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Minecraft:Java Edition 1.21.2

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Template:Infobox version Template:Relevant guide

1.21.2, the release of Minecraft:Bundles of Bravery, is a Minecraft:game drop for Template:JE released on October 22, 2024.<ref>Template:Mcnet</ref>

It adds Minecraft:bundles, more Minecraft:banner patterns to match Template:BE, and reorganizes Minecraft:rarity to better reflect gameplay. In addition, it introduces Minecraft:Winter Drop features to Minecraft:experimental gameplay, including the Minecraft:pale garden and the Minecraft:creaking, as well as new data components that grant more options for item customization.

Additions

Template:Additions table

Items

Minecraft:Banner patterns

File:Bundle JE2 BE2.png Minecraft:Bundle

Template:Crafting Table

  • Can be dyed into 16 colors. Once dyed, the color can not be reset to default.<ref>Template:Bug</ref>

Template:Crafting Table

  • Items that stack up to 16 take up more space, while items that do not stack take up the entire bundle (except other bundles).
    • Minecraft:Shulker boxes can not be placed in bundles.
    • Bundles can be placed in other bundles; this takes up 4 slots plus the number of slots already used by the inner bundle.
  • Has a tooltip that shows the items inside.
    • If a bundle has less than 8 item types inside, the tooltip shows all of them.
    • Otherwise the tooltip shows the top 3 rows of items and the others are hidden below, always showing at least 12 item types.
  • When holding a bundle in hand, the player can throw out one group of items onto the ground by pressing Template:Control.
  • It is possible to select any of the visible items to pull out of the bundle.
    • Pressing Template:Control takes the selected item, or the first item if nothing is selected.
    • Using the scroll wheel selects a different item.
    • When selecting an item to remove, the bundle icon shows that item poking out of the bundle.

Mobs

File:Dolphin.png Minecraft:Dolphin, File:Glow Squid.png Minecraft:glow squid, File:Squid.png Minecraft:squid

  • Now have a baby variant to achieve parity with Template:BE.

File:Salmon.png Minecraft:Salmon

  • Now have small and large variants to achieve parity with Template:BE.

Gameplay

Minecraft:Death messages

Minecraft:Sounds

Template:Collapse

General

Minecraft:Experiments

Minecraft:Languages

Minecraft:Options

  • Added new video setting "Reduce FPS when" that controls when the game limits its maximum frame rate.
    • Options include:
      • AFK: FPS limited to 30 if the game hasn't received input for 1 minute, and further limits FPS to 10 after 9 minutes. Also limits FPS to 10 when the game is minimized.
      • Minimized: Only limits FPS to 10 when the game is minimized.
    • Defaults to AFK.
  • Added new accessibility setting "Increase block outline contrast" that increases the contrast of the outline shown on blocks.

Changes

Blocks

Minecraft:Loom

Minecraft:Nether portal

Minecraft:Redstone torch

  • The textures and models have changed.

Minecraft:Redstone comparators and Minecraft:redstone repeaters

  • The powered models have changed to include the updated redstone torch textures and models.

Minecraft:Slime blocks

  • Now cancel fall damage when sneaking.

Items

Minecraft:Banner patterns

  • Added unique item textures for each banner pattern.
  • Each banner pattern item now includes their pattern in their name instead of as a subtitle.

Minecraft:Bee nests and Minecraft:beehives

  • Now show information about their honey level and number of bees in their inventory tooltip.
  • Now use their "full" texture when held or in the inventory, and they are at max level of honey.

Minecraft:Bundle

  • No longer experimental.
  • Updated textures, models and sounds for bundles.
    • Bundle icon has new models and textures.
    • The bundle UI has new textures and scaling.
    • Added a new sound for when failing to add an item to a bundle.
  • Now only drop one group of items at a time when Template:Control in the hotbar, instead of all contents at once.

Minecraft:Carpet

Minecraft:Carved pumpkin

  • Equipping it on the player's head now removes the player marker from other players' Minecraft:maps.

Dyed Minecraft:shulker box

  • Can no longer be dyed twice with the same color.

Minecraft:Ender pearl

  • Thrown ender pearls now load and tick chunks around them in a 3x3 chunk area.
    • Now ensure that the chunk they are in or travel into is always loaded and ticking.
    • An ender pearl creates a ticket for chunk loading any time it moves into a new chunk, and also periodically every 10 seconds.
    • They also load chunks when crossing to a new dimension, so that they can always continue to travel.
    • This ensures that ender pearls can always land, and makes cross dimensional ender pearl traveling more predictable.
    • Now unload when a player logs out, and reappear whenever that player logs back in, similar to how mounts currently behave.

Minecraft:Milk bucket

  • Drinking a milk bucket in Creative mode no longer gives the player an empty bucket.

Minecraft:Shield

  • Enchanted shields now have the same reduced glint as enchanted armor.

Minecraft:Smithing templates

  • Are now named after their template type instead of the generic "Smithing Template" name.
    • They instead specify that they are a smithing template through a subtitle in the hover text.

Minecraft:Splash potion

  • The calculation for the duration of the effect has been changed. Splash potions thrown at the player's feet now apply the effect for almost the same duration as when thrown at the head.<ref>Template:Bug</ref>

Minecraft:Suspicious stew

Minecraft:Wolf armor

Mobs

Minecraft:Bat

  • Can now spawn at any height, not just below sea level, as long as it is dark enough and there is a solid block to spawn on.

Minecraft:Bee

  • Now wander around randomly for less time after exiting a nest/hive.
  • If a bee has a known nest/hive, it travels less far from it, thus being less likely to get lost.
  • Significantly increased the amount of time a bee can take to return to a known nest/hive before it gives up trying to return home.
  • Bees are now a lot less likely to get stuck on corners or when they are close to a nest/hive they are trying to return to.
  • Bees are also now a lot less likely to try and pathfind to a flower they cannot reach.

Minecraft:Blaze

Minecraft:Breeze

  • No longer have a minimum distance required to attack a target.

Minecraft:Squid

  • There is a 5% chance of squid spawned in groups in the wild to be a baby squid.

