Known Issues
- Ender Pearls will not teleport you to the right location
Experimental Features
Bundles
- When a Bundle is used in the hotbar, one group of items is emptied at a time instead of everything being emptied at once
Changes
- Squid Spawn Eggs now only spawn adult Squids
- There is a 5% chance of Squids spawned in groups in the wild to be a baby
- When a mob converts from one type to another (ex: Piglin to Zombified Piglin), the health of the converted mob is set to the same percentage of max health as the original mob had before conversion
Technical Changes
- The Data Pack version is now 52
- Resource Pack version is now 37
Data Pack Version 52
Tags
Block Tags
- bats_spawnable_on: Blocks that bats can spawn on
Item Tags
- Added new tags to control which items can be used to repair various armor sets:
- repairs_leather_armor
- repairs_iron_armor
- repairs_chain_armor
- repairs_gold_armor
- repairs_diamond_armor
- repairs_netherite_armor
- repairs_turtle_helmet
- repairs_wolf_armor
- piglin_safe_armor: Items that, when worn by a player, will cause Piglins to not get angry
Changed Item Components
minecraft:item_name
This component is now always present on every item
New Item Components
minecraft:item_model
- Controls item model
- Present on every item
- Format: namespaced id
- namespace:id will reference model /assets/<namespace>/models/item/<id>
minecraft:equippable
- If present, this item can be equipped by players in the selected slot
- When right-clicking with an item with this component, it will be swapped into the appropriate slot
- Format: object with fields
- slot: one of head, chest, legs, feet, body, mainhand, or offhand
- equip_sound (optional): Sound event to play when the item is equipped
- If not specified, the default armor equip sound will be played
- model (optional): namespaced ID of the equipment model to use when equipped
- These model definitions are loaded from Resource Packs
- If not specified, will fall back to rendering as the item itself when in the head slot (or no rendering if not applicable)
- allowed_entities (optional): Entity ID, Entity Tag, or list of Entity IDs to limit which entities can equip this item
- If not specified, any entity (that can wear this kind of equipment) is allowed to equip this item
- dispensable: boolean (default: true), whether the item can be equipped by using a Dispenser
- If the item type has special dispenser behavior, this will have no effect
- e.g. equippable={slot:’chest’,equip_sound:’item.armor.equip_chain’}
minecraft:glider
- If present, this item will allow players to glide (as with Elytra) when equipped
- Format: empty object
- e.g. glider={}
minecraft:tooltip_style
- If present, this item can use custom sprites for its tooltip background and frame
- Format: namespaced ID for a tooltip style
- A tooltip style of namespace:path will use sprites with IDs:
- <namespace>:tooltip/<path>_background and <namespace>:tooltip/<path>_frame
- e.g. tooltip_style=’minecraft:special_sword’
- A tooltip style of namespace:path will use sprites with IDs:
Predicates
- Added a new field in the Player sub-predicate, input, that can be used to detect which movement keys the player is pressing
- If specified the predicate matches with the corresponding keybind that the player is pressing; it supports detecting the following input:
- forward : boolean (optional)
- backward : boolean (optional)
- left : boolean (optional)
- right : boolean (optional)
- jump : boolean (optional)
- sneak : boolean (optional)
- sprint : boolean (optional)
Resource Pack Version 37
- Introduced equipment models
- Textures for entity equipment have been moved and renamed
- The tooltip background and frame may now be customized by replacing sprites:
- tooltip/background: The background of the tooltip
- tooltip/frame: The frame appearing around the tooltip
- Items with a custom tooltip_style component will use sprites with IDs:
- <namespace>:tooltip/<path>_background and <namespace>:tooltip/<path>_frame
- The nine_slice GUI sprite scaling mode has a new optional boolean property: stretch_inner
- If true, the inner parts of the texture (i.e. not the corners) will be stretched instead of tiled
- If not specified, defaults to false as before
Item Models
- All item models can now use the broken property in model overrides that was previously limited to just Elytra
- This will have a value of 1 if the item has 1 durability left, or 0 otherwise
Custom Equipment Models
The appearance of equipment when equipped by players or certain mobs can now be customized by defining ‘equipment models’ in the Resource Pack.
