Java Edition 26.1

Minecraft 26.1
Edition

Java Edition

Planned release date

2026

Development versions
Snapshots (6)
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26.1 is an upcoming game drop for Java Edition with no set release date, which adds the golden dandelion, new textures and models for baby animals, makes name tags craftable, and fixes bugs.

This is the first Java Edition release version to use the new "year.drop.hotfix" version format announced in December 2025.[1] It is also the first Java Edition release version to be fully unobfuscated without any accompanying obfuscated variant,[2][3] and the first to require Java 25.

Additions

26.1 block and item additionsInvicon Golden Dandelion.png: Inventory sprite for Golden Dandelion in Minecraft as shown in-game linking to Golden Dandelion with description: Golden Dandelion

Blocks

Golden dandelion

Ingredients Crafting recipe
Gold Nugget +
Dandelion
Invicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold NuggetInvicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold NuggetInvicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold NuggetInvicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold NuggetInvicon Dandelion.png: Inventory sprite for Dandelion in Minecraft as shown in-game linking to Dandelion with description: DandelionInvicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold NuggetInvicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold NuggetInvicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold NuggetInvicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold Nugget
Invicon Golden Dandelion.png: Inventory sprite for Golden Dandelion in Minecraft as shown in-game linking to Golden Dandelion with description: Golden Dandelion

Command format

/swing

  • New command that enables swinging of entities' arms.
  • Not all entities support swing animation. /swing will succeed for those entities, but clients will only display it when possible.
    • For example, this makes it possible to swing mannequin arms.
  • Returns the amount of entities for which a swing was sent.
    • Syntax: /swing <entity selector> <mainhand|offhand>
  • Both arguments can be omitted.
    • The entity selector will be @s if omitted
    • Which hand to swing will be mainhand if omitted

General

Block tags

  • Added the following tags which determine which blocks are not able to support specific categories of vegetation.
    • #cannot_support_seagrass
    • #cannot_support_kelp
  • Added #grows_crops which defines which blocks beneath allow the following crops to grow:
  • Added the following tags to define which blocks can start particular types of bubble columns.
    • #enables_bubble_column_drag_down
    • #enables_bubble_column_push_up
  • Data component format

    • Added minecraft:additional_trade_cost.
      • Transient component used to modify the amount of items wanted in a villager trade.
        • Removed after a trade has been generated.
      • Format: integer.
    • Added minecraft:dye.
      • Represents a color of dye.
      • Used in various places that previously required the exact dye item, including mob and block interactions.
        • The presence of this component itself does not enable functionality. The item has to be explicitly allowed for the given functionality, for example by adding it to tags or changing recipe ingredients.
      • Format: one of white, orange, magenta, light_blue, yellow, lime, pink, gray, light_gray, cyan, purple, blue, brown, green, red, black

    Data-driven villager trades

    • Trades offered by villagers and wandering traders are now data-driven and can be customized by datapack developers.
      • Villager Trades
        • Present in the villager_trade folder, represents a blueprint for trades which is used by villagers and wandering traders to generate actual trades.
        • Entry Format:
          • wants - an object representing an item type and number of them needed to trade.
            • id - the id of the item
            • count - an optional number provider representing how many of the item is needed for the trade.
              • Defaults to a constant 1
            • components - an optional component map representing the expected data components on the item.
              • Defaults to an empty map.
          • additional_wants - an optional object representing an additional item required by the merchant, has the same format as wants.
          • gives - an item Stack representing the resulting item given by the merchant when trading.
            • Uses the existing format for item stacks.
          • given_item_modifiers - a optional list of item Modifiers representing modifiers to apply to the item in gives such as enchantments or potions, used to add dynamism to the trade rather than hardcoding certain values.
            • Uses the existing format for item modifiers (also known as loot modifiers, item functions, loot functions...).
            • If any of these returns an empty item the entire trade will be discarded.
            • Item Modifier references are not supported.
            • If the final item has a stored_enchantment component containing an enchantment in the #double_trade_price tag, then the count of wants is doubled.
          • max_uses - an optional number provider representing the maximum number of times a trade may be used.
            • Is set to 1 if the number provider returns a lower value.
            • Defaults to 4
          • reputation_discount - an number provider representing how much factors such as demand, discounts or penalties affects the cost represented by wants.
            • Is set to 0.0 if the number provider returns a lower value.
            • Defaults to 0.0
          • xp - an optional number provider representing the amount of xp a merchant gets when the trade is done.
            • Is set to 0 if the number provider returns a lower value.
            • Defaults to 1
          • merchant_predicate - a predicate representing conditions on the merchant that need to be met for the trade to be offered.
            • Uses the existing format for predicates.
            • Predicate references are not supported.
          • double_trade_price_enchantments - an optional enchantment id, list of namespaced enchantment IDs, or hash-prefixed enchantment tag representing enchantments that will double the additional cost from minecraft:enchant_randomly and minecraft:enchant_with_levels if they have include_additional_cost_component set to true and if the item has one of the provided values in its minecraft:stored_enchantments component.
      • An example trade of an emerald and a book for an enchanted book offered only by desert villagers.
    {
      "additional_wants": {
        "id": "minecraft:book"
      },
      "double_trade_price_enchantments": "#minecraft:double_trade_price",
      "given_item_modifiers": [
        {
          "function": "minecraft:enchant_randomly",
          "include_additional_cost_component": true,
          "only_compatible": false,
          "options": "#minecraft:trades/desert_common"
        },
        {
          "function": "minecraft:filtered",
          "item_filter": {
            "items": "minecraft:enchanted_book",
            "predicates": {
              "minecraft:stored_enchantments": [
                {}
              ]
            }
          },
          "on_fail": {
            "function": "minecraft:discard"
          }
        }
      ],
      "gives": {
        "count": 1,
        "id": "minecraft:enchanted_book"
      },
      "max_uses": 12.0,
      "merchant_predicate": {
        "condition": "minecraft:entity_properties",
        "entity": "this",
        "predicate": {
          "predicates": {
            "minecraft:villager/variant": "minecraft:desert"
          }
        }
      },
      "reputation_discount": 0.2,
      "wants": {
        "id": "minecraft:emerald"
      }
    }
    

    Entity tags

    • Added #cannot_be_age_locked
      • Defines which baby mobs that age that can not have its aging stopped using a golden dandelion.

