{"title":"Minecraft Snapshot 25w45a","version":"25w45a","type":"snapshot","image":{"title":"25w45a 540x540.jpg","url":"/v2/images/25w45a540x540.jpg"},"body":"<p>Greetings from the Tuesday snapshot shipping room! Our final set of features for Mounts of Mayhem brings the game's strongest armor tier to your favorite mount – with Netherite horse armor! As well as making your steed more stylish, Netherite horse armor will also make them sturdier, perfect for all those mounted challenges. On the submerged side of things, explorers of warmer waters can now swim-ble upon a rare variant of the zombie nautilus..<p>With this week's snapshot, we're also introducing a new concept for data packs called timelines, that can modify game behavior based on the in-game day time – more about that in the full changelog below.<p>Happy mining!<h1>New Features</h1><ul><li>Updated the panorama for the Mounts of Mayhem drop<li>Added Netherite Horse Armor that can be obtained by upgrading Diamond Horse Armor with a Smithing Table</ul><h2>Spear Weapon</h2><ul><li>Spears are now less forgiving if you miss a charge attack</ul><h2>Coral Zombie Nautilus</h2><ul><li>Added a new variant of the Zombie Nautilus mob: the Coral Zombie Nautilus<li>It Spawns in Warm Oceans, replacing the normal Zombie Nautilus</ul><h2>Camel Husk</h2><ul><li>Drops 2-3 Rotten Flesh when killed, with extra 0-1 for each level of Looting</ul><h2>Advancements</h2><ul><li>Added the \"Mob Kabob\" advancement for spearing 5 enemies with a Charge attack</ul><h1>Changes</h1><ul><li>Zombie Horses, Camel Husks and Nautili become persistent with any interaction from a player, not just riding them<li>Video memory impact of anisotropic filtering was reduced, but still remains quite high<li>The color of the sky during sunrises and sunsets is now affected by rain and thunder</ul><h1>Technical Changes</h1><ul><li>The Data Pack version is now 93.0<li>The Resource Pack version is now 73.0</ul><h1>Data Pack Version 93.0</h1><ul><li>Added new Coral Zombie Nautilus mob variant<ul><li>The Zombie Nautilus variants can be data-driven</ul><li>Item textures were split out of the <code>blocks</code> atlas into a separate new <code>items</code> atlas<ul><li>It means that the commands that were referencing the <code>blocks</code> atlas for item textures now need to reference the <code>items</code> atlas instead</ul></ul><h2>Zombie Nautilus Variants</h2><ul><li>Zombie Nautilus variants can be data-driven by adding entries to <code>data/&#60namespace>/zombie_nautilus_variant/&#60id>.json</code><li>This feature is experimental<li>Fields in file:<ul><li><code>model</code> - one of: <code>normal</code>, <code>warm</code><li><code>asset_id</code> - namespaced id for this variant asset, resolves to <code>assets/&#60namespace>/textures/&#60path>.png</code><li><code>spawn_conditions</code> - a uniform variant selection rule explained below</ul></ul><h3>Spawn conditions</h3><h4><code>minecraft:biome</code></h4><ul><li>Checks if entity is spawning in specific biomes<li>Fields:<ul><li><code>biomes</code> - single entry, list or a tag describing biomes</ul></ul><h4><code>minecraft:moon_brightness</code></h4><ul><li>Checks if current moon brightness is within certain range<li>Fields:<ul><li><code>range</code> - floating point range (a single number or an object like <code>{\"min\": 1, \"max\": 2}</code>)</ul></ul><h4><code>minecraft:structures</code></h4><ul><li>Checks if entity is spawning in specific structures<li>Fields:<ul><li><code>structures</code> - single entry, list or a tag describing structures</ul></ul><h2>Game Rules</h2><ul><li>The limit for the <code>minecraft:max_entity_cramming</code> game rule has been changed to a minimum of <code>0</code></ul><h2>Data Components</h2><ul><li><code>minecraft:piercing_weapon</code> and <code>minecraft:kinetic_weapon</code> data components now have bounds on their reach parameters:<ul><li><code>min_reach</code>: is now valid from <code>0.0</code> to <code>128.0</code><li><code>max_reach</code>: is now valid from <code>0.0</code> to <code>128.0</code><li><code>hitbox_margin</code>: is now valid from <code>0.0</code> to <code>1.0</code></ul></ul><h2>Timelines</h2><p>Timelines are a new experimental concept defined in data packs under the <code>timeline</code> registry (i.e. found under <code>data/&#60namespace>/timeline/&#60id>.json</code>).