We know you have been waiting long for the next update, and we are finally kicking off the new snapshot cycle with Snapshot 24w33a!
Over the summer someone changed our password and wouldn't let us know what it was until we finished 200 bug fixes (the password was cubepork14 by the way). This update also features a Bundle of new Experiments that we are eager for you to try out!
Enable the new experimental features in the Experiments menu when creating a new world and let us know what you think!
Read below for a full list of the changes included.
Your thoughts on the game continue to shape new updates so please upvote and report any new bugs at bugs.mojang.com and leave us your feedback at feedback.minecraft.net.
Experimental Features
The following changes only apply when their respective Experiment is turned on, either by activating the corresponding experimental data pack or by turning it on in the Experiments screen while creating the world.
These experiments have no effect unless enabled. You can find more information about Feature Toggles here.
Bundles
Bundles are back The Bundle was added to Java Edition as an experiment in 2020. We are now working on Bundles again! To test Bundles you must create a new world with the Bundles experiment turned on. (When creating a new world click ‘More’, then ‘Experiments’, then click the button next to the word ‘Bundles’.) A Bundle is an item that lets you stack different blocks or items together in the same inventory slot. Different items normally don’t stack together, so you can end up wasting space by only having a few items in each slot. A Bundle lets you pack those items together so there is no wasted space.
The Bundle has a tooltip that shows some of the items inside. If the Bundle has up to 8 item types, you will see all of them and can pull any item out immediately. If there are more than 8 item types then some rows of items will be hidden. You may want to craft a new Bundle to keep everything easy to reach. A Bundle can be crafted with 1 String and 1 Leather. Please try out this all-new version of the Bundle and let us know what you think!
A Bundle only fits one stack (usually 64 items) but it can be a mixture of many different item types
You can insert items into a Bundle directly in the inventory
Bundles have a tooltip that shows the items inside
If a Bundle has less than 8 item types inside, the tooltip will show all of them
Otherwise the tooltip will show the top two rows of items and the others will be hidden below
You can select any of the visible items to pull out of the Bundle
Right-click to take the first item
Use the number keys or scroll wheel to select a different item, then right-click to take it
Developer's Note: In the original Bundle experiment you could only pick the top item. We got a lot of feedback that players wanted more flexibility when taking items out. To address this we put a submenu inside the Bundle, which has never been done before in Minecraft!
When selecting an item to remove, the Bundle icon shows that item poking out of the Bundle
When holding a Bundle in hand, you can empty it onto the ground by right-clicking
The Bundle is crafted with one String above one Leather
Developer's Note: The original prototype for Bundles was much more expensive to craft and used Rabbit Hide which is only available in certain biomes, so the player had to explore to get their first Bundle. In this version we’ve made it cheaper and something that you can craft at home in almost any biome. We want it to be easy to get Bundles in a new world so you can use it in your early adventures.
The controls have changed from the original prototype:
Use left-click to put an item into a Bundle
Use right-click to remove the top item type from a Bundle
When the Bundle tooltip is visible, use number keys or the mouse wheel to select a different item type then use right-click to remove it
Redstone Experiments
Added a new Experiment containing various Redstone-related changes. This can be enabled by selecting "Redstone Experiments" in the Experiments menu when creating a world.
Please note that the experimental features behind this toggle are not aimed at any future release at this time. Instead, this is a place for us to try out changes and gather feedback. We are excited to hear what you think about these changes: please share your feedback on the feedpack page.
Redstone Wire
The performance impact of Redstone wire (connected blocks of Redstone Dust) has been improved
Redstone wire now only triggers block updates on blocks that may receive power from the wire
Before a line of wire causes block updates, the new signal strength of all connected wires is set
The update order around Redstone wire has been changed
The aim is to make wire work the same, independent of position and orientation
When possible the order is deterministic based on the context the updates are caused in
When there is not enough context to fully determine the order, the rest is picked at random
Developer's note: We know that randomness in Redstone is usually unwanted. We've used it here because we've made things deterministic whenever it makes sense, and sometimes it just doesn't make sense - and we don't want some hidden state (like location-based hashes!) determining the order and making machines work differently at different coordinates or in different orientations. The screenshot below shows an example of a 'random' vs 'non-random' wire - we think it's actually pretty logical, and is within the players control to build machines that behave deterministically. But we are looking forward to hearing what you think after trying it out!