Minecraft:Wolf

  • Can now also be fed cod, cooked cod, salmon, cooked salmon, tropical fish, pufferfish and rabbit stew to heal, breed them or speed up their growth.

Non-mob entities

Minecraft:Projectiles

World generation

Minecraft:Trial chambers

  • Added new variations to the hallways, including "Encounters": short challenges leading to a larger chamber.
  • Numerous changes are made, such as removing the Minecraft:oak tree in corridor/entrance_1 and tweaking corridor/straight_6Template:Info needed
  • Beds in intersections now have their colors randomized.
  • Replaced the empty chests at the entrance of chamber with a hopper and barrel to better show the players that these are meant for disposal and inventory management.

Gameplay

Minecraft:Advancements

  • The Over-Overkill advancement now requires a smash attack.

Minecraft:Creative mode

  • Throwing items out of the inventory quickly in creative mode is now throttled.

Oxygen bar

  • Added an empty state for air bubbles (File:Empty Bubble (icon).png) along with a wobble when the player is drowning.
  • Added a popping sound for when bubbles pop on the oxygen bar, increasing in pitch depending on the oxygen left.

Minecraft:Raids

  • A triggered raid no longer starts if the raiders cannot find a place to spawn within a reasonable distance of the village they are trying to raid.
  • Raiders must find a place to spawn no more than 96 blocks vertically above or below the village center, or a raid cannot start.
  • It is now much less likely for raiders to not find a valid place to spawn when raiding.

Minecraft:Rarity

  • Reevaluated rarity values for the following items:
Common
Uncommon

Template:Columns-list

Rare

Template:Columns-list

Epic

Minecraft:Recipe book

  • Now repeats the last selected recipe when a "selected" key is pressed (space or enter key).
  • Minecraft:Shulker box coloring recipes are now shown in the recipe book.

General

Minecraft:Debug screen

  • The value "B" in the row "E" has been removed from the debug screen.

Performance

  • Improved server performance when the render distance is high.
  • Reduced performance impact when loading and generating chunks.
  • Framerate has been improved when using higher render distances.
  • Significantly reduced the performance impact when turning the camera.

Minecraft:Realms

  • Now uses the normal, fully featured world creation screen.
    • Enables game rule customization.
    • Enables data pack customization.
  • Hardcore mode is now available in Realms and is accessible by creating a new world or recreating an existing one.
  • The game mode for the last active world on a Realm are now visible on the main Realms screen if applicable.

Reporting

  • Added skin reporting reason "Sexually inappropriate" for skins that are graphic in nature relating to sexual acts, sexual organs, and sexual violence.
  • Removed skin reporting reason "Defamation" due to lack of relevance for skins.
  • Removed skin reporting reason "Threat of harm to others" due to already being covered by "Harassment or bullying" reporting reason.
  • Added a text label above the name reporting description box to clarify that only the name of the player is subject to the report.

Minecraft:UI

  • Updated slot highlight so that item texture has better visibility.
    • The previous textures have been added to Programmer Art resource pack.

Experimental

Minecart Improvements

Template:Main

Changes

File:Minecart JE4 BE2.png Minecraft:Minecarts

  • Minecarts articulate their movement better when going fast, riding on the rail all the time.
    • Minecarts now smoothly turn along with the track and are less likely to halt or derail.
  • Can now jump better.
    • They keep their vertical momentum when the track ends with a slope.
    • Minecarts tilt to visually articulate while in the air.
    • No rail grinding sound is played when minecarts are flying through the air.
  • Can no longer be placed within another minecart by the player.
    • Dispensers are allowed to stack minecarts.
  • Can now consistently be placed next to each other along a track
  • Can now pick up mobs more consistently when moving along a track
  • Minecarts no longer forcefully snap to the center of a block when landing on a rail.
    • Minecarts snap to corners along the diagonal, and snaps after being pushed by a piston.
    • This allows for piston bolts and similar contraptions.
  • Minecarts now more easily come to rest at opposing slopes.
  • Minecarts no longer tilt during a short fall, or when they are falling straight down.
  • Minecarts are now placed (or dispensed) with the correct rotation straight away when put on rails.
    • They are also placed with the correct rotation onto slopes.
  • Minecarts no longer phase through blocks on slopes when going up or down, they collide instead.

Minecraft:Game rules

  • Added new gamerule minecartMaxSpeed that changes the maximum speed of minecarts.
    • Defaults to 8 and goes up to 1000 blocks per second.
    • Setting it to a specific value does not guarantee that a minecart reaches that particular max speed - there are built in air resistances and similar effects that the speed added through slopes or powered rails need to overcome.
    • This gamerule only exists in worlds with the experiment Minecart Improvements enabled.

Minecraft:Options

  • Added a new accessibility setting that makes players follow the rotation of minecarts they ride.
    • Defaults to off.
    • Only has effect when within a world with the experiment Minecart Improvements enabled.

Redstone Experiments

Template:Main

Changes

Minecraft:Redstone wire

  • The performance impact of redstone wire (connected blocks of redstone dust) has been improved.
  • Now only triggers block updates on blocks that may receive power from the wire.
  • Before a line of wire causes block updates, the new signal strength of all connected wires is set.
  • The update order around redstone wire has been changed.
  • Updates now have a left-first preference, meaning the left side is updated first if both sides of a fork have equal power.
    • This removes most of the random behavior.
    • The remaining edge cases that are still random are situations where the wire gets powered from above or below without enough context.

Winter Drop

Template:See also

Additions

Template:Additions table

Blocks

Template:Animate Minecraft:Creaking heart

  • A creaking heart is a “living” block generating in pale oak trees, covered on all sides by pale oak wood logs.
    • It can spawn a creaking mob when it is nighttime, and it is placed between two correctly aligned pale oak log blocks.
    • Is active during night and dormant during day.
  • Sends a trail of particles toward the connected creaking when the creaking gets hit by the player.
    • Particle speed is affected by the distance of the creaking from the heart block.
  • Mining the block is most efficiently done with an axe, but it only drops when using a Minecraft:Silk Touch tool.
    • When creaking heart block is destroyed, the connected creaking is removed.
  • A Minecraft:redstone comparator that is attached to the creaking heart block outputs a signal strength dependent on the distance to the connected creaking.

