{"title":"Minecraft Snapshot 24w45a","version":"24w45a","type":"snapshot","image":{"title":"24w45a_540x540.jpg","url":"/v2/images/24w45a540x540.jpg"},"body":"<p>With the spooky season behind us, we are entering November with the release of Snapshot 24w45a. This update comes with a bunch of bug fixes, changes to how mobs interact with equipable items on the ground, improvements to item models by adding more functionality and much more. It's a hefty update for resource packs! Enjoy!<h1>Changes</h1><ul><li>Baby Cats and Wolves now get a collar with the color that is a mix between the parents collar color if possible<li>Aligned durations of the Suspicious Stew effects with Bedrock Edition:<ul><li>Saturation: 0.35 seconds (unchanged)<li>Night Vision: 5 seconds (unchanged)<li>Fire Resistance: 3 seconds<li>Blindness: 11 seconds<li>Weakness: 7 seconds<li>Regeneration: 7 seconds<li>Jump Boost: 5 seconds<li>Wither: 7 seconds<li>Poison: 11 seconds</ul></ul><blockquote><p><strong>Developer's Note</strong>: <em>Yay! They are all now prime numbers!</em> (not really)</blockquote><h2>Mobs picking up items</h2><p>Some changes have been made to how mobs decide to replace their equipped items with items on the ground<ul><li>If the item belongs in an armor slot, replace the item if any of the following conditions apply<ul><li>The new item has a higher base armor value<li>The new item has a higher base armor toughness value<li>The new item has more enchantments<li>The new item is less damaged<li>The new item has a custom name while the old one doesn't</ul><li>If the item belongs in the main hand slot, replace the item if any of the following conditions apply<ul><li>The new item is a preferred weapon while the old one isn't<ul><li>If the old item is a preferred weapon while the new item isn't, do not replace the item</ul><li>The new item has a higher base damage value<li>The new item has more enchantments<li>The new item is less damaged<li>The new item has a custom name while the old one doesn't</ul></ul><h3>Preferred weapons</h3><p>The following mobs now have a preferred weapon type to pick up:<ul><li>Skeleton variants all prefer Bows<li>Piglins and Pillagers prefer Crossbows<li>Drowned prefer Tridents</ul><h2>Eyeblossoms</h2><ul><li>Bees don't interact at all with Closed Eyeblossoms<li>Bees don't get poisoned when they touch Closed Eyeblossoms<li>Bees will not be tempted by Closed Eyeblossoms</ul><h2>Creaking mob</h2><ul><li>An activated Creaking will not move if a survival or adventure player is looking at it<ul><li>Creaking will also have full knockback resistance in that state</ul></ul><h2>Resin Brick</h2><ul><li>Resin Brick is now used as the material for armor trimming instead of Resin Clump</ul><h1>Technical Changes</h1><ul><li>The Data Pack Version is now 59<li>The Resource Pack version is now 44<li>Data generator in server jar (<code>net.minecraft.data.Main</code>) no longer generates <code>assets</code> directory<ul><li><code>--client</code> option has been removed from command line for this entry point</ul><li>New entry point <code>net.minecraft.client.data.Main</code> is present in client jar, with similar command line structure as data generator in server jar<ul><li>Available options: <code>--client</code> - generates <code>assets</code> directory</ul></ul><h2>Network Protocol</h2><ul><li>Client will now send the <code>minecraft:player_loaded</code> packet once the loading terrain screen has closed after initially loading into the world, and after closing the loading screen when respawning</ul><h1>Data Pack Version 59</h1><ul><li>The tooltip warning on item blocks with the <code>minecraft:block_entity_data</code> component can no longer be hidden by any other component<li>Field <code>model</code> in <code>minecraft:equippable</code> component has been renamed to <code>asset_id</code><li>Field <code>item_model_index</code> in <code>trim_material</code> registry has been removed (no longer needed for model rendering)<li>Component <code>minecraft:custom_model_data</code> has been expanded, together with <code>minecraft:set_custom_model_data</code> modifier</ul><h2>Tags</h2><h3>Block Tags</h3><ul><li>Added <code>#bee_attractive</code> - denotes