TEXUREON
Beta, Preview, changelog, dan artikel feedback dari feedback.minecraft.net.
Community<p><strong>Posted:</strong> 2 June 2025</p> <p><strong>Information on Minecraft Preview and Beta:</strong></p> <ul> <li>These work-in-progress versions can be unstable and may not be representative of final version quality</li> <li>Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at <a href="https://aka.ms/PreviewFAQ" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/PreviewFAQ (Opens in new window or tab)" data-bi-id="n4a3" data-bi-name="aka.ms/previewfaq">aka.ms/PreviewFAQ</a> </li> <li>The beta is available on Android (Google Play). To join or leave the beta, see <a href="https://aka.ms/JoinMCBeta" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/JoinMCBeta (Opens in new window or tab)" data-bi-id="n5a3" data-bi-name="aka.ms/joinmcbeta">aka.ms/JoinMCBeta</a> for detailed instructions</li> </ul> <p>It's time for another Beta & Preview! For the full list of changes and additions, browse the changelog below. And as always, we’re keen to get your feedback on these new features at <a href="https://feedback.minecraft.net/" target="_blank" rel="noopener noreferrer" aria-label="feedback.minecraft.net (Opens in new window or tab)" data-bi-id="n6a3" data-bi-name="feedback.minecraft.net">feedback.minecraft.net</a>, and you can report any bugs at <a href="https://bugs.mojang.com/" target="_blank" rel="noopener noreferrer" aria-label="bugs.mojang.com (Opens in new window or tab)" data-bi-id="n7a3" data-bi-name="bugs.mojang.com">bugs.mojang.com</a>.</p> <h1 id="user-content-features-and-bug-fixes">Fixes and Improvements</h1> <h2 id="user-content-mobs">Mobs</h2> <ul> <li>Players riding Happy Ghasts no longer cause nearby Happy Ghasts to stop <ul> <li>This prevents players from blocking each other when flying Happy Ghasts too close together</li> </ul> </li> <li>Ghast model is once again centered around its collision (<a href="https://bugs.mojang.com/browse/MCPE-220606" target="_blank" rel="noopener noreferrer" aria-label="MCPE-220606 (Opens in new window or tab)">MCPE-220606</a>)</li> <li>Happy Ghast can now be pushed by other mobs even while being ridden, except when made immobile by a player standing on it</li> </ul> <h2 id="01JWHFCAAJAJXB00GCRP9797TN">Graphical</h2> <ul> <li>The screen no longer turns bright white upon leaving the End in Vibrant Visuals (<a href="https://bugs.mojang.com/browse/MCPE-220333" target="_blank" rel="noopener noreferrer" aria-label="MCPE-220333 (Opens in new window or tab)">MCPE-220333</a>)</li> <li>Turned off Vibrant Visuals by default on some console devices (Xbox One, Xbox One S, PlayStation 4)</li> </ul> <h2 id="user-content-user-interface">User Interface</h2> <ul> <li>Fixed a crash that could occur when viewing the friends drawer</li> </ul> <h2 id="user-content-entity-filters">Entity Filters</h2> <ul> <li>Added the "is_vehicle_family" entity filter, which returns true when the subject entity is riding a vehicle with the specified family</li> </ul>
Community<p>Hey! This is the first pre-release of 1.21.6. From now on, you will mostly see us fixing bugs and the release schedule might include more than one pre-release per week. We are on the finish line for the second drop of the year!</p> <h2 id="h_01JWGAPKRWGN5RHX8P71SXRWPF">Changes</h2> <ul> <li>The Dried Ghast Block now emits a vibration frequency of 11 when its block state changes</li> <li>Shearing Saddles, Horse Armor, and Carpets now emits a vibration frequency of 6, along with the Unequip frequency of 4</li> <li>The Ambient Dried Ghast sounds are now adjusted under the Blocks sound option instead of the Ambient/Environment option</li> <li>A player riding a Happy Ghast can no longer completely fly through a Happy Ghast ridden by another player</li> </ul> <h2 id="h_01JWGAPKRW18NQEFK69HJBHXF9">Technical Changes</h2> <ul> <li>The Data Pack version is now 79</li> <li>The Resource Pack version is now 63</li> </ul> <h2 id="h_01JWGAPKRWNHZ9VXPYDTFAPDZ3">Data Pack Version 79</h2> <ul> <li>Dialogs can now configure if they pause the game and if they close after an action is taken</li> <li>Every dialog can now have inputs and can submit information <ul> <li>The definition of actions has been changed to accommodate that</li> <li>The dedicated input dialog types have been removed, since they are redundant now</li> <li>The order of elements is: <ul> <li>Body</li> <li>Inputs</li> <li>Actions</li> </ul> </li> </ul> </li> <li>The <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:custom</span> click event has been expanded to carry full a NBT tag</li> <li>A new keybind called "Quick Actions" has been added to allow accessing content-configured dialogs</li> </ul> <h3 id="h_01JWGAPKRWZRFSAQQ433H9J09B">Quick Actions Keybind</h3> <ul> <li>A new keybind has been addded that allows users to access a set of dialogs</li> <li>Default key: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">G</span> </li> <li>This feature is configured by <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:quick_actions</span> dialog tag <ul> <li>If this tag is empty, the keybind does nothing</li> <li>If this tag has a single element, the keybind will open this dialog</li> <li>If this tag has multiple elements, the keybind will lead to <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:quick_actions</span> dialog which (by default) lets user select one of the tag elements <ul> <li>If this dialog is removed, the keybind does nothing</li> </ul> </li> </ul> </li> <li>This option is intended to be used in custom content and by servers, so this tag is empty by default</li> </ul> <h3 id="h_01JWGAPKRWPE3AMPHXK21KGSKV">Common Dialog fields</h3> <p>New fields:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">pause</span> - if the dialog screen should pause the game in single-player mode, default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">true</span> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">after_action</span> - an additional operation performed on the dialog after click or submit actions, default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">close</span> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">close</span> - closes the dialog and returns to the previous non-dialog screen (if any)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">none</span> - does nothing, i.e. keeps the current dialog screen open <ul> <li>only available if <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">pause</span> is <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">false</span> to avoid locking the game in single-player mode</li> </ul> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">wait_for_response</span> - replace the current dialog with a "Waiting for Response" screen <ul> <li>this option is intended to prevent users from sending multiple actions on slow connections <ul> <li>servers are expected to eventually replace this screen with a new dialog</li> </ul> </li> <li>to avoid accidental locking, a "Back" button will become active after 5 seconds <ul> <li>clicking this button will continue as if the dialog was closed (i.e. the game returns to the previous non-dialog screen, if any)</li> </ul> </li> <li>The "Waiting for Response" screen will unpause the game in single-player mode to avoid locking the game</li> </ul> </li> </ul> </li> </ul> <h3 id="h_01JWGAPKRW93Q4XQ4XHZX6H058">Dialog Types</h3> <h4 id="h_01JWGAPKRW5AR9QD7VFTJJN7SV">Changed <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:multi_action</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:server_links</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:dialog_list</span> </h4> <ul> <li>Replaced field <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">on_cancel</span> with <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">exit_action</span>, holding an optional action <ul> <li>If <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">exit_action</span> is present, a button for it will appear in footer, otherwise the footer is not present</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">exit_action</span> is also used for the Escape action</li> </ul> </li> </ul> <h4 id="h_01JWGAPKRWEDV61DQTSN90MM9V">Removed <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:simple_input_form</span> </h4> <ul> <li>Since any dialog can now have inputs, this dialog can be replaced by <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:notice</span> </li> </ul> <h4 id="h_01JWGAPKRW58A24MBCGANX0VJT">Removed <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:multi_action_input_form</span> </h4> <ul> <li>Since any dialog can now have inputs, this dialog can be replaced by <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:multi_action</span> (without any specified <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">exit_action</span>)</li> </ul> <h3 id="h_01JWGAPKRWYYZMGBZ94YMSDA2X">Input Control Types</h3> <ul> <li>To accomodate the new <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:custom</span> click event, all inputs will now return either a string or an NBT tag, depending on context</li> </ul> <h4 id="h_01JWGAPKRWMH0KHMR7Q3B5PXY9"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:text</span></h4> <ul> <li>Output values: <ul> <li>As template substitution: contents without modification</li> <li>As tag: a string tag with contents without modification</li> </ul> </li> </ul> <h4 id="h_01JWGAPKRWTA3CPPEYNVB8GR4S"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:boolean</span></h4> <ul> <li>Output values: <ul> <li>As template substitution: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">on_true</span> when checked, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">on_false</span> when unchecked</li> <li>As tag: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">1b</span> when checked, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">0b</span> when unchecked</li> </ul> </li> </ul> <h4 id="h_01JWGAPKRWX3PAPQW8ESM82ZFV"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:number_range</span></h4> <ul> <li>Output values: <ul> <li>As template substitution: text representation of current value <ul> <li>Whole numbers will be sent without decimal point</li> </ul> </li> <li>As tag: a float tag with current value</li> </ul> </li> </ul> <h4 id="h_01JWGAPKRWQQ7DMAV944FZG2HE">Dialog Body Types</h4> <p>Hover and click events on text components within bodies now work as expected</p> <ul> <li>Click events are handled by the dialog screen like any other action - that means it will also run the <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">after_action</span> </li> </ul> <h3 id="h_01JWGAPKRWVM6J9Y2QEZD1WYF3">Actions</h3> <ul> <li>The format of actions has been changed due to the merging of plain and input dialogs</li> <li>After every action the dialog will always evaluate the contents of the <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">after_action</span> field (see above)</li> </ul> <p>Fields:</p> <ul> <li>Kept fields: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">label</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">tooltip</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">width</span> </li> <li>New field: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">action</span> (replaces <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">on_click</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">on_submit</span>) - an action to perform when button is clicked, optional object with fields: <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">type</span> - value from <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:dialog_action_type</span> registry</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;"><type-specific></span> - see below, depends on <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">type</span> </li> </ul> </li> </ul> <h4 id="h_01JWGAPKRWDJ9BDA46FTKBWMR2">Static Dialog Action Types</h4> <p>All existing <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">click_event</span> actions (except for <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">open_file</span>) are included as dialog action types.</p> <p>Uses same format as <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">click_event</span> on text components (but with <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">action</span> replaced with <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">type</span>) For example, when using <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">show_dialog</span>, entry for action button will look like:</p> <pre><code>{<br> "label": "some label",<br> "action": {<br> "type": "show_dialog",<br> "dialog": "some:id"<br> }<br>}<br></code><br><br></pre> <h4 id="h_01JWGAPKRWNDC76QV00ABWBX0N"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:dynamic/run_command</span> Action Type</h4> <ul> <li>This action will build a <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">run_command</span> event using a provided macro template</li> <li>The macro will be expanded with string values from all inputs <ul> <li>For example, if the macro template is <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">some_command $(some_input)</span>, the string value from the input with <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">key</span> of <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">some_input</span> will be used for the template expansion</li> <li>Inputs not used in macro will be ignored, while macro parameters not matching any inputs will be replaced with an empty string</li> </ul> </li> </ul> <p>Fields:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">template</span> - a string with a macro template to be interpreted as a command</li> </ul> <h4 id="h_01JWGAPKRXWT7HKAP7R0G2EDG5"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:dynamic/custom</span> Action Type</h4> <ul> <li>This method will build a <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:custom</span> event using all input values</li> <li>All input contents will be sent together inside a compound tag, with tag value of each input put under id from <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">key</span> field of that input</li> <li>Additional static fields can be added to payload</li> </ul> <p>Fields:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">additions</span> - fields to be added to payload, optional compound tag</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">id</span> - namespaced ID</li> </ul> <h2 id="h_01JWGAPKRXMQAPQ73SRX4NAQ3S">Resource Pack version 63</h2> <ul> <li>Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">oversized_in_gui</span> item model field</li> <li>Introduced new player head special model type</li> </ul> <h3 id="h_01JWGAPKRXKYXC5T1XJMR3KHNZ">Item Models</h3> <ul> <li>Item model definitions now have a boolean field <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">oversized_in_gui</span> which is <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">false</span> by default <ul> <li>If <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">true</span>, the item model will be allowed to be bigger than its item slot</li> <li>If <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">false</span>, the item model will be clipped to the item slot size when being rendered in gui</li> <li>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</li> <li>At some point in the future we hope to replace it with an officially supported way of achieving similar functionality</li> </ul> </li> <li>Introduced new item model <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:player_head</span> to handle player profile texture loading and rendering</li> <li>Removed support for <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:profile</span> from <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:head</span> </li> </ul> <h4 id="h_01JWGAPKRXY7SSA2EK6PZ5RCJS"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:player_head</span> special model type</h4> <ul> <li>Renders a player head</li> <li>Uses profile from the <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:profile</span> component to load a texture. Renders a default texture until the profile texture is fully loaded</li> <li>No fields</li> </ul> <h4 id="h_01JWGAPKRX29ZZXKH2AJVRWCW2"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:head</span> special model type</h4> <ul> <li>No longer supports profile from <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:profile</span> component to load a player texture</li> <li>Renders a default player texture when <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">kind</span> is <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">player</span> and no texture override is supplied</li> <li>Fields remain unchanged</li> </ul> <h2 id="h_01JWGAPKRX86VFA172VC2KTVXY">Fixed bugs in 1.21.6 Pre-Release 1</h2> <ul> <li> <a href="https://bugs.mojang.com/browse/MC-94800">MC-94800</a> - URL shown in open URL dialog is not shortened</li> <li> <a href="https://bugs.mojang.com/browse/MC-140819">MC-140819</a> - Lectern model extends past inventory slot</li> <li> <a href="https://bugs.mojang.com/browse/MC-200092">MC-200092</a> - /setworldspawn seems to ignore the 'angle' parameter</li> <li> <a href="https://bugs.mojang.com/browse/MC-272825">MC-272825</a> - Custom filled maps from 23w31a and earlier do not upgrade properly in later versions</li> <li> <a href="https://bugs.mojang.com/browse/MC-280276">MC-280276</a> - Some item models can still clip into the block below when hovering on the ground</li> <li> <a href="https://bugs.mojang.com/browse/MC-296420">MC-296420</a> - '/datapack create' can create directories with illegal names</li> <li> <a href="https://bugs.mojang.com/browse/MC-296431">MC-296431</a> - Clipping item sprites to stay in slot makes it impossible to hide the slot for resource packs</li> <li> <a href="https://bugs.mojang.com/browse/MC-296458">MC-296458</a> - Player heads in the inventory don't show the right skin</li> <li> <a href="https://bugs.mojang.com/browse/MC-297275">MC-297275</a> - Players can desync from their mounts when jumping on a happy ghast</li> <li> <a href="https://bugs.mojang.com/browse/MC-297550">MC-297550</a> - Happy ghasts don’t remain stationary correctly when players dismount them while other players are still controlling them</li> <li> <a href="https://bugs.mojang.com/browse/MC-297807">MC-297807</a> - Clicking "Save and Quit to Title" in the dialog warning menu takes you to the server list even if the world is singleplayer or locally-hosted LAN</li> <li> <a href="https://bugs.mojang.com/browse/MC-297817">MC-297817</a> - Newly placed paintings sometimes appear at a different position</li> <li> <a href="https://bugs.mojang.com/browse/MC-297848">MC-297848</a> - The menu background is not shown for a short amount of time when leaving a world from a dialog</li> <li> <a href="https://bugs.mojang.com/browse/MC-297868">MC-297868</a> - Items in the armor.body and saddle slots are not kept when dying while the game rule keepInventory is set to true</li> <li> <a href="https://bugs.mojang.com/browse/MC-297893">MC-297893</a> - prevent_equipment_drop enchantment effect does not work with armor.body and saddle slots</li> <li> <a href="https://bugs.mojang.com/browse/MC-297894">MC-297894</a> - /clear command does not clear armor.body and saddle slots</li> <li> <a href="https://bugs.mojang.com/browse/MC-297897">MC-297897</a> - Players can fall through happy ghasts</li> <li> <a href="https://bugs.mojang.com/browse/MC-297899">MC-297899</a> - FPS drops due to clouds</li> <li> <a href="https://bugs.mojang.com/browse/MC-297906">MC-297906</a> - Running a command with a large output whilst on a dedicated server causes a kick and no logged output</li> <li> <a href="https://bugs.mojang.com/browse/MC-297915">MC-297915</a> - The name plates of entities with an empty custom name are now rendered incorrectly</li> <li> <a href="https://bugs.mojang.com/browse/MC-298071">MC-298071</a> - All naturally spawned zombie villagers are professionless since 25w16a</li> <li> <a href="https://bugs.mojang.com/browse/MC-298101">MC-298101</a> - Sniffers now show the digging animation instead of the walking animation</li> <li> <a href="https://bugs.mojang.com/browse/MC-298116">MC-298116</a> - The warning text in the confirm link screen is no longer visible</li> <li> <a href="https://bugs.mojang.com/browse/MC-298117">MC-298117</a> - All buttons at the bottom of the Realms screen are clickable when no realm is selected</li> <li> <a href="https://bugs.mojang.com/browse/MC-298139">MC-298139</a> - Items bigger than the size of a slot incorrectly bleed over onto other items</li> <li> <a href="https://bugs.mojang.com/browse/MC-298146">MC-298146</a> - GUI items disappear at high screen resolutions</li> </ul> <h2 id="h_01JWGAPKRXGX7TEZHKN7QDTFWY">Get the Pre-Release</h2> <p>Pre-Releases are available for Minecraft: Java Edition. To install the Pre-Release, open up the <a href="https://www.minecraft.net/content/minecraft-net/language-masters/download">Minecraft Launcher</a> and enable snapshots in the "Installations" tab.</p> <p><strong>Testing versions can corrupt your world, so please backup and/or run them in a different folder from your main worlds.</strong></p> <p>Cross-platform server jar:</p> <ul> <li><a href="https://piston-data.mojang.com/v1/objects/197f0896f6bafc45b7cd1c90b88f7979dfcc99fe/server.jar">Minecraft server jar</a></li> </ul> <p>Report bugs here:</p> <ul> <li> <a href="https://bugs.mojang.com/projects/MC/summary">Minecraft issue tracker</a>!</li> </ul> <p>Want to give feedback?</p> <ul> <li>For any feedback and suggestions, head over to the <a href="https://feedback.minecraft.net/">Feedback site</a>. If you're feeling chatty, join us over at the <a href="https://discordapp.com/invite/minecraft">official Minecraft Discord</a>.</li> </ul> <p> </p>
Community<p><strong>Posted:</strong> 27 May 2025</p> <p><strong>Information on Minecraft Preview and Beta:</strong></p> <ul> <li>These work-in-progress versions can be unstable and may not be representative of final version quality</li> <li>Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at <a href="https://aka.ms/PreviewFAQ" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/PreviewFAQ (Opens in new window or tab)" data-bi-id="n4a3" data-bi-name="aka.ms/previewfaq">aka.ms/PreviewFAQ</a> </li> <li>The beta is available on Android (Google Play). To join or leave the beta, see <a href="https://aka.ms/JoinMCBeta" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/JoinMCBeta (Opens in new window or tab)" data-bi-id="n5a3" data-bi-name="aka.ms/joinmcbeta">aka.ms/JoinMCBeta</a> for detailed instructions</li> </ul> <p>It's time for another Beta & Preview! For the full list of changes and additions, browse the changelog below. And as always, we’re keen to get your feedback on these new features at <a href="https://feedback.minecraft.net/" target="_blank" rel="noopener noreferrer" aria-label="feedback.minecraft.net (Opens in new window or tab)" data-bi-id="n6a3" data-bi-name="feedback.minecraft.net">feedback.minecraft.net</a>, and you can report any bugs at <a href="https://bugs.mojang.com/" target="_blank" rel="noopener noreferrer" aria-label="bugs.mojang.com (Opens in new window or tab)" data-bi-id="n7a3" data-bi-name="bugs.mojang.com">bugs.mojang.com</a>.</p> <h1 id="user-content-features-and-bug-fixes">Features and Bug Fixes</h1> <h2 id="user-content-graphical">Graphical</h2> <ul> <li>Fixed ambient lighting levels in the Nether in Vibrant Visuals</li> <li>Fixed fog settings in warm and humid biomes in Vibrant Visuals</li> <li>Fixed black screen issues on some Android devices when in Vibrant Visuals</li> <li>Vibrant Visuals is no longer tinted green on Android devices (<a class="" href="https://bugs.mojang.com/browse/MCPE/issues/MCPE-220308" target="_blank" rel="noopener noreferrer" aria-label="MCPE-220308 (Opens in new window or tab)">MCPE-220308</a>)</li> <li>Temporarily reverted weather-related changes to sky color in Vibrant Visuals while some issues are sorted out.</li> </ul> <h2 id="user-content-items">Items</h2> <ul> <li>Resolved an issue that caused items held in hand to not animate properly (<a class="" href="https://bugs.mojang.com/browse/MCPE-219652" target="_blank" rel="noopener noreferrer" aria-label="MCPE-219652 (Opens in new window or tab)">MCPE-219652</a>)</li> </ul> <h2 id="user-content-mobs">Mobs</h2> <ul> <li>Updated Ghastling speed to slow it down. Chill, friend, you have time to take in the sights.</li> <li>The Happy Ghast's player detection area has been reverted to a single box: it now extends 2 blocks above its top, 1 block below, and 1 block to each side</li> <li>The Happy Ghast no longer jitters when a player is detected at the edge of its detection area</li> <li>Fixed the leash attach positions for the following mobs: <ul> <li>Allay (<a class="" href="https://bugs.mojang.com/browse/MCPE-220035" target="_blank" rel="noopener noreferrer" aria-label="MCPE-220035 (Opens in new window or tab)">MCPE-220035</a>)</li> <li>Glow Squid</li> <li>Ocelot (<a class="" href="https://bugs.mojang.com/browse/MCPE-220034" target="_blank" rel="noopener noreferrer" aria-label="MCPE-220034 (Opens in new window or tab)">MCPE-220034</a>)</li> <li>Parrot</li> <li>Snow Golem (<a class="" href="https://bugs.mojang.com/browse/MCPE-220041" target="_blank" rel="noopener noreferrer" aria-label="MCPE-220041 (Opens in new window or tab)">MCPE-220041</a>)</li> <li>Squid (<a class="" href="https://bugs.mojang.com/browse/MCPE-220039" target="_blank" rel="noopener noreferrer" aria-label="MCPE-220039 (Opens in new window or tab)">MCPE-220039</a>)</li> </ul> </li> <li>The correct leash physics simulating four ropes is now used when a Mule is leashed to a Happy Ghast (<a class="" href="https://bugs.mojang.com/browse/MCPE-219640" target="_blank" rel="noopener noreferrer" aria-label="MCPE-219640 (Opens in new window or tab)">MCPE-219640</a>)</li> <li>Entities can now be leashed to Glow Squid, just like regular Squid (<a class="" href="https://bugs.mojang.com/browse/MCPE-220040" target="_blank" rel="noopener noreferrer" aria-label="MCPE-220040 (Opens in new window or tab)">MCPE-220040</a>)</li> </ul> <h1 id="user-content-technical-updates">Technical Updates</h1> <h2 id="user-content-blocks">Blocks</h2> <ul> <li>"alpha_test_to_opaque", "alpha_test_single_sided_to_opaque", and "blend_to_opaque" will not shift to "opaque" in the distance. This is a temporary rollback of functionality that will be fixed later.</li> </ul> <h2 id="h_01JW93WW8PSGKTSDNC31MW2PE9">Items</h2> <ul> <li>Fixed items with empty icon textures displaying as garbled pixels when held in hand</li> </ul> <h2 id="user-content-gameplay">Gameplay</h2> <ul> <li>Fixed the default control schemes for all cameras</li> </ul>
Community<p><strong>Posted:</strong> 20 May 2025</p> <p><strong>Information on Minecraft Preview and Beta:</strong></p> <ul> <li>These work-in-progress versions can be unstable and may not be representative of final version quality</li> <li>Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at <a href="https://aka.ms/PreviewFAQ" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/PreviewFAQ (Opens in new window or tab)">aka.ms/PreviewFAQ</a> </li> <li>The beta is available on Android (Google Play). To join or leave the beta, see <a href="https://aka.ms/JoinMCBeta" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/JoinMCBeta (Opens in new window or tab)">aka.ms/JoinMCBeta</a> for detailed instructions</li> </ul> <p> </p> <p>It's time for another Beta & Preview! For the full list of changes and additions, browse the changelog below. And as always, we’re keen to get your feedback on these new features at <a href="https://feedback.minecraft.net/" target="_blank" rel="noopener noreferrer" aria-label="feedback.minecraft.net (Opens in new window or tab)">feedback.minecraft.net</a> , and you can report any bugs at <a href="https://bugs.mojang.com/" target="_blank" rel="noopener noreferrer" aria-label="bugs.mojang.com (Opens in new window or tab)">bugs.mojang.com</a> .</p> <p> </p> <h1 id="user-content-features-and-bug-fixes">Features and Bug Fixes</h1> <h2 id="user-content-ambient-weather-sounds">Ambient Weather Sounds</h2> <ul> <li>the_end_light_flash sound effect now triggers when the light flashes in The End dimension in Vibrant Visuals</li> </ul> <h2 id="user-content-blocks">Blocks</h2> <ul> <li>Fixed issue with Dried Ghast Block where replacing a Dried Ghast Block in the same location would keep the random tick of the old, removed block, causing it to age faster than expected</li> <li>Beacon now renders from any loaded chunk in worlds versioned 1.21.90 and higher</li> </ul> <h2 id="user-content-commands">Commands</h2> <ul> <li>The camera <code>default</code> command will now properly reset third person camera view offset values</li> <li>The <code>/controlscheme</code> command no longer requires the "Experimental Creator Camera" toggle</li> </ul> <h2 id="user-content-editor">Editor</h2> <ul> <li>Added 'Export' button for Vibrant Visuals Settings pane</li> <li>Added a "Save & Exit" option to the Editor File menu</li> <li>Added visibility persistence for scripted panes with unique ids</li> <li>Added an action bar menu item for Deferred Lighting settings</li> <li>Added missing toolips</li> <li>Updated Fill to log a warning message (similar to Selection Tool) when attempting to Fill when no lines or points exist in the world</li> <li>Updated the Block Picker Modal to use the currently selected block as the new block by default</li> <li>Updated the size of the drop down action selector to be a bit wider</li> <li>Updated structures list to more clearly indicate which item is selected</li> <li>Updated Menu Bar items</li> <li>Updated numerous strings for consistency and completeness</li> <li>Updated setBrushshapeOffsets to no longer double the distance being offset for brushes</li> <li>Update 'RestrictSmartFillToSelection' to false by default</li> <li>Updated shortcuts for 'Marquee' mode in Selection tool <ul> <li>Left Mouse Button + SHIFT now creates a volume from the previous origin to the mouse click</li> <li>Left Mouse Button + CTRL now adds a new 1x1x1 volume at mouse click</li> </ul> </li> <li>Updated Pan directions (still has an issue with smoothness)</li> <li>Updated Paste Preview to default to 'Face' Target mode instead of 'Block'</li> <li>Updated Time of Day and Weather settings to persist when exiting and re-entering a Project</li> <li>Updated UI Settings to be consolidated into a single Settings panel and removed its menu item</li> <li>Updated clicking "Restore All Defaults" in the Keyboard Settings with changed keybinds no longer crashes the game in some builds</li> <li>Updated the Line Tool to support undo/redo</li> <li>Fixed a bug where banners did not copy specific colors or patterns, but copy the default color instead</li> <li>Fixed a bug where the rotation of added blocks didn't align with selected block for Extrude expand mode</li> <li>Fixed flashing selected blocks when selecting different target positions using the smart fill tool</li> <li>Fixed a bug that caused Cancel button in Block Picker to not work</li> <li>Fixed an exception when switching modes to/from Crosshair</li> <li>Fixed Void and Flat world images for create new project</li> <li>Removed Disable Achievement screens for Editor</li> </ul> <h2 id="user-content-gameplay">Gameplay</h2> <ul> <li>Fixed a bug where entities that should not be moving were moving slightly</li> </ul> <h2 id="user-content-general">General</h2> <ul> <li>Reenabling Overworld Chunk Blending which was disabled in the last preview</li> </ul> <h2 id="user-content-graphical">Graphical</h2> <ul> <li>Customized atmospherics, color grading, fog and lighting for the End, the Nether, the Overworld dimensions and a variety of biomes in Vibrant Visuals <ul> <li>Some issues exist with atmospherics in End and Nether dimensions.</li> </ul> </li> <li>Recalibrated all emissive values in MERS textures in Vibrant Visuals</li> <li>Update shadow configurations for "Favors Performance" targets on all Xbox platforms in Vibrant Visuals mode</li> <li>Update Volumetric configs for "Prefers Performance" targets on Xbox One and Xbox One X in Vibrant Visuals mode</li> <li>Reduced ghosting of waterfalls from camera movement when volumetric fog is enabled in Vibrant Visuals. (<a href="https://bugs.mojang.com/browse/MCPE/issues/MCPE-204062" target="_blank" rel="noopener noreferrer" aria-label="MCPE-204062 (Opens in new window or tab)">MCPE-204062</a>)</li> <li>Reduced the intensity and speed of the caustics animation in Vibrant Visuals</li> <li>The Night Vision effect now brightens the scene more consistantly across brightness settings with Vibrant Visuals enabled (<a href="https://bugs.mojang.com/browse/MCPE-201809" target="_blank" rel="noopener noreferrer" aria-label="MCPE-201809 (Opens in new window or tab)">MCPE-201809</a>)</li> <li>Volumetric fog no longer becomes suddenly bright when the player moves towards a block light in Vibrant Visuals (<a href="https://bugs.mojang.com/browse/MCPE-201984" target="_blank" rel="noopener noreferrer" aria-label="MCPE-201984 (Opens in new window or tab)">MCPE-201984</a>)</li> <li>The back faces of transparent items held in hand, like stained glass, are no longer visible in Vibrant Visuals</li> <li>Clouds no longer have a pink or yellow tint, during sunrise and sunset respectively, in Vibrant Visuals</li> <li>Fixed an issue where the screen would render black on Xclipse GPUs running Android 15 with Vibrant Visuals (<a href="https://bugs.mojang.com/browse/MCPE/issues/MCPE-203972" target="_blank" rel="noopener noreferrer" aria-label="MCPE-203972 (Opens in new window or tab)">MCPE-203972</a>)</li> <li>Increased emissive intensity and adjusted tone mapping parameters in Vibrant Visuals</li> <li>Added henyey_greenstein_g settings to the fog json files. <ul> <li>New section <code>henyey_greenstein_g</code> allows specifying value for both <code>air</code> and <code>water</code> </li> <li>Example:</li> </ul> </li> </ul> <div class="copy-btn-container"> <pre class="hljs"><code>{ "format_version": "1.21.90", "minecraft:fog_settings": { "description": { "identifier": "minecraft:test_henyey_greenstein_g" }, "volumetric": { "henyey_greenstein_g": { "air": { "henyey_greenstein_g": 0.5 } } } } } </code></pre> </div> <ul> <li> <p>Updated the clouds texture</p> </li> <li> <p>Items equiped in off-hand will no longer be displaced when the game is paused. (<a href="https://bugs.mojang.com/browse/MCPE-190716" target="_blank" rel="noopener noreferrer" aria-label="MCPE-190716 (Opens in new window or tab)">MCPE-190716</a>)</p> </li> <li> <p>Fix inconsistent cloud rendering during split-screen gameplay (<a href="https://bugs.mojang.com/browse/MCPE-188934" target="_blank" rel="noopener noreferrer" aria-label="MCPE-188934 (Opens in new window or tab)">MCPE-188934</a>)</p> </li> <li> <p>Fixed an issue with <code>0</code> being incorrectly discarded on the <code>g</code> and <code>a</code> values of <code>on_fire_color</code> inside render controllers. This caused entities like the Ghast's fireballs to be tinted green. (<a href="https://bugs.mojang.com/browse/MCPE-218297" target="_blank" rel="noopener noreferrer" aria-label="MCPE-218297 (Opens in new window or tab)">MCPE-218297</a>)</p> </li> </ul> <h2 id="user-content-items">Items</h2> <ul> <li>The size of the Blaze and Breeze spawn eggs has been reduced to better match the mobs’ in-game size (<a href="https://bugs.mojang.com/browse/MCPE-217634" target="_blank" rel="noopener noreferrer" aria-label="MCPE-217634 (Opens in new window or tab)">MCPE-217634</a>)</li> <li>Fixed inconsistent pixels on the Pale Oak Boat and Pale Oak Boat with Chest items to match other boat items</li> <li>The Green Harness item no longer uses the Gray Harness texture when Vibrant Visuals is enabled</li> </ul> <h2 id="user-content-leashing-updates">Leashing Updates</h2> <h3 id="user-content-sounds">Sounds</h3> <ul> <li>Leashing, unleashing, collecting leashed mobs, and leashing mobs to other mobs now play custom sounds</li> <li>Fence knots now play a sound when destroyed, either by being punched or when all their leashed entities are gone (<a style="box-sizing: border-box; color: #005a9e; text-decoration: underline; cursor: pointer; font-family: ' Segoe UI VSS (Regular)' , ' Segoe UI' , -apple-system, BlinkMacSystemFont, Roboto, ' Helvetica Neue' , Helvetica, Ubuntu, Arial, sans-serif, ' Apple Color Emoji' , ' Segoe UI Emoji' , ' Segoe UI Symbol' font-size: 14px; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; white-space: normal; background-color: #ffffff;" href="https://bugs.mojang.com/browse/MCPE-21743">MCPE-21743</a>)</li> </ul> <h2 id="user-content-mobs">Mobs</h2> <ul> <li>The visual size of the Happy Ghast has been slightly reduced to prevent z-fighting with water and other adjacent blocks <ul> <li>This change is purely visual and does not affect the Happy Ghast's collision</li> </ul> </li> <li>Happy Ghast and Ghastlings no longer z-fight with adjacent blocks</li> <li>Mobs and players no longer float above their rides (<a href="https://bugs.mojang.com/browse/MCPE-172657" target="_blank" rel="noopener noreferrer" aria-label="MCPE-172657 (Opens in new window or tab)">MCPE-172657</a>)</li> <li>Mobs' and players' legs are now positioned more horizontally when riding, reducing clipping into the ridden entity</li> <li>Ghastlings are no longer rotated sideways when riding Boats or Chest Boats</li> <li>Happy Ghast and Ghast shadows are no longer cast on their tentacles when Fancy Graphics are enabled</li> <li>Ropes wrapping a Happy Ghast are now rendered when certain entities are attached to it and it is harnessed</li> <li>Cows and Mooshrooms no longer render with four ropes when leashed to a Happy Ghast</li> <li>The size of a harnessed Happy Ghast (including the harness) now matches that of an unharnessed one (<a href="https://bugs.mojang.com/browse/MCPE-218740" target="_blank" rel="noopener noreferrer" aria-label="MCPE-218740 (Opens in new window or tab)">MCPE-218740</a>)</li> <li>Happy Ghast now immediately loses its ability to collide with entities upon death</li> <li>Ghasts can no longer spawn in areas that are too small, preventing suffocation on spawn</li> <li>The Wandering Trader now properly hold leashes between its hands (<a href="https://bugs.mojang.com/browse/MCPE-219598" target="_blank" rel="noopener noreferrer" aria-label="MCPE-219598 (Opens in new window or tab)">MCPE-219598</a>)</li> <li>The Ghastling model is now slightly smaller than before and closer in size to its collision box, though the two still differ <ul> <li>The model is intentionally smaller than the collision to prevent z-fighting</li> <li>This is intentionally not in parity with Java, which doesn't require this workaround</li> </ul> </li> <li>Spiders and Cave Spiders can once again spawn with a Stray rider in cold biomes (<a href="https://bugs.mojang.com/browse/MCPE-89549" target="_blank" rel="noopener noreferrer" aria-label="MCPE-89549 (Opens in new window or tab)">MCPE-89549</a>)</li> <li>Spiders and Cave Spiders can once again spawn with a Wither Skeleton rider in the Nether (<a href="https://bugs.mojang.com/browse/MCPE-89549" target="_blank" rel="noopener noreferrer" aria-label="MCPE-89549 (Opens in new window or tab)">MCPE-89549</a>)</li> <li>Horses, Donkeys, and Mules can now be fed carrots to heal, grow, and improve their temper</li> <li>Large entities attached by a Leash to the Happy Ghast now properly render with four leashes when using simple graphics</li> </ul> <h2 id="user-content-music">Music</h2> <ul> <li>Music will now fade normally when leaving a world if game pause is disabled. (<a href="https://bugs.mojang.com/browse/MCPE-212932" target="_blank" rel="noopener noreferrer" aria-label="MCPE-212932 (Opens in new window or tab)">MCPE-212932</a>)</li> </ul> <h2 id="user-content-projectiles">Projectiles</h2> <ul> <li>Projectiles now have a tolerance margin that changes over time (<a href="https://bugs.mojang.com/browse/MCPE-201608" target="_blank" rel="noopener noreferrer" aria-label="MCPE-201608 (Opens in new window or tab)">MCPE-201608</a>) <ul> <li>Previously, all projectiles had a fixed 0.3 blocks tolerance margin added to the collision</li> <li>Now, all projectiles start with no margin for the first two ticks of their flight</li> <li>After that, the target margin will expand by 0.05 blocks per tick until it reaches the target margin of 0.3 blocks</li> <li>This allows for more precise collision on targets close to the shooting player or entity, while still allowing for some collision leeway for targets further away</li> </ul> </li> </ul> <h2 id="user-content-realms">Realms</h2> <ul> <li>Realm owners can now choose to require members to opt into the Timeline in order to play on the Realm <ul> <li>To turn this feature on, go to Realms Stories --> Settings and enable "Require opt in to Timeline" <ul> <li>The feature can be turned on and off at will</li> </ul> </li> <li>While the feature is on, Realm members who have not opted in will remain members of the Realm, but will not be able to play until they opt in <ul> <li>If a Realm member who previously opted in chooses to opt out, they will not be able to play on the Realm until they opt in again</li> </ul> </li> <li>Realm owners will be able to play on the Realm regardless of whether they have opted in</li> </ul> </li> </ul> <h2 id="user-content-saddles-updates">Saddles Updates</h2> <h3 id="user-content-removing-saddles-and-equipment">Removing Saddles and Equipment</h3> <ul> <li>Removing saddles, horse armor, harnesses, and carpets using shears now plays custom sounds</li> </ul> <h2 id="user-content-user-interface">User Interface</h2> <ul> <li>Player Dots on the Locator Bar now move smoothly when there is a large distance between Players (<a href="https://bugs.mojang.com/browse/MCPE-217551" target="_blank" rel="noopener noreferrer" aria-label="MCPE-217551 (Opens in new window or tab)">MCPE-217551</a>)</li> <li>The Player Dot now correctly decreases to the smallest size for the stationary Player when another Player moves linearly away from them</li> <li>The animated up and down arrows on the Locator Bar have been repositioned to be closer to the Player Dot</li> <li>Closing an Anvil or an Enchanting Table now results in the Experience Bar being shown for 5 seconds instead of the Locator Bar</li> <li>Fixed an issue where some on-screen UI elements would let the user interact with the world under them</li> <li>While using the "Joystick & tap to interact" touch mode, the "Joystick Visibility Option" is now forced into "Visible Joystick" while using the player_relative_strafe or camera_relative_strafe control scheme</li> <li>Storage settings page is now scrollable (<a href="https://bugs.mojang.com/browse/MCPE-187962" target="_blank" rel="noopener noreferrer" aria-label="MCPE-187962 (Opens in new window or tab)">MCPE-187962</a>)</li> <li>Fixed a bug where keyboard button hints would be shown on the death screen (<a href="https://bugs.mojang.com/browse/MCPE-218652" target="_blank" rel="noopener noreferrer" aria-label="MCPE-218652 (Opens in new window or tab)">MCPE-218652</a>)</li> </ul> <h2 id="user-content-vanilla-parity">Vanilla Parity</h2> <h3 id="h_01JVQ4TZZGMKZVRY91FEK4JNNE">Mobs</h3> <ul> <li>Boats are now able to be pulled out of water using a lead</li> </ul> <h1 id="user-content-technical-updates">Technical Updates</h1> <h2 id="user-content-api">API</h2> <h3 id="user-content-%60%40minecraft%2Fserver%60"><code>@minecraft/server</code></h3> <ul> <li>Added <code>localizationKey</code> read only property to <code>Dimension</code>, which is the key for localization of a dimension's name used in language files.</li> <li>Added <code>EntityHungerComponent</code>, <code>EntitySaturationComponent</code>, <code>EntityExhaustionComponent</code> that allows read and write access to Hunger, Saturation, and Exhaustion values on <code>player</code> objects</li> <li>Added <code>totalArmor</code> and <code>totalToughness</code> read only properties to <code>EntityEquippableComponent</code> </li> <li> <code>BlockMovableComponent</code> APIs have been added to beta <ul> <li><code>BlockMovableComponent::movementType</code></li> <li><code>BlockMovableComponent::stickyType</code></li> </ul> </li> <li>Renamed <code>CameraEaseOptions</code> to just <code>EaseOptions</code> to for <code>V2.0</code> scripting</li> <li>Fixed a bug where the <code>includeLiquidBlocks</code> property on <code>BlockRaycastOptions</code> would not correctly result in hits on Flowing water<br>This affects the following API methods in all versions: <ul> <li> <code>entity.getBlockFromViewDirection</code>, <code>dimension.getBlockFromRay</code>,</li> <li> <code>dimension.getBlockBelow</code> & <code>dimension.getBlockAbove</code>.</li> </ul> </li> <li>Improved the naming used for the <code>name</code> property of several custom error classes</li> <li>Block custom component event <code>beforeOnPlayerPlace</code> is now called when an item using <code>replace_block_item</code> is set to true for V2.0.0 and higher custom components <ul> <li>In 2.0.0, when using <code>setCurrentValue</code> of an <code>EntityAttributeComponent</code>, the desired value is checked against the <code>effectiveMin</code> and <code>effectiveMax</code>. If the value is out of bounds, an error is thrown.</li> </ul> </li> <li>Enabled <code>Player.applyImpulse</code> and <code>Player.clearVelocity</code> in <code>beta</code>, which no longer throw errors</li> </ul> <h3 id="user-content-%60%40minecraft%2Fserver-admin%60"><code>@minecraft/server-admin</code></h3> <ul> <li>Updated <code>transferPlayer</code> to support NetherNet transfers. It now takes either a hostname/port combination or a NetherNet ID.</li> </ul> <h2 id="user-content-dedicated-server">Dedicated Server</h2> <ul> <li>Exposed a new parameter for dedicated server to disallow usage of Vibrant Visuals while connected</li> </ul> <h2 id="user-content-graphics%2C-user-interface">Graphics, User Interface</h2> <ul> <li>Add warning pop-up for some android devices when switching to vibrant visuals graphics mode</li> <li>Added a toggle to Video Settings to enable In Game Graphics Mode Switching. Enabling In Game Graphics Mode Switching may impact texture quality</li> </ul> <h2 id="user-content-gui">GUI</h2> <ul> <li>Fixed a crash when adding or changing priority of resource packs in the Create New World screen</li> </ul> <h2 id="user-content-molang">Molang</h2> <ul> <li>Added the query.is_riding_any_entity_of_type Molang query, which checks whether an entity is riding another entity of any specified type</li> </ul> <h1 id="user-content-experimental-features">Experimental Features</h1> <h2 id="user-content-world-generation">World Generation</h2> <ul> <li>Terrain Matching Jigsaw Template pools will no longer create floating islands</li> <li>Namespaces can now be used in Template Pool element location and Jigsaw Block identifiers</li> </ul> <h2 id="h_01JVQ4TZZHTREBTKP8JFRT39X5">Blocks</h2> <ul> <li>Added <code>minecraft:movable</code> component under the Upcoming Creator Features toggle. This allows for blocks to configure how they should react when moved by a piston <ul> <li>"movement_type" (Required): Specifies how the block should react when moved by a piston <ul> <li>"push_pull": Will allow a block to be pushed by a piston/sticky piston and pulled by a sticky piston (e.g. Grass)</li> <li>"push": Will allow a block to be pushed by a piston/sticky piston (e.g. Glazed Terra Cotta)</li> <li>"immovable": Will not allow a block to be pushed or pulled by a piston/sticky piston (e.g. Bedrock)</li> <li>"popped": Will pop a block when pushed by a piston/sticky piston (e.g. Leaves)</li> </ul> </li> <li>"sticky" (Optional): Specifies how the block should handle adjacent blocks when moved by a piston <ul> <li>"none": Default. Will not add any additional behavior</li> <li>"same": Will move adjacent blocks along with it when moved by a piston. It will not move different blocks with "sticky": "same" (e.g. A Honey Block can move another Honey Block but not a Slime Block.) <ul> <li>NOTE: This field only works when used with "movement_type": "push_pull"<br>"format_version": "1.21.90",<br>"minecraft:movable": {<br>"movement_type": "push_pull",<br>"sticky": "same"</li> </ul> </li> </ul> </li> </ul> </li> </ul>
