{"title":"Minecraft 26.3 Snapshot 2","version":"26.3-snapshot-2","type":"snapshot","image":{"title":"26.3-snapshot-2 540x540.jpg","url":"/v2/images/26.3snapshot2540x540.jpg"},"body":"<p>We're back with the second snapshot for 26.3! This week brings a new rendering option designed to improve transparency handling in Minecraft Java. We've also optimized certain mob behaviors when players aren't nearby, made a few gameplay adjustments, including technical changes and fixes.<p>Happy mining!<h1>Known Issues</h1><ul><li>When using Vulkan on Mac the world will not render, instead showing a pink screen<li>The lighting on entities is not correct, rendering e.g. the top side too dark</ul><h1>Changes</h1><ul><li>Persistent mobs' random walk/swim behaviors will now deactivate when players are not nearby, in the same way as non-persistent mobs<li>Replaced current \"Improved Transparency\" approach with a new order-independent transparency algorithm which is expected to be much better at solving translucency issues<li>When using a Shield together with a Hoe or a Shovel, raising the Shield will take precedence over tilling and pathmaking</ul><h2>Minor Tweaks to Blocks, Items and Entities</h2><ul><li>Drowned with Tridents will now use a melee attack if the player is within 3 blocks of them</ul><h2>Order-independent transparency (OIT)</h2><ul><li>Generally, translucent surfaces need to be rendered back-to-front to avoid visual issues<ul><li>In order to do so, the translucent geometry has to be sorted before rendering<li>This is very expensive and even with perfect sorting of individual triangles, intersecting triangles are not possible to render correctly</ul><li>Before this snapshot, the \"Improved Transparency\" video setting attempted to mitigate translucency-related visual issues<ul><li>It did this by rendering different types of translucent objects (entities, particles, water, etc.) to different textures that were later combined to create the final image<li>This allowed us to fix some of the issues with some performance impact<li>However, it introduced some other less noticeable issues</ul><li>The \"Improved Transparency\" video setting will now instead enable a new order-independent transparency algorithm (which we will refer to as OIT)<ul><li>This makes it possible to render translucent objects in any order without sorting<li>It fixes all existing major translucency-related visual issues (such as certain objects disappearing when viewed through translucent objects)<li>However, the algorithm is an approximation, and so it introduces some new minor visual artifacts (such as the color of clouds being somewhat incorrect when viewed through multiple layers of translucent surfaces)</ul><li>We expect OIT to have a higher performance impact than the previous implementation of \"Improved Transparency\"<li>When \"Improved Transparency\" is turned off, the behavior hasn't meaningfully changed and the game will still prioritize performance over correctness while sorting geometry as necessary</ul><blockquote><p><strong>Developer's Note</strong>: <em>Special thanks to Rubén Osorio López, Jozufozu, and the Minecraft modding community in general for sharing the information that helped us to deliver this.</em></blockquote><h1>Technical Changes</h1><ul><li>The Data Pack version is now 109.0<li>The Resource Pack version is now 90.0<li>The <code>definition</code> field from the <code>blocks.json</code> data generation report has been removed</ul><h2>Server Properties</h2><ul><li>The <code>white-list</code> property is now <code>true</code> by default</ul><h1>Data Pack Versions 109.0</h1><h2>Data Components</h2><h3>Added <code>minecraft:block_transformer</code></h3><ul><li>This component allows items to transform a block into another block on player interaction<li>Format: list of objects with fields:<ul><li><code>block_state_provider</code> - Block State Provider, used to provide the state for the transformed block<ul><li>If the Block State Provider returns no result (as by <code>rule_based_state_provider</code>, for example), the next rule in the list will be attempted<li>The set of Block State Providers are the same as the Block State Providers used in World