all blocks that Bees may pollinate<li>Removed <code>#tall_flowers</code></ul><h3>Item Tags</h3><ul><li>Removed <code>#flowers</code> and <code>#tall_flowers</code><li>Added <code>skeleton_preferred_weapon</code>, <code>piglin_preferred_weapon</code>, <code>pillager_preferred_weapon</code> and <code>drowned_preferred_weapon</code> tags for specifying preferred weapons types for these mobs when picking up items</ul><h2>Components</h2><h3><code>minecraft:custom_model_data</code></h3><ul><li>Component has now more fields to accomodate new uses by various model property getters<li>Fields:<ul><li><code>floats</code> - list of floats<li><code>flags</code> - list of booleans<li><code>strings</code> - list of strings<li><code>colors</code> - list of RGB color values</ul></ul><h2>Item Modifiers</h2><h3><code>minecraft:set_custom_model_data</code></h3><ul><li>Component has now more fields to accomodate more complex component structure<li>Fields:<ul><li><code>floats</code> - optional list operation of number providers<li><code>flags</code> - optional list operation of boolean values<li><code>strings</code> - optional list operation of string values<li><code>colors</code> - optional list operation of RGB values or number providers</ul><li>List operation uses same format as <code>explosions</code> field in <code>set_fireworks</code> modifier<li>For example <code>{function:\"set_custom_model_data\",floats:{values:[2],mode:replace_all}}</code> sets replaces <code>floats</code> with value <code>2</code></ul><h1>Resource Pack Version 44</h1><ul><li>Invalid <code>minecaft:filled_map</code> items in an Item Frame (map item without the <code>map_id</code> component) no longer change the size of the frame<li>New format for data-driving item models</ul><h2>Renames</h2><ul><li><code>equipment</code> directory has been moved one level up, i.e. <code>models/equipment/</code> becomes <code>equipment/</code><li><code>broken_elytra</code> model and texture has been renamed to <code>elytra_broken</code></ul><h2>Item models</h2><ul><li>New format has been introduced for describing item models<li>Item models are selected based on <code>minecraft:item_model</code> component<ul><li>Model for item with <code>item_model=foo:bar</code> is stored in <code>/assets/foo/items/bar.json</code></ul><li>Format of file is <code>{ \"model\": {\"type\": &#60item model type>, &#60item model type specific fields> } }</code> (see below for exact types)<li><code>overrides</code> section has been removed from existing block models<li>There are no longer any hardcoded paths in <code>models</code> directory - models will be now only used if referenced by definitions in <code>items</code> or <code>blockstates</code> directories<li>Models in <code>models/item</code> that only redirect to a block model have been removed<ul><li>In such cases, the item model will refer to the <code>models/block</code> model directly</ul></ul><h3><code>minecraft:model</code> item model type</h3><ul><li>Renders a plain model from <code>models</code> directory<li>Fields:<ul><li><code>model</code>: namespaced ID of model in <code>models</code> (like <code>minecraft:block/yellow_glazed_terracotta</code>)<li><code>tints</code>: a list of tint sources to apply to elements of rendered model (first entry applies to <code>tintindex</code> 0, second one - 1, etc.)<ul><li>Format:<ul><li><code>type</code>: type of tint source (see below)<li><code>&#60type-specific></code> - additional fields depending on tint source type</ul></ul></ul></ul><h4><code>minecraft:constant</code> tint source type</h4><ul><li>Returns a constant RGB color<li>Fields:<ul><li><code>value</code> - A packed integer RGB value (e.g. <code>-1</code>) or an array of RGB values (e.g. <code>[ 1, 1, 1 ]</code>)</ul></ul><h4><code>minecraft:dye</code> tint source type</h4><ul><li>Returns value from <code>minecraft:dyed_color</code> component or default if not present<li>Fields:<ul><li><code>default</code> - RGB value</ul></ul><h4><code>minecraft:grass</code> tint source type</h4><ul><li>Returns grass color at specific climate parameters, based on <code>textures/colormap/grass.png</code><li>Same colors as ones selected by <code>downfall</code> and <code>temperature</code> in biome configuration<li>Fields:<ul><li><code>temperature</code> - float in <code>0..1</code> (inclusive) range<li><code>downfall</code> - float in <code>0..1</code> (inclusive) range</ul></ul><h4><code>minecraft:firework</code> tint source type</h4><ul><li>Returns average of colors from <code>minecraft:firework_explosion</code> component or default color if there are none<li>Fields:<ul><li><code>default</code>: RGB value</ul></ul><h4><code>minecraft:potion</code> tint source type</h4><ul><li>Returns color from <code>minecraft:potion_contents</code> component:<ul><li>if component is present:<ul><li>custom color, if there is one present in component<li>default color, if effect list is empty<li>average of effect colors, otherwise</ul><li>default color, otherwise</ul><li>Fields:<ul><li><code>default</code>: RGB value</ul></ul><h4><code>minecraft:map_color</code> tint source type</h4><ul><li>Return value from <code>minecraft:map_color</code> component or default color if component is not present<li>Fields:<ul><li><code>default</code>: RGB value</ul></ul><h4><code>minecraft:custom_model_data</code> tint source type</h4><ul><li>Returns value from <code>colors</code> list in <code>minecraft:custom_model_data</code> component<li>Fields:<ul><li><code>index</code> - index for field in <code>colors</code>, default: 0</ul></ul><h3><code>minecraft:special</code> item model type</h3><ul><li>Renders a special (not data-driven) model<li>Fields:<ul><li><code>model</code>: special model instance<ul><li>Format:<ul><li><code>type</code> - type of special model (see below)<li><code>&#60type-specific></code> - additional fields depending on tint source type</ul></ul><li><code>base</code>: namespaced ID of model in <code>models</code>, providing transformations, particle texture and GUI light</ul></ul><h4><code>minecraft:bed</code> special model type</h4><ul><li>Renders a whole bed<li>Fields:<ul><li><code>texture</code> - namespaced ID for texture, without <code>textures/entity/bed/</code> prefix and <code>.png</code> suffix</ul></ul><h4><code>minecraft:banner</code> special model type</h4><ul><li>Renders a banner with patterns from <code>minecraft:banner_patterns</code> component<li>Fields:<ul><li><code>color</code> - color of banner base, one of 16 predefined colors</ul></ul><h4><code>minecraft:conduit</code> special model type</h4><ul><li>Renders conduit<li>No fields</ul><h4><code>minecraft:chest</code> special model type</h4><ul><li>Renders a single chest<li>Fields:<ul><li><code>texture</code> - namespaced ID for texture, without <code>textures/entity/chest/</code> prefix and <code>.png</code> suffix<li><code>openness</code> - float, <code>0.0</code> (default) - fully closed, <code>1.0</code> - fully open</ul></ul><h4><code>minecraft:head</code> special model type</h4><ul><li>Renders a head<li>Uses profile from <code>minecraft:profile</code> component when applicable<li>Fields:<ul><li><code>kind</code> - one of <code>skeleton</code>, <code>wither_skeleton</code>, <code>player</code>, <code>zombie</code>, <code>creeper</code>, <code>piglin</code>, <code>dragon</code></ul></ul><h4><code>minecraft:shulker_box</code> special model type</h4><ul><li>Renders a shulker box<li>Fields:<ul><li><code>texture</code> - namespaced ID for texture, without <code>textures/entity/shulker/</code> prefix and <code>.png</code> suffix<li><code>openness</code> - float, <code>0.0</code> (default) - fully closed, <code>1.0</code> - fully open<li><code>orientation</code> - orientation for rendering, default: <code>up</code></ul></ul><h4><code>minecraft:shield</code> special model type</h4><ul><li>Renders a shield<li>Uses patterns from <code>minecraft:banner_patterns</code> component and color from <code>minecraft:base_color</code> component<li>No fields</ul><h4><code>minecraft:trident</code> special model type</h4><ul><li>Renders a trident<li>No fields</ul><h4><code>minecraft:decorated_pot</code> special model type</h4><ul><li>Renders a decorated pot<li>Uses values from <code>minecraft:pot_decorations</code> component<li>No fields</ul><h3><code>minecraft:composite</code> item model type</h3><ul><li>Renders multiple sub-models<li>All models are rendered