Minecraft update 1.021 (Bedrock 1.21.90) is rolling out on PS5 and Xbox Series X/S. According to the official Minecraft 1.021 patch notes, the latest Minecraft Chase the Skies update adds flying Happy Ghasts as multi-player mounts, raised from waterlogged Dried Ghast blocks. New features include Ghastlings, Harness items, and an overhauled Vibrant Visuals graphics mode. In addition, today’s Minecraft patch 1.021 (version 1.021.000) also enhancements touch leashing mechanics, crafting recipes, mob behaviors, UI, and Realms. Players gain improved ambient sounds, camera controls, and accessibility settings, alongside technical upgrades in scripting and block behavior.
Minecraft 1.021 Patch Notes – June 17, 2025
Blocks
Dried Ghast
- Can be found in the Nether in Nether Fossil structures
- Can be crafted with 1 Soul Sand Block and 8 Ghast Tears
- When waterlogged it undergoes 3 states over about 20 minutes until it spawns a Ghastling mob
- Makes sounds and shows particles depending on state
- If mined during the waterlogging, it will revert to its “dry” state regardless of what state it has reached during waterlogging
- Will revert states back to its initial “dry” state when it is taken away from being waterlogged, using the same time scale
- Piglins can give Dried Ghast Blocks when bartered with
- Added new achievement “Stay Hydrated!”
Mobs
Ghastling
Ghastling is a young version of the Happy Ghast mob
- Spawns from a Dried Ghast block that has continuously been waterlogged for about 20 minutes
- After spawning, the Ghastling will try and follow:
- Players within a 16-block radius or
- An adult, non-aquatic passive mob (and some neutral mobs) within a 16-block radius
- If no player or suitable mob is close around the Ghastling will idle around within 32 blocks from its home position (where it spawned or was last interacted with)
- Can be tempted and fed using Snowballs
- Will grow up into a Happy Ghast after about 20 minutes (or faster if fed Snowballs)
- Can be summoned using the command: /summon happy_ghast ~ ~ ~ ~ ~ minecraft:spawn_baby
Happy Ghast
The Happy Ghast is a new flying mount that can carry up to four players
- Spawns from a Ghastling after about 20 minutes (or faster if Ghastling is fed Snowballs)
- Can be equipped with a harness and then be mounted by up to 4 players
- Tempted by Snowballs and Harness. Harness tempting only works if the Happy Ghast is unharnessed
- Has no panic behavior when taking damage
- Cannot be bred
- Slowly regenerates health, with regeneration speeding up during rain, snow or when flying at the same height as clouds are rendered
- The first player that mounts the Happy Ghast will control it, sitting in front of the Happy Ghast, just above its face
- When a player mounts, the goggles on the Happy Ghast go down to cover its eyes, indicating that it can now be controlled
- Other players who mount after the pilot is mounted, are placed in slots on each side of the Happy Ghast, starting clockwise from the “pilot” player
- Pressing crouch button dismounts the player on top of the Happy Ghast
- If the Happy Ghast detects players on top of it, it then ceases all movement and aligns to the closest cardinal horizontal direction
- This happens regardless of it having a harness equipped or not
- 3rd person camera is moved back when player is mounted on the Happy Ghast
- When there are no players mounted or walking on the Happy Ghast, the goggles go up and the Happy Ghast starts to roam around the home position
- If players dismount midair, the Happy Ghast will descend towards the ground before it resumes roaming
- Cannot enter Boats
- Idles around within 64 blocks from its home position (where it spawned or last was interacted with)
- If wearing a harness, the Happy Ghast idles closer to the home position (within 32 blocks)
- The Happy Ghast will try to stay close to blocks when roaming on its own
Items
Harness
Harness is a new item that can be equipped on a Happy Ghast to allow players to ride it
- Crafted out of 3 Leather, 2 Glass Blocks and 1 Wool Block, the Harness will have the same color as the Wool Block used when crafting
- Can be re-dyed
- Can only be equipped on a Happy Ghast
- Allows up to 4 players to mount the Happy Ghast
- Can be removed from the Happy Ghast using Shears but only when no players are mounted
Locator Bar
- The Locator Bar is a new UI element on the Player HUD that displays the direction of other Players in the World
- When there are multiple Players in a World, the Locator Bar will appear on-screen for each Player, replacing the Experience Bar. The Player Level number will still be visible as before above the Locator Bar
- The Locator Bar will display colored indicators when the camera is facing within 120 degrees towards another Player. If another Player is 30 degrees above or below the camera’s viewport (the screen) an up or down arrow will be displayed
- Crouching will hide the Player, preventing their indicator from appearing on the Locator Bar of other Players
- Players in Spectator Mode are not visible on the Locator Bar
- A Mob Head or a Carved Pumpkin will similarly hide Players from the Locator Bar when worn in the head slot.
- Using a Potion of Invisibility will also hide players from the Locator Bar
Saddles Updates
- We are making Saddles craftable and generally making it easier to remove them from mobs by using Shears. We have also added Leather to some loot tables instead of Saddles
Crafting Saddles
- Saddles can now be crafted with 3 Leather and 1 Iron Ingot
- Recipe popup happens when a player picks up their first Leather
Loot Table Changes
Some loot tables have had Saddles removed from them and replaced with 1-5 Leather:
- Monster Room chests
- Ancient City chests
- Desert Pyramid chests
- Jungle Pyramid chests
- Stronghold altar chests
Leashing Updates
We are expanding the functionality of leads, to make it possible to leash any leashable entity to another leashable entity and by doing so create chains of leashed entities
- Attaching a leashed entity to another entity and using Shears to cut leashes now take precedence over other interactions
- Example: Attempting to shear a leashed Sheep will now un-leash it instead of shearing it
- Leash break distance is now calculated between the centers of the two entities’ collision boxes, aligning with the rest of the leash physics calculations
Elytra
- Using a Firework Rocket to boost while flying with an Elytra now causes leashed mobs to unleash
Leash Knots
- Entities can now be leashed to a pre-existing Leash Knot by interacting with it
- Players can retrieve entities tied to a Leash Knot by interacting with it
Leashing Entities to Other Entities
Any leashable entity can now be leashed to any other leashable entity
- To leash an entity to another entity, the player must:
- Have the entity already leashed to themselves
- Sneak and interact with the target entity while holding the leash
- Leashed entities can now be “stolen” by leashing them again, transferring ownership to the player
- If re-leashing an entity would result in immediate leash snapping due to distance, the re-leashing cannot be done
- To prevent erratic behavior when leashed to each other, Llamas that are leashed no longer attempt to form caravans
- A leashed entity cannot be leashed to itself
- Baby mobs can only be leashed one way – to another entity; they cannot have other mobs leashed to them
- Known issue: When two mobs are connected, it results in the lead being rendered with an erroneous y-axis offset and appearing below one of the mobs
Physics
All leashable entities now behave more naturally when being pulled
- When leashed to a Happy Ghast, Horses, Camels, Donkeys, Mules, Boats, Chest Boats, and Sniffers now adjust their position gradually over time, aligning smoothly with their leash holder when suspended mid-air
- In all other cases, entities align to the direction they are being pulled and no longer behave erratically when suspended mid-air
- Mid-air friction now applies to Boats just like any other entity, meaning they can no longer orbit the player or behave excessively bouncily
- The distance at which leashes break has been increased to 12 blocks, except for the Happy Ghast, which has a leash break distance of 16 blocks
- When dragged on the leash, leashed objects will now orient themselves towards the leasher
- The distance between centers of entities bounding boxes, rather than their feet is used to determine the distance between two leashed entities
Rendering
- Boats and large leashable mobs that cannot fit in a Boat (Horses, Donkeys, Mules, Camels, and Sniffers) when leashed to a Happy Ghast are rendered with four leashes instead of one
- In this configuration, the harnessed Happy Ghast also features a custom rope layer wrapping around it
Shearing Updates
- Shears can now be used on leashed entities to unleash them, removing both incoming and outgoing leash connections
- Shears can now be used to remove Leash Knots
- Players cannot cut other players’ leashes
- Dispensers can now use shears to unleash leashed entities
- Saddles, Horse Armor, Harnesses, and Carpets can now be removed from the mobs they can be equipped on by using Shears
- Saddles, Horse Armor, Harnesses, and Carpets cannot be removed by using Shears while the mob has a rider
- Saddles, Horse Armor, Harnesses, and Carpets cannot be removed by using Shears while the player is sneaking
- Saddles cannot be removed from Ravagers using Shears
- Dispensers with Shears cannot remove Saddles, Horse Armor, Harnesses, or Carpets equipped on mobs
- Removing Saddles, Horse Armor, Harnesses, and Carpets using Shears now plays custom sounds
Music
- Added the following new music tracks by Amos Roddy to Cherry Groves, Forest, Desert, Grove, and Lush Cave Biomes:
- Below and Above
- Broken Clocks
- Fireflies
- Lilypad
- O’s Piano
- Added a new Music Disc with the track “Tears” by Amos Roddy
- The Ghast now drops the “Tears” Music Disc when killed by a Fireball deflected by a Player
Vibrant Visuals
- Vibrant Visuals is Minecraft’s biggest official visual enhancement – delivering a dazzling cosmetic upgrade with a new modern graphics pipeline and an array of visual improvements. Sunrises are more vivid, water reflects, forests become shaded, and more!
