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Today’s NYT Wordle Hints, Answer and Help for May 24 #1800

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Looking for the most recent Wordle answer? Click here for today’s Wordle hints, as well as our daily answers and hints for The New York Times Mini Crossword, Connections, Connections: Sports Edition and Strands puzzles.


Today’s Wordle puzzle is a bit tricky. If you need a new starter word, check out our list of which letters show up the most in English words. If you need hints and the answer, read on.

Read more: New Study Reveals Wordle’s Top 10 Toughest Words of 2025

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Today’s Wordle hints

Before we show you today’s Wordle answer, we’ll give you some hints. If you don’t want a spoiler, look away now.

Wordle hint No. 1: Repeats

Today’s Wordle answer has one repeated letter.

Wordle hint No. 2: Vowels

Today’s Wordle answer has two vowels, but one of them is the repeated letter, so you’ll see that one twice.

Wordle hint No. 3: First letter

Today’s Wordle answer begins with N.

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Wordle hint No. 4: Last letter

Today’s Wordle answer ends with E.

Wordle hint No. 5: Meaning

Today’s Wordle answer can refer to the female child of one’s sibling.

TODAY’S WORDLE ANSWER

Today’s Wordle answer is NIECE.

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Yesterday’s Wordle answer

Yesterday’s Wordle answer, May 23, No. 1799, was CHUCK.

Recent Wordle answers

May 19, No. 1795: DUSTY

May 20, No. 1796: WRECK

May 21, No. 1797: AGREE

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May 22, No. 1798: VOCAL

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This New Van Is Going Very Old-School With Its Design

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Even as technology continues to push humanity forward in virtually every facet of modern life, it is often still fun to keep at least one eye trained on days of yesteryear. To that end, even some more forward-thinking companies have been known to indulge in a little shameless nostalgia in their product lines. Volkswagen went that route with its retro-inspired re-imagining of its iconic VW Bus.

While the all-electric ID Buzz wasn’t exactly a smashing success for VW, it was nothing if not a stylishly rendered slice of nostalgic automotive Americana. British company Morris Commercial is taking a similar approach with its Morris JE Van. And yes, that van is dramatically outdoing the electric VW retro appeal by taking inspiration from a much older vehicle, the Morris Commercial J-Type Work Van.

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That van made its U.K. debut in the late-1940s, and became an instant hit with folks in need of a workhorse type van that still delivered on looks. It soon earned the nickname “The Big Little Van” due in part to its spacious interior and deceptively small exterior. That design also made it a big hit with government offices, as the J-Type was utilized by drivers in the Royal Mail and Post Office Telephone fleets. It would seem that Morris Commercial is not trying to re-invent the wheel with the new version of the J-Type, which it has dubbed the JE. In fact, the new models look almost identical to the old. Looks, however, are where the similarities end. 

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What to know about the Morris Commercial JE Van

We should linger at least a minute on the looks of the Morris Commercial JE Van, as it was one of the most distinctively unique vehicles on the road upon its debut, and remains just as unique in its modern form. That being said, much like the SlashGear approved VW ID Buzz, you can probably still file this vehicle firmly under the “niche” section of the automotive market, as some drivers may not be ready to go full retro with their everyday cargo driver.

They might, however, still be tempted if they are looking for what looks to be a spaciously functional van that is fully electric. Yes, the Morris Commercial JE is eschewing the petrol-based engine of J-Type’s past in favor of battery power. It’s doing so without shorting drivers on power, with Morris Commercial claiming it boasts a 1-ton payload capacity. The vehicle also boasts a unique body design, with its fully recycled carbon monocoque body and aluminum skateboard chassis reportedly ranking it among the lightest commercial vehicles in the world.

As a cherry on top, Morris Commercial is also making the JE Van available in a range of unique color designs so you can make the interior and exterior all your own. The interior will also feature more modern fixtures like an infotainment screen. Now for the bad news, which is that the Morris Commercial JE is not yet available for purchase. In fact, it’s not yet in production, with the company claiming it’s eyeing 2028 for full-scale production status.  

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A 201-year-old mutual bank just launched an AI Center of Excellence with a startup partner

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TL;DR

Liberty Bank launched an AI Center of Excellence with Flare AI to deploy secure, compliant AI across personal, commercial, and digital banking operations.

Liberty Bank, a 201-year-old mutual bank headquartered in Middletown, Connecticut, announced the launch of an AI Center of Excellence alongside a strategic partnership with Flare AI. The centre will serve as the hub for AI strategy, governance, and execution across the bank’s personal, commercial, and digital operations.

The partnership is structured around outcomes rather than software licences, according to David Hadd, Liberty Bank’s head of Business Transformation. “Flare’s role is to design, build, and help deploy AI systems on Liberty Bank’s behalf, compressing what has historically been a multi-year technology buildout into weeks, with the security, compliance, and governance controls regulated institutions require,” Hadd said.

Liberty Bank has over $9 billion in assets, 51 retail banking offices across Connecticut and Massachusetts, and more than 900 employees. It is the oldest and among the largest mutual banks in the United States. The bank says the initial focus will be on deploying secure AI systems to enhance productivity and customer experience, automating complex core processes, and building reusable AI capabilities.

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For a bank our size, the challenge has never been ambition. It has been the time it takes to translate strategy into execution,” said David Glidden, President and CEO of Liberty Bank. The bank expects the AI Centre of Excellence to drive measurable impact across customer experience, operational efficiency, and growth. Large banks have warned that scaling AI in production is more expensive and error-prone than pilot programmes suggest, making governance and quality control critical from the start.

Flare AI CEO Scott Killoh said the company takes a different approach from platform vendors. “Most banks have been sold AI platforms and left to figure out the rest,” Killoh said. “We partner with institutions to deliver working AI systems that are secure, compliant, and tailored to their business.” Flare AI’s new President and Chief Strategy Officer, David Mitchell, previously spent six years as an executive at Liberty Bank, giving the partnership an unusual level of institutional familiarity.

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The announcement reflects a broader shift in how regulated industries are adopting AI, moving from experimental chatbots toward structured, governed deployments with audit trails and compliance guardrails built in. For community banks competing against institutions with far larger technology budgets, the speed of deployment matters as much as the technology itself.

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The Xreal Aura looks expensive, just not as expensive as Snap’s Specs

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Xreal has officially unveiled its new Aura smart glasses. While they certainly won’t be cheap, they’ll still cost considerably less than Snap’s recently announced Specs.

The Aura runs Android XR, Google’s operating system for mixed reality devices, giving users access to a growing ecosystem of apps right out of the box.

Xreal hasn’t revealed exact pricing yet. However, the company says the Aura will launch for under $1,500 before tax when it arrives later this year. That’s a notable contrast to Snap’s Specs, which rely on proprietary software and are currently up for pre-order at $2,195.

The glasses feature an Optical See-Through (OST) display with a 70-degree field of view. They are powered by dual Sony Micro-OLED panels with a resolution of 1,920 x 1,200 per eye and a 120Hz refresh rate. Since the displays are transparent, users can still see their surroundings, though electrochromic dimming is included for moments when greater immersion is needed.

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One of the Aura’s biggest selling points is its support for up to five floating app windows at once, with Google’s Gemini AI assistant built directly into the experience.

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Rather than placing all of the hardware inside the glasses themselves, Xreal has opted for a split design. Processing is handled by a separate compute puck powered by the newly announced Snapdragon Reality Elite chipset, while an onboard X1S spatial co-processor manages low-latency tracking and display tasks.

The compute puck also houses a 4,455mAh battery, helping reduce the weight carried on the user’s face. Two configurations will be available, offering either 12GB of RAM and 256GB of storage or 16GB of RAM and 512GB of storage.

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The Aura supports 6DoF tracking, hand-tracking controls, voice commands through Gemini, and onboard cameras with a visible LED indicator that activates when recording.

Xreal says the Aura will launch this autumn. Those interested can either reserve a standard spot for $100 and receive $200 in launch credit, or secure one of the company’s limited Founder Passes, which include a $300 discount.

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Older Macs and iPhones Could Lose Major Office 365 Features in a Few Weeks

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If you want to edit your Microsoft Office 2019 files on your Mac, you’ll only be able to do so until next month.

Starting July 13, Office 2019 apps for Mac — including Word, Excel, PowerPoint, Outlook and OneNote — will enter a “reduced functionality mode” that disables editing, saving or creating new files, while allowing only viewing and printing. This restriction also affects outdated iPhone and iPad applications, according to Microsoft.

That’s because Microsoft Office 2019 stopped being officially supported in October 2023, and the version no longer receives software or security updates. 

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Subscribers of Microsoft 365 on newer supported versions of Office on MacOS, as well as customers of the nonsubscription Office 2021, will need to update their software before July to avoid the same fate.

The heart of the issue is an expiring security certificate that validates Office licenses. Microsoft renewed the certificate and updated other versions of Office to properly recognize it, but not the 2019 version for Mac. Microsoft Office versions for Windows aren’t affected by this security certificate.

Pulling the plug on Office 2019

Microsoft’s end-of-support notice for Office 2019 cites a five-year support lifecycle for the software bundle. Office 2019 was released in September 2018, making it nearly 8 years old.

With software updates, that’s not unreasonable. But this certificate issue doesn’t appear to be due to broken code that would pull resources from other newer projects to fix. Office 2019, which was sold as a one-time purchase, still works just fine. 

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The problem is that Microsoft won’t provide an update that would activate the renewed certificate. The expiration of security certificates is a standard industry practice designed to limit the risk of compromised cryptographic keys.

But some critics argue Microsoft’s deadline is self-imposed. Compounding the backlash, Microsoft quietly removed a previous online promise that the software would “continue to function.”

When reached for comment via email, a Microsoft spokesperson replied: “Microsoft is not intentionally limiting or changing Office 2019; the product cannot receive the renewed certificate because no update path exists for an out-of-support product.”

Minimum OS Version Requirements

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Platform Minimum OS Version Minimum App Version
MacOS MacOS 12 (Monterey) or later 16.83
iOS iOS 17.0 or later 2.93
iPadOS iPadOS 17.0 or later 2.93

The last full-purchase version of Office for Mac is Office 2024, which will continue to be supported. Its predecessor, Office 2021, will also continue to work but will enter end-of-support mode in October 2026.

Office 2019 existed in the not-so-distant past, before Microsoft started bolting artificial intelligence features into all its products. It’s safe to assume that some customers are holding onto their apps because they want the core word processing, spreadsheet and presentation features without today’s distractions.

If you do decide to upgrade to a newer version from Office 2019, you’ll need to download and run a License Removal Tool, open an Office app and then go to Help > Check for Updates to activate it.

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As an alternative, you can use Microsoft 365 on the web for free.

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Microsoft discovers new lightweight backdoor that steals cryptocurrency

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Microsoft says it has detected new self-propagating malware that spreads through USB drives in search of cryptocurrency credentials, which it then sends to attacker-controlled servers.

The company named the worm Crypto Clipper because it monitors the contents of device clipboards for patterns consistent with wallet addresses or seed phrases. When found, the malware also takes five screenshots over a 10-second period. Both the credentials and the screenshots are then sent to the attacker through Tor, a network protocol that provides anonymous routing by sending traffic through redundant nodes so logs can’t capture both the sending and receiving IP addresses. Crypto Clipper establishes the Tor connection by using a SOCKS5 proxy, a network protocol that sends traffic through a proxy server, which then forwards it to its final destination.

A lightweight backdoor

“The execution of this clipper is notable because it does not depend on a traditional installer or exposed IP-based C2 infrastructure,” Microsoft said Thursday. “Instead, it deploys a portable Tor client, routes traffic through a local SOCKS5 proxy, and blends data theft with remote code execution, turning a financially motivated stealer into a lightweight backdoor.”

Microsoft said it observed Crypto Clipper spreading through .lnk file on a USB drive. These files store executable code. When an infected USB drive is plugged into a device, the code checks whether it is already installed on the machine. If it isn’t, the malware downloads it through the Tor proxy. To better conceal evidence of the worm, the malware scans the infected USB drive and names the .lnk files with similar names.

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California ‘Billionaire Tax’ Makes Ballot Despite Opposition From Tech Moguls

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California’s proposed “billionaire tax” has gathered enough signatures to qualify for the November ballot, setting up a major fight between labor unions and some of Silicon Valley’s richest figures. From the report: The California Billionaire Tax Act, colloquially known as the billionaire tax, would levy a one-time 5% tax on any California resident worth more than $1bn. The proposal is backed by the Service Employees International Union-United Healthcare Workers West as a means of funding California’s strained healthcare and education programs. The proposal has become one of the state’s biggest political flashpoints as it gained momentum throughout the year, with prominent billionaires, such as the Google co-founder Larry Page, making moves to cut ties with the state and Newsom vowing to block it from going to a vote. Although it has gained enough signatures for the ballot, the groups backing the measure have until June 25 to decide whether to move forward or potentially strike a deal with the state.

While unions backing the group have framed the proposal as a way of getting the ultra-rich to pay their fair share, many of the state’s tech elites have condemned the tax and spent millions attempting to crush it. The Google co-founder Sergey Brin has spent $82m alone on efforts to fight the tax, while joining other Silicon Valley billionaires in declaring he will leave California if it goes through. The Palantir co-founder Peter Thiel, crypto billionaire Chris Larsen and Ring founder James Siminoff are among the other tech moguls who have made huge political donations to groups opposing the tax. California has the most billionaires out of any state, many of whom have increased their wealth in recent years amid the AI boom.

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5 reasons Microsoft 365 backup isn’t enough for business data protection

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Written by Andy Kerr, Senior Manager, Solutions Marketing at Acronis.

Many organizations assume Microsoft 365 automatically provides built-in protection for their business data. It doesn’t, and Microsoft doesn’t claim that it does.

Microsoft 365 operates under a shared responsibility model: Microsoft ensures service availability and infrastructure security, but data protection, including backup and recovery, remains the customer’s responsibility.

That gap becomes critical in real-world scenarios involving ransomware, accidental deletion, insider threats or compliance failures. A third-party solution is essential for data protection. Organizations need dedicated backup, security and recovery capabilities to effectively safeguard Microsoft 365 data.

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Need some evidence? Here are five key reasons why Microsoft 365 backup alone isn’t enough for business data protection.

1. Microsoft 365 does not protect against ransomware and malicious data loss

By design, Microsoft 365 does not fully protect against ransomware and malicious data loss, particularly when encrypted or deleted files are synced across accounts. While versioning and recycle bins provide limited recovery, they are not designed to ensure clean, reliable restoration after sophisticated attacks.

To address this gap, organizations need solutions that provide immutable storage, AI-based ransomware detection and clean recovery points to ensure safe data restoration.

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Ransomware attacks increasingly target cloud environments, not just endpoints. When files in OneDrive or SharePoint are encrypted, those changes are often synchronized instantly across users and devices. Native version history may help in simple cases, but attackers frequently corrupt multiple versions, or attacks remain undetected long enough to render recovery points unusable.

Additionally, Microsoft’s tools are not about to effectively identify ransomware. They do not know which versions of files are safe and which are compromised. That creates uncertainty during recovery and can significantly delay restoration.

A third-party cybersecurity solution  can address that issue by combining backup with active protection. Features such as immutable storage in Acronis Cyber Platform, for instance, prevent attackers from tampering with backup data while AI-based detection identifies suspicious encryption patterns. As a result, organizations can roll back to clean, verified recovery points without having to make dangerous guesses as to which data is safe.

Protect Microsoft 365 with Acronis, combining secure backups, AI-powered ransomware detection, rapid recovery, and long-term data retention in one platform.

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Recover clean data with confidence, simplify management, and strengthen protection across Microsoft 365, endpoints, and workloads from a single console.

Learn how Acronis helps secure Microsoft 365 data

2. Native Microsoft 365 retention policies are not enough for compliance

Microsoft 365 retention policies are not sufficient for many compliance requirements, especially for organizations that need long-term flexible data retention. Retention settings are often limited in granularity and may not meet industry-specific or legal data preservation standards, A third-party solution can provide customizable, compliance-ready backup capabilities.

Compliance requirements vary widely across industries. Healthcare, finance and legal sectors often require years or even decades of data retention along with strict auditability. Microsoft’s retention policies are primarily designed for basic governance, not comprehensive backup.

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Limitations include rigid retention structures, lack of independent storage and challenges in demonstrating compliance during audits. Retention policies also do not equal backups since they are not designed for full data restoration scenarios.

Organizations need a third-party option that provides independent long-term storage with flexible retention policies that can be tailored to regulatory requirements. That way, organizations can maintain complete control over their data lifecycle, while ensuring compliance and without sacrificing recoverability.

3. Granular recovery in Microsoft 365 is limited and inefficient

Microsoft 365 is not designed to natively enable efficient andgranular data recovery. As a result, quickly restoring specific files, emails or user data is difficult. Recovery processes can be time-consuming and often lack precision, which increases downtime and operational overhead.

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A third-party offering such as Acronis Cyber Platform addresses that challenge by enabling fast granular recovery across Exchange, SharePoint, Teams and OneDrive from a centralized platform.

In practice, organizations rarely need to restore entire environments. They need specific emails, folders or user accounts.