Generation</ul><li><code>sound</code> - optional field, Sound Event to play on interaction, e.g. <code>minecraft:item.axe.strip</code><ul><li>If not present, defaults to play no Sound Event</ul><li><code>particle</code> - optional field, particles to play on interaction<ul><li>If not present, defaults to <code>none</code><ul><li><code>none</code><li><code>scrape</code><li><code>wax_on</code><li><code>wax_off</code></ul></ul><li><code>disallowed_faces</code> - optional field, list of Directions specifying which faces on the clicked Block that cannot be interacted with<ul><li>If a disallowed face is interacted with, the next rule in the list will be attempted<li>If not present, defaults to an empty list<li>Values:<ul><li><code>up</code><li><code>down</code><li><code>north</code><li><code>south</code><li><code>east</code><li><code>west</code></ul></ul><li><code>loot</code> - optional Loot Table, the Loot Table to use for dropping items on a successful transformation, e.g. <code>minecraft:till/rooted_dirt</code><ul><li>If not present, defaults to using no Loot Table</ul><li><code>drop_strategy</code> - optional field, configures from where in the Block any loot should drop<ul><li>If not present, defaults to <code>from_middle</code><li>Values:<ul><li><code>from_middle</code> - from the middle of the Block<li><code>clicked_face</code> - from the face interacted with</ul></ul><li><code>transform_type</code> - optional field, configures how nearby blocks should be affected by the transformation<ul><li>If not present, defaults to <code>single_block</code><li>Values:<ul><li><code>single_block</code> - only affects the Block interacted with<li><code>copper_chest</code> - if input and output blocks are both copper chests of any weathering state, waxed or unwaxed, this transformation will affect both sides of a double chest</ul></ul><li><code>consume_on_use</code> - optional Boolean, determines if the item should be consumed or not<ul><li>Only applies to stackable items<li>If not present, defaults to <code>true</code></ul><li><code>item_damage_per_use</code> - optional Integer, determines how much damage the item takes with each use<ul><li>Only applies to non-stackable items<li>If not present, defaults to <code>1</code></ul></ul></ul><h2>Loot Tables</h2><ul><li>Added <code>till/rooted_dirt</code> loot table for drops when Rooted Dirt is tilled with a hoe</ul><h2>World Generation</h2><ul><li>Cave Air is no longer generated in Nether caves</ul><h3>Features</h3><h4>Added <code>minecraft:copy_properties_provider</code> Block State Provider</h4><p>Copies common Block State properties from the Block at the evaluated position to the resulting state Format: object with fields:<ul><li><code>block_state_provider</code>: Block State Provider, provides the Block State which the copied properties are copied on top of<ul><li>Only properties common between both the source and the target blocks will be copied</ul></ul><h4>Changed <code>minecraft:stepped_column_cluster</code> Feature Type</h4><p>Renamed from <code>minecraft:basalt_columns</code>. Now exposes more control over the feature functionality.<p>Format changes:<ul><li>Added field <code>block</code>: Block state provider for which block to place<li>Added field <code>can_replace</code>: Block predicate for which blocks can be replaced by the column<li>Added field <code>continue_through</code>: Block predicate for which pre-existing blocks to accept as part of a column<li>Added field <code>cannot_place_on</code>: Block ID, list of block IDs or hash-prefixed block tag ID representing which blocks are avoided when starting placement<li>Renamed field <code>reach</code> to <code>column_reach</code><li>Added field <code>column_count</code>: int provider (between 1 and 150) - the number of columns to generate<li>Added field <code>cluster_reach</code>: int provider (between 0 and 13) - the size of the square to attempt to generate columns in<ul><li>The effective reach is also limited by <code>height</code></ul></ul><h4>Changed <code>minecraft:single_block_pillar</code> Feature Type</h4><p>Renamed from <code>minecraft:basalt_pillar</code>. Now exposes more control over the feature functionality.