Minecraft Bedrock: 1.21.90 - Chase the Skies

Release: one month ago
Experience the joy of soaring above the Overworld with our Chase the Skies drop! This drop not only brings an exciting flying mount to Minecraft but opens up the skies for exploring, building - and more. Raise your ghastling with care and it'll let you soar with friends above the clouds once fully grown. Build high into the sky, leash a caravan of camels together, uncover a new music disc, find wandering friends with the Player Locator bar, and more. Players on Bedrock Edition can also soak in breath-taking views with Minecraft's biggest official visual refresh - Vibrant Visuals. Are you ready to begin a skyward adventure? Play today!
Features and Bug Fixes
Blocks
Dried Ghast
- Can be found in the Nether in Nether Fossil structures
- Can be crafted with 1 Soul Sand Block and 8 Ghast Tears
- When waterlogged it undergoes 3 states over about 20 minutes until it spawns a Ghastling mob
- Makes sounds and shows particles depending on state
- If mined during the waterlogging, it will revert to its “dry” state regardless of what state it has reached during waterlogging
- Will revert states back to its initial “dry” state when it is taken away from being waterlogged, using the same time scale
- Piglins can give Dried Ghast Blocks when bartered with
- Added new achievement "Stay Hydrated!"
Mobs
Ghastling
Ghastling is a young version of the Happy Ghast mob
Spawns from a Dried Ghast block that has continuously been waterlogged for about 20 minutes
After spawning, the Ghastling will try and follow:
- Players within a 16-block radius or
- An adult, non-aquatic passive mob (and some neutral mobs) within a 16-block radius
If no player or suitable mob is close around the Ghastling will idle around within 32 blocks from its home position (where it spawned or was last interacted with)
Can be tempted and fed using Snowballs
Will grow up into a Happy Ghast after about 20 minutes (or faster if fed Snowballs)
Can be summoned using the command:
/summon happy_ghast ~ ~ ~ ~ ~ minecraft:spawn_baby
Happy Ghast
The Happy Ghast is a new flying mount that can carry up to four players
- Spawns from a Ghastling after about 20 minutes (or faster if Ghastling is fed Snowballs)
- Can be equipped with a harness and then be mounted by up to 4 players
- Tempted by Snowballs and Harness. Harness tempting only works if the Happy Ghast is unharnessed
- Has no panic behavior when taking damage
- Cannot be bred
- Slowly regenerates health, with regeneration speeding up during rain, snow or when flying at the same height as clouds are rendered
- The first player that mounts the Happy Ghast will control it, sitting in front of the Happy Ghast, just above its face
- When a player mounts, the goggles on the Happy Ghast go down to cover its eyes, indicating that it can now be controlled
- Other players who mount after the pilot is mounted, are placed in slots on each side of the Happy Ghast, starting clockwise from the “pilot” player
- Pressing crouch button dismounts the player on top of the Happy Ghast
- If the Happy Ghast detects players on top of it, it then ceases all movement and aligns to the closest cardinal horizontal direction
- This happens regardless of it having a harness equipped or not
- 3rd person camera is moved back when player is mounted on the Happy Ghast
- When there are no players mounted or walking on the Happy Ghast, the goggles go up and the Happy Ghast starts to roam around the home position
- If players dismount midair, the Happy Ghast will descend towards the ground before it resumes roaming
- Cannot enter Boats
- Idles around within 64 blocks from its home position (where it spawned or last was interacted with)
- If wearing a harness, the Happy Ghast idles closer to the home position (within 32 blocks)
- The Happy Ghast will try to stay close to blocks when roaming on its own
Items
Harness
Harness is a new item that can be equipped on a Happy Ghast to allow players to ride it
- Crafted out of 3 Leather, 2 Glass Blocks and 1 Wool Block, the Harness will have the same color as the Wool Block used when crafting
- Can be re-dyed
- Can only be equipped on a Happy Ghast
- Allows up to 4 players to mount the Happy Ghast
- Can be removed from the Happy Ghast using Shears but only when no players are mounted
Locator Bar
- The Locator Bar is a new UI element on the Player HUD that displays the direction of other Players in the World
- When there are multiple Players in a World, the Locator Bar will appear on-screen for each Player, replacing the Experience Bar. The Player Level number will still be visible as before above the Locator Bar
- The Locator Bar will display colored indicators when the camera is facing within 120 degrees towards another Player. If another Player is 30 degrees above or below the camera's viewport (the screen) an up or down arrow will be displayed
- Crouching will hide the Player, preventing their indicator from appearing on the Locator Bar of other Players
- Players in Spectator Mode are not visible on the Locator Bar
- A Mob Head or a Carved Pumpkin will similarly hide Players from the Locator Bar when worn in the head slot.
- Using a Potion of Invisibility will also hide players from the Locator Bar
Saddles Updates
- We are making Saddles craftable and generally making it easier to remove them from mobs by using Shears. We have also added Leather to some loot tables instead of Saddles
Crafting Saddles
Saddles can now be crafted with 3 Leather and 1 Iron Ingot
Recipe popup happens when a player picks up their first Leather
Loot Table Changes
Some loot tables have had Saddles removed from them and replaced with 1-5 Leather:
- Monster Room chests
- Ancient City chests
- Desert Pyramid chests
- Jungle Pyramid chests
- Stronghold altar chests
Leashing Updates
We are expanding the functionality of leads, to make it possible to leash any leashable entity to another leashable entity and by doing so create chains of leashed entities
Attaching a leashed entity to another entity and using Shears to cut leashes now take precedence over other interactions
- Example: Attempting to shear a leashed Sheep will now un-leash it instead of shearing it
Leash break distance is now calculated between the centers of the two entities' collision boxes, aligning with the rest of the leash physics calculations
Elytra
- Using a Firework Rocket to boost while flying with an Elytra now causes leashed mobs to unleash
Leash Knots
- Entities can now be leashed to a pre-existing Leash Knot by interacting with it
- Players can retrieve entities tied to a Leash Knot by interacting with it
Leashing Entities to Other Entities
Any leashable entity can now be leashed to any other leashable entity
- To leash an entity to another entity, the player must:
- Have the entity already leashed to themselves
- Sneak and interact with the target entity while holding the leash
- Leashed entities can now be "stolen" by leashing them again, transferring ownership to the player
- If re-leashing an entity would result in immediate leash snapping due to distance, the re-leashing cannot be done
- To prevent erratic behavior when leashed to each other, Llamas that are leashed no longer attempt to form caravans
- A leashed entity cannot be leashed to itself
- Baby mobs can only be leashed one way - to another entity; they cannot have other mobs leashed to them
- Known issue: When two mobs are connected, it results in the lead being rendered with an erroneous y-axis offset and appearing below one of the mobs
Physics
All leashable entities now behave more naturally when being pulled
- When leashed to a Happy Ghast, Horses, Camels, Donkeys, Mules, Boats, Chest Boats, and Sniffers now adjust their position gradually over time, aligning smoothly with their leash holder when suspended mid-air
- In all other cases, entities align to the direction they are being pulled and no longer behave erratically when suspended mid-air
- Mid-air friction now applies to Boats just like any other entity, meaning they can no longer orbit the player or behave excessively bouncily
- The distance at which leashes break has been increased to 12 blocks, except for the Happy Ghast, which has a leash break distance of 16 blocks
- When dragged on the leash, leashed objects will now orient themselves towards the leasher
- The distance between centers of entities bounding boxes, rather than their feet is used to determine the distance between two leashed entities
Rendering
- Boats and large leashable mobs that cannot fit in a Boat (Horses, Donkeys, Mules, Camels, and Sniffers) when leashed to a Happy Ghast are rendered with four leashes instead of one
- In this configuration, the harnessed Happy Ghast also features a custom rope layer wrapping around it
Shearing Updates
Shears can now be used on leashed entities to unleash them, removing both incoming and outgoing leash connections
Shears can now be used to remove Leash Knots
Players cannot cut other players' leashes
Dispensers can now use shears to unleash leashed entities
Saddles, Horse Armor, Harnesses, and Carpets can now be removed from the mobs they can be equipped on by using Shears
Saddles, Horse Armor, Harnesses, and Carpets cannot be removed by using Shears while the mob has a rider
Saddles, Horse Armor, Harnesses, and Carpets cannot be removed by using Shears while the player is sneaking
Saddles cannot be removed from Ravagers using Shears
Dispensers with Shears cannot remove Saddles, Horse Armor, Harnesses, or Carpets equipped on mobs
Removing Saddles, Horse Armor, Harnesses, and Carpets using Shears now plays custom sounds
Music
- Added the following new music tracks by Amos Roddy to Cherry Groves, Forest, Desert, Grove, and Lush Cave Biomes:
- Below and Above
- Broken Clocks
- Fireflies
- Lilypad
- O's Piano
- Added a new Music Disc with the track "Tears" by Amos Roddy
- The Ghast now drops the "Tears" Music Disc when killed by a Fireball deflected by a Player
Vibrant Visuals
- Vibrant Visuals is Minecraft's biggest official visual enhancement - delivering a dazzling cosmetic upgrade with a new modern graphics pipeline and an array of visual improvements. Sunrises are more vivid, water reflects, forests become shaded, and more!