File:Invicon Pale Hanging Moss.png Minecraft:Pale hanging moss

  • Pale hanging moss generates naturally in the pale garden biome under the foliage of pale oaks.
    • Pale hanging moss does not grow randomly but can be bonemealed to grow down.
  • It only drops when cut with shears or destroyed using a tool with Silk Touch.

File:Pale Moss Block JE1 BE1.png Minecraft:Pale moss block

  • Generates naturally in the pale garden biome.
    • Pale moss blocks can be bonemealed to spread to compatible blocks.

File:Pale Moss Carpet JE1 BE1.png Minecraft:Pale moss carpet

  • Generates naturally in the pale garden biome.
    • When placed, pale moss carpet grows up to two blocks on the solid faces of any block that borders it.
    • Pale moss carpet can be bonemealed to grow to full on all solid faces of any block that borders it.
  • Is more efficient to destroy with a Sword.

File:Pale Oak Leaves JE1.png Minecraft:Pale oak leaves

  • A new type of leaves.
  • The color of the leaves stays the same regardless of the biome it is placed in. <ref>Template:Bug</ref>

File:Pale Oak Log JE1 BE1.png Minecraft:Pale oak log

  • A new type of log, as well as a stripped variant.
  • Can be used to craft pale oak wood and planks.

File:Pale Oak Planks JE1 BE1.png Minecraft:Pale oak planks

File:Invicon Pale Oak Sapling.png Minecraft:Pale oak sapling

File:Pale Oak Wood JE1 BE1.png Minecraft:Pale oak wood

  • A new type of wood, as well as a stripped variant.
  • Can be used to craft pale oak planks.
Mobs

File:Creaking JE1.png Minecraft:Creaking

  • Spawns at night in the pale garden biome if there is a creaking heart block that has been generated in a pale oak tree.
    • Is not affected by light levels but spawns and despawns based on day/night cycle.
  • It follows and attack players up to 32 blocks away from its creaking heart block.
    • An activated creaking does not move if a player is looking at it.
    • A player wearing a carved pumpkin on their head can look at creaking without it freezing in place.
  • Creaking is invulnerable to damage.
    • When hit, a particle trail is shown between the creaking and the creaking heart block it is connected to.
    • When the creaking heart block the creaking is connected to is destroyed, the creaking is removed, with no loot or experience dropped from the mob.
  • Cannot enter Minecraft:boats without the use of glitches.
  • Creakings spawned from a creaking heart can not go through portals without the use of glitches.
  • Creakings spawned from a creaking heart can not be named with a Minecraft:name tag.
  • The creaking spawn egg spawns a creaking mob that is not connected to a creaking heart. The creaking mob persists through day and night, loads and saves, and takes damage from attacks and other damage sources. It has one point of health (half a heart).
    • Creakings summoned from the creaking heart cannot be spawned with a spawn egg, nor can they be summoned with commands. They can only exist as a part of the creaking heart block.
World generation

Template:BiomeLink

  • A new biome that contains pale oaks and pale moss blocks/carpet.
  • It is a variation of the Minecraft:dark forest biome, with pale oak trees instead of dark oak trees.
  • Animal mobs do not spawn naturally.
  • The grass in the pale garden has a desaturated, grayish look, the sky is a smoky gray, and water is a pale light blue.
    • Any tinted leaves places in the biome also get a desaturated, gray look.

Template:EnvLink

  • A new type of tree that can be grown from pale oak saplings in a 2x2 configuration.
    • Generates naturally in the pale garden biome.
General

Minecraft:Sounds

  • Ambient sounds in the pale garden biome do not come from the biome settings but are generated by blocks found in the biome.
    • Pale hanging moss emits subtle atmospheric sounds when it is attached to pale oak logs and pale oak leaves.
    • Creaking heart block emits a set of eerie sounds when it is active during night and surrounded by logs on all sides.

Minecraft:Tags

  • Added the #pale_oak_log block and item tags.

Changes

Mobs

Minecraft:Illagers and Minecraft:ravagers

  • Are now afraid of the creaking.

Minecraft:Parrots

  • Can now imitate the creaking.
Gameplay

Minecraft:Advancements

  • The pale garden is now a requirement for "Adventuring Time".
  • Breaking the creaking heart grants "Monster Hunter", and is now a requirement for "Monsters Hunted".
General

Minecraft:Tags

  • Added pale_garden to the #is_overworld, #is_forest, #stronghold_biased_to and #has_structure/trial_chambers biome tags.
  • Added the pale oak wood types to their respective tags.
  • Added pale_oak_log to the #overworld_natural_logs block tag.
  • Added pale_moss_block, and pale_moss_carpet to the #mineable/hoe block tag.
  • Added pale_moss_carpet to the #combination_step_sound_blocks, and #sword_efficient block tags.
  • Added pale_oak_chest_boat to the #chest_boats item tag.

Technical

Additions

Entities

Minecraft:TNT and Minecraft:minecart with TNT

  • Added optional field explosion_power.
    • Defaults to 4.
    • For TNT minecarts, field value is added to speed-based explosion power.

Commands

Template:Cmd

  • New command to rotate entities.
  • Syntax:
  • Parameters:
    • target: The entity to rotate.
    • rotation: Two rotation values in degrees denoting horizontal and vertical rotation.
      • May use relative (~) coordinate notation to specify rotation relative to current context rotation.
    • facingLocation: The coordinates of a location in the world for the rotated entity to face.
    • facingTarget: An entity for the rotated entity to face.
    • facingAnchor: Specifies the anchor of the facingTarget entity to rotate toward - feet or eyes (by default feet).

