Experimental Features
General
- Added experimental toggle for Drop 1 of 2026
Items
- Name Tags are now craftable, using paper and any metal nugget
Baby Mobs
- Updated the models and textures of the following Baby Mobs:
- Cow
- Tweaked the bounding box of both adult and baby to align with Java Edition and the new model
- Mooshroom
- Tweaked the bounding box of both adult and baby to align with Java Edition and the new model
- Pig
- Wolf
- Tweaked the bounding box of both adult and baby to align with Java Edition and the new model
- Known Issue: The MERS texture of the tamed Wolf is currently a placeholder, and will be updated in a future Preview update
- Rabbit
- Both adult and baby Rabbits also received new animations
- Tweaked the bounding box to align with the new model
- Cat
- Tweaked the baby’s bounding box to align with the new model
- Ocelot
- Chicken
- Tweaked the bounding box to align with the new model
- Sheep
- Using a Spawn Egg on the corresponding Mob will now spawn the Baby form of that Mob
Sounds
- Baby Pigs, Cats, and Wolves, now have a unique set of sounds
- Known Issue: Adult Wolf sound variants are currently not working as expected, and will be fixed in a future release
Features and Bug Fixes
New Version Numbering System
- Going forward, we’ll be numbering our versions based on the year. So, for both Bedrock and Java Edition, version numbers in the year 2026 will begin with ‘26′
Accounts
- Fixed player data becoming disconnected from account for Xbox players in split-screen mode
Accessibility
- The new Gameplay subtitles (closed captions) will remain in the Beta and Preview versions only for a while longer, while we work on polishing and bug fixing
Blocks
- Bamboo Stalks no longer pop in as obviously, from a distance they have no transparency instead (like Sugar Cane and Cactus) unless on Simple graphics
- Rotated Y axis orientation of blocks in hand rendered in third person to match Java
Creator
- Added command macro support
- Adds toggle to the Creator Settings screen, which when enabled adds 10 new key mappings to the keyboard/mouse controls settings screen which each have a text input for what command to run when the input is pressed
- Commands can only be run while in game
- All re-mappable keys are coordinates of Alt plus the chosen key
- Added guard to prevent mapping a command macro key to Alt, as Alt is the coordinates key already
Dressing Room and Character Creator
- Fixed upgrade from UWP to GDK causing corrupt skin states
- Updated Android Photo Picker instead of requesting media permissions.
- While in a world, classic skins equipped within the marketplace will now be reflected in game after exiting the marketplace and unpausing
- Loading cached appearances works while offline
- Prefer loading cached appearance over random skin
Gameplay
- Vindicator now correctly attacks all non-illager mobs when the nametag “Johnny” is applied
- Fixed an issue that caused Nether Portals to not get ignited by lava
- Fixed the End gateway portal that teleported the player to the void area
General
- The Adventuring Time achievement no longer unlocks after visiting fewer than 17 biomes on PC
- Fixed an issue on Windows where the window reset to a smaller size on reopening, even when a single monitor had sufficient space
Graphical
- Fixed a bug where screenshots taken with Ray Traced graphics mode selected did not render accurately
- Fixed an issue where block highlight was not visible when the Outline Selection toggle was turned off in Vibrant Visuals
- Fixed an issue where the graphics mode options were changing after game updates
- Fixed water extinction being drawn over fog when the chunk behind it is missing in Vibrant Visuals
- Fixed an issue that caused darker colors in some skins to appear washed out in Vibrant Visuals
- Fixed a bug with the ‘Hide Sky Flashes’ option causing The End entrance sound to loop
- Fixed note effects on Note Blocks not displaying the correct color in darkness
- Fixed an issue that caused lighting on End Portals to render incorrectly if a resource pack defined a Portal block as a point light in Vibrant Visuals
- Made the fire effect on burning mobs and players dither when the player-camera is nearby
- Fixed the Snow Golem’s pumpkin head not being dithered when the toggle is enabled
- Fixed dithered objects flickering when resolution is set to 50% in Vibrant Visuals
- Fixed a bug that would sometimes allow sunlight to shine through walls, e.g. near cave entrances, in Vibrant Visuals mode
- The textures of Stripped Spruce Logs and Stripped Spruce Wood are now in parity with Java
- Fixed an issue where textures would not be correctly reloaded when changing between graphics modes in the main menu
- Mobs no longer randomly flicker every few seconds
- Fixed shadow stripes appearing on the ground during sunset and sunrise with high FoV on low quality settings in Vibrant Visuals mode.
