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




Breath of the Nautilus effectminecraft:spawn_mobs game rule is set to falseDeveloper’s Note: This statement was proven false on October 4, 2025.

Breath of the Nautilus effectDebug category in the Key Binds screenF3 + Q keybind to display a debug help message in chat has been removedSeveral uses of the cmd key on Mac have been rebound to ctrl:
inF3 button in the Debug Option screen has been renamed to inOverlayserver/activitySec-WebSocket-Protocol header when opening the WebSocket connectionSec-WebSocket-Protocol: minecraft-v1, <token>management-server-allowed-origins. The default value is empty, meaning Sec-Websocket-Protocol authentication is effectively disabledtyped_game_rule and untyped_game_rule schemas, the type of the value field has been changed from string to take either a boolean or an integerstopwatch command for keeping track of real time/tick commandfiltered to allow running modification when predicate failsdiscard loot functionblocks atlas into a separate new items atlasblocks atlas for item textures now need to reference the items atlas insteaddata/<namespace>/zombie_nautilus_variant/<id>.jsonmodel - one of: normal, warmasset_id - namespaced id for this variant asset, resolves to assets/<namespace>/textures/<path>.pngspawn_conditions - a uniform variant selection rule explained belowminecraft:biomebiomes - single entry, list or a tag describing biomesminecraft:moon_brightnessrange - floating point range (a single number or an object like {"min": 1, "max": 2})minecraft:structuresstructures - single entry, list or a tag describing structuresminecraftstopwatchSyntax:
stopwatch create <id> - creates a Stopwatch with the given namespaced IDstopwatch query <id> [<scale>] - shows the elapsed time of the given Stopwatch in seconds and returns it scaled by the given value and truncated.1stopwatch restart <id> - restarts the given Stopwatchstopwatch remove <id> - removes the given StopwatchDeveloper's Note: This command is added to replace the need of using world borders to keep track of real time. The intent is to change the world border to be dependent on game ticks in a future snapshot. If you've relied on this way of measuring the passage of real time before, please switch to using the new command and let us know if anything doesn't work as intended. Thank you!
execute/execute if|unless stopwatch <id> <range>/execute if stopwatch foo:bar ..10 run say Stopwatch foo:bar has not reached 10 seconds yetworldbordertime arguments now specify ticks by default, but can also specify seconds or in-game days using an s or d suffixGame rules have been moved into a registry. With that, all game rules have been renamed from their previous camel case names to resource locations in snake case.
Additionally, the following game rules have been further renamed:
announceAdvancements -> minecraft:show_advancement_messagescommandBlocksEnabled -> minecraft:command_blocks_workcommand_modification_block_limit -> minecraft:max_block_modificationsdisableElytraMovementCheck -> minecraft:elytra_movement_checkdisablePlayerMovementCheck -> minecraft:player_movement_checkdisableRaids -> minecraft:raidsdoDaylightCycle -> minecraft:advance_timedoEntityDrops -> minecraft:entity_dropsdoImmediateRespawn -> minecraft:immediate_respawndoInsomnia -> minecraft:spawn_phantomsdoLimitedCrafting -> minecraft:limited_craftingdoMobLoot -> minecraft:mob_dropsdoMobSpawning -> minecraft:spawn_mobsdoPatrolSpawning -> minecraft:spawn_patrolsdoTileDrops -> minecraft:block_dropsdoTraderSpawning -> minecraft:spawn_wandering_tradersdoVinesSpread -> minecraft:spread_vinesdoWardenSpawning -> minecraft:spawn_wardensdoWeatherCycle -> minecraft:advance_weathermaxCommandChainLength -> minecraft:max_command_sequence_lengthmaxCommandForkCount -> minecraft:max_command_forksnaturalRegeneration -> minecraft:natural_health_regenerationsnowAccumulationHeight -> minecraft:max_snow_accumulation_heightspawnRadius -> minecraft:respawn_radiusspawnerBlocksEnabled -> minecraft:spawner_blocks_workSome game rules that previously did not have a limited value range now do:
minecraft:max_block_modifications: Minimum 1minecraft:max_command_forks: Minimum 1minecraft:max_command_sequence_length: Minimum 0minecraft:max_entity_cramming: Minimum 0minecraft:max_snow_accumulation_height: Minimum 0, maximum: 8minecraft:players_nether_portal_creative_delay: Minimum 0minecraft:players_nether_portal_default_delay: Minimum 0minecraft:players_sleeping_percentage: Minimum 0minecraft:random_tick_speed: Minimum 0minecraft:respawn_radius: Minimum 0minecraft:fire_spread_radius_around_playerdoFireTick and allowFireTicksAwayFromPlayer game rules, which have now been removed0 will disable fire spreading-1 will allow fire spreading without players around-1In the game_rules test environment the keys bool_rule and int_rule have been replaced with a single key rules. It is a map from game rules resource locations to the game rules value. The value type is either integer or boolean depending on the game rule.
Timelines are a new concept defined in data packs under the timeline registry (i.e. found under data/<namespace>/timeline/<id>.json).
Timelines specify game behavior based on the absolute day time (that which is set by /time set). Timelines optionally can specify a period over which they will be repeated.
Primarily, Timelines are able to modify game behavior or visuals by applying Environment Attribute modifiers.