Microsoft’s native tools often require complex workflows or full-site restores to retrieve small pieces of data. That inefficiency leads to longer recovery times and increased IT workload, particularly in large environments with multiple users and services.

A third party solution can simplify this process with centralized management and highly granular recovery options. IT teams can quickly locate and restore individual items, whether it is a single email, a Teams conversation or a SharePoint document, without disrupting the broader environment.

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4. Phishing and insider threats expose data beyond Microsoft safeguards

With Microsoft 365, Microsoft does not intend or claim to fully protect against data loss caused by phishing attacks or insider threats. Even when threats are detected, organizations may still need to manually recover compromised or deleted data, which can delay response times.

The right third-party solution, such as Acronis Cyber Platform, combines backup and cybersecurity capabilities so organizations can recover clean data quickly after incidents involving compromised accounts or malicious actions.

Phishing remains one of the most common entry points for attackers. Once an account is compromised, attackers can delete files, exfiltrate data or manipulate content, all within legitimate user sessions.

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Similarly, insider threats, whether malicious or accidental, can result in significant data loss. Microsoft 365 performs some limited threat prevention, but recovery after an incident is often manual and fragmented.

A third-party platform that combines cybersecurity with backup enables organizations not only to detect threats but also to recover quickly from their impact. Clean data restoration becomes part of the incident response process.

5. Microsoft 365 backup is not designed for cost-efficient scaling

Microsoft 365 backup is not designed to be cost-efficient at scale, particularly for growing organizations or managed service providers (MSPs) managing multiple tenants. Native options can become expensive and lack the flexibility needed to manage storage and retention efficiently across environments.

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A third party such as Acronis Cyber Platform for MSPs offers a scalable per-seat pricing model with predictable costs, making it easier for businesses and MSPs to manage Microsoft 365 backup at scale.

As organizations grow, so does their data footprint. Managing backups across multiple users, departments or tenants can quickly become complex and costly with native tools. Microsoft’s pricing and storage structures are not optimized for large-scale backup strategies, especially for managed service providers who need multi-tenant visibility and control.

A third party can address that issue with a scalable architecture and predictable pricing. A per-seat model simplifies cost management while centralized administration enables efficient backup across multiple environments.

You are responsible for your Microsoft 365 data

Microsoft 365 is a powerful productivity platform, but it is not designed or intended to be a complete data protection solution. The limitations of native Microsoft 365 data protection are significant.

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Organizations need secure and flexible third-party backup solutions to ensure their data remains protected and recoverable under any circumstances.

Solutions like Acronis Cyber Platform provide that missing layer in Microsoft 365 data security and protection, combining backup, cybersecurity and recovery into a single platform designed for a threat landscape that continues to prove a dangerous challenge to organizations.

About the writer

Andy Kerr is a cyber resilience and data protection expert with more than a decade of experience helping businesses navigate the evolving world of cybersecurity, backup, and disaster recovery. As Senior Manager, Solutions Marketing at Acronis, he works closely with MSPs and IT leaders across Europe to turn complex cyber protection challenges into practical, business-focused strategies. Known for making technical topics accessible and engaging, Andy regularly speaks on cyber resilience, SaaS protection, ransomware defence, and the future of managed services.

 

Sponsored and written by Acronis.

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Get the Baseus X1 Pro Dual-Lens Solar Security Camera for Just $119

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Outdoor security cameras can get expensive fast, especially if you want features like AI tracking and solar charging. Fortunately, the Baseus X1 Pro Dual-Tracking Solar Security Camera is currently available at one of its lowest prices yet. As part of a limited-time promotion, the camera has dropped to just $119.99, down from its usual $270 retail price.

Baseus X1 Pro Specifications

One of the biggest selling points of the Baseus X1 Pro is its dual-camera setup. Instead of relying on a single lens, the camera uses two independent 3K sensors to monitor different areas simultaneously. Combined with a 300-degree pan range, this allows the X1 Pro to cover a significantly larger area than many traditional outdoor security cameras. Both cameras can also independently track movement, whether that’s a person walking through the yard, a vehicle entering the driveway, or other activity around the property.

The X1 Pro also packs several AI-powered features designed to make monitoring easier. The camera can identify people, vehicles, faces, and even animals, helping reduce unnecessary alerts. Once motion is detected, the camera can automatically follow the subject and organize recordings into categories, making it easier to find important clips later instead of scrolling through hours of footage.

Baseus X1 Pro

Another standout feature is the built-in solar charging system. According to Baseus, just 20 minutes of sunlight can generate enough power to keep the camera running for an entire day. An adjustable solar panel is included to help maximize charging efficiency, while the built-in battery serves as a backup during cloudy weather or extended periods without sunlight.

Storage and Promotional Offer

Storage is handled locally through a microSD card slot that supports cards up to 512GB, meaning users can save recordings without paying for a cloud subscription. The camera is also IP65 rated, which should help it withstand rain, dust, and changing weather conditions outdoors.

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The current promotion runs through June 30. Buyers in the United States can get the Baseus X1 Pro for $119.99 by applying promo code X1PROPRNO1 during checkout. For anyone looking for a feature-packed outdoor security camera with dual-lens monitoring, AI tracking, local storage, and solar charging, it’s one of the better deals currently available.

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Hit-And-Run Reports Soar In Las Vegas Thanks To A State Traffic Law Change

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It appears that amid the glitz and glamour of Sin City, parking lots (of all places) are getting more attention from law enforcement. While there are several parking lot etiquette rules every driver should follow, it goes without saying that you shouldn’t clip another vehicle and flee. Unfortunately, this is exactly what is on the rise in Vegas, with a 60% increase in parking lot hit-and-run reports investigated by police. News3LV.com reported the jump, citing numbers from the Las Vegas Metropolitan Police Department.

Some are pointing to a law that expanded hit-and-run penalties to private property as the reason for the change. Previously, a minor fender bender on non-public land didn’t necessarily involve law enforcement. However, the new legislation puts criminal investigations on the table for privately owned parking lots, like those around retail stores and casinos, for incidents involving minor damage to property. Authorities speaking on the matter have pointed directly to Senate Bill 359, passed in 2025, when explaining the sharp increase in reports.

But has it resulted in many of the hit-and-run perpetrators being brought to justice? The results are mixed, as authorities admit there aren’t enough police officers to handle the 2,796 investigations on file as of early June. Plus, unless cameras captured the event, evidence can be sparse, leading to stalled investigations. In addition, since no one is injured in these incidents, they aren’t as high a priority for law enforcement as other crimes. 

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How to avoid a charge of hit-and-run and what you should do

There are plenty of strange driving laws you’ll find in the United States, but laws around hit-and-run accidents aren’t one of them. Accidents happen, and this law doesn’t automatically criminalize backing into another vehicle in a grocery store parking lot. Ideally, the driver of the other car is present, and you can then exchange information so that the insurance companies can get involved. This applies even when the damage is purely cosmetic and minimal. 

If the vehicle’s owner isn’t around and you can’t wait for them, leave a note. According to Lt. Cody Fulwiler, who heads up the Metro Traffic Bureau, “If you leave your information on the windshield, then you’re fine, but if you back up into it, hit the car, and then leave the scene, that is considered hit-and-run and a crime,” as reported by 963KKLZ.com.

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Those who fail to exchange information or even leave a note after a parking lot crash will spark a law enforcement investigation that could result in a variety of punishments. Depending on the circumstances (property damage only), you may be required to pay as much as a $1,000 fine or even be subject to jail time, making the idea of fleeing the scene much less palatable.



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Minecraft Download Free – 26.2

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Minecraft is a game about breaking and placing blocks. At first, players built simple structures to protect themselves from nocturnal monsters. But as the game grew, players began working together to create wonderful, imaginative things.

It can also be about adventuring with friends or watching the sunrise over a blocky ocean. It’s pretty. Brave players battle terrible creatures in The Nether, which is more scary than pretty. Or, if you’d prefer something calmer, you can visit a land of giant mushrooms – if that’s more your cup of tea.

How do I update Minecraft?

Open the Minecraft Launcher. Click on “Options,” next to the username text box, then press “Force update!” and login with your Minecraft credentials afterwards. Minecraft will start updating itself. This can also be used to get a fresh Minecraft installation, which will keep your saved games and texture packs, but not your mods.

Which version of Minecraft should I download (Java or Bedrock)?

Java Edition is popular for PC players who want mods and custom servers, while Bedrock Edition supports cross-platform play across consoles, mobile, and Windows.

Java is the more powerful and feature-rich version of Minecraft. PC gamers on the Java Edition have access to numerous communities and endless mods, which makes the multiplayer experience a lot more malleable. Java Edition also requires higher spec machines to run smoothly.

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Bedrock Edition is multi-platform, which means Bedrock players can interact with each other be it console, mobile or PC. It comes packaged with microtransactions, RTX support, and a handful of other exclusive functions. Mainly its marketplace, where you can acquire skins and add-ons, and the option to use controllers. Parental controls via Xbox services can also provide peace of mind to parents.

How do I find other Minecraft players online?

To play Minecraft with others, you’ll need to join a server. Servers offer different gameplay styles – some focus on building, others mimic MMORPGs, mini-games, or survival challenges.

The easiest way to find servers is to use a search engine or browse popular Minecraft server lists like Minecraft Server List, Planet Minecraft, or MinecraftServers.org. If you’re after a specific experience (for example, GTA-style gameplay), just search something like “Grand Theft Auto Minecraft servers.” Once you’ve found a server you like, open Minecraft, go to Multiplayer, and select Add Server to enter the server’s address.

Do I need to download and install Java to play Minecraft?

Since Minecraft 1.18, the Java Edition installer includes its own bundled Java runtime (Java 17 for versions 1.19 and later), so most players don’t need to manually install Java anymore. However, if you’re using custom launchers, mods, or older versions, you might still need to install the correct Java version yourself.

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Why can’t I install or run Minecraft after downloading?

Common issues include outdated Java versions (for Java Edition – see above), insufficient system requirements, or missing game updates – make sure your software and drivers are up to date.

Can I transfer my Minecraft worlds or progress to another device?

Yes, but the method depends on the edition. Java Edition worlds can be manually copied between devices, while Bedrock Edition worlds can often be synced through cloud saves or manually transferred.

Do I need a Microsoft account to play Minecraft?

Yes, new players need a Microsoft account to purchase and access Minecraft. Older Mojang accounts have been migrated to Microsoft accounts.

What’s New

Minecraft Java Edition 26.2

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Chaos Cubed has landed in Minecraft Java Edition! Explore a striking cave biome filled with bubbling sulfur pools, build with sulfur and cinnabar, and discover the sulfur cube’s curious appetite for blocks! From bouncing and sliding to explosive surprises, this unpredictable mob unlocks exciting new ways to build, compete, and survive. Play Chaos Cubed today in Minecraft!

Happy mining!

New Features

  • Added the Sulfur Cube mob
  • Added the Sulfur Caves biome
  • Added the Cinnabar and Sulfur block sets
  • Added the Sulfur Spike and Potent Sulfur block
  • Added a new Music Disc with the track “Bounce” by fingerspit
  • Added 5 new music tracks by fingerspit
  • Added the Friends List
  • Added new settings for Friends List in Online Options
  • Added experimental support for rendering the game through Vulkan
  • Added new option “Graphics API” in Video Settings
  • Added Swiss French, Chuvash, Gallo, Uzbek, and Võro language support to the game

Sulfur Cube

Steve is riding a Pig in a Boat leashed to a Blue Ice absorbed Sulfur Cube, holding a Diamond Spear.

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  • Added the Sulfur Cube mob
  • Spawns in the new Sulfur Caves biome
  • When a Player interacts with it while holding a block:
    • The Sulfur Cube absorbs the block
    • Its AI is disabled
    • While a block is absorbed:
      • The Sulfur Cube becomes a physical object:
        • It does not take fall or Player damage
        • Players can punch and push it
      • It assumes one of the archetypes (listed below), changing its physical properties to match the absorbed block
      • The Player can interact with it using Shears:
        • This removes the absorbed block
        • The Sulfur Cube’s AI is re-enabled
  • The Sulfur Cube will follow a Player holding a block it can absorb
  • The Sulfur Cube can look for nearby block items and move towards them to absorb them
  • When killed, the Sulfur Cube splits into two smaller Sulfur Cubes
  • Small Sulfur Cubes can be fed Slime Balls to grow into large Sulfur Cubes
  • A large Sulfur Cube can be picked up using an empty Bucket
  • Sulfur Cubes cannot enter Boats, but can ride Minecarts
  • Dispensers can:
    • Insert and swap blocks inside a Sulfur Cube
    • Use Shears to remove the held block
    • Spawn a Sulfur Cube from a Bucket of Sulfur Cube
  • Pufferfish are not scared by Sulfur Cubes

Sulfur Cube Archetypes

Noor and Sunny are playing football, using the birch absorbed Sulfur Cube as a ball in a stadium. Steve is goalkeeping.

Each archetype is characterized by the speed of the Sulfur Cube when hit, how bouncy it is when colliding with blocks and collidable entities, as well as its ground friction, air drag, and if it floats in liquids

There are the following archetypes:

  • Regular: medium speed, medium bounciness, medium ground friction, and low air drag
    • It is buoyant
    • Used when absorbing loose mineral and soil blocks
  • Bouncy: fast speed, high bounciness, medium ground friction, and low air drag
    • It is buoyant
    • Used when absorbing wooden blocks
  • Slow Bouncy: slow speed, high bounciness, medium friction, and medium air drag
    • Used when absorbing stone-like blocks
  • Slow Flat: slow speed, low bounciness, medium ground friction, and medium air drag
    • Used when absorbing metal blocks
  • Fast Flat: fast speed, low bounciness, medium ground friction, and low air drag
    • Used when absorbing organic blocks
  • Light: slow speed, high bounciness, medium ground friction, and high air drag
    • It is buoyant
    • Used when absorbing wool blocks
  • Fast Sliding: fast speed, no bounciness, low ground friction, and low air drag
    • Used when absorbing icy blocks
  • Slow Sliding: slow speed, no bounciness, low ground friction, and low air drag
    • Used when absorbing shroom blocks

There are also the following special archetypes:

  • High Resistance: very slow, low drag with low bounce with high friction
    • Used when absorbing Soul Sand and Soul Soil
  • Sticky: same properties as the Fast Flat archetype, but sticks with extremely high ground friction and no bounce to simulate stickiness
    • Used when absorbing a Honeycomb Block
  • Explosive: similar properties to the Regular archetype with a slightly higher air drag
    • Used when absorbing a TNT block
    • Absorbed TNT can be primed by Redstone, fire sources (including a Dispenser with a Flint and Steel), or nearby explosions
    • When primed by fire or Redstone, absorbed TNT uses a fuse time of 6 seconds
    • When primed by an explosion, absorbed TNT uses a randomized fuse time between 0.75 and 3 seconds
    • Sulfur Cubes with an absorbed, primed TNT block cannot be picked up with a Bucket
    • Absorbed, primed TNT blocks cannot be sheared out
    • On explosion, no small Sulfur Cubes are spawned
  • Hot: same properties as the Regular archetype, but damages entities on contact
    • Used when absorbing a Magma Block

Sulfur Caves Biome

  • Added Sulfur Caves biome
  • Generates naturally underground
  • The Sulfur Caves biome has bands of Sulfur and Cinnabar
  • Spawns the new Sulfur Cube mob as well as Cave Spiders
  • Generates with Sulfur Pools which contain Potent Sulfur

Sulfur Spring

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  • Is a new feature which generates naturally above the Sulfur Caves biome
  • Consists of Sulfur, Potent Sulfur, and Magma Blocks
  • Sulfur Springs come in 4 different size variants:
    • Small
    • Medium
    • Large
    • Extra Large

Cinnabar and Sulfur Block Sets

A cute chimney made of Polished Cinnabar blocks and Cinnabar Bricks in a Forest Biome.

  • Added Cinnabar and Sulfur stone block sets
  • Each of them has Polished and Bricks variants
  • Each variant has its Slabs, Stairs and Walls blocks
  • Added Chiseled Cinnabar and Chiseled Sulfur blocks

Potent Sulfur

  • Is a new block that generates naturally in Water Pools inside the Sulfur Caves biome
  • Produces bubbles which rise up to 4 Water source blocks above it
  • When placed underneath up to 4 Water source blocks, it generates a cloud of nausea-causing gas on the water surface
  • This cloud spreads across adjacent water with a maximum radius of 3 blocks
  • Can be crafted from 9 Sulfur blocks
  • When placed above a Magma Block or a Lava Block, and under 1-4 Water source blocks, it creates a geyser
  • With Magma underneath, the geyser will erupt at random intervals, shooting a plume of water particles upwards and applying an upward impulse to entities above it
  • With Lava underneath, the geyser eruption is continuous, but with slightly muted sounds compared to the eruption from a Magma Block
  • Geyser eruptions emit game events at the beginning and at the end of the eruption that can be detected by Sculk Sensors

Sulfur Spike

Efe standing next to a cozy Cinnabar house, looking up to a Glowstone absorbed Sulfur Cube.

