{"title":"Minecraft Snapshot 25w42a","version":"25w42a","type":"snapshot","image":{"title":"25w42a 540x540.jpg","url":"/v2/images/25w42a540x540.jpg"},"body":"<p>A fresh new snapshot is out with some changes to the features introduced in last week’s snapshot and bug fixes, like that you can now use the lunge and mending enchantments together on the same item. We have also added environment attributes which can be used to control various visual and gameplay effects. Happy mining!<h1>Changes</h1><ul><li>Underwater biome fog color and fog distance is now blended based on the player's position between biomes, similarly to regular biome fog and sky colors<li>Updated the \"Oh Shiny\" advancement to include the Golden Spear and Golden Nautilus Armor<li>Zombie Horses can be leashed when its mob jockey is removed<li>The Nautilus and Zombie Nautilus can now be controlled while on land<li>Mending is no longer incompatible with the Lunge enchantment</ul><h1>Technical Changes</h1><ul><li>The Data Pack version is now 90.0<li>The Resource Pack version is now 70.1</ul><h2>Minecraft Server Management Protocol Version 1.1.0</h2><ul><li>Enable authentication from web browsers<ul><li>Authenticate by passing the token in <code>Sec-WebSocket-Protocol</code> header when opening the WebSocket connection<ul><li>Example: <code>Sec-WebSocket-Protocol: minecraft-v1, &#60token></code></ul><li>Requests authenticating this way are subject to Origin header checks. This requires configuration of allowed origins on the server side using <code>management-server-allowed-origins</code>. The default value is empty, meaning <code>Sec-Websocket-Protocol</code> authentication is effectively disabled</ul></ul><h1>Data Pack Version 90.0</h1><ul><li>Certain visual and gameplay effects can now be controlled by Environment Attributes</ul><h2>Commands</h2><ul><li>Resource suggestions now show results in any namespace instead of just within <code>minecraft</code></ul><h3>Changed <code>stopwatch</code></h3><ul><li>Switched the order of the id argument<ul><li>Example: <code>/stopwatch foo:bar create</code> is now <code>/stopwatch create foo:bar</code></ul><li><code>query</code> now returns the queried value and takes in a new scale argument<ul><li>The returned value will be scaled by that argument and truncated<li>The scale is optional and will default to <code>1</code> if omitted<li>Example: <code>/stopwatch query foo:bar 20</code> to get the elapsed time in ticks</ul></ul><h2>Environment Attributes</h2><p>Environment Attributes provide a data-driven way to control a variety of visual and gameplay systems.<p>Each Environment Attribute controls a specific visual or gameplay effect: for example, <code>minecraft:visual/sky_color</code> controls the color of the sky, and <code>minecraft:gameplay/water_evaporates</code> controls whether water can be placed at a given location.<blockquote><p><strong>Developer’s Note:</strong> <em>This system and many of the introduced attributes should be considered very experimental, and may still change significantly in coming snapshots and releases. In the meantime, we would as always love to hear any feedback or suggestions you may have!</em></blockquote><h3>Sources</h3><p>Environment Attribute values can be provided by the following Environment Attribute sources (in order of low to high priority):<ul><li>Dimensions<li>Biomes</ul><p>The \"effective\" value of the Environment Attribute (i.e. what will actually show up in game) will be some combination of the values provided by each source according to their priority.<p>For example, in the following scenario:<ul><li>The <code>overworld</code> dimension provides <code>sky_color = #00ff00</code> (green)<li>The <code>plains</code> biome provides <code>sky_color = #ff0000</code> (red)</ul><p>When the player is in the <code>plains</code> biome, they will see the red <code>sky_color</code>, while anywhere else in the <code>overworld</code> they will see green.