Format: object with fields
period_ticks: optional integer, defines the duration in ticks over which the timeline will repeattracks: optional map between Environment Attribute IDs and a corresponding Environment Attribute Track objectTimelines by default have no effect unless they are included by a dimension - see the Dimension Types section below.
Environment Attributes provide a data-driven way to control a variety of visual and gameplay systems.
Each Environment Attribute controls a specific visual or gameplay effect: for example, minecraft:visual/sky_color controls the color of the sky, and minecraft:gameplay/water_evaporates controls whether water can be placed at a given location.
Developer’s Note: This system and many of the introduced attributes should be considered very experimental, and may still change significantly in coming snapshots and releases. In the meantime, we would as always love to hear any feedback or suggestions you may have!
Environment Attribute values can be provided by the following Environment Attribute sources (in order of low to high priority):
While Biomes act as a source to modify an attribute by position, Timelines can modify an attribute based on time.
The "effective" value of the Environment Attribute (i.e. what will actually show up in game) will be some combination of the values provided by each source according to their priority.
For example, in the following scenario:
overworld dimension provides sky_color = #00ff00 (green)plains biome provides sky_color = #ff0000 (red)When the player is in the plains biome, they will see the red sky_color, while anywhere else in the overworld they will see green.
When an Environment Attribute source provides an Environment Attribute, it can:
plains biome overriding the overworld's sky_color in the above scenario
As described in the above example, an Environment Attribute source may simply override the value of a particular attribute. However, it is sometimes also desirable to rather apply a modifier to a value provided by a source with lower priority.
For example, in the following scenario:
overworld dimension provides water_fog_end_distance = 96.0plains biome modifies water_fog_end_distance with a multiply modifier of 0.85When in the plains biome, the water_fog_end_distance will be resolved to 96.0*0.85 = 81.6, while in any other Overworld biome, it will resolve to 96.0.
The kinds of modifiers available depends on the type of Environment Attribute. The most basic modifier, supported by every Environment Attribute, is the override modifier. This behaves purely as an override of the preceding value. If not specified by an Environment Attribute source, the modifier will always be assumed to be override.
Full descriptions of the available modifiers and their behaviors can be found in the Common Modifiers section below.
While modifiers describe how a value provided by one source is applied on the value from a preceding source, interpolation describes the combination of values within a source. Only some Environment Attributes support interpolation. This allows for the smooth transition between two or more values, such as when moving between two biomes.
Between multiple Biomes, interpolation is performed on values from a source after modifiers have been applied. Within a Timeline, interpolation is performed on the modifier arguments before they get applied.
For example, in the following scenario:
plains biome provides sky_color = #ff0000 (red)desert biome provides sky_color = #ffff00 (yellow)sky_color is one such attribute that will transition smoothly based on position: for example, in the above scenario, as a player moves from a plains to a desert biome, the sky color will gradually shift from red to yellow. Other attributes, such as water_evaporates, represent discrete values and will not be smoothly transitioned - only the biome exactly at a subject position will be considered.
Smooth transitions between biomes are based on the biomes within an 8 block radius of the camera. Biomes that occupy a larger portion of that radius and are closer to the camera will have a stronger influence on the final interpolated value.
Timelines can define Attribute Tracks - these specify how a modifier for a particular Environment Attribute changes over time by defining keyframes. Depending on the attribute, interpolation may be used between each keyframe. If interpolation is not used, the previous keyframe value will always be selected.
For example, a Timeline with a period of 24000 might be set up as following:
0, the timeline provides sky_color = #ff0000 (red)1000, the timeline provides sky_color = #ff0000 (red)6000, the timeline provides sky_color = #ff00ff (magenta)Between time = 0 and time = 1000, the sky color will be red. Between 1000 and 6000, it will shift from red to magenta. Then, from 6000 all the way until the timeline repeats and reaches time = 0 again, the color will slowly shift back to red.
Note: unlike biomes, if a Timeline uses a modifier instead of an override, interpolation is applied to the modifier arguments rather than the final modified values.
Dimension Type and Biome definitions contain a new attributes field, enabling them to define Environment Attributes.
This map generally takes the form of an object mapping between Environment Attribute IDs and their corresponding values, for example:
"attributes": {
"minecraft:visual/fog_color": "#ffaa00",
"minecraft:gameplay/water_evaporates": true
}
Values defined as above will always be assumed to use the override modifier.
The value object can however be expanded in order to express different modifiers, in the format of an object with the following fields:
modifier: optional string modifier ID, dependent on the Attribute Type (see the Common Modifiers section below)overrideargument: the modifier argument (format dependent on the chosen modifier)For example, the following definition describes multiplying water_fog_end_distance by 85%:
"attributes": {
"minecraft:visual/water_fog_end_distance": {
"modifier": "multiply",
"argument": 0.85
}
}
An Attribute Track specified within a Timeline takes the format of an object with the following fields:
ease - optional Easing Type (see below), used to ease the interpolaton of the value between keyframeslinearkeyframes - list of keyframe objects, must be ordered by the ticks field:ticks - integer between 0 and period_ticks (if specified), defines the tick (within the period) at which this keyframe's value will be activevalue - the modifier argument (format dependent on the chosen modifier)modifier is specified (or override is used), the type of this field is the same as the Environment Attribute itselfmodifier - optional string modifier ID, dependent on the Attribute Type (see the Common Modifiers section below)overrideFor example, the following Timeline has a period of 24000, and has an attribute track that modifies only minecraft:gameplay/cat_waking_up_gift_chance. Because the easing is constant, between tick 362 and 23667 the value is 0.0, while between tick 23667 and 362 it is 0.7.
