{"title":"Minecraft Snapshot 24w36a","version":"24w36a","type":"snapshot","image":{"title":"24w36a 540x540.jpg","url":"/v2/images/24w36a540x540.jpg"},"body":"<p>Hi everyone! In the most exciting Minecraft-related news of the day, we have a new movi- I mean snapshot coming your way! This week we are adding support for custom equipment with Data Packs and Resource Packs. We have also tweaked the Bundle so that you can empty a group of items when it's used in the hotbar. And as usual, we have included a bunch of bug fixes!<p>Happy mining!<h1>Known Issues</h1><ul><li>Ender Pearls will not teleport you to the right location</ul><h1>Experimental Features</h1><h2>Bundles</h2><ul><li>When a Bundle is used in the hotbar, one group of items is emptied at a time instead of everything being emptied at once</ul><h1>Changes</h1><ul><li>Squid Spawn Eggs now only spawn adult Squids<ul><li>There is a 5% chance of Squids spawned in groups in the wild to be a baby</ul><li>When a mob converts from one type to another (ex: Piglin to Zombified Piglin), the health of the converted mob is set to the same percentage of max health as the original mob had before conversion</ul><h1>Technical Changes</h1><ul><li>The Data Pack version is now 52<li>Resource Pack version is now 37</ul><h1>Data Pack Version 52</h1><h2>Tags</h2><h3>Block Tags</h3><ul><li><code>bats_spawnable_on</code>: Blocks that bats can spawn on</ul><h3>Item Tags</h3><ul><li>Added new tags to control which items can be used to repair various armor sets:<ul><li><code>repairs_leather_armor</code><li><code>repairs_iron_armor</code><li><code>repairs_chain_armor</code><li><code>repairs_gold_armor</code><li><code>repairs_diamond_armor</code><li><code>repairs_netherite_armor</code><li><code>repairs_turtle_helmet</code><li><code>repairs_wolf_armor</code></ul><li><code>piglin_safe_armor</code>: Items that, when worn by a player, will cause Piglins to not get angry</ul><h2>Changed Item Components</h2><h3><code>minecraft:item_name</code></h3><p>This component is now always present on every item<h2>New Item Components</h2><h3><code>minecraft:item_model</code></h3><ul><li>Controls item model<li>Present on every item<li>Format: namespaced id<ul><li><code>namespace:id</code> will reference model <code>/assets/&#60namespace>/models/item/&#60id></code></ul></ul><h3><code>minecraft:equippable</code></h3><ul><li>If present, this item can be equipped by players in the selected slot<li>When right-clicking with an item with this component, it will be swapped into the appropriate slot<li>Format: object with fields<ul><li><code>slot</code>: one of <code>head</code>, <code>chest</code>, <code>legs</code>, <code>feet</code>, <code>body</code>, <code>mainhand</code>, or <code>offhand</code><li><code>equip_sound</code> (optional): Sound event to play when the item is equipped<ul><li>If not specified, the default armor equip sound will be played</ul><li><code>model</code> (optional): namespaced ID of the equipment model to use when equipped<ul><li>These model definitions are loaded from Resource Packs<li>If not specified, will fall back to rendering as the item itself when in the head slot (or no rendering if not applicable)</ul><li><code>allowed_entities</code> (optional): Entity ID, Entity Tag, or list of Entity IDs to limit which entities can equip this item<ul><li>If not specified, any entity (that can wear this kind of equipment) is allowed to equip this item</ul><li><code>dispensable</code>: boolean (default: <code>true</code>), whether the item can be equipped by using a Dispenser<ul><li>If the item type has special dispenser behavior, this will have no effect</ul><li>e.g. <code>equippable={slot:'chest',equip_sound:'item.armor.equip_chain'}</code></ul></ul><h3><code>minecraft:glider</code></h3><ul><li>If present, this item will allow players to glide (as with Elytra) when equipped<li>Format: empty object<ul><li>e.g. <code>glider={}</code></ul></ul><h3><code>minecraft:tooltip_style</code></h3><ul><li>If present, this item can use custom sprites for its tooltip background and frame<li>Format: namespaced ID for a tooltip style<ul><li>A tooltip style of <code>namespace:path</code> will use sprites with IDs:<ul><li><code>&#60namespace>:tooltip/&#60path>_background</code> and <code>&#60namespace>:tooltip/&#60path>_frame</code></ul><li>e.g. <code>tooltip_style='minecraft:special_sword'</code></ul></ul><h2>Predicates</h2><ul><li>Added a new field in the Player sub-predicate, <code>input</code>, that can be used to detect which movement keys the player is pressing<li>If specified the predicate matches with