<p>When an Environment Attribute source provides an Environment Attribute, it can:<ul><li>Override the value, such as the <code>plains</code> biome overriding the <code>overworld</code>'s <code>sky_color</code> in the above scenario<li>Apply a modifier to a previous value (see section on Modifiers below)</ul><h3>Modifiers</h3><p>As described in the above example, an Environment Attribute source may simply override the value of a particular attribute. However, it is sometimes also desirable to rather apply a modifier to a value provided by a source with lower priority.<p>For example, in the following scenario:<ul><li>The <code>overworld</code> dimension provides <code>water_fog_radius = 96.0</code><li>The <code>plains</code> biome modifies <code>water_fog_radius</code> with a <code>multiply</code> modifier of <code>0.85</code></ul><p>When in the <code>plains</code> biome, the <code>water_fog_radius</code> will be resolved to <code>96.0*0.85 = 81.6</code>, while in any other Overworld biome, it will resolve to <code>96.0</code>.<p>The kinds of modifiers available depends on the type of Environment Attribute. The most basic modifier, supported by every Environment Attribute, is the <code>override</code> modifier. This behaves purely as an override of the preceding value. If not specified by an Environment Attribute source, the modifier will always be assumed to be <code>override</code>.<p>Full descriptions of the available modifiers and their behaviors can be found in the Common Modifiers section below.<h3>Interpolation</h3><p>While modifiers describe how a value provided by one source is applied on the value from a preceding source, interpolation describes the combination of values within a source. Interpolation is performed on values from a source after modifiers have been applied.<p>Only some Environment Attributes support interpolation. This allows for the smooth transition between two or more values, such as when moving between two biomes.<h4>Biomes</h4><p>For example, in the following scenario:<ul><li>The <code>plains</code> biome provides <code>sky_color = #ff0000</code> (red)<li>The <code>desert</code> biome provides <code>sky_color = #ffff00</code> (yellow)</ul><p><code>sky_color</code> is one such attribute that will transition smoothly based on position: for example, in the above scenario, as a player moves from a <code>plains</code> to a <code>desert</code> biome, the sky color will gradually shift from red to yellow. Other attributes, such as <code>water_evaporates</code>, represent discrete values and will not be smoothly transitioned - only the biome exactly at a subject position will be considered.<p>Smooth transitions between biomes are based on the biomes within an 8 block radius of the camera. Biomes that occupy a larger portion of that radius and are closer to the camera will have a stronger influence on the final interpolated value.<h3>Environment Attribute Map</h3><p>Dimension Type and Biome definitions contain a new <code>attributes</code> field, enabling them to define Environment Attributes.<p>This map generally takes the form of an object mapping between Environment Attribute IDs and their corresponding values, for example:<pre><code>\"attributes\": {\n    \"minecraft:visual/fog_color\": \"#ffaa00\",\n    \"minecraft:gameplay/water_evaporates\": true\n}\n</code></pre><p>Values defined as above will always be assumed to use the <code>override</code> modifier.<p>The value object can however be expanded in order to express different modifiers, in the format of an object with the following fields:<ul><li><code>modifier</code>: optional string modifier ID, dependent on the Attribute Type (see the Common Modifiers section below)<ul><li>Default: <code>override</code></ul><li><code>argument</code>: the modifier argument (format dependent on the chosen modifier)<ul><li>How the argument is used also depends on the type of modifier</ul></ul><p>For example, the following definition describes multiplying <code>water_fog_radius</code> by 85%:<pre><code>\"attributes\": {\n    \"minecraft:visual/water_fog_radius\": {\n        \"modifier\": \"multiply\",\n        \"argument\": 0.85\n    }\n}\n</code></pre><h3>Common Data Types</h3><p>The following data types are reused in various parts of the Environment Attributes system and will be referenced in sections below.