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Java Edition 26.1

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Minecraft 26.1
Edition Java Edition
Official name Tiny Takeover
Release date March 24, 2026
Development versions
Downloads Client (.json)
Server
Protocol version 775
Data version 4786
Resource pack format 84.0
Data pack format 101.1
Minimum Java version Java SE 25
β—„β—„  1.21.11 26.1 26.2 β–Ίβ–Ί

26.1.1 β–Ί

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Other editions with a version "26.1":
 
πŸ‘ Image
There is a guide for this update!
 
See Java Edition guides/Tiny Takeover for a guide to all of the new features introduced in Tiny Takeover.

26.1, the release of Tiny Takeover, is a game drop for Java Edition released on March 24, 2026,[1] which adds new textures and models for every baby mob that did not already have a unique model, adds the golden dandelion, makes name tags craftable, makes technical changes, and fixes bugs.

This is the first Java Edition release version to use the new "year.drop.hotfix" version format announced in December 2025,[2] and to be fully unobfuscated without an accompanying obfuscated variant.[3][4] It is the first version released in 2026 and the first to require Java 25.

Additions

[edit | edit source]

Blocks

[edit | edit source]

πŸ‘ Image
Golden dandelion

Ingredients Crafting recipe
Gold Nugget +
Dandelion
πŸ‘ Invicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold Nugget
πŸ‘ Invicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold Nugget
πŸ‘ Invicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold Nugget
πŸ‘ Invicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold Nugget
πŸ‘ Invicon Dandelion.png: Inventory sprite for Dandelion in Minecraft as shown in-game linking to Dandelion with description: Dandelion
πŸ‘ Invicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold Nugget
πŸ‘ Invicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold Nugget
πŸ‘ Invicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold Nugget
πŸ‘ Invicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold Nugget

πŸ‘ Invicon Golden Dandelion.png: Inventory sprite for Golden Dandelion in Minecraft as shown in-game linking to Golden Dandelion with description: Golden Dandelion
  • Can also be bought from wandering traders.
  • When used on a baby mob, it will stop aging. This sets NBT attribute AgeLocked to 1.
    • When used again, it will continue to age again. This sets NBT attribute AgeLocked to 0.
  • Golden dandelions have different particles depending on if it is used to start or stop aging.
    • When aging is stopped, green particles moving downwards will be shown.
    • When aging is started, green particles moving upwards will be shown.
  • Cannot be used on monsters (including undead mounts, but excluding baby hoglins) and villagers.
  • Can be placed and potted like other flowers.
  • Can be used to craft yellow dye and a Saturation suspicious stew.

Command format

[edit | edit source]

/swing

  • New command that enables swinging of entities' arms.
  • Not all entities support swing animation. /swing will succeed for those entities, but clients will only display it when possible.
    • For example, this makes it possible to swing mannequin arms.
  • Returns the amount of entities for which a swing was sent.
    • Syntax: /swing <entity selector> <mainhand|offhand>
  • Both arguments can be omitted.
    • The entity selector will be @s if omitted.
    • Which hand to swing will be mainhand if omitted.

General

[edit | edit source]

Block tags

  • Added new placement support tags used to determine which blocks specific vegetation can survive on.
    • #supports_vegetation
      • Defines blocks capable of supporting the following vegetation:
  • #supports_crops for blocks that provide support to the following crops at all growth stages:
  • #supports_stem_crops
  • #supports_pumpkin_stem
  • #supports_melon_stem
  • #supports_stem_fruit
  • #supports_pumpkin_stem_fruit
  • #supports_melon_stem_fruit
  • #supports_sugar_cane
  • #supports_sugar_cane_adjacently
    • Which blocks satisfy adjacency support requirements for sugar cane
  • #supports_cactus
  • #supports_chorus_plant
  • #supports_chorus_flower
  • #supports_nether_sprouts
  • #supports_azalea
  • #supports_warped_fungus
  • #supports_crimson_fungus
  • #supports_mangrove_propagule
  • #supports_hanging_mangrove_propagule
  • #supports_nether_wart
  • #supports_warped_roots
  • #supports_crimson_roots
  • #supports_wither_rose
  • #supports_cocoa
  • #supports_lily_pad
  • #supports_frogspawn
    • Empty by default
  • #support_override_cactus_flower
    • Cactus flowers can be placed on blocks in this tag even if they do not have a sturdy top face.
  • Added the following tags which determine which blocks are not able to support specific categories of vegetation.
    • #cannot_support_seagrass
    • #cannot_support_kelp
  • Added #grows_crops which defines which blocks beneath allow the following crops to grow:
  • Added the following tags to define which blocks can start particular types of bubble columns.
    • #enables_bubble_column_drag_down
    • #enables_bubble_column_push_up
  • Split apart #dirt into multiple block tags.
  • Added #substrate_overworld which contains #dirt, #mud, #moss_blocks and #grass_blocks
    • This is used as a collection for world generation conditions.
  • Added the following tags which define which ground blocks beneath an applicable tree or bamboo can be replaced with podzol:
    • #beneath_tree_podzol_replaceable
    • #beneath_bamboo_podzol_replaceable
  • Added #cannot_replace_below_tree_trunk which contains #dirt, #mud, #moss_blocks and podzol.
  • Added the following tags defining which blocks their feature can be placed on:
    • #forest_rock_can_place_on
    • #huge_brown_mushroom_can_place_on
    • #huge_red_mushroom_can_place_on
  • Added #ice_spike_replaceable defining which blocks an ice spike feature can replace.
  • Added #prevents_nearby_leaf_decay, which defines what block types prevent leaf blocks from decaying within a taxicab distance of 6 blocks.
  • Configured feature tags

    • Added #can_spawn_from_bone_meal
      • Contains features that, when added in a biome, can be spawned when using bone meal in that biome.

    Data component format

    • Added minecraft:additional_trade_cost
      • Transient component used to modify the amount of items wanted in a villager trade.
        • Removed after a trade has been generated.
      • Format: integer.
    • Added minecraft:dye
      • Represents a color of dye.
      • Used in various places that previously required the exact dye item, including mob and block interactions.
        • The presence of this component itself does not enable functionality. The item has to be explicitly allowed for the given functionality, for example by adding it to tags or changing recipe ingredients.
      • Format: one of white, orange, magenta, light_blue, yellow, lime, pink, gray, light_gray, cyan, purple, blue, brown, green, red, black

    Data-driven villager trades

    • Trades offered by villagers and wandering traders are now data-driven and can be customized by datapack developers.
      • Villager Trades
        • Present in the villager_trade folder, represents a blueprint for trades which is used by villagers and wandering traders to generate actual trades.
        • Entry Format:
          • wants – an object representing an item type and number of them needed to trade.
            • id – the id of the item
            • count – an optional number provider representing how many of the item is needed for the trade.
              • Defaults to a constant 1
            • components – an optional component map representing the expected data components on the item.
              • Defaults to an empty map.
          • additional_wants – an optional object representing an additional item required by the merchant, has the same format as wants.
          • gives – an item Stack representing the resulting item given by the merchant when trading.
            • Uses the existing format for item stacks.
          • given_item_modifiers – a optional list of item Modifiers representing modifiers to apply to the item in gives such as enchantments or potions, used to add dynamism to the trade rather than hardcoding certain values.
            • Uses the existing format for item modifiers (also known as loot modifiers, item functions, loot functions...).
            • If any of these returns an empty item the entire trade will be discarded.
            • Item Modifier references are not supported.
            • If the final item has a stored_enchantment component containing an enchantment in the #double_trade_price tag, then the count of wants is doubled.
          • max_uses – an optional number provider representing the maximum number of times a trade may be used.
            • Is set to 1 if the number provider returns a lower value.
            • Defaults to 4
          • reputation_discount – a– number provider representing how much factors such as demand, discounts or penalties affects the cost represented by wants.
            • Is set to 0.0 if the number provider returns a lower value.
            • Defaults to 0.0
          • xp – an optional number provider representing the amount of xp a merchant gets when the trade is done.
            • Is set to 0 if the number provider returns a lower value.
            • Defaults to 1
          • merchant_predicate – a predicate representing conditions on the merchant that need to be met for the trade to be offered.
            • Uses the existing format for predicates.
            • Predicate references are not supported.
          • double_trade_price_enchantments – an optional enchantment id, list of namespaced enchantment IDs, or hash-prefixed enchantment tag representing enchantments that will double the additional cost from minecraft:enchant_randomly and minecraft:enchant_with_levels if they have include_additional_cost_component set to true and if the item has one of the provided values in its minecraft:stored_enchantments component.
      • An example trade of an emerald and a book for an enchanted book offered only by desert villagers.
    {
    "additional_wants":{
    "id":"minecraft:book"
    },
    "double_trade_price_enchantments":"#minecraft:double_trade_price",
    "given_item_modifiers":[
    {
    "function":"minecraft:enchant_randomly",
    "include_additional_cost_component":true,
    "only_compatible":false,
    "options":"#minecraft:trades/desert_common"
    },
    {
    "function":"minecraft:filtered",
    "item_filter":{
    "items":"minecraft:enchanted_book",
    "predicates":{
    "minecraft:stored_enchantments":[
    {}
    ]
    }
    },
    "on_fail":{
    "function":"minecraft:discard"
    }
    }
    ],
    "gives":{
    "count":1,
    "id":"minecraft:enchanted_book"
    },
    "max_uses":12.0,
    "merchant_predicate":{
    "condition":"minecraft:entity_properties",
    "entity":"this",
    "predicate":{
    "predicates":{
    "minecraft:villager/variant":"minecraft:desert"
    }
    }
    },
    "reputation_discount":0.2,
    "wants":{
    "id":"minecraft:emerald"
    }
    }
    

    Entity tags

    • Added #cannot_be_age_locked
      • Defines which baby mobs that age that can not have its aging stopped using a golden dandelion.

    Environment attributes

    • minecraft:visual/block_light_tint
      • Tint of the block light. Block light color start as dark grey at low light levels, becomes tinted by this attribute at medium levels and turns white at high levels. By default, it provides the yellowish tint of torches. Bright colors work best for this attribute, with at least one color component being fully bright. The tint applies globally to all light sources visible on the screen. Individual lights can not be tinted differently.
      • Value type: RGB color
      • Default value:
         #FFD88C
      • Modifiers: RGB Color Modifiers
      • Interpolated: yes
      • Resolved at the camera's position
    • minecraft:visual/ambient_light_color
      • Defines both the ambient light tint and brightness. This light is applied to the world at 0 light level. Block and sky light are added on top of it.
      • Value type: RGB color
      • Default value:
         #000000
        .
      • Modifiers: RGB Color Modifiers
      • Interpolated: yes
      • Resolved at the camera's position.
      • Set to
         #0A0A0A
        in the Overworld,
         #302821
        in the Nether, and
         #3f473f
        in the End.
    • minecraft:visual/night_vision_color
      • This color is used similarly to ambient light color. When the Night Vision effect is active, per-component maximum of minecraft:visual/night_vision_color and minecraft:visual/ambient_light_color is used as ambient color. Night Vision is not tinted by default.
      • Value type: RGB color
      • Default value:
         #999999
      • Modifiers: RGB Color Modifiers
      • Interpolated: yes
      • Resolved at the camera's position

    Fluid tags

    • Added tags to determine which fluids can support the following blocks:
      • #supports_lily_pad
      • #supports_frogspawn
    • Added #supports_sugar_cane_adjacently
      • Contains fluids satisfy adjacency support requirements for sugar cane.
    • Added #bubble_columns_can_occupy fluid tag to define which fluids a bubble column can occupy with water as default.

