Minecraft:Java Edition 1.21.4
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Template:Infobox version Template:Relevant guide 1.21.4, the release of Minecraft:The Garden Awakens, is a Minecraft:game drop for Template:JE, released on December 3, 2024.<ref>Template:Mcnet</ref> It adds the Minecraft:pale garden, including pale oak wood, Minecraft:creakings, and Minecraft:resin, and fixes bugs. This is the final version released in 2024.
Additions
Blocks
Template:Animate Minecraft:Creaking heart
- A creaking heart is a “living” block generating in pale oak trees, covered on all sides by pale oak wood logs.
- Can be found activated in the Minecraft:pale garden biome.
- Only activates when placed between two pale oak logs in the same orientation and can't be deactivated unless the block is broken.
- Emits subtle eerie sounds when it is active and surrounded by any types of Minecraft:logs, Minecraft:stripped logs, Minecraft:wood, or Minecraft:stripped wood on all 6 directions.
- Sends a trail of particles towards the connected Minecraft:creaking when the creaking gets hit by the player or projectiles.
- Particle speed is affected by the distance of the creaking from the heart block.
- Attacking a creaking causes its creaking heart to exude 2 to 3 Minecraft:resin clumps.
- Mining the block is most efficiently done with an axe, but it only drops when using a Minecraft:Silk Touch tool.
- When the creaking heart block is destroyed, the connected creaking is removed.
- Naturally placed creaking hearts drop 20-24 experience when broken by a player, with or without Silk Touch.
- A naturally spawned creaking heart does not drop experience when broken in Creative mode.
- Breaking a creaking heart block drops 1–3 resin clumps, and it is affected by Minecraft:Fortune enchantment.
- Can also be crafted using 2 Minecraft:pale oak logs and a Minecraft:block of resin.
Template:Animate Minecraft:Eyeblossom
- New flowers that generate in the pale garden biome.
- They exist in two variants: closed and open.
- Eyeblossoms transition between the two variants based on the time of day.
- During the night, eyeblossoms become open.
- During the day, they become closed.
- In dimensions that do not have a day/night cycle, they remain as-is.
- Eyeblossoms planted on the ground communicate with each other, helping each other to open or close.
- Open eyeblossoms have glowing eyes during the night.
- Can be obtained by bonemealing the grass in the pale garden biome or bonemealing an existing eyeblossom.
- Minecraft:Bees get poisoned if they are fed eyeblossoms.
- Minecraft:Suspicious stew made from eyeblossom has Blindness or Nausea effect depending on the variant.
- Gray or orange dye can be crafted from closed and open eyeblossoms, respectively.
- Minecraft:Wandering traders can sell open eyeblossoms.
File:Pale Hanging Moss.png Minecraft:Pale hanging moss
- Generates naturally in the pale garden biome under the foliage of pale oaks.
- Does not grow randomly, but can be bonemealed to grow down.
- When attached to a pale oak log or leaves, it emits ambient sounds.
- It only drops when using Minecraft:shears or a tool enchanted with Minecraft:Silk Touch.
- Breaks instantly when mined.
- Can be sold by the Minecraft:wandering trader.
File:Pale Moss Block.png Minecraft:Pale moss block
- Generates naturally in the pale garden biome.
- Pale moss blocks can be bonemealed to spread to compatible blocks.
- Can be sold by the Minecraft:wandering trader.
File:Pale Moss Carpet.png Minecraft:Pale moss carpet
- Generates naturally in the pale garden biome.
- When placed, pale moss carpet grows up to two blocks on the solid faces of any block that borders it. Template:Animate
- Pale moss carpet can be bonemealed to grow to full on all solid faces of any block that borders it.
File:Pale Oak Leaves.png Minecraft:Pale oak leaves
- A new type of leaves, generated in Minecraft:pale oak trees.
- Emits gray (color) Template:Cd particles falling underneath, similar to cherry leaves.
File:Pale Oak Log.png Minecraft:Pale oak log
- A new type of log, generated as a part of Minecraft:pale oak trees.
- Can be crafted into pale planks and wood.
- Template:Animate Has a stripped log variant, wood variant and stripped wood variant.
- The stripped variant can be used to craft File:Pale Oak Hanging Sign JE1.png Minecraft:hanging signs.
File:Pale Oak Planks.png Minecraft:Pale oak planks
- Crafted from pale oak logs.
