Minecraft Wiki:Parity issue list

This page is a list of parity issues between. A parity issue is where one feature only exists in one edition of the game and not in the other (version exclusives), or the behavior of a feature differs between editions.

Suggestions to fix existing parity issues prior to the Buzzy Bees update should be made on the feedback site.


 * Last updated
 * Bedrock Edition beta 1.16.210.54
 * Java Edition 20w51a

Note
Snapshot/beta features should be listed only with Upcoming templates. Use the Until or Upcoming templates where applicable. Don't remove entries unless the changes came into the final release of the corresponding edition.


 * In the section "In Bedrock Edition but not in Java Edition", [until BE (version number)] or [upcoming: JE (version number)] means it will no longer be the case and fixed in the provided version; and [until JE (version number)] or [upcoming: BE (version number)] means that it was in parity before, and no longer is starting from that version.
 * In the section "In Java Edition but not in Bedrock Edition", [until JE (version number)] or [upcoming: BE (version number)] means it will no longer be the case and fixed in the provided version; and [until BE (version number)] or [upcoming: BE (version number)] means that it was in parity before, and no longer is starting from that version.
 * In the section "Unsorted", any [upcoming: ] means it will no longer be the case and fixed in the provided version; likewise, any [until ] means that it was in parity before, and no longer is starting from that version.

Avoid adding entries along the lines of "this edition does not ...", put it in the other edition instead.

Do not put the desired outcome in the parity issue, this list is only intended to list the parity issues, not how they should be resolved.

The Java Edition names of objects are used throughout the list, just like other wiki articles.

General

 * Animations
 * Holding jump makes the walking animation slower for the player itself, but not for other players. This makes the animation fit more when sprint jumping by holding jump.
 * Items in the player's hand slowly bob when standing still.
 * Player skins made with the character creator blink.
 * Player skins have additional animations called emotes.
 * Players have an animation for eating food in third person.
 * The animation of snow is vivid.Snowfall comparsion.gif
 * The animation of rain is angled, not straight down.


 * Gameplay
 * "Alex" and "Steve" default skins are updated.
 * Behavior packs.
 * Can modify entity behaviors and spawn rules.
 * Block placing speed matches player movement speed.
 * Block reach is greater.
 * Blocks can be placed right in front of the block the player stands on.
 * Chunks starting to render fade in, rather than popping into existence.
 * Clouds are more vibrant, and tinted red at sunset and sunrise.
 * Cross-platform play.
 * Disabling view bobbing stops the player's hand and held items from swaying.
 * Education Edition features.
 * Elytra flight can be disabled by pressing jump button while gliding.
 * Flying mechanics are vastly different compared to Java Edition.
 * Food can be eaten in Peaceful difficulty.
 * Eating, blocking, using a bow, crossbow or trident or sneaking while sprinting makes the player stop sprinting.
 * Players can be seen in top of the screen.
 * Players can step upwards while flying.
 * Player's hand and held item sway a lot more than in Java when view bobbing is enabled.
 * Players can fish in waterlogged blocks.
 * Pressing return/enter opens the chat.
 * Ray Tracing and Upscaling
 * Sky color during the rain is gray, rather than bluish-gray.
 * Suffocating in a block will show a cube model of one face of that block around the head, rather than only the block's side face spread across the screen.
 * Being on fire shows a similar effect to the above.
 * Travelling through a nether portal also yet again shows a similar such effect.
 * There are variable amounts of rain/snowfall (Java only has the "medium" variant).
 * There's a barrier at y=-40.
 * There's an option for enabling a paper-doll of the player in the top left corner of the screen.
 * When the sun is being looked directly, the blue sky will become darker.
 * When respawning at the world spawn point, because the bed or respawn anchor was broken or obstructed, it uses different chat messages depending on whether the player used a bed or respawn anchor.


 * Interface
 * Achievements
 * A message appears if a raid ends after 2 in-game days.
 * Button highlights are green. (JE: White)
 * "Craftable" toggle in the recipe book shows all recipes the player has at least one ingredient of.
 * Character creator
 * Chat messages are in the top left of the screen.
 * Color code $g, minecoin_gold.
 * Exclusive splashes.
 * Hotbar is considerably more transparent.
 * Loading tips.
 * Marketplace.
 * Mentions of player names are highlighted in yellow in chat.
 * Pasting command in chat with a newline automatically sends the command without pressing enter.
 * Resource packs can be applied to worlds.
 * Seed picker.
 * Selecting an item shows all enchantments and effects in the action bar.
 * Server list has featured servers.
 * Skin can be created and changed in-game.
 * Skin packs can be made.
 * Skins support up to 128x128 resolution.
 * Some gamerules can be set without enabling cheats.
 * Status effects are listed in their own GUI tab, which can be accessed by pressing Z.
 * There's an option for display coordinates.


 * Technical
 * AI tasks are stored as JSON files.
 * Blocks, items, particle, recipe, function, mobs, animations, and biomes can be added using add-ons.
 * Brewing recipes are data driven.
 * Can be used to change mob spawn rules, biome features, and loot tables.
 * Entities can be remodeled.
 * Has official modding API.
 * Shared block spaces.
 * For example: add-ons can allow a stone button and stone pressure plate to occupy the same block space, yet not have to add a new block/block state to support that; literally several blocks in one block space.
 * Resource packs use a JSON file called "biomes_client" for coloring water blocks depending on biome, rather than confusing color maps like with foliage.
 * Said JSON file can also be used to change the fog color of a biome.
 * Villager trade tables are stored as JSON files.

World generation

 * Abandoned villages are significantly more common.
 * Bamboo can generate in modified jungles, jungle edges, and modified jungle edges.
 * Cauldrons generate with a random potion inside of it (with random amounts) in swamp huts.
 * Caves in the Nether do not fill up with lava when low down.
 * Coral reefs generate with dead coral blocks and a different structure.
 * Desert pyramids can generate in desert hills.
 * Fallen and dying trees.
 * Generated structures have display names/translations.
 * Huge mushrooms generate naturally in swamps.
 * Nether fossils are much rarer.
 * Pandas have a higher spawn rate in bamboo jungles.
 * Pillager outposts can generate with tall foundation.
 * Ravines almost always go all the way down to bedrock, appearing larger.
 * Ruins and buried treasure are significantly more common.
 * Strongholds are more likely to generate under villages.
 * Swamp huts can generate in swamp hills.
 * Villages and pillager outposts can generate in more biomes:
 * Sunflower plains.
 * Taiga hills.
 * Snowy taiga and snowy taiga hills.
 * Villagers and pillager outposts generate with foundation.

Blocks

 * General
 * Blast furnaces, dispensers, droppers, brewing stands, furnaces, enchantment tables, hoppers, smokers, stonecutters and cauldrons drop as an item even when broken by hand.
 * Block breaking texture is darker.
 * Block GUIs have an "X" button on the top right corner.
 * Blocks colored based on biome, etc. are colored block by block basis, rather than being the same color through the whole biome.
 * Light-emitting blocks are brighter and not shaded.
 * Light-emitting blocks also appear brighter in the inventory.


 * Many more blocks can be waterlogged.
 * Some plants can be "snowlogged".
 * The player's inventory can contain blocks, not just items.
 * For example, stone is handled as a block in the player's inventory, as opposed to an item $$.
 * Through add-ons, editing, or glitches, the player can obtain technical blocks (such as lit furnaces and end gateways).
 * Blocks in inventory can have block states. For example, the player can obtain mushroom blocks with pores on some or all sides, or snow stacked to any number of blocks high.


 * Allow and Deny blocks
 * Exist.


 * Banners
 * Ominous Banners
 * Can be copied using loom or crafting table.
 * Exist in the creative inventory.


 * Barrels
 * Use sticks instead of planks to craft.


 * Barriers
 * Visual mechanics are much cleaner and less resource-intensive - instead of summoning multiple particles in the same spot which take a while to decay, the barrier immediately becomes visible or invisible when the barrier is in the hand or not.


 * Beds
 * Can be re-dyed with crafting.
 * Different item models. They look like instead of.
 * Falling asleep animations changes camera angle from looking up to looking down.


 * Bells
 * Can be rung by any projectiles (including thrown items).
 * Projectiles get bounced back after hitting the bell.


 * Bedrock
 * Drops itself when broken via.


 * Blackstone
 * Have the lateral texture on all faces, instead of having unique top face as in Java Edition.


 * Blue ice
 * Emits light level 4.


 * Borders
 * Exist.


 * Buttons
 * Can be placed on top of fences.


 * Cacti
 * Render the back faces.


 * Cakes
 * Make burp sound when eaten.
 * Stack up to 64.


 * Cameras
 * Exist.


 * Campfires
 * Can be lit by players and mobs standing on top when they are on fire.


 * Cauldrons
 * Are block entities.
 * Can hold lava and potions.
 * Liquid inside can be transparent.
 * Water in cauldrons can be colored.
 * Leather (horse) armor dyeing has to be done through the cauldron rather than a crafting grid.


 * Chests
 * All chest items use an older model that doesn't match the block appearance. This older model was used by chests before Pocket Edition Alpha 0.8.0 and is similar to the old chest model in Java Edition before Beta 1.8, albeit slightly smaller.