- Fixed an issue that caused all player markers on locator maps to have the same color in Vibrant Visuals mode.
- Fixed an issue which was causing textured items held-in-hand to be double-tinted in Vibrant Visuals mode.
- Fixed an issue in the Editor that would cause the viewport to become distorted in Vibrant Visuals mode when using the Paste or Repeater tool
- Fixed an issue where the screen would be completely black when the camera was inside of a block in Vibrant Visuals mode
- Fixed an issue that caused banner poles to appear darker in Vibrant Visuals.
- Fixed shields with banner designs rendering incorrectly when equipped in first person.
- Dithering
- Added dithering to items held by Players and Mobs if dithering is enabled in Accessibility menu.
- Added dithering to skulls, heads, chests, shulker boxes, banners, conduits, decorated pots and copper colem statues held by Players and Mobs if dithering is enabled in the Accessibility menu.
- Added Cobweb block to the list of ditherable blocks.
- Fixed dithering for equipped shields with banner designs when held by entities.
- Data-driving
- Added the ability to specify ambient light colors according to the time of day in the Vibrant Visual lighting configuration files.
- Added the ability to specify ambient light illuminances according to the time of day in the Vibrant Visual lighting configuration files.
- Added the ability to specify sky light intensity according to the time of day in the Vibrant Visual lighting configuration files.
Input
- Fixed an issue where pressing the Alt key would cause the game to freeze display
- The on-screen keyboard will now close when typing with a physical keyboard
- Fixed not being able to type into a text box when hovered
- Fixed an issue on Windows where the camera would shift slightly after closing the pause menu
- Fixed a bug on Windows where scrolling could cause the camera to move
Items
- Spears now rotate in the same direction when charging in first and third person view
- Fixed an issue where adding items to a Bundle in a Chest would sometimes not save after leaving the game
- Diamond and Netherite Horse Armor now provide toughness values of 2 and 3, respectively
- Diamond and Netherite Nautilus Armor now provide toughness values of 2 and 3, respectively
- Horse Armor, Nautilus Armor, and Wolf Armor now display their toughness, armor, and knockback resistance values when greater than 0
- Piglin Spawn Egg and Piglin Brute Spawn Egg are now correctly sorted in alphabetical order
- Fixed an issue where the map marker was stuck when a Locator Map in an Item Frame was deleted
- Diamond Horse Armor now provides 2 points of toughness, while Golden Horse Armor provides none
- Carried item models will no longer be larger when using a HD texture pack
- Equipping an item with a storage item component in an armor or hand slot will no longer delete storage contents.
- Fixed an issue where trimmed armor would not appear correctly after suspending and resuming the game.
- Items now flow properly in water again
Mobs
- Wolf shadow and model are now centered
- The baby variants of Zombies, Zombie Villagers, Drowned, and Husks now drop items when killed
- The baby variants of Squid and Glow Squid no longer drop items when killed
- Fixed an issue where Polar Bears recalculated their path to the target twice as often during the stomp attack
- Improved movement logic for Nautili and other underwater mobs
- They are now less likely to get stuck on block edges
- When tempted, they navigate around obstacles instead of moving in a straight line toward the player
- They no longer spin while moving vertically
- They no longer move excessively slowly when moving vertically
- Mob effect particles can now appear slightly outside of the mob’s bounding box
- Tweaked the chance of Zombie Riders spawning with Copper Armor to more closely match Java
- Tweaked the chance of Husk Riders spawning with Copper Armor to more closely match Java
- Players and baby Drowned no longer float on Nautili when riding them
- Attachable items no longer render when equipped to a Zombie Nautilus via commands
- Drowned, Skeleton, Stray, Bogged and Parched can no longer pick up spears
- Zombies that spawn riding Zombie Horses now have a loot table with an armor chance matching that of regular Zombies
- Baby Horses, Donkeys, and Mules no longer gradually grow in size as they age, matching Java Edition
- Fixed a bug where baby Zombie Horses would shrink in size when they grew into adult Zombie Horses
- They cannot now grow into adult Zombie Horses at all, matching Java Edition
- Nautilus and baby Nautilus now have swim sounds
- Zombie Nautilus now has swim sounds
- Nautilus now has alternative ambient, hurt, and death sounds when on land
- Baby Nautilus now has unique swim sounds, including alternative ambient, hurt, and death sounds when on land
- Zombie Nautilus now has alternative ambient, hurt, and death sounds when on land
- Baby Drowned can now spawn with Tridents
- Adjusted the ratio at which Drowned spawn with Tridents and Fishing Rods, matching Java Edition
- Creaking attack animation is no longer cut short
