Java Edition 25w03a
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Minecraft 25w03a
Edition | |||||||
---|---|---|---|---|---|---|---|
Release date |
January 15, 2025 | ||||||
Type | |||||||
Snapshot for | |||||||
Downloads | |||||||
Obfuscation maps | |||||||
Protocol version |
dec: 1073742054 | ||||||
Data version |
4304 | ||||||
Resource pack format |
48 | ||||||
Data pack format |
63 | ||||||
Minimum Java version | |||||||
|
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25w03a is the second snapshot for Java Edition 1.21.5 released on January 15, 2025,[1] which adds test block, test instance block and fixes bugs.
Additions[edit | edit source]
Blocks[edit | edit source]
- A technical block used in game test.
- Can be obtained by
/setblock
,/fill
, or/give
commands, or through the Operator Items Tab. - The test block is a block used for implementing block-based tests. It has four modes:
start
: Triggers a redstone pulse when the test startslog
: Logs a message to the server log file when powered by redstone (prints twice, due to a bug[2])fail
: Fails the test when powered by redstoneaccept
: Completes the test when powered by redstone
- Block-based tests are required to have at least one start block and one accept block in the structure.
- A technical block used in game test.
- Can be obtained by
/setblock
,/fill
, or/give
commands, or through the Operator Items Tab. - To run a test in a world, a test instance block is used. This type of block represents the test as placed in the world and is used to interact with that test, to save the structure, reset or run the test.
- Using the
/test
command to run or create a test will also place a test instance block to control that test.
Command format[edit | edit source]
/test
- A new command used to create and run tests.
- Syntax:
/test clearall [<radius>]
/test clearthat
/test clearthese
/test create <test> [<width>] [<height> <depth>]
/test locate <selector>
/test resetclosest
/test resetthese
/test resetthat
/test pos [<variable>]
/test run <selector> [<numberOfTimes>] [<untilFailed>] [<rotationSteps>] [<testsPerRow>]
/test runclosest [<numberOfTimes>] [<untilFailed>]
/test runfailed [<numberOfTimes>] [<untilFailed>] [<rotationSteps>] [<testsPerRow>]
/test runmultiple <selector> [<amount>]
/test runthat [<numberOfTimes>] [<untilFailed>]
/test runthese [<numberOfTimes>] [<untilFailed>]
/test stop
/test verify <tests>
- Parameters:
radius
:- The radius to clear tests within.
test
:- The namespaced ID of a test.
selector
:- A wildcard-enabled selector for test IDs
- Supports * and ? for matching namespaced IDs
- If namespace is not supplied, defaults to minecraft
- Examples:
*:*
- Matches all IDs
*
- Matches everything in the minecraft namespace
custom:folder/*_test_?
- Matches IDs in the folder folder of the custom namespace, with a prefix followed by _test_ followed by a single valid character
width
:- The width of the test structure.
- If omitted,
5
is used.
- If omitted,
- The width of the test structure.
height
:- The height of the test structure .
- If omitted, the
width
is used.
- If omitted, the
- The height of the test structure .
depth
:- The depth of the test structure.
- If omitted, the
width
is used.
- If omitted, the
- The depth of the test structure.
variable
:- The variable name to include in the copied code snippet.
numberOfTimes
:- The number of times to repeat each test.
- If omitted,
1
is used.
- If omitted,
- The number of times to repeat each test.
untilFailed
:- Boolean (default false) noting that the test should be stopped as soon as one iteration fails.
rotationSteps
:- Number of extra 90 degree steps to apply to the test.
- If omitted,
0
is used.
- If omitted,
- Number of extra 90 degree steps to apply to the test.
testsPerRow
:- Number of tests to place per row in a grid layout.
- If omitted,
8
is used.
- If omitted,
- Number of tests to place per row in a grid layout.
- Syntax:
/test clear*
- These subcommands clear the structures and blocks associated with the selected tests.
/test create
- This subcommand creates a test setup in the current location for the given test, preparing for a structure of the given size.
- This gives a starting point for creating the structure for the test.
