDIRECT Template:Code

Template:Redr,

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Template:Redr and

  1. REDIRECT Template:Code

Template:Redr.

  • Fixed an issue where onBreak beta API event would not fire if a Minecraft:piston was the breaking cause.
  • Fixed Minecraft:bundle duplication with Minecraft:hoppers.
  • Prevented a crash when trying to export structures in unsupported platforms.
  • Fixed custom blocks rendered in structure block GUI.
  • Fixed controller focus being cut off for the top of the Realms Timeline opted-out members list.
  • Fixed a bug where
  1. REDIRECT Template:Code

Template:Redr would cause the

  1. REDIRECT Template:Code

Template:Redr to be removed immediately.

  • Fixed a bug where the arrow head of the
  1. REDIRECT Template:Code

Template:Redr would look incorrect at certain rotations.

  • Fixed a bug preventing players from growing pink petals, Minecraft:wildflowers, or leaf litter by targeting side of a block.
  • Fixed snowflakes flickering during player movement.
  • Fixed a bug where the text to speech settings incorrectly auto enabled when starting a world.
  • Fixed a bug that caused dialogues with bold text to appear truncated in certain DLC maps.
  • Fixed a bug causing breakpoints to miss under certain conditions.
  • Fixed rotation and mirroring of Minecraft:vines during structure placement.
  • Custom blocks will no longer be overly bright when flying between two inventory slots.
  • Fixed Minecraft:water being rendered opaque.
  • Fixed an issue where blocks moved by pistons are too dark.
  • Fixed blocks flashing yellow when pushed with a piston with Minecraft:Vibrant Visuals enabled.
  • Fixed damage particles sometimes rendering as black with vanilla renderer.
  • Fixed archaeology items sometimes rendering as nearly black.
  • Fixed an issue where players could get temporarily stuck when adding members to a newly purchased Realm.
  • Fixed a crash from using a data driven renderer.
  • Fixed ambient mob effects constantly flashing like they are timing out.
  • Fixed
  1. REDIRECT Template:Code

Template:Redr field in

  1. REDIRECT Template:Code

Template:Redr block component.

  • Fixed content warning that incorrectly occurred for
  1. REDIRECT Template:Code

Template:Redr field in entity json in versions before 1.8.0.

  • Fixed an issue where
  1. REDIRECT Template:Code

Template:Redr objects were not cleaned up properly after running

  1. REDIRECT Template:Command

Template:Redr.

  • Fixed an issue where
  1. REDIRECT Template:Code

Template:Redr would not be affected by the scale property.

  • Reduced flickering and fixed incorrect reflections on low roughness materials with height maps in Vibrant Visuals.
  • Fixed an issue where signing in at the exact wrong time would make many online features unable to load for 5 minutes.
  • Fixed a regression where Minecraft:torches and Minecraft:lanterns weren't emitting point lights in raytracing-enabled worlds.
  • Fixed IME input when application lost and regained focus (switching from the app and back while editing).
  • Fixed an issue where IME Candidates would appear in the wrong monitor or misplaced in relation to text field.
  • Fixed blocks with the
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Template:Redr component not ticking when placed via a Jigsaw structure.

Videos

Updates for Creators
  1. REDIRECT Template:YouTube

Template:Redr

References

<references group="">

 </references>

Navigation

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Template:ItemSprite Bundles of Bravery
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Template:BlockSprite The Garden Awakens
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