Minecraft:Java Edition 1.21.6
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Template:Infobox version Template:Relevant guide
1.21.6, the release of Minecraft:Chase the Skies, is a Minecraft:game drop released on June 17, 2025.<ref>Template:Mcnet</ref> This drop introduces Minecraft:happy ghasts, the player locator bar, new Minecraft:music and the "Tears" music disc, craftable saddles and environmental fog.
Additions
Blocks
Template:Animate Minecraft:Dried ghast
- Found in Minecraft:Nether fossils in Minecraft:soul sand valleys.
- Can be obtained through Minecraft:bartering.
- Can be crafted with 1 Minecraft:soul sand and 8 Minecraft:ghast tears.
- Can be mined instantly without using a tool.
- When Minecraft:waterlogged, it undergoes 3 state changes over about 20 minutes until it spawns a Minecraft:ghastling mob.
- Makes sounds and shows particles depending on state.
- If mined during the waterlogging, it will revert to its "dry" state regardless of what state it has reached during waterlogging.
- Will revert states back to its initial "dry" state when it is taken away from being waterlogged, using the same time scale.
- Can be moved by Minecraft:pistons.
Items
File:Happy Ghast Spawn Egg JE1 BE1.png Minecraft:Happy ghast spawn egg
- Used to spawn a Minecraft:happy ghast.
Template:Animate Minecraft:Harness
- Crafted out of 3 Minecraft:leather, 2 Minecraft:glass and 1 Minecraft:wool.
- Used to fly on Minecraft:happy ghasts.
- Can only be equipped on a happy ghast.
- Allows up to 4 players to mount the happy ghast.
- Have 16 variants, matching the color of wool used to craft the harness.
- Can be re-dyed.
- Can be equipped on a happy ghast using a Minecraft:dispenser.
- Can be removed from the happy ghast using Minecraft:shears, but only when no players are mounted.
- width=32x32 Added the "Tears" music disc by Minecraft:Amos Roddy.
- Obtained by killing a Minecraft:ghast with a Minecraft:fireball deflected by a player.
- Has a Minecraft:comparator output of 10 when played in a Minecraft:jukebox.
Mobs
File:Happy Ghast.gif Minecraft:Happy ghast
- Spawned after a Minecraft:ghastling grows up.
- Has Template:Hp Minecraft:health points.
- A rideable entity, which can be equipped with a Minecraft:harness and ridden by up to four players.
- When a player mounts, the goggles on the happy ghast go down to cover its eyes, indicating that it now can be controlled.
- Players mounted after the first player piloting the happy ghast are placed in slots on each side of it, starting clockwise from the first player.
- Pressing crouch button dismounts the player on top.
- 3rd person camera is moved back when player is mounted.
- If players dismount midair, the happy ghast will descend towards the ground before it resumes roaming.
- The first player that mounts the happy ghast will control it, sitting in front of the happy ghast, just above its face.
- Pressing the forward key will make the happy ghast fly in the direction the player is looking.
- Pressing the back key will make the happy ghast fly in the opposite direction the player is looking.
- Pressing the left and right keys will strafe the happy ghast in the respective direction.
- Pressing the jump key will make the happy ghast fly directly up.
- Can be stood on, similar to a Minecraft:shulker.
- If the happy ghast detects players on top of it, it then ceases all movement and aligns to the closest cardinal horizontal direction.
- This happens regardless of it having a harness equipped or not.
- If the happy ghast detects players on top of it, it then ceases all movement and aligns to the closest cardinal horizontal direction.
- When not being ridden, can be tempted by players holding Minecraft:snowballs and Minecraft:harnesses.
- However, they can not be bred.
- Harness tempting only works if the happy ghast is unharnessed.
- Has no panic behavior when taking damage.
- Slowly regenerates health, with regeneration speeding up during rain, snow or when flying at the same height as clouds are rendered.
- Can be burned by Minecraft:fire and Minecraft:lava, as opposed to regular Minecraft:ghasts.
- Cannot enter Minecraft:boats, but can enter Minecraft:minecarts.
- When there are no players mounted or walking on the happy ghast, the goggles go up and the happy ghast starts to roam around the home position (the home position is where the ghastling was hydrated as a dried ghast).
- Idles around within 64 blocks from its home position in the similar way as the Minecraft:ghastling.
- If wearing a harness, the happy ghast idles closer to the home position (within 32 blocks).
- The happy ghast will try to stay close to blocks when roaming on its own.
- Does not drop anything other than Minecraft:experience.
File:Ghastling (pre-release).gif Minecraft:Ghastling
- The baby variant of the Minecraft:happy ghast.
- Spawned after a Minecraft:dried ghast gets hydrated in Minecraft:water.
- Can also be summoned using the command: Template:Cmd, or by using a happy ghast spawn egg on a happy ghast.
- Has Template:Hp health points.
- Will grow up into a happy ghast after about 20 minutes.
- Can be tempted and fed using Minecraft:snowballs to speed up their growth.
- After spawning, a ghastling will try to follow:
- Players within a 16-block radius.
- Or an adult, non-aquatic passive mob (and some neutral mobs) within a 16-block radius.
- If no player or suitable mob is close around the ghastling, it will idle around within 32 blocks from its home position (where it spawned or last was interacted with).
- It will reset its home position if it is moved more than 16 blocks away from the border of its home area.
Gameplay
- Added 2 new advancements:
- Stay Hydrated!
- Place a Minecraft:Dried Ghast block into water
- Heart Transplanter
- Place a Minecraft:Creaking Heart with the correct alignment between two Minecraft:Pale Oak Log blocks
- Stay Hydrated!
- A UI element on the player Minecraft:HUD that displays the direction of other Minecraft:players in the world. It is displayed in place of the Minecraft:experience bar.
File:Survival Locator Bar.png Locator bar in Survival mode. - Visible when on a server with at least one other unhidden player and when experience is not being gained.
- By default, all Minecraft:players transmit a waypoint from themselves, and all players receive all waypoints, allowing players to locate other players in multiplayer.
- The locator bar will display colored indicators when the camera is facing within 120 degrees towards a waypoint. If a waypoint is above/below the camera's viewport (the screen) an up/down arrow will display.
- Any waypoint that is determined to be a player or Minecraft:mob that belongs to a Team then the color indicator will match the team color.
- Can be toggled with Template:Gmr game rule.
- Crouching will hide the player, preventing them from appearing on the locator bar of other players.
- Wearing a mob head also hides players from the locator bar.
