Bedrock Edition exclusive features

This is the list of features that are available exclusively to. Bear in mind some of the exclusive features may be added to Java Edition eventually.

General

 * Add-ons
 * Used to change the way things look in-game.
 * Behavior packs, used to change behavior, loot, equipment, and spawn rule of entities.
 * Can be used to replace entities, items, blocks, recipes, biomes, or add new ones.
 * Resource packs have the same usage as they do $$. They can be used to change entity models and add custom particles, but cannot be used to change block models.
 * World templates can be used to import a world from outside.


 * Block Selection
 * Has two types of block selection: Highlighted Color and Show Block Outline.


 * UI
 * Two UIs: Pocket and Classic.
 * Is data-driven and can be customized by resource packs.


 * Education Feature
 * Feature from Chemistry Update.


 * Minecraft Marketplace
 * Minecraft Coins
 * Official Community Creations


 * Skins
 * Have extra 3D pixels on the skin model.
 * Resolution supports up to 128x128 pixels.
 * Skin Packs are available:
 * Campfire Tales Skin Pack
 * City Folk Skin Pack
 * Coral Crafters Skin Pack
 * FINAL FANTASY XV Skin Pack
 * Halloween Costumes Skin Pack
 * Holiday Skin Pack 2015
 * Journey To The West Skin Pack
 * Lunar New Year Skin Pack
 * Magic: The Gathering Skin Pack
 * Mighty Morphin Power Rangers
 * Strangers - Biome Settlers 3
 * Town Folk Skin Pack
 * Other community skin packs
 * Character creator
 * Used for customizing the player's skin.


 * Worlds
 * Purple Parrot Party Palace
 * Inspiration Island
 * Other community worlds

Full button/key mapping for keyboard & mouse + controller + touch. World Options
 * Settings
 * Profile
 * Change Gamertag
 * Manage Account
 * Manage who can send you invites
 * Sign Out from Xbox Live
 * Auto Updates Unlocked Packs
 * Off
 * On with Wi-Fi Only
 * On with Wi-Fi or Mobile Data
 * Use Cellular Data
 * Require Encrypted Websockets
 * File Storage Location
 * Application
 * External
 * Enable content log file
 * Enable content log gui
 * Content log history (displays any behavior or resource pack errors when running a world)
 * Delete old content log
 * Video
 * Camera Perspective (For easy access on mobile devices)
 * Screen Animations
 * Screen Safe Area
 * Outline Selection
 * Fancy Bubbles
 * Beautiful Skies
 * FOV Can Be Altered By Gameplay
 * UI Profile
 * Pocket
 * Classic
 * Anti-Aliasing
 * Particle Render Distance
 * Texel Anti-Aliasing
 * Other
 * Make old worlds infinite
 * Global Resources
 * A menu that enables the user to customize their main resource packs that will be activated across the entire game.
 * Storage
 * Menu that displays device's storage of various data, including:
 * Behavior Packs
 * Cache Data
 * Resource Packs
 * Worlds
 * World Templates
 * Broadcast
 * Uses Mixer Create to create built-in livestreams with viewer contributions using commands.


 * Particles
 * Some of the particles have a different name compared to Java Edition.
 * Exclusive particles:


 * Sounds
 * Other exclusive sounds are listed on the Bedrock Edition sound_definitions.json.

Gameplay mechanics

 * Armor defense
 * Damage taken only depends on the number of defense points.
 * Each armor point gives 4% damage reduction.


 * Enchantment
 * Impaling
 * Extra damage applies to all mobs when underwater or during rain.
 * Piercing
 * Piercing V or higher still makes arrows shoot pass through hit entities, instead of getting stuck.
 * Riptide
 * Deals splash damage (can deal multiple hits)
 * Sharpness
 * Sharpness adds 1.25 damage for each level.


 * Fishing
 * Fishing in jungle biome variants never catch tropical fish or pufferfish.


 * Patrol
 * Are called Pillager Patrol
 * On easy, patrols can only spawn at light level 7 or less, on normal and hard difficulty, they can spawn at any light level.
 * On easy and normal, illagers are always pillagers, while on hard 20% of illagers will be vindicators.


 * Raid
 * Number of illagers that spawn per wave is different compared to Java Edition.
 * Raid captains are unused (cannot spawn).
 * Raid bar is pink instead of red.
 * Bell rings automatically when the raid bar fills up.