  • Is a new block that generates naturally on Sulfur blocks inside the Sulfur Caves biome
  • Forms a stalactite if placed on the ceiling or a stalagmite if placed on the floor
  • Can be combined to form longer stalactites & stalagmites
  • Stalactites and stalagmites merge if the tips are next to each other, unless you sneak while placing
  • Sulfur Spike stalactites can grow when placed under a Sulfur block
  • Stalagmites will break if they’re not attached to something below
  • Stalactites fall down if not attached to something above
  • Being hit by a falling stalactite hurts because they are sharp!
  • Stalagmites are not sharp and do not hurt more to land on
  • Thrown Tridents break Sulfur Spikes
  • Four Sulfur Spikes can be crafted into one Sulfur

Music and Sound

  • Added a new music disc:
    • “Bounce” by fingerspit
    • Has a chance of being found in Mineshaft Chest Minecarts that are located in a Sulfur Caves biome
    • Has a comparator output of 8 when played in a Jukebox
  • Added 5 new background music tracks by fingerspit:
    • “Shores”
    • “Memories”
    • “Nightly”
    • “Home”
    • “Ebb”
  • Added block sounds for Sulfur, Potent Sulfur, and Cinnabar
  • Added mob sounds for Sulfur Cube and small Sulfur Cube
  • Added sounds for when using a bucket on a Sulfur Cube
  • Added sounds for geyser eruptions

Advancements

Added new “Uh Oh” Husbandry advancement for having a Sulfur Cube absorb a TNT block

Friends List

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  • Added a Friends List, accessible from a new Friends button on the Title Screen and the Pause Menu
  • The Friends List can be opened with a new key bind (default: “O”)
  • The Friends button shows a notification badge with the number of incoming friend requests, up to 5 (a “more” indicator is shown beyond that)
  • The Friends List is presented as an overlay with two tabs:
    • Friends: shows your current friends, lets you remove them, and lets you send a new friend request by Profile Name
    • Pending: shows incoming friend requests (which can be accepted or declined) and outgoing friend requests (which can be canceled)
  • The presence of your friends is shown under their name in the Friends List as one of the following:
    • “Offline”
    • “Online”
    • “Online (LAN)”
    • “Online (World)”
    • “Online (Realm)”
    • “Online (Server)”
  • Sending, accepting, declining, cancelling, and removing actions are confirmed in the UI and show a clear error message when the service is unreachable, rate limited, or the requested Profile Name does not exist
  • Friend changes that happen while the game is running are shown through toast notifications:
    • When a friend request is sent
    • When a friend request is received
    • When an outgoing friend request is accepted by the other player
  • Toasts show the other player’s face when the skin is available
  • The Friends List checks for updates once per minute while the Friends List is open, or every 5 minutes otherwise
  • The first time the Friends button is shown on the Title Screen, a confirmation dialog is presented to opt in to the Friends List
  • The Friends List, friend request privacy, and the Microsoft account safety settings link are managed from the new “Friends List” section in Online Options
  • Players that have their chat settings set to “Friends Only” on their Xbox profile will only see chat messages from other players if they are friends

Friends List Settings in Online Options

  • Added a setting to control the availability of the Friends List and its features in Online Options
  • Added an “In-Game Notification” toggle in Online Options to control whether Friends List toasts appear while in a world
  • Added an “Allow Requests” toggle in Online Options to control whether other players can send you friend requests
  • Added a “Visibility” option in Online Options screen to control how much activity is shared with friends (default: “All”)
  • “Full”: shares in-game activity
  • “Hidden”: no activity shared, appearing as “Offline” to friends
  • “Limited”: activity sharing limited to “Online” & “Offline”
  • Added an “Xbox Settings…” button in Online Options that opens the Microsoft account privacy and online safety settings

Vulkan Support

  • As previously announced, we intend to switch the game from OpenGL to Vulkan
  • Vulkan is not supported by older hardware or drivers – OpenGL will be used as a fallback on those cases
  • The current requirement is Vulkan 1.2 with dynamic rendering and push descriptors, but this requirement may increase or decrease over time
  • This is currently an experimental rendering backend, and may not be as performant or stable
  • Please report any bugs you find with it to our bug tracker
  • Under Vulkan, we will prefer your dedicated graphics card over any integrated graphics, which is a change from OpenGL
  • You can see which backend is being used in your F3 debug overlay (in the system_specs section)
  • On macOS, we use MoltenVK to translate Vulkan to Metal

“Graphics API” Video Setting

  • This is a new option available in the “Video Settings”
  • There are three values: Default, Prefer Vulkan (Experimental) and Prefer OpenGL
  • “Default” may be changed at our discretion, and we recommend this for all users unless you experience issues and need to change
  • Currently, it is the same as “Prefer OpenGL”
  • “Prefer Vulkan (Experimental)” will attempt to render using Vulkan, but fall back to OpenGL if it doesn’t work
  • Vulkan support is experimental for now, and using it might reduce performance or cause instability on some systems
  • “Prefer OpenGL” will attempt to render using OpenGL, but fall back to Vulkan if it doesn’t work

Startup and Fallback Behavior

  • If the game crashes at startup with “Prefer Vulkan (Experimental)” set, the setting will automatically be changed to “Default”
  • When set to “Default”, the game will still attempt to gather systems information about Vulkan at startup
  • If the game crashes at startup with “Default” set, the setting will automatically be changed to “Prefer OpenGL”
  • With “Prefer OpenGL” set, no interaction will be made with Vulkan in case that causes crashes

Changes

  • Tweaked various mobs hitbox, eye height, and rider positions
  • Hoglins are now considered hostile and do not spawn on Peaceful difficulty
  • Fixed baby Hoglin’s and Zoglin’s left ear texture so it’s properly mirrored
  • Updated the Main Menu background panorama
  • When the game is overwhelmed with particles, instead of removing existing particles in flight, it will now randomly select for particles to render or not render to stay under the particle limit
  • This change is especially visible with a large number of new geyser eruptions
  • As the host of a world, changing the game mode with F3 + F4 or with commands changes the default game mode of the world
  • Upgrading certain worlds from before 26.1 can now be faster
  • Respawning (as a spectator) in a hardcore world no longer turns off the spectators_generate_chunks game rule
  • Removed Touchscreen Mode

Minecraft Bedrock Edition 26.23 Hotfix

A new hotfix for Android and Realms is rolling out to address issues found in the latest update. It will become available on each platform as it’s approved, so please allow a little time for it to reach you.

Fixes:

  • Fixed an issue that caused black squares to appear on the screen when Vibrant Visuals was enabled on certain Android devices (MCPE-238627)
  • Fixed several crashes that could occur during gameplay

Minecraft Bedrock Edition 26.21 Hotfix

Gameplay

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  • Various bug fixes and improvements

User Interface

  • Fixed a freeze when opening a furnace without recipes

Stability and Performance

  • Fixed Several crashes that could occur during gameplay
  • Fixed a crash that could occur on launch
  • Fixed a crash when clicking the ‘Search for people’ button while not signed in (MCPE-235488)

Minecraft Bedrock Edition 26.20

We’ve got an exciting release for you today – because alongside chaos and cubes in testing, we have Closed Captions coming in this release! Closed Captions have been a hotly requested feature – and now you can try it out for yourself alongside customisable positioning of the captions, duration, and sounds. Alongside this we’ve made some sound fixes and tweaks to the baby mobs after our Tiny Takeover drop, some texture and geometry fixes, and more. And don’t forget there’s plenty to test from our upcoming Chaos Cubed drop – including its hero mob, the sulfur cube, the home of said curious cube, the sulfur caves, plus sulfur springs and potent sulfur! With so much to talk about, we’d better dive in.

Chaos Cubed – Experimental Features

Please note: These features are still in development and may change. The physics for the Sulfur Cube is still a work in progress, and the directional knockback behavior is not fully implemented yet. Please keep sending us your feedback and bug reports!

Sulfur Cubes

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  • Sulfur Cubes are a new mob coming to Minecraft with a curious appetite for… blocks! Found in Sulfur caves, this curious mob transforms depending on which block the player feeds it. Experiment and discover how to send Sulfur Cubes bouncing, sliding, and more!
  • When the Sulfur Cube is hit by a Player its knockback is now affected by the attacker’s hit angle, position and damage
  • When it is hit on the left it moves to the right and vice versa
  • When it is hit on the top it moves along the ground
  • When it is hit on the bottom it moves higher upwards
  • When it is hit with a greater damage it is knocked back more
  • When the attacker is positioned higher it moves downwards
  • When the attacker is positioned lower it moves upwards

Sulfur Springs

  • Found across the Overworld, you’ll know if you’ve spotted a Sulfur pool thanks to its Sulfur and Cinnabar blocks – and the noxious gas coming from it! But dig beneath these and you’ll discover a Sulfur cave, filled with new blocks to mine and a new mob to meet!

Potent Sulfur

  • Potent Sulfur is a new block you can use to create bubbling hot pools! Place potent Sulfur beneath water and you’ll soon spy bubble columns, as well as puffs of noxious gas. Build with caution – noxious gas will trigger nausea in players and nearby mobs!

Sulfur Caves

  • Discover this new cave type, with shallow pools of water and glow lichen. Sulfur caves are filled with yellow blocks of Sulfur, red blocks of Cinnabar, and a curious mob called the Sulfur Cube!

New Block Sets

  • You’ll find two new block sets in Sulfur caves – Cinnabar and Sulfur! These new blocks allow you to add rich reds and yellows into your builds, and each comes with its own full block set. Cobble them, craft with them, turn them into stairs or bricks – the choice is yours.

Features and Bug Fixes

Accessibility Features

  • Added closed captions with customisable sound, position and duration options
  • To provide feedback on the closed captions feature, please do so over at http://aka.ms/mcclosedcaptionsfeedback
  • Fixed incorrect UI scales when changing resolution
  • Damage tilt slider now affects rotation of player’s hands (MCPE-229437)

Accounts

  • Fixed issue where large values for player profile stats are incorrectly displayed (MCPE-185186)

Achievements

  • Fixed the Time Played stat briefly showing “-1 hours” on the Achievements screen while loading (MCPE-230285)

Blocks

  • Grass Blocks can now spawn Tall Grass when bone mealed
  • Tall Seagrass no longer breaks when generated using Bonemeal (MCPE-112509)
  • Bone Meal no longer produces Seagrass’s upper half above other plants (MCPE-224063)
  • Fixed issue placing leaves on top of leaves after decay (MCPE-237327)
  • Using Bone Meal on a Moss Block connected to Polished Diorite, Polished Andesite, or Polished Granite no longer replaces them with a Moss Block , (MCPE-129262) (MCPE-189928)
  • Blocks can now only be placed above a Flowerpot when sneaking (MCPE-237222)
  • Fixed interacting with a Jukebox or Composter while holding armor creating a ghost item (MCPE-227535)

Gameplay

  • Fixed knockback effect to behave more like Java edition (MCPE-190868, MCPE-170242)
  • Fixed an issue that caused players camera to rotate while interacting with blocks when using Full Keyboard Mode (MCPE-235656)
  • Fixed mouse camera sensitivity being higher than expected on Windows (MCPE-235748)
  • Fixed a bug to maintain aiming stick capabilities while the small emote screen is visible
  • Fixed a bug where Minecarts on the same track would not properly transfer momentum when colliding with each other
  • Smelting damaged armor now outputs nuggets (MCPE-237404)

General

  • Fall damage visual effects now trigger when the entity hits the ground
  • Fixed most cases where offline multiplayer would load infinitely (MCPE-173418)
  • Fall damage audio effects now trigger when the entity hits the ground
  • Fall damage visual and audio effects for non-player entities are no longer delayed past hitting the ground (MCPE-237211)

Graphical

  • Fixed an issue where Spyglass and Carved Pumpkin overlay were not being hidden while taking a screenshot in Vibrant Visuals. (MCPE-219934)
  • Fixed a bug where MERS textures were visible on the front of shields with banner patterns in Vibrant Visuals. (MCPE-235081)
  • Fixed a bug where emissive, metalness, and roughness values would not be loaded properly when switching to the Ray Traced graphics mode while in a world.
  • Added Vibrant Visuals support for all Shelf blocks
  • The baby Bees’ textures have been updated to match the adult Bees’ textures (MCPE-236685)
  • Fixed an issue where Static Colored Lighting wouldn’t propagate in chunks that were completely empty in Vibrant Visuals mode.
  • Fixed broken or incorrect textures after loading a world (MCPE-202009)
  • Fixed an issue that caused mushrooms on the back of mooshrooms to have incorrect illumination . (MCPE-225482)
  • Adding vibrant visual support for the following:
    • Shelf blocks
    • Nautilus Armors
    • Happy Ghast Ropes
    • Music Disc: Lava Chicken
    • Music Disc: Tears
  • Updated MERS texture for Baby Lazy Panda (MCPE-236812)
  • Fixed a bug where Bows and Crossbows used by players disappear with Texture Streaming enabled (MCPE-235735)
  • Fixed an issue where some devices would get artifacts on pixelated shadows in Vibrant Visuals
  • Fixed incorrect variation in block lighting during the slime jump animation in Vibrant Visuals
  • Fixed an issue causing cobweb blocks to not dither when player camera is nearby. (MCPE-235972)

Input

  • Fixed changing from handheld to docked Joy-Cons preventing input

Items

  • Baby Mobs no longer show green growth particles when being fed while their growth is stopped by a Golden Dandelion
  • The Torch recipe is now unlocked by acquiring a Stick, Coal, Charcoal, or a Pickaxe of any type
  • Golden Dandelion growth particles now emit from above Baby Mobs instead of from inside them

Marketplace

  • Fixed an issue where free trials were incorrectly being advertised for Marketplace Pass and Realms Plus on Nintendo Switch and Nintendo Switch 2 platforms

Mobs

  • Added Vibrant Visual support for Nautilus Armors
  • Baby Squid hitbox correctly bounds the mob
  • Baby Turtle now has swimming animations
  • Baby Glow Squid hitbox correctly bounds the mob
  • Baby Striders are no longer floating above ground (MCPE-236393)
  • Villagers move at correct speed when moving to workstations (MCPE-236656)
  • Fixed Baby Zombie Piglin snout texture to be front facing
  • Fixed adult Rabbit textures which had a line under their head
  • Got rid of extra pixels in Warm Baby Pig texture
  • Fixed Baby Hoglin’s crest texture so its on both sides
  • Updates the Brown Baby Panda texture to be more consistant with the other’s
  • Got rid of the dark stripe on the back of the Baby Panda’s heads
  • Fixed underside texture of Baby Goat and Baby Snifflet to be consistant with the adults. Fixed back of Baby Dolphin’s head which had inconsistent pixels
  • Updated the top of the Chainmail Baby Armor Helmet to match the adult’s
  • Mobs now correctly bounce after making contact with Slime Blocks and Beds, instead of bouncing mid-air before impact
  • Mobs now emit a vibration of frequency 2 when bouncing on Beds and Slime Blocks
  • Updated the Snow Fox baby’s sleeping texture; eyes are now dark blue to match adult’s sleeping texture (MCPE-236972)
  • Baby Zombies are no longer levitating when riding baby mobs
  • The rabbits’ idle animation has been disabled while they are leashed
  • The baby Wolves’ hind legs are now rotated correctly while sitting
  • Fixed a bug where Slime family mobs’ bounce animations would snap abruptly
  • Baby Camel hitbox size increased to match model geometry (MCPE-236077)
  • The baby humanoid Chestplate Armor is now centered on the mob
  • Baby Hoglin hitbox size increased to match model geometry
  • Baby Zoglin hitbox size increased to match model geometry
  • Adjusted the hitboxes for the following mobs, to better match Java:
    • Baby Villager
    • Baby Zombie Villager
    • Baby Zombie
    • Gurgle
    • Baby Husk
    • Baby Piglin
    • Baby Zombie Piglin
    • Baby Squid
    • Baby Glow Squid
    • Baby Fox
    • Adult Chicken
  • Librarians no longer offer Name Tags, and instead offer Red Candles or Yellow Candles on Master Level (MCPE-237281)

Party System (Beta)

  • The Party System is now available! Create a party, chat with your friends, and follow the party leader seamlessly from world to world – including into Realms and featured servers.
  • Available on Xbox, Windows, Android, PlayStation, and Nintendo Switch. iOS support is coming soon
  • Party Text Chat lets you stay connected with your party across worlds – separate from in-game world chat
  • The Party System is launching as a Beta as we continue to improve the experience – please give us your feedback at aka.ms/MinecraftPartyFeedback

Realms

Introducing Realm Hub, your new home base for all things Realms, accessible from the Realms Play screen.

Key features:

  • Administrator Role – Realm owners can promote trusted players to help manage the world, members, and settings.
  • Admin Log – Track actions administrators take, for full accountability.
  • Edit World Screen – A redesigned screen for world changes, add-ons, and pack management.
  • Story Feed – A social hub for sharing screenshots and auto-celebrating major Minecraft milestones.
  • Timeline – See who’s been playing on your Realm over the last month.
  • Subscription management – view and change your subscription to Minecraft Realms.

Note: Some screens like Member management are still to be updated. Stay tuned for more!

