Bedrock Edition 1.21.120

This page covers a release version that has a critical issue under certain conditions.
 
The Windows release of this version migrates user data including worlds to a new file storage location, but this could get lost by closing the game during migration.[1] It is heavily advised to create a backup of com.mojang before updating to this version.
v1.21.120
Bedrock 1.21.120 PatchNotes.jpg: Infobox image for v1.21.120 the version in Minecraft
Bedrock 1.21.120.png: Infobox image for v1.21.120 the version in Minecraft
Edition

Bedrock Edition

Release date

October 28, 2025

Server version

1.21.120.4

Editor version

1.1.5

Build version

38170373

Internal version

Windows, Xbox: 1.21.12004.0
ChromeOS, Android, iOS, iPadOS, Fire: 1.21.120.4
PlayStation 4: 3.23
PlayStation 5: 1.033.000
Nintendo Switch: v133

Version code

Android:
952112004 (armeabi-v7a, 35)
962112004 (x86, 35)
972112004 (arm64-v8a, 35)
982112004 (x86_64, 35)

Development versions
Previews (6)
Betas (6)
(View all)
Downloads

Server
Windows
Linux

Protocol version

859

1.21.120 is a minor update for Bedrock Edition released on October 28, 2025, which redesigns the pause menu and fixes bugs.[2][3]

Additions

General

Options

  • Added a toggle to the accessibility settings to enable/disable the dithering effect on blocks like glass panes and sugar cane.
  • Added a toggle to the accessibility settings to enable/disable the dithering effect on mobs.

Splashes

  • Added splash "Music made by Hyper Potions!".

Changes

Blocks

Copper Chest

  • Double copper chest textures' diagonal glint direction now match its single chest counterpart.
  • Bolts on single and double copper chests are now shaded in the same way.
  • Double and single copper chests now have consistent shading.
  • Weathered double copper chest bottom textures are now consistent with other double copper chests.

Copper Lantern and Copper Torch

  • Copper lantern and copper torch have new textures to make them easier to distinguish from regular lantern and torch.

Glass and Glass Pane

  • Glass blocks and panes will now become slightly transparent if the camera is very close to them.

Shelf

  • Adding or removing redstone power to or from the shelf now emits vibrations.
    • When a player places/removes/swaps an item on an unpowered shelf, a vibration of frequency 3 is emitted.
    • When a player places/removes an item on a powered shelf, a vibration of frequency 3 is emitted.
    • When a player swaps item with one on a powered shelf, a vibration of frequency 6 is emitted.

Water

  • Water now reduces the light level by one instead of two units per block.

General

Camera

  • The first person camera will now offset backwards slightly when facing and climbing blocks such as ladders and vines.

Graphical

  • Added TAA upscaling to weather effects like rain and snow.
  • Improved quality of gamma correction on PC and Consoles.
  • Mobs will now become slightly transparent when the camera gets too close or passes through them.
  • Adjusted rendering settings in Vibrant Visuals.
    • Slightly reduced contrast across all biomes.
    • Reduced the intensity of temperature-based color grading in warmer biomes, especially the desert and all badlands.
    • Adjusted the sky color in the End.
    • Added unique biome settings for the dark forest, making it slightly foggier and gray.

Marketplace

  • Starting a world with a missing Marketplace template will now correctly redownload the template and start the world.
  • Marketplace content can now be searched for using graphics filters for RTX and Vibrant Visuals.

Pause menu

The redesigned pause menu.
  • The pause menu has been updated with a new layout and design.

Realms

The new Realms saves settings screen.
  • The backups system has been replaced with a general "Saves" system. There are two types of Realms saves:
    • Automatic saves are functionally the same as the previous backups system:
      • They are taken at the end of every Realms play session when the server shuts down, or every 30 minutes during a play session.
      • They are only retained for a limited time, according to the retention policy (which has not changed with this update).
      • They do not count towards the bank of cloud storage.
      • They are on by default and can't be turned off.
      • All previous Realms backups will be converted to automatic saves.
    • Manual saves are created by the Realm owner and count towards a bank of storage that comes with the Realms subscription.
      • Manual saves are retained as long as the Realm exists. They are not automatically deleted by the retention policy, but Realm owners can delete manual saves if they want to free up storage space.
      • Realms Plus subscriptions come with 10GB of manual save storage and Realms Core subscriptions come with 5GB.
      • Automatic saves can be turned into manual saves by the Realm owner.
    • Realms saves can be found in the Realms settings menu accessed via the "Edit Realm" button rather than the Realms world settings menu that backups used to show up in. While playing on the Realm, saves can also be found in the in-game settings menu for the Realm owner.
    • Realms saves will also now list the world name and the packs that were applied at the time of the save.

