Battles and Biomes Update
Curse Maven Snippet
What's new
[5.0 Battles & Biomes] - 9/15/26
New Features
Player-Tailored World Generation
- Added the Tailored World Generation system
- During world creation, a "Default" world type can now be customized
- Choosing the "Customize" option allows the player to modify sliders corresponding to world generation factors
- Current customizable options:
- Continent Scale
- Biome Scale
- Erosion Scale
- Master World Generation Scale
Cauldron Stews
- Stews can now be made in cauldrons using their crafting ingredients
- Once an ingredient is added, the cauldron's stew becomes a Light Stew
- These can also be eaten, though have half the nutrition as a full crafted stew
- One cauldron can hold 3 bowls of stew
- Light Stews made with flowers that would be used to make a suspicious stew do not grant status effects
Items
- Added Light Stew
- Added Daggers
- Deals 4 attack damage by default
- Can deal up to an extra 4 damage depending on how discrete the user is being
- Can be crafted with one stick and one tool material
- Can be found as loot in any chest that may give a sword and in most chests that can give spears
- Added Quiver
- Can hold up to 4 stacks of arrows
- Automatically cycles through each arrow stack
- Added Dyed Quivers
- Can be crafted by combining a quiver with any dye
- Added Heavy Shield
- Has a Shield Strength of 10
- Has a blocking delay of 5 ticks
- Can become disabled for 1.6 seconds, instead of 5 seconds
Combat
- Added Blade Clash
- When two attackers attack each other simultaneously (within 10 ticks), their weapons may clash, and do no damage to either of them
- This currently only applies to swords and daggers
- Added Shield Strength
- Changed Iron Grates to have the
dragon_immuneblock tag- Determines how much damage and knockback a shield can absorb
- By default, Shields have a Shield Strength of 5
- Changed Shields to no longer have a blocking delay
Enchantments
- Added Enervation enchantment
- Can be applied to daggers
- Applies up to 4 seconds of Weakness to victims at Level III
- Added Cleaving enchantment
- This is to match the Combat Test Snapshots
Blocks
Added Perse Wildflowers
- Can be crafted into Purple Dye
- Can be found in Birch Forests, Meadows, Swamps, and the Dappled Forest
Developer Notes:
- These are inspired by Forget-Me-Not flowers
- "Perse" is an archaic term for "blue-ish"
Added Wood Stairs
Added Wood Slabs
Added Stripped Wood Stairs
Added Stripped Wood Slabs
Added Terracotta Stairs
Added Terracotta Slabs
Added Dyed Terracotta Stairs
Added Dyed Terracotta Slabs
Added snowlogging, like on Bedrock Edition
- Only some blocks are now snow loggable:
- Plants
- Fences
- Fence gates
- Walls
- Metal bars
- Glass panes
- Snowlogged blocks may generate during world generation
- Blocks may become snowlogged during snowfall
- Some snowlogged blocks have snowy texture variants
Changed Powder Snow to decrease mining speed on Hard difficulty
Biomes
- Added Gravel Beach biome
- Added Warm River biome
Recipes
- Adding Block of Raw Copper Blasting recipe
- Adding Block of Raw Iron Blasting recipe
- Adding Block of Raw Gold Blasting recipe
Sounds
- Added ambient Leaves block sounds
- Added ambient Tall Grass block sounds
- Added ambient Red Shrub sounds
- Added Guardian Beam attack sounds
Music
- Added Door by C418
- Plays on the main menu
- Added Equinoxe by C418
- Plays on the main menu and in Creative Mode
- Added Chris by C418
- Plays in Creative Mode
Settings
- Added Fancy Entities Video Settings option
- Toggles advanced entity animations (e.g. Arthropods moving horizontally up walls)
- Added Shield Animation Accessibility Settings option
- Toggles a blocking shield's visibility
- Added Entity Culling option
- Determines the entity culling method
- Frustum
- The default culling method. Hides entities that are outside the player's FOV
- Occlusion
- Hides entities that are behind blocks or fog
- Performs after frustum culling
Game Rules
- Added Advanced Mobs game rule
- Toggles advanced mob behavior (e.g. flock panicking, shelter seeking)
- Does not include wall climbing hitbox adjustments
- Added Blade Clash Window game rule
- Sets the window of time (in ticks) that two entities must attack each other within, to trigger a blade clash
- A value of 0 disables this feature
Advancements
- Added Marking Territory advancement
- Is granted by using a map on a banner, to create a banner marker
- Added Gather 'Round advancement
- Is granted by to light a campfire with a stick
- Added Soup-er! advancement
- Is granted by adding stew ingredients to a cauldron
- Added Maelstrom Advancement
- Granted by activating a Conduit
- Added Moskstraumen
- Granted by bringing a Conduit to full power
Changes
Combat
- Changed natural regeneration to be twice as fast