<p>Format changes:<ul><li>Added field <code>block</code>: Block state provider for which block to place<li>Added field <code>can_replace</code>: Block predicate for which blocks to replace<li>Added field <code>direction</code>: Vertical direction of the pillar - one of <code>up</code> and <code>down</code><li>Added field <code>chance_to_continue</code>: Optional probability between <code>0</code> and <code>1</code> (default: <code>1</code>) that the pillar continues another block (assuming <code>can_replace</code> matches)<li>Added field <code>cap_feature</code>: Optional Placed Feature placed at the end of the pillar</ul><h4>Changed <code>minecraft:random_neighbor_spread</code> Feature Type</h4><p>Renamed from <code>minecraft:glowstone_blob</code>. Now exposes more control over the feature. Places blocks randomly in an area starting at the origin, each block placing so it has exactly one accepted neighbor.<p>Format changes:<ul><li>Added field <code>block</code>: Block state provider for which block to place<li>Added field <code>accepted_neighbors</code>: Block ID, list of Block IDs or hash-prefixed Block Tag for which blocks count as a valid neighbor<li>Added field <code>can_replace</code>: Block predicate for which blocks to replace<li>Added field <code>attempts</code>: Int provider between 1 and 3000 for how many placements attempts to make<li>Added field <code>xz_offset</code>: Int provider between -16 and 16 for what offsets to try along the x and z axes<li>Added field <code>y_offset</code>: Int provider between -16 and 16 for what offsets to try along the y axis</ul><h4>Added <code>minecraft:overlay</code> Feature Type</h4><p>Places a set of features in the same location. Note that as opposed to the <code>minecraft:sequence</code> Feature Type, all features are placed regardless of individual placement success.<p>Format:<ul><li><code>features</code>: Placed Feature ID, non-empty list of Placed Feature IDs or hash-prefixed Placed Feature Tag for the features to place</ul><h4>Added <code>minecraft:projected_random_patchy_square</code> Feature Type</h4><p>Generates a square where each block is randomly placed or not placed with its probability based on the distance from the center of the square, with the center more likely to generate than the edges. Each placed block can be projected downwards if the appropriate conditions are met.<p>Format:<ul><li><code>block</code>: Block state provider for which block to place<li><code>project_through</code>: Block Predicate for which blocks are considered \"empty\" and should be projected through<li><code>size</code>: Int provider between 1 and 16 that determines the size of the square as measured from the center to the edge<li><code>max_projection_height</code>: Non-negative integer representing the maximum change in y level from the original height to the placement height for a block in the square</ul><h3>Placement Modifiers</h3><h4>Changed <code>minecraft:offset</code> Placement Modifier</h4><p>Renamed from <code>random_offset</code>.<p>Format:<ul><li>Removed fields <code>xz_spread</code> and <code>y_spread</code><li>Added fields <code>x</code>, <code>y</code>, <code>z</code>: Integer providers between -16 and 16 specifiying the axis-specific offset</ul><h3>Noise Settings</h3><h4>Spawn Target</h4><p>The <code>spawn_target</code> field has been updated to allow use of any Density Function, instead of just a subset of those defined within the <code>noise_router</code> field.<p>The suitability of a candidate spawn position is determined by evaluating, in some arbitrary n-dimensional space, the squared Euclidean distance to a set of target hypercubes.<p>For example, one axis might be <code>temperature</code> and the second <code>erosion</code> - and suitability determined by distance to the square between <code>temperature=0.1, erosion=0.2</code> and <code>temperature=0.3, erosion=0.5</code>. This would prefer any candidate spawn within those ranges equally, while penalizing candidate spawns very far out of that range.