- Minecraft:Spectators are only visible to other spectators on the locator bar.
- Waypoints' icon use different sprites based on how far away the player is to their locations.
- Added 5 new background music tracks by Minecraft:Amos Roddy to Minecraft:cherry grove, Minecraft:forest, Minecraft:desert, Minecraft:grove, and Minecraft:lush caves biomes:
- The same songs have been added to the Minecraft:menu screen music rotation.
General
- Added Template:Key.
- Prints client-side version information.
Changes
Blocks
Minecraft:Carved pumpkin and Minecraft:heads
- Will hide players from the Minecraft:locator bar when worn in the head slot.
- Now produces larger and more constant amounts of particles.
Items
- Firework rockets now are only used as a boost when gliding with an elytra, even if it is placed on a block mid-air.
- Leashed leads are now rendered twice as thick, to match Bedrock Edition.
- The Minecraft:slimeball in the recipe was replaced with a Minecraft:string.
- Leads can now be used to leash two mobs together.
- Sneak-interact on any mob while holding a bunch of leashed mobs will leash these mobs to the interacted entity.
- It's not possible to leash anything to itself.
- If the re-leashing of an entity would result in immediate leash snapping due to distance, the re-leashing would not happen.
- Leads can be snipped from an entity when interacting them with Minecraft:shears, which consumes their Minecraft:durability.
- This applies to its own leash connection as well as all entities attached to it.
- Minecraft:Dispensers can now snip leashes from entities in front of them when they are equipped with Minecraft:shears; this also consumes their Minecraft:durability.
- The leash mechanics were improved, with reworked leash physics, allowing for more stable leash connection, especially when leashed entities are not on ground.
- When dragged on the leash, leashed objects will now orient themselves towards the leasher.
- Using a firework rocket when flying with leashed entities will now break the leash connections.
- When leashing an already leashed mob, the current leash will now snap and a player will re-leash the object to the player.
- It's not possible to steal leashed entities from other players.
- The interactions with a Minecraft:leash knot and Minecraft:fence blocks have changed:
- When interacting with a leash knot or a Minecraft:fence, if there are any player-leashed entities in range of the leash knot, they will be re-leashed to the leash knot or a Minecraft:fence.
- In case of attaching of mobs fails due to distance or there is nothing to attach, the player will now transfer all fence leashed entities to itself.
- If there is nothing left attached to the leash knot, it disappears.
- Sneak-interact can only result in attaching of the player mobs to the Minecraft:fence.
- Interacting with Minecraft:shears or punching the leash knot will result in all current connections broken.
- Boats, as well as large mobs that can be leashed but cannot fit in a boat (Minecraft:horses, Minecraft:donkeys, Minecraft:mules, Minecraft:camels and Minecraft:sniffers), can now be leashed in a special 4-leash configuration to the Minecraft:happy ghast.
- Happy ghast will also present a custom layer when it's leashing something using a quad connection.
- Leashes in quad connection are rendered without slack.
- Leash snapping distance has been changed from 10 to 12 blocks.
- The distance between centers of entities bounding boxes, rather than their feet is used to determine the distance between two leashed entities.
- Happy ghast leash is now longer - with free roaming distance of 10 blocks and leash snapping at 16 blocks.
- Can now be found in Minecraft:monster room, Minecraft:ancient city, Minecraft:desert temple, Minecraft:jungle temple, and Minecraft:stronghold altar chests in quantities 1-5.
Minecraft:Potion of invisibility
- Will hide players from the locator bar.
- Can be removed from mobs wearing them by Template:Ctrl Minecraft:shears on the mob.
- Cannot be removed this way from Minecraft:ravagers or mobs with riders.
- Shears in a dispenser don't work.
- Saddles can now be crafted with 3 Minecraft:leather and 1 Minecraft:iron ingot.
- The recipe unlocks when a player picks up their first leather.
- No longer found in chests in Minecraft:monster rooms, Minecraft:ancient cities, Minecraft:desert temples, Minecraft:jungle temples, or Minecraft:stronghold altars.
- Can now remove Minecraft:saddles, Minecraft:horse armor, Minecraft:harnesses and Minecraft:carpets from mobs.
- They cannot be removed if the mob has a rider.
- They cannot be removed if the player is crouching.
- Saddles cannot be removed from ravagers.
- Dispensers with shears cannot remove saddles, horse armor, harnesses and carpets equipped on mobs.
- Can now be used to tame, heal, and grow Minecraft:horses, Minecraft:donkeys, and Minecraft:mules.
- Minecraft:Blaze and Minecraft:breeze egg size changed from "large" to "medium".
Mobs
Template:Animate Minecraft:Ghasts
- Updated their texture to be higher resolution, matching the new happy ghast.
- Now drop a ”Tears” music disc when killed by a player-deflected Minecraft:fireball.
Minecraft:Horse, Minecraft:donkey, and Minecraft:mule
- Can now be fed Minecraft:carrots to heal, grow, and improve their temper, with the same effect as Minecraft:apples.
Minecraft:Wolves, Minecraft:sheep and Minecraft:pigs
- Now have their legs mirrored.
Non-mob entities
- Projectiles now have a target tolerance margin that changes over time.
- All projectiles start with no margin for the first two ticks of their flight.
- After that, the target margin will expand by 0.05 blocks per tick until it reaches the previous fixed 0.3 blocks margin.
- This allows for better precision close to the shooting player or entity, while still allowing for some collision leeway when the projectile is further away.
World generation
- The room "Template:Cd" generates again.
Gameplay
- Minecraft:Piglins can now give Minecraft:dried ghast blocks when Minecraft:bartered with.
- Fog is now applied to 3d HUD elements such as first person player hands and items in hands.
- It now becomes foggier when it rains.
- Fog was tweaked for improved atmospheric perspective.
- Music now plays even when the game is paused.
- Added an option to the Music & Sound settings, "Music Frequency", that allows players to change how frequently music plays while in a game world.
- Settings are Default, Frequent and Constant.
- Default is the normal delay between 10 - 20 minutes
- Frequent halves the delay to 5 minutes and Constant sets the delay to 5 seconds.
- Added an option to the Music & Sound settings, "Show Music Toast", that enables a music toast to be shown whenever a song starts playing.
- With this option enabled, the song that is currently playing will be seen at all times in the top left corner of the in-game Minecraft:pause menu.
- Default setting is Off.
- Added new sound volume category called "UI" for sounds played by UI elements, like button clicks.
- Adjusted ambient sand sounds from Minecraft:sand and Minecraft:red sand:
- They no longer require sky access to play.
