Bedrock Edition exclusive features

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

General

 * Add-ons
 * Has official modding API.
 * Used to change the way things look in-game.
 * Behavior packs are used to change behavior, loot, equipment, and spawn rule of entities.
 * Can be used to replace entities, items, blocks, recipes, biomes, or add new ones.
 * Resource packs have the same usage as they do $$. They can be used to change entity models and add custom particles, but cannot be used to change block models. Shader resource packs to change the appearance of blocks are no longer supported for RenderDragon supported devices as of 1.16.200.
 * World templates can be used to import a world from outside.

RenderDragon
 * Bedrock Edition's graphics engine.
 * Currently used in the Windows 10, Xbox One, and PlayStation 4 ports.
 * Planned for all Bedrock Edition ports.

RTX (ray tracing) and PBR (physically based rendering)


 * Is only available on Windows 10.
 * Allows content creators to use realistic-looking lighting in their world.
 * Is only compatible with:


 * 1) GPU: DXR (DirectX Ray tracing) Version 1.1 capable GPU like NVIDIA GeForce® RTX 20 Series and higher, AMD Radeon™ RX 6000 Series and higher, and All Intel™ Arc/Alchemist Graphics cards.
 * 2) 64-bit Windows 10 with the latest system and driver updates.
 * 3) Hardware: PC; Virtual reality headsets and Mixed Reality (MR) headsets are not supported.
 * 4) CPU: Intel Core i5 or equivalent.
 * 5) RAM: >8 GB of RAM.
 * 6) Version of Minecraft: 1.16.200 or higher.


 * Block Selection


 * Has two types of block selection: Highlighted Color and Show Block Outline.
 * Highlighted color is green.


 * User Interface


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


 * Education Feature


 * features from Chemistry Update.


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

Character Creator The Character Creator is where the player can create their own skin.


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

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


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

Gameplay mechanics

 * Build Mechanics


 * Facing down at an angle allows the player to place off of the front of the block without crouching and pointing their crosshair at it. (compensates for touch controls) This makes bridging as fast as sprint jumping possible, superior to any way of bridging in the Java Edition.


 * Redstone Mechanics


 * Pistons can push block entities, like chests and hoppers.


 * Armor defense


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


 * Enchantments and magic


 * Fire Aspect
 * Can be used to ignite TNT and light unlit candles and campfires


 * Impaling
 * Extra damage applies to all mobs when underwater or during rain.
 * Piercing
 * Piercing V or higher still makes arrows shoot pass through hit entities, instead of getting stuck.
 * Riptide
 * Deals splash damage (can deal multiple hits)
 * Sharpness
 * Sharpness adds 1.25 damage for each level.
 * Fishing
 * Fishing in jungle biome variants never catch tropical fish or pufferfish.


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


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

Timer is accurate (never displays as infinite)
 * Effect


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


 * Tipped Arrows
 * The player can put a potion in a cauldron and tip up to a stack of arrows.


 * Useful Bugs
 * Block-placing bugs
 * If the player snaps their head down at the edge of a ledge, holds down their place button, and jumps up, it is possible to place a block in front and another one under it. Downward staircases can be created this way without the use of water buckets.
 * By sneaking, looking at the ground in front of them, and holding down their jump and place buttons, a pillar of blocks to the sky can be built without using scaffolding. This technique is similar to pillaring, but lets the player remain on the ground and place blocks twice as fast.


 * Miscellaneous
 * Dye can be mixed with cauldron water and even other dyes. This can be used to make colored leather armor and horse armor, and has been used to make art.

Commands

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


 * Enable or disable the spawning of wandering traders, pillager patrols, and the ender dragon.
 * Enable or disable the spawning of wandering traders, pillager patrols, and the ender dragon.


 * Used to reload functions from behavior packs.
 * Used to reload functions from behavior packs.


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


 * Replaces the functionality of spawn chunk $$.
 * Replaces the functionality of spawn chunk $$.


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


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


 * Used to replace any item in the Inventory. $$ as of 1.17, replaces the functionality of.
 * Used to replace any item in the Inventory. $3/14$ as of 1.17, replaces the functionality of.
 * Command Format


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


 * Furnace
 * The lit furnace block can be obtained via commands.

Splashes
There are many splashes exclusive to the Bedrock Edition.

Graphics

 * The exclusive RenderDragon engine supports raytracing.
 * Burning mobs emit large particles with fire's animation.
 * At sunset and sunrise, clouds and ambient lighting turns pink.
 * Slabs, stairs, and farmland do not block light.
 * Suffocation animation is different.
 * Animation for entering a Nether portal is different.
 * Player burning animation is different.
 * Lava has a different animation when flowing.
 * Eating animation for animals when feeding them.
 * Some mobs only have an exclusive attack animation.
 * The Zombified piglin and baby zombified piglin.
 * The Drowned and baby drowned.
 * Explosion particles are more pixelated.

