{"id":135190,"date":"2025-12-10T05:51:02","date_gmt":"2025-12-10T05:51:02","guid":{"rendered":"https:\/\/sickgaming.net\/blog\/2025\/12\/10\/java-edition-1-21-11\/"},"modified":"2025-12-10T05:51:02","modified_gmt":"2025-12-10T05:51:02","slug":"java-edition-1-21-11","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2025\/12\/10\/java-edition-1-21-11\/","title":{"rendered":"JAVA Edition: 1.21.11"},"content":{"rendered":"<h2>New Features<\/h2>\n<ul>\n<li>Added Nautilus and Zombie Nautilus<\/li>\n<li>Added Nautilus Armor<\/li>\n<li>Added Spear Weapon<\/li>\n<li>Updated advancements to include the Nautilus, the Zombie Nautilus, the Zombie Horse, the Camel Husk, and the Parched<\/li>\n<li>Added new graphical options &#8220;Texture Filtering&#8221; and &#8220;Anisotropic Filtering&#8221;<\/li>\n<li>Added Netherite Horse Armor that can be obtained by upgrading Diamond Horse Armor with a Smithing Table<\/li>\n<\/ul>\n<h3>Nautilus<\/h3>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/sickgaming.net\/blog\/wp-content\/uploads\/2025\/12\/java-edition-1-21-11.png\" alt width=\"600\" height=\"338\"><\/p>\n<ul>\n<li>Nautilus is a new neutral aquatic mob<\/li>\n<li>Spawns in all ocean biomes<\/li>\n<li>Attacks using a Dash attack, if provoked<\/li>\n<li>Occasionally attacks Pufferfish within range using the Dash attack<\/li>\n<li>Has a Dash skill similar to Camels, used by pressing the Jump button<\/li>\n<li>Takes suffocation damage on land<\/li>\n<li>Adds the &#8220;Breath of the Nautilus&#8221; effect to mounted players<\/li>\n<li>Nautilus can be bred and tamed using Pufferfish or a Bucket of Pufferfish<\/li>\n<li>Despawn naturally, however become persistent when interacted with by a player<\/li>\n<li>A Tamed Nautilus:\n<ul>\n<li>Can be mounted using a Saddle<\/li>\n<li>With a Saddle has a roaming restriction of 16 blocks<\/li>\n<li>Without a Saddle has a roaming restriction of 32 blocks<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Zombie Nautilus<\/h4>\n<ul>\n<li>Zombie Nautilus is a new underwater mob that spawns with a Drowned rider wielding a Trident<\/li>\n<li>Zombie Nautilus is only hostile if ridden by a hostile mob<\/li>\n<li>Zombie Nautilus behaves similar to the Nautilus except that it cannot be bred<\/li>\n<\/ul>\n<h5>Coral Zombie Nautilus<\/h5>\n<ul>\n<li>The Zombie Nautilus has a Coral Zombie Nautilus variant that spawns in the Warm Ocean biome<\/li>\n<\/ul>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/sickgaming.net\/blog\/wp-content\/uploads\/2025\/12\/java-edition-1-21-11-1.png\" alt width=\"600\" height=\"337\"><\/p>\n<h3>Nautilus Armor<\/h3>\n<ul>\n<li>Equippable on the Nautilus and Zombie Nautilus<\/li>\n<li>Comes in Copper, Golden, Iron, Diamond and Netherite versions<\/li>\n<\/ul>\n<h3>Parched<\/h3>\n<ul>\n<li>New Skeleton variant<\/li>\n<li>Spawns at light level 0 in Deserts replacing some of the regular Skeletons<\/li>\n<li>Does not burn in sunlight<\/li>\n<li>Shoots Arrows of Weakness<\/li>\n<li>Is immune to Weakness effect<\/li>\n<li>Has a slower rate of fire compared to normal Skeletons, similar to Bogged<\/li>\n<li>Does not spawn in caves, following the Husk&#8217;s spawning rules<\/li>\n<\/ul>\n<h3>Camel Husk<\/h3>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/sickgaming.net\/blog\/wp-content\/uploads\/2025\/12\/java-edition-1-21-11-2.png\" alt width=\"600\" height=\"338\"><\/p>\n<ul>\n<li>New undead Camel variant<\/li>\n<li>Spawns a 0 light level in Deserts<\/li>\n<li>Does not burn in sunlight<\/li>\n<li>Spawns with two riders: A Husk wielding a Spear and a Parched<\/li>\n<li>Do not spawn in caves, following Husks spawning rules<\/li>\n<li>Is hostile if the rider is a hostile mob<\/li>\n<li>Passive without a rider<\/li>\n<li>Despawns with other hostile mobs, however becomes persistent when interacted with<\/li>\n<li>Favorite food is Rabbit Foot<\/li>\n<li>Cannot be bred<\/li>\n<li>As a mount they work similar to normal Camels<\/li>\n<li>Drops 2-3 Rotten Flesh when killed, with extra 0-1 for each level of Looting<\/li>\n<\/ul>\n<h3>Spear Weapon<\/h3>\n<ul>\n<li>New weapon that can be crafted in Wood, Stone, Copper, Iron, Gold, Diamond and Netherite versions<\/li>\n<li>Each material has different stats for timing, influencing how fast they are to use<\/li>\n<li>Has a minimum reach for damage, being too close to a target will yield no damage<\/li>\n<li>Has extended maximum reach compared to other tools and weapons<\/li>\n<li>Bounces back visually on hit<\/li>\n<li>Has two attacks. Jab and Charge<\/li>\n<li>Does not cause item interact vibrations<\/li>\n<li>Zombies, Husks, Zombified Piglins and Piglins can spawn with the Spear<\/li>\n<li>Golden Spear is considered a preferred weapon by Piglins<\/li>\n<\/ul>\n<h4>Jab Attack<\/h4>\n<ul>\n<li>Quick-press primary action button to use<\/li>\n<li>Low damage attack with knockback<\/li>\n<li>Cooldown between attacks<\/li>\n<li>Wooden Spears have the fastest cooldown; Netherite the slowest<\/li>\n<li>Can hit multiple enemies<\/li>\n<li>Does not destroy blocks<\/li>\n<\/ul>\n<h4>Charge Attack<\/h4>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/sickgaming.net\/blog\/wp-content\/uploads\/2025\/12\/java-edition-1-21-11-3.png\" alt width=\"600\" height=\"338\"><\/p>\n<ul>\n<li>Press and hold the secondary action button to use<\/li>\n<li>Damage is based on Spear material, the player\u2019s view angle, and the velocity of both the player and the target<\/li>\n<li>While holding down the button, the attack goes through three stages before returning to idle:\n<ul>\n<li>Engaged: The Spear can deal damage, knockback, and dismount mounted enemies if the speed is above the required thresholds<\/li>\n<li>Tired: Indicated by the Spear rotating to a vertical position and shaking. The Spear can deal damage and knockback (but not dismount) if the speed is above the required thresholds<\/li>\n<li>Disengaged: Indicated by the Spear being lowered, pointing downwards. The Spear gives damage but not knockback or dismount if the speed is above the required threshold<\/li>\n<\/ul>\n<\/li>\n<li>The Spear&#8217;s range when used by mobs is half of that when used by players, but they can deal damage, dismount and knockback at lower speeds than the players<\/li>\n<li>Zombies, Husks, Zombified Piglins and Piglins know how to charge with a Spear<\/li>\n<\/ul>\n<h4>Lunge Enchantment<\/h4>\n<ul>\n<li>Spear exclusive enchantment<\/li>\n<li>Only works with the Jab attack<\/li>\n<li>When doing a Jab attack with Lunge, it propels the player horizontally in the view direction<\/li>\n<li>The view angle needs to be perfectly leveled horizontally to achieve maximum lunge distance<\/li>\n<li>Using Lunge has a durability cost of 1 for using Lunge across all Enchantment levels<\/li>\n<li>Using Lunge consumes hunger points by exhausting the player, similar to sprinting or jumping\n<ul>\n<li>Level 1 Lunge consumes 1 hunger point, level 2 consumes 2 hunger points, and level 3 consumes 3 hunger points<\/li>\n<li>Lunge can only be used if the player has at least 6 hunger points in their hunger bar<\/li>\n<\/ul>\n<\/li>\n<li>Does not work when the player is in water or flying with Elytra<\/li>\n<\/ul>\n<h3>Advancements<\/h3>\n<ul>\n<li>Added the &#8220;Mob Kabob&#8221; advancement for spearing 5 enemies with a Charge attack<\/li>\n<li>Updated the &#8220;How did we get here?&#8221; advancement to include the&nbsp;<span class=\"MC_Effect_TextHighlightA\">Breath of the Nautilus<\/span>&nbsp;effect<\/li>\n<li>Updated the &#8220;Best Friends Forever&#8221; advancement to include the Nautilus, Zombie Nautilus, and the Zombie Horse<\/li>\n<li>Updated the &#8220;The Parrots and the Bats&#8221; advancement to include the Nautilus<\/li>\n<li>Updated the &#8220;Two by Two&#8221; advancement to include the Nautilus<\/li>\n<li>Updated the &#8220;Monster Hunter&#8221; advancement to include the Zombie Nautilus, the Zombie Horse, the Camel Husk and the Parched<\/li>\n<li>Updated the &#8220;A Throwaway Joke&#8221;, &#8220;Take Aim&#8221; and &#8220;It Spreads&#8221; advancements to include the Nautilus, the Zombie Nautilus, the Zombie Horse, the Camel Husk and the Parched<\/li>\n<li>Updated the &#8220;Oh Shiny&#8221; advancement to include the Golden Spear and Golden Nautilus Armor<\/li>\n<\/ul>\n<h3>Texture Filtering<\/h3>\n<ul>\n<li>New option in Video Settings<\/li>\n<li>Controls the method used to sample textures when they are viewed at an angle or from a distance<\/li>\n<li>Available values are &#8220;None&#8221;, &#8220;RGSS&#8221;, and &#8220;Anisotropic&#8221;<\/li>\n<li>The default depends on your graphics preset and hardware<\/li>\n<li>&#8220;RGSS&#8221; (Rotated Grid Super Sampling) is a shader-based filtering method that improves texture clarity at a moderate performance cost\n<ul>\n<li>This is available on all hardware<\/li>\n<\/ul>\n<\/li>\n<li>&#8220;Anisotropic&#8221; is a hardware-based filtering method that provides the best texture clarity\n<ul>\n<li>The maximum anisotropy may be &#8220;2x&#8221;, &#8220;4x&#8221;, and &#8220;8x&#8221;, controllable by a separate slider<\/li>\n<li>If your hardware does not support it, Anisotropic Filtering will do nothing<\/li>\n<li>This significantly impacts video memory usage (especially combined with a high mipmap count)<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2>Changes<\/h2>\n<ul>\n<li>Zombies, Husks, Piglins and Zombified Piglins can now hold Spears<\/li>\n<li>Piglins now consider Golden Spears as one of the items they like<\/li>\n<li>Parrots can now mimic the sounds of Zombie Nautilus, Zombie Horse, Camel Husk and Parched<\/li>\n<li>Items will no longer &#8220;bob&#8221; whenever their durability changes, such as when losing durability from an attack, or repaired by Mending<\/li>\n<li>Some changes were made to debug renderers<\/li>\n<li>Graphics modes &#8220;Fast&#8221;, &#8220;Fancy&#8221;, and &#8220;Fabulous!&#8221; have been replaced with graphics presets with the same names<\/li>\n<li>Cloud movement is now the same for all players on a server<\/li>\n<li>Netherite Armor points have been increased for the Body slot from 11 to 19<\/li>\n<li>All blocks in the world now have mipmaps applied if enabled in video settings\n<ul>\n<li>Blocks that did not have mipmaps before, such as different vines, rails, folliage (apart from leaves) and more should look better from higher distances<\/li>\n<\/ul>\n<\/li>\n<li>Client FPS is expected to be higher for most players<\/li>\n<li>Underwater biome fog color and fog distance is now blended based on the player&#8217;s position between biomes, similarly to regular biome fog and sky colors<\/li>\n<li>Environmental Fog in the Nether is no longer dependent on the render distance setting, and will consistently be applied from 10 to 96 blocks<\/li>\n<li>Horses, Mules, Donkeys, and Camels no longer sink in water while ridden by a player<\/li>\n<li>Chunks now fade in instead of appearing out of nowhere, with the fade-in time adjustable through Video Settings<\/li>\n<li>Bats no longer spawn more frequently and in higher light levels between October 20 and November 3<\/li>\n<li>The color of the sky during sunrises and sunsets is now affected by rain and thunder<\/li>\n<li>Horses, Mules, Donkeys, Camels, Zombie Horses and Camel Husks will not panic if controlled by Mobs<\/li>\n<li>Spawn Eggs have been reorganized into groups in the Creative Inventory<\/li>\n<li>Mobs no longer spawn during chunk generation when the&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:spawn_mobs<\/span>&nbsp;game rule is set to&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span><\/li>\n<li>When the &#8220;See-Through Leaves&#8221; video setting is disabled, the gaps between leaves are now dark green instead of black<\/li>\n<li>Turning the &#8220;See-Through Leaves&#8221; video setting off now gives a bigger performance boost than before<\/li>\n<li>Added splash text &#8220;One does not simply walk to the Far Lands&#8221;<\/li>\n<\/ul>\n<blockquote>\n<p><strong>Developer\u2019s Note:<\/strong>&nbsp;<em>This statement was proven false on October 4, 2025.<\/em><\/p>\n<\/blockquote>\n<ul>\n<li>Tamed horses no longer run into cacti or sweet berry bushes<\/li>\n<\/ul>\n<h3>Zombie Horse<\/h3>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/sickgaming.net\/blog\/wp-content\/uploads\/2025\/12\/java-edition-1-21-11-4.png\" alt width=\"600\" height=\"339\"><\/p>\n<ul>\n<li>Zombie Horses now spawn naturally<\/li>\n<li>Zombie Horses spawn in darkness, and burn in sunlight like other undead mobs<\/li>\n<li>Zombie Horses count towards the hostile mob cap and spawn with other hostile mobs<\/li>\n<li>Zombie Horses do not display any hostile behavior towards players. Their hostility resides solely in their Zombie rider<\/li>\n<li>Zombie Horses can be leashed when its mob jockey is removed<\/li>\n<li>Zombie Horses despawn like other hostile mobs\n<ul>\n<li>However, they become persistent when interacted with by a player<\/li>\n<\/ul>\n<\/li>\n<li>Zombie Horses can be tamed in the same fashion as regular Horses, and can then be mounted and controlled by a player<\/li>\n<li>Zombie Horses can be healed and tempted using Red Mushrooms<\/li>\n<li>Tamed Zombie Horses can be equipped with a Saddle and Horse Armor<\/li>\n<li>Horse Armor protects Zombie Horses from sunlight damage<\/li>\n<li>Zombie Horses have 25 health points (12.5 hearts) of health<\/li>\n<li>Zombie Horses have variable movement speed and jump strength, determined when they spawn<\/li>\n<li>Zombie Horses drops 2-3 Rotten Flesh when killed, with extra 0-1 for each level of Looting<\/li>\n<li>Zombies riding Zombie Horses now have a chance of dropping a Red Mushroom on death<\/li>\n<\/ul>\n<h3>Mob Spawning<\/h3>\n<ul>\n<li>Zombie Horses now has a chance to spawn in plains and savanna biome types, with a zombie rider holding an iron spear<\/li>\n<\/ul>\n<h3>World Generation<\/h3>\n<ul>\n<li>Added various spears to various loot chests around the world\n<ul>\n<li>Iron Spears can be found in Buried Treasure chests<\/li>\n<li>Copper and Iron Spears can be found in Weaponsmith chests in villages<\/li>\n<li>Stone Spears can be found in Ocean Ruin chests<\/li>\n<li>Diamond Spears can be found in Bastion Remnant and End City chests<\/li>\n<\/ul>\n<\/li>\n<li>Copper, Iron, Golden, and Diamond Nautilus Armor now have a chance to be found in the Chests for the following Structures:\n<ul>\n<li>Buried Treasure<\/li>\n<li>Ocean Ruins<\/li>\n<li>Shipwreck<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Status Effects<\/h3>\n<ul>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">Breath of the Nautilus<\/span>&nbsp;effect\n<ul>\n<li>Effect that affects mounted players<\/li>\n<li>Pauses player oxygen consumption (but does not replenish oxygen)<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Minor Tweaks to Blocks, Items and Entities<\/h3>\n<h3>Items<\/h3>\n<ul>\n<li>Spawn Eggs are now sorted thematically in the Creative Inventory, according to the following categories:\n<ul>\n<li>Overworld\n<ul>\n<li>Farm Animals<\/li>\n<li>Mounts<\/li>\n<li>Pets<\/li>\n<li>Wild Animals<\/li>\n<li>Aquatic<\/li>\n<li>Miscellaneous<\/li>\n<li>Golems<\/li>\n<li>Villagers<\/li>\n<li>Undead<\/li>\n<li>Spiders<\/li>\n<li>Monsters<\/li>\n<li>Illagers<\/li>\n<\/ul>\n<\/li>\n<li>Nether<\/li>\n<li>The End<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Sounds<\/h3>\n<ul>\n<li>Anvil destroy, land, place and use sounds now play at a slightly lower volume<\/li>\n<\/ul>\n<h3>Accessibility<\/h3>\n<ul>\n<li>Keys used to access debug features can now be rebound\n<ul>\n<li>It is part of a new&nbsp;<span class=\"MC_Effect_TextHighlightA\">Debug<\/span>&nbsp;category in the Key Binds screen<\/li>\n<li>The&nbsp;<span class=\"MC_Effect_TextHighlightA\">F3 + Q<\/span>&nbsp;keybind to display a debug help message in chat has been removed<\/li>\n<\/ul>\n<\/li>\n<li>The debug modifier key can be bound separately from the debug overlay key<\/li>\n<li>The key to toggle GUI can now be rebound<\/li>\n<li>The key to toggle spectator shader effects, such as when spectating an enderman, can now be rebound<\/li>\n<\/ul>\n<h3>Input<\/h3>\n<p>Several uses of the&nbsp;<span class=\"MC_Effect_TextHighlightA\">cmd<\/span>&nbsp;key on Mac have been rebound to&nbsp;<span class=\"MC_Effect_TextHighlightA\">ctrl<\/span>:<\/p>\n<ul>\n<li>The input modfier to drop all items<\/li>\n<li>The input modfier to include all the data when picking a block<\/li>\n<li>The input modfier to change GUI scale in the Video Settings screen<\/li>\n<li>Stopping the recipe book from cycling through variations of items<\/li>\n<\/ul>\n<h3>Performance Improvements<\/h3>\n<h3>Debug Renderer Changes<\/h3>\n<ul>\n<li>Same as before, do not treat debug renderers as supported features, they are there only to aid with development<\/li>\n<li>More debug renderers are now available through the Debug Settings screen<\/li>\n<li>Some existing renderers were improved<\/li>\n<li>The performance of debug renderers has been significantly improved<\/li>\n<\/ul>\n<h3>Graphics Presets<\/h3>\n<ul>\n<li>Settings on the Video Settings screen have been reordered and split into 3 sections: &#8220;Display&#8221;, &#8220;Quality &amp; Performance&#8221;, and &#8220;Preferences&#8221;<\/li>\n<li>The following settings that were duplicating accessibility settings have been removed from the Video Settings screen:\n<ul>\n<li>&#8220;View Bobbing&#8221;<\/li>\n<li>&#8220;Glint Speed&#8221;<\/li>\n<li>&#8220;Glint Strength&#8221;<\/li>\n<li>&#8220;FOV Effects&#8221;<\/li>\n<li>&#8220;Distortion Effects&#8221;<\/li>\n<\/ul>\n<\/li>\n<li>Tweaks that were previously hidden behind the &#8220;Graphics&#8221; setting have been split out to be configurable independently:\n<ul>\n<li>&#8220;See-Through Leaves&#8221;<\/li>\n<li>&#8220;Show Vignette&#8221;<\/li>\n<li>&#8220;Weather Effect Radius&#8221; configures the distance in blocks within which rain and snow are visible<\/li>\n<li>&#8220;Improved Transparency&#8221; resolves some of the transparent geometry rendering issues at a significant GPU cost, previously was hidden behind &#8220;Fabulous!&#8221;<\/li>\n<\/ul>\n<\/li>\n<li>A new &#8220;Preset&#8221; slider was added to the top of the &#8220;Quality &amp; Performance&#8221; section\n<ul>\n<li>Presets, as you would expect based on gaming industry standard, control most of the &#8220;Quality &amp; Performance&#8221; settings at once, not only the ones that were previously hidden behind the &#8220;Graphics&#8221; setting<\/li>\n<li>Available presets are &#8220;Fast&#8221;, &#8220;Fancy&#8221;, &#8220;Fabulous!