<p>Timelines specify game behavior based on the absolute day time (that which is set by <code>/time set</code>). Timelines optionally can specify a period over which they will be repeated.<p>Primarily, Timelines are able to modify game behavior or visuals by acting as an Environment Attribute source to apply Environment Attribute modifiers.<p>Format: object with fields<ul><li><code>period_ticks</code>: optional integer, defines the duration in ticks over which the timeline will repeat<ul><li>If not specified, the timeline will not repeat</ul><li><code>tracks</code>: optional map between Environment Attribute IDs and a corresponding Environment Attribute Track object<ul><li>See the section on Environment Attributes below for details</ul></ul><p>Timelines by default have no effect unless they are included by a dimension - see the Dimension Types section below.<p>With the inclusion of Timelines, Environment Attribute sources are processed in the following order (from low to high priority):<ul><li>Dimensions<li>Biomes<li>Timelines<li>Weather (not data-driven)</ul><h3>Interpolation</h3><p>Timelines can define Attribute Tracks - these specify how a modifier for a particular Environment Attribute changes over time by defining keyframes. Depending on the attribute, interpolation may be used between each keyframe. If interpolation is not used, the previous keyframe value will always be selected.<p>For example, a Timeline with a period of <code>24000</code> might be set up as following:<ul><li>At time = <code>0</code>, the timeline provides <code>sky_color = #ff0000</code> (red)<li>At time = <code>1000</code>, the timeline provides <code>sky_color = #ff0000</code> (red)<li>At time = <code>6000</code>, the timeline provides <code>sky_color = #ff00ff</code> (magenta)</ul><p>Between time = <code>0</code> and time = <code>1000</code>, the sky color will be red. Between <code>1000</code> and <code>6000</code>, it will shift from red to magenta. Then, from <code>6000</code> all the way until the timeline repeats and reaches time = <code>0</code> again, the color will slowly shift back to <code>red</code>.<p>Note: unlike biomes, if a Timeline uses a modifier instead of an override, interpolation is applied to the modifier arguments rather than the final modified values.<h3>Attribute Tracks</h3><p>An Attribute Track specified within a Timeline takes the format of an object with the following fields:<ul><li><code>ease</code> - optional Easing Type (see below), used to ease the interpolaton of the value between keyframes<ul><li>Default: <code>linear</code><li>If the target attribute does not support interpolation, the easing mode will have no effect</ul><li><code>keyframes</code> - list of keyframe objects, must be ordered by the <code>ticks</code> field:<ul><li><code>ticks</code> - integer between <code>0</code> and <code>period_ticks</code> (if specified), defines the tick (within the period) at which this keyframe's value will be active<li><code>value</code> - the modifier argument (format dependent on the chosen modifier)<ul><li>If no <code>modifier</code> is specified (or <code>override</code> is used), the type of this field is the same as the Environment Attribute itself<li>How this value is used depends on the type of modifier</ul><li>Note: at most two keyframes can be placed on the same tick, creating an immediate transition</ul><li><code>modifier</code> - optional string modifier ID, dependent on the Attribute Type (see the Common Modifiers section below)<ul><li>Default: <code>override</code></ul></ul><p>For example, the following Timeline has a period of <code>24000</code>, and has an attribute track that modifies only <code>minecraft:gameplay/cat_waking_up_gift_chance</code>. Because the easing is <code>constant</code>, between tick <code>362</code> and <code>23667</code> the value is <code>0.0</code>, while between tick <code>23667</code> and <code>362</code> it is <code>0.7</code>.