    Environment attributes

    • minecraft:visual/block_light_tint
      • Tint of the block light. Block light color start as dark grey at low light levels, becomes tinted by this attribute at medium levels and turns white at high levels. By default, it provides the yellowish tint of torches. Bright colors work best for this attribute, with at least one color component being fully bright. The tint applies globally to all light sources visible on the screen. Individual lights can not be tinted differently.
      • Value type: RGB color
      • Default value:
         #FFD88C
      • Modifiers: RGB Color Modifiers
      • Interpolated: yes
      • Resolved at the camera's position
    • minecraft:visual/ambient_light_color
      • Defines both the ambient light tint and brightness. This light is applied to the world at 0 light level. Block and sky light are added on top of it.
      • Value type: RGB color
      • Default value:
         #000000
        .
      • Modifiers: RGB Color Modifiers
      • Interpolated: yes
      • Resolved at the camera's position.
      • Set to
         #0A0A0A
        in the Overworld,
         #302821
        in the Nether, and
         #3f473f
        in the End.
    • minecraft:visual/night_vision_color
      • This color is used similarly to ambient light color. When the Night Vision effect is active, per-component maximum of minecraft:visual/night_vision_color and minecraft:visual/ambient_light_color is used as ambient color. Night Vision is not tinted by default.
      • Value type: RGB color
      • Default value:
         #999999
      • Modifiers: RGB Color Modifiers
      • Interpolated: yes
      • Resolved at the camera's position

    Fluid tags

    • Added tags to determine which fluids can support the following blocks:
      • #supports_lily_pad
      • #supports_frogspawn
    • Added #supports_sugar_cane_adjacently
      • Contains fluids satisfy adjacency support requirements for sugar cane.
    • Added #bubble_columns_can_occupy fluid tag to define which fluids a bubble column can occupy with water as default.

    Item tags

    • Added #metal_nuggets
    • Added #dyes
      • Contains all vanilla dyes.
    • Added #loom_dyes
      • Contains all items that are allowed in the Loom screen to set pattern colors.
      • The loom screen also requires the minecraft:dye component to be present on item stacks.
    • Added #loom_patterns
      • Contains all items that are allowed in the loom screen to unlock patterns.
      • The loom screen also requires the minecraft:provides_banner_patterns component to be present on item stacks.
    • Added #cat_collar_dyes
      • Contains all items that can be used to dye a pet cat's collar.
      • The color will be taken from the minecraft:dye component of the used item stack.
    • Added #wolf_collar_dyes
      • Contains all items that can be used to dye a pet wolf's collar.
      • The color will be taken from the minecraft:dye component of the used item stack.
    • Added #cauldron_can_remove_dye
      • Contains all items that can be used on water-filled cauldron to remove minecraft:dyed_color component.

    Lightmap debug renderer

    • A new debug renderer for the lightmap was added, which can be enabled using the F3 + 4 keybind.
    • It is mutually exclusive with FPS/TPS and networking charts.
    • It shows the lightmap texture in real-time in the bottom right corner of the screen.
    • The vertical axis of the texture represent sky light levels (0-15 from bottom to top).
    • The horizontal axis of the texture represent block light levels (0-15 from left to right).
    • The color of each pixel represents the resulting color that will be applied to blocks and entities lit with the corresponding block and sky light levels.

    Loot functions

    • Added minecraft:villager_trade loot table type which takes the following parameters:
      • this - the entity offering the trade.
      • origin - the block position of the entity at its feet.
    • Added minecraft:set_random_dyes
      • Additively adds dyes to an item's minecraft:dyed_color data component if the item is in the #dyeable tag Fields:
      • conditions - conditions for the function to apply.
      • number_of_dyes - number provider representing the number of random dyes out of sixteen to apply to the item.
        • The same dye might be selected repeatedly.
    • Added minecraft:set_random_potion
      • Randomly sets the minecraft:potion_contents data component on an item Fields:
      • conditions - conditions for the function to apply.
      • options - optional potion id, list of namespaced potion IDs, or hash-prefixed potion tag, representing the possible potions to select from.
        • Defaults to any potion in the potions registry.

    Potion tags

    • Added #tradeable
      • Contains all potion effects that can appear in villager trades.

    Predicates

    • Added minecraft:sum
      • Returns the sum of a list of number providers.
      • Fields:
        • summands - a list of number providers.

    Time markers

    • Time markers assign a particular name to a specific (optionally repeating) point in time for a specific world clock. Time markers replace the previously predetermined names that could be used by /time set, for example day or night.
    • Time markers will exist within the context of a specific world clock. This means that even though the different time markers are defined by different Timelines, only one Time Marker can exist with a particular id for a particular world clock. It also means that two world clocks can have a time marker with the same name.
      • Built-in uses of time markers
        • Some time markers are used to drive Vanilla game behavior. Usually, they are configured to not show up in /time commands.
          • minecraft:wake_up_from_sleep - the time to advance the dimension's default clock to when players in that dimension wake up after sleeping.
          • minecraft:roll_village_siege - the time of the dimension's default clock at which the random chance for a zombie village siege to occur should be evaluated.

    Trade sets

    • What trades are unlocked by villager professions are now determined using deterministic random sequences, like loot drops and barter loot.
    • Present in the trade_set folder, they are groupings of trades offered by villagers and wandering traders.
    • Currently only hardcoded ones are available in <profession>/level_<level> for villagers, as well as wandering_trader/buying, wandering_trader/special, wandering_trader/common for wandering traders.
    • Entry Format:
      • trades, a villager trade id, list of namespaced villager trade IDs, or hash-prefixed villager trade tag representing the trades that are part of this trade set.
      • amount, a number provider representing the amount of trades to be generated from this set when used.
        • If the generated number is greater than the number of available trades then it will only generate until all trades have been used once, unless allow_duplicates is set to true
      • allow_duplicates, a boolean representing if the trade set can use the same villager trade multiple times to generate trades.
        • Defaults to false
      • random_sequence, an optional named random sequence that determines which trades are generated.
        • Defaults to a non-deterministic random sequence.
      • An example trade set offering 2 trades from the #minecraft:armorer/level_1 tag, allowing duplicates.
    {
     "amount": 2.0,
     "trades": "#minecraft:armorer/level_1",
     "random_sequence": "minecraft:trade_set/armorer/level_1",
     "allow_duplicates": true
    }
    

    Villager Trade tags

    • Added several tags representing groups of villager trades from which villagers and wandering traders derive their trading pools.
      • Villagers have the following tags representing each profession and level of trade in the format: #<profession>/level_<level>, up to level 5.
        • Smiths have the #common_smith/level_<level> tags representing common trades among armorers, weaponsmiths and toolsmiths, up to level 5.
      • Wandering Traders have the following tags: #wandering_trader/buying, #wandering_trader/special, #wandering_trader/common.