in the same space<li>Fields:<ul><li><code>models</code>: a list of item models to render</ul></ul><h3><code>minecraft:condition</code> item model type</h3><ul><li>Renders an item model depending on boolean property<li>Fields:<ul><li><code>property</code>: type of property (see below)<li><code>&#60property-specific></code> - additional fields depending on property type, added inline<li><code>on_true</code> - item model to render when property is true<li><code>on_false</code> - item model to render when property is false</ul></ul><h4><code>minecraft:using_item</code> boolean property</h4><ul><li>Returns true if player is currently using this item<li>No fields</ul><h4><code>minecraft:broken</code> boolean property</h4><ul><li>Returns true if the item is damageable and has only one use remaining before breaking<li>No fields</ul><h4><code>minecraft:damaged</code> boolean property</h4><ul><li>Returns true if the item is damageable and has been used at least once<li>No fields</ul><h4><code>minecraft:has_component</code> boolean property</h4><ul><li>Returns true if the given component is present on the item<li>Fields:<ul><li><code>component</code> - component type</ul></ul><h4><code>minecraft:fishing_rod/cast</code> boolean property</h4><ul><li>Returns true if there is a fishing bobber attached to currently used fishing rod<li>No fields</ul><h4><code>minecraft:bundle/has_selected_item</code> boolean property</h4><ul><li>Returns true if bundle is \"open\", i.e. it has selected item visible in GUI<li>No fields</ul><h4><code>minecraft:xmas</code> boolean property</h4><ul><li>Returns true if current date is between December 24th and December 26th (inclusive)<li>No fields</ul><h4><code>minecraft:selected</code> boolean property</h4><ul><li>Returns true if item is selected on a hotbar<li>No fields</ul><h4><code>minecraft:carried</code> boolean property</h4><ul><li>Returns true if item is carried between slots in GUI<li>No fields</ul><h4><code>minecraft:shift_down</code> boolean property</h4><ul><li>Returns true if player currently holding shift key down<li>No fields</ul><h4><code>minecraft:custom_model_data</code> boolean property</h4><ul><li>Returns value from <code>flags</code> list in <code>minecraft:custom_model_data</code> component<li>Fields:<ul><li><code>index</code> - index for field in <code>flags</code>, default: 0</ul></ul><h3><code>minecraft:select</code> item model type</h3><ul><li>Renders an item model based on discrete property<li>Fields:<ul><li><code>property</code>: type of property (see below)<li><code>&#60property-specific></code> - additional fields depending on property type, added inline<li><code>cases</code> - list of cases to match in format:<ul><li><code>when</code> - value to match against property, type depends on property<ul><li>could be a single value or a list of values</ul><li><code>model</code> - item model to render when case is selected</ul><li><code>fallback</code> - item model to render if none of the cases matched the value<ul><li>if not present, placeholder \"missing\" model will be rendered instead</ul></ul></ul><h4><code>minecraft:main_hand</code> property</h4><ul><li>Returns main hand of holding player<li>No fields<li>Values: <code>left</code>, <code>right</code></ul><h4><code>minecraft:charge_type</code> property</h4><ul><li>Returns charge type stored in <code>minecraft:charged_projectiles</code> component<li>No fields<li>Values:<ul><li><code>none</code> - if there are no projectiles or component is not present<li><code>rocket</code> - if there is at least one firework rocket<li><code>arrow</code> - any other case</ul></ul><h4><code>minecraft:trim_material</code> property</h4><ul><li>Returns value of <code>material</code> field from <code>minecraft:trim</code> component, if present<li>No fields<li>Values: namespaced ID</ul><h4><code>minecraft:block_state</code> property</h4><ul><li>Returns value for some property from <code>minecraft:block_state</code> component<li>Fields:<ul><li><code>block_state_property</code> - string key to select from component</ul><li>Values: any string</ul><h4><code>minecraft:display_context</code> property</h4><ul><li>Returns context this item is rendered in<li>No