
Minecraft 1.21.11 "Mounts of Mayhem" Update
Minecraft 1.21.11 "Mounts of Mayhem" came out on December 9, 2025, and added Spears, the Nautilus, the Camel Husk and the Parched.
English
"Mounts of Mayhem" is the fourth of the small 2025 updates that Mojang calls game drops. It came out at the same time in Java Edition 1.21.11 and Bedrock Edition 1.21.130. Its main feature is the Spear, a weapon in seven variants with two attacks and its own Lunge enchantment. Charge damage depends on speed, so the Spear hits harder from horseback.
The Nautilus and the Zombie Nautilus, both rideable, now live underwater, the Camel Husk and the Parched live in the Desert, and Zombie Horses now spawn in the world on their own. The game also gained Nautilus Armor and Netherite Horse Armor. Java Edition also got reworked graphics settings, all game rules were renamed, and data packs got environment attributes. This article describes 1.21.11 as of release day.
Spears

Added Spears, a melee weapon. A Spear can jab or make a charge attack.
Crafting
- Wooden, Stone, Copper, Iron, Golden and Diamond Spears are crafted at a Crafting Table
from two Sticks
and a material. The Sticks go in the center and bottom-left slots, the material in the top-right one. - The material can be any Planks, Cobblestone, Blackstone, Cobbled Deepslate, a Copper, Iron or Gold Ingot, or a Diamond.
- The Netherite Spear is made at a Smithing Table
from a Diamond Spear, a Smithing Template
and a Netherite Ingot
. It does not burn in fire or lava. - In Creative mode, Spears are in the "Combat" tab after Swords. Copper, Iron and Golden Spears smelt into nuggets, and a Wooden Spear can be burned in a Furnace as fuel.
Jab attack
- A jab only needs a quick press of "Attack/Destroy", the left mouse button by default. It is a weak attack with knockback that hits several enemies and does not break blocks.
- A jab works only when the attack indicator is full. Cooldown depends on the material. The Wooden Spear recovers fastest and the Netherite Spear slowest.
Charge attack
- The charge attack starts when "Use Item/Place Block" is held, the right mouse button by default. While it is held, the player does not slow down and can sprint.
- Damage is the difference between the speeds of the player and the target along the view direction, multiplied by the Spear's multiplier and rounded down. Damage from enchantments and attributes is added on top.
- The attack goes through three phases. In the first, the Spear damages, knocks back and dismounts the target. In the second, it rises vertically and shakes and can no longer dismount the target. In the third, the Spear is lowered tip down and only deals damage.
- Damage requires a relative speed of at least 4.6 blocks per second, and knockback requires the player's own speed to be at least 5.1. The dismount threshold depends on the material.
Range
- The Spear hits at a distance of 2 to 4.5 blocks, or up to 6.5 blocks in Creative mode. The normal attack range is 3 blocks. Closer than 2 blocks it deals no damage.
- For mobs, the Spear's range is halved, but they can damage, knock back and dismount at lower speeds.
Stats from game data
Damage and attack speed refer to the jab, and durability to the Spear itself. For the charge attack, the damage multiplier and the delay before the attack come first. The three numbers separated by slashes show for how many seconds after the delay the Spear still dismounts, knocks back and damages. The last value is the lowest speed at which the Spear dismounts a target.
- Wooden Spear
. Damage 1, attack speed 1.54, durability 59. Charge ×0.7 after 0.75 s, 5 / 10 / 15 s, dismounts from 14 blocks/s. - Stone Spear
. Damage 2, attack speed 1.33, durability 131. Charge ×0.82 after 0.7 s, 4.5 / 9 / 13.75 s, dismounts from 10 blocks/s. - Copper Spear
. Damage 2, attack speed 1.18, durability 190. Charge ×0.82 after 0.65 s, 4 / 8.25 / 12.5 s, dismounts from 9 blocks/s. - Iron Spear
. Damage 3, attack speed 1.05, durability 250. Charge ×0.95 after 0.6 s, 2.5 / 6.75 / 11.25 s, dismounts from 8 blocks/s. - Golden Spear
. Damage 1, attack speed 1.05, durability 32. Charge ×0.7 after 0.7 s, 3.5 / 8.5 / 13.75 s, dismounts from 10 blocks/s. - Diamond Spear
. Damage 4, attack speed 0.95, durability 1561. Charge ×1.075 after 0.5 s, 3 / 6.5 / 10 s, dismounts from 7.5 blocks/s. - Netherite Spear
. Damage 5, attack speed 0.87, durability 2031. Charge ×1.2 after 0.4 s, 2.5 / 5.5 / 8.75 s, dismounts from 7 blocks/s.