- Vibrant Visuals preserves what makes Minecraft uniquely special - pixelated shadows, caustics, and reflections have been carefully crafted to preserve and enhance Minecraft's signature blocky style
- With updated textures for blocks, items, and more that decide how different light sources interact with them, builds will become more vivid and visually interesting!
- Updated art settings and post-processing effects tie the visuals together in a signature Minecraft way
- As a cosmetic enhancement to the game, Vibrant Visuals does not impact Minecraft's gameplay, meaning you can play on Realms with friends whether they have Vibrant Visuals enabled or not (Realms subscription sold separately. Multiplayer functionality will require platform specific online subscriptions, also sold separately)
Graphical
Made Vibrant Visuals the default graphics mode for supported devices
To switch to Vibrant Visuals on Xbox One, Xbox One S, PlayStation 4, and some Android devices, players need to select "Vibrant Visuals" in the Video menu using the Graphics Mode drop-down. Performance may degrade for these devices.
Customized atmospherics, color grading, fog and lighting for the End, the Nether, the Overworld dimensions and a variety of biomes in Vibrant Visuals
- Temporarily reverted weather-related changes to sky color in Vibrant Visuals while some issues are sorted out.
Added MERS texture support for Signs in Vibrant Visuals
Added new texture assets for a variety of trims, particles, spawn eggs, water and the dark oak boat in Vibrant Visuals
Updated the appearance of metals for a variety of block textures in Vibrant Visuals
Updated the Cave Vines, Chorus Flower, Pumpkin, Firefly Bush and a variety of other plant textures in Vibrant Visuals.
Updated the Bee, Dolphin, Ghast, Pig Saddle and Strider textures in Vibrant Visuals
Updated a variety of MERS textures in Vibrant Visuals
- Made Glass Blocks more reflective
- Tweaked metallics on Cauldrons and Ancient Debris
- Tweaked emissives on Eyeblossom
- Fixed an issue with Leather armor having a stripe of emissive across the texture
- Added emissive to the Ender Crystal Block to match item icon
- Added MERS textures for Happy Ghast and Harnesses
- Adjusted the Glow Lichen block emissive
Fixed water not being rendered on the opposite side of clouds in Vibrant Visuals (MCPE-203239)
Reduced ghosting of waterfalls from camera movement when volumetric fog is enabled in Vibrant Visuals. (MCPE-204062)
The Night Vision effect now brightens the scene more consistently across brightness settings with Vibrant Visuals enabled (MCPE-201809)
Volumetric fog no longer becomes suddenly bright when the player moves towards a block light in Vibrant Visuals (MCPE-201984)
The back faces of transparent items held in hand, like Stained Glass, are no longer visible in Vibrant Visuals
Clouds no longer have a pink or yellow tint, during sunrise and sunset respectively, in Vibrant Visuals
Fixed an issue in Vibrant Visuals where black boxes sometimes appeared on End Portals when using TAAU at a non-native resolution (MCPE-212398)
Fixed a bug in Vibrant Visuals where materials with certain properties rendered black
Updated the clouds texture
Item bobbing will no longer stagger when the amount of days is high (MCPE-190647)
Entering pause while breaking a block will reset the breaking animation (MCPE-191029)
The local player's vehicle will now always be eligible for rendering, no matter the orientation of the model compared to the render bounding box
Ambient Weather Sounds
- the_end_light_flash sound effect now triggers when the light flashes in The End dimension in Vibrant Visuals
Blocks
Crimson and Warped Roots cannot be lit on fire or burn anymore (MCPE-80066)
Fixed issue where Jungle Leaves did not become transparent when setting all leaf types to be transparent (MCPE-110630)
Dispensing a Lava Bucket on waterlogged blocks no longer empties the bucket without placing Lava (MCPE-178295)
Maximum Beacon beam height is now 2048 (MCPE-190223)
Beacon now renders from any loaded chunk in worlds versioned 1.21.90 and higher
Fixed Sculk Vein block looking small and elongated when held or in an item frame
Accessibility
- Text to speech will select an appropriate voice if available when changing in-game language on Android, iOS, and Win10
Commands
Fixed a bug where players could hear sounds played with
/playsound
even if they were in a different dimension than the one the sound was played in (MCPE-184566)The camera
default
command will now properly reset third person camera view offset valuesThe
/controlscheme
command no longer requires the "Experimental Creator Camera" toggle
Gameplay
Fixed a crash that would sometimes occur when using Command Blocks
Fixed an issue where swapping item slots during an attack against a mob would re-select the original item slot used during the attack instead of staying on the new inventory slot item
Fixed entering the water while sprinting from double tapping forward no longer automatically enters the swimming state (MCPE-216867)
Repositioned the teleporting point when using an End Gateway to not be too close to a cliff edge, if possible. As a result, End island portals that teleport the player outside of the map border will no longer kill the player (MCPE-174465) (MCPE-174465)
Fixed issue where sprint jump attacking would sometimes remove all of the player's momentum (MCPE-189501)
Fixed a bug where hitting blocks while swimming would cause players to slow down too much (MCPE-201832)
Using a custom equippable block item in creative mode will no longer duplicate the item and equip it; it will simply place the block in the world
Added a painting of a good boy by artist Sarah Boeving
General
- Gamertags are now used on all platforms to identify players in cross-platform multiplayer games
Items
The Trident is now grouped with other tools/weapons in the Creative inventory (MCPE-181002)
Mace with Wind Burst enchantment once again launches players as high as it does on Java Edition (MCPE-185829)
The recipe for Leads has been updated to no longer require a Slime Ball
Now the Mooshroom Spawn Egg uses its own colors and no longer has two pixels that are the same as the Cow Spawn Egg texture
Spore Blossoms destroyed by water are now dropped as items (MCPE-127677)
The size of the Blaze and Breeze spawn eggs have been reduced to better match the mobs' in-game size (MCPE-217634)
Fixed inconsistent pixels on the Pale Oak Boat and Pale Oak Boat with Chest items to match other boat items
The Green Harness item no longer uses the Gray Harness texture when Vibrant Visuals is enabled
Mobs
Piglin Brutes will now despawn properly on peaceful difficulty (MCPE-88837)
Mobs will no longer clip through blocks sometimes when viewing them at a distance when they auto step up a block
