Sound the new trumpet note block instrument, it’s Tuesday Wednesday! With this week’s release, our undead and hostile babies have a new scary strategy: looking even more adorable! The baby zombie, husk, zombie villager, piglin, zombified piglin, and drowned are storming the snapshot looking deceivingly innocent and huggable. Just know you can only truly trust the baby villagers! Oh, we’ve also added sound variants for some of your favorite adult mobs!
On the technical side of things we are, among other things, making changes to how chunks are rendered, as well as improving support for block translucency in resource packs. For the full list of changes, browse the changelog below!
Happy mining!
New Features
Added adult sound variants for the following animals:
Cats have a new variant called royal
Pigs have new variants called mini and big
Cows have a new variant called moody
Chickens have a new variant called picky
The original sounds of each animal are used for the variant called classic
Every one of these animals will have a random sound variant assigned to it from the new variants and the original one
Added a trumpet instrument for when using a Note Block that is placed on a Copper Block
The sound is different based on the oxidation level of the Copper Block
Golden Dandelion can now be used on Hoglin babies
Changes
Revamped the visuals of more baby mobs
Fixed issue where Baby Axolotl animations were being disrupted by walking animation
Baby Mobs
Updated the models and textures of the following baby mobs:
Zombie
Increased the bounding box of baby Zombie to better fit the new model
Husk
Increased the bounding box of baby Husk to better fit the new model
Drowned
Increased the bounding box of baby Drowned to better fit the new model
Piglin
Increased the bounding box of baby Piglin to better fit the new model
Zombified Piglin
Increased the bounding box of baby Zombified Piglin to better fit the new model
Villager
Increased the bounding box of baby Villager to better fit the new model
Zombie Villager
Increased the bounding box of baby Zombie Villager to better fit the new model
UI
Changes to how the chat screen is handled when it’s restricted by settings
Chat
The chat screen can now always be opened, even when chatting is restricted by settings
When the chat screen is open, specific actions and message types may still be restricted
Information about the restrictions (if there are any) is displayed on top of the chat box and above the chat input when the chat screen is open
The same information can also be accessed in World Settings screen
Chat entries from client actions like taking screenshots will now be displayed even when messages from players and servers are restricted
Changing chat settings will now hide all messages of restricted types and discard any new ones
The handling of chat messages on a published local server is now more consistent with dedicated servers in regard to chat settings
Technical Changes
The Data Pack version is now 99.1
The Resource Pack version is now 81
The internals of how chunk geometry data is stored in GPU memory and how they are rendered has been changed
Developer’s Note: If you experience any visual bugs, performance degradation or crashes, please report it to us on our bug tracker.
Data Pack Version 99.1
Added data-driven registry for sound variants for Pig, Cat, Cow and Chicken
Data-driven Mob Sound Variants
Cat Sound Variants
Cat sound variants can be data-driven by adding entries to data//cat_sound_variant/.json
The file contains two sound sets defining adult_sounds and baby_sounds
Each sound set contains the following fields which correspond to sound events to use for the specific behaviour:
ambient_sound
stray_ambient_sound
hiss_sound
hurt_sound
death_sound
eat_sound
beg_for_food_sound
purr_sound
purreow_sound
Pig Sound Variants
Pig sound variants can be data-driven by adding entries to data//pig_sound_variant/.json
The file contains two sound sets defining adult_sounds and baby_sounds
Each sound set contains the following fields which correspond to sound events to use for the specific behaviour:
ambient_sound
hurt_sound
death_sound
step_sound
Cow Sound Variants
Cow sound variants can be data-driven by adding entries to data//cow_sound_variant/.json
Each sound variant contains the following fields which correspond to sound events to use for the specific behaviour:
ambient_sound
hurt_sound
death_sound
step_sound
Chicken Sound Variants
Cow sound variants can be data-driven by adding entries to data//chicken_sound_variant/.json
The file contains two sound sets defining adult_sounds and baby_sounds
Each sound set contains the following fields which correspond to sound events to use for the specific behaviour:
ambient_sound
hurt_sound
death_sound
step_sound
Resource Pack Version 81
Updated mule_baby.png and donkey_baby.png to fit model properly
Block Model Format
Any block model can now support cutout or translucent (partially transparent pixels) textures
Whether a quad is rendered in the cutout or translucent render pass is determined by the contents of its assigned sprite
Any sprite with translucent (partially transparent) pixels will be assigned to the “translucent” pass
Any sprite with fully transparent pixels will be assigned to the “cutout” pass
All other sprites are assigned to the “solid” pass
Note: the assigned render pass also implies rendering order: all solid geometry is rendered before all cutout geometry, which is rendered before all translucent geometry
The format of the textures map has been updated:
Non-string entries will now be rejected, instead of interpreted as strings
Alongside the previous inline sprite ID form, entries can now be defined as an object with fields:
sprite – the sprite ID
