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[SOURCE: https://minecraft.wiki/w/MINECON_2012_Cape] | [TOKENS: 360]
MINECON 2012 Cape Cape Elytra Minecon2012 JE: YesBE: Skin pack only The MINECON 2012 Cape is a cape given to MINECON 2012 attendees. Contents Distribution In Java Edition, this cape was given to MINECON 2012 attendees who redeemed an emailed link. In Bedrock Edition, this cape was available in skin packs. These skin packs featured Steve and Alex skins with all of the MINECON capes. These capes are locked to the skin pack and cannot be equipped with other skins, so they are not considered to be fully available on this edition. From July 1, 2015 to July 15, 2015, the MINECON 2012 Cape was available for free with the Minecon 2015 Skin Pack in Legacy Console Edition. On September 12, 2017, the Minecon 2015 Skin Pack was made available in Bedrock Edition for players who previously owned it in Legacy Console Edition. From September 23, 2016 to October 3, 2016 in Legacy Console Edition and from September 22, 2016 to October 7, 2016 in Bedrock Edition, the MINECON 2012 Cape was available for free with the MINECON 2016 Skin Pack. Xbox 360 Edition avatar item MINECON 2012 attendees were given a card containing a redemption code for a MINECON 2012 avatar cape. The cape was also put on the Xbox 360 Marketplace as a downloadable content costing US$1.00. On July 29, 2024, the Xbox 360 Marketplace closed, making this item unavailable unless it was purchased before the closure. History Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/MINECON_2016_Cape] | [TOKENS: 210]
MINECON 2016 Cape Cape Elytra Minecon2016 JE: YesBE: Skin pack only The MINECON 2016 Cape is a cape given to MINECON 2016 attendees. Contents Distribution In Java Edition, this cape was given to MINECON 2016 attendees who redeemed an emailed link, provided they have scanned their ticket at the venue. In Bedrock Edition, this cape was available in skin packs. These skin packs featured Steve and Alex skins with all of the MINECON capes. These capes are locked to the skin pack and cannot be equipped with other skins, so they are not considered to be fully available on this edition. From September 23, 2016 to October 3, 2016 in Legacy Console Edition and from September 22, 2016 to October 7, 2016 in Bedrock Edition, the MINECON 2016 Cape was available for free with the MINECON 2016 Skin Pack. History Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/MINECON_2013_Cape] | [TOKENS: 360]
MINECON 2013 Cape Cape Elytra Minecon2013 JE: YesBE: Skin pack only The MINECON 2013 Cape is a cape given to MINECON 2013 attendees. Contents Distribution In Java Edition, this cape was given to MINECON 2013 attendees who redeemed an emailed link. In Bedrock Edition, this cape was available in skin packs. These skin packs featured Steve and Alex skins with all of the MINECON capes. These capes are locked to the skin pack and cannot be equipped with other skins, so they are not considered to be fully available on this edition. From July 1, 2015 to July 15, 2015, the MINECON 2013 Cape was available for free with the Minecon 2015 Skin Pack in Legacy Console Edition. On September 12, 2017, the Minecon 2015 Skin Pack was made available in Bedrock Edition for players who previously owned it in Legacy Console Edition. From September 23, 2016 to October 3, 2016 in Legacy Console Edition and from September 22, 2016 to October 7, 2016 in Bedrock Edition, the MINECON 2013 Cape was available for free with the MINECON 2016 Skin Pack. Xbox 360 Edition avatar item MINECON 2013 attendees were given a card containing a redemption code for a MINECON 2013 avatar cape. The cape was also put on the Xbox 360 Marketplace as a downloadable content costing US$1.00. On July 29, 2024, the Xbox 360 Marketplace closed, making this item unavailable unless it was purchased before the closure. History Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Minecraft:_The_Island] | [TOKENS: 440]
Minecraft: The Island Max Brooks Ian Wilding United States English Fiction Minecraft Del Rey Books July 18, 2017 Print, Digital 224 978-0-399-18177-1 976794934 Minecraft: The Island is a novel by American author Max Brooks, which was published by Del Rey Books on July 18, 2017. Two audiobooks were also released on the same day, with narration provided by Jack Black and Samira Wiley, respectively. To promote the book, an official map was released for Bedrock Edition, made by Blockception. The novel is followed by two sequels, one titled Minecraft: The Mountain, which was released on March 2, 2021, and the other titled Minecraft: The Village, which was released on October 17, 2023. Contents Synopsis Washed up on a beach, the lone castaway looks around the shore. Where am I? Who am I? And why is everything made out of blocks? But there isn’t much time to soak up the sun. It’s getting dark, and there is a strange new world to explore. The top priority is finding food. The next is not becoming food. Because there are others out there on the island... like the horde of zombies that appear after night falls. Crafting a way out of this mess is a challenge like no other. Who could build a home while running from exploding creepers, armed skeletons, and an unstoppable tide of hot lava? Especially with no help except for a few makeshift tools and sage advice from an unlikely friend: a cow. In this world, the rules don’t always make sense, but courage and creativity go a long way. There are forests to explore, hidden underground tunnels to loot, and undead mobs to defeat. Only then will the secrets of the island be revealed. Plot Quotes We need to be very clear: I’m not writing *the* Minecraft book. I’m writing *a* Minecraft book. If the folks from Halo called me to write *the* Halo book, I could do that, but you cannot write *the* Minecraft Book. Trivia Gallery Videos References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Minecraft:_The_Mountain] | [TOKENS: 555]
Minecraft: The Mountain Max Brooks Sean Astin M.S. Corley United States English Fiction Minecraft Del Rey Books March 2, 2021 Print, Digital 224 978-0-593-15915-6 1198976979 Minecraft: The Mountain is the seventh Minecraft novel, and the second to be authored by Max Brooks. A sequel to Minecraft: The Island, it was published by Del Rey Books on March 2, 2021. An audiobook was released the same day, with narration provided by Sean Astin. To promote the book, an official adventure map was released for Bedrock Edition, made by Blockception. A sequel, Minecraft: The Village, was released on October 17, 2023. Contents Synopsis Wandering a vast, icy tundra, the explorer has never felt more alone. Is there anything out here? Did I do the right thing by leaving the safety of my island? Should I give up and go back? So many questions, and no time to ponder—not when dark is falling and dangerous mobs are on the horizon. Gurgling zombies and snarling wolves lurk in the night, and they’re closing in. With nowhere to hide, the lone traveler flees up a mountain, trapped and out of options... until a mysterious figure arrives, fighting off the horde singlehandedly. The unexpected savior is Summer, a fellow castaway and master of survival in these frozen wastes. Excited to find another person in this strange, blocky world, the explorer teams up with Summer, whose impressive mountain fortress as a safe haven... for now. But teamwork is a new skill for two people used to working alone. If they want to make it home, they must learn to work together—or risk losing everything. Plot Quotes You know, I imagined there’d be a sequel as I wrote it, because I figured that learning how to live with yourself is just the first part of growth. But writing The Island was actually a lot tougher than The Mountain. I must have done ten rewrites because the character was initially a Robinson Crusoe, and I wrote my first draft in the voice of Daniel Defoe, which is very dry and boring! (Defoe wrote Robinson Crusoe in 1719!) I had to figure out a way of writing someone alone on an island with their thoughts, and so I invented Guy's animal friends – all the conversations with Moo are basically his thoughts projected onto this cow. The Mountain was a lot easier because I could have the back and forth of real conversation! Trivia Gallery References External links "Minecraft: The Mountain: An Official Minecraft… by Max Brooks · Audiobook preview" – Google Play Books on YouTube Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mine_Chest] | [TOKENS: 379]