Mobs with Spears
- Zombies
, Husks
, Zombified Piglins
and Piglins
can spawn with a Spear and can use the charge attack. - A Piglin without a Crossbow takes a Golden Spear instead of a Golden Sword one time in ten, and a Zombified Piglin one time in twenty. Piglins rank the Golden Spear, like the Crossbow, above other weapons.
Enchantments
- Added the Lunge enchantment
with levels I to III, for the Spear only. It works with the jab and pushes the player horizontally in the direction they are looking. The longest push comes from looking straight ahead, not up or down. - Each lunge uses 1 durability point and, like sprinting, consumes hunger. Level I consumes 1 hunger point, level II 2 and level III 3. Lunge works only if the hunger bar has at least 6 points. It does not work in water, while gliding with Elytra or while riding.
- Lunge is compatible with all Spear enchantments. It can be obtained from an Enchanting Table and by trading with Villagers.
- The Spear can also take Sharpness, Smite, Bane of Arthropods, Knockback, Looting, Fire Aspect, Unbreaking, Mending and Curse of Vanishing. These are all the Sword enchantments except Sweeping Edge.
Other
- The Spear visibly recoils on hit. Using a Spear does not create vibrations.
- Added the "Mob Kabob" advancement for hitting five mobs with one charge attack. It unlocks after "Monster Hunter" and is a goal, not a challenge.
- Dying to a Spear shows the message "[player] was speared by [attacker]" in chat.
Nautilus

Added the Nautilus
, a neutral aquatic mob that can be ridden.
Behavior
- Spawns alone in all oceans, and more rarely in cold and frozen ones.
- Attacks with a dash when provoked, and sometimes attacks Pufferfish
on its own. Suffocates on land. - The Nautilus has 15 health points and base damage of 3. It cannot be put in a Boat.
- Despawns over time, but stays permanently if a player has interacted with it.
- A Nautilus killed by a player has a 5% chance to drop a Nautilus Shell
, or 6, 7 and 8% with Looting I, II and III.
Taming and riding
- The Nautilus is tamed and bred with Pufferfish
or a Bucket of Pufferfish
. Any fish, including cooked fish and fish in a bucket, heals it and makes a baby grow faster. - A tamed Nautilus can wear a Saddle
. It has its own inventory for the Saddle and armor. When the jump key is pressed, it dashes forward like a Camel. This is unrelated to the Lunge enchantment. - The rider gets the Breath of the Nautilus effect. The effect stops air from running out but does not refill it.
- A tamed Nautilus with a Saddle wanders within 16 blocks, and without one within 32.
- A Nautilus can also be controlled on land. A Dispenser
puts Saddles and armor on tamed Nautiluses and Zombie Nautiluses.
Nautilus Armor
- Fits the Nautilus and the Zombie Nautilus. Copper Nautilus Armor
gives 4 armor points, Iron
5, Golden
7, Diamond
11 armor points and 2 toughness, and Netherite
19 armor points and 3 toughness. - Copper, Iron, Golden and Diamond Nautilus Armor is found only in chests. Netherite Nautilus Armor is made at a Smithing Table from Diamond Nautilus Armor, a Smithing Template and a Netherite Ingot. It does not burn in fire or lava.
- Nautilus Armor does not lose durability and is removed with Shears
. Copper, Iron and Golden armor smelt into nuggets, and Golden armor distracts Piglins.
