Minecraft 26.3 snapshot 1
Original ChangelogThe first 26.3 snapshot is out, introducing the Dappled Forest.
Dappled Forest
Climate
| Property | Value |
|---|---|
| Base Temperature | 0.6 |
| Downfall | 0.6 |
| Grass Color | #DF6827 |
| Foliage Color | #E68E30 |
| Dry Foliage Color | #8C3A04 |
| Sky Color | #7CA3FF |
| Fog Color | #CCD8E2 |
| Water Color | #375154 |
| Water Fog Color | #375154 |
Spawning
Ambient:
| Mob | Pack Size | Weight | Chance |
|---|---|---|---|
| Bat | 8 | 10 | 100% |
Creature:
| Mob | Pack Size | Weight | Chance |
|---|---|---|---|
| Sheep | 4 | 12 | 27.273% |
| Pig | 4 | 10 | 22.727% |
| Chicken | 4 | 10 | 22.727% |
| Cow | 4 | 8 | 18.182% |
| Rabbit | 2-3 | 4 | 9.091% |
Underground water creature:
| Mob | Pack Size | Weight | Chance |
|---|---|---|---|
| Glow Squid | 4-6 | 10 | 100% |
Monster:
| Mob | Pack Size | Weight | Chance |
|---|---|---|---|
| Spider | 4 | 100 | 19.417% |
| Zombie | 4 | 95 | 18.447% |
| Zombie Villager | 1 | 5 | 0.971% |
| Skeleton | 4 | 100 | 19.417% |
| Creeper | 4 | 100 | 19.417% |
| Slime | 4 | 100 | 19.417% |
| Enderman | 1-4 | 10 | 1.942% |
| Witch | 1 | 5 | 0.971% |
Poplar Trees
A poplar tree trunk is 7-11 blocks high, and 1-4 one-block wide branches are placed 4 blocks below the top of the trunk.
Leaves can generate 5-6 blocks above the top of the tree trunk. The radius of the leaves is determined by the table below:
| Leaves Radius | Chance |
|---|---|
| 5 | 5/12 |
| 6 | 5/12 |
| 7 | 1/12 |
| 8 | 1/12 |
Each layer of leaves generates a rhombus shape, where the radius is the maximum number of steps from the center in the X or Z directions (taxicab distance).
| Height from Trunk Top | Radius | Notes |
|---|---|---|
height - 1 |
radius - 2 |
Partial Rhombus |
height - 2 |
radius - 1 |
Partial Rhombus |
height - 3 |
radius - 1 |
|
| (in between) | radius |
|
| 0 | radius - 1 |
|
| -1 | 2 |
To generate a “partial rhombus”, the tree chooses either the NE/SW or NW/SE corners with 50-50 chance (this choice is used for both layers). All leaves within those corners will instead generate one block closer to the tree’s center, and all leaves outside of those corners will generate one block further away from the tree’s center. If a leaf block’s X distance or Z distance is radius from the tree’s center, that leaf block is skipped.
Logs supporting the leaves are placed at height - 4 branching out in each cardinal direction up to radius - 4 in length.
Each leaf block on the outer edge of the tree has a 15% chance to not generate.
Blocks
| Blocks | Map Color |
|---|---|
| Poplar Planks, Poplar Log (top), Stripped Poplar Log, Stripped Poplar Wood | #999999 Light Gray |
| Poplar Log (side), Poplar Wood | #815631 Podzol |
| Poplar Sapling | #a7a7a7 Metal |
| Poplar Leaves, Red Shrub, Shelf Mushroom | #007C00 Plant |
Poplar Leaves
Poplar leaves have a 1/300 chance per tick to play ambience sounds when surrounded horizontally by a poplar log and three of the same color poplar leaf blocks.
Shelf Mushroom
Small shelf mushrooms are 0.625 × 0.1875 × 0.4375 blocks in size and rest 0.4375 blocks off the ground. Large shelf mushrooms are 0.875 × 0.3125 × 0.625 blocks in size and rest 0.5625 blocks off the ground.
Shelf mushrooms have the same bounciness properties as beds: they reduce fall distance by 50% and restitute 75% of the entity’s velocity after bouncing.
Shelf mushrooms can only be placed on full faces.
Abandoned Camp
The world is split into 34×34 chunk squares, and an abandoned camp is placed at a random position within each square (unless generation fails). Abandoned camps are at least 8 chunks away from each other in the X and Z directions and at most 60 chunks away.