 * Clay
 * Random texture rotation on the sides and top. (Fixed model)


 * Coarse dirt
 * Random texture rotation on the sides and top. (Fixed model)


 * Cobwebs
 * Can be turned into 9 string.


 * Cocoa
 * Drops 2 or 3 cocoa beans when fully grown, rather than always 3.


 * Command blocks
 * Default name in command feedback is "!" instead of "@".
 * GUI is vastly different.
 * Have a delay option.


 * Conduit
 * Can be oriented in 16 different directions when placed, like standing signs, banners and heads.
 * When activated by 42 specified blocks will change its inside texture another time.


 * Coral fans
 * Wall fans only have one texture pane, as opposed to two $$.


 * Crying obsidian
 * Random texture rotation on the sides and top. (Fixed model)
 * Can be destroyed by the ender dragon.


 * Dirt
 * Random texture rotation on the sides. (Fixed model)


 * Enchanting tables
 * Emit light level 12.


 * Farmland
 * Can support torches, levers, buttons, tripwire hooks, coral fans, vines, ladders and bells on the sides.


 * Ferns
 * Using bone meal on a grass block can produce ferns.
 * Have random height.


 * Fletching tables
 * Can be used as fuel.


 * Flowers
 * Fortune works on tall flowers.
 * Using bone meal on small flowers spawns other flowers of the same type on top of nearby dirt/grass blocks. This does not apply to wither roses.


 * Glowing obsidian
 * Exists.


 * Glowstone
 * Random texture rotation on the sides and top. (Fixed model)


 * Grass
 * Have random height.


 * Grass blocks
 * Can be composted.


 * Grass paths
 * Can be made on top or side of dirt, coarse dirt, mycelium, and podzol.
 * Can support torches, levers, buttons, tripwire hooks, coral fans, vines, ladders and bells on the sides.
 * Drop itself when broken using Silk Touch.


 * Honey blocks
 * Can support torches, levers, buttons, tripwire hooks, coral fans, vines, ladders and bells on the sides.
 * Render the inner cube when in the player's inventory.
 * Transfers redstone power (not a transparent block).


 * Hoppers
 * Music discs can be removed from and inserted into jukeboxes by a hopper.


 * Hyphae
 * Have lower blast resistance than other types of wood.


 * Iron bars
 * Have different models.


 * Item frames
 * Are blocks instead of entities.
 * Display particles when broken.
 * Several items on the item frame glow in the dark:
 * Light-emitting block items (including lava bucket and with the exception of campfires).
 * Items that have enchantment glint overlay.


 * Jukeboxes
 * Make note particles when playing music.


 * Leaves
 * Leaves with snow on top make snowfall particles, similar to how blocks make water/lava drip through.
 * Random texture rotation on the top.
 * Render the back faces.
 * When in snowy biomes, become fully white when it snows.


 * Light blocks
 * Exist.


 * Lily pads
 * Are brighter in the inventory.
 * Are considered treasure loot in fishing instead of junk loot as in Java.
 * Are slightly 3D.
 * Can be placed inside entities.


 * Looms
 * Banner designs are listed in a different order.
 * Preview all banner designs without a banner and dye in the input slots.


 * Magma blocks
 * Random texture rotation on the sides and top. (Fixed model)


 * Netherrack
 * Generates additionally to the obsidian when a nether portal generates floating in the air, making it renewable.


 * Nether reactor cores
 * Exist.


 * Note blocks
 * Honeycomb blocks produce a flute sound (as opposed to the normal "harp" in Java).


 * Nylium
 * Decays to netherrack instantly when placed under an opaque block.
 * Random texture rotation on the top.


 * Obsidian
 * Random texture rotation on the sides and top. (Fixed model)


 * Petrified oak slabs
 * Drop a normal oak slab.


 * Pistons
 * A powered unextended piston will immediately extend if it becomes able to rather than waiting for an update.
 * Blocks that contain block entities can be moved by pistons.
 * Break banners and signs, rather than being unable to extend.
 * Finish extending before retracting again.
 * Have a block entity; control pick blocking an extended piston will give a piston that deletes the block in front of it when placed.
 * Piston head model has a more accurate "neck".
 * Require 1 tick to retract.
 * Take longer to extend.


 * Powder Snow
 * Random texture rotation on the sides and top.


 * Rails
 * Can be broken by flowing water.


 * Redstone dust
 * Connects to pistons.
 * Power transmission is in a random order.
 * Remains on the base of a piston after being extended and then retracted.
 * Transparent blocks can pass redstone power downwards.
 * Unconnected redstone dust is always a full cross, and cannot be toggled/interacted with to become a dot.


 * Redstone torches
 * Render the back faces.
 * Redstone torches on powered pistons will always turn off.


 * Respawn anchors
 * Can be destroyed by the ender dragon.
 * Can keep the amount of charges when being mined with silk touch.


 * Roots
 * Can be lit on fire and burn away.


 * Sand
 * Both types have random texture rotation on the sides. (Fixed models: Sand, Red Sand)


 * Sandstone
 * All types have random texture rotation on the top. (Fixed models: Sandstone, Cut Sandstone, Chiseled Sandstone, Smooth Sandstone,Red Sandstone, Cut Red Sandstone, Chiseled Red Sandstone, Smooth Red Sandstone)


 * Scaffolding
 * Are slightly 3D around the mesh.
 * Have no mesh on its bottom when floating.
 * Smelt 6 items instead of 2.


 * Signs
 * Can be placed on top of more blocks than in Java.
 * Writing JSON on the sign shows the JSON output, rather than the input on the sign.
 * Writing jumps to the next line if it doesn't fit, rather than stopping inserting text.


 * Smithing tables
 * Can be used as fuel.


 * Snow
 * Is affected by gravity.
 * When falling on other snow, it'll add the layer count together and add an additional few.
 * While snowing snow randomly stacks together to have random patches, opposed to being completely flat.
 * Melts in snowless biomes.
 * Generates and can be placed on grass path (which will not change to dirt).


 * Snow blocks
 * Random texture rotation on the sides and top. (Fixed model)


 * Soul sand
 * Can support torches, levers, buttons, tripwire hooks, coral fans, vines, ladders and bells on the sides.


 * Spawners
 * Are capable of containing no entity to spawn.
 * Empty spawners are in the creative inventory.
 * Mobs spawned by empty spawners do not default to pigs.
 * Drop experience when broken by hand.
 * Emit light level 3.
 * Render the back faces.
 * Zombie spawners can spawn zombie villagers.


 * Sponges
 * Random texture rotation on the sides and top. (Fixed models: Sponge, Wet Sponge)


 * Stems
 * Have lower blast resistance than other types of log.


 * Sticky pistons
 * Retract its block even when given a short pulse.
 * Pushing a block over farmland/grass path converts it to dirt even if the base block wouldn't.


 * Structure blocks
 * Export mode on structure blocks.
 * Preview design. Structure Block Bedrock ClassicUI.png Structure Block Bedrock ClassicUI Load.png
 * Remove block (can include entity without saving any block as structures).
 * Structure size is limited to 64 per axis, rather than 48.
 * Usage is explained in-game.


 * Sugar cane
 * Bone meal can be used on sugar cane.
 * Instantly breaks if its water is removed, rather than not breaking until updated as in Java.


 * Terracotta
 * All types have random texture rotation on the sides and top.


 * Vines
 * Are darker in the inventory.


 * Walls
 * Can be used to attach a lead to, like fences.


 * Wool
 * Can be re-dyed with crafting.

Fluids

 * Makes the player float up or down slightly if the eye level of the player ends up being at the height of the water/lava during creative flight.
 * Water has different colors for every biome, rather than only in ocean biomes.
 * Water color is not hard-coded. Texture color, underwater fog color and fog distance are defined in a JSON file.
 * Still water displays a still water texture at the sides of glass blocks, instead of just a solid color.
 * Still lava correctly displays a still lava texture at the sides of glass blocks, instead of a downwards flowing texture.

Items

 * General
 * Held items in third person point up more.
 * Items in the inventory pulse every time they are used.
 * Several items glow in the dark (when being held by an entity or dropped as an entity).


 * Armor
 * When worn, the diamond chestplate's sleeve has a distinct model from Java Edition.


 * Banner patterns
 * "Field Masoned" and "Bordure Indented" banner patterns.


 * Books and quills and Written books
 * Have 2 pages open at once.
 * When signed, the author can be anything the player wants.
 * Writing JSON in the book show the JSON output, rather than the input in the book.


 * Buckets of fish
 * Bucket of tropical fish is named "Bucket of [ - []] ".
 * This is implemented differently $$, to make it more translation-friendly.


 * Compass
 * Needle has an animation when the compass changes direction by being used on a lodestone.
 * Crossbows
 * Have higher durability (464 instead of 326).


 * Dyes
 * Ink sacs, cocoa beans, lapis lazuli, and bone meal can still be used as dyes.


 * Enchanted golden apples
 * Gives Regeneration V for 30 seconds instead of II for 20 seconds as in Java.


 * Ender pearls
 * Teleporting with ender pearls makes teleportation sounds.


 * Fence gates
 * Different item models.


