Minecraft: Java Edition cover

Minecraft: Java Edition

Minecraft - 1.21.3 (PS4 Only) Fixes:

Fixes:

  • Fixed an issue that could occur with back-end services on PlayStation 4

Minecraft - 1.21.2 (Bedrock) Features and Bug FixesExperimental Features

A new hotfix is now available to address some of the top issues that have been encountered since the 1.21 update.

Features and Bug Fixes

Ominous Trial Spawner

  • Mobs spawned by Ominous Trial Spawners now drop items they picked up (MCPE-182630)

Ominous Vault

  • Rare loot now has 80% chance of dropping, instead of 20% (MCPE-180654)

Trial Spawner

  • Fixed issue with Trial Spawners not ejecting loot in older worlds (MCPE-182758)

Experimental Features

API

  • Added UIManager class and uiManager object to @minecraft/server-ui beta

Minecraft - 1.21.1 (Bedrock) Minecraft Preview for PlayStation®5:Fixes:

A hotfix is now available for Minecraft: Bedrock Edition that resolves some issues introduced with the latest update.

Minecraft Preview for PlayStation®5:

We have some exciting news for our PlayStation®5 community! Today we’re launching the first preview of a native version of Minecraft for the Sony PlayStation®5 – and we need your help to test it!

If you own the PS4® version of Minecraft for your PS5®, you’ll be able to access and test this early version by navigating to “Settings” and then “Preview” within the game. This preview includes the new Tricky Trials Update, so you can venture into the trial chambers, meet a breeze, craft a mace, and more – all while trying out a version of Minecraft that’s designed for your console! As this is a preview version, we’ll need your help in hunting bugs (and we’re not talking about the silverfish spawning from trial spawners), as well as gathering any feedback.

Learn more in the Minecraft for PlayStation®5 article!

Fixes:

  • Fixed a hardlock that could occur when playing splitscreen multiplayer on PlayStation®4
  • Fixed a bug where players with a freshly installed Minecraft needed to restart before being able to see Realms Stories

Minecraft: Java Edition - 1.21 (Tricky Trials)

Venture into the hazardous Trial Chambers alone or with friends, face off against the new Breeze mob and craft a smashingly powerful new weapon, the Mace! Take your ingenious Redstone designs to new heights with the Crafter, play around with the Wind Charge, discover new decorative blocks made of Copper and Tuff, enjoy new Paintings, Music Discs, and more!

And that's not all! On the technical side, Tricky Trials is heralding a new age for data packs with Enchantments, Paintings and Jukebox Music Discs now being data-driven. With this release, we're also going live with performance improvements to chunk loading that were introduced in 24w19a, which reduces memory and CPU overhead compared to the old system.

Embark on your very first adventure in Tricky Trials by delving into the full changelog below, it's a long one!

Happy mining!

NEW FEATURES

  • Added a new underground structure called the Trial Chambers
  • Added 2 new mobs
    • Breeze
    • Bogged
  • Added a new weapon, the Mace
  • Added 3 new enchantments exclusive to the Mace
    • Density
    • Breach
    • Wind Burst
  • Added the following blocks:
    • Crafter
    • Trial Spawner
    • Ominous Trial Spawner
    • Vault
    • Ominous Vault
    • New variants in the Copper Family
    • New variants in the Tuff Family
    • Heavy Core
  • Added the following items:
    • Trial Explorer Map
    • Ominous Bottle
    • Wind Charge
    • Trial Key
    • Ominous Trial Key
    • Breeze Rod
    • 3 new Pottery Sherds
    • 2 new Banner Patterns
    • 2 new Armor Trims
    • 4 new Potions
      • Potion of Infestation
      • Potion of Oozing
      • Potion of Weaving
      • Potion of Wind Charging
    • 4 new Tipped Arrows
      • Arrow of Infestation
      • Arrow of Oozing
      • Arrow of Weaving
      • Arrow of Wind Charging
  • Added 3 new Music Discs by Aaron Cherof and Lena Raine
  • Added 20 new Paintings
    • 5 by artist Sarah Boeving
    • 15 by artist Kristoffer Zetterstrand
  • Redesigned Bad Omen to give access to Ominous Events
  • Added 6 new Status Effects
    • Infested
    • Oozing
    • Weaving
    • Wind Charged
    • Raid Omen
    • Trial Omen
  • Added 9 new music tracks by Aaron Cherof, Kumi Tanioka, and Lena Raine
  • Added 8 new Advancements
  • Added 4 new cave ambient sounds
  • Boats are now leashable

STRUCTURES

TRIAL CHAMBERS

  • Trial Chambers are a new structure in the Overworld where players can explore and take on combat challenges
    • Made out of a variety of Copper and Tuff blocks, and can be found in different sizes
    • A relatively common find throughout the Deepslate layer of the underground
    • Natural mob spawning does not occur inside, similar to Ancient Cities
    • Never starts inside a Deep Dark biome, but can sometimes overlap it
  • The layout of each Trial Chamber is procedurally generated, and can include traps, rewards and a variety of combat areas
    • Decorated Pots line the corridors and hold hidden treasures
    • Supply Barrels can be found between different rooms, and give you blocks and items which help you navigate your trials
    • Vaults are guarded by challenges in each room, and can be a source of many high level Enchanted Books and equipment including a very rare chance to receive a Trident
    • Ominous Vaults can be found in harder to reach places and give even better loot than standard Vaults, including some items which are exclusive to Ominous Vaults
  • Each Trial Chamber will include Trial Spawners with a melee, small melee, or ranged category:
    • Melee
      • Zombie
      • Husk
      • Spider
    • Small Melee
      • Slime
      • Cave Spider
      • Baby Zombie
      • Silverfish
    • Ranged
      • Skeleton
      • Stray
      • Bogged
  • Each Trial Spawner category will only use one mob for the entire structure when generated, and these mobs are randomized for each Trial Chamber
    • For example, one Trial Chamber might only spawn Zombies, Cave Spiders and Strays, while another might only spawn Spiders, Silverfish and Skeletons
    • The exceptions to this are some Trial Spawners in unique rooms which always spawn Breezes

MOBS

BREEZE

  • A cunning hostile mob spawned by some Trial Spawners in Trial Chamber rooms
    • Drops 1-2 Breeze Rods when killed by a player
    • The number of Breeze Rods dropped is affected by looting enchantments
  • Moves primarily by leaping around its target
  • Deflects almost all projectiles, making it immune to ranged combat
    • With one notable exception: it cannot deflect Wind Charges
  • An aggressive adversary, it shoots volatile wind energy in the form of Wind Charge projectiles at its target
    • After colliding with an entity or a block, Wind Charge projectiles produce a Wind Burst, which knocks back entities in the area
    • Wind Charges deal a small amount of damage when colliding directly with an entity
    • Wind Charges break decorated pots and chorus flower blocks upon collision
  • Wind Bursts have the effect of 'activating' certain blocks:
    • Non-Iron Doors and Trapdoors are flipped
    • Fence Gates are flipped
    • Buttons are pressed
    • Levers are flipped
    • Bells are rung and swung
    • Lit Candles are extinguished
  • Wind Bursts do not have any effect on Iron Doors, Iron Trapdoors, or any block being held in its position by a Redstone signal
  • Will not retaliate against attacks from the following mobs: Skeletons, Strays, Bogged, Zombies, Husks, Spiders, Cave Spiders and Slimes
    • The same mobs will not retaliate against a Breeze when hurt by its Wind Charge projectile

BOGGED

  • A new variant of Skeletons that shoots poisonous arrows
    • They're easier to take down with 16 health instead of 20 health
    • They attack at a slower interval of 3.5 seconds instead of 2 seconds
  • Has a chance to drop Arrows of Poison when killed by players
  • These mossy and mushroom covered Skeletons spawn naturally in Swamps and Mangrove Swamps
    • Can also be found spawning from Trial Spawners in some Trial Chambers
  • Drops 2 mushrooms when sheared (either both red, both brown, or one of each)

WEAPONS

MACE

  • A new heavy weapon to smash your enemies!
    • Has a base damage of 5
    • Can be crafted with a Breeze Rod and a Heavy Core
    • Using it will decrease its durability like any other weapon; can be repaired with Breeze Rods at an Anvil
  • Has a unique attack called the smash attack. When the player falls more than 1.5 blocks before hitting, a smash attack is triggered which has multiple effects:
    • Safe Fall: Resets all vertical momentum and negates any fall damage accumulated from the fall
    • Extra Damage: Does more damage the further the player fell before hitting the target with it:
      • For the first 3 blocks fallen: Add 4 damage per block
      • For the next 5 blocks fallen: Add 2 damage per block
      • For any blocks fallen after: Add 1 damage per block
    • Great Knockback: Other entities near the struck enemy will be knocked back by the immense force of the Mace
  • Can be used in combination with Wind Charges to launch up and deliver devastating smash attacks to enemies
  • These existing enchantments can be applied to the Mace:
    • Mending
    • Unbreaking
    • Smite
    • Bane of Arthropods
    • Fire Aspect
    • Curse of Vanishing
  • The Mace also has 3 exclusive enchantments: Density, Breach and Wind Burst

ENCHANTMENTS

Three new enchantments have been added which are exclusive to the Mace

  • Density
    • Common Enchantment, accessible in the Enchanting Table and on Enchanted Books in random loot chests
    • Has 5 levels
    • Maces enchanted with Density do more damage per fallen block per Density level
      • Damage dealt per fallen block is increased by 0.5 per level of Density
    • Mutually exclusive with Breach, Smite, and Bane of Arthropods
  • Breach
    • Rare Enchantment, accessible in the Enchanting Table and on Enchanted Books in random loot chests
    • Has 4 levels
    • Maces enchanted with Breach reduce the effectiveness of armor on the target
      • The effectiveness of the armor is reduced by 15% per Breach level
    • Mutually exclusive with Density, Smite, and Bane of Arthropods
  • Wind Burst
    • Unique enchantment which can only be found in Ominous Vaults
      • Only Wind Burst I can be found, higher levels must be obtained by combining them in an Anvil
    • Has 3 levels
    • Maces enchanted with Wind Burst will emit a Wind Burst upon hitting an enemy, launching the attacker upward and enabling the linking of smash attacks one after the other
    • Successfully landing a Wind Burst attack causes the player to lose the fall damage protection they would otherwise have from landing a successful smash attack
    • Each level will bounce the attacker an additional 7 blocks into the air

BLOCKS

CRAFTER

  • A new block that enables the crafting of items and blocks via Redstone
    • Can be crafted with 5 Iron Ingots, 2 Redstone Dust, 1 Crafting Table and 1 Dropper
  • Will eject one crafting result at a time when powered by a Redstone pulse
    • Its current powered state is indicated by Redstone crystals on its back face, which will light up
    • The crafting grid on its top face will light up red when it successfully crafts a recipe
  • Upon receiving a signal, it will eject the recipe result from the front face
    • If the recipe output has any remainder items (such as a Bucket), the result and remainder items will be ejected together
  • When placed, the front face of the Crafter will face towards the player
Crafter User Interface
  • Has a 3x3 interactable crafting grid
  • The crafting grid slots are toggleable, meaning that the player can change the behavior of a slot by interacting with it while not holding an item
  • A slot that is ‘toggled’ cannot hold any items
    • Other blocks such as Hoppers and Droppers also cannot place items into them
  • Unlike the Crafting Table, the Crafter displays a preview of the crafted item which will be crafted and ejected on the next Redstone pulse, but cannot be manually taken out by the player
    • The arrow pointing out from the recipe grid will light up red when the Crafter is currently powered
  • The Crafter User Interface is shared between all players interacting with it, meaning that multiple players can interact with the Crafter at the same time, similar to Chests and Hoppers
Crafter Interaction with Other Blocks
  • The signal strength of a Comparator reading a Crafter is 0-9, where each non-empty or toggled slot adds 1 strength
  • Hoppers and Minecarts with Hoppers can be used to both insert and extract items from the Crafter
  • Droppers can be used to insert items into the Crafter
  • Items inserted from another block (ex: Hopper, Dropper) will fill the Crafter's slots based on these rules:
    • Prioritize the first empty slot (from left-to-right, top-to-bottom)
    • If there are no empty slots then prioritize the smallest stack of the same item (pick the first if there are multiple)
    • If there is a toggled slot it will be skipped. The item will then be moved into the container
    • If the item cannot be moved, it will be ejected into the world
  • Items are removed from Crafters by Hoppers and Minecarts with Hoppers in the same order as from other containers like Chests

TRIAL SPAWNER

  • A new variant of Monster Spawners that ejects rewards upon defeat
    • Cannot be crafted nor obtained by players in Survival - instead, they can be found naturally throughout Trial Chambers
    • Very slow to mine and resistant to explosions, and will not drop even with Silk Touch
    • Cannot be moved by Pistons
  • The challenge level will increase for each new player a Trial Spawner notices nearby
    • The challenge level will not decrease until it is reset during a Trial Spawner's cooldown
    • Trial Spawners can only notice players which are in line of sight, and will ignore Creative and Spectator players
  • Unlike normal Spawners, a Trial Spawner will spawn a limited number of mobs proportional to its current challenge level
    • It can only spawn a mob at positions that are within line of sight
    • It can spawn a mob regardless of any light level requirement the mob has
    • Spawned mobs are persistent
  • Once all mobs are defeated, the Trial Spawner will eject a number of rewards which is proportional to the current challenge level
    • After the rewards have been ejected, the Trial Spawner goes into cooldown for 30 minutes, during which it will no longer spawn mobs
  • When placed in Creative, Trial Spawners have no mob type set by default
    • The mob type can be set by interacting with it while holding a Spawn Egg
  • Has an Ominous Trial Spawner variant, accessible through an Ominous Trial

VAULT

  • A block that holds locked treasure and loot - players must find the right key to eject its rewards
    • Can be found throughout Trial Chambers, containing the structures' most valuable loot
    • Vaults in Trial Chambers require a Trial Key to be unlocked
    • Cannot be crafted nor obtained in Survival, and does not drop anything when mined
    • Explosion resistant and cannot be moved by Pistons
  • Can be unlocked by an unlimited number of players
    • After a player has unlocked a Vault, they cannot personally unlock that Vault again
    • If a player has not unlocked a particular Vault before, this can be seen by an orange stream of particles that flow from the player to that Vault when nearby
  • Has a keyhole that will be open or closed depending on the players nearby
    • If any nearby player has not unlocked that Vault, the keyhole will be open
    • If all nearby players have unlocked that Vault, the keyhole will be closed
  • Within its cage, it will cycle through and display items which are possible to eject from its loot table
    • Players cannot time their unlocks to eject the item that is currently displayed in the cage
  • The loot it ejects is randomized each time it is unlocked
  • Has an Ominous Vault variant, unlockable through an Ominous Trial

COPPER FAMILY

  • The Copper family of blocks has been expanded to add:
    • Chiseled Copper
    • Copper Grate
    • Copper Bulb
    • Copper Door
    • Copper Trapdoor
    • Oxidized and waxed variants of all of the above
Chiseled Copper
  • Crafted with 2 Cut Copper Slabs of a shared oxidation level
  • Can be crafted in the Stonecutter
Copper Grate
  • A new type of decorative block unique to the Copper family
  • Crafted with 4 Copper Blocks of a shared oxidation level
    • Stonecutting a Copper Block into Copper Grates outputs 4 Copper Grates
  • Properties:
    • Transparent and allows light to pass through
    • Mobs cannot suffocate inside them
    • Cannot conduct Redstone
    • Hostile mobs cannot naturally spawn on them
    • Can hold water
Copper Bulb
  • A light-emitting block that can toggle its light emission through Redstone pulses
  • Oxidizes like other Copper blocks, and emits light based on oxidation level
    • Copper Bulb: Light level 15
    • Exposed Copper Bulb: Light level 12
    • Weathered Copper Bulb: Light level 8
    • Oxidized Copper Bulb: Light level 4
  • When placed, its light is off by default
    • While it is unpowered, it will toggle its light on or off when it receives a Redstone pulse
    • Its light will stay on even when the Redstone source is removed, and will only toggle off when it receives another Redstone pulse
  • A Redstone crystal can be seen in its center while it is powered by a Redstone signal
  • Similar to Glass Blocks, it does not conduct Redstone power
  • Comparators reading a Copper Bulb will output a signal strength of 15 if the Copper Bulb's light is on
  • The crafting recipe for 4 Copper Bulbs is:
    • 3 Copper Blocks of a shared oxidation level
    • 1 Blaze Rod
    • 1 Redstone Dust
Copper Doors and Trapdoors
  • Copper variants of Doors and Trapdoors that can oxidize over time and be waxed
  • Behaves like wooden doors, meaning they can be opened and closed with interaction as well as Redstone
    • Can be opened by mobs that have the ability to open doors
  • Crafted with Copper Ingots

TUFF FAMILY

  • Tuff has been expanded to have its own family of blocks:
    • Stair, Slab, Wall and Chiseled variants
    • Tuff Bricks with Stair, Slab, Wall and Chiseled variants
    • Polished Tuff with Stair, Slab and Wall variants
  • All Tuff variants can be crafted in the Stonecutter

HEAVY CORE

  • A mysterious, dense block which can be combined with a Breeze Rod to craft the Mace
  • Can only be obtained from Ominous Vaults

ITEMS

TRIAL EXPLORER MAP

  • Used to locate a nearby Trial Chamber
  • Level up a Cartographer Villager to Journeyman for the opportunity to trade for this map

OMINOUS BOTTLE

  • An item which can be consumed by players to receive the Bad Omen effect for 1 hour and 40 minutes
    • Comes in 5 variations, one for each Bad Omen level
    • The bottle breaks when consumed
    • Can be stacked to 64
  • Ominous Bottles can be found uncommonly in any Vaults, and are dropped by Raid Captains which are defeated outside a Raid

WIND CHARGE

  • Become the Breeze! Using this item will fire off a Wind Charge projectile similar to the Breeze's
    • Can be used to launch entities away from the impact of the Wind Burst
    • Grants 10% more knockback than a Breeze's, but has a much smaller area of impact
    • Deals damage if it hits an entity directly
    • Has a half-second cooldown after each use
    • Can be fired from a dispenser
  • Players can use Wind Charges to propel themselves high into the air
    • Players that launch themselves with a Wind Charge only accumulate fall damage below the height of where they collided with the Wind Burst
    • As an example, if a player uses a Wind Charge to launch themselves 9 blocks into the air, and they do not land lower than where they initially launched, they will take 0 damage

TRIAL KEY

  • An item that can only be obtained from Trial Spawners
  • Can be used to unlock Vaults

BREEZE ROD

  • An item dropped by a Breeze that can be crafted into 4 Wind Charges, or used with the Heavy Core to craft a Mace

