Minecraft Wiki:Parity issue list

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

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


 * Last updated
 * Bedrock Edition 1.19.41 and Bedrock Edition beta 1.19.50.25
 * Java Edition 1.19.2 and Java Edition 1.19.3 Pre-release 2

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 is no longer 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 is no longer the case and fixed in the provided version; and [until BE (version number)] or [upcoming: JE (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 is no longer 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 intended only 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
 * Player's hand and held item sway a lot more than in Java when view bobbing is enabled.
 * Default and player skins made with the character creator can blink.
 * Player skins have optional animations called emotes.
 * Players have an animation for eating food in third person.
 * The animation of snow is different.Snowfall comparsion.gif
 * The animation of rain is angled, not straight down.


 * Gameplay
 * "Alex" and "Steve" default skins are updated.
 * Armor can be swapped with another armor, elytra or pumpkin on the armor slots by right-clicking it.
 * Attempting to place blocks below the minimum height limit shows the warning messages.
 * 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.
 * Blocks can be placed continuously using hold click/button.
 * 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 behind the toggle.
 * 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.
 * Experiments toggle accessible within the world creation.
 * Players can step upward while flying.
 * Pressing return/enter opens the chat.
 * Ray-Tracing and Upscaling options on Windows.
 * Sky color during the rain is gray, rather than bluish-gray.
 * Suffocating in a block shows a cube model of one face of that block around the head, rather than only the block's side face spread across the screen.
 * Travelling through a nether portal also yet again shows a similar effect.
 * Spyglass damping options.
 * There are variable amounts of rain/snowfall (Java has only the "medium" variant).
 * There's an invisible barrier at y=-104.
 * 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 at directly, the blue sky becomes 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 Halloween themed panorama during Halloween seasons.
 * A message appears if a raid ends after 2 in-game days.
 * "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.
 * Chat text color can be changed in the settings.
 * Color code §g, minecoin_gold.
 * Different highlights across editions.
 * Button highlights are green, rather than white as in Java.
 * Slot highlights are also green, rather than white.
 * Slot highlights are the same size as the slot itself, rather than being smaller as in Java.
 * Exclusive splashes.
 * Have two fonts available to use in chat: Mojangles and Noto Sans.
 * Hotbar is considerably more transparent.
 * Loading tips.
 * Marketplace.
 * Mentions of player names are highlighted in yellow in chat.
 * Mentions text color can be changed in the chat settings.
 * Pasting command in the chat with a newline automatically sends the command without pressing enter.
 * Seed picker.
 * Selecting an item shows all enchantments and effects in the action bar.
 * Server list has featured servers.
 * Skin packs can be made.
 * Skins can support up to 128x128 resolution.
 * Status effects are listed in their own GUI tab, which can be accessed by pressing.
 * World option to display coordinates.


 * Technical
 * AI tasks are stored as JSON files.
 * Behavior packs can be used to change mob spawn rules, biome and terrain features, and loot tables.
 * Blocks, items, particle, mobs, animations, and biomes can be added using add-ons.
 * Brewing recipes are data driven.
 * Entities can be remodeled.
 * Shared block spaces.
 * 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.
 * RenderDragon rendering engine.
 * UI interface are data driven with JSON (for old UI) and JavaScript (for new UI, currently in Achievements and Create New Screen UI).
 * Villager trade tables are stored as JSON files.

World generation

 * Bamboo can generate in sparse jungles.
 * 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 with a different structure.
 * Fallen and dying trees.
 * Generated structures have display names/translations.
 * Huge mushrooms generate naturally in swamps.
 * Nether fossils are much rarer.
 * Crimson and warped forests are less dense.
 * Basalt columns in basalt deltas are shorter and less dense.
 * Less tall grass in plains, savannas, jungles and meadows.
 * Pandas have a higher spawn rate in bamboo jungles.
 * Ruins and buried treasure are significantly more common.
 * Strongholds are more likely to generate under villages.
 * Strongholds generate more infinitely throughout the world.
 * Villages and pillager outposts can generate in more biomes:
 * Sunflower plains.
 * Snowy taiga.
 * Villages 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.
 * Light-emitting blocks are brighter and not shaded.
 * Light-emitting blocks also appear brighter in the inventory.


 * Various blocks have randomly rotated textures, including clay, coarse dirt, crying obsidian, dirt, glowstone, leaves, magma blocks, nylium, obsidian, sand, sandstone, snow blocks, sponges, and terracotta..
 * 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, Deny, and Border 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 that 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.
 * Ring by themselves when there is a raid, instead of a villager ringing it.