fields<li>Values:<ul><li><code>none</code><li><code>thirdperson_lefthand</code><li><code>thirdperson_righthand</code><li><code>firstperson_lefthand</code><li><code>firstperson_righthand</code><li><code>head</code><li><code>gui</code><li><code>ground</code><li><code>fixed</code></ul></ul><h4><code>minecraft:custom_model_data</code> property</h4><ul><li>Returns value from <code>strings</code> list in <code>minecraft:custom_model_data</code> component<li>Fields:<ul><li><code>index</code> - index for field in <code>strings</code>, default: 0</ul><li>Values: any string</ul><h3><code>minecraft:range_dispatch</code> item model type</h3><ul><li>Renders an item model based on numeric property<li>Replacement for old <code>overrides</code> section from block models<li>Will select last entry with threshold less or equal to property value<li>Fields:<ul><li><code>property</code>: type of property (see below)<li><code>&#60property-specific></code> - additional fields depending on property type<li><code>scale</code> - factor to multiply property value with, default: <code>1.0</code><li><code>entries</code> - list of entries in format:<ul><li><code>threshold</code> - float value<li><code>model</code> - item model to render when entry is selected<li>Note: order of fields does not matter, list will be sorted by threshold in ascending order before use</ul><li><code>fallback</code> - item model to render if no entries were less or equal to property value<ul><li>if not present, placeholder \"missing\" model will be rendered instead</ul></ul></ul><h4><code>minecraft:custom_model_data</code> numeric property</h4><ul><li>Returns value from <code>floats</code> list in <code>minecraft:custom_model_data</code> component<li>Fields:<ul><li><code>index</code> - index for field in <code>floats</code>, default: 0</ul></ul><h4><code>minecraft:bundle/fullness</code> numeric property</h4><ul><li>Returns weight of <code>bundle_contents</code> component or 0 if not present<li>No fields</ul><h4><code>minecraft:damage</code> numeric property</h4><ul><li>Returns value for <code>damage</code> component<li>Fields:<ul><li><code>normalize</code>: boolean, default: <code>true</code><ul><li>if true, returns value of damage divided by <code>max_damage</code> component, clamped to <code>0..1</code><li>if false, returns value of damage, clamped to <code>0..max_damage</code></ul></ul></ul><h4><code>minecraft:count</code> numeric property</h4><ul><li>Returns stack size<li>Fields:<ul><li><code>normalize</code>: boolean, default: <code>true</code><ul><li>if true, returns count divided by <code>max_stack_size</code> component, clamped to <code>0..1</code><li>if false, returns count clamped to <code>0..max_stack_size</code></ul></ul></ul><h4><code>minecraft:cooldown</code> numeric property</h4><ul><li>Returns remaining cooldown for item, scaled to <code>0..1</code><li>No fields</ul><h4><code>minecraft:time</code> numeric property</h4><ul><li>Returns value of day time (used for clock), scaled to <code>0..1</code><li>Fields:<ul><li><code>wobble</code> - if true, value will oscillate for some time around target before settling, default: <code>true</code><li><code>natural_only</code> - if true, value will be random in dimensions with <code>natural=false</code>, default: <code>true</code></ul></ul><h4><code>minecraft:compass</code> numeric property</h4><ul><li>Returns angle, scaled to <code>0..1</code> in x-z plane between holder position and target<li>If target is not valid (not present, in other dimension or to close to holder position) random value will be returned<li>Fields:<ul><li><code>target</code> - one of:<ul><li><code>spawn</code> - points at world spawn<li><code>lodestone</code> - points at location stored in <code>lodestone_tracker</code> component<li><code>recovery</code> - points at last player death location</ul><li><code>wobble</code> - if true, value will oscillate for some time around target before settling, default: <code>true</code></ul></ul><h4><code>crossbow/pull</code> numeric property</h4><ul><li>Returns crossbow-specific use time<li>No fields</ul><h4><code>use_duration</code> numeric property</h4><ul><li>Returns item use ticks<li>Fields:<ul><li><code>remaining</code> - if <code>true</code>, returned value will be remaining use ticks, if <code>false</code> - ticks so far, default: <code>false</code></ul></ul><h4><code>use_cycle</code> numeric property</h4><ul><li>Returns remaining use ticks modulo <code>period</code><li>Fields:<ul><li><code>period</code> - positive float, default <code>1.0</code></ul></ul><h3><code>minecraft:bundle/selected_item</code> item model type</h3><ul><li>Renders selected stack in <code>minecraft:bundle_contents</code> component, if present, otherwise does nothing</ul><h1>Fixed bugs in 24w45a</h1><ul><li><a href=https://bugs.mojang.com/browse/MC-212 rel=\"noopener noreferrer\"target=_blank>MC-212</a> Fall damage is ignored for a couple of seconds when reloading into LAN or singleplayer worlds<li><a href=https://bugs.mojang.com/browse/MC-99848 rel=\"noopener noreferrer\"target=_blank>MC-99848</a> Sprinting isn't canceled upon receiving the blindness effect<li><a href=https://bugs.mojang.com/browse/MC-158872 rel=\"noopener noreferrer\"target=_blank>MC-158872</a> Models use model of last matched predicate, not closest match<li><a href=https://bugs.mojang.com/browse/MC-159508 rel=\"noopener noreferrer\"target=_blank>MC-159508</a> Ctrl + Pick block on beehives and nests does not copy their honey levels<li><a href=https://bugs.mojang.com/browse/MC-166072 rel=\"noopener noreferrer\"target=_blank>MC-166072</a> Custom Trident model ignores \"layer0\" and \"elements\" section<li><a href=https://bugs.mojang.com/browse/MC-186341 rel=\"noopener noreferrer\"target=_blank>MC-186341</a> Command autocomplete doesn't consider parts after a slash<li><a href=https://bugs.mojang.com/browse/MC-193176 rel=\"noopener noreferrer\"target=_blank>MC-193176</a> Most mobs with CanPickUpLoot prefer swords over axes and will downgrade their weapon<li><a href=https://bugs.mojang.com/browse/MC-193336 rel=\"noopener noreferrer\"target=_blank>MC-193336</a> Heads/skulls don't render when held by an enderman or as block display entities<li><a href=https://bugs.mojang.com/browse/MC-201940 rel=\"noopener noreferrer\"target=_blank>MC-201940</a> After dying, Ender Dragon body part hitboxes do not move upwards with the main hitbox<li><a href=https://bugs.mojang.com/browse/MC-206684 rel=\"noopener noreferrer\"target=_blank>MC-206684</a> Spyglass particles have no associated texture<li><a href=https://bugs.mojang.com/browse/MC-229142 rel=\"noopener noreferrer\"target=_blank>MC-229142</a> Spyglass texture doesn't allow override through resource pack<li><a href=https://bugs.mojang.com/browse/MC-249079 rel=\"noopener noreferrer\"target=_blank>MC-249079</a> Sculk veins are not mirrored correctly from behind<li><a href=https://bugs.mojang.com/browse/MC-260216 rel=\"noopener noreferrer\"target=_blank>MC-260216</a> Decorated pots aren't rendered when held by endermen or as block display entities<li><a href=https://bugs.mojang.com/browse/MC-267343 rel=\"noopener noreferrer\"target=_blank>MC-267343</a> Sprinting isn't canceled upon riding entities<li><a href=https://bugs.mojang.com/browse/MC-269616 rel=\"noopener noreferrer\"target=_blank>MC-269616</a> Telemetry Data scroll bar does not have a background<li><a href=https://bugs.mojang.com/browse/MC-270136 rel=\"noopener noreferrer\"target=_blank>MC-270136</a> Thrown projectiles with custom_model_data do not maintain proper particles when breaking<li><a href=https://bugs.mojang.com/browse/MC-271786 rel=\"noopener noreferrer\"target=_blank>MC-271786</a> Empty block states in noise_provider does not cause validation to fail, causing crash<li><a href=https://bugs.mojang.com/browse/MC-272994 rel=\"noopener noreferrer\"target=_blank>MC-272994</a> Allays assigned to a player can be set on fire with sweeping and fire aspect<li><a href=https://bugs.mojang.com/browse/MC-273450 rel=\"noopener noreferrer\"target=_blank>MC-273450</a> Mobs with CanPickUpLoot:1b behave inconsistently with the mace / trident<li><a href=https://bugs.mojang.com/browse/MC-273522 rel=\"noopener noreferrer\"target=_blank>MC-273522</a> Mobs with CanPickUpLoot no longer pick up enchanted items after picking up an unenchanted item<li><a href=https://bugs.mojang.com/browse/MC-273635 rel=\"noopener noreferrer\"target=_blank>MC-273635</a> Trial