Other Realms changes:

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  • Support added to join Realms with a Party.
  • Migrated pack management in the Realm edit world screen to OreUI.
  • Removed subscriptions tabs from in-game Realms settings
  • Fixed an issue where the save world modal would remain active after use.
  • Fixed issue where player can be softlocked trying to join a Realm they’re not a member of.
  • Fixed crash in Realms Stories for high member count Realms

Sounds

  • Adult Pigs and Baby Pig now have eating sounds
  • Trumpet note block instrument is now added to all Copper variants
  • Baby spawn sounds now play with the correct pitch for the following baby mobs:
    • Baby Pig
    • Baby Cat
    • Baby Chicken
    • Baby Horse
    • Baby Wolf
  • Fixed placement sound not playing when placing waterloggable blocks in water (MCPE-236601)

User Interface

  • Fixed PS4/5 store logo not appearing after navigating to the sidebar pages
  • Fixed caret movement acting twice and backspace deleting too many characters when using a physical keyboard on iOS
  • Improved how scrollable screen content is displayed in Ore UI menu screens on devices with notches, rounded corners or safe zones applied. Content now smoothly scrolls beneath the safe area instead of being cut off.
  • Furnace recipes will now unlock when you collect the corresponding material. The feature is available under “Experimental”
  • Fixed empty space appearing on screens with text input when using a physical keyboard on iOS
  • Fixed several issues with text input on iOS when using a physical keyboard
  • Updated the text on the beta feedback popup. (MCPE-236391)
  • Add missing closed captions for some baby mobs (MCPE-237205)
  • Added two missing strings that are only shown for a brief moment.
  • Fixed a bug where emojis were not rendering at the small text tooltip when selecting an item in the HUD’s hotbar
  • Fixed the Delayed Breaking Blocks setting visibility for the “Joystick & tap to interact” and “D-Pad & tap to interact” control modes of the Touch Tab of the New Settings Screen. (MCPE-236872)

Minecraft Java Edition 26.1.2 Hotfix

A new hotfix that addresses a couple of critical issues found in the release.

Minecraft Bedrock Edition 26.13 Hotfix

A new hotfix is rolling out to address issues discovered in the latest update. This update will be rolling out to various platforms as it becomes available, so please allow time for the update to reach you.

Fixes:

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  • Fixed several bugs that could affect gameplay
  • Fixed an issue with custom entity components locked behind runtime IDs (MCPE-237713)
  • Selected emotes no longer revert to defaults when relaunching the title (MCPE-188449)

Minecraft Java Edition 26.1.1 Hotfix

It’s a sunny Wednesday in the shipping room and we’re starting the day off with releasing 26.1.1, a hotfix release that addresses an important issue reported in the 26.1 release. Happy mining!

Fixed bugs in 26.1.1

  • MC-307140 – Chat messages can no longer be reported if the chat is enabled

Minecraft: Bedrock Edition 26.11 Hotfix

A new hotfix has been released (only Windows only) to address issues discovered in the latest update. This update will be rolling out to the various platforms as they become available, so please allow time for the update to reach you.

Gameplay

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  • Fixed mouse camera sensitivity being higher than expected on Windows (MCPE-235748)

Minecraft Java Edition 26.1

Ready or not, here comes the Tiny Takeover drop! New versions of baby mobs have stormed Minecraft, causing cuteness overload across biomes and builds. Listen out for heart-melting sounds, craft name tags for your pets, and keep babies forever young with the golden dandelion. The babies are officially on the loose, so get ready to collect, coo over, and create chaos with these tiny rascals!

New Features

  • Added new baby sounds for Wolf, Cat, Pig, Horse, and Chicken
  • Added Golden Dandelion
  • Added adult sound variants for the following animals:
    • Cats have one new sound variant
    • Pigs have two new sound variants
    • Cows have one new sound variant
    • Chickens have one new sound variant
    • The original sounds of each animal are used for the variant called classic
    • Every one of these animals will have a random sound variant assigned to it from the new variants and the original one
  • Added a trumpet instrument for when using a Note Block that is placed on a Copper Block
    • The sound is different based on the oxidation level of the Copper Block

Golden Dandelion

  • The Golden Dandelion is a new type of flower that can be used to stop baby mobs from agingInteracting with a baby mob while holding a Golden Dandelion will stop the mob from aging
  • When aging is stopped, green particles moving downwards will be shown
  • Interacting with a baby mob that has been stopped from aging while holding a Golden Dandelion will cause it to start aging again
  • When aging is started again, green particles moving upwards will be shown
  • It cannot be used on undead baby mobs and baby Villagers
  • Can be crafted using a Dandelion and Gold Nuggets

Changes

  • Revamped the visuals of most baby mobs
  • Name Tags are now craftable and can be crafted with 1 Paper and 1 of any Metal Nugget
  • Removed Name Tags from loot chests in Ancient Cities and Woodland Mansions
  • Deepslate can now be directly crafted into its cobbled, polished, brick, and tile variants in the Stonecutter
  • Stone can now be directly crafted into cobbled variants in the Stonecutter
  • Updated the Main Menu background panorama
  • Tweaked default JVM options
  • The algorithm that maps block and sky light levels to how bright things appear on screen has been fully rewritten
  • Removed baby Herobrine

Baby Mobs

  • Updated the models and textures of the following baby mobs:
    • Cow
    • Mooshroom
    • Sheep
    • Pig
    • Cat
    • Ocelot
    • Wolf
    • Chicken
      • Tweaked the bounding box to align with the new model
    • Rabbit
      • Both adult and baby Rabbits also received new animations
      • Tweaked the bounding box to align with the new model
      • The programmer art Rabbit textures have been removed following the remodeling of the Rabbit
    • Horse
      • Increased the bounding box of baby Horses to better fit the new model
    • Donkey
    • Mule
    • Zombie Horse
    • Increased the bounding box of baby Zombie Horses to better fit the new model
    • Skeleton Horse
      • Increased the bounding box of baby Skeleton Horses to better fit the new model
    • Camel
    • Llama
    • Bee
    • Fox
    • Goat
    • Armadillo
    • Polar Bear
    • Panda
    • Snifflet
    • Dolphin
    • Squid
      • Increased the bounding box of baby Squid to better fit the new model
    • Glow Squid
      • Increased the bounding box of baby Glow Squid to better fit the new model
    • Turtle
    • Axolotl
      • Increased the bounding box of baby Axolotls to better fit the new model
    • Strider
    • Hoglin
    • Zoglin
    • Zombie
      • Increased the bounding box of baby Zombies to better fit the new model
    • Husk
      • Increased the bounding box of baby Husks to better fit the new model
    • Drowned
      • Increased the bounding box of baby Drowned to better fit the new model
    • Piglin
      • Increased the bounding box of baby Piglins to better fit the new model
    • Zombified Piglin
      • Increased the bounding box of baby Zombified Piglins to better fit the new model
    • Villager
      • Increased the bounding box of baby Villagers to better fit the new model
    • Zombie Villager
      • Increased the bounding box of baby Zombie Villagers to better fit the new model
  • Baby Cats are now scaled up to be the same size as baby Ocelots
  • Baby Horses are now scaled up slightly
  • Baby Polar Bears no longer attack Foxes
  • Adult Horses’ Blackdot markings were updated to be visually closer to the new baby Horse markings
  • Small Armor Stands now display correctly by using the adult armor and scaling it down
  • Armor on baby Wolves will no longer render
  • Saddles on baby Pigs and baby Camels will no longer render
  • Camel Husks no longer have a baby model

Trades

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  • The trades that are unlocked by Villager professions are now generated using deterministic random sequences, like loot drops and barter loot
    • Re-rolling a Villager’s trades still produces a randomized sequence of trades, but that sequence is now determined by the world seed
  • Master Librarians no longer offer Name Tags
  • Master Librarians now offer Red Candles and Yellow Candles for the price of three Emeralds
  • Master Librarians now have three available trades to ensure that an Enchanted Book trade is always offered when using the Rebalance experiment
  • The Wandering Trader will now offer Name Tags for the price of one Emerald

Minor Tweaks to Blocks, Items and Entities

  • Striders now correctly inherit the warmth of the Strider they are standing on, matching Bedrock
  • Zombie Horses no longer panic when hurt
  • Updated the dismount speed thresholds for Spears to match Bedrock
  • The Tripwire texture is now rendered as alpha cutout instead of transparent

Lightmap Algorithm Changes

  • The new algorithm mostly provides the same overall results as before, but:
    • It is simpler and more straightforward, and fixes multiple issues of the previous one, as listed in the Fixed Bugs section below
    • The Darkness effect and world darkening effect of the Wither fight now work the same way in all dimensions
    • The Night Vision effect now simply adds ambient light instead of scaling the resulting colors. This means that fully dark areas no longer look brighter than areas lit by block or sky light
    • More aspects of the algorithm such as block light tint, ambient light color and night vision color are now data-driven through environment attributes, as described in the Data Pack section below

UI

  • Along with large changes to the world data format in this release, worlds that need to be upgraded will now show Upgrade and Play instead of Play Selected World and the Edit World and Re-Create World buttons are disabled until the world has been upgraded
    • A new screen has been added to show upgrading progress
  • Changes were made to how the chat screen is handled when it’s restricted by settings
  • Input Method Editor (IME) candidates will now be shown in-game (on supported platforms, currently Windows and macOS) above the currently edited text field
    • The game will try to restore the last IME status when any text field is selected
    • If no text input is selected, IME input will be canceled and the status will not be updated
  • Added a new display option called “Exclusive Fullscreen” which controls if fullscreen mode should take full control of a monitor
    • Defaults to false (i.e. non-exclusive mode)
    • Any change will be applied only after the game restarts
    • Warning: exclusive fullscreen mode might prevent use of input methods (IME)

Fixed bugs in 26.1

  • MC-13187 – Water in water cauldrons is not transparent
  • MC-64087 – Revengeful zombies / Zombie reinforcements try to attack players in Creative mode
  • MC-91132 – No cross-platform CJK IME support
  • MC-98631 – The heights of shields in first person are different depending on what hand you have them held in
  • MC-99647 – The “below_name” scoreboard display slot doesn’t work with non-player entities
  • MC-102774 – You can respawn the ender dragon with only two end crystals
  • MC-129886 – Trying to place a block below the bottom of the world does not give an error message
  • MC-131745 – Shipwrecks sometimes generate split into different variants at chunk boundaries
  • MC-134573 – The game freezes while doing a world backup
  • MC-153831 – Trader llamas spawned from breeding can despawn
  • MC-163978 – Mobs can spawn on moving blocks
  • MC-178713 – Bone meal can be used on certain plants at build height, but they don’t grow
  • MC-179949 – You cannot edit the inventories of piglins by using ‘/item replace’
  • MC-181169 – Skeleton trapped horses with PersistenceRequired still despawn
  • MC-184432 – There is no warning when using bone meal on plants that try to grow above or below the world height limits
  • MC-184433 – When applying bone meal to grass / ferns / nether fungi at the upper build limit, there is no warning, and the taller part of the plant is cut off
  • MC-195237 – End portals and end gateways held by endermen or as block display entities are not rendered, but nether portals are
  • MC-197497 – The block light transition from level 1 to 0 is not smooth when there is no sky light and Smooth Lighting is enabled
  • MC-199559 – Light appears darker and orange when Night Vision is active
  • MC-199975 – Endermen holding bells or bell block display entities only render the bell frame
  • MC-219981 – Leader zombie-type mobs spawn with 20 health despite having an increased maximum health
  • MC-221510 – Dolphin would rather drown than get air when chasing items
  • MC-222949 – You can use tridents enchanted with Riptide while riding entities
  • MC-230139 – Typos in stonecutter recipe names
  • MC-230746 – Pointed dripstone does not grow with a waterlogged block 2 blocks above it but does fill cauldrons
  • MC-231663 – Dragon eggs do not check whether there is a block under their destination when teleporting
  • MC-233911 – Sleeping in a bed and waking up no longer instantly sets the daytime sky
  • MC-248092 – Untamed cats on lead despawn when attached to fence post
  • MC-254785 – Bone meal is consumed when used on a bamboo stalk with a block above it
  • MC-257362 – Particles from breaking frogspawn are transparent
  • MC-259032 – /data produces a positive result for low negative numbers
  • MC-260148 – show_notification only works for shaped crafting recipes
  • MC-263488 – The item texture of pink petals has a misplaced transparent pixel
  • MC-264155 – Bone meal doesn’t work on grass blocks beneath cave air or void air
  • MC-264187 – Spawners with their light limits set to ranges that don’t include 15 don’t spawn mobs under the night sky
  • MC-273228 – Crash when generating water lakes using a custom worldgen datapack
  • MC-274238 – Persistent trader llamas can despawn when leashed to wandering traders
  • MC-275014 – Weathered and oxidized copper bulbs cast stronger shadows on themselves when lit with smooth lighting enabled
  • MC-279187 – The “selectWorld.backupWarning.snapshot” string incorrectly pluralizes the word “corruption”
  • MC-297536 – Z-fighting occurs on the debug crosshair
  • MC-298136 – The aura of beacon beams now always renders behind block entities
  • MC-298745 – Unlocking new recipes or changing dimensions replaces the locator bar with the experience bar temporarily
  • MC-299730 – Dumping textures while using a TTF font crashes the game
  • MC-299992 – Unexpected behavior when giving or testing for an item with certain components manually specified as their default values
  • MC-300380 – Copper golems do not pathfind down blocks that are in between half a block and a block tall to a chest
  • MC-300465 – Maps with the maximum number of markers cannot be placed in item frames
  • MC-301003 – The bell part of bells worn on copper golems’ “saddle” slot is not visible
  • MC-301245 – Copper golem statues are displayed upside down in block displays
  • MC-302186 – Ambient lighting in the Nether appears discolored compared to previous versions
  • MC-302408 – Inconsistent underwater lighting with the Conduit Power effect applied
  • MC-302528 – Low sky & block light look outright broken when cast on the same area
  • MC-302635 – Semi-transparent blocks render in front of solid blocks when viewed through semi-transparent blocks being pushed by a piston
  • MC-302734 – Zombie horses constantly move in and out of water and burn to death
  • MC-303119 – Feeding a cat or wolf in Survival mode with only one item in the selected item slot does not restore as much health as it should
  • MC-303125 – Creepers can blow up after the player dies
  • MC-303344 – Tooltips for selected items in dialogs are displayed even when the item isn’t being hovered over
  • MC-303389 – The ender dragon’s velocity can be affected by attacks while perched
  • MC-303403 – Hanging sign block displays render dark and above other blocks and mobs
  • MC-303684 – Hoglins can despawn when attached to leads
  • MC-303685 – Zoglins can despawn when attached to leads
  • MC-303692 – The debug overlay text has an indent when “Improved Transparency” is disabled
  • MC-303749 – Dolphins can despawn when attached to leads
  • MC-303750 – Squids & glow squids can despawn when attached to leads
  • MC-304023 – Redundant level data fixer files are saved in worlds’ “data” folder
  • MC-304217 – Lunge’s hunger requirement applies to post_piercing_attack effects of custom enchantments
  • MC-304361 – The heads of zombie nautiluses have a massive empty gap on the back
  • MC-304446 – Activating a stasis chamber with a sponge deletes the ender pearl
  • MC-304599 – Dolphins don’t follow players riding nautiluses like in Bedrock Edition
  • MC-304631 – Anisotropic filtering set to 8x causes opaque translucent textures to become transparent in the distance when there are odd-sized block textures
  • MC-304683 – Wandering traders don’t spawn in single biome snowy plains worlds
  • MC-304705 – The E value in entity_render_stats in the debug overlay doesn’t work
  • MC-304725 – Zombie villagers summoned with default spawn eggs always spawn as their plains variant
  • MC-304761 – Spears’ charge animation takes too long to rotate sideways for slower spears
  • MC-304796 – Hovering over a disabled slider shows the pointing hand cursor instead of the forbidden cursor
  • MC-304991 – Clicking on a chest with loot that hasn’t been generated in Spectator mode makes the “block.chest.locked” sound
  • MC-305012 – The description of the “Universal anger” game rule still uses the old ID of the “Forgive dead players” game rule
  • MC-305040 – Nautili spawned as a result of a player breeding two other nautili can despawn
  • MC-305123 – Curse of Vanishing doesn’t work when the item is equipped on an armor stand
  • MC-305196 – Witches always miss their shots when close to their target
  • MC-305292 – Copper chests use the Christmas present texture
  • MC-305369 – Trying to attach a leash to a fence outside its reach places a ghost leash knot and plays a sound
  • MC-305388 – Bees never cease to be angry
  • MC-305451 – Tripwire is invisible through translucent blocks if “Improved Transparency” is disabled
  • MC-305471 – Cacti appear with seams on the edges and corners when using higher resolution texture packs with mipmaps enabled
  • MC-305580 – Baby zombie horses and baby skeleton horses grow into adults, unlike other baby undead mobs
  • MC-305699 – Piglins in groups fail to initiate hoglin hunting behavior
  • MC-305857 – Entity hitboxes now move jaggedly when the game is frozen
  • MC-305888 – Turtle eggs no longer hatch in the Nether or the End
  • MC-306123 – Wolves still try to attack players even in Peaceful difficulty
  • MC-306427 – Certain mobs holding items with empty “kinetic_weapon” components crash the game whenever target acquisition succeeds
  • MC-306566 – The totem of undying screen effect now jitters while the game is frozen
  • MC-306658 – Dolphins let themselves drown even with ample access to air
  • MC-306798 – Ender dragons with a DragonDeathTime of 200 or greater never disappear

Minecraft: Bedrock Edition 26.0

I’m not sure what to start with today – the baby mob redesigns and craftable name tags coming into testing? Or the fact that this release is the first that follows our new numbering system? Actually, why choose! In this release we’re entering 26.0, and thanks to the weeks we’ve spent teaching the nautilus some new moves, you’ll find some new swimming animations for this underwater mount. We’ve also fixed a bug with Nether Portals so you can light them with lava again. In testing, you’ll be able to try out crafting name tags, and meet new redesigns for baby mobs! And that’s not all, either. Let’s dive in!