 * Status Effect
 * Timer is accurate (never displays as infinite)


 * Bad Omen
 * Pop up will show an animation similar to the totem of undying.
 * Amplifier doesn't increase by killing more raid captains.
 * Higher bad omen doesn't add extra additional waves to raids.
 * Fatal Poison
 * Obtained when a parrot is given a cookie.
 * Can hurt and kill both undead and non-undead mobs similar to wither effect
 * Damage is classified as magic attack, unlike wither.
 * Hero of the Village
 * Pop up will show an animation similar to the totem of undying.
 * Amplifier is always I, regardless of waves defeated in raids.
 * Lack of villager celebration and gifts.
 * Stored per saved village, and considered as AoE buff.

Commands

 * Has more game rules:
 * Has more game rules:


 * Enable or disable the spawning of wandering trader and pillager patrol.
 * Enable or disable the spawning of wandering trader and pillager patrol.


 * Used to reload function from behavior pack.
 * Used to reload function from behavior pack.


 * Sets the maximum number of players allowed to join a multiplayer game.
 * Sets the maximum number of players allowed to join a multiplayer game.


 * Replaces the functionality of spawn chunk $$.
 * Replaces the functionality of spawn chunk $1/3$.


 * Transfers player to another server.
 * Transfers player to another server.


 * Used to connect to a WebSocket server that uses command messages to communicate with clients.
 * Used to connect to a WebSocket server that uses command messages to communicate with clients.


 * Command Format


 * A user interface layer to easily set the teleport, time and weather commands.
 * is now its own separate command.

Splashes
There are many splashes exclusive to the Bedrock Edition.

Graphics

 * Graphics are more vibrant and smoother than in Java Edition and Legacy Console Edition.
 * Burning mobs emit large particles with fire's animation.
 * At sunset and sunrise, clouds and ambient lighting will turn pink.
 * Slabs, stairs, and farmland do not block light.
 * Suffocation animation is different.
 * Animation for entering a Nether portal is different.
 * Player burning animation is different.
 * Lava has a different animation when flowing.
 * Eating animation for animals when feeding them.
 * Some mobs only have an exclusive attack animation.
 * Zombie pigman and baby zombie pigman.
 * Drowned and baby drowned.
 * Explosion particles are more pixelated.

World generation

 * Badlands
 * Generation of terracotta layers in the badlands have their y axis varied by a few layers randomly across the x/z axis.
 * Passive mobs can spawn in eroded badlands.


 * Buried treasure
 * Can generate in stone shore biome at high altitude.


 * Coral reef
 * Coral crust include andesite, granite, diorite, dead coral fan, and block.
 * Use NBT structure block generation.


 * Desert Pyramids
 * If generated in a ravine or river, the temple's floor will be replaced by the bottom of the ground in a ravine or river, rather than just one block from a TNT shape.
 * If generated in stripe land, it has a very tall foundation to bedrock layer, unlike in deserts that never have a tall foundation if generated with air in the bottom.


 * Deep Frozen Ocean
 * Surfaces are completely frozen.


 * Legacy Frozen Ocean
 * Unused biomes, which look similar to frozen oceans, but without icebergs and rabbits can spawn.


 * Jungle
 * Generates less tall jungle trees


 * Jungle pyramids
 * Can only be found on jungle and jungle hills biomes.


 * Mountains
 * Tress cannot generate in this biome.


 * Snowy tundra and snowy mountains
 * No monsters other than strays and skeletons can spawn here.
 * Zombie sieges can still occur, and spawners still spawn monsters.


 * Far lands


 * The infinite worlds generate Far Lands since X/Z: ±12,550,821, like prior to Beta 1.8 on Java Edition.
 * However, the BE Far Lands generate different structures and biomes.
 * The Stripe Lands are mostly a graphical glitch, however, this area has distorted physics:
 * Players next to water are teleported into the Void.
 * Starts to generate at X/Z: ±16,777,216 and continues until the game's limits.
 * Terrain will be entirely an ocean with very deep water until bedrock layer.
 * Generated structures can still generate, with tall foundation.
 * Exceptions are desert wells, woodland mansions, dungeons and mineshafts.
 * Igloos will generate at ocean floor.


 * Huge mushrooms
 * Naturally generate in swamps.


 * Tree
 * Jungle bushes in jungle biomes consist of jungle leaves with jungle logs.


 * Igloo
 * Generate with packed ice instead of ice.
 * If generated in the stripe lands, it will generate underwater at bedrock layer on the ocean floor, cutting some bedrock around it and replace the bottom bedrock at y=0 with stone bricks.