/test locate
- Attempts to locate the given test.
- Note that only loaded chunks are searched.
- Attempts to locate the given test.
/test reset*
- These subcommands reset the structures for the selected tests, removing any surrounding barriers and placing the structure in from scatch.
/test pos
- Shows the local coordinates to the block pointed at in the test.
- If the optional variable name is specified, this variable name is used in a code fragment obtained by clicking on the coordinates in the output message.
/test run*
- Runs one or more tests.
- If multiple tests are run at once, they are placed in a grid and run in parallel, although only up to a certain limit. Beyond that limit, tests are run in rounds where each round completes before any tests from the next round are started.
- For each test, loads the given structure and runs the associated test. Each test location will have a beacon beam showcasing the test status.
- Gray beacon = in progress
- Red = fail (required test)
- Orange = fail (optional test)
- Green = success
- If a test fails, the error is shown on a lectern book and an overlay.
- Runs one or more tests.
/test stop
- Stops all running tests.
- Note that gameplay events triggered by tests may still remain.
- Stops all running tests.
/test verify*
- Verifies one or more tests by running multiple instances of the same test.
General[edit | edit source]
- Use test blocks in the test structure to run the test and indicate success or failure.
- Rely on built-in functions to run a test and indicate success or failure.
- They have one additional field:
function
:- The namespaced ID of the Test Function to run.
- They have one additional field:
- The Game Tests system is a new integrated system for testing aspects of the game.
- Each test is an asset defining some parameters for how the test gets executed, combined with a saved structure file containing a base setup.
- Generally, the test framework expects to run tests in a separate superflat world.
- Select Property
minecraft:component
- New data source has been added to select item model:
component
. - Returns value of component on item, if any.
- Fields:
component
- namespaced ID of component type.
- Possible values: depends on component type.
- New data source has been added to select item model:
- Added the
#can_equip_saddle
entity tag.- Contains entities that can be equipped with a saddle.
- This does not mean that the Saddle will function, just that it can be equipped into the saddle slot.
- Test Environments are a way to group up tests and give them the right preconditions to run.
- A test environment is an asset in the
test_environment
registry. - Each test environment definition has a
type
field that determines its setup:all_of
definitions- Apply the setup from several sub-definitions in the
definitions
field.
- Apply the setup from several sub-definitions in the
function
definitions- Use mcfunction files as setup and teardown.
setup
:- Optional namespaced ID of the mcfunction to use for setup, if any.
teardown
:- Optional namespaced ID of the mcfunction to use for teardown, if any.
game_rules
: definitions- Set any number of game rules.
bool_rules
:- A list of boolean game rules to set and the value to set.
int_rules
:- A list of integer game rules to set and the value to set.
- Each rule is an object with two fields:
rule
:- The exact name of the rule to set.
value
:- The value to set
- Game rules are reset to their default values after the test environment has completed.
weather
definitions (not working in this snapshot[2])- Sets the weather state
weather
:- The weather to set.
- One of
clear
,rain
andthunder
.
time_of_day
definitions- Set a given time of day.
time
:- The time of day to set in number of ticks, as a non-negative integer.
- The game provides a single, empty test environment by default:
minecraft:default
.
- Test instances are defined in the registry
test_instance
.- They're small assets defining a test to run.
- Fields:
batch
(wrongly calledin the changelog[2]):environment
- Namespaced ID of the test environment to run this test as part of.
structure
:- Namespaced ID of the structure to use for the test.
max_ticks
:- A positive integer representing the maximum number of ticks allowed to pass before the test is considered timed out.
setup_ticks
:- Optional non-negative integer.
- Default:
0
- Represents a number of ticks to wait after placing the structure before starting the test.
required
:- Optional boolean.
- Default
true
- Whether the test is considered required to pass for the full test suite to pass.
rotation
:- Optional rotation to apply to the test structure.
- One of
none
(default),clockwise_90
,180
andcounterclockwise_90
.
manual_only
:- Optional boolean.
- Default
false
- Set to
true
for tests that are not included as part of automated test runs.
sky_access
:- Whether the test needs clear access to the sky.