- They have a slightly decreased chance to play.
- They now play in all biomes equally.
- Sand and red sand blocks no longer make ambient wind sounds (Template:Code).
- They still make sand sounds (Template:Code).
- Minecraft:Terracotta blocks no longer trigger ambient sand sounds (Template:Code) or wind sounds (Template:Code).
- Minecraft:Short dry grass and Minecraft:tall dry grass can now make ambient wind sounds (Template:Code) when above 2 sand, red sand, terracotta blocks.
- Spectators will now teleport together with, but stop spectating, entities that move to other dimensions.
- Splash potions distance to affected entities now depends on the closest distance between the entity hitbox and the splash potion hitbox where it landed.
- If an entity is hit directly by the splash potion, it will receive the full effect of the potion.
- If the entities are grouped together, they will receive the same effect strength.
General
- Clouds now exist all the way to the horizon.
- Updated the pattern of clouds in the sky.
- A new keybind called "Quick Actions" has been added to allow users to access a set of content-configured dialogs.
- Default key: Template:Key
- This feature is configured by Template:Cd dialog tag.
- If this tag is empty, the keybind does nothing.
- If this tag has a single element, the keybind will open this dialog.
- If this tag has multiple elements, the keybind will lead to Template:Cd dialog which (by default) lets user select one of the tag elements.
- If this dialog is removed, the keybind does nothing.
- This option is intended to be used in custom content and by servers, so this tag is empty by default.
- The credits have been updated.
- Updated the main menu panorama to show a scene with happy ghasts flying next to a mountain side.
- A data pack can request some of the available dialogs to be accessible from Pause screen
- This feature replaces "Server Links" button and is placed on Pause screen according to the same rules
- Buttons leading to dialogs exposed in this way will use label described in Template:Cd field
- This feature is configured by Template:Cd dialog tag:
- If this tag is not specified or is empty but the server has sent Template:Cd packet, tag will be handled as if it contained Template:Cd dialog
- Note: this matches previous Server Links feature behavior
- If this dialog is removed, the tag remains empty
- If this tag is still empty, button is not visible ("Send Feedback" and "Report Bugs" buttons are visible instead)
- If this tag has a single element, Pause screen button will lead directly to this dialog
- If this tag has multiple elements, Pause screen button will lead to Template:Cd which (by default) lets user select one of the tag elements
- If this dialog is removed, button is not visible
- If this tag is not specified or is empty but the server has sent Template:Cd packet, tag will be handled as if it contained Template:Cd dialog
- Changed the layout of the Realms configuration screen to use tabs.
- A Worlds tab containing changes to any of the world slots, creating new worlds and changing their settings.
- A Players tab to manage the players that have access and their level of access to the Realm.
- A Subscription tab to manage the Realms subscription.
- A Settings tab to change the settings of the Realm.
- Introduced a Region Preference setting that allows for more granular control over what region a Realm is started.
- Changed the wording for Close/Open Realm to Temporarily close/Reopen Realm.
- Added the Realms logo to the Realms loading screens.
- Added region information when connecting to a Realm.
- Removed "Minors welcome!"
- Changed "Pumpa kungen!" to "Pumpakungen!"
- Changed "10 years of Mining and Crafting!" to "15 years of Mining and Crafting!"
- 5 splashes are added:
- "Music by Aaron Cherof!"
- "Music by Kumi Tanioka!"
- "Music by Amos Roddy!"
- "Flint and Steel!"
- "Chicken Jockey!"
Technical
Additions
Command format
- A new command that shows dialog to clients.
- Syntax:
- Template:Cmd
- Show dialog to player(s).
- Template:Cd - player name, UUID or a player selector.
- Template:Cd - a namespaced ID from Template:Cd registry or inline dialog value as described above.
- Returns number of players in targets argument.
- Template:Cmd
- Clean dialog for player(s), if they have any visible.
- Template:Cd - player name, UUID or a player selector.
- Returns number of players in targets argument.
- Template:Cmd
- No arguments.
- Prints current version information on server side.
- Available in singleplayer or for server operators.
- A new command for querying and modifying waypoints.
- Syntax:
- Parameters:
- Template:Cd: For selecting entities that are transmitting as waypoints (see Template:Attr attribute).
- Template:Cd: Overrides the locator bar icon color for this waypoint.
- Template:Cd arguments are in web format (RRGGBB).
- Red is either hex F00 or hex FF0000.
- Cornflower blue is hex 6495ED.
- Template:Cd: For changing the icon spriteset and selection distances.
- Sets the Minecraft:waypoint style from Template:Cd directory in a Minecraft:resource pack.
- By default, it is set to Template:Cd.
- Template:Cd changes the style to a specific asset under Template:Cd
- The game does not check if a definition exists under the directory, setting it to a non-existent definition will result in a Minecraft:missing texture for the waypoint.
- Template:Cd will restore the default icon behavior of the Locator Bar.
Gameplay
- Can be toggled with Template:Gmr game rule.
- Has a Minecraft:waypoint style for changing waypoints' icon on specific distances in a Minecraft:resource pack.
- Setting the style of a waypoint is possible using the new Template:Cmd arguments.
- The default implementation is as such:
<syntaxhighlight lang="json">
{
"near_distance": 128, "far_distance": 332, "sprites": [ "minecraft:default_0", "minecraft:default_1", "minecraft:default_2", "minecraft:default_3" ]
}</syntaxhighlight>
- Template:Cd and Template:Cd are optional and default to the values Template:Cd and Template:Cd respectively.
- Template:Cd distance must be greater than Template:Cd
- Each sprite is searched within the prefix of Template:Cd (the directory Template:Cd).
- Template:Cd and Template:Cd are optional and default to the values Template:Cd and Template:Cd respectively.
- Added the
test_instancePOI.
- Added
entity/leashknot/breakfor when a Minecraft:lead snaps. - The following sounds have been added for Minecraft:shearing Minecraft:saddles, Minecraft:horse armor, and Minecraft:carpets from Minecraft:llamas.
mob/horse/armor_unequipmob/horse/saddle_unequipmob/llama/unequip
General
Minecraft:Advancement definition
- Added Template:Cd trigger.
- Can trigger when a player shears off a shearable equipment from an entity.
- Conditions:
- Template:Cd - Item that is sheared.
- Template:Cd - The entity that was sheared.
- Added Template:Attr
- Default value: Template:Cd
- Modifies the distance at which the camera is placed away from the player or spectated entity when in a third-person view.