<h4>RGB Color</h4><p>Format can be one of the following:<ul><li>A hex color RGB string, in the form <code>#rrggbb</code><li>A float array with 3 components, between <code>0</code> and <code>1</code>, in the form <code>[r, g, b]</code><li>An integer in packed RGB form</ul><h4>ARGB Color</h4><p>Format can be one of the following:<ul><li>A hex color ARGB string, in the form <code>#aarrggbb</code><li>A float array with 4 components, between <code>0</code> and <code>1</code>, in the form <code>[a, r, g, b]</code><li>An integer in packed ARGB form</ul><h4>Particle Options</h4><p>A full definition of a particle, including any type-specific properties (as in the <code>/particle</code> command).<p>For example:<pre><code>{\n  \"type\": \"minecraft:block_crumble\",\n  \"block_state\": {\n    \"Name\": \"minecraft:dirt\"\n  }\n}\n</code></pre><h3>Common Modifiers</h3><p>Every Environment Attribute has a specific value type, which describes how values must be defined as well as what modifiers are available and how they are interpolated. Some are very specific, while others are reused across many attributes.<p>Although this is not an exhaustive list, the following Attribute Types are used commonly across many Environment Attributes:<h4>Modifiers on Boolean Values</h4><p>Argument format: boolean<ul><li><code>override</code><li><code>and</code><li><code>nand</code><li><code>or</code><li><code>nor</code><li><code>xor</code><li><code>xnor</code></ul><h4>Modifiers on Float Values</h4><p>Argument format: float<ul><li><code>override</code><li><code>add</code><li><code>subtract</code><li><code>multiply</code><li><code>minimum</code><li><code>maximum</code></ul><h4>Modifiers on Color Values</h4><p>Argument format: RGB color (except <code>alpha_blend</code>)<ul><li><code>override</code><li><code>add</code> - component-wise additive color blending<li><code>subtract</code> - component-wise subtractive color blending<li><code>multiply</code> - component-wise multiplicative color blending<li><code>alpha_blend</code> - traditional alpha blending that might be seen in image editing software<ul><li>Argument format: ARGB Color<li>When the argument alpha is <code>1</code>, it will behave as an override with no blending</ul></ul><h3>New Environment Attributes</h3><h4><code>minecraft:visual/fog_color</code></h4><p>The color of fog (when the camera is not submerged in another substance). Note: the final value is also affected by the time of day, weather, and potion effects.<ul><li>Value type: RGB color<li>Default value: <code>#000000</code><li>Modifiers: Color Modifiers<li>Interpolated: yes<li>Resolved at the camera's position<li>Replaces Biome <code>effects.fog_color</code> field</ul><h4><code>minecraft:visual/extra_fog</code></h4><p>Controls whether dense fog (like that of the Nether) should be used (when the camera is not submerged in another substance).<ul><li>Value type: boolean<li>Default value: <code>false</code><li>Modifiers: Boolean Modifiers<li>Interpolated: no<li>Resolved at the camera's position</ul><h4><code>minecraft:visual/water_fog_color</code></h4><p>The color of fog when submerged in water. Note: the final value is also affected by the time of day, weather, and potion effects.<ul><li>Value type: RGB color<li>Default value: <code>#050533</code><li>Modifiers: Color Modifiers<li>Interpolated: yes<li>Resolved at the camera's position<li>Replaces Biome <code>effects.water_fog_color</code> field</ul><h4><code>minecraft:visual/water_fog_radius</code></h4><p>The distance in blocks from the camera at which underwater fog reaches its maximum density.