Storage

  • Shifted download storage on PlayStation 4 to new location. Players may need to redownload Marketplace content.

GDK

  • Minecraft for Windows now runs on the latest GDK (Game Development Kit).
    • This update brings the game in line with the standard distribution model on Windows platforms.
  • File paths have been updated, and on first installation of this version of Minecraft, existing worlds and content will be changed to:
  • %AppData%\Minecraft Bedrock\Users\Shared\games\com.mojang - is the new place to store packs.
  • %AppData%\Minecraft Bedrock\Users\<randomnumbers>\games\com.mojang - is the new place to store worlds and settings.
  • C:\XboxGames\Minecraft for Windows\Content\data - is the new place for the internal files.

Note: when not logged in into the Microsoft account, the packs will instead be stored at C:\XboxGames\Minecraft for Windows\Content

UI

  • Brightness adjustment was renamed to gamma adjustment in Vibrant Visuals.
  • A "Reset to Defaults" button was added to the gamma adjustment screen in Vibrant Visuals.
  • The slider widget that controls the Vibrant Visuals gamma value shows the current gamma value, and the center of the slider corresponds to the default value.

Mobs

Copper Golem

  • Copper golem step and spin sounds now use a natural attenuation curve.
  • Copper golems with a poppy on their head now drop it when becoming a statue.
  • When interacting with a copper golem, scraping and waxing particles now appear at the copper golem's location instead of at the location of the block it is standing in.

Chicken Jockey

Drowned

  • Can now spawn with enchanted tridents.
    • This change was not mentioned in the changelog.

Parrot

  • Parrots imitating hostile mob sounds are now affected by the "Friendly Creatures" volume slider in settings.

Wither Skeleton

World generation

Structures

  • Structures no longer build on top of features (e.g. trees) at chunk borders.

Technical

AI Goals

  • Made the schemas for the minecraft:behavior.dig, minecraft:behavior.drink_milk, minecraft:behavior.avoid_block, and minecraft:behavior.avoid_mob_type stricter when parsing and will fail to load an entity JSON that has invalid data in versions 1.21.120 and newer.

API

  • Optionally set version property to beta to always choose the latest beta version of the module. Example from manifest.json:
"dependencies": [
{
  "module_name": "@minecraft/server",
  "version": "beta"
}
  • LootTableManager's loot generation methods now properly recognize tools enchanted with looting.
  • Moved type ScriptBiomeType from beta into 2.3.0.
  • Moved API Dimension.getBiome(location: Vector3) from beta into 2.3.0.
  • Released initialRotation member of SpawnEntityOptions to 2.3.0.
  • Released initialPersistence member of SpawnEntityOptions to 2.3.0.
  • Releasing the light detection API from experimental to stable.
  • Removed entity override limit on Player method setPropertyOverrideForEntity.
  • Released setDynamicProperties method on Entity, ContainerSlot, ItemStack and World to 2.3.0.
  • Dimension
    • Moved isChunkLoaded(location: Vector3): boolean from beta to v2.3.0.
  • ContainerRulesError
    • Moved property reason: ContainerRulesErrorReason from beta to v2.3.0.
  • Moved enum ContainerRulesErrorReason from beta to v2.3.0.
  • Moved interface ContainerRules from beta to v2.3.0.
  • Container
    • Moved property readonly containerRules?: ContainerRules from beta to v2.3.0.
    • Moved property readonly weight: number from beta to v2.3.0.
    • Moved property readonly weight: number from beta to v2.3.0.
  • Moved class ItemInventoryComponent from beta to v2.3.0.

Biome Components

  • Added underwater_addition, underwater_loop, and underwater_mood fields to minecraft:ambient_sounds. They will be played when the audio listener position is inside of water.
    • underwater_addition and addition now take both an asset and chance, the chance determines the chance for the sound to be played.
    • Format versions before 1.21.120 will automatically set the underwater versions to the same as the normal ones, and the chance to the previously hardcoded chance of 0.0111.