- Default:
false
- Tests are enclosed in barrier blocks.
- If set to
true
, the top is left open.
max_attempts
:- Number of attempts to run the test.
- Default:
1
required_successes
:- Number of attempts that must succeed for the test to be considered successful .
- Default:
1
type
:- The type of test.
- One of
block_based
andfunction
.
Changes[edit | edit source]
Blocks[edit | edit source]
- Can be used in a composter.
Items[edit | edit source]
- Saddles equipped onto pigs or striders will now maintain properties such as custom name when dropped.
- Saddles equipped onto camels and equines (horses, donkeys, mules) now remain visible if the mob equipped with them is inflicted with Invisibility.
- Saddles equipped onto camels and equines no longer turn red when the mob wearing it takes damage.
- When enchanted now show the enchantment glint on mobs wearing it.
- Thorns and Curse of Binding enchantments now work on mobs that are wearing it.
Command format[edit | edit source]
Item slots
- The
horse.saddle
item slot has been renamed tosaddle
, and now supports any entity that can equip a Saddle.- Driven by the
equippable
component. - Only mobs that normally support saddles will support riding and rendering of the saddle.
- Items in the
saddle
slot can apply attribute modifiers as with other equipment.
- Driven by the
Gameplay[edit | edit source]
- When changing state, any blocks that are in its radius will be dropped as items and also make breaking sounds, rather than outright overwritten.[3]
General[edit | edit source]
weapon
componentdamage_per_attack
field was renamed toitem_damage_per_attack
equippable
component- Can now apply to saddle slot.
- Any mob can now have equipment added in the
body
slot as long as the component allows it (allowed_entities
). - Added new optional field:
equip_on_interact
(boolean).- If
true
, players can equip this item onto a target mob by right-clicking it (as long as this item can be equipped on the target at all). - The item will not be equipped if the target already has an item in the relevant slot.
- If not specified, defaults to
false
.
- If
- The pack format version is now
63
.
- The
ArmorItems
,HandItems
, andbody_armor_item
fields have been merged into anequipment
field.- Format:
- Map between equipment slot type and item stack.
- Valid equipment slots:
head
,chest
,legs
,feet
,mainhand
,offhand
,body
,saddle
.
- Valid equipment slots:
- If not specified or removed, the entity will have no equipment.
- e.g.
equipment:{chest:{id:'minecraft:diamond_chestplate'
}}. - This affects all mobs and armor stands, but players are unaffected.
- Map between equipment slot type and item stack.
- The data format of saddles has been unified between mobs such as horses and pigs, becoming a new kind of equipment slot (and stored in the
equipment.saddle
field)- This also replaces the boolean
Saddle
flag from pigs and striders. - The Saddle dropping on death is now affected by the
drop_chances
field, as with other equipment slots.
- This also replaces the boolean
- The
FallDistance
field has been changed from float to double and is now calledfall_distance
.
- Format:
Entity variant components
- Entities now have a set of components for configuring variants and other aspects of apperance.
- If those components are present on spawning item (like spawn eggs, mob buckets, minecraft:painting, minecraft:item_frame), they will be applied to new entity
- Components are currently not restored when spawn egg is picked from existing entity
- Added components:
villager/variant
- one ofdesert
,jungle
,plains
,savanna
,snow
,swamp
,taiga
wolf/variant
- namespaced id fromwolf_variant
registrywolf/collar
- one of 16 dye colorsfox/variant
- one ofred
,snow
salmon/size
- one ofsmall
,medium
,large
parrot/variant
- one ofred_blue
,blue
,green
,yellow_blue
,gray
tropical_fish/pattern
- one ofkob
,sunstreak
,snooper
,dasher
,brinely
,spotty
,flopper
,stripey
,glitter
,blockfish
,betty
,clayfish
tropical_fish/base_color
- one of 16 dye colorstropical_fish/pattern_color
- one of 16 dye colorsmooshroom/variant
- one ofred
,brown
rabbit/variant
- one of brown,white
,black
,white_splotched
,gold
,salt
,evil
pig/variant
- namespaced id frompig_variant
registryfrog/variant
- namespaced id fromfrog_variant
registryhorse/variant
- one ofwhite
,creamy
,chestnut
,brown
,black
,gray
,dark_brown
painting/variant
- namespaced id frompainting_variant
registryllama/variant
- one ofcreamy
,white
,brown
,gray
axolotl/variant
- one oflucy
,wild
,gold
,cyan
,blue
cat/variant
- namespaced id fromcat_variant
registrycat/collar
- one of 16 dye colorssheep/color
- one of 16 dye colorsshulker/color
- one of 16 dye colors
- Mob buckets and paintings available in creative menu will now use new variants instead of
minecraft:entity_data
component. - Custom tooltips for bucket of tropical fish and painting items are now based on new components instead of
minecraft:bucket_entity_data
andminecraft:entity_data
.
