Minecraft Wiki:Parity issue list

Last updated
Bedrock: 1.11.0.3 Java: 19w11a

General

 * Has official modding API
 * Mentioned several times not to come to java, still listing as it IS a parity issue; possibly in the future, data packs in java will basically be the modding API
 * Shared block spaces
 * Food can be eaten in Creative mode and Peaceful difficulty
 * Mentions of player names are highlighted in yellow in chat
 * Arm-throwing animation when throwing snowballs/potions
 * Players have an animation for eating food in third person
 * Player will slant along with the horse jumping animation
 * Villager trade tables are stored as JSON files
 * AI tasks are stored as JSON files
 * Entities can be remodeled
 * Ability to start swimming in 1-block deep water
 * Using overworld map in the Nether will show the corresponding location
 * Suffocating in a block will show the cube model of that block around the head, rather than only the block's side face spread across the screen
 * Pasting command in chat with a newline, automatically sends the command without pressing enter
 * There's a barrier at y=-40
 * Resource packs use a json file for coloring grass, etc. depending on biome, rather than rather confusing colormaps
 * Selecting an item shows all enchantments and effects in the actionbar
 * Sneaking animations is 6 times slower than java's
 * Holding jump stops arms and legs from swinging
 * Different splash texts between java and bedrock
 * Bedrock has different fly mechanics than java
 * Chunks starting to render fade in, rather than pop into existence
 * Movement speed matches block placing speed
 * Education Education features
 * In taigas it starts snowing after a certain height

World generation

 * Fallen and dying trees - feedback
 * Huge mushrooms generate naturally in swamps
 * Coral reefs generate with dead coral blocks
 * Pillager outposts can generate with tall fountains

Blocks

 * The top of full, transparent blocks (glass, sea lanterns, etc.) can support torches, doors, etc.
 * Snow layers affected by gravity - feedback
 * When falling on other snow, it'll add the layer count together and add a few
 * Snow melts in snowless biomes
 * Many more blocks can be waterlogged (Comparison list)
 * Enchanting tables emit light level 12
 * Leaves in snowy biomes are fully white
 * Leaves with snow on top make snowfall particles, kinda like how blocks make water/lava drip through
 * Leave textures are randomly rotated
 * Melon drops 9 slices when mined with shears
 * Piston head model has more accurate "neck"
 * Pistons require 1 tick to retract
 * Pistons take longer to extend
 * Pistons finish extending before retracting
 * Redstone dust power transmittion is in a random order
 * Un-connected redstone dust is a plus, rather than a dot
 * Redstone dust connects to pistons
 * Glass panes and iron bars have 3D item model
 * Beds have 2D item model
 * Cauldrons can hold lava
 * Cauldrons can hold potions
 * Cauldrons are block entities
 * Water in cauldrons can be colored
 * Leather (horse) armor dying has to be done through the cauldron rather than a crafting grid
 * Blocks that contain block entities can be pushed/pulled with slime blocks and pistons
 * (Ender/Trapped) Chest items look like a full block without openable latch (like the java chest model before 1.3)
 * Cannot open chest if there's an entity on top of it
 * Spawners in Creative mode inventory
 * Spawners are capable to contain no entity
 * Beds can set the spawnpoint of a player during the day
 * "Mushroom pores" block has an item form
 * Silk Touch makes grass path items drop
 * Water has different colors for every biome rather than only in the ocean biomes
 * Bone meal can be used on sugar cane and kelp
 * Walls can be used to attach a lead
 * Conduits activated by 42 specified blocks will change its inside texture again
 * Conduits can be oriented in 16 different directions when placed (like standing signs, banners and heads)
 * Default command block name is "!" (instead of "@")
 * Cacti and Redstone torches render the back faces (you see the needles from the non-visible faces, for example)
 * Command block GUI is vastly different
 * Grass, water, etc. are colored block by block basis, rather than being the same color through the whole biome
 * Leaves render the back side of textures
 * Chiseled quartz blocks can be put on the x and z axis - feedback
 * Composter has a different crafting recipe, slabs instead of fences and planks
 * Barrel has a different crafting recipe, sticks instead of planks
 * Wet sponge instantly dries out in the nether when placed
 * Illager banner is in the creative inventory
 * Hitbox for 2-high plants is a lot smaller than java's
 * Peony, rose bush, large fern and lilac models are thinner

