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For-Minecraft.com » Minecraft PE 1.20.30.24 Changelog

Minecraft PE 1.20.30.24 Changelog

User Interface

  • Fixed feedback button behavior in the new Play Screen not linking to the feedback page
  • New death screen now has partial support (color, static obfuscation) for "Formatting Codes" 

Audio

  • Player entities now play the appropriate sounds when entering/exiting water

Blocks

  • Fixed a problem where blocks' rendering was not updating unless the player jumped
  • Tripwire Hooks no longer have delayed deactivation towards the south and west
  • Concrete Powder blocks are now the correct color for worlds imported from previous versions 

Gameplay

  • Camera commands that are sent in the same tick are no longer ignored
  • Nametags are no longer completely invisible while sneaking with the player still visible

Mobs

  • The following mobs will now set their target on fire if the mob is on fire when attacking: Drowned, Husk, Zombie, and Zombified Villager

Education Features

  • Dolphins now rise properly when Balloons are attached 
  • Camels and Sniffers can now have Balloons attached

User Interface

  • Fixed various pixel scaling issues on the HUD screen
  • The game menu gamepad shortcut on the new death screen now works correctly 
  • Added three new user-friendly disconnection error messages and improved two others 

Technical Updates

API

  • Changed scoreboardIdentity to be valid even after the entity has been killed 

Items

  • Fixed an issue where content errors for items at the latest format version would appear for other items 

Mobs

  • Exposed new data parameter "can_spread_on_fire" for the "minecraft:behavior.melee_attack" component to specify if the mob should set its target on fire when attacking if the attacking mob is on fire

Experimental Technical Features

API

  • World Events
    • Renamed BlockBreakAfterEvent to PlayerBreakBlockAfterEvent
      • Added readonly itemStackAfterBreak?: ItemStack (undefined if empty hand)
      • Added readonly itemStackBeforeBreak?: ItemStack (undefined if empty hand)
    • Renamed BlockBreakAfterEventSignal to PlayerBreakBlockAfterEventSignal
      • subscribe function now takes options?: BlockEventOptions
    • Added PlayerBreakBlockBeforeEvent with the following members
      • cancel: boolean, cancels event from happening
      • itemStack?: ItemStack, the item stack in use by the player (undefined if empty hand)
      • readonly player: Player, the player breaking the block
    • Added PlayerBreakBlockBeforeEventSignal
    • Renamed BlockPlaceAfterEvent to PlayerPlaceBlockAfterEvent
    • Renamed BlockPlaceAfterEventSignal to PlayerPlaceBlockAfterEventSignal
      • subscribe function now takes options?: BlockEventOptions
    • Added PlayerPlaceBlockBeforeEvent with the following members
      • cancel: boolean, cancels event from happening
      • readonly face: Direction, the face the block is being placed on
      • readonly faceLocation: Vector3, the location on the face the block was placed on
      • itemStack: ItemStack, the item stack being used to place the block
      • readonly player: Player, the player placing the block
    • Added PlayerPlaceBlockBeforeEventSignal
    • Modified WorldAfterEvents
      • Renamed blockBreak to playerBreakBlock
      • Renamed blockPlace to playerPlaceBlock
    • Modified WorldBeforeEvents
      • Added playerBreakBlock
      • Added playerPlaceBlock
    • Added BlockEventOptions with the following members
      • blockTypes?: string[], names of blocks to be filtered against
      • permutations?: BlockPermutation[], specific block permutations to be filtered against
    • Added class EntityLoadAfterEvent
      • New field entity: Entity
      • Added class EntityLoadAfterEventSignal
    • Class EntitySpawnAfterEvent
      • Added property readonly cause: EntityInitializationCause_
    • Class WorldAfterEvents
      • Added property readonly entityLoad: EntityLoadAfterEventSignal
    • Added enum EntityInitializationCause

Graphical

  • Disabling Beautiful Skies or Smooth Lighting no longer affects visuals while using Deferred or Ray Tracing in the Deferred Technical Preview
  • Moved Smooth Lighting and Beautiful Skies buttons to only appear in the Simple and Fancy graphics menus in the Deferred Technical Preview
  • Bloom option removed from Simple, Fancy, and Ray Tracing menus in the Deferred Technical Preview

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