- Equipment model definitions are loaded from assets/<namespace>/models/equipment/<path>.json
- These can then be referenced by the equippable component with a model id of namespace:path
- The model definition is an object with fields: wolf_body, horse_body, llama_body, humanoid, humanoid_leggings, wings
- All fields are optional, and can be used to specify a list of layers for the given model layer type
- Each field contains list of layer objects:
- texture: namespaced texture location for this layer
- namespace:path will resolve to assets/<namespace>/textures/entity/equipment/<layer_type>/<path>.png
- dyeable: object with fields (optional), specifying how this layer behaves when dyed (in the dyeable item tag, and has dyed_color component)
- color_when_undyed: rgb color int (optional)
- If specified, this layer will be tinted by the color contained in the dyed_color component
- If the item is not dyeable or not dyed, it will be tinted based on the color specified by color_when_undyed
- If color_when_undyed is not specified and the item is not dyed, the layer will be hidden
- use_player_texture: boolean (default: false), true if this layer texture should be overridden by a texture given by the player
- Only used for wings layers, which will override with the player’s custom Elytra texture
- texture: namespaced texture location for this layer
A model definition specifying both player and horse armor layers might look like:
{
"layers": {
"horse_body": [
{ "texture": "minecraft:iron" }
],
"humanoid": [
{ "texture": "minecraft:iron" }
],
"humanoid_leggings": [
{ "texture": "minecraft:iron" }
]
}
}
Trims
- All equippable items with an equipment model defined support rendering trims, based on the trim component
- Trim textures will be loaded from the appropriate folder in the textures/trims/entity directory
- For example, armor with wolf_body layers will fetch trims from textures/trims/entity/wolf_body
Moved Textures
- All equipment-related textures have been moved to subfolders of the textures/entity/equipment directory
- Player armor textures have been moved to textures/entity/equipment/humanoid and textures/entity/equipment/humanoid_leggings
- <material>_layer_1 textures have been renamed to <material>, and moved into the humanoid subdirectory
- <material>_layer_2 textures have been renamed to <material>, and moved into the humanoid_leggings subdirectory
- leather_layer_1_overlay and leather_layer_2_overlay textures have been renamed to leather_overlay in their respective subdirectories
- wolf_armor and wolf_armor_overlay textures have moved to textures/entity/equipment/wolf_body/ and have been renamed to armadillo_scute and armadillo_scute_overlay respectively
- turtle_layer_1 has been renamed to turtle_scute
- Llama decor textures have been moved to textures/entity/equipment/llama_body
- Horse armor textures have been moved to textures/entity/equipment/horse_body
- The Elytra texture has been moved to textures/entity/equipment/wings/elytra
- Player armor textures have been moved to textures/entity/equipment/humanoid and textures/entity/equipment/humanoid_leggings
- Armor trim textures have also been moved to match the folder structure of the regular equipment textures
- Textures in textures/trims/models/armor have been divided between textures/trims/entity/humanoid and textures/trims/entity/humanoid_leggings
- For leggings textures, the _leggings suffix is dropped
Fixed bugs in 24w36a
- MC-16829 – The horse armor model does not show the enchantment glint effect
- MC-38022 – Order of rendering translucent block faces fails to update with camera position
- MC-88967 – Most NBT tags are not kept when a mob converts to another mob
- MC-92875 – Collisionless blocks ignore entities with high velocity
- MC-135898 – Teams are not retained when a mob converts to another mob
- MC-196556 – When projectiles (such as arrows and tridents) move too fast, they can’t be teleported by portals and end gateways
- MC-196964 – Fall damage is reset when an entity converts to another entity
- MC-230317 – Lead disappears when mooshroom cow is sheared
- MC-250924 – Goat horns are missing sounds
- MC-259936 – Equipping armor in hand via right-click equips entire stack
- MC-261666 – Armor given to Villagers is lost when they convert to Zombie Villagers
- MC-270842 – Scores are not kept when a mob converts to another mob
- MC-271826 – Armor default attribute modifier component can’t be removed
- MC-275011 – Instant mine does not work when standing inside of cobwebs
- MC-275228 – You can duplicate items in your creative hotbar
- MC-275239 – Item duplication while a screen is opened (Creative Mode)
- MC-275298 – Blocks with special collision behavior have a larger detection range than previously
- MC-275299 – Crafting using Ctrl + Drop key crafts the incorrect amount of items
- MC-275344 – Sweet Berry Bushes deal damage inconsistently
- MC-275345 – Inventory bug that causes items to be constantly shuffled
- MC-275416 – Baby squid or baby glow squid produces ink particles that are too far away from itself
- MC-275418 – Feeding baby dolphins won’t speed up their growth
- MC-275437 – Fast moving entities freeze the server which causes watchdog crash
- MC-275445 – Specifying the size of a target in post effect shaders fails
- MC-275450 – Player Motion data no longer updates while riding another entity
- MC-275455 – Player motion is no longer retained on relative teleportation
- MC-275462 – Bats can spawn in unusual places, such as in woodland mansions and beneath trees
- MC-275497 – The repairable data component does not exist in armor items by default
- MC-275537 – Sliding down honey blocks is slower than in previous versions
- MC-275622 – Minecarts with TNT are more volatile than in previous releases
- MC-275624 – Redstone wire with custom model unexpectedly appears green
- MC-275638 – It is still possible to go through portals without being teleported when going quickly enough by throwing riptide tridents
- MC-275642 – Baby dolphins do not spawn naturally
- MC-275655 – Entity rotation does not visually update when using the teleport command until the world is reloaded
- MC-275745 – A scoreboard objective with display mode below_name renders right behind the player’s name
- MC-275767 – Camera is shaky when riding an entity that is being constantly teleported
- MC-275770 – Guardian beam attacks stay yellow and do not shift colors anymore
- MC-276027 – Chestplates and Boots on Armor Stands render the helmet overlay texture
- MC-276030 – The blue highlighted text background for signs is gone
- MC-276064 – Tall grass generated from bone mealing a grass block will delete the 2nd block above it
- MC-276122 – Soul sand and magma block bubble columns don’t move the player vertically in creative mode when not flying
- MC-276132 – Translucency sorting seems to be slightly broken
- MC-276179 – Zombie villagers don’t raise their arms to attack again
- MC-276204 – Dolphins and axolotls keep trying to swim into the seabed