&#8221; and &#8220;Custom&#8221;<\/li>\n<li>The default preset is &#8220;Fancy&#8221; for new players<\/li>\n<li>But for players who are upgrading to this version the preset will be set to &#8220;Custom&#8221; to preserve your current configuration<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>UI<\/h3>\n<ul>\n<li>Menu sliders will now &#8220;stick&#8221; to the closest available value when you release them after dragging with a mouse<\/li>\n<li>When using keyboard to change slider values, arrow keys will now move the slider to the next available value, not by one pixel as before<\/li>\n<li>The&nbsp;<span class=\"MC_Effect_TextHighlightA\">inF3<\/span>&nbsp;button in the Debug Option screen has been renamed to&nbsp;<span class=\"MC_Effect_TextHighlightA\">inOverlay<\/span><\/li>\n<li>The Single Biome Customization screen now has a search box<\/li>\n<li>The language selection screen now has a search box to filter languages<\/li>\n<li>Renamed the &#8220;Show Music Toast&#8221; option to &#8220;Music Toast&#8221;\n<ul>\n<li>Added a third state to the &#8220;Music Toast&#8221; option, allowing it to only be shown in the pause menu<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2>Technical Changes<\/h2>\n<ul>\n<li>The Data Pack version is now 94.1<\/li>\n<li>The Resource Pack version is now 75.0<\/li>\n<li>The Minecraft Server Management Protocol version is now 2.0.0<\/li>\n<li>Added ClientFps JFR event<\/li>\n<li>Experience packets that do not change the player&#8217;s experience progress or level are no longer sent by the server<\/li>\n<li>Added support for KQueue on OSX to improve network connection performance<\/li>\n<\/ul>\n<h3>Minecraft Server Management Protocol Version 2.0.0<\/h3>\n<ul>\n<li>Added a new notification&nbsp;<span class=\"MC_Effect_TextHighlightA\">server\/activity<\/span>\n<ul>\n<li>Indicates that a network connection to the server has been initiated<\/li>\n<li>Rate limited to 1 notification per 30 seconds<\/li>\n<\/ul>\n<\/li>\n<li>Enable authentication from web browsers\n<ul>\n<li>Authenticate by passing the token in&nbsp;<span class=\"MC_Effect_TextHighlightA\">Sec-WebSocket-Protocol<\/span>&nbsp;header when opening the WebSocket connection\n<ul>\n<li>Example:&nbsp;<span class=\"MC_Effect_TextHighlightA\">Sec-WebSocket-Protocol: minecraft-v1, &lt;token&gt;<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Requests authenticating this way are subject to Origin header checks. This requires configuration of allowed origins on the server side using&nbsp;<span class=\"MC_Effect_TextHighlightA\">management-server-allowed-origins<\/span>. The default value is empty, meaning&nbsp;<span class=\"MC_Effect_TextHighlightA\">Sec-Websocket-Protocol<\/span>&nbsp;authentication is effectively disabled<\/li>\n<\/ul>\n<\/li>\n<li>In the&nbsp;<span class=\"MC_Effect_TextHighlightA\">typed_game_rule<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">untyped_game_rule<\/span>&nbsp;schemas, the type of the&nbsp;<span class=\"MC_Effect_TextHighlightA\">value<\/span>&nbsp;field has been changed from string to take either a boolean or an integer\n<ul>\n<li>Also, it now uses the game rule resource location as the key<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2>Data Pack Versions 89.0 through 94.1<\/h2>\n<ul>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">stopwatch<\/span>&nbsp;command for keeping track of real time<\/li>\n<li>Certain visual and gameplay effects can now be controlled by Environment Attributes<\/li>\n<li>World Border interpolation is now dependent on game ticks instead of real time\n<ul>\n<li>This means the World Border will no longer move when the game is paused<\/li>\n<li>It will also respect any changes made by the&nbsp;<span class=\"MC_Effect_TextHighlightA\">\/tick<\/span>&nbsp;command<\/li>\n<\/ul>\n<\/li>\n<li>Changed loot function&nbsp;<span class=\"MC_Effect_TextHighlightA\">filtered<\/span>&nbsp;to allow running modification when predicate fails<\/li>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">discard<\/span>&nbsp;loot function<\/li>\n<li>Added new Coral Zombie Nautilus mob variant\n<ul>\n<li>The Zombie Nautilus variants can be data-driven<\/li>\n<\/ul>\n<\/li>\n<li>Item textures were split out of the&nbsp;<span class=\"MC_Effect_TextHighlightA\">blocks<\/span>&nbsp;atlas into a separate new&nbsp;<span class=\"MC_Effect_TextHighlightA\">items<\/span>&nbsp;atlas\n<ul>\n<li>It means that the commands that were referencing the&nbsp;<span class=\"MC_Effect_TextHighlightA\">blocks<\/span>&nbsp;atlas for item textures now need to reference the&nbsp;<span class=\"MC_Effect_TextHighlightA\">items<\/span>&nbsp;atlas instead<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Zombie Nautilus Variants<\/h3>\n<ul>\n<li>Zombie Nautilus variants can be data-driven by adding entries to&nbsp;<span class=\"MC_Effect_TextHighlightA\">data\/&lt;namespace&gt;\/zombie_nautilus_variant\/&lt;id&gt;.json<\/span><\/li>\n<li>This feature is experimental<\/li>\n<li>Fields in file:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">model<\/span>&nbsp;&#8211; one of:&nbsp;<span class=\"MC_Effect_TextHighlightA\">normal<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">warm<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">asset_id<\/span>&nbsp;&#8211; namespaced id for this variant asset, resolves to&nbsp;<span class=\"MC_Effect_TextHighlightA\">assets\/&lt;namespace&gt;\/textures\/&lt;path&gt;.png<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">spawn_conditions<\/span>&nbsp;&#8211; a uniform variant selection rule explained below<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Spawn conditions<\/h4>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:biome<\/span><\/h5>\n<ul>\n<li>Checks if entity is spawning in specific biomes<\/li>\n<li>Fields:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">biomes<\/span>&nbsp;&#8211; single entry, list or a tag describing biomes<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:moon_brightness<\/span><\/h5>\n<ul>\n<li>Checks if current moon brightness is within certain range<\/li>\n<li>Fields:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">range<\/span>&nbsp;&#8211; floating point range (a single number or an object like&nbsp;<span class=\"MC_Effect_TextHighlightA\">{&#8220;min&#8221;: 1, &#8220;max&#8221;: 2}<\/span>)<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:structures<\/span><\/h5>\n<ul>\n<li>Checks if entity is spawning in specific structures<\/li>\n<li>Fields:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">structures<\/span>&nbsp;&#8211; single entry, list or a tag describing structures<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Commands<\/h3>\n<ul>\n<li>Resource suggestions now show results in any namespace instead of just within&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft<\/span><\/li>\n<\/ul>\n<h4>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">stopwatch<\/span><\/h4>\n<ul>\n<li>New command that allows the creation of a Stopwatch that keeps track of real time<\/li>\n<li>Stopwatches do not depend on game ticks<\/li>\n<li>They only run when the server\/world is running, even when paused<\/li>\n<\/ul>\n<p>Syntax:<\/p>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">stopwatch create &lt;id&gt;<\/span>&nbsp;&#8211; creates a Stopwatch with the given namespaced ID<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">stopwatch query &lt;id&gt; [&lt;scale&gt;]<\/span>&nbsp;&#8211; shows the elapsed time of the given Stopwatch in seconds and returns it scaled by the given value and truncated.\n<ul>\n<li>Default scale:&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">stopwatch restart &lt;id&gt;<\/span>&nbsp;&#8211; restarts the given Stopwatch<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">stopwatch remove &lt;id&gt;<\/span>&nbsp;&#8211; removes the given Stopwatch<\/li>\n<\/ul>\n<blockquote>\n<p><b>Developer&#8217;s Note<\/b>:&nbsp;<i>This command is added to replace the need of using world borders to keep track of real time. The intent is to change the world border to be dependent on game ticks in a future snapshot. If you&#8217;ve relied on this way of measuring the passage of real time before, please switch to using the new command and let us know if anything doesn&#8217;t work as intended. Thank you!<\/i><\/p>\n<\/blockquote>\n<h4>Changes to&nbsp;<span class=\"MC_Effect_TextHighlightA\">execute<\/span><\/h4>\n<ul>\n<li>Added new syntax&nbsp;<span class=\"MC_Effect_TextHighlightA\">\/execute if|unless stopwatch &lt;id&gt; &lt;range&gt;<\/span><\/li>\n<li>Allows to compare the elapsed time of a given Stopwatch with a floating point value range\n<ul>\n<li>The Stopwatch value is measured in seconds and has an accuracy of at most a millisecond<\/li>\n<li>Example:&nbsp;<span class=\"MC_Effect_TextHighlightA\">\/execute if stopwatch foo:bar ..10 run say Stopwatch foo:bar has not reached 10 seconds yet<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Changes to&nbsp;<span class=\"MC_Effect_TextHighlightA\">worldborder<\/span><\/h4>\n<ul>\n<li>The&nbsp;<span class=\"MC_Effect_TextHighlightA\">time<\/span>&nbsp;arguments now specify ticks by default, but can also specify seconds or in-game days using an&nbsp;<span class=\"MC_Effect_TextHighlightA\">s<\/span>&nbsp;or&nbsp;<span class=\"MC_Effect_TextHighlightA\">d<\/span>&nbsp;suffix<\/li>\n<\/ul>\n<h3>Game Rules<\/h3>\n<p>Game rules have been moved into a registry. With that, all game rules have been renamed from their previous camel case names to resource locations in snake case.<\/p>\n<p>Additionally, the following game rules have been further renamed:<\/p>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">announceAdvancements<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:show_advancement_messages<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">commandBlocksEnabled<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:command_blocks_work<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">command_modification_block_limit<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:max_block_modifications<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">disableElytraMovementCheck<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:elytra_movement_check<\/span>\n<ul>\n<li>The value is inverted accordingly in places that use the resource location<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">disablePlayerMovementCheck<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:player_movement_check<\/span>\n<ul>\n<li>The value is inverted accordingly in places that use the resource location<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">disableRaids<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:raids<\/span>\n<ul>\n<li>The value is inverted accordingly in places that use the resource location<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">doDaylightCycle<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:advance_time<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">doEntityDrops<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:entity_drops<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">doImmediateRespawn<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:immediate_respawn<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">doInsomnia<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:spawn_phantoms<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">doLimitedCrafting<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:limited_crafting<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">doMobLoot<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:mob_drops<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">doMobSpawning<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:spawn_mobs<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">doPatrolSpawning<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:spawn_patrols<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">doTileDrops<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:block_drops<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">doTraderSpawning<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:spawn_wandering_traders<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">doVinesSpread<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:spread_vines<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">doWardenSpawning<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:spawn_wardens<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">doWeatherCycle<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:advance_weather<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">maxCommandChainLength<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:max_command_sequence_length<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">maxCommandForkCount<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:max_command_forks<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">naturalRegeneration<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:natural_health_regeneration<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">snowAccumulationHeight<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:max_snow_accumulation_height<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">spawnRadius<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:respawn_radius<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">spawnerBlocksEnabled<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:spawner_blocks_work<\/span><\/li>\n<\/ul>\n<h4>Limits<\/h4>\n<p>Some game rules that previously did not have a limited value range now do:<\/p>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:max_block_modifications<\/span>: Minimum&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:max_command_forks<\/span>: Minimum&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:max_command_sequence_length<\/span>: Minimum&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:max_entity_cramming<\/span>: Minimum&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:max_snow_accumulation_height<\/span>: Minimum&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>, maximum:&nbsp;<span class=\"MC_Effect_TextHighlightA\">8<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:players_nether_portal_creative_delay<\/span>: Minimum&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:players_nether_portal_default_delay<\/span>: Minimum&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:players_sleeping_percentage<\/span>: Minimum&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:random_tick_speed<\/span>: Minimum&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:respawn_radius<\/span>: Minimum&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span><\/li>\n<\/ul>\n<h4>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:fire_spread_radius_around_player<\/span><\/h4>\n<ul>\n<li>Controls the maximum distance in blocks that fire can spread around a player\n<ul>\n<li>This replaces the previous&nbsp;<span class=\"MC_Effect_TextHighlightA\">doFireTick<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">allowFireTicksAwayFromPlayer<\/span>&nbsp;game rules, which have now been removed<\/li>\n<li>Setting it to&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;will disable fire spreading<\/li>\n<li>Setting it to&nbsp;<span class=\"MC_Effect_TextHighlightA\">-1<\/span>&nbsp;will allow fire spreading without players around<\/li>\n<li>Limit: Minimum&nbsp;<span class=\"MC_Effect_TextHighlightA\">-1<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Game Tests<\/h3>\n<p>In the&nbsp;<span class=\"MC_Effect_TextHighlightA\">game_rules<\/span>&nbsp;test environment the keys&nbsp;<span class=\"MC_Effect_TextHighlightA\">bool_rule<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">int_rule<\/span>&nbsp;have been replaced with a single key&nbsp;<span class=\"MC_Effect_TextHighlightA\">rules<\/span>. It is a map from game rules resource locations to the game rules value. The value type is either integer or boolean depending on the game rule.<\/p>\n<h3>Timelines<\/h3>\n<p>Timelines are a new concept defined in data packs under the&nbsp;<span class=\"MC_Effect_TextHighlightA\">timeline<\/span>&nbsp;registry (i.e. found under&nbsp;<span class=\"MC_Effect_TextHighlightA\">data\/&lt;namespace&gt;\/timeline\/&lt;id&gt;.json<\/span>).<\/p>\n<p>Timelines specify game behavior based on the absolute day time (that which is set by&nbsp;<span class=\"MC_Effect_TextHighlightA\">\/time set<\/span>). Timelines optionally can specify a period over which they will be repeated.<\/p>\n<p>Primarily, Timelines are able to modify game behavior or visuals by applying Environment Attribute modifiers.<\/p>\n<p>Format: object with fields<\/p>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">period_ticks<\/span>: optional integer, defines the duration in ticks over which the timeline will repeat\n<ul>\n<li>If not specified, the timeline will not repeat<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">tracks<\/span>: optional map between Environment Attribute IDs and a corresponding Environment Attribute Track object\n<ul>\n<li>See the section on Environment Attributes below for details<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>Timelines by default have no effect unless they are included by a dimension &#8211; see the Dimension Types section below.<\/p>\n<h3>Environment Attributes<\/h3>\n<p>Environment Attributes provide a data-driven way to control a variety of visual and gameplay systems.<\/p>\n<p>Each Environment Attribute controls a specific visual or gameplay effect: for example,&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/sky_color<\/span>&nbsp;controls the color of the sky, and&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/water_evaporates<\/span>&nbsp;controls whether water can be placed at a given location.<\/p>\n<blockquote>\n<p><b>Developer\u2019s Note:<\/b>&nbsp;<i>This system and many of the introduced attributes should be considered very experimental, and may still change significantly in coming snapshots and releases. In the meantime, we would as always love to hear any feedback or suggestions you may have!<\/i><\/p>\n<\/blockquote>\n<h4>Sources<\/h4>\n<p>Environment Attribute values can be provided by the following Environment Attribute sources (in order of low to high priority):<\/p>\n<ul>\n<li>Dimensions<\/li>\n<li>Biomes<\/li>\n<li>Timelines<\/li>\n<li>Weather (not data-driven)<\/li>\n<\/ul>\n<p>While Biomes act as a source to modify an attribute by position, Timelines can modify an attribute based on time.<\/p>\n<p>The &#8220;effective&#8221; value of the Environment Attribute (i.e. what will actually show up in game) will be some combination of the values provided by each source according to their priority.<\/p>\n<p>For example, in the following scenario:<\/p>\n<ul>\n<li>The&nbsp;<span class=\"MC_Effect_TextHighlightA\">overworld<\/span>&nbsp;dimension provides&nbsp;<span class=\"MC_Effect_TextHighlightA\">sky_color = #00ff00<\/span>&nbsp;(green)<\/li>\n<li>The&nbsp;<span class=\"MC_Effect_TextHighlightA\">plains<\/span>&nbsp;biome provides&nbsp;<span class=\"MC_Effect_TextHighlightA\">sky_color = #ff0000<\/span>&nbsp;(red)<\/li>\n<\/ul>\n<p>When the player is in the&nbsp;<span class=\"MC_Effect_TextHighlightA\">plains<\/span>&nbsp;biome, they will see the red&nbsp;<span class=\"MC_Effect_TextHighlightA\">sky_color<\/span>, while anywhere else in the&nbsp;<span class=\"MC_Effect_TextHighlightA\">overworld<\/span>&nbsp;they will see green.<\/p>\n<p>When an Environment Attribute source provides an Environment Attribute, it can:<\/p>\n<ul>\n<li>Override the value, such as the&nbsp;<span class=\"MC_Effect_TextHighlightA\">plains<\/span>&nbsp;biome overriding the&nbsp;<span class=\"MC_Effect_TextHighlightA\">overworld<\/span>&#8216;s&nbsp;<span class=\"MC_Effect_TextHighlightA\">sky_color<\/span>&nbsp;in the above scenario<\/li>\n<li>Apply a modifier to a previous value (see section on Modifiers below)<\/li>\n<\/ul>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/sickgaming.net\/blog\/wp-content\/uploads\/2025\/12\/java-edition-1-21-11-5.png\" alt width=\"600\" height=\"338\"><\/p>\n<h4>Modifiers<\/h4>\n<p>As described in the above example, an Environment Attribute source may simply override the value of a particular attribute. However, it is sometimes also desirable to rather apply a modifier to a value provided by a source with lower priority.<\/p>\n<p>For example, in the following scenario:<\/p>\n<ul>\n<li>The&nbsp;<span class=\"MC_Effect_TextHighlightA\">overworld<\/span>&nbsp;dimension provides&nbsp;<span class=\"MC_Effect_TextHighlightA\">water_fog_end_distance = 96.0<\/span><\/li>\n<li>The&nbsp;<span class=\"MC_Effect_TextHighlightA\">plains<\/span>&nbsp;biome modifies&nbsp;<span class=\"MC_Effect_TextHighlightA\">water_fog_end_distance<\/span>&nbsp;with a&nbsp;<span class=\"MC_Effect_TextHighlightA\">multiply<\/span>&nbsp;modifier of&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.85<\/span><\/li>\n<\/ul>\n<p>When in the&nbsp;<span class=\"MC_Effect_TextHighlightA\">plains<\/span>&nbsp;biome, the&nbsp;<span class=\"MC_Effect_TextHighlightA\">water_fog_end_distance<\/span>&nbsp;will be resolved to&nbsp;<span class=\"MC_Effect_TextHighlightA\">96.0*0.85 = 81.6<\/span>, while in any other Overworld biome, it will resolve to&nbsp;<span class=\"MC_Effect_TextHighlightA\">96.0<\/span>.<\/p>\n<p>The kinds of modifiers available depends on the type of Environment Attribute. The most basic modifier, supported by every Environment Attribute, is the&nbsp;<span class=\"MC_Effect_TextHighlightA\">override<\/span>&nbsp;modifier. This behaves purely as an override of the preceding value. If not specified by an Environment Attribute source, the modifier will always be assumed to be&nbsp;<span class=\"MC_Effect_TextHighlightA\">override<\/span>.<\/p>\n<p>Full descriptions of the available modifiers and their behaviors can be found in the Common Modifiers section below.<\/p>\n<h4>Interpolation<\/h4>\n<p>While modifiers describe how a value provided by one source is applied on the value from a preceding source, interpolation describes the combination of values within a source. Only some Environment Attributes support interpolation. This allows for the smooth transition between two or more values, such as when moving between two biomes.<\/p>\n<p>Between multiple Biomes, interpolation is performed on values from a source after modifiers have been applied. Within a Timeline, interpolation is performed on the modifier arguments before they get applied.