    Item tags

    • Added #metal_nuggets
    • Added #dyes
      • Contains all vanilla dyes.
    • Added #loom_dyes
      • Contains all items that are allowed in the Loom screen to set pattern colors.
      • The loom screen also requires the minecraft:dye component to be present on item stacks.
    • Added #loom_patterns
      • Contains all items that are allowed in the loom screen to unlock patterns.
      • The loom screen also requires the minecraft:provides_banner_patterns component to be present on item stacks.
    • Added #cat_collar_dyes
      • Contains all items that can be used to dye a pet cat's collar.
      • The color will be taken from the minecraft:dye component of the used item stack.
    • Added #wolf_collar_dyes
      • Contains all items that can be used to dye a pet wolf's collar.
      • The color will be taken from the minecraft:dye component of the used item stack.
    • Added #cauldron_can_remove_dye
      • Contains all items that can be used on water-filled cauldron to remove minecraft:dyed_color component.
    • Added the following tags which mirror their block tag contents:
      • #mud
      • #moss_blocks
      • #grass_blocks

    Lightmap debug renderer

    • A new debug renderer for the lightmap was added, which can be enabled using the β€―+β€― keybind.
    • It is mutually exclusive with FPS/TPS and networking charts.
    • It shows the lightmap texture in real-time in the bottom right corner of the screen.
    • The vertical axis of the texture represent sky light levels (0-15 from bottom to top).
    • The horizontal axis of the texture represent block light levels (0-15 from left to right).
    • The color of each pixel represents the resulting color that will be applied to blocks and entities lit with the corresponding block and sky light levels.

    Loot contexts

    • Added minecraft:villager_trade which takes the following parameters:
      • this – the entity offering the trade.
      • origin – the block position of the entity at its feet.

    Loot functions

    • Added minecraft:set_random_dyes
      • Additively adds dyes to an item's minecraft:dyed_color data component:
      • conditions – conditions for the function to apply.
      • number_of_dyes – number provider representing the number of random dyes out of sixteen to apply to the item.
        • The same dye might be selected repeatedly.
    • Added minecraft:set_random_potion
      • Randomly sets the minecraft:potion_contents data component on an item Fields:
      • conditions – conditions for the function to apply.
      • options – optional potion id, list of namespaced potion IDs, or hash-prefixed potion tag, representing the possible potions to select from.
        • Defaults to any potion in the potions registry.

    Number providers

    • Added minecraft:environment_attribute
      • Fetches and provides the value of an environment attribute (that can be represented as a number).
        • This provider requires a context with an origin position set as long as the environment attribute can vary positionally.
      • Format: object with fields:
        • attribute – environment attribute ID to fetch.
        • e.g. {type: 'environment_attribute', attribute: 'gameplay/sky_light_level'}
    • Added minecraft:sum
      • Returns the sum of a list of number providers.
      • Fields:
        • summands – a list of number providers.

    Options

    • Added a new display option called "Exclusive Fullscreen" which controls if fullscreen mode should take full control of a monitor.
      • Defaults to false (i.e. non-exclusive mode).
      • Any change will be applied only after the game restarts.

    Particles

    • Added pause_mob_growth
      • Particles showing on a baby mob which has had its aging stopped using a golden dandelion.
    • Added reset_mob_growth
      • Particles showing on a baby mob which has had its aging reset and started using a golden dandelion.

    Potion tags

    • Added #tradeable
      • Contains all potion effects that can appear in villager trades.

    Predicates

    • Added the minecraft:environment_attribute_check loot predicate.
      • Exactly matches the value of an environment attribute at a given position.
        • This predicate requires a context with an origin position set as long as the environment attribute can vary positionally.
      • Format: object with fields:
        • attribute – environment attribute ID to test
        • value – Exact value of the environment attribute to match
        • e.g. {condition: 'environment_attribute_check', attribute: 'gameplay/piglins_zombify', value: true}

    Time markers

    • Time markers assign a particular name to a specific (optionally repeating) point in time for a specific world clock. Time markers replace the previously predetermined names that could be used by /time set, for example day or night
    • Time markers will exist within the context of a specific world clock. This means that even though the different time markers are defined by different Timelines, only one Time Marker can exist with a particular id for a particular world clock. It also means that two world clocks can have a time marker with the same name.
      • Built-in uses of time markers
        • Some time markers are used to drive Vanilla game behavior. Usually, they are configured to not show up in /time commands.
          • minecraft:wake_up_from_sleep – the time to advance the dimension's default clock to when players in that dimension wake up after sleeping.
          • minecraft:roll_village_siege – the time of the dimension's default clock at which the random chance for a zombie village siege to occur should be evaluated.

    Trade sets

    • What trades are unlocked by villager professions are now determined using deterministic random sequences, like loot drops and barter loot.
    • Present in the trade_set folder, they are groupings of trades offered by villagers and wandering traders.
    • Currently only hardcoded ones are available in <profession>/level_<level> for villagers, as well as wandering_trader/buying, wandering_trader/special, wandering_trader/common for wandering traders.
    • Entry Format:
      • trades, a villager trade id, list of namespaced villager trade IDs, or hash-prefixed villager trade tag representing the trades that are part of this trade set.
      • amount, a number provider representing the amount of trades to be generated from this set when used.
        • If the generated number is greater than the number of available trades then it will only generate until all trades have been used once, unless allow_duplicates is set to true
      • allow_duplicates, a boolean representing if the trade set can use the same villager trade multiple times to generate trades.
        • Defaults to false
      • random_sequence, an optional named random sequence that determines which trades are generated.
        • Defaults to a non-deterministic random sequence.
      • An example trade set offering 2 trades from the #minecraft:armorer/level_1 tag, allowing duplicates.
    {
    "amount":2.0,
    "trades":"#minecraft:armorer/level_1",
    "random_sequence":"minecraft:trade_set/armorer/level_1",
    "allow_duplicates":true
    }
    

    Villager Trade tags

    • Added several tags representing groups of villager trades from which villagers and wandering traders derive their trading pools.
      • Villagers have the following tags representing each profession and level of trade in the format: #<profession>/level_<level>, up to level 5.
        • Smiths have the #common_smith/level_<level> tags representing common trades among armorers, weaponsmiths and toolsmiths, up to level 5.
      • Wandering Traders have the following tags: #wandering_trader/buying, #wandering_trader/special, #wandering_trader/common.

    World clocks

    • Each world clock contains an internal time that increases every tick. A world clock can be defined in data packs under the world_clock registry (i.e. found under data/<namespace>/world_clock/<id>.json)
    • A world clock can be paused or resumed, and the time of the clock can be changed or queried, using the /time command.
      • This allows different dimensions to have different clocks.
    • Format: object with no fields
    • Added minecraft:the_end world clock to the End dimension.

    Changes

    [edit | edit source]

    Blocks

    [edit | edit source]

    Dispenser

    • Spawn egg without an entity_data component are dropped as an item. Previously, the dispenser failed to activate.

    Note block

    • Added the trumpet instrument.
      • It can be heard when a note block is placed on top of a block of copper.
      • The sound is different based on the oxidation level of the copper block.

    Stonecutter

    Tripwire

    • The tripwire texture is now rendered as alpha cutout instead of transparent. In other words, the texture is now opaque thus making tripwire easier to see.

    Items

    [edit | edit source]

    Bundles

    • Now supports a bundle_contents component with a weight greater than 231-1, equivalent to 231-1 stacks.
      • Previously, the component was removed when the limit was exceeded.
      • A bundle exceeding this limit is shown as full, however, when attempting to empty it, add a new item, or view the tooltip, it still appears empty.

    Item stack

    • Now, in many cases, it is treated as empty if it has conflicting data, such as having a count greater than max_stack_size, or having max_stack_size greater than one along with max_damage.
      • When mining a shulker box containing an item stack with a conflicting data, it will treat the item as Air x0 in the tooltip, and placing it in a block the item stack will be removed.
      • Shooting an arrow with a conflicting data using a crossbow will not be a project.
      • Using a bundle to remove an item stack with a conflicting data, no items will be dropped.
      • Item stacks with conflicting data can still be placed in chests and in the inventory.

    Name tag

    • Can now be crafted with 1 paper and 1 nugget.
    Ingredients Crafting recipe
    Any Nugget +
    Paper

    Spear

    Axolotl

    This section would benefit from the addition of more images.
     
    Please remove this notice once you have added suitable images to the article.
    The specific instructions are: show the new play dead animation?
    • Baby axolotls now have a play dead animation.

    Baby mobs

    This section would benefit from the addition of more sounds.
     