- Vibrant Visuals preserves what makes Minecraft uniquely special – pixelated shadows, caustics, and reflections have been carefully crafted to preserve and enhance Minecraft’s signature blocky style
- With updated textures for blocks, items, and more that decide how different light sources interact with them, builds will become more vivid and visually interesting!
- Updated art settings and post-processing effects tie the visuals together in a signature Minecraft way
- As a cosmetic enhancement to the game, Vibrant Visuals does not impact Minecraft’s gameplay, meaning you can play on Realms with friends whether they have Vibrant Visuals enabled or not (Realms subscription sold separately. Multiplayer functionality will require platform specific online subscriptions, also sold separately)
Graphical
- Made Vibrant Visuals the default graphics mode for supported devices
- To switch to Vibrant Visuals on Xbox One, Xbox One S, PlayStation 4, and some Android devices, players need to select “Vibrant Visuals” in the Video menu using the Graphics Mode drop-down. Performance may degrade for these devices.
- Customized atmospherics, color grading, fog and lighting for the End, the Nether, the Overworld dimensions and a variety of biomes in Vibrant Visuals
- Temporarily reverted weather-related changes to sky color in Vibrant Visuals while some issues are sorted out.
- Added MERS texture support for Signs in Vibrant Visuals
- Added new texture assets for a variety of trims, particles, spawn eggs, water and the dark oak boat in Vibrant Visuals
- Updated the appearance of metals for a variety of block textures in Vibrant Visuals
- Updated the Cave Vines, Chorus Flower, Pumpkin, Firefly Bush and a variety of other plant textures in Vibrant Visuals.
- Updated the Bee, Dolphin, Ghast, Pig Saddle and Strider textures in Vibrant Visuals
- Updated a variety of MERS textures in Vibrant Visuals
- Made Glass Blocks more reflective
- Tweaked metallics on Cauldrons and Ancient Debris
- Tweaked emissives on Eyeblossom
- Fixed an issue with Leather armor having a stripe of emissive across the texture
- Added emissive to the Ender Crystal Block to match item icon
- Added MERS textures for Happy Ghast and Harnesses
- Adjusted the Glow Lichen block emissive
- Fixed water not being rendered on the opposite side of clouds in Vibrant Visuals (MCPE-203239)
- Reduced ghosting of waterfalls from camera movement when volumetric fog is enabled in Vibrant Visuals. (MCPE-204062)
- The Night Vision effect now brightens the scene more consistently across brightness settings with Vibrant Visuals enabled (MCPE-201809)
- Volumetric fog no longer becomes suddenly bright when the player moves towards a block light in Vibrant Visuals (MCPE-201984)
- The back faces of transparent items held in hand, like Stained Glass, are no longer visible in Vibrant Visuals
- Clouds no longer have a pink or yellow tint, during sunrise and sunset respectively, in Vibrant Visuals
- Fixed an issue in Vibrant Visuals where black boxes sometimes appeared on End Portals when using TAAU at a non-native resolution (MCPE-212398)
- Fixed a bug in Vibrant Visuals where materials with certain properties rendered black
- Updated the clouds texture
- Item bobbing will no longer stagger when the amount of days is high (MCPE-190647)
- Entering pause while breaking a block will reset the breaking animation (MCPE-191029)
- The local player’s vehicle will now always be eligible for rendering, no matter the orientation of the model compared to the render bounding box
Ambient Weather Sounds
- the_end_light_flash sound effect now triggers when the light flashes in The End dimension in Vibrant Visuals
Blocks
- Crimson and Warped Roots cannot be lit on fire or burn anymore (MCPE-80066)
- Fixed issue where Jungle Leaves did not become transparent when setting all leaf types to be transparent (MCPE-110630)
- Dispensing a Lava Bucket on waterlogged blocks no longer empties the bucket without placing Lava (MCPE-178295)
- Maximum Beacon beam height is now 2048 (MCPE-190223)
- Beacon now renders from any loaded chunk in worlds versioned 1.21.90 and higher
- Fixed Sculk Vein block looking small and elongated when held or in an item frame
Accessibility
- Text to speech will select an appropriate voice if available when changing in-game language on Android, iOS, and Win10
Commands
- Fixed a bug where players could hear sounds played with /playsound even if they were in a different dimension than the one the sound was played in (MCPE-184566)
- The camera default command will now properly reset third person camera view offset values
- The /controlscheme command no longer requires the “Experimental Creator Camera” toggle
Gameplay
- Fixed a crash that would sometimes occur when using Command Blocks
- Fixed an issue where swapping item slots during an attack against a mob would re-select the original item slot used during the attack instead of staying on the new inventory slot item
- Fixed entering the water while sprinting from double tapping forward no longer automatically enters the swimming state (MCPE-216867)
- Repositioned the teleporting point when using an End Gateway to not be too close to a cliff edge, if possible. As a result, End island portals that teleport the player outside of the map border will no longer kill the player (MCPE-174465) (MCPE-174465)
- Fixed issue where sprint jump attacking would sometimes remove all of the player’s momentum (MCPE-189501)
- Fixed a bug where hitting blocks while swimming would cause players to slow down too much (MCPE-201832)
- Using a custom equippable block item in creative mode will no longer duplicate the item and equip it; it will simply place the block in the world
- Added a painting of a good boy by artist Sarah Boeving
General
- Gamertags are now used on all platforms to identify players in cross-platform multiplayer games
Items
- The Trident is now grouped with other tools/weapons in the Creative inventory (MCPE-181002)
- Mace with Wind Burst enchantment once again launches players as high as it does on Java Edition (MCPE-185829)
- The recipe for Leads has been updated to no longer require a Slime Ball
- Now the Mooshroom Spawn Egg uses its own colors and no longer has two pixels that are the same as the Cow Spawn Egg texture
- Spore Blossoms destroyed by water are now dropped as items (MCPE-127677)
- The size of the Blaze and Breeze spawn eggs have been reduced to better match the mobs’ in-game size (MCPE-217634)
- Fixed inconsistent pixels on the Pale Oak Boat and Pale Oak Boat with Chest items to match other boat items
- The Green Harness item no longer uses the Gray Harness texture when Vibrant Visuals is enabled
Mobs
- Piglin Brutes will now despawn properly on peaceful difficulty (MCPE-88837)
- Mobs will no longer clip through blocks sometimes when viewing them at a distance when they auto step up a block