Experimental Features

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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’
  • For a deeper look into the changes, check out aka.ms/MinecraftVersionUpdate

Accounts

  • Fixed player data becoming disconnected from account for Xbox players in split-screen mode (MCPE-233088)

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 (MCPE-231979)

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 (REALMS-13166)
  • Fixed an issue that caused Nether Portals to not get ignited by lava (MCPE-232906)
  • Fixed the End gateway portal that teleported the player to the void area (MCPE-228267)

General

  • The Adventuring Time achievement no longer unlocks after visiting fewer than 17 biomes on PC (MCPE-156784)
  • Fixed an issue on Windows where the window reset to a smaller size on reopening, even when a single monitor had sufficient space (MCPE-228875)

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 (MCPE-222491)
  • Fixed an issue where the graphics mode options were changing after game updates (MCPE-226682)
  • 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 (MCPE-206669)
  • 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 (MCPE-228082)
  • Fixed dithered objects flickering when resolution is set to 50% in Vibrant Visuals (MCPE-231582)
  • 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 (MCPE-137379)
  • 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 (MCPE-220557)
  • 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. (MCPE-221667)
  • 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. (MCPE-232638)

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 (MCPE-230294)
  • The on-screen keyboard will now close when typing with a physical keyboard (MCPE-228584)
  • Fixed not being able to type into a text box when hovered (MCPE-229178)
  • Fixed an issue on Windows where the camera would shift slightly after closing the pause menu (MCPE-227945)
  • Fixed a bug on Windows where scrolling could cause the camera to move (MCPE-230921)

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 (MCPE-187058)
  • 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 (MCPE-231580)
  • Fixed an issue where the map marker was stuck when a Locator Map in an Item Frame was deleted (MCPE-185362)
  • Diamond Horse Armor now provides 2 points of toughness, while Golden Horse Armor provides none (MCPE-232700)
  • Carried item models will no longer be larger when using a HD texture pack (MCPE-169754)
  • 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. (MCPE-234122)
  • Items now flow properly in water again (MCPE-234749)

Mobs

  • Wolf shadow and model are now centered (MCPE-176018)
  • The baby variants of Zombies, Zombie Villagers, Drowned, and Husks now drop items when killed (MCPE-93172)
  • The baby variants of Squid and Glow Squid no longer drop items when killed (MCPE-189551)
  • 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 (MCPE-229469)
  • 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 (MCPE-232098)
  • Baby Horses, Donkeys, and Mules no longer gradually grow in size as they age, matching Java Edition (MCPE-121628)
  • 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 (MCPE-187288)
  • The Water Breathing effect now prevents the Nautilus from suffocating outside of water, consistent with its behavior for other aquatic mobs (MCPE-232061)
  • Drowned can now control the Zombie Nautilus they ride, allowing them to actively chase their target (MCPE-232370)
  • 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 (MCPE-232488)
  • Fixed a bug that prevented some zombie variants to form Chicken Jockeys, including: (MCPE-223845)
  • 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 (MCPE-229542)
  • 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 (MCPE-231602)
  • 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 (MCPE-191655)
  • All projectiles now deflect Ghast fireballs and other deflectable projectiles on hit (MCPE-232731)

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 (MCPE-188434)
  • Ambient mob effects in the Mob Effects screen now have a blue outline (MCPE-230838)
  • Fixed various interactions not swinging the player’s hand (MCPE-52105)
  • 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 (MCPE-165899)
  • Fixed a misleading message shown when trying to sleep in a Bed (MCPE-184973)
  • Fixed a typo in the Minecoins section of Encyclopedia (MCPE-227680)
  • Fixed text inconsistency in the Navigation section of Encyclopedia (MCPE-228203)
  • Fixed typos in the Worlds section in Encyclopedia (MCPE-229652)
  • Fixed incorrect character follow-cursor behavior in the inventory (MCPE-228287)
  • Fixed incorrect character follow-cursor behavior in the inventory (MCPE-228287)
  • Marketplace behavior packs will not be listed as reason for achievements disabled in Create new world (MCPE-232391)
  • Fixed an issue where a text field would receive focus when the mouse hovered over it (MCPE-229178)
  • Fixed an issue where it was impossible to enter text into the always listening text field after it lost focus (MCPE-230779)
  • Reverted name of “Only add/see trusted skins” option in Ore UI General Settings to “Only Allow Trusted Skins” and removed attached description (MCPE-229312)
  • Fixed the wrong panorama movement direction in the main menu (MCPE-225208)
  • 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 (MCPE-219844)
  • Fixed a bug that prevented strings within Storage Settings to update when changing language (MCPE-230775)
  • 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 (MCPE-229351)
  • 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 (MCPE-232366)
  • Fixed the description of the “Show player names” option in Ore UI Video Settings (MCPE-232690)
  • Fixed a bug where the text to speech settings incorrectly auto enabled after restarting the game. (MCPE-232656)
  • 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 (MCPE-230820)
  • Worlds that have periods in the folder name on Windows will now show on the Play screen (MCPE-231432)
  • Fixed a bug where global resource packs did not apply after leaving the settings screen. (MCPE-233214)
  • Fixed a bug where the social settings screen softlocks the game upon any dropdown selection. (MCPE-233215)

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 (MCPE-230918)
  • 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 (MCPE-231095)
  • 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.dynamicregular_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 (MCPE-191655)
  • “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, MCPE-232019, 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 (MCPE-231979)
  • 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 componentsMade 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 (MCPE-232731)
  • 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= 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 (MCPE-232054)
  • 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 (MCPE-180073)

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 (MCPE-230229)
  • 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 (MCPE-230229)

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 (MCPE-230229)
  • Temporary files on Windows will now write to %LocalAppData%\Temp\Minecraft Bedrock Preview and %LocalAppData%\Temp\Minecraft Bedrock respectively (MCPE-232633)
  • Fixed issue where worlds in the “Shared” folder could not be duplicated or exported. (MCPE-231970)

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

Minecraft 1.21.132 Bedrock Edition

A new hotfix has been released to address issues discovered in the latest update. This update will be rolling out to the various platforms as they become available, so please allow time for the update to reach you.

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Fixes:

Accounts

  • Fixed player data becoming disconnected from account for Xbox players in split-screen mode (MCPE-233088)

Graphical

  • Fixed an issue where textures would not be correctly reloaded when changing between graphics modes in the main menu
  • Fixed an issue where add-on resources disappeared after a second Player joined a split-screen session (MCPE-233369)

General

  • Fixed a bug that could cause players to get disconnected if “/effect @e” command is used on too many entities (MCPE-233598)

Items

  • Fixed issue where compass sprite was occasionally invisible (MCPE-232933)

Realms

  • Fixed a freeze that could happen when buying a Realm on Nintendo Switch

Technical Updates

Graphical

  • Fixed attachables not rendering correctly when the game is paused or when rendered in an NPC UI window.

Minecraft – 1.21.131 Bedrock Edition

A new hotfix has been released to address issues discovered in the latest update. This update will be rolling out to the various platforms as they become available, so please allow time for the update to reach you.

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Fixes

General

  • The Adventuring Time achievement no longer unlocks after visiting fewer than 17 biomes on PC (MCPE-156784)

Mounts of Mayhem

Spear

  • Increased the duration during which a Spear can apply knockback while charging
  • Charge attack animations now align more closely with the Spear’s gameplay phases (Engaged, Tired, Disengaged) for improved visual feedback

Marketplace

  • Fixed a bug that could cause the Escape key to not return to the main menu after searching the Marketplace (MCPE-232316)

Minecraft: Java Edition 1.21.11 – Mounts of Mayhem

Today Mounts of Mayhem charges into Minecraft, bringing a new weapon to wield, mounts to tame, foes to face, and strategies to master! Challengers await beneath scorching suns, night skies, and deep in the ocean’s depths – and each clash will demand a fresh strategy. Fight back with the spear, a new tiered weapon which deals damage based on your precision and the speed of your trusted steed. So, riders of the Overworld – mount up and lead the charge in the Mounts of Mayhem drop!

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New Features

  • Added the Nautilus and the Zombie Nautilus mobs
  • Added Nautilus Armor
  • Added the Camel Husk mob
  • Added the Parched mob
  • Added Spear weapons
  • Zombie Horses now spawn naturally
  • Added new graphical options “Texture Filtering” and “Anisotropic Filtering”
  • Added Netherite Horse Armor that can be obtained by upgrading Diamond Horse Armor using a Smithing Table

Nautilus

  • The Nautilus is a new neutral aquatic mob
  • Spawns in all ocean biomes
  • Attacks using a Dash attack, if provoked
  • Occasionally attacks Pufferfish within range using the Dash attack
  • Takes suffocation damage on land
  • The Nautilus can be bred and tamed using a Pufferfish or a Bucket of Pufferfish
  • Despawns naturally, however becomes persistent when interacted with by a player
  • Has a chance to drop a Nautilus Shell when killed, with increasing chance for each level of Looting
  • A tamed Nautilus:
    • Can be equipped with a Saddle to ride
    • Has an inventory screen for managing Saddle and Armor
    • Has a Dash skill similar to Camels, used by pressing the Jump button
    • Adds the “Breath of the Nautilus” effect to mounted players
    • With a Saddle has a roaming restriction of 16 blocks
    • Without a Saddle has a roaming restriction of 32 blocks

Zombie Nautilus

  • The Zombie Nautilus is a new underwater mob that spawns with a Drowned rider wielding a Trident
  • The Zombie Nautilus is only hostile if ridden by a hostile mob
  • The Zombie Nautilus behaves similar to the Nautilus except that it cannot be bred
  • Drops 0-3 Rotten Flesh when killed, with 0-1 extra for each level of Looting

Coral Zombie Nautilus

  • The Zombie Nautilus has a Coral Zombie Nautilus variant that spawns in the Warm Ocean biome

Nautilus Armor

  • Equippable on the Nautilus and Zombie Nautilus
  • Comes in Copper, Golden, Iron, Diamond and Netherite versions
  • Copper, Iron, Golden, and Diamond Nautilus Armor now have a chance to be found in the Chests for the following Structures:
  • Buried Treasure
  • Ocean Ruins
  • Shipwreck
  • Netherite Nautilus Armor is created by upgrading from Diamond Nautilus Armor using a Smithing Table

Status Effects

  • Added Breath of the Nautilus effect
  • Pauses player oxygen consumption (but does not replenish oxygen)

Parched

  • The Parched is a new Skeleton variant
  • Spawns at light level 0 in Deserts replacing some of the regular Skeletons
  • Does not spawn in caves, following the Husk’s spawning rules
  • Does not burn in sunlight
  • Shoots Arrows of Weakness
  • Is immune to the Weakness effect
  • Has a slower rate of fire compared to normal Skeletons, similar to Bogged
  • Has a chance to drop Arrows and Bones when killed, as well as Arrows of Weakness when killed by a Player

Camel Husk

  • The Camel Husk is a new undead Camel variant
  • Spawns at light level 0 in Deserts with two riders: A Husk wielding a Spear and a Parched
  • Does not spawn in caves, following the Husk’s spawning rules
  • Does not burn in sunlight
  • Is hostile if the rider is a hostile mob
  • Passive without a rider
  • Despawns with other hostile mobs, however becomes persistent when interacted with
  • Can be fed Rabbit Feet to heal
  • Cannot be bred
  • Works like regular Camels when ridden
  • Drops 2-3 Rotten Flesh when killed, with extra 0-1 for each level of Looting

Spear Weapon

  • New weapon that can be crafted in Wood, Stone, Copper, Iron, Gold and Diamond versions
  • Also exists in a Netherite variant that is created by upgrading a Diamond Spear using a Smithing Table
  • Each material has different stats for timing, influencing how fast they are to use
  • Has a minimum reach for damage, being too close to a target will yield no damage
  • Has extended maximum reach compared to other tools and weapons
  • Bounces back visually on hit
  • Has two attacks: Jab and Charge
  • Does not cause item interact vibrations
  • Zombies, Husks, Zombified Piglins and Piglins can spawn with the Spear
  • Golden Spear is considered a preferred weapon by Piglins
  • Spears can be enchanted with the same Enchantments that can be used with Swords except Sweeping Edge
  • Spears can also be enchanted with the new Lunge Enchantment
  • Added various Spears to various loot chests around the world
  • Iron Spears can be found in Buried Treasure chests
  • Copper and Iron Spears can be found in Weaponsmith chests in villages
  • Stone Spears can be found in Ocean Ruin chests
  • Diamond Spears can be found in Bastion Remnant and End City chests

Jab Attack

  • Quick-press the primary action button to use
  • A low damage attack with knockback
  • Has a cooldown between attacks dependent on material
  • Wooden Spears have the fastest cooldown; Netherite the slowest
  • Can hit multiple enemies
  • Does not destroy blocks

Charge Attack

  • Press and hold the secondary action button to use
  • Damage is based on Spear material, the player’s view angle, and the velocity of both the player and the target
  • While holding down the button, the attack goes through three stages before returning to idle:
  • Engaged: The Spear can deal damage, knockback, and dismount mounted enemies if the speed is above the required thresholds
  • Tired: Indicated by the Spear rotating to a vertical position and shaking
  • The Spear can deal damage and knockback (but not dismount) if the speed is above the required thresholds
  • Disengaged: Indicated by the Spear being lowered, pointing downwards
  • The Spear deals damage but not knockback or dismount if the speed is above the required threshold
  • The Spear’s range when used by mobs is half of that when used by players, but they can deal damage, dismount and knockback at lower speeds than the players
  • Zombies, Husks, Zombified Piglins and Piglins know how to charge with a Spear

Lunge Enchantment

  • Spear exclusive enchantment
  • Only works with the Jab attack
  • When doing a Jab attack with Lunge, it propels the player horizontally in the view direction
  • The view angle needs to be perfectly leveled horizontally to achieve maximum lunge distance
  • Using Lunge has a durability cost of 1 for using Lunge across all Enchantment levels
  • Using Lunge consumes hunger points by exhausting the player, similar to sprinting or jumping
  • Level 1 Lunge consumes 1 hunger point, level 2 consumes 2 hunger points, and level 3 consumes 3 hunger points
  • Lunge can only be used if the player has at least 6 hunger points in their hunger bar
  • Does not work when the player is in water or flying with Elytra

Changes

  • Horses, Mules, Donkeys, and Camels no longer sink in water while ridden by a player
  • Skeleton Horses are an exception – they still sink
  • Bats no longer spawn more frequently and in higher light levels between October 20 and November 3
  • Items will no longer “bob” whenever their durability changes, such as when losing durability from an attack, or repaired by Mending
  • Horses, Mules, Donkeys, Camels, Zombie Horses and Camel Husks will not panic if controlled by Mobs
  • Parrots can now mimic the sounds of Zombie Nautilus, Zombie Horse, Camel Husk and Parched
  • Spawn Eggs have been reorganized into groups in the Creative Inventory
  • Chunks now fade in instead of appearing out of nowhere, with the fade-in time adjustable through Video Settings
  • Changes to visuals and visual options
  • Updated the Main Menu background panorama
  • Added splash text “One does not simply walk to the Far Lands”

Zombie Horse

  • Zombie Horses now spawn naturally
  • Zombie Horses spawn in darkness, and burn in sunlight like other undead mobs
  • Zombie Horses count towards the hostile mob cap and spawn with other hostile mobs
  • Zombie Horses do not display any hostile behavior towards players. Their hostility resides solely in their Zombie rider
  • Zombie Horses can be leashed when its mob jockey is removed
  • Zombie Horses despawn like other hostile mobs
  • However, they become persistent when interacted with by a player
  • Zombie Horses can be tamed in the same fashion as regular Horses, and can then be mounted and controlled by a player
  • Zombie Horses can be healed and tempted using Red Mushrooms
  • Tamed Zombie Horses can be equipped with a Saddle and Horse Armor
  • Horse Armor protects Zombie Horses from sunlight damage
  • Zombie Horses have 25 health points (12.5 hearts) of health
  • Zombie Horses have variable movement speed and jump strength, determined when they spawn
  • Zombie Horses drops 2-3 Rotten Flesh when killed, with extra 0-1 for each level of Looting
  • Zombies riding Zombie Horses now have a chance of dropping a Red Mushroom on death