Mine Chest The Mine Chest was a monthly surprise package from the company Adventure Chest Inc. that could be subscribed to. Contents Details The contents of the Mine Chests were not completely revealed in advance, as it was meant to be a surprise. The only certainty was that an exclusive T-shirt was included every month. Each month's Mine Chest followed a different theme. No item was ever sent twice. The contents consisted only of officially licensed Minecraft products, such as T-shirts, plastic figures, stamps, stickers, or crafting kits. The chest was made of folded cardboard and, when disassembled and refolded inside out, formed a block that matched the respective theme. Initially, each month's package included a postcard printed in cursive, giving the impression that someone had assembled this chest during their adventurous travels and sent it home. The first package was titled "Mine Chest Beta." The Mine Chest was first introduced at MINECON 2015, where Beta Keys were distributed. Owners of a Beta Key were guaranteed the right to purchase the "Mine Chest Beta," which was limited to 5,000 units and shipped in June 2016. Afterward, monthly deliveries were made by Adventure Chest Inc.. In December 2016, the company was acquired by Loot Crate. After that, deliveries were made every two months, with the last one in February 2018. Starting in 2018, Adventure Chest Inc. resumed management of the Mine Chest, announcing a return to monthly deliveries. The first shipment under this arrangement was in August 2018, though the Mine Chest was now slightly smaller. In June 2019, the Mine Chest was discontinued and replaced by the "Minecraft T-Shirt Club", which offered only a T-shirt and one other exclusive Minecraft product. Releases A small gift package was sent to all subscribers for Christmas 2015. Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Minecon_2015_Skin_Pack] | [TOKENS: 187]
Minecon 2015 Skin Pack 8 Free BE:September 12, 2017LCE:July 1, 2015 MINECON 2015 Skin Pack is a celebratory skin pack for MINECON 2015 that includes 8 skins of Steve and Alex wearing MINECON capes. It was available for free on Legacy Console Editions until July 15, 2015. Due to the Better Together Update, it was added in Bedrock Edition on September 12, 2017, although it is only available to players who owned it already when they migrated from Legacy Console Edition. All skins in this pack were later part of the MINECON 2016 Skin Pack. Contents Skins Quotes Alex and Steve are ready for Minecon 2015! They’ve brought their complete Minecon cape collection with them and don’t they both look grand? History Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/MINECON_2016_Skin_Pack] | [TOKENS: 158]
MINECON 2016 Skin Pack 14 Free BE:September 22, 2016LCE:September 23, 2016 MINECON 2016 Skin Pack is a celebratory skin pack for MINECON 2016 that includes 14 skins. It includes all skins that were previously part of the Minecon 2015 Skin Pack and was available for free until October 3, 2016 on Legacy Console Editions and October 7, 2016 on Bedrock Edition. Contents Skins Quotes Are you ready for MINECON? This year, our celebratory skin-pack comes with four biome-themed adventurers and a mysterious Enderman cape. Swish! Are you ready for MINECON? History Gallery References See also Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Skin_pack] | [TOKENS: 507]
Skin pack A skin pack is a type of downloadable content that adds additional skins for players to choose from along with the default skins included with the game's purchase. Skin packs are available in Bedrock Edition as purchasable content on the Marketplace. They often feature characters from other video games, movies, and television shows, alongside original designs. Skin packs all have skins related to one another, e.g, a movie skin pack includes characters from only the designated movie. Skin packs are a way to quickly obtain several themed skins at once. In addition to separately available skin packs, some mash-up packs and downloadable worlds come bundled with skin packs as well. Custom skin packs can be created and imported to the game with a data system similar to resource packs and behavior packs. Contents List of official skin packs 3DS: September 13, 2017 3DS: November 20, 2018 3DS: September 13, 2017 3DS: September 13, 2017 3DS: September 13, 2017 3DS: September 13, 2017 Package format Custom skin packs use a package format which contains multiple skins for the players and loaded by the game under the com.mojang/development_skin_packs directory. It is defined in manifest.json with the skin_pack module, and contains skins.json and localization files for defining skin entries. When a custom skin pack is loaded by the game, it appears as a skin pack below the custom skin on the "Classic Skins" menu of the Dressing Room. Zipped skin packs can be distributed with the .mcpack file extension. Opening a skin pack file will automatically import it to com.mojang/skin_packs and it appears in the Dressing Room. name or name.zip The skins.json file is used to define skin entries later loaded by the game. The following interface is used for skin.json: The localization files for skin pack may be defined under texts directory. For example, texts/en_US.lang defines localization for players with American English language set in their settings. The following key name format applies for skin pack localization: Both serialize_name and skin_localization_name are defined in the skins.json file as specified above. An internal skin pack is used for the default skins, which uses the same directory structrure as custom skin packs. Internal skin packs can be found at Microsoft.MinecraftUWP/data/skin_packs. History Gallery See also References External links Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Manor_Road] | [TOKENS: 390]
