{"title":"Minecraft: Java Edition 1.21","version":"1.21","type":"release","image":{"title":"1.21-540x540-header.jpg","url":"/v2/images/1.21540x540header.jpg"},"body":"<p>It's a fantastic day today, because it's release day Thursday! And not just any old release day. This one is extra special because today we're shipping Minecraft: Java Edition 1.21, also known as the Tricky Trials Update!<p>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!<p>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.<p>Embark on your very first adventure in Tricky Trials by delving into the full changelog below, it's a long one!<p>Happy mining!<h1>New Features</h1><ul><li>Added a new underground structure called the Trial Chambers<li>Added 2 new mobs<ul><li>Breeze<li>Bogged</ul><li>Added a new weapon, the Mace<li>Added 3 new enchantments exclusive to the Mace<ul><li>Density<li>Breach<li>Wind Burst</ul><li>Added the following blocks:<ul><li>Crafter<li>Trial Spawner<li>Ominous Trial Spawner<li>Vault<li>Ominous Vault<li>New variants in the Copper Family<li>New variants in the Tuff Family<li>Heavy Core</ul><li>Added the following items:<ul><li>Trial Explorer Map<li>Ominous Bottle<li>Wind Charge<li>Trial Key<li>Ominous Trial Key<li>Breeze Rod<li>3 new Pottery Sherds<li>2 new Banner Patterns<li>2 new Armor Trims<li>4 new Potions<ul><li>Potion of Infestation<li>Potion of Oozing<li>Potion of Weaving<li>Potion of Wind Charging</ul><li>4 new Tipped Arrows<ul><li>Arrow of Infestation<li>Arrow of Oozing<li>Arrow of Weaving<li>Arrow of Wind Charging</ul></ul><li>Added 3 new Music Discs by Aaron Cherof and Lena Raine<li>Added 20 new Paintings<ul><li>5 by artist Sarah Boeving<li>15 by artist Kristoffer Zetterstrand</ul><li>Redesigned Bad Omen to give access to Ominous Events<li>Added 6 new Status Effects<ul><li>Infested<li>Oozing<li>Weaving<li>Wind Charged<li>Raid Omen<li>Trial Omen</ul><li>Added 9 new music tracks by Aaron Cherof, Kumi Tanioka, and Lena Raine<li>Added 8 new Advancements<li>Added 4 new cave ambient sounds<li>Boats are now leashable</ul><p><img alt=\"Sunny and Makena are posing in a Trial Chamber, showcasing the new Flow and Bolt Armor Trims.\"src=https://launchercontent.mojang.com/v2/images/t1.21newtrialchamberspatterns.jpg><h2>Structures</h2><h3>Trial Chambers</h3><ul><li>Trial Chambers are a new structure in the Overworld where players can explore and take on combat challenges<ul><li>Made out of a variety of Copper and Tuff blocks, and can be found in different sizes<li>A relatively common find throughout the Deepslate layer of the underground<li>Natural mob spawning does not occur inside, similar to Ancient Cities<li>Never starts inside a Deep Dark biome, but can sometimes overlap it</ul><li>The layout of each Trial Chamber is procedurally generated, and can include traps, rewards and a variety of combat areas<ul><li>Decorated Pots line the corridors and hold hidden treasures<li>Supply Barrels can be found between different rooms, and give you blocks and items which help you navigate your trials<li>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<li>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</ul><li>Each Trial Chamber will include Trial Spawners with a melee, small melee, or ranged category:<ul><li>Melee<ul><li>Zombie<li>Husk<li>Spider</ul><li>Small Melee<ul><li>Slime<li>Cave Spider<li>Baby Zombie<li>Silverfish</ul><li>Ranged<ul><li>Skeleton<li>Stray<li>Bogged</ul></ul><li>Each Trial Spawner category will only use one mob for the entire structure when generated, and these mobs are randomized for each Trial Chamber<ul><li>For example, one Trial Chamber might only spawn Zombies, Cave Spiders and Strays, while another might only spawn Spiders, Silverfish and Skeletons<li>The exceptions to this are some Trial Spawners in unique rooms which always spawn Breezes</ul></ul><h2>Mobs</h2><h3>Breeze</h3><ul><li>A cunning hostile mob spawned by some Trial Spawners in Trial Chamber rooms<ul><li>Drops 1-2 Breeze Rods when killed by a player<li>The number of Breeze Rods dropped is affected by looting enchantments</ul><li>Moves primarily by leaping around its target<li>Deflects almost all projectiles, making it immune to ranged combat<ul><li>With one notable exception: it cannot deflect Wind Charges</ul><li>An aggressive adversary, it shoots volatile wind energy in the form of Wind Charge projectiles at its target<ul><li>After colliding with an entity or a block, Wind Charge projectiles produce a Wind Burst, which knocks back entities in the area<li>Wind Charges deal a small amount of damage when colliding directly with an entity<li>Wind Charges break decorated pots and chorus flower blocks upon collision</ul><li>Wind Bursts have the effect of 'activating' certain blocks:<ul><li>Non-Iron Doors and Trapdoors are flipped<li>Fence Gates are flipped<li>Buttons are pressed<li>Levers are flipped<li>Bells are rung and swung<li>Lit Candles are extinguished</ul><li>Wind Bursts do not have any effect on Iron Doors, Iron Trapdoors, or any block being held in its position by a Redstone signal<li>Will not retaliate against attacks from the following mobs: Skeletons, Strays, Bogged, Zombies, Husks, Spiders, Cave Spiders and Slimes<ul><li>The same mobs will not retaliate against a Breeze when hurt by its Wind Charge projectile</ul></ul><h3>Bogged</h3><ul><li>A new variant of Skeletons that shoots poisonous arrows<ul><li>They're easier to take down with 16 health instead of 20 health<li>They attack at a slower interval of 3.5 seconds instead of 2 seconds</ul><li>Has a chance to drop Arrows of Poison when killed by players<li>These mossy and mushroom covered Skeletons spawn naturally in Swamps and Mangrove Swamps<ul><li>Can also be found spawning from Trial Spawners in some Trial Chambers</ul><li>Drops 2 mushrooms when sheared (either both red, both brown, or one of each)</ul><p><img alt=\"A Bogged is aiming its Bow at something at night in a Swamp. It is a Skeleton variation with moss on its bones and Mushrooms growing on its head. The Moon is rising between Mangrove trees in the background.\"src=https://launchercontent.mojang.com/v2/images/t1.21newbogged.jpg><h2>Weapons</h2><h3>Mace</h3><ul><li>A new heavy weapon to smash your enemies!<ul><li>Has a base damage of 5<li>Can be crafted with a Breeze Rod and a Heavy Core<li>Using it will decrease its durability like any other weapon; can be repaired with Breeze Rods at an Anvil</ul><li>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:<ul><li>Safe Fall: Resets all vertical momentum and negates any fall damage accumulated from the fall<li>Extra Damage: Does more damage the further the player fell before hitting the target with it:<ul><li>For the first 3 blocks fallen: Add 4 damage per block<li>For the next 5 blocks fallen: Add 2 damage per block<li>For any blocks fallen after: Add 1 damage per block</ul><li>Great Knockback: Other entities near the struck enemy will be knocked back by the immense force of the Mace</ul><li>Can be used in combination with Wind Charges to launch up and deliver devastating smash attacks to enemies<li>These existing enchantments can be applied to the Mace:<ul><li>Mending<li>Unbreaking<li>Smite<li>Bane of Arthropods<li>Fire Aspect<li>Curse of Vanishing</ul><li>The Mace also has 3 exclusive enchantments: Density, Breach and Wind Burst</ul><p><img alt=\"Noor is using a Mace with a Wind Burst enchantment to fight a group of Pillagers next to a Pillager Outpost. One of the Pillagers is dramatically thrown towards the viewer by the Wind Burst explosion, while the others are aiming their Crossbows at Noor.\"src=https://launchercontent.mojang.com/v2/images/t1.21newmace.jpg><h2>Enchantments</h2><p>Three new enchantments have been added which are exclusive to the Mace<ul><li>Density<ul><li>Common Enchantment, accessible in the Enchanting Table and on Enchanted Books in random loot chests<li>Has 5 levels<li>Maces enchanted with Density do more damage per fallen block per Density level<ul><li>Damage dealt per fallen block is increased by 0.5 per level of Density</ul><li>Mutually exclusive with Breach, Smite, and Bane of Arthropods</ul><li>Breach<ul><li>Rare Enchantment, accessible in the Enchanting Table and on Enchanted Books in random loot chests<li>Has 4 levels<li>Maces enchanted with Breach reduce the effectiveness of armor on the target<ul><li>The effectiveness of the armor is reduced by 15% per Breach level</ul><li>Mutually exclusive with Density, Smite, and Bane of Arthropods</ul><li>Wind Burst<ul><li>Unique enchantment which can only be found in Ominous Vaults<ul><li>Only Wind Burst I can be found, higher levels must be obtained by combining them in an Anvil</ul><li>Has 3 levels<li>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<li>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<li>Each level will bounce the attacker an additional 7 blocks into the air</ul></ul><h2>Blocks</h2><h3>Crafter</h3><ul><li>A new block that enables the crafting of items and blocks via Redstone<ul><li>Can be crafted with 5 Iron Ingots, 2 Redstone Dust, 1 Crafting Table and 1 Dropper</ul><li>Will eject one crafting result at a time when powered by a Redstone pulse<ul><li>Its current powered state is indicated by Redstone crystals on its back face, which will light up<li>The crafting grid on its top face will light up red when it successfully crafts a recipe</ul><li>Upon receiving a signal, it will eject the recipe result from the front face<ul><li>If the recipe output has any remainder items (such as a Bucket), the result and remainder items will be ejected together</ul><li>When placed, the front face of the Crafter will face towards the player</ul><p><img alt=\"An automated rail Crafter is producing rails. Makena is collecting the rails and Noor is building a railway.\"src=https://launchercontent.mojang.com/v2/images/t1.21newcrafter.jpg><h4>Crafter User Interface</h4><ul><li>Has a 3x3 interactable crafting grid<li>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<li>A slot that is ‘toggled’ cannot hold any items<ul><li>Other blocks such as Hoppers and Droppers also cannot place items into them</ul><li>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<ul><li>The arrow pointing out from the recipe grid will light up red when the Crafter is currently powered</ul><li>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</ul><h4>Crafter Interaction with Other Blocks</h4><ul><li>The signal strength of a Comparator reading a Crafter is 0-9, where each non-empty or toggled slot adds 1 strength<li>Hoppers and Minecarts with Hoppers can be used to both insert and extract items from the Crafter<li>Droppers can be used to insert items into the Crafter<li>Items inserted from another block (ex: Hopper, Dropper) will fill the Crafter's slots based on these rules:<ul><li>Prioritize the first empty slot (from left-to-right, top-to-bottom)<li>If there are no empty slots then prioritize the smallest stack of the same item (pick the first if there are multiple)<li>If there is a toggled slot it will be skipped. The item will then be moved into the container<li>If the item cannot be moved, it will be ejected into the world</ul><li>Items are removed from Crafters by Hoppers and Minecarts with Hoppers in the same order as from other containers like Chests</ul><h3>Trial Spawner</h3><ul><li>A new variant of Monster Spawners that ejects rewards upon defeat<ul><li>Cannot be crafted nor obtained by players in Survival - instead, they can be found naturally throughout Trial Chambers<li>Very slow to mine and resistant to explosions, and will not drop even with Silk Touch<li>Cannot be moved by Pistons</ul><li>The challenge level will increase for each new player a Trial Spawner notices nearby<ul><li>The challenge level will not decrease until it is reset during a Trial Spawner's cooldown<li>Trial Spawners can only notice players which are in line of sight, and will ignore Creative and Spectator players</ul><li>Unlike normal Spawners, a Trial Spawner will spawn a limited number of mobs proportional to its current challenge level<ul><li>It can only spawn a mob at positions that are within line of sight<li>It can spawn a mob regardless of any light level requirement the mob has<li>Spawned mobs are persistent</ul><li>Once all mobs are defeated, the Trial Spawner will eject a number of rewards which is proportional to the current challenge level<ul><li>After the rewards have been ejected, the Trial Spawner goes into cooldown for 30 minutes, during which it will no longer spawn mobs</ul><li>When placed in Creative, Trial Spawners have no mob type set by default<ul><li>The mob type can be set by interacting with it while holding a Spawn Egg</ul><li>Has an Ominous Trial Spawner variant, accessible through an Ominous Trial</ul><h3>Vault</h3><ul><li>A block that holds locked treasure and loot - players must find the right key to eject its rewards<ul><li>Can be found throughout Trial Chambers, containing the structures' most valuable loot<li>Vaults in Trial Chambers require a Trial Key to be unlocked<li>Cannot be crafted nor obtained in Survival, and does not drop anything when mined<li>Explosion resistant and cannot be moved by Pistons</ul><li>Can be unlocked by an unlimited number of players<ul><li>After a player has unlocked a Vault, they cannot personally unlock that Vault again<li>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</ul><li>Has a keyhole that will be open or closed depending on the players nearby<ul><li>If any nearby player has not unlocked that Vault, the keyhole will be open<li>If all nearby players have unlocked that Vault, the keyhole will be closed</ul><li>Within its cage, it will cycle through and display items which are possible to eject from its loot table<ul><li>Players cannot time their unlocks to eject the item that is currently displayed in the cage</ul><li>The loot it ejects is randomized each time it is unlocked<li>Has an Ominous Vault variant, unlockable through an Ominous Trial</ul><h3>Copper Family</h3><ul><li>The Copper family of blocks has been expanded to add:<ul><li>Chiseled Copper<li>Copper Grate<li>Copper Bulb<li>Copper Door<li>Copper Trapdoor<li>Oxidized and waxed variants of all of the above</ul></ul><h4>Chiseled Copper</h4><ul><li>Crafted with 2 Cut Copper Slabs of a shared oxidation level<li>Can be crafted in the Stonecutter</ul><h4>Copper Grate</h4><ul><li>A new type of decorative block unique to the Copper family<li>Crafted with 4 Copper Blocks of a shared oxidation level<ul><li>Stonecutting a Copper Block into Copper Grates outputs 4 Copper Grates</ul><li>Properties:<ul><li>Transparent and allows light to pass through<li>Mobs cannot suffocate inside them<li>Cannot conduct Redstone<li>Hostile mobs cannot naturally spawn on them<li>Can hold water</ul></ul><h4>Copper Bulb</h4><ul><li>A light-emitting block that can toggle its light emission through Redstone pulses<li>Oxidizes like other Copper blocks, and emits light based on oxidation level<ul><li>Copper Bulb: Light level 15<li>Exposed Copper Bulb: Light level 12<li>Weathered Copper Bulb: Light level 8<li>Oxidized Copper Bulb: Light level 4</ul><li>When placed, its light is off by default<ul><li>While it is unpowered, it will toggle its light on or off when it receives a Redstone pulse<li>Its light will stay on even when the Redstone source is removed, and will only toggle off when it receives another Redstone pulse</ul><li>A Redstone crystal can be seen in its center while it is powered by a Redstone signal<li>Similar to Glass Blocks, it does not conduct Redstone power<li>Comparators reading a Copper Bulb will output a signal strength of 15 if the Copper Bulb's light is on<li>The crafting recipe for 4 Copper Bulbs is:<ul><li>3 Copper Blocks of a shared oxidation level<li>1 Blaze Rod<li>1 Redstone Dust</ul></ul><h4>Copper Doors and Trapdoors</h4><ul><li>Copper variants of Doors and Trapdoors that can oxidize over time and be waxed<li>Behaves like wooden doors, meaning they can be opened and closed with interaction as well as Redstone<ul><li>Can be opened by mobs that have the ability to open doors</ul><li>Crafted with Copper Ingots</ul><h3>Tuff Family</h3><ul><li>Tuff has been expanded to have its own family of blocks:<ul><li>Stair, Slab, Wall and Chiseled variants<li>Tuff Bricks with Stair, Slab, Wall and Chiseled variants<li>Polished Tuff with Stair, Slab and Wall variants</ul><li>All Tuff variants can be crafted in the Stonecutter</ul><h3>Heavy Core</h3><ul><li>A mysterious, dense block which can be combined with a Breeze Rod to craft the Mace<li>Can only be obtained from Ominous Vaults</ul><p><img alt=\"A house built out of Tuff Bricks, Chiseled Tuff and new Copper-based blocks. Decorative Pots with new Guster and Flow patterns are also visible.