- If the entity being ridden has a larger Template:Attr attribute, that distance will be used.
- This distance is multiplied by the scale attribute to get a final target camera distance.
- Added Template:Attr and Template:Attr.
- Default: Template:Cd, Minimum: Template:Cd, Maximum: Template:Cd.
- Players have a default transmission and receive range of 60,000,000.
- Mobs with a transmission range above zero will send waypoint packets to nearby receivers.
- Similarly, receivers only receive with a range above zero, and cannot receive waypoints outside of this range.
- Examples:
- Template:Cd prevents a player from transmitting (hiding them)
- Template:Cd lets a player transmit up to 80 blocks (hiding them from players further than that)
- Template:Cd prevents a player from receiving any waypoints information
- Template:Cd lets a player see waypoints that are within 120 blocks (hiding all players further than that)
- Added a way to display simple modal dialogs to a user.
- Dialogs are stored in a Template:Cd registry, but can also be defined inline
- Dialogs are an experimental feature.
- To avoid user confusion, dialog screens are marked with a warning sign next to the title.
- Clicking on this warning leads to a dialog that explains to user that this screen is provided by custom content.
- It also gives user an option to leave current world to avoid them being locked in infinite loop of dialogs.
- Dialogs can be displayed by server in Template:Cd and Template:Cd connection phases.
- However, only inline registries are allowed in Template:Cd, since registries are not yet available in that phase.
- Dialogs always close after user selects any action.
- Dialogs by default will also close after Template:Key key is pressed.
- When this happens, dialog will run action specific to dialog type described as "exit action" below.
- This behavior is configurable.
- When dialog screen is closed, game goes back to previously displayed non-dialog screen or back to gameplay.
- That means that new dialogs always replace already opened ones, if any.
- Dialogs screens will pause the game in singleplayer mode.
- Dialogs can be configured to be accessible from Pause menu.
- This replaces and expands "Server Links" button added in previous versions.
- Most dialogs follow a common layout, however exact contents depend on type:
- Header with title and warning button.
- Body elements (labels, inputs, buttons and submit actions), scrollable if needed.
- Optional footer, contains main buttons and submit actions.
- Template:Cd click actions will correctly close dialogs and book screens even if the command does not require elevated permissions.
- If a new dialog is received by the client while warning screen is visible, it will not replace it, but when user clicks the "Back" button, the new dialog will be restored instead.
- The sizes of elements in dialogs are restricted:
- buttons - between Template:Cd and Template:Cd (inclusive).
- Template:Cd dialog body - between Template:Cd and Template:Cd (inclusive).
- Template:Cd dialog body
- Template:Cd of Template:Cd - between Template:Cd and Template:Cd (inclusive).
- Template:Cd - between Template:Cd and Template:Cd (inclusive).
- Template:Cd - between Template:Cd and Template:Cd (inclusive).
- Template:Cd input control - between Template:Cd and Template:Cd (inclusive).
- Template:Cd input control - between Template:Cd and Template:Cd (inclusive).
- Template:Cd input control - between Template:Cd and Template:Cd (inclusive).
- Dialogs can configure if they pause the game and if they close after an action is taken.
- Every dialog can have inputs and can submit information.
- The order of elements is:
- Body
- Inputs
- Actions
- The order of elements is:
Minecraft:Dialog Description Format
- Dialogs are stored in Template:Cd registry that can be provided by a datapack
- Fields:
- Template:Cd - one of dialog types from minecraft:dialog_type registry
- Template:Cd - see below.
- Fields:
- Common dialog fields
- Most dialog types share some fields.
- Fields:
- Template:Cd
- Screen title, text component.
- Should be always visible on screen, no matter the specific type.
- Screen title, text component.
- Template:Cd
- Name to be used for a button leading to this dialog (for example from pause screen), optional text component.
- If not present, Template:Cd will be used instead.
- Name to be used for a button leading to this dialog (for example from pause screen), optional text component.
- Template:Cd
- Optional list of body elements or a single element.
- Template:Cd
- Can dialog be dismissed with Template:Key key, default Template:Cd.
- Template:Cd - if the dialog screen should pause the game in single-player mode, default: Template:Cd.
- Template:Cd - an additional operation performed on the dialog after click or submit actions, default: Template:Cd.
- Template:Cd - closes the dialog and returns to the previous non-dialog screen (if any).
- Template:Cd - does nothing, i.e. keeps the current dialog screen open.
- Only available if pause is false to avoid locking the game in single-player mode.
- Template:Cd - replace the current dialog with a "Waiting for Response" screen.
- Servers are expected to eventually replace this screen with a new dialog.
- To avoid accidental locking, a "Back" button will become active after 5 seconds.
- Clicking this button will continue as if the dialog was closed (i.e. the game returns to the previous non-dialog screen, if any).
- The "Waiting for Response" screen will unpause the game in single-player mode to avoid locking the game.
- Template:Cd
- Common button data
- Most actions in dialog types share following fields that describe appearance of a button associated with that action:
- Template:Cd- text component.
- Template:Cd - optional text component to display when button is highlighted or hovered over.
- Template:Cd - width of the button, positive integer with default Template:Cd.
- After every action the dialog will always evaluate the contents of the Template:Cd field (see above).
- Most actions in dialog types share following fields that describe appearance of a button associated with that action:
- Action Types
- Static Dialog
- All existing Template:Cd actions (except for Template:Cd) are included as dialog action types.
- Uses same format as Template:Cd on text components (but with action replaced with type). For example, when using Template:Cd, entry for action button will look like:
- Static Dialog
<syntaxhighlight lang="json"> {
"label": "some label",
"action": {
"type": "show_dialog",
"dialog": "some:id"
}
} </syntaxhighlight>
- Template:Cd
- This action will build a run_command event using a provided macro template.
- The macro will be expanded with string values from all inputs.
- For example, if the macro template is Template:Cd, the string value from the input with Template:Cd of Template:Cd will be used for the template expansion.
- Inputs not used in macro will be ignored, while macro parameters not matching any inputs will be replaced with an empty string.
- Fields:
- Template:Cd - a string with a macro template to be interpreted as a command.
- Template:Cd
- This method will build a Template:Cd event using all input values.
- All input contents will be sent together inside a compound tag, with tag value of each input put under id from Template:Cd field of that input.
- Additional static fields can be added to payload.
- Fields:
- Template:Cd - fields to be added to payload, optional compound tag.
- Template:Cd - namespaced ID.
