{"id":135214,"date":"2025-09-30T17:59:47","date_gmt":"2025-09-30T17:59:47","guid":{"rendered":"https:\/\/sickgaming.net\/blog\/2025\/09\/30\/bedrock-1-21-111\/"},"modified":"2025-09-30T17:59:47","modified_gmt":"2025-09-30T17:59:47","slug":"bedrock-1-21-111","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2025\/09\/30\/bedrock-1-21-111\/","title":{"rendered":"Bedrock: 1.21.111"},"content":{"rendered":"<div><img decoding=\"async\" src=\"https:\/\/sickgaming.net\/blog\/wp-content\/uploads\/2025\/12\/bedrock-1-21-111.png\" class=\"ff-og-image-inserted\"><\/div>\n<h2>Minecraft 1.21.111 Patch Notes<\/h2>\n<h3>Features and Bug Fixes<\/h3>\n<h4>Copper Chest<\/h4>\n<p>Copper chests are a new block! Summon a copper golem to get your first copper chest, which you can leave to oxidize, or keep pristine with wax. Drop items into a copper chest, and then sit back and relax as your copper golem sorts them into normal chests around your base!<\/p>\n<ul>\n<li>Copper Chest is a new type of chest that has waxed and oxidized variants<\/li>\n<li>Copper Chests oxidize over time and can be waxed like other Copper blocks<\/li>\n<li>Copper Chests can be crafted using a Chest and Copper Ingots<\/li>\n<\/ul>\n<h4>Copper Equipment<\/h4>\n<p>What comes between stone and iron? Now the answer is: copper! Craft tools, weapons, and armor from copper, giving this early-game ore more uses than ever before. Unlike copper blocks, these items won&#8217;t oxidize, but like all copper blocks &#8211; they will look beautiful!<\/p>\n<ul>\n<li>\n<p>Copper armor has higher durability than leather but less than iron. Copper armor enchantability sits slightly lower than with iron<\/p>\n<\/li>\n<li>\n<p>Copper equipment turns into Copper Nuggets when smelted<\/p>\n<\/li>\n<li>\n<p>Hostile Monsters have a chance to spawn with Copper Armor equipped<\/p>\n<\/li>\n<li>\n<p>Hostile Monsters can pick up and use Copper Weapons and Armor<\/p>\n<\/li>\n<li>\n<p>Added Copper Horse Armor<\/p>\n<ul>\n<li>Has the same loot table and chance of generating as Iron Horse Armor<\/li>\n<li>Armor toughness: 4<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Copper Golem<\/h4>\n<p>Copper golems are handy, organization-loving companions that\u2019ll bring your base to life! Summoned with copper and carved pumpkins, the copper golem removes items you leave in copper chests and sorts them based on the item type into chests around your base!<\/p>\n<ul>\n<li>\n<p>Copper Golem will drop between 1 and 3 Copper Ingots when killed<\/p>\n<\/li>\n<li>\n<p>Copper Golem can help with sorting items into Chests<\/p>\n<\/li>\n<li>\n<p>If the Copper Golem has fully oxidized it will turn into a Copper Golem Statue Block<\/p>\n<\/li>\n<li>\n<p>When turned into a Copper Golem Statue block, it will freeze in a random pose<\/p>\n<\/li>\n<li>\n<p>When turned into a Copper Golem Statue the Copper Golem will drop any item it may be holding<\/p>\n<\/li>\n<li>\n<p>A Copper Golem turned into a Copper Golem Statue will keep its name if named with a Name Tag<\/p>\n<\/li>\n<li>\n<p>Interacting with the Copper Golem with an empty hand will drop its carried item<\/p>\n<\/li>\n<li>\n<p>Iron Golems will sometimes plant a decorative flower onto a nearby Copper Golem<\/p>\n<\/li>\n<\/ul>\n<h4>Copper Golem Item Sorting<\/h4>\n<ul>\n<li>If the Copper Golem is not holding an item, it will look for nearby Copper Chests to try to pick up an item<\/li>\n<li>The Copper Golem will look in any oxidized and waxed Copper Chest variant to pick up items<\/li>\n<li>It can pick up max 16 items in a stack at a time<\/li>\n<li>Any item in a Copper Chest can be picked up<\/li>\n<li>If the Copper Golem is holding an item, it will look for nearby Chests to try to place the item in<\/li>\n<li>The Copper Golem will look in Chests and Trapped Chests to try to place items<\/li>\n<li>It can place an item in a Chest if it&#8217;s empty, or if it contains the same type of item it is holding in its hand<\/li>\n<li>The Copper Golem will visit max 10 Chests or Copper Chests in sequence to try to pick up or place an item<\/li>\n<li>If no matching chest is found the Copper Golem will idle for 7 seconds before trying again<\/li>\n<li>The search area for chests from the Copper Golem&#8217;s position is horizontally 32 blocks and vertically 8 blocks<\/li>\n<\/ul>\n<h4>Copper Golem Statue Block<\/h4>\n<ul>\n<li>Copper Golem Statue Block is a new type of decorative block which has waxed and oxidized variants<\/li>\n<li>Copper Golem Statue Block oxidizes over time and can be waxed like Copper blocks<\/li>\n<li>The pose of the block can be changed by interacting with it<\/li>\n<li>If the Copper Golem Statue Block has no oxidation when interacted with using an Axe, the block will turn into a Copper Golem again<\/li>\n<li>When connected to a Redstone Comparator, the Copper Golem Statue Block emits a Redstone signal based on its current pose<\/li>\n<\/ul>\n<h4>Copper Decorations<\/h4>\n<ul>\n<li>Added Copper Torch\n<ul>\n<li>A green variant of the Torch crafted from a Copper Nugget, Coal, and Stick<\/li>\n<li>Functionally identical to the Torch<\/li>\n<\/ul>\n<\/li>\n<li>Added Copper Bars\n<ul>\n<li>Functions like the existing Iron Bars block<\/li>\n<li>Made from copper and oxidizes over time<\/li>\n<\/ul>\n<\/li>\n<li>Added Copper Chain\n<ul>\n<li>Functions like the existing Chain block (now renamed to Iron Chain)<\/li>\n<li>Made from copper and oxidizes over time<\/li>\n<\/ul>\n<\/li>\n<li>Added Copper Lantern\n<ul>\n<li>Crafted similarly to a regular Lantern but uses Copper and a Copper Torch<\/li>\n<li>The lantern itself oxidizes, changing its look as it ages<\/li>\n<li>Functionally identical to the Lantern<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Shelf<\/h4>\n<ul>\n<li>\n<p>The Shelf is a new type of decorative block which comes in the following variants:<\/p>\n<ul>\n<li>Oak<\/li>\n<li>Spruce<\/li>\n<li>Birch<\/li>\n<li>Jungle<\/li>\n<li>Acacia<\/li>\n<li>Dark Oak<\/li>\n<li>Mangrove<\/li>\n<li>Cherry<\/li>\n<li>Pale Oak<\/li>\n<li>Bamboo<\/li>\n<li>Crimson<\/li>\n<li>Warped<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>The Shelf can be crafted from six matching blocks of any Stripped Log, Stripped Stem, or Block of Stripped Bamboo, filling the top and bottom row<\/p>\n<ul>\n<li>This recipe produces 6 Shelves<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>The Shelf can store up to 3 item stacks:<\/p>\n<ul>\n<li>Interacting with any of the 3 slots on its front swaps the player&#8217;s main hand item with the content of that slot<\/li>\n<li>The Shelf displays all items it contains in front of it, similar to an Item Frame<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>While a Shelf is powered by Redstone, its front texture changes to reflect that it&#8217;s powered; when placed next to each other, up to 3 powered Shelves will connect<\/p>\n<ul>\n<li>Interacting with a single powered Shelf swaps all its contents with the 3 rightmost items in the player&#8217;s hotbar<\/li>\n<li>Interacting with two connected Shelves swaps their contents with the 6 rightmost items in the player&#8217;s hotbar<\/li>\n<li>Interacting with three connected Shelves swaps their contents with all items in the player&#8217;s hotbar<\/li>\n<li>It does not matter which of the connected Shelves the player interacts with<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Shelf storage affects a Comparator&#8217;s output signal depending on which slots are occupied (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-225226\">MCPE-225226<\/a>)<\/p>\n<ul>\n<li>Each Shelf slot corresponds to 1 bit<\/li>\n<li>The signal strength is determined by converting the 3 bits of the slots into a decimal value<\/li>\n<li>All slots empty [000] means a signal strength of 0<\/li>\n<li>Only the first slot occupied [100] means a signal strength of 1<\/li>\n<li>Only the second slot occupied [010] means a signal strength of 2<\/li>\n<li>Only the third slot occupied [001] means a signal strength of 4<\/li>\n<li>All slots occupied [111] means a signal strength of 7<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Accessibility<\/h4>\n<ul>\n<li>\n<p>Dye Colors now have updated icons<\/p>\n<ul>\n<li>The goal with these is to enhance visual cohesion across the dye set while maintaining distinct shapes to support colorblind accessibility<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Text to Speech support has been added to all Dressing Room pages<\/p>\n<\/li>\n<\/ul>\n<h4>Blocks<\/h4>\n<ul>\n<li>\n<p>Some blocks that could catch fire with Flint and Steel, like the top Stone Slab or Wood Stair, will now also catch fire during fire explosion, such as those from Fireballs (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-78691\">MCPE-78691<\/a>)<\/p>\n<\/li>\n<li>\n<p>Glass Blocks will now catch fire with Flint and Steel or fire explosion (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-78691\">MCPE-78691<\/a>)<\/p>\n<\/li>\n<li>\n<p>Fixed a bug where placing water from a Water Bucket onto a block containing another block (e.g. Button or Lever) would not allow the user to remove that water block afterwards (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-218044\">MCPE-218044<\/a>)<\/p>\n<\/li>\n<li>\n<p>Fixed an issue with being unable to continue destroying valid blocks in Adventure Mode when they are behind water<\/p>\n<\/li>\n<\/ul>\n<h4>Gameplay<\/h4>\n<ul>\n<li>\n<p>Entities are no longer placed halfway outside of a Nether portal after traveling through the portal (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-189106\">MCPE-189106<\/a>,&nbsp;<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-157992\">MCPE-157992<\/a>)<\/p>\n<\/li>\n<li>\n<p>Fixed an issue where the player sleeping animation would start before the player climbed into bed<\/p>\n<\/li>\n<li>\n<p>Camera command no longer leads to crash when using the in_out_back method (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-223147\">MCPE-223147<\/a>)<\/p>\n<\/li>\n<li>\n<p>Fixed an issue where players could duplicate Bundle content using a Hopper (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-223261\">MCPE-223261<\/a>)<\/p>\n<\/li>\n<li>\n<p>Rider rotation lock now applies to cameras when using camera relative movement<\/p>\n<\/li>\n<li>\n<p>Fixed an issue where equipping armor while aiming at a mob would create a &#8220;ghost&#8221; cloned item (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-220172\">MCPE-220172<\/a>)<\/p>\n<\/li>\n<li>\n<p>Fixed an issue where the control scheme set via control scheme commands would not be retained if a later-activated camera did not support it. The scheme will now persist as intended until explicitly cleared via&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">\/controlscheme clear<\/span><\/em>, beginning since base game version&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">1.21.110<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Fixed stuck progress arrow despite no process in Furnace\/Blast Furnace\/Smoker (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-63099\">MCPE-63099<\/a>)<\/p>\n<\/li>\n<li>\n<p>The Ender Dragon no longer freezes at the end of its death. It now dies and creates the portal (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-224403\">MCPE-224403<\/a>)<\/p>\n<\/li>\n<li>\n<p>Fixed a bug that caused the facing direction of Command Blocks to differ from all other blocks like Pistons and Dispensers when placed in certain coordinates in the world (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-62252\">MCPE-62252<\/a>)<\/p>\n<\/li>\n<\/ul>\n<h4>General<\/h4>\n<ul>\n<li>\n<p>Fixed grass color in Swamps that was too green (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-223910\">MCPE-223910<\/a>)<\/p>\n<\/li>\n<li>\n<p>Fixed Paintings from breaking when joining a multiplayer game in high-latency scenarios (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-181306\">MCPE-181306<\/a>)<\/p>\n<\/li>\n<li>\n<p>Enabling blending for Legacy Chunks. This fixes an issue where blocks were missing from the terrain after loading into the world on some Starter Biomes<\/p>\n<\/li>\n<li>\n<p>Improved blending around Frozen River chunks (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-189996\">MCPE-189996<\/a>)<\/p>\n<\/li>\n<\/ul>\n<h4>Graphical<\/h4>\n<ul>\n<li>\n<p>Updated Volumetric Fog configs for PC to have more consistent steps in performance impact, while also maximizing image quality for cost<\/p>\n<\/li>\n<li>\n<p>Added support for Subsurface Scattering on particle textures<\/p>\n<\/li>\n<li>\n<p>Fixed rain and snow lighting up far above the light source in Vibrant Visuals<\/p>\n<\/li>\n<li>\n<p>Fixed the issue where the Nether Portal fullscreen effect appeared black in Vibrant Visuals (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-221341\">MCPE-221341<\/a>)<\/p>\n<\/li>\n<li>\n<p>Updated max render distance to 28 on PC for Vibrant Visuals<\/p>\n<\/li>\n<li>\n<p>Fixed lack of illumination in some particles emitted by breaking blocks (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-218184\">MCPE-218184<\/a>)<\/p>\n<\/li>\n<li>\n<p>Increased thickness on Block Selection wireframe to make it more visible in Vibrant Visuals especially with TAAU enabled<\/p>\n<\/li>\n<li>\n<p>Fixed an issue causing Chests to appear desaturated while held in hand in Vibrant Visuals<\/p>\n<\/li>\n<li>\n<p>Fixed an issue causing attachables such as Bows to appear desaturated in Vibrant Visuals<\/p>\n<\/li>\n<li>\n<p>Fixed a bug where Vanilla Mob Flame textures are missing<\/p>\n<\/li>\n<li>\n<p>Progress of Leaves turning white in snow is now correctly set when entering a world, and this color change now works correctly in Custom Biomes<\/p>\n<\/li>\n<li>\n<p>Fixed unlit Candles not casting shadows<\/p>\n<\/li>\n<li>\n<p>Fixed unlit Cake Candles not casting shadows<\/p>\n<\/li>\n<li>\n<p>Fixed Glass Block depth issues with Candles<\/p>\n<\/li>\n<li>\n<p>Fixed water depth buffer issues with Cake Candles<\/p>\n<\/li>\n<li>\n<p>Fixed infinite duration blindness effect visuals<\/p>\n<\/li>\n<li>\n<p>Colored text on signs no longer appear dark in Vibrant Visuals<\/p>\n<\/li>\n<li>\n<p>Fixed an issue that caused certain mobs to display incorrectly when using the Minecraft Classic Texture Pack (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-221572\">MCPE-221572<\/a>)<\/p>\n<\/li>\n<li>\n<p>Added an option to Hide Sky Flashes in the End when playing with Vibrant Visuals<\/p>\n<\/li>\n<\/ul>\n<h4>Mobs<\/h4>\n<ul>\n<li>\n<p>Wolves no longer start shaking off water if they are already shaking off water<\/p>\n<\/li>\n<li>\n<p>Foxes now consider Honey Bottle to be a food item and will prioritize picking it up the same way it does other food items<\/p>\n<\/li>\n<li>\n<p>It is possible for Zombies and Skeletons to spawn with diamond tier armor again (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-226140\">MCPE-226140<\/a>)<\/p>\n<\/li>\n<\/ul>\n<h4>Realms<\/h4>\n<ul>\n<li>\n<p>Fixed several crashes that could occur<\/p>\n<\/li>\n<li>\n<p>Realms invite page no longer loads endlessly on PS4\/PS5<\/p>\n<\/li>\n<li>\n<p>Leaving Realm now removes it from Realms list on Play screen<\/p>\n<\/li>\n<li>\n<p>Tooltip text no longer overlaps with loading bar<\/p>\n<\/li>\n<li>\n<p>Realms Stories settings page now includes accurate instructions for closing\/opening a Realm<\/p>\n<\/li>\n<li>\n<p>Realms tab &#8216;Settings&#8217; button now scales correctly<\/p>\n<\/li>\n<\/ul>\n<h4>Sounds<\/h4>\n<ul>\n<li>\n<p>When picking up an item to hand that is not hand equippable, mobs no longer play an equip sound (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-223747\">MCPE-223747<\/a>)<\/p>\n<\/li>\n<li>\n<p>Music in Forest biome will no longer get stuck to the position it started playing at (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-222113\">MCPE-222113<\/a>)<\/p>\n<\/li>\n<\/ul>\n<h4>Stability and Performance<\/h4>\n<ul>\n<li>\n<p>Fixed a crash when downloading packs from a multiplayer world on Xbox<\/p>\n<\/li>\n<li>\n<p>Fixed a Realms crash in liquid sensing system<\/p>\n<\/li>\n<\/ul>\n<h4>User Interface<\/h4>\n<ul>\n<li>\n<p>The RTX and Marketplace Pass icon will no longer show up on the same item<\/p>\n<\/li>\n<li>\n<p>The RTX chevron will now show up correctly on the Marketplace search screen<\/p>\n<\/li>\n<li>\n<p>Fixed an issue where the Featured Server details would randomly scroll up (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-181924\">MCPE-181924<\/a>)<\/p>\n<\/li>\n<li>\n<p>Recipe Book can no longer show duplicate icons if user has Recipe Book hidden when acquiring new recipes<\/p>\n<\/li>\n<li>\n<p>Fixed Marketplace pass chevron priority on hero row items<\/p>\n<\/li>\n<li>\n<p>Fixed Blade row missing Marketplace Pass chevron<\/p>\n<\/li>\n<li>\n<p>Touch Controls: The Invert Y-Axis setting now works correctly for spectators (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-179110\">MCPE-179110<\/a>)<\/p>\n<\/li>\n<li>\n<p>Touch Controls: The Swap Jump And Sneak option no longer changes the position of the swim\/fly up buttons (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-184808\">MCPE-184808<\/a>)<\/p>\n<\/li>\n<li>\n<p>Resized the &#8220;Textures &amp; More&#8221; button icon to be in line with the other button icons<\/p>\n<\/li>\n<li>\n<p>Using the \/hud command to hide touch controls now correctly hides all touch buttons (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-184856\">MCPE-184856<\/a>)<\/p>\n<\/li>\n<li>\n<p>Action bar messages now have a text shadow (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-186346\">MCPE-186346<\/a>)<\/p>\n<\/li>\n<li>\n<p>The \/hud command to hide the progress bar now also hides the Horse and Camel bars, and also the Locator bar (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-184858\">MCPE-184858<\/a>)<\/p>\n<\/li>\n<li>\n<p>Updated the Marketplace Pass chevron on tiles and the purchase buttons to have the correct scaling<\/p>\n<\/li>\n<li>\n<p>Resized the icons on the Marketplace sidebar to match the icon&#8217;s proper size<\/p>\n<\/li>\n<li>\n<p>Resized the icons on the Inventory category selection to match the icon&#8217;s proper size<\/p>\n<\/li>\n<li>\n<p>Addded a properly sized My Library button for the top bar to use<\/p>\n<\/li>\n<li>\n<p>Changed a couple of locations where the information bulb appears to be the correct resolution<\/p>\n<\/li>\n<li>\n<p>Updated the Marketplace error animations to display at the correct resolution<\/p>\n<\/li>\n<li>\n<p>Added new icons for the Sale banners to fit the pixelated style of the UI<\/p>\n<\/li>\n<li>\n<p>Added a new Minecraft Profile Pic. This icon is a snapshot of your character&#8217;s appearance. The new Minecraft Profile Pic replaces your Xbox Gamerpic on all screens, including Profile, lists of players, and on Realms.<\/p>\n<\/li>\n<\/ul>\n<h3>Technical Updates<\/h3>\n<h4>Add-Ons and Script Engine<\/h4>\n<ul>\n<li>Moved the properties &#8220;ash&#8221;, &#8220;red_spores&#8221;, &#8220;blue_spores&#8221;, and &#8220;white_ash&#8221; from the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:climate<\/span><\/em>&nbsp;biome component to the new client biome component &#8220;minecraft:precipitation&#8221;<\/li>\n<\/ul>\n<h4>AI Goals<\/h4>\n<ul>\n<li>\n<p>Made the schemas for the following goals stricter when parsing and will fail to load an entity JSON that has invalid data in versions&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">1.21.110<\/span><\/em>&nbsp;and newer<\/p>\n<ul>\n<li><em><span class=\"MC_Effect_TextHighlightA\">minecraft:behavior.roar<\/span><\/em><\/li>\n<li><em><span class=\"MC_Effect_TextHighlightA\">minecraft:behavior.slime_attack<\/span><\/em><\/li>\n<li><em><span class=\"MC_Effect_TextHighlightA\">minecraft:behavior.slime_float<\/span><\/em><\/li>\n<li><em><span class=\"MC_Effect_TextHighlightA\">minecraft:behavior.slime_keep_on_jumping<\/span><\/em><\/li>\n<li><em><span class=\"MC_Effect_TextHighlightA\">minecraft:behavior.slime_random_direction<\/span><\/em><\/li>\n<li><em><span class=\"MC_Effect_TextHighlightA\">minecraft:behavior.sniff<\/span><\/em><\/li>\n<li><em><span class=\"MC_Effect_TextHighlightA\">minecraft:behavior.sonic_boom<\/span><\/em><\/li>\n<li><em><span class=\"MC_Effect_TextHighlightA\">minecraft:behavior.stay_near_noteblock<\/span><\/em><\/li>\n<li><em><span class=\"MC_Effect_TextHighlightA\">minecraft:behavior.swim_idle<\/span><\/em><\/li>\n<li><em><span class=\"MC_Effect_TextHighlightA\">minecraft:behavior.swim_up_for_breath<\/span><\/em><\/li>\n<li><em><span class=\"MC_Effect_TextHighlightA\">minecraft:behavior.swim_wander<\/span><\/em><\/li>\n<li><em><span class=\"MC_Effect_TextHighlightA\">minecraft:behavior.swoop_attack<\/span><\/em><\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Transport Items Goal<\/p>\n<ul>\n<li>Mobs with the goal will now queue when players are interacting with their target container if &#8220;allow_simultaneous_interaction&#8221; is false<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>The&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:behavior.transport_items<\/span><\/em>&nbsp;AI goal now checks that the entity can see the container it tries to interact with. It checks once before starting to queue at the container and once before starting to interact. If it does not see the container, it fails to open it<\/p>\n<\/li>\n<\/ul>\n<h3>API<\/h3>\n<h4><em><span class=\"MC_Effect_TextHighlightA\">@minecraft\/server<\/span><\/em><\/h4>\n<ul>\n<li>\n<p>Added @minecraft\/server version&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">2.3.0-beta<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Added @minecraft\/server version&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">2.2.0<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Enabled&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">Player.applyImpulse<\/span><\/em>&nbsp;and&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">Player.clearVelocity<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>class&nbsp;<span class=\"MC_Effect_TextHighlightA\">AimAssistRegistry<\/span><\/p>\n<ul>\n<li>Added readonly property&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">DefaultCategoryId<\/span><\/em><\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Updated&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">System.sendScriptEvent<\/span><\/em>&nbsp;to be able to be called in &#8220;before&#8221; events<\/p>\n<\/li>\n<li>\n<p>Change the following methods on&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">Dimension<\/span><\/em>&nbsp;to have the read-only privilege so they can be called in &#8220;before&#8221; events:<\/p>\n<ul>\n<li><em><span class=\"MC_Effect_TextHighlightA\">getWeather<\/span><\/em>,&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">findClosestBiome<\/span><\/em>,&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">getBlockAbove<\/span><\/em>,&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">getBlockBelow<\/span><\/em>,&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">getTopmostBlock<\/span><\/em>,&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">getLightLevel<\/span><\/em>,&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">getSkyLightLevel<\/span><\/em><\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Moved&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">ItemBookComponent<\/span><\/em>&nbsp;from&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">V2.2.0<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Moved&nbsp;<em>BookError<\/em>&nbsp;from&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">V2.2.0<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Moved&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">BookPageContentError<\/span><\/em>&nbsp;from&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">V2.2.0<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Moved&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">BookErrorReason<\/span><\/em>&nbsp;from&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">V2.2.0<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Moved&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">InvalidItemStackError<\/span><\/em>&nbsp;from&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">V2.2.0<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Camera<\/p>\n<ul>\n<li>\n<p>Moved&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">setFov(fovCameraOptions?: CameraFovOptions): void<\/span><\/em>&nbsp;from&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">V2.2.0<\/span><\/em><\/p>\n<ul>\n<li>\n<p>Moved&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">setLore(loreList?: (RawMessage | string)[]): void<\/span><\/em>&nbsp;from&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">V2.2.0<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Moved&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">getRawLore(): RawMessage[]<\/span><\/em>&nbsp;from&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">V2.2.0<\/span><\/em>.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>ContainerSlot<\/p>\n<ul>\n<li>\n<p>Moved&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">setLore(loreList?: (RawMessage | string)[]): void<\/span><\/em>&nbsp;from&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">V2.2.0<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Moved&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">getRawLore(): RawMessage[]<\/span><\/em>&nbsp;from&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">V2.2.0<\/span><\/em><\/p>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Biomes<\/h4>\n<ul>\n<li>\n<p>Custom Biomes are now out of experimental<\/p>\n<\/li>\n<li>\n<p>Added content errors in server-side biome components that were missing them to more easily identify issues and how to fix them<\/p>\n<\/li>\n<li>\n<p>Added bool for Overworld surface to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">BiomeDefinitionChunkGenData<\/span><\/em>, which is only relevant for client-side chunk generation<\/p>\n<\/li>\n<li>\n<p>Pre Caves and Cliffs components,&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:overworld_generation_rules<\/span><\/em>&nbsp;and&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:multinoise_generation_rules<\/span><\/em>, do nothing with biome generation and will return a content error when used in custom biomes<\/p>\n<\/li>\n<li>\n<p>Added&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">underwater_music<\/span><\/em>&nbsp;parameter to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:biome_music<\/span><\/em>&nbsp;client biome component that enables the underwater music for the biome<\/p>\n<\/li>\n<li>\n<p>Fixed an issue where a default surface builder was not chosen leading to bare surfaces in some biomes<\/p>\n<\/li>\n<li>\n<p>Fixed a bug where setting the precipitation of a biome to 0 in&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">biome.json<\/span><\/em>&nbsp;files would not stop rain from occurring in the biome<\/p>\n<\/li>\n<\/ul>\n<h4>Blocks<\/h4>\n<ul>\n<li>\n<p>Fixed a bug that caused default editor movement speed to initialize incorrectly<\/p>\n<\/li>\n<li>\n<p>Custom block geometry no longer produces a warning when fully contained within the first or last 1\/16ths of the unit cube volume in any axis<\/p>\n<ul>\n<li>A warning is still produced if the geometry doesn&#8217;t have at least one corner overlapping the unit cube volume, not counting its boundary<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Pick block now works on all variations of LightBlock, light_block_0 through light_block_15 (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-135298\">MCPE-135298<\/a>)<\/p>\n<\/li>\n<li>\n<p>Added &#8220;oak_planks&#8221;, &#8220;spruce_planks&#8221;, &#8220;birch_planks&#8221;, &#8220;jungle_planks&#8221;, &#8220;acacia_planks&#8221;, and &#8220;dark_oak_planks&#8221; definitions to blocks.json (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-177977\">MCPE-177977<\/a>)<\/p>\n<\/li>\n<li>\n<p>Added &#8220;mossy_stone_brick_double_slab&#8221;, &#8220;smooth_quartz_double_slab&#8221;, &#8220;normal_stone_double_slab&#8221;, &#8220;cut_sandstone_double_slab&#8221;, and &#8220;cut_red_sandstone_double_slab&#8221; definitions to blocks.json<\/p>\n<\/li>\n<li>\n<p>Custom blocks were never intended to support multiple different render_method in the material_instance component. This scenario will now give a content warning to let creators know (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-190430\">MCPE-190430<\/a>)<\/p>\n<\/li>\n<\/ul>\n<h4>Character Creator<\/h4>\n<ul>\n<li>Fixed a crash when wearing some Character Creator pieces that support custom colorization<\/li>\n<\/ul>\n<h4>Commands<\/h4>\n<ul>\n<li>\n<p>Updated \/locate biome to support underground biomes<\/p>\n<ul>\n<li>Y axis is now more accurate to exactly where the biome is<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Fix issue preventing \/place from working correctly in flat worlds<\/p>\n<\/li>\n<li>\n<p>Fixed hidden commands (<em><span class=\"MC_Effect_TextHighlightA\">getlocalplayername<\/span><\/em>&nbsp;and&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">geteduclientinfo<\/span><\/em>) showing into the autocomplete options in the chat (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-136930\">MCPE-136930<\/a>)<\/p>\n<\/li>\n<li>\n<p>Fixed issue where command selector &#8216;c=-1&#8217; would not return the furthest matching entity (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-226102\">MCPE-226102<\/a>)<\/p>\n<\/li>\n<\/ul>\n<h4>Components<\/h4>\n<ul>\n<li>\n<p>Content warnings will log missing references in Jigsaw Structure, Processor List, Template Pool, and Structure Sets JSON<\/p>\n<\/li>\n<li>\n<p>Content warnings will log missing references in Camera Preset, Camera List, Aim Assist Preset, and Aim Assist Categories JSON<\/p>\n<\/li>\n<li>\n<p>Content warnings will log missing item references in Crafting Items Catalog JSON<\/p>\n<\/li>\n<li>\n<p>Changes to &#8216;minecraft:input_air_controlled&#8217;<\/p>\n<ul>\n<li>Renamed to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:free_camera_controlled<\/span><\/em><\/li>\n<li>Removed upward movement behaviour when holding the jump action from this component<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Added new component&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:vertical_movement_action<\/span><\/em><\/p>\n<ul>\n<li>Adds the functionality of upward or downward movement when holding the jump action<\/li>\n<li>This component is automatically added to any entity that uses the old&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:input_air_controlled<\/span><\/em>&nbsp;with format version&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">1.21.100<\/span><\/em>&nbsp;or older<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Updates to &#8220;minecraft:dash&#8221;<\/p>\n<ul>\n<li>Renamed to &#8220;minecraft:dash_action&#8221; to improve clarity<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Updates to &#8220;minecraft:dash_action&#8221;<\/p>\n<ul>\n<li>Added new field &#8220;direction&#8221; taking either &#8220;entity&#8221; or &#8220;passenger&#8221; as its value. Defaults to &#8220;entity&#8221;\n<ul>\n<li>&#8220;entity&#8221;\n<ul>\n<li>Behaves like before<\/li>\n<\/ul>\n<\/li>\n<li>&#8220;passenger&#8221;\n<ul>\n<li>Momentum applied from the dash action will now instead be applied in the view direction of the passenger entity, using the horizontal_momentum as forward momentum and vertical_momentum as upward momentum in the direction of the passenger. Short of it: looking up with horizontal momentum will launch you upwards.<\/li>\n<\/ul>\n<\/li>\n<li>Old schemas with format version older than&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">1.21.110<\/span><\/em>&nbsp;will automatically receive the &#8220;entity&#8221; direction<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Editor<\/h4>\n<p>We are excited to announce Editor v1.1.0! To learn more about Editor and its multiblock world editing capabilities, check out the documents&nbsp;<a href=\"https:\/\/learn.microsoft.com\/en-us\/minecraft\/creator\/documents\/bedrockeditor\/?view=minecraft-bedrock-stable\">HERE<\/a>, or learn how to build an Editor Extension&nbsp;<a href=\"https:\/\/github.com\/Mojang\/minecraft-editor\">HERE<\/a><\/p>\n<h4>Feature Highlights in Editor v1.1.0<\/h4>\n<h5>Updated Flatten Tool<\/h5>\n<p>The Flatten Tool has been redesigned with new functionality and more flexible controls. You\u2019ll now find a new Flatten mode within the Terrain Tool, along with two sub-modes: Flatten Up and Flatten Both, for better control over how terrain is leveled. New properties like FlattenSmoothing, FlattenIntensity, and FloorBlockOverride give you more customization. We\u2019ve also added support for reading Cylinder Brush Shape properties (width, depth, height, radius, isUniform), and included the option to hide rotation controls. The previous version of the Flatten Tool has been removed.<\/p>\n<h5>Line node weights<\/h5>\n<p>You can now adjust the vertical and horizontal line weight for each node. This provides finer control over the thickness and shape of lines, making it easier to create more customized and organic-looking builds.<\/p>\n<h4>Full Editor Changelogs<\/h4>\n<ul>\n<li>\n<p>Added the ability for the Pencil Tool to place &#8220;objects&#8221; in the scene. Objects are non-trivial Minecraft elements, like beds, doors, plants, etc.<\/p>\n<\/li>\n<li>\n<p>Added toast notifications support<\/p>\n<ul>\n<li>Added support for toast notifications by introducing a new logChannel property and a subMessage field in the LogMessage class.<\/li>\n<li>Log messages with the Toast channel now appear as popup notifications in the viewport when an error occurs<\/li>\n<li>The subMessage field allows for additional contextual information to be displayed in the toast<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Added a new Setting \u2013 &#8216;Show Toast Notifications&#8217;:<\/p>\n<ul>\n<li>A new checkbox setting, &#8216;Show Toast Notifications&#8217;, has been added to the Settings panel<\/li>\n<li>When enabled, Info and Warning messages will also be displayed as toast notifications, in addition to Errors<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Added weights to control points on the Line Tool to now linearly transition a Line&#8217;s thickness from one point to the next<\/p>\n<\/li>\n<li>\n<p>Added a button on the Structure Panel to let you update an existing selected structure with one from the clipboard<\/p>\n<\/li>\n<li>\n<p>Added clear button for Vector3 input fields<\/p>\n<\/li>\n<li>\n<p>Added&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">IComboBoxPropertyItemEntry<\/span><\/em>&nbsp;API type for&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">IComboBoxPropertyItem<\/span><\/em>&nbsp;entries. Each entry now can support a localized label<\/p>\n<\/li>\n<li>\n<p>Added a progress modal when toggling vibrant visuals during the graphics mode change<\/p>\n<\/li>\n<li>\n<p>Added in EditorStructure&#8217;s missing display name field for Scripting<\/p>\n<\/li>\n<li>\n<p>Added support for toast messages display. This specific task adds a new option in the Settings panel called &#8216;Show Toast Notifications&#8217;. When this checkbox is checked, the Info and Warning messages will be shown as toast messages.<\/p>\n<\/li>\n<li>\n<p>Added a new value &#8216;ShowToastNotifications&#8217; in the enumeration &#8216;GraphicsSettingsProperty&#8217;<\/p>\n<\/li>\n<li>\n<p>Added new Flatten Tool functionality<\/p>\n<ul>\n<li>Added new Flatten mode to Terrain Tool, and new FlattenSmoothing, FlattenIntensity, and FloorBlockOverride properties<\/li>\n<li>Added two new Flatten sub-modes: Flatten Up and Flatten Both<\/li>\n<li>Added ability to hide rotation controls within Cylinder Brush Shape<\/li>\n<li>Added Cylinder Brush Shape property getters for width, depth, height, radius, and isUniform<\/li>\n<li>Removed old Flatten Tool, along with its FlattenHeight and FlattenRadius properties<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Added a gizmo to the center of freehand and smart tool<\/p>\n<\/li>\n<li>\n<p>Added new&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">ProjectAfterEvents<\/span><\/em>&nbsp;API to global&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">editor<\/span><\/em>&nbsp;object for project wide events<\/p>\n<\/li>\n<li>\n<p>Added a new button in export settings that sets the current position in Overworld as world spawn point for the playable world<\/p>\n<\/li>\n<li>\n<p>Updated expand\/collapse indicator of drawer panels to be interactive for keyboard only navigation<\/p>\n<\/li>\n<li>\n<p>Updated&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">tooltip<\/span><\/em>&nbsp;API property of&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">IToggleGroupPropertyItemEntry<\/span><\/em>&nbsp;to take&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">BasicTooltipContent<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Updated Locate tool to use a combo box for biome selection<\/p>\n<\/li>\n<li>\n<p>Updated the Copy to Clipboard button in the Detailed Structure Panel to now switch to PastePreview when clicked pressed<\/p>\n<\/li>\n<li>\n<p>Updated Block Picker to give input focus to the search field when filter mode is Name<\/p>\n<\/li>\n<li>\n<p>Updated summon tool to use Shift + Scroll to rotate the entity<\/p>\n<\/li>\n<li>\n<p>Updated messages to show up as notifications<\/p>\n<\/li>\n<li>\n<p>Updated the brush API to now specify a specific or relative position of the &#8216;front face&#8217; of a block. You can also force the brush to apply a specific state to the block after its been placed<\/p>\n<\/li>\n<li>\n<p>Updated paused entity state to persist through sessions for each project world<\/p>\n<\/li>\n<li>\n<p>Updated Ruler Tool to support click-and-drag. Holding CTRL while clicking will create additional rulers. Rulers will no longer disappear when switching to other tools<\/p>\n<\/li>\n<li>\n<p>Updated Terrain Tool by consolidating Flatten and Elevation into one tool and improved functionality<\/p>\n<\/li>\n<li>\n<p>Updated Editor Structures to be exported under the \/structures folder in the world&#8217;s directory when an Editor world is exported<\/p>\n<\/li>\n<li>\n<p>Removed PBR Fallout Settings from Vibrant Visuals Settings<\/p>\n<\/li>\n<li>\n<p>Fixed a bug where the selection highlight used the wrong color after changing the theme<\/p>\n<\/li>\n<li>\n<p>Fixed a bug that caused keybinding text to be narrated incorrectly<\/p>\n<\/li>\n<li>\n<p>Fixed a bug that caused text field clear button to overlap with inner contents<\/p>\n<\/li>\n<li>\n<p>Fixed block inspector failing silently in unloaded areas<\/p>\n<\/li>\n<li>\n<p>Fixed the issue where entity type names were not localized for summon tool<\/p>\n<\/li>\n<li>\n<p>Fixed a bug that caused Export pane data to be incorrect when the reset button is pressed<\/p>\n<\/li>\n<li>\n<p>Fixed a bug that caused Farm tool settings to reset when another player joins<\/p>\n<\/li>\n<li>\n<p>Fix a bug so origin value set in the Structure Panel is now reflected in Paste Preview<\/p>\n<\/li>\n<li>\n<p>Fixed a bug that caused origin and size values set in the Structure Panel not to propagate to the Editor Structure&#8217;s metadata<\/p>\n<\/li>\n<li>\n<p>Fixed a bug that caused horizontal sub pane to have broken layout for some property items<\/p>\n<\/li>\n<li>\n<p>Fixed a bug that caused some paused entities to be deformed<\/p>\n<\/li>\n<li>\n<p>Fixed a bug where the Locate tool failed to find distant biomes<\/p>\n<\/li>\n<li>\n<p>Fixed a bug where the line tool failed to fill long lines or lines far from the player<\/p>\n<\/li>\n<li>\n<p>Fixed a bug that caused hidden gizmo widget to appear on creation<\/p>\n<\/li>\n<li>\n<p>Fixed a bug that caused selection brush indicator to remain after enabling Vibrant Visuals<\/p>\n<\/li>\n<li>\n<p>Fixed a bug in the Vibrant Visuals Settings pane which caused incorrect filepaths<\/p>\n<\/li>\n<li>\n<p>Fixed the Line Tool&#8217;s performance when moving a gizmo with thickness applied to the Line<\/p>\n<\/li>\n<li>\n<p>Fixed issue that prevents dragging nodes to be placed on a desired position<\/p>\n<\/li>\n<li>\n<p>Fixed issue with distance between nodes while dragging. There should be a minimum predefined distance between nodes so two nodes cannot be placed on the same position<\/p>\n<\/li>\n<li>\n<p>Fixed a bug that caused revert button in Vibrant Visuals panel settings to not function<\/p>\n<\/li>\n<li>\n<p>Fixed Vibrant Visuals settings to have proper formatting after being copied to clipboard<\/p>\n<\/li>\n<li>\n<p>Fixed a bug that caused Paste Preview offset to be incorrect after switching back from another modal tool<\/p>\n<\/li>\n<li>\n<p>Fixed a bug that caused difficulty setting not applying correctly while exporting a playable world<\/p>\n<\/li>\n<li>\n<p>Fixed a bug that caused weather setting not applying correctly while exporting a playable world<\/p>\n<\/li>\n<li>\n<p>Fixed a bug that caused Smart Fill to highlight air when blocks are replaced with air block<\/p>\n<\/li>\n<\/ul>\n<h4>Entity Components<\/h4>\n<ul>\n<li>Fixed the documentation of&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:on_death<\/span><\/em>&nbsp;claiming the component only works on the Ender Dragon, it works on all entities<\/li>\n<li>Added&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">slot.weapon.mainhand<\/span><\/em>&nbsp;and&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">slot.weapon.offhand<\/span><\/em>&nbsp;as valid slots for&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:interact<\/span><\/em>&nbsp;component operations<\/li>\n<li>Changed the schema for the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:experience_reward<\/span><\/em>&nbsp;entity component so that the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">on_bred<\/span><\/em>&nbsp;and&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">on_death<\/span><\/em>&nbsp;members no longer accept arrays; only single Molang expressions are now supported for each member<\/li>\n<\/ul>\n<h4>Entity Event Responses<\/h4>\n<ul>\n<li>Added the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">drop_item<\/span><\/em>&nbsp;entity event response, which allows an entity to drop its item in a given slot<\/li>\n<\/ul>\n<h4>Gameplay<\/h4>\n<ul>\n<li>\n<p>Fixed an issue where the player behaved incorrectly with the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">fixed boom<\/span><\/em>&nbsp;camera when using the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">locked_player_relative_strafe<\/span><\/em>&nbsp;control scheme. Player movement is now consistent with the free camera in this scenario<\/p>\n<\/li>\n<li>\n<p>From 1.21.110 onward, the free camera and fixed boom cameras use&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">Camera Relative Strafe<\/span><\/em>&nbsp;as default scheme<\/p>\n<\/li>\n<li>\n<p>Camera custom FOV command no longer requires the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">Experimental Creator Cameras<\/span><\/em>&nbsp;experimental toggle<\/p>\n<\/li>\n<\/ul>\n<h4>General<\/h4>\n<ul>\n<li>Models exported via Structure Blocks no longer use the missing texture for all block geometry (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-223559\">MCPE-223559<\/a>)<\/li>\n<\/ul>\n<h4>Graphical<\/h4>\n<ul>\n<li>Changed defaults for color grading contrast and saturation fields to 1. Previously the defaults were 1.2 and 1.05, respectively<\/li>\n<\/ul>\n<h4>Items<\/h4>\n<ul>\n<li>\n<p>Setting the &#8220;minecraft:use_modifiers&#8221; component&#8217;s &#8220;movement_modifier&#8221; field to 1.0 now allows using the item while sprinting, and starting to sprint while using the item<\/p>\n<\/li>\n<li>\n<p>&#8220;poly_mesh&#8221; is no longer treated or documented as an experimental feature<\/p>\n<\/li>\n<li>\n<p>&#8220;texture_meshes&#8221; is no longer treated or documented as an experimental feature<\/p>\n<\/li>\n<li>\n<p>The &#8220;scale&#8221; field can now adjust the depth of &#8220;texture_meshes&#8221;, since its value is no longer ignored<\/p>\n<\/li>\n<li>\n<p>Added the &#8220;use_pixel_depth&#8221; option to &#8220;texture_meshes&#8221; to control how geometry depth relates to texture resolution<\/p>\n<ul>\n<li>If set to &#8220;true&#8221;, the geometry will have a depth of one pixel (in entity space, not texture space)\n<ul>\n<li>This causes textures with a resolution different from 16&#215;16 to appear stretched<\/li>\n<\/ul>\n<\/li>\n<li>If set to &#8220;false&#8221;, the geometry will be built from perfectly cubic voxels, regardless of the texture&#8217;s aspect ratio<\/li>\n<li>Defaults to &#8220;true&#8221; to ensure backward compatibility<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Added Armor and Armor Toughness values to Armor tooltips (<a href=\"https:\/\/bugs.mojang.com\/browse\/MCPE-152962\">MCPE-152962<\/a>)<\/p>\n<\/li>\n<li>\n<p>&#8220;poly_mesh&#8221; is now documented as a deprecated feature<\/p>\n<ul>\n<li>It was already treated as deprecated, but the documentation did not reflect this<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>&#8220;texture_meshes&#8221; is no longer documented as an experimental feature<\/p>\n<ul>\n<li>It was already treated as non-experimental, but the documentation did not reflect this<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Fixed bug where custom Items&#8217; menu_category is_hidden_in_commands value was not sent to client and the items would show up in commands&#8217; autocomplete when they shouldn&#8217;t.<\/p>\n<\/li>\n<li>\n<p>All items that can be eaten now have the tag&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:is_food<\/span><\/em>, except&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">glow_berries<\/span><\/em><\/p>\n<\/li>\n<\/ul>\n<h4>Item Components<\/h4>\n<ul>\n<li>\n<p>Repairing an item using the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:repairable<\/span><\/em>&nbsp;item component no longer fails when a stack larger than strictly needed is used as repair material<\/p>\n<\/li>\n<li>\n<p>Added the new&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:fire_resistant<\/span><\/em>&nbsp;item component, which determines whether an item is immune to burning when dropped in fire or lava<\/p>\n<\/li>\n<\/ul>\n<h4>Mobs<\/h4>\n<ul>\n<li>\n<p>The&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:shareables<\/span><\/em>&nbsp;component now also accepts item entries specifying item tags to name all items tagged as that to become shareable with the given settings<\/p>\n<\/li>\n<li>\n<p>Foxes now use the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:is_food<\/span><\/em>&nbsp;tag instead of listing all foods manually, except&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">glow_berries<\/span><\/em>&nbsp;which is still listed manually<\/p>\n<\/li>\n<li>\n<p>Fixed a bug where the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:shareables<\/span><\/em>&nbsp;component would mix attributes of duplicated entries in its&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">items<\/span><\/em>&nbsp;list. E.g. the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">priority<\/span><\/em>&nbsp;would be taken from the first duplicated element and the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">max_amount<\/span><\/em>&nbsp;from the last. Now the first &#8220;matching&#8221; entry will fully shadow those coming after it. Consider this&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">items<\/span><\/em>&nbsp;list in a&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:shareables<\/span><\/em>&nbsp;using the new&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">tag<\/span><\/em>&nbsp;functionality:<\/p>\n<pre><code>\"items\": [ { \"item\": \"minecraft:apple\", \"priority\": 1, \"max_amount\": 2 }, { \"item\": \"minecraft:is_food\", \"priority\": 0, \"max_amount\": 1 }] <\/code><\/pre>\n<\/li>\n<li>\n<p>Previously&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:apple<\/span><\/em>&nbsp;would have had&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">priority<\/span><\/em>&nbsp;1 but&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">max_amount<\/span><\/em>&nbsp;1 instead of 2. Now it will correctly use all data from that first item apple entry.<\/p>\n<\/li>\n<\/ul>\n<h4>Molang<\/h4>\n<ul>\n<li>Renamed&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">query.is_cooldown_type<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">query.is_cooldown_category<\/span><\/em>, to better reflect what it does<\/li>\n<\/ul>\n<h4>Network Protocol<\/h4>\n<ul>\n<li>Modified the binary format of PlayerArmorDamagePacket<\/li>\n<\/ul>\n<h3>Experimental Technical Updates<\/h3>\n<h4>API<\/h4>\n<ul>\n<li>\n<p>Adds methods&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">setAfterBatchMethod<\/span><\/em>&nbsp;and&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">setBeforeBatchMethod<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">GameTest<\/span><\/em>, which can be used to add methods that will be run before and after test batches<\/p>\n<\/li>\n<li>\n<p>Removed&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">PotionModifierType<\/span><\/em>&nbsp;from&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Removed&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">PotionOptions<\/span><\/em>&nbsp;from&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Renamed&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">PotionLiquidType<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">PotionDeliveryType<\/span><\/em>&nbsp;in&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Added&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">InvalidPotionDeliveryTypeError<\/span><\/em>&nbsp;and&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">InvalidPotionEffectTypeError<\/span><\/em>&nbsp;errors to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Potions<\/p>\n<ul>\n<li>Added&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">resolve(potionEffectType: PotionEffectType | T, potionDeliveryType: PotionDeliveryType | U): ItemStack<\/span><\/em>&nbsp;method to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>. This replaces the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">createPotion(options: PotionOptions): ItemStack<\/span><\/em>&nbsp;that was removed from&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">ItemStack<\/span><\/em><\/li>\n<li>Removed&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">getPotionModifierType(potionModifierId: string): PotionModifierType | undefined<\/span><\/em>&nbsp;from&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em><\/li>\n<li>Added&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">getAllDeliveryTypes(): PotionDeliveryType[]<\/span><\/em>&nbsp;method to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>. This returns all the potion delivery types<\/li>\n<li>Added&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">getAllEffectTypes(): PotionEffectType[]<\/span><\/em>&nbsp;method to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>. This returns all the potion effect types<\/li>\n<li>Renamed&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">getPotionEffectType<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">getEffectType<\/span><\/em>&nbsp;in&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em><\/li>\n<li>Renamed&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">getPotionLiquidType<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">getDeliveryType<\/span><\/em>&nbsp;in&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em><\/li>\n<\/ul>\n<\/li>\n<li>\n<p>ItemPotionComponent<\/p>\n<ul>\n<li>Removed&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">readonly potionLiquidType: PotionLiquidType<\/span><\/em>&nbsp;property in&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em><\/li>\n<li>Renamed&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">readonly potionLiquidType: PotionLiquidType<\/span><\/em>&nbsp;property to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">readonly potionDeliveryType: PotionDeliveryType<\/span><\/em>&nbsp;in&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em><\/li>\n<\/ul>\n<\/li>\n<li>\n<p>PotionEffectType<\/p>\n<ul>\n<li>Added&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">readonly durationTicks?: number<\/span><\/em>&nbsp;property to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>. This is the number of ticks the effect will last for. Undefined means the effect does not expire<\/li>\n<li>Removed&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">static createPotion(options: PotionOptions): ItemStack<\/span><\/em>&nbsp;method from&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>. This was replaced by&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">Potions.resolve<\/span><\/em><\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Added new method&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">isChunkLoaded<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">Dimension<\/span><\/em>&nbsp;which returns true if a chunk at an area is loaded and ticking<\/p>\n<\/li>\n<li>\n<p>Expanded&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">LootTableManager<\/span><\/em>&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>&nbsp;functionality, which now allows for loot table discovery via the new&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">getLootTable<\/span><\/em>&nbsp;method<\/p>\n<\/li>\n<li>\n<p>Added enum&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">HeldItemOption<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>&nbsp;for&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">PlayerSwingEventOptions<\/span><\/em>. This specifies options related to the item currently being held at the time of a player swing<\/p>\n<pre><code>export enum HeldItemOption { AnyItem = 'AnyItem', NoItem = 'NoItem' }\n<\/code><\/pre>\n<\/li>\n<li>\n<p>Added interface&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">PlayerSwingEventOptions<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>. Event options\/filters for&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">PlayerSwingStartAfterEvent<\/span><\/em>.<br \/>&#8211; Field&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">heldItemOption?: HeldItemOption<\/span><\/em><\/p>\n<ul>\n<li>Added class&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">PlayerSwingStartAfterEvent<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>. This contains information regarding a player starting to swing their arm\n<ul>\n<li>Field&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">heldItemStack?: ItemStack<\/span><\/em><\/li>\n<li>Field&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">player: Player<\/span><\/em><\/li>\n<\/ul>\n<\/li>\n<li>Added class&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">PlayerSwingStartAfterEventSignal<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em>. This event is fired at the start of a player&#8217;s swing (e.g. attacking, using an item, interacting). It can be subscribed\/unsubscribed via&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">world.afterEvents.playerSwingStart<\/span><\/em>&nbsp;and optionally filtered by passing in&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">PlayerSwingEventOptions<\/span><\/em><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4><span class=\"MC_Effect_TextHighlightA\">@minecraft\/server<\/span><\/h4>\n<ul>\n<li>\n<p>Fixed an issue where using \/reload in the command console throws a Gametest error if using the GameTest.setAfterBatchCallback method<\/p>\n<\/li>\n<li>\n<p>Added&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">Dimension.getBiome(location: Vector3)<\/span><\/em>&nbsp;which can be used to locate the Biome of a given location<\/p>\n<\/li>\n<li>\n<p>Added&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">Entity.getBlockStandingOn(options?: GetBlocksStandingOnOptions): Block | undefined<\/span><\/em>&nbsp;method to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Added&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">Entity.getAllBlocksStandingOn(options?: GetBlocksStandingOnOptions): Block[];<\/span><\/em>&nbsp;methods to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Added&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">GetBlocksStandingOnOptions<\/span><\/em>&nbsp;interface<\/p>\n<ul>\n<li>Optional Parameter&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">blockFilter?: BlockFilter<\/span><\/em>&nbsp;filters the block being returned<\/li>\n<li>Optional Parameter&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">ignoreThinBlocks?: boolean<\/span><\/em>&nbsp;determines if blocks of height 0.2 or lower are ignored<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Added method&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">Camera.setCameraWithEase(cameraPreset: string, easeOptions: EaseOptions): void<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">beta<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Added methods to Block scripting API that allows creators to get the total light level and the sky light level at a specific position<\/p>\n<\/li>\n<li>\n<p>Added methods to Dimension scripting API that allows creators to get the total light level and the sky light level at a specific position<\/p>\n<\/li>\n<\/ul>\n<h4><span class=\"MC_Effect_TextHighlightA\">@minecraft\/server-gametest<\/span><\/h4>\n<ul>\n<li><em><span class=\"MC_Effect_TextHighlightA\">GameTest<\/span><\/em>&nbsp;objects will now throw a&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">GameTestCompletedError<\/span><\/em>&nbsp;if accessed after completion for support functions or during clean up for test based functions<\/li>\n<\/ul>\n<h4><span class=\"MC_Effect_TextHighlightA\">@minecraft\/diagnostics<\/span><\/h4>\n<ul>\n<li>Added method&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">captureException<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">Sentry<\/span><\/em>&nbsp;which allows capturing of exceptions that are gracefully caught with a&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">try\/catch<\/span><\/em>&nbsp;block<\/li>\n<li>Renamed enum&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">SentryBreadcrumbLevel<\/span><\/em>&nbsp;to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">SentryEventLevel<\/span><\/em><\/li>\n<li>Updated methods on&nbsp;<span class=\"MC_Effect_TextHighlightA\">Sentry<\/span>&nbsp;to be callable in all contexts, including read-only (before events)<\/li>\n<\/ul>\n<h4>Biomes<\/h4>\n<ul>\n<li>\n<p>Removing support for loading custom biomes for base game versions&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">1.21.100<\/span><\/em>&nbsp;and below<\/p>\n<\/li>\n<li>\n<p>Adding&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">max_puddle_depth_below_sea_level<\/span><\/em>&nbsp;to the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">surface_builder<\/span><\/em>&nbsp;biome component for the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">swamp<\/span><\/em>&nbsp;builder type. The component will set the search depth for how far below sea level to search for a surface to add a puddle<\/p>\n<\/li>\n<li>\n<p>Removing the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">1.20.60<\/span><\/em>&nbsp;format version for server side biome JSON files. All server side biome JSON files should be version&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">1.21.110<\/span><\/em>&nbsp;or higher<\/p>\n<\/li>\n<li>\n<p>Updating the server side biome file format version to be&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">1.21.110<\/span><\/em><\/p>\n<\/li>\n<li>\n<p>Fix for custom biomes no longer appearing in game<\/p>\n<\/li>\n<li>\n<p>Fix for biome music component being removed from some biomes<\/p>\n<\/li>\n<li>\n<p>Adding custom biomes to a world that already has custom biomes is more stable now<\/p>\n<\/li>\n<\/ul>\n<h4>Blocks<\/h4>\n<ul>\n<li>Added component&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:redstone_producer<\/span><\/em>&nbsp;behind the Upcoming Creator Features toggle<\/li>\n<\/ul>\n<h4>Block Components<\/h4>\n<ul>\n<li>\n<p>Modified&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:material_instances<\/span><\/em>&nbsp;to support weighted variations textures with these requirements<\/p>\n<ul>\n<li><strong>&#8220;format_version&#8221;<\/strong>&nbsp;must be greater than or equal to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">1.21.110<\/span><\/em><\/li>\n<li>World must have&nbsp;<strong>Upcoming Creator Features<\/strong>&nbsp;experiment enabled<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Added new block component&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:flower_pottable<\/span><\/em><\/p>\n<ul>\n<li>It is an empty component defined as such:&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:flower_pottable: {}<\/span><\/em><\/li>\n<li>When the component is present on the block, &gt; a player can interact with an empty flowerpot when holding the block in order to embed it<\/li>\n<li>Similar to other Vanilla pottable blocks, a player can remove the potted block by interacting with the pot with an empty hand<\/li>\n<li>The component requires the Upcoming Creator Features toggle<\/li>\n<li>Pottable not potable<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Added new block component&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:embedded_visual<\/span><\/em><\/p>\n<ul>\n<li>The component has two required fields, &#8220;geometry&#8221; and &#8220;material_instances&#8221;, similarly to&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">minecraft:item_visual<\/span><\/em><\/li>\n<li>When the component is present on the block, it defines which geometry and material_instances to use when the block is embedded into another block, eg. into a Flowerpot\n<ul>\n<li>If the component is not present, embedded blocks fallback to their innate geometry and material_instances<\/li>\n<li>The component cannot be defined in the &#8220;permutations&#8221; section; only one embedded visual can be achieved per block type<\/li>\n<\/ul>\n<\/li>\n<li>The component requires the Upcoming Creator Features toggle<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>Added new field&nbsp;<span class=\"MC_Effect_TextHighlightA\"><em>embedded<\/em>&nbsp;<\/span>to the&nbsp;<em><span class=\"MC_Effect_TextHighlightA\">item_display_transforms<\/span><\/em>&nbsp;object<\/p>\n<ul>\n<li>The field defines the overall transformation this geometry should be subject to when embedded into a block, eg. a Flowerpot<\/li>\n<li>If the field is not defined, the default transformation is a 0.75x scale, similar to the one applied to most Vanilla flowers<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Graphical<\/h4>\n<ul>\n<li>Fixed Candles not casting point light shadows<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>Minecraft 1.21.111 Patch Notes Features and Bug Fixes Copper Chest Copper chests are a new block! Summon a copper golem to get your first copper chest, which you can leave to oxidize, or keep pristine with wax. Drop items into a copper chest, and then sit back and relax as your copper golem sorts them [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":135215,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[29],"tags":[],"class_list":["post-135214","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\/135214","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=135214"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/135214\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/135215"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=135214"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=135214"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=135214"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}