POTTERY SHERDS

  • Added Flow, Guster, and Scrape Pottery Sherds
  • These can be obtained by breaking Decorated Pots that display them in Trial Chambers

BANNER PATTERNS

  • Added Flow Banner Pattern, found in Vaults
  • Added Guster Banner Pattern, found in Ominous Vaults

ARMOR TRIMS

  • Added Bolt Armor Trim and Smithing Template, found in Vaults
    • Can be duplicated using a Copper Block or Waxed Copper
  • Added Flow Armor Trim and Smithing Template, found in Ominous Vaults
    • Can be duplicated using a Breeze Rod

MUSIC DISCS

Added 3 new music discs:

  • "Precipice" by Aaron Cherof. Can be found rarely in standard Vaults, and has a comparator output of 13 when played in a Jukebox
  • "Creator" by Lena Raine. Can be found rarely in Ominous Vaults, and has a comparator output of 12 when played in a Jukebox
  • "Creator (Music Box)" by Lena Raine. Can be found rarely in Decorated Pots broken in Trial Chambers, and has a comparator output of 11 when played in a Jukebox

PAINTINGS

Added five new paintings by artist Sarah Boeving:

  • Baroque
  • Humble
  • Meditative
  • Prairie Ride
  • Unpacked

Added fifteen new paintings by artist Kristoffer Zetterstrand:

  • Backyard
  • Bouquet
  • Cavebird
  • Changing
  • Cotan
  • Fern
  • Endboss
  • Finding
  • Lowmist
  • Orb
  • Owlemons
  • Passage
  • Pond
  • Sunflowers
  • Tides

OMINOUS EVENTS

  • Bad Omen has been expanded to give access to an optional experience in Trial Chambers
  • These optional experiences can be accessed through Bad Omen, and are now known as Ominous Events
    • They are more challenging than usual, and are designed to shake up the experience in unique ways
    • Raids are an example of an existing Ominous Event
  • As a result, Bad Omen has a new, shadowy icon and a sound for being applied to the player
    • It is no longer given to players that defeat a Raid Captain outside a Raid
    • Instead, players can gain access to Bad Omen by consuming the new Ominous Bottle item

RAIDS

  • Bad Omen no longer triggers a Raid directly when entering a Village
    • Instead, it will transform into a Raid Omen variant with a duration of 30 seconds
    • Once the Raid Omen expires, a Raid will start at the location the player gained the Raid Omen
    • Like any other effect, players can drink a Bucket of Milk to clear the Raid Omen, preventing the Raid from starting

OMINOUS TRIALS

  • A new Ominous Event that can be accessed by exploring a Trial Chamber while Bad Omen is active
  • This event will have players facing more powerful Ominous Trial Spawners, if they dare
Trial Omen
  • A variant that Bad Omen can transform into
    • This occurs when the player is within detection range of a Trial Spawner that is not Ominous
    • The Trial Omen will have a duration of 15 minutes multiplied by the transformed Bad Omen's level
  • Players that have Trial Omen are surrounded by ominous particles
Ominous Trial Spawner
  • A more powerful active phase of the Trial Spawner with unique challenges and rewards
    • Provides a more challenging experience that combat-loving players can opt into for better rewards
  • If a Trial Spawner detects a player that has the Trial Omen effect, the spawner will become Ominous if:
    • It is not in cooldown
    • Or, it is in cooldown but was not Ominous during its last activation
      • Making it Ominous this way will bypass the cooldown
  • While active, it will:
    • Glow blue instead of orange
    • Emit soul flames instead of normal flames
    • Periodically spawn potions and projectiles on top of unsuspecting players and mobs
      • Based on their location, spawners in an area will select a random set of projectiles to spawn
      • These projectiles will always include a single type of Lingering Potion from a set of possible effects
  • The mobs it spawns are more powerful than usual:
    • Mobs that can wear equipment will often spawn with enchanted weapons and armor
      • The armor these mobs wear have Armor Trims applied from the Trial Chambers
      • All 3 of the following armor enchantments are applied to each piece:
        • Protection IV
        • Projectile Protection IV
        • Fire Protection IV
      • Sword enchantments can be either of the two:
        • Sharpness I
        • Knockback I
      • Bow enchantments can be either of the two:
        • Power I
        • Punch I
    • Mobs that cannot wear equipment will instead be spawned at double the total mob count over the course of the challenge
      • The spawners for these mobs will also have an additional mob out at once during its challenge
  • Becoming Ominous will despawn any existing mobs it spawned and reset its challenge
    • If those mobs picked up or equipped any items on the floor, those items will be dropped when they despawn
    • It will stay Ominous until it has been defeated and its cooldown has finished
  • When defeated, it will eject a different set of loot to normal Trial Spawners
Ominous Vault
  • A variant of Vaults that have a more menacing looking and emit soul flames instead of normal flames
  • These hold a more valuable set of rewards than the standard Vaults that are unlocked by Trial Keys
  • Can be found throughout Trial Chambers in harder to reach places, and require an Ominous Trial Key to unlock
Ominous Trial Key
  • A variant of the Trial Key which has a 30% chance to eject when defeating an Ominous Trial Spawner
  • Can be used to unlock Ominous Vaults

STATUS EFFECTS

  • The following status effects have been added:
    • Wind Charged
      • Affected entities will emit a wind burst upon death
      • Can be brewed as a Potion with an Awkward Potion and a Breeze Rod
    • Weaving
      • Affected entities will spread Cobweb blocks upon death
      • Affected entities can move through Cobweb with 50% of their normal speed instead of 25%
      • Can be brewed as a Potion with an Awkward Potion and a Cobweb block
    • Oozing
      • Affected entities will spawn two Slimes upon death
      • Can be brewed as a Potion with an Awkward Potion and a Slime Block
    • Infested
      • Affected entities have a 10% chance to spawn 1-2 Silverfish when hurt
      • Can be brewed as a Potion with an Awkward Potion and a Stone block
    • Splash Potions, Lingering Potions and Tipped Arrows can be made with these effects
  • These effects can be encountered while taking on an Ominous Trial Spawner
  • Some mobs are immune to these effects
    • Slimes are immune to Oozing
    • Silverfish are immune to Infested
  • Whenever a mob with Oozing dies, it will check within a 5x5x5 area how many Slimes there are
    • If the amount exceeds the max entity cramming cap (24 by default), it will not spawn any Slimes
    • If it does not exceed it, it will attempt to spawn 2 Slimes up until the max entity cramming cap

MUSIC

Added 9 new background music tracks which will all play in the main menu:

  • "Featherfall" by Aaron Cherof
    • Plays in Badlands, Cherry Grove, Flower Forest, and Lush Caves Biomes
  • "Deeper" by Lena Raine
    • Plays in Deep Dark and Dripstone Caves Biomes
  • "Eld Unknown" by Lena Raine
    • Plays in Dripstone Caves, Grove, Jagged Peaks, and Stony Peaks Biomes
  • "Endless" by Lena Raine
    • Plays in Dripstone Caves, Grove, Jagged Peaks, and Stony Peaks Biomes
  • "pokopoko" by Kumi Tanioka
    • Plays in Dripstone Caves, Grove, Jagged Peaks, and Snow Slopes Biomes

The following have been added to the pool of songs which play in Overworld Biomes that do not have biome-specific music:

  • "Featherfall" by Aaron Cherof
  • "komorebi" by Kumi Tanioka
  • "Puzzlebox" by Aaron Cherof
  • "Watcher" by Aaron Cherof
  • "yakusoku" by Kumi Tanioka

ADVANCEMENTS

  • Added 8 new advancements
    • "Minecraft: Trial(s) Edition" - Step foot in a Trial Chamber
    • "Under Lock & Key" - Unlock a Vault using a Trial Key
    • "Revaulting" - Unlock an Ominous Vault with an Ominous Trial Key
    • "Blowback" - Kill a Breeze with a deflected Wind Charge
      • Challenge Advancement - rewards 40 experience
    • "Who Needs Rockets?" - Use a Wind Charge to launch yourself upward at least 8 blocks
    • "Crafters Crafting Crafters" - Be near a Crafter when it crafts a Crafter
    • "Lighten Up" - Scrape a Copper Bulb with an Axe to make it brighter
    • "Over-Overkill" - Deal 50 hearts of damage in a single hit using the Mace
      • Challenge Advancement - rewards 50 experience

CHANGES

  • Improved chunk loading performance
  • Doors of different materials can now form a double door
  • Witches now always drop 4-8 redstone dust on death
    • This is to improve the viability of farms that utilize Witch Huts to obtain Redstone Dust
  • Piston sound volume and attenuation have been lowered
    • This was done to address the long-received feedback on the old sounds being too harsh and loud, creating very noisy redstone builds
  • The panic behaviour of animals now lasts for 2 seconds after the damage is dealt, down from 5
  • Ender Pearls that are thrown through portals can now teleport players to a different dimension than the one they are currently in
  • It is now possible to ride entities such as Horses or Minecarts through portals
    • When riding entities through portals, the delay before teleporting is not applied
  • Projectile knockback is no longer dependent on the shooters position
    • Projectiles such as Arrows and Fireballs knock back in the direction they travel
    • Projectiles such as Splash Potions and Fireworks knock back away from themselves
    • Projectiles shot by a Dispenser will also knock back
  • Improved player attribute and effect handling
    • Custom set base attributes are now kept when respawning
    • Active effects and modifiers are kept when changing dimension or winning the game
  • Blocks frozen by Frost Walker now emit "Block Placed" vibrations (frequency 13)
  • End Crystals are now immune to fire damage
  • The Trident is now considered of Epic rarity, giving its hover text a purple color
  • Added an attestation checkbox when submitting a player report
  • The "Burning Time" reduction effect of Fire Protection and "Knockback Resistance" effect of Blast Protection now stack from wearing several pieces
  • Realms improvements
  • The Pause Menu can now include a list of links provided by server
  • Improvements to the disconnection screen
  • Updated credits
  • Removed Herobrine

CHUNK LOADING IMPROVEMENTS

  • When reading an already generated chunk from disk, surrounding chunks are no longer unnecessarily loaded
    • This is also visible on the singleplayer world loading screen
  • The new system has less memory and CPU overhead

REALMS IMPROVEMENTS

  • Any member of a Realm can now upgrade a world
  • In the Realms main screen, all online players of a Realm are displayed
    • When hovered, a tooltip is shown with each player's head and name
  • Updated the confirmation screens in Realms to show as popups

SERVER LINKS

  • Servers can now provide a list of links to clients
  • If client has received any links, a new button called "Server Links..." will show up in the Pause Menu
    • To make space for that button, the "Report Bugs" and "Give Feedback" buttons are moved into a sub-screen

DISCONNECTION SCREEN IMPROVEMENTS

  • In some cases client will now store detailed information about disconnection (similar to crash reports)
    • When that happens, an "Open Disconnection Report Directory" button will be added to the disconnection screen
    • If a server provides a link for bug reporting, it will be also be added as a button to the disconnection screen

TECHNICAL CHANGES

  • Data Pack version is now 48
  • Resource Pack version is now 34
  • Removed the update_1_21 feature flag and built-in datapack
  • Server can now provide list of links to client
  • Servers can add custom details to crash and disconnection reports
  • Report data generator now includes information about network packets
  • The game will now store reports from failed chunk loads and saves in the debug directory

SERVER LINKS

  • New clientbound packet server_links is available in configuration and game protocols
  • On receival, the links are made available in the Pause Menu
  • Link labels can be built-in or custom (i.e. any text)
  • Some built-ins also have special functionality:
    • report_bug:
      • link will be displayed on disconnection screen, if disconnection was caused by packet handling error
      • link will be included as a comment in disconnection report
  • Additionally, there are some generic-use link names, like "Support" or "Website", without any special functionality
  • Added bug-report-link to server.properties to allow vanilla server to configure report_bug links
    • If this field is non-empty, server will send that link to clients
    • This field should contain well-formed URL

CUSTOM SERVER CRASH REPORT DETAILS

  • New clientbound packet custom_report_details is available in the configuration and game protocols
  • This packet contains a list of key-value text entries
  • If received, contents of this packet will be added in a separate section to any crash or disconnection report generated during connection to this server

DATA PACK VERSIONS 42 THROUGH 48

  • Added new Music Disc items and loot table entries for the Music Discs
  • Painting variants are now data-driven
  • Jukebox songs are now data-driven
  • Enchantments are now data-driven
  • Enchantments that show up in the game are now controlled by Enchantment Providers
  • Enchantment exclusivity is now controlled through tags
  • Added new command syntax
  • Changes to predicates and loot table functions
  • Registry decorated_pot_patterns has been renamed to decorated_pot_pattern
  • Updated legacy element and tag directory names in datapacks
  • Added new configurable fields to jigsaw structures and single_pool_element types
  • Added new placement modifier type fixed_placement to place features in a set of fixed positions
  • Added new feature type end_platform for the obsidian platform in the end

PAINTING VARIANTS

  • Painting variants registry are now loaded from packs
  • Path to painting definition is data/<namespace>/painting_variant/<id>.json
  • Fields in definition:
    • width - width of painting in blocks, between 1 and 16
    • height - height of painting in blocks, between 1 and 16
    • asset_id - id of sprite in paintings atlas

JUKEBOX SONGS

  • Added a jukebox song registry which is loaded from data packs
  • Path to jukebox song definition is data/<namespace>/jukebox_song/<id>.json
  • Fields in definition:
    • sound_event - sound event that is streamed when played by a Jukebox
    • description - the name of the song that will be displayed in the hover tooltip represented as a Text Component
    • length_in_seconds - length of the song in seconds as a positive float
    • comparator_output - the redstone signal output by a comparator when played in a Jukebox, between 0 and 15
  • Added minecraft:jukebox_playable item stack component

JUKEBOX_PLAYABLE ITEM COMPONENT

  • If set, the item can be inserted into Jukeboxes to play a song
  • Format: object with fields
    • song: Jukebox song id
      • The song that will be played by the Jukebox when this item stack is inserted
    • show_in_tooltip: boolean (default: true)
      • If false, the name of the song will not be shown in the tooltip
      • This was formerly controlled by the hide_additional_tooltip component on Music Discs
    • e.g. jukebox_playable={song:'minecraft:precipice'}, jukebox_playable={song:'minecraft:precipice', show_in_tooltip:false}

ATTRIBUTES

  • Attribute Modifiers no longer have a UUID and name combination
  • Instead, Attribute Modifiers are now uniquely identified by a namespaced ID, similar to other resources
  • The ID of a modifier uniquely identifies it in the set of modifiers for a single attribute
    • Using the same ID for different modifiers is allowed as long as the modifiers are for different attributes
  • Existing built-in modifiers will be upgraded to new IDs
  • Existing custom modifiers will be upgraded to the UUID as an ID in the minecraft namespace

ATTRIBUTE COMMAND

  • The uuid and name arguments have been replaced with a singular id argument

ITEM STACK ATTRIBUTE MODIFIERS

  • The uuid and name fields have been removed
  • Attribute Modifiers now have an id (namespaced ID) field
    • This is a unique identifier per attribute for the modifier

ENTITY ATTRIBUTES

  • Attributes are now stored as attributes
  • Attribute format:
    • id, renamed from Name
    • base, renamed from Base
    • modifiers, renamed from Modifiers
      • Now stores modifiers in the same format as modifiers in attribute_modifiers item stack components:
        • id, replaces UUID and Name
        • amount, renamed from Amount
        • operation, renamed from Operation, now a named constant instead of an int:
          • add_value - previously 0
          • add_multiplied_base - previously 1
          • add_multiplied_total - previously 2

ENCHANTMENTS

Enchantments are now set through data. An Enchantment is a set of core properties like level ranges and cost together with some effects. Most effect types also support a set of conditions, making it possible to apply them only when certain criteria are met.

Enchantments can be added in the registry enchantment. All Vanilla Enchantments can be found in the vanilla datapack in the client and server jar files.

Fields:

  • description: The name of the Enchantment when displayed in text represented as a Text Component
  • exclusive_set: The Enchantment(s) this Enchantment is mutually exclusive with
    • Two Enchantments can never co-exist on an item if either is in the other's exclusive set
    • Specified as an Enchantment ID, a list of Enchantment IDs or an Enchantment Tag prefixed with #
    • Optional - if omitted, the exclusive set is empty
  • supported_items: The item types that can have this Enchantment
    • Item ID, list of item IDs or tag prefixed with #
  • primary_items: The item types for which this Enchantment shows up in Enchanting Tables and on traded equipment
    • Item ID, list of item IDs or tag prefixed with #
    • Must be a subset of supported_items
  • weight: How commonly the Enchantment appears, compared to the total combined weight of all available Enchantments
    • Positive integer, at most 1024 - higher values mean more common
  • max_level: The maximum level of the Enchantment
    • All Enchantments range from level 1 to their maximum level
    • Positive integer, at most 255
  • min_cost, max_cost: describe the range of costs for this Enchantment in the Enchanting Table (and how much it returns when disenchanted)
    • Both min and max cost are described using a linear formula:
    • base: Base cost at level 1
    • per_level_above_first: Added for each level over 1
  • anvil_cost: The fee taken for the Enchantment in the anvil
    • Non-negative integer
    • This value is halved when an Enchantment is added to a Book
    • The effective fee is multiplied by the level of the Enchantment
  • slots: A list of slot groups this Enchantment works in
    • Each entry is one of any, hand, mainhand, offhand, armor, feet, legs, chest, head and body
  • effects: A map of effect components, as described below in the Effect Components section

LEVEL-BASED VALUES

Many effects of Enchantments depend on the level of the Enchantment. For these fields, a type called Level-Based Values is used. In their most basic form, Level-Based Values can be written as floating-point constants, which is interpreted as a value that isn't in fact level-based, the constant is used as-is for all levels.

If a Level-Based value is not a floating-point constant, it is an object with a type field, specifying one of the following types.

linear

The most common type of Level-Based Value is a linear value. A linear Level-Based Value has two fields:

  • base: The base value added to all levels
  • per_level_above_first: Amount added for each level above the first one

In effect, a linear Level-Based Value results in base + per_level_above_first * (level - 1).

clamped

A Level-Based Value type that clamps a value between a min and max. Fields:

  • value: A Level-Based Value used as the input
  • min: A floating point value specifying the minimum value of the output
  • max: A floating point value specifying the maximum value of the output
fraction

A Level-Based Value type that represents the fraction between two values. Fields:

  • numerator: A Level-Based Value used as the numerator
  • denominator: A Level-Based Value used as the denominator
levels_squared

A Level-Based Value type that evaluates to the square of the levels, plus an addition. Fields:

  • added: A floating-point value added to the result of the squared levels

In effect, a levels_squared Level-Based Value results in level ^ 2 + added

lookup

A Level-Based Value type that maps a list of values to specific levels, and applies a fallback if the level is greater than the number of values supplied. Fields:

  • values - A list of values indexed by level - 1 to apply, if present
  • fallback - A fallback Level-Based Value to apply if the level is greater than the size of values

VALUE EFFECT TYPES

Value Effects are effects used to manipulate the amount of something in the game.

add

A Value Effect that adds a value to the processed results.