<\/p>\n<h5>Biomes<\/h5>\n<p>For example, in the following scenario:<\/p>\n<ul>\n<li>The&nbsp;<span class=\"MC_Effect_TextHighlightA\">plains<\/span>&nbsp;biome provides&nbsp;<span class=\"MC_Effect_TextHighlightA\">sky_color = #ff0000<\/span>&nbsp;(red)<\/li>\n<li>The&nbsp;<span class=\"MC_Effect_TextHighlightA\">desert<\/span>&nbsp;biome provides&nbsp;<span class=\"MC_Effect_TextHighlightA\">sky_color = #ffff00<\/span>&nbsp;(yellow)<\/li>\n<\/ul>\n<p><span class=\"MC_Effect_TextHighlightA\">sky_color<\/span>&nbsp;is one such attribute that will transition smoothly based on position: for example, in the above scenario, as a player moves from a&nbsp;<span class=\"MC_Effect_TextHighlightA\">plains<\/span>&nbsp;to a&nbsp;<span class=\"MC_Effect_TextHighlightA\">desert<\/span>&nbsp;biome, the sky color will gradually shift from red to yellow. Other attributes, such as&nbsp;<span class=\"MC_Effect_TextHighlightA\">water_evaporates<\/span>, represent discrete values and will not be smoothly transitioned &#8211; only the biome exactly at a subject position will be considered.<\/p>\n<p>Smooth transitions between biomes are based on the biomes within an 8 block radius of the camera. Biomes that occupy a larger portion of that radius and are closer to the camera will have a stronger influence on the final interpolated value.<\/p>\n<h5>Timelines<\/h5>\n<p>Timelines can define Attribute Tracks &#8211; these specify how a modifier for a particular Environment Attribute changes over time by defining keyframes. Depending on the attribute, interpolation may be used between each keyframe. If interpolation is not used, the previous keyframe value will always be selected.<\/p>\n<p>For example, a Timeline with a period of&nbsp;<span class=\"MC_Effect_TextHighlightA\">24000<\/span>&nbsp;might be set up as following:<\/p>\n<ul>\n<li>At time =&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>, the timeline provides&nbsp;<span class=\"MC_Effect_TextHighlightA\">sky_color = #ff0000<\/span>&nbsp;(red)<\/li>\n<li>At time =&nbsp;<span class=\"MC_Effect_TextHighlightA\">1000<\/span>, the timeline provides&nbsp;<span class=\"MC_Effect_TextHighlightA\">sky_color = #ff0000<\/span>&nbsp;(red)<\/li>\n<li>At time =&nbsp;<span class=\"MC_Effect_TextHighlightA\">6000<\/span>, the timeline provides&nbsp;<span class=\"MC_Effect_TextHighlightA\">sky_color = #ff00ff<\/span>&nbsp;(magenta)<\/li>\n<\/ul>\n<p>Between time =&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;and time =&nbsp;<span class=\"MC_Effect_TextHighlightA\">1000<\/span>, the sky color will be red. Between&nbsp;<span class=\"MC_Effect_TextHighlightA\">1000<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">6000<\/span>, it will shift from red to magenta. Then, from&nbsp;<span class=\"MC_Effect_TextHighlightA\">6000<\/span>&nbsp;all the way until the timeline repeats and reaches time =&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;again, the color will slowly shift back to&nbsp;<span class=\"MC_Effect_TextHighlightA\">red<\/span>.<\/p>\n<p>Note: unlike biomes, if a Timeline uses a modifier instead of an override, interpolation is applied to the modifier arguments rather than the final modified values.<\/p>\n<h4>Environment Attribute Map<\/h4>\n<p>Dimension Type and Biome definitions contain a new&nbsp;<span class=\"MC_Effect_TextHighlightA\">attributes<\/span>&nbsp;field, enabling them to define Environment Attributes.<\/p>\n<p>This map generally takes the form of an object mapping between Environment Attribute IDs and their corresponding values, for example:<\/p>\n<pre><code>\"attributes\": { \"minecraft:visual\/fog_color\": \"#ffaa00\", \"minecraft:gameplay\/water_evaporates\": true\n}\n<\/code><\/pre>\n<p>Values defined as above will always be assumed to use the&nbsp;<span class=\"MC_Effect_TextHighlightA\">override<\/span>&nbsp;modifier.<\/p>\n<p>The value object can however be expanded in order to express different modifiers, in the format of an object with the following fields:<\/p>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">modifier<\/span>: optional string modifier ID, dependent on the Attribute Type (see the Common Modifiers section below)\n<ul>\n<li>Default:&nbsp;<span class=\"MC_Effect_TextHighlightA\">override<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">argument<\/span>: the modifier argument (format dependent on the chosen modifier)\n<ul>\n<li>How the argument is used also depends on the type of modifier<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>For example, the following definition describes multiplying&nbsp;<span class=\"MC_Effect_TextHighlightA\">water_fog_end_distance<\/span>&nbsp;by 85%:<\/p>\n<pre><code>\"attributes\": { \"minecraft:visual\/water_fog_end_distance\": { \"modifier\": \"multiply\", \"argument\": 0.85 }\n}\n<\/code><\/pre>\n<h4>Attribute Track<\/h4>\n<p>An Attribute Track specified within a Timeline takes the format of an object with the following fields:<\/p>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">ease<\/span>&nbsp;&#8211; optional Easing Type (see below), used to ease the interpolaton of the value between keyframes\n<ul>\n<li>Default:&nbsp;<span class=\"MC_Effect_TextHighlightA\">linear<\/span><\/li>\n<li>If the target attribute does not support interpolation, the easing mode will have no effect<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">keyframes<\/span>&nbsp;&#8211; list of keyframe objects, must be ordered by the&nbsp;<span class=\"MC_Effect_TextHighlightA\">ticks<\/span>&nbsp;field:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">ticks<\/span>&nbsp;&#8211; integer between&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">period_ticks<\/span>&nbsp;(if specified), defines the tick (within the period) at which this keyframe&#8217;s value will be active<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">value<\/span>&nbsp;&#8211; the modifier argument (format dependent on the chosen modifier)\n<ul>\n<li>If no&nbsp;<span class=\"MC_Effect_TextHighlightA\">modifier<\/span>&nbsp;is specified (or&nbsp;<span class=\"MC_Effect_TextHighlightA\">override<\/span>&nbsp;is used), the type of this field is the same as the Environment Attribute itself<\/li>\n<li>How this value is used depends on the type of modifier<\/li>\n<\/ul>\n<\/li>\n<li>Note: at most two keyframes can be placed on the same tick, creating an immediate transition<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">modifier<\/span>&nbsp;&#8211; optional string modifier ID, dependent on the Attribute Type (see the Common Modifiers section below)\n<ul>\n<li>Default:&nbsp;<span class=\"MC_Effect_TextHighlightA\">override<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>For example, the following Timeline has a period of&nbsp;<span class=\"MC_Effect_TextHighlightA\">24000<\/span>, and has an attribute track that modifies only&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/cat_waking_up_gift_chance<\/span>. Because the easing is&nbsp;<span class=\"MC_Effect_TextHighlightA\">constant<\/span>, between tick&nbsp;<span class=\"MC_Effect_TextHighlightA\">362<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">23667<\/span>&nbsp;the value is&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span>, while between tick&nbsp;<span class=\"MC_Effect_TextHighlightA\">23667<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">362<\/span>&nbsp;it is&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.7<\/span>.<\/p>\n<p>Like other Environment Attribute sources, the specified value is used as the argument to the specified&nbsp;<span class=\"MC_Effect_TextHighlightA\">modifier<\/span>. This is then applied on top of sources with a lower priority. In this case the modifier is&nbsp;<span class=\"MC_Effect_TextHighlightA\">maximum<\/span>, so this timeline will only ever increase the value of&nbsp;<span class=\"MC_Effect_TextHighlightA\">cat_waking_up_gift_chance<\/span>&nbsp;to the value specified in the track.<\/p>\n<pre><code>{ \"period_ticks\": 24000, \"tracks\": { \"minecraft:gameplay\/cat_waking_up_gift_chance\": { \"ease\": \"constant\", \"modifier\": \"maximum\", \"keyframes\": [ { \"ticks\": 362, \"value\": 0.0 }, { \"ticks\": 23667, \"value\": 0.7 } ] } }\n}\n<\/code><\/pre>\n<h6>Easing Types<\/h6>\n<p>Easing Types control the interpolation between two keyframes by applying a curve. The following built-in Easing Types are provided:<\/p>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">constant<\/span>&nbsp;&#8211; always selects the previous keyframe<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">linear<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_back<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_bounce<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_circ<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_cubic<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_elastic<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_expo<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_quad<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_quart<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_quint<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_sine<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_out_back<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_out_bounce<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_out_circ<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_out_cubic<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_out_elastic<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_out_expo<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_out_quad<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_out_quart<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_out_quint<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">in_out_sine<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">out_back<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">out_bounce<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">out_circ<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">out_cubic<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">out_elastic<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">out_expo<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">out_quad<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">out_quart<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">out_quint<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">out_sine<\/span><\/li>\n<\/ul>\n<p>An Easing Type may also be specified with a Cubic B\u00e9zier in the format:&nbsp;<span class=\"MC_Effect_TextHighlightA\">{ &#8220;cubic_bezier&#8221;: [ x1, y1, x2, y2 ] }<\/span><\/p>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">x1<\/span>: float between&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span>, x-coordinate of the first control point<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">y1<\/span>: float, y-coordinate of the first control point<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">x2<\/span>: float between&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span>, x-coordinate of the second control point<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">y2<\/span>: float, y-coordinate of the second control point<\/li>\n<\/ul>\n<blockquote>\n<p><b>Developer&#8217;s Note<\/b>:&nbsp;<i>To play around with and visualize easings,&nbsp;<a href=\"https:\/\/easings.net\/\">easings.net<\/a>&nbsp;and&nbsp;<a href=\"https:\/\/cubic-bezier.com\/\">cubic-bezier.com<\/a>&nbsp;are great references!<\/i><\/p>\n<\/blockquote>\n<h4>Common Data Types<\/h4>\n<p>The following data types are reused in various parts of the Environment Attributes system and will be referenced in sections below.<\/p>\n<h5>RGB Color<\/h5>\n<p>Format can be one of the following:<\/p>\n<ul>\n<li>A hex color RGB string, in the form&nbsp;<span class=\"MC_Effect_TextHighlightA\">#rrggbb<\/span><\/li>\n<li>A float array with 3 components, between&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span>, in the form&nbsp;<span class=\"MC_Effect_TextHighlightA\">[r, g, b]<\/span><\/li>\n<li>An integer in packed RGB form<\/li>\n<\/ul>\n<h5>ARGB Color<\/h5>\n<p>Format can be one of the following:<\/p>\n<ul>\n<li>A hex color ARGB string, in the form&nbsp;<span class=\"MC_Effect_TextHighlightA\">#aarrggbb<\/span><\/li>\n<li>A float array with 4 components, between&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span>, in the form&nbsp;<span class=\"MC_Effect_TextHighlightA\">[a, r, g, b]<\/span><\/li>\n<li>An integer in packed ARGB form<\/li>\n<\/ul>\n<h5>Particle Options<\/h5>\n<p>A full definition of a particle, including any type-specific properties (as in the&nbsp;<span class=\"MC_Effect_TextHighlightA\">\/particle<\/span>&nbsp;command).<\/p>\n<p>For example:<\/p>\n<pre><code>{ \"type\": \"minecraft:block_crumble\", \"block_state\": { \"Name\": \"minecraft:dirt\" }\n}\n<\/code><\/pre>\n<h5>Mob Activity<\/h5>\n<p>A string ID from the&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:activity<\/span>&nbsp;built-in registry. One of:<\/p>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:core<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:idle<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:work<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:play<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:rest<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:meet<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:panic<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:raid<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:pre_raid<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:hide<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:fight<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:celebrate<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:admire_item<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:avoid<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:ride<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:play_dead<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:long_jump<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:ram<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:tongue<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:swim<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:lay_spawn<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:sniff<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:investigate<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:roar<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:emerge<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:dig<\/span><\/li>\n<\/ul>\n<h4>Common Modifiers<\/h4>\n<p>Every Environment Attribute has a specific value type, which describes how values must be defined as well as what modifiers are available and how they are interpolated. Some are very specific, while others are reused across many attributes.<\/p>\n<p>Although this is not an exhaustive list, the following Attribute Types are used commonly across many Environment Attributes:<\/p>\n<h5>Modifiers on Boolean Values<\/h5>\n<p>Argument format: boolean<\/p>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">override<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">and<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">nand<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">or<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">nor<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">xor<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">xnor<\/span><\/li>\n<\/ul>\n<h5>Modifiers on Float Values<\/h5>\n<p>Argument format: float<\/p>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">override<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">add<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">subtract<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">multiply<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minimum<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">maximum<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">alpha_blend<\/span>\n<ul>\n<li>Modifies&nbsp;<span class=\"MC_Effect_TextHighlightA\">subject<\/span>&nbsp;according to:&nbsp;<span class=\"MC_Effect_TextHighlightA\">result = lerp(alpha, subject, value)<\/span><\/li>\n<li>Argument format: object with fields:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">value<\/span>: float to blend towards<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">alpha<\/span>: float between&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h5>Modifiers on RGB Color Values<\/h5>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">override<\/span>\n<ul>\n<li>Argument format: RGB Color<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">add<\/span>&nbsp;&#8211; component-wise additive color blending\n<ul>\n<li>Argument format: RGB Color<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">subtract<\/span>&nbsp;&#8211; component-wise subtractive color blending\n<ul>\n<li>Argument format: RGB Color<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">multiply<\/span>&nbsp;&#8211; component-wise multiplicative color blending\n<ul>\n<li>Argument format: RGB Color<\/li>\n<li>If specified, the alpha component is multiplied independently just like the other color channels<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">alpha_blend<\/span>&nbsp;&#8211; traditional alpha blending that might be seen in image editing software\n<ul>\n<li>Argument format: ARGB Color<\/li>\n<li>When the argument alpha is&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span>, it will behave as an override with no blending<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">blend_to_gray<\/span>&nbsp;&#8211; modifies a color by taking its grayscale form, applying a brightness modifier, and mixing with this using some factor\n<ul>\n<li>Where&nbsp;<span class=\"MC_Effect_TextHighlightA\">gray = brightness * (0.3 * red + 0.59 * green + 0.11 * blue)<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">result = lerp(factor, subject, [gray, gray, gray])<\/span><\/li>\n<li>Argument format: object with fields:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">brightness<\/span>: float between&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span>, a multiplier to apply to the grayscale value<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">factor<\/span>: float between&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span>, the factor to mix with<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h5>Modifiers on ARGB Color Values<\/h5>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">override<\/span>\n<ul>\n<li>Argument format: ARGB Color<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">add<\/span>&nbsp;&#8211; component-wise additive color blending\n<ul>\n<li>Argument format: RGB Color<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">subtract<\/span>&nbsp;&#8211; component-wise subtractive color blending\n<ul>\n<li>Argument format: RGB Color<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">multiply<\/span>&nbsp;&#8211; component-wise multiplicative color blending\n<ul>\n<li>Argument format: RGB or ARGB Color<\/li>\n<li>If specified, the alpha component is multiplied independently just like the other color channels<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">alpha_blend<\/span>&nbsp;&#8211; traditional alpha blending that might be seen in image editing software\n<ul>\n<li>Argument format: ARGB Color<\/li>\n<li>When the argument alpha is&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span>, it will behave as an override with no blending<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">blend_to_gray<\/span>&nbsp;&#8211; same as for RGB Color<\/li>\n<\/ul>\n<h4>New Environment Attributes<\/h4>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/fog_color<\/span><\/h5>\n<p>The color of fog (when the camera is not submerged in another substance).<\/p>\n<ul>\n<li>Value type: RGB color<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">#000000<\/span><\/li>\n<li>Modifiers: RGB Color Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<li>Replaces Biome&nbsp;<span class=\"MC_Effect_TextHighlightA\">effects.fog_color<\/span>&nbsp;field<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/fog_start_distance<\/span><\/h5>\n<p>The distance in blocks from the camera at which fog starts to have an effect (when the camera is not submerged in another substance). If negative, the fog will start out with density as if it had started that many blocks behind the camera.<\/p>\n<ul>\n<li>Value type: float<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/fog_end_distance<\/span><\/h5>\n<p>The distance in blocks from the camera at which fog reaches its maximum density (when the camera is not submerged in another substance).