Tis

Minecraft 26.3 snapshot 1

Original Changelog

The 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.