Items

 * Potion, splash potion, lingering potion and arrow of decay
 * Wandering trader spawn egg spawns the wandering trader and 2 trader llamas leashed to the wandering trader
 * Book and quill and written book have 2 pages open at once
 * Fishing can give bamboo
 * Boats can smelt 6 items in furnaces
 * Bucket of tropical fish is named "Bucket of [ - []] "
 * This is implemented differently in Java Edition, to make it more translation-friendly
 * Maps show player heads instead of arrows
 * Teleporting with Ender pearls makes teleportation sounds
 * Ink sac, cocoa beans, lapis lazuli and bone meal can still be used as dyes
 * Maps have an unlimited color palette, a different set of colors for blocks, and grass, water, etc. coloring depends on biome.
 * Using bone meal on a small flower will only spawn flowers on nearby grass blocks, no grass
 * Export mode on structure blocks
 * Item frame are blocks instead of entities
 * Trident size and angle are different than java's
 * Trident displays enchanted glint
 * Thrown trident has proper lighting
 * Field Masoned and Bordure Indented banner patterns

Entities

 * Baby squids - feedback
 * Baby dolphins
 * Salmon can spawn in different sizes - feedback
 * Parrots can dance on a player's shoulder
 * Spiders can spawn on leaves
 * Different Wither AI (summoning wither skeletons, charge attack, etc)
 * Minecart with command block uses repeating command block instead of impulse
 * Feeding mobs makes the corresponding food particles
 * Mobs can steer boats
 * Cave spider jockeys
 * Wither skeleton/stray spider jockeys
 * Naturally spawning baby animals
 * Drowned have glowing eyes and mouth
 * Drowned spawn in swamps during the day
 * Drowned holding tridents use melee attacks when within 3 blocks
 * Same posture as players when holding anything in offhand
 * Endermite attack endermen and golems without provocation
 * Witches attack golems without provocation
 * Ghasts have glowing eyes
 * Blazes glow in the dark
 * Fishing bobbers are 3D - feedback
 * Fishing bobbers fall much faster
 * 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
 * Iron golems can hurt players in peaceful
 * Baby zombies can ride many mobs other than just chickens
 * Pufferfish blow up when hurt
 * Villagers flee when hurt by player
 * Fireworks shot by dispensers travel away from the dispenser, instead of always upwards
 * Riding a pig is different:
 * Less instant in turning
 * The pig has to jump to get on blocks, rather than just make it step up like horses
 * Using the 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 java
 * Wearing Frost Walker enchanted boots still applies the effect when riding entities
 * Villagers have an emerald above their head when opening the GUI
 * Armor stands have arms by default and change pose depending on the redstone signal or by sneaking + interacting
 * Wool on the head of the sheep and sheared sheep wool patches follow the sheep's color - feedback
 * TNT exploding in water doesn’t hurt entities
 * Golems can be made with uncarved pumpkins
 * Tropical fish are bigger
 * Hurting a mob makes them much more red in bedrock than java
 * Entity shadows are different between java and bedrock
 * Tropical fish variant 50790656 is named Gray-Sky SunStreak
 * Horse handling is really loose and delayed, making the task of controlling the horse and making precise movements harder than it should.
 * Villagers have a work station, change their career depending on the work station, and schedule for day to day things, such as meetings and sleeping.
 * The old (zombie) villagers are still available.
 * Animals can randomly enter love mode
 * You can see your hand turn red in first person when getting damage
 * Wandering traders drink invisibility potion when a hostile (towards villagers) mob is nearby
 * Wandering traders despawn shortly after all trades are used up

Effects

 * Fatal poison
 * Given by pufferfish
 * Same icon as poison
 * When getting either Bad Omen or Hero of the Village status effects, the effect icon will at first be shown in the center of the screen, kind of like the totem of undying animation

Commands

 * Gamerules:
 * drowningdamage
 * falldamage
 * firedamage
 * pvp
 * doinsomnia
 * doimmediaterespawn
 * commandblocksenabled
 * tntexplodes
 * functioncommandlimit
 * , and  are all merged into

Sounds

 * Jumping sounds when jumping off of and landing on blocks - feedback
 * Silverfish and Endermites have walking sounds
 * Hitting air makes attack sound

