Minecraft:Java Edition 26.1
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Template:Infobox version Template:Relevant guide
26.1, the release of Minecraft:Tiny Takeover, is a Minecraft:game drop for Template:JE released on March 24, 2026,<ref>Template:Mcnet</ref> which adds new textures and models for every baby mob that did not already have a unique model, adds the Minecraft:golden dandelion, makes Minecraft:name tags craftable, makes technical changes, and fixes bugs.
This is the first Java Edition release version to be fully unobfuscated without any accompanying obfuscated variant,<ref>Template:Mcnet</ref><ref>Template:Mcnet</ref> the first version released in 2026, the first to require Java 25, and the first to use the new "year.drop.hotfix" version format announced in December 2025.<ref>Template:Mcnet</ref>
Additions
Blocks
File:Golden Dandelion JE1.png Minecraft:Golden dandelion
- Crafted with a Minecraft:dandelion and 8 Minecraft:gold nuggets:
- Can also be bought from Minecraft:wandering traders.
- When used on a baby mob, it will stop aging. This sets NBT attribute Template:Code to 1.
- When used again, it will continue to age again. This sets NBT attribute Template:Code to 0.
- Golden dandelions have different particles depending on if it is used to start or stop aging.
- When aging is stopped, green particles moving downwards will be shown.
- When aging is started, again green particles moving upwards will be shown.
- Cannot be used on Minecraft:monsters (including Minecraft:undead mounts, but excluding baby Minecraft:hoglins) and Minecraft:villagers.
- Can be placed and potted like other flowers.
- Can be used to craft Minecraft:yellow dye and a Minecraft:Saturation Minecraft:suspicious stew.
Command format
- New command that enables swinging of entities' arms.
- Not all entities support swing animation. Template:Cmd will succeed for those entities, but clients will only display it when possible.
- For example, this makes it possible to swing mannequin arms.
- Returns the amount of entities for which a swing was sent.
- Syntax: Template:Cmd
- Both arguments can be omitted.
- The entity selector will be Template:Cd if omitted
- Which hand to swing will be Template:Cd if omitted
General
Block tags
- Added the following tags which determine which blocks a category of vegetation can be placed on and survive.
- Template:Cd for blocks that provide support to the following blocks: Template:Columns-list
- Template:Cd for blocks that provide support to the following crops at all growth stages:
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Template:Cd
- Which blocks satisfy adjacency support requirements for sugar cane
- 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
- Empty by default
- Template:Cd
- Minecraft:Cactus flowers can be placed on blocks in this tag even if they do not have a sturdy top face.
- Added the following tags which determine which blocks are not able to support specific categories of vegetation.
- Added Template:Cd which defines which blocks beneath allow the following crops to grow:
- Added the following tags to define which blocks can start particular types of Minecraft:bubble columns.
- Template:Cd
- Minecraft:Magma block by default.
- Template:Cd
- Minecraft:Soul sand by default.
- Template:Cd
- Split apart Template:Cd into multiple block tags.
- Template:Cd now only contains Minecraft:dirt, Minecraft:coarse dirt and Minecraft:rooted dirt.
- Template:Cd contains Minecraft:mud and Minecraft:muddy mangrove roots.
- Template:Cd contains Minecraft:moss block and Minecraft:pale moss block.
- Template:Cd contains Minecraft:grass block, Minecraft:mycelium and Minecraft:podzol.
- Added Template:Cd which contains Template:Cd, Template:Cd, Template:Cd and Template:Cd
- This is used as a collection for world generation conditions.
- Added the following tags which define which ground blocks beneath an applicable tree or bamboo can be replaced with Minecraft:podzol:
- Added Template:Cd which contains Template:Cd, Template:Cd, Template:Cd and Minecraft:podzol.
- Added the following tags defining which blocks their feature can be placed on:
- Added Template:Cd defining which blocks an Minecraft:ice spike feature can replace.
- Added Template:Cd, which defines what block types prevent Minecraft:leaf blocks from decaying within a taxicab distance of 6 blocks.
Configured feature tags
- Added Template:Cd.
- Contains features that, when added in a biome, can be spawned when using Minecraft:bone meal in that biome.
Minecraft:Data component format
- Added Template:Cd.
- Transient component used to modify the amount of items wanted in a villager trade.
- Removed after a trade has been generated.
- Format: integer.
- Transient component used to modify the amount of items wanted in a villager trade.
- Added Template:Cd.
- Represents a color of dye.
- Used in various places that previously required the exact dye item, including mob and block interactions.
- The presence of this component itself does not enable functionality. The item has to be explicitly allowed for the given functionality, for example by adding it to tags or changing recipe ingredients.
- Format: one of Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd
- Trades offered by Minecraft:villagers and Minecraft:wandering traders are now data-driven and can be customized by datapack developers.
- Villager Trades
- Present in the Template:Cd folder, represents a blueprint for trades which is used by villagers and wandering traders to generate actual trades.
- Entry Format:
- Template:Cd – an object representing an item type and number of them needed to trade.
- Template:Cd – the id of the item
- Template:Cd – an optional number provider representing how many of the item is needed for the trade.
- Defaults to a constant Template:Cd
- Template:Cd – an optional component map representing the expected data components on the item.
- Defaults to an empty map.
- Template:Cd – an optional object representing an additional item required by the merchant, has the same format as wants.
- Template:Cd – an item Stack representing the resulting item given by the merchant when trading.
- Uses the existing format for item stacks.
- Template:Cd – a optional list of item Modifiers representing modifiers to apply to the item in gives such as enchantments or potions, used to add dynamism to the trade rather than hardcoding certain values.
- Uses the existing format for item modifiers (also known as loot modifiers, item functions, loot functions...).
- If any of these returns an empty item the entire trade will be discarded.
- Item Modifier references are not supported.
- If the final item has a Template:Cd component containing an enchantment in the Template:Cd tag, then the count of Template:Cd is doubled.
- Template:Cd – an optional number provider representing the maximum number of times a trade may be used.
- Is set to Template:Cd if the number provider returns a lower value.
- Defaults to Template:Cd
- Template:Cd – a– number provider representing how much factors such as demand, discounts or penalties affects the cost represented by wants.
- Is set to Template:Cd if the number provider returns a lower value.
- Defaults to Template:Cd
- Template:Cd – an optional number provider representing the amount of xp a merchant gets when the trade is done.
- Is set to Template:Cd if the number provider returns a lower value.
- Defaults to Template:Cd
- Template:Cd – a predicate representing conditions on the merchant that need to be met for the trade to be offered.
- Uses the existing format for predicates.
- Predicate references are not supported.
- Template:Cd – an optional enchantment id, list of namespaced enchantment IDs, or hash-prefixed enchantment tag representing enchantments that will double the additional cost from Template:Cd and Template:Cd if they have Template:Cd set to Template:Cd and if the item has one of the provided values in its Template:Cd component.
- Template:Cd – an object representing an item type and number of them needed to trade.
- An example trade of an emerald and a book for an enchanted book offered only by desert villagers.
- Villager Trades
<syntaxhighlight lang="json"> {
"additional_wants": {
"id": "minecraft:book"
},
"double_trade_price_enchantments": "#minecraft:double_trade_price",
"given_item_modifiers": [
{
"function": "minecraft:enchant_randomly",
"include_additional_cost_component": true,
"only_compatible": false,
"options": "#minecraft:trades/desert_common"
},
{
"function": "minecraft:filtered",
"item_filter": {
"items": "minecraft:enchanted_book",
"predicates": {
"minecraft:stored_enchantments": [
{}
]
}
},
"on_fail": {
"function": "minecraft:discard"
}
}
],
"gives": {
"count": 1,
"id": "minecraft:enchanted_book"
},
"max_uses": 12.0,
"merchant_predicate": {
"condition": "minecraft:entity_properties",
"entity": "this",
"predicate": {
"predicates": {
"minecraft:villager/variant": "minecraft:desert"
}
}
},
"reputation_discount": 0.2,
"wants": {
"id": "minecraft:emerald"
}
} </syntaxhighlight>
Entity tags
- Added Template:Cd
- Defines which baby mobs that age that can not have its aging stopped using a Minecraft:golden dandelion.
Minecraft:Environment attributes
- Template:Cd
- Tint of the block light. Block light color start as dark grey at low light levels, becomes tinted by this attribute at medium levels and turns white at high levels. By default, it provides the yellowish tint of torches. Bright colors work best for this attribute, with at least one color component being fully bright. The tint applies globally to all light sources visible on the screen. Individual lights can not be tinted differently.
- Value type: RGB color
- Default value: Template:Color
- Modifiers: RGB Color Modifiers
- Interpolated: yes
- Resolved at the camera's position
- Template:Cd
- Defines both the ambient light tint and brightness. This light is applied to the world at 0 light level. Block and sky light are added on top of it.
- Value type: RGB color
- Default value: Template:Color.
- Modifiers: RGB Color Modifiers
- Interpolated: yes
- Resolved at the camera's position.
- Set to Template:Color in the Overworld, Template:Color in the Nether, and Template:Color in the End.