    World clocks

    • Each world clock contains an internal time that increases every tick. A world clock can be defined in data packs under the world_clock registry (i.e. found under data/<namespace>/world_clock/<id>.json)
    • A world clock can be paused or resumed, and the time of the clock can be changed or queried, using the /time command.
      • This allows different dimensions to have different clocks.
    • Format: object with no fields
    • Added minecraft:the_end world clock to the End dimension.

    Changes

    Blocks

    Dispenser

    • Spawn egg without a entity_data component are dropped as an item. Previously, the dispenser failed to activate.

    Tripwire

    • The tripwire texture is now rendered as alpha cutout instead of transparent. In other words, the texture is now opaque thus making tripwire easier to see.

    Items

    Name tag

    • Can now be crafted with 1 paper and 1 nugget.
    Ingredients Crafting recipe
    Any Nugget +
    Paper
    Invicon Iron Nugget.png: Inventory sprite for Iron Nugget in Minecraft as shown in-game linking to Iron Nugget with description: Iron NuggetInvicon Gold Nugget.png: Inventory sprite for Gold Nugget in Minecraft as shown in-game linking to Gold Nugget with description: Gold NuggetInvicon Copper Nugget.png: Inventory sprite for Copper Nugget in Minecraft as shown in-game linking to Copper Nugget with description: Copper NuggetInvicon Paper.png: Inventory sprite for Paper in Minecraft as shown in-game linking to Paper with description: Paper
    Invicon Name Tag.png: Inventory sprite for Name Tag in Minecraft as shown in-game linking to Name Tag with description: Name Tag

    Bundles

    • Now supports a bundle_container component with a weight greater than 231-1, equivalent to 231-1 stacks.
      • Previously, the component was removed when the limit was exceeded.
      • A bundle exceeding this limit is shown as full, however, when attempting to empty it, add a new item, or view the tooltip, it still appears empty.

    Item stack

    • Now, in many cases, it is treated as empty if it has conflicting data, such as having a count greater than max_stack_size, or having max_stack_size greater than one along with max_damage.
      • When mining a shulker box containing an item stack with a conflicting date, it will treat the item as Air x0 in the tooltip, and placing it in a block the item stack will be removed.
      • Shooting an arrow with a conflicting date using a crossbow will not be a project.
      • Using a bundle to remove an item stack with a conflicting date, no items will be dropped.
      • Item stacks with conflicting data can still be placed in chests and in the inventory.

    Mobs

    Baby mobs

    Skeleton horses and zombie horses

    • No longer panic when hurt.

    Command format

    /time

    • The /time command is now based on world clocks.
      • A clock can be optionally specified as an input for the time command with /time of <clock> ....
      • If the clock is not specified (/time ... as before), the default clock for the dimension is used.
    • The return value (e.g. from /execute store) from the set and add subcommands is now the total elapsed ticks of the clock instead of the current time of day.
    • Syntax:
      • /time [of <clock>] set <time> - sets the total elapsed ticks of the clock.
      • /time [of <clock>] set <timemarker> - advances the clock forward to the next occurrence of the time marker..
        • For the minecraft:overworld clock, the available time markers are: day, noon, night, and midnight
      • /time [of <clock>] add <time> - adds ticks to the clock, can be a negative or a positive number.
      • /time [of <clock>] pause - pauses the clock.
      • /time [of <clock>] resume - resumes the clock.
      • /time [of <clock>] query <timeline> - displays and returns the current number of ticks within the timeline's period.
      • /time [of <clock>] query <timeline> repetitions - displays and returns the number of times the timeline's period has repeated.
      • /time [of <clock>] query time - displays and returns the total elapsed ticks of the clock.
      • /time query gametime - as before, the total elapsed ticks within the world (unaffected by changes made to clocks using /time).

    General

    General

    • If a server's disk space is low, a toast will now be shown to server operators.
    • The game now requires Java 25.
    • The included Java distribution is now the Microsoft build of OpenJDK 25.
    • Tweaked default JVM options.
      • The game now allocates 4 GB of RAM by default (up from 2 GB).
      • Garbage collection has been changed from G1GC to ZGC for compatible computers.​[more information needed]

    Data pack

    • The pack format version is now 98.0.
    • Villager inventory slots can now be accessed using mob.inventory.*; villager.* has been removed.

    Debug screen

    • The looking_at_block and looking_at_fluid debug entries no longer show tags.
    • The day_count debug entry has been split from local_difficulty.
    • New debug entries have been added:
      • looking_at_block_tags
      • looking_at_fluid_tags
      • looking_at_entity_tags
    • Renamed debug entries:
      • looking_at_block -> looking_at_block_state
      • looking_at_fluid -> looking_at_fluid_state

    Dimension types

    • Added the field default_clock: optional world clock ID.
      • Specifies the default clock that will be used for the /time command.
        • If a default clock is specified, the time command requires an explicit clock argument.
      • Also specifies the clock to which minecraft:wake_up_from_sleep and minecraft:roll_village_siege time markers apply.
        • If not specified, those time markers will never apply in that dimension.

    Enchantment definition

    • The post_piercing_attack component no longer only works for a player if that player has a certain food level.

    Entity data

    • The current_explosion_impact_pos and current_impulse_context_reset_grace_time fields from players have been added to all mobs and the armor stand.
    • The ignore_fall_damage_from_current_explosion field on players has been removed.

    Environment attribute

    • Updated the gameplay/turtle_egg_hatch_chance environment attribute to have a default value of 0.002.

    Game rules

    • The game rules screen is now accessible in-game through a new World Options screen in the pause menu.
    • A search bar has been added to the top of the game rules screen, both in-game and in the world creation menu.
      • The search bar also selects game rules based on description and category in addition to namespaced ID and name.

    Game Tests

    • Replaced time_of_day with clock_time.
      • Added a new required field clock: world clock ID, the clock within which to set time (from the existing time field).

