Minecraft:Java Edition 1.21.11
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Template:Infobox version Template:Relevant guide
1.21.11, the release of Minecraft:Mounts of Mayhem, is a Minecraft:game drop for Template:JE released on December 9, 2025,<ref>Template:Mcnet</ref><ref name="mcnet-image">Template:Mcnet</ref> which adds the Minecraft:nautilus, Minecraft:zombie nautilus, Minecraft:nautilus armor, Minecraft:spears, Minecraft:netherite horse armor, Minecraft:camel husks, Minecraft:parched, and Minecraft:zombie horsemen.
A separate Minecraft:unobfuscated version of 1.21.11 was released, titled 1.21.11 Unobfuscated (or 1.21.11_unobfuscated when in the launcher). This is an experimental version released in preparation for obfuscation being removed from Java Edition clients and servers.<ref>Template:Mcnet</ref>
1.21.11 is the final version of Java Edition to be obfuscated,<ref>Template:Mcnet</ref> the final version released in 2025, the final version to require Java 21, and the final version to use the old 1.x.y version format.
Additions
Items
Template:Animate Minecraft:Nautilus armor
- Equippable on Minecraft:nautiluses and Minecraft:zombie nautiluses.
- Has copper, iron, gold, diamond, and netherite variants.
- Copper, iron, golden, and diamond nautilus armor now have a chance to be found in the Minecraft:chests for the following Minecraft:structures:
- Copper, iron and golden nautilus armor can be Minecraft:smelted into the respective Minecraft:nuggets.
File:Netherite Horse Armor (item).png Minecraft:Netherite horse armor
- Can be obtained by upgrading Minecraft:diamond horse armor with a Minecraft:smithing table using Minecraft:netherite upgrade template.
Template:Animate Minecraft:Spawn eggs
- Added nautilus, zombie nautilus, parched, and camel husk spawn eggs.
Template:Animate Minecraft:Spear
- New weapon that can be crafted in wood, stone, copper, iron, gold, diamond and netherite versions.
- Each material has different stats for timing, influencing how fast they are to use.
- Copper, iron and golden spears can be smelted into the respective Minecraft:nuggets.
- Wooden spears can be used as a fuel in a Minecraft:furnace.
- Cannot be used to mine blocks, as opposed to other weapons.
- Can be enchanted with the exclusive enchantment Minecraft:Lunge, in addition to the available enchantments for Minecraft:swords (except Minecraft:Sweeping Edge).
- Has a minimum reach for damage, being too close to a target will yield no damage.
- Has extended maximum reach compared to other tools and weapons.
- Minecraft:Zombies, Minecraft:husks, Minecraft:zombified piglins and Minecraft:piglins can spawn holding a spear.
- Golden spears are a Minecraft:piglin-preferred weapon.
- Has two attacks: jab and charge.
- Jab
- Used by quick-pressing the Template:Control.
- Is a low-damage attack with knockback.
- Has a cooldown between attacks.
- Wooden spears have the fastest cooldown, while netherite has the slowest.
- Can hit multiple enemies.
- Charge
- Used by holding the Template:Control.
- Damage is based on spear material, the player’s view angle, and the velocity of both the player and the target.
- While holding down the button, the attack goes through three stages before returning to idle:
- Engaged: The spear can deal damage, knockback, and dismount mounted enemies if the speed is above the required thresholds.
- Tired: Indicated by the spear rotating to a vertical position and shaking. The Spear can deal damage and knockback (but not dismount) if the speed is above the required thresholds.
- Disengaged: Indicated by the spear being lowered, pointing downwards. The Spear gives damage but not knockback or dismount if the speed is above the required threshold.
- The spear's range when used by mobs is half of that when used by players, but they can deal damage, dismount and knockback at lower speeds than the players.
- Spears provide visual feedback when they hit a target in the charge attack.
- Jab
Mobs
File:Camel Husk JE1.png Minecraft:Camel husk
- New Minecraft:undead variant of the Minecraft:camel.
- Spawns at a light level of 0 in Minecraft:deserts.
- Spawns with two riders: A Minecraft:husk wielding a Minecraft:spear in the front and a Minecraft:parched in the back.
- Does not spawn in Minecraft:caves, following the husk's spawning rules.
- Does not burn in Minecraft:sunlight.
- Has Template:Hp Minecraft:health.
- Is hostile if the rider is a hostile mob (similar to the Minecraft:zombie horse). Is passive without a rider.
- Despawns like other hostile mobs, but becomes persistent while Minecraft:ridden by a player.
- Favorite food is Minecraft:rabbit foot, but it cannot be Minecraft:bred.
- Drops 2-3 Minecraft:rotten flesh when killed, with an extra 0-1 for each level of Minecraft:Looting.
- Any husk riding it now has a chance of dropping a Minecraft:rabbit foot on death.
- As a mount, it works similar to a normal Minecraft:camel.
File:Nautilus.png Minecraft:Nautilus
- A new neutral Minecraft:aquatic mob.
- Spawns in all Minecraft:ocean biomes.
- Has Template:Hp health.
- Attacks using a dash attack, if provoked.
- Plays a dash sound when it performs its dash attack.
- Occasionally attacks Minecraft:pufferfish within range using the dash attack.
- Takes suffocation damage on land.
- Grants the Minecraft:Breath of the Nautilus effect to mounted players.
- Can be Minecraft:bred and Minecraft:tamed using a pufferfish or a Minecraft:bucket of pufferfish.
- A tamed nautilus can be equipped with a Minecraft:saddle, then the player can Minecraft:ride it.
- While riding it, the player can use its dash attack (similar to Minecraft:camels) by pressing the Template:Control button.
- Has an inventory UI.
- Once tamed, has a roaming restriction around its home position of 16 blocks with a saddle, and 32 blocks without.
- Has a 5% (Template:Frac) chance of dropping a Minecraft:nautilus shell upon death, on a player kill, affected by Minecraft:Looting.
File:Parched JE1 BE1.png Minecraft:Parched
- New variant of the Minecraft:skeleton.
- Spawns at a light level of 0 in deserts replacing some of the regular skeletons.
- Does not spawn in caves, following the Minecraft:husk's spawning rules.
- Does not burn in sunlight.
- Has Template:Hp health.
- Shoots Minecraft:arrows of Weakness, and has a chance to drop them as well.
- Has a slower rate of fire compared to a normal skeleton, similar to the Minecraft:bogged.
- Is immune to the Minecraft:Weakness effect.
File:Zombie Nautilus.png Minecraft:Zombie nautilus
- A new underwater mob that spawns with a Drowned rider wielding a Minecraft:trident.
