Shh! I'm writing this changelog from behind a Pale Oak tree – and I have to be very quiet because the Garden Awakens drop is finally here – and Creakings are spawning in Pale Gardens all across the Overworld! The Garden Awakens brings with it an eerie biome – the Pale Garden – which is carpeted in moss, filled with Pale Oak trees, and home to a unique flower called an Eyeblossom. It also brings a watchful hostile mob, the Creaking, as well as the secret to defeating (and spawning) it – the Creaking Heart! Facing up to a Creaking will also earn you Resin Clumps – another new block you can craft into Resin Bricks, or use to trim your armor. Was that everything? Oh! And we've also made some bug fixes. Now, let me see if I can back away slowly without this Creaking spotting me…
New Features
Added Pale Garden Biome, Pale Oak tree, Pale Moss block, Pale Moss carpet, Pale Hanging Moss and Pale Oak woodset
Added the Creaking mob, Creaking Spawn Egg and Creaking Heart block
Added the Resin block family
Added Eyeblossoms
Pale Garden
The Pale Garden is a biome variation of Dark Forest.
Pale Oaks generate here
Creaking Heart blocks can generate in Pale Oaks, causing Creakings to spawn at night
Eyeblossoms generate on the ground
Pale Moss blocks/carpet generate on the ground here
Hanging Pale Moss generate hanging from the foliage of Pale Oaks
Animal mobs do not spawn naturally in Pale Gardens
New biome specific ambient sounds
Pale Garden has no accompanying music
If a player enters the biome while music is playing, the music will fade out
Using the seed 3515201313347228787 when creating a new world will spawn the player next to a Pale Garden
Pale Oak Tree
Pale Oak trees are a new tree variant similar to Dark Oak trees.
Pale Oak Leaves drop Pale Oak Saplings that can be planted in a 2x2 configuration to grow Pale Oak trees
Player grown Pale Oak trees grow without any decorations
Naturally generated Pale Oak trees have Pale Hanging Moss hanging from the foliage, Pale Moss patches on the ground, and Creaking Heart blocks can generate in them
Pale Oak Leaves have a chance to spawn leaf particles if exposed on the bottom side
Wandering Traders can sell Pale Oak Saplings
Pale Oak Logs can be crafted into the Pale Oak woodset:
Door
Fence
Fence Gate
Plank
Sign
Hanging Sign
Slab
Stairs
Trapdoor
Wood
Stripped Log
Stripped Wood
Button
Pressure Plate
Boat
Boat with Chest
Pale Moss
Pale Moss Blocks are new blocks that work similarly to existing Moss Blocks, including a Carpet variant.
Pale Moss Blocks generate naturally in the Pale Garden biome
Wandering Traders can sell a Pale Moss Block
Pale Moss Carpet can be crafted from two Pale Moss Blocks
Pale Moss Carpet generates naturally in the Pale Garden biome
When placed, Pale Moss Carpet grows up to two blocks on the solid faces of any block that borders it
Pale Moss Carpet can be Bone Mealed to grow to full on all solid faces of any block that borders it
Pale Hanging Moss
Pale Hanging Moss is a vine-like block that grows downwards.
Pale Hanging Moss generates naturally in the Pale Garden biome under the foliage of Pale Oaks
Pale Hanging Moss does not grow randomly, but can be Bone Mealed to grow
Pale Hanging Moss breaks instantly when mined
Pale Hanging Moss requires shears or silk touch tools to be obtained
Wandering Traders can sell Pale Hanging Moss
Eyeblossoms
Eyeblossoms are new flowers that generate in the Pale Garden biome.
They exist in two variants: Closed Eyeblossom and Open Eyeblossom
Eyeblossoms transition between the two variants based on the time of day
During the night, Eyeblossoms will become Open
During the day, they will become Closed
In dimensions that do not have a day/night cycle, they will remain as-is
When transitioning, flowers will emit a particle effect and sound
Eyeblossoms planted on the ground will communicate with each other, helping nearby flowers to open or close
Open Eyeblossoms have glowing eyes during the night
Eyeblossoms can be obtained by Bone Mealing grass blocks in the Pale Garden biome
Bees get poisoned when they touch Open Eyeblossoms
Bees can be tempted with Open Eyeblossoms, but they get poisoned on player interaction instead of typical breeding/growing behaviour
Bees do not interact at all with Closed Eyeblossoms
Suspicious Stew made from Open Eyeblossoms will cause a Blindness effect
Suspicious Stew made from Closed Eyeblossoms will cause a Nausea effect
Gray or Orange Dye can be crafted from Closed and Open Eyeblossoms respectively
Wandering Traders can sell Open Eyeblossoms
Creaking Mob
The Creaking mob spawns at night if there is a Creaking Heart block between two Pale Oak logs. This happens naturally in the Pale Garden biome where the Creaking Heart generates inside Pale Oaks.
