Minecraft:Bedrock Edition 1.21.70
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For the {{{Description}}} of the same name, see [[{{{Destination}}}]]. |
Template:Relevant guide 1.21.70, the release of Minecraft:Spring to Life, is a Minecraft:game drop for Template:BE, released on March 25, 2025,<ref>Template:Cite</ref><ref>Template:Mcnet</ref><ref>Template:Cite</ref> which adds Minecraft:chicken, Minecraft:cow, and Minecraft:pig variants, adds several new plants, changes all Minecraft:spawn egg textures to be easier to tell apart, and fixes bugs.
Additions
Blocks
Template:Animate Minecraft:Leaf Litter
- A new type of decorative block which can be found in the Minecraft:forests, Minecraft:dark forests and Minecraft:wooded badlands.
- Works like Minecraft:pink petals.
- Can be smelted from any type of leaves block.
Template:Animate Minecraft:Wildflowers
- A new type of Minecraft:flower which grow in Minecraft:birch forests, Minecraft:old growth birch forests and Minecraft:meadows.
- Works like Minecraft:pink petals.
File:Bush JE1.png Minecraft:Bush
- Generates in the following biomes:
File:Firefly Bush.png Minecraft:Firefly Bush
- Generates in Minecraft:swamps and near Minecraft:rivers.
- When it's light level 13 or lower, glowing firefly particles appear around the firefly bush, up to 5 blocks away.
File:Cactus Flower JE1.png Minecraft:Cactus Flower
- A new type of flower which can grow on Minecraft:cacti in Minecraft:deserts and all types of Minecraft:badlands.
File:Short Dry Grass.png Minecraft:Short Dry Grass
- Generates in the Minecraft:desert and all types of Minecraft:badlands.
File:Tall Dry Grass.png Minecraft:Tall Dry Grass
- Generates in the Minecraft:desert and all types of Minecraft:badlands.
Items
File:Blue Egg.png Minecraft:Blue Egg
- A variant of the Minecraft:egg laid by the cold chicken variant.
- Spawns the cold chicken variant when hatched.
File:Brown Egg.png Minecraft:Brown Egg
- A variant of the egg laid by the warm chicken variant.
- Spawns the warm chicken variant when hatched.
Mobs
There are now cold<ref group="info" name="cold biomes"> The cold variant of each mob spawns in the following cold biomes:
- Template:BiomeLink
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- Template:BiomeLink
- Template:BiomeLink
- Template:BiomeLink
- Template:BiomeLink
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- Template:BiomeLink
- Template:BiomeLink
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- Template:BiomeLink
- Template:BiomeLink
- Template:BiomeLink
</ref> and warm<ref group="info" name="warm biomes"> The warm variant of each mob spawns in the following warm biomes:
- Template:BiomeLink
- Template:BiomeLink
- Template:BiomeLink
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- Template:BiomeLink
- Template:BiomeLink
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- Template:BiomeLink
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- Template:BiomeLink
</ref> variants of pigs, cows, and chickens.
- The variant of naturally spawned mobs is determined by the biome they spawn in.
- When bred by a Minecraft:player, a baby of these mobs will not be a variant chosen by the current biome, but instead randomly be selected from one of its parent's variants.
- The temperate versions of the mobs spawn by default wherever the cold and warm variants do not.
Template:Animate Minecraft:Pig
- Template:EntityLink: The pre-existing pig variant.
- Template:EntityLink: A variant that spawns in cold biomes.<ref group="info" name="cold biomes"/>
- Template:EntityLink: A variant that spawns in warm biomes.<ref group="info" name="warm biomes"/>
Template:Animate Minecraft:Cow
- Template:EntityLink: The pre-existing cow variant.
- New texture and model.
- Template:EntityLink: A variant that spawns in certain cold biomes.<ref group="info" name="cold biomes"/>
- Template:EntityLink: A variant that spawns in certain warm biomes.<ref group="info" name="warm biomes"/>
Template:Animate Minecraft:Chicken
- Template:EntityLink: The pre-existing chicken variant.
- Template:EntityLink: A variant that spawns in certain cold biomes.<ref group="info" name="cold biomes"/>
- Template:EntityLink: A variant that spawns in certain warm biomes.<ref group="info" name="warm biomes"/>
- Added six new sound variants.