Fixed bugs in 1.21.11

  • MC-2791 – The player model in the inventory screen renders in the wrong orientation when it’s not standing up straight
  • MC-22882 – Ctrl + Q doesn’t work on Mac
  • MC-53491 – The world border can change in size when the game is paused
  • MC-54988 – World border “warning” effect is not shown when graphics setting is set to “Fast”
  • MC-54989 – Sliders can be moved to positions between available values
  • MC-64087 – Revengeful zombies / Zombie reinforcements will try to attack you in creative mode
  • MC-73186 – Gaps between the faces of item models and complex block models
  • MC-80476 – On macOS, the “drop item stack” shortcut conflicts with the “quit Minecraft” shortcut
  • MC-114265 – Mipmaps are too dark around transparent edges in textures (e.g. side of grass)
  • MC-146862 – Long effect names cause text to appear outside the effect box
  • MC-147718 – F1, F3, F3+[char] combos cannot be rebound
  • MC-149630 – Some particles have very thin, vertical lines that flash in and out around the particles
  • MC-154651 – Boats and rafts can break off paintings and item frames
  • MC-159275 – Map player markers on maps of the nether don’t rotate when doDaylightCycle is disabled
  • MC-162573 – A white outline is rendered on composters’ edges when viewed from far away
  • MC-171688 – Invisibility status of LivingEntity is not updated when ActiveEffects are modified directly
  • MC-179383 – Leaves not culled with graphics set to Fast
  • MC-188602 – In non-natural custom dimensions, if “bed_works” is set to true, beds cannot be used to skip the night or set the spawn point
  • MC-189837 – Nether fog is dark after rejoining a world that is thunder storming in the Overworld
  • MC-195505 – Short grass is unaffected by mipmap levels
  • MC-199467 – Certain entity animations stop after they’ve existed in world for too long
  • MC-234358 – Moiré patterns / aliasing on certain objects when viewed from a distance
  • MC-237158 – Magma blocks can generate on the ceilings of caves below aquifers
  • MC-238715 – The “minecraft:block.chest.locked” sound cannot be heard by other players when attempting to open locked blocks
  • MC-241321 – Darkness vignette effect is not shown when graphics setting is set to “Fast”
  • MC-245854 – Fast graphics description is slightly misleading
  • MC-245895 – View Bobbing stops working after long elytra flight
  • MC-248499 – Potion UIs displayed within the inventory don’t have cyan outlines if the effects are granted by beacons or conduits
  • MC-259368 – Z-fighting occurs on trimmed armor items
  • MC-263562 – World types in Realms backup info screen are untranslatable
  • MC-264151 – Glass blocks do not use mipmapping, but glass panes do
  • MC-266425 – Recipes for new waxed copper blocks are not grouped
  • MC-267364 – Teleporting in the air is considered flying by server
  • MC-269295 – Jump bar progress renders unused pixels from dynamic texture atlas
  • MC-271729 – Armadillo scute drops are not affected by the mob_drops game rule
  • MC-271938 – Mace smash attack can push players in creative mode that are flying
  • MC-271941 – Music discs can sometimes spawn inside jukeboxes when ejected from them
  • MC-274828 – Horse armor item and entity model tint affects the entirety of the textures
  • MC-276382 – Leather horse armor leggings & helmet parts are untextured
  • MC-276445 – Highlighted text within the anvil and creative inventory interfaces renders blue making it difficult to read
  • MC-277768 – Mipmapping no longer affects items
  • MC-278742 – Creakings cannot be ridden by any entities using commands
  • MC-279076 – Certain mobs will always retarget the player upon reloading the chunks, regardless of distance or gamemode
  • MC-295949 – Flying through vines with an elytra cancels the flight
  • MC-296952 – F4 key to toggle shaders cannot be rebound
  • MC-297328 – Unloading and reloading an area causes invisible entities to be visible until you get close enough.
  • MC-297367 – Checkbox filled status isn’t narrated
  • MC-298405 – Text components in the “label” of input controls in dialogs don’t support “hover_event”
  • MC-298767 – Piercing arrows phase through mobs that are in the same block
  • MC-298915 – Multishot crossbows loaded in survival or adventure mode show their secondary charged projectiles on a separate line in the tooltip
  • MC-298942 – Character body moves instead of the head when riding a happy ghast
  • MC-299136 – Hyper Potions (Ian Tsuchiura) is not mentioned in the credits and splash texts
  • MC-299196 – Waypoints fade out when an advancement is granted
  • MC-299876 – Labels for booleans within dialogs are rendered in a slightly different shade of white than normal
  • MC-300588 – Waypoint modifications reset upon death
  • MC-300642 – When texture atlases are large, gaps are rendered between blocks that have a low resolution
  • MC-300979 – The movement and duration messages in the demo introduction screen now have a text shadow
  • MC-301127 – Music stops and restarts when trying to connect to a server when the music frequency is set to constant
  • MC-301271 – Object text components do not render in some places unless there are text glyphs on the same line
  • MC-301311 – The “Transfer Now” button no longer renders highlighted when the java realms information box is selected
  • MC-301424 – entity_data item component detection is broken in resource packs
  • MC-301516 – The mouse cursor doesn’t change to the hand shape when hovering over tabs in the “Create New World” menu and similar screens
  • MC-301517 – The mouse cursor doesn’t change to the hand shape when hovering over arrows in the singleplayer, multiplayer, resource packs, and data packs menus
  • MC-301518 – The mouse cursor doesn’t change to the hand shape when hovering over checkboxes
  • MC-301520 – The mouse cursor doesn’t change to the hand shape when hovering over the difficulty lock button
  • MC-301527 – The mouse cursor doesn’t change to the resize shape when scrolling in the advancements menu
  • MC-301557 – The shading direction of the bolts on single and large copper chests does not match
  • MC-301595 – Music toasts briefly appear in the pause menu after a song has finished
  • MC-301632 – Comparators measuring jukeboxes do not update when a music disc is taken out of a jukebox if the music disc has already finished its song
  • MC-301754 – The hand animation plays when right-clicking shelves with nothing in your hand
  • MC-301756 – The “This is a Snapshot Realm…” box outline is rendered above the delete realm interface
  • MC-301763 – The outline of the “Invited” element within the realms “Players” tab renders above other tabs when selected and when a scroll bar is present
  • MC-301805 – Selected item outline on statistics screen renders outside of scissor area
  • MC-301879 – Double weathered and waxed weathered copper chests’ bottom texture looks off compared to the other variants
  • MC-301988 – Buttons in the telemetry screen are not aligned properly in some languages
  • MC-302030 – Setting commandBlocksEnabled to false prevents command blocks from being edited
  • MC-302071 – Single and double copper chests have inconsistent side textures
  • MC-302111 – Elements within the resource pack and data pack menus are not selected in order when using the TAB key
  • MC-302184 – Copper golems in cave/void air never turn into statues
  • MC-302209 – Debug renderers stop working when changing dimensions
  • MC-302246 – Sprite object component does not render in server list depending on component tree
  • MC-302254 – Cursor changes do not work for command suggestions
  • MC-302288 – All shelves have the oak tan map color
  • MC-302325 – When the player toggles a debug renderer using its hotkey (F3+B, F3+G) while in the debug options screen, the corresponding entry is not updated
  • MC-302338 – The narrator button in the Accessibility Settings menu doesn’t update upon pressing Ctrl+B
  • MC-302362 – Clicking on “Singleplayer” or “Multiplayer” in the main menu then immediately clicking on a world or server joins it even when not clicking the play button
  • MC-302409 – Lightning that strikes waxed lightning rods do not deoxidize nearby unwaxed copper blocks
  • MC-302469 – Creepers at the player’s exact position with an explosion radius of 0 set the player’s velocity to NaN
  • MC-302477 – Loot tables stopped supporting SNBT as entity data
  • MC-302482 – Resource and data pack names can overlap selection boxes when the scroll bar is present
  • MC-302493 – The mouse cursor doesn’t change to the hand shape when hovering over the close button in the “Add Realm” screen
  • MC-302516 – Zombie villagers spawn as the variant matching the biome at 0, 0, 0
  • MC-302549 – Server main thread deadlock during respawn position resolution when the entire world spawn radius is filled with fluids
  • MC-302601 – A white outline is rendered on anvils’ top texture when viewed from far away

Minecraft: Bedrock Edition 1.21.130 – Mounts of Mayhem

Today Mounts of Mayhem charges into Minecraft, bringing a new weapon to wield, mounts to tame, foes to face, and strategies to master! Challengers await beneath scorching suns, night skies, and deep in the ocean’s depths – and each clash will demand a fresh strategy. Fight back with the spear, a new tiered weapon which deals damage based on your precision and the speed of your trusted steed. So, riders of the Overworld – mount up and lead the charge in the Mounts of Mayhem drop!

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New Features

Mounts of Mayhem

  • Mount improvements
  • Horses, Zombie Horses, Donkeys, Mules, and Camels no longer sink when ridden by players while swimming
  • Added Netherite Horse Armor
  • Can be crafted at a Smithing Table using a Diamond Horse Armor, a Netherite Ingot, and a Netherite Upgrade
  • Provides 19 armor points

Nautilus

  • New neutral aquatic mob
  • Attacks using a Dash attack if provoked
  • Spawns in all ocean biomes
  • Tamed using Pufferfish or a Bucket of Pufferfish
  • Tamed Nautilus can be mounted using a Saddle
  • Has a Dash skill similar to Camels, used by pressing Jump button
  • Occasionally attacks Pufferfish within range using Dash attack
  • Adds “Breath of the Nautilus” effect to mounted player
  • Tamed Nautilus without Saddle has a roaming restriction of 32 blocks
  • Tamed Nautilus with Saddle has a roaming restriction of 16 blocks
  • Nautilus has a charge attack cooldown of 4 seconds
  • Takes suffocation damage on land
  • A Nautilus can spawn between Y-Level 38 and 58

Nautilus Armor

  • Equipable on Nautilus and Zombie Nautilus
  • Comes in Copper, Golden, Iron, Diamond, and Netherite versions
  • Using Shears on a Nautilus will first remove its armor, and then its Saddle

Breath of the Nautilus

  • Effect that affects mounted player
  • Pauses player oxygen consumption (but does not replenish oxygen)

Zombie Nautilus

  • New neutral underwater mob
  • Attacks using a Dash attack
  • Spawns with a Drowned rider wielding a Trident
  • Is hostile if the rider is a hostile mob
  • Neutral without a rider
  • Tamed using Pufferfish or a Bucket of Pufferfish
  • Tamed Zombie Nautilus can be mounted using a Saddle
  • Has a Dash skill similar to Camels, used by pressing Jump button
  • Occasionally attacks Pufferfish within range using Dash attack
  • Adds “Breath of the Nautilus” effect to mounted player
  • Cannot be bred
  • Tamed Zombie Nautilus without Saddle has a roaming restriction of 32 blocks
  • Tamed Zombie Nautilus with Saddle has a roaming restriction of 16 blocks
  • Takes suffocation damage on land
  • Coral Zombie Nautilus
  • New Zombie Nautilus variant
  • Spawns in Warm Oceans, replacing the normal Zombie Nautilus
  • Visual variant, functions identically to the normal Zombie Nautilus

Spear

  • New weapon that can be crafted in Wood, Stone, Copper, Iron, Gold, Diamond, and Netherite versions
  • Each material has different stats for timing, influencing how fast they are to use
  • Has a minimum reach for damage, being too close to a target will yield no damage
  • Has extended maximum reach compared to other tools and weapons
  • Zombies and Piglins can spawn with the Spear
  • Has two attacks: Jab and Charge
  • Animals defeated in one hit by the charge attack of a Spear with the Fire Aspect enchantment will drop cooked food

Charge Attack

  • Press and hold secondary action button to use
  • Damage based on Spear material, the player’s view angle and velocity of both player and target
  • While holding down button the attack goes through three stages before returning to idle:
  • Engaged: Spear can deal damage, knockback, and dismount mounted enemies if speed is above the required thresholds
  • Tired: Indicated by Spear rotating to a vertical position and shaking Spear can deal damage and knockback (but not dismount) if the speed is above the required thresholds
  • Disengaged: Indicated by Spear being lowered, pointing downwards Spear gives damage but not knockback or dismount if the speed is above the required threshold

Jab Attack

  • Quick press primary action button to use
  • Low damage attack with knockback
  • Cooldown between attacks
  • Wood spears have the fastest cooldown; Netherite the slowest
  • Can hit multiple enemies
  • Does not destroy blocks

Lunge Enchantment

  • Spear exclusive enchantment
  • Only works with the Jab attack
  • When doing a Jab attack with Lunge it propels the player horizontally in the view direction
  • View angle needs to be perfectly leveled horizontally to achieve maximum lunge distance
  • Using the Lunge attack consumes hunger
  • Level 1 Lunge consumes 1 hunger point, level 2 consumes 2 points, and level 3 consumes 3 points
  • Cost of 1 Durability point for using Lunge for all Enchantment levels

Zombie Horse

  • Spawns naturally at night in Plains and Savanna biomes
  • Spawns with a Zombie rider wielding a Spear
  • Is hostile if the rider is a hostile mob
  • Neutral without a rider
  • Tamed like normal Horses
  • Favorite food is Red Mushroom
  • Tamed Zombie Horse can be mounted using a Saddle
  • Cannot be bred
  • Zombie Horses avoid areas with sunlight
  • Zombie Horses can be leashed when they are untamed, but not when mounted by a Zombie

Parched

  • New Skeleton variant
  • Spawns at 0 light level in Deserts, replacing some of the regular Skeletons
  • Does not burn in sunlight
  • Shoots Arrows of Weakness
  • Has a slower rate of fire compared to normal Skeletons, similar to Bogged
  • Does not spawn in caves, following the Husk’s spawning rules
  • Parched have a chance of spawning riding Spiders and Cave Spiders in Deserts, instead of regular Skeletons

Camel Husk

  • New undead Camel variant
  • Spawns at 0 light level in Deserts
  • Does not burn in sunlight
  • Spawns with two riders: A Husk wielding a Spear and a Parched
  • Does not spawn in caves, following the Husk’s spawning rules
  • Is hostile if the rider is a hostile mob
  • Passive without a rider
  • Despawns like other hostile mobs, but becomes persistent when ridden by a player
  • Favorite food is Rabbit Foot
  • Cannot be bred
  • As a mount, they work similar to normal Camels
  • Zombie Husks that spawn riding a Camel Husk have a 50% chance of dropping a Rabbit Foot
  • The Camel Husk can not be leashed while being ridden by a hostile mob

Features and Bug Fixes

Audio

  • The swimming sound no longer plays when flying underwater
  • The critical hit sound now correctly plays when a player lands a critical hit

Blocks

  • Hanging Roots can now be waterlogged (MCPE-128957)
  • Crimson Roots and Crimson Fungus now generate in the Warped Forest biome (MCPE-83616)

Character Creator

  • Players are no longer prevented from loading into a world due to an Invalid Platform Skin error
  • Fixed an issue where remote player skins would sometimes change to a default skin when they moved in and out of render range (MCPE-222444)

Gameplay

  • Hoppers now have a short cooldown after being moved by a Piston that prevents interaction. This fixes a bug with Bundle duplication
  • Fixed a bug preventing players from growing Pink Petals, Wildflowers, or Leaf Litter by targeting the side of a block (MCPE-190684)
  • Added the Damage Tilt slider to Video settings, controlling how much the screen tilts when the player takes damage, in parity with Java
  • Hoppers can no longer stack multiple Bottles in one slot inside a Brewing Stand (MCPE-228374)

General

  • Fixed a bug where pressing ALT + F4 in-game opened the pause menu instead of closing the game (MCPE-228098)
  • Resolved an issue on Windows where shared worlds (those available to all players) did not load resource or behavior packs (MCPE-228607)
  • Reenabled missing music for several biomes
  • Fixed an issue where signing in at the exact wrong time would make many online features unable to load for 5 minutes
  • Added splash text “One does not simply walk to the Far Lands”
  • Developer’s Note: This statement was proven false on October 4, 2025.