Zombie Nautilus

Added the Zombie Nautilus
, an aquatic mob ridden by a Drowned
with a Trident
.
- An adult Drowned with a Trident that spawns in the world or in Ocean Ruins rides a Zombie Nautilus 50% of the time. Such riders do not spawn in rivers.
- A Zombie Nautilus is hostile only when a hostile mob rides it.
- Behaves like a Nautilus but does not breed. It can be tamed, saddled and fitted with Nautilus Armor.
- It has 15 health points and swims 10% faster than a Nautilus.
- Out of water it burns in sunlight like other undead. Unlike the Nautilus, it does not suffocate on land.
- A Zombie Nautilus killed by a player drops 0 to 3 Rotten Flesh
, plus up to one more per level of Looting. - In Warm Oceans a Coral Zombie Nautilus spawns instead of the regular one. It differs only in appearance.
Zombie Horse and riders

Zombie Horses
now spawn in the world on their own. Each one is ridden by a Zombie with an Iron Spear
.
Spawning
- Spawn in darkness in the Plains, Sunflower Plains, Snowy Plains, Savanna, Savanna Plateau and Windswept Savanna biomes.
- Count toward the hostile mob cap and spawn by the same rules as hostile mobs. Zombie Horses themselves do not attack the player, and only the rider is hostile.
- Burn in sunlight like other undead. Horse armor protects them from the sun.
- Despawn like hostile mobs, but stay permanently if a player has interacted with them.
Taming and drops
- Without a rider, a Zombie Horse can be leashed with a Lead
. It is tamed the same way as a regular Horse. After that it can be saddled, fitted with horse armor and ridden. - A Red Mushroom
heals a Zombie Horse and lures it. - A Zombie Horse has 25 health points (12.5 hearts). Speed and jump strength are set when it spawns.
- A Zombie Horse drops 2 to 3 Rotten Flesh, plus up to one more per level of Looting. It used to drop 0 to 2.
- A Zombie that rode a Zombie Horse can drop a Red Mushroom.
Camel Husk and Parched

Camel Husk
- Added the Camel Husk
, a Camel
that has become undead. - Spawns in the Desert at light level 0. It is ridden by a Husk
with a Spear and a Parched. The Camel Husk does not spawn in caves and does not burn in sunlight. - Passive without riders. It counts as hostile only while a hostile mob rides it.
- Despawns like hostile mobs, but stays permanently if a player has interacted with it.
- Healed with a Rabbit's Foot
, does not breed. When saddled, it behaves like a regular Camel, and like a Camel it has 32 health points. - A Camel Husk drops 2 to 3 Rotten Flesh, plus up to one more per level of Looting. The Husk that rode it can drop a Rabbit's Foot.
Parched
- Added the Parched
, a Skeleton
variant with 16 health points. - Spawns in the Desert at light level 0 in groups of four. Half as many Skeletons now spawn in the Desert, and the Parched take their place. The Parched does not spawn in caves and does not burn in sunlight.
- Shoots Arrows of Weakness
and is immune to Weakness itself. It shoots less often than a regular Skeleton, about as often as the Bogged
. - Drops up to two Arrows
and up to two Bones
, plus up to one more Arrow and one more Bone per level of Looting. If killed by a player, it can also drop an Arrow of Weakness.
Loot and structures
There are no new structures in 1.21.11. Spears and Nautilus Armor were added to the chests of existing ones.
Spears
- The Iron Spear is found in Buried Treasure chests, Copper and Iron Spears in village Weaponsmith chests, and the Stone Spear in large and small Ocean Ruins.
- Treasure rooms in Bastion Remnants hold two kinds of Diamond Spear. One is plain, and the other is partly damaged and has random enchantments. In End City chests the Diamond Spear is always enchanted, as if with 20 to 39 levels of experience.
Nautilus Armor
- Copper, Iron, Golden and Diamond Nautilus Armor is found in Buried Treasure chests, Ocean Ruins chests and all three kinds of Shipwreck chests.