Community<p><strong>Update: </strong>19 May 2025</p> <p>Another small hotfix (1.21.82) is being rolled out on Windows.</p> <ul> <li><span style="color: rgba(0, 0, 0, 0.9); font-family: ' Segoe UI VSS (Regular)' , ' Segoe UI' , -apple-system, BlinkMacSystemFont, Roboto, ' Helvetica Neue' , Helvetica, Ubuntu, Arial, sans-serif, ' Apple Color Emoji' , ' Segoe UI Emoji' , ' Segoe UI Symbol' font-size: 15px; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; orphans: 2; text-align: left; text-indent: 0px; text-transform: none; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; white-space: normal; background-color: #ffffff; text-decoration-thickness: initial; text-decoration-style: initial; text-decoration-color: initial; display: inline !important; float: none;">Fixed a crash that could occur when loading a world with a high number of custom blocks</span></li> </ul> <p><strong>Posted:</strong> 14 May 2025</p> <p>A new update has been released to address a few issues with the 1.21.80 release. Please continue to report and upvote any bugs you find at <a href="https://bugs.mojang.com/" target="_blank" rel="noopener noreferrer" data-bi-id="n4a3" data-bi-name="bugs.mojang.com">bugs.mojang.com</a>.</p> <h1 id="user-content-fixes%3A">Fixes:</h1> <h2 id="user-content-graphical">Graphical</h2> <ul> <li>Fixed an issue where Vibrant Visuals (Experimental) would sometimes apply to worlds that do not correctly support it</li> <li>Fixed an issue that could cause pixelated distortion on specific iOS devices (<a class="" href="https://bugs.mojang.com/browse/MCPE-218490" target="_blank" rel="noopener noreferrer" aria-label="MCPE-218490 (Opens in new window or tab)">MCPE-218490</a>)</li> </ul> <h2 id="user-content-gameplay">Gameplay</h2> <ul> <li>Fixed a bug where hitting blocks while swimming would cause players to slow down too much (<a class="" href="https://bugs.mojang.com/browse/MCPE-201832" target="_blank" rel="noopener noreferrer" aria-label="MCPE-201832 (Opens in new window or tab)">MCPE-201832</a>)</li> </ul> <h2 id="user-content-performance-and-stability">Performance and Stability</h2> <ul> <li>Fixed a crash that could occur when loading a world with leashed entities in it</li> <li>Fixed a crash that could occur after activating "SplashPotChange" and "LingeringPotChange" resource packs (<a class="" href="https://bugs.mojang.com/browse/MCPE/issues/MCPE-217599" target="_blank" rel="noopener noreferrer" aria-label="MCPE-217599 (Opens in new window or tab)">MCPE-217599</a>)</li> </ul> <h2 id="user-content-api">API</h2> <ul> <li>Fixed bug where block custom component event <code>beforeOnPlayerPlace</code> was not using read only privilege. Due to V1.X.X of scripting releasing without read only privilege, the fix is now only applied to V2.X.X and higher versions of scripting</li> </ul> <h2 id="user-content-components">Components</h2> <ul> <li>"minecraft:leashable" component values can once again be updated at runtime via component groups</li> <li>"minecraft:leashable" presets are now re-evaluated every tick instead of only when the entity is leashed</li> </ul>
Community<p>This week we’re releasing the final features from this year’s second drop. Today’s snapshot brings craftable saddles as well as some stunning tracks, courtesy of Amos Roddy. We have also added an option to show which song is currently playing in the in-game pause menu.</p> <h2 id="h_01JV9P54JRXP9FC20VMD31YE2V">New Features</h2> <ul> <li>Added a new Music Disc with the track "Tears" by Amos Roddy</li> <li>Made Saddles craftable and shearable</li> <li>Updated the main screen panorama</li> </ul> <h3 id="h_01JV9P54JRK5XVHWF8WQJ7S8V8">Music</h3> <ul> <li>Added the following new music tracks by Amos Roddy to Cherry Groves, Forest, Desert, Grove, and Lush Cave Biomes: <ul> <li>Below and Above</li> <li>Broken Clocks</li> <li>Fireflies</li> <li>Lilypad</li> <li>O's Piano</li> </ul> </li> <li>The same songs have been added to the menu music rotation</li> </ul> <h3 id="h_01JV9P54JRD0WRJJJZ20A47R9W">Saddles Updates</h3> <h4 id="h_01JV9P54JRGGD023TYT2BAQQC8">Crafting Saddles</h4> <ul> <li>Saddles can now be crafted with 3 Leather and 1 Iron Ingot</li> <li>Recipe unlocks when a player picks up their first Leather</li> </ul> <h4 id="h_01JV9P54JR992VYMKJFGARN6KX">Removing Saddles and Equipment</h4> <ul> <li>Saddles, Horse Armor, Harnesses and Carpets can now be removed from the mobs they can be equipped on by using Shears</li> <li>Saddles, Horse Armor, Harnesses and Carpets cannot be removed by using Shears while the mob has a rider</li> <li>Saddles, Horse Armor, Harnesses and Carpets cannot be removed by using Shears while the player is crouching</li> <li>Saddles cannot be removed from Ravagers using Shears</li> <li>Dispensers with Shears cannot remove Saddles, Horse Armor, Harnesses or Carpets equipped on mobs</li> </ul> <h4 id="h_01JV9P54JRVDKP35N0SACJ4CC4">Loot Table Changes</h4> <p>Some loot tables have had saddles removed from them and replaced with 1-5 Leather:</p> <ul> <li>Monster Room chests</li> <li>Ancient City chests</li> <li>Desert Pyramid chests</li> <li>Jungle Pyramid chests</li> <li>Stronghold altar chests</li> </ul> <h2 id="h_01JV9P54JRCVJ0RKKP6RRN50NE">Changes</h2> <ul> <li>Fog is now applied to 3d hud elements such as first person player hands and items in hands</li> <li>The Ghast now drops the "Tears" Music Disc when killed by a Fireball deflected by a Player</li> <li>The fix to <a href="https://bugs.mojang.com/browse/MC-3697">MC-3697</a> 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</li> <li>Updates to music and sound</li> <li>Rain and thunder weather is somewhat less foggy now</li> <li>Rain fog affects interiors less</li> <li>Saddles are now craftable and can be crafted with 3 Leather and 1 Iron Ingot</li> <li>Saddles, Horse Armor, and Carpets can now be removed from the mobs they can be equipped on by using Shears</li> <li>Some loot tables have been modified to give Leather instead of Saddles</li> <li>The Dried Ghast Block no longer breaks if water flows into it</li> </ul> <h3 id="h_01JV9P54JR7TCHY5HB01RBKSVJ">Music and Sound</h3> <ul> <li>Music now plays even when the game is paused</li> <li>Added an option to the Music & Sound settings that allows players to change how frequently music plays while in a game world</li> <li>Added an option to the Music & Sound settings that enables a music toast to be shown whenever a song starts playing <ul> <li>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 Pause Menu</li> </ul> </li> </ul> <h3 id="h_01JV9P54JR7P2VM5GS3SHJQ3GF">Realms</h3> <ul> <li>Added the Realms logo to the Realms loading screens</li> <li>Added region information when connecting to a Realm</li> </ul> <h2 id="h_01JV9P54JRDPXK5DSZ5TYCGMKB">Technical Changes</h2> <ul> <li>The Data Pack version is now 77</li> <li>The Resource Pack version is now 61</li> <li>"Command Syntax" report now contains information about required permission level</li> </ul> <h2 id="h_01JV9P54JRZH5QCA91YZK72MNF">Data Pack Version 77</h2> <ul> <li>New optional fields <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">can_be_sheared</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">shearing_sound</span> have been added to the <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">equippable</span> item component</li> <li>Added a way to display very simple dialogs to users</li> <li>Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">custom</span> - a new <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">click_event</span> action type for text components</li> <li>Users will now be prompted for confirmation before executing a command from the <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">run_command</span> click action in books and chat if the command can't be parsed or requires elevated permissions (i.e. higher than 0)</li> </ul> <h3 id="h_01JV9P54JSFYXTJQ60Z1RZ428M">Dialogs</h3> <ul> <li>Added a way to display simple modal dialogs to a user</li> <li>Dialogs are stored in a <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:dialog</span> registry, but can also be defined inline</li> <li>Dialogs are an experimental feature</li> <li>To avoid user confusion, dialog screens are marked with a warning sign next to the title <ul> <li>Clicking on this warning leads to a dialog that explains to user that this screen is provided by custom content</li> <li>It also gives user an option to leave current world to avoid them being locked in infinite loop of dialogs</li> </ul> </li> <li>Dialogs can be displayed by server in <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">play</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">configuration</span> connection phases <ul> <li>However, only inline registries are allowed in <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">configuration</span>, since registries are not yet available in that phase</li> </ul> </li> <li>Dialogs always close after user selects any action</li> <li>Dialogs by default will also close after Escape key is pressed <ul> <li>When this happens, dialog will run action specific to dialog type described as "exit action" below</li> <li>This behavior is configurable</li> </ul> </li> <li>When dialog screen is closed, game goes back to previously displayed non-dialog screen or back to gameplay <ul> <li>That means that new dialogs always replace already opened ones, if any</li> </ul> </li> <li>Dialogs screens will pause the game in singleplayer mode</li> <li>Dialogs can be configured to be accessible from Pause menu <ul> <li>This replaces and expands "Server Links" button added in previous versions</li> </ul> </li> <li>Most dialogs follow a common layout, however exact contents depend on type: <ul> <li>Header with title and warning button</li> <li>Body elements (labels, inputs, buttons and submit actions), scrollable if needed</li> <li>Optional footer, contains main buttons and submit actions</li> </ul> </li> </ul> <blockquote> <p><strong>Developer's Note</strong>: <em>Dialogs are not supposed to fully describe any in-game UI, but just to allow custom content to display simple messages and get input from users. This feature is intentionally limited to match that use case.</em></p> </blockquote> <h4 id="h_01JV9P54JSR0ZMKV16T8375QD9">Dialog Description Format</h4> <ul> <li>Dialogs are stored in <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:dialog</span> registry that can be provided by a datapack</li> </ul> <p>Fields:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">type</span> - one of dialog types from <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:dialog_type</span> registry</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;"><type-specific></span> - see below</li> </ul> <h4 id="h_01JV9P54JS5DZAW9SN4226PF0K">Common Dialog Fields</h4> <ul> <li>Most dialog types share some fields. To avoid duplication, they are listed in this section</li> </ul> <p>Fields:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">title</span> - screen title, text component <ul> <li>Should be always visible on screen, no matter the specific type</li> </ul> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">external_title</span> - name to be used for a button leading to this dialog (for example from Pause screen), optional text component <ul> <li>If not present, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">title</span> will be used instead</li> </ul> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">body</span> - optional list of body elements or a single element, see below</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">can_close_with_escape</span> - can dialog be dismissed with Escape key, default <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">true</span> </li> </ul> <h4 id="h_01JV9P54JSEMQZQXXHZ7SQD4RA">Common Button Data</h4> <ul> <li>Most actions in dialog types share following fields that describe apperance of a button associated with that action:</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">label</span> - text component</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">tooltip</span> - optional text component to display when button is highlighted or hovered over</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">width</span> - width of the button, positive integer with default <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">150</span> </li> </ul> <h4 id="h_01JV9P54JS3JMKGCVTT26NAB7G">Click Action</h4> <ul> <li>Common object used in dialogs to represent clickable action on a dialog</li> <li>Fields: <ul> <li>Common button data (see above)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">on_click</span> - optional click event (same format as <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">click_event</span> on text components) <ul> <li>If not present, clicking button will simply close screen without any action</li> </ul> </li> </ul> </li> </ul> <h4 id="h_01JV9P54JS98X27X8F74MP93X9">Dialog Types</h4> <p id="h_01JV9P54JS8VGS9D1MYGJ2NEW1"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:notice</span></p> <ul> <li>A simple screen with one action in footer</li> <li>Exit action: same as <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">action</span> </li> </ul> <p>Fields:</p> <ul> <li>Common dialog fields (see above)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">action</span> - click action (see above), defaults to button with <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">gui.ok</span> label and no action or tooltip</li> </ul> <p id="h_01JV9P54JS15EY0EF2YFTV9E5R"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:confirmation</span></p> <ul> <li>A simple screen with two actions in footer</li> <li>Exit action: same as <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">no</span> action</li> </ul> <p>Fields:</p> <ul> <li>Common dialog fields (see above)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">yes</span> - click action (see above) for positive outcome</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">no</span> - click action (see above) for negative outcome</li> </ul> <p id="h_01JV9P54JSXDKV7F5M9NCESJBZ"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:multi_action</span></p> <ul> <li>A scrollable list of actions arranged in columns</li> <li>Screen also has button in footer that runs exit action and closes the screen <ul> <li>Label will be <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">gui.cancel</span> if dialog has defined exit action and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">gui.back</span> if it has no side effects</li> </ul> </li> <li>Exit action: defined in <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">on_cancel</span> field</li> </ul> <p>Fields:</p> <ul> <li>Common dialog fields (see above)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">actions</span> - non-empty list of click actions (see above)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">on_cancel</span> - optional click event (same format as <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">click_event</span> on text components)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">columns</span> - positive integer describing number of columns, default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">2</span> </li> </ul> <p id="h_01JV9P54JSSC6MKCBRRQ7YZNZ4"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:server_links</span></p> <ul> <li>A scrollable list of links received from server in <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:server_links</span> packet, arranged in columns</li> <li>Screen also has button in footer that runs exit action and closes the screen <ul> <li>Label will be <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">gui.cancel</span> if dialog has defined exit action and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">gui.back</span> if it has no side effects</li> </ul> </li> <li>Note: this is a replacement for previous Server Links screen, but now with an additional body</li> <li>Exit action: defined in <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">on_cancel</span> field</li> </ul> <p>Fields:</p> <ul> <li>Common dialog fields (see above)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">on_cancel</span> - optional click event (same format as <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">click_event</span> on text components)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">columns</span> - positive integer describing number of columns, default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">2</span> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">button_width</span> - width of buttons in the list, positive integer with default <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">150</span> </li> </ul> <p id="h_01JV9P54JSWGZZAM9RG34DEQF7"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:dialog_list</span></p> <ul> <li>A scrollable list of buttons leading directly to other dialogs, arranged in columns <ul> <li>Titles of those buttons will be taken from <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">external_title</span> fields of targeted dialogs</li> </ul> </li> <li>Screen also has button in footer that runs exit action and closes the screen <ul> <li>Label will be <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">gui.cancel</span> if dialog has defined exit action and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">gui.back</span> if it has no side effects</li> </ul> </li> <li>Exit action: defined in <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">on_cancel</span> field</li> </ul> <p>Fields:</p> <ul> <li>Common dialog fields (see above)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">dialogs</span> - dialog, a list of dialogs or a dialog tag</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">on_cancel</span> - optional click event (same format as <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">click_event</span> on text components)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">columns</span> - positive integer describing number of columns, default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">2</span> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">button_width</span> - width of buttons in the list, positive integer with default <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">150</span> </li> </ul> <p id="h_01JV9P54JSN9V306N66YAG0SP3"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:simple_input_form</span></p> <ul> <li>A screen that accepts user inputs</li> <li>Has a single submit action with in a footer</li> <li>Exit action: none (submitting data closes screen, but does not run any action outside of sending data to server)</li> </ul> <p>Fields:</p> <ul> <li>Common dialog fields (see above)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">inputs</span> - non-empty list of inputs controls, see below</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">action</span> - submit action, see below</li> </ul> <p id="h_01JV9P54JS4Y01DA73SERQYSGA"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:multi_action_input_form</span></p> <ul> <li>A screen that accepts user inputs</li> <li>Can have multiple submit actions</li> <li>Has no footer, submit actions are appended to a body</li> <li>Exit action: none (submitting data closes screen, but does not run any action outside of sending data to server)</li> </ul> <p>Fields:</p> <ul> <li>Common dialog fields (see above)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">inputs</span> - non-empty list of inputs controls, see below</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">actions</span> - non-empty list of submit actions, see below</li> </ul> <h4 id="h_01JV9P54JS6MV6JQC2HG8BDP79">Dialog Body Types</h4> <ul> <li>All dialogs have a list of body elements describing contents between title and actions or inputs</li> </ul> <p>Fields:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">type</span> - one of dialog body types from <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:dialog_body_type</span> registry</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;"><type-specific></span> - see below</li> </ul> <p id="h_01JV9P54JSXVD79XNRX6JCEQ0G"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:plain_message</span></p> <ul> <li>A multiline label</li> </ul> <p>Fields:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">contents</span> - text component</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">width</span> - maximum width of message, positive integer with default <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">200</span> </li> </ul> <p id="h_01JV9P54JTRHSHC8JPDSWTVYN2"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:item</span></p> <ul> <li>Item with optional description <ul> <li>If description is present, it will be rendered to the right of item</li> </ul> </li> <li>Item will be rendered as if it was in inventory slot</li> <li>Item is not scaled even if <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">width</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">height</span> are set to values other than default</li> </ul> <p>Fields:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">item</span> - item stack with count</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">description</span> - optional object with fields: <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">contents</span> - text component</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">width</span> - maximum width of contents, positive integer with default <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">200</span> </li> <li>Can also be just be text component</li> </ul> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">show_decorations</span> - if <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">true</span>, count and damage bar will be rendered over the item, default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">true</span> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">show_tooltip</span> - if <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">true</span>, item tooltip will show up when item is hovered, default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">true</span> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">width</span> - horizontal size of element, default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">16</span> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">height</span> - vertical size of element, default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">16</span> </li> </ul> <h4 id="h_01JV9P54JTDV2BG6VR20C9QTCD">Input Control Types</h4> <ul> <li>Input dialog uses a set of controls to accept user input</li> <li>When submitted, current value of input will be converted to a string and sent to the server as described by Submit Action section below</li> </ul> <p>Fields:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">type</span> - one of input control types from <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:input_control_type</span> registry</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">key</span> - string identifier of value used when submitting data, must be a valid template argument (letters, digits and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">_</span>)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;"><type-specific></span> - see below</li> </ul> <p id="h_01JV9P54JTZQ2N6PV78GCXG42H"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:text</span></p> <ul> <li>Simple text input</li> <li>Sends current contents without modification</li> </ul> <p>Fields:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">width</span> - width of input, positive integer with default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">200</span> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">label</span> - a text component to be displayed to the left of control</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">label_visible</span> - controls label visibility, default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">true</span> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">initial</span> - initial contents, default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">""</span> (empty)</li> </ul> <p id="h_01JV9P54JTMXXN5ZDDK5BF5E3Q"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:boolean</span></p> <ul> <li>A plain checkbox with a label</li> </ul> <p>Fields:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">label</span> - a text component to be displayed to the right of control</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">initial</span> - an initial value, default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">false</span> (i.e. unchecked)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">on_true</span> - a string value to send when control is checked, default: 'true'</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">on_false</span> - a string value to send when control is unchecked, default: 'false'</li> </ul> <p id="h_01JV9P54JTFS0G9PFQ39H7JWBJ"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:single_option</span></p> <ul> <li>A button that cycles between a set of options when clicked</li> <li>Sends value associated with currently selected preset</li> </ul> <p>Fields:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">label</span> - a text component to be displayed on the button</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">label_visible</span> - if <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">true</span>, label will be incorporated into button text, default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">true</span> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">width</span> - width of button, positive integer with default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">200</span> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">options</span> - a list of objects with fields: <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">id</span> - a string value to send on submit</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">display</span> - a text component to display on button, optional (if not present, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">id</span> is used)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">initial</span> - an optional boolean flag that selects initial option (only one option can have it set to <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">true</span>)</li> <li>Additionaly list might also contain plain string - in that case it's equivalent to a single entry with field <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">id</span> set to that string and other fields set to default</li> </ul> </li> </ul> <p id="h_01JV9P54JT53K6K56Z32BX6QDC"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:number_range</span></p> <ul> <li>A slider for picking a numeric value out of some range</li> <li>Sends currently selected value <ul> <li>Whole numbers will be sent without decimal point</li> </ul> </li> </ul> <p>Fields:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">label</span> - a text component to be used as a slider label</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">label_format</span> - a translation key to be used for building label (first argument is contents of <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">label</span> field, second argument is current value), default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">options.generic_value</span> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">width</span> - width of input, positive integer with default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">200</span> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">start</span> - start value (when slider is in leftmost position) (inclusive), float</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">end</span> - end value (when slider is in rightmost position) (inclusive), float</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">steps</span> - number of increments, positive integer <ul> <li>Note: value of <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">1</span> means that slider will have two positions (start and end)</li> </ul> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">initial</span> - initial value of slider, rounded down nearest step, must be within range, defaults to <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">min</span> </li> </ul> <h4 id="h_01JV9P54JTTXR77G01W12CVR7E">Submit Actions</h4> <ul> <li>Every submit action on input dialog has a button associated with it</li> <li>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</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">id</span> field of a submit action will be included as an input with key <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">action</span> </li> <li>Submit action fields: <ul> <li>Common button data (see above)</li> <l
Community<p><strong>Posted:</strong> 13 May 2025</p> <p><span class="wysiwyg-font-size-x-large"><strong>Information on Minecraft Preview and Beta:</strong></span></p> <ul> <li>These work-in-progress versions can be unstable and may not be representative of final version quality</li> <li>Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at <a href="https://aka.ms/PreviewFAQ" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/PreviewFAQ (Opens in new window or tab)" data-bi-id="n4a3" data-bi-name="aka.ms/previewfaq">aka.ms/PreviewFAQ</a> </li> </ul> <p><img src="https://feedback.minecraft.net/hc/article_attachments/36568467227917" alt="Efe is holding shears, ready to use them on some animals that are wearing saddles. "></p> <p><span style="color: rgba(0, 0, 0, 0.9); background-color: #ffffff;">Test more features from our second drop of 2025 in Bedrock! Travel smoothly with craftable saddles and six new tracks – one of which you can only find on a music disc dropped by a ghast! Yes, the sad, fiery one. Try these features out today!</span></p> <p><strong>Important Notice:</strong> <s>The Beta will not be available on Android this week due to a recently discovered bug.</s> The issue is resolved and this Beta update is now available on Android. Happy crafting!</p> <h1 id="user-content-features-and-bug-fixes">Features and Bug Fixes</h1> <h2 id="user-content-saddles-updates">Saddles Updates</h2> <ul> <li>We are making Saddles craftable and generally making it easier to remove them from mobs by using Shears. We have also added Leather to some loot tables instead of Saddles.</li> </ul> <h3 id="user-content-crafting-saddles">Crafting Saddles</h3> <ul> <li>Saddles can now be crafted with 3 Leather and 1 Iron Ingot</li> <li>Recipe popup happens when a player picks up their first Leather</li> </ul> <h3 id="user-content-loot-table-changes">Loot Table Changes</h3> <p>Some loot tables have had Saddles removed from them and replaced with 1-5 Leather:</p> <ul> <li>Monster Room chests</li> <li>Ancient City chests</li> <li>Desert Pyramid chests</li> <li>Jungle Pyramid chests</li> <li>Stronghold altar chests</li> </ul> <h3 id="user-content-removing-saddles-and-equipment">Removing Saddles and Equipment</h3> <ul> <li>Saddles, Horse Armor, harnesses and Carpets can now be removed from the mobs they can be equipped on by using Shears</li> <li>Saddles, Horse Armor, Harnesses, and Carpets cannot be removed by using Shears while the mob has a rider</li> <li>Saddles, Horse Armor, Harnesses, and Carpets cannot be removed by using Shears while the player is sneaking</li> <li>Saddles cannot be removed from Ravagers using Shears</li> <li>Dispensers with Shears cannot remove Saddles, Horse Armor, Harnesses or Carpets equipped on mobs</li> </ul> <h2 id="user-content-music">Music</h2> <ul> <li>Added the following new music tracks by Amos Roddy to Cherry Groves, Forest, Desert, Grove, and Lush Cave Biomes: <ul> <li>Below and Above</li> <li>Broken Clocks</li> <li>Fireflies</li> <li>Lilypad</li> <li>O's Piano</li> </ul> </li> <li>Added a new Music Disc with the track "Tears" by Amos Roddy</li> <li>The Ghast now drops the "Tears" Music Disc when killed by a Fireball deflected by a Player</li> </ul> <h2 id="user-content-blocks">Blocks</h2> <ul> <li>Fixed Sculk Vein block looking small and elongated when held or in an item frame</li> <li>Dried Ghast Block will now block flowing water instead of popping</li> </ul> <h2 id="user-content-gameplay">Gameplay</h2> <ul> <li>Repositioned the teleporting point when using an End Gateway to not be too close to a cliff edge, if possible (<a href="https://bugs.mojang.com/browse/MCPE-174465" target="_blank" rel="noopener noreferrer" aria-label="MCPE-174465 (Opens in new window or tab)">MCPE-174465</a>)</li> </ul> <h2 id="user-content-graphical">Graphical</h2> <ul> <li>Fixed locators for leashing mobs being offset (<a href="https://bugs.mojang.com/browse/MCPE-217604" target="_blank" rel="noopener noreferrer" aria-label="MCPE-217604 (Opens in new window or tab)">MCPE-217604</a>)</li> <li>Changed shadows in Vibrant Visuals so that they cast further at sunrise and sunset. Prior to this change, shadows were clamped at a 30 degree angle relative to the horizon. This clamp has now been reduced to 10 degrees. This also improves an issue where specular highlights, light rays and volumetric fog were not properly occluded when the sun or moon was behind a mountain at a low angle.</li> <li>Added temperature grading settings to the color grading json files for Vibrant Visuals. Schemas must specify a format version of <code>1.21.90</code> to access this new setting. <ul> <li>New <code>temperature</code> object added to <code>color_grading</code> </li> <li> <code>enabled</code> set to <code>true</code> or <code>false</code> controls if temperature grading is enabled</li> <li> <code>type</code> set to either <code>white_balance</code> or <code>color_temperature</code> controls the type of grading applied <ul> <li> <code>white_balance</code> uses the temperature value to adjust the camera's white point. Lower temperature values will cause the scene to appear more blue.</li> <li> <code>color_temperature</code> is the inverse of the white balance operation. Lower temperature values will cause the scene to appear more red.</li> </ul> </li> <li> <code>temperature</code> sets the temperature in kelvin</li> <li>Example: <div class="copy-btn-container"> <pre class="hljs"><code>... "color_grading": { "temperature": { "enabled": true, "type": "color_temperature", "temperature": 6500.0 } } ... </code></pre> </div> </li> </ul> </li> <li>Fixed water not being rendered on the opposite side of clouds in Vibrant Visuals (<a href="https://bugs.mojang.com/browse/MCPE-203239" target="_blank" rel="noopener noreferrer" aria-label="MCPE-203239 (Opens in new window or tab)">MCPE-203239</a>)</li> </ul> <h2 id="user-content-items">Items</h2> <ul> <li> <p>Now the Mooshroom Spawn Egg uses its own colors and no longer has two pixels that are the same as the Cow Spawn Egg texture</p> </li> <li> <p>Spore Blossoms destroyed by water are now dropped as items (<a href="https://bugs.mojang.com/browse/MCPE-127677" target="_blank" rel="noopener noreferrer" aria-label="MCPE-127677 (Opens in new window or tab)">MCPE-127677</a>)</p> </li> </ul> <h2 id="user-content-leashing-updates">Leashing Updates</h2> <ul> <li>Attaching a leashed entity to another entity and using Shears to cut leashes now take precedence over other interactions <ul> <li>Example: Attempting to shear a leashed Sheep will now un-leash it instead of shearing it</li> </ul> </li> <li>Leash break distance is now calculated between the centers of the two entities' collision boxes, aligning with the rest of the leash physics calculations</li> </ul> <h2 id="user-content-mobs">Mobs</h2> <ul> <li>Now the Cold Cow variant has the correct mirroring of its horn texture</li> <li>Happy Ghast no longer spins rapidly when leashed to a fence with a Lead (<a href="https://bugs.mojang.com/browse/MCPE-216786" target="_blank" rel="noopener noreferrer" aria-label="MCPE-216786 (Opens in new window or tab)">MCPE-216786</a>)</li> <li>Flying mobs no longer make footstep sounds when moving close to the ground</li> <li>Happy Ghasts will now correctly detect players on a different mount on top of them</li> <li>Happy Ghast detection of players now extend 1 block outwards from themselves in x,z direction and 2 blocks above them</li> </ul> <h2 id="user-content-sound">Sound</h2> <ul> <li>Updated Dried Ghast block sounds for step, place and fall from wood-sounds to custom sounds. Changed the ambient and break sound to sound less alive. Removed the hit-sound and sound event for that since it breaks immediately.</li> <li>Sound files for breaking and placing Grass blocks are now slightly louder</li> </ul> <h2 id="user-content-stability-and-performance">Stability and Performance</h2> <ul> <li>Fix a crash in split-screen mode when a player would destroy a chest or book an other player had open</li> <li>Fixed an issue where a resource pack error could be encountered when transfering between servers that use different versions of the same resource pack</li> <li>Fixed an issue where downloading server resources would infinitely hang if another device requested to download the same resources at the same time</li> </ul> <h2 id="user-content-user-interface">User Interface</h2> <ul> <li>The "Game is paused" text from the pause screen will no longer go out of bounds. (<a href="https://bugs.mojang.com/browse/MCPE-217394" target="_blank" rel="noopener noreferrer" aria-label="MCPE-217394 (Opens in new window or tab)">MCPE-217394</a>)</li> <li>Hotbar tooltip text now has a drop shadow, to make the text more readable against bright backgrounds (<a href="https://bugs.mojang.com/browse/MCPE-217870" target="_blank" rel="noopener noreferrer" aria-label="MCPE-217870 (Opens in new window or tab)">MCPE-217870</a>)</li> <li>Fixed the issue where adjusting the brightness in the Vibrant Visuals setting caused the Creeper face icons to inaccurately reflect their expected shades, and where the brightness of the Creeper face icons were affected by the in-game environment. (<a href="https://bugs.mojang.com/browse/MCPE-199256" target="_blank" rel="noopener noreferrer" aria-label="MCPE-199256 (Opens in new window or tab)">MCPE-199256</a>)</li> <li>The Text Background Opacity accessibility setting now defaults to 60% opacity</li> <li>The vertical angle upon which the Locator Bar arrow icons become visible now corresponds to the player's FOV setting</li> </ul> <h2 id="user-content-vanilla-parity">Vanilla Parity</h2> <ul> <li>Fix blocks in Minecarts not being lit properly</li> <li>Nether Fossils have been tweaked to have a placement frequency more closely aligned with Java (<a href="https://bugs.mojang.com/browse/MCPE-74632" target="_blank" rel="noopener noreferrer" aria-label="MCPE-74632 (Opens in new window or tab)">MCPE-74632</a>)</li> </ul> <h1 id="user-content-technical-updates">Technical Updates</h1> <h2 id="user-content-api">API</h2> <ul> <li>Added a new condition <code>damaged_by_entity</code> that allows checking which entity type applied damage to an entity that is dropping loot. <ul> <li>Similar to the <code>killed_by_entity</code> and <code>entity_killed</code> conditions, allows specifying an <code>entity_type</code> field to check against when deciding which entry in a loot table to select.</li> </ul> </li> </ul> <h2 id="user-content-block-components">Block Components</h2> <ul> <li>UV locking will not be supported for geometry using Box UVs if the box sides are not equal, in other words the box has non square UVs. Geometry with per-face UVs and non square faces will be supported.</li> <li>UV locking will not be supported if Block Json <code>format_version</code> is less than <strong>1.19.80</strong>.</li> </ul> <h2 id="h_01JV4VFPWNND8HWBQTRQ4V7350">Blocks</h2> <ul> <li>Fixing a crash that could occur when a block's textures are configured to point to an empty atlas entry</li> <li>testforblock ignores block states (JIRA (<a href="https://bugs.mojang.com/browse/MCPE-194284" target="_blank" rel="noopener noreferrer" aria-label="MCPE-194284 (Opens in new window or tab)">MCPE-194284</a>) <ul> <li>Fixing bug introduced in 1.21.70 where the testforblock command no longer recognizes block states (E.g. ["button_pressed_bit" = true] would always return true regardless of button state)</li> </ul> </li> <li>"culling_layer" field in the block's geometry component has been moved out of experimental</li> <li>"condition" field in "rules" for culling has been moved out of experimental</li> </ul> <h2 id="user-content-camera">Camera</h2> <ul> <li>Unlocked over the shoulder is now unlocked by using the camera_relative control scheme with the follow_orbit preset</li> </ul> <h2 id="user-content-commands">Commands</h2> <ul> <li>Attempting to run extremely long commands will no longer cause a disconnection error. Instead the command will simply fail. (<a href="https://bugs.mojang.com/browse/MCPE-177722" target="_blank" rel="noopener noreferrer" aria-label="MCPE-177722 (Opens in new window or tab)">MCPE-177722</a>)</li> </ul> <h2 id="user-content-components">Components</h2> <ul> <li>Content warnings will log missing block and biome references in Biome JSON</li> <li>Fixed incorrect content warnings for missing block textures in "minecraft:material_instances" component.</li> <li>The "minecraft:interact" component's "spawn_items" field now has a "y_offset" subfield, which allows to adjust the vertical spawn position of items</li> </ul> <h2 id="user-content-editor">Editor</h2> <ul> <li>Added various tooltips to the Editor menu items.</li> <li>Added <code>IPropertyPane.addProxyPane</code> API function to display an existing sub pane within another pane</li> <li>Added Numeric & Color Timeline graphs to Vibrant Visuals Settings</li> <li>Added support for localized help and tool tips into the schema</li> <li>Updated Editor to no longer default projects to vibrant visuals graphics mode. It can be toggled on from Deferred Rendering Settings</li> <li>Updated Paste Preview keyboard shortcuts <ul> <li>Past Preview is now initiated using CTRL+V global key sequence </li> <li>CTRL+V in paste preview mode places the current previewed clipboard selection into the world</li> <li>SHIFT+CTRL+V will immediately paste the clipboard selection into the world, previously global CTRL+V key sequence</li> </ul> </li> <li>Removed the Marquee Selection info panel when in freehand/magic select mode</li> <li>Removed Point Lights in Vibrant Visuals settings when Deferred Technical Preview is disabled</li> <li>Fixed a bug where FlattenBrush, BrushPainter, SmoothRoughen and SelectionModeFreehand tools threw an assert when a painting action was in progress</li> <li>Fixed a bug where the Tutorial Movement stage didn't wait for pan and look actions to complete </li> <li>Fixed a bug that caused brush paint to not end when the Tutorial stage changes</li> <li>Fixed a bug that caused Contiguous Selection Settings in Extrude tool pane to not show</li> <li>Fixed a bug where the clipboard origin incorrectly showed fractional origin values when clipboard item had an even size</li> <li>Fixed a bug with structure data validation so that it doesn't try to test all the sibling rules against the property it's looking for (this was resulting in lots of reported errors in the water properties, but they weren't actually errors)</li> </ul> <h2 id="user-content-entity-filters">Entity Filters</h2> <ul> <li>Added the new is_riding_self (entity filter <ul> <li>Returns true if the subject entity is riding the calling entity on which the filter is used</li> </ul> </li> </ul> <h2 id="h_01JV4VFPWPGR1766ZNCSV1SF3P">Gameplay</h2> <ul> <li>Fixed issue with the player_relative control scheme that made it really hard to travel directly forward or directly backwards</li> <li>Fixed an issue where the player's head would sometimes jitter when using certain control schemes</li> </ul> <h2 id="h_01JV4VFPWP772QZVNA16FHC69Z">Graphical</h2> <ul> <li>Particles rendered without the "minecraft:particle_appareance_lighting" component are now renderered as expected in Vibrant Visuals</li> <li>Removed ';' debug feature for toggling graphics modes</li> </ul> <h2 id="h_01JV4VFPWP6DTGCK61WQN7VKMG">Items</h2> <ul> <li>Extended "minecraft:wearable" item component to allow hiding Players' locations, similar to Mob Heads and the Carved Pumpkin <ul> <li>The new "hides_player_location" boolean field defines whether Players are hidden on the Locator Bar and Locator Maps when eqipped in the appropriate wearable slot, defined by the "slot" field</li> <li>The default value of "hides_player_location" is false</li> <li>All "minecraft:wearable" item components defined previously will have the value of "hides_player_location" default to false</li> </ul> </li> </ul> <h1 id="user-content-experimental-technical-updates">Experimental Technical Updates</h1> <h2 id="h_01JV4VFPWPGJH6AAYP9QE97Z8Q">API</h2> <h3 id="user-content-%60%40minecraft%2Fdiagnostics%60"><code>@minecraft/diagnostics</code></h3> <ul> <li>Updated <code>SentryOptions</code> properties: <ul> <li> <code>dsn</code>: Updated to allow the usage of <code>SecretString</code>, allowing for secrets from <code>@minecraft/server-admin</code> to be used to initialize Sentry.</li> <li>(new) <code>maxBreadcrumbs</code>: The maximum number of breadcrumbs to store and report per error event to Sentry. Default is 20, supported values range from 0 (no breadcrumbs) to 100.</li> <li>(new) <code>sampleRate</code>: A number between 0 and 1 that indicates the percentage of events that should be sent to Sentry. For example, a value of 0.5 means that 50% of events will be sent. Default is 1 (100% of events). 0 means no events will be sent.</li> <li>(new) <code>debug</code>: When set to true, additional content logging from the Sentry system will be enabled. Defaults to false.</li> </ul> </li> </ul> <h2 id="user-content-experimental">Experimental</h2> <ul> <li>Deprecated <code>align_target_and_camera_forward</code>. Use <code>control_scheme</code> to switch between control schemes instead.</li> </ul> <h2 id="h_01JV4VFPWPNKJ572XZKFP9VVCX">Gameplay</h2> <ul> <li>Fixed the camera_relative_strafe control scheme</li> </ul>
