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Minecraft (Nintendo Switch): all the updates (latest update: Ver. 1.21 – Tricky Trials)

In this post, you will find all there is to know about the various updates for Minecraft on Nintendo Switch (originally released on June 21st 2018 worldwide).

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Archives: launch to February 2019 / February 2019 – December 2022 / 2023

Minecraft – Ver. 1.21 (Tricky Trials Update)

  • Release date: June 13th 2024 (North America, Europe) / June 14th 2024 (Japan)
  • Patch notes:
New Features:
  • Added a new underground structure called the Trial Chambers
  • Added 2 new mobs
    • Breeze
    • Bogged
  • Added a new weapon, the Mace
  • Added 3 new enchantments exclusive to the Mace
    • Density
    • Breach
    • Wind Burst
  • Added the following blocks:
    • Crafter
    • Trial Spawner
    • Ominous Trial Spawner
    • Vault
    • Ominous Vault
    • New variants in the Copper Family
    • New variants in the Tuff Family
    • Heavy Core
  • Added the following items:
    • Trial Explorer Map
    • Ominous Bottle
    • Wind Charge
    • Trial Key
    • Ominous Trial Key
    • Breeze Rod
    • 3 new Pottery Sherds
    • 2 new Banner Patterns
    • 2 new Armor Trims
    • 4 new Potions
      • Potion of Infestation
      • Potion of Oozing
      • Potion of Weaving
      • Potion of Wind Charging
    • 4 new Tipped Arrows
      • Arrow of Infestation
      • Arrow of Oozing
      • Arrow of Weaving
      • Arrow of Wind Charging
  • Added 3 new Music Discs by Aaron Cherof and Lena Raine
  • Added 20 new Paintings
    • 5 by artist Sarah Boeving
    • 15 by artist Kristoffer Zetterstrand
  • Redesigned Bad Omen to give access to Ominous Events
  • Added 6 new Status Effects
    • Infested
    • Oozing
    • Weaving
    • Wind Charged
    • Raid Omen
    • Trial Omen
  • Added 9 new music tracks by Aaron Cherof, Kumi Tanioka, and Lena Raine
  • Added 4 new achievements
Structures
Trial Chambers
  • Trial Chambers are a new structure in the Overworld where players can explore and take on combat challenges
    • Made out of a variety of Copper and Tuff blocks, and can be found in different sizes
    • A relatively common find throughout the Deepslate layer of the underground
    • Natural mob spawning does not occur inside, similar to Ancient Cities
    • Never starts inside a Deep Dark biome, but can sometimes overlap it
  • The layout of each Trial Chamber is procedurally generated, and can include traps, rewards and a variety of combat areas
    • Decorated Pots line the corridors and hold hidden treasures
    • Supply Barrels can be found between different rooms, and give you blocks and items which help you navigate your trials
    • Vaults are guarded by challenges in each room, and can be a source of many high level Enchanted Books and equipment including a very rare chance to receive a Trident
    • Ominous Vaults can be found in harder to reach places and give even better loot than standard Vaults, including some items which are exclusive to Ominous Vaults
  • Each Trial Chamber will include Trial Spawners with a melee, small melee, or ranged category:
    • Melee
      • Zombie
      • Husk
      • Spider
    • Small Melee
      • Slime
      • Cave Spider
      • Baby Zombie
      • Silverfish
    • Ranged
      • Skeleton
      • Stray
      • Bogged
  • Each Trial Spawner category will only use one mob for the entire structure when generated, and these mobs are randomized for each Trial Chamber
    • For example, one Trial Chamber might only spawn Zombies, Cave Spiders and Strays, while another might only spawn Spiders, Silverfish and Skeletons
    • The exceptions to this are some Trial Spawners in unique rooms which always spawn Breezes
Mobs
Breeze
  • A cunning hostile mob spawned by some Trial Spawners in Trial Chamber rooms
    • Drops 1-2 Breeze Rods when killed by a player
    • The number of Breeze Rods dropped is affected by looting enchantments
  • Moves primarily by leaping around its target
  • Deflects almost all projectiles, making it immune to ranged combat
    • With one notable exception: it cannot deflect Wind Charges
  • An aggressive adversary, it shoots volatile wind energy in the form of Wind Charge projectiles at its target
    • After colliding with an entity or a block, Wind Charge projectiles produce a Wind Burst, which knocks back entities in the area
    • Wind Charges deal a small amount of damage when colliding directly with an entity
    • Wind Charges break decorated pots and chorus flower blocks upon collision
  • Wind Bursts have the effect of ‘activating’ certain blocks:
    • Non-Iron Doors and Trapdoors are flipped
    • Fence Gates are flipped
    • Buttons are pressed
    • Levers are flipped
    • Bells are rung and swung
    • Lit Candles are extinguished
  • Wind Bursts do not have any effect on Iron Doors, Iron Trapdoors, or any block being held in its position by a Redstone signal
  • Will not retaliate against attacks from the following mobs: Skeletons, Strays, Bogged, Zombies, Husks, Spiders, Cave Spiders and Slimes
    • The same mobs will not retaliate against a Breeze when hurt by its Wind Charge projectile
Bogged
  • A new variant of Skeletons that shoots poisonous arrows
    • They’re easier to take down with 16 health instead of 20 health
    • They attack at a slower interval of 3.5 seconds instead of 2 seconds
  • Has a chance to drop Arrows of Poison when killed by players
  • These mossy and mushroom covered Skeletons spawn naturally in Swamps and Mangrove Swamps
    • Can also be found spawning from Trial Spawners in some Trial Chambers
  • Drops 2 mushrooms when sheared (either both red, both brown, or one of each)
Weapons
Mace
  • A new heavy weapon to smash your enemies!
    • Has a base damage of 5
    • Can be crafted with a Breeze Rod and a Heavy Core
    • Using it will decrease its durability like any other weapon; can be repaired with Breeze Rods at an Anvil
  • Has a unique attack called the smash attack. When the player falls more than 1.5 blocks before hitting, a smash attack is triggered which has multiple effects:
    • Safe Fall: Resets all vertical momentum and negates any fall-damage accumulated from the fall
    • Extra Damage: Does more damage the further the player fell before hitting the target with it:
      • For the first 3 blocks fallen: Add 4 damage per block
      • For the next 5 blocks fallen: Add 2 damage per block
      • For any blocks fallen after: Add 1 damage per block
    • Great Knockback: Other entities near the struck enemy will be knocked back by the immense force of the Mace
  • Can be used in combination with Wind Charges to launch up and deliver devastating smash attacks to enemies
  • These existing enchantments can be applied to the Mace:
    • Mending
    • Unbreaking
    • Smite
    • Bane of Arthropods
    • Fire Aspect
    • Curse of Vanishing
  • The Mace also has 3 exclusive enchantments: Density, Breach and Wind Burst
Enchantments

Three new enchantments have been added which are exclusive to the Mace:

  • Density
    • Common Enchantment, accessible in the Enchanting Table and on Enchanted Books in random loot chests
    • Has 5 levels
    • Maces enchanted with Density do more damage per fallen block per Density level
      • Damage dealt per fallen block is increased by 0.5 per level of Density
    • Mutually exclusive with Breach, Smite, and Bane of Arthropods
  • Breach
    • Rare Enchantment, accessible in the Enchanting Table and on Enchanted Books in random loot chests
    • Has 4 levels
    • Maces enchanted with Breach reduce the effectiveness of armor on the target
      • The effectiveness of the armor is reduced by 15% per Breach level
    • Mutually exclusive with Density, Smite, and Bane of Arthropods
  • Wind Burst
    • Unique enchantment which can only be found in Ominous Vaults
      • Only Wind Burst I can be found, higher levels must be obtained by combining them in an Anvil
    • Has 3 levels
    • Maces enchanted with Wind Burst will emit a Wind Burst upon hitting an enemy, launching the attacker upward and enabling the linking of smash attacks one after the other
    • Successfully landing a Wind Burst attack causes the player to lose the fall damage protection they would otherwise have from landing a successful smash attack
    • Each level will bounce the attacker an additional 7 blocks into the air
Blocks
Crafter
  • A new block that enables the crafting of items and blocks via Redstone
    • Can be crafted with 5 Iron Ingots, 2 Redstone Dust, 1 Crafting Table and 1 Dropper
  • Will eject one crafting result at a time when powered by a Redstone pulse
    • Its current powered state is indicated by Redstone crystals on its back face, which will light up
    • The crafting grid on its top face will light up red when it successfully crafts a recipe
  • Upon receiving a signal, it will eject the recipe result from the front face
    • If the recipe output has any remainder items (such as a Bucket), the result and remainder items will be ejected together
  • When placed, the front face of the Crafter will face towards the player
Crafter User Interface
  • Has a 3×3 interactable crafting grid
  • The crafting grid slots are toggleable, meaning that the player can change the behavior of a slot by interacting with it while not holding an item
  • A slot that is ‘toggled’ cannot hold any items
    • Other blocks such as Hoppers and Droppers also cannot place items into them
  • Unlike the Crafting Table, the Crafter displays a preview of the crafted item which will be crafted and ejected on the next Redstone pulse, but cannot be manually taken out by the player
    • The arrow pointing out from the recipe grid will light up red when the Crafter is currently powered
  • The Crafter User Interface is shared between all players interacting with it, meaning that multiple players can interact with the Crafter at the same time, similar to Chests and Hoppers
Crafter Interaction with Other Blocks
  • The signal strength of a Comparator reading a Crafter is 0-9, where each non-empty or toggled slot adds 1 strength
  • Hoppers and Minecarts with Hoppers can be used to both insert and extract items from the Crafter
  • Droppers can be used to insert items into the Crafter
  • Items inserted from another block (ex: Hopper, Dropper) will fill the Crafter’s slots based on these rules:
    • Prioritize the first empty slot (from left-to-right, top-to-bottom)
    • If there are no empty slots, then prioritize the smallest stack of the same item (pick the first if there are multiple)
    • If there is a toggled slot it will be skipped. The item will then be moved into the container
    • If the item cannot be moved, it will be ejected into the world
  • Items are removed from Crafters by Hoppers and Minecarts with Hoppers in the same order as from other containers like Chests
Trial Spawner
  • A new variant of Monster Spawners that ejects rewards upon defeat
    • Cannot be crafted nor obtained by players in Survival – instead, they can be found naturally throughout Trial Chambers
    • Very slow to mine and resistant to explosions, and will not drop even with Silk Touch
    • Cannot be moved by Pistons
  • The challenge level will increase for each new player a Trial Spawner notices nearby
    • The challenge level will not decrease until it is reset during a Trial Spawner’s cooldown
    • Trial Spawners can only notice players which are in line of sight, and will ignore Creative and Spectator players
  • Unlike normal Spawners, a Trial Spawner will spawn a limited number of mobs proportional to its current challenge level
    • It can only spawn a mob at positions that are within line of sight
    • It can spawn a mob regardless of any light level requirement the mob has
    • Spawned mobs are persistent
  • Once all mobs are defeated, the Trial Spawner will eject a number of rewards which is proportional to the current challenge level
    • After the rewards have been ejected, the Trial Spawner goes into cooldown for 30 minutes, during which it will no longer spawn mobs
  • When placed in Creative, Trial Spawners have no mob type set by default
    • The mob type can be set by interacting with it while holding a Spawn Egg
  • Has an Ominous Trial Spawner variant, accessible through an Ominous Trial
Vault
  • A block that holds locked treasure and loot – players must find the right key to eject its rewards
    • Can be found throughout Trial Chambers, containing the structures’ most valuable loot
    • Vaults in Trial Chambers require a Trial Key to be unlocked
    • Cannot be crafted nor obtained in Survival, and does not drop anything when mined
    • Explosion resistant and cannot be moved by Pistons
  • Can be unlocked by an unlimited number of players
    • After a player has unlocked a Vault, they cannot personally unlock that Vault again
    • If a player has not unlocked a particular Vault before, this can be seen by an orange stream of particles that flow from the player to that Vault when nearby
  • Has a keyhole that will be open or closed depending on the players nearby
    • If any nearby player has not unlocked that Vault, the keyhole will be open
    • If all nearby players have unlocked that Vault, the keyhole will be closed
  • Within its cage, it will cycle through and display items which are possible to eject from its loot table
    • Players cannot time their unlocks to eject the item that is currently displayed in the cage
  • The loot it ejects is randomized each time it is unlocked
  • Has an Ominous Vault variant, unlockable through an Ominous Trial
Copper Family
  • The Copper family of blocks has been expanded to add:
    • Chiseled Copper
    • Copper Grate
    • Copper Bulb
    • Copper Door
    • Copper Trapdoor
    • Oxidized and waxed variants of all of the above
Chiseled Copper
  • Crafted with 2 Cut Copper Slabs of a shared oxidation level
  • Can be crafted in the Stonecutter
Copper Grate
  • A new type of decorative block unique to the Copper family
  • Crafted with 4 Copper Blocks of a shared oxidation level
    • Stonecutting a Copper Block into Copper Grates outputs 4 Copper Grates
  • Properties:
    • Transparent and allows light to pass through
    • Mobs cannot suffocate inside them
    • Cannot conduct Redstone
    • Hostile mobs cannot naturally spawn on them
    • Can hold water
Copper Bulb
  • A light-emitting block that can toggle its light emission through Redstone pulses
  • Oxidizes like other Copper blocks, and emits light based on oxidation level
    • Copper Bulb: Light level 15
    • Exposed Copper Bulb: Light level 12
    • Weathered Copper Bulb: Light level 8
    • Oxidized Copper Bulb: Light level 4
  • When placed, its light is off by default
    • While it is unpowered, it will toggle its light on or off when it receives a Redstone pulse
    • Its light will stay on even when the Redstone source is removed, and will only toggle off when it receives another Redstone pulse
  • A Redstone crystal can be seen in its center while it is powered by a Redstone signal
  • Similar to Glass Blocks, it does not conduct Redstone power
  • Comparators reading a Copper Bulb will output a signal strength of 15 if the Copper Bulb’s light is on
  • The crafting recipe for 4 Copper Bulbs is:
    • 3 Copper Blocks of a shared oxidation level
    • 1 Blaze Rod
    • 1 Redstone Dust
Copper Doors and Trapdoors
  • Copper variants of Doors and Trapdoors that can oxidize over time and be waxed
  • Behaves like wooden doors, meaning they can be opened and closed with interaction as well as Redstone
    • Can be opened by mobs that have the ability to open doors
  • Crafted with Copper Ingots
Tuff Family
  • Tuff has been expanded to have its own family of blocks:
    • Stair, Slab, Wall, and Chiseled variants
    • Tuff Bricks with Stair, Slab, Wall, and Chiseled variants
    • Polished Tuff with Stair, Slab, and Wall variants
  • All Tuff variants can be crafted in the Stonecutter
Heavy Core
  • A mysterious, dense block which can be combined with a Breeze Rod to craft the Mace
  • Can only be obtained from Ominous Vaults
Items
Trial Explorer Map
  • Used to locate a nearby Trial Chamber
  • Level up a Cartographer Villager to Journeyman for the opportunity to trade for this map
Ominous Bottle
  • An item which can be consumed by players to receive the Bad Omen effect for 1 hour and 40 minutes
    • Comes in 5 variations, one for each Bad Omen level
    • The bottle breaks when consumed
    • Can be stacked to 64
  • Ominous Bottles can be found uncommonly in any Vaults, and are dropped by Raid Captains which are defeated outside a Raid
Wind Charge
  • Become the Breeze! Using this item will fire off a Wind Charge projectile similar to the Breeze’s
    • Can be used to launch entities away from the impact of the Wind Burst
    • Grants 10% more knockback than a Breeze’s, but has a much smaller area of impact
    • Deals damage if it hits an entity directly
    • Has a half-second cooldown after each use
    • Can be fired from a Dispenser
  • Players can use Wind Charges to propel themselves high into the air
    • Players that launch themselves with a Wind Charge only accumulate fall damage below the height of where they collided with the Wind Burst
    • As an example, if a player uses a Wind Charge to launch themselves 9 blocks into the air, and they do not land lower than where they initially launched, they will take 0 damage
Trial Key
  • An item that can only be obtained from Trial Spawners
  • Can be used to unlock Vaults
Breeze Rod
  • An item dropped by a Breeze that can be crafted into 4 Wind Charges, or used with the Heavy Core to craft a Mace
Pottery Sherds
  • Added Flow, Guster, and Scrape Pottery Sherds
  • These can be obtained by breaking Decorated Pots that display them in Trial Chambers
Banner Patterns
  • Added Flow Banner Pattern, found in Vaults
  • Added Guster Banner Pattern, found in Ominous Vaults
Armor Trims
  • Added Bolt Armor Trim and Smithing Template, found in Vaults
    • Can be duplicated using a Copper Block or Waxed Copper
  • Added Flow Armor Trim and Smithing Template, found in Ominous Vaults
    • Can be duplicated using a Breeze Rod
Music Discs