- Shadows are no longer rendered for entities that are riding a vehicle, unless said vehicle is invisible (MCPE-200797)
- Pigs saddled by hand no longer drop two saddles when killed (All pigs saddled by hand between 1.21.70 and now will still drop their duplicated saddles on death)
- Increased attack range for Blaze from 16 to 48 blocks to match its target detection range (MCPE-35647)
- Increased Blaze attack sound distance to 32 to match Java Edition
- Fixed bug where Ghasts could not move while shooting fireballs (MCPE-201849)
- Slimes and Magma Cubes no longer jump twice when finding or losing their targets (MCPE-114701)
- Fixed a bug where Magma Cubes and Slimes could still damage players briefly after dying (MCPE-166394)
- Now the Cold Cow variant has the correct mirroring of its horn texture
- Flying mobs no longer make footstep sounds when moving close to the ground
- Ghasts can no longer spawn in areas that are too small, preventing suffocation on spawn
- Spiders and Cave Spiders can once again spawn with a Stray rider in cold biomes (MCPE-89549)
- Spiders and Cave Spiders can once again spawn with a Wither Skeleton rider in the Nether (MCPE-89549)
- Horses, Donkeys, and Mules can now be fed carrots to heal, grow, and improve their temper
- Happy Ghast can now be pushed by other mobs even while being ridden, except when made immobile by a player standing on it
Sounds
- Fixed a bug where Parrots imitating a Drowned used Zombie sounds
- Fixed a bug where Parrots imitating a Wither Skeleton used Skeleton sounds (MCPE-174857)
- Sound files for breaking and placing Grass blocks are now slightly louder
- Leashing, unleashing, collecting leashed mobs, and leashing mobs to other mobs now play custom sounds
- Fence knots now play a sound when destroyed, either by being punched or when all their leashed entities are gone (MCPE-21743)
- Music will now fade normally when leaving a world if game pause is disabled (MCPE-212932)
Ambient Sounds
- Updated the frequency and location of various ambient block sounds
- Dead Bush ambient sounds now have a slightly increased chance of playing
- Ambient Sand sounds no longer require sky access to play, have a slightly decreased chance to play, and can now play in all biomes
- Terracotta block no longer triggers ambient Sand sounds
- Sand blocks no longer trigger ambient wind sounds
- Short Dry Grass blocks and Tall Dry Grass blocks can now trigger ambient wind sounds when above 2 Sand/Red Sand or Terracotta blocks
- Terracotta blocks no longer trigger ambient wind sounds
Projectiles
- Projectiles now have a tolerance margin that changes over time (MCPE-201608)
- Previously, all projectiles had a fixed 0.3 blocks tolerance margin added to the collision
- Now, all projectiles start with no margin for the first two ticks of their flight
- After that, the target margin will expand by 0.05 blocks per tick until it reaches the target margin of 0.3 blocks
- This allows for more precise collision on targets close to the shooting player or entity, while still allowing for some collision leeway for targets further away
Realms
- Realm owners can now choose to require members to opt into the Timeline in order to play on the Realm
- To turn this feature on, go to Realms Stories –> Settings and enable “Require opt in to Timeline”
- The feature can be turned on and off at will
- While the feature is on, Realm members who have not opted in will remain members of the Realm, but will not be able to play until they opt in
- If a Realm member who previously opted in chooses to opt out, they will not be able to play on the Realm until they opt in again
- Realm owners will be able to play on the Realm regardless of whether they have opted in
- To turn this feature on, go to Realms Stories –> Settings and enable “Require opt in to Timeline”
- On the Realm tab, the ‘Options’ button has been replaced with two buttons:
- ‘Settings’ takes the user to a Realm Settings page where the user can edit their worlds or make other adjustments to their Realm
- ‘Add friends’ takes the user to a page where they can manage members of their Realm and add new ones
Splash Potions
- The effect radius of Splash Potions is now calculated based on the distance to the bounding box of the target instead of their position (MCPE-201604)
Stability and Performance
- Fix a crash in split-screen mode when a player would destroy a chest or book an other player had open
- Fixed an issue where a resource pack error could be encountered when transferring between servers that use different versions of the same resource pack
- Fixed an issue where downloading server resources would infinitely hang if another device requested to download the same resources at the same time
- Fixed a crash when adding or changing priority of resource packs in the Create New World screen
User Interface
- Cursor position now correctly updates when pressing down on L3 or D-pad while hovering a bundle (MCPE-189314)
- Bundle tooltip no longer overlaps with item tooltips when quickly interacting with empty inventory slots on touch devices (MCPE-187171)
- Bundle UI now correctly disappears when switching Inventory tabs with controller input
- Tapping on the Bundles Tooltip on Touch devices no longer interacts with the UI behind it
- The Text Background Opacity accessibility setting now also affects hotbar tooltips, chat message backgrounds, and leaderboard displays (MCPE-79331)
- Fixed an issue where only changing the access of PlayStation friends to your world would not be saved when exiting the menu
- To maintain feature parity with the flat world presets in the Java Edition, the Snowy Kingdom flat world preset has been updated to use a snow layer instead of a snow block (MCPE-194367)
- Splitting an item stack using touch controls and moving it to a Bundle now transfers the selected amount (MCPE-188353)
- The Text Background Opacity accessibility setting now also affects hotbar tooltips and leaderboard displays (MCPE-79331)
- Chat background opacity can now be controlled with a new accessibility setting
- Empty open Bundle icon now renders correctly when Bundles are tapped with Touch Controls
- The “Game is paused” text from the pause screen will no longer go out of bounds (MCPE-217394)
- Hotbar tooltip text now has a drop shadow, to make the text more readable against bright backgrounds (MCPE-217870)
- Fixed the issue where adjusting the brightness in the Vibrant Visuals setting caused the Creeper face icons to inaccurately reflect their expected shades, and where the brightness of the Creeper face icons were affected by the in-game environment (MCPE-199256)
- The Text Background Opacity accessibility setting now defaults to 60% opacity
- The vertical angle upon which the Locator Bar arrow icons become visible now corresponds to the player’s FOV setting