<br>Note: the final value is also modified by how long the player has been underwater.<ul><li>Value type: non-negative float<li>Default value: <code>96.0</code><li>Modifiers: Float Modifiers<li>Interpolated: yes<li>Resolved at the camera's position<li>Replaces <code>#has_closer_water_fog</code> Biome Tag</ul><h4><code>minecraft:visual/sky_color</code></h4><p>The color of the sky. This color is only visible for the overworld sky. Note: the final value is also affected by the time of day and weather.<ul><li>Value type: RGB color<li>Default value: <code>#000000</code><li>Modifiers: Color Modifiers<li>Interpolated: yes<li>Resolved at the camera's position<li>Replaces Biome <code>effects.sky_color</code> field</ul><h4><code>minecraft:visual/cloud_opacity</code></h4><p>The opacity of clouds. If <code>0</code>, clouds are entirely disabled and Happy Ghasts will not regenerate health faster when at cloud height.<ul><li>Value type: float between <code>0</code> and <code>1</code><li>Default value: <code>0.0</code><li>Modifiers: Float Modifiers<li>Interpolated: yes<li>Resolved at the camera's position for rendering, or at the position of a Happy Ghast for regeneration</ul><h4><code>minecraft:visual/cloud_height</code></h4><p>The height at which all clouds appear.<ul><li>Value type: float<li>Default value: <code>192.33</code><li>Modifiers: Float Modifiers<li>Interpolated: yes<li>Resolved at the camera's position for rendering, or at the position of a Happy Ghast for regeneration<li>Replaces Dimension Type <code>cloud_height</code> field</ul><h4><code>minecraft:visual/default_dripstone_particle</code></h4><p>The default particle to be dripped from Dripstone blocks when no fluid is placed above.<ul><li>Value type: Particle Options<li>Default value: <code>{type:\"minecraft:dripping_dripstone_water\"}</code><li>Modifiers: <code>override</code><li>Interpolated: no<li>Resolved at the position of the Dripstone block<li>Replaces Dimension Type <code>ultrawarm</code> field</ul><h4><code>minecraft:visual/ambient_particles</code></h4><p>Controls ambient particles that randomly spawn around the camera.<ul><li>Value type: list of objects with fields<ul><li><code>particle</code>: Particle Options to spawn<li><code>probability</code>: float between <code>0</code> and <code>1</code>, the probability to spawn the particle in an empty space when randomly ticked</ul><li>Default value: <code>[]</code><li>Modifiers: <code>override</code><li>Interpolated: no<li>Resolved at the camera's position<li>Replaces Biome <code>effects.particle</code> field</ul><h4><code>minecraft:audio/background_music</code></h4><p>Controls how and which background music is played.<ul><li>Value type: object with fields<ul><li><code>default</code>: optional object with fields:<ul><li><code>sound</code>: Sound Event to play<li><code>min_delay</code>: int, minimum delay in ticks between tracks<li><code>max_delay</code>: int, maximum delay in ticks between tracks<li><code>replace_current_music</code>: optional boolean, whether this track can replace whatever is currently playing<ul><li>Default: <code>false</code></ul><li>If not defined and not overridden, no music will start playing while this attribute is active</ul><li><code>underwater</code>: optional object with fields in the same format as <code>default</code> - if present and the player is underwater, will override <code>default</code><li><code>creative</code>: optional object with fields in the same format as <code>default</code> - if present and the player is in Creative Mode, will override <code>default</code></ul><li>Default value: <code>{}</code><li>Modifiers: <code>override</code><li>Interpolated: no<li>Resolved at the camera's position<li>Replaces Biome <code>effects.music</code> field</ul><h4><code>minecraft:audio/music_volume</code></h4><p>The volume at which music should play. Any music playing will fade over time to this value.