Fields:

  • value: A Level-Based Value determining how much to add
    • Negative values are supported
all_of

A Value Effect that runs a number of other Value Effects, in order. This can be useful when the same set of conditions apply to a number of Value Effects.

Fields:

  • effects: A list of the Value Effects to run
multiply

A Value Effect that multiplies the processed value by a given factor.

Fields:

  • factor: A Level-Based Value determining the factor to multiply in
remove_binomial

A Value Effect that runs a Binomial series of checks, reducing the input value by 1 for every successful check.

Fields:

  • chance: A Level-Based Value representing the chance that an input value is dropped.
    • The span is 0 to 1, with 0 being no chance to drop an input value and 1 dropping all input values
set

A Value Effect that overwrites the input value with a given Level-Based Value.

Fields:

  • value: The Level-Based Value to use as the result

ATTRIBUTE EFFECTS

Attribute effects use the Attribute system to apply an Attribute Modifier whenever the Enchanted Item is correctly equipped. Attribute effects do not have a dynamic type - they are all the same type.

Fields:

  • id: The namespaced ID of the Attribute Modifier to add
    • This will be postfixed with the slot name when the enchanted item is equipped in a slot
    • Must be unique to avoid different Enchantments (or other systems) interfering with each others
  • attribute: The ID of the attribute to modify
  • operation: The operation of the Attribute Modifier
    • One of add_value, add_multiplied_base and add_multiplied_total
  • amount: A Level-Based Value describing the amount

ENTITY EFFECT TYPES

Entity Effects are Enchantment effects that generally do something to an Entity involved in an event. Which entity is affected depends on the specific component being configured.

all_of

An Entity Effect that runs a list of other Entity Effects. This can be useful when a set of conditions should apply to more than one Entity Effect.

Fields:

  • effects: List of Entity Effects to run
apply_mob_effect

An Entity Effect that applies a random Mob Effect to the affected entity, chosen from a set of options. The duration and amplifier are randomized within a given span. The effect of specifying larger maximum values than the minimum value is undefined.

Fields:

  • to_apply: Options for the Effect to apply
    • One of an Effect ID, a list of Effect IDs or an Effect Tag prefixed by #
  • min_duration, max_duration: Level-Based Values representing the minimum and maximum duration of the effect in seconds
  • min_amplifier, max_amplifier: Level-Based Values representing the minimum and maximum amplifier
damage_entity

An Entity Effect that applies damage to the affected entity. The amount of damage is randomized within a given span. The effect of specifying a larger maximum value than the minimum value is undefined.

Fields:

  • damage_type: The ID of the Damage Type to use
  • min_damage, max_damage: Level-Based Values representing the minimum and maximum amount of damage
damage_item

An Entity Effect that applies damage to the Enchanted Item. The damage is not applied to items held by players in creative mode.

Fields:

  • amount: A Level-Based Value determining the amount of damage to apply
explode

An Entity Effect that causes an explosion.

Fields:

  • attribute_to_user: A boolean deciding whether the explosion should be attributed to the user of the enchanted tool
  • damage_type: Optional damage type of the explosion - if omitted, no damage is dealt by the explosion
  • immune_blocks: Optional Block, list of Blocks or hash-prefixed Block Tag specifying which blocks fully block the explosion
  • knockback_multiplier: A Level-Based Value deciding the knockback multiplier caused by the explosion - if omitted, the default explosion knockback is applied
  • offset: A position offset for where the explosion is spawned
    • Format: list of 3 integers representing X, Y and Z offset
    • Optional, if omitted [0, 0, 0] is used
  • radius: A Level-Based Value representing the radius of the explosion
  • create_fire: A boolean for whether the explosion causes fire to be placed or not
  • block_interaction: How the explosion interacts with blocks. One of:
    • none: No effect
    • block: Act as if a block caused the explosion - the blockExplosionDropDecay game rule applies to drops
    • mob: Act as if a mob caused the explosion - the mobExplosionDropDecay game rule applies to drops
    • tnt: Act as if TNT caused the explosion - the tntExplosionDropDecay game rule applies to drops
    • trigger: Trigger redstone-activated blocks
  • small_particle: The small particle emitted by the explosion
  • large_particle: The large particle emitted by the explosion
  • sound: The sound event caused by the explosion
ignite

An Entity Effect that ignites the affected entity for a given number of seconds.

Fields:

  • duration: A Level-Based Value specifying the number of seconds the fire should last
play_sound

An Entity Effect that plays a sound.

Fields:

  • sound: A Sound Event ID for the sound to play
  • volume: A Float Provider between 0.00001 and 10.0 specifying the volume of the sound
  • pitch: A Float Provider between 0.00001 and 2.0 specifying the pitch of the sound
replace_block

An Entity Effect that replaces a block in the world.

Fields:

  • block_state: A block state provider giving the block state to set
  • offset: A positional offset from the position of the event to where to place the block
    • Format: list of 3 integers representing X, Y and Z offset
    • Optional, if omitted [0, 0, 0] is used
  • predicate: A World-generation style Block Predicate to used to determine if the block should be replaced
    • Optional, if omitted all block types are replaced
  • trigger_game_event: Optional Game Event ID for a game event to trigger when a block has been replaced
replace_disk

An Entity Effect that replaces blocks in a disk / cylinder in the world.

Fields:

  • block_state: A block state provider giving the block state to set
  • radius: A Level-Based Value describing the radius of the cylinder
  • height: A Level-Based Value describing the height of the cylinder
  • offset: A positional offset from the position of the event to the center of the cylinder
    • Format: list of 3 integers representing X, Y and Z offset
    • Optional, if omitted [0, 0, 0] is used
  • predicate: A World-generation style Block Predicate to used to determine if the block should be replaced
    • Optional, if omitted all block types are replaced
  • trigger_game_event: Optional Game Event ID for a game event to trigger when a block has been replaced
run_function

An Entity Effect that runs a Command Function. The execution entity the effect is executing for is represented as @s and ~ ~ ~ is the position of the event, rotated in the direction of the affected entity.

Fields:

  • function: Namespaced ID of the Command Function to run
set_block_properties

An Entity Effect that sets properties on a block

Fields:

  • properties: map of property key to property value (same format as a minecraft:block_state item component)
  • offset: A positional offset from the position of the event to the center of the cylinder
    • Format: list of 3 integers representing X, Y and Z offset
    • Optional, if omitted [0, 0, 0] is used
  • trigger_game_event: Optional Game Event ID for a game event to trigger when a block has been changed
spawn_particles

An Entity Effect that spawns particles around the affected entity.

Fields:

  • particle: A particle type definition
  • horizontal_position, vertical_position: Decides where the particle spawns horizontally and vertically. Objects with fields:
    • type: Specifies the position selection type. One of:
      • "entity_position": Spawn particles based on the entity position
      • "in_bounding_box": Spawn particles based on randomized positions inside the bounding box of the entity
    • offset: A floating point value specifying an offset to the position source
      • Optional, interpreted as 0 if omitted
    • scale: A floating point value specifying a scaling factor
      • Only available if type is "in_bounding_box"
      • Optional, interpreted as 1 if omitted
  • horizontal_velocity, vertical_velocity: Decides the initial velocity of the spawned particle. Object with fields:
    • base: A Float Provider giving the base speed along the given axis
      • Optional, interpreted as 0 if omitted
    • movement_scale: A floating point scale factor applied to the entity speed along the given axis
      • Optional, interpreted as 0 if omitted
      • Example: a movement_scale of 1 adds the velocity of the entity to the spawned particles
summon_entity

An Entity Effect that summons a new entity, randomly chosen from a set of Entity Types, at the site of the event.

Fields:

  • entity: The options for the Entity Type to summon
    • Either an Entity Type ID, a list of Entity Type IDs or an Entity Type Tag prefixed with #
  • join_team: Boolean that specifies whether the summoned entity should join the team of the owner of the Enchanted Item

LOCATION-BASED EFFECT TYPES

Location-Based Effects are special effects that activate and deactivate depending on where the owner of the Enchanted Item moves. Location-Based Effect only trigger when such items are initially equipped and subsequently when the owning entity moves to a new space in the Block grid - i.e. when their coordinates change to a new integer value.

All Entity Effect types can also be used as Location-Based Effects, and in addition attribute can be used to specify an Attribute Effect as a location-based effect.

EFFECT CONDITIONS

Most Enchantment effects are filtered using Conditions (same types as in loot tables). This enables effects to be specific for different situations. Each Effect Component defines which parameters are available for the condition to evaluate - some parameters are available for all of these parameter sets, while some are specific to a certain set.

Unlike with loot tables, all effect conditions need to be inline objects and cannot be references.

Each effect component specifies which parameters are available in the Effect Components list below.

Damage Parameters
  • Entities: this, attacker, direct_attacker
  • Enchantment Level
  • Origin
  • Damage Source
Item Parameters
  • Tool
  • Enchantment Level
Location Parameters
  • Entities: this
  • Enchantment Level
  • Origin
  • Enchantment Active status
Entity Parameters
  • Entities: this
  • Enchantment Level
  • Origin
Hit Block Parameters
  • Entities: this
  • Enchantment Level
  • Origin
  • Block State

EFFECT COMPONENTS

The effects field in an Enchantment is a map of Effect Component type the Effect List data. Most Effect Components are lists, so any number of Effects can be added of any Component Type. The data for each effect generally involves having a specified condition context and Effect Type, but some Effects also deviate from this format.

In cases where the documentation specifies a Condition Context and Effect, the Component is a list. Each entry in the list has a field named effect with the effect of the type used by the list. Entries can also optionally include a field named requirements specifying the condition parameters, which are then evaluated with the documented context.

  • minecraft:armor_effectiveness: Effects for changing the armor effectiveness of the target of an attack
    • Condition Context: Damage Parameters
    • Effect: Value Effect on the armor effectiveness: 0 for completely ineffective, 1 for fully effective
  • minecraft:attributes: Unfiltered list of Attribute Effects
  • minecraft:ammo_use: Effects for ammunition being used when drawing a projectile weapon (firing a Bow or loading a Crossbow)
    • Condition Context: Item Parameters - Tool is the ammunition item
    • Effect: Value Effect on the amount of ammunition being used up
  • minecraft:block_experience: Effects for the amount of experience that drops when mining a block with the Enchanted Item
    • Condition Context: Item Parameters - Tool is the mining tool used
    • Effect: Value Effect on the amount of experience awarded
  • minecraft:crossbow_charge_sounds: Effect for changing the charging sounds of a Crossbow
    • Note: Only one of these effects can ever be active - the highest level is picked
    • Format: A list of Crossbow sound banks:
      • start: Optional sound event id for the start of charging
      • mid: Optional sound event id for the middle of charging
      • end: Optional sound event id for the end of charging
    • Each entry in the list represents the sounds at one level of the Enchantment, so the first entry represents the sounds used by a level 1 Enchantment
  • minecraft:crossbow_charge_time: Effects for the charging time of a Crossbow
    • Format: A single Value Effect on the charge time of the Crossbow in seconds - unconditional
  • minecraft:damage: Effects for the amount of damage caused by an attack
    • Condition Context: Damage Parameters
    • Effect: Value Effect on the amount of damage
  • minecraft:damage_immunity: Effects for complete damage immunity
    • Condition Context: Damage Parameters
    • Effect: Not specified - any matching entry causes damage immunity
  • minecraft:damage_protection: Effects for damage protection
    • Condition Context: Damage Parameters
    • Effect: Value Effect on the amount of damage protection
    • Note that this adds damage protection ("magical armor") rather than processing the damage itself
  • minecraft:equipment_drops: Effects for the chance of equipment dropping when a target is killed by the owner of the Enchanted Item
    • Condition Context: Damage Parameters
    • Effect: Value Effect on the chance between 0 and 1 of an equipped piece dropping
    • Also has one other field:
      • enchanted: A specifier for who needs to be enchanted for the effect to apply
      • Possible values are attacker and victim
  • minecraft:fishing_luck_bonus: Effects for the amount of luck given to a player fishing
    • Condition Context: Entity Parameters - this is the player fishing
    • Effect: Value Effect on the amount of luck
    • Note: The total amount of luck (in integer form) is applied as a luck effect to the fishing loot table
  • minecraft:fishing_time_reduction: Effects for reducing the time until a fish bites when fishing
    • Condition Context: Entity Parameters - this is the player fishing
    • Effect: Value Effect on the amount of time saved in seconds
    • Note: Higher values here mean less time until a fish bites
  • minecraft:hit_block: Effects applying after a weapon or tool hits a Block
    • Condition Context: Hit Block Parameters - this is the entity hitting the Block
    • Effect: Entity Effect on the entity hitting the Block
    • Note: In the case of a projectile attack, this is the projectile
  • minecraft:knockback: Effects for the amount of knockback caused by an attack
    • Condition Context: Damage Parameters
    • Effect: Value Effect on the amount of knockback caused by the attack
  • minecraft:item_damage: Effects for the amount of durability lost when an item is damaged
    • Condition Context: Item Parameters - Tool is the damaged item
    • Effect: Value Effect on the amount of damage to the item
  • minecraft:location_changed: Effects that take effect when an entity crosses into a new block position
    • Condition Context: Location Parameters
    • Effect: Location Based Effect
  • minecraft:mob_experience: Effects for the amount of experience that drops when killing a mob with the Enchanted Item
    • Condition Context: Entity Parameters - this is the killed Mob
    • Effect: Value Effect on the amount of experience awarded
  • minecraft:post_attack: Effects applying after an attack damages a target
    • Condition Context: Damage Parameters
    • Effect: Entity Effect
    • Also has two other fields:
      • enchanted: A specifier for who needs to be enchanted for the effect to apply
      • affected: A specifier for whom the effect is applied to
    • Possible values for both fields are attacker, damaging_entity and victim
    • Example, a Fire Aspect Enchant would specify that when the attacker is enchanted, the ignite effect is applied, and the affected party is the victim
    • Another example: Thorns would specify that when the victim is enchanted, the damage_entity effect is applied, and the affected party is the attacker
  • minecraft:prevent_armor_change: Effect for preventing the enchanted item from being unequipped from an armor slot
    • Format: Empty object
  • minecraft:prevent_equipment_drop: Effect for preventing the enchanted item from being dropped on owner death
    • Format: Empty object
  • minecraft:projectile_count: Effects for the amount of projectiles drawn when using a projectile weapon
    • Condition Context: Entity Parameters - this is the entity drawing the weapon
    • Effect: Value Effect on the number of projectiles drawn
  • minecraft:projectile_piercing: Effects for the piercing count of projectiles fired from a projectile weapon, i.e. the number of targets it can hit
    • Condition Context: Item Parameters - Tool is the ammunition item
    • Effect: Value Effect on the pierce count of the fired projectile
  • minecraft:projectile_spread: Effects for the spread of arrows from a projectile weapon firing multiple projectiles
    • Condition Context: Entity Parameters - this is the entity using the Weapon
    • Effect: Value effect on the maximum spread of projectiles measured in degrees from the aim line
  • minecraft:projectile_spawned: Effects applying after a projectile entity has been spawned when firing a projectile weapon
    • Condition Context: Entity Parameters - this is the projectile entity
    • Effect: Entity Effect on the projectile entity
  • minecraft:repair_with_xp: Effect for repairing the item with xp when picked up by the player - any effect present triggers the function
    • Condition Context: Item Parameters - tool is the item being repaired
    • Effect: Value Effect converting the amount of XP to the amount of durability to repair
  • minecraft:smash_damage_per_block_fallen: Effects for the amount of damage caused by a Mace's smash attack
    • Condition Context: Damage Parameters
    • Effect: Value Effect on the amount of damage
  • minecraft:tick: Effects that apply every tick for correctly equipped Enchanted Items
    • Condition Context: Entity Parameters - this is the owner of the Enchanted Item
    • Effect: Entity Effect on the owner of the Enchanted Item
  • minecraft:trident_return_acceleration: Effects for the special acceleration value of a Trident that returns it to its owner
    • Condition Context: Entity Parameters - this the Trident Entity
    • Effect: Value Effect on the acceleration value
  • minecraft:trident_spin_attack_strength: Effects for the strength of a Trident used as a spin attack
    • Format: A single Value Effect on the strength - unconditional
    • Any resulting value greater than 0 converts the Trident to be a spin attack weapon instead of a thrown attack
  • minecraft:trident_sound: Effect for changing the charging sounds of a Trident attack
    • Note: Only one of these effects can ever be active - the highest level is picked
    • Format: A list of sound events
    • Each entry in the list represents the sound at one level of the Enchantment, so the first entry represents the sound used by a level 1 Enchantment

ENCHANTMENT PROVIDERS

Enchantment Providers are new ways for the game to source Enchantments to use in various situations where Enchantments show up.

SPAWN EQUIPMENT ENCHANTMENT PROVIDERS

  • mob_spawn_equipment: Enchantment Provider for mobs that spawn with randomly Enchanted equipment
  • pillager_spawn_crossbow: Enchantment Provider for Pillagers that spawn with Enchanted Crossbows
  • raid/pillager_post_wave_3: Enchantment Provider that is applied as a buff on the Crossbow of Pillagers spawning as waves 4 and 5
  • raid/pillager_post_wave_5: Enchantment Provider that is applied as a buff on the Crossbow of Pillagers spawning as waves above 5
  • raid/vindicator: Enchantment Provider that is applied as a buff on the Axe of a Vindicator spawning as wave 1-5
  • raid/vindicator_post_wave_5: Enchantment Provider that is applied as a buff on the Axe of a Vindicator spawning as waves above 5

ENDERMAN LOOT ENCHANTMENT PROVIDER

  • enderman_loot_drop: Enchantment Provider that is used for the "fake tool" applied to the carried block of a killed Enderman

VILLAGER TRADE REBALANCE ENCHANTMENT PROVIDERS

All Equipment-specific Enchantments in Villager trades in the Villager Trade Rebalance experiment are now sourced from Enchantment Providers.

These Enchantment Providers are only used when the Villager Trade Rebalance experiment is enabled and all have the following pattern:

trades/<biome>_<profession>_<equipment>_<level>

For example: trades/desert_armorer_helmet_4 and trades/taiga_armorer_chestplate_5.

ENCHANTMENT PROVIDER TYPES

single_enchantment

An Enchantment Provider which always provides the same Enchantment. The level of the Enchantment can be either constant or randomized.

Fields:

  • enchantment: Namespaced ID of the Enchantment
  • level: Int provider representing the level of the Enchantment
enchantments_by_cost

An Enchantment Provider which gives one or more Enchantments from a set of options according to a given cost (similar to the cost value in the Enchantment Table).