Community<p>Take aim for this snapshot! It's a bit smaller this week, and you might want to train a bit more to learn the new projectile mechanics! And while you are here, why not enjoy some misty peaks at a distance!</p> <h2 id="h_01JV1TPRQ3EMW2R5NA251MNDRV">Changes</h2> <ul> <li>Projectiles target tolerance margin now changes over time</li> <li>Fog was tweaked for improved atmospheric perspective</li> <li>It now becomes foggier when it rains</li> <li>The test framework will no longer try to restart running tests after a server restart</li> </ul> <h3 id="h_01JV1TPRQ3EFQQ7XAR5Z7QCHSY">Projectile Targeting</h3> <ul> <li>Projectiles now have a target tolerance margin that changes over time <ul> <li>Previously, all projectiles had a fixed 0.3 blocks target tolerance margin</li> <li>Now, all projectiles start with no margin for the first two ticks of their flight</li> <li>After that, the target margin will expand by 0.05 blocks per tick until it reaches the previous 0.3 blocks margin</li> <li>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</li> </ul> </li> </ul> <h2 id="h_01JV1TPRQ3FXVJB3D1VGE59914">Technical Changes</h2> <ul> <li>The Data Pack version is now 76</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">--quickPlaySingleplayer</span> command line argument can now be used without an identifier to launch into the last played world</li> </ul> <h2 id="h_01JV1TPRQ3CXF13X756XZ13RTB">Data Pack Version 76</h2> <ul> <li>The scale attribute for the Happy Ghast now has a limit of <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">1.0</span> </li> </ul> <h3 id="h_01JV1TPRQ3WXRRTQXG0QMYG510">Entity Data</h3> <h4 id="h_01JV1TPRQ32EZTMV0DWN9TGPB7"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">tnt</span></h4> <ul> <li>The entity that primed the TNT is now stored in an optional <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">owner</span> field (UUID of Living entity)</li> </ul> <h4 id="h_01JV1TPRQ36JEZQV70EY3TJJN4"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">vex</span></h4> <ul> <li>The owner of a Vex is now stored in an optional <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">owner</span> field (UUID of Mob)</li> </ul> <h2 id="h_01JV1TPRQ3V6HER6D0QPZJN45Y">Resource Pack Version 60</h2> <ul> <li>Panorama textures must now all be the same size, and square</li> <li>Sounds for the Dried Ghast Block have been changed</li> </ul> <h3 id="h_01JV1TPRQ3X84MA4VQ9Q28ZPJZ">UI Sprites</h3> <ul> <li>The Mob Effect atlas has been removed, and sprites in the <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">textures/mob_effect/</span> folder are now included within the GUI atlas <ul> <li>This means Mob Effect sprites now support GUI sprite scaling properties</li> </ul> </li> </ul> <h3 id="h_01JV1TPRQ31DZHG6V51KKB9J8J">Shaders & Post-process Effects</h3> <h4 id="h_01JV1TPRQ3PYHTXWBXQYMV35F6">Shader fog changes</h4> <ul> <li>The fog is now split into environmental and render-distance-based</li> <li>Previously both those concepts were mixed in the same uniforms</li> <li>Environmental fog is supposed to represent the "fogginess" of the environment the player is in: lava, water, and now also atmosphere</li> <li>Render distance fog is supposed to obscure the border of visible terrain</li> <li>Environmental fog uses spherical distance to determine its intensity, render distance fog uses cylindrical distance</li> <li>The resulting fog value for any given vertex is the maximum of both</li> </ul> <h4 id="h_01JV1TPRQ3XC8ZWE1FNAE74B0M"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">Fog</span> Uniform Block</h4> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FogStart</span> was renamed to <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FogRenderDistanceStart</span> and now represents the render distance fog start</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FogEnd</span> was renamed to <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FogRenderDistanceEnd</span> and now represents the render distance fog end</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FogEnvironmentalStart</span> is new and represents the start of environment-based fog</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FogEnvironmentalEnd</span> is new and represents the end of environment-based fog</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FogShape</span> was removed. Render distance fog is now cylindrical and environmental for is spherical</li> </ul> <h3 id="h_01JV1TPRQ305GTQVK14FGBVQ72">Sound Events</h3> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">block.dried_ghast.hit</span> has been removed</li> </ul> <h2 id="h_01JV1TPRQ30K3Q042DPWSVT54K">Fixed bugs in Snapshot 25w19a</h2> <ul> <li> <a href="https://bugs.mojang.com/browse/MC-69821">MC-69821</a> - TNT "forgets" the player that ignited it when the world is reloaded</li> <li> <a href="https://bugs.mojang.com/browse/MC-118430">MC-118430</a> - Vex summoner is not stored in NBT despite being used for AI task</li> <li> <a href="https://bugs.mojang.com/browse/MC-118432">MC-118432</a> - Vex summoner is not reset once it is dead</li> <li> <a href="https://bugs.mojang.com/browse/MC-277486">MC-277486</a> - Mob effect icons ignore "scaling" parameter in mcmeta files</li> <li> <a href="https://bugs.mojang.com/browse/MC-277903">MC-277903</a> - Creative inventory tab icons can display item cooldown overlay</li> <li> <a href="https://bugs.mojang.com/browse/MC-295690">MC-295690</a> - Players stay on fire for a while after barely touching fire</li> <li> <a href="https://bugs.mojang.com/browse/MC-296432">MC-296432</a> - The ability to stand on top of happy ghasts which have a larger scale attribute becomes unreliable or even impossible</li> <li> <a href="https://bugs.mojang.com/browse/MC-296460">MC-296460</a> - Debug crosshair renders incorrectly</li> <li> <a href="https://bugs.mojang.com/browse/MC-296494">MC-296494</a> - The player sometimes falls from a happy ghast when reconnecting to a world</li> <li> <a href="https://bugs.mojang.com/browse/MC-296701">MC-296701</a> - Transformed entities do not retain their custom_data component</li> <li> <a href="https://bugs.mojang.com/browse/MC-296709">MC-296709</a> - All non-default jukebox_playable components are deleted from existing items when updating past 1.21.4</li> <li> <a href="https://bugs.mojang.com/browse/MC-296797">MC-296797</a> - The movement of happy ghasts for non-controlling passengers is jittery</li> <li> <a href="https://bugs.mojang.com/browse/MC-296813">MC-296813</a> - The panorama isn't slightly blurred anymore which causes some "flickering" effects</li> <li> <a href="https://bugs.mojang.com/browse/MC-296970">MC-296970</a> - The dried ghast block has a hit sound event</li> <li> <a href="https://bugs.mojang.com/browse/MC-297142">MC-297142</a> - The "Leave Bed" button is invisible</li> <li> <a href="https://bugs.mojang.com/browse/MC-297235">MC-297235</a> - Clouds not fully rendered depending on angle when very high above the world</li> <li> <a href="https://bugs.mojang.com/browse/MC-297271">MC-297271</a> - Waypoint packet is handled by network thread instead of render thread, causing crash</li> <li> <a href="https://bugs.mojang.com/browse/MC-297339">MC-297339</a> - Sign text is non-functional</li> <li> <a href="https://bugs.mojang.com/browse/MC-297347">MC-297347</a> - Tamed animals no longer sit when their owner changes dimension</li> <li> <a href="https://bugs.mojang.com/browse/MC-297461">MC-297461</a> - Equipment and sleeping pos data cannot be loaded in 1.21.4, but can be loaded in 1.21.5 to bees spawned from bee nest and bee hive</li> </ul> <h2 id="h_01JV1TPRQ351CCQX76BWS9R3AD">Get the Snapshot</h2> <p>Snapshots are available for Minecraft: Java Edition. To install the Snapshot, open up the <a href="https://www.minecraft.net/content/minecraft-net/language-masters/download">Minecraft Launcher</a> and enable snapshots in the "Installations" tab.</p> <p><strong>Testing versions can corrupt your world, so please backup and/or run them in a different folder from your main worlds.</strong></p> <p>Cross-platform server jar:</p> <ul> <li><a href="https://piston-data.mojang.com/v1/objects/cd279a0a79fd62f41c9dd8d17d455d06ff4d8013/server.jar">Minecraft server jar</a></li> </ul> <p>Report bugs here:</p> <ul> <li> <a href="https://bugs.mojang.com/projects/MC/summary">Minecraft issue tracker</a>!</li> </ul> <p>Want to give feedback?</p> <ul> <li>For any feedback and suggestions, head over to the <a href="https://feedback.minecraft.net/">Feedback site</a>. If you're feeling chatty, join us over at the <a href="https://discordapp.com/invite/minecraft">official Minecraft Discord</a>.</li> </ul> <p> </p>
Community<p><strong>Posted:</strong> 7 May 2025</p> <p><span class="wysiwyg-font-size-x-large"><strong>Information on Minecraft Preview and Beta:</strong></span></p> <ul> <li>These work-in-progress versions can be unstable and may not be representative of final version quality</li> <li>Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at <a href="https://aka.ms/PreviewFAQ" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/PreviewFAQ (Opens in new window or tab)" data-bi-id="n4a3" data-bi-name="aka.ms/previewfaq">aka.ms/PreviewFAQ</a> </li> <li>The beta is available on Android (Google Play). To join or leave the beta, see <a href="https://aka.ms/JoinMCBeta" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/JoinMCBeta (Opens in new window or tab)" data-bi-id="n5a3" data-bi-name="aka.ms/joinmcbeta">aka.ms/JoinMCBeta</a> for detailed instructions</li> </ul> <p><img src="https://feedback.minecraft.net/hc/article_attachments/36415388782733" alt="r21U9_3_nether_enderman.jpg"></p> <p><br>It's time for another Beta & Preview! For the full list of changes and additions, browse the changelog below. And as always, we’re keen to get your feedback on these new features at <a href="https://feedback.minecraft.net/" target="_blank" rel="noopener noreferrer" aria-label="feedback.minecraft.net (Opens in new window or tab)">feedback.minecraft.net</a>, and you can report any bugs you find at <a href="https://bugs.mojang.com/" target="_blank" rel="noopener noreferrer" aria-label="bugs.mojang.com (Opens in new window or tab)">bugs.mojang.com</a>.</p> <h4 id="h_01JTNCEECNCKS6Z5W3ZBSBS3MW"> </h4> <h1 id="user-content-features-and-bug-fixes">Features and Bug Fixes</h1> <h2 id="user-content-blocks">Blocks</h2> <ul> <li>Harness is no longer invisible on a Happy Ghast when equipped by a Dispenser</li> </ul> <h2 id="user-content-bundles">Bundles</h2> <ul> <li>Empty open Bundle icon now renders correctly when Bundles are tapped with Touch Controls</li> </ul> <h2 id="user-content-editor">Editor</h2> <ul> <li>Marking read only structures for deletion along with editable ones no longer disables the delete button</li> <li>Saving a large structure from a selection on the Structure Panel no longer makes the game unresponsive</li> </ul> <h2 id="user-content-gameplay">Gameplay</h2> <ul> <li>Fixed projectiles not being fired in the correct direction when using custom cameras and touch input</li> <li>Fixed issue where sprint jump attacking would sometimes remove all of the player's momentum (<a href="https://bugs.mojang.com/browse/MCPE-189501" target="_blank" rel="noopener noreferrer" aria-label="MCPE-189501 (Opens in new window or tab)">MCPE-189501</a>)</li> <li>Fixed stop sprinting while swimming when the player hits blocks (<a href="https://bugs.mojang.com/browse/MCPE-201832" target="_blank" rel="noopener noreferrer" aria-label="MCPE-201832 (Opens in new window or tab)">MCPE-201832</a>)</li> <li>Using a custom equippable block item in creative mode will no longer duplicate the item and equip it; it will simply place the block in the world</li> </ul> <h2 id="user-content-graphical">Graphical</h2> <ul> <li>Updated a variety of MERS textures in Vibrant Visuals <ul> <li>Made Glass Blocks more reflective</li> <li>Tweaked metallics on Cauldrons and Ancient Debris</li> <li>Tweaked emissives on Eyeblossom</li> <li>Fixed an issue with Leather armor having a stripe of emissive across the texture</li> <li>Added emissive to the Ender Crystal Block to match item icon</li> <li>Added MERS textures for Happy Ghast and Harnesses</li> <li>Adjusted the Glow Lichen block emissive</li> </ul> </li> <li>Fixed a z-fighting issue between water and leaf blocks in Vibrant Visuals</li> <li>Fixed an issue where Vibrant Visuals would sometimes apply to worlds that do not correctly support it</li> <li>Improved Snell's window effect when looking up from underwater in Vibrant Visuals</li> <li>Particles using the "particles_blend" material now render correctly in Vibrant Visuals (<a href="https://bugs.mojang.com/browse/MCPE-217768" target="_blank" rel="noopener noreferrer" aria-label="MCPE-217768 (Opens in new window or tab)">MCPE-217768</a>)</li> <li>Fixed Enderman held blocks not being shaded correctly in Vibrant Visuals</li> <li>Reflections no longer cut out abruptly on the left side of screen while moving the camera in Vibrant Visuals (<a href="https://bugs.mojang.com/browse/MCPE-201679">MCPE-201679</a>)</li> <li>Reflections no longer flicker aggressively on water with higher FOV settings in Vibrant Visuals (<a href="https://bugs.mojang.com/browse/MCPE-206924" target="_blank" rel="noopener noreferrer" aria-label="MCPE-206924 (Opens in new window or tab)">MCPE-206924</a>)</li> <li>Clouds no longer contain cracks when viewed up close in Vibrant Visuals (<a href="https://bugs.mojang.com/browse/MCPE-212409" target="_blank" rel="noopener noreferrer" aria-label="MCPE-212409 (Opens in new window or tab)">MCPE-212409</a>)</li> <li>The End flash is now visible again in the End in Vibrant Visuals</li> <li>Fixed an issue with moving blocks (e.g. blocks held by Endermen, TNT inside of minecarts) not casting shadows in Vibrant Visuals</li> <li>Fixed an issue where textures would turn pink when opening settings or suspending the game in Vibrant Visuals (<a href="https://bugs.mojang.com/browse/MCPE/issues/MCPE-200698" target="_blank" rel="noopener noreferrer" aria-label="MCPE-200698 (Opens in new window or tab)">MCPE-200698</a>)</li> </ul> <h2 id="user-content-mobs">Mobs</h2> <ul> <li>Fixed a crash happening on PS5 when loading a world with leashed entities</li> <li>Fixed bug where Ghasts could not move while shooting fireballs (<a href="https://bugs.mojang.com/browse/MCPE-201849" target="_blank" rel="noopener noreferrer" aria-label="MCPE-201849 (Opens in new window or tab)">MCPE-201849</a>)</li> <li>Slimes and Magma Cubes no longer jump twice when finding or losing their targets (<a href="https://bugs.mojang.com/browse/MCPE-114701" target="_blank" rel="noopener noreferrer" aria-label="MCPE-114701 (Opens in new window or tab)">MCPE-114701</a>)</li> <li>Fixed a bug where Magma Cubes and Slimes could still damage players briefly after dying (<a href="https://bugs.mojang.com/browse/MCPE-166394" target="_blank" rel="noopener noreferrer" aria-label="MCPE-166394 (Opens in new window or tab)">MCPE-166394</a>)</li> </ul> <h2 id="user-content-sounds">Sounds</h2> <ul> <li>Fixed a bug where Parrots imitating a Drowned used Zombie sounds</li> <li>Fixed a bug where Parrots imitating a Wither Skeleton used Skeleton sounds (<a href="https://bugs.mojang.com/browse/MCPE-174857" target="_blank" rel="noopener noreferrer" aria-label="MCPE-174857 (Opens in new window or tab)">MCPE-174857</a>)</li> </ul> <h2 id="user-content-splash-potions">Splash Potions</h2> <ul> <li>The effect radius of Splash Potions is now calculated based on the distance to the bounding box of the target instead of their position (<a href="https://bugs.mojang.com/browse/MCPE-201604" target="_blank" rel="noopener noreferrer" aria-label="MCPE-201604 (Opens in new window or tab)">MCPE-201604</a>)</li> </ul> <h2 id="user-content-user-interface">User Interface</h2> <ul> <li>The Locator Bar has been de-experimentified and is now available in non-experimental worlds</li> <li>Splitting an item stack using touch controls and moving it to a bundle now transfers the selected amount (<a href="https://bugs.mojang.com/browse/MCPE-188353" target="_blank" rel="noopener noreferrer" aria-label="MCPE-188353 (Opens in new window or tab)">MCPE-188353</a>)</li> <li>The Text Background Opacity accessibility setting now also affects hotbar tooltips and leaderboard displays. (<a href="https://bugs.mojang.com/browse/MCPE-79331" target="_blank" rel="noopener noreferrer" aria-label="MCPE-79331 (Opens in new window or tab)">MCPE-79331</a>)</li> <li>Chat background opacity can now be controlled with a new accessibility setting</li> </ul> <h2 id="user-content-vanilla-parity">Vanilla Parity</h2> <h3 id="h_01JTNCA7JSJHGA4ENYG25P4TJ4">Sounds</h3> <ul> <li>Parrots now imitate nearby monsters less frequently (<a href="https://bugs.mojang.com/browse/MCPE-80319" target="_blank" rel="noopener noreferrer" aria-label="MCPE-80319 (Opens in new window or tab)">MCPE-80319</a>)</li> </ul> <h1 id="user-content-technical-updates">Technical Updates</h1> <h2 id="user-content-api">API</h2> <h3 id="user-content-%60%40minecraft%2Fserver%60-2.0.0"> <code>@minecraft/server</code> 2.0.0</h3> <ul> <li>Released <code>getBlockBelow</code> and <code>getBlockAbove</code> on <code>Dimension</code> to 2.0.0.</li> <li>Changed <code>players</code> property on <code>PlayAnimationOptions</code> to an array of Player objects, instead of string names in 2.0.0.</li> <li>Changed the following APIs to use the local coordinates on a unit cube rather than the world coordinates for 2.0.0. JIRA: (<a href="https://bugs.mojang.com/browse/MCPE-216825" target="_blank" rel="noopener noreferrer" aria-label="MCPE-216825 (Opens in new window or tab)">MCPE-216825</a>)<br> - Example: The location <code>{ x: 123.123, y: -22.44, z: -400.678 }</code> will now be <code>{ x: 0.123, y: 0.44, z: 0.678 }</code> <br> - <code>BlockRaycastHit.faceLocation</code> <br> - <code>BlockHitInformation.faceLocation</code> <br> - <code>BlockComponentPlayerInteractEvent.faceLocation</code> <br> - <code>PlayerPlaceBlockBeforeEvent.faceLocation</code> <br> - <code>ItemUseOnAfterEvent.faceLocation</code> <br> - <code>ItemComponentUseOnEvent.faceLocation</code> <br> - <code>PlayerInteractWithBlockAfterEvent.faceLocation</code> <br> - <code>PlayerInteractWithBlockBeforeEvent.faceLocation</code> </li> <li>Released error <code>ContainerRulesError</code> to <code>2.0.0</code> </li> <li>Removed <code>CameraDefaultOptions</code> for <code>V2.0</code> <ul> <li>Added <code>setDefaultCamera(cameraPreset: string, easeOptions?: CameraEaseOptions): void</code> to <code>V2.0</code>. This will replace passing the <code>CameraDefaultOptions</code> into the <code>Camera.setCamera</code> function. Will also now reset the position and rotation of third-person cameras back to the values defined in the JSON</li> </ul> </li> </ul> <h3 id="user-content-%60%40minecraft%2Fserver-ui%60"><code>@minecraft/server-ui</code></h3> <ul> <li>Fixed bug where sliders move super fast when using gamepad. Added a timeout to avoid this problem.</li> </ul> <h2 id="h_01JTNCA7JSZ8W07HW28GYM7RKC">Blocks</h2> <ul> <li>Fixed crash when blocks that specify non-existent textures as carried_textures are held in hand</li> </ul> <h2 id="user-content-components">Components</h2> <ul> <li>Added validation for asset references in particle effect Json <ul> <li>texture reference in "basic_render_parameters"</li> <li>block references in "minecraft:particle_expire_if_in_blocks"</li> <li>block references in "minecraft:particle_expire_if_not_in_blocks"</li> </ul> </li> </ul> <h2 id="h_01JTNCA7JS6XPN32EX9YFKM877">Editor</h2> <ul> <li>Added Block Inspector "Reset Block Data" button to reset the block states to all defaults</li> <li>Added a hollow trim action to selection. This converts the current selection volume to a new volume which represents all of the fully obscured non-air blocks (i.e. generate a selection which represents the inside of any shape inside the current selection)</li> <li>Added Color Timeline API (IColorTimelinePropertyItem). The Color Timeline uses one dimensional graph to represent color interpolation over time</li> <li>Added Number Timeline API (INumberTimelinePropertyItem). The Number Timeline uses two dimensional graph to represent linear interpolation between two nodes over time<br>The two new APIs can be used in the Editor AGFX settings</li> <li>Added ability to specify a tooltip to the editor menu items</li> <li>Added ability to append an icon to the editor menu action items</li> <li>Added optional property <code>uniqueId</code> in <code>IPropertyPaneOptions</code> API to create panes with unique identifiers</li> <li>Updated Line Tool Functionality <ul> <li>Updated UI, added tooltip labels and quick action buttons</li> <li>Ability to make lines with multiple points/segments instead of just one line between two points</li> <li>Ability to adjust thickness (weights) of the lines</li> <li>Ability to nudge lines in any direction by 1 block</li> <li>Ability to convert current lines into a selection volume (clears all lines after)</li> <li>Most Line Tool actions now undo/redo-able</li> <li>Ability to select all/none points so they can all be moved at once</li> <li>Line algorithm dropdown now updates live and applies to all (and new) points</li> <li>Line Tool Mouse Controls <ul> <li>Left-click to create a 'connected' control point (creates a line segment between the previous point and the new point)</li> <li>Ctrl+Left-click to create a separated, 'disconnected' control point (no line segment is created between the previous point and the new point)</li> </ul> </li> <li>Line Tool Hotkeys <ul> <li>Nudge Selected Points (Ctrl+Shift + Up/Down/Left/Right/PgUp/PgDown)</li> <li>Convert to Selection (Alt+S)</li> <li>Toggle Select All (Ctrl+A)</li> <li>Fill (Ctrl+F)</li> <li>Delete Blocks (ie., Fill with Air) (Del)</li> <li>Clear All Points (Ctrl+Backspace)</li> <li>Clear Selected Points (Ctrl+Shift+Backspace)</li> <li>Increase/decrease Horizontal Line Thickness (Shift + Left/Right)</li> <li>Increase/decrease Vertical Line Thickness (Shift + Up/Down)</li> <li>Increase/decrease Uniform Line Thickness (when Uniform is enabled) (Shift + Left/Right/Up/Down)</li> </ul> </li> </ul> </li> <li>Updated BlockLine implementation (now BlockShapes)</li> <li>Updated water parameters to be available and modified in the Deferred Lighting Settings window again</li> <li>Fixes begin transaction error when selecting a selection point outside the maximum volume size</li> <li>Updated Block Inspector "Refresh Block Data" button logic to update the pane with the current block state</li> <li>Fix a bug where a player could incorrectly load another player's hotbar setting in a multiplayer session after re-entering a game</li> <li>Fixing bug where the ladder could be interacted with using the workbench tool</li> <li>Fixed a bug where the export directory location was incorrect in the log panel</li> <li>Fixed a bug that caused <code>show</code> function of <code>IRootPropertyPane</code> to not display the panel</li> <li>Fixed a bug where the Export Pane weather cycle setting was being set incorrectly</li> </ul> <h2 id="user-content-goals">Goals</h2> <ul> <li>"minecraft:rideable" component's "dismount_mode" is now correctly applied when passengers are forced to dismount by the "minecraft:behavior.float" goal</li> </ul> <h2 id="user-content-items">Items</h2> <ul> <li>Fix for incorrect normals and/or crashes when holding certain items in hand with Vibrant Visuals enabled</li> </ul> <h2 id="user-content-rendering-%26-animation">Rendering & Animation</h2> <ul> <li>Fixed an issue where entities are rendering and animating twice.</li> </ul> <h1 id="user-content-experimental-technical-updates">Experimental Technical Updates</h1> <h2 id="h_01JTNCA7JTYQ5H4F4QB4693DBY">API</h2> <ul> <li>Updated error messaging when imports can't be found</li> <li>Removed content warning when a custom component was registered without closures for custom components V2 <ul> <li>This allows 'data-only' components to be registered in script and added to blocks and items that only contain parameters without functionality</li> </ul> </li> </ul> <h3 id="user-content-%60%40minecraft%2Fserver%60-2.0.0-beta"> <code>@minecraft/server</code> 2.1.0-beta</h3> <ul> <li>Added enum <code>ContainerRulesErrorReason</code> to <code>beta</code>. Contains the reasons that <code>ContainerRulesError</code> can fail</li> <li>Added interface <code>ContainerRules</code> to <code>beta</code>. Contains rules that if broken on container operations will throw a <code>ContainerRulesError</code> </li> <li> <code>Container</code> <ul> <li>Added optional property <code>readonly containerRules?: ContainerRules</code> to <code>beta</code>. If the rules of the container are broken will throw a <code>ContainerRulesError</code> </li> <li>Added property <code>readonly weight: number</code> to <code>beta</code>. The total weight of all <code>ItemStacks</code> in the container</li> </ul> </li> <li> <code>ItemStack</code> <ul> <li>Added property <code>readonly weight: number</code> to <code>beta</code>. The total weight all the items in the <code>ItemStack</code> </li> </ul> </li> <li>Added class <code>ItemInventoryComponent</code> to <code>beta</code>. This component will be on all items that contain a <code>minecraft:storage_item</code> component and will allow access to its container</li> </ul> <h3 id="user-content-%60%40minecraft%2Fdebug-utilities%60"><code>@minecraft/debug-utilities</code></h3> <ul> <li>Fixed a crash with the Debug Drawing system after using the /reload command.</li> <li>Fixed an issue where Debug Drawing primitives wouldn't be visible after using the /reload command.</li> <li>Fixed an issue where Debug Drawing primitives wouldn't be visible for new players joining the world.</li> </ul> <h2 id="h_01JTNCA7JT7C3M2YR43P6JK2VQ">Blocks</h2> <ul> <li>Added <code>minecraft:random_offset</code> component under the Upcoming Creator Features toggle. This allows for blocks to randomly offset like foliage does in the Vanilla game<br>Example:</li> </ul> <div class="copy-btn-container"> <pre class="hljs"><code class="json">{ <span class="hljs-attr">"format_version"</span>: <span class="hljs-string" style="color: #f1707b;">"1.21.80"</span>, <span class="hljs-attr">"minecraft:block"</span>: { <span class="hljs-attr">"description"</span>: { <span class="hljs-attr">"identifier"</span>: <span class="hljs-string" style="color: #f1707b;">"test:test_block"</span> }, <span class="hljs-attr">"components"</span>: { <span class="hljs-attr">"minecraft:collision_box"</span>: { <span class="hljs-attr">"origin"</span>: [<span class="hljs-number">-4.0</span>, <span class="hljs-number">4.0</span>, <span class="hljs-number">-4.0</span>], <span class="hljs-attr">"size"</span>: [<span class="hljs-number">8</span>, <span class="hljs-number">8</span>, <span class="hljs-number">8</span>] }, <span class="hljs-attr">"minecraft:random_offset"</span>: { <span class="hljs-attr">"x"</span>: { // This is the range of possible values we can pick from <span class="hljs-attr">"range"</span>: { <span class="hljs-attr">"min"</span>: <span class="hljs-number">-4</span>, <span class="hljs-attr">"max"</span>: <span class="hljs-number">4</span> }, // This is the equally spaced steps across the given range <br> // Provide 0 for all possible values in the range <span class="hljs-attr">"steps"</span>: <span class="hljs-number">16</span> }, <span class="hljs-attr">"y"</span>: { <span class="hljs-attr">"range"</span>: { <span class="hljs-attr">"min"</span>: <span class="hljs-number">-4</span>, <span class="hljs-attr">"max"</span>: <span class="hljs-number">4</span> }, <span class="hljs-attr">"steps"</span>: <span class="hljs-number">16</span> }, <span class="hljs-attr">"z"</span>: { <span class="hljs-attr">"range"</span>: { <span class="hljs-attr">"min"</span>: <span class="hljs-number">-4</span>, <span class="hljs-attr">"max"</span>: <span class="hljs-number">4</span> }, <span class="hljs-attr">"steps"</span>: <span class="hljs-number">16</span> } } } } </code></pre> </div> <h2 id="h_01JTNCA7JTGGASG9JCJ05Y325E">Editor</h2> <ul> <li>Client Widgets (Entity Components) no longer assert when going into the game menu while in Editor</li> </ul> <h2 id="user-content-experimental">Experimental</h2> <ul> <li>The <code>/controlscheme</code> command no longer requires the "Experimental Creator Camera" toggle <ul> <li>The <code>camera_relative_strafe</code> control scheme remains experimental and still requires the toggle</li> </ul> </li> </ul> <h2 id="h_01JTNCA7JTHH1R6NXTDA0C2DH2">Gameplay</h2> <ul> <li>Fixed the minecraft:follow_orbit camera not having the correct control scheme in its allow list</li> </ul> <h2 id="h_01JTNCA7JTV5Z0Q6Z57BVW31F3">User Interface</h2> <ul> <li>The touch screen d-pad control now shows the correct buttons when using camera relative control schemes</li> </ul>
Community<p><strong>Posted:</strong><span style="color: #333333; background-color: #ffffff;"> 6 May 2025</span></p> <p><span style="color: #333333; background-color: #ffffff;"><img src="https://feedback.minecraft.net/hc/article_attachments/36236269270285" alt="Steve standing in world created with the snowy kingdom flat world preset, with a few blocks placed nearby, including a bed and a crafting table. There are rabbits nearby, as well as a polar bear and some slimes. "></span></p> <p>Have you ever looked out across the Overworld and just wished it was… flatter? Well, good news! Flat world presets are now available in Bedrock Edition! Whether you prefer to build on a clean slate or have an aversion to pointy landscapes, now you can have your pick of several exciting in-game presets, from Classic Flat to Water World. If that wasn't enough, there's also tons of bug fixes and some exciting features waiting behind the experimental toggle.</p> <h1 id="user-content-features-and-bug-fixes">Features and Bug Fixes</h1> <h2 id="flat-world-presets" class="code-line" dir="auto" data-line="4">Flat World Presets</h2> <ul class="code-line" dir="auto" data-line="5"> <li class="code-line" dir="auto" data-line="5"> <p class="code-line" dir="auto" data-line="5">In the Advanced tab of the Create New World screen, enable Flat World to access flat world presets</p> <ul class="code-line" dir="auto" data-line="7"> <li class="code-line" dir="auto" data-line="7">Classic Flat</li> <li class="code-line" dir="auto" data-line="8">Tunnelers' Dream</li> <li class="code-line" dir="auto" data-line="9">Water World</li> <li class="code-line" dir="auto" data-line="10">Overworld</li> <li class="code-line" dir="auto" data-line="11">Snowy Kingdom</li> <li class="code-line" dir="auto" data-line="12">Bottomless Pit</li> <li class="code-line" dir="auto" data-line="13">Desert</li> <li class="code-line" dir="auto" data-line="14">Redstone Ready</li> </ul> </li> </ul> <h2 id="accessibility" class="code-line" dir="auto" data-line="16">Accessibility</h2> <ul class="code-line" dir="auto" data-line="17"> <li class="code-line" dir="auto" data-line="17">Fixed an issue where Text To Speech wasn't working on Android Fire Tablet devices</li> </ul> <h2 id="audio-fixes" class="code-line" dir="auto" data-line="19">Audio Fixes</h2> <ul class="code-line" dir="auto" data-line="20"> <li class="code-line" dir="auto" data-line="20"> <p class="code-line" dir="auto" data-line="20">Fixed an issue where all sound in Windows stops working after 40-41% loading (<a href="https://bugs.mojang.com/browse/MCPE-175138" data-href="https://bugs.mojang.com/browse/MCPE-175138">MCPE-175138</a>)</p> </li> <li class="code-line" dir="auto" data-line="22"> <p class="code-line" dir="auto" data-line="22">Music and sounds will no longer play once the save and exit button is pressed (<a href="https://bugs.mojang.com/browse/MCPE-190632" data-href="https://bugs.mojang.com/browse/MCPE-190632">MCPE-190632</a>)</p> </li> <li class="code-line" dir="auto" data-line="24"> <p class="code-line" dir="auto" data-line="24">Fixed Wolf spawning sounds not using the appropriate sound variants (<a href="https://bugs.mojang.com/browse/MCPE-190576" data-href="https://bugs.mojang.com/browse/MCPE-190576">MCPE-190576</a>)</p> </li> <li class="code-line" dir="auto" data-line="26"> <p class="code-line" dir="auto" data-line="26">Fixed credits music not playing if entering credits from the settings menu while game is paused. (<a href="https://bugs.mojang.com/browse/MCPE-190625" data-href="https://bugs.mojang.com/browse/MCPE-190625">MCPE-190625</a>)</p> </li> </ul> <h2 id="ambient-block-sounds" class="code-line" dir="auto" data-line="29">Ambient Block Sounds</h2> <ul class="code-line" dir="auto" data-line="31"> <li class="code-line" dir="auto" data-line="31">The ambient sounds for Sand block, Dead Bush block and Terracotta block can now play (<a href="https://bugs.mojang.com/browse/MCPE-194677" data-href="https://bugs.mojang.com/browse/MCPE-194677">MCPE-194677</a>)</li> </ul> <h2 id="blocks" class="code-line" dir="auto" data-line="34">Blocks</h2> <ul class="code-line" dir="auto" data-line="35"> <li class="code-line" dir="auto" data-line="35"> <p class="code-line" dir="auto" data-line="35">Sapling "age_bit" no longer regresses after an unsuccessful growth attempt, preventing nearby Observers from activating incorrectly (<a href="https://bugs.mojang.com/browse/MCPE-190286" data-href="https://bugs.mojang.com/browse/MCPE-190286">MCPE-190286</a>)</p> </li> <li class="code-line" dir="auto" data-line="37"> <p class="code-line" dir="auto" data-line="37">Fix ambient occlusion issue for non 1x1x1 blocks</p> <ul class="code-line" dir="auto" data-line="39"> <li class="code-line" dir="auto" data-line="39">When a block around any of these smaller non 1x1x1 blocks is broken, the AO computation is correctly applied to the face in the direction of that broken block. Previously the wrong face could be seen getting lightened/darkened.</li> <li class="code-line" dir="auto" data-line="40">A list of blocks affected: stairs, walls, gates, buttons, cakes, plates, fences, anvil, grindstone, hopper, bell, lectern, eggs, brewing stand</li> </ul> </li> <li class="code-line" dir="auto" data-line="41"> <p class="code-line" dir="auto" data-line="41">Flowers now have the same random offset range and values as Java</p> </li> <li class="code-line" dir="auto" data-line="43"> <p class="code-line" dir="auto" data-line="43">Bamboo, Hanging Roots, Mangrove Propagule, and Nether Sprouts now have the same random offset range and values as Java Edition</p> </li> <li class="code-line" dir="auto" data-line="48"> <p class="code-line" dir="auto" data-line="48">Coral Fans and Coral Plants now have the same random offset range and values as Java Edition</p> </li> <li class="code-line" dir="auto" data-line="51"> <p class="code-line" dir="auto" data-line="51">Double tall plants, like sunflowers, now have the same random offset range and values as Java Edition</p> </li> <li class="code-line" dir="auto" data-line="53"> <p class="code-line" dir="auto" data-line="53">Pointed Dripstone, Tall Grass, and Dry Grass now have the same random offset range and values as Java Edition</p> </li> <li class="code-line" dir="auto" data-line="57"> <p class="code-line" dir="auto" data-line="57">Basalt can be created if the soul soil is placed last after the lava and blue ice are already in place again (<a href="https://bugs.mojang.com/browse/MCPE-194008" data-href="https://bugs.mojang.com/browse/MCPE-194008">MCPE-194008</a>)</p> </li> </ul> <h2 id="bundles" class="code-line" dir="auto" data-line="60">Bundles</h2> <ul class="code-line" dir="auto" data-line="61"> <li class="code-line" dir="auto" data-line="61">Empty open Bundle icon now renders correctly when Bundles are tapped with Touch Controls</li> </ul> <h2 id="character-creator" class="code-line" dir="auto" data-line="65">Character Creator</h2> <ul class="code-line" dir="auto" data-line="66"> <li class="code-line" dir="auto" data-line="66">Fixed an issue that caused the wrong sized player model to show when using custom skins (<a href="https://bugs.mojang.com/browse/MCPE-189739" data-href="https://bugs.mojang.com/browse/MCPE-189739">MCPE-189739</a>)</li> </ul> <h2 id="gameplay" class="code-line" dir="auto" data-line="68">Gameplay</h2> <ul class="code-line" dir="auto" data-line="69"> <li class="code-line" dir="auto" data-line="69"> <p class="code-line" dir="auto" data-line="69">Players will no longer pass through Blocks placed around x or z coordinates that are a power of 2. (Example 256, 512, 1024 ...) (<a href="https://bugs.mojang.com/browse/MCPE-173843" data-href="https://bugs.mojang.com/browse/MCPE-173843">MCPE-173843</a>)</p> </li> <li class="code-line" dir="auto" data-line="71"> <p class="code-line" dir="auto" data-line="71">Removed access to Virtual and Mixed Reality gameplay.</p> </li> <li class="code-line" dir="auto" data-line="73"> <p class="code-line" dir="auto" data-line="73">Fixed server client desync issue during portal travel on Realms (<a href="https://bugs.mojang.com/browse/MCPE-188731" data-href="https://bugs.mojang.com/browse/MCPE-188731">MCPE-188731</a>)</p> </li> <li class="code-line" dir="auto" data-line="75"> <p class="code-line" dir="auto" data-line="75">Added 'music_definition' field to 'minecraft:biome_music' component in client_biome json files to control the music played in the biome. The default music will be determined by the dimension if the biome_music component or music_definition property is left off. An empty string can be used if the biome is intended to be silent</p> </li> <li class="code-line" dir="auto" data-line="77"> <p class="code-line" dir="auto" data-line="77">Fixed an issue where the player would momentarily lay under or beside a Bed when going to sleep</p> </li> <li class="code-line" dir="auto" data-line="79"> <p class="code-line" dir="auto" data-line="79">Deepslate Redstone Ore once again lights up after interacting with it (<a href="https://bugs.mojang.com/browse/MCPE-191381" data-href="https://bugs.mojang.com/browse/MCPE-191381">MCPE-191381</a>)</p> </li> <li class="code-line" dir="auto" data-line="81"> <p class="code-line" dir="auto" data-line="81">Deepslate Redstone Ore no longer stays infinitely lit up after interacting with it (<a href="https://bugs.mojang.com/browse/MCPE-136864" data-href="https://bugs.mojang.com/browse/MCPE-136864">MCPE-136864</a>)</p> </li> <li class="code-line" dir="auto" data-line="83"> <p class="code-line" dir="auto" data-line="83">When respawning from death while gliding or swimming players will now have the correct collision (<a href="https://bugs.mojang.com/browse/MCPE-189554" data-href="https://bugs.mojang.com/browse/MCPE-189554">MCPE-189554</a>)</p> </li> <li class="code-line" dir="auto" data-line="85"> <p class="code-line" dir="auto" data-line="85">Fixed a bug that a player can sprint in water faster than swimming</p> </li> <li class="code-line" dir="auto" data-line="87"> <p class="code-line" dir="auto" data-line="87">Changed Elytra so that while gliding, using a firework will only be used as a boost even if placed on a block</p> </li> <li class="code-line" dir="auto" data-line="89"> <p class="code-line" dir="auto" data-line="89">Fixed an issue where using a Firework with Elytra in another block like Sugar Cane would result in rubberbanding (<a href="https://bugs.mojang.com/browse/MCPE-191595" data-href="https://bugs.mojang.com/browse/MCPE-191595">MCPE-191595</a>)</p> </li> <li class="code-line" dir="auto" data-line="91"> <p class="code-line" dir="auto" data-line="91">Trail ruins now generate at the same location in Mutated Birch Forests between Java and Bedrock on the same world seed</p> </li> </ul> <h2 id="general" class="code-line" dir="auto" data-line="94">General</h2> <ul class="code-line" dir="auto" data-line="95"> <li class="code-line" dir="auto" data-line="95">Enabled <em>Filter Profanity</em> toggle on PlayStation, Nintendo, and Xbox platforms.</li> </ul> <h2 id="items" class="code-line" dir="auto" data-line="100">Items</h2> <ul class="code-line" dir="auto" data-line="101"> <li class="code-line" dir="auto" data-line="101"> <p class="code-line" dir="auto" data-line="101">Fixed a bug where most usable items could not be used while targeting a Mob Spawner (<a href="https://bugs.mojang.com/browse/MCPE-58999" data-href="https://bugs.mojang.com/browse/MCPE-58999">MCPE-58999</a>)</p> </li> <li class="code-line" dir="auto" data-line="103"> <p class="code-line" dir="auto" data-line="103">Mangrove Roots can now be used as fuel in Furnaces (<a href="https://bugs.mojang.com/browse/MCPE-155605" data-href="https://bugs.mojang.com/browse/MCPE-155605">MCPE-155605</a>)</p> </li> <li class="code-line" dir="auto" data-line="105"> <p class="code-line" dir="auto" data-line="105">Fixed an issue where adding items to a slot in a Chest while it is being updated by a Hopper might remove the items (<a href="https://bugs.mojang.com/browse/MCPE-166390" data-href="https://bugs.mojang.com/browse/MCPE-166390">MCPE-166390</a>)</p> </li> </ul> <h2 id="mobs" class="code-line" dir="auto" data-line="108">Mobs</h2> <ul class="code-line" dir="auto" data-line="109"> <li class="code-line" dir="auto" data-line="109"> <p class="code-line" dir="auto" data-line="109">Fixed a bug where named Slimes and Magma Cubes lose their names when splitting (<a href="https://bugs.mojang.com/browse/MCPE-14975" data-href="https://bugs.mojang.com/browse/MCPE-14975">MCPE-14975</a>)</p> </li> <li class="code-line" dir="auto" data-line="111"> <p class="code-line" dir="auto" data-line="111">Creakings no longer despawn on world reload (<a href="https://bugs.mojang.com/browse/MCPE-190845" data-href="https://bugs.mojang.com/browse/MCPE-190845">MCPE-190845</a>)</p> </li> <li class="code-line" dir="auto" data-line="113"> <p class="code-line" dir="auto" data-line="113">Parrots can now imitate Phantoms, Zoglins, Guardians, Ravagers, Pillagers, and Blazes (<a href="https://bugs.mojang.com/browse/MCPE-164404" data-href="https://bugs.mojang.com/browse/MCPE-164404">MCPE-164404</a>)</p> </li> <li class="code-line" dir="auto" data-line="114"> <p class="code-line" dir="auto" data-line="114">Wither Skeletons and Zombified Piglins can now walk in lava (<a href="https://bugs.mojang.com/browse/MCPE-46806" data-href="https://bugs.mojang.com/browse/MCPE-46806">MCPE-46806</a>)</p> </li> <li class="code-line" dir="auto" data-line="116"> <p class="code-line" dir="auto" data-line="116">Farm animal spawn eggs used in the Mangrove Swamp biome will now spawn the same variants of Chicken, Cow, and Pig as seen in the Java Edition (<a href="https://bugs.mojang.com/browse/MCPE-190750" data-href="https://bugs.mojang.com/browse/MCPE-190750">MCPE-190750</a>)</p> </li> <li class="code-line" dir="auto" data-line="118"> <p class="code-line" dir="auto" data-line="118">Mobs no longer have difficulty inflicting recurring hits when very close to non-moving players (<a href="https://bugs.mojang.com/browse/MCPE-189535" data-href="https://bugs.mojang.com/browse/MCPE-189535">MCPE-189535</a>)</p> </li> <li class="code-line" dir="auto" data-line="120"> <p class="code-line" dir="auto" data-line="120">Camels no longer spawn in spaces that are too small for them (<a href="https://bugs.mojang.com/browse/MCPE-190700" data-href="https://bugs.mojang.com/browse/MCPE-190700">MCPE-190700</a>)</p> </li> <li class="code-line" dir="auto" data-line="122"> <p class="code-line" dir="auto" data-line="122">Farmer villagers no longer occasionally get stuck when collecting grown crops (<a href="https://bugs.mojang.com/browse/MCPE-166344" data-href="https://bugs.mojang.com/browse/MCPE-166344">MCPE-166344</a>)</p> </li> <li class="code-line" dir="auto" data-line="124"> <p class="code-line" dir="auto" data-line="124">Fixed Evoker legs not moving when walking (<a href="https://bugs.mojang.com/browse/MCPE-191193" data-href="https://bugs.mojang.com/browse/MCPE-191193">MCPE-191193</a>)</p> </li> </ul> <h2 id="realms" class="code-line" dir="auto" data-line="127">Realms</h2> <ul class="code-line" dir="auto" data-line="128"> <li class="code-line" dir="auto" data-line="128">Fixed a crash when clicking several times while trying to upload a world to an inactive Realm slot</li> <li class="code-line" dir="auto" data-line="129">Realms Server Hosting Region Preference Selection: <ul class="code-line" dir="auto" data-line="130"> <li class="code-line" dir="auto" data-line="130">Added a new "Advanced" tab to the Realms settings screen where Realm owners can select which datacenter region they would like to host their Realm in <ul class="code-line" dir="auto" data-line="131"> <li class="code-line" dir="auto" data-line="131">Options include a list of regions, or allowing the Realms service to automatically select the best region for the Realm owner or the first player to join the Realm in a given session</li> <li class="code-line" dir="auto" data-line="132">Note that this selection is a preference only and due to server capacity, your Realm may be hosted in a different region than selected and in that case, the next closest region to your preference will be selected</li> </ul> </li> <li class="code-line" dir="auto" data-line="133">Added a message during joining a Realm to indicate which server region your Realm is assigned to for that session</li> <li class="code-line" dir="auto" data-line="134">For more information on Realms regional server hosting, read this detailed article: <a href="https://www.minecraft.net/en-us/article/improved-realms-regional-support" data-href="https://www.minecraft.net/en-us/article/improved-realms-regional-support">Improved Realms Regional Support | Minecraft</a> </li> </ul> </li> </ul> <h2 id="recipes" class="code-line" dir="auto" data-line="136">Recipes</h2> <ul class="code-line" dir="auto" data-line="137"> <li class="code-line" dir="auto" data-line="137">Fixed a bug where players could still craft unknown recipes when dolimitedcrafting game rule was enabled (<a href="https://bugs.mojang.com/browse/MCPE-186699" data-href="https://bugs.mojang.com/browse/MCPE-186699">MCPE-186699</a>)</li> </ul> <h2 id="stability-and-performance" class="code-line" dir="auto" data-line="141">Stability and Performance</h2> <ul class="code-line" dir="auto" data-line="142"> <li class="code-line" dir="auto" data-line="142"> <p class="code-line" dir="auto" data-line="142">Fixed a bug that occasionally caused an error when creating a Realm on an empty slot</p> </li> <li class="code-line" dir="auto" data-line="144"> <p class="code-line" dir="auto" data-line="144">Fixed a crash that could sometimes occur when certain foliage textures fail to load</p> </li> <li class="code-line" dir="auto" data-line="146"> <p class="code-line" dir="auto" data-line="146">Fixed an issue that caused a crash while generating chunks</p> </li> <li class="code-line" dir="auto" data-line="148"> <p class="code-line" dir="auto" data-line="148">Fixed bugs causing marketplace addon content to sometimes not load in a world</p> </li> </ul> <h2 id="user-interface" class="code-line" dir="auto" data-line="152">User Interface</h2> <ul class="code-line" dir="auto" data-line="153"> <li class="code-line" dir="auto" data-line="153"> <p class="code-line" dir="auto" data-line="153">Fixed a bug that could prevent Minecraft from loading the main menu, after cancelling a server transfer request from another server. (<a href="https://bugs.mojang.com/browse/MCPE-189096" data-href="https://bugs.mojang.com/browse/MCPE-189096">MCPE-189096</a>)</p> </li> <li class="code-line" dir="auto" data-line="155"> <p class="code-line" dir="auto" data-line="155">Potion of Slowness IV (standard, splash, lingering) is no longer separated from other slowness potions in Creative Menu (<a href="https://bugs.mojang.com/browse/MCPE-101923" data-href="https://bugs.mojang.com/browse/MCPE-101923">MCPE-101923</a>)</p> </li> <li class="code-line" dir="auto" data-line="157"> <p class="code-line" dir="auto" data-line="157">Touch Controls: Updated icons for Dismount and Jump buttons (when mounted) to be clearer and consistent between the touch control schemes (<a href="https://bugs.mojang.com/browse/MCPE-184403" data-href="https://bugs.mojang.com/browse/MCPE-184403">MCPE-184403</a>)</p> </li> <li class="code-line" dir="auto" data-line="159"> <p class="code-line" dir="auto" data-line="159">Suspending/minimizing the game with Screen Animations disabled no longer resets the world seed in the Create New World screen. (<a href="https://bugs.mojang.com/browse/MCPE-188975" data-href="https://bugs.mojang.com/browse/MCPE-188975">MCPE-188975</a>)</p> </li> <li class="code-line" dir="auto" data-line="161"> <p class="code-line" dir="auto" data-line="161">Touch Controls: Spectators can now also customize controls (<a href="https://bugs.mojang.com/browse/MCPE-184704" data-href="https://bugs.mojang.com/browse/MCPE-184704">MCPE-184704</a>)</p> </li> <li class="code-line" dir="auto" data-line="162"> <p class="code-line" dir="auto" data-line="162">Touch Controls: Fixed a bug that could cause issues when customizing touch controls during the death animation in Hardcore mode (<a href="https://bugs.mojang.com/browse/MCPE-186584" data-href="https://bugs.mojang.com/browse/MCPE-186584">MCPE-186584</a>)</p> </li> <li class="code-line" dir="auto" data-line="163"> <p class="code-line" dir="auto" data-line="163">Added modal to handle Not Enough Disc Space error in Edit World screen, Resource Packs tab</p> </li> <li class="code-line" dir="auto" data-line="165"> <p class="code-line" dir="auto" data-line="165">Fixed "Download all missing packs" button not working under specific conditions</p> </li> <li class="code-line" dir="auto" data-line="167"> <p class="code-line" dir="auto" data-line="167">Fixed a bug where the bed screen would display the wrong message when sleeping during a thunderstorm (<a href="https://bugs.mojang.com/browse/MCPE-190178" data-href="https://bugs.mojang.com/browse/MCPE-190178">MCPE-190178</a>)</p> </li> <li class="code-line" dir="auto" data-line="169"> <p class="code-line" dir="auto" data-line="169">Stopped main menu background rotation when entering new player flow</p> </li> <li class="code-line" dir="auto" data-line="170"> <p class="code-line" dir="auto" data-line="170">Stopped main menu background rotation and logo text movement when the "screen animations" option is disabled.</p> </li> <li class="code-line" dir="auto" data-line="171"> <p class="code-line" dir="auto" data-line="171">Worlds are no longer missing from the Storage menu</p> </li> <li class="code-line" dir="auto" data-line="173"> <p class="code-line" dir="auto" data-line="173">Bundle tooltip no longer sometimes renders as if having a different amount of items</p> </li> <li class="code-line" dir="auto" data-line="175"> <p class="code-line" dir="auto" data-line="175">Adding "Manage Storage" button if download fails due to lack of space with instructions on what needs to be cleared out.