- Template:Cd
- Click action
- Common object used in dialogs to represent clickable action on a dialog.
- Fields:
- Common button data.
- Template:Cd - an action to perform when button is clicked, optional object with fields:
- Template:Cd - see below, depends on type
- Dialog types
- Template:Cd
- A simple screen with two actions in footer.
- Exit action: same as Template:Cd action.
- Fields:
- Common dialog fields
- Template:Cd - click action for positive outcome.
- Template:Cd - click action for negative outcome.
- Template:Cd
- A scrollable list of buttons leading directly to other dialogs, arranged in columns.
- Titles of those buttons will be taken from Template:Cd fields of targeted dialogs.
- Screen also has button in footer that runs exit action and closes the screen.
- Label will be Template:Cd if dialog has defined exit action and Template:Cd if it has no side effects.
- Exit action: defined in Template:Cd field.
- Fields:
- Common dialog fields.
- Template:Cd - dialog, a list of dialogs or a dialog tag.
- Template:Cd - optional click event (same format as Template:Cd on text components).
- If Template:Cd is present, a button for it will appear in footer, otherwise the footer is not present.
- Template:Cd is also used for the Escape action.
- Template:Cd - positive integer describing number of columns, default: Template:Cd.
- Template:Cd - width of buttons in the list, positive integer with default Template:Cd.
- A scrollable list of buttons leading directly to other dialogs, arranged in columns.
- Template:Cd
- A scrollable list of actions arranged in columns.
- Screen also has button in footer that runs exit action and closes the screen.
- Label will be Template:Cd if dialog has defined exit action and Template:Cd if it has no side effects.
- Exit action: defined in Template:Cd field.
- Fields:
- Common dialog fields
- Template:Cd - non-empty list of click actions.
- Template:Cd - optional click event (same format as Template:Cd on text components).
- If Template:Cd is present, a button for it will appear in footer, otherwise the footer is not present.
- Template:Cd is also used for the Escape action.
- Template:Cd - positive integer describing number of columns, default: Template:Cd.
- Template:Cd
- A simple screen with one action in footer.
- Exit action: same as Template:Cd.
- Fields:
- Common dialog fields
- Template:Cd - click action, defaults to button with Template:Cd label and no action or tooltip.
- Template:Cd
- A scrollable list of links received from server in Template:Cd packet, arranged in columns.
- Screen also has button in footer that runs exit action and closes the screen.
- Label will be Template:Cd if dialog has defined exit action and Template:Cd if it has no side effects.
- Note: this is a replacement for previous "Server Links" screen, but now with an additional body.
- Exit action: defined in Template:Cd field.
- Fields:
- Common dialog fields.
- Template:Cd - optional click event (same format as Template:Cd on text components).
- If Template:Cd is present, a button for it will appear in footer, otherwise the footer is not present.
- Template:Cd is also used for the Escape action.
- Template:Cd - positive integer describing number of columns, default: Template:Cd.
- Template:Cd - width of buttons in the list, positive integer with default Template:Cd.
- Template:Cd
- Dialog body types
- All dialogs have a list of body elements describing contents between title and actions or inputs.
- Click events are handled by the dialog screen like any other action - that means it will also run the Template:Cd.
- Fields:
- Template:Cd - one of dialog body types from Template:Cd registry.
- Template:Cd - see below.
- Template:Cd
- Item with optional description.
- If description is present, it will be rendered to the right of item.
- Item will be rendered as if it was in inventory slot.
- Item is not scaled even if Template:Cd and Template:Cd are set to values other than default.
- Fields:
- Template:Cd - item stack with count.
- Template:Cd - optional object with fields:
- Template:Cd - text component.
- Template:Cd - maximum width of contents, positive integer with default Template:Cd.
- Can also be just be text component.
- Template:Cd - if Template:Cd, count and damage bar will be rendered over the item, default: Template:Cd.
- Template:Cd - if Template:Cd, item tooltip will show up when item is hovered, default: Template:Cd.
- Template:Cd - horizontal size of element, default: Template:Cd.
- Template:Cd - vertical size of element, default: Template:Cd.
- Item with optional description.
- Template:Cd
- A multiline label.
- Fields:
- Template:Cd - text component.
- Template:Cd - maximum width of message, positive integer with default Template:Cd.
- Input control types
- Input dialog uses a set of controls to accept user input.
- When submitted, current value of input will be converted to a string and sent to the server as described by submit action section below.
- Fields:
- Template:Cd - one of input control types from Template:Cd registry.
- Template:Cd - string identifier of value used when submitting data, must be a valid template argument (letters, digits and Template:Cd).
- Template:Cd - see below.
- Template:Cd
- A plain checkbox with a label.
- Fields:
- Template:Cd - a text component to be displayed to the right of control.
- Template:Cd - an initial value, default: Template:Cd (i.e. unchecked).
- Template:Cd - a string value to send when control is checked, default: Template:Cd.
- Template:Cd - a string value to send when control is unchecked, default: Template:Cd.
- Output values:
- As template substitution: Template:Cd when checked, Template:Cd when unchecked.
- As tag: 1b when checked, 0b when unchecked.
- Template:Cd
- A slider for picking a numeric value out of some range.
- Sends currently selected value.
- Whole numbers will be sent without decimal point.
- Fields:
- Template:Cd - a text component to be used as a slider label.
- Template:Cd - a translation key to be used for building label (first argument is contents of Template:Cd field, second argument is current value), default: Template:Cd.
- Template:Cd - width of input, positive integer with default: Template:Cd.
- Template:Cd - start value (when slider is in leftmost position) (inclusive), float.
- Template:Cd - end value (when slider is in rightmost position) (inclusive), float.
- Template:Cd - step size, optional positive float.
- If present, only values of Template:Cd will be allowed.
- If absent, any value from range the is allowed.
- Template:Cd - initial value of slider, rounded down nearest step, must be within range.
- If not specified, defaults to the middle of the range.
- Output values:
- As template substitution: text representation of current value.
- Whole numbers will be sent without decimal point.
- As tag: a float tag with current value.
- As template substitution: text representation of current value.
- Template:Cd
- A button that cycles between a set of options when clicked.
- Sends value associated with currently selected preset.
- Fields:
- Template:Cd - a text component to be displayed on the button.
- Template:Cd - if true, label will be incorporated into button text, default: Template:Cd.
- Template:Cd - width of button, positive integer with default: Template:Cd.
- Template:Cd - a list of objects with fields:
- Template:Cd - a string value to send on submit.
- Template:Cd - a text component to display on button, optional (if not present, id is used).