Manor Road Mojang Studios Windows JavaScript ? November 11, 2016 ≈ 121.6 MiB No Manor Road is a point and click game created by Mojang for the Humble Blockjam Bundle game jam. Gameplay The player takes role of Ashley, who is travelling via a train to Liverpool. They can move around the train wagon by clicking the desired destination, which will make them automatically walk there. There are other characters in the wagon, including the conductor, the player can click on them to interact. In the top right corner, there's a sanity meter. The player's sanity starts off full. If the player interacts with a character, the character will talk to the player, but the player will not be able to respond. After all characters are interacted with, the conductor announces that the train is arriving at Manor Road. The train stops and after a while leaves the station. When the other characters are interacted with, the player can now respond. The response is chosen by clicking an option from a list. Depending on how the player handles the conversation, they can either clear it or fail, with each choice either reducing or improving sanity. The interactions cannot be retried. After interacting with all the characters again, if the player has failed any of the interactions, the conductor once again announces the train is arriving at Manor Road. The train will stop and leave the station all the same. The player will now be able to retry failed interactions, however the cleared interactions will remain locked. This continues in a loop until either the player clears interactions with all the characters, or sanity is fully lost. If all interactions are cleared, the good ending is achieved: "a mysterious tear in time opens up", Manor Road becomes the final destination of the train, and Ashley gets off it. Losing all sanity causes the bad ending: Ashley goes mad and is "forever lost between Manor Road stations". Gallery Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Dragon_Ball_Z] | [TOKENS: 158]
Dragon Ball Z Akira Toriyama Takao Koyama Shunsuke Kikuchi Toei Animation Crunchyroll, LLC 291 9 April 26, 1989 January 31, 1996 Minecraft x Dragon Ball Z is a merchandise collaboration between Minecraft and the Dragon Ball Z series, which is part of the Dragon Ball Japanese multimedia franchise. Contents Background Marketplace releases Developed by Cyclone, a special collaboration world was released on November 4, 2025, featuring many characters and scenarios from the franchise. Cinematics During Minecraft LIVE – September 2025, a special trailer was released announcing the collaboration. The video depicts Efe gathering the dragon balls, summoning Shenron to become a Super Saiyan. Character creator Videos Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Category:Named_updates] | [TOKENS: 47]
Category:Named updates Subcategories This category has the following 13 subcategories, out of 13 total. Pages in category "Named updates" The following 42 pages are in this category, out of 42 total. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_account_migration] | [TOKENS: 1387]
Java account migration The Java account migration[note 1] was the process of moving ownership of Java Edition from Mojang accounts, including legacy Minecraft accounts, to Microsoft accounts. It took place from June 2021 to September 19, 2023. Contents History of events The Java account migration was announced on October 21, 2020 with a YouTube video, a Minecraft.net article, and an official FAQ. The migration was described as a way to increase security through the addition of two-factor authentication, connect all Mojang games to the same account, improve parental controls, and add features such as chat and invitation blocking. It was stated to take place early 2021 and to be mandatory in order to continue being able to log in and play the game. Additionally, it was announced that players who completed the migration would receive a cape as a reward. The official FAQ stated that the migration would roll out gradually, with each phase including only a limited number of eligible players that would be notified on their Minecraft.net profile pages as well as through the Minecraft Launcher. On November 27, 2020, the launcher was updated to version 2.2.74, introducing support for Microsoft accounts. On December 1, 2020, the creation of new Mojang accounts was discontinued, and all new copies of Java Edition from that date onward required a Microsoft account. On February 28, 2021, the FAQ was edited to confirm that third-party launchers can now support Microsoft accounts. On December 2020, the minecraft.net/mojang-account-move page and its redirect minecraft.net/move were created. On February 19, 2021, a new YouTube video promoting the migration process was released. The video was initially unlisted and only included on Minecraft.net. The video was made public on November 24, 2021. Starting June 24, 2021, players were able to migrate. Players eligible for migration received a notification on the Minecraft Launcher leading to their Minecraft.net profile page. Once on their Minecraft.net profile page, players had to: As initially announced, the migration was rolled out gradually, with each phase including only a limited number of eligible players. The following table lists all known phases. On February 4, 2022, it was announced that players who did not migrate would be unable to play Java Edition starting March 10, 2022. Mojang accounts were blocked gradually, with only 1% of remaining Mojang accounts being restricted on March 10. On May 8, 2023, it was announced that the migration deadline would be September 19, 2023. After this date, unmigrated accounts would no longer be able to sign in to Minecraft.net or the Minecraft Launcher, therefore making migration impossible. Additionally, it was stated that beginning September 5, 2023, Mojang's support would no longer assist with migration-related issues. The migration period ended on September 19, 2023, as announced. On September 19, 2023, a post-migration period was opened. This gave players who did not migrate one last chance to retain access to the game by going through a post-migration process. However, this process did not actually involve migrating accounts; instead, it simply granted players who had missed the deadline the chance to obtain an entirely new account free of charge. Apart from being free, these new accounts were identical to new ones purchased normally; they did not retain the Java profile name, capes, or server progress of the original accounts. In addition, as these accounts were never actually migrated, they were not eligible for the migrator cape. The post-migration period ended on December 18, 2023, as announced. On March 10, 2024, Mojang deleted some unmigrated accounts. Originally, the FAQ page mentioned that the usernames of deleted accounts would be released at some point. However, this was later changed to say that such usernames "may or may not be available". This remains on the current version of the page, leaving it unknown if any more usernames will be released. Community discoveries On January 29, 2021, a file named accountMigration.json was discovered on Mojang's website. Its contents was speculated to be a detailed migration timeline: According to the file, migration would begin on April 12, 2021, become mandatory for playing Minecraft starting May 12, 2022, and conclude on July 5, 2022. However, on February 1, 2021, the file was updated with placeholder dates: Mojang did not comment on the discovery until April 12, 2022 to confirm that the migration would not begin that day. An internal migration however did happen on the week of April 12. Somewhere between April and May, the migrationStarts value was changed to May 23, 2021. Then, somewhere between January and December, the forcedMigrationStarts value was changed to February 24, 2022. None of these timelines matched the one that actually happened. On October 21, 2020, when the migration was first announced, the Minecraft.net article alluded to the possibility of multiple capes being given out: And who knows? You might even have more than one outfit to show off – but we’ll tell you more about that later down the road. [...] you'll get an opportunity to participate and receive your cape! Or is that capes? Hmm. On December 2, 2020, after the launcher was updated to version 2.2.74, the following string was found in the API: And... a special Veteran cape for each year you’ve played Java Edition! On June 9, 2021, this text appeared in a screenshot used in the "Migration Eligibility Email" help page. The same text appeared on player's profile pages on Minecraft.net for a short time after being removed.