Graphical

  • The first critical hit particle for Arrows is now slightly delayed
  • The nose of the Copper Golem is now rotated correctly while the Golem is sitting down (MCPE-228256)
  • Fixed large flipbook textures corrupting other textures
  • Fixed a bug where the fade command would fade to black instead of the specified color when Vibrant Visuals is enabled. Also fixed certain effects such as fire and the Spyglass overlay rendering in front of the fade effect (MCPE-223049)
  • Fixed snowflakes flickering during player movement
  • The partial transparency applied to mobs when close to the camera now also applies to players. (MCPE-227786)
  • Fixed Mooshroom’s mushrooms and armor on mobs not being affected by “Enable Dithering” setting (MCPE-228281) (MCPE-228296)
  • Fixed a regression where Torches and Lanterns weren’t emitting point lights in raytracing-enabled worlds

Input

  • Automatically selects the Chat screen text field on opening for Windows when using Keyboard and Mouse, enabling text input as soon as screen opens (MCPE-229046)
  • Fixed a bug on Windows where disabling the system setting “Scroll inactive windows when hovering over them” had no effect (MCPE-229088)
  • On-Screen Keyboard will no longer appear over the chat box when docked; Input screens, such as signs, will no longer close when switching between different input modes (MCPE-228584)
  • Fixed a bug on Windows where the game widgets would interact with the cursor when another window was focused (MCPE-229548)
  • Fixed an issue where Xbox controllers connected to ROG Xbox Ally did not work while built-in controller was active (MCPE-184251) (MCPE-180470)
  • Fixed a bug on Windows where the mouse cursor moved in the background during gameplay (MCPE-230832)

Items

  • Gold Horse Armor has been renamed to Golden Horse Armor (MCPE-101388)

Mobs

  • Fixed bug where Camels could not dash when standing in water
  • Pufferfish can now spawn in the Lukewarm Ocean and Deep Lukewarm Ocean biomes
  • Pufferfish and Tropical Fish can now be caught when fishing in Jungle biomes
  • Drowned attack now knockbacks attacked mob into air when mob is not in water (MCPE-133343)
  • Added chance for Zombie Horse Riders to spawn in Savannas and Plains
  • Camels now take fall damage starting 4 blocks higher when walking or dashing (MCPE-171996)
  • Phantoms can no longer drown (MCPE-101541)
  • Wolf shadow and model are now centered (MCPE-176018)
  • Fixed some Goat sounds not being controlled by the Friendly Mobs slider (MCPE-178232)
  • Piglins will no longer scream with enthusiasm while admiring gold MCPE-229509
  • They will instead do a courteous grunt of acknowledgement
  • Very polite, just like on Java
  • Only Baby Zombie jockeys and Baby Husk jockeys can ride the following mobs:
  • Adult Chickens
  • Untamed Ocelots
  • Untamed Cats
  • Untamed Wolves
  • Adult Zombies
  • Adult Husks
  • Adult Zombified Villagers
  • Adult Zombified Piglins
  • Cows
  • Adult unsaddled Pigs
  • Sheep
  • Adult untamed Horses
  • Adult untamed Donkeys
  • Adult untamed Mules
  • Adult Skeleton Horses
  • Adult Zombie Horses
  • Mooshrooms
  • Spiders that were not spawned as jockey mounts
  • Cave Spiders that were not spawned as jockey mounts
  • Zombies and Husks that have been spawned as their rider configuration can only ride Zombie Horses and Camel Husks, respectively
  • Dolphins no longer spawn in the Cold Ocean or Deep Cold Ocean biomes
  • It is no longer possible for two mobs to mount each other simultaneously

Profile

  • Removed unexpected Sign Out button on user profile on Windows. Players should sign out via the Xbox app (MCPE-228176)

Realms

  • Fixed Realm server selection behaving unpredictably
  • Fixed controller focus being cut off for the top of the Realms Timeline Opted-Out members list
  • Realms Manage Feed is now located within Realms Stories instead of Realms Settings
  • Fixed an issue where players could get temporarily stuck when adding members to a newly purchased Realm
  • Navigate players back to either the start screen or the settings screen when they confirm the message about not being able to connect to a network
  • Present players with the option to play using mobile data or to change their game settings if mobile data is disabled when attempting to join a newly purchased Realm
  • Introducing Realms Saves, a new and improved version of our previous backup system. Keep your Realms worlds safe with a new bank of cloud storage included with your Realms subscription. Realms saves come in two flavors:Automatic saves are functionally the same as our previous “backups” system:
  • They are on by default – no need to enable anything to keep your Realm world safe with automatic saves.
  • They are taken at the end of every Realms play session when the server shuts down, or every 30 minutes during a play session.
  • They are only retained for a limited time, according to our retention policy (which has not changed with this update): How Mojang Saves Backups for Your Minecraft Realm | Minecraft Help
  • They do not count towards your bank of cloud storage.
  • All previous Realms backups will be converted to automatic saves.
  • Manual saves are created by the Realm owner and count towards a bank of storage that comes with your Realms subscription.
  • Manual saves are retained as long as your Realm is. They are not automatically deleted by our retention policy*, but Realm owners can delete manual saves if they want to free up storage space.
  • Realms Plus subscriptions come with 10GB of manual save storage and Realms core subscriptions come with 5GB.
  • Automatic saves can be turned into manual saves by the Realm owner.
  • Realms saves can be found in the Realms settings menu accessed via the “Edit Realm” button rather than the Realms world settings menu that backups used to show up in. While playing on the Realm, saves can also be found in the in-game settings menu for the Realm owner.
  • Realms saves will also now list the world name and the packs that were applied at the time of the save.

Settings

Storage

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  • Display “Unlisted Worlds” that cannot be loaded so they can be deleted (MCPE-223708)

Stability and Performance

  • If syncing world from cloud fails on Xbox, automatically attempt to join the local copy
  • Improved loading times when exiting worlds
  • Improved loading times when using the /reload all command
  • Fixed a crash from using a Data Driven Renderer
  • Improved loading times when re-entering similar worlds
  • Improved loading times when transferring between servers

User Interface

  • Touch Controls: The camera Y-sensitivity for D-Pad controls has been decreased, matching the sensitivity for Joystick controls
  • Hotbar hotkeys now also work when hovering over output slots of Grindstone and Anvil (MCPE-228276)
  • Touch Controls: There is now an option to increase the size of the top row of buttons in the HUD
  • New achievements page: Fixed a bug where some achievements could not be manually removed from the In Progress list
  • Touch Controls: Customizable controls are now always on
  • Updated the Add-Ons navigation button to have proper spacing between the icon and the text
  • Fix issue with rendering custom blocks as “flying items” and with quick move animation (MCPE-180489)
  • Text input in certain inputs such as Book and Quill, will now prevent new lines if it will push text out of the input window
  • Fix suggested commands in chat misplaced when resizing window (MCPE-147816)
  • Fixed the social drawer lacking a border when opened in-game (MCPE-227007)
  • Fixed a bug where the text to speech settings incorrectly auto enabled when starting a world
  • Fixed the Social drawer lacking a border when opened within a world (MCPE-227007)
  • Added a new joystick for touch controls when using the control schemes ‘player_relative_strafe’ or ‘camera_relative_strafe’
  • The new joystick is only available with “Joystick & tap to interact” and “Joystick & aim crosshair”
  • Players who are using “D-Pad & tap to interact” when entering into one of the two control schemes will be put into “Joystick & tap to interact” and then returned to “D-Pad & tap to interact” after they stop using one of the two control schemes
  • Added missing options to the new Accessibility settings page (MCPE-228101)
  • Accessibility option “Enable Open Chat Message” has been renamed to “Chat Instructions on Join”
  • Implemented the same HUD icon for ambient mob effects as Java (like the ones applied by Beacons, Conduits, or Breath of the Nautilus)
  • Fixed ambient mob effects constantly flashing like they are timing out
  • All items now show the Hit attack prompt when aiming at a Mob
  • Items with dedicated interaction prompts now show when aiming at a Mob if there is no other special Mob interaction prompt
  • Fixed a bug where holding up on the D-Pad would not continuously scroll in menus (MCPE-226509)
  • Fixed an issue where the paste button on some screens would paste text twice (MCPE-228233)
  • Title bar of game on PC will now respect Windows dark mode (MCPE-227846)
  • Fixed issue where game icon doesn’t show on taskbar and title bar on Windows (MCPE-227849)
  • The mob’s inventory panel is now hidden for all unchested mobs in the default UI
  • Open windows such as inventory, trading, or chat, will now close when you are hurt by a mob
  • Windows will not close repeatedly if you are attacked multiple times in quick succession

Items

  • Spawn Eggs are now sorted thematically in the Creative Inventory, according to the following categories:Overworld
  • Farm Animals
  • Mounts
  • Pets
  • Wild Animals
  • Aquatic
  • Miscellaneous
  • Golems
  • Villagers
  • Undead
  • Spiders
  • Monsters
  • Illagers
  • Nether
  • The End
  • Tools and weapons now lose durability when used to attack Armor Stands, just like they do when damaging other entities such as Minecarts, Paintings, Boats, or Leash Knots

Minecraft: Bedrock Edition 1.21.124

A new hotfix has been released to address issues discovered in recent releases. This update will be rolling out to the various platforms as they become available, so please allow time for the update to reach you.

Developer’s Note: We want to thank everyone again for keeping the feedback coming around game quality. The team is continuing to listen to what’s being reported and making improvements. With this hotfix, we’re addressing even more issues that have been identified. These changelogs are still the best place to stay updated on further improvements, and please keep your bug reports coming in through bugs.mojang.com. Thank you!

Fixes

Performance and Stability

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  • Fixed various crashes
  • Fixed texture memory leak that occurred while users were on a server with multiple users joining and disconnecting

Input

  • Fixed a bug that could cause the mouse to interact with external windows (such as notification pop-ups) unexpectedly (MCPE-230832)
  • Fixed a bug that could prevent input controls from working when using an IME (MCPE-230785)

Network Protocol

  • Fixed a packet verification that could prevent players from joining a Realm using certain add-ons (MCPE-230711)

Minecraft: Bedrock Edition 1.21.123

A new update has been released to address issues discovered in the 1.21.120 release. This update will be rolling out to the various platforms as they become available, so please allow time for the update to reach you.

Developer’s Note: Huge thanks to everyone who has been sending us bug reports and feedback around the game on Windows! We’re actively investigating all the reports coming in and working to improve game quality. We’ll keep you all updated on further improvements through these changelogs. Please keep the reports coming in through bugs.mojang.com.

Known Issue

  • Mouse cursor moves in the background during gameplay (MCPE-230832)

Thank you for your patience while we continue to work on this issue. We’re pleased to hear it’s resolved for many of you, but we know more work is needed. Please be assured that we’re actively addressing the remaining problems and aim to have the bug fully fixed as soon as possible.

Fixes

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Performance and Stability

  • Reduced increased memory utilization from using Improved Input Latency (MCPE-179496)
  • Fixed several crashes that could occur during gameplay
  • Fixed a crash when using hotbar hotkeys while hovering over the Stonecutter preview interface (MCPE-230558)

Graphical

  • Fixed an issue where pink textures could occur on Windows devices (MCPE-167489)

Input

  • Fixed an issue where IME Candidates would appear in the wrong monitor or misplaced in relation to text field
  • Fixed IME input when application lost and regained focus (switching from the app and back while editing)

World Generation

  • Blocks with the tick component tick when placed by Jigsaw Structure during world generation

Minecraft: Bedrock Edition 1.21.122

A new update for players on Windows has been released to address issues discovered in the 1.21.120 release. This update will be rolling out as soon as it becomes available, so please allow time for the update to reach you.

Fixes:

  • Fixed a bug that caused the mouse cursor to move in the background during gameplay, disrupting gameplay (MCPE-230832)

Achievements:

  • MOAR Tools is now awarded by Copper tools correctly instead of being awarded by other items
  • You Need a Mint is no longer awarded from items other than Dragon Breath

Minecraft: Bedrock Edition 1.21.120

This update will roll out to various platforms as they become available throughout the day. It may take up to 24 hours to appear for everyone – thank you for your patience. Also, please note that Vibrant Visuals enhanced Marketplace content can only be downloaded after updating to the 1.21.120 version on Bedrock. We apologize for the inconvenience.

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While you’ve been having mayhem with mounts, we’ve been squashing bugs and implementing important fixes! Alongside adding animated lantern textures, the copper golem statues will now glow when placed in a glow item frame, and interacting with the copper golem will make it drop whatever its carrying. We’ve also done some work on older worlds for PlayStation 5 – which will now load in with the correct terrain and structures, as well as some work to make world generation more flexible for creators. Want to know what else we’ve been up to? Let’s dive into this week’s changelog.

Features and Bug Fixes

Blocks

  • Tadpoles now spawn in the water block below the Frogspawn block (MCPE-225997)
  • Fixed an issue with being unable to continue destroying valid blocks in Adventure Mode when they are behind water
  • Weathered Copper Bars no longer have pixels that look out of place
  • Tilling Coarse Dirt no longer sometimes tills the block twice converting it directly to Farmland
  • Copper Lantern and Copper Torch have new textures to make them easier to distinguish from regular Lantern and Torch
  • Copper Golem Statue item is no longer offset when dropped (MCPE-225213)
  • Copper Lantern textures are now animated (MCPE-226142)
  • Soul Fire Lantern textures are now animated (MCPE-89643)
  • Interacting with a Shelf while empty-handed in Creative mode no longer produces a sound effect (MCPE-227586)
  • The Copper Golem Statue now takes the custom name of the Copper Golem it came from (MCPE-227714)
  • Fixed Copper Trapdoor recipe giving an extra Trapdoor (MCPE-227893)
  • Double Copper Chest textures’ diagonal glint direction now match its single chest counterpart
  • Bolts on single and double Copper Chests are now shaded in the same way
  • Double and single Copper Chest now has consistent shading
  • Weathered Double Copper Chest bottom textures are now consistent with other Double Copper Chests

Shelf

  • Adding or removing Redstone power to or from the Shelf now emits vibrations
  • Anvil and Wall Blocks have been repositioned on the Shelf and Item Frame (MCPE-225309)
  • When a Player places/removes/swaps an item on an Unpowered Shelf, a vibration of frequency 3 is emitted
  • When a Player places/removes an item on a Powered Shelf, a vibration of frequency 3 is emitted
  • When a Player swaps item with one on a Powered Shelf, a vibration of frequency 6 is emitted

Commands

  • Fixed an issue where the Damage command would incorrectly report failure when applying damage to an Ender Crystal (MCPE-191379)
  • Fixed /locate biome command to no longer direct the player into wrong biome areas (MCPE-159992)

Gameplay

  • Fixed loading of text for Sign blocks from very old worlds
  • Mitigated an issue that the player can get pushed to the void after teleporting from end portal. (REALMS-12993)
  • Fixed the Shield taking damage when mining with it (MCPE-190339)
  • Fixed knockback from projectiles applying even when blocking with the Shield (MCPE-220733)
  • Fixed a bug where the contents of a Bundle would get deleted if placed in a container above a Hopper with all slots filled (MCPE-226250)

General

  • Starting a world with a missing Marketplace template will now correctly redownload the template and start the world
  • The first person camera will now offset backwards slightly when facing and climbing blocks such as Ladders and Vines
  • Marketplace content can now be searched for using Graphics filters for RTX and Vibrant Visuals

Graphical

  • Restored Java parity on how ambient occlusion is computed for partial blocks (MCPE-226160)
  • Added TAA upscaling to weather effects like snow
  • Fixed enchantment glint animation still playing when the game was paused (MCPE-190569)
  • Fixed snowflakes flickering during player movement
  • Improved quality of gamma correction on PC and Consoles and fixed the brightness of Creeper textures in the gamma calibration screen in Vibrant Visuals
  • Mobs will now become slightly transparent when the camera gets too close or passes through them
  • Glass blocks and panes will now become slightly transparent if the camera is very close to them
  • Reduced distortion on water surface reflections during the Nausea effect in Vibrant Visuals (MCPE-220700)
  • Fixed an issue that caused water surfaces to appear noisy and jittery when water waves were enabled in Vibrant Visuals (MCPE-221279)
  • The parameter “sampleWidth” was removed from the water configuration JSON file, and consequently the file has a new format and was upgraded to version 1.21.120
  • Fixed an issue where the Copper Golem’s eyes did not glow when viewed through water in Vibrant Visuals (MCPE-226550)
  • Adjusted rendering settings in Vibrant Visuals
  • Slightly reduced contrast across all biomes
  • Reduced the intensity of temperature-based color grading in certain biomes, such as Desert and Mesa biomes
  • Adjusted the sky color in the End dimension
  • Added unique biome settings for the Roofed Forest biomes
  • Fixed a bug that caused lighting to be too bright when the player was underwater in caves in Vibrant Visuals (MCPE-208089)
  • Fixed a bug with the “biome blending” system in Vibrant Visuals that caused non-surface biomes to be ignored. Biomes will now blend vertically as well as horizontally, meaning that custom rendering configurations for biomes such as Deep Dark and Lush Caves will now function properly
  • Note that this issue is only fixed for Atmospherics, Color Grading, Lighting, and Tone Mapping, while Water configurations still suffer from the issue
  • Fixed the sky appearing black on certain Android devices (MCPE-222915)
  • Fixed some missing pixels on the body texture of the Drowned mob (MCPE-169440)
  • Fixed the top of the Donkey’s ear being the wrong color (MCPE-166776)
  • Fixed missing pixels on Copper, Iron, Gold, and Diamond Horse Armor textures
  • Inventory empty Chest Armor slot and Brewing Stand empty Bottle background now match the items texture (MCPE-43234)
  • Fixed an issue with color grading in Vibrant Visuals that caused the white balance mode to become inverted (MCPE-228283)
  • Updated the mers for the Gray, Light Blue, Light Gray, and Green Dye items (MCPE-226433)
  • The textures of Chests and Saddles on Llamas, Donkeys, Mules, and Skeleton/Zombie Horses now match between Java and Bedrock (MCPE-154327) (MCPE-165390)
  • When the Vibrant Visuals renderer is enabled, particles now receive correct ambient lighting regardless of whether or not they have the “minecraft:particle_appearance_lighting” component. Particles can be made to glow in Vibrant Visuals by supplying emissive values via MERS uniforms or textures (MCPE-220830)