    Lightmap algorithm

    • The algorithm that maps block and sky light levels to how bright things appear on screen has been fully rewritten.
    • A new algorithm that is supposed to mostly provide the same overall results as previous one, but:
      • It is simpler and more straightforward, and fixes multiple issues of the previous one.
      • The darkness effect and world darkening effect of the Wither fight now works the same way in all dimensions.
      • The night vision effect now simply adds ambient light instead of scaling the resulting colors.
        • It means that fully dark areas no longer look brighter than areas lit by block or sky light.
      • Other aspects of the algorithm such as block light tint, ambient light color and night vision color are now data-driven through environment attributes.

    Lightmap shader

    • The lightmap.fsh shader was significantly modified.
      • The LightmapInfo uniform now has two new fields:
        • BlockLightTint
        • NightVisionColor
      • The AmbientLightFactor field was removed, its value is now premultiplied into AmbientColor
      • The DarkenWorldFactor was renamed to BossOverlayWorldDarkeningFactor
    • Text and items rendered in UI now use a separate 1x1 white lightmap texture, so the lightmap shader does not always have to keep the 15, 15 pixel purely white.

    Loot functions

    • minecraft:enchant_with_levels
      • Now also takes the following field:
        • include_additional_cost_component - optional boolean representing if a minecraft:additional_trade_cost component should be added to the item based on the cost of the enchantment.
          • Defaults to false
          • The value is determined by the levels number provider and is the same that is used to determine what enchantment level is used for enchanting.
    • minecraft:enchant_randomly
      • Now also takes the following field:
        • include_additional_cost_component - optional boolean representing if a minecraft:additional_trade_cost component should be added to the item based on the cost of the enchantment.
          • Defaults to false
          • The value is determined by the value selected by levels or its default value using the following formula: 2+random(0,5+level*10)+3*level
    • minecraft:set_random_dyes
      • No longer works only for items in #dyeable tag.

    Mob variant definitions

    • Wolf sound variants sound events in wolf_sound_variant have been moved into a new field adult_sounds and the field baby_sounds was added.

    Options

    • The difficulty button in the pause menu has been replaced with a button leading to a new screen - World Options.
      • The world options screen contains the difficulty button as well as a button for changing game rules.
      • The game rules screen is available for all operators and otherwise disabled.

    Predicates

    • Entity Predicates
      • player Sub-Predicate
        • New optional field: food
        • A Food predicate
        • Format: Object with fields:
          • level - optional integer min/max range specifying the required food level.
          • saturation - optional float min/max range specifying the required saturation level.
    • minecraft:time_check loot predicate
      • Added clock field: a world clock ID, specifies which world clock the time check should be done for.