- File:Coral Zombie Nautilus JE1.png Has a coral variant, which appears when spawned in a Minecraft:warm ocean type biome.
- Hostile only if ridden by a hostile mob.
- Behaves similar to the nautilus except that it cannot be bred.
- Burns in sunlight, like other Minecraft:undead mobs.
- Nautilus armor protects it from sunlight damage.
- Does not take suffocation damage on land, as opposed to regular nautilus.
- Drops 0-3 Minecraft:rotten flesh when killed, on a player kill, affected by Minecraft:Looting.
Command format
- New command that allows the creation of a stopwatch that keeps track of real time.
- Stopwatches do not depend on game ticks.
- They only run when the server/world is running, even when paused.
- Syntax:
- Template:Cmd – creates a stopwatch with the given namespaced ID.
- Template:Cmd – returns the queried value and takes in a new Template:Cd argument.
- The returned value will be scaled by that argument and truncated.
- The scale is optional and will default to Template:Cd if omitted.
- Example: Template:Cmd to get the elapsed time in ticks.
- Template:Cmd – restarts the given stopwatch.
- Template:Cmd – removes the given stopwatch.
Gameplay
- Added the following advancement:
- Added the following death messages:
- "<player> was speared by <player/mob>"
- "<player> was speared by <player/mob> using <item>"
- File:Breath of the Nautilus.png Minecraft:Breath of the Nautilus
- Affects mounted players.
- Pauses player oxygen consumption (but does not replenish oxygen).
- Minecraft:Lunge
- A new enchantment that is unique to the Minecraft:spear.
- Only works with the jab attack.
- When doing a jab attack with Lunge, it propels the player horizontally in the view direction.
- The view angle needs to be perfectly leveled horizontally to achieve maximum lunge distance.
- Costs saturation/hunger to use, similar to sprinting or jumping.
- Level I consumes Template:Hunger, level II consumes Template:Hunger, and level III consumes Template:Hunger.
- Lunge can only be used if the player has at least Template:Hunger hunger points in their hunger bar.
- There's also a durability cost of 1 for using Minecraft:Lunge across all Enchantment levels.
General
Minecraft:Environment attributes Template:Collapse
- Added Template:Cd
- Controls the maximum distance in blocks that fire can spread around a player.
- This replaces the previous Template:Cd and Template:Cd game rules, which have now been removed.
- Setting it to Template:Cd will disable fire spreading.
- Setting it to Template:Cd will allow fire spreading without players around.
- Limit: Minimum Template:Cd
- Controls the maximum distance in blocks that fire can spread around a player.
- Template:Cd
- Enables a custom attack range when using the item.
- Overrides the normal entity interaction range for player.
- Regular melee attack range is computed for mobs based on the distance of the target hitbox to their hitbox. This component modifies that distance check by adjusting minimum and maximum padding for the attack hitbox.
- Mobs using Template:Cd will have their attack range applied in the same way it applies to players.
- Format: object with fields
- Template:Cd: float, the minimum distance in blocks from the attacker to the target to be considered valid.
- Default value: Template:Cd, valid from Template:Cd to Template:Cd
- Template:Cd: float, the maximum distance in blocks from the attacker to the target to be considered valid.
- Default value: Template:Cd, valid from Template:Cd to Template:Cd
- Template:Cd: float, the minimum distance in blocks from the Creative Mode attacker to the target to be considered valid.
- Default value: Template:Cd, valid from Template:Cd to Template:Cd
- Template:Cd: float, the maximum distance in blocks from the Creative Mode attacker to the target to be considered valid.
- Default value: Template:Cd, valid from Template:Cd to Template:Cd
- Template:Cd: float, the margin applied to the target bounding box when checking for valid hitbox collision.
- Default value: Template:Cd, valid from Template:Cd to Template:Cd
- Template:Cd: float, the multiplier applied to the Template:Cd and Template:Cd when checking for valid distance when item is used by a mob.
- Default value: Template:Cd, valid from Template:Cd to Template:Cd
- Template:Cd: float, the minimum distance in blocks from the attacker to the target to be considered valid.
- Template:Cd
- Specifies the type of damage this item deals.
- Format: string, damage type identifier.
- e.g.
damage_type='minecraft:spear'
- e.g.
- Template:Cd
- Enables a charge-type attack when using the item (primarily for Spears), where, while being used, the damage is dealt along a ray every tick based on the relative speed of the entities.
- Format: object with fields.
- Template:Cd: integer, the time in ticks required before weapon is effective.
- Default value: Template:Cd
- Template:Cd: Indicates the condition to apply dismount. Objects with fields:
- Template:Cd: integer, the ticks after which the condition is no longer checked. This starts after delay has elapsed.
- Template:Cd: float, the minimum speed of the attacker, in blocks per second, along the direction that the attacker is looking.
- Optional, default value: Template:Cd
- Template:Cd: float, the minimum relative speed between the attacker and target, in blocks per second, along the direction that the attacker is looking.
- Optional, default value: Template:Cd
- Template:Cd: Indicates the condition to apply knockback. Objects with fields:
- Template:Cd: integer, the ticks after which the condition is no longer checked. This starts after delay has elapsed.
- Template:Cd: float, the minimum speed of the attacker, in blocks per second, along the direction that the attacker is looking.
- Optional, default value: Template:Cd
- Template:Cd: float, the minimum relative speed between the attacker and target, in blocks per second, along the direction that the attacker is looking.
- Optional, default value: Template:Cd
- Template:Cd: Indicates the condition to apply damage effects. Objects with fields:
- Template:Cd: integer, the ticks after which the condition is no longer checked. This starts after delay has elapsed.
- Template:Cd: float, the minimum speed of the attacker, in blocks per second, along the direction that the attacker is looking.
- Optional, default value: Template:Cd
- Template:Cd: float, the minimum relative speed between the attacker and target, in blocks per second, along the direction that the attacker is looking.
- Optional, default value: Template:Cd
- Template:Cd: float, the distance the item moves out of hand during animation.
- Default value: Template:Cd
- Template:Cd: float, the multiplier for the final damage from the relative speed.
- Default value: Template:Cd
- Template:Cd: Optional Sound Event to play when the weapon is engaged.
- Template:Cd: Optional Sound Event to play when the weapon hits an entity.
- Template:Cd: integer, the cooldown in ticks after hitting, and loosing contact with an entity before being able to hit it again.
- Default value: Template:Cd
- e.g.
kinetic_weapon={max_reach:5.0,forward_movement:1.0,delay:20,damage_conditions:{max_duration_ticks:60},knockback_conditions:{max_duration_ticks:40},dismount_conditions:{max_duration_ticks:20}}
- Template:Cd: integer, the time in ticks required before weapon is effective.