force_translucent – optional boolean, true if any geometry with this texture should be forced into the “translucent” pass
This is useful for example for blocks that don’t have any translucent pixels, but use the mean mipmap strategy
Default: false
Entity Textures
Added new entity textures:
entity/villager/villager_baby.png
entity/villager/baby/desert.png
entity/villager/baby/jungle.png
entity/villager/baby/plains.png
entity/villager/baby/savanna.png
entity/villager/baby/snow.png
entity/villager/baby/swamp.png
entity/villager/baby/taiga.png
entity/zombie/drowned_baby.png
entity/zombie/drowned_outer_layer_baby.png
entity/zombie/husk_baby.png
entity/zombie/zombie_baby.png
entity/zombie_villager/zombie_villager_baby.png
entity/zombie_villager/baby/desert.png
entity/zombie_villager/baby/jungle.png
entity/zombie_villager/baby/plains.png
entity/zombie_villager/baby/savanna.png
entity/zombie_villager/baby/snow.png
entity/zombie_villager/baby/swamp.png
entity/zombie_villager/baby/taiga.png
entity/piglin/piglin_baby.png
entity/piglin/zombiefied_piglin_baby.png
entity/equipment/humanoid_baby/chainmail.png
entity/equipment/humanoid_baby/copper.png
entity/equipment/humanoid_baby/diamond.png
entity/equipment/humanoid_baby/gold.png
entity/equipment/humanoid_baby/iron.png
entity/equipment/humanoid_baby/leather_overlay.png
entity/equipment/humanoid_baby/leather.png
entity/equipment/humanoid_baby/netherite.png
entity/equipment/humanoid_baby/turtle_scute.png
Sounds
Added new sound variants: one for adult Cat, adult Chicken, adult Cow and two for adult Pig
Added new sound events for the Cat:
entity.cat_royal.ambient
entity.cat_royal.hiss
entity.cat_royal.hurt
entity.cat_royal.death
entity.cat_royal.eat
entity.cat_royal.beg_for_food
entity.cat_royal.purr
entity.cat_royal.purreow
entity.cat_royal.stray_ambient
Added new sound events for the Pig:
entity.pig_mini.ambient
entity.pig_mini.hurt
entity.pig_mini.death
entity.pig_big.ambient
entity.pig_big.hurt
entity.pig_big.death
Added new sound events for the Chicken:
entity.chicken_picky.ambient
entity.chicken_picky.death
entity.chicken_picky.hurt
entity.chicken_picky.step
Added new sound events for the Cow:
entity.cow_moody.ambient
entity.cow_moody.death
entity.cow_moody.hurt
entity.cow_moody.step
Added new sound events for the trumpet instrument:
block.note_block.trumpet
block.note_block.trumpet_exposed
block.note_block.trumpet_oxidized
block.note_block.trumpet_weathered
Shaders & Post-process Effects
Developer’s Note: Although it is possible in Resource Packs, overriding Core Shaders is considered as unsupported and not an intended Resource Pack feature. These shaders exist as part of the internal implementation of the game, and as such, may change at any time as the game’s internals evolve. We understand that overriding Core Shaders is used for very cool Resource Pack features, many of which lack supported alternatives. We would like to provide better, supported alternatives in the future.
The block.vsh and terrain.vsh no longer receive the Normal vertex attribute
Fixed bugs in 26.1 Snapshot 7
MC-13187 – Water in water cauldrons is not transparent
MC-257362 – Particles from breaking frogspawn are transparent
MC-263488 – The item texture of pink petals has a misplaced transparent pixel
MC-299730 – Dumping textures while using a TTF font crashes the game
MC-305492 – Baby wolves have visible z-fighting
MC-305501 – Baby wolves render their collar incorrectly all over their body
MC-305515 – Rabbits float when panicking
MC-305545 – The “wolf_baby” and “wolf_tame_baby” textures are identical
MC-305580 – Baby zombie horses and baby skeleton horses grow into adults, unlike other baby undead mobs
MC-305583 – The right side of the texture of British shorthair kittens overlaps the back of the head
MC-305591 – The texture of temperate piglets uses the wrong color for a part of their body
MC-305644 – Piglet heads are off-center
MC-305984 – The legs of baby donkeys and baby mules extend into the ground by one pixel, mapped to an irregular texture area
MC-305986 – “subtitles.entity.baby_chicken.hurt” displays as a raw translation key
MC-305999 – Entities in any light level besides 0 render fully bright
MC-306008 – Baby horse legs are not connected to the body correctly when it rears up
MC-306034 – “subtitles.entity.baby_horse.land” displays as a raw translation key
MC-306097 – Golden dandelions don’t make mobs persistent
MC-306136 – Baby pandas float in the air when fed bamboo after being fed golden dandelions
MC-306137 – Players can feed baby pandas after feeding them golden dandelions
MC-306157 – Getting the average water color of blocks takes up about half of the chunk render compile times
MC-306161 – The color of baby turtles’ front legs is inconsistent with the back legs
MC-306172 – Golden dandelions don’t work on baby hoglins
MC-306185 – The podzol patches in the Old Growth Pine Taiga and Old Growth Spruce Taiga biomes are now generated incorrectly
MC-306195 – Camel husks with the “Age” tag set below -24000 use their removed baby variant’s hitbox size and animation speed
MC-306201 – Baby turtles’ legs now z-fight
MC-306207 – The world upgrade tooltips in the world selection screen appear with any world after selecting a world that needs to be upgraded
MC-306222 – Some strings introduced in 26.1 Snapshot 6 are grammatically incorrect
Get the Snapshot
Snapshots are available for Minecraft: Java Edition. To install the Snapshot, open up the Minecraft Launcher and enable snapshots in the “Installations” tab.
Testing versions can corrupt your world, so please backup and/or run them in a different folder from your main worlds.
Cross-platform server jar:
Report bugs here:
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