- In each of these chests, Copper armor has a chance of about 10.8%, Iron 5.4%, Golden 2.7% and Diamond 1.1%. Overall, Nautilus Armor turns up in one chest in five.
- Netherite Nautilus Armor and Netherite Horse Armor are not found in chests.
Mobs in structures
- Zombie Nautiluses ridden by Drowned from Ocean Ruins do not despawn.
Other gameplay changes
Mounts
- Horses
, Mules, Donkeys and Camels no longer sink when ridden by a player. This also applies to Zombie Horses and Camel Husks. Skeleton Horses
still sink. - Horses, Mules, Donkeys, Camels, Zombie Horses and Camel Husks do not panic when a mob controls them.
- Tamed Horses no longer walk into Cacti
and Sweet Berry Bushes
. - Added Netherite Horse Armor
. It is made at a Smithing Table from Diamond Horse Armor
, a Smithing Template and a Netherite Ingot. It gives 19 armor points and 3 toughness and does not burn in fire or lava. - Dye now colors only the base of the Leather Horse Armor
texture instead of the whole texture.
Mobs and items
- From October 20 to November 3, Bats
now spawn at the same rate and light level as on other days. - Parrots
imitate the sounds of the Zombie Nautilus, Zombie Horse, Camel Husk and Parched. - Piglins are distracted by the Golden Spear, as by other golden items.
- The held item no longer bobs when its durability changes, for example when it wears down or is repaired by Mending.
- Spawn Eggs in Creative mode are sorted by theme. Overworld creatures come first, then Nether and End ones.
- Anvil
sounds are slightly quieter.
Advancements
- "How Did We Get Here?" now also requires the Breath of the Nautilus effect, and "Two by Two" requires breeding Nautiluses too.
- The Zombie Nautilus, Zombie Horse, Camel Husk and Parched were added to the list of mobs for "Monsters Hunted". The same mobs count for "Monster Hunter".
- The Nautilus, Zombie Nautilus and Zombie Horse count for "Best Friends Forever", and the Nautilus counts for "The Parrots and the Bats". The Nautilus, Zombie Nautilus, Zombie Horse, Camel Husk and Parched count for "A Throwaway Joke", "Take Aim" and "It Spreads".
- The Golden Spear and Golden Nautilus Armor count for "Oh Shiny".
Graphics, interface and settings in Java Edition
Graphics presets
- The "Fast", "Fancy" and "Fabulous!" modes became presets. The "Preset" slider at the top of the "Quality & Performance" section switches most of the settings in that section at once. The slider also has a "Custom" value. New players get the "Fancy" preset by default, and players who updated the game get "Custom" with their previous settings.
- Graphics settings are now grouped into three sections called "Display", "Quality & Performance" and "Preferences". "View Bobbing", "Glint Speed", "Glint Strength", "FOV Effects" and "Distortion Effects" remain only in the accessibility settings.
- "See-Through Leaves", "Show Vignette", "Weather Effect Radius" (the radius of rain and snow in blocks) and "Improved Transparency" became separate settings. The last one used to be part of "Fabulous!" and puts a heavy load on the graphics card.
Texture filtering
- Added the "Texture Filtering" setting for surfaces seen at an angle or from far away. The options are "None", "RGSS" and "Anisotropic", and the default depends on the preset and the graphics card.
- "RGSS" uses a shader on any graphics card and lowers performance moderately.
- "Anisotropic" uses hardware filtering and gives the sharpest textures. The "Anisotropic Filtering" slider sets the filtering level to 2×, 4× or 8×. Anisotropic filtering works only on graphics cards that support it. It noticeably increases video memory use, especially with many mipmap levels.
World rendering
- If mipmap levels are enabled, they now apply to all blocks. Vines, Rails and plants other than leaves look better from a distance. Mojang expects most players to get a higher frame rate.
- Chunks now fade in smoothly, and the "Chunk Fade Time" setting controls how long it takes.
- With "See-Through Leaves" off, the gaps between leaves are dark green instead of black, and the game runs faster than before. The "Fast" preset turns "See-Through Leaves" off.