spawners forget their designated mob when placed by player out of creative mode, assigned by spawn eggs<li><a href=https://bugs.mojang.com/browse/MC-274268 rel=\"noopener noreferrer\"target=_blank>MC-274268</a> Trial Spawner keeps flashing after cooldown ends<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-275215 rel=\"noopener noreferrer\"target=_blank>MC-275215</a> Experiments warning goes off the screen if viewed at low window size<li><a href=https://bugs.mojang.com/browse/MC-276110 rel=\"noopener noreferrer\"target=_blank>MC-276110</a> honey_level model predicate range is 1 for level 5 and 0 for levels 1-4<li><a href=https://bugs.mojang.com/browse/MC-276115 rel=\"noopener noreferrer\"target=_blank>MC-276115</a> New Bee Nest and Beehive item models don't use the block parent<li><a href=https://bugs.mojang.com/browse/MC-276412 rel=\"noopener noreferrer\"target=_blank>MC-276412</a> Custom item models set to a shield and various other items all create invisible items<li><a href=https://bugs.mojang.com/browse/MC-276654 rel=\"noopener noreferrer\"target=_blank>MC-276654</a> item_model item component breaks on trident<li><a href=https://bugs.mojang.com/browse/MC-276728 rel=\"noopener noreferrer\"target=_blank>MC-276728</a> Tridents and spyglasses appear dark in the inventory if given a custom item model for a block<li><a href=https://bugs.mojang.com/browse/MC-276730 rel=\"noopener noreferrer\"target=_blank>MC-276730</a> Bundles appear dark in the inventory if given a custom item model for a block and then scrolled through<li><a href=https://bugs.mojang.com/browse/MC-276731 rel=\"noopener noreferrer\"target=_blank>MC-276731</a> Items which use entity models will not render another entity model if specified via item model component<li><a href=https://bugs.mojang.com/browse/MC-276732 rel=\"noopener noreferrer\"target=_blank>MC-276732</a> Colors will carry over from item ID to target model<li><a href=https://bugs.mojang.com/browse/MC-276771 rel=\"noopener noreferrer\"target=_blank>MC-276771</a> Missing texture when a damageable item with one of several template models is destroyed<li><a href=https://bugs.mojang.com/browse/MC-276828 rel=\"noopener noreferrer\"target=_blank>MC-276828</a> Minecraft no longer prints an error to the game log when a model fails to define a texture<li><a href=https://bugs.mojang.com/browse/MC-276847 rel=\"noopener noreferrer\"target=_blank>MC-276847</a> Bundles given the model of a different bundle will not preserve their color when scrolled through<li><a href=https://bugs.mojang.com/browse/MC-277082 rel=\"noopener noreferrer\"target=_blank>MC-277082</a> Creakings take knockback from wind charges<li><a href=https://bugs.mojang.com/browse/MC-277092 rel=\"noopener noreferrer\"target=_blank>MC-277092</a> The eyes of creakings aren't visible when creakings have the invisibility effect<li><a href=https://bugs.mojang.com/browse/MC-277149 rel=\"noopener noreferrer\"target=_blank>MC-277149</a> Creakings are affected by knockback from mace smash attacks<li><a href=https://bugs.mojang.com/browse/MC-277243 rel=\"noopener noreferrer\"target=_blank>MC-277243</a> Creakings take knockback from Punch bows<li><a href=https://bugs.mojang.com/browse/MC-277264 rel=\"noopener noreferrer\"target=_blank>MC-277264</a> The Creaking can be knocked back by zoglins<li><a href=https://bugs.mojang.com/browse/MC-277916 rel=\"noopener noreferrer\"target=_blank>MC-277916</a> Containers are locked when upgrading a world from certain versions<li><a href=https://bugs.mojang.com/browse/MC-277925 rel=\"noopener noreferrer\"target=_blank>MC-277925</a> Resin Brick Stairs are not part of the #stairs block and item tags<li><a href=https://bugs.mojang.com/browse/MC-277926 rel=\"noopener noreferrer\"target=_blank>MC-277926</a> Resin Brick Slab is not part of the #slab block and item tags<li><a href=https://bugs.mojang.com/browse/MC-277929 rel=\"noopener noreferrer\"target=_blank>MC-277929</a> The game crashes when attempting to use the void preset<li><a href=https://bugs.mojang.com/browse/MC-277930 rel=\"noopener noreferrer\"target=_blank>MC-277930</a> Eyeblossom subtitles are inverted<li><a href=https://bugs.mojang.com/browse/MC-277931 