 * Bedrock
 * Drops itself when broken via.


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


 * Buttons
 * Can be placed on top of fences.
 * Do not get broken when placed on the side of a piston, when the piston is activated.


 * Cacti
 * Render the back faces.


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


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


 * Cauldrons
 * Are block entities.
 * Can hold 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.


 * Chains
 * Can be destroyed by ghasts.


 * 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.


 * 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, changes its inside texture another time.


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


 * Dirt paths
 * Can support torches, levers, buttons, tripwire hooks, coral fans, rails, vines, ladders and bells on the sides.
 * Drop itself when broken using Silk Touch.
 * Have the block ID instead of  as in Java Edition.


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


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


 * Fletching table and Smithing 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.


 * Frosted Ice
 * Melts faster after walking with Frost Walker boot.


 * Glowing obsidian
 * Exists.


 * Grass
 * Have random height.


 * Grass blocks
 * Can be composted.


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


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


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


 * Light Blocks
 * Can be replaced by placing a block in its place.


 * Lightning rods
 * Has a radius of 64 blocks instead of 32.
 * Has different inventory model.


 * 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.


 * Netherrack
 * Generates additionally next to the obsidian floor 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).


 * Petrified oak slabs
 * Drop a normal oak slab.


 * Pistons
 * A powered unextended piston immediately extends if it becomes able to rather than waiting for an update.
 * Blocks that contain block entities (except banners, signs, and campfires) 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 gives a piston that deletes the block in front of it when placed.
 * Piston head model has a larger "neck".
 * Require 1 tick to retract.
 * Take longer to extend.
 * Have a 1 gametick delay between powering/depowering and extension/retraction
 * Check if they are powered/can extend every tick (instead of only when receiving a block update)
 * A sticky piston retracts its block even when given a 1 tick pulse.


 * Pointed Dripstone
 * Stacked stalactites don't deal multiple damage, this means that more falling stalactites could still deal the same damage as one stalactite.
 * Placing a pointed dripstone with commands places a stalactite instead of a stalagmite.
 * Jumping on a stalagmite makes the falling sound and particles.


 * Powder Snow
 * Freezing effect looks slightly different.


 * Rails
 * Are 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 downward.
 * 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 always turn off.
 * Redstone torches can be turned off with a one-tick pulse.


 * Respawn anchors
 * Can keep the amount of charges when being mined with Silk Touch.


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


 * Scaffolding
 * Are slightly 3D around the mesh.
 * Have no mesh on its bottom when floating.


 * 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.


 * 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 packed ice, blue ice, and dirt path (which does not change to dirt).


 * Soul sand
 * Can support torches, levers, buttons, tripwire hooks, coral fans, rails, vines, ladders and bells on the sides.
 * Have a taller collision box (1.0 block tall).


 * Spawners
 * Empty spawners are in the creative inventory.
 * Mobs spawned by empty spawners do not default to pigs.
 * Drop experience when broken by hand.
 * Render the back faces.
 * Zombie spawners can spawn zombie villagers.


 * Structure blocks
 * Export mode on structure blocks.
 * Preview design. Structure Block Bedrock ClassicUI.png
 * Has a placement animation options in Load mode.
 * 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.


 * Structure void
 * Can support blocks such as signs, torches, and redstone wire.


 * 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.


 * Vines
 * Have a slightly different texture 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.
 * Underwater brightness are much brighter than in Java Edition.
 * 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 downward flowing texture.

Items

 * General
 * Held items in third person point up more.


 * 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 (Books & 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.
 * Written with an ampersand. (&)


 * 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.


 * Dragon Eggs
 * Are available in the Creative Inventory.


 * 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.


 * Fishing rods
 * Has a higher durability (384 compared to 64 in Java Edition).


 * Firework rockets
 * Fireworks with the different base colors explosions are available in the creative inventory.


 * Glass panes
 * Different item models.


 * Leaves
 * Jungle leaves have a different item model.


 * Lodestone compasses
 * Are separate items from regular compasses.


 * 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) does 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.


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


 * Pufferfish
 * Give Nausea II instead of Nausea I.


 * Recovery Compass
 * Can be enchanted with Curse of Vanishing


 * 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.
 * Tridents with Loyalty return to the player, even if thrown into the Void.