Items

  • Suspicious Stew is now present in Creative Mode with effect description (MCPE-51173)
  • Copper Golem Statue now glows when placed in a Glow Item Frame
  • Shields, Decorated Pots, and Maps now glow when placed in a Glow Item Frame (MCPE-147418)

Mobs

  • Chicken Jockeys now drop the Lava Chicken music disc when killed by the player or tamed Wolves
  • Copper Golem now drops its carried item when player interacts while holding an item in offhand, or when player has armor equipped (MCPE-225249)
  • Copper Golem Statue no longer has cutoff pixels when in the sitting pose (MCPE-225999)
  • The Lead now attaches to the body of the Copper Golem instead of the top of its Lightning Rod (MCPE-227208)
  • The hitbox of the Copper Golem Statue block is now in parity with Java (MCPE-225669)
  • Copper Golems with a flower on their head now drops a Poppy when becoming a statue
  • The size of Tadpoles’ shadows are now in parity with Java (MCPE-154318)
  • Copper Golem Statue no longer renders incorrectly in the UI (MCPE-225212)
  • Wither Skeletons can now pick up Copper Swords
  • When interacting with a Copper Golem, Scraping and Waxing particles now appear at the Copper Golem’s location instead of at the Block location
  • The Copper Golem now takes the custom name of the Copper Golem Statue it came from (MCPE-227714)
  • Drowned no longer drop Tridents to pick up Nautilus Shells (MCPE-155739)
  • Drowned can now spawn with enchanted Tridents
  • Parrot imitating hostile mob sounds are now affected by the “Friendly Creatures” volume slider in settings
  • Absorption Effect is now cleared immediately when all Golden Hearts are lost from damage (MCPE-55449)
  • Drowned right arm and overlay layer no longer intersects with chest (MCPE-82082)

PlayStation 4

  • Shifted download storage to new location. Players may need to redownload Marketplace content

Sounds

  • Copper Chest Opening and Close sounds now use a natural attenuation curve (MCPE-224011)
  • Copper Golem Step and Spin sounds now use a natural attenuation curve
  • Unique ambient sound effects are now played when the player is underwater (MCPE-79532)

Stability and Performance

  • Improved stability around Hopper Block destruction
  • Fixed issue that could cause excess critical hit particles to spawn
  • Fixed a bug that caused some world data saved by previous PlayStation 5 releases to be loaded incorrectly, resulting in missing or altered terrain and structures (MCPE-228500)

User Interface

  • Clicking on text fields now places the cursor in the correct spot even for scrolled message boxes (MCPE-186409)
  • Keyboard button on the chat screen is now only visible for touch controls (MCPE-105710)
  • Fixed a bug that could cause Armor Trims to appear applied to untrimmed armor in the inventory
  • Updated the text that is shown when more players are required to sleep to skip to dawn (MCPE-183832)
  • Brightness adjustment was renamed to gamma adjustment in Vibrant Visuals
  • A “Reset to Defaults” button was added to the gamma adjustment screen in Vibrant Visuals
  • The slider widget that controls the Vibrant Visuals gamma value shows the current gamma value, and the center of the slider corresponds to the default value
  • Fixed issue where worlds backed by Xbox cloud storage would show a default tile when local data was present but invalid
  • Fixed a bug where players could not move items from the Creative inventory to inventory in Pocket UI (MCPE-226829)
  • The Game Menu has been updated with a new layout and design
  • Any feedback on this change can be added here
  • Copper Chests are no longer sometimes named “Chest” in the chest UI (MCPE-226332)
  • Fixed a bug preventing the deletion of Miscellaneous content from the storage management screen (MCPE-226999)
  • Fixed a bug where the death screen could be shown for a short while after using a Bed (MCPE-226081)
  • Touch Controls: Sneak button now has its proper outline when activating Swap Jump and Sneak. (MCPE-185069)
  • Accessibility and Language Settings are now updated with a new layout and design
  • We’d love to hear your thoughts on this here
  • Text to Speech with Device Settings and Improved Input Response toggles are now available from settings screen on Windows (MCPE-227865)
  • Items can now be transported to hotbar slots using their corresponding hotkeys (MCPE-105889)
  • Hotbar hotkeys now also work when hovering over output slots (MCPE-228275)
  • Fixed a bug where a sound played on certain screens after an invalid navigation with gamepad or keyboard even when Text To Speech was disabled
  • The paper doll on the inventory screen should now look at the cursor (MCPE-227626)
  • Added a toggle to the Accessibility menu to enable/disable the dithering effect on mobs
  • Fixed an issue that prevented playersfrom creating a new world from templates inside the Play Screen (MCPE-227855)
  • General Settings have been updated with a new layout and design
  • We’d love to hear your thoughts on these changes at the feedback site
  • Items can now be transported onto hovered empty slots from hotbar slots using their corresponding hotkeys (MCPE-228289)
  • Fixed an issue where keyboard input would not register if the game window is unfocused while loading a world (MCPE-227839) (MCPE-228288)
  • World Generation
  • Structures no longer build on top of features (e.g. trees) at chunk borders

Minecraft: Bedrock Edition 1.21.114

A new update has been released to address issues discovered in the 1.21.111 release. This update will be rolling to the various platforms as they become available, so please allow time for the update to reach you.

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Fixes

  • Fixed several crashes that could occur
  • Fixed various issues related to player skins and character creator

Editor

  • Fixed a bug that prevented Summon tool from spawning custom entities

Minecraft: Bedrock Edition 1.21.113

A new update has been released to address issues discovered in the 1.21.111 release.

Fixes:

  • Fixed a bug where the contents of a Bundle would get deleted if placed in a container above a Hopper with all slots filled (MCPE-226250)
  • Copper Golem now drops its carried item when player interacts while holding an item in offhand, or when player has armor equipped (MCPE-228459)
  • Fixed a crash when using %.s specifier with a length longer than the multiplied string
  • Fixed a potential crash if an Actor query in script was happening during world load
  • The “all_slots_empty”, “any_slot_empty”, “has_equipment” filters now support “main_hand” as an equipment location

Minecraft: Java Edition 1.21.10

It’s hotfixin’ time in the shipping room this week! Today we are releasing 1.21.10 to address some important issues that have been reported for 1.21.9.

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And for those of you that were hoping for a Snapshot release today, fret not! We are planning on releasing that one later this week. Exciting times!

Happy mining!

Fixed bugs in 1.21.10

  • MC-211096 – Entities in cobwebs clip though pistons
  • MC-278182 – Items glitch inside the piston head when pushed through powder snow or cobwebs
  • MC-301916 – The behavior of wind charges when colliding with certain blocks is different
  • MC-302321 – Chunks don’t load while the player is being teleported
  • MC-302383 – Rooms with carpet on the floor cannot have maps in item frames placed on walls touching the floor
  • MC-302405 – Repeating/chain command blocks with any form of a ‘/tp ‘ command doesn’t constantly teleport the player to one spot

Minecraft: Java Edition 1.21.9 – The Copper Age

Minecraft: Bedrock Edition 1.21.111 – The Copper Age

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Minecraft has entered The Copper Age! Express yourself in every shade of copper as you transform this versatile metal into handy tools, shiny armor, gleaming light sources, oxidizing decor, smart storage, and even lively mechanical companions known as copper golems.

In addition to these shiny new features, this drop comes with a bunch of technical news and fixes. The End now has a flashing skylight, you can populate the world with NPCs called mannequins, and item sprites can now be added into text. Whether scraped or oxidized, this is the start of a new clonking era of creativity!

New Features

  • Added Copper Chest
  • Added Copper Golem
  • Added Copper Golem Statue Block
  • Added Copper Equipment
  • Added Copper Decorations
  • Added Shelf
  • Added light flashes to The End dimension
  • Added Chat Drafts
  • Added sound previews to the Music & Sound Options sliders
  • Added the Minecraft Server Management Protocol
  • Added support for servers to have an in-game Code of Conduct
  • Added Halychian language support

Developer’s Note: Did you know that Minecraft: Java Edition is available in over a hundred languages? And it’s all thanks to you, our community, and your vital contributions keeping the translation project running. If you would like to help translating the game, join us on Crowdin. Happy International Translation day!

Copper Chest

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  • The Copper Chest is a new type of chest that has waxed and oxidized variants
  • Copper Chests oxidize over time and can be waxed like other Copper blocks
  • A Copper Chest can be crafted using a Chest and 8 Copper Ingots

Copper Golem

  • The Copper Golem is a new mob which can be spawned by placing a Jack o’Lantern or Carved Pumpkin on top of a Copper block
  • Copper Golems oxidize over time and can be waxed like Copper blocks
  • If the Copper Golem is fully oxidized and not waxed it will turn into a Copper Golem Statue
  • Upon turning into a statue, the Copper Golem will drop any item it may be holding
  • The statue retains the Copper Golem’s name
  • Copper Golems can help with sorting items into Chests
  • Interacting with the Copper Golem with an empty hand will make it drop its carried item
  • Iron Golems will occasionally plant a decorative flower onto a nearby Copper Golem
  • The flower can be removed with Shears
  • This flower is dropped when the Copper Golem turns into a Copper Golem Statue

Copper Golem Item Sorting

  • If the Copper Golem is not holding an item, it will look for nearby Copper Chests to try to pick up an item
  • The Copper Golem will look in any oxidized and waxed Copper Chest variant to pick up items
  • It can pick up at most 16 items in a stack at a time
  • Any item in a Copper Chest can be picked up
  • If the Copper Golem is holding an item, it will look for nearby Chests to try to place the item in
  • The Copper Golem will look in Chests and Trapped Chests to try to place items
  • It can place an item in a Chest if it’s empty, or if it contains the same type of item that it is holding in its hand
  • The Copper Golem will visit at most 10 Chests or Copper Chests in sequence to try to pick up or place an item
  • If no matching chest is found the Copper Golem will idle for 7 seconds before trying again
  • The search area for chests from the Copper Golem’s position is horizontally 32 blocks and vertically 8 blocks

Copper Golem Statue Block

  • The Copper Golem Statue is a new type of decorative block which has waxed and oxidized variants
  • The Copper Golem Statue oxidizes over time and can be waxed like Copper blocks
  • If the Copper Golem Statue has no oxidation when interacted with using an Axe, the statue will turn into a Copper Golem
  • The Copper Golem Statue can be in one out of four poses: standing, sitting, running, and star
  • The pose of the statue can be changed by interacting with it
  • Each pose emits a Redstone Comparator signal

Copper Equipment

  • Added Copper Nugget
  • Added Copper armor
  • Added Copper Helmet, Copper Chestplate, Copper Leggings and Copper Boots
  • Copper armor has higher durability than Leather and Gold
  • Copper armor has slightly less enchantability than Iron
  • Added Copper tools and weapons
  • Added Copper Axe, Copper Hoe, Copper Pickaxe, Copper Shovel and Copper Sword
  • Copper tools and weapons do the same amount of damage as Stone, but have higher durability
  • Copper tools work faster and last longer than Stone
  • Copper tools have higher enchantability than Diamond, but slightly less than Iron
  • Copper equipment can be crafted using Copper Ingots
  • Copper equipment can be repaired with Copper Ingots
  • Copper equipment turns into a Copper Nugget when smelted
  • Added Copper Horse Armor
  • Has the same loot table and chance of generating as Iron Horse Armor
  • Armor toughness: 4

Copper Decorations

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  • Added Copper Torch
  • A green variant of the Torch crafted from a Copper Nugget, Coal, and Stick
  • Functionally identical to the Torch
  • Added Copper Bars
  • Functionally identical to the existing Iron Bars block
  • Made from copper and oxidizes over time
  • Added Copper Chain
  • Functionally identical to the existing Chain block (now renamed to Iron Chain)
  • Made from copper and oxidizes over time
  • Added Copper Lantern
  • Crafted similarly to a regular Lantern but uses Copper and a Copper Torch
  • The lantern itself oxidizes, changing its look as it ages
  • Functionally identical to the Lantern

Shelf

  • The Shelf is a new type of decorative block which comes in the following variants:
  • Oak
  • Spruce
  • Birch
  • Jungle
  • Acacia
  • Dark Oak
  • Mangrove
  • Cherry
  • Pale Oak
  • Bamboo
  • Crimson
  • Warped
  • The Shelf can be crafted from six matching blocks of any Stripped Log, Stripped Stem or Block of Stripped Bamboo, filling the top and bottom row
  • This recipe produces 6 Shelves
  • The Shelf can store up to 3 item stacks:
  • Interacting with any of the 3 slots on its front swaps the player’s main hand item with the content of that slot
  • The Shelf displays all items it contains in front of it, similar to an Item Frame
  • While a Shelf is powered by Redstone, its front texture changes to reflect that it’s powered
  • When powered, up to 3 Shelves will connect to each other
  • Interacting with a single powered Shelf swaps all its contents with the 3 rightmost items in the player’s hotbar
  • Interacting with two connected Shelves swaps their contents with the 6 rightmost items in the player’s hotbar
  • Interacting with three connected Shelves swaps their contents with all items in the player’s hotbar
  • It does not matter which of the connected Shelves the player interacts with

Lightning Rod

  • Lightning Rods now oxidize like other Copper blocks

The End Light Flashes

  • The End dimension now has skylight
  • Normally the skylight does not affect how the dimension looks
  • From time to time flashes in the sky happen and produce a rumbling sound
  • When they happen skylight intensity increases, flooding the dimension with purple light
  • While the Ender Dragon fog effect is active the flash source in the sky is not visible and the brightness of the light affecting the world is reduced
  • The “Hide Sky Flashes” accessibility option disables the End flashes
  • When the flash is disabled by the setting the world is not lit by the flash but the flash source is still visible in the sky and the sound effect still plays

Changes

  • Performance improvements
  • The Chain block has been renamed to “Iron Chain”
  • Monster Spawn Eggs now have a tooltip warning when the difficulty is set to Peaceful
  • The mob no longer spawns for one tick when an attempt is made to use the Spawn Egg
  • Changes to world loading and the “Spawn Chunks”
  • A dimension that has any player activity, forceloaded chunks, active portals, or Ender Pearls in flight will be considered “active” and will keep processing chunks and entities
  • Previously, this would only apply if a player was in the dimension or a chunk was forceloaded
  • Reworked the debug overlay to be less cluttered and more configurable
  • Players seen in the game world of the current server are now always shown in the Social Interactions screen even if they are offline
  • Players now stop flying when switching from Spectator Mode to Creative Mode if they are near the ground
  • A player is considered to be near the ground if there is a collidable surface (i.e. blocks, Happy Ghasts, boats…) within 1 block below them
  • Flight will not get disabled if the player was inside a block or collidable entity
  • This is to prevent players from suddenly falling through the ground
  • Migrated several server properties into game rules
  • OpenGL 3.3 is now required to play the game, up from 3.2. This does not change our posted Minimum Requirements

Developer’s Note: We do not expect the update to OpenGL version to affect many people, if any at all. Our posted Minimum Requirement has been OpenGL 4.0 since 2017, and OpenGL 3.3 turned 15 years old recently.

Performance Improvements

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  • Entity rendering order was improved for significantly better performance
  • You’ll notice much smoother gameplay in areas with lots of mobs, like mob farms
  • FPS won’t improve much if most of your lag comes from things other than entities, like playing with high render distance while not being near many mobs
  • Particles outside the player’s view are not rendered anymore, which provides a performance improvement in some cases

World Loading and Spawn Chunks

  • The concept of fixed “Spawn Chunks” has been removed
  • The game will ensure that the following chunks are fully loaded before the player joins or the server starts, in the same way as spawn chunks formerly were:
  • Chunks loaded by the forceload command
  • Chunks active due to portal activity
  • Thrown Ender Pearls (Singleplayer only)
  • A small area of chunks around the player (Singleplayer only)
  • Chunks required to assign the global world spawn (World creation only)
  • The world loading screen now shows the chunks that the player is about to be placed into, rather than chunks loaded around world spawn
  • The loading screen now has a progress bar

Minecraft: Java Edition 1.21.8

Nothing beats graphical corruption and freeze issues like a blazing, steamy hotfix. Today we are releasing 1.21.8 fixing various issues experienced on certain graphics devices.

Fixed bugs in 1.21.8

  • MC-295947 – The game screen occasionally freezes while the game keeps running on Intel graphics of Gen11 architecture
  • MC-296107 – Entity and block entity textures become corrupted over time on Intel graphics of Gen11 architecture
  • MC-296585 – Flickering and other graphical corruption appears after summoning one or multiple text_display entities on some Intel devices
  • MC-296908 – Texture atlases, most notably those of text, become corrupted over time on Intel graphics of Gen11 architecture
  • MC-297784 – Entities and block entities are lit incorrectly after a while on Intel graphics of Gen11 architecture
  • MC-298903 – Items in the inventory and text are rendered in a solid color after a while, and the items sometimes become invisible, on Intel graphics of Gen11 architecture
  • MC-298908 – Items in the inventory are lit incorrectly after a while on Intel graphics of Gen11 architecture
  • MC-299144 – The game crashes when loading a resource pack with an invalid shader on some AMD graphics

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