    Please remove this notice once you have added suitable sounds to the section.
    The specific instructions are: before and after table of each changed sound
    • Added new baby sounds for cats, chickens, horses, pigs, and wolves.
    • Updated the models and textures (tweaking the bounding box when necessary to align with the new model) of all baby mobs except baby nautiluses and ghastlings
    • Saddles and armor no longer render on baby pigs, camels, and wolves.
    • Baby villagers and baby zombie villagers are now each made up of a base model with overlays for each type.
    All model and texture changes
    Mob Before After
    Baby Tabby Cat πŸ‘ Image
    πŸ‘ Image
    Baby Tuxedo Cat πŸ‘ Image
    πŸ‘ Image
    Baby Red Cat πŸ‘ Image
    πŸ‘ Image
    Baby Siamese Cat πŸ‘ Image
    πŸ‘ Image
    Baby British Shorthair Cat πŸ‘ Image
    πŸ‘ Image
    Baby Calico Cat πŸ‘ Image
    πŸ‘ Image
    Baby Persian Cat πŸ‘ Image
    πŸ‘ Image
    Baby Ragdoll Cat πŸ‘ Image
    πŸ‘ Image
    Baby White Cat πŸ‘ Image
    πŸ‘ Image
    Baby Jellie Cat πŸ‘ Image
    πŸ‘ Image
    Baby Black Cat πŸ‘ Image
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    Baby Temperate Chicken πŸ‘ Image
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    Baby Cold Chicken πŸ‘ Image
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    Baby Warm Chicken πŸ‘ Image
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    Baby Temperate Cow πŸ‘ Image
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    Baby Cold Cow πŸ‘ Image
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    Baby Warm Cow πŸ‘ Image
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    Baby Red Mooshroom πŸ‘ Image
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    Baby Brown Mooshroom πŸ‘ Image
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    Baby Ocelot πŸ‘ Image
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    Baby Temperate Pig πŸ‘ Image
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    Baby Cold Pig πŸ‘ Image
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    Baby Warm Pig πŸ‘ Image
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    Brown Rabbit πŸ‘ Image
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    White Rabbit πŸ‘ Image
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    Black Rabbit πŸ‘ Image
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    White Splotched Rabbit πŸ‘ Image
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    Gold Rabbit πŸ‘ Image
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    Salt Rabbit πŸ‘ Image
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    The Killer Bunny πŸ‘ Image
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    Toast Rabbit πŸ‘ Image
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    Baby Brown Rabbit πŸ‘ Image
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    Baby White Rabbit πŸ‘ Image
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    Baby Black Rabbit πŸ‘ Image
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    Baby White Splotched Rabbit πŸ‘ Image
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    Baby Gold Rabbit πŸ‘ Image
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    Baby Salt Rabbit πŸ‘ Image
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    Baby Killer Bunny πŸ‘ Image
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    Baby Toast Rabbit πŸ‘ Image
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    Baby Sheep πŸ‘ Image
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    Baby Pale Wolf πŸ‘ Image
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    Baby Ashen Wolf πŸ‘ Image
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    Baby Black Wolf πŸ‘ Image
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    Baby Chestnut Wolf πŸ‘ Image
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    Baby Rusty Wolf πŸ‘ Image
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    Baby Snowy Wolf πŸ‘ Image
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    Baby Spotted Wolf πŸ‘ Image
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    Baby Striped Wolf πŸ‘ Image
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    Baby Woods Wolf πŸ‘ Image
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    Baby Black Horse πŸ‘ Image
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    Baby Black Horse with Black Dots πŸ‘ Image
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    Baby Black Horse with White Field πŸ‘ Image
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    Baby Black Horse with White Spots πŸ‘ Image
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    Baby Black Horse with White Stockings and Blaze πŸ‘ Image
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    Baby Brown Horse πŸ‘ Image
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    Baby Brown Horse with Black Dots πŸ‘ Image
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    Baby Brown Horse with White Spots πŸ‘ Image
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    Baby Chestnut Horse πŸ‘ Image
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    Baby Chestnut Horse with Black Dots πŸ‘ Image
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    Baby Chestnut Horse with White Field πŸ‘ Image
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    Baby Chestnut Horse with White Spots πŸ‘ Image
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    Baby Creamy Horse πŸ‘ Image
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    Baby Creamy Horse with Black Dots πŸ‘ Image
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    Baby Creamy Horse with White Field πŸ‘ Image
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    Baby Creamy Horse with White Spots πŸ‘ Image
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    Baby Creamy Horse with White Stockings and Blaze πŸ‘ Image
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    Baby Dark Brown Horse πŸ‘ Image
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    Baby Dark Brown Horse with Black Dots πŸ‘ Image
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    Baby Dark Brown Horse with White Field πŸ‘ Image
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    Baby Dark Brown Horse with White Spots πŸ‘ Image
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    Baby Gray Horse πŸ‘ Image
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    Baby Gray Horse with Black Dots πŸ‘ Image
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    Baby Gray Horse with White Field πŸ‘ Image
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    Baby Gray Horse with White Spots πŸ‘ Image
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    Baby White Horse πŸ‘ Image
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    Baby White Horse with Black Dots πŸ‘ Image
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    Baby White Horse with White Field πŸ‘ Image
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    Baby White Horse with White Spots πŸ‘ Image
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    Baby Creamy Horse with White Stockings and Blaze πŸ‘ Image
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    Baby Donkey πŸ‘ Image
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    Baby Mule πŸ‘ Image
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    Baby Skeleton Horse πŸ‘ Image
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    Baby Zombie Horse πŸ‘ Image
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    Baby Turtle πŸ‘ Image
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    Baby Leucistic Axolotl πŸ‘ Image
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    Baby Wild Axolotl πŸ‘ Image
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    Baby Gold Axolotl πŸ‘ Image
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    Baby Cyan Axolotl πŸ‘ Image
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    Baby Blue Axolotl πŸ‘ Image
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    Baby Squid πŸ‘ Image
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    Baby Glow Squid πŸ‘ Image
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    Baby Dolphin πŸ‘ Image
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    Baby Red Fox πŸ‘ Image
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    Baby Polar Bear πŸ‘ Image
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    Baby Brown llama πŸ‘ Image
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    Baby Gray llama πŸ‘ Image
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    Baby White llama πŸ‘ Image
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    Baby Brown trader llama πŸ‘ Image
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    Baby Creamy trader llama πŸ‘ Image
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    Baby Gray trader llama πŸ‘ Image
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    Baby White trader llama πŸ‘ Image
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    Baby Zombie πŸ‘ Image
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    Baby Husk πŸ‘ Image
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    Gurgle πŸ‘ Image
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    Baby Piglin πŸ‘ Image
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    Baby Zombified Piglin πŸ‘ Image
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    Base Baby Villager πŸ‘ Image
    Baby Plains Villager πŸ‘ Image
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    Baby Desert Villager πŸ‘ Image
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    Baby Savanna Villager πŸ‘ Image
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    Baby Taiga Villager πŸ‘ Image
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    Baby Snowy Villager πŸ‘ Image
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    Baby Jungle Villager πŸ‘ Image
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    Baby Swamp Villager πŸ‘ Image
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    Base Baby Zombie Villager πŸ‘ Image
    Baby Plains Zombie Villager πŸ‘ Image
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    Baby Desert Zombie Villager πŸ‘ Image
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    Baby Savanna Zombie Villager πŸ‘ Image
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    Baby Taiga Zombie Villager πŸ‘ Image
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    Baby Snowy Zombie Villager πŸ‘ Image
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    Baby Jungle Zombie Villager πŸ‘ Image
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    Baby Swamp Zombie Villager πŸ‘ Image
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    Baby Hoglin πŸ‘ Image
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    Baby Panda πŸ‘ Image
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    Baby Panda (lazy) πŸ‘ Image
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    Baby Panda (aggressive) πŸ‘ Image
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    Baby Panda (worried) πŸ‘ Image
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    Baby Panda (playful) πŸ‘ Image
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    Baby Panda (weak) πŸ‘ Image
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    Baby Panda (brown) πŸ‘ Image
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    Snifflet πŸ‘ Image
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    Baby Strider πŸ‘ Image
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    Baby Strider (shivering) πŸ‘ Image
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    Baby Zoglin πŸ‘ Image
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    This section would benefit from the addition of more images.
     
    Please remove this notice once you have added suitable images to the article.
    The specific instructions are: how the baby armor models looked before this update (i.e. make this a before-and-after as well)
    New armor textures for baby mobs
    Armor Helmet Chestplate Leggings Boots
    Turtle Shell πŸ‘ Image
    Leather Armor πŸ‘ Image
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    Copper Armor πŸ‘ Image
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    Golden Armor πŸ‘ Image
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    Chainmail Armor πŸ‘ Image
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    Iron Armor πŸ‘ Image
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    Diamond Armor πŸ‘ Image
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    Netherite Armor πŸ‘ Image
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    Camel husk

    • No longer has a baby form.

    Goat

    • Baby goats now rotate their head when ramming.

    Horse

    Rabbit

    • Updated model and texture

    Pig

    • Pig sound variants now have sound for eating.

    Polar bear

    Skeleton horses and zombie horses

    • No longer panic when hurt.
    • Baby variant no longer grows up.

    Strider

    • Striders now correctly inherit the warmth of the strider they are standing on, matching Bedrock Edition.

    Non-mob entities

    [edit | edit source]

    Armor stand

    • Small armor stands now display correctly by using the adult armor and scaling it down (/attribute scale).

    Command format

    [edit | edit source]

    /fetchprofile

    • Added a new entity subcommand that will print profile information from entity in world.
      • Syntax: /fetchprofile entity <single entity selector>
      • If targeted entity does not have profile (currently only Players and Mannequins do) this command will fail.

    /time

    • The /time command is now based on world clocks.
      • A clock can be optionally specified as an input for the time command with /time of <clock> ....
      • If the clock is not specified (/time ... as before), the default clock for the dimension is used.
    • The return value (e.g. from /execute store) from the set and add subcommands is now the total elapsed ticks of the clock instead of the current time of day.
    • Syntax:
      • /time [of <clock>] set <time> – sets the total elapsed ticks of the clock.
      • /time [of <clock>] set <timemarker> – advances the clock forward to the next occurrence of the time marker.
        • For the minecraft:overworld clock, the available time markers are: day, noon, night, and midnight
      • /time [of <clock>] add <time> – adds ticks to the clock, can be a negative or a positive number.
      • /time [of <clock>] pause – pauses the clock.
      • /time [of <clock>] resume – resumes the clock.
      • /time [of <clock>] query <timeline> – displays and returns the current number of ticks within the timeline's period.
      • /time [of <clock>] query <timeline> repetition – displays and returns the number of times the timeline's period has repeated.
      • /time [of <clock>] query time – displays and returns the total elapsed ticks of the clock.
      • /time query gametime – as before, the total elapsed ticks within the world (unaffected by changes made to clocks using /time).
      • /time [of <clock>] rate <rate> – sets the rate multiplier at which the clock should advance.
        • This only changes the rate at which the world clock and any timelines dependent on it advance their internal timers.
          • For example, in the case of the minecraft:overworld clock, the day/night cycle will pass quicker with a larger value, but actual game simulation will not speed up (as would happen with /tick rate).
        • A rate of 1 corresponds to normal speed.
        • rate is a float between 0 (exclusive) and 1000 (inclusive).

    Gameplay

    [edit | edit source]

    Trading

    General

    [edit | edit source]

    General

    • If a server's disk space is low, a toast will now be shown to server operators.
    • The game now requires Java 25.
    • The included Java distribution is now the Microsoft build of OpenJDK 25.
    • Tweaked default JVM options.
      • The game now allocates 4 GB of RAM by default (up from 2 GB).
      • Garbage collection has been changed from G1GC to ZGC for compatible computers.​[more information needed]
    • Added -XX:+UseCompactObjectHeaders -XX:+AlwaysPreTouch -XX:+UseStringDeduplication to the default JVM arguments.
    • Changed the internals of how chunk geometry data is stored in GPU memory and how they are rendered.
    • The game no longer runs on GPUs with 512 megabytes or less of RAM.[verify for Java Edition]

    Block model

    • Any block model can now support cutout or translucent (partially transparent pixels) textures.
      • Whether a quad is rendered in the cutout or translucent render pass is determined by the contents of its assigned sprite.
        • Any sprite with translucent (partially transparent) pixels will be assigned to the "translucent" pass.
        • Any sprite with fully transparent pixels will be assigned to the "cutout" pass.
        • All other sprites are assigned to the "solid" pass.
    • The format of the textures map has been updated:
      • Non-string entries will now be rejected, instead of interpreted as strings.
      • Alongside the previous inline sprite ID form, entries can now be defined as an object with fields:
        • sprite – the sprite ID
        • force_translucent – optional boolean, true if any geometry with this texture should be forced into the "translucent" pass.
          • This is useful for example for blocks that don't have any translucent pixels, but use the mean mipmap strategy.
          • Default: false

    Block states

    • The rotation property in default block state of banners and signs has been changed from 0 to 8

    Chat

    • The chat screen can now always be opened, even when chatting is restricted by settings.
      • When the chat screen is open, specific actions and message types may still be restricted.
      • Information about the restrictions (if there are any) is displayed on top of the chat box and above the chat input when the chat screen is open.
      • The same information can also be accessed in World Settings screen.
    • Chat entries from client actions like taking screenshots will now be displayed even when messages from players and servers are restricted.
    • Changing chat settings will now hide all messages of restricted types and discard any new ones.
    • The handling of chat messages on a published local server is now more consistent with dedicated servers in regard to chat settings.

    Creative mode

    • Using Ctrl + Pick input as an operator on players and mannequins will now show the same results as executing the /fetchprofile.

    Data component format

    • minecraft:provides_banner_patterns
      • The component now also accepts an ID or a list of IDs in addition to a tag.
    • minecraft:blocks_attacks
      • The field bypassed_by now also accepts an ID or a list of IDs in addition to a tag.
    • minecraft:damage_resistant
      • The field types now also accepts an ID or a list of IDs in addition to a tag.

    Data pack

    • The pack format version is now 101.1.
    • The "Default Components" report generator no longer outputs files for entries without any components.
    • Villager inventory slots can now be accessed using mob.inventory.*; villager.* has been removed.