- Changed starvation to be twice as fast
- Changed natural regeneration to continue to 7 food points
- Changed natural regeneration to be a 1:1 transaction with food points
- Changed Arrows to not trigger invincibility frames
- Changed Arrows to not inherit the Y-axis inertia of their shooter
- Changed Tipped Arrows to scale consistently with their potion effect
- Changed fast weapons to trigger less invincibility frame time
- Changed saturation to no longer be related to fast healing
- Changed saturation to drain before hunger
- Changed consuming to be interrupted by attacks
- Changed Bow and Crossbow uncertainty to be lower
- Changed critical hits to be possible while sprinting
- Changed critical hits to be impossible for arrows that have been notched for longer than 3 seconds
- Changed Axes to accept Sweeping Edge, Looting, and Fire Aspect
- Changed Mace to accept Sweeping Edge, Knockback, and Looting
- Changed Swords to require Sweeping Edge for sweeping attacks
- Changed Axes to no longer take increased durability damage when attacking
- Changed attacking with weapons to prioritize entities over blocks, such as grass
Discrete Actions
- Discrete actions, like sneaking, crawling, being invisible, or hiding in foliage, now conceal a player's location better
- Being discrete now allows you to get close behind creatures without them detecting you, so long as you are not within their line of sight
- Having the glowing effect negates discrete actions
- Attacking a creature triggers a 5-second cooldown, in which you are no longer considered discrete
- Crawling now also affects the Locator Bar waypoint transmit range, like crouching
Command Macros
- Added Command Macros
- Can be accessed from the Key Binds options screen
- Up to 10 commands can be saved (with a maximum of 1024 characters each) and activated by pressing Left Alt + A Number Key from 0-9
- The secondary key can be re-bound
World Generation
- Changed all biomes to be larger
- Changed all continents to be larger
- Changed Oak Tree height
- Changed Birch Tree height
- Changed Short Grass placement chance
- Changed Bush placement chance
- Changed Snow to generate under trees in snowy biomes
- Changed Super Birch Trees to have Shelf Mushrooms generate on their trunks
Oceans
- Changed oceans to be potentially up to 50% deeper
- Changed oceans to become darker depending on depth
Forest
Changed understory to have sparse rocks
Changed understory to have more grass
Changed mob spawning to include rabbits
Changed fallen logs to potentially have moss carpet generate on top
Changed mushroom generation rate
Developer's Note: I didn't even know that mushroom patches could spawn
Birch Forest
- Changed fallen logs to potentially have moss carpet generate on top
Dark Forest
- Changed understory to have sparse rocks
- Changed canopies to be larger
- Changed dark oak trees to be taller
- Changed the sky to be darker
- Changed the ratio of Dark Oak trees to other vegetation and huge mushrooms
- Changed red mushroom caps to sometimes be slightly shorter
- Added small mushroom rings around huge mushrooms
- Changed mushroom generation rate
- Changed ambient fog distance in Dark Forest biomes
Pale Garden
- Changed ambient fog distance in Pale Garden biomes
Dappled Forest
- Changed understory to have Perse Wildflowers
Bamboo Forest
- Changed ambient fog distance in Bamboo Jungle biomes
Jungle
- Changed ambient fog distance in Jungle biomes
Swamp
- Added Perse Wildflowers
- Changed frog spawn rates in Swamp biomes to be higher
- Changed mushroom generation rate
- Changed ambient fog distance in Swamp biomes
Mangrove Swamp
- Changed ambient fog distance in Mangrove Swamp biomes
Taiga
- Changed vegetation to be more common
Savanna
- Added Baobab trees
- Similarly to Pine trees, these trees do not have a unique wood type, but are a special type of Acacia tree
- Can be grown from a 2x2 of Acacia saplings
Plains
- Changed mushroom generation rate
The End
- Changed Chorus Flowers to have an 85% chance of being alive
- Increased Chorus Flower growth sound effect volume
- Increased Chorus Flower death sound effect volume
Structures
End Spikes
- Changed End Spikes to be more triangular
Mobs
- Added wall climbing to Silverfish AI
- Added wall climbing to Endermite AI
Items
- Changed Pottage to accept any type of edible mushroom
Blocks
- Changed doors to be water loggable
- Changed Brown Mushroom Blocks to have a light level of 1, to match the small brown mushroom
- Changed Shelf Mushroom to be edible
- Changed Powder Snow to decrease mining speed
- Changed Iron Grates to have the
dragon_immuneblock tag
Tents
- Tents now continuously check to see if there are sturdy blocks below it
- The check for this includes the 4 corners of the hitbox.