- Template:Cd - an optional boolean flag that selects initial option (only one option can have it set to true).
- Additionally list might also contain plain string - in that case it's equivalent to a single entry with field Template:Cd set to that string and other fields set to default.
- Template:Cd.
- Simple text input.
- Sends current contents without modification.
- Fields:
- Template:Cd - width of input, positive integer with default: Template:Cd.
- Template:Cd - a text component to be displayed to the left of control.
- Template:Cd - controls label visibility, default: Template:Cd.
- Template:Cd - initial contents, default: Template:Cd (empty).
- Template:Cd - maximum length of input, positive integer with default of Template:Cd.
- Template:Cd - if present, allows users to input multiple lines, optional object with fields:
- Template:Cd - if present, limits maximum lines, optional positive integer.
- Template:Cd - height of input, optional integer in range Template:Cd to Template:Cd.
- If this field is omitted, but Template:Cd is present, the height will be chosen to fit the maximum number of lines, but can't exceed Template:Cd.
- If this and Template:Cd are both omitted, it will default to a height that fits 4 lines.
- Output values:
- As template substitution: contents with special characters escaped to fit in a Minecraft:SNBT literal (note: both Template:Cd and Template:Cd are escaped).
- As tag: a string tag with contents without modification.
- Submit actions
- Every submit action on input dialog has a button associated with it.
- When one of those buttons is clicked, values of all inputs will be collected and sent to a server using one of methods described below.
- Template:Cd field of a submit action will be included as an input with key Template:Cd.
- Submit action fields:
- Common button data.
- Template:Cd - string identifier of an action.
- Template:Cd - an action to perform when button is clicked, optional object with fields:
- Template:Cd - see below, depends on type
- Note: server does not validate individual values as they arrive as filled commands or custom payloads.
- Submit method types
- Template:Cd
- This method will build a command using a provided macro template and request the server to run it (same as Template:Cd click event).
- If the command requires permission higher than Template:Cd (when any operator permissions are required), a confirmation dialog will be shown.
- Macro will be expanded with values from input.
- For example, if macro is Template:Cd will be expanded to Template:Cd field of a submit action.
- Inputs not used in macro will be ignored, while macro parameters not matching any inputs will be replaced with an empty string.
- Fields:
- Template:Cd - a string with a macro template to be interpreted as a command.
- Template:Cd
- This method will build a custom server click action from all values and request the server to run it (same as Template:Cd click event).
- Format:
- keys are separated from values with horizontal tabulation (Template:Cd) character.
- key-value entries are separated with line feed (Template:Cd) character.
- If characters Template:Cd and Template:Cd are present in any key or value, they will be escaped to Template:Cd and Template:Cd.
- Fields:
- Template:Cd - namespaced ID.
- Template:Cd
- This method will build a custom server click action using a provided macro template and send it to the server (same as Template:Cd click event).
- Macro will be expanded with values from input.
- Inputs not used in macro will be ignored, while macro parameters not matching any inputs will be replaced with an empty string.
- Fields:
- Template:Cd - a string with a macro template to be used as a payload.
- Template:Cd - namespaced ID.
- Template:Cd
- Built-in dialogs
- The built-in datapack contains some custom dialogs to provide customization of specific screens used by client.
- Template:Cd
- Shows contents of Template:Cd tag (see below).
- Lets user select a specific dialog if this tag contains multiple entries.
- Note: Since this tag is meant for interoperability, any content that replaces this dialog should be careful to not hide other dialog providers.
- Template:Cd
- Replacement for previously existing "Server Links" screen.
- Meant to simplify migration for servers that used this feature previously.
- Added the Template:Gmr game rule.
- Is enabled by default for servers.
- Disabling the game rule will remove all existing waypoints from all players.
- Added support for Cantabrian and old spelling Indonesian languages.Template:More info
- Added new video setting "Cloud Distance" to reduce the cloud range.
- Added Template:Cd: Distance by Happy Ghast.
- Added the Template:Cd block tag.
- Contains blocks that happy ghasts avoid getting close to.
- Added the Template:Cd block tag.
- Contains blocks that can trigger ambient desert sand sounds to play from blocks above.
- Added the Template:Cd block tag.
- Contains blocks that can trigger ambient Minecraft:dried ghast sounds to play when a dried ghast block is placed on them.
- Added the Template:Cd item tag.
- Contains items that can be used to feed happy ghasts.
- Added the Template:Cd item tag.
- Contains items that can be used to tempt happy ghasts.
- Added the Template:Cd item tag.
- Contains all types of harnesses.
- Added the Template:Cd entity tag.
- Contains entities that can equip the harness items
- Added Template:Cd entity tag.
- Contains non-baby entities that will be followed by ghastlings.
- Added the Template:Cd dialog tag.
- Dialogs in this tag replaces the "Report Bugs" button or the "Server Links" button on the pause screen.
- Added the Template:Cd dialog tag.
- Dialogs to open when pressing Template:Control.
Changes
Command format
- Added Template:Cmd
- Creates new empty directory data pack for current world.
- Supported pack version is always equal to one supported by game.
- Available only to server owners.
- Syntax: Template:Cmd
- Template:Cd - new pack name, must be a valid directory name.
- Template:Cd - text component to be placed in description in Template:Cd.
- Added new category Template:Cd.
- Sounds in this category will continue playing when paused, similarly to Template:Cd.
Gameplay
- Template:Code has been renamed to Template:Code
- Minecraft:Short dry grass and Minecraft:tall dry grass can now make ambient wind sounds (Template:Code) when above 2 sand, red sand, terracotta blocks.
- The following sound categories have been renamed:
Friendly Creatures->Friendly MobsHostile Creatures->Hostile Mobs
- The following sounds have been renamed:
entity/leashknot/break1->entity/leashknot/unleash1entity/leashknot/break2->entity/leashknot/unleash2entity/leashknot/break3->entity/leashknot/unleash3entity/leashknot/place1->entity/leashknot/leash1entity/leashknot/place2->entity/leashknot/leash2entity/leashknot/place3->entity/leashknot/leash3
General
- Template:Cd
- Ghasts now have a Template:Cd attribute that affects their flying speed.
- Block model rotations are no longer limited to multiples of Template:Cd.
- Template:Cd value in block models is no longer limited to multiplies of Template:Cd degrees and can now be any angle from Template:Cd to Template:Cd.
Minecraft:Data component format
- Template:Cd
- Added optional display field to Template:Cd entries.