Blocks

  • Custom blocks using a non-opaque render_method in the minecraft:material_instances component that are placed above water will no longer incorrectly cull the top face of the water block.
  • Custom blocks with textures in the variations array no longer require the Upcoming Creator Features experimental toggle to work properly.[verify for Bedrock Edition]
  • Custom blocks with textures in the variations array no longer require the Upcoming Creator Features experiment toggle to work properly.
  • The parameter sampleWidth was removed from the water configuration JSON file, and consequently the file has a new format and was upgraded to version 1.21.120.
  • Removed Upcoming Creator Features toggle requirement from the minecraft:redstone_producer component.
  • Component minecraft:embedded_visual no longer requires the "Upcoming Creator Features" toggle.
  • Component minecraft:flower_pottable no longer requires the "Upcoming Creator Features" toggle.

Block Components

  • Added emissive field to minecraft:material_instances block component with these requirements.
    • World must enable Upcoming Creator Features experiment for emissive face materials to work.
    • Block format_version must be greater than or equal to 1.21.120.

Components

  • The all_slots_empty, any_slot_empty, has_equipment filters now support main_hand as an equipment location.

Entity Components

  • Added apply_knockback_to_blocking_targets property to impact_damage in minecraft:projectile.

General

  • Network changes may result in better download speeds on Windows devices.

Item Components

  • Items with the new minecraft:fire_resistant item component no longer visually disappear on the client when thrown in fire while persisting on the server, as the property is now synced correctly across both.
  • Added the new minecraft:swing_duration item component, which defines the duration, in seconds, of the item's swing animation when mining or attacking.
    • The duration is specified in the component's value field.
    • Affects visuals only and does not impact attack frequency or gameplay mechanics.
  • The minecraft:fire_resistant item component no longer accepts a direct value assignment and now requires the value to be specified through the value field.
  • Added the emit_vibrations field to the minecraft:use_modifiers item component, which controls whether an item emits vibrations when it starts or stops being used.

Mobs

  • The dophin's bubble particle emissions have been updated and are now emitted through its animation controller.

