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Subtly Dungeons

Subtly Dungeons

by Unknown • Downloads: 0 • Followers: 0
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What is Subtly Dungeons?

Subtly Dungeons is a passion project designed to feel like a natural continuation of Minecraft. We take abandoned, classic vanilla concepts and "canon" features from spin-offs like Minecraft Dungeons and Minecraft Legends and add them directly into the game. The goal isn't to drastically overhaul how Minecraft plays, but rather to add some of the pieces of the wider "universe" that feel like they've been missing, to expand your adventure, combat, and building potential!

We do this through a design philosophy we call Vanilla Parity. This means every new block, mob, biome, and mechanic is designed to feel as if Mojang had added it themselves. We want these features to blend right into your regular survival world. Instead of feeling like you're playing a heavily modded game, it should just feel like you've just jumped ahead a few updates.

Whether you're a veteran player looking for new challenges, a fan of the classic survival experience, or a builder looking for new blocks, there's something here for you. Some features may not be your cup of tea, and many can be disabled via gamerules or through the native game options.

We also try to be receptive to feedback we get via YouTube, Discord, and GitHub, so please feel free to send us your criticisms or praises! It always helps!


Highlighted Features

Read the full release changelogs for the full list of features!

Slow Down & Explore!

The Tent: Sleep through the night to skip darkness or rain without resetting your spawn point! It's perfect for long expeditions where you don't want to lose your home bed spawn.

Hunt and Gather: Take time to hunt herds of animals, chasing them down as they run away from you! Or frolic through a forest foraging for mushrooms... just be sure they're not poisonous!

Campfire Changes: Campfires are now crafted unlit. You can light them with a flint and steel, or simply by rubbing sticks together!

Atmosphere: Experience the world with the sounds of soft breezes, howling winds, and reactive screen shake for loud events like lightning or roars

Soundtrack: Explore to the tune of new tracks by Peter Hont, Crispin Hands, and other Minecraft music composers

Strategic Fishing: Fishing is no longer random. Different fish now inhabit specific biomes (Salmon in rivers, Cod in cold oceans, Tropical Fish in warm waters, etc.), which reward you for traveling!

Lively Animals: Watch as your farm animals search for cover from the rain, desert cats laze around during the day and come out at night, and spiders crawl realistically up walls

New UI

Last Played: See where you left off in your world with new thumbnails!

New World Creation: Check out the Bedrock Edition inspired World Creation Screen!

GIF Showing UI Changes


Combat & Dining

Deadlier Foes: Encounter Zombie Hoard Leaders and face Raids that scale in difficulty, with arsonistic Pillagers and their ferocious captain!

New Weapons: Pick up the new Dagger weapon, and use stealth to your advantage or organize and cycle your arrows with the Quiver!

New Cuisine: Channel your inner chef and cook up a bowl of Pottage, munch on Calamari, or enjoy some Apple Pie. Or if you're on the run, forage for mushrooms for a quick snack!

Drowned Hoard Leader


Better Building

New Materials: Build with Polished Dripstone, Snow Bricks, Stone Pillars, Iron Grates, Wood Variants, and more!

Flora: Dense Reeds now generate in swamps to add a bit of atmosphere to the wetlands

Polished Dripstone blocks


Check the gallery, changelog, and YouTube for even more!

All Versions

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Name Game version Platforms Published Downloads Actions
26.3
Fabric
1mo ago 1
26.3
Fabric
1mo ago 1
26.3-pre-2
Fabric
2mo ago 1
26.3-pre-2
Fabric
2mo ago 1
26.3-snapshot-8
Fabric
2mo ago 1
26.3-snapshot-6
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3mo ago 1
26.3-snapshot-4
Fabric
3mo ago 1
26.2
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3mo ago 1
26.3-snapshot-2
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4mo ago 1
26.3-snapshot-1
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4mo ago 1
26.2
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4mo ago 1
26.2
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4mo ago 1
26.2-rc-2
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5mo ago 1
26.2-snapshot-8
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5mo ago 1
26.2-snapshot-7
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6mo ago 1
26.2-snapshot-7
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6mo ago 1
26.2-snapshot-6
Fabric
6mo ago 1
26.2-snapshot-5
Fabric
6mo ago 1
26.1.2
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6mo ago 1
26.1.2
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7mo ago 1
26.1.2
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7mo ago 1
26.1
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7mo ago 1
26.1-pre-3
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7mo ago 1
26.1-pre-1
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8mo ago 1
26.1-snapshot-11
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8mo ago 1
26.1-snapshot-11
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8mo ago 1
26.1-snapshot-5
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9mo ago 1
26.1-snapshot-4
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26.1-snapshot-3
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26.1-snapshot-2
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10mo ago 1
26.1-snapshot-1
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10mo ago 1
26.1-snapshot-1
Fabric
10mo ago 1
1.21.11
Fabric
11mo ago 1
1.21.11
Fabric
11mo ago 1
1.21.11-pre5
Fabric
11mo ago 1
1.21.11-pre2
Fabric
11mo ago 1
25w44a
Fabric
last yr. 1
1.21.10
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last yr. 1
25w43a
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last yr. 1
1.21.10
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last yr. 1
25w42a
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last yr. 1
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last yr. 1
1.21.10
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last yr. 1
25w41a
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last yr. 1
[5.0.1] 5.0.1 Hotfix by Unknown on Sep 24, 2026
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# [5.0.1] - 9/23/26
  • Fixed a bug causing leaf sounds to not play

# [5.0] - 9/15/26
## Technical Changes
### Bug Fixes
  • Fixed a bug relating to Multiplayer Server icons
  • Fixed a bug causing the Ocean Scale to sometimes be much higher than it should be
  • Fixed a bug causing the Tailored World Generation sliders to sometimes not react to mouse inputs
[5.0] Battles and Biomes by Unknown on Sep 15, 2026
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# [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_immune block 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
  • Recommended if other performance mods are installed
  • 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_immune block 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 dirt block 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 range field to accept an integer value

### Particles
  • Added blade_clash particle

### Statistics
  • Added damage_blocked_by_weapon statistic

### Attributes
  • Added shield_strength attribute

### Data Components
  • Added tent/color data component

### Data Tags
  • Added is_foggy biome tag
  • Added is_slightly_foggy biome tag
  • Added is_very_foggy biome tag
  • Added has_cespitose biome tag
  • Added triggers_ambient_bush_block_sounds block tag
  • Added huge_glowshroom_can_place_on block tag
  • Added stew_ingredient block tag
  • Added tall_plants block tag
  • Added silent_foliage block tag
  • Added arrow_flammable block tag
  • Added triggers_ambient_grass_block_sounds block tag
  • Added daggers item tag
  • Added can_parry_swords item tag
  • Added can_parry_daggers item tag
  • Added sweeping_weapon item tag
  • Added quivers item tag
  • Added shields item tag
  • Added scansorial entity type tag
  • Added causes_flock_panic damage type tag
  • Changed can_be_full to be named predator
  • Changed can_be_scared to panics_with_flock
  • Changed can_seek_shade to seeks_shade
  • Changed can_seek_warmth to seeks_warmth
  • Removed can_break_tents damage type tag
  • Removed always_kills_tent damage type tag
  • Removed ignites_tents damage type tag
  • Removed burns_tents damage type tag
  • Removed has_ambient_block_sounds block tag
  • Removed skull_block block 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](https://bugs.mojang.com/browse/MC/issues/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
# [5.0 Snapshot 7] - 9/6/26
The final snapshot for 5.0! Check out the warm rivers and listen to new sounds!

## New Features
### Warm River
  • Added Warm River biome

## Changes
### Sounds
  • Added ambient sounds to Large Ferns

## Technical Changes
### Bug Fixes
  • Fixed a memory leak relating to the Select World screen
# [5.0 Snapshot 6] - 9/4/26
## New Features
### Gravel Beach
  • Added Gravel Beach biome

### Guardians
  • Added Guardian Beam attack sounds

### Advancements
  • Added Maelstrom Advancement
  • Granted by activating a Conduit
  • Added Moskstraumen
  • Granted by bringing a Conduit to full power

## Changes
### Guardians
  • Changed Guardian Beams to be emissive
  • Changed Guardian Beam charge sounds
  • Changed Guardian Beam spike sounds

### World Generation
#### Bamboo Forest
  • Changed ambient fog distance in Bamboo Jungle biomes

#### Jungle
  • Changed ambient fog distance in Jungle biomes

#### Oceans
  • Changed oceans to be potentially up to 50% deeper
  • Changed oceans to become darker depending on depth

### Particles
  • Changed Conduit particles to match Bedrock Edition

## Technical Changes
### Data Tags
  • Added is_slightly_foggy biome tag

### Bug Fixes
# [5.0 Snapshot 5] - 8/14/26
It's mod snapshot day (or night... depends on where you're from)! We have more performance upgrades, new blocks, bug fixes, and other small tweaks!