<p>Format: list of target hypercubes<ul><li>Target format: map between Density Function ID and a range on that axis:<ul><li>Range is specified as one of:<ul><li>Float, an exact target value<li>Array of 2 floats, a range of target values in form <code>[min, max]</code><li>An object with fields:<ul><li><code>min</code> - float, the minimum value of the target range<li><code>max</code> - float, the maximum value of the target range</ul></ul></ul></ul><h3>Block Predicates</h3><h4>Added <code>minecraft:height_range</code></h4><p>Checks the height of the position against a given range.<p>Format:<ul><li><code>min_inclusive</code>: Vertical Anchor describing the minimum height required<li><code>max_inclusive</code>: Vertical Anchor describing the maximum height required</ul><h3>Vertical Anchors</h3><ul><li>Added a new option for Vertical Anchors: <code>relative_to_sea_level</code> - specifies an offset to the sea level of the dimension</ul><h3>Carvers</h3><ul><li>The <code>worldgen/configured_carver</code> registry has been renamed to <code>worldgen/carver</code></ul><h4>Updated <code>minecraft:cave</code> Carver Type</h4><ul><li>All fields previously under the <code>config</code> field have been inlined to the top-level<li>Added <code>count</code> field - non-negative Int Provider, the number of Cave tunnels to create from a seed chunk<li>Renamed <code>yScale</code> to <code>room_vertical_radius_multiplier</code><li>Added optional <code>start_vertical_radius_multiplier</code> field - Float Provider, acts as a multiplier for the vertical radius of the first segment in each tunnel<ul><li>If not specified, defaults to <code>1.0</code></ul><li>Added <code>thickness</code> field - non-negative Float Provider, acts as a multiplier for the radius of carved tunnels<li>Added optional <code>weird_thickness_bias</code> field - Boolean<ul><li>If <code>true</code>, thickness will be multiplied by, with a 10% chance: <code>random(0, 1) * random(0, 3) + 1</code><li>If not specified, defaults to <code>false</code></ul><li>Removed <code>replaceable</code> field, carvers will replace any block (excluding features)<li>Removed <code>lava_level</code> field, fluids are now always selected by the <code>aquifer</code> or <code>sea_level</code> configuration in the dimension<li>Removed <code>debug_settings</code> field</ul><h4>Updated <code>minecraft:canyon</code> Carver Type</h4><ul><li>All fields previously under the <code>config</code> field have been inlined to the top-level<li>Renamed and moved <code>yScale</code> to <code>shape.y_scale</code><li>Removed <code>replaceable</code> field, carvers will replace any block (excluding features)<li>Removed <code>lava_level</code> field, fluids are now always selected by the <code>aquifer</code> or <code>sea_level</code> configuration in the dimension<li>Removed <code>debug_settings</code> field</ul><h4>Removed <code>minecraft:nether_cave</code> Carver Type</h4><ul><li>Replaced by <code>minecraft:cave</code> Carver Type</ul><h2>Int Providers</h2><h3>Added <code>minecraft:very_biased_to_bottom</code> Int Provider Type</h3><p>Picks a random value in the provided range, with a quadratic bias towards the minimum value.<p>Format: object with fields:<ul><li><code>min_inclusive</code> - Integer, the minimum selected value (inclusive)<li><code>max_inclusive</code> - Integer, the maximum selected value (inclusive)</ul><h3>Block Tags</h3><ul><li>Added <code>#turns_into_dirt_path</code> - contains all blocks that turn into Dirt Path blocks when a Shovel is used for pathmaking<li>Removed <code>#overworld_carver_replaceables</code> and <code>#nether_carver_replaceables</code></ul><h3>Item Tags</h3><ul><li>Added <code>#dowses_campfires</code> - items that can dowse a lit Campfire block</ul><h1>Resource Pack Version 90.0</h1><ul><li>The texture of the Shelf Mushroom has been updated</ul><h2>Particles</h2><ul><li>Added new Particle textures:<ul><li><code>shelf_mushroom_particle.png</code></ul></ul><h2>Shaders &#38 Post-process Effects</h2><blockquote><p><strong>Developer's Note</strong>: <em>Although it is possible in Resource Packs, overriding Core Shaders is considered as unsupported and not an intended Resource Pack feature. These shaders exist as part of the internal implementation of the game, and as such, may change at any time as the game's internals evolve. We understand that overriding Core Shaders is used for very cool Resource Pack features, many of which lack supported alternatives. We would like to provide better, supported alternatives in the future.