Data components minecraft:consumable

  • Template:Nbt: If present, this item can be consumed on use.
    • Template:Nbt: The amount of seconds it takes for a player to consume the item. Defaults to 1.6.
    • Template:Nbt: The animation used during consumption of the item. Must be one of Template:Cd. Defaults to eat.
    • Template:NbtTemplate:Nbt: Sound event, the sound used during and on completion of the item's consumption. Defaults to entity.generic.eat.
    • Template:Nbt: Whether consumption particles are emitted while consuming this item. Defaults to true.
    • Template:Nbt: An optional list of effects that take place as a result of consuming this item.
      • Template:Nbt: A single consume effect.
        • Template:Nbt: The kind of consume effect. Must be one of Template:Cd.
        • If type is apply_effects:
          • Template:Nbt: A list of Minecraft:effect instances applied once consumed.
            • Template:Nbt: A single effect.
              • Template:Nbt: The ID of the effect.
              • Template:Nbt: The amplifier of the effect, with level I having value 0. Optional, defaults to 0.
              • Template:Nbt: The duration of the effect in Minecraft:ticks. Value -1 is treated as infinity. Values 0 and values less than -2 are treated as 1. Optional, defaults to 1 tick.
              • Template:Nbt: Whether or not this is an effect provided by a beacon and therefore should be less intrusive on the screen. Optional, defaults to false.
              • Template:Nbt: Whether or not this effect produces particles. Optional, defaults to true.
              • Template:Nbt: Whether or not an icon should be shown for this effect. Optional, defaults to true.
          • Template:Nbt: The probability the above effects are applied once consumed. Defaults to 1.0.
        • If type is remove_effects:
        • If type is clear_all_effects: Clears all effects of the consumer.
        • If type is teleport_randomly:
          • Template:Nbt: The diameter that the consumer is teleported within. Defaults to 16.0
        • If type is play_sound:
  • e.g. consumable={consume_seconds:3.0, animation:'eat', sound:'entity.generic.eat', has_consume_particles:true, on_consume_effects:[{type:'minecraft:clear_all_effects'}]}


minecraft:damage_resistant

  • e.g. damage_resistant={types:"#minecraft:is_fire"}


minecraft:death_protection

  • Template:Nbt: If present, this item protects the holder from dying by restoring a single Minecraft:health point.
    • Template:Nbt: An optional list of effects that are applied when the item protects the holder.
      • Template:Nbt: A single revive effect.
        • Template:Nbt: The kind of revive effect. Must be one of Template:Cd.
        • If type is apply_effects:
          • Template:Nbt: A list of Minecraft:effect instances applied once revived.
            • Template:Nbt: A single effect.
              • Template:Nbt: The ID of the effect.
              • Template:Nbt: The amplifier of the effect, with level I having value 0. Optional, defaults to 0.
              • Template:Nbt: The duration of the effect in Minecraft:ticks. Value -1 is treated as infinity. Values 0 or less than -2 are treated as 1. Optional, defaults to 1 tick.
              • Template:Nbt: Whether or not this is an effect provided by a beacon and therefore should be less intrusive on the screen. Optional, defaults to false.
              • Template:Nbt: Whether or not this effect produces particles. Optional, defaults to true.
              • Template:Nbt: Whether or not an icon should be shown for this effect. Optional, defaults to true.
          • Template:Nbt: The probability the above effects are applied once revived. Defaults to 1.0.
        • If type is remove_effects:
        • If type is clear_all_effects: Clears all effects of the holder.
        • If type is teleport_randomly:
          • Template:Nbt: The diameter that the holder is teleported within. Defaults to 16.0.
        • If type is play_sound:


minecraft:enchantable

  • Template:Nbt: If present, and applicable enchantments are available, items with the component can be enchanted in an enchanting table.
    • Template:Nbt: Positive integer, a higher value allows enchantments with a higher cost to be picked.
  • e.g. enchantable={value:15}


minecraft:equippable

  • Template:Nbt: If present, this item can be equipped in the specified slot.
    • Template:Nbt: The slot to put the item on. Can be one of head, chest, legs, feet, body, mainhand, or offhand.
    • Template:NbtTemplate:Nbt: Sound event to play when the item is equipped. Defaults to item.armor.equip_generic.
    • Template:Nbt: The Minecraft:resource location of the equipment model to use when equipped. If not specified, falls back to rendering as the item itself when in the head, offhand or mainhand slot (or no rendering if not applicable). The directory it refers to is assets/<namespace>/models/equipment/<id>.json
    • Template:NbtTemplate:Nbt: Entity ID, entity tag, or list of entity IDs to limit which entities can equip this item. Defaults to all entities.
    • Template:Nbt: Whether the item can be dispensed by using a Minecraft:dispenser.<ref group="note">If the item type has special dispenser behavior, this has no effect.</ref> Defaults to true.
    • Template:Nbt: Whether the item can be equipped into the relevant slot by Template:Control the item. Defaults to true.
    • Template:Nbt: Whether this item is damaged when the wearing entity is damaged. Defaults to true.
    • Template:Nbt: The Minecraft:resource location of the overlay texture to use when equipped. The directory this refers to is assets/<namespace>/textures/<id>.
  • e.g. equippable={slot:'chest',equip_sound:'item.armor.equip_chain',camera_overlay:"minecraft:misc/pumpkinblur"}.


minecraft:glider

  • e.g. glider={}.


minecraft:item_model

  • e.g. item_model="minecraft:diamond_sword"


minecraft:repairable

  • Template:Nbt: Items with this component can be repaired, if damageable, in an anvil using the specified ingredient.
    • Template:NbtTemplate:Nbt: The items that can be used to repair this item. Can be an item ID or an item tag with a #, or a list of item IDs.
  • e.g. repairable={items:'stick'}


minecraft:tooltip_style

  • Template:Nbt: The Minecraft:resource location of the custom sprites for the tooltip background and frame that references textures /assets/<namespace>/textures/gui/sprites/tooltip/<id>_background and /assets/<namespace>/textures/gui/sprites/tooltip/<id>_frame.
  • e.g. tooltip_style='minecraft:special_sword'.


minecraft:use_cooldown

  • Template:Nbt: If present, this item applies a cooldown to all items of the same type when it has been used.
    • Template:Nbt: The duration of the cooldown in seconds.
    • Template:Nbt: The unique Minecraft:resource location to identify this cooldown group. If present, the item is included in a cooldown group and no longer shares cooldowns with its base item type, but instead with any other items that are part of the same cooldown group. Optional.
  • e.g. use_cooldown={seconds:1.5, cooldown_group:"minecraft:custom_weapon"}


minecraft:use_remainder

  • e.g. use_remainder={id:'minecraft:stick', count:1}

Minecraft:Attributes

  • Added tempt_range attribute that can be used to change the range, in blocks, at which temptable mobs can be tempted.