Fields:

  • enchantments: The set of Enchantments as either a single Enchantment, a list of Enchantments or hash-prefixed Enchantment Tag
  • cost: Int provider representing the cost to use for the Enchanting process
enchantments_by_cost_with_difficulty

An Enchantment Provider which works like enchantments_by_cost, but where the cost is calculated partially based on the local difficulty of the area where the event happens causing the Enchantments to be added.

The used cost is a minimum cost plus a uniformly randomized factor up to a base cost span multiplied with the special factor, which starts at 0 for local difficulty up to 2, increases linearly up to 1 for local difficulty 4 and stays at a constant value of 1 for any difficulty above that.

Fields:

  • enchantments: The set of Enchantments as either a single Enchantment, a list of Enchantments or hash-prefixed Enchantment Tag
  • min_cost: Positive integer representing the minimum possible cost
  • max_cost_span: Non-negative integer representing the span of the cost randomization when the special factor is at its maximum

DAMAGE TYPES

  • New damage type: campfire, split from in_fire

TAGS

DIRECTORY RENAMES

  • Some registry types that used legacy datapack directory names (based on plural name of element) have been renamed to match registry name
  • Affected directories:
    • structures -> structure
    • advancements -> advancement
    • recipes -> recipe
    • loot_tables -> loot_table
    • predicates -> predicate
    • item_modifiers -> item_modifier
    • functions -> function
    • tags/functions -> tags/function
    • tags/items -> tags/item
    • tags/blocks -> tags/block
    • tags/entity_types -> tags/entity_type
    • tags/fluids -> tags/fluid
    • tags/game_events -> tags/game_event

ITEM TAGS

  • Removed music_discs item tag

BLOCK TAGS

  • air: All blocks that resemble air

ENCHANTMENT TAGS

Enchantment Functionality Tags
  • curse: Enchantments that get listed in red in tooltips and cannot be removed by disenchanting
  • prevents_bee_spawns_when_mining: Enchantments that allow a tool to mine Bee Nests and Beehives with the Bees still inside
  • prevents_decorated_pot_shattering: Enchantments that make a tool not shatter Decorated Pots
  • prevents_ice_melting: Enchantments that cause a tool to not break Ice into Water
  • prevents_infested_spawns: Enchantments that allow a tool to break Infested blocks without causing the mob inside to spawn
  • smelts_loot: Enchantments that cause loot drops to be smelted
Enchantment Availability Tags
  • tradeable: Enchantments that show up on Books in Villager trades
  • on_traded_equipment: Enchantments that show up on enchanted equipment in Villager trades
  • double_trade_price: Enchantments that double the Emerald cost when traded
  • in_enchanting_table: Enchantments that can show up in the Enchanting Table
  • on_mob_spawn_equipment: Enchantments that can show up on equipment worn by randomly spawned mobs
  • on_random_loot: Enchantments that can show up in Chests found in the world
Enchantment Exclusivity Tags

New tags used by the Vanilla Enchantments to control which ones are mutually exclusive, all of which are found under the exclusive_set/ path.

  • armor: Enchantments that cannot co-exist on Armor pieces
  • boots: Enchantments that cannot co-exist on Boots
  • bow: Enchantments that cannot co-exist on Bows
  • crossbow: Enchantments that cannot co-exist on Crossbows
  • damage: Damage-increasing Enchantments that cannot co-exist
  • mining: Mining-related Enchantments that cannot co-exist
  • riptide: Enchantments that cannot co-exist with Riptide
Trade Rebalance Enchantment Tags

In the experimental trade_rebalance pack, each biome type has two tags:

  • trades/<biome>_common: Contains Enchantments traded on the lower profession levels
  • trades/<biome>_special: Contains Enchantments traded on the highest profession level

DAMAGE TYPE TAGS

  • Removed breeze_immune_to Damage type tag
  • Added burn_from_stepping: Damage types that represent burning damage from stepping on something - in particular, damage types countered by the frost_walker Enchantment
  • Added panic_environmental_causes: Damage types that cause panic in aggressive animals that can panic, i.e. mobs that retaliate when attacked
  • Added panic_causes: Damage types that cause panic in passive animals, i.e. mobs that run away when attacked

LOOT TABLES

CONDITIONS

Targets

Some target entity names have been renamed to fit in a more generic context:

  • killer is now called attacker
  • direct_killer is now called direct_attacker
  • killer_player is now called attacking_player
enchantment_active_check

New condition, requires the "Enchantment Active" parameter to exist in the context, which currently means it only works in Enchantment conditions.

Fields:

  • active: boolean determining whether the check should match for an active (true) or inactive (false)
random_chance
  • The chance field is now a Number Provider
random_chance_with_enchanted_bonus

Renamed from random_chance_with_looting. Field changes:

  • looting_multiplier: field has been removed
  • chance: field has been removed
  • unenchanted_chance: new field for the chance for an unenchanted item
  • enchanted_chance: new field for the chance for an enchanted item - a Level-Based Value
  • enchantment: new field containing the namespaced ID of the Enchantment which grants the bonus chance

FUNCTIONS

enchanted_count_increase

Renamed from looting_enchant. Now has a new field:

  • enchantment: Namespaced ID of the Enchantment that increases yields
enchant_randomly
  • Changed format - the enchantments field is now called options
  • options is now specified as one of an Enchantment, a list of Enchantments or an Enchantment Tag (prefixed with #)
  • only_compatible: New optional boolean field - if true, only allows Enchantments that are compatible with the item
    • If omitted, defaults to true
    • Note: Books are considered compatible with all Enchantments

ENCHANT_WITH_LEVELS

  • The treasure field has been removed
  • Changed format - options is now specified as one of an Enchantment, a list of Enchantments or an Enchantment Tag (prefixed with #)

COPY_NAME

  • Some of the possible values for the source field have changed:
    • killer renamed to attacking_entity
    • killer_player renamed to last_damage_player

NUMBER PROVIDERS

enchantment_level

A new number provider that sources values from the Enchantment Level parameter.

Fields:

PREDICATES

DAMAGE TYPE PREDICATE

  • New option: is_direct - optional boolean
    • When present, requires the damage to be direct (true) or indirect (false)
    • Damage is direct when its direct and source entities are the same

ENCHANTMENT PREDICATE

  • The enchantment field has been removed
  • Added an enchantments field, one of an Enchantment, a list of Enchantments or an Enchantment Tag (prefixed with #)
    • If multiple Enchantments are specified through a list or a tag, the Predicate matches if any Enchantment matches
  • If no enchantments field is specified, any enchantment matching levels will succeed the test
    • If neither the levels nor enchantments fields are defined, the predicate will match an item that has any enchantment

JUKEBOX PLAYABLE PREDICATE

New item sub-predicate available as jukebox_playable.

  • Matcher for jukebox_playable component (like Music Discs)
  • Fields:
    • song - optional id, list of ids or tag for jukebox song to be matched

ENTITY PREDICATE

  • New sub-predicate type Movement Predicate available as movement
  • New sub-predicate type Periodic Ticks Predicate available as periodic_ticks
  • New option: movement_affected_by - optional Location Predicate
    • When present, adds requirements on a block at most 0.5 blocks below the entity which can affect its movement

PLAYER PREDICATE

  • The gamemode field has been changed to accept a list of game modes

ENTITY FLAGS PREDICATE

New possible fields:

  • is_on_ground: Optional boolean - if provided, matches the "on ground" state of the entity
  • is_flying: Optional boolean - if provided, matches whether the entity is flying, including:
    • Gliding with Elytra
    • Flying in Creative Mode

LOCATION PREDICATE

New possible field:

  • can_see_sky: Optional boolean - if provided, matches exactly when the location has the maximum possible level of sky light

MOVEMENT PREDICATE

New predicate type. Possible fields:

  • x, y, z: min/max limits for movement speed along a certain axis in blocks / second
  • speed: min/max limits for overall movement speed in blocks / second
  • horizontal_speed: min/max limits for the horizontal speed component of the entity's movement in blocks / second
  • vertical_speed: min/max limits for the vertical speed component of the entity's movement in blocks / second
  • fall_distance: min/max limits for the fall distance of the entity in blocks

PERIODIC TICKS PREDICATE

New Entity sub-predicate available as periodic_ticks in Entity Predicates. Format: a positive integer.

This sub-predicate is true every n ticks of an entity's lifetime.

ATTRIBUTES

GENERIC.ATTACK_KNOCKBACK

Now also works on Players.

GENERIC.BURNING_TIME

A factor to how long an entity remains on fire after being ignited. A factor of 0 removes the entire burn time, a factor of 1 lets the entity burn the default fire time - larger values increase the amount of time the entity remains on fire.

  • Default: 1
  • Minimum: 0
  • Maximum: 1024

GENERIC.EXPLOSION_KNOCKBACK_RESISTANCE

A factor to how much knockback an entity takes from an Explosion. A factor of 1 removes the entire knockback, a factor of 0 means no knockback reduction.

  • Default: 0
  • Minimum: 0
  • Maximum: 1

PLAYER.MINING_EFFICIENCY

Mining speed factor added to the speed of mining when using a tool that efficiently mines a block.

  • Default: 0
  • Minimum: 0
  • Maximum: 1024

GENERIC.MOVEMENT_EFFICIENCY

How efficiently the entity can move through impeding terrain that slows down movement. A factor of 1 removes all movement penalty, a factor of 0 applies full movement penalty.

  • Default: 0
  • Minimum: 0
  • Maximum: 1

GENERIC.OXYGEN_BONUS

Factor to the chance an Entity has to not use up air when underwater. 0 has no effect, values over 0 are used in the following formula to determine the chance of using up air:

1 / (oxygen_bonus + 1)

  • Default: 0
  • Minimum: 0
  • Maximum: 1024

PLAYER.SNEAKING_SPEED

The movement speed factor when sneaking. A factor of 1 means sneaking is as fast as walking, a factor of 0 means unable to move while sneaking.

  • Default: 0.3
  • Minimum: 0
  • Maximum: 1

PLAYER.SUBMERGED_MINING_SPEED

The mining speed factor when submerged. A factor of 1 means mining as fast submerged as on land, a factor of 0 means unable to mine while submerged. Note that this represents only the submersion factor itself, and other factors (such as not touching the ground) also apply.

  • Default: 0.2
  • Minimum: 0
  • Maximum: 20

PLAYER.SWEEPING_DAMAGE_RATIO

How much of the base attack damage that gets transferred transfer to secondary targets in a sweep attack. This is additive to the base attack of the sweep damage itself of 1. A value of 0 means none of the base attack damage is transferred (sweep damage is 1). A value of 1 means all of the base attack damage is transferred (sweep damage is attack_damage + 1)

  • Default: 0
  • Minimum: 0
  • Maximum: 1

GENERIC.WATER_MOVEMENT_EFFICIENCY

The movement speed factor when submerged. The higher, the more of the underwater movement penalty is mitigated. Note that this represents only the submersion factor itself, and other factors (such as not touching the ground) also apply.

  • Default: 0
  • Minimum: 0
  • Maximum: 1

BLOCK PREDICATES (WORLD GENERATION STYLE)

UNOBSTRUCTED

New block predicate type that passes if the selected block is unobstructed (no entities are in the space of the block).

Fields:

  • offset: List of 3 int offset coordinates, specifying the offset from the origin position to test
    • Optional, defaults to [0, 0, 0] if unspecified

ENTITY DATA

PROJECTILES

  • Arrow-like projectile data now contains a weapon field containing an Item Stack representing the weapon the projectile was fired from
  • The ShotFromCrossbow field has been removed
  • Removed power NBT tag and replaced it with acceleration_power tag with a number value that control the projectiles acceleration (and maximum speed)
    • This change affects the following projectiles; dragon_fireball, large_fireball, small_fireball, fireball, breeze_wind_charge, wind_charge, wither_skull

ITEM COMPONENTS

  • The custom_data component can now be specified as an SNBT string to preserve type information in JSON
    • This is the same as is used in the set_custom_data loot function and custom_data predicate
  • The food item component has a new field:
    • using_converts_to: item with components (optional)
      • Once consumed, the food item will be replaced with the specified item
      • e.g. food={nutrition:1,saturation:0,using_converts_to:{id:"poisonous_potato",components:{"minecraft:custom_name":'"Wait what?"'}}}

STRUCTURES

  • Added dimension_padding field to structures of type minecraft:jigsaw, which ensures that a structure is not generating through the edges of a dimension by adding vertical padding to its bounding box
    • Can be written as an object with two fields:
      • bottom the vertical padding at the bottom of the dimension, non-negative integer
      • top the vertical padding at the top of the dimension, non-negative integer
      • e.g. dimension_padding: { bottom: 10, top: 5 }
    • Can be written as a single non-negative integer instead to be applied to both top and bottom fields
      • e.g. dimension_padding: 10
  • Added liquid_settings field to structures of type minecraft:jigsaw. Possible values:
    • apply_waterlogging: If any waterloggable block overlaps with existing water, it will become waterlogged
    • ignore_waterlogging: If any waterloggable block overlaps with existing water, it will not become waterlogged
    • Default value is apply_waterlogging
  • Added optional field override_liquid_settings to single_pool_element element type
    • Has the same possible values as the liquid_settings in jigsaw structures
    • If provided, it overrides the inherited liquid settings from the parent jigsaw structure while generating this pool element

COMMANDS

  • The item argument in the /give, /item, and /loot commands now supports removal of default components with ! prefix
    • e.g. /give @s diamond_pickaxe[!tool] will give a Diamond Pickaxe without the tool component
  • Added @n entity selector, selecting the nearest entity
    • This functions as @e[sort=nearest,limit=1]
    • Additional requirements may still be provided; for example: @n[type=pig] will select the closest Pig

RESOURCE PACK VERSIONS 33 THROUGH 34

  • Added new textures and music assets for Music Discs
  • Renamed sound events for Ominous Trial Spawner becoming active and ambient sound
  • Added the block.vault.reject_rewarded_player sound event
  • Changes to Shaders

SHADERS

  • The blend block in core shader definitions has been removed, as it was not used
  • The position_color_tex shader has been removed, replaced with the pre-existing position_tex_color
  • The glint_direct shader has been removed, replaced with the pre-existing glint shader
  • The armor_glint shader has been removed, as it was unused

FIXED BUGS IN 1.21

Around 220 bugs were fixed in this release. View the list on the issue tracker.

GET THE RELEASE

To install the Release, open up the Minecraft Launcher and click play! Make sure your Launcher is set to the "Latest Release” option.

Cross-platform server jar:

Report bugs here:

Want to give feedback?

Minecraft - 1.20.72 (Bedrock)

A new update is now available to address stability issues introduced with the 1.20.70 update. The update is currently available on Android, iOS, and PlayStation 4, and other platforms will receive the update soon.

1.20.70 remains unavailable for Windows and we’re continuing to work on a solution. We’ll make an announcement as soon as the update becomes available again. We appreciate your continued patience as we work to address this issue.

Fixes:

  • Fixed several crashes that could occur during gameplay

Minecraft - 1.20.70/71 (Bedrock)

A new update for Minecraft is available now, bringing several changes, fixes, and experimental features! Check out the highlights from this release:

  • Wolves now have double the amount of health than they used to
  • Experimental: Upcoming 1.21 features, including the Bogged, Wind Charge, and Vault

NOTE: Some platforms may see this update as version 1.20.70, though the two versions are fully compatible in multiplayer.

Your thoughts on the game continue to shape new updates so please upvote and report any new bugs at bugs.mojang.com and leave us your feedback at feedback.minecraft.net.

Vanilla Parity:

Mobs

  • Wolves can now withstand the same amount of damage as in Java Edition (MCPE-177613)
    • Rather than halving all damage dealt to tamed Wolves by entities other than Players or Arrows, as currently done in Java Edition, the maximum health of tamed Wolves has been increased from 20 to 40
    • Pre-existing tamed Wolves will need to be fed to reach the new maximum health
    • To ensure the healing rate remains consistent, the health restored by feeding Wolves has been doubled
    • Java Edition will be adjusted to match the new Bedrock Edition implementation

Experimental Features:

Wind Charge

  • Become the Breeze! Using a Wind Charge will fire off a Wind Charge projectile similar to the Breeze's
  • A Wind Charge fired by a player will grant 10% more knockback than a Breeze's
  • Just like the projectile fired by the Breeze, Wind Charges fired by the player also deal damage if they hit an entity directly
  • The Breeze drops between 4-6 Wind Charges when killed
  • Wind Charges have a max stack size of 64
  • There is half a second cooldown after each use
  • Wind Charges can be fired from a dispenser
  • Players that launch themselves with a Wind Charge only accumulate fall damage below the y-level of where they collided with the wind burst

Bogged

  • A new variant of Skeletons that shoot poisonous arrows
    • They're faster to take down with 16 health instead of 20 health
    • They attack at a slower interval of 3.5 seconds instead of 2 seconds
  • Has a chance to drop Arrows of Poison when killed by players
  • These mossy and mushroom covered Skeletons spawn naturally in Swamps and Mangrove Swamps
    • Can also be found spawning from Trial Spawners in some Trial Chambers

Vault

  • A block that holds locked treasure and loot - find the right key to eject its rewards
    • Found throughout Trial Chambers, containing the structures' most valuable loot
    • Vaults in Trial Chambers require a Trial Key to be unlocked
  • Can be unlocked by an unlimited amount of players
    • After a player has unlocked a Vault, they cannot unlock that Vault again
    • If a player has not unlocked that Vault before, an orange stream of particles will flow from the player to the Vault when nearby
  • Has a keyhole that will be open or closed depending on the players nearby
    • If any nearby player has not unlocked that Vault, the keyhole will be open
    • If all nearby players have unlocked that Vault, the keyhole will be closed
  • Within its cage, it will cycle through and display items which are possible to eject from its loot table
  • The rewards it ejects are randomized from its loot table each time it is unlocked
  • Vaults currently reuse the same loot table that reward chests previously used in the Trial Chambers
    • This loot table is temporary and will be completely revised as development continues
  • Cannot be crafted or obtained in Survival mode, and does not drop anything when mined
  • Explosion-resistant and cannot be moved

Wolf

  • The collars of tamed Wolves have been increased in size, making them visible not only from the front but also from other angles

Fixes and Changes:

Performance / Stability

  • Fixed a bug that could cause the loading screen to get stuck for some time around 40% (MCPE-175550)
  • Fixed an issue where the game could softlock while displaying the "Loading resource packs" modal
  • Fixed an issue that could cause the game to freeze when changing languages on some platforms

Gameplay

  • Upward player motion will now reset fall distance, allowing Riptide Tridents to break a fall (MCPE-126454)
  • Players can now bridge blocks over water (MCPE-163165)
  • Fixed sky light not being updated properly when big gaps of air were present between the ceiling and the floor
  • Fixed a bug that could sometimes prevent the Stronghold portal room from being generated (MCPE-19426)
  • Fixed players not unlocking “The Beginning” trophy on PlayStation for defeating a Wither, even if they were close enough to the Wither