[citation needed] On September 2021, while streaming on Twitch, Dinnerbone was asked about veteran capes: "Are veteran capes real?" As far as I know yes, I've seen a few of them. On February 25, 2022, Ined, a Mojang employee working on Mojang accounts and their migration, acknowledged the discovery while stating that veteran capes were "a lie": Fun fact Friday! The cake is a lie - so are veteran capes On May 18, 2025, Marc Watson explained that veteran capes were scrapped due to Mojang being unable to make it "fair and accurate for every player across platforms". Official page revisions These tables show the different revisions of the official migration pages. Some revisions may be missing from these tables if they were not archived on the Wayback Machine. Trivia Gallery Notes References Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mounts_of_Mayhem?oldid=3445805] | [TOKENS: 403]
Mounts of Mayhem December 9, 2025 Mounts of Mayhem is a game drop that was released on December 9, 2025 as Java Edition 1.21.11 and Bedrock Edition 1.21.130. Its theme is a combination of both "mounts" and "combat". It introduces spears, netherite horse armor, nautiluses, nautilus armor, parched, zombie nautiluses, camel husks, and zombie horse spawning naturally. It was announced at Minecraft LIVE – September 2025. Contents Additions Nautilus armor Netherite horse armor Spawn eggs: Spear Camel husk Nautilus Parched Zombie nautilus Lunge Breath of the Nautilus Changes Leather horse armor Spawn eggs Horse, donkey, mule, zombie horse and camel Piglin, husk, zombie and zombified piglin Zombie horse Further revisions Promotions Released on January 12, 2026, Dungeon Descent is a promotional add-on expanding on the drop, with features such as dungeons, charms, and decorative dungeon and horse stable themed blocks. The Mounts of Mayhem: Challengers Tournament, also referred to as the Mayhem Tournament, is a series of articles on Minecraft.net written to promote the Mounts of Mayhem drop. Three special reward drops are available to promote the release of the game drop. One is available through TikTok, and the other two are available through Twitch. The Mounts of Mayhem Community Challenge was a community challenge promoting the release of the game drop. Announced on December 10, 2025, the challenge began on December 12 and concluded on December 15, 2025. The mobs may be either neutral or hostile, do not need to be defeated simultaneously, and can be spawned beforehand in Creative mode. Trivia Quotes Hi friends, Mounts of Mayhem just dropped You've got new mobs to meet and a new weapon to master Videos Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Insanepowertrip_profile.png] | [TOKENS: 109]
File:Insanepowertrip profile.png My profile in Minecraft. Username is InsanePowerTrip. File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 2 pages use this file (also see what links to it): Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Camel_Sitting_Saddled.png] | [TOKENS: 54]
File:Camel Sitting Saddled.png Camel Sitting Saddled File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following page uses this file (also see what links to it): Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Stripped_Spruce_Log_(top_texture)_JE3_BE4.png] | [TOKENS: 60]
File:Stripped Spruce Log (top texture) JE3 BE4.png Summary Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following page uses this file (also see what links to it): Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Stripped_Spruce_Log_(top_texture)_JE3_BE4.png] | [TOKENS: 60]
File:Stripped Spruce Log (top texture) JE3 BE4.png Summary Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following page uses this file (also see what links to it): Navigation menu
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[SOURCE: https://minecraft.wiki/w/Vibrant_Visuals] | [TOKENS: 6152]
Vibrant Visuals Vibrant Visuals is a graphics mode that aims to improve the visual looks of Minecraft by adding directional lighting, physically based textures, pixel-aligned shadows, atmospheric sky, environmental effects, and various other visual features based on photorealism. It is built around a physically based rendering pipeline used for deferred lighting and ray tracing. It runs locally on the player's device, and can be enabled in the player's settings rather than world specific settings. Most configurations and textures can be customized using resource packs, and various tagged Marketplace add-ons make use of custom Vibrant Visuals packs. Vibrant Visuals affects only the graphical appearance of Minecraft; it does not affect gameplay. However, enabling Vibrant Visuals on lower-end devices (especially with high render distance and higher graphics settings) can decrease game performance significantly, which can affect the game experience. Contents Features Vibrant Visuals uses physically based rendering (PBR), which simulates realistic lighting behaviors between different surface materials. This is achieved by creating different texture maps for every block, entity, item, and particle, which define specific characteristics of the surface material. A texture set is used to specify these texture maps in a resource pack. Four maps — metalness, emissive, roughness, and subsurface scattering (collectively known as MERS) — define the material's properties. Each property in MERS is assigned to RGBA image (four channel), such as red to metalness, green to emissive, blue to roughness, and alpha to subsurface. Object reflections are heavily affected by their metalness and roughness properties. Metallic surfaces reflect light directly and tint that reflection with their own color (like gold and copper). Non-metallic surfaces like grass, dirt, and tree barks show more solid color and less reflection. A surface with low roughness is very smooth, resulting in sharp, mirror-like reflections, compared with high roughness that results in blurry, diffused reflections. The game uses screen space reflections (SSR) and image-based lighting (IBL) to create dynamic reflections which appear on these surfaces. SSR generates reflections by reusing what's already visible on the screen. They are limited by the objects and parts of the world that are currently visible in the camera's view, which can cause reflections to fade or disappear near the edges of the screen. In contrast, IBL reflections, used to reflect clouds, aren't limited by what is already displayed on the screen but often appear low resolution and distorted. They use cube maps, which are affected by environmental lighting and atmospheric scattering. Most blocks and entities in Vibrant Visuals with high metalness only reflect light sources and do not completely mirror areas. Water surfaces are fully reflective and properly mirror the area surrounding them. The reflection quality can be