    Debug screen

    • Added a new entry called detailed_memory with additional information about used memory.
    • The looking_at_block and looking_at_fluid debug entries no longer show tags.
    • The day_count debug entry has been split from local_difficulty.
    • New debug entries have been added:
      • looking_at_block_tags
      • looking_at_fluid_tags
      • looking_at_entity_tags
    • Renamed debug entries:
      • looking_at_block β†’ looking_at_block_state
      • looking_at_fluid β†’ looking_at_fluid_state

    Dimension types

    • Added the field default_clock: optional world clock ID.
      • Specifies the default clock that will be used for the /time command.
        • If a default clock is specified, the time command requires an explicit clock argument.
      • Also specifies the clock to which minecraft:wake_up_from_sleep and minecraft:roll_village_siege time markers apply.
        • If not specified, those time markers will never apply in that dimension.
    • Added the field has_ender_dragon_fight: boolean
      • Controls whether it is possible for an ender dragon fight to exist in the dimension.

    Enchantment definition

    • The post_piercing_attack component no longer only works for a player if that player has a certain food level.

    Entity data

    • The current_explosion_impact_pos and current_impulse_context_reset_grace_time fields from players have been added to all mobs and the armor stand.
    • The ignore_fall_damage_from_current_explosion field on players has been removed.

    Environment attribute

    • Updated the gameplay/turtle_egg_hatch_chance environment attribute to have a default value of 0.002.

    Game rules

    • The game rules screen is now accessible in-game through a new World Options screen in the pause menu.
    • A search bar has been added to the top of the game rules screen, both in-game and in the world creation menu.
      • The search bar also selects game rules based on description and category in addition to namespaced ID and name.

    Game Tests

    • Replaced time_of_day with clock_time.
      • Added a new required field clock: world clock ID, the clock within which to set time (from the existing time field).
    • Added timeline_attributes definitions to set any number of timelines.
      • timelines: A list of timelines to set.

    Items model definition

    • The minecraft:model, minecraft:special, minecraft:range_dispatch, minecraft:composite, minecraft:select, minecraft:condition item model types now have transformation fields.
      • Those fields have the same format as the transformation field on the minecraft:display entity, i.e. either an array of 16 numbers representing a matrix or structure with decomposed translation, scale and rotation info.
      • For types with children (minecraft:range_dispatch, minecraft:composite, minecraft:select, minecraft:condition), the transformation will be composed with the transformation of the children, except for minecraft:bundle/selected_item.
      • Model transformations will be applied after item display transformations (i.e. display section in model files).
    • The transformations for some special item models (types referenced by the minecraft:special item model) have been extracted to item models itself.
      • Affected special model types:
        • minecraft:bed
        • minecraft:banner
        • minecraft:conduit
        • minecraft:copper_golem_statue
        • minecraft:head
        • minecraft:player_head
        • minecraft:shulker_box
        • minecraft:shield
        • minecraft:trident
        • minecraft:standing_sign
        • minecraft:hanging_sign
    • Special model type
      • minecraft:bell
        • New special model type that renders the animated part of a bell block.
        • No fields.
      • minecraft:book
        • New special model type that renders a book that normally is a part of enchanting table and lectern.
        • Fields:
          • open_angle – angle (in degrees) between book cover and book centerline (0 means closed, 90 means open flat).
          • page1, page2 – the positions of two pages inside the book.
            • 0.0 means the page is in the leftmost position, 1.0 means the page in the rightmost position.
      • minecraft:bed
        • The model now renders only one half of the bed.
        • To render both halves, use a minecraft:composite model.
        • New fields:
          • part – one of: head, foot
      • minecraft:banner
        • New field:
          • attachment – selects a model to be used, one of wall, ground
          • Default: ground
      • minecraft:chest
        • New field:
          • chest_type – selects a model to be used, one of single, left, right
          • Default: single
      • minecraft:end_cube
        • New special model type that renders a starfield cube.
          • Fields:
            • effect – texture effect to apply, one of: portal, gateway
      • minecraft:hanging_sign
        • New field:
          • attachment – selects a model to be used, one of wall, ceiling, ceiling_middle
          • Default: ceiling_middle
      • minecraft:standing_sign
        • New field:
          • attachment – selects a model to be used, one of wall, ground
          • Default: ground
      • minecraft:shulker_box
        • Removed the orientation field.

    level.dat

    • The Player tag has been replaced with a singleplayer_uuid tag, referencing the player data file to use.
    • Difficulty-related settings have been moved into a difficulty_settings tag.
      • Difficulty is renamed to difficulty and is now a string instead of an integer.
        • Allowed values:
          • peaceful
          • easy
          • normal
          • hard
      • DifficultyLocked was renamed to locked
    • Data for the ender dragon fight has been moved out to the data folder.
      • It can now be found at dimensions/minecraft/the_end/data/minecraft/ender_dragon_fight.dat
      • The ender dragon fight can be activated in other dimensions.
      • Data changes:
        • NeedsStateScanning has been renamed to needs_state_scanning
        • DragonKilled has been renamed to dragon_killed
        • PreviouslyKilled has been renamed to previously_killed
        • IsRespawning has been replaced by respawn_stage
          • Allowed values:
            • start
            • preparing_to_summon_pillars
            • summoning_pillars
            • summoning_dragon
            • end
        • Dragon has been renamed to dragon_uuid
        • ExitPortalLocation has been renamed to exit_portal_location
        • Gateways has been renamed to gateways
        • Added respawn_time
          • The time that has elapsed since the current stage of the respawn sequence started.
        • Added respawn_crystals
        • A list of UUIDs for the end crystals used to trigger the respawn sequence.
    • Wandering Trader data has been moved out to the data folder.
      • It can now be found at data/minecraft/wandering_trader.dat
      • Data changes:
        • WanderingTraderId has been removed
        • WanderingTraderSpawnChance has been renamed to spawn_chance
        • WanderingTraderSpawnDelay has been renamed to spawn_delay
    • CustomBossEvents has been moved to the data folder.
      • It can now be found at data/minecraft/custom_boss_events.dat
    • Weather-related data has been moved to the data folder.
      • It can now be found at data/minecraft/weather.dat
      • Data changes:
        • clearWeatherTime has been renamed to clear_weather_time
        • rainTime has been renamed to rain_time
        • thunderTime has been renamed to thunder_time
    • ScheduledEvents has been moved out to the data folder.
      • It can now be found at data/minecraft/scheduled_events.dat
      • Data changes:
        • Name has been renamed to id
        • TriggerTime has been renamed to trigger_time
        • Callback has been renamed to callback
          • Type has been renamed to type
          • Name has been renamed to id
    • game_rules has been moved out to the data folder.
      • It can now be found at data/minecraft/game_rules.dat
    • WorldGenSettings has been moved out to the data folder.
      • It can now be found at data/minecraft/world_gen_settings.dat
      • Data changes:
        • generate_features has been renamed to generate_structures
    • world_clocks has been moved out to the data folder.
      • It can now be found at data/minecraft/world_clocks.dat

    Level format

    This section may be too technical for most readers to understand.
     [discuss]
    Please clarify the text in this section to make it comprehensible for a wider audience. Use less jargon where necessary.
    • All default dimensions are now stored in the dimensions subfolder.
      • Data for the Overworld has been moved from the root folder to dimensions/minecraft/overworld
        • This includes the region, entities, and poi folders, as well as related files out of data.
      • Data for the Nether has been moved from DIM-1 to dimensions/minecraft/the_nether
      • Data for the End has been moved from DIM1 to dimensions/minecraft/the_end
      • The top level data folder is now only for data shared across dimensions instead of also for the Overworld.
    • Player storage has been moved to the players subdirectory.
      • advancements β†’ players/advancements
      • playerdata β†’ players/data
      • stats β†’ players/stats
    • The world resource pack (resources.zip) has been moved to the resourcepacks subdirectory.
    • Data saved in the data folder is now namespaced.
      • This means that all that data will now be stored in a namespace subfolder in the corresponding data folder.
        • All existing vanilla data files have been moved accordingly.
        • Example: data/scoreboard.dat β†’ data/minecraft/scoreboard.dat
      • Command storage is now stored in namespace subfolders instead of having a namespace suffix.
        • Example: data/command_storage_foo.dat β†’ data/foo/command_storage.dat
      • chunks.dat has been renamed to chunk_tickets.dat
      • Data for maps is now stored in the data/minecraft/maps subfolder.
        • Map index files have been renamed to only the number.
          • Example: map_1.dat β†’ 1.dat
        • idcounts.dat has been renamed to last_id.dat
      • There is no more raids_end.dat special case.
        • The End now uses raids.dat as well.
    • Structures saved by Structure Blocks have been moved from generated/namespace/structures to generated/namespace/structure

    Lightmap algorithm

    • The algorithm that maps block and sky light levels to how bright things appear on screen has been fully rewritten.
    • A new algorithm that is supposed to mostly provide the same overall results as previous one, but:
      • It is simpler and more straightforward, and fixes multiple issues of the previous one.
      • The darkness effect and world darkening effect of the Wither fight now works the same way in all dimensions.
      • The night vision effect now simply adds ambient light instead of scaling the resulting colors.
        • It means that fully dark areas no longer look brighter than areas lit by block or sky light.
      • Other aspects of the algorithm such as block light tint, ambient light color and night vision color are now data-driven through environment attributes.

    Lightmap shader

    • The lightmap.fsh shader was significantly modified.
      • The LightmapInfo uniform now has two new fields:
        • BlockLightTint
        • NightVisionColor
      • The AmbientLightFactor field was removed, its value is now premultiplied into AmbientColor
      • The DarkenWorldFactor was renamed to BossOverlayWorldDarkeningFactor
    • Text and items rendered in UI now use a separate 1x1 white lightmap texture, so the lightmap shader does not always have to keep the 15, 15 pixel purely white.

    Loot functions

    • minecraft:enchant_with_levels
      • Now also takes the following field:
        • include_additional_cost_component – optional boolean representing if a minecraft:additional_trade_cost component should be added to the item based on the cost of the enchantment.
          • Defaults to false
          • The value is determined by the levels number provider and is the same that is used to determine what enchantment level is used for enchanting.
    • minecraft:enchant_randomly
      • Now also takes the following field:
        • include_additional_cost_component – optional boolean representing if a minecraft:additional_trade_cost component should be added to the item based on the cost of the enchantment.
          • Defaults to false
          • The value is determined by the value selected by levels or its default value using the following formula:
    • minecraft:set_instrument
      • The options field now also accepts an ID and a list of IDs in addition to a tag.

    Loot tables

    Mob variant definitions

    • Wolf sound variants sound events in wolf_sound_variant have been moved into a new field adult_sounds and the field baby_sounds was added.

    Mob sound variant

    • Added adult sound variants for the following animals:
      • Cats have a new variant called royal.
      • Pigs have new variants called mini and big.
      • Cows have a new variant called moody.
      • Chickens have a new variant called picky.
      • The original sounds of each animal are used for the variant called classic.
      • Every one of these animals will have a random sound variant assigned to it from the new variants and the original one.
    • Cat sound variants
      • Cat sound variants can be data-driven by adding entries to data//cat_sound_variant/.json
      • The file contains two sound sets defining adult_sounds and baby_sounds
      • Each sound set contains the following fields which correspond to sound events to use for the specific behavior:
        • ambient_sound
        • stray_ambient_sound
        • hiss_sound
        • hurt_sound
        • death_sound
        • eat_sound
        • beg_for_food_sound
        • purr_sound
        • purreow_sound
    • Pig sound variants
      • Pig sound variants can be data-driven by adding entries to data//pig_sound_variant/.json
      • The file contains two sound sets defining adult_sounds and baby_sounds.
      • Each sound set contains the following fields which correspond to sound events to use for the specific behavior:
        • ambient_sound
        • hurt_sound
        • death_sound
        • step_sound
      • Eating sound customization is now supported through the new field eat_sound big variant sound sets.
    • Cow sound variants
      • Cow sound variants can be data-driven by adding entries to data//cow_sound_variant/.json
      • Each sound variant contains the following fields which correspond to sound events to use for the specific behavior:
        • ambient_sound
        • hurt_sound
        • death_sound
        • step_sound
    • Chicken sound variants
      • Chicken sound variants can be data-driven by adding entries to data//chicken_sound_variant/.json
      • The file contains two sound sets defining adult_sounds and baby_sounds.
      • Each sound set contains the following fields which correspond to sound events to use for the specific behavior:
        • ambient_sound
        • hurt_sound
        • death_sound
        • step_sound

    Options

    • The difficulty button in the pause menu has been replaced with a button leading to a new screen – World Options.
      • The world options screen contains the difficulty button as well as a button for changing game rules.
      • The game rules screen is available for all operators and otherwise disabled.