## New Features
### Blocks
  • Added Terracotta Stairs
  • Added Terracotta Slabs
  • Added Dyed Terracotta Stairs
  • Added Dyed Terracotta Slabs

### Recipes
  • Adding Block of Raw Copper Blasting recipe
  • Adding Block of Raw Iron Blasting recipe
  • Adding Block of Raw Gold Blasting recipe

### Settings
  • Added Entity Culling option
  • Determines the entity culling method
  • Frustrum
  • The default culling method. Hides entities that are outside the player's FOV
  • Occlusion
  • Hides entities that are behind blocks or fog
  • Performs after frustrum culling

### UI
#### Debug Screen
  • Added entity_culling_method debug screen entry
  • Added visualize_entity_occlusion debug renderer

## Changes
### World Generation
  • Updated Baobab generation style to more closely match the version shown by Mojang

### Textures
  • Changed Map texture to match the base game
  • Changed the Adventure Mode texture to use the Buried Treasure Map texture

### Settings
  • Changed "Advanced Entity Animations" to "Fancy Entities"
  • Changed custom options ordering

### Advancements
  • Changed Subspace Bubble advancement to use the Filled Map texture
  • Changed the Adventure root advancement to use the Buried Treasure Map texture
  • Changed the Voluntary Exile advancement to use the Ominous Bottle texture
  • Changed the Voluntary Exile advancement description, criteria, and parent

## Technical Changes
### Bug Fixes
  • Fixed bug preventing some settings from being saved
  • Fixed bug preventing quivers from displaying on armor stands
  • Fixed bug allowing Withers to set fire when Destructive Mob Actions is set to "Off"
  • Fixed Silk Touch and Shear block drops
  • Fixed bug causing missing block family recipes
  • Fixed bug causing snow layers to sometimes not generate
  • Fixed bug preventing Illusioners from using their new texture
  • Fixed bug preventing tailored world generation settings from being copied when recreating worlds
## [5.0 Snapshot 4] - 7/31/26
Didn't you hear? Mojang just [increased the System Requirements for Java Editon](https://www.minecraft.net/en-us/article/minecraft-java-edition-system-requirements)! Time for us to write sloppier code... just kidding! This update actually brings some performance upgrades, bug fixes, new Game Rules and other backend/Data Pack-related changes.

We also snuck in a few gameplay tweaks, like a new tree type, Wither Boss fight tweaks, and improved ambient sounds.

Developer Note: Did you know this mod has over 200 Java files! I sure didn't until this update!

### Known Issues
Modded shear and silk touch related block loot is currently disabled.

### New Features
#### World Generation
##### 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

#### 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

#### Splash Text
  • Added "Read the books!" splash text
  • Added "More music by C418!" splash text

#### 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

### Changes
#### Quivers
  • Quivers will now render on the player

#### 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 dirt block tag blocks to Soul Soil

#### Textures
  • Changed spherical potion texture

#### Sounds
  • Removed ambient Tall Grass block sounds from Pale Gardens
  • Removed ambient Pale Oak Leaves block sounds
  • Removed ambient Leaves block sounds from cold biomes
  • Added Heavy Shield sounds

#### Settings
  • Added a warning for disabling advanced entity animations

#### Advancements
  • Changed Adventure root advancement to use the Filled Map texture

#### Credits
  • Added Zeit
  • We'd like to thank Zeit for modeling the quiver and assisting with the texture

### Technical Changes
#### Mobs
  • Changed advanced mob AI

#### Camera Shake Events
  • Changed range field to accept an integer value

#### Data Components
  • Added tent/color data component

#### Data Tags
  • Added scansorial entity type tag
  • Added silent_foliage block tag
  • Added arrow_flammable block tag
  • Added causes_flock_panic damage type tag
  • Changed can_be_full to be named predator
  • Changed can_be_scared to panics_with_flock
  • Changed can_seek_shade to seeks_shade
  • Changed can_seek_warmth to seeks_warmth
  • Removed can_break_tents damage type tag
  • Removed always_kills_tent damage type tag
  • Removed ignites_tents damage type tag
  • Removed burns_tents damage type tag

#### Bug Fixes
  • Fixed bug causing spider jockeys to suffocate if their spider reaches a ceiling
  • Fixed bug that could crash servers when players try to disable advanced entity animations
  • Fixed [BUG #76] Tents Z-Fight with their pegs
  • Fixed missing Blast Fungus entity translation
  • Fixed bug causing command macro buttons to activate their primary key press action
  • Fixed bug causing sleeping in Tents to cause Minecraft to freeze
  • Fixed bug causing Tentative Accommodations to be granted to those who have yet to sleep in beds
  • Fixed bug preventing snowlogged blocks from having their snow melted
  • Fixed bug preventing Super Fallen Birch trees from having the proper size
## [5.0 Snapshot 3] - 7/19/26
### Known Issues
Minecraft's source code and Fabric API are both undergoing some under the hood changes. This means that currently, shear and silk touch drops currently do not work properly. So, for now, unlit campfires when silk touched will drop their lit variants and other drops that require silk touch or shears, will now drop from any tool.

These changes are also part of the reason for the snapshot delay. To help prevent this in the future, we have taken steps to make Subtly Dungeons somewhat less dependent on Fabric API.

### New Features
#### Tailored World Generation
  • Added Erosion slider

#### 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

#### Items
  • 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
  • Added Dyed Quivers
  • Can be crafted by combining a quiver with any dye

#### Sounds
  • Added ambient Leaves block sounds
  • Added ambient Short Grass block sounds
  • Added ambient Red Shrub sounds

#### Settings
  • Added Video Settings option for toggling advanced entity animations (e.g. Arthropods moving horizontally up walls)
  • Added Accessibility Settings option for toggling a blocking shield's visibility

### Changes
#### Combat
  • Changed Shields to no longer have a blocking delay

#### Blocks
  • Changed Powder Snow to decrease mining speed on Hard difficulty

#### World Generation
##### Birch Trees
  • Changed Super Birch Trees to be able to have shelf mushrooms generate higher on their trunks

#### Textures
  • Changed Quiver texture

#### Loot
  • Changed Weaponsmith House Chests to no longer generate Quivers
  • Changed Tannery Chests to possibly have 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

#### Advancement
  • Changed I Am Bush advancement to have Monster Hunter as its parent
  • Changed A Balanced Diet to include Shelf Mushrooms

### Technical Changes
#### Attributes
  • Changed attribute.name.subtlyd.shield_strength to attribute.name.generic.shield_strength

#### Data Tags
  • Added triggers_ambient_grass_block_sounds block tag
  • Added quivers item tag
  • Added shields item tag

#### Bug Fixes
  • Fixed bug causing Tents to display the wrong error when trying to sleep during the day
  • Fixed bug preventing Powder Snow from replacing potions in a Cauldron
  • Fixed bug that would grant the Soup-er advancement for trying to put stew ingredients in cauldrons that cannot receive them
  • Fixed bug preventing Redstone comparisions to work with Potion & Stew Cauldrons
  • Fixed bug that caused Water Bottles to completely fill Cauldrons
  • Fixed bug causing snowfall to replace foliage
  • Fixed bug preventing snowfall from snowlogging blocks
  • Fixed bug causing Frozen Rivers to not be fully frozen after world generation
  • Fixed bug causing empty snow patches in snowy biomes
  • Fixed bug causing a crash after attempting to spectate non-player entities
[4.2] Hotfix 4.2 by Unknown on Jul 16, 2026
Download
## [4.2] - 7/15/26
### Technical Changes
#### Bug Fixes
  • Fixed a crash causing servers to crash when using a Blast Fungus
## [5.0 Snapshot 2] - 7/1/26
### New Features
#### Wind Charge Buff
  • Wind Charges now disperse Area Effect Clouds