</p> </li> <li class="code-line" dir="auto" data-line="177"> <p class="code-line" dir="auto" data-line="177">Adding "Clear Download Cache" button to storage for clearing files that got stuck due to a downloading error.</p> </li> <li class="code-line" dir="auto" data-line="179"> <p class="code-line" dir="auto" data-line="179">Auto clearing the download cache on startup if it detects that it is running out of space.</p> </li> <li class="code-line" dir="auto" data-line="181"> <p class="code-line" dir="auto" data-line="181">Fixed an issue which prevented the escape keyboard shortcut from working in certain scenarios on the death screen</p> </li> <li class="code-line" dir="auto" data-line="183"> <p class="code-line" dir="auto" data-line="183">Bundle slot selection using gamepad right stick no longer skips slots when playing in split screen</p> </li> <li class="code-line" dir="auto" data-line="185"> <p class="code-line" dir="auto" data-line="185">Stacks are now correctly splitting across slots when moving cursor and holding the left mouse button to split a stack evenly across slots</p> </li> <li class="code-line" dir="auto" data-line="187"> <p class="code-line" dir="auto" data-line="187">Updated the friends drawer status to tell if a friend is playing in the same world as you</p> </li> <li class="code-line" dir="auto" data-line="188"> <p class="code-line" dir="auto" data-line="188">Bundle UI now correctly disappears when interacting with Inventory tabs in Pocket UI</p> </li> <li class="code-line" dir="auto" data-line="190"> <p class="code-line" dir="auto" data-line="190">Fixed a bug where the game would be unresponsive for a short while after leaving the bed screen.</p> </li> </ul> <h2 id="vanilla-parity" class="code-line" dir="auto" data-line="193">Vanilla Parity</h2> <h3 id="general-1" class="code-line" dir="auto" data-line="195">General</h3> <ul class="code-line" dir="auto" data-line="196"> <li class="code-line" dir="auto" data-line="196">Add magic crit particles for enchanted weapons, to better match the Java edition (<a href="https://bugs.mojang.com/browse/MCPE-18704" data-href="https://bugs.mojang.com/browse/MCPE-18704">MCPE-18704</a>)</li> </ul> <h3 id="items-1" class="code-line" dir="auto" data-line="199">Items</h3> <ul class="code-line" dir="auto" data-line="200"> <li class="code-line" dir="auto" data-line="200"> <p class="code-line" dir="auto" data-line="200">Cut Sandstone Slabs can now be crafted in the Stonecutter using Cut Sandstone (<a href="https://bugs.mojang.com/browse/MCPE-42734" data-href="https://bugs.mojang.com/browse/MCPE-42734">MCPE-42734</a>)</p> </li> <li class="code-line" dir="auto" data-line="202"> <p class="code-line" dir="auto" data-line="202">Cut Red Sandstone Slabs can now be crafted in the Stonecutter using Cut Red Sandstone (<a href="https://bugs.mojang.com/browse/MCPE-42734" data-href="https://bugs.mojang.com/browse/MCPE-42734">MCPE-42734</a>)</p> </li> <li class="code-line" dir="auto" data-line="204"> <p class="code-line" dir="auto" data-line="204">Totem of Undying now gives the same 45 second regeneration as Java (<a href="https://bugs.mojang.com/browse/MCPE-90716" data-href="https://bugs.mojang.com/browse/MCPE-90716">MCPE-90716</a>)</p> </li> <li class="code-line" dir="auto" data-line="206"> <p class="code-line" dir="auto" data-line="206">Shears now consume durability when used on Beehives and Bee Nests with full Honey level (<a href="https://bugs.mojang.com/browse/MCPE-63995" data-href="https://bugs.mojang.com/browse/MCPE-63995">MCPE-63995</a>)</p> </li> <li class="code-line" dir="auto" data-line="208"> <p class="code-line" dir="auto" data-line="208">Shields now take durability damage from explosions (<a href="https://bugs.mojang.com/browse/MCPE-121484" data-href="https://bugs.mojang.com/browse/MCPE-121484">MCPE-121484</a>)</p> </li> </ul> <h3 id="mobs-1" class="code-line" dir="auto" data-line="211">Mobs</h3> <ul class="code-line" dir="auto" data-line="212"> <li class="code-line" dir="auto" data-line="212">The maximum amount of Raw Rabbits dropped from Rabbits is now increased by 1 for each level of Looting (<a href="https://bugs.mojang.com/browse/MCPE-47125" data-href="https://bugs.mojang.com/browse/MCPE-47125">MCPE-47125</a>)</li> </ul> <h3 id="structures" class="code-line" dir="auto" data-line="215">Structures</h3> <h4 id="woodland-mansion" class="code-line" dir="auto" data-line="217">Woodland Mansion</h4> <ul class="code-line" dir="auto" data-line="218"> <li class="code-line" dir="auto" data-line="218">Iron Axe with Efficiency I now always generates in a Chest inside Woodland Mansion's tree-chopping room (<a href="https://bugs.mojang.com/browse/MCPE-109048" data-href="https://bugs.mojang.com/browse/MCPE-109048">MCPE-109048</a>)</li> </ul> <h1 id="experimental-features" class="code-line" dir="auto" data-line="221">Experimental Features</h1> <h2 id="game-drop-2-2025-experiments" class="code-line" dir="auto" data-line="223">Game Drop 2 2025 Experiments</h2> <ul class="code-line" dir="auto" data-line="224"> <li class="code-line" dir="auto" data-line="224">Enable the "Drop 2 2025" experimental toggle to test out these new features!</li> </ul> <h2 id="blocks-1" class="code-line" dir="auto" data-line="225">Blocks</h2> <h3 id="dried-ghast" class="code-line" dir="auto" data-line="226">Dried Ghast</h3> <ul class="code-line" dir="auto" data-line="227"> <li class="code-line" dir="auto" data-line="227">Can be found in the Nether in Nether Fossil structures</li> <li class="code-line" dir="auto" data-line="228">Can be crafted with 1 Bone block and 8 Ghast Tears</li> <li class="code-line" dir="auto" data-line="229">When waterlogged it undergoes 3 states over about 20 minutes until it spawns a Ghastling mob</li> <li class="code-line" dir="auto" data-line="230">Makes sounds and shows particles depending on state</li> <li class="code-line" dir="auto" data-line="231">If mined during the waterlogging, it will revert to its "dry" state regardless of what state it has reached during waterlogging</li> <li class="code-line" dir="auto" data-line="232">Will revert states back to its initial "dry" state when it is taken away from being waterlogged, using the same time scale</li> </ul> <h2 id="mobs-2" class="code-line" dir="auto" data-line="234">Mobs</h2> <h3 id="ghastling" class="code-line" dir="auto" data-line="235">Ghastling</h3> <p class="code-line" dir="auto" data-line="236">Ghastling is a young version of the Happy Ghast mob.</p> <ul class="code-line" dir="auto" data-line="238"> <li class="code-line" dir="auto" data-line="238">Spawns from a Dried Ghast block that has continuously been waterlogged for about 20 minutes.</li> <li class="code-line" dir="auto" data-line="239">After spawning, the Ghastling will try and follow:</li> </ul> <ol class="code-line" dir="auto" data-line="241"> <li class="code-line" dir="auto" data-line="241">Players within a 16-block radius <em>or</em> </li> <li class="code-line" dir="auto" data-line="242">An adult, non-aquatic passive mob (and some neutral mobs) within a 16-block radius<br>If no player or suitable mob is close around the Ghastling will idle around within 32 blocks from its home position (where it spawned or last was interacted with).</li> </ol> <ul class="code-line" dir="auto" data-line="245"> <li class="code-line" dir="auto" data-line="245">Can be tempted and fed using Snowballs</li> <li class="code-line" dir="auto" data-line="246">Will grow up into a Happy Ghast after about 20 minutes (or faster if fed Snowballs)</li> <li class="code-line" dir="auto" data-line="247">Can be summoned using the command: "/summon happy_ghast ~ ~ ~ ~ ~ minecraft:spawn_baby"</li> </ul> <h3 id="happy-ghast" class="code-line" dir="auto" data-line="249">Happy Ghast</h3> <p class="code-line" dir="auto" data-line="250">The Happy Ghast is a new flying mount that can carry up to four players.</p> <ul class="code-line" dir="auto" data-line="252"> <li class="code-line" dir="auto" data-line="252">Spawns from a Ghastling after about 20
Community<p><strong>Posted:</strong> 29 April 2025</p> <p><span class="wysiwyg-font-size-x-large"><strong>Information on Minecraft Preview and Beta:</strong></span></p> <ul> <li>These work-in-progress versions can be unstable and may not be representative of final version quality</li> <li>Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at <a href="https://aka.ms/PreviewFAQ" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/PreviewFAQ (Opens in new window or tab)" data-bi-id="n4a3" data-bi-name="aka.ms/previewfaq">aka.ms/PreviewFAQ</a> </li> <li>The beta is available on Android (Google Play). To join or leave the beta, see <a href="https://aka.ms/JoinMCBeta" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/JoinMCBeta (Opens in new window or tab)" data-bi-id="n5a3" data-bi-name="aka.ms/joinmcbeta">aka.ms/JoinMCBeta</a> for detailed instructions</li> </ul> <p><img src="https://feedback.minecraft.net/hc/article_attachments/36203349077133" alt="Alt text: Happy ghasts and a ghastling in a snowy scene with vibrant visuals enabled "></p> <p><span style="color: #333333; background-color: #ffffff;">It's time for another Preview and Beta! For the full list of goodies, browse the changelog below. And as always, we’re keen to get your feedback on these new features at </span><a href="http://feedback.minecraft.net/" target="_blank" rel="noopener noreferrer" aria-label="feedback.minecraft.net (Opens in new window or tab)" data-bi-id="n6a3" data-bi-name="feedback.minecraft.net">feedback.minecraft.net</a><span style="color: #333333; background-color: #ffffff;">, and you can report any bugs at </span><a href="http://bugs.mojang.com/" target="_blank" rel="noopener noreferrer" aria-label="bugs.mojang.com (Opens in new window or tab)" data-bi-id="n7a3" data-bi-name="bugs.mojang.com">bugs.mojang.com</a><span style="color: #333333; background-color: #ffffff;">.</span><br><span class="wysiwyg-font-size-medium" style="color: #333333; background-color: #ffffff;"><strong>Note:</strong> This week's Preview might be delayed on iOS. We are working on getting it to you as soon as possible!</span></p> <h2 id="user-content-known-issues">Known Issues</h2> <ul> <li>There is a known issue in this Beta and Preview that might cause some mob animation issues, such as freezing Camels and floating Foxes! We have a fix lined up and hope to have this resolved as soon as possible.</li> </ul> <h1 id="user-content-experimental-features">Experimental Features</h1> <h2 id="user-content-user-interface">User Interface</h2> <ul> <li>The distance of players now modifies the size of the Locator Bar Player Dot instead of the opacity </li> </ul> <h1 id="user-content-features-and-bug-fixes">Features and Bug Fixes</h1> <h2 id="user-content-accessibility">Accessibility</h2> <ul> <li>Text to speech will select an appropriate voice if available when changing in-game language on Android, iOS, and Win10. </li> </ul> <h2 id="user-content-ambient-block-sounds">Ambient Block Sounds</h2> <ul> <li>How often and where some ambient block sounds play have been updated </li> </ul> <h3 id="user-content-ambient-dead-bush-sounds">Ambient Dead Bush Sounds</h3> <ul> <li>Dead Bush ambient sounds now have a slightly increased chance of playing</li> </ul> <h3 id="user-content-ambient-sand-sounds">Ambient Sand Sounds</h3> <ul> <li>Ambient sand sounds no longer requires sky access to play</li> <li>Ambient sand sounds now have a slightly decreased chance to play</li> <li>Ambient sand sounds can now play in all biomes </li> <li>Terracotta block no longer triggers ambient sand sounds</li> </ul> <h3 id="user-content-ambient-wind-sounds">Ambient Wind Sounds</h3> <ul> <li>Sand block no longer trigger ambient wind sounds</li> <li>Short Dry Grass block and Tall Dry Grass block can now trigger ambient wind sounds when above 2 Sand/Red Sand or Terracotta blocks</li> <li>Terracotta block no longer trigger ambient wind sounds</li> </ul> <h2 id="user-content-blocks">Blocks</h2> <ul> <li>Dispensing a lava bucket on a waterlogged Dried Ghast no longer duplicates the Dried Ghast </li> <li>Dispensing a Lava Bucket on waterlogged blocks no longer empties the bucket without placing Lava (<a href="https://bugs.mojang.com/browse/MCPE-178295" target="_blank" rel="noopener noreferrer" aria-label="MCPE-178295 (Opens in new window or tab)">MCPE-178295</a>) </li> <li>Maximum Beacon beam height is now 2048 (<a href="https://bugs.mojang.com/browse/MCPE-190223">MCPE-190223</a>)</li> </ul> <h2 id="user-content-gameplay">Gameplay</h2> <ul> <li>Fixed an issue where swapping item slots during an attack against a mob would re-select the original item slot used during the attack instead of staying on the new inventory slot item </li> <li>Fixed entering the water while sprinting from double tapping forward no longer automatically enters the swimming state (<a href="https://bugs.mojang.com/browse/MCPE-216867" target="_blank" rel="noopener noreferrer" aria-label="MCPE-216867 (Opens in new window or tab)">MCPE-216867</a>) </li> <li>Fixed End islands portal teleports User outside the map borders instantly kills Player and causes them to lose all items in inventory (<a href="https://bugs.mojang.com/browse/MCPE-174465" target="_blank" rel="noopener noreferrer" aria-label="MCPE-174465 (Opens in new window or tab)">MCPE-174465</a>)</li> </ul> <h2 id="user-content-general">General</h2> <ul> <li>Gamertags are used on all platforms to identify players in cross-platform multiplayer games</li> </ul> <h2 id="user-content-graphical">Graphical</h2> <ul> <li>The local player's vehicle will now always be eligible for rendering, no matter the orientation of the model compared to the render bounding box. </li> <li>Fixed an issue in Vibrant Visuals where black boxes sometimes appeared on end portals when using TAAU at a non-native resolution (<a href="https://bugs.mojang.com/browse/MCPE-212398" target="_blank" rel="noopener noreferrer" aria-label="MCPE-212398 (Opens in new window or tab)">MCPE-212398</a>) </li> <li>Fixed a bug in Vibrant Visuals where materials with certain properties rendered black</li> </ul> <h2 id="user-content-items">Items</h2> <ul> <li>Mace with Wind Burst enchantment once again launches players as high as it does on Java Edition (<a href="https://bugs.mojang.com/browse/MCPE-185829" target="_blank" rel="noopener noreferrer" aria-label="MCPE-185829 (Opens in new window or tab)">MCPE-185829</a>)</li> <li>The recipe for Leads has been updated to no longer require a Slime Ball</li> <li>The recipe for the Dried Ghast Block has been updated to now require a Soul Sand Block rather than a Bone Block</li> </ul> <h2 id="user-content-mobs">Mobs</h2> <ul> <li>Mobs will no longer clip through blocks sometimes when viewing them at a distance when they auto step up a block </li> <li>Shadows are no longer rendered for entities that are riding a vehicle, unless said vehicle is invisible (<a href="https://bugs.mojang.com/browse/MCPE-200797" target="_blank" rel="noopener noreferrer" aria-label="MCPE-200797 (Opens in new window or tab)">MCPE-200797</a>)</li> <li>Pigs saddled by hand no longer drop two saddles when killed. (All pigs saddled by hand between 1.21.70 and now will still drop their duplicated saddles on death.)</li> <li>Increased attack range for Blaze from 16 to 48 blocks to match its target detection range (<a href="https://bugs.mojang.com/browse/MCPE-35647" target="_blank" rel="noopener noreferrer" aria-label="MCPE-35647 (Opens in new window or tab)">MCPE-35647</a>)</li> <li>Increased Blaze attack sound distance to 32 to match Java</li> <li>The Ghastling can now follow Happy Ghasts</li> <li>Piglins can now give Dried Ghast Blocks when bartered with</li> </ul> <h2 id="user-content-vanila-parity">Vanilla Parity</h2> <ul> <li>Fixes a bug where Sponges would absorb water from waterlogged Barriers (<a href="https://bugs.mojang.com/browse/MCPE-174826" target="_blank" rel="noopener noreferrer" aria-label="MCPE-174826 (Opens in new window or tab)">MCPE-174826</a>)</li> <li>Baby Zombified Piglins no longer have golden swords equipped</li> <li>Zoglin and Zombified Piglin are no longer faster when chasing the player in the Bedrock version</li> <li>Piglins and Hoglins naturally spawned in Bastion Remnants will now drop XP when killed (<a href="https://bugs.mojang.com/browse/MCPE-166103" target="_blank" rel="noopener noreferrer" aria-label="MCPE-166103 (Opens in new window or tab)">MCPE-166103</a>)</li> <li>Fixed the Frozen Peaks biome generation so, like Java Edition, no Ice blocks are generated in the sea under the top sheet. (<a href="https://bugs.mojang.com/browse/MCPE-194838" target="_blank" rel="noopener noreferrer" aria-label="MCPE-194838 (Opens in new window or tab)">MCPE-194838</a>)</li> <li>Fixed a bug where players could not use usable items while sneaking and looking at interactive blocks (<a href="https://bugs.mojang.com/browse/MCPE-64477" target="_blank" rel="noopener noreferrer" aria-label="MCPE-64477 (Opens in new window or tab)">MCPE-64477</a>)</li> </ul> <h1 id="user-content-technical-updates">Technical Updates</h1> <h2 id="user-content-api">API</h2> <h3 id="user-content-%60%40minecraft%2Fserver%60-2.0.0"> <code>@minecraft/server</code> 2.0.0</h3> <ul> <li>Added<code>isValid</code> property on <code>Camera</code> from beta to stable</li> <li>Moved <code>TicksPerDay</code> from beta to stable</li> <li>Moved enum <code>ScriptTintMethod</code> from beta to stable</li> <li>Moved enum <code>ScriptBlockMapColorComponent</code> from beta to stable </li> </ul> <h2 id="user-content-block-components">Block Components</h2> <ul> <li>Fixed a bug with the <code>minecraft:geometry</code> component where the full block geometry identifier <code>minecraft:geometry.full_block</code> was being ignored for several behaviors, including: <ul> <li>Mob spawning (mobs with custom spawn rules can now spawn on blocks using full block geometry)</li> <li>Chest obstruction (blocks with full block geometry will now obstruct Chests)</li> <li>Grass and Farmland survival (Grass and Farmland will turn into Dirt with a block using full block geometry above them)</li> <li>Nylium survival (Nylium will turn into Netherrack with a block using full block geometry above it)</li> <li>Vine growth (Vines will now spread to blocks using full block geometry)</li> <li>Breathability (Mobs and actors can no longer breathe in blocks using full block geometry)</li> </ul> </li> </ul> <h2 id="h_01JT0FVXTR54YYCJP1EZFJR953">Blocks</h2> <ul> <li>Replaced emitter_intensity with emitter_particle_count in block_destruction.json and block_slide.json. This is to go in line with the particle count field in the BlockDestructionParticlesComponent. emitter_intensity Will still be used in the previous versions of these files.</li> </ul> <h2 id="user-content-components">Components</h2> <ul> <li>Fixed incorrect warning for using valid entity with event identifier in "minecraft:entity_placer" component.</li> <li>The "minecraft:input_air_controlled" component no longer requires "use_beta_features" </li> </ul> <h2 id="user-content-editor">Editor</h2> <ul> <li>Added block picker modes to filter blocks either by name or color </li> <li>Updated Editor logging to not flash the screen when a global error occurs</li> <li>Updated tutorial step confirmation for movement stage</li> <li>Updated the farm tool to have a preview bounding box </li> <li>Updated the block image thumbnail size from 128x128 to 64x64 resulting in 1/4 texture memory requirements for terrain blocks </li> <li>Fixed a bug to prevent crashes when multiple players try concurrently exporting</li> <li>Fixed a bug where block thumbnail images weren't correctly presented after changing video mode while in an Editor world </li> <li>Fixed a crash while using the Flatten Brush tool while targeting air</li> <li>Fixed a bug where clicking the color box didn't close the open color picker popup</li> </ul> <h2 id="user-content-molang">Molang</h2> <ul> <li>Fixed query.health to work for the Wither to properly reflect the elapsed ticks since it started dying </li> </ul> <h1 id="user-content-experimental-technical-updates">Experimental Technical Updates</h1> <h2 id="h_01JT0FVXTR4AKBKCYYVDN49KBN">API</h2> <h3 id="user-content-%60%40minecraft%2Fserver%60-2.1.0-beta"> <code>@minecraft/server</code> 2.1.0-beta</h3> <ul> <li>Added enum <code>LiquidSettings</code> in <code>beta</code>. </li> <li>Added optional property <code>liquidSettings</code> to scripting interfaces <code>JigsawPlaceOptions</code> and <code>JigsawStructurePlaceOptions</code> in <code>beta</code>. Defaults to <code>ApplyWaterlogging</code>.<br>New <code>cheatsRequired</code> property on CustomCommand interface.<br>If undefined or true (default is true), custom command execution requires that cheats are enabled. If false, then the custom command can execute without cheats enabled.</li> <li>Remove Player.isOp()</li> <li>Add read-only property <code>playerPermissionLevel</code> to <code>Player</code> </li> <li>Add property <code>commandPermissionLevel</code> to <code>Player</code> </li> <li>Added <code>PlayerPermissionLevel</code> enum with Visitor, Member, Operator values</li> </ul> <h2 id="h_01JT0FVXTRY8XXJBA0T2ECCHCD">Block Components</h2> <ul> <li>Added field <code>"uv_lock"</code> to <strong>"minecraft:geometry"</strong> block component behind UpcomingCreatorFeatures experiment <ul> <li>UV locking will allow faces to have the same texture orientations as the default geometry state, regardless of how <code>"minecraft:transformation"</code> component rotates the geometry.</li> </ul> </li> </ul> <h2 id="user-content-commands">Commands</h2> <ul> <li>Added optional property <code>liquidSettings</code> to <code>/place structure</code> and <code>/place jigsaw</code> commands. Defaults to <code>apply_waterlogging</code>.</li> </ul> <h2 id="user-content-jigsaw">Jigsaw</h2> <ul> <li>Jigsaw structures being placed in water no longer replace water incorrectly.</li> <li>Added optional property <code>liquid_settings</code> to <code>minecraft:jigsaw</code> JSON to allow control over handling liquids when placing structures. Defaults to <code>apply_waterlogging</code>.</li> </ul> <h2 id="h_01JT0FVXTRFCD8F3XP2M092193">Components</h2> <ul> <li>The BlockDestructionParticles component has a new field allowing creators to determine the amount of particles that are generated on the destruction of the block</li> </ul> <p> </p>
Community<p>Leads have become a hot commodity in the recent snapshots and this week they are getting an updated recipe, making it much easier to craft leads for all your leashing needs. The dried ghast is also getting a new recipe, based on soul sand and ghast tears. We have updated Unifont to 16.0.03 and this time we included glyphs from Unifont's Private Use Areas. That means creators will now be able to use scripts in the Under-ConScript Unicode Registry like Tengwar or Sitelen Pona.</p> <h2 id="h_01JT2V2D9XZ8BGS7E1S43EJ7Q9">Changes</h2> <ul> <li>Splash Potions effect strength is now based on the distance of the hitboxes</li> <li>The Slime Ball in the Lead recipe has been replaced with a String</li> <li>Piglins can now give Dried Ghast Blocks when bartered with</li> <li>The recipe for the Dried Ghast Block has been updated to now require a Soul Sand Block rather than a Bone Block</li> </ul> <h3 id="h_01JT2V2D9X7XSKSBV31XQZXXSR">Splash Potions</h3> <ul> <li>Splash Potions distance to affected entities now depends on the closest distance between the entity hitbox and the splash potion hitbox where it landed <ul> <li>This means that if an entity is hit directly by the splash potion, it will receive the full effect of the potion</li> <li>If the entities are grouped together, they will receive the same effect strength</li> </ul> </li> </ul> <h2 id="h_01JT2V2D9XY189SCVXR616GJ2R">Technical Changes</h2> <ul> <li>The Data Pack version is now 75</li> <li>The Resource Pack version is now 59</li> <li>All JSON files (in worlds, packs, configuration, etc.) are now parsed in strict mode</li> </ul> <h2 id="h_01JT2V2D9X29QPDJEXB7DAX7N0">Data Pack Version 75</h2> <h3 id="h_01JT2V2D9X2ZEMGPDHEX4P81KW">Entity Data</h3> <ul> <li>Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">home_pos</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">home_radius</span> fields to all mobs <ul> <li>Mobs with set home position will limit their pathfinding to stay within the indicated area</li> <li>Some mobs, like Bats, Slimes, Magma Cubes, Phantoms and Ender Dragons may ignore it</li> <li>Interacting with leashes or riding may change the home position of the mob</li> </ul> </li> </ul> <h4 id="h_01JT2V2D9XNB1ZJR88B3771CKQ">Entity Tags</h4> <ul> <li>Updated <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">#followable_friendly_mobs</span> to include the Happy Ghast</li> </ul> <h2 id="h_01JT2V2D9XB9JXMACG3D2R1MG9">Resource Pack Version 59</h2> <ul> <li>Updated Unifont to 16.0.03</li> </ul> <h3 id="h_01JT2V2D9X7FQHE7V1B11SHAHR">UI Sprites</h3> <ul> <li>The <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">hud/locator_bar_arrow_up</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">hud/locator_bar_arrow_down</span> sprites are now animated with a standard <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">animation</span> definition in the corresponding <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">.mcmeta</span> files</li> </ul> <h3 id="h_01JT2V2D9XC53VDGQ0557Q5V9G">Font</h3> <h4 id="h_01JT2V2D9XSHQ5PJ3R3FX57HQ8">Unifont</h4> <ul> <li>Updated Unifont to 16.0.03</li> <li>Added previously omitted Unifont glyphs for Private Use Areas <ul> <li>Those glyphs are loaded as a separate sub-font <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">minecraft:include/unifont_pua</span> and are not included in any normally used font</li> <li>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</li> </ul> </li> </ul> <h4 id="h_01JT2V2D9X9F2P28456XFHQ8CD"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">unihex</span> Font Provider</h4> <ul> <li>Field <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">size_overrides</span> is now optional (defaults to empty list)</li> </ul> <h2 id="h_01JT2V2D9XM89VM62VTW8KZVMD">Fixed bugs in 25w18a</h2> <ul> <li> <a href="https://bugs.mojang.com/browse/MC-200925">MC-200925</a> - Ghasts are not affected by potions thrown on their head</li> <li> <a href="https://bugs.mojang.com/browse/MC-262268">MC-262268</a> - Keyboard navigation does not work in the book and quill GUI</li> <li> <a href="https://bugs.mojang.com/browse/MC-264431">MC-264431</a> - #minecraft:sand tag has two minecraft:suspicious_sand</li> <li> <a href="https://bugs.mojang.com/browse/MC-278459">MC-278459</a> - unifont.json contains trailing comma</li> <li> <a href="https://bugs.mojang.com/browse/MC-279284">MC-279284</a> - Experience orbs from thrown bottles o' enchanting are very prone to getting stuck inside blocks</li> <li> <a href="https://bugs.mojang.com/browse/MC-279875">MC-279875</a> - Cannot diagonally climb slab through suspended scaffolding</li> <li> <a href="https://bugs.mojang.com/browse/MC-280281">MC-280281</a> - Fishing bobbers rapidly jitter when attached to entities that are moving</li> <li> <a href="https://bugs.mojang.com/browse/MC-280502">MC-280502</a> - Translation key snbt.parser.undescore_not_allowed has a typo</li> <li> <a href="https://bugs.mojang.com/browse/MC-295879">MC-295879</a> - Sprint-hitting boats and then getting in them causes the boat to fall through the block underneath</li> <li> <a href="https://bugs.mojang.com/browse/MC-295914">MC-295914</a> - Loot table files accept invalid JSON</li> <li> <a href="https://bugs.mojang.com/browse/MC-296354">MC-296354</a> - Happy ghasts aren’t affected by potions thrown on their heads</li> <li> <a href="https://bugs.mojang.com/browse/MC-296784">MC-296784</a> - The "Welcome to Minecraft" screen is missing its fade out</li> <li> <a href="https://bugs.mojang.com/browse/MC-296866">MC-296866</a> - Predicates of particular namespaces failed to be accessed on /execute</li> <li> <a href="https://bugs.mojang.com/browse/MC-296898">MC-296898</a> - Happy ghasts' home slightly drift over time</li> <li> <a href="https://bugs.mojang.com/browse/MC-297112">MC-297112</a> - You cannot use CTRL+NUM to navigate to tabs within the configure realms menu</li> <li> <a href="https://bugs.mojang.com/browse/MC-297114">MC-297114</a> - The realms menu incorrectly claims that realms are expiring soon</li> <li> <a href="https://bugs.mojang.com/browse/MC-297115">MC-297115</a> - The “This is a Snapshot Realm…” box no longer renders with a black background</li> <li> <a href="https://bugs.mojang.com/browse/MC-297184">MC-297184</a> - 'Realms' is lowercase in <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">mco.errorMessage.realmsService.configurationError</span>.</li> </ul> <h2 id="h_01JT2V2D9XRT3D3C89Z04J33ZS">Get the Snapshot</h2> <p>Snapshots are available for Minecraft: Java Edition. To install the Snapshot, open up the <a href="https://www.minecraft.net/content/minecraft-net/language-masters/download">Minecraft Launcher</a> and enable snapshots in the "Installations" tab.</p> <p><strong>Testing versions can corrupt your world, so please backup and/or run them in a different folder from your main worlds.</strong></p> <p>Cross-platform server jar:</p> <ul> <li><a href="https://piston-data.mojang.com/v1/objects/e69d69f1817f6c52f6ad2ca73ee1ef8a6903e560/server.jar">Minecraft server jar</a></li> </ul> <p>Report bugs here:</p> <ul> <li> <a href="https://bugs.mojang.com/projects/MC/summary">Minecraft issue tracker</a>!</li> </ul> <p>Want to give feedback?</p> <ul> <li>For any feedback and suggestions, head over to the <a href="https://feedback.minecraft.net/">Feedback site</a>. If you're feeling chatty, join us over at the <a href="https://discordapp.com/invite/minecraft">official Minecraft Discord</a>.</li> </ul> <p> </p>
Community<p>After a long weekend we are back with another snapshot! This week we are moving the locator bar out of experiments, try it out and continue to give us your feedback over at <a href="http://feedback.minecraft.net/">feedback.minecraft.net</a>. We have also made some improvements to the Realms UI including region selection for your world. Happy Mining!</p> <h2 id="h_01JT0MJN5ZP3TS6X1FS85FZHDT">New Features</h2> <ul> <li>Added an option to reduce the cloud range</li> <li>Added the Locator Bar, a new HUD element that shows the direction of other Players in multiplayer</li> </ul> <h3 id="h_01JT0MJN5Z3VQFH7SP5D7MMXJ8">Locator Bar</h3> <p>The Locator Bar is a new default UI element that displays the direction of other players in the world.</p> <p>If there are no other players in the world the experience bar will display as normal, otherwise if another player is in the world (and that player is not hiding) then the experience bar will appear when experience is gained, otherwise the Locator Bar will display in the same area.</p> <ul> <li>Multiplayer servers can toggle the Locator Bar with the <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">locatorBar</span> gamerule</li> <li>Players can hide by crouching, wearing a mob head or a Carved Pumpkin, or using a Potion of Invisibility</li> <li>Players in Spectator Mode are not visible on the Locator Bar <ul> <li>However, Spectating player are visible to each other</li> </ul> </li> <li>Facing other players within a 120 degrees range will display those players as colored indicators on the Locator Bar <ul> <li>Other players that are above/below the screen will also display an up/down arrow with their indicator</li> <li>The indicator will change to different sized icons depending on how far away the other Player is</li> <li>Colored indicators are randomized for each player <ul> <li>Servers can modify the colors of indicators with the <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">/waypoint</span> command <ul> <li>eg: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">/waypoint modify @s color red</span> to set an indicator to red</li> </ul> </li> <li>Players on a team will override their default indicator color with their team color</li> </ul> </li> </ul> </li> </ul> <h4 id="h_01JT0MJN5Z4QMKF19JFJ9Z358W">Player Changes</h4> <ul> <li>Crouching will hide the player, preventing them from appearing on the Locator Bar of other players</li> <li>Spectators are only visible to other spectators on the Locator Bar</li> </ul> <h4 id="h_01JT0MJN5Z0361NZ7VKGT15XFY">Item Changes</h4> <ul> <li>The following items will hide players when worn in the head slot: <ul> <li>Carved Pumpkin</li> <li>Skeleton Skull</li> <li>Wither Skeleton Skull</li> <li>Player Head</li> <li>Zombie Head</li> <li>Creeper Head</li> <li>Dragon Head</li> <li>Piglin Head</li> </ul> </li> </ul> <h4 id="h_01JT0MJN5Z3XH777Q2WK8J3Q3R">Potion Changes</h4> <ul> <li>Using a Potion of Invisibility will also hide players from the Locator Bar</li> </ul> <h2 id="h_01JT0MJN5ZHFXTWFTMMEWQ9PG4">Changes</h2> <ul> <li>Improvements to the Realms configuration screen</li> <li>Introduced a Region Preference setting that allows for more granular control over in what region a Realm is started</li> </ul> <h3 id="h_01JT0MJN5ZPD2YBQ5R53W27GCF">Realms</h3> <ul> <li>Changed the layout of the Realms configuration screen to use tabs <ul> <li>A Worlds tab containing changes to any of the world slots, creating new worlds and changing their settings</li> <li>A Players tab to manage the players that have access and their level of access to the Realm</li> <li>A Subscription tab to manage the Realms subscription</li> <li>A Settings tab to change the settings of the Realm</li> </ul> </li> <li>Introduced a Region Preference setting that allows for more granular control over what region a Realm is started</li> <li>Changed wording for <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">Close</span>/<span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">Open</span> Realm to <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">Temporarily close</span>/<span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">Reopen</span> Realm</li> </ul> <h2 id="h_01JT0MJN5ZXF4ENXGCXCC19ZVZ">Technical Changes</h2> <ul> <li>The Data Pack version is now 74</li> <li>The Resource Pack version is now 58</li> <li>Added a Server-authoritative Waypoint broadcasting system for controlling the Locator Bar behavior for Players</li> </ul> <h2 id="h_01JT0MJN60W24N2XTBYYN453KM">Data Pack Version 74</h2> <h3 id="h_01JT0MJN607H9C1X50N0K3BBAX">Commands</h3> <h4 id="h_01JT0MJN60HSK87XHW3B1S855C">Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">waypoint</span> </h4> <p>This is a new command for querying and modifying waypoints.</p> <pre><code>waypoint list<br><br>waypoint modify <entity-selector> color <color><br>waypoint modify <entity-selector> color hex <hex-color><br>waypoint modify <entity-selector> color reset<br>waypoint modify <entity-selector> style <waypoint_style/resource><br>waypoint modify <entity-selector> style reset<br></code><br><br><br></pre> <p>Arguments:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">entity-selector</span>: For selecting entities that are transmitting as waypoints (see <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">waypoint_transmit_range</span> attribute)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">color</span>: Overrides the Locator Bar icon color for this waypoint</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">hex <hex-color></span> arguments are in web format (RRGGBB) <ul> <li>Red is either <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">hex F00</span> or <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">hex FF0000</span> </li> <li>Cornflower blue is <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">hex 6495ED</span> </li> </ul> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">style</span>: For changing the icon spriteset and selection distances <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">set <waypoint_style/resource></span> changes the style to a specific asset under <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">waypoint_style/</span> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">reset</span> will restore the default icon behavior of the Locator Bar</li> </ul> </li> </ul> <h4 id="h_01JT0MJN60MQPP4S9EBEW75GN2">Waypoint Styles</h4> <p>These define custom icons to be displayed on the Locator Bar and are within the <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">waypoint_style/</span> asset directory.</p> <p>The default implementation is as such:</p> <pre><code>{<br> "near_distance": 128,<br> "far_distance": 332,<br> "sprites": [<br> "minecraft:default_0",<br> "minecraft:default_1",<br> "minecraft:default_2",<br> "minecraft:default_3"<br> ]<br>}<br></code><br><br><br></pre> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">near_distance</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">far_distance</span> are optional and default to the values <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">128</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">332</span> respectively. <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">far_distance</span> distance must be greater than <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">near_distance</span> </li> </ul> </li> <li>Each sprite is searched within the prefix of <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">hud/locator_bar_dot/</span> (the directory <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">textures/gui/sprites/hud/locator_bar_dot</span>).</li> </ul> <h3 id="h_01JT0MJN608SV3FJJH0EZ0CJ47">Game Rules</h3> <h4 id="h_01JT0MJN60F8G7474M1X5GWJK1">Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">locatorBar</span> </h4> <ul> <li>Default is <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">true</span>: enabling the Locator Bar</li> <li>Changing to <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">false</span> will remove all existing Waypoints from all players</li> <li>The Game Rule has been renamed from <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">useLocatorBar</span> during the experiment. This may break minor command related features in worlds created in the previous snapshot.</li> </ul> <h4 id="h_01JT0MJN600J4C7E5N8788QJQ7">Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">waypoint_transmit_range</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">waypoint_receive_range</span> </h4> <ul> <li>Default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">0.0</span>, Minimum: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">0.0</span>, Maximum: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">60000000.0</span> </li> <li>Players have a default transmission and receive range of 60,000,000</li> <li>Mobs with a transmission range above zero will send waypoint packets to nearby receivers that are within that range</li> <li>Similarly, receivers only receive waypoints that are inside their receive range (and receive nothing if that range is zero)</li> </ul> <p>Examples:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">/attribute @s minecraft:waypoint_transmit_range base set 0</span> will prevent a player from transmitting (hiding them)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">/attribute @s minecraft:waypoint_transmit_range base set 80</span> will only let a player transmit up to 80 blocks (hiding them from players further than that)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">/attribute @s minecraft:waypoint_receive_range base set 0</span> will prevent a player from receiving (turns off their Locator Bar)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">/attribute @s minecraft:waypoint_receive_range base set 120</span> will only let a player see Locator Bar dots that are within 120 blocks (hiding all players further than that)</li> </ul> <h3 id="h_01JT0MJN60KWACHS1CMXVZ2M2N">Waypoint Broadcasting</h3> <p>The Locator Bar works by a server-controlled Waypoint system. Waypoints are received by Players, and connections between Waypoints and Players are managed by the multiplayer server.</p> <ul> <li>By default, all Players transmit a Waypoint from themselves, and all Players receive all Waypoints</li> <li>Individual Players can have their transmission and receive ranges controlled by the <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">waypoint_transmit_range</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">waypoint_receive_range</span> attributes</li> </ul> <h3 id="h_01JT0MJN600XDX006FBF7JRRY0">Tags</h3> <h4 id="h_01JT0MJN602W55ZDKXT0XZ36P8">Block Tags</h4> <ul> <li>Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">happy_ghast_avoids</span> - blocks that happy ghasts avoid getting close to</li> <li>Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">triggers_ambient_dried_ghast_block_sounds</span> - blocks that can trigger ambient Dried Ghast sounds to play when a Dried Ghast block is placed on them</li> </ul> <h2 id="h_01JT0MJN60TSY9HSWG9AQHDG04">Resource Pack Version 58</h2> <h3 id="h_01JT0MJN60RF1Q1W7A2R7JTPB2">Shaders & Post-process Effects</h3> <h4 id="h_01JT0MJN6027ZBZPVHZ65GWK34"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">Fog</span> Uniform Block</h4> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FOG_IS_SKY</span> has been removed in favour of splitting up the sky shader</li> </ul> <h2 id="h_01JT0MJN602QJPQYAMBMFRFER4">Fixed bugs in 25w17a</h2> <ul> <li> <a href="https://bugs.mojang.com/browse/MC-240121">MC-240121</a> - "1x1_b5.nbt" piece does not generate in woodland mansions</li> <li> <a href="https://bugs.mojang.com/browse/MC-296369">MC-296369</a> - Dispensers cannot equip harnesses onto happy ghasts</li> <li> <a href="https://bugs.mojang.com/browse/MC-296421">MC-296421</a> - Right-clicking a happy ghast equipped with a harness while crouching will play hand animation</li> <li> <a href="https://bugs.mojang.com/browse/MC-296438">MC-296438</a> - The "display" field on Attribute Modifiers is not optional, despite the changelog saying it is</li> <li> <a href="https://bugs.mojang.com/browse/MC-296443">MC-296443</a> - Happy ghasts don’t avoid pathfinding into dangerous blocks</li> <li> <a href="https://bugs.mojang.com/browse/MC-296511">MC-296511</a> - Gamemode Switcher icons become invisible when using resource pack with opaque or translucent selection.png</li> <li> <a href="https://bugs.mojang.com/browse/MC-296516">MC-296516</a> - Tooltips are incorrectly rendered below nearby elements when holding your mouse cursor over players that are online on realms</li> <li> <a href="https://bugs.mojang.com/browse/MC-296538">MC-296538</a> - Rarity of Dried Ghast is inconsistent with its crafting ingredients</li> <li> <a href="https://bugs.mojang.com/browse/MC-296542">MC-296542</a> - Waypoints on locator bar do not adjust to 3rd person front camera</li> <li> <a href="https://bugs.mojang.com/browse/MC-296567">MC-296567</a> - Waypoints on locator bar do not respect team colors</li> <li> <a href="https://bugs.mojang.com/browse/MC-296583">MC-296583</a> - Applying the waypoint_transmit_range attribute to an entity at the same time it is summoned makes it not show on the locator bar</li> <li> <a href="https://bugs.mojang.com/browse/MC-296750">MC-296750</a> - The game crashes after startup on some systems (predominantly Linux systems) with AMD graphics</li> <li> <a href="https://bugs.mojang.com/browse/MC-296755">MC-296755</a> - Resource Packs: The panorama overlay now renders in front of everything in the title screen</li> <li> <a href="https://bugs.mojang.com/browse/MC-296756">MC-296756</a> - Clouds do not render at render distance 2 & 3</li> <li> <a href="https://bugs.mojang.com/browse/MC-296764">MC-296764</a> - The text cursor renders behind command auto-complete text</li> <li> <a href="https://bugs.mojang.com/browse/MC-296766">MC-296766</a> - GUIs of rideable mobs are missing their slots as of 25w16a</li> <li> <a href="https://bugs.mojang.com/browse/MC-296770">MC-296770</a> - Strikethrough text in the villager interface is rendered behind characters</li> <li> <a href="https://bugs.mojang.com/browse/MC-296774">MC-296774</a> - Player messages within the "Select Chat Messages to Report" menu aren’t rendered while selected</li> <li> <a href="https://bugs.mojang.com/browse/MC-296775">MC-296775</a> - Some elements within the "Select Chat Messages to Report" menu are rendered darker while player messages are selected</li> <li> <a href="https://bugs.mojang.com/browse/MC-296777">MC-296777</a> - Lead shift right-clicking doesn't work on Boats with Chests</li> <li> <a href="https://bugs.mojang.com/browse/MC-296779">MC-296779</a> - The social interactions menu is rendered darker than normal</li> <li> <a href="https://bugs.mojang.com/browse/MC-296782">MC-296782</a> - Player models within the “Report Player Skin” menu are rendered darker and lower than normal</li> <li> <a href="https://bugs.mojang.com/browse/MC-296794">MC-296794</a> - Furnaces, blast furnaces, and smokers sometimes do not show the burn progress and lit progress animations</li> <li> <a href="https://bugs.mojang.com/browse/MC-296805">MC-296805</a> - The game crashes when holding your mouse cursor over players that are online on realms</li> <li> <a href="https://bugs.mojang.com/browse/MC-296806">MC-296806</a> - Cloud rendering has a considerable impact on performance as of 25w16a</li> <li> <a href="https://bugs.mojang.com/browse/MC-296807">MC-296807</a> - The titles of selected tabs within the "Create New World" menu are rendered behind the background</li> <li> <a href="https://bugs.mojang.com/browse/MC-296808">MC-296808</a> - The titles of lists within the resource pack and data pack menus are rendered behind the background</li> <li> <a href="https://bugs.mojang.com/browse/MC-296984">MC-296984</a> - The "No pending invites!" text within the realms invitation menu is rendered behind the background</li> </ul> <h2 id="h_01JT0MJN61V0Y3CCJZDVXE9JYE">Get the Snapshot</h2> <p>Snapshots are available for Minecraft: Java Edition. To install the Snapshot, open up the <a href="https://www.minecraft.net/content/minecraft-net/language-masters/download">Minecraft Launcher</a> and enable snapshots in the "Installations" tab.</p> <p><strong>Testing versions can corrupt your world, so please backup and/or run them in a different folder from your main worlds.</strong></p> <p>Cross-platform server jar:</p> <ul> <li><a href="https://piston-data.mojang.com/v1/objects/575756f90e54e5c2cd78997dd9e3579936aa9d6d/server.jar">Minecraft server jar</a></li> </ul> <p>Report bugs here:</p> <ul> <li> <a href="https://bugs.mojang.com/projects/MC/summary">Minecraft issue tracker</a>!</li> </ul> <p>Want to give feedback?</p> <ul> <li>For any feedback and suggestions, head over to the <a href="https://feedback.minecraft.net/">Feedback site</a>. If you're feeling chatty, join us over at the <a href="https://discordapp.com/invite/minecraft">official Minecraft Discord</a>.</li> </ul> <p> </p> <p> </p>
