Minecraft Wiki:Parity issue list

This page is a list of parity issues between the Bedrock and Java Editions. A parity issue is where one feature only exists in one edition of the game and not in the other (version exclusives).


 * Last updated
 * Bedrock Edition beta 1.13.0.9
 * Java Edition 1.14.4

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.

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

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

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

General

 * Animations
 * Players have arm swinging animations when throwing projectiles.
 * Players have an animation for eating food in third person.
 * Player will slant along with the horse jumping animation.
 * Sneaking animations is 6 times slower than in Java Edition.
 * Holding jump stops arms and legs from swinging.


 * Crafting
 * Non-white wool and beds can be re-dyed with crafting.
 * Items can be crafted directly from the recipe book with shift clicking or right clicking.
 * Cobwebs can be turned into 9 string.
 * Stripped logs can be turned into stripped wood. (see )
 * Barrels use sticks instead of planks.
 * Composters use slabs instead of fences and planks.
 * Boats have an additional shovel in the recipe.


 * Gameplay
 * Players have the ability to start swimming in 1-block deep water.
 * Food can be eaten in Creative mode.
 * 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.
 * There's a barrier at y=-40.
 * Fly mechanics are vastly different compared to Java Edition.
 * Chunks starting to render fade in, rather than pop into existence.
 * Block placing speed matches player movement speed.
 * Education Edition features.
 * Block reach is greater.
 * Blocks can be placed right in front of the block the player stands on.
 * Pressing return/enter opens the chat.
 * Red tinted clouds at sunset and sunrise.
 * When the sun is being looked directly, the blue sky will become darker.


 * Interface
 * Mentions of player names are highlighted in yellow in chat.
 * Pasting command in chat with a newline, automatically sends the command without pressing enter.
 * Selecting an item shows all enchantments and effects in the action bar.
 * A message appears if a raid ends after 2 in-game days.
 * Off-hand slot in the inventory has a different texture.


 * Technical
 * Has official modding API.
 * Mentioned several times not to come to Java Edition, still listing as it IS a parity issue; possibly in the future, data packs in Java will basically be the modding API.
 * Shared block spaces.
 * For example: addons can allow a stone button and stone pressure plate to occupy the same block space, yet not have to add a new block/block state to support that; literally several blocks in one block space.
 * Blocks, items, particle, recipe, function, and biomes can be added using add-ons.
 * Can be used to change mob spawn rules, biome features, and loot tables.
 * Resource packs use a JSON file for coloring blocks depending on biome, rather than rather confusing colormaps.
 * Villager trade tables are stored as JSON files.
 * AI tasks are stored as JSON files.
 * Entities can be remodeled.
 * Brewing recipes are data driven.

World generation

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

Blocks

 * General
 * Technical blocks (such as lit furnace, end gateway, etc.) have item forms.
 * Some plants can be "snowlogged".
 * Many more blocks can be waterlogged. (see ) (Comparison list.)
 * Blocks colored based on biome, etc. are colored block by block basis, rather than being the same color through the whole biome.
 * Block breaking texture is darker.


 * Banners
 * Ominous banners are in the creative inventory.


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


 * Beds
 * Beds have a 2D item model.
 * Beds can set the spawnpoint of a player during the day.
 * Falling asleep animations changes camera angle from looking up to looking down.


 * Bedrock
 * If the block is broken (via a bug) it drops the item form.


 * Blocks of Redstone
 * Redstone blocks can support ladders and tripwire hooks. (see )


 * Cacti
 * Cacti render the back faces.


 * Campfires
 * Campfires can be extinguished by using a shovel on them.


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


 * Chests
 * All chest items look like a full block with the latch part of the block's texture. (The Java Edition chest model before 1.3)


 * Clay
 * Random texture rotation on the top and sides.


 * Coarse Dirt
 * Random texture rotation on the top and sides.


 * Command Blocks
 * Command blocks have a delay option.
 * The default command block name is "!" instead of "@".
 * Command block GUI is vastly different.


 * Composters
 * Grass blocks can be put in composters.


