26.2 Changelog 4/7: For builders and creative devs

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For builders and creative devs​

For: builders, terrain and tool designers
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Hello builders,

This is the practical reference for building on 26.2: every block added since our old version (1.21.4) with its ID and states, what changed under your feet, and what's new in the commands and tools you use daily. The stories behind each drop are in Minecraft 1.21.5 to 26.2.


Builders: the best new blocks for Middle-earth​

Our picks, with ideas for where they fit.

  • Leaf litter (1.21.5): a flat layer of fallen leaves, 1–4 per block in 4 rotations, tinted by the biome. Forest floors for Mirkwood, Fangorn, the Old Forest and Lothlórien.
  • Bush (1.21.5): a small shrub in the biome's grass color. Undergrowth, Shire hedgerows, Ithilien thickets and riverbanks.
  • Firefly bush (1.21.5): light level 2, fireflies in the dark, buzzing at night. Midgewater, the Dead Marshes, Nindalf, Shire lanes at dusk.
  • Short and tall dry grass (1.21.5): straw-colored, untinted, both 1 block tall. The steppes of Rohan and Dunland, the Brown Lands, Harad, the edges of Dagorlad and Mordor.
  • Wildflowers (1.21.5): a flower carpet like pink petals, 1–4 flowers in 4 rotations. Meadows in Ithilien, Rohan and the Shire.
  • Golden dandelion (26.1): a golden flower, also potted. Shire gardens, or a plausible elanor on Cerin Amroth.
  • Copper torch and lantern (1.21.9): a green flame at light 14 and 15 (the light itself isn't green). Corpse-lights for Minas Morgul and the Dead Marshes, aged lanterns in the ruins of Osgiliath.
  • Copper bars (1.21.9) in 4 stages: portcullises, cells in Cirith Ungol or Barad-dûr, grates and grilles. Bright copper for Dwarven work, green verdigris for Númenórean or Arnorian ruins.
  • Copper chain (1.21.9) in 4 stages: chandeliers, drawbridges, Corsair rigging and hanging cages.
  • Shelf (1.21.9) in 12 woods, showing up to 3 items: libraries in Rivendell or Minas Tirith, Bag End pantries, market stalls in Bree or Dale.
  • Copper golem statue (1.21.9), 4 poses: small metal statues or toys for Dale and the Dwarven halls.
  • Cinnabar (26.2), 13 red blocks (rough, polished, bricks, chiseled; stairs, slabs, walls): masonry for Harad, Umbar and Rhûn, red desert cliffs, accents in Mordor.
  • Sulfur (26.2), 13 yellow blocks in the same shapes: crust around the fumaroles of Gorgoroth and Orodruin, ochre accents for the south.
  • Sulfur spike (26.2): stalactites and stalagmites that work like pointed dripstone. Volcanic caves, the deeps of Moria, Sammath Naur.
  • Potent sulfur (26.2): bubbles under water and becomes a geyser over magma or lava. Foul pools for the Dead Marshes or volcanic plains; see its side effects below.


Builders: every new block since 1.21.4​

One spoiler per drop. No blocks were added in 1.21.7, 1.21.8, 1.21.10, 1.21.11 Mounts of Mayhem, 26.1.1 or 26.1.2 (1.21.7 did add a 3×3 painting, Dennis).

BlockIDKey block states
Leaf litterleaf_litterfacing (4 directions), segment_amount 1–4
Wildflowerswildflowersfacing, flower_amount 1–4
Bushbushnone
Firefly bushfirefly_bushnone (gives light level 2)
Cactus flowercactus_flowernone
Short and tall dry grassshort_dry_grass, tall_dry_grassnone (both 1 block tall)
Test blocks (operators only)test_block, test_instance_blockmode start/log/fail/accept (test block only)
  • Leaf litter is tinted by a new biome color map for dry foliage and the bush by the grass color; dry grass is never tinted.
  • Leaf litter, bushes and dry grass are replaceable, like short grass. Firefly bushes, wildflowers and cactus flowers are not.
  • Leaf litter needs a full solid top face below it, so not on fences. Dry grass sits on sand, terracotta, dirt-type blocks and farmland; cactus flowers on cactus, farmland or any block with support at the center of its top.
  • None of the new plants fit in a flower pot.

BlockIDKey block states
Dried ghastdried_ghastfacing, hydration 0–3, waterlogged
Each hydration stage looks plumper. Waterlogged, it rehydrates stage by stage and hatches a ghastling after about 20 minutes; out of water it dries back. Breaking it resets the hydration.

Copper families have 8 IDs: the base ID, its exposed_, weathered_ and oxidized_ versions, and a waxed_ version of each (for example waxed_weathered_copper_bars).
BlockIDKey block states
Copper bars (8)copper_barsnorth, east, south, west (connections), waterlogged
Copper chain (8)copper_chainaxis x/y/z, waterlogged
Copper lantern (8)copper_lanternhanging, waterlogged
Copper chest (8)copper_chestfacing, type single/left/right, waterlogged
Copper golem statue (8)copper_golem_statuefacing, copper_golem_pose standing/sitting/running/star, waterlogged
Lightning rod (7 new stages)lightning_rod family; only the base ID is oldfacing (6 directions), powered, waterlogged
Copper torch (never oxidizes)copper_torch, copper_wall_torchwall torch: facing
Shelf (12 woods)<wood>_shelf for oak, spruce, birch, jungle, acacia, dark_oak, mangrove, cherry, pale_oak, bamboo, crimson, warpedfacing, powered, side_chain left/center/right/unconnected, waterlogged
  • All copper except the torch ages through 4 stages. Honeycomb waxes it; an axe scrapes off the wax or one stage.
  • Copper golem statue: right-click cycles the pose, and a mined statue keeps it. The pose is a block state, so /setblock and the debug stick set it directly: copper_golem_statue[copper_golem_pose=star]. Careful: an axe on an unwaxed, unoxidized statue brings it back to life as a copper golem.
  • Shelf: 3 slots shown in front, without stack sizes. Items sit in the middle; the b-entity field align_items_to_bottom moves them down. Up to 3 powered shelves facing the same way join up.
  • Copper chests side by side merge even at different stages; sneak to keep them apart.

BlockIDKey block states
Golden dandeliongolden_dandelionnone
Potted golden dandelionpotted_golden_dandelionnone
It plants like other small flowers. Used on a baby animal it stops it from growing up (use it again to undo), handy for lambs and foals in farm scenes. It doesn't work on baby villagers or undead babies.

BlockIDKey block states
Sulfur set (13 blocks)sulfur, polished_sulfur, sulfur_bricks, chiseled_sulfur; add _stairs, _slab or _wall to sulfur, polished_sulfur and sulfur_brickstairs, slabs, walls: the usual states. Full blocks: none
Cinnabar set (13 blocks)cinnabar, polished_cinnabar, cinnabar_bricks, chiseled_cinnabar; shapes on cinnabar, polished_cinnabar and cinnabar_brickas sulfur
Potent sulfurpotent_sulfurpotent_sulfur_state dry/wet/dormant/erupting/continuous (default dry)
Sulfur spikesulfur_spikethickness tip_merge/tip/frustum/middle/base, vertical_direction up/down, waterlogged
  • Brick shapes use the singular: sulfur_brick_stairs, cinnabar_brick_wall.
  • Sulfur spikes work like pointed dripstone: they hang from ceilings and stand on floors, and facing tips merge unless you sneak while placing. A stalagmite breaks without a block below it; a stalactite falls without a block above it.
  • Potent sulfur sets its own state: dry out of water, wet under water, dormant or erupting over magma, continuous over lava. Under 1–4 water source blocks it bubbles and a Nausea gas cloud forms on the surface. Over magma it erupts at random intervals, over lava all the time, and eruptions throw entities upward. It has a block entity, so keep geyser fields modest.
  • No existing block changed its states in 26.2.


Builders: changed blocks and IDs​

These affect existing builds, or the commands, masks and patterns you type.

  • CHANGED Chain is now iron chain (1.21.9): chain became iron_chain. Update commands, FAWE masks, patterns and brushes that use it.
  • CHANGED Creaking heart (1.21.5): active=true|false became creaking_heart_state=uprooted|dormant|awake (default uprooted). Placed hearts are converted, but commands, masks and patterns with active= break. Awake or dormant (like eyeblossoms open or shut) now follows only the time of day, so on a world with fixed time it stays put.
  • CHANGED Sign and banner rotation (26.1): standing signs, standing hanging signs and standing banners default to rotation=8 instead of 0, so /setblock ~ ~ ~ oak_sign without states now faces the other way. Give the rotation when it matters.
  • CHANGED Lightning rods oxidize (1.21.9) like other copper. Rods already in our builds count as the unwaxed block, so where random ticks run they can slowly turn green. To be safe, wax them with honeycomb or use waxed_lightning_rod.
  • CHANGED Beds and signs are block models (26.2): beds lost their block entity and no longer draw inner faces; sign boards are normal block geometry, with the text still drawn by the game. Packs that retextured beds or signs must be converted: see the resource pack chapter for ours.
  • CHANGED Falling leaves (1.21.5): every leaves block, our custom trees included, now drops leaf particles tinted like the block.
  • CHANGED F3 hides block states (1.21.9): by default the debug screen no longer shows the biome, light levels, or the targeted block and its states. Press F3+F6 and switch on the targeted block entry (looking_at_block_state); Always keeps it on screen without F3.
  • CHANGED Note blocks on copper (26.1): instrument gained trumpet, trumpet_exposed, trumpet_weathered and trumpet_oxidized.
  • CHANGED Custom biome colors are paused on mainworld, moria, plotworld and rpserver: the CustomBiomeColors plugin kicked players on 26.2, so grass, leaves, water and sky show vanilla colors there until a fixed version exists. Keep that in mind before recoloring anything to compensate.

Watch out: accidental copper golems (1.21.9). A carved pumpkin or jack o'lantern placed on a block of copper (any stage, waxed too) builds a copper golem: the copper block becomes a copper chest and a golem appears. The wiki says this also works sideways or upside down, and when a dispenser or enderman places the pumpkin. Mind it if you hide jack o'lanterns as lights next to copper.

  • CHANGED Leads (1.21.6) are drawn twice as thick, so rope details look heavier. Check ship rigging, bridges and market stalls.
  • CHANGED Player heads (1.21.9): a head with a stored texture renders exactly as stored (Mojang's advice for decoration); one with only a player name or UUID shows that player's current skin. If a decorative head changed, tell us where.
  • CHANGED Light (26.1): lighting was rewritten, with a smoother step from light level 1 to 0, and Night Vision now adds ambient light instead of brightening colors. Builds look slightly different at night and underground.
  • CHANGED Sand ambience (1.21.5, 1.21.6): big sand and red sand areas whisper, indoors too, and dry grass on two blocks of sand, red sand or terracotta plays desert wind.
  • CHANGED Decorative animals: cows and mooshrooms have a new model and a dyed sheep's undercoat takes the dye color (1.21.5); babies and rabbits were redesigned (26.1).
  • FIXED Leashed mobs (26.1): leashed hoglins, zoglins, dolphins, squids and glow squids, and untamed cats leashed to a fence, no longer despawn.
  • FIXED Rendering: cauldron water is see-through, tripwire is drawn solid and easier to see, and block displays show chests, banners, heads, beds, signs and copper golem statues exactly like the placed block (all 26.1). Less Z-fighting where faces overlap, also on distant waterlogged blocks (26.2).
  • FIXED Detailing (1.21.5): the debug stick and /setblock can set a redstone torch's lit state whatever its surroundings, and power a powered or activator rail. waterlogged=true works on glow lichen, resin clumps and sculk veins, /fill handles neighboring directional blocks, and weeping and twisting vines no longer disconnect.


Builders: vanilla commands​

  • NEW Strict placement (1.21.5): strict places blocks exactly as written, with no block or shape updates. Fences and panes don't connect, sand doesn't fall and torches don't pop off. It works in /setblock, /fill, /clone and /place template, and structure blocks in Load mode have a Strict Placement toggle. Example: /fill ~-3 ~ ~ ~3 ~2 ~ glass_pane strict
  • NEW /fill replace with a mode (1.21.5): replace <filter> now combines with hollow, outline, destroy or strict. Example: /fill ~-5 ~ ~-5 ~5 ~6 ~5 stone_bricks replace cobblestone outline
  • CHANGED Contents are kept (1.21.5): if you give no b-entity data, /setblock and /fill keep what's there, such as sign text, banner patterns and chest contents. Handy for turning a sign by command: /setblock ~ ~ ~ oak_sign[rotation=4]. Add {} to clear it on purpose: /setblock ~ ~ ~ chest{}
  • CHANGED /give components (1.21.5): several components lost their wrapper, tooltip hiding moved into tooltip_display, and text is written as SNBT instead of a JSON string. See the table below.
  • CHANGED Armor stands and mobs (1.21.5): ArmorItems and HandItems became one equipment map (head, chest, legs, feet, mainhand, offhand, body, saddle), and the drop chances became drop_chances. Old statue and guard commands stop working. Example: /summon armor_stand ~ ~ ~ {equipment:{head:{id:'iron_helmet'},chest:{id:'iron_chestplate'}}}
  • NEW Mannequins (1.21.9): player-shaped figures with a skin and gear, summoned by command only, with 5 poses (standing, crouching, swimming, fall_flying, sleeping), an immovable option and a hideable "NPC" label (hide_description). /fetchprofile name <player> offers a click that summons one with that skin, and /swing (26.1) swings its arm. Guards on the walls, sleeping soldiers in a barracks.
  • CHANGED /time (26.1): /time pause and /time resume stop and restart the clock, and /time rate <rate> (above 0, up to 1000) speeds up or slows down only the day/night cycle, not the game. /time set day (or noon, night, midnight) now jumps forward to the next time it comes around. /time query daytime is gone, and in the Nether you name the clock: /time of minecraft:overworld set day
  • CHANGED /summon on Peaceful (1.21.9): summoning a monster on Peaceful now fails with an error instead of showing it for one tick.

Old (1.21.4)New (26.2)
enchantments={levels:{sharpness:5}}enchantments={sharpness:5}
dyed_color={rgb:123}dyed_color=123
attribute_modifiers={modifiers:[…]}attribute_modifiers=[…]
can_place_on={predicates:[…]}can_place_on=[…]
the hide_tooltip component, show_in_tooltip fieldstooltip_display={hide_tooltip:true} or tooltip_display={hidden_components:['enchantments']}
custom_name='{"text":"Gate"}'custom_name='Gate' or custom_name={text:'Gate'}
Renamed text fields also break old commands: clickEvent is now click_event, and hoverEvent is now hover_event.

  • CHANGED Game rule names (1.21.11): every rule is snake_case now. The usual ones: doDaylightCycle → advance_time, doWeatherCycle → advance_weather, doMobSpawning → spawn_mobs, randomTickSpeed → random_tick_speed, mobGriefing → mob_griefing. doFireTick is gone; fire_spread_radius_around_player 0 stops fire from spreading.
  • NEW Environment attributes (1.21.11, 26.1): data packs can set fog, sky and cloud colors, cloud height, and even the tint of block light and ambient light, per biome or dimension. Mojang calls the system very experimental.


Builders: FAWE and VoxelSniper​

FastAsyncWorldEdit went from 2.12.4 to 2.15.3 and FastAsyncVoxelSniper from 3.2.2 to 3.2.5, on every server. If one of the new commands says you don't have permission, tell staff.

  • NEW Vanilla features and structures: //feature <type> (alias //placefeature) and //structure <type> place the game's own world-generation features and structures. As brushes: /br feature <shape> [radius] [density] <type> and /br structure. As tools: /featureplacer and /structureplacer.
  • NEW //trim [mask] shrinks your selection to fit the blocks that match.
  • NEW Brushes /br morph and /br dilate, and /br biome <shape> [radius] <biome> [-c] for painting biomes (-c sets the whole column). Tip: the new sulfur_caves biome has acid-green water and yellow-green fog, and brings its own music.
  • NEW //registry <registry> [query] searches the game's registries, and //mirror is an alias of //flip.
  • CHANGED //paste -v now skips structure-void blocks and keeps what's already there. In WorldEdit, -v does the opposite, so mind this if you use both.
  • CHANGED Tree names for //forest, //forestgen, /tool tree and tree brushes now come from the game's tree features. Tab completion shows the valid names.
  • CHANGED Random states now work inside other patterns, for example #simplex[5][*snow]. Random rotation with //schem load -r and loadall -r works now, and -d re-rolls it on every paste.
  • CHANGED //ores can be undone and stays inside the selection, with new flags -b (deepslate ores below y=0) and -d (deepslate ores where they land in deepslate or tuff). //cone now makes the same shapes as WorldEdit. The schematic format didn't change.
  • FIXED //ascend, //descend, //hollow, //restore -e, //walls on non-cuboid selections, /br height #clipboard, /br clipboard -r rotation, lighting in //fast mode, entities in #fullcopy and a crash when binding /repl. Colored sign text is no longer lost on paste, nor are chest and sign contents in clipboards saved to disk.

Known FAWE problems on 26.2 (upstream, not fixed yet):
  • //forest and //forestgen place no trees (FAWE issue #3568). //feature or /br feature with a tree feature may do as a stand-in.
  • Also broken: //chunk x,z with explicit coordinates, the cycler tool, /br apply … item …, //curve at very low Y, and pasting mobs that ride other mobs.
WorldEdit 7.4 guides mention things FAWE 2.15.3 lacks: //revolve, //replacebiome, the #clipboard and #fullcube masks, //distr -m, //regen -c and //sel polyextend.

FastAsyncVoxelSniper: no new brushes and no syntax changes; /b, /v and /p work as before.
  • FIXED Heavy brushes such as blend_ball could freeze FAWE for everyone until a restart. Sniper clicks now queue up per player, one at a time.
  • FIXED /b en <type> with an entity the server can't spawn shows a normal message instead of an error dump.

Brush add-ons: Arceon is switched off for now, because version 0.4.9 doesn't support 26.x. ezEdits, MetaBrushes and MetaEdits were not updated. They load on 26.2, but haven't been tested in depth (ezEdits officially supports 26.x only from 0.16.3, newer than ours). If an add-on brush misbehaves, please report it.


Builders: Multiverse 5 commands​

Multiverse-Core went from 4.3.14 to 5.8.1, a full rewrite. Most commands kept their names, but optional arguments became flags (--page, --filter and so on) and some argument orders changed.

On MCME, /mvtp (also /switch) is an MCME-Connect command too, and it still moves you between servers as before. The Multiverse rules below matter when you teleport between worlds on the same server; finer teleport permissions are switched on on all our servers.

Old commandNew commandNote
/mvtp <player>/mvtp pl:<player>a bare name now means a world
/mvtp <dest>, then /mv confirm/mvtp <dest> --unsafeunsafe spots fail with a hint
/mvspawn, /mvs/mvspawn [player] [--unsafe]/mvs is gone
/mvsetspawn/mvsetspawn [world:x,y,z[,yaw,pitch]] [--unsafe]refuses unsafe spots
/mv list [filter] [page]/mv list [--filter] [--page] [--raw]the filter is a regex
/mv who --all/mv whoall/mv who [world] for one world
/mv coord/mv coordinatesrenamed
/mv modify set <prop> <value> [world]/mv modify [world] set <prop> <value>world first, kebab-case names; clear is now reset
/mv gamerule <rule> <value> [world]/mv gamerule set <rule> <value> [world]also list, and the new reset
/mv anchor <name>, /mv anchors/mv anchor set|delete|listone command

  • CHANGED Per-world permissions: Multiverse 5 checks /mvtp per destination, for example multiverse.teleport.self.w.<world>, and /mvspawn per world (multiverse.core.spawn.self.<world>). The old general nodes alone aren't enough, so if you can't reach a world you could reach before, tell staff.
  • CHANGED Tab completion only suggests destinations you're allowed to use, and e: destinations accept ~ relative coordinates. The destination prefixes (w:, pl:, e: and the others) are unchanged.
  • CHANGED No automatic moving out: Multiverse no longer moves players out when staff unload, remove, delete or regenerate a world; the command fails while anyone is inside unless staff add --remove-players.

Decorative mobs and the new entity sweep
Multiverse 5 runs a clean-up whenever a chunk loads. If a world is set not to spawn animals, Multiverse removes the animals it finds in that chunk, and the same goes for monsters. Mobs that were summoned by command, placed with a spawn egg, bred, or spawned by a plugin are left alone. Each world kept the spawn settings it had under Multiverse 4, and most of our build worlds have animal and monster spawning off.
What we don't know yet is how the server labels mobs that were placed years ago, so we can't promise that every old decorative mob is safe. If mobs go missing from a build, please tell staff where. Mobs you place again with a spawn egg or by command are exempt.


Builders: WorldGuard and CoreProtect​

WorldGuard went from 7.0.13-beta-2 to 7.0.18 and CoreProtect from 22.4 to 24.1, on every server.
  • WorldGuard: no commands changed and no flags were removed.
  • NEW WorldGuard flag lava-harden (allowed by default) controls lava turning into cobblestone, stone, obsidian or basalt. Useful for protecting lava features in builds.
  • FIXED The WorldGuard game-mode flag no longer restores the wrong game mode in overlapping or nested regions, and notify-enter and notify-leave set to false are really silent.
  • CHANGED CoreProtect's lookup tag #endercrystal is now #end_crystal. New tags: #button, #container, #door, #pressure_plate, #shulker_box and #bundle.
  • NEW CoreProtect now logs copper chests, shelves, crafter slots and flower pots, logging of books in lecterns was fixed, and rollbacks are about 80% faster.


Builders: client tools​

The 26.2 builds of the main building mods (all Fabric):
  • Axiom: the newest client for 26.2 is 6.0.5. The server side, AxiomPaper 6.0.1, runs on mainworld, freebuild, plotworld, themedbuilds, terrain, moria and rpserver, and /whynoaxiom tells you why the mod isn't connecting.
  • Litematica: 0.28.8 for 26.2, which needs MaLiLib 0.29.6.
  • WorldEdit CUI: 26.2+02. There is no 26.3 build yet, so stay on 26.2 if you rely on it.
Setting up mods for 26.2 is covered in What's new for you. Found something broken while building? Known issues and what's next explains how to report it.
 
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