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.
 * Feeding mobs makes the corresponding food particles and plays a sound.
 * 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 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
 * Are affected by splash potions effect.
 * Can change pose depending on a redstone signal or by sneaking and interacting.
 * Stack up to 64.
 * Have arms by default.


 * Axolotls
 * Can turn their heads.


 * Bees
 * Become angry at any mob that hurts it, not only players.
 * Take damage from sweet berry bushes.


 * Boats
 * Can be leashed.
 * Need an additional wooden shovel to craft.
 * Renamed boats shows their name above it.


 * Cats
 * 25% chance to spawn as a kitten.
 * Spawns as a black cat with a 50% chance on a full moon night.
 * Stray kittens follows stray cats.


 * Cows
 * Have mirrored leg textures.


 * Creepers
 * Charged creeper explosions drop heads/skulls for all mobs it kills that have a head/skull, rather than 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
 * Can be provoked by players under the Invisibility effect.
 * Teleports away if being attacked on their legs or by wolves.
 * Can still teleport away if riding a boat or a minecart.


 * 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.


 * Glow Squids
 * Have a baby form.


 * Guardians
 * Can attack players under the Invisibility effect.


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


 * Iron golems
 * 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
 * Renamed minecarts shows their name above it.


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


 * 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 different 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, 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 positioned lower and turns red when taking damage.
 * Players can fall off non-full blocks when crouching.
 * Players crouch when flying down in creative mode.


 * Polar Bears
 * Can spawn in frozen river, jagged peaks and snowy slopes.


 * Pufferfish
 * Inflates when hurt.


 * Rabbits
 * Baby rabbits follows adult rabbits.
 * Can spawn in frozen ocean, frozen river and snowy beach.


 * 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).


 * Skeletons
 * Underwater, it switches to direct attack without using a bow and arrow.


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


 * Snow golems
 * Can be made with uncarved pumpkins.


 * Spiders
 * May not spawn with various status effects in Hard mode.


 * Squid and Glow 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
 * Don't drop bowls when killed by lightning as in Java.


 * Vexes
 * Don't despawn after raids end.
 * Have different animations.


 * Villagers
 * General
 * Babies have bigger heads like other baby mobs.
 * Display angry particles when nearby beds, bells and assigned workstations are broken by a player.
 * 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.
 * Stone Mason
 * Called Stone Masons instead of Masons.


 * Vindicators
 * Can exist in Peaceful difficulty with passive behavior.
 * Can spawn in patrols on Hard difficulty.


 * Wandering traders
 * Can spawn in village gathering sites.
 * Despawn shortly after all trades are used up.
 * 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.
 * Shows the item they offer 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.
 * Spawns four wither skeletons when at half health.
 * Always breaks blocks that it touches.
 * Explode when created, half health, and killed (in Java, explode only when created).
 * Has a different spawning and death animation.
 * Has a health of instead of.
 * Sometimes shoot wither skulls in a burst of four.
 * Doesn't regenerate health.


 * Wolves
 * Can be fed all fishes (both raw and cooked), as well as rabbit stew.


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

Effects

 * Bad Omen
 * When received, the effect icon first appears 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.
 * Can kill the player irrespective of difficulty.


 * 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 first appears 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, campfires, and candles.


 * 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.
 * 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 upward to the player's body, rather than dragged to their feet.


 * Controls
 * Crossbow handling mechanics are different. In Java, the arrow loads onto the crossbow only when the mouse button is released; holding the right mouse button then fires and charges the next arrow. $$, the crossbow automatically loads the arrow when finished charging; holding the right mouse button then fires but does not charge the next shot until the player clicks again; charging the crossbow consumes durability.
 * Cinematic Camera keybind.
 * F2 takes a screenshot.
 * F3 shows the debug screen.
 * F3+F4 shows the gamemode switcher screen.
 * Items with a right-click action can be used in the off-hand if the main hand has no right-click action.
 * Middle-clicking an item copies the item into a stack in the creative inventory.
 * More UI/function shortcuts.
 * Pressing swaps the item to off-hand.
 * Sneak and sprint inputs can be switched between hold and toggle in the accessibility settings. Was usable until 1.14
 * opens a menu of current online players.
 * Hovering over an item in the inventory and pressing 1-9 moves the item to the hotbar slot.