- Clouds move the same way for all players on a server. Underwater fog changes smoothly at biome borders. Nether fog always starts 10 blocks from the player and reaches maximum density at 96 blocks, regardless of render distance. Rain and thunderstorms change the sky color at sunrise and sunset.
- The main menu panorama was updated, and the splash text "One does not simply walk to the Far Lands" was added. In a note, the developers wrote that this claim was disproved on October 4, 2025.
Interface and controls
- Sliders snap to the nearest allowed value, and the arrow keys move them by one step. Search was added to "Single Biome Customization" and to the language selection.
- "Music Toast" can be set to show only in the pause menu.
- Debug keys, "Toggle GUI" and "Toggle Spectator Shader Effects" can be rebound, and debug keys got their own "Debug" category. The F3 + Q shortcut was removed.
- On Mac, Cmd was replaced with Ctrl in four shortcuts, including dropping a whole stack and picking a block with all its data.
Game rules
Game rules were moved to a registry. All of them got lowercase identifiers with underscores and the minecraft: prefix, for example minecraft:keep_inventory instead of keepInventory. The lists below omit the prefix. The /gamerule command accepts the identifier with or without the prefix, and in old worlds the game replaces the old rule names with the new ones automatically. The names in the world menu stayed the same, except for the three inverted rules and the fire rule.
Inverted rules
When a world is upgraded, the values of these rules are inverted. true becomes false, and vice versa.
disableRaids→raids("Do raids")disablePlayerMovementCheck→player_movement_check("Do player movement check")disableElytraMovementCheck→elytra_movement_check("Do elytra movement check")
New fire rule
doFireTickandallowFireTicksAwayFromPlayerwere replaced byfire_spread_radius_around_player("Fire spread radius"). It sets the radius in blocks around a player within which fire spreads. The default is 128. At 0 fire does not spread, and at −1 it spreads even with no players nearby.- If the old
doFireTickrule wasfalse, the new rule gets 0. If both old rules weretrue, it gets −1, and any other combination gives 128.
Renamed
doDaylightCycle→advance_timedoWeatherCycle→advance_weatherdoTileDrops→block_dropscommandBlocksEnabled→command_blocks_workdoEntityDrops→entity_dropsdoImmediateRespawn→immediate_respawndoLimitedCrafting→limited_craftingcommandModificationBlockLimit→max_block_modificationsmaxCommandForkCount→max_command_forksmaxCommandChainLength→max_command_sequence_lengthminecartMaxSpeed→max_minecart_speed. The rule exists only in worlds with experimental minecarts.snowAccumulationHeight→max_snow_accumulation_heightdoMobLoot→mob_dropsnaturalRegeneration→natural_health_regenerationspawnRadius→respawn_radiusannounceAdvancements→show_advancement_messagesspawnerBlocksEnabled→spawner_blocks_workdoMobSpawning→spawn_mobs. If the rule is off, mobs also do not spawn during chunk generation.doPatrolSpawning→spawn_patrolsdoInsomnia→spawn_phantomsdoTraderSpawning→spawn_wandering_tradersdoWardenSpawning→spawn_wardensdoVinesSpread→spread_vines
Spelling changes only
allowEnteringNetherUsingPortals→allow_entering_nether_using_portalsblockExplosionDropDecay→block_explosion_drop_decaycommandBlockOutput→command_block_outputdrowningDamage→drowning_damageenderPearlsVanishOnDeath→ender_pearls_vanish_on_deathfallDamage→fall_damagefireDamage→fire_damageforgiveDeadPlayers→forgive_dead_playersfreezeDamage→freeze_damageglobalSoundEvents→global_sound_eventskeepInventory→keep_inventorylavaSourceConversion→lava_source_conversionlocatorBar→locator_barlogAdminCommands→log_admin_commandsmaxEntityCramming→max_entity_crammingmobExplosionDropDecay→mob_explosion_drop_decaymobGriefing→mob_griefingplayersNetherPortalCreativeDelay→players_nether_portal_creative_delayplayersNetherPortalDefaultDelay→players_nether_portal_default_delayplayersSleepingPercentage→players_sleeping_percentageprojectilesCanBreakBlocks→projectiles_can_break_blockspvp→pvprandomTickSpeed→random_tick_speedreducedDebugInfo→reduced_debug_infosendCommandFeedback→send_command_feedbackshowDeathMessages→show_death_messagesspawnMonsters→spawn_monstersspectatorsGenerateChunks→spectators_generate_chunkstntExplodes→tnt_explodestntExplosionDropDecay→tnt_explosion_drop_decayuniversalAnger→universal_angerwaterSourceConversion→water_source_conversion
Value limits
max_block_modificationscannot be lower than 1,max_snow_accumulation_heightaccepts values from 0 to 8, andfire_spread_radius_around_playercannot be lower than −1.max_command_sequence_length,max_entity_cramming, both Nether portal delays,players_sleeping_percentage,random_tick_speedandrespawn_radiuscannot be lower than 0.