<p>Like other Environment Attribute sources, the specified value is used as the argument to the specified <code>modifier</code>. This is then applied on top of sources with a lower priority. In this case the modifier is <code>maximum</code>, so this timeline will only ever increase the value of <code>cat_waking_up_gift_chance</code> to the value specified in the track.<pre><code>{\n    \"period_ticks\": 24000,\n    \"tracks\": {\n        \"minecraft:gameplay/cat_waking_up_gift_chance\": {\n            \"ease\": \"constant\",\n            \"modifier\": \"maximum\",\n            \"keyframes\": [\n                { \"ticks\": 362,   \"value\": 0.0 },\n                { \"ticks\": 23667, \"value\": 0.7 }\n            ]\n        }\n    }\n}\n</code></pre><h5>Easing Types</h5><p>Easing Types control the interpolation between two keyframes by applying a curve. The following built-in Easing Types are provided:<ul><li><code>constant</code> - always selects the previous keyframe<li><code>linear</code><li><code>in_back</code><li><code>in_bounce</code><li><code>in_circ</code><li><code>in_cubic</code><li><code>in_elastic</code><li><code>in_expo</code><li><code>in_quad</code><li><code>in_quart</code><li><code>in_quint</code><li><code>in_sine</code><li><code>in_out_back</code><li><code>in_out_bounce</code><li><code>in_out_circ</code><li><code>in_out_cubic</code><li><code>in_out_elastic</code><li><code>in_out_expo</code><li><code>in_out_quad</code><li><code>in_out_quart</code><li><code>in_out_quint</code><li><code>in_out_sine</code><li><code>out_back</code><li><code>out_bounce</code><li><code>out_circ</code><li><code>out_cubic</code><li><code>out_elastic</code><li><code>out_expo</code><li><code>out_quad</code><li><code>out_quart</code><li><code>out_quint</code><li><code>out_sine</code></ul><p>An Easing Type may also be specified with a Cubic Bézier in the format: <code>{ \"cubic_bezier\": [ x1, y1, x2, y2 ] }</code><ul><li><code>x1</code>: float between <code>0</code> and <code>1</code>, x-coordinate of the first control point<li><code>y1</code>: float, y-coordinate of the first control point<li><code>x2</code>: float between <code>0</code> and <code>1</code>, x-coordinate of the second control point<li><code>y2</code>: float, y-coordinate of the second control point</ul><blockquote><p><strong>Developer's Note</strong>: <em>To play around with and visualize easings, <a href=https://easings.net rel=\"noopener noreferrer\"target=_blank>easings.net</a> and <a href=https://cubic-bezier.com rel=\"noopener noreferrer\"target=_blank>cubic-bezier.com</a> are great references!</em></blockquote><h3>Common Data Types</h3><h4>Mob Activity</h4><p>A string ID from the <code>minecraft:activity</code> built-in registry. One of:<ul><li><code>minecraft:core</code><li><code>minecraft:idle</code><li><code>minecraft:work</code><li><code>minecraft:play</code><li><code>minecraft:rest</code><li><code>minecraft:meet</code><li><code>minecraft:panic</code><li><code>minecraft:raid</code><li><code>minecraft:pre_raid</code><li><code>minecraft:hide</code><li><code>minecraft:fight</code><li><code>minecraft:celebrate</code><li><code>minecraft:admire_item</code><li><code>minecraft:avoid</code><li><code>minecraft:ride</code><li><code>minecraft:play_dead</code><li><code>minecraft:long_jump</code><li><code>minecraft:ram</code><li><code>minecraft:tongue</code><li><code>minecraft:swim</code><li><code>minecraft:lay_spawn</code><li><code>minecraft:sniff</code><li><code>minecraft:investigate</code><li><code>minecraft:roar</code><li><code>minecraft:emerge</code><li><code>minecraft:dig</code></ul><h3>Modifiers</h3><ul><li>Added <code>blend_to_gray</code> RGB/ARGB modifier - modifies a color by taking its grayscale form, applying a brightness modifier, and mixing with this using some factor<ul><li>Where <code>gray = brightness * (0.3 * red + 0.59 * green + 0.11 * blue)</code>, <code>result = lerp(factor, subject, [gray, gray, gray])</code><li>Argument format: object with fields:<ul><li><code>brightness</code>: float between <code>0</code> and <code>1</code>, a multiplier to apply to the grayscale value<li><code>factor</code>: float between <code>0</code> and <code>1</code>, the factor to mix with</ul></ul></ul><h3>New Environment Attributes</h3><h4><code>minecraft:visual/sunrise_sunset_color</code></h4><p>Controls the color and intensity of the sunrise and sunset effect. If fully transparent, no sunrise or sunset will be rendered. Only visible with the <code>overworld</code> skybox type.