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


 * Coral Fans
 * Coral wall fans only have one texture pane, as opposed to two in Java Edition.


 * Dirt
 * Random texture rotation on the sides.


 * Enchanting Tables
 * Enchanting tables emit light level 12.


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


 * Fence Gates
 * Fence gates use an older inventory model.


 * Fletching Tables
 * Fletching tables can be used as fuel.


 * Flowers
 * Hitbox for 2-high plants is a lot smaller than in Java Edition.
 * Peony, rose bush, large fern and lilac models are thinner.
 * Fortune works on tall flowers. (see )
 * 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.


 * Glass Panes
 * Glass panes have a 3D item model.


 * Glowstone
 * Random texture rotation on the sides and top.


 * Grass Path
 * Drop their item form when broken using Silk Touch.


 * Hoppers
 * Hoppers can insert music discs into jukeboxes.


 * Iron Bars
 * Iron bars have a 3D item model.


 * Kelp
 * Bone meal can be used on kelp.


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


 * Light Blocks


 * Lily Pads
 * Lily pads are slightly 3D.


 * Magma Blocks
 * Random texture rotation on the sides and top.


 * Mushroom Blocks
 * "Mushroom pores" block has an item form.


 * Nether Bricks
 * Nether bricks look brighter.


 * Obsidian
 * Random texture rotation on the sides and top.


 * Petrified Oak Slabs
 * Petrified oak slabs are easier to destroy with an axe and will drop a normal oak slab.


 * Pistons
 * Pistons break campfires, rather than be unable to extend.
 * Piston head model has more accurate "neck".
 * Pistons require 1 tick to retract.
 * Pistons take longer to extend.
 * Pistons finish extending before retracting again.
 * A powered unextended piston will immediately extend if it becomes able to rather than waiting for an update.
 * Blocks that contain block entities can be moved by pistons.


 * Redstone Dust
 * Redstone dust power transmission is in a random order.
 * Un-connected redstone dust is a full cross, rather than only the dot.
 * Redstone dust connects to pistons.
 * Redstone dust remains and can be placed on the base of extended pistons.
 * Transparent blocks can pass redstone power downwards.


 * Redstone Torches
 * Redstone torches render the back faces.


 * Sand
 * Both types have random texture rotation on the sides.


 * Sandstone
 * All types have random texture rotation on the top.


 * Scaffolding
 * Scaffolding is slightly 3D around the mesh.
 * Scaffolding has a different inventory model.


 * Smithing Tables
 * Smithing tables can be used as fuel.


 * Snow
 * Snow is affected by gravity. (Post on the feedback site.)
 * 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.
 * Snow layer collision boxes are greatly shorter than in the Java. (in Java it's one pixel shorter)
 * Snow melts in snowless biomes.


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


 * Spawners
 * Empty spawners are in the creative inventory.
 * Spawners are capable of containing no entity to spawn.
 * Spawners render the back faces.


 * Sponges
 * Random texture rotation on the sides and top.
 * Wet sponge instantly dries out when placed in the nether.


 * Structure Blocks
 * Structure size is limited to 64 per axis, rather than 32.
 * Export mode on structure blocks.
 * Usage is explained in-game.


 * Sugar Cane
 * Bone meal can be used on sugar cane.
 * Sugar cane instantly breaks if its water is removed rather than not breaking until updated.


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


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


 * Water
 * Water has different colors for every biome, rather than only in the ocean biomes.
 * Water color is not hardcoded. Texture color, underwater fog color and fog distance are defined in a JSON file.

Fluids

 * Still water displays a still water texture at the sides of glass blocks, instead of just a solid color
 * Still lava correctly displays a still lava texture at the sides of glass blocks, instead of a downwards flowing texture

Items

 * General
 * Some items are smaller in the player's hand.


 * Armor
 * When worn, diamond chestplate sleeve has a distinct model from Java Edition.
 * Armor turns red when the player takes damage.


 * Banner Patterns
 * Field Masoned and Bordure Indented banner patterns. - feedback


 * Boats
 * Boats can smelt 6 items in furnaces.