 * Desert Well
 * Generation is 1 in 500 chunks, rather than 1 in 1000.
 * When generated, sometimes consist of 2 desert well, rather than 1.


 * Old world type
 * Finite, 256&times;128&times;256 world.
 * Biomes are shrunken to fit more biomes.
 * Generates with an Invisible Bedrock world border.
 * Villages, desert wells and buried treasure are the only buildings which can generate in this world type.
 * Tall grass and large ferns are generated less.
 * Can be extended with the "make infinite" button.
 * Nether portals can't be activated.
 * End portals can't be activated.
 * The Nether and the End can only be accessed from portals using or the  command.
 * Both the Nether and the End are bordered with size 256&times;128&times;256.
 * The Nether still generates normally, but the 8:1 travel ratio is maintained, meaning that returning to the Overworld may cause the player to become stuck (due to the Overworld being only 256&times;128&times;256 in size).
 * Despite nether portals not being able to be activated, returning from the Nether to the Overworld will cause newly activated nether portals to generate in the Overworld (this is due to the fact that nether portals placed with commands are not counted in the Overworld).
 * The End only generates the central island and sometimes the end fountain does not generate and the ender dragon sometimes gets stuck at the border. End gateways also don't work.
 * Leveling-up cartographers to journeyman-level have a chance to freeze all mobs in the world and the game will stop ticking.


 * Stronghold
 * Prison room doesn't generate an iron door or a stone button.
 * Has a larger chance to generate under village meeting point to easily detect without an eye of ender, even when the eye of ender has been added.
 * Number of strongholds able to generate per world is random instead of 128 per world.
 * 3 Strongholds generate in a ring centered at 0,0 and other strongholds generate randomly around the world.


 * Superflat world type
 * Called Flat.
 * Classic preset only, cannot be customized.
 * Has no villages, mineshafts nor pillager outpost generated.


 * Villages
 * Plains tannery only generate a single cauldron.
 * Barrels in village fisher are empty.
 * Village fisher generate fewer barrels than in Java Edition.
 * Taiga armorer don't spawn armor stands.
 * Crafting tables generate in plains fisher.
 * Taiga house chest loot is different.
 * Can generate in taiga hills, snowy taiga, snowy taiga hills, and sunflower plains.


 * Swamp hut
 * Cauldron is $2/3$ to $$ filled with a random potion or splash potion.
 * Can generate in swamp hills.


 * Pillager outpost
 * Can generate with a tall foundation.
 * Can generate in snowy taiga, sunflower plains, taiga hills and snowy taiga hills.


 * Nether Portal
 * If generated in mid-air, netherrack generates as a part of the generation, even in the Overworld.


 * World Seed
 * Only 4,294,967,296 possible seeds can generate a world, this is unlike the Java and Legacy Console Editions' 18.4 quintillion (264) possible seeds.
 * Uses 32-bit variant of Mersenne Twister PRNG to generate seeds instead of 64-bit.

Blocks

 * Anvil
 * Allows formatting codes to be inserted into the item name box.


 * Armor Stand
 * Has arms that can be used to hold tools and weapons(do not need to be spawned in with commands as ⇭⇭⇭).


 * Barrel
 * Has exclusive unused textures.


 * Beacon
 * The light only takes the color of the highest stained glass and colors cannot be mixed.


 * Cartography Table
 * Can be used to rename maps
 * Can be used to add pointers by using a compass along with paper, empty map, or map.


 * Cauldron
 * Has an exclusive unused block state filled with lava.


 * Chest
 * Has outdated closing sound.


 * Enchanting Table
 * Gives off a light level of 12.


 * Glass Pane, Stained Glass Pane and Iron Bars
 * Have 3D inventory icons instead of 2D sprites.


 * Glowing Obsidian
 * Can only be obtained through inventory editing.
 * Glows at light level 12.
 * Can only be mined using a diamond pickaxe with Silk Touch enchantment.
 * If mined without a diamond pickaxe, it will drop nothing.
 * If mined with a diamond pickaxe without Silk Touch enchantment, it will drop normal obsidian.


 * Grass path
 * Drops itself when mined using a tool with Silk Touch enchantment.


 * Ice
 * If ice is placed below soul sand, it will still be slippery
 * Attempting to set ice on fire with a flint and steel will decrease its durability by 1.
 * Ice cannot conduct redstone currents because they are classed as a transparent block.


 * Infested Block
 * Letting a silverfish enter any stone brick variants or cobblestone has a higher chance to turn these blocks into infested stone instead of the corresponding infested block.