- The damage dealt is calculated as <math>floor(relative_speed * velocity_multiplier)</math> where Template:Cd is the difference of speed vectors of the attacker and the target as projected onto the axis of the attacker's view vector.
- Any additional damage from enchantments or attribute modifiers is * after this calculation.
- Template:Cd
- Sets the minimum attack charge on the attack indicator required to attack with this item.
- Format: float (Template:Cd to Template:Cd).
- Template:Cd: no charge required.
- Template:Cd: full charge required.
- Template:Cd
- Enables a quick attack that damages multiple entities along a ray (primarily for Spears).
- Format: object with fields.
- Template:Cd: boolean, whether the attack deals knockback.
- Default value: Template:Cd
- Template:Cd: boolean, whether the attack dismounts the target.
- Default value: Template:Cd
- Template:Cd: Optional Sound Event to play when a player attacks with the weapon.
- Template:Cd: Optional Sound Event to play when the weapon hits an entity.
- e.g.
piercing_weapon={min_reach:0,max_reach:4,dismounts:true}
- Template:Cd: boolean, whether the attack deals knockback.
- Template:Cd
- Specifies the swing animation to play when attacking or interacting using this item.
- Format: object with fields.
- Template:Cd: string, the animation identifier (Template:Cd, Template:Cd, Template:Cd).
- Default value: Template:Cd
- Template:Cd: integer, the duration in ticks.
- Default value: Template:Cd
- e.g.
swing_animation={type:'stab',duration:20}
- Template:Cd: string, the animation identifier (Template:Cd, Template:Cd, Template:Cd).
- Template:Cd
- Controls how the player behaves when using an item (right mouse click).
- Format: object with fields.
- Template:Cd: boolean, whether the player can sprint while using this item.
- Default value: Template:Cd
- Template:Cd: float (Template:Cd to Template:Cd), the speed multiplier applied to the player while using this item.
- Default value: Template:Cd
- Template:Cd: boolean
- Whether using this item emits Template:Cd and Template:Cd game events.
- Default value: Template:Cd
- e.g.
use_effects={can_sprint:true,speed_multiplier:1.0}
- Template:Cd: boolean, whether the player can sprint while using this item.
- Template:Cd
- Replaces any item stack with empty one.
- No fields.
- Added the anisotropic filtering graphics option.
- This new option improves the visual quality of blocks when viewed at a distance or at an angle.
- The default depends on the graphics preset, and the values are "off", "2x", "4x", and "8x".
- If the hardware does not support it, it will not be used.
- This significantly impacts video memory usage (especially combined with a high mipmap count).
- Added the chunk fade time option.
- Located in Video Settings.
- Controls the fade-in time of Minecraft:chunks.
- Added texture filtering in video settings.
- Controls the method used to sample textures when they are viewed at an angle or from a distance.
- Available values are "None", "RGSS", and "Anisotropic".
- The default depends on the selected graphics preset as well as the computer's graphics card capabilities.Template:Note
- "RGSS" (Rotated Grid Super Sampling) is a shader-based filtering method that improves texture clarity at a moderate performance cost.
- This is available on all hardware.
- "Anisotropic" is a hardware-based filtering method that improves texture clarity even further.
- The maximum anisotropy may be "2x", "4x", and "8x", controllable by a separate slider.
- If the graphics card does not support it, anisotropic filtering will do nothing.
- This significantly impacts VRAM usage (especially combined with a high mipmap count).
- Added slot sources to allow the location of any inventory slot to be specified within datapacks.
- Format: object with fields.
- Template:Cd: the slot source type.
- Template:Cd: additional fields depending on the type.
- Format: object with fields.
- Template:Cd Type
- Empty selection containing no slots.
- Template:Cd Type
- Merges several slot sources into one, with the resulting selection containing all slots from each slot source provided.
- If a slot is included in more than one slot source, it will be repeated in the resulting slot source.
- e.g. Template:Cd -> Template:Cd
- Format:
- Template:Cd: list of slot sources to join.
- Can alternatively be written inline as a list of slot sources.
- Merges several slot sources into one, with the resulting selection containing all slots from each slot source provided.
- Template:Cd Type
- Selects slots within a slot range from the inventory of an entity or block entity.
- Mirrors the behavior of the Template:Cd argument of the Template:Cmd command.
- Format:
- Template:Cd: an entity or block entity from which the slots will be sourced, from loot context.
- Can be Template:Cd, this, Template:Cd, Template:Cd, Template:Cd, Template:Cd, or Template:Cd
- Template:Cd: a slot range in the format of Template:Cd or Template:Cd (e.g. Template:Cd or Template:Cd).
- Template:Cd: an entity or block entity from which the slots will be sourced, from loot context.
- Template:Cd Type
- Selects all non-empty slots from the inventory component of one or more items.
- If no item is stored inside that component, the resulting selection will be empty.
- The location of the item(s) whose inventory component to use is specified by another slot source.
- If the slot source includes more than one item with that component, the resulting selections will be merged identically as with the Template:Cd type.
- e.g. Template:Cd -> Template:Cd
- Format:
- Template:Cd: the inventory component to target.
- Allowed values are Template:Cd, Template:Cd, and Template:Cd
- Template:Cd: a slot source containing slots with item(s) to target.
- Template:Cd: the inventory component to target.
- Selects all non-empty slots from the inventory component of one or more items.
- Template:Cd Type
- Applies a filter to the selected slots, excluding any non-matching slots from the resulting selection.
- Format:
- Template:Cd: an item predicate to match against the items in each slot.
- Template:Cd: the slot source to filter.
- Template:Cd Type
- Limits the number of slots provided, with the resulting selection containing at most that number of slots.
- Any slots bringing the number of slots above that limit will be excluded, in order of inclusion.
- e.g. Template:Cd -> Template:Cd if the limit is set to Template:Cd
- Format:
- Template:Cd: integer, the maximum number of slots to include in the resulting selection.
- Template:Cd: the slot source to limit.
- Limits the number of slots provided, with the resulting selection containing at most that number of slots.
- Example slot source selecting every slot with more than 16 items from the hotbar and armor slots of an entity:
<syntaxhighlight lang="json">{
"type": "minecraft:filtered",
"item_filter": {
"count": {
"min": 16
}
},
"slot_source": [
{
"type": "minecraft:slot_range",
"source": "this",
"slots": "hotbar.*"
},
{
"type": "minecraft:slot_range",
"source": "this",
"slots": "armor.*"
}
]
}</syntaxhighlight>
- Added "One does not simply walk to the Minecraft:Far Lands".
- References Minecraft:kurtjmac, who completed his 14-year Far Lands walk a month prior.
- Added "Music by Minecraft:Hyper Potions!"