Order in Which a Line of Wire Changes
When a line of wire turns on, the wires closer to the power source will cause block updates first
When a line of wire turns off, the wires closer to where the power source was, will cause block updates first
When two wires have the same distance to the power source, which of them causes updates first is picked at random
The random choice is made once for the entire line of wire, to limit the amount of possible outcomes
This means, when powering a line of wire from the side, it randomly chooses one of two possible update orders
The advantage of having few possible update orders is that the results are more predictable
Block Updates Around a Wire
The order in which blocks around the wire update is based on the direction the wire received an update from
Currently, the order is: back, front, left, right, down, up
left and right may be swapped, depending on the random choice made by the line of wire
When the updates are further distributed through solid blocks, the same order is applied there
Known Issues
As this experiment only changes Redstone wire, interactions with other components may not always act as expected, especially when it comes to update orders.
Minecart Improvements
Added a new Experiment containing various movement changes to Minecarts. This can be enabled by selecting "Minecart Improvements" in the Experiments menu when creating a world.
Our long term goal is to make vehicle travel, like minecarts, a viable option for players compared to other late-game options which currently dominate most playstyles. To achieve this, we aim to make riding minecarts a smooth experience, with consistent and predictable motion and rotation. With this feature toggle we are laying a foundation to build upon in the future. We are aware of that these changes will break some existing contraptions, which is why we want to collaborate with the community to shape the upgrade and future experience of riding minecarts.
Please note that the experimental features behind this toggle are not aimed at any future release at this time. Instead, this is a place for us to try out changes and gather feedback.
We are excited to hear what you think about these changes: please share your feedback on this feedback page.
Movement Changes
Minecarts will articulate their movement better when going fast, riding on the rail all the time
Minecarts will now smoothly turn along with the track and are less likely to halt or derail
Minecarts can now jump better
They keep their vertical momentum when the track ends with a slope
Minecarts will tilt to visually articulate while in the air
No rail grinding sound is played when Minecarts are flying through the air
Added a new accessibility setting that makes players follow the rotation of Minecarts they ride
Defaults to off
Only has effect when within a world with the experiment enabled
Added new gamerule minecartMaxSpeed that changes the maximum speed of Minecarts
Defaults to 8 and goes up to 1000 blocks per second.
Setting it to a specific value does not guarantee that a minecart will reach that particular max speed - there are built in air resistances and similar effects that the speed added through slopes or powered rails need to overcome
This gamerule only exists in worlds with the experiment enabled
Minecart Changes
Minecarts can no longer be placed within another Minecart by the player or a dispenser
Minecarts can now consistently be placed next to each other along a track
Minecarts now pick up mobs more consistently when moving along a track
Known Impact
We are aware that these changes will make certain contraptions such as 'piston bolts' not work at all, or have their behavior changed
Very delicate rail networks will have their timings changed due to slight changes in speeds, movement distance, friction etc.
Contraptions that rely on Minecarts snapping to rails will no longer work, or have their behavior changed
Changes
Various items and blocks have had their assigned rarities changed
Tweaked portal cooldowns of vehicles and projectiles
After using a Nether Portal, Minecarts and Boats now only need to leave the portal for 0.5 seconds to use a portal again (down from previous 15 seconds)
After using a Nether Portal, projectiles such as Enderpearls and Arrows now only need to leave the portal for 2 ticks to use a portal again (down from previous 15 seconds)
Suspicious Stew recipes are now shown in the recipe book
Breeze no longer have a minimum distance required to attack a target
Added a new death message for when killed by a Mace smash attack
Wolves can now also be fed cod, cooked cod, salmon, cooked salmon, tropical fish, pufferfish and rabbit stew to achieve parity with Bedrock
Enchanted shields now have the same reduced glint as enchanted armor
Banner Pattern items have new names and icons
Smithing Template items are now named after their template type instead of the generic "Smithing Template" name
They instead specify that they are a Smithing Template through a subtitle in the hover text
The game will now limit the maximum framerate when it is minimized or when the player is AFK
A new Video Setting is introduced to configure this behavior
Added language support for Tzotzil and Belarusian (Latin)
Tweaked Bee flight distances and cooldowns
Bees now wander around randomly for less time after exiting a nest/hive
If a bee has a known nest/hive, it will travel less far from it, thus being less likely to get lost
Significantly increased the amount of time a Bee can take to return to a known nest/hive before it gives up trying to return home
Bees are now a lot less likely to get stuck on corners or when they are close to a nest/hive they are trying to return to
Bees are also now a lot less likely to try and pathfind to a flower it cannot reach
Updated the Bundle
Bats can now spawn at any height, not just below sea level, as long as it is dark enough and there is a solid block to spawn on
A triggered raid will no longer start if the raiders cannot find a place to spawn within a reasonable distance of the village they are trying to raid
Added baby versions of Dolphins, Squids, and Glow Squids
Added small and large Salmon variants
The title specified in the written_book_content component will now be prioritized over custom_name and item_name for any item with a non-empty title in this component
The performance of the server (tick rate) has been improved when using higher render distances
Furthermore, the impact of loading and generating chunks on tick rate has been reduced
Redstone Torches have been given a new look with updated textures and models, to give it a unique and distinctive identity
Banner Patterns
Each Banner Pattern item now includes their pattern type in their name instead of as a subtitle
Unique item textures have been added to better distinguish each pattern type
The following Banner Patterns have been added to achieve parity with Bedrock:
Field Masoned
Crafted with Paper and Bricks
Bordure Indented
Crafted with Paper and Vines
The Bricks and Curved Border patterns in the Loom can no longer be accessed without the above Banner Patterns
Rarity
Rarity is a set of categories which determine the color used to display the name of an item or block
It has no gameplay impact, but is used to signal how difficult something is to obtain
By default, unless specified otherwise, all items and blocks have a rarity of Common which displays their name in the color white
We have re-evaluated the rarity of all items and blocks in the game to more accurately reflect the current challenge of obtaining them, given the following guidelines:
Items and blocks become more rare depending on the following factors:
The chance of finding it in a loot table, including mob drops
The amount of travelling required to obtain it
The difficulty of any obstacle which must be overcome to obtain it
The possible amount of that item or block which exists in the world
Any item or block which can be crafted must inherit the highest rarity of its crafting ingredients
For example, a Mace has an Epic rarity because one of its ingredients (the Heavy Core) has an Epic rarity
Likewise, any crafted item which has only Common crafting ingredients must also be Common
The lists below detail the items and blocks which have changed to that rarity category
Common
End Crystal
Golden Apple
Uncommon
Sniffer Egg
Chainmail Helmet
Chainmail Chestplate
Chainmail Leggings
Chainmail Boots
Recovery Compass
Disc Fragment 5
Nautilus Shell
Echo Shard
Goat Horns
Pottery Sherds
Ominous Bottles
Ominous Banner
Netherite Upgade
Sentry Armor Trim
Dune Armor Trim
Coast Armor Trim
Wild Armor Trim
Tide Armor Trim
Snout Armor Trim
Rib Armor Trim
Wayfinder Armor Trim
Shaper Armor Trim
Raiser Armor Trim
Host Armor Trim
Flow Armor Trim
Bolt Armor Trim
The following Music Discs:
13
Cat
Blocks
Chirp
Creator (Music Box)
Far
Mall
Mellohi
Stal
Strad
Ward
11
Wait
Relic
5
Precipice
Rare
Enchanted Golden Apple
Enchanted Golden Apples have become more common in recent years due to being accessible in both Ancient Cities and Trial Chambers, warranting a demotion to Rare instead of Epic
Trident
We recently increased Trident's rarity up to Epic from Common, but after re-evaluating we felt that it was easier to obtain than other items in the Epic category such as Heavy Cores or Elytras
Nether Star
Ward Armor Trim
Eye Armor Trim
Vex Armor Trim
Spire Armor Trim
Wither Skeleton Skull
Skull Charge Banner Pattern
Now that Wither Skeleton Skulls are Rare, these banner patterns should be Rare as well
Thing Banner Pattern
Now that Enchanted Golden Apples are Rare, these banner patterns should be Rare as well
The following Music Discs:
Pigstep
otherside
Creator
Epic
Elytra
Dragon Head
Silence Armor Trim
Inactivity FPS limit
The game will now limit the maximum framerate in certain situations
These situations are controlled by a new Video Setting: Reduce FPS when
Possible options are:
Mimimized
Limits framerate to 10 FPS only when the game window is minimized
AFK
Limits framerate to 30 FPS when the game is not getting any player input for more than a minute
Further limits to 10 FPS after 9 more minutes of no input
Also limits to 10 FPS when the game window is minimized
The default is AFK
Player Safety
Skin Reporting
Added reporting reason "Sexually inappropriate"
This is intended for skins that are graphic in nature relating to sexual acts, sexual organs, and sexual violence
Removed reason "Defamation" due to lack of relevance for skins
Removed reason "Threat of harm to others" due to already being covered by "Harassment or bullying" reporting reason
Name Reporting
Added a text label above the description box to clarify that only the name of the player is subject to the report
Realms
Extended the text-filtering-config in order to support an internal migration for Realms Profanity Filtering
Servers currently utilizing the text-filtering-config will be able to continue to do so without any changes
Trial Chambers
Added new variations to the hallways, including "Encounters": Short challenges leading to a larger chamber.
Beds in intersections now have their colors randomized.
Replaced the empty chests at the entrance of chamber with a Hopper and Barrel to better show the players that these are meant for disposal and inventory managment!
Technical Changes
The Data Pack version is now 49
Resource Pack version is now 35
Added some information about data pack structure (for example, data-driven registries) to generated reports
Added unique block sounds to the Monster Spawner block
New server.properties option: pause-when-empty-seconds (default 60)
When set to a positive value, causes the server to pause when no player has been online for that many seconds
Removed server.properties options: spawn-animals and spawn-npcs
Network Protocol
Added minecraft:client_tick_end serverbound packet during play phase, sent when the client finishes processing its current tick
This is unused by the Vanilla server, but left for use by custom server implementations
Added ability for custom servers to override the order that players appear in the 'tab list'
This is controlled by a non-negative ordering index that is sorted highest to lowest
The client now shares the state of the 'Particles' limiter option to be used by custom servers
Data Pack Version 49
Goat Horn instruments are now data-driven
Sheep shearing is now controlled by loot tables found as shearing/sheep/<color>
Mooshroom shearing is now controlled by loot tables found as shearing/mooshroom/<variant>
Snow golem shearing is now controlled by a loot table found as shearing/snow_golem
The crafting_special_suspiciousstew recipe type has been removed
Added new fields to painting variant definitions
Added optional field explosion_power to tnt and tnt_minecart types
Defaults to 4
For TNT minecarts, field value is added to speed-based explosion power
Added support for Enchantment trigger projectile_spawned in the following items:
Snowballs
Tridents
Small Fireballs
Thrown Potions
Ender Pearls
Fishing Rod
Firework Rocket
Wind Charge
Eggs
Added new item components
Attribute IDs no longer have generic., player. and zombie. prefixes
Recipe ingredient format has been simplified
Invalid selector patterns in Chat Components will now cause commands to fail to parse, instead of resolving to an empty string
Added tempt_range attribute - can be used to change the range, in blocks, at which temptable mobs can be tempted
Instruments
Goat Horn instruments are now defined in a data pack registry folder called instruments. Like other registries, changing this content in data packs is considered experimental and requires a full world re-load to take effect.
Fields:
sound_event: The sound event the instrument plays
range: The maximum range (in blocks) at which the sound can be heard
use_duration: The amount of time (in seconds) the instrument is considered in use after triggering, which also serves as its cooldown
description: A Text Component used as the descrpition of the instrument in item tooltips
Painting variant
Added new optional fields author and title, holding text components to be displayed in the creative menu tooltip
This replaces previous mechanism where those values were derived from variant name
Author tooltip has been removed for earth, wind, fire, water and wither variants
Tags
Item Tags
furnace_minecart_fuel: Items that can be used to refuel furnace minecart
villager_picks_up: Items that a Villager will try to pick up from the ground
Added new tags to control which items can be used to craft and repair various tool sets:
wooden_tool_materials
iron_tool_materials
gold_tool_materials
diamond_tool_materials
netherite_tool_materials
New Item Components
minecraft:repairable
If present, and this item is damageable, this item can be repaired in an Anvil using the specified ingredient
Format: object with fields
items: Item, list of Items, or hash-prefixed Item Tag matching what can be used to repair this item
e.g. repairable={items:'stick'}
minecraft:enchantable
If present (and any enchantments are applicable), this item can be enchanted in an Enchanting Table
Format: object with fields
value: Positive integer, a higher value allows enchantments with a higher cost to be picked
e.g. enchantable={value:15}
Recipes
The format used for recipe ingredients has been simplified and aligned with other fields that accept item lists (like item predicates):
For items: { "item": "<item id>" } now becomes "<item id>"
For tags: { "tag": "<tag id>" } now becomes "#<tag id>"
Lists of items are still allowed, but tags can no longer appear in such list
Remaining restrictions:
minecraft:air can't appear anywhere in ingredient
ingredient must have at least one tag or item
Fields template, base and addition in smithing_transform and smithing_trim recipes are now optional instead of accepting empty list
Resource Pack Version 35
Added break, fall, hit, place, and step sounds for the Spawner block
Removals and renames of some translations is now automatically applied at startup
Updated the format of post-processing effect definitions
Added support for emissive layers for block models
The texture map for the Arrow and Bee Stinger models have been updated
The model and UV mapping of the Dragon Egg have been updated
Updated textures, models and sounds for the Bundle item
Bundle icon has new models and textures
The Bundle UI has new textures and scaling
Added a new sound for when failing to add an item to a Bundle
The models and UV mapping related to the Torch and blocks containing Redstone Torch have been updated
Added new models for the Redstone Torch and updated its texture
Shaders & Post-process Effects
The format of post-processing effect configurations have been updated
The ChunkOffset uniform in terrain shaders has been renamed to ModelOffset
Post-process Effect Definitions
intarget and auxtargets have been merged into a single inputs list, as specified by the input format below
outtarget has been renamed to output with the same format
targets is now a map between target name and target definition, as opposed to a list
Inline target names are replaced with an empty object
For example, ["swap"] becomes {"swap": {}}
Target definitions with a specific size remain the same, with the name field moved into the map key
For example, [{"name": "potato", "width": 16, "height": 16}] becomes {"potato": {"width": 16, "height": 16}}
Input Format
For both render target and texture inputs, the following fields may be specified:
sampler_name: string - prefix to set up both _Sampler and _Size uniforms
For example, "sampler_name": "Diffuse" will link to the DiffuseSampler and DiffuseSize uniforms
This was previously always DiffuseSampler and InSize for intarget
For auxtargets, the name defined the sampler uniform, and the size was given as AuxSize<index>
bilinear: boolean (default: false) - if true, the input will be sampled with a bilinear filter
This formerly only existed on texture inputs, however now functions for render targets
For render targets, replaces the now removed use_linear_filter field on the pass definition
For inputs from a render target, the following fields may be specified:
target: namespaced id - the render target id