Equipment assets
- Equipment assets may now define new layer types:
pig_saddle
- equipment layer for Pig saddlesstrider_saddle
- equipment layer for Strider saddlescamel_saddle
- equipment layer for Camel saddleshorse_saddle
- equipment layer for Horse saddlesdonkey_saddle
- equipment layer for Donkey saddlesmule_saddle
- equipment layer for Mule saddlesskeleton_horse_saddle
- equipment layer for Skeleton Horse saddleszombie_horse_saddle
- equipment layer for Zombie Horse saddles
- The following textures have been moved to support the use of equipment assets for saddles:
entity/pig/pig_saddle.png
->entity/equipment/pig_saddle/saddle.png
entity/strider/strider_saddle.png
->entity/equipment/strider_saddle/saddle.png
- The following textures have been split from their base entity texture to support the use of equipment assets for saddles:
entity/camel/camel.png
->entity/equipment/camel_saddle/saddle.png
entity/horse/horse_<variant>.png
->entity/equipment/horse_saddle/saddle.png
entity/horse/donkey.png
->entity/equipment/donkey_saddle/saddle.png
entity/horse/mule.png
->entity/equipment/mule_saddle/saddle.png
entity/horse/horse_skeleton.png
->entity/equipment/skeleton_horse_saddle/saddle.png
entity/horse/horse_zombie.png
->entity/equipment/zombie_horse_saddle/saddle.png
- Entity predicates
- A new optional field was added to entity predicate:
components
.- When present, predicate will match contents of entity components.
- Format:
- Map of component type key to matching component values.
- The following entity sub-predicates have been removed and replaced with combination of
components
predicate and variant entity components:minecraft:axolotl
minecraft:fox
minecraft:mooshroom
minecraft:rabbit
minecraft:horse
minecraft:llama
minecraft:villager
minecraft:parrot
minecraft:salmon
minecraft:tropical_fish
minecraft:painting
minecraft:cat
minecraft:frog
minecraft:wolf
minecraft:pig
- The field
color
has been removed fromminecraft:sheep
sub-predicate.
- A new optional field was added to entity predicate:
- The pack format version is now
48
. - Added new equipment asset layer type for Pigs and Striders, and moved saddle textures.
- Changed the size of
pig_saddle
texture.
- Added the entry point
net.minecraft.gametest.Main
.- Automatically starts a server, runs all available game tests and then exits.
- Options:
--help
- Shows usage information--packs <path>
- Set a folder of datapacks to include in the world- Any zip file or folder with a
pack.mcmeta
file is included
- Any zip file or folder with a
--report <path>
- Exports results in a junit-like XML report at the given path--tests <selection>
- Specify which tests to run with a selection - a wildcard expression matching namespace test instance IDs- If omitted, or used with an empty ID, runs all tests
--universe <path>
- The path to where the test server world will be created- Any existing folder will be replaced
- Default:
gametestserver
--verify <boolean>
- Enables test verification- Runs the tests specified with
test
ortestNamespace
100 times for each 90 degree rotation step - Default:
false
- Runs the tests specified with
- Example usage:
java -DbundlerMainClass="net.minecraft.gametest.Main" -jar server.jar --packs mytestpacks
- Added
leaf_litter
to the#replaceable_by_mushrooms
block tag. - Fixed the
#is_overworld
, and#has_structure/trial_chambers
biome tags to contain all required biomes.
