Minecraft Wiki:Parity issue list

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

Suggestions to fix parity issues should be made on the feedback site.


 * Last updated
 * Bedrock Edition beta 1.16.0.58
 * Java Edition 1.15.2

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.

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 an animation for eating food in third person.
 * Player will slant along with the horse jumping animation.
 * Holding jump stops arms and legs from swinging.
 * Player skins made with the character creator blink.
 * Items in the player's hand slowly bob when standing still.
 * The animation of snow is vivid.


 * 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.
 * Barrels use sticks instead of planks.
 * Boats have an additional shovel in the recipe.
 * "Craftable" toggle in the recipe book shows all recipes the player has at least one ingredient of.
 * Dispensers can only be crafted with full durability bows.
 * Carrot on a stick recipe is shapeless.
 * Soul fire torches can only be made with coal.


 * Gameplay
 * Food can be eaten in Peaceful difficulty.
 * Suffocating in a block will show a cube model of one face 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.
 * Flying 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.
 * Clouds are more vibrant.
 * There are variable amounts of rain/snowfall (Java only has the "medium" variant).
 * Sky color during the rain is gray, rather than bluish-gray.
 * There's an option for enabling a paper-doll of the player in the top left corner of the screen.
 * Experience is collected faster.
 * Cross-platform play.
 * Player's hand and held item sway a lot more than $$ when view bobbing is enabled.
 * Disabling view bobbing stops the player's hand and held items from swaying.
 * Movement speed is much slower when consuming an item.


 * 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.
 * Hotbar is considerably more transparent.
 * Skin can be changed in-game.
 * Character creator in-game.
 * Server list has featured servers.
 * Seed picker.
 * Ability to set difficulty when creating a world.
 * Ability to set certain gamerules when creating a world.
 * Some gamerules can be set without enabling cheats.
 * Marketplace.
 * Button highlights are green, whereas they're white $$.
 * Chat messages are in the top left of the screen.
 * Resource packs can be applied to worlds.
 * Skins support up to 128x128 resolution.
 * Skin packs can be made.
 * Status effects are listed in their own GUI tab, which can be accessed by pressing Z.


 * Technical
 * Has official modding API.
 * Shared block spaces.
 * For example: add-ons 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, mobs, animations, 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 color maps.
 * 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

 * Bamboo can generate in modified jungles, jungle edges, and modified jungle edges.
 * Blackstone and gravel patches generate at and below lava level in Nether biomes.
 * Coral reefs generate with dead coral blocks and a different structure.
 * Desert pyramids can generate in desert hills.
 * Fallen and dying trees.
 * Generated structures have display names/translations.
 * Huge mushrooms generate naturally in swamps.
 * Pandas have a higher spawn rate in bamboo jungles.
 * Pillager outposts can generate with tall foundation.
 * Ravines almost always go all the way down to bedrock, appearing larger.
 * Soul sand patches generate below lava level in soul sand valleys.
 * Strongholds are more likely to generate under villages.
 * Swamp huts can generate in swamp hills.
 * Villages and pillager outposts can generate in more biomes:
 * Sunflower plains.
 * Taiga hills.
 * Snowy taiga.
 * Snowy taiga hills.
 * Zombie villages are significantly more common.

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.
 * 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.
 * Block GUIs have an "X" button on the top right corner.
 * Light-emitting blocks are brighter.


 * Banners
 * Ominous banners are in the creative inventory.
 * Ominous banners have gray eyebrows, rather than black.


 * Barriers
 * 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
 * Have a 2D item model.
 * 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.
 * Standing bell model is shorter.


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


 * Blocks of redstone
 * Can support ladders and tripwire hooks.


 * Blue ice
 * Emits light level 4.


 * Cacti
 * Render the back faces.


 * Cakes
 * Cake stacks up to 64.
 * Make a sound when eaten.


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


 * Cauldrons
 * Can hold lava and potions.
 * 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.
 * Liquid inside can be transparent.