Molang

  • Added 31 new Molang expressions:
    • math.inverse_lerp(start, end, value), returns the normalized progress between start and end given value.
    • math.ease_in_quad(start, end, 0_to_1), output goes from start to end via 0_to_1, starting slow and accelerating toward the end.
    • math.ease_out_quad(start, end, 0_to_1), output goes from start to end via 0_to_1, starting fast and decelerating toward the end.
    • math.ease_in_out_quad(start, end, 0_to_1), output goes from start to end via 0_to_1, starting slow, accelerating in the middle, then slowing again at the end.
    • math.ease_in_cubic(start, end, 0_to_1), output goes from start to end via 0_to_1, starting slow and accelerating strongly toward the end.
    • math.ease_out_cubic(start, end, 0_to_1), output goes from start to end via 0_to_1, starting fast and decelerating strongly toward the end.
    • math.ease_in_out_cubic(start, end, 0_to_1), output goes from start to end via 0_to_1, starting slow, accelerating strongly in the middle, then slowing again at the end.
    • math.ease_in_quart(start, end, 0_to_1), output goes from start to end via 0_to_1, starting slow and accelerating rapidly toward the end.
    • math.ease_out_quart(start, end, 0_to_1), output goes from start to end via 0_to_1, starting fast and decelerating rapidly toward the end.
    • math.ease_in_out_quart(start, end, 0_to_1), output goes from start to end via 0_to_1, starting slow, accelerating rapidly in the middle, then slowing again at the end.
    • math.ease_in_quint(start, end, 0_to_1), output goes from start to end via 0_to_1, starting slow and accelerating sharply toward the end.
    • math.ease_out_quint(start, end, 0_to_1), output goes from start to end via 0_to_1, starting fast and decelerating sharply toward the end.
    • math.ease_in_out_quint(start, end, 0_to_1), output goes from start to end via 0_to_1, starting slow, accelerating sharply in the middle, then slowing again at the end.
    • math.ease_in_sine(start, end, 0_to_1), output goes from start to end via 0_to_1, starting slow and accelerating smoothly toward the end.
    • math.ease_out_sine(start, end, 0_to_1), output goes from start to end via 0_to_1, starting fast and decelerating smoothly toward the end.
    • math.ease_in_out_sine(start, end, 0_to_1), output goes from start to end via 0_to_1, starting and ending slow, with smoother change in the middle.
    • math.ease_in_expo(start, end, 0_to_1), output goes from start to end via 0_to_1, starting slow and accelerating very rapidly toward the end.
    • math.ease_out_expo(start, end, 0_to_1), output goes from start to end via 0_to_1, starting fast and decelerating gradually toward the end.
    • math.ease_in_out_expo(start, end, 0_to_1), output goes from start to end via 0_to_1, starting and ending slow, with very rapid change in the middle.
    • math.ease_in_circ(start, end, 0_to_1), output goes from start to end via 0_to_1, starting slow and accelerating along a circular curve toward the end.
    • math.ease_out_circ(start, end, 0_to_1), output goes from start to end via 0_to_1, starting fast and decelerating along a circular curve toward the end.
    • math.ease_in_out_circ(start, end, 0_to_1), output goes from start to end via 0_to_1, starting and ending slow, with circular acceleration and deceleration in the middle.
    • math.ease_in_bounce(start, end, 0_to_1), output goes from start to end via 0_to_1, starting with bounce oscillations and settling into the end.
    • math.ease_out_bounce(start, end, 0_to_1), output goes from start to end via 0_to_1, approaching the end with bounce oscillations that diminish over time.
    • math.ease_in_out_bounce(start, end, 0_to_1), output goes from start to end via 0_to_1, starting and ending with bounce oscillations, smoother in the middle.
    • math.ease_in_back(start, end, 0_to_1), output goes from start to end via 0_to_1, overshooting backward before accelerating into the end.
    • math.ease_out_back(start, end, 0_to_1), output goes from start to end via 0_to_1, overshooting past the end before settling into it.
    • math.ease_in_out_back(start, end, 0_to_1), output goes from start to end via 0_to_1, overshooting at both start and end, with smoother change in the middle.
    • math.ease_in_elastic(start, end, 0_to_1), output goes from start to end via 0_to_1, starting with elastic oscillations before accelerating into the end.
    • math.ease_out_elastic(start, end, 0_to_1), output goes from start to end via 0_to_1, overshooting the end with elastic oscillations before settling.
    • math.ease_in_out_elastic(start, end, 0_to_1), output goes from start to end via 0_to_1, oscillating elastically at both start and end, with stable change in the middle.
  • Added query.base_swing_duration, which returns the duration of the mob's swing/attack animation, determined by the carried item and unmodified by effects applied on the mob.
  • Added query.modified_swing_duration, which returns the duration of the mob's swing/attack animation, determined by the carried item and modified by effects applied on the mob.

Network

  • The following level events now emit particles at the exact specified position instead of at the center of the matching block position:
    • WaxOn, WaxOff, Scrape.

Structures

Experimental

These additions and changes are accessible by enabling the "Beta APIs", "Upcoming Creator Features", "Render Dragon Features for Creators", and "Experimental Creator Cameras Features" experimental toggles.

