{"title":"Minecraft 26.3 Snapshot 6","version":"26.3-snapshot-6","type":"snapshot","image":{"title":"26.3-snapshot-6 540x540.jpg","url":"/v2/images/26.3snapshot6540x540.jpg"},"body":"<p>It's yet another Tuesday, and it seems that we've officially run out of quippy snapshot intros until the next delivery. Anyway, here's Snapshot 6, bringing some tweaks and improvements to the Abandoned Camp, a new World Options UI, as well as changing up how terrain is rendered.<p>Happy camping!<h1>Changes</h1><ul><li>Added a new Abandoned Camp campsite variant for each biome<li>Minor tweaks to Abandoned Camp structures</ul><h2>UI</h2><ul><li>Fixed an issue where Realm owners could not select automatic region preference as their Realm region<li>Added a \"Quit Shortcuts\" option in Controls settings, which controls whether keyboard shortcuts can close the game (Alt + F4 on Windows/Linux, Cmd + Q and Cmd + W on macOS)<ul><li>Off by default</ul></ul><h3>World Options</h3><ul><li>The World Options button has been moved to where the Open to Lan button used to be, accessible from the pause menu<ul><li>The World Options screen is divided into two sections: \"General\" and \"Multiplayer\"<ul><li>The \"General\" section contains the same options as the previous World Options screen<li>The \"Multiplayer\" section contains three options:<ul><li>LAN: changes the multiplayer scope of the world<li>Command Access: Controls whether players that join your world can use commands or not<li>Port: the port number to use when opening the world to LAN</ul></ul></ul><li>The Online button used to access the Online Options screen will now always be shown in the Options menu</ul><h1>Technical Changes</h1><ul><li>The Data Pack version is now 113.0<li>The Resource Pack version is now 94.0<li>Terrain blocks are now rendered with MultiDrawIndirect on supported devices</ul><h1>Data Pack Version 113.0</h1><h2>Commands</h2><h3>Changes to <code>publish</code></h3><ul><li>The <code>gamemode</code> argument has been removed<ul><li>Instead, the default game mode of the world should be set using the <code>defaultgamemode</code> command or the Game Mode button in the World Options screen, while player-specific game modes should be set using the <code>gamemode</code> command</ul></ul><h2>Data Components</h2><h3>Changed <code>minecraft:cooking_fuel</code></h3><ul><li><code>burn_time</code> and <code>speed_multiplier</code> can now additionally be defined by an inline number</ul><h3>Changed <code>minecraft:brewing_fuel</code></h3><ul><li><code>uses</code> and <code>speed_multiplier</code> can now additionally be defined by an inline number</ul><h3>Changed <code>minecraft:compostable</code></h3><ul><li><code>layers</code> can now additionally be defined by an inline number</ul><h2>Entity Data</h2><ul><li>Added <code>invulnerable_time</code> tag which makes a mob temporarily invulnerable for a specific number of ticks</ul><h2>Loot Table Types</h2><h3>Changed <code>minecraft:block_interact</code></h3><ul><li><code>origin</code> is now available in context, as the center of the block being interacted with</ul><h2>World Generation</h2><h3>Noises</h3><p>The format of Noises (defined in the <code>worldgen/noise</code> registry, or inline in noise-based Block State Providers) has been updated.