 * Chests
 * All chest items use an older model which 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.


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


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


 * Cocoa
 * Drops 2 or 3 cocoa beans when fully grown, rather than always 3.


 * Command blocks
 * Have a delay option.
 * The default name in command feedback is "!" instead of "@".
 * GUI is vastly different.


 * Composters
 * Grass blocks are compostable.


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


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


 * Dirt
 * Random texture rotation on the sides.


 * Enchanting tables
 * Emit light level 12.


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


 * Fence gates
 * Use an older inventory model.


 * Fletching tables
 * Can be used as fuel.


 * Flowers
 * Peony, rose bush, large fern and lilac models are thinner.
 * 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.


 * Glass panes
 * Have a 3D item model.


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


 * Grass
 * Have random height.


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


 * Honey blocks
 * Transfers redstone power (not a transparent block).


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


 * Iron bars
 * Have a 3D item model.


 * Jukeboxes
 * Make note particles when playing music.


 * Kelp
 * Bone meal can be used on kelp.


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


 * Light blocks
 * Exist.


 * Lily pads
 * Are slightly 3D.
 * Are brighter in the inventory.


 * Looms
 * Preview all banner designs without a banner and dye in the input slots.
 * Banner designs are listed in a different order.


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


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


 * Netherrack
 * Generates instead of obsidian when a nether portal generates in the air.


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


 * Petrified oak slabs
 * Drop a normal oak slab.


 * Pistons
 * Break banners, and signs, rather than being unable to extend.
 * Piston head model has a more accurate "neck".
 * Require 1 tick to retract.
 * Take longer to extend.
 * 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.
 * Have a block entity; control pick blocking an extended piston will give a piston that deletes the block in front of it when placed.


 * Redstone dust
 * Power transmission is in a random order.
 * Un-connected redstone dust is a full cross, rather than only the dot.
 * Connects to pistons.
 * Remains on the base of a piston after being extended and then retracted.
 * Transparent blocks can pass redstone power downwards.


 * Redstone torches
 * Render the back faces.
 * When placed on pistons, turn off when the piston is powered (not necessarily extended).


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


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


 * Scaffolding
 * Is slightly 3D around the mesh.
 * Has a different inventory model.


 * Seagrass
 * Have a different item model.


 * Signs
 * Writing jumps to the next line if it doesn't fit, rather than stopping inserting text.
 * Writing JSON on the sign show the JSON output, rather than the input on the sign.


 * Smithing tables
 * Can be used as fuel.


 * 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 grass path (which will not change to dirt).


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


 * Spawners
 * Empty spawners are in the creative inventory.
 * Are capable of containing no entity to spawn.
 * Render the back faces.
 * Don't render adjacent face to another spawner block.
 * Emit light level 3.


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


 * Structure blocks
 * Structure size is limited to 64 per axis, rather than 32/48.
 * Export mode on structure blocks.
 * Usage is explained in-game.
 * Preview design.
 * Remove block (can include entity without saving any block as structures).


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


 * Sweet berry bushes
 * Breaking a sweet berry bush during its first and second growth stages drops 1 sweet berry.


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


 * Vines
 * Are darker in the inventory.


 * Wall
 * Can be used to attach a lead to, like fences.
 * Have a different item model.

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.
 * 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.
 * 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.
 * Items in the inventory pulse every time they are used.
 * Held items in third person point up more.
 * Items bounce when touching lava.
 * Items move up a block if north, east, south, west and the block it's in are all full blocks.
 * Several items glow in the dark (when being held by an entity or dropped as an entity).
 * Light-emitting block items (including lava bucket and with an exception of campfire).


 * Armor
 * When worn, diamond chestplate sleeve has a distinct model from Java Edition.


 * Banner patterns
 * "Field Masoned" and "Bordure Indented" banner patterns.


 * Book and quill 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.


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


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


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


 * Enchanted golden apple
 * Gives Regeneration V for 30 seconds instead of II for 20 seconds as $$.


 * Item frames
 * 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.