Community<p><strong>Posted:</strong> 22 April 2025</p> <p><span class="wysiwyg-font-size-x-large"><strong>Information on Minecraft Preview and Beta:</strong></span></p> <ul> <li>These work-in-progress versions can be unstable and may not be representative of final version quality</li> <li>Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at <a href="https://aka.ms/PreviewFAQ" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/PreviewFAQ (Opens in new window or tab)">aka.ms/PreviewFAQ</a> </li> <li>The beta is available on Android (Google Play). To join or leave the beta, see <a href="https://aka.ms/JoinMCBeta" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/JoinMCBeta (Opens in new window or tab)">aka.ms/JoinMCBeta</a> for detailed instructions</li> </ul> <p class="wysiwyg-text-align-center"><img src="https://feedback.minecraft.net/hc/article_attachments/36030898359821" alt="happy ghasts minecraft" width="694" height="390"></p> <p>It's time to unleash another vibrant (see what we did there?) Preview and Beta! Today's release is bringing you new leash mechanics! Now you’ll be able to leash multiple mobs together, and you’ll also be able to leash herds of mobs to boats, chest boats, and even fences. And with the happy ghast in testing already – that means you’ll be able to test leashing a chest boat beneath your happy ghast as you soar through the skies!</p> <p>For the full list of goodies, browse the changelog below. And as always, we’re keen to get your feedback on these new features at <a href="https://feedback.minecraft.net/" target="_blank" rel="noopener noreferrer" aria-label="feedback.minecraft.net (Opens in new window or tab)">feedback.minecraft.net</a> , and you can report any bugs at <a href="https://bugs.mojang.com/" target="_blank" rel="noopener noreferrer" aria-label="bugs.mojang.com (Opens in new window or tab)">bugs.mojang.com</a> .</p> <p> </p> <h2 id="user-content-experimental-features">Experimental Features</h2> <h3 id="user-content-user-interface">User Interface</h3> <ul> <li>The Jump and Dash bars no longer take precedence over the Locator Bar while inactive in Creative Mode</li> <li>Interaction Button in Creative Mode moved up for Touch devices such that it no longer covers the Locator Bar</li> <li>Player Dots on the Locator Bar now show correctly while using split-screen</li> <li>The item name tooltip is no longer cut off while the Locator Bar is enabled in Creative Mode</li> <li>Player Dots on the Locator Bar now show correctly in third person view while using split-screen</li> </ul> <h2 id="user-content-features-and-bug-fixes">Features and Bug Fixes</h2> <h3 id="user-content-leashing-updates">Leashing Updates</h3> <p>We are expanding the functionality of leads, to make it possible to leash any leashable entity to another leashable entity and by doing so create chains of leashed entities</p> <h4 id="user-content-elytra">Elytra</h4> <ul> <li>Using a Firework Rocket to boost while flying with an Elytra now causes leashed mobs to unleash</li> </ul> <h4 id="user-content-leash-knots">Leash Knots</h4> <ul> <li>Entities can now be leashed to a pre-existing Leash Knot by interacting with it</li> <li>Players can retrieve entities tied to a Leash Knot by interacting with it</li> <li>Shears can now be used to remove Leash Knots</li> </ul> <h4 id="user-content-leashing-entities-to-other-entities">Leashing Entities to Other Entities</h4> <p>Any leashable entity can now be leashed to any other leashable entity.</p> <ul> <li>To leash an entity to another entity, the player must: <ul> <li>Have the entity already leashed to themselves</li> <li>Sneak and interact with the target entity while holding the leash</li> </ul> </li> <li>Leashed entities can now be "stolen" by leashing them again, transferring ownership to the player</li> <li>If re-leashing an entity would result in immediate leash snapping due to distance, the re-leashing cannot be done</li> <li>To prevent erratic behavior when leashed to each other, llamas that are leashed no longer attempt to form caravans</li> <li>A leashed entity cannot be leashed to itself</li> <li>Baby mobs can only be leashed one way - to another entity; they cannot have other mobs leashed to them</li> <li>Known issue: When two mobs are connected, it results in the lead being rendered with a erroneous y-axis offset and appearing below one of the mobs</li> </ul> <h4 id="user-content-physics">Physics</h4> <p>All leashable entities now behave more naturally when being pulled.</p> <ul> <li>When leashed to a Happy Ghast, Horses, Camels, Donkeys, Mules, Boats, Chest Boats, and Sniffers now adjust their position gradually over time, aligning smoothly with their leash holder when suspended mid-air</li> <li>In all other cases, entities align to the direction they are being pulled and no longer behave erratically when suspended mid-air</li> <li>Mid-air friction now applies to Boats just like any other entity, meaning they can no longer orbit the player or behave excessively bouncily</li> <li>The distance at which leashes break has been increased to 12 blocks, except for the Happy Ghast, which has a leash break distance of 16 blocks</li> <li>When dragged on the leash, leashed objects will now orient themselves towards the leasher</li> <li>The distance between centers of entities bounding boxes, rather than their feet is used to determine the distance between two leashed entities</li> </ul> <h4 id="user-content-rendering">Rendering</h4> <ul> <li>Boats and large leashable mobs that cannot fit in a Boat (Horses, Donkeys, Mules, Camels, and Sniffers) when leashed to a Happy Ghast are rendered with four leashes instead of one</li> <li>In this configuration, the Happy Ghast also features a custom rope layer wrapping around it</li> </ul> <h4 id="user-content-shears">Shears</h4> <ul> <li>Shears can now be used on leashed entities to unleash them, removing both incoming and outgoing leash connections</li> <li>Players cannot cut other players' leashes</li> <li>Dispensers can now use shears to unleash leashed entities</li> </ul> <h3 id="user-content-graphical">Graphical</h3> <ul> <li>Made Vibrant Visuals the default graphics mode for supported devices.</li> <li>Added the ability to data-drive some of the Vibrant Visuals / Deferred Graphics related settings per biome. Creators can provide multiple versions of atmospherics, color grading, lighting and/or water configurations as long as each has a unique <code>identifier</code> and file name. The reserved JSON names for each group of settings (e.g., lighting/global.json) will continue to function as before. Creators can utilize the <code>minecraft:atmosphere_identifier</code>, <code>minecraft:color_grading_identifier</code>, <code>minecraft:lighting_identifier</code>, and <code>minecraft:water_identifier</code> in Client Biome JSONs to connect particular rendering settings to a given biome. Note that certain parameters, such as tone mapping operators, caustics and wave simulation on/off cannot be customized per biome at this time. Parameters will be spatially blended as players move between biomes. See updated Creator Documentation for more details.</li> <li>Increased back-scattering of light underwater in Vibrant Visuals</li> <li>Cloud shadows no longer pop in and out of view when looking around using Vibrant Visuals on Android devices</li> <li>Fixed a bug where directional lighting cut out 8 blocks under the water surface while using Vibrant Visuals</li> <li>Painting now renders with correct PBR properties, shadows and illumination when using Vibrant Visuals</li> <li>Added MERS texture support for Signs in Vibrant Visuals</li> <li>Added new texture assets for a variety of trims, particles, spawn eggs, water and the dark oak boat in Vibrant Visuals</li> <li>Updated the appearance of metals for a variety of block textures in Vibrant Visuals</li> <li>Updated the Cave Vines, Chorus Flower, Pumpkin, Fire Fly Bush and a variety of other plant textures in Vibrant Visuals</li> <li>Updated the Bee, Dolphin, Ghast, Pig Saddle and Strider textures in Vibrant Visuals</li> </ul> <h3 id="user-content-blocks">Blocks</h3> <ul> <li>Dried Ghast block's rarity is now common, matching its ingredients</li> <li>Crimson and Warped Roots cannot be lit on fire or burn anymore (<a href="https://bugs.mojang.com/browse/MCPE-80066" target="_blank" rel="noopener noreferrer" aria-label="MCPE-80066 (Opens in new window or tab)">MCPE-80066</a>)</li> <li>Non-waterlogged Dried Ghast blocks now only play ambient sounds when on top of a Soul Sand or a Soul Soil block</li> <li>Fixed issue where jungle leaves did not become transparent when setting all leaf types to be transparent. (<a href="https://bugs.mojang.com/browse/MCPE-110630" target="_blank" rel="noopener noreferrer" aria-label="MCPE-110630 (Opens in new window or tab)">MCPE-110630</a>)</li> </ul> <h3 id="user-content-commands">Commands</h3> <ul> <li>Fixed a bug where players could hear sounds played with <code>/playsound</code> even if they were in a different dimension than the one the sound was played in (<a href="https://bugs.mojang.com/browse/MCPE-184566" target="_blank" rel="noopener noreferrer" aria-label="MCPE-184566 (Opens in new window or tab)">MCPE-184566</a>)</li> </ul> <h3 id="user-content-gameplay">Gameplay</h3> <ul> <li>Fixed crash that would sometimes occur when using command blocks</li> </ul> <h3 id="user-content-graphics">Graphics</h3> <ul> <li>Item bobbing will no longer stagger when the amount of days is high. (<a href="https://bugs.mojang.com/browse/MCPE-190647" target="_blank" rel="noopener noreferrer" aria-label="MCPE-190647 (Opens in new window or tab)">MCPE-190647</a>)</li> <li>Entering pause while breaking a block will reset the breaking animation. (<a href="https://bugs.mojang.com/browse/MCPE-191029" target="_blank" rel="noopener noreferrer" aria-label="MCPE-191029 (Opens in new window or tab)">MCPE-191029</a>)</li> </ul> <h3 id="user-content-items">Items</h3> <ul> <li>The Trident is now grouped with other tools/weapons in the Creative inventory (<a href="https://bugs.mojang.com/browse/MCPE-181002" target="_blank" rel="noopener noreferrer" aria-label="MCPE-181002 (Opens in new window or tab)">MCPE-181002</a>)</li> </ul> <h3 id="user-content-mobs">Mobs</h3> <ul> <li>Happy Ghast now turns more smoothly</li> <li>Players mounted on the Happy Ghast no longer appear invisible to other players when the Happy Ghast is immobile</li> <li>Players mounted on the Happy Ghast no longer have their hitbox displaced when the Happy Ghast is immobile</li> <li>Happy Ghast no longer becomes a platform when a Player is standing next to it</li> <li>Fixed bug where piloted Happy Ghast could be moved while non-riding players were standing on it</li> <li>Mobs will no longer push the Happy Ghast when it is controlled by a player (<a href="https://bugs.mojang.com/browse/MCPE-201851" target="_blank" rel="noopener noreferrer" aria-label="MCPE-201851 (Opens in new window or tab)">MCPE-201851</a>)</li> <li>Fixed a bug where Happy Ghast would keep looking at you after no longer being tempted</li> <li>Ghastlings now grow up to become a Happy Ghast after 20 minutes instead of after 400 minutes (<a href="https://bugs.mojang.com/browse/MCPE-212378" target="_blank" rel="noopener noreferrer" aria-label="MCPE-212378 (Opens in new window or tab)">MCPE-212378</a>)</li> <li>Piglin Brutes will now despawn properly on peaceful difficulty (<a href="https://bugs.mojang.com/browse/MCPE-88837" target="_blank" rel="noopener noreferrer" aria-label="MCPE-88837 (Opens in new window or tab)">MCPE-88837</a>)</li> </ul> <h3 id="h_01JSF2958ZDKGAZYVRY6H4YBZ7">User Interface</h3> <ul> <li>Cursor position now correctly updates when pressing down on L3 or D-pad while hovering a bundle (<a href="https://bugs.mojang.com/browse/MCPE-189314" target="_blank" rel="noopener noreferrer" aria-label="MCPE-189370 (Opens in new window or tab)">MCPE-189314</a>)</li> <li>Bundle tooltip no longer overlaps with item tooltips when quickly interacting with empty inventory slots on touch devices (<a href="https://bugs.mojang.com/browse/MCPE-187171" target="_blank" rel="noopener noreferrer" aria-label="MCPE-187171 (Opens in new window or tab)">MCPE-187171</a>)</li> <li>Bundle UI now correctly disappears when switching Inventory tabs with controller input</li> <li>New items and blocks related to the Happy Ghast no longer have a trailing space in their names (<a href="https://bugs.mojang.com/browse/MCPE-199213" target="_blank" rel="noopener noreferrer" aria-label="MCPE-199213 (Opens in new window or tab)">MCPE-199213</a>)</li> <li>Tapping on the Bundles Tooltip on Touch devices no longer interacts with the UI behind it</li> <li>The Text Background Opacity accessibility setting now also affects hotbar tooltips, chat message backgrounds, and leaderboard displays. (<a href="https://bugs.mojang.com/browse/MCPE-79331" target="_blank" rel="noopener noreferrer" aria-label="MCPE-79331 (Opens in new window or tab)">MCPE-79331</a>)</li> <li>Fixed an issue where only changing the access of PlayStation friends to your world would not be saved when exiting the menu</li> <li>To maintain feature parity with the flatworld presets in the Java Edition, the Snowy Kingdom flatworld preset has been updated to use a snow layer instead of a snow block (<a href="https://bugs.mojang.com/browse/MCPE-194367" target="_blank" rel="noopener noreferrer" aria-label="MCPE-194367 (Opens in new window or tab)">MCPE-194367</a>)</li> </ul> <h3 id="user-content-vanilla-parity">Vanilla Parity</h3> <ul> <li>Harness goggles will now always be down as long as the harnessed Happy Ghast has at least one mounted Player</li> </ul> <h2 id="user-content-technical-updates">Technical Updates</h2> <h3 id="user-content-api">API</h3> <h3 id="user-content-%60%40minecraft%2Fserver%60-2.0.0"> <code>@minecraft/server</code> 2.0.0</h3> <p><code>@minecraft/server</code> 2.0.0 is now released, <code>2.1.0-beta</code> is the new beta version for <code>@minecraft/server</code>.<br>See <a href="https://learn.microsoft.com/en-us/minecraft/creator/documents/scriptingv2.0.0overview" target="_blank" rel="noopener noreferrer" aria-label="https://learn.microsoft.com/en-us/minecraft/creator/documents/scriptingv2.0.0overview (Opens in new window or tab)">https://learn.microsoft.com/en-us/minecraft/creator/documents/scriptingv2.0.0overview</a> for more details on 2.0.0.</p> <ul> <li>Added integer overflow detection in <code>ScoreboardObjective.addScore</code>. Original value will be retained when overflow is detected.</li> <li> <code>NamespaceNameError</code> now has better error information and the <code>name</code> property value will now be set to "NamespaceNameError".</li> <li> <code>BlockComponentPlayerDestroyEvent</code> renamed to <code>BlockComponentPlayerBreakEvent</code> </li> <li> <code>PlayerPlaceBlockBeforeEvent</code> <br> - <code>permutationBeingPlaced</code> renamed to <code>permutationToPlace</code> </li> <li> <code>BlockCustomComponent</code> <br> - <code>onPlayerDestroy</code> renamed to <code>onPlayerBreak</code> </li> <li>Added <code>lookAt</code> method on <code>Entity</code> </li> <li>Added <code>customComponentParameters: CustomComponentParameters</code> to <code>ItemCustomComponentInstance</code> </li> <li>Added <code>customComponentParameters: CustomComponentParameters</code> to <code>BlockCustomComponentInstance</code> </li> <li>Custom components V2 now support assigning string, array, object, bool, or number</li> <li> <code>GameMode</code> enum member names changed<br> - <code>survival</code> renamed to <code>Survival</code> <br> - <code>creative</code> renamed to <code>Creative</code> <br> - <code>adventure</code> renamed to <code>Adventure</code> <br> - <code>spectator</code> renamed to <code>Spectator</code> </li> </ul> <h3 id="user-content-%60%40minecraft%2Fserver-ui%60-2.0.0"> <code>@minecraft/server-ui</code> 2.0.0</h3> <p><code>@minecraft/server-ui</code> 2.0.0 is now released, <code>2.1.0-beta</code> is the new beta version for <code>@minecraft/server-ui</code>.</p> <h3 id="h_01JSF2958ZKCBQ5J0D0NF53T3D">Blocks</h3> <ul> <li>Add a parameter to the culling rules schema to disable culling against full and opaque blocks <ul> <li>"condition" field is now optional.</li> <li>removed "default" as a value for "condition" field in the culling rules schema.</li> <li>added new optional "cull_against_full_and_opaque" boolean field in the culling rules schema. <ul> <li>if not specified, it will be set to true</li> <li>if set to "false" culling against full and opaque blocks will not be considered</li> </ul> </li> </ul> </li> <li>When custom components v2 experiment is enabled, custom components can be assigned string, array, object, bool, or number</li> </ul> <div class="copy-btn-container"> <pre class="hljs"><code>"components": { "example_namespace:example_component": "foo",<br> "example_namespace:example_component2": 4,<br> "example_namespace:example_component3": [ "hello", "world" ],<br> "example_namespace:example_component4": true,<br> "example_namespace:example_component5": { "stuff": 4 },} </code></pre> </div> <ul> <li>Custom components v2 experiment no longer required to use custom components v2</li> <li>Custom components v2 is available in JSON versions 1.21.90 and higher</li> <li>"minecraft:custom_components" deprecated in 1.21.90</li> <li>The "minecraft:material_instances" component will no longer produce a content error if the "*" material is missing</li> </ul> <h3 id="h_01JSF2958ZA4NKBSJ3WTPS7FCG">Commands</h3> <ul> <li>Added integer overflow detection in <code>/scoreboard players operation</code> for +=, -=, *=, /= and %=. Original value will be retained when overflow is detected.</li> </ul> <h3 id="user-content-components">Components</h3> <ul> <li>Fixed incorrect warnings for using valid older block ids with "minecraft:block_placer" component</li> <li>Added the <code>"minecraft:remove_in_peaceful"</code> component: <ul> <li>Determines whether an entity should despawn on "Peaceful" difficulty</li> </ul> </li> <li>Content warnings will log missing texture references for "minecraft:material_instances" block component</li> <li>Added the "minecraft:leashable_to" component: <ul> <li>Allows players to leash entities to the owner entity, retrieve those already leashed, or free them using shears</li> <li>Players can leash entities to the owner entity by sneaking and interacting while having entities leashed to themselves</li> <li>The "can_retrieve_from" field determines whether players can retrieve entities leashed to the owner entity</li> </ul> </li> <li>Added new fields to the "minecraft:leashable" component: <ul> <li>"can_be_cut": Determines whether players can cut both incoming and outgoing leashes by using shears on the entity</li> <li>"spring_type": A "presets" subfield that defines the type of spring-like force pulling the entity toward its leash holder <ul> <li>Available values: <ul> <li>"bouncy": Simulates a highly elastic spring that never reaches equilibrium if the leashed entity is suspended mid-air</li> <li>"dampened": Simulates a dampened spring attached to the front of the leashed entity’s collision that reaches equilibrium if the entity is suspended mid-air and aligns with its movement direction.</li> <li>"quad_dampened": Simulates four dampened springs connected to the center of each side of the entity's collision that reaches equilibrium if the entity is suspended mid-air and gradually aligns with the leash holder over time</li> </ul> </li> </ul> </li> <li>"rotation_adjustment": A "presets" subfield that adjusts the rotation at which the entity reaches equilibrium</li> </ul> </li> </ul> <h3 id="user-content-editor">Editor</h3> <ul> <li>Adding a toggle to the Smart Fill tool to allow the user to select if operations should be limited to the selected blocks only</li> <li>Added 'Show Locator Bar' to export/Upload To Realms options</li> <li>Added exported world file path to the log panel after successful world export</li> <li>Updated movement controls for Tool mode <ul> <li>Changed default up/down keys to E and Q, Shift and Space are no longer defaults</li> <li>Changed cursor settings mouse mode toggle shortcut from C to T key</li> <li>Mouse Scroll now zooms toward the cursor. Updated fixed cursor mode offset to use Shift + Scroll</li> <li>Added middle-click drag to pan in the XZ plane</li> <li>Added Z and C keys to orbit around the existing block cursor</li> <li>Added SHIFT+Z and SHIFT+C keys to orbit around the existing selection</li> </ul> </li> <li>Updated Action Bar items to open automatically once added to Action Bar list</li> <li>Updated the default UI scale changed to 75% for resolutions that support it. Resolutions that do not support it use a default of 100%.</li> <li>Updated Download from Realms to provide the user with the directory the world was downloaded to.</li> <li>Updated Workbench tool to enable block modification outside of selection.</li> <li>Updated Freehand Selection carve mode so that if there's already a freehand selection, user can just hold CTRL to remove blocks without resetting it. Previously, this required SHIFT & CTRL to be held together</li> <li>Fixed a bug to ensure the Terrain Tool's indicator appears after mouse click</li> <li>Fixed a bug where a player could incorrectly load another player's hotbar setting in a multiplayer session after re-entering a game</li> <li>Fixed a bug that was causing property pane item additions to not update properly on the UI <ul> <li>Whenever a property item or sub-pane is added, the parent pane is automatically notified and refreshed.</li> <li>Introduced optional <code>beginConstruct</code> and <code>endConstruct</code> functions in the IPropertyPane API to delay notifications until the entire pane is constructed. This improves performance by reducing unnecessary notifications.</li> </ul> </li> <li>Fixed a bug where modals with large text couldn't scroll</li> <li>Fixed a bug causing the grapple camera transition to stutter</li> </ul> <h3 id="user-content-entity-components">Entity Components</h3> <ul> <li>Added "minecraft:body_rotation_always_follows_head" entity component <ul> <li>Ensures the entity's body is always aligned with the head</li> <li>Does not override the "minecraft:body_rotation_blocked" component</li> </ul> </li> </ul> <h3 id="user-content-experiments">Experiments</h3> <ul> <li>Custom Components v2 experiment removed. Custom Components v2 is enabled when using <code>@minecraft/server</code> version <code>2.0.0</code> and above.</li> </ul> <h3 id="h_01JSF295905J86B8Q9T17ZDG14">Items</h3> <ul> <li>When using Custom Components v2, custom components can be assigned string, array, object, bool, or number</li> </ul> <div class="copy-btn-container"> <pre class="hljs"><code>"components": { "example_namespace:example_component": "foo", <br>"example_namespace:example_component2": 4, <br>"example_namespace:example_component3": [ "hello", "world" ], <br>"example_namespace:example_component4": true, <br>"example_namespace:example_component5": { "stuff": 4 },} </code></pre> </div> <ul> <li>Custom components v2 experiment no longer required to use custom components v2</li> <li>Custom components v2 is available in JSON versions 1.21.90 and higher</li> <li>"minecraft:custom_components" deprecated in 1.21.90</li> </ul> <h3 id="user-content-molang">Molang</h3> <ul> <li>Fixed query.health in resource packs to return 0 for the Wither once it has died</li> </ul> <h3 id="user-content-network-protocol">Network Protocol</h3> <ul> <li>Added ActorFlags::BODY_ROTATION_ALWAYS_FOLLOWS_HEAD</li> </ul> <h2 id="user-content-experimental-technical-updates">Experimental Technical Updates</h2> <h3 id="h_01JSF29590HNQ5PVY1B3S01GZ8">API</h3> <h3 id="user-content-%60%40minecraft%2Fserver%60-2.1.0-beta"> <code>@minecraft/server</code> 2.1.0-beta</h3> <ul> <li>Custom Command registration will create an alias from the command name without the namespace. <br> - If the name has already been claimed, then the alias will not be created and a content log warning will appear.</li> <li>Removed unused classes: <code>EntityIterator</code>, <code>EntityTypeIterator</code>, <code>FilterGroup</code>, and <code>PlayerIterator</code> </li> <li>Added class <code>PlayerHotbarSelectedSlotChangeAfterEvent</code>. This will be triggered every time the hotbar slot changes.</li> <li>Added enum <code>PlayerInventoryType</code>.</li> <li>Added class <code>PlayerInventoryItemChangeAfterEvent</code>. This will be triggered every time an item changes in the player's inventory. This includes the 27 inventory slots and 9 for hotbar.</li> <li>Updated class <code>Container</code><br> - <code>reverseFind</code> has been renamed to <code>findLast</code>. <br> - <code>contains</code> now returns undefined if it fails to find the item. <br> - <code>firstEmptySlot</code> now returns undefined if it fails to find an empty slot. <br> - <code>firstItem</code> now returns undefined if it fails to find the item. <br> - <code>find</code> now returns undefined if it fails to find the item. <br> - <code>reverseFind</code>now returns undefined if it fails to find the item.</li> <li>Added <code>stopSound</code> and <code>stopAllSounds</code> to <code>Dimension</code> and <code>Player</code> </li> </ul> <h3 id="user-content-%60%40minecraft%2Fdebug-utilities%60-1.0.0-beta"> <code>@minecraft/debug-utilities</code> 1.0.0-beta</h3> <ul> <li>Added new Debug Drawing feature<br> - Added new classes: <code>DebugArrow</code>, <code>DebugBox</code>, <code>DebugCircle</code>, <code>DebugDrawer</code>, <code>DebugLine</code>, <code>DebugShape</code>, <code>DebugSphere</code>, <code>DebugText</code>. <br> - Added new global object for accessing and using this new feature: <code>debugDrawer: DebugDrawer</code>.</li> </ul>
Community<p>In this week’s snapshot leads are getting new mechanics making it possible to leash mobs together or leash them to entities like boats! Now you can travel the desert with your own camel caravan or airlift your treasures in a boat with chest attached to your happy ghast. Moving villagers have never been easier! As you are soaring through the skies you will see that the clouds render infinitely.</p> <h2 id="h_01JRYYSPYCD7XZSE14A03XF2D2">Changes</h2> <ul> <li>Changed leash mechanics</li> <li>Changed Elytra so that while gliding, using a firework will only be used as a boost even if placed on a block</li> <li>Clouds now exist all the way to the horizon</li> <li>Reverted the fix for <a href="https://bugs.mojang.com/browse/MC-101556">MC-101556</a>: Nether Portal teleport range is too large (equivalent to a full block)</li> </ul> <blockquote> <p><strong>Developer's Note</strong>: <em>After consideration, we have decided to revert this change as it came in quite late in the snapshot cycle and unintentionally broke some functionality that our community were relying on. We'd like to revisit this at some point when we have time to deal with the issues that showed up due to this change</em></p> </blockquote> <h3 id="h_01JRYYSPYC0JVHX3A7S428VQ0V">Leash changes</h3> <ul> <li>Leashes are now rendered twice as thick, to match bedrock</li> <li>Leashes can now be used to leash two mobs together <ul> <li>Sneak-interact on any mob while holding a bunch of leashed mobs will leash these mobs to the interacted entity</li> <li>You now cannot leash anything to itself</li> </ul> </li> <li>If the re-leashing an entity would result in immediate leash snapping due to distance, the re-leashing would not happen</li> <li>Leashes can be snipped from an entity when interacting them with Shears <ul> <li>This applies to its own leash connection as well as all entities attached to it</li> <li>Dispensers can now snip leashes from entities in front of them when they are equipped with Shears</li> </ul> </li> <li>Improved leash mechanics, with reworked leash physics, allowing for more stable leash connection, especially when leashed entities are not on ground <ul> <li>When dragged on the leash, leashed objects will now orient themselves towards the leasher</li> <li>Using a firework rocket when flying with leashed entities will now break the leash connections</li> </ul> </li> <li>When leashing an already leashed mob, the current leash will now snap and a player will re-leash the object to yourself <ul> <li>You cannot steal leashed entities from other players</li> </ul> </li> <li>Interactions with a Leash Knot and Fence Blocks have changed: <ul> <li>When interacting with a Leash Knot or a Fence Block, if there are any player-leashed entities in range of the leash knot, they will be re-leashed to the Leash Knot or a Fence Block</li> <li>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</li> <li>If there is nothing left attached to the Leash Knot, it disappears</li> <li>Sneak-interact can only result in attaching of the player mobs to the fence</li> <li>Interacting with Shears or punching the Leash Knot will result in all current connections broken</li> </ul> </li> <li>Boats and large mobs that can be leashed, but cannot fit in the boat (Horses, Donkey, Mule, Camel and Sniffer) can now be leashed in a special 4-leash configuration to the Happy Ghast <ul> <li>Happy Ghast will also present a custom layer when its leashing something using a quad connection</li> <li>Leashed in quad connection are now rendered without slack</li> </ul> </li> <li>Leash snapping distance has been changed from 10 to 12 blocks <ul> <li>The distance between centers of entities bounding boxes, rather than their feet is used to determine the distance between two leashed entities</li> <li>Happy Ghast leash is now longer - with free roaming distance of 10 blocks and leash snapping at 16 blocks</li> </ul> </li> </ul> <h2 id="h_01JRYYSPYCDS9DZT5FYN7MPZ8C">Technical Changes</h2> <ul> <li>The Data Pack version is now 73</li> <li>The Resource Pack version is now 57</li> </ul> <h2 id="h_01JRYYSPYC9YEBWKXQP0EB50XG">Data Pack Version 73</h2> <h3 id="h_01JRYYSPYCSVM1GCSZ1F128ZZM">Data Components</h3> <h4 id="h_01JRYYSPYC4SCNHMS5GTF1Y8EH"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">painting/variant</span> Item Component</h4> <ul> <li>No longer accepts inline variants</li> </ul> <h2 id="h_01JRYYSPYCEEQ75YTW36HGTG7N">Resource Pack Version 57</h2> <ul> <li>All core shader uniforms are now uniform blocks</li> <li>The cloud texture (<span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">clouds.png</span>) can no longer be colored</li> <li>Block Model rotations are no longer limited to multiplies of <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">22.5</span> </li> </ul> <h3 id="h_01JRYYSPYCJTP2J5ZSS3P86JJ2">Block Models</h3> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">elements[].rotation.angle</span> value in block models is no longer limited to multiplies of <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">22.5</span> degrees and can now be any angle from <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">-45</span> to <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">+45</span> </li> </ul> <h3 id="h_01JRYYSPYC9473KB7RF18QDZBJ">Shaders & Post-process Effects</h3> <blockquote> <p><strong>Developer's Note</strong>: <em>Although it is possible in Resource Packs, overriding Core Shaders is considered as unsupported and not an intended Resource Pack feature. These shaders exist as part of the internal implementation of the game, and as such, may change at any time as the game's internals evolve. We understand that overriding Core Shaders is used for very cool Resource Pack features, many of which lack supported alternatives. We would like to provide better, supported alternatives in the future.</em></p> </blockquote> <ul> <li>All built-in uniforms are now uniform blocks instead of opaque loose uniforms</li> <li>Custom uniforms provided to post-process shaders are now uniform blocks</li> <li>Uniform definitions inside json files are now per-block</li> </ul> <h4 id="h_01JRYYSPYCNXMDTQV7Z1CE756X">Post-process Effect Definitions</h4> <ul> <li>Entries in the <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">targets</span> map have been expanded to support new properties <ul> <li>New optional boolean field: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">persistent</span> (default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">false</span>) <ul> <li>If <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">true</span>, this render target will be persistent across frames</li> <li>The contents of the target will be cleared when the screen is resized</li> </ul> </li> <li>New optional field: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">clear_color</span> (default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">[0, 0, 0, 0]</span>) <ul> <li>Format: integer ARGB value, or float array in order <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">[R, G, B, A]</span> </li> <li>When this target is created or cleared, it will be filled with this color</li> </ul> </li> </ul> </li> <li>The <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">uniforms</span> values is now a list-per-block, instead of a global list <ul> <li>e.g. <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">uniforms: { "UniformBlockName": [ { "type": "vec2", "value": [...] } ] }</span> <ul> <li>The order of uniforms in a block <strong>must</strong> match the order in the shader</li> </ul> </li> </ul> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">name</span> as part of a uniform definition is no longer used <ul> <li>We encourage setting it to help keep the json file organized/readable, but the game won't use it</li> </ul> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">value</span> as part of a uniform definition replaces the old <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">values</span>, and the type depends on the <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">type</span> field <ul> <li>This field is required</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">"type": "int"</span> needs <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">"value": 123</span> (a single int)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">"type": "float"</span> needs <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">"value": 123.4</span> (a single float)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">"type": "vec2"</span> needs <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">"value": [1.2, 3.4]</span> (two floats)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">"type": "vec3"</span> needs <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">"value": [1.2, 3.4, 5.6]</span> (three floats)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">"type": "ivec3"</span> needs <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">"value": [1, 2, 3]</span> (three ints)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">"type": "vec4"</span> needs <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">"value": [1.2, 3.4, 5.6, 7.8]</span> (four floats)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">"type": "matrix4x4"</span> needs <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">"value": [1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, </span><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">14.0, 15.0, 16.0]</span> (four rows of four columns of floats)</li> </ul> </li> <li>We do not validate that the uniform block is valid for a given shader, giving incorrect information will cause undefined and funky behavior</li> </ul> <h4 id="h_01JRYYSPYCSZ2C656RW9TZYGQT">Post-process Effect Shaders</h4> <ul> <li>Instead of every uniform being an individual opaque type, they are now grouped in uniform blocks <ul> <li>They will be set according to the pass definition in the json file, and may be shared across both vertex and fragment shaders</li> </ul> </li> <li>The list of sizes (all <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">vec2 *Size</span> uniforms) are now replaced with a single <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">SamplerInfo</span> uniform block <ul> <li>This contains, <em>in order</em>, the size of the output texture followed by the size every input texture</li> <li>The order of textures in the definition file will dictate the order of samplers in this uniform</li> <li>For most post chains this is just <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">OutSize</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">InSize</span> as before</li> <li>All sizes are <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">vec2</span> </li> </ul> </li> </ul> <h5 id="h_01JRYYSPYCBDHYK4ZYZ7AKN3M6"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">post/bits.fsh</span></h5> <ul> <li>Expects a <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">BitsConfig</span> of <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">float Resolution</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">float MosaicSize</span> </li> </ul> <h5 id="h_01JRYYSPYCBAA8PM0HF5PX6JEH"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">post/blit.fsh</span></h5> <ul> <li>Expects a <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">BlitConfig</span> of <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">vec4 ColorModulate</span> </li> </ul> <h5 id="h_01JRYYSPYCXKG53WAW6JQX6VJ2"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">post/blur.vsh</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">post/box_blur.fsh</span> </h5> <ul> <li>Expects a <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">BlurConfig</span> of <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">vec2 BlurDir</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">float Radius</span> </li> </ul> <h5 id="h_01JRYYSPYCAACSS69H0S1AQ4CW"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">post/color_convolve.fsh</span></h5> <ul> <li>Expects a <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">ColorConfig</span> of <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">vec3 RedMatrix</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">vec3 GreenMatrix</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">vec3 BlueMatrix</span> </li> </ul> <h5 id="h_01JRYYSPYCQ2T9V0KGETJ0TH43"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">post/invert.fsh</span></h5> <ul> <li>Expects a <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">InvertConfig</span> of <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">float InverseAmount</span> </li> </ul> <h5 id="h_01JRYYSPYCNHXFBN3TF8BC51B7"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">post/rotscale.vsh</span></h5> <ul> <li>Expects a <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">RotScaleConfig</span> of <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">vec2 InScale</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">vec2 InOffset</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">float InRotation</span> </li> </ul> <h5 id="h_01JRYYSPYCH9JSBQSYH5M7FKGD"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">post/spiderclip.fsh</span></h5> <ul> <li>Expects a <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">SpiderConfig</span> of <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">vec4 Scissor</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">vec4 Vignette</span> </li> </ul> <h4 id="h_01JRYYSPYC6QDCFT17QG5TPKP6"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">Globals</span> Uniform Block</h4> <ul> <li>Available through <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">#moj_import <minecraft:globals.glsl></span> for convenience</li> <li>Most shaders are able to receive this uniform block, even if they don't normally use it</li> <li>Contains <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">ScreenSize</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">GlintAlpha</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">GameTime</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">MenuBlurRadius</span> (new) <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">MenuBlurRadius</span> is the blur radius of the background when a menu is open</li> </ul> </li> </ul> <h4 id="h_01JRYYSPYC5M4603AHSZV2PHJM"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">Fog</span> Uniform Block</h4> <ul> <li>Available through <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">#moj_import <minecraft:fog.glsl></span> for convenience</li> <li>Most shaders are able to receive this uniform block, even if they don't normally use it</li> <li>Contains <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FogColor</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FogShape</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FogStart</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FogEnd</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FogSkyEnd</span> (new) and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FogCloudsEnd</span> (new) <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FogSkyEnd</span> is new and represents where the fog should end when drawing for the sky</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FogCloudsEnd</span> is new and represents where the fog should end when drawing the clouds</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FogEnd</span> is the "normal" fog cutoff as before</li> </ul> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">FOG_IS_SKY</span> is now available to the <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">position.vsh</span>/<span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">position.fsh</span> shaders when they are rendering for the sky</li> </ul> <h4 id="h_01JRYYSPYD5K5E8HY7RH8PWGZQ"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">Projection</span> Uniform Block</h4> <ul> <li>Available through <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">#moj_import <minecraft:projection.glsl></span> for convenience</li> <li>Most shaders are able to receive this uniform block, even if they don't normally use it</li> <li>Contains <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">ProjMat</span> with no changes</li> </ul> <h4 id="h_01JRYYSPYDN3J9Z7HEGNPZBWZA"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">DynamicTransforms</span> Uniform Block</h4> <ul> <li>Available through <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">#moj_import <minecraft:dynamictransforms.glsl></span> for convenience</li> <li>Is no longer available to shaders that do not normally use it</li> <li>Contains <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">ModelViewMat</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">ColorModulator</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">ModelOffset</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">TextureMat</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">LineWidth</span> <ul> <li>These are very likely to change in the near future</li> <li>The values of some of these are often hard coded and may not make sense for a given shader, ie <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">LineWidth</span> in any non-line based pipeline</li> </ul> </li> </ul> <h4 id="h_01JRYYSPYD5R0ETBGPWDHGB8DF"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">Lighting</span> Uniform Block</h4> <ul> <li>Available through <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">#moj_import <minecraft:light.glsl></span> for convenience</li> <li>Most shaders are able to receive this uniform block, even if they don't normally use it <ul> <li>The values may not make sense if the shader wouldn't normally expect it, however</li> </ul> </li> <li>Contains <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">Light0_Direction</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">Light1_Direction</span> </li> </ul> <h4 id="h_01JRYYSPYDRP1RPHFBPERK3BW4"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">CloudInfo</span> Uniform Block</h4> <ul> <li>Only available to the clouds shaders (<span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">rendertype_clouds.vsh</span>/<span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">rendertype_clouds.fsh</span>) <ul> <li>Contains <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">CloudColor</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">CloudOffset</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">CellSize</span> (new) <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">CellSize</span> contains the size of an individual cloud cell</li> </ul> </li> </ul> </li> </ul> <h4 id="h_01JRYYSPYD69C8JP6A0T48YR5J"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">LightmapInfo</span> Uniform Block</h4> <ul> <li>Only available to the lightmap shader (<span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">lightmap.fsh</span>)</li> <li>Contains <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">AmbientLightFactor</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">SkyFactor</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">BlockFactor</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">UseBrightLightmap</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">NightVisionFactor</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">DarknessScale</span>, <br><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">DarkenWorldFactor</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">BrightnessFactor</span>, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">SkyLightColor</span> with no change in behavior</li> </ul> <h2 id="h_01JRYZ13SC2H1RVVEX42GBJBV2">Fixed bugs in 25w16a</h2> <ul> <li> <a href="https://bugs.mojang.com/browse/MC-104231">MC-104231</a> - Loading a custom structure doesn't load rails correctly</li> <li> <a href="https://bugs.mojang.com/browse/MC-277369">MC-277369</a> - The draft report icon isn't initially visible when saving a report as a draft</li> <li> <a href="https://bugs.mojang.com/browse/MC-277370">MC-277370</a> - The draft report icon doesn't initially disappear when a report is discarded</li> <li> <a href="https://bugs.mojang.com/browse/MC-279515">MC-279515</a> - The game stalls when running the "/test clearall" command with large radiuses</li> <li> <a href="https://bugs.mojang.com/browse/MC-280297">MC-280297</a> - The volume level between grass and dirt is inconsistent</li> <li> <a href="https://bugs.mojang.com/browse/MC-293754">MC-293754</a> - Minecraft causes OpenGL errors occasionally</li> <li> <a href="https://bugs.mojang.com/browse/MC-295395">MC-295395</a> - Entities interact differently with nether portals</li> <li> <a href="https://bugs.mojang.com/browse/MC-295677">MC-295677</a> - Title screen fades in from black after closing the "Welcome to Minecraft" screen</li> <li> <a href="https://bugs.mojang.com/browse/MC-295895">MC-295895</a> - 1.21.5 breaks minecart behavior when travelling through nether portals</li> <li> <a href="https://bugs.mojang.com/browse/MC-295944">MC-295944</a> - Reloading a professionless zombie villager causes it to gain random profession clothing</li> <li> <a href="https://bugs.mojang.com/browse/MC-296099">MC-296099</a> - Nether portal collision is or isn't working depending on the cardinal direction</li> <li> <a href="https://bugs.mojang.com/browse/MC-296121">MC-296121</a> - ClientboundLevelChunkPacketData buffer size is too big</li> <li> <a href="https://bugs.mojang.com/browse/MC-296348">MC-296348</a> - NoAI:1b mobs cannot be ridden in 1.21.5+</li> <li> <a href="https://bugs.mojang.com/browse/MC-296353">MC-296353</a> - Potions, tipped arrows, and dyed leather armor render with missing or incorrect colors in the inventory</li> <li> <a href="https://bugs.mojang.com/browse/MC-296355">MC-296355</a> - Characters in front of the cursor render one pixel too far to the left</li> <li> <a href="https://bugs.mojang.com/browse/MC-296356">MC-296356</a> - Hitbox rendering in GUIs is broken</li> <li> <a href="https://bugs.mojang.com/browse/MC-296357">MC-296357</a> - Happy ghasts produce footstep sounds when flying close above blocks</li> <li> <a href="https://bugs.mojang.com/browse/MC-296358">MC-296358</a> - A player in Spectator mode on top of a happy ghast makes it stop moving</li> <li> <a href="https://bugs.mojang.com/browse/MC-296363">MC-296363</a> - Scrolling in the experiments screen does not move the positions where the buttons can be selected</li> <li> <a href="https://bugs.mojang.com/browse/MC-296365">MC-296365</a> - Block placing sounds are played when the block states of completely unhydrated dried ghasts are changed</li> <li> <a href="https://bugs.mojang.com/browse/MC-296366">MC-296366</a> - Kicked for flying while flying happy ghast</li> <li> <a href="https://bugs.mojang.com/browse/MC-296367">MC-296367</a> - The enchantment glint in the inventory appears on all items of the same type</li> <li> <a href="https://bugs.mojang.com/browse/MC-296373">MC-296373</a> - The side faces of dried ghast tentacles aren’t culled when covered by blocks</li> <li> <a href="https://bugs.mojang.com/browse/MC-296376">MC-296376</a> - Sounds produced by ghastlings can be heard from too far away</li> <li> <a href="https://bugs.mojang.com/browse/MC-296381">MC-296381</a> - Dried Ghasts always face north in world generation</li> <li> <a href="https://bugs.mojang.com/browse/MC-296382">MC-296382</a> - Filled maps are blurry</li> <li> <a href="https://bugs.mojang.com/browse/MC-296401">MC-296401</a> - Harnesses are not sorted correctly in the Creative Inventory</li> <li> <a href="https://bugs.mojang.com/browse/MC-296419">MC-296419</a> - Spectators' names in multiplayer tab list render improperly compared to 1.21.5</li> <li> <a href="https://bugs.mojang.com/browse/MC-296426">MC-296426</a> - Text background lacks opacity over hotbar icons</li> <li> <a href="https://bugs.mojang.com/browse/MC-296427">MC-296427</a> - Happy ghasts move/spin erratically when leashed to a fence</li> <li> <a href="https://bugs.mojang.com/browse/MC-296434">MC-296434</a> - Unable to see items when hovering over them inside of a bundle</li> <li> <a href="https://bugs.mojang.com/browse/MC-296437">MC-296437</a> - Items render behind effect icons and recipe book inside of the inventory</li> <li> <a href="https://bugs.mojang.com/browse/MC-296444">MC-296444</a> - Blur is applied to resource pack icons</li> <li> <a href="https://bugs.mojang.com/browse/MC-296465">MC-296465</a> - Highlighting text on a sign causes it to override the sign background</li> <li> <a href="https://bugs.mojang.com/browse/MC-296467">MC-296467</a> - Item tooltips cause items behind it to not render</li> <li> <a href="https://bugs.mojang.com/browse/MC-296470">MC-296470</a> - Items render behind text in anvils</li> <li> <a href="https://bugs.mojang.com/browse/MC-296471">MC-296471</a> - Hud is now hidden while in bed resulting in delayed hud rendering</li> <li> <a href="https://bugs.mojang.com/browse/MC-296517">MC-296517</a> - The menu panorama turns gray when the switching realm worlds interface is open</li> <li> <a href="https://bugs.mojang.com/browse/MC-296518">MC-296518</a> - Text inside the middle of the java realms information box completely disappears when selected</li> <li> <a href="https://bugs.mojang.com/browse/MC-296524">MC-296524</a> - Server and singleplayer world icons are blurry</li> <li> <a href="https://bugs.mojang.com/browse/MC-296638">MC-296638</a> - Clocks, compasses, and lodestone compasses do not render enchantment glint in certain display contexts when using Fabulous! graphics</li> </ul> <p> </p> <h2 id="h_01JRYYSPYDP9YX9XM8TV4842EF">Get the Snapshot</h2> <p>Snapshots are available for Minecraft: Java Edition. To install the Snapshot, open up the <a href="https://www.minecraft.net/content/minecraft-net/language-masters/download">Minecraft Launcher</a> and enable snapshots in the "Installations" tab.</p> <p><strong>Testing versions can corrupt your world, so please backup and/or run them in a different folder from your main worlds.</strong></p> <p>Cross-platform server jar:</p> <ul> <li><a href="https://piston-data.mojang.com/v1/objects/3d8223843a659d8ebc33459864ba02b34485ea11/server.jar">Minecraft server jar</a></li> </ul> <p>Report bugs here:</p> <ul> <li> <a href="https://bugs.mojang.com/projects/MC/summary">Minecraft issue tracker</a>!</li> </ul> <p>Want to give feedback?</p> <ul> <li>For any feedback and suggestions, head over to the <a href="https://feedback.minecraft.net/">Feedback site</a>. If you're feeling chatty, join us over at the <a href="https://discordapp.com/invite/minecraft">official Minecraft Discord</a>.</li> </ul> <p> </p>