General

 * Flattening (List for bedrock)
 * Items and blocks have different names (See this section of the bedrock flattening list)
 * Blocks separated from fluids
 * 1.9 combat
 * Language can be changed while in a world
 * Offhand slot can hold any item
 * Items with a right-click action can be used in the off-hand if the main hand has no right-click action
 * Advancements
 * F2 takes a screenshots
 * F3 shows up the debug screen
 * Cinematic Camera keybind
 * Spectator mode
 * Hardcore mode
 * All default villager trades give experience
 * Statistics
 * Press tab to see the currently online players
 * Tutorial toasts for new players
 * Score on death screen
 * Recipes are stored in json files
 * Programmers art resource pack in default game
 * Water pushing strength is based on water height: a source block or high flowing water pushes players and mobs faster than shallow flowing water
 * You can jump in shallow water, instead of swimming up
 * Dark heart particles when dealing more than 2 damage to an entity (these were added to the legacy console edition, even though it didn't receive the combat changes)
 * 1.13 game font
 * Skin customization menu
 * Chat UI is vastly different (doesn't obstruct screen as much)
 * Item tooltips are different
 * The 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.
 * The hotbar is positioned lower in java than in bedrock
 * Frost walker path is a circle in java, but square in bedrock
 * 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.
 * Base attack damage is half a heart, not a full heart.
 * Particles and nameplates render parallel to the screen
 * Vignette (darker corners of the screen, more clearly visible the darker it is)
 * Lots of game translations are different; pull the translation strings from crowdin instead of translating them with a small group of people (that'll fix inconsistencies, and make the translations more pleasing, for example: Easy in dutch: (JE) Makkelijk (official), (BE) Makkie (more a slang, and not an official word for easy))
 * Clouds are visible when inside one
 * Customize-able superflat
 * Buffet world type
 * AMPLIFIED world type
 * Debug world type
 * Can change resource packs while playing in a world
 * Option to prevent structures from generating
 * Offhand slot visible in the hud
 * Paintings, status effect icons and particles split up into 1 file per texture, rather than texture map.
 * Breaking a bed instantly resets the spawn point of all the players who last used that bed
 * When bed spawn point is obstructed, the player's spawning will fallback to world spawn
 * When world spawn is obstructed, player's spawn is on the block as close as possible that's not obstructed

World generation

 * Igloos always generate with a villager without profession (will see brewing stand or cauldron, and pick a career)
 * Savannas and plains generate a lot more grass

Blocks

 * (Stripped) wood on x and z axis
 * Dead coral feedback
 * Cave and void air
 * Wither roses
 * Jigsaw blocks
 * Sign text can be colored with dyes
 * Smiting table has a newer model
 * Structure void has an ID
 * Beacon beam color mixes, rather than only existing in the 16 colors.
 * Pistons, droppers and dispensers have quasi-connectivity
 * Sticky pistons drop blocks when power is removed before it’s done extending
 * Conduits give the Conduit Power effect to players in rain
 * Mushroom blocks have all sides cap texture when placed, and change to pores texture when ajent to another mushroom block of the same kind
 * Wall torches have a rectangular model, rather than pipelined
 * Leaves only start decaying when 7 blocks away from logs/wood
 * Bell, fluit, chime, guitar and xylophone note block sounds
 * Redstone repeater and comparator can only be made with stone
 * Buttons on the ground/ceiling can face 4 directions
 * Levers on the ground/ceiling can face 4 directions
 * Powered levers emit redstone particles
 * Hitboxes and collision boxes for certain blocks are more accurate (e.g. chests, anvils, corner stairs, walls, hoppers, farmland, grass path)
 * Trapdoors can be climbed as ladders when placed on top of ladders
 * Scaffolding supports 6 blocks instead of 4
 * Podzol replaces dirt/grass when a giant spruce grows from saplings
 * Torch placement depends on solid face, not solid block
 * Breaking (not mining) particles start as the shape of the block and are colored based on the darkest face
 * Turtle egg item has a unique texture/model
 * Sign editing interface is different
 * Infested blocks break instantly
 * You can remove plants from flower pots
 * In creative mode, breaking turtle eggs removes all eggs
 * Chest placement is different: when not sneaking, chests first try to connect left, then right; when sneaking, it only tries to connect to the clicked face
 * Furnaces store the experience to give to the player
 * Chests have a christmas present look during December 24th - 26th
 * Functional save, load and corner mode for structure blocks
 * Data mode on structure blocks, unusable by players, but used by developers
 * Floating scaffolding can be stood on on the bottom part.
 * Note blocks can make iron xylophone, cow bell, didgeridoo, bit, banjo, and pling sounds when on iron blocks, soul sand, pumpkins, emerald blocks, hay bales, and glowstone respectively.
 * Blocks with an x model, eg saplings and flowers always have the same texture applies left to right (the front and back face per pixel are not the same)
 * Note by FVbico: if it's unclear what I mean by this, I can upload comparison screenshots for bedrock and java, just tell me if it's needed.