 * Maps
 * Show player heads instead of arrows in multiplayer.
 * 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 in crafting table or 1 paper in cartography table) will not show location markers.
 * Map adding locator, cloning and expending can also be done in anvils and cartography table.
 * Using 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.


 * Shields
 * Are always activated when mounting mobs.


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


 * Suspicious stew
 * Effects have a shorter duration.


 * Tipped arrows
 * Display more particles.


 * Totems of undying
 * Gives player Fire Resistance II for 45 seconds.


 * Tridents
 * Can shoot from dispenser, rather than thrown as an item.
 * Trident size and angle are different than Java Edition.
 * Thrown trident has proper lighting.

Entities

 * General
 * Feeding mobs makes the corresponding food particles.
 * Mobs can steer boats.
 * 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 and an exclusive particle.
 * Mobs spawned from raids have different loot drops.
 * Illagers don't attack baby villagers.
 * Death messages are produced upon the death of a tamed horse, donkey, mule, llama, or skeleton horse.


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


 * Creepers
 * Charged creeper explosions will drop heads/skulls for all mobs it kills that have a head/skull, rather than only dropping one head/skull.


 * Dolphins
 * Have a baby form.


 * Drowned
 * Can drop tridents from the loot table while not being equipped with a trident, making it possible for a single drowned to drop two tridents.
 * Have glowing eyes and mouth.
 * Have the same posture as players when holding anything in their offhand.
 * Have proper swimming and throwing animations.
 * Spawn in groups of 2 to 4 drowned.
 * When holding tridents can use melee attacks when within 3 blocks.


 * Endermen
 * Attack iron golems before they are hit.


 * Endermites
 * Attack endermen and iron golems without provocation.


 * 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 $$.


 * Foxes
 * Have 20 health.
 * Different drop rates.


 * 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.


 * Patrols
 * Can spawn in any light level.


 * Iron golems
 * Can hurt players on peaceful difficulty.
 * Can be made with uncarved pumpkins.
 * Walk slightly faster than in Java.
 * Prefer walking on certain types of blocks over others.
 * Deal significantly greater knockback (both vertical and horizontal).


 * 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 (unused).
 * Zombie villagers.
 * Zombie pigmen/zombified piglins.


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


 * Mooshrooms
 * Can be milked for suspicious stew in creative mode.


 * Paintings
 * Have 4 more motifs: earth, water, fire and wind. However, they can't be placed with the item.
 * Display particles when broken.


 * Pandas
 * Baby panda model is shorter. Baby Panda.png Baby Panda BE.png
 * Drop 0-2 bamboo upon death, rather than always 1.


 * Parrots
 * Dance on a player's shoulder when a music disk is playing.
 * Dismount when a player falls down a distance greater than $$ blocks, compared to $1 9/16$ of a block $3/4$.
 * Dismount when the player's shoulders become submerged in water, instead of feet $$.


 * Phantoms
 * Will attempt to stay 16 blocks away from ocelots, similar to cats.
 * Have correct 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 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 $$.


 * Piglins
 * Turn into zombified piglins in the End.


 * Pillagers
 * Drop 0-2 arrows upon death.
 * Have a melee attack.
 * Used when underwater only, not when no crossbow is equipped.


 * Players
 * The hand turns red in first person when taking damage.
 * Projectiles knockback players.
 * Hand in first person is shorter.
 * Players crouch when flying down in Creative mode.


 * Pufferfish
 * Blow up when hurt.


 * Rabbits
 * Black rabbits can spawn in Giant Tree Taiga and Giant Tree Taiga Hill biomes.


 * Ravagers
 * Can destroy more block types.


 * Salmon
 * Can spawn in different sizes.


 * Silverfish
 * Attack iron golems before they are hit.


 * Shulkers
 * Give Levitation II, rather than I.
 * Can be colored by using a dye on them in creative mode.


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


 * Snow golems
 * Can be made with uncarved pumpkins.