Environment, time and attributes

Added environment attributes. Through data packs they control how the world looks and some game mechanics. Mojang warns that the system is highly experimental and may change a lot.
Environment attributes
- 1.21.11 has 45 attributes, split into visual (
visual/), audio (audio/) and gameplay (gameplay/) ones. - The dimension sets the value of an attribute. A biome can override that value. A value from a timeline takes priority over a biome value, and the weather value takes priority over all others. Weather cannot be configured in data packs.
- Visual attributes set fog, sky and cloud color, cloud height, the position of the sun, moon and stars, the moon phase and ambient particles. Audio attributes set music, its volume and ambient sounds.
- Gameplay attributes decide whether players can sleep and set a respawn point, whether the Respawn Anchor works, whether water evaporates and whether lava flows fast. They also decide whether Piglins and Hoglins turn into zombies, monsters burn in sunlight, Bees stay in the hive, Eyeblossoms are open and the Creaking is active. Beyond that, they set the sky light level, the villager schedule, raid and patrol conditions and the chances of some events.
- Many fields from dimension types and biome effects moved to attributes. For example,
ultrawarmwas replaced by thewater_evaporates,fast_lavaanddefault_dripstone_particleattributes, andbed_worksby thebed_ruleattribute.
Timelines
- Added timelines (
timeline). They change attributes based on the time of day set by/time setand can repeat with a set period. A timeline applies only if a dimension includes it. - The
daytimeline, with a period of 24,000 ticks, moves the sun, moon and stars, changes the color of the sky, fog and clouds, and decides when monsters burn in sunlight, Bees stay in the hive, Eyeblossoms open and the Creaking is active. - The
moontimeline, with a period of 192,000 ticks (8 in-game days), changes the moon phase and the Slime spawn chance in Swamps. The chance ranges from 50% at full moon to 0% at new moon. - The
early_gametimeline blocks Pillager patrols for the first 120,000 ticks, which is 5 in-game days. Thevillager_scheduletimeline sets the villager schedule and replaces the removedscheduleregistry.
Time
- Added the
/stopwatchcommand for real-time stopwatches. A stopwatch does not depend on game ticks and runs while the server or world is running, even when paused. Theif|unless stopwatchcondition was added to/execute. - The world border now moves by game ticks rather than real time, so it stops when the game is paused and obeys the
/tickcommand. Times in/worldborderare given in ticks, in seconds with thessuffix, and in in-game days withd.
For servers, data packs and map makers
Versions and server
- The data pack version is 94.1, the resource pack version is 75.0, and the Minecraft Server Management Protocol version is 2.0.0.
- The
server/activitynotification about a new connection was added to the management protocol. It is sent at most once every 30 seconds. The protocol can also be reached from a browser by passing the token in theSec-WebSocket-Protocolheader. Allowed origins are listed in themanagement-server-allowed-originsproperty. The list is empty by default, so browser access is off. - In the
typed_game_ruleanduntyped_game_ruleschemas, the value is now a boolean or a number, and the key is the namespaced rule identifier. - The server no longer sends the experience packet if experience has not changed. On macOS, networking uses KQueue.