 * Flowers
 * Different item models.
 * Large fern
 * Lilac
 * Peony
 * Rose bush


 * Glass panes
 * Different item models.


 * Goat horns
 * Exist.


 * Leaves
 * Jungle leaves have a different item model.


 * Lodestone compasses
 * Are separate items from regular compasses. They look like instead of.


 * Maps
 * Empty map is called empty locator map.
 * Meanwhile, the "normal" empty map (crafted using 9 papers in crafting table or 1 paper in cartography table) will not show location markers.
 * The coloring of grass blocks, water, etc. on the map depends on the biome they are placed on.
 * Have an unlimited color palette and a different set of colors for blocks.
 * Map adding locator, cloning and expanding can also be done in anvils.
 * Show player heads instead of arrows in multiplayer.
 * Using an Overworld map in the Nether shows the corresponding location. Using an Overworld map in the End shows the world spawn point.


 * Nether bricks (item)
 * Can be used as 1 second of furnace fuel.


 * Potions
 * Potion, splash potion, lingering potion, and arrow of decay.
 * Look brighter.


 * Pufferfish
 * Give Nausea II instead of Nausea I.
 * Give Poison IV instead of Poison II.


 * Scaffolding
 * Has a different model.


 * Seagrass
 * Has a different model.


 * Shields
 * Are always activated when mounting mobs.


 * Suspicious stew
 * Effects have a shorter duration.


 * Tipped arrows
 * Display more particles.


 * Totems of undying
 * Give Regeneration II for 40 seconds instead of 45 seconds.


 * Tridents
 * Can hurt multiple mobs in one throw.
 * Can shoot from dispenser, rather than thrown as an item.
 * Thrown trident has proper lighting.
 * Tridents in main hand while in first person view is positioned differently compared to Java Edition.

Entities

 * General
 * Death messages are produced upon the death of a tamed donkey, llama, horse, mule, or skeleton horse.
 * Entities on fire have an orange-yellow tint and an exclusive particle.
 * Entities wearing Frost Walker enchanted boots still apply the effect.
 * This applies to armor stands and foxes.
 * Similarly, Frost Walker boots apply the effect when the player is riding an entity.
 * Feeding mobs makes the corresponding food particles.
 * Hurting a mob makes them much redder than in Java Edition.
 * Leashes drag on the ground and don't get longer, and when in the air, the leashed mob doesn't bounce higher; they also stick to the arm while it's moving in third person.
 * Mobs can steer boats.
 * Mobs spawned from raids have different loot drops.
 * Mobs have different chances to spawn with specific armor.
 * Throwable entities such as eggs, ender pearls and snowballs render immediately in front of the player after being thrown, rather than being rendered after two ticks as in Java Edition.


 * Armor stands
 * Can change pose depending on a redstone signal or by sneaking and interacting.
 * Have arms by default.


 * Bees
 * Become angry at any mob that hurts it, not only players.
 * Become angry if a nearby bee nest is destroyed with a Silk Touch tool.


 * Boats
 * Can be leashed.
 * Need an additional wooden shovel to craft.


 * Cows
 * Have mirrored leg textures.


 * Creepers
 * Charged creeper explosions will drop heads/skulls for all mobs it kills that have a head/skull, rather than only dropping one head/skull.


 * Dolphins
 * Have a baby form.


 * Drowned
 * Chase and attack villagers and snow golems.
 * Have glowing eyes and mouth.
 * Have the same posture as players when holding anything in their offhand.
 * Have proper swimming and throwing animations.
 * Retaliate when attacked with a trident.
 * Spawn in groups of 2 to 4.
 * When holding tridents, can use melee attacks when within 3 blocks.


 * Endermen
 * Attack iron golems without provocation.
 * Can be provoked by players under the Invisibility effect.
 * Teleport if being attacked on their legs or by wolves.


 * Endermites
 * Attack endermen and iron golems without provocation.


 * Evokers
 * Can exist in Peaceful difficulty with passive behavior.


 * Fish
 * When flopping, they rotate around the y-axis.
 * Have different swimming animations.
 * Pufferfish wiggles tail, rather than fins.
 * Cod and salmon wiggle tail further than $$.


 * Fishing bobbers
 * Have a 3D model.
 * Fall much faster than in Java.


 * Foxes
 * Have health instead of the correct, as in Java.


 * Ghasts
 * Have glowing eyes.


 * Goats
 * Exist.Goat.png


 * Guardians
 * Can attack players under the Invisibility effect.


 * Hoglins
 * Hitbox and collision box have different sizes.
 * Jump higher when hit.


 * Horses
 * Handling is really loose and delayed, making the task of controlling the horse and making precise movements harder than it should.


 * Iron golems
 * Are neutral toward zoglins.
 * Can hurt players on peaceful difficulty.
 * Can be made with uncarved pumpkins.
 * Deal significantly greater knockback (both vertical and horizontal).
 * Prefer walking on certain types of blocks over others.
 * Walk slightly faster than in Java.


 * Jockeys
 * Wither skeleton/stray spider jockeys.
 * Spider jockeys riding cave spiders.
 * Baby husks/zombies can ride many mobs other than just chickens:
 * Adult husks/zombies.
 * Cave spiders and spiders.
 * Most animals: cows, donkeys, foxes, horses, llamas, mooshrooms, mules, sheep, ocelots, pandas, pigs, stray cats and untamed wolves.
 * Skeleton horses.
 * Zombie horses.
 * Zombie villagers.
 * Zombified piglins.


 * Magma cubes
 * Cores glow in the dark.


 * Minecarts with command block
 * Use repeating command block instead of impulse.


 * Paintings
 * Have four more motifs: earth, water, fire and wind.


 * Pandas
 * Drop 0-2 bamboo upon death, rather than always 1.
 * When lying on their back, lazy pandas get up and follow the player if they hold bamboo, rather than ignore the player completely.


 * Parrots
 * Dance on a player's shoulder when a music disc is playing.
 * Dismount when a player falls down a distance greater than $1 9/16$ blocks, compared to $3/4$ of a block $$.
 * Dismount when the player's shoulders become submerged in water, instead of feet in Java.


 * Patrols
 * Can spawn in any light level.


 * Piglins
 * Are afraid of extinguished soul campfires.
 * Hold a loaded crossbow with both hands.
 * When targeting with a crossbow, the arms are aligned.


 * Piglin brutes
 * Can spawn in Peaceful difficulty with passive behavior.
 * Have different attack strengths: they deal - on Hard difficulty, instead of as in Java.
 * Hunt down hoglins with piglins.


 * Phantoms
 * Attempt to stay 16 blocks away from ocelots, similar to cats.
 * Can drown.
 * Have correct attack strengths: on Easy difficulty,  on Normal and  on Hard.
 * As of Java Edition 1.14, phantoms deal much less damage: on Easy and Normal and  on Hard.


 * Pigs
 * Riding is different:
 * Less instant in turning.
 * The pig has to jump to get on blocks, rather than just step up like horses.
 * Using a carrot on a stick makes the pig boost very obviously, along with a sound effect, and only reduces the durability of the carrot on a stick by one.
 * The pig does not look up and down with the player, unlike $$.
 * Have mirrored leg textures.


 * Pillagers
 * Drop 0-2 arrows upon death.
 * Have a melee attack.
 * Used when underwater only, not when no crossbow is equipped.


 * Players
 * All projectiles knockback players.
 * Hand in first person is shorter and turns red when taking damage.
 * Players can fall off non-full blocks when crouching.
 * Players crouch when flying down in creative mode.


 * Pufferfish
 * Blow up when hurt.


 * Rabbits
 * Black rabbits can spawn in giant tree taigas and giant tree taiga hills.


 * Ravagers
 * Can destroy more block types.


 * Salmon
 * Can spawn in different sizes.


 * Silverfish
 * Attack iron golems before they are hit.


 * Shulkers
 * Can be colored by using a dye on them in creative mode.
 * Drop 0-4 shulker shells when killed with Looting III (increase of 1 shulker shell per level), instead of 0-1 as in Java (increase of 6.25% per level).
 * Give Levitation II, rather than I.
 * Take fire damage.


 * Skeleton horses
 * Can be controlled without a saddle.
 * Can wear armor.
 * Can be leashed with leads.


 * Snow golems
 * Can be made with uncarved pumpkins.


 * Squids
 * Have a baby form.


 * Striders
 * Can move their heads up and down when being ridden by mobs.
 * Can spawn at the bottom of lava lakes.


 * Tropical fish
 * Are bigger than $$.
 * Have different names (see below).


 * Turtles
 * Feeding seagrass to baby turtles speeds up their growth by 10%, a lot faster than in Java.
 * Are always instantly killed by lightning bolts, and don't drop bowls as in Java.


 * Vexes
 * Despawn after raids end.
 * Have different animations.


 * Villagers
 * General
 * Babies have bigger heads like other baby mobs.
 * Display an Emerald above them when a player is trading with them.
 * Display angry particles when nearby beds, bells and assigned workstations are broken by a player.
 * Flee from zombified piglins.
 * Heal if there's bread in their inventory.
 * If they lose their job site block, they go back to being an unemployed villager, unless they're a higher level.
 * Pre-Village & Pillage villagers are still available.
 * Spawn with professions, when spawned via spawn eggs.
 * Butcher
 * Can offer cooked mutton, cooked rabbits and steak.