 * Spiders
 * Can spawn on leaves.


 * Squids
 * Have a baby form.


 * TNT
 * Explosions in water doesn't hurt entities.


 * Tropical fish
 * Are bigger than $$.
 * Have different names (see below).


 * 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 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.
 * Mason is called "Stone Mason".
 * Heal if there's bread in their inventory.
 * Spawn with professions, when spawned via spawn eggs.
 * Babies have bigger heads like other baby mobs.


 * Vindicators
 * Can spawn in patrols on Hard difficulty.
 * Neutral upon spawning in woodland mansions.
 * Have green eyes instead of blue.


 * Wandering traders
 * Have an emerald above their head when opening the GUI.
 * Drink an invisibility potion when a hostile (towards wandering traders) mob is nearby.
 * Can open wooden doors.
 * Despawn shortly after all trades are used up.
 * Will show the item they will trade when the player is holding an emerald.
 * Can spawn in village gathering sites.


 * Witches
 * Attack golems without provocation.
 * Held potion and hat model pieces are offset.
 * Attack iron golems before they are hit even if not in a raid or patrol.


 * Withers
 * Different AI.
 * Spins when charging up.
 * Spawns wither skeletons when at half health.
 * Charge attack.
 * (Seems to) break blocks faster.
 * Have 600 health instead of 300 health.
 * Sometimes shoot wither skull in a burst of 4.
 * Explode when created, half health, and killed (in Java, only explode when created).
 * Can destroy obsidian with the spawning explosion.


 * Wolves
 * Can spawn in Forest and Forest Hill biomes.


 * Zombie villagers
 * Pre-Village & 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.


 * Fatal Poison
 * Exists.
 * 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.


 * 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.

Enchantments

 * Fire Aspect
 * Can light TNT and campfires.


 * 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
 * Deal 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.


 * 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 JSON, instead exists for that purpose.

Sounds

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

General

 * Animations
 * Items picked up are dragged upwards to the player's body, rather than dragged to their feet.
 * Arrows and bee stingers stick to the player model after being hit by one.


 * Controls
 * The player can click a hotkey whilst hovering over an item in their inventory to put the item directly into their hotbar slot.
 * Items with a right-click action can be used in the off-hand if the main hand has no right-click action.
 * F2 takes a screenshot.
 * F3 shows the debug screen.
 * Cinematic Camera keybind.
 * Press tab to see the current online players.
 * 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.
 * Sneak and sprint inputs can be switched between hold and toggle in the accessibility settings.


 * Interface
 * Text can be cursive.
 * 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.
 * Mouse cursor is recentered when opening a GUI screen.
 * Tutorial toasts for new players.
 * Score on the death screen.
 * Death message appears on the death screen.
 * Offhand slot visible in the HUD.
 * Experience level is positioned lower and has a black outline.
 * Recipe book for furnaces.
 * "Crafting" is displayed above the 2×2 crafting grid in the inventory.
 * Some recipes in the recipe book are grouped together.
 * Creative inventory has 9 sections instead of 4.
 * Can shift-click items into the crafting table interface.
 * Raid bossbar is red and segmented instead of just pink.
 * Wither bossbar is purple instead of pink.
 * Main hand can be switched to the left hand.


 * Pause Menu & Options
 * Opening the pause menu in singleplayer pauses the game.
 * Difficulty can be locked to prevent cheating.
 * Language can be changed while in a world.
 * Several additional languages.
 * Can change resource packs while playing in a world.
 * Programmer art resource pack in the default game.
 * Advancements.
 * Statistics.
 * Accessibility options controlling chat opacity.
 * World options:
 * Customizable superflat.
 * Buffet, amplified and debug world types.
 * Hardcore mode.
 * Option to prevent structures from generating.
 * V-sync.
 * Max framerate.
 * More sound options.