#### Atmospherics
  • Added ambient fog to Bamboo Jungle biomes

#### Advancements
  • Added I Am Bush advancement
  • Is awarded for performing a stealth attack from within a tall plant

### Changes
#### World Generation
##### Birch Trees
  • Changed Super Birch Trees to have Shelf Mushrooms generate on their trunks

#### Enchantments
  • Changed Enervation to induce up to 4 seconds of Weakness
  • Changed Enervation to only ever induce Weakness I
  • Changed Mace to accept Knockback and Looting

#### Items
  • Changed Quiver use action to equip it, rather than empty its contents
  • Changed Dagger to be able to parry swords in blade clashes
  • Changed Trident animation to use the Stab animation
  • Changed Wheat to be a Llama tempting item

#### Blocks
  • Changed Iron Grates to have the dragon_immune block tag

#### Textures
  • Changed blade_clash particle texture
  • Changed Illusioner texture to match Minecraft Dungeons
  • Changed Dagger texture

#### Sounds
  • Increased the chance of cold wind sounds playing
  • Increased the volume of ambient leaf block sounds

### Technical Changes
#### Data Tags
  • Added tall_plants block tag

#### Bug Fixes
  • Fixed bug allowing the Ender Dragon to destroy Iron Grates
  • 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 arrows to disappear if a stack was added onto them
  • Fixed bug preventing daggers from attacking through foliage
  • Fixed bug preventing the Max Snow Accumulation Height GameRule from affecting snowlogged blocks
  • Fixed bug causing Piglins to not be distracted by Golden Daggers
  • Fixed bug causing Quivers to only allow the top item to be removed
## [5.0 Snapshot 1] - 6/25/26
We have a lot coming up in 5.0!

### 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
  • Master World Generation Scale

Developer's Note: Ocean Depth is planned, but for a future update. We tried it, and ultimately decided to wait because

1) It significantly harmed performance for various reasons
2) Leaks suggest Mojang intends to update the ocean relatively soon
3) What fun is a deep ocean with nothing new in it yet :)

#### 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

#### Combat
  • Added weapon clashes
  • When two attackers attack each other simultaneously (within 10 ticks), if they are weilding the same weapon, their weapons may clash, and do no damage to either of them
  • This currently only applies to swords and daggers
  • Added Shield Strength
  • Determines how much damage and knockback a shield can absorb
  • By default, Shields have a Shield Strength of 5

#### Enchantments
  • Added Enervation enchantment
  • Can be applied to daggers
  • Applies 2 seconds of Weakness to victims
  • For each level, this time increases by 1 second
  • 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 and Stripped Wood stair and slab variants
  • 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

#### Atmospherics
  • Added ambient fog to Swamp biomes
  • Added ambient fog to Mangrove Swamp biomes
  • Added ambient fog to Pale Garden biomes
  • Added ambient fog to Dark Forest biomes

#### 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

### 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 Maces to accept Sweeping Edge
  • 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

#### World Generation
  • Changed all biomes to be larger
  • Changed all continents to be larger
  • Changed Oak tree height
  • Changed Birch tree height
  • Changed grass placement chance
  • Changed bush placement chance
  • Changed snow to generate under trees in snowy biomes

##### 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 canopys to be larger
  • Changed dark oak trees to be taller
  • Changed the sky to be darker
  • Changed the ratio of Dark Oaks 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

##### Dappled Forest
  • Changed understory to have Perse Wildflowers

##### Swamp
  • Added perse wildflowers
  • Changed frog spawn rates in Swamp biomes to be higher
  • Changed mushroom generation rate
  • Added mud to the bottom of Swamps

##### Taiga
  • Changed vegetation to be more common

##### Plains
  • Changed mushroom generation rate

##### The End
  • Changed Chorus Flowers to have an 85% chance of being alive
  • Increased Chorus Flower growth and death volume

#### Structures
##### End Spikes
  • Changed End Spikes to be more triangular

#### Arthropod Pathfinding
  • 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

#### Crafting
  • Changed map crafting recipe
  • Changed map crafting recipe to be a 9x9 of paper
  • This matches Bedrock Edition

#### Loot
  • Changed Swamp Hut cauldron potions to be a data-driven loot table

#### Textures
  • Changed the Leaf Litter texture to have fewer leaves and (hopefully) appear more natural

#### Sounds
  • Changed Bush ambient sound to be louder
  • Changed Sand ambient sound to be louder
  • Changed dry vegetation ambient sound 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

#### Advancements
  • Changed "Traveler" advancement name to "Tentative Accommodations"

#### Splash Text
  • Added "Bigger! Better!" splash text
  • Added "Perse!" splash text
  • Added "Any shape and size!" splash text

### Technical Changes
#### Particles
  • Added blade_clash particle

#### Statistics
  • Added damage_blocked_by_weapon statistic

#### Attributes
  • Added shield_strength attribute

#### Data Tags
  • Added is_foggy biome tag
  • Added is_very_foggy biome tag
  • Added has_cespitose biome tag
  • Added triggers_ambient_bush_block_sounds block tag
  • Added huge_glowshroom_can_place_on block tag
  • Added stew_ingredient block tag
  • Added daggers item tag
  • Added can_parry_swords item tag
  • Added can_parry_daggers item tag
  • Added sweeping_weapon item tag
  • Removed has_ambient_block_sounds block tag
  • Removed skull_block block tag
[4.1] 4.1 Hotfix by Unknown on Jun 21, 2026
Download
## [4.1] - 6/21/26
### Technical Changes
#### Bug Fixes
  • Fixed bug allowing Blast Fungi to damage blocks
  • Fixed bug preventing Anvil enchanting
## [4.0 Magical Madness Update] - 6/16/26
### New Features
#### Enchantments
  • Added Occult Protection enchantment
  • A protection enchantment that protects the wearer from magical forms of harm
  • Added Glyph Affinity enchantment
  • A treasure enchantment which increases the Enchantment Limit by a factor of 1.5
  • Added Illager's Bane enchantment
  • Does increased damage to illagers
  • Each level adds 2.5 damage to an attack
  • Is incompatible with Bane of Arthropods, Sharpeness, Density, Breach, and Impaling
  • Is obtainable for enchanted books or equipment via villager trading
  • Added Animal Armor enchantments
  • Horse armor may now be enchanted
  • Wolf armor may now be enchanted
  • Nautilus armor may now be enchanted

#### Curses
  • Added Curse of Abrading
  • Affected equipment loses durability thrice as fast

#### Charged Tridents
  • Tridents enchanted with Channeling can now be charged for 4 seconds to create a Charged Trident
  • Charged Tridents can summon a lightning bolt regardless of the current weather
  • Charged Tridents have a visual effect similar to that of Charged Creepers
  • Tridents may only be charged if the user's dimension is capable of having weather

#### The Nether
  • Huge Warped Fungus
  • Now have Warped Overhang
  • There is a 10% chance for Warped Roots to grow on top of the fungus cap
  • This design is inspired by Minecraft Dungeons!

#### Blast Fungus
  • Blast Fungi can be crafted shapelessly with a Crimson Fungus and Warped Fungus
  • Once thrown, a blast fungus explodes on impact, doing no damage to surrounding blocks

#### Potions
  • Added Potion of Decay
  • Can be brewed by adding a Wither Skeleton Skull to an Awkward Potion
  • Added Elixir of the Coven
  • Removes all negative potion effects
  • Can only be obtained by killing a Witch in a Swamp
  • If killed in a Swamp biome, Witches have a 5% chance of dropping 1 bottle
  • If killed in a Witch Hut, Witches have a 50% chance of dropping 1 bottle

#### Potion Effects
  • Changed entities with Fire Resistance to no longer be visually set on fire
  • High enchantability (level 15 or higher) armors will turn invisible with the wearer
  • Changed Jump Boost effect to be increased by half a meter
  • The common Potion of Leaping will now allow the player to leap 2 meters high by default

#### Cauldron Potions
  • Added Potion Cauldron block entity
  • Behavior mimics Bedrock Edition
  • Cauldrons will now hold potions inside of them
  • Tipped arrows may now be created using cauldrons
  • Have a maximum of 6 levels
  • However, there are still only 3 visual levels