Added 3 new music discs:

  • “Precipice” by Aaron Cherof. Can be found rarely in standard Vaults, and has a comparator output of 13 when played in a Jukebox
  • “Creator” by Lena Raine. Can be found rarely in Ominous Vaults, and has a comparator output of 12 when played in a Jukebox
  • “Creator (Music Box)” by Lena Raine. Can be found rarely in Decorated Pots broken in Trial Chambers, and has a comparator output of 11 when played in a Jukebox
Paintings

Added five new paintings by artist Sarah Boeving:

  • Baroque
  • Humble
  • Meditative
  • Prairie Ride
  • Unpacked

Added fifteen new paintings by artist Kristoffer Zetterstrand:

  • Backyard
  • Bouquet
  • Cavebird
  • Changing
  • Cotan
  • Fern
  • Endboss
  • Finding
  • Lowmist
  • Orb
  • Owlemons
  • Passage
  • Pond
  • Sunflowers
  • Tides
Ominous Events
  • Bad Omen has been expanded to give access to an optional experience in Trial Chambers
  • These optional experiences can be accessed through Bad Omen, and are now known as Ominous Events
    • They are more challenging than usual, and are designed to shake up the experience in unique ways
    • Raids are an example of an existing Ominous Event
  • As a result, Bad Omen has a new, shadowy icon and a sound for being applied to the player
    • It is no longer given to players that defeat a Raid Captain outside a Raid
    • Instead, players can gain access to Bad Omen by consuming the new Ominous Bottle item
Raids
  • Bad Omen no longer triggers a Raid directly when entering a Village
    • Instead, it will transform into a Raid Omen variant with a duration of 30 seconds
    • Once the Raid Omen expires, a Raid will start at the location the player gained the Raid Omen
    • Like any other effect, players can drink a Bucket of Milk to clear the Raid Omen, preventing the Raid from starting
Ominous Trials
  • A new Ominous Event that can be accessed by exploring a Trial Chamber while Bad Omen is active
  • This event will have players facing more powerful Ominous Trial Spawners, if they dare
Trial Omen
  • A variant that Bad Omen can transform into
    • This occurs when the player is within detection range of a Trial Spawner that is not Ominous
    • The Trial Omen will have a duration of 15 minutes multiplied by the transformed Bad Omen’s level
  • Players that have Trial Omen are surrounded by ominous particles
Ominous Trial Spawner
  • A more powerful active phase of the Trial Spawner with unique challenges and rewards
    • Provides a more challenging experience that combat-loving players can opt into for better rewards
  • If a Trial Spawner detects a player that has the Trial Omen effect, the spawner will become Ominous if:
    • It is not in cooldown
    • Or, it is in cooldown but was not Ominous during its last activation
      • Making it Ominous this way will bypass the cooldown
  • While active, it will:
    • Glow blue instead of orange
    • Emit soul flames instead of normal flames
    • Periodically spawn potions and projectiles on top of unsuspecting players and mobs
      • Based on their location, spawners in an area will select a random set of projectiles to spawn
      • These projectiles will always include a single type of Lingering Potion from a set of possible effects
  • The mobs it spawns are more powerful than usual:
    • Mobs that can wear equipment will often spawn with enchanted weapons and armor
      • The armor these mobs wear have Armor Trims applied from the Trial Chambers
      • All 3 of the following armor enchantments are applied to each piece:
        • Protection IV
        • Projectile Protection IV
        • Fire Protection IV
      • Sword enchantments can be either of the two:
        • Sharpness I
        • Knockback I
      • Bow enchantments can be either of the two:
        • Power I
        • Punch I
    • Mobs that cannot wear equipment will instead be spawned at double the total mob count over the course of the challenge
      • The spawners for these mobs will also have an additional mob out at once during its challenge
  • Becoming Ominous will despawn any existing mobs it spawned and reset its challenge
    • If those mobs picked up or equipped any items on the floor, those items will be dropped when they despawn
    • It will stay Ominous until it has been defeated and its cooldown has finished
  • When defeated, it will eject a different set of loot to normal Trial Spawners
Ominous Vault
  • A variant of Vaults that have a more menacing looking and emit soul flames instead of normal flames
  • These hold a more valuable set of rewards than the standard Vaults that are unlocked by Trial Keys
  • Can be found throughout Trial Chambers in harder to reach places, and require an Ominous Trial Key to unlock
Ominous Trial Key
  • A variant of the Trial Key which has a 30% chance to eject when defeating an Ominous Trial Spawner
  • Can be used to unlock Ominous Vaults
Status Effects
  • The following status effects have been added:
    • Wind Charged
      • Affected entities will emit a wind burst upon death
      • Can be brewed as a Potion with an Awkward Potion and a Breeze Rod
    • Weaving
      • Affected entities will spread Cobweb blocks upon death
      • Affected entities can move through Cobweb with 50% of their normal speed instead of 25%
      • Can be brewed as a Potion with an Awkward Potion and a Cobweb block
    • Oozing
      • Affected entities will spawn two Slimes upon death
      • Can be brewed as a Potion with an Awkward Potion and a Slime Block
    • Infested
      • Affected entities have a 10% chance to spawn 1-2 Silverfish when hurt
      • Can be brewed as a Potion with an Awkward Potion and a Stone block
    • Splash Potions, Lingering Potions and Tipped Arrows can be made with these effects
  • These effects can be encountered while taking on an Ominous Trial Spawner
  • Some mobs are immune to these effects
    • Slimes are immune to Oozing
    • Silverfish are immune to Infested
  • Whenever a mob with Oozing dies, it will check within a 5x5x5 area how many Slimes there are
    • If the amount exceeds the max entity cramming cap (24 by default), it will not spawn any Slimes
    • If it does not exceed it, it will attempt to spawn 2 Slimes up until the max entity cramming cap
Music

Added 9 new background music tracks which will all play in the main menu:

  • “Featherfall” by Aaron Cherof
    • Plays in Badlands, Cherry Grove, Flower Forest, and Lush Caves Biomes
  • “Deeper” by Lena Raine
    • Plays in Deep Dark and Dripstone Caves Biomes
  • “Eld Unknown” by Lena Raine
    • Plays in Dripstone Caves, Grove, Jagged Peaks, and Stony Peaks Biomes
  • “Endless” by Lena Raine
    • Plays in Dripstone Caves, Grove, Jagged Peaks, and Stony Peaks Biomes
  • “pokopoko” by Kumi Tanioka
    • Plays in Dripstone Caves, Grove, Jagged Peaks, and Snow Slopes Biomes

The following have been added to the pool of songs which play in Overworld Biomes that do not have biome-specific music:

  • “Featherfall” by Aaron Cherof
  • “komorebi” by Kumi Tanioka
  • “Puzzlebox” by Aaron Cherof
  • “Watcher” by Aaron Cherof
  • “yakusoku” by Kumi Tanioka
Achievements

Added 4 new achievements:

  • ReVaulting – Unlock a Vault using an Ominous Trial Key
  • Who Needs Rockets? – Use a wind charge to launch yourself upward at least 8 blocks
  • Crafters Crafting Crafters – Be near a Crafter when it crafts a Crafter
  • Over-Overkill – Deal 50 hearts of damage in a single hit using the Mace
Updated Player Profile

Introducing the improved player Profile page, where you can see your own profile or the profiles of other players! In the new Profile screen, you can view achievement progress, compare stats, and access the dressing room, with more features coming later this year. This new screen will roll out slowly and become available in the coming weeks. Please try it out and let us know what you think at aka.ms/MCPreviewProfileFeedback!

 

  • Achievements View:
    • See your friend’s achievement progress and some suggested next achievements you can work on together!
    • Wondering what to do next? Check out your own suggested achievements.

 

  • Stats View:
    • Check out your Minecraft stats, including blocks broken, distance travelled, time played, and mobs defeated. The stats view combines play across all platforms.
    • Press the “Compare stats” button and select a friend to engage in a little friendly competition.

 