 * Book and Quill
 * Book and quill and written book have 2 pages open at once.


 * Cakes
 * Cake stacks up of 64.


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


 * Dried Kelp
 * Dried kelp has a different texture.


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


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


 * Golden Apples
 * Enchanted golden apple gives regeneration IV instead of II.


 * Item Frames
 * Item frames are blocks instead of entities.


 * Maps
 * Show player heads instead of arrows.
 * Maps have an unlimited color palette, a different set of colors for blocks, and grass, water, etc. coloring depends on biome.
 * Empty map is called empty locator map.
 * Meanwhile the "normal" empty map (crafted using 9 papers) will not show location markers.
 * Map adding locator, cloning and expending can also be done in anvils.
 * Using overworld map in the Nether will show the corresponding location.


 * Potions
 * Potion, splash potion, lingering potion and arrow of decay.
 * 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 water breathing stopping the bubbles from going down.


 * Spawn Eggs
 * Wandering trader spawn egg spawns the wandering trader and 2 trader llamas leashed to the wandering trader.


 * Totems of Undying
 * Gives player fire resistance I for 45 seconds.


 * Tridents
 * Trident size and angle are different than Java Edition.
 * Trident displays enchanted glint (see ).
 * Thrown trident has proper lighting.

Entities

 * General
 * Feeding mobs makes the corresponding food particles.
 * Mobs can steer boats.
 * Baby animals spawn naturally.
 * 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.
 * Wearing Frost Walker enchanted boots still applies the effect when riding entities.
 * Hurting a mob makes them much more red than Java Edition.
 * Entities on fire have an orange-yellow tint.


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


 * Dolphins
 * Have a baby form.


 * Drowned
 * Have glowing eyes and mouth.
 * Spawn in swamps during the day.
 * When holding tridents can use melee attacks when within 3 blocks.
 * Have the same posture as players when holding anything in their offhand.


 * Endermites
 * Attack endermen and golems without provocation.


 * Firework Rockets
 * When shot by a dispenser, travel away from the dispenser, rather than always upwards.


 * Fish
 * When flopping, they rotate around the y-axis. (feedback)


 * Fishing Bobbers
 * Have a 3D model (feedback)
 * Fall much faster than in Java Edition.


 * Ghasts
 * Have glowing eyes.


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


 * Illager patrols
 * Can spawn in any light level.


 * Iron Golems
 * Can hurt players on peaceful difficulty.
 * Can be made with uncarved pumpkins.


 * Jockeys
 * Cave spider jockeys.
 * Wither skeleton/stray spider jockeys.
 * Baby zombies can ride many mobs other than just chickens:
 * Animals.
 * Spiders.
 * Adult zombies, husks and drowned.
 * Zombie Pigmen.


 * Minecarts with Command Blocks
 * Uses repeating command block instead of impulse.


 * Parrots
 * Dance on a player's shoulder when a music disk is playing.


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


 * Players
 * The hand turn red in first person when taking damage.
 * When walking backwards makes the body face straight, rather than turned partially.
 * Snowballs, ender peals, eggs, potions, etc. knockback players.


 * Pufferfish
 * Blow up when hurt.


 * Ravagers
 * Can destroy a wide more variety of block types (comparison between Bedrock and Java)


 * Salmon
 * Can spawn in different sizes. (feedback)


 * Sheep
 * Wool on the face and wool patches when sheared follow the sheep's color (feedback)


 * Shulkers
 * Give levitation II, rather than I.


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


 * Snow Golems
 * Can be made with uncarved pumpkins.


 * Spiders
 * Can spawn on leaves.


 * Squids
 * Have a baby form. (feedback)
 * Only spawn in ocean biomes.


 * TNT
 * Explosions in water doesn’t hurt entities


 * Tropical Fish
 * Are bigger than in java edition.
 * Variant 50790656 is named Gray-Sky SunStreak.


 * Turtles
 * Feeding seagrass to baby turtles speeds up their growth by 10%, which is a lot faster than in Java.
 * Are always instantly killed by lightning bolts.