<ul><li>Value type: float between <code>0</code> and <code>1</code><li>Default value: <code>1.0</code><li>Modifiers: Float Modifiers<li>Interpolated: no<li>Resolved at the camera's position<li>Replaces Biome <code>effects.music_volume</code> field</ul><h4><code>minecraft:audio/ambient_sounds</code></h4><p>Controls which ambient sounds are played around the camera, and when.<ul><li>Value type: object with fields<ul><li><code>loop</code>: optional Sound Event, sound to be continually looped<li><code>mood</code>: object with fields, sounds that will be randomly played based on surrounding darkness<ul><li><code>sound</code>: Sound Event to play<li><code>tick_delay</code>: int, the number of ticks between mood sounds, assuming a light level of 0<li><code>block_search_extent</code>: int, the radius in which light levels are sampled<li><code>offset</code>: double, an additional distance offset to apply to sounds produced</ul><li><code>additions</code>: list of objects with fields, sounds that will be randomly played<ul><li><code>sound</code>: Sound Event to play<li><code>tick_chance</code>: float between <code>0</code> and <code>1</code>, probability within a tick to play a given sound</ul></ul><li>Default value: <code>{}</code><li>Modifiers: <code>override</code><li>Interpolated: no<li>Resolved at the camera's position<li>Replaces Biome <code>effects.ambient_sound</code>, <code>effects.mood_sound</code>, and <code>effects.additions_sound</code> fields</ul><h4><code>minecraft:gameplay/can_start_raid</code></h4><p>If <code>false</code>, a Raid cannot be started by a player with Raid Omen.<ul><li>Value type: boolean<li>Default value: <code>true</code><li>Modifiers: Boolean Modifiers<li>Interpolated: no<li>Resolved at the position that the Raid would be started<li>Replaces Dimension Type <code>has_raids</code> field</ul><h4><code>minecraft:gameplay/water_evaporates</code></h4><p>If <code>true</code>, Water cannot be placed with a Bucket, melting Ice will not produce water, Wet Sponge will dry out when placed, and Dripstone will not produce water from Mud blocks.<ul><li>Value type: boolean<li>Default value: <code>false</code><li>Modifiers: Boolean Modifiers<li>Interpolated: no<li>Resolved at the position of the interaction<li>Replaces Dimension Type <code>ultrawarm</code> field</ul><h4><code>minecraft:gameplay/bed_rule</code></h4><p>Controls whether a Bed can be used to sleep, and whether it can be used to set a respawn point.<ul><li>Value type: object with fields<ul><li><code>can_sleep</code>: one of:<ul><li><code>always</code> - the Bed can always be used to sleep (assuming the Bed is not obstructed and there are no monsters nearby)<li><code>when_dark</code> - the Bed can only be used to be sleep when the global skylight level is less than 4<li><code>never</code> - the Bed can never be used to sleep</ul><li><code>can_set_spawn</code> - same as <code>can_sleep</code><li><code>explodes</code> - optional boolean, if <code>true</code> the Bed will explode when interacted with<ul><li>Default: <code>false</code></ul><li><code>error_message</code>: optional Text Component, the message to show if the player is unable to sleep or set their spawn</ul><li>Default value: <code>{type:\"can_sleep_when_dark\",error_message:{translate:\"block.minecraft.bed.no_sleep\"}}</code><li>Modifiers: <code>override</code><li>Interpolated: no<li>Resolved at the head position of the Bed block<li>Replaces Dimension Type <code>bed_works</code> field</ul><h4><code>minecraft:gameplay/respawn_anchor_works</code></h4><p>Controls whether Respawn Anchors can be used to set spawn (or respawn). If <code>false</code>, the Respawn Anchor will explode once charged.<ul><li>Value type: boolean<li>Default value: <code>false</code><li>Modifiers: Boolean Modifiers<li>Interpolated: no<li>Resolved at the position of the Respawn Anchor block<li>Replaces Dimension Type <code>respawn_anchor_works</code> field</ul><h4><code>minecraft:gameplay/nether_portal_spawns_piglin</code></h4><p>Controls whether Nether Portal blocks can spawn Piglins.