\"src=https://launchercontent.mojang.com/v2/images/t1.21newtuff.jpg><h2>Items</h2><h3>Trial Explorer Map</h3><ul><li>Used to locate a nearby Trial Chamber<li>Level up a Cartographer Villager to Journeyman for the opportunity to trade for this map</ul><h3>Ominous Bottle</h3><ul><li>An item which can be consumed by players to receive the Bad Omen effect for 1 hour and 40 minutes<ul><li>Comes in 5 variations, one for each Bad Omen level<li>The bottle breaks when consumed<li>Can be stacked to 64</ul><li>Ominous Bottles can be found uncommonly in any Vaults, and are dropped by Raid Captains which are defeated outside a Raid</ul><h3>Wind Charge</h3><ul><li>Become the Breeze! Using this item will fire off a Wind Charge projectile similar to the Breeze's<ul><li>Can be used to launch entities away from the impact of the Wind Burst<li>Grants 10% more knockback than a Breeze's, but has a much smaller area of impact<li>Deals damage if it hits an entity directly<li>Has a half-second cooldown after each use<li>Can be fired from a dispenser</ul><li>Players can use Wind Charges to propel themselves high into the air<ul><li>Players that launch themselves with a Wind Charge only accumulate fall damage below the height of where they collided with the Wind Burst<li>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</ul></ul><p><img alt=\"Sunny is using Wind Charges to jump across rocky formations in Badlands. The Wind Charge particles are visible where they jumped up from.\"src=https://launchercontent.mojang.com/v2/images/t1.21newwindcharge.jpg><h3>Trial Key</h3><ul><li>An item that can only be obtained from Trial Spawners<li>Can be used to unlock Vaults</ul><h3>Breeze Rod</h3><ul><li>An item dropped by a Breeze that can be crafted into 4 Wind Charges, or used with the Heavy Core to craft a Mace</ul><h3>Pottery Sherds</h3><ul><li>Added Flow, Guster, and Scrape Pottery Sherds<li>These can be obtained by breaking Decorated Pots that display them in Trial Chambers</ul><h3>Banner Patterns</h3><ul><li>Added Flow Banner Pattern, found in Vaults<li>Added Guster Banner Pattern, found in Ominous Vaults</ul><h3>Armor Trims</h3><ul><li>Added Bolt Armor Trim and Smithing Template, found in Vaults<ul><li>Can be duplicated using a Copper Block or Waxed Copper</ul><li>Added Flow Armor Trim and Smithing Template, found in Ominous Vaults<ul><li>Can be duplicated using a Breeze Rod</ul></ul><h2>Music Discs</h2><p>Added 3 new music discs:<ul><li>\"Precipice\" by Aaron Cherof. Can be found rarely in standard Vaults, and has a comparator output of 13 when played in a Jukebox<li>\"Creator\" by Lena Raine. Can be found rarely in Ominous Vaults, and has a comparator output of 12 when played in a Jukebox<li>\"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</ul><h2>Paintings</h2><p>Added five new paintings by artist Sarah Boeving:<ul><li>Baroque<li>Humble<li>Meditative<li>Prairie Ride<li>Unpacked</ul><p>Added fifteen new paintings by artist Kristoffer Zetterstrand:<ul><li>Backyard<li>Bouquet<li>Cavebird<li>Changing<li>Cotan<li>Fern<li>Endboss<li>Finding<li>Lowmist<li>Orb<li>Owlemons<li>Passage<li>Pond<li>Sunflowers<li>Tides</ul><p><img alt='Noor is looking at the new paintings in a gallery. &#34Unpacked&#34 by Sarah Boeving is in the forefront. Around Noor, six items are displayed on Chiseled Tuff Brick stands: 3 new Music Discs, an enchanted Mace, an enchanted Golden Sword, and an enchanted Copper Door.'src=https://launchercontent.mojang.com/v2/images/t1.21newmuseum.jpg><h2>Ominous Events</h2><ul><li>Bad Omen has been expanded to give access to an optional experience in Trial Chambers<li>These optional experiences can be accessed through Bad Omen, and are now known as Ominous Events<ul><li>They are more challenging than usual, and are designed to shake up the experience in unique ways<li>Raids are an example of an existing Ominous Event</ul><li>As a result, Bad Omen has a new, shadowy icon and a sound for being applied to the player<ul><li>It is no longer given to players that defeat a Raid Captain outside a Raid<li>Instead, players can gain access to Bad Omen by consuming the new Ominous Bottle item</ul></ul><h3>Raids</h3><ul><li>Bad Omen no longer triggers a Raid directly when entering a Village<ul><li>Instead, it will transform into a Raid Omen variant with a duration of 30 seconds<li>Once the Raid Omen expires, a Raid will start at the location the player gained the Raid Omen<li>Like any other effect, players can drink a Bucket of Milk to clear the Raid Omen, preventing the Raid from starting</ul></ul><h3>Ominous Trials</h3><ul><li>A new Ominous Event that can be accessed by exploring a Trial Chamber while Bad Omen is active<li>This event will have players facing more powerful Ominous Trial Spawners, if they dare</ul><h4>Trial Omen</h4><ul><li>A variant that Bad Omen can transform into<ul><li>This occurs when the player is within detection range of a Trial Spawner that is not Ominous<li>The Trial Omen will have a duration of 15 minutes multiplied by the transformed Bad Omen's level</ul><li>Players that have Trial Omen are surrounded by ominous particles</ul><h4>Ominous Trial Spawner</h4><ul><li>A more powerful active phase of the Trial Spawner with unique challenges and rewards<ul><li>Provides a more challenging experience that combat-loving players can opt into for better rewards</ul><li>If a Trial Spawner detects a player that has the Trial Omen effect, the spawner will become Ominous if:<ul><li>It is not in cooldown<li>Or, it is in cooldown but was not Ominous during its last activation<ul><li>Making it Ominous this way will bypass the cooldown</ul></ul><li>While active, it will:<ul><li>Glow blue instead of orange<li>Emit soul flames instead of normal flames<li>Periodically spawn potions and projectiles on top of unsuspecting players and mobs<ul><li>Based on their location, spawners in an area will select a random set of projectiles to spawn<li>These projectiles will always include a single type of Lingering Potion from a set of possible effects</ul></ul><li>The mobs it spawns are more powerful than usual:<ul><li>Mobs that can wear equipment will often spawn with enchanted weapons and armor<ul><li>The armor these mobs wear have Armor Trims applied from the Trial Chambers<li>All 3 of the following armor enchantments are applied to each piece:<ul><li>Protection IV<li>Projectile Protection IV<li>Fire Protection IV</ul><li>Sword enchantments can be either of the two:<ul><li>Sharpness I<li>Knockback I</ul><li>Bow enchantments can be either of the two:<ul><li>Power I<li>Punch I</ul></ul><li>Mobs that cannot wear equipment will instead be spawned at double the total mob count over the course of the challenge<ul><li>The spawners for these mobs will also have an additional mob out at once during its challenge</ul></ul><li>Becoming Ominous will despawn any existing mobs it spawned and reset its challenge<ul><li>If those mobs picked up or equipped any items on the floor, those items will be dropped when they despawn<li>It will stay Ominous until it has been defeated and its cooldown has finished</ul><li>When defeated, it will eject a different set of loot to normal Trial Spawners</ul><h4>Ominous Vault</h4><ul><li>A variant of Vaults that have a more menacing looking and emit soul flames instead of normal flames<li>These hold a more valuable set of rewards than the standard Vaults that are unlocked by Trial Keys<li>Can be found throughout Trial Chambers in harder to reach places, and require an Ominous Trial Key to unlock</ul><h4>Ominous Trial Key</h4><ul><li>A variant of the Trial Key which has a 30% chance to eject when defeating an Ominous Trial Spawner<li>Can be used to unlock Ominous Vaults</ul><h2>Status Effects</h2><ul><li>The following status effects have been added:<ul><li>Wind Charged<ul><li>Affected entities will emit a wind burst upon death<li>Can be brewed as a Potion with an Awkward Potion and a Breeze Rod</ul><li>Weaving<ul><li>Affected entities will spread Cobweb blocks upon death<li>Affected entities can move through Cobweb with 50% of their normal speed instead of 25%<li>Can be brewed as a Potion with an Awkward Potion and a Cobweb block</ul><li>Oozing<ul><li>Affected entities will spawn two Slimes upon death<li>Can be brewed as a Potion with an Awkward Potion and a Slime Block</ul><li>Infested<ul><li>Affected entities have a 10% chance to spawn 1-2 Silverfish when hurt<li>Can be brewed as a Potion with an Awkward Potion and a Stone block</ul><li>Splash Potions, Lingering Potions and Tipped Arrows can be made with these effects</ul><li>These effects can be encountered while taking on an Ominous Trial Spawner<li>Some mobs are immune to these effects<ul><li>Slimes are immune to Oozing<li>Silverfish are immune to Infested</ul><li>Whenever a mob with Oozing dies, it will check within a 5x5x5 area how many Slimes there are<ul><li>If the amount exceeds the max entity cramming cap (24 by default), it will not spawn any Slimes<li>If it does not exceed it, it will attempt to spawn 2 Slimes up until the max entity cramming cap</ul></ul><h2>Music</h2><p>Added 9 new background music tracks which will all play in the main menu:<ul><li>\"Featherfall\" by Aaron Cherof<ul><li>Plays in Badlands, Cherry Grove, Flower Forest, and Lush Caves Biomes</ul><li>\"Deeper\" by Lena Raine<ul><li>Plays in Deep Dark and Dripstone Caves Biomes</ul><li>\"Eld Unknown\" by Lena Raine<ul><li>Plays in Dripstone Caves, Grove, Jagged Peaks, and Stony Peaks Biomes</ul><li>\"Endless\" by Lena Raine<ul><li>Plays in Dripstone Caves, Grove, Jagged Peaks, and Stony Peaks Biomes</ul><li>\"pokopoko\" by Kumi Tanioka<ul><li>Plays in Dripstone Caves, Grove, Jagged Peaks, and Snow Slopes Biomes</ul></ul><p>The following have been added to the pool of songs which play in Overworld Biomes that do not have biome-specific music:<ul><li>\"Featherfall\" by Aaron Cherof<li>\"komorebi\" by Kumi Tanioka<li>\"Puzzlebox\" by Aaron Cherof<li>\"Watcher\" by Aaron Cherof<li>\"yakusoku\" by Kumi Tanioka</ul><h2>Advancements</h2><ul><li>Added 8 new advancements<ul><li>\"Minecraft: Trial(s) Edition\" - Step foot in a Trial Chamber<li>\"Under Lock &#38 Key\" - Unlock a Vault using a Trial Key<li>\"Revaulting\" - Unlock an Ominous Vault with an Ominous Trial Key<li>\"Blowback\" - Kill a Breeze with a deflected Wind Charge<ul><li>Challenge Advancement - rewards 40 experience</ul><li>\"Who Needs Rockets?\" - Use a Wind Charge to launch yourself upward at least 8 blocks<li>\"Crafters Crafting Crafters\" - Be near a Crafter when it crafts a Crafter<li>\"Lighten Up\" - Scrape a Copper Bulb with an Axe to make it brighter<li>\"Over-Overkill\" - Deal 50 hearts of damage in a single hit using the Mace<ul><li>Challenge Advancement - rewards 50 experience</ul></ul></ul><p><img alt=\"Boats are leashed to a Fence on the dock in a Desert Village. Steve is sitting in a boat together with a Villager.\"src=https://launchercontent.mojang.com/v2/images/t1.21leashedboats.jpg><h1>Changes</h1><ul><li>Improved chunk loading performance<li>Doors of different materials can now form a double door<li>Witches now always drop 4-8 redstone dust on death<ul><li>This is to improve the viability of farms that utilize Witch Huts to obtain Redstone Dust</ul><li>Piston sound volume and attenuation have been lowered<ul><li>This was done to address the long-received feedback on the old sounds being too harsh and loud, creating very noisy redstone builds</ul><li>The panic behaviour of animals now lasts for 2 seconds after the damage is dealt, down from 5<li>Ender Pearls that are thrown through portals can now teleport players to a different dimension than the one they are currently in<li>It is now possible to ride entities such as Horses or Minecarts through portals<ul><li>When riding entities through portals, the delay before teleporting is not applied</ul><li>Projectile knockback is no longer dependent on the shooters position<ul><li>Projectiles such as Arrows and Fireballs knock back in the direction they travel<li>Projectiles such as Splash Potions and Fireworks knock back away from themselves<li>Projectiles shot by a Dispenser will also knock back</ul><li>Improved player attribute and effect handling<ul><li>Custom set base attributes are now kept when respawning<li>Active effects and modifiers are kept when changing dimension or winning the game</ul><li>Blocks frozen by Frost Walker now emit \"Block Placed\" vibrations (frequency 13)<li>End Crystals are now immune to fire damage<li>The Trident is now considered of Epic rarity, giving its hover text a purple color<li>Added an attestation checkbox when submitting a player report<li>The \"Burning Time\" reduction effect of Fire Protection and \"Knockback Resistance\" effect of Blast Protection now stack from wearing several pieces<li>Realms improvements<li>The Pause Menu can now include a list of links provided by server<li>Improvements to the disconnection screen<li>Updated credits<li>Removed Herobrine</ul><p><img alt=\"Sunny and Noor are next to a fully rebuilt Ruined Portal. The brave Sunny throws an Ender Pearl towards the lit Nether Portal. Noor is to the side holding a Leash tied to a Boat with a Sheep in it.\"src=https://launchercontent.mojang.com/v2/images/t1.21pearlportal.jpg><h2>Chunk Loading Improvements</h2><ul><li>When reading an already generated chunk from disk, surrounding chunks are no longer unnecessarily loaded<ul><li>This is also visible on the singleplayer world loading screen</ul><li>The new system has less memory and CPU overhead</ul><h2>Realms Improvements</h2><ul><li>Any member of a Realm can now upgrade a world<li>In the Realms main screen, all online players of a Realm are displayed<ul><li>When hovered, a tooltip is shown with each player's head and name</ul><li>Updated the confirmation screens in Realms to show as popups</ul><h2>Server Links</h2><ul><li>Servers can now provide a list of links to clients<li>If client has received any links, a new button called \"Server Links...\" will show up in the Pause Menu<ul><li>To make space for that button, the \"Report Bugs\" and \"Give Feedback\" buttons are moved into a sub-screen</ul></ul><h2>Disconnection Screen Improvements</h2><ul><li>In some cases client will now store detailed information about disconnection (similar to crash reports)<ul><li>When that happens, an \"Open Disconnection Report Directory\" button will be added to the disconnection screen<li>If a server provides a link for bug reporting, it will be also be added as a button to the disconnection screen</ul></ul><p><img alt=\"Sunny is riding a Minecart that leads into a Nether Portal.\"src=https://launchercontent.mojang.com/v2/images/t1.21minecartportal.jpg><h1>Technical Changes</h1><ul><li>Data Pack version is now 48<li>Resource Pack version is now 34<li>Removed the <code>update_1_21</code> feature flag and built-in datapack<li>Server can now provide list of links to client<li>Servers can add custom details to crash and disconnection reports<li>Report data generator now includes information about network packets<li>The game will now store reports from failed chunk loads and saves in the <code>debug</code> directory</ul><p><img alt=\"A swarm of Bees are leashed to a Dragon Egg Block Display Entity, flying above a Savannah. This gives the impression that the Bees have plotted to steal the Dragon Egg.