Shadows are no longer rendered for entities that are riding a vehicle, unless said vehicle is invisible (MCPE-200797)
Pigs saddled by hand no longer drop two saddles when killed (All pigs saddled by hand between 1.21.70 and now will still drop their duplicated saddles on death)
Increased attack range for Blaze from 16 to 48 blocks to match its target detection range (MCPE-35647)
Increased Blaze attack sound distance to 32 to match Java Edition
Fixed bug where Ghasts could not move while shooting fireballs (MCPE-201849)
Slimes and Magma Cubes no longer jump twice when finding or losing their targets (MCPE-114701)
Fixed a bug where Magma Cubes and Slimes could still damage players briefly after dying (MCPE-166394)
Now the Cold Cow variant has the correct mirroring of its horn texture
Flying mobs no longer make footstep sounds when moving close to the ground
Ghasts can no longer spawn in areas that are too small, preventing suffocation on spawn
Spiders and Cave Spiders can once again spawn with a Stray rider in cold biomes (MCPE-89549)
Spiders and Cave Spiders can once again spawn with a Wither Skeleton rider in the Nether (MCPE-89549)
Horses, Donkeys, and Mules can now be fed carrots to heal, grow, and improve their temper
Happy Ghast can now be pushed by other mobs even while being ridden, except when made immobile by a player standing on it
Sounds
Fixed a bug where Parrots imitating a Drowned used Zombie sounds
Fixed a bug where Parrots imitating a Wither Skeleton used Skeleton sounds (MCPE-174857)
Sound files for breaking and placing Grass blocks are now slightly louder
Leashing, unleashing, collecting leashed mobs, and leashing mobs to other mobs now play custom sounds
Fence knots now play a sound when destroyed, either by being punched or when all their leashed entities are gone (MCPE-21743)
Music will now fade normally when leaving a world if game pause is disabled (MCPE-212932)
Ambient Sounds
Updated the frequency and location of various ambient block sounds
Dead Bush ambient sounds now have a slightly increased chance of playing
Ambient Sand sounds no longer require sky access to play, have a slightly decreased chance to play, and can now play in all biomes
Terracotta block no longer triggers ambient Sand sounds
Sand blocks no longer trigger ambient wind sounds
Short Dry Grass blocks and Tall Dry Grass blocks can now trigger ambient wind sounds when above 2 Sand/Red Sand or Terracotta blocks
Terracotta blocks no longer trigger ambient wind sounds
Projectiles
Projectiles now have a tolerance margin that changes over time (MCPE-201608)
- Previously, all projectiles had a fixed 0.3 blocks tolerance margin added to the collision
- Now, all projectiles start with no margin for the first two ticks of their flight
- After that, the target margin will expand by 0.05 blocks per tick until it reaches the target margin of 0.3 blocks
- This allows for more precise collision on targets close to the shooting player or entity, while still allowing for some collision leeway for targets further away
Realms
- Realm owners can now choose to require members to opt into the Timeline in order to play on the Realm
- To turn this feature on, go to Realms Stories --> Settings and enable "Require opt in to Timeline"
- The feature can be turned on and off at will
- While the feature is on, Realm members who have not opted in will remain members of the Realm, but will not be able to play until they opt in
- If a Realm member who previously opted in chooses to opt out, they will not be able to play on the Realm until they opt in again
- Realm owners will be able to play on the Realm regardless of whether they have opted in
- To turn this feature on, go to Realms Stories --> Settings and enable "Require opt in to Timeline"
- On the Realm tab, the 'Options' button has been replaced with two buttons:
- 'Settings' takes the user to a Realm Settings page where the user can edit their worlds or make other adjustments to their Realm
- 'Add friends' takes the user to a page where they can manage members of their Realm and add new ones
Splash Potions
- The effect radius of Splash Potions is now calculated based on the distance to the bounding box of the target instead of their position (MCPE-201604)
Stability and Performance
Fix a crash in split-screen mode when a player would destroy a chest or book an other player had open
Fixed an issue where a resource pack error could be encountered when transferring between servers that use different versions of the same resource pack
Fixed an issue where downloading server resources would infinitely hang if another device requested to download the same resources at the same time
Fixed a crash when adding or changing priority of resource packs in the Create New World screen
User Interface
Cursor position now correctly updates when pressing down on L3 or D-pad while hovering a bundle (MCPE-189314)
Bundle tooltip no longer overlaps with item tooltips when quickly interacting with empty inventory slots on touch devices (MCPE-187171)
Bundle UI now correctly disappears when switching Inventory tabs with controller input
Tapping on the Bundles Tooltip on Touch devices no longer interacts with the UI behind it
The Text Background Opacity accessibility setting now also affects hotbar tooltips, chat message backgrounds, and leaderboard displays (MCPE-79331)
Fixed an issue where only changing the access of PlayStation friends to your world would not be saved when exiting the menu
To maintain feature parity with the flat world presets in the Java Edition, the Snowy Kingdom flat world preset has been updated to use a snow layer instead of a snow block (MCPE-194367)
Splitting an item stack using touch controls and moving it to a Bundle now transfers the selected amount (MCPE-188353)
The Text Background Opacity accessibility setting now also affects hotbar tooltips and leaderboard displays (MCPE-79331)
Chat background opacity can now be controlled with a new accessibility setting
Empty open Bundle icon now renders correctly when Bundles are tapped with Touch Controls
The "Game is paused" text from the pause screen will no longer go out of bounds (MCPE-217394)
Hotbar tooltip text now has a drop shadow, to make the text more readable against bright backgrounds (MCPE-217870)
Fixed the issue where adjusting the brightness in the Vibrant Visuals setting caused the Creeper face icons to inaccurately reflect their expected shades, and where the brightness of the Creeper face icons were affected by the in-game environment (MCPE-199256)
The Text Background Opacity accessibility setting now defaults to 60% opacity
The vertical angle upon which the Locator Bar arrow icons become visible now corresponds to the player's FOV setting