<ul><li>Value type: ARGB Color<li>Default value: <code>\"#00000000\"</code><li>Modifiers: ARGB Color Modifiers<li>Interpolated: yes<li>Resolved at the camera's position</ul><h4><code>minecraft:visual/sun_angle</code></h4><p>The angle in degrees of the sun, clockwise from east to west, with <code>0</code> being directly up.<br>Only visible with the <code>overworld</code> skybox type.<ul><li>Value type: float, angle in degrees<li>Default value: <code>0.0</code><li>Modifiers: Float Modifiers<li>Interpolated: yes<li>Resolved at the camera's position</ul><h4><code>minecraft:visual/moon_angle</code></h4><p>The angle in degrees of the moon, clockwise from east to west, with <code>0</code> being directly up. Only visible with the <code>overworld</code> skybox type.<ul><li>Value type: float, angle in degrees<li>Default value: <code>0.0</code><li>Modifiers: Float Modifiers<li>Interpolated: yes<li>Resolved at the camera's position</ul><h4><code>minecraft:visual/star_angle</code></h4><p>The angle in degrees of the stars, clockwise from east to west, with <code>0</code> being directly up. Only visible with the <code>overworld</code> skybox type.<ul><li>Value type: float, angle in degrees<li>Default value: <code>0.0</code><li>Modifiers: Float Modifiers<li>Interpolated: yes<li>Resolved at the camera's position</ul><h4><code>minecraft:visual/moon_phase</code></h4><p>The phase of the moon. Only visible with the <code>overworld</code> skybox type.<ul><li>Value type: string id, one of:<ul><li><code>full_moon</code><li><code>waning_gibbous</code><li><code>third_quarter</code><li><code>waning_crescent</code><li><code>new_moon</code><li><code>waxing_crescent</code><li><code>first_quarter</code><li><code>waxing_gibbous</code></ul><li>Default value: <code>\"full_moon\"</code><li>Modifiers: <code>override</code><li>Interpolated: no<li>Resolved at the camera's position</ul><h4><code>minecraft:visual/star_brightness</code></h4><p>The brightness of the stars in the sky, where <code>0.5</code> is the normal brightness during the night and <code>0</code> is fully hidden. Only visible with the <code>overworld</code> skybox type.<ul><li>Value type: float between <code>0</code> and <code>1</code><li>Default value: <code>0.0</code><li>Modifiers: Float Modifiers<li>Interpolated: yes<li>Resolved at the camera's position</ul><h4><code>minecraft:visual/sky_light_color</code></h4><p>The visual color of sky light. For blocks with a sky light level of 0 (or <code>minecraft:visual/sky_light_factor</code> is <code>0</code>), this will have no effect. This is the value passed to the <code>lightmap.fsh</code> shader as <code>SkyLightColor</code>.<ul><li>Value type: RGB Color<li>Default value: <code>\"#ffffff\"</code><li>Modifiers: RGB Color Modifiers<li>Interpolated: yes<li>Resolved at the camera's position</ul><h4><code>minecraft:visual/sky_light_factor</code></h4><p>The visual brightness of sky light. <code>minecraft:visual/sky_light_color</code> is multiplied by this value. This is the value passed to the <code>lightmap.fsh</code> shader as <code>SkyFactor</code>.<p>The corresponding gameplay effect is controlled entirely by <code>minecraft:gameplay/sky_light_level</code>.<ul><li>Value type: float<li>Default value: <code>1.0</code><li>Modifiers: Float Modifiers<li>Interpolated: yes<li>Resolved at the camera's position</ul><h4><code>minecraft:audio/firefly_bush_sounds</code></h4><p>If <code>true</code> and not below an opaque block, Firefly Bushes will produce idle sounds.<ul><li>Value type: boolean<li>Default value: <code>false</code><li>Modifiers: Boolean Modifiers<li>Interpolated: no<li>Resolved at the position of a Firefly Bush</ul><h4><code>minecraft:gameplay/sky_light_level</code></h4><p>The effective light level of the sky used by mechanics such as mob spawning or Daylight Detectors. For example, a block fully exposed to the sky will be considered to have a light level of exactly this value, while a block deep in a cave will not be affected at all.