Editing Java Edition 1.21.5

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| prevparent = 1.21
| prevparent = 1.21
| prev = 1.21.4
| prev = 1.21.4
| next = 1.21.6
| next = <!-- 1.21.6 -->
| nextparent =
| nextparent =
}}
}}
{{Relevant guide|Java Edition guides/Spring to Life}}
{{Relevant guide|Java Edition guides/Spring to Life}}
'''1.21.5''', the release of '''[[Spring to Life]]''', is a [[game drop]] released on March 25, 2025.<ref>{{cite|url=https://www.minecraft.net/en-us/article/minecraft-java-edition-1-21-5|title=Minecraft Java Edition 1.21.5|date=March 25, 2025|website=Minecraft.net}}</ref> This update introduces new [[chicken]], [[cow]], and [[pig]] variants, expands plant life, and updates all [[spawn egg]] textures. Additionally, several features previously exclusive to ''[[Bedrock Edition]]'' have been added to {{JE}}, enhancing gameplay diversity and visual aesthetics, and also fixes bugs. This is the first version released in 2025.
'''1.21.5''', the release of '''[[Spring to Life]]''', is a [[game drop]] released on March 25, 2025.<ref>{{cite|url=https://www.minecraft.net/en-us/article/minecraft-java-edition-1-21-5|title=Minecraft Java Edition 1.21.5|date=March 25, 2025|website=Minecraft.net}}</ref> This update introduces new [[chicken]], [[cow]], and [[pig]] variants, expands plant life, and updates all [[spawn egg]] textures. Additionally, several features previously exclusive to ''[[Bedrock Edition]]'' have been added to {{JE}}, enhancing gameplay diversity and visual aesthetics, and also fixes bugs. This is the first version released in 2025.

is the performance fixed in this update? because it made it worse i n 1.21.2


== Additions ==
== Additions ==
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'''[[Data component format|Data components]]'''
'''[[Data component format|Data components]]'''
* {{cd|blocks_attacks}} component
** When present, this item can be used like a Shield to block attacks to the holding player.
** Format: object with fields
*** {{cd|block_delay_seconds}}
**** Non-negative float (default: {{cd|0}}).
**** The number of seconds that right-click must be held before successfully blocking attacks.
*** {{cd|bypassed_by}} – hashtagged damage type tag (optional)
**** If specified, blocking is bypassed by these damage types.
*** {{cd|damage_reductions}}
**** List of object with fields (optional)
**** Controls how much damage should be blocked in a given attack.
**** If not specified, all damage is blocked.
**** Each entry in the list contributes an amount of damage to be blocked, optionally filtered by damage type.
**** Each entry adds to blocked damage, determined by <code>clamp(base + factor * dealt_damage, 0, dealt_damage)</code>.
**** The final damage applied in the attack to the entity is determined by <code>dealt_damage - clamp(blocked_damage, 0, dealt_damage)</code>
**** Entry format:
***** {{cd|type}} – damage type id, list of damage type ids, or hash-prefixed damage type tag (optional).
****** This entry will only contribute to the blocked damage if the dealt damage type matches this field.
****** If not specified, any damage type will be accepted.
***** {{cd|base}} – float
****** Constant amount of damage to be blocked.
***** {{cd|factor}} – float
****** Fraction of the dealt damage that should be blocked.
***** {{cd|horizontal_blocking_angle}} – angle in degrees as a positive float
****** Default: {{cd|90}}
****** The maximum angle between the user's facing and the incoming attack for the block to be effective.
****** If the blocked damage has no position, the compared angle will be assumed to be the maximum 180.
*** {{cd|disable_cooldown_scale}}
**** Non-negative float (default: {{cd|1}}).
**** Multiplier applied to the number of seconds that the item will be on cooldown for when attacked by a disabling attack ({{cd|disable_blocking_for_seconds}} on the {{cd|weapon}} component).
**** If {{cd|0}}, this item can never be disabled by attacks.
*** {{cd|item_damage}}
**** Object with fields (optional)
**** Controls how much damage should be applied to the item from a given attack.
**** If not specified, a point of durability is removed for every point of damage dealt.
**** The final damage applied to the item is determined by: <math>floor(base + factor * dealt_damage)</math>.
**** The final value may be negative, causing the item to be repaired.
**** Format:
***** {{cd|threshold}} – non-negative float
****** The minimum amount of damage dealt by the attack before item damage is applied to the item.
***** {{cd|base}} – float
****** Constant amount of damage applied to the item, if threshold is passed.
***** {{cd|factor}} – float
****** Fraction of the dealt damage that should be applied to the item, if threshold is passed.
*** {{cd|block_sound}}
**** Sound event (optional).
**** If specified, this sound will be played when an attack is successfully blocked.
*** {{cd|disable_sound}}
**** Sound event (optional).
**** If specified, this sound will be played when the item goes on its disabled cooldown due to an attack.