 * Vindicators
 * Can exist in Peaceful difficulty with passive behavior.
 * Can spawn in patrols on Hard difficulty.
 * Have green eyes instead of blue.


 * Wandering traders
 * Can close and open wooden doors.
 * Can spawn in village gathering sites.
 * Despawn shortly after all trades are used up.
 * Display an Emerald above them when a player is trading with them.
 * Drink an invisibility potion when hurt or near a hostile mob (illagers, vexes and zombies and its variants).
 * Is leashed to two trader llamas when spawned using a spawn egg.
 * Have an emerald above their head when opening the GUI.
 * Will show the item they will trade when the player is holding an emerald.


 * Witches
 * Attack iron golems before they are hit even if not in a raid or patrol.
 * Held potion and hat model pieces are offset.


 * Withers
 * Different AI.
 * Possess a charge attack.
 * Spawn wither skeletons when at half health.
 * (Seems to) break blocks faster.
 * Spin when charging up.
 * Explode when created, half health, and killed (in Java, only explode when created).
 * Have a health of instead of.
 * Sometimes shoot wither skulls in a burst of four.


 * Wolves
 * Can be fed all fishes (both raw and cooked), as well as rabbit stew.
 * When fed, wolves are healed as much as the same food would restore hunger points when eaten by the player‌.
 * In Java, wolves are always healed, unless they're fed chicken, in which case they're healed.


 * Zombie villagers
 * Pre-Village & Pillage zombie villagers are still available.

Effects

 * Bad Omen
 * When received, the effect icon will at first be shown in the center of the screen, with an animation similar to the Totem of Undying animation.


 * Conduit Power
 * Allows the character to take a breath of air, and this fills up the bubble bar until the effect runs out, opposed to stopping the bubbles from going down as in Java.


 * Fatal Poison
 * Exists.
 * Given to parrots when they are fed cookies.
 * Same icon as Poison.


 * Fire Resistance
 * Gives a better under lava view than in Java Edition.
 * Causes the entity to not have a burning animation at all, causing the view of the player to not be blocked.


 * Hero of the Village
 * When received, the effect icon will at first be shown in the center of the screen, with an animation similar to the Totem of Undying animation.


 * Water Breathing
 * Allows the character to take a breath of air, and this fills up the bubble bar until water breathing runs out, opposed to stopping the bubbles from going down as in Java.

Enchantments

 * Fire Aspect
 * Can light TNT and campfires.


 * Impaling
 * Deals extra damage to all mobs or players touching water or rain, instead of only aquatic mobs.


 * Riptide
 * A thrown trident can hit multiple targets, but it behaves like a regular trident when thrown by a dispenser.


 * Sharpness
 * Deals higher damage.

Commands

 * Generic


 * Coordinates
 * A relative coordinate can have the next relative coordinate right behind it (without a space).


 * Gamerule
 * More gamerules:
 * pvp
 * commandblocksenabled
 * tntexplodes
 * functioncommandlimit
 * showtags
 * Certain gamerule commands are available even without turning on cheats.


 * Raw JSON text format
 * Format starts with an object containing only a "rawtext" list, rather than starting directly in the json text input (a string, a bool, a number, an object containing "text" or alike, or a list containing any of the prior options).


 * Save-all, save-off and save-on
 * Are all merged into.


 * Scoreboard


 * Teleport
 * Has optional boolean to cancel teleporting if it ends up inside collision boxes of blocks.


 * Title(raw)
 * does not support raw JSON text, only plain strings, instead exists to allow raw JSON text.

Sounds

 * Dropping an item makes the "pop" sound.
 * Hitting the air makes the "attack" sound.
 * Jumping sounds when jumping off of and landing on blocks.
 * Silverfish and endermites have walking sounds.
 * Sounds for breaking blocks have a higher pitch.
 * Sounds for breaking and placing vines are the same as the weeping/twisting vines sound.
 * Volume sliders play a preview of the relevant sounds when adjusted in the main menu settings.

General

 * Animations
 * Arrows stick to player model after being hit by one.
 * Bee stingers stick to player model after being hit by one.
 * Items picked up are dragged upwards to the player's body, rather than dragged to their feet.


 * Controls
 * Crossbow handling mechanics are different. In Java, the arrow will only load onto the crossbow when the mouse button is released; holding the right mouse button will then fire and charge the next arrow. In Bedrock, the crossbow will automatically load the arrow when finished charging; holding the right mouse button will then fire but not charge the next shot until the player clicks again; charging the crossbow will take an item damage.
 * Cinematic Camera keybind.
 * F2 takes a screenshot.
 * F3 shows the debug screen.
 * Items with a right-click action can be used in the off-hand if the main hand has no right-click action.
 * More UI/function shortcuts.
 * Tab opens a menu of current online players.
 * The player can click a hotkey whilst hovering over an item in their inventory to put the item directly into their hotbar slot.
 * Sneak and sprint inputs can be switched between hold and toggle in the accessibility settings.


 * Gameplay
 * 1.9 combat system.
 * Base attack damage is half a heart, not a full heart.
 * Camera goes through glass, glass panes and iron bars.
 * Chat is automatically opened when sleeping.
 * Clouds are visible from the inside.
 * Crops can be planted by aiming at the side or bottom of a block.
 * Dark heart particles when dealing more than 2 damage to an entity.
 * Death messages are more specific.
 * Explosion particles have higher resolution.
 * Health regenerates faster after eating food and filling saturation.
 * Holding down use when selecting a block will place it whenever it becomes possible.
 * Mouse sensitivity is more responsive.
 * Offhand slot can hold any item.
 * Particles and nameplates render parallel to the screen.
 * Recipes in the recipe book have to be unlocked.
 * Smarter lighting system, where light only goes through faces that make sense (e.g. a slab on top of a light source blocks it).
 * Sunrise afterglow is visible during the rain.
 * Spectator mode can be accessed without external tools.
 * Vignette (darker corners of the screen, more clearly visible the darker it is).
 * Water pushing strength is based on water height: a source block or high flowing water pushes players and mobs faster than shallow flowing water.
 * When a stronger effect overwrites a weaker effect the weaker effect remains, but is hidden and will come back after the stronger effect expires if the weaker effect had a higher duration.
 * When world spawn is obstructed, the player's spawn is on the block as close as possible that's not obstructed.


 * Interface
 * 1.13 game font.
 * Can shift-click netherite ingots into the correct slot of the smithing table interface.
 * Can shift-click items into the crafting table interface.
 * Chat UI is vastly different (doesn't obstruct screen as much).
 * Creative inventory has 9 sections instead of 4.
 * Creative search bar is immediately focused when the inventory is opened to the search tab, or the user clicks on the search tab. Taking an item fully selects the typed text, but leaves it focused so the user can immediately begin searching for something else. Closing the inventory clears the search.
 * Death message appears on the death screen.
 * Hotbar is positioned lower in Java than in Bedrock.
 * Item tooltips are different.
 * Main hand can be switched to the left hand.
 * Mouse cursor is re-centered when opening a GUI screen.
 * Offhand slot visible in the HUD.
 * Experience level is positioned lower and has a black outline.
 * Raid boss bar is red and segmented instead of just pink.
 * Raid boss bar says  after defeating the raid.
 * Recipe book for furnaces.
 * Score on the death screen.
 * Skin customization menu.
 * Social interactions screen.
 * Some recipes in the recipe book are grouped together.
 * Text can be cursive.
 * Toolbars can be saved in the creative inventory.
 * Tutorial toasts for new players.
 * Wither boss bar is purple instead of pink.


 * Pause Menu & Options
 * Accessibility options controlling chat opacity.
 * Advancements.
 * Can change resource packs while playing in a world.
 * Difficulty can be locked to prevent "cheating".
 * Language can be changed while in a world.
 * Maximum framerate can be set.
 * Opening the pause menu in singleplayer pauses the game.
 * Programmer art resource pack in the default game.
 * Several additional languages.
 * Statistics.
 * Subtitles for sounds in-game.
 * V-sync.
 * World options:
 * Buffet, amplified and debug world types.
 * Customizable superflat.
 * Hardcore mode.
 * Option to prevent structures from generating.


 * Technical
 * Block, item, function, and entity type tags.
 * Blocks separated from fluids.
 * Custom biomes.
 * Custom dimensions.
 * Customizable height limit.
 * Customizable world border.
 * Items and blocks can be remodeled, with various state predicates.
 * Items and blocks have different names, partially due to its flattening.
 * Loot tables have more functions.
 * Lots of game translations are different and of higher quality, pulled from the translation strings from Crowdin instead of translating them with a small group of people.
 * More predicate options than Bedrock.
 * Namespaced IDs.
 * Character set is limited to [a-z0-9_./-], the namespace itself cannot have /.
 * Everything in resource packs is namespaced.
 * List of registries are namespaced.
 * minecraft is implied if left out.
 * / means directory everywhere, not just loot tables and functions.
 * Paintings and particles split up into 1 file per texture, rather than texture map, and can, therefore, be animated.
 * Predicate files.
 * Remote console (RCON)
 * Recipes are stored in JSON files.
 * Status effect amplifiers are saved to file as a byte, and in memory as an integer, meaning values above 127 will overflow when the entity is saved to file.
 * Values below 0 are treated as 0.
 * Uncensored chat.