\"src=https://launchercontent.mojang.com/v2/images/t1.21techbeeswithegg.jpg><h2>Server Links</h2><ul><li>New clientbound packet <code>server_links</code> is available in <code>configuration</code> and <code>game</code> protocols<li>On receival, the links are made available in the Pause Menu<li>Link labels can be built-in or custom (i.e. any text)<li>Some built-ins also have special functionality:<ul><li><code>report_bug</code>:<ul><li>link will be displayed on disconnection screen, if disconnection was caused by packet handling error<li>link will be included as a comment in disconnection report</ul></ul><li>Additionally, there are some generic-use link names, like \"Support\" or \"Website\", without any special functionality<li>Added <code>bug-report-link</code> to <code>server.properties</code> to allow vanilla server to configure <code>report_bug</code> links<ul><li>If this field is non-empty, server will send that link to clients<li>This field should contain well-formed URL</ul></ul><h2>Custom Server Crash Report Details</h2><ul><li>New clientbound packet <code>custom_report_details</code> is available in the <code>configuration</code> and <code>game</code> protocols<li>This packet contains a list of key-value text entries<li>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</ul><h1>Data Pack Versions 42 Through 48</h1><ul><li>Added new Music Disc items and loot table entries for the Music Discs<li>Painting variants are now data-driven<li>Jukebox songs are now data-driven<li>Enchantments are now data-driven<li>Enchantments that show up in the game are now controlled by Enchantment Providers<li>Enchantment exclusivity is now controlled through tags<li>Added new command syntax<li>Changes to predicates and loot table functions<li>Registry <code>decorated_pot_patterns</code> has been renamed to <code>decorated_pot_pattern</code><li>Updated legacy element and tag directory names in datapacks<li>Added new configurable fields to jigsaw structures and <code>single_pool_element</code> types<li>Added new placement modifier type <code>fixed_placement</code> to place features in a set of fixed positions<li>Added new feature type <code>end_platform</code> for the obsidian platform in the end</ul><h2>Painting Variants</h2><ul><li>Painting variants registry are now loaded from packs<li>Path to painting definition is <code>data/&#60namespace>/painting_variant/&#60id>.json</code><li>Fields in definition:<ul><li><code>width</code> - width of painting in blocks, between 1 and 16<li><code>height</code> - height of painting in blocks, between 1 and 16<li><code>asset_id</code> - id of sprite in <code>paintings</code> atlas</ul></ul><h2>Jukebox Songs</h2><ul><li>Added a jukebox song registry which is loaded from data packs<li>Path to jukebox song definition is <code>data/&#60namespace>/jukebox_song/&#60id>.json</code><li>Fields in definition:<ul><li><code>sound_event</code> - sound event that is streamed when played by a Jukebox<li><code>description</code> - the name of the song that will be displayed in the hover tooltip represented as a Text Component<li><code>length_in_seconds</code> - length of the song in seconds as a positive float<li><code>comparator_output</code> - the redstone signal output by a comparator when played in a Jukebox, between 0 and 15</ul><li>Added <code>minecraft:jukebox_playable</code> item stack component</ul><h3><code>jukebox_playable</code> Item Component</h3><ul><li>If set, the item can be inserted into Jukeboxes to play a song<li>Format: object with fields<ul><li><code>song</code>: Jukebox song id<ul><li>The song that will be played by the Jukebox when this item stack is inserted</ul><li><code>show_in_tooltip</code>: boolean (default: true)<ul><li>If false, the name of the song will not be shown in the tooltip<li>This was formerly controlled by the <code>hide_additional_tooltip</code> component on Music Discs</ul><li>e.g. <code>jukebox_playable={song:'minecraft:precipice'}</code>, <code>jukebox_playable={song:'minecraft:precipice', show_in_tooltip:false}</code></ul></ul><p><img alt=\"Steve is playing around with a Jukebox in the center of a Village. A Nether Star can be seen on top of the Jukebox, suggesting that Steve has used custom data to vibe out to songs that he likes.\"src=https://launchercontent.mojang.com/v2/images/t1.21techcustommusic.jpg><h2>Attributes</h2><ul><li>Attribute Modifiers no longer have a UUID and name combination<li>Instead, Attribute Modifiers are now uniquely identified by a namespaced ID, similar to other resources<li>The ID of a modifier uniquely identifies it in the set of modifiers for a single attribute<ul><li>Using the same ID for different modifiers is allowed as long as the modifiers are for different attributes</ul><li>Existing built-in modifiers will be upgraded to new IDs<li>Existing custom modifiers will be upgraded to the UUID as an ID in the <code>minecraft</code> namespace</ul><h3><code>attribute</code> Command</h3><ul><li>The <code>uuid</code> and <code>name</code> arguments have been replaced with a singular <code>id</code> argument</ul><h3>Item Stack Attribute Modifiers</h3><ul><li>The <code>uuid</code> and <code>name</code> fields have been removed<li>Attribute Modifiers now have an <code>id</code> (namespaced ID) field<ul><li>This is a unique identifier per attribute for the modifier</ul></ul><h3>Entity Attributes</h3><ul><li>Attributes are now stored as <code>attributes</code><li>Attribute format:<ul><li><code>id</code>, renamed from <code>Name</code><li><code>base</code>, renamed from <code>Base</code><li><code>modifiers</code>, renamed from <code>Modifiers</code><ul><li>Now stores modifiers in the same format as modifiers in <code>attribute_modifiers</code> item stack components:<ul><li><code>id</code>, replaces <code>UUID</code> and <code>Name</code><li><code>amount</code>, renamed from <code>Amount</code><li><code>operation</code>, renamed from <code>Operation</code>, now a named constant instead of an int:<ul><li><code>add_value</code> - previously <code>0</code><li><code>add_multiplied_base</code> - previously <code>1</code><li><code>add_multiplied_total</code> - previously <code>2</code></ul></ul></ul></ul></ul><h2>Enchantments</h2><p><img alt=\"Efe, wearing Diamond Boots with a custom enchantment that spawns sparkling particles, tempts a Cat with Salmon in a snowy Village under moonlight.\"src=https://launchercontent.mojang.com/v2/images/t1.21techcustomenchantparticles.jpg><p>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.<p>Enchantments can be added in the registry <code>enchantment</code>. All Vanilla Enchantments can be found in the vanilla datapack in the client and server jar files.<p>Fields:<ul><li><code>description</code>: The name of the Enchantment when displayed in text represented as a Text Component<li><code>exclusive_set</code>: The Enchantment(s) this Enchantment is mutually exclusive with<ul><li>Two Enchantments can never co-exist on an item if either is in the other's exclusive set<li>Specified as an Enchantment ID, a list of Enchantment IDs or an Enchantment Tag prefixed with <code>#</code><li>Optional - if omitted, the exclusive set is empty</ul><li><code>supported_items</code>: The item types that can have this Enchantment<ul><li>Item ID, list of item IDs or tag prefixed with <code>#</code></ul><li><code>primary_items</code>: The item types for which this Enchantment shows up in Enchanting Tables and on traded equipment<ul><li>Item ID, list of item IDs or tag prefixed with <code>#</code><li>Must be a subset of <code>supported_items</code></ul><li><code>weight</code>: How commonly the Enchantment appears, compared to the total combined <code>weight</code> of all available Enchantments<ul><li>Positive integer, at most 1024 - higher values mean more common</ul><li><code>max_level</code>: The maximum level of the Enchantment<ul><li>All Enchantments range from level 1 to their maximum level<li>Positive integer, at most 255</ul><li><code>min_cost</code>, <code>max_cost</code>: describe the range of costs for this Enchantment in the Enchanting Table (and how much it returns when disenchanted)<ul><li>Both min and max cost are described using a linear formula:<li><code>base</code>: Base cost at level 1<li><code>per_level_above_first</code>: Added for each level over 1</ul><li><code>anvil_cost</code>: The fee taken for the Enchantment in the anvil<ul><li>Non-negative integer<li>This value is halved when an Enchantment is added to a Book<li>The effective fee is multiplied by the level of the Enchantment</ul><li><code>slots</code>: A list of slot groups this Enchantment works in<ul><li>Each entry is one of <code>any</code>, <code>hand</code>, <code>mainhand</code>, <code>offhand</code>, <code>armor</code>, <code>feet</code>, <code>legs</code>, <code>chest</code>, <code>head</code> and <code>body</code></ul><li><code>effects</code>: A map of effect components, as described below in the Effect Components section</ul><h3>Level-Based Values</h3><p>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.<p>If a Level-Based value is not a floating-point constant, it is an object with a <code>type</code> field, specifying one of the following types.<h4><code>linear</code></h4><p>The most common type of Level-Based Value is a <code>linear</code> value. A <code>linear</code> Level-Based Value has two fields:<ul><li><code>base</code>: The base value added to all levels<li><code>per_level_above_first</code>: Amount added for each level above the first one</ul><p>In effect, a <code>linear</code> Level-Based Value results in <code>base + per_level_above_first * (level - 1)</code>.<h4><code>clamped</code></h4><p>A Level-Based Value type that clamps a value between a min and max. Fields:<ul><li><code>value</code>: A Level-Based Value used as the input<li><code>min</code>: A floating point value specifying the minimum value of the output<li><code>max</code>: A floating point value specifying the maximum value of the output</ul><h4><code>fraction</code></h4><p>A Level-Based Value type that represents the fraction between two values. Fields:<ul><li><code>numerator</code>: A Level-Based Value used as the numerator<li><code>denominator</code>: A Level-Based Value used as the denominator</ul><h4><code>levels_squared</code></h4><p>A Level-Based Value type that evaluates to the square of the levels, plus an addition. Fields:<ul><li><code>added</code>: A floating-point value added to the result of the squared levels</ul><p>In effect, a <code>levels_squared</code> Level-Based Value results in <code>level ^ 2 + added</code><h4><code>lookup</code></h4><p>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:<ul><li><code>values</code> - A list of values indexed by <code>level - 1</code> to apply, if present<li><code>fallback</code> - A fallback Level-Based Value to apply if the level is greater than the size of <code>values</code></ul><h3>Value Effect Types</h3><p>Value Effects are effects used to manipulate the amount of <em>something</em> in the game.<h4><code>add</code></h4><p>A Value Effect that adds a value to the processed results.<p>Fields:<ul><li><code>value</code>: A Level-Based Value determining how much to add<ul><li>Negative values are supported</ul></ul><h4><code>all_of</code></h4><p>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.<p>Fields:<ul><li><code>effects</code>: A list of the Value Effects to run</ul><h4><code>multiply</code></h4><p>A Value Effect that multiplies the processed value by a given factor.<p>Fields:<ul><li><code>factor</code>: A Level-Based Value determining the factor to multiply in</ul><h4><code>remove_binomial</code></h4><p>A Value Effect that runs a Binomial series of checks, reducing the input value by 1 for every successful check.<p>Fields:<ul><li><code>chance</code>: A Level-Based Value representing the chance that an input value is dropped.<ul><li>The span is 0 to 1, with 0 being no chance to drop an input value and 1 dropping all input values</ul></ul><h4><code>set</code></h4><p>A Value Effect that overwrites the input value with a given Level-Based Value.<p>Fields:<ul><li><code>value</code>: The Level-Based Value to use as the result</ul><h3>Attribute Effects</h3><p>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.<p>Fields:<ul><li><code>id</code>: The namespaced ID of the Attribute Modifier to add<ul><li>This will be postfixed with the slot name when the enchanted item is equipped in a slot<li>Must be unique to avoid different Enchantments (or other systems) interfering with each others</ul><li><code>attribute</code>: The ID of the attribute to modify<li><code>operation</code>: The operation of the Attribute Modifier<ul><li>One of <code>add_value</code>, <code>add_multiplied_base</code> and <code>add_multiplied_total</code></ul><li><code>amount</code>: A Level-Based Value describing the amount</ul><h3>Entity Effect Types</h3><p>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.<h4><code>all_of</code></h4><p>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.<p>Fields:<ul><li><code>effects</code>: List of Entity Effects to run</ul><h4><code>apply_mob_effect</code></h4><p>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.<p>Fields:<ul><li><code>to_apply</code>: Options for the Effect to apply<ul><li>One of an Effect ID, a list of Effect IDs or an Effect Tag prefixed by <code>#</code></ul><li><code>min_duration</code>, <code>max_duration</code>: Level-Based Values representing the minimum and maximum duration of the effect in seconds<li><code>min_amplifier</code>, <code>max_amplifier</code>: Level-Based Values representing the minimum and maximum amplifier</ul><h4><code>damage_entity</code></h4><p>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.<p>Fields:<ul><li><code>damage_type</code>: The ID of the Damage Type to use<li><code>min_damage</code>, <code>max_damage</code>: Level-Based Values representing the minimum and maximum amount of damage</ul><h4><code>damage_item</code></h4><p>An Entity Effect that applies damage to the Enchanted Item. The damage is not applied to items held by players in creative mode.<p>Fields:<ul><li><code>amount</code>: A Level-Based Value determining the amount of damage to apply</ul><h4><code>explode</code></h4><p>An Entity Effect that causes an explosion.<p>Fields:<ul><li><code>attribute_to_user</code>: A boolean deciding whether the explosion should be attributed to the user of the enchanted tool<li><code>damage_type</code>: Optional damage type of the explosion - if omitted, no damage is dealt by the explosion<li><code>immune_blocks</code>: Optional Block, list of Blocks or hash-prefixed Block Tag specifying which blocks fully block the explosion<li><code>knockback_multiplier</code>: A Level-Based Value deciding the knockback multiplier caused by the explosion - if omitted, the default explosion knockback is applied<li><code>offset</code>: A position offset for where the explosion is spawned<ul><li>Format: list of 3 integers representing X, Y and Z offset<li>Optional, if omitted [0, 0, 0] is used</ul><li><code>radius</code>: A Level-Based Value representing the radius of the explosion<li><code>create_fire</code>: A boolean for whether the explosion causes fire to be placed or not<li><code>block_interaction</code>: How the explosion interacts with blocks. One of:<ul><li><code>none</code>: No effect<li><code>block</code>: Act as if a block caused the explosion - the <code>blockExplosionDropDecay</code> game rule applies to drops<li><code>mob</code>: Act as if a mob caused the explosion - the <code>mobExplosionDropDecay</code> game rule applies to drops<li><code>tnt</code>: Act as if TNT caused the explosion - the <code>tntExplosionDropDecay</code> game rule applies to drops<li><code>trigger</code>: Trigger redstone-activated blocks</ul><li><code>small_particle</code>: The small particle emitted by the explosion<li><code>large_particle</code>: The large particle emitted by the explosion<li><code>sound</code>: The sound event caused by the explosion</ul><h4><code>ignite</code></h4><p>An Entity Effect that ignites the affected entity for a given number of seconds.