Like other Environment Attribute sources, the specified value is used as the argument to the specified modifier. This is then applied on top of sources with a lower priority. In this case the modifier is maximum, so this timeline will only ever increase the value of cat_waking_up_gift_chance to the value specified in the track.
{
"period_ticks": 24000,
"tracks": {
"minecraft:gameplay/cat_waking_up_gift_chance": {
"ease": "constant",
"modifier": "maximum",
"keyframes": [
{ "ticks": 362, "value": 0.0 },
{ "ticks": 23667, "value": 0.7 }
]
}
}
}
Easing Types control the interpolation between two keyframes by applying a curve. The following built-in Easing Types are provided:
constant - always selects the previous keyframelinearin_backin_bouncein_circin_cubicin_elasticin_expoin_quadin_quartin_quintin_sinein_out_backin_out_bouncein_out_circin_out_cubicin_out_elasticin_out_expoin_out_quadin_out_quartin_out_quintin_out_sineout_backout_bounceout_circout_cubicout_elasticout_expoout_quadout_quartout_quintout_sineAn Easing Type may also be specified with a Cubic Bézier in the format: { "cubic_bezier": [ x1, y1, x2, y2 ] }
x1: float between 0 and 1, x-coordinate of the first control pointy1: float, y-coordinate of the first control pointx2: float between 0 and 1, x-coordinate of the second control pointy2: float, y-coordinate of the second control pointDeveloper's Note: To play around with and visualize easings, easings.net and cubic-bezier.com are great references!
The following data types are reused in various parts of the Environment Attributes system and will be referenced in sections below.
Format can be one of the following:
#rrggbb0 and 1, in the form [r, g, b]Format can be one of the following:
#aarrggbb0 and 1, in the form [a, r, g, b]A full definition of a particle, including any type-specific properties (as in the /particle command).
For example:
{
"type": "minecraft:block_crumble",
"block_state": {
"Name": "minecraft:dirt"
}
}
A string ID from the minecraft:activity built-in registry. One of:
minecraft:coreminecraft:idleminecraft:workminecraft:playminecraft:restminecraft:meetminecraft:panicminecraft:raidminecraft:pre_raidminecraft:hideminecraft:fightminecraft:celebrateminecraft:admire_itemminecraft:avoidminecraft:rideminecraft:play_deadminecraft:long_jumpminecraft:ramminecraft:tongueminecraft:swimminecraft:lay_spawnminecraft:sniffminecraft:investigateminecraft:roarminecraft:emergeminecraft:digEvery Environment Attribute has a specific value type, which describes how values must be defined as well as what modifiers are available and how they are interpolated. Some are very specific, while others are reused across many attributes.
Although this is not an exhaustive list, the following Attribute Types are used commonly across many Environment Attributes:
Argument format: boolean
overrideandnandornorxorxnorArgument format: float
overrideaddsubtractmultiplyminimummaximumalpha_blendsubject according to: result = lerp(alpha, subject, value)value: float to blend towardsalpha: float between 0 and 1overrideadd - component-wise additive color blendingsubtract - component-wise subtractive color blendingmultiply - component-wise multiplicative color blendingalpha_blend - traditional alpha blending that might be seen in image editing software1, it will behave as an override with no blendingblend_to_gray - modifies a color by taking its grayscale form, applying a brightness modifier, and mixing with this using some factorgray = brightness * (0.3 * red + 0.59 * green + 0.11 * blue), result = lerp(factor, subject, [gray, gray, gray])brightness: float between 0 and 1, a multiplier to apply to the grayscale valuefactor: float between 0 and 1, the factor to mix withoverrideadd - component-wise additive color blendingsubtract - component-wise subtractive color blendingmultiply - component-wise multiplicative color blendingalpha_blend - traditional alpha blending that might be seen in image editing software1, it will behave as an override with no blendingblend_to_gray - same as for RGB Colorminecraft:visual/fog_colorThe color of fog (when the camera is not submerged in another substance).
#000000effects.fog_color fieldminecraft:visual/fog_start_distanceThe distance in blocks from the camera at which fog starts to have an effect (when the camera is not submerged in another substance). If negative, the fog will start out with density as if it had started that many blocks behind the camera.
0.0minecraft:visual/fog_end_distanceThe distance in blocks from the camera at which fog reaches its maximum density (when the camera is not submerged in another substance).
1024.0minecraft:visual/sky_fog_end_distanceThe distance in blocks from the camera at which the fog that affects the sky reaches its maximum density (when the camera is not submerged in another substance). Only visible with the overworld skybox type.
Note: this value is restricted by the Render Distance option.
512.0minecraft:visual/cloud_fog_end_distanceThe distance in blocks from the camera at which the fog that affects clouds reaches its maximum density (when the camera is not submerged in another substance).
Note: this value is restricted by the Cloud Distance option.
2048.0minecraft:visual/water_fog_colorThe color of fog when submerged in water.
#050533effects.water_fog_color fieldminecraft:visual/water_fog_start_distanceThe distance in blocks from the camera at which underwater fog starts to have an effect. If negative, the fog will start out with density as if it had started that many blocks behind the camera.
-8.0minecraft:visual/water_fog_end_distanceThe distance in blocks from the camera at which underwater fog reaches its maximum density.