- Template:Cd
- This color is used similarly to ambient light color. When the Night Vision effect is active, per-component maximum of Template:Cd and Template:Cd is used as ambient color. Minecraft:Night Vision is not tinted by default.
- Value type: RGB color
- Default value: Template:Color
- Modifiers: RGB Color Modifiers
- Interpolated: yes
- Resolved at the camera's position
Fluid tags
- Added tags to determine which fluids can support the following blocks:
- Added Template:Cd
- Contains fluids satisfy adjacency support requirements for Minecraft:sugar cane.
- Added Template:Cd fluid tag to define which fluids a Minecraft:bubble column can occupy with water as default.
Item tags
- Added Template:Cd
- Contains all types of Minecraft:nuggets.
- Added Template:Cd
- Contains all vanilla Minecraft:dyes.
- Added Template:Cd
- Contains all items that are allowed in the Loom screen to set pattern colors.
- The Minecraft:loom screen also requires the minecraft:dye component to be present on item stacks.
- Added Template:Cd
- Contains all items that are allowed in the loom screen to unlock patterns.
- The loom screen also requires the Template:Cd component to be present on item stacks.
- Added Template:Cd
- Contains all items that can be used to dye a pet cat's collar.
- The color will be taken from the Template:Cd component of the used item stack.
- Added Template:Cd
- Contains all items that can be used to dye a pet wolf's collar.
- The color will be taken from the Template:Cd component of the used item stack.
- Added Template:Cd
- Contains all items that can be used on water-filled cauldron to remove Template:Cd component.
- Added the following tags which mirror their block tag contents:
Lightmap debug renderer
- A new debug renderer for the lightmap was added, which can be enabled using the Template:Key keybind.
- It is mutually exclusive with FPS/TPS and networking charts.
- It shows the lightmap texture in real-time in the bottom right corner of the screen.
- The vertical axis of the texture represent sky light levels (0-15 from bottom to top).
- The horizontal axis of the texture represent block light levels (0-15 from left to right).
- The color of each pixel represents the resulting color that will be applied to blocks and entities lit with the corresponding block and sky light levels.
- Added Template:Cd which takes the following parameters:
- Template:Cd – the entity offering the trade.
- Template:Cd – the block position of the entity at its feet.
- Added Template:Cd
- Additively adds dyes to an item's Template:Cd data component:
- Template:Cd – conditions for the function to apply.
- Template:Cd – number provider representing the number of random dyes out of sixteen to apply to the item.
- The same dye might be selected repeatedly.
- Added Template:Cd
- Randomly sets the minecraft:potion_contents data component on an item Fields:
- Template:Cd – conditions for the function to apply.
- Template:Cd – optional potion id, list of namespaced potion IDs, or hash-prefixed potion tag, representing the possible potions to select from.
- Defaults to any potion in the potions registry.
- Added Template:Cd
- Fetches and provides the value of an Minecraft:environment attribute (that can be represented as a number).
- This provider requires a context with an Template:Cd position set as long as the Minecraft:environment attribute can vary positionally.
- Format: object with fields:
- Template:Cd – Minecraft:environment attribute ID to fetch.
- e.g.
{type: 'environment_attribute', attribute: 'gameplay/sky_light_level'}
- Fetches and provides the value of an Minecraft:environment attribute (that can be represented as a number).
- Added Template:Cd
- Returns the sum of a list of number providers.
- Fields:
- Template:Cd – a list of number providers.
- Added a new display option called "Exclusive Fullscreen" which controls if fullscreen mode should take full control of a monitor.
- Defaults to Template:Cd (i.e. non-exclusive mode).
- Any change will be applied only after the game restarts.
- Added Template:Cd
- Particles showing on a baby mob which has had its aging stopped using a Minecraft:golden dandelion.
- Added Template:Cd
- Particles showing on a baby mob which has had its aging reset and started using a Minecraft:golden dandelion.
Potion tags
- Added Template:Cd
- Contains all potion effects that can appear in villager trades.
- Added the Template:Cd loot predicate.
- Exactly matches the value of an Minecraft:environment attribute at a given position.
- This predicate requires a context with an Template:Cd position set as long as the Minecraft:environment attribute can vary positionally.
- Format: object with fields:
- Template:Cd – Minecraft:environment attribute ID to test
- Template:Cd – Exact value of the Minecraft:environment attribute to match
- e.g.
{condition: 'environment_attribute_check', attribute: 'gameplay/piglins_zombify', value: true}
- Exactly matches the value of an Minecraft:environment attribute at a given position.
- Time markers assign a particular name to a specific (optionally repeating) point in time for a specific world clock. Time markers replace the previously predetermined names that could be used by Template:Cmd, for example Template:Cd or Template:Cd.
- Time markers will exist within the context of a specific world clock. This means that even though the different time markers are defined by different Timelines, only one Time Marker can exist with a particular id for a particular world clock. It also means that two world clocks can have a time marker with the same name.
- Built-in uses of time markers
- Some time markers are used to drive Vanilla game behavior. Usually, they are configured to not show up in Template:Cmd commands.
- Template:Cd – the time to advance the dimension's default clock to when players in that dimension wake up after sleeping.
- Template:Cd – the time of the dimension's default clock at which the random chance for a zombie village siege to occur should be evaluated.
- Some time markers are used to drive Vanilla game behavior. Usually, they are configured to not show up in Template:Cmd commands.
- Built-in uses of time markers
- What trades are unlocked by villager professions are now determined using deterministic random sequences, like loot drops and barter loot.
- Present in the Template:Cd folder, they are groupings of trades offered by Minecraft:villagers and Minecraft:wandering traders.
- Currently only hardcoded ones are available in Template:Cd for villagers, as well as Template:Cd, Template:Cd, Template:Cd for wandering traders.
- Entry Format:
- Template:Cd, a villager trade id, list of namespaced villager trade IDs, or hash-prefixed villager trade tag representing the trades that are part of this trade set.
- Template:Cd, a number provider representing the amount of trades to be generated from this set when used.
- If the generated number is greater than the number of available Template:Cd then it will only generate until all Template:Cd have been used once, unless Template:Cd is set to Template:Cd
- Template:Cd, a boolean representing if the trade set can use the same villager trade multiple times to generate trades.
- Defaults to Template:Cd
- Template:Cd, an optional named random sequence that determines which trades are generated.
- Defaults to a non-deterministic random sequence.
- An example trade set offering 2 trades from the Template:Cd tag, allowing duplicates.
<syntaxhighlight lang="json"> {
"amount": 2.0, "trades": "#minecraft:armorer/level_1", "random_sequence": "minecraft:trade_set/armorer/level_1", "allow_duplicates": true
} </syntaxhighlight>
Villager Trade tags
- Added several tags representing groups of villager trades from which Minecraft:villagers and Minecraft:wandering traders derive their trading pools.
- Villagers have the following tags representing each profession and level of trade in the format: Template:Cd, up to level 5.
- Smiths have the Template:Cd tags representing common trades among armorers, weaponsmiths and toolsmiths, up to level 5.
- Wandering Traders have the following tags: Template:Cd, Template:Cd, Template:Cd.
- Villagers have the following tags representing each profession and level of trade in the format: Template:Cd, up to level 5.
- Each world clock contains an internal time that increases every tick. A world clock can be defined in data packs under the Template:Cd registry (i.e. found under data/<namespace>/world_clock/<id>.json)
- A world clock can be paused or resumed, and the time of the clock can be changed or queried, using the Template:Cmd command.
- This allows different dimensions to have different clocks.
- Format: object with no fields
- Added Template:Cd world clock to Minecraft:the End dimension.
- It now controls Minecraft:End flashes.
Changes
Blocks
- Minecraft:Spawn egg without an [[Minecraft:data component#entity_data|Template:Cd]] component are dropped as an item. Previously, the dispenser failed to activate.
- Added the trumpet instrument.
- It can be heard when a note block is placed on top of a Minecraft:block of copper.
- The sound is different based on the oxidation level of the copper block.
- Minecraft:Deepslate can now be directly crafted into its cobbled, polished, brick, and tile variants in the stonecutter.
- Minecraft:Stone can now be directly crafted into its Minecraft:cobblestone variants in the stonecutter.
- The tripwire texture is now rendered as alpha cutout instead of transparent. In other words, the texture is now opaque thus making tripwire easier to see.
Items
- Now supports a [[Minecraft:data component#bundle_container|Template:Cd]] component with a weight greater than 231-1, equivalent to 231-1 stacks.
- Previously, the component was removed when the limit was exceeded.
- A bundle exceeding this limit is shown as full, however, when attempting to empty it, add a new item, or view the tooltip, it still appears empty.
- Now, in many cases, it is treated as empty if it has conflicting data, such as having a count greater than [[Minecraft:Data_component#max_stack_size|Template:Cd]], or having Template:Cd greater than one along with [[Minecraft:Data_component#max_damage|Template:Cd]].
- When mining a Minecraft:shulker box containing an item stack with a conflicting data, it will treat the item as Template:Cd in the tooltip, and placing it in a block the item stack will be removed.
- Shooting an Minecraft:arrow with a conflicting data using a Minecraft:crossbow will not be a project.