- There are 3 display types:
- Template:Cd - Current behavior of showing the calculated attribute modifier values on the tooltip.
- Template:Cd - Does not show the attribute modifier entry.
- Template:Cd - Replaces the shown attribute modifier text.
- Contains a single field Template:Cd for the text contents to show for this attribute modifier entry.
- There are 3 display types:
- Added optional display field to Template:Cd entries.
- Template:Cd
- Added new optional field: Template:Cd (boolean).
- If true, players can use Shears to remove this equippable item from a target mob by right-clicking, provided all other shearing conditions are satisfied.
- If not specified, it defaults to false.
- Added new optional field: Template:Cd (sound event).
- It's a sound event that plays when the equippable item is sheared.
- If not specified, it defaults to the Template:Cd sound event.
- Added new optional field: Template:Cd (boolean).
- Template:Cd
- No longer accepts inline variants.
- The Minecraft:pack format version is now Template:Cd.
- Dimension Type definitions have a new optional field,
cloud_height, that indicates what Y-level the clouds start in the dimension. - Template:Cd command line argument can now be used without an identifier to launch into the last played world.
- "Command Syntax" report now contains information about required permission level.
- Users will now be prompted for confirmation before executing a command from the Template:Cd click action in books and chat if the command can't be parsed or requires elevated permissions (i.e. higher than 0).
- The Template:Cd click event has been expanded to carry full a NBT tag.
- Added
home_posandhome_radiusfields to all mobs.- Mobs with set home position will limit their pathfinding to stay within the indicated area.
- Some mobs, like Minecraft:bats, Minecraft:slimes, Minecraft:magma cubes, Minecraft:phantoms and Minecraft:ender dragons may ignore it.
- Interacting with leashes or riding may change the home position of the mob.
- Template:Cd
- The Template:Cd field has been renamed to Template:Cd, and now always functions as an exact override for the default colored Template:Cd particle.
- The field will not be written if no override is specified.
- The color will no longer be inherited from the potion contents when specifying the Template:Cd or Template:Cd particle types.
- The Template:Cd field has been renamed to Template:Cd, and now always functions as an exact override for the default colored Template:Cd particle.
- Template:Cd
- The entity that primed the TNT is now stored in an optional Template:Cd field (UUID of Living entity).
- Template:Cd
- The owner of a vex is now stored in an optional Template:Cd field (UUID of Mob).
Equipment Assets
- Added new Template:Cd layer type, rendering in the body slot of the happy ghast.
uniformfont has been updated to use Unifont 16.0.03.- Added previously omitted Unifont glyphs for Private Use Areas.
- Those glyphs are loaded as a separate sub-font Template:Cd and are not included in any normally used font.
- Characters in those areas are managed by Under-CSUR (Under-ConScript Unicode Registry), which adds various scripts not present in official Unicode set, like Tengwar or Sitelen Pona.
- Unihex Font Provider
- Field Template:Cd is now optional (defaults to empty list).
- Item model definitions now have a boolean field Template:Cd which is false by default
- If true, the item model will be allowed to be bigger than its item slot
- If false, the item model will be clipped to the item slot size when being rendered in GUI
- This ability of items being rendered outside their slots should not be considered officially supported, it was temporarily restored as an exception since many servers are relying on it
- At some point in the future it is meant to be replaced with an officially supported way of achieving similar functionality
- Introduced new item model Template:Cd to handle player profile texture loading and rendering
- Removed support for Template:Cd from Template:Cd
- Template:Cd special model type
- Renders a player head.
- Uses profile from the Template:Cd component to load a texture. Renders a default texture until the profile texture is fully loaded.
- No fields.
- Template:Cd special model type
- No longer supports profile from Template:Cd component to load a player texture.
- Renders a default player texture when Template:Cd is Template:Cd and no texture override is supplied.
- Fields remain unchanged.
- The Minecraft:pack format version is now Template:Cd.
- The game will now consistently respect Template:Cd texture parameter in Template:Cd files.
- All core shader uniforms are now uniform blocks.
- The cloud texture (Template:Cd) can no longer be colored.
- All JSON files (in worlds, packs, configuration, etc.) are now parsed in strict mode.
- The Template:Cd and Template:Cd sprites are now animated with a standard Template:Cd definition in the corresponding Template:Cd files.
- Minecraft:Panorama textures must now all be the same size, and square.
- Added Template:Cd item model field.
- Introduced new player head special model
type.Minecraft.
- All built-in uniforms are now uniform blocks instead of opaque loose uniforms.
- Custom uniforms provided to post-process shaders are now uniform blocks.
- Uniform definitions inside Minecraft:JSON files are now per-block.
- Added two new core shaders;
stars, andskywhich are used to render the stars and upper portion of the sky respectively.
- Shader fog
- The fog is now split into environmental and render-distance-based.
- Previously both those concepts were mixed in the same uniforms.
- Environmental fog is supposed to represent the "fogginess" of the environment the player is in: lava, water, and now also atmosphere.
- Render distance fog is supposed to obscure the border of visible terrain.
- Environmental fog uses spherical distance to determine its intensity, render distance fog uses cylindrical distance.
- The resulting fog value for any given vertex is the maximum of both.
- Post-process effect definitions
- Entries in the targets map have been expanded to support new properties.
- New optional boolean field: Template:Cd
- Default: Template:Cd
- If true, this render target will be persistent across frames.
- The contents of the target will be cleared when the screen is resized.
- New optional field: Template:Cd
- Default: Template:Cd
- Format: integer ARGB value, or float array in order Template:Cd
- When this target is created or cleared, it will be filled with this color.
- New optional boolean field: Template:Cd
- The uniforms values is now a list-per-block, instead of a global list.
- e.g.
uniforms: { "UniformBlockName": [ { "type": "vec2", "value": [...] } ] }- The order of uniforms in a block must match the order in the shader.
- e.g.
- Template:Cd as part of a uniform definition is no longer used.
- Template:Cd as part of a uniform definition replaces the old Template:Cd, and the type depends on the Template:Cd field.
- This field is required.
- Template:Cd needs Template:Cd (a single int).
- Template:Cd needs Template:Cd (a single float).
- Template:Cd needs Template:Cd (two floats).
- Template:Cd needs Template:Cd (three floats).
- Template:Cd needs Template:Cd (three ints).
- Template:Cd needs Template:Cd (four floats).
- Template:Cd needs Template:Cd (four rows of four columns of floats).
- Entries in the targets map have been expanded to support new properties.