Minecraft:Game rules

  • Added the disablePlayerMovementCheck game rule.
    • Controls the player movement speed restriction.
    • This behaves the same as the disableElytraMovementCheck rule, but applies irrespective of flying with elytra.
    • Default to false.

Particles

  • Added particles block_crumble and trail.
  • block_crumble has the following options:
  • trail has the following options:
    • color: Color of the trail.
    • target: Where the trail points at.

Minecraft:Data packs

Goat horn instruments

  • Are now data-driven.
  • They are now defined in a data pack registry folder called instrument.
    • Like other registries, changing this content in data packs is considered experimental and requires a full world re-load to take effect.
    • Fields:
      • sound_event: The sound event the instrument plays.
      • range: The maximum range (in blocks) at which the sound can be heard.
      • use_duration: The amount of time (in seconds) the instrument is considered in use after triggering, which also serves as its cooldown.
      • description: A text component used as the description of the instrument in item tooltips.

Minecraft:Loot tables

  • Chickens laying eggs is now controlled by a loot table found at gameplay/chicken_lay.
  • Armadillos randomly dropping scutes is now controlled by a loot table found at gameplay/armadillo_shed.
  • The loot given by villagers is now controlled by two additional loot tables:
    • gameplay/hero_of_the_village/unemployed_gift - used if the villager is unemployed.
    • gameplay/hero_of_the_village/baby_gift - used if the villager is a baby.

Painting variants

  • Added new optional fields author and title, holding text components to be displayed in the creative menu tooltip.
    • This replaces previous mechanism where those values were derived from variant name.
  • Author tooltip has been removed for earth, wind, fire, water and wither variants.

Minecraft:Predicates

  • Added a new field in the player sub-predicate, input, that can be used to detect which movement keys the player is pressing.
    • If specified the predicate matches with the corresponding keybind that the player is pressing; it supports detecting the following input:
      • forward: boolean (optional).
      • backward: boolean (optional).
      • left: boolean (optional).
      • right: boolean (optional).
      • jump: boolean (optional).
      • sneak: boolean (optional).
      • sprint: boolean (optional).
  • Added minecraft:salmon entity sub-predicate.
    • Fields:
      • variant: one of small, medium, large.

Minecraft:Recipes

  • Added the crafting_transmute recipe type.
    • When matched, output copies the input item stack, changing the item type but preserving all stack components.
    • This completely replaces crafting_special_shulkerboxcoloring.
    • Used for shulker boxes and bundles.
    • Fields:
      • category - crafting book category, one of building, redstone, equipment, misc
      • group - optional string
      • input - ingredient for item to copy
      • material - additional ingredient to use
      • result - item type to use for output

Minecraft:Tags

  • Added the bats_spawnable_on block tag.
    • Controls the blocks that bats can spawn on.
  • Added the following item tags:
    • brewing_fuel: Controls what items that can be used as fuel in a brewing stand.
    • bundles: Includes all bundle items.
    • duplicates_allays: Controls what items can be used to duplicate allays when dancing.
    • furnace_minecart_fuel: Items that can be used to refuel a furnace minecart.
    • gaze_disguise_equipment: Items that can be equipped to disguise the player looking for other mobs.
    • map_invisibility_equipment: Items that can be equipped to hide the player marker on other players' maps.
    • panda_eats_from_ground: Controls what items a panda picks up from the ground and eat.
    • piglin_safe_armor: Items that, when worn by a player, cause Minecraft:piglins to not get angry.
    • shulker_boxes: Includes all shulker boxes.
    • villager_picks_up: Items that a villager tries to pick up from the ground.
    • Added new tags to control which items can be used to craft and repair various tool sets:
      • wooden_tool_materials
      • iron_tool_materials
      • gold_tool_materials
      • diamond_tool_materials
      • netherite_tool_materials
    • Added new tags to control which items can be used to repair various armor sets:
      • repairs_leather_armor
      • repairs_iron_armor
      • repairs_chain_armor
      • repairs_gold_armor
      • repairs_diamond_armor
      • repairs_netherite_armor
      • repairs_turtle_helmet
      • repairs_wolf_armor
  • Added the mace_smash damage tag.
  • Added the boat entity type tag.

Minecraft:Resource packs

Core Minecraft:shaders

  • New lightmap shader that is responsible for rendering the lightmap texture.

High Contrast resource pack

  • Added textures for the following:
    • Frame and background textures for tooltips.
    • Slot background and highlight textures for the bundle tooltip (however, it's an empty transparent texture, and has no Minecraft:mcmeta file next to it).

Removals

Commands

Data components

  • Removed the minecraft:fire_resistant data component in favor of the new minecraft:damage_resistant data component.

Minecraft:Data packs

Minecraft:Feature

  • Removed unused seagrass_simple feature.

Minecraft:Predicates

  • Removed the minecraft:boat entity sub-predicate, since boats no longer have variants.

Minecraft:Resource packs

Core Minecraft:shaders

  • The rendertype_entity_glint_direct shader has been removed and replaced by rendertype_entity_glint.
  • The rendertype_entity_translucent_cull shader has been removed and replaced by rendertype_item_entity_translucent_cull.

Servers

  • Temporary option for ignoring connection errors on client side (strictErrorHandling) has been removed.

Breaking changes

Block entities

Container locks

  • The Lock field of containers has been renamed to lock and is now an item predicate.
    • Any items matching the predicate can open the container.