- Can be used to craft respective Minecraft:buttons, Minecraft:doors, Minecraft:fences, Minecraft:fence gates, Minecraft:pressure plates, Minecraft:signs, Minecraft:slabs, Minecraft:stairs, and Minecraft:trapdoors.
- Can be used to craft Minecraft:pale oak boats and pale oak boats with chests.
- Can be used to craft wooden blocks or items (e.g. Minecraft:chest and sticks)
File:Pale Oak Sapling.png Minecraft:Pale oak sapling
- A new type of Minecraft:sapling which grows into a pale oak tree when planted.
- Drops underneath pale oak leaves.
- Can be sold by the Minecraft:wandering trader.
- Can break off a fully grown one and plant it to grow a pale oak tree.
- File:Potted Pale Oak Sapling.png Can be placed in Minecraft:flower pots.
Template:Animate Minecraft:Resin clump
- A multi-face block.
- Dropped by the creaking heart when it is destroyed.
- Placed around the creaking heart when its creaking is attacked.
- Can be crafted into a Minecraft:block of resin.
- Can be hardened into Minecraft:resin brick items in a furnace.
- Can be found in loot chests in Minecraft:woodland mansions.
- Can be placed on any full face of a neighboring block.
- Can be waterlogged.
File:Block of Resin.png Minecraft:Block of resin
- Crafted from Minecraft:resin clump.
- Can be used to craft a Minecraft:creaking heart using two pale oak logs.
File:Resin Bricks.png Minecraft:Resin bricks
- Crafted from Minecraft:resin brick.
- Can be used to craft File:Chiseled Resin Bricks.png chiseled, File:Resin Brick Slab.png Minecraft:slabs, File:Resin Brick Stairs.png Minecraft:stairs, and File:Resin Brick Wall.png Minecraft:walls variants.
- Mining the block is most efficiently done with a pickaxe.
Items
File:Resin Brick.png Minecraft:Resin brick
- Can be smelted from Minecraft:resin clump items in a furnace.
- Can be used to craft Minecraft:resin bricks.
- Can be used to trim armor.
Mobs
File:Creaking JE1.png Minecraft:Creaking
- Spawns at night in the pale garden biome if there is a creaking heart block that has been generated in a pale oak tree.
- Is not affected by light levels but spawns and despawns based on day/night cycle.
- There's a variation in how long time it takes for each creaking heart to spawn a creaking.
- The creaking heart may decide to remove or replace its associated creaking when:
- It turns day.
- The creaking is too far away from the heart.
- A player intersects with the creaking for a few seconds.
- The melee attacks deal Template:Hp damage.
- It follows and attacks players up to 32 blocks away from its creaking heart block.
- An activated creaking doesn't move if a player in Survival or Adventure mode is looking at it.
- Creakings also have full knockback resistance in that state.
- A player wearing a carved pumpkin on their head can look at a creaking without it freezing in place.
- An activated creaking doesn't move if a player in Survival or Adventure mode is looking at it.
- The following characteristics apply for naturally spawning creaking:
- Reacts only to damage caused by mobs and projectiles, by swaying in place.
- Ignores cactus, sweet berry bushes and powder snow damage and can walk through/over them.
- Has a twitching animation.
- Is fire-resistant.
- When hit, a particle trail is shown between the creaking and the creaking heart block it is connected to.
- When the creaking heart block the creaking is connected to is destroyed, the creaking is removed, with no loot or experience dropped from the mob.
- Cannot enter Minecraft:boats.
- Creaking spawned from a creaking heart cannot go through portals.
- The creaking spawn egg spawns a creaking mob that is not connected to a creaking heart. This creaking mob persists through day and night, loads and saves, and takes damage from attacks and other damage sources.
- Has Template:Hp health point.
- A creaking summoned from the creaking heart cannot be spawned with a spawn egg or summoned with commands, but can only exist as a part of the creaking heart block.
- Their eyes are visible when they have the Minecraft:Invisibility effect.
Non-mob entities
File:Pale Oak Boat.png Minecraft:Pale oak boat
- A new type of boat, crafted with pale oak planks.
- File:Pale Oak Boat with Chest.png Can be used to craft a variant with a chest.
World generation
File:Pale Oak Tree.png Minecraft:Pale oak
- A new type of tree which can be grown from pale oak saplings in a 2x2 configuration.
- Generates naturally in the pale garden biome.
- Player grown pale oak trees grow without any decorations.
- Naturally generated pale oak trees have Minecraft:pale hanging moss hanging from the foliage, Minecraft:pale moss patches on the ground, and Minecraft:creaking heart blocks can generate in them.