Fluids

 * Newer lava texture (bedrock uses the classic texture)
 * Ocean biome water colors are more clearly distinct between temperatures

Items

 * Shields can have banner patterns
 * Spectral arrows
 * Debug sticks
 * Knowledge book
 * Minecart with furnace
 * Globe banner pattern
 * Suspicious stew
 * You can add map markers by right-clicking a banner with a map
 * Teleporting with chorus fruit makes teleportation sounds
 * Durability bar has better visibility and brighter colors
 * Item frames can be placed on the ground or on ceilings
 * Bone meal generates coral only in warm oceans; in addition to coral, it can generate coral fans
 * The item count is displayed in white and the tip of the mouse cursor contacts the very center of the item
 * 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
 * Highlighted slots show a transparent gray overlay above the item and slot
 * When shift-clicking items, the item appears in the destination slot instantly
 * Active conduits attack hostile mobs
 * Fishing rods can reel in items
 * Spawn eggs used on the mob of its type will spawn a baby variant

Entities

 * Giants
 * Illusioners
 * Foxes
 * Brown mooshroom
 * Trader llama has a different ID and their own spawn egg
 * Wandering trader drinks potion of invisibility and milk when dark/light respectively
 * Thrown/shot projectiles take thrower/shooter’s momentum into account (not always )
 * Mobs spawn with carved pumpkins and jack o' lanterns on their head, during Halloween
 * Zombie pigman/drowned chicken jockeys
 * Spiders spawn with status effects on hard
 * Player model and hit box are slightly shorter when crouching
 * Slimes and magma cubes retain its name after getting splitted
 * Mobs have drop their exact equipment, rather than draw from loot table
 * Zombies, zombie villagers, husks, zombie pigmen, skeletons, strays and wither skeletons can pick up items from the ground, equip them, and actually use them
 * Skeleton AI is different and they drift when the player approaches them
 * Fish drop bone meal instead of bones
 * Humanoids render all items in the head slot
 * Drowned have a 2% chance to spawn with a fishing rod
 * Drowned only drop the trident from the equipment, not the loot table
 * Tropical fish variant 185008129 is named Gray-Blue Flopper
 * Cod and salmon drop cooked cod and salmon when killed with fire
 * Flopping fish rotate around the y axis - feedback
 * Players can have semi-transparent textures on the second skin layer

Effects

 * Glowing
 * Dolphin's Grace
 * (Bad) Luck
 * Strength/weakness has +3/-4 attack damage, rather than 130%/-0.5
 * Effect icons stick to the top of the screen, with 2 rows: positive and negative effects

Enchantments

 * Sweeping Edge
 * Working curse of binding and curse of vanishing
 * Curse of binding and curse of vanishing can be found and applied to items

Commands

 * ,, , , , , , , and
 * 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.
 * all statistics
 * trigger
 * deathCount
 * playerKillCount
 * totalKillCount
 * health
 * xp
 * level
 * food
 * air
 * armor
 * teamKill.
 * killedByTeam.
 * all statistics

Sounds

 * Sounds for your eyes going under and above water
 * Sounds for opening and closing (trap)doors and fence gates are newer
 * Sounds for pressing a button are newer
 * Sounds for opening and closing a chest are newer
 * Sounds for stepping on a pressure plate are newer
 * Sounds for wither skeletons are newer
 * Sounds for combat (such as critical hit) are newer
 * Sounds for pufferfish are newer
 * Underwater ambient sounds and music.

Unsorted

 * Tropical fish names differ between editions:
 * Gray-Sky SunStreak: Blue Dory (BE)
 * Gray-Blue Flopper: 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
 * Loading screen looks different between bedrock and java (both for menu, and a world)
 * The random tick speed gamerule defaults to 1 in bedrock and 3 in java