- The Water Breathing effect now prevents the Nautilus from suffocating outside of water, consistent with its behavior for other aquatic mobs
- Drowned can now control the Zombie Nautilus they ride, allowing them to actively chase their target
- The Baby Zombie Horse can no longer be ridden
- The Baby Zombie Horse can no longer be equipped with a Saddle or Horse Armor
- The following undead mobs will no longer panic when hit
- Camel Husks
- Skeleton Horses
- Zombie Horses
- Wolf Armor is now aligned to the Wolf when it has the Armor equipped
- Fixed a bug that prevented some zombie variants to form Chicken Jockeys, including:
- Baby Drowned
- Baby Husk
- Baby Zombie Villager
- Baby Zombified Piglin
- These now have the random ability to sometimes mount the following mobs:
- Cat
- Cave Spider
- Chicken
- Cow
- Donkey
- Horse
- Husk
- Mooshroom
- Mule
- Ocelot
- Panda
- Pig
- Spider
- Wolf
- Zombie
- Zombie Horse
- Zombie Villager
- Zombified Piglin
- Zombie horses and Zombie Nautiluses no longer occasionally burn while swimming in water
- Fixed a bug where most mobs would stare at players, mobs or targets for an excessive amount of time
- For more details see the technical section
- Fixed bug where several mobs would look at players from a further distance than intended
- Allay
- Armadillo
- Axolotl
- Camel
- Frog
- Sniffer
- Tadpole
- Turtle
- Wolf
- All three Nautilus variants no longer have a gap between their head and shell
- Improved swimming animations for all three Nautilus variants:
- The head now slightly retracts into the shell while swimming, creating a propelling motion
- This only occurs when the Nautilus is moving and not being ridden
- Nautilus and Zombie Nautilus no longer have permanently increased movement speed after becoming hostile
- Skeleton Horse, Zombie Horse, Zombie Nautilus, and Husk Camel are no longer damaged by the Conduit
- Skeleton Horse, Zombie Horse, Zombie Nautilus, and Husk Camel no longer prevent the Player from sleeping when nearby
Projectiles
- Lingering and Splash Potions now deflect Ghast Fireballs and other deflectable projectiles on hit
- All projectiles now deflect Ghast fireballs and other deflectable projectiles on hit
Realms
- Fixed “Realm couldn’t load” error from occurring after joining a Realm via invite
- Fixed input legends for Realms purchase reconciliation modal
- Fixed issue where narration was not always reading the description for the “Free up space” popup dialog when using a mouse
- The description and storage bar labels under the “Free up space” popup dialog are now treated as two separate objects for narration instead of one
- For the Realms Edit World screen, the description of the Reset and Replace confirmation modals have been updated
- Overwriting saves to create a new save while the “Automatic” tab is active no longer throws an error
- The Realm Saves screen will now properly exit its loading state after encountering an error while performing a save, delete, or restore action
- Realms feed moderation report notifiers is now a separate screen instead of a modal to fix visual bugs.
- Fixed a bug where the game could crash if the player cancelled in the middle of creating a template world on a Realm.
- The leading “1” is no longer displayed in the game server version for backups
- Fix players potentially getting stuck between Realms timeline opt-in screen and play on Realms progress screen
- Navigate players to a Realms Purchase Complete screen instead of showing a modal upon a successful purchase
- Fixed bug in Realms where Villages would not generate until approached
- Fixed a freeze that could happen when buying a Realm on Nintendo Switch
Sounds
- Saddle equip sound is no longer played twice
- Added underwater saddle sound for the Nautilus and the Zombie Nautilus
- Equipping Nautilus Armor through the UI now plays the equip sound
- Players can now hear the Nautilus riding sound at 16 blocks distance, and the sound volume is now lower
User Interface
- Cancelling during transfer between servers will no longer softlock players
- You can now change the world name in a new template world without unlocking settings
- Ambient mob effects in the Mob Effects screen now have a blue outline
- Fixed various interactions not swinging the player’s hand
- Leash interactions
- Bucketing a mob
- Feeding a mob its taming item
- Feeding a mob its aging item
- Feeding a mob its trusting item
- Feeding a mob its breeding item
- Feeding a mob its healing item
- Feeding a mob its bribing item
- Attaching/removing a Balloon
- Using a Name Tag on a mob
- Starting to ride a mob
- Make a mob sit
- Giving a mob an item
- Starting to trade with a mob
- Opening a mob’s inventory
- Applying dye to a mob
- Interacting with an Armor Stand
- Interacting with a Redstone Ore block
- Interacting with a Beehive or Bee Nest block
- Curing a Zombie Villager
- Shearing a mob
- Milking a Cow or Mooshroom
- Fixed a bug where the Escape key would not open the game menu when on the death screen
- Changed Settings button on the Game Menu back to being a text button. The change will be rolled out over the course of a few weeks, so you might not see the new menu right away.