File:BiomeSprite pale-garden.png Minecraft:Pale garden
- A new biome which contains pale oaks and pale moss blocks/carpet.
- It is a variation of the Minecraft:dark forest biome, with pale oak trees instead of dark oak trees.
- Animal mobs do not spawn naturally.
- The grass in the pale garden has a desaturated, grayish look, the sky is a smoky gray, and water is a pale light blue.
- Any tinted leaves places in the biome also get a desaturated, gray look.
- Has no music, and currently playing music gradually fades out if the player enters one.
- A particle is emitted in the pale garden.
- Vegetation patch feature consisting of pale moss and other plants found in the pale garden.
General
- Added support for Popoloca language.
Changes
Blocks
Minecraft:Bell, Minecraft:lantern, Minecraft:soul lantern, Minecraft:copper door, Minecraft:iron door, Minecraft:heavy weighted pressure plate, Minecraft:light weighted pressure plate, Minecraft:polished blackstone pressure plate, Minecraft:stone pressure plate and Minecraft:brewing stand
- Now drop when broken with any tool.
- Now drops Minecraft:obsidian when mined with an incorrect tool.
- Changed the texture of normal, chiseled, cracked and red nether bricks to match the pattern of other brick blocks.
- Are now activated from resin clumps being placed by a creaking heart, with a frequency of 13.
Items
- A subtitle for
flyinghas been added. - Opening your elytra, along with other things like crouching, ends your sprint.
- Similar to block items, spawn eggs for entities that could execute operator-only commands now have a warning in tooltip.
- Changed durations of the suspicious stew effects to match Template:BE:
- Minecraft:Fire Resistance: 3 seconds
- Minecraft:Blindness: 11 seconds
- Minecraft:Weakness: 7 seconds
- Minecraft:Regeneration: 7 seconds
- Minecraft:Jump Boost: 5 seconds
- Wither: 7 seconds
- Minecraft:Poison: 11 seconds
Mobs
General
- The way mobs decide to replace their equipped items with items on the ground was changed.
- If the item belongs in an armor slot, replace the item if any of the following conditions apply.
- The new item has a higher base armor value.
- The new item has a higher base armor toughness value.
- The new item has more enchantments.
- The new item is less damaged.
- The new item has a custom name while the old one doesn't.
- If the item belongs in the main hand slot, replace the item if any of the following conditions apply.
- The new item is a preferred weapon while the old one isn't.
- If the old item is a preferred weapon while the new item isn't, do not replace the item.
- The new item has a higher base damage value.
- The new item has more enchantments.
- The new item is less damaged.
- The new item has a custom name while the old one doesn't.
- The new item is a preferred weapon while the old one isn't.
- If the item belongs in an armor slot, replace the item if any of the following conditions apply.
Baby Minecraft:cats and Minecraft:wolves
- Now get a collar with the color that is a mix between the parents collar color if possible.
- Instead of breeding, they get withered when fed Minecraft:wither roses, and poisoned by open eyeblossoms– both of these do not anger bees.
- Bees aren't poisoned by or attracted to closed Minecraft:eyeblossoms, and can not interact with closed eyeblossoms.
- Leashed bees no longer enter Minecraft:beehives or Minecraft:bee nests.
- Prefer to pick Minecraft:tridents from the ground as opposed to other items.
Minecraft:Pillager and Minecraft:Piglin
- Prefer to pick Minecraft:crossbows from the ground as opposed to other items.
Minecraft:Skeleton, Minecraft:Stray and Minecraft:Bogged
- Prefer to pick Minecraft:bows from the ground as opposed to other items.
Non-mob entities
- Physics were changed. They are now bouncy when falling from a height.<ref>This was added alongside a fix for a bug which unintentionally made them bouncy several versions earlier. Template:Bug</ref>
World generation
- Loot chests can now contain resin clumps.
Gameplay
Damage
- Minecraft:Players no longer receive 3 seconds of damage immunity when spawning, respawning, or joining a world or server.
Effects
- Minecraft:Water Breathing and Minecraft:Conduit Power effects now increase the oxygen while underwater instead of only preventing it from decreasing.
General
- The Minecraft:panorama was changed to showcase Minecraft:pale gardens.
Technical
Additions
General
- Added optional field
explosion_speed_factorthat controls the amount of added damage depending on the speed of the minecart.- Default value:
1.0.
- Default value:
Minecraft:Items model definitions
- Template:Cd special model type.
- Renders a banner with patterns from Template:Cd component.