 * Technical
 * Uncensored chat.
 * Flattening.
 * Items and blocks have different names.
 * Blocks separated from fluids.
 * Recipes are stored in JSON files.
 * Predicate files.
 * More predicate options than Bedrock.
 * Lots of game translations are different; pull the translation strings from Crowdin instead of translating them with a small group of people.
 * Paintings and particles split up into 1 file per texture, rather than texture map, and can, therefore, be animated.
 * Items and blocks can be remodeled, with various state predicates.
 * Block, item, function, and entity type tags.
 * Namespaced IDs.
 * Everything in resource packs is namespaced.
 * List of registries are namespaced.
 * Slash means directory everywhere, not just loot tables and functions.
 * minecraft is implied if left out.
 * Character set is limited to [a-z0-9_./-], the namespace itself cannot have /.
 * Loot tables have more functions.
 * Status effect amplifiers are saved to file as a byte, and in memory as an integer, meaning values above 127 will overflow when the entity is saved to file.
 * Values below 0 are treated as 0.


 * Gameplay
 * Holding down use when selecting a block will place it whenever it becomes possible.
 * Smarter lighting system, where light only goes through faces that make sense (e.g. a slab on top of a light source blocks it).
 * Offhand slot can hold any item.
 * 1.9 combat.
 * Spectator mode can be accessed without external tools.
 * Water pushing strength is based on water height: a source block or high flowing water pushes players and mobs faster than shallow flowing water.
 * 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).
 * 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).
 * Clouds are visible from the inside.
 * When world spawn is obstructed, the player's spawn is on the block as close as possible that's not obstructed.
 * Explosion particles have higher resolution.
 * Health regenerates faster after eating food and filling saturation.
 * Sunrise afterglow is visible during the rain.
 * Recipe book closes when the player dies.
 * Recipes in the recipe book have to be unlocked.
 * Mouse sensitivity is more responsive.
 * Chat is automatically opened when sleeping.
 * Death messages are more specific/unique.

World generation

 * 64-bit world seeds.
 * Plains are weighed only 1 in warm biome generation instead of 3 ({FOREST, DARK_FOREST, MOUNTAINS, PLAINS, BIRCH_FOREST, SWAMP} instead of {FOREST, DARK_FOREST, MOUNTAINS, PLAINS, PLAINS, PLAINS, BIRCH_FOREST, SWAMP}).
 * 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).
 * 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.
 * Terrain can generate above y=128.
 * Villages can spawn in superflat.
 * Jungles have more and taller trees.
 * Jungle pyramids can generate in bamboo jungles and bamboo jungle hills.
 * Red sandstone can generate in badlands and eroded badlands.
 * Oak and spruce trees can generate in mountains and gravelly mountains.
 * Oak trees can generate in snowy tundras.
 * The "central spot" of a stronghold (i.e., the location that an eye of ender or the command leads to) is in the portal room.

Blocks

 * General
 * Block entity IDs are namespaced.
 * Breaking (not mining) particles start as the shape of the block and are colored based on the darkest face.
 * 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).
 * More blocks can support general support needing blocks.
 * Blocks that lose support (e.g. torches, carpet, scaffolding, etc.) make breaking sounds and particles.
 * Light-emitting blocks are shaded.
 * Block outlines are partially transparent and thicker.


 * Air
 * Cave and void air.


 * Bamboo
 * Can be broken instantly with a sword.


 * Banners
 * Have a breaking animation.
 * Ominous banners cannot be copied using a loom or crafting table.
 * Ominous banners can be washed.


 * Beacons
 * Beam color mixes, rather than only existing in the 16 colors.
 * Beam color changes instantly.
 * Beam has an outer semitransparent layer.


 * Beds
 * Can be placed without any supporting block.


 * Bells
 * 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.


 * Bee nests
 * Have a 2% chance to spawn in flower forests instead of 20%.
 * Can spawn in forest, wooded hills, birch forest, tall birch forest, birch forest hills, and tall birch hills biomes.


 * Buttons
 * When on the ground or ceiling, they can face in 4 directions.


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


 * Cartography tables
 * Show a preview of the map.


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


 * 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.