<p>The corresponding visual effect is controlled entirely by <code>minecraft:visual/sky_light_factor</code>.<ul><li>Value type: float<li>Default value: <code>15.0</code><li>Modifiers: Float Modifiers<li>Interpolated: yes<li>Resolved for a whole dimension (cannot be specified on a Biome)</ul><h4><code>minecraft:gameplay/eyeblossom_open</code></h4><p>If <code>true</code>, Closed Eyeblossoms will eventually open by random block ticks. If <code>false</code>, Open Eyeblossoms will do the opposite. If <code>\"default\"</code>, Open or Closed Eyeblossoms will remain in their current state.<ul><li>Value type: one of:<ul><li><code>true</code><li><code>false</code><li><code>\"default\"</code></ul><li>Default value: <code>\"default\"</code><li>Modifiers: <code>override</code><li>Interpolated: no<li>Resolved at the Eyeblossom block's position</ul><h4><code>minecraft:gameplay/turtle_egg_hatch_chance</code></h4><p>The chance that a Turtle Egg block will switch to its next hatching state when randomly ticked.<ul><li>Value type: float between <code>0</code> and <code>1</code><li>Default value: <code>0.0</code><li>Modifiers: Float Modifiers<li>Interpolated: yes<li>Resolved at the Turtle Egg block's position</ul><h4><code>minecraft:gameplay/creaking_active</code></h4><p>While <code>true</code>, Creaking Heart blocks (and their corresponding Creaking) will become active. On the other hand, when <code>false</code>, it will enter its dormant state.<ul><li>Value type: boolean<li>Default value: <code>false</code><li>Modifiers: Boolean Modifiers<li>Interpolated: no<li>Resolved at the Creaking Heart block's position</ul><h4><code>minecraft:gameplay/surface_slime_spawn_chance</code></h4><p>An additional chance rolled when a natural Slime spawn attempt occurs in a biome with the <code>#allows_surface_slime_spawns</code> tag.<ul><li>Value type: float between <code>0</code> and <code>1</code><li>Default value: <code>0.0</code><li>Modifiers: Float Modifiers<li>Interpolated: yes<li>Resolved at the position of the Slime spawn attempt</ul><h4><code>minecraft:gameplay/cat_waking_up_gift_chance</code></h4><p>The chance that a Cat lying on its owner's Bed will drop a gift (from the <code>gameplay/cat_morning_gift</code> loot table) when the player wakes up.<ul><li>Value type: float<li>Default value: <code>0.0</code><li>Modifiers: Float Modifiers<li>Interpolated: yes<li>Resolved at the Cat's position</ul><h4><code>minecraft:gameplay/bees_stay_in_hive</code></h4><p>When <code>true</code>, Bees will try to navigate to their Hives and will not exit unless the Hive is broken or next to a Fire.<ul><li>Value type: boolean<li>Default value: <code>false</code><li>Modifiers: Boolean Modifiers<li>Interpolated: no<li>Resolved at a Bee or Bee Hive block's position</ul><h4><code>minecraft:gameplay/monsters_burn</code></h4><p>When <code>true</code>, monsters will burn while exposed to the sky.<ul><li>Value type: boolean<li>Default value: <code>false</code><li>Modifiers: Boolean Modifiers<li>Interpolated: no<li>Resolved at the monster's position</ul><h4><code>minecraft:gameplay/can_pillager_patrol_spawn</code></h4><p>When <code>true</code>, Pillager Patrols are able to spawn.<p>Note: the global skylight level must also be greater than 11.<ul><li>Value type: boolean<li>Default value: <code>true</code><li>Modifiers: Boolean Modifiers<li>Interpolated: no<li>Resolved at the position of the patrol spawn attempt<li>Replaces the <code>#without_patrol_spawns</code> biome tag</ul><h4><code>minecraft:gameplay/villager_activity</code></h4><p>Controls the default AI activity for adult Villagers.<p>Not all activities are supported by Villager AI - if an unsupported one is chosen, the Villager will do nothing. The following activities are supported:<ul><li><p><code>core</code><li><p><code>hide</code><li><p><code>idle</code><li><p><code>meet</code><li><p><code>panic</code><li><p><code>pre_raid</code><li><p><code>raid</code><li><p><code>rest</code><li><p><code>work</code><li><p>Value type: Mob Activity<li><p>Default value: <code>\"minecraft:idle\"</code><li><p>Modifiers: <code>override</code><li><p>Interpolated: no<li><p>Resolved at the Villager's position</ul><h4><code>minecraft:gameplay/baby_villager_activity</code></h4><p>Controls the default AI activity for baby Villagers.