Additions

Technical

API

  • Added Dimension.getGeneratedStructures(location: Vector3) which can be used to locate the Structures (Pillager Outpost, Mineshaft, etc.) of a given location.
  • Added worldAfterEvents.playerUseNameTag which fires when a Player uses a named NameTag Item on an Entity.
  • Added ControlScheme string enum.
  • Added method Player.setControlScheme(controlScheme?: string): void; to beta.
  • Added method Player.getControlScheme(): ControlScheme; to beta.
  • Added the BlockRedstoneProducerComponent to beta.
    • Added power read-only property.
    • Added getStronglyPoweredFace method.
    • Added getConnectedFaces method.
  • Added Control Scheme string enum.
    • Added method setControlScheme(controlScheme?: string): void; to beta.
    • Added method getControlScheme(): ControlScheme; to beta.
  • Added Scripting API for BlockPrecipitationInteractions component.
    • This API includes a component class for the BlockPrecipitationInteractions component and the two methods (accumulatesSnow and obstructsRain) of said component.
  • Loot table discovery API now includes information about Loot Item Conditions:
    • Modified method from setControlScheme(controlScheme?: string): void; to setControlScheme(controlScheme?: ControlScheme): void; in beta.
  • Added getBlockStandingOn(options?: GetBlocksStandingOnOptions): Block undefined method to beta.
  • Added getAllBlocksStandingOn(options?: GetBlocksStandingOnOptions): Block[]; methods to beta.
  • Added GetBlocksStandingOnOptions interface.
  • Added AABB interface which defines an axis-aligned bounding box to beta.
    • Added parameter center:Vector3 which defines the centerpoint of the box.
    • Added parameter extent:Vector3 which defines the distance from the centerpoint to the edges of the box.
    • Added method getAABB(): AABB to beta.
  • Added unbreakable property to ItemDurabilityComponent in beta.
  • (Beta) Player method clearPropertyOverridesForEntity can now take an Entity or Entity ID as valid arguments.
  • Added the BlockComponentBlockBreakEvent Custom Component Event to beta. This event is called when a specific block is broken by either the player or other entity, a block (such as fire or water), or from a script or command that removes or destroys the block.
    • Added entitySource read-only property. This contains the entity that caused the block's destruction.
    • Added blockDestructionSource read-only property. This contains the block that caused the block's destruction.
    • Added brokenBlockPermutation read-only property. This contains the block permutation this custom component exists on.
  • Added the ability for the custom creator camera to move on a spline.
    • Added method playAnimation(splineType: CatmullRomSpline LinearSpline, cameraAnimationOptions: AnimationOptions): void to beta to play an animation curve. Only works when used on the minecraft:free camera preset.
    • Added class CatmullRomSpline to beta to create catmullrom splines for minecraft:free camera preset.
    • Added class LinearSpline to beta to create linearly interpolated splines for minecraft:free camera preset.
    • Added interface AnimationOptions to beta for creating and playing a spline on the minecraft:free camera preset.
    • Added interface ProgressKeyFrame to beta for setting progress key frames on a spline.
    • Added interface RotationKeyFrame to beta for setting rotation key frames on a spline.
    • Added interface SplineAnimation to beta for storing spline key frames.

Blocks

  • Allow items referencing a pottable block in their minecraft:block_placer component to be pottable when replace_block_item is true.
  • Added minecraft:precipitation_interactions component.
    • This component allows creators to determine whether a block should obstruct precipitations or not. And if it does, whether falling snow should accumulate on the block or not like in vanilla.
  • Added boolean field alpha_masked_tint to materials in minecraft:material_instances component.
    • Defaults to false.
    • When true, the alpha channel of the texture will be used to multiply the tint to the albedo of the texture.
    • Requires format_version >= 1.21.120
    • Requires "Upcoming Creator Features" toggle.
    • Requires tint_method other than none.
    • Requires render_method to be opaque.

Commands

  • Added attach_to_entity and detach_from_entity camera commands for minecraft:fixed_boom and minecraft:follow_orbit presets.
    • Accessible under the Experimental Creator Cameras experimental toggle.

Editor

  • Added an offset and alignment property to the summon tool so that creators can more easily position entities at specific locations.

Graphical

  • Deprecated point_lights/global.json in favor of a new file and schema, local_lighting/local_lighting.json. Creators can still make use of point_lights/global.json, but are encouraged to migrate to the new schema.
    • Extended per-block local lighting information to include a light_type which can be either static_light or point_light.
      • A block will only be considered for point lighting if its light_type is set to point_light.
      • static_light is currently unused.
    • The light_color property is now optional. If unprovided, the block will use a fallback light color instead.
    • A sample local_lighting.json could look like this: format_version: 1.21.120, minecraft:local_light_settings: minecraft:torch: light_color: #EFE39D, light_type: point_light.

Molang

  • Added query.entity_biome_has_any_identifier, query.entity_biome_has_any_tags, and query.entity_biome_has_all_tags molang query functions to Upcoming Creator Features.
    • These queries only work in resource packs (client-side), and are not supported in behavior packs.
    • entity_biome_has_any_identifier('namespace:biome_name') takes a list of biome identifiers and checks if any are the specified biome the entity is in.
    • entity_biome_has_any_tags('my_tag_name') takes a list of biome tags and checks if the biome the entity is in matches any.
    • entity_biome_has_all_tags('my_tag_name') takes a list of biome tags and checks if the biome the entity is in matches all.