- The sound variants are Classic, Big, Cute, Puglin, Angry, Grumpy, and Sad. The existing wolf sounds are used for the Classic variant.
- Wolves receive a random sound variant when they spawn.
- Sound variants are not related to texture variants
Gameplay
- Minecraft:Dead bush blocks have a chance of playing ambient sounds when placed on top of two blocks that are any color of terracotta, sand or red sand blocks in any biome.
- Minecraft:Sand, Minecraft:red sand and Minecraft:terracotta of any color have a chance of playing ambient sounds when surrounded by any one of them on at least 3 sides 8 blocks away.
- Template:Cd can be played in any biome.
- Template:Cd only plays when in Minecraft:desert or Minecraft:badlands biomes.
Changes
Blocks
- The following blocks can now spawn falling leaf particles:
- Changed crafting recipe to require an Minecraft:iron ingot instead of a Minecraft:netherite ingot, making them renewable.
- Can now be found in Minecraft:Ruined Portal chests
Command format
- Has been moved from experimental features and is now available during normal gameplay.
Items
- Can now be found in some of the chests in Minecraft:villages.
- Changed the visuals of all spawn eggs to make them easier to distinguish: each type of spawn egg now has its own unique icon instead of all just being colored variants of the same spotted egg.
- Each egg visual varies in shape to reflect the in-world properties of the mob it spawns: for example, smaller mobs tend to have a smaller spawn egg icon.
Mobs
General
- Farm animals can now spawn in Minecraft:badlands.
- Is now attracted to, and can be bred using Minecraft:wildflowers and Minecraft:cactus flowers.
- Now spawns in Minecraft:deserts.
Minecraft:Cow and Minecraft:Mooshroom
- Textures have been changed.
- Nose now protrudes from model.
- Now spawns in Minecraft:savannas.
- Changed the rules for sheep coloring to be based on which biome they spawn in:
- Temperate biomes:
- Common:
- Uncommon:
- Rare:
- Cold biomes:
- Common:
- Uncommon:
- Rare:
- Warm biomes:
- Common:
- Uncommon:
- Rare:
- Temperate biomes:
- Minecraft:Sheep colors for temperate biomes is unchanged from current behavior.
- The changes to cartographer trades have been moved from experimental features and are now available during normal gameplay.
- Added seven new Minecraft:explorer maps which cartographers can sell, each pointing to a different village or other structures in a different biome, depending on the biome they come from. These maps can help players who want to quickly find a specific location.
- Each of the 5 village maps points to a Minecraft:village in the specific biome.
- Jungle explorer map points to a Minecraft:jungle pyramid.
- Swamp explorer map points to a Minecraft:swamp hut.
- Cartographers from different village types will sell a different range of maps and colored banners.
- Some prices and quantities have also been adjusted.
Template:AnchorTemplate:AnchorTemplate:AnchorTemplate:Anchor
Available new tradable maps Desert Jungle Plains Savanna Snow Swamp Taiga Group 1 Savanna Village Map Savanna Village Map Savanna Village Map Desert Village Map Plains Village Map Snowy Village Map Plains Village Map Group 2 Plains Village Map Desert Village Map Taiga Village Map Plains Village Map Taiga Village Map Taiga Village Map Snowy Village Map Group 3 Jungle Explorer Map Swamp Explorer Map – Jungle Explorer Map Swamp Explorer Map Jungle Explorer Map Swamp Explorer Map
- The changes to wandering trader trades have been moved from experimental features and are now available during normal gameplay.
- The Wandering Trader now has better prices, more trades and a larger amount of stock for many items.
- They will also now buy basic supplies from players.