World generation

 * 64-bit world seeds are used by default.
 * Spikes in basalt deltas are larger and more frequent.
 * Bastion loot chests frequently generate with gilded blackstone underneath.
 * Bee nests always face south.
 * Igloos always generate with a villager without profession (will see brewing stand or cauldron, and pick a career).
 * Jungle pyramids can generate in bamboo jungles and bamboo jungle hills.
 * Jungles have more and taller trees.
 * Nether (crimson and warped) forests are much more dense than in Bedrock Edition.
 * Crimson and warped fungi can generate in small quantities in their counterpart biomes (i.e., crimson fungi in warped forests).
 * Oak and spruce trees can generate in mountains and gravelly mountains.
 * Oak trees can generate in snowy tundras.
 * Plains are weighed only 1 in warm biome generation instead of 3 ({FOREST, DARK_FOREST, MOUNTAINS, PLAINS, BIRCH_FOREST, SWAMP} instead of {FOREST, DARK_FOREST, MOUNTAINS, PLAINS, PLAINS, PLAINS, BIRCH_FOREST, SWAMP}).
 * Red sandstone can generate in badlands and eroded badlands.
 * Savannas and plains generate a lot more grass.
 * Solid terrain, structures, and biome generation can generate all the way to 2.147 billion blocks (if the hardcoded 30 million block limit is removed).
 * Strongholds always generate end portals.
 * Terrain can generate above y=128.
 * The "central spot" of stronghold is in the portal room.
 * Villages can spawn in superflat.
 * World boundary exists at the edge of the world.

Blocks

 * General
 * Block entity IDs are namespaced.
 * Block outlines are partially transparent and thicker.
 * Blocks that lose support (e.g. torches, carpet, scaffolding, etc.) make breaking sounds and particles.
 * Blocks with an X model, such as saplings and flowers, always have the same texture applied left to right (the front and back face per pixel are not the same).
 * Breaking (not mining) particles start as the shape of the block and are colored based on its darkest face.
 * More blocks can support general support-needing blocks.


 * Bamboo
 * Can be broken instantly with a sword.


 * Banners
 * Have a breaking animation.
 * Ominous banners can be washed.


 * Beacons
 * Beam color changes instantly.
 * Beam has an outer semitransparent layer.


 * Beds
 * Can be placed without any supporting block.
 * Have a different model.


 * Bedrock
 * Random texture rotation on the top.


 * Bells
 * Can be hung from any block that has a wide enough base, except for leaves and fence gates.
 * Hitting a bell during a raid applies the glowing effect to illagers within 32 blocks of it, and produces a different sound when doing so.


 * Blackstone
 * Can be used to repair stone tools and weapons in an anvil.


 * Buttons
 * Can face in all directions when on the top or bottom of a block.


 * Campfires
 * Campfire smoke particles become more transparent as they get higher.
 * Stack up to 64.


 * Cartography tables
 * Show a preview of the map.


 * Cauldrons
 * Lava cauldrons emit redstone signal strength 1.(BE: Redstone signal strength 3)
 * Can be filled with powder snow.
 * Falling snow during snowfall can fill the cauldron with powder snow.


 * Cave air and Void air
 * Exist.


 * Chains
 * Support lanterns on top face.


 * Chests
 * Have a Christmas present look during December 24th - 26th (includes ender chests and double chests).
 * Placement is different: when not sneaking, chests first try to connect left, then right; when sneaking, it only tries to connect to the clicked block.


 * Comparators
 * If the solid block is powered to signal strength 15, then the comparator outputs 15, no matter the fullness of the container.


 * Composters
 * Are broken faster.
 * Can be used continuously by holding down the "use" button (defaults to right click in Java).


 * Concrete powder
 * All variants have random texture rotation on top.


 * Dispensers
 * Have quasi-connectivity.
 * Have generally more functionality.
 * Can equip armor on villagers and wandering traders.
 * Can place armor stands.
 * Can place carpets on tamed llamas.
 * Can place chests on tamed donkeys, llamas and mules.
 * Can place horse armor on tamed horses.
 * Can place saddles on pigs, tamed horses and striders.
 * Can shear mooshrooms and snow golems.
 * Can place powder snow with powder snow bucket


 * Droppers
 * Have quasi-connectivity.


 * Fire
 * Has a hitbox.
 * Produces more smoke particles.


 * Flower pots
 * Can be placed without any supporting block.


 * Glass panes
 * Support lanterns on top and bottom faces.
 * Support torches and pressure plates on the top face.


 * Grindstones
 * Remove prior work penalty from items.


 * Hoppers
 * Can still pick up item entities when there's an inventory above them.
 * Can pick up item entities inside the top part of the hopper too.
 * Fill all slots with item entities, rather than only the first.
 * Push items in a consistent order, the first slot first.


 * Infested blocks
 * Break slower than their non-infested counterparts when using a pickaxe.
 * Break faster than their non-infested counterparts when not using a pickaxe.
 * When infested, stone bricks correctly turn into infested stone bricks instead of infested stone.


 * Iron bars
 * Support lanterns on top and bottom faces.
 * Support torches and pressure plates on the top face.


 * Jukeboxes
 * Multiple jukeboxes can play the same music disc.


 * Kelp
 * Animation is smoother.


 * Leaves
 * Leaves only start decaying when 7 blocks away from logs/wood.
 * Rain particles drip from leaves.


 * Levers
 * Emit redstone particles when powered.
 * Handle model is slightly longer.
 * When on the ground or ceiling, they can face in 4 directions.


 * Looms
 * Have a unique texture for the dye slot.


 * Mushroom blocks
 * Change to mushroom pores texture when next to another mushroom block of the same kind.
 * Have cap texture on all sides when placed.


 * Nylium
 * Decays into netherrack when a snow layer is placed on top of it.
 * Using bone meal on nylium spreads nether vegetation to plantable blocks.


 * Observers
 * Have generally more functionality.
 * Can detect respawn anchor charges.
 * Can detect target block updates.


 * Pistons
 * Have quasi-connectivity.
 * Pushing a block over farmland/grass path won't convert it to dirt if the base block wouldn't.


 * Powder Snow
 * Makes breaking particles when picked up with a bucket.
 * Can be broken by water and lava


 * Planks
 * Crimson and warped planks can be used to repair wooden tools and weapons in an anvil.


 * Rails
 * Are placed in the direction the player is facing, unless it's connected to another rail.


 * Saplings
 * Growth is not blocked by logs and stripped logs.


 * Scaffolding
 * Bottom of floating scaffolding can be stood on.
 * Can be broken instantly.
 * Can be placed inside lava.


 * Seagrass
 * Animation is smoother.


 * Signs
 * Editing interface is different.
 * Text can be colored with dyes.


 * Slime blocks
 * Don't render adjacent face to another slime block.
 * Render the inner cube when in the player's inventory.


 * Snow
 * Mining can be done without needing to re-press the mine key, after mining other snow.


 * Soul campfires
 * Stack up to 64.


 * Soul sand
 * When there is ice underneath it, it makes the player walks even slower on top of it.


 * Spawners
 * Render adjacent face to another spawner block.


 * Sticky pistons
 * Have quasi-connectivity.


 * Structure blocks
 * Data mode, unusable by players but used by developers.
 * Can only be accessed by clicking the mode button while holding the key.
 * The default mode are set on Load.
 * Functional corner mode.


 * Stonecutters
 * Can be used to craft chiseled stone bricks from stone bricks.
 * Can be used to craft cut sandstone slabs and cut red sandstone slabs.


 * Sweet berry bushes
 * Can be broken instantly during any growth stage, not just the first.
 * Can be planted on the farmlands.
 * Can be planted when aiming at the side of a block.
 * Stage 1 sweet berry bushes slow down players.


 * Targets
 * Transfers redstone power (not a transparent block).


 * Torches and Redstone torches
 * Torch placement depends on solid face, not a solid block.
 * Wall torches have a rectangular model, rather than pipelined.


 * Trapdoors
 * Can be climbed like ladders when placed on top of ladders.
 * Waterlogged trapdoors prevent water from flowing through their solid faces.
 * Closing a trapdoor can trigger players' crouched state.


 * Turtle eggs
 * Breaking in creative mode removes all eggs.
 * Can be placed without any supporting block.


 * Walls
 * Different item models. They look like instead of

Fluids

 * Animation is faster.
 * Flowing lava can move entities.
 * Lava produces smoke particles when turned into obsidian.
 * Ocean biome water colors are more clearly distinct between different temperatures.