'''{{cd|blocks_attacks}} component'''
* {{cd|break_sound}} component
*When present, this item can be used like a Shield to block attacks to the holding player.
** When present, this sound will be played when the item runs out of durability and breaks.
** If not present, no sound will be played on break.
*Format: object with fields
** This component is present by default on every item type.
**{{cd|block_delay_seconds}}
** Format: sound event
***Non-negative float (default: {{cd|0}}).
*** e.g. <code>break_sound='item.wolf_armor.break'</code>
***The number of seconds that right-click must be held before successfully blocking attacks.
**{{cd|bypassed_by}} – hashtagged damage type tag (optional)
***If specified, blocking is bypassed by these damage types.
**{{cd|damage_reductions}}
***List of object with fields (optional)
***Controls how much damage should be blocked in a given attack.
***If not specified, all damage is blocked.
***Each entry in the list contributes an amount of damage to be blocked, optionally filtered by damage type.
***Each entry adds to blocked damage, determined by <code>clamp(base + factor * dealt_damage, 0, dealt_damage)</code>.
***The final damage applied in the attack to the entity is determined by <code>dealt_damage - clamp(blocked_damage, 0, dealt_damage)</code>
***Entry format:
****{{cd|type}} – damage type id, list of damage type ids, or hash-prefixed damage type tag (optional).
*****This entry will only contribute to the blocked damage if the dealt damage type matches this field.
*****If not specified, any damage type will be accepted.
****{{cd|base}} – float
*****Constant amount of damage to be blocked.
****{{cd|factor}} – float
*****Fraction of the dealt damage that should be blocked.
****{{cd|horizontal_blocking_angle}} – angle in degrees as a positive float
*****Default: {{cd|90}}
*****The maximum angle between the user's facing and the incoming attack for the block to be effective.
*****If the blocked damage has no position, the compared angle will be assumed to be the maximum 180.
**{{cd|disable_cooldown_scale}}
***Non-negative float (default: {{cd|1}}).
***Multiplier applied to the number of seconds that the item will be on cooldown for when attacked by a disabling attack ({{cd|disable_blocking_for_seconds}} on the {{cd|weapon}} component).
***If {{cd|0}}, this item can never be disabled by attacks.
**{{cd|item_damage}}
***Object with fields (optional)
***Controls how much damage should be applied to the item from a given attack.
***If not specified, a point of durability is removed for every point of damage dealt.
***The final damage applied to the item is determined by: <math>floor(base + factor * dealt_damage)</math>.
***The final value may be negative, causing the item to be repaired.
***Format:
****{{cd|threshold}} – non-negative float
*****The minimum amount of damage dealt by the attack before item damage is applied to the item.
****{{cd|base}} – float
*****Constant amount of damage applied to the item, if threshold is passed.
****{{cd|factor}} – float
*****Fraction of the dealt damage that should be applied to the item, if threshold is passed.
**{{cd|block_sound}}
***Sound event (optional).
***If specified, this sound will be played when an attack is successfully blocked.
**{{cd|disable_sound}}
***Sound event (optional).
***If specified, this sound will be played when the item goes on its disabled cooldown due to an attack.


'''{{cd|break_sound}} component'''
* {{cd|potion_duration_scale}} component
*When present, this sound will be played when the item runs out of durability and breaks.
** When present, for items that have the {{cd|potion_contents}} component, the duration of the applied effects will be scaled by this factor.
** This also applies to {{cd|custom_effects}} in the {{cd|potion_contents}} component, unlike the previous hard-coded scaling factor.
*If not present, no sound will be played on break.
** If not specified, defaults to {{cd|1.0}}.
*This component is present by default on every item type.
*Format: sound event
** Format: non-negative float
** e.g. {{cd|potion_duration_scale{{=}}0.25}}
**e.g. <code>break_sound='item.wolf_armor.break'</code>

'''{{cd|potion_duration_scale}} component'''
*When present, for items that have the {{cd|potion_contents}} component, the duration of the applied effects will be scaled by this factor.
*This also applies to {{cd|custom_effects}} in the {{cd|potion_contents}} component, unlike the previous hard-coded scaling factor.
*If not specified, defaults to {{cd|1.0}}.
*Format: non-negative float
*e.g. {{cd|potion_duration_scale{{=}}0.25}}