- The Wandering Trader will offer to buy two items from this list:
- Wandering Traders now have a chance of selling these items (in addition to their previous trades):
- Minecraft:Logs (Acacia, Birch, Dark Oak, Jungle, Oak, Spruce, Pale Oak or Cherry)
- Enchanted Template:ItemLink
- Template:ItemLink
- Trade list now made up by following trades, in order:
- Buying Trade (new) × 2
- Special Selling Trade × 2
- Ordinary Selling Trade × 5
- Added new buying trades, some selling trades, and changed some existing selling trades:
Changed trades of wandering traders Category Item wanted Quantity Item given Quantity Trades until disabled Special Selling Template:ItemLink 1 Template:ItemLink 1 → 4 8 → 2 Special Selling Template:ItemLink 3 → 1 Template:BlockLink 1 6 Special Selling → Ordinary Selling Template:ItemLink 5 → 3 Template:ItemLink 1 4 Special Selling → Ordinary Selling Template:ItemLink 5 → 3 Template:ItemLink 1 4 Ordinary Selling Template:ItemLink 1 Template:BlockLink 2 → 5 5 → 2 Ordinary Selling Template:ItemLink 1 Template:BlockLink 1 → 3 12 → 4 Ordinary Selling Template:ItemLink 1 Template:BlockLink 1 → 3 12 → 4 Ordinary Selling Template:ItemLink 1 Template:BlockLink 1 → 3 12 → 4
- Minecraft:Pigs, Minecraft:cows, and Minecraft:chickens can now spawn on Minecraft:spawn events and they used command Template:Cmd or Template:Cmd to spawn this variants cold and warm animals.
World generation
- Updated the tree composition in dark forests to match Template:JE, increasing the number of dark oak trees and reducing the prevalence of other tree types.
- Now generate slightly sparser in Minecraft:meadows.
Gameplay
- Enabled earning achievements while playing in a world with Minecraft:add-ons applied.
- Players no longer keep their inventory by default on Peaceful and Easy Minecraft:difficulties.
- Keep inventory is now considered a cheat on all difficulties.
Sounds
- Lowered volume in sound files for leaf litter (break, step, place), and grass (dig).
General
- Removed the "Drop 1 2025" and "Aim Assist" experimental toggles.
- Integrated the Minecraft:Villager Trade Rebalance experiment changes to the Minecraft:cartographer and Minecraft:wandering trader.
- Removed the Experimental "Third Person Cameras" toggle and added an Experimental "Creator Camera Features" toggle for all future experimental cameras.
- Enabled Filter Profanity toggle on mobile platforms.
- The Minecraft:panorama was changed to showcase the Minecraft:Spring to Life.
UI
- Screen Safe Area Settings: Disables Horizontal and Vertical Screen Position sliders if the Safe area is set to 100%
- Stops Screen Position from displaying -0.0 due to a rounding error.
- Long splash texts on the start screen will break into two lines to be more readable.
- The invite button on the pause screen is moved up a bit and now has an icon.
- Scaled and moved the title logo to make room for the friends drawer button.
- Added new loading tips for creative mode.
- Taking screenshots no longer takes the player out of the pause screen.
- Changes have been made to the Multiplayer tab. Player permission icons have been updated, and on PlayStation and Nintendo consoles now show a message informing the player that they need to sign in to access multiplayer features. Below the message there's a button that will take the player to respective console sign in flow.
- Touch controls: camera perspective can now be changed from a HUD button., enable this in the touch settings.
- The game will now pause when the Minecraft:pause menu is opened.<ref>Template:Mcnet</ref>
- This feature is not present on Nintendo Switch.
- The Player Permissions screen has been upgraded to the new Ore UI, bringing a fresh look and a more intuitive and user friendly experience.
- Players can now also find the friends drawer in create new world, edit world, player profile, main menu and game menu, in the top right of the screen.
Technical
API - Scripting
- Unhandled rejected promises in scripting now include callstacks when logged.
- Template:Cd 1.18.0
- Renamed Template:Cd to Template:Cd.
- Moved Template:Cd from Template:Cd to Template:Cd.
- Moved Template:Cd from Template:Cd to Template:Cd.
- Moved Template:Cd from Template:Cd to Template:Cd.
- Released Template:Cd, Template:Cd, and Template:Cd to Template:Cd.
- Released Template:Cd to Template:Cd.
- Released Template:Cd, Template:Cd and Template:Cd to Template:Cd.
- Several APIs have been given the Template:Cd permission, which allows them to now be called inside Before Event callbacks.
- All methods for Template:Cd.
- All methods for Template:Cd.
- Changed Template:Cd method on Template:Cd to now take a variant of either a string or Template:Cd.
- Added Template:Cd and Template:Cd APIs to the Template:Cd class.