 * Gameplay
 * 1.9 combat system.
 * 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.
 * Health bar has a white outline when regenerating.
 * Holding down use when selecting a block places it whenever it becomes possible.
 * Mouse sensitivity is more responsive.
 * Off-hand slot can hold any item.
 * Particles and nameplates render parallel to the screen.
 * Pressing F1 or hiding the GUI while wearing a carved pumpkin or looking through a spyglass removes the vignette.
 * Recipes in the recipe book have to be unlocked.
 * Smarter lighting system, where light goes through only those faces that make sense (for example, a slab on top of a light source blocks it).
 * Sunrise afterglow is visible during the rain.
 * Spectator mode, without enabling experiments toggle.
 * 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 returns 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.
 * Can double shift-click stacks of the same item into a chest by holding a stack of it and hovering on another.
 * Chat UI is vastly different (doesn't obstruct screen as much).
 * Chat UI size can be adjusted within the settings.
 * Chat text font size settings.
 * Chat delay options.
 * Creative inventory has 9/11 category 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.
 * Creative inventory has a "Destroy Item" option to clear the entire inventory.
 * Credit screen scroll can be speed up by holding and also by holding + to make it even faster.
 * Command suggestions can be disabled in chat.
 * 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.
 * Off-hand slot visible in the HUD.
 * Experience level is positioned lower and has a black outline.
 * Raid boss bar is segmented.
 * Recipe book for furnaces.
 * Score on the death screen.
 * HUD is still visible when a GUI is opened.
 * Skin customization menu.
 * Social interactions screen.
 * Some recipes in the recipe book are grouped together.
 * Text can be cursive.
 * Text Background can be controlled to just chat or to every text.
 * 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.
 * More accessibility options such as:
 * Distortion Effects.
 * FOV Effects.
 * Monochrome Logo.
 * 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:
 * Large biomes, single biome, amplified and debug world types.
 * Customizable superflat.
 * Hardcore mode.
 * Option to prevent structures from generating.


 * Technical
 * Block, item, function, and entity type tags.
 * Block and item tags are partially implemented as of beta 1.19.40.22.
 * Blocks separated from fluids.
 * Custom dimensions.
 * Customizable height limit.
 * Customizable world border.
 * Full implementation of custom biomes.
 * Items and blocks can be remodeled, with various state predicates.
 * Items and blocks have different names, partially due to its flattening.
 * Light blocks, daylight detectors, chipped and damaged anvils, quartz pillar, enchanting tables, chainmail armor, clay, bricks, tall grass, snow, snow blocks, melon slices, and wheat seeds have different names.
 * 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)
 * Status effect amplifiers are saved to file as a byte, and in memory as an integer, meaning values above 127 overflow when the entity is saved to file.
 * Values below 0 are treated as 0.
 * Uncensored chat.

World generation

 * Mineshafts are much more frequent.
 * Spikes in basalt deltas are larger and more frequent.
 * Bastion loot chests frequently generate with gilded blackstone underneath.
 * Dripstone caves temperatures are warmer.
 * Igloos always generate with a villager without profession (the villager picks a career upon seeing a brewing stand or cauldron).
 * Jungle pyramids can generate in bamboo jungles.
 * Jungles and old growth taigas have more frequent and denser tree generation.
 * Nether (crimson and warped) forests are much denser 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 windswept hills and windswept gravelly hills.
 * Oak trees can generate in snowy tundras.
 * Azalea trees can generate with more tree shape and size variant.
 * Red sandstone can generate in badlands and eroded badlands.
 * Savannas, jungles, meadows 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).


 * 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).
 * Blocks broken by pistons emit particles.
 * 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.


 * 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.


 * Block of copper
 * Has a higher blast resistance.


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


 * Candles
 * Can be extinguished by splash or lingering water bottles.
 * Can be placed underwater.
 * Can be placed on more blocks.


 * Campfires
 * Campfire smoke particles become more transparent as they get higher.


 * Cartography tables
 * Show a preview of the map.


 * Cauldrons
 * Fire resistance entities doesn't burn inside lava cauldron.


 * Cave air and Void air
 * Exist.


 * Chains
 * Support lanterns on top face.


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


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


 * Copper ore
 * Has a higher blast resistance.


 * Deepslates
 * Orientation of the texture varies depending on the coordinates, similar to stone.
 * Has a higher blast resistance.


 * 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 place shulker boxes underwater.
 * Can shear mooshrooms and snow golems.


 * Droppers
 * Have quasi-connectivity.