 * Villagers
 * Have an emerald above their head when opening the GUI.
 * If they losing their job site block, they go back to being an unemployed villager, unless they're a higher level.
 * The pre-village and pillage villagers are still available.
 * Mason is called "Stone Mason".
 * Heal if there's bread in their inventory.


 * Vindicators
 * Spawn in Illager patrols.


 * Wandering Traders
 * Have an emerald above their head when opening the GUI.
 * Drink invisibility potion when a hostile (towards wandering traders) mob is nearby.
 * Despawn shortly after all trades are used up.


 * Witches
 * Attack golems without provocation.


 * Withers
 * Different AI.
 * Spins when charging up.
 * Spawns wither skeletons when at half health.
 * Charge attack.
 * (Seems to) break blocks faster.


 * Zombie Villagers
 * The pre-village and pillage zombie villagers are still available.

Effects

 * Bad Omen
 * When received, the effect icon will at first be shown in the center of the screen, with an animation similar to the totem of undying animation.
 * Gets applied if all villagers died or beds are destroyed during a raid.


 * Fatal Poison
 * Only exists in Bedrock editions.
 * Given to parrots when they are fed cookies.
 * Same icon as Poison.


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

Enchantments

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

Commands

 * Generic


 * Gamerule
 * More gamerules:
 * drowningdamage
 * falldamage
 * firedamage
 * pvp
 * doinsomnia
 * doimmediaterespawn
 * commandblocksenabled
 * tntexplodes
 * functioncommandlimit
 * Certain gamerule commands are available even without turning on cheats.


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


 * Scoreboard


 * Title(raw)
 * does not support JSON, instead exists for that purpose.

Sounds

 * Jumping sounds when jumping off of and landing on blocks - feedback
 * Silverfish and Endermites have walking sounds
 * Hitting air makes attack sound
 * Dropping an item makes the pop sound.

General

 * Credits
 * Difficulty can be locked to prevent cheating
 * Text can be cursive
 * Flattening (List for bedrock)
 * Items and blocks have different names (See this section of the bedrock flattening list)
 * Blocks separated from fluids
 * 1.9 combat Worked on by redoing combat again, this new version will be added to bedrock and java
 * Language can be changed while in a world
 * Offhand slot can hold any item
 * Items with a right-click action can be used in the off-hand if the main hand has no right-click action
 * Advancements
 * F2 takes a screenshots
 * F3 shows up the debug screen
 * Cinematic Camera keybind
 * Spectator mode
 * Hardcore mode
 * Statistics
 * Press tab to see the currently online players
 * Tutorial toasts for new players
 * Score on death screen
 * Recipes are stored in json files
 * Programmers art resource pack in default game
 * Water pushing strength is based on water height: a source block or high flowing water pushes players and mobs faster than shallow flowing water
 * You can jump in shallow water, instead of swimming up
 * Dark heart particles when dealing more than 2 damage to an entity (these were added to the legacy console edition, even though it didn't receive the combat changes)
 * 1.13 game font
 * Skin customization menu
 * Chat UI is vastly different (doesn't obstruct screen as much)
 * Item tooltips are different
 * The creative search bar is immediately focused when the inventory is opened to the search tab, or the user clicks on the search tab. Taking an item fully selects the typed text, but leaves it focused so the user can immediately begin searching for something else. Closing the inventory clears the search.
 * The hotbar is positioned lower in java than in bedrock
 * Crossbow handling mechanics are different. In Java, the arrow will only load onto the crossbow when the mouse button is released; holding the right mouse button will then fire and charge the next arrow. In Bedrock, the crossbow will automatically load the arrow when finished charging; holding the right mouse button will then fire but not charge the next shot until the player clicks again; charging the crossbow will take an item damage.
 * Base attack damage is half a heart, not a full heart.
 * Particles and nameplates render parallel to the screen
 * Vignette (darker corners of the screen, more clearly visible the darker it is)
 * Lots of game translations are different; pull the translation strings from Crowdin instead of translating them with a small group of people (that'll fix inconsistencies, and make the translations more pleasing, for example: Easy in dutch: (JE) Makkelijk (official), (BE) Makkie (more a slang, and not an official word for easy))
 * Clouds are visible when inside one (Bedrock report: MCPE-27259)
 * Customize-able superflat
 * Buffet world type
 * AMPLIFIED world type
 * Debug world type
 * Can change resource packs while playing in a world
 * Option to prevent structures from generating
 * Offhand slot visible in the hud
 * Paintings, status effect icons and particles split up into 1 file per texture, rather than texture map, and can, therefore, be animated.
 * Breaking a bed instantly resets the spawn point of all the players who last used that bed
 * When bed spawn point is obstructed, the player's spawning will fallback to world spawn
 * When world spawn is obstructed, player's spawn is on the block as close as possible that's not obstructed
 * Explosion particles have higher resolution
 * Smarter lighting system, where light only goes through faces that make sense (e.g. a slab on top of a light source blocks it)
 * Items and blocks can be remodeled, with various state predicates
 * Accessibility options controlling chat opacity
 * Block, item, function, and entity type tags
 * Opening the pause menu in singleplayer pauses the game
 * Experience level is positioned lower and has a black outline.
 * Mouse cursor is recentered when opening a GUI screen.
 * Recipe book for furnaces.