- Template:Control a Minecraft:bundle to remove an item stack with a conflicting data, no items will be dropped.
- Item stacks with conflicting data can still be placed in Minecraft:chests and in the Minecraft:inventory.
- Can now be crafted with 1 paper and 1 Minecraft:nugget.
- The dismount speed thresholds have been updated to match Template:BE.
Mobs
Minecraft:Axolotl Template:More images
- Baby axolotls now have a play dead animation.
Baby mobs Template:More sounds
- Added new baby sounds for cats, chickens, horses, pigs, and wolves.
- Updated the models and textures (tweaking the bounding box when necessary to align with the new model) of all baby mobs except baby Minecraft:nautiluses and Minecraft:ghastlings
- Minecraft:Saddles and Minecraft:armor no longer render on baby Minecraft:pigs, Minecraft:camels, and Minecraft:wolves.
- Baby Minecraft:villagers and baby Minecraft:zombie villagers are now each made up of a base model with overlays for each type.
- No longer has a baby form.
- Baby goats now rotate their head when ramming.
- Template:Animate Adult horse's blackdot markings have been updated to be visually closer to the new baby horse markings.
- Updated model and texture
- Minecraft:Programmer Art textures have been removed following the model change.
- Pig sound variants now have sound for eating.
- Baby polar bears no longer attack Minecraft:foxes, to match Template:BE.
Minecraft:Skeleton horses and Minecraft:zombie horses
- No longer panic when hurt.
- Baby variant no longer grows up.
- Striders now correctly inherit the warmth of the strider they are standing on, matching Bedrock Edition.
Non-mob entities
- Small armor stands now display correctly by using the adult armor and scaling it down (Template:Cmd).
Command format
- Added a new entity subcommand that will print profile information from entity in world.
- Syntax: Template:Cmd
- If targeted entity does not have profile (currently only Players and Mannequins do) this command will fail.
- The Template:Cmd command is now based on world clocks.
- A clock can be optionally specified as an input for the time command with Template:Cmd.
- If the clock is not specified (Template:Cmd as before), the default clock for the dimension is used.
- The return value (e.g. from Template:Cmd) from the Template:Cd and Template:Cd subcommands is now the total elapsed ticks of the clock instead of the current time of day.
- Syntax:
- Template:Cmd – sets the total elapsed ticks of the clock.
- Template:Cmd – advances the clock forward to the next occurrence of the time marker.
- For the Template:Cd clock, the available time markers are: Template:Cd, Template:Cd, Template:Cd, and Template:Cd
- Template:Cmd – adds ticks to the clock, can be a negative or a positive number.
- Template:Cmd – pauses the clock.
- Template:Cmd – resumes the clock.
- Template:Cmd – displays and returns the current number of ticks within the timeline's period.
- Template:Cmd – displays and returns the number of times the timeline's period has repeated.
- Template:Cmd – displays and returns the total elapsed ticks of the clock.
- Template:Cmd – as before, the total elapsed ticks within the world (unaffected by changes made to clocks using Template:Cmd).
- Template:Cmd – sets the rate multiplier at which the clock should advance.
- This only changes the rate at which the Minecraft:world clock and any Minecraft:timelines dependent on it advance their internal timers.
- For example, in the case of the Template:Cd clock, the day/night cycle will pass quicker with a larger value, but actual game simulation will not speed up (as would happen with Template:Cmd).
- A Template:Cd of Template:Cd corresponds to normal speed.
- Template:Cd is a float between Template:Cd (exclusive) and Template:Cd (inclusive).
- This only changes the rate at which the Minecraft:world clock and any Minecraft:timelines dependent on it advance their internal timers.
Gameplay
- The master librarian no longer offers Minecraft:name tags.
- The master librarian will now offer Minecraft:red candles and Minecraft:yellow candles for the price of three Minecraft:emeralds.
- The Minecraft:wandering trader will now offer Minecraft:name tags for the price of one emerald.
- The master Minecraft:librarian will now have three available trades to ensure that an enchanted book trade is always offered when using the Minecraft:Villager Trade Rebalance experiment.
General
General
- If a server's disk space is low, a toast will now be shown to server operators.
- The game now requires Java 25.
- The included Java distribution is now the Microsoft build of OpenJDK 25.
- Tweaked default JVM options.
- The game now allocates 4 GB of RAM by default (up from 2 GB).
- Garbage collection has been changed from G1GC to ZGC for compatible computers.Template:More information needed
- Added Template:Cd to the default JVM arguments.
- Changed the internals of how chunk geometry data is stored in GPU memory and how they are rendered.
- Any block model can now support cutout or translucent (partially transparent pixels) textures.
- Whether a quad is rendered in the cutout or translucent render pass is determined by the contents of its assigned sprite.
- Any sprite with translucent (partially transparent) pixels will be assigned to the "translucent" pass.
- Any sprite with fully transparent pixels will be assigned to the "cutout" pass.
- All other sprites are assigned to the "solid" pass.
- Whether a quad is rendered in the cutout or translucent render pass is determined by the contents of its assigned sprite.
- The format of the
texturesmap has been updated:- Non-string entries will now be rejected, instead of interpreted as strings.
- Alongside the previous inline sprite ID form, entries can now be defined as an object with fields:
sprite– the sprite IDforce_translucent– optional boolean,trueif any geometry with this texture should be forced into the "translucent" pass.- This is useful for example for blocks that don't have any translucent pixels, but use the
meanmipmap strategy. - Default:
false
- This is useful for example for blocks that don't have any translucent pixels, but use the
- The Template:Cd property in default block state of Minecraft:banners and Minecraft:signs has been changed from Template:Cd to Template:Cd.
- The chat screen can now always be opened, even when chatting is restricted by settings.
- When the chat screen is open, specific actions and message types may still be restricted.
- Information about the restrictions (if there are any) is displayed on top of the chat box and above the chat input when the chat screen is open.
- The same information can also be accessed in World Settings screen.
- Chat entries from client actions like taking screenshots will now be displayed even when messages from players and servers are restricted.
- Changing chat settings will now hide all messages of restricted types and discard any new ones.
- The handling of chat messages on a published local server is now more consistent with dedicated servers in regard to chat settings.
Minecraft:Creative mode
- Using Ctrl + Pick input as an operator on players and mannequins will now show the same results as executing the Template:Cmd.
Minecraft:Data component format
- Template:Cd
- The component now also accepts an ID or a list of IDs in addition to a tag.
- Template:Cd
- The field Template:Cd now also accepts an ID or a list of IDs in addition to a tag.
- Template:Cd
- The field types now also accepts an ID or a list of IDs in addition to a tag.
- The Minecraft:pack format version is now Template:Cd.
- The "Default Components" report generator no longer outputs files for entries without any components.
- Villager inventory slots can now be accessed using Template:Cd; Template:Cd has been removed.
- Added a new entry called Template:Cd with additional information about used memory.
- The Template:Cd and Template:Cd debug entries no longer show tags.
- The Template:Cd debug entry has been split from Template:Cd.
- New debug entries have been added:
- Renamed debug entries:
- Added the field Template:Cd: optional Minecraft:world clock ID.
- Specifies the default clock that will be used for the Template:Cmd command.
- If a default clock is specified, the time command requires an explicit clock argument.
- Also specifies the clock to which Template:Cd and Template:Cd time markers apply.
- If not specified, those time markers will never apply in that dimension.
- Specifies the default clock that will be used for the Template:Cmd command.
- Added the field Template:Cd: boolean
- Controls whether it is possible for an ender dragon fight to exist in the dimension.
Minecraft:Enchantment definition
- The Template:Cd component no longer only works for a player if that player has a certain food level.
- The Template:Cd and Template:Cd fields from players have been added to all mobs and the Minecraft:armor stand.
- The Template:Cd field on players has been removed.
Minecraft:Environment attribute
- Updated the Template:Cd environment attribute to have a default value of Template:Cd.
- The game rules screen is now accessible in-game through a new World Options screen in the pause menu.
- A search bar has been added to the top of the game rules screen, both in-game and in the world creation menu.
- The search bar also selects game rules based on description and category in addition to namespaced ID and name.
- Replaced Template:Cd with Template:Cd.
- Added a new required field Template:Cd: world clock ID, the clock within which to set time (from the existing time field).
- Added Template:Cd definitions to set any number of timelines.
- Template:Cd: A list of timelines to set.
Minecraft:Items model definition
- The Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd item model types now have Template:Cd fields.
- Those fields have the same format as the Template:Cd field on the Template:Cd entity, i.e. either an array of 16 numbers representing a matrix or structure with decomposed translation, scale and rotation info.
- For types with children (Template:Cd, Template:Cd, Template:Cd, Template:Cd), the transformation will be composed with the transformation of the children, except for Template:Cd.
- Model transformations will be applied after item display transformations (i.e. display section in model files).
- The transformations for some special item models (types referenced by the Template:Cd item model) have been extracted to item models itself.
- Affected special model types:
- Special model type
- Template:Cd
- New special model type that renders the animated part of a Minecraft:bell block.
- No fields.
- Template:Cd
- New special model type that renders a book that normally is a part of Minecraft:enchanting table and Minecraft:lectern.