 * End stone bricks
 * Have the same hardness and blast resistance as end stones.


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


 * 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
 * Fill all slots with item entities, rather than only the first.
 * Push items in a consistent order, the first slot first.


 * Hanging roots
 * Can be waterlogged.


 * Heads
 * Custom player heads are available through commands with NBT data that contains player skins.


 * Infested blocks
 * Break slower than their non-infested counterparts.
 * Have particles when silverfish spawns from infested blocks.
 * 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.


 * Large fern
 * Has a chance of dropping wheat seed.


 * Leaves
 * Leaves start decaying only 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.


 * Lightning rod
 * Turns white when struck by lightning.


 * 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/dirt path does not convert it to dirt if the base block wouldn't.


 * Powder snow
 * Makes breaking particles when picked up with a bucket.


 * 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.
 * Stops writing if the text reaches the end of a line.
 * Lines can be navigated using the up and down keys.
 * Makes the wood sound when placed.


 * 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 sand
 * Have a lower collision box.


 * Spawners
 * Render adjacent face to another spawner block.


 * Stairs
 * Walls, fences, iron bars, and glass pane connects correctly to corner stairs.
 * Torches, buttons, and levers can be placed on two back sides of corner stairs.


 * Sticky pistons
 * Have quasi-connectivity.


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


 * Structure void
 * Can be moved and broken by pistons.


 * 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 when aiming at the side of a block.
 * Stage 1 sweet berry bushes slow down entities.


 * Targets
 * Can detect more projectiles such as ender pearls, bottle o' enchanting, fireworks rockets, and fishing bobbers.
 * Do not transmit redstone signal in bedrock.
 * Torches and Redstone torches
 * Redstone torches on comparators and repeaters are shaded, which is inconsistent with the behavior of redstone torches themselves and with the behavior on Bedrock Edition.
 * Soul torches can be crafted using charcoal.
 * 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.
 * Lava produces smoke particles when turned into obsidian.
 * Ocean biome water colors are more clearly distinct between different temperatures.
 * Underwater render distance aren't limited and can be changed in the settings.

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.
 * Item count is displayed in white and the tip of the mouse cursor contacts the exact center of the item.
 * More items use rarity colored tooltips.
 * Light blocks, structure void and minecarts with command block use a purple/magenta colored tooltip as they are creative-only items.
 * 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.


 * Bundles
 * Exist.


 * Carpets and wool
 * Can be used as fuel.


 * Debug sticks
 * Exist.


 * Elytra
 * Stays activated while in water.


 * 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.


 * Potions
 * Splash and drinkable potions have the same duration.


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


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


 * Spectral arrows
 * Exist.


 * Spyglass
 * Effect particles are invisible when looking through spyglass.


 * Suspicious stew
 * Can be given with the command.
 * Can be eaten with full hunger.


 * Tridents
 * Loyalty tridents immediately return to the player after hitting a mob instead of falling to the ground and then returning.
 * Riptide tridents can be still be thrown, even when the launching effect is still playing.

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.
 * Explosions deal damage to entities while in water.
 * 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 dirt 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.


 * Bees
 * Take damage in water.


 * Boats
 * Have a slower and smoother paddling animation.


 * 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.


 * Endermen
 * Can stay inside the boat/minecart.


 * Ender dragon
 * Killing it using command would skip the death animation.


 * Elder guardian and guardian
 * Killing it while on fire drops cooked fish.


 * 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.


 * Goats
 * Status effects can be applied on goats.


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


 * Illusioners
 * Exist. Illusioner.png


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


 * Iron golems
 * Naturally spawned golems attack withers.
 * Produce particles when walking.


 * Item frames
 * Can place up to 6 frames inside the same block space.
 * Can be instantly broken by simply punching it.
 * Allows non-solid blocks to occupy the item frames.


 * Jockeys
 * Zombified piglin and drowned chicken jockeys.


 * Killer bunny
 * Exists. Killer Bunny.png


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


 * Minecarts
 * Can be merged.
 * Have a lower velocity (go slower) when underwater.


 * 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.
 * Can break their crossbow.
 * 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.
 * Killing it while on fire drops cooked fish


 * Rabbits
 * Can spawn in old growth pine taiga and old growth spruce taiga.


 * Ravagers
 * Have an increased sight range and attack range.


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


 * 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.


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


 * Striders
 * 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.


 * Turtles
 * Can be picked up by boats.