<p>Noises define a fractal Brownian motion (fBm) configuration with the following properties:<ul><li><p>Produces output values (approximately) fitting a normal distribution<li><p>Unless otherwise specified, fits the output amplitude to <code>[-1; 1]</code><ul><li>Due to the normal distribution, in practice this means that 99.7% of all samples will fit in that range - but values may still be encountered outside of this range</ul><li><p>Parameterized by persistence=0.5, lacunarity=2.0<ul><li>i.e. between each octave, the amplitude is halved and the frequency doubled</ul><li><p>Has stable seeding such that an octave can be boosted, muted, or added without affecting the rest of the octaves<li><p>Renamed <code>firstOctave</code> to <code>base_octave</code><li><p>Added <code>base_amplitude</code> - non-negative float, a scale factor to apply to the noise output<ul><li>If not specified, defaults to <code>1.0</code></ul><li><p>Added <code>octave_count</code> - integer between 1 and 32, the number of octaves to sample<li><p>Added <code>normalize</code> - boolean, or <code>\"legacy\"</code>, controls how the output amplitude should be normalized<ul><li>If <code>true</code>, <code>base_amplitude</code> is the expected amplitude of the output (i.e. 99.7% of all samples in <code>[-base_amplitude; base_amplitude]</code>)<li>If <code>false</code>, <code>base_amplitude</code> is the amplitude of the first octave<li>If <code>\"legacy\"</code>, inherits the same normalization behavior as expressed by the previous format<ul><li>This would generally fit to a range smaller than expected</ul><li>If not specified, defaults to <code>true</code><li>Note: normalization is <em>not</em> affected by the <code>amplitude_modifiers</code> field - as such, modifying the amplitude of a single octave will not affect the amplitude of others</ul><li><p>Renamed <code>amplitudes</code> to <code>amplitude_modifiers</code> - list of floats, a scaling factor to apply to each octave<ul><li>The number of elements in this list must match <code>octave_count</code><li>As described above, this scaling factor bypasses normalization and will affect the output amplitude<li>This field is no longer required - if not specified, defaults to all <code>1.0</code></ul></ul><h3>Density Functions</h3><h4>Added <code>pow</code></h4><p>Raises the given base value to an exponent.<p>Format: object with fields:<ul><li><code>base</code> - Density Function, the base value<li><code>exponent</code> - Density Function, the exponent</ul><h4>Added <code>sqrt</code></h4><p>Computes the square root of the given input.<p>Format: object with fields:<ul><li><code>input</code> - Density Function, the value for which to compute the square root</ul><h4>Added <code>log</code></h4><p>Computes the natural logarithm of the given input.<p>Format: object with fields:<ul><li><code>input</code> - Density Function, the value for which to compute the natural logarithm</ul><h4>Added <code>sign</code></h4><p>Computes the sign of the input:<ul><li>If the input is positive, returns <code>1</code><li>If the input is <code>0</code>, returns <code>0</code><li>If input is negative, returns <code>-1</code></ul><p>Format: object with fields:<ul><li><code>input</code> - Density Function, the value of which to compute the sign</ul><h4>Added <code>distance_to_point</code></h4><p>Computes the distance to a fixed point using the specified distance function.<p>Format: object with fields:<ul><li><code>point</code> - array of 3 integers in form <code>[x, y, z]</code>, the point to compute distance to<li><code>metric</code> - one of:<ul><li><code>euclidean</code> - i.e. <code>sqrt(dx^2 + dy^2 + dz^2)</code><li><code>euclidean_squared</code> - i.e. <code>dx^2 + dy^2 + dz^2</code><li><code>manhattan</code> - i.e. <code>abs(dx) + abs(dy) + abs(dz)</code><li><code>chebyshev</code> - i.e. <code>max(abs(dx), abs(dy), abs(dz))</code></ul></ul><h4>Updated <code>gradient</code> (renamed from <code>y_clamped_gradient</code>)</h4><p>Format: object with fields:<ul><li><code>axis</code> - <code>x</code>, <code>y</code>, or <code>z</code>, the axis over which to define this gradient<li><code>tiling</code> - one of:<ul><li><code>clamp_to_edge</code> - outside