Items

 * General
 * Ability to select and click to move the cursor when editing signs, written books, etc.
 * Changing held item (scrolling through hotbar or picking up an item) resets mining progress.
 * Dropped stacked items are more compact.
 * Durability bar has better visibility and brighter colors.
 * Food items are positioned higher on the screen when consumed.
 * Highlighted slots show a transparent gray overlay above the item and slot.
 * Holding shift and double-clicking while holding an item moves all items of the type clicked on in or out of a block's inventory.
 * Hovering over an item in the inventory and pressing 1-9 moves the item to the hotbar slot.
 * Item count is displayed in white and the tip of the mouse cursor contacts the very center of the item.
 * More items use rarity colored tooltips.
 * Tools take longer to draw.
 * When dragging items into multiple slots, the slots are highlighted beneath the item texture. When the distribution is even, the empty remainder is not shown.
 * When shift-clicking items, the item appears in the destination slot instantly.


 * Banner patterns
 * "Globe" pattern.


 * Bone meal
 * Can generate coral fans when used in warm ocean biome.


 * Carpets and wool
 * Can be used as fuel.


 * Debug sticks
 * Exist.


 * Elytra
 * Stays activated while in water.
 * Can be activated while moving upward.


 * Fence gates
 * Can support torches, redstone torches, sea pickles, lanterns and pressure plates on the top face.


 * Fishing rods
 * Can reel in items.
 * Can reel in tropical fish and pufferfish in jungle biomes.
 * Have a thicker casting line.
 * When used, it has a different item model without the hook. Cast Fishing Rod.png


 * Knowledge books
 * Exist.


 * Maps
 * Map markers can be added by right-clicking a banner with a map.


 * Minecarts with furnace
 * Exist.


 * Shields
 * Can be activated without sneaking.
 * Can have banner patterns.


 * Spawn eggs
 * Spawn eggs used on the mob of its type will spawn a baby variant.


 * Spectral arrows
 * Exist.


 * Suspicious stew
 * Can be given with the command.


 * Tridents
 * Loyalty tridents immediately return to the player after hitting a mob instead of falling to the ground and then returning.

Entities

 * General
 * Cramming too many entities into a small space causes some of them to take suffocation damage every half second.
 * Crossbow Piercing arrows pierce armor stands.
 * Humanoids render all items in the head slot.
 * Mobs drop experience orbs and loot at kill location.
 * Mobs drop their exact equipment, rather than drawing from the loot table.
 * Mobs have a 5% chance to spawn left-handed (main left hand).
 * Mobs in their death animation still have their hitbox (potentially obstructing attacks on mobs behind it).
 * Mobs spawn with carved pumpkins and jack o' lanterns on their head during Halloween.
 * Mobs suffocate inside of grass path or farmland.
 * Passive mobs spawn much less often and do not despawn.
 * The zombified piglin's angry sound is played twice the speed of the original sound file in the game.
 * Thrown/shot projectiles take thrower/shooter's momentum into account.
 * Zombies, zombie villagers, husks and zombified piglins have a new animation for their arms when chasing a player.


 * Cats
 * Have an animation when they lie on a bed, even when players are not sleeping.
 * Hiss at phantoms that are currently pursuing a player.‌
 * Stray cats pursue and attack chickens‌.


 * Cows
 * Have different baby models.


 * Creepers
 * Animation colors are smoother.
 * If exploded with a status effect, leaves a lingering cloud of that effect.


 * Dolphins
 * Can play with item entities.


 * Experience orbs
 * Are collected slower.
 * Are partially transparent (translucent).
 * Drop instantly on death.


 * Firework rockets
 * Explode when colliding with an entity.


 * Fish
 * Drop bone meal instead of bones.


 * Giants
 * Exist.


 * Hoglins
 * Are afraid of warped fungus in flower pots.
 * Knockback entities.


 * Illusioners
 * Exist. Illusioner.png


 * Illagers
 * Attack baby villagers.
 * Can open doors (except pillagers).
 * Move door by door killing all villagers, rather than wander around the village without focus.


 * Iron golems
 * Can be healed/repaired with iron ingots, and visually crack after taking a certain amount of damage.
 * Naturally spawned golems attack withers.


 * Jockeys
 * Zombified piglin and drowned chicken jockeys.


 * Killer bunny
 * Exists. Killer Bunny.png


 * Magma cubes
 * Attack iron golems.
 * Can swim in lava.
 * Retain their name after getting split.


 * Minecarts
 * Can be merged.


 * Piglins
 * Baby piglins are "mischievious" and try to steal items from players.
 * Baby piglins have a higher pitch than regular piglins when converting into their zombified counterparts.
 * Become neutral when the player wears gold armor.
 * Can break their crossbow.
 * Can pick up and equip items.
 * Get aggravated by players breaking minecarts with chest.
 * Swing their arms to throw items after bartering.
 * Switch their weapon for a better weapon, if available.


 * Pillagers
 * Can break their crossbow.


 * Players
 * Are unable to stand up if there's no space for it.
 * Can have semi-transparent textures on the second skin layer.
 * Model and hitbox are slightly shorter when crouching.
 * Sneaking players are 1.5 blocks high (allowing sneaking under slabs).
 * Walking backward makes the body face straight, rather than turned partially.


 * Polar bear
 * Baby polar bears attack foxes.


 * Ravagers
 * Are attacked by "Johnny" vindicators, and damaged by evoker fangs.
 * Have an increased sight range, movement speed, and attack range.


 * Sheep
 * Can drop wool when being killed after being previously sheared and regrowing their wool.


 * Shulkers
 * Have a chance to spawn a new shulker, when a shulker bullet hits another shulker.


 * Skeletons
 * Detection range is reduced to 8 blocks while the player wears a skeleton mob head.
 * Have different AI and drift when the player approaches them.
 * Have a bow charging animation.


 * Slimes
 * Retain their name after getting split.


 * Snow golems
 * Are damaged by lingering and splash water bottles.


 * Spiders
 * Can climb magma blocks.
 * Can spawn with status effects on Hard difficulty.


 * Striders
 * Are damaged by lingering and splash water bottles.
 * Shake much more vigorously than in Bedrock when outside of lava.
 * When rider a strider, the camera bobs up and down in first person mode.
 * Drops are affected by the looting enchantment.


 * TNT and Minecarts with TNT
 * TNT drop rate is 100%.


 * Trader llamas
 * Can breed.
 * Have a baby form.
 * Have a different ID and their own spawn egg.


 * Turtles
 * Can be picked up by boats.


 * Villagers
 * General
 * Celebrate after winning raids.
 * Display angry particles when a panda is attacked by a nearby player.
 * Flee from zoglins.
 * Walk up to the job site block or bed in order to claim it, rather than claim it from a distance.
 * Clerics
 * Gold ingots/Emeralds trade gives .(BE: Gives )
 * Offer glowstone blocks.(BE: Offer glowstone dust)
 * Farmers
 * Can interact with composters to create bone meal, as well as picking it up and using it.
 * Librarians
 * Can offer curse enchanted books.
 * Nitwits and Unemployed villagers
 * Grunt and shake their heads when the player tries to trade with them.


 * Wandering traders
 * Drink a potion of invisibility and milk when dark/light, respectively.
 * Flee from zoglins.


 * Witches
 * Provide helpful potions to illagers during a raid.


 * Zoglins
 * Knockback entities.
 * Jump higher when hit.


 * Zombies
 * Can spawn in zombie sieges.


 * Zombie villagers
 * Can spawn with armor equipped.
 * Drop equipment when being cured into a villager.

Effects

 * General
 * Beacon effect particles are partially transparent.
 * Effect icons stick to the top of the screen, with 2 rows: positive and negative effects.
 * Strength/weakness has +3/-4 attack damage, rather than 130%/-0.5.


 * Bad Luck and Luck
 * Exist.


 * Dolphin's Grace
 * Exists.


 * Glowing
 * Exists.


 * Hero of the Village
 * Can be removed using milk.
 * When received, the effect applies to all villages, not just the village saved.


 * Instant Damage, Instant Health and Saturation
 * Have effect icons.

Enchantments

 * General
 * Enchantment glint is higher resolution and smoother.
 * Single-level enchantments just appear as the enchantment name, without a redundant number.


 * Frost Walker
 * Path is a circle, but a square in Bedrock.
 * Only works if the entity who is wearing frost walker boots is on the ground.


 * Protection
 * Provide extra damage reduction from magic attacks.


 * Respiration
 * Increases the chance of not taking drowning damage.


 * Soul Speed
 * Changes the player's field of view.


 * Sweeping Edge
 * Exists.


 * Thorns
 * Knockback mobs when taking damage.

Commands

 * ,, , , , , , and
 * Saved to file.
 * Functionality implemented for all subcommands, not just add.
 * NBT access.
 * 1.13 commands (additions and changes).
 * Block state access.
 * More scoreboard objectives:
 * trigger
 * deathCount
 * playerKillCount
 * totalKillCount
 * health
 * xp
 * level
 * food
 * air
 * armor
 * teamKill.
 * killedByTeam.
 * command can kill players in creative mode.
 * Gamerules:
 * disableElytraMovementCheck
 * disableRaids
 * doLimitedCrafting
 * doPatrolSpawning
 * doTraderSpawning
 * logAdminCommands
 * maxEntityCramming
 * playersSleepingPercentage
 * reducedDebugInfo
 * spectatorsGenerateChunks
 * Locate structure ID temple is split up into swamp_hut, igloo, desert_pyramid and jungle_pyramid.
 * Particle IDs are much more streamlined, and some support additional parameters.
 * teamKill.
 * killedByTeam.
 * command can kill players in creative mode.
 * Gamerules:
 * disableElytraMovementCheck
 * disableRaids
 * doLimitedCrafting
 * doPatrolSpawning
 * doTraderSpawning
 * logAdminCommands
 * maxEntityCramming
 * playersSleepingPercentage
 * reducedDebugInfo
 * spectatorsGenerateChunks
 * Locate structure ID temple is split up into swamp_hut, igloo, desert_pyramid and jungle_pyramid.
 * Particle IDs are much more streamlined, and some support additional parameters.