Note: the final value is also modified by how long the player has been underwater.
96.0#has_closer_water_fog Biome Tagminecraft:visual/sky_colorThe color of the sky. This color is only visible for the overworld sky. Only visible with the overworld skybox type.
#000000effects.sky_color fieldminecraft:visual/cloud_colorThe color of the clouds. If fully transparent, clouds are entirely disabled and Happy Ghasts will not regenerate health faster when at cloud height.
#00000000minecraft:visual/cloud_heightThe height at which all clouds appear.
192.33cloud_height fieldminecraft:visual/default_dripstone_particleThe default particle to be dripped from Dripstone blocks when no fluid is placed above.
{type:"minecraft:dripping_dripstone_water"}overrideultrawarm fieldminecraft:visual/ambient_particlesControls ambient particles that randomly spawn around the camera.
particle: Particle Options to spawnprobability: float between 0 and 1, the probability to spawn the particle in an empty space when randomly ticked[]overrideeffects.particle fieldminecraft:visual/sunrise_sunset_colorControls the color and intensity of the sunrise and sunset effect. If fully transparent, no sunrise or sunset will be rendered. Only visible with the overworld skybox type.
"#00000000"minecraft:visual/sun_angleThe angle in degrees of the sun, clockwise from east to west, with 0 being directly up.
Only visible with the overworld skybox type.
0.0minecraft:visual/moon_angleThe angle in degrees of the moon, clockwise from east to west, with 0 being directly up. Only visible with the overworld skybox type.
0.0minecraft:visual/star_angleThe angle in degrees of the stars, clockwise from east to west, with 0 being directly up. Only visible with the overworld skybox type.
0.0minecraft:visual/moon_phaseThe phase of the moon. Only visible with the overworld skybox type.
full_moonwaning_gibbousthird_quarterwaning_crescentnew_moonwaxing_crescentfirst_quarterwaxing_gibbous"full_moon"overrideminecraft:visual/star_brightnessThe brightness of the stars in the sky, where 0.5 is the normal brightness during the night and 0 is fully hidden. Only visible with the overworld skybox type.
0 and 10.0minecraft:visual/sky_light_colorThe visual color of sky light. For blocks with a sky light level of 0 (or minecraft:visual/sky_light_factor is 0), this will have no effect. This is the value passed to the lightmap.fsh shader as SkyLightColor.
"#ffffff"minecraft:visual/sky_light_factorThe visual brightness of sky light. minecraft:visual/sky_light_color is multiplied by this value. This is the value passed to the lightmap.fsh shader as SkyFactor.
The corresponding gameplay effect is controlled entirely by minecraft:gameplay/sky_light_level.
1.0minecraft:audio/background_musicControls how and which background music is played.
default: optional object with fields:sound: Sound Event to playmin_delay: int, minimum delay in ticks between tracksmax_delay: int, maximum delay in ticks between tracksreplace_current_music: optional boolean, whether this track can replace whatever is currently playingfalseunderwater: optional object with fields in the same format as default - if present and the player is underwater, will override defaultcreative: optional object with fields in the same format as default - if present and the player is in Creative Mode, will override default{}overrideeffects.music fieldminecraft:audio/music_volumeThe volume at which music should play. Any music playing will fade over time to this value.
0 and 11.0effects.music_volume fieldminecraft:audio/ambient_soundsControls which ambient sounds are played around the camera, and when.
loop: optional Sound Event, sound to be continually loopedmood: object with fields, sounds that will be randomly played based on surrounding darknesssound: Sound Event to playtick_delay: int, the number of ticks between mood sounds, assuming a light level of 0block_search_extent: int, the radius in which light levels are sampledoffset: double, an additional distance offset to apply to sounds producedadditions: list of objects with fields, sounds that will be randomly playedsound: Sound Event to playtick_chance: float between 0 and 1, probability within a tick to play a given sound{}overrideeffects.ambient_sound, effects.mood_sound, and effects.additions_sound fieldsminecraft:audio/firefly_bush_soundsIf true and not below an opaque block, Firefly Bushes will produce idle sounds.
falseminecraft:gameplay/can_start_raidIf false, a Raid cannot be started by a player with Raid Omen.
truehas_raids fieldminecraft:gameplay/water_evaporatesIf true, Water cannot be placed with a Bucket, melting Ice will not produce water, Wet Sponge will dry out when placed, and Dripstone will not produce water from Mud blocks.
falseultrawarm fieldminecraft:gameplay/bed_ruleControls whether a Bed can be used to sleep, and whether it can be used to set a respawn point.
can_sleep: one of:always - the Bed can always be used to sleep (assuming the Bed is not obstructed and there are no monsters nearby)when_dark - the Bed can only be used to be sleep when the global skylight level is less than or equal 11never - the Bed can never be used to sleepcan_set_spawn - same as can_sleepexplodes - optional boolean, if true the Bed will explode when interacted withfalseerror_message: optional Text Component, the message to show if the player is unable to sleep or set their spawn{can_sleep:"when_dark",can_set_spawn:"always",error_message:{translate:"block.minecraft.bed.no_sleep"}}overridebed_works fieldminecraft:gameplay/respawn_anchor_worksControls whether Respawn Anchors can be used to set spawn (or respawn). If false, the Respawn Anchor will explode once charged.