Closing an Anvil or an Enchanting Table now results in the Experience Bar being shown for 5 seconds instead of the Locator Bar
Fixed an issue where some on-screen UI elements would let the user interact with the world under them
While using the "Joystick & tap to interact" touch mode, the "Joystick Visibility Option" is now forced into "Visible Joystick" while using the player_relative_strafe or camera_relative_strafe control scheme
Storage settings page is now scrollable (MCPE-187962)
Fixed a bug where keyboard button hints would be shown on the death screen (MCPE-218652)
Vanilla Parity
Fixed a bug where Sponges would absorb water from waterlogged Barriers (MCPE-174826)
Zoglin and Zombified Piglin are no longer faster when chasing the player in the Bedrock version
Piglins and Hoglins naturally spawned in Bastion Remnants will now drop XP when killed (MCPE-166103)
Fixed the Frozen Peaks biome generation so, like Java Edition, no Ice blocks are generated in the sea under the top sheet (MCPE-194838)
Fixed a bug where players could not use usable items while sneaking and looking at interactive blocks (MCPE-64477)
Parrots now imitate nearby monsters less frequently (MCPE-80319)
Fixed blocks in Minecarts not being lit properly (MCPE-22533)
Nether Fossils have been tweaked to have a placement frequency more closely aligned with Java Edition (MCPE-74632)
Boats are now able to be pulled out of water using a Lead
Technical Updates
API
- Added a new condition
damaged_by_entity
that allows checking which entity type applied damage to an entity that is dropping loot- Similar to the
killed_by_entity
andentity_killed
conditions, allows specifying anentity_type
field to check against when deciding which entry in a loot table to select
- Similar to the
@minecraft/server
2.0.0
@minecraft/server
2.0.0 is now released,2.1.0-beta
is the new beta version for@minecraft/server
. See https://learn.microsoft.com/en-us/minecraft/creator/documents/scriptingv2.0.0overview for more details on 2.0.0Added
isValid
property onCamera
from beta to stableMoved
TicksPerDay
from beta to stableMoved enum
ScriptTintMethod
from beta to stableMoved enum
ScriptBlockMapColorComponent
from beta to stableAdded integer overflow detection in
ScoreboardObjective.addScore
. Original value will be retained when overflow is detectedNamespaceNameError
now has better error information and thename
property value will now be set to "NamespaceNameError"BlockComponentPlayerDestroyEvent
renamed toBlockComponentPlayerBreakEvent
PlayerPlaceBlockBeforeEvent
permutationBeingPlaced
renamed topermutationToPlace
BlockCustomComponent
onPlayerDestroy
renamed toonPlayerBreak
Added
lookAt
method onEntity
Added
customComponentParameters: CustomComponentParameters
toItemCustomComponentInstance
Added
customComponentParameters: CustomComponentParameters
toBlockCustomComponentInstance
Custom components V2 now support assigning string, array, object, bool, or number
GameMode
enum member names changedsurvival
renamed toSurvival
creative
renamed toCreative
adventure
renamed toAdventure
spectator
renamed toSpectator
Released
getBlockBelow
andgetBlockAbove
onDimension
to 2.0.0Changed
players
property onPlayAnimationOptions
to an array of Player objects, instead of string names in 2.0.0Changed the following APIs to use the local coordinates on a unit cube rather than the world coordinates for 2.0.0 (MCPE-216825)
- Example: The location
{ x: 123.123, y: -22.44, z: -400.678 }
will now be{ x: 0.123, y: 0.44, z: 0.678 }
BlockRaycastHit.faceLocation
BlockHitInformation.faceLocation
BlockComponentPlayerInteractEvent.faceLocation
PlayerPlaceBlockBeforeEvent.faceLocation
ItemUseOnAfterEvent.faceLocation
ItemComponentUseOnEvent.faceLocation
PlayerInteractWithBlockAfterEvent.faceLocation
PlayerInteractWithBlockBeforeEvent.faceLocation
- Example: The location
Released error
ContainerRulesError
to2.0.0
Removed
CameraDefaultOptions
forV2.0
- Added
setDefaultCamera(cameraPreset: string, easeOptions?: CameraEaseOptions): void
toV2.0
. This will replace passing theCameraDefaultOptions
into theCamera.setCamera
function. Will also now reset the position and rotation of third-person cameras back to the values defined in the JSON
- Added
Added
localizationKey
read only property toDimension
, which is the key for localization of a dimension's name used in language filesAdded
EntityHungerComponent
,EntitySaturationComponent
,EntityExhaustionComponent
that allows read and write access to Hunger, Saturation, and Exhaustion values onplayer
objectsAdded
totalArmor
andtotalToughness
read only properties toEntityEquippableComponent
Renamed
CameraEaseOptions
to justEaseOptions
to forV2.0
scriptingFixed a bug where the
includeLiquidBlocks
property onBlockRaycastOptions
would not correctly result in hits on Flowing water This affects the following API methods in all versions:entity.getBlockFromViewDirection
,dimension.getBlockFromRay
,dimension.getBlockBelow
&dimension.getBlockAbove
Improved the naming used for the
name
property of several custom error classesBlock custom component event
beforeOnPlayerPlace
is now called when an item usingreplace_block_item
is set to true for V2.0.0 and higher custom components- In 2.0.0, when using
setCurrentValue
of anEntityAttributeComponent
, the desired value is checked against theeffectiveMin
andeffectiveMax
. If the value is out of bounds, an error is thrown
- In 2.0.0, when using
Moved class
ShutdownEvent
frombeta
to2.0.0
Moved class
ShutdownBeforeEventSignal
frombeta
to2.0.0
Moved
isEditorWorld
onSystem
frombeta
to2.0.0
Moved enum
GraphicsMode
frombeta
to2.0.0
Moved
graphicsMode
onPlayer
frombeta
to2.0.0
@minecraft/server-admin
- Updated
transferPlayer
to support NetherNet transfers. It now takes either a hostname/port combination or a NetherNet ID
@minecraft/server-ui
2.0.0
@minecraft/server-ui
2.0.0 is now released,2.1.0-beta
is the new beta version for@minecraft/server-ui
- Fixed bug where sliders move super fast when using gamepad. Added a timeout to avoid this problem
- Moved
ModalFormDataDropdownOptions
frombeta
to2.0.0
. - Moved
ModalFormDataSliderOptions
frombeta
to2.0.0
. - Moved
ModalFormDataTextFieldOptions
frombeta
to2.0.0
. - Moved
ModalFormDataToggleOptions
frombeta
to2.0.0
. - All of the
Options
interfaces above include a newtooltip
property for adding tooltips. - Class
ActionFormData
- Moved method
header
frombeta
to2.0.0
. - Moved method
label
frombeta
to2.0.0
. - Moved method
divider
frombeta
to2.0.0
.
- Moved method
- Class
ModalFormData
:- Moved method
toggle
frombeta
to2.0.0
. - Moved method
slider
frombeta
to2.0.0
. - Moved method
dropdown
frombeta
to2.0.0
. - Moved method
textField
frombeta
to2.0.0
. - Moved method
header
frombeta
to2.0.0
. - Moved method
label
frombeta
to2.0.0
. - Moved method
divider
frombeta
to2.0.0
.