 * Conduits
 * Give the Conduit Power effect to players in rain.


 * Dispensers
 * Have quasi-connectivity.
 * Have more functionality.
 * Can charge respawn anchors.
 * 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 shear snow golems and mooshrooms.


 * Droppers
 * Have quasi-connectivity.


 * Farmlands
 * Can be obtained using the command.


 * Fence gates
 * Can be placed without any supporting block.


 * Fire
 * Produces more smoke particles.


 * Flower pots
 * Flower can be removed by pressing the use key.
 * Can be placed without any supporting block.


 * Glass panes
 * Support torches and pressure plates on the top face.
 * Support lanterns on the top and bottom face.


 * Grindstones
 * Placing a single unenchanted tool in the grindstone displays an "X" on the arrow.
 * Remove prior work penalty from items.


 * Honey blocks
 * Don't render adjacent face to another honey block.


 * Hoppers
 * Push items in a consistent order, the first slot first.
 * Can still pick up item entities when there's an inventory above them.
 * Can pick up item entities inside the top part of the hopper too.
 * Fill all slots with item entities, rather than only the first.


 * Infested blocks
 * Break instantly.


 * Iron bars
 * Support torches and pressure plates on the top face.
 * Support lanterns on the top and bottom face.


 * Jack o'lanterns
 * Can be placed without any supporting block.


 * Jukeboxes
 * Multiple jukeboxes can play the same music disc.


 * Kelp
 * Animation is more smooth.


 * Leaves
 * Leaves only start decaying when 7 blocks away from logs/wood.


 * Levers
 * When on the ground or ceiling, they can face in 4 directions.
 * When powered, they will emit redstone particles.
 * The handle model is slightly longer.


 * Looms
 * Have a unique texture for the dye slot.


 * Mushroom blocks
 * Have cap texture on all sides when placed and they change to pores texture when next to another mushroom block of the same kind.


 * Pistons
 * Have quasi-connectivity.
 * Pushing a block over farmland/grass path won't convert it to dirt if the base block wouldn't.


 * Podzol
 * Replaces dirt and grass blocks when a giant spruce grows from saplings.


 * Pumpkins
 * Can be placed without any supporting block.


 * Rails
 * Are placed in the direction the player is facing.


 * Saplings
 * Oak and birch saplings grown within 2 blocks of a flower on the same y-level have a 5% chance to have a bee nest.
 * Growth is not blocked by logs and stripped logs.


 * Scaffolding
 * The bottom of floating scaffolding can be stood on.
 * Placement is different to make branching easier.
 * Can be broken instantly.


 * Seagrass
 * Animation is smoother.


 * Signs
 * Text can be colored with dyes.
 * Editing interface is different.


 * Slime blocks
 * Don't render adjacent face to another slime block.


 * Snow
 * Mining can be done without needing to re-press the mine key, after mining other snow.
 * Drops itself when mined with a Silk Touch shovel.


 * Soul sand
 * When there is ice underneath it makes, the player walks even slower on top of it.


 * Sticky pistons
 * Have quasi-connectivity.
 * Pushing a block over farmland/grass path won't convert it to dirt if the base block wouldn't.
 * Drop blocks when power is removed before it's done extending.


 * Structure blocks
 * Functional corner mode.
 * Data mode, unusable by players but used by developers.


 * Stonecutters
 * Can be used to craft cut sandstone and cut red sandstone slabs.
 * Can be used to craft chiseled stone bricks from stone bricks.


 * 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.
 * Fully grown sweet berry bushes can be harvested while holding bone meal.
 * Have a unique death message.
 * Stage 1 sweet berry bushes slow down players.


 * Torches and redstone torches
 * Wall torches have a rectangular model, rather than pipelined.
 * Torch placement depends on solid face, not a solid block.


 * Trapdoors
 * Can be climbed like ladders when placed on top of ladders.


 * Turtle eggs
 * Breaking in creative mode removes all eggs.
 * Can be placed without any supporting block.