 * Raw JSON text format
 * "text" takes priority over "translate".
 * "bold"
 * "clickEvent"
 * "change_page"
 * "copy_to_clipboard"
 * "open_file"
 * "open_url"
 * "run_command"
 * "suggest_command"
 * "color"
 * "extra"
 * Parents boldness, click event, color, font, hover event, insertion, italicness, obfuscation, strikethrough and underlining.
 * [1,2,3] is an alias for.
 * "font"
 * "hoverEvent"
 * "show_entity"
 * "show_item"
 * "show_text"
 * "insertion"
 * "italic"
 * "keybind"
 * "nbt"
 * "block"
 * "entity"
 * "interpret"
 * "storage"
 * Usable in signs, tellraw and title
 * Can also be set in item name and lore via loot tables.
 * "obfuscated"
 * "strikethrough"
 * "underlined"

Sounds

 * Anvil sound when placing a bell.
 * More sounds for respawn anchor.
 * More ambient sounds for the Nether biomes.
 * Music "So Below" plays in Basalt Deltas biome.
 * Sound range is greater.
 * Sounds for book and quill pages.
 * Sounds for breaking, placing and walking on nether brick variants are newer.
 * Sounds for breaking and placing gilded blackstone are newer.
 * Sounds for combat (such as critical hit) are newer.
 * Sounds for casting a fishing rod are newer.
 * Sounds for enchanting.
 * Sounds for going under and above water.
 * Sounds for making grass paths with a shovel are newer.
 * Sounds for killing squids are newer.
 * Sounds for killing salmon.
 * Sounds for killing cod.
 * Sounds for opening and closing (trap)doors and fence gates are newer.
 * Sounds for opening and closing iron (trap)doors are newer.
 * Sounds for opening and closing a chest are newer.
 * Sounds for paddling in boats are newer.
 * Sounds for placing all crop types are newer.
 * Sounds for placing and breaking kelp and seagrass are newer.
 * Sounds for placing and breaking coral, coral blocks and coral fans are newer.
 * Sounds for placing cocoa beans.
 * Sounds for placing lily pads.
 * Sounds for player drowning are newer.
 * Sounds for player burning are newer.
 * Sounds for player freezing.
 * Sounds for pressing a button are newer.
 * Sounds for pufferfish are newer.
 * Sounds for raining are newer.
 * Sounds for reeling in a fishing rod.
 * Sounds for squids moving in water.
 * Sounds for stepping on a pressure plate are newer.
 * However, sounds for placing and destroying weighted pressure plates are incorrect.
 * Sounds for stripping wood are slightly different.
 * Sounds for tilling grass blocks with a hoe are newer.
 * Sounds for Thorns.
 * Sounds for water splash are newer.
 * Sounds for waterlogging.
 * Sounds for wither skeletons are newer.
 * Underwater ambient sounds.
 * Sounds for filling bottles with a water source.
 * Unique sounds for harvesting honey.
 * Villagers using smithing table produce the correct sound.

Unsorted

 * Color code $6, gold, has shadow color 2A2A00 in Java and 402A00 in Bedrock.
 * Commands that provide block states is written  $$ and   $$.
 * In Bedrock Edition, text background on titles, items, and action bars don't have square corners as in Java.
 * Players deal of damage with their hands in BE and of  in JE.
 * In Bedrock Edition hearts move down when having regeneration while they move up in Java Edition.
 * In Java Edition, nether biome particles are generated within the respective biomes. In Bedrock Edition, particles appear everywhere, even outside of the biomes, but are only visible when inside of the biome, at which point they can be seen everywhere.
 * Tropical fish names differ between editions (full list can be found in here).
 * Gray-Sky SunStreak: Blue Dory (BE)
 * Gray-Blue Flopper (185008129): Blue Tang (JE)
 * White-Gray Brinely: Butterfly Fish (BE), Butterflyfish (JE)
 * White-Orange Clayfish: Ornate Butterfly (BE), Ornate Butterflyfish (JE)
 * Lime-Sky Brinely: Queen Angel Fish (BE), Queen Angelfish (JE)
 * Red-White SunStreak: Tomato Clown (BE)
 * Red-White Kob: Tomato Clownfish (JE)
 * Teal-Yellow Dasher: Yellowtail Parrot (BE), Yellowtail Parrotfish (JE)
 * Java has, while Bedrock has.
 * Completely different syntax between editions, existence of  in Bedrock, etc.
 * Loading screen looks different between editions (both for menu, and a world).
 * Different anvil XP costs between editions.
 * Different chest loot between editions.
 * In Java, the loot is fully determined by the seed in all structures.
 * In Bedrock, the loot is determined by the seed in some structures. In desert pyramids, shipwrecks, buried treasures, pillager outposts, ocean ruins, igloo basements, nether fortresses and end cities, the loot generates consistently, but may be re-arranged. It is randomized across the same seed in villages, abandoned mineshafts, dungeons, strongholds, jungle pyramids, ruined portals and bastion remnants.
 * The bastion remnant loot tables in Bedrock do not contain spectral arrows (as they have not been implemented). These entries are replaced with arrow entries, resulting in an abundance of arrows in these chests.
 * The buried treasure loot tables are more varied, have different weights and stack sizes, and are drawn from less pools in Bedrock. Only in BE, the chests may contain a potion of water breathing, a potion of regeneration, a name tag, a music disc ("Mellohi" and "Wait"), a bottle o' enchanting, a cake, 1–3 leads and chainmail armor. Only in Java, they may contain cooked cod and salmon, a leather tunic, an iron sword and 4–8 emeralds.
 * The jungle pyramids loot tables have slightly different weights and item stacks between editions.
 * The ruined portal loot tables in Bedrock have a lower weight for bells and higher weight for golden apples, among other differences.
 * The stronghold loot tables are more varied in Bedrock; storerooms may contain 1–3 ink sacs, altars may contain 1–3 emeralds, and the weights in libraries are slightly different.
 * Different villager schedules between editions. (See .)
 * Different villager trading between editions.
 * This issue was made less extreme in Bedrock Edition 1.16.0, but the following differences are still present:
 * General
 * Bedrock trade groups are based on the specific trade slot. Java trade groups are based on the villager level. This affects the chances of trades that are chosen. For example, Bedrock farmers always sell bread, while Java farmers only have a 40% chance to sell bread (20% per slot, 2 slots). For simplicity's sake, these groups aren't listed as they still respect the levels.
 * Armorer
 * Journeyman armorers can buy diamonds in Java, while expert armorers will buy diamonds in Bedrock.
 * Said diamond trade rewards 20 XP to the villager in Java, and rewards 30 in Bedrock.
 * Butcher
 * The emeralds for coal trade give the villager 2 XP in Java and 10 XP in Bedrock.
 * Cartographer
 * The banner for emeralds trade isn't "grouped" with itself in Java. See the below point about the farmer's suspicious stew trade for an explanation of this.
 * Master cartographer villagers sell a globe banner pattern (currently not in Bedrock) for 8 emeralds in Java, while they sell either a flower charge, field mason, or bordure indented banner pattern (all currently not in Java) for 1, 2, or 2 emeralds respectively in Bedrock.
 * Farmer
 * The suspicious stew trade isn't "grouped" with itself in Java. This affects the chances of offering the trade. In Bedrock, the chance of offering the suspicious stew is $1/3$ for a single slot. In Java, it's $6/7$, as all 6 suspicious stew types are listed as separate trades.
 * Fletcher
 * The emeralds and arrows for tipped arrows trade may give Arrows of Decay (currently not in Java) in Bedrock, while it may give Arrows of Slow Falling in Java.
 * Leatherworker
 * The Journeyman level emeralds for dyed leather tunic trades rewards the villager 10 XP in Bedrock whilte it rewards 1 XP in Java.
 * Mason/Stone Mason
 * The granite/diorite/andesite for emeralds trade is not "grouped" in Java. See the above point about the farmer's suspicious stew trade for an explanation of this.
 * The emeralds for polished granite/polished diorite/polished andesite trade is not "grouped" in Java. See the above point about the farmer's suspicious stew trade for an explanation of this.
 * The emeralds for terracotta and glazed terracotta trades are not "grouped" in Java, while they are all in one big group in Bedrock. See the above point about the farmer's suspicious stew trade for an explanation of this. This one is especially bad as the quartz trade 6.25% chance of appearing.
 * The emeralds for quartz blocks/pillars trades are not "grouped" in Java. See the above point about the farmer's suspicious stew trade for an explanation of this. In this specific case, this means that Java will always offer both trades while Bedrock will always offer only one. See the above point about the farmer's suspicious stew trade for an explanation of this.
 * Shepherd
 * None of the colored item or dye trades are "grouped" in Java. See the above point about the farmer's suspicious stew trade for an explanation of this.
 * Weaponsmith
 * The emeralds for an enchanted iron sword trade is offered by novice weaponsmith villagers in Java, while it is offered by apprentice weaponsmith villagers in Bedrock.
 * Said enchanted iron sword trade has a price multiplier of 0.05 and a villager XP reward of 1 in Java, while it has a price multiplier of 0.2 and a villager XP reward of 5 in Bedrock.
 * The emeralds for bells trade is offered by apprentice weaponsmith villagers in Java, while it is offered by journeyman weaponsmith villagers in Bedrock.
 * Said bell trade has a villager XP reward of 5 in Java, while it has a villager XP reward of 10 in Bedrock.