<ul><li>Value type: boolean<li>Default value: <code>false</code><li>Modifiers: Boolean Modifiers<li>Interpolated: no<li>Resolved at the position of a random Nether Portal block<li>Replaces Dimension Type <code>natural</code> field</ul><h4><code>minecraft:gameplay/fast_lava</code></h4><p>Controls whether Lava should spread faster and further, as well as have a stronger pushing force on entities when flowing.<ul><li>Value type: boolean<li>Default value: <code>false</code><li>Modifiers: Boolean Modifiers<li>Interpolated: no<li>Resolved for a whole dimension (cannot be specified on a Biome)<li>Replaces Dimension Type <code>ultrawarm</code> field</ul><h4><code>minecraft:gameplay/increased_fire_burnout</code></h4><p>Controls whether Fire blocks burn out more rapidly than normal.<ul><li>Value type: boolean<li>Default value: <code>false</code><li>Modifiers: Boolean Modifiers<li>Interpolated: no<li>Resolved at the position of the burning Fire block<li>Replaces <code>#increased_fire_burnout</code> Biome Tag</ul><h4><code>minecraft:gameplay/piglins_zombify</code></h4><p>Controls whether Piglins and Hoglins should zombify.<ul><li>Value type: boolean<li>Default value: <code>true</code><li>Modifiers: Boolean Modifiers<li>Interpolated: no<li>Resolved at the position of the zombifying entity<li>Replaces Dimension Type <code>piglin_safe</code> field</ul><h4><code>minecraft:gameplay/snow_golem_melts</code></h4><p>Controls whether a Snow Golem should be damaged.<ul><li>Value type: boolean<li>Default value: <code>false</code><li>Modifiers: Boolean Modifiers<li>Interpolated: no<li>Resolved at the position of the Snow Golem<li>Replaces <code>#snow_golem_melts</code> Biome Tag</ul><h3>Dimension Types</h3><ul><li>Added new <code>attributes</code> field for dimensions to specify Environment Attributes<ul><li>Refer to the Environment Attributes section for information about the format of this field</ul><li>Many fields have been migrated to Environment Attributes:<ul><li>Note: the form of these attributes may not be identical to the original fields<li><code>ultrawarm</code> -> <code>minecraft:gameplay/water_evaporates</code>, <code>minecraft:gameplay/fast_lava</code>, <code>visual/default_dripstone_particle</code><li><code>bed_works</code> -> <code>minecraft:gameplay/bed_rule</code><li><code>respawn_anchor_works</code> -> <code>minecraft:gameplay/respawn_anchor_works</code><li><code>cloud_height</code> -> <code>minecraft:visual/cloud_height</code><li><code>piglin_safe</code> -> <code>minecraft:gameplay/piglins_zombify</code><li><code>has_raids</code> -> <code>minecraft:gameplay/can_start_raid</code><li><code>natural</code> (note: not removed) -> <code>minecraft:gameplay/nether_portal_spawns_piglin</code></ul></ul><h3>Biomes</h3><ul><li>Added new <code>attributes</code> field for biomes to specify Environment Attributes<ul><li>Refer to the Environment Attributes section for information about the format of this field<li>Note: certain attributes, such as <code>gameplay/fast_lava</code> are not evaluated positionally and thus cannot be set on a Biome</ul><li>Many subfields under <code>effects</code> have been migrated to Environment Attributes:<ul><li>Note: the form of these attributes may not be identical to the original fields<li><code>fog_color</code> -> <code>minecraft:visual/fog_color</code><li><code>water_fog_color</code> -> <code>minecraft:visual/water_fog_color</code><li><code>sky_color</code> -> <code>minecraft:visual/sky_color</code><li><code>particle</code> -> <code>minecraft:visual/ambient_particles</code><li><code>ambient_sound</code>, <code>mood_sound</code>, <code>additions_sound</code> -> <code>minecraft:audio/ambient_sounds</code><li><code>music</code> -> <code>minecraft:audio/background_music</code><li><code>music_volume</code> -> <code>minecraft:audio/music_volume</code></ul></ul><h2>Item