<\/p>\n<ul>\n<li>Value type: non-negative float<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">1024.0<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/sky_fog_end_distance<\/span><\/h5>\n<p>The distance in blocks from the camera at which the fog that affects the sky reaches its maximum density (when the camera is not submerged in another substance). Only visible with the&nbsp;<span class=\"MC_Effect_TextHighlightA\">overworld<\/span>&nbsp;skybox type.<\/p>\n<p>Note: this value is restricted by the Render Distance option.<\/p>\n<ul>\n<li>Value type: non-negative float<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">512.0<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/cloud_fog_end_distance<\/span><\/h5>\n<p>The distance in blocks from the camera at which the fog that affects clouds reaches its maximum density (when the camera is not submerged in another substance).<\/p>\n<p>Note: this value is restricted by the Cloud Distance option.<\/p>\n<ul>\n<li>Value type: non-negative float<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">2048.0<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/water_fog_color<\/span><\/h5>\n<p>The color of fog when submerged in water.<\/p>\n<ul>\n<li>Value type: RGB color<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">#050533<\/span><\/li>\n<li>Modifiers: RGB Color Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<li>Replaces Biome&nbsp;<span class=\"MC_Effect_TextHighlightA\">effects.water_fog_color<\/span>&nbsp;field<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/water_fog_start_distance<\/span><\/h5>\n<p>The distance in blocks from the camera at which underwater fog starts to have an effect. If negative, the fog will start out with density as if it had started that many blocks behind the camera.<\/p>\n<ul>\n<li>Value type: float<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">-8.0<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/water_fog_end_distance<\/span><\/h5>\n<p>The distance in blocks from the camera at which underwater fog reaches its maximum density.<\/p>\n<p>Note: the final value is also modified by how long the player has been underwater.<\/p>\n<ul>\n<li>Value type: non-negative float<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">96.0<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<li>Replaces&nbsp;<span class=\"MC_Effect_TextHighlightA\">#has_closer_water_fog<\/span>&nbsp;Biome Tag<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/sky_color<\/span><\/h5>\n<p>The color of the sky. This color is only visible for the overworld sky. Only visible with the&nbsp;<span class=\"MC_Effect_TextHighlightA\">overworld<\/span>&nbsp;skybox type.<\/p>\n<ul>\n<li>Value type: RGB color<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">#000000<\/span><\/li>\n<li>Modifiers: RGB Color Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<li>Replaces Biome&nbsp;<span class=\"MC_Effect_TextHighlightA\">effects.sky_color<\/span>&nbsp;field<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/cloud_color<\/span><\/h5>\n<p>The color of the clouds. If fully transparent, clouds are entirely disabled and Happy Ghasts will not regenerate health faster when at cloud height.<\/p>\n<ul>\n<li>Value type: ARGB color<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">#00000000<\/span><\/li>\n<li>Modifiers: ARGB Color Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position for rendering, or at the position of a Happy Ghast for regeneration<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/cloud_height<\/span><\/h5>\n<p>The height at which all clouds appear.<\/p>\n<ul>\n<li>Value type: float<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">192.33<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position for rendering, or at the position of a Happy Ghast for regeneration<\/li>\n<li>Replaces Dimension Type&nbsp;<span class=\"MC_Effect_TextHighlightA\">cloud_height<\/span>&nbsp;field<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/default_dripstone_particle<\/span><\/h5>\n<p>The default particle to be dripped from Dripstone blocks when no fluid is placed above.<\/p>\n<ul>\n<li>Value type: Particle Options<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">{type:&#8221;minecraft:dripping_dripstone_water&#8221;}<\/span><\/li>\n<li>Modifiers:&nbsp;<span class=\"MC_Effect_TextHighlightA\">override<\/span><\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the position of the Dripstone block<\/li>\n<li>Replaces Dimension Type&nbsp;<span class=\"MC_Effect_TextHighlightA\">ultrawarm<\/span>&nbsp;field<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/ambient_particles<\/span><\/h5>\n<p>Controls ambient particles that randomly spawn around the camera.<\/p>\n<ul>\n<li>Value type: list of objects with fields\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">particle<\/span>: Particle Options to spawn<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">probability<\/span>: float between&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span>, the probability to spawn the particle in an empty space when randomly ticked<\/li>\n<\/ul>\n<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">[]<\/span><\/li>\n<li>Modifiers:&nbsp;<span class=\"MC_Effect_TextHighlightA\">override<\/span><\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<li>Replaces Biome&nbsp;<span class=\"MC_Effect_TextHighlightA\">effects.particle<\/span>&nbsp;field<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/sunrise_sunset_color<\/span><\/h5>\n<p>Controls the color and intensity of the sunrise and sunset effect. If fully transparent, no sunrise or sunset will be rendered. Only visible with the&nbsp;<span class=\"MC_Effect_TextHighlightA\">overworld<\/span>&nbsp;skybox type.<\/p>\n<ul>\n<li>Value type: ARGB Color<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">&#8220;#00000000&#8221;<\/span><\/li>\n<li>Modifiers: ARGB Color Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/sun_angle<\/span><\/h5>\n<p>The angle in degrees of the sun, clockwise from east to west, with&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;being directly up.<br \/>Only visible with the&nbsp;<span class=\"MC_Effect_TextHighlightA\">overworld<\/span>&nbsp;skybox type.<\/p>\n<ul>\n<li>Value type: float, angle in degrees<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/moon_angle<\/span><\/h5>\n<p>The angle in degrees of the moon, clockwise from east to west, with&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;being directly up. Only visible with the&nbsp;<span class=\"MC_Effect_TextHighlightA\">overworld<\/span>&nbsp;skybox type.<\/p>\n<ul>\n<li>Value type: float, angle in degrees<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/star_angle<\/span><\/h5>\n<p>The angle in degrees of the stars, clockwise from east to west, with&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;being directly up. Only visible with the&nbsp;<span class=\"MC_Effect_TextHighlightA\">overworld<\/span>&nbsp;skybox type.<\/p>\n<ul>\n<li>Value type: float, angle in degrees<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/moon_phase<\/span><\/h5>\n<p>The phase of the moon. Only visible with the&nbsp;<span class=\"MC_Effect_TextHighlightA\">overworld<\/span>&nbsp;skybox type.<\/p>\n<ul>\n<li>Value type: string id, one of:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">full_moon<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">waning_gibbous<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">third_quarter<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">waning_crescent<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">new_moon<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">waxing_crescent<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">first_quarter<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">waxing_gibbous<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">&#8220;full_moon&#8221;<\/span><\/li>\n<li>Modifiers:&nbsp;<span class=\"MC_Effect_TextHighlightA\">override<\/span><\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/star_brightness<\/span><\/h5>\n<p>The brightness of the stars in the sky, where&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.5<\/span>&nbsp;is the normal brightness during the night and&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;is fully hidden. Only visible with the&nbsp;<span class=\"MC_Effect_TextHighlightA\">overworld<\/span>&nbsp;skybox type.<\/p>\n<ul>\n<li>Value type: float between&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span><\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/sky_light_color<\/span><\/h5>\n<p>The visual color of sky light. For blocks with a sky light level of 0 (or&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/sky_light_factor<\/span>&nbsp;is&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>), this will have no effect. This is the value passed to the&nbsp;<span class=\"MC_Effect_TextHighlightA\">lightmap.fsh<\/span>&nbsp;shader as&nbsp;<span class=\"MC_Effect_TextHighlightA\">SkyLightColor<\/span>.<\/p>\n<ul>\n<li>Value type: RGB Color<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">&#8220;#ffffff&#8221;<\/span><\/li>\n<li>Modifiers: RGB Color Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/sky_light_factor<\/span><\/h5>\n<p>The visual brightness of sky light.&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/sky_light_color<\/span>&nbsp;is multiplied by this value. This is the value passed to the&nbsp;<span class=\"MC_Effect_TextHighlightA\">lightmap.fsh<\/span>&nbsp;shader as&nbsp;<span class=\"MC_Effect_TextHighlightA\">SkyFactor<\/span>.<\/p>\n<p>The corresponding gameplay effect is controlled entirely by&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/sky_light_level<\/span>.<\/p>\n<ul>\n<li>Value type: float<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">1.0<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:audio\/background_music<\/span><\/h5>\n<p>Controls how and which background music is played.<\/p>\n<ul>\n<li>Value type: object with fields\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">default<\/span>: optional object with fields:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">sound<\/span>: Sound Event to play<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">min_delay<\/span>: int, minimum delay in ticks between tracks<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">max_delay<\/span>: int, maximum delay in ticks between tracks<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">replace_current_music<\/span>: optional boolean, whether this track can replace whatever is currently playing\n<ul>\n<li>Default:&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span><\/li>\n<\/ul>\n<\/li>\n<li>If not defined and not overridden, no music will start playing while this attribute is active<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">underwater<\/span>: optional object with fields in the same format as&nbsp;<span class=\"MC_Effect_TextHighlightA\">default<\/span>&nbsp;&#8211; if present and the player is underwater, will override&nbsp;<span class=\"MC_Effect_TextHighlightA\">default<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">creative<\/span>: optional object with fields in the same format as&nbsp;<span class=\"MC_Effect_TextHighlightA\">default<\/span>&nbsp;&#8211; if present and the player is in Creative Mode, will override&nbsp;<span class=\"MC_Effect_TextHighlightA\">default<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">{}<\/span><\/li>\n<li>Modifiers:&nbsp;<span class=\"MC_Effect_TextHighlightA\">override<\/span><\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<li>Replaces Biome&nbsp;<span class=\"MC_Effect_TextHighlightA\">effects.music<\/span>&nbsp;field<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:audio\/music_volume<\/span><\/h5>\n<p>The volume at which music should play. Any music playing will fade over time to this value.<\/p>\n<ul>\n<li>Value type: float between&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span><\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">1.0<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<li>Replaces Biome&nbsp;<span class=\"MC_Effect_TextHighlightA\">effects.music_volume<\/span>&nbsp;field<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:audio\/ambient_sounds<\/span><\/h5>\n<p>Controls which ambient sounds are played around the camera, and when.<\/p>\n<ul>\n<li>Value type: object with fields\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">loop<\/span>: optional Sound Event, sound to be continually looped<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">mood<\/span>: object with fields, sounds that will be randomly played based on surrounding darkness\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">sound<\/span>: Sound Event to play<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">tick_delay<\/span>: int, the number of ticks between mood sounds, assuming a light level of 0<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">block_search_extent<\/span>: int, the radius in which light levels are sampled<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">offset<\/span>: double, an additional distance offset to apply to sounds produced<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">additions<\/span>: list of objects with fields, sounds that will be randomly played\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">sound<\/span>: Sound Event to play<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">tick_chance<\/span>: float between&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span>, probability within a tick to play a given sound<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">{}<\/span><\/li>\n<li>Modifiers:&nbsp;<span class=\"MC_Effect_TextHighlightA\">override<\/span><\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the camera&#8217;s position<\/li>\n<li>Replaces Biome&nbsp;<span class=\"MC_Effect_TextHighlightA\">effects.ambient_sound<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">effects.mood_sound<\/span>, and&nbsp;<span class=\"MC_Effect_TextHighlightA\">effects.additions_sound<\/span>&nbsp;fields<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:audio\/firefly_bush_sounds<\/span><\/h5>\n<p>If&nbsp;<span class=\"MC_Effect_TextHighlightA\">true<\/span>&nbsp;and not below an opaque block, Firefly Bushes will produce idle sounds.<\/p>\n<ul>\n<li>Value type: boolean<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span><\/li>\n<li>Modifiers: Boolean Modifiers<\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the position of a Firefly Bush<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/can_start_raid<\/span><\/h5>\n<p>If&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span>, a Raid cannot be started by a player with Raid Omen.<\/p>\n<ul>\n<li>Value type: boolean<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">true<\/span><\/li>\n<li>Modifiers: Boolean Modifiers<\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the position that the Raid would be started<\/li>\n<li>Replaces Dimension Type&nbsp;<span class=\"MC_Effect_TextHighlightA\">has_raids<\/span>&nbsp;field<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/water_evaporates<\/span><\/h5>\n<p>If&nbsp;<span class=\"MC_Effect_TextHighlightA\">true<\/span>, Water cannot be placed with a Bucket, melting Ice will not produce water, Wet Sponge will dry out when placed, and Dripstone will not produce water from Mud blocks.<\/p>\n<ul>\n<li>Value type: boolean<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span><\/li>\n<li>Modifiers: Boolean Modifiers<\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the position of the interaction<\/li>\n<li>Replaces Dimension Type&nbsp;<span class=\"MC_Effect_TextHighlightA\">ultrawarm<\/span>&nbsp;field<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/bed_rule<\/span><\/h5>\n<p>Controls whether a Bed can be used to sleep, and whether it can be used to set a respawn point.<\/p>\n<ul>\n<li>Value type: object with fields\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">can_sleep<\/span>: one of:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">always<\/span>&nbsp;&#8211; the Bed can always be used to sleep (assuming the Bed is not obstructed and there are no monsters nearby)<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">when_dark<\/span>&nbsp;&#8211; the Bed can only be used to be sleep when the global skylight level is less than or equal 11<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">never<\/span>&nbsp;&#8211; the Bed can never be used to sleep<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">can_set_spawn<\/span>&nbsp;&#8211; same as&nbsp;<span class=\"MC_Effect_TextHighlightA\">can_sleep<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">explodes<\/span>&nbsp;&#8211; optional boolean, if&nbsp;<span class=\"MC_Effect_TextHighlightA\">true<\/span>&nbsp;the Bed will explode when interacted with\n<ul>\n<li>Default:&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">error_message<\/span>: optional Text Component, the message to show if the player is unable to sleep or set their spawn<\/li>\n<\/ul>\n<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">{can_sleep:&#8221;when_dark&#8221;,can_set_spawn:&#8221;always&#8221;,error_message:{translate:&#8221;block.minecraft.bed.no_sleep&#8221;}}<\/span><\/li>\n<li>Modifiers:&nbsp;<span class=\"MC_Effect_TextHighlightA\">override<\/span><\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the head position of the Bed block<\/li>\n<li>Replaces Dimension Type&nbsp;<span class=\"MC_Effect_TextHighlightA\">bed_works<\/span>&nbsp;field<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/respawn_anchor_works<\/span><\/h5>\n<p>Controls whether Respawn Anchors can be used to set spawn (or respawn). If&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span>, the Respawn Anchor will explode once charged.<\/p>\n<ul>\n<li>Value type: boolean<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span><\/li>\n<li>Modifiers: Boolean Modifiers<\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the position of the Respawn Anchor block<\/li>\n<li>Replaces Dimension Type&nbsp;<span class=\"MC_Effect_TextHighlightA\">respawn_anchor_works<\/span>&nbsp;field<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/nether_portal_spawns_piglin<\/span><\/h5>\n<p>Controls whether Nether Portal blocks can spawn Piglins.<\/p>\n<ul>\n<li>Value type: boolean<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span><\/li>\n<li>Modifiers: Boolean Modifiers<\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the position of a random Nether Portal block<\/li>\n<li>Replaces Dimension Type&nbsp;<span class=\"MC_Effect_TextHighlightA\">natural<\/span>&nbsp;field<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/fast_lava<\/span><\/h5>\n<p>Controls whether Lava should spread faster and further, as well as have a stronger pushing force on entities when flowing.<\/p>\n<ul>\n<li>Value type: boolean<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span><\/li>\n<li>Modifiers: Boolean Modifiers<\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved for a whole dimension (cannot be specified on a Biome)<\/li>\n<li>Replaces Dimension Type&nbsp;<span class=\"MC_Effect_TextHighlightA\">ultrawarm<\/span>&nbsp;field<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/increased_fire_burnout<\/span><\/h5>\n<p>Controls whether Fire blocks burn out more rapidly than normal.<\/p>\n<ul>\n<li>Value type: boolean<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span><\/li>\n<li>Modifiers: Boolean Modifiers<\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the position of the burning Fire block<\/li>\n<li>Replaces&nbsp;<span class=\"MC_Effect_TextHighlightA\">#increased_fire_burnout<\/span>&nbsp;Biome Tag<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/piglins_zombify<\/span><\/h5>\n<p>Controls whether Piglins and Hoglins should zombify.<\/p>\n<ul>\n<li>Value type: boolean<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">true<\/span><\/li>\n<li>Modifiers: Boolean Modifiers<\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the position of the zombifying entity<\/li>\n<li>Replaces Dimension Type&nbsp;<span class=\"MC_Effect_TextHighlightA\">piglin_safe<\/span>&nbsp;field<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/snow_golem_melts<\/span><\/h5>\n<p>Controls whether a Snow Golem should be damaged.<\/p>\n<ul>\n<li>Value type: boolean<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span><\/li>\n<li>Modifiers: Boolean Modifiers<\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the position of the Snow Golem<\/li>\n<li>Replaces&nbsp;<span class=\"MC_Effect_TextHighlightA\">#snow_golem_melts<\/span>&nbsp;Biome Tag<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/sky_light_level<\/span><\/h5>\n<p>The effective light level of the sky used by mechanics such as mob spawning or Daylight Detectors. For example, a block fully exposed to the sky will be considered to have a light level of exactly this value, while a block deep in a cave will not be affected at all.<\/p>\n<p>The corresponding visual effect is controlled entirely by&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/sky_light_factor<\/span>.<\/p>\n<ul>\n<li>Value type: float<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">15.0<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved for a whole dimension (cannot be specified on a Biome)<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/eyeblossom_open<\/span><\/h5>\n<p>If&nbsp;<span class=\"MC_Effect_TextHighlightA\">true<\/span>, Closed Eyeblossoms will eventually open by random block ticks. If&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span>, Open Eyeblossoms will do the opposite. If&nbsp;<span class=\"MC_Effect_TextHighlightA\">&#8220;default&#8221;<\/span>, Open or Closed Eyeblossoms will remain in their current state.<\/p>\n<ul>\n<li>Value type: one of:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">true<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">false<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">&#8220;default&#8221;<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">&#8220;default&#8221;<\/span><\/li>\n<li>Modifiers:&nbsp;<span class=\"MC_Effect_TextHighlightA\">override<\/span><\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the Eyeblossom block&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/turtle_egg_hatch_chance<\/span><\/h5>\n<p>The chance that a Turtle Egg block will switch to its next hatching state when randomly ticked.<\/p>\n<ul>\n<li>Value type: float between&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span><\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the Turtle Egg block&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/creaking_active<\/span><\/h5>\n<p>While&nbsp;<span class=\"MC_Effect_TextHighlightA\">true<\/span>, Creaking Heart blocks (and their corresponding Creaking) will become active. On the other hand, when&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span>, it will enter its dormant state.<\/p>\n<ul>\n<li>Value type: boolean<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span><\/li>\n<li>Modifiers: Boolean Modifiers<\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the Creaking Heart block&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/surface_slime_spawn_chance<\/span><\/h5>\n<p>An additional chance rolled when a natural Slime spawn attempt occurs in a biome with the&nbsp;<span class=\"MC_Effect_TextHighlightA\">#allows_surface_slime_spawns<\/span>&nbsp;tag.<\/p>\n<ul>\n<li>Value type: float between&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">1<\/span><\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the position of the Slime spawn attempt<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/cat_waking_up_gift_chance<\/span><\/h5>\n<p>The chance that a Cat lying on its owner&#8217;s Bed will drop a gift (from the&nbsp;<span class=\"MC_Effect_TextHighlightA\">gameplay\/cat_morning_gift<\/span>&nbsp;loot table) when the player wakes up.<\/p>\n<ul>\n<li>Value type: float<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span><\/li>\n<li>Modifiers: Float Modifiers<\/li>\n<li>Interpolated: yes<\/li>\n<li>Resolved at the Cat&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/bees_stay_in_hive<\/span><\/h5>\n<p>When&nbsp;<span class=\"MC_Effect_TextHighlightA\">true<\/span>, Bees will try to navigate to their Hives and will not exit unless the Hive is broken or next to a Fire.<\/p>\n<ul>\n<li>Value type: boolean<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span><\/li>\n<li>Modifiers: Boolean Modifiers<\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at a Bee or Bee Hive block&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/monsters_burn<\/span><\/h5>\n<p>When&nbsp;<span class=\"MC_Effect_TextHighlightA\">true<\/span>, monsters will burn while exposed to the sky.<\/p>\n<ul>\n<li>Value type: boolean<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span><\/li>\n<li>Modifiers: Boolean Modifiers<\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the monster&#8217;s position<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/can_pillager_patrol_spawn<\/span><\/h5>\n<p>When&nbsp;<span class=\"MC_Effect_TextHighlightA\">true<\/span>, Pillager Patrols are able to spawn.<\/p>\n<p>Note: the global skylight level must also be greater than 11.<\/p>\n<ul>\n<li>Value type: boolean<\/li>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">true<\/span><\/li>\n<li>Modifiers: Boolean Modifiers<\/li>\n<li>Interpolated: no<\/li>\n<li>Resolved at the position of the patrol spawn attempt<\/li>\n<li>Replaces the&nbsp;<span class=\"MC_Effect_TextHighlightA\">#without_patrol_spawns<\/span>&nbsp;biome tag<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/villager_activity<\/span><\/h5>\n<p>Controls the default AI activity for adult Villagers.<\/p>\n<p>Not all activities are supported by Villager AI &#8211; if an unsupported one is chosen, the Villager will do nothing. The following activities are supported:<\/p>\n<ul>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">core<\/span><\/p>\n<\/li>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">hide<\/span><\/p>\n<\/li>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">idle<\/span><\/p>\n<\/li>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">meet<\/span><\/p>\n<\/li>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">panic<\/span><\/p>\n<\/li>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">pre_raid<\/span><\/p>\n<\/li>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">raid<\/span><\/p>\n<\/li>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">rest<\/span><\/p>\n<\/li>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">work<\/span><\/p>\n<\/li>\n<li>\n<p>Value type: Mob Activity<\/p>\n<\/li>\n<li>\n<p>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">&#8220;minecraft:idle&#8221;<\/span><\/p>\n<\/li>\n<li>\n<p>Modifiers:&nbsp;<span class=\"MC_Effect_TextHighlightA\">override<\/span><\/p>\n<\/li>\n<li>\n<p>Interpolated: no<\/p>\n<\/li>\n<li>\n<p>Resolved at the Villager&#8217;s position<\/p>\n<\/li>\n<\/ul>\n<h5><span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/baby_villager_activity<\/span><\/h5>\n<p>Controls the default AI activity for baby Villagers.<\/p>\n<p>Not all activities are supported by Villager AI &#8211; if an unsupported one is chosen, the Villager will do nothing. The following activities are supported:<\/p>\n<ul>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">core<\/span><\/p>\n<\/li>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">hide<\/span><\/p>\n<\/li>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">idle<\/span><\/p>\n<\/li>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">meet<\/span><\/p>\n<\/li>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">panic<\/span><\/p>\n<\/li>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">play<\/span><\/p>\n<\/li>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">pre_raid<\/span><\/p>\n<\/li>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">raid<\/span><\/p>\n<\/li>\n<li>\n<p><span class=\"MC_Effect_TextHighlightA\">rest<\/span><\/p>\n<\/li>\n<li>\n<p>Value type: Mob Activity<\/p>\n<\/li>\n<li>\n<p>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">&#8220;minecraft:idle&#8221;<\/span><\/p>\n<\/li>\n<li>\n<p>Modifiers:&nbsp;<span class=\"MC_Effect_TextHighlightA\">override<\/span><\/p>\n<\/li>\n<li>\n<p>Interpolated: no<\/p>\n<\/li>\n<li>\n<p>Resolved at the Villager&#8217;s position<\/p>\n<\/li>\n<\/ul>\n<h3>Data Components<\/h3>\n<ul>\n<li>New components:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">zombie_nautilus\/variant<\/span>&nbsp;&#8211; namespaced id from&nbsp;<span class=\"MC_Effect_TextHighlightA\">zombie_nautilus_variant<\/span>&nbsp;registry<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Item Components<\/h3>\n<p>Added food properties to the following fish bucket items:<\/p>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:cod_bucket<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:salmon_bucket<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:pufferfish_bucket<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:tropical_fish_bucket<\/span><\/li>\n<\/ul>\n<h4>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:use_effects<\/span><\/h4>\n<ul>\n<li>Controls how the player behaves when using an item (right mouse click)<\/li>\n<li>Format: object with fields\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">can_sprint<\/span>: boolean, whether the player can sprint while using this item\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">interact_vibrations<\/span>: boolean, whether using this item emits&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:item_interact_start<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:item_interact_finish<\/span>&nbsp;game events\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">true<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">speed_multiplier<\/span>: float (0 to 1), the speed multiplier applied to the player while using this item\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.2<\/span><\/li>\n<\/ul>\n<\/li>\n<li>e.g.&nbsp;<span class=\"MC_Effect_TextHighlightA\">use_effects={can_sprint:true,speed_multiplier:1.0}<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:minimum_attack_charge<\/span><\/h4>\n<ul>\n<li>Sets the minimum attack charge on the attack indicator required to attack with this item<\/li>\n<li>Format: float (0.0 to 1.0)\n<ul>\n<li>0.0: no charge required<\/li>\n<li>1.0: full charge required<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:damage_type<\/span><\/h4>\n<ul>\n<li>Specifies the type of damage this item deals<\/li>\n<li>Format: string, damage type identifier\n<ul>\n<li>e.g.&nbsp;<span class=\"MC_Effect_TextHighlightA\">damage_type=&#8217;minecraft:spear&#8217;<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:attack_range<\/span><\/h4>\n<ul>\n<li>Enables a custom attack range when using the item.<\/li>\n<li>Overrides the normal entity interaction range for Player.<\/li>\n<li>Regular melee attack range is computed for Mobs based on the distance of the target hitbox to their hitbox. This component modifies that distance check by adjusting minimum and maximum padding for the attack hitbox.<\/li>\n<li>Mobs using&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:kinetic_weapon<\/span>&nbsp;will have their attack range applied in the same way it applies to players<\/li>\n<li>Format: object with fields\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">min_reach<\/span>: float, the minimum distance in blocks from the attacker to the target to be considered valid\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span>, valid from&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span>&nbsp;to&nbsp;<span class=\"MC_Effect_TextHighlightA\">64.0<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">max_reach<\/span>: float, the maximum distance in blocks from the attacker to the target to be considered valid\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">3.0<\/span>, valid from&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span>&nbsp;to&nbsp;<span class=\"MC_Effect_TextHighlightA\">64.0<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">min_creative_reach<\/span>: float, the minimum distance in blocks from the Creative Mode attacker to the target to be considered valid\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span>, valid from&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span>&nbsp;to&nbsp;<span class=\"MC_Effect_TextHighlightA\">64.0<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">max_creative_reach<\/span>: float, the maximum distance in blocks from the Creative Mode attacker to the target to be considered valid\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">5.0<\/span>, valid from&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span>&nbsp;to&nbsp;<span class=\"MC_Effect_TextHighlightA\">64.0<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">hitbox_margin<\/span>: float, the margin applied to the target bounding box when checking for valid hitbox collision\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.3<\/span>, valid from&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span>&nbsp;to&nbsp;<span class=\"MC_Effect_TextHighlightA\">1.0<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">mob_factor<\/span>: float, the multiplier applied to the&nbsp;<span class=\"MC_Effect_TextHighlightA\">min_range<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">max_range<\/span>&nbsp;when checking for valid distance when item is used by a mob\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">1.0<\/span>, valid from&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span>&nbsp;to&nbsp;<span class=\"MC_Effect_TextHighlightA\">2.0<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:kinetic_weapon<\/span><\/h4>\n<ul>\n<li>Enables a charge-type attack when using the item (primarily for Spears), where, while being used, the damage is dealt along a ray every time an entity comes in contact with it, with the damage based on the relative speed of the entities<\/li>\n<li>Format: object with fields\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">contact_cooldown_ticks<\/span>: integer, the cooldown in ticks after hitting, and loosing contact with an entity before being able to hit it again\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">10<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">delay_ticks<\/span>: integer, the time in ticks required before weapon is effective\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">dismount_conditions<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">knockback_conditions<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">damage_conditions<\/span>: indicating the condition to apply dismount, knockback and damage effects respectively. Objects with fields:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">max_duration_ticks<\/span>: integer, the ticks after which the condition is no longer checked. This starts after&nbsp;<span class=\"MC_Effect_TextHighlightA\">delay<\/span>&nbsp;has elapsed<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">min_speed<\/span>: float, the minimum speed of the attacker, in blocks per second, along the direction that the attacker is looking\n<ul>\n<li>Optional, default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">min_relative_speed<\/span>: float, the minimum relative speed between the attacker and target, in blocks per second, along the direction that the attacker is looking\n<ul>\n<li>Optional, default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">forward_movement<\/span>: float, the distance the item moves out of hand during animation\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">damage_multiplier<\/span>: float, the multiplier for the final damage from the relative speed\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">1.0<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">sound<\/span>: Optional Sound Event to play when the weapon is engaged<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">hit_sound<\/span>: Optional Sound Event to play when the weapon hits an entity<\/li>\n<li>e.g.&nbsp;<span class=\"MC_Effect_TextHighlightA\">kinetic_weapon={forward_movement:1.0,delay:20,damage_conditions:{max_duration:60},knockback_conditions:{max_duration:40},dismount_conditions:{max_duration:20}}<\/span><\/li>\n<\/ul>\n<\/li>\n<li>The damage dealt is calculated as&nbsp;<span class=\"MC_Effect_TextHighlightA\">floor(relative_speed * velocity_multiplier)<\/span>&nbsp;where&nbsp;<span class=\"MC_Effect_TextHighlightA\">relative_speed<\/span>&nbsp;is the difference of speed vectors of the attacker and the target as projected onto the axis of the attacker&#8217;s view vector\n<ul>\n<li>Any additional damage from enchantments or attribute modifiers is added after this calculation<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:piercing_weapon<\/span><\/h4>\n<ul>\n<li>Enables a quick attack that damages multiple entities along a ray (primarily for Spears)<\/li>\n<li>Format: object with fields\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">deals_knockback<\/span>: boolean, whether the attack deals knockback\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">true<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">dismounts<\/span>: boolean, whether the attack dismounts the target\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">sound<\/span>: Optional Sound Event to play when a player attacks with the weapon<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">hit_sound<\/span>: Optional Sound Event to play when the weapon hits an entity<\/li>\n<li>e.g.&nbsp;<span class=\"MC_Effect_TextHighlightA\">piercing_weapon={dismounts:true}<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:swing_animation<\/span><\/h4>\n<ul>\n<li>Specifies the swing animation to play when attacking or interacting using this item<\/li>\n<li>Format: object with fields\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">type<\/span>: string, the animation identifier (<span class=\"MC_Effect_TextHighlightA\">none<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">whack<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">stab<\/span>)\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">whack<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">duration<\/span>: integer, the duration in ticks\n<ul>\n<li>Default value:&nbsp;<span class=\"MC_Effect_TextHighlightA\">6<\/span><\/li>\n<\/ul>\n<\/li>\n<li>e.g.&nbsp;<span class=\"MC_Effect_TextHighlightA\">swing_animation={type:&#8217;stab&#8217;,duration:20}<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Changed&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:consumable<\/span><\/h4>\n<ul>\n<li>The&nbsp;<span class=\"MC_Effect_TextHighlightA\">animation<\/span>&nbsp;field has been updated:\n<ul>\n<li>Renamed&nbsp;<span class=\"MC_Effect_TextHighlightA\">spear<\/span>&nbsp;to&nbsp;<span class=\"MC_Effect_TextHighlightA\">trident<\/span><\/li>\n<li>Added new&nbsp;<span class=\"MC_Effect_TextHighlightA\">spear<\/span>&nbsp;animation<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Changed&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:intangible_projectile<\/span><\/h4>\n<ul>\n<li>Items with this component now show information about it in their tooltip<\/li>\n<\/ul>\n<h3>Entity Data<\/h3>\n<ul>\n<li>The&nbsp;<span class=\"MC_Effect_TextHighlightA\">AngryAt<\/span>&nbsp;field has been renamed to&nbsp;<span class=\"MC_Effect_TextHighlightA\">angry_at<\/span><\/li>\n<li>The&nbsp;<span class=\"MC_Effect_TextHighlightA\">AngerTime<\/span>&nbsp;field has been removed<\/li>\n<li>An&nbsp;<span class=\"MC_Effect_TextHighlightA\">anger_end_time<\/span>&nbsp;(long) field has been added, containing the time anger ends in game ticks<\/li>\n<\/ul>\n<h3>Advancements<\/h3>\n<ul>\n<li>Added new&nbsp;<span class=\"MC_Effect_TextHighlightA\">spear_mobs<\/span>&nbsp;trigger with fields:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">player<\/span>: optional entity predicate, the player using the kinetic weapon<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">count<\/span>: optional integer, the number of mobs hit in a single use of the kinetic weapon<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Damage Types<\/h3>\n<ul>\n<li>Added a new&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:spear<\/span>&nbsp;damage type<\/li>\n<\/ul>\n<h3>Slot Sources<\/h3>\n<ul>\n<li>Added slot sources to allow the location of any inventory slot to be specified within datapacks<\/li>\n<li>Format: object with fields\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">type<\/span>: the slot source type<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">&lt;type-specific&gt;<\/span>: additional fields depending on the type<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4><span class=\"MC_Effect_TextHighlightA\">minecraft:empty<\/span>&nbsp;Type<\/h4>\n<ul>\n<li>Empty selection containing no slots<\/li>\n<\/ul>\n<h4><span class=\"MC_Effect_TextHighlightA\">minecraft:group<\/span>&nbsp;Type<\/h4>\n<ul>\n<li>Merges several slot sources into one, with the resulting selection containing all slots from each slot source provided\n<ul>\n<li>If a slot is included in more than one slot source, it will be repeated in the resulting slot source<\/li>\n<li>e.g.&nbsp;<span class=\"MC_Effect_TextHighlightA\">[a, b] + [c, a]<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">[a, b, c, a]<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Format:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">terms<\/span>: list of slot sources to join<\/li>\n<\/ul>\n<\/li>\n<li>Can alternatively be written inline as a list of slot sources<\/li>\n<\/ul>\n<h4><span class=\"MC_Effect_TextHighlightA\">minecraft:slot_range<\/span>&nbsp;Type<\/h4>\n<ul>\n<li>Selects slots within a slot range from the inventory of an entity or block entity<\/li>\n<li>Mirrors the behavior of the&nbsp;<span class=\"MC_Effect_TextHighlightA\">from<\/span>&nbsp;argument of the&nbsp;<span class=\"MC_Effect_TextHighlightA\">\/item<\/span>&nbsp;command<\/li>\n<li>Format:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">source<\/span>: an entity or block entity from which the slots will be sourced, from loot context\n<ul>\n<li>Can be&nbsp;<span class=\"MC_Effect_TextHighlightA\">block_entity<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">this<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">attacking_entity<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">last_damage_player<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">direct_attacker<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">target_entity<\/span>, or&nbsp;<span class=\"MC_Effect_TextHighlightA\">interacting_entity<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">slots<\/span>: a slot range in the format of&nbsp;<span class=\"MC_Effect_TextHighlightA\">&lt;slot_type&gt;<\/span>&nbsp;or&nbsp;<span class=\"MC_Effect_TextHighlightA\">&lt;slot_type&gt;.&lt;slot_number&gt;<\/span>&nbsp;(e.g.&nbsp;<span class=\"MC_Effect_TextHighlightA\">armor.chest<\/span>&nbsp;or&nbsp;<span class=\"MC_Effect_TextHighlightA\">container.*<\/span>)<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4><span class=\"MC_Effect_TextHighlightA\">minecraft:contents<\/span>&nbsp;Type<\/h4>\n<ul>\n<li>Selects all non-empty slots from the inventory component of one or more items\n<ul>\n<li>If no item is stored inside that component, the resulting selection will be empty<\/li>\n<\/ul>\n<\/li>\n<li>The location of the item(s) whose inventory component to use is specified by another slot source\n<ul>\n<li>If the slot source includes more than one item with that component, the resulting selections will be merged identically as with the&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:group<\/span>&nbsp;type<\/li>\n<li>e.g.&nbsp;<span class=\"MC_Effect_TextHighlightA\">Bundle [a, b] + Shulker Box [c, d]<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">[a, b, c, d]<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Format:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">component<\/span>: the inventory component to target\n<ul>\n<li>Allowed values are&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:bundle_contents<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:charged_projectiles<\/span>, and&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:container<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">slot_source<\/span>: a slot source containing slots with item(s) to target<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4><span class=\"MC_Effect_TextHighlightA\">minecraft:filtered<\/span>&nbsp;Type<\/h4>\n<ul>\n<li>Applies a filter to the selected slots, excluding any non-matching slots from the resulting selection<\/li>\n<li>Format:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">item_filter<\/span>: an item predicate to match against the items in each slot<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">slot_source<\/span>: the slot source to filter<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4><span class=\"MC_Effect_TextHighlightA\">minecraft:limit_slots<\/span>&nbsp;Type<\/h4>\n<ul>\n<li>Limits the number of slots provided, with the resulting selection containing at most that number of slots\n<ul>\n<li>Any slots bringing the number of slots above that limit will be excluded, in order of inclusion<\/li>\n<li>e.g.&nbsp;<span class=\"MC_Effect_TextHighlightA\">[a, b, c, d]<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">[a, b, c]<\/span>&nbsp;if the limit is set to&nbsp;<span class=\"MC_Effect_TextHighlightA\">3<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Format:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">limit<\/span>: integer, the maximum number of slots to include in the resulting selection<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">slot_source<\/span>: the slot source to limit<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>Example slot source selecting every slot with more than 16 items from the hotbar and armor slots of an entity:<\/p>\n<pre><code>{ \"type\": \"minecraft:filtered\", \"item_filter\": { \"count\": { \"min\": 16 } }, \"slot_source\": [ { \"type\": \"minecraft:slot_range\", \"source\": \"this\", \"slots\": \"hotbar.*\" }, { \"type\": \"minecraft:slot_range\", \"source\": \"this\", \"slots\": \"armor.*\" } ]\n}\n<\/code><\/pre>\n<h3>Loot Tables<\/h3>\n<ul>\n<li>Added new&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:slots<\/span>&nbsp;loot pool entry\n<ul>\n<li>Provides the items contained within the selected slots to the loot table<\/li>\n<li>Format:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">slot_source<\/span>: a slot source describing where the items are located<\/li>\n<\/ul>\n<\/li>\n<li>Supports all standard loot pool entry fields<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Loot Functions<\/h3>\n<h4><span class=\"MC_Effect_TextHighlightA\">minecraft:filtered<\/span><\/h4>\n<ul>\n<li>Field&nbsp;<span class=\"MC_Effect_TextHighlightA\">modifier<\/span>&nbsp;has been replaced with two fields:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">on_pass<\/span>&nbsp;&#8211; function or a list of functions to run when&nbsp;<span class=\"MC_Effect_TextHighlightA\">item_filter<\/span>&nbsp;predicate passes<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">on_fail<\/span>&nbsp;&#8211; function or a list of functions to run when&nbsp;<span class=\"MC_Effect_TextHighlightA\">item_filter<\/span>&nbsp;predicate fails<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4><span class=\"MC_Effect_TextHighlightA\">minecraft:discard<\/span><\/h4>\n<ul>\n<li>Replaces any item stack with empty one<\/li>\n<li>No fields<\/li>\n<\/ul>\n<h3>Predicates<\/h3>\n<h4>Component Predicates<\/h4>\n<ul>\n<li>Component predicates (<span class=\"MC_Effect_TextHighlightA\">predicates<\/span>&nbsp;field in block, item and entity predicates) now include predicates for checking existence of every component type<\/li>\n<li>Those predicates are written as&nbsp;<span class=\"MC_Effect_TextHighlightA\">{&lt;component_type&gt;: {}}<\/span><\/li>\n<li>Such predicate check passes as long as component is present, no matter the actual value<\/li>\n<li>Existing predicates for specific components remain unchanged<\/li>\n<li>Example:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">{predicates:{written_book_content:{author:&#8221;foo&#8221;}}<\/span>&nbsp;&#8211; existing format for matching books<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">{predicates:{written_book_content:{}}<\/span>&nbsp;&#8211; special case of above that accepted any value, as long as component existed<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">{predicates:{instrument:{}}<\/span>&nbsp;&#8211; checks if component&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:instrument<\/span>&nbsp;exists (was not allowed before)<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Entity Predicates<\/h4>\n<p>The&nbsp;<span class=\"MC_Effect_TextHighlightA\">flags<\/span>&nbsp;predicate now supports new values:<\/p>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">is_in_water<\/span>: when an entity is touching water or a bubble column<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">is_fall_flying<\/span>: when an entity is gliding with an elytra<\/li>\n<\/ul>\n<h4>Item Predicates<\/h4>\n<ul>\n<li>Item predicate in command form (<span class=\"MC_Effect_TextHighlightA\">&lt;item&gt;[predicate~{&#8230;},component={&#8230;}]<\/span>) has been extended to accept empty predicates for any component type<\/li>\n<li>Similarily to component predicates in data, those empty entries only check for component existence<\/li>\n<li>Existing shorter syntax for checking component existence remains unchanged\n<ul>\n<li>That means&nbsp;<span class=\"MC_Effect_TextHighlightA\">*[instrument]<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">*[instrument~{}]<\/span>&nbsp;are equivalent<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Enchantments<\/h3>\n<h4>Enchantment Effect Components<\/h4>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:post_piercing_attack<\/span>: Effects applying after a piercing attack with an item<\/li>\n<\/ul>\n<h4>Enchantment Entity Effects<\/h4>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:apply_impulse<\/span>: applies an impulse to the targeted entity\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">direction<\/span>&nbsp;&#8211; The first step of determining the impules is applying this vector as local coordinates (the same used by&nbsp;<span class=\"MC_Effect_TextHighlightA\">tp @s ^ ^ ^<\/span>) onto the entity look vector<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">coordinate_scale<\/span>&nbsp;&#8211; The second step is scaling the resulting vector by this vector on each axis in world space, X, Y and Z<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">magnitude<\/span>&nbsp;&#8211; The third step is scaling the resulting vector by this Level-Based Value<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:apply_exhaustion<\/span>: applies exhaustion to the targeted entity\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">amount<\/span>&nbsp;&#8211; Level-Based Value indicating the amount of exhaustion to apply<\/li>\n<li>effective only on players<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:play_sound<\/span>: can now support a list of sound event identifiers, one for each level of enchantment. If a level is higher than the number of sounds, the last sound in the list is used<\/li>\n<\/ul>\n<h4>Enchantment Level-Based Values<\/h4>\n<h5>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">exponent<\/span><\/h5>\n<ul>\n<li>Raises the base to the specified power level.\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">base<\/span>&nbsp;&#8211; Level-Based Value indicating the base of the exponent.<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">power<\/span>&nbsp;&#8211; Level-Based Value indicating the power of the exponent.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>World Generation<\/h3>\n<h4>Dimension Types<\/h4>\n<ul>\n<li>Added new&nbsp;<span class=\"MC_Effect_TextHighlightA\">attributes<\/span>&nbsp;field for dimensions to specify Environment Attributes\n<ul>\n<li>Refer to the Environment Attribute Map section for information about the format of this field<\/li>\n<\/ul>\n<\/li>\n<li>Added a new optional&nbsp;<span class=\"MC_Effect_TextHighlightA\">timelines<\/span>&nbsp;field that specifies which Timelines are active in this dimension\n<ul>\n<li>Format: a Timeline ID, a list of Timeline IDs, or a Timeline Tag<\/li>\n<\/ul>\n<\/li>\n<li>Many fields have been migrated to Environment Attributes:\n<ul>\n<li>Note: the form of these attributes may not be identical to the original fields<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">ultrawarm<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/water_evaporates<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/fast_lava<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">visual\/default_dripstone_particle<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">bed_works<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/bed_rule<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">respawn_anchor_works<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/respawn_anchor_works<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">cloud_height<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/cloud_height<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">piglin_safe<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/piglins_zombify<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">has_raids<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/can_start_raid<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">natural<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/nether_portal_spawns_piglin<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/eyeblossom_open<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:gameplay\/creaking_active<\/span><\/li>\n<\/ul>\n<\/li>\n<li>The&nbsp;<span class=\"MC_Effect_TextHighlightA\">effects<\/span>&nbsp;field has been removed and replaced with the following new fields:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">skybox<\/span>&nbsp;&#8211; the skybox rendering type to use, one of:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">none<\/span>&nbsp;(was&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:nether<\/span>&nbsp;effect ID)<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">overworld<\/span>&nbsp;(was&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:overworld<\/span>&nbsp;effect ID)\n<ul>\n<li>Following environment attribues are applied only when the&nbsp;<span class=\"MC_Effect_TextHighlightA\">skybox<\/span>&nbsp;is&nbsp;<span class=\"MC_Effect_TextHighlightA\">overworld<\/span>:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/sky_color<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/sun_angle<\/span>,<span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/sunrise_sunset_color<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/moon_phase<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/moon_angle<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/star_angle<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/star_brightness<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">end<\/span>&nbsp;(was&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:end<\/span>&nbsp;effect ID)<\/li>\n<li>Default:&nbsp;<span class=\"MC_Effect_TextHighlightA\">overworld<\/span><\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">cardinal_light<\/span>&nbsp;&#8211; the direction of cardinal lighting that affects blocks, one of:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">default<\/span>&nbsp;(was&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:overworld<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:end<\/span>&nbsp;effect ID)<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">nether<\/span>&nbsp;(was&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:nether<\/span>&nbsp;effect ID)<\/li>\n<li>Default:&nbsp;<span class=\"MC_Effect_TextHighlightA\">default<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>The&nbsp;<span class=\"MC_Effect_TextHighlightA\">fixed_time<\/span>&nbsp;field has been replaced by a&nbsp;<span class=\"MC_Effect_TextHighlightA\">has_fixed_time<\/span>&nbsp;boolean (default:&nbsp;<span class=\"MC_Effect_TextHighlightA\">false<\/span>)\n<ul>\n<li>Time-based effects such as the angle of the sun are now specified instead by Environment Attributes<\/li>\n<li>However, the remainder of behaviors formerly affected by&nbsp;<span class=\"MC_Effect_TextHighlightA\">fixed_time<\/span>&nbsp;being present will now instead use the&nbsp;<span class=\"MC_Effect_TextHighlightA\">has_fixed_time<\/span>&nbsp;boolean<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Biomes<\/h4>\n<ul>\n<li>Added new&nbsp;<span class=\"MC_Effect_TextHighlightA\">attributes<\/span>&nbsp;field for biomes to specify Environment Attributes\n<ul>\n<li>Refer to the Environment Attributes section for information about the format of this field<\/li>\n<li>Note: certain attributes, such as&nbsp;<span class=\"MC_Effect_TextHighlightA\">gameplay\/fast_lava<\/span>&nbsp;are not evaluated positionally and thus cannot be set on a Biome<\/li>\n<\/ul>\n<\/li>\n<li>Many subfields under&nbsp;<span class=\"MC_Effect_TextHighlightA\">effects<\/span>&nbsp;have been migrated to Environment Attributes:\n<ul>\n<li>Note: the form of these attributes may not be identical to the original fields<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">fog_color<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/fog_color<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">water_fog_color<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/water_fog_color<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">sky_color<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/sky_color<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">particle<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:visual\/ambient_particles<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">ambient_sound<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">mood_sound<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">additions_sound<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:audio\/ambient_sounds<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">music<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:audio\/background_music<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">music_volume<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:audio\/music_volume<\/span><\/li>\n<\/ul>\n<\/li>\n<li>The following color fields in the&nbsp;<span class=\"MC_Effect_TextHighlightA\">effects<\/span>&nbsp;definition now support colors as a string in the form&nbsp;<span class=\"MC_Effect_TextHighlightA\">&#8220;#rrggbb&#8221;<\/span>, or a float array in the form&nbsp;<span class=\"MC_Effect_TextHighlightA\">[red, green, blue]<\/span>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">water_color<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">foliage_color<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">dry_foliage_color<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">grass_color<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">grass_color_modifier<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Tags<\/h3>\n<h4>Block Tags<\/h4>\n<ul>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#can_glide_through<\/span>&nbsp;&#8211; climbable blocks that can be glided through without stopping<\/li>\n<\/ul>\n<h4>Item Tags<\/h4>\n<ul>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#nautilus_taming_items<\/span>&nbsp;&#8211; items that can be used to tame a Nautilus and a Zombie Nautilus<\/li>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#nautilus_bucket_food<\/span>&nbsp;&#8211; bucketed fish items that can be used to feed a tamed Nautilus and Zombie Nautilus<\/li>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#nautilus_food<\/span>&nbsp;&#8211; all items that can be used to feed a tamed Nautilus and Zombie Nautilus<\/li>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#camel_husk_food<\/span>&nbsp;&#8211; all items that can be used to feed a Camel Husk<\/li>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#spears<\/span>&nbsp;&#8211; all Spear weapons<\/li>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#enchantable\/lunge<\/span>&nbsp;&#8211; all items that can be enchanted with the&nbsp;<span class=\"MC_Effect_TextHighlightA\">lunge<\/span>&nbsp;enchantment<\/li>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#enchantable\/melee_weapon<\/span>&nbsp;&#8211; all primary melee weapons including Swords and Spears<\/li>\n<li>Renamed&nbsp;<span class=\"MC_Effect_TextHighlightA\">#enchantable\/sword<\/span>&nbsp;to&nbsp;<span class=\"MC_Effect_TextHighlightA\">#enchantable\/sweeping<\/span><\/li>\n<li>Updated&nbsp;<span class=\"MC_Effect_TextHighlightA\">#piglin_loved<\/span>&nbsp;to include the Golden Nautilus Armor and the Golden Spear<\/li>\n<li>Updated&nbsp;<span class=\"MC_Effect_TextHighlightA\">#piglin_preferred_weapons<\/span>&nbsp;to include Golden Spears<\/li>\n<\/ul>\n<h4>Biome Tags<\/h4>\n<ul>\n<li>Removed&nbsp;<span class=\"MC_Effect_TextHighlightA\">#snow_golem_melts<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">#increased_fire_burnout<\/span>&nbsp;&#8211; replaced by&nbsp;<span class=\"MC_Effect_TextHighlightA\">gameplay\/snow_golem_melts<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">gameplay\/increased_fire_burnout<\/span>&nbsp;Environment Attributes<\/li>\n<li>Removed&nbsp;<span class=\"MC_Effect_TextHighlightA\">#plays_underwater_music<\/span>&nbsp;&#8211; replaced by&nbsp;<span class=\"MC_Effect_TextHighlightA\">only_underwater<\/span>&nbsp;field