World generation

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

Blocks

 * (Stripped) wood on x and z-axis
 * Dead coral feedback
 * Cave and void air
 * Wither roses
 * Sign text can be colored with dyes
 * Structure void has an ID
 * Block entity IDs are namespaced
 * Mining snow can be done without needing to re-press the mine key, after mining other snow
 * 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 next 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
 * 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) (Bedrock report: MCPE-13758)
 * Trapdoors can be climbed as ladders when placed on top of ladders
 * Podzol replaces dirt/grass when a giant spruce grows from saplings
 * Torch placement depends on solid face, not solid block (e.g. torches can be placed on the back of stairs)
 * 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
 * Chests have a Christmas present look during December 24th - 26th
 * Functional save, load and corner mode for structure blocks (except corner)
 * Data mode on structure blocks, unusable by players, but used by developers
 * The bottom of floating scaffolding can be stood on
 * Note blocks can make bell, flute, chime, guitar and xylophone sounds when on gold blocks, clay, packed ice, wool, and bone blocks respectively.
 * Note blocks can make iron xylophone, cowbell, didgeridoo, bit, banjo, and pling sounds when on iron blocks, soul sand, pumpkins, emerald blocks, hay bales, and glowstone respectively.
 * Blocks with an x model, eg saplings and flowers always have the same texture applies left to right (the front and back face per pixel are not the same)
 * Note by FVbico: if it's unclear what I mean by this, I can upload comparison screenshots for bedrock and java, just tell me if it's needed.
 * More blocks can support general support needing blocks (eg coral can be placed on glass) Full list (need to look through to see which already applied to bedrock)
 * Fence gates, pumpkins, carved pumpkins, jack o'lanterns, beds, flower pots and turtle eggs can be placed without any supporting block.
 * Hitting a bell during a raid applies the glowing effect to raiding illagers within 32 blocks of it.
 * Bells have different sounds when rung during raids
 * Bamboo can be broken instantly with a sword
 * Blocks can be broken instantly without a &frac14; second delay.
 * Soul sand with ice underneath it makes the player walk even slower on top of it
 * Blocks that lose support (e.g. torches, carpet, scaffolding, etc) make breaking noises and particles
 * Smooth Quartz uses the previous bottom texture of quartz blocks
 * Quartz blocks use the top texture on the bottom as well
 * Stripped dark oak logs and stripped spruce logs have a brighter side texture
 * Cartography table shows a preview of the map
 * Scaffolding placement is different to make branching easier
 * Glass panes and iron bars support torches and pressure plates on the top face.
 * Glass panes and iron bars support lanterns on the top and bottom face.
 * Crafting table texture is newer.
 * Kelp and seagrass animations are more smooth.