Entities

Mobs

  • When a Minecraft:mob converts from one type to another (ex: Minecraft:piglin to Minecraft:zombified piglin), some of the original mob's data gets transferred to the converted mob.
  • Mobs that split into several mobs rather than converting from one type into another do not transfer the following properties:
    • ArmorDropChances
    • ArmorItems
    • fall_distance
    • FallFlying
    • HandDropChances
    • HandItems
    • HurtByTimestamp
    • HurtTime
    • Leash
    • Motion
    • OnGround
    • Passengers
    • Position
    • Rotation
    • SleepingX
    • SleepingY
    • SleepingZ
  • Some properties mentioned in Template:Bug are intentionally not transferred in any conversion:
    • Attributes
    • Gossips
    • Health
    • Loot tables
    • VillagerData
    • Xp

Minecraft:Boats and Minecraft:boats with chests

  • The entity IDs for boats and boats with chests have been split into separate types, one per existing variant, instead of Type field.
Old ID New ID
Template:EntitySprite boat Template:EntitySprite oak_boat
Template:EntitySprite spruce_boat
Template:EntitySprite birch_boat
Template:EntitySprite jungle_boat
Template:EntitySprite acacia_boat
Template:EntitySprite dark_oak_boat
Template:EntitySprite mangrove_boat
Template:EntitySprite cherry_boat
Template:EntitySprite bamboo_raft
Template:EntitySprite chest_boat
Template:EntitySprite oak_chest_boat
Template:EntitySprite spruce_chest_boat
Template:EntitySprite birch_chest_boat
Template:EntitySprite jungle_chest_boat
Template:EntitySprite acacia_chest_boat
Template:EntitySprite dark_oak_chest_boat
Template:EntitySprite mangrove_chest_boat
Template:EntitySprite cherry_chest_boat
Template:EntitySprite bamboo_chest_raft

Commands

Template:Cmd

Data components

  • Re-arranged the priority of item stack components that modify the name of the item in the following way:
    • The Template:Nbt field in the minecraft:written_book_content component (the highest priority)
    • The minecraft:custom_name component
    • The new Template:Nbt field in the minecraft:potion_contents component
    • The minecraft:item_name component (the lowest priority)

Minecraft:Attributes

  • Removed the generic., player., and zombie. prefixes from attribute IDs.

minecraft:food

  • Is now a data container that only holds the food stats applied when the item is consumed.
    • This component no longer gives it the ability to be consumed, and can be done instead with the new minecraft:consumable item stack component.
    • Removed the eat_seconds, using_converts_to and effects fields.

minecraft:item_name

  • Is now always present on every item.

minecraft:lockTemplate:Info needed

  • Has been changed to the following format:

Particles

  • The format of color fields in particle options is now more standardized:
    • RGB fields can always be encoded either as a vector of floats (order: [R,G,B]) or as a single packed integer (order: RGB).
    • ARGB fields can always be encoded either as a vector of floats (order: [R,G,B,A] or as a single packed integer (order: ARGB).
    • Changed fields:
      • minecraft:trail.color (previously accepted only integer).
      • minecraft:dust.color (previously accepted only vector of floats).
      • minecraft:dust_color_transition.from_color (previously accepted only vector of floats).
      • minecraft:dust_color_transition.to_color (previously accepted only vector of floats).

Raw JSON text

  • Invalid selector patterns in chat components now cause commands to fail to parse, instead of resolving to an empty string.

Minecraft:Data packs

  • The Minecraft:pack format version is now 57.
    • Minecraft:Trial spawner configurations in fields normal_config and ominous_config are now defined in registry trial_spawner.
      • This allows for easier customization of Trial Spawner configurations in data packs.
      • Inlined configuration data is still supported.
    • Entities' rotation on the x axis is now clamped between -90 and 90.
    • Template:Cmd command now returns an error when trying to drop from a block without a loot table (like Minecraft:air).
    • Removed the bundle feature flag and built-in datapack.

Advancements

  • The trigger minecraft:killed_by_crossbow has been renamed to minecraft:killed_by_arrow.
    • Now trigger whenever an arrow kills an entity, not just when fired from a crossbow.
    • Has a new optional item predicate field, fired_from_weapon.
      • Can be used to match the item used to shoot the arrow.

Enchantments

  • Entity effect damage_item has been renamed to change_item_damage and now allows a negative value.

Minecraft:Loot tables

  • Special loot table empty has been removed and is no longer defined in vanilla data pack.
  • Sheep now always uses a single loot table entities/sheep.
  • Wool drops are still defined in sub-tables in entities/sheep/Template:Ph, but they are now just dispatched from the main table.
    • Note: mutton drop is now controlled by the main table, while sub-tables are responsible only for wool drop.

Minecraft:Recipes

  • The crafting_special_suspiciousstew recipe type has been removed.
  • The format used for recipe ingredients has been simplified and aligned with other fields that accept item lists (like item predicates):
    • For items: { "item": "Template:Ph" } now becomes "Template:Ph".
    • For tags: { "tag": "Template:Ph" } now becomes "#Template:Ph".
    • Lists of items are still allowed, but tags can no longer appear in such list.
    • Remaining restrictions:
      • minecraft:air can't appear anywhere in ingredient.
      • ingredient must have at least one tag or item.
    • Fields template, base and addition in smithing_transform and smithing_trim recipes are now optional instead of accepting empty list.

Minecraft:Resource packs

  • All equipment-related textures were moved to subfolders of the textures/entity/equipment directory.
    • Player armor textures were moved to textures/entity/equipment/humanoid and textures/entity/equipment/humanoid_leggings
      • <material>_layer_1 textures were renamed to <material>, and moved into the humanoid subdirectory.
      • <material>_layer_2 textures were renamed to <material>, and moved into the humanoid_leggings subdirectory.
      • leather_layer_1_overlay and leather_layer_2_overlay textures were renamed to leather_overlay in their respective subdirectories.
    • wolf_armor and wolf_armor_overlay textures have moved to textures/entity/equipment/wolf_body/ and were renamed to armadillo_scute and armadillo_scute_overlay respectively.
    • turtle_layer_1 has been renamed to turtle_scute.
    • Llama decor textures were moved to textures/entity/equipment/llama_body
    • Horse armor textures were moved to textures/entity/equipment/horse_body
    • The elytra texture has been moved to textures/entity/equipment/wings/elytra
  • Armor trim textures have also been moved to match the folder structure of the regular equipment textures.
    • Textures in textures/trims/models/armor were divided between textures/trims/entity/humanoid and textures/trims/entity/humanoid_leggings
    • For leggings textures, the _leggings suffix is dropped.