configured under the video settings, which affects their resolution and distance at which they appear. Pixels can appear to glow in the dark environment through the emissive texture map. This map defines which parts of a texture should be self-illuminated. It uses the green color channel in the MERS texture; areas of the map that are solid green will glow at full intensity, with different shades of the color affecting their intensity, while black areas will be unaffected by the emissive property. Emissive surfaces do not cast light onto surrounding blocks or entities, and therefore do not cast proper shadows. However, their glow remains visible even in complete darkness, making them appear bright and distinct. They also produce light bloom effect, which makes their color bleed into the surrounding areas. Some entities and blocks — like drowned, spiders, sculk, certain dropped items, and firefly particles — use emissive texture map and produce glowing effect. This effect is often contributed by their natural block lighting (like torches and glowstone), which makes the glow appear more intense and realistic. The fourth map, subsurface scattering, simulates an effect of light shining on translucent surfaces, like leaves. This effect is applied to blocks exposed to sky lighting, and blends to roughly one block deep on vertical surfaces. Subsurface scattering cannot be used in conjunction with metalness on the same pixel on an object; instead, only one effect will be applied. The primary light sources in Vibrant Visuals are global directional lights, including the sun and the moon in the Overworld, and End flashes in the End. Depending on the location of the light source in the sky, they illuminate all objects directly exposed to them. The texture maps define how this affects objects, such as how the light is reflected and recolored. Light also shines through glass panes and other supported transparent blocks, where it has the same effects on objects behind it. When the camera is looking at a bright object, either directional lighting or emissive textures, the whole view gets darkened, which gradually fades away when looking at a dark object. Directional light sources cast shadows on all objects, including held items on the HUD. The object that creates the shadow and the location of the light source affect the shape, size, and direction of the shadow. Unlike shadows in most games, shadows are pixelated to match the resolution of other textures and align with the pixel grid. Shadows can be created by any block that can obstruct lighting, most particles, and entities, including players. Animated objects, like animated player skins or the tentacles of a ghast, create animated shadows as well. Shadows are rendered at a lower quality at higher distances, which can be configured in the settings. The End flash is an effect in the End sky that in Bedrock Edition is exclusive to Vibrant Visuals. End flashes occur once every 30 seconds at random spots above the horizon. As a directional light source, End flashes tint block lighting purple and create shadow and reflection effects. Each flash lasts between 5 and 19 seconds, with fading at the beginning and the end, while also producing a sound. Flashes can be disabled in the accessibility settings. If the "Render Dragon Features for Creators" experiment is enabled in Minecraft Preview, and "point lights" are turned on in the settings, light-emitting blocks like torches emit directional light and cast dynamic shadows as well. The light is emitted from a single point at the center of a block, hence the name, and the strength is affected by the block's lighting. This light is colored, and blends additively. The following blocks are affected by point lighting: The quality of point lighting and the shadows created by point lights can be adjusted in the settings, or turned off. Enabling this for more objects may reduce the performance and affect gameplay noticeably. In addition to point lighting, all other blocks with block lighting create static colored light. For a full list of colors, see Light § Light-emitting blocks. Without directional light sources, objects are lit by ambient lighting, to prevent them from rendering pitch black. Ambient lighting has a dimension-dependent strength (0.02 in the Overworld, 0.5 in the Nether, and 0.125 in the End), which affects objects based on the texture sets. For example, blocks have a red tint in the Nether, where no directional lighting is available. The sky also contributes as a light source, which can also be reflected by objects. Depending on the exposure to sky light, shadows created by directional lighting can appear darker and more visible or blend in more with bright areas. Each biome and dimension has unique effects for lighting and color that greatly affect the scene. Biome-dependent effects include atmospherics, color grading, fog, and lighting (excluding point lights). In transitions between biomes, the game automatically blends the effects. The sky color of a biome in Vibrant Visuals is defined at the horizon and the zenith, which are variable. When these colors are different, the sky will blend these colors between the horizon and the zenith. For example, deserts and badlands have a light orange/green sky color, snowy biomes have a light blue or white sky color, and pale gardens have a gray sky color. The color and intensity of sunlight and moonlight are affected by the biome as well. Different color grading settings distinguish biomes with different temperatures, making especially cold biomes appear gray/blue, and warm biomes colored orange. Color grading is applied as a post-processing effect to the whole image, including blocks, light, and the sky. Vibrant Visuals enhances all fog effects that change depending on the environment. Certain biomes, like swamps and pale gardens, have denser volumetric fog effects with unique colors and strength depending on the height, and directional lighting. Directional lighting can be scattered by strong fog, and the heaviest fog can greatly lower the view distance to only a few chunks, or even block the sun entirely. With decreased effects from directional lighting, shadows and reflections are less visible, and blocks in the distance appear half-transparent and faded. Volumetric fog can be disabled in the settings, and the quality of light shafts and distance fading can be adjusted. With the Henyey-Greenstein G phase function, Vibrant Visuals fog can create light shafts for scattering in air and water. Most biomes, including unused biomes, use default settings for fog, atmospherics, lighting, and color grading, or share a common setting with a specific climate, while some biomes have unique settings. Global directional light sources are affected by rayleigh scattering and mie scattering, which change depending on the object's position in the sky. The sun and moon themselves create a glow in the sky around them, and cast light beams depending on fog effects. These light beams can fall through transparent blocks, and can be scattered into smaller light beams with shadows by blocks and entities. All atmospheric effects gradually change during the time of day, for example certain scattering effects only apply during sunrise or sunset, and the sky and sun colors are constantly changing. During sunrise, sky colors gradually change from black with weak light from the moon and stars, to a more vibrant light created by the sun and changed by the