Changes

Technical

API

  • Dimension
    • Removed CompoundBlockVolume parameter from fillBlocks in beta.
  • Loot table discovery API now includes information about Loot Item Conditions.

Graphical

  • Updated point light tracking to be able to link to custom blocks.

Fixes

88 issues fixed

From released versions before 1.21.80

  • MCPE-19393 – Clients disconnect when window focus changes on remote host/server (Windows 10)
  • MCPE-43953 – Item outlines in some UIs still use old textures.
  • MCPE-51173 – No Suspicious Stew in the Creative menu.
  • MCPE-55449Golden Apples give 8 Absorption hearts if eaten after Enchanted Golden Apple.
  • MCPE-79532 – Ambience sounds missing in the nether and water.
  • MCPE-82082 – Issue with the drowned model.
  • MCPE-89643 – Soul lantern animation not mapped in flipbook_textures.json
  • MCPE-105710 – Keyboard button for mobile devices in chat still exists on Windows, and Console.
  • MCPE-105889 – Items cannot be transported to hotbar slots using their corresponding hotkeys.
  • MCPE-108989 – "score" text component does not accept names containing non-alphanumeric characters.
  • MCPE-147418 – Shield does not glow in glow item frame.
  • MCPE-154318 – Tadpole shadow is too big.
  • MCPE-154327llama uses pre-texture update chest texture.
  • MCPE-155739 – A Drowned that picks up a Nautilus Shell drops weapons.
  • MCPE-159992/locate biome deep_dark sometimes sent you to the wrong coordinates of the biome.
  • MCPE-161168 – Drowneds never spawns with enchanted tridents
  • MCPE-165390 – Skeleton/Zombie Horse's & Donkey/Mule's saddles and chests are outdated or errors.
  • MCPE-166776 – The ears of donkeys have a miscoloured top and bottom.
  • MCPE-169440Drowned has an transparent pixels in inner body texture.
  • MCPE-177866 – Custom items can't be used in commands if their menu category is "none" or undefined.
  • MCPE-180489 – Custom blocks do not have a quick move animation.
  • MCPE-183832 – Player sleep message says Users instead of Players.
  • MCPE-185069 – Sneak button is cut off.
  • MCPE-186409 – Clicking text to reposition caret is wrong if the text box isn't scrolled fully right.
  • MCPE-190339Shield loses 2 durability after breaking a block.
  • MCPE-190569 – Enchantment glint animation still plays when the game is paused.
  • MCPE-191379/damage can damage end crystals even though the chat says it cannot.
  • MCPE-208089 – Vibrant Visuals: Being underwater in a cave is extremely bright.
  • MCPE-219845 – Stencil state causes glitches with Vibrant Visuals enabled.
  • MCPE-220700 – Vibrant Visuals: Water reflections incorrect with Nausea effect.
  • MCPE-220733Skeletons with Punch bows can knock players back while blocking with a shield.
  • MCPE-220830 – Particle opacity is too intense with Vibrant Visuals.
  • MCPE-221279 – [Vibrant Visuals] Water surface appears noisy and jittery when using packs with water waves enabled.
  • MCPE-222915 – Vibrant Visuals: Sky appears black on certain Android devices.
  • MCPE-224011 – Copper chest opening and closing sounds are too loud.
  • MCPE-225212 – The invicon for the copper golem statue making a star pose has a disjointed arm.
  • MCPE-225213 – Copper golem statue item is offset when dropped.
  • MCPE-225249 – Items held by copper golems can't be taken when the player has an item in the offhand.
  • MCPE-225309 – Some items stick out too far from shelves.
  • MCPE-225669 – Parity Issue: Copper golem statue hitbox is too large.
  • MCPE-225997 – Tadpoles spawn in the upper northwest corner of the frogspawn block, often causing them to die out of the water.
  • MCPE-225999 – Sitting Copper Golem Statue has inconsistent UV mapping.
  • MCPE-226081 – Sleeping in a bed after dying shows the death screen for a few ticks.
  • MCPE-226142 – Copper Lantern textures isn't animated.
  • MCPE-226160 – Smooth lighting on partial blocks is broken after 1.21.100 update.
  • MCPE-226250 – Hopper destroys bundle contents.
  • MCPE-226332 – Copper chest loses its unique name when the world is reloaded.
  • MCPE-226433 – Vibrant Visual: Gray Dye and Light Blue Dye have incorrect MERS texture.
  • MCPE-226550 – Vibrant Visuals: Copper Golem eye glow disappears when seen through water.
  • MCPE-226651/aimassist set command produces "player camera not supported" error in first person on nintendo switch, regardless of target.
  • MCPE-226702player.applyImpulse causes the player to phase through blocks.
  • MCPE-226829 – Items can’t be moved from creative inventory to player inventory.
  • MCPE-226999 – Can't delete miscellaneous in storage.
  • MCPE-227014 – Invite player screen can be accessed from Social menu with multiplayer disabled
  • MCPE-227208 – Lead does not moves with copper golem head.
  • MCPE-227586 – Placing sound spams when holding right click with an empty hand on an empty shelf slot.
  • MCPE-227714 – Copper golem statue names are not converted to and from items.
  • MCPE-227741 – Pressing the windows key during gameplay causes the cursor to freeze up.
  • MCPE-227893 – Parity issue: Copper trapdoor's recipe still outputs 2 items.
  • MCPE-228233 – Paste Coordinates button pastes coordinates twice in the chat
  • MCPE-228500 – World Deleted/Reset on Load.
  • MCPE-229046 – Opening chat does not automatically select the chat box anymore