<p>Fields:<ul><li><code>duration</code>: A Level-Based Value specifying the number of seconds the fire should last</ul><h4><code>play_sound</code></h4><p>An Entity Effect that plays a sound.<p>Fields:<ul><li><code>sound</code>: A Sound Event ID for the sound to play<li><code>volume</code>: A Float Provider between <code>0.00001</code> and <code>10.0</code> specifying the volume of the sound<li><code>pitch</code>: A Float Provider between <code>0.00001</code> and <code>2.0</code> specifying the pitch of the sound</ul><h4><code>replace_block</code></h4><p>An Entity Effect that replaces a block in the world.<p>Fields:<ul><li><code>block_state</code>: A block state provider giving the block state to set<li><code>offset</code>: A positional offset from the position of the event to where to place the block<ul><li>Format: list of 3 integers representing X, Y and Z offset<li>Optional, if omitted [0, 0, 0] is used</ul><li><code>predicate</code>: A World-generation style Block Predicate to used to determine if the block should be replaced<ul><li>Optional, if omitted all block types are replaced</ul><li><code>trigger_game_event</code>: Optional Game Event ID for a game event to trigger when a block has been replaced</ul><h4><code>replace_disk</code></h4><p>An Entity Effect that replaces blocks in a disk / cylinder in the world.<p>Fields:<ul><li><code>block_state</code>: A block state provider giving the block state to set<li><code>radius</code>: A Level-Based Value describing the radius of the cylinder<li><code>height</code>: A Level-Based Value describing the height of the cylinder<li><code>offset</code>: A positional offset from the position of the event to the center of the cylinder<ul><li>Format: list of 3 integers representing X, Y and Z offset<li>Optional, if omitted [0, 0, 0] is used</ul><li><code>predicate</code>: A World-generation style Block Predicate to used to determine if the block should be replaced<ul><li>Optional, if omitted all block types are replaced</ul><li><code>trigger_game_event</code>: Optional Game Event ID for a game event to trigger when a block has been replaced</ul><h4><code>run_function</code></h4><p>An Entity Effect that runs a Command Function. The execution entity the effect is executing for is represented as <code>@s</code> and <code>~ ~ ~</code> is the position of the event, rotated in the direction of the affected entity.<p>Fields:<ul><li><code>function</code>: Namespaced ID of the Command Function to run</ul><h4><code>set_block_properties</code></h4><p>An Entity Effect that sets properties on a block<p>Fields:<ul><li><code>properties</code>: map of property key to property value (same format as a <code>minecraft:block_state</code> item component)<li><code>offset</code>: A positional offset from the position of the event to the center of the cylinder<ul><li>Format: list of 3 integers representing X, Y and Z offset<li>Optional, if omitted [0, 0, 0] is used</ul><li><code>trigger_game_event</code>: Optional Game Event ID for a game event to trigger when a block has been changed</ul><h4><code>spawn_particles</code></h4><p>An Entity Effect that spawns particles around the affected entity.<p>Fields:<ul><li><code>particle</code>: A particle type definition<li><code>horizontal_position</code>, <code>vertical_position</code>: Decides where the particle spawns horizontally and vertically. Objects with fields:<ul><li><code>type</code>: Specifies the position selection type. One of:<ul><li><code>\"entity_position\"</code>: Spawn particles based on the entity position<li><code>\"in_bounding_box\"</code>: Spawn particles based on randomized positions inside the bounding box of the entity</ul><li><code>offset</code>: A floating point value specifying an offset to the position source<ul><li>Optional, interpreted as <code>0</code> if omitted</ul><li><code>scale</code>: A floating point value specifying a scaling factor<ul><li>Only available if type is <code>\"in_bounding_box\"</code><li>Optional, interpreted as <code>1</code> if omitted</ul></ul><li><code>horizontal_velocity</code>, <code>vertical_velocity</code>: Decides the initial velocity of the spawned particle. Object with fields:<ul><li><code>base</code>: A Float Provider giving the base speed along the given axis<ul><li>Optional, interpreted as <code>0</code> if omitted</ul><li><code>movement_scale</code>: A floating point scale factor applied to the entity speed along the given axis<ul><li>Optional, interpreted as <code>0</code> if omitted<li>Example: a <code>movement_scale</code> of <code>1</code> adds the velocity of the entity to the spawned particles</ul></ul></ul><h4><code>summon_entity</code></h4><p>An Entity Effect that summons a new entity, randomly chosen from a set of Entity Types, at the site of the event.<p>Fields:<ul><li><code>entity</code>: The options for the Entity Type to summon<ul><li>Either an Entity Type ID, a list of Entity Type IDs or an Entity Type Tag prefixed with <code>#</code></ul><li><code>join_team</code>: Boolean that specifies whether the summoned entity should join the team of the owner of the Enchanted Item</ul><h3>Location-Based Effect Types</h3><p>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.<p>All Entity Effect types can also be used as Location-Based Effects, and in addition <code>attribute</code> can be used to specify an Attribute Effect as a location-based effect.<h3>Effect Conditions</h3><p>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.<p>Unlike with loot tables, all effect conditions need to be inline objects and cannot be references.<p>Each effect component specifies which parameters are available in the Effect Components list below.<h4>Damage Parameters</h4><ul><li>Entities: <code>this</code>, <code>attacker</code>, <code>direct_attacker</code><li>Enchantment Level<li>Origin<li>Damage Source</ul><h4>Item Parameters</h4><ul><li>Tool<li>Enchantment Level</ul><h4>Location Parameters</h4><ul><li>Entities: <code>this</code><li>Enchantment Level<li>Origin<li>Enchantment Active status</ul><h4>Entity Parameters</h4><ul><li>Entities: <code>this</code><li>Enchantment Level<li>Origin</ul><h4>Hit Block Parameters</h4><ul><li>Entities: <code>this</code><li>Enchantment Level<li>Origin<li>Block State</ul><h3>Effect Components</h3><p>The <code>effects</code> 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.<p>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 <code>effect</code> with the effect of the type used by the list. Entries can also optionally include a field named <code>requirements</code> specifying the condition parameters, which are then evaluated with the documented context.<ul><li><code>minecraft:armor_effectiveness</code>: Effects for changing the armor effectiveness of the target of an attack<ul><li>Condition Context: Damage Parameters<li>Effect: Value Effect on the armor effectiveness: 0 for completely ineffective, 1 for fully effective</ul><li><code>minecraft:attributes</code>: Unfiltered list of Attribute Effects<li><code>minecraft:ammo_use</code>: Effects for ammunition being used when drawing a projectile weapon (firing a Bow or loading a Crossbow)<ul><li>Condition Context: Item Parameters - Tool is the ammunition item<li>Effect: Value Effect on the amount of ammunition being used up</ul><li><code>minecraft:block_experience</code>: Effects for the amount of experience that drops when mining a block with the Enchanted Item<ul><li>Condition Context: Item Parameters - Tool is the mining tool used<li>Effect: Value Effect on the amount of experience awarded</ul><li><code>minecraft:crossbow_charge_sounds</code>: Effect for changing the charging sounds of a Crossbow<ul><li>Note: Only one of these effects can ever be active - the highest level is picked<li>Format: A list of Crossbow sound banks:<ul><li><code>start</code>: Optional sound event id for the start of charging<li><code>mid</code>: Optional sound event id for the middle of charging<li><code>end</code>: Optional sound event id for the end of charging</ul><li>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</ul><li><code>minecraft:crossbow_charge_time</code>: Effects for the charging time of a Crossbow<ul><li>Format: A single Value Effect on the charge time of the Crossbow in seconds - unconditional</ul><li><code>minecraft:damage</code>: Effects for the amount of damage caused by an attack<ul><li>Condition Context: Damage Parameters<li>Effect: Value Effect on the amount of damage</ul><li><code>minecraft:damage_immunity</code>: Effects for complete damage immunity<ul><li>Condition Context: Damage Parameters<li>Effect: Not specified - any matching entry causes damage immunity</ul><li><code>minecraft:damage_protection</code>: Effects for damage protection<ul><li>Condition Context: Damage Parameters<li>Effect: Value Effect on the amount of damage protection<li>Note that this adds damage protection (\"magical armor\") rather than processing the damage itself</ul><li><code>minecraft:equipment_drops</code>: Effects for the chance of equipment dropping when a target is killed by the owner of the Enchanted Item<ul><li>Condition Context: Damage Parameters<li>Effect: Value Effect on the chance between <code>0</code> and <code>1</code> of an equipped piece dropping<li>Also has one other field:<ul><li><code>enchanted</code>: A specifier for who needs to be enchanted for the effect to apply<li>Possible values are <code>attacker</code> and <code>victim</code></ul></ul><li><code>minecraft:fishing_luck_bonus</code>: Effects for the amount of luck given to a player fishing<ul><li>Condition Context: Entity Parameters - <code>this</code> is the player fishing<li>Effect: Value Effect on the amount of luck<li>Note: The total amount of luck (in integer form) is applied as a luck effect to the fishing loot table</ul><li><code>minecraft:fishing_time_reduction</code>: Effects for reducing the time until a fish bites when fishing<ul><li>Condition Context: Entity Parameters - <code>this</code> is the player fishing<li>Effect: Value Effect on the amount of time saved in seconds<li>Note: Higher values here mean less time until a fish bites</ul><li><code>minecraft:hit_block</code>: Effects applying after a weapon or tool hits a Block<ul><li>Condition Context: Hit Block Parameters - <code>this</code> is the entity hitting the Block<li>Effect: Entity Effect on the entity hitting the Block<li>Note: In the case of a projectile attack, <code>this</code> is the projectile</ul><li><code>minecraft:knockback</code>: Effects for the amount of knockback caused by an attack<ul><li>Condition Context: Damage Parameters<li>Effect: Value Effect on the amount of knockback caused by the attack</ul><li><code>minecraft:item_damage</code>: Effects for the amount of durability lost when an item is damaged<ul><li>Condition Context: Item Parameters - Tool is the damaged item<li>Effect: Value Effect on the amount of damage to the item</ul><li><code>minecraft:location_changed</code>: Effects that take effect when an entity crosses into a new block position<ul><li>Condition Context: Location Parameters<li>Effect: Location Based Effect</ul><li><code>minecraft:mob_experience</code>: Effects for the amount of experience that drops when killing a mob with the Enchanted Item<ul><li>Condition Context: Entity Parameters - <code>this</code> is the killed Mob<li>Effect: Value Effect on the amount of experience awarded</ul><li><code>minecraft:post_attack</code>: Effects applying after an attack damages a target<ul><li>Condition Context: Damage Parameters<li>Effect: Entity Effect<li>Also has two other fields:<ul><li><code>enchanted</code>: A specifier for who needs to be enchanted for the effect to apply<li><code>affected</code>: A specifier for whom the effect is applied to</ul><li>Possible values for both fields are <code>attacker</code>, <code>damaging_entity</code> and <code>victim</code><li>Example, a Fire Aspect Enchant would specify that when the <code>attacker</code> is <code>enchanted</code>, the <code>ignite</code> effect is applied, and the <code>affected</code> party is the <code>victim</code><li>Another example: Thorns would specify that when the <code>victim</code> is <code>enchanted</code>, the <code>damage_entity</code> effect is applied, and the <code>affected</code> party is the <code>attacker</code></ul><li><code>minecraft:prevent_armor_change</code>: Effect for preventing the enchanted item from being unequipped from an armor slot<ul><li>Format: Empty object</ul><li><code>minecraft:prevent_equipment_drop</code>: Effect for preventing the enchanted item from being dropped on owner death<ul><li>Format: Empty object</ul><li><code>minecraft:projectile_count</code>: Effects for the amount of projectiles drawn when using a projectile weapon<ul><li>Condition Context: Entity Parameters - <code>this</code> is the entity drawing the weapon<li>Effect: Value Effect on the number of projectiles drawn</ul><li><code>minecraft:projectile_piercing</code>: Effects for the piercing count of projectiles fired from a projectile weapon, i.e. the number of targets it can hit<ul><li>Condition Context: Item Parameters - Tool is the ammunition item<li>Effect: Value Effect on the pierce count of the fired projectile</ul><li><code>minecraft:projectile_spread</code>: Effects for the spread of arrows from a projectile weapon firing multiple projectiles<ul><li>Condition Context: Entity Parameters - <code>this</code> is the entity using the Weapon<li>Effect: Value effect on the maximum spread of projectiles measured in degrees from the aim line</ul><li><code>minecraft:projectile_spawned</code>: Effects applying after a projectile entity has been spawned when firing a projectile weapon<ul><li>Condition Context: Entity Parameters - <code>this</code> is the projectile entity<li>Effect: Entity Effect on the projectile entity</ul><li><code>minecraft:repair_with_xp</code>: Effect for repairing the item with xp when picked up by the player - any effect present triggers the function<ul><li>Condition Context: Item Parameters - <code>tool</code> is the item being repaired<li>Effect: Value Effect converting the amount of XP to the amount of durability to repair</ul><li><code>minecraft:smash_damage_per_block_fallen</code>: Effects for the amount of damage caused by a Mace's smash attack<ul><li>Condition Context: Damage Parameters<li>Effect: Value Effect on the amount of damage</ul><li><code>minecraft:tick</code>: Effects that apply every tick for correctly equipped Enchanted Items<ul><li>Condition Context: Entity Parameters - <code>this</code> is the owner of the Enchanted Item<li>Effect: Entity Effect on the owner of the Enchanted Item</ul><li><code>minecraft:trident_return_acceleration</code>: Effects for the special acceleration value of a Trident that returns it to its owner<ul><li>Condition Context: Entity Parameters - <code>this</code> the Trident Entity<li>Effect: Value Effect on the acceleration value</ul><li><code>minecraft:trident_spin_attack_strength</code>: Effects for the strength of a Trident used as a spin attack<ul><li>Format: A single Value Effect on the strength - unconditional<li>Any resulting value greater than 0 converts the Trident to be a spin attack weapon instead of a thrown attack</ul><li><code>minecraft:trident_sound</code>: Effect for changing the charging sounds of a Trident attack<ul><li>Note: Only one of these effects can ever be active - the highest level is picked<li>Format: A list of sound events<li>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</ul></ul><p><img alt=\"Noor, basking in the sunset, fires a Crossbow with a custom enchantment that allows for multiple Firework Rockets to be fired simultaneously.