the corresponding keybind that the player is pressing; it supports detecting the following input:<ul><li><code>forward</code> : boolean (optional)<li><code>backward</code> : boolean (optional)<li><code>left</code> : boolean (optional)<li><code>right</code> : boolean (optional)<li><code>jump</code> : boolean (optional)<li><code>sneak</code> : boolean (optional)<li><code>sprint</code> : boolean (optional)</ul></ul><h1>Resource Pack Version 37</h1><ul><li>Introduced equipment models<li>Textures for entity equipment have been moved and renamed<li>The tooltip background and frame may now be customized by replacing sprites:<ul><li><code>tooltip/background</code>: The background of the tooltip<li><code>tooltip/frame</code>: The frame appearing around the tooltip<li>Items with a custom <code>tooltip_style</code> component will use sprites with IDs:<ul><li><code>&#60namespace>:tooltip/&#60path>_background</code> and <code>&#60namespace>:tooltip/&#60path>_frame</code></ul></ul><li>The <code>nine_slice</code> GUI sprite scaling mode has a new optional boolean property: <code>stretch_inner</code><ul><li>If <code>true</code>, the inner parts of the texture (i.e. not the corners) will be stretched instead of tiled<li>If not specified, defaults to <code>false</code> as before</ul></ul><h2>Item Models</h2><ul><li>All item models can now use the <code>broken</code> property in model overrides that was previously limited to just Elytra<ul><li>This will have a value of 1 if the item has 1 durability left, or 0 otherwise</ul></ul><h2>Custom Equipment Models</h2><p>The appearance of equipment when equipped by players or certain mobs can now be customized by defining 'equipment models' in the Resource Pack.<ul><li>Equipment model definitions are loaded from <code>assets/&#60namespace>/models/equipment/&#60path>.json</code><ul><li>These can then be referenced by the <code>equippable</code> component with a model id of <code>namespace:path</code></ul><li>The model definition is an object with fields: <code>wolf_body</code>, <code>horse_body</code>, <code>llama_body</code>, <code>humanoid</code>, <code>humanoid_leggings</code>, <code>wings</code><ul><li>All fields are optional, and can be used to specify a list of layers for the given model layer type<li>Each field contains list of layer objects:<ul><li><code>texture</code>: namespaced texture location for this layer<ul><li><code>namespace:path</code> will resolve to <code>assets/&#60namespace>/textures/entity/equipment/&#60layer_type>/&#60path>.png</code></ul><li><code>dyeable</code>: object with fields (optional), specifying how this layer behaves when dyed (in the <code>dyeable</code> item tag, and has <code>dyed_color</code> component)<ul><li><code>color_when_undyed</code>: rgb color int (optional)<li>If specified, this layer will be tinted by the color contained in the <code>dyed_color</code> component<ul><li>If the item is not dyeable or not dyed, it will be tinted based on the color specified by <code>color_when_undyed</code><li>If <code>color_when_undyed</code> is not specified and the item is not dyed, the layer will be hidden</ul></ul><li><code>use_player_texture</code>: boolean (default: <code>false</code>), true if this layer texture should be overridden by a texture given by the player<ul><li>Only used for <code>wings</code> layers, which will override with the player's custom Elytra texture</ul></ul></ul></ul><p>A model definition specifying both player and horse armor layers might look like:<pre><code class=language-json>{\n  \"layers\": {\n    \"horse_body\": [\n      { \"texture\": \"minecraft:iron\" }\n    ],\n    \"humanoid\": [\n      { \"texture\": \"minecraft:iron\" }\n    ],\n    \"humanoid_leggings\": [\n      { \"texture\": \"minecraft:iron\" }\n    ]\n  }\n}\n</code></pre><h2>Trims</h2><ul><li>All equippable items with an equipment model defined support rendering trims, based on the <code>trim</code> component<li>Trim textures will be loaded from the appropriate folder in the <code>textures/trims/entity</code> directory<ul><li>For example, armor with <code>wolf_body</code> layers will fetch trims from <code>textures/trims/entity/wolf_body</code></ul></ul><h2>Moved Textures</h2><ul><li>All equipment-related textures have been moved to subfolders of the <code>textures/entity/equipment</code> directory<ul><li>Player armor textures have been moved to <code>textures/entity/equipment/humanoid</code> and <code>textures/entity/equipment/humanoid_leggings</code><ul><li><code>&#60material>_layer_1</code> textures have been renamed to <code>&#60material></code>, and moved