- Newly bred and mounted baby Horses, Mules, and Donkeys now show the correct number of hearts when fully grown
- Fixed a misleading message shown when trying to sleep in a Bed
- Fixed a typo in the Minecoins section of Encyclopedia
- Fixed text inconsistency in the Navigation section of Encyclopedia
- Fixed typos in the Worlds section in Encyclopedia
- Fixed incorrect character follow-cursor behavior in the inventory
- Fixed incorrect character follow-cursor behavior in the inventory
- Marketplace behavior packs will not be listed as reason for achievements disabled in Create new world
- Fixed an issue where a text field would receive focus when the mouse hovered over it
- Fixed an issue where it was impossible to enter text into the always listening text field after it lost focus
- Reverted name of “Only add/see trusted skins” option in Ore UI General Settings to “Only Allow Trusted Skins” and removed attached description
- Fixed the wrong panorama movement direction in the main menu
- Fixed an issue that caused the graphics quality preset option under Vibrant Visual Options not to change to Custom the after adjusting the quality settings for the first time
- Fixed a bug that prevented strings within Storage Settings to update when changing language
- Reverted name of “Enter sleep mode when no inputs detected” option in Ore UI General Settings to “Lower framerate when controller is disconnected” and removed attached description
- Fixed an issue that caused the “Extra large UI” option in Ore UI Video Settings to set the wrong GUI scale
- Removed the “recommended” value information for “Deferred render distance” option when Vibrant Visuals graphics mode is selected in Ore UI Video Settings
- Fixed the description of the “Show player names” option in Ore UI Video Settings
- Fixed a bug where the text to speech settings incorrectly auto enabled after restarting the game.
- Fixed an issue that caused the shield to appear colored if placed in a slot that previously contained a colored shield.
- Windows light and dark theme is now supported correctly for the title bar
- Worlds that have periods in the folder name on Windows will now show on the Play screen
- Fixed a bug where global resource packs did not apply after leaving the settings screen
- Fixed a bug where the social settings screen softlocks the game upon any dropdown selection
Settings
- The new design for Settings will remain in the Beta and Preview versions only for a while longer, while we work on polishing and bug fixing
Vanilla Parity
- The outline color of an active effect now changes if an ambient effect is replaced by an identical non-ambient effect, or vice versa
- Changed the updating logic for Mob Effects to be more aligned with Java Edition
Technical Updates
AI Goals
- Spawning an entity with behavior.nearest_attackable_target no longer shows a content log error
- Made schemas for the following goals stricter when parsing and will fail to load an entity json that has invalid data in versions 1.26.0 and newer
- minecraft:behavior.defend_village_target
- minecraft:behavior.nearest_attackable_target
- Float range field attack_interval in minecraft:behavior.nearest_attackable_target now only accepts an object with min and max values. Other formats will fail to parse
- Made the schema for minecraft:behavior.guardian_attack stricter when parsing, now will fail to load an entity json that has invalid data in versions 1.26.0 and newer
- Made schemas for the following goals stricter when parsing and will fail to load an entity json that has invalid data in versions 1.26.0 and newer
- minecraft:behavior.timer_flag_1
- minecraft:behavior.timer_flag_2
- minecraft:behavior.timer_flag_3
- minecraft:behavior.move_towards_dwelling_restriction
- minecraft:behavior.move_towards_home_restriction
- Float Range fields cooldown_range and duration_range in minecraft:behavior.timer_flag_1, minecraft:behavior.timer_flag_2, and minecraft:behavior.timer_flag_3 now only accepts an object with min and max values. Other formats will fail to parse
- Made the schema for for the following goals stricter when parsing, they will now fail to load an entity json that has invalid data in versions 1.26.0 and newer
- minecraft:behavior.delayed_attack
- minecraft:behavior.dragonstrafeplayer
- minecraft:behavior.dragonchargeplayer
- minecraft:behavior.melee_attack
- minecraft:behavior.melee_box_attack
- minecraft:behavior.stomp_attack
- Float Range field target_zone in minecraft:behavior.dragonchargeplayer and minecraft:behavior.dragonstrafeplayer now only accepts an object with min and max values. Other formats will fail to parse.