- Added Template:Cd property to the Template:Cd class.
- Moved Template:Cd from Template:Cd to Template:Cd.
- Moved Template:Cd enum from Template:Cd to Template:Cd.
- Moved liquid detection methods in Template:Cd from Template:Cd to Template:Cd.
- Moved liquid detection methods in Template:Cd from Template:Cd to Template:Cd.
- Moved method Template:Cd from Template:Cd to Template:Cd.
API
- Component Template:Cd has been renamed to Template:Cd in V2.
- Client Biome Components
- Add Template:Cd component to override color for Template:Cd tint method.
Blocks
- The Template:Cd component underwent a schema change:
- It is now a JSON object with two fields Template:Cd and Template:Cd.
- Template:Cd is a required string field expecting an HEX representation of the RGB, prefixed with a # character.
- Template:Cd is a string field that multiplies the color with a predefined tint. Supported values are Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd and Template:Cd.
- The old schema format is still supported for convenience.
- Examples:
<syntaxhighlight lang="c++"> "minecraft:map_color": {
"color": "#ABCDEF", "tint_method": "grass"
} </syntaxhighlight> or <syntaxhighlight lang="c++"> "minecraft:map_color": {
"color": "#ABCDEF"
} </syntaxhighlight> or <syntaxhighlight lang="c++"> "minecraft:map_color": "#ABCDEF" </syntaxhighlight>
- The Template:Cd component supports an optional Template:Cd field in its instance definitions.
- Template:Cd is a string field that multiplies a face color with a tint computed with the biome the block is in. Supported values are Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, and Template:Cd.
- Held block-items are tinted as if they were in the Template:Cd biome. Example:
<syntaxhighlight lang="c++"> "minecraft:material_instances": { "*": { "texture": "minimal", "render_method": "opaque", "tint_method": "water" } </syntaxhighlight>
- Add Template:Cd tint method which uses the Template:Cd color map.
- Exposed the block component Template:Cd as a JSON object. This represents the particles used when the block is destroyed.
- There is two fields for it:
- Template:Cd is a required string field to set the texture used by the particles.
- Template:Cd is an optional string field that multiplies the texture color with a predefined tint. Default to Template:Cd. Supported values are Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd and Template:Cd.
- Block format before 1.21.70 will be upgraded to have the component added using the texture from the Template:Cd or Template:Cd of the Template:Cd component if present and Template:Cd for Template:Cd. This was the old behavior.
- Block format from 1.21.70 without the component will not be upgraded and uses the invalid texture. Examples:
- There is two fields for it:
<syntaxhighlight lang="c++">
"minecraft:destruction_particles": {
"texture": "my_particles_texture",
"tint_method": "grass"
}
</syntaxhighlight> or <syntaxhighlight lang="c++"> "minecraft:destruction_particles": {
"texture": "my_particles_texture"
} </syntaxhighlight>
- Components
- Added the Template:Cd component which determines if a new block can replace the existing block at a particular position. If the component is not added to a block it is not replaceable.
Commands
- Moved the Template:Cd and Template:Cd subcommands out of the Upcoming Creator Features experiment.
- Removed Template:Cd command.
Components
- Multiple components that used effect durations can now be set to Template:Cd including:
- Template:Cd: Template:Cd
- Template:Cd: Template:Cd in the Template:Cd list
- Template:Cd: Template:Cd
- Template:Cd: Template:Cd, Template:Cd, and Template:Cd can now all use Template:Cd
- Template:Cd: Template:Cd in the Template:Cd list
- Template:Cd: Template:Cd in the Template:Cd list
- Template:Cd: Template:Cd
- Added the Template:Cd component
- This component allows other mobs to have vertical and horizontal collisions with the component's owner.
- For a collision to occur, both mobs must have a Template:Cd component.
- This component can only be used on mobs and enables collisions exclusively between mobs.
- Please note that this type of collision is unreliable for moving mobs.
- It is recommended to use this component only in scenarios where the mob remains stationary.
- Collidable behavior is closely related to stackable behavior.
- While the Template:Cd component governs how other mobs interact with the component's owner, the Template:Cd component describes how an entity interacts with others of its own kind.