- Closing an Anvil or an Enchanting Table now results in the Experience Bar being shown for 5 seconds instead of the Locator Bar
- Fixed an issue where some on-screen UI elements would let the user interact with the world under them
- While using the “Joystick & tap to interact” touch mode, the “Joystick Visibility Option” is now forced into “Visible Joystick” while using the player_relative_strafe or camera_relative_strafe control scheme
- Storage settings page is now scrollable (MCPE-187962)
- Fixed a bug where keyboard button hints would be shown on the death screen (MCPE-218652)
Vanilla Parity
- Fixed a bug where Sponges would absorb water from waterlogged Barriers (MCPE-174826)
- Zoglin and Zombified Piglin are no longer faster when chasing the player in the Bedrock version
- Piglins and Hoglins naturally spawned in Bastion Remnants will now drop XP when killed (MCPE-166103)
- Fixed the Frozen Peaks biome generation so, like Java Edition, no Ice blocks are generated in the sea under the top sheet (MCPE-194838)
- Fixed a bug where players could not use usable items while sneaking and looking at interactive blocks (MCPE-64477)
- Parrots now imitate nearby monsters less frequently (MCPE-80319)
- Fixed blocks in Minecarts not being lit properly (MCPE-22533)
- Nether Fossils have been tweaked to have a placement frequency more closely aligned with Java Edition (MCPE-74632)
- Boats are now able to be pulled out of water using a Lead
Technical Updates
API
- Added a new condition damaged_by_entity that allows checking which entity type applied damage to an entity that is dropping loot
- Similar to the killed_by_entity and entity_killed conditions, allows specifying an entity_type field to check against when deciding which entry in a loot table to select
@minecraft/server 2.0.0
- @minecraft/server 2.0.0 is now released, 2.1.0-beta is the new beta version for @minecraft/server. See https://learn.microsoft.com/en-us/minecraft/creator/documents/scriptingv2.0.0overview for more details on 2.0.0
- AddedisValid property on Camera from beta to stable
- Moved TicksPerDay from beta to stable
- Moved enum ScriptTintMethod from beta to stable
- Moved enum ScriptBlockMapColorComponent from beta to stable
- Added integer overflow detection in ScoreboardObjective.addScore. Original value will be retained when overflow is detected
- NamespaceNameError now has better error information and the name property value will now be set to “NamespaceNameError”
- BlockComponentPlayerDestroyEvent renamed to BlockComponentPlayerBreakEvent
- PlayerPlaceBlockBeforeEvent
- permutationBeingPlaced renamed to permutationToPlace
- BlockCustomComponent
- onPlayerDestroy renamed to onPlayerBreak
- Added lookAt method on Entity
- Added customComponentParameters: CustomComponentParameters to ItemCustomComponentInstance
- Added customComponentParameters: CustomComponentParameters to BlockCustomComponentInstance
- Custom components V2 now support assigning string, array, object, bool, or number
- GameMode enum member names changed
- survival renamed to Survival
- creative renamed to Creative
- adventure renamed to Adventure
- spectator renamed to Spectator
- Released getBlockBelow and getBlockAbove on Dimension to 2.0.0
- Changed players property on PlayAnimationOptions to an array of Player objects, instead of string names in 2.0.0
- Changed the following APIs to use the local coordinates on a unit cube rather than the world coordinates for 2.0.0 (MCPE-216825)
- Example: The location { x: 123.123, y: -22.44, z: -400.678 } will now be { x: 0.123, y: 0.44, z: 0.678 }
- BlockRaycastHit.faceLocation
- BlockHitInformation.faceLocation
- BlockComponentPlayerInteractEvent.faceLocation
- PlayerPlaceBlockBeforeEvent.faceLocation
- ItemUseOnAfterEvent.faceLocation
- ItemComponentUseOnEvent.faceLocation
- PlayerInteractWithBlockAfterEvent.faceLocation
- PlayerInteractWithBlockBeforeEvent.faceLocation
- Released error ContainerRulesError to 2.0.0
- Removed CameraDefaultOptions for V2.0
- Added setDefaultCamera(cameraPreset: string, easeOptions?: CameraEaseOptions): void to V2.0. This will replace passing the CameraDefaultOptions into the Camera.setCamera function. Will also now reset the position and rotation of third-person cameras back to the values defined in the JSON
- Added localizationKey read only property to Dimension, which is the key for localization of a dimension’s name used in language files
- Added EntityHungerComponent, EntitySaturationComponent, EntityExhaustionComponent that allows read and write access to Hunger, Saturation, and Exhaustion values on player objects
- Added totalArmor and totalToughness read only properties to EntityEquippableComponent
- Renamed CameraEaseOptions to just EaseOptions to for V2.0 scripting
- Fixed a bug where the includeLiquidBlocks property on BlockRaycastOptions would not correctly result in hits on Flowing water This affects the following API methods in all versions:
- entity.getBlockFromViewDirection, dimension.getBlockFromRay, dimension.getBlockBelow & dimension.getBlockAbove
- Improved the naming used for the name property of several custom error classes
- Block custom component event beforeOnPlayerPlace is now called when an item using replace_block_item is set to true for V2.0.0 and higher custom components
- In 2.0.0, when using setCurrentValue of an EntityAttributeComponent, the desired value is checked against the effectiveMin and effectiveMax. If the value is out of bounds, an error is thrown
- Moved class ShutdownEvent from beta to 2.0.0
- Moved class ShutdownBeforeEventSignal from beta to 2.0.0
- Moved isEditorWorld on System from beta to 2.0.0
- Moved enum GraphicsMode from beta to 2.0.0
- Moved graphicsMode on Player from beta to 2.0.0
@minecraft/server-admin
- Updated transferPlayer to support NetherNet transfers. It now takes either a hostname/port combination or a NetherNet ID
@minecraft/server-ui 2.0.0
- @minecraft/server-ui 2.0.0 is now released, 2.1.0-beta is the new beta version for @minecraft/server-ui
- Fixed bug where sliders move super fast when using gamepad. Added a timeout to avoid this problem
- Moved ModalFormDataDropdownOptions from beta to 2.0.0.
- Moved ModalFormDataSliderOptions from beta to 2.0.0.
- Moved ModalFormDataTextFieldOptions from beta to 2.0.0.
- Moved ModalFormDataToggleOptions from beta to 2.0.0.
- All of the Options interfaces above include a new tooltip property for adding tooltips.
- Class ActionFormData
- Moved method header from beta to 2.0.0.
- Moved method label from beta to 2.0.0.
- Moved method divider from beta to 2.0.0.
- Class ModalFormData:
- Moved method toggle from beta to 2.0.0.
- Moved method slider from beta to 2.0.0.
- Moved method dropdown from beta to 2.0.0.
- Moved method textField from beta to 2.0.0.
- Moved method header from beta to 2.0.0.
- Moved method label from beta to 2.0.0.
- Moved method divider from beta to 2.0.0.