Mobs

  • When fed, baby mobs now emit both sound and particles
  • All sounds emitted by Phantoms are now audible even when the player is facing away (MCPE-133125)
  • All sounds emitted by Wardens are now audible even when the player is facing away (MCPE-159481)

Blocks

  • Double Slabs can once again be created when stacking two of the same Slabs together (MCPE-179187)
  • Sweet Berry Bush Sapling now slows down players when walked through (MCPE-46152)
  • Cave Vines without Glow Berries no longer drop a Glow Berry when Silk Touched (MCPE-151348)
  • Blue and Black Candle Cakes now display and drop the correct type of Candle (MCPE-162868)
  • Patternless Banners taken from the Creative mode inventory will no longer reset when first placed (MCPE-178327)
  • Tall Flowers are no longer affected by Fortune enchantment (MCPE-18880)
  • Large Ferns now have a chance of dropping Wheat Seeds (MCPE-126947)
  • Tweaked the loot drop distributions for Fortune enchantment of Melon, Redstone Ore, Glowstone, and Nether Wart to better match Java Edition
  • Fixed a bug that made it so players could not place multiple items while moving, such as Boats or Fireworks (MCPE-178063, MCPE-178077)
    • As a result of this fix, we've had to revert the fix for Slabs and Stairs being placed inconsistently while continuously building (MCPE-54855). We'll work to reintroduce a fix for this in an upcoming update
  • In Realms, removing an item from an Item Frame while in Creative mode no longer destroys the Item Frame (REALMS-10464)
  • In Realms, removing a book from a Lectern while in Creative mode no longer destroys the Lectern (REALMS-10536)
  • Lots of blocks now play appropriate sounds when entities fall onto them. The blocks are as follows: (MCPE-176939)
    • Amethyst Block
    • Amethyst Cluster variants
    • Ancient Debris Block
    • Anvil Block
    • Azalea Block
    • Azalea Leaves
    • Bamboo Block
    • Bamboo Wood
    • Basalt Block
    • Big Dripleaf
    • Bone Block
    • Calcite Block
    • Candle
    • Cave Vines
    • Chain Block
    • Cherry Leaves
    • Cherry Wood
    • Chiseled Bookshelf
    • Copper Block variants
    • Coral Block
    • Crimson Nylium Block
    • Deepslate Block
    • Deepslate Bricks
    • Dripstone Block
    • Frog Spawn
    • Froglight
    • Glass Block
    • Grass Block
    • Gravel Block
    • Hanging Roots
    • Hanging Sign
    • Honey Block
    • Ladder Block
    • Lantern Block
    • Lodestone Block
    • Mangrove Roots
    • Moss Block
    • Moss Carpet
    • Mud Block
    • Mud Bricks
    • Muddy Mangrove Roots
    • Nether Brick Block
    • Nether Gold Ore Block
    • Nether Sprouts
    • Nether Wart
    • Nether Wart
    • Netherite Block
    • Netherrack Block
    • Packed Mud
    • Pink Petals
    • Pointed Dripstone
    • Powder Snow
    • Rooted Dirt
    • Sand Block
    • Scaffolding Block
    • Sculk Catalyst
    • Sculk Sensor
    • Sculk Shrieker
    • Sculk Vein
    • Shroomlight Block
    • Slime Block
    • Snow Block
    • Soul Sand Block
    • Soul Soil Block
    • Spore Blossom
    • Stone Block
    • Suspicious Gravel
    • Suspicious Sand
    • Tuff Block
    • Turtle Egg Block
    • Vine Block
    • Warped Nylium Block
    • Warped Wart
    • Wood Blocks
    • Wool Block

Items

  • Updated the Globe pattern on Shields to match Java Edition (MCPE-169595)
  • In Realms, attempting destruction of one Sea Turtle Egg on a stack of more than one in Creative mode no longer destroys two at once (REALMS-10477)
  • Spawn Eggs are now called "[Mob] Spawn Egg" instead of "Spawns [Mob]" so that players can more easily search for them in the Creative mode inventory
  • End Portal Frame has been moved to Nature category in the Creative mode inventory

Touch Controls

  • Players can no longer customize touch controls while on the death screen (MCPE-178037)

Graphical

  • Added 4K resolution support for Xbox Series consoles

Realms

  • Updated the Realms Plus landing page to make it more clear how Realms subscriptions work
  • On Realms, chunks will no longer stay loaded in The End unless a player is in the area (REALMS-11358, REALMS-11290)
  • Fixed a bug where text in the Realms Subscription landing page was slightly truncated

Android

  • Storage location will switch to External automatically on fresh installs if storage permission is granted via app settings prior to launching the game on devices running Android 12 or older (MCPE-177269)
  • Certain files and directories will be generated in external storage on next launch when setting storage location to External via in-game settings on devices running Android 12 or older (MCPE-176675)

User Interface

  • Fixed chat messages initially rendering below the screen after sending them (MCPE-178905)
  • The updated Death Screen is now enabled by default, even when resource packs are applied to a world
  • Updated the design of the report a friend warning modal and the report limit warning modal
  • Fixed a bug that caused cleared text to reappear in the inventory search bar (MCPE-174590)
  • Fixed text-to-speech narration for main panel text and Realm Feed button on Realm Slots Screen

Technical Updates:

Updated Add-On Template Packs

  • Updated Add-On templates for 1.20.70 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks

General

  • Implemented a fix for the “One Block Skyblock” Marketplace map generating flat world in the distance on the client if the map was uploaded on Realms
    • Clients connected to a dedicated server or Realms will no longer improperly generate LevelChunks on the client if one of the following is true:
      • The map is a flat world
      • It's a Marketplace map
    • This overrides server.properties setting client-side-chunk-generation-enabled for dedicated servers
  • Removed ItemFrameDropItemPacket

Commands

  • Added "has_property" filter for entity target selector that allows for targeting based on the type and value of properties
  • The /damage command no longer contains the damage type 'suicide'. It is replaced with 'self_destruct' (MCPE-174865)
  • The Command Block's interface will now remove the last error message after successfully compiling a command (MCPE-114029)

Add-Ons and Script Engine

  • Blocks using the "minecraft:material_instances" component with "render_method" = "alpha_test_single_sided" display properly when in the player's hand

Blocks

  • Fixed 'minecraft:geometry.full_block' faces not rotating to match transform component
  • Fixed 'minecraft:geometry.full_block' blocks not culling faces against some vanilla blocks
  • “leaves” block is now split into unique names, “oak_leaves”, “spruce_leaves”, “birch_leaves, and ”jungle_leaves”
  • “leaves2” block is now split into “acacia_leaves” and “dark_oak_leaves”
    • Commands will still work with “leaves” and “leaves2”, but only new leaves names will be suggested in the command prompt
  • The “minecraft:grass” block has been renamed to “minecraft:grass_block”, the old name is still understood from commands and data
  • “double_wooden_slab” block is now split into unique instances "acacia_double_slab", "birch_double_slab", "dark_oak_double_slab", "jungle_double_slab", "oak_double_slab", "spruce_double_slab"
    • Commands will still work with “double_wooden_slab”, however, “double_wooden_slab” block will not be suggested
  • “wooden_slab” block is now split into unique instances “oak_slab”, “spruce_slab”, “birch_slab”, “jungle_slab”, “acacia_slab”, “dark_oak_slab”
    • Commands will still work with “wooden_slab”, however, “wooden_slab” block will not be suggested
  • "wood" block is now split into unique instances: "oak_wood", "spruce_wood", "birch_wood", "jungle_wood", "acacia_wood", "dark_oak_wood", "stripped_oak_wood", "stripped_spruce_wood", "stripped_birch_wood", "stripped_jungle_wood", "stripped_acacia_wood", and "stripped_dark_oak_wood"

Components

  • The “entity_sensor” component’s “range” field now supports two values, the first one for horizontal range and the second one for vertical range
    • This requires a “format_version” of 1.20.70 or higher
  • The "damage_sensor" component's "damage_modifier" and "damage_multiplier" fields are now properly considered during damage immunity calculations, so that damage adjusted to be lesser or equal to the highest damage received during an entity's immunity period will be accurately ignored
    • This requires a world version of 1.20.70 or higher

Entity Filters

  • Added new entity filter “was_last_hurt_by”, which checks if the subject is the last player or mob to have recently attack the entity

Items

  • Custom armor attachables can now be trimmed with vanilla trims, and modified vanilla patterns can be applied to custom armor attachables and items
    • Vanilla trim textures can be overridden via the attachable component
    • Vanilla trims can be applied to custom geo armor via the attachable component
    • Modified vanilla trim patterns (to fit the new geo armor) can be applied via the attachable component
    • Armor trim patterns on custom armor requires the 1.20.60+ format version for the attachable and item

Molang

  • Released is_attached and query.has_player_rider from experimental
  • Removed experimental Molang queries get_ride and query.get_riders
  • Deprecated the Molang Features experimental toggle
  • Released Molang scoreboard for use with behavior packs from experimental (resource packs will return 0)
  • Removed experimental Molang queries
    • biome_has_any_tag
    • biome_has_all_tags
    • self
    • target
    • client_input_type
    • get_nearby_entities
    • get_nearby_entities_except_self
  • Added new Molang APIs that give read access to rider body and head rotations
    • rider_body_x_rotation(riderIndex) => float
    • rider_body_y_rotation(riderIndex) => float
    • rider_head_x_rotation(riderIndex) => float
    • rider_head_y_rotation(riderIndex,clampRotation?) => float
    • ride_body_x_rotation => float
    • ride_body_y_rotation => float
    • ride_head_x_rotation => float
    • ride_head_y_rotation(clampRotation?) => float
  • surface_particle_color, query.surface_particle_texture_coordinate, and query.surface_particle_texture_size are now versioned with 1.20.70 to allow the three queries to see Leaf blocks as the surface texture below the block. Molang versions lower than 1.20.70 will continue to not see the Leaf block below them
  • This change takes effect for Molang queries in packs that have a manifest.json min_engine_version of 1.20.70 or higher.

NBT Parsing

  • Loading of NBT data is now more restrictive. Negative-length arrays, invalid tag ids, and not enough bytes in a payload are now all treated as errors which will prevent a tag loading where before those conditions were sometimes ignored

Spawn Rules

  • “minecraft:spawns_on_block_filter” now supports block descriptors
  • “minecraft:spawns_on_block_prevented_filter” now supports block descriptors
  • “minecraft:spawns_above_block_filter” now supports block descriptors

API

  • Added ScriptGameRules and gameRules for accessing and modifying game rules
  • Fixed the timing of PlayerInteractWithEntityAfterEvent and PlayerInteractWithBlockAfterEvent
  • Added setGameMode and Player.getGameMode to beta for changing the player's GameMode
  • Added events PlayerGameModeChangeAfterEvent, PlayerGameModeChangeBeforeEvent with signals afterEvents.playerGameModeChange and world.beforeEvents.playerGameModeChange to beta
  • Added GameRuleChangeAfterEvent, GameRule and afterEvents.gameRuleChange for responding to GameRules changes
  • Fixed getBlockFromRay returning false positive collisions with water when already submerged

Character Creator

  • Added a new model to contain the character creator animation logic
  • Updated the logic that was done to trigger updating the binds when the animation states have been updated, so we do not run into issues with the binds updating every frame causing a major framerate hit

Experimental Technical Updates:

API

  • Entity Components
    • Added EntityTypeFamilyComponent with functions getTypeFamilies(): string[] and hasTypeFamily(typeFamily: string): boolean
  • Item
    • Moved ItemFoodComponent from beta to 1.9.0
    • Added function matches(itemName: string, states?: Record<string, boolean | number | string>): boolean
  • Removed class BlockVolumeUtils. Moving utility functions onto BlockVolumeBaseand BlockVolume
  • Added class BlockVolumeBase. Is the base class from which block volumes will extend
  • BlockVolume
    • Breaking Change:Converted BlockVolume from an interface to a class, which extends BlockVolumeBase
  • @minecraft/server.Entity.playAnimation
    • Moved Entity.playAnimation from beta to stable
  • Moved enum BlockPistonState from beta to 1.9.0
  • Moved class BlockPistonComponent from beta to 1.9.0
  • Moved class PistonActivateAfterEvent from beta to 1.9.0
  • Moved class PistonActivateAfterEventSignal from beta to 1.9.0
  • ItemComponents
    • Added isCooldownCategory(cooldownCategory: string) : boolean to ItemCooldownComponent
    • Added getCooldownTimeRemaining(player: Player) : number to ItemCooldownComponent
    • Added MinecraftCooldownCategoryTypes to @minecraft/vanilla-data
      • Added getHiddenHudElements(): HudElements[]
      • Added isForcedHidden(hudElement: HudElements): Boolean
      • Added resetHudElements(): void
      • Added setHudVisibility(visible: HudVisibility, hudElements?: HudElements[]): void
      • Added hideAllExcept(hudElements?: HudElements[])
    • Added interface BlockFilter. Used to include / exclude blocks by tag, type and permutation
    • BlockRaycastOptions
      • Added optional member BlockFilter
      • Updated getBlockFromRay(location: Vector3, direction: Vector3, options?: BlockRaycastOptions): BlockRaycastHit | undefined to throw if the BlockFilter include / exclude types cannot be resolved inside BlockRaycastOptions
      • Moved ItemDurabilityComponent from beta to 1.9.0
    • Debug Utilities
      • Started publishing the debug utilities type information
      • Added a disableWatchdog method that lets you disable and enable the scripting watchdog in your scripts
      • Added function playSound(soundId: string, location: Vector3, soundOptions?: WorldSoundOptions): void - Plays a sound at a specified location for all players in the dimension
      • Moved getAllStates API from beta to stable
        • clearJob(jobId: number) - Will now clear iterations in the current tick as well as any scheduled for future ticks. Previously would only clear iterations in future ticks
      • @minecraft/server.WeatherChangeAfterEvent
        • Moved WeatherChangeAfterEvent from beta to stable
        • Moved setOnFire from beta to 1.9.0
        • Moved extinguishFire from beta to 1.9.0
      • Moved EntityOnFireComponent from beta to 1.9.0
        • Moved getEquipmentSlot from beta to 1.9.0
      • Moved BlockStateType from beta to 1.9.0
      • Moved BlockStates from beta to 1.9.0
      • Moved BlockSignComponent from beta to 1.9.0
      • Moved DyeColor from beta to 1.9.0
      • Moved SignSide from beta to 1.9.0
      • Moved ContainerSlot from beta to 1.9.0
      • Moved InvalidContainerSlotError from beta to 1.9.0
        • Moved getSlot from beta to 1.9.0
      • Moved EffectTypes from beta to 1.9.0
      • Moved RawText from beta to 1.9.0
      • Moved createExplosion from beta to 1.9.0
      • Moved ExplosionOptions from beta to 1.9.0
      • Moved DimensionType from beta to 1.9.0
      • Moved DimensionTypes from beta to 1.9.0
      • Moved setDynamicProperty from beta to 1.9.0
      • Moved getDynamicProperty from beta to 1.9.0
      • Moved getDynamicPropertyIds from beta to 1.9.0
      • Moved getDynamicPropertyTotalByteCount from beta to 1.9.0
      • Moved clearDynamicProperties from beta to 1.9.0
      • Added structureManager - A StructureManager instance that allows you to create, load and place structures in the world
      • StructureManager
        • Added function createEmpty(identifier: string, size: Vector3, saveMode?: StructureSaveMode): StructureTemplate - Creates a new empty structure
        • Added function createFromWorld(identifier: string, dimension: Dimension, blockVolume: BlockVolume, options?: StructureCreateOptions): StructureTemplate - Creates a new structure from blocks in the world
        • Added function delete(structure: string | StructureTemplate): boolean - Deletes the structure
        • Added function get(identifier: string): StructureTemplate | undefined - Gets the structure with the specified identifier
        • Added function place(structure: string | StructureTemplate, dimension: Dimension, location: Vector3, options?: StructurePlaceOptions) - Places a structure in the world
      • StructureTemplate
        • Added read-only property id: string- Returns the name of the structure
        • Moved effectAdd from beta to 1.9.0
      • Fixed a bug where item dynamic properties could sometimes be applied to items with a stack size greater than 1
        • Removing function triggerEvent()
      • WorldBeforeEvents
        • Removing property itemDefinitionEvent
      • WorldAfterEvents
        • Removing property itemDefinitionEvent
        • Moved explosion from beta to 1.9.0
      • WorldBeforeEvents
        • Moved explosion from beta to 1.9.0

Dimension

  • getEntities now only returns the entities within the dimension that's being queried

Minecraft: Java Edition - 1.20 (Trails & Tales) NEW FEATURESCHANGESTECHNICAL CHANGESFIXED BUGS IN 1.20GET THE RELEASE

Oh, it's time for Trails & Tales! How could I forget? Time to equip your new brush and ride your camel off to new adventures!