<p>Not all activities are supported by Villager AI - if an unsupported one is chosen, the Villager will do nothing. The following activities are supported:<ul><li><p><code>core</code><li><p><code>hide</code><li><p><code>idle</code><li><p><code>meet</code><li><p><code>panic</code><li><p><code>play</code><li><p><code>pre_raid</code><li><p><code>raid</code><li><p><code>rest</code><li><p>Value type: Mob Activity<li><p>Default value: <code>\"minecraft:idle\"</code><li><p>Modifiers: <code>override</code><li><p>Interpolated: no<li><p>Resolved at the Villager's position</ul><h2>World Generation</h2><h3>Dimension Types</h3><ul><li>Added a new optional <code>timelines</code> field that specifies which Timelines are active in this dimension<ul><li>Format: a Timeline ID, a list of Timeline IDs, or a Timeline Tag</ul><li>The <code>natural</code> field has been fully replaced by the <code>minecraft:gameplay/eyeblossom_open</code> and <code>minecraft:gameplay/creaking_active</code> Environment Attributes<li>The <code>effects</code> field has been removed and replaced with the following new fields:<ul><li><code>skybox</code> - the skybox rendering type to use, one of:<ul><li><code>none</code> (was <code>minecraft:nether</code> effect ID)<li><code>overworld</code> (was <code>minecraft:overworld</code> effect ID)<ul><li>Following environment attribues are applied only when the <code>skybox</code> is <code>overworld</code>:<ul><li><code>minecraft:visual/sky_color</code>, <code>minecraft:visual/sun_angle</code>,<code>minecraft:visual/sunrise_sunset_color</code>, <code>minecraft:visual/moon_phase</code>, <code>minecraft:visual/moon_angle</code>, <code>minecraft:visual/star_angle</code>, <code>minecraft:visual/star_brightness</code></ul></ul><li><code>end</code> (was <code>minecraft:end</code> effect ID)<li>Default: <code>overworld</code></ul><li><code>cardinal_light</code> - the direction of cardinal lighting that affects blocks, one of:<ul><li><code>default</code> (was <code>minecraft:overworld</code> and <code>minecraft:end</code> effect ID)<li><code>nether</code> (was <code>minecraft:nether</code> effect ID)<li>Default: <code>default</code></ul></ul><li>The <code>fixed_time</code> field has been replaced by a <code>has_fixed_time</code> boolean (default: <code>false</code>)<ul><li>Time-based effects such as the angle of the sun are now specified instead by Environment Attributes<li>However, the remainder of behaviors formerly affected by <code>fixed_time</code> being present will now instead use the <code>has_fixed_time</code> boolean</ul></ul><h2>Tags</h2><h3>Biome Tags</h3><ul><li>Removed <code>#without_patrol_spawns</code> - replaced by <code>gameplay/can_pillager_patrol_spawn</code> Environment Attribute<li>Added <code>#spawns_coral_variant_zombie_nautilus</code> - biomes where the Coral Variant of the Zombie Nautilus can spawn</ul><h3>Timeline Tags</h3><ul><li>Added <code>#universal</code> - Timelines that are active in every dimension<li>Added <code>#in_overworld</code> - Timelines that are active in the Overworld<li>Added <code>#in_nether</code> - Timelines that are active in the Nether<li>Added <code>#in_end</code> - Timelines that are active in the End</ul><h2>Advancements</h2><ul><li>Added new <code>spear_mobs</code> trigger with fields:<ul><li><code>player</code>: optional entity predicate, the player using the kinetic weapon<li><code>count</code>: optional integer, the number of mobs hit in a single use of the kinetic weapon</ul></ul><h1>Resource Pack Versions 73.0</h1><ul><li>Item textures were split out of the <code>blocks</code> atlas into a separate new <code>items</code> atlas that does not have mipmaps<ul><li>All textures used in an item model have to come from the same (<code>items</code> or <code>blocks</code>) atlas<li>All textures used in a block model have to come from the <code>blocks</code> atlas</ul></ul><h2>Item Sprites</h2><ul><li>Added new item sprites:<ul><li><code>item/netherite_horse_armor</code></ul></ul><h2>Entity Textures</h2><ul><li>Added new entity textures:<ul><li><code>entity/equipment/zombie_nautilus_coral.png</code><li><code>entity/equipment/horse_body/netherite.png</code></ul></ul><h2>Sounds</h2><ul><li>Added