    Recipes

    • result field should now be more consistent across all recipe types that contain it.
      • It will now accept short form (e.g. "minecraft:foo", which is equivalent to {"id":"minecraft:foo", "count": 1}).
      • For recipe types smelting, blasting, smoking and campfire_cooking this field now also accepts count field.
    • minecraft:crafting_special_mapcloning recipe type has been removed, functionality has been absorbed by minecraft:crafting_transmute.
    • New show_notification fields with the same functionality as existing one in minecraft:crafting_shaped have been added to the following existing recipe types:
      • minecraft:crafting_shapeless
      • minecraft:crafting_shaped
      • minecraft:crafting_transmute
      • minecraft:smelting
      • minecraft:blasting
      • minecraft:smoking
      • minecraft:campfire_cooking
      • minecraft:stonecutting
      • minecraft:smithing_transform
      • minecraft:smithing_trim
    • Removed unused group field from recipes without a recipe book:
      • minecraft:stonecutting
      • minecraft:smithing_transform
      • minecraft:smithing_trim
    • Renamed the following stonecutter recipes, along with the relevant advancement:
      • minecraft:chiseled_stone_bricks_stone_from_stonecutting was renamed to minecraft:chiseled_stone_bricks_from_stone_stonecutting
      • minecraft:end_stone_brick_slab_from_end_stone_brick_stonecutting was renamed to minecraft:end_stone_brick_slab_from_end_stone_bricks_stonecutting
      • minecraft:end_stone_brick_stairs_from_end_stone_brick_stonecutting was renamed to minecraft:end_stone_brick_stairs_from_end_stone_bricks_stonecutting
      • minecraft:end_stone_brick_wall_from_end_stone_brick_stonecutting was renamed to minecraft:end_stone_brick_wall_from_end_stone_bricks_stonecutting
      • minecraft:mossy_stone_brick_slab_from_mossy_stone_brick_stonecutting was renamed to minecraft:mossy_stone_brick_slab_from_mossy_stone_bricks_stonecutting
      • minecraft:mossy_stone_brick_stairs_from_mossy_stone_brick_stonecutting was renamed to minecraft:mossy_stone_brick_stairs_from_mossy_stone_bricks_stonecutting
      • minecraft:mossy_stone_brick_wall_from_mossy_stone_brick_stonecutting was renamed to minecraft:mossy_stone_brick_wall_from_mossy_stone_bricks_stonecutting
      • minecraft:prismarine_brick_slab_from_prismarine_stonecutting was renamed to minecraft:prismarine_brick_slab_from_prismarine_bricks_stonecutting
      • minecraft:prismarine_brick_stairs_from_prismarine_stonecutting was renamed to minecraft:prismarine_brick_stairs_from_prismarine_bricks_stonecutting
      • minecraft:quartz_slab_from_stonecutting was renamed to minecraft:quartz_slab_from_quartz_block_stonecutting
      • minecraft:stone_brick_walls_from_stone_stonecutting was renamed to minecraft:stone_brick_wall_from_stone_stonecutting
    • minecraft:crafting_transmute
      • Recipes with this type can now accept multiple items matched by the material ingredient.
      • Added fields:
        • material_count - integer range describing the amount of items matched by the material ingredient.
          • Must be a subrange of [1,8]
          • Default: [1,1] (i.e. exactly one item).
        • add_material_count_to_result - boolean field (default: false).
          • When true, the amount of slots containing items matched by the material ingredient will be added to the final count of the result.
    • minecraft:crafting_dye
      • Replaces minecraft:crafting_special_armordye
      • Output:
        • This recipe will first mix the current value of the minecraft:dyed_color component from the item matched by the target ingredient with the minecraft:dye component values from the items matched by the dye ingredients.
        • Result will be built by transmuting the item matched by the target ingredient into the result item stack and then applying the new value of the minecraft:dyed_color component.
      • Fields:
        • category - crafting book category, one of building, redstone, equipment, misc, default: misc
        • group - string value used for grouping recipes in the crafting book, default: empty string
        • show_notification - optional boolean describing if a popup should be shown when this recipe is unlocked, default: true
        • target - ingredient (was harcoded to #dyeable tag).
        • dye - ingredient (was hardcoded to dye items).
          • The minecraft:dye component is required on matching items for the whole recipe to match.
        • result - resulting item stack (was always a copy of the item matched by the target ingredient).
    • minecraft:crafting_imbue
      • Replaces minecraft:crafting_special_tippedarrow
      • Matches a single source ingredient surrounded by eight material ingredients
      • Output:
          • This recipe will copy the minecraft:potion_contents component value from the item matched by the source ingredient to the resulting stack.
      • Fields:
        • category - crafting book category, one of building, redstone, equipment, misc, default: misc
        • group - string value used for grouping recipes in the crafting book, default: empty string
        • show_notification - optional boolean describing if a popup should be shown when this recipe is unlocked, default: true
        • source - ingredient (was hardcoded to minecraft:lingering_potion)
        • material - ingredient (was hardcoded to minecraft:arrow)
        • result - resulting item stack (was hardcoded to eight minecraft:tipped_arrow)
    • minecraft:crafting_special_bannerduplicate
      • Ingredients can now be restrained.
      • Output can now be configured.
      • The recipe still only works for banner items.
      • Removed unused category field.
      • Added fields:
        • banner - ingredient to be used for both source and target items (was hardcoded to any banner item).
        • result - resulting item stack (was always a copy of the Banner item with non-empty pattern).
      • Output:
        • The recipe finds the first banner item matched by the banner ingredient and treats it as the source banner.
        • Result will be built by transmuting the source banner into the result item stack.
        • The source banner will be kept in the crafting grid.
    • minecraft:crafting_special_bookcloning
      • Ingredients and output can now be configured.
      • Removed unused category field.
      • Added fields:
        • source - ingredient to be used as a source book
          • The minecraft:written_book_contents component is required on the matching item for the whole recipe to match.
        • material - ingredient to target the item to be cloned (was hardcoded to #book_cloning_target tag).
        • allowed_generations - integer range describing allowed value of the generation field of minecraft:written_book_contents component on the item matched by the material ingredient.
          • Must be a subrange of [0,2]
          • Default: [0,1] (i.e. accepting original and first copies, but not copies of a copy).
        • result - resulting item stack (was always a copy of the item matched by the source ingredient).
      • Output:
        • The recipe will first take the value of minecraft:written_book_contents component in the item matched by the source ingredient.
        • Field generation in minecraft:written_book_contents will be incremented by one.
          • The recipe will not yield a result if the value of generation is 2 or more.
        • Result will be built by transmuting item matched by the source ingredient to the result item stack and then applying the new value of minecraft:written_book_contents component.
        • Number of items matched by the material ingredient beyond the first one will be added to the resulting stack size.
        • The original item matched by the source ingredient will be kept in the crafting grid.
    • minecraft:crafting_decorated_pot
      • Ingredients and result can now be configured.
      • Removed unused category field.
      • Added fields:
        • back, left, right, front - ingredients (was hardcoded to #decorated_pot_ingredients).
        • result - resulting item stack (was hardcoded to a single minecraft:decorated_pot).
      • Other functionality remains unchanged, i.e. items matched by ingredients will be added to the matching fields in the minecraft:pot_decorations component of the resulting stack.
    • minecraft:crafting_special_firework_rocket
      • Ingredients and result can now be configured.
      • Removed unused category field.
      • Added fields:
        • shell - ingredient (was hardcoded to minecraft:paper).
        • fuel - ingredient (was hardcoded to minecraft:gunpowder).
        • star - ingredient (was hardcoded to minecraft:firework_star).
        • result - resulting item stack (was hardcoded to three minecraft:firework_rocket).
      • Output:
        • Exactly one stack matching the shell ingredient must be present.
        • The number of stacks matching the fuel ingredient will control the flight_duration field.
        • The explosions field will be copied from the minecraft:firework_explosion component of the star ingredient (if any).
    • minecraft:crafting_special_firework_star_fade
      • Ingredients can now be configured.
      • Removed unused category field.
      • The recipe will now use the minecraft:dye component instead of a hardcoded mapping of dye items to colors.
      • Added fields:
        • target - ingredient (was hardcoded to minecraft:firework_star).
        • dye - ingredient (was hardcoded to dye items).
          • The minecraft:dye component is required on matching items for the whole recipe to match.
        • result - resulting item stack (was always a copy of the item matched by the target ingredient).
      • Output:
        • This recipe will find the current value of the minecraft:firework_explosion component from the item matched by the target ingredient.
        • The fade_colors field of the minecraft:dye component will be set to the values from the items matched by the dye ingredients.
        • Result will be built by transmuting item matched by the target ingredient into the result item stack and then applying the new value of minecraft:firework_explosion component.
    • minecraft:crafting_special_firework_star
      • Ingredients and result can now be configured.
      • Removed unused category field.
      • Added fields:
        • trail - ingredient (was hardcoded to minecraft:diamond).
        • twinkle - ingredient (was hardcoded to minecraft:glowstone_dust).
        • fuel - ingredient (was hardcoded to minecraft:gunpowder).
        • dye - ingredient (was hardcoded to dye items).
          • The minecraft:dye component is required on matching items for the whole recipe to match.
        • shapes - a map of shapes to ingredients.
          • Allowed keys are the same as the ones for the shape field in the minecraft:firework_explosion component (i.e. small_ball, large_ball, star, creeper, burst).
          • Was hardcoded to: minecraft:fire_charge - large_ball, minecraft:feather - burst, minecraft:gold_nugget - star, any skull or head - creeper
        • result - resulting item stack (was hardcoded to three minecraft:firework_star).
      • The recipe will now use the minecraft:dye component instead of a hardcoded mapping of dye items to colors.
      • Output:
        • Exactly one stack matching the fuel ingredient must be present.
        • Result will be based on the result field, with the contents of the minecraft:firework_explosion component built with following values:
          • The values of the minecraft:dye component of items matched by the dye ingredient will be added to the colors field.
          • If an item matched by the trail ingredient is present, the has_trail field will be set to true.
          • If an item matched by the twinkle ingredient is present, the has_twinkle field will be set to true.
          • The shape field will be set based on the item matched by any of ingredients in the shape field (or small_ball if none is found).
    • minecraft:crafting_special_mapextending
      • Ingredients and output can now be configured.
      • Removed unused category field.
      • Added fields:
        • map - ingredient (was hardcoded to minecraft:filled_map with minecraft:map_id components).
          • minecraft:map_id component is required on the matching map item for the whole recipe to match.
        • material - ingredient (was hardcoded to minecraft:paper).
        • result - resulting item stack (was always a copy of the item matched by the map ingredient).
      • Output:
        • The recipe finds the item matched by the map ingredient with the minecraft:map_id component set.
        • Result will be built by transmuting the source item into the result item stack.
        • minecraft:map_post_processing component will be set on the result item.
        • The source item will be kept in the crafting grid.
    • minecraft:crafting_special_shielddecoration
      • Ingredients and output can now be configured.
      • Removed unused category field.
      • Added fields:
        • banner - ingredient (was hardcoded to any banner item).
          • Will only match if the item is a banner.
        • target - ingredient (was hardcoded to minecraft:shield).
          • minecraft:banner_patterns component must be not set or be empty for the whole recipe to match.
        • result - resulting item stack (was always a copy of the item matched by the target ingredient).
      • Functionality remains unchanged, i.e. this recipe will apply the following changes to the copy of the item matched by the target ingredient:
      • Output:
        • Result will be built by transmuting the item matched by the target ingredient into the result item stack and then:
          • Copying the minecraft:banner_patterns component from the item matched by the banner ingredient.
          • Setting the minecraft:base_color component based on the type of the banner matched by the banner ingredient.