NEW FEATURES

  • All features and changes from the "Update 1.20" experimental pack are now part of the game
  • Added Archaeology
  • Added Sniffer mob, Torchflowers and Pitcher Plants
  • Added Camel mob
  • Added Smithing Template items and redesigned the Smithing Table
    • Added a new armor trimming system to visually customize your armor
    • Changed how Netherite equipment is crafted
  • Added the Cherry Grove biome and Cherry Wood Set
  • Added the Bamboo Wood Set
  • Added the Chiseled Bookshelf block
  • Added Hanging Signs
  • Improved customization options for Signs
  • Added the Calibrated Sculk Sensor block
  • Vibration resonance functionality has been added to Blocks of Amethyst
  • Added playable mob sounds with Mob Heads on Note Blocks
  • Added Piglin Mob Head
  • New music tracks added to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes
  • New Trails & Tales Advancements
  • Added support for Windows Aarch64/ARM64

ARCHAEOLOGY

  • Added craftable Brush item
  • Added Suspicious Sand and Suspicious Gravel
    • Suspicious Sand can be found in Desert Temples, Desert Wells and Warm Ocean Ruins
    • Suspicious Gravel can be found in Cold Ocean Ruins and Trail Ruins
    • These fragile blocks are hard to spot and easy to destroy, so be careful!
    • Brushing Suspicious Sand or Suspicious Gravel with a Brush will extract objects that were buried long ago
  • Added the Trail Ruins, a buried structure from a lost culture
    • Four types of Armor Trim Templates can be found here
    • Trail Ruins can be found in Taigas, Snowy Taigas, all Old Growth forest biomes and Jungles
    • A new music disc can be found by brushing suspicious blocks in this structure
      • When put in a Jukebox, "Relic" by Aaron Cherof is played
  • Added Pottery Sherds
    • Pottery Sherds have pictures on them
    • A total of 20 sherd have been distributed between the 5 Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins
    • They cannot be crafted, and are only found by brushing Suspicious Sand or Suspicious Gravel

DECORATED POTS

  • Crafting four Pottery Sherds together will create a Decorated Pot with a picture on each side
  • Brick items can be used instead of Pottery Sherds in the Decorated Pot recipe
    • The sides that were made from Brick items will not have pictures
  • Smash a Decorated Pot with any block-breaking tool to break it apart and get the Pottery Sherds back
    • Hitting the pot with bare hands, silk touch tools, or any other item will drop an intact pot instead
  • Crafted Decorated Pots with at least one pattern have a hover tooltip displaying the Sherd & Brick ingredients

SNIFFER

  • The Sniffer is the mob vote winner of Minecraft Live 2022
  • Sniffers are passive, friendly mobs
  • Sniffers sniff the air and occasionally dig for seeds, which produces a Torchflower Seed or a Pitcher Pod item
  • Sniffers can only dig grass and dirt-like blocks
  • Sniffers can be tempted by, and bred with Torchflowers Seeds

SNIFFER EGG

  • Can be found by brushing the Suspicious Sand of Warm Ocean Ruins
  • When two Sniffers breed they do not immediately spawn a Snifflet; instead, a Sniffer Egg is dropped
  • When placed in the world, the Sniffer Egg will hatch after some time
    • When placed on Moss, the Egg will hatch in approximately 10 minutes
    • On all other blocks, it will hatch in approximately 20 minutes

TORCHFLOWERS

  • The Sniffer can occasionally sniff up a Torchflowers seed, and it can be used to breed two Sniffers
  • The Torchflower seed can be planted on Farmland and grows into a Torchflower
  • The full-grown flower can be harvested and replanted
  • The Torchflower can be crafted into Orange Dye

PITCHER PLANT

  • The Sniffer can occasionally sniff up a Pitcher Pod item
  • The Pitcher Pod, when planted on Farmland, grows into a Pitcher Crop
  • The Pitcher Crop has five growth stages
  • Once fully grown, the Pitcher Crop can be harvested, yielding a two-block-tall Pitcher Plant
  • The Pitcher Plant can be crafted into Cyan Dye

CAMEL

  • Camels can be equipped with a Saddle and ridden by two players
  • Camels spawn naturally when Desert Villages generate
  • Camels can be tempted by holding Cactus
  • Feed Cactus to Camels to breed them
  • Camels are tall
    • Most hostile mobs will not be able to reach you when you are on a Camel
    • They can walk over Fences and Walls
  • Camels randomly sit down
    • While sitting, it is difficult to convince them to move
  • Camels can either walk slowly or sprint quickly
  • They can also dash forward but will lose stamina for a while when doing so

SMITHING

  • Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications
  • Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Template
  • Smithing Templates define what type of upgrade you will be making to a piece of equipment
    • It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade
    • There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade
  • Smithing Templates are consumed when used to upgrade an item in the Smithing Table
  • You can craft a copy of a Smithing Template in the Crafting Table with 7 diamonds + 1 block of material that the template is made out of + 1 smithing template, which will output 2 of the same Smithing Template

NETHERITE EQUIPMENT

  • Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template
  • Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests
    • Every Treasure Room Bastion Remnant will contain 2 Smithing Templates
  • This change was made for a variety of reasons:
    • Increase the time players utilize Diamond equipment before Netherite
    • Make Netherite equipment more significant achievement in the game's progression
    • Adapt Netherite more naturally into the new Smithing Table crafting system

ARMOR TRIMS

  • You can now visually customize your armor with a variety of unique trims at the Smithing Table
  • Armor trims are purely visual with no gameplay benefits
  • Armor trims can be applied to Helmets, Chestplates, Leggings and Boots
    • All trim patterns are visually the same on an armor's item icon, but the color will still change based on the trim material
    • To check which trim pattern a piece of armor has, you can hover over it in the inventory
  • Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contain their own unique Smithing Templates:
    • Trail Ruins: Wayfinder, Raiser, Shaper, and Host Armor Trims
    • Pillager Outpost: Sentry Armor Trim
    • Desert Pyramid: Dune Armor Trim
    • Shipwreck: Coast Armor Trim
    • Jungle Temple: Wild Armor Trim
    • Ocean Monument: Tide Armor Trim
    • Ancient City: Ward and Silence Armor Trims
    • Woodland Mansion: Vex Armor Trim
    • Nether Fortress: Rib Armor Trim
    • Bastion Remnant: Snout Armor Trim
    • Stronghold: Eye Armor Trim
    • End City: Spire Armor Trim
  • Smithing Templates are found in chests in their respective structure
    • Trail Ruins have no chests, Smithing Templates are instead found by brushing Suspicious Gravel
    • The Ocean Monument has no chests, Elder Guardians sometimes instead drop a Smithing Template upon death
  • Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!
  • An armor trim has two properties: a pattern and a material
    • The pattern is defined by the Smithing Template used to apply the trim, and represents the visual pattern of the trim
    • The material is defined by which ingredient you used to apply the trim, and controls the color of the trim
  • The viable ingredients you can use to define the color of your armor trim are the following:
    • Iron, Copper, Gold, Lapis, Emerald, Diamond, Netherite, Redstone, Amethyst, Quartz

CHERRY GROVES

  • Added a new Cherry Grove biome, with pretty cherry blossom trees
    • The biome can be found in the mountains, in similar places as Meadows
  • Added a new Cherry wood set, with all the corresponding wooden things you can craft from it
  • Pink particles fall from beneath Cherry Leaves
  • Added a new Pink Petals block with lots of pink flowers on the ground
    • Each Pink Petal block can contain up to 4 petals
    • Using Bone Meal on it increases the number of petals
    • Placing a Pink Petal into an already placed block increases the number of petals
    • Drops the number of petals in the block when mined

BAMBOO WOOD SET

  • Added a new Bamboo wood set, with all the corresponding wooden things you can craft from it
  • Block of Bamboo can be crafted from 9 Bamboo and can be stripped like other wood logs
  • Bamboo Planks crafted from Block of Bamboo yield only 2 planks compared to 4 for wood logs
  • Added a new "Mosaic" plank variant that is unique to Bamboo called the Bamboo Mosaic
    • It can be crafted with 1x2 Bamboo Slabs in a vertical strip
    • You can craft Stair and Slab variants of Bamboo Mosaic
    • Bamboo Mosaic blocks cannot be used as a crafting ingredient where other wooden blocks are used, but they can be used as fuel
  • Added a unique Bamboo Raft and Bamboo Chest Raft which can be crafted like normal boats, but with Bamboo Planks
    • They function the same as ordinary boats, but have a unique look to them

CHISELED BOOKSHELF

  • A new, chiseled variation of the Bookshelf
  • Crafted with 6 planks and 3 wooden slabs
  • Can store Books, Book and Quills, Written Books, Enchanted Books, and Knowledge Books
    • Holds up to 6 books
    • These can be added or removed from any slot by targeting the specific slot
  • The Comparator signal strength corresponds to the number of the last book that was inserted or removed
    • The numbering of book slots starts from 1 at the top-left, and increments from left-to-right
  • Works with Hoppers

HANGING SIGNS

  • Hanging Signs are a more expensive version of normal Signs
    • Crafted with 2 chains and 6 stripped logs of your preferred wood type
    • Crafting results in 6 Hanging Signs
  • Can be hung up in the following ways:
    • Underneath a block that can provide support in the center, like a full block or a fence
    • Attached to the solid side of a block
    • Attached to the side or underneath another Hanging Sign
  • Unlike normal Signs, they cannot be placed directly on the ground without support from the side or above
    • However, Hanging Signs that have a horizontal bar will not pop when the supporting block is removed

SIGNS

The following changes have been made for both Signs and Hanging Signs.

  • Sign text can now be edited after being placed in the world
    • This can be done by interacting with the Sign
    • Signs with non-text chat components can not be edited
  • Both sides of the Sign can now have separate text and colors, allowing for further customization options
    • By default, a Sign will prompt you to input the front side's text when placed
    • To apply text to the back-side, you must walk to the other side and interact with that face to edit it
  • Signs can now also be waxed with Honeycomb, preventing any further edits to its text
  • Opening the sign edit screen in singleplayer no longer pauses the game

CALIBRATED SCULK SENSORS

  • A new variant of Sculk Sensors that allows you to filter vibrations based on their frequency level
  • They are not found naturally and can only be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table
  • One side of the Calibrated Sculk Sensor can receive a redstone signal as input
    • The strength of that redstone signal is the only vibration frequency the Sculk Sensor will listen to
  • They have a combined active and cooldown phase that lasts 20 game ticks
    • They output their redstone signal for the first 10 game ticks
  • They can detect vibrations up to 16 blocks away

VIBRATION RESONANCE

  • Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors
    • If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location
  • This behavior is called Vibration Resonance, and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally

PLAYABLE MOB SOUNDS

  • When placing a Mob Head on a Note Block, that Note Block will now play one of the ambient sounds of that mob when played by a player or powered by Redstone
  • Mob Heads can be placed on top of Note Blocks without sneaking

PIGLIN MOB HEAD

  • Piglins will now drop their heads when killed by a charged Creeper
  • Placing the Piglin head on a Note Block will play one of the Piglin's ambient sounds
  • The Piglin head will flap its ears when powered by Redstone, or when worn by a player while walking

NEW MUSIC

  • Added the following new music tracks by Aaron Cherof to Cherry Groves, Desert, Jungle, Badlands, and Flower Forest biomes:
    • A Familiar Room
    • Bromeliad
    • Crescent Dunes
    • Echo in the Wind
  • Added a new music disc with the track "Relic" by Aaron Cherof, found in Trail Ruins

WINDOWS AARCH64/ARM64 SUPPORT

  • Minecraft Java Edition is now fully supported on Windows devices using an Aarch64/ARM64 architecture, such as the Windows Surface Pro X

ADVANCEMENTS

NEW HUSBANDRY ADVANCEMENTS

  • Smells Interesting : Obtain a Sniffer Egg
  • Little Sniffs : Feed a Snifflet (requires Smells interesting)
  • Planting the Past : Plant any Sniffer seed (requires Little sniffs)

NEW ADVENTURE ADVANCEMENTS

  • Respecting the Remnants : Brush a Suspicious block to obtain a Pottery Sherd
  • Careful Restoration : Make a Decorated Pot out of 4 Pottery Sherds (requires Respecting the Remnants)
  • Crafting a New Look : Craft a trimmed armor at a Smithing Table
  • Smithing with Style : Apply these Trim Smithing Templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder (requires Crafting a New Look)
  • The Power of Books : Read the power signal of a Chiseled Bookshelf using a Comparator

CHANGES

  • Changes to Sculk Sensor block behaviors
  • Vibration frequencies of many actions in the game have been tweaked
  • Colored Wool, Carpets and Beds can now be dyed to any other color
  • Replaceable blocks no longer block the connection between enchanting tables and bookshelves
  • Wither effect particle and Potion of Slow Falling color have been adjusted to make them more distinguishable
  • Updated step sounds
  • Updated Advancements
  • The main menu background is now a Trails & Tales panorama
  • Updated the Minecraft Java Edition logo
  • Updated the Minecraft Realms logo
  • The game's application icon has been updated
    • This will be a Grass Block in release versions, and a Dirt Block in snapshot versions
  • GUI can be scaled on the Video Settings screen by holding Ctrl and scrolling the mouse wheel
  • Updated the credits
    • Added the ability to scroll upwards by pressing the up arrow key
  • The game will now display a message box on startup if user enabled text-to-speech functionality, but it is not available
  • Removed Herobrine

SCULK CHANGES

  • If a vibration is scheduled to be received by a Sculk Sensor or Sculk Shrieker, they will stay queued until all adjacent chunks are loaded and ticking
    • Prevents vibration resonance setups from breaking when unloading their chunks from a distance
  • Waterlogging a Sculk Shrieker will now silence their shriek sounds
  • Sculk Sensors' default redstone output has been modified to be more reliable for distance calculations
  • Sculk Sensors and Calibrated Sculk Sensors now strongly power the block they are placed on
  • Both types of Sculk Sensors now stay in their Cooldown phase for 10 ticks, with other phase timings being adjusted to compensate

SCULK SENSOR PHASES

  • Sculk Sensors and Calibrated Sculk Sensors have three phases: Inactive, Active and Cooldown
  • The default phase is Inactive
    • This phase lasts indefinitely until the block receives a vibration
    • During this phase, the block is able to listen to nearby vibrations until one has been scheduled
  • When a scheduled vibration is received, the block switches to the Active phase
    • This phase lasts 30 game ticks for Sculk Sensors, and 10 game ticks for Calibrated Sculk Sensors
    • During this phase, the block stops listening to nearby vibrations, wiggles its tendrils and emits a redstone signal and light
  • After the Active phase has finished, the block switches to a Cooldown phase
    • This phase lasts for 10 game ticks
    • During this phase, the block keeps wiggling its tendrils, but no longer emits a redstone signal nor light
    • Finally, once this phase is finished, the block will switch back to the Inactive phase
  • Previously, some of these phases had different timing values:
    • Active: 40 game ticks for Sculk Sensors and 20 game ticks for Calibrated Sculk Sensors
    • Cooldown: 1 game tick for both types of Sculk Sensors
  • These phase timings were tweaked so that it is less common for activated contraptions to recursively activate the Sculk Sensor that powered them

VIBRATION FREQUENCIES

In preparation for the Calibrated Sculk Sensor, vibration frequencies have been greatly simplified to prevent unwanted interference. The following are category descriptions for each frequency and the expected events that they correspond to:

  1. Movement in any medium (land, water and air)
  2. Landing on any surface (land or water)
  3. Item interactions
  4. Gliding with an elytra or unique mob actions (Ravager roar, Wolf shaking, etc)
  5. Dismounting a mob or equipping gear
  6. Mounting a mob or interacting with a mob
  7. Mobs and players getting damaged
  8. Consuming items (drinking and eating)
  9. Blocks 'deactivating' (door close, chest close, button unpress, etc)
  10. Blocks 'activating' (door open, chest open, button press, etc)
  11. Blocks changing (cauldron water level rising, adding food to campfire, etc.)
  12. Blocks being destroyed
  13. Blocks being placed
  14. Mobs and players teleporting or spawning
  15. Mobs and players dying or an explosion

STEP SOUNDS

  • Walking on a block will now always play a step sound
    • It was previously not the case if you were walking along the edge of a block with air or fluid besides it
  • Walking on the ocean floor will produce a step sound for the block you are walking on at a lower volume and pitch
  • When walking on Carpets, Snow, Nether Sprouts, Warped Roots, and Crimson Roots, a combination of step sounds will be played
    • The top-most block you are walking on is played as normal
    • The block underneath is played at a lower volume and pitch

ADVANCEMENTS

  • Breeding Camels and Sniffers now count for "The Parrots and the Bats" and are now required for "Two by Two"
  • Hanging Signs now count for "Glow and Behold"
  • Visiting a Cherry Grove is now required for "Adventuring Time"

TECHNICAL CHANGES

  • Improved performance of the light engine
  • The data pack version is now 15, accounting for sign data format, item display orientation and advancement changes
  • Removed update_1_20 feature flag and built-in datapack - features are no longer experimental
  • Added a return command
  • Tweaked display entity interpolation
  • Added a capped rule structure processor that limits the number of replaced blocks for a structure piece to a configured maximum
  • Configuring block entity fields in a rule processor rule is now delegated to a referenced block_entity_modifier instead of the previously fixed output_nbt configuration
  • Random sequences for loot tables are now deterministic
  • Added a reference loot table function
  • Loot table condition/predicate changes:
    • Renamed alternative to any_of
    • Added all_of
  • Advancement trigger changes:
    • Added recipe_crafted
    • Changed format of placed_block, item_used_on_block and allay_drop_item_on_block triggers
  • Ingredients in array form are now also allowed in smithing_trim and smithing_transform recipes on fields template, base and addition
    • Those fields also allow empty arrays, which signalize that slot needs to be left empty
  • Added new damage types: outside_border and generic_kill
  • Game events have changed vibration frequency and some have been removed
  • The resource pack version is now 15, accounting for the font and credits update
    • Updated the sprite layout of minecraft.png
    • Removed the overriding minecraft.png from the Programmer Art resource pack
    • Updated the sprite layout of invite_icon.png
    • legacy_unicode glyph provider has been removed
    • Bitmaps used by uniform font have been removed
    • uniform font has been updated to use Unifont 15.0.06
      • That changes shape of multiple characters, while also adding support for new ones
      • Combining characters no longer include circle overlayed over them (so M◌̆ now renders as M ̆)
    • Added second level of organization of entries in credits.json on top of titles, called disciplines
  • Font textures are included in debug texture dump (F3 + S)
  • Added new font glyph providers: unihex and reference, removed legacy_unicode
  • Added support for Quick Play
  • Removed the server & port commandline arguments as their functionality has been replaced by Quick Play
  • Updates to telemetry
  • Changed encoding of server.properties to UTF-8
  • Added validation for symbolic links in world saves

LIGHT ENGINE

The light engine is responsible for calculating the brightness of each block in the world.Light is calculated during world generation as well as updated when a block is changed in the world.Behavior of the light engine has not been changed.