Block Components
- Fixed a bug with the minecraft:geometry component where the full block geometry identifier minecraft:geometry.full_block was being ignored for several behaviors, including:
- Mob spawning (mobs with custom spawn rules can now spawn on blocks using full block geometry)
- Chest obstruction (blocks with full block geometry will now obstruct Chests)
- Grass and Farmland survival (Grass and Farmland will turn into Dirt with a block using full block geometry above them)
- Nylium survival (Nylium will turn into Netherrack with a block using full block geometry above it)
- Vine growth (Vines will now spread to blocks using full block geometry)
- Breathability (Mobs and actors can no longer breathe in blocks using full block geometry)
Blocks
- Add a parameter to the culling rules schema to disable culling against full and opaque blocks
- “condition” field is now optional
- removed “default” as a value for “condition” field in the culling rules schema.
- added new optional “cull_against_full_and_opaque” boolean field in the culling rules schema.
- if not specified, it will be set to true
- if set to “false” culling against full and opaque blocks will not be considered
- When custom components v2 experiment is enabled, custom components can be assigned string, array, object, bool, or number
"components": {
"example_namespace:example_component":
"foo", "example_namespace:example_component2": 4,
"example_namespace:example_component3": [
"hello",
"world"
],
"example_namespace:example_component4": true,
"example_namespace:example_component5": {
"stuff": 4
},
}
- Custom components v2 experiment no longer required to use custom components v2
- Custom components v2 is available in JSON versions 1.21.90 and higher
- “minecraft:custom_components” deprecated in 1.21.90
- The “minecraft:material_instances” component will no longer produce a content error if the “*” material is missing
- Replaced emitter_intensity with emitter_particle_count in block_destruction.json and block_slide.json. This is to go in line with the particle_count field in the BlockDestructionParticlesComponent. emitter_intensity will still be used in the previous versions of these files
- Fixed crash when blocks that specify non-existent textures as carried_textures are held in hand
- Fixing a crash that could occur when a block’s textures are configured to point to an empty atlas entry
- testforblock ignores block states (JIRA (MCPE-194284)
- Fixing bug introduced in 1.21.70 where the testforblock command no longer recognizes block states (E.g. [“button_pressed_bit” = true] would always return true regardless of button state)
- “culling_layer” field in the block’s geometry component has been moved out of experimental
- “condition” field in “rules” for culling has been moved out of experimental
- “alpha_test_to_opaque”, “alpha_test_single_sided_to_opaque”, and “blend_to_opaque” will not shift to “opaque” in the distance. This is a temporary rollback of functionality that will be fixed later
Camera
- Unlocked over the shoulder is now unlocked by using the camera_relative control scheme with the follow_orbit preset
Commands
- Added integer overflow detection in /scoreboard players operation for +=, -=, *=, /= and %=. Original value will be retained when overflow is detected
- Attempting to run extremely long commands will no longer cause a disconnection error. Instead the command will simply fail (MCPE-177722)
- The /controlscheme command no longer requires the “Experimental Creator Camera” toggle
Components
- Fixed incorrect warnings for using valid older block ids with “minecraft:block_placer” component
- Added the “minecraft:remove_in_peaceful” component:
- Determines whether an entity should despawn on “Peaceful” difficulty
- Content warnings will log missing texture references for “minecraft:material_instances” block component
- Added the “minecraft:leashable_to” component:
- Allows players to leash entities to the owner entity, retrieve those already leashed, or free them using shears
- Players can leash entities to the owner entity by sneaking and interacting while having entities leashed to themselves
- The “can_retrieve_from” field determines whether players can retrieve entities leashed to the owner entity
- Added new fields to the “minecraft:leashable” component:
- “can_be_cut”: Determines whether players can cut both incoming and outgoing leashes by using shears on the entity
- “spring_type”: A “presets” subfield that defines the type of spring-like force pulling the entity toward its leash holder
- Available values:
- “bouncy”: Simulates a highly elastic spring that never reaches equilibrium if the leashed entity is suspended mid-air
- “dampened”: Simulates a dampened spring attached to the front of the leashed entity’s collision that reaches equilibrium if the entity is suspended mid-air and aligns with its movement direction.
- “quad_dampened”: Simulates four dampened springs connected to the center of each side of the entity’s collision that reaches equilibrium if the entity is suspended mid-air and gradually aligns with the leash holder over time
- Available values:
- “rotation_adjustment”: A “presets” subfield that adjusts the rotation at which the entity reaches equilibrium
- Fixed incorrect warning for using valid entity with event identifier in “minecraft:entity_placer” component
- The “minecraft:input_air_controlled” component no longer requires “use_beta_features”
- Added validation for asset references in particle effect Json
- texture reference in “basic_render_parameters”
- block references in “minecraft:particle_expire_if_in_blocks”
- block references in “minecraft:particle_expire_if_not_in_blocks”
- Content warnings will log missing block and biome references in Biome JSON
- Fixed incorrect content warnings for missing block textures in “minecraft:material_instances” component
- The “minecraft:interact” component’s “spawn_items” field now has a “y_offset” subfield, which allows to adjust the vertical spawn position of items
Dedicated Server
- Exposed a new parameter for dedicated server to disallow usage of Vibrant Visuals while connected
Editor
We are excited to announce Editor v1.0.0! With this milestone Editor is officially out of beta. To learn more about Editor and its multiblock world editing capabilities, check out the documents HERE, or learn how to build an Editor Extension HERE
Feature Highlights in Editor v1.0.0
Updated Movement Controls
Editor just got a serious upgrade! 🎮 We’ve revamped the movement controls to make navigation smoother and more intuitive. The default up/down keys are now E and Q, freeing up Shift and Space for other actions. You can now toggle mouse mode with the T key, and scroll zooms toward your cursor for better control. We’ve also added middle-click drag to pan across the XZ plane, plus Z and C keys to orbit around your block cursor. Need a broader view? Use SHIFT+Z and SHIFT+C to orbit around your entire selection. Dive in and explore with ease! 🧭
Vibrant Visual Settings Improvements
We’ve made it easier to fine-tune your visual style with updates to Vibrant Visual Settings! 🌇 New controls give you more flexibility when adjusting lighting, atmosphere, and other visual elements. We’ve also added time-of-day scrubbers, so you can instantly see how your settings look across different times of day—making it simpler to achieve the perfect mood for your world.
Pick blocks by color in the Block Picker
Building just got more colorful! 🌈 You can now filter blocks by color in the Block Picker, making it easier to focus on aesthetics over specific block types. Whether you’re going for bold gradients or matching a vibe, this new feature helps you create highly visual builds with ease. Let your creativity shine! 🎨✨
Hollow Selection Trim Action
Added a new Hollow trim action to Selection. This trim action converts your current selection into a new selection volume representing only the fully enclosed non-air blocks—perfect for hollowing out brush-shaped structures and creating internal spaces with ease.
Line Tool Improvements
Added new mouse controls and hotkeys to the Line Tool for faster, more flexible editing. You can now left-click to add connected points or Ctrl+click to add disconnected ones. New shortcuts let you nudge points, adjust line thickness, convert to selection, and more—all designed to streamline your building workflow.