</em></blockquote><h3>Order-independent Transparency (OIT)-related Shader Changes</h3><ul><li>Added new shaders to support order-independent transparency:<ul><li><code>core/oit_composite.fsh</code><li><code>include/oit.glsl</code><li><code>include/oit_add_transmittance.glsl</code><li><code>include/oit_common.glsl</code><li><code>include/oit_depth_bounds.glsl</code><li><code>include/oit_depth_sample.glsl</code><li><code>include/oit_sample.glsl</code></ul><li>Extracted the texture sampling logic from <code>core/terrain.fsh</code> into <code>include/texture_sampling.glsl</code><li>Renamed the following core shaders:<ul><li><code>core/rendertype_clouds.vsh</code> -> <code>core/clouds.vsh</code><li><code>core/rendertype_clouds.fsh</code> -> <code>core/clouds.fsh</code><li><code>core/rendertype_world_border.vsh</code> -> <code>core/world_border.vsh</code><li><code>core/rendertype_world_border.fsh</code> -> <code>core/world_border.fsh</code></ul><li>Updated core shaders to support order-independent transparency<ul><li>Introduced new defines:<ul><li><code>OIT</code> - A boolean indicating if OIT is enabled<li><code>OIT_DEPTH_BOUNDS</code> - A boolean indicating if the depth bounds pass is being executed<li><code>OIT_TRANSMITTANCE</code> - A boolean indicating if the transmittance pass is being executed<li><code>OIT_ACCUMULATE</code> - A boolean indicating if the accumulate pass is being executed<li><code>OIT_ALPHA_ONLY</code> - A boolean indicating if either the depth bounds or transmittance pass is being executed<li><code>OIT_ADDITIVE</code> - A boolean indicating that the OIT algorithm should emulate additive blending for the executing pipeline<li><code>OIT_OPAQUE_PARTS_THRESHOLD</code> - A float determining above which alpha threshold a fragment should be considered solid and not go through OIT<li><code>WAVELET_RANK</code> - An integer internal to the OIT algorithm<li><code>COEFF_COUNT</code> - An integer internal to the OIT algorithm<li><code>COEFF_ATTACHMENT_COUNT</code> - An integer internal to the OIT algorithm<li><code>B3D_IS_ZERO_TO_ONE</code> - A boolean indicating if the current rendering backend uses the depth range of [0, 1], it is available globally to all shaders independently of the OIT setting<li>Affected shaders:<ul><li><code>core/block.fsh</code><li><code>core/block.vsh</code><li><code>core/clouds.fsh</code><li><code>core/clouds.vsh</code><li><code>core/entity.fsh</code><li><code>core/entity.vsh</code><li><code>core/item.fsh</code><li><code>core/item.vsh</code><li><code>core/particle.fsh</code><li><code>core/position_color.fsh</code><li><code>core/rendertype_beacon_beam.fsh</code><li><code>core/rendertype_clouds.fsh</code><li><code>core/rendertype_crumbling.fsh</code><li><code>core/rendertype_entity_shadow.fsh</code><li><code>core/rendertype_lightning.fsh</code><li><code>core/rendertype_lines.fsh</code><li><code>core/rendertype_world_border.fsh</code><li><code>core/terrain.fsh</code><li><code>core/terrain.vsh</code><li><code>core/text.fsh</code><li><code>core/text_background.fsh</code><li><code>core/world_border.fsh</code><li><code>core/world_border.vsh</code></ul></ul></ul><li>Removed the old transparency post chain:<ul><li><code>post_effect/transparency.json</code><li><code>shaders/post/transparency.fsh</code></ul></ul><h1>Fixed bugs in 26.3 Snapshot 2</h1><ul><li><a href=https://bugs.mojang.com/browse/MC-161885 rel=\"noopener noreferrer\"target=_blank>MC-161885</a> - Many transparent things do not render behind slimes<li><a href=https://bugs.mojang.com/browse/MC-161898 rel=\"noopener noreferrer\"target=_blank>MC-161898</a> - Transparent particles make other particles invisible<li><a href=https://bugs.mojang.com/browse/MC-161926 rel=\"noopener noreferrer\"target=_blank>MC-161926</a> - The block breaking animation is more transparent when mining ice or stained glass<li><a href=https://bugs.mojang.com/browse/MC-168653 rel=\"noopener noreferrer\"target=_blank>MC-168653</a> - Mobs, particles, clouds, water and transparent blocks don't render behind the transparent parts of shulker bullets<li><a href=https://bugs.mojang.com/browse/MC-190203 rel=\"noopener noreferrer\"target=_blank>MC-190203</a> - Transparent