  • The performance of calculating light has been improved
    • Reduces one source of lag spikes when crossing chunk borders
    • Improves FPS in situations when a lot of light updates occur
    • Improves how quickly chunks can be generated

COMMANDS

RETURN

The return command can be used to control execution flow inside functions and change their return value. Effects:

  • Remaining separate top-level commands in the currently executing function (if any) are skipped
  • The result value of the function command that triggered the function is changed from the number of commands executed to value
  • The result value of the return command is also value

Syntax:

return <value>

Parameters:

  • value: An integer return value

DATA

  • string data sources now accept negative boundaries, which are interpreted as index counted from the end of the string

DISPLAY ENTITY

INTERPOLATION CHANGES

  • Previous values are always discarded if interpolation_duration is 0
  • Made sure that render properties are applied at the same time (so block_state is applied at the same time as transformation, i.e. at the next tick after receiving an update)
  • Display entities are not rendered until their initial data is received. That means display entities might not be shown on the first tick.
  • Note: due to how the game handles updates, changes to entities made after summoning might be delivered to clients within a later tick

RENDERING CHANGES

  • item_display items have been rotated 180 degrees around the Y axis to better match the transformation that is applied when rendering items on an Armor Stand head and in Item Frames
    • For reference, the order of transformations applied to model (starting from innermost) is item_transform, rotate Y 180, transformation field, entity orientation (billboard option + Rotation field + Pos field)

STRUCTURE POST-PROCESSORS

CAPPED POST-PROCESSOR

  • A capped post-processor has been added which can limit how many blocks a delegated post-processor randomly transform in a structure
  • This can be used to configure a structure piece to have an exact amount of specific blocks, instead of using random distribution
  • The capped post-processor has following required parameters:
    • delegate A post-processor which performs the actual block transformation
    • limit Maximum amount of blocks that the delegated post-processor can transform
      • The blocks inside a structure are all randomly passed to the delegated post-processor until it has transformed the limited amount
      • Either constant or random number generator sampled during post-processing

RULE POST-PROCESSOR BLOCK ENTITY CONFIGURATION

  • Previously a rule could specify an optional fixed output_nbt which would be added to the processed output block entity
  • This field has now been changed to reference a block_entity_modifier
  • Existing block_entity_modifier's are:
    • passthrough Retains existing fields on the block entity
      • This is the default if no block_entity_modifier is specified
    • append_static Similar to previous output_nbt this provides fixed fields to add to the block entity
      • A minor change is that this modifier appends configured fields to the processed block instead of replacing existing fields
    • clear Removes any existing fields on the block entity
    • append_loot Appends a loot table and seed to the block entity through required parameter:
      • loot_table Referenced loot table to add to block entity as LootTable field
      • Field LootTableSeed is also added to the block entity using random seeded by block position

LOOT TABLES

RANDOM SEQUENCES

The game now uses named random sequences to deterministically produce loot for loot tables. Each random sequence produces a unique sequence based on the world seed and sequence ID, which means a loot table will produce the same results when ran with the same parameters in the same world.

The ID of the random sequence to use for a loot table is specified in a new optional field called random_sequence. If no sequence name is given, loot is drawn using a non-deterministic random source.

REFERENCE

New function reference allows functions to call sub-functions (similar to reference condition).

Fields:

  • name - location of function to call

ANY_OF/ALL_OF

  • Loot condition alternative has been renamed to any_of
  • Added new loot condition all_of that passes only when all sub-conditions pass
    • Has the same syntax as any_of

ADVANCEMENTS

NEW TRIGGERS

RECIPE_CRAFTED

  • Triggered when crafting a recipe
  • Conditions:
    • recipe_id - the resource location of the recipe crafted
    • ingredients - an array of predicates for the item stacks used in the recipe
      • A single item stack can only be used to fulfill one predicate
      • Each predicate needs to be fulfilled to trigger the advancement. This allows for separation between recipes that have same identifier but use different ingredients.
      • This field is optional. When not provided, or left empty, only the recipe_id will dictate the success of the trigger

CHANGED TRIGGERS

  • All fields in placed_block, item_used_on_block and allay_drop_item_on_block have been collapsed into a single location field
  • The new location is similar to the player field - it is a list of loot conditions/predicates
  • All conditions in this list must match for a trigger to run
  • Conditions are evaluated in a new loot context called advancement_location. It has access to:
    • Player as this entity
    • Position of the placed block
    • Block state of the placed/interacted block
    • Held/used item as "tool"
  • Migration guide:
    • Contents of old location field should be migrated to location_check condition
    • Contents of item field should be migrated to match_tool condition
    • Contents of block + state fields should be migrated to block_state_property condition

Example (from make_a_sign_glow advancement):

Before:

{ "conditions": { "item": { "items": [ "minecraft:glow_ink_sac" ] }, "location": { "block": { "tag": "minecraft:all_signs" } } }, "trigger": "minecraft:item_used_on_block" }

After:

{ "conditions": { "location": [ { "condition": "minecraft:match_tool", "predicate": { "items": [ "minecraft:glow_ink_sac" ] } }, { "condition": "minecraft:location_check", "predicate": { "block": { "tag": "minecraft:all_signs" } } } ] }, "trigger": "minecraft:item_used_on_block" }

DAMAGE TYPES

  • Players outside the world border are now hurt by the damage type outside_border instead of in_wall
  • Forcibly removing an entity using the /kill command now uses damage type generic_kill instead of out_of_world

TAGS

BLOCK TAGS

  • Removed replaceable_plants since it was only used as a subset of the blocks for the tag above, and not as universally
  • Added replaceable_by_trees to better express blocks that are replaced when the tree grows through them
  • Added replaceable with all the blocks that can be replaced
    • This tag only represents the internal state of the game, changing this tag does not make blocks replaceable
  • Added sword_efficient to represent blocks that are broken 50% faster by a sword than normal
  • Added maintains_farmland to represent which blocks will not cause farmland to be converted into dirt due to drying out when placed on top of it
  • Added combination_step_sound_blocks that controls which blocks produce a combination of step sounds
  • Added enchantment_power_provider to control which blocks increase the level of an Enchantment Table
  • Added enchantment_power_transmitter to control which blocks are allowed between an Enchantment Table and a Bookshelf (or other Power Transmitter)
  • Added vibration_resonators to control which blocks transmit vibration signals when placed next to Sculk Sensors
  • Added trail_ruins_replaceable for blocks that Trail Ruins can replace when generating
  • Added sniffer_diggable_block to control which blocks Sniffers can dig
  • Added sniffer_egg_hatch_boost to that control on which blocks Sniffer Eggs hatch twice as fast
  • Added ceiling_hanging_signs
  • Added wall_hanging_signs
  • Added all_hanging_signs
  • Added stone_buttons block tag
  • Added cherry_logs block tag
  • Added bamboo_blocks block tag

ITEM TAGS

  • Added villager_plantable_seeds to represent which kind of seeds Villagers can farm
  • Added noteblock_top_instruments to control which blocks can be placed on top of Note Blocks without sneaking
  • Added breaks_decorated_pots to control which tools can break Decorated Pots
  • Added decorated_pot_ingredients
  • Added decorated_pot_sherds
  • Added sniffer_food
  • Added trimmable_armor
  • Added trim_materials
  • Added trim_templates
  • Added stone_buttons item tag
  • Added cherry_logs item tag
  • Added bamboo_blocks item tag

BIOME TAGS

  • Added has_structure/trail_ruins

GAME EVENTS

  • Removed piston_contract game event in favor of block_deactivate
  • Removed piston_extend and dispense_fail game events in favor of block_activate
  • Many game events have new vibration frequencies:
    • 1: step, swim, flap
    • 2: projectile_land, hit_ground, splash
    • 3: item_interact_finish, projectile_shoot, instrument_play
    • 4: entity_roar, entity_shake, elytra_glide
    • 5: entity_dismount, equip
    • 6: entity_mount, entity_interact, shear
    • 7: entity_damage
    • 8: drink, eat
    • 9: container_close, block_close, block_deactivate, block_detach
    • 10: container_open, block_open, block_activate, block_attach, prime_fuse, note_block_play
    • 11: block_change
    • 12: block_destroy, fluid_pickup
    • 13: block_place, fluid_place
    • 14: entity_place, lightning_strike, teleport
    • 15: entity_die, explode

FONTS

NEW UNIHEX GLYPH PROVIDER

  • New glyph provider for reading Unifont HEX files
    • HEX format describes font glyphs using a bitmap
      • The height of every glyph is 16 pixels
      • The width of glyph can be 8, 16, 24 or 32 pixels
    • Every line is made of two hexadecimal numbers separated by :
    • The first value describes a codepoint - it must have 4, 5 or 6 hex digits
    • The second value describes the glyph as a stream of bits, line by line
  • When rendering, empty columns on left and right side of glyphs are removed
    • Custom glyph widths can be set with size_overrides
  • This provider requires two fields:
    • hex_file - path to ZIP archive containing one or more *.hex files (files in archive with different extensions are ignored)
    • size_overrides - list of codepoint ranges that should have width different from auto-detected (based on empty space in glyph). Fields:
      • from, to - start and end of codepoint range (inclusive)
      • left, right - integers describing the position of the left-most and right-most columns of the glyph in range
        • Any bits in columns outside of this range will be discarded

NEW REFERENCE GLYPH PROVIDER

  • New glyph provider that can be used to include providers from other fonts
    • Providers are guaranteed to be loaded only once, no matter how many times they are included
  • Provider has one field id, that describes another font to be included in the currently loaded one
    • Inclusion is performed after all fonts are loaded, so it will include all providers for a given font defined in all datapacks

REMOVED LEGACY_UNICODE GLYPH PROVIDER

  • The legacy_unicode glyph provider has been removed
  • This functionality has been replaced by the unihex provider

QUICK PLAY

  • Added support for four new command line arguments that allow the game to be launched directly into a world
  • quickPlayPath takes a specified path for logging (relative to the run directory)
    • If a path is provided the following will be logged upon joining a world:
      • type: is either singleplayer, multiplayer, or realms
      • identifier: represents the world you want to join
        • For singleplayer, the folder name of the world
        • For multiplayer, the IP address of the server
        • For realms, the Realms ID
      • port: represents the server port and is only logged for multiplayer
      • name: The name of the world
      • gamemode: The gamemode of the world
      • lastPlayedTime: The time you joined the world
    • Example:
      • --quickPlayPath "quickPlay/log.json" will resolve into .minecraft/quickPlay/log.json
  • quickPlaySingleplayer, quickPlayMultiplayer and quickPlayRealms all take their respective identifier
    • If one of these arguments is provided, the game will try to launch directly into the given world
    • Examples:
      • --quickPlaySingleplayer "New World"
      • --quickPlayMultiplayer "localhost:25565"
      • --quickPlayRealms "1234"

TELEMETRY

ALL EVENTS

  • Added new property: launcher_name
    • This is set based on the minecraft.launcher.brand system property
    • This will help us troubleshoot game launch related bugs more effectively, as we will be able to see whether the issue originated in the Minecraft launcher or a third-party program

UPDATED REQUIRED EVENTS

  • world_loaded
    • Added new property: realms_map_content
      • When loading into a Realms Map Content world (Minigame), the world_loaded event will receive the name of that map
      • This is to help us understand how Java Realms players interact with Java Realms adventure or minimap content

NEW OPTIONAL EVENTS

  • advancement_made
    • This event is triggered when a player completes an advancement, and allows us to see the advancement ID and the time when the advancement was completed
    • This helps us as a studio understand player progress and limits, which informs our game design
  • game_load_times
    • This event is triggered when the game client is loaded
    • Includes the time it took for the client to load
    • This is so that we can work on improving and reducing the time it takes to load the game client

SERVER.PROPERTIES

  • File is now read in UTF-8 initially, with previous encoding (ISO 8859-1/Latin 1) as a fallback
  • File is now written with UTF-8 encoding

SYMBOLIC LINK VALIDATION

To improve safety, the game will now detect symbolic links used inside world directory. For a detailed explanation, check our help article.

  • If the target of a symbolic link is not on the user-configured allow-list, the game will not proceed with loading the world
    • Note: the world directory itself can still be linked
  • The list of allowed symbolic link targets is stored in file allowed_symlinks.txt in the client or server top directory
  • The file consists of entries (one per line) with following formats allowed:
    • Lines starting with # are comments and are ignored
    • [type]pattern, where type can be glob, regex or prefix
      • prefix matches start of path with given pattern (so for /test paths /test, /test/ and /test/foo.txt would match)
      • regex matches regular expression against whole path
      • glob uses OS-specific path matching mechanism (for example *.txt would usually match files with txt extension)
      • Note: paths will use OS-specific separators
    • pattern, which uses default prefix type

FIXED BUGS IN 1.20

Around 250 bugs were fixed in this release. View the list on the issue tracker.

GET THE RELEASE

To install the Release, open up the Minecraft Launcher and click play! Make sure your Launcher is set to the "Latest Release” option.

Cross-platform server jar:

Report bugs here:

Want to give feedback?

Minecraft - 1.20.60 (Bedrock)

A new update for Minecraft is available now, bringing several changes, fixes, and experimental features! Check out the highlights from this release:

  • Fixes to a whole bunch of bugs and parity changes
  • Experimental features from the upcoming 1.21 update, including Trial Chambers and the Breeze
  • Experimental Armadillo and Wolf Armor

NOTE: This update will appear on Nintendo Switch and Dedicated Servers as version 1.20.61 and all other platforms as 1.20.60. The contents of the update are the same.

Your thoughts on the game continue to shape new updates so please upvote and report any new bugs at bugs.mojang.com and leave us your feedback at feedback.minecraft.net.

Vanilla Parity

  • Nether Gold Ore can now drop up to 6 Gold Nuggets (previously 5) when mined with an unenchanted tool, or up to 24 with Fortune Level 3 (previously 20)
  • Lapis Lazuli Ore can now drop up to 9 Lapis Lazuli (previously 8) when mined with an unenchanted tool, or up to 36 with Fortune Level 3 (previously 32)
  • Campfire now correctly drops 2 Charcoal instead of 4 when destroyed by the player (MCPE-159894)
  • Music Disc name text now has the same color as enchanted items (MCPE-109471)
  • Trail Ruins will now be placed in the same location and configuration as Java Edition (MCPE-169988)

Experimental Features

Breeze

  • The Breeze is a cunning, hostile mob that can spawn via Trial Spawner in some rooms within Trial Chambers
  • The Breeze moves primarily by leaping around a target, sometimes jumping quite long distances
  • An aggressive adversary, the Breeze shoots volatile wind energy in the form of wind charge projectiles at its target
  • Wind charges deal a small amount of damage when colliding directly with an entity
  • After colliding with an entity or a block, wind charge projectiles produce a wind burst, which knocks back entities in the area by several blocks
  • Wind bursts also have the effect of 'activating' certain blocks:
    • Non-Iron Doors and Trapdoors are flipped
    • Fence Gates are flipped
    • Buttons are pressed
    • Levers are flipped
    • Bells are rung and swung
    • Lit Candles (both standalone and on cake) are extinguished
  • Wind bursts do not have any effect on Iron Doors, Iron Trapdoors, or any block being held in its position by a Redstone signal

Trial Spawner

  • Trial Spawner is a new variant of Monster Spawners that ejects rewards upon completion and can have variable levels of challenge in multiplayer
  • The challenge level will increase for each new player a Trial Spawner notices nearby
    • Challenge level will not decrease until it is reset during a Trial Spawner's cooldown
  • Unlike normal spawners, a Trial Spawner will spawn a limited number of mobs proportional to its current challenge level
    • It can only spawn a mob at positions that are within line of sight
    • It can spawn a mob regardless of any light level requirement the mob has
    • Spawned mobs are persistent
  • Once all mobs are defeated, the Trial Spawner will eject a set of rewards proportional to the current challenge level
    • After the rewards have been ejected, the Trial Spawner goes into cooldown for 30 minutes during which it will no longer spawn mobs
  • Trial Spawners cannot be crafted nor obtained by players in Survival - instead, they can be found naturally placed throughout Trial Chambers
  • Trial Spawners are extremely slow to mine and resistant to explosions, and will not drop even with Silk Touch
  • When placed in Creative, Trial Spawners have no mob type set by default
    • The mob type can be set by interacting with it while holding a Spawn Egg
  • Creative and Spectator players cannot be detected or noticed by Trial Spawners

Trial Chambers

  • Trial Chambers are a new structure in the Overworld where players can explore and take on combat challenges during the mid-game
    • Trial Chambers are made out of a variety of Copper and Tuff blocks and can be found in different sizes from large to small
    • Trial Chambers are a relatively common find throughout the Deepslate layer of the underground
  • The layout of each Trial Chamber is procedurally generated, and can include traps, reward chests and a variety of combat spaces
    • Supply chests can be found between different rooms, and give you blocks and items which help you navigate your trials
    • Reward chests are guarded by challenges in each room, and can be a source of enchanted books and equipment
    • The loot found in reward chests are still being iterated, and are absolutely not final
  • Each Trial Chamber will include Trial Spawners with a melee, small melee, or ranged category:
    • Melee
      • Zombie
      • Husk
      • Slime
    • Small Melee
      • Spider
      • Cave Spider
      • Baby Zombie
      • Silverfish
    • Ranged
      • Skeleton
      • Stray
    • Each Trial Spawner category will only use one mob for the entire structure when generated, and these mobs are randomized for each Trial Chamber
      • For example, one Trial Chamber might only spawn Zombies, Cave Spiders and Strays, while another might only spawn Slimes, Silverfish and Skeletons
      • The exceptions to this are some Trial Spawners in unique rooms which always spawn Breezes

Trial Key

  • An item that can only be obtained from Trial Spawners
  • Trial Keys do not currently have any functionality

Armadillo

  • Added the Armadillo
  • The Armadillo is a neutral mob
  • Drops Armadillo Scutes periodically
  • Drops Armadillo Scutes when brushed
  • Spawns in Savannas
  • Favorite food is Spider Eyes
  • When an Armadillo detects a threat, it rolls up
    • Threats are:
      • Players who are sprinting
      • Players on a mount or in a vehicle
      • Undead mobs
    • It does not roll up if it is fleeing, in water, in the air, or if being led
    • When an Armadillo is rolled up it does not walk, cannot eat, and will not be tempted by food
    • It continues to scan for threats, and if there are no threats detected for 3 seconds, it will unroll

Armadillo Scutes

  • Can be used to craft Wolf Armor
  • Dropped by Armadillos
  • Dispensers can be used to brush Armadillo Scutes off Armadillos

Wolf Armor

  • Using Wolf Armor on an adult tamed Wolf will equip the armor on the Wolf
    • Only a Wolf's owner can put Wolf Armor on their tamed Wolf, and with this in mind, Dispensers cannot put Wolf Armor on Wolves
  • Using Shears on a Wolf that is wearing armor will make it drop the armor
    • Only a Wolf's owner can shear a Wolf Armor from it, and with this in mind, Dispensers cannot remove Wolf Armor from Wolves
  • Wolf Armor gives the same protection as Diamond Horse Armor
  • If a Wolf dies while wearing armor, it will drop the armor

Fixes and Changes

Performance / Stability

  • Fixed a variety of crashes that could occur during gameplay
  • Fixed a rare crash that could occur with the “Seven Seas” achievement
  • Fixed a crash that could occur when players placed or destroyed any block and then selected Save & Quit with Ray Tracing enabled
  • Fixed a crash that could occur in the Play menu whilst looking at Realms
  • Fixed a bug that could cause infinite loading while joining a Realm

General

  • Added more informative error messaging in case world exports fail due to external OS issues (MCPE-41898)
  • Improved delay between 100% loaded and when the main menu appears on console platforms
  • The "You Need A Mint" achievement can now only be unlocked by collecting Dragon's Breath (MCPE-177409)