    Resource pack

    • The version is now 79.0.
    • The glow particles emitted by glow squids, lightning rods, blocks being waxed, unwaxed and scraped is now rendered as opaque, since they never actually used translucency.
    • Removed demo_background.png in favor of popup/background.png sprite.

    Sounds

    • Added new sound events for the baby cat:
      • entity.baby_cat.ambient
      • entity.baby_cat.hiss
      • entity.baby_cat.hurt
      • entity.baby_cat.death
      • entity.baby_cat.eat
      • entity.baby_cat.beg_for_food
      • entity.baby_cat.purr
      • entity.baby_cat.purreow
      • entity.baby_cat.stray_ambient
    • Added new sound events for the baby chicken:
      • entity.baby_chicken.ambient
      • entity.baby_chicken.hurt
      • entity.baby_chicken.death
    • Added new sound events for the baby horse:
      • entity.baby_horse.ambient
      • entity.baby_horse.hurt
      • entity.baby_horse.death
      • entity.baby_horse.angry
      • entity.baby_horse.eat
      • entity.baby_horse.fall
      • entity.baby_horse.land
      • entity.baby_horse.step
      • entity.baby_horse.breathe
    • Added new sound events for the baby pig (piglet):
      • entity.baby_pig.ambient
      • entity.baby_pig.hurt
      • entity.baby_pig.death
      • entity.baby_pig.step
    • Added new sound events for the baby wolf:
      • entity.baby_wolf.ambient
      • entity.baby_wolf.growl
      • entity.baby_wolf.death
      • entity.baby_wolf.hurt
      • entity.baby_wolf.pant
      • entity.baby_wolf.whine
      • entity.baby_wolf.step
    • Added new sound events for golden dandelion:
      • item.golden_dandelion.use
      • item.golden_dandelion.unuse

    Splashes

    • Changed "Java 16 + 1 + 4 = 21!" to "Java 16 + 1 + 4 * 2 = 25!".

    Tags

    • Block Tags
      • Renamed the following tags for consistency:
        • #dry_vegetation_may_place_on#supports_dry_vegetation
        • #bamboo_plantable_on#supports_bamboo
        • #small_dripleaf_placeable#supports_small_dripleaf
        • #big_dripleaf_placeable#supports_big_dripleaf
        • #mushroom_grow_block#overrides_mushroom_light_requirement
          • Mushrooms cannot survive without a light level below 13 if not in the above tag.
        • #snow_layer_can_survive_on#support_override_snow_layer
          • Snow layers can be placed on blocks in this tag even if they do not have a top full face.
        • #snow_layer_cannot_survive_on#cannot_support_snow_layer
    • Enchantment Tags
      • Removed the following tags:
        • trades/desert_special
        • trades/jungle_special
        • trades/plains_special
        • trades/savanna_special
        • trades/snow_special
        • trades/swamp_special
        • trades/taiga_special
    • Item Tags
      • Removed the #dyeable tag.
      • Added golden_dandelion to #piglin_loved, and #small_flowers tags.