- Biome Tags
- Added Template:Cd
- Contains the biomes where the coral variant of the Minecraft:zombie nautilus can spawn.
- Added Template:Cd
- Block Tags
- Added Template:Cd.
- Contains climbable blocks that can be glided through without stopping.
- Added Template:Cd.
- Entity Tags
- Added Template:Cd
- Contains entities that burn in daylight.
- Added Template:Cd
- Contains entities that can float on water while being ridden.
- Added Template:Cd
- Contains entities that can equip Minecraft:nautilus armor.
- Added Template:Cd
- Contains entities that the nautilus will be hostile towards when untamed.
- Added Template:Cd
- Item Tags
- Added Template:Cd
- Contains all items that can be used to feed a Minecraft:camel husk.
- Added Template:Cd
- Contains all items that can be enchanted with the Minecraft:lunge enchantment.
- Added Template:Cd
- Contains all primary melee weapons including Minecraft:swords and Minecraft:spears.
- Added Template:Cd
- Contains bucketed fish items that can be used to feed a tamed nautilus and zombie nautilus.
- Added Template:Cd
- Contains all items that can be used to feed a tamed nautilus and zombie nautilus.
- Added Template:Cd
- Contains items that can be used to tame a Minecraft:nautilus and a Minecraft:zombie nautilus.
- Added Template:Cd
- Contains all spear weapons.
- Added Template:Cd
- Contains all items that can be used to feed a tamed zombie horse.
- Added Template:Cd
- Timeline Tags
- Added Template:Cd
- Contains timelines that are active in every dimension.
- Added Template:Cd
- Contains timelines that are active in the Minecraft:Overworld.
- Added Template:Cd
- Contains timelines that are active in the Minecraft:Nether.
- Added Template:Cd
- Contains timelines that are active in the Minecraft:End.
- Added Template:Cd
- Are a new experimental concept defined in data packs under the timeline registry (i.e. found under data/<namespace>/timeline/<id>.json).
- Specify game behavior based on the absolute day time (that which is set by Template:Cmd). Timelines optionally can specify a period over which they will be repeated.
- Are able to modify game behavior or visuals by acting as an Environment Attribute source to apply Environment Attribute modifiers.
- Format: object with fields
- Template:Cd: optional integer, defines the duration in ticks over which the timeline will repeat.
- If not specified, the timeline will not repeat
- Template:Cd: optional map between Environment Attribute IDs and a corresponding Environment Attribute Track object.
- Template:Cd: optional integer, defines the duration in ticks over which the timeline will repeat.
- Format: object with fields
- Timelines by default have no effect unless they are included by a dimension.
- With the inclusion of Timelines, Environment Attribute sources are processed in the following order (from low to high priority):
- Dimensions
- Biomes
- Timelines
- Weather (not data-driven)
- Interpolation
- Timelines can define Attribute Tracks
- These specify how a modifier for a particular Environment Attribute changes over time by defining keyframes.
- Depending on the attribute, interpolation may be used between each keyframe. If interpolation is not used, the previous keyframe value will always be selected.
- For example, a Timeline with a period of 24000 might be set up as following:
- At time = Template:Cd, the timeline provides Template:Cd (red)
- At time = Template:Cd, the timeline provides Template:Cd (red)
- At time = Template:Cd, the timeline provides Template:Cd (magenta)
- Between time = Template:Cd and time = Template:Cd, the sky color will be red. Between Template:Cd and Template:Cd, it will shift from red to magenta. Then, from Template:Cd all the way until the timeline repeats and reaches time = Template:Cd again, the color will slowly shift back to red.
- Unlike biomes, if a Timeline uses a modifier instead of an override, interpolation is applied to the modifier arguments rather than the final modified values.
- Timelines can define Attribute Tracks
- Attribute Tracks
- An Attribute Track specified within a Timeline takes the format of an object with the following fields:
- Template:Cd – optional Easing Type (see below), used to ease the interpolation of the value between keyframes.
- Default: linear
- If the target attribute does not support interpolation, the easing mode will have no effect.
- Default: linear
- Template:Cd – list of keyframe objects, must be ordered by the ticks field:
- Template:Cd – integer between 0 and period_ticks (if specified), defines the tick (within the period) at which this keyframe's value will be active.
- Template:Cd – the modifier argument (format dependent on the chosen modifier).
- If no modifier is specified (or override is used), the type of this field is the same as the Environment Attribute itself.
- How this value is used depends on the type of modifier.
- Note: at most two keyframes can be placed on the same tick, creating an immediate transition.
- Template:Cd – optional string modifier ID, dependent on the Attribute Type (see the Common Modifiers section below).
- Default: override
- Template:Cd – optional Easing Type (see below), used to ease the interpolation of the value between keyframes.
- For example, the following Timeline has a period of Template:Cd, and has an attribute track that modifies only Template:Cd. Because the easing is constant, between tick Template:Cd and Template:Cd the value is Template:Cd, while between tick Template:Cd and Template:Cd it is Template:Cd.
- Like other Environment Attribute sources, the specified value is used as the argument to the specified Template:Cd. This is then applied on top of sources with a lower priority. In this case the modifier is Template:Cd, so this timeline will only ever increase the value of Template:Cd to the value specified in the track.
- An Attribute Track specified within a Timeline takes the format of an object with the following fields:
<syntaxhighlight lang="JSON"> {
"period_ticks": 24000,
"tracks": {
"minecraft:gameplay/cat_waking_up_gift_chance": {
"ease": "constant",
"modifier": "maximum",
"keyframes": [
{ "ticks": 362, "value": 0.0 },
{ "ticks": 23667, "value": 0.7 }
]
}
}
} </syntaxhighlight>
- Easing Types
- Easing Types control the interpolation between two keyframes by applying a curve. The following built-in Easing Types are provided:
- Template:Cd – always selects the previous keyframe
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- An Easing Type may also be specified with a Cubic Bézier in the format: Template:Cd}
- Template:Cd: float between Template:Cd and Template:Cd, x-coordinate of the first control point.
- Template:Cd: float, y-coordinate of the first control point.
- Template:Cd: float between Template:Cd and Template:Cd, x-coordinate of the second control point.
- Template:Cd: float, y-coordinate of the second control point.
- Easing Types control the interpolation between two keyframes by applying a curve. The following built-in Easing Types are provided:
- Common Data Types
- Mob Activity
- A string ID from the minecraft:activity built-in registry. One of:
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- A string ID from the minecraft:activity built-in registry. One of:
- Mob Activity
- Modifiers
- Added Template:Cd RGB/ARGB modifier – modifies a color by taking its grayscale form, applying a brightness modifier, and mixing with this using some factor.
- Where Template:Cd
- Argument format: object with fields
- Template:Cd: float between Template:Cd and Template:Cd, a multiplier to apply to the grayscale value.
- Template:Cd: float between Template:Cd and Template:Cd, the factor to mix with.
- Where Template:Cd
- Added Template:Cd RGB/ARGB modifier – modifies a color by taking its grayscale form, applying a brightness modifier, and mixing with this using some factor.
Changes
Blocks
- Now have the particle texture of Minecraft:terracotta upon Minecraft:breaking.Template:Source code ref
- Template:Animate The gaps between leaves are now dark green instead of black when "See-Through Leaves" video setting is disabled.
Items
General
- Items will no longer "bob" whenever their durability changes, such as when losing durability from an attack, or repaired by Minecraft:Mending.
- Players can now Minecraft:glide with Minecraft:elytra through Minecraft:cave vines and similar blocks.<ref>Template:Bug</ref>
- The texture is now the same as in Template:BE.
- Both the item and the equipment assets have been split into a tinted base layer and an overlay layer.
- Are now sorted thematically in the Minecraft:Creative inventory, according to the following categories:
- File:Zombie Horse Spawn Egg JE3.png The textures of zombie horse spawn eggs have been updated to reflect the mob's updated appearance.
Mobs
- No longer spawn more frequently and in higher light levels between October 20 and November 3.
Minecraft:Horses, Minecraft:mules, Minecraft:donkeys, Minecraft:zombie horses and Minecraft:camels
- No longer sink in water while ridden by a player.
- Will not panic if controlled by mobs.
- Tamed horses no longer run into Minecraft:cactus or Minecraft:sweet berry bushes.
Minecraft:Llamas and Minecraft:trader llamas
- Will not panic if controlled by mobs.
- Now can mimic the sounds of Minecraft:zombie nautilus, Minecraft:zombie horse, Minecraft:camel husk and Minecraft:parched.
- Piglins can now spawn holding Minecraft:golden spears and use its Jab attack.
- Piglins now consider golden spears and Minecraft:golden nautilus armor as items they like.
Minecraft:Zombie and Minecraft:husk
- Zombies and husks can now spawn holding Minecraft:iron spears and use its Charge attack.
width=51x51 Minecraft:Zombie horse
- Texture changed from width=50x50 to have a darker texture.
- Now spawns naturally, in Minecraft:plains and Minecraft:savanna biomes.
- Spawns in darkness, and burns in sunlight, like other Minecraft:undead mobs.
- Counts towards the hostile mob cap and spawns with other hostile mobs in the spawning cycle.
- Spawns being ridden by a Minecraft:zombie holding an iron spear, forming a Minecraft:zombie horseman.
- Has Template:Hp health.
- Can be healed and tempted using Minecraft:red mushrooms.
- Drops 2-3 Minecraft:rotten flesh when killed (instead of 0-2), with an extra 0-1 for each level of Minecraft:Looting.
- The boost from Looting is the same as it was before the update.
- Any zombie riding it now has a chance of dropping a Minecraft:red mushroom on death.Template:Info needed
- An unridden zombie horse does not display any hostile behavior towards players.
- If it is ridden by a zombie, the zombie will control its pathfinding and therefore make it hostile.
- Untamed zombie horses despawn like other hostile mobs.
- Tamed zombie horses are persistent and do not despawn.
- Can be tamed in the same fashion as a regular Minecraft:horse, and can then be mounted and controlled by a player.
- Can be equipped with a Minecraft:saddle and Minecraft:horse armor.
- Horse armor protects it from sunlight damage.
- Has variable movement speed and jump strength, determined when it spawns.
- Zombie villagers can now hold Spears and use its Charge attack.
- This change was not mentioned in the changelog.
- Zombified piglins can now spawn holding golden spears and use its Charge attack.
- Zombified piglins spawned from lightning striking a Minecraft:pig also have a chance to hold a Minecraft:golden spear.
World generation
- Bastion remnant chests can now contain diamond spears.
- Buried treasure chests can now contain iron spears.
- Buried treasure chests can now contain copper, iron, golden and diamond nautilus armor.
- End city chests can now contain diamond spears.
- Ocean ruin chests can now contain stone spears.
- Ocean ruin chests can now contain copper, iron, golden and diamond nautilus armor.
- Shipwreck chests can now contain copper, iron, golden and diamond nautilus armor.
- Weaponsmith chests can now contain copper and iron spears.
Command format
General
- Resource suggestions now show results in any namespace instead of just within
minecraft.
- Added new syntax Template:Cmd
- Allows to compare the elapsed time of a given stopwatch with a floating point value range.
- The stopwatch value is measured in seconds and has an accuracy of at most a millisecond.
- Example: Template:Cmd.
- The stopwatch value is measured in seconds and has an accuracy of at most a millisecond.
- The Template:Cd argument is now given in ticks instead of seconds.
- The Template:Cd argument for setting the size can now also specify seconds or in-game days using an Template:Cd or Template:Cd suffix.
- The Template:Cd argument for setting the warning distance now specifies ticks by default but can also specify seconds or in-game days using an Template:Cd or Template:Cd suffix.
Gameplay
- Updated "Minecraft:How Did We Get Here?" to require the Breath of the Nautilus effect.
- Updated "Minecraft:Best Friends Forever" to include the nautilus, zombie nautilus, and zombie horse.
- Updated "Minecraft:The Parrots and the Bats" to include the nautilus.
- Updated "Minecraft:Two by Two" to require the nautilus.
- Updated "Minecraft:Monster Hunter" to include, and "Minecraft:Monsters Hunted" to require the camel husk, parched, zombie horse, and zombie nautilus.
- Updated "Minecraft:A Throwaway Joke", "Minecraft:Take Aim" and "Minecraft:It Spreads" to include the camel husk, parched, nautilus, and zombie nautilus.
- Updated "Minecraft:Oh Shiny" to include the Minecraft:golden spear and Minecraft:golden nautilus armor.
- Cloud movement and position is now tied to the world time, hence the same for all players on a server.
- The color of the sky during sunrises and sunsets is now affected by rain and thunder.
- World border interpolation is now dependent on game ticks instead of real time.
- This means the world border will no longer move when the game is paused.
- It will also respect any changes made by the Template:Cmd command.
General
General
- Added support for KQueue on OSX to improve network connection performance.
- Added new Template:Cd trigger with fields:
- Template:Cd: optional entity predicate, the player using the kinetic weapon.
- Template:Cd: optional integer, the number of mobs hit in a single use of the kinetic weapon.
- Underwater biome fog color and fog distance is now blended based on the player's position between biomes, similarly to regular biome fog and sky colors.