Gameplay

  • Fixed certain cases that caused players to take unexpected fall damage when performing interactions at specific heights like 62 (MCPE-168518)
  • Reintroduced a fix for players sometimes taking unexpected fall damage while building blocks while standing on them (MCPE-120140)
  • Fixed some cases where players could take unexpected fall damage near ledges that they were visibly not falling off of (MCPE-120140)
  • Fixed the issue that prevented the inventory from being navigated when using only a keyboard on mobile
  • Fixed the issue prevented stack splitting from being used when using a keyboard in touch mode
  • Fixed an issue that could inflict unexpected fall damage in certain cases when building blocks while moving (MCPE-120140, MCPE-175791)
  • Players no longer fall through the block they stand on when switching to Spectator Mode and back (MCPE-170522)
  • Players are no longer slowed down if they touch the ground while flying in Creative mode (MCPE-176365)
  • If the game is closed while changing dimensions, players will no longer be placed in unexpected positions when re-entering the world (MCPE-173386)

Mobs

  • Horses, Donkeys, and Mules now take fall damage when controlled by a player, except for worlds targeting base game versions before 1.20.60 (MCPE-107031)
  • Fixed an issue that made Boats clip through blocks when placed
  • Fixed some Villagers not having their skins match their professions (MCPE-105457)
  • The scattering of Experience Orbs released while fishing has been reduced (MCPE-170540)
  • Experience Orbs no longer collide with mobs (MCPE-87711)
  • Zoglins can no longer spawn in Peaceful difficulty and will despawn if the difficulty is switched to Peaceful (MCPE-79480)
  • Bees no longer take damage when moving through Sweet Berry Bushes (MCPE-114689)
  • Wolves can now spawn on both Snow and Top Snow within Grove biomes (MCPE-147656)

Blocks

  • Container blocks triggered with Redstone (e.g. Hopper, Dispenser) can now be interacted with consistently when powered by a fast Redstone clock
  • Frosted Ice blocks no longer leave water in the world when mined with a Silk Touch tool
  • Turtle Egg, Frogspawn, Coral, and Coral Fan no longer spawn double the particles when mined
  • Beehive and Bee Nest can no longer be Silk Touched by an Enchanted Book with Silk Touch
  • Destroying a Bed through the bottom block now properly clears the spawn point
  • Ice, Packed Ice, Frosted Ice and Top Snow now send vibrations when mined
  • Pistons pushing, pulling, or destroying blocks no longer risk teleporting surrounding players towards the world's origin (MCPE-175206)
  • Villagers who were mistakenly assigned to the same Bed or workstation as others will now actively seek out a new Bed or workstation (MCPE-176528)
  • Pufferfish no longer inflate and deflate repeatedly when a player is at a specific distance from them
  • Mobs that have partial blocks (e.g. Trapdoors, Slabs, etc.) specified as part of their list of blocks to avoid in their Navigation Component should now avoid them properly
  • The limitations on which blocks can be replaced by Dark Oak and Acacia trees now also apply to their branches, not just their trunks (MCPE-177484)
  • Top Snow placed at generation time now also covers Tall Grass and flowers (MCPE-142321)
  • Wither Roses now damage mobs every 0.5 seconds, instead of every 2 seconds (MCPE-55878)
  • Containers being cloned no longer keep their container screens open or cause crashes
  • Fixed pixel shading on the Double Chest and Double Trapped Chest lids (MCPE-169495)

Items

  • Fixed issue where eating an Apple would not slow down player movement (MCPE-176556)
  • Renamed "Scute" to "Turtle Scute"
  • Players can now consume Suspicious Stew even when their hunger bar is full (MCPE-122491)
  • Banner items of identical colors now consistently stack together, whether or not they have previously been placed in the world as blocks (MCPE-43391)

Touch Controls

  • Fixed a bug where the hotbar disappeared when exiting out of the customize touch controls screen with a non-touch controller input

Graphical

  • Fixed incorrect block lighting after exiting water with the "Improved Input Response" option enabled (MCPE-175727)

User Interface

  • The loading screen now displays three categories of tips based on player progression
  • Added an unread post count indicator to the Realms Feed button on the Play screen and slots screen
  • A bug making the "technical details" button on resource packs not leading to the technical details screen has been fixed
  • Fixed a bug where certain chat messages would briefly be incorrectly shown on the new death screen
  • In horizontal split screen, the second player can now navigate to the profile screen and both players can now see each others' character changes
  • Fixed a bug that kept the previewed item on the paper doll even after navigating back using the sidebar in Character Creator
  • Fixed Beacon UI buttons going outside the window on smaller resolutions (MCPE-173649)
  • Items from the inventory have the durability bar adjusted so it matches the one from the hotbar (MCPE-128532)
  • Adjusted cost text in the Pocket Anvil UI to match the classic version (MCPE-101740)
  • Updated the information about Conduits in the Encyclopedia (MCPE-65038)
  • Added Netherite as a block type in the Encyclopedia’s Beacon tab (MCPE-175929)
  • Last highlighted button will not get pressed when the window regains focus anymore (MCPE-170377)
  • Not enough storage space on Nintendo Switch now has a clearer message about the platform only allowing for 2GB of storage per user account (MCPE-36670)

Technical Updates

Updated Add-On Template Packs

  • Updated Add-On templates for 1.20.60 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks

General

  • Decorated Pots now support the use of loot tables
  • Renamed jsonto water_splash_manual.json in resource_packs\vanilla\particles (MCPE-176784)
  • Require block_id for each block in the StartGamePacket blockProperties
  • Send "material" for vanilla data-driven blocks in the StartGamePacket blockProperties. "block_id" is also moved to the "vanilla_block_data" object
  • Containers being cloned over no longer keep their container screens open and no longer cause crashes
  • Changing the brightness_gamma value for blocks now darkens the block correctly (MCPE-167836)
  • Added a "drop_item_slot" field to the "interact" component, which allows to specify an inventory slot to remove and drop items from
  • "behavior.breed" now interrupts navigation on stop for content using engine version 1.20.60 or higher
  • Updated listed values for the Vanilla "orientation" block state in documentation to no longer be boolean values

Commands

  • /me /say /title /tell
    • Reduced max length for output message to 512 characters
  • /kill
    • Reduced max length for reason message to 512 characters

Add-Ons and Script Engine

  • Added a Project Through Liquidproperty to the 3D Block Cursor
  • Added a CursorPropertiesChangeAfterEvent to notify Editor script when the cursor properties are changed
  • Wandering Traders can now correctly display custom entity spawn eggs in their trade menus (MCPE-170184)
  • The "minecraft:geometry.full_block" identifier for the "minecraft:geometry" block component has been added
    • The "minecraft:geometry.full_block" identifier provides a centered 1x1x1 cube geometry
    • When combined with a material_instances component with "render_layer": "opaque", it enables rendering-only capabilities previously included in the "minecraft:unit_cube" component including:
      • Occludes both vanilla and custom neighboring full blocks
      • Culls faces that neighbor vanilla and custom neighboring full blocks to improve rendering performance
    • Added content error logging to help creators identify content that hits or exceeds the state bit/permutation count per block (MCPE-177045)

Biomes

  • Biome JSON files no longer support inheriting fields from other Biome JSON files. If this affects any content those files should be updated by manually copying the desired JSON text
  • Biome tags in JSON files are now specified under a "minecraft:tags" component, in a "tags" array, rather than as loose JSON objects, for files with a format_version of 1.20.60 or higher

Blocks

  • Added the ability for data-driven blocks to remove faces in the geometry when abutting a full and opaque block. A new field has been added to the Block Geometry Component, which references a new Culling .json file (found in the resource pack block_culling directory) that sets up culling rules for the tessellated geometry

Items

  • Unrecognized fields in component item JSON will now give a warning to the content log in format versions 1.20.60 and higher

Components

  • The "entity_sensor" component now supports multiple "subsensors":
  • "event", "require_all", "minimum_count", "maximum_count", "range" and "event_filter" are now individually configurable fields of each subsensor
  • Subsensors also have a new "cooldown" field, which defines how often each subsensor should sense for entities
  • All these changes require a "format_version" of 1.20.60 or higher
  • The "interact" component now supports the additional "entity_act" value for the "vibration" field

Entity Components

  • Entity event response run_command has been renamed to queue_command and has been released out of experimental. Commands run via queue_command may be deferred until the next tick. If the entity is removed before the command is run, the command will not execute. Content using run_command under experimental will still work for now but the experimental feature is now considered deprecated
  • Added an "interact_filters" field to the "ageable" component, which allows to specify conditions on when the actor can be fed
  • "behavior.follow_parent" now interrupts navigation on stop for content using engine version 1.20.60 or higher

Entity Filters

  • Added new entity filter "is_panicking", which checks if the entity is executing "behavior.panic"
  • Added new entity filter "is_sprinting", which checks if the entity is sprinting

Entity Event Responses

  • Added the "emit_vibration" entity event response, which allows the entity to emit a vibration having the entity itself as its source
    • The "vibration" field allows to specify the vibration to be emitted
    • The allowed values are "shear", "entity_act", and "entity_interact"

Molang

  • Improved the context of content logs when an evaluated Molang expressions results in an error
  • Released Molang queries from experimental
    • is_cooldown_type
    • cooldown_time
    • cooldown_time_remaining
    • relative_block_has_any_tag
    • relative_block_has_all_tags
    • block_neighbor_has_any_tag
    • block_neighbor_has_all_tags
    • block_has_any_tag
    • block_has_all_tags
    • bone_orientation_trs
    • bone_orientation_matrix
  • Added content errors that state remaining_durabilityand query.max_durability are only to be used with Item contexts

API

  • Added Biome Registry biome names and StructureFeatureType enum to vanilla metadata generation
  • Made the display name parameter optional in Scoreboard addObjective
  • Released DataDrivenEntityTriggerAfterEvent from beta to 1.8.0
  • Released DataDrivenEntityTriggerAfterEventSignal from beta to 1.8.0
  • Released DataDrivenEntityTriggerAfterEventSignalOptions from beta to 1.8.0
  • Released DefinitionModifier from beta to 1.8.0
  • Released dataDrivenEntityTrigger from beta to 1.8.0
  • Moved EffectAddBeforeEventfrom beta to 1.8.0
  • Moved EffectAddAfterEventfrom beta to 1.8.0
  • Moved EffectAddAfterEventfrom beta to 1.8.0
  • Moved getTagsfrom beta to 1.8.0
  • Moved hasTagfrom beta to 1.8.0
  • RGBA interface now inherits from RGB
  • Changed itemStackin ItemReleaseUseAfterEvent to be optional
  • Released DataDrivenEntityTriggerAfterEvent from beta to 1.8.0
  • Released DataDrivenEntityTriggerAfterEventSignal from beta to 1.8.0
  • Released DataDrivenEntityTriggerAfterEventSignalOptions from beta to 1.8.0
  • Released DefinitionModifier from beta to 1.8.0
  • Released dataDrivenEntityTriggerEvent from beta to 1.8.0
  • Improved error messages for "Unsupported or out of bounds value." errors to include the bounds
  • Types
    • Moved BlockTypefrom beta to 1.8.0
    • Moved FluidTypefrom beta to 1.8.0
  • Changed "Unsupported or out of bounds value.." errors to use ArgumentOutOfBoundsError Error type
  • setWeather method argument duration now uses ArgumentOutOfBoundsError Error type

Experimental Technical Updates

Commands

  • The health bar of mounted rideable mobs is now properly displayed (MCPE-177696)
  • Execute command now fails when comparing unloaded blocks (MCPE-177195)
  • Added a new command that will hide and reset HUD elements visibility
    • /hud hide <hud element>
    • /hud reset <hud element>
    • The HUD elements available are:
      • paperdoll
      • armor
      • tooltips
      • touch_controls
      • crosshair
      • hotbar
      • health
      • progress_bar
      • hunger
      • air_bubbles
      • horse_health
      • all
    • To use the command, turn on the Upcoming Creator Features toggle

API

  • PlayerPlaceBlockBeforeEvent
    • Removed itemStack: ItemStackfrom event
    • Added readonly permutationBeingPlaced: BlockPermutationto event
    • Updating createExplosion(location: Vector3, radius: number, explosionOptions?: ExplosionOptions)to return a boolean. True if the explosion is successful and false if the explosion is unsuccessful or is cancelled
  • Class Player
  • Added method spawnParticle(effectName: string, location: Vector3, molangVariables?: MolangVariableMap): void;
  • Fixed a bug where the world would sometimes fail to properly shut down and disconnect clients during an unrecoverable script watchdog error
  • Updated SimulatedPlayer so it can continuously build
  • Updated SimulatedPlayer so it can Move and look in different directions
  • ChatSendAfter & ChatSendBeforeEvent
    • Changed message and sender to read-only properties
    • Removed setTargets, getTargets, sendToTargetsand replaced with an optional player list property targets
  • Class ItemDurabilityComponent
    • Renamed unbreaking to unbreakingEnchantmentLevel
    • Renamed getDamageRange to getDamageChanceRange
  • EntityTypes
    • Changed getAllreturn type from EntityTypeIterator to EntityType[]
  • EntityEquippableComponent
    • Fixed an issue where functions getEquipment and getEquipmentSlot could not be called within "before" event handlers
  • Fixed a bug where an ItemStack could not be stacked after clearing its lore
  • Added method eatItem(itemStack: ItemStack): void;
  • BlockSignComponent
    • Changed signature of function setWaxedto setWaxed(waxed: boolean)
    • Removed event/property pistonActivate
  • Added enum BlockPistonState export enum BlockPistonState { Expanded = "Expanded", Expanding = "Expanding", Retracted = "Retracted", Retracting = "Retracting" }
  • Class BlockPistonComponent
    • Removed property isExpanded
    • Removed property isExpanding
    • Removed property isRetracted
    • Removed property isRetracting
    • Added property readonly state: BlockPistonState
    • Changed function getAttachedBlocksto return type Block[]
    • Added function getAttachedBlocksLocations(): Vector3[]
  • Removed class PistonActivateBeforeEvent
  • Removed class PistonActivateBeforeEventSignal
  • Moved NavigationResultfrom @minecraft/server to @minecraft/server-gametest
  • Updated function addEffect to return the added effect (or undefined if it failed)
    • This change is in beta and does not affect the currently released versions of this function
  • Added item dynamic properties
    • Added function clearDynamicProperties(): void - Removes all dynamic properties from the item stack
    • Added function getDynamicProperty(identifier: string): boolean | number | string | Vector3 | undefined - Returns the value of the dynamic property with the given identifier if it exists, otherwise returns undefined
    • Added function getDynamicPropertyIds(): string[] - Returns an array of all dynamic property identifiers on the item stack
    • Added function getDynamicPropertyTotalByteCount(): number - Returns the total byte count of all dynamic properties on the item stack
    • Added function setDynamicProperty(identifier: string, value?: boolean | number | string | Vector3): void - Sets the value of the dynamic property with the given identifier. If the value is undefined, the dynamic property will be removed
    • Added function clearDynamicProperties(): void - Removes all dynamic properties from the item stack
    • Added function getDynamicProperty(identifier: string): boolean | number | string | Vector3 | undefined - Returns the value of the dynamic property with the given identifier if it exists, otherwise returns undefined
    • Added function getDynamicPropertyIds(): string[] - Returns an array of all dynamic property identifiers on the item stack
    • Added function getDynamicPropertyTotalByteCount(): number - Returns the total byte count of all dynamic properties on the item stack
    • Added function setDynamicProperty(identifier: string, value?: boolean | number | string | Vector3): void - Sets the value of the dynamic property with the given identifier. If the value is undefined, the dynamic property will be removed
  • Added class EntityProjectileComponent. This component is used to shoot a projectile entity and modify its properties
  • Added interface ProjectileShootOptions. This interface is used with function shootto optionally modify the accuracy of the projectile when shot
  • PropertyOutOfBoundsError
    • Added a new PropertyOutOfBoundsError that throws when a property that is bounded is set out of bounds
  • ContainerSlot APIs now throw an InvalidContainerSlotError if the container slot is invalid, or if a property is set on an empty slot
  • Property typeId no longer returns undefined for empty slots, but instead throws an InvalidContainerSlotError
  • Added function hasItem - Returns whether the slot contains an item
  • Added function getCanPlaceOn - Returns an array of block identifiers that the item can be placed on
  • Added function getCanDestroy - Returns an array of block identifiers that the item can destroy when used
  • runJob() and system.clearJob()
    • Added runJob and clearJob for optimizing long running tasks using JavaScript generators. runJob takes a generator function and returns a jobId. See documentation for usage examples
  • @minecraft/server.BlockPermutation
    • Moved getState and withStates APIs from beta to stable

Scripting

  • Fixed issue where ActionFormData buttons could not be clicked if there were more than 255 buttons in the form
  • The "minecraft:unit_cube" block component has been deprecated. Using it in content marked 1.20.60 and beyond will provide a content error
    • Using content marked prior to 1.20.60 will have their "minecraft:unit_cube" block component upgraded to a "minecraft:geometry" block component with a "minecraft:geometry.full_block" identifier, but will maintain backwards compatibility with all behaviors
  • Added ScriptBiomeTypesand ScriptBiomeType to allow Scripting API to enumerate the BiomeRegistry
  • Added a findClosestBiomefunction to Dimension to find the closest biome of a specified type, to a given position in the world
  • The block component "minecraft:random_ticking" is now functional again

Molang

  • Changed cooldown query slot IDs to be required for container slots with more than one index, logging content errors if not provided
    • cooldown_time(slotName,slotId)
    • cooldown_time_remaining(slotName,slotId)
    • is_cooldown_type(cooldownName,slotName,slotId)

Minecraft - 1.20.51 (Bedrock)

A hotfix is now available for Minecraft: Bedrock Edition that resolves some issues introduced with the latest update.

Your thoughts on the game continue to shape new updates so please upvote and report any new bugs at bugs.mojang.com and leave us your feedback at feedback.minecraft.net.

Fixes:

  • Fixed a crash that could occur when playing on Realms
  • Items no longer have the possibility of duplicating after switching selecting slots while using them (MCPE-177351, MCPE-177353, MCPE-177355)
  • All owned and unowned emotes should now appear within the Emotes section of Dressing Room
  • Fixed an issue where the PlayStation Plus requirement prompt was not shown when joining multiplayer games (MCPE-177309)
  • The block component "minecraft:random_ticking" is now supported again

Minecraft - 1.20.51 (Bedrock)

A hotfix is now available for Minecraft: Bedrock Edition that resolves some issues introduced with the latest update.

NOTE: The update has not yet rolled out to Nintendo Switch or Amazon devices and will be available soon.

Your thoughts on the game continue to shape new updates so please upvote and report any new bugs at bugs.mojang.com and leave us your feedback at feedback.minecraft.net.

Fixes:

  • Fixed a crash that could occur when playing on Realms
  • Items no longer have the possibility of duplicating after switching selecting slots while using them (MCPE-177351, MCPE-177353, MCPE-177355)
  • All owned and unowned emotes should now appear within the Emotes section of Dressing Room
  • Fixed an issue where the PlayStation Plus requirement prompt was not shown when joining multiplayer games (MCPE-177309)
  • The block component "minecraft:random_ticking" is now supported again