 * Invisible Bedrock
 * Projectiles can pass through it.
 * Leaves a shadow.
 * Looks like a sheet of stone in inventory.


 * Item Frame
 * Uses BlockEntity rather than the Entity class.


 * Jukebox
 * Music discs can be inserted using hoppers or droppers.


 * Leaves
 * In snowy biomes, such as snowy taiga, leaves lose their biome dependent color shade, so they appear frost-covered when snowing.
 * Leaves may spawn one spider provided that there are 3×3×2 spaces around it.


 * Light Block
 * Invisible block used for lighting areas.
 * Only obtainable from commands.


 * Nether Reactor Core
 * Can only be obtained through inventory editing.
 * Can only be mined using a pickaxe with Silk Touch enchantment.
 * If mined using a pickaxe without Silk Touch enchantment, it will drop 3 diamonds and 6 iron ingots.


 * Observer
 * Unlike in the Java and Legacy Console Editions, observers in Bedrock Edition have some blocks that cannot be detected when they receive a block update.
 * Can't detect redstone updates.


 * Obsidian
 * Requires 6.5 seconds to mine instead of 9.4.


 * Packed Ice
 * Packed ice generates as windows in igloos.


 * Piston and Sticky Piston
 * Requires 1 tick to retract instead of retracting instantly as they do on other versions of Minecraft.
 * Have a thick, broader neck.
 * When powered with a 1-tick pulse, a sticky piston will not leave the block it is pushing in front.
 * Takes a longer time to extend.
 * When depowered while extending, pistons will continue to extend and then retract.
 * Quasi-connectivity (BUD powering) does not exist.


 * Planks
 * Are named Wood Planks


 * Redstone Dust
 * When placed, it has a + shape instead of • even if it is not connected to another redstone component.
 * Does not have quasi-connectivity, meaning many contraptions for the Java Edition and Console Edition have to be altered.
 * Connects to the back of pistons.


 * reserved6
 * Can only be obtained through inventory editing.


 * Sign
 * Can be used to safely demolish cacti by clicking on the side of it.
 * Allows formatting codes to be inserted.


 * Snow layer
 * Melts gradually in snowless biomes (except in mountains biome).
 * Called "Top Snow" in the inventory.


 * Spawners
 * Takes slightly longer to mine than in Java Edition.
 * Emit a light level of 3.


 * Old Stonecutter
 * Unused useless utility block that appears as a full block
 * Obtained prior to 1.10.0 or via inventory editor.


 * Update Game Block
 * Block obtained from inventory editing.
 * Can be mined with bare hands or any tool (similar to dirt).


 * Water
 * Has a gradient.
 * Has different colors for every biome. (see here)

Items

 * Book and Quill
 * Can hold two pages on the same screen.
 * The edit button is used to change the words per page.


 * Bucket of Fish
 * Bucket of Tropical Fish is called Bucket of 'Tropical Fish name'.


 * Empty Map
 * Can be crafted using nine paper in addition to the recipe used in other versions of the game.
 * Can be crafted using a single paper in cartography table.
 * An empty map can be used to clone a map in the anvil as well as in the crafting table.
 * Empty maps with compasses have been renamed to Locator Map, to distinguish between empty maps without compasses.


 * Enchanted Golden Apple
 * Called "Enchanted Apple" in inventory.
 * Gives regeneration V for 30 seconds.


 * Map
 * Does not show the player's position until a compass is added using an anvil, a crafting table or a cartography table.
 * Foliage colors are accurate to the corresponding biomes.
 * Zooming out is done using an anvil or a cartography table. Additionally, zooming out can also be done in a crafting table when using classic UI.
 * If a map placed in an item frame is cloned, the location of the map placed in the item frame appears as a green marker whereas the location of the player appears as a white marker when the cloned map is viewed.
 * In multiplayer, player heads appear on maps as a pointer when inside a filled map.
 * Map 0, also called unknown map, can generate in stronghold library chests, shipwreck map chests, and village cartographer chests.


 * Melon Slice
 * Named "Melon" in the inventory.


 * Minecart with Command Block
 * Has a repeating command block in it instead of an impulse command block.


 * Shield
 * Cannot be customized.
 * Steak
 * Called "Cooked Beef" in inventory.


 * Totem of Undying
 * Gives fire resistance II for 40 seconds.

Mobs and entities

 * All feedable mobs
 * When fed, particle effects corresponding to the food will appear.


 * All undead mobs
 * Do not have a chance to spawn wearing a pumpkin and jack-o-lantern during Halloween.
 * Will rapidly take damage then die when using totem of undying.