- Added new attributes field for biomes to specify Environment Attributes.
- Note: certain attributes, such as gameplay/fast_lava are not evaluated positionally and thus cannot be set on a Biome.
- Many subfields under effects have been migrated to Environment Attributes:
- Note: the form of these attributes may not be identical to the original fields.
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd, Template:Cd, Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- The following color fields in the Template:Cd definition now support colors as a string in the form "#rrggbb", or a float array in the form Template:Cd
- Block model elements can now be rotated around multiple axes.
- Model is first rotated around X, then Y, then Z
- New fields:
- Template:Cd – rotation around axis X in degrees, float, defaults to Template:Cd
- Template:Cd – rotation around axis Y in degrees, float, defaults to Template:Cd
- Template:Cd – rotation around axis Z in degrees, float, defaults to Template:Cd
- Existing fields Template:Cd and Template:Cd can still be used.
- If both field sets are present, older notation takes presence.
- Existing restriction for angle value limiting them to Template:Cd has been removed.
- Note: Names of faces are not influenced by rotation. Features that depend on them, like culling, will always use original directions.
Minecraft:Blockstates definition
- Variants in blockstates definition files (defined in assets/minecraft/blockstates/) can now be also rotated around Z axis.
- New optional field Template:Cd has the same format as existing Template:Cd and Template:Cd fields: an integer with allowed values of Template:Cd (default), Template:Cd, Template:Cd and Template:Cd.
- Rotation around Z axis is applied after X and Y.
- Now fade in instead of appearing out of nowhere, with the fade-in time adjustable through Video Settings.
- Several uses of the Template:Key key on Mac have been rebound to Template:Key:
- The input modifier to drop all items.
- The input modifier to include all the data when picking a block.
- The input modifier to change GUI scale in the Video Settings screen.
- Stopping the recipe book from cycling through variations of items.
- Added a new
minecraft:speardamage type.
- The Minecraft:pack format version is now Template:Cd.
Debug renderer
- More debug renderers are now available through the Debug Settings screen.
- Some existing renderers were improved.
- The performance of debug renderers has been significantly improved.
- Added new attributes field for dimensions to specify Environment Attributes.
- Many fields have been migrated to Environment Attributes:
- Note: the form of these attributes may not be identical to the original fields.
- Template:Cd -> Template:Cd, Template:Cd, Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd (note: not removed) -> Template:Cd
- Added a new optional Template:Cd field that specifies which Timelines are active in this dimension.
- Format: a Timeline ID, a list of Timeline IDs, or a Timeline Tag.
- The Template:Cd field has been fully replaced by the Template:Cd and Template:Cd environment attributes.
- The Template:Cd field has been removed and replaced with the following new fields:
- Template:Cd – the skybox rendering type to use, one of:
- Template:Cd (was Template:Cd effect ID)
- Template:Cd (was Template:Cd effect ID)
- Following environment attributes are applied only when the Template:Cd is Template:Cd:
- Template:Cd (was Template:Cd effect ID)
- Default: Template:Cd
- Template:Cd – the direction of cardinal lighting that affects blocks, one of:
- Template:Cd (was Template:Cd and Template:Cd effect ID).
- Template:Cd (was Template:Cd effect ID).
- Default: Template:Cd
- Template:Cd – the skybox rendering type to use, one of:
- The Template:Cd field has been replaced by a Template:Cd boolean (default: Template:Cd)
- Time-based effects such as the angle of the sun are now specified instead by environment attributes.
- However, the remainder of behaviors formerly affected by Template:Cd being present will now instead use the Template:Cd boolean.
Minecraft:Enchantment definition
- Added Template:Cd
- Raises the base to the specified power level.
- Template:Cd – Level-Based Value indicating the base of the exponent.
- Template:Cd – Level-Based Value indicating the power of the exponent.
- Raises the base to the specified power level.
- Enchantment Effect Components
- Template:Cd: Effects applying after a piercing attack with an item.
- Enchantment Entity Effects
- Template:Cd: applies exhaustion to the targeted entity.
- Template:Cd – Level-Based Value indicating the amount of exhaustion to apply.
- Effective only on players.
- Template:Cd: applies an impulse to the targeted entity.
- Template:Cd – The first step of determining the impulse is applying this vector as local coordinates (the same used by Template:Cmd) onto the entity look vector.
- Template:Cd – The second step is scaling the resulting vector by this vector on each axis in world space, X, Y and Z.
- Template:Cd – The third step is scaling the resulting vector by this Level-Based Value.
- Template:Cd: can now support a list of sound event identifiers, one for each level of enchantment. If a level is higher than the number of sounds, the last sound in the list is used.
- Template:Cd: applies exhaustion to the targeted entity.
- The Template:Cd field has been renamed to Template:Cd.
- The Template:Cd field has been removed.
- An Template:Cd (long) field has been added, containing the time anger ends in game ticks.
- Environmental Fog in the Minecraft:Nether is no longer dependent on the render distance setting, and will consistently be applied from 10 to 96 blocks.
- Template:Cd font has been updated to use Unifont 17.0.01.
- Have been moved into a registry.
- With that, all game rules have been renamed from their previous camel case names to resource locations in snake case.
- Additionally, some game rules have been further renamed:
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- The value is inverted accordingly in places that use the resource location.
- Template:Cd -> Template:Cd
- The value is inverted accordingly in places that use the resource location.
- Template:Cd -> Template:Cd
- The value is inverted accordingly in places that use the resource location.
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Template:Cd -> Template:Cd
- Limits
- Some game rules that previously did not have a limited value range now do:
- Template:Cd: Minimum Template:Cd
- Template:Cd: Minimum Template:Cd
- Template:Cd: Minimum Template:Cd
- Template:Cd: Minimum Template:Cd
- Template:Cd: Minimum Template:Cd, maximum: Template:Cd
- Template:Cd: Minimum Template:Cd
- Template:Cd: Minimum Template:Cd
- Template:Cd: Minimum Template:Cd
- Template:Cd: Minimum Template:Cd
- Template:Cd: Minimum Template:Cd
- Some game rules that previously did not have a limited value range now do:
- In the Template:Cd test environment the keys Template:Cd and Template:Cd have been replaced with a single key rules.
- It is a map from game rules resource locations to the game rules value. The value type is either integer or boolean depending on the game rule.
- The "See-Through Leaves" video setting is now turned off on the "Fast" graphics preset.
- Disabling the "See-Through Leaves" video setting now improves performance more than before because leaves occluded faces are now culled.
- Template:Cd
- The animation field has been updated:
- Renamed Template:Cd to Template:Cd
- Added new Template:Cd animation.
- The animation field has been updated:
- Template:Cd
- Items with this component now show information about it in their tooltip.