- Hover Events
show_text
action:- The
text
field has been renamed tovalue
.
- The
Fixes[edit | edit source]
From released versions before 1.21
- MC-13738 – Invisible saddle when using invisibility potion on a horse, donkey or mule.
- MC-80243 – Saddles don't apply attribute modifiers when worn by entities.
- MC-189525 – Armored entities from pre-1.9 worlds upgrade to dual wielding armor.
- MC-190000 – Saddles equipped on horses cannot be replaced without removing them first.
- MC-227097 – End portals delete blocks that are inside of the portal.
- MC-256469 – Invisible camels don't show their saddles.
- MC-266912 – Saddle equipping sounds aren't played when saddles are equipped on horses, donkeys, mules, or camels shortly after the said entity is summoned.
- MC-269637 – Horses can wear multiple saddles but not multiple horse armor.
- MC-270192 – The saddles of some entities stay visible through their death animation.
- MC-270197 – The saddle on pigs and striders stays visible through their death animation.
- MC-272100 – Unused palette pixels in horse textures (
horse_[brown/chestnut/creamy/white].png
). - MC-272790 – Shulker boxes and other blocks in the end exit portal when it changes state are not dropped as items.
From 1.21
- MC-274258 – All horse textures contain an unused chest bag texture.
From 1.21.2
- MC-279340 – Baby polar bears are too small.
From 1.21.4
- MC-278673 – The x-rotation of
/teleport
is limited to ±90 degrees relative to the entity's original angle.
From the previous development version
- MC-279206 – Leaf Litter cannot be composted.
- MC-279208 – Players can no longer begin sprinting when pressing a sideways movement key first.
- MC-279211 – Shulker boxes both keep and drop their contents upon being broken via certain methods causing item duplication.
- MC-279213 – Mushroom Blocks can't replace Leaf Litter.
- MC-279221 – Leaf Litter replaces leaves in world gen.
- MC-279224 – Using bone meal in meadows doesn't generate wildflowers.
- MC-279226 – Experience orbs of any value all render as the smallest value.
- MC-279233 – Shulker boxes drop their contents when broken.
- MC-279234 – The
minecraft:entity.generic.extinguish_fire
sound does not play when the fire on an entity is extinguished. - MC-279238 – Dying to a minecart with TNT ignited by a blaze fireball doesn't count as the blaze's kill.
- MC-279239 – The motion of primed TNT is choppy and jittery.
- MC-279245 – Most hostile mobs aren't spawning even under the right conditions.
- MC-279248 – Lava collision is too high.
- MC-279281 – Fall damage occurs from jumping from 2 blocks up.
- MC-279282 – Parrots with non-player owner UUID cause crash upon spawning.
- MC-279301 – Player dies by falling from 22.00001 blocks instead of 23 blocks.
- MC-279313 – The motion of item entities is choppy and jittery under certain circumstances.
- MC-279314 – Projectiles twitch up and down slightly while flying through the air.
- MC-279316 – The motion of fishing bobbers is choppy and jittery.
- MC-279326 – Lit observers no longer send block updates when moved by a piston.
- MC-279339 – Update order for sloped rails is incorrect.
- MC-279345 – Pink petals and Wildflowers can no longer be grown by bone meal.
- MC-279357 – Player can fall off edges while sneaking.
- MC-279459 –
/setblock
and other fills don't properly update block entities.
Video[edit | edit source]
Videos made by Slicedlime:
References[edit | edit source]
- ↑ "Minecraft Snapshot 25w03a" – Minecraft.net, January 15, 2025.
- ↑ Jump up to: a b c "Mojang just added some WEIRD new blocks. Here's how they work." (Archive) by Conure [@conure512] – YouTube, 2025-01-15.
- ↑ "25w02a to 25w03a" (§
EndPodiumFeature
) (Archive) – cdn.skye.lol.