Components</h2><h3><code>minecraft:kinetic_weapon</code></h3><ul><li>Added new field:<ul><li><code>contact_cooldown_ticks</code>: integer, the cooldown in ticks after hitting, and loosing contact with an entity before being able to hit it again<ul><li>Default value: <code>10</code></ul></ul></ul><h3>Biome Tags</h3><ul><li>Removed <code>#snow_golem_melts</code> and <code>#increased_fire_burnout</code> - replaced by <code>gameplay/snow_golem_melts</code> and <code>gameplay/increased_fire_burnout</code> Environment Attributes<li>Removed <code>#plays_underwater_music</code> - replaced by <code>only_underwater</code> field in the <code>audio/background_music</code> Environment Attribute<li>Removed <code>#has_closer_water_fog</code> - replaced by <code>visual/water_fog_radius</code> Environment Attribute</ul><h1>Resource Pack Version 70.1</h1><h2>Sounds</h2><ul><li>Added new sound events for the Nautilus:<ul><li><code>entity.nautilus.riding</code></ul></ul><h1>Fixed bugs in 25w42a</h1><ul><li><a href=https://bugs.mojang.com/browse/MC-263562 rel=\"noopener noreferrer\"target=_blank>MC-263562</a> World types in Realms backup info screen are untranslatable<li><a href=https://bugs.mojang.com/browse/MC-298405 rel=\"noopener noreferrer\"target=_blank>MC-298405</a> Text components in the \"label\" of input controls in dialogs don't support \"hover_event\"<li><a href=https://bugs.mojang.com/browse/MC-299876 rel=\"noopener noreferrer\"target=_blank>MC-299876</a> Labels for booleans within dialogs are rendered in a slightly different shade of white than normal<li><a href=https://bugs.mojang.com/browse/MC-301271 rel=\"noopener noreferrer\"target=_blank>MC-301271</a> Object text components do not render in some places unless there are text glyphs on the same line<li><a href=https://bugs.mojang.com/browse/MC-301518 rel=\"noopener noreferrer\"target=_blank>MC-301518</a> The mouse cursor doesn’t change to the hand shape when hovering over checkboxes<li><a href=https://bugs.mojang.com/browse/MC-301520 rel=\"noopener noreferrer\"target=_blank>MC-301520</a> The mouse cursor doesn’t change to the hand shape when hovering over the difficulty lock button<li><a href=https://bugs.mojang.com/browse/MC-301557 rel=\"noopener noreferrer\"target=_blank>MC-301557</a> The shading direction of the bolts on single and large copper chests does not match<li><a href=https://bugs.mojang.com/browse/MC-301879 rel=\"noopener noreferrer\"target=_blank>MC-301879</a> Double weathered and waxed weathered copper chests' bottom texture looks off compared to the other variants<li><a href=https://bugs.mojang.com/browse/MC-302071 rel=\"noopener noreferrer\"target=_blank>MC-302071</a> Single and double copper chests have inconsistent side textures<li><a href=https://bugs.mojang.com/browse/MC-302246 rel=\"noopener noreferrer\"target=_blank>MC-302246</a> Sprite object component does not render in server list depending on component tree<li><a href=https://bugs.mojang.com/browse/MC-302409 rel=\"noopener noreferrer\"target=_blank>MC-302409</a> Lightning that strikes waxed lightning rods do not deoxidize nearby unwaxed copper blocks<li><a href=https://bugs.mojang.com/browse/MC-302656 rel=\"noopener noreferrer\"target=_blank>MC-302656</a> Skeleton horses burn in the sunlight<li><a href=https://bugs.mojang.com/browse/MC-302657 rel=\"noopener noreferrer\"target=_blank>MC-302657</a> The \"subtitles.entity.nautilus.eat\" string misspells the word “Nautilus” as “Nauilus”<li><a href=https://bugs.mojang.com/browse/MC-302664 rel=\"noopener noreferrer\"target=_blank>MC-302664</a> Piglins aren't attracted to golden nautilus armor<li><a href=https://bugs.mojang.com/browse/MC-302672 rel=\"noopener noreferrer\"target=_blank>MC-302672</a> \"Invalid player data\" error when loading a world in which you have an effect applied<li><a href=https://bugs.mojang.com/browse/MC-302680 rel=\"noopener noreferrer\"target=_blank>MC-302680</a> Zombie horses