the gradient boundaries, the value at the nearest boundary will be used<li><code>repeat</code> - the gradient will be repeated outside its boundaries<li><code>mirrored_repeat</code> - the gradient will be repeated such that odd repetitions are mirrored, ensuring continuity between repetitions</ul><li><code>from_coordinate</code> - int, the coordinate at which the gradient starts<li><code>to_coordinate</code> - int, the coordinate at which the gradient ends<ul><li>Must not be equal to <code>from_coordinate</code></ul><li><code>from_value</code> - float, the value at which the gradient starts<li><code>to_value</code> - float, the value at which the gradient ends</ul><h4>Added <code>slice</code></h4><p>Removes a dimension from the input domain by taking a \"slice\" along an axis with a specific coordinate. For example, with <code>axis=y</code> and <code>coordinate=0</code>, a slice will be taken along the XZ plane, with all values sampled at <code>y=0</code>.<p>Format: object with fields:<ul><li><code>axis</code> - <code>x</code>, <code>y</code>, or <code>z</code>, the axis to remove<li><code>coordinate</code> - int, the fixed coordinate to be passed to the input function<li><code>input</code> - Density Function, the input function</ul><h4>Changed <code>end_outer_islands</code></h4><p>Renamed from <code>end_islands</code>. No longer computes the density of the main island.<h3>Structure Pool Elements</h3><h4>Changed <code>minecraft:feature_pool_element</code></h4><ul><li>Can now connect to Jigsaw blocks with any target name, instead of just <code>minecraft:bottom</code></ul><h1>Resource Pack Version 94.0</h1><h2>Shaders &#38 Post-process Effects</h2><ul><li><code>terrain.vsh</code> and <code>terrain.fsh</code> shaders are refactored to support multi-draw<li>Some of the members in <code>Globals</code> and <code>DynamicTransforms</code> are shuffled to use less memory for those uniform blocks<li>Introduced new define: <code>RENDERPEARL_EXPLICIT_DEPTH_INVARIANCE</code> - If present, indicates that an OIT shader should explicitly output a depth value because a device it is running on can produce a slightly different implicit value</ul><h2>Equipment Assets</h2><p>The <code>trim_palette_replacements</code> field has been replaced with <code>trim_overrides</code>. This can be used to swap out the texture or palette used with specific trim materials or patterns for a given equipment asset, not just swap specific palettes.<ul><li>Format: list of override entries with fields:<ul><li><code>when</code> - object with fields, the material and/or pattern to match<ul><li><code>material</code> - optional Trim Material ID, the material to match (if specified)<li><code>pattern</code> - optional Trim Pattern ID, the pattern to match (if specified)<ul><li>Note: this is <em>not</em> the palette ID, as <code>trim_palette_replacements</code> used to be!</ul><li>At least one of <code>material</code> or <code>pattern</code> must be specified<li>If both are specified, both must match for the entry to be used</ul><li><code>texture</code> - optional trim pattern asset ID, a replacement texture to use if this entry matches<ul><li>Textures are specified in the same format as <code>asset_id</code><li>If not specified, the default texture for the pattern will be used</ul><li><code>palette</code> - optional palette ID, a replacement palette to use if this entry matches<ul><li>If not specified, no palette remapping will be applied to the texture</ul><li>The first matching entry will always be selected<li>At least one of <code>texture</code> or <code>palette</code> must be defined</ul></ul><h1>Fixed bugs in 26.3 Snapshot 6</h1><ul><li><a href=https://bugs.mojang.com/browse/MC-299582 rel=\"noopener