World generation

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


 * Bamboo jungle
 * Lack of jungle temples.


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


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


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


 * Deep Frozen Ocean
 * Surfaces are completely frozen.


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


 * Jungle
 * Generates less tall jungle trees.


 * Jungle pyramids
 * Has a $3/7$ chance to generate, instead of $$ chance $1/3$.


 * Mountains and gravelly mountains
 * Lack of trees.


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


 * Fallen Tree
 * Generates every once in a while


 * Stripe Lands
 * The Stripe Lands are mostly a graphical glitch, however, this area has distorted physics:
 * Players next to water are teleported into the Void.
 * Starts to generate at X/Z: ±16,777,216 and continues until the game's limits.
 * Generated structures can still generate.


 * Huge mushrooms
 * Naturally generate in swamps.


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


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


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


 * Old world type
 * New old worlds can't be created in newer versions of the game after 1.18 Caves and Cliffs Part 2 update; but pre-existing old worlds remain.
 * Finite, 256&times;128&times;256 world; although NBT editing can change the size of the world or it's location in the world seed.
 * Biomes are shrunken 4x (16x area) to fit more biomes; Dark Forests do not generate, meaning positions of lush biomes differ from regular worlds.
 * Generates with an Invisible Bedrock world border.
 * Villages, desert wells and buried treasure are the only buildings which can generate in this world type.
 * Tall grass and large ferns are generated less.
 * Can be extended with the "make infinite" button.
 * Nether portals can't be activated.
 * End portals can't be activated.
 * The Nether and the End can only be accessed from portals using or the  command.
 * Both the Nether and the End are bordered with size 256&times;128&times;256.
 * The Nether still generates normally, but the 8:1 travel ratio is maintained, meaning that returning to the Overworld may cause the player to become stuck (due to the Overworld being only 256&times;128&times;256 in size).
 * Despite nether portals not being able to be activated, returning from the Nether to the Overworld causes newly activated nether portals to generate in the Overworld (this is because nether portals placed with commands are not counted in the Overworld).
 * The End only generates the central island and sometimes the end fountain does not generate and the ender dragon sometimes gets stuck at the border. End gateways also don't work.
 * Leveling-up cartographers to journeyman-level have a chance to freeze all mobs in the world and the game to stop ticking.


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


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


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


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


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


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


 * Woodland Mansion
 * Light blue wool generated in wool room is replaced with white wool.
 * Light blue carpet generated in the triple bed room is replaced with white carpet.
 * Light blue carpet generated in the bedroom with loft is replaced with white carpet.
 * Iron axe in the tree chopping room with efficiency I is replaced with leather cap with efficiency I. )


 * Shipwrecks
 * Shipwrecks in Bedrock Edition are present with their masts made of stripped logs.
 * Shipwrecks made of acacia wood is exclusive to Bedrock Edition.


 * World Seed
 * Only 4,294,967,296 possible seeds can generate a world, this is unlike Java Edition's 18.4 quintillion (264) possible seeds.
 * Uses 32-bit variant of Mersenne Twister PRNG to generate seeds instead of 64-bit.
 * Using seeds between -2147483647 and 2147483647 generates the worlds similar to java but with structures generating in different places.

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 $$.


 * Crying obsidian
 * Can be destroyed by the ender dragon.


 * 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.


 * 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 be destroyed by the ender dragon.
 * 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.
 * Smelt 6 items instead of 2.


 * 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
 * Are darker in the inventory.


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


 * Wool
 * Can be re-dyed with crafting.

Fluids

 * General
 * 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.


 * Lava
 * Still lava correctly displays a still lava texture at the sides of glass blocks, instead of a downward flowing texture.


 * Water
 * 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.

Items

 * General
 * Held items in third person point up more.
 * Items in the inventory pulse every time they are used.


 * 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.


 * 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.
 * Become angry if a nearby bee nest is destroyed with a Silk Touch tool.
 * 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 $1 9/16$.


 * 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 Squid
 * Have a baby form.


 * Guardians
 * Can attack players under the Invisibility effect.


 * Hoglins
 * Hitbox and collision box have different sizes.


 * 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 $3/4$ blocks, compared to $$ of a block $$.
 * 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.
 * Evokers and vindicators are neutral to them.
 * 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.


 * Pufferfish
 * Inflates when hurt.


 * Rabbits
 * Baby rabbits follows adult rabbits.


 * 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 Squid
 * 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.
 * Are also neutral to illagers and other witches.


 * 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.
 * Wither armor does not disappear even when it restores health above 1/2.


 * 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.
 * When cured, it is assigned a random profession.
 * Although it retains it's profession when cured, it's texture is completely unemployed.
 * A former nitwit zombie villager becomes a unemployed villager when cured and can learn a profession

Achievements
Some achievements are only available in Bedrock Edition.