Posted: 20 May 2025
Information on Minecraft Preview and Beta:
- These work-in-progress versions can be unstable and may not be representative of final version quality
- Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at aka.ms/PreviewFAQ
- The beta is available on Android (Google Play). To join or leave the beta, see aka.ms/JoinMCBeta for detailed instructions
It’s time for another Beta & Preview! For the full list of changes and additions, browse the changelog below. And as always, we’re keen to get your feedback on these new features at feedback.minecraft.net , and you can report any bugs at bugs.mojang.com .
Features and Bug Fixes
Ambient Weather Sounds
- the_end_light_flash sound effect now triggers when the light flashes in The End dimension in Vibrant Visuals
Blocks
- Fixed issue with Dried Ghast Block where replacing a Dried Ghast Block in the same location would keep the random tick of the old, removed block, causing it to age faster than expected
- Beacon now renders from any loaded chunk in worlds versioned 1.21.90 and higher
Commands
- The camera
default
command will now properly reset third person camera view offset values - The
/controlscheme
command no longer requires the “Experimental Creator Camera” toggle
Editor
- Added ‘Export’ button for Vibrant Visuals Settings pane
- Added a “Save & Exit” option to the Editor File menu
- Added visibility persistence for scripted panes with unique ids
- Added an action bar menu item for Deferred Lighting settings
- Added missing toolips
- Updated Fill to log a warning message (similar to Selection Tool) when attempting to Fill when no lines or points exist in the world
- Updated the Block Picker Modal to use the currently selected block as the new block by default
- Updated the size of the drop down action selector to be a bit wider
- Updated structures list to more clearly indicate which item is selected
- Updated Menu Bar items
- Updated numerous strings for consistency and completeness
- Updated setBrushshapeOffsets to no longer double the distance being offset for brushes
- Update ‘RestrictSmartFillToSelection’ to false by default
- Updated shortcuts for ‘Marquee’ mode in Selection tool
- Left Mouse Button + SHIFT now creates a volume from the previous origin to the mouse click
- Left Mouse Button + CTRL now adds a new 1x1x1 volume at mouse click
- Updated Pan directions (still has an issue with smoothness)
- Updated Paste Preview to default to ‘Face’ Target mode instead of ‘Block’
- Updated Time of Day and Weather settings to persist when exiting and re-entering a Project
- Updated UI Settings to be consolidated into a single Settings panel and removed its menu item
- Updated clicking “Restore All Defaults” in the Keyboard Settings with changed keybinds no longer crashes the game in some builds
- Updated the Line Tool to support undo/redo
- Fixed a bug where banners did not copy specific colors or patterns, but copy the default color instead
- Fixed a bug where the rotation of added blocks didn’t align with selected block for Extrude expand mode
- Fixed flashing selected blocks when selecting different target positions using the smart fill tool
- Fixed a bug that caused Cancel button in Block Picker to not work
- Fixed an exception when switching modes to/from Crosshair
- Fixed Void and Flat world images for create new project
- Removed Disable Achievement screens for Editor
Gameplay
- Fixed a bug where entities that should not be moving were moving slightly
General
- Reenabling Overworld Chunk Blending which was disabled in the last preview
Graphical
- Customized atmospherics, color grading, fog and lighting for the End, the Nether, the Overworld dimensions and a variety of biomes in Vibrant Visuals
- Some issues exist with atmospherics in End and Nether dimensions.
- Recalibrated all emissive values in MERS textures in Vibrant Visuals
- Update shadow configurations for “Favors Performance” targets on all Xbox platforms in Vibrant Visuals mode
- Update Volumetric configs for “Prefers Performance” targets on Xbox One and Xbox One X in Vibrant Visuals mode
- Reduced ghosting of waterfalls from camera movement when volumetric fog is enabled in Vibrant Visuals. (MCPE-204062)
- Reduced the intensity and speed of the caustics animation in Vibrant Visuals
- The Night Vision effect now brightens the scene more consistantly across brightness settings with Vibrant Visuals enabled (MCPE-201809)
- Volumetric fog no longer becomes suddenly bright when the player moves towards a block light in Vibrant Visuals (MCPE-201984)
- The back faces of transparent items held in hand, like stained glass, are no longer visible in Vibrant Visuals
- Clouds no longer have a pink or yellow tint, during sunrise and sunset respectively, in Vibrant Visuals
- Fixed an issue where the screen would render black on Xclipse GPUs running Android 15 with Vibrant Visuals (MCPE-203972)
- Increased emissive intensity and adjusted tone mapping parameters in Vibrant Visuals
- Added henyey_greenstein_g settings to the fog json files.