- Fields:
- Template:Cd - color of banner base, one of 16 predefined colors.
- Template:Cd special model type.
- Renders a whole bed.
- Fields:
- Template:Cd - namespaced ID for texture, without Template:Cd prefix and Template:Cd suffix.
- Template:Cd property.
- Returns value for some property from Template:Cd component.
- Fields:
- Template:Cd - string key to select from component.
- Values: any string.
- Template:Cd boolean property.
- Returns true if the item is damageable and has only one use remaining before breaking.
- No fields.
- Template:Cd numeric property.
- Returns weight of Template:Cd component or 0 if not present.
- No fields.
- Template:Cd boolean property.
- Returns true if bundle is "open", i.e. it has selected item visible in GUI.
- No fields.
- Template:Cd item model type.
- Renders selected stack in Template:Cd component, if present, otherwise does nothing.
- Template:Cd boolean property.
- Returns true if item is carried between slots in GUI.
- No fields.
- Template:Cd property.
- Returns charge type stored in Template:Cd component.
- No fields.
- Values:
- Template:Cd - if there are no projectiles or component is not present.
- Template:Cd - if there is at least one firework rocket.
- Template:Cd - any other case.
- Template:Cd special model type.
- Renders a single chest.
- Fields:
- Template:Cd - namespaced ID for texture, without Template:Cd prefix and Template:Cd suffix.
- Template:Cd - float, Template:Cd (default) - fully closed, Template:Cd - fully open.
- Template:Cd numeric property.
- Returns angle, scaled to Template:Cd in x-z plane between holder position and target.
- If target is not valid (not present, in other dimension or to close to holder position) random value is returned.
- Fields:
- Template:Cd - one of:
- Template:Cd - points at world spawn.
- Template:Cd - points at location stored in Template:Cd component.
- Template:Cd - points at last player death location.
- Template:Cd - always returns an invalid target.
- Template:Cd - if true, value oscillates for some time around target before settling.
- Default: Template:Cd
- Template:Cd - one of:
- Template:Cd item model type.
- Renders multiple sub-models.
- All models are rendered in the same space.
- Fields:
- Template:Cd: a list of item models to render.
- Template:Cd item model type.
- Renders an item model depending on boolean property.
- Fields:
- Template:Cd: type of property.
- Template:Cd - additional fields depending on property type, added inline.
- Template:Cd - item model to render when property is true.
- Template:Cd - item model to render when property is false.
- Template:Cd special model type.
- Renders a conduit.
- No fields.
- Template:Cd tint source type.
- Returns a constant RGB color.
- Fields:
- Template:Cd - A packed integer RGB value (e.g. Template:Cd) or an array of RGB values (e.g. Template:Cd).
- Template:Cd property type.
- Returns the ID of the dimension in context, if any.
- No fields.
- Values: namespaced dimension ID (like Template:Cd).
- Template:Cd property type.
- Returns holding entity type, if present.
- No fields.
- Values: namespaced entity type ID.
- Template:Cd numeric property.
- Returns remaining cooldown for item, scaled to Template:Cd.
- No fields.
- Template:Cd numeric property.
- Returns stack size.
- Fields:
- Template:Cd: boolean.
- Default: Template:Cd
- If true, returns count divided by Template:Cd component, clamped to Template:Cd.
- If false, returns count clamped to Template:Cd.
- Template:Cd: boolean.
- Template:Cd numeric property.
- Returns crossbow-specific use time.
- No fields.
- Template:Cd boolean property.
- Returns value from flags list in Template:Cd component.
- Fields:
- Template:Cd - index for field in flags.
- Default: Template:Cd
- Template:Cd - index for field in flags.
- Template:Cd numeric property.
- Returns value from Template:Cd list in Template:Cd component.
- Fields:
- Template:Cd - index for field in Template:Cd.
- Default: Template:Cd
- Template:Cd - index for field in Template:Cd.
- Template:Cd property.
- Returns value from strings list in Template:Cd component.
- Fields:
- Template:Cd - index for field in strings.
- Default: Template:Cd
- Template:Cd - index for field in strings.
- Values: any string.
- Template:Cd tint source type.
- Returns value from colors list in Template:Cd component.
- Fields:
- Template:Cd - index for field in Template:Cd.
- Default: Template:Cd
- Template:Cd - index for field in Template:Cd.
- Template:Cd numeric property.
- Returns value for damage component.
- Fields:
- Template:Cd: boolean
- Default: true
- If true, returns value of damage divided by Template:Cd component, clamped to Template:Cd.