    Textures

    • Block Textures
      • Added new block textures:
        • block/golden_dandelion.png
    • Entity Textures
      • Added new entity textures:
        • entity/cat/cat_all_black_baby.png
        • entity/cat/cat_black_baby.png
        • entity/cat/cat_british_shorthair_baby.png
        • entity/cat/cat_calico_baby.png
        • entity/cat/cat_collar_baby.png
        • entity/cat/cat_jellie_baby.png
        • entity/cat/ocelot_baby.png
        • entity/cat/cat_persian_baby.png
        • entity/cat/cat_ragdoll_baby.png
        • entity/cat/cat_red_baby.png
        • entity/cat/cat_siamese_baby.png
        • entity/cat/cat_tabby_baby.png
        • entity/cat/cat_white_baby.png
        • entity/chicken/chicken_cold_baby.png
        • entity/chicken/chicken_temperate_baby.png
        • entity/chicken/chicken_warm_baby.png
        • entity/cow/cow_cold_baby.png
        • entity/cow/cow_temperate_baby.png
        • entity/cow/cow_warm_baby.png
        • entity/cow/mooshroom_brown_baby.png
        • entity/cow/mooshroom_red_baby.png
        • entity/horse/donkey_baby.png
        • entity/horse/horse_black_baby.png
        • entity/horse/horse_brown_baby.png
        • entity/horse/horse_chestnut_baby.png
        • entity/horse/horse_creamy_baby.png
        • entity/horse/horse_darkbrown_baby.png
        • entity/horse/horse_gray_baby.png
        • entity/horse/horse_blackdots_baby.png
        • entity/horse/horse_markings_white_baby.png
        • entity/horse/horse_markings_whitedots_baby.png
        • entity/horse/horse_markings_whitefield_baby.png
        • entity/horse/horse_skeleton_baby.png
        • entity/horse/horse_white_baby.png
        • entity/horse/horse_zombie_baby.png
        • entity/horse/mule_baby.png
        • entity/pig/pig_cold_baby.png
        • entity/pig/pig_temperate_baby.png
        • entity/pig/pig_warm_baby.png
        • entity/rabbit/rabbit_black.png
        • entity/rabbit/rabbit_brown.png
        • entity/rabbit/rabbit_caerbannog.png
        • entity/rabbit/rabbit_gold.png
        • entity/rabbit/rabbit_salt.png
        • entity/rabbit/rabbit_toast.png
        • entity/rabbit/rabbit_white.png
        • entity/rabbit/rabbit_white_splotched.png
        • entity/sheep/sheep_baby.png
        • entity/sheep/sheep_wool_baby.png
        • entity/wolf/wolf_angry_baby.png
        • entity/wolf/wolf_ashen_angry_baby.png
        • entity/wolf/wolf_ashen_baby.png
        • entity/wolf/wolf_ashen_tame_baby.png
        • entity/wolf/wolf_baby.png
        • entity/wolf/wolf_black_angry_baby.png
        • entity/wolf/wolf_black_baby.png
        • entity/wolf/wolf_black_tame_baby.png
        • entity/wolf/wolf_chestnut_angry_baby.png
        • entity/wolf/wolf_chestnut_baby.png
        • entity/wolf/wolf_chestnut_tame_baby.png
        • entity/wolf/wolf_collar_baby.png
        • entity/wolf/wolf_rusty_angry_baby.png
        • entity/wolf/wolf_rusty_baby.png
        • entity/wolf/wolf_rusty_tame_baby.png
        • entity/wolf/wolf_snowy_angry_baby.png
        • entity/wolf/wolf_snowy_baby.png
        • entity/wolf/wolf_snowy_tame_baby.png
        • entity/wolf/wolf_spotted_angry_baby.png
        • entity/wolf/wolf_spotted_baby.png
        • entity/wolf/wolf_spotted_tame_baby.png
        • entity/wolf/wolf_striped_angry_baby.png
        • entity/wolf/wolf_striped_baby.png
        • entity/wolf/wolf_striped_tame_baby.png
        • entity/wolf/wolf_tame_baby.png
        • entity/wolf/wolf_woods_angry_baby.png
        • entity/wolf/wolf_woods_baby.png
        • entity/wolf/wolf_woods_tame_baby.png
      • Renamed the following entity textures:
        • entity/armorstand/wood.pngentity/armorstand/armorstand.png
        • entity/cat/all_black.pngentity/cat/cat_all_black.png
        • entity/cat/black.pngentity/cat/cat_black.png
        • entity/cat/british_shorthair.pngentity/cat/cat_british_shorthair.png
        • entity/cat/calico.pngentity/cat/cat_calico.png
        • entity/cat/jellie.pngentity/cat/cat_jellie.png
        • entity/cat/persian.pngentity/cat/cat_persian.png
        • entity/cat/ragdoll.pngentity/cat/cat_ragdoll.png
        • entity/cat/red.pngentity/cat/cat_red.png
        • entity/cat/siamese.pngentity/cat/cat_siamese.png
        • entity/cat/tabby.pngentity/cat/cat_tabby.png
        • entity/cat/white.pngentity/cat/cat_white.png
        • entity/chicken/cold_chicken.pngentity/chicken/chicken_cold.png
        • entity/chicken/temperate_chicken.pngentity/chicken/chicken_temperate.png
        • entity/chicken/warm_chicken.pngentity/chicken/chicken_warm.png
        • entity/copper_golem/exposed_copper_golem.pngentity/copper_golem/copper_golem_exposed.png
        • entity/copper_golem/exposed_copper_golem_eyes.pngentity/copper_golem/copper_golem_eyes_exposed.png
        • entity/copper_golem/oxidized_copper_golem_eyes.pngentity/copper_golem/copper_golem_eyes_oxidized.png
        • entity/copper_golem/weathered_copper_golem_eyes.pngentity/copper_golem/copper_golem_eyes_weathered.png
        • entity/copper_golem/oxidized_copper_golem.pngentity/copper_golem/copper_golem_oxidized.png
        • entity/copper_golem/weathered_copper_golem.pngentity/copper_golem/copper_golem_weathered.png
        • entity/cow/cold_cow.pngentity/cow/cow_cold.png
        • entity/cow/temperate_cow.pngentity/cow/cow_temperate.png
        • entity/cow/warm_cow.pngentity/cow/cow_warm.png
        • entity/cow/brown_mooshroom.pngentity/cow/mooshroom_brown.png
        • entity/cow/red_mooshroom.pngentity/cow/mooshroom_red.png
        • entity/fox/snow_fox.pngentity/fox/fox_snow.png
        • entity/fox/snow_fox_sleep.pngentity/fox/fox_snow_sleep.png
        • entity/frog/cold_frog.pngentity/frog/frog_cold.png
        • entity/frog/temperate_frog.pngentity/frog/frog_temperate.png
        • entity/frog/warm_frog.pngentity/frog/frog_warm.png
        • entity/llama/brown.pngentity/llama/llama_brown.png
        • entity/llama/creamy.pngentity/llama/llama_creamy.png
        • entity/llama/gray.pngentity/llama/llama_gray.png
        • entity/llama/spit.pngentity/llama/llama_spit.png
        • entity/llama/white.pngentity/llama/llama_white.png
        • entity/panda/aggressive_panda.pngentity/panda/panda_aggressive.png
        • entity/panda/brown_panda.pngentity/panda/panda_brown.png
        • entity/panda/lazy_panda.pngentity/panda/panda_lazy.png
        • entity/panda/playful_panda.pngentity/panda/panda_playful.png
        • entity/panda/weak_panda.pngentity/panda/panda_weak.png
        • entity/panda/worried_panda.pngentity/panda/panda_worried.png
        • entity/pig/cold_pig.pngentity/pig/pig_cold.png
        • entity/pig/temperate_pig.pngentity/pig/pig_temperate.png
        • entity/pig/warm_pig.pngentity/pig/pig_warm.png
        • entity/projectiles/spectral.pngentity/projectiles/arrow_spectral.png
        • entity/projectiles/tipped.pngentity/projectiles/arrow_tipped.png
        • entity/turtle/big_sea_turtle.pngentity/turtle/turtle.png
      • Moved the following entity textures:
        • entity/armadillo.pngentity/armadillo/armadillo.png
        • entity/banner_base.pngentity/banner/banner_base.png
        • entity/bat.pngentity/bat/bat.png
        • entity/beacon_beam.pngentity/beacon/beacon_beam.png
        • entity/blaze.pngentity/blaze/blaze.png
        • entity/dolphin.pngentity/dolphin/dolphin.png
        • entity/enchanting_table_book.pngentity/enchantment/enchanting_table_book.png
        • entity/end_gateway_beam.pngentity/end_portal/end_gateway_beam.png
        • entity/end_portal.pngentity/end_portal/end_portal.png
        • entity/endermite.pngentity/endermite/endermite.png
        • entity/experience_orb.pngentity/experience/experience_orb.png
        • entity/fishing_hook.pngentity/fishing/fishing_hook.png
        • entity/guardian.pngentity/guardian/guardian.png
        • entity/guardian_beam.pngentity/guardian/guardian_beam.png
        • entity/guardian_elder.pngentity/guardian/guardian_elder.png
        • entity/lead_knot.pngentity/lead_knot/lead_knot.png
        • entity/minecart.pngentity/minecart/minecart.png
        • entity/phantom.pngentity/phantom/phantom.png
        • entity/phantom_eyes.pngentity/phantom/phantom_eyes.png
        • entity/shield_base.pngentity/shield/shield_base.png
        • entity/shield_base_nopattern.pngentity/shield/shield_base_nopattern.png
        • entity/silverfish.pngentity/silverfish/silverfish.png
        • entity/snow_golem.pngentity/snow_golem/snow_golem.png
        • entity/spider_eyes.pngentity/spider/spider_eyes.png
        • entity/trident.pngentity/trident/trident.png
        • entity/trident_riptide.pngentity/trident/trident_riptide.png
        • entity/wandering_trader.pngentity/wandering_trader/wandering_trader.png
        • entity/witch.pngentity/witch/witch.png