Data packs
- Added the
attack_range,kinetic_weapon,piercing_weapon,swing_animation,use_effects,minimum_attack_charge,damage_typeandzombie_nautilus/variantitem components, theminecraft:speardamage type and thespear_mobstrigger. - For enchantments, added the
post_piercing_attackcomponent, theapply_impulseandapply_exhaustioneffects and theexponentvalue. - Added the
#spears,#enchantable/lunge,#enchantable/melee_weapon,#burn_in_daylight,#can_float_while_ridden,#can_wear_nautilus_armorand#can_glide_throughtags, and renamed the#enchantable/swordtag to#enchantable/sweeping. - Added slot sources, the
minecraft:slotsloot pool entry and thediscardfunction. In thefilteredfunction, themodifierfield was replaced by two fields namedon_passandon_fail. - Zombie Nautilus variants are defined in
zombie_nautilus_variant, and Mojang calls this feature experimental. - Dimension types got the
attributes,timelines,skybox,cardinal_lightandhas_fixed_timefields, and biomes got theattributesfield.
Resource packs
- Item textures moved from the
blocksatlas to a newitemsatlas, and the sun and moon to thecelestialsatlas. - The
mipmap_strategyfield in.mcmetaselects how mipmap levels are built, andalpha_cutoff_biasshifts the transparency threshold. - Glass, Glass Pane and Redstone Dust support translucent textures. Block model elements can now be rotated on several axes at once, and block variants can also be rotated on the Z axis.
- Texture animation runs on the graphics card. Unifont was updated to 17.0.01.
Bedrock Edition 1.21.130
Bedrock Edition 1.21.130 came out the same day. It also added Spears with Lunge, the Nautilus, the Zombie Nautilus with its Coral variant, Nautilus Armor, naturally spawning Zombie Horses, the Parched, the Camel Husk and Netherite Horse Armor. Mojang's Bedrock changelog differs from the Java Edition one in places, as listed below.
Only in the Bedrock Edition changelog
- The Nautilus spawns between Y levels 38 and 58. Shears remove its armor first, then its Saddle.
- An animal killed by a single Spear charge attack with Fire Aspect drops already cooked food.
- The Parched can spawn riding a Spider
or a Cave Spider. A Husk on a Camel Husk drops a Rabbit's Foot 50% of the time. - Pufferfish spawn in Lukewarm Oceans, and in Jungles fishing can catch Pufferfish and Tropical Fish. Dolphins
no longer spawn in Cold Oceans. - Adult Chickens, Cows, untamed Horses and other mobs on Mojang's list can be ridden only by baby Zombies and baby Husks. Two mobs can no longer ride each other at the same time.
- Piglins grunt while admiring gold, as in Java Edition. Tools and weapons lose durability when hitting an Armor Stand. A Hopper moved by a Piston briefly stops accepting and passing on items, which fixed Bundle duplication.
- Added the "Damage Tilt" slider, which sets how much the camera tilts on damage, and light absorption in water was changed from 2 to 1. Both changes bring Bedrock in line with Java Edition.
- Open inventory, trading and chat screens close when a mob hurts the player.
- Realms backups were replaced by saves. An automatic save is created at the end of a session or every 30 minutes of play. Realms Plus gives 10 GB for manual saves, and Realms Core 5 GB.
- Added the
minecraft:kinetic_weaponandminecraft:piercing_weaponcomponents and theminecraft:behavior.use_kinetic_weaponAI goal for add-ons. Script API@minecraft/server2.4.0 left beta.
Differences from Java Edition
- Texture filtering, graphics presets, the game rule registry and environment attributes are not in the Bedrock changelog.
- Zombie Horses avoid sunlight. The Bedrock description says nothing about burning or protection by armor.
- The Bedrock description does not mention the hunger, water and Elytra restrictions on Lunge.
- According to the Bedrock description, the Zombie Nautilus takes damage on land. In Java Edition this behavior was fixed as a bug.
Development
From October 9 to December 8, 2025, Mojang released 6 snapshots, 5 pre-releases and 3 release candidates.