into the <code>humanoid</code> subdirectory<li><code>&#60material>_layer_2</code> textures have been renamed to <code>&#60material></code>, and moved into the <code>humanoid_leggings</code> subdirectory<li><code>leather_layer_1_overlay</code> and <code>leather_layer_2_overlay</code> textures have been renamed to <code>leather_overlay</code> in their respective subdirectories</ul><li><code>wolf_armor</code> and <code>wolf_armor_overlay</code> textures have moved to <code>textures/entity/equipment/wolf_body/</code> and have been renamed to <code>armadillo_scute</code> and <code>armadillo_scute_overlay</code> respectively<li><code>turtle_layer_1</code> has been renamed to <code>turtle_scute</code><li>Llama decor textures have been moved to <code>textures/entity/equipment/llama_body</code><li>Horse armor textures have been moved to <code>textures/entity/equipment/horse_body</code><li>The Elytra texture has been moved to <code>textures/entity/equipment/wings/elytra</code></ul><li>Armor trim textures have also been moved to match the folder structure of the regular <code>equipment</code> textures<ul><li>Textures in <code>textures/trims/models/armor</code> have been divided between <code>textures/trims/entity/humanoid</code> and <code>textures/trims/entity/humanoid_leggings</code><li>For leggings textures, the <code>_leggings</code> suffix is dropped</ul></ul><h1>Fixed bugs in 24w36a</h1><ul><li><a href=https://bugs.mojang.com/browse/MC-16829 rel=\"noopener noreferrer\"target=_blank>MC-16829</a> The horse armor model does not show the enchantment glint effect<li><a href=https://bugs.mojang.com/browse/MC-38022 rel=\"noopener noreferrer\"target=_blank>MC-38022</a> Order of rendering translucent block faces fails to update with camera position<li><a href=https://bugs.mojang.com/browse/MC-88967 rel=\"noopener noreferrer\"target=_blank>MC-88967</a> Most NBT tags are not kept when a mob converts to another mob<li><a href=https://bugs.mojang.com/browse/MC-92875 rel=\"noopener noreferrer\"target=_blank>MC-92875</a> Collisionless blocks ignore entities with high velocity<li><a href=https://bugs.mojang.com/browse/MC-135898 rel=\"noopener noreferrer\"target=_blank>MC-135898</a> Teams are not retained when a mob converts to another mob<li><a href=https://bugs.mojang.com/browse/MC-196556 rel=\"noopener noreferrer\"target=_blank>MC-196556</a> When projectiles (such as arrows and tridents) move too fast, they can't be teleported by portals and end gateways<li><a href=https://bugs.mojang.com/browse/MC-196964 rel=\"noopener noreferrer\"target=_blank>MC-196964</a> Fall damage is reset when an entity converts to another entity<li><a href=https://bugs.mojang.com/browse/MC-230317 rel=\"noopener noreferrer\"target=_blank>MC-230317</a> Lead disappears when mooshroom cow is sheared<li><a href=https://bugs.mojang.com/browse/MC-250924 rel=\"noopener noreferrer\"target=_blank>MC-250924</a> Goat horns are missing sounds<li><a href=https://bugs.mojang.com/browse/MC-259936 rel=\"noopener noreferrer\"target=_blank>MC-259936</a> Equipping armor in hand via right-click equips entire stack<li><a href=https://bugs.mojang.com/browse/MC-261666 rel=\"noopener noreferrer\"target=_blank>MC-261666</a> Armor given to Villagers is lost when they convert to Zombie Villagers<li><a href=https://bugs.mojang.com/browse/MC-270842 rel=\"noopener noreferrer\"target=_blank>MC-270842</a> Scores are not kept when a mob converts to another mob<li><a href=https://bugs.mojang.com/browse/MC-271826 rel=\"noopener noreferrer\"target=_blank>MC-271826</a> Armor default attribute modifier component can't be removed<li><a href=https://bugs.mojang.com/browse/MC-275011 rel=\"noopener noreferrer\"target=_blank>MC-275011</a> Instant mine does not work when standing inside of cobwebs<li><a href=https://bugs.mojang.com/browse/MC-275228 rel=\"noopener noreferrer\"target=_blank>MC-275228</a> You can duplicate items in your creative hotbar<li><a href=https://bugs.mojang.com/browse/MC-275239 rel=\"noopener noreferrer\"target=_blank>MC-275239</a> Item duplication while a screen is opened (Creative Mode)<li><a href=https://bugs.mojang.com/browse/MC-275298 rel=\"noopener noreferrer\"target=_blank>MC-275298</a> Blocks with special collision behavior have a larger detection range than previously<li><a href=https://bugs.mojang.com/browse/MC-275299 rel=\"noopener noreferrer\"target=_blank>MC-275299</a> Crafting using Ctrl + Drop key crafts the incorrect amount of items<li><a href=https://bugs.mojang.com/browse/MC-275344 rel=\"noopener noreferrer\"target=_blank>MC-275344</a> Sweet Berry Bushes deal