    Timelines

    • Added a clock field: a world clock ID, specifies which world clock the timeline is tied to.
      • This field is required, but to match previous behavior the minecraft:overworld clock can be used
    • Added an optional time_markers field, an optional map between namespaced Time Marker IDs and either an int or a Time Marker object.
      • Format:
        • Non-negative int, the tick that the time marker marks.
        • Or object with fields:
          • ticks: int between 0 and period_ticks, the tick that the time marker marks.
          • show_in_commands: optional boolean, specifies whether the Time Marker will show up in command suggestions.
            • Default: false

    Fixes

    37 issues fixed

    From released versions before 26.1

    • MC-64087 – Revengeful zombies / Zombie reinforcements will try to attack you in Creative mode.
    • MC-102774 – You can respawn the ender dragon with only two end crystals.
    • MC-131745 – Shipwrecks sometimes generate split into different variants at chunk boundaries.
    • MC-163978 – Mobs can spawn on moving blocks.
    • MC-179949 – You cannot edit the inventories of piglins by using /item replace.
    • MC-197497 – Smooth lighting transition from level 1 to 0 is not smooth.
    • MC-199589 – Hitting mobs in Creative mode then switching into Survival causes the mob to target you.
    • MC-219981 – Leader zombie-type mobs spawn with 20 health despite having an increased maximum health.
    • MC-233911 – Sleeping in a bed and waking up no longer instantly sets the daytime sky
    • MC-260148 – show_notification only works for shaped crafting recipes.
    • MC-297536 – Z-fighting occurs on the debug crosshair.
    • MC-298136 – The aura of beacon beams now always renders behind block entities.
    • MC-299992 – Unexpected behavior when giving or testing for an item with certain components manually specified as their default values.
    • MC-300465 – Maps with the maximum number of markers cannot be placed in item frames.
    • MC-302186 – Ambient lighting in the Nether appears discolored compared to previous versions.
    • MC-302408 – Inconsistent underwater lighting with the Conduit Power effect applied.
    • MC-302528 – Low sky & block light look outright broken when cast on the same area.
    • MC-302635 – Semi-transparent blocks render in front of solid blocks when viewed through semi-transparent blocks being pushed by a piston.
    • MC-302734 – Zombie horses constantly move in and out of water and burn to death.
    • MC-303119 – Feeding a cat or wolf in Survival mode with only one item in the selected item slot does not restore as much health as it should.
    • MC-303125 – Creepers can blow up after the player dies.
    • MC-303389 – The ender dragon's velocity can be affected by attacks while perched.
    • MC-303692 – Debug overlay text has an indent when improved transparency is disabled.
    • MC-304023 – Redundant level data fixer files are saved in worlds' "data" folder.
    • MC-304217 – Lunge's hunger requirement applies to post_piercing_attack effects of custom enchantments.
    • MC-304361 – The heads of zombie nautiluses have a massive empty gap on the back.
    • MC-304599 – Dolphins don't follow players riding nautiluses like in Bedrock Edition.
    • MC-304631 – Anisotropic filtering set to 8x causes opaque translucent textures to become transparent in the distance when there are odd-sized block textures.
    • MC-304705 – The E value in entity_render_stats in the debug overlay doesn't work.
    • MC-304725 – Zombie villagers summoned with default spawn eggs always spawn as their plains variant.
    • MC-304761 – Spears' charge animation takes too long to rotate sideways for slower spears.
    • MC-304991 – Clicking on a chest with loot that hasn't been generated in Spectator mode makes the "block.chest.locked" sound.
    • MC-305012 – The description of the "Universal anger" game rule still uses the old ID of the "Forgive dead players" game rule.
    • MC-305040 – Nautili spawned as a result of a player breeding two other nautili can despawn.
    • MC-305292 – Copper chests use the Christmas present texture.
    • MC-305388 – Bees never cease to be angry.
    • MC-305699 – Piglins in groups fail to initiate hoglin hunting behavior.

    References

    1. "Minecraft’s new version numbering system"Minecraft.net, December 2, 2025.
    2. "Removing obfuscation in Java Edition"Minecraft.net, October 29, 2025.
    3. "Minecraft 26.1 Snapshot 1"Minecraft.net, December 16, 2025.
    4. MC-305551 — Rabbits don't play their idle head bob animation

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