Community<p><strong>Posted:</strong> 15 April 2025</p> <p><span class="wysiwyg-font-size-x-large"><strong>Information on Minecraft Preview and Beta:</strong></span></p> <ul> <li>These work-in-progress versions can be unstable and may not be representative of final version quality</li> <li>Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at <a href="https://aka.ms/PreviewFAQ" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/PreviewFAQ (Opens in new window or tab)">aka.ms/PreviewFAQ</a> </li> <li>The beta is available on Android (Google Play). To join or leave the beta, see <a href="https://aka.ms/JoinMCBeta" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/JoinMCBeta (Opens in new window or tab)">aka.ms/JoinMCBeta</a> for detailed instructions</li> </ul> <p>It's time for another Preview and Beta! For the full list of goodies, browse the changelog below. And as always, we’re keen to get your feedback on these new features at <a href="https://feedback.minecraft.net/" target="_blank" rel="noopener noreferrer" aria-label="feedback.minecraft.net (Opens in new window or tab)">feedback.minecraft.net</a>, and you can report any bugs at <a href="https://bugs.mojang.com/" target="_blank" rel="noopener noreferrer" aria-label="bugs.mojang.com (Opens in new window or tab)">bugs.mojang.com</a>.<br><br><strong>Note:</strong> The features outlined in today's article <a href="https://www.minecraft.net/en-us/article/unleash-your-imagination">Unleash Your Imagination</a> are coming soon to Bedrock Beta & Preview.</p> <p> </p> <h2 id="user-content-features-and-bug-fixes">Features and Bug Fixes</h2> <h3 id="user-content-blocks">Blocks</h3> <ul> <li>Dried Ghast blocks no longer generate with the "Drop 2 2025" experiment turned off (<a href="https://bugs.mojang.com/browse/MCPE-199218" target="_blank" rel="noopener noreferrer" aria-label="MCPE-199218 (Opens in new window or tab)">MCPE-199218</a>)</li> </ul> <h3 id="user-content-bundles">Bundles</h3> <ul> <li>Empty open Bundle icon now renders correctly when Bundles are tapped with Touch Controls</li> </ul> <h3 id="user-content-stability-and-performance">Stability and Performance</h3> <ul> <li>Fixed bugs causing marketplace addon content to sometimes not load in a world</li> </ul> <h3 id="user-content-realms">Realms</h3> <ul> <li>Realms Server Hosting Region Preference Selection: <ul> <li>Added a new "Advanced" tab to the Realms settings screen</li> <li>In the advanced tab, Realm owners can select which datacenter region they would like to host their Realm in</li> <li>Options include a list of regions, or allowing the Realms service to automatically select the best region for the Realm owner or the first player to join the Realm in a given session</li> <li>Note that this selection is a preference only and due to server capacity, your Realm may be hosted in a different region than selected</li> <li>In that case, the next closest region to your preference will be selected</li> <li>Added a message during joining a Realm to indicate which server region your Realm is assigned to for that session</li> <li>More information will be shared about Realms server hosting with the next full release</li> <li>Known issue: The "set region help" help article has not been published yet, so that button will link to the Minecraft help site home page</li> </ul> </li> </ul> <h2 id="user-content-technical-updates">Technical Updates</h2> <h3 id="h_01JRX0A2KWPMHK4W29YWN5HV2Y">Stability and Performance</h3> <ul> <li>Fixed a crash caused by buffer overrun in the data driven renderer when multiple values wrote to overlay color</li> <li>Fixed null pointer de-referencing crash in chunk rendering</li> </ul> <h3 id="user-content-structures">Structures</h3> <ul> <li>Data-driven Jigsaw Structures have been put back behind the experimental toggle</li> </ul> <h2 id="user-content-experimental-features">Experimental Technical Features</h2> <h3 id="user-content-graphical">Graphical</h3> <ul> <li>Updated the format of "lighting/global.json" to include support for controlling the new End light flash in Vibrant Visuals. The "directional_lights" section now has two groups: "orbital", which contains the lighting information around the sun and moon, and "flash", which contains information about the End light flash. The "flash" section supports an "illuminance" field which controls the max illuminance of the End light flash, and a "color" field, which controls the color of the flash. Example JSON with this new format follows:</li> </ul> <div class="copy-btn-container"> <pre class="hljs"><code>{ "format_version": "1.21.80", "minecraft:lighting_settings": { "description": { "identifier": "minecraft:default_lighting" }, "directional_lights": { "orbital": { "sun": { "illuminance": { "0.0": 1.0, }, "color": { "0.0": [ 255, 255, 0 ] } }, "moon": { "illuminance": { "0.0": 1.0, }, "color": { "0.0": [ 0, 0, 255 ] } }, "orbital_offset_degrees": 5.0 }, "flash": { "illuminance": 1.0, "color": [ 255, 0, 255 ] } }, "emissive": { "desaturation": 0.2 }, "ambient": { "color": "#FFFFFF", "illuminance": 0.4 }, "sky": { "intensity": 0.8 } } } </code></pre> </div>
Community<p>Snapshot on a Tuesday? Yes! From now on we will be moving snapshots to the same weekday as full releases, Tuesdays.</p> <p>This week we are releasing the first snapshot of the second game drop of 2025, including the happy ghast, ghastling, dried ghast and ghast harness. Experience soaring new gameplay thanks to the happy ghast, and discover how to raise one of your own – from retrieving a dried ghast block from the Nether to submerging it in water in the Overworld to spawn a ghastling. We are also adding the locator bar to Java this week, you can finally easily find your friends when you are out adventuring.</p> <p>Take your first test flight with the happy ghast, craft your own dried ghast – and send us your <a href="https://feedback.minecraft.net/hc/en-us/community/topics/35301401438605-Upcoming-Game-Drop-Features?sort_by=votes">feedback</a>!</p> <h2 id="h_01JRT4PBGNHJ9NHQ4XK47P4GXW">New Features</h2> <ul> <li>Added Dried Ghast block</li> <li>Added Happy Ghast mob</li> <li>Added Harness items</li> <li>Added new advancements</li> </ul> <h3 id="h_01JRT4PBGN9PF5A07SHYKWJR6Z">Dried Ghast block</h3> <ul> <li>Can be found in the Nether in Nether Fossil structures</li> <li>Is crafted with 1 Bone Block and 8 Ghast Tears</li> <li>When waterlogged it undergoes 3 state changes over about 20 minutes until it spawns a Ghastling mob</li> <li>Makes sounds and shows particles depending on the state</li> <li>If mined during the waterlogging, it will revert to its “dry” state regardless of what state it has reached during waterlogging</li> <li>Will revert states back to its initial “dry” state when it is taken away from being waterlogged, using the same time scale</li> </ul> <h3 id="h_01JRT4PBGN3KKHEXEAFG9S9TW8">Happy Ghast mob</h3> <h4 id="h_01JRT4PBGNRFCK66QJAXP468FM">Ghastling</h4> <ul> <li>Ghastling is a young version of the Happy Ghast mob</li> <li>Spawns from a Dried Ghast block that has continuously been waterlogged for about 20 minutes</li> <li>After spawning, the Ghastling will try and follow: <ul> <li>Players within a 16-block radius or</li> <li>An adult, non-aquatic passive mob (and some neutral mobs) within a 16-block radius</li> </ul> </li> <li>If no player or suitable mob is close around the Ghastling will idle around within 32 blocks from its home position (where it spawned or last was interacted with) <ul> <li>It will reset its home position if it is moved more than 16 blocks away from the border of its home area</li> </ul> </li> <li>Can be tempted and fed using Snowballs</li> <li>Will grow up into a Happy Ghast after about 20 minutes (or faster if fed Snowballs)</li> </ul> <h4 id="h_01JRT4PBGNN778Q332PBXD6QNY">Happy Ghast</h4> <ul> <li>The adult Happy Ghast is a new flying mount that can carry up to four players</li> <li>Grows up from a Ghastling after about 20 minutes (or faster if the Ghastling is fed Snowballs)</li> <li>Can be equipped with a Harness and then be mounted by up to 4 players</li> <li>Tempted by Snowballs and Harness <ul> <li>Harness tempting only works if the Happy Ghast is unharnessed</li> </ul> </li> <li>Has no panic behavior when taking damage</li> <li>Cannot be bred</li> <li>Slowly regenerates health, with regeneration speeding up during rain, snow or when flying at the same height as clouds are rendered</li> <li>The first player that mounts the Happy Ghast will control it, sitting in front of the Happy Ghast, just above its face <ul> <li>Pressing the forward key will make the Happy Ghast fly in the direction the player is looking</li> <li>Pressing the back key will make the Happy Ghast fly in the opposite direction the player is looking</li> <li>Pressing the left and right keys will strafe the Happy Ghast in the respective direction</li> <li>Pressing the jump key will make the Happy Ghast fly directly up</li> <li>Pressing the sneak key will make the player dismount the Happy Ghast</li> </ul> </li> <li>When a player mounts, the goggles on the Happy Ghast go down to cover its eyes, indicating that it now can be controlled</li> <li>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</li> <li>Pressing crouch button dismounts the player on top of the Happy Ghast</li> <li>If the Happy Ghast detects players on top of it, it then ceases all movement and aligns to the closest cardinal horizontal direction</li> <li>This happens regardless of it having a Harness equipped or not</li> <li>3rd person camera is moved back when player is mounted on the Happy Ghast</li> <li>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</li> <li>If players dismount midair, the Happy Ghast will descend towards the ground before it resumes roaming</li> <li>Cannot enter boats</li> <li>Idles around within 64 blocks from its home position in the similar way as the Ghastling <ul> <li>If wearing a Harness, the Happy Ghast idles closer to the home position (within 32 blocks)</li> </ul> </li> <li>The Happy Ghast will try to stay close to blocks when roaming on its own</li> </ul> <h3 id="h_01JRT4PBGNBEWGTP8XJMME2K3A">Ghast</h3> <ul> <li>Updated Ghast texture</li> </ul> <h3 id="h_01JRT4PBGNV9TCR15ZQYNNJY2D">Harness items</h3> <ul> <li>Harness is a new item that can be equipped on a Happy Ghast to allow players to ride it</li> <li>It is 16 new items, one for each color</li> <li>Crafted out of 3 Leather, 2 Glass blocks and 1 Wool block, the Harness will have the same color as the Wool block used when crafting</li> <li>Can be re-dyed</li> <li>Can only be equipped on a Happy Ghast</li> <li>Allows up to 4 players to mount the Happy Ghast</li> <li>Can be removed from the Happy Ghast using Shears but only when no players are mounted</li> </ul> <h3 id="h_01JRT4PBGNG2893B4SE0BJMVE4">Advancements</h3> <ul> <li>Added new "Stay Hydrated!" Husbandry Advancement when a Dried Ghast Block is placed into Water</li> <li>Added "Heart Transplanter" Adventure Advancement that is unlocked when a player places a Creaking Heart with the correct alignment between two Pale Oak Log blocks</li> </ul> <h2 id="h_01JRT4PBGN8W94PMB1F3S1K7W6">Experimental Features</h2> <ul> <li>This snapshot introduces a new experimental Feature Toggle that adds a locator bar to find your friends easily. You must turn on this Feature Toggle in the Experiments Menu when creating a new world if you want to test the locator bar. You can find more information about Feature Toggles <a href="https://www.minecraft.net/article/testing-new-minecraft-features/feature-toggles-java-edition">here</a>.</li> </ul> <h3 id="h_01JRT4PBGNPFEFS8168T4VESW0">Locator Bar</h3> <p>The Locator Bar is an experimental new UI element for players that displays the direction of Waypoints.</p> <ul> <li>This experiment allows servers to manage Waypoints and their connections with Players</li> <li>By default, all Players transmit a Waypoint from themselves, and all Players receive all Waypoints; allowing players to locate other players in multiplayer</li> <li>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</li> <li>Any Waypoint that is determined to be a Player or Mob that belongs to a Team then the color indicator will match the Team color</li> </ul> <h4 id="h_01JRT4PBGNVZBE4DW2BZ2CGTPA">Player Changes</h4> <ul> <li>Crouching will hide the player, preventing them from appearing on the Locator Bar of other players</li> <li>Spectators are only visible to other spectators on the Locator Bar</li> </ul> <h4 id="h_01JRT4PBGN8NFJBXEXVXH494RE">Item Changes</h4> <ul> <li>The following items will hide players when worn in the head slot: <ul> <li>Carved Pumpkin</li> <li>Skeleton Skull</li> <li>Wither Skeleton Skull</li> <li>Player Head</li> <li>Zombie Head</li> <li>Creeper Head</li> <li>Dragon Head</li> <li>Piglin Head</li> </ul> </li> </ul> <h4 id="h_01JRT4PBGNR4KC2R0X1NR5K72V">Potion Changes</h4> <ul> <li>Using a Potion of Invisibility will also hide players from the Locator Bar</li> </ul> <h4 id="h_01JRT4PBGNRTXMAK5GY38MDQJ7">Game Rules</h4> <h4 id="h_01JRT4PBGNVNY8TJGJJHMHTP99">Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">useLocatorBar</span> </h4> <ul> <li>Default is enabled for servers running the Locator Bar experiment</li> <li>Toggling to off will remove all existing Waypoints from all players</li> </ul> <h4 id="h_01JRT4PBGPHW191BSY97XQKWHT">Attributes</h4> <h4 id="h_01JRT4PBGPTWGHYD5A04HRP941">Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">waypoint_transmit_range</span> and <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">waypoint_receive_range</span> </h4> <ul> <li>Default: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">0.0</span>, Minimum: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">0.0</span>, Maximum: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">60000000.0</span> </li> <li>Players have a default transmission and receive range of 60,000,000</li> <li>Mobs with a transmission range above zero will send waypoint packets to nearby receivers</li> <li>Similarly, receivers only receive with a range above zero, and cannot receive waypoints outside of this range</li> </ul> <h4 id="h_01JRT4PBGP9VGTDVQASB2RQ99N"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">waypoint</span> command</h4> <p>This is a new command for querying and modifying waypoints.</p> <pre><code>waypoint list<br><br>waypoint modify <entity-selector> color <color><br>waypoint modify <entity-selector> color hex <hex-color><br>waypoint modify <entity-selector> color reset<br>waypoint modify <entity-selector> fade <fade_start> <alpha_start> <fade_end> <alpha_end><br>waypoint modify <entity-selector> fade reset<br></code><br><br><br></pre> <p>Parameters:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">entity-selector</span>: For selecting entities that are transmitting as waypoints (see <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">waypoint_transmit_range</span> attribute)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">color</span>: Overrides the Locator Bar icon color for this waypoint</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">hex <hex-color></span> arguments are in web format (RRGGBB) <ul> <li>Red is either <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">hex F00</span> or <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">hex FF0000</span> </li> <li>Cornflower blue is <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">hex 6495ED</span> </li> </ul> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">fade</span>: Set the fade out effect for waypoints <ul> <li>The arguments <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;"><fade_start> <alpha_start> <fade_end> <alpha_end></span> handle the starting/ending fade distance & alpha opacity <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">*_start</span> is the nearby values (closest to the player)</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">*_end</span> is the far values (furthest from the player)</li> </ul> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">reset</span> will restore the default behavior of distant Locator Bar icons fading out to 0.2 alpha</li> </ul> </li> </ul> <h2 id="h_01JRT4PBGP22YZQE072C3JA059">Changes</h2> <ul> <li>Updated the textures for the Ghast</li> <li>Increased the third-person camera distance when spectating or riding Ghasts, Ender Dragons, and Giants</li> <li>Wolves, Sheep and Pigs now have their legs mirrored</li> <li>Spectators will now teleport together with, but stop spectating, entities that move to other dimensions</li> <li>Rules for when ambient desert blocks sounds play have been tweaked</li> </ul> <h3 id="h_01JRT4PBGPDV3XVEW86EG6Y528">Ambient Desert Block Sounds Changes</h3> <ul> <li>Ambient sand sounds no longer require sky access to play</li> <li>Ambient sand sounds now have a slightly decreased chance to play</li> <li>Terracotta blocks no longer trigger ambient sand sounds</li> <li>Sand blocks no longer trigger ambient wind sounds</li> <li>Terracotta blocks no longer trigger ambient wind sounds</li> <li>Short Dry Grass and Tall Dry Grass can now trigger ambient wind sounds when above 2 Sand, Red Sand or Terracotta blocks</li> <li>Dead Bush ambient sounds now have a slightly increased chance of playing</li> </ul> <h2 id="h_01JRT4PBGPN48D4TGNRQ6W7XBC">Technical Changes</h2> <ul> <li>The Data Pack version is now 72</li> <li>The Resource Pack version is now 56</li> <li>Pressing F3 + V now prints client-side version information</li> </ul> <blockquote> <p><strong>Developer's Note</strong>: <em>The GUI rendering code is undergoing a significant refactoring in this Snapshot series. The version of it released in this Snapshot is not supposed to be final and will be further iterated upon.</em></p> </blockquote> <h2 id="h_01JRT4PBGPNY3T0BMP4WSQ9STQ">Data Pack Version 72</h2> <ul> <li>Dimension Type definitions have a new optional field, <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">cloud_height</span> that indicates on what y-level the clouds start in the dimension</li> <li>New <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">version</span> command has been added</li> <li>New <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">datapack create</span> subcommand has been added</li> </ul> <h3 id="h_01JRT4PBGP8ZVJH74RCCFAS89J">Commands</h3> <h4 id="h_01JRT4PBGP0W2GSH1DZ5AAPWV4">Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">version</span> </h4> <ul> <li>No arguments</li> <li>Prints current version information on server side</li> <li>Available in single player or for server operators</li> </ul> <h4 id="h_01JRT4PBGPEVW1RET2H5TSFG9F">Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">datapack create</span> </h4> <ul> <li>Creates new empty directory data pack for current world</li> <li>Supported pack version is always equal to one supported by game</li> <li>Available only to server owners</li> <li>Syntax: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">datapack create <id> <name></span> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">id</span> - new pack name, must be a valid directory name</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">name</span> - text component to be placed in <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">description</span> in <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">pack.mcmeta</span> </li> </ul> </li> </ul> <h3 id="h_01JRT4PBGPWT49G0M4Z3ZMGFC0">Attributes</h3> <h4 id="h_01JRT4PBGP336D580CFCPPHR3E">Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">camera_distance</span> </h4> <ul> <li>Default value: <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">4.0</span> </li> <li>Modifies the distance at which the camera is placed away from the player or spectated entity when in a third-person view</li> <li>If the entity being ridden has a larger <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">camera_distance</span> attribute, that distance will be used</li> <li>This distance is multiplied by the <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">scale</span> attribute to get a final target camera distance</li> </ul> <h3 id="h_01JRT4PBGPPWNG8X4AH9H7PQSJ">Data Components</h3> <h4 id="h_01JRT4PBGPT78XWAWKKXPNAB2E"> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">attribute_modifiers</span> Item Component</h4> <ul> <li>Added optional <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">display</span> field to <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">attribute_modifiers</span> entries <ul> <li>There are 3 <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">display</span> types: <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">default</span> - Current behavior of showing the calculated attribute modifier values on the tool-tip</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">hidden</span> - Does not show the attribute modifier entry</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">override</span> - Replaces the shown attribute modifier text <ul> <li>Contains a single field <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">value</span> for the text contents to show for this attribute modifier entry</li> </ul> </li> </ul> </li> </ul> </li> </ul> <h3 id="h_01JRT4PBGPN1NQ5Q2FW3V1E8EJ">Entity Data</h3> <h4 id="h_01JRT4PBGPZRTJZ25GJWBCP0P8"><span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">area_effect_cloud</span></h4> <ul> <li>The <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">Particle</span> field has been renamed to <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">custom_particle</span>, and now always functions as an exact override for the default colored <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">entity_effect</span> particle <ul> <li>The field will not be written if no override is specified</li> <li>The color will no longer be inherited from the potion contents when specifying the <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">entity_effect</span> or <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">tinted_leaves</span> particle types</li> </ul> </li> </ul> <h3 id="h_01JRT4PBGPQGQ2VFW4NARNCR0Z">Tags</h3> <h4 id="h_01JRT4PBGPX99RXYH6EPTGB6Y2">Block Tags</h4> <ul> <li>Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">#triggers_ambient_desert_dry_vegetation_block_sounds</span> - blocks that can trigger ambient desert dry vegetation sounds to play from blocks above</li> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">#plays_ambient_desert_block_sounds</span> has been renamed to <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">#triggers_ambient_desert_sand_block_sounds</span> </li> </ul> <h4 id="h_01JRT4PBGPAVJSNGR8E3PWT6DQ">Item Tags</h4> <ul> <li>Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">#happy_ghast_food</span> - items that can be used to feed Happy Ghasts</li> <li>Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">#happy_ghast_tempt_items</span> - items that can be used to tempt Happy Ghasts</li> </ul> <h4 id="h_01JRT4PBGPNWFEHHHGNT5EMPHE">Entity Tags</h4> <ul> <li>Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">#can_equip_harness</span> - entities that can equip the Harness items</li> <li>Added <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">#followable_friendly_mobs</span> - non-baby entities that will be followed by Baby Happy Ghasts</li> </ul> <h2 id="h_01JRT4PBGPFZ67CYXRMF6PH2WF">Resource Pack Version 56</h2> <ul> <li>The game will now consistently respect <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">blur</span> texture parameter in <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">.png.mcmeta</span> files</li> </ul> <h3 id="h_01JRT4PBGPWQGXTE4FCQESPHVM">Sound Events</h3> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">block.sand.wind</span> has been renamed to <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">block.dry_grass.ambient</span> </li> </ul> <h3 id="h_01JRT4PBGPBEXD8M56ZN1SS4HY">Sounds</h3> <ul> <li>Changed location on the sounds for glow squid, squid, guardian, horse, rabbit and pufferfish from <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">entity</span> folder to the <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">mob</span> folder</li> </ul> <h3 id="h_01JRT4PBGPKNTCMHXN2QY8M41C">Equipment Assets</h3> <ul> <li>Added new <span class="MC_Effect_TextHighlightA" style="color: #7824c5 !important;">happy_ghast_body</span> layer type, rendering in the body slot of the Happy Ghast</li> </ul> <h2 id="h_01JRT4PBGPW6DSECVPC0G70FQD">Fixed bugs in 25w15a</h2> <ul> <li> <a href="https://bugs.mojang.com/browse/MC-147260">MC-147260</a> - Map icons are not displayed in the cartography table</li> <li> <a href="https://bugs.mojang.com/browse/MC-191306">MC-191306</a> - Sounds played using /playsound are played in all dimensions</li> <li> <a href="https://bugs.mojang.com/browse/MC-266318">MC-266318</a> - Trapdoors and doors have inconsistent subtitles for being opened and closed</li> <li> <a href="https://bugs.mojang.com/browse/MC-275374">MC-275374</a> - Drowneds with CanBreakDoors:1b don't break doors</li> <li> <a href="https://bugs.mojang.com/browse/MC-276264">MC-276264</a> - Advancement screen shadow renders below item icons</li> <li> <a href="https://bugs.mojang.com/browse/MC-277992">MC-277992</a> - 1 color in the pale chest boat item is incorrect</li> <li> <a href="https://bugs.mojang.com/browse/MC-278466">MC-278466</a> - Bundle experiment data pack related strings are not in deprecated.json</li> <li> <a href="https://bugs.mojang.com/browse/MC-278873">MC-278873</a> - The data fixer regenerates chunks containing items obtained from flower pots using Ctrl + Pick Block before version 1.13, or it crashes the game if the item is in the player's inventory</li> <li> <a href="https://bugs.mojang.com/browse/MC-280047">MC-280047</a> - Temperate cows use their 1.14 texture with the Programmer Art resource pack enabled</li> <li> <a href="https://bugs.mojang.com/browse/MC-280266">MC-280266</a> - Firefly bushes don't produce as many, or as constant, amounts of particles as on Bedrock Edition</li> <li> <a href="https://bugs.mojang.com/browse/MC-280268">MC-280268</a> - Blazes and breezes use "large" spawn eggs despite mobs of a similar size using "medium"</li> <li> <a href="https://bugs.mojang.com/browse/MC-280471">MC-280471</a> - The Particle.color field in area effect clouds is read-only</li> <li> <a href="https://bugs.mojang.com/browse/MC-293619">MC-293619</a> - The chicken spawn egg texture in Programmer Art is missing pixels that match the inventory slot background color</li> <li> <a href="https://bugs.mojang.com/browse/MC-295681">MC-295681</a> - Leaf litter can generate inside of woodland mansions</li> <li> <a href="https://bugs.mojang.com/browse/MC-295850">MC-295850</a> - Done and Cancel buttons on the world creation Edit Game Rules screen do the same thing</li> <li> <a href="https://bugs.mojang.com/browse/MC-295866">MC-295866</a> - The /setblock and /fill commands no longer update redstone power in some situations</li> <li> <a href="https://bugs.mojang.com/browse/MC-295867">MC-295867</a> - Structures from previous versions fail with DataFixerUpper</li> <li> <a href="https://bugs.mojang.com/browse/MC-296035">MC-296035</a> - Two pixels from "mooshroom_spawn_egg" are the same as "cow_spawn_egg"</li> <li> <a href="https://bugs.mojang.com/browse/MC-296624">MC-296624</a> - Old Brown Mooshroom texture is missing from Programmer Art</li> <li> <a href="https://bugs.mojang.com/browse/MC-297537">MC-297537</a> - Extra "entity.wolf_whine.whine" sound event exists in sounds.json</li> </ul> <h2 id="h_01JRT4PBGPJZP0K77P0FED1692">Get the Snapshot</h2> <p>Snapshots are available for Minecraft: Java Edition. To install the Snapshot, open up the <a href="https://www.minecraft.net/content/minecraft-net/language-masters/download">Minecraft Launcher</a> and enable snapshots in the "Installations" tab.</p> <p><strong>Testing versions can corrupt your world, so please backup and/or run them in a different folder from your main worlds.</strong></p> <p>Cross-platform server jar:</p> <ul> <li><a href="https://piston-data.mojang.com/v1/objects/fed01fcdf4d2f37b3f847e08fd099714766533c3/server.jar">Minecraft server jar</a></li> </ul> <p>Report bugs here:</p> <ul> <li> <a href="https://bugs.mojang.com/projects/MC/summary">Minecraft issue tracker</a>!</li> </ul> <p>Want to give feedback?</p> <ul> <li>For any feedback and suggestions, head over to the <a href="https://feedback.minecraft.net/">Feedback site</a>. If you're feeling chatty, join us over at the <a href="https://discordapp.com/invite/minecraft">official Minecraft Discord</a>.</li> </ul> <p> </p>
Community<p><strong>Posted:</strong> 8 April 2025</p> <p>A new update has been released to address a few more important issues since the 1.21.70 release. Please continue to report and upvote any bugs you find at <a href="https://bugs.mojang.com/" target="_blank" rel="noopener noreferrer" data-bi-id="n4a3" data-bi-name="bugs.mojang.com">bugs.mojang.com</a>.</p> <p><strong>Please note:</strong> <span style="color: #333333; background-color: #ffffff;">This update will be rolling out to the various platforms as they become available - thank you for your patience!</span></p> <p><span style="color: #333333; background-color: #ffffff;"><strong>Update 11 April 2025:</strong> A small additional hotfix (1.21.73) is rolling out for Windows and servers, addressing some minor backend fixes.</span></p> <h2 id="user-content-gameplay">Fixes </h2> <ul> <li>Fixed several crashes that could occur during gameplay</li> <li>Sea Pickles no longer replace blocks when being placed on a partial block</li> <li>Fixed an issue that could cause renamed Book & Quill to become blank (<a href="https://bugs.mojang.com/browse/MCPE-194195" target="_blank" rel="noopener noreferrer" aria-label="MCPE-194195 (Opens in new window or tab)">MCPE-194195</a>) </li> <li>Fixed some cases of players' locations being massively rewound during long server stalls</li> </ul>
Community<p><strong>Posted:</strong> 8 April 2025</p> <p><span class="wysiwyg-font-size-x-large"><strong>Information on Minecraft Preview and Beta:</strong></span></p> <ul> <li>These work-in-progress versions can be unstable and may not be representative of final version quality</li> <li>Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at <a href="https://aka.ms/PreviewFAQ" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/PreviewFAQ (Opens in new window or tab)" data-bi-id="n8a3" data-bi-name="aka.ms/previewfaq">aka.ms/PreviewFAQ</a> </li> <li>The beta is available on Android (Google Play). To join or leave the beta, see <a href="https://aka.ms/JoinMCBeta" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/JoinMCBeta (Opens in new window or tab)" data-bi-id="n8a3" data-bi-name="aka.ms/joinmcbeta">aka.ms/JoinMCBeta</a> for detailed instructions</li> </ul> <p><img src="https://feedback.minecraft.net/hc/article_attachments/35680472763277" alt="r21u7_5.jpg"></p> <p>It's time for another Preview and Beta! For the full list of goodies, browse the changelog below. And as always, we’re keen to get your feedback on these new features at <a href="http://feedback.minecraft.net/" target="_blank" rel="noopener noreferrer" aria-label="feedback.minecraft.net (Opens in new window or tab)" data-bi-id="n6a3" data-bi-name="feedback.minecraft.net">feedback.minecraft.net</a>, and you can report any bugs at <a href="http://bugs.mojang.com/" target="_blank" rel="noopener noreferrer" aria-label="bugs.mojang.com (Opens in new window or tab)" data-bi-id="n7a3" data-bi-name="bugs.mojang.com">bugs.mojang.com</a>.<br><br><span class="wysiwyg-font-size-medium"><strong>Note:</strong> This week's Preview and Beta might be delayed on PlayStation 4. We are working on getting it to you as soon as possible!</span></p> <p> </p> <h2 id="user-content-experimental-features">Experimental Features</h2> <h3 id="user-content-gameplay">Gameplay</h3> <ul> <li>Added 'minecraft:replace_biomes' component to allow for custom biomes to replace portions of vanilla biomes. To use, add to custom biome files in behavior packs <ul> <li>Known issues: Mob spawning on custom blocks is not working, removing an add-on with a custom biome will cause issues, a total replacement of all biomes will cause the locate structure command to lag</li> </ul> </li> </ul> <h3 id="user-content-graphical">Graphical</h3> <ul> <li> <p>Re-enabled local exposure on all platforms in Vibrant Visuals mode</p> </li> <li> <p>Fixed an issue that caused candles, chiseled bookshelves and dried kelp blocks not to use PBR textures in Vibrant Visuals mode and Raytracing mode (<a href="https://bugs.mojang.com/browse/MCPE-132021" target="_blank" rel="noopener noreferrer" aria-label="MCPE-132021 (Opens in new window or tab)">MCPE-132021</a>)</p> </li> <li> <p>Stained glass now renders with correct colors when using Vibrant Visuals</p> </li> </ul> <h3 id="user-content-commands">Commands</h3> <ul> <li>Added the <code>/controlscheme</code> command for switching control schemes when the Experimental Creator Camera toggle is enabled</li> </ul> <h2 id="user-content-features-and-bug-fixes">Features and Bug Fixes</h2> <h3 id="user-content-ambient-block-sounds">Ambient Block Sounds</h3> <ul> <li>The ambient sounds for Sand block, Dead Bush block and Terracotta block can now play (<a href="https://bugs.mojang.com/browse/MCPE-194677" target="_blank" rel="noopener noreferrer" aria-label="MCPE-194677 (Opens in new window or tab)">MCPE-194677</a>)</li> </ul> <h3 id="user-content-blocks">Blocks</h3> <ul> <li>Basalt can be created if the soul soil is placed last after the lava and blue ice are already in place again (<a href="https://bugs.mojang.com/browse/MCPE-194008" target="_blank" rel="noopener noreferrer" aria-label="MCPE-194008 (Opens in new window or tab)">MCPE-194008</a>)</li> </ul> <h3 id="h_01JRAXX2B9TKNE8MPCW7T7S0MP">Gameplay</h3> <ul> <li> <p>Changed Elytra so that while gliding, using a firework will only be used as a boost even if placed on a block</p> </li> <li> <p>Fixed an issue where using a Firework with Elytra in another block like Sugar Cane would result in rubberbanding (<a href="https://bugs.mojang.com/browse/MCPE-191595" target="_blank" rel="noopener noreferrer" aria-label="MCPE-191595 (Opens in new window or tab)">MCPE-191595</a>)</p> </li> </ul> <h3 id="user-content-general">General</h3> <ul> <li> <p>Enable <em>Filter Profanity</em> toggle on Xbox platforms</p> </li> <li> <p>Enable <em>Filter Profanity</em> toggle on Nintendo platforms</p> </li> </ul> <h3 id="user-content-mobs">Mobs</h3> <ul> <li>Fixed Evoker legs not moving when walking (<a href="https://bugs.mojang.com/browse/MCPE-191193" target="_blank" rel="noopener noreferrer" aria-label="MCPE-191193 (Opens in new window or tab)">MCPE-191193</a>)</li> </ul> <h3 id="user-content-user-interface">User Interface</h3> <ul> <li> <p>Bundle UI now correctly disappears when interacting with Inventory tabs in Pocket UI</p> </li> <li> <p>Fixed a bug where the game would be unresponsive for a short while after leaving the bed screen</p> </li> </ul> <h2 id="user-content-technical-updates">Technical Updates</h2> <h3 id="user-content-api">API</h3> <h3 id="user-content-%60%40minecraft%2Fserver%60-1.19.0"> <code>@minecraft/server</code> 1.19.0</h3> <ul> <li>Moved methods <code>StructureManager.placeJigsaw</code> and <code>StructureManager.placeJigsawStructure</code> from <code>beta</code> to <code>1.19.0</code>.</li> <li>Moved interface <code>JigsawPlaceOptions</code> from <code>beta</code> to <code>1.19.0</code> </li> <li>Moved interface <code>JigsawStructurePlaceOptions</code> from <code>beta</code> to <code>1.19.0</code> </li> <li>Moved error class <code>PlaceJigsawError</code> from <code>beta</code> to <code>1.19.0</code> </li> </ul> <h3 id="user-content-%60%40minecraft%2Fserver%60-2.0.0-beta"> <code>@minecraft/server</code> 2.0.0-beta</h3> <ul> <li>Coroutines (promises) are now flushed in early execution to allow async imports to interact with early execution APIs like Custom Components and Custom Commands.</li> <li>Added support for custom command enums.</li> <li>Added <code>Enum</code> type to <code>CustomCommandParamType</code> </li> <li> <code>spawnEntity</code> method of <code>Dimension</code> no longer supports using a spawn event inside the <code>identifier</code> parameter. <code>SpawnEntityOptions</code> interface now has an optional string member <code>spawnEvent?: string</code> for specifying a spawn event to be sent to the entity when it is spawned. Please update any existing usages of spawn events inside <code>identifier</code> to instead use this new <code>spawnEvent</code> option. For example:<br> <code>spawnEntity("minecraft:horse<minecraft:ageable_grow_up>", {x:0, y:0, z:0})</code> should become <code>spawnEntity("minecraft:horse", {x:0, y:0, z:0}, {spawnEvent: 'minecraft:ageable_grow_up'})</code> </li> <li> <code>EntityGroundOffsetComponent</code> has been remove</li> <li> <code>Block</code> method <code>getComponent</code> will return <code>BlockCustomComponentInstance</code> for custom components registered with <code>BlockComponentRegistry</code> in <code>2.0.0</code> </li> </ul> <h3 id="user-content-%60%40minecraft%2Fserver-ui%60-2.0.0-beta"> <code>@minecraft/server-ui</code> 2.0.0-beta</h3> <ul> <li>Class <code>ModalFormResponse</code> <ul> <li> <p>Changed type for <code>formValues</code> property from <code>(boolean | number | string)[]</code> to <code>(boolean | number | string | undefined)[]</code>.<br> - New Signature: <code>formValues?: (boolean | number | string | undefined)[]</code>.<br> - Old Signature: <code>formValues?: (boolean | number | string)[]</code>.</p> </li> <li> <p><code>formValues</code> array now contains entries for all the elements provided by the request. It means that labels, headers, and dividers are considered into the response with an <code>undefined</code> value.</p> </li> </ul> </li> </ul> <h3 id="user-content-block-components">Block Components</h3> <ul> <li>Fixed isotropic textures in <code>"minecraft:material_instances"</code> being squashed and stretched for non-square faces</li> </ul> <h3 id="h_01JRAXX2B9318SD92ZH2ZZNXW2">Blocks</h3> <ul> <li>New field "condition" added to the culling rules schema. It provides more control over which neighbor blocks will trigger a face or part to be culled. <ul> <li>The supported values are "default", "same_culling_layer", "same_block" and "same_block_permutation". <ul> <li>"default" will pass the condition if the neighbor block is full and opaque <ul> <li>All conditions are an extension of "default", meaning a full and opaque neighbor will always be a passing condition, before the extended "same_*" condition is checked</li> </ul> </li> <li>"same_culling_layer" will pass the condition if the neighbor block shares the same "culling_layer" as the block being occluded, defined in the geometry component <ul> <li>If either of the culling layers being compared is "minecraft:culling_layer.undefined", the condition will never pass</li> </ul> </li> <li>"same_block" will pass the condition if the neighbor block has the same identifier</li> <li>"same_block_permutation" will pass the condition if the neighbor block has the same identifier and is the exact same permutation</li> </ul> </li> <li>Additionally, the feature is currently only usable behind the "upcoming creator features" toggle.</li> </ul> </li> <li>New field "culling_layer" added to the block's geometry component. It allows different blocks to be grouped together when using the "same_culling_layer" condition in a culling rules file. <ul> <li>When using the minecraft namespace, the only allowed culling layer identifiers are : "minecraft:culling_layer.undefined" or "minecraft:culling_layer.leaves".</li> <li>Additionally, the feature is currently only usable behind the "upcoming creator features" toggle.</li> </ul> </li> </ul> <h3 id="user-content-components">Components</h3> <ul> <li>Content errors will log missing entity references in the "minecraft:entity_placer" and "minecraft:projectile" item components</li> </ul> <h3 id="user-content-editor">Editor</h3> <ul> <li> <p>Fixed a bug where moving a structure to the clipboard while in Paste Preview (with no actual active clipboard) did not update the clipboard client widget</p> </li> <li> <p>Fixed some bugs around freehand selection with very large volumes</p> </li> <li> <p>Capped some of the brush volume max sizes so that they don't exceed our max voxel count for selection operations</p> </li> <li> <p>Fixed a bug where a number of script widget errors would fire when entering The Nether as the startup dimension at Editor open</p> </li> <li> <p>Fixed a bug that caused mouse cursor to be released when changing to Crosshair mode</p> </li> <li> <p>Adding an animation on the viewport and opening the log panel when an error is logged.</p> </li> <li> <p>Re-organized core modal tools in tool rail</p> </li> <li> <p>Added an indicator to the 3D Block Cursor to show the face that the mouse is pointing at</p> </li> <li> <p>Added a new tutorial flow which can be activated from Help menu</p> </li> </ul> <h3 id="user-content-structures">Structures</h3> <ul> <li>Trail ruins generate at the same location in Mutated Birch Forests between Java and Bedrock on the same world seed</li> </ul>