- Added new fields to minecraft:jump.dynamic
- regular_skip_data: Used during normal skip movement
- distance_scale: The multiplier applied to horizontal velocity when jumping
- height: The force applied vertically when jumping
- jump delay: Amount of ticks between sequential jumps
- animation_duration: Duration of the jump animation
- fast_skip_data: Used when travelling quickly with skip movement
- distance_scale: The multiplier applied to horizontal velocity when jumping
- height: The force applied vertically when jumping
- jump delay: Amount of ticks between sequential jumps
- animation_duration: Duration of the jump animation
API
- Released @minecraft/server version 2.5.0
- Fixed a issue where getComponents on ItemStack could return an undefined in the array, when used in older scripting versions
- Added missing BlockComponentTypes enum values into 2.5.0:
- PrecipitationInteractions = ‘minecraft:precipitation_interactions’
- RedstoneProducer = ‘minecraft:redstone_producer’
- MapColor = ‘minecraft:map_color’
- Movable = ‘minecraft:movable’
- Changed EntityHurtAfterEvent to send when damage amount is zero
- Released PlayerSwingStartAfterEvent from beta to v2.5.0
- Released PlayerSwingEventOptions from beta to v2.5.0
- Released HeldItemOption from beta to v2.5.0
- Released EntitySwingSource from beta to v2.5.0
- Released BlockComponentRedstoneUpdateEvent from beta to v2.0.0
- Released BlockCustomComponent.onRedstoneUpdate from beta to v2.0.0
- Added getComponents to Block into beta
- Added hasComponent to Block into beta
- Fixed a issue where getComponents on Entity could return an undefined in the array, when used in older scripting versions.
Biomes
- Biomes without a namespace in biomes_client.json will be applied to worlds below base_game_version 1.21.40 with the default namespace
- Enabled the Biome Replacement feature in the Nether
- Using Biome Replacement for Overworld and Nether for the same Biome is discouraged but not prohibited
- Biome Replacement in Nether can only be used with minecraft:surface_builder of types: minecraft:overworld, minecraft:frozen_ocean, minecraft:capped, minecraft:the_end
Blocks
- Updated minecraft:redstone_consumer renamed field propogates_power to propagates_power
- The option alpha_masked_tint in minecraft:material_instances no longer requires “Upcoming Creator Features”
- Released minecraft:redstone_consumer from experimental for format_version >= 1.26.0
- Added use_liquid_clipping field to the detection_rules in minecraft:liquid_detection
- “true” means the block will use the “collision_box” to visually clip the water
- “false” ignores liquid clipping, which will render water across the whole block
- Defaults to true prior to format_version 1.26.0
- Defaults to false for format_version 1.26.0 and after
- Released the component minecraft:connection_rule from experimental for block format versions 1.26.0 or higher
- Released the component minecraft:support from experimental for block format versions 1.26.0 or higher
- The block component minecraft:leashable can be used with format_version 1.26.0 and higher without the “Upcoming Creator Features” toggle
- The Block Trait minecraft:connection can now be used without the Upcoming Creator Features toggle
- minecraft:corner_and_cardinal_direction in minecraft:placement_direction can now be used without the Beta APIs toggle
- There is a known issue with the inside corner state not being set properly, that will have a fix in the next full release of 26.10
- Updated documentation for the “use_liquid_clipping” field in “minecraft:liquid_detection” to better explain its use.
- Updated minecraft:geometry block component to fix
- Changed minecraft:geometry.full_block so DOWN face is rotated 180 degrees, this brings it in parity with non data driven full blocks and Java full blocks.
- Creators can still use the old geometry by explicitly using the identifier minecraft:geometry.full_block_v1.
- Any existing blocks using minecraft:geometry.full_block that have a format_version less than 1.26.0 will look the same and internally be considered as minecraft:geometry.full_block_v1.
- Released minecraft:collision_box improvements from experimental and removed requirement of format version 1.21.130 or higher for those improvements.