Fluids

 * Ocean biome water colors are more clearly distinct between temperatures
 * Lava animation is faster.

Items

 * Shields can have banner patterns
 * Spectral arrows
 * Debug sticks
 * Knowledge book
 * Minecart with furnace
 * Changing held item (scrolling through hotbar or picking up an item) resets mining progress (Bedrock report: MCPE-19508)
 * Globe banner pattern
 * Suspicious stew
 * You can add map markers by right-clicking a banner with a map
 * Durability bar has better visibility and brighter colors
 * Item frames can be placed on the ground or on ceilings
 * Bone meal generates coral only in warm oceans; in addition to coral, it can generate coral fans
 * The item count is displayed in white and the tip of the mouse cursor contacts the very center of the item
 * When dragging items into multiple slots, the slots are highlighted beneath the item texture. When the distribution is even, the empty remainder is not shown
 * Highlighted slots show a transparent gray overlay above the item and slot
 * When shift-clicking items, the item appears in the destination slot instantly
 * Active conduits attack hostile mobs
 * Fishing rods can reel in items
 * Spawn eggs used on the mob of its type will spawn a baby variant
 * Illager banners cannot be copied using a loom or crafting table
 * Wools and carpets can be used as fuels
 * Can use damaged fishing rod to make carrot on a stick
 * Dyeing ability for ink sacs, cocoa beans, lapis lazuli and bone meal should be removed
 * Ability to select and click to move the cursor when editing signs, written books, etc.

Entities

 * Giants
 * Illusioners
 * Foxes
 * Brown mooshroom
 * Trader llama has a different ID and their own spawn egg
 * Wandering trader drinks a potion of invisibility and milk when dark/light respectively
 * Thrown/shot projectiles take thrower/shooter’s momentum into account (not always )
 * Mobs spawn with carved pumpkins and jack o' lanterns on their head, during Halloween
 * Zombie pigman/drowned chicken jockeys
 * Spiders spawn with status effects on hard
 * Player model and hit box are slightly shorter when crouching
 * Slimes and magma cubes retain its name after getting split (Bedrock report: )
 * Mobs drop their exact equipment, rather than draw from loot table
 * Zombies, zombie villagers, husks, zombie pigmen, skeletons, strays and wither skeletons can pick up items from the ground, equip them, and actually use them
 * Skeleton AI is different and they drift when the player approaches them
 * Fish drop bone meal instead of bones
 * Humanoids render all items in the head slot
 * Drowned have a 2% chance to spawn with a fishing rod
 * Drowned only drop the trident from the equipment, not the loot table
 * Tropical fish variant 185008129 is named Gray-Blue Flopper
 * Cod and salmon drop cooked cod and salmon when killed with fire
 * Players can have semi-transparent textures on the second skin layer (Bedrock report: )
 * TNT (minecart) explosion drop rate is 100%
 * Sneaking players are 1.5 blocks high (allowing sneaking under slabs)
 * Illagers can open doors (except pillagers)
 * Illagers celebrate when winning a raid
 * Illagers move door by door killing all villagers, rather than wander around the village without focus
 * Witches provide helpful potions to Illagers during a raid
 * When a raid is defeated, the villagers will gift the player random items according to their profession
 * Cats can spawn in villages naturally (not just on generation)
 * When creepers with a status effect explode, it leaves a lingering cloud of that effect
 * Players are unable to stand up if there’s no space for it, for example throwing an ender pearl in a 1 block high bath will make the player "crawl" (swimming animation)
 * Crossbow Piercing arrows pierce armor stands (not the case in Bedrock, see )
 * Illager patrols can spawn in all biomes but mushroom fields.
 * Ravager is attacked by "Johnny" Vindicators (see resolved as Works As Intended), and damaged by evoker fangs (see )
 * Turtles from 0-1 bowls, rather than normal drops, when killed by lightning.