Minecraft:Shaders

Minecraft:Shader program configurations

  • Can now specify preprocessor define directives to be injected into the shader source, which can be referenced in the shader
    • In the vanilla assets, this is used to combine multiple shaders into one program. For example, rendertype_cutout, rendertype_solid, rendertype_cutout_mipped, rendertype_transluscent and rendertype_tripwire now use the terrain.fsh / .vsh shaders. Define directives are used alongside an #ifdef ALPHA_CUTOUT statement in the terrain.fsh program to control if the shader program should discard transparent pixels.
    • These can be specified in a new defines object in the root of the shader json file
  • Template:Nbt The root tag
    • Template:Nbt Preprocessor directives that can be used in shader programs.
      • Template:Nbt Preprocessor directives with a value, can be used with #ifdef, #ifndef or directly as a variable in a program.
        • Template:Nbt A preprocessor directive. The key is the name of the directive. It can be anything, but must be in all capitals. Injected as #define <key> <value> at the top of the shader source.
      • Template:Nbt Flag directives, can be used with #ifdef or #ifndef in a program.
        • Template:Nbt The name of a flag. This can be anything, but must be in all capitals. Injected as #define <key> at the top of the shader source.
  • The blend field has been removed, as it had no use
  • The attributes field has been removed, instead the Position attribute is always bound
  • The vertex and fragment shader references in program definitions are now namespaced ids
    • A vertex shader <namespace>:<path> resolves to assets/<namespace>/shaders/<path>.vsh
    • A fragment shader <namespace>:<path> resolves to assets/<namespace>/shaders/<path>.fsh

Uniforms

  • The ChunkOffset uniform in terrain shaders has been renamed to ModelOffset
  • The Time uniform for post-processing shaders has been replaced with the GameTime uniform from core shaders
  • There are 9 new uniforms that are available in the new lightmap shader.
    • AmbientLightFactor, SkyFactor, BlockFactor, UseBrightLightmap, SkyLightColor, NightVisionFactor, DarknessScale, DarkenWorldFactor and BrightnessFactor

Imports

  • The #moj_import directive now supports namespaced includes with absolute paths
    • #moj_import <<namespace>:<shader program>> resolves to assets/<namespace>/shaders/include/<shader program>
  • Relative imports are not namespaced and behave as before

Post-processing effects

  • Post-processing effect configurations have been moved from assets/<namespace>/shaders/post to assets/<namespace>/post_effect
  • Vertex and fragment shaders used by post-processing effects have been moved from assets/<namespace>/shaders/program to assets/<namespace>/shaders/post.
  • The format of post-processing effect configurations have been updated.
  • name has been renamed to program, and is now a namespaced id of a shader program configuration.
    • <namespace>:<path> resolves to assets/<namespace>/shaders/<path>.json.
  • intarget and auxtargets have been merged into a single inputs list, as specified by the input format below.
  • outtarget has been renamed to output with the same format.
  • targets is now a map between target name and target definition, as opposed to a list
    • Inline target names are replaced with an empty object
      • For example, ["swap"] becomes {"swap": {}}
    • Target definitions with a specific size remain the same, with the name field moved into the map key
      • For example, [{"name": "potato", "width": 16, "height": 16}] becomes {"potato": {"width": 16, "height": 16}}

Inputs

  • For both render targets and texture inputs, the following fields may be specified:
    • Template:Nbt The prefix to set up both _Sampler and _Size uniforms.
    • Template:Nbt (default: false) If true, the input is sampled with a bilinear filter. For render targets, this replaces the removed use_linear_filter field on the pass definition.
  • For inputs from a render target, the following fields may be specified:
    • Template:Nbt The render target id, a namespaced id. Either a custom target id defined in the same file, or minecraft:main to reference the main screen target. This replaces the former id field, which was a free-form string.
    • Template:Nbt (default: false) Set to true to sample from the depth texture, false to sample from the color texture. This replaces the former :depth suffix applied to the target id.
  • For inputs from a static texture, the following fields may be specified:
    • Template:Nbt The location to a static texture file that can be sampled by the effect. As the id field did before, this resolves to a texture at assets/<namespace>/textures/effect/<path>.png
    • Template:Nbt Width of the texture in pixels, must be a positive integer.
    • Template:Nbt Height of the texture in pixels, must be a positive integer.

External inputs

  • The 'Fabulous' graphics transparency post-processing config no longer specifies the sorted framebuffers as custom targets.
    • These are instead imported in the same way as the minecraft:main target.
    • translucent, itemEntity, particles, weather, clouds are now minecraft:translucent, minecraft:item_entity, minecraft:particles, minecraft:weather, and minecraft:clouds respectively.
  • The entity outline processing shader similarly imports the minecraft:entity_outline target

Core shaders

  • Some core shaders now share the same shader programs.
    • The rendertype_clouds shader no longer gets the cloud texture sampler.
    • The rendertype_cutout, rendertype_solid, rendertype_cutout_mipped, rendertype_transluscent and rendertype_tripwire shaders now use the terrain.fsh and terrain.vsh programs.
    • The rendertype_armor_cutout_no_cull, rendertype_breeze_wind, rendertype_energy_swirl, rendertype_entity_cutout_no_cull_z_offset, rendertype_entity_cutout_no_cull, rendertype_entity_cutout, rendertype_entity_no_outline, rendertype_entity_smooth_cutout, rendertype_entity_solid, rendertype_entity_translucent_emissive, rendertype_entity_translucent and rendertype_eyes shaders now use the entity.fsh and entity.vsh programs.
  • Most UI elements such as buttons, the inventory, menu backgrounds, the hotbar, etc are now rendered with position_tex_color instead of position_tex

Changes

Minecraft:Commands

Data components minecraft:potion_content

  • Added Template:Nbt field.
    • Used to generate the name of the item. The game uses the translation key item.minecraft.<item type>.effect.<value>.
    • This name has a higher priority than the minecraft:item_name component, but lower than the minecraft:custom_name component.