#### Blocks
  • Added Basalt Slab
  • Added Soul Jack o'Lantern
  • Can be crafted with a carved pumpkin and soul torch
  • Added Warped Overhang block
  • Generates beneath Warped Wart blocks
  • Obtainable with silk touch tools or shears
  • Can be used to craft Warped Wart Blocks
  • Added Unlit Soul Campfire
  • Is given when the player picks up an unlit Soul Campfire block with Silk Touch

#### Music
  • Added 7 new background music tracks:
  • Guldrum by Peter Hont
  • Plays in Nether Wastes
  • Warped Forest by Eugnosis
  • Plays in Warped Forests
  • Soulsand Valley by Rostislav Trifonov
  • Plays in Soul Sand Valleys
  • Ashes by Peter Hont
  • Plays in Basalt Deltas
  • Basalt Deltas by Peter Hont
  • Plays in Basalt Deltas
  • Crimson Forest by Eugnosis
  • Plays in Crimson Forests
  • Excuse by C418
  • Plays in Warped Forests and Nether Wastes
  • Changed the unused Warped Forest mood sound "mood 8" to be used
  • Changed Dalarna to have a chance to play on the main menu
  • Music volume has been refactored
  • Removed Soggy Swamp by Johan Johnson (Swamp, Jungle, Sparse Jungle)
  • Developer Note: This music track seems to try to create a specific feeling for the listener. One of the things that we think makes Minecraft music so great, is how neutral it is. A song may make you feel alone, inspired, alien, etc. This song didn't allow for this very much.

#### Advancements
  • Added new "Traveler" adventure challenge
  • Awarded for sleeping in a tent at least 1 km away from spawn or in a different dimension

#### Loot
  • Added Enchanted Horse Armor loot pool to Ancient Cities, End Cities, Nether Fortresses, and Stronghold Corridors
  • This replaces the unenchanted Horse Armor loot pool
  • Changed cows, mooshrooms, horses, llamas, mules, donkeys, and trader llamas to drop between 1 and 4 leather

#### Sounds
  • Added sound effects for Frosted Ice (ice created by the Frost Walker enchantment)
  • Added new flaming arrow sound effect
  • Added new Ghast fireball shooting sound effect
  • Added new Blaze fireball shooting sound effect
  • Added new Ender Dragon fireball shooting sound effect
  • Added sound effects for Lingering Potion Area Effect Clouds
  • Added sound effects for Dragon's Breath Area Effect Clouds
  • The Hardcore activate sound has been slightly altered

#### Settings
  • Added Video Settings option for toggling the experimental UI changes

#### Splash Text
  • Added "Music by Rostislav Trifonov!"
  • Added "Music by Eugnosis!"

### Changes
#### Enchanting
  • Changed Enchanting tables to accept carpets, potted plants, candles, chains, cauldrons, brewing stands, and chiseled bookshelves within the enchanting area
  • Changed Anvil Enchanting
  • The "Too Expensive!" message has been replaced with "Unrepairable!"
  • The idea of the "Too Expensive!" repair limit is to mimic how, in real life, you can't keep repairing an object over and over, forever. While we are not removing this feature, we have decided to rename it to help make this more clear.
  • The limit for adding enchantments is now tied to enchantability
  • The message for an item with too many enchantments is "Magic Capacity Met!"
  • Repairing an item enchanted with mending will have an enchantment level cost of 1.
  • Enchanting and repairing an item enchanted with mending will have a decreased enchantment cost
  • This cost is reduced by 4 levels, to a minimum of 1 level.
  • Repairing and Enchanting in an anvil have been split into two numbers.
  • Repair Cost (also known as the Prior Work Penalty): Functions the same as it did before, but now, enchanting does not increase the Repair Cost
  • Magic Level: Is a separate number that increases each time an item is enchanted. An item can be enchanted until you reach the magic limit, as mentioned above.

#### Enchantments
  • Changed Piercing to reduce the effectiveness of armor by 10% with each level
  • Changed Impaling to affect all mobs that are in contact with water for parity with Bedrock Edition

#### Potions
  • Changed liquid consumables to be consumed faster!
  • The time has been reduced to 20 ticks, to match the Combat Tests
  • Changed consumable potions to be stackable up to 16 items
  • This is to match the combat tests
  • Changed potions naming to be based on their enhancement
  • Example: A Potion of Swiftness that lasts for 8 minutes is now called a "Long Potion of Swiftness"
  • Example: A Potion of Swiftness that provides Speed II is now called a "Strong Potion of Swiftness"
  • This is based on their internal code names

#### The Wither
  • Changed launched Wither Skulls to be on fire
  • This was originally intended by Mojang, but caused crashes
  • The skull flames are blue, to match Soul Fire
  • These skulls now place Soul Fire when they explode
  • Changed Wither health to scale with difficulty to match Bedrock Edition
  • Easy 300 HP -> 300 HP
  • Normal 300 HP -> 450 HP
  • Hard 300 HP -> 600 HP
  • The Wither now dive bombs and summons Wither Skeletons when it has reached 50% health
  • This is also to match Bedrock Edition
  • All entities with the wither_friends entity type tag will no longer target the Wither

Note: The Bedrock Edition's Wither "Dash" behavior was purposefully ignored.

#### Beacons
  • Changed Beacon effect range to be 4 times as high
  • Level 1 Beacon Range:
  • 20 meters -> 80 meters
  • Level 2 Beacon Range:
  • 30 meters -> 120 meters
  • Level 3 Beacon Range:
  • 40 meters -> 160 meters
  • Level 4 Beacon Range:
  • 50 meters -> 200 meters
  • This helps balance a more difficult Wither boss battle

#### Structures
  • Changed Swamp Hut cauldrons to now have a random potion effect inside of them, to match Bedrock Edition

#### Agricultural XP
  • Changed fully grown crops to drop 0-2 XP when reaped

#### Blocks
  • Changed overworld mushrooms to always be placeable on logs
  • Changed Unlit Campfires to drop when broken with a Silk Touch tool

#### Textures
  • Changed Dragon Fireball texture to match Bedrock Edition
  • Changed Fire Charge/Fireball texture
  • Changed texture for entities on fire that are Wither Skulls, in Soul Fire, on Soul Sand, on Soul Soil, or in Soul Sand Valleys
  • Added potion bottle archetypes
  • Some potions have different bottle shapes to better help visibility for those with colorblindness
  • These archetypes are:
  • Conical
  • Spherical
  • Vial
  • These archetypes are controlled via Data Tags
  • This design is to match Minecraft Dungeons
  • Reverted the Uncraftable Potion texture to its pre-1.21 color (Magenta)

### Technical Changes
#### Camera Shake Events
Camera Shake events are now data-driven, similar to sound events. Camera shake event files are to be put in a data/[datapack namespace]/subtlyd/camera_shake_event/ folder.
  • Added sound_event field: a Sound Event ID, specifies what sound event should trigger the Camera Shake Event
  • Added range field: a float, specifies the maximum distance that the camera shake can be experienced from
  • Added duration field: an integer, specifies the amount of ticks that the camera shake will last
  • Added intensity field: an optional float, specifies the intensity modifier value
  • Default: 4

#### Data Tags
  • Added liquid_consumables item tag
  • This is a list of consumables that can be considered liquids (e.g. stews, potions, etc.)
  • Added is_occult damage type tag
  • This tag controls what types of damage Occult Protection can protect against
  • This includes magic, indirect magic, sonic booms, withering, and thorns
  • Added non_humanoid_armor item tag
  • This tag is a list of armor items not for humanoids (e.g. diamond horse armor, wolf armor, etc.)
  • Any item with this tag will become enchantable with armor enchantments.
  • Added increases_magic_limit enchantment tag
  • These enchantments increase the magic level limit of the item and decrease how quickly an item's magic level will increase
  • Added repairs_equipment enchantment tag
  • These enchantments are incompatible with the abrading curse
  • Added conical potion tag
  • By default, this includes potions of Strength, Weakness, Slow Falling, Wind Charging, and Decay
  • Added spherical potion tag
  • By default, this includes potions of Water Breathing, Oozing, Infestation, and Turtle Master
  • Added vial potion tag
  • By default, this includes potions of Swiftness, Slowness, Leaping, and Weaving

#### Enchantiblity
  • The enchantability difference of two items in an anvil will scale the enchantment cost cap.
  • Enchantability difference is calculated as |enchantability of item 1 - enchantability of item 2|
  • The enchantment level cap is calculated by this formula: (enchantability difference * 2) + 40
  • Example: A diamond helmet (Enchantability level 10) in an anvil with an enchanted book (Enchantability level 0) will have a maximum enchantment cost of 55
  • If the cost gets any higher than this, the anvil will say "Unrepairable!"
  • The enchantment cap is always rounded up
  • The maximum enchantment level cap is now 100 (which can be achieved by combining two pieces of golden armor)
  • Elytras now have an enchantability level of 9

  • #### Entity Data
  • Custom Entity Data has been changed to use pascal case, rather than snake case
  • e.g. The command for summoning a leader zombie is now /summon zombie ~ ~ ~ {IsLeader:1b}

#### Stats
  • Added Times Slept in a Tent statistic

#### Sounds
  • Added new sound event for the Wither:
  • entity.wither_skeleton.summon
  • Added new sound event for Evoker Fangs:
  • entity.evoker_fangs.appear
  • Added new sound event for Lingering Potion Area Effect Clouds:
  • entity.area_effect_cloud.gas
  • Added new sound event for Dragon's Breath Area Effect Clouds:
  • entity.ender_dragon.breath

#### Textures
  • Added Hardcore HUD hearts for the Poison effect
  • Added Hardcore HUD hearts for the Wither effect

#### Particles
  • Added spore_cloud particle

#### Credits
  • Added ourselves (and the talented artists that make the mod's music) to the game's end credits!

#### Bug Fixes
  • MC-84595** - Fixed bug where deaths by dragon's breath were referred to as "magic"
  • It now properly states that "[Player] was roasted in dragon's breath"
  • Fixed some memory leaks
  • Fixed flaming arrows not setting fire to objects when shot east or west
  • Optimized music tracks loading
  • Optimized music track size
  • Fixed Netherite items with custom names not inheriting a new rarity value
  • Fixed a possible bug where reeds could prevent trees from spawning
  • Fixed bug that made Killer Bunnies try to find shelter from weather
  • Fixed bug that prevented custom options from saving after exiting the game
  • Fixed bug preventing animals that are taking shelter from walking around
  • Fixed bug allowing animal herds to panic even if the danger is environmental and unable to hurt them
  • Fixed a bug causing the game to crash on launch for some players
## [4.0 Release Candidate 1] - 6/14/26
If no new bugs are found, this will be the version that releases on Tuesday for 26.2!

### Technical Changes
#### Bug Fixes
  • Fixed a bug causing the game to crash on launch for some players
## [4.0 Snapshot 5] - 5/20/26
Sneaking in some small tweaks!

### New Features
#### The Wither
  • Changed Wither Skulls to set Soul Fire when they explode

#### Credits
  • Added ourselves (and the talented artists that make the mod's music) to the game's end credits!

### Changes
#### Music
  • Changed Dalarna to have a chance to play on the main menu

### Technical Changes
#### Sounds
  • The unused Warped Forest mood sound "sound 9" is now unused again
## [4.0 Snapshot 4] - 5/14/26
Surprise snapshot day! This snapshot brings the last additions from the Magical Madness update. Check out some block tweaks, buffed leather drops, new potion bottles, and bug fixes. Until next week! See you at Minecraft LIVE!

Developer's Note: We have more magic stuff planned, but we need to update some other things first!

#### Warning
Some of the 4.0 items have had their item IDs altered, meaning these items will disappear from your worlds. These items are of uncommon rarity, so we believe this shouldn't disrupt many people's worlds, if any at all.
These items are the Elixir (now called the Elixir of the Coven) and the Potion of Decay

### New Features
#### Blocks
  • Added Unlit Soul Campfire
  • Is given when the player picks up an unlit Soul Campfire block with Silk Touch

### Changes
#### Elixirs
  • Changed Elixir to be named Elixir of the Coven

#### Potion Effects
  • Changed Jump Boost effect to be increased by half a meter
  • The common Potion of Leaping will now allow the player to leap 2 meters high by default

#### Textures
  • Added potion bottle archetypes
  • Some potions have different bottle shapes, to better help visibility for those with colorblindness
  • These archetypes are:
  • Conical
  • Spherical
  • Vial
  • These archetypes are controlled via Data Tags
  • This design is to match Minecraft Dungeons
  • Reverted the Uncraftable Potion texture to its pre-1.21 color (Magenta)
  • Changed Elixir of the Coven texture

#### Blocks
  • Changed Unlit Campfires to drop when broken with a Silk Touch tool

#### Loot
  • Changed cows, mooshrooms, horses, llamas, mules, donkeys, and trader llamas to drop between 1 and 4 leather

### Technical Changes
#### Data Tags
  • Added conical potion tag
  • By default, this includes potions of Strength, Weakness, Slow Falling, Wind Charging and Decay
  • Added spherical potion tag
  • By default, this includes potions of Water Breathing, Oozing, Infestation, and Turtle Master
  • Added vial potion tag
  • By default, this includes potions of Swiftness, Slowness, Leaping, and Weaving

#### Bug Fixes
  • Fixed bug preventing animals that are taking shelter from walking around
  • Fixed bug causing the vanilla Title Screen icon buttons to be placed incorrectly
  • Fixed bug giving Potions of Decay an improper namespace ID
  • Fixed bug allowing animal herds to panic even if the danger is environmental and unable to hurt them
## [4.0 Snapshot 3] - 5/12/26
Test the hottest new mechanics in Subtly Dungeons 4.0 Snapshot 3! Fill your cauldrons with potions and make tipped arrows for your travels! Then pitch a tent far from home to earn the new Traveler advancement – just make sure you pack the all-new Elixir to cure any nasty ailments along the way! A new Illager's Bane enchantment gives you the upper hand against woodland mansions, but who will you test it on first? It's up to you to find out! Finally, check out the fiery new visuals for Wither Skulls and enjoy a smoother experience with our latest game optimizations.

### New Features
#### Enchantments
  • Added Illager's Bane enchantment
  • Does increased damage to illagers
  • Each level adds 2.5 damage to an attack
  • Is incompatible with Bane of Arthropods, Sharpeness, Density, Breach, and Impaling
  • Is obtainable for enchanted books or equipment via villager trading

#### Potions
  • Added Elixir
  • Removes all negative potion effects
  • Can only be obtained by killing a Witch in a Swamp
  • If killed in a Swamp biome, Witches have a 5% chance of dropping 1 bottle
  • If killed in a Witch Hut, Witches have a 50% chance of dropping 1 bottle

#### Cauldron Potions
  • Added Potion Cauldron block entity
  • Behavior matches Bedrock Edition
  • Cauldrons will now hold potions inside of them
  • Tipped arrows may now be created using cauldrons

#### Blocks
  • Added Soul Jack o'Lantern
  • Can be crafted with a carved pumpkin and soul torch

#### Sounds
  • Added new flaming arrow sound effect
  • Added new Ghast fireball shooting sound effect
  • Added new Blaze fireball shooting sound effect
  • Added new Ender Dragon fireball shooting sound effect
  • Added sound effects for Lingering Potion Area Effect Clouds
  • Added sound effects for Dragon's Breath Area Effect Clouds

#### Advancements
  • Added new "Traveler" adventure challenge
  • Awarded for sleeping in a tent at least 1 km away from spawn or in a different dimension

#### Settings
  • Added Video Settings option for toggling the experimental UI changes

### Changes
#### Structures
  • Changed Swamp Hut cauldrons to now have a random potion effect inside of them, to match Bedrock Edition

#### Piercing Enchantment
  • Changed Piercing to reduce the effectiveness of armor by 10% with each level

#### Impaling Enchantment
  • Changed Impaling to affect all mobs that are in contact with water for parity with Bedrock Edition

#### Abrading Curse
  • Changed Abrading Curse do 3 durability damage to an item

#### Blast Fungus
  • Changed particle effects
  • Added new cloud particle effect
  • Changed damage output to be slightly higher

#### Textures
  • Changed Dragon Fireball texture to match Bedrock Edition
  • Changed Fire Charge/Fireball texture
  • Changed texture for entities on fire that are Wither Skulls, in Soul Fire, on Soul Sand, on Soul Soil, or in Soul Sand Valleys

### Technical Changes
#### Particles
  • Added spore_cloud particle

#### Sounds
  • Added new sound event for Lingering Potion Area Effect Clouds:
  • entity.area_effect_cloud.gas
  • Added new sound event for Dragon's Breath Area Effect Clouds:
  • entity.ender_dragon.breath

#### Stats
  • Added Times Slept in a Tent statistic

#### Bug Fixes
  • Fixed bug that prevented enchanted books from using their vanilla enchantment costs to calculate Magic Capacity
  • Enchanted books' enchantability value now functions as a fallback
  • Fixed bug that allowed a charged Channeling trident to be thrown through a portal and summon lightning
  • Fixed bug that made Killer Bunnies try and find shelter from weather
  • Fixed bug that prevented custom options from saving after exiting the game
## [4.0 Snapshot 2] - 5/5/26
Coming back at you with another snapshot! Increase the enchantment cap with Glyph Affinity or charge up your Channeling trident... so long as you're not indoors! Today's snapshot is smaller than before, but should be the last features directly relating to Enchantments. On to the next magical category!

### New Features
#### Enchanting
  • Added Glyph Affinity enchantment
  • A treasure enchantment which increases the Enchantment Limit by a factor of 1.5
  • Magic level now increases when an item is enchanted via enchanting table.
  • Non-Humanoid armors are no longer enchantable via enchanting table.
  • Added sound effect for Frosted Ice (ice created by the Frost Walker enchantment)

#### Charged Tridents
  • Tridents enchanted with Channeling can now be charged for 4 seconds to create Charged Trident
  • Charged Tridents can summon a lightning bolt regardless of the current weather
  • Charged Tridents have a visual effect similar to that of Charged Creepers
  • Tridents may only be charged if the user's dimension is capable of having weather

#### Blocks
  • Added Basalt Slab
  • Harvesting fully grown crops now provides 0-2 experience, down from the previous 0-3.
  • Warped Overhang can now be used to craft Warped Wart Blocks

#### Loot
  • Horse Armor is now enchanted in Ancient Cities, End Cities, Nether Fortresses, and Stronghold Corridors

### Technical Changes
#### Data Tags
  • Added increases_magic_limit enchantment tag
  • These enchantments increase the magic level limit of the item and decrease how quickly an item's magic level will increase
  • Added repairs_equipment enchantment tag
  • These enchantments are incomptabile with the abrading curse

#### Enchantiblity
  • The enchantment level cap is now calculated by this formula: (enchantability difference * 2) + 40

#### Entity Data
  • Custom Entity Data has been changed to use camel case, rather than snake case
  • e.g. The command for summoning a leader zombie is now /summon zombie ~ ~ ~ {IsLeader:1b}

#### Sounds
  • Removed Soggy Swamp by Johan Johnson (Swamp, Jungle, Sparse Jungle)
  • Developer Note: This music track seems to try and create a specific feeling for the listener. One of the things that we think makes Minecraft music so great, is how neutral it is. A song may make you feel alone, inspired, alien, etc. This song didn't allow for this very much.

#### Bug Fixes
  • Fixed bug preventing the Magic Level value from going up properly
  • Fixed bug where the cost of expensive anvil repairs and enchants weren't colored properly
  • Fixed Gurgle missing texture bug
  • Fixed Warped Overhang not being mineable
  • Fixed a possible bug where reeds could prevent trees from spawning
## [4.0 Snapshot 1] - 5/2/26
It's snapshot time! We've got some nice magical tweaks and technical upgrades for you!

### New Features
#### Enchanting
  • Added Occult Protection enchantment
  • A protection enchantment that protects the wearer from magical forms of harm
  • Added Animal Armor enchantments
  • Horse armor may now be enchanted
  • Wolf armor may now be enchanted
  • Nautilus armor may now be enchanted
  • Enchanting tables now accept carpets, potted plants, candles, chains, cauldrons, brewing stands, and chiseled bookshelves within the enchanting area
  • Tweaked Anvil Enchanting
  • The "Too Expensive!" message has been replaced with "Unrepairable!"
  • The idea of the "Too Expensive!" repair limit is to mimic how in real life, you can't keep repairing an object over and over, forever. While we are not removing this feature, we have decided to rename it, to help make this more clear.
  • The limit for adding enchantments is now tied to enchantibility
  • The message for an item with too many enchantments is "Magic Capacity Met!"
  • Repairing an item enchanted with mending will have an enchantment level cost of 1.
  • Enchanting and repairing an item enchanted with mending will have a decreased enchantment cost
  • This cost is reduced by 4 levels, to a minimum of 1 level.
  • Repairing and Enchanting in an anvil have been split into two numbers.
  • Repair Cost (also known as the Prior Work Penalty): Functions the same as it did before, but now, enchanting does not increase the Repair Cost
  • Magic Level: Is a separate number that increases each time an item is enchanted. An item can be enchanted until you reach the magic limit, as mentioned above.

#### Enchantiblity
  • The enchantibility difference of two items in an anvil will scale the enchantment cost cap.
  • Enchantibility difference is calculated as |enchantibility of item 1 - enchantibility of item 2|
  • The enchantment level cap is now calculated by this formula: (enchantibility difference * 2.4) + 40
  • Example: A diamond helmet (Enchantibility level 10) in an anvil with an enchanted book (Enchantability level 0) will have a maximum enchantment cost of 55
  • If the cost gets any higher than this, the anvil will say "Unrepairable!"
  • The enchantment cap is always rounded up
  • The maximum enchantment level cap is now 100 (which can be achieved by combining two pieces of golden armor)
  • High enchantibility (level 15 or higher) armors will turn invisible with the wearer
  • Elytras now have an enchantibility level of 9

#### Curses
  • Added Curse of Abrading
  • Affected equipment loses durability twice as fast

#### The Nether
  • Huge Warped Fungus
  • Added Warped Overhang block
  • Generates beneath Warped Wart blocks
  • Obtainable with silk touch tools or shears
  • There is a 10% chance for Warped Roots to grow on top of the fungus cap
  • This design is inspired by Minecraft Dungeons!

#### Blast Fungus
  • Blast Fungi can be crafted shapelessly with a Crimson Fungus and Warped Fungus
  • Once thrown, a blast fungus explodes on impact, doing no damage to surrounding blocks

#### Potion Tweaks
  • All drinks (potions, milk buckets, stews, etc.) are now consumed faster!
  • The time has been reduced to 20 ticks, to match the Combat Tests
  • Consumable potions are now stackable up to 16 items
  • This is to match the combat tests
  • Potions are now named depending on their enhancement
  • Example: A Potion of Swiftness that lasts for 8 minutes is now called a "Long Potion of Swiftness"
  • Example: A Potion of Swiftness that provides Speed II is now called a "Strong Potion of Swiftness"
  • This is based on their internal code names

#### New Potions
  • Added Potion of Decay to match Bedrock Edition

#### Potion Effects
  • Players with the Fire Resistance effect will no longer be visually set on fire

#### The Wither
  • Wither skulls fired at the player are now on fire!
  • This was originally intended by Mojang, but caused crashes
  • The Wither's health now scales with difficulty to match Bedrock Edition
  • Easy 300 HP -> 300 HP
  • Normal 300 HP -> 450 HP
  • Hard 300 HP -> 600 HP
  • The Wither now dive bombs and summons Wither Skeletons when it has reached 50% health
  • This is also to match Bedrock Edition
  • All entities with the wither_friends entity type tag will no longer target the Wither

Note: The Bedrock Edition's Wither "Dash" behavior was purposefully ignored.

#### Beacons
  • Beacon effect range has been quadrupled
  • Level 1 Beacon Range:
  • 20 meters -> 80 meters
  • Level 2 Beacon Range:
  • 30 meters -> 120 meters
  • Level 3 Beacon Range:
  • 40 meters -> 160 meters
  • Level 4 Beacon Range:
  • 50 meters -> 200 meters

#### Blocks
  • Overworld mushrooms may now be placed on logs regardless of light level
  • Harvesting fully grown crops now provides 0-3 experience orbs.

