Tis

Minecraft 25w41a

Original Changelog

This massive snapshot adds the spear, nautilus, and zombie horse!

Nautilus

The Nautilus has 15 health and 30% knockback resistance. It has a movement speed attribute of 1.0. It is an aquatic mob.

  Width Height Eye Height
Adult 0.875 0.95 0.2751
Baby 0.4375 0.475 0.13755

When killed by a player, a regular nautilus drops 1-3 experience and has a 5% chance to drop a nautilus shell.

The nautilus is immune to poison and cannot be pushed by flowing fluids.

A nautilus can breathe outside of water for 11 seconds, after which it will take 2 damage every second.

If a player without the Breath of the Nautilus effect rides a nautilus, the player will immediately get Breath of the Nautilus for 3 seconds. Then, the potion effect is refreshed on a global 2 second timer.

A regular nautilus moves at 0.0325 blocks/tick when ridden. Passengers ride the nautilus 1.1375 blocks above the nautilus’ position.

A regular nautilus will panic when hit, moving at 1.6× speed.

A tamed nautilus’ roaming restriction is a sphere of 16 blocks with a saddle and 32 blocks without a saddle. A tamed nautilus updates its home (the center of its roaming restriction) whenever a saddle is equipped or unequipped, or after it strays an additional 8 blocks from its restricted area.

Spawning

A nautilus can spawn within 5-25 blocks below sea level, as long as the block directly above and below the spawn location contains water. Nautiluses spawn in the following biomes:

Biome Chance
Cold Ocean 2/5
Deep Cold Ocean 2/5
Deep Frozen Ocean 2/3
Deep Lukewarm Ocean 1/5
Deep Ocean 5/7
Frozen Ocean 2/3
Lukewarm Ocean 5/17
Ocean 5/7
Warm Ocean 5/17

Nautiluses spawn with pack size 1.

Regular nautiluses are part of the water creature mob cap.

Food

An untamed nautilus can only be fed with pufferfish or a bucket of pufferfish, with a 1/3 chance of taming the nautilus. Feeding a baby nautilus a pufferfish or bucket of pufferfish speeds up its growth by 10% of the remaining time to grow up.

Tamed nautiluses can be fed any food in the below table:

Food Heals
Bucket of Cod 1
Bucket of Salmon 1
Bucket of Pufferfish 1
Bucket of Tropical Fish 1
Pufferfish 2
Tropical Fish 2
Raw Cod 4
Raw Salmon 4
Cooked Cod 10
Cooked Salmon 12

Adult nautiluses can be bred and tempted with any food in the above table. While breeding, they move at 0.4× speed and can breed up to 2 blocks away from each other. While tempted, they move at 1.3× speed and follow players at a distance of 3.5 blocks.

Dash Attack

Every 2-3 minutes, a nautilus has a 50% chance to look for a pufferfish to attack. The target must be in water and within 16 blocks of the nautilus. Regular nautiluses also wait 2-3 minutes before looking for their first pufferfish.

When a player hurts a nautilus, and the player is within 16 blocks, the nautilus will get angry at the player for 20 seconds and attack. Players are prioritized over pufferfish.

When a nautilus performs a dash attack, it travels at a constant 0.6 blocks/tick until it collides with any entity, dealing 3 damage. Dash attacks have a 4 second cooldown.

A nautilus will only perform a dash attack in water. Baby nautiluses do not attack.

A nautilus will stop a dash attack if either:

  • It no longer has line of sight with its target (using collision hitboxes)
  • Its target strays more than 11 blocks away from the nautilus
  • Its target strays more than 12 blocks away from the dash’s starting position

Tamed nautiluses do not attack. Taming a nautilus stops any dash attack in progress.

A regular nautilus deals knockback according to the below formula in blocks/tick:

\[1.2 \cdot \text{clamp}\left(\text{movementSpeed}, \frac{1}{3}, \frac{10}{3}\right) + \frac{\text{speedLevel} - \text{slownessLevel}}{2}\]

Or, when movementSpeed is the default:

\[1.2 + \frac{\text{speedLevel} - \text{slownessLevel}}{2}\]

Zombie Nautilus

The Zombie Nautilus has a movement speed attribute of 1.1. It is an aquatic and undead mob that burns in daylight.