atmosphere. The sunrise and sunset also change the color of sunlight to a more orange/red color, which gradually fades away during the day. Clouds have more detail and additional light on the edges, making large clouds appear much darker than smaller clouds. Furthermore, clouds can block sunlight or moonlight and cast shadows on the ground. When a cloud covers the sun or moon, the sky and the environment darken and change colors. The color of clouds also changes with sky colors, for example, in different biomes, and during weather events. The cloud distance can be adjusted in the Vibrant Visuals options. The weather influences environmental light effects to make them match more with the set colors of classic graphics modes. During rainfall, the sky appears dark grey, but the biome effects still partially apply, making rain look unique for every biome. Thunderstorms increase this effect and make the sky even darker. During snowfall, the sky turns into a unique shade of light gray with biome effects much less visible. During a combination of snowfall and thunder, the sky is much darker at the horizon, but the light blue/light gray colors are still visible higher in the sky. The sun and moon are not visible during weather events, and don't cast shadows on blocks or entities. However, at the location of the sun and moon, a brighter glow is visible in the sky. In dry biomes, rainfall does not affect sky or clouds at all and is indistinguishable from clear weather, unlike without Vibrant Visuals. Thunderstorms slightly darken the sky and clouds, but the sun and moon are still visible and appear darker. Volumetric fog effects are heavily increased during rain, snowfall, or thunderstorms, and change their colors according to the sky color. The regular biome fog is unaffected. The water texture and inside color are rendered separately from other blocks and objects. Small bodies of water appear almost invisible, and large bodies are more transparent in general, with a less saturated blue color compared to classic graphics modes. Biome-specific water colors are not applied to the surface, but this has been announced to be added in a future update. When the player's eye level is inside water, volumetric fog effects are created, which change depending on the depth, the time the player has been in the water, the biome, and sky effects. Without sky light underwater, the fog color is pitch black, and the only light created by the blocks is much less effective. When the player is in an underwater area without a skylight, looking at an area exposed to a skylight, the textures of blocks are not visible, and everything is colored cyan. The effect of Snell's window appears when looking at the water surface from below. The sun and moon aren't visible from below the water, but a blurred and colored light source can be seen in the direction of the sun and moon, and creates light beams falling through the water. These light beams can be obstructed and scattered by objects and fog effects. When directional lighting hits a surface underwater, water caustics are projected on that surface. Water caustics are randomly animated, and certain parts appear brighter than others, depending on the light projecting the water caustics. Post-processing effects are visual elements that are not directly produced by either PBR or direct lighting sources, but are instead applied after the scene is fully rendered. There are multiple post-processing effects applied by Vibrant Visuals, such as: An exclusive panorama is shown when using Vibrant Visuals. Applying Vibrant Visuals can be toggled on in the video settings in the graphics mode dropdown menu. The graphics mode can only be changed in-game when "Allow In-Game Graphics Mode Switching" is turned on, but this can have negative impact on performance and not all devices support this. If playing multiplayer, not everyone needs to have it activated to play in the world; one player could have it activated, whilst other players could have it inactive since it's a local setting. The quality of specific features from Vibrant Visuals as well as some technical options can be adjusted in the Vibrant Visuals options, below the graphics mode setting. These options can be preset to the "Favor Performance" for a better experience on lower-end devices, or "Favor Visuals" for a higher quality of Vibrant Visuals on high-end devices. The options can also be adjusted individually. The render distance for Vibrant Visuals is controlled by the "Deferred Render Distance" slider instead of the regular render distance slider. This slider can be set between 8-28 chunks (may be lower on some devices), but can be changed to any value chunks in options.txt. Higher render distances than 128 chunks will result in the game not loading any chunks further than 128 chunks away from the player, and even higher render distances can lead to glitched visual effects or crashes. Lower render distances than 8 chunks will result in the game not loading any chunks further away than the set render distance, but chunks won't be unloaded until they are further away than 8 chunks. A render distance of 0 chunks results in no chunks being loaded, but entities and particles are still visible. The regular brightness setting is not available when using Vibrant Visuals, but the brightness can be calibrated in a separate menu in the Vibrant Visuals options. This also affects the brightness of the panorama. All options related to Vibrant Visuals have configurations for specific devices. The default settings for each preset, and the renderer configurations per setting differs between devices. The setting configurations can be found in Content/data/renderer as JSON files, with all renderer configurations located in a "lods" sub-directory. These files contain all available options per device, and a platform_configuration.json file contains all defaults for each generic graphics setting. There are separate configurations for three Android memory tiers, Xbox One (X) and Xbox Series X|S, all PS4 and PS5 consoles, three iOS devices memory tiers, and four Windows memory tiers. There are also configurations for ChromeOS and Nintendo Switch, indicating that Vibrant Visuals may become available on those devices in the future. This directory also contains configurations for features that are not customizable in resource packs, including tone mapping curves, deferred shading parameters, light clustering, luminance configurations, weather effects, .bin material files, and an unknown brdf_lut.png image, seemingly a colormap. Availability Vibrant Visuals is available to use on the following platforms: Vibrant Visuals is not currently supported on ChromeOS devices, Fire tablets, or Nintendo Switch consoles. Mojang Studios intends to bring Vibrant Visuals, either fully or partially, to as many devices as possible. Some servers may disable Vibrant Visuals during the game using disable-client-vibrant-visuals in server.properties, even when available on singleplayer. All featured servers besides The Hive and Mob Maze have disabled Vibrant Visuals, although this restriction can be circumvented by using third-party modification software. Minecraft Realms has Vibrant Visuals enabled. Vibrant Visuals has limited compatibility with existing resource packs that are a part of an add-on. Resource packs without the pbr capability restrict the graphics mode to Fancy or lower. When a pack has metadata.product_type set to addon Vibrant