- Can now have an array of collision boxes
- Max height has been increased from 16 to 24
- Game no longer crashes on initializing minecraft:collision_box component when the server sends invalid packets
- Custom blocks intersecting with other blocks will have a better ambient occlusion
Camera
- Provided the script API for supporting entity type families in the aim assist
Components
- Fixed bug with minecraft:behavior.fire_at_target where the max_head_rotation_x and max_head_rotation_y were applied inversely
- Updated the various “minecraft.behaviour.look_at_X” behavior components
- Made schemas stricter when parsing and will fail to load an entity json that has invalid data in versions 1.26.0 and newer
- “min_look_time” and “max_look_time” – deprecated and has been replaced properly with “look_time”
- Uses of “min_look_time” and “max_look_time” will get upgraded automatically
- “look_time” – takes “min” and “max” as a range
- These changes affect the following behavior components:
- “minecraft.behaviour.look_at_entity”
- “minecraft.behaviour.look_at_player”
- “minecraft.behaviour.look_at_target”
- “minecraft.behaviour.look_at_trading_player”
- Previous usage of the following definitions will not be automatically upgraded to preserve old behavior
- “look_time” – this was not correctly parsed prior to version 1.26.0, and always resulted in default values being assigned to “min_look_time” and “max_look_time”
- “target_distance” – was used in some definitions and it was never passed to the component
- This would just silently fail and assign default values to the component
Editor
- Added Edit Tags menu item in the structure panel, so tags for one or more checked structures can be edited
- Added modal popup ‘Edit Tags’ to add new or remove existing tags from the selected structures
- Added isActive property to IModalTool to check for the active state
- Added onSelectedToolChanged property to IModalToolContainer to listen for global modal tool change events
- Added settings persistence for the scripted extensions
- Updated Elevation icons for Terrain Tool
- Updated selected modal tool to toggle off when changing out of Tool mode, then toggle on after returning back
- Fixed a bug where enabling “restrict smart fill to selection” in Smart Fill caused the project to crash and exit for large selection areas
- Fixed a bug where cursor bound widgets triggered state change events while hidden
- Fixed a bug where the game would freeze when using the Terrain Tool’s Elevation mode to Lower the terrain near the bottom of the world
- Fixed the cursor distance limit to match the spherical view distance setting
- Fixed a bug that caused Selection/quick-move mode to get into a bad state if you tried to use “enter” to make a selection while in Quick Move mode
- Fixed an issue where opening the Vibrant Visuals pane and selecting a setting would not display the selected setting
- Fixed an issue when Quick Move was used on a large brush selection, the client would freeze and crash
- Fixed Vibrant Visual mode in the Editor not rendering water correctly
- Added getDefaultProperties, popPropertiesById, pushPropertiesById and updatePropertiesById functions to Cursor API to manage stateful properties
- Added dimensionId and ignoreEditorModeVisibilityOverride to the Widget API to control widget visibility without manual handling
- Added a drawerPane API property to IRootPropertyPane for displaying a split-view drawer overlaid on the root pane’s contents
- Added a style API property to IPropertyItemOptionsBase for overriding default styles of items
- Added 3-point selection mode enabled by default (shift-click to make a 3D volume selection), added ‘2-Point Selection’ toggle to disable
- Updated IListPanePropertyItem to dynamically adjust its size based on the number of entries until the maximum height is reached, unless the optional fixedHeight property is set
- Updated LayoutAlignment API enum values to be Start and End, instead of Left and Right
- Updated LayoutDirection API with PaneLayoutType, and Horizontal property will now be treated as a single row
- Updated Grapple tool so it will work within the full view distance
- Fixed a bug that caused Navigation panel selected location to not mark the list entry
- Fixed a bug that caused the input field focus highlight to remain after a drag operation
- Added Chunk Management panel to World menu for regenerating or deleting chunks.
- Adds a dynamic limit for selection volumes that limits the volume to 1,000,000 blocks. This allows for non-cube rectangular volumes larger than the previous 100x100x100 cube limit. A larger cube limit is still present at 1024x1024x1024
- Added Cinematic Tool for creating camera animation paths;
- Create paths using control points with spline interpolation (Catmull-Rom or Linear).
- In-game visualization of control points and spline paths with interactive gizmos.
- Play/stop animation preview for camera movement along the spline path.
- Export TypeScript code with validation for duplicate timestamps.