When killed by a player, a regular nautilus drops 1-3 experience and has a 5% chance to drop a nautilus shell.

A zombie nautilus is hostile if it is ridden by a hostile mob. Otherwise, it becomes neutral like a regular nautilus.

A zombie nautilus moves at 0.03575 blocks/tick when ridden.

Dash Attack

A zombie nautilus travels at 0.5 blocks/tick during a dash attack.

A zombie nautilus deals knockback according to the below formula in blocks/tick:

\[\text{clamp}\left(\text{movementSpeed}, \frac{1}{3}, \frac{10}{3}\right) + \frac{\text{speedLevel} - \text{slownessLevel}}{2}\]

Or, when movementSpeed is the default:

\[1.1 + \frac{\text{speedLevel} - \text{slownessLevel}}{2}\]

Nautilus Armor

Tier Armor Toughness
Copper 4  
Iron 5  
Gold 7  
Diamond 11 2
Netherite 19 3

Netherite nautilus armor also gives 1 knockback resistance.

Breath of the Nautilus

The Breath of the Nautilus effect additionally prevents oxygen regeneration from other sources, such as the Water Breathing effect.

Spear

Spears have a range of 2 to 4.5 blocks. Enemy hitboxes are expanded by 0.25 blocks in each direction when checking for collision, so spears have an effective range of 2.25 to 4.75 blocks when attacking an enemy head on, and 2.433 to 4.933 blocks when attacking an enemy from one of the hitbox’s eight corners.

Killing another player with either a jab attack or charge attack has a new death message:

<victim> was speared by <attacker>

<victim> was speared by <attacker> with <weapon>

Spears have the same durability and enchantability as other weapons of the same material. A wooden spear can smelt one item in a furnace.

Jab Attack

Tier Attack Damage Attack Speed Attack Cooldown
Wood 1 1.54 0.65 sec
Stone 2 1.33 0.75 sec
Copper 2 1.18 0.85 sec
Iron 3 1.05 0.95 sec
Gold 1 1.05 0.95 sec
Diamond 4 0.95 1.05 sec
Netherite 5 0.87 1.15 sec

Charge Attack

The spear’s base damage is the player’s horizontal velocity (in blocks/tick) relative to the target’s horizontal velocity, multiplied by a multiplier in the table below, rounded down:

\[\lfloor \text{relativeHorizontalVelocity} \cdot \text{multiplier} \rfloor\]
Tier Multiplier
Wood 0.7×
Stone 0.82×
Copper 0.82×
Iron 0.95×
Gold 0.7×
Diamond 1.075×
Netherite 1.2×

Enchantments apply after the above formula.

Each material has different stats for timing shown in the below table (in seconds):

Tier Delay Engaged Tired Disengaged
Wood 0.75 15.00 (15.75 total) 6.0 (21.75 total) 5.0 (26.75 total)
Stone 0.70 13.75 (14.45 total) 5.5 (19.95 total) 4.5 (24.45 total)
Copper 0.65 12.50 (13.15 total) 5.0 (18.15 total) 4.0 (22.15 total)
Iron 0.60 11.25 (11.85 total) 4.5 (16.35 total) 2.5 (18.85 total)
Gold 0.70 13.75 (14.45 total) 5.5 (19.95 total) 3.5 (23.45 total)
Diamond 0.50 10.00 (10.50 total) 4.0 (14.50 total) 3.0 (17.50 total)
Netherite 0.40 8.75 (9.15 total) 3.5 (12.65 total) 2.5 (15.15 total)

A player using an engaged spear must be moving at the below horizontal speed or faster to dismount enemies:

Tier Min Dismount Speed
Wood 0.7 blocks/tick
Stone 0.5 blocks/tick
Copper 0.45 blocks/tick
Iron 0.4 blocks/tick
Gold 0.5 blocks/tick
Diamond 0.375 blocks/tick
Netherite 0.35 blocks/tick

A player using an engaged or tired spear must be moving horizontally at 0.255 blocks/tick to knockback enemies.

A player using a spear must be moving horizontally at 0.23 blocks/tick relative to the enemy’s horizontal velocity to deal damage. Note that it is possible for an attack to knockback enemies but deal no damage.

Lunge Enchantment

Level Weight Anvil cost per level Treasure Can be found in normal loot
1-5 5 2 No Yes

The Lunge enchantment is exclusive with Mending.

After the enchanting table calculates the modified enchantment level, it uses the below table to determine which enchantments are possible for a given modified enchantment level:

Level Modified Enchantment Level
1 5-25
2 13-33
3 21-41

When doing a jab attack with Lunge, the player is propelled horizontally where they are looking:

\[\text{velocity} = \text{maxVelocity} \cdot \cos(\text{pitch})\]
Level Max Velocity Durability Loss
1 0.458 blocks/tick 8
2 0.916 blocks/tick 32
3 1.374 blocks/tick 128

Lunge cannot be used while riding any entity or while using elytra.

Mob Usage

Zombies, zombie villagers, husks, and zombified piglins only use the spear’s charge attack, and therefore do not use the Lunge enchantment.

Piglins and other mobs do not charge with a spear, and instead use the spear as a regular melee weapon, without any extra reach. These mobs can use the Lunge enchantment.

Mobs charging with a spear have a range of 1 to 2.25 blocks. Unlike players, mobs do not expand target hitboxes to make it easier to hit targets. Mobs cannot use the Lunge enchantment.

If the mob is riding another entity, it moves at 1.4× speed while charging.

Mobs need only 20% of the speed a player does to dismount, knockback, or damage targets:

Mob speed requirements

A mob using an engaged spear must be moving at the below horizontal speed or faster to dismount enemies:

Tier Min Dismount Speed
Wood 0.14 blocks/tick
Stone 0.1 blocks/tick
Copper 0.09 blocks/tick
Iron 0.08 blocks/tick
Gold 0.1 blocks/tick
Diamond 0.075 blocks/tick
Netherite 0.07 blocks/tick

A mob using an engaged or tired spear must be moving horizontally at 0.051 blocks/tick to knockback enemies.

A mob using a spear must be moving horizontally at 0.046 blocks/tick relative to the enemy's horizontal velocity to deal damage.

Mobs use a spear for half the time a player can use a spear, rounded up to the nearest tick:

Tier Use Time
Wood 13.40 sec
Stone 12.25 sec
Copper 11.10 sec
Iron 9.45 sec
Gold 11.75 sec
Diamond 8.75 sec
Netherite 7.60 sec

The mob charges at its target until it is less than 2 blocks to its target, or until it finishes pathfinding and cannot reach its target. Then, it retreats to a block 6 to 12.728 blocks away horizontally from the player and starts charging again. The mob keeps charging and retreating until the spear use time runs out.

Once the mob’s spear use time runs out, it flees to a block 0 to 19.799 blocks away horizontally from the player, and only then can the mob use the spear again.

How the retreat/flee position is selected

To choose a block to run away to, the mob will try to generate 10 candidate blocks using the below procedure, then pathfind to the block with the lowest pathfinding cost. If the mob cannot find a block, it tries again on the next tick.

First, the mob will look directly opposite from the player horizontally and pick a random angle up to 90 degrees to the left or right. Then, it picks a random radius between a minimum and maximum (with probability proportional to the radius' square root), and rejects any blocks outside a grid-aligned square of a certain size, as shown by the formulas below:

For retreating (or after a failed flee attempt):

$$ \begin{gather} (6 - \text{distance})\sqrt{2} & \leq & \text{radius} & \leq & (9 - \text{distance})\sqrt{2} \\ -9 & \leq & x,z & \leq & 9 \end{gather} $$

For fleeing:

$$ \begin{gather} \max(0, 10 - \text{distance})\sqrt{2} & \leq & \text{radius} & \leq & \max(1, 14 - \text{distance})\sqrt{2} \\ -\max(1, 14 - \text{distance}) & \leq & x,z & \leq & \max(1, 14 - \text{distance}) \end{gather} $$

Where distance is the mob's horizontal distance to the player, radius is the randomly chosen radius, and x, z are the X-offset and Z-offset from the mob's position.

Then, the mob picks a random y-offset within -7 and +7 blocks to determine the chosen block. The chosen block must be a full occlusion block and within the build height.

If the chosen block is a solid block, then the mob checks blocks above until it finds a block that is not solid. If that block is water, it is rejected.

Structures

Bastion Remnant

Two items were added to bastion treasure chest loot, in the pool containing diamond gear (3 pulls):

Item Weight Chance
Diamond Spear* 6/112 15.258%
Diamond Spear 6/112 15.258%

* All enchantments are equally probable, including treasure enchantments (except Soul Speed, Swift Sneak, and Wind Burst), and any level of the enchantment is equally probable. The item has between 80% and 100% of its total durability.

Buried Treasure

An item was added to buried treasure chest loot, in the pool containing an iron sword and leather tunic (0-1 pulls):

Item Weight Chance
Iron Spear 1/3 16.667%

Four items were added to buried treasure chest loot, in a new pool (1 pull):

Item Weight Chance
Nothing 148/185 80.000%
Copper Nautilus Armor 20/185 10.811%
Iron Nautilus Armor 10/185 5.405%
Gold Nautilus Armor 5/185 2.703%
Diamond Nautilus Armor 2/185 1.081%

End City

An item was added to end city treasure chest loot, in the pool with all items except the spire trim (2-6 pulls):

Item Weight Chance
Diamond Spear* 3/89 12.714%

* Enchantment probabilities are the same as a level-20 to level-39 enchantment would be on an enchantment table that had no cap at level 30, and that was able to apply treasure enchantments (except Soul Speed, Swift Sneak, and Wind Burst), and where the chance of multiple enchantments is not reduced.

Shipwreck

Four items were added to all shipwreck chest loot, in a new pool (1 pull):

Item Weight Chance
Nothing 148/185 80.000%
Copper Nautilus Armor 20/185 10.811%
Iron Nautilus Armor 10/185 5.405%
Gold Nautilus Armor 5/185 2.703%
Diamond Nautilus Armor 2/185 1.081%

Ocean Ruins

An item was added to all ocean ruins chest loot, in the pool containing coal, wheat, gold nuggets, and an emerald (2-8 pulls):

Item Weight Chance
Stone Spear 2/33 26.273%

Four items were added to all ocean ruins chest loot, in a new pool (1 pull):

Item Weight Chance
Nothing 148/185 80.000%
Copper Nautilus Armor 20/185 10.811%
Iron Nautilus Armor 10/185 5.405%
Gold Nautilus Armor 5/185 2.703%
Diamond Nautilus Armor 2/185 1.081%

Villages

Two items were added to weaponsmith house chest loot, in the pool with all items except the bundle (3-8 pulls):

Item Weight Chance
Iron Spear 5/107 22.885%
Copper Spear 7/107 30.612%

Zombie Horse

The amount of rotten flesh dropped from zombie horses has increased:

Count 2 3 4 5 6 Average
Default 1/2 1/2       2.5
Looting I 1/4 2/4 1/4     3
Looting II 1/6 2/6 2/6 1/6   3.5
Looting III 1/8 2/8 2/8 2/8 1/8 4

Zombie horses drop 1-3 experience when killed by a player.

Spawning

Zombie jockeys spawn in the following biomes:

Biome Weight Chance
Plains 5/515 0.971%
Sunflower Plains 5/515 0.971%
Snowy Plains 5/515 0.971%
Savanna 5/515 0.971%
Savanna Plateau 5/515 0.971%
Windswept Savanna 5/515 0.971%

Zombie horses spawn with pack size 1.

Statistics

Zombie horses cannot be bred, but they do spawn with randomized stats with the same distribution as regular horses, although with less variation.

Stat Mob Min Avg Max
Speed Horse 0.1125 0.2250 0.3375
Speed Zombie Horse 0.2135 0.2491 0.2846
Jump Strength Horse 0.4 0.7 1.0
Jump Strength Zombie Horse 0.5 0.6 0.7

Advancements

The “Monster Hunter” and “Monsters Hunted” advancements now require both the zombie nautilus and zombie horse.

Mobs

If a zombie, zombie villager, husk, or zombified piglin spawns with a weapon, the chances it spawns with certain weapons have changed:

Weapon Before After
Iron Shovel 2/3 2/3
Iron Sword 1/3 1/6
Iron Spear N/A 1/6

All mobs with anger (except the warden) now count down their anger time while unloaded.

Horse

Feeding a horse a red mushroom heals 3 health and increases temper by 3, but does not sped up growth.

Zombie

Zombies riding zombie horses can now drop red mushrooms:

Count 0 1 2 3 4 Average
Default 1/2 1/2       0.5
Looting I 1/4 2/4 1/4     1
Looting II 1/6 2/6 2/6 1/6   1.5
Looting III 1/8 2/8 2/8 2/8 1/8 2

Standalone zombies now spawn less often in certain biomes to make room for zombie jockeys:

Biome Old Weight Old Chance New Weight New Chance
Plains 95/515 18.447% 90/515 17.476%
Sunflower Plains 95/515 18.447% 90/515 17.476%
Snowy Plains 95/515 18.447% 90/515 17.476%
Savanna 95/515 18.447% 90/515 17.476%
Savanna Plateau 95/515 18.447% 90/515 17.476%
Windswept Savanna 95/515 18.447% 90/515 17.476%

Drowned

If an adult drowned with a trident spawns naturally or from a structure, excluding river biomes, then there is a 50% chance the drowned will spawn riding a zombie nautilus.

Piglin

If a piglin spawns with a gold sword, there is a 10% chance it will spawn with a gold spear instead.

Zombified Piglin

If a zombified piglin spawns with a gold sword, there is a 5% chance it will spawn with a gold spear instead.

Blocks

Composters and jukeboxes now always spawn items 0.01 blocks above the block when ejected from them, fixing MC-271941.

Technical Changes

Teleport commands now reset flying detection, fixing MC-267364.

/stopwatch

Unlike other query commands, /stopwatch <id> query only prints the elapsed time in chat, the command always returns 1.

Stopwatches have millisecond precision, but their resolution (how frequently the stopwatch is updated) depends on the operating system (see Java System.nanoTime() docs).

Tags

Added the #zombie_horse_food item tag.

Added the #exclusive_set/lunge enchantment tag.

Enchantments

exponent in the changelog is a level-based value that can be used anywhere a level-based value is expected.

Added the exponential enchantment value effect component. It multiplies the old value with the base raised to the specified exponent.

  • base - Level-based value indicating the base of the exponent.
  • exponent - Level-based value indicating the power of the exponent.

Debug

Several debug properties were moved to debug renderers on the debug settings screen:

Debug Property Debug Renderer
-DMC_DEBUG_CHUNKS visualize_chunks_on_server
-DMC_DEBUG_COLLISION visualize_collision_boxes
-DMC_DEBUG_SUPPORT_BLOCKS visualize_entity_supporting_blocks
-DMC_DEBUG_HEIGHTMAP visualize_heightmap
-DMC_DEBUG_SKY_LIGHT_SECTIONS visualize_sky_light_sections
-DMC_DEBUG_SOLID_FACE visualize_solid_faces
-DMC_DEBUG_WATER visualize_water_levels

Two new debug renderers were added to the debug settings screen: visualize_block_light_levels and visualize_sky_light_levels. They display the block light of nearby blocks in red to orange, and the sky light of nearby blocks in blue.

A screenshot showing several red and blue floating numbers

The -DMC_DEBUG_LIGHT debug property was removed. Instead, it renders when either visualize_block_light_levels or visualize_sky_light_levels is enabled.

Edits

October 16, 2025

  • Added zombie nautilus riding speed

October 21, 2025

  • Clarified which mobs use the spear jab attack and which use the charge attack