A Creaking will activate if a survival or adventure mode Player is within 12 blocks of it and looks at it
A Creaking stays active while there is a survival or adventure mode Player within 32 blocks of it
An activated Creaking will not move if a survival or adventure player is looking at it
It will also have full knockback resistance in this state
Creaking melee attacks deal 3 points of damage (1.5 hearts)
Creakings react to damage caused by mobs and projectiles only by swaying in place
Creakings are resistant to fire
Creakings ignore Cacti, Sweet Berry Bushes and Powder Snow and can walk through/over them
When attacked by Players or their pets, a particle trail is shown between the Creaking and the Creaking Heart block it is connected to
When the Creaking Heart block that the Creaking is connected to is destroyed, the Creaking is removed with a custom twitching animation
Creaking spawns are based on the day/night cycle and not affected by light levels
Creakings cannot enter Boats
The Creaking Spawn Egg will spawn a Creaking mob that is not connected to a Creaking Heart which:
Persists through day and night
Takes damage from attacks and other damage sources
Has one point of health (half a heart)
Creakings spawned from a Creaking Heart cannot go through portals
Creakings spawned from a Creaking Heart cannot be named with a Name Tag
Players wearing a Carved Pumpkin on their head can look at a Creaking without it freezing in place
Illagers are scared of Creakings and will run away from them
Creaking Heart
A Creaking Heart is a “living” block generating in Pale Oak trees, covered on all sides by Pale Oak wood logs. It can spawn a Creaking mob during the night when it is placed between two Pale Oak Logs, all aligned along the same axis.
Is active during the night and dormant during the day
Sends a trail of particles towards the connected Creaking when the Creaking gets hit by a Player or their pet
When a Creaking Heart block is destroyed, the connected Creaking is removed
The Creaking Heart decides to remove or replace the connected Creaking when:
It turns day
The Creaking is too far away from the Creaking Heart
A Player intersects with the Creaking for a few seconds
Comparators attached to the Creaking Heart block will output a signal strength dependent on the distance to the connected Creaking
A Creaking Heart can be crafted with a Resin Block and Pale Oak Logs
A Creaking Heart block can be obtained by using a Silk Touch enchanted tool
Breaking a Creaking Heart without Silk Touch block will drop 1-3 Resin Clumps or more when using a Fortune enchanted tool
Naturally placed Creaking Hearts drop 20-24 experience when broken by a Player, with or without Silk Touch
Resin
Added Resin Clump, Block of Resin, Resin Brick, and a family of Resin Bricks blocks.
Attacking a Creaking will cause its Creaking Heart to exude 2-3 Resin Clumps
Resin Clumps appear on the sides of Pale Oak Logs that are close and are connected to the Creaking Heart
The Creaking Heart is on cooldown and cannot produce more Resin Clumps for 5 seconds after an attack
Resin Clump blocks can be placed on any full face of a neighboring block
Resin Clump blocks can be waterlogged
Block of Resin is a storage block for Resin Clumps
Resin Clumps can be smelted into Resin Brick items
Resin Brick items can be used as a material for armor trimming
Resin Brick items can be crafted into Resin Bricks
Resin Bricks can be crafted into Resin Brick Slabs, Resin Brick Stairs, Resin Brick Walls, and then Chiseled Resin Bricks
The Stonecutter can also be used to craft these items
Resin Clump and Resin Block does not require a tool to mine and are mined instantly
The proper tool for Resin Bricks family of blocks is a Pickaxe
Resin Clumps can be found in some Woodland Mansion loot chests
New System for Pale Garden Ambient Sounds
Ambient sounds in the Pale Garden biome do not come from the biome itself, but are generated by blocks found in the biome.