- Fields:
- Template:Cd – angle (in degrees) between book cover and book centerline (Template:Cd means closed, Template:Cd means open flat).
- Template:Cd, Template:Cd – the positions of two pages inside the book.
- Template:Cd means the page is in the leftmost position, Template:Cd means the page in the rightmost position.
- Template:Cd
- The model now renders only one half of the Minecraft:bed.
- To render both halves, use a Template:Cd model.
- New fields:
- Template:Cd – one of: Template:Cd, Template:Cd
- Template:Cd
- New field:
- Template:Cd – selects a model to be used, one of Template:Cd, Template:Cd
- Default: Template:Cd
- New field:
- Template:Cd
- New field:
- Template:Cd – selects a model to be used, one of Template:Cd, Template:Cd, Template:Cd
- Default: Template:Cd
- New field:
- Template:Cd
- New special model type that renders a cube with the same texture effects as the Minecraft:end portal and the Minecraft:end gateway blocks.
- Fields:
- Template:Cd – texture effect to apply, one of: Template:Cd, Template:Cd
- Fields:
- New special model type that renders a cube with the same texture effects as the Minecraft:end portal and the Minecraft:end gateway blocks.
- Template:Cd
- New field:
- Template:Cd – selects a model to be used, one of Template:Cd, Template:Cd, Template:Cd
- Default: Template:Cd
- New field:
- Template:Cd
- New field:
- Template:Cd – selects a model to be used, one of Template:Cd, Template:Cd
- Default: Template:Cd
- New field:
- Template:Cd
- Removed the Template:Cd field.
- Template:Cd
- The Template:Cd tag has been replaced with a Template:Cd tag, referencing the player data file to use.
- Difficulty-related settings have been moved into a Template:Cd tag.
- Difficulty is renamed to difficulty and is now a string instead of an integer.
- Allowed values:
- Template:Cd was renamed to Template:Cd
- Difficulty is renamed to difficulty and is now a string instead of an integer.
- Data for the ender dragon fight has been moved out to the Template:Cd folder.
- It can now be found at dimensions/minecraft/the_end/data/minecraft/ender_dragon_fight.dat
- The ender dragon fight can be activated in other dimensions.
- Data changes:
- Template:Cd has been renamed to Template:Cd
- Template:Cd has been renamed to Template:Cd
- Template:Cd has been renamed to Template:Cd
- Template:Cd has been replaced by Template:Cd
- Allowed values:
- Template:Cd has been renamed to Template:Cd
- Template:Cd has been renamed to Template:Cd
- Template:Cd has been renamed to Template:Cd
- Added Template:Cd
- The time that has elapsed since the current stage of the respawn sequence started.
- Added Template:Cd
- A list of UUIDs for the end crystals used to trigger the respawn sequence.
- Wandering Trader data has been moved out to the Template:Cd folder.
- It can now be found at data/minecraft/wandering_trader.dat
- Data changes:
- Template:Cd has been removed
- Template:Cd has been renamed to Template:Cd
- Template:Cd has been renamed to Template:Cd
- Template:Cd has been moved to the Template:Cd folder.
- It can now be found at data/minecraft/custom_boss_events.dat
- Weather-related data has been moved to the Template:Cd folder.
- It can now be found at data/minecraft/weather.dat
- Data changes:
- Template:Cd has been renamed to Template:Cd
- Template:Cd has been renamed to Template:Cd
- Template:Cd has been renamed to Template:Cd
- Template:Cd has been moved out to the Template:Cd folder.
- It can now be found at data/minecraft/scheduled_events.dat
- Data changes:
- Template:Cd has been renamed to Template:Cd
- Template:Cd has been renamed to Template:Cd
- Template:Cd has been renamed to Template:Cd
- Template:Cd has been renamed to Template:Cd
- Template:Cd has been renamed to Template:Cd
- Template:Cd has been moved out to the Template:Cd folder.
- It can now be found at data/minecraft/game_rules.dat
- Template:Cd has been moved out to the Template:Cd folder.
- It can now be found at data/minecraft/world_gen_settings.dat
- Data changes:
- Template:Cd has been renamed to Template:Cd
- Template:Cd has been moved out to the Template:Cd folder.
- It can now be found at data/minecraft/world_clocks.dat
Level format Template:Too technical
- All default dimensions are now stored in the
dimensionssubfolder.- Data for the Minecraft:Overworld has been moved from the root folder to
dimensions/minecraft/overworld- This includes the
region,entities, andpoifolders, as well as related files out of data.
- This includes the
- Data for the Nether has been moved from
DIM-1todimensions/minecraft/the_nether - Data for the End has been moved from
DIM1todimensions/minecraft/the_end - The top level
datafolder is now only for data shared across dimensions instead of also for the Overworld.
- Data for the Minecraft:Overworld has been moved from the root folder to
- Player storage has been moved to the
playerssubdirectory.advancements->players/advancementsplayerdata->players/datastats->players/stats
- The world resource pack (
resources.zip) has been moved to theresourcepackssubdirectory. - Data saved in the
datafolder is now namespaced.- This means that all that data will now be stored in a namespace subfolder in the corresponding data folder.
- All existing vanilla data files have been moved accordingly.
- Example:
data/scoreboard.dat->data/minecraft/scoreboard.dat
- Command storage is now stored in namespace subfolders instead of having a namespace suffix.
- Example:
data/command_storage_foo.dat->data/foo/command_storage.dat
- Example:
chunks.dathas been renamed tochunk_tickets.dat- Data for maps is now stored in the
data/minecraft/mapssubfolder.- Map index files have been renamed to only the number.
- Example:
map_1.dat->1.dat
- Example:
idcounts.dathas been renamed tolast_id.dat
- Map index files have been renamed to only the number.
- There is no more
raids_end.datspecial case.- The End now uses
raids.datas well.
- The End now uses
- This means that all that data will now be stored in a namespace subfolder in the corresponding data folder.
- Structures saved by Structure Blocks have been moved from
generated/namespace/structurestogenerated/namespace/structure
Lightmap algorithm
- The algorithm that maps block and sky light levels to how bright things appear on screen has been fully rewritten.
- A new algorithm that is supposed to mostly provide the same overall results as previous one, but:
- It is simpler and more straightforward, and fixes multiple issues of the previous one.
- The Minecraft:darkness effect and world darkening effect of the Minecraft:Wither fight now works the same way in all dimensions.
- The Minecraft:night vision effect now simply adds ambient light instead of scaling the resulting colors.
- It means that fully dark areas no longer look brighter than areas lit by block or sky light.
- Other aspects of the algorithm such as block light tint, ambient light color and night vision color are now data-driven through environment attributes.
Lightmap shader
- The Template:Cd shader was significantly modified.
- The Template:Cd uniform now has two new fields:
- The Template:Cd field was removed, its value is now premultiplied into Template:Cd
- The Template:Cd was renamed to Template:Cd
- Text and items rendered in UI now use a separate 1x1 white lightmap texture, so the lightmap shader does not always have to keep the 15, 15 pixel purely white.
- Template:Cd
- Now also takes the following field:
- Template:Cd – optional boolean representing if a Template:Cd component should be added to the item based on the cost of the enchantment.
- Defaults to Template:Cd
- The value is determined by the levels number provider and is the same that is used to determine what enchantment level is used for enchanting.
- Template:Cd – optional boolean representing if a Template:Cd component should be added to the item based on the cost of the enchantment.
- Now also takes the following field:
- Template:Cd
- Now also takes the following field:
- Template:Cd – optional boolean representing if a Template:Cd component should be added to the item based on the cost of the enchantment.
- Defaults to Template:Cd
- The value is determined by the value selected by levels or its default value using the following formula: <math>2 + random(0, 5 + level * 10) + 3 * level</math>
- Template:Cd – optional boolean representing if a Template:Cd component should be added to the item based on the cost of the enchantment.
- Now also takes the following field:
- Template:Cd
- The Template:Cd field now also accepts an ID and a list of IDs in addition to a tag.
- Removed the Minecraft:name tag from Minecraft:ancient cities and Minecraft:woodland mansions.
Minecraft:Mob variant definitions
- Wolf sound variants sound events in Template:Cd have been moved into a new field Template:Cd and the field Template:Cd was added.
Mob sound variant
- Added adult sound variants for the following animals:
- Cats have a new variant called
royal. - Pigs have new variants called
miniandbig. - Cows have a new variant called
moody. - Chickens have a new variant called
picky. - The original sounds of each animal are used for the variant called
classic. - Every one of these animals will have a random sound variant assigned to it from the new variants and the original one.
- Cats have a new variant called
- Minecraft:Cat sound variants
- Cat sound variants can be data-driven by adding entries to
data//cat_sound_variant/.json - The file contains two sound sets defining
adult_soundsandbaby_sounds - Each sound set contains the following fields which correspond to sound events to use for the specific behavior:
ambient_soundstray_ambient_soundhiss_soundhurt_sounddeath_soundeat_soundbeg_for_food_soundpurr_soundpurreow_sound
- Cat sound variants can be data-driven by adding entries to
- Minecraft:Pig sound variants
- Pig sound variants can be data-driven by adding entries to
data//pig_sound_variant/.json - The file contains two sound sets defining
adult_soundsandbaby_sounds. - Each sound set contains the following fields which correspond to sound events to use for the specific behavior:
ambient_soundhurt_sounddeath_soundstep_sound
- Eating sound customization is now supported through the new field Template:Cd big variant sound sets.