Either a custom target id defined in the same file, or minecraft:main to reference the main screen target
This replaces the former id field, which was a free-form string
use_depth_buffer: boolean (default: false) - true to sample from the depth texture, false to sample from the color texture
This replaces the former :depth suffix applied to the target id
For inputs from a static texture, the following fields may be specified:
location: namespaced string - the location to a static texture file that can be sampled by the effect
As the id field did before, this resolves to a texture at assets/<namespace>/textures/effect/<path>.png
width: positive integer - width in pixels of the texture
height: positive integer - height in pixels of the texture
External Targets
The 'Fabulous' graphics transparency post-processing config no longer specifies the sorted framebuffers as custom targets
These are instead imported in the same way as the minecraft:main target
translucent, itemEntity, particles, weather, clouds are now minecraft:translucent, minecraft:item_entity, minecraft:particles, minecraft:weather, and minecraft:clouds respectively
The entity outline processing shader similarly imports the minecraft:entity_outline target
Translation removals and renames
During load some deprecated translation strings will now be removed and/or renamed
Packs that used those translations will need to re-add them manually
The full list is available in /assets/minecraft/lang/deprecated.json file inside the game's JAR file
Emissive layers for block models
Added an optional light_emission field to block model elements
Integer value between 0 and 15, with 0 being the default value (no light emission)
If specified and non-zero, this will behave as the minimum light level that the element can receive
Fixed bugs in Snapshot 24w33a
MC-379 spawn-animals and spawn-npcs=false removes all villagers and prevents summoning new mobs
MC-1673 Several mobs can pop off paintings, item frames and leads and destroy minecarts, armor stands and anything in item form even when mobGriefing is turned off
MC-3266 Your experience level overflows once it exceeds the integer limit
MC-3697 TNT submerged in water can destroy item frames, paintings, armor stands, and other similar entities
MC-4665 Anvil consuming 2 unbroken items of the same kind when renaming them
MC-14800 When zombie villagers, husks, drowned or zombified piglins are damaged, they spawn regular zombie reinforcements
MC-49628 When in spectator mode the head overlay shows even if it is set not to show in the skin customisation options
MC-53602 Projectiles don't collide with the world border
MC-55863 It rains over unloaded chunks, ignoring the biome
MC-59471 String can be duplicated using tripwire hooks
MC-72494 In Statistics screen 'm' is the same unit for both minutes and meters
MC-75494 Lead item drop is not affected by doEntityDrops gamerule
MC-86252 Shields can continue to block after entity changes dimensions due to client and server desync
MC-89883 Squid and glow squid collision error and rubberbanding
MC-92875 Collisionless blocks ignore entities with high velocity
MC-101376 Elytra appearance doesn't update in 1st person mode; only in 3rd person
MC-112257 Some NBT tags require the correct suffix
MC-272766 When riding a minecart through a portal, the direction the player is facing after they go through the portal is not the same as when they entered
MC-272802 Ender pearls deal no damage to their owners after switching dimensions and landing
MC-272804 The mining fatigue animation plays in reverse
MC-272805 Command blocks made from Pick Block still do not activate when placed near sources of power
MC-272821 Wind Charges incorrectly negate fall damage
MC-272932 Auto-save text in the pause menu is rendered at the wrong position
MC-272994 Allays assigned to a player can be set on fire with sweeping and fire aspect
MC-273076 Breeze immediately forgets the player once Line of Sight is lost, even through transparent blocks
MC-273239 Trial Spawners rapidly change block state when switching gamerule "doMobSpawning" from false to true
MC-273263 Attributes are retained even if destroyed by "damage_item"
MC-273281 "projectile_spawned" Enchantment Component runs predicates and effects on projectiles before all of their data has been assigned
MC-273288 Dropping a stack of items while in the creative mode inventory deletes them
MC-273311 Taking near Float.MAX_VALUE damage from mob attack through commands on hard causes NaN Absorption and Health