  • Compare Stats View:
    • Compare stats with others to see who’s broken more blocks, travelled more distance, defeated more mobs, and played longer.
  • Getting to the new Profile Screen:
    • In the new Play Screen UI, you can access Profile from the Play menu.
      • Open the Friends Drawer and click on your friends to see their profiles, or click “Search for Players” from the Friends Drawer to find new profiles.
    • In the old UI, click “Add Friends” from the Friends tab and search for friends. Click on them to view their profiles.
Known Issues:
  • Using Trident with Riptide Enchantment during Wind Charge jump does not negate Wind Charge fall damage protection
Fixes and Changes:
Performance / Stability:
  • Fixed a crash that could occur when teleporting to a region where a Piston was pushing a Chest (MCPE-179440)
  • Fixed a crash that could occur when the player began losing air
  • Containers being cloned over no longer keep their container screens open and cause crashes
  • Fixed an issue that could cause the loading screen to get stuck for some time around 41% (MCPE-175550)
  • Fixed not being able to load into worlds with some texture packs (MCPE-180918)
  • Fixed crashes that could occur when creating worlds on new Realms and backing out at the Online Safety dialog box
  • Support prevention of app/flow restart when dark mode toggled on or off on across Android devices
General
  • Fixed an issue where the ‘Let It Go’ trophy did not unlock on PlayStation®4
  • The ‘Castaway’ achievement can now be reliably unlocked (MCPE-118433)
  • The game no ensures the proper controller gets assigned to player 1 when playing on Xbox (MCPE-163023)
  • Fixed a bug causing Character Creator skins with removed eyes to break skin texture loading (MCPE-181228)
Gameplay
  • Added 4 new ambient cave sounds
  • Players can now stand on Boats that float on water (MCPE-105535, MCPE-120687)
  • Sprinting speed is no longer activated with a delay (MCPE-178858)
  • Flower forests now generate all expected flower types (MCPE-180417)
Mobs
  • Armadillos no longer repeatedly roll and unroll when receiving damage from blocks (MCPE-180142)
  • Naturally spawning mobs now spawn at the center of a block (MCPE-99315)
    • This fixes many issues where mobs could not spawn on slopes, in narrow passageways, and in other situations where they were expected to
    • For technical players, this bug fix will mean that some player-made mob farms no longer fully work. We appreciate the time the community puts into building clever farms and we try to avoid breaking farms when we can. In this case, we felt that this change was necessary because it improves the way spawning works in many biomes
  • The types of damage that can cause a mob to panic have been restricted (MCPE-167513)
    • Only the following damage causes now induce panic:
      • “campfire”
      • “entity_attack”
      • “entity_explosion”
      • “fire”
      • “fire_tick”
      • “fireworks”
      • “freezing”
      • “lava”
      • “lightning”
      • “magic”
      • “magma”
      • “projectile”
      • “ram_attack”
      • “sonic_boom”
      • “soul_campfire”
      • “temperature”
      • “wither”
Blocks
  • Fixed a recipe bug where any type of Stone Slab could be used to craft a Grindstone with Crimson, Mangrove, or Warped Planks. It can now only accept the actual normal Stone Slab, no other type of stones
  • Cauldrons filled with potions now keep the color of the potion when pushed by a Piston
  • Added unique sounds for breaking and placing Cobwebs (MCPE-180109)
  • Items drops from blocks destroyed in an explosion now get merged into bigger item stacks before spawning in the world
  • All blocks now drop items by default when exploded with TNT (MCPE-56036)
  • Added a new game rule to control decay of drops from TNT explosions, named “tntExplosionDropDecay”
    • The rule can be set to “true” to re-enable the previous behavior where not all blocks would drop when exploded by TNT
Items
  • When using an item on an entity, it is now necessary to release the use button before being able to use it again, which prevents players from inadvertently consuming items themselves when interacting with entities
  • Chemistry items now appear in the Creative mode inventory when the Education Edition toggle is enabled
  • Tridents no longer damage the Ender Dragon when it is perching (MCPE-37112)
  • Fixed a bug that loaded held player item incorrectly, causing possible item duplication
  • Banners are once again obtainable via the recipe book (MCPE-179650)
Air Bubbles
  • The oxygen bar now disappears immediately when switching to Creative mode underwater (MCPE-139168)
  • Added an empty state for air bubbles on the oxygen bar, along with a wobble when the player is drowning
  • Added a popping sound when bubbles pop on the oxygen bar
Graphical
  • Changed the default Anti-Aliasing setting from 4 to 2 for better performance with minimal visual degradation
  • Fixed Character Creator hair and headwear clipping through worn Pumpkins and Mob Heads (MCPE-128908)
  • Status effect particle colors are no longer blended into one particle color
    • Up to 8 active visible status effect particles are now rendered separately
Realms
  • In Realms, blocks no longer reappear after breaking them in Creative Mode with Delayed Block Breaking toggle turned off (REALMS-11707)
  • Fixed a crash when opening Realms Stories (MCPE-178759)
  • Fixed Realms Stories availability for Xbox players
  • Combined Realm Events of the same type that happen on the same day
  • Fixed Realms Stories posts on Xbox devices with more than one user signed in
  • Fixed Realm Events on Xbox devices with more than one user signed in
Accessibility
  • Fixed an issue where pressing Enter on a keyboard, keypad, or controller (menu button) did not send messages on the Chat screen (MCPE-170890)
  • Fixed various keys not being bindable when using external keyboards on mobile devices (MCPE-176505, MCPE-176878)
Touch Controls
  • Fixed a bug where players could not navigate through the inventory using keyboard on touch devices
  • On touch devices, when moving items between different slots, the icon no longer appears as duplicated between the moving item and the destination slot
  • On touch devices, when moving enchanted items between different slots, the moving icon is now rendered correctly
  • On touch devices, stack-splitting UI no longer appears for unstackable items
  • On touch devices, items from Creative Inventory are now unselectable
  • On touch devices, it is now possible to swap two identical items
  • Added slide-off persistence to new d-pad touch control scheme
  • Changed positioning and scale of default new touch d-pad control scheme. Also allows for moving the d-pad closer to the hotbar when customizing touch controls
  • Made the jump and ascend in water button overlap so now the player can stay above water more easily (MCPE-179689)
User Interface
  • Added a new HUD overlay that displays the number of days played in a world. The overlay is enabled with the “Show days played” world setting
  • Fixed a bug where GUI scale was not modifiable after changing between handheld and docked mode on Nintendo Switch (MCPE-159959)
  • Added missing indentation to list items in some modals, which should make those lists easier to read
  • Removed faulty hotbar scale setting for Pocket UI
  • “Draw” and “Release” tooltips now appear for Crossbows (MCPE-44845)
  • “Read Book” tooltip now appears when it’s possible to read a Book from a Lectern even when you are not holding an item (MCPE-44848)
  • “Place” tooltip now appears for doors (MCPE-157688)
  • Fixed a bug that prevented navigating to previously sent messages with a keyboard on Xbox (MCPE-174648)
  • Recipes that are always unlocked will be available when the game rule “dolimitedcrafting” is enabled (MCPE-175449)
  • Stack splitting window is now aligned with the inventory slots (MCPE-173632)
  • The text on the Realms buttons in Create New World and Edit World have been made consistent with each other (MCPE-179777)
  • The respawn radius field now resets to the correct default value if given invalid input (MCPE-179686)
  • The chat caret now is placed at the end of the text when navigating to previously sent messages/commands with an external keyboard on mobile devices (MCPE-178574)
Technical Updates
Updated Add-On Template Packs
  • Updated Add-On templates for 1.21.0 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks
General
  • Fixed a crash when an entity identifier was too complex
  • Removed ‘server-authoritative-block-breaking’ from the default server.properties
  • Removed ‘server-authoritative-sound’ from server.properties
  • Fixed a problem where teleporting while using an item with a long use duration could leave it in an unresponsive state until the use duration elapsed
  • Documentation for version 1.13.0 of “Decoration Features” is now up to date
  • Changed Biome documentation to generate with a different system, which will cause the layout and order of those documentation elements to change
  • Fixed a bug where, if a block and item are registered with the same identifier, the block returns a null item when ‘picked’
  • Fixed an issue where particle effect lifetime event timeline did not trigger events as expected
  • Removed Free camera preset experiment as the Free camera preset is available in retail
API
  • ScreenDisplay
    • Moved getHiddenHudElements(): HudElements[] from beta to 1.11.0
    • Moved isForcedHidden(hudElement: HudElements): boolean from beta to 1.11.0
    • Moved resetHudElements(): void from beta to 1.11.0
    • Moved setHudVisibility(visible: HudVisibility, hudElements?: HudElements[]): void from beta to 1.11.0
    • Moved hideAllExcept(hudElements?: HudElements[]): void from beta to 1.11.0
  • HudElement
    • Moved HudElementenum from beta to 1.11.0
    • Moved HudElementsCount from beta to 1.11.0
  • HudVisibility
    • Moved HudVisibility enum from beta to 1.11.0
    • Moved HudVisibilityCount from beta to 1.11.0
  • Moved WeatherChangeBeforeEvent from beta to 1.11.0
  • BlockPermutation
    • Removed function clone
  • Creator Settings UI
    • Watchdog settings
    • Increase script hang threshold
    • Disable/Enable slow script warnings and adjust threshold
    • Disable/Enable script spike warnings and adjust threshold
    • Removed disableWatchdog method
    • Added disableWatchdogTimingWarnings to disable spike and slow warnings per behavior pack
  • Released ItemEnchantableComponent from beta to 1.11.0
  • Released Enchantment APIs from beta to 1.11.0
    • interface Enchantment
    • enum EnchantmentSlot
    • class EnchantmentType
    • class EnchantmentTypes
  • Added new interface EntityFilter with many of the existing options from EntityRaycastOptions
  • EntityRaycastOptions now inherits from EntityFilter
  • EntityQueryOptions now inherits from EntityFilter
  • Removed property blockFilter (and several others, now moved to EntityFilter) from BlockRaycastOptions
  • BlockRaycastOptions now inherits from BlockFilter
  • Released BlockFilter to 1.4.0
  • Released volume from beta to 1.11.0
  • GameRules
    • Released GameRules from beta to 1.11.0
    • Released GameRuleChangeAfterEvent from beta to 1.11.0
    • Released GameRuleChangeAfterEventSignal from beta to 1.11.0
    • Released gameRules from beta to 1.11.0
    • Released gameRuleChange from beta to 1.11.0
  • EntityTameableComponent
    • Changed return type of getTameItems to ItemStack[]
    • Changed tame to take a player
    • Added method tamedToPlayertamedToPlayerIdisTamed
  • Released EntityColor2Component from beta to 1.11.0
  • Released PaletteColor from beta to 1.11.0
  • Released matches from beta to 1.11.0
  • Released EntityNavigationComponent from beta to 1.11.0
  • Released EntityNavigationClimbComponent from beta to 1.11.0
  • Released EntityNavigationFloatComponentf rom beta to 1.11.0
  • Released EntityNavigationFlyComponent from beta to 1.11.0
  • Released EntityNavigationGenericComponent from beta to 1.11.0
  • Released EntityNavigationHoverComponent from beta to 1.11.0
  • Released EntityNavigationWalkComponent from beta to 1.11.0
  • Moved entity from beta to 1.11.0
  • Moved EntityTameMountComponentand method tame from beta to 1.11.0
  • Moved EntityRideableComponent from beta to 1.11.0
  • Moved Seat from beta to 1.11.0
  • Moved EntityRidingComponent from beta to 1.11.0
  • Fixed GameRulesrule property-setters so that changes are propagated to clients
  • Moved startItemCooldownand player.getItemCooldown from beta to 1.11.0
  • Released playSound from beta to 1.11.0
  • playSound is now deprecated and will be removed in a future major version
    • Use Dimension.playSound as the alternative
  • Released ListBlockVolume from beta to 1.11.0
  • Released BlockVolumeBase from beta to 1.11.0
  • Released BlockLocationIterator from beta to 1.11.0
  • Moved method getGameMode(): GameMode from beta to 1.11.0
  • Moved method setGameMode(gameMode?: GameMode): void from beta to 1.11.0
  • Moved member playerGameModeChange: PlayerGameModeChangeAfterEventSignal from beta to 1.11.0
  • Moved member playerGameModeChange: PlayerGameModeChangeBeforeEventSignal from beta to 1.11.0
  • Moved class PlayerGameModeChangeAfterEvent from beta to 1.11.0
  • Moved class PlayerGameModeChangeAfterEventSignal from beta to 1.11.0
  • Moved class PlayerGameModeChangeBeforeEvent from beta to 1.11.0
  • Moved class PlayerGameModeChangeBeforeEventSignal from beta to 1.11.0
  • Added ItemComponentConsumeEvent for beta
  • Changed waitTick(ticks?: number)to system.waitTicks(ticks: number);
  • Renamed property selectedSlotto selectedSlotIndex and moved it from beta to 1.11.0
Blocks
  • The “tallgrass” block is now split into unique instances “short_grass” and “fern”
  • “double_plant” block is now split into unique instances “sunflower”, “lilac”, “tall_grass”, “large_fern”, “rose_bush” and “peony”
  • “coral_block” block is now split into unique instances: “tube_coral_block”, “brain_coral_block”, “bubble_coral_block”, “fire_coral_block”, “horn_coral_block”, “dead_tube_coral_block”, “dead_brain_coral_block”, “dead_bubble_coral_block”, “dead_fire_coral_block” and “dead_horn_coral_block”
  • “stone_block_slab” block is now split into unique instances “smooth_stone_slab”, “sandstone_slab”, “petrified_oak_slab”, “cobblestone_slab”, “brick_slab”, “stone_brick_slab”, “quartz_slab”, and “nether_brick_slab”
  • Updated block geometry to allow uv rotations
    • This allows you to rotate the specified uv rect in 90 degree increments before applying it to a block face
    • Supported from minecraft:geometry format version 1.21.0 and up
  • Added pivot for scale in the Block Transformation Component
  • Added pivot for rotation in the Block Transformation Component
Commands
  • Fixed hunger element so that its visibility can be changed with the /hud command
Components
  • The default values for the “damage_sources” field of “behavior.panic” have been updated
    • For the complete list of the new default values, refer to the “Vanilla Parity” section of the changelog
    • This change only affects entities with a format version of 1.21.0 or higher
  • Multiple items with the same custom component will now correctly trigger custom component logic
Entities
  • Updated entity geometry to allow UV rotations. This allows you to rotate the specified UV rect in 90 degree increments before applying it to a cube face of an entity model. Supported from minecraft:geometryformat version 1.21.0 and up

Items

  • Unlocking requirements are now sent to clients for “minecraft:recipe_shapeless” and “minecraft:recipe_shaped”
    • It allows the UI to suggest recipes that are always unlocked when the game rule “dolimitedcrafting” is enabled
Experimental Technical Updates
API
  • Changed function from fillBlocks(begin: Vector3, end: Vector3, block: BlockPermutation | BlockType | string, options?: BlockFillOptions): number to fillBlocks(volume: BlockVolumeBase | CompoundBlockVolume, block: BlockPermutation | BlockType | string, options?: BlockFillOptions): ListBlockVolume
  • BlockFillOptions
    • Removed member matchingBlock?: BlockPermutation
    • Added member blockFilter?: BlockFilter
    • Added member ignoreChunkBoundErrors?: boolean
  • Added ItemComponentUseCompleteEvent for beta
    • Moved setTypeAPI from beta to stable 1.11.0
    • Added function waitTick(ticks?: number): Promise where the returned promise is resolved after “ticks” number of ticks or 1 tick if no ticks parameter is supplied
  • Removed argument waterlogged from function setBlockPermutation and moved it from beta to 1.11.0
  • Moved function saveToWorld from beta to 1.11.0
  • Moved function saveAs from beta to 1.11.0
  • Updated signature of createFromWorld and moved it from beta to 1.11.0
  • Renamed function getIds to getWorldStructureIds and moved it from beta to 1.11.0
  • Added ItemComponentMineBlockEvent for beta
  • Event Signals
    • Unsubscribe is no longer marked as “@throws”. It does not throw exceptions and never has
  • Added getAll to beta
  • Added PlayerInputPermissions and inputPermissions for enabling & disabling categories of player input permissions
  • Added InputPermissionCategory
  • Added afterEvents.playerInputPermissionCategoryChange for listening to changes to a players input permissions
  • Added ignoreBlockCollision to EntityRaycastOptions which when true, will make the raycast not stop on block collision
  • Added includePassableBlocks to EntityRaycastOptions which when true, passable blocks like vines and flowers will be considered as blocks that ‘stop’ the raycast
  • Added includeLiquidBlocks to EntityRaycastOptions which when true, liquid blocks will be considered as blocks that stop the raycast
  • Added ItemComponentHitEntityEvent and ItemComponentBeforeDurabilityDamageEvent for beta
  • get will now handle items whose names have changed so that scripts referencing old names will still work as intended
  • Added ItemComponentUseOnEvent for beta
  • Moved typeIdand Block.matches from beta to stable
  • Update JavaScript engine
    • BigInt support
    • hasOwn
    • Array findLast and at
    • Miscellaneous bug fixes
  • @minecraft/server.BlockType
    • Moved idAPI from beta to stable 1.11.0
  • @minecraft/server.BlockTypes
    • Moved BlockTypes API from beta to stable 1.11.0
    • Moved typeAPI from beta to stable 1.11.0
  • @minecraft/server.Block
    • Moved typeAPI from beta to stable 1.11.0
  • EntityTameMountComponent
    • Added method tameToPlayer
    • Added properties isTamedisTamedToPlayertamedToPlayer, and tamedToPlayerId
  • GameRules
    • Added property showDaysPlayed to beta
  • Fixed PlayerInputPermissions input-lock category property-setters so that changes are propagated to clients
  • Fixed issue where blocks with custom components could not have a block placed onto them without crouching
  • Added new interface VectorXZ
  • Added method getTopmostBlock which will perform a raycast from the top of the world downwards, trying to find the first solid block
  • Added method getBlockAbove which will perform a raycast from a given position, trying to find the first solid block above
  • Added method getBlockBelow which will perform a raycast from a given position, trying to find the first solid block below
Molang
  • Added Molang state_time -> numberfor animation controllers, which returns the time in seconds spent in the current controller state (inclusive of blend time)
    • Requires the ‘Upcoming Creator Features’ experimental toggle
  • Additional details:

This update brings the following to the game:

  • Trial chambers are a new structure releasing as part of the update that are filled with traps, tricks, and treasures! No-one knows who built these sprawling copper structures (or if they do, they didn’t tell me!), but we do know what you’ll find inside them: a slew of new challenges, mobs to do battle with, rewards to claim, and blocks to build with. 
  • New mobs: the Breeze and the Bogged
    • The breeze is a mob that not only boasts envious eyebrows, but also a powerful projectile attack that can send its foes flying. This mischievous mob loves to leap dizzying circles around players and is hard to pin down with arrows. If you want to best a breeze, you’ll have to be quick on your feet, and even quicker with your sword-slashing! 
    • Keep your eyes peeled for the bogged too, a poisonous skeleton that’s as happy in the trial chambers as it is in muddy Overworld swamps. Clad in rags and covered in moss and mushrooms (cute!), this fearsome foe will do everything in its poisonous power to make your trial as challenging as possible. Can someone please remind me to add milk to my trial chamber preparation list? 
  • New block: the Vault.
    • The vault is a special new block added as part of the Tricky Trials Update that rewards every player with precious, precious loot in exchange for a trial key! Unlike chests, which can be emptied by one player in a Realm (usually one of my brothers…), the vault rewards every player in your adventuring party that unlocks it with a trial key once! But what do you need to do to clasp your blocky hands around that key? It’s quite straightforward: defeat all the mobs from the spawner.
  • New trials: Ominous Trials
    • The new ominous trial feature is part of a larger system of opt-in challenges that also include village raids – perfect for players that like to sprinkle their Overworld adventures with a healthy dose of extra peril
    • To trigger an ominous trial or a village raid, you need to find an ominous bottle and drink from it to gain the optimistically titled Bad Omen effect. Ominous bottles can be dropped by raid captains or looted from vaults. Then it’s up to you which ominous path you wish to take next: run into a village to trigger an illager raid (sorry!) or venture into the trial chambers to transform your Bad Omen effect into a Trial Omen effect and trigger an ominous trial. 
    • Ominous trials are like regular trials, only harder. With the Trial Omen in effect, you’ll find that the trial spawners around you will start spewing out tougher mobs (with even tougher armor!) as well as potions and projectiles. Battle on until the spawner resets and you might be rewarded for your bravery with an ominous trial key! These unlock ominous vaults (there’s a theme in the naming here), which reward you with rarer loot – like the heavy core, a component used to craft the new mace!  
  • New weapon: the Mace
    • The mace is a new weapon coming as part of the Tricky Trials Update, and it’s smashing. Crafted using a breeze rod (dropped by breezes) and a heavy core (a new item only found in ominous vaults), you’ll feel more powerful than a charged creeper with this new weapon in your hand. Use its smash attack while falling and knock back your enemies. The best part is you’ll feel like a blocky superhero while doing it – because the longer you fall, the stronger the mace’s smash. 
    • The mace also has three unique enchantments to make it even more powerful.
      • The Density enchantment lets you deal even more damage when dropping down and smashing your foes, while the Breach enchantment lets your mace penetrate the armor of even the strongest hostile mobs (gold-clad zombies, I’m coming for you!).
      • You can even evoke the breeze’s leaping abilities with the Wind Charge enchantment, which launches you high in the air after landing a successful smash attack (making it easier for you to chain your attacks!).
      • If you prefer flying to fighting, then you’ll want to defeat a breeze, and get your hands on the wind charge! The wind charge launches a powerful gust of air that’ll not only deal damage on contact, but also send nearby foes flying. If that wasn’t enough reason to battle a breeze, did you know you can even use the knockback from the wind charge to boost your jumping ability? Wheeee
  • New decorations
    • Decorate your base (or your armor) with a memory of your trickiest trial chamber experience with the new armor trims, pottery sherds, or banners coming as part of the update.
    • Whether you want to show everyone you meet that you’ve bested the breeze by sporting the flow or bolt amor trims (found as rewards in the vault!), or you want to declare yourself as being firmly on #TeamBreeze by covering your base in the guster banner, there are more ways than ever to bring a piece of your adventure home with you. Personally I’m excited to update my decorated pot collection with not one, not two, but three new pottery sherds! 
  • New feature: Auto-crafting
    • After all that excitement you’ll likely have an inventory full of new items and more than a few maces to craft. That’s where the crafter comes in, because this powerful new block uses redstone for automated crafting. Pick a recipe, add stacks of ingredients, supply a redstone pulse, and tada! In just a few ticks, your auto-crafted item will pop out into the Minecraft world.
  • New decoration blocks
    • Alongside the copper bulb, a redstone-toggled light source that dims and brightens depending on its oxidization levels, there are also a host of new tuff and copper blocks to use for building that long-overdue base extension. 
    • Wax lyrical about copper thanks to the copper trapdoor, copper door, copper grate, and chiseled copper block, which can all oxidize, plus be waxed and scraped. Tuff blocks now also have a family of craftable blocks, so you can chisel them, polish them, and turn them into stairs, slabs, bricks, or walls! Bring a bit of the trial chambers home with you – or better yet, relocate your base into the trial chambers themselves!
  • Adds 20 paintings
    • There are also twenty new paintings coming to Minecraft as part of the Tricky Trials update. These include five by Mojang Studios’ very own Game Artist Sarah Boeving, and 15 by Kristoffer Zetterstand, the artist behind such Minecraft classics as “Skull on Fire” and “Pigscene”! 
 

Minecraft – Ver. 1.20.81

  • Release date: ???
  • Patch notes:
  • Fixed several crashes that could occur during gameplay
  • Camera no longer lags one frame behind after teleporting
  • Additional notes: none.
  • Source: Mojang

Minecraft – Ver. 1.20.80

  • Release date: April 23rd 2024 (North America, Europe) / April 24th 2024 (Japan)
  • Patch notes:

New Features:

Armadillo

  • The Armadillo is a new passive mob that:
    • spawns in Savannas and Badlands biomes
    • drops Armadillo Scutes periodically
    • drops Armadillo Scutes when brushed
    • its favorite food is Spider Eyes

Armadillo Rolling Up Behavior

  • Armadillo rolls up when it detects a threat such as:
    • a sprinting player
    • a player in a vehicle or mounted
    • undead mobs
    • a mob, or a player that has attacked it recently
  • It does not roll up when:
    • it is fleeing
    • in water
    • in the air or
    • on a leash
  • When an Armadillo is rolled up it does not walk, cannot eat, and will not be tempted by food
    • It will continue to scan for threats, occasionally peeking to check the surroundings: if none are detected for 4 seconds, it will unroll
    • In a rolled up state, its shell will protect it, and reduce the damage dealt to it, even allowing it to fully resist weak attacks
    • Spiders and Cave Spiders will run away from Armadillos, and only if they are not in a rolled up state

Armadillo Scutes

  • Armadillo Scutes can be used to craft Wolf Armor
  • They are dropped by Armadillos
  • Dispensers can be used to brush Armadillo Scutes off Armadillos

Wolf Armor

  • The Wolf Armor will protect the wolf from most damage sources until the armor loses all durability and breaks
  • Wolf Armor shows signs of increased breakage as durability goes down
  • Players can repair the Wolf Armor with Armadillo Scutes while it is equipped on the Wolf, or on an Anvil using Armadillo Scutes
  • Wolf armor can be dyed in similar fashion to Leather Armor
  • Using Wolf Armor on an adult tamed Wolf will equip the armor on the Wolf
  • Only a Wolf’s owner can put a Wolf Armor on their tamed Wolf, and with this in mind; Dispensers cannot put Wolf Armor on wolves
  • Using Shears on a Wolf that is wearing armor will make it drop the armor
  • Only a Wolf’s owner can repair a Wolf Armor on a Wolf or shear a Wolf Armor from it, and with this in mind; Dispensers cannot remove Wolf Armor from wolves
  • If a Wolf dies while wearing armor, it will drop the armor

Tamed Wolves health and damage

  • Tamed Wolves now have 40 health points (20 hearts) instead of 20 health points (10 hearts)
  • They no longer take half of the damage from most environmental sources like they used to do
    • In most cases this change will make no difference given the health boost, but now they can withstand more damage from players and arrows
  • Feeding a Wolf now heals twice as many health points
  • Adjusted spawning conditions for Wolves, allowing them to spawn on Coarse Dirt and Podzol blocks

Wolf variants

New Wolf variants have been added. The variant is determined by the biome they spawn in. Read about each one in this paw-some article!

  • Pale Wolf – The familiar Wolf variant that now spawns in the Taiga biome, with a default pack size of 4
  • Woods Wolf – A variant that spawns in the Forest biome. This will be the dominant Wolf variant that you will be able to find in the Overworld, since the Forest biome is very common
  • Ashen Wolf – A variant that spawns in the Snowy Taiga biome
  • Black Wolf – A variant that spawns in the Old Growth Pine Taiga biome, in smaller packs of 2 to 4
  • Chestnut Wolf – A variant that spawns in the Old Growth Spruce Taiga biome, in smaller packs of 2 to 4
  • Rusty Wolf – A variant that spawns in a new location for wolves – the Sparse Jungle biome, in smaller packs of 2 to 4
  • Spotted Wolf – A variant that spawns in a new location for wolves – the Savanna Plateau biome, in larger packs of 4 to 8
  • Striped Wolf – A variant that spawns in a new location for wolves, the Wooded Badlands biome, in larger packs of 4 to 8
  • Snowy Wolf – A variant that spawns in the Grove biome. A rare type, that always walks alone

When summoned in other ways (e.g. using the Spawn Egg or using the summon command), the variant selection follows the natural spawning biome rules with the following extensions:

  • Rusty Wolf: will be selected in all Jungle biomes, including Jungle and Bamboo Jungle Biomes
  • Spotted Wolf: will be selected in all Savanna biomes, including Savanna and Windswept Savanna Biomes
  • Striped Wolf: will be selected in all Badlands biomes, including Badlands and Eroded Badlands Biomes

Realms Stories

  • Introducing Realms Stories, a new social hub for your Realm
    • Realms Stories features include: 
      • The Story Feed – lets you share your greatest gameplay moments with your fellow Realm members
      • The Timeline – lets you see when other members are playing on the Realm
      • The Members tab – shows a list of all Realm members and their permission levels
      • Realm Events – Stories that get posted automatically when certain player actions are taken in the Realm. There are 19 unique Realm Events so far – can you discover all of them?
  • Known issues:
    • We need a little more time to deliver the best possible experience for iOS, and will be rolling out Realms Stories on that platform in the near future. 
    • Xbox-only: If multiple users are signed into an Xbox, then the users might not be able to post to Realms Stories from that Xbox (unless all users besides the primary user log out).
    • Xbox-only: If multiple users are signed into an Xbox, Realm Events will not be posted, but they will be recorded. If all users but the primary user sign out of Xbox, and the primary user returns to the Minecraft play screen, the Realm Events that were recorded before should get posted. However, the Realm Events may be credited to the wrong user.
    • If users are in split-screen mode, only the primary user will be able to open Realms Stories.
    • If users are in with a guest (user who is not signed into their Microsoft account), and the primary user attempts to make a post, the post may fail, or be credited to the wrong user.

Enhancements to Finding Friends

We’ve improved the way you connect with players in Minecraft! To help you follow & friend players we added multiple features including:  

  • Lists of recommended and suggested friends
  • Improved search to give partial results while you are typing
  • Ability to share your profile information through a QR code or a share link
  • A handy button that copies your Gamertag to the clipboard

Experimental Features:

Mace

  • A new heavy weapon to smash your enemies!
  • Leverage the weight of this new weapon to deal additional damage the farther you fall before hitting your target
    • Try it out by jumping down toward your target, and hit them before you hit the ground
    • Successfully striking a target in this way will negate any damage accumulated from the fall, similar to how a Wind Charge works
    • Other entities near the struck enemy will be knocked back by the immense force of the Mace
  • Using a Mace will decrease its durability like any other weapon; repair it with Breeze Rods at an Anvil
  • Players can use a Mace in combination with Wind Charges to launch up and deliver devastating smash attacks on their enemies

Breeze Rod

  • A new item dropped by the Breeze that can be crafted into 4 Wind Charges, or used with the Heavy Core to craft the Mace

Heavy Core

  • A mysterious, dense block which can be combined with a Breeze Rod to craft the Mace
  • Heavy Cores can be obtained from Vaults

New Armor Trims

  • Added Bolt and Flow Armor Trims and Smithing Templates
  • These new Armor Trims can be obtained from Vaults
  • Bolt can be duplicated using a Copper Block or Waxed Copper
  • Flow can be duplicated using a Breeze Rod

New Banner Patterns

  • Added Flow and Guster Banner Patterns
  • These new Banner Patterns can be obtained from Vaults

New Pottery Sherds

  • Added Flow, Guster, and Scrape Pottery Sherds
  • These new Pottery Sherds appear on Decorated Pots throughout Trial Chambers

Trial Chambers

  • Struggle no more to locate a Trial Chamber – level up your nearest Cartographer to Journeyman for the opportunity to trade for a Locator Map pointing to a nearby Trial Chamber
  • Added new chambers and variations, with new challenges!
    • Remade chamber_9, and renamed it to “slanted”
    • Remade chamber_3, and renamed it to “pedestal”
  • Added Flow, Guster, and Scrape Pottery Sherds to the Decorated Pots in the decor structure pool
  • Trial Spawners will now appear more frequently in the corridors
  • Changed the layout of blocks around the Vaults
  • The loot tables of Vaults in Trial Chambers have been updated to address some inventory management issues
    • You will now get no more than 1 unstackable item per Vault
    • You will more often get rewards which can stack together
    • Horse Armor and Saddles have been removed from the loot table
  • Vaults in Trial Chambers can now eject:
    • Wind Charges
    • Bolt Armor Trim Smithing Template
    • Flow Armor Trim Smithing Template
    • Flow Banner Pattern
    • Guster Banner Pattern
    • Heavy Core

Fixes and Changes:

General

  • Fixed an issue preventing iOS devices from auto-locking and going to sleep when idle after the player left any world (MCPE-179214)

Gameplay

  • Holding the jump button while swimming underwater no longer results in a player drowning while appearing to be swimming at water’s surface (MCPE-170969)
  • Holding the jump button while swimming horizontally (not upwards) at or near water’s surface will keep the player swimming at the surface at a height where breathing is possible (MCPE-170969)
  • Players no longer crawl after sneaking onto a Bed with a 1.5 block gap above it (MCPE-178370)
  • Trail Ruins now generate correctly on 32 bit-devices (MCPE-178549)
  • Fixed a bug where guest players could not add trims to custom armor (MCPE-170317)
  • Buckets can once again pick up liquids immediately after being placed (MCPE-176634)

Mobs

  • Wolves’ tails are now correctly positioned when sitting (MCPE-31121)
  • Wolves now correctly leap at their targets (MCPE-19740)
  • Fixed vertical position of tamed mobs from the clients/guests perspective after they teleport to their owner (MCPE-139168)
  • Horses and Boats no longer slide to unexpected previous locations upon mounting or dismounting
  • Rabbits are now more likely to spawn in Groves than before
  • Foxes are now less likely to spawn in Groves than before

Blocks

  • Fixed occasional double placement of blocks when bridging (MCPE-123455)
  • Sweet Berry Bush now drops up to 6 Sweet Berries when mined using a Fortune enchanted tool (MCPE-172622)
  • Fully grown Cocoa Pods now consistently drop 3 Cocoa Beans
  • Fixed an issue causing Beds placed across chunk borders to sometimes break or turn invisible (MCPE-31389)

Items

  • Shields can now partially block damage dealt by Guardians and Elder Guardians’ laser attack

Graphical

  • Increased maximum render distance to 36 for Xbox Series consoles
  • Updated the missing tile texture to a dirt block with brown question mark
  • The Lead item now renders correctly when the “Hide Hand” option is selected

User Interface

  • The updated “You Died!” screen is no longer experimental. Thank you for all of the feedback you have sent in about this updated feature!
  • The feedback button has been moved from Main Menu to the Settings screen under the General tab with label “Help Center”
  • Increased the time interval for showing a standard loading tip
  • Increased range for the “move up” button, such that you can now slide off slowly to the near buttons without stopping the movement (MCPE-178399)
  • On touch devices, when items are swapped, the icons now move in the correct direction
  • On touch devices, the selected item now has a blue background on all screens
  • Flying item animation is no longer missing on touch-screen versions of Beacon, Cartography, and Smithing Table screens
  • Reduced frame stutter when encountering a Character Creator skin in-game
  • Fixed a bug that prevented recipes without unlock criteria from showing up in the recipe book
  • On touch devices, item transfer animation is now rendered above static items
  • Resolved an issue where “Signing in…” text might not have appeared on the main menu while sign in was actually in progress

Technical Updates

Updated Add-On Template Packs

  • Updated Add-On templates for 1.20.80 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks

General

  • Fixed an issue where should_update_bones_and_effects_offscreen and should_update_effects_offscreen were being ignored
  • Fixed an issue where the primary user login was not resolved before launching the world when performing a protocol launch using connect?localLevelId= or connect?localWorld= (MCL-24096)
  • Fixed a bug that prevented custom features in behavior packs from loading
  • Fixed a crash during the load process of localization strings
  • Removed FilterTextPacket

API

  • Dynamic imports (e.g., import(“/my-module.js”)) should be functional again
  • BlockTypes will now return valid types for flattened or refactored block names
  • EntityMountTamingComponent
    • Renamed EntityMountTamingComponent to EntityTameMountComponent
    • Renamed setTamed to tame
  • Released BlockComponentTypes from beta to 1.10.0
  • Released EntityComponentTypes from beta to 1.10.0
  • Released ItemComponentTypes from beta to 1.10.0
  • Removed filters as they currently have no backing implementation
  • Fixing some component isValid methods where they didn’t properly return false in cases where the component had been removed from the Entity
  • Added PaletteColor enum to beta for use with ItemColorComponent/ItemColor2Component
  • Added ItemColor2Component to beta for reading minecraft:color2
  • Setting a dynamic property with a key larger than 32kb now will result in an exception
  • Moved EntityType and EntityTypes from beta to 1.11.0
  • Released playMusic,Player.queueMusic, Player.stopMusic from beta to 1.11.0
  • Removed BlockAreaSize from beta and replaced usages with Vector3
  • Renamed parameter itemCategory in getItemCooldown and player.startItemCooldown to cooldownCategory
  • Changed type to only EnchantmentType to follow API guidelines
  • Added EnchantmentSlot and slots to beta for determining the enchantable slots of an item
  • Added ‘minecraft:custom_components’ block component under the Beta APIs feature flag

Mobs

  • Added spawn categories to Bedrock. They will be used in the future for mob spawning. Spawn categories have been enabled in entity behavior pack files, but are not yet functional

Blocks

  • Blocks using custom tags in the “crafting_tags” field of their custom blocks with a “minecraft:crafting_table” component now support custom unlockable recipes (MCPE-175555)
    • This fixed a bug where some recipes did not show up when recipe unlocking was on
  • “sapling” block is now split into unique instances: “oak_sapling”, “spruce_sapling”, “birch_sapling”, “jungle_sapling”, “acacia_sapling” and “dark_oak_sapling”
  • “coral_fan” block is now split into unique instances: “tube_coral_fan”, “brain_coral_fan”, “bubble_coral_fan”, “fire_coral_fan” and “horn_coral_fan”
  • “coral_fan_dead” block is now split into unique instances: “dead_tube_coral_fan”, “dead_brain_coral_fan”, “dead_bubble_coral_fan”, “dead_fire_coral_fan” and “dead_horn_coral_fan”
  • “red_flower” block is now split into unique instances: “poppy”, “blue_orchid”, “allium”, “azure_bluet”, “red_tulip”, “orange_tulip”, “white_tulip”, “pink_tulip”, “oxeye_daisy”, “cornflower”, and “lily_of_the_valley”

Cameras

  • Added the “extend_player_rendering” camera component which allows for players (and any entities they are connected to through riding and leashes) to be rendered even if they are beyond the max entity render distance
  • Added “extend_player_rendering” component to the “minecraft:free” camera
    • This component is intended to be an enhancement and improvement to current functionality and as such will be “set to true” by default.
    • Setting this component to false will remove the added rendering capability.
    • More information on this and other camera capabilities can be found at Camera Command Introduction | Microsoft Learn
  • The server now sends chunks and actors around the camera to the client if that information already exists on the server even when the camera is placed far away from the player

Commands

  • Moved the /hud command out of Upcoming Creator Features experimental toggle.
  • Updated /titleraw and /tellraw to include support for rendering input key glyphs.

Components

  • The “interact” component’s fields “equip_item_slot” and “drop_item_slot” now support both armor and inventory slots:
    • Armor slots are specified as ‘slot.armor.head’, ‘slot.armor.chest’, ‘slot.armor.legs’, and ‘slot.armor.feet’
    • Inventory slots are specified as positive numbers, now expressed as strings
    • This change requires a world version of 1.20.80 or higher
  • Added “repair_entity_item” field to the “interact” component, which allows to repair an item in one of the entity’s inventory or armor slots
  • Entities running “behavior.follow_owner” no longer risk getting stuck into each other when teleporting to their owner
  • Added the “minecraft:body_rotation_blocked” component, which prevents an entity from visually rotating their body to match their own facing direction
  • The durations and cooldowns of “behavior.timer_flag_1,” “behavior.timer_flag_2,” and “behavior.timer_flag_3” are now correctly randomized on both start and stop, rather than only on spawn

Entity Filters

  • Added new entity filter “is_sitting”, which checks if the entity is sitting
  • Added new entity filter “has_damaged_equipment”, which checks if the entity has a certain damaged piece of equipment in the specified slot 

Molang

  • Added new query “query.armor_slot_damage”, which returns the damage value of the armor item in the specified slot

Recipes

Experimental Technical Updates

API

  • Added BlockComponentStepOnEvent for beta
  • Added BlockRegistry for beta
  • Added WorldInitializeBeforeEvent
  • Added BlockCustomComponent
  • Dimension:
    • Added function getBlocks(volume: BlockVolumeBase, filter: BlockFilter, allowUnloadedChunks?: boolean): ListBlockVolume – Gets the blocks in a volume if it matches the filter
    • Added function containsBlock(volume: BlockVolumeBase, filter: BlockFilter, allowUnloadedChunks?: boolean): boolean – Returns true if the block in volume matches the filter, false otherwise
  • Moved ItemCooldownComponent from beta to 1.10.0
  • Added BlockComponentStepOffEvent for beta
  • Added onStepOff to BlockCustomComponent
  • Added BlockComponentRandomTickEvent for beta
  • Added onRandomTick to BlockCustomComponent
  • StructureManager:
    • Added getIds(): string – Returns a list of identifiers including all structures saved to memory and the world
    • Fixed a bug where the delete function would not remove structures that were previously saved to the world but not loaded
    • Changed the default save mode of createEmpty to Memory
  • EntityQueryOptions
    • Added field propertyOptions?: EntityQueryPropertyOptions[];
  • EntityQueryPropertyOptions
    • Added field exclude – If exclude propertyId
    • Added field propertyId – Property ID
    • Added field value – Target value or comparison
  • EqualsComparison
    • Added equals
  • GreaterThanComparison
    • Added greaterThan
  • GreaterThanOrEqualsComparison
    • Added greaterThanOrEquals
  • LessThanComparison
    • Added lessThan
  • LessThanOrEqualsComparison
    • Added lessThanOrEquals
  • NotEqualsComparison
    • Added notEquals
  • RangeComparison
    • Added lowerBound and upperBound
    • Moved worldInitialize from beta to 1.10.0
  • Moved EntityProjectileComponent from beta to 1.10.0
  • Removed old Vector Please use Vector3Utils from @minecraft/math as a replacement
  • ModalFormData
    • Added submitButton method for setting the text of the form’s submit button
  • Structure APIs
    • Added function setBlockPermutation(location: Vector3, blockPermutation?: BlockPermutation, waterlogged?: boolean): void – Sets the block permutation at a given location within the structure
  • StructureManager
    • Added function saveToWorld(): void – Persists the structure as part of the broader world storage
    • Added function saveAs(identifier: string, saveMode?: StructureSaveMode): Structure – Saves a copy of the structure with a new identifier
  • EntityHitBlockAfterEvent
    • Added property hitBlockPermutation to beta
  • Creator Settings menu has a new option to automatically connect the debugger on world load (or /reload). This will make it easier to set (and catch) breakpoints at load and avoids the hassle of typing out the debugger slash command
  • Added class ListBlockVolume which extends BaseBlockVolume – A volume that stores multiple block locations
  • Structure
    • Renamed class StructureTemplate to Structure
    • Added read-only property size: Vector3 – Returns the size of the structure in blocks
    • Added function getBlockPermutation(location: Vector3): BlockPermutation | undefined; – Returns the block permutation at the given location within the structure
    • Added function isValid(): boolean – Returns false if the structure has been deleted
    • Added function getIsWaterlogged(location: Vector3): boolean; – Returns whether the block at the given location is waterlogged
  • Added an optional SpawnEntityOptions with a boolean initialPersistence field to the spawnEntity(…) function to support persistent entities in Editor tooling
  • place now places rotated structures the same way as the /structure command (MCPE-179447)
  • Moved getItemStack(amount?: number, withData?: boolean): ItemStack | undefined from beta to 1.10.0
  • Moved getItemStack(amount?: number): ItemStack | undefined from beta to 1.10.0
  • EntityAgeableComponent
    • Added property transformToItem to beta
  • EntityDefinitionFeedItem
    • Updated property item to return name with namespace in beta
  • Moved EntityTypeFamilyComponent from beta to 1.10.0
  • Added BlockComponentTickEvent for beta
    • Added ‘onTick’
  • Added BlockComponentEntityFallOnEvent for beta
    • Added ‘onEntityFallOn’
  • Added BlockComponentPlayerPlaceBeforeEvent for beta
    • Added ‘beforeOnPlayerPlace’
  • Added BlockComponentPlayerInteractEvent for beta
    • Added ‘onPlayerInteract’
  • Added BlockComponentPlayerDestroyEvent for beta
    • Added ‘onPlayerDestroy’
  • Added BlockComponentOnPlaceEvent for beta
    • Added ‘onPlace’
  • Added ItemComponentRegistry for beta
  • Added ItemCustomComponent for beta
  • Added ItemComponentUseEvent for beta
    • Moved structureManager from beta to 1.10.0
  • Structure Manager
    • Moved createEmpty from beta to 1.10.0
    • Moved delete from beta to 1.10.0
    • Moved get from beta to 1.10.0
    • Moved place from beta to 1.10.0
    • Moved id from beta to 1.1.0
    • Moved getBlockPermutation from beta to 1.10.0
    • Moved getIsWaterlogged from beta to 1.10.0
    • Moved isValid from beta to 1.10.0
  • Moved StructureSaveMode from beta to 1.10.0
  • Moved StructureRotation from beta to 1.10.0
  • Moved StructureAnimationMode from beta to 1.10.0
  • Moved StructureMirrorAxis from beta to 1.10.0
  • Removed StructureReadOptions
  • Moved StructureCreateOptions from beta to 1.10.0
  • Moved StructurePlaceOptions from beta to 1.10.0
  • Moved InvalidStructureError from beta to 1.10.0

Blocks

  • Added ‘minecraft:entity_fall_on’ block component behind the Beta API experiment
  • Added ‘minecraft:tick’ block component behind the Beta API experiment

Commands

  • Improved performance for the /give and /replaceitem No server lag if there is no target (MCPE-162190)

Entity Components

  • Added property passengerMaxWidth to EntityRideableComponent
  • Added property seatRotation to Seat

Items

  • Added ‘minecraft:custom_components’ item component under the Beta APIs feature flag
  • Additional notes: none.
  • Source: Mojang

Minecraft – Ver. 1.20.72

  • Release date: ???
  • Patch notes:
  • Fixed several crashes that could occur during gameplay
  • Additional notes: none.
  • Source: Mojang

Minecraft – Ver. 1.20.70/71

  • Release date: March 12th 2024 (North America, Europe) / March 13th 2024 (Japan)
  • Patch notes:

Vanilla Parity:

Mobs

  • Wolves can now withstand the same amount of damage as in Java Edition (MCPE-177613)
    • Rather than halving all damage dealt to tamed Wolves by entities other than Players or Arrows, as currently done in Java Edition, the maximum health of tamed Wolves has been increased from 20 to 40
    • Pre-existing tamed Wolves will need to be fed to reach the new maximum health
    • To ensure the healing rate remains consistent, the health restored by feeding Wolves has been doubled
    • Java Edition will be adjusted to match the new Bedrock Edition implementation

Experimental Features:

Wind Charge

  • Become the Breeze! Using a Wind Charge will fire off a Wind Charge projectile similar to the Breeze’s
  • A Wind Charge fired by a player will grant 10% more knockback than a Breeze’s
  • Just like the projectile fired by the Breeze, Wind Charges fired by the player also deal damage if they hit an entity directly
  • The Breeze drops between 4-6 Wind Charges when killed
  • Wind Charges have a max stack size of 64
  • There is half a second cooldown after each use
  • Wind Charges can be fired from a dispenser
  • Players that launch themselves with a Wind Charge only accumulate fall damage below the y-level of where they collided with the wind burst