new sound events for the Parrot:<ul><li><code>entity.parrot.imitate.parched</code><li><code>entity.parrot.imitate.zombie_horse</code><li><code>entity.parrot.imitate.zombie_nautilus</code></ul></ul><h1>Fixed bugs in 25w45a</h1><ul><li><a href=https://bugs.mojang.com/browse/MC-199467 rel=\"noopener noreferrer\"target=_blank>MC-199467</a> Certain entity animations stop after they've existed in world for too long<li><a href=https://bugs.mojang.com/browse/MC-245895 rel=\"noopener noreferrer\"target=_blank>MC-245895</a> View Bobbing stops working after long elytra flight<li><a href=https://bugs.mojang.com/browse/MC-269295 rel=\"noopener noreferrer\"target=_blank>MC-269295</a> Jump bar progress renders unused pixels from dynamic texture atlas<li><a href=https://bugs.mojang.com/browse/MC-271729 rel=\"noopener noreferrer\"target=_blank>MC-271729</a> Armadillo scute drops are not affected by the mob_drops game rule<li><a href=https://bugs.mojang.com/browse/MC-271938 rel=\"noopener noreferrer\"target=_blank>MC-271938</a> Mace smash attack can push players in creative mode that are flying<li><a href=https://bugs.mojang.com/browse/MC-301424 rel=\"noopener noreferrer\"target=_blank>MC-301424</a> entity_data item component detection is broken in resource packs<li><a href=https://bugs.mojang.com/browse/MC-302184 rel=\"noopener noreferrer\"target=_blank>MC-302184</a> Copper golems in cave/void air never turn into statues<li><a href=https://bugs.mojang.com/browse/MC-302469 rel=\"noopener noreferrer\"target=_blank>MC-302469</a> Creepers at the player's exact position with an explosion radius of 0 set the player's velocity to NaN<li><a href=https://bugs.mojang.com/browse/MC-302477 rel=\"noopener noreferrer\"target=_blank>MC-302477</a> Loot tables stopped supporting SNBT as entity data<li><a href=https://bugs.mojang.com/browse/MC-302659 rel=\"noopener noreferrer\"target=_blank>MC-302659</a> Items such as grass blocks and cacti have incorrect textures in inventories when mipmap levels are enabled<li><a href=https://bugs.mojang.com/browse/MC-302663 rel=\"noopener noreferrer\"target=_blank>MC-302663</a> Any form of attacking non-player entities always produces the “weak attack” sound instead of the appropriate sound<li><a href=https://bugs.mojang.com/browse/MC-302703 rel=\"noopener noreferrer\"target=_blank>MC-302703</a> Spear can dismount invulnerable, non-living, and otherwise inanimate passengers from any vehicle<li><a href=https://bugs.mojang.com/browse/MC-302887 rel=\"noopener noreferrer\"target=_blank>MC-302887</a> Spear charging animation in first person isn’t perfectly mirrored between the main hand and off hand<li><a href=https://bugs.mojang.com/browse/MC-302911 rel=\"noopener noreferrer\"target=_blank>MC-302911</a> If the sun texture cannot be loaded, the moon texture is reused instead<li><a href=https://bugs.mojang.com/browse/MC-303067 rel=\"noopener noreferrer\"target=_blank>MC-303067</a> Players can charge with the spear and deal damage while dying<li><a href=https://bugs.mojang.com/browse/MC-303108 rel=\"noopener noreferrer\"target=_blank>MC-303108</a> Inventory items are now mipmapped, making them look very blurry<li><a href=https://bugs.mojang.com/browse/MC-303109 rel=\"noopener noreferrer\"target=_blank>MC-303109</a> Tick freeze and memory spikes with long piercing_weapon ray reach<li><a href=https://bugs.mojang.com/browse/MC-303226 rel=\"noopener noreferrer\"target=_blank>MC-303226</a> Music doesn't restart after exiting a pale garden<li><a href=https://bugs.mojang.com/browse/MC-303292 rel=\"noopener noreferrer\"target=_blank>MC-303292</a> Cloud movement is jittery when the world's gametime value is large<li><a href=https://bugs.mojang.com/browse/MC-303402 rel=\"noopener noreferrer\"target=_blank>MC-303402</a> Hover events on text posted in the chat take effect even when in a GUI<li><a href=https://bugs.mojang.com/browse/MC-303405 rel=\"noopener noreferrer\"target=_blank>MC-303405</a> You can attack entities diagonally through solid blocks using spears<li><a href=https://bugs.mojang.com/browse/MC-303413 rel=\"noopener noreferrer\"target=_blank>MC-303413</a> Scrolling text does not get clipped properly in UI elements<li><a