Minecraft:Data packs

Enchantments

  • Added support for enchantment trigger projectile_spawned in the following items:
    • Snowballs
    • Tridents
    • Small fireballs
    • Thrown potions
    • Ender pearls
    • Fishing rod
    • Firework rocket
    • Wind charge
    • Eggs

Minecraft:Loot tables

  • Sheep shearing is now controlled by loot table found as shearing/sheep.
  • Mooshroom shearing is now controlled by loot table found as shearing/mooshroom.
  • Snow golem shearing is now controlled by a loot table found as shearing/snow_golem.
  • The tool value (used for functions like match_tool) is now available for some additional loot table types.
    • archaeology - used brush.
    • vault - inserted key (not available when displaying items).
    • shearing - shears.

Minecraft:Predicates

  • New entity sub-predicate for testing sheep wool.
    • Fields:
      • sheared - optional boolean.
      • color - optional wool dye color.

Minecraft:Trims

  • All equippable items with an equipment model defined support rendering trims, based on the trim component.
  • Trim textures are loaded from the appropriate folder in the textures/trims/entity directory.
    • For example, armor with wolf_body layers fetch trims from textures/trims/entity/wolf_body

Minecraft:Resource packs

  • The Minecraft:pack format version is now 42.
  • Removals and renames of some deprecated translations is now automatically applied at startup.
    • Packs that used those translations need to re-add them manually.
    • The full list is available in /assets/minecraft/lang/deprecated.json file inside the game's built JAR file.
  • Added support for emissive layers for block models.
    • Added an optional light_emission field to block model elements.
    • Integer value between 0 and 15, with 0 being the default value of no light emitted.
    • If specified and non-zero, this behaves as the minimum light level that the element can receive.
  • The texture map for the arrow and bee stinger models have been updated.
  • The model and UV mapping of the Dragon Egg have been updated.
  • The tooltip background and frame may now be customized by replacing sprites:
    • tooltip/background: The background of the tooltip
    • tooltip/frame: The frame appearing around the tooltip
    • Items with a custom tooltip_style component uses sprites with IDs:
      • <namespace>:tooltip/<path>_background and <namespace>:tooltip/<path>_frame
  • The nine_slice GUI sprite scaling mode has a new optional boolean (true or false) property: stretch_inner
    • If true, the inner parts of the texture (i.e. not the corners) are stretched instead of tiled
    • If not specified, defaults to false as before.
  • The appearance of a highlighted slot can now be customized by replacing sprites (this supports the use of animated textures):
    • container/slot_highlight_front: The sprite to render in front of highlighted slots.
    • container/slot_highlight_back: The sprite to render behind highlighted slots.
  • Likewise, the appearance of a highlighted item within the bundle can be customized with the following sprites:
    • container/bundle/slot_highlight_front.
    • container/bundle/slot_highlight_back.
  • The appearance of highlighted items has been updated to improve visibility of the item.
  • The models and UV mapping related to the Minecraft:torch and blocks containing Minecraft:redstone torch have been updated.
    • The "inverted" model now uses 6 separate faces creating the same effect as a model with a negative size.
    • The UV layout for the inverted model was updated.
  • Added texture and sound for tweaked air bubble UI.
    • New texture added for empty air bubble.
    • Sound added for when air bubble pops.
  • Added container/bundle/slot_background texture for bundle slot background.

Minecraft:Models

  • All item models can now use the broken property in model overrides that was previously limited to just the Minecraft:elytra.
    • This has a value of 1 if the item has 1 durability left, or 0 otherwise.
  • The appearance of equipment when equipped by players or certain mobs can now be customized by defining 'equipment models' in the Minecraft:resource pack.
    • Minecraft:Equipment model definitions are loaded from assets/<namespace>/models/equipment/<path>.json
      • These can then be referenced by the equippable component with a model id of namespace:path
    • The model definition is an object with fields: wolf_body, horse_body, llama_body, humanoid, humanoid_leggings, wings
      • All fields are optional, and can be used to specify a list of layers for the given model layer type
      • Each field contains list of layer objects:
        • texture: namespaced texture location for this layer
          • namespace:path resolves to assets/<namespace>/textures/entity/equipment/<layer_type>/<path>.png
        • dyeable: object with fields (optional), specifying how this layer behaves when dyed (in the dyeable item tag, and has dyed_color component)
          • color_when_undyed: RGB color integer (optional)
          • If specified, this layer is tinted by the color contained in the dyed_color component
            • If the item is not able to be dyed or is not currently dyed, then it is tinted based on the color specified by color_when_undyed
            • If color_when_undyed is not specified and the item is not dyed, the layer is hidden
        • use_player_texture: boolean (default: false), true if this layer texture should be overridden by a texture given by the player
          • Only used for wings layers, which overrides with the player's custom elytra texture

Servers

Network protocol

  • Added minecraft:client_tick_end server-bound packet during play phase, sent when the client finishes processing its current tick.
  • Added ability for custom servers to override the order that players appear in the 'tab list'.
    • This is controlled by a non-negative ordering index that is sorted highest to lowest.
  • The client now shares the state of the 'Particles' limiter option to be used by custom servers.

Minecraft:Hardcore

  • Hardcore is now implemented properly in the server software.
    • Prior to this, the hardcore option in Minecraft:server.properties only controlled whether the player can respawn after death. It could be changed independently the world's hardcore mode (set on the world creation screen), which only controlled whether the client is informed hardcore mode is enabled on the server (which in turn decided on the hearts texture and death screen) and forced hard difficulty.
    • The world's hardcore mode is now used for controlling whether the player can respawn, informing the client that the server is hardcore mode and forcing hard difficulty.
    • The hardcore option in server.properties is now only used for enabling the world's hardcore mode during world generation.

Minecraft:server.properties

  • Added the option pause-when-empty-seconds.
    • When set to a positive value, causes the server to pause when no player has been online for that many seconds.
    • Defaults to 60.
  • Removed the options: spawn-animals and spawn-npcs.
  • Added the option text-filtering-version.
    • Defaults to 0.
    • The purpose of this option was not announced.

Minecraft:Realms

  • Extended the text-filtering-config in order to support an internal migration for Realms profanity filtering.
    • Servers currently utilizing the text-filtering-config can continue to do so without any changes.

General

Minecraft:Telemetry

  • Added some information about data pack structure (for example, data-driven registries) to generated reports.

Fixes

Template:Fixes

Videos

Template:Yt Template:Slicedlime

See also

Notes

Template:Notelist

References

Template:Reflist

Navigation

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