Bogged

  • A new variant of Skeletons that shoot poisonous arrows
    • They’re faster to take down with 16 health instead of 20 health
    • They attack at a slower interval of 3.5 seconds instead of 2 seconds
  • Has a chance to drop Arrows of Poison when killed by players
  • These mossy and mushroom covered Skeletons spawn naturally in Swamps and Mangrove Swamps
    • Can also be found spawning from Trial Spawners in some Trial Chambers

Vault

  • A block that holds locked treasure and loot – find the right key to eject its rewards
    • Found throughout Trial Chambers, containing the structures’ most valuable loot
    • Vaults in Trial Chambers require a Trial Key to be unlocked
  • Can be unlocked by an unlimited amount of players
    • After a player has unlocked a Vault, they cannot unlock that Vault again
    • If a player has not unlocked that Vault before, an orange stream of particles will flow from the player to the Vault when nearby
  • Has a keyhole that will be open or closed depending on the players nearby
    • If any nearby player has not unlocked that Vault, the keyhole will be open
    • If all nearby players have unlocked that Vault, the keyhole will be closed
  • Within its cage, it will cycle through and display items which are possible to eject from its loot table
  • The rewards it ejects are randomized from its loot table each time it is unlocked
  • Vaults currently reuse the same loot table that reward chests previously used in the Trial Chambers
    • This loot table is temporary and will be completely revised as development continues
  • Cannot be crafted or obtained in Survival mode, and does not drop anything when mined
  • Explosion-resistant and cannot be moved

Wolf

  • The collars of tamed Wolves have been increased in size, making them visible not only from the front but also from other angles

Fixes and Changes:

Performance / Stability

  • Fixed a bug that could cause the loading screen to get stuck for some time around 40% (MCPE-175550)
  • Fixed an issue where the game could softlock while displaying the “Loading resource packs” modal
  • Fixed an issue that could cause the game to freeze when changing languages on some platforms

Gameplay

  • Upward player motion will now reset fall distance, allowing Riptide Tridents to break a fall (MCPE-126454)
  • Players can now bridge blocks over water (MCPE-163165)
  • Fixed sky light not being updated properly when big gaps of air were present between the ceiling and the floor
  • Fixed a bug that could sometimes prevent the Stronghold portal room from being generated (MCPE-19426)
  • Fixed players not unlocking “The Beginning” trophy on PlayStation for defeating a Wither, even if they were close enough to the Wither

Mobs

  • When fed, baby mobs now emit both sound and particles
  • All sounds emitted by Phantoms are now audible even when the player is facing away (MCPE-133125)
  • All sounds emitted by Wardens are now audible even when the player is facing away (MCPE-159481)

Blocks

  • Double Slabs can once again be created when stacking two of the same Slabs together (MCPE-179187)
  • Sweet Berry Bush Sapling now slows down players when walked through (MCPE-46152)
  • Cave Vines without Glow Berries no longer drop a Glow Berry when Silk Touched (MCPE-151348)
  • Blue and Black Candle Cakes now display and drop the correct type of Candle (MCPE-162868)
  • Patternless Banners taken from the Creative mode inventory will no longer reset when first placed (MCPE-178327)
  • Tall Flowers are no longer affected by Fortune enchantment (MCPE-18880)
  • Large Ferns now have a chance of dropping Wheat Seeds (MCPE-126947)
  • Tweaked the loot drop distributions for Fortune enchantment of Melon, Redstone Ore, Glowstone, and Nether Wart to better match Java Edition
  • Fixed a bug that made it so players could not place multiple items while moving, such as Boats or Fireworks (MCPE-178063, MCPE-178077)
    • As a result of this fix, we’ve had to revert the fix for Slabs and Stairs being placed inconsistently while continuously building (MCPE-54855). We’ll work to reintroduce a fix for this in an upcoming update
  • In Realms, removing an item from an Item Frame while in Creative mode no longer destroys the Item Frame (REALMS-10464)
  • In Realms, removing a book from a Lectern while in Creative mode no longer destroys the Lectern (REALMS-10536)
  • Lots of blocks now play appropriate sounds when entities fall onto them. The blocks are as follows: (MCPE-176939)
    • Amethyst Block
    • Amethyst Cluster variants
    • Ancient Debris Block
    • Anvil Block
    • Azalea Block
    • Azalea Leaves
    • Bamboo Block
    • Bamboo Wood
    • Basalt Block
    • Big Dripleaf
    • Bone Block
    • Calcite Block
    • Candle
    • Cave Vines
    • Chain Block
    • Cherry Leaves
    • Cherry Wood
    • Chiseled Bookshelf
    • Copper Block variants
    • Coral Block
    • Crimson Nylium Block
    • Deepslate Block
    • Deepslate Bricks
    • Dripstone Block
    • Frog Spawn
    • Froglight
    • Glass Block
    • Grass Block
    • Gravel Block
    • Hanging Roots
    • Hanging Sign
    • Honey Block
    • Ladder Block
    • Lantern Block
    • Lodestone Block
    • Mangrove Roots
    • Moss Block
    • Moss Carpet
    • Mud Block
    • Mud Bricks
    • Muddy Mangrove Roots
    • Nether Brick Block
    • Nether Gold Ore Block
    • Nether Sprouts
    • Nether Wart
    • Nether Wart
    • Netherite Block
    • Netherrack Block
    • Packed Mud
    • Pink Petals
    • Pointed Dripstone
    • Powder Snow
    • Rooted Dirt
    • Sand Block
    • Scaffolding Block
    • Sculk Catalyst
    • Sculk Sensor
    • Sculk Shrieker
    • Sculk Vein
    • Shroomlight Block
    • Slime Block
    • Snow Block
    • Soul Sand Block
    • Soul Soil Block
    • Spore Blossom
    • Stone Block
    • Suspicious Gravel
    • Suspicious Sand
    • Tuff Block
    • Turtle Egg Block
    • Vine Block
    • Warped Nylium Block
    • Warped Wart
    • Wood Blocks
    • Wool Block

Items

  • Updated the Globe pattern on Shields to match Java Edition (MCPE-169595)
  • In Realms, attempting destruction of one Sea Turtle Egg on a stack of more than one in Creative mode no longer destroys two at once (REALMS-10477)
  • Spawn Eggs are now called “[Mob] Spawn Egg” instead of “Spawns [Mob]” so that players can more easily search for them in the Creative mode inventory
  • End Portal Frame has been moved to Nature category in the Creative mode inventory

Touch Controls

  • Players can no longer customize touch controls while on the death screen (MCPE-178037)

Graphical

  • Added 4K resolution support for Xbox Series consoles

Realms

  • Updated the Realms Plus landing page to make it more clear how Realms subscriptions work
  • On Realms, chunks will no longer stay loaded in The End unless a player is in the area (REALMS-11358, REALMS-11290)
  • Fixed a bug where text in the Realms Subscription landing page was slightly truncated

Android

  • Storage location will switch to External automatically on fresh installs if storage permission is granted via app settings prior to launching the game on devices running Android 12 or older (MCPE-177269)
  • Certain files and directories will be generated in external storage on next launch when setting storage location to External via in-game settings on devices running Android 12 or older (MCPE-176675)

User Interface

  • Fixed chat messages initially rendering below the screen after sending them (MCPE-178905)
  • The updated Death Screen is now enabled by default, even when resource packs are applied to a world
  • Updated the design of the report a friend warning modal and the report limit warning modal
  • Fixed a bug that caused cleared text to reappear in the inventory search bar (MCPE-174590)
  • Fixed text-to-speech narration for main panel text and Realm Feed button on Realm Slots Screen

Technical Updates:

Updated Add-On Template Packs

  • Updated Add-On templates for 1.20.70 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks

General

  • Implemented a fix for the “One Block Skyblock” Marketplace map generating flat world in the distance on the client if the map was uploaded on Realms
    • Clients connected to a dedicated server or Realms will no longer improperly generate LevelChunks on the client if one of the following is true:
      • The map is a flat world
      • It’s a Marketplace map
    • This overrides server.properties setting client-side-chunk-generation-enabled for dedicated servers
  • Removed ItemFrameDropItemPacket

Commands

  • Added “has_property” filter for entity target selector that allows for targeting based on the type and value of properties
  • The /damage command no longer contains the damage type ‘suicide’. It is replaced with ‘self_destruct’ (MCPE-174865)
  • The Command Block’s interface will now remove the last error message after successfully compiling a command (MCPE-114029)

Add-Ons and Script Engine

  • Blocks using the “minecraft:material_instances” component with “render_method” = “alpha_test_single_sided” display properly when in the player’s hand

Blocks

  • Fixed ‘minecraft:geometry.full_block’ faces not rotating to match transform component
  • Fixed ‘minecraft:geometry.full_block’ blocks not culling faces against some vanilla blocks
  • “leaves” block is now split into unique names, “oak_leaves”, “spruce_leaves”, “birch_leaves, and ”jungle_leaves”
  • “leaves2” block is now split into “acacia_leaves” and “dark_oak_leaves”
    • Commands will still work with “leaves” and “leaves2”, but only new leaves names will be suggested in the command prompt
  • The “minecraft:grass” block has been renamed to “minecraft:grass_block”, the old name is still understood from commands and data
  • “double_wooden_slab” block is now split into unique instances “acacia_double_slab”, “birch_double_slab”, “dark_oak_double_slab”, “jungle_double_slab”, “oak_double_slab”, “spruce_double_slab”
    • Commands will still work with “double_wooden_slab”, however, “double_wooden_slab” block will not be suggested
  • “wooden_slab” block is now split into unique instances “oak_slab”, “spruce_slab”, “birch_slab”, “jungle_slab”, “acacia_slab”, “dark_oak_slab”
    • Commands will still work with “wooden_slab”, however, “wooden_slab” block will not be suggested
  • “wood” block is now split into unique instances: “oak_wood”, “spruce_wood”, “birch_wood”, “jungle_wood”, “acacia_wood”, “dark_oak_wood”, “stripped_oak_wood”, “stripped_spruce_wood”, “stripped_birch_wood”, “stripped_jungle_wood”, “stripped_acacia_wood”, and “stripped_dark_oak_wood”

Components

  • The “entity_sensor” component’s “range” field now supports two values, the first one for horizontal range and the second one for vertical range
    • This requires a “format_version” of 1.20.70 or higher
  • The “damage_sensor” component’s “damage_modifier” and “damage_multiplier” fields are now properly considered during damage immunity calculations, so that damage adjusted to be lesser or equal to the highest damage received during an entity’s immunity period will be accurately ignored
    • This requires a world version of 1.20.70 or higher

Entity Filters

  • Added new entity filter “was_last_hurt_by”, which checks if the subject is the last player or mob to have recently attack the entity

Items

  • Custom armor attachables can now be trimmed with vanilla trims, and modified vanilla patterns can be applied to custom armor attachables and items
    • Vanilla trim textures can be overridden via the attachable component
    • Vanilla trims can be applied to custom geo armor via the attachable component
    • Modified vanilla trim patterns (to fit the new geo armor) can be applied via the attachable component
    • Armor trim patterns on custom armor requires the 1.20.60+ format version for the attachable and item

Molang

  • Released is_attached and query.has_player_rider from experimental
  • Removed experimental Molang queries get_ride and query.get_riders
  • Deprecated the Molang Features experimental toggle
  • Released Molang scoreboard for use with behavior packs from experimental (resource packs will return 0)
  • Removed experimental Molang queries
    • biome_has_any_tag
    • biome_has_all_tags
    • self
    • target
    • client_input_type
    • get_nearby_entities
    • get_nearby_entities_except_self
  • Added new Molang APIs that give read access to rider body and head rotations
    • rider_body_x_rotation(riderIndex) => float
    • rider_body_y_rotation(riderIndex) => float
    • rider_head_x_rotation(riderIndex) => float
    • rider_head_y_rotation(riderIndex,clampRotation?) => float
    • ride_body_x_rotation => float
    • ride_body_y_rotation => float
    • ride_head_x_rotation => float
    • ride_head_y_rotation(clampRotation?) => float
  • surface_particle_color, query.surface_particle_texture_coordinate, and query.surface_particle_texture_size are now versioned with 1.20.70 to allow the three queries to see Leaf blocks as the surface texture below the block. Molang versions lower than 1.20.70 will continue to not see the Leaf block below them
  • This change takes effect for Molang queries in packs that have a manifest.json min_engine_version of 1.20.70 or higher.

NBT Parsing

  • Loading of NBT data is now more restrictive. Negative-length arrays, invalid tag ids, and not enough bytes in a payload are now all treated as errors which will prevent a tag loading where before those conditions were sometimes ignored

Spawn Rules

  • “minecraft:spawns_on_block_filter” now supports block descriptors
  • “minecraft:spawns_on_block_prevented_filter” now supports block descriptors
  • “minecraft:spawns_above_block_filter” now supports block descriptors

API

  • Added ScriptGameRules and gameRules for accessing and modifying game rules
  • Fixed the timing of PlayerInteractWithEntityAfterEvent and PlayerInteractWithBlockAfterEvent
  • Added setGameMode and Player.getGameMode to beta for changing the player’s GameMode
  • Added events PlayerGameModeChangeAfterEvent, PlayerGameModeChangeBeforeEvent with signals afterEvents.playerGameModeChange and world.beforeEvents.playerGameModeChange to beta
  • Added GameRuleChangeAfterEvent, GameRule and afterEvents.gameRuleChange for responding to GameRules changes
  • Fixed getBlockFromRay returning false positive collisions with water when already submerged

Character Creator

  • Added a new model to contain the character creator animation logic
  • Updated the logic that was done to trigger updating the binds when the animation states have been updated, so we do not run into issues with the binds updating every frame causing a major framerate hit

Experimental Technical Updates:

API

  • Entity Components
    • Added EntityTypeFamilyComponent with functions getTypeFamilies(): string[] and hasTypeFamily(typeFamily: string): boolean
  • Item
    • Moved ItemFoodComponent from beta to 1.9.0
    • Added function matches(itemName: string, states?: Record<string, boolean | number | string>): boolean
  • Removed class BlockVolumeUtils. Moving utility functions onto BlockVolumeBaseand BlockVolume
  • Added class BlockVolumeBase. Is the base class from which block volumes will extend
  • BlockVolume
    • Breaking Change:Converted BlockVolume from an interface to a class, which extends BlockVolumeBase
  • @minecraft/server.Entity.playAnimation
    • Moved Entity.playAnimation from beta to stable
  • Moved enum BlockPistonState from beta to 1.9.0
  • Moved class BlockPistonComponent from beta to 1.9.0
  • Moved class PistonActivateAfterEvent from beta to 1.9.0
  • Moved class PistonActivateAfterEventSignal from beta to 1.9.0
  • ItemComponents
    • Added isCooldownCategory(cooldownCategory: string) : boolean to ItemCooldownComponent
    • Added getCooldownTimeRemaining(player: Player) : number to ItemCooldownComponent
    • Added MinecraftCooldownCategoryTypes to @minecraft/vanilla-data
      • Added getHiddenHudElements(): HudElements[]
      • Added isForcedHidden(hudElement: HudElements): Boolean
      • Added resetHudElements(): void
      • Added setHudVisibility(visible: HudVisibility, hudElements?: HudElements[]): void
      • Added hideAllExcept(hudElements?: HudElements[])
    • Added interface BlockFilter. Used to include / exclude blocks by tag, type and permutation
    • BlockRaycastOptions
      • Added optional member BlockFilter
      • Updated getBlockFromRay(location: Vector3, direction: Vector3, options?: BlockRaycastOptions): BlockRaycastHit | undefined to throw if the BlockFilter include / exclude types cannot be resolved inside BlockRaycastOptions
      • Moved ItemDurabilityComponent from beta to 1.9.0
    • Debug Utilities
      • Started publishing the debug utilities type information
      • Added a disableWatchdog method that lets you disable and enable the scripting watchdog in your scripts
      • Added function playSound(soundId: string, location: Vector3, soundOptions?: WorldSoundOptions): void – Plays a sound at a specified location for all players in the dimension
      • Moved getAllStates API from beta to stable
        • clearJob(jobId: number) – Will now clear iterations in the current tick as well as any scheduled for future ticks. Previously would only clear iterations in future ticks
      • @minecraft/server.WeatherChangeAfterEvent
        • Moved WeatherChangeAfterEvent from beta to stable
        • Moved setOnFire from beta to 1.9.0
        • Moved extinguishFire from beta to 1.9.0
      • Moved EntityOnFireComponent from beta to 1.9.0
        • Moved getEquipmentSlot from beta to 1.9.0
      • Moved BlockStateType from beta to 1.9.0
      • Moved BlockStates from beta to 1.9.0
      • Moved BlockSignComponent from beta to 1.9.0
      • Moved DyeColor from beta to 1.9.0
      • Moved SignSide from beta to 1.9.0
      • Moved ContainerSlot from beta to 1.9.0
      • Moved InvalidContainerSlotError from beta to 1.9.0
        • Moved getSlot from beta to 1.9.0
      • Moved EffectTypes from beta to 1.9.0
      • Moved RawText from beta to 1.9.0
      • Moved createExplosion from beta to 1.9.0
      • Moved ExplosionOptions from beta to 1.9.0
      • Moved DimensionType from beta to 1.9.0
      • Moved DimensionTypes from beta to 1.9.0
      • Moved setDynamicProperty from beta to 1.9.0
      • Moved getDynamicProperty from beta to 1.9.0
      • Moved getDynamicPropertyIds from beta to 1.9.0
      • Moved getDynamicPropertyTotalByteCount from beta to 1.9.0
      • Moved clearDynamicProperties from beta to 1.9.0
      • Added structureManager – A StructureManager instance that allows you to create, load and place structures in the world
      • StructureManager
        • Added function createEmpty(identifier: string, size: Vector3, saveMode?: StructureSaveMode): StructureTemplate – Creates a new empty structure
        • Added function createFromWorld(identifier: string, dimension: Dimension, blockVolume: BlockVolume, options?: StructureCreateOptions): StructureTemplate – Creates a new structure from blocks in the world
        • Added function delete(structure: string | StructureTemplate): boolean – Deletes the structure
        • Added function get(identifier: string): StructureTemplate | undefined – Gets the structure with the specified identifier
        • Added function place(structure: string | StructureTemplate, dimension: Dimension, location: Vector3, options?: StructurePlaceOptions) – Places a structure in the world
      • StructureTemplate
        • Added read-only property id: string– Returns the name of the structure
        • Moved effectAdd from beta to 1.9.0
      • Fixed a bug where item dynamic properties could sometimes be applied to items with a stack size greater than 1
        • Removing function triggerEvent()
      • WorldBeforeEvents
        • Removing property itemDefinitionEvent
      • WorldAfterEvents
        • Removing property itemDefinitionEvent
        • Moved explosion from beta to 1.9.0
      • WorldBeforeEvents
        • Moved explosion from beta to 1.9.0

Dimension

  • getEntities now only returns the entities within the dimension that’s being queried
  • Additional notes: none.
  • Source: Mojang

Minecraft – Ver. 1.20.62

  • Release date: February 15th 2024 (North America, Europe) / February 16th 2024 (Japan)
  • Patch notes:
  • Fixed several crashes that could occur during gameplay
  • Additional notes: none.
  • Source: Mojang

Minecraft – Ver. 1.20.61

  • Release date: February 6th 2024 (North America, Europe) / February 7th 2024 (Japan)
  • Patch notes:

Vanilla Parity

  • Nether Gold Ore can now drop up to 6 Gold Nuggets (previously 5) when mined with an unenchanted tool, or up to 24 with Fortune Level 3 (previously 20)
  • Lapis Lazuli Ore can now drop up to 9 Lapis Lazuli (previously 8) when mined with an unenchanted tool, or up to 36 with Fortune Level 3 (previously 32)
  • Campfire now correctly drops 2 Charcoal instead of 4 when destroyed by the player (MCPE-159894)
  • Music Disc name text now has the same color as enchanted items (MCPE-109471)
  • Trail Ruins will now be placed in the same location and configuration as Java Edition (MCPE-169988)

Experimental Features

Breeze

  • The Breeze is a cunning, hostile mob that can spawn via Trial Spawner in some rooms within Trial Chambers
  • The Breeze moves primarily by leaping around a target, sometimes jumping quite long distances
  • An aggressive adversary, the Breeze shoots volatile wind energy in the form of wind charge projectiles at its target
  • Wind charges deal a small amount of damage when colliding directly with an entity
  • After colliding with an entity or a block, wind charge projectiles produce a wind burst, which knocks back entities in the area by several blocks
  • Wind bursts also have the effect of ‘activating’ certain blocks:
    • Non-Iron Doors and Trapdoors are flipped
    • Fence Gates are flipped
    • Buttons are pressed
    • Levers are flipped
    • Bells are rung and swung
    • Lit Candles (both standalone and on cake) are extinguished
  • Wind bursts do not have any effect on Iron Doors, Iron Trapdoors, or any block being held in its position by a Redstone signal

Trial Spawner

  • Trial Spawner is a new variant of Monster Spawners that ejects rewards upon completion and can have variable levels of challenge in multiplayer
  • The challenge level will increase for each new player a Trial Spawner notices nearby
    • Challenge level will not decrease until it is reset during a Trial Spawner’s cooldown
  • Unlike normal spawners, a Trial Spawner will spawn a limited number of mobs proportional to its current challenge level
    • It can only spawn a mob at positions that are within line of sight
    • It can spawn a mob regardless of any light level requirement the mob has
    • Spawned mobs are persistent
  • Once all mobs are defeated, the Trial Spawner will eject a set of rewards proportional to the current challenge level
    • After the rewards have been ejected, the Trial Spawner goes into cooldown for 30 minutes during which it will no longer spawn mobs
  • Trial Spawners cannot be crafted nor obtained by players in Survival – instead, they can be found naturally placed throughout Trial Chambers
  • Trial Spawners are extremely slow to mine and resistant to explosions, and will not drop even with Silk Touch
  • When placed in Creative, Trial Spawners have no mob type set by default
    • The mob type can be set by interacting with it while holding a Spawn Egg
  • Creative and Spectator players cannot be detected or noticed by Trial Spawners

Trial Chambers

  • Trial Chambers are a new structure in the Overworld where players can explore and take on combat challenges during the mid-game
    • Trial Chambers are made out of a variety of Copper and Tuff blocks and can be found in different sizes from large to small
    • Trial Chambers are a relatively common find throughout the Deepslate layer of the underground
  • The layout of each Trial Chamber is procedurally generated, and can include traps, reward chests and a variety of combat spaces
    • Supply chests can be found between different rooms, and give you blocks and items which help you navigate your trials
    • Reward chests are guarded by challenges in each room, and can be a source of enchanted books and equipment
    • The loot found in reward chests are still being iterated, and are absolutely not final
  • Each Trial Chamber will include Trial Spawners with a melee, small melee, or ranged category:
    • Melee
      • Zombie
      • Husk
      • Slime
    • Small Melee
      • Spider
      • Cave Spider
      • Baby Zombie
      • Silverfish
    • Ranged
      • Skeleton
      • Stray
    • Each Trial Spawner category will only use one mob for the entire structure when generated, and these mobs are randomized for each Trial Chamber
      • For example, one Trial Chamber might only spawn Zombies, Cave Spiders and Strays, while another might only spawn Slimes, Silverfish and Skeletons
      • The exceptions to this are some Trial Spawners in unique rooms which always spawn Breezes

Trial Key

  • An item that can only be obtained from Trial Spawners
  • Trial Keys do not currently have any functionality

Armadillo

  • Added the Armadillo
  • The Armadillo is a neutral mob
  • Drops Armadillo Scutes periodically
  • Drops Armadillo Scutes when brushed
  • Spawns in Savannas
  • Favorite food is Spider Eyes
  • When an Armadillo detects a threat, it rolls up
    • Threats are:
      • Players who are sprinting
      • Players on a mount or in a vehicle
      • Undead mobs
    • It does not roll up if it is fleeing, in water, in the air, or if being led
    • When an Armadillo is rolled up it does not walk, cannot eat, and will not be tempted by food
    • It continues to scan for threats, and if there are no threats detected for 3 seconds, it will unroll

Armadillo Scutes

  • Can be used to craft Wolf Armor
  • Dropped by Armadillos
  • Dispensers can be used to brush Armadillo Scutes off Armadillos

Wolf Armor

  • Using Wolf Armor on an adult tamed Wolf will equip the armor on the Wolf
    • Only a Wolf’s owner can put Wolf Armor on their tamed Wolf, and with this in mind, Dispensers cannot put Wolf Armor on Wolves
  • Using Shears on a Wolf that is wearing armor will make it drop the armor
    • Only a Wolf’s owner can shear a Wolf Armor from it, and with this in mind, Dispensers cannot remove Wolf Armor from Wolves
  • Wolf Armor gives the same protection as Diamond Horse Armor
  • If a Wolf dies while wearing armor, it will drop the armor

Fixes and Changes

Performance / Stability

  • Fixed a variety of crashes that could occur during gameplay
  • Fixed a rare crash that could occur with the “Seven Seas” achievement
  • Fixed a crash that could occur when players placed or destroyed any block and then selected Save & Quit with Ray Tracing enabled
  • Fixed a crash that could occur in the Play menu whilst looking at Realms
  • Fixed a bug that could cause infinite loading while joining a Realm

General

  • Added more informative error messaging in case world exports fail due to external OS issues (MCPE-41898)
  • Improved delay between 100% loaded and when the main menu appears on console platforms
  • The “You Need A Mint” achievement can now only be unlocked by collecting Dragon’s Breath (MCPE-177409)

Gameplay

  • Fixed certain cases that caused players to take unexpected fall damage when performing interactions at specific heights like 62 (MCPE-168518)
  • Reintroduced a fix for players sometimes taking unexpected fall damage while building blocks while standing on them (MCPE-120140)
  • Fixed some cases where players could take unexpected fall damage near ledges that they were visibly not falling off of (MCPE-120140)
  • Fixed the issue that prevented the inventory from being navigated when using only a keyboard on mobile
  • Fixed the issue prevented stack splitting from being used when using a keyboard in touch mode
  • Fixed an issue that could inflict unexpected fall damage in certain cases when building blocks while moving (MCPE-120140, MCPE-175791)
  • Players no longer fall through the block they stand on when switching to Spectator Mode and back (MCPE-170522)
  • Players are no longer slowed down if they touch the ground while flying in Creative mode (MCPE-176365)
  • If the game is closed while changing dimensions, players will no longer be placed in unexpected positions when re-entering the world (MCPE-173386)

Mobs

  • Horses, Donkeys, and Mules now take fall damage when controlled by a player, except for worlds targeting base game versions before 1.20.60 (MCPE-107031)
  • Fixed an issue that made Boats clip through blocks when placed
  • Fixed some Villagers not having their skins match their professions (MCPE-105457)
  • The scattering of Experience Orbs released while fishing has been reduced (MCPE-170540)
  • Experience Orbs no longer collide with mobs (MCPE-87711)
  • Zoglins can no longer spawn in Peaceful difficulty and will despawn if the difficulty is switched to Peaceful (MCPE-79480)
  • Bees no longer take damage when moving through Sweet Berry Bushes (MCPE-114689)
  • Wolves can now spawn on both Snow and Top Snow within Grove biomes (MCPE-147656)

Blocks

  • Container blocks triggered with Redstone (e.g. Hopper, Dispenser) can now be interacted with consistently when powered by a fast Redstone clock
  • Frosted Ice blocks no longer leave water in the world when mined with a Silk Touch tool
  • Turtle Egg, Frogspawn, Coral, and Coral Fan no longer spawn double the particles when mined
  • Beehive and Bee Nest can no longer be Silk Touched by an Enchanted Book with Silk Touch
  • Destroying a Bed through the bottom block now properly clears the spawn point
  • Ice, Packed Ice, Frosted Ice and Top Snow now send vibrations when mined
  • Pistons pushing, pulling, or destroying blocks no longer risk teleporting surrounding players towards the world’s origin (MCPE-175206)
  • Villagers who were mistakenly assigned to the same Bed or workstation as others will now actively seek out a new Bed or workstation (MCPE-176528)
  • Pufferfish no longer inflate and deflate repeatedly when a player is at a specific distance from them
  • Mobs that have partial blocks (e.g. Trapdoors, Slabs, etc.) specified as part of their list of blocks to avoid in their Navigation Component should now avoid them properly
  • The limitations on which blocks can be replaced by Dark Oak and Acacia trees now also apply to their branches, not just their trunks (MCPE-177484)
  • Top Snow placed at generation time now also covers Tall Grass and flowers (MCPE-142321)
  • Wither Roses now damage mobs every 0.5 seconds, instead of every 2 seconds (MCPE-55878)
  • Containers being cloned no longer keep their container screens open or cause crashes
  • Fixed pixel shading on the Double Chest and Double Trapped Chest lids (MCPE-169495)