#### Splash Text
  • Added "Music by Rostislav Trifonov!"
  • Added "Music by Eugnosis!"

### Technical Changes
#### Camera Shake Events
Camera Shake events are now data driven, similar to sound events. Camera shake event files are to be put in a data/[datapack namespace]/subtlyd/camera_shake_event/ folder.
  • Added sound_event field: a Sound Event ID, specifies what sound event should trigger the Camera Shake Event
  • Added range field: a float, specifies the maximum distance that the camera shake can be experienced from
  • Added duration field: an integer, specifies the amount of ticks that the camera shake will last
  • Added intensity field: an optional float, specifies the intensity modifier value
  • Default: 4

#### Data Tags
  • Added liquid_consumables item tag
  • This is a list of consumables that can be considered liquids (e.g. stews, potions, etc.)
  • Added is_occult damage type tag
  • This tag controls what types of damage Occult Protection can protect against
  • This includes magic, indirect magic, sonic booms, withering, and thorns
  • Added non_humanoid_armor item tag
  • This tag is a list of armor items not for humanoids (e.g. diamond horse armor, wolf armor, etc.)
  • Any item with this tag will become enchantable with armor enchantments.

#### Sounds
  • Added new sound event for the Wither:
  • entity.wither_skeleton.summon
  • Added new sound event for Evoker Fangs:
  • entity.evoker_fangs.appear
  • Added 7 New Songs
  • Guldrum by Peter Hont
  • Plays in Nether Wastes
  • Warped Forest by Eugnosis
  • Plays in Warped Forests
  • Soulsand Valley by Rostislav Trifonov
  • Plays in Soul Sand Valleys
  • Ashes by Peter Hont
  • Plays in Basalt Deltas
  • Basalt Deltas by Peter Hont
  • Plays in Basalt Deltas
  • Crimson Forest by Eugnosis
  • Plays in Crimson Forests
  • Excuse by C418
  • Plays in Warped Forests and Nether Wastes
  • Music volume has been refactored
  • The unused Warped Forest mood sounds are now used
  • The Hardcore activate sound has been slightly altered

#### Textures
  • Added Hardcore HUD hearts for the Poison effect
  • Added Hardcore HUD hearts for the Wither effect

#### Bug Fixes
  • MC-84595** - Fixed bug where deaths by dragon's breath were referred to as "magic"
  • It now properly states that "[Player] was roasted in dragon's breath"
  • Fixed some memory leaks
  • Fixed flaming arrows not setting fire to objects when shot east or west
  • Optimized music tracks loading
  • Optimized music track size
  • Fixed Netherite items with custom names not inheriting a new rarity value
[3.1.2] 3.1.2 Hotfix by Unknown on Apr 29, 2026
Download
## [3.1.2] - 4/28/26
### Changes
  • Fixed a crash related to sleeping in tents
[3.1.1] 3.1.1 Hotfix by Unknown on Apr 10, 2026
Download
## [3.1.1] - 4/9/26
### Changes
  • Fixed texture bug
[3.1] 3.1 Hotfix by Unknown on Apr 09, 2026
Download
## [3.1] - 4/9/26
### Technical Changes
#### Textures
  • Fixed a reeds texture bug
[3.0] Wild Instincts Update by Unknown on Mar 24, 2026
Download
## [3.0 Wild Instincts Update] - 3/24/26
Coming in hot alongside the Tiny Takeover is the Wild Instincts Update! This update brings a bit more life to the creatures of your world! Spot spiders climbing eerily up walls, see your farm animals look for a shelter when they're caught in the rain, and run wild with your pets like never before! Just be sure to check out the rest of the new features below. Happy exploring!

### New Features
#### The Food Chain
  • Predators now have a cooldown for hunting
  • Mobs that have a "feast or famine" hunting style will wait 3 in-game days before hunting again.
  • Nocturnal predators will now only hunt at night
  • This includes the Wolf, Fox, and Ocelot
  • Predators now consume the meat from animals they hunt
  • Predators now heal when consuming meat
  • Herbivores now heal when grazing

#### Creepy Crawlies
  • Spiders now climb up walls and ceilings like in the trailers (and Minecraft Dungeons)!

#### Fleeing Fauna
  • Some animals now run from attackers targeting their flock!
  • These flocks have a radius of 16 meters
  • When attacked, an animal within a flock will run away from the attack to a random location within 16 meters of its current location

#### Cozy Creatures
  • Animals will now seek out more comfortable environments!
  • Animals caught out in the rain will look for shelter
  • Non-cold acclimated animals (or their variants) will now seek out warmer spots to hang around
  • Non-heat acclimated animals (or their variants) will now seek out cooler spots in hot environments

#### New Predators
  • Dolphins now occasionally hunt for squid and cod!
  • Dolphins can also now be fed calamari
  • Polar Bears will now hunt for salmon and cod!

#### Closer Pets
  • Pets will now follow their owners for 20 meters before attempting to teleport!
  • This was increased from the default 12 meters
  • Pets now sprint with their owners!

#### Consumable Mushrooms
  • Overworld mushrooms are now once again (yes, they used to be in vanilla Minecraft) edible!
  • Brown mushrooms make a great snack, but red mushrooms will give you poison for 3 seconds

#### Zombie Leaders
  • Added a unique Zombified Piglin leader texture (from Minecraft Dungeons)
  • Updated Zombie leader texture to use a modified version of the "Lobber Zombie" texture (from Minecraft Earth)
  • Updated Husk leader texture
  • Added baby zombie, husk, zombie piglin, and drowned leader textures

### Music
  • New Underwater Music!
  • Rest in Reefs by Peter Hont
  • Coral Rise by Peter Hont
  • The Bilge by Peter Hont
  • Hydrothermal Vent by Peter Hont
  • Twilight Cavern by Peter Hont
  • The Abyssal Monument by Grant Kirkhope
  • Radiant Ravine by Grant Kirkhope
  • Molten Monument by Grant Kirkhope
  • Tropical Slime Scramble by Peter Hont
  • Primal Oil Sect by Peter Hont

### Visuals
  • Added Mace Smash Air, Mace Smash Ground, Mace Smash Ground Heavy, and End Flash screen shake event
  • Removed the Ender Dragon Growls screen shake event
  • This is due to this event being triggered server side (i.e. independent of what the player's actually hearing)
  • Updated Stone Pillar texture
  • Updated Stone Tiles texture
  • Updated the Iron Grate texture
  • Updated the Reeds texture

### UI
  • Redesigned the world creation screen! Some features from Bedrock edition have been brought over, with a Java spin on things
  • Redesigned HUD textures
  • New heart textures
  • Including absorbing, poisoned, and withered
  • New armor bar textures
  • New experience bar texture
  • New jump bar textures
  • New hunger bar textures
  • New hotbar textures
  • New crosshair texture

### Advancements
  • The advancement "Balanced Diet" now includes the new consumables

### Splash Text
  • Added "We <3 spiders!" splash text
  • Added "Music by Grant Kirkhope!" splash text
  • Added "Also try Hytale!"
  • Added "Also try Minecraft Legends!"
  • Added "Wild!"

### Technical Changes
#### Data Tags
  • The dripstone block tag is now polished_dripstone
  • The tent item tag is now tents
  • Added can_be_scared entity type tag
  • This tag determines whether an animal species will panic if a nearby animal takes damage
  • Added seeks_shelter entity type tag
  • This tag determines whether an animal species will seek shelter from rain
  • Added can_seek_warmth entity type tag.
  • This tag determines whether an animal species can seek warmth from cold environments
  • Note: Internal code determines if a specific animal variant should be considered "warm", "temperate", or "cold". There is not currently a data-driven method for making a custom mob variant fall into one of these categories
  • Added can_be_full entity type tag
  • This tag determines whether an animal species will have a cooldown for hunting
  • Added nocturnal entity type tag
  • This tag determines whether an animal species is nocturnal
  • This affects things like hunting times
  • Added feast_or_famine_hunter entity type tag
  • This tag determines whether an animal species will have a 3-day-long hunting cooldown

#### Loot
  • Removed Calamari from Polar Bear loot table

#### Translations
  • Added translations for Dripstone, Stone Tiles, Skulls, and Triggers Ambient Wind Block Sounds block tags
  • Changed options.difficulty.peaceful.info, options.difficulty.easy.info, options.difficulty.normal.info, and options.difficulty.hard.info references of "mobs" to "creatures."
  • Changed multiplayer.stopSleeping translation from "Leave Bed" to "Stop Sleeping"

#### Commands
  • Added /camerashake command
  • Usages are /camerashake add <targets> <intensity> <seconds> or /camerashake stop <targets>

### Bug Fixes
  • Fixed a bug causing players that "spam" slept in beds to skip to day
  • Improved server performance for using tents
  • Sleeping in tents will no longer negate fall damage
  • Squids once again drop calamari
  • Fixed bug preventing camera shake from re-applying to shake events of the same intensity
## [3.0 Pre-Release 1] - 3/18/26
### Changes
  • Updated the Iron Grate texture
  • Updated the Reeds texture

### Technical Changes
#### Advancements
  • Changed advancement updating method for increased compatibility
  • Advancement JSON files are no longer directly overwritten

#### Bug Fixes
  • Fixed bug causing some animals to not flee from danger
  • Fixed bug that could cause scared mobs to infinitely search for a place to pathfind to, if no such place is found soon.
## [3.0 Snapshot 8] - 3/11/2026
You guys asked for a few new things, so we went ahead and added them! This should be the final snapshot before a pre-release (or full release, if we don't find any bugs). See you all at Minecraft LIVE!