- Added food properties to the following fish bucket items:
- Added new option for all item models:
- Template:Cd
- Defaults to Template:Cd
- Indicates how fast the item moves up and down when swapping items in hotbar.
- Large speeds can allow items that take more of the screen space to fully duck before swapped into the next item.
- Template:Cd
- Added new item model:
- Template:Cd – model for the Minecraft:spear when in hand.
- Added a Debug category category in the key binds screen.
- Keys used to access debug features can now be rebound.
- The debug modifier key can be bound separately from the debug overlay key.
- The key to toggle GUI can now be rebound.
- The key to toggle spectator shader effects, such as when spectating an Minecraft:enderman, can now be rebound.
- Template:Cd
- The field Template:Cd has been replaced with two fields:
- Template:Cd – function or a list of functions to run when Template:Cd predicate passes.
- Template:Cd – function or a list of functions to run when Template:Cd predicate fails.
- The field Template:Cd has been replaced with two fields:
- Added new Template:Cd loot pool entry.
- Provides the items contained within the selected slots to the loot table.
- Format:
- Template:Cd: a slot source describing where the items are located.
- Supports all standard loot pool entry fields.
Minecraft:Minecraft Server Management Protocol
- The version is now 2.0.0.
- Added a new notification server/activity.
- Indicates that a network connection to the server has been initiated.
- Rate limited to 1 notification per 30 seconds.
- Enable authentication from web browsers.
- Authenticate by passing the token in
Sec-WebSocket-Protocolheader when opening the WebSocket connection.- Example:
Sec-WebSocket-Protocol: minecraft-v1, <token>
- Example:
- Requests authenticating this way are subject to Origin header checks. This requires configuration of allowed origins on the server side using
management-server-allowed-origins. The default value is empty, meaningSec-Websocket-Protocolauthentication is effectively disabled.
- Authenticate by passing the token in
- In the Template:Cd and Template:Cd schemas, the type of the value field has been changed from string to take either a boolean or an integer.
- It now uses the game rule resource location as the key.
Minecraft:Mob variant definitions
- Zombie Nautilus Variants
- Zombie Nautilus variants can be data-driven by adding entries to data/<namespace>/zombie_nautilus_variant/<id>.json
- This feature is experimental.
- Fields in file:
- Template:Cd – one of: normal, warm
- Template:Cd – namespaced id for this variant asset, resolves to assets/<namespace>/textures/<path>.png
- Template:Cd – a uniform variant selection rule.
- Spawn conditions
- Template:Cd
- Checks if entity is spawning in specific biomes.
- Fields:
- Template:Cd – single entry, list or a tag describing biomes.
- Template:Cd
- Checks if current moon brightness is within certain range.
- Fields:
- range – floating point range (a single number or an object like Template:Cd
- Template:Cd
- Checks if entity is spawning in specific structures.
- Fields:
- Template:Cd – single entry, list or a tag describing structures.
- Template:Cd
- Zombie Nautilus variants can be data-driven by adding entries to data/<namespace>/zombie_nautilus_variant/<id>.json
- Renamed the "Show Music Toast" option to "Music Toast".
- Added a third state to the "Music Toast" option, allowing it to only be shown in the pause menu.
- Updated the panorama to resemble Minecraft:Mounts of Mayhem.
- Component Predicates
- Component predicates (predicates field in block, item and entity predicates) now include predicates for checking existence of every component type.
- Those predicates are written as
{<component_type>: {}}. - Such predicate check passes as long as component is present, no matter the actual value.
- Existing predicates for specific components remain unchanged.
- Example:
{predicates:{written_book_content:{author:"foo"}}– existing format for matching books.{predicates:{written_book_content:{}}– special case of above that accepted any value, as long as component existed.{predicates:{instrument:{}}– checks if componentminecraft:instrumentexists (was not allowed before).
- Entity Predicates
- The Template:Cd predicate now supports new values:
- Template:Cd: when an entity is touching Minecraft:water or a Minecraft:bubble column.
- Template:Cd: when an entity is gliding with an Minecraft:elytra.
- The Template:Cd predicate now supports new values:
- Item Predicates
- Item predicate in command form (
<item>[predicate~{...},component={...}]) has been extended to accept empty predicates for any component type. - Similarly to component predicates in data, those empty entries only check for component existence.
- Existing shorter syntax for checking component existence remains unchanged.
- That means Template:Cd and Template:Cd are equivalent.
- Item predicate in command form (
- The version is now Template:Cd.
- block.vsh/fsh copies terrain.vsh/fsh and handles ad-hoc blocks (e.g. held by entities).
- Added Template:Cd uniform, used by terrain.vsh (which replaces Template:Cd).
- New shaders have been introduced to perform GPU based sprite animations.
- Template:Cd uniform now has camera coordinates.
- terrain core shader now samples the blocks atlas texture linearly instead of with nearest neighbour
- Block model and state format has been expanded to allow more rotations.
- Added ClientFps JFR event.
- Experience packets that do not change the player's experience progress or level are no longer sent by the server.
- Client FPS is expected to be higher for most players.
- Graphics modes "Fast", "Fancy", and "Fabulous!" have been replaced with graphics presets with the same names.
- Settings on the Video Settings screen have been reordered and split into 3 sections: "Display", "Quality & Performance", and "Interface".
- The following settings that have been removed from the Video Settings screen, because were duplicating accessibility settings:
- "View Bobbing"
- "Glint Speed"
- "Glint Strength"
- "FOV Effects"
- "Distortion Effects"
- Tweaks that were previously hidden behind the "Graphics" setting have been split out to be configurable independently:
- "See-Through Leaves"
- "Show Vignette"
- "Weather Effect Radius"
- Configures the distance in blocks within which rain and snow are visible.
- "Improved Transparency"
- Resolves some of the transparent geometry rendering issues at a significant GPU cost, previously was hidden behind "Fabulous!".
- A new "Preset" slider was added to the top of the "Quality & Performance" section.
- Presets control most of the "Quality & Performance" settings at once, not only the ones that were previously hidden behind the "Graphics" setting.
- Available presets are "Fast", "Fancy", "Fabulous!" and "Custom"
- The default preset is "Fancy" for new players.
- But for players who are upgrading to this version the preset will be set to "Custom" to preserve the current configuration.
- The following settings that have been removed from the Video Settings screen, because were duplicating accessibility settings:
Minecraft:Shaders & Post-process Effects
- Added Template:Cd core shaders, which use a new Template:Cd uniform.
- Minecraft:Anvil destroy, land, place and use sounds now play at a slightly lower volume.
Sprite Animations
- Sprites (textures as part of a larger atlas) are now animated on the GPU rather than per-tick on the CPU.