- Pig sound variants can be data-driven by adding entries to
- Minecraft:Cow sound variants
- Cow sound variants can be data-driven by adding entries to
data//cow_sound_variant/.json - Each sound variant contains the following fields which correspond to sound events to use for the specific behavior:
ambient_soundhurt_sounddeath_soundstep_sound
- Cow sound variants can be data-driven by adding entries to
- Minecraft:Chicken sound variants
- Chicken sound variants can be data-driven by adding entries to
data//chicken_sound_variant/.json - The file contains two sound sets defining
adult_soundsandbaby_sounds. - Each sound set contains the following fields which correspond to sound events to use for the specific behavior:
ambient_soundhurt_sounddeath_soundstep_sound
- Chicken sound variants can be data-driven by adding entries to
- The difficulty button in the pause menu has been replaced with a button leading to a new screen – World Options.
- The world options screen contains the difficulty button as well as a button for changing game rules.
- The game rules screen is available for all operators and otherwise disabled.
- Updated the panorama to reflect Minecraft:Tiny Takeover.
- Entity Predicates
- Template:Cd Sub-Predicate
- New optional field: Template:Cd
- A Food predicate
- Format: Object with fields:
- Template:Cd – optional integer min/max range specifying the required food level.
- Template:Cd – optional float min/max range specifying the required saturation level.
- Template:Cd Sub-Predicate
- Template:Cd loot predicate
- Added Template:Cd field: a world clock ID, specifies which world clock the time check should be done for.
- Template:Cd field should now be more consistent across all recipe types that contain it.
- It will now accept short form (e.g. "Template:Cd", which is equivalent to
{"id":"minecraft:foo", "count": 1}). - For recipe types Template:Cd, Template:Cd, Template:Cd and Template:Cd this field now also accepts Template:Cd field.
- It will now accept short form (e.g. "Template:Cd", which is equivalent to
- Template:Cd recipe type has been removed, functionality has been absorbed by Template:Cd.
- New Template:Cd fields with the same functionality as existing one in Template:Cd have been added to the following existing recipe types:
- Removed unused Template:Cd field from recipes without a recipe book:
- Renamed the following stonecutter recipes, along with the relevant advancement:
- Template:Cd was renamed to Template:Cd
- Template:Cd was renamed to Template:Cd
- Template:Cd was renamed to Template:Cd
- Template:Cd was renamed to Template:Cd
- Template:Cd was renamed to Template:Cd
- Template:Cd was renamed to Template:Cd
- Template:Cd was renamed to Template:Cd
- Template:Cd was renamed to Template:Cd
- Template:Cd was renamed to Template:Cd
- Template:Cd was renamed to Template:Cd
- Template:Cd was renamed to Template:Cd
- Template:Cd
- Recipes with this type can now accept multiple items matched by the Template:Cd ingredient.
- Added fields:
- Template:Cd – integer range describing the amount of items matched by the material ingredient.
- Must be a subrange of Template:Cd
- Default: Template:Cd (i.e. exactly one item).
- Template:Cd – boolean field (default: Template:Cd).
- When Template:Cd, the amount of slots containing items matched by the Template:Cd ingredient will be added to the final count of the result.
- Template:Cd – integer range describing the amount of items matched by the material ingredient.
- Template:Cd
- Replaces Template:Cd
- Output:
- This recipe will first mix the current value of the Template:Cd component from the item matched by the target ingredient with the Template:Cd component values from the items matched by the Template:Cd ingredients.
- Result will be built by transmuting the item matched by the Template:Cd ingredient into the Template:Cd item stack and then applying the new value of the Template:Cd component.
- Fields:
- Template:Cd – crafting book category, one of Template:Cd, Template:Cd, Template:Cd, Template:Cd, default: Template:Cd
- Template:Cd – string value used for grouping recipes in the crafting book, default: empty string
- Template:Cd – optional boolean describing if a popup should be shown when this recipe is unlocked, default: Template:Cd
- Template:Cd – ingredient (was harcoded to Template:Cd tag).
- Template:Cd – ingredient (was hardcoded to dye items).
- The Template:Cd component is required on matching items for the whole recipe to match.
- Template:Cd – resulting item stack (was always a copy of the item matched by the Template:Cd ingredient).
- Template:Cd
- Replaces Template:Cd
- Matches a single Template:Cd ingredient surrounded by eight Template:Cd ingredients
- Output:
- This recipe will copy the Template:Cd component value from the item matched by the Template:Cd ingredient to the resulting stack.
- Fields:
- Template:Cd – crafting book category, one of Template:Cd, Template:Cd, Template:Cd, Template:Cd, default: Template:Cd
- Template:Cd – string value used for grouping recipes in the crafting book, default: empty string
- Template:Cd – optional boolean describing if a popup should be shown when this recipe is unlocked, default: Template:Cd
- Template:Cd – ingredient (was hardcoded to Template:Cd)
- Template:Cd – ingredient (was hardcoded to Template:Cd)
- Template:Cd – resulting item stack (was hardcoded to eight Template:Cd)
- Template:Cd
- Ingredients can now be restrained.
- Output can now be configured.
- The recipe still only works for banner items.
- Removed unused Template:Cd field.
- Added fields:
- Template:Cd – ingredient to be used for both source and target items (was hardcoded to any banner item).
- Template:Cd – resulting item stack (was always a copy of the Banner item with non-empty pattern).
- Output:
- The recipe finds the first banner item matched by the Template:Cd ingredient and treats it as the source banner.
- Result will be built by transmuting the source banner into the Template:Cd item stack.
- The source banner will be kept in the crafting grid.
- Template:Cd
- Ingredients and output can now be configured.
- Removed unused Template:Cd field.
- Added fields:
- Template:Cd – ingredient to be used as a source book
- The Template:Cd component is required on the matching item for the whole recipe to match.
- Template:Cd – ingredient to target the item to be cloned (was hardcoded to Template:Cd tag).
- Template:Cd – integer range describing allowed value of the generation field of Template:Cd component on the item matched by the material ingredient.
- Must be a subrange of Template:Cd
- Default: Template:Cd (i.e. accepting original and first copies, but not copies of a copy).
- Template:Cd – resulting item stack (was always a copy of the item matched by the source ingredient).
- Template:Cd – ingredient to be used as a source book
- Output:
- The recipe will first take the value of Template:Cd component in the item matched by the Template:Cd ingredient.
- Field Template:Cd in Template:Cd will be incremented by one.
- The recipe will not yield a result if the value of Template:Cd is Template:Cd or more.
- Result will be built by transmuting item matched by the Template:Cd ingredient to the Template:Cd item stack and then applying the new value of Template:Cd component.
- Number of items matched by the Template:Cd ingredient beyond the first one will be added to the resulting stack size.
- The original item matched by the Template:Cd ingredient will be kept in the crafting grid.
- Template:Cd
- Ingredients and result can now be configured.
- Removed unused Template:Cd field.
- Added fields:
- Template:Cd, Template:Cd, Template:Cd, Template:Cd – ingredients (was hardcoded to Template:Cd).
- Template:Cd – resulting item stack (was hardcoded to a single Template:Cd).
- Other functionality remains unchanged, i.e. items matched by ingredients will be added to the matching fields in the Template:Cd component of the resulting stack.
- Template:Cd
- Ingredients and result can now be configured.
- Removed unused Template:Cd field.
- Added fields:
- Template:Cd – ingredient (was hardcoded to Template:Cd).
- Template:Cd – ingredient (was hardcoded to Template:Cd).
- Template:Cd – ingredient (was hardcoded to Template:Cd).
- Template:Cd – resulting item stack (was hardcoded to three Template:Cd).
- Output:
- Exactly one stack matching the Template:Cd ingredient must be present.
- The number of stacks matching the Template:Cd ingredient will control the Template:Cd field.
- The Template:Cd field will be copied from the Template:Cd component of the Template:Cd ingredient (if any).
- Template:Cd
- Ingredients can now be configured.
- Removed unused Template:Cd field.
- The recipe will now use the Template:Cd component instead of a hardcoded mapping of dye items to colors.
- Added fields:
- Template:Cd – ingredient (was hardcoded to Template:Cd).
- Template:Cd – ingredient (was hardcoded to dye items).
- The Template:Cd component is required on matching items for the whole recipe to match.
- Template:Cd – resulting item stack (was always a copy of the item matched by the Template:Cd ingredient).
- Output:
- This recipe will find the current value of the Template:Cd component from the item matched by the Template:Cd ingredient.
- The Template:Cd field of the Template:Cd component will be set to the values from the items matched by the Template:Cd ingredients.
- Result will be built by transmuting item matched by the Template:Cd ingredient into the Template:Cd item stack and then applying the new value of Template:Cd component.
