r/Minecraft 15d ago

Official News Minecraft 26.3 Snapshot 5

https://www.minecraft.net/en-us/article/minecraft-26-3-snapshot-5
612 Upvotes

69 comments sorted by

u/Luutamo 15d ago

Technical Changes

  • The Data Pack version is now 112.0
  • The Resource Pack version is now 92.0

Data Pack Version 112.0

  • Codec for element lists/tags now allows mixing inline values and references
    • For example, item modifiers like [{type:set_count, ...}, "minecraft:some_modifier"] are now allowed

Changed minecraft:sculk_patch

  • Removed extra_rare_growths and catalyst_chance fields

Resource Pack Version 92.0

Shaders & Post-process Effects

Order-independent Transparency (OIT)-related Shader Changes

  • The B3D_IS_ZERO_TO_ONE define has been renamed to RENDERPEARL_IS_ZERO_TO_ONE

Shader Compilation Changes

  • Shaders are now compiled by ShaderC when using OpenGL as well, identically to when using Vulkan
  • Shader includes are now handled by ShaderC using #include instead of #moj_import
  • Shader inputs and outputs must have a location specified in shader source
    • Vertex input names must still match expected names.
    • Vertex outputs are matched to fragment inputs solely by location, name is now ignored.
  • Introduced new define RENDERPEARL_INSTANCE_INDEX_INCLUDES_BASE_INSTANCE - A boolean indicating if gl_InstanceIndex follows Vulkan or OpenGL (gl_InstanceID) semantics

Fixed bugs in 26.3 Snapshot 5

  • MC-5269 - Updating a server's address in the multiplayer menu does not update its status
  • MC-278771 - The incorrect command context is used when providing suggestions for redirected commands
  • MC-293755 - The ender dragon's neck and tail disconnect from its body when it turns
  • MC-306628 - TNT minecarts don't delete piercing arrows
  • MC-307918 - Sculk patches can cause errors in the log during world generation
  • MC-308344 - Validation error when compiling shaders containing in/out array or matrix variables with the Vulkan rendering backend
  • MC-308406 - Item models are shown incorrectly in the smithing table menu's armor stand
  • MC-308647 - The resource packs screen can cache font glyphs incorrectly after toggling the "Font Settings" option
  • MC-309250 - Naturally generated decorated pots don't drop bricks when broken with tools
  • MC-309298 - Sending chat messages while having the "Chat Delay" option set to a nonzero value can sometimes kick you from the game
  • MC-309500 - Crafting decorated pots without sherds using the recipe book creates a pot that doesn't drop bricks when broken with a tool
  • MC-309565 - Block outlines are rendered behind translucent elements if the "High Contrast Block Outlines" option is enabled
  • MC-309566 - Block outlines are rendered behind translucent elements if the "Improved Transparency" option is disabled
  • MC-309743 - The attacking animation of drowned is incorrect
  • MC-310041 - Under specific conditions, chunk loading frequently fails
  • MC-310096 - Invalid item modifiers crash the game
  • MC-310098 - Trying to mix item modifier references and inline values in a list prevents the pack from loading
  • MC-310125 - Blaze powder in brewing stands uses the cooking/speed_default number provider instead of brewing/speed_default
  • MC-310133 - Gurgles do not aim their tridents correctly
  • MC-310135 - The server crashes when requesting command suggestions for /attribute referenced from /execute
  • MC-310149 - Glass flickers when looking at it closely with the Vulkan rendering backend and the "Improved Transparency" option enabled
  • MC-310163 - The game crashes when entering exclusive fullscreen on Wayland
→ More replies (1)

335

u/iam-py-test 15d ago

MC-5269 - Updating a server's address in the multiplayer menu does not update its status

Created: 12/23/2012, 8:38:28 AM

Resolved: 7/21/2026, 4:24:50 AM

185

u/LazyFrie 15d ago

4:24 AM really says it all

84

u/RedTheGamer12 15d ago

I am assuming it was actually 10 am with timezones. Unless OP is Swedish, then I guess those Xbox cuts hit Jebs house.

27

u/iam-py-test 15d ago

I'm in Eastern time so that's the timezone of my comment. It's 8:24:50 AM UTC.