 * Baby Zombie, Husk, and Zombie Villager
 * Can ride adult stray cats and panda.
 * Can ride adult zombies.


 * Boat
 * A sunken boat will float again when it emerges from the current or the waterfall that is keeping it down.
 * Boats emit smoke when destroyed.


 * Camera
 * Camera spawn egg can only be obtained through the NBT editor.
 * Has missing functionality.


 * Cave Spider
 * Has a 1% chance of spawning as a spider jockey.
 * If in the Nether, they have a 1% chance of spawning as a wither jockey.
 * This makes it more dangerous because if the player is attacked, the player will get the Poison effect from the cave spider and the Wither effect from the wither skeleton.
 * If an abandoned mineshaft generates in a snowy biome with a cave spider spawner in view of the sky, cave spiders have a chance to spawn as a cave spider jockey with a stray instead of a skeleton.


 * Chicken Jockey
 * Do not have a drowned variant (a baby drowned riding an adult chicken).


 * Chickens
 * Can't spawn naturally in the Nether via chicken jockey.
 * Spawn in groups of 2-4.
 * Doesn't have a higher spawn rate in jungle biomes and variants.


 * Cod
 * Can spawn in frozen ocean and deep frozen ocean.


 * Cows
 * Spawn in herds of 2-3.
 * Run much faster when the player is holding wheat.


 * Dolphins
 * Has a baby form, which can spawn naturally.


 * Drowned
 * Has a smaller chance to spawn holding a Fishing Rod.
 * Has a larger chance to spawn holding a Nautilus Shell
 * Doesn't have a chicken jockey variant (Baby Drowned riding Chicken).
 * Has the same posture as the player when holding a nautilus shell or anything else in its offhand.
 * Has a swimming animation similar to the player.
 * Drowned converted from zombies can spawn holding a trident.


 * Enderman
 * The ender pearl is dropped together with the experience when the enderman's body disappears.
 * When aggravated, they do not shake their bodies.
 * Will sink in water and lava if there is no dry location available within 64x64x64 to teleport at.
 * Have a chance to teleport when it spawns.


 * Endermite
 * Attack endermen without provocation.
 * Have walking sounds.


 * Evoker
 * Has a big chance to prepare fangs attack when it sees a player or villager or wandering trader or an iron golem.
 * Attack snow golems without provocation.
 * Do not attack baby villagers.
 * Cannot open doors.


 * Fishing Rods
 * Have a cubic bobber.


 * Fox
 * Baby fox can spawn naturally as untrusted.
 * Has 20 health.
 * Will always drop its natural equipment, instead of an 8.5% chance.


 * Ghasts
 * Have glowing eyes.
 * When killed with its own fireball, the ghast will turn orange rather than red.


 * Horses and Donkeys
 * Tamed horses and donkeys will follow the player if the player holds wheat, carrots, golden carrots, apples, golden apples, enchanted golden apples or sugar.
 * Baby horse does not grow immediately, it grows through phases: baby, teenage and finally adult.
 * When tamed, show a message upon death.


 * Iron Golem
 * Iron golem spawn egg can only be obtained through inventory editing.
 * Spawn based on the number of villagers and beds.


 * Item
 * 2D items do not spin.


 * Leash Knot
 * Has better physics.


 * Slime and Magma Cube
 * Smaller slimes or magma cubes will be ejected at high speed.


 * Llama
 * When tamed, show a message upon death.


 * NPC
 * NPC spawn egg can only be obtained through the NBT editor.


 * Panda
 * Can spawn in regular jungle and jungle edge variants but has lower spawn rate than in bamboo jungles.


 * Parrot
 * Parrots can dance on a player's shoulder.
 * Feeding cookies will inflict fatal poison instead of causing them to instantly die.


 * Pig
 * Have a different sound when accelerated.
 * Spawn in herds of 1-3


 * Pillager
 * Drop 0-2 s.
 * Pillagers that spawn from raids can drop emeralds, enchanted iron armor and tools.
 * Do not attack baby villagers.
 * Enchanted crossbows do not work on pillagers.


 * Polar Bear
 * Spawn in groups of 1-2.


 * Pufferfish
 * Will instantly puff up to their fullest form after taking any kind of damage.
 * Will puff up when near most hostile mobs.
 * Spawn only in warm ocean biomes.


 * Rabbit
 * Have an exclusive texture in snowy biomes.