 * Villagers
 * General
 * Give players gifts related to their profession. Baby villager give players poppies or wheat seeds, while nitwits and unemployed villagers just give wheat seeds.
 * Display angry particles when a panda is attacked by a nearby player.
 * 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 )
 * Nitwits and Unemployed villagers
 * Grunt and shake their heads when the player tries to trade with them.


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


 * Zoglins
 * Knockback entities.


 * Zombies
 * Can spawn in zombie sieges.
 * Can spawn additional zombies as a part of "reinforcements".
 * Killing it while on fire have a chance to drop baked potatoes.


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

Effects

 * General
 * Beacon and Conduit effect particles are partially transparent.
 * Beacon and Conduit effect produces less particles than normal status effect particles.
 * Beacon and Conduit effect icons are colored with blue outline to distinguish with other status effects.
 * Effect icons stick to the top of the screen, with 2 rows: positive and negative effects.
 * Effect particles spread outward diagonally of players instead of upward vertically only.
 * Strength/weakness has +3/-4 attack damage, rather than 130%/-0.5.


 * Bad Luck and Luck
 * Exist.


 * Dolphin's Grace
 * Exists.


 * Glowing
 * Exists.


 * 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.
 * Works only if the entity who is wearing frost walker boots is on the ground.


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


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


 * Sweeping Edge
 * Exists.

Commands

 * ,, , , , , , and
 * Saved to file.
 * Functionality implemented for all subcommands, not just add.
 * replacing
 * functionality:
 * Can locate nether fossils.
 * Can locate desert temples, jungle temples, igloo, and swamp hut individually.
 * Can locate Point of Interest.
 * NBT access.
 * Block state access.
 * 1.13 commands (additions and changes).
 * 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
 * doWardenSpawning
 * forgiveDeadPlayers
 * lavaSourceConversion
 * logAdminCommands
 * maxEntityCramming
 * playersSleepingPercentage
 * reducedDebugInfo
 * spectatorsGenerateChunks
 * universalAnger
 * waterSourceConversion
 * structure ID is split up into, ,  and.
 * Particle IDs are much more streamlined, and some support additional parameters.
 * disableRaids
 * doLimitedCrafting
 * doPatrolSpawning
 * doTraderSpawning
 * doWardenSpawning
 * forgiveDeadPlayers
 * lavaSourceConversion
 * logAdminCommands
 * maxEntityCramming
 * playersSleepingPercentage
 * reducedDebugInfo
 * spectatorsGenerateChunks
 * universalAnger
 * waterSourceConversion
 * structure ID is split up into, ,  and.
 * Particle IDs are much more streamlined, and some support additional parameters.
 * universalAnger
 * waterSourceConversion
 * structure ID is split up into, ,  and.
 * 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.
 * Correct sounds for placing bee nest/bee hive.
 * Correct sounds for horizontal chains.
 * Sound range is greater.
 * Sounds for burning items/entities into a lava cauldron.
 * 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 converting zombies to drowned.
 * Sounds for casting a fishing rod are newer.
 * Sounds for channeling enchantment.
 * Sounds for crossbow loading ends.
 * Sounds for dolphin attacking, jumping and playing with items.
 * Sounds for emptying item frames in Creative mode.
 * Sounds for going under and above water.
 * Sounds for hurting shulker while closed.
 * Sounds for minecart moving underwater.
 * Sounds for killing salmon.
 * Sounds for killing cod.
 * Sounds for opening and closing wooden (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 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 pressing a button are newer.
 * Sounds for pufferfish are newer.
 * Sounds for rain are newer.
 * Sounds for Riptide are newer.
 * Sounds for reeling in a fishing rod.
 * 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 wither skeletons are newer.
 * Underwater ambient sounds.
 * Sounds for filling bottles with a water source.
 * Unique sounds for harvesting honey.
 * Unique sounds for making dirt paths with a shovel.
 * Unique sounds for paddling/rowing in boats.
 * Unique sounds for breaking/placing rooted dirt.