    Panorama

    Predicates

    • Entity Predicates
      • player Sub-Predicate
        • New optional field: food
        • A Food predicate
        • Format: Object with fields:
          • level – optional integer min/max range specifying the required food level.
          • saturation – optional float min/max range specifying the required saturation level.
    • minecraft:time_check loot predicate
      • Added clock field: a world clock ID, specifies which world clock the time check should be done for.

    Recipes

    • result field should now be more consistent across all recipe types that contain it.
      • It will now accept short form (e.g. "minecraft:foo", which is equivalent to {"id":"minecraft:foo", "count": 1}).
      • For recipe types smelting, blasting, smoking and campfire_cooking this field now also accepts count field.
    • minecraft:crafting_special_mapcloning recipe type has been removed, functionality has been absorbed by minecraft:crafting_transmute.
    • New show_notification fields with the same functionality as existing one in minecraft:crafting_shaped have been added to the following existing recipe types:
      • minecraft:crafting_shapeless
      • minecraft:crafting_shaped
      • minecraft:crafting_transmute
      • minecraft:smelting
      • minecraft:blasting
      • minecraft:smoking
      • minecraft:campfire_cooking
      • minecraft:stonecutting
      • minecraft:smithing_transform
      • minecraft:smithing_trim
    • Removed unused group field from recipes without a recipe book:
      • minecraft:stonecutting
      • minecraft:smithing_transform
      • minecraft:smithing_trim
    • Renamed the following stonecutter recipes, along with the relevant advancement:
      • minecraft:chiseled_stone_bricks_stone_from_stonecutting β†’ minecraft:chiseled_stone_bricks_from_stone_stonecutting
      • minecraft:end_stone_brick_slab_from_end_stone_brick_stonecutting β†’ minecraft:end_stone_brick_slab_from_end_stone_bricks_stonecutting
      • minecraft:end_stone_brick_stairs_from_end_stone_brick_stonecutting β†’ minecraft:end_stone_brick_stairs_from_end_stone_bricks_stonecutting
      • minecraft:end_stone_brick_wall_from_end_stone_brick_stonecutting β†’ minecraft:end_stone_brick_wall_from_end_stone_bricks_stonecutting
      • minecraft:mossy_stone_brick_slab_from_mossy_stone_brick_stonecutting β†’ minecraft:mossy_stone_brick_slab_from_mossy_stone_bricks_stonecutting
      • minecraft:mossy_stone_brick_stairs_from_mossy_stone_brick_stonecutting β†’ minecraft:mossy_stone_brick_stairs_from_mossy_stone_bricks_stonecutting
      • minecraft:mossy_stone_brick_wall_from_mossy_stone_brick_stonecutting β†’ minecraft:mossy_stone_brick_wall_from_mossy_stone_bricks_stonecutting
      • minecraft:prismarine_brick_slab_from_prismarine_stonecutting β†’ minecraft:prismarine_brick_slab_from_prismarine_bricks_stonecutting
      • minecraft:prismarine_brick_stairs_from_prismarine_stonecutting β†’ minecraft:prismarine_brick_stairs_from_prismarine_bricks_stonecutting
      • minecraft:quartz_slab_from_stonecutting β†’ minecraft:quartz_slab_from_quartz_block_stonecutting
      • minecraft:stone_brick_walls_from_stone_stonecutting β†’ minecraft:stone_brick_wall_from_stone_stonecutting
    • minecraft:crafting_transmute
      • Recipes with this type can now accept multiple items matched by the material ingredient.
      • Added fields:
        • material_count – integer range describing the amount of items matched by the material ingredient.
          • Must be a subrange of [1,8]
          • Default: [1,1] (i.e. exactly one item).
        • add_material_count_to_result – boolean field (default: false).
          • When true, the amount of slots containing items matched by the material ingredient will be added to the final count of the result.
    • minecraft:crafting_dye
      • Replaces minecraft:crafting_special_armordye
      • Output:
        • This recipe will first mix the current value of the minecraft:dyed_color component from the item matched by the target ingredient with the minecraft:dye component values from the items matched by the dye ingredients.
        • Result will be built by transmuting the item matched by the target ingredient into the result item stack and then applying the new value of the minecraft:dyed_color component.
      • Fields:
        • category – crafting book category, one of building, redstone, equipment, misc, default: misc
        • group – string value used for grouping recipes in the crafting book, default: empty string
        • show_notification – optional boolean describing if a popup should be shown when this recipe is unlocked, default: true
        • target – ingredient (was harcoded to #dyeable tag).
        • dye – ingredient (was hardcoded to dye items).
          • The minecraft:dye component is required on matching items for the whole recipe to match.
        • result – resulting item stack (was always a copy of the item matched by the target ingredient).
    • minecraft:crafting_imbue
      • Replaces minecraft:crafting_special_tippedarrow
      • Matches a single source ingredient surrounded by eight material ingredients
      • Output:
          • This recipe will copy the minecraft:potion_contents component value from the item matched by the source ingredient to the resulting stack.
      • Fields:
        • category – crafting book category, one of building, redstone, equipment, misc, default: misc
        • group – string value used for grouping recipes in the crafting book, default: empty string
        • show_notification – optional boolean describing if a popup should be shown when this recipe is unlocked, default: true
        • source – ingredient (was hardcoded to minecraft:lingering_potion)
        • material – ingredient (was hardcoded to minecraft:arrow)
        • result – resulting item stack (was hardcoded to eight minecraft:tipped_arrow)
    • minecraft:crafting_special_bannerduplicate
      • Ingredients can now be restrained.
      • Output can now be configured.
      • The recipe still only works for banner items.
      • Removed unused category field.
      • Added fields:
        • banner – ingredient to be used for both source and target items (was hardcoded to any banner item).
        • result – resulting item stack (was always a copy of the Banner item with non-empty pattern).
      • Output:
        • The recipe finds the first banner item matched by the banner ingredient and treats it as the source banner.
        • Result will be built by transmuting the source banner into the result item stack.
        • The source banner will be kept in the crafting grid.
    • minecraft:crafting_special_bookcloning
      • Ingredients and output can now be configured.
      • Removed unused category field.
      • Added fields:
        • source – ingredient to be used as a source book
          • The minecraft:written_book_contents component is required on the matching item for the whole recipe to match.
        • material – ingredient to target the item to be cloned (was hardcoded to #book_cloning_target tag).
        • allowed_generations – integer range describing allowed value of the generation field of minecraft:written_book_contents component on the item matched by the material ingredient.
          • Must be a subrange of [0,2]
          • Default: [0,1] (i.e. accepting original and first copies, but not copies of a copy).
        • result – resulting item stack (was always a copy of the item matched by the source ingredient).
      • Output:
        • The recipe will first take the value of minecraft:written_book_contents component in the item matched by the source ingredient.
        • Field generation in minecraft:written_book_contents will be incremented by one.
          • The recipe will not yield a result if the value of generation is 2 or more.
        • Result will be built by transmuting item matched by the source ingredient to the result item stack and then applying the new value of minecraft:written_book_contents component.
        • Number of items matched by the material ingredient beyond the first one will be added to the resulting stack size.
        • The original item matched by the source ingredient will be kept in the crafting grid.
    • minecraft:crafting_decorated_pot
      • Ingredients and result can now be configured.
      • Removed unused category field.
      • Added fields:
        • back, left, right, front – ingredients (was hardcoded to #decorated_pot_ingredients).
        • result – resulting item stack (was hardcoded to a single minecraft:decorated_pot).
      • Other functionality remains unchanged, i.e. items matched by ingredients will be added to the matching fields in the minecraft:pot_decorations component of the resulting stack.
    • minecraft:crafting_special_firework_rocket
      • Ingredients and result can now be configured.
      • Removed unused category field.
      • Added fields:
        • shell – ingredient (was hardcoded to minecraft:paper).
        • fuel – ingredient (was hardcoded to minecraft:gunpowder).
        • star – ingredient (was hardcoded to minecraft:firework_star).
        • result – resulting item stack (was hardcoded to three minecraft:firework_rocket).
      • Output:
        • Exactly one stack matching the shell ingredient must be present.
        • The number of stacks matching the fuel ingredient will control the flight_duration field.
        • The explosions field will be copied from the minecraft:firework_explosion component of the star ingredient (if any).
    • minecraft:crafting_special_firework_star_fade
      • Ingredients can now be configured.
      • Removed unused category field.
      • The recipe will now use the minecraft:dye component instead of a hardcoded mapping of dye items to colors.
      • Added fields:
        • target – ingredient (was hardcoded to minecraft:firework_star).
        • dye – ingredient (was hardcoded to dye items).
          • The minecraft:dye component is required on matching items for the whole recipe to match.
        • result – resulting item stack (was always a copy of the item matched by the target ingredient).
      • Output:
        • This recipe will find the current value of the minecraft:firework_explosion component from the item matched by the target ingredient.
        • The fade_colors field of the minecraft:dye component will be set to the values from the items matched by the dye ingredients.
        • Result will be built by transmuting item matched by the target ingredient into the result item stack and then applying the new value of minecraft:firework_explosion component.
    • minecraft:crafting_special_firework_star
      • Ingredients and result can now be configured.
      • Removed unused category field.
      • Added fields:
        • trail – ingredient (was hardcoded to minecraft:diamond).
        • twinkle – ingredient (was hardcoded to minecraft:glowstone_dust).
        • fuel – ingredient (was hardcoded to minecraft:gunpowder).
        • dye – ingredient (was hardcoded to dye items).
          • The minecraft:dye component is required on matching items for the whole recipe to match.
        • shapes – a map of shapes to ingredients.
          • Allowed keys are the same as the ones for the shape field in the minecraft:firework_explosion component (i.e. small_ball, large_ball, star, creeper, burst).
          • Was hardcoded to: minecraft:fire_charge – large_ball, minecraft:feather – burst, minecraft:gold_nugget – star, any skull or head – creeper
        • result – resulting item stack (was hardcoded to three minecraft:firework_star).
      • The recipe will now use the minecraft:dye component instead of a hardcoded mapping of dye items to colors.
      • Output:
        • Exactly one stack matching the fuel ingredient must be present.
        • Result will be based on the result field, with the contents of the minecraft:firework_explosion component built with following values:
          • The values of the minecraft:dye component of items matched by the dye ingredient will be added to the colors field.
          • If an item matched by the trail ingredient is present, the has_trail field will be set to true.
          • If an item matched by the twinkle ingredient is present, the has_twinkle field will be set to true.
          • The shape field will be set based on the item matched by any of ingredients in the shape field (or small_ball if none is found).
    • minecraft:crafting_special_mapextending
      • Ingredients and output can now be configured.
      • Removed unused category field.
      • Added fields:
        • map – ingredient (was hardcoded to minecraft:filled_map with minecraft:map_id components).
          • minecraft:map_id component is required on the matching map item for the whole recipe to match.
        • material – ingredient (was hardcoded to minecraft:paper).
        • result – resulting item stack (was always a copy of the item matched by the map ingredient).
          • If isn't a minecraft:filled_map, the game crashes or attempts to retrieve the item it from the crafting table, due to a lack of necessary post-processing[5].
      • Output:
        • The recipe finds the item matched by the map ingredient with the minecraft:map_id component set.
        • Result will be built by transmuting the source item into the result item stack.
        • minecraft:map_post_processing component will be set on the result item.
        • The source item will be kept in the crafting grid.
    • minecraft:crafting_special_shielddecoration
      • Ingredients and output can now be configured.
      • Removed unused category field.
      • Added fields:
        • banner – ingredient (was hardcoded to any banner item).
          • Will only match if the item is a banner.
        • target – ingredient (was hardcoded to minecraft:shield).
          • minecraft:banner_patterns component must be not set or be empty for the whole recipe to match.
        • result – resulting item stack (was always a copy of the item matched by the target ingredient).
      • Functionality remains unchanged, i.e. this recipe will apply the following changes to the copy of the item matched by the target ingredient:
      • Output:
        • Result will be built by transmuting the item matched by the target ingredient into the result item stack and then:
          • Copying the minecraft:banner_patterns component from the item matched by the banner ingredient.
          • Setting the minecraft:base_color component based on the type of the banner matched by the banner ingredient.