href=https://bugs.mojang.com/browse/MC-303427 rel=\"noopener noreferrer\"target=_blank>MC-303427</a> The lunge enchantment doesn’t work in creative mode if you have 6 or less hunger points<li><a href=https://bugs.mojang.com/browse/MC-303510 rel=\"noopener noreferrer\"target=_blank>MC-303510</a> Dropping a spear while charging slows down the player<li><a href=https://bugs.mojang.com/browse/MC-303554 rel=\"noopener noreferrer\"target=_blank>MC-303554</a> minecraft:piercing_weapon component causes attack cooldown damage penalty to be ignored<li><a href=https://bugs.mojang.com/browse/MC-303654 rel=\"noopener noreferrer\"target=_blank>MC-303654</a> Closed captions of parched show as strays<li><a href=https://bugs.mojang.com/browse/MC-303656 rel=\"noopener noreferrer\"target=_blank>MC-303656</a> Placing blocks in empty chunk sections inside loaded chunks shows the chunk fade animation<li><a href=https://bugs.mojang.com/browse/MC-303658 rel=\"noopener noreferrer\"target=_blank>MC-303658</a> Block textures are blurry on some systems, depending on mipmap and anisotropic filtering settings<li><a href=https://bugs.mojang.com/browse/MC-303659 rel=\"noopener noreferrer\"target=_blank>MC-303659</a> Elements within the language menu are not selected in order when using the TAB key<li><a href=https://bugs.mojang.com/browse/MC-303671 rel=\"noopener noreferrer\"target=_blank>MC-303671</a> Camel husks can despawn when wearing a saddle<li><a href=https://bugs.mojang.com/browse/MC-303674 rel=\"noopener noreferrer\"target=_blank>MC-303674</a> The hand animation plays when right clicking on a camel husk or zombie horse ridden by another mob with a lead<li><a href=https://bugs.mojang.com/browse/MC-303677 rel=\"noopener noreferrer\"target=_blank>MC-303677</a> Camel husks can despawn when attached to a lead<li><a href=https://bugs.mojang.com/browse/MC-303680 rel=\"noopener noreferrer\"target=_blank>MC-303680</a> Untamed zombie horses can despawn when attached to a lead<li><a href=https://bugs.mojang.com/browse/MC-303681 rel=\"noopener noreferrer\"target=_blank>MC-303681</a> Untamed zombie nautiluses can despawn when attached to a lead<li><a href=https://bugs.mojang.com/browse/MC-303703 rel=\"noopener noreferrer\"target=_blank>MC-303703</a> Entities and block entities are not affected by the chunk fade-in effect<li><a href=https://bugs.mojang.com/browse/MC-303704 rel=\"noopener noreferrer\"target=_blank>MC-303704</a> Statistics are no longer saved if the folder they would save into doesn't exist yet<li><a href=https://bugs.mojang.com/browse/MC-303705 rel=\"noopener noreferrer\"target=_blank>MC-303705</a> Entity cramming can no longer be disabled<li><a href=https://bugs.mojang.com/browse/MC-303714 rel=\"noopener noreferrer\"target=_blank>MC-303714</a> The jump bar's progress sprite is improperly scaled<li><a href=https://bugs.mojang.com/browse/MC-303727 rel=\"noopener noreferrer\"target=_blank>MC-303727</a> Short effect names can cause the effect duration to appear outside the effect box<li><a href=https://bugs.mojang.com/browse/MC-303734 rel=\"noopener noreferrer\"target=_blank>MC-303734</a> deprecated.json renames translation keys to nonexistent keys<li><a href=https://bugs.mojang.com/browse/MC-303744 rel=\"noopener noreferrer\"target=_blank>MC-303744</a> Ender pearls can launch players in the direction they are thrown<li><a href=https://bugs.mojang.com/browse/MC-303746 rel=\"noopener noreferrer\"target=_blank>MC-303746</a> Spear attacks can hurt entities through doors<li><a href=https://bugs.mojang.com/browse/MC-303799 rel=\"noopener noreferrer\"target=_blank>MC-303799</a> There is no 'Search...' text in the search field in the world selection screen<li><a href=https://bugs.mojang.com/browse/MC-303802 rel=\"noopener noreferrer\"target=_blank>MC-303802</a> Spamming right click and shift when getting into boat gives a speed boost<li><a href=https://bugs.mojang.com/browse/MC-303891 rel=\"noopener noreferrer\"target=_blank>MC-303891</a> Untamed zombie horses and skeleton horses cannot have saddles placed on their saddle slot using /item</ul>","id":"d228e039954dcd71448493ce4c0f0c04fb485219bb9b239954b26fc8d89f7eed","date":"2025-11-04T13:51:04.000Z","needsTranslation":null}