noreferrer\"target=_blank>MC-299582</a> - Special crafting recipes behave differently than other recipe types with /recipe and the <code>limited_crafting</code> game rule<li><a href=https://bugs.mojang.com/browse/MC-304195 rel=\"noopener noreferrer\"target=_blank>MC-304195</a> - The arm overlay textures of parched have unused pixels not used by the model<li><a href=https://bugs.mojang.com/browse/MC-307206 rel=\"noopener noreferrer\"target=_blank>MC-307206</a> - <code>Std140Builder</code> incorrectly pads <code>vec3s</code> and <code>ivec3s</code><li><a href=https://bugs.mojang.com/browse/MC-307996 rel=\"noopener noreferrer\"target=_blank>MC-307996</a> - The game cannot use hardware acceleration on devices lacking the <code>fillModeNonSolid</code> Vulkan feature<li><a href=https://bugs.mojang.com/browse/MC-308694 rel=\"noopener noreferrer\"target=_blank>MC-308694</a> - Using /defaultgamemode changes everyone's game mode to the one set in \"Settings for Other Players\" in LAN worlds<li><a href=https://bugs.mojang.com/browse/MC-308699 rel=\"noopener noreferrer\"target=_blank>MC-308699</a> - Switching the host's game mode causes new LAN players to ignore the forced game mode<li><a href=https://bugs.mojang.com/browse/MC-308749 rel=\"noopener noreferrer\"target=_blank>MC-308749</a> - Exiting and rejoining the same LAN session resets your game mode<li><a href=https://bugs.mojang.com/browse/MC-309720 rel=\"noopener noreferrer\"target=_blank>MC-309720</a> - The texture of straw beds has missing and extra pixels<li><a href=https://bugs.mojang.com/browse/MC-309958 rel=\"noopener noreferrer\"target=_blank>MC-309958</a> - Off-by-one error in <code>SynchedEntityData.Builder#define</code><li><a href=https://bugs.mojang.com/browse/MC-310088 rel=\"noopener noreferrer\"target=_blank>MC-310088</a> - The taskbar icon displays the Java logo instead of the game's logo<li><a href=https://bugs.mojang.com/browse/MC-310099 rel=\"noopener noreferrer\"target=_blank>MC-310099</a> - The game freezes if the head part of straw beds has a different facing than the foot part<li><a href=https://bugs.mojang.com/browse/MC-310101 rel=\"noopener noreferrer\"target=_blank>MC-310101</a> - Command+W now closes the game on macOS<li><a href=https://bugs.mojang.com/browse/MC-310122 rel=\"noopener noreferrer\"target=_blank>MC-310122</a> - Traversing the pie chart with keys does not work correctly<li><a href=https://bugs.mojang.com/browse/MC-310132 rel=\"noopener noreferrer\"target=_blank>MC-310132</a> - Armor trim textures can no longer be overridden<li><a href=https://bugs.mojang.com/browse/MC-310134 rel=\"noopener noreferrer\"target=_blank>MC-310134</a> - The \"Exclusive Fullscreen\" button and \"Exclusive Fullscreen Mode\" slider are still present and enabled on macOS<li><a href=https://bugs.mojang.com/browse/MC-310136 rel=\"noopener noreferrer\"target=_blank>MC-310136</a> - Player skin rendering is messed up when the \"Improved Transparency\" setting is enabled<li><a href=https://bugs.mojang.com/browse/MC-310143 rel=\"noopener noreferrer\"target=_blank>MC-310143</a> - IME candidates are invisible in fullscreen mode even when the \"Exclusive Fullscreen\" option is disabled<li><a href=https://bugs.mojang.com/browse/MC-310155 rel=\"noopener noreferrer\"target=_blank>MC-310155</a> - After entering macOS fullscreen by clicking the \"Fullscreen\" button in the Video Settings menu, you cannot reveal the menu bar or dock by navigating to the edge of the screen<li><a href=https://bugs.mojang.com/browse/MC-310168 rel=\"noopener noreferrer\"target=_blank>MC-310168</a> - When editing a glowing sign, the glow on the placed sign temporarily disappears<li><a href=https://bugs.mojang.com/browse/MC-310195 rel=\"noopener noreferrer\"target=_blank>MC-310195</a> - Control+Left