07-28-2026, 11:00 AM
![[Image: new-article-hero-image.jpg]](https://www.minecraft.net/content/dam/minecraftnet/article-asset/2026/minecraft-26-3-snapshot-6/new-article-hero-image.jpg)
It's yet another Tuesday, and it seems that we've officially run out of quippy snapshot intros until the next delivery. Anyway, here's Snapshot 6, bringing some tweaks and improvements to the Abandoned Camp, a new World Options UI, as well as changing up how terrain is rendered.
Happy camping!
Changes
- Added a new Abandoned Camp campsite variant for each biome
- Minor tweaks to Abandoned Camp structures
- Fixed an issue where Realm owners could not select automatic region preference as their Realm region
- The World Options button has been moved to where the Open to Lan button used to be, accessible from the pause menu The World Options screen is divided into two sections: "General" and "Multiplayer" The "General" section contains the same options as the previous World Options screenThe "Multiplayer" section contains three options: LAN: changes the multiplayer scope of the worldCommand Access: Controls whether players that join your world can use commands or notPort: the port number to use when opening the world to LAN
- The Online button used to access the Online Options screen will now always be shown in the Options menu
- The Data Pack version is now 113.0
- The Resource Pack version is now 94.0
- Terrain blocks are now rendered with MultiDrawIndirect on supported devices
Commands
Changes to publish
- The gamemode argument has been removed Instead, the default game mode of the world should be set using the defaultgamemode command or the Game Mode button in the World Options screen, while player-specific game modes should be set using the gamemode command
Changed minecraft:cooking_fuel
- burn_time and speed_multiplier can now additionally be defined by an inline number
- uses and speed_multiplier can now additionally be defined by an inline number
- layers can now additionally be defined by an inline number
- Added invulnerable_time tag which makes a mob temporarily invulnerable for a specific number of ticks
Changed minecraft:block_interact
- origin is now available in context, as the center of the block being interacted with
Noises
The format of Noises (defined in the worldgen/noise registry, or inline in noise-based Block State Providers) has been updated.
Noises define a fractal Brownian motion (fBm) configuration with the following properties:
- Produces output values (approximately) fitting a normal distribution
- Unless otherwise specified, fits the output amplitude to [-1; 1]Due to the normal distribution, in practice this means that 99.7% of all samples will fit in that range - but values may still be encountered outside of this range
- Parameterized by persistence=0.5, lacunarity=2.0i.e. between each octave, the amplitude is halved and the frequency doubled
- Has stable seeding such that an octave can be boosted, muted, or added without affecting the rest of the octaves
- Renamed firstOctave to base_octave
- Added base_amplitude - non-negative float, a scale factor to apply to the noise outputIf not specified, defaults to 1.0
- Added octave_count - integer between 1 and 32, the number of octaves to sample
- Added normalize - boolean, or "legacy", controls how the output amplitude should be normalizedIf true, base_amplitude is the expected amplitude of the output (i.e. 99.7% of all samples in [-base_amplitude; base_amplitude])If false, base_amplitude is the amplitude of the first octaveIf "legacy", inherits the same normalization behavior as expressed by the previous format This would generally fit to a range smaller than expectedIf not specified, defaults to trueNote: normalization is not affected by the amplitude_modifiers field - as such, modifying the amplitude of a single octave will not affect the amplitude of others
- Renamed amplitudes to amplitude_modifiers - list of floats, a scaling factor to apply to each octaveThe number of elements in this list must match octave_countAs described above, this scaling factor bypasses normalization and will affect the output amplitudeThis field is no longer required - if not specified, defaults to all 1.0
Raises the given base value to an exponent.
Format: object with fields:
- base - Density Function, the base value
- exponent - Density Function, the exponent
- input - Density Function, the value for which to compute the square root
- input - Density Function, the value for which to compute the natural logarithm
- If the input is positive, returns 1
- If the input is 0, returns 0
- If input is negative, returns -1
- input - Density Function, the value of which to compute the sign
- point - array of 3 integers in form [x, y, z], the point to compute distance to
- metric - one of: euclidean - i.e. sqrt(dx^2 + dy^2 + dz^2)euclidean_squared - i.e. dx^2 + dy^2 + dz^2manhattan - i.e. abs(dx) + abs(dy) + abs(dz)chebyshev - i.e. max(abs(dx), abs(dy), abs(dz))
- axis - x, y, or z, the axis over which to define this gradient
- tiling - one of: clamp_to_edge - outside the gradient boundaries, the value at the nearest boundary will be usedrepeat - the gradient will be repeated outside its boundariesmirrored_repeat - the gradient will be repeated such that odd repetitions are mirrored, ensuring continuity between repetitions
- from_coordinate - int, the coordinate at which the gradient starts
- to_coordinate - int, the coordinate at which the gradient ends Must not be equal to from_coordinate
- from_value - float, the value at which the gradient starts
- to_value - float, the value at which the gradient ends
- axis - x, y, or z, the axis to remove
- coordinate - int, the fixed coordinate to be passed to the input function
- input - Density Function, the input function
Structure Pool Elements
- Can now connect to Jigsaw blocks with any target name, instead of just minecraft:bottom
Shaders & Post-process Effects
- terrain.vsh and terrain.fsh shaders are refactored to support multi-draw
- Some of the members in Globals and DynamicTransforms are shuffled to use less memory for those uniform blocks
- Introduced new define: RENDERPEARL_EXPLICIT_DEPTH_INVARIANCE - If present, indicates that an OIT shader should explicitly output a depth value because a device it is running on can produce a slightly different implicit value
The trim_palette_replacements field has been replaced with trim_overrides. This can be used to swap out the texture or palette used with specific trim materials or patterns for a given equipment asset, not just swap specific palettes.
- Format: list of override entries with fields: when - object with fields, the material and/or pattern to match material - optional Trim Material ID, the material to match (if specified)pattern - optional Trim Pattern ID, the pattern to match (if specified) Note: this is not the palette ID, as trim_palette_replacements used to be!At least one of material or pattern must be specifiedIf both are specified, both must match for the entry to be usedtexture - optional trim pattern asset ID, a replacement texture to use if this entry matches Textures are specified in the same format as asset_idIf not specified, the default texture for the pattern will be usedpalette - optional palette ID, a replacement palette to use if this entry matches If not specified, no palette remapping will be applied to the textureThe first matching entry will always be selectedAt least one of texture or palette must be defined
- MC-299582 - Special crafting recipes behave differently than other recipe types with /recipe and the limited_crafting game rule
- MC-304195 - The arm overlay textures of parched have unused pixels not used by the model
- MC-307206 - Std140Builder incorrectly pads vec3s and ivec3s
- MC-307996 - The game cannot use hardware acceleration on devices lacking the fillModeNonSolid Vulkan feature
- MC-308694 - Using /defaultgamemode changes everyone's game mode to the one set in "Settings for Other Players" in LAN worlds
- MC-308699 - Switching the host's game mode causes new LAN players to ignore the forced game mode
- MC-308749 - Exiting and rejoining the same LAN session resets your game mode
- MC-309720 - The texture of straw beds has missing and extra pixels
- MC-309958 - Off-by-one error in SynchedEntityData.Builder#define
- MC-310088 - The taskbar icon displays the Java logo instead of the game's logo
- MC-310099 - The game freezes if the head part of straw beds has a different facing than the foot part
- MC-310101 - Command+W now closes the game on macOS
- MC-310122 - Traversing the pie chart with keys does not work correctly
- MC-310132 - Armor trim textures can no longer be overridden
- MC-310134 - The "Exclusive Fullscreen" button and "Exclusive Fullscreen Mode" slider are still present and enabled on macOS
- MC-310136 - Player skin rendering is messed up when the "Improved Transparency" setting is enabled
- MC-310143 - IME candidates are invisible in fullscreen mode even when the "Exclusive Fullscreen" option is disabled
- MC-310155 - After entering macOS fullscreen by clicking the "Fullscreen" button in the Video Settings menu, you cannot reveal the menu bar or dock by navigating to the edge of the screen
- MC-310168 - When editing a glowing sign, the glow on the placed sign temporarily disappears
- MC-310195 - Control+Left click no longer counts as a right click on macOS
- MC-310213 - On-screen keyboard handling is inconsistent
- MC-310228 - The game freezes when a player destroys a bed at the exact same moment a villager sleeps in it
- MC-310235 - The game crashes when a piston pushes a water cauldron with the "Improved Transparency" option enabled
- MC-310241 - Brewing recipes show up in the command suggestions for /recipe, but cannot be granted or revoked
- MC-310281 - Using keyboard shortcuts to navigate tabs within UIs doesn't work correctly
- MC-310311 - Item modifiers that reference themselves crash the game when invoked
- MC-310313 - Predicates that reference themselves crash the game when invoked
- MC-310314 - Number providers that reference themselves crash the game when invoked
- MC-310315 - Slot sources that reference themselves crash the game when invoked
- MC-310319 - The game crashes when the spider post effect is applied
- MC-310321 - The creeper post effect is ineffective
- MC-310357 - The OpenGL rendering backend passes 3 to GL_UNPACK_ALIGNMENT, which is invalid
- MC-310359 - mipLevel is not respected when copyTextureToTexture is used
- MC-310360 - clearColorTexture and clearDepthTexture clear all mipmaps with the Vulkan rendering backend, unlike with the OpenGL one
- MC-310382 - The game crashes when applying a resource pack with a shader that uses #include with uppercase characters in the path
- MC-310383 - The per-target blend state diverges between the OpenGL and Vulkan rendering backends
- MC-310388 - The caves and floating_islands noise settings no longer generate as intended
- MC-310455 - copyTextureToBuffer produces padded rows with the OpenGL rendering backend but tightly-packed rows with the Vulkan one
Snapshots are available for Minecraft: Java Edition. To install the Snapshot, open up the Minecraft Launcher and enable snapshots in the "Installations" tab.
Testing versions can corrupt your world, so please backup and/or run them in a different folder from your main worlds.
Cross-platform server jar:
Report bugs here:
Want to give feedback?
- For any feedback and suggestions, head over to the Feedback site. If you're feeling chatty, join us over at the official Minecraft Discord.