### New Features
#### Predators & Prey
  • Predators now have a cooldown for hunting
  • Mobs that have a "feast or famine" hunting style will wait 3 in-game days before hunting again.
  • Nocturnal predators will now only hunt at night
  • Predators now consume the meat from animals they hunt
  • Predators now heal when consuming meat
  • Herbivores now heal when grazing
  • Changed squids to be more likely to avoid Dolphins
  • Changed dolphins to be more likely to hunt squid
  • Polar Bears will now hunt for salmon and cod

#### Cozy Creatures
  • Added polar bears to the list of creatures that look for shelter in the rain
  • Added pandas to the list of creatures that try to cool down
  • Removed polar bears, llamas, trader llamas, and pandas from the list of creatures that look for warmth
  • Temperate variant animals no longer seek warmth in cold biomes unless it is actively snowing

### Visuals
  • Updated Stone Pillar texture
  • Updated Stone Tiles texture

### Technical Changes
#### Loot
  • Removed Calamari from Polar Bear loot table

#### Data Tags
  • Added can_be_full entity type tag
  • This tag determines whether an animal species will have a cooldown for hunting
  • Added nocturnal entity type tag
  • This tag determines whether an animal species is nocturnal
  • This affects things like hunting times
  • Added feast_or_famine_hunter entity type tag
  • This tag determines whether an animal species will have a 3-day-long hunting cooldown

### Bug Fixes
  • Decreased Spider step sound effect frequency when climbing
  • Fixed bug preventing camera shake from re-applying to shake events of the same intensity
  • Rollbacked Zombie leader method to prevent Zombies with the Health Boost effect from being included
## [3.0 Snapshot 7] - 3/6/2026
Suprise! Two snapshots this week! This is is likely the penultimate snapshot before a pre-release. Ideally the full update will release alongside 26.1.

### New Features
#### Cozy Creatures
  • Non-heat acclimated animals (or their variants) will now seek out cooler spots in hot environments
  • Improved animal "cozy spot" prioritization

#### Closer Pets
  • Pets now sprint with their owners!

### Technical Changes
  • Added can_seek_shade entity type tag.
  • This tag determines whether an animal species can seek cooler spots in hot environments.
#### Performance
  • Optimized pathfinding logic for animals seeking shelter

### Bug Fixes
  • Fixed a bug that made spiders clawling upwards at an angle face the opposite direction
## [3.0 Snapshot 6] - 3/6/2026
### New Features
#### Zombie-Type Leaders
  • Removed baby zombie type leader textures

#### Comfy Animals
  • Animals will now seek out more comfortable environments!
  • Animals caught out in the rain will look for shelter
  • Non-cold acclimated animals (or their variants) will now seek out warmer spots to hang around

#### Increased Pet Follow Range
  • Pets will now follow their owners for 20 meters before attempting to teleport!
  • This was increased from the default 12 meters

#### Fleeing Fauna
  • Armadillos no longer curl up based on roll danger.
  • Fun fact, a group of armadillos is called a "roll"

### UI
  • Changed the Poison-affected heart icon

### Technical Changes
#### Data Tags
  • Added can_be_scared entity type tag.
  • This tag determines whether an animal species will panic if a nearby animal takes damage.
  • Added seeks_shelter entity type tag.
  • This tag determines whether an animal species will seek shelter from rain.
  • Added can_seek_warmth entity type tag.
  • This tag determines whether an animal species can seek warmth from cold environments.
  • Note: Internal code determines if a specific animal variant should be considered "warm", "temperate", or "cold". There is not currently a data-driven method for making a custom mob variant fall into one of these categories.

#### Translations
  • Changed all references to "screen shake" to "camera shake"
## [3.0 Snapshot 5] - 2/1/2026
### New Features
#### Zombie-Type Leaders
  • Updated Husk leader texture

### UI
  • Redesigned HUD textures
  • New heart textures
  • Including absorbing, poisoned, and withered
  • New armor bar textures
  • New experience bar texture
  • New jump bar textures
  • New hunger bar textures
  • New hotbar textures
  • New crosshair texture

### Music
  • Changed underwater tracks to be quieter

### Technical Changes
#### Translations
  • Changed multiplayer.stopSleeping translation from "Leave Bed" to "Stop Sleeping"

### Bug Fixes
  • Fixed "polished_dripstone" block tag not actually being changed from "dripstone"
## [3.0 Snapshot 4] - 1/24/2026
### New Features
#### Herds Disperse
  • Some animals now run from attackers targeting their herd!
  • These "herds" have a radius of 16 meters
  • When attacked, an animal within a herd will run away from the attack to a random location within 16 meters of its current location
  • Well... except for Armadillos, which roll up
  • Animals that are unaffected by this include:
  • Neutral mobs
  • Hostile mobs
  • Undead mobs
#### A New Predator
  • Dolphins now occasionally hunt for squid and cod!
  • Dolphins can also now be fed calamari
  • Squids now avoid dolphins!

#### Splash Text
  • Added "Also try Hytale!"
  • Added "Also try Minecraft Legends!"

#### Commands
  • Added /camerashake command
  • Usages are /camerashake add <targets> <intensity> <seconds> or /camerashake stop <targets>

### Bug Fixes
  • Fixed spider jockey placement being too far left or right of the spider
## [3.0-snapshot-3] - 1/16/2026
### New Features
#### Zombie Leaders
  • Updated Husk leader texture

### UI
  • Redesigned the world creation screen! Some features from Bedrock edition have been brought over, with a Java spin on things

### Technical Changes
#### Translations
  • Changed options.difficulty.peaceful.info, options.difficulty.easy.info, options.difficulty.normal.info, and options.difficulty.hard.info references of "mobs" to "creatures."

### Bug Fixes
  • Squids once again drop calamari
  • Spiders no longer struggle to determine their orientation if they're pushed onto a wall
## [3.0-snapshot-2] - 1/9/2026
### New Features
#### Zombie Leaders
  • Added a unique Zombified Piglin leader texture (from Minecraft Dungeons)
  • Updated zombie leader texture to use a modified version of the "Lobber Zombie" texture (from Minecraft Earth)

### Music
  • New Underwater Music!
  • Rest in Reefs by Peter Hont
  • Coral Rise by Peter Hont
  • The Bilge by Peter Hont
  • Hydrothermal Vent by Peter Hont
  • Twilight Cavern by Peter Hont
  • The Abyssal Monument by Grant Kirkhope
  • Radiant Ravine by Grant Kirkhope
  • Molten Monument by Grant Kirkhope
  • Tropical Slime Scramble by Peter Hont
  • Primal Oil Sect by Peter Hont

### Visuals
  • Added Mace Smash Air, Mace Smash Ground, Mace Smash Ground Heavy, and End Flash screen shake event
  • Removed the Ender Dragon Growls screen shake event
  • This is due to this event being triggered server side (i.e. independent of what the player's actually hearing)

#### Splash Text
  • Added "Music by Grant Kirkhope!" splash text

### Technical Changes
#### Data Tags
  • The tag.item.subtlyd.tent tag is now tag.item.subtlyd.tents
  • Added translations for Dripstone, Stone Tiles, Skulls, and Triggers Ambient Wind Block Sounds block tags

### Bug Fixes
  • Sleeping in tents will no longer negate fall damage
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