Effects

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

Enchantments

 * Sweeping Edge
 * Working curse of binding and curse of vanishing
 * Curse of binding and curse of vanishing can be found and applied to items
 * Frost walker path is a circle in java, but square in bedrock
 * Single-level enchantments just appear as the enchantment name without a redundant number
 * Enchantment glint is higher resolution and more smooth.

Commands

 * ,, , , , , , , and
 * NBT access
 * 1.13 commands (Additions and Changes)
 * Block state access
 * More scoreboard objectives:
 * trigger
 * deathCount
 * playerKillCount
 * totalKillCount
 * health
 * xp
 * level
 * food
 * air
 * armor
 * teamKill.
 * killedByTeam.
 * all statistics
 * command can kill players in creative mode
 * Gamerules:
 * disableElytraMovementCheck
 * disableRaids
 * doLimitedCrafting
 * logAdminCommands
 * maxEntityCramming
 * reducedDebugInfo
 * spectatorsGenerateChunks
 * Particle IDs are much more streamlined, and some support additional parameters.
 * Pressing tab while looking at a block allows filling the coordinates of that block in commands
 * teamKill.
 * killedByTeam.
 * all statistics
 * command can kill players in creative mode
 * Gamerules:
 * disableElytraMovementCheck
 * disableRaids
 * doLimitedCrafting
 * logAdminCommands
 * maxEntityCramming
 * reducedDebugInfo
 * spectatorsGenerateChunks
 * Particle IDs are much more streamlined, and some support additional parameters.
 * Pressing tab while looking at a block allows filling the coordinates of that block in commands

Sounds

 * Sounds for your eyes going under and above water
 * Sounds for opening and closing (trap)doors and fence gates are newer
 * Sounds for pressing a button are newer
 * Sounds for opening and closing a chest are newer
 * Sounds for stepping on a pressure plate are newer
 * Sounds for wither skeletons are newer
 * Sounds for combat (such as critical hit) are newer
 * Sounds for pufferfish are newer
 * Sounds for paddling in boats are newer
 * Sounds for placing lily pads
 * Underwater ambient sounds and music
 * Sounds for placing and breaking kelp and sea grass are newer
 * Sounds for placing and breaking coral, coral blocks and coral fans are newer
 * Sounds for raining are newer
 * Sounds for tilling grass with a hoe are newer
 * Sounds for placing all crop types are newer
 * Sounds for making grass paths with a shovel are newer
 * Sounds for enchanting
 * Sounds for casting and reeling a fishing rod
 * Sounds for stripping wood
 * Sounds for squids moving in water
 * Sounds for killing squids are newer
 * Sounds for killing salmon
 * Sounds for killing cod
 * Anvil sound when placing a bell

Unsorted

 * Tropical fish names differ between editions:
 * Gray-Sky SunStreak: Blue Dory (BE)
 * Gray-Blue Flopper: Blue Tang (JE)
 * White-Gray Brinely: Butterfly Fish (BE), Butterflyfish (JE)
 * White-Orange Clayfish: Ornate Butterfly (BE), Ornate Butterflyfish (JE)
 * Lime-Sky Brinely: Queen Angel Fish (BE), Queen Angelfish (JE)
 * Red-White SunStreak: Tomato Clown (BE)
 * Red-White Kob: Tomato Clownfish (JE)
 * Teal-Yellow Dasher: Yellowtail Parrot (BE), Yellowtail Parrotfish (JE)
 * Java has, while Bedrock has
 * Completely different  syntax, existence of  in Bedrock, etc.
 * Loading screen looks different between editions (both for menu, and a world)
 * The random tick speed gamerule defaults to 1 in BE and 3 in JE
 * Different anvil xp costs between editions
 * Different chest loot between editions
 * Different trading between editions
 * The raid captain/pillager outpost banners are called Illager Banner in BE, and Ominous Banner in JE.
 * Taking damage or healing plays an animation in JE, but not in BE.
 * A single scaffolding smelts 6 items in BE and 0.25 items in JE (Bedrock report: MCPE-42949).
 * Experience bar looks different between editions.
 * Structure void looks different between editions.
 * Different splash texts between editions.
 * Entity shadows are different between java and bedrock.