Wither
- Wither Skull explosions can now only convert
dirtblock tag blocks to Soul Soil
Recipes
- Changed map crafting recipe
- Changed map crafting recipe to be a 9x9 of paper
- This matches Bedrock Edition
Settings
- Changed "Advanced Entity Animations" to "Fancy Entities"
- Changed custom options ordering
Loot
- Changed Swamp Hut cauldron potions to be a data-driven loot table
- Changed Tannery Chests to possibly generate Quivers
- Changed Pillager Outpost Chests to possibly generate Heavy Shields and Quivers
- Changed Weaponsmith House Chests to possibly generate Heavy Shields
- Changed Woodland Mansion Chests to possibly generate Heavy Shields
- Changed Leatherworkers to gift Bundles and Quivers
Textures
- Changed spherical potion texture
- Changed the Leaf Litter texture to have fewer leaves and (hopefully) appear more natural
- Changed Illusioner texture to match Minecraft Dungeons
- Changed Map texture to match the base game
- Changed the Adventure Mode texture to use the Buried Treasure Map texture
Particles
- Changed Guardian Beams to be emissive
- Changed Conduit particles to match Bedrock Edition
Sounds
- Changed Bush ambient sound to be louder
- Changed Sand ambient sound to be louder
- Changed dry vegetation ambient sound to be louder
- Changed ambient leaves block ambient sounds to be louder
- Changed Dead Bush ambient sound to be louder
- Changed Bush ambient sound subtitle to match the vanilla dry grass subtitle
- Changed ambient cold wind sounds to be less common
- Changed Guardian Beam charge sounds
- Changed Guardian Beam spike sounds
- Changed Large Ferns to have ambient sounds
Advancements
- Changed "Traveler" advancement name to "Tentative Accommodations"
- Changed the Adventure root advancement to use the Buried Treasure Map texture
- Changed Subspace Bubble advancement to use the Filled Map texture
- Changed the Voluntary Exile advancement to use the Ominous Bottle texture
- Changed the Voluntary Exile advancement description, criteria, and parent
Splash Text
- Added "Bigger! Better!" splash text
- Added "Perse!" splash text
- Added "Any shape and size!" splash text
- Added "Read the books!" splash text
- Added "More music by C418!" splash text
Credits
- Added Zeit
- We'd like to thank Zeit for modeling the quiver and assisting with the texture
Technical Changes
Mobs
- Refactored advanced mob AI
Camera Shake Events
- Changed
rangefield to accept an integer value
Particles
- Added
blade_clashparticle
Statistics
- Added
damage_blocked_by_weaponstatistic
Attributes
- Added
shield_strengthattribute
Data Components
- Added
tent/colordata component
Data Tags
- Added
is_foggybiome tag - Added
is_slightly_foggybiome tag - Added
is_very_foggybiome tag - Added
has_cespitosebiome tag - Added
triggers_ambient_bush_block_soundsblock tag - Added
huge_glowshroom_can_place_onblock tag - Added
stew_ingredientblock tag - Added
tall_plantsblock tag - Added
silent_foliageblock tag - Added
arrow_flammableblock tag - Added
triggers_ambient_grass_block_soundsblock tag - Added
daggersitem tag - Added
can_parry_swordsitem tag - Added
can_parry_daggersitem tag - Added
sweeping_weaponitem tag - Added
quiversitem tag - Added
shieldsitem tag - Added
scansorialentity type tag - Added
causes_flock_panicdamage type tag - Changed
can_be_fullto be namedpredator - Changed
can_be_scaredtopanics_with_flock - Changed
can_seek_shadetoseeks_shade - Changed
can_seek_warmthtoseeks_warmth - Removed
can_break_tentsdamage type tag - Removed
always_kills_tentdamage type tag - Removed
ignites_tentsdamage type tag - Removed
burns_tentsdamage type tag - Removed
has_ambient_block_soundsblock tag - Removed
skull_blockblock tag
Bug Fixes
- Fixed bug causing a client/server de-sync when lighting a campfire with sticks
- Fixed bug where unknown_server.png (commonly known as pack.png) was stretched when there's an issue with a world thumbnail
- Fixed bug causing Tents to display the wrong error when trying to sleep during the day
- Fixed bug preventing Redstone comparisons to work with Potion Cauldrons
- Fixed bug that caused Water Bottles to completely fill Cauldrons
- Fixed bug causing spider jockeys to suffocate if their spider reaches a ceiling
- Fixed [BUG #76] Tents Z-Fight with their pegs
- Fixed missing Blast Fungus entity translation
- Fixed bug causing Tentative Accommodations to be granted to those who have yet to sleep in beds
- Fixed bug allowing Withers to set fire when Destructive Mob Actions is set to "Off"
- Fixed bug preventing some settings from being saved
- Fixed MC-57057 - Guardian laser attack sound ignores distance
- Fixed a memory leak relating to the Select World screen
- Fixed a bug relating to Multiplayer Server icons
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