 * Ravager
 * Can break more block types, see here
 * Ignore wandering traders and baby villagers.
 * Immune from evoker fangs and ignored by Johnny vindicator.


 * Salmon
 * Can spawn in lukewarm ocean and deep lukewarm ocean.


 * Sheep
 * Color around their faces and patches when sheared correspond to their wool color.
 * Spawn in herds of 2-3.


 * Skeleton and Stray
 * If a player shoots a skeleton outside its detection range, then it will temporarily hold up its bow in a shooting position.
 * Damage is not based on difficulty, but closer targets make arrows deal less damage, but they will shoot faster.
 * Doesn't avoid the player when the player is too close from the skeleton.
 * Spawn in groups of 1-2.
 * Underwater skeletons can only use a melee attack to attack the player and cannot use their bow.
 * Stray melee attack inflicts slowness I for 30 seconds.


 * Snow Golems
 * Snow golem spawn egg can be obtained, but only through inventory editing.


 * Spider
 * Never spawn with status effects on hard difficulty.


 * Spider Jockey
 * Has more variants:
 * Regular spider jockey: skeleton riding spider
 * Wither spider jockey: wither skeleton riding spider
 * Stray spider jockey: stray riding spider
 * Cave spider jockey: skeleton riding cave spider
 * Wither cave spider jockey: wither skeleton riding cave spider
 * Stray cave spider jockey: stray riding cave spider
 * Zombie spider jockey: baby zombie riding spider
 * Zombie cave spider jockey: baby zombie riding cave spider
 * Husk spider jockey: baby husk riding spider
 * Husk cave spider jockey: baby husk riding cave spider
 * Zombie villager spider jockey: baby zombie villager riding spider
 * Zombie villager cave spider jockey: baby zombie villager riding cave spider


 * Squid
 * Spawns version exclusive baby squid.


 * Trader Llama
 * Uses the same entity id as regular llamas.
 * Not naturally hostile toward zombies, illagers, and vexes.
 * Cannot breed.


 * Tropical Fish
 * Have different natural variants:
 * Blue Dory: Gray-Sky SunStreak.
 * Tomato Clown: Red-White SunStreak.
 * Some names are different:
 * White-Gray Brinely is called Butterfly Fish.
 * White-Orange Clayfish is called Ornate Butterfly.
 * Lime-Sky Brinely is called Queen Angel Fish.
 * Teal-Yellow Dasher is called Yellowtail Parrot.
 * Spawn only in warm ocean biomes.


 * Turtle
 * Will instantly be killed when struck by lightning.


 * Villager
 * Will run away when attacked by players.
 * Babies have a bigger head.
 * Villager_v2.
 * A new different villager which uses a different entity id than old villagers.
 * Old villager will convert to villager_v2.
 * Has different new trades compared to 1.14 new trades.


 * Vindicator
 * Has the same running speed as the player sprinting speed.
 * Attack snow golems without provocation.
 * Johnny vindicator will not attack ravagers.
 * Does not attack baby villagers.
 * Vindicators that spawn from raids can drop more emeralds, enchanted iron armor and tools.
 * Cannot open wooden doors. (can only break it)


 * Witch
 * Attack snow golems and iron golems without provocation.
 * Completely immune from poison.
 * Will be attacked by undead mobs if it threw weakness, slowness or poison splash potions at them.
 * Witches that spawn in raids only attack the player and iron golems.
 * Don't heal other illagers when spawning from raids.
 * Can see through solid blocks.


 * Wandering trader
 * Always spawn with 2 leashed trader llamas.
 * Will run away when attacked by players.
 * Drinks a potion of invisibility when hurt by non-player damage source and when avoiding zombies, vexes and illagers.
 * Doesn't drink milk at dawn.
 * Some trades are different.


 * Wolves
 * Spawn in regular taiga and snowy taiga biomes only.


 * Zombie
 * Attack snow golems without provocation.


 * Zombie Villager
 * Zombie villagers wearing armor or holding tools or weapons can't spawn naturally and can only be spawned using mob editing and/or the command.
 * Will attack snow golems without provocation.
 * Zombie villager_v2.
 * New zombie villager with a different entity id than old zombie villagers.
 * Old zombie villagers are unused.

Achievements
Some achievements are only available in Bedrock Edition.

History
Características exclusivas/Pocket Edition Fonctionnalités exclusives/Bedrock Bedrock Edition/限定要素 Exclusividades da Edição Bedrock Эксклюзивные нововведения (Bedrock Edition) Ексклюзивні нововведення (Bedrock Edition) 基岩版独有特性