'''{{cd|provides_banner_patterns}} component'''
* {{cd|provides_banner_patterns}} component
*When present, this item can be placed in the pattern slot of a Loom.
** When present, this item can be placed in the pattern slot of a Loom.
*Format: hash-prefixed banner pattern tag.
** Format: hash-prefixed banner pattern tag.
**e.g. <code>provides_banner_patterns='#minecraft:pattern_item/globe'</code>
*** e.g. <code>provides_banner_patterns='#minecraft:pattern_item/globe'</code>


'''{{cd|provides_trim_material}} component'''
* {{cd|provides_trim_material}} component
*When present, this item will provide the specified trim material when used in a trimming recipe.
** When present, this item will provide the specified trim material when used in a trimming recipe.
**Note that to be used in the built-in smithing recipes, the item must also be in the {{cd|#trim_material}} tag.
*** Note that to be used in the built-in smithing recipes, the item must also be in the {{cd|#trim_material}} tag.
**As such, the trim material registry definition no longer specifies an item.
*** As such, the trim material registry definition no longer specifies an item.
*Format: trim material id
** Format: trim material id
**e.g. <code>provides_trim_material='minecraft:iron'</code>
*** e.g. <code>provides_trim_material='minecraft:iron'</code>


'''{{cd|tooltip_display}} component'''
* {{cd|tooltip_display}} component
*This component allows the tooltips provided specifically by any given item component to be suppressed.
** This component allows the tooltips provided specifically by any given item component to be suppressed.
*This replaces the previous {{cd|show_in_tooltip}} fields, {{cd|hide_additional_tooltip}} and {{cd|hide_tooltip}} components.
** This replaces the previous {{cd|show_in_tooltip}} fields, {{cd|hide_additional_tooltip}} and {{cd|hide_tooltip}} components.
*Format: object with fields:
** Format: object with fields:
**{{cd|hide_tooltip}} - boolean (default: {{cd|false}}).
*** {{cd|hide_tooltip}} - boolean (default: {{cd|false}}).
***If true, the item will have no tooltip when hovered.
**** If true, the item will have no tooltip when hovered.
**{{cd|hidden_components}} - list of item component ids (default: {{cd|[]}}).
*** {{cd|hidden_components}} - list of item component ids (default: {{cd|[]}}).
***The tooltips provided by any component in this list will be hidden.
**** The tooltips provided by any component in this list will be hidden.
***If that component provides no tooltip, it will have no effect.
**** If that component provides no tooltip, it will have no effect.


'''{{cd|weapon}} component'''
*{{cd|weapon}} component
*When present, the 'Item Used' statistic will be incremented for each attack with the item.
** When present, the 'Item Used' statistic will be incremented for each attack with the item.
*The specified amount of damage can be done to the item with each attack.
** The specified amount of damage can be done to the item with each attack.
*Format: object with fields:
** Format: object with fields:
**{{cd|item_damage_per_attack}} – non-negative integer (default: {{cd|1}})
*** {{cd|item_damage_per_attack}} – non-negative integer (default: {{cd|1}})
***The amount to damage the weapon for each attack performed.
**** The amount to damage the weapon for each attack performed.
**{{cd|disable_blocking_for_seconds}}
*** {{cd|disable_blocking_for_seconds}}
***Non-negative float (default: {{cd|0}})
**** Non-negative float (default: {{cd|0}})
***If non-zero, will disable a blocking Shield on successful attack for the specified amount of seconds.
**** If non-zero, will disable a blocking Shield on successful attack for the specified amount of seconds.
*e.g. {{cd|weapon{{=}}{damage_per_attack:2}}}
** e.g. {{cd|weapon{{=}}{damage_per_attack:2}}}


'''Entity components'''
'''Entity components'''
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*** The <code>value</code> field has been renamed to <code>url</code>
*** The <code>value</code> field has been renamed to <code>url</code>
*** The click event will no longer parse if not a valid URI with either <code>https://</code> or <code>http://</code> schemes, instead of simply not working.
*** The click event will no longer parse if not a valid URI with either <code>https://</code> or <code>http://</code> schemes, instead of simply not working.
*** e.g. <code>{action:'open_url',value:'<nowiki>https://minecraft.net</nowiki>'} becomes {action:'open_url',url:'<nowiki>https://minecraft.net</nowiki>'}</code>
*** e.g. <code>{action:'open_url',value:'https://minecraft.net'} becomes {action:'open_url',url:'https://minecraft.net'}</code>
** For the <code>run_command</code> action:
** For the <code>run_command</code> action:
*** The <code>value</code> field has been renamed to <code>command</code>.
*** The <code>value</code> field has been renamed to <code>command</code>.
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'''[[Title screen]]'''
'''[[Title screen]]'''
* The [[panorama]] was changed to showcase the [[Spring to Life]].
* The [[panorama]] was changed to showcase the [[Spring to Life]].



== Bugs ==
== Bugs ==

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