falserespawn_anchor_works fieldminecraft:gameplay/nether_portal_spawns_piglinControls whether Nether Portal blocks can spawn Piglins.
falsenatural fieldminecraft:gameplay/fast_lavaControls whether Lava should spread faster and further, as well as have a stronger pushing force on entities when flowing.
falseultrawarm fieldminecraft:gameplay/increased_fire_burnoutControls whether Fire blocks burn out more rapidly than normal.
false#increased_fire_burnout Biome Tagminecraft:gameplay/piglins_zombifyControls whether Piglins and Hoglins should zombify.
truepiglin_safe fieldminecraft:gameplay/snow_golem_meltsControls whether a Snow Golem should be damaged.
false#snow_golem_melts Biome Tagminecraft:gameplay/sky_light_levelThe effective light level of the sky used by mechanics such as mob spawning or Daylight Detectors. For example, a block fully exposed to the sky will be considered to have a light level of exactly this value, while a block deep in a cave will not be affected at all.
The corresponding visual effect is controlled entirely by minecraft:visual/sky_light_factor.
15.0minecraft:gameplay/eyeblossom_openIf true, Closed Eyeblossoms will eventually open by random block ticks. If false, Open Eyeblossoms will do the opposite. If "default", Open or Closed Eyeblossoms will remain in their current state.
truefalse"default""default"overrideminecraft:gameplay/turtle_egg_hatch_chanceThe chance that a Turtle Egg block will switch to its next hatching state when randomly ticked.
0 and 10.0minecraft:gameplay/creaking_activeWhile true, Creaking Heart blocks (and their corresponding Creaking) will become active. On the other hand, when false, it will enter its dormant state.
falseminecraft:gameplay/surface_slime_spawn_chanceAn additional chance rolled when a natural Slime spawn attempt occurs in a biome with the #allows_surface_slime_spawns tag.
0 and 10.0minecraft:gameplay/cat_waking_up_gift_chanceThe chance that a Cat lying on its owner's Bed will drop a gift (from the gameplay/cat_morning_gift loot table) when the player wakes up.
0.0minecraft:gameplay/bees_stay_in_hiveWhen true, Bees will try to navigate to their Hives and will not exit unless the Hive is broken or next to a Fire.
falseminecraft:gameplay/monsters_burnWhen true, monsters will burn while exposed to the sky.
falseminecraft:gameplay/can_pillager_patrol_spawnWhen true, Pillager Patrols are able to spawn.
Note: the global skylight level must also be greater than 11.
true#without_patrol_spawns biome tagminecraft:gameplay/villager_activityControls the default AI activity for adult Villagers.
Not all activities are supported by Villager AI - if an unsupported one is chosen, the Villager will do nothing. The following activities are supported:
core
hide
idle
meet
panic
pre_raid
raid
rest
work
Value type: Mob Activity
Default value: "minecraft:idle"
Modifiers: override
Interpolated: no
Resolved at the Villager's position
minecraft:gameplay/baby_villager_activityControls the default AI activity for baby Villagers.
Not all activities are supported by Villager AI - if an unsupported one is chosen, the Villager will do nothing. The following activities are supported:
core
hide
idle
meet
panic
play
pre_raid
raid
rest
Value type: Mob Activity
Default value: "minecraft:idle"
Modifiers: override
Interpolated: no
Resolved at the Villager's position
zombie_nautilus/variant - namespaced id from zombie_nautilus_variant registryAdded food properties to the following fish bucket items:
minecraft:cod_bucketminecraft:salmon_bucketminecraft:pufferfish_bucketminecraft:tropical_fish_bucketminecraft:use_effectscan_sprint: boolean, whether the player can sprint while using this itemfalseinteract_vibrations: boolean, whether using this item emits minecraft:item_interact_start and minecraft:item_interact_finish game eventstruespeed_multiplier: float (0 to 1), the speed multiplier applied to the player while using this item0.2use_effects={can_sprint:true,speed_multiplier:1.0}minecraft:minimum_attack_chargeminecraft:damage_typedamage_type='minecraft:spear'minecraft:attack_rangeminecraft:kinetic_weapon will have their attack range applied in the same way it applies to playersmin_reach: float, the minimum distance in blocks from the attacker to the target to be considered valid0.0, valid from 0.0 to 64.0max_reach: float, the maximum distance in blocks from the attacker to the target to be considered valid3.0, valid from 0.0 to 64.0min_creative_reach: float, the minimum distance in blocks from the Creative Mode attacker to the target to be considered valid0.0, valid from 0.0 to 64.0max_creative_reach: float, the maximum distance in blocks from the Creative Mode attacker to the target to be considered valid5.0, valid from 0.0 to 64.0hitbox_margin: float, the margin applied to the target bounding box when checking for valid hitbox collision0.3, valid from 0.0 to 1.0mob_factor: float, the multiplier applied to the min_range and max_range when checking for valid distance when item is used by a mob1.0, valid from 0.0 to 2.0minecraft:kinetic_weaponcontact_cooldown_ticks: integer, the cooldown in ticks after hitting, and loosing contact with an entity before being able to hit it again10delay_ticks: integer, the time in ticks required before weapon is effective0dismount_conditions, knockback_conditions, damage_conditions: indicating the condition to apply dismount, knockback and damage effects respectively. Objects with fields:max_duration_ticks: integer, the ticks after which the condition is no longer checked. This starts after delay has elapsedmin_speed: float, the minimum speed of the attacker, in blocks per second, along the direction that the attacker is looking0.0min_relative_speed: float, the minimum relative speed between the attacker and target, in blocks per second, along the direction that the attacker is looking0.0forward_movement: float, the distance the item moves out of hand during animation0.0damage_multiplier: float, the multiplier for the final damage from the relative speed1.0sound: Optional Sound Event to play when the weapon is engagedhit_sound: Optional Sound Event to play when the weapon hits an entitykinetic_weapon={forward_movement:1.0,delay:20,damage_conditions:{max_duration:60},knockback_conditions:{max_duration:40},dismount_conditions:{max_duration:20}}floor(relative_speed * velocity_multiplier) where relative_speed is the difference of speed vectors of the attacker and the target as projected onto the axis of the attacker's view vectorminecraft:piercing_weapondeals_knockback: boolean, whether the attack deals knockbacktruedismounts: boolean, whether the attack dismounts the targetfalsesound: Optional Sound Event to play when a player attacks with the weaponhit_sound: Optional Sound Event to play when the weapon hits an entitypiercing_weapon={dismounts:true}minecraft:swing_animationtype: string, the animation identifier (none, whack, stab)whackduration: integer, the duration in ticks6swing_animation={type:'stab',duration:20}minecraft:consumableanimation field has been updated:spear to tridentspear animationminecraft:intangible_projectileAngryAt field has been renamed to angry_atAngerTime field has been removedanger_end_time (long) field has been added, containing the time anger ends in game ticksspear_mobs trigger with fields:player: optional entity predicate, the player using the kinetic weaponcount: optional integer, the number of mobs hit in a single use of the kinetic weaponminecraft:spear damage typetype: the slot source type<type-specific>: additional fields depending on the typeminecraft:empty Typeminecraft:group Type[a, b] + [c, a] -> [a, b, c, a]terms: list of slot sources to joinminecraft:slot_range Typefrom argument of the /item commandsource: an entity or block entity from which the slots will be sourced, from loot contextblock_entity, this, attacking_entity, last_damage_player, direct_attacker, target_entity, or interacting_entityslots: a slot range in the format of <slot_type> or <slot_type>.<slot_number> (e.g. armor.chest or container.*)minecraft:contents Typeminecraft:group typeBundle [a, b] + Shulker Box [c, d] -> [a, b, c, d]component: the inventory component to targetminecraft:bundle_contents, minecraft:charged_projectiles, and minecraft:containerslot_source: a slot source containing slots with item(s) to targetminecraft:filtered Typeitem_filter: an item predicate to match against the items in each slotslot_source: the slot source to filterminecraft:limit_slots Type[a, b, c, d] -> [a, b, c] if the limit is set to 3limit: integer, the maximum number of slots to include in the resulting selectionslot_source: the slot source to limitExample slot source selecting every slot with more than 16 items from the hotbar and armor slots of an entity:
{
"type": "minecraft:filtered",
"item_filter": {
"count": {
"min": 16
}
},
"slot_source": [
{
"type": "minecraft:slot_range",
"source": "this",
"slots": "hotbar.*"
},
{
"type": "minecraft:slot_range",
"source": "this",
"slots": "armor.*"
}
]
}
minecraft:slots loot pool entryslot_source: a slot source describing where the items are locatedminecraft:filteredmodifier has been replaced with two fields:on_pass - function or a list of functions to run when item_filter predicate passeson_fail - function or a list of functions to run when item_filter predicate failsminecraft:discardpredicates field in block, item and entity predicates) now include predicates for checking existence of every component type{<component_type>: {}}{predicates:{written_book_content:{author:"foo"}} - existing format for matching books{predicates:{written_book_content:{}} - special case of above that accepted any value, as long as component existed{predicates:{instrument:{}} - checks if component minecraft:instrument exists (was not allowed before)The flags predicate now supports new values:
is_in_water: when an entity is touching water or a bubble columnis_fall_flying: when an entity is gliding with an elytra<item>[predicate~{...},component={...}]) has been extended to accept empty predicates for any component type*[instrument] and *[instrument~{}] are equivalentminecraft:post_piercing_attack: Effects applying after a piercing attack with an itemminecraft:apply_impulse: applies an impulse to the targeted entitydirection - The first step of determining the impules is applying this vector as local coordinates (the same used by tp @s ^ ^ ^) onto the entity look vectorcoordinate_scale - The second step is scaling the resulting vector by this vector on each axis in world space, X, Y and Zmagnitude - The third step is scaling the resulting vector by this Level-Based Valueminecraft:apply_exhaustion: applies exhaustion to the targeted entityamount - Level-Based Value indicating the amount of exhaustion to applyminecraft:play_sound: can now support a list of sound event identifiers, one for each level of enchantment. If a level is higher than the