- New section
henyey_greenstein_g
allows specifying value for bothair
andwater
- Example:
- New section
{
"format_version": "1.21.90",
"minecraft:fog_settings": {
"description": {
"identifier": "minecraft:test_henyey_greenstein_g"
},
"volumetric": {
"henyey_greenstein_g": {
"air": {
"henyey_greenstein_g": 0.5
}
}
}
}
}
- Updated the clouds texture
- Items equiped in off-hand will no longer be displaced when the game is paused. (MCPE-190716)
- Fix inconsistent cloud rendering during split-screen gameplay (MCPE-188934)
- Fixed an issue with
0
being incorrectly discarded on theg
anda
values ofon_fire_color
inside render controllers. This caused entities like the Ghast’s fireballs to be tinted green. (MCPE-218297)
Items
- The size of the Blaze and Breeze spawn eggs has been reduced to better match the mobs’ in-game size (MCPE-217634)
- Fixed inconsistent pixels on the Pale Oak Boat and Pale Oak Boat with Chest items to match other boat items
- The Green Harness item no longer uses the Gray Harness texture when Vibrant Visuals is enabled
Leashing Updates
Sounds
- Leashing, unleashing, collecting leashed mobs, and leashing mobs to other mobs now play custom sounds
- Fence knots now play a sound when destroyed, either by being punched or when all their leashed entities are gone (MCPE-68841)
Mobs
- The visual size of the Happy Ghast has been slightly reduced to prevent z-fighting with water and other adjacent blocks
- This change is purely visual and does not affect the Happy Ghast’s collision
- Happy Ghast and Ghastlings no longer z-fight with adjacent blocks
- Mobs and players no longer float above their rides (MCPE-172657)
- Mobs’ and players’ legs are now positioned more horizontally when riding, reducing clipping into the ridden entity
- Ghastlings are no longer rotated sideways when riding Boats or Chest Boats
- Happy Ghast and Ghast shadows are no longer cast on their tentacles when Fancy Graphics are enabled
- Ropes wrapping a Happy Ghast are now rendered when certain entities are attached to it and it is harnessed
- Cows and Mooshrooms no longer render with four ropes when leashed to a Happy Ghast
- The size of a harnessed Happy Ghast (including the harness) now matches that of an unharnessed one (MCPE-218740)
- Happy Ghast now immediately loses its ability to collide with entities upon death
- Ghasts can no longer spawn in areas that are too small, preventing suffocation on spawn
- The Wandering Trader now properly hold leashes between its hands (MCPE-219598)
- The Ghastling model is now slightly smaller than before and closer in size to its collision box, though the two still differ
- The model is intentionally smaller than the collision to prevent z-fighting
- This is intentionally not in parity with Java, which doesn’t require this workaround
- Spiders and Cave Spiders can once again spawn with a Stray rider in cold biomes (MCPE-89549)
- Spiders and Cave Spiders can once again spawn with a Wither Skeleton rider in the Nether (MCPE-89549)
- Horses, Donkeys, and Mules can now be fed carrots to heal, grow, and improve their temper
- Large entities attached by a Leash to the Happy Ghast now properly render with four leashes when using simple graphics
Music
- Music will now fade normally when leaving a world if game pause is disabled. (MCPE-212932)
Projectiles
- Projectiles now have a tolerance margin that changes over time (MCPE-201608)
- Previously, all projectiles had a fixed 0.3 blocks tolerance margin added to the collision
- Now, all projectiles start with no margin for the first two ticks of their flight
- After that, the target margin will expand by 0.05 blocks per tick until it reaches the target margin of 0.3 blocks
- This allows for more precise collision on targets close to the shooting player or entity, while still allowing for some collision leeway for targets further away
Realms
- Realm owners can now choose to require members to opt into the Timeline in order to play on the Realm
- To turn this feature on, go to Realms Stories –> Settings and enable “Require opt in to Timeline”
- The feature can be turned on and off at will
- While the feature is on, Realm members who have not opted in will remain members of the Realm, but will not be able to play until they opt in
- If a Realm member who previously opted in chooses to opt out, they will not be able to play on the Realm until they opt in again
- Realm owners will be able to play on the Realm regardless of whether they have opted in
- To turn this feature on, go to Realms Stories –> Settings and enable “Require opt in to Timeline”
Saddles Updates
Removing Saddles and Equipment
- Removing saddles, horse armor, harnesses, and carpets using shears now plays custom sounds
User Interface