\"src=https://launchercontent.mojang.com/v2/images/t1.21techcustommultishotfireworks.jpg><h2>Enchantment Providers</h2><p>Enchantment Providers are new ways for the game to source Enchantments to use in various situations where Enchantments show up.<h3>Spawn Equipment Enchantment Providers</h3><ul><li><code>mob_spawn_equipment</code>: Enchantment Provider for mobs that spawn with randomly Enchanted equipment<li><code>pillager_spawn_crossbow</code>: Enchantment Provider for Pillagers that spawn with Enchanted Crossbows<li><code>raid/pillager_post_wave_3</code>: Enchantment Provider that is applied as a buff on the Crossbow of Pillagers spawning as waves 4 and 5<li><code>raid/pillager_post_wave_5</code>: Enchantment Provider that is applied as a buff on the Crossbow of Pillagers spawning as waves above 5<li><code>raid/vindicator</code>: Enchantment Provider that is applied as a buff on the Axe of a Vindicator spawning as wave 1-5<li><code>raid/vindicator_post_wave_5</code>: Enchantment Provider that is applied as a buff on the Axe of a Vindicator spawning as waves above 5</ul><h3>Enderman Loot Enchantment Provider</h3><ul><li><code>enderman_loot_drop</code>: Enchantment Provider that is used for the \"fake tool\" applied to the carried block of a killed Enderman</ul><h3>Villager Trade Rebalance Enchantment Providers</h3><p>All Equipment-specific Enchantments in Villager trades in the Villager Trade Rebalance experiment are now sourced from Enchantment Providers.<p>These Enchantment Providers are only used when the Villager Trade Rebalance experiment is enabled and all have the following pattern:<p><code>trades/&#60biome>_&#60profession>_&#60equipment>_&#60level></code><p>For example: <code>trades/desert_armorer_helmet_4</code> and <code>trades/taiga_armorer_chestplate_5</code>.<h3>Enchantment Provider Types</h3><h4><code>single_enchantment</code></h4><p>An Enchantment Provider which always provides the same Enchantment. The level of the Enchantment can be either constant or randomized.<p>Fields:<ul><li><code>enchantment</code>: Namespaced ID of the Enchantment<li><code>level</code>: Int provider representing the level of the Enchantment</ul><h4><code>enchantments_by_cost</code></h4><p>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).<p>Fields:<ul><li><code>enchantments</code>: The set of Enchantments as either a single Enchantment, a list of Enchantments or hash-prefixed Enchantment Tag<li><code>cost</code>: Int provider representing the cost to use for the Enchanting process</ul><h4><code>enchantments_by_cost_with_difficulty</code></h4><p>An Enchantment Provider which works like <code>enchantments_by_cost</code>, 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.<p>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 <code>0</code> for local difficulty up to <code>2</code>, increases linearly up to <code>1</code> for local difficulty <code>4</code> and stays at a constant value of <code>1</code> for any difficulty above that.<p>Fields:<ul><li><code>enchantments</code>: The set of Enchantments as either a single Enchantment, a list of Enchantments or hash-prefixed Enchantment Tag<li><code>min_cost</code>: Positive integer representing the minimum possible cost<li><code>max_cost_span</code>: Non-negative integer representing the span of the cost randomization when the special factor is at its maximum</ul><h2>Damage Types</h2><ul><li>New damage type: <code>campfire</code>, split from <code>in_fire</code></ul><h2>Tags</h2><h3>Directory renames</h3><ul><li>Some registry types that used legacy datapack directory names (based on plural name of element) have been renamed to match registry name<li>Affected directories:<ul><li><code>structures</code> -> <code>structure</code><li><code>advancements</code> -> <code>advancement</code><li><code>recipes</code> -> <code>recipe</code><li><code>loot_tables</code> -> <code>loot_table</code><li><code>predicates</code> -> <code>predicate</code><li><code>item_modifiers</code> -> <code>item_modifier</code><li><code>functions</code> -> <code>function</code><li><code>tags/functions</code> -> <code>tags/function</code><li><code>tags/items</code> -> <code>tags/item</code><li><code>tags/blocks</code> -> <code>tags/block</code><li><code>tags/entity_types</code> -> <code>tags/entity_type</code><li><code>tags/fluids</code> -> <code>tags/fluid</code><li><code>tags/game_events</code> -> <code>tags/game_event</code></ul></ul><h3>Item Tags</h3><ul><li>Removed <code>music_discs</code> item tag</ul><h3>Block Tags</h3><ul><li><code>air</code>: All blocks that resemble air</ul><h3>Enchantment Tags</h3><h4>Enchantment Functionality Tags</h4><ul><li><code>curse</code>: Enchantments that get listed in red in tooltips and cannot be removed by disenchanting<li><code>prevents_bee_spawns_when_mining</code>: Enchantments that allow a tool to mine Bee Nests and Beehives with the Bees still inside<li><code>prevents_decorated_pot_shattering</code>: Enchantments that make a tool not shatter Decorated Pots<li><code>prevents_ice_melting</code>: Enchantments that cause a tool to not break Ice into Water<li><code>prevents_infested_spawns</code>: Enchantments that allow a tool to break Infested blocks without causing the mob inside to spawn<li><code>smelts_loot</code>: Enchantments that cause loot drops to be smelted</ul><h4>Enchantment Availability Tags</h4><ul><li><code>tradeable</code>: Enchantments that show up on Books in Villager trades<li><code>on_traded_equipment</code>: Enchantments that show up on enchanted equipment in Villager trades<li><code>double_trade_price</code>: Enchantments that double the Emerald cost when traded<li><code>in_enchanting_table</code>: Enchantments that can show up in the Enchanting Table<li><code>on_mob_spawn_equipment</code>: Enchantments that can show up on equipment worn by randomly spawned mobs<li><code>on_random_loot</code>: Enchantments that can show up in Chests found in the world</ul><h4>Enchantment Exclusivity Tags</h4><p>New tags used by the Vanilla Enchantments to control which ones are mutually exclusive, all of which are found under the <code>exclusive_set/</code> path.<ul><li><code>armor</code>: Enchantments that cannot co-exist on Armor pieces<li><code>boots</code>: Enchantments that cannot co-exist on Boots<li><code>bow</code>: Enchantments that cannot co-exist on Bows<li><code>crossbow</code>: Enchantments that cannot co-exist on Crossbows<li><code>damage</code>: Damage-increasing Enchantments that cannot co-exist<li><code>mining</code>: Mining-related Enchantments that cannot co-exist<li><code>riptide</code>: Enchantments that cannot co-exist with Riptide</ul><h4>Trade Rebalance Enchantment Tags</h4><p>In the experimental <code>trade_rebalance</code> pack, each biome type has two tags:<ul><li><code>trades/&#60biome>_common</code>: Contains Enchantments traded on the lower profession levels<li><code>trades/&#60biome>_special</code>: Contains Enchantments traded on the highest profession level</ul><h3>Damage Type Tags</h3><ul><li>Removed <code>breeze_immune_to</code> Damage type tag<li>Added <code>burn_from_stepping</code>: Damage types that represent burning damage from stepping on something - in particular, damage types countered by the <code>frost_walker</code> Enchantment<li>Added <code>panic_environmental_causes</code>: Damage types that cause panic in aggressive animals that can panic, i.e. mobs that retaliate when attacked<li>Added <code>panic_causes</code>: Damage types that cause panic in passive animals, i.e. mobs that run away when attacked</ul><h2>Loot Tables</h2><h3>Conditions</h3><h4>Targets</h4><p>Some target entity names have been renamed to fit in a more generic context:<ul><li><code>killer</code> is now called <code>attacker</code><li><code>direct_killer</code> is now called <code>direct_attacker</code><li><code>killer_player</code> is now called <code>attacking_player</code></ul><h4><code>enchantment_active_check</code></h4><p>New condition, requires the \"Enchantment Active\" parameter to exist in the context, which currently means it only works in Enchantment conditions.<p>Fields:<ul><li><code>active</code>: boolean determining whether the check should match for an active (<code>true</code>) or inactive (<code>false</code>)</ul><h4><code>random_chance</code></h4><ul><li>The <code>chance</code> field is now a Number Provider</ul><h4><code>random_chance_with_enchanted_bonus</code></h4><p>Renamed from <code>random_chance_with_looting</code>. Field changes:<ul><li><code>looting_multiplier</code>: field has been removed<li><code>chance</code>: field has been removed<li><code>unenchanted_chance</code>: new field for the chance for an unenchanted item<li><code>enchanted_chance</code>: new field for the chance for an enchanted item - a Level-Based Value<li><code>enchantment</code>: new field containing the namespaced ID of the Enchantment which grants the bonus chance</ul><h3>Functions</h3><h4><code>enchanted_count_increase</code></h4><p>Renamed from <code>looting_enchant</code>. Now has a new field:<ul><li><code>enchantment</code>: Namespaced ID of the Enchantment that increases yields</ul><h4><code>enchant_randomly</code></h4><ul><li>Changed format - the <code>enchantments</code> field is now called <code>options</code><li><code>options</code> is now specified as one of an Enchantment, a list of Enchantments or an Enchantment Tag (prefixed with <code>#</code>)<li><code>only_compatible</code>: New optional boolean field - if <code>true</code>, only allows Enchantments that are compatible with the item<ul><li>If omitted, defaults to <code>true</code><li>Note: Books are considered compatible with all Enchantments</ul></ul><h3><code>enchant_with_levels</code></h3><ul><li>The <code>treasure</code> field has been removed<li>Changed format - <code>options</code> is now specified as one of an Enchantment, a list of Enchantments or an Enchantment Tag (prefixed with <code>#</code>)</ul><h3><code>copy_name</code></h3><ul><li>Some of the possible values for the <code>source</code> field have changed:<ul><li><code>killer</code> renamed to <code>attacking_entity</code><li><code>killer_player</code> renamed to <code>last_damage_player</code></ul></ul><h3>Number Providers</h3><h4><code>enchantment_level</code></h4><p>A new number provider that sources values from the Enchantment Level parameter.<p>Fields:<ul><li><code>amount</code>: A Level-Based Value giving a value based on the level of the Enchantment</ul><h2>Predicates</h2><h3>Damage Type Predicate</h3><ul><li>New option: <code>is_direct</code> - optional boolean<ul><li>When present, requires the damage to be direct (<code>true</code>) or indirect (<code>false</code>)<li>Damage is direct when its direct and source entities are the same</ul></ul><h3>Enchantment Predicate</h3><ul><li>The <code>enchantment</code> field has been removed<li>Added an <code>enchantments</code> field, one of an Enchantment, a list of Enchantments or an Enchantment Tag (prefixed with <code>#</code>)<ul><li>If multiple Enchantments are specified through a list or a tag, the Predicate matches if any Enchantment matches</ul><li>If no <code>enchantments</code> field is specified, any enchantment matching <code>levels</code> will succeed the test<ul><li>If neither the <code>levels</code> nor <code>enchantments</code> fields are defined, the predicate will match an item that has any enchantment</ul></ul><h3>Jukebox Playable Predicate</h3><p>New item sub-predicate available as <code>jukebox_playable</code>.<ul><li>Matcher for <code>jukebox_playable</code> component (like Music Discs)<li>Fields:<ul><li><code>song</code> - optional id, list of ids or tag for jukebox song to be matched</ul></ul><h3>Entity Predicate</h3><ul><li>New sub-predicate type Movement Predicate available as <code>movement</code><li>New sub-predicate type Periodic Ticks Predicate available as <code>periodic_tick</code><li>New option: <code>movement_affected_by</code> - optional Location Predicate<ul><li>When present, adds requirements on a block at most 0.5 blocks below the entity which can affect its movement</ul></ul><h3>Player Predicate</h3><ul><li>The <code>gamemode</code> field has been changed to accept a list of game modes</ul><h3>Entity Flags Predicate</h3><p>New possible fields:<ul><li><code>is_on_ground</code>: Optional boolean - if provided, matches the \"on ground\" state of the entity<li><code>is_flying</code>: Optional boolean - if provided, matches whether the entity is flying, including:<ul><li>Gliding with Elytra<li>Flying in Creative Mode</ul></ul><h3>Location Predicate</h3><p>New possible field:<ul><li><code>can_see_sky</code>: Optional boolean - if provided, matches exactly when the location has the maximum possible level of sky light</ul><h3>Movement Predicate</h3><p>New predicate type. Possible fields:<ul><li><code>x</code>, <code>y</code>, <code>z</code>: <code>min</code>/<code>max</code> limits for movement speed along a certain axis in blocks / second<li><code>speed</code>: <code>min</code>/<code>max</code> limits for overall movement speed in blocks / second<li><code>horizontal_speed</code>: <code>min</code>/<code>max</code> limits for the horizontal speed component of the entity's movement in blocks / second<li><code>vertical_speed</code>: <code>min</code>/<code>max</code> limits for the vertical speed component of the entity's movement in blocks / second<li><code>fall_distance</code>: <code>min</code>/<code>max</code> limits for the fall distance of the entity in blocks</ul><h3>Periodic Ticks Predicate</h3><p>New Entity sub-predicate available as <code>periodic_tick</code> in Entity Predicates. Format: a positive integer.<p>This sub-predicate is true every <em>n</em> ticks of an entity's lifetime.<h2>Attributes</h2><h3><code>generic.attack_knockback</code></h3><p>Now also works on Players.<h3><code>generic.burning_time</code></h3><p>A factor to how long an entity remains on fire after being ignited. A factor of <code>0</code> removes the entire burn time, a factor of <code>1</code> lets the entity burn the default fire time - larger values increase the amount of time the entity remains on fire.<ul><li>Default: <code>1</code><li>Minimum: <code>0</code><li>Maximum: <code>1024</code></ul><h3><code>generic.explosion_knockback_resistance</code></h3><p>A factor to how much knockback an entity takes from an Explosion. A factor of <code>1</code> removes the entire knockback, a factor of <code>0</code> means no knockback reduction.<ul><li>Default: <code>0</code><li>Minimum: <code>0</code><li>Maximum: <code>1</code></ul><h3><code>player.mining_efficiency</code></h3><p>Mining speed factor added to the speed of mining when using a tool that efficiently mines a block.<ul><li>Default: <code>0</code><li>Minimum: <code>0</code><li>Maximum: <code>1024</code></ul><h3><code>generic.movement_efficiency</code></h3><p>How efficiently the entity can move through impeding terrain that slows down movement. A factor of <code>1</code> removes all movement penalty, a factor of <code>0</code> applies full movement penalty.<ul><li>Default: <code>0</code><li>Minimum: <code>0</code><li>Maximum: <code>1</code></ul><h3><code>generic.oxygen_bonus</code></h3><p>Factor to the chance an Entity has to not use up air when underwater. <code>0</code> has no effect, values over <code>0</code> are used in the following formula to determine the chance of using up air:<p><code>1 / (oxygen_bonus + 1)</code><ul><li>Default: <code>0</code><li>Minimum: <code>0</code><li>Maximum: <code>1024</code></ul><h3><code>player.sneaking_speed</code></h3><p>The movement speed factor when sneaking. A factor of <code>1</code> means sneaking is as fast as walking, a factor of <code>0</code> means unable to move while sneaking.