
With today's thrilling new Snapshot, we're bringing more mounts – and more mayhem! Meet the camel husk, an undead passive mob that thrives in the desert, and come face to face with its hostile riders! Ridden by a husk, the camel husk also spawns with a second challenger on board: a desert-dwelling skeleton called the parched!
Bundled with these new threats are further changes to the spear's lunge enchantment (it's less hungry now!), and we've given horses, mules, donkeys and camels the gift of being able to float in water while ridden, where before they would sink.
As usual, this release also brings a slew of bug fixes and technical updates, including renaming game rules to make them more descriptive.
Happy mining!
typed_game_rule and untyped_game_rule schemas, the type of the value field has been changed from string to take either a boolean or an integerworldborder#time argument for setting the size can now also specify seconds or in-game days using an s or d suffixtime argument for setting the warning distance now specifies ticks by default but can also specify seconds or in-game days using an s or d suffixGame rules have been moved into a registry. With that, all game rules have been renamed from their previous camel case names to resource locations in snake case.
Additionally, the following game rules have been further renamed:
announceAdvancements -> minecraft:show_advancement_messagescommandBlocksEnabled -> minecraft:command_blocks_workcommand_modification_block_limit -> minecraft:max_block_modificationsdisableElytraMovementCheck -> minecraft:elytra_movement_checkdisablePlayerMovementCheck -> minecraft:player_movement_checkdisableRaids -> minecraft:raidsdoDaylightCycle -> minecraft:advance_timedoEntityDrops -> minecraft:entity_dropsdoImmediateRespawn -> minecraft:immediate_respawndoInsomnia -> minecraft:spawn_phantomsdoLimitedCrafting -> minecraft:limited_craftingdoMobLoot -> minecraft:mob_dropsdoMobSpawning -> minecraft:spawn_mobsdoPatrolSpawning -> minecraft:spawn_patrolsdoTileDrops -> minecraft:block_dropsdoTraderSpawning -> minecraft:spawn_wandering_tradersdoVinesSpread -> minecraft:spread_vinesdoWardenSpawning -> minecraft:spawn_wardensdoWeatherCycle -> minecraft:advance_weathermaxCommandChainLength -> minecraft:max_command_sequence_lengthmaxCommandForkCount -> minecraft:max_command_forksnaturalRegeneration -> minecraft:natural_health_regenerationsnowAccumulationHeight -> minecraft:max_snow_accumulation_heightspawnRadius -> minecraft:respawn_radiusspawnerBlocksEnabled -> minecraft:spawner_blocks_workSome game rules that previously did not have a limited value range now do:
minecraft:max_block_modifications: Minimum 1minecraft:max_command_forks: Minimum 1minecraft:max_command_sequence_length: Minimum 0minecraft:max_entity_cramming: Minimum 1minecraft:max_snow_accumulation_height: Minimum 0, maximum: 8minecraft:players_nether_portal_creative_delay: Minimum 0minecraft:players_nether_portal_default_delay: Minimum 0minecraft:players_sleeping_percentage: Minimum 0minecraft:random_tick_speed: Minimum 0minecraft:respawn_radius: Minimum 0minecraft:fire_spread_radius_around_player#doFireTick and allowFireTicksAwayFromPlayer game rules, which have now been removed0 will disable fire spreading-1 will allow fire spreading without players around-1In the game_rules test environment the keys bool_rule and int_rule have been replaced with a single key rules. It is a map from game rules resource locations to the game rules value. The value type is either integer or boolean depending on the game rule.
overrideadd - component-wise additive color blendingsubtract - component-wise subtractive color blendingmultiply - component-wise multiplicative color blendingalpha_blend - traditional alpha blending that might be seen in image editing software1, it will behave as an override with no blendingminecraft:visual/water_fog_radius to minecraft:visual/water_fog_end_distanceminecraft:visual/extra_fogminecraft:visual/cloud_opacity with minecraft:visual/cloud_colorminecraft:visual/water_fog_start_distance#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.
-8.0minecraft:visual/fog_start_distance#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. Note: the final value is also modified by weather.
0.0minecraft:visual/fog_end_distance#The distance in blocks from the camera at which fog reaches its maximum density (when the camera is not submerged in another substance).
Note: the final value is also modified by weather.
1024.0minecraft:visual/sky_fog_end_distance#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).
Note: this value is restricted by the Render Distance option.
512.0minecraft:visual/cloud_fog_end_distance#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).
Note: this value is restricted by the Cloud Distance option.
2048.0minecraft:visual/cloud_color#The color of the clouds. If fully transparent, clouds are entirely disabled and Happy Ghasts will not regenerate health faster when at cloud height.
#00000000type: the slot source type<type-specific>: additional fields depending on the typeminecraft:empty Type#minecraft:group Type#[a, b] + [c, a] -> [a, b, c, a]terms: list of slot sources to joinminecraft:slot_range Type#from argument of the /item commandsource: an entity or block entity from which the slots will be sourced, from loot contextblock_entity, this, attacking_entity, last_damage_player, direct_attacker, target_entity, or interacting_entityslots: a slot range in the format of <slot_type> or <slot_type>.<slot_number> (e.g. armor.chest or container.*)minecraft:contents Type#minecraft:group typeBundle [a, b] + Shulker Box [c, d] -> [a, b, c, d]component: the inventory component to targetminecraft:bundle_contents, minecraft:charged_projectiles, and minecraft:containerslot_source: a slot source containing slots with item(s) to targetminecraft:filtered Type#item_filter: an item predicate to match against the items in each slotslot_source: the slot source to filterminecraft:limit_slots Type#[a, b, c, d] -> [a, b, c] if the limit is set to 3limit: integer, the maximum number of slots to include in the resulting selectionslot_source: the slot source to limitExample slot source selecting every slot with more than 16 items from the hotbar and armor slots of an entity:
{
"type": "minecraft:filtered",
"item_filter": {
"count": {
"min": 16
}
},
"slot_source": [
{
"type": "minecraft:slot_range",
"source": "this",
"slots": "hotbar.*"
},
{
"type": "minecraft:slot_range",
"source": "this",
"slots": "armor.*"
}
]
}
minecraft:slots loot pool entryslot_source: a slot source describing where the items are locatedcontents as a supported value for the dynamic loot entry typeslots loot entry type, and can now be replicated with the slot_range slot sourceeffects definition now support colors as a string in the form "#rrggbb", or a float array in the form [red, green, blue]water_colorfoliage_colordry_foliage_colorgrass_colorgrass_color_modifier#camel_husk_food - all items that can be used to feed a Camel Husk#can_float_while_ridden - entities that can float on water while being ridden#skeletons to include Parched#zombies to include Zombie Nautilus, Zombie Horse and Camel Husk#can_equip_saddle to include Nautilus, Zombie Nautilus, Zombie Horse and Camel Huskblock.vsh/fsh copies terrain.vsh/fsh and handles ad-hoc blocks (e.g. held by entities)ChunkSection uniform, used by terrain.vsh (which replaces DynamicTransforms)Globals uniform now has camera coordinatesitem/camel_husk_spawn_eggitem/parched_spawn_eggentity/camel/camel_husk.pngentity/equipment/camel_husk_saddle/saddle.pngentity/skeleton/parched.pngentity/skeleton/parched_overlay.pngitem.underwater_saddle.equipitem.nautilus_saddle_equipitem.nautilus_saddle_underwater_equipentity.parched.ambiententity.parched.deathentity.parched.hurtentity.parched.stepentity.camel_husk.ambiententity.camel_husk.dashentity.camel_husk.dash_readyentity.camel_husk.deathentity.camel_husk.eatentity.camel_husk.hurtentity.camel_husk.saddleentity.camel_husk.sitentity.camel_husk.standentity.camel_husk.stepentity.camel_husk.step_sandentity.parrot.imitate.camel_huskentity.parrot.imitate.parchedentity.parrot.imitate.zombie_horseentity.parrot.imitate.zombie_nautilusanimate_sprite* core shaders, which use a new SpriteAnimationInfo uniformanimate_sprite.vsh and animate_sprite_blit.fsh are used to perform the drawanimate_sprite.vsh and animate_sprite_interpolate.fsh are used to perform the drawSpriteAnimationInfo contains information on where the sprite should be drawn to, within the greater texture atlas