Fluids

 * Ocean biome water colors are more clearly distinct between temperatures.
 * Lava animation is faster.
 * Lava produces smoke particles when turned into obsidian.
 * Still water animation is faster.

Items

 * General
 * Changing held item (scrolling through hotbar or picking up an item) resets mining progress.
 * Durability bar has better visibility and brighter colors.
 * 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.
 * Ability to select and click to move the cursor when editing signs, written books, etc.
 * Hovering over an item in the inventory and pressing 1-9 moves the item to the hotbar 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.
 * Food items are positioned higher on the screen when consumed.
 * Tools take longer to draw.
 * More items use rarity colored tooltips.
 * Dropped items are 3D.
 * Dropped stacked items are more compact.


 * Banner patterns
 * "Globe" pattern.


 * Bone meal
 * Generates coral only in warm oceans; in addition to coral, it can generate coral fans.


 * Campfires
 * Stack up to 64.


 * Carpets and wool
 * Can be used as a fuel in furnaces.


 * Cocoa beans
 * Can be placed on jungle wood, stripped jungle logs, and stripped jungle wood.


 * Debug sticks
 * Exist.


 * Elytra
 * Display enchantment glint when worn.
 * Can be activated while in water.
 * Can be activated while moving upward.
 * Negate the Levitation effect while gliding.


 * Fishing rods
 * Can reel in items.
 * Damaged fishing rods can be used to craft a carrot on a stick.
 * Have a thicker casting line.
 * When used, it has a different item inventory model without the hook.
 * Can reel in tropical fish and pufferfish in jungle biomes.


 * Knowledge books
 * Exist.


 * Maps
 * Map markers can be added by right-clicking a banner with a map.


 * Minecarts with furnace
 * Exist.


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


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


 * Spectral arrows
 * Exist.


 * Suspicious stew
 * Can be given with the command.


 * Tridents
 * Loyalty tridents immediately return to the player after hitting a mob instead of falling to the ground and then returning.

Entities

 * General
 * Cats have an animation when they lie on a bed, even when players are not sleeping.
 * Turtles drop a bowl when killed by a lightning.
 * Mobs spawn with carved pumpkins and jack o' lanterns on their head during Halloween.
 * Mobs drop their exact equipment, rather than draw from the 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.
 * Zombies, zombie villagers, husks and zombie pigmen have a new animation for their arms when chasing a player.
 * Thrown/shot projectiles take thrower/shooter's momentum into account.
 * Humanoids render all items in the head slot.
 * Zombie pigman/zombified piglin and drowned chicken jockeys.
 * Slimes and magma cubes retain its name after getting split.
 * Crossbow Piercing arrows pierce armor stands.
 * Mobs in their death animation still have their hitbox (potentially obstructing attacks on mobs behind it).
 * Mobs drop experience at the same location as loot when killed.
 * Passive mobs spawn much less often and do not despawn.
 * Hostile mobs can spawn during thunderstorms in the day.
 * Cramming too many entities into a small space causes some of them to take damage.


 * Bees
 * Have a unique death message.


 * Creepers
 * When creepers with a status effect explode, it leaves a lingering cloud of that effect.
 * Animation colors are smoother.


 * Dolphins
 * Can play with item entities.


 * Endermen
 * Can pick up netherrack.


 * Experience
 * Experience orbs are partially transparent.


 * Fish
 * Drop bone meal instead of bones.
 * Cod and salmon drop cooked cod and salmon when killed with fire.


 * Giants
 * Exist.


 * Illusioners
 * Exist.


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


 * Iron golems
 * Can be healed/"repaired" with iron ingots, and visually crack after taking a certain amount of damage.
 * Attack withers even when the golem is not player-spawned.


 * Minecarts with TNT
 * TNT explosion drop rate is 100%.


 * Piglins
 * Can break their crossbow.


 * Pillagers
 * Can break their crossbow.