- Player Dots on the Locator Bar now move smoothly when there is a large distance between Players (MCPE-217551)
- The Player Dot now correctly decreases to the smallest size for the stationary Player when another Player moves linearly away from them
- The animated up and down arrows on the Locator Bar have been repositioned to be closer to the Player Dot
- Closing an Anvil or an Enchanting Table now results in the Experience Bar being shown for 5 seconds instead of the Locator Bar
- Fixed an issue where some on-screen UI elements would let the user interact with the world under them
- While using the “Joystick & tap to interact” touch mode, the “Joystick Visibility Option” is now forced into “Visible Joystick” while using the player_relative_strafe or camera_relative_strafe control scheme
- Storage settings page is now scrollable (MCPE-187962)
- Fixed a bug where keyboard button hints would be shown on the death screen (MCPE-218652)
Vanilla Parity
Mobs
- Boats are now able to be pulled out of water using a lead
Technical Updates
API
@minecraft/server
- Added
localizationKey
read only property toDimension
, which is the key for localization of a dimension’s name used in language files. - Added
EntityHungerComponent
,EntitySaturationComponent
,EntityExhaustionComponent
that allows read and write access to Hunger, Saturation, and Exhaustion values onplayer
objects - Added
totalArmor
andtotalToughness
read only properties toEntityEquippableComponent
BlockMovableComponent
APIs have been added to betaBlockMovableComponent::movementType
BlockMovableComponent::stickyType
- Renamed
CameraEaseOptions
to justEaseOptions
to forV2.0
scripting - Fixed a bug where the
includeLiquidBlocks
property onBlockRaycastOptions
would not correctly result in hits on Flowing water
This affects the following API methods in all versions:entity.getBlockFromViewDirection
,dimension.getBlockFromRay
,dimension.getBlockBelow
&dimension.getBlockAbove
.
- Improved the naming used for the
name
property of several custom error classes - Block custom component event
beforeOnPlayerPlace
is now called when an item usingreplace_block_item
is set to true for V2.0.0 and higher custom components- In 2.0.0, when using
setCurrentValue
of anEntityAttributeComponent
, the desired value is checked against theeffectiveMin
andeffectiveMax
. If the value is out of bounds, an error is thrown.
- In 2.0.0, when using
- Enabled
Player.applyImpulse
andPlayer.clearVelocity
inbeta
, which no longer throw errors
@minecraft/server-admin
- Updated
transferPlayer
to support NetherNet transfers. It now takes either a hostname/port combination or a NetherNet ID.
Dedicated Server
- Exposed a new parameter for dedicated server to disallow usage of Vibrant Visuals while connected
Graphics, User Interface
- Add warning pop-up for some android devices when switching to vibrant visuals graphics mode
- Added a toggle to Video Settings to enable In Game Graphics Mode Switching. Enabling In Game Graphics Mode Switching may impact texture quality
GUI
- Fixed a crash when adding or changing priority of resource packs in the Create New World screen
Molang
- Added the query.is_riding_any_entity_of_type Molang query, which checks whether an entity is riding another entity of any specified type
Experimental Features
World Generation
- Terrain Matching Jigsaw Template pools will no longer create floating islands
- Namespaces can now be used in Template Pool element location and Jigsaw Block identifiers
Blocks
- Added
minecraft:movable
component under the Upcoming Creator Features toggle. This allows for blocks to configure how they should react when moved by a piston- “movement_type” (Required): Specifies how the block should react when moved by a piston
- “push_pull”: Will allow a block to be pushed by a piston/sticky piston and pulled by a sticky piston (e.g. Grass)
- “push”: Will allow a block to be pushed by a piston/sticky piston (e.g. Glazed Terra Cotta)
- “immovable”: Will not allow a block to be pushed or pulled by a piston/sticky piston (e.g. Bedrock)
- “popped”: Will pop a block when pushed by a piston/sticky piston (e.g. Leaves)
- “sticky” (Optional): Specifies how the block should handle adjacent blocks when moved by a piston
- “none”: Default. Will not add any additional behavior
- “same”: Will move adjacent blocks along with it when moved by a piston. It will not move different blocks with “sticky”: “same” (e.g. A Honey Block can move another Honey Block but not a Slime Block.)
- NOTE: This field only works when used with “movement_type”: “push_pull”
“format_version”: “1.21.90”,
“minecraft:movable”: {
“movement_type”: “push_pull”,
“sticky”: “same”
- NOTE: This field only works when used with “movement_type”: “push_pull”
- “movement_type” (Required): Specifies how the block should react when moved by a piston