- Added Flood Tool to Editor – a new tool for efficiently flooding or draining water and lava across large areas
- The Vibrant Visuals Settings panel now supports editing settings for each biome
- Blocks that leverage the minecraft:connection block trait now will connect when used in the Editor
Entity
- All projectiles now deflect “reflect_on_hurt:true” projectiles on hit as outlined in the documentation
- This is in addition to damage causing these projectiles to be deflected
Entity Components
- Changed the swing field to default to true in the minecraft:interact component
- Fixed an issue where ‘on_equip’ and ‘on_unequip’ events on the ‘minecraft:equippable’ entity component would be executed on world load
- The ‘on_equip’ and ‘on_unequip’ events now only execute as a result of an interaction in the game world
- Split the minecraft:breedable component into two:
- minecraft:offspring_data which defines how an offspring of an entity is born, it contains the following fields moved from minecraft:breedable
- blend_attributes
- inherit_tamed
- mutation_factor
- mutation_strategy
- random_variant_mutation_interval
- random_extra_variant_mutation_interval
- deny_parents_variant
- breeds_with
- combine_parent_colors
- property_inheritance
- parent_centric_attribute_blending
- minecraft:breedable now only contains data about how an entity uses breeding behavior
- Such as how it enters the “love” state such as the items it requires, if it must be tamed, or at full health
- How it handles the pregnancy system and fires those events
- The way it spawns the child entity is via the minecraft:offspring_data component which an entity must have
General
- minecraft://connect?localLevelId=<level id> launch protocol requires the level id to be a url encoded value
- Fixed an issue where development resource packs enabled globally would not reload when leaving and re-entering a world or using the /reload all command
- Added minecraft:village_type biome component that determines the type of the village in the biome
- Fixed issue where marketplace content did not load correctly on PlayStation
- Added new Biome tags
- “slime” tag allows Slime to spawn higher than usual
- “swamp_water_huge_mushroom” tag allows huge mushrooms to spawn in shallow swamp water
- “fast_fishing” tag increases Fishing speed
- “high_seas” tag alters Salmon behavior
- “surface_mineshaft” tag changes Surface Mineshaft blocks to Dark Oak
- Changed so that it is possible to reuse a keybinding for normal actions, macros, and coordinates
Graphical
- Introduced new parameter biome_water_color_contribution to the Vibrant Visuals water effects configuration file. This new parameter controls the contribution of per-biome water colors provided by *.client_biome.json files.
- Range: [0.0, 1.0]
- Default value: 0.0
- Fixed attachables not rendering correctly when the game is paused or when rendered in an NPC UI window.
Items
- The item component minecraft:damage now supports values between 0 and 32767
JSON Schema
- Fixed an issue where generated JSON Schemas included superfluous _array fields (e.g. on_bred_array, on_death_array) for certain components such as experience_reward
Molang
- The pre_animation and initialize fields in minecraft:client_entity and minecraft:attachable\ now properly support {} brace scope delimiters across multiple lines
- This change applies only when using format version 1.26.0 or higher
Network Protocol
- ActorDamageCause modified: deprecated ActorDamageCause::Dehydration
- ActorType modified: added ActorType::Undead
- ActorType modified: renamed ActorType::UndeadMob to ActorType::UndeadMonster
- ActorCategory modified: renamed ActorCategory::UndeadMob to ActorCategory::UndeadMonster
- Added new Level Sound Event “saddle_in_water”
- Levelsoundevent modified: added unique sound events for every spear type
Packs
- Fixed issue on Windows where skin_packs and custom_skins weren’t migrated
- Added a migration step to move skin_packs, custom_skins, and development_skin_packs from user to Shared storage
- Added a migration step to move development_resource_packs and development_behavior_packs from user_id to Shared storage
Sounds
- Every spear type now has its own unique sound event, allowing creators to define dedicated custom sounds
Stability and Performance
- Fixed a bug where some low memory Android devices would crash at startup
- Fixed a bug that was causing crashes when using the NPC component
- Fixed might occur crash when suspended title during “Syncing user data” UI is running
- Fixed a rare crash when trying to breed animals
Storage
- Fixed an issue on Windows where the resource_packs and behavior_packs folders weren’t migrated to the new file directory
- Temporary files on Windows will now write to %LocalAppData%\Temp\Minecraft Bedrock Preview and %LocalAppData%\Temp\Minecraft Bedrock respectively
- Fixed issue where worlds in the “Shared” folder could not be duplicated or exported.