number of sounds, the last sound in the list is usedexponentbase - Level-Based Value indicating the base of the exponent.power - Level-Based Value indicating the power of the exponent.attributes field for dimensions to specify Environment Attributestimelines field that specifies which Timelines are active in this dimensionultrawarm -> minecraft:gameplay/water_evaporates, minecraft:gameplay/fast_lava, visual/default_dripstone_particlebed_works -> minecraft:gameplay/bed_rulerespawn_anchor_works -> minecraft:gameplay/respawn_anchor_workscloud_height -> minecraft:visual/cloud_heightpiglin_safe -> minecraft:gameplay/piglins_zombifyhas_raids -> minecraft:gameplay/can_start_raidnatural -> minecraft:gameplay/nether_portal_spawns_piglin, minecraft:gameplay/eyeblossom_open, minecraft:gameplay/creaking_activeeffects field has been removed and replaced with the following new fields:skybox - the skybox rendering type to use, one of:none (was minecraft:nether effect ID)overworld (was minecraft:overworld effect ID)skybox is overworld:minecraft:visual/sky_color, minecraft:visual/sun_angle,minecraft:visual/sunrise_sunset_color, minecraft:visual/moon_phase, minecraft:visual/moon_angle, minecraft:visual/star_angle, minecraft:visual/star_brightnessend (was minecraft:end effect ID)overworldcardinal_light - the direction of cardinal lighting that affects blocks, one of:default (was minecraft:overworld and minecraft:end effect ID)nether (was minecraft:nether effect ID)defaultfixed_time field has been replaced by a has_fixed_time boolean (default: false)fixed_time being present will now instead use the has_fixed_time booleanattributes field for biomes to specify Environment Attributesgameplay/fast_lava are not evaluated positionally and thus cannot be set on a Biomeeffects have been migrated to Environment Attributes:fog_color -> minecraft:visual/fog_colorwater_fog_color -> minecraft:visual/water_fog_colorsky_color -> minecraft:visual/sky_colorparticle -> minecraft:visual/ambient_particlesambient_sound, mood_sound, additions_sound -> minecraft:audio/ambient_soundsmusic -> minecraft:audio/background_musicmusic_volume -> minecraft:audio/music_volumeeffects definition now support colors as a string in the form "#rrggbb", or a float array in the form [red, green, blue]water_colorfoliage_colordry_foliage_colorgrass_colorgrass_color_modifier#can_glide_through - climbable blocks that can be glided through without stopping#nautilus_taming_items - items that can be used to tame a Nautilus and a Zombie Nautilus#nautilus_bucket_food - bucketed fish items that can be used to feed a tamed Nautilus and Zombie Nautilus#nautilus_food - all items that can be used to feed a tamed Nautilus and Zombie Nautilus#camel_husk_food - all items that can be used to feed a Camel Husk#spears - all Spear weapons#enchantable/lunge - all items that can be enchanted with the lunge enchantment#enchantable/melee_weapon - all primary melee weapons including Swords and Spears#enchantable/sword to #enchantable/sweeping#piglin_loved to include the Golden Nautilus Armor and the Golden Spear#piglin_preferred_weapons to include Golden Spears#snow_golem_melts and #increased_fire_burnout - replaced by gameplay/snow_golem_melts and gameplay/increased_fire_burnout Environment Attributes#plays_underwater_music - replaced by only_underwater field in the audio/background_music Environment Attribute#has_closer_water_fog - replaced by visual/water_fog_end_distance Environment Attribute#spawns_coral_variant_zombie_nautilus - biomes where the Coral Variant of the Zombie Nautilus can spawn#without_patrol_spawns - replaced by gameplay/can_pillager_patrol_spawn Environment Attribute#can_wear_nautilus_armor - entities that can equip Nautilus Armor#nautilus_hostiles - entities that the Nautilus will be hostile towards when untamed#not_scary_for_pufferfish to include Nautilus and Zombie Nautilus#burn_in_daylight - entities that burn in daylight#can_float_while_ridden - entities that can float on water while being ridden#skeletons to include Parched#zombies to include Zombie Nautilus, Zombie Horse and Camel Husk#can_equip_saddle to include Nautilus, Zombie Nautilus, Zombie Horse and Camel Husk#universal - Timelines that are active in every dimension#in_overworld - Timelines that are active in the Overworld#in_nether - Timelines that are active in the Nether#in_end - Timelines that are active in the Endblock.vsh/fsh copies terrain.vsh/fsh and handles ad-hoc blocks (e.g. held by entities)ChunkSection uniform, used by terrain.vsh (which replaces DynamicTransforms)Globals uniform now has camera coordinatesblocks atlas into a separate new items atlas that does not have mipmapsitems or blocks) atlasblocks atlasminecraft:block/water_still and minecraft:block/lava_stilltexture section of *.mcmeta files has two new fields: mipmap_strategy and alpha_cutoff_biasmipmap_strategy has the following supported values:mean averages both color and alpha between groups of four pixels for the current mipmap level to generate the next mipmap level pixel. This was and stays the default strategy for most solid or translucent full block texturesdark_cutout is similar to mean, but blends colors in a way that makes the pixels bordering cutout pixels darker. This was and stays the strategy for leaves and Mangrove Roots. It simulates dark interior of the blockscutout is a new strategy that always generates a mipmap based on the original texture instead of the previous