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Minecraft Snapshot 24w36a
A Minecraft Java SnapshotHi everyone! In the most exciting Minecraft-related news of the day, we have a new movi- I mean snapshot coming your way! This week we are adding support for custom equipment with Data Packs and Resource Packs. We have also tweaked the Bundle so that you can empty a group of items when it's used in the hotbar. And as usual, we have included a bunch of bug fixes!
Happy mining!
Known Issues
- Ender Pearls will not teleport you to the right location
Experimental Features
Bundles
- When a Bundle is used in the hotbar, one group of items is emptied at a time instead of everything being emptied at once
Changes
- Squid Spawn Eggs now only spawn adult Squids
- There is a 5% chance of Squids spawned in groups in the wild to be a baby
- When a mob converts from one type to another (ex: Piglin to Zombified Piglin), the health of the converted mob is set to the same percentage of max health as the original mob had before conversion
Technical Changes
- The Data Pack version is now 52
- Resource Pack version is now 37
Data Pack Version 52
Tags
Block Tags
bats_spawnable_on
: Blocks that bats can spawn on
Item Tags
- Added new tags to control which items can be used to repair various armor sets:
repairs_leather_armor
repairs_iron_armor
repairs_chain_armor
repairs_gold_armor
repairs_diamond_armor
repairs_netherite_armor
repairs_turtle_helmet
repairs_wolf_armor
piglin_safe_armor
: Items that, when worn by a player, will cause Piglins to not get angry
Changed Item Components
minecraft:item_name
This component is now always present on every item
New Item Components
minecraft:item_model
- Controls item model
- Present on every item
- Format: namespaced id
namespace:id
will reference model/assets/<namespace>/models/item/<id>
minecraft:equippable
- If present, this item can be equipped by players in the selected slot
- When right-clicking with an item with this component, it will be swapped into the appropriate slot
- Format: object with fields
slot
: one ofhead
,chest
,legs
,feet
,body
,mainhand
, oroffhand
equip_sound
(optional): Sound event to play when the item is equipped- If not specified, the default armor equip sound will be played
model
(optional): namespaced ID of the equipment model to use when equipped- These model definitions are loaded from Resource Packs
- If not specified, will fall back to rendering as the item itself when in the head slot (or no rendering if not applicable)
allowed_entities
(optional): Entity ID, Entity Tag, or list of Entity IDs to limit which entities can equip this item- If not specified, any entity (that can wear this kind of equipment) is allowed to equip this item
dispensable
: boolean (default:true
), whether the item can be equipped by using a Dispenser- If the item type has special dispenser behavior, this will have no effect
- e.g.
equippable={slot:'chest',equip_sound:'item.armor.equip_chain'}
minecraft:glider
- If present, this item will allow players to glide (as with Elytra) when equipped
- Format: empty object
- e.g.
glider={}
- e.g.
minecraft:tooltip_style
- If present, this item can use custom sprites for its tooltip background and frame
- Format: namespaced ID for a tooltip style
- A tooltip style of
namespace:path
will use sprites with IDs:<namespace>:tooltip/<path>_background
and<namespace>:tooltip/<path>_frame
- e.g.
tooltip_style='minecraft:special_sword'
- A tooltip style of
Predicates
- Added a new field in the Player sub-predicate,
input
, that can be used to detect which movement keys the player is pressing - If specified the predicate matches with the corresponding keybind that the player is pressing; it supports detecting the following input:
forward
: boolean (optional)backward
: boolean (optional)left
: boolean (optional)right
: boolean (optional)jump
: boolean (optional)sneak
: boolean (optional)sprint
: boolean (optional)
Resource Pack Version 37
- Introduced equipment models
- Textures for entity equipment have been moved and renamed
- The tooltip background and frame may now be customized by replacing sprites:
tooltip/background
: The background of the tooltiptooltip/frame
: The frame appearing around the tooltip- Items with a custom
tooltip_style
component will use sprites with IDs:<namespace>:tooltip/<path>_background
and<namespace>:tooltip/<path>_frame
- The
nine_slice
GUI sprite scaling mode has a new optional boolean property:stretch_inner
- If
true
, the inner parts of the texture (i.e. not the corners) will be stretched instead of tiled - If not specified, defaults to
false
as before
- If
Item Models
- All item models can now use the
broken
property in model overrides that was previously limited to just Elytra- This will have a value of 1 if the item has 1 durability left, or 0 otherwise
Custom Equipment Models
The appearance of equipment when equipped by players or certain mobs can now be customized by defining 'equipment models' in the Resource Pack.