Pale Hanging Moss emits subtle atmospheric sounds when it is attached to Pale Oak Logs or Pale Oak Leaves
Creaking Hearts emit a set of eerie sounds when they are active during the night and surrounded by Logs on all sides
Open Eyeblossoms placed on Pale Moss Blocks emit a soft, whispering sound
Changes
Swords are no longer considered efficient tools for mining Moss Carpet
Hoes remain the proper tools for mining Moss Carpets
Bees are now withered on player interactions with Wither Roses instead of typical breeding/growing behavior
Baby Cats and Wolves now get a collar with the color that is a mix between the parents collar color if possible
Added language support for Popoloca
The durations of the effects of Suspicious Stews have been aligned with those in Bedrock Edition:
Saturation: 0.35 seconds (unchanged)
Night Vision: 5 seconds (unchanged)
Fire Resistance: 3 seconds
Blindness: 11 seconds
Weakness: 7 seconds
Regeneration: 7 seconds
Jump Boost: 5 seconds
Wither: 7 seconds
Poison: 11 seconds
Removed Herobrine
Required Tools for Drops
Developer's Note: We made it so any block that drops when its support is broken will also drop when mined with any tool. It seemed unfair that breaking a block directly could destroy it if it was possible to obtain it with any tool just by breaking the block below!
The following blocks that require support now always drop when broken with any tool: Bell, Lantern, Soul Lantern, all Copper Doors, Iron Door, Heavy Weighted Pressure Plate, Light Weighted Pressure Plate, Polished Blackstone Pressure Plate, and Stone Pressure Plate
The Brewing Stand now drops when broken with any tool
The Ender Chest now drops Obsidian when broken with an incorrect tool, instead of dropping nothing
Mobs Picking up Items
Some changes have been made to how mobs decide to replace their equipped items with items on the ground
If the item belongs in an armor slot, replace the item if any of the following conditions apply
The new item has a higher base armor value
The new item has a higher base armor toughness value
The new item has more enchantments
The new item is less damaged
The new item has a custom name while the old one doesn't
If the item belongs in the main hand slot, replace the item if any of the following conditions apply
The new item is a preferred weapon while the old one isn't
If the old item is a preferred weapon while the new item isn't, do not replace the item
The new item has a higher base damage value
The new item has more enchantments
The new item is less damaged
The new item has a custom name while the old one doesn't
Preferred Weapons
The following mobs now have a preferred weapon type to pick up:
Removed the winter_drop feature flag and built-in data pack
The Data Generator
The data generator in the server jar (net.minecraft.data.Main) no longer generates the assets directory
The --client option has been removed from the command line for this entry point
A new entry point net.minecraft.client.data.Main is now present in the client jar, with a similar command line structure as the data generator in the server jar
Available options:
--client - generates the assets directory
Network Protocol
Client will now send the minecraft:player_loaded packet once the loading terrain screen has closed after initially loading into the world, and after closing the loading screen when respawning
Data Pack Versions 58 through 61
The minecraft:trail particle has a new required field: duration
Indicates, in ticks, how long the particle will take to fly from the start to the target
Spawn eggs with minecraft:entity_data and block items with minecraft:block_entity_data component will now apply data only if the id tag matches the type of placed entity or block entity
Additionally, a warning will be added to item tooltip if using such an item might directly or indirectly lead to command execution with a high permission level
This warning cannot be hidden by any other component
The field item_model_index in the minecraft:trim_material registry has been removed (no longer needed for model rendering)
The minecraft:custom_model_data component has been expanded, together with the minecraft:set_custom_model_data modifier
Removed the minecraft:creaking_transient entity type
Commands
Suggestions will now be shown for attribute modifier IDs existing on the target in the attribute command
attribute Command
New subcommand: base reset for resetting the base value of an attribute to its default value for the target entity. If the attribute does not exist on the entity, the command will fail.
Syntax:
attribute <target> <attribute> base reset
Parameters:
target: The entity to update the attribute for
attribute: The attribute ID to update
Tags
Block Tags
Added #bee_attractive - denotes all blocks that Bees may pollinate
Removed #tall_flowers
Item Tags
Removed #flowers and #tall_flowers
Removed trim_templates
Added #skeleton_preferred_weapons, #piglin_preferred_weapons, #pillager_preferred_weapons and #drowned_preferred_weapons tags for specifying preferred weapons types for these mobs when picking up items
Added #wither_skeleton_disliked_weapons for weapons that Wither Skeletons don't want to pick up
Furnace, Smoker and Blast Furnace Data
Renamed CookTime to cooking_time_spent
Renamed CookTimeTotal to cooking_total_time
Renamed BurnTime to lit_time_remaining
Added field lit_total_time representing the total time the furnace should be lit
TNT Minecart Data
The TNTFuse field of TNT Minecarts has been renamed to fuse
Addeded optional field explosion_speed_factor that controls the amount of added damage depending on the speed of the Minecart
Default value: 1.0
Text Components
Added optional shadow_color style field to Text Components, which overrides the shadow properties of text.