- Post-process effect shaders
- Instead of every uniform being an individual opaque type, they are now grouped in uniform blocks.
- They will be set according to the pass definition in the JSON file, and may be shared across both vertex and fragment shaders.
- The list of sizes (all Template:Cd uniforms) are now replaced with a single Template:Cd uniform block.
- This contains, in order, the size of the output texture followed by the size every input texture.
- The order of textures in the definition file will dictate the order of samplers in this uniform.
- For most post chains this is just Template:Cd and Template:Cd as before.
- All sizes are Template:Cd
- Instead of every uniform being an individual opaque type, they are now grouped in uniform blocks.
- Template:Cd
- Expects a Template:Cd of Template:Cd and Template:Cd.
- Template:Cd
- Expects a Template:Cd of Template:Cd.
- Template:Cd and Template:Cd
- Expects a Template:Cd of Template:Cd and Template:Cd.
- Template:Cd
- Expects a Template:Cd of Template:Cd, Template:Cd and Template:Cd.
- Template:Cd
- Expects a Template:Cd of Template:Cd.
- Template:Cd
- Expects a Template:Cd of Template:Cd, Template:Cd and Template:Cd.
- Template:Cd
- Expects a Template:Cd of Template:Cd and Template:Cd.
- Template:Cd uniform block
- Available through #moj_import <minecraft:globals.glsl>
- Most shaders are able to receive this uniform block, even if they don't normally use it.
- Contains Template:Cd, Template:Cd, Template:Cd and Template:Cd.
- Template:Cd is the blur radius of the background when a menu is open.
- Template:Cd uniform block
- Available through #moj_import <minecraft:fog.glsl>
- Most shaders are able to receive this uniform block, even if they don't normally use it.
- Contains Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd and Template:Cd.
- Template:Cd represents the render distance fog start.
- Template:Cd represents the render distance fog end.
- Template:Cd is new and represents the start of environment-based fog.
- Template:Cd is new and represents the end of environment-based fog.
- Template:Cd is new and represents where the fog should end when drawing for the sky.
- Template:Cd is new and represents where the fog should end when drawing the clouds.
- Template:Cd has been removed in favor of splitting up the sky shader.
- Template:Cd was removed. Render distance fog is now cylindrical and environmental fog is spherical.
- Template:Cd uniform block
- Available through #moj_import <minecraft:projection.glsl>
- Most shaders are able to receive this uniform block, even if they don't normally use it.
- Contains Template:Cd with no changes.
- Template:Cd uniform block
- Available through #moj_import <minecraft:dynamictransforms.glsl>
- Is no longer available to shaders that do not normally use it.
- Contains Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd.
- Template:Cd uniform block
- Available through #moj_import <minecraft:light.glsl>
- Most shaders are able to receive this uniform block, even if they don't normally use it.
- The values may not make sense if the shader wouldn't normally expect it, however.
- Contains Template:Cd and Template:Cd.
- Template:Cd uniform block
- Only available to the clouds shaders (rendertype_clouds.vsh/rendertype_clouds.fsh).
- Contains Template:Cd, Template:Cd and Template:Cd (new).
- Template:Cd contains the size of an individual cloud cell.
- Contains Template:Cd, Template:Cd and Template:Cd (new).
- Only available to the clouds shaders (rendertype_clouds.vsh/rendertype_clouds.fsh).
- Template:Cd uniform block
- Only available to the lightmap shader (lightmap.fsh).
- Contains Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd with no change in behavior.
- Changed location on the sounds for Minecraft:glow squid, Minecraft:squid, Minecraft:guardian, Minecraft:horse, Minecraft:rabbit, and Minecraft:pufferfish from the Template:Cd folder to the Template:Cd folder.
- Template:Cd has been renamed to Template:Cd.
- Added Template:Cd to Template:Cd item tag.
- Added Template:Cd to Template:Cd entity tags.
- The Template:Cd block tag has been renamed to Template:Cd.
Minecraft:Text component format
- Click Events
- New click action Template:Cd has been added.
- When user clicks a component with this click action, client will send a dedicated packet Template:Cd to a server.
- The intended use is as an alternative for run_command to be used by modded servers without worrying about having to add custom commands.
- This packet has no functionality on vanilla servers.
- Fields:
- Template:Cd - namespaced ID.
- Template:Cd - optional string field.
- New click action Template:Cd has been added.
- Dialog Click Event
- New action Template:Cd has been added.
- When user clicks this component, a dialog will be opened for them.
- Fields:
- Template:Cd - a namespaced ID from Template:Cd registry or inline dialog value as described above.
- New action Template:Cd has been added.
- Increased the third-person camera distance when spectating or riding Minecraft:ghasts, Minecraft:ender dragons, and Minecraft:giants.
UI sprites
- Template:Code has been merged into Template:Code and no longer exists.
- This means Mob Effect sprites now support GUI sprite scaling properties.
- Added Template:Samp and Template:Samp sprites.
Fixes
- The fix to MC-3697 has been partially reverted. Decorative hanging entities such as paintings and item frames are now immune to explosions from submerged TNT while items and armor stands are once again vulnerable to them.
- Reverted the fix for MC-101556: Nether Portal teleport range is too large (equivalent to a full block)
Videos
Gallery
Promotional screenshots
-
A Dried Ghast underneath a Nether Fossil in a Soul Sand Valley. In the background two players battle angry Ghasts.
-
In a village, a Ghastling is being lured with a Snowball by Efe.
-
Ari and Efe building a castle. Ari stands on a Happy Ghast to place blocks under the balcony.
-
A player using the locator bar to find others in a cave with skeletons onlooking.
-
A player fishing while listening to "Minecraft:Amos Roddy - Lilypad".
-
A Wolf leads a small Sheep herd into a pen.
-
A player crafting two Leads using only five String.
-
A player crafting a Saddle using three Leather and one Iron Ingot.
-
A player standing in a rainy Forest with a Jungle far in the distance.
-
New realm configuration user interface.
-
Custom dialog screen.
References
Template:Navbox Java Edition versions
Minecraft:de:1.21.6 Minecraft:es:Java Edition 1.21.6 Minecraft:fr:Édition Java 1.21.6 Minecraft:ja:Java Edition 1.21.6 Minecraft:pl:Java Edition 1.21.6 Minecraft:pt:Edição Java 1.21.6 Minecraft:ru:1.21.6 (Java Edition) Minecraft:th:รุ่น Java 1.21.6 Minecraft:uk:1.21.6 (Java Edition) Minecraft:zh:Java版1.21.6