and specially rendered blocks, entities, clouds, water and particles don't render behind wind charges, and charged creeper, wither and breeze armor<li><a href=https://bugs.mojang.com/browse/MC-202197 rel=\"noopener noreferrer\"target=_blank>MC-202197</a> - Entities' name tag background is rendered behind transparent things<li><a href=https://bugs.mojang.com/browse/MC-210584 rel=\"noopener noreferrer\"target=_blank>MC-210584</a> - Semi-transparent textures on an item that doesn't have it by default doesn't render water behind it<li><a href=https://bugs.mojang.com/browse/MC-223559 rel=\"noopener noreferrer\"target=_blank>MC-223559</a> - Transparent blocks, particles, and clouds are not rendered behind semi-transparent marker armor stands<li><a href=https://bugs.mojang.com/browse/MC-229405 rel=\"noopener noreferrer\"target=_blank>MC-229405</a> - The inside of boats blocks the rendering of most translucent objects with the \"Improved Transparency\" option enabled<li><a href=https://bugs.mojang.com/browse/MC-252369 rel=\"noopener noreferrer\"target=_blank>MC-252369</a> - Data packs can fail to load due to a feature cycle when one does not exist<li><a href=https://bugs.mojang.com/browse/MC-259812 rel=\"noopener noreferrer\"target=_blank>MC-259812</a> - Block and item displays, beds, clouds, signs, shulker boxes, and semi-transparent blocks and entities don't render behind text displays<li><a href=https://bugs.mojang.com/browse/MC-265743 rel=\"noopener noreferrer\"target=_blank>MC-265743</a> - Entities, block entities, clouds and semi-transparent blocks are always rendered in front of text displays with <code>see_through</code> enabled<li><a href=https://bugs.mojang.com/browse/MC-271069 rel=\"noopener noreferrer\"target=_blank>MC-271069</a> - Item entities appear to fly towards the player when picked up by a dolphin that isn't being rendered<li><a href=https://bugs.mojang.com/browse/MC-275111 rel=\"noopener noreferrer\"target=_blank>MC-275111</a> - Two animals in a boat look sideways instead of at the player when lured<li><a href=https://bugs.mojang.com/browse/MC-295678 rel=\"noopener noreferrer\"target=_blank>MC-295678</a> - Translucent blocks above water flicker when crossing chunk borders<li><a href=https://bugs.mojang.com/browse/MC-296006 rel=\"noopener noreferrer\"target=_blank>MC-296006</a> - Entities do not face the player correctly whilst in a boat<li><a href=https://bugs.mojang.com/browse/MC-298659 rel=\"noopener noreferrer\"target=_blank>MC-298659</a> - Translucent blocks and some entities render above text displays with <code>see_through</code> enabled<li><a href=https://bugs.mojang.com/browse/MC-303626 rel=\"noopener noreferrer\"target=_blank>MC-303626</a> - Block hitboxes, particles, semi-transparent blocks and non-block items render behind entity hitboxes with the \"Improved Transparency\" option enabled<li><a href=https://bugs.mojang.com/browse/MC-305422 rel=\"noopener noreferrer\"target=_blank>MC-305422</a> - Players can sometimes get kicked due to a waypoint packet the client fails to handle<li><a href=https://bugs.mojang.com/browse/MC-306127 rel=\"noopener noreferrer\"target=_blank>MC-306127</a> - Block outlines are no longer visible behind translucent items<li><a href=https://bugs.mojang.com/browse/MC-306156 rel=\"noopener noreferrer\"target=_blank>MC-306156</a> - Breezes, slimes and players between translucent blocks or fluids appear behind them if \"Improved Transparency\" is enabled<li><a href=https://bugs.mojang.com/browse/MC-306231 rel=\"noopener noreferrer\"target=_blank>MC-306231</a> - Boats are filled with water when viewed through translucent blocks with the \"Improved Transparency\" option enabled<li><a href=https://bugs.mojang.com/browse/MC-306318 rel=\"noopener noreferrer\"target=_blank>MC-306318</a> - Translucent items render through the head of players with a translucent item equipped on their head with \"Improved Transparency\" enabled<li><a href=https://bugs.mojang.com/browse/MC-307285 rel=\"noopener noreferrer\"target=_blank>MC-307285</a> - Translucent blocks don't render behind sulfur cubes<li><a href=https://bugs.mojang.com/browse/MC-307345 rel=\"noopener noreferrer\"target=_blank>MC-307345</a> - The smoke