- 25w41a, October 9. The first snapshot of the drop. Added Spears, Lunge, the Nautilus, the Zombie Nautilus, Nautilus Armor and naturally spawning Zombie Horses. Graphics modes became presets, and the
/stopwatchcommand was added. - 25w42a, October 14. Lunge became compatible with Mending, the Nautilus can be controlled on land, and a Zombie Horse without a mob rider can be leashed. Environment attributes appeared.
- 25w43a, October 21. The charge attack was made stronger, and Lunge started consuming hunger instead of durability. Nautiluses can no longer be put in Boats. The world border switched to game ticks.
- 25w44a, October 28. Added the Camel Husk and the Parched. Lunge started consuming less hunger and using 1 durability point again. Anisotropic filtering and chunk fade appeared. Horses, Mules, Donkeys and Camels with a player in the saddle stopped sinking, and game rules were renamed.
- 25w45a, November 4. Added Netherite Horse Armor, the Coral Zombie Nautilus, "Mob Kabob" and the new menu panorama. Timelines appeared.
- 25w46a, November 11. The Parched became immune to Weakness, Nautiluses got an inventory screen, and Spawn Eggs were sorted by theme.
- Pre-Release 1, November 19. Added the "Texture Filtering" setting and the
attack_rangecomponent. "Mob Kabob" is no longer a challenge. - Pre-Release 2, November 21. Changed how leaves look with "See-Through Leaves" off.
- Pre-Release 3, November 25. Changed the charge attack animation and sound. Tamed Horses avoid Cacti and Sweet Berry Bushes.
- Pre-Release 4, December 1. Attack range in Creative mode is again 2 blocks longer than normal. Dispensers put Saddles and armor on Nautiluses.
- Pre-Release 5, December 3. Fixed four bugs.
- Release Candidate 1, December 4. During a charge attack the Spear can knock back a target for longer, and animations match the attack phases more closely. The release date was announced.
- Release Candidate 2, December 5. Fixed a crash.
- Release Candidate 3, December 8. Zombie Nautiluses from Ocean Ruins no longer despawn, and two more bugs were fixed.
- 1.21.11, December 9. Release.
Fixed bugs
The release changelog lists 94 fixed bugs. All changelogs of the cycle together mention 298 distinct bugs.
Mobs and combat
- A Mace
attack no longer knocks back flying players in Creative mode. Zombies that spawned as reinforcements for another Zombie also no longer attack players in Creative mode. - Flying with Elytra
through Vines is no longer interrupted. - Copper Golems
now turn into statues in caves too. - Zombie Villagers spawn in the variant of their own biome, not of the biome at 0, 0, 0.
- Armadillo Scute
drops now follow the mob drops game rule.
Graphics
- Mipmap levels no longer darken the edges of textures with transparency, such as the side of a Grass Block. Glass uses mipmap levels, as the Glass Pane does.
- The "Fast" preset shows the world border warning and the darkening from the Darkness effect.
- Nether fog no longer gets darker after rejoining while a thunderstorm is going on in the Overworld.
- Invisible entities no longer become visible after an area reloads.
Interface and controls
- Long effect names no longer overflow their frame, and effects from a Beacon and a Conduit get a blue outline in the inventory.
- Markers on the Locator Bar no longer fade when an advancement is earned.
- The Ctrl + Q shortcut works on Mac.
Blocks and world
- Music Discs no longer get stuck inside a Jukebox
, and a Comparator next to a Jukebox updates when a disc that has finished playing is removed. - Lightning striking a waxed Lightning Rod removes oxidation from nearby unwaxed copper blocks.
- Boats and Rafts no longer break Paintings and Item Frames.
- The world border no longer changes size while the game is paused.
- Modified markers on the Locator Bar no longer reset after death.
- The server no longer freezes while looking for a respawn point if the whole spawn area is filled with liquid.
The next Java Edition version, 26.1, came out on March 24, 2026.
Download JustLauncher
Discussion
No comments yet
Be the first to leave one