and zombie nautiluses cannot be spawned in Peaceful difficulty<li><a href=https://bugs.mojang.com/browse/MC-302683 rel=\"noopener noreferrer\"target=_blank>MC-302683</a> The \"Confirm Command Execution\" dialog is popped up for commands with a permission level of 0<li><a href=https://bugs.mojang.com/browse/MC-302729 rel=\"noopener noreferrer\"target=_blank>MC-302729</a> Blast furnaces do not smelt nautilus armor<li><a href=https://bugs.mojang.com/browse/MC-302732 rel=\"noopener noreferrer\"target=_blank>MC-302732</a> Performing a charge attack with a spear in your off hand applies the effects from the enchantments present on the item held in the main hand<li><a href=https://bugs.mojang.com/browse/MC-302743 rel=\"noopener noreferrer\"target=_blank>MC-302743</a> Repeatedly using a spear keeps performing charge attacks every 10 ticks<li><a href=https://bugs.mojang.com/browse/MC-302767 rel=\"noopener noreferrer\"target=_blank>MC-302767</a> Holding a spear in Spectator mode and performing a jab attack plays the jab sound<li><a href=https://bugs.mojang.com/browse/MC-302783 rel=\"noopener noreferrer\"target=_blank>MC-302783</a> Baby nautiluses use #minecraft:nautilus_taming_items instead of #minecraft:nautilus_food for growing up<li><a href=https://bugs.mojang.com/browse/MC-302802 rel=\"noopener noreferrer\"target=_blank>MC-302802</a> Spear charge attack breaks item frames when still<li><a href=https://bugs.mojang.com/browse/MC-302813 rel=\"noopener noreferrer\"target=_blank>MC-302813</a> Zombified piglins no longer appear to sprint or make any angry noises when angry<li><a href=https://bugs.mojang.com/browse/MC-302816 rel=\"noopener noreferrer\"target=_blank>MC-302816</a> When running NBT to SNBT conversion, the program waits for 1 minute after completion<li><a href=https://bugs.mojang.com/browse/MC-302817 rel=\"noopener noreferrer\"target=_blank>MC-302817</a> Spears with Fire Aspect can ignite victims even when the attacks are blocked<li><a href=https://bugs.mojang.com/browse/MC-302818 rel=\"noopener noreferrer\"target=_blank>MC-302818</a> Zombie horsemen can occasionally spawn holding something other than an iron spear<li><a href=https://bugs.mojang.com/browse/MC-302827 rel=\"noopener noreferrer\"target=_blank>MC-302827</a> Spears can jab through walls<li><a href=https://bugs.mojang.com/browse/MC-302834 rel=\"noopener noreferrer\"target=_blank>MC-302834</a> Wolves' eyes don't turn red when angry<li><a href=https://bugs.mojang.com/browse/MC-302838 rel=\"noopener noreferrer\"target=_blank>MC-302838</a> Extreme TPS lag when using high Lunge levels with Unbreaking<li><a href=https://bugs.mojang.com/browse/MC-302842 rel=\"noopener noreferrer\"target=_blank>MC-302842</a> Nautiluses and zombie nautiluses never despawn<li><a href=https://bugs.mojang.com/browse/MC-302920 rel=\"noopener noreferrer\"target=_blank>MC-302920</a> \"scoreboard players display\" settings sometimes reset on world load<li><a href=https://bugs.mojang.com/browse/MC-302924 rel=\"noopener noreferrer\"target=_blank>MC-302924</a> Players can no longer be invited to realms<li><a href=https://bugs.mojang.com/browse/MC-302984 rel=\"noopener noreferrer\"target=_blank>MC-302984</a> Holding a spear in the off hand and attacking an entity adds the spear's attack damage to the attack<li><a href=https://bugs.mojang.com/browse/MC-302988 rel=\"noopener noreferrer\"target=_blank>MC-302988</a> Bees no longer get angry at players or mobs<li><a href=https://bugs.mojang.com/browse/MC-303083 rel=\"noopener noreferrer\"target=_blank>MC-303083</a> Searching in the resource/data pack selection screens doesn't properly scroll to the results<li><a href=https://bugs.mojang.com/browse/MC-303089 rel=\"noopener noreferrer\"target=_blank>MC-303089</a> Level 3 operators cannot use client-side operator features</ul>","id":"21d95ab1fd121ee68404306ad74512f47a696d697d7ead7c8b80663a83a9e7b4","date":"2025-10-14T12:48:10.000Z","needsTranslation":null}