particles produced by potent sulfur do not render behind stained glass<li><a href=https://bugs.mojang.com/browse/MC-307902 rel=\"noopener noreferrer\"target=_blank>MC-307902</a> - Partially transparent blocks inside sulfur cubes don't render correctly<li><a href=https://bugs.mojang.com/browse/MC-308798 rel=\"noopener noreferrer\"target=_blank>MC-308798</a> - Dolphins take much longer to pick up items<li><a href=https://bugs.mojang.com/browse/MC-309022 rel=\"noopener noreferrer\"target=_blank>MC-309022</a> - Shelf mushrooms generate facing the wrong direction<li><a href=https://bugs.mojang.com/browse/MC-309027 rel=\"noopener noreferrer\"target=_blank>MC-309027</a> - The success message of /teleport with coordinates specified reports that it affected 0 entities<li><a href=https://bugs.mojang.com/browse/MC-309043 rel=\"noopener noreferrer\"target=_blank>MC-309043</a> - Carpets can no longer be crafted<li><a href=https://bugs.mojang.com/browse/MC-309056 rel=\"noopener noreferrer\"target=_blank>MC-309056</a> - Poplar saplings are not destroyed by water<li><a href=https://bugs.mojang.com/browse/MC-309067 rel=\"noopener noreferrer\"target=_blank>MC-309067</a> - Wool slabs and stairs cannot be used as fuel<li><a href=https://bugs.mojang.com/browse/MC-309075 rel=\"noopener noreferrer\"target=_blank>MC-309075</a> - Using bone meal on a shelf mushroom a player is standing on causes them to pass through it<li><a href=https://bugs.mojang.com/browse/MC-309081 rel=\"noopener noreferrer\"target=_blank>MC-309081</a> - Decorated pots and chorus flowers can be destroyed by projectiles in Adventure mode<li><a href=https://bugs.mojang.com/browse/MC-309082 rel=\"noopener noreferrer\"target=_blank>MC-309082</a> - Wandering traders do not sell poplar logs<li><a href=https://bugs.mojang.com/browse/MC-309084 rel=\"noopener noreferrer\"target=_blank>MC-309084</a> - Shelf mushrooms' model sticks out of the slot in the hotbar<li><a href=https://bugs.mojang.com/browse/MC-309105 rel=\"noopener noreferrer\"target=_blank>MC-309105</a> - Wool stairs and slabs are not broken faster when using shears<li><a href=https://bugs.mojang.com/browse/MC-309117 rel=\"noopener noreferrer\"target=_blank>MC-309117</a> - Grass in dappled forests and poplar leaves appear green on maps<li><a href=https://bugs.mojang.com/browse/MC-309123 rel=\"noopener noreferrer\"target=_blank>MC-309123</a> - The block breaking particles of shelf mushrooms are not displayed correctly<li><a href=https://bugs.mojang.com/browse/MC-309133 rel=\"noopener noreferrer\"target=_blank>MC-309133</a> - The front texture of poplar signs is inconsistent with the front textures of other signs<li><a href=https://bugs.mojang.com/browse/MC-309136 rel=\"noopener noreferrer\"target=_blank>MC-309136</a> - The collision box of shelf mushrooms is too large<li><a href=https://bugs.mojang.com/browse/MC-309173 rel=\"noopener noreferrer\"target=_blank>MC-309173</a> - The item model of shelf mushrooms displays the large shelf mushroom block model, even though the item places small ones<li><a href=https://bugs.mojang.com/browse/MC-309184 rel=\"noopener noreferrer\"target=_blank>MC-309184</a> - Specifying multiple features of type <code>no_op</code> in a data pack prevents the world from loading<li><a href=https://bugs.mojang.com/browse/MC-309205 rel=\"noopener noreferrer\"target=_blank>MC-309205</a> - Poplar saplings cannot be used as fuel<li><a href=https://bugs.mojang.com/browse/MC-309206 rel=\"noopener noreferrer\"target=_blank>MC-309206</a> - Cobwebs are not destroyed by water<li><a href=https://bugs.mojang.com/browse/MC-309275 rel=\"noopener noreferrer\"target=_blank>MC-309275</a> - The texture of the top halves of poplar doors has three miscolored pixels<li><a href=https://bugs.mojang.com/browse/MC-309302 rel=\"noopener noreferrer\"target=_blank>MC-309302</a> - Poplar saplings are not in <code>#sapling</code><li><a href=https://bugs.mojang.com/browse/MC-309330 rel=\"noopener noreferrer\"target=_blank>MC-309330</a> - The item texture of poplar doors doesn't have any hinges unlike the item textures of other doors</ul>","id":"470a6a68414e0047b96c69055590c9ff6cbcfb1f7090c1d365b407efd73027da","date":"2026-06-30T12:45:43.000Z","needsTranslation":false}