Community<p><strong>Posted:</strong> 3 April 2025</p> <p><span class="wysiwyg-font-size-x-large"><strong>Information on Minecraft Preview and Beta:</strong></span></p> <ul> <li>These work-in-progress versions can be unstable and may not be representative of final version quality</li> <li>Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at <a href="https://aka.ms/PreviewFAQ" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/PreviewFAQ (Opens in new window or tab)" data-bi-id="n8a3" data-bi-name="aka.ms/previewfaq">aka.ms/PreviewFAQ</a> </li> <li>The beta is available on Android (Google Play). To join or leave the beta, see <a href="https://aka.ms/JoinMCBeta" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/JoinMCBeta (Opens in new window or tab)" data-bi-id="n8a3" data-bi-name="aka.ms/joinmcbeta">aka.ms/JoinMCBeta</a> for detailed instructions</li> </ul> <p><img src="https://feedback.minecraft.net/hc/article_attachments/35553750005005" alt="Minecraft with Vibrant Visuals enabled. A happy ghast with a harness is hovering near a village with a nether portal. There is a dried ghast placed near the portal."></p> <p>Are you ready to take your first test flight on a happy ghast? This week's preview and beta just doesn't include the exciting features revealed at Minecraft LIVE – the happy ghast, ghastling, dried ghast and ghast harness, but it <em>also</em> includes the first testing version of Vibrant Visuals! Venture to the Nether to find your first dried ghast, raise it with love (and snowballs) and then soar through the skies atop your happy ghast! What's more, toggle our exciting visual refresh Vibrant Visuals on and you'll be able to see how water glitters and shadows move from way up high!</p> <p>And as always, we're keen to get your feedback on these new features at <a href="https://feedback.minecraft.net/">feedback.minecraft.net</a>, and you can report any bugs at <a href="https://bugs.mojang.com/">bugs.mojang.com</a>.</p> <h2 id="h_01JQXZZDWMGQ2ZBXPQRX0KZY4D">Experimental Features</h2> <h3 id="h_01JQXZZDWM6ZFHAJK1PGYPCMZC">Game Drop 2 2025 Experiments</h3> <ul> <li>Enable the "Drop 2 2025" experimental toggle to test out these new features!</li> </ul> <h3 id="h_01JQXZZDWMPRE51CA66B54QCMR">Blocks</h3> <h4 id="h_01JQXZZDWMH58VVXN1KHX84ZKY">Dried Ghast</h4> <ul> <li>Can be found in the Nether in Nether Fossil structures</li> <li>Can be crafted with 1 bone block and 8 ghast tears</li> <li>When waterlogged it undergoes 3 states over about 20 minutes until it spawns a Ghastling mob</li> <li>Makes sounds and shows particles depending on state</li> <li>If mined during the waterlogging, it will revert to its "dry" state regardless of what state it has reached during waterlogging</li> <li>Will revert states back to its initial "dry" state when it is taken away from being waterlogged, using the same time scale</li> </ul> <h3 id="h_01JQXZZDWM2PZEYHQHZXZ0TAC3">Mobs</h3> <h4 id="h_01JQXZZDWM0Q35J5Y2YDP2EGF7">Ghastling</h4> <p>Ghastling is a young version of the Happy Ghast mob.</p> <ul> <li>Spawns from a Dried Ghast block that has continuously been waterlogged for about 20 minutes.</li> <li>After spawning, the Ghastling will try and follow:</li> </ul> <ol> <li>Players within a 16-block radius <em>or</em> </li> <li>An adult, non-aquatic passive mob (and some neutral mobs) within a 16-block radius<br>If no player or suitable mob is close around the Ghastling will idle around within 32 blocks from its home position (where it spawned or last was interacted with).</li> </ol> <ul> <li>Can be tempted and fed using Snowballs</li> <li>Will grow up into a Happy Ghast after about 20 minutes (or faster if fed Snowballs)</li> <li>Can be summoned using the command: "/summon happy_ghast ~ ~ ~ ~ ~ minecraft:spawn_baby"</li> </ul> <h4 id="h_01JQXZZDWM7NVN43X306B5R54Q">Happy Ghast</h4> <p>The Happy Ghast is a new flying mount that can carry up to four players.</p> <ul> <li>Spawns from a Ghastling after about 20 minutes (or faster if Ghastling is fed Snowballs)</li> <li>Can be equipped with a harness and then be mounted by up to 4 players</li> <li>Tempted by Snowballs and Harness. Harness tempting only works if the Happy Ghast is unharnessed</li> <li>Has no panic behavior when taking damage</li> <li>Cannot be bred</li> <li>Slowly regenerates health, with regeneration speeding up during rain, snow or when flying at the same height as clouds are rendered</li> <li>The first player that mounts the Happy Ghast will control it, sitting in front of the Happy Ghast, just above its face</li> <li>When a player mounts, the goggles on the Happy Ghast go down to cover its eyes, indicating that it now can be controlled</li> <li>Other players who mount after the pilot is mounted, are placed in slots on each side of the Happy Ghast, starting clockwise from the "pilot" player</li> <li>Pressing crouch button dismounts the player on top of the Happy Ghast</li> <li>If the Happy Ghast detects players on top of it, it then ceases all movement and aligns to the closest cardinal horizontal direction</li> <li>This happens regardless of it having a harness equipped or not</li> <li>3rd person camera is moved back when player is mounted on the Happy Ghast</li> <li>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</li> <li>If players dismount midair, the Happy Ghast will descend towards the ground before it resumes roaming</li> <li>Cannot enter boats</li> <li>Idles around within 64 blocks from its home position (where it spawned or last was interacted with)</li> <li>If wearing a harness, the Happy Ghast idles closer to the home position (within 32 blocks).</li> <li>The Happy Ghast will try to stay close to blocks when roaming on its own</li> <li> <strong>Known Issue:</strong> The Happy Ghast's health is currently set to 40 when it should be 20. We will be addressing this as soon as possible!</li> </ul> <h4 id="h_01JQXZZDWMBRS53Y8ZJWNXZX3X">Ghast</h4> <ul> <li>Updated Ghast texture</li> </ul> <h3 id="h_01JQXZZDWM9J3KKGXKFJCQSJER">Items</h3> <h4 id="h_01JQXZZDWMESFNB66K00KCDW01">Harness</h4> <p>Harness is a new item that can be equipped on a Happy Ghast to allow players to ride it.</p> <ul> <li>Crafted out of 3 leather, 2 glass blocks and 1 wool block, the harness will have the same color as the wool block used when crafting</li> <li>Can be re-dyed</li> <li>Can only be equipped on a Happy Ghast</li> <li>Allows up to 4 players to mount the Happy Ghast</li> <li>Can be removed from the Happy Ghast using Shears but only when no players are mounted</li> </ul> <h3 id="h_01JQXZZDWMVZ7D25DJT0M4XRJN">Commands</h3> <ul> <li>Added the Game Rule command <span class="MC_Effect_TextHighlightA">locatorBar</span> to enable or disable the Locator Bar feature</li> </ul> <h3 id="h_01JQXZZDWMJ7B9GJBA0WVTSC98">Vibrant Visuals</h3> <p>This week in the Minecraft: Bedrock Beta and Preview update we're excited to share the first look at Vibrant Visuals. The features, lighting, effects, and assets are still in development, so expect things to change and improve over time as we continue to iterate. Read more about the update on the blog here: <a href="https://www.minecraft.net/article/take-a-vibrant-test-flight">minecraft.net/article/take-a-vibrant-test-flight</a>.</p> <p>Supported devices for this Preview and Beta include Xbox Series X|S, Xbox One, PlayStation 4, PlayStation 5, Android, iOS, and PC.</p> <ul> <li>Android: Adreno 640, Mali-G68, Mali-G77, or Xclipse 530 or higher</li> <li>iOS: A12 or M1 or higher</li> <li>PC: Running Minecraft on DX12</li> </ul> <p>Our team is hard at work testing Vibrant Visuals on even more Minecraft: Bedrock Edition devices, and we hope to be able to update this list of supported devices in the future.</p> <p>To use Vibrant Visuals in a World, you must enable the "Vibrant Visuals" toggle in the Experimental tab in the Create New World or Edit World screens. This will expose Vibrant Visuals as an option in the in-game Video settings Graphics Mode dropdown, which can then be selected alongside the other existing rendering modes.</p> <p>Presets for choosing between "Favor Visuals" and "Favor Performance" are available in the Video Settings. Specific feature and visual settings can also be adjusted by expanding "Vibrant Visuals Options".</p> <p>Splitscreen is not supported with Vibrant Visuals and the game will switch to Fancy or Simple rendering if multiple players are joined locally.</p> <p>Marketplace Add-Ons, Skins, and Persona items will work with Vibrant Visuals, however, Worlds and Texture Packs are not compatible with the new mode at this time.</p> <h4 id="h_01JQXZZDWM8RYBV63VF9TA7DSW">Known Issues</h4> <ul> <li>Some visual corruptions may exist on certain Android devices, particularly with Mali GPUs</li> <li>Surfaces deeper than eight blocks underwater are dark</li> <li>Light may leak into underground areas or shadows may pop in and out, especially near cave entrances</li> <li>Textures may turn pink after suspend and resume, opening Settings, or exiting world</li> <li>Metallic surfaces might appear with some visual bugs in certain conditions</li> <li>Emissive surfaces might not glow or appear white in certain conditions</li> <li>Custom block icons are not currently rendering, and we are actively working to resolve the issue</li> </ul> <p>You can report any issues at <a href="https://bugs.mojang.com/">bugs.mojang.com</a> and please send us your feedback at <a href="https://aka.ms/mcvibrantvisualsfeedback">aka.ms/mcvibrantvisualsfeedback</a></p> <h2 id="h_01JQXZZDWMB47P09JPKC0TRPA3">Features and Bug Fixes</h2> <h4 id="h_01JQXZZDWMBSXN766M3AD9BX3H">Character Creator</h4> <ul> <li>Fixed an issue that caused the wrong sized player model to show when using custom skins (<a href="https://bugs.mojang.com/browse/MCPE-189739">MCPE-189739</a>)</li> </ul> <h3 id="h_01JQXZZDWM220FJWE48H2DTCKA">Blocks</h3> <ul> <li> <p>Flowers now have the same random offset range and values as Java</p> </li> <li> <p>Bamboo, Hanging Roots, Mangrove Propagule, and Nether Sprouts now have the same random offset range and values as Java Edition</p> </li> <li> <p>Coral Fans and Coral Plants now have the same random offset range and values as Java Edition</p> </li> <li> <p>Double tall plants, like sunflowers, now have the same random offset range and values as Java Edition</p> </li> <li> <p>Pointed Dripstone, Tall Grass, and Dry Grass now have the same random offset range and values as Java Edition</p> </li> </ul> <h3 id="h_01JQXZZDWM23F64CNM0YW0XXW6">Editor</h3> <ul> <li>Editing fields for structures in the structure panel allows saving while a field is being edited</li> </ul> <h3 id="h_01JQXZZDWMPZ8QTAP605JR5GY0">Gameplay</h3> <ul> <li>Fixed a bug that a player can sprint in water faster than swimming</li> </ul> <h3 id="h_01JQXZZDWM6HMNC481PS5QVHVP">General</h3> <ul> <li>Enable <em>Filter Profanity</em> toggle on Playstation platforms.</li> </ul> <h3 id="h_01JQXZZDWMEJZSHVVTNQAKTNVQ">Mobs</h3> <ul> <li>Farmer villagers no longer occasionally get stuck when collecting grown crops (<a href="https://bugs.mojang.com/browse/MCPE-166344">MCPE-166344</a>)</li> </ul> <h3 id="h_01JQXZZDWMNNNFSSY03WTWYK2V">Music</h3> <ul> <li>Fixed credits music not playing if entering credits from the settings menu while game is paused. (<a href="https://bugs.mojang.com/browse/MCPE-190625">MCPE-190625</a>)</li> </ul> <h3 id="h_01JQXZZDWMVBQCE4VBE537XTWV">Recipes</h3> <ul> <li>Fixed a bug where players could still craft unknown recipes when dolimitedcrafting gamerule was on (<a href="https://bugs.mojang.com/browse/MCPE-186699">MCPE-186699</a>)</li> </ul> <h3 id="h_01JQXZZDWMYPAAHMKJ6MC5E6X6">Vanilla Parity</h3> <h4 id="h_01JQXZZDWM0525YJ1J885TS9Z9">Items</h4> <ul> <li>Shields now take durability damage from explosions (<a href="https://bugs.mojang.com/browse/MCPE-121484">MCPE-121484</a>)</li> </ul> <h2 id="h_01JQXZZDWM39YW69NTP2NNK6ZT">Technical Updates</h2> <h3 id="h_01JQXZZDWM8J907BJN712XMGHC">API</h3> <ul> <li> <p>Moved <span class="MC_Effect_TextHighlightA">enum Difficulty</span> from <span class="MC_Effect_TextHighlightA">beta</span> to <span class="MC_Effect_TextHighlightA">v1.19.0</span></p> </li> <li> <p>World</p> <ul> <li> <p>Move <span class="MC_Effect_TextHighlightA">getDifficulty(): Difficulty</span> from <span class="MC_Effect_TextHighlightA">beta</span> to <span class="MC_Effect_TextHighlightA">v1.19.0</span></p> </li> <li> <p>Move <span class="MC_Effect_TextHighlightA">setDifficulty(difficulty: Difficulty): void</span> from <span class="MC_Effect_TextHighlightA">beta</span> to <span class="MC_Effect_TextHighlightA">v1.19.0</span></p> </li> </ul> </li> <li> <p>Moved the following Player methods from <span class="MC_Effect_TextHighlightA">beta</span> to <span class="MC_Effect_TextHighlightA">v1.19.0</span></p> </li> <li> <p>Renamed <span class="MC_Effect_TextHighlightA">BoundingBox</span> to <span class="MC_Effect_TextHighlightA">BlockBoundingBox</span> and released from <span class="MC_Effect_TextHighlightA">beta</span> to <span class="MC_Effect_TextHighlightA">v1.19.0</span>.</p> </li> <li> <p>Renamed <span class="MC_Effect_TextHighlightA">BoundingBoxUtils</span> to <span class="MC_Effect_TextHighlightA">BlockBoundingBoxUtils</span>.</p> </li> <li> <p>Moved <span class="MC_Effect_TextHighlightA">dimension.placeFeature</span> and <span class="MC_Effect_TextHighlightA">dimension.placeFeatureRule</span> from <span class="MC_Effect_TextHighlightA">beta</span> to <span class="MC_Effect_TextHighlightA">v1.19.0</span></p> </li> </ul> <h3 id="h_01JQXZZDWMA9MC3MPV9PQMQ0PX">Biomes</h3> <ul> <li>Removed remainder of support for unused "minecraft:consolidated_features" and "minecraft:legacy_world_generation_rules" JSON components</li> </ul> <h3 id="h_01JQXZZDWM50HB75PH71K3X6E4">Blocks</h3> <ul> <li> <p>New render_method type available for minecraft:material_instances. They are meant to support the same behavior of block turning opaque in the far rendering like Leaves in contrast to other disappearing like Bamboo Stalk.</p> <ul> <li>"render_method": "blend_to_opaque"</li> <li>"render_method": "alpha_test_to_opaque"</li> <li>"render_method": "alpha_test_single_sided_to_opaque"</li> </ul> </li> <li> <p>The field "tint_method" in the "minecraft:map_color" component no longer requires the "upcoming creator features" toggle</p> </li> <li> <p>The field "tint_method" in the "minecraft:destruction_particles" component no longer requires the "upcoming creator features" toggle</p> </li> <li> <p>The field "tint_method" in the "minecraft:material_instances" component no longer requires the "upcoming creator features" toggle</p> </li> </ul> <h3 id="h_01JQXZZDWNXKXKN651DMZNX1X6">Components</h3> <ul> <li> <p>Fixed a bug where incorrect Json errors would appear for valid item texture references</p> </li> <li> <p>Introduced a "drop_item_y_offset" parameter to the "minecraft:interact" component</p> <ul> <li>Defines a custom y-axis offset for when an item is dropped</li> <li>Requires "drop_item_slot" to be specified</li> </ul> </li> <li> <p>The "minecraft:leashable" component's "on_unleash" trigger triggers on the leash breaking with format version 1.21.80 and later</p> <ul> <li>The old behavior is still available to opt in to by setting "on_unleash_interact_only" to true</li> </ul> </li> </ul> <h3 id="h_01JQXZZDWN1Y7Y3DRX2KCNJGFJ">Editor</h3> <ul> <li> <p>Added unbound keybindings for Trim and Remove Air from Selection</p> </li> <li> <p>Fixed an issue with Freehand select near or outside of dimension bounds that could cause selection to become unusable</p> </li> <li> <p>Fixed issues with selection volumes being able to translate or resize past world bounds. This also fixes using large brush shapes with freehand selection (and magic select) close to a world boundary</p> </li> <li> <p>Fixed a bug that caused Extrude Axis options to be incorrect for Pyramid brush shape</p> </li> <li> <p>Fixed an issue related to files and folders being permanently deleted when deleting structures in the structure panel</p> </li> </ul> <h3 id="h_01JQXZZDWNCHB0VWZEHE269BC3">Entity Filters</h3> <ul> <li>Added new entity filter "has_equipment_tag", works like "has_equipment" but takes an item tag instead of an item name</li> </ul> <h3 id="h_01JQXZZDWNEYSXQ1DD752KX9RW">Graphical</h3> <ul> <li>Added support for multiple locators for use with leashes for rendering multiple ropes between two entities. <ul> <li>"multi_lead_n": <ul> <li>where n = {1, 2, 3, 4} defines locators when the entity is leashed to a different entity.</li> <li>Used if and only if it has a corresponding "multi_lead_hold_n" and the number n is equal on the two entites.</li> </ul> </li> <li>"multi_lead_hold_n" <ul> <li>Where n = {1, 2, 3, 4} defines locators where the entity is leashing a different entity.</li> <li>Used if and only if it has a corresponding "multi_lead_n" and the number n is equal on the two entites.</li> </ul> </li> <li>"lead" <ul> <li>is set to origin if it is not defined in the geo.</li> </ul> </li> <li>"lead_hold" <ul> <li>is set to origin if it is not defined in the geo.</li> </ul> </li> </ul> </li> </ul> <h3 id="h_01JQXZZDWNXAZNFGTG40TRW5KQ">Items</h3> <ul> <li>Bundles' open icons are now specified via <span class="MC_Effect_TextHighlightA">IconItemComponent</span>. This addresses the issue where a missing texture would appear for an opened custom Bundle. Bundle icon paths have also now be separated into unique keys in <span class="MC_Effect_TextHighlightA">item_texture.json</span>.</li> </ul> <h3 id="h_01JQXZZDWNMZ8EFKW4JAWF024Q">Molang</h3> <ul> <li>Added 'query.has_any_leashed_entity_of_type' which takes a list of entity identities and checks if the actor has any of the listed entities leashed. Available on both the client and the server. <ul> <li>Usage: "query.has_any_leashed_entity_of_type( 'minecraft:sheep', 'minecraft:creeper' )"</li> </ul> </li> </ul> <h2 id="h_01JQXZZDWNP7H0K66JZP3JT34R">Technical Experimental Updates</h2> <h3 id="h_01JQXZZDWNFX82VD1XC85S39H8">API</h3> <h4 id="h_01JQXZZDWNP94FX1JNCCZJSWGM"> <span class="MC_Effect_TextHighlightA">@minecraft/server</span> 2.0.0-beta</h4> <ul> <li>Added <span class="MC_Effect_TextHighlightA">CustomCommandOrigin</span> to custom command script callback.</li> <li>Added <span class="MC_Effect_TextHighlightA">CustomCommandSource</span> enum.</li> <li>Renamed <span class="MC_Effect_TextHighlightA">CustomCommandPermissionLevel</span> to <span class="MC_Effect_TextHighlightA">CommandPermissionLevel</span>.</li> <li>Renamed <span class="MC_Effect_TextHighlightA">CustomCommandParamType.Position</span> to <span class="MC_Effect_TextHighlightA">CustomCommandParamType.Location</span> </li> <li> <span class="MC_Effect_TextHighlightA">BlockCustomComponent</span> now take an optional <span class="MC_Effect_TextHighlightA">CustomComponentParameters</span> object for Custom Components V2 experiment as a second argument to event callbacks in 2.0.0-beta</li> <li> <span class="MC_Effect_TextHighlightA">CustomComponentParameters</span> added to 2.0.0-beta <ul> <li> <span class="MC_Effect_TextHighlightA">params</span> property added to <span class="MC_Effect_TextHighlightA">CustomComponentparameters</span> to 2.0.0-beta</li> </ul> </li> <li> <span class="MC_Effect_TextHighlightA">ItemCustomComponent</span> now take an optional <span class="MC_Effect_TextHighlightA">CustomComponentParameters</span> object for Custom Components V2 experiment as a second argument to event callbacks in 2.0.0-beta</li> <li> <span class="MC_Effect_TextHighlightA">EntityFrictionModifierComponent</span> has been changed to read-only in version 2.0.0-beta</li> </ul> <h4 id="h_01JQXZZDWNDW6D10KCY72ZVMC8"><span class="MC_Effect_TextHighlightA">@mincraft/server-admin</span></h4> <ul> <li>Added <span class="MC_Effect_TextHighlightA">AsyncPlayerJoinBeforeEvent</span> <ul> <li>Added <span class="MC_Effect_TextHighlightA">beforeEvents.asyncPlayerJoin</span>, <span class="MC_Effect_TextHighlightA">AsyncPlayerJoinBeforeEvent</span>, and <span class="MC_Effect_TextHighlightA">AsyncPlayerJoinBeforeEventSignal</span> to allow creators to delay players joining the world.</li> <li> <span class="MC_Effect_TextHighlightA">AsyncPlayerJoinBeforeEventSignal.subscribe</span> is different than other events because the callback it accepts returns a promise. Once the promise is resolved, the player will join the world, or if the promise is rejected the player will be disconnected without joining the server. The player will be at the loading screen while the promise is pending.</li> </ul> </li> </ul> <h3 id="h_01JQXZZDWNBZP0NKCD7V7TW56H">Blocks</h3> <ul> <li>When Custom Components V2 experiment is enabled, <span class="MC_Effect_TextHighlightA">minecraft:custom_components</span> component is deprecated in 1.21.80 and higher format versions</li> <li>When Custom Components V2 experiment is enabled, custom components are flattened inline with other components and allow parameters in 1.21.80 and higher format versions. Example:</li> </ul> <pre><code>"components": {<br> "example_namespace:example_component": {<br> "someParam": 3,<br> "anotherParam": "test"<br> }<br>}<br></code></pre> <h3 id="h_01JQXZZDWNT6GWF2A4HRSR2TDQ">Cameras</h3> <ul> <li>Changed approach for the easing between moving targets under the Experimental Creator Camera Features toggle</li> </ul> <h3 id="h_01JQXZZDWNQVEJZD020W4P2EB4">Experiments</h3> <ul> <li>Added Custom Components V2 experiment</li> </ul> <h3 id="h_01JQXZZDWN0K6HWNFV726WK4X3">Graphical</h3> <ul> <li> <p>Added a new lighting model for clouds in the Deferred Technical Preview. The lighting parameters can not be configured at this time.</p> </li> <li> <p>Increased the range of cloud rendering in the Deferred Technical Preview.</p> </li> <li> <p>Added pixelated reflections to the Deferred Technical Preview. This new effect will cause reflections to align to the texel grid of textures in the world.</p> </li> <li> <p>Added pixelated shadows to the Deferred Technical Preview.<br>This new effect can be controlled with the new shadows JSON schema, "shadows/global.json". This file adds new settings that control the style of shadows in the game. Available parameters are <span class="MC_Effect_TextHighlightA">"shadow_stlye"</span>, which can be <span class="MC_Effect_TextHighlightA">"soft_shadows"</span> or <span class="MC_Effect_TextHighlightA">"blocky_shadows"</span>, and <span class="MC_Effect_TextHighlightA">"texel_size"</span>. <span class="MC_Effect_TextHighlightA">"soft_shadows"</span> are the default style, while <span class="MC_Effect_TextHighlightA">"blocky_shadows"</span> results in shadows that are pixelated in appearance. When <span class="MC_Effect_TextHighlightA">"blocky_shadows"</span> are enabled, <span class="MC_Effect_TextHighlightA">"texel_size"</span> controls the size of the pixelation effect. <span class="MC_Effect_TextHighlightA">"texel_size"</span> should be equivalent to the block texture size in order to achieve a one to one mapping between the pixels in a texture and the pixelated effect created by enabling <span class="MC_Effect_TextHighlightA">"blocky_shadows"</span>, but this is not required. An example version of what <span class="MC_Effect_TextHighlightA">"shadows/global.json"</span> could look like is as follows:</p> </li> </ul> <pre><code>{<br> "format_version": "1.21.80",<br> "minecraft:shadow_settings": {<br> "shadow_style": "blocky_shadows",<br> "texel_size": 16<br> }<br>}<br></code></pre> <h3 id="h_01JQXZZDWN3AHGEERKP1XXH054">Items</h3> <ul> <li>When Custom Components V2 experiment is enabled, <span class="MC_Effect_TextHighlightA">minecraft:custom_components</span> component is deprecated in 1.21.80 and higher format versions</li> <li>When Custom Components V2 experiment is enabled, custom components are flattened inline with other components and allow parameters in 1.21.80 and higher format versions. Example:</li> </ul> <pre><code>"components": {<br> "example_namespace:example_component": {<br> "someParam": 3,<br> "anotherParam": "test"<br> }<br>}<br></code></pre>
Community<p><strong>Posted:</strong> 28 March 2025</p> <p>A new update has been released to address a few issues with the 1.21.70 release. Please continue to report and upvote any bugs you find at <a href="https://bugs.mojang.com" target="_blank" rel="noopener noreferrer">bugs.mojang.com</a>.</p> <h2 id="h_01JQ92DEM18EW20B3S6RKA1NFY">Fixes:</h2> <ul> <li>Fixes flashing screen on certain devices when loading a world at the end of the progress screen (<a href="https://bugs.mojang.com/browse/MCPE-190555">MCPE-190555</a>)</li> <li>Fixed an issue that prevented buttons for external links from working correctly on iOS devices</li> <li>Fixed mobs playing their death animation twice as quickly as they should have (<a href="https://bugs.mojang.com/browse/MCPE-191525" target="_blank" rel="noopener noreferrer" aria-label="MCPE-191525 (Opens in new window or tab)">MCPE-191525</a>)</li> <li>Fixed client and server desynchronizing on entities the client erroneously thought were dead</li> </ul>
Community<p><img src="https://feedback.minecraft.net/hc/article_attachments/35363543357965" alt="MCV_SpringDrop_DotNet_Blog_Editorial_1170x500.jpg"></p> <p>It's time to experience new wonders of the Overworld as we release the Spring to Life drop, the first Minecraft game drop of 2025.</p> <p>The Spring to Life drop brings more reasons to explore both near and far! Warm winds have swept across biomes, bringing new mob variants, ambient sounds, and lush plants for you to discover. Befriend fluffy pigs, marvel at glittering firefly bushes, listen out for whispers of sand, and delight in a blooming Overworld humming with new beginnings.</p> <p>In this release we are also making the game tests system accessible through data packs with the new test command. And as usual, we continue to rebuild our engine to improve the experience for players and content creators. We are sure all those spare parts left on our floor can't be that important, right?</p> <h2 id="h_01JQ6TSBWN7MQBN33SNSZXTR1F">New Features</h2> <ul> <li>Added cold and warm variants for the Pig, Cow and Chicken</li> <li>Sheep now spawn with wool color dependent on the biome in which they spawn</li> <li>Added new sound variants for Wolves</li> <li>Overhauled the visuals of each Spawn Egg to improve readability and accessibility</li> <li>Added fallen tree generation</li> <li>Added Firefly Bush block</li> <li>Added Leaf Litter block</li> <li>Added Wildflowers block</li> <li>Added Bush block</li> <li>Added Short Dry Grass and Tall Dry Grass blocks</li> <li>Added Cactus Flower block which can grow on Cactus blocks</li> <li>Added new falling leaf particles to all Leaves blocks that did not already have them</li> <li>Added new ambient block sounds in the Desert and Badlands biomes</li> <li>Added language support for Kyrgyz</li> </ul> <h3 id="h_01JQ6TYFQXT2ZFBFPHC6CAWD9G">Farm Animal Variants</h3> <ul> <li>Warm and cold variants have been added for the following animals: <ul> <li>Pig</li> <li>Cow</li> <li>Chicken</li> </ul> </li> </ul> <ul> <li>The variant is determined by the biome they spawn in</li> <li>Temperate variant - The variants we are all familiar with, spawns by default where the other variants do not</li> <li>Cold variant - A variant that will be selected if spawned (naturally or by player) in these biomes: <ul> <li>Cold Ocean</li> <li>Deep Cold Ocean</li> <li>Deep Dark</li> <li>Deep Frozen Ocean</li> <li>End Barrens</li> <li>End Highlands</li> <li>End Midlands</li> <li>Frozen Ocean</li> <li>Frozen Peaks</li> <li>Frozen River</li> <li>Grove</li> <li>Ice Spikes</li> <li>Jagged Peaks</li> <li>Old Growth Pine Taiga</li> <li>Old Growth Spruce Taiga</li> <li>Small End Islands</li> <li>Snowy Beach</li> <li>Snowy Plains</li> <li>Snowy Slopes</li> <li>Snowy Taiga</li> <li>Stony Peaks</li> <li>Taiga</li> <li>The End</li> <li>Windswept Forest</li> <li>Windswept Gravelly Hills</li> <li>Windswept Hills</li> </ul> </li> </ul> <ul> <li>Warm variant - A variant that will be selected if spawned (naturally or by player) in these biomes: <ul> <li>Badlands</li> <li>Bamboo Jungle</li> <li>Basalt Deltas</li> <li>Crimson Forest</li> <li>Deep Lukewarm Ocean</li> <li>Desert</li> <li>Eroded Badlands</li> <li>Jungle</li> <li>Lukewarm Ocean</li> <li>Mangrove Swamp</li> <li>Nether Wastes</li> <li>Savanna</li> <li>Savanna Plateau</li> <li>Soul Sand Valley</li> <li>Sparse Jungle</li> <li>Warm Ocean</li> <li>Warped Forest</li> <li>Windswept Savanna</li> <li>Wooded Badlands</li> </ul> </li> </ul> <ul> <li>When bred by a player, a baby variant will not be chosen by the current biome, but instead randomly selected from one of the parents' variants</li> <li>Two new Egg items have been added for the warm and cold Chicken variants <ul> <li>Blue Egg - The Egg that is laid by and can hatch cold Chicken variants</li> <li>Brown Egg - The Egg that is laid by and can hatch warm Chicken variants</li> </ul> </li> </ul> <h4 id="h_01JQ6TZQC039QR6QZ1RDG2360M">Sheep Wool Color in Warm and Cold Biomes</h4> <ul> <li>Sheep now spawn with wool color dependent on the biome in which they spawn: <ul> <li>Temperate biomes: (these colors are unchanged from previous behavior) <ul> <li>Common Sheep color is white</li> <li>Uncommon Sheep colors are black, gray, light gray and brown</li> <li>There is a rare chance for a pink Sheep to spawn</li> </ul> </li> <li>Cold biomes: <ul> <li>Common Sheep color is black</li> <li>Uncommon Sheep colors are gray, light gray, white and brown</li> <li>There is a rare chance for a pink Sheep to spawn</li> </ul> </li> <li>Warm biomes: <ul> <li>Common Sheep color is brown</li> <li>Uncommon Sheep colors are gray, light gray, white and black</li> <li>There is a rare chance for a pink Sheep to spawn</li> </ul> </li> </ul> </li> </ul> <h3 id="h_01JQ6TZQC0KQHRBK4T18GE70G8">Wolf Sounds Variants</h3> <ul> <li>Added 6 new Wolf sound variants with unique ambient, hurt, death, growl, whine, and pant sounds <ul> <li>The new sounds are part of variants that are called "Big", "Cute", "Puglin", "Angry", "Grumpy", and "Sad"</li> <li>The original Wolf sounds now are used for the variant called "Classic"</li> <li>Every Wolf will have a sound variant randomly assigned to it from these 7 variants</li> <li>The sound variant is not related to the texture variant</li> </ul> </li> </ul> <h3 id="h_01JQ6V01QAWE3R4A42KD2RNQ5P">Spawn Egg Visuals Overhaul</h3> <ul> <li>Each Spawn Egg now has their own unique visual which captures the personality and character of the mob it spawns</li> <li>Each egg visual varies in shape to reflect the in-world size of the mob it spawns <ul> <li>For example, smaller mobs tend to have a smaller Spawn Egg</li> </ul> </li> </ul> <h3 id="h_01JQ6V1DZAWHZVK0FXQTKGKTD8">Fallen Trees</h3> <ul> <li>Fallen trees are a new decorative variant of trees</li> <li>Fallen trees come in four different wood type variants: <ul> <li>Oak</li> <li>Birch</li> <li>Jungle</li> <li>Spruce</li> </ul> </li> <li>Birch fallen trees come in a shorter and a longer version</li> <li>Some fallen trees can be decorated with Mushrooms or Vines</li> <li>Fallen trees can be found in all biomes where their standing tree variant grows, except the following: <ul> <li>Bamboo Jungle</li> <li>Flower Forest (has fallen Birch trees but not fallen Oak trees)</li> <li>Grove</li> <li>Meadow</li> <li>River</li> </ul> </li> </ul> <h3 id="h_01JQ6V214XNZ03N5FJMYVYX8HX">Firefly Bush</h3> <ul> <li>The Firefly Bush is found adjacent to water in Swamps, Mangrove Swamps, Badlands, and near Rivers</li> <li>When it is dark, glowing firefly particles appear around the Firefly Bush</li> <li>Using Bone Meal on a Firefly Bush grows a Firefly Bush in a random adjacent space if possible</li> <li>The Firefly Bush emits a light level of 2</li> <li>The Firefly Bush has a chance of playing ambient sounds when these conditions are met: <ul> <li>it is night</li> <li>it is not blocked from above by any collidable block except leaves</li> </ul> </li> </ul> <h3 id="h_01JQ6V2EAE8ZW2GRVWJHA4G4ZT">Leaf Litter</h3> <ul> <li>Leaf Litter is a new type of decorative block which can be found in the Forests, Dark Forests and Wooded Badlands <ul> <li>Note: Leaf Litter is only spawned as part of world generation, and does not regenerate during gameplay</li> </ul> </li> <li>Leaf Litter can have different amounts of leaves in one block space <ul> <li>Up to four Leaf Litter pieces can be placed in the same block space</li> <li>Placing a Leaf Litter into an existing Leaf Litter block increases the amount of leaves</li> </ul> </li> <li>Leaf Litter can be placed in four orientations</li> <li>Leaf Litter can be placed on any block with a full top face</li> <li>Leaf Litter can be created by smelting any type of Leaves block</li> <li>Leaf Litter can be used as fuel for smelting</li> <li>Leaf Litter can be used in the Composter</li> <li>Leaf Litter has unique block sounds</li> <li>Leaf Litter is tinted based on which biome it is in</li> <li>Leaf Litter is replaceable when building</li> </ul> <h3 id="h_01JQ6V2EAEPT42N0TFHNT1KCSR">Wildflowers</h3> <ul> <li>Wildflowers are a new type of flower which grow in Birch Forests, Old Growth Birch Forests and Meadows</li> <li>Wildflowers can have different amounts of flowers in one block space <ul> <li>Up to four Wildflowers can be placed in the same block space</li> <li>Placing a Wildflower into an existing Wildflowers block increases the amount of flowers</li> <li>Using Bone Meal on Wildflowers will produce more Wildflowers</li> </ul> </li> <li>Wildflowers can be placed in four orientations</li> <li>Wildflowers can be crafted into Yellow Dye</li> </ul> <h3 id="h_01JQ6V2EAEYSPBY5XQZ2M8DH03">Bush</h3> <ul> <li>The Bush is a new type of decorative block that can be found in small patches in the following biomes: <ul> <li>Birch Forest</li> <li>Forest</li> <li>Frozen River</li> <li>Old Growth Birch Forest</li> <li>Plains</li> <li>River</li> <li>Windswept Forest</li> <li>Windswept Gravelly Hills</li> <li>Windswept Hills</li> </ul> </li> <li>The Bush can be used in the Composter</li> <li>Using Bone Meal on a Bush grows a Bush in a random adjacent space if possible</li> <li>A Bush only drops when broken with Shears or a Silk Touch tool</li> <li>The Bush is replaceable when building</li> </ul> <h3 id="h_01JQ6V2EAERXS3F851F19SSZJ8">Short and Tall Dry Grass</h3> <ul> <li>Added two new types of grass: Short Dry Grass and Tall Dry Grass</li> <li>Both are 1 block high, which means Tall Dry Grass differs from regular Tall Grass which is 2 blocks high</li> <li>Both generate in the Desert and Badlands biomes</li> <li>Both can be placed on types of Sand, Terracotta, Dirt blocks, and Farmland like the Dead Bush</li> <li>Both can be bonemealed <ul> <li>Using Bone Meal on Short Dry Grass grows it into a Tall Dry Grass</li> <li>Using Bone Meal on Tall Dry Grass grows a Short Dry Grass in a random adjacent space if possible</li> </ul> </li> <li>Both can be used in the Composter</li> <li>Sheep can eat both to regrow their wool</li> <li>Both can be used as fuel for smelting</li> <li>Both are replaceable when building</li> </ul> <h3 id="h_01JQ6V2EAEE6361E8R86J7MDBM">Cactus Flower</h3> <ul> <li>Cactus Flower is a new type of flower that has a chance of generating on Cactuses in Deserts and Badlands</li> <li>Cactus Flower can be placed on Cactus blocks, Farmland, or any block which has center support at the top of the block</li> <li>Cactus Flowers have a chance of growing on Cactus blocks instead of the Cactus growing taller <ul> <li>If a Cactus is 1-2 blocks tall, the Cactus Flower has a 10% chance to grow</li> <li>If a Cactus is 3 blocks or taller the Cactus Flower has a 25% chance to grow</li> <li>Cactus Flowers will only grow if they have space on all four sides</li> </ul> </li> <li>Cactus Flowers can be used in the Composter</li> <li>A Cactus Flower can be used to craft 1 Pink Dye</li> </ul> <h3 id="h_01JQ6V2EAEY5VPJ0KPAH1MHR46">Falling Leaf Particles</h3> <ul> <li>All Leaves blocks now have chance of spawning falling leaf particles</li> <li>The following blocks are affected by this change: <ul> <li>Acacia Leaves</li> <li>Azalea Leaves</li> <li>Birch Leaves</li> <li>Dark Oak Leaves</li> <li>Flowering Azalea Leaves</li> <li>Jungle Leaves</li> <li>Mangrove Leaves</li> <li>Oak Leaves</li> <li>Spruce Leaves</li> </ul> </li> </ul> <h3 id="h_01JQ6V2EAECEBRPHARMGKQ78SY">New Ambient Sounds for Desert and Badlands</h3> <ul> <li>Sand, Red Sand and Terracotta of any color have a chance of playing ambient sounds when surrounded by another block in the same group on at least 3 sides, at a distance of 8 blocks <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">block.sand.idle</span> can be played in any biome</li> <li> <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">block.sand.wind</span> only plays when in Desert or Badlands biomes</li> </ul> </li> <li>Dead Bush blocks have a chance of playing ambient sounds when placed on top of two blocks that are any color of Terracotta, Sand or Red Sand blocks in any biome</li> </ul> <h2 id="h_01JQ6V2EAEQF90NDT1T0K9ARRC">Changes</h2> <ul> <li>The main menu panorama has been updated for the "Spring to Life" drop</li> <li>Beacons and their beams now render beyond 16 chunks, up to the client render distance <ul> <li>To keep it easily visible at large distances, the beam is rendered thicker the further away you are</li> <li>The beam now renders up to 2048 blocks high, up from 1024</li> </ul> </li> </ul> <ul> <li>Lodestones have a new crafting recipe and can now be found in Ruined Portals</li> <li>The trades of the Cartographer and Wandering Trader have been updated</li> <li>Bundles can now be found in some of the Chests in Villages</li> <li>Updates to Camel, Chicken, Cow, Pig, and Sheep spawning</li> <li>Zombified Piglins now need to be killed by a Player to drop the Player-specific loot such as experience <ul> <li>This makes them consistent with all other mobs in the game</li> </ul> </li> <li>Changes to world generation of the Pale Garden and Meadow biomes</li> <li>Chunks loaded by a portal will now be re-loaded again automatically when the world is reopened</li> <li>Improved how simulation distance affects block ticks</li> <li>Tweaks to the Creaking and Creaking Heart</li> <li>Textures and models for temperate Cow, Mooshrooms and Sheep have been updated</li> <li>Minor tweaks to existing Blocks, Items and Entities</li> <li>Various changes and tweaks to sounds</li> <li>Minor improvements to world uploads in Realms</li> <li>Reverted fix <a href="https://bugs.mojang.com/browse/MC-152728">MC-152728</a> - "<em>The player continues sprinting when performing actions that slow them down</em>" <blockquote> <p><strong>Developer's Note</strong>: <em>After consideration, we have decided to revert this fix. While we do want to revisit these mechanics in the future, it's clear that these recent fixes alone didn't quite hit the mark and caused too many negative side effects for parkour, speedbridging, and movement in general</em></p> </blockquote> </li> <li>If the game detects that the last startup did not complete normally, the fullscreen option will now be reset</li> <li>Removed Herobrine</li> </ul> <h3 id="h_01JQ6V2X3VD14CA4D01ZJGD552">Lodestone Changes</h3> <ul> <li>The Lodestone is now crafted from 1 Iron Ingot surrounded by 8 Chiseled Stone Bricks</li> <li>Lodestones can now be found as loot at Ruined Portals in the Overworld or Nether</li> <li>Advancement "Country Lode, Take me Home" has been moved from the "Nether" category to the "Adventure" category</li> </ul> <h3 id="h_01JQ6V2X3VTZX6QRDZAQ5H7KDD">Cartographer and Wandering Trader Trade Rebalance</h3> <h4 id="h_01JQ6V2X3V5R01KQ5QG50H02C3">Cartographer Trades</h4> <ul> <li>Cartographers now sell 7 new maps each pointing to a different village or other structures in a different biome</li> <li>Cartographers from different village types will sell a different range of maps and colored banners</li> <li>Some prices and quantities have also been adjusted</li> </ul> <h4 id="h_01JQ6V2X3VHMBVX6PA6GVEBNBJ">Wandering Trader Trades</h4> <ul> <li>The Wandering Trader now has better prices, more trades and a larger amount of stock for many items</li> <li>They will also now buy basic supplies from players, so it is possible to get some Emeralds by helping them prepare for their next journey - even if you don't feel like buying anything</li> <li>The Wandering Trader will offer to buy two items from this list: <ul> <li>Water Bottle</li> <li>Water Bucket</li> <li>Milk Bucket</li> <li>Fermented Spider Eye</li> <li>Baked Potato</li> <li>Hay Bale</li> </ul> </li> <li>Wandering Traders now have a chance of selling these items (in addition to their previous trades): <ul> <li>Logs (Acacia, Birch, Dark Oak, Jungle, Oak, Spruce, Pale Oak or Cherry)</li> <li>Enchanted Iron Pickaxe</li> <li>Potion of Invisibility</li> </ul> </li> </ul> <h3 id="h_01JQ6V2X3VS8W39K995GM7GCM9">Mob Spawning Changes</h3> <ul> <li>Camels now spawn in Deserts</li> <li>Chickens, Cows, Pigs, and Sheep can now spawn in Badlands</li> </ul> <h3 id="h_01JQ6V2X3VPGFZP3KHG3ERMTNP">World Generation Changes</h3> <ul> <li>The Pale Garden biome now occupies more space that was previously taken by Dark Forest</li> <li>Woodland Mansions can now generate in the Pale Garden biome</li> <li>Short Grass now generates slightly sparser in Meadows</li> </ul> <h3 id="h_01JQ6V2X3V3GS0F95Q4821FDYA">Simulation Distance</h3> <ul> <li>Any block in simulation distance of a player, or loaded by another source of chunk loading such as Ender Pearls, may now receive random ticks instead of 8 chunks just around players <ul> <li>For example: if a chunk is loaded by an Ender Pearl or is in the spawn chunks, crops are able to grow, Ice can melt, Snow can fall, and a Cauldron can be filled by rain</li> <li>Mob spawning, Lava spreading fire, and Lightning strikes still occur in the previous radius of 8 chunks around players</li> </ul> </li> <li>Fire will no longer burn or spread if no player is within 8 chunks</li> </ul> <h3 id="h_01JQ6V2X3V0KM1H54WN4TK143P">Creaking and Creaking Heart</h3> <ul> <li>Creakings can now be named using Name Tags <ul> <li>Named Creakings will persist through the day <ul> <li>However, they will still be torn down if stuck with a player or if too far from their Heart</li> </ul> </li> <li>Named Creakings are still resistant to all damage, and can communicate with their Hearts via particles</li> </ul> </li> <li>Creaking Hearts correctly placed between Logs have a new dormant texture during the day <ul> <li>Dormant Creaking Hearts cannot spawn new Creakings or Resin</li> </ul> </li> <li>The transition between the awake and dormant states for Creaking Hearts, as well as the transition of Eye Blossoms is now based on the fixed day time <ul> <li>All these behaviors are no longer affected by weather or dimension brightness</li> </ul> </li> </ul> <h3 id="h_01JQ6V2X3V3C1CPPFVVDARZ9JR">Mob Texture and Model Changes</h3> <ul> <li>The look of the temperate Cow has been slightly updated to have an extruded snout</li> <li>The look of both Mooshroom variants have been slightly updated to have an extruded snout</li> <li>Sheep's wool undercoat is now also colored when dyed</li> <li>The Sheep wool texture has been tweaked to remove the stark line at the back</li> </ul> <h3 id="h_01JQ6V2X3VKYHG3VFJE52AX1MB">Minor Tweaks to Blocks, Items and Entities</h3> <ul> <li>Sheep can now eat Fern blocks</li> <li>Landing on Powdered Snow with Leather Boots equipped after falling further than 2.5 blocks will now make entities fall through the snow <ul> <li>Jumping or falling less than 2.5 blocks allows the entity to land on top of the snow like before</li> </ul> </li> <li>Saddles equipped onto Pigs or Striders will now maintain properties such as custom name when dropped</li> <li>Bubble columns produce less particles and sounds when entities are unaffected by them are inside them</li> <li>Pale Oak Leaves and Pale Oak Saplings have an updated map color</li> <li>Improved tooltips for the Crossbow and all container items</li> </ul> <h4 id="h_01JQ6V2X3V3PRTEZCTCWB343NV">Item Tooltips</h4> <ul> <li>Crossbows will now show all charged projectiles in their tooltip instead of just the first <ul> <li>All charged projectiles will also add their entire tooltip as a subsection, instead of only Fireworks</li> </ul> </li> <li>All container items with stored contents, such as a Chest picked with Ctrl+Pick Block, will now list the first 4 items in their tooltip just like Shulker Boxes</li> </ul> <h3 id="h_01JQ6V2X3VW585248E9JP72WZA">Sound Changes</h3> <ul> <li>The volume of the narrator is now affected by the game's configured volume in the "Voice" category</li> <li>Added new break, place, step, fall and hit sounds for Iron Blocks, Iron Bars, Iron Trapdoors, Iron Doors and Heavy Weighted Pressure Plates</li> <li>The breaking sound for the "grass" sound type has been lowered</li> <li>Blocks that are broken by a Piston now play their breaking sound</li> <li>Ambient block sounds in Desert, Badlands and Pale Garden which are only used for ambience have been moved from the "Blocks" to the 'Ambient/Environment' category</li> </ul> <h3 id="h_01JQ6V2X3V2HGBWYMPYCS9TQ64">Realms World Uploads</h3> <ul> <li>Uploading a world to Realms will now enable Command Blocks by default</li> <li>It is now possible to upload Hardcore singleplayer worlds to Realms</li> </ul> <h2 id="h_01JQ6V2X3VJ0A1YNCDTEDVVYQ5">Technical Changes</h2> <ul> <li>The Data Pack version is now 71</li> <li>The Resource Pack version is now 55</li> <li>A new entry point is present in the server jar: <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">net.minecraft.gametest.Main</span> <ul> <li>Automatically starts a server and runs all available game tests</li> </ul> </li> <li>A new command line argument is available for the client: <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">--renderDebugLabels</span> <ul> <li>Adds debug labels to relevant OpenGL objects, making debugging rendering easier for developers</li> </ul> </li> <li>Minor changes to chat network protocol</li> </ul> <h3 id="h_01JQ6V2X3VQJJB65KSC4S4SS58">Game Test Entry Point</h3> <p>This new entry point automatically starts a server, runs all available game test, and then exits.</p> <p>Options:</p> <ul> <li> <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">--help</span> - Shows usage information</li> <li> <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">--packs <path></span> - Set a folder of data packs to include in the world <ul> <li>Any zip file or folder containing a <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">pack.mcmeta</span> file is included</li> </ul> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">--report <path></span> - Exports results in a JUnit-like XML report at the given path</li> <li> <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">--tests <selection></span> - Specify which tests to run with a selection - a wildcard expression matching namespace test instance IDs <ul> <li>If omitted, or used with an empty ID, all tests will be run</li> </ul> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">--universe <path></span> - The path in which the test server world will be created <ul> <li>Any existing folder will be replaced</li> <li>Default: <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">gametestserver</span> </li> </ul> </li> <li> <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">--verify <boolean></span> - Enables test verification <ul> <li>Runs the tests specified with <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">test</span> or <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">testNamespace</span> 100 times for each 90-degree rotation step</li> <li>Default: <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">false</span> </li> </ul> </li> </ul> <p>Example usage: <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">java -DbundlerMainClass="net.minecraft.gametest.Main" -jar server.jar --packs mytestpacks</span></p> <h3 id="h_01JQ6V2X3VWBWXYWTJD83B4QZ4">Network Protocol</h3> <ul> <li>The clientbound <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">player_chat</span> packet now contains an index increasing for every message sent to the client <ul> <li>The index starts at 0 when logging in (or is reset by configuration phase and the <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">login</span> packet)</li> <li>For every message, the server should increment this value by 1</li> <li>If this value updates in an unexpected way, the client will disconnect</li> <li>As the protocol requires that every chat packet reaches the client in produced order, the goal is to enable faster detection of missed/reordered chat messages for custom server developers</li> </ul> </li> <li>The serverbound <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">chat</span> and <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">chat_command_signed</span> packets now contain a checksum byte along with the "last seen" update <ul> <li>This is a simple hash of the "last seen" signatures which should be reconstructed by the server, allowing quicker detection of desynchronized state</li> <li>This can be passed as <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">0</span> to disable the check, for compatibility with protocol translation</li> </ul> </li> </ul> <h2 id="h_01JQ6V2X3V2RE3FKN0ERNPJKSA">Data Pack Versions 62 through 71</h2> <ul> <li>The Game Tests system is now accessible through data packs and for mods</li> <li>Added new <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">allowFireTicksAwayFromPlayer</span> and <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">tntExplodes</span> Game Rules</li> <li>All entities can now store custom data</li> <li>Added a uniform way to define variant selection rules</li> <li>Wolf Sound, Pig, Cat, Chicken, Cow, and Frog variants are now data-driven</li> <li>Changes to commands</li> <li>Structure Blocks in the "Load" mode have a new option: "Strict Placement" <ul> <li>If set to <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">false</span>, the blocks in the placed structure will not trigger block updates, block entity side effects, or shape updates</li> </ul> </li> <li>The game's handling of NBT has been updated to allow "heterogeneous" lists with elements of different types</li> <li>The object notation used in commands for NBT, text components and inline predicates (a.k.a. SNBT) has been extended</li> <li>Updated data format of Text Components</li> <li>Updated many data formats within entities and block entities</li> <li>Added new item components, and updates to existing components <ul> <li>The control of tooltip behavior has been reworked into a <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">tooltip_display</span> component</li> </ul> </li> <li>Entity variants are now set and queried with components</li> <li>Updated Entity Predicates to support entity components</li> <li>Updated Block Predicates to support block entity components</li> <li>Updated <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">toggle_tooltips</span> loot function to support new <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">tooltip_display</span> component</li> <li>The <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">potion</span> entity type has been split into <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">splash_potion</span> and <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">lingering_potion</span> </li> <li>Added <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">saddle</span> equipment slot for entities, driven by the <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">equippable</span> component <ul> <li>Only mobs that normally support saddles will support riding and rendering of the saddle</li> <li>Items in the <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">saddle</span> slot can apply attribute modifiers as with other equipment</li> </ul> </li> <li>Changes to <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">crafting_transmute</span>, <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">smithing_transform</span>, and <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">smithing_trim</span> recipe types</li> <li>Trim pattern and trim material items are no longer specified in the trim registries, but instead in the recipes and items respectively</li> <li>Added <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">fallen_tree</span> feature type and <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">attached_to_logs</span> tree decorator type</li> <li>The <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">background</span> field in Advancement definitions no longer contains a <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">textures/</span> prefix and <span class="MC_Effect_TextHighlightA" style="color: var(--mc-text-highlight-color,#7824c5) !important;">.png</span> suffix</li> <li>