Loot
Barrel
Each barrel contains 4-8 item stacks with the following distribution:
| Item | Count | Chance |
|---|---|---|
| Arrow | 1-3 | 33.582% |
| Bone | 2-4 | 33.582% |
| Bowl | 1-2 | 33.582% |
| Bread | 1-3 | 33.582% |
| Coal | 2-4 | 33.582% |
| Cobweb | 1 | 33.582% |
| Fishing Rod | 1 | 33.582% |
| Glass Bottle | 1-3 | 33.582% |
| Leather | 1-3 | 33.582% |
| Bundle | 1 | 33.582% |
| Rabbit Hide | 1-4 | 33.582% |
| String | 1-2 | 33.582% |
| Wheat | 1-4 | 33.582% |
| White Candle | 1-3 | 33.582% |
| Wooden Axe | 1 | 33.582% |
Chest
Each regular chest contains 4-6 item stacks with the following distribution:
| Item | Count | Chance |
|---|---|---|
| Arrow | 4 | 27.480% |
| Map | 1 | 27.480% |
| Bone | 2-4 | 27.480% |
| Cobweb | 1 | 27.480% |
| Compass | 1 | 27.480% |
| Map | 1-2 | 27.480% |
| Firework Rocket | 2-4 | 27.480% |
| Fishing Rod | 1 | 27.480% |
| Flint and Steel | 1 | 27.480% |
| Glass Bottle | 1-4 | 27.480% |
| Lead | 1-3 | 27.480% |
| Leather | 1-4 | 27.480% |
| Bundle | 1 | 27.480% |
| Rabbit Hide | 1-4 | 27.480% |
| Saddle | 1 | 27.480% |
| White Candle | 1-3 | 27.480% |
…and 2 item stacks with the following distribution:
| Item | Chance |
|---|---|
| Bow | 19.000% |
| Bucket | 19.000% |
| Copper Axe | 19.000% |
| Copper Boots | 19.000% |
| Copper Chestplate | 19.000% |
| Copper Leggings | 19.000% |
| Copper Spear | 19.000% |
| Copper Sword | 19.000% |
| Spyglass | 19.000% |
| Shears | 19.000% |
Secret Chest
Each secret chest contains 2 item stacks with the following distribution:
| Item | Chance |
|---|---|
| Diamond | 36.000% |
| Potion of Healing | 36.000% |
| Potion of Jump Boost | 36.000% |
| Potion of Night Vision | 36.000% |
| Potion of Swiftness | 36.000% |
…and 4-6 item stacks with the following distribution:
| Item | Count | Chance |
|---|---|---|
| Map | 1 | 75.610% |
| Copper Ingot | 1-2 | 75.610% |
| Gold Ingot | 1-2 | 75.610% |
| Iron Ingot | 1 | 75.610% |
…and 0-1 item stacks with the following distribution:
| Item | Chance |
|---|---|
| Iron Axe | 12.500% |
| Iron Boots | 12.500% |
| Iron Leggings | 12.500% |
| Iron Spear | 12.500% |
Items
Mushroom and suspicious stews can be crafted with two of any mushroom, including two of the same mushroom.
Poplar leaves, poplar saplings, and red shrubs have a 30% chance to fill a composter by one layer. Shelf mushrooms have a 65% chance to fill a composter by one layer.
Wandering Trader
| Buy | Sell | Stock |
|---|---|---|
| 5 Emerald | Poplar Sapling | 8 |
| Emerald | 3 Shelf Mushroom | 12 |
Misc
Thrown lingering potions that hit an entity now summon the effect cloud at the hit position, not the potion’s current position, fixing MC-276692.
Data Packs
Data Components
TNT can no longer be primed in adventure mode (fix for MC-222818) unless the priming item’s can_break component allows breaking that TNT block.
Block States
Block states for shelf mushrooms:
| Name | Data Type | Description |
|---|---|---|
age |
Integer | 0 if small, 1 if large |
facing |
Direction | The direction the shelf mushroom is facing |
Entity Data
Removed the AssignProfessionWhenSpawned NBT tag from villagers.
Tree Definition
Tree Decorator
Added the shelf_mushroom tree decorator. Each exposed side of a log has a 25% chance to contain a shelf mushroom, and that mushroom can either be small or large with 50-50 chances.
If shelf_mushroom is used for a standing tree, it decorates all logs 1-4 blocks off the ground.
Trunk Placer
Added the poplar_trunk_placer trunk placer. It places “branches” (a single log facing out from the main trunk) so that the main trunk extends trunk_height_above_branches blocks above the branches. Branches are placed in random directions until branchAmount branches are placed.
Foliage Placer
Added the poplar_foliage_placer foliage placer.
Uses the same generation mechanics as poplar trees, except with the below shapes per layer:
| Height from Trunk Top | Radius | Notes |
|---|---|---|
height - 1 |
radius - 2 |
Partial Rhombus |
height - 2 |
radius - 1 |
Partial Rhombus |
height - 3 |
radius - 1 |
|
| (in between) | radius |
|
| 0 | radius - 1 |
|
| -1 | (2 if radius > 3, else 1) |
GameTest
Tests now use the flat_all_dimensions world preset. Each test’s start position was raised from y=-59 to y=4 to accommodate.
Added the dimension test environment definition:
{
"type": "dimension",
"dimension": <dimension>
}
Where <dimension> is one of overworld, nether, or end.
Debug Properties
Added -DMC_DEBUG_CALCULATE_SOLID: Prints a report of which blocks are solid or non-solid to debug logs, grouped by reason:
| Solid? | Reason | Description |
|---|---|---|
| Yes | forceSolidOn called on properties | BlockBehaviour.Properties#forceSolidOn was called |
| Yes | collision shape bounds size is large enough | The average of the block’s collision shape width, height, and depth is greater than 0.9³ |
| Yes | collision shape bounds are higher than 1 | The block’s collision shape height is 1 block or greater |
| No | forceSolidOff called on properties | BlockBehaviour.Properties#forceSolidOff was called |
| No | cache is null | The block has a dynamic shape |
| No | collision shape is empty | The block’s collision shape has zero volume |
| No | fallthrough | None of the above |
If one possible block state is solid while another possible block state is not solid, a message is printed to debug logs.
If the game marks a block as solid but later switches to non-solid or vice versa (due to a block’s possible block states having conflicting properties), a message is printed to debug logs.