 * Players
 * Can have semi-transparent textures on the second skin layer.
 * Sneaking players are 1.5 blocks high (allowing sneaking under slabs).
 * Are unable to stand up if there's no space for it.
 * Model and hitbox are slightly shorter when crouching.
 * Walking backward makes the body face straight, rather than turned partially.


 * Ravagers
 * Are attacked by "Johnny" vindicators, and damaged by evoker fangs.
 * Have an increased sight range, movement speed, and attack range.


 * Skeletons
 * Have different AI and drift when the player approaches them.


 * The detection range of skeletons is reduced to 8 blocks while the player wears a skeleton mob head.


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


 * Trader llamas
 * Have a different ID and their own spawn egg.
 * Can breed.
 * Have a baby form.


 * Villagers
 * When a raid is defeated, the villagers will gift the player random items according to their profession.
 * Unemployed and nitwit villagers shake their heads when the player tries to trade with them.
 * Cured villagers offer discounted trades.


 * Wandering traders
 * Drink a potion of invisibility and milk when dark/light, respectively.
 * Can sell sand.


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


 * Zombies
 * Can spawn in zombie sieges.


 * Zombie villagers
 * Zombie villagers spawning naturally have the type set to the biome they spawn in.
 * Can spawn with armor equipped.
 * Drop equipment when being cured into a villager.

Effects

 * General
 * 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.
 * Beacon effect particles are partially transparent.


 * Bad Luck
 * Exists.


 * Bad Omen
 * Particles are dark green instead of tan.


 * Dolphin's Grace
 * Exists.


 * Glowing
 * Exists.


 * Hero of the Village
 * When received, the effect applies to all villages, not just the village saved.
 * Displays particles.
 * Can be removed using milk.


 * Instant Damage, Instant Health and Saturation
 * Have effect icons.

Enchantments

 * General
 * Single-level enchantments just appear as the enchantment name, without a redundant number.
 * Enchantment glint is higher resolution and more smooth.


 * Curse of Binding
 * Is functional.
 * Can be found and applied to items.


 * Curse of Vanishing
 * Is functional.
 * Can be found and applied to items.


 * Frost Walker
 * Path is a circle, but a square in Bedrock.


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


 * Sweeping Edge
 * Exists.


 * Thorns
 * Knockback mobs when taking damage.

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
 * doPatrolSpawning
 * doTraderSpawning
 * logAdminCommands
 * maxEntityCramming
 * reducedDebugInfo
 * spectatorsGenerateChunks
 * Particle IDs are much more streamlined, and some support additional parameters.
 * Locate structure ID Temple is split up into Swamp_Hut, Igloo, Desert_Pyramid and Jungle_Pyramid.
 * killedByTeam.
 * all statistics
 * command can kill players in creative mode.
 * Gamerules:
 * disableElytraMovementCheck
 * disableRaids
 * doLimitedCrafting
 * doPatrolSpawning
 * doTraderSpawning
 * logAdminCommands
 * maxEntityCramming
 * reducedDebugInfo
 * spectatorsGenerateChunks
 * Particle IDs are much more streamlined, and some support additional parameters.
 * Locate structure ID Temple is split up into Swamp_Hut, Igloo, Desert_Pyramid and Jungle_Pyramid.

Sounds

 * Sounds for your eyes going under and above water.
 * Sounds for opening and closing (trap)doors and fence gates are newer.
 * Sounds for opening and closing iron (trap)doors 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.
 * Cave ambient sounds.
 * Underwater music.
 * Underwater ambient sounds.
 * 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 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 player drowning are newer.
 * Sounds for player burning are newer.
 * Sounds for enchanting.
 * Sounds for casting a fishing rod are newer.
 * Sounds for reeling in 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.
 * Sounds for waterlogging.
 * Sounds for Thorns.
 * Sounds for placing cocoa beans.
 * Unique sounds for honey blocks.
 * Unique sounds for harvesting honey.
 * Anvil sound when placing a bell.
 * Sound range is greater.

Unsorted

 * 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  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.
 * In Java, