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Minecraft:Java Edition 26.1

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Revision as of 11:13, 10 April 2026 by SyncBot (talk | contribs) (Sync: new page from Minecraft)
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Template:Infobox version Template:Relevant guide

26.1, the release of Minecraft:Tiny Takeover, is a Minecraft:game drop for Template:JE released on March 24, 2026,<ref>Template:Mcnet</ref> which adds new textures and models for every baby mob that did not already have a unique model, adds the Minecraft:golden dandelion, makes Minecraft:name tags craftable, makes technical changes, and fixes bugs.

This is the first Java Edition release version to be fully unobfuscated without any accompanying obfuscated variant,<ref>Template:Mcnet</ref><ref>Template:Mcnet</ref> the first version released in 2026, the first to require Java 25, and the first to use the new "year.drop.hotfix" version format announced in December 2025.<ref>Template:Mcnet</ref>

Additions

Template:Additions table

Blocks

File:Golden Dandelion JE1.png Minecraft:Golden dandelion

Template:Crafting

Command format

Template:Cmd

  • New command that enables swinging of entities' arms.
  • Not all entities support swing animation. Template:Cmd will succeed for those entities, but clients will only display it when possible.
    • For example, this makes it possible to swing mannequin arms.
  • Returns the amount of entities for which a swing was sent.
  • Both arguments can be omitted.

General

Block tags

Configured feature tags

Minecraft:Data component format

  • Added Template:Cd.
    • Transient component used to modify the amount of items wanted in a villager trade.
      • Removed after a trade has been generated.
    • Format: integer.

Data-driven villager trades

  • Trades offered by Minecraft:villagers and Minecraft:wandering traders are now data-driven and can be customized by datapack developers.
    • Villager Trades
      • Present in the Template:Cd folder, represents a blueprint for trades which is used by villagers and wandering traders to generate actual trades.
      • Entry Format:
        • Template:Cd – an object representing an item type and number of them needed to trade.
          • Template:Cd – the id of the item
          • Template:Cd – an optional number provider representing how many of the item is needed for the trade.
          • Template:Cd – an optional component map representing the expected data components on the item.
            • Defaults to an empty map.
        • Template:Cd – an optional object representing an additional item required by the merchant, has the same format as wants.
        • Template:Cd – an item Stack representing the resulting item given by the merchant when trading.
          • Uses the existing format for item stacks.
        • Template:Cd – a optional list of item Modifiers representing modifiers to apply to the item in gives such as enchantments or potions, used to add dynamism to the trade rather than hardcoding certain values.
          • Uses the existing format for item modifiers (also known as loot modifiers, item functions, loot functions...).
          • If any of these returns an empty item the entire trade will be discarded.
          • Item Modifier references are not supported.
          • If the final item has a Template:Cd component containing an enchantment in the Template:Cd tag, then the count of Template:Cd is doubled.
        • Template:Cd – an optional number provider representing the maximum number of times a trade may be used.
        • Template:Cd – a– number provider representing how much factors such as demand, discounts or penalties affects the cost represented by wants.
        • Template:Cd – an optional number provider representing the amount of xp a merchant gets when the trade is done.
        • Template:Cd – a predicate representing conditions on the merchant that need to be met for the trade to be offered.
          • Uses the existing format for predicates.
          • Predicate references are not supported.
        • Template:Cd – an optional enchantment id, list of namespaced enchantment IDs, or hash-prefixed enchantment tag representing enchantments that will double the additional cost from Template:Cd and Template:Cd if they have Template:Cd set to Template:Cd and if the item has one of the provided values in its Template:Cd component.
    • An example trade of an emerald and a book for an enchanted book offered only by desert villagers.

<syntaxhighlight lang="json"> {

 "additional_wants": {
   "id": "minecraft:book"
 },
 "double_trade_price_enchantments": "#minecraft:double_trade_price",
 "given_item_modifiers": [
   {
     "function": "minecraft:enchant_randomly",
     "include_additional_cost_component": true,
     "only_compatible": false,
     "options": "#minecraft:trades/desert_common"
   },
   {
     "function": "minecraft:filtered",
     "item_filter": {
       "items": "minecraft:enchanted_book",
       "predicates": {
         "minecraft:stored_enchantments": [
           {}
         ]
       }
     },
     "on_fail": {
       "function": "minecraft:discard"
     }
   }
 ],
 "gives": {
   "count": 1,
   "id": "minecraft:enchanted_book"
 },
 "max_uses": 12.0,
 "merchant_predicate": {
   "condition": "minecraft:entity_properties",
   "entity": "this",
   "predicate": {
     "predicates": {
       "minecraft:villager/variant": "minecraft:desert"
     }
   }
 },
 "reputation_discount": 0.2,
 "wants": {
   "id": "minecraft:emerald"
 }

} </syntaxhighlight>

Entity tags

Minecraft:Environment attributes

  • Template:Cd
    • Tint of the block light. Block light color start as dark grey at low light levels, becomes tinted by this attribute at medium levels and turns white at high levels. By default, it provides the yellowish tint of torches. Bright colors work best for this attribute, with at least one color component being fully bright. The tint applies globally to all light sources visible on the screen. Individual lights can not be tinted differently.
    • Value type: RGB color
    • Default value: Template:Color
    • Modifiers: RGB Color Modifiers
    • Interpolated: yes
    • Resolved at the camera's position
  • Template:Cd
    • Defines both the ambient light tint and brightness. This light is applied to the world at 0 light level. Block and sky light are added on top of it.
    • Value type: RGB color
    • Default value: Template:Color.
    • Modifiers: RGB Color Modifiers
    • Interpolated: yes
    • Resolved at the camera's position.
    • Set to Template:Color in the Overworld, Template:Color in the Nether, and Template:Color in the End.
  • Template:Cd
    • This color is used similarly to ambient light color. When the Night Vision effect is active, per-component maximum of Template:Cd and Template:Cd is used as ambient color. Minecraft:Night Vision is not tinted by default.
    • Value type: RGB color
    • Default value: Template:Color
    • Modifiers: RGB Color Modifiers
    • Interpolated: yes
    • Resolved at the camera's position

Fluid tags

Item tags

  • Added Template:Cd
  • Added Template:Cd
  • Added Template:Cd
    • Contains all items that are allowed in the Loom screen to set pattern colors.
    • The Minecraft:loom screen also requires the minecraft:dye component to be present on item stacks.
  • Added Template:Cd
    • Contains all items that are allowed in the loom screen to unlock patterns.
    • The loom screen also requires the Template:Cd component to be present on item stacks.
  • Added Template:Cd
    • Contains all items that can be used to dye a pet cat's collar.
    • The color will be taken from the Template:Cd component of the used item stack.
  • Added Template:Cd
    • Contains all items that can be used to dye a pet wolf's collar.
    • The color will be taken from the Template:Cd component of the used item stack.
  • Added Template:Cd
    • Contains all items that can be used on water-filled cauldron to remove Template:Cd component.
  • Added the following tags which mirror their block tag contents:

Lightmap debug renderer

  • A new debug renderer for the lightmap was added, which can be enabled using the Template:Key keybind.
  • It is mutually exclusive with FPS/TPS and networking charts.
  • It shows the lightmap texture in real-time in the bottom right corner of the screen.
  • The vertical axis of the texture represent sky light levels (0-15 from bottom to top).
  • The horizontal axis of the texture represent block light levels (0-15 from left to right).
  • The color of each pixel represents the resulting color that will be applied to blocks and entities lit with the corresponding block and sky light levels.

Minecraft:Loot contexts

Minecraft:Loot functions

  • Added Template:Cd
    • Additively adds dyes to an item's Template:Cd data component:
    • Template:Cd – conditions for the function to apply.
    • Template:Cd – number provider representing the number of random dyes out of sixteen to apply to the item.
      • The same dye might be selected repeatedly.
  • Added Template:Cd
    • Randomly sets the minecraft:potion_contents data component on an item Fields:
    • Template:Cd – conditions for the function to apply.
    • Template:Cd – optional potion id, list of namespaced potion IDs, or hash-prefixed potion tag, representing the possible potions to select from.
      • Defaults to any potion in the potions registry.

Minecraft:Number providers

  • Added Template:Cd
    • Returns the sum of a list of number providers.
    • Fields:

Minecraft:Options

  • Added a new display option called "Exclusive Fullscreen" which controls if fullscreen mode should take full control of a monitor.
    • Defaults to Template:Cd (i.e. non-exclusive mode).
    • Any change will be applied only after the game restarts.

Particles

Potion tags

  • Added Template:Cd
    • Contains all potion effects that can appear in villager trades.

Minecraft:Predicates

Minecraft:Time markers

  • Time markers assign a particular name to a specific (optionally repeating) point in time for a specific world clock. Time markers replace the previously predetermined names that could be used by Template:Cmd, for example Template:Cd or Template:Cd.
  • Time markers will exist within the context of a specific world clock. This means that even though the different time markers are defined by different Timelines, only one Time Marker can exist with a particular id for a particular world clock. It also means that two world clocks can have a time marker with the same name.
    • Built-in uses of time markers
      • Some time markers are used to drive Vanilla game behavior. Usually, they are configured to not show up in Template:Cmd commands.
        • Template:Cd – the time to advance the dimension's default clock to when players in that dimension wake up after sleeping.
        • Template:Cd – the time of the dimension's default clock at which the random chance for a zombie village siege to occur should be evaluated.

Minecraft:Trade sets

  • What trades are unlocked by villager professions are now determined using deterministic random sequences, like loot drops and barter loot.
  • Present in the Template:Cd folder, they are groupings of trades offered by Minecraft:villagers and Minecraft:wandering traders.
  • Currently only hardcoded ones are available in Template:Cd for villagers, as well as Template:Cd, Template:Cd, Template:Cd for wandering traders.
  • Entry Format:
    • Template:Cd, a villager trade id, list of namespaced villager trade IDs, or hash-prefixed villager trade tag representing the trades that are part of this trade set.
    • Template:Cd, a number provider representing the amount of trades to be generated from this set when used.
    • Template:Cd, a boolean representing if the trade set can use the same villager trade multiple times to generate trades.
    • Template:Cd, an optional named random sequence that determines which trades are generated.
      • Defaults to a non-deterministic random sequence.
    • An example trade set offering 2 trades from the Template:Cd tag, allowing duplicates.

<syntaxhighlight lang="json"> {

"amount": 2.0,
"trades": "#minecraft:armorer/level_1",
"random_sequence": "minecraft:trade_set/armorer/level_1",
"allow_duplicates": true

} </syntaxhighlight>

Villager Trade tags

Minecraft:World clocks

  • Each world clock contains an internal time that increases every tick. A world clock can be defined in data packs under the Template:Cd registry (i.e. found under data/<namespace>/world_clock/<id>.json)
  • A world clock can be paused or resumed, and the time of the clock can be changed or queried, using the Template:Cmd command.
    • This allows different dimensions to have different clocks.
  • Format: object with no fields
  • Added Template:Cd world clock to Minecraft:the End dimension.

Changes

Blocks

Minecraft:Dispenser

  • Minecraft:Spawn egg without an [[Minecraft:data component#entity_data|Template:Cd]] component are dropped as an item. Previously, the dispenser failed to activate.

Minecraft:Note block

  • Added the trumpet instrument.
    • It can be heard when a note block is placed on top of a Minecraft:block of copper.
    • The sound is different based on the oxidation level of the copper block.

Minecraft:Stonecutter

Minecraft:Tripwire

  • The tripwire texture is now rendered as alpha cutout instead of transparent. In other words, the texture is now opaque thus making tripwire easier to see.

Items

Minecraft:Bundles

  • Now supports a [[Minecraft:data component#bundle_container|Template:Cd]] component with a weight greater than 231-1, equivalent to 231-1 stacks.
    • Previously, the component was removed when the limit was exceeded.
    • A bundle exceeding this limit is shown as full, however, when attempting to empty it, add a new item, or view the tooltip, it still appears empty.

Minecraft:Item stack

Minecraft:Name tag

Template:Crafting

Minecraft:Spear

  • The dismount speed thresholds have been updated to match Template:BE.

Mobs

Minecraft:Axolotl Template:More images

  • Baby axolotls now have a play dead animation.

Baby mobs Template:More sounds

Template:More images

Minecraft:Camel husk

  • No longer has a baby form.

Minecraft:Goat

  • Baby goats now rotate their head when ramming.

Minecraft:Horse

  • Template:Animate Adult horse's blackdot markings have been updated to be visually closer to the new baby horse markings.

Minecraft:Rabbit

Minecraft:Pig

  • Pig sound variants now have sound for eating.

Minecraft:Polar bear

Minecraft:Skeleton horses and Minecraft:zombie horses

  • No longer panic when hurt.
  • Baby variant no longer grows up.

Minecraft:Strider

  • Striders now correctly inherit the warmth of the strider they are standing on, matching Bedrock Edition.

Non-mob entities

Minecraft:Armor stand

  • Small armor stands now display correctly by using the adult armor and scaling it down (Template:Cmd).

Command format

Template:Cmd

  • Added a new entity subcommand that will print profile information from entity in world.
    • Syntax: Template:Cmd
    • If targeted entity does not have profile (currently only Players and Mannequins do) this command will fail.

Template:Cmd

Gameplay

Minecraft:Trading

General

General

  • If a server's disk space is low, a toast will now be shown to server operators.
  • The game now requires Java 25.
  • The included Java distribution is now the Microsoft build of OpenJDK 25.
  • Tweaked default JVM options.
    • The game now allocates 4 GB of RAM by default (up from 2 GB).
    • Garbage collection has been changed from G1GC to ZGC for compatible computers.Template:More information needed
  • Added Template:Cd to the default JVM arguments.
  • Changed the internals of how chunk geometry data is stored in GPU memory and how they are rendered.

Minecraft:Block model

  • Any block model can now support cutout or translucent (partially transparent pixels) textures.
    • Whether a quad is rendered in the cutout or translucent render pass is determined by the contents of its assigned sprite.
      • Any sprite with translucent (partially transparent) pixels will be assigned to the "translucent" pass.
      • Any sprite with fully transparent pixels will be assigned to the "cutout" pass.
      • All other sprites are assigned to the "solid" pass.
  • The format of the textures map has been updated:
    • Non-string entries will now be rejected, instead of interpreted as strings.
    • Alongside the previous inline sprite ID form, entries can now be defined as an object with fields:
      • sprite – the sprite ID
      • force_translucent – optional boolean, true if any geometry with this texture should be forced into the "translucent" pass.
        • This is useful for example for blocks that don't have any translucent pixels, but use the mean mipmap strategy.
        • Default: false

Minecraft:Block states

Minecraft:Chat

  • The chat screen can now always be opened, even when chatting is restricted by settings.
    • When the chat screen is open, specific actions and message types may still be restricted.
    • Information about the restrictions (if there are any) is displayed on top of the chat box and above the chat input when the chat screen is open.
    • The same information can also be accessed in World Settings screen.
  • Chat entries from client actions like taking screenshots will now be displayed even when messages from players and servers are restricted.
  • Changing chat settings will now hide all messages of restricted types and discard any new ones.
  • The handling of chat messages on a published local server is now more consistent with dedicated servers in regard to chat settings.

Minecraft:Creative mode

  • Using Ctrl + Pick input as an operator on players and mannequins will now show the same results as executing the Template:Cmd.

Minecraft:Data component format

  • Template:Cd
    • The component now also accepts an ID or a list of IDs in addition to a tag.
  • Template:Cd
    • The field types now also accepts an ID or a list of IDs in addition to a tag.

Minecraft:Data pack

Minecraft:Debug screen

Minecraft:Dimension types

  • Added the field Template:Cd: optional Minecraft:world clock ID.
    • Specifies the default clock that will be used for the Template:Cmd command.
      • If a default clock is specified, the time command requires an explicit clock argument.
    • Also specifies the clock to which Template:Cd and Template:Cd time markers apply.
      • If not specified, those time markers will never apply in that dimension.
  • Added the field Template:Cd: boolean
    • Controls whether it is possible for an ender dragon fight to exist in the dimension.

Minecraft:Enchantment definition

  • The Template:Cd component no longer only works for a player if that player has a certain food level.

Minecraft:Entity data

Minecraft:Environment attribute

Minecraft:Game rules

  • The game rules screen is now accessible in-game through a new World Options screen in the pause menu.
  • A search bar has been added to the top of the game rules screen, both in-game and in the world creation menu.
    • The search bar also selects game rules based on description and category in addition to namespaced ID and name.

Minecraft:Game Tests

Minecraft:Items model definition

level.dat

Level format Template:Too technical

  • All default dimensions are now stored in the dimensions subfolder.
    • Data for the Minecraft:Overworld has been moved from the root folder to dimensions/minecraft/overworld
      • This includes the region, entities, and poi folders, as well as related files out of data.
    • Data for the Nether has been moved from DIM-1 to dimensions/minecraft/the_nether
    • Data for the End has been moved from DIM1 to dimensions/minecraft/the_end
    • The top level data folder is now only for data shared across dimensions instead of also for the Overworld.
  • Player storage has been moved to the players subdirectory.
    • advancements -> players/advancements
    • playerdata -> players/data
    • stats -> players/stats
  • The world resource pack (resources.zip) has been moved to the resourcepacks subdirectory.
  • Data saved in the data folder is now namespaced.
    • This means that all that data will now be stored in a namespace subfolder in the corresponding data folder.
      • All existing vanilla data files have been moved accordingly.
      • Example: data/scoreboard.dat -> data/minecraft/scoreboard.dat
    • Command storage is now stored in namespace subfolders instead of having a namespace suffix.
      • Example: data/command_storage_foo.dat -> data/foo/command_storage.dat
    • chunks.dat has been renamed to chunk_tickets.dat
    • Data for maps is now stored in the data/minecraft/maps subfolder.
      • Map index files have been renamed to only the number.
        • Example: map_1.dat -> 1.dat
      • idcounts.dat has been renamed to last_id.dat
    • There is no more raids_end.dat special case.
      • The End now uses raids.dat as well.
  • Structures saved by Structure Blocks have been moved from generated/namespace/structures to generated/namespace/structure

Lightmap algorithm

  • The algorithm that maps block and sky light levels to how bright things appear on screen has been fully rewritten.
  • A new algorithm that is supposed to mostly provide the same overall results as previous one, but:
    • It is simpler and more straightforward, and fixes multiple issues of the previous one.
    • The Minecraft:darkness effect and world darkening effect of the Minecraft:Wither fight now works the same way in all dimensions.
    • The Minecraft:night vision effect now simply adds ambient light instead of scaling the resulting colors.
      • It means that fully dark areas no longer look brighter than areas lit by block or sky light.
    • Other aspects of the algorithm such as block light tint, ambient light color and night vision color are now data-driven through environment attributes.

Lightmap shader

Minecraft:Loot functions

  • Template:Cd
    • Now also takes the following field:
      • Template:Cd – optional boolean representing if a Template:Cd component should be added to the item based on the cost of the enchantment.
        • Defaults to Template:Cd
        • The value is determined by the levels number provider and is the same that is used to determine what enchantment level is used for enchanting.
  • Template:Cd
    • Now also takes the following field:
      • Template:Cd – optional boolean representing if a Template:Cd component should be added to the item based on the cost of the enchantment.
        • Defaults to Template:Cd
        • The value is determined by the value selected by levels or its default value using the following formula: <math>2 + random(0, 5 + level * 10) + 3 * level</math>

Minecraft:Loot tables

Minecraft:Mob variant definitions

Mob sound variant

  • Added adult sound variants for the following animals:
    • Cats have a new variant called royal.
    • Pigs have new variants called mini and big.
    • Cows have a new variant called moody.
    • Chickens have a new variant called picky.
    • The original sounds of each animal are used for the variant called classic.
    • Every one of these animals will have a random sound variant assigned to it from the new variants and the original one.
  • Minecraft:Cat sound variants
    • Cat sound variants can be data-driven by adding entries to data//cat_sound_variant/.json
    • The file contains two sound sets defining adult_sounds and baby_sounds
    • Each sound set contains the following fields which correspond to sound events to use for the specific behavior:
      • ambient_sound
      • stray_ambient_sound
      • hiss_sound
      • hurt_sound
      • death_sound
      • eat_sound
      • beg_for_food_sound
      • purr_sound
      • purreow_sound
  • Minecraft:Pig sound variants
    • Pig sound variants can be data-driven by adding entries to data//pig_sound_variant/.json
    • The file contains two sound sets defining adult_sounds and baby_sounds.
    • Each sound set contains the following fields which correspond to sound events to use for the specific behavior:
      • ambient_sound
      • hurt_sound
      • death_sound
      • step_sound
    • Eating sound customization is now supported through the new field Template:Cd big variant sound sets.
  • Minecraft:Cow sound variants
    • Cow sound variants can be data-driven by adding entries to data//cow_sound_variant/.json
    • Each sound variant contains the following fields which correspond to sound events to use for the specific behavior:
      • ambient_sound
      • hurt_sound
      • death_sound
      • step_sound
  • Minecraft:Chicken sound variants
    • Chicken sound variants can be data-driven by adding entries to data//chicken_sound_variant/.json
    • The file contains two sound sets defining adult_sounds and baby_sounds.
    • Each sound set contains the following fields which correspond to sound events to use for the specific behavior:
      • ambient_sound
      • hurt_sound
      • death_sound
      • step_sound

Minecraft:Options

  • The difficulty button in the pause menu has been replaced with a button leading to a new screen – World Options.
    • The world options screen contains the difficulty button as well as a button for changing game rules.
    • The game rules screen is available for all operators and otherwise disabled.

Minecraft:Panorama

Minecraft:Predicates

  • Entity Predicates
    • Template:Cd Sub-Predicate
      • New optional field: Template:Cd
      • A Food predicate
      • Format: Object with fields:
        • Template:Cd – optional integer min/max range specifying the required food level.
        • Template:Cd – optional float min/max range specifying the required saturation level.
  • Template:Cd loot predicate
    • Added Template:Cd field: a world clock ID, specifies which world clock the time check should be done for.

Minecraft:Recipes

  • Template:Cd
    • Ingredients can now be restrained.
    • Output can now be configured.
    • The recipe still only works for banner items.
    • Removed unused Template:Cd field.
    • Added fields:
      • Template:Cd – ingredient to be used for both source and target items (was hardcoded to any banner item).
      • Template:Cd – resulting item stack (was always a copy of the Banner item with non-empty pattern).
    • Output:
      • The recipe finds the first banner item matched by the Template:Cd ingredient and treats it as the source banner.
      • Result will be built by transmuting the source banner into the Template:Cd item stack.
      • The source banner will be kept in the crafting grid.
  • Template:Cd
    • Ingredients and output can now be configured.
    • Removed unused Template:Cd field.
    • Added fields:
      • Template:Cd – ingredient to be used as a source book
        • The Template:Cd component is required on the matching item for the whole recipe to match.
      • Template:Cd – ingredient to target the item to be cloned (was hardcoded to Template:Cd tag).
      • Template:Cd – integer range describing allowed value of the generation field of Template:Cd component on the item matched by the material ingredient.
        • Must be a subrange of Template:Cd
        • Default: Template:Cd (i.e. accepting original and first copies, but not copies of a copy).
      • Template:Cd – resulting item stack (was always a copy of the item matched by the source ingredient).
    • Output:
      • The recipe will first take the value of Template:Cd component in the item matched by the Template:Cd ingredient.
      • Field Template:Cd in Template:Cd will be incremented by one.
      • Result will be built by transmuting item matched by the Template:Cd ingredient to the Template:Cd item stack and then applying the new value of Template:Cd component.
      • Number of items matched by the Template:Cd ingredient beyond the first one will be added to the resulting stack size.
      • The original item matched by the Template:Cd ingredient will be kept in the crafting grid.
  • Template:Cd
    • Ingredients can now be configured.
    • Removed unused Template:Cd field.
    • The recipe will now use the Template:Cd component instead of a hardcoded mapping of dye items to colors.
    • Added fields:
    • Output:
  • Template:Cd
    • Ingredients and output can now be configured.
    • Removed unused Template:Cd field.
    • Added fields:
    • Output:
      • The recipe finds the item matched by the Template:Cd ingredient with the Template:Cd component set.
      • Result will be built by transmuting the source item into the Template:Cd item stack.
      • Template:Cd component will be set on the result item.
      • The source item will be kept in the crafting grid.
  • Template:Cd
    • Ingredients and output can now be configured.
    • Removed unused Template:Cd field.
    • Added fields:
      • Template:Cd – ingredient (was hardcoded to any banner item).
        • Will only match if the item is a banner.
      • Template:Cd – ingredient (was hardcoded to Template:Cd).
        • Template:Cd component must be not set or be empty for the whole recipe to match.
      • Template:Cd – resulting item stack (was always a copy of the item matched by the Template:Cd ingredient).
    • Functionality remains unchanged, i.e. this recipe will apply the following changes to the copy of the item matched by the Template:Cd ingredient:
    • Output:

Minecraft:Rendering

Minecraft:Resource pack

  • The version is now Template:Cd.
  • The glow particles emitted by glow squids, lightning rods, blocks being waxed, unwaxed and scraped is now rendered as opaque, since they never actually used translucency.
  • Removed demo_background.png in favor of popup/background.png sprite.
  • Updated mule_baby.png and donkey_baby.png to fit the model properly.
  • Updated textures for Pup to fix issues with overlapping textures.

Shaders & Post-process Effects

  • The core/rendertype_item_entity_translucent_cull shaders have been removed in favor of core/entity
  • The core/rendertype_translucent_moving_block shaders have been removed in favor of core/block.
  • The core/rendertype_entity_alpha and core/rendertype_entity_decal shaders have been replaced by a DISSOLVE flag implemented by core/entity
  • Rendering of items (in UI and in the world) has been split from the core/entity into new core/item shaders.
  • The block.vsh and terrain.vsh no longer receive the Normal vertex attribute.
  • Some small changes were to how various shaders sample the lightmap texture. This includes core/entity.vsh, core/item.vsh, core/rendertype_leash.vsh, core/rendertype_text.vsh, core/rendertype_text_background.vsh, core/rendertype_text_intensity.vsh, and core/rendertype_translucent_moving_block.vsh.

Minecraft:Sounds

  • Added new sound events for the baby Minecraft:cat:
    • entity.baby_cat.ambient
    • entity.baby_cat.hiss
    • entity.baby_cat.hurt
    • entity.baby_cat.death
    • entity.baby_cat.eat
    • entity.baby_cat.beg_for_food
    • entity.baby_cat.purr
    • entity.baby_cat.purreow
    • entity.baby_cat.stray_ambient
  • Added new sound events for the baby Minecraft:chicken:
    • entity.baby_chicken.ambient
    • entity.baby_chicken.hurt
    • entity.baby_chicken.death
    • entity.baby_chicken.step
  • Added new sound events for the baby Minecraft:horse:
    • entity.baby_horse.ambient
    • entity.baby_horse.hurt
    • entity.baby_horse.death
    • entity.baby_horse.angry
    • entity.baby_horse.eat
    • entity.baby_horse.fall
    • entity.baby_horse.land
    • entity.baby_horse.step
    • entity.baby_horse.breathe
  • Added new sound events for the baby Minecraft:pig (piglet):
    • entity.baby_pig.ambient
    • entity.baby_pig.hurt
    • entity.baby_pig.death
    • entity.baby_pig.step
    • entity.baby_pig.eat
  • Added new sound events for the baby Minecraft:wolf:
    • entity.baby_wolf.ambient
    • entity.baby_wolf.growl
    • entity.baby_wolf.death
    • entity.baby_wolf.hurt
    • entity.baby_wolf.pant
    • entity.baby_wolf.whine
    • entity.baby_wolf.step
  • Added new sound events for the Minecraft:cat:
    • entity.cat_royal.ambient
    • entity.cat_royal.hiss
    • entity.cat_royal.hurt
    • entity.cat_royal.death
    • entity.cat_royal.eat
    • entity.cat_royal.beg_for_food
    • entity.cat_royal.purr
    • entity.cat_royal.purreow
    • entity.cat_royal.stray_ambient
  • Added new sound events for the Minecraft:pig:
    • entity.pig.eat
    • entity.pig_mini.ambient
    • entity.pig_mini.hurt
    • entity.pig_mini.death
    • entity.pig_mini.eat
    • entity.pig_big.ambient
    • entity.pig_big.hurt
    • entity.pig_big.death
    • entity.pig_big.eat
  • Added new sound events for the Minecraft:chicken:
    • entity.chicken_picky.ambient
    • entity.chicken_picky.death
    • entity.chicken_picky.hurt
    • entity.chicken_picky.step
  • Added new sound events for the Minecraft:cow:
    • entity.cow_moody.ambient
    • entity.cow_moody.death
    • entity.cow_moody.hurt
    • entity.cow_moody.step
  • Added new sound events for Minecraft:golden dandelion:
    • item.golden_dandelion.use
    • item.golden_dandelion.unuse
  • Added new sound events for the Minecraft:note block trumpet instrument:
    • block.note_block.trumpet
    • block.note_block.trumpet_exposed
    • block.note_block.trumpet_oxidized
    • block.note_block.trumpet_weathered

Minecraft:Splashes

  • Changed "Java 16 + 1 + 4 = 21!" to "Java 16 + 1 + 4 * 2 = 25!".

Minecraft:Tags

Minecraft:Text component format

  • Components in server status messages (MotD) nested more than 16 times will now be discarded and replaced with an ellipsis.
  • Template:Cd
    • Added a new optional field named Template:Cd that contains a text component to be used when object component itself can't be displayed (for example when printing messages in server logs or during narration).
    • Objects of type Template:Cd (player heads) no longer can be used in server status messages (MotD).
      • All components of that type will be replaced by a fallback text.

Minecraft:Textures

  • Block Textures
    • Added new block textures:
      • block/golden_dandelion.png
  • Entity Textures
    • Added new entity textures:
      • entity/armadillo/armadillo_baby.png
      • entity/bear/polarbear_baby.png
      • entity/bee/bee_baby.png
      • entity/bee/bee_angry_baby.png
      • entity/bee/bee_nectar_baby.png
      • entity/bee/bee_angry_nectar_baby.png
      • entity/camel/camel_baby.png
      • entity/cat/cat_all_black_baby.png
      • entity/cat/cat_black_baby.png
      • entity/cat/cat_british_shorthair_baby.png
      • entity/cat/cat_calico_baby.png
      • entity/cat/cat_collar_baby.png
      • entity/cat/cat_jellie_baby.png
      • entity/cat/ocelot_baby.png
      • entity/cat/cat_persian_baby.png
      • entity/cat/cat_ragdoll_baby.png
      • entity/cat/cat_red_baby.png
      • entity/cat/cat_siamese_baby.png
      • entity/cat/cat_tabby_baby.png
      • entity/cat/cat_white_baby.png
      • entity/chicken/chicken_cold_baby.png
      • entity/chicken/chicken_temperate_baby.png
      • entity/chicken/chicken_warm_baby.png
      • entity/cow/cow_cold_baby.png
      • entity/cow/cow_temperate_baby.png
      • entity/cow/cow_warm_baby.png
      • entity/cow/mooshroom_brown_baby.png
      • entity/cow/mooshroom_red_baby.png
      • entity/equipment/humanoid_baby/chainmail.png
      • entity/equipment/humanoid_baby/copper.png
      • entity/equipment/humanoid_baby/diamond.png
      • entity/equipment/humanoid_baby/gold.png
      • entity/equipment/humanoid_baby/iron.png
      • entity/equipment/humanoid_baby/leather_overlay.png
      • entity/equipment/humanoid_baby/leather.png
      • entity/equipment/humanoid_baby/netherite.png
      • entity/equipment/humanoid_baby/turtle_scute.png
      • entity/equipment/llama_body/trader_llama_baby.png
      • entity/fox/fox_baby.png
      • entity/fox/fox_snow_baby.png
      • entity/fox/fox_sleep_baby.png
      • entity/fox/fox_snow_sleep_baby.png
      • entity/goat/goat_baby.png
      • entity/hoglin/hoglin_baby.png
      • entity/hoglin/zoglin_baby.png
      • entity/horse/donkey_baby.png
      • entity/horse/horse_black_baby.png
      • entity/horse/horse_brown_baby.png
      • entity/horse/horse_chestnut_baby.png
      • entity/horse/horse_creamy_baby.png
      • entity/horse/horse_darkbrown_baby.png
      • entity/horse/horse_gray_baby.png
      • entity/horse/horse_blackdots_baby.png
      • entity/horse/horse_markings_white_baby.png
      • entity/horse/horse_markings_whitedots_baby.png
      • entity/horse/horse_markings_whitefield_baby.png
      • entity/horse/horse_skeleton_baby.png
      • entity/horse/horse_white_baby.png
      • entity/horse/horse_zombie_baby.png
      • entity/horse/mule_baby.png
      • entity/llama/llama_creamy_baby.png
      • entity/llama/llama_white_baby.png
      • entity/llama/llama_brown_baby.png
      • entity/llama/llama_gray_baby.png
      • entity/panda/aggresive_panda_baby.png
      • entity/panda/brown_panda_baby.png
      • entity/panda/lazy_panda_baby.png
      • entity/panda/playful_panda_baby.png
      • entity/panda/weak_panda_baby.png
      • entity/panda/worried_panda_baby.png
      • entity/panda/panda_baby.png
      • entity/pig/pig_cold_baby.png
      • entity/pig/pig_temperate_baby.png
      • entity/pig/pig_warm_baby.png
      • entity/piglin/piglin_baby.png
      • entity/piglin/zombiefied_piglin_baby.png
      • entity/rabbit/rabbit_black.png
      • entity/rabbit/rabbit_brown.png
      • entity/rabbit/rabbit_caerbannog.png
      • entity/rabbit/rabbit_gold.png
      • entity/rabbit/rabbit_salt.png
      • entity/rabbit/rabbit_toast.png
      • entity/rabbit/rabbit_white.png
      • entity/rabbit/rabbit_white_splotched.png
      • entity/sheep/sheep_baby.png
      • entity/sheep/sheep_wool_baby.png
      • entity/strider/strider_baby.png
      • entity/strider/strider_cold_baby.png
      • entity/sniffer/snifflet.png
      • entity/villager/villager_baby.png
      • entity/villager/baby/desert.png
      • entity/villager/baby/jungle.png
      • entity/villager/baby/plains.png
      • entity/villager/baby/savanna.png
      • entity/villager/baby/snow.png
      • entity/villager/baby/swamp.png
      • entity/villager/baby/taiga.png
      • entity/wolf/wolf_angry_baby.png
      • entity/wolf/wolf_ashen_angry_baby.png
      • entity/wolf/wolf_ashen_baby.png
      • entity/wolf/wolf_ashen_tame_baby.png
      • entity/wolf/wolf_baby.png
      • entity/wolf/wolf_black_angry_baby.png
      • entity/wolf/wolf_black_baby.png
      • entity/wolf/wolf_black_tame_baby.png
      • entity/wolf/wolf_chestnut_angry_baby.png
      • entity/wolf/wolf_chestnut_baby.png
      • entity/wolf/wolf_chestnut_tame_baby.png
      • entity/wolf/wolf_collar_baby.png
      • entity/wolf/wolf_rusty_angry_baby.png
      • entity/wolf/wolf_rusty_baby.png
      • entity/wolf/wolf_rusty_tame_baby.png
      • entity/wolf/wolf_snowy_angry_baby.png
      • entity/wolf/wolf_snowy_baby.png
      • entity/wolf/wolf_snowy_tame_baby.png
      • entity/wolf/wolf_spotted_angry_baby.png
      • entity/wolf/wolf_spotted_baby.png
      • entity/wolf/wolf_spotted_tame_baby.png
      • entity/wolf/wolf_striped_angry_baby.png
      • entity/wolf/wolf_striped_baby.png
      • entity/wolf/wolf_striped_tame_baby.png
      • entity/wolf/wolf_tame_baby.png
      • entity/wolf/wolf_woods_angry_baby.png
      • entity/wolf/wolf_woods_baby.png
      • entity/wolf/wolf_woods_tame_baby.png
      • entity/zombie/drowned_baby.png
      • entity/zombie/drowned_outer_layer_baby.png
      • entity/zombie/husk_baby.png
      • entity/zombie/zombie_baby.png
      • entity/zombie_villager/zombie_villager_baby.png
      • entity/zombie_villager/baby/desert.png
      • entity/zombie_villager/baby/jungle.png
      • entity/zombie_villager/baby/plains.png
      • entity/zombie_villager/baby/savanna.png
      • entity/zombie_villager/baby/snow.png
      • entity/zombie_villager/baby/swamp.png
      • entity/zombie_villager/baby/taiga.png
    • Renamed the following entity textures:
      • entity/armorstand/wood.pngentity/armorstand/armorstand.png
      • entity/cat/all_black.pngentity/cat/cat_all_black.png
      • entity/cat/black.pngentity/cat/cat_black.png
      • entity/cat/british_shorthair.pngentity/cat/cat_british_shorthair.png
      • entity/cat/calico.pngentity/cat/cat_calico.png
      • entity/cat/jellie.pngentity/cat/cat_jellie.png
      • entity/cat/persian.pngentity/cat/cat_persian.png
      • entity/cat/ragdoll.pngentity/cat/cat_ragdoll.png
      • entity/cat/red.pngentity/cat/cat_red.png
      • entity/cat/siamese.pngentity/cat/cat_siamese.png
      • entity/cat/tabby.pngentity/cat/cat_tabby.png
      • entity/cat/white.pngentity/cat/cat_white.png
      • entity/chicken/cold_chicken.pngentity/chicken/chicken_cold.png
      • entity/chicken/temperate_chicken.pngentity/chicken/chicken_temperate.png
      • entity/chicken/warm_chicken.pngentity/chicken/chicken_warm.png
      • entity/copper_golem/exposed_copper_golem.pngentity/copper_golem/copper_golem_exposed.png
      • entity/copper_golem/exposed_copper_golem_eyes.pngentity/copper_golem/copper_golem_eyes_exposed.png
      • entity/copper_golem/oxidized_copper_golem_eyes.pngentity/copper_golem/copper_golem_eyes_oxidized.png
      • entity/copper_golem/weathered_copper_golem_eyes.pngentity/copper_golem/copper_golem_eyes_weathered.png
      • entity/copper_golem/oxidized_copper_golem.pngentity/copper_golem/copper_golem_oxidized.png
      • entity/copper_golem/weathered_copper_golem.pngentity/copper_golem/copper_golem_weathered.png
      • entity/cow/cold_cow.pngentity/cow/cow_cold.png
      • entity/cow/temperate_cow.pngentity/cow/cow_temperate.png
      • entity/cow/warm_cow.pngentity/cow/cow_warm.png
      • entity/cow/brown_mooshroom.pngentity/cow/mooshroom_brown.png
      • entity/cow/red_mooshroom.pngentity/cow/mooshroom_red.png
      • entity/fox/snow_fox.pngentity/fox/fox_snow.png
      • entity/fox/snow_fox_sleep.pngentity/fox/fox_snow_sleep.png
      • entity/frog/cold_frog.pngentity/frog/frog_cold.png
      • entity/frog/temperate_frog.pngentity/frog/frog_temperate.png
      • entity/frog/warm_frog.pngentity/frog/frog_warm.png
      • entity/llama/brown.pngentity/llama/llama_brown.png
      • entity/llama/creamy.pngentity/llama/llama_creamy.png
      • entity/llama/gray.pngentity/llama/llama_gray.png
      • entity/llama/spit.pngentity/llama/llama_spit.png
      • entity/llama/white.pngentity/llama/llama_white.png
      • entity/panda/aggressive_panda.pngentity/panda/panda_aggressive.png
      • entity/panda/brown_panda.pngentity/panda/panda_brown.png
      • entity/panda/lazy_panda.pngentity/panda/panda_lazy.png
      • entity/panda/playful_panda.pngentity/panda/panda_playful.png
      • entity/panda/weak_panda.pngentity/panda/panda_weak.png
      • entity/panda/worried_panda.pngentity/panda/panda_worried.png
      • entity/pig/cold_pig.pngentity/pig/pig_cold.png
      • entity/pig/temperate_pig.pngentity/pig/pig_temperate.png
      • entity/pig/warm_pig.pngentity/pig/pig_warm.png
      • entity/projectiles/spectral.pngentity/projectiles/arrow_spectral.png
      • entity/projectiles/tipped.pngentity/projectiles/arrow_tipped.png
      • entity/turtle/big_sea_turtle.pngentity/turtle/turtle.png
    • Moved the following entity textures:
      • entity/armadillo.pngentity/armadillo/armadillo.png
      • entity/banner_base.pngentity/banner/banner_base.png
      • entity/bat.pngentity/bat/bat.png
      • entity/beacon_beam.pngentity/beacon/beacon_beam.png
      • entity/blaze.pngentity/blaze/blaze.png
      • entity/dolphin.pngentity/dolphin/dolphin.png
      • entity/enchanting_table_book.pngentity/enchantment/enchanting_table_book.png
      • entity/end_gateway_beam.pngentity/end_portal/end_gateway_beam.png
      • entity/end_portal.pngentity/end_portal/end_portal.png
      • entity/endermite.pngentity/endermite/endermite.png
      • entity/experience_orb.pngentity/experience/experience_orb.png
      • entity/fishing_hook.pngentity/fishing/fishing_hook.png
      • entity/guardian.pngentity/guardian/guardian.png
      • entity/guardian_beam.pngentity/guardian/guardian_beam.png
      • entity/guardian_elder.pngentity/guardian/guardian_elder.png
      • entity/lead_knot.pngentity/lead_knot/lead_knot.png
      • entity/minecart.pngentity/minecart/minecart.png
      • entity/phantom.pngentity/phantom/phantom.png
      • entity/phantom_eyes.pngentity/phantom/phantom_eyes.png
      • entity/shield_base.pngentity/shield/shield_base.png
      • entity/shield_base_nopattern.pngentity/shield/shield_base_nopattern.png
      • entity/silverfish.pngentity/silverfish/silverfish.png
      • entity/snow_golem.pngentity/snow_golem/snow_golem.png
      • entity/spider_eyes.pngentity/spider/spider_eyes.png
      • entity/trident.pngentity/trident/trident.png
      • entity/trident_riptide.pngentity/trident/trident_riptide.png
      • entity/wandering_trader.pngentity/wandering_trader/wandering_trader.png
      • entity/witch.pngentity/witch/witch.png

Minecraft:Timelines

  • Added a Template:Cd field: a world clock ID, specifies which world clock the timeline is tied to.
    • This field is required, but to match previous behavior the Template:Cd clock can be used
  • Added an optional Template:Cd field, an optional map between namespaced Time Marker IDs and either an int or a Time Marker object.
    • Format:
      • Non-negative int, the tick that the time marker marks.
      • Or object with fields:

Minecraft:UI

  • Worlds that need to be upgraded will now show Upgrade and Play instead of Play Selected World.
    • The Edit World and Re-Create World buttons are disabled until the world has been upgraded.
  • When starting such a world, a new upgrade progress screen will be shown.
  • Added new UI sprites: gui/sprites/widget/preedit.png for IME preedit overlay background.
  • If there are no screens open, IME input will be cancelled.
  • IME will be opened when a text input gains focus and closed when a text input loses focus.
  • Template:Cd debug entry has been added.

Minecraft:User interface

  • Input Method Editors (IME) candidates will now be shown in-game (on supported platforms, currently Windows and macOS) above currently edited text field.
  • Fullscreen no longer uses exclusive mode.

Minecraft:World generation Template:Too technical

  • Rule-based block state providers have changed so that their Template:Cd is optional and can be empty.
    • In such cases that an empty fallback is invoked, features that use them will not place anything.
    • Current configuration that uses a rule-based block state provider is the Template:Cd in the Template:Cd feature.
  • Template:Cd configured feature has been renamed to Template:Cd
  • Template:Cd feature configuration has changed to support the following parameters:
    • Template:Cd – The block the rock is made out of.
    • Template:Cd – A block predicate that defines which blocks the rock can be placed on.
  • Template:Cd configured feature has been renamed to Template:Cd
  • spike feature configuration now supports the following parameters:
    • Template:Cd – The block the spike is made out of.
    • Template:Cd – A block predicate that defines which blocks the spike can be placed on.
    • Template:Cd – A block predicate that defines which blocks the spike can replace.
  • Template:Cd and Template:Cd feature configurations have a new parameter:
    • Template:Cd – A block predicate that defines which blocks the huge mushroom can be placed on.
  • Template:Cd tree decorator configuration has changed so that Template:Cd is now a rule-based block state provider.
  • Template:Cd feature configuration has replaced the Template:Cd and Template:Cd parameters with a single Template:Cd rule-based block state provider:
    • Format:
      • Template:Cd – An optional block state provider.
      • Template:Cd – A list of rules.
        • Template:Cd – A block predicate that checks the block position before providing the block.
        • Template:Cd – A block state provider.
      • Default value:

<syntaxhighlight lang="json"> "below_trunk_provider": {

   "rules": [
       {
           "if_true": {
               "type": "minecraft:not",
               "predicate": {
                   "type": "minecraft:matching_block_tag",
                   "tag": "minecraft:cannot_replace_below_tree_trunk"
               }
           },
           "then": {
               "type": "minecraft:simple_state_provider",
               "state": {
                   "Name": "minecraft:dirt"
               }
           }
       }
   ]

} </syntaxhighlight>

  • Any trees that previously used Template:Cd have a Template:Cd that always provides a dirt block instead.
  • Block state providers now have a new type called Template:Cd
    • This was previously a separately parsed type but is now instead a sub-type of block state providers.
    • They can now be used in any other feature configurations as a block state provider and are no longer unique to the disk feature.
    • Format:
  • Flower features
  • Int Providers
    • Added the Template:Cd int provider
      • Selects a random value with a trapezoid distribution, similar to the Template:Cd float provider.
      • Format: object with fields:
        • Template:Cd: integer, the minimum value to generate.
        • Template:Cd: integer, the maximum value to generate.
        • Template:Cd: integer, the width of the "plateau" of the distribution in which all values are equally likely to occur.
          • A value of Template:Cd is equivalent to a triangle distribution.
          • A value of Template:Cd is equivalent to a uniform distribution.

Fixes

Template:Fixes

Videos

Official trailer: Template:Yt Template:Slicedlime

Trivia

References

Template:Reflist

Navigation

Template:Navbox Java Edition versions

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