- If false, returns value of damage, clamped to Template:Cd.
- Template:Cd: boolean
- Template:Cd boolean property.
- Returns true if the item is damageable and has been used at least once.
- No fields.
- Template:Cd special model type.
- Renders a decorated pot.
- Uses values from Template:Cd component.
- No fields.
- Template:Cd property.
- Returns context this item is rendered in.
- No fields.
- Values:
- Template:Cd tint source type.
- Returns value from Template:Cd component or default if not present.
- Fields:
- Template:Cd - RGB value.
- Template:Cd item model type.
- Does not render anything.
- No fields.
- Template:Cd boolean property
- Returns true if player has requested extended details by holding shift key down.
- Note: not a keybind, can't be rebound.
- Only works when item is displayed in UI.
- No fields.
- Returns true if player has requested extended details by holding shift key down.
- Template:Cd tint source type.
- Returns average of colors from Template:Cd component or default color if there are none.
- Fields:
- Template:Cd: RGB value.
- Template:Cd boolean property.
- Returns true if there is a fishing bobber attached to currently used fishing rod.
- No fields.
- Template:Cd tint source type.
- Returns grass color at specific climate parameters, based on Template:Samp.
- Same colors as ones selected by Template:Cd and Template:Cd in biome configuration.
- Fields:
- Template:Cd - float in Template:Cd (inclusive) range.
- Template:Cd - float in Template:Cd (inclusive) range.
- Template:Cd special model type.
- Renders a hanging sign.
- Fields:
- Template:Cd - one of Template:Cd.
- texture - optional namespaced ID for texture, without Template:Samp prefix and Template:Samp suffix.
- If not present, it is derived from Template:Cd.
- Template:Cd boolean property.
- Returns true if the given component is present on the item.
- Fields:
- Template:Cd - component type.
- Template:Cd - if default component value should be handled as "no component".
- Default: Template:Cd.
- Template:Cd special model type.
- Renders a head.
- Uses profile from Template:Cd component when applicable.
- Fields:
- Template:Cd - one of Template:Cd.
- Template:Cd - optional namespaced ID for texture, without Template:Samp prefix and Template:Samp suffix.
- If absent, default texture is used, depending on kind of field.
- Additionally, if present, Template:Cd component is ignore.
- Template:Cd - float controlling head animation (e.g. piglin ears or ender dragon jaw).
- Default: Template:Cd
- Template:Cd boolean property.
- Returns true if keybind is currently active.
- Fields:
- Template:Cd - keybind ID, same as value in Template:Cd text component.
- Template:Cd property.
- Returns the current time formatted according to a given pattern.
- The value is updated every second.
- For full format documentation for locale, time zone and pattern, see ICU (International Components for Unicode) documentation.
- Fields:
- Template:Cd - optional value describing locale
- Examples:
- Template:Cd: English language (used for things like week names), formating as in USA.
- Template:Cd: Czech language, Australian formatting, Thai numerals and Japanese calendar.
- Default value is Template:Cd, which means "root" locale (a set of defaults, including English names)
- Template:Cd - optional value describing time zone.
- If not present, defaults to timezone set on client.
- Examples:
- pattern - describes format to be used for time formatting
- Examples:
- Template:Cd - 4-digit year number, then 2-digit month number, then 2-digit day of month number, all zero-padded if needed, separated by Template:Cd.
- Template:Cd - current time (hours, minutes, seconds), 24-hour cycle, all zero-padded to 2 digits of needed, separated by Template:Cd.
- Examples:
- Template:Cd - optional value describing time zone.
- Values: any string.
- Template:Cd property.
- Returns main hand of holding player.
- No fields.
- Values: Template:Cd, Template:Cd
- Template:Cd tint source type.
- Return value from Template:Cd component or default color if component is not present.
- Fields:
- Template:Cd: RGB value.
- Template:Cd item model type.
- Renders a plain model from models directory.
- Fields:
- Template:Cd: namespaced ID of model in models (like Template:Cd)
- Template:Cd: a list of tint sources to apply to elements of rendered model (first entry applies to Template:Cd 0, second one - 1, etc.)
- Format:
- Template:Cd: type of tint source (see below)
- Template:Cd - additional fields depending on tint source type.
- Template:Cd tint source type.
- Returns color from Template:Cd component:
- If component is present:
- custom color, if there is one present in component.
- default color, if effect list is empty.
- average of effect colors, otherwise.