Other

  • Fixed an issue with being unable to continue destroying valid blocks in Adventure Mode when they are behind water.
  • Fixed loading of text for sign blocks from very old worlds.
  • Fixed snowflakes flickering during player movement.
  • Fixed the brightness of creeper textures in the gamma calibration screen in Vibrant Visuals.
  • Fixed a bug that could cause armor trims to appear applied to untrimmed armor in the inventory.
  • Fixed issue where worlds backed by Xbox cloud storage would show a default tile when local data was present but invalid.
  • Fixed Player.graphicsMode not returning the correct graphics mode when a player has switched to Vibrant Visuals.
  • Fixed query.graphics_mode_is_any not being correct when switching to Vibrant Visuals.
  • Weathered copper bars no longer have pixels that look out of place.
  • Tilling coarse dirt no longer sometimes tills the block twice converting it directly to farmland.
  • Copper golem statues now glow when placed in glow item frames.
  • Improved stability around hopper block destruction.
  • Fixed a bug with the biome blending system in Vibrant Visuals that caused non-surface biomes to be ignored.
  • Fixed a bug where a sound played on certain screens after an invalid navigation with gamepad or keyboard even when Text To Speech was disabled.
  • Fixed a crash occurring on mobs running the minecraft:behavior.delayed_attack AI goal.
  • Fixed some scenarios where the additional context information for error messages was inaccurate after previously catching an exception.
  • Fixed use of a default surface builder by some recent preview builds, biomes no longer require a surface builder. Surfaces in distant chunks now appear correctly when playing on Realms.
  • Fixed an issue when inserting items into storage items through the UI. Previously the items inserted could result in gaps in the container stack when it was previously modified through the ItemInventoryComponent API. The storage container now sorts items to remove gaps prior to an item being inserted via the UI.
  • Fixed missing pixels on copper, iron, gold, and diamond horse armor textures.
  • Fixed issue that could cause excess critical hit particles to spawn.
  • Fixed structure block preview GUI misplacing custom blocks.
  • Fixed an issue where the replacement biomes were not read for client side chunk generation.
  • Fixed a crash that occurs when selecting Vibrant Visuals panel settings.
  • Fixed ambient occlusion for custom blocks displayed in HUD.
  • Fixed a crash when using %.<number>s specifier with a length longer than the multiplied string.
  • Fixed a crash where it prompts a user to install GameInputRedist.msi if they are missing it during boot of the game on Windows.

1 issue fixed

From released versions before 1.21.80

  • REALMS-12993 – Using End Gateways while lying down (e.g using trapdoor or swimming) results in being launched into the void

Video

Creators Update:

References

  1. MCPE-230423 — resolved as "Invalid".
  2. "Minecraft - 1.21.120 (Bedrock)" – Minecraft Feedback, October 28, 2025.
  3. "Minecraft Bedrock 1.21.120 Update Notes for Creators" – Microsoft Learn, October 28, 2025.

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