Full Editor Changelogs
- Adding a toggle to the Smart Fill tool to allow the user to select if operations should be limited to the selected blocks only
- Added ‘Show Locator Bar’ to export/Upload To Realms options
- Added exported world file path to the log panel after successful world export
- Updated movement controls for Tool mode
- Changed default up/down keys to E and Q, Shift, and Space are no longer defaults
- Changed cursor settings mouse mode toggle shortcut from C to T key
- Mouse Scroll now zooms toward the cursor. Updated fixed cursor mode offset to use Shift + Scroll
- Added middle-click drag to pan in the XZ plane
- Added Z and C keys to orbit around the existing block cursor
- Added SHIFT+Z and SHIFT+C keys to orbit around the existing selection
- Added block picker modes to filter blocks either by name or color
- Added Block Inspector “Reset Block Data” button to reset the block states to all defaults
- Added a hollow trim action to selection. This converts the current selection volume to a new volume which represents all of the fully obscured non-air blocks (i.e. generate a selection which represents the inside of any shape inside the current selection)
- Added Color Timeline API (IColorTimelinePropertyItem). The Color Timeline uses one dimensional graph to represent color interpolation over time
- Added Number Timeline API (INumberTimelinePropertyItem). The Number Timeline uses two dimensional graph to represent linear interpolation between two nodes over time The two new APIs can be used in the Editor AGFX settings
- Added ability to specify a tooltip to the editor menu items
- Added ability to append an icon to the editor menu action items
- Added optional property uniqueId in IPropertyPaneOptions API to create panes with unique identifiers
- Added various tooltips to the Editor menu items
- Added IPropertyPane.addProxyPane API function to display an existing sub pane within another pane
- Added Numeric & Color Timeline graphs to Vibrant Visuals Settings
- Added support for localized help and tool tips into the schema
- Added ‘Export’ button for Vibrant Visuals Settings pane
- Added a “Save & Exit” option to the Editor File menu
- Added visibility persistence for scripted panes with unique ids
- Added an action bar menu item for Deferred Lighting settings
- Added missing tooltips
- Updated Action Bar items to open automatically once added to Action Bar list
- Updated the default UI scale changed to 75% for resolutions that support it. Resolutions that do not support it use a default of 100%
- Updated Download from Realms to provide the user with the directory the world was downloaded to.
- Updated Workbench tool to enable block modification outside of selection
- Updated Freehand Selection carve mode so that if there’s already a freehand selection, user can just hold CTRL to remove blocks without resetting it. Previously, this required SHIFT & CTRL to be held together
- Updated Editor logging to not flash the screen when a global error occurs
- Updated tutorial step confirmation for movement stage
- Updated the farm tool to have a preview bounding box
- Updated the block image thumbnail size from 128×128 to 64×64 resulting in 1/4 texture memory requirements for terrain blocks
- Updated Line Tool Functionality
- Updated UI, added tooltip labels and quick action buttons
- Ability to make lines with multiple points/segments instead of just one line between two points
- Ability to adjust thickness (weights) of the lines
- Ability to nudge lines in any direction by 1 block
- Ability to convert current lines into a selection volume (clears all lines after)
- Most Line Tool actions now undo/redo-able
- Ability to select all/none points so they can all be moved at once
- Line algorithm dropdown now updates live and applies to all (and new) points
- Line Tool Mouse Controls
- Left-click to create a ‘connected’ control point (creates a line segment between the previous point and the new point)
- Ctrl+Left-click to create a separated, ‘disconnected’ control point (no line segment is created between the previous point and the new point)
- Line Tool Hotkeys
- Nudge Selected Points (Ctrl+Shift + Up/Down/Left/Right/PgUp/PgDown)
- Convert to Selection (Alt+S)
- Toggle Select All (Ctrl+A)
- Fill (Ctrl+F)
- Delete Blocks (ie., Fill with Air) (Del)
- Clear All Points (Ctrl+Backspace)
- Clear Selected Points (Ctrl+Shift+Backspace)
- Increase/decrease Horizontal Line Thickness (Shift + Left/Right)
- Increase/decrease Vertical Line Thickness (Shift + Up/Down)
- Increase/decrease Uniform Line Thickness (when Uniform is enabled) (Shift + Left/Right/Up/Down)
- Updated BlockLine implementation (now BlockShapes)
- Updated water parameters to be available and modified in the Deferred Lighting Settings window again.
- Updated Editor to no longer default projects to vibrant visuals graphics mode. It can be toggled on from Deferred Rendering Settings
- Updated Paste Preview keyboard shortcuts
- Past Preview is now initiated using CTRL+V global key sequence
- CTRL+V in paste preview mode places the current previewed clipboard selection into the world
- SHIFT+CTRL+V will immediately paste the clipboard selection into the world, previously global CTRL+V key sequence
- Updated Fill to log a warning message (similar to Selection Tool) when attempting to Fill when no lines or points exist in the world
- Updated the Block Picker Modal to use the currently selected block as the new block by default
- Updated the size of the drop down action selector to be a bit wider
- Updated structures list to more clearly indicate which item is selected
- Updated Menu Bar items
- Updated numerous strings for consistency and completeness
- Updated setBrushshapeOffsets to no longer double the distance being offset for brushes
- Update ‘RestrictSmartFillToSelection’ to false by default
- Updated shortcuts for ‘Marquee’ mode in Selection tool
- Left Mouse Button + SHIFT now creates a volume from the previous origin to the mouse click
- Left Mouse Button + CTRL now adds a new 1x1x1 volume at mouse click
- Updated Pan directions (still has an issue with smoothness)
- Updated Paste Preview to default to ‘Face’ Target mode instead of ‘Block’
- Updated Time of Day and Weather settings to persist when exiting and re-entering a Project
- Updated UI Settings to be consolidated into a single Settings panel and removed its menu item
- Updated clicking “Restore All Defaults” in the Keyboard Settings with changed keybinds no longer crashes the game in some builds
- Updated the Line Tool to support undo/redo.