- Default color, otherwise.
- If component is present:
- Fields:
- Template:Cd: RGB value.
- Returns color from Template:Cd component:
- Template:Cd item model type.
- Renders an item model based on numeric property.
- Replacement for old overrides section from block models.
- Selects last entry with threshold less or equal to property value.
- Fields:
- Template:Cd: type of property.
- Template:Cd - additional fields depending on property type.
- Template:Cd - factor to multiply property value with.
- Default: Template:Cd
- Template:Cd - list of entries in format:
- Template:Cd - float value.
- Template:Cd - item model to render when entry is selected.
- Note: order of fields does not matter, list is sorted by threshold in ascending order before use.
- Template:Cd - item model to render if no entries were less or equal to property value.
- If not present, placeholder "missing" model is rendered instead.
- Template:Cd item model type.
- Renders an item model based on discrete property.
- Fields:
- Template:Cd: type of property.
- Template:Cd - additional fields depending on property type, added inline.
- Template:Cd - list of cases to match in format:
- Template:Cd - value to match against property, type depends on property.
- Could be a single value or a list of values.
- Template:Cd - item model to render when case is selected.
- Template:Cd - value to match against property, type depends on property.
- Template:Cd - item model to render if none of the cases matched the value.
- If not present, placeholder "missing" model is rendered instead.
- Template:Cd boolean property
- Returns true if item is selected on a hotbar.
- No fields.
- Template:Cd special model type.
- Renders a shield.
- Uses patterns from Template:Cd component and color from Template:Cd component.
- No fields.
- Template:Cd special model type.
- Renders a shulker box.
- Fields:
- Template:Cd - namespaced ID for texture, without Template:Cd prefix and Template:Cd suffix.
- Template:Cd - float, Template:Cd (default) - fully closed, Template:Cd - fully open.
- Template:Cd - orientation for rendering.
- Default: Template:Cd
- Template:Cd item model type.
- Renders a special (not data-driven) model.
- Fields:
- Template:Cd: special model instance.
- Format:
- Template:Cd - type of special model.
- Template:Cd - additional fields depending on tint source type.
- Format:
- Template:Cd: namespaced ID of model in Template:Cd, providing transformations, particle texture and GUI light.
- Template:Cd: special model instance.
- Template:Cd special model type.
- Renders a standing sign.
- Fields:
- Template:Cd - one of Template:Cd.
- Template:Cd - optional namespaced ID for texture, without Template:Samp prefix and Template:Samp suffix.
- If not present, it is derived from Template:Cd.
- Template:Cd tint source type.
- Returns team color of context entity, if any.
- Fields:
- Template:Cd - RGB value to return when there is no context entity, entity is not in a team or team has no color.
- Template:Cd numeric property
- Returns value of day time (used for clock), scaled to Template:Cd.
- Fields:
- Template:Cd - if true, value oscillates for some time around target before settling.
- Default: Template:Cd
- Template:Cd - time source, possible values:
- Template:Cd - time of day
- Template:Cd - moon phase
- Template:Cd - random value
- Template:Cd - if true, value oscillates for some time around target before settling.
- Template:Cd special model type.
- Renders a trident.
- No fields.
- Template:Cd property.
- Returns value of material field from Template:Cd component, if present.
- No fields.
- Values: namespaced ID.
- Template:Cd numeric property.
- Returns remaining use ticks modulo period.
- Fields:
- Template:Cd - positive float.
- Default: Template:Cd
- Template:Cd - positive float.
- Template:Cd numeric property.
- Returns item use ticks.
- Fields:
- Template:Cd - if Template:Cd, returned value is remaining use ticks, if Template:Cd - ticks so far.
- Default: Template:Cd
- Template:Cd - if Template:Cd, returned value is remaining use ticks, if Template:Cd - ticks so far.
- Template:Cd boolean property.
- Returns true if player is currently using this item.
- No fields.
- Template:Cd boolean property.
- When not spectating, returns Template:Cd if context entity is the local player entity, i.e. one controlled by client.
- When spectating, returns Template:Cd if context entity is the spectated entity.
- If context entity is not present, returns Template:Cd.
- No fields.
Minecraft:Raw JSON text format
- Added optional
shadow_colorstyle field to text components, which overrides the shadow properties of text.- Format:
- A packed integer ARGB value (e.g.
-1). - An array of RGBA values (e.g.
[1, 1, 1, 1]).
- A packed integer ARGB value (e.g.
