Minecraft Wiki:Parity issue list

General

 * 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

World generation

 * Fallen and dying trees
 * Huge mushrooms generate naturally in swamps
 * Igloos have white, magenta and brown beds, rather than red, have polished diorite instead of polished andesite, and packed ice instead of ice
 * Coral reefs generate with dead coral blocks

Blocks

 * Snow affected by gravity
 * Snow melts in snowless biomes
 * Many more blocks can be waterlogged (Comparison list)
 * Enchanting tables emit light level 12
 * Leaves have snowy texture when snowed on
 * 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 potions
 * Cauldrons are block entities
 * Water in cauldrons can be colored
 * 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 the color red/purple in the Nether/the End
 * Item frame is a block instead of an entity
 * 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

Items

 * Leather horse armor
 * Potion, splash potion, lingering potion and arrow of decay
 * 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 coloring depends on biome.

Entities

 * Baby squids
 * Salmon can spawn in different sizes
 * 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
 * Second layer from players, drowned and zombie pigman is 3D
 * 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
 * Fishing bobber is 3D
 * Better leash knot physics
 * 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
 * Different pig boost mechanic
 * Villagers have an emerald above their head when opening the GUI
 * Armor stands have arms and change pose depending on the redstone signal or by right-clicking
 * Wool on the sheep head and sheared sheep wool patches follow the sheep's color
 * 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

Effects

 * Fatal poison
 * Given by pufferfish
 * Same icon as poison

Commands

 * Gamerules: drowningdamage

Sounds

 * Jumping sounds when jumping off of and landing on blocks
 * Silverfish and Endermites have walking sounds

General

 * Flattening (List for bedrock)
 * Blocks separated from fluids
 * 1.9 combat
 * 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
 * Spectator mode
 * Hardcore mode
 * All default villager trades give experience
 * Statistics
 * Turorial toasts for new players
 * Score on death screen
 * 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.

World generation

 * Igloos always generate with a cleric zombie villager and cleric villager, rather than randomized.
 * Savannas and plains generate a lot more grass

Blocks

 * (Stripped) wood item forms
 * (Stripped) wood on x and z axis
 * Dead coral
 * Cave and void air
 * 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

Items

 * Shields
 * Spectral arrows
 * Debug sticks
 * Knowledge book
 * Minecart with furnace
 * 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.

Entities

 * Giants
 * Illusioners
 * 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, wither skeletons can pick up items from the ground and equip 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

Effects

 * Glowing
 * Dolphin's Grace
 * (Bad) Luck
 * Strength/weakness has +3/-4 attack damage, rather than 130%/-0.5

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

 * NBT access
 * 1.13 commands
 * Block state access
 * JSON text component syntax is vastly different
 * More scoreboard objectives: trigger