- Template:Cd
- Ingredients and result can now be configured.
- Removed unused Template:Cd field.
- Added fields:
- Template:Cd – ingredient (was hardcoded to Template:Cd).
- Template:Cd – ingredient (was hardcoded to Template:Cd).
- Template:Cd – ingredient (was hardcoded to Template:Cd).
- Template:Cd – ingredient (was hardcoded to dye items).
- The Template:Cd component is required on matching items for the whole recipe to match.
- Template:Cd – a map of shapes to ingredients.
- Allowed keys are the same as the ones for the Template:Cd field in the Template:Cd component (i.e. Template:Cd, Template:Cd, Template:Cd, Template:Cd, Template:Cd).
- Was hardcoded to: Template:Cd – Template:Cd, Template:Cd – Template:Cd, Template:Cd – star, any skull or head – Template:Cd
- Template:Cd – resulting item stack (was hardcoded to three Template:Cd).
- The recipe will now use the Template:Cd component instead of a hardcoded mapping of dye items to colors.
- Output:
- Exactly one stack matching the Template:Cd ingredient must be present.
- Result will be based on the Template:Cd field, with the contents of the Template:Cd component built with following values:
- The values of the Template:Cd component of items matched by the Template:Cd ingredient will be added to the Template:Cd field.
- If an item matched by the Template:Cd ingredient is present, the Template:Cd field will be set to Template:Cd.
- If an item matched by the Template:Cd ingredient is present, the Template:Cd field will be set to Template:Cd.
- The Template:Cd field will be set based on the item matched by any of ingredients in the Template:Cd field (or Template:Cd if none is found).
- Template:Cd
- Ingredients and output can now be configured.
- Removed unused Template:Cd field.
- Added fields:
- Template:Cd – ingredient (was hardcoded to Template:Cd with Template:Cd components).
- Template:Cd component is required on the matching map item for the whole recipe to match.
- Template:Cd – ingredient (was hardcoded to Template:Cd).
- Template:Cd – resulting item stack (was always a copy of the item matched by the Template:Cd ingredient).
- If isn't a Template:Cd, the game crashes or attempts to retrieve the item it from the crafting table, due to a lack of necessary post-processing<ref>Template:Bug</ref>.
- Template:Cd – ingredient (was hardcoded to Template:Cd with Template:Cd components).
- Output:
- The recipe finds the item matched by the Template:Cd ingredient with the Template:Cd component set.
- Result will be built by transmuting the source item into the Template:Cd item stack.
- Template:Cd component will be set on the result item.
- The source item will be kept in the crafting grid.
- Template:Cd
- Ingredients and output can now be configured.
- Removed unused Template:Cd field.
- Added fields:
- Template:Cd – ingredient (was hardcoded to any banner item).
- Will only match if the item is a banner.
- Template:Cd – ingredient (was hardcoded to Template:Cd).
- Template:Cd component must be not set or be empty for the whole recipe to match.
- Template:Cd – resulting item stack (was always a copy of the item matched by the Template:Cd ingredient).
- Template:Cd – ingredient (was hardcoded to any banner item).
- Functionality remains unchanged, i.e. this recipe will apply the following changes to the copy of the item matched by the Template:Cd ingredient:
- Output:
- Result will be built by transmuting the item matched by the Template:Cd ingredient into the Template:Cd item stack and then:
- Copying the Template:Cd component from the item matched by the Template:Cd ingredient.
- Setting the Template:Cd component based on the type of the banner matched by the Template:Cd ingredient.
- Result will be built by transmuting the item matched by the Template:Cd ingredient into the Template:Cd item stack and then:
- Some changes have been made to the way blocks states render in places like enderman-held blocks, block display entities, etc. (but not Minecraft:falling blocks or Minecraft:pistons).
- Minecraft:Enchanting tables will now show a closed book on the top of the block.
- Blocks that use special renderers (like chests, banners, skulls) should now respect block state properties:
- Rendering now respects the Template:Cd and Template:Cd properties (where applicable).
- Minecraft:Beds now only render one half of the model, depending on the Template:Cd property.
- Minecraft:Copper golem statues will now respect the Template:Cd property.
- Minecraft:Walls and freestanding Minecraft:signs, Minecraft:hanging signs, Minecraft:banners and Minecraft:heads will now have separate models.
- Minecraft:Chests now respect part properties (where applicable).
- In general, all block states should look the same when rendered on a Block Display as they look when placed in world, except: fluids, end gateway, end portal.
- Minecraft:End gateway and Minecraft:end portal should now look the same when rendered on a Minecraft:block display as they look when placed in world.
- The version is now Template:Cd.
- The glow particles emitted by glow squids, lightning rods, blocks being waxed, unwaxed and scraped is now rendered as opaque, since they never actually used translucency.
- Removed demo_background.png in favor of popup/background.png sprite.
- Updated mule_baby.png and donkey_baby.png to fit the model properly.
- Updated textures for Pup to fix issues with overlapping textures.
Shaders & Post-process Effects
- The core/rendertype_item_entity_translucent_cull shaders have been removed in favor of core/entity
- The core/rendertype_translucent_moving_block shaders have been removed in favor of core/block.
- The core/rendertype_entity_alpha and core/rendertype_entity_decal shaders have been replaced by a DISSOLVE flag implemented by core/entity
- Rendering of items (in UI and in the world) has been split from the core/entity into new core/item shaders.
- The
block.vshandterrain.vshno longer receive theNormalvertex attribute. - Some small changes were to how various shaders sample the lightmap texture. This includes
core/entity.vsh,core/item.vsh,core/rendertype_leash.vsh,core/rendertype_text.vsh,core/rendertype_text_background.vsh,core/rendertype_text_intensity.vsh, andcore/rendertype_translucent_moving_block.vsh.
- Added new sound events for the baby Minecraft:cat:
entity.baby_cat.ambiententity.baby_cat.hissentity.baby_cat.hurtentity.baby_cat.deathentity.baby_cat.eatentity.baby_cat.beg_for_foodentity.baby_cat.purrentity.baby_cat.purreowentity.baby_cat.stray_ambient
- Added new sound events for the baby Minecraft:chicken:
entity.baby_chicken.ambiententity.baby_chicken.hurtentity.baby_chicken.deathentity.baby_chicken.step
- Added new sound events for the baby Minecraft:horse:
entity.baby_horse.ambiententity.baby_horse.hurtentity.baby_horse.deathentity.baby_horse.angryentity.baby_horse.eatentity.baby_horse.fallentity.baby_horse.landentity.baby_horse.stepentity.baby_horse.breathe
- Added new sound events for the baby Minecraft:pig (piglet):
entity.baby_pig.ambiententity.baby_pig.hurtentity.baby_pig.deathentity.baby_pig.stepentity.baby_pig.eat
- Added new sound events for the baby Minecraft:wolf:
entity.baby_wolf.ambiententity.baby_wolf.growlentity.baby_wolf.deathentity.baby_wolf.hurtentity.baby_wolf.pantentity.baby_wolf.whineentity.baby_wolf.step
- Added new sound events for the Minecraft:cat:
entity.cat_royal.ambiententity.cat_royal.hissentity.cat_royal.hurtentity.cat_royal.deathentity.cat_royal.eatentity.cat_royal.beg_for_foodentity.cat_royal.purrentity.cat_royal.purreowentity.cat_royal.stray_ambient
- Added new sound events for the Minecraft:pig:
entity.pig.eatentity.pig_mini.ambiententity.pig_mini.hurtentity.pig_mini.deathentity.pig_mini.eatentity.pig_big.ambiententity.pig_big.hurtentity.pig_big.deathentity.pig_big.eat
- Added new sound events for the Minecraft:chicken:
entity.chicken_picky.ambiententity.chicken_picky.deathentity.chicken_picky.hurtentity.chicken_picky.step
- Added new sound events for the Minecraft:cow:
entity.cow_moody.ambiententity.cow_moody.deathentity.cow_moody.hurtentity.cow_moody.step
- Added new sound events for Minecraft:golden dandelion:
item.golden_dandelion.useitem.golden_dandelion.unuse
- Added new sound events for the Minecraft:note block trumpet instrument:
block.note_block.trumpetblock.note_block.trumpet_exposedblock.note_block.trumpet_oxidizedblock.note_block.trumpet_weathered
- Changed "Java 16 + 1 + 4 = 21!" to "Java 16 + 1 + 4 * 2 = 25!".
- Block Tags
- Renamed the following tags for consistency:
- Template:Cd → Template:Cd
- Template:Cd → Template:Cd
- Template:Cd → Template:Cd
- Template:Cd → Template:Cd
- Template:Cd → Template:Cd
- Minecraft:Mushrooms cannot survive without a light level below 13 if not in the above tag.
- Template:Cd → Template:Cd
- Snow layers can be placed on blocks in this tag even if they do not have a top full face.
- Template:Cd → Template:Cd
- Added Template:Cd to Template:Cd block tag.
- Added Template:Cd to Template:Cd block tag.
- Renamed the following tags for consistency:
- Enchantment Tags
- Removed the following tags:
- Item Tags
- Removed the Template:Cd tag.