Visuals can be enabled, regardless of the pbr capability. Custom textures from the add-on's resource pack default to 0% metalness, 0% emissiveness, 100% roughness, and 0% subsurface scattering. Customization Vibrant Visuals can be customized with a resource pack. A pack with pbr capability in its manifest.json can define PBR for each individual texture with a texture set. They can also configure light sources, atmospheric effects, volumetric fog and light shafts, color grading and tone mapping, and many more. Vibrant Visuals is also compatible with resource packs that are designed for ray tracing (with raytraced capability). All ray tracing resource packs only support MER (metalness, emissive, and roughness) for its textures, and these can only be applied for blocks only. Vibrant Visuals resource packs however, support MER and subsurface scattering (MERS), and its textures can be applied for entities, mobs, particles, and items. Global lighting, atmospherics, color grading, cubemaps, and water effects can be customized for each biome. Multiple JSON configuration files can be stored in each directory as long as they have different names and identifiers, which are not the same as the global configurations. To apply settings to a biome, the identifier of the JSON file must be included in the client biome JSON file in biomes, in the minecraft:setting_identifier components. The configurations will be blended automatically on biome borders, except for tone mapping, orbital offset, caustics, and waves enabled/disabled, which should use the same settings globally. Resource packs that customize Vibrant Visuals can quickly be created with Bedrock Editor. The Vibrant Visuals Settings window allows most JSON configurations to be changed in a graphical environment, and the effects are directly visible in-game. All settings are not saved, but each JSON file can be copied to the clipboard, or a resource pack with all settings can be auto-generated. Once generated, Download Resource Pack will import the pack in mctools.dev, where the pack can be directly exported or further customized. In the Editor, settings for existing biomes or configurations can be changed, and even new configurations may be added. A biome can be selected with Target Biome (Target Biomes By Location selects the player's current biome), if custom biomes are used the namespace can be changed to disambiguate. Next, the Config Set for Biome selects which settings file is used for the selected configurations. This allows to reorganize vanilla settings in a biome, and the raw JSON text of the client biome file can be copied. A new configuration file can also be created, with a custom namespace and identifier (both cannot have spaces), and it can be auto-filled by inserting the raw JSON content in the Inport button. Textures from blocks, entities, items (held, displayed, and dropped), and particles use texture sets to calculate how light behaves on the texture, regarding reflections and emissiveness. Texture sets cannot be customized with Bedrock Editor. On top of the regular RGBA texture maps, which control the colors and transparency, Vibrant Visuals uses six new maps for other properties of each pixel, including metalness, emissive, roughness, subsurface scattering, normal, and height maps. The first four are all created in one file, collectively known as MERS values (or MER without subsurface scattering). Texture maps can be quickly created using Blockbench, which may require plugins to customize textures. The MERS textures need to be placed, preferably named block/particle/entity/item ID_mers (or _mer if only using MER maps for compatibility with ray tracing), in textures, in the sub-directory containing textures for the object type. Texture maps can be stored in .tga, .png, .jpg, and .jpeg formats. To make the game replace the default textures with a custom texture set, it needs to be specified in a texture set JSON file, on file for each texture, located in the same sub-directory as the texture itself. Instead of creating texture maps, the JSON file can also be used to apply specific MERS values to the whole texture. texture_set.json format When a resource pack does not contain one or more texture maps, the missing texture maps will default to the vanilla textures instead. However, for custom textures as part of an add-on, all pixels default to values specified in a customizable JSON file in pbr. global.json format Various types of light sources can be customized, which are split into global lighting and local lighting in the lighting and local_lighting directories. Global light settings are defined per biome and require different JSON files for each biome or set of biomes and need to be specified in biome.client_biome.json. Local light settings are applied for individual blocks specified in one JSON file. Local lighting currently only includes point lights, while global lighting includes directional lights, emissive textures, ambient light, and sky light. global.json format Note: The global.json file does not override any vanilla lighting settings for non-custom biomes, each biome type requires its own JSON file such as cold_lighting.json. local_lighting.json format[a] Only functional in the "Render Dragon Features for Creators" experiment in Minecraft Preview. Static lights don't require the experiment ‌in 26.10​[upcoming]. In said version, existing light settings can be changed in the Editor, which includes most blocks when the experiment is enabled. Adding new blocks requires a custom resource pack. The colors and some other values for the sky can be changed in atmospherics. The atmospheric effects include separate horizon and zenith colors, mie scattering for the sun and moon, and rayleigh scattering. The horizon and zenith colors blend into each other depending on the specified heights for both colors. Mie scattering can also specify a height. In this JSON file, all values can be individually key framed. Instead of providing a single value for a setting, the setting can be treated as an object with a set of values from the same type. The key is a number from 0 to 1 which represents the in-game time, allowing to change atmospherics based on the time of day. The engine linearly interpolates between the values of the key frames, resulting in the actual atmospherics blending between specified times. A key of 0 is noon, 0.25 is sunset, 0.5 midnight, 0.75 sunrise, and 1 is the next noon. In Bedrock Editor, a set of different key frames can be adjusted individually. The amount of available key frames varies for each setting. With the slider below each graph, the key value for the X-axis can be seen. The Y-axis shows all values for the setting. Each key can be moved horizontally and vertically, and all keys are connected with a line corresponding to the linear interpolation. The colors do not support a color picker for each key, instead all keys have a specified color and can only be moved horizontally to change the active times and blending of each color. atmospherics.json format The fog in Vibrant Visuals can be customized per biome in the same JSON file as regular fog in fogs, and using the /fog command. However, Vibrant Visuals has some options for more complex volumetric fog and Henyey-Greenstein G. The density of volumetric fog can be adjusted, either for specified heights or every height, for each block where fog occurs in different situations (air, water, lava). For fog in the air, clouds, or