- This component allows other mobs to have vertical and horizontal collisions with the component's owner.
- The Template:Cd component now has two additional fields:
- Template:Cd, applies a vertical offset to the entity's position when calculating distances to other entities.
- Template:Cd, restricts the search to Players only, affecting all subsensors.
- Added the Template:Cd component, that causes the entity's body to automatically rotate to align with the nearest cardinal direction based on its current facing direction.
- Combining this with the Template:Cd component will cause the entity to align to the nearest cardinal direction and remain fixed in that orientation, regardless of future changes in its facing direction.
- Added validation for asset references in components.
- Content errors will log missing references for the following fields:
- item references.
- block reference in item component in Template:Cd.
- loot table reference in block component Template:Cd.
- Content errors will log missing references for the following fields:
- The Template:Cd component's Template:Cd field now functions correctly, properly restricting searches to Players only and affecting all subsensors.
Creator
- Template:Cd support in the Template:Cd loot table condition no longer requires enabling the "Upcoming Creator Features" experiment toggle.
Dedicated Server
- Exposed two new parameters for dedicated server when in Template:Cd. These will make the server more strict on player positions. Look in Template:Cd for more information on what these do.
- Template:Cd default to Template:Cd and can be set to Template:Cd. Will affect Player position acceptance.
- Template:Cd default to Template:Cd and can be set to Template:Cd. Will affect Player position when dismounting.
- Exposed a new parameter for dedicated server. This will make the server more strict on entity interactions. Look in Template:Cd for more information on what these do.
- Template:Cd default to Template:Cd and can be set to Template:Cd. Will affect entity interaction acceptance.
- Removed Template:Cd parameter. It will now always use Template:Cd.
Entity Components
- Added Template:Cd trigger to Template:Cd on Template:Cd sub-component, triggered on the newly spawned entity with other set to the owning entity.
- Added Template:Cd map to Template:Cd on Template:Cd sub-component, maps an item name to an actor filter to determine what the name of the item used in the particle should be. Falls back to the name of the entity itself as before.
Entity Event Responses
- Added the Template:Cd entity event response, which stops the entity's movement.
- The Template:Cd field specifies whether vertical movement should be stopped.
- The Template:Cd field specifies whether horizontal movement should be stopped.
- This response does not stop navigation or prevent future movement.
- If that's the desired outcome, also remove the components responsible for that.
- Added the Template:Cd entity event response, which sets the entity's home position to its current position.
- For this to have any effect, the entity must already have a Template:Cd component.
Entity Events
- Added Template:Cd event type, it will evaluate every filter in order and execute the first valid one.
Entity Filters
- The Template:Cd entity filter now succeeds when an entity's bounding box intersects the cloud layer, rather than only when its bottom is within it.
General
- Server Authoritative movement is now turned on by default.
Goals
- Template:Cd AI goal will now restrict mobs to their home position if they have the Template:Cd component.
- Added Template:Cd field to Template:Cd AI goal to control whether mobs respect home position restrictions when selecting target positions.
- Defaults to Template:Cd for entities with format version below Template:Cd, and Template:Cd for Template:Cd and later.
- When Template:Cd, the mob will respect home position restrictions when selecting target positions.
JSON Events
- The parameter Template:Cd in the Template:Cd event can now be set to Template:Cd.
Mobs
- Added maximum value of Template:Cd and minimum value of Template:Cd to Template:Cd component.
- Added Minecraft:aquatic family-type for all aquatic mobs.
- Normal minecart is no longer considered a mob.
Network Protocol
- Added Template:Cd.
- Added Template:Cd.
- Added Template:Cd.
- Multiple controllers transitioning out of a state at the same time will now properly expire all intended particles instead of just the last one.
Sounds
- Added support for entity sound variants:
- Entity sounds now have a Template:Cd field which defines sound variants based on the runtime entity
- Template:Cd has a Template:Cd field reading a Molang expression returning a string to select sound variant (e.g.: querying an enum entity property).
- Template:Cd has a Template:Cd field which contains key-value pairs of a variant identifier and the sound events it overrides.
- When playing a sound for an entity we first try to calculate their variant and see if that variant overrides the sound event, if not we play the sound form the base entity. If that fails we fall back to the existing logic of running from Template:Cd.
- Example:
- Given a mob with the following property:
<syntaxhighlight lang="c++"> "minecraft:emotional_state": {
"type": "enum", "values": [ "neutral", "angry", "happy", "sad" ], "default": "neutral", "client_sync": true
} </syntaxhighlight>
- Sound variants can be played by querying the property:
<syntaxhighlight lang="c++"> {
"entity_sounds": {
"entities": {
"test_mob": {
"volume": 1.0,
"pitch": 1.0,
// The base sounds for various events
"events": {
"ambient": "mob.test_mob.ambient",
"death": "mob.test_mob.death",
"step": {
"sound": "mob.test_mob.step",
"volume": 0.8,
"pitch": 1.0
},
"attack": "mob.test_mob.attack"
},
"variants": {
// Key returning the enum string for variants, can use any Molang expression resulting in a string
"key": "query.property('minecraft:emotional_state')",
"map": {
// If a resulting variant key is not handled here then it will use the base sounds
"neutral": {
"volume": 1.0,
"pitch": 1.0,
"events": {
// If an event is not handled in a variant then it will use the base sound
"death": "mob.test_mob.death.netural"
}
},
"angry": {
"volume": 1.0,
"pitch": 1.0,
"events": {
// Variants can override different events than other variants
"death": "mob.test_mob.death.angry",
"ambient": "mob.test_mob.ambient.angry"
}
}
}
}
}
}
}
}
} </syntaxhighlight>
- Sound effects found in animations and animation controllers can now include an optional Template:Cd field similar to particle effects allowing them to originate from the locator on the entity rather than the origin.
Experimental
These additions and changes are accessible by enabling the "Beta APIs" experimental toggles.
Additions
Technical
API - Scripting
- @minecraft/server 2.0.0-beta
- Added new privilege Template:Cd
- Template:Cd and higher now executes with the early execution privilege, scripting below Template:Cd will continue to execute without early execution
- All after and before event signals Template:Cd and Template:Cd methods can now be called in early execution
- The following Template:Cd methods can now be called in early execution
- Template:Cd method Template:Cd can now be called in early execution
- Template:Cd method Template:Cd can now be called in early execution
- Added Template:Cd property to Template:Cd
- Added Template:Cd
- Added Template:Cd
- Template:Cd renamed property Template:Cd to Template:Cd
- Template:Cd removed property Template:Cd
- Template:Cd renamed to Template:Cd
- Template:Cd renamed to Template:Cd
- Removed Template:Cd
- Removed Template:Cd
- Removed Template:Cd as most commands did not actually run asynchronously. If you are looking to run a function asynchronously, please investigate using Jobs via Template:Cd.
- Template:Cd method throws if the underlying entity is invalid (instead of return undefined previously).
- Template:Cd throws if the underlying entity is invalid (instead of return undefined previously).
- Template:Cd methods on various classes have been changed to read only properties
- Template:Cd, Template:Cd and Template:Cd now throw if the Entity is invalid
- Template:Cd method now takes a VectorXZ parameter for the knockback horizontal force (which includes the strength/magnitude), as well as a vertical strength parameter. To convert from V1, you should normalize your previous direction vector and multiply it by the old horizontal strength value. Vertical strength is the same as before.
- Template:Cd
- Template:Cd method now always returns the Template:Cd namespace prefix along with the name
- Template:Cd
- Template:Cd property now always returns the Template:Cd namespace prefix along with the name
- Template:Cd item has been removed (it is still a valid block)
- Promises are now flushed along with after events and system tasks
- Template:Cd now can accept an argument bounds of 0 minimum to run this tick
- Added a Template:Cd enum and Template:Cd to query a player's current graphics mode on the server.
- Added Template:Cd property into Template:Cd in Template:Cd
- Template:Cd
- Added Template:Cd method to Template:Cd. This method checks if the iterator as been invalidated by modifying the underlining block volume.
- Template:Cd API has been added to Template:Cd
- Template:Cd enum has been added to Template:Cd
- Early execution changes in version Template:Cd
- The following Template:Cd methods can now be called in early execution:
- Template:Cd function can now be called in early execution
- Template:Cd function can now be called in early execution
API - Minecraft:Molang
- Added Template:Cd to Molang which accepts any of the following parameters: Template:Cd, Template:Cd, Template:Cd, Template:Cd. These parameters are all graphics modes that are available in the settings menu.
API
- Template:Cd
- Added Template:Cd method to Template:Cd. This method gets the worlds current game difficulty.
- Added Template:Cd method to Template:Cd. This method sets the worlds current game difficulty.
- Template:Cd
- Added method Template:Cd. It adds a header into the form.
- Added method Template:Cd. It adds a label into the form.
- Template:Cd
- Added method Template:Cd. It adds a header into the form.
- Added method Template:Cd. It adds a label into the form.
- Added new script module Template:Cd version Template:Cd. This module is dedicated server only for now and allows script modules to connect their script packs to Sentry. This enables remote error tracking and monitoring for script packs.
- Added new error Template:Cd.
- An error thrown when a platform-level HTTP error occurs. Information provided in this class may be useful for diagnostics purposes but will differ from platform to platform.
- Added new error Template:Cd.
- An error thrown when a malformed HTTP request is attempted to be sent.
- Added method Template:Cd. It adds a section divider into the form.
- Added method Template:Cd. It adds a section divider into the form.
Blocks
- Template:Cd component has a new experimental boolean field Template:Cd for format version 1.21.70 and higher, this field controls rotating the face UVs randomly based on Template:Cd.
Changes
Technical
API
- Template:Cd 2.0.0-beta
- Raised the limit for Lore Entry length from 50 to 1000 and the number of lines from 20 to 100 when using Template:Cd.
- Added three new methods to Template:Cd. These Entity Overrides are only applied to the target Template:Cd. Changes are not applied until the next tick and will not apply to other players.
- Template:Cd: Overrides an Entity Property on the target Entity to the provided value. This property must be client synced.
- Template:Cd: Removes the override of the specified Entity Property on the target Entity.
- Template:Cd: Removes all overrides of any Entity Properties on the target Entity.
- Template:Cd scripting API is now read-only.
- Template:Cd scripting API fields Template:Cd and Template:Cd are now properties instead of methods.
- Deprecated Template:Cd in Template:Cd. Use Template:Cd instead.
- Deprecated Template:Cd in Template:Cd. Use Template:Cd instead.
- Template:Cd API has been added to Template:Cd.
- Template:Cd has been changed to read-only in version Template:Cd.
Behavior packs
- Removed unused experimental json field Template:Cd from Template:Cd in the behavior pack biome file.
Components
- Added the Template:Cd component, that enables controlling flying rideables.
- Functions similarly to Template:Cd, but instead of limiting acceleration to the XZ-plane, this component applies acceleration in the direction the player is looking in three dimensions.
- Supports adjustments to strafing and backward movement speeds, allowing entities to fly at equal speeds in all directions or move slower when strafing or reversing.
- This component is experimental and as such requires Template:Cd to be enabled.
- It may undergo significant changes or even be replaced as development progresses.
General
- In Server Authoritative movement, the Player will not constantly bop up and down if flying state change during small loss of connection with the server.
- Removing experimental files Template:Cd, Template:Cd, and Template:Cd from behavior packs. These files were only loaded with the custom biomes experiment enabled, and this change does not remove the biomes themselves.
- Updated the execution privilege of most APIs to allow them to be called in read-only contexts ("before" events).
Fixes
Template:Fixes Other
- Placing a block in liquid, and then placing another block next to your first block in liquid will no longer replace your second placed block for a moment causing you to fall into the liquid.
- Fixed a mismatch between server and client when continuously building that caused orientation sensitive blocks to sometimes change to the wrong block.
- Fixed a crash that would occur on Xbox if you pressed "Cancel" in the Xbox UI when converting a world or importing a world from Retail to Preview
- In Server Authoritative movement, when Players receive a movement correction it will use the current Player speed instead of a generic one, this should give a better experience.
- In Server Authoritative movement, when Players receive a downward movement correction it will now use gravity acceleration, this should give a better experience.
- Fix "Reset Random Tick Speed" button not working when editing an existing world on Realms.
- Bundle tooltip no longer flickers for players beyond the first when playing in split screen
- Adjusted Minecoin purchase screen UI to not show stray pixels. Fixed overlapping issue on PS4.
- Replacing items with the Template:Cd component with items from the creative inventory using touch input now fails gracefully and produces a warning message.
- Fixed an issue where dark forests were missing trees along their northern borders with other biomes.
- Template:Cd and Template:Cd no longer will turn into Template:Cd or Template:Cd when neighbor updates happen. Template:Cd and Template:Cd now will respond to queued ticks without needing to change into another block.
- Fixed an issue where Template:Cd assert failure occurred when flying through biomes during a storm.
- Fixed Template:Cd type of Template:Cd in Template:Cd to generate on top of water and leaf blocks.
- Fixed a crash that would sometimes happen when entities with an excessively large hitbox entered liquid.
- Fixed placement of Jigsaw structures that contain blocks with Template:Cd component.
- In Server Authoritative movement, when Player is corrected, the movement will not have easing anymore. This is a better feel, as can be seen with upward, repeating, pistons.
- Fixed typos in music definitions and sound definitions that were causing the wrong music to play for soulsand valley, desert mutated, and jungle mutated biomes.
- Pufferfish no longer only trigger inflate/deflate logic against monsters and players. Now triggers inflate/deflate logic against axolotls, all non-aquatic mobs, and players.
- Pufferfish no longer only attack players and monsters. Now they attack axolotls, all non-aquatic mobs, and players that aren't in Creative mode.
- Pufferfish no longer only poison players and monsters. Now they poison axolotls, all non-aquatic mobs excluding undead monsters, and players that aren't in Creative mode.
- Fixed an issue where other players in multiplayer scenarios would sometimes get stuck in their dying animation after respawning.
- Player characters no longer rotate sideways when moving forward.
- Fixed the Minecraft logo being misaligned on the progress screen.
- Fixed gaps from appearing between data-driven jigsaw structure pieces.
- Fixed a bug where call methods on Template:Cd on a player that left and rejoined the world would throw an error.
- Fixed a crash on dedicated server when submitting error reports to Sentry.
- Fixed an issue where destroying and picking up a Shulker box would make it appear invisible in the inventory until world reload.
- Fixed an issue where chunks weren't saving properly on older worlds.
- Fixed a bug where the Template:Cd property of the Template:Cd class was being translated based on your language option.
- Potted plants are no longer clipping through flower pots.
- Fixed wildflower item texture being slightly offset compared to Java.
- Temperate cows no longer have harsh borders on their legs.
- Red and brown mooshrooms no longer have harsh borders on their legs.
- Fixed iron golem cracked texture not appearing at appropriate damage levels.
- Fixed texture on the sides of a cold cow's head to be mirrored correctly.
- Fixed a bug where using items with a use duration (fishing rods, food, potions, etc.) and changing slots would force your slot back to the original slot.
- Stacks are now correctly splitting across slots when moving cursor and holding the button to split stack.
- Fixed a potential crash that could occur when splitting stacks of items in the creative inventory.
- Fixed an issue which prevented some users from accessing the Create New World screen in iOS and iPadOS Preview and PlayStation Preview.
- Empty bell blocks no longer crash the game when moved by a sticky piston.
- Fixed a bug where Template:Cmd, Template:Cmd and Template:Cmd commands would recognize IDs of some flattened blocks as block group names and affect all variants under those groups.
- Fixed an issue that occurs when cancelling world resource pack download.
- Fixed a crash that occurs when initializing Template:Cd renderer.
- Fixed mirroring and rotation of crafter blocks when part of a structure that is being placed.
- Fixed an issue where native constructors were not properly checking privileges when being called. Constructors now check privileges properly and produce correct errors when being used in Early Execution privilege.
Videos
- Updates for Creators
Notes
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References
Template:Navbox Bedrock Edition versions
Minecraft:de:Bedrock Edition 1.21.70 Minecraft:es:Bedrock Edition 1.21.70 Minecraft:fr:Édition Bedrock 1.21.70 Minecraft:ja:Bedrock Edition 1.21.70 Minecraft:pt:Edição Bedrock 1.21.70 Minecraft:ru:1.21.70 (Bedrock Edition) Minecraft:uk:1.21.70 (Bedrock Edition) Minecraft:zh:基岩版1.21.70