Community<p><strong>Posted:</strong> 26 March 2025</p> <p><span class="wysiwyg-font-size-x-large"><strong>Information on Minecraft Preview and Beta:</strong></span></p> <ul> <li>These work-in-progress versions can be unstable and may not be representative of final version quality</li> <li>Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at <a href="https://aka.ms/PreviewFAQ" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/PreviewFAQ (Opens in new window or tab)" data-bi-id="n8a3" data-bi-name="aka.ms/previewfaq">aka.ms/PreviewFAQ</a> </li> <li>The beta is available on Android (Google Play). To join or leave the beta, see <a href="https://aka.ms/JoinMCBeta" target="_blank" rel="noopener noreferrer" aria-label="aka.ms/JoinMCBeta (Opens in new window or tab)" data-bi-id="n8a3" data-bi-name="aka.ms/joinmcbeta">aka.ms/JoinMCBeta</a> for detailed instructions</li> </ul> <p><img src="https://feedback.minecraft.net/hc/article_attachments/35326083928205" alt="r21u8_3_1080.jpg"></p> <p>It's time for another Preview and Beta! For the full list of goodies, browse the changelog below. And as always, we’re keen to get your feedback on these new features at <a href="https://feedback.minecraft.net/" target="_blank" rel="noopener noreferrer" aria-label="feedback.minecraft.net (Opens in new window or tab)" data-bi-id="n6a3" data-bi-name="feedback.minecraft.net">feedback.minecraft.net</a>, and you can report any bugs at <a href="https://bugs.mojang.com/" target="_blank" rel="noopener noreferrer" aria-label="bugs.mojang.com (Opens in new window or tab)" data-bi-id="n7a3" data-bi-name="bugs.mojang.com">bugs.mojang.com</a>.</p> <p>Enjoy!</p> <h1 id="experimental-features" class="code-line" dir="auto" data-line="0">Experimental Features</h1> <h2 id="locator-bar" class="code-line" dir="auto" data-line="2">Locator Bar</h2> <ul class="code-line" dir="auto" data-line="3"> <li class="code-line" dir="auto" data-line="3">Dots are now shown representing Players in Spectator Mode to other Players also in Spectator Mode on the Locator Bar</li> </ul> <h1 id="features-and-bug-fixes" class="code-line" dir="auto" data-line="6">Features and Bug Fixes</h1> <h2 id="flat-world-presets" class="code-line" dir="auto" data-line="8">Flat World Presets</h2> <ul class="code-line" dir="auto" data-line="9"> <li class="code-line" dir="auto" data-line="9"> <p class="code-line" dir="auto" data-line="9">It's now possible to select a flat world preset in the Advanced Tab of the Create New World screen when flat world mode has been enabled.</p> <ul class="code-line" dir="auto" data-line="12"> <li class="code-line" dir="auto" data-line="12">You can now have more variety in your flat worlds with the following presets: <ul class="code-line" dir="auto" data-line="13"> <li class="code-line" dir="auto" data-line="13">Classic Flat</li> <li class="code-line" dir="auto" data-line="14">Tunnelers' Dream</li> <li class="code-line" dir="auto" data-line="15">Water World</li> <li class="code-line" dir="auto" data-line="16">Overworld</li> <li class="code-line" dir="auto" data-line="17">Snowy Kingdom</li> <li class="code-line" dir="auto" data-line="18">Bottomless Pit</li> <li class="code-line" dir="auto" data-line="19">Desert</li> <li class="code-line" dir="auto" data-line="20">Redstone Ready</li> </ul> </li> <li class="code-line" dir="auto" data-line="21">We want to develop the future of flat worlds together with you, the community, by hearing your ideas over at <a href="https://aka.ms/mcflatworldfeedback" data-href="https://aka.ms/mcflatworldfeedback">the feedback site</a> </li> </ul> <blockquote class="code-line" dir="auto" data-line="22"> <p class="code-line" dir="auto" data-line="22"><strong>Developer's Note:</strong> <em>This is the first batch of flat world presets we're adding. More changes are on the way, including the popular The Void preset.</em></p> </blockquote> </li> </ul> <h2 id="accessibility" class="code-line" dir="auto" data-line="24">Accessibility</h2> <ul class="code-line" dir="auto" data-line="25"> <li class="code-line" dir="auto" data-line="25">Fixed an issue where Text To Speech wasn't working on Android Fire Tablet devices</li> </ul> <h2 id="gameplay" class="code-line" dir="auto" data-line="34">Gameplay</h2> <ul class="code-line" dir="auto" data-line="35"> <li class="code-line" dir="auto" data-line="35"> <p class="code-line" dir="auto" data-line="35">Fixed an issue where the player would momentarily lay under or beside a Bed when going to sleep</p> </li> <li class="code-line" dir="auto" data-line="37"> <p class="code-line" dir="auto" data-line="37">Deepslate Redstone Ore once again lights up after interacting with it (<a href="https://bugs.mojang.com/browse/MCPE-191381" data-href="https://bugs.mojang.com/browse/MCPE-191381">MCPE-191381</a>)</p> </li> <li class="code-line" dir="auto" data-line="39"> <p class="code-line" dir="auto" data-line="39">Deepslate Redstone Ore no longer stays infinitely lit up after interacting with it (<a href="https://bugs.mojang.com/browse/MCPE-136864" data-href="https://bugs.mojang.com/browse/MCPE-136864">MCPE-136864</a>)</p> </li> <li class="code-line" dir="auto" data-line="41"> <p class="code-line" dir="auto" data-line="41">When respawning from death while gliding or swimming players will now have the correct collision (<a href="https://bugs.mojang.com/browse/MCPE-189554" data-href="https://bugs.mojang.com/browse/MCPE-189554">MCPE-189554</a>)</p> </li> </ul> <h2 id="mobs" class="code-line" dir="auto" data-line="44">Mobs</h2> <ul class="code-line" dir="auto" data-line="45"> <li class="code-line" dir="auto" data-line="45"> <p class="code-line" dir="auto" data-line="45">Mobs no longer have difficulty inflicting recurring hits when very close to non-moving players (<a class="c-link" href="https://bugs.mojang.com/browse/MCPE/issues/MCPE-189535" target="_blank" rel="noopener noreferrer" data-stringify-link="https://bugs.mojang.com/browse/MCPE/issues/MCPE-189535" data-sk="tooltip_parent">MCPE-189535</a>)</p> </li> <li class="code-line" dir="auto" data-line="47"> <p class="code-line" dir="auto" data-line="47">Camels no longer spawn in spaces that are too small for them (<a href="https://bugs.mojang.com/browse/MCPE-190700" data-href="https://bugs.mojang.com/browse/MCPE-190700">MCPE-190700</a>)</p> </li> </ul> <h2 id="music" class="code-line" dir="auto" data-line="50">Music</h2> <ul class="code-line" dir="auto" data-line="51"> <li class="code-line" dir="auto" data-line="51">Music and sounds will no longer play once the save and exit button is pressed (<a href="https://bugs.mojang.com/browse/MCPE-190632" data-href="https://bugs.mojang.com/browse/MCPE-190632">MCPE-190632</a>)</li> </ul> <h2 id="realms" class="code-line" dir="auto" data-line="54">Realms</h2> <ul class="code-line" dir="auto" data-line="55"> <li class="code-line" dir="auto" data-line="55">Fixed a crash when clicking several times while trying to upload a world to an inactive Realm slot</li> </ul> <h2 id="sounds" class="code-line" dir="auto" data-line="57">Sounds</h2> <ul class="code-line" dir="auto" data-line="58"> <li class="code-line" dir="auto" data-line="58">Fixed Wolf spawning sounds not using the appropriate sound variants (<a href="https://bugs.mojang.com/browse/MCPE-190576" data-href="https://bugs.mojang.com/browse/MCPE-190576">MCPE-190576</a>)</li> </ul> <h2 id="stability-and-performance" class="code-line" dir="auto" data-line="61">Stability and Performance</h2> <ul class="code-line" dir="auto" data-line="62"> <li class="code-line" dir="auto" data-line="62">Fixed an issue that caused a crash while generating chunks</li> </ul> <h2 id="user-interface" class="code-line" dir="auto" data-line="65">User Interface</h2> <ul class="code-line" dir="auto" data-line="66"> <li class="code-line" dir="auto" data-line="66"> <p class="code-line" dir="auto" data-line="66">Fixed an issue which prevented the escape keyboard shortcut from working in certain scenarios on the death screen</p> </li> <li class="code-line" dir="auto" data-line="68"> <p class="code-line" dir="auto" data-line="68">Bundle slot selection using gamepad right stick no longer skips slots when playing in splitscreen</p> </li> <li class="code-line" dir="auto" data-line="70"> <p class="code-line" dir="auto" data-line="70">Stacks are now correctly splitting across slots when moving cursor and holding the left mouse button to split a stack evenly across slots</p> </li> <li class="code-line" dir="auto" data-line="72"> <p class="code-line" dir="auto" data-line="72">Updated the friends drawer status to tell if a friend is playing in the same world as you</p> </li> </ul> <h1 id="technical-updates" class="code-line" dir="auto" data-line="74">Technical Updates</h1> <h2 id="block-components" class="code-line" dir="auto" data-line="76">Block Components</h2> <ul class="code-line" dir="auto" data-line="77"> <li class="code-line" dir="auto" data-line="77">Removed UpcomingCreatorFeatures experiment requirement for field <code>"isotropic"</code> in <code>"minecraft:material_instances"</code> component</li> </ul> <h2 id="blocks" class="code-line" dir="auto" data-line="80">Blocks</h2> <ul class="code-line" dir="auto" data-line="81"> <li class="code-line" dir="auto" data-line="81">From 1.21.80 onward, when using a minecraft:geometry component or minecraft:material_instances component, you must include both</li> </ul> <h2 id="commands" class="code-line" dir="auto" data-line="84">Commands</h2> <ul class="code-line" dir="auto" data-line="85"> <li class="code-line" dir="auto" data-line="85">Released <code>/place structure</code> and <code>/place jigsaw</code> out of the <code>Data-Driven Jigsaw Structures</code> experiment</li> </ul> <h2 id="components" class="code-line" dir="auto" data-line="88">Components</h2> <ul class="code-line" dir="auto" data-line="89"> <li class="code-line" dir="auto" data-line="89"> <p class="code-line" dir="auto" data-line="89">Added validation for block asset references in components</p> <ul class="code-line" dir="auto" data-line="91"> <li class="code-line" dir="auto" data-line="91">Content errors will log missing block references for the following components: <ul class="code-line" dir="auto" data-line="92"> <li class="code-line" dir="auto" data-line="92">item component "minecraft:digger"</li> <li class="code-line" dir="auto" data-line="93">item component "minecraft:entity_placer"</li> <li class="code-line" dir="auto" data-line="94">item component "minecraft:block_placer"</li> <li class="code-line" dir="auto" data-line="95">spawn rules component "minecraft:spawns_on_block_filter"</li> <li class="code-line" dir="auto" data-line="96">spawn rules component "minecraft:spawns_on_block_prevented_filter"</li> <li class="code-line" dir="auto" data-line="97">spawn rules component "minecraft:spawns_above_block_filter"</li> </ul> </li> </ul> </li> <li class="code-line" dir="auto" data-line="98"> <p class="code-line" dir="auto" data-line="98">"can_be_stolen" has been moved from "presets" back to being a direct sub-field of the "minecraft:leashable" component</p> </li> </ul> <h2 id="documentation" class="code-line" dir="auto" data-line="101">Documentation</h2> <ul class="code-line" dir="auto" data-line="102"> <li class="code-line" dir="auto" data-line="102">Include biome and client_biome JSON files in generated documentation</li> </ul> <h2 id="editor-1" class="code-line" dir="auto" data-line="105">Editor</h2> <ul class="code-line" dir="auto" data-line="106"> <li class="code-line" dir="auto" data-line="106">Added "Magic Select" to selection modes. This mode allows users to quickly select non-air blocks at and above a selected block. This is extremely useful when working with structures. The current implementation is prototype and only has an 8-block search radius, upwards from the point of click. Holding SHIFT while clicking will make the selection additive to any existing selections</li> <li class="code-line" dir="auto" data-line="107">Added a missing string when there is an empty slot in the Realms Slot dropdown</li> <li class="code-line" dir="auto" data-line="108">Fixed Publish to Realms bug by cleaning up local world copy that's created during publish process</li> <li class="code-line" dir="auto" data-line="109">Fixed a bug where passing a complex volume with non-contiguous voxels was copying only the contents of the bounding rectangle to the clipboard. Only the specified voxels should have been copied. This now allows us to create structures where air and structure voids are stripped out</li> <li class="code-line" dir="auto" data-line="109">The Structure Panel now has the ability to create a new Structure from an existing selection</li> <li class="code-line" dir="auto" data-line="31"> <p class="code-line" dir="auto" data-line="31">The Structure Panel now allows the editing of the origin field</p> </li> </ul> <h2 id="goals" class="code-line" dir="auto" data-line="111">Goals</h2> <ul class="code-line" dir="auto" data-line="112"> <li class="code-line" dir="auto" data-line="112"> <p class="code-line" dir="auto" data-line="112">Added fields to "minecraft:behavior.tempt" goal</p> <ul class="code-line" dir="auto" data-line="114"> <li class="code-line" dir="auto" data-line="114">The "stop_distance" field specifies a custom distance for when the tempted mob should stop moving towards the player</li> <li class="code-line" dir="auto" data-line="115">The "on_start" field specifies the event to trigger when the goal starts</li> <li class="code-line" dir="auto" data-line="116">The "on_end" field specifies the event to trigger when the goal ends</li> </ul> </li> <li class="code-line" dir="auto" data-line="117"> <p class="code-line" dir="auto" data-line="117">Added "minecraft:behavior.float_tempt" goal, which allows a tempted mob to move in a line towards the player</p> <ul class="code-line" dir="auto" data-line="119"> <li class="code-line" dir="auto" data-line="119">This goal is a variant of the "minecraft:behavior.tempt" goal and shares the same fields</li> <li class="code-line" dir="auto" data-line="120">Requires the mob to be in a floating state (e.g. use the "minecraft:navigation.float" component)</li> </ul> </li> </ul> <h2 id="structures" class="code-line" dir="auto" data-line="122">Structures</h2> <ul class="code-line" dir="auto" data-line="123"> <li class="code-line" dir="auto" data-line="123">Exposed new fields to data driven jigsaw structures: start_height, dimensional_padding, pool_aliases, max_distance_from_center</li> <li class="code-line" dir="auto" data-line="124">made height_map_projection optional and changed anchor to start_jigsaw_name</li> </ul> <h2 id="user-interface-1" class="code-line" dir="auto" data-line="126">User Interface</h2> <ul class="code-line" dir="auto" data-line="127"> <li class="code-line" dir="auto" data-line="127">Fixed a bug where worlds set to Creative would be created with cheats turned on</li> </ul> <h1 id="experimental-technical-updates" class="code-line" dir="auto" data-line="130">Experimental Technical Updates</h1> <h2 id="api" class="code-line" dir="auto" data-line="131">API</h2> <h3 id="minecraftserver-200-beta" class="code-line" dir="auto" data-line="133"> <code>@minecraft/server</code> 2.0.0-beta</h3> <ul class="code-line" dir="auto" data-line="134"> <li class="code-line" dir="auto" data-line="134"> <p class="code-line" dir="auto" data-line="134"><code>EntitySkinIdComponent</code> has been changed to read-only in version 2.0 beta</p> </li> <li class="code-line" dir="auto" data-line="136"> <p class="code-line" dir="auto" data-line="136">Added property <code>localizationKey</code> to <code>Entity</code>, <code>Block</code>, and <code>ItemStack</code> which returns the key used for finding the localized names of these objects</p> </li> </ul> <h4 id="added-new-container-apis" class="code-line" dir="auto" data-line="138">Added new <code>Container</code> APIs:</h4> <ul class="code-line" dir="auto" data-line="139"> <li class="code-line" dir="auto" data-line="139"> <code>contains(ItemStack)</code>: Attempts to find an instance of an item inside the container</li> <li class="code-line" dir="auto" data-line="140"> <code>firstEmptySlot()</code>: Finds the index of the first empty slot inside the container</li> <li class="code-line" dir="auto" data-line="141"> <code>firstItem()</code>: Finds the index of the first item inside the container</li> <li class="code-line" dir="auto" data-line="142"> <code>find(ItemStack)</code>: Find the index of the first instance of an item inside the container</li> <li class="code-line" dir="auto" data-line="143"> <code>reverseFind(ItemStack)</code>: Find the index of the last instance of an item inside the container</li> </ul> <h4 id="custom-commands" class="code-line" dir="auto" data-line="145">Custom Commands</h4> <p class="code-line" dir="auto" data-line="146">Added support for custom commands authored in script. The new <code>CustomCommandRegistry</code> is provided when listening to <code>ModuleStartupEvent</code>. More APIs in the area will come in the coming weeks.</p> <p class="code-line" dir="auto" data-line="148">Additional types added:</p> <ul class="code-line" dir="auto" data-line="149"> <li class="code-line" dir="auto" data-line="149"><code>CustomCommandRegistry</code></li> <li class="code-line" dir="auto" data-line="150"><code>CustomCommandPermissionLevel</code></li> <li class="code-line" dir="auto" data-line="151"><code>CustomCommandParamType</code></li> <li class="code-line" dir="auto" data-line="152"> <code>CustomCommandResult</code> and <code>CustomCommandStatus</code> </li> <li class="code-line" dir="auto" data-line="153"><code>CustomCommandParameter</code></li> </ul> <h2 id="graphical" class="code-line" dir="auto" data-line="155">Graphical</h2> <ul class="code-line" dir="auto" data-line="156"> <li class="code-line" dir="auto" data-line="156"> <p class="code-line" dir="auto" data-line="156">Fixed an issue with Android GPU identification causing Deferred Technical Preview to be disabled on certain supported devices.</p> </li> <li class="code-line" dir="auto" data-line="158"> <p class="code-line" dir="auto" data-line="158">Disabled split screen for the Deferred Technical Preview. Deferred/Ray Tracing modes are not available in the video menu during split screen sessions, and starting a split screen session while in one of these modes will force the game back to Fancy mode.</p> </li> </ul>
Community<p><img src="https://feedback.minecraft.net/hc/article_attachments/35256266891149" alt="Spring to Life Minecraft Bedrock Edition.jpg"></p> <p>The Spring to Life drop brings more reasons to explore both near and far! Warm winds have swept across biomes, bringing new mob variants, ambient sounds, and lush plants for you to discover. Befriend fluffy pigs, marvel at glittering firefly bushes, listen out for whispers of sand, and delight in a blooming Overworld humming with new beginnings. Play the Spring to Life drop in Minecraft now!</p> <h2 id="h_01JQ3WT4C41NSZ43PYNKRN1WGD">New Game Drop Features</h2> <h3 id="h_01JQ3WT4C4TZ99VCR10SCSRBKP">Blocks</h3> <h4 id="h_01JQ3WT4C4TNEHWQSV276XA3CM">Bush</h4> <ul> <li>The Bush is a new type of decorative block that can be found in small patches in the following biomes: <ul> <li>Plains</li> <li>Windswept Hills</li> <li>Windswept Gravelly Hills</li> <li>Windswept Forest</li> <li>River</li> <li>Forest</li> <li>Birch Forest</li> <li>Old Growth Birch Forest</li> </ul> </li> <li>The Bush can be used in the Composter</li> <li>Using Bone Meal on a Bush places a new Bush next to the Bush if possible</li> </ul> <h4 id="h_01JQ3WT4C4SH5MQSV8C26P4EE5">Firefly Bush</h4> <ul> <li>Added the Firefly Bush block <ul> <li>Spawns Firefly particles that fly around it when in darkness</li> <li>Illuminates the area around it</li> </ul> </li> <li>Using Bone Meal on a Firefly Bush places a new Firefly Bush next to it if possible</li> <li>Firefly Bushes are found naturally in clumps next to water in the Overworld</li> <li>In Swamp biomes they can be found anywhere and are twice as likely to be found next to water</li> <li>Added ambient sounds to the Firefly Bush that will play at night when the sky is visible</li> </ul> <h4 id="h_01JQ3WT4C471DTA3CCWCX1BBSC">Cactus Flower</h4> <ul> <li>Added the Cactus Flower, a new type of flower which has a chance of generating on Cactuses in Deserts and Badlands</li> <li>Cactus Flower can be placed on Cactus blocks or any block which has center support at the top of the block</li> <li>Cactus Flowers have a chance of growing on Cactus blocks <ul> <li>If a Cactus is 1-2 blocks high the Cactus Flower has a 10% chance to grow instead of the Cactus getting higher</li> <li>If a Cactus is 3 blocks high the Cactus Flower has a 25% chance to grow instead of the Cactus getting higher</li> <li>Cactus Flowers can only grow if they have empty space on all four sides</li> </ul> </li> <li>Cactus Flowers can be used in the Composter</li> <li>A Cactus Flower can be used to craft 1 Pink Dye</li> </ul> <h4 id="h_01JQ3WT4C4QZABGM42HQ8T1P6V">Leaf Litter</h4> <ul> <li>Leaf Litter is a new type of decorative block which can be found in the Forests, Dark Forests and Wooded Badlands</li> <li>Leaf Litter can have different amounts of leaves in one block space <ul> <li>Up to four Leaf Litter pieces can be placed in the same block space</li> <li>Placing a Leaf Litter into an already placed Leaf Litter block increases the amount of leaves</li> </ul> </li> <li>Leaf Litter can be placed in four orientations</li> <li>Leaf Litter can be created by smelting any type of Leaves block</li> <li>Leaf Litter can be used as fuel for smelting</li> <li>Leaf Litter has unique block sounds</li> </ul> <h4 id="h_01JQ3WT4C4J4YCCCF1TFG5Z6NM">Short and Tall Dry Grass</h4> <ul> <li>Added two new types of grass: Short Dry Grass and Tall Dry Grass</li> <li>Both are 1 block high, which makes Tall Dry Grass differ from Tall Grass which is 2 blocks high</li> <li>Both generate in the Desert and Badlands</li> <li>Both can be placed on types of Sand, Terracotta and Dirt blocks like the Dead Bush</li> <li>Both can be bone mealed <ul> <li>Using Bone Meal on Short Dry Grass grows it into a Tall Dry Grass</li> <li>Using Bone Meal on Tall Dry Grass places a neighbouring Short Dry Grass next to the block if possible</li> </ul> </li> <li>Both can be used in the Composter</li> <li>Sheep can eat both to regrow its wool</li> <li>Both can be used as fuel for smelting</li> </ul> <h4 id="h_01JQ3WT4C40PH3HFJWC6GFY0JM">Wildflowers</h4> <ul> <li>Wildflowers are a new type of flower which grow in Birch Forests, Old Growth Birch Forests and Meadows <ul> <li>Using Bone Meal on Grass Blocks in these biomes can grow Wildflowers</li> </ul> </li> <li>Wildflowers can have different amounts of flowers in one block space <ul> <li>Up to four Wildflowers can be placed in the same block space</li> <li>Placing Wildflowers into an already placed Wildflowers block increases the amount of flowers</li> <li>Using Bone Meal on Wildflowers will produce more Wildflowers</li> </ul> </li> <li>Wildflowers can be placed in four orientations</li> <li>Wildflowers can be crafted into Yellow Dye</li> </ul> <h3 id="h_01JQ3WT4C484YKERJNXGXE2GB6">New Ambient Sounds for Desert and Badlands</h3> <p>Ambient sounds do not come from the biome settings but are generated by blocks found in the biome, building on the system that we introduced with the Garden Awakens drop.</p> <ul> <li>Sand, Red Sand and Terracotta of any color have a chance of playing ambient sounds when surrounded by any one of them on at least 3 sides 8 blocks away <ul> <li> <span class="MC_Effect_TextHighlightA">block.sand.ambient</span> can be played in any biome</li> <li> <span class="MC_Effect_TextHighlightA">block.sand.ambient.attached</span> only plays when in Desert or Badlands biomes</li> </ul> </li> <li>Dead Bush blocks have a chance of playing ambient sounds when placed on top of two blocks that are any color of Terracotta, Sand or Red Sand blocks in any biome</li> </ul> <h3 id="h_01JQ3WT4C4GYSSVF6FK0A2D6R6">Animal Variants</h3> <ul> <li>Applied the warm and cold animal variant tags to all appropriate biomes, so that animals spawned in these biomes by spawn eggs or commands are an appropriate variant even if they still do not spawn in the biome naturally</li> <li>Cold Farm Animal Biomes: <ul> <li>Deep Frozen Ocean</li> <li>Frozen Ocean</li> <li>Frozen Peaks</li> <li>Frozen River</li> <li>Grove</li> <li>Ice Spikes</li> <li>Jagged Peaks</li> <li>Snowy Beach</li> <li>Snowy Plains</li> <li>Snowy Slopes</li> <li>Snowy Taiga</li> <li>The End</li> <li>Cold Ocean</li> <li>Deep Cold Ocean</li> <li>Deep Dark</li> <li>Stony Peaks</li> <li>Old Growth Pine Taiga</li> <li>Old Growth Spruce Taiga</li> <li>Taiga</li> <li>Windswept Forest</li> <li>Windswept Gravelly Hills</li> <li>Windswept Hills</li> </ul> </li> <li>Warm Farm Animal Biomes <ul> <li>Mangrove Swamp</li> <li>Badlands</li> <li>Bamboo Jungle</li> <li>Basalt Deltas</li> <li>Crimson Forest</li> <li>Desert</li> <li>Eroded Badlands</li> <li>Jungle</li> <li>Nether Wastes</li> <li>Savanna Plateau</li> <li>Savanna</li> <li>Soul Sand Valley</li> <li>Sparse Jungle</li> <li>Warm Ocean</li> <li>Warped Forest</li> <li>Windswept Savanna</li> <li>Wooded Badlands</li> <li>Deep Lukewarm Ocean</li> <li>Lukewarm Ocean</li> </ul> </li> <li>Temperate Farm Animal Biomes <ul> <li>Swamp</li> <li>Beach</li> <li>Birch Forest</li> <li>Cherry Grove</li> <li>Dark Forest</li> <li>Dripstone Caves</li> <li>Flower Forest</li> <li>Forest</li> <li>Lush Caves</li> <li>Meadow</li> <li>Mushroom Fields</li> <li>Ocean</li> <li>Old Growth Birch Forest</li> <li>Plains</li> <li>River</li> <li>Stony Shore</li> <li>Sunflower Plains</li> <li>Lukewarm Ocean</li> <li>Pale Garden</li> </ul> </li> </ul> <h4 id="h_01JQ3WT4C49EGW9M0B004C2Z0K">Chicken Variants</h4> <ul> <li>Added two new Chicken variants - Warm Chicken and Cold Chicken!</li> <li>These have their own unique texture and geometry, but not a separate spawn egg</li> <li>Chickens spawn in the same biomes as before, but will be a warm or cool variant if the biome is marked as warm or cool in the list above</li> <li>Two new Egg items have been added for the Warm and Cold Chicken variants <ul> <li>Blue Egg - The Egg that is laid by and can hatch Cold Chicken variants</li> <li>Brown Egg - The Egg that is laid by and can hatch Warm Chicken variants</li> </ul> </li> </ul> <h4 id="h_01JQ3WT4C4Y3AJGYT02PPNCV9K">Cow Variants</h4> <ul> <li>Added two new Cow variants - Warm Cow and Cold Cow!</li> <li>These have their own unique texture and geometry, but not a separate spawn egg</li> <li>Cows spawn in the same biomes as before, but will be a warm or cool variant if the biome is marked as warm or cool in the list above</li> </ul> <h4 id="h_01JQ3WT4C4EC73M27YGK1D529Z">Pig Variants</h4> <ul> <li>Added two new Pig variants - Warm Pig and Cold Pig!</li> <li>These have their own unique texture and geometry, but not a separate spawn egg</li> <li>Pigs spawn in the same biomes as before, but will be a warm or cool variant if the biome is marked as warm or cool in the list above</li> </ul> <h3 id="h_01JQ3WT4C4VYVZH2TJZE7GJKEJ">Sheep wool color in warm and cold biomes</h3> <ul> <li>Sheep have updated rules for which color of wool they have based on which biome they spawn in: <ul> <li>Temperate Biomes: (these colors are unchanged from current behavior) <ul> <li>Common sheep color is white</li> <li>Uncommon sheep colors are black, gray, light gray and brown</li> <li>There is a rare chance for a pink Sheep to spawn</li> </ul> </li> <li>Cold biomes: <ul> <li>Common Sheep color is black</li> <li>Uncommon Sheep colors are white, gray, light gray, and brown</li> <li>There is a rare chance for a pink Sheep to spawn</li> </ul> </li> <li>Warm Biomes: <ul> <li>Common Sheep color is brown</li> <li>Uncommon Sheep colors are black, white, gray, and light gray</li> <li>There is a rare chance for a pink Sheep to spawn</li> </ul> </li> </ul> </li> </ul> <h3 id="h_01JQ3WT4C4AVT7Y9NKDVFJ63BF">Spawn Eggs</h3> <ul> <li> <p>Overhauled the visuals of each Spawn Egg to improve readability and accessibility</p> <ul> <li>Each Spawn Egg now has their own unique visual which captures the personality and character of the mob it spawns</li> <li>Each egg visual varies in shape to reflect the in-world size of the mob it spawns <ul> <li>For example, smaller mobs tend to have a smaller Spawn Egg</li> </ul> </li> </ul> </li> </ul> <h3 id="h_01JQ3WT4C4S2DH3YKJHCAZQA64">Updated Trades</h3> <h4 id="h_01JQ3WT4C4B5ZHAJ8GKNS14MHN">Cartographer Trades</h4> <ul> <li>Cartographers now sell 7 new maps which each point to a different village or other structures in a different biome. These maps can help players who want to quickly find a specific location.</li> <li>Cartographers from different village types will sell a different range of maps and colored banners.</li> </ul> <h4 id="h_01JQ3WT4C4369W424PYCRSZPQS">Wandering Trader Trades</h4> <ul> <li>The Wandering Trader now has better prices, more trades and sells larger amounts of many items.</li> <li>They will also now buy basic supplies from players, so it's possible to get some emeralds by helping them prepare for their next journey even if you don't feel like buying anything.</li> <li>The Wandering Trader will offer to buy two items from this list: <ul> <li>Water Bottle</li> <li>Water Bucket</li> <li>Milk Bucket</li> <li>Fermented Spider Eye</li> <li>Baked Potatoes</li> <li>Hay Bale</li> </ul> </li> <li>Wandering Traders now have a chance of selling these items (in addition to their previous trades): <ul> <li>Logs (Acacia, Birch, Dark Oak, Jungle, Oak, Spruce, Pale Oak, Mangrove or Cherry)</li> <li>Enchanted Iron Pickaxe</li> <li>Potion of Invisibility</li> </ul> </li> </ul> <h3 id="h_01JQ3WT4C4E0R60WS1QCMNYVDR">Wolf Variant Sounds</h3> <ul> <li> <p>Added 6 new Wolf audio variants with unique ambient, hurt, death, growl, whine, and pant sounds</p> <ul> <li>Every Wolf will have a random audio variant assigned to it from the 6 new variants and the original one</li> <li>The audio variant is not related to the texture variant</li> </ul> </li> </ul> <h2 id="h_01JQ3WT4C4XRPVX690MZSJESTD">Experimental Features</h2> <h3 id="h_01JQ3WT4C4HMWRJ6ECNB1BEJSY">Trade Rebalancing Experiment</h3> <ul> <li>Moved the Cartographer and Wandering Trader changes out of the experiment</li> </ul> <h2 id="h_01JQ3WT4C4QTZA6TT32GEZ6VVK">Features and Bug Fixes</h2> <h3 id="h_01JQ3WT4C41EMQ19DS8RZYS5BJ">Achievements with Add-Ons</h3> <ul> <li>Enabled earning Achievements while playing in a world with Add-Ons applied.</li> </ul> <h3 id="h_01JQ3WT4C4NHKFD8FNHMP3YG9G">Blocks</h3> <ul> <li> <p>Placing a block in liquid, and then placing another block next to your first block in liquid will no longer replace your second placed block for a moment, causing you to fall into the liquid</p> </li> <li> <p>Structure Blocks no longer briefly change textures when placed (<a href="https://bugs.mojang.com/browse/MCPE-185531">MCPE-185531</a>)</p> </li> <li> <p>Sea Pickles can now be placed on any block with center support (<a href="https://bugs.mojang.com/browse/MCPE-116152">MCPE-116152</a>)</p> </li> <li> <p>Barrier blocks will no longer prevent chunks rendering behind them (<a href="https://bugs.mojang.com/browse/MCPE-153515">MCPE-153515</a>)</p> </li> <li> <p>Fixed a crash that would sometimes happen when entities with an excessively large hitbox entered liquid</p> </li> <li> <p>Fixed blocks using the <span class="MC_Effect_TextHighlightA">minecraft:destructible_by_mining</span> component with <span class="MC_Effect_TextHighlightA">item_specific_speeds</span> defined flickering during their block breaking animation (<a href="https://bugs.mojang.com/browse/MCPE-188401">MCPE-188401</a>)</p> </li> <li> <p>Fixed trigger rate of Redstone powered Droppers and Dispensers (<a href="https://bugs.mojang.com/browse/MCPE-189895">MCPE-189895</a>)</p> </li> <li> <p>Warped and Crimson Fungi no longer z-fight (<a href="https://bugs.mojang.com/browse/MCPE-190389">MCPE-190389</a>)</p> </li> </ul> <h3 id="h_01JQ3WT4C4RF09VV9CWZE9W6F0">Gameplay</h3> <ul> <li> <p>Fixed a mismatch between server and client when continuously building that caused orientation sensitive blocks to sometimes change to the wrong block</p> </li> <li> <p>Using Riptide while standing in shallow water will once again launch the player as if they weren't standing in water. (<a href="https://bugs.mojang.com/browse/MCPE-188795">MCPE-188795</a>)</p> </li> <li> <p>Players fall momentum is no longer reset after exiting and re-entering the world (<a href="https://bugs.mojang.com/browse/MCPE-188490">MCPE-188490</a>)</p> </li> <li> <p>Fixed an issue where destroying and picking up a Shulker box would make it appear invisible in the inventory until world reload</p> </li> <li> <p>Fixed a bug where using items with a use duration (fishing rods, food, potions, etc...) and changing slots would force your slot back to the original slot</p> </li> <li> <p>Fixed an issue where attacking a mob while sprint jumping would remove all player momentum (<a href="https://bugs.mojang.com/browse/MCPE-189501">MCPE-189501</a>)</p> </li> <li> <p>Fixed an issue where laggy players fighting would occasionally not be able to hit each other (<a href="https://bugs.mojang.com/browse/MCPE-190552">MCPE-190552</a>)</p> </li> <li> <p>Fixed an issue where Player's collision box would sometimes be incorrect after using a bed (<a href="https://bugs.mojang.com/browse/MCPE-190604">MCPE-190604</a>)</p> </li> <li> <p>Bundles no longer become empty after being held by an Armor Stand (<a href="https://bugs.mojang.com/browse/MCPE-190093">MCPE-190093</a>)</p> </li> </ul> <h3 id="h_01JQ3WT4C4J51QZ472PNCEPG1H">General</h3> <ul> <li> <p>Fixed a crash that would occur on Xbox if you pressed "Cancel" in the Xbox UI when converting a world or importing a world from Retail to Preview</p> </li> <li> <p>In Server Authoritative movement, when Players receive a movement correction it will use the current Player speed instead of a generic one, this should give a better experience.</p> </li> <li> <p>In Server Authoritative movement, when Players receive a downward movement correction it will now use gravity acceleration, this should give a better experience.</p> </li> <li> <p>In Server Authoritative movement, the Player will not constantly bop up and down if flying state change during small loss of connection with the server.</p> </li> <li> <p>Removing experimental files cold_taiga, cold_taiga_hills, and cold_taiga_mutated from behavior packs. These files were only loaded with the custom biomes experiment enabled, and this change does not remove the biomes themselves.</p> </li> <li> <p>In Server Authoritative movement, when Player is corrected, the movement will not have easing anymore. This is a better feel, as can be seen with upward, repeating, Pistons</p> </li> <li> <p>Fixed typos in music definitions and sound definitions that were causing the wrong music to play for soulsand valley, desert mutated, and jungle mutated biomes.</p> </li> <li> <p>Fixed an issue where chunks weren't saving properly on older worlds</p> </li> <li> <p>Enabled <em>Filter Profanity</em> toggle on mobile platforms.</p> </li> </ul> <h3 id="h_01JQ3WT4C4DFSKYQZMH7337SN2">Graphics</h3> <ul> <li> <p>Fire overlay will no longer animate while the game is paused (<a href="https://bugs.mojang.com/browse/MCPE-188464">MCPE-188464</a>)</p> </li> <li> <p>Blocks will no longer play their animations while the game is paused (<a href="https://bugs.mojang.com/browse/MCPE-188459">MCPE-188459</a>)</p> </li> <li> <p>Held items are no longer displayed incorrectly when the game is paused (<a href="https://bugs.mojang.com/browse/MCPE-190218">MCPE-190218</a>)</p> </li> <li> <p>Hand position should remain the same while the game is paused (<a href="https://bugs.mojang.com/browse/MCPE-190290">MCPE-190290</a>)</p> </li> </ul> <h3 id="h_01JQ3WT4C4APNZQC9QX5QVYYVG">Mobs</h3> <ul> <li>Foxes now take damage from lava, and not only fire (<a href="https://bugs.mojang.com/browse/MCPE-56926">MCPE-56926</a>)</li> <li>In the 1.21.80.21 Preview changelog we mentioned that mobs related to <a href="https://bugs.mojang.com/browse/MCPE-190466" target="_blank" rel="noopener noreferrer">MCPE-190466</a> will be unaffected in this release. We have made every effort to make sure of this, but there's a possibility that these mobs may become invisible after the update. If this happens we believe the change will be reversible and the mobs will just be invisible and not lost completely - please keep us updated at <a href="https://bugs.mojang.com" target="_blank" rel="noopener noreferrer">bugs.mojang.com</a>.</li> </ul> <h3 id="h_01JQ3WT4C4FCNV2YAVAJAGCP00">Realms</h3> <ul> <li> <p>In Realms Stories, changed online indicator (green dot in corner of player image) to represent general online status rather than whether the user is playing in that specific Realm. In Members tab, added "Playing on Realm" status for users currently playing in that specific Realm. Added "Online members" filter that shows users playing on Realm.</p> </li> <li> <p>Fixed Random Tick Speed and Respawn Radius settings resetting to default values (<a href="https://bugs.mojang.com/browse/REALMS-11759">REALMS-11759</a>)</p> </li> <li> <p>Fixed "Reset Random Tick Speed" button not working when editing an existing world on Realms</p> </li> <li> <p>Fixed ability to remove Realm members that are not friends of the Realm owner</p> </li> <li> <p>Fixed ability to rejoin Realm with Hardcore world via invite link</p> </li> </ul> <h3 id="h_01JQ3WT4C5CYNEQR4MTPYTR7R4">Pause Feature</h3> <p>We are thrilled to include a highly requested feature: the ability to pause the game in single player. The feature will be rolled slowly to ensure stability. After two weeks, it will be available to everyone.</p> <ul> <li> <strong>Pause when alone:</strong> you can pause when you are alone in a local world owned by yourself.</li> <li> <strong>Un-pause when joined:</strong> your game will un-pause if someone joins you.</li> <li> <strong>Join notification:</strong> a notification will inform you that someone else has joined and that your game has resumed. The notification includes the option to takes you right back to the game, perfect if you are deep in a menu. <ul> <li><em>Note: The game will NOT pause if you are playing on a Realm, server or when playing with a friend on your local server.</em></li> </ul> </li> </ul> <h3 id="h_01JQ3WT4C5YC7GA72W00HPTRVB">Sounds</h3> <ul> <li>Fixed Block breaking sounds not playing (<a href="https://bugs.mojang.com/browse/MCPE-190264">MCPE-190264</a>)</li> </ul> <h3 id="h_01JQ3WT4C5XFD4XKJ81N1HYNJ7">User Interface</h3> <ul> <li> <p>Bundle tooltip no longer flickers for players beyond the first when playing in split screen</p> </li> <li> <p>Adjusted Minecoin purchase screen UI to not show stray pixels. Fixed overlapping issue on PS4.</p> </li> <li> <p>Replacing items with the <span class="MC_Effect_TextHighlightA">lock_in_inventory</span> component with items from the creative inventory using touch input now fails gracefully and produces a warning message.</p> </li> <li> <p>Align rideable entity inventory transparent background with other screens (<a href="https://bugs.mojang.com/browse/MCPE-189224">MCPE-189224</a>)</p> </li> <li> <p>Fixed problem with moving items from creative inventory to player inventory on pocket ui. (<a href="https://bugs.mojang.com/browse/MCPE-185361">MCPE-185361</a>)</p> </li> <li> <p>Fixed some typos and inaccuracies in the minecraft Encyclopedia (<a href="https://bugs.mojang.com/browse/MCPE-186358">MCPE-186358</a>)</p> </li> <li> <p>Screen Safe Area Settings: Disables Horizontal and Vertical Screen Position sliders if the Safe area is set to 100%</p> </li> <li> <p>Stops Screen Position from displaying -0.0 due to a rounding error.</p> </li> <li> <p>Long splash texts on the start screen will break into two lines to be more readable.</p> </li> <li> <p>The invite button on the pause screen is moved up a bit and now has an icon.</p> </li> <li> <p>Scaled and moved the title logo to make room for the friends drawer button.</p> </li> <li> <p>Added new loading tips for creative mode.</p> </li> <li> <p>Hand bobbing no longer occurs while the game is paused (<a href="https://bugs.mojang.com/browse/MCPE-188457">MCPE-188457</a>)</p> </li> <li> <p>Minecraft logo misaligned on progress screen.</p> </li> <li> <p>Touch controls: Fixed a bug where a player could stay moving diagonally after opening a menu (<a href="https://bugs.mojang.com/browse/MCPE-190308">MCPE-190308</a>)</p> </li> <li> <p>Keep Inventory is back to being a cheat on all difficulties. (<a href="https://bugs.mojang.com/browse/BDS-19921">BDS-19921</a>)</p> </li> <li> <p>The "Place" controller tooltip is no longer incorrectly hidden when being able to place additional Pink Petals, Wildflowers, or Leaf Litter. (<a href="https://bugs.mojang.com/browse/MCPE-190225">MCPE-190225</a>)</p> </li> <li> <p>Changes have been made to the Multiplayer tab in create new world and edit world! Player permission icons have been updated to better signal the roles, and on PlayStation and Nintendo consoles now shows a message informing the player that they need to sign in to access multiplayer features. Below the message there's a button that will take the player to respective console sign in flow.</p> </li> <li> <p>Stacks are now correctly splitting across slots when moving cursor and holding the button to split stack</p> </li> <li> <p>Fixed a potential crash that could occur when splitting stacks of items in the creative inventory</p> </li> <li> <p>Encyclopedia now uses the correct term "Enchanting Table" rather than "Enchantment Table" (<a href="https://bugs.mojang.com/browse/MCPE-190418">MCPE-190418</a>)</p> </li> <li> <p>Trying to craft a Bundle while holding a Bundle with a Bundle inside of it now correctly crafts a Bundle instead of only consuming ingredients (<a href="https://bugs.mojang.com/browse/MCPE-190550">MCPE-190550</a>)</p> </li> <li> <p>Fixed an issue which prevented some users from accessing the Create New World screen in iOS Preview and PlayStation Preview</p> </li> <li> <p>Touch controls: Camera perspective can now be changed from a HUD button. Enable this in the touch settings. Peeking over your shoulder has never been easier!</p> </li> <li style="box-sizing: border-box; list-style: inherit;">Removed the server IP address from the servers tab (<a style="box-sizing: border-box; background-color: transparent; color: var(--communication-foreground,rgba(0, 90, 158, 1)); text-decoration: underline; outline: transparent;" href="https://bugs.mojang.com/browse/MCPE-190747" target="_blank" rel="noopener noreferrer" aria-label="MCPE-190747 (Opens in new window or tab)" data-bi-id="n11a3" data-bi-name="mcpe-190747">MCPE-190747</a>)</li> </ul> <h4 id="h_01JQ3WT4C5FPMCD846G5R9H5C8">Player Permissions</h4> <ul> <li>The Player Permissions screen has been upgraded to the new Ore UI, bringing a fresh look and a more intuitive and user friendly experience. We've improved the visual design, introduced new icons for permission levels, and simplified the flow for easier navigation. Additionally, players now receive better feedback after each action, and error handling has been improved for a smoother experience. Let us know how you like it, at <a href="https://aka.ms/mcplayerpermissionscreenfeedback">aka.ms/mcplayerpermissionscreenfeedback</a> </li> </ul> <h4 id="h_01JQ3WT4C5BQ7SM8034FBY3WNM">Friends Drawer Improvements</h4> <ul> <li>Players can now also find the Friends Drawer in the Main Menu and Game Menu, in addition to the Play Screen, in the top right of the screen. We hope this will make it easier to connect and play with your friends! Let us know how you like it, at <a href="https://aka.ms/mcfriendsdrawerfeedback">aka.ms/mcfriendsdrawerfeedback</a> </li> <li>Players can now also find the Friends Drawer in Create New World, Edit World and your profile, in addition to the Play Screen, Main Menu and Game Menu, in the top right of the screen. We hope this will make it easier to connect and play with your friends! Let us know how you like it, at <a href="https://aka.ms/mcfriendsdrawerfeedback">aka.ms/mcfriendsdrawerfeedback</a> </li> </ul> <h3 id="h_01JQ3WT4C5A7HF1MXV4D1ESXJV">Vanilla Parity</h3> <ul> <li>Beacon rendering is no longer limited by the player's vertical distance from it (<a href="https://bugs.mojang.com/browse/MCPE-25228">MCPE-25228</a>)</li> </ul> <h4 id="h_01JQ3WT4C526ZNH3KM0JJTSMD7">Biomes</h4> <ul> <li> <p>Fixed an issue where Dark Forests were missing trees along their northern borders with other biomes</p> </li> <li> <p>Updated the tree composition in Dark Forests to match Java Edition, increasing the number of Dark Oak Trees and reducing the prevalence of other tree types</p> </li> </ul> <h4 id="h_01JQ3WT4C5JJQ840DPRXVZTT7A">Mobs</h4> <ul> <li> <p>Donkeys now spawn in Savannas</p> </li> <li> <p>Donkeys now spawn in Plains in groups of 1-3 instead of 2-6 (<a href="https://bugs.mojang.com/browse/MCPE-118688">MCPE-118688</a>)</p> </li> <li> <p>Fixed Pufferfish attack and inflate logic (<a href="https://bugs.mojang.com/browse/MCPE-149129">MCPE-149129</a>) (<a href="https://bugs.mojang.com/browse/MCPE-69522">MCPE-69522</a>)</p> <ul> <li>Pufferfish no longer only trigger inflate/deflate logic against monsters and players. Now triggers inflate/deflate logic against Axolotls, all non-aquatic mobs, and players</li> <li>Pufferfish no longer only attack players and monsters. Now they attack Axolotls, all non-aquatic mobs, and players that aren't in creative mode</li> <li>Pufferfish no longer only poison players and monsters. Now they poison Axolotls, all non-aquatic mobs excluding undead monsters, and players that aren't in creative mode</li> </ul> </li> <li> <p>Fixed Iron Golem cracked texture not appearing at appropriate damage levels</p> </li> <li> <p>Camels will naturally spawn in the Desert</p> </li> </ul> <h3 id="h_01JQ3WT4C5Y07HV5Y9HKMYRKX3">Village Chest Bundles</h3> <ul> <li>Added a 33% chance of finding a Bundle in various Villager chests: <ul> <li>Cartographer</li> <li>Tannery</li> <li>Weaponsmith</li> <li>Desert House</li> <li>Plains House</li> <li>Snowy House</li> <li>Savanna House</li> <li>Taiga House</li> </ul> </li> </ul> <h3 id="h_01JQ3WT4C5BEAZV45TR9FPX7PE">Wandering Trader Trades</h3> <ul> <li>Wandering Traders' buying trades can now be used twice before they lock instead of only once</li> </ul> <h2 id="h_01JQ3WT4C52CSJZ261A6K6CD55">Technical Updates</h2> <h3 id="h_01JQ3WT4C5W78MNH2FV6TFHE8C">API</h3> <ul> <li>Unhandled rejected scripting promises in scripting now include callstacks when logged.</li> </ul> <h4 id="h_01JQ3WT4C5NWVYF3X432SADPJD"> <span class="MC_Effect_TextHighlightA">@minecraft/server</span> 1.18.0</h4> <ul> <li> <p>Moved <span class="MC_Effect_TextHighlightA">CameraFixedBoomOptions</span> from beta to stable</p> </li> <li> <p>Moved <span class="MC_Effect_TextHighlightA">LiquidType</span> enum from beta to stable.</p> </li> <li> <p>Moved liquid detection methods in <span class="MC_Effect_TextHighlightA">Block</span> from beta to stable.</p> </li> <li> <p>Moved liquid detection methods in <span class="MC_Effect_TextHighlightA">BlockPermutation</span> from beta to stable.</p> </li> <li> <p>Moved method <span class="MC_Effect_TextHighlightA">Player.spawnParticle</span> from beta to stable.</p> </li> </ul> <h3 id="h_01JQ3WT4C5GDA0ND88HR364XZX">Biomes</h3> <h4 id="h_01JQ3WT4C5RTYWER4D69J0X0RF">Client Biome Components</h4> <ul> <li>Add <span class="MC_Effect_TextHighlightA">minecraft:dry_foliage_color</span> component to override color for <span class="MC_Effect_TextHighlightA">dry_foliage</span> tint method</li> </ul> <h4 id="h_01JQ3WT4C51XFYN0JEGA26SCV2">@minecraft/server 1.18.0</h4> <ul> <li> <p>Renamed <span class="MC_Effect_TextHighlightA">system.scriptEvent</span> to <span class="MC_Effect_TextHighlightA">system.sendScriptEvent</span></p> </li> <li> <p>Moved <span class="MC_Effect_TextHighlightA">NamespaceNameErrorReason</span> from beta to @minecraft/server 1.18.0</p> </li> <li> <p>Moved <span class="MC_Effect_TextHighlightA">system.sendScriptEvent</span> from beta to @minecraft/server 1.18.0</p> </li> <li> <p>Moved <span class="MC_Effect_TextHighlightA">NamespaceNameError</span> from beta to @minecraft/server 1.18.0<
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