- Moved method
Block Components
Fixed a bug with the
minecraft:geometry
component where the full block geometry identifierminecraft:geometry.full_block
was being ignored for several behaviors, including:- Mob spawning (mobs with custom spawn rules can now spawn on blocks using full block geometry)
- Chest obstruction (blocks with full block geometry will now obstruct Chests)
- Grass and Farmland survival (Grass and Farmland will turn into Dirt with a block using full block geometry above them)
- Nylium survival (Nylium will turn into Netherrack with a block using full block geometry above it)
- Vine growth (Vines will now spread to blocks using full block geometry)
- Breathability (Mobs and actors can no longer breathe in blocks using full block geometry)
Blocks
Add a parameter to the culling rules schema to disable culling against full and opaque blocks
- "condition" field is now optional
- removed "default" as a value for "condition" field in the culling rules schema.
- added new optional "cull_against_full_and_opaque" boolean field in the culling rules schema.
- if not specified, it will be set to true
- if set to "false" culling against full and opaque blocks will not be considered
When custom components v2 experiment is enabled, custom components can be assigned string, array, object, bool, or number
"components": {
"example_namespace:example_component":
"foo", "example_namespace:example_component2": 4,
"example_namespace:example_component3": [
"hello",
"world"
],
"example_namespace:example_component4": true,
"example_namespace:example_component5": {
"stuff": 4
},
}
Custom components v2 experiment no longer required to use custom components v2
Custom components v2 is available in JSON versions 1.21.90 and higher
"minecraft:custom_components" deprecated in 1.21.90
The "minecraft:material_instances" component will no longer produce a content error if the "*" material is missing
Replaced
emitter_intensity
withemitter_particle_count
in block_destruction.json and block_slide.json. This is to go in line with theparticle_count
field in the BlockDestructionParticlesComponent.emitter_intensity
will still be used in the previous versions of these filesFixed crash when blocks that specify non-existent textures as carried_textures are held in hand
Fixing a crash that could occur when a block's textures are configured to point to an empty atlas entry
testforblock ignores block states (JIRA (MCPE-194284)
- Fixing bug introduced in 1.21.70 where the testforblock command no longer recognizes block states (E.g. ["button_pressed_bit" = true] would always return true regardless of button state)
"culling_layer" field in the block's geometry component has been moved out of experimental
"condition" field in "rules" for culling has been moved out of experimental
"alpha_test_to_opaque", "alpha_test_single_sided_to_opaque", and "blend_to_opaque" will not shift to "opaque" in the distance. This is a temporary rollback of functionality that will be fixed later
Camera
- Unlocked over the shoulder is now unlocked by using the camera_relative control scheme with the follow_orbit preset
Commands
Added integer overflow detection in
/scoreboard players operation
for +=, -=, *=, /= and %=. Original value will be retained when overflow is detectedAttempting to run extremely long commands will no longer cause a disconnection error. Instead the command will simply fail (MCPE-177722)
The
/controlscheme
command no longer requires the "Experimental Creator Camera" toggle
Components
Fixed incorrect warnings for using valid older block ids with "minecraft:block_placer" component
Added the
"minecraft:remove_in_peaceful"
component:- Determines whether an entity should despawn on "Peaceful" difficulty
Content warnings will log missing texture references for "minecraft:material_instances" block component
Added the "minecraft:leashable_to" component:
- Allows players to leash entities to the owner entity, retrieve those already leashed, or free them using shears
- Players can leash entities to the owner entity by sneaking and interacting while having entities leashed to themselves
- The "can_retrieve_from" field determines whether players can retrieve entities leashed to the owner entity
Added new fields to the "minecraft:leashable" component:
"can_be_cut": Determines whether players can cut both incoming and outgoing leashes by using shears on the entity
"spring_type": A "presets" subfield that defines the type of spring-like force pulling the entity toward its leash holder
- Available values:
- "bouncy": Simulates a highly elastic spring that never reaches equilibrium if the leashed entity is suspended mid-air
- "dampened": Simulates a dampened spring attached to the front of the leashed entity's collision that reaches equilibrium if the entity is suspended mid-air and aligns with its movement direction.
- "quad_dampened": Simulates four dampened springs connected to the center of each side of the entity's collision that reaches equilibrium if the entity is suspended mid-air and gradually aligns with the leash holder over time
- Available values:
"rotation_adjustment": A "presets" subfield that adjusts the rotation at which the entity reaches equilibrium
Fixed incorrect warning for using valid entity with event identifier in "minecraft:entity_placer" component
The "minecraft:input_air_controlled" component no longer requires "use_beta_features"
Added validation for asset references in particle effect Json
- texture reference in "basic_render_parameters"
- block references in "minecraft:particle_expire_if_in_blocks"
- block references in "minecraft:particle_expire_if_not_in_blocks"
Content warnings will log missing block and biome references in Biome JSON
Fixed incorrect content warnings for missing block textures in "minecraft:material_instances" component
The "minecraft:interact" component's "spawn_items" field now has a "y_offset" subfield, which allows to adjust the vertical spawn position of items
Dedicated Server
- Exposed a new parameter for dedicated server to disallow usage of Vibrant Visuals while connected
Editor
We are excited to announce Editor v1.0.0! With this milestone Editor is officially out of beta. To learn more about Editor and its multiblock world editing capabilities, check out the documents HERE, or learn how to build an Editor Extension HERE
Feature Highlights in Editor v1.0.0
Updated Movement Controls
Editor just got a serious upgrade! 🎮 We've revamped the movement controls to make navigation smoother and more intuitive. The default up/down keys are now E and Q, freeing up Shift and Space for other actions. You can now toggle mouse mode with the T key, and scroll zooms toward your cursor for better control. We've also added middle-click drag to pan across the XZ plane, plus Z and C keys to orbit around your block cursor. Need a broader view? Use SHIFT+Z and SHIFT+C to orbit around your entire selection. Dive in and explore with ease! 🧭
Vibrant Visual Settings Improvements
We've made it easier to fine-tune your visual style with updates to Vibrant Visual Settings! 🌇 New controls give you more flexibility when adjusting lighting, atmosphere, and other visual elements. We've also added time-of-day scrubbers, so you can instantly see how your settings look across different times of day—making it simpler to achieve the perfect mood for your world.
Pick blocks by color in the Block Picker
Building just got more colorful! 🌈 You can now filter blocks by color in the Block Picker, making it easier to focus on aesthetics over specific block types. Whether you're going for bold gradients or matching a vibe, this new feature helps you create highly visual builds with ease. Let your creativity shine! 🎨✨
Hollow Selection Trim Action
Added a new Hollow trim action to Selection. This trim action converts your current selection into a new selection volume representing only the fully enclosed non-air blocks—perfect for hollowing out brush-shaped structures and creating internal spaces with ease.
Line Tool Improvements
Added new mouse controls and hotkeys to the Line Tool for faster, more flexible editing. You can now left-click to add connected points or Ctrl+click to add disconnected ones. New shortcuts let you nudge points, adjust line thickness, convert to selection, and more—all designed to streamline your building workflow.