damage inconsistently<li><a href=https://bugs.mojang.com/browse/MC-275345 rel=\"noopener noreferrer\"target=_blank>MC-275345</a> Inventory bug that causes items to be constantly shuffled<li><a href=https://bugs.mojang.com/browse/MC-275416 rel=\"noopener noreferrer\"target=_blank>MC-275416</a> Baby squid or baby glow squid produces ink particles that are too far away from itself<li><a href=https://bugs.mojang.com/browse/MC-275418 rel=\"noopener noreferrer\"target=_blank>MC-275418</a> Feeding baby dolphins won't speed up their growth<li><a href=https://bugs.mojang.com/browse/MC-275437 rel=\"noopener noreferrer\"target=_blank>MC-275437</a> Fast moving entities freeze the server which causes watchdog crash<li><a href=https://bugs.mojang.com/browse/MC-275445 rel=\"noopener noreferrer\"target=_blank>MC-275445</a> Specifying the size of a target in post effect shaders fails<li><a href=https://bugs.mojang.com/browse/MC-275450 rel=\"noopener noreferrer\"target=_blank>MC-275450</a> Player Motion data no longer updates while riding another entity<li><a href=https://bugs.mojang.com/browse/MC-275455 rel=\"noopener noreferrer\"target=_blank>MC-275455</a> Player motion is no longer retained on relative teleportation<li><a href=https://bugs.mojang.com/browse/MC-275462 rel=\"noopener noreferrer\"target=_blank>MC-275462</a> Bats can spawn in unusual places, such as in woodland mansions and beneath trees<li><a href=https://bugs.mojang.com/browse/MC-275497 rel=\"noopener noreferrer\"target=_blank>MC-275497</a> The repairable data component does not exist in armor items by default<li><a href=https://bugs.mojang.com/browse/MC-275537 rel=\"noopener noreferrer\"target=_blank>MC-275537</a> Sliding down honey blocks is slower than in previous versions<li><a href=https://bugs.mojang.com/browse/MC-275622 rel=\"noopener noreferrer\"target=_blank>MC-275622</a> Minecarts with TNT are more volatile than in previous releases<li><a href=https://bugs.mojang.com/browse/MC-275624 rel=\"noopener noreferrer\"target=_blank>MC-275624</a> Redstone wire with custom model unexpectedly appears green<li><a href=https://bugs.mojang.com/browse/MC-275638 rel=\"noopener noreferrer\"target=_blank>MC-275638</a> It is still possible to go through portals without being teleported when going quickly enough by throwing riptide tridents<li><a href=https://bugs.mojang.com/browse/MC-275642 rel=\"noopener noreferrer\"target=_blank>MC-275642</a> Baby dolphins do not spawn naturally<li><a href=https://bugs.mojang.com/browse/MC-275655 rel=\"noopener noreferrer\"target=_blank>MC-275655</a> Entity rotation does not visually update when using the teleport command until the world is reloaded<li><a href=https://bugs.mojang.com/browse/MC-275745 rel=\"noopener noreferrer\"target=_blank>MC-275745</a> A scoreboard objective with display mode below_name renders right behind the player's name<li><a href=https://bugs.mojang.com/browse/MC-275767 rel=\"noopener noreferrer\"target=_blank>MC-275767</a> Camera is shaky when riding an entity that is being constantly teleported<li><a href=https://bugs.mojang.com/browse/MC-275770 rel=\"noopener noreferrer\"target=_blank>MC-275770</a> Guardian beam attacks stay yellow and do not shift colors anymore<li><a href=https://bugs.mojang.com/browse/MC-276027 rel=\"noopener noreferrer\"target=_blank>MC-276027</a> Chestplates and Boots on Armor Stands render the helmet overlay texture<li><a href=https://bugs.mojang.com/browse/MC-276030 rel=\"noopener noreferrer\"target=_blank>MC-276030</a> The blue highlighted text background for signs is gone<li><a href=https://bugs.mojang.com/browse/MC-276064 rel=\"noopener noreferrer\"target=_blank>MC-276064</a> Tall grass generated from bone mealing a grass block will delete the 2nd block above it<li><a href=https://bugs.mojang.com/browse/MC-276122 rel=\"noopener noreferrer\"target=_blank>MC-276122</a> Soul sand and magma block bubble columns don't move the player vertically in creative mode when not flying<li><a href=https://bugs.mojang.com/browse/MC-276132 rel=\"noopener noreferrer\"target=_blank>MC-276132</a> Translucency sorting seems to be slightly broken<li><a href=https://bugs.mojang.com/browse/MC-276179 rel=\"noopener noreferrer\"target=_blank>MC-276179</a> Zombie villagers don't raise their arms to attack again<li><a href=https://bugs.mojang.com/browse/MC-276204 rel=\"noopener noreferrer\"target=_blank>MC-276204</a> Dolphins and axolotls keep trying to swim into the seabed</ul>","id":"b6dc83295e7def13ec9a9c34d4c4d37f06d35ad63bf1d38884e379a25d7ad1c3","date":"2024-09-04T12:44:12.000Z","needsTranslation":null}