User Interface
- Updated the priority of stack_panel children to be bindable
UI Scaling
- Consolidated JSON UI and Ore UI under one scaling approach
- Ore UI screens use full-integer scaling for sharper visuals
- Revised scaling range: new defaults, new min/max
- Default scale uses DPI-based detection on handheld devices
- Minimum scale set to half the maximum scale value
Experimental Technical Updates
API
- Added @minecraft/server version 2.6.0-beta
- Added localizationKey property to BlockType and BlockPermutation
- Added the /packstack command to the command window that allows users to see what packs they have installed and their world template data if one is in use
- Added localizationKey property to EntityType
- Added localizationKey property to ItemType
- Added class EntityHurtBeforeEvent to beta
- Added class EntityHurtBeforeEventSignal to beta
- Added interface EntityHurtAfterEventOptions to beta
- Added interface EntityHurtBeforeEventOptions to beta
- Added WorldBeforeEvents.entityHurt to beta
- Changed EntityHurtAfterEventSignal to use EntityHurtAfterEventOptions in beta
- Added enum EntityHealCause to beta
- Added class EntityHealSource to beta
- Added class EntityHealAfterEvent to beta
- Added class EntityHealBeforeEvent to beta
- Added class EntityHealBeforeEventSignal to beta
- Added class EntityHealAfterEventSignal to beta
- Added property WorldAfterEvents.entityHeal to beta
- Added property WorldBeforeEvents.entityHeal to beta
- Added interface EntityHealEventOptions to beta
- Added getTags() to BiomeType in beta
- Added hasTags(tags: string[]) to BiomeType in beta
- Added containsBiomes(volume: BlockVolumeBase, biomeFilter: BiomeFilter) to Dimension in beta
- Added BiomeFilter interface to beta
- Added the easing type parameter to camera splines API for rotation and position
- Added the privilege with which a closure will be called to API metadata
- Adding World.seed as a property to expose the world seed to beta
- Added before & after script events for when an entity picks up an item in the world
- Added class EntityItemPickupAfterEvent to beta
- Added class EntityItemPickupBeforeEvent to beta
- Added class EntityItemPickupAfterEventSignal to beta
- Added class EntityItemPickupBeforeEventSignal to beta
- Added interface EntityItemPickupEventOptions to beta
- Added interface ItemFilter to beta
- Added property WorldAfterEvents.entityItemPickup to beta
- Added property WorldBeforeEvents.entityItemPickup to beta
- Added attachedTo property to DebugShape which specifies an Entity that this shape should be positionally attached to.
- Added visibleTo property to DebugShape which specifies an (optional) array of players that this shape should be visible to.
- Debug Shapes no longer have a maximum render distance.
- Added EntityItemDropAfterEvent to beta
- Added EntityItemDropAfterEventSignal to beta
- Added EntityItemDropEventOptions to beta
- Added previousPowerLevel to BlockComponentRedstoneUpdateEvent behind BETA
Blocks
- Blocks can handle the entity execute_event_on_home_block event via custom components in scripting, being beta features
system.beforeEvents.startup.subscribe(init => {
init.blockComponentRegistry.registerCustomComponent('sample:my_custom_block_component', {
onEntity: (e: BlockComponentEntityEvent) => {
if (e.name !== "sample:my_entity_named_event") return;
const block = e.block;
const source = e.entitySource;
...
},
});
});
Camera
- Behavior packs for custom camera splines can be created in the camera/splines/ directory. Splines will only play on the minecraft:free camera preset
- Added the play_spline keyword to the /camera command for playing a spline loaded from behavior pack. Enabled with the Experimental Creator Camera toggle
- Added enum EntityAttachPoint to beta
- Added interface CameraAttachOptions to beta
- Added method attachToEntity(attachCameraOptions?: CameraAttachOptions): void to beta. This can be used to attach third-person camera to an entity
Graphical
- The colors of block lights in the RenderDragon Features for Creators experiment have been slightly adjusted; local_lighting.json colors are expected to be in sRGB space
- RenderDragon for Creators Experiment
- Static colored lighting has been adjusted to dim block light color relative to the max block light emission level, similar to standard, non-colored lighting
- Static colored lighting on flowing lava and other blocks no longer appears too dark
- Fixed cases of static colored lighting leaking through corners
- Added static lighting shading support to data driven entities and items
- The number of analytic/point lights in the scene is now limited according to resource availability
- Analytic/point lights will now phase in or out according to their importance to the scene’s lighting
- Fixed a crash that can occur with specific blocks in worlds using the Render Dragon Features for Creators experiment
- Fixed a brief flash when removing lights when using static colored lighting
- Added Android/Playstation support for colored block lights in preview for Vibrant Visuals when “Render Dragon Features for Creators” experiment is enabled on world.
- Updated MERS of the following Baby Mobs:
- Wolf
- Baby tamed wolf now has MERS maps
Items
- Fixed bug where custom components used by older versions of item definitions were not being properly loaded.
Molang
- Added query.get_level_seed_based_fraction molang function behind the Upcoming Creator Features toggle
Technical
- Added the new tag minecraft:metal_nuggets item tag to Copper, Iron and Gold Nuggets
User Interface
- When you’re disconnected from a server, third-party and external servers will use the same design as the screen for other types of servers. The screen shows the message sent by the server more prominently