Format:
A packed integer ARGB value (e.g. -1)
An array of RGBA values (e.g. [1, 1, 1, 1])
If specified as 0, the shadow will never be displayed for this text
If specified as a non-zero value, the shadow will always be displayed with this color
Item Components
minecraft:equippable
The model field has been renamed to asset_id
minecraft:custom_model_data
Component now has more fields to accommodate new uses by various model property getters (see Resource Pack changes)
Fields:
floats - list of floats
flags - list of booleans
strings - list of strings
colors - list of RGB color values
Item Modifiers
minecraft:set_custom_model_data
Now has more fields to accommodate more complex component structure.
New fields:
floats - optional list operation of number providers
flags - optional list operation of boolean values
strings - optional list operation of string values
colors - optional list operation of RGB values or number providers
The list operations uses same format as explosions field in set_fireworks modifier:
value - list of values to insert
mode: enumerated value deciding the function to apply:
replace_all: fully replace the list
replace_section: replace a section of the list. Arguments:
offset: optional non-negative integer:
Start of replaced range
If omitted, 0 is used
size: optional non-negative integer:
Size of range to be replaced in the list
If omitted, the size of the values field is used
insert: insert into the list, moving existing entries to after the inserted section. Arguments:
offset: optional non-negative integer:
Index before which the new entries will be inserted
If omitted, 0 (before first value) is used
append: append values at the end of the list
For example {function:"set_custom_model_data",floats:{values:[2],mode:replace_all}} sets replaces floats with the single value 2
Custom World Generation
The simple_block feature type has a new optional field: schedule_tick
If set to true, the block will be scheduled to tick once on the first tick the block is within the simulation distance after generation
Default: false
Biome effects have a new format for music using a weighted list
The list can be empty indicating no music should play in this biome
Biome effects have a new optional field: music_volume
The game will smoothly transition between the current music volume and the new volume when entering the biome
Resource Pack Version 43 through 46
New Resources for the Garden Awakens content
Updates to GUI sprites
The UV mapping of the Magma Cube texture has been updated
Invalid minecaft:filled_map items in an Item Frame (map item without the map_id component) no longer change the size of the frame
New format for data-driving item models
All blocks that previously rendered only a block entity (Banners, Heads, Beds, Chests, Conduits, Decorated Pots, Shulker Boxes and Signs) will now also render a normal block model over it (same as the existing behavior of Bells, Enchantment Tables, etc.)
Note: rendered block entity still can't be removed or data-driven, this change only affects previously ignored block models
Unifont has been updated to 16.0.01
New Resources
Added the following new block models and textures:
Added new Armor Trim color palette: trims/color_palettes/resin
Renames
equipment directory has been moved one level up, i.e. models/equipment/ becomes equipment/
broken_elytra model and texture has been renamed to elytra_broken
GUI Sprites
The toast/system sprite layout has been updated to use standard nine-slicing functionality
The toast/tutorial sprite will now be scaled for taller toasts, and as such has nine-slice scaling in the default Resource Pack
The advancements/box_obtained and advancements/box_unobtained GUI sprites are now configured to scale with nine-slicing
Empty slot sprites, such as those for the armor slots in the inventory, have been renamed and moved from items into the gui/sprites/container/slot directory
New format has been introduced for describing item models
Item models are selected based on the minecraft:item_model component
Information (including model) for item with item_model=foo:bar is stored in /assets/foo/items/bar.json
The overrides section has been removed from existing block models
There are no longer any hardcoded paths in the models directory - models will be now only used if referenced by definitions in items or blockstates directories
Models in models/item that only redirect to a block model have been removed
In such cases, the item model will refer to the models/block model directly
Top-level Client Item Info
Contains information needed to render item
Stored in /assets/[namespace]/items/[path].json
Fields:
model: Object with fields:
type: Type of item model (see below)
<type-specific> - Additional fields depending on item model type
hand_animation_on_swap - Boolean field describing if down-and-up animation should be played in first-person view when item stack is changed (either type, count or components), default: true
Only the value from the new item is taken into account
Does not control "pop" animation in GUI when item is picked up or changes count
minecraft:model Item Model Type
Renders a plain model from the models directory
Fields:
model: Namespaced ID of a model in models (e.g. minecraft:block/yellow_glazed_terracotta)
tints: A list of tint sources to apply to elements of rendered model (first entry applies to tintindex 0, second one - 1, etc.)