in the&nbsp;<span class=\"MC_Effect_TextHighlightA\">audio\/background_music<\/span>&nbsp;Environment Attribute<\/li>\n<li>Removed&nbsp;<span class=\"MC_Effect_TextHighlightA\">#has_closer_water_fog<\/span>&nbsp;&#8211; replaced by&nbsp;<span class=\"MC_Effect_TextHighlightA\">visual\/water_fog_end_distance<\/span>&nbsp;Environment Attribute<\/li>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#spawns_coral_variant_zombie_nautilus<\/span>&nbsp;&#8211; biomes where the Coral Variant of the Zombie Nautilus can spawn<\/li>\n<li>Removed&nbsp;<span class=\"MC_Effect_TextHighlightA\">#without_patrol_spawns<\/span>&nbsp;&#8211; replaced by&nbsp;<span class=\"MC_Effect_TextHighlightA\">gameplay\/can_pillager_patrol_spawn<\/span>&nbsp;Environment Attribute<\/li>\n<\/ul>\n<h4>Entity Tags<\/h4>\n<ul>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#can_wear_nautilus_armor<\/span>&nbsp;&#8211; entities that can equip Nautilus Armor<\/li>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#nautilus_hostiles<\/span>&nbsp;&#8211; entities that the Nautilus will be hostile towards when untamed<\/li>\n<li>Changed&nbsp;<span class=\"MC_Effect_TextHighlightA\">#not_scary_for_pufferfish<\/span>&nbsp;to include Nautilus and Zombie Nautilus<\/li>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#burn_in_daylight<\/span>&nbsp;&#8211; entities that burn in daylight<\/li>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#can_float_while_ridden<\/span>&nbsp;&#8211; entities that can float on water while being ridden<\/li>\n<li>Changed&nbsp;<span class=\"MC_Effect_TextHighlightA\">#skeletons<\/span>&nbsp;to include Parched<\/li>\n<li>Changed&nbsp;<span class=\"MC_Effect_TextHighlightA\">#zombies<\/span>&nbsp;to include Zombie Nautilus, Zombie Horse and Camel Husk<\/li>\n<li>Changed&nbsp;<span class=\"MC_Effect_TextHighlightA\">#can_equip_saddle<\/span>&nbsp;to include Nautilus, Zombie Nautilus, Zombie Horse and Camel Husk<\/li>\n<\/ul>\n<h4>Timeline Tags<\/h4>\n<ul>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#universal<\/span>&nbsp;&#8211; Timelines that are active in every dimension<\/li>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#in_overworld<\/span>&nbsp;&#8211; Timelines that are active in the Overworld<\/li>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#in_nether<\/span>&nbsp;&#8211; Timelines that are active in the Nether<\/li>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">#in_end<\/span>&nbsp;&#8211; Timelines that are active in the End<\/li>\n<\/ul>\n<h2>Resource Pack Versions 70.0 through 75.0<\/h2>\n<ul>\n<li>Unifont has been updated to 17.0.01<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">block.vsh\/fsh<\/span>&nbsp;copies&nbsp;<span class=\"MC_Effect_TextHighlightA\">terrain.vsh\/fsh<\/span>&nbsp;and handles ad-hoc blocks (e.g. held by entities)<\/li>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">ChunkSection<\/span>&nbsp;uniform, used by&nbsp;<span class=\"MC_Effect_TextHighlightA\">terrain.vsh<\/span>&nbsp;(which replaces&nbsp;<span class=\"MC_Effect_TextHighlightA\">DynamicTransforms<\/span>)<\/li>\n<li>New shaders have been introduced to perform GPU based sprite animations<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">Globals<\/span>&nbsp;uniform now has camera coordinates<\/li>\n<li>Item textures were split out of the&nbsp;<span class=\"MC_Effect_TextHighlightA\">blocks<\/span>&nbsp;atlas into a separate new&nbsp;<span class=\"MC_Effect_TextHighlightA\">items<\/span>&nbsp;atlas that does not have mipmaps\n<ul>\n<li>All textures used in an item model have to come from the same (<span class=\"MC_Effect_TextHighlightA\">items<\/span>&nbsp;or&nbsp;<span class=\"MC_Effect_TextHighlightA\">blocks<\/span>) atlas<\/li>\n<li>All textures used in a block model have to come from the&nbsp;<span class=\"MC_Effect_TextHighlightA\">blocks<\/span>&nbsp;atlas<\/li>\n<li>Textures used for still water and lava are now hardcoded to&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:block\/water_still<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">minecraft:block\/lava_still<\/span><\/li>\n<\/ul>\n<\/li>\n<li>To prepare for future work, the game will now print a warning if any defined sprites in any atlases share a name<\/li>\n<li>Block model and state format has been expanded to allow more rotations<\/li>\n<li>Textures for the Leather Horse Armor item and equipment asset have been split into a tinted base layer and an overlay layer<\/li>\n<\/ul>\n<h2>Textures<\/h2>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">texture<\/span>&nbsp;section of&nbsp;<span class=\"MC_Effect_TextHighlightA\">*.mcmeta<\/span>&nbsp;files has two new fields:&nbsp;<span class=\"MC_Effect_TextHighlightA\">mipmap_strategy<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">alpha_cutoff_bias<\/span>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">mipmap_strategy<\/span>&nbsp;has the following supported values:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">mean<\/span>&nbsp;averages both color and alpha between groups of four pixels for the current mipmap level to generate the next mipmap level pixel. This was and stays the default strategy for most solid or translucent full block textures<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">dark_cutout<\/span>&nbsp;is similar to&nbsp;<span class=\"MC_Effect_TextHighlightA\">mean<\/span>, but blends colors in a way that makes the pixels bordering cutout pixels darker. This was and stays the strategy for leaves and Mangrove Roots. It simulates dark interior of the blocks<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">cutout<\/span>&nbsp;is a new strategy that always generates a mipmap based on the original texture instead of the previous mipmap. Used for most cutout blocks that became mipmapped in this version.<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">strict_cutout<\/span>&nbsp;is a modification of&nbsp;<span class=\"MC_Effect_TextHighlightA\">cutout<\/span>&nbsp;that uses stricter alpha cutoff value leading to the textures using this value disappearing at higher mipmap levels. Is used for flowers and similar blocks to avoid artifacts.<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">auto<\/span>&nbsp;is the default value and will make the game to pick&nbsp;<span class=\"MC_Effect_TextHighlightA\">mean<\/span>&nbsp;for textures that do not contain fully transparent pixels and&nbsp;<span class=\"MC_Effect_TextHighlightA\">cutout<\/span>&nbsp;for those that do<\/li>\n<\/ul>\n<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">alpha_cutoff_bias<\/span>&nbsp;is a float field for controling the alpha bias for cutout textures\n<ul>\n<li>Technically there is no limit for this value, it can be negative as well, but it does not make sense to set this higher than&nbsp;<span class=\"MC_Effect_TextHighlightA\">1.0<\/span>&nbsp;or lower than&nbsp;<span class=\"MC_Effect_TextHighlightA\">-1.0<\/span>&nbsp;since the texture will become either fully opaque or fully transparent<\/li>\n<li>Default value for this field is&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span>, and it can be increased for textures that can become too transparent\/thin at distance, or decreased if it&#8217;s too &#8220;opaque&#8221;<\/li>\n<li>It&#8217;s recommended to increment or decrease this value in fine granuality for finding the sweet spot. As an example,&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.1<\/span>&nbsp;is used for&nbsp;<span class=\"MC_Effect_TextHighlightA\">kelp<\/span>&nbsp;textures in order to prevent them being fully trasparent at distance<\/li>\n<li>Only used for lower mips of cutout textures, does not change the alpha of first mip level, and has no effect on other textures<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Glass, Glass Pane and Redstone dust now support translucent textures<\/li>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">gui\/container\/nautilus<\/span>&nbsp;used for the Nautilus inventory UI<\/li>\n<\/ul>\n<h3>Item Sprites<\/h3>\n<ul>\n<li>Added new item sprites:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">item\/nautilus_spawn_egg<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item\/zombie_nautilus_spawn_egg<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item\/camel_husk_spawn_egg<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item\/parched_spawn_egg<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item\/copper_nautilus_armor<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item\/iron_nautilus_armor<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item\/golden_nautilus_armor<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item\/diamond_nautilus_armor<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item\/netherite_nautilus_armor<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item\/netherite_horse_armor<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item\/leather_horse_armor_overlay<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Added the following item sprites for the Spear weapon:\n<ul>\n<li>When in inventory:&nbsp;<span class=\"MC_Effect_TextHighlightA\">item\/wooden_spear<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">item\/stone_spear<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">item\/copper_spear<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">item\/iron_spear<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">item\/golden_spear<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">item\/diamond_spear<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">item\/netherite_spear<\/span><\/li>\n<li>When in hand:&nbsp;<span class=\"MC_Effect_TextHighlightA\">item\/wooden_spear_in_hand<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">item\/stone_spear_in_hand<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">item\/copper_spear_in_hand<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">item\/iron_spear_in_hand<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">item\/golden_spear_in_hand<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">item\/diamond_spear_in_hand<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">item\/netherite_spear_in_hand<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>UI Sprites<\/h3>\n<ul>\n<li>Added new UI sprite:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">container\/slot\/nautilus_armor<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">container\/slot\/spear<\/span>&nbsp;&#8211; Spear icon used in the Smithing Table screen<\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">container\/slot\/nautilus_armor_inventory<\/span>&nbsp;&#8211; Nautilus icon used in Nautilus inventory UI<\/li>\n<\/ul>\n<\/li>\n<li>Added new nine-sliced sprites:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">container\/inventory\/effect_background<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">container\/inventory\/effect_background_ambient<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Removed the following sprites:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">container\/inventory\/effect_background_large<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">container\/inventory\/effect_background_small<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Celestials Atlas<\/h3>\n<ul>\n<li>A new&nbsp;<span class=\"MC_Effect_TextHighlightA\">celestials<\/span>&nbsp;atlas has been introduced, including sprites for objects rendered in the sky such as the Sun and Moon<\/li>\n<li>Includes sprites from&nbsp;<span class=\"MC_Effect_TextHighlightA\">&lt;namespace&gt;:textures\/environment\/celestial\/&lt;path&gt;.png<\/span><\/li>\n<li>The following textures have been moved or split:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">textures\/environment\/sun.png<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">sun<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">textures\/environment\/end_flash.png<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">end_flash<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">textures\/environment\/moon_phases<\/span>&nbsp;-&gt;&nbsp;<span class=\"MC_Effect_TextHighlightA\">moon\/full_moon<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">moon\/waning_gibbous<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">moon\/third_quarter<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">moon\/waning_crescent<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">moon\/new_moon<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">moon\/waxing_crescent<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">moon\/first_quarter<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">moon\/waxing_gibbous<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Mob Effect Sprites<\/h3>\n<ul>\n<li>Added new mob effect sprite:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">breath_of_the_nautilus<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Entity Textures<\/h3>\n<ul>\n<li>Added new entity textures:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">entity\/nautilus\/nautilus.png<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity\/nautilus\/nautilus_baby.png<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity\/nautilus\/zombie_nautilus.png<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity\/equipment\/zombie_nautilus_coral.png<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity\/equipment\/nautilus_body\/copper.png<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity\/equipment\/nautilus_body\/iron.png<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity\/equipment\/nautilus_body\/gold.png<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity\/equipment\/nautilus_body\/diamond.png<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity\/equipment\/nautilus_body\/netherite.png<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity\/equipment\/nautilus_saddle\/saddle.png<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity\/equipment\/horse_body\/leather_overlay.png<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity\/camel\/camel_husk.png<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity\/equipment\/camel_husk_saddle\/saddle.png<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity\/equipment\/horse_body\/netherite.png<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity\/skeleton\/parched.png<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity\/skeleton\/parched_overlay.png<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Sounds<\/h3>\n<ul>\n<li>Added new sounds for Spears:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">item.spear.hit<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item.spear.use<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item.spear.attack<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Added special sounds for the Wooden Spear:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">item.spear_wood.hit<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item.spear_wood.use<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item.spear_wood.attack<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Added new sound events for the Lunge Enchantment:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">item.spear.lunge_1<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item.spear.lunge_2<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item.spear.lunge_3<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Added new sound events for the Nautilus:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.baby_nautilus.ambient<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.baby_nautilus.death<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.baby_nautilus.eat<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.baby_nautilus.hurt<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.baby_nautilus.swim<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.nautilus.ambient<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.nautilus.death<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.nautilus.dash<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.nautilus.dash_ready<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.nautilus.eat<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.nautilus.hurt<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.nautilus.swim<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.zombie_nautilus.ambient<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.zombie_nautilus.death<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.zombie_nautilus.dash<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.zombie_nautilus.dash_ready<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.zombie_nautilus.eat<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.zombie_nautilus.hurt<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.zombie_nautilus.swim<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item.nautilus_armor.equip<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item.nautilus_armor.unequip<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.nautilus.riding<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item.nautilus_saddle_equip<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">item.nautilus_saddle_underwater_equip<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.baby_nautilus.ambient_land<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.baby_nautilus.death_land<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.baby_nautilus.hurt_land<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.nautilus.ambient_land<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.nautilus.dash_land<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.nautilus.dash_ready_land<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.nautilus.death_land<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.nautilus.hurt_land<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.zombie_nautilus.ambient_land<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.zombie_nautilus.dash_land<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.zombie_nautilus.dash_ready_land<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.zombie_nautilus.death_land<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.zombie_nautilus.hurt_land<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Added new sound event for the Zombie Horse:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.zombie_horse.angry<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.zombie_horse.eat<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Added new sound events for the Parched:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.parched.ambient<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.parched.death<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.parched.hurt<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.parched.step<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Added new sound events for the Camel Husk:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.camel_husk.ambient<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.camel_husk.dash<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.camel_husk.dash_ready<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.camel_husk.death<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.camel_husk.eat<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.camel_husk.hurt<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.camel_husk.saddle<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.camel_husk.sit<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.camel_husk.stand<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.camel_husk.step<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.camel_husk.step_sand<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Added new sound events for the Parrot:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.parrot.imitate.camel_husk<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.parrot.imitate.parched<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.parrot.imitate.zombie_horse<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">entity.parrot.imitate.zombie_nautilus<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Item Models<\/h3>\n<ul>\n<li>Added new option for all item models:&nbsp;<span class=\"MC_Effect_TextHighlightA\">swap_animation_scale<\/span>\n<ul>\n<li>Defaults to&nbsp;<span class=\"MC_Effect_TextHighlightA\">1.0<\/span><\/li>\n<li>Indicates how fast the item moves up and down when swapping items in hotbar<\/li>\n<li>Large speeds can allow items that take more of the screen space to fully duck before swapped into the next item<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>Added new item model:<\/p>\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">spear_in_hand<\/span>&nbsp;&#8211; model for the Spear when in hand.