- Updated marking read only structures for deletion along with editable ones no longer disables the delete button
- Fixed a bug to ensure the Terrain Tool’s indicator appears after mouse click
- Fixed a bug where a player could incorrectly load another player’s hotbar setting in a multiplayer session after re-entering a game
- Fixed a bug that was causing property pane item additions to not update properly on the UI
- Whenever a property item or sub-pane is added, the parent pane is automatically notified and refreshed
- Introduced optional beginConstruct and endConstruct functions in the IPropertyPane API to delay notifications until the entire pane is constructed. This improves performance by reducing unnecessary notifications
- Fixed a bug where modals with large text couldn’t scroll
- Fixed a bug causing the grapple camera transition to stutter
- Fixed a bug to prevent crashes when multiple players try concurrently exporting
- Fixed a bug where block thumbnail images weren’t correctly presented after changing video mode while in an Editor world
- Fixed a crash while using the Flatten Brush tool while targeting air
- Fixed a bug where clicking the color box didn’t close the open color picker popup
- Fixes begin transaction error when selecting a selection point outside the maximum volume size
- Updated Block Inspector “Refresh Block Data” button logic to update the pane with the current block state
- Fix a bug where a player could incorrectly load another player’s hotbar setting in a multiplayer session after re-entering a game
- Fixing bug where the ladder could be interacted with using the workbench tool
- Fixed a bug where the export directory location was incorrect in the log panel
- Fixed a bug that caused show function of IRootPropertyPane to not display the panel
- Fixed a bug where the Export Pane weather cycle setting was being set incorrectly
- Fixed a bug where FlattenBrush, BrushPainter, SmoothRoughen, and SelectionModeFreehand tools threw an assert when a painting action was in progress
- Fixed a bug where the Tutorial Movement stage didn’t wait for pan and look actions to complete
- Fixed a bug that caused brush paint to not end when the Tutorial stage changes
- Fixed a bug that caused Contiguous Selection Settings in Extrude tool pane to not show
- Fixed a bug where the clipboard origin incorrectly showed fractional origin values when clipboard item had an even size
- Fixed a bug with structure data validation so that it doesn’t try to test all the sibling rules against the property it’s looking for (this was resulting in lots of reported errors in the water properties, but they weren’t actually errors)
- Fixed a bug where banners did not copy specific colors or patterns, but copy the default color instead
- Fixed a bug where the rotation of added blocks didn’t align with selected block for Extrude expand mode
- Fixed flashing selected blocks when selecting different target positions using the smart fill tool
- Fixed a bug that caused Cancel button in Block Picker to not work
- Fixed an exception when switching modes to/from Crosshair
- Fixed Void and Flat world images for create new project
- Fixed an issue with Client Widgets (Entity Components) throwing asserts when going into the game menu while in Editor
- Fixed an issue with saving a large structure from a selection on the Structure Panel no longer makes the game unresponsive
- Removed the Marquee Selection info panel when in freehand/magic select mode
- Removed Point Lights in Vibrant Visuals settings when Deferred Technical Preview is disabled
- Removed Disable Achievement screens for Editor
Entity Components
- Added “minecraft:body_rotation_always_follows_head” entity component
- Ensures the entity’s body is always aligned with the head
- Does not override the “minecraft:body_rotation_blocked” component
Entity Filters
- Added the new is_riding_self (entity filter
- Returns true if the subject entity is riding the calling entity on which the filter is used
- Added the “is_vehicle_family” entity filter, which returns true when the subject entity is riding a vehicle with the specified family
Experiments
- Custom Components v2 experiment removed. Custom Components v2 is enabled when using @minecraft/server version 2.0.0 and above
Items
- When using Custom Components v2, custom components can be assigned string, array, object, bool, or number
"components": {
"example_namespace:example_component":
"foo", "example_namespace:example_component2": 4,
"example_namespace:example_component3": [
"hello",
"world"
],
"example_namespace:example_component4": true,
"example_namespace:example_component5": {
"stuff": 4
},
}
- Custom components v2 experiment no longer required to use custom components v2
- Custom components v2 is available in JSON versions 1.21.90 and higher
- “minecraft:custom_components” deprecated in 1.21.90
- Fix for incorrect normals and/or crashes when holding certain items in hand with Vibrant Visuals enabled
Gameplay
- Fixed issue with the player_relative control scheme that made it really hard to travel directly forward or directly backwards
- Fixed an issue where the player’s head would sometimes jitter when using certain control schemes
- Fixed the default control schemes for all cameras
- Fixed the minecraft:follow_orbit camera not having the correct control scheme in its allow list
- Fixed the camera_relative_strafe control scheme
- Deprecated align_target_and_camera_forward. Use control_scheme to switch between control schemes instead
Goals
- “minecraft:rideable” component’s “dismount_mode” is now correctly applied when passengers are forced to dismount by the “minecraft:behavior.float” goal
Graphical
- Added the ability to data-drive some of the Vibrant Visuals / Deferred Graphics related settings per biome. Creators can provide multiple versions of atmospherics, color grading, lighting and/or water configurations as long as each has a unique identifier and file name. The reserved JSON names for each group of settings (e.g., lighting/global.json) will continue to function as before. Creators can utilize the minecraft:atmosphere_identifier, minecraft:color_grading_identifier, minecraft:lighting_identifier, and minecraft:water_identifier in Client Biome JSONs to connect particular rendering settings to a given biome. Note that certain parameters, such as tone mapping operators, caustics and wave simulation on/off cannot be customized per biome at this time. Parameters will be spatially blended as players move between biomes. See updated Creator Documentation for more details
- Particles rendered without the “minecraft:particle_appareance_lighting” component are now rendered as expected in Vibrant Visuals
- Removed ‘;’ debug feature for toggling graphics modes
- Recalibrated all emissive values in MERS textures in Vibrant Visuals
- Update shadow configurations for “Favors Performance” targets on all Xbox platforms in Vibrant Visuals mode
- Update Volumetric configs for “Prefers Performance” targets on Xbox One and Xbox One X in Vibrant Visuals mode
- Reduced the intensity and speed of the caustics animation in Vibrant Visuals
- Fixed an issue where the screen would render black on Xclipse GPUs running Android 15 with Vibrant Visuals (MCPE-203972)
- Increased emissive intensity and adjusted tone mapping parameters in Vibrant Visuals.
- Added temperature grading settings to the color grading JSON files for Vibrant Visuals. Schemas must specify a format version of 1.21.90 to access this new setting
- New temperature object added to color_grading
- enabled set to true or false controls if temperature grading is enabled
- type set to either white_balance or color_temperature controls the type of grading applied
- white_balance uses the temperature value to adjust the camera’s white point. Lower temperature values will cause the scene to appear more blue
- color_temperature is the inverse of the white balance operation. Lower temperature values will cause the scene to appear more red
- temperature sets the temperature in kelvin
- Example:
... "color_grading": { "temperature": { "enabled": true, "type": "color_temperature", "temperature": 6500.0 } } ...
- Added henyey_greenstein_g settings to the fog JSON files
- New section henyey_greenstein_g allows specifying value for both air and water
- Example:
{
"format_version": "1.21.90",
"minecraft:fog_settings": {
"description": {
"identifier": "minecraft:test_henyey_greenstein_g"
},
"volumetric": {
"henyey_greenstein_g": {
"air": {
"henyey_greenstein_g": 0.5
}
}
}
}
}
- Items equipped in off-hand will no longer be displaced when the game is paused (MCPE-190716)
- Fix inconsistent cloud rendering during split-screen gameplay (MCPE-188934)
- Fixed an issue with 0 being incorrectly discarded on the g and a values of on_fire_color inside render controllers. This caused entities like the Ghast’s fireballs to be tinted green. (MCPE-218297)
Items
- Extended “minecraft:wearable” item component to allow hiding Players’ locations, similar to Mob Heads and the Carved Pumpkin
- The new “hides_player_location” boolean field defines whether Players are hidden on the Locator Bar and Locator Maps when equipped in the appropriate wearable slot, defined by the “slot” field
- The default value of “hides_player_location” is false
- All “minecraft:wearable” item components defined previously will have the value of “hides_player_location” default to false
Molang
- Fixed query.health in resource packs to return 0 for the Wither once it has died
- Fixed query.health to work for the Wither to properly reflect the elapsed ticks since it started dying
- Added the query.is_riding_any_entity_of_type Molang query, which checks whether an entity is riding another entity of any specified type
Network Protocol
- Added ActorFlags::BODY_ROTATION_ALWAYS_FOLLOWS_HEAD
Experimental Technical Updates
API
- Updated error messaging when imports can’t be found
- Removed content warning when a custom component was registered without closures for custom components V2
- This allows ‘data-only’ components to be registered in script and added to blocks and items that only contain parameters without functionality
@minecraft/diagnostics
- Updated SentryOptions properties:
- dsn: Updated to allow the usage of SecretString, allowing for secrets from @minecraft/server-admin to be used to initialize Sentry
- (new) maxBreadcrumbs: The maximum number of breadcrumbs to store and report per error event to Sentry. Default is 20, supported values range from 0 (no breadcrumbs) to 100
- (new) sampleRate: A number between 0 and 1 that indicates the percentage of events that should be sent to Sentry. For example, a value of 0.5 means that 50% of events will be sent. Default is 1 (100% of events). 0 means no events will be sent
- (new) debug: When set to true, additional content logging from the Sentry system will be enabled. Defaults to false
@minecraft/server 2.1.0-beta
- Custom Command registration will create an alias from the command name without the namespace
- If the name has already been claimed, then the alias will not be created and a content log warning will appear
- Removed unused classes: EntityIterator, EntityTypeIterator, FilterGroup, and PlayerIterator
- Added class PlayerHotbarSelectedSlotChangeAfterEvent. This will be triggered every time the hotbar slot changes.