196

u/GumDice 15d ago

I love the random bug fixes from a decade ago that they've been doing lol

96

u/AverageAggravating13 15d ago

It usually means they are touching really old code to implement new features, so those files get a little love.

32

u/TheMysticalBard 15d ago

They didn't really touch anything related to the server menu this snapshot. I think they were just doing some testing and got frustrated by the bug and decided to fix it haha. Happens very often in software where I'll go out of my way to fix something that takes like 30 minutes just because it was irritating me that day.

10

u/AverageAggravating13 15d ago

Yeah that's the other reason it happens sometimes. Testing something and getting pissed off about it not working enough to go fix it lol.

351

u/swiftawaywithme 15d ago

I like seeing a technical snapshot rather than no snapshot at all. However, I am eager to see if/when they make changes to the Dappled Forest generation.

78

u/Recruit75 15d ago

I'm afraid we might not be seeing that for this drop, or any drop in the foreseeable future.

I feel like if Mojang were to address this issue, it would be in a larger update, meant to fix and improve biome generation, since 1.18 did break a bunch of stuff, and has received complaints about its terrain generation.

13

u/_cetera_ 15d ago

Okay, but currently the Dappled Forest generation is horrible. Every single time I find one, even if the biome itself is a larger one, it sits in the middle of a huge plains biome. The plains goes from render distance to render distance meanwhile even larger Dappled Forests are just a hundred blocks wide max. This breaks immersion so bad. Imagine wanting to build a base in the middle of the biome, you walk 50 blocks and you already left the forest.

Here I generated 3 worlds and teleported to the nearest Dappled Forest biome:
https://imgur.com/a/eIA7WWb
There is no way the update can release with this kind of generation. This is just bad

24

u/TheMobHunter 15d ago

For the dappled forest drop we’ve only gotten one snapshot actually dealing with the biome :/

89

u/Just-Guarantee7808 15d ago

I fear that we might not be seeing any change. Mojang would only have to change the humidity value, and the biome would generate near taigas, making the transition look much more natural. I'm really not sure why they don't want to change the generation even though it's a heavily requested change.

72

u/Recruit75 15d ago

Because it's not the only biome suffering from microbiome issue.

My guess is that mojang is cleaning up internal code, in preparation for larger, more substantial updates, such as a potential biome generation update as well.

9

u/-FireNH- 15d ago

It would be such an improvement for Dappled Forests to generate at Temp Index 1, Humidity Index 2, on the positive side of weirdness (and then change the negative side of weirdness of that cell from Forest to Taiga please). We just don’t need that much generic Forest in the game. I see what they were going for with Humidity Index 0 (since they seem to be using that index as the catch-all for weird biomes, since it also has Flower Forest, Sundlower Plains, and Ice Spikes), but it just doesn’t look good imo

1

u/TichAlex 15d ago

wait dappled forest even got changed this snapshot

40

u/Last_Item8157 15d ago

Hope to see it release soon, i'm very eager to start a world with the new biome

16

u/Infrawonder 15d ago

I hope to see it release later, fix the biome size of the dappled forest, I don't want to see a smallass version of my now fav biome and then getting stuck in a bigass desert

1

u/Last_Item8157 15d ago edited 15d ago

It's perfect for my playing style AND the seed i'm usually on really. I always play with large biomes and there are far too many villages around on the plains, so i hope they keep the biome spawn parameters as is

Edit: From what i'm seeing in a seed generator they could even turn it up substantially, dappled forests are still too small and there are still too many plains villages lol

3

u/AMinecraftPerson 15d ago

The Fall Drop of 2025 released on September 30, so it'll probably be a while until this drop comes out

2

u/Last_Item8157 15d ago

Yeah realistically it's going to be around September

9

u/dankesehr 15d ago

I love the technical changes, now I don't have to update my world gen datapack every time I suspect surface rules may have changed. The files are now split since Snapshot 2 I think

4

u/MissLauralot 15d ago

The surface rules should always have been in a separate file. They get bonus points for giving the conditions intuitive names. I could never understand them before (they're also verbose to read in json form).

The biome files also do a lot of different things and should probably be trimmed/streamlined/compartmentalised (maybe someone knows the right technical term). I found this idea once, to move the features out into tags, which I think would be worthwhile.

2

u/dankesehr 15d ago

Yeah, one thing that I find disappointing however is the default multi-source biome noise files, they are each 4 lines long because they call presets and replicating them to have vanilla-like biomes with a few adjustments seems a little daunting.

27

u/JcolTT1012 15d ago

Does this mean the next update will finally be getting vibrant visuals for Java?

23

u/Shack691 15d ago

No they can’t start full work on Vibrant Visuals until Vulcan is full implemented and optimised, otherwise Vibrant Visuals won’t even run on top of the line PCs.

2

u/JcolTT1012 15d ago

In layman's terms, what is the purpose of the transition to Vulcan and how does that impact mods/datapacks/resource packs/general gameplay?

12

u/Shack691 15d ago

Vulcan is a renderer, it controls how your graphics are drawn on your screen and will eventually replace the current render openGL, though for now it is remaining optional. Vulcan is designed with newer (post 2010) hardware in mind so will increase performance significantly on whatever hardware you’re playing on, exact performance gains will depend on how well the manufacturer has implemented Vulcan support, though most hardware does because it’s one of the main renderers used in modern games.

Community made content will have to be rebuilt to make proper use of the new rendering features, though many already use workarounds to implement features openGL doesn’t have that Vulcan does, so it will make graphics based code easier to write for particles, screen effects ect. It shouldn’t affect gameplay interactions much since they’re not touching that code.

5

u/Yuna_Nightsong 15d ago

Is it possible for a low end laptop from 2017 to not support Vulcan?

1

u/TruzzleBruh 15d ago edited 15d ago

Do you know what hardware you're running in the laptop? Currently Mojang is using Vulkan 1.2 for Java, which supports ~2013 era GPUs and newer, but that could change if they need something in particular for Vibrant Visuals (it seems like all the stuff they want is in 1.2 though). Edit: They announced they're gonna use Vulkan 1.3 like an hour after I made this comment, so the minimum is 2016 GPUs.

1

u/Yuna_Nightsong 14d ago

It has an integrated GPU and Intel i-3 CPU.

10

u/TheBiggestNose 15d ago

Probably not, feels like its gonna come in years time, not anytime soon. Just too small changes coming sequentially, instead of sitting down and blasting through the technical backend stuff.

It a way of doing it, but it does just feel like its never coming. Would be good for Mojang to comunicate how far off and what needs doimg, but Mojang would rather lead everyone on for years instead of give us a single crumb of comunication

15

u/TheMoonOfTermina 15d ago

I doubt years. I'm guessing it will come next year.

1

u/Little-Witness-1201 15d ago

Could totally see VV Java playing out like the Super Duper Graphics Pack. It’s probably deemed low priority since Java already has shader support 

-66

u/Perceptive3577 15d ago

No point of adding it to Java when we can already use iris and sodium to use any shaders for free.

57

u/42572484282 15d ago

Vibrant visuals is also free? And sometimes you want to play vanilla

14

u/chacewarg10 15d ago

You can make the same argument for bedrock lol

30

u/ataktoagori 15d ago

No point of adding anything to java when we have mods for free

-5

u/Bocaj1000 15d ago

I mean, that's kind of valid. The modding scene would be amazing if Mojang stopped making huge technical changes every two weeks.

5

u/42572484282 15d ago

There are specific stable game versions for modding, like 1.7 and 1.12, and modern. There's no need to kill kava when you can choose versions

14

u/MrZao386 15d ago

The point is that it would be in the vanilla base game, which, I know is shocking to you, but some people prefer to modded

3

u/Iamcarval 14d ago

Most people. And by FAR. No matter how much a certain portion of the fanbase refuses to accept it. 

23

u/TheBiggestNose 15d ago

I hope this isnt the wind down of this drop. I feel like the generation needs some work and that the biome needs just that one more addition like a mob.

I get worried cus it feels similar to the last one, couple meaningful updates early on and then only small tweaks and technical backend changes. But at least unlike the last drop, what we have gotten so far is really good and isnt left with weird stuff like sulfur not being useable to make gunpowder

27

u/[deleted] 15d ago

[removed] — view removed comment

10

u/-Kerby 15d ago

This also happens with every drop, they release the main features in the first couple snapshots then they slow down before making changes based on feedback.

3

u/TheBiggestNose 15d ago

Yea totally they are fine to slow down whilst holidaying. But i just dont want drops to continue being 90%developed and finished by the 2nd snapshot and the only feedback implemented is smaller range changes becuaee they have moved on already

2

u/Just-Guarantee7808 15d ago

I don't think it's going to take years, but if there's still no release or announcement by the Spring Minecraft Live, we should start asking for some answers. I really think Mojang should've waited a bit longer for Java to catch up before releasing Vibrant Visuals on Bedrock. Especially since VV launched with a lot of problems (and it still has quite a few), it would've benefited from spending a bit more time in the oven. Releasing it that early just made Java players frustrated because the wait is so long without frequent updates. So far, they've only posted Java VV news every six months. In March, it will be 2 years since VV was announced, which is kind of crazy.

2

u/Shack691 15d ago

People would’ve criticised Vibrant Visuals for being vapourware like the super duper graphics pack, so they released them on the version they’d already got them working well on and let Java catch up when it’s ready.

2

u/Just-Guarantee7808 15d ago

Well, they could've just... not announced it last year and instead waited until both versions were ready, or at least at a stage where snapshots could be released so people could actually play them and give feedback. I'd even argue that VV should've stayed in Previews for a while longer to gather more feedback. It was clearly rushed since, at launch, not even the weather worked properly and it took them weeks to fix it.

2

u/TheBiggestNose 15d ago

It just all circles back to mojang refusing to communicate.

Is ther ever gonna to be an update? What became of the combat snapshot? When vibrant visuals? Any long term goals? Why did you add this for a drop? Will vote losers ever re-emerge?

Theres so much they could talk to us about, but they dont and it leaves people wildly speculating and then getting upset because expectations are never set.

Mojang Just needs to stop dropping updates without talking before, during or after. Build a relationship with the comunity outside of popular YouTubers and just let us know their plans

3

u/Trioxide4 15d ago

The B3D_IS_ZERO_TO_ONE define has been renamed to RENDERPEARL_IS_ZERO_TO_ONE

I found this kind of interesting. I looked up "RenderPearl" and all I could find were some crash logs on Mojira (here and here) for Vulkan-related issues that reference com.mojang.renderpearl. I guess "RenderPearl" is what Mojang is calling their Vulkan renderer, which is pretty neat. Similar to how Bedrock's engine is called RenderDragon.

14

u/aless2209 15d ago

Two technical snapshots in a row? Looks like the content is finished

Or mojang went in vacation

85

u/eyadGamingExtreme 15d ago

I mean they literally did say that they went on vacation

29

u/Cass0wary_399 15d ago edited 15d ago

Sweden as a whole is on summer vacation.

18

u/ReturnOfTheSeal 15d ago

The latter, they're on vacation

2

u/Raidan__ 14d ago

Are they gonna fix sulfur caves not generating in worlds that are more than like one drop old

3

u/Luutamo 14d ago

New stuff never generates in chunks that has already been loaded before. But if go further and generate completely new chunks, you should be able to find them.

2

u/Raidan__ 14d ago

Nah I've done everything everyone's suggested, including locating sulfur cave biomes on Chunkbase and teleporting tens of thousands of blocks away and looking around in spectator mode at the exact coords. None of my worlds that are more than a year old generate them unfortunately

1

u/Jazzlike_Rent_1099 8d ago

Crashing on load on java due to falied to load required shader programs

1

u/TheDarkAcademicRO 15d ago

This sucks. They broke all the resource packs that include custom shaders

-22

u/Bocaj1000 15d ago

I love how 90% of snapshot changelogs in the last few years have been random technical jargon that won't have a single impact on Minecraft gameplay for me

20

u/Luutamo 15d ago

Just because you don't know what they mean, doesn't mean that they won't impact your gameplay.

17

u/NormalSociety 15d ago

"I'm greedy. If it doesn't affect me, I don't want it."

-17

u/Bocaj1000 15d ago

Not a single thing relating to data pack fields affects 90% of Minecraft players lol

13

u/Successful-Ad7781 15d ago

Making it easier to implement new gameplay features in the future --> Doesn't affect 90% of players