<ul><li>Default: <code>0.3</code><li>Minimum: <code>0</code><li>Maximum: <code>1</code></ul><h3><code>player.submerged_mining_speed</code></h3><p>The mining speed factor when submerged. A factor of <code>1</code> means mining as fast submerged as on land, a factor of <code>0</code> 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.<ul><li>Default: <code>0.2</code><li>Minimum: <code>0</code><li>Maximum: <code>20</code></ul><h3><code>player.sweeping_damage_ratio</code></h3><p>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 <code>1</code>. A value of <code>0</code> means none of the base attack damage is transferred (sweep damage is <code>1</code>). A value of <code>1</code> means all of the base attack damage is transferred (sweep damage is <code>attack_damage + 1</code>)<ul><li>Default: <code>0</code><li>Minimum: <code>0</code><li>Maximum: <code>1</code></ul><h3><code>generic.water_movement_efficiency</code></h3><p>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.<ul><li>Default: <code>0</code><li>Minimum: <code>0</code><li>Maximum: <code>1</code></ul><h2>Block Predicates (World Generation Style)</h2><h3><code>unobstructed</code></h3><p>New block predicate type that passes if the selected block is unobstructed (no entities are in the space of the block).<p>Fields:<ul><li><code>offset</code>: List of 3 int offset coordinates, specifying the offset from the origin position to test<ul><li>Optional, defaults to <code>[0, 0, 0]</code> if unspecified</ul></ul><h2>Entity Data</h2><h3>Projectiles</h3><ul><li>Arrow-like projectile data now contains a <code>weapon</code> field containing an Item Stack representing the weapon the projectile was fired from<li>The <code>ShotFromCrossbow</code> field has been removed<li>Removed <code>power</code> NBT tag and replaced it with <code>acceleration_power</code> tag with a number value that control the projectiles acceleration (and maximum speed)<ul><li>This change affects the following projectiles; <code>dragon_fireball</code>, <code>large_fireball</code>, <code>small_fireball</code>, <code>fireball</code>, <code>breeze_wind_charge</code>, <code>wind_charge</code>, <code>wither_skull</code></ul></ul><h2>Item Components</h2><ul><li>The <code>custom_data</code> component can now be specified as an SNBT string to preserve type information in JSON<ul><li>This is the same as is used in the <code>set_custom_data</code> loot function and <code>custom_data</code> predicate</ul><li>The <code>food</code> item component has a new field:<ul><li><code>using_converts_to</code>: item with components (optional)<ul><li>Once consumed, the food item will be replaced with the specified item<li>e.g. <code>food={nutrition:1,saturation:0,using_converts_to:{id:\"poisonous_potato\",components:{\"minecraft:custom_name\":'\"Wait what?\"'}}}</code></ul></ul></ul><h2>Structures</h2><ul><li>Added <code>dimension_padding</code> field to structures of type <code>minecraft:jigsaw</code>, which ensures that a structure is not generating through the edges of a dimension by adding vertical padding to its bounding box<ul><li>Can be written as an object with two fields:<ul><li><code>bottom</code> the vertical padding at the bottom of the dimension, non-negative integer<li><code>top</code> the vertical padding at the top of the dimension, non-negative integer<li>e.g. <code>dimension_padding: { bottom: 10, top: 5 }</code></ul><li>Can be written as a single non-negative integer instead to be applied to both top and bottom fields<ul><li>e.g. <code>dimension_padding: 10</code></ul></ul><li>Added <code>liquid_settings</code> field to structures of type <code>minecraft:jigsaw</code>. Possible values:<ul><li><code>apply_waterlogging</code>: If any waterloggable block overlaps with existing water, it will become waterlogged<li><code>ignore_waterlogging</code>: If any waterloggable block overlaps with existing water, it will not become waterlogged<li>Default value is <code>apply_waterlogging</code></ul><li>Added optional field <code>override_liquid_settings</code> to <code>single_pool_element</code> element type<ul><li>Has the same possible values as the <code>liquid_settings</code> in jigsaw structures<li>If provided, it overrides the inherited liquid settings from the parent jigsaw structure while generating this pool element</ul></ul><h2>Commands</h2><ul><li>The item argument in the <code>/give</code>, <code>/item</code>, and <code>/loot</code> commands now supports removal of default components with <code>!</code> prefix<ul><li>e.g. <code>/give @s diamond_pickaxe[!tool]</code> will give a Diamond Pickaxe without the <code>tool</code> component</ul><li>Added <code>@n</code> entity selector, selecting the nearest entity<ul><li>This functions as <code>@e[sort=nearest,limit=1]</code><li>Additional requirements may still be provided; for example: <code>@n[type=pig]</code> will select the closest Pig</ul></ul><h1>Resource Pack Versions 33 Through 34</h1><ul><li>Added new textures and music assets for Music Discs<li>Renamed sound events for Ominous Trial Spawner becoming active and ambient sound<li>Added the <code>block.vault.reject_rewarded_player</code> sound event<li>Changes to Shaders</ul><h2>Shaders</h2><ul><li>The <code>blend</code> block in core shader definitions has been removed, as it was not used<li>The <code>position_color_tex</code> shader has been removed, replaced with the pre-existing <code>position_tex_color</code><li>The <code>glint_direct</code> shader has been removed, replaced with the pre-existing <code>glint</code> shader<li>The <code>armor_glint</code> shader has been removed, as it was unused</ul><h1>Fixed bugs in 1.21</h1><ul><li><a href=https://bugs.mojang.com/browse/MC-67 rel=\"noopener noreferrer\"target=_blank>MC-67</a> Entities with passengers cannot travel through portals<li><a href=https://bugs.mojang.com/browse/MC-902 rel=\"noopener noreferrer\"target=_blank>MC-902</a> The end obsidian platform resets every time entities go through the end portal, which can cause blocks to be deleted<li><a href=https://bugs.mojang.com/browse/MC-6431 rel=\"noopener noreferrer\"target=_blank>MC-6431</a> Status effects are lost when returning to the overworld from the exit end portal<li><a href=https://bugs.mojang.com/browse/MC-8983 rel=\"noopener noreferrer\"target=_blank>MC-8983</a> Primed TNT cannot travel through nether portals<li><a href=https://bugs.mojang.com/browse/MC-9568 rel=\"noopener noreferrer\"target=_blank>MC-9568</a> Mobs suffocate / go through blocks when growing up near a solid block<li><a href=https://bugs.mojang.com/browse/MC-9644 rel=\"noopener noreferrer\"target=_blank>MC-9644</a> Launched falling_block entities do not travel through portals<li><a href=https://bugs.mojang.com/browse/MC-14923 rel=\"noopener noreferrer\"target=_blank>MC-14923</a> Players can be kicked for spamming in a singleplayer world with cheats disabled<li><a href=https://bugs.mojang.com/browse/MC-16345 rel=\"noopener noreferrer\"target=_blank>MC-16345</a> Reducing the player's base max health using /attribute does not always reduce their current health<li><a href=https://bugs.mojang.com/browse/MC-26304 rel=\"noopener noreferrer\"target=_blank>MC-26304</a> Brewing stands reset brew cycle when unloaded<li><a href=https://bugs.mojang.com/browse/MC-31819 rel=\"noopener noreferrer\"target=_blank>MC-31819</a> Hunger saturation depletes on peaceful difficulty<li><a href=https://bugs.mojang.com/browse/MC-44280 rel=\"noopener noreferrer\"target=_blank>MC-44280</a> Entities don't receive knockback from projectiles fired from dispensers<li><a href=https://bugs.mojang.com/browse/MC-50612 rel=\"noopener noreferrer\"target=_blank>MC-50612</a> Command blocks do not update when you place them near any source of power<li><a href=https://bugs.mojang.com/browse/MC-59626 rel=\"noopener noreferrer\"target=_blank>MC-59626</a> Arrows lose their Punch enchantment property when unloaded<li><a href=https://bugs.mojang.com/browse/MC-76104 rel=\"noopener noreferrer\"target=_blank>MC-76104</a> Guardians are unaffected by Thorns enchantment<li><a href=https://bugs.mojang.com/browse/MC-78473 rel=\"noopener noreferrer\"target=_blank>MC-78473</a> Mobs don't panic when hit with a summoned or dispensed potion of harming<li><a href=https://bugs.mojang.com/browse/MC-83590 rel=\"noopener noreferrer\"target=_blank>MC-83590</a> Armor attributes list can be too long<li><a href=https://bugs.mojang.com/browse/MC-93669 rel=\"noopener noreferrer\"target=_blank>MC-93669</a> The sweeping attack doesn't ignite other mobs when using the fire aspect enchantment<li><a href=https://bugs.mojang.com/browse/MC-93833 rel=\"noopener noreferrer\"target=_blank>MC-93833</a> Only if Health is provided maxHealth attribute is used as maximum Health value<li><a href=https://bugs.mojang.com/browse/MC-96198 rel=\"noopener noreferrer\"target=_blank>MC-96198</a> Boats / rafts move into blocks when landing in less than one block deep water<li><a href=https://bugs.mojang.com/browse/MC-97087 rel=\"noopener noreferrer\"target=_blank>MC-97087</a> Attributes won't work in main hand if they were in offhand<li><a href=https://bugs.mojang.com/browse/MC-99411 rel=\"noopener noreferrer\"target=_blank>MC-99411</a> Frost Walker ice only semi-affected by randomTickSpeed gamerule<li><a href=https://bugs.mojang.com/browse/MC-101170 rel=\"noopener noreferrer\"target=_blank>MC-101170</a> Portal sound doesn't get played when returning from End<li><a href=https://bugs.mojang.com/browse/MC-110815 rel=\"noopener noreferrer\"target=_blank>MC-110815</a> Slimes are summoned with the wrong amount of health<li><a href=https://bugs.mojang.com/browse/MC-114566 rel=\"noopener noreferrer\"target=_blank>MC-114566</a> Can't teleport back to the central island with End Gateway Portal on outer End islands<li><a href=https://bugs.mojang.com/browse/MC-116279 rel=\"noopener noreferrer\"target=_blank>MC-116279</a> Non-player entities going through Nether portal do not generate portal in Nether if none exists<li><a href=https://bugs.mojang.com/browse/MC-116643 rel=\"noopener noreferrer\"target=_blank>MC-116643</a> Silk Touch cannot be combined with Looting or Luck of the Sea<li><a href=https://bugs.mojang.com/browse/MC-117361 rel=\"noopener noreferrer\"target=_blank>MC-117361</a> Mob type specific damage enchantment (Smite, Bane of Arthropods) affects all nearby entities when hitting affected mob with Sweeping Edge<li><a href=https://bugs.mojang.com/browse/MC-124177 rel=\"noopener noreferrer\"target=_blank>MC-124177</a> Teleporting to another dimension loses some client states<li><a href=https://bugs.mojang.com/browse/MC-131637 rel=\"noopener noreferrer\"target=_blank>MC-131637</a> The slowness effect is applied to entities when the bane of arthropods enchantment is held in the off hand<li><a href=https://bugs.mojang.com/browse/MC-136147 rel=\"noopener noreferrer\"target=_blank>MC-136147</a> Riptide tridents use mainhand item to inflict damage when thrown in the offhand<li><a href=https://bugs.mojang.com/browse/MC-137018 rel=\"noopener noreferrer\"target=_blank>MC-137018</a> Killing rabbits with Looting and Fire Aspect only drops cooked rabbit sometimes<li><a href=https://bugs.mojang.com/browse/MC-137719 rel=\"noopener noreferrer\"target=_blank>MC-137719</a> The player's horizontal motion doesn't affect fired projectiles in certain situations<li><a href=https://bugs.mojang.com/browse/MC-148741 rel=\"noopener noreferrer\"target=_blank>MC-148741</a> Selection boxes in some screens are misaligned in comparison with their text<li><a href=https://bugs.mojang.com/browse/MC-151648 rel=\"noopener noreferrer\"target=_blank>MC-151648</a> Non-player entities cannot travel through unlinked nether portals<li><a href=https://bugs.mojang.com/browse/MC-157215 rel=\"noopener noreferrer\"target=_blank>MC-157215</a> Loading 2 crossbows with 1 arrow in the mainhand and offhand can cause the arrow in the hotbar/inventory to become a \"ghost arrow\"<li><a href=https://bugs.mojang.com/browse/MC-158245 rel=\"noopener noreferrer\"target=_blank>MC-158245</a> Fire Aspect enchantment from mobs can set you on fire even when blocking with a shield<li><a href=https://bugs.mojang.com/browse/MC-160140 rel=\"noopener noreferrer\"target=_blank>MC-160140</a> Shulker boxes on the obsidian platform are destroyed and do not drop when a player enters the End<li><a href=https://bugs.mojang.com/browse/MC-166809 rel=\"noopener noreferrer\"target=_blank>MC-166809</a> Cooldown rendering stutters while pausing<li><a href=https://bugs.mojang.com/browse/MC-169698 rel=\"noopener noreferrer\"target=_blank>MC-169698</a> Blocks within igloo basements can generate waterlogged when generating in close proximity to water<li><a href=https://bugs.mojang.com/browse/MC-170103 rel=\"noopener noreferrer\"target=_blank>MC-170103</a> Untamed wolves only beg for food while being angry and jumping<li><a href=https://bugs.mojang.com/browse/MC-170907 rel=\"noopener noreferrer\"target=_blank>MC-170907</a> Network position deltas are processed relative to a wrong point<li><a href=https://bugs.mojang.com/browse/MC-172031 rel=\"noopener noreferrer\"target=_blank>MC-172031</a> Throwing an ender pearl into a Nether or End portal often has no effect<li><a href=https://bugs.mojang.com/browse/MC-175619 rel=\"noopener noreferrer\"target=_blank>MC-175619</a> Dispenser drops honey bottle unless empty slot is available<li><a href=https://bugs.mojang.com/browse/MC-175729 rel=\"noopener noreferrer\"target=_blank>MC-175729</a> Walking on the edge of underwater soul soil with Depth Strider and Soul Speed doesn't show soul particles<li><a href=https://bugs.mojang.com/browse/MC-177965 rel=\"noopener noreferrer\"target=_blank>MC-177965</a> Putting on/taking off soul speed boots while standing on soul sand/soil does not properly give speed<li><a href=https://bugs.mojang.com/browse/MC-178383 rel=\"noopener noreferrer\"target=_blank>MC-178383</a> Horses, donkeys, mules and llamas spawned from spawn eggs or /summon command have 53 health<li><a href=https://bugs.mojang.com/browse/MC-179940 rel=\"noopener noreferrer\"target=_blank>MC-179940</a> Player's attributes reset back to default values upon respawning<li><a href=https://bugs.mojang.com/browse/MC-181604 rel=\"noopener noreferrer\"target=_blank>MC-181604</a> Exiting the end portal resets player attributes to their default values<li><a href=https://bugs.mojang.com/browse/MC-182606 rel=\"noopener noreferrer\"target=_blank>MC-182606</a> When sneak-walking with Soul Speed on a Soul Sand or Soul Soil block (most noticeably) adjacent to lava, too many soul particles spawn<li><a href=https://bugs.mojang.com/browse/MC-188693 rel=\"noopener noreferrer\"target=_blank>MC-188693</a> FOV doesn't change back when riding a mob after staying on Soul Sand with Soul Speed<li><a href=https://bugs.mojang.com/browse/MC-189365 rel=\"noopener noreferrer\"target=_blank>MC-189365</a> Player can retain Soul Speed effect by bridging<li><a href=https://bugs.mojang.com/browse/MC-191591 rel=\"noopener noreferrer\"target=_blank>MC-191591</a> Saddles lose their NBT data when equipped on horses, zombie horses, skeleton horses, mules or donkeys via right-clicking<li><a href=https://bugs.mojang.com/browse/MC-193343 rel=\"noopener noreferrer\"target=_blank>MC-193343</a> Soul Speed effect remains after switching to spectator mode<li><a href=https://bugs.mojang.com/browse/MC-195931 rel=\"noopener noreferrer\"target=_blank>MC-195931</a> Incorrect amount of damage heart particles shown when hitting some entities for the first time<li><a href=https://bugs.mojang.com/browse/MC-200899 rel=\"noopener noreferrer\"target=_blank>MC-200899</a> Players don't receive thorns damage when attacking entities wearing thorns armor with indirect sweeping attacks<li><a href=https://bugs.mojang.com/browse/MC-200991 rel=\"noopener noreferrer\"target=_blank>MC-200991</a> Soul Speed in minecart uses durability<li><a href=https://bugs.mojang.com/browse/MC-213349 rel=\"noopener noreferrer\"target=_blank>MC-213349</a> Certain