<\/li>\n<\/ul>\n<h3>Block Models<\/h3>\n<ul>\n<li>Block model elements can now be rotated around multiple axes\n<ul>\n<li>Model is first rotated around X, then Y, then Z<\/li>\n<li>New fields:\n<ul>\n<li><span class=\"MC_Effect_TextHighlightA\">x<\/span>&nbsp;&#8211; rotation around axis X in degrees, float, defaults to&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">y<\/span>&nbsp;&#8211; rotation around axis Y in degrees, float, defaults to&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span><\/li>\n<li><span class=\"MC_Effect_TextHighlightA\">z<\/span>&nbsp;&#8211; rotation around axis Z in degrees, float, defaults to&nbsp;<span class=\"MC_Effect_TextHighlightA\">0.0<\/span><\/li>\n<\/ul>\n<\/li>\n<li>Existing fields&nbsp;<span class=\"MC_Effect_TextHighlightA\">axis<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">angle<\/span>&nbsp;can still be used\n<ul>\n<li>If both field sets are present, older notation takes presence<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Existing restriction for angle value limiting them to&nbsp;<span class=\"MC_Effect_TextHighlightA\">[-45, 45]<\/span>&nbsp;has been removed\n<ul>\n<li>Note: Names of faces are not influenced by rotation. Features that depend on them, like culling, will always use original directions<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Block State Model Dispatch<\/h3>\n<ul>\n<li>Variants in block state dispatch files (defined in&nbsp;<span class=\"MC_Effect_TextHighlightA\">assets\/&#8230;\/blockstates\/<\/span>&nbsp;can now be also rotated around Z axis\n<ul>\n<li>New optional field&nbsp;<span class=\"MC_Effect_TextHighlightA\">z<\/span>&nbsp;has the same format as existing&nbsp;<span class=\"MC_Effect_TextHighlightA\">x<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">y<\/span>&nbsp;fields: an integer with allowed values of&nbsp;<span class=\"MC_Effect_TextHighlightA\">0<\/span>&nbsp;(default),&nbsp;<span class=\"MC_Effect_TextHighlightA\">90<\/span>,&nbsp;<span class=\"MC_Effect_TextHighlightA\">180<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">270<\/span><\/li>\n<li>Rotation around Z axis is applied after X and Y<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Shaders &amp; Post-process Effects<\/h3>\n<ul>\n<li>Added&nbsp;<span class=\"MC_Effect_TextHighlightA\">animate_sprite*<\/span>&nbsp;core shaders, which use a new&nbsp;<span class=\"MC_Effect_TextHighlightA\">SpriteAnimationInfo<\/span>&nbsp;uniform<\/li>\n<\/ul>\n<h4>Sprite Animations<\/h4>\n<ul>\n<li>Sprites (textures as part of a larger atlas) are now animated on the GPU rather than per-tick on the CPU<\/li>\n<li>For regular frame-based animations,&nbsp;<span class=\"MC_Effect_TextHighlightA\">animate_sprite.vsh<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">animate_sprite_blit.fsh<\/span>&nbsp;are used to perform the draw<\/li>\n<li>For interpolated animations,&nbsp;<span class=\"MC_Effect_TextHighlightA\">animate_sprite.vsh<\/span>&nbsp;and&nbsp;<span class=\"MC_Effect_TextHighlightA\">animate_sprite_interpolate.fsh<\/span>&nbsp;are used to perform the draw<\/li>\n<li>The UBO&nbsp;<span class=\"MC_Effect_TextHighlightA\">SpriteAnimationInfo<\/span>&nbsp;contains information on where the sprite should be drawn to, within the greater texture atlas<\/li>\n<\/ul>\n<h2>Fixed bugs in 1.21.11<\/h2>\n<ul>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-2791\">MC-2791<\/a>&nbsp;&#8211; The player model in the inventory screen renders in the wrong orientation when it&#8217;s not standing up straight<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-22882\">MC-22882<\/a>&nbsp;&#8211; Ctrl + Q doesn&#8217;t work on Mac<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-53491\">MC-53491<\/a>&nbsp;&#8211; The world border can change in size when the game is paused<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-54988\">MC-54988<\/a>&nbsp;&#8211; World border &#8220;warning&#8221; effect is not shown when graphics setting is set to &#8220;Fast&#8221;<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-54989\">MC-54989<\/a>&nbsp;&#8211; Sliders can be moved to positions between available values<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-73186\">MC-73186<\/a>&nbsp;&#8211; Gaps between the faces of item models and complex block models<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-80476\">MC-80476<\/a>&nbsp;&#8211; On macOS, the &#8220;drop item stack&#8221; shortcut conflicts with the &#8220;quit Minecraft&#8221; shortcut<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-114265\">MC-114265<\/a>&nbsp;&#8211; Mipmaps are too dark around transparent edges in textures (e.g. side of grass)<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-146862\">MC-146862<\/a>&nbsp;&#8211; Long effect names cause text to appear outside the effect box<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-147718\">MC-147718<\/a>&nbsp;&#8211; F1, F3, F3+[char] combos cannot be rebound<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-149630\">MC-149630<\/a>&nbsp;&#8211; Some particles have very thin, vertical lines that flash in and out around the particles<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-154651\">MC-154651<\/a>&nbsp;&#8211; Boats and rafts can break off paintings and item frames<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-159275\">MC-159275<\/a>&nbsp;&#8211; Map player markers on maps of the nether don&#8217;t rotate when doDaylightCycle is disabled<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-162573\">MC-162573<\/a>&nbsp;&#8211; A white outline is rendered on composters&#8217; edges when viewed from far away<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-171688\">MC-171688<\/a>&nbsp;&#8211; Invisibility status of LivingEntity is not updated when ActiveEffects are modified directly<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-179383\">MC-179383<\/a>&nbsp;&#8211; Leaves not culled with graphics set to Fast<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-188602\">MC-188602<\/a>&nbsp;&#8211; In non-natural custom dimensions, if &#8220;bed_works&#8221; is set to true, beds cannot be used to skip the night or set the spawn point<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-189837\">MC-189837<\/a>&nbsp;&#8211; Nether fog is dark after rejoining a world that is thunder storming in the Overworld<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-195505\">MC-195505<\/a>&nbsp;&#8211; Short grass is unaffected by mipmap levels<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-199467\">MC-199467<\/a>&nbsp;&#8211; Certain entity animations stop after they&#8217;ve existed in world for too long<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-234358\">MC-234358<\/a>&nbsp;&#8211; Moir\u00e9 patterns \/ aliasing on certain objects when viewed from a distance<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-237158\">MC-237158<\/a>&nbsp;&#8211; Magma blocks can generate on the ceilings of caves below aquifers<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-238715\">MC-238715<\/a>&nbsp;&#8211; The &#8220;minecraft:block.chest.locked&#8221; sound cannot be heard by other players when attempting to open locked blocks<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-241321\">MC-241321<\/a>&nbsp;&#8211; Darkness vignette effect is not shown when graphics setting is set to &#8220;Fast&#8221;<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-245854\">MC-245854<\/a>&nbsp;&#8211; Fast graphics description is slightly misleading<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-245895\">MC-245895<\/a>&nbsp;&#8211; View Bobbing stops working after long elytra flight<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-248499\">MC-248499<\/a>&nbsp;&#8211; Potion UIs displayed within the inventory don&#8217;t have cyan outlines if the effects are granted by beacons or conduits<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-259368\">MC-259368<\/a>&nbsp;&#8211; Z-fighting occurs on trimmed armor items<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-263562\">MC-263562<\/a>&nbsp;&#8211; World types in Realms backup info screen are untranslatable<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-264151\">MC-264151<\/a>&nbsp;&#8211; Glass blocks do not use mipmapping, but glass panes do<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-266425\">MC-266425<\/a>&nbsp;&#8211; Recipes for new waxed copper blocks are not grouped<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-267364\">MC-267364<\/a>&nbsp;&#8211; Teleporting in the air is considered flying by server<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-269295\">MC-269295<\/a>&nbsp;&#8211; Jump bar progress renders unused pixels from dynamic texture atlas<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-271729\">MC-271729<\/a>&nbsp;&#8211; Armadillo scute drops are not affected by the mob_drops game rule<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-271938\">MC-271938<\/a>&nbsp;&#8211; Mace smash attack can push players in creative mode that are flying<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-271941\">MC-271941<\/a>&nbsp;&#8211; Music discs can sometimes spawn inside jukeboxes when ejected from them<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-274828\">MC-274828<\/a>&nbsp;&#8211; Horse armor item and entity model tint affects the entirety of the textures<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-276382\">MC-276382<\/a>&nbsp;&#8211; Leather horse armor leggings &amp; helmet parts are untextured<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-276445\">MC-276445<\/a>&nbsp;&#8211; Highlighted text within the anvil and creative inventory interfaces renders blue making it difficult to read<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-277768\">MC-277768<\/a>&nbsp;&#8211; Mipmapping no longer affects items<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-278742\">MC-278742<\/a>&nbsp;&#8211; Creakings cannot be ridden by any entities using commands<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-279076\">MC-279076<\/a>&nbsp;&#8211; Certain mobs will always retarget the player upon reloading the chunks, regardless of distance or gamemode<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-295949\">MC-295949<\/a>&nbsp;&#8211; Flying through vines with an elytra cancels the flight<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-296952\">MC-296952<\/a>&nbsp;&#8211; F4 key to toggle shaders cannot be rebound<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-297328\">MC-297328<\/a>&nbsp;&#8211; Unloading and reloading an area causes invisible entities to be visible until you get close enough.<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-297367\">MC-297367<\/a>&nbsp;&#8211; Checkbox filled status isn&#8217;t narrated<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-298405\">MC-298405<\/a>&nbsp;&#8211; Text components in the &#8220;label&#8221; of input controls in dialogs don&#8217;t support &#8220;hover_event&#8221;<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-298767\">MC-298767<\/a>&nbsp;&#8211; Piercing arrows phase through mobs that are in the same block<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-298915\">MC-298915<\/a>&nbsp;&#8211; Multishot crossbows loaded in survival or adventure mode show their secondary charged projectiles on a separate line in the tooltip<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-298942\">MC-298942<\/a>&nbsp;&#8211; Character body moves instead of the head when riding a happy ghast<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-299136\">MC-299136<\/a>&nbsp;&#8211; Hyper Potions (Ian Tsuchiura) is not mentioned in the credits and splash texts<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-299196\">MC-299196<\/a>&nbsp;&#8211; Waypoints fade out when an advancement is granted<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-299876\">MC-299876<\/a>&nbsp;&#8211; Labels for booleans within dialogs are rendered in a slightly different shade of white than normal<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-300588\">MC-300588<\/a>&nbsp;&#8211; Waypoint modifications reset upon death<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-300642\">MC-300642<\/a>&nbsp;&#8211; When texture atlases are large, gaps are rendered between blocks that have a low resolution<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-300979\">MC-300979<\/a>&nbsp;&#8211; The movement and duration messages in the demo introduction screen now have a text shadow<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301127\">MC-301127<\/a>&nbsp;&#8211; Music stops and restarts when trying to connect to a server when the music frequency is set to constant<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301271\">MC-301271<\/a>&nbsp;&#8211; Object text components do not render in some places unless there are text glyphs on the same line<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301311\">MC-301311<\/a>&nbsp;&#8211; The \u201cTransfer Now\u201d button no longer renders highlighted when the java realms information box is selected<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301424\">MC-301424<\/a>&nbsp;&#8211; entity_data item component detection is broken in resource packs<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301516\">MC-301516<\/a>&nbsp;&#8211; The mouse cursor doesn\u2019t change to the hand shape when hovering over tabs in the \u201cCreate New World\u201d menu and similar screens<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301517\">MC-301517<\/a>&nbsp;&#8211; The mouse cursor doesn\u2019t change to the hand shape when hovering over arrows in the singleplayer, multiplayer, resource packs, and data packs menus<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301518\">MC-301518<\/a>&nbsp;&#8211; The mouse cursor doesn\u2019t change to the hand shape when hovering over checkboxes<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301520\">MC-301520<\/a>&nbsp;&#8211; The mouse cursor doesn\u2019t change to the hand shape when hovering over the difficulty lock button<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301527\">MC-301527<\/a>&nbsp;&#8211; The mouse cursor doesn\u2019t change to the resize shape when scrolling in the advancements menu<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301557\">MC-301557<\/a>&nbsp;&#8211; The shading direction of the bolts on single and large copper chests does not match<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301595\">MC-301595<\/a>&nbsp;&#8211; Music toasts briefly appear in the pause menu after a song has finished<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301632\">MC-301632<\/a>&nbsp;&#8211; Comparators measuring jukeboxes do not update when a music disc is taken out of a jukebox if the music disc has already finished its song<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301754\">MC-301754<\/a>&nbsp;&#8211; The hand animation plays when right-clicking shelves with nothing in your hand<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301756\">MC-301756<\/a>&nbsp;&#8211; The \u201cThis is a Snapshot Realm\u2026\u201d box outline is rendered above the delete realm interface<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301763\">MC-301763<\/a>&nbsp;&#8211; The outline of the \u201cInvited\u201d element within the realms \u201cPlayers\u201d tab renders above other tabs when selected and when a scroll bar is present<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301805\">MC-301805<\/a>&nbsp;&#8211; Selected item outline on statistics screen renders outside of scissor area<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301879\">MC-301879<\/a>&nbsp;&#8211; Double weathered and waxed weathered copper chests&#8217; bottom texture looks off compared to the other variants<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-301988\">MC-301988<\/a>&nbsp;&#8211; Buttons in the telemetry screen are not aligned properly in some languages<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302030\">MC-302030<\/a>&nbsp;&#8211; Setting commandBlocksEnabled to false prevents command blocks from being edited<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302071\">MC-302071<\/a>&nbsp;&#8211; Single and double copper chests have inconsistent side textures<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302111\">MC-302111<\/a>&nbsp;&#8211; Elements within the resource pack and data pack menus are not selected in order when using the TAB key<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302184\">MC-302184<\/a>&nbsp;&#8211; Copper golems in cave\/void air never turn into statues<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302209\">MC-302209<\/a>&nbsp;&#8211; Debug renderers stop working when changing dimensions<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302246\">MC-302246<\/a>&nbsp;&#8211; Sprite object component does not render in server list depending on component tree<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302254\">MC-302254<\/a>&nbsp;&#8211; Cursor changes do not work for command suggestions<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302288\">MC-302288<\/a>&nbsp;&#8211; All shelves have the oak tan map color<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302325\">MC-302325<\/a>&nbsp;&#8211; When the player toggles a debug renderer using its hotkey (F3+B, F3+G) while in the debug options screen, the corresponding entry is not updated<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302338\">MC-302338<\/a>&nbsp;&#8211; The narrator button in the Accessibility Settings menu doesn&#8217;t update upon pressing Ctrl+B<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302362\">MC-302362<\/a>&nbsp;&#8211; Clicking on &#8220;Singleplayer&#8221; or &#8220;Multiplayer&#8221; in the main menu then immediately clicking on a world or server joins it even when not clicking the play button<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302409\">MC-302409<\/a>&nbsp;&#8211; Lightning that strikes waxed lightning rods do not deoxidize nearby unwaxed copper blocks<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302469\">MC-302469<\/a>&nbsp;&#8211; Creepers at the player&#8217;s exact position with an explosion radius of 0 set the player&#8217;s velocity to NaN<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302477\">MC-302477<\/a>&nbsp;&#8211; Loot tables stopped supporting SNBT as entity data<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302482\">MC-302482<\/a>&nbsp;&#8211; Resource and data pack names can overlap selection boxes when the scroll bar is present<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302493\">MC-302493<\/a>&nbsp;&#8211; The mouse cursor doesn&#8217;t change to the hand shape when hovering over the close button in the &#8220;Add Realm&#8221; screen<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302516\">MC-302516<\/a>&nbsp;&#8211; Zombie villagers spawn as the variant matching the biome at 0, 0, 0<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302549\">MC-302549<\/a>&nbsp;&#8211; Server main thread deadlock during respawn position resolution when the entire world spawn radius is filled with fluids<\/li>\n<li><a href=\"https:\/\/bugs.mojang.com\/browse\/MC-302601\">MC-302601<\/a>&nbsp;&#8211; A white outline is rendered on anvils&#8217; top texture when viewed from far away<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>New Features Added Nautilus and Zombie Nautilus Added Nautilus Armor Added Spear Weapon Updated advancements to include the Nautilus, the Zombie Nautilus, the Zombie Horse, the Camel Husk, and the Parched Added new graphical options &#8220;Texture Filtering&#8221; and &#8220;Anisotropic Filtering&#8221; Added Netherite Horse Armor that can be obtained by upgrading Diamond Horse Armor with a [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":135191,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[29],"tags":[],"class_list":["post-135190","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-minecraft-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/135190","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=135190"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/135190\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/135191"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=135190"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=135190"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=135190"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}