- For regular frame-based animations, animate_sprite.vsh and animate_sprite_blit.fsh are used to perform the draw.
- For interpolated animations, animate_sprite.vsh and animate_sprite_interpolate.fsh are used to perform the draw.
- The UBO Template:Cd contains information on where the sprite should be drawn to, within the greater texture atlas.
- Added Template:Cd statistic (Distance By Nautilus).
- Biome Tags
- Removed Template:Cd – replaced by Template:Cd Environment Attributes.
- Removed Template:Cd – replaced by Template:Cd field in the Template:Cd Environment Attribute.
- Removed Template:Cd – replaced by Template:Cd Environment Attribute.
- Removed Template:Cd – replaced by Template:Cd Environment Attribute.
- Damage Tags
- Added Template:Cd to Template:Cd tags.
- Enchantment Tags
- Added Template:Cd to Template:Cd tags.
- Entity Tags
- Added Template:Cd to Template:Cd tags.
- Added Template:Cd to Template:Cd tag.
- Added Template:Cd to Template:Cd tags.
- Added Template:Cd to Template:Cd tag.
- Added Template:Cd to Template:Cd tag.
- Added Template:Cd to Template:Cd tag.
- Item Tags
- Added Template:Cd to Template:Cd tag.
- Added Template:Cd to Template:Cd tag.
- Added Template:Cd to Template:Cd tag.
- Renamed tag Template:Cd to Template:Cd.
- Renamed Template:Cd to Template:Cd from Template:Cd tag.
- Renamed Template:Cd to Template:Cd from Template:Cd tag.
- Item textures were split out of the blocks atlas into a separate new items atlas that does not have mipmaps.
- All textures used in an item model have to come from the same (items or blocks) atlas.
- All textures used in a block model have to come from the blocks atlas.
- Commands that were referencing the blocks atlas for item textures now need to reference the items atlas instead.
- To prepare for future work, the game will now print a warning if any defined sprites in any atlases share a name.
- Minecraft:celestials.png-atlas
- A new celestials atlas has been introduced, including sprites for objects rendered in the sky such as the Sun and Moon.
- Includes sprites from <namespace>:textures/environment/celestial/<path>.png
- The following textures have been moved or split:
- textures/environment/sun.png -> sun
- textures/environment/end_flash.png -> end_flash
- textures/environment/moon_phases -> moon/full_moon, moon/waning_gibbous, moon/third_quarter, moon/waning_crescent, moon/new_moon, moon/waxing_crescent, moon/first_quarter, moon/waxing_gibbous
- All blocks in the world now have mipmaps applied if enabled in video settings.
- Blocks that did not have mipmaps before, such as different vines, rails, foliage (apart from leaves) and more should look better from higher distances.
- Only mipmaps of level 0 and 1 are now animated for block animated textures.
- Minecraft:Glass and Minecraft:glass panes now support translucent textures.
- All mipmap levels are once again animated for block animated textures.
- Beacon and redstone dust now support translucent textures.
- Textures used for still water and lava are now hardcoded to Template:Cd and Template:Cd.
- Beacons no longer support translucent textures.
- Added gui/container/nautilus used for the Nautilus inventory UI.
- Template:Cd section of Template:Cd files has a new field Template:Cd with the following supported values:
- Template:Cd averages both color and alpha between groups of four pixels for the current mipmap level to generate the next mipmap level pixel. This was and stays the default strategy for most solid or translucent full block textures.
- Template:Cd is similar to Template:Cd, but blends colors in a way that makes the pixels bordering cutout pixels darker. This was and stays the strategy for leaves and mangrove roots. It simulates dark interior of the blocks.
- Template:Cd is a new strategy that always generates a mipmap based on the original texture instead of the previous mipmap. Used for most cutout blocks that became mipmapped in this version.
- Template:Cd is a modification of Template:Cd that uses stricter alpha cutoff value leading to the textures using this value disappearing at higher mipmap levels. Is used for flowers and similar blocks to avoid artifacts.
- Template:Cd is the default value and will make the game to pick Template:Cd for textures that do not contain fully transparent pixels and Template:Cd for those that do.
- Template:Cd section of Template:Cd files has a new Template:Cd field that controls alpha bias for cutout textures.
- There is no limit for this value technically, it can be negative as well, but it does not make sense to set this higher than Template:Cd or lower than Template:Cd since the texture will become either fully opaque or fully transparent.
- Default value for this field is Template:Cd, and it can be increased for textures that can become too transparent/thin at distance, or decreased if it's too "opaque".
- Only used for lower mips of cutout textures, does not change the alpha of first mip level, and has no effect on other textures.
- Menu sliders will now "stick" to the closest available value when releasing them after dragging with a mouse.
- When using keyboard to change slider values, arrow keys will now move the slider to the next available value, not by one pixel as before.
- The inF3 button in the Debug Option screen has been renamed to inOverlay.
- "Interface" option inside the Video Settings screen has been renamed to "Preferences".
- The Single Biome Customization screen now has a search box.
- The language selection screen now has a search box to filter languages.
UI Sprites
- Added new UI sprites:
- container/slot/nautilus_armor
- container/slot/nautilus_armor_inventory
- Nautilus icon used in Nautilus inventory UI.
- container/slot/spear
- Minecraft:Spear icon used in the Minecraft:smithing table screen.
- Added new nine-sliced sprites:
- container/inventory/effect_background
- container/inventory/effect_background_ambient
- Removed the following sprites:
- container/inventory/effect_background_large
- container/inventory/effect_background_small
Fixes
Videos
Trivia
- 1.21.11 has the highest minor version number of any Template:JE release version, beating the previous records of 1.7.10 and 1.21.10.
- This is also the third Template:JE public release with minor version at "11" overall, following Classic 0.0.11a in 2009 and Minecraft:Alpha v1.0.11 in 2010.
- This is the first version of Template:MC to have its code unobfuscated.
- This version was released exactly ten years after 1.8.9 and 15w50a.
- The unobfuscated release candidates for this version share the record for the longest version string of all Template:JE versions, at 40 characters.
Notes
References
Template:Navbox Java Edition versions
Minecraft:de:1.21.11 Minecraft:es:Java Edition 1.21.11 Minecraft:fr:Édition Java 1.21.11 Minecraft:ja:Java Edition 1.21.11 Minecraft:lzh:爪哇版一點二一點一一 Minecraft:pl:Java Edition 1.21.11 Minecraft:pt:Edição Java 1.21.11 Minecraft:ru:1.21.11 (Java Edition) Minecraft:th:รุ่น_Java_1.21.11 Minecraft:uk:1.21.11 (Java Edition) Minecraft:zh:Java版1.21.11