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.
 * 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. $$, particles appear everywhere, even outside of the biomes, but are visible only when inside of the biome, at which point they can be seen everywhere. Given their rendering behavior at extreme distances it appears as though they are rendered in much the same way as rain and snow.
 * Tropical fish names differ between editions (full list can be found in here).
 * Gray-Sky SunStreak: Blue Dory (BE)
 * Gray-Blue Flopper (185008129): Blue Tang (JE)
 * White-Gray Brinely: Butterfly Fish (BE), Butterflyfish (JE)
 * White-Orange Clayfish: Ornate Butterfly (BE), Ornate Butterflyfish (JE)
 * Lime-Sky Brinely: Queen Angel Fish (BE), Queen Angelfish (JE)
 * Red-White SunStreak: Tomato Clown (BE)
 * Red-White Kob: Tomato Clownfish (JE)
 * Teal-Yellow Dasher: Yellowtail Parrot (BE), Yellowtail Parrotfish (JE)
 * Java has, while Bedrock has.
 * Completely different syntax between editions, existence of  $$, etc.
 * Loading screen looks different between editions (both for menu, and a world).
 * Different anvil XP costs between editions.
 * Different chest loot between editions.
 * 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 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 pyramid's 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.
 * 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 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.
 * 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.
 * 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 while 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 always offers both trades while Bedrock always offers 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 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.
 * Bedrock has trade grouping that prevents items of similar types from being offered more than once per trader.
 * 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 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.
 * In Java Edition, entity shadows are more smoothly rounded than on Bedrock Edition.
 * Experience bar looks slightly different between editions.
 * The experience levels are positioned higher on Bedrock Edition.
 * 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 an 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 to generate 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 (without signing in).
 * 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.
 * The ash particles in Basalt Deltas move randomly in Bedrock Edition, but move northwest in Java Edition.
 * 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.
 * Renaming on an anvil has a maximum of 50 characters long on JE and 30 characters long on BE.
 * Spawn radius gamerule defaults to 5 in BE and 10 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.
 * Different generated structures and cave carvers location between editions.
 * In Bedrock, jungle bushes are make out of jungle leaves. In Java, jungle bushes are make out of oak leaves.

Hitboxes and collision boxes

 * {| class="wikitable"

! Block !! style="width: 100px" | Hitbox !! style="width: 100px" | Collision box !! Description (Bedrock Edition)
 * Anvil || ||  || Bedrock report:.
 * Azalea and flowering azalea || ||  || Bedrock report:.
 * Bamboo (sapling and stalk) || ||  ||
 * Banner (wall) || ||  || Hitbox is slightly lower.
 * Bed || ||  || Bedrock report:.
 * Bell || ||  || Bedrock report:.
 * Big dripleaf || ||  || Bedrock report:.
 * Boat || ||  ||
 * Brewing stand || ||  || Bedrock report:.
 * Cauldron || ||  || Collision box and hitbox under the cauldron is different, hitbox doesn't go inside the cauldron.
 * Candle cake || ||  ||The candle part of the candle cake have no collision box on Bedrock Edition.
 * Chest || ||  ||
 * Chorus plant || ||  ||
 * Conduit || ||  ||
 * Composter || ||  || Hitbox doesn't go inside the composter.
 * Crimson roots || ||  || Bedrock report:.
 * 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.
 * Dirt path || ||  || Is a full block.
 * Grindstone || ||  ||
 * Hanging roots || ||  || Bedrock report:.
 * Hopper || ||  || Have a full block outline selection.
 * 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 || ||  ||
 * Twisting vines || ||  || Bedrock report:.
 * Vines (roof) || ||  || Doesn't have a hitbox.
 * Walls || ||  || Corner hitboxes don't follow direction.
 * Warped roots || ||  || 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 || ||  ||
 * Twisting vines || ||  || Bedrock report:.
 * Vines (roof) || ||  || Doesn't have a hitbox.
 * Walls || ||  || Corner hitboxes don't follow direction.
 * Warped roots || ||  || Bedrock report:.
 * }
 * 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 || ||  ||
 * Twisting vines || ||  || Bedrock report:.
 * Vines (roof) || ||  || Doesn't have a hitbox.
 * Walls || ||  || Corner hitboxes don't follow direction.
 * Warped roots || ||  || Bedrock report:.
 * }
 * Torches || ||  ||
 * Tripwire hook || ||  ||
 * Twisting vines || ||  || Bedrock report:.
 * Vines (roof) || ||  || Doesn't have a hitbox.
 * Walls || ||  || Corner hitboxes don't follow direction.
 * Warped roots || ||  || Bedrock report:.
 * }
 * Walls || ||  || Corner hitboxes don't follow direction.
 * Warped roots || ||  || Bedrock report:.
 * }
 * Warped roots || ||  || Bedrock report:.
 * }
 * }