Full Editor Changelogs
Adding a toggle to the Smart Fill tool to allow the user to select if operations should be limited to the selected blocks only
Added 'Show Locator Bar' to export/Upload To Realms options
Added exported world file path to the log panel after successful world export
Updated movement controls for Tool mode
- Changed default up/down keys to E and Q, Shift, and Space are no longer defaults
- Changed cursor settings mouse mode toggle shortcut from C to T key
- Mouse Scroll now zooms toward the cursor. Updated fixed cursor mode offset to use Shift + Scroll
- Added middle-click drag to pan in the XZ plane
- Added Z and C keys to orbit around the existing block cursor
- Added SHIFT+Z and SHIFT+C keys to orbit around the existing selection
Added block picker modes to filter blocks either by name or color
Added Block Inspector "Reset Block Data" button to reset the block states to all defaults
Added a hollow trim action to selection. This converts the current selection volume to a new volume which represents all of the fully obscured non-air blocks (i.e. generate a selection which represents the inside of any shape inside the current selection)
Added Color Timeline API (IColorTimelinePropertyItem). The Color Timeline uses one dimensional graph to represent color interpolation over time
Added Number Timeline API (INumberTimelinePropertyItem). The Number Timeline uses two dimensional graph to represent linear interpolation between two nodes over time The two new APIs can be used in the Editor AGFX settings
Added ability to specify a tooltip to the editor menu items
Added ability to append an icon to the editor menu action items
Added optional property
uniqueId
inIPropertyPaneOptions
API to create panes with unique identifiersAdded various tooltips to the Editor menu items
Added
IPropertyPane.addProxyPane
API function to display an existing sub pane within another paneAdded Numeric & Color Timeline graphs to Vibrant Visuals Settings
Added support for localized help and tool tips into the schema
Added 'Export' button for Vibrant Visuals Settings pane
Added a "Save & Exit" option to the Editor File menu
Added visibility persistence for scripted panes with unique ids
Added an action bar menu item for Deferred Lighting settings
Added missing tooltips
Updated Action Bar items to open automatically once added to Action Bar list
Updated the default UI scale changed to 75% for resolutions that support it. Resolutions that do not support it use a default of 100%
Updated Download from Realms to provide the user with the directory the world was downloaded to.
Updated Workbench tool to enable block modification outside of selection
Updated Freehand Selection carve mode so that if there's already a freehand selection, user can just hold CTRL to remove blocks without resetting it. Previously, this required SHIFT & CTRL to be held together
Updated Editor logging to not flash the screen when a global error occurs
Updated tutorial step confirmation for movement stage
Updated the farm tool to have a preview bounding box
Updated the block image thumbnail size from 128x128 to 64x64 resulting in 1/4 texture memory requirements for terrain blocks
Updated Line Tool Functionality
- Updated UI, added tooltip labels and quick action buttons
- Ability to make lines with multiple points/segments instead of just one line between two points
- Ability to adjust thickness (weights) of the lines
- Ability to nudge lines in any direction by 1 block
- Ability to convert current lines into a selection volume (clears all lines after)
- Most Line Tool actions now undo/redo-able
- Ability to select all/none points so they can all be moved at once
- Line algorithm dropdown now updates live and applies to all (and new) points
- Line Tool Mouse Controls
- Left-click to create a 'connected' control point (creates a line segment between the previous point and the new point)
- Ctrl+Left-click to create a separated, 'disconnected' control point (no line segment is created between the previous point and the new point)
- Line Tool Hotkeys
- Nudge Selected Points (Ctrl+Shift + Up/Down/Left/Right/PgUp/PgDown)
- Convert to Selection (Alt+S)
- Toggle Select All (Ctrl+A)
- Fill (Ctrl+F)
- Delete Blocks (ie., Fill with Air) (Del)
- Clear All Points (Ctrl+Backspace)
- Clear Selected Points (Ctrl+Shift+Backspace)
- Increase/decrease Horizontal Line Thickness (Shift + Left/Right)
- Increase/decrease Vertical Line Thickness (Shift + Up/Down)
- Increase/decrease Uniform Line Thickness (when Uniform is enabled) (Shift + Left/Right/Up/Down)
Updated BlockLine implementation (now BlockShapes)
Updated water parameters to be available and modified in the Deferred Lighting Settings window again.
Updated Editor to no longer default projects to vibrant visuals graphics mode. It can be toggled on from Deferred Rendering Settings
Updated Paste Preview keyboard shortcuts
Past Preview is now initiated using CTRL+V global key sequence
CTRL+V in paste preview mode places the current previewed clipboard selection into the world
SHIFT+CTRL+V will immediately paste the clipboard selection into the world, previously global CTRL+V key sequence
Updated Fill to log a warning message (similar to Selection Tool) when attempting to Fill when no lines or points exist in the world
Updated the Block Picker Modal to use the currently selected block as the new block by default
Updated the size of the drop down action selector to be a bit wider
Updated structures list to more clearly indicate which item is selected
Updated Menu Bar items
Updated numerous strings for consistency and completeness
Updated setBrushshapeOffsets to no longer double the distance being offset for brushes
Update 'RestrictSmartFillToSelection' to false by default
Updated shortcuts for 'Marquee' mode in Selection tool
- Left Mouse Button + SHIFT now creates a volume from the previous origin to the mouse click
- Left Mouse Button + CTRL now adds a new 1x1x1 volume at mouse click
Updated Pan directions (still has an issue with smoothness)
Updated Paste Preview to default to 'Face' Target mode instead of 'Block'
Updated Time of Day and Weather settings to persist when exiting and re-entering a Project
Updated UI Settings to be consolidated into a single Settings panel and removed its menu item
Updated clicking "Restore All Defaults" in the Keyboard Settings with changed keybinds no longer crashes the game in some builds
Updated the Line Tool to support undo/redo.