mobs that can melee can't use the Fire Aspect enchantment<li><a href=https://bugs.mojang.com/browse/MC-215144 rel=\"noopener noreferrer\"target=_blank>MC-215144</a> A re-created \"Default\" world has world type of \"Custom\"<li><a href=https://bugs.mojang.com/browse/MC-223165 rel=\"noopener noreferrer\"target=_blank>MC-223165</a> Snout banner pattern is treated as common loot<li><a href=https://bugs.mojang.com/browse/MC-223301 rel=\"noopener noreferrer\"target=_blank>MC-223301</a> Goats not taking damage when attacking with Thorns armor equipped<li><a href=https://bugs.mojang.com/browse/MC-224743 rel=\"noopener noreferrer\"target=_blank>MC-224743</a> Jumping on soul sand uses durability of Soul Speed boots<li><a href=https://bugs.mojang.com/browse/MC-225312 rel=\"noopener noreferrer\"target=_blank>MC-225312</a> Evokers using evoker fangs are not affected by the Thorns enchantment<li><a href=https://bugs.mojang.com/browse/MC-225870 rel=\"noopener noreferrer\"target=_blank>MC-225870</a> Breeding an axolotl in creative replaces the bucket of tropical fish<li><a href=https://bugs.mojang.com/browse/MC-226894 rel=\"noopener noreferrer\"target=_blank>MC-226894</a> Entering the end while in water depletes hunger<li><a href=https://bugs.mojang.com/browse/MC-228598 rel=\"noopener noreferrer\"target=_blank>MC-228598</a> Item count desync when firing an arrow while switching to a different hotbar slot<li><a href=https://bugs.mojang.com/browse/MC-232770 rel=\"noopener noreferrer\"target=_blank>MC-232770</a> Entities receive knockback from incorrect directions when being damaged by firework explosions<li><a href=https://bugs.mojang.com/browse/MC-234162 rel=\"noopener noreferrer\"target=_blank>MC-234162</a> The \"minecraft:ui.button.click\" sound isn't played when adjusting sliders if the mouse cursor is released while not being held over them<li><a href=https://bugs.mojang.com/browse/MC-234880 rel=\"noopener noreferrer\"target=_blank>MC-234880</a> Llama's unaffected by Thorns<li><a href=https://bugs.mojang.com/browse/MC-237057 rel=\"noopener noreferrer\"target=_blank>MC-237057</a> The \"minecraft:particle.soul_escape\" sound is very rarely heard by other players when using boots enchanted with soul speed<li><a href=https://bugs.mojang.com/browse/MC-237063 rel=\"noopener noreferrer\"target=_blank>MC-237063</a> Particles produced from using boots enchanted with soul speed are inconsistently displayed for other players<li><a href=https://bugs.mojang.com/browse/MC-248272 rel=\"noopener noreferrer\"target=_blank>MC-248272</a> Enchantment::doPostHurt and Enchantment::doPostAttack are called twice for players<li><a href=https://bugs.mojang.com/browse/MC-252361 rel=\"noopener noreferrer\"target=_blank>MC-252361</a> Obsidian platform in end is off by a block from entering from the nether compared to overworld<li><a href=https://bugs.mojang.com/browse/MC-252691 rel=\"noopener noreferrer\"target=_blank>MC-252691</a> Player spawns on a bedrock layer when the world is first created as a SuperFlat world with non-full blocks on the surface<li><a href=https://bugs.mojang.com/browse/MC-252817 rel=\"noopener noreferrer\"target=_blank>MC-252817</a> Placing a map into an item frame and removing it does not remove the green player marker<li><a href=https://bugs.mojang.com/browse/MC-252846 rel=\"noopener noreferrer\"target=_blank>MC-252846</a> Mobs can pass through fences with carpets on top when growing up<li><a href=https://bugs.mojang.com/browse/MC-253209 rel=\"noopener noreferrer\"target=_blank>MC-253209</a> Some mobs will no longer panic when receiving poison/wither damage<li><a href=https://bugs.mojang.com/browse/MC-253457 rel=\"noopener noreferrer\"target=_blank>MC-253457</a> Cats and Ocelots are immune to Thorns damage<li><a href=https://bugs.mojang.com/browse/MC-253791 rel=\"noopener noreferrer\"target=_blank>MC-253791</a> Frogs suffocating when growing<li><a href=https://bugs.mojang.com/browse/MC-254004 rel=\"noopener noreferrer\"target=_blank>MC-254004</a> Falling Block Entities do not process their End Gateway Cooldown Timer<li><a href=https://bugs.mojang.com/browse/MC-255218 rel=\"noopener noreferrer\"target=_blank>MC-255218</a> Fly mode is disabled after teleporting from the End to the Overworld through the end portal<li><a href=https://bugs.mojang.com/browse/MC-258967 rel=\"noopener noreferrer\"target=_blank>MC-258967</a> Entities receive knockback from splash potions based on the direction that the said entity was facing when throwing the potion<li><a href=https://bugs.mojang.com/browse/MC-259811 rel=\"noopener noreferrer\"target=_blank>MC-259811</a> Paintings with non-existent variant entity tag are falsely labeled as random variant<li><a href=https://bugs.mojang.com/browse/MC-259987 rel=\"noopener noreferrer\"target=_blank>MC-259987</a> Damage command only issues knockback if it was done by an entity<li><a href=https://bugs.mojang.com/browse/MC-260346 rel=\"noopener noreferrer\"target=_blank>MC-260346</a> Custom music discs cut off when vanilla disc would normally end<li><a href=https://bugs.mojang.com/browse/MC-261701 rel=\"noopener noreferrer\"target=_blank>MC-261701</a> Lag spike when opening creative inventory for first time in world<li><a href=https://bugs.mojang.com/browse/MC-262469 rel=\"noopener noreferrer\"target=_blank>MC-262469</a> The \"Remote Getaway\" advancement isn't granted upon traveling through end gateways while riding boats<li><a href=https://bugs.mojang.com/browse/MC-265009 rel=\"noopener noreferrer\"target=_blank>MC-265009</a> Explosion knockback reduction caused by Blast Protection does not stack with several enchanted armor pieces<li><a href=https://bugs.mojang.com/browse/MC-265088 rel=\"noopener noreferrer\"target=_blank>MC-265088</a> Onboarding Narrator button doesn't update upon pressing Ctrl+B<li><a href=https://bugs.mojang.com/browse/MC-265583 rel=\"noopener noreferrer\"target=_blank>MC-265583</a> Incorrect pluralization for skin customization strings for pants<li><a href=https://bugs.mojang.com/browse/MC-265818 rel=\"noopener noreferrer\"target=_blank>MC-265818</a> The \"gamerule.doVinesSpread.description\" string consists of grammatically incorrect word usage<li><a href=https://bugs.mojang.com/browse/MC-266113 rel=\"noopener noreferrer\"target=_blank>MC-266113</a> Copper doors are in the #minecraft:wooden_doors tag<li><a href=https://bugs.mojang.com/browse/MC-266118 rel=\"noopener noreferrer\"target=_blank>MC-266118</a> Copper doors are in the #minecraft:mineable/axe tag<li><a href=https://bugs.mojang.com/browse/MC-266140 rel=\"noopener noreferrer\"target=_blank>MC-266140</a> The \"Open link\" button within the realms menu is improperly capitalized<li><a href=https://bugs.mojang.com/browse/MC-266290 rel=\"noopener noreferrer\"target=_blank>MC-266290</a> Double doors do not automatically form between waxed and unwaxed copper doors, even of the same variant<li><a href=https://bugs.mojang.com/browse/MC-266431 rel=\"noopener noreferrer\"target=_blank>MC-266431</a> Trial chambers intersect with the bedrock layer<li><a href=https://bugs.mojang.com/browse/MC-266471 rel=\"noopener noreferrer\"target=_blank>MC-266471</a> Trial chambers can intersect aquifers, causing some blocks inside the structure to be waterlogged<li><a href=https://bugs.mojang.com/browse/MC-266556 rel=\"noopener noreferrer\"target=_blank>MC-266556</a> Trial spawner cannot be activated in peaceful difficulty<li><a href=https://bugs.mojang.com/browse/MC-266586 rel=\"noopener noreferrer\"target=_blank>MC-266586</a> Trial chambers can spawn directly inside the deep dark biome<li><a href=https://bugs.mojang.com/browse/MC-266626 rel=\"noopener noreferrer\"target=_blank>MC-266626</a> Breeze doesn't stop attacking the player when it enters on the same team<li><a href=https://bugs.mojang.com/browse/MC-267050 rel=\"noopener noreferrer\"target=_blank>MC-267050</a> Chat disabled strings are missing verbs<li><a href=https://bugs.mojang.com/browse/MC-267071 rel=\"noopener noreferrer\"target=_blank>MC-267071</a> The word \"packs\" within the \"download.pack.failed\" string is always pluralized<li><a href=https://bugs.mojang.com/browse/MC-267154 rel=\"noopener noreferrer\"target=_blank>MC-267154</a> Using an Eye of Ender plays the minecraft:entity.ender_eye.launch sound event twice<li><a href=https://bugs.mojang.com/browse/MC-267230 rel=\"noopener noreferrer\"target=_blank>MC-267230</a> Hangul fonts are rendered with missing pixels<li><a href=https://bugs.mojang.com/browse/MC-267441 rel=\"noopener noreferrer\"target=_blank>MC-267441</a> When a player's generic.step_height attribute is set to more than two, attempting to step atop of more than two blocks may fail if there are blocks higher up<li><a href=https://bugs.mojang.com/browse/MC-267474 rel=\"noopener noreferrer\"target=_blank>MC-267474</a> Strings referencing the player's off hand are inconsistently spelled<li><a href=https://bugs.mojang.com/browse/MC-267498 rel=\"noopener noreferrer\"target=_blank>MC-267498</a> Operation names in /attribute and item modifiers' set_attributes are different<li><a href=https://bugs.mojang.com/browse/MC-267947 rel=\"noopener noreferrer\"target=_blank>MC-267947</a> Ender pearls can teleport players in spectator mode<li><a href=https://bugs.mojang.com/browse/MC-267951 rel=\"noopener noreferrer\"target=_blank>MC-267951</a> The game freezes and eventually crashes when creating a world with the \"spawnChunkRadius\" gamerule set to high values<li><a href=https://bugs.mojang.com/browse/MC-267954 rel=\"noopener noreferrer\"target=_blank>MC-267954</a> World upgrade and downgrade realms strings are improperly capitalized<li><a href=https://bugs.mojang.com/browse/MC-267967 rel=\"noopener noreferrer\"target=_blank>MC-267967</a> Breezes ignore the deflects_projectiles entity type tag<li><a href=https://bugs.mojang.com/browse/MC-267968 rel=\"noopener noreferrer\"target=_blank>MC-267968</a> Medium slimes from trial chamber spawners take damage incorrectly when first hit<li><a href=https://bugs.mojang.com/browse/MC-267981 rel=\"noopener noreferrer\"target=_blank>MC-267981</a> The \"Trial Spawner crackles\" subtitle is only displayed for a split second upon the \"minecraft:block.trial_spawner.ambient\" sound being played<li><a href=https://bugs.mojang.com/browse/MC-267988 rel=\"noopener noreferrer\"target=_blank>MC-267988</a> Tamed entities ignore their \"LookAtPlayerGoal\" distance and look in the direction of their owners from any distance when being stood up<li><a href=https://bugs.mojang.com/browse/MC-268023 rel=\"noopener noreferrer\"target=_blank>MC-268023</a> The \"selectWorld.experimental.details.title\" string displayed within the experimental features details menu is improperly capitalized<li><a href=https://bugs.mojang.com/browse/MC-268106 rel=\"noopener noreferrer\"target=_blank>MC-268106</a> Entities' current health is not capped at their max health in all applicable situations<li><a href=https://bugs.mojang.com/browse/MC-268113 rel=\"noopener noreferrer\"target=_blank>MC-268113</a> the minecraft:generic.scale attribute is desynchronized when the player leaves the End dimension via an End portal<li><a href=https://bugs.mojang.com/browse/MC-268185 rel=\"noopener noreferrer\"target=_blank>MC-268185</a> Copper grates in trial chambers are waterlogged<li><a href=https://bugs.mojang.com/browse/MC-268347 rel=\"noopener noreferrer\"target=_blank>MC-268347</a> Setting gravity higher than 0.84 allows you to jump up a block<li><a href=https://bugs.mojang.com/browse/MC-268367 rel=\"noopener noreferrer\"target=_blank>MC-268367</a> Arrows repeatedly bouncing off a breeze spam sound<li><a href=https://bugs.mojang.com/browse/MC-268369 rel=\"noopener noreferrer\"target=_blank>MC-268369</a> Wind charges delete arrows without blowing up<li><a href=https://bugs.mojang.com/browse/MC-268370 rel=\"noopener noreferrer\"target=_blank>MC-268370</a> Japanese CJK variants use the same diacritic<li><a href=https://bugs.mojang.com/browse/MC-268438 rel=\"noopener noreferrer\"target=_blank>MC-268438</a> Baby armadillos can still eat while rolled up<li><a href=https://bugs.mojang.com/browse/MC-268551 rel=\"noopener noreferrer\"target=_blank>MC-268551</a> When a wind charge is fired from a dispenser, it makes a \"dispensed item\" sound instead of a \"Wind Charge flies\" sound<li><a href=https://bugs.mojang.com/browse/MC-268564 rel=\"noopener noreferrer\"target=_blank>MC-268564</a> Entities receive knockback from incorrect directions when being hit by projectiles deflected by breezes<li><a href=https://bugs.mojang.com/browse/MC-268598 rel=\"noopener noreferrer\"target=_blank>MC-268598</a> The \"weight\" of skeletons in swamp biomes is too high causing less bogged spawns<li><a href=https://bugs.mojang.com/browse/MC-268772 rel=\"noopener noreferrer\"target=_blank>MC-268772</a> Fall damage multiplier attribute has unintuitive coloring<li><a href=https://bugs.mojang.com/browse/MC-269034 rel=\"noopener noreferrer\"target=_blank>MC-269034</a> Wolves no longer teleport while trying to pathfind out of Lava<li><a href=https://bugs.mojang.com/browse/MC-269036 rel=\"noopener noreferrer\"target=_blank>MC-269036</a> Bogged do not drop mushrooms when sheared with doMobLoot false<li><a href=https://bugs.mojang.com/browse/MC-269147 rel=\"noopener noreferrer\"target=_blank>MC-269147</a> Shearing a bogged spawns mushrooms at the bogged's feet<li><a href=https://bugs.mojang.com/browse/MC-269318 rel=\"noopener noreferrer\"target=_blank>MC-269318</a> Books placed on a lectern in creative mode are consumed<li><a href=https://bugs.mojang.com/browse/MC-269351 rel=\"noopener noreferrer\"target=_blank>MC-269351</a> The Bolt Armor Trim cannot be duplicated with Waxed Copper Block<li><a href=https://bugs.mojang.com/browse/MC-269359 rel=\"noopener noreferrer\"target=_blank>MC-269359</a> \"Field Masoned\", \"Skull Charge\", \"Flow\", and \"Guster\" banner patterns are not mirrored on the backside<li><a href=https://bugs.mojang.com/browse/MC-269370 rel=\"noopener noreferrer\"target=_blank>MC-269370</a> Sharp lag spike caused by incorrect upper limit on particles created by mace smash attack<li><a href=https://bugs.mojang.com/browse/MC-269389 rel=\"noopener noreferrer\"target=_blank>MC-269389</a> Flow banner pattern is treated as common loot<li><a href=https://bugs.mojang.com/browse/MC-269390 rel=\"noopener noreferrer\"target=_blank>MC-269390</a> Guster banner pattern is treated as common loot<li><a href=https://bugs.mojang.com/browse/MC-269439 rel=\"noopener noreferrer\"target=_blank>MC-269439</a> Some diacritics intersect the language box in the languages menu<li><a href=https://bugs.mojang.com/browse/MC-269460 rel=\"noopener noreferrer\"target=_blank>MC-269460</a> Thorns enchantment doesn't work when entities are hit by wind charges<li><a href=https://bugs.mojang.com/browse/MC-269574 rel=\"noopener noreferrer\"target=_blank>MC-269574</a> Client attribute values may desync from the server after leaving the end<li><a href=https://bugs.mojang.com/browse/MC-269601 rel=\"noopener noreferrer\"target=_blank>MC-269601</a> Mace smash attack does not knock back other players when they are not the attacked entity<li><a href=https://bugs.mojang.com/browse/MC-269617 rel=\"noopener noreferrer\"target=_blank>MC-269617</a> When ender pearls teleport non-player entities, no teleportation sound is played upon impact<li><a href=https://bugs.mojang.com/browse/MC-269633 rel=\"noopener noreferrer\"target=_blank>MC-269633</a> Placing an oversized filled bucket resets the stack size to 1<li><a href=https://bugs.mojang.com/browse/MC-269642 rel=\"noopener noreferrer\"target=_blank>MC-269642</a> Eating an oversized Soup / Stew resets the stack size to 1<li><a href=https://bugs.mojang.com/browse/MC-269674 rel=\"noopener noreferrer\"target=_blank>MC-269674</a> Oversized book and quill stacks reset count when signed<li><a href=https://bugs.mojang.com/browse/MC-269685 rel=\"noopener noreferrer\"target=_blank>MC-269685</a> Buckets are lost when consuming oversized milk buckets<li><a href=https://bugs.mojang.com/browse/MC-269686 rel=\"noopener noreferrer\"target=_blank>MC-269686</a> Oversized music disc stacks can be duplicated with jukeboxes<li><a href=https://bugs.mojang.com/browse/MC-269708 rel=\"noopener noreferrer\"target=_blank>MC-269708</a> Dispensers using an oversized stack of Water Bottles resets the stack size to 1<li><a href=https://bugs.mojang.com/browse/MC-269717 rel=\"noopener noreferrer\"target=_blank>MC-269717</a> Cauldron deletes overstacked tinted shulker boxes<li><a href=https://bugs.mojang.com/browse/MC-269809 rel=\"noopener noreferrer\"target=_blank>MC-269809</a> Feeding an axolotl an oversized tropical fish bucket resets the stack size to 1<li><a href=https://bugs.mojang.com/browse/MC-269881 rel=\"noopener noreferrer\"target=_blank>MC-269881</a> Flow and Bolt Armor Trims don't grant \"Crafting a New Look\" advancement<li><a href=https://bugs.mojang.com/browse/MC-269921 rel=\"noopener noreferrer\"target=_blank>MC-269921</a> Wind charges can be thrown though corners<li><a href=https://bugs.mojang.com/browse/MC-269951 rel=\"noopener noreferrer\"target=_blank>MC-269951</a> When the gamerule \"doImmediateRespawn\" is set to true, the Wind Charged, Oozing or Weaving effects don't function for players<li><a href=https://bugs.mojang.com/browse/MC-269958 rel=\"noopener noreferrer\"target=_blank>MC-269958</a> New effects are not required for the \"How Did We Get Here?