- Added enum PlayerInventoryType
- Added class PlayerInventoryItemChangeAfterEvent. This will be triggered every time an item changes in the player’s inventory. This includes the 27 inventory slots and 9 for hotbar
- Updated class Container
- reverseFind has been renamed to findLast
- contains now returns undefined if it fails to find the item
- firstEmptySlot now returns undefined if it fails to find an empty slot
- firstItem now returns undefined if it fails to find the item
- find now returns undefined if it fails to find the item
- reverseFindnow returns undefined if it fails to find the item
- Added stopSound and stopAllSounds to Dimension and Player
- Added enum LiquidSettings in beta
- Added optional property liquidSettings to scripting interfaces JigsawPlaceOptions and JigsawStructurePlaceOptions in beta. Defaults to ApplyWaterlogging
- New cheatsRequired property on CustomCommand interface
- If undefined or true (default is true), custom command execution requires that cheats are enabled. If false, then the custom command can execute without cheats enabled.
- Removed Player.isOp()
- Add read-only property playerPermissionLevel to Player
- Add property commandPermissionLevel to Player
- Added PlayerPermissionLevel enum with Visitor, Member, Operator values
- Added enum ContainerRulesErrorReason to beta. Contains the reasons that ContainerRulesError can fail.
- Added interface ContainerRules to beta. Contains rules that if broken on container operations will throw a ContainerRulesError
- Container
- Added optional property readonly containerRules?: ContainerRules to beta. If the rules of the container are broken will throw a ContainerRulesError
- Added property readonly weight: number to beta. The total weight of all ItemStacks in the container
- ItemStack
- Added property readonly weight: number to beta. The total weight all the items in the ItemStack
- Added class ItemInventoryComponent to beta. This component will be on all items that contain a minecraft:storage_item component and will allow access to its container
- BlockMovableComponent APIs have been added to beta
- BlockMovableComponent::movementType
- BlockMovableComponent::stickyType
- Enabled Player.applyImpulse and Player.clearVelocity in beta, which no longer throw errors
@minecraft/debug-utilities 1.0.0-beta
- Added new Debug Drawing feature
- Added new classes: DebugArrow, DebugBox, DebugCircle, DebugDrawer, DebugLine, DebugShape, DebugSphere, DebugText
- Added new global object for accessing and using this new feature: debugDrawer: DebugDrawer
- Fixed a crash with the Debug Drawing system after using the /reload command
- Fixed an issue where Debug Drawing primitives wouldn’t be visible after using the /reload command
- Fixed an issue where Debug Drawing primitives wouldn’t be visible for new players joining the world
Blocks
- Added minecraft:random_offset component under the Upcoming Creator Features toggle. This allows for blocks to randomly offset like foliage does in the Vanilla game
Example:
{
"format_version": "1.21.80",
"minecraft:block": {
"description": {
"identifier": "test:test_block"
},
"components": {
"minecraft:collision_box": {
"origin": [-4.0, 4.0, -4.0],
"size": [8, 8, 8]
},
"minecraft:random_offset": {
"x": {
// This is the range of possible values we can pick from
"range": {
"min": -4,
"max": 4
},
// This is the equally spaced steps across the given range. Provide 0 for all possible values in the range
"steps": 16
},
"y": {
"range": {
"min": -4,
"max": 4
},
"steps": 16
},
"z": {
"range": {
"min": -4,
"max": 4
},
"steps": 16
}
}
}
}
- Added minecraft:movable component under the Upcoming Creator Features toggle. This allows for blocks to configure how they should react when moved by a Piston
- “movement_type” (Required): Specifies how the block should react when moved by a piston
- “push_pull”: Will allow a block to be pushed by a Piston/Sticky Piston and pulled by a Sticky Piston (e.g. Grass)
- “push”: Will allow a block to be pushed by a Piston/Sticky Piston (e.g. Glazed Terracotta)
- “immovable”: Will not allow a block to be pushed or pulled by a Piston/Sticky Piston (e.g. Bedrock)
- “popped”: Will pop a block when pushed by a Piston/Sticky Piston (e.g. Leaves)
- “sticky” (Optional): Specifies how the block should handle adjacent blocks when moved by a Piston
- “none”: Default. Will not add any additional behavior
- “same”: Will move adjacent blocks along with it when moved by a piston. It will not move different blocks with “sticky”: “same” (e.g. A Honey Block can move another Honey Block but not a Slime Block)
- NOTE: This field only works when used with “movement_type”: “push_pull” “format_version”: “1.21.90”,
“minecraft:movable”: {
“movement_type”: “push_pull”,
“sticky”: “same”
- NOTE: This field only works when used with “movement_type”: “push_pull” “format_version”: “1.21.90”,
- “movement_type” (Required): Specifies how the block should react when moved by a piston
Block Components
- Added field “uv_lock” to “minecraft:geometry” block component behind UpcomingCreatorFeatures experiment
- UV locking will allow faces to have the same texture orientations as the default geometry state, regardless of how “minecraft:transformation” component rotates the geometry
- UV locking will not be supported for geometry using Box UVs if the box sides are not equal, in other words the box has non square UVs. Geometry with per-face UVs and non-square faces will be supported
- UV locking will not be supported if Block Json format_version is less than 1.19.80.
Commands
- Added optional property liquidSettings to /place structure and /place jigsaw commands. Defaults to apply_waterlogging
Jigsaw
- Jigsaw structures being placed in water no longer replace water incorrectly
- Added optional property liquid_settings to minecraft:jigsaw JSON to allow control over handling liquids when placing structures. Defaults to apply_waterlogging.
Components
- The BlockDestructionParticlesComponent has a new field called particle_count allowing creators to determine the amount of particles that are generated on the destruction of the block
User Interface
- The touch screen d-pad control now shows the correct buttons when using camera relative control schemes
World Generation
- Terrain Matching Jigsaw Template pools will no longer create floating islands
- Namespaces can now be used in Template Pool element location and Jigsaw Block identifiers
Previously, a big Minecraft update 2.87 added quality-of-life improvements and fixes. Unfortunately, since the last MC patch 2.73, players are still facing issues with the game. Today’s Minecraft version 1.021.000 will fix a few of these issues.
Download free Minecraft update 1.021 on PlayStation 5.