Each tint source is expected to return an RGB color
Colors are specified as either packed integer RGB values (e.g. -1) or an array of RGB values in range 0.0 to 1.0 (e.g. [ 1.0, 1.0, 1.0 ])
Format:
type: Type of tint source (see below)
<type-specific> - Additional fields depending on tint source type
minecraft:constant Tint Source Type
Returns a constant RGB color
Fields:
value - RGB value
minecraft:custom_model_data Tint Source Type
Returns a value from the colors list in the minecraft:custom_model_data component, if present
Fields:
index - Index for field in colors, default: 0
default: RGB value
minecraft:dye Tint Source Type
Returns the value from the minecraft:dyed_color component, or a default value if not present
Fields:
default - RGB value
minecraft:grass Tint Source Type
Returns a grass color at specific climate parameters, based on textures/colormap/grass.png
This yields the same colors as ones selected by downfall and temperature in biome configuration
Fields:
temperature - Float in 0..1 (inclusive) range
downfall - Float in 0..1 (inclusive) range
minecraft:firework Tint Source Type
Returns the average of colors from minecraft:firework_explosion component, or a default color if there are none
Fields:
default: RGB value
minecraft:map_color Tint Source Type
Return the color from the minecraft:map_color component, or the default color if the component is not present
Fields:
default: RGB value
minecraft:potion Tint Source Type
Returns a color based on the minecraft:potion_contents component:
If the component is present:
Custom color, if there is one present in the component
Average of the effect colors, if at least one is present
Default color, if the component is not present or doesn't have any effects
Fields:
default: RGB value
minecraft:team Tint Source Type
Returns the team color of the context entity, if any
Fields:
default - RGB value to return when there is no context entity, entity is not in a team or the team has no color
minecraft:special Item Model Type
Renders a special (not data-driven) model
Fields:
model: Special model instance
Format:
type - Type of special model (see below)
<type-specific> - Additional fields depending on tint source type
base: Namespaced ID of a model in models to provide transformations, particle texture and GUI light
minecraft:banner Special Model Type
Renders a Banner with patterns from the minecraft:banner_patterns component
Fields:
color - Color of the Banner base, one of 16 predefined colors
minecraft:bed Special Model Type
Renders a whole Bed
Fields:
texture - Namespaced ID for the texture to use, without textures/entity/bed/ prefix and .png suffix
minecraft:chest Special Model Type
Renders a single Chest
Fields:
texture - Namespaced ID for the texture to use, without textures/entity/chest/ prefix and .png suffix
Returns true if Bundle is "open", i.e. it has selected item visible in GUI
No fields
minecraft:carried Boolean Property
Returns true if item is carried between slots in GUI
No fields
minecraft:custom_model_data Boolean Property
Returns a value from the flags list in the minecraft:custom_model_data component, if present
Returns false if the component is not present
Fields:
index - Index for the entry to use in flags, default: 0
minecraft:damaged Boolean Property
Returns true if the item is damageable and has been used at least once
No fields
minecraft:extended_view Boolean Property
Returns true if the player has requested extended details by holding down the shift key
Note: not a keybind, can't be rebound
Only works when item is displayed in UI
No fields
minecraft:fishing_rod/cast Boolean Property
Returns true if there is a Fishing Bobber attached to currently used Fishing Rod
No fields
minecraft:has_component Boolean Property
Returns true if the given component is present on the item
Fields:
component - Component type to check for
ignore_default - If the default component value for the item type should be treated as "no component", default: false
minecraft:keybind_down Boolean Property
Returns true if keybind is currently active
Note: The keybind tested is the local one for the viewer, regardless of the context
Fields:
keybind - Keybind ID, same as the value in a keybind text component
Examples: key.use, key.left
minecraft:selected Boolean Property
Returns true if item is selected on a hotbar
No fields
minecraft:using_item Boolean Property
Returns true if the Player is currently using this item
No fields
minecraft:view_entity Boolean Property
When not spectating, returns true if the context entity is the local Player entity, i.e. one controlled by client
When spectating, returns true if the context entity is the spectated entity
If no context entity is present, will return false
No fields
minecraft:select Item Model Type
Renders an item model based on matching a string property
Fields:
property: Type of property (see below)
<property-specific> - Additional fields depending on property type, added inline
cases - List of cases to match in format:
when - Value to match against property, type depends on property
Can be a single string or a list of strings
model - Item model to render when this case is selected
fallback - Item model to render if none of the cases matched the value
If not present, a placeholder "missing" model will be rendered instead
minecraft:block_state String Property
Returns the value of some property from the minecraft:block_state component
Fields:
block_state_property - The string key to select from the component
Possible values: Any string
minecraft:charge_type String Property
Returns the charge type stored in the minecraft:charged_projectiles component, if present
No fields
Possible values:
none - If there are no projectiles, or the component is not present
rocket - If there is at least one firework rocket
arrow - Any other case
minecraft:context_dimension String Property
Returns the ID of the dimension in the context, if any
No fields
Possible values: Namespaced dimension IDs (like minecraft:overworld)
minecraft:context_entity_type String Property
Returns the type of entity present in the context, if any
No fields
Possible values: Namespaced entity type IDs
Developer's Note: Context entities were initially used only for Compasses and Clocks, which means that type is available only in rendering contexts where those items would show correct reading (see MC-186797 and related bugs).
minecraft:custom_model_data String Property
Returns a value from strings list in the minecraft:custom_model_data component
Fields:
index - Index for the entry to use in strings, default: 0
Possible values: Any string
minecraft:display_context String Property
Returns the context this item is being rendered in
No fields
Possible values:
none
thirdperson_lefthand
thirdperson_righthand
firstperson_lefthand
firstperson_righthand
head
gui
ground
fixed
minecraft:local_time String Property
Returns the current time, formatted according to a given pattern
The value is updated every second
For full format documentation for locale, time zone and pattern, see the ICU (International Components for Unicode) documentation
Fields:
locale - Optional value describing the locale
Examples:
en_US: English language (used for things like week names), formatting as in USA
cs_AU@numbers=thai;calendar=japanese: Czech language, Australian formatting, Thai numerals and Japanese calendar
The default value is "", which means the "root" locale (a set of defaults, including English names)
time_zone - Optional value describing the time zone
If not present, defaults to the timezone set on the client computer
Examples:
Europe/Stockholm
GMT+0:45
pattern - Describes format to be used for time formatting
Examples:
yyyy-MM-dd - 4-digit year number, then 2-digit month number, then 2-digit day of month number, all zero-padded if needed, separated by -
HH:mm:ss - Current time (hours, minutes, seconds), 24-hour cycle, all zero-padded to 2 digits of needed, separated by :
Possible values: Any string
Developer's Note: There is no "use locale set on client" option to avoid unexpected issues when the user's locale does not match the pack developer's one. Also, time is complicated, be careful.