- Equipment model definitions are loaded from
assets/<namespace>/models/equipment/<path>.json
- These can then be referenced by the
equippable
component with a model id ofnamespace:path
- These can then be referenced by the
- The model definition is an object with fields:
wolf_body
,horse_body
,llama_body
,humanoid
,humanoid_leggings
,wings
- All fields are optional, and can be used to specify a list of layers for the given model layer type
- Each field contains list of layer objects:
texture
: namespaced texture location for this layernamespace:path
will resolve toassets/<namespace>/textures/entity/equipment/<layer_type>/<path>.png
dyeable
: object with fields (optional), specifying how this layer behaves when dyed (in thedyeable
item tag, and hasdyed_color
component)color_when_undyed
: rgb color int (optional)- If specified, this layer will be tinted by the color contained in the
dyed_color
component- If the item is not dyeable or not dyed, it will be tinted based on the color specified by
color_when_undyed
- If
color_when_undyed
is not specified and the item is not dyed, the layer will be hidden
- If the item is not dyeable or not dyed, it will be tinted based on the color specified by
use_player_texture
: boolean (default:false
), true if this layer texture should be overridden by a texture given by the player- Only used for
wings
layers, which will override with the player's custom Elytra texture
- Only used for
A model definition specifying both player and horse armor layers might look like:
{
"layers": {
"horse_body": [
{ "texture": "minecraft:iron" }
],
"humanoid": [
{ "texture": "minecraft:iron" }
],
"humanoid_leggings": [
{ "texture": "minecraft:iron" }
]
}
}
Trims
- All equippable items with an equipment model defined support rendering trims, based on the
trim
component - Trim textures will be loaded from the appropriate folder in the
textures/trims/entity
directory- For example, armor with
wolf_body
layers will fetch trims fromtextures/trims/entity/wolf_body
- For example, armor with
Moved Textures
- All equipment-related textures have been moved to subfolders of the
textures/entity/equipment
directory- Player armor textures have been moved to
textures/entity/equipment/humanoid
andtextures/entity/equipment/humanoid_leggings
<material>_layer_1
textures have been renamed to<material>
, and moved into thehumanoid
subdirectory<material>_layer_2
textures have been renamed to<material>
, and moved into thehumanoid_leggings
subdirectoryleather_layer_1_overlay
andleather_layer_2_overlay
textures have been renamed toleather_overlay
in their respective subdirectories
wolf_armor
andwolf_armor_overlay
textures have moved totextures/entity/equipment/wolf_body/
and have been renamed toarmadillo_scute
andarmadillo_scute_overlay
respectivelyturtle_layer_1
has been renamed toturtle_scute
- Llama decor textures have been moved to
textures/entity/equipment/llama_body
- Horse armor textures have been moved to
textures/entity/equipment/horse_body
- The Elytra texture has been moved to
textures/entity/equipment/wings/elytra
- Player armor textures have been moved to
- Armor trim textures have also been moved to match the folder structure of the regular
equipment
textures- Textures in
textures/trims/models/armor
have been divided betweentextures/trims/entity/humanoid
andtextures/trims/entity/humanoid_leggings
- For leggings textures, the
_leggings
suffix is dropped
- Textures in
Fixed bugs in 24w36a
- MC-16829 The horse armor model does not show the enchantment glint effect
- MC-38022 Order of rendering translucent block faces fails to update with camera position
- MC-88967 Most NBT tags are not kept when a mob converts to another mob
- MC-92875 Collisionless blocks ignore entities with high velocity
- MC-135898 Teams are not retained when a mob converts to another mob
- MC-196556 When projectiles (such as arrows and tridents) move too fast, they can't be teleported by portals and end gateways
- MC-196964 Fall damage is reset when an entity converts to another entity
- MC-230317 Lead disappears when mooshroom cow is sheared
- MC-250924 Goat horns are missing sounds
- MC-259936 Equipping armor in hand via right-click equips entire stack
- MC-261666 Armor given to Villagers is lost when they convert to Zombie Villagers
- MC-270842 Scores are not kept when a mob converts to another mob
- MC-271826 Armor default attribute modifier component can't be removed
- MC-275011 Instant mine does not work when standing inside of cobwebs
- MC-275228 You can duplicate items in your creative hotbar
- MC-275239 Item duplication while a screen is opened (Creative Mode)
- MC-275298 Blocks with special collision behavior have a larger detection range than previously
- MC-275299 Crafting using Ctrl + Drop key crafts the incorrect amount of items
- MC-275344 Sweet Berry Bushes deal damage inconsistently
- MC-275345 Inventory bug that causes items to be constantly shuffled
- MC-275416 Baby squid or baby glow squid produces ink particles that are too far away from itself
- MC-275418 Feeding baby dolphins won't speed up their growth
- MC-275437 Fast moving entities freeze the server which causes watchdog crash
- MC-275445 Specifying the size of a target in post effect shaders fails
- MC-275450 Player Motion data no longer updates while riding another entity
- MC-275455 Player motion is no longer retained on relative teleportation
- MC-275462 Bats can spawn in unusual places, such as in woodland mansions and beneath trees
- MC-275497 The repairable data component does not exist in armor items by default
- MC-275537 Sliding down honey blocks is slower than in previous versions
- MC-275622 Minecarts with TNT are more volatile than in previous releases
- MC-275624 Redstone wire with custom model unexpectedly appears green
- MC-275638 It is still possible to go through portals without being teleported when going quickly enough by throwing riptide tridents
- MC-275642 Baby dolphins do not spawn naturally
- MC-275655 Entity rotation does not visually update when using the teleport command until the world is reloaded
- MC-275745 A scoreboard objective with display mode below_name renders right behind the player's name
- MC-275767 Camera is shaky when riding an entity that is being constantly teleported
- MC-275770 Guardian beam attacks stay yellow and do not shift colors anymore
- MC-276027 Chestplates and Boots on Armor Stands render the helmet overlay texture
- MC-276030 The blue highlighted text background for signs is gone
- MC-276064 Tall grass generated from bone mealing a grass block will delete the 2nd block above it
- MC-276122 Soul sand and magma block bubble columns don't move the player vertically in creative mode when not flying
- MC-276132 Translucency sorting seems to be slightly broken
- MC-276179 Zombie villagers don't raise their arms to attack again
- MC-276204 Dolphins and axolotls keep trying to swim into the seabed