- If specified as
0, the shadow is never displayed for this text. - If specified as a non-zero value, the shadow is always displayed with this color.
- Format:
- Added the Template:Cd block tag.
- Denotes all blocks that Minecraft:bees may pollinate.
- Added Template:Cd, Template:Cd, Template:Cd and Template:Cd item tags.
- For specifying preferred weapons types for these mobs when picking up items.
- Added the Template:Cd item tag.
- For weapons that Minecraft:wither skeletons don't want to pick up.
Changes
Command format
- A subcommand to reset the base value of an attribute to its default value for the target entity was added. If the attribute does not exist on the entity, the command fails.
- Syntax:
- Parameters:
- Template:Cd: The entity to update the attribute for
- Template:Cd: The attribute ID to update.
- Suggestions are now shown for Template:Cmd modifier IDs existing on the target in the Template:Cmd command.
General
Biome effects
- Have a new format for
musicusing a weighted list.- The list can be empty indicating no music should play in this biome.
- Have a new optional field:
music_volume.- The game smoothly transitions between the current music volume and the new volume when entering the biome:
<syntaxhighlight lang="json" line="1"> "music": [
{
"data": {
"max_delay": 24000,
"min_delay": 12000,
"replace_current_music": false,
"sound": "minecraft:music.overworld.forest"
},
"weight": 1
}
],
"music_volume": 1.0,
</syntaxhighlight>
- Item blocks with
minecraft:block_entity_datacomponent now set block entity data only ifidtag matches type of placed block entity.- Additionally, a warning is added to item tooltip if placing such item might directly or indirectly lead to command execution with high permission level.
- New entry point Template:Samp is present in client jar, with similar command line structure as data generator in server jar.
- Available options: Template:Cd - generates Template:Cd directory.
- The
simple_blockfeature type has a new optional field:schedule_tick.- If set to true, the block is scheduled to tick.
Minecraft:Data component format
- Template:Cd
- Now has more fields to accommodate new uses by various model property getters.
- Fields:
- Template:Cd - list of floats.
- Template:Cd - list of booleans.
- Template:Cd - list of strings.
- Template:Cd - list of RGB color values.
- The Minecraft:pack format version is now Template:Cd.
- The tooltip warning on item blocks with the Template:Cd component can no longer be hidden by any other component.
- Field model in Template:Cd component has been renamed to asset_id.
- Field Template:Cd in Template:Cd registry has been removed (no longer needed for model rendering).
- Removed the Template:Cd feature flag and built-in data pack.
- Renamed Template:Cd to Template:Cd.
- Renamed Template:Cd to Template:Cd.
- Renamed Template:Cd to Template:Cd.
- Added the field Template:Cd representing the total time the furnace should be lit.
- Player Minecraft:skin and Minecraft:cape textures are now produced in the debug folder if loaded.
- The
TNTFusefield of TNT minecarts has been renamed tofuse.
- Minecraft:GNU Unifont
- Updated to version 16.0.01.
GUI sprites
- The Template:Cd sprite layout has been updated to use standard nine-slicing functionality.
- The Template:Cd sprite is now scaled for taller toasts, and as such has nine-slice scaling in the default resource pack.
- The Template:Cd and Template:Cd GUI sprites are now configured to scale with nine-slicing.
- Empty slot sprites, such as those for the armor slots in the inventory, have been renamed and moved from items into the Template:Cd directory.
- 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.
- The empty slot sprites in the loom have been split from their background and moved:
- Template:Cd -> Template:Cd.
- Template:Cd -> Template:Cd.
- Template:Cd -> Template:Cd.
- The empty slot sprites in the brewing stand have been split from the container background:
- The empty slot sprites in the horse/llama inventories have been split from their background, cropped, and moved:
- Template:Cd -> Template:Cd.
- Template:Cd -> Template:Cd.
- Template:Cd -> Template:Cd.
- New format has been introduced for describing item models. See Minecraft:Items model definition.
- Item models are selected based on Template:Cd component.
- Model for item with Template:Cd is stored in Template:Samp.
- Format of file is <syntaxhighlight lang="text">{
"model": {
"type": <item model type>,
<item model type specific fields>
}
}</syntaxhighlight>
- Template:Cd section has been removed from existing block models.
- There are no longer any hardcoded paths in Template:Cd directory - models are now only used if referenced by definitions in Template:Cd or Template:Cd directories.
- Models in Template:Cd that only redirect to a block model have been removed.
- In such cases, the item model refers to the Template:Cd model directly.