Updated marking read only structures for deletion along with editable ones no longer disables the delete button
Fixed a bug to ensure the Terrain Tool's indicator appears after mouse click
Fixed a bug where a player could incorrectly load another player's hotbar setting in a multiplayer session after re-entering a game
Fixed a bug that was causing property pane item additions to not update properly on the UI
- Whenever a property item or sub-pane is added, the parent pane is automatically notified and refreshed
- Introduced optional
beginConstruct
andendConstruct
functions in the IPropertyPane API to delay notifications until the entire pane is constructed. This improves performance by reducing unnecessary notifications
Fixed a bug where modals with large text couldn't scroll
Fixed a bug causing the grapple camera transition to stutter
Fixed a bug to prevent crashes when multiple players try concurrently exporting
Fixed a bug where block thumbnail images weren't correctly presented after changing video mode while in an Editor world
Fixed a crash while using the Flatten Brush tool while targeting air
Fixed a bug where clicking the color box didn't close the open color picker popup
Fixes begin transaction error when selecting a selection point outside the maximum volume size
Updated Block Inspector "Refresh Block Data" button logic to update the pane with the current block state
Fix a bug where a player could incorrectly load another player's hotbar setting in a multiplayer session after re-entering a game
Fixing bug where the ladder could be interacted with using the workbench tool
Fixed a bug where the export directory location was incorrect in the log panel
Fixed a bug that caused
show
function ofIRootPropertyPane
to not display the panelFixed a bug where the Export Pane weather cycle setting was being set incorrectly
Fixed a bug where FlattenBrush, BrushPainter, SmoothRoughen, and SelectionModeFreehand tools threw an assert when a painting action was in progress
Fixed a bug where the Tutorial Movement stage didn't wait for pan and look actions to complete
Fixed a bug that caused brush paint to not end when the Tutorial stage changes
Fixed a bug that caused Contiguous Selection Settings in Extrude tool pane to not show
Fixed a bug where the clipboard origin incorrectly showed fractional origin values when clipboard item had an even size
Fixed a bug with structure data validation so that it doesn't try to test all the sibling rules against the property it's looking for (this was resulting in lots of reported errors in the water properties, but they weren't actually errors)
Fixed a bug where banners did not copy specific colors or patterns, but copy the default color instead
Fixed a bug where the rotation of added blocks didn't align with selected block for Extrude expand mode
Fixed flashing selected blocks when selecting different target positions using the smart fill tool
Fixed a bug that caused Cancel button in Block Picker to not work
Fixed an exception when switching modes to/from Crosshair
Fixed Void and Flat world images for create new project
Fixed an issue with Client Widgets (Entity Components) throwing asserts when going into the game menu while in Editor
Fixed an issue with saving a large structure from a selection on the Structure Panel no longer makes the game unresponsive
Removed the Marquee Selection info panel when in freehand/magic select mode
Removed Point Lights in Vibrant Visuals settings when Deferred Technical Preview is disabled
Removed Disable Achievement screens for Editor
Entity Components
Added "minecraft:body_rotation_always_follows_head" entity component
- Ensures the entity's body is always aligned with the head
- Does not override the "minecraft:body_rotation_blocked" component
Entity Filters
Added the new is_riding_self (entity filter
- Returns true if the subject entity is riding the calling entity on which the filter is used
Added the "is_vehicle_family" entity filter, which returns true when the subject entity is riding a vehicle with the specified family
Experiments
- Custom Components v2 experiment removed. Custom Components v2 is enabled when using
@minecraft/server
version2.0.0
and above
Items
- When using Custom Components v2, custom components can be assigned string, array, object, bool, or number
"components": {
"example_namespace:example_component":
"foo", "example_namespace:example_component2": 4,
"example_namespace:example_component3": [
"hello",
"world"
],
"example_namespace:example_component4": true,
"example_namespace:example_component5": {
"stuff": 4
},
}
- Custom components v2 experiment no longer required to use custom components v2
- Custom components v2 is available in JSON versions 1.21.90 and higher
- "minecraft:custom_components" deprecated in 1.21.90
- Fix for incorrect normals and/or crashes when holding certain items in hand with Vibrant Visuals enabled
Gameplay
Fixed issue with the player_relative control scheme that made it really hard to travel directly forward or directly backwards
Fixed an issue where the player's head would sometimes jitter when using certain control schemes
Fixed the default control schemes for all cameras
Fixed the minecraft:follow_orbit camera not having the correct control scheme in its allow list
Fixed the camera_relative_strafe control scheme
Deprecated
align_target_and_camera_forward
. Usecontrol_scheme
to switch between control schemes instead
Goals
- "minecraft:rideable" component's "dismount_mode" is now correctly applied when passengers are forced to dismount by the "minecraft:behavior.float" goal
Graphical
Added the ability to data-drive some of the Vibrant Visuals / Deferred Graphics related settings per biome. Creators can provide multiple versions of atmospherics, color grading, lighting and/or water configurations as long as each has a unique
identifier
and file name. The reserved JSON names for each group of settings (e.g., lighting/global.json) will continue to function as before. Creators can utilize theminecraft:atmosphere_identifier
,minecraft:color_grading_identifier
,minecraft:lighting_identifier
, andminecraft:water_identifier
in Client Biome JSONs to connect particular rendering settings to a given biome. Note that certain parameters, such as tone mapping operators, caustics and wave simulation on/off cannot be customized per biome at this time. Parameters will be spatially blended as players move between biomes. See updated Creator Documentation for more detailsParticles rendered without the "minecraft:particle_appareance_lighting" component are now rendered as expected in Vibrant Visuals
Removed ';' debug feature for toggling graphics modes
Recalibrated all emissive values in MERS textures in Vibrant Visuals
Update shadow configurations for "Favors Performance" targets on all Xbox platforms in Vibrant Visuals mode
Update Volumetric configs for "Prefers Performance" targets on Xbox One and Xbox One X in Vibrant Visuals mode
Reduced the intensity and speed of the caustics animation in Vibrant Visuals
Fixed an issue where the screen would render black on Xclipse GPUs running Android 15 with Vibrant Visuals (MCPE-203972)
Increased emissive intensity and adjusted tone mapping parameters in Vibrant Visuals.
Added temperature grading settings to the color grading JSON files for Vibrant Visuals. Schemas must specify a format version of
1.21.90
to access this new setting- New
temperature
object added tocolor_grading
enabled
set totrue
orfalse
controls if temperature grading is enabledtype
set to eitherwhite_balance
orcolor_temperature
controls the type of grading appliedwhite_balance
uses the temperature value to adjust the camera's white point. Lower temperature values will cause the scene to appear more bluecolor_temperature
is the inverse of the white balance operation. Lower temperature values will cause the scene to appear more red
temperature
sets the temperature in kelvin- Example:
... "color_grading": { "temperature": { "enabled": true, "type": "color_temperature", "temperature": 6500.0 } } ...