    Rendering

    • Some changes have been made to the way blocks states render in places like enderman-held blocks, block display entities, etc. but not falling blocks or pistons.
      • Enchanting tables will now show a closed book on the top of the block.
      • Blocks that use special renderers (like chests, banners, skulls) should now respect block state properties:
        • Rendering now respects the rotation and facing properties (where applicable).
        • Beds now only render one half of the model, depending on the part property.
        • Copper golem statues will now respect the copper_golem_pose property.
        • Walls and freestanding signs, hanging signs, banners and heads will now have separate models.
        • Chests now respect part properties (where applicable).
      • In general, all block states should look the same when rendered on a Block Display as they look when placed in world, except: fluids, end gateway, end portal.
    • End gateway and end portal should now look the same when rendered on a block display as they look when placed in world.

    Resource pack

    • The version is now 84.0.
    • The glow particles emitted by glow squids, lightning rods, blocks being waxed, unwaxed and scraped is now rendered as opaque, since they never actually used translucency.
    • Removed demo_background.png in favor of popup/background.png sprite.
    • Updated mule_baby.png and donkey_baby.png to fit the model properly.
    • Updated textures for Pup to fix issues with overlapping textures.

    Shaders & Post-process Effects

    • The core/rendertype_item_entity_translucent_cull shaders have been removed in favor of core/entity
    • The core/rendertype_translucent_moving_block shaders have been removed in favor of core/block.
    • The core/rendertype_entity_alpha and core/rendertype_entity_decal shaders have been replaced by a DISSOLVE flag implemented by core/entity
    • Rendering of items (in UI and in the world) has been split from the core/entity into new core/item shaders.
    • The block.vsh and terrain.vsh no longer receive the Normal vertex attribute.
    • Some small changes were to how various shaders sample the lightmap texture. This includes core/entity.vsh, core/item.vsh, core/rendertype_leash.vsh, core/rendertype_text.vsh, core/rendertype_text_background.vsh, core/rendertype_text_intensity.vsh, and core/rendertype_translucent_moving_block.vsh.

    Sounds

    • Added new sound events for the baby cat:
      • entity.baby_cat.ambient
      • entity.baby_cat.hiss
      • entity.baby_cat.hurt
      • entity.baby_cat.death
      • entity.baby_cat.eat
      • entity.baby_cat.beg_for_food
      • entity.baby_cat.purr
      • entity.baby_cat.purreow
      • entity.baby_cat.stray_ambient
    • Added new sound events for the baby chicken:
      • entity.baby_chicken.ambient
      • entity.baby_chicken.hurt
      • entity.baby_chicken.death
      • entity.baby_chicken.step
    • Added new sound events for the baby horse:
      • entity.baby_horse.ambient
      • entity.baby_horse.hurt
      • entity.baby_horse.death
      • entity.baby_horse.angry
      • entity.baby_horse.eat
      • entity.baby_horse.fall
      • entity.baby_horse.land
      • entity.baby_horse.step
      • entity.baby_horse.breathe
    • Added new sound events for the baby pig (piglet):
      • entity.baby_pig.ambient
      • entity.baby_pig.hurt
      • entity.baby_pig.death
      • entity.baby_pig.step
      • entity.baby_pig.eat
    • Added new sound events for the baby wolf:
      • entity.baby_wolf.ambient
      • entity.baby_wolf.growl
      • entity.baby_wolf.death
      • entity.baby_wolf.hurt
      • entity.baby_wolf.pant
      • entity.baby_wolf.whine
      • entity.baby_wolf.step
    • Added new sound events for the cat:
      • entity.cat_royal.ambient
      • entity.cat_royal.hiss
      • entity.cat_royal.hurt
      • entity.cat_royal.death
      • entity.cat_royal.eat
      • entity.cat_royal.beg_for_food
      • entity.cat_royal.purr
      • entity.cat_royal.purreow
      • entity.cat_royal.stray_ambient
    • Added new sound events for the pig:
      • entity.pig.eat
      • entity.pig_mini.ambient
      • entity.pig_mini.hurt
      • entity.pig_mini.death
      • entity.pig_mini.eat
      • entity.pig_big.ambient
      • entity.pig_big.hurt
      • entity.pig_big.death
      • entity.pig_big.eat
    • Added new sound events for the chicken:
      • entity.chicken_picky.ambient
      • entity.chicken_picky.death
      • entity.chicken_picky.hurt
      • entity.chicken_picky.step
    • Added new sound events for the cow:
      • entity.cow_moody.ambient
      • entity.cow_moody.death
      • entity.cow_moody.hurt
      • entity.cow_moody.step
    • Added new sound events for golden dandelion:
      • item.golden_dandelion.use
      • item.golden_dandelion.unuse
    • Added new sound events for the note block trumpet instrument:
      • block.note_block.trumpet
      • block.note_block.trumpet_exposed
      • block.note_block.trumpet_oxidized
      • block.note_block.trumpet_weathered

    Splashes

    • Changed "Java 16 + 1 + 4 = 21!" to "Java 16 + 1 + 4 * 2 = 25!".

    Tags

    • Block Tags
      • Renamed the following tags for consistency:
        • #dry_vegetation_may_place_on β†’ #supports_dry_vegetation
        • #bamboo_plantable_on β†’ #supports_bamboo
        • #small_dripleaf_placeable β†’ #supports_small_dripleaf
        • #big_dripleaf_placeable β†’ #supports_big_dripleaf
        • #mushroom_grow_block β†’ #overrides_mushroom_light_requirement
          • Mushrooms cannot survive without a light level below 13 if not in the above tag.
        • #snow_layer_can_survive_on β†’ #support_override_snow_layer
          • Snow layers can be placed on blocks in this tag even if they do not have a top full face.
        • #snow_layer_cannot_survive_on β†’ #cannot_support_snow_layer
      • Added golden_dandelion to #small_flowers block tag.
      • Added potted_golden_dandelion to #flower_pot block tag.
    • Enchantment Tags
      • Removed the following tags:
        • trades/desert_special
        • trades/jungle_special
        • trades/plains_special
        • trades/savanna_special
        • trades/snow_special
        • trades/swamp_special
        • trades/taiga_special
    • Item Tags
      • Removed the #dyeable tag.
      • Added golden_dandelion to #piglin_loved, and #small_flowers tags.

    Text component format

    • Components in server status messages (MotD) nested more than 16 times will now be discarded and replaced with an ellipsis.
    • minecraft:nbt
      • Tags resolved with the minecraft:nbt text component when the interpret field is set to false are now pretty-printed instead of being flattened into a single text component.
      • Contents of the nbt and block fields are no longer silently rejected when parsing fails.
      • The field entity no longer accepts trailing data after a selector.
      • A new option called plain has been added to remove styling from pretty-printed text.
        • The plain and interpret options can't both be enabled at the same time.
    • minecraft:object
      • Added a new optional field named fallback that contains a text component to be used when object component itself can't be displayed (for example when printing messages in server logs or during narration).
      • Objects of type player (player heads) no longer can be used in server status messages (MotD).
        • All components of that type will be replaced by a fallback text.
    • minecraft:selector
      • The field selector no longer accepts trailing data after a selector.