Items

  • Fixed issue where eating an Apple would not slow down player movement (MCPE-176556)
  • Renamed “Scute” to “Turtle Scute”
  • Players can now consume Suspicious Stew even when their hunger bar is full (MCPE-122491)
  • Banner items of identical colors now consistently stack together, whether or not they have previously been placed in the world as blocks (MCPE-43391)

Touch Controls

  • Fixed a bug where the hotbar disappeared when exiting out of the customize touch controls screen with a non-touch controller input

Graphical

  • Fixed incorrect block lighting after exiting water with the “Improved Input Response” option enabled (MCPE-175727)

User Interface

  • The loading screen now displays three categories of tips based on player progression
  • Added an unread post count indicator to the Realms Feed button on the Play screen and slots screen
  • A bug making the “technical details” button on resource packs not leading to the technical details screen has been fixed
  • Fixed a bug where certain chat messages would briefly be incorrectly shown on the new death screen
  • In horizontal split screen, the second player can now navigate to the profile screen and both players can now see each others’ character changes
  • Fixed a bug that kept the previewed item on the paper doll even after navigating back using the sidebar in Character Creator
  • Fixed Beacon UI buttons going outside the window on smaller resolutions (MCPE-173649)
  • Items from the inventory have the durability bar adjusted so it matches the one from the hotbar (MCPE-128532)
  • Adjusted cost text in the Pocket Anvil UI to match the classic version (MCPE-101740)
  • Updated the information about Conduits in the Encyclopedia (MCPE-65038)
  • Added Netherite as a block type in the Encyclopedia’s Beacon tab (MCPE-175929)
  • Last highlighted button will not get pressed when the window regains focus anymore (MCPE-170377)
  • Not enough storage space on Nintendo Switch now has a clearer message about the platform only allowing for 2GB of storage per user account (MCPE-36670)

Technical Updates

Updated Add-On Template Packs

  • Updated Add-On templates for 1.20.60 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks

General

  • Decorated Pots now support the use of loot tables
  • Renamed jsonto water_splash_manual.json in resource_packs\vanilla\particles (MCPE-176784)
  • Require block_id for each block in the StartGamePacket blockProperties
  • Send “material” for vanilla data-driven blocks in the StartGamePacket blockProperties. “block_id” is also moved to the “vanilla_block_data” object
  • Containers being cloned over no longer keep their container screens open and no longer cause crashes
  • Changing the brightness_gamma value for blocks now darkens the block correctly (MCPE-167836)
  • Added a “drop_item_slot” field to the “interact” component, which allows to specify an inventory slot to remove and drop items from
  • “behavior.breed” now interrupts navigation on stop for content using engine version 1.20.60 or higher
  • Updated listed values for the Vanilla “orientation” block state in documentation to no longer be boolean values

Commands

  • /me/say/title/tell
    • Reduced max length for output message to 512 characters
  • /kill
    • Reduced max length for reason message to 512 characters

Add-Ons and Script Engine

  • Added a Project Through Liquidproperty to the 3D Block Cursor
  • Added a CursorPropertiesChangeAfterEvent to notify Editor script when the cursor properties are changed
  • Wandering Traders can now correctly display custom entity spawn eggs in their trade menus (MCPE-170184)
  • The “minecraft:geometry.full_block” identifier for the “minecraft:geometry” block component has been added
    • The “minecraft:geometry.full_block” identifier provides a centered 1x1x1 cube geometry
    • When combined with a material_instances component with “render_layer”: “opaque”, it enables rendering-only capabilities previously included in the “minecraft:unit_cube” component including:
      • Occludes both vanilla and custom neighboring full blocks
      • Culls faces that neighbor vanilla and custom neighboring full blocks to improve rendering performance
    • Added content error logging to help creators identify content that hits or exceeds the state bit/permutation count per block (MCPE-177045)

Biomes

  • Biome JSON files no longer support inheriting fields from other Biome JSON files. If this affects any content those files should be updated by manually copying the desired JSON text
  • Biome tags in JSON files are now specified under a “minecraft:tags” component, in a “tags” array, rather than as loose JSON objects, for files with a format_version of 1.20.60 or higher

Blocks

  • Added the ability for data-driven blocks to remove faces in the geometry when abutting a full and opaque block. A new field has been added to the Block Geometry Component, which references a new Culling .json file (found in the resource pack block_culling directory) that sets up culling rules for the tessellated geometry

Items

  • Unrecognized fields in component item JSON will now give a warning to the content log in format versions 1.20.60 and higher

Components

  • The “entity_sensor” component now supports multiple “subsensors”:
  • “event”, “require_all”, “minimum_count”, “maximum_count”, “range” and “event_filter” are now individually configurable fields of each subsensor
  • Subsensors also have a new “cooldown” field, which defines how often each subsensor should sense for entities
  • All these changes require a “format_version” of 1.20.60 or higher
  • The “interact” component now supports the additional “entity_act” value for the “vibration” field

Entity Components

  • Entity event response run_command has been renamed to queue_command and has been released out of experimental. Commands run via queue_command may be deferred until the next tick. If the entity is removed before the command is run, the command will not execute. Content using run_command under experimental will still work for now but the experimental feature is now considered deprecated
  • Added an “interact_filters” field to the “ageable” component, which allows to specify conditions on when the actor can be fed
  • “behavior.follow_parent” now interrupts navigation on stop for content using engine version 1.20.60 or higher

Entity Filters

  • Added new entity filter “is_panicking”, which checks if the entity is executing “behavior.panic”
  • Added new entity filter “is_sprinting”, which checks if the entity is sprinting

Entity Event Responses

  • Added the “emit_vibration” entity event response, which allows the entity to emit a vibration having the entity itself as its source
    • The “vibration” field allows to specify the vibration to be emitted
    • The allowed values are “shear”, “entity_act”, and “entity_interact”

Molang

  • Improved the context of content logs when an evaluated Molang expressions results in an error
  • Released Molang queries from experimental
    • is_cooldown_type
    • cooldown_time
    • cooldown_time_remaining
    • relative_block_has_any_tag
    • relative_block_has_all_tags
    • block_neighbor_has_any_tag
    • block_neighbor_has_all_tags
    • block_has_any_tag
    • block_has_all_tags
    • bone_orientation_trs
    • bone_orientation_matrix
  • Added content errors that state remaining_durabilityand query.max_durability are only to be used with Item contexts

API

  • Added Biome Registry biome names and StructureFeatureType enum to vanilla metadata generation
  • Made the display name parameter optional in Scoreboard addObjective
  • Released DataDrivenEntityTriggerAfterEvent from beta to 1.8.0
  • Released DataDrivenEntityTriggerAfterEventSignal from beta to 1.8.0
  • Released DataDrivenEntityTriggerAfterEventSignalOptions from beta to 1.8.0
  • Released DefinitionModifier from beta to 1.8.0
  • Released dataDrivenEntityTrigger from beta to 1.8.0
  • Moved EffectAddBeforeEventfrom beta to 1.8.0
  • Moved EffectAddAfterEventfrom beta to 1.8.0
  • Moved EffectAddAfterEventfrom beta to 1.8.0
  • Moved getTagsfrom beta to 1.8.0
  • Moved hasTagfrom beta to 1.8.0
  • RGBA interface now inherits from RGB
  • Changed itemStackin ItemReleaseUseAfterEvent to be optional
  • Released DataDrivenEntityTriggerAfterEvent from beta to 1.8.0
  • Released DataDrivenEntityTriggerAfterEventSignal from beta to 1.8.0
  • Released DataDrivenEntityTriggerAfterEventSignalOptions from beta to 1.8.0
  • Released DefinitionModifier from beta to 1.8.0
  • Released dataDrivenEntityTriggerEvent from beta to 1.8.0
  • Improved error messages for “Unsupported or out of bounds value.” errors to include the bounds
  • Types
    • Moved BlockTypefrom beta to 1.8.0
    • Moved FluidTypefrom beta to 1.8.0
  • Changed “Unsupported or out of bounds value..” errors to use ArgumentOutOfBoundsError Error type
  • setWeather method argument duration now uses ArgumentOutOfBoundsError Error type

Experimental Technical Updates

Commands

  • The health bar of mounted rideable mobs is now properly displayed (MCPE-177696)
  • Execute command now fails when comparing unloaded blocks (MCPE-177195)
  • Added a new command that will hide and reset HUD elements visibility
    • /hud hide <hud element>
    • /hud reset <hud element>
    • The HUD elements available are:
      • paperdoll
      • armor
      • tooltips
      • touch_controls
      • crosshair
      • hotbar
      • health
      • progress_bar
      • hunger
      • air_bubbles
      • horse_health
      • all
    • To use the command, turn on the Upcoming Creator Features toggle

API

  • PlayerPlaceBlockBeforeEvent
    • Removed itemStack: ItemStackfrom event
    • Added readonly permutationBeingPlaced: BlockPermutationto event
    • Updating createExplosion(location: Vector3, radius: number, explosionOptions?: ExplosionOptions)to return a boolean. True if the explosion is successful and false if the explosion is unsuccessful or is cancelled
  • Class Player
  • Added method spawnParticle(effectName: string, location: Vector3, molangVariables?: MolangVariableMap): void;
  • Fixed a bug where the world would sometimes fail to properly shut down and disconnect clients during an unrecoverable script watchdog error
  • Updated SimulatedPlayer so it can continuously build
  • Updated SimulatedPlayer so it can Move and look in different directions
  • ChatSendAfter & ChatSendBeforeEvent
    • Changed message and sender to read-only properties
    • Removed setTargetsgetTargetssendToTargetsand replaced with an optional player list property targets
  • Class ItemDurabilityComponent
    • Renamed unbreaking to unbreakingEnchantmentLevel
    • Renamed getDamageRange to getDamageChanceRange
  • EntityTypes
    • Changed getAllreturn type from EntityTypeIterator to EntityType[]
  • EntityEquippableComponent
    • Fixed an issue where functions getEquipment and getEquipmentSlot could not be called within “before” event handlers
  • Fixed a bug where an ItemStack could not be stacked after clearing its lore
  • Added method eatItem(itemStack: ItemStack): void;
  • BlockSignComponent
    • Changed signature of function setWaxedto setWaxed(waxed: boolean)
    • Removed event/property pistonActivate
  • Added enum BlockPistonState export enum BlockPistonState { Expanded = “Expanded”, Expanding = “Expanding”, Retracted = “Retracted”, Retracting = “Retracting” }
  • Class BlockPistonComponent
    • Removed property isExpanded
    • Removed property isExpanding
    • Removed property isRetracted
    • Removed property isRetracting
    • Added property readonly state: BlockPistonState
    • Changed function getAttachedBlocksto return type Block[]
    • Added function getAttachedBlocksLocations(): Vector3[]
  • Removed class PistonActivateBeforeEvent
  • Removed class PistonActivateBeforeEventSignal
  • Moved NavigationResultfrom @minecraft/server to @minecraft/server-gametest
  • Updated function addEffect to return the added effect (or undefined if it failed)
    • This change is in beta and does not affect the currently released versions of this function
  • Added item dynamic properties
    • Added function clearDynamicProperties(): void – Removes all dynamic properties from the item stack
    • Added function getDynamicProperty(identifier: string): boolean | number | string | Vector3 | undefined – Returns the value of the dynamic property with the given identifier if it exists, otherwise returns undefined
    • Added function getDynamicPropertyIds(): string[] – Returns an array of all dynamic property identifiers on the item stack
    • Added function getDynamicPropertyTotalByteCount(): number – Returns the total byte count of all dynamic properties on the item stack
    • Added function setDynamicProperty(identifier: string, value?: boolean | number | string | Vector3): void – Sets the value of the dynamic property with the given identifier. If the value is undefined, the dynamic property will be removed
    • Added function clearDynamicProperties(): void – Removes all dynamic properties from the item stack
    • Added function getDynamicProperty(identifier: string): boolean | number | string | Vector3 | undefined – Returns the value of the dynamic property with the given identifier if it exists, otherwise returns undefined
    • Added function getDynamicPropertyIds(): string[] – Returns an array of all dynamic property identifiers on the item stack
    • Added function getDynamicPropertyTotalByteCount(): number – Returns the total byte count of all dynamic properties on the item stack
    • Added function setDynamicProperty(identifier: string, value?: boolean | number | string | Vector3): void – Sets the value of the dynamic property with the given identifier. If the value is undefined, the dynamic property will be removed
  • Added class EntityProjectileComponent. This component is used to shoot a projectile entity and modify its properties
  • Added interface ProjectileShootOptions. This interface is used with function shootto optionally modify the accuracy of the projectile when shot
  • PropertyOutOfBoundsError
    • Added a new PropertyOutOfBoundsError that throws when a property that is bounded is set out of bounds
  • ContainerSlot APIs now throw an InvalidContainerSlotError if the container slot is invalid, or if a property is set on an empty slot
  • Property typeId no longer returns undefined for empty slots, but instead throws an InvalidContainerSlotError
  • Added function hasItem – Returns whether the slot contains an item
  • Added function getCanPlaceOn – Returns an array of block identifiers that the item can be placed on
  • Added function getCanDestroy – Returns an array of block identifiers that the item can destroy when used
  • runJob() and system.clearJob()
    • Added runJob and clearJob for optimizing long running tasks using JavaScript generators. runJob takes a generator function and returns a jobId. See documentation for usage examples
  • @minecraft/server.BlockPermutation
    • Moved getState and withStates APIs from beta to stable

Scripting

  • Fixed issue where ActionFormData buttons could not be clicked if there were more than 255 buttons in the form
  • The “minecraft:unit_cube” block component has been deprecated. Using it in content marked 1.20.60 and beyond will provide a content error
    • Using content marked prior to 1.20.60 will have their “minecraft:unit_cube” block component upgraded to a “minecraft:geometry” block component with a “minecraft:geometry.full_block” identifier, but will maintain backwards compatibility with all behaviors
  • Added ScriptBiomeTypesand ScriptBiomeType to allow Scripting API to enumerate the BiomeRegistry
  • Added a findClosestBiomefunction to Dimension to find the closest biome of a specified type, to a given position in the world
  • The block component “minecraft:random_ticking” is now functional again

Molang

  • Changed cooldown query slot IDs to be required for container slots with more than one index, logging content errors if not provided
    • cooldown_time(slotName,slotId)
    • cooldown_time_remaining(slotName,slotId)
    • is_cooldown_type(cooldownName,slotName,slotId)
  • Additional notes: none.
  • Source: Mojang

How to download updates for Minecraft and Minecraft: Nintendo Switch Edition for the Nintendo Switch?

To download the updates manually, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.