- New
Added henyey_greenstein_g settings to the fog JSON files
- New section
henyey_greenstein_g
allows specifying value for bothair
andwater
- Example:
- New section
{
"format_version": "1.21.90",
"minecraft:fog_settings": {
"description": {
"identifier": "minecraft:test_henyey_greenstein_g"
},
"volumetric": {
"henyey_greenstein_g": {
"air": {
"henyey_greenstein_g": 0.5
}
}
}
}
}
Items equipped in off-hand will no longer be displaced when the game is paused (MCPE-190716)
Fix inconsistent cloud rendering during split-screen gameplay (MCPE-188934)
Fixed an issue with
0
being incorrectly discarded on theg
anda
values ofon_fire_color
inside render controllers. This caused entities like the Ghast's fireballs to be tinted green. (MCPE-218297)
Items
Extended "minecraft:wearable" item component to allow hiding Players' locations, similar to Mob Heads and the Carved Pumpkin
- The new "hides_player_location" boolean field defines whether Players are hidden on the Locator Bar and Locator Maps when equipped in the appropriate wearable slot, defined by the "slot" field
- The default value of "hides_player_location" is false
- All "minecraft:wearable" item components defined previously will have the value of "hides_player_location" default to false
Molang
Fixed query.health in resource packs to return 0 for the Wither once it has died
Fixed query.health to work for the Wither to properly reflect the elapsed ticks since it started dying
Added the query.is_riding_any_entity_of_type Molang query, which checks whether an entity is riding another entity of any specified type
Network Protocol
- Added ActorFlags::BODY_ROTATION_ALWAYS_FOLLOWS_HEAD
Experimental Technical Updates
API
- Updated error messaging when imports can't be found
- Removed content warning when a custom component was registered without closures for custom components V2
- This allows 'data-only' components to be registered in script and added to blocks and items that only contain parameters without functionality
@minecraft/diagnostics
- Updated
SentryOptions
properties:dsn
: Updated to allow the usage ofSecretString
, allowing for secrets from@minecraft/server-admin
to be used to initialize Sentry- (new)
maxBreadcrumbs
: The maximum number of breadcrumbs to store and report per error event to Sentry. Default is 20, supported values range from 0 (no breadcrumbs) to 100 - (new)
sampleRate
: A number between 0 and 1 that indicates the percentage of events that should be sent to Sentry. For example, a value of 0.5 means that 50% of events will be sent. Default is 1 (100% of events). 0 means no events will be sent - (new)
debug
: When set to true, additional content logging from the Sentry system will be enabled. Defaults to false
@minecraft/server
2.1.0-beta
Custom Command registration will create an alias from the command name without the namespace
- If the name has already been claimed, then the alias will not be created and a content log warning will appear
Removed unused classes:
EntityIterator
,EntityTypeIterator
,FilterGroup
, andPlayerIterator
Added class
PlayerHotbarSelectedSlotChangeAfterEvent
. This will be triggered every time the hotbar slot changes.Added enum
PlayerInventoryType
Added class
PlayerInventoryItemChangeAfterEvent
. This will be triggered every time an item changes in the player's inventory. This includes the 27 inventory slots and 9 for hotbarUpdated class
Container
reverseFind
has been renamed tofindLast
contains
now returns undefined if it fails to find the itemfirstEmptySlot
now returns undefined if it fails to find an empty slotfirstItem
now returns undefined if it fails to find the itemfind
now returns undefined if it fails to find the itemreverseFind
now returns undefined if it fails to find the item
Added
stopSound
andstopAllSounds
toDimension
andPlayer
Added enum
LiquidSettings
inbeta
Added optional property
liquidSettings
to scripting interfacesJigsawPlaceOptions
andJigsawStructurePlaceOptions
inbeta
. Defaults toApplyWaterlogging
New
cheatsRequired
property on CustomCommand interface- If undefined or true (default is true), custom command execution requires that cheats are enabled. If false, then the custom command can execute without cheats enabled.
Removed Player.isOp()
Add read-only property
playerPermissionLevel
toPlayer
Add property
commandPermissionLevel
toPlayer
Added
PlayerPermissionLevel
enum with Visitor, Member, Operator valuesAdded enum
ContainerRulesErrorReason
tobeta
. Contains the reasons thatContainerRulesError
can fail.Added interface
ContainerRules
tobeta
. Contains rules that if broken on container operations will throw aContainerRulesError
Container
Added optional property
readonly containerRules?: ContainerRules
tobeta
. If the rules of the container are broken will throw aContainerRulesError
Added property
readonly weight: number
tobeta
. The total weight of allItemStacks
in the container
ItemStack
- Added property
readonly weight: number
tobeta
. The total weight all the items in theItemStack
- Added property
Added class
ItemInventoryComponent
tobeta
. This component will be on all items that contain aminecraft:storage_item
component and will allow access to its containerBlockMovableComponent
APIs have been added to betaBlockMovableComponent::movementType
BlockMovableComponent::stickyType
Enabled
Player.applyImpulse
andPlayer.clearVelocity
inbeta
, which no longer throw errors
@minecraft/debug-utilities
1.0.0-beta
- Added new Debug Drawing feature
- Added new classes:
DebugArrow
,DebugBox
,DebugCircle
,DebugDrawer
,DebugLine
,DebugShape
,DebugSphere
,DebugText
- Added new global object for accessing and using this new feature:
debugDrawer: DebugDrawer
- Added new classes:
- Fixed a crash with the Debug Drawing system after using the /reload command
- Fixed an issue where Debug Drawing primitives wouldn't be visible after using the /reload command
- Fixed an issue where Debug Drawing primitives wouldn't be visible for new players joining the world
Blocks
- Added
minecraft:random_offset
component under the Upcoming Creator Features toggle. This allows for blocks to randomly offset like foliage does in the Vanilla game
Example:
{
"format_version": "1.21.80",
"minecraft:block": {
"description": {
"identifier": "test:test_block"
},
"components": {
"minecraft:collision_box": {
"origin": [-4.0, 4.0, -4.0],
"size": [8, 8, 8]
},
"minecraft:random_offset": {
"x": {
// This is the range of possible values we can pick from
"range": {
"min": -4,
"max": 4
},
// This is the equally spaced steps across the given range. Provide 0 for all possible values in the range
"steps": 16
},
"y": {
"range": {
"min": -4,
"max": 4
},
"steps": 16
},
"z": {
"range": {
"min": -4,
"max": 4
},
"steps": 16
}
}
}
}
Added
minecraft:movable
component under the Upcoming Creator Features toggle. This allows for blocks to configure how they should react when moved by a Piston- "movement_type" (Required): Specifies how the block should react when moved by a piston
- "push_pull": Will allow a block to be pushed by a Piston/Sticky Piston and pulled by a Sticky Piston (e.g. Grass)
- "push": Will allow a block to be pushed by a Piston/Sticky Piston (e.g. Glazed Terracotta)
- "immovable": Will not allow a block to be pushed or pulled by a Piston/Sticky Piston (e.g. Bedrock)
- "popped": Will pop a block when pushed by a Piston/Sticky Piston (e.g. Leaves)
- "sticky" (Optional): Specifies how the block should handle adjacent blocks when moved by a Piston
- "none": Default. Will not add any additional behavior
- "same": Will move adjacent blocks along with it when moved by a piston. It will not move different blocks with "sticky": "same" (e.g. A Honey Block can move another Honey Block but not a Slime Block)
- NOTE: This field only works when used with "movement_type": "push_pull" "format_version": "1.21.90",
"minecraft:movable": {
"movement_type": "push_pull",
"sticky": "same"
- NOTE: This field only works when used with "movement_type": "push_pull" "format_version": "1.21.90",
- "movement_type" (Required): Specifies how the block should react when moved by a piston
Block Components
Added field
"uv_lock"
to "minecraft:geometry" block component behind UpcomingCreatorFeatures experiment- UV locking will allow faces to have the same texture orientations as the default geometry state, regardless of how
"minecraft:transformation"
component rotates the geometry - UV locking will not be supported for geometry using Box UVs if the box sides are not equal, in other words the box has non square UVs. Geometry with per-face UVs and non-square faces will be supported
- UV locking will not be supported if Block Json
format_version
is less than 1.19.80.
- UV locking will allow faces to have the same texture orientations as the default geometry state, regardless of how
Commands
- Added optional property
liquidSettings
to/place structure
and/place jigsaw
commands. Defaults toapply_waterlogging
Jigsaw
Jigsaw structures being placed in water no longer replace water incorrectly
Added optional property
liquid_settings
tominecraft:jigsaw
JSON to allow control over handling liquids when placing structures. Defaults toapply_waterlogging
.
Components
- The BlockDestructionParticlesComponent has a new field called
particle_count
allowing creators to determine the amount of particles that are generated on the destruction of the block
User Interface
- The touch screen d-pad control now shows the correct buttons when using camera relative control schemes
World Generation
Terrain Matching Jigsaw Template pools will no longer create floating islands
Namespaces can now be used in Template Pool element location and Jigsaw Block identifiers