click no longer counts as a right click on macOS<li><a href=https://bugs.mojang.com/browse/MC-310213 rel=\"noopener noreferrer\"target=_blank>MC-310213</a> - On-screen keyboard handling is inconsistent<li><a href=https://bugs.mojang.com/browse/MC-310228 rel=\"noopener noreferrer\"target=_blank>MC-310228</a> - The game freezes when a player destroys a bed at the exact same moment a villager sleeps in it<li><a href=https://bugs.mojang.com/browse/MC-310235 rel=\"noopener noreferrer\"target=_blank>MC-310235</a> - The game crashes when a piston pushes a water cauldron with the \"Improved Transparency\" option enabled<li><a href=https://bugs.mojang.com/browse/MC-310241 rel=\"noopener noreferrer\"target=_blank>MC-310241</a> - Brewing recipes show up in the command suggestions for /recipe, but cannot be granted or revoked<li><a href=https://bugs.mojang.com/browse/MC-310281 rel=\"noopener noreferrer\"target=_blank>MC-310281</a> - Using keyboard shortcuts to navigate tabs within UIs doesn't work correctly<li><a href=https://bugs.mojang.com/browse/MC-310311 rel=\"noopener noreferrer\"target=_blank>MC-310311</a> - Item modifiers that reference themselves crash the game when invoked<li><a href=https://bugs.mojang.com/browse/MC-310313 rel=\"noopener noreferrer\"target=_blank>MC-310313</a> - Predicates that reference themselves crash the game when invoked<li><a href=https://bugs.mojang.com/browse/MC-310314 rel=\"noopener noreferrer\"target=_blank>MC-310314</a> - Number providers that reference themselves crash the game when invoked<li><a href=https://bugs.mojang.com/browse/MC-310315 rel=\"noopener noreferrer\"target=_blank>MC-310315</a> - Slot sources that reference themselves crash the game when invoked<li><a href=https://bugs.mojang.com/browse/MC-310319 rel=\"noopener noreferrer\"target=_blank>MC-310319</a> - The game crashes when the <code>spider</code> post effect is applied<li><a href=https://bugs.mojang.com/browse/MC-310321 rel=\"noopener noreferrer\"target=_blank>MC-310321</a> - The <code>creeper</code> post effect is ineffective<li><a href=https://bugs.mojang.com/browse/MC-310357 rel=\"noopener noreferrer\"target=_blank>MC-310357</a> - The OpenGL rendering backend passes 3 to <code>GL_UNPACK_ALIGNMENT</code>, which is invalid<li><a href=https://bugs.mojang.com/browse/MC-310359 rel=\"noopener noreferrer\"target=_blank>MC-310359</a> - <code>mipLevel</code> is not respected when <code>copyTextureToTexture</code> is used<li><a href=https://bugs.mojang.com/browse/MC-310360 rel=\"noopener noreferrer\"target=_blank>MC-310360</a> - <code>clearColorTexture</code> and <code>clearDepthTexture</code> clear all mipmaps with the Vulkan rendering backend, unlike with the OpenGL one<li><a href=https://bugs.mojang.com/browse/MC-310382 rel=\"noopener noreferrer\"target=_blank>MC-310382</a> - The game crashes when applying a resource pack with a shader that uses <code>#include</code> with uppercase characters in the path<li><a href=https://bugs.mojang.com/browse/MC-310383 rel=\"noopener noreferrer\"target=_blank>MC-310383</a> - The per-target blend state diverges between the OpenGL and Vulkan rendering backends<li><a href=https://bugs.mojang.com/browse/MC-310388 rel=\"noopener noreferrer\"target=_blank>MC-310388</a> - The <code>caves</code> and <code>floating_islands</code> noise settings no longer generate as intended<li><a href=https://bugs.mojang.com/browse/MC-310455 rel=\"noopener noreferrer\"target=_blank>MC-310455</a> - <code>copyTextureToBuffer</code> produces padded rows with the OpenGL rendering backend but tightly-packed rows with the Vulkan one</ul>","id":"0845b0f76a36df91e1e68e997bf5ea3cabecd3f32c084e64022fcb0f47a1a6ca","date":"2026-07-28T12:25:51.000Z","needsTranslation":false}