- Added Template:Cd to Template:Cd tags.
Minecraft:Text component format
- Components in server status messages (MotD) nested more than 16 times will now be discarded and replaced with an ellipsis.
- Template:Cd
- Tags resolved with the Template:Cd text component when the Template:Cd field is set to Template:Cd are now pretty-printed instead of being flattened into a single Template:Cd component.
- Contents of the Template:Cd and Template:Cd fields are no longer silently rejected when parsing fails.
- The field Template:Cd no longer accepts trailing data after a selector.
- A new option called Template:Cd has been added to remove styling from pretty-printed text.
- The Template:Cd and Template:Cd options can't both be enabled at the same time.
- Template:Cd
- Added a new optional field named Template:Cd that contains a text component to be used when object component itself can't be displayed (for example when printing messages in server logs or during narration).
- Objects of type Template:Cd (player heads) no longer can be used in server status messages (MotD).
- All components of that type will be replaced by a fallback text.
- Template:Cd
- The field Template:Cd no longer accepts trailing data after a selector.
- Block Textures
- Added new block textures:
- block/golden_dandelion.png
- Added new block textures:
- Entity Textures
- Added new entity textures:
entity/armadillo/armadillo_baby.pngentity/bear/polarbear_baby.pngentity/bee/bee_baby.pngentity/bee/bee_angry_baby.pngentity/bee/bee_nectar_baby.pngentity/bee/bee_angry_nectar_baby.pngentity/camel/camel_baby.pngentity/cat/cat_all_black_baby.pngentity/cat/cat_black_baby.pngentity/cat/cat_british_shorthair_baby.pngentity/cat/cat_calico_baby.pngentity/cat/cat_collar_baby.pngentity/cat/cat_jellie_baby.pngentity/cat/ocelot_baby.pngentity/cat/cat_persian_baby.pngentity/cat/cat_ragdoll_baby.pngentity/cat/cat_red_baby.pngentity/cat/cat_siamese_baby.pngentity/cat/cat_tabby_baby.pngentity/cat/cat_white_baby.pngentity/chicken/chicken_cold_baby.pngentity/chicken/chicken_temperate_baby.pngentity/chicken/chicken_warm_baby.pngentity/cow/cow_cold_baby.pngentity/cow/cow_temperate_baby.pngentity/cow/cow_warm_baby.pngentity/cow/mooshroom_brown_baby.pngentity/cow/mooshroom_red_baby.pngentity/equipment/humanoid_baby/chainmail.pngentity/equipment/humanoid_baby/copper.pngentity/equipment/humanoid_baby/diamond.pngentity/equipment/humanoid_baby/gold.pngentity/equipment/humanoid_baby/iron.pngentity/equipment/humanoid_baby/leather_overlay.pngentity/equipment/humanoid_baby/leather.pngentity/equipment/humanoid_baby/netherite.pngentity/equipment/humanoid_baby/turtle_scute.pngentity/equipment/llama_body/trader_llama_baby.pngentity/fox/fox_baby.pngentity/fox/fox_snow_baby.pngentity/fox/fox_sleep_baby.pngentity/fox/fox_snow_sleep_baby.pngentity/goat/goat_baby.pngentity/hoglin/hoglin_baby.pngentity/hoglin/zoglin_baby.pngentity/horse/donkey_baby.pngentity/horse/horse_black_baby.pngentity/horse/horse_brown_baby.pngentity/horse/horse_chestnut_baby.pngentity/horse/horse_creamy_baby.pngentity/horse/horse_darkbrown_baby.pngentity/horse/horse_gray_baby.pngentity/horse/horse_blackdots_baby.pngentity/horse/horse_markings_white_baby.pngentity/horse/horse_markings_whitedots_baby.pngentity/horse/horse_markings_whitefield_baby.pngentity/horse/horse_skeleton_baby.pngentity/horse/horse_white_baby.pngentity/horse/horse_zombie_baby.pngentity/horse/mule_baby.pngentity/llama/llama_creamy_baby.pngentity/llama/llama_white_baby.pngentity/llama/llama_brown_baby.pngentity/llama/llama_gray_baby.pngentity/panda/aggresive_panda_baby.pngentity/panda/brown_panda_baby.pngentity/panda/lazy_panda_baby.pngentity/panda/playful_panda_baby.pngentity/panda/weak_panda_baby.pngentity/panda/worried_panda_baby.pngentity/panda/panda_baby.pngentity/pig/pig_cold_baby.pngentity/pig/pig_temperate_baby.pngentity/pig/pig_warm_baby.pngentity/piglin/piglin_baby.pngentity/piglin/zombiefied_piglin_baby.pngentity/rabbit/rabbit_black.pngentity/rabbit/rabbit_brown.pngentity/rabbit/rabbit_caerbannog.pngentity/rabbit/rabbit_gold.pngentity/rabbit/rabbit_salt.pngentity/rabbit/rabbit_toast.pngentity/rabbit/rabbit_white.pngentity/rabbit/rabbit_white_splotched.pngentity/sheep/sheep_baby.pngentity/sheep/sheep_wool_baby.pngentity/strider/strider_baby.pngentity/strider/strider_cold_baby.pngentity/sniffer/snifflet.pngentity/villager/villager_baby.pngentity/villager/baby/desert.pngentity/villager/baby/jungle.pngentity/villager/baby/plains.pngentity/villager/baby/savanna.pngentity/villager/baby/snow.pngentity/villager/baby/swamp.pngentity/villager/baby/taiga.pngentity/wolf/wolf_angry_baby.pngentity/wolf/wolf_ashen_angry_baby.pngentity/wolf/wolf_ashen_baby.pngentity/wolf/wolf_ashen_tame_baby.pngentity/wolf/wolf_baby.pngentity/wolf/wolf_black_angry_baby.pngentity/wolf/wolf_black_baby.pngentity/wolf/wolf_black_tame_baby.pngentity/wolf/wolf_chestnut_angry_baby.pngentity/wolf/wolf_chestnut_baby.pngentity/wolf/wolf_chestnut_tame_baby.pngentity/wolf/wolf_collar_baby.pngentity/wolf/wolf_rusty_angry_baby.pngentity/wolf/wolf_rusty_baby.pngentity/wolf/wolf_rusty_tame_baby.pngentity/wolf/wolf_snowy_angry_baby.pngentity/wolf/wolf_snowy_baby.pngentity/wolf/wolf_snowy_tame_baby.pngentity/wolf/wolf_spotted_angry_baby.pngentity/wolf/wolf_spotted_baby.pngentity/wolf/wolf_spotted_tame_baby.pngentity/wolf/wolf_striped_angry_baby.pngentity/wolf/wolf_striped_baby.pngentity/wolf/wolf_striped_tame_baby.pngentity/wolf/wolf_tame_baby.pngentity/wolf/wolf_woods_angry_baby.pngentity/wolf/wolf_woods_baby.pngentity/wolf/wolf_woods_tame_baby.pngentity/zombie/drowned_baby.pngentity/zombie/drowned_outer_layer_baby.pngentity/zombie/husk_baby.pngentity/zombie/zombie_baby.pngentity/zombie_villager/zombie_villager_baby.pngentity/zombie_villager/baby/desert.pngentity/zombie_villager/baby/jungle.pngentity/zombie_villager/baby/plains.pngentity/zombie_villager/baby/savanna.pngentity/zombie_villager/baby/snow.pngentity/zombie_villager/baby/swamp.pngentity/zombie_villager/baby/taiga.png
- Renamed the following entity textures:
entity/armorstand/wood.png→entity/armorstand/armorstand.pngentity/cat/all_black.png→entity/cat/cat_all_black.pngentity/cat/black.png→entity/cat/cat_black.pngentity/cat/british_shorthair.png→entity/cat/cat_british_shorthair.pngentity/cat/calico.png→entity/cat/cat_calico.pngentity/cat/jellie.png→entity/cat/cat_jellie.pngentity/cat/persian.png→entity/cat/cat_persian.pngentity/cat/ragdoll.png→entity/cat/cat_ragdoll.pngentity/cat/red.png→entity/cat/cat_red.pngentity/cat/siamese.png→entity/cat/cat_siamese.pngentity/cat/tabby.png→entity/cat/cat_tabby.pngentity/cat/white.png→entity/cat/cat_white.pngentity/chicken/cold_chicken.png→entity/chicken/chicken_cold.pngentity/chicken/temperate_chicken.png→entity/chicken/chicken_temperate.pngentity/chicken/warm_chicken.png→entity/chicken/chicken_warm.pngentity/copper_golem/exposed_copper_golem.png→entity/copper_golem/copper_golem_exposed.pngentity/copper_golem/exposed_copper_golem_eyes.png→entity/copper_golem/copper_golem_eyes_exposed.pngentity/copper_golem/oxidized_copper_golem_eyes.png→entity/copper_golem/copper_golem_eyes_oxidized.pngentity/copper_golem/weathered_copper_golem_eyes.png→entity/copper_golem/copper_golem_eyes_weathered.pngentity/copper_golem/oxidized_copper_golem.png→entity/copper_golem/copper_golem_oxidized.pngentity/copper_golem/weathered_copper_golem.png→entity/copper_golem/copper_golem_weathered.pngentity/cow/cold_cow.png→entity/cow/cow_cold.pngentity/cow/temperate_cow.png→entity/cow/cow_temperate.pngentity/cow/warm_cow.png→entity/cow/cow_warm.pngentity/cow/brown_mooshroom.png→entity/cow/mooshroom_brown.pngentity/cow/red_mooshroom.png→entity/cow/mooshroom_red.pngentity/fox/snow_fox.png→entity/fox/fox_snow.pngentity/fox/snow_fox_sleep.png→entity/fox/fox_snow_sleep.pngentity/frog/cold_frog.png→entity/frog/frog_cold.pngentity/frog/temperate_frog.png→entity/frog/frog_temperate.pngentity/frog/warm_frog.png→entity/frog/frog_warm.pngentity/llama/brown.png→entity/llama/llama_brown.pngentity/llama/creamy.png→entity/llama/llama_creamy.pngentity/llama/gray.png→entity/llama/llama_gray.pngentity/llama/spit.png→entity/llama/llama_spit.pngentity/llama/white.png→entity/llama/llama_white.pngentity/panda/aggressive_panda.png→entity/panda/panda_aggressive.pngentity/panda/brown_panda.png→entity/panda/panda_brown.pngentity/panda/lazy_panda.png→entity/panda/panda_lazy.pngentity/panda/playful_panda.png→entity/panda/panda_playful.pngentity/panda/weak_panda.png→entity/panda/panda_weak.pngentity/panda/worried_panda.png→entity/panda/panda_worried.pngentity/pig/cold_pig.png→entity/pig/pig_cold.pngentity/pig/temperate_pig.png→entity/pig/pig_temperate.pngentity/pig/warm_pig.png→entity/pig/pig_warm.pngentity/projectiles/spectral.png→entity/projectiles/arrow_spectral.pngentity/projectiles/tipped.png→entity/projectiles/arrow_tipped.pngentity/turtle/big_sea_turtle.png→entity/turtle/turtle.png