\" advancement<li><a href=https://bugs.mojang.com/browse/MC-269964 rel=\"noopener noreferrer\"target=_blank>MC-269964</a> Ominous item spawners are missing an NBT load for spawn_item_after_ticks<li><a href=https://bugs.mojang.com/browse/MC-269966 rel=\"noopener noreferrer\"target=_blank>MC-269966</a> \"A Furious Cocktail\" Advancement does not require the new potion effects<li><a href=https://bugs.mojang.com/browse/MC-269969 rel=\"noopener noreferrer\"target=_blank>MC-269969</a> Using a normal trial key on the ominous vault grants Under Lock and Key advancement<li><a href=https://bugs.mojang.com/browse/MC-269978 rel=\"noopener noreferrer\"target=_blank>MC-269978</a> The centrial dispenser in eruption trial chamber is missing a water bucket<li><a href=https://bugs.mojang.com/browse/MC-269988 rel=\"noopener noreferrer\"target=_blank>MC-269988</a> New potion effects don't apply their respective behaviors when creeper explodes<li><a href=https://bugs.mojang.com/browse/MC-270021 rel=\"noopener noreferrer\"target=_blank>MC-270021</a> Drinking a single ominous bottle in survival doesn't grant bad omen with the correct amplifier<li><a href=https://bugs.mojang.com/browse/MC-270024 rel=\"noopener noreferrer\"target=_blank>MC-270024</a> When drinking ominous bottles, bad omen of higher levels can be overriden by lower amplifiers<li><a href=https://bugs.mojang.com/browse/MC-270031 rel=\"noopener noreferrer\"target=_blank>MC-270031</a> Arrows spawned from ominous trial spawner can be picked up<li><a href=https://bugs.mojang.com/browse/MC-270033 rel=\"noopener noreferrer\"target=_blank>MC-270033</a> Infested or Oozing effect cloud shrinks when silverfish or slime enters it<li><a href=https://bugs.mojang.com/browse/MC-270047 rel=\"noopener noreferrer\"target=_blank>MC-270047</a> Axes prioritize scraping copper over blocking with shields<li><a href=https://bugs.mojang.com/browse/MC-270052 rel=\"noopener noreferrer\"target=_blank>MC-270052</a> Blur levels below 10% do not appear to actually work<li><a href=https://bugs.mojang.com/browse/MC-270181 rel=\"noopener noreferrer\"target=_blank>MC-270181</a> Wind charges go through an entity if it is close to a player<li><a href=https://bugs.mojang.com/browse/MC-270216 rel=\"noopener noreferrer\"target=_blank>MC-270216</a> Mace smash attack particles cannot be reduced with the Particles setting<li><a href=https://bugs.mojang.com/browse/MC-270278 rel=\"noopener noreferrer\"target=_blank>MC-270278</a> \"Who needs rockets?\" is granted at heights lower than 8 blocks when using slow falling<li><a href=https://bugs.mojang.com/browse/MC-270296 rel=\"noopener noreferrer\"target=_blank>MC-270296</a> Ominous Item Spawner spawns unstackable arrows with potion effects<li><a href=https://bugs.mojang.com/browse/MC-270301 rel=\"noopener noreferrer\"target=_blank>MC-270301</a> The fire protection enchantment applied to horse armor no longer decreases the duration of time the horse remains ablaze<li><a href=https://bugs.mojang.com/browse/MC-270377 rel=\"noopener noreferrer\"target=_blank>MC-270377</a> Wind charges can be hit and redirected the moment they are thrown<li><a href=https://bugs.mojang.com/browse/MC-270379 rel=\"noopener noreferrer\"target=_blank>MC-270379</a> Buttons and Levers don't make sounds when toggled by Wind Charges<li><a href=https://bugs.mojang.com/browse/MC-270499 rel=\"noopener noreferrer\"target=_blank>MC-270499</a> Riptide trident in off-hand applies mace effects in main hand<li><a href=https://bugs.mojang.com/browse/MC-270539 rel=\"noopener noreferrer\"target=_blank>MC-270539</a> The blast protection enchantment, when applied to horse armor, no longer diminishes the knockback effect from explosions on horse<li><a href=https://bugs.mojang.com/browse/MC-270540 rel=\"noopener noreferrer\"target=_blank>MC-270540</a> The prevention of fall damage from wind charges is not retained upon reloading the world<li><a href=https://bugs.mojang.com/browse/MC-270572 rel=\"noopener noreferrer\"target=_blank>MC-270572</a> Programmer Art resource pack duplicates some GUI texture files<li><a href=https://bugs.mojang.com/browse/MC-270573 rel=\"noopener noreferrer\"target=_blank>MC-270573</a> Mounted entities are immune to wind charge damage<li><a href=https://bugs.mojang.com/browse/MC-270584 rel=\"noopener noreferrer\"target=_blank>MC-270584</a> Vault/Ominous Vault loot isn't predetermined, allowing players to create backups of their worlds to get desired rewards<li><a href=https://bugs.mojang.com/browse/MC-270588 rel=\"noopener noreferrer\"target=_blank>MC-270588</a> Hitting Wind Charges and Fireballs makes no sound<li><a href=https://bugs.mojang.com/browse/MC-270635 rel=\"noopener noreferrer\"target=_blank>MC-270635</a> Trial spawners textures are inconsistent<li><a href=https://bugs.mojang.com/browse/MC-270637 rel=\"noopener noreferrer\"target=_blank>MC-270637</a> maxEntityCramming set to 0 prevents slime spawning from oozing effect<li><a href=https://bugs.mojang.com/browse/MC-270649 rel=\"noopener noreferrer\"target=_blank>MC-270649</a> The width of challenge advancements header is calculated in relation to the slash formatting of progress counter, causing overlap in some languages<li><a href=https://bugs.mojang.com/browse/MC-270682 rel=\"noopener noreferrer\"target=_blank>MC-270682</a> modify_contents item modifier can create overstacked items<li><a href=https://bugs.mojang.com/browse/MC-270684 rel=\"noopener noreferrer\"target=_blank>MC-270684</a> set_attributes loot function doesn't accept an empty list<li><a href=https://bugs.mojang.com/browse/MC-270749 rel=\"noopener noreferrer\"target=_blank>MC-270749</a> Remote Getaway advancement is not granted when entering a gateway by throwing an ender pearl next to it<li><a href=https://bugs.mojang.com/browse/MC-270779 rel=\"noopener noreferrer\"target=_blank>MC-270779</a> Getting data with /data command from a block/chest with a large amount of data can cause the game to crash<li><a href=https://bugs.mojang.com/browse/MC-270789 rel=\"noopener noreferrer\"target=_blank>MC-270789</a> Only mace smash attacks increment \"Times Used\" stat<li><a href=https://bugs.mojang.com/browse/MC-270791 rel=\"noopener noreferrer\"target=_blank>MC-270791</a> Mace smash attack can knockback tamed mobs<li><a href=https://bugs.mojang.com/browse/MC-270795 rel=\"noopener noreferrer\"target=_blank>MC-270795</a> Mobs despawned by Ominous Trial Spawners can delete picked up items<li><a href=https://bugs.mojang.com/browse/MC-270808 rel=\"noopener noreferrer\"target=_blank>MC-270808</a> Any item in the armor.body slot protects wolves from taking damage<li><a href=https://bugs.mojang.com/browse/MC-270818 rel=\"noopener noreferrer\"target=_blank>MC-270818</a> Data generator items report is not deterministic<li><a href=https://bugs.mojang.com/browse/MC-270821 rel=\"noopener noreferrer\"target=_blank>MC-270821</a> Regular Trial Spawners spawn the first mob with Ominous Trial equipment if they were last active as Ominous<li><a href=https://bugs.mojang.com/browse/MC-270849 rel=\"noopener noreferrer\"target=_blank>MC-270849</a> Breeze can extinguish lit candles when mobGriefing is false<li><a href=https://bugs.mojang.com/browse/MC-270926 rel=\"noopener noreferrer\"target=_blank>MC-270926</a> \"foodSaturationLevel\" can be negative<li><a href=https://bugs.mojang.com/browse/MC-270934 rel=\"noopener noreferrer\"target=_blank>MC-270934</a> Missing trial chamber structure minecraft:trial_chambers/chamber/addon/c6<li><a href=https://bugs.mojang.com/browse/MC-270965 rel=\"noopener noreferrer\"target=_blank>MC-270965</a> The data type of the \"minecraft:custom_data\" component of the recipe result will be forcibly modified<li><a href=https://bugs.mojang.com/browse/MC-270974 rel=\"noopener noreferrer\"target=_blank>MC-270974</a> Breeze wind charges can change activation blockstates of redstone components when mobGriefing is disabled<li><a href=https://bugs.mojang.com/browse/MC-270977 rel=\"noopener noreferrer\"target=_blank>MC-270977</a> Breezes don't make deflection sounds<li><a href=https://bugs.mojang.com/browse/MC-270981 rel=\"noopener noreferrer\"target=_blank>MC-270981</a> View Bobbing toggle is not available in Accessibility Settings<li><a href=https://bugs.mojang.com/browse/MC-271001 rel=\"noopener noreferrer\"target=_blank>MC-271001</a> Items in a container can be given a count above 99 (to max integer), and can crash the world<li><a href=https://bugs.mojang.com/browse/MC-271005 rel=\"noopener noreferrer\"target=_blank>MC-271005</a> Knowledge books with a max stack size over 1 consume all items in the stack when used<li><a href=https://bugs.mojang.com/browse/MC-271026 rel=\"noopener noreferrer\"target=_blank>MC-271026</a> Components that set a status effect sometimes lose parts of the data<li><a href=https://bugs.mojang.com/browse/MC-271034 rel=\"noopener noreferrer\"target=_blank>MC-271034</a> List entries in the Social interaction menu are rendered over the background<li><a href=https://bugs.mojang.com/browse/MC-271039 rel=\"noopener noreferrer\"target=_blank>MC-271039</a> Upgrading to 1.20.5 leads to the removal of all enchantments if item had the \"sweeping\" enchantment without namespace<li><a href=https://bugs.mojang.com/browse/MC-271094 rel=\"noopener noreferrer\"target=_blank>MC-271094</a> Entity ID inside EntityTag is ignored when updating a world to 1.20.5<li><a href=https://bugs.mojang.com/browse/MC-271157 rel=\"noopener noreferrer\"target=_blank>MC-271157</a> \"Telemetry is disabled\" tooltip does not get updated when the client locale changes<li><a href=https://bugs.mojang.com/browse/MC-271159 rel=\"noopener noreferrer\"target=_blank>MC-271159</a> Banner pattern entries without colors are invalidated when upgrading to 1.20.5<li><a href=https://bugs.mojang.com/browse/MC-271168 rel=\"noopener noreferrer\"target=_blank>MC-271168</a> Demo timer does not respect \"Text Background\" setting<li><a href=https://bugs.mojang.com/browse/MC-271170 rel=\"noopener noreferrer\"target=_blank>MC-271170</a> Unexpected error when modifying skull's custom name to an invalid value<li><a href=https://bugs.mojang.com/browse/MC-271199 rel=\"noopener noreferrer\"target=_blank>MC-271199</a> Advancement 'Local Brewery' not granted on shift-clicking<li><a href=https://bugs.mojang.com/browse/MC-271244 rel=\"noopener noreferrer\"target=_blank>MC-271244</a> Auto-save text does not respect \"Text Background\" setting in accessibility settings<li><a href=https://bugs.mojang.com/browse/MC-271293 rel=\"noopener noreferrer\"target=_blank>MC-271293</a> Wind charge, fireball and shulker bullet makes a \"Burning\" sound as it passes through the lava<li><a href=https://bugs.mojang.com/browse/MC-271353 rel=\"noopener noreferrer\"target=_blank>MC-271353</a> Crafting UI flickers incorrect or blank recipes when choosing items from the recipe book<li><a href=https://bugs.mojang.com/browse/MC-271360 rel=\"noopener noreferrer\"target=_blank>MC-271360</a> Horse armor and wolf armor are deleted when used on an armor stand<li><a href=https://bugs.mojang.com/browse/MC-271414 rel=\"noopener noreferrer\"target=_blank>MC-271414</a> Damage command at position applies knockback in random direction<li><a href=https://bugs.mojang.com/browse/MC-271897 rel=\"noopener noreferrer\"target=_blank>MC-271897</a> End Portal makes items disappear<li><a href=https://bugs.mojang.com/browse/MC-271980 rel=\"noopener noreferrer\"target=_blank>MC-271980</a> Arrows/bee stingers stuck in players disappear when leaving the end<li><a href=https://bugs.mojang.com/browse/MC-272014 rel=\"noopener noreferrer\"target=_blank>MC-272014</a> Ender Dragon death animation is broken since 20w22a (and broken again in 20w45a)<li><a href=https://bugs.mojang.com/browse/MC-272073 rel=\"noopener noreferrer\"target=_blank>MC-272073</a> Item displays with billboard and rotation values create major visual bug<li><a href=https://bugs.mojang.com/browse/MC-272079 rel=\"noopener noreferrer\"target=_blank>MC-272079</a> Medium/small Slimes and magma cube's attack reach is too short<li><a href=https://bugs.mojang.com/browse/MC-272194 rel=\"noopener noreferrer\"target=_blank>MC-272194</a> Empty Attribute Modifiers lost during upgrade<li><a href=https://bugs.mojang.com/browse/MC-272198 rel=\"noopener noreferrer\"target=_blank>MC-272198</a> Shulkers' models sometimes appear offset upon end city generation<li><a href=https://bugs.mojang.com/browse/MC-272241 rel=\"noopener noreferrer\"target=_blank>MC-272241</a> Error when traveling through nether portal outside world border<li><a href=https://bugs.mojang.com/browse/MC-272253 rel=\"noopener noreferrer\"target=_blank>MC-272253</a> The strength of the riptide enchantment is increased when holding tridents enchanted with riptide in both hands<li><a href=https://bugs.mojang.com/browse/MC-272267 rel=\"noopener noreferrer\"target=_blank>MC-272267</a> \"Changes the blurriness of menu background\" lacks punctuation<li><a href=https://bugs.mojang.com/browse/MC-272279 rel=\"noopener noreferrer\"target=_blank>MC-272279</a> Resource packs containing TrueType fonts fail to load on x64 macOS systems<li><a href=https://bugs.mojang.com/browse/MC-272308 rel=\"noopener noreferrer\"target=_blank>MC-272308</a> Axolots can be attached to new leads when being already leashed<li><a href=https://bugs.mojang.com/browse/MC-272445 rel=\"noopener noreferrer\"target=_blank>MC-272445</a> Command blocks made from Ctrl + Pick Block do not activate on first try<li><a href=https://bugs.mojang.com/browse/MC-272469 rel=\"noopener noreferrer\"target=_blank>MC-272469</a> When the wind charge, fireball or shulker bullet is in the lava, it will continue to make a high-loudness noise<li><a href=https://bugs.mojang.com/browse/MC-272515 rel=\"noopener noreferrer\"target=_blank>MC-272515</a> Component-Modified Saddles get their components wiped when dispensed onto a horse, mule, or camel.<li><a href=https://bugs.mojang.com/browse/MC-272808 rel=\"noopener noreferrer\"target=_blank>MC-272808</a> Step height steps too high when there's a gap the player can fit through<li><a href=https://bugs.mojang.com/browse/MC-272996 rel=\"noopener noreferrer\"target=_blank>MC-272996</a> Using \"/execute in...\" to switch dimensions causes the player to fall when flying</ul>","id":"36b2b78bc395c27a36ac37b2387429122896c69be0d344685c03f3d8e6ddc263","date":"2024-06-13T08:24:03.000Z","needsTranslation":null}