    Textures

    • Block Textures
      • Added new block textures:
        • block/golden_dandelion.png
    • Entity Textures
      • Added new entity textures:
        • entity/armadillo/armadillo_baby.png
        • entity/bear/polarbear_baby.png
        • entity/bee/bee_baby.png
        • entity/bee/bee_angry_baby.png
        • entity/bee/bee_nectar_baby.png
        • entity/bee/bee_angry_nectar_baby.png
        • entity/camel/camel_baby.png
        • entity/cat/cat_all_black_baby.png
        • entity/cat/cat_black_baby.png
        • entity/cat/cat_british_shorthair_baby.png
        • entity/cat/cat_calico_baby.png
        • entity/cat/cat_collar_baby.png
        • entity/cat/cat_jellie_baby.png
        • entity/cat/ocelot_baby.png
        • entity/cat/cat_persian_baby.png
        • entity/cat/cat_ragdoll_baby.png
        • entity/cat/cat_red_baby.png
        • entity/cat/cat_siamese_baby.png
        • entity/cat/cat_tabby_baby.png
        • entity/cat/cat_white_baby.png
        • entity/chicken/chicken_cold_baby.png
        • entity/chicken/chicken_temperate_baby.png
        • entity/chicken/chicken_warm_baby.png
        • entity/cow/cow_cold_baby.png
        • entity/cow/cow_temperate_baby.png
        • entity/cow/cow_warm_baby.png
        • entity/cow/mooshroom_brown_baby.png
        • entity/cow/mooshroom_red_baby.png
        • entity/equipment/humanoid_baby/chainmail.png
        • entity/equipment/humanoid_baby/copper.png
        • entity/equipment/humanoid_baby/diamond.png
        • entity/equipment/humanoid_baby/gold.png
        • entity/equipment/humanoid_baby/iron.png
        • entity/equipment/humanoid_baby/leather_overlay.png
        • entity/equipment/humanoid_baby/leather.png
        • entity/equipment/humanoid_baby/netherite.png
        • entity/equipment/humanoid_baby/turtle_scute.png
        • entity/equipment/llama_body/trader_llama_baby.png
        • entity/fox/fox_baby.png
        • entity/fox/fox_snow_baby.png
        • entity/fox/fox_sleep_baby.png
        • entity/fox/fox_snow_sleep_baby.png
        • entity/goat/goat_baby.png
        • entity/hoglin/hoglin_baby.png
        • entity/hoglin/zoglin_baby.png
        • entity/horse/donkey_baby.png
        • entity/horse/horse_black_baby.png
        • entity/horse/horse_brown_baby.png
        • entity/horse/horse_chestnut_baby.png
        • entity/horse/horse_creamy_baby.png
        • entity/horse/horse_darkbrown_baby.png
        • entity/horse/horse_gray_baby.png
        • entity/horse/horse_blackdots_baby.png
        • entity/horse/horse_markings_white_baby.png
        • entity/horse/horse_markings_whitedots_baby.png
        • entity/horse/horse_markings_whitefield_baby.png
        • entity/horse/horse_skeleton_baby.png
        • entity/horse/horse_white_baby.png
        • entity/horse/horse_zombie_baby.png
        • entity/horse/mule_baby.png
        • entity/llama/llama_creamy_baby.png
        • entity/llama/llama_white_baby.png
        • entity/llama/llama_brown_baby.png
        • entity/llama/llama_gray_baby.png
        • entity/panda/aggresive_panda_baby.png
        • entity/panda/brown_panda_baby.png
        • entity/panda/lazy_panda_baby.png
        • entity/panda/playful_panda_baby.png
        • entity/panda/weak_panda_baby.png
        • entity/panda/worried_panda_baby.png
        • entity/panda/panda_baby.png
        • entity/pig/pig_cold_baby.png
        • entity/pig/pig_temperate_baby.png
        • entity/pig/pig_warm_baby.png
        • entity/piglin/piglin_baby.png
        • entity/piglin/zombiefied_piglin_baby.png
        • entity/rabbit/rabbit_black.png
        • entity/rabbit/rabbit_brown.png
        • entity/rabbit/rabbit_caerbannog.png
        • entity/rabbit/rabbit_gold.png
        • entity/rabbit/rabbit_salt.png
        • entity/rabbit/rabbit_toast.png
        • entity/rabbit/rabbit_white.png
        • entity/rabbit/rabbit_white_splotched.png
        • entity/sheep/sheep_baby.png
        • entity/sheep/sheep_wool_baby.png
        • entity/strider/strider_baby.png
        • entity/strider/strider_cold_baby.png
        • entity/sniffer/snifflet.png
        • entity/villager/villager_baby.png
        • entity/villager/baby/desert.png
        • entity/villager/baby/jungle.png
        • entity/villager/baby/plains.png
        • entity/villager/baby/savanna.png
        • entity/villager/baby/snow.png
        • entity/villager/baby/swamp.png
        • entity/villager/baby/taiga.png
        • entity/wolf/wolf_angry_baby.png
        • entity/wolf/wolf_ashen_angry_baby.png
        • entity/wolf/wolf_ashen_baby.png
        • entity/wolf/wolf_ashen_tame_baby.png
        • entity/wolf/wolf_baby.png
        • entity/wolf/wolf_black_angry_baby.png
        • entity/wolf/wolf_black_baby.png
        • entity/wolf/wolf_black_tame_baby.png
        • entity/wolf/wolf_chestnut_angry_baby.png
        • entity/wolf/wolf_chestnut_baby.png
        • entity/wolf/wolf_chestnut_tame_baby.png
        • entity/wolf/wolf_collar_baby.png
        • entity/wolf/wolf_rusty_angry_baby.png
        • entity/wolf/wolf_rusty_baby.png
        • entity/wolf/wolf_rusty_tame_baby.png
        • entity/wolf/wolf_snowy_angry_baby.png
        • entity/wolf/wolf_snowy_baby.png
        • entity/wolf/wolf_snowy_tame_baby.png
        • entity/wolf/wolf_spotted_angry_baby.png
        • entity/wolf/wolf_spotted_baby.png
        • entity/wolf/wolf_spotted_tame_baby.png
        • entity/wolf/wolf_striped_angry_baby.png
        • entity/wolf/wolf_striped_baby.png
        • entity/wolf/wolf_striped_tame_baby.png
        • entity/wolf/wolf_tame_baby.png
        • entity/wolf/wolf_woods_angry_baby.png
        • entity/wolf/wolf_woods_baby.png
        • entity/wolf/wolf_woods_tame_baby.png
        • entity/zombie/drowned_baby.png
        • entity/zombie/drowned_outer_layer_baby.png
        • entity/zombie/husk_baby.png
        • entity/zombie/zombie_baby.png
        • entity/zombie_villager/zombie_villager_baby.png
        • entity/zombie_villager/baby/desert.png
        • entity/zombie_villager/baby/jungle.png
        • entity/zombie_villager/baby/plains.png
        • entity/zombie_villager/baby/savanna.png
        • entity/zombie_villager/baby/snow.png
        • entity/zombie_villager/baby/swamp.png
        • entity/zombie_villager/baby/taiga.png
      • Renamed the following entity textures:
        • entity/armorstand/wood.png β†’ entity/armorstand/armorstand.png
        • entity/cat/all_black.png β†’ entity/cat/cat_all_black.png
        • entity/cat/black.png β†’ entity/cat/cat_black.png
        • entity/cat/british_shorthair.png β†’ entity/cat/cat_british_shorthair.png
        • entity/cat/calico.png β†’ entity/cat/cat_calico.png
        • entity/cat/jellie.png β†’ entity/cat/cat_jellie.png
        • entity/cat/persian.png β†’ entity/cat/cat_persian.png
        • entity/cat/ragdoll.png β†’ entity/cat/cat_ragdoll.png
        • entity/cat/red.png β†’ entity/cat/cat_red.png
        • entity/cat/siamese.png β†’ entity/cat/cat_siamese.png
        • entity/cat/tabby.png β†’ entity/cat/cat_tabby.png
        • entity/cat/white.png β†’ entity/cat/cat_white.png
        • entity/chicken/cold_chicken.png β†’ entity/chicken/chicken_cold.png
        • entity/chicken/temperate_chicken.png β†’ entity/chicken/chicken_temperate.png
        • entity/chicken/warm_chicken.png β†’ entity/chicken/chicken_warm.png
        • entity/copper_golem/exposed_copper_golem.png β†’ entity/copper_golem/copper_golem_exposed.png
        • entity/copper_golem/exposed_copper_golem_eyes.png β†’ entity/copper_golem/copper_golem_eyes_exposed.png
        • entity/copper_golem/oxidized_copper_golem_eyes.png β†’ entity/copper_golem/copper_golem_eyes_oxidized.png
        • entity/copper_golem/weathered_copper_golem_eyes.png β†’ entity/copper_golem/copper_golem_eyes_weathered.png
        • entity/copper_golem/oxidized_copper_golem.png β†’ entity/copper_golem/copper_golem_oxidized.png
        • entity/copper_golem/weathered_copper_golem.png β†’ entity/copper_golem/copper_golem_weathered.png
        • entity/cow/cold_cow.png β†’ entity/cow/cow_cold.png
        • entity/cow/temperate_cow.png β†’ entity/cow/cow_temperate.png
        • entity/cow/warm_cow.png β†’ entity/cow/cow_warm.png
        • entity/cow/brown_mooshroom.png β†’ entity/cow/mooshroom_brown.png
        • entity/cow/red_mooshroom.png β†’ entity/cow/mooshroom_red.png
        • entity/fox/snow_fox.png β†’ entity/fox/fox_snow.png
        • entity/fox/snow_fox_sleep.png β†’ entity/fox/fox_snow_sleep.png
        • entity/frog/cold_frog.png β†’ entity/frog/frog_cold.png
        • entity/frog/temperate_frog.png β†’ entity/frog/frog_temperate.png
        • entity/frog/warm_frog.png β†’ entity/frog/frog_warm.png
        • entity/llama/brown.png β†’ entity/llama/llama_brown.png
        • entity/llama/creamy.png β†’ entity/llama/llama_creamy.png
        • entity/llama/gray.png β†’ entity/llama/llama_gray.png
        • entity/llama/spit.png β†’ entity/llama/llama_spit.png
        • entity/llama/white.png β†’ entity/llama/llama_white.png
        • entity/panda/aggressive_panda.png β†’ entity/panda/panda_aggressive.png
        • entity/panda/brown_panda.png β†’ entity/panda/panda_brown.png
        • entity/panda/lazy_panda.png β†’ entity/panda/panda_lazy.png
        • entity/panda/playful_panda.png β†’ entity/panda/panda_playful.png
        • entity/panda/weak_panda.png β†’ entity/panda/panda_weak.png
        • entity/panda/worried_panda.png β†’ entity/panda/panda_worried.png
        • entity/pig/cold_pig.png β†’ entity/pig/pig_cold.png
        • entity/pig/temperate_pig.png β†’ entity/pig/pig_temperate.png
        • entity/pig/warm_pig.png β†’ entity/pig/pig_warm.png
        • entity/projectiles/spectral.png β†’ entity/projectiles/arrow_spectral.png
        • entity/projectiles/tipped.png β†’ entity/projectiles/arrow_tipped.png
        • entity/turtle/big_sea_turtle.png β†’ entity/turtle/turtle.png
      • Moved the following entity textures:
        • entity/armadillo.png β†’ entity/armadillo/armadillo.png
        • entity/banner_base.png β†’ entity/banner/banner_base.png
        • entity/bat.png β†’ entity/bat/bat.png
        • entity/beacon_beam.png β†’ entity/beacon/beacon_beam.png
        • entity/blaze.png β†’ entity/blaze/blaze.png
        • entity/dolphin.png β†’ entity/dolphin/dolphin.png
        • entity/enchanting_table_book.png β†’ entity/enchantment/enchanting_table_book.png
        • entity/end_gateway_beam.png β†’ entity/end_portal/end_gateway_beam.png
        • entity/end_portal.png β†’ entity/end_portal/end_portal.png
        • entity/endermite.png β†’ entity/endermite/endermite.png
        • entity/experience_orb.png β†’ entity/experience/experience_orb.png
        • entity/fishing_hook.png β†’ entity/fishing/fishing_hook.png
        • entity/guardian.png β†’ entity/guardian/guardian.png
        • entity/guardian_beam.png β†’ entity/guardian/guardian_beam.png
        • entity/guardian_elder.png β†’ entity/guardian/guardian_elder.png
        • entity/lead_knot.png β†’ entity/lead_knot/lead_knot.png
        • entity/minecart.png β†’ entity/minecart/minecart.png
        • entity/phantom.png β†’ entity/phantom/phantom.png
        • entity/phantom_eyes.png β†’ entity/phantom/phantom_eyes.png
        • entity/shield_base.png β†’ entity/shield/shield_base.png
        • entity/shield_base_nopattern.png β†’ entity/shield/shield_base_nopattern.png
        • entity/silverfish.png β†’ entity/silverfish/silverfish.png
        • entity/snow_golem.png β†’ entity/snow_golem/snow_golem.png
        • entity/spider_eyes.png β†’ entity/spider/spider_eyes.png
        • entity/trident.png β†’ entity/trident/trident.png
        • entity/trident_riptide.png β†’ entity/trident/trident_riptide.png
        • entity/wandering_trader.png β†’ entity/wandering_trader/wandering_trader.png
        • entity/witch.png β†’ entity/witch/witch.png

    Timelines

    • Added a clock field: a world clock ID, specifies which world clock the timeline is tied to.
      • This field is required, but to match previous behavior the minecraft:overworld clock can be used
    • Added an optional time_markers field, an optional map between namespaced Time Marker IDs and either an int or a Time Marker object.
      • Format:
        • Non-negative int, the tick that the time marker marks.
        • Or object with fields:
          • ticks: int between 0 and period_ticks, the tick that the time marker marks.
          • show_in_commands: optional boolean, specifies whether the Time Marker will show up in command suggestions.
            • Default: false

    UI

    • Worlds that need to be upgraded will now show Upgrade and Play instead of Play Selected World.
      • The Edit World and Re-Create World buttons are disabled until the world has been upgraded.
    • When starting such a world, a new upgrade progress screen will be shown.
    • Added new UI sprites: gui/sprites/widget/preedit.png for IME preedit overlay background.
    • If there are no screens open, IME input will be cancelled.
    • IME will be opened when a text input gains focus and closed when a text input loses focus.
    • sound_cache debug entry has been added.