 * Different wandering trader trading between editions.
 * This issue was made less extreme in Bedrock 1.16.0, but the following differences are still present.
 * Bedrock has trade grouping which prevents items of similar types from being offered more than once per trader.
 * All flowers are grouped (1 emerald for 1 item, 12 uses), all dyes are grouped (1 for 3, 12 uses), all seeds are grouped (1 for 1, 12 uses), both mushrooms are grouped (1 for 1, 12 uses), all coral blocks are grouped (3 for 1, 8 uses), and all saplings are grouped (5 for 1, 8 uses).
 * Bedrock can offer tall flowers; Java cannot.
 * The blue orchid trade's maximum use is 8 and the lily of the valley trade's maximum use is 7. Both are 12 in Bedrock as they are grouped with the flowers.
 * Bedrock offers ink sacs, cocoa beans, lapis lazuli, and bone meal instead of Java's offers of black dye, brown dye, blue dye, and white dye.
 * Block and item shading is darker in Java than in Bedrock.
 * Clouds fade differently between editions.
 * Daylight detectors output identical power levels at different times and different weather conditions.
 * Different graphics saturation level between editions.
 * Different sound volume levels between editions.
 * Entity shadows are different between Java and Bedrock.
 * Experience bar looks different between editions.
 * Foxes behave differently across editions.
 * Have a health of in Java and  in Bedrock.
 * Have different chances of holding eggs (15%/20%) or feathers (20%/15%) when spawned.
 * In Bedrock, they always drop the item they spawn with when killed; in Java, they have a 8.5% chance of doing so.
 * When killed, adult foxes drop in Java and  in Bedrock.
 * Drowned equipment spawn rates differ.
 * Have a 2% chance to spawn with a fishing rod in JE, as opposed to 0.85% in BE.
 * Have a 6.25% chance to spawn with a trident in JE, as opposed to 15% in BE.
 * Have a 3% chance to spawn with a nautilus shell in its offhand in JE, as opposed to 8% in BE.
 * Bee nest in flower forest have 3% chance in Bedrock and 2% chance in Java.
 * Grindstone, loom, smithing table, stonecutter, villager and wandering trader GUIs are different between editions.
 * Java Edition username is 3–16 characters long, but Bedrock Edition can be 3–32 characters long.
 * Nether portal blocks in the End teleport players to the Nether in Java and the Overworld in Bedrock. The behavior of end portal blocks in the Nether is unknown.
 * The distribution of resource packs on servers is handled differently: in JE, a link to a downloadable file is required in the server.properties; in BE, it is included in the world files. This also affects realms, where on BE you can add your own RP to the realm. In JE, this feature is restricted to the maps in the map creators program.
 * Piglins need 6 seconds to barter in java, but 8 in bedrock.
 * Random tick speed gamerule defaults to 1 in BE and 3 in JE.
 * Smelting cacti yields more experience in JE than BE.
 * Swinging animations are different between editions.
 * Taking damage or healing plays an animation in JE, but not in BE.
 * Totem of Undying animation uses a 3D item render in JE, and a 2D one in BE.
 * Wither roses deal damage at different rates: every half a second in JE and every two seconds in BE.
 * Boats have the collision/hit box size 1.375 wide and 0.5625 high in JE and 1.4 wide and 0.455 high in BE.

Hitboxes and Collision boxes

 * {| class="wikitable"

! Block !! style="width: 100px" | Hitbox !! style="width: 100px" | Collision box !! Description (Bedrock Edition)
 * Anvil || ||  || Bedrock report:.
 * Bamboo (sapling and stalk) || ||  ||
 * Banner (wall) || ||  || Hitbox is slightly lower.
 * Bed || ||  || Bedrock report:.
 * Bell || ||  || Bedrock report:.
 * Brewing Stand || ||  || Bedrock report:.
 * Cauldron || ||  || Collision box and hitbox under the cauldron is different, hitbox doesn't go inside the cauldron.
 * Chest || ||  ||
 * Chorus Plant || ||  ||
 * Conduit|| ||  ||
 * Composter || ||  || Hitbox doesn't go inside the composter.
 * End Portal Frame (with eye) || ||  || The eye part is intangible.
 * Farmland || ||  || Is a full block.
 * Fences (corner) || ||  || Corner hitboxes don't follow direction.
 * Flowers || ||  ||
 * Flowers and grass (2-blocks tall) || ||  || Large hitbox considered intentional $$.
 * Glass Panes (corner) || ||  || Corner hitboxes don't follow direction.
 * Grass Path || ||  || Is a full block.
 * Grindstone || ||  ||
 * Hopper || ||  || Bedrock report:.
 * Iron Bars (corner) || ||  || Corner hitboxes don't follow direction.
 * Item Frame || ||  || Is a block.
 * Lantern || ||  || Bedrock report:.
 * Lectern || ||  || Bedrock report:.
 * Lever (ground and roof) || ||  ||
 * Lily Pad || ||  || Is wider and higher.
 * Mushrooms || ||  ||
 * Nether Portal || ||  ||
 * Piston (body) || ||  || Is a full block.
 * Piston (head) || ||  || Has a full block outline selection.
 * Rails (flat) || ||  ||
 * Redstone Wire || ||  || Hitbox doesn't vary with different shape.
 * Saplings || ||  ||
 * Scaffolding || ||  || Has a full block outline selection.
 * Sea Pickle || ||  || Hitbox doesn't vary with different amount of pickles. Sea pickles have no collision in Bedrock Edition
 * Sea Turtle Egg || ||  ||
 * Signs || ||  || Standing signs have a higher hitbox, wall signs have wider hitbox.
 * Snow Layer(s) || ||  || Stacked snow layer collision is 1 pixel lower.
 * Stairs || ||  || Have a full block outline selection.
 * Sugar Cane || ||  || Bedrock report:.
 * Torches || ||  ||
 * Tripwire Hook || ||  ||
 * Vines (roof) || ||  || Doesn't have a hitbox.
 * Walls || ||  || Corner hitboxes don't follow direction.
 * }
 * Lantern || ||  || Bedrock report:.
 * Lectern || ||  || Bedrock report:.
 * Lever (ground and roof) || ||  ||
 * Lily Pad || ||  || Is wider and higher.
 * Mushrooms || ||  ||
 * Nether Portal || ||  ||
 * Piston (body) || ||  || Is a full block.
 * Piston (head) || ||  || Has a full block outline selection.
 * Rails (flat) || ||  ||
 * Redstone Wire || ||  || Hitbox doesn't vary with different shape.
 * Saplings || ||  ||
 * Scaffolding || ||  || Has a full block outline selection.
 * Sea Pickle || ||  || Hitbox doesn't vary with different amount of pickles. Sea pickles have no collision in Bedrock Edition
 * Sea Turtle Egg || ||  ||
 * Signs || ||  || Standing signs have a higher hitbox, wall signs have wider hitbox.
 * Snow Layer(s) || ||  || Stacked snow layer collision is 1 pixel lower.
 * Stairs || ||  || Have a full block outline selection.
 * Sugar Cane || ||  || Bedrock report:.
 * Torches || ||  ||
 * Tripwire Hook || ||  ||
 * Vines (roof) || ||  || Doesn't have a hitbox.
 * Walls || ||  || Corner hitboxes don't follow direction.
 * }
 * Sea Pickle || ||  || Hitbox doesn't vary with different amount of pickles. Sea pickles have no collision in Bedrock Edition
 * Sea Turtle Egg || ||  ||
 * Signs || ||  || Standing signs have a higher hitbox, wall signs have wider hitbox.
 * Snow Layer(s) || ||  || Stacked snow layer collision is 1 pixel lower.
 * Stairs || ||  || Have a full block outline selection.
 * Sugar Cane || ||  || Bedrock report:.
 * Torches || ||  ||
 * Tripwire Hook || ||  ||
 * Vines (roof) || ||  || Doesn't have a hitbox.
 * Walls || ||  || Corner hitboxes don't follow direction.
 * }
 * Sugar Cane || ||  || Bedrock report:.
 * Torches || ||  ||
 * Tripwire Hook || ||  ||
 * Vines (roof) || ||  || Doesn't have a hitbox.
 * Walls || ||  || Corner hitboxes don't follow direction.
 * }
 * Vines (roof) || ||  || Doesn't have a hitbox.
 * Walls || ||  || Corner hitboxes don't follow direction.
 * }
 * }
 * }