- A new field has been added to the client-side item info format (i.e. files in Template:Samp).
- Template:Cd - boolean field describing if down-and-up animation should be played in first-person view when item stack is changed (either type, count or components)
- Default: Template:Cd
- Only value from new item is taken into account.
- Does not control "pop" animation in GUI when item is picked or changes count.
- Template:Cd - boolean field describing if down-and-up animation should be played in first-person view when item stack is changed (either type, count or components)
- Template:Cd
- Now has more fields to accommodate more complex component structure.
- Fields:
- Template:Cd - optional list operation of number providers.
- Template:Cd - optional list operation of boolean values.
- Template:Cd - optional list operation of string values.
- Template:Cd - optional list operation of RGB values or number providers.
- List operation uses same format as explosions field in Template:Cd modifier.
- For example <syntaxhighlight lang="json">{
"function": "set_custom_model_data",
"floats": {
"values": [2],
"mode": "replace_all"
}
}</syntaxhighlight> sets replaces Template:Cd with value Template:Cd.
Minecraft:Missing textures and models
- If a model which the game uses directly (as opposed to template models) fails to specify a texture to use for particles, an error is now printed to the game log<ref>Template:Bug</ref>.
- If a model does not attempt to route a texture reference to an actual texture file, an error is logged once again<ref>Template:Bug</ref>.
- Template:Cd particle has a new required field: Template:Cd.
- Indicates, in ticks, how long the particle takes to fly from the start to the target.
Protocol
- Client now sends the Template:Cd packet once the loading terrain screen has closed after initially loading into the world, and after closing the loading screen when respawning.
- The Minecraft:pack format version is now Template:Cd.
- Added the following new block models and textures:
- Template:Cd
- Template:Cd
- Template:Cd
- Additionally uses Template:Cd texture layer.
- Template:Cd
- Template:Cd
- Template:Cd
- Added the following non-top-level block models:
- Added the following new item models and textures:
- Added new armor trim color palette: Template:Cd.
- Invalid Template:Cd items in an item frame (map item without the Template:Cd component) no longer change the size of the frame.
- The Template:Cd directory has been moved one level up, i.e. Template:Cd becomes Template:Cd.
- Template:Cd model and texture has been renamed to Template:Cd.
- The UV mapping of the magma cube texture has been updated.
- All blocks that previously rendered only block entity (banners, heads, beds, chests, conduits, decorated pots, shulker boxes and signs) now also render normal block model over it (same as existing behavior of bells, enchantment tables, etc.).
- Rendered block entity still can't be removed or data-driven, this change only affects previously ignored block models.
- Data generator in server jar (Template:Samp) no longer generates Template:Cd directory.
- Template:Cd option has been removed from command line for this entry point.
- Added Template:Cd to the Template:Cd block tag.
- Added Template:Cd into the Template:Cd block and item tags respectively.
- Added Template:Cd to the Template:Cd block tag.
- Added Template:Cd to the Template:Cd item tag.
- Added Template:Cd, and Template:Cd to the Template:Cd block tag.
- Added Template:Cd, and Template:Cd to the Template:Cd block and item tags.
- Added Template:Cd to the Template:Cd block tag.
- Added Template:Cd, and Template:Cd to the Template:Cd block tag.
- Replaced Template:Cd with Template:Cd in the Template:Cd block tag.
- Removed the copper doors from the Template:Cd block tag.
- Removed Template:Cd block tags from the Template:Cd block tag.
- Removed the Template:Cd block and item tags.
- Removed the Template:Cd and Template:Cd item tags.
- Put the contents of the removed Template:Cd block tag into the Template:Cd block tag.
- Put the contents of the removed Template:Cd item tag into the Template:Cd item tag.
Fixes
Videos
Trivia
- 1.21.4 had the same number of snapshots, pre-releases, and release candidates released for it, with three of each having been released.
- 1.21.4 took the shortest time of all named versions to release after the previous named version, releasing just 42 days after 1.21.2.
References
Template:Navbox Java Edition versions
Minecraft:de:1.21.4 Minecraft:es:Java Edition 1.21.4 Minecraft:fr:Édition Java 1.21.4 Minecraft:ja:Java Edition 1.21.4 Minecraft:ko:Java Edition 1.21.4 Minecraft:pt:Edição Java 1.21.4 Minecraft:ru:1.21.4 (Java Edition) Minecraft:th:รุ่น Java 1.21.4 Minecraft:uk:1.21.4 (Java Edition) Minecraft:zh:Java版1.21.4