    User interface

    • Input Method Editors (IME) candidates will now be shown in-game (on supported platforms, currently Windows and macOS) above currently edited text field.
    • Fullscreen no longer uses exclusive mode.

    World generation

    This section may be too technical for most readers to understand.
     [discuss]
    Please clarify the text in this section to make it comprehensible for a wider audience. Use less jargon where necessary.
    • Rule-based block state providers have changed so that their fallback is optional and can be empty.
      • In such cases that an empty fallback is invoked, features that use them will not place anything.
      • Current configuration that uses a rule-based block state provider is the state_provider in the disk feature.
    • forest_rock configured feature has been renamed to block_blob
    • block_blob feature configuration has changed to support the following parameters:
      • state – The block the rock is made out of.
      • can_place_on – A block predicate that defines which blocks the rock can be placed on.
    • ice_spike configured feature has been renamed to spike
    • spike feature configuration now supports the following parameters:
      • state – The block the spike is made out of.
      • can_place_on – A block predicate that defines which blocks the spike can be placed on.
      • can_replace – A block predicate that defines which blocks the spike can replace.
    • huge_red_mushroom and huge_brown_mushroom feature configurations have a new parameter:
      • can_place_on – A block predicate that defines which blocks the huge mushroom can be placed on.
    • alter_ground tree decorator configuration has changed so that provider is now a rule-based block state provider.
    • tree feature configuration has replaced the force_dirt and dirt_provider parameters with a single below_trunk_provider rule-based block state provider:
      • Format:
        • fallback – An optional block state provider.
        • rules – A list of rules.
          • if_true – A block predicate that checks the block position before providing the block.
          • then – A block state provider.
        • Default value:
    "below_trunk_provider":{
    "rules":[
    {
    "if_true":{
    "type":"minecraft:not",
    "predicate":{
    "type":"minecraft:matching_block_tag",
    "tag":"minecraft:cannot_replace_below_tree_trunk"
    }
    },
    "then":{
    "type":"minecraft:simple_state_provider",
    "state":{
    "Name":"minecraft:dirt"
    }
    }
    }
    ]
    }
    
    • Any trees that previously used force_dirt have a below_trunk_provider that always provides a dirt block instead.
    • Block state providers now have a new type called rule_based_state_provider
      • This was previously a separately parsed type but is now instead a sub-type of block state providers.
      • They can now be used in any other feature configurations as a block state provider and are no longer unique to the disk feature.
      • Format:
        • fallback – An optional block state provider
        • rules – A list of rules
          • if_true – A block predicate that checks the block position before providing the block
          • then – A block state provider
    • Flower features
      • Features spawned from Bone Meal are no longer restricted to the flower feature type, and instead controlled by the #can_spawn_from_bone_meal configured feature tag.
      • The flower, flower_no_bonemeal, and random_patch feature types have been removed.
        • Instead, patches can be expressed as a sequence of count and random_offset placement modifiers.
    • Int Providers
      • Added the trapezoid int provider
        • Selects a random value with a trapezoid distribution, similar to the trapezoid float provider.
        • Format: object with fields:
          • min: integer, the minimum value to generate.
          • max: integer, the maximum value to generate.
          • plateau: integer, the width of the "plateau" of the distribution in which all values are equally likely to occur.
            • A value of 0 is equivalent to a triangle distribution.
            • A value of max-min is equivalent to a uniform distribution.
    • count placement modifier
      • The count field is now limited to a range of 0 to 4096 instead of the previous 256.

    Fixes

    [edit | edit source]

    88 issues fixed

    From versions before 26.1

    • MC-13187 – Water in water cauldrons is not transparent.
    • MC-64087 – Revengeful zombies / Zombie reinforcements will try to attack you in Creative mode.
    • MC-91132 – No cross-platform CJK IME support.
    • MC-98631 – The heights of shields in first person are different depending on what hand you have them held in.
    • MC-99647 – The "below_name" scoreboard display slot doesn't work with non-player entities.
    • MC-102774 – You can respawn the ender dragon with only two end crystals.
    • MC-129886 – Trying to place a block underneath min_y does not give an error message.
    • MC-131745 – Shipwrecks sometimes generate split into different variants at chunk boundaries.
    • MC-134573 – The game freezes while doing a world backup.
    • MC-153831 – Trader llamas spawned from breeding can despawn.
    • MC-163978 – Mobs can spawn on moving blocks.
    • MC-178713 – Bone meal can be used on certain plants at build height, but they don't grow.
    • MC-179949 – You cannot edit the inventories of piglins by using /item replace.
    • MC-181169 – Skeleton trapped horses with PersistenceRequired still despawn.
    • MC-184432 – There is no warning when plants are bonemealed, but cannot grow above or below world height limits.
    • MC-184433 – When applying bone meal to grass / ferns / nether fungi at the upper build limit, there is no warning, and the taller part of the plant is cut off.
    • MC-195237 – End portals and End gateways held by endermen or as block display entities are not rendered, but Nether portals are.
    • MC-197497 – Smooth lighting transition from level 1 to 0 is not smooth.
    • MC-199589 – Hitting mobs in Creative mode then switching into Survival causes the mob to target you.
    • MC-199975 – Endermen holding bells or bell block display entities only render the bell frame.
    • MC-219981 – Leader zombie-type mobs spawn with 20 health despite having an increased maximum health.
    • MC-222949 – You can use tridents enchanted with riptide while riding entities.
    • MC-230746 – Pointed dripstone does not grow with a waterlogged block 2 blocks above it but does fill cauldrons.
    • MC-231663 – Dragon eggs do not check whether there is a block under their destination when teleporting.
    • MC-233911 – Sleeping in a bed and waking up no longer instantly sets the daytime sky
    • MC-248092 – Untamed cats on lead despawn when attached to fence post.
    • MC-254785 – Bone meal is used when clicked on a bamboo stalk with a block above it.
    • MC-257362 – Particles from breaking frogspawn are transparent.
    • MC-259032 – /data produces a positive result for low negative numbers.
    • MC-260148 – show_notification only works for shaped crafting recipes.
    • MC-263488 – The item texture of pink petals has a misplaced transparent pixel.
    • MC-264155 – Bone meal doesn't work on grass blocks beneath cave air or void air.
    • MC-264187 – Spawners with their light limits set to ranges that don't include 15 don't spawn mobs under the night sky.
    • MC-273228 – Crash when generating water lakes using a custom worldgen datapack.
    • MC-274238 – Persistent trader llamas will still despawn when leashed to wandering traders.
    • MC-275014 – Weathered and oxidized copper bulbs cast stronger shadows on themselves when lit with smooth lighting enabled.
    • MC-297536 – Z-fighting occurs on the debug crosshair.
    • MC-298136 – The aura of beacon beams now always renders behind block entities.
    • MC-299730 – Dumping textures while using a TTF font crashes the game.
    • MC-299992 – Unexpected behavior when giving or testing for an item with certain components manually specified as their default values.
    • MC-300465 – Maps with the maximum number of markers cannot be placed in item frames.
    • MC-301003 – The bell part of bells worn on copper golems' "saddle" is not visible.
    • MC-302186 – Ambient lighting in the Nether appears discolored compared to previous versions.
    • MC-302408 – Inconsistent underwater lighting with the Conduit Power effect applied.
    • MC-302528 – Low sky & block light look outright broken when cast on the same area.
    • MC-302635 – Semi-transparent blocks render in front of solid blocks when viewed through semi-transparent blocks being pushed by a piston.
    • MC-302734 – Zombie horses constantly move in and out of water and burn to death.
    • MC-303119 – Feeding a cat or wolf in Survival mode with only one item in the selected item slot does not restore as much health as it should.
    • MC-303125 – Creepers can blow up after the player dies.
    • MC-303344 – Tooltips for selected items in dialogs are displayed even when the item isn't being hovered over.
    • MC-303389 – The ender dragon's velocity can be affected by attacks while perched.
    • MC-303403 – Hanging sign block displays render dark and above other blocks and mobs.
    • MC-303684 – Hoglins despawn when attached to a lead.
    • MC-303685 – Zoglins despawn when attached to leads.
    • MC-303692 – Debug overlay text has an indent when improved transparency is disabled.
    • MC-303749 – Dolphins can despawn when attached to leads.
    • MC-303750 – Squids & glow squids can despawn when attached to leads.
    • MC-304023 – Redundant level data fixer files are saved in worlds' "data" folder.
    • MC-304217 – Lunge's hunger requirement applies to post_piercing_attack effects of custom enchantments.
    • MC-304361 – The heads of zombie nautiluses have a massive empty gap on the back.
    • MC-304446 – Activating a stasis chamber with a sponge deletes the ender pearl.
    • MC-304599 – Dolphins don't follow players riding nautiluses like in Bedrock Edition.
    • MC-304631 – Anisotropic filtering set to 8x causes opaque translucent textures to become transparent in the distance when there are odd-sized block textures.
    • MC-304683 – Wandering traders don't spawn in single biome snowy plains worlds.
    • MC-304705 – The E value in entity_render_stats in the debug overlay doesn't work.
    • MC-304725 – Zombie villagers summoned with default spawn eggs always spawn as their plains variant.
    • MC-304761 – Spears' charge animation takes too long to rotate sideways for slower spears.
    • MC-304796 – Hovering over a disabled slider shows the pointing hand cursor instead of the forbidden cursor.
    • MC-304991 – Clicking on a chest with loot that hasn't been generated in Spectator mode makes the "block.chest.locked" sound.
    • MC-305012 – The description of the "Universal anger" game rule still uses the old ID of the "Forgive dead players" game rule.
    • MC-305040 – Nautili spawned as a result of a player breeding two other nautili can despawn.
    • MC-305123 – Curse of Vanishing doesn't work when the item is equipped on an armor stand.
    • MC-305196 – Witches always miss their shots when close to their target.
    • MC-305292 – Copper chests use the Christmas present texture.
    • MC-305369 – Trying to attach a leash to a fence outside its reach places a ghost leash knot and plays a sound.
    • MC-305388 – Bees never cease to be angry.
    • MC-305471 – Cacti appear with seams on the edges and corners when using higher resolution texture packs with mipmaps enabled.
    • MC-305580 – Baby zombie horses and baby skeleton horses grow into adults, unlike other baby undead mobs.
    • MC-305699 – Piglins in groups fail to initiate hoglin hunting behavior.
    • MC-305857 – Entity hitboxes now move jaggedly when the game is frozen.
    • MC-305888 – Turtle eggs no longer hatch in the Nether or the End.
    • MC-306064 – Mobs can be forced to look like they're dying while they aren't by using commands.
    • MC-306110 – The side textures of black, white splotched, killer, and Toast rabbits' heads extend to the bottom of their heads.
    • MC-306123 – Wolves still try to attack players even in Peaceful difficulty.
    • MC-306427 – Certain mobs holding items with empty "kinetic_weapon" components crash the game whenever target acquisition succeeds.
    • MC-306566 – The totem of undying screen effect now jitters while the game is frozen.
    • MC-306658 – Dolphins will let themselves drown even with ample access to air.
    • MC-306798 – Ender dragons with a DragonDeathTime of 200 or greater never disappear.

    Videos

    [edit | edit source]

    Official trailer:

    Videos made by slicedlime:

    Trivia

    [edit | edit source]

    References

    [edit | edit source]

    Navigation

    [edit | edit source]
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