minecraft:main_hand String Property
Returns the main hand of holding player
No fields
Possible values: left, right
minecraft:trim_material String Property
Returns the value of the material field from the minecraft:trim component, if present
No fields
Possible values: Namespaced IDs
minecraft:range_dispatch Item Model Type
Renders an item model based on a numeric property
This is a replacement for the old overrides section from block models
The last entry with a threshold less than or equal to the property value is selected
Fields:
property: Type of property (see below)
<property-specific> - Additional fields depending on property type
scale - Factor to multiply property value with, default: 1.0
entries - List of entries in format:
threshold - Float value for when this entry should be selected
model - Item model to render when this entry is selected
Note: The order of entries does not matter, the list will be sorted by threshold in ascending order before use
fallback - Item model to render if no entries were less than or equal to the property value
If not present, a placeholder "missing" model will be rendered instead
minecraft:bundle/fullness Numeric Property
Returns the weight of the minecraft:bundle_contents component, or 0.0 if not present
No fields
minecraft:compass Numeric Property
Returns the angle in the X-Z plane between the holder position and the target, scaled to 0..1
If the target is not valid (not present, in another dimension or too close to holder position), a random value will be returned
Fields:
target - One of:
none - Always returns an invalid target
spawn - Points at the world spawn
lodestone - Points at a location stored in the minecraft:lodestone_tracker component
recovery - Points at the last death location of the Player in the context
wobble - If true, the value will oscillate for some time around target before settling, default: true
minecraft:cooldown Numeric Property
Returns the remaining cooldown for the item, scaled to 0..1
No fields
minecraft:crossbow/pull Numeric Property
Returns Crossbow-specific use time
No fields
minecraft:count Numeric Property
Returns stack size
Fields:
normalize: Boolean, default: true
If true, returns the count divided by the value of the minecraft:max_stack_size component, clamped to 0..1
If false, returns the count clamped to 0..max_stack_size
minecraft:custom_model_data Numeric Property
Returns a value from the floats list in the minecraft:custom_model_data component, if present
If the component is not present, returns 0.0
Fields:
index - Index for the entry in floats to use, default: 0
minecraft:damage Numeric Property
Returns the value of the minecraft:damage component, if present
If the component is not present, returns 0.0
Fields:
normalize: Boolean, default: true
If true, returns the damage divided by the value of the minecraft:max_damage component, clamped to 0..1
If false, returns the damage, clamped to 0..max_damage
minecraft:time Numeric Property
Returns an aspect of day time (like used for Clocks), scaled to 0..1
Fields:
wobble - If true, the value will oscillate for some time around target before settling, default: true
source - The time source, possible values:
daytime - Time of day
moon_phase - Moon phase
random - Random value
minecraft:use_cycle Numeric Property
Returns the remaining use ticks, modulo period
Fields:
period - Positive float, default 1.0
minecraft:use_duration Numeric Property
Returns item use ticks
Fields:
remaining - Boolean value determining if the used or remaining ticks should be returned, default: false
If true, the returned value is the remaining use ticks
If false, the returned value is the ticks so far
minecraft:empty Item Model Type
Does not render anything
No fields
minecraft:bundle/selected_item Item Model Type
Renders the selected stack in the minecraft:bundle_contents component, if present
Renders nothing if the component is missing
No fields
Fixed bugs in 1.21.4
MC-212 Fall damage is ignored for a couple of seconds when reloading into LAN or singleplayer worlds
MC-10025 Burn time indicator of a furnace not working correctly after reloading the world
MC-12829 Flying through climbable blocks in creative mode slows you down
MC-16132 Cave carvers don't cut through snow blocks
MC-21650 Player is immune to damage for a few seconds after saving the world and returning
MC-49071 The title of written books is not displayed in item frames unless renamed with anvils
MC-50614 Villager trading window is not closed when villager leaves interaction range
MC-55347 Title with long duration shows in other world
MC-59308 Dark/pale oak leaves sometimes do not generate centered on the tree
MC-65931 The pick block function doesn't work with entities while in survival or adventure mode
MC-71990 The 'Hat' layer of a player skin is not shown in the tab list under certain conditions
MC-72846 Altering the time of day using commands is delayed
MC-73784 Players cannot see through ice when stuck inside of it
MC-74408 The brewing stand GUI does not have container sprites for the fuel and potion output slots
MC-86153 Ctrl Pick Block gives new item even if picked item already exists in inventory
MC-86455 Pick-block creates ghost items in Creative when hotbar is full
MC-99848 Sprinting isn't canceled upon receiving the blindness effect
MC-100830 Horses glitch out and warning is logged in console when climbing up stairs
MC-111516 Player flickers/turns invisible when flying at high speeds
MC-128225 '/data remove' can't remove the NBT "CustomName"
MC-129888 Naturally-generated seagrass and kelp destroys ice
MC-264963 Players jitter and land slightly too high up when landing on powder snow while wearing leather boots
MC-265033 Slots with item outline textures behave inconsistently when items are placed inside of these slots
MC-265305 Unused pixels in magmacube.png UV texture map & Used section removed in previous fix
MC-265637 /execute on origin doesn't work on Area Effect Cloud's owner after rejoining
MC-265788 The "Start free Snapshot Realm" element can be selected or remain selected causing its tooltip to erroneously be visible when other interfaces are open
MC-266019 Large bold text can have gaps in the middle of characters
MC-266572 When the experience orb is hit by a wind charge, the physical collision is much more lagged compared to the item
MC-266991 Exposed Copper Bulb has inconsistent pixels