rel=\"noopener noreferrer\"target=_blank>MC-277931</a> Incorrect display on the map of the flower Closed and Open Eyeblossom<li><a href=https://bugs.mojang.com/browse/MC-277932 rel=\"noopener noreferrer\"target=_blank>MC-277932</a> Resin Clump is not part of the #replaceable block tag<li><a href=https://bugs.mojang.com/browse/MC-277933 rel=\"noopener noreferrer\"target=_blank>MC-277933</a> Smithing Table doesn't show a Clump icon for ingredient slot<li><a href=https://bugs.mojang.com/browse/MC-277939 rel=\"noopener noreferrer\"target=_blank>MC-277939</a> Programmer Art's empty slot icons may not have been correctly updated for 24w44a<li><a href=https://bugs.mojang.com/browse/MC-277941 rel=\"noopener noreferrer\"target=_blank>MC-277941</a> resin_clump is not mirrored correctly from behind<li><a href=https://bugs.mojang.com/browse/MC-277945 rel=\"noopener noreferrer\"target=_blank>MC-277945</a> Incorrect verb form in \"Elytra swooshes\" subtitle<li><a href=https://bugs.mojang.com/browse/MC-277948 rel=\"noopener noreferrer\"target=_blank>MC-277948</a> Suspicious stew gives different durations of Blindness for Eyeblossom and Azure Bluet<li><a href=https://bugs.mojang.com/browse/MC-277950 rel=\"noopener noreferrer\"target=_blank>MC-277950</a> Open potted eyeblossom is shaded (flower_pot_cross_emissive)<li><a href=https://bugs.mojang.com/browse/MC-277951 rel=\"noopener noreferrer\"target=_blank>MC-277951</a> Eyeblossom is placed in an unexpected position in the Creative inventory<li><a href=https://bugs.mojang.com/browse/MC-277952 rel=\"noopener noreferrer\"target=_blank>MC-277952</a> Sprinting isn't canceled upon flying with elytra<li><a href=https://bugs.mojang.com/browse/MC-277954 rel=\"noopener noreferrer\"target=_blank>MC-277954</a> Creaking Heart underwater plays spawning sounds in a loop<li><a href=https://bugs.mojang.com/browse/MC-277955 rel=\"noopener noreferrer\"target=_blank>MC-277955</a> Using a loom crashes the game<li><a href=https://bugs.mojang.com/browse/MC-277961 rel=\"noopener noreferrer\"target=_blank>MC-277961</a> Experience orbs incorrectly bounce up<li><a href=https://bugs.mojang.com/browse/MC-277964 rel=\"noopener noreferrer\"target=_blank>MC-277964</a> Resin is not generated when a creaking is attacked by a wolf owned by a player<li><a href=https://bugs.mojang.com/browse/MC-277966 rel=\"noopener noreferrer\"target=_blank>MC-277966</a> Creaking does not generate resin from player-caused explosions<li><a href=https://bugs.mojang.com/browse/MC-277967 rel=\"noopener noreferrer\"target=_blank>MC-277967</a> The game crashes when certain explosions occur near a creaking in its death animation<li><a href=https://bugs.mojang.com/browse/MC-277970 rel=\"noopener noreferrer\"target=_blank>MC-277970</a> Hanging signs don't display chains when attached to the side of a block<li><a href=https://bugs.mojang.com/browse/MC-277972 rel=\"noopener noreferrer\"target=_blank>MC-277972</a> You can no longer swim when crouched under a slab<li><a href=https://bugs.mojang.com/browse/MC-277983 rel=\"noopener noreferrer\"target=_blank>MC-277983</a> Naturally-spawned creaking hearts drop experience when broken in Creative mode<li><a href=https://bugs.mojang.com/browse/MC-277994 rel=\"noopener noreferrer\"target=_blank>MC-277994</a> Picking a decorated pot or a shulker box always keeps its container data<li><a href=https://bugs.mojang.com/browse/MC-278002 rel=\"noopener noreferrer\"target=_blank>MC-278002</a> Sculk sensors are not activated upon resin clumps spawning from creaking hearts<li><a href=https://bugs.mojang.com/browse/MC-278004 rel=\"noopener noreferrer\"target=_blank>MC-278004</a> Hitting a creaking heart with a wind charge kills the creaking<li><a href=https://bugs.mojang.com/browse/MC-278028 rel=\"noopener noreferrer\"target=_blank>MC-278028</a> Using items underwater can force you to exit swimming mode<li><a href=https://bugs.mojang.com/browse/MC-278071 rel=\"noopener noreferrer\"target=_blank>MC-278071</a> \"minecraft.used:minecraft.trident\" doesn't increase when throwing a trident</ul>","id":"f85e682a1ce328020bdbfe68a1267022e1a5ebd4f1b7606c980d160a02999ad7","date":"2024-11-06T13:31:58.000Z","needsTranslation":null}