mipmap. Used for most cutout blocks that became mipmapped in this version.strict_cutout is a modification of cutout that uses stricter alpha cutoff value leading to the textures using this value disappearing at higher mipmap levels. Is used for flowers and similar blocks to avoid artifacts.auto is the default value and will make the game to pick mean for textures that do not contain fully transparent pixels and cutout for those that doalpha_cutoff_bias is a float field for controling the alpha bias for cutout textures1.0 or lower than -1.0 since the texture will become either fully opaque or fully transparent0.0, and it can be increased for textures that can become too transparent/thin at distance, or decreased if it's too "opaque"0.1 is used for kelp textures in order to prevent them being fully trasparent at distancegui/container/nautilus used for the Nautilus inventory UIitem/nautilus_spawn_eggitem/zombie_nautilus_spawn_eggitem/camel_husk_spawn_eggitem/parched_spawn_eggitem/copper_nautilus_armoritem/iron_nautilus_armoritem/golden_nautilus_armoritem/diamond_nautilus_armoritem/netherite_nautilus_armoritem/netherite_horse_armoritem/leather_horse_armor_overlayitem/wooden_spear, item/stone_spear, item/copper_spear, item/iron_spear, item/golden_spear, item/diamond_spear, item/netherite_spearitem/wooden_spear_in_hand, item/stone_spear_in_hand, item/copper_spear_in_hand, item/iron_spear_in_hand, item/golden_spear_in_hand, item/diamond_spear_in_hand, item/netherite_spear_in_handcontainer/slot/nautilus_armorcontainer/slot/spear - Spear icon used in the Smithing Table screencontainer/slot/nautilus_armor_inventory - Nautilus icon used in Nautilus inventory UIcontainer/inventory/effect_backgroundcontainer/inventory/effect_background_ambientcontainer/inventory/effect_background_largecontainer/inventory/effect_background_smallcelestials atlas has been introduced, including sprites for objects rendered in the sky such as the Sun and Moon<namespace>:textures/environment/celestial/<path>.pngtextures/environment/sun.png -> suntextures/environment/end_flash.png -> end_flashtextures/environment/moon_phases -> moon/full_moon, moon/waning_gibbous, moon/third_quarter, moon/waning_crescent, moon/new_moon, moon/waxing_crescent, moon/first_quarter, moon/waxing_gibbousbreath_of_the_nautilusentity/nautilus/nautilus.pngentity/nautilus/nautilus_baby.pngentity/nautilus/zombie_nautilus.pngentity/equipment/zombie_nautilus_coral.pngentity/equipment/nautilus_body/copper.pngentity/equipment/nautilus_body/iron.pngentity/equipment/nautilus_body/gold.pngentity/equipment/nautilus_body/diamond.pngentity/equipment/nautilus_body/netherite.pngentity/equipment/nautilus_saddle/saddle.pngentity/equipment/horse_body/leather_overlay.pngentity/camel/camel_husk.pngentity/equipment/camel_husk_saddle/saddle.pngentity/equipment/horse_body/netherite.pngentity/skeleton/parched.pngentity/skeleton/parched_overlay.pngitem.spear.hititem.spear.useitem.spear.attackitem.spear_wood.hititem.spear_wood.useitem.spear_wood.attackitem.spear.lunge_1item.spear.lunge_2item.spear.lunge_3entity.baby_nautilus.ambiententity.baby_nautilus.deathentity.baby_nautilus.eatentity.baby_nautilus.hurtentity.baby_nautilus.swimentity.nautilus.ambiententity.nautilus.deathentity.nautilus.dashentity.nautilus.dash_readyentity.nautilus.eatentity.nautilus.hurtentity.nautilus.swimentity.zombie_nautilus.ambiententity.zombie_nautilus.deathentity.zombie_nautilus.dashentity.zombie_nautilus.dash_readyentity.zombie_nautilus.eatentity.zombie_nautilus.hurtentity.zombie_nautilus.swimitem.nautilus_armor.equipitem.nautilus_armor.unequipentity.nautilus.ridingitem.nautilus_saddle_equipitem.nautilus_saddle_underwater_equipentity.baby_nautilus.ambient_landentity.baby_nautilus.death_landentity.baby_nautilus.hurt_landentity.nautilus.ambient_landentity.nautilus.dash_landentity.nautilus.dash_ready_landentity.nautilus.death_landentity.nautilus.hurt_landentity.zombie_nautilus.ambient_landentity.zombie_nautilus.dash_landentity.zombie_nautilus.dash_ready_landentity.zombie_nautilus.death_landentity.zombie_nautilus.hurt_landentity.zombie_horse.angryentity.zombie_horse.eatentity.parched.ambiententity.parched.deathentity.parched.hurtentity.parched.stepentity.camel_husk.ambiententity.camel_husk.dashentity.camel_husk.dash_readyentity.camel_husk.deathentity.camel_husk.eatentity.camel_husk.hurtentity.camel_husk.saddleentity.camel_husk.sitentity.camel_husk.standentity.camel_husk.stepentity.camel_husk.step_sandentity.parrot.imitate.camel_huskentity.parrot.imitate.parchedentity.parrot.imitate.zombie_horseentity.parrot.imitate.zombie_nautilusswap_animation_scale1.0Added new item model:
spear_in_hand - model for the Spear when in hand.x - rotation around axis X in degrees, float, defaults to 0.0y - rotation around axis Y in degrees, float, defaults to 0.0z - rotation around axis Z in degrees, float, defaults to 0.0axis and angle can still be used[-45, 45] has been removedassets/.../blockstates/ can now be also rotated around Z axisz has the same format as existing x and y fields: an integer with allowed values of 0 (default), 90, 180 and 270animate_sprite* core shaders, which use a new SpriteAnimationInfo uniformanimate_sprite.vsh and animate_sprite_blit.fsh are used to perform the drawanimate_sprite.vsh and animate_sprite_interpolate.fsh are used to perform the drawSpriteAnimationInfo contains information on where the sprite should be drawn to, within the greater texture atlas