- Moved the following entity textures:
entity/armadillo.png→entity/armadillo/armadillo.pngentity/banner_base.png→entity/banner/banner_base.pngentity/bat.png→entity/bat/bat.pngentity/beacon_beam.png→entity/beacon/beacon_beam.pngentity/blaze.png→entity/blaze/blaze.pngentity/dolphin.png→entity/dolphin/dolphin.pngentity/enchanting_table_book.png→entity/enchantment/enchanting_table_book.pngentity/end_gateway_beam.png→entity/end_portal/end_gateway_beam.pngentity/end_portal.png→entity/end_portal/end_portal.pngentity/endermite.png→entity/endermite/endermite.pngentity/experience_orb.png→entity/experience/experience_orb.pngentity/fishing_hook.png→entity/fishing/fishing_hook.pngentity/guardian.png→entity/guardian/guardian.pngentity/guardian_beam.png→entity/guardian/guardian_beam.pngentity/guardian_elder.png→entity/guardian/guardian_elder.pngentity/lead_knot.png→entity/lead_knot/lead_knot.pngentity/minecart.png→entity/minecart/minecart.pngentity/phantom.png→entity/phantom/phantom.pngentity/phantom_eyes.png→entity/phantom/phantom_eyes.pngentity/shield_base.png→entity/shield/shield_base.pngentity/shield_base_nopattern.png→entity/shield/shield_base_nopattern.pngentity/silverfish.png→entity/silverfish/silverfish.pngentity/snow_golem.png→entity/snow_golem/snow_golem.pngentity/spider_eyes.png→entity/spider/spider_eyes.pngentity/trident.png→entity/trident/trident.pngentity/trident_riptide.png→entity/trident/trident_riptide.pngentity/wandering_trader.png→entity/wandering_trader/wandering_trader.pngentity/witch.png→entity/witch/witch.png
- Added new entity textures:
- Added a Template:Cd field: a world clock ID, specifies which world clock the timeline is tied to.
- This field is required, but to match previous behavior the Template:Cd clock can be used
- Added an optional Template:Cd field, an optional map between namespaced Time Marker IDs and either an int or a Time Marker object.
- Format:
- Non-negative int, the tick that the time marker marks.
- Or object with fields:
- Template:Cd: int between Template:Cd and Template:Cd, the tick that the time marker marks.
- Template:Cd: optional boolean, specifies whether the Time Marker will show up in command suggestions.
- Default: Template:Cd
- Format:
- Worlds that need to be upgraded will now show Upgrade and Play instead of Play Selected World.
- The Edit World and Re-Create World buttons are disabled until the world has been upgraded.
- When starting such a world, a new upgrade progress screen will be shown.
- Added new UI sprites:
gui/sprites/widget/preedit.pngfor IME preedit overlay background. - If there are no screens open, IME input will be cancelled.
- IME will be opened when a text input gains focus and closed when a text input loses focus.
- Template:Cd debug entry has been added.
- Input Method Editors (IME) candidates will now be shown in-game (on supported platforms, currently Windows and macOS) above currently edited text field.
- Fullscreen no longer uses exclusive mode.
Minecraft:World generation Template:Too technical
- Rule-based block state providers have changed so that their Template:Cd is optional and can be empty.
- In such cases that an empty fallback is invoked, features that use them will not place anything.
- Current configuration that uses a rule-based block state provider is the Template:Cd in the Template:Cd feature.
- Template:Cd configured feature has been renamed to Template:Cd
- Template:Cd feature configuration has changed to support the following parameters:
- Template:Cd – The block the rock is made out of.
- Template:Cd – A block predicate that defines which blocks the rock can be placed on.
- Template:Cd configured feature has been renamed to Template:Cd
- spike feature configuration now supports the following parameters:
- Template:Cd – The block the spike is made out of.
- Template:Cd – A block predicate that defines which blocks the spike can be placed on.
- Template:Cd – A block predicate that defines which blocks the spike can replace.
- Template:Cd and Template:Cd feature configurations have a new parameter:
- Template:Cd – A block predicate that defines which blocks the huge mushroom can be placed on.
- Template:Cd tree decorator configuration has changed so that Template:Cd is now a rule-based block state provider.
- Template:Cd feature configuration has replaced the Template:Cd and Template:Cd parameters with a single Template:Cd rule-based block state provider:
- Format:
- Template:Cd – An optional block state provider.
- Template:Cd – A list of rules.
- Template:Cd – A block predicate that checks the block position before providing the block.
- Template:Cd – A block state provider.
- Default value:
- Format:
<syntaxhighlight lang="json"> "below_trunk_provider": {
"rules": [
{
"if_true": {
"type": "minecraft:not",
"predicate": {
"type": "minecraft:matching_block_tag",
"tag": "minecraft:cannot_replace_below_tree_trunk"
}
},
"then": {
"type": "minecraft:simple_state_provider",
"state": {
"Name": "minecraft:dirt"
}
}
}
]
} </syntaxhighlight>
- Any trees that previously used Template:Cd have a Template:Cd that always provides a dirt block instead.
- Block state providers now have a new type called Template:Cd
- This was previously a separately parsed type but is now instead a sub-type of block state providers.
- They can now be used in any other feature configurations as a block state provider and are no longer unique to the disk feature.
- Format:
- Template:Cd – An optional block state provider
- Template:Cd – A list of rules
- Template:Cd – A block predicate that checks the block position before providing the block
- Template:Cd – A block state provider
- Flower features
- Features spawned from Bone Meal are no longer restricted to the flower feature type, and instead controlled by the Template:Cd configured feature tag.
- The Template:Cd, Template:Cd, and Template:Cd feature types have been removed.
- Instead, patches can be expressed as a sequence of Template:Cd and Template:Cd placement modifiers.
- Int Providers
- Added the Template:Cd int provider
- Selects a random value with a trapezoid distribution, similar to the Template:Cd float provider.
- Format: object with fields:
- Template:Cd: integer, the minimum value to generate.
- Template:Cd: integer, the maximum value to generate.
- Template:Cd: integer, the width of the "plateau" of the distribution in which all values are equally likely to occur.
- A value of Template:Cd is equivalent to a triangle distribution.
- A value of Template:Cd is equivalent to a uniform distribution.
- Added the Template:Cd int provider
- Template:Cd placement modifier
- The Template:Cd field is now limited to a range of Template:Cd to Template:Cd instead of the previous Template:Cd.
Fixes
Videos
Official trailer: Template:Yt Template:Slicedlime
Trivia
- While this update's changelog continues the running joke about including "removed Herobrine", this changelog states that Mojang removed "baby Herobrine" instead.
References
Template:Navbox Java Edition versions
Minecraft:de:26.1 Minecraft:es:Java Edition 26.1 Minecraft:fr:Édition Java 26.1 Minecraft:it:Java Edition 26.1 Minecraft:ja:Java Edition 26.1 Minecraft:lzh:爪哇版二六點一 Minecraft:pl:Java Edition 26.1 Minecraft:pt:Edição Java 26.1 Minecraft:ru:26.1 (Java Edition) Minecraft:zh:Java版26.1