water, the color of the fog can be specified. Finally, Vibrant Visuals allows to change light shafts inside fog for water and air. All fog settings are optional, if not specified they will equal to lower settings in the fog stack, first global values and then default values. For all settings and the JSON format, see Fog definition. Configurations for color grading and tone mapping can be adjusted for various situations and colors, making the final look of the scene fully customizable. Both post-processing effects are configured in JSON file per biome in the color_grading directory. Color grading is split into three scales based on lighting applied to the objects, and there is an additional temperature grading option. The highlight parameters are applied to the brightest pixels, the shadows to the darkest pixels, and midtones to pixels close to the average luminance of a scene. Highlights and shadows need to be enabled for specified color grading, otherwise the midtone parameters will be applied to all pixels as a global setting. The minimum brightness of the highlights and maximum brightness of the shadows affect which pixels are considered highlights and shadows instead of midtones. For each color grading parameter, different values for each RGB color can be specified. Finally, the temperature can be adjusted for the whole image, affecting how "warm" (yellow/orange) or "cool" (blue) the scene becomes. The type of temperature grading can be inverted, to make higher temperatures result in a warmer or cooler image. The tone mapping effect cannot be customized for individual curves, but there are six operators that can be selected. Reinhard is a generic operator which looks good in low-contrast scenes and has a lower quality for higher luminances. Reinhard Luma is an extended variant that preserves details in low dynamic range regions, and Reinhard Luminance is a variant that preserves colors in higher luminance regions. There are also filmic tone mapping operators, which emulate real-life film and work best when other Vibrant Visuals configurations are based on physically accurate values. Hable and ACES are filmic operators which preserve subtle differences in extremely dark or bright scenes, but come at a higher performance cost. Mojang Studios has developed a generic filmic tone mapping curve which preserves a bit more hue saturation at high luminance regions. color_grading.json format Cubemaps are six 2D textures always rendered around the player which are affected by directional, ambient, and sky lighting, and scattering. They can be customized in cubemaps for each biome or set of biomes. Custom cubemaps only affect the Overworld, the cubemap used in the End sky is unaffected. The influence of each type of light on the cubemap can be customized, but it is always dependent of the biome's lighting settings and which types of lighting are currently applied. Cubemaps can be affected by two types of scattering. Depending on whether the cubemap contains objects in the sky (such as clouds), or in space (such as stars), atmospheric scattering should be turned on or off, respectively. Volumetric scattering lets fog and light shafts affect the cubemap, for objects close to the surface. cubemap.json format There are two settings for shadows created by blocks, entities, and some other objects. They can be changed with a JSON file in shadows and are applied globally. global.json format Water effects can be customized per biome or for default water in the water directory. Instead of blending the effects per biome based on the camera's location, the water color is set for the location of the water block in the world, meaning that multiple biome effects for water can be observed at once. There are three elements that can be customized: particle concentrations, waves, and caustics. water.json format Quotes Explore a more vibrant Overworld with Minecraft's official visual refresh – now available on compatible Bedrock Edition devices!* Soar with your happy ghast towards the sunrise, descend into shadowy depths, or simply enjoy the vivid beauty of each biome. Vibrant visuals for a richer, more immersive look. Sounds Videos History Vibrant Visuals were revealed at Minecraft LIVE – March 2025, planned for Bedrock Edition in the coming months, with more improvements over the next few years. It is planned to come to Java Edition in the future, but without colored lighting. Developers are rewriting the rendering code before Vibrant Visuals will be added to all Java Edition supported devices. In order to implement more graphical features and sustain compatibility with macOS, the game will switch from OpenGL to the Vulkan graphics API in the summer of 2026, which can be toggled in-game until development is ready. Before Vibrant Visuals was released, the deferred rendering engine was available behind the "Render Dragon Features for Creators" experiment in Minecraft Preview. This was built on the features for ray tracing, and gradually developed more exclusive rendering features. Unlike Vibrant Visuals, Mojang Studios did not provide any default configurations and textures, meaning that it needed to be configured first through resource packs, similar to ray tracing. Since the vanilla implementation of Vibrant Visuals, the experimental deferred lighting mode has been merged with the graphics upgrade. However, the experiment is still used for other deferred rendering features that are not implemented in Vibrant Visuals, such as colored lighting. Issues Issues relating to "Vibrant Visuals" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation More More Navigation menu
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Mounts of Mayhem Mounts of Mayhem is a game drop that was released on December 9, 2025 as Java Edition 1.21.11 and Bedrock Edition 1.21.130. Its theme is a combination of both "mounts" and "combat". It introduces spears, netherite horse armor, nautiluses, nautilus armor, parched, zombie nautiluses, camel husks, and zombie horse spawning naturally. It was announced at Minecraft LIVE – September 2025. December 9, 2025 Additions Nautilus armor Netherite horse armor Spawn eggs: Spear Camel husk Nautilus Parched Zombie nautilus Lunge Breath of the Nautilus Changes Leather horse armor Spawn eggs Horse, donkey, mule, zombie horse and camel Piglin, husk, zombie and zombified piglin Zombie horse Further revisions Promotions Released on January 12, 2026, Dungeon Descent is a promotional add-on expanding on the drop, with features such as dungeons, charms, and decorative dungeon and horse stable themed blocks. The Mounts of Mayhem: Challengers Tournament, also referred to as the Mayhem Tournament, is a series of articles on Minecraft.net written to promote the Mounts of Mayhem drop. Three special reward drops are available to promote the release of the game drop. One is available through TikTok, and the other two are available through Twitch. The Mounts of Mayhem Community Challenge was a community challenge promoting the release of the game drop. Announced on December 10, 2025, the challenge began on December 12 and concluded on December 15, 2025. The mobs may be either neutral or hostile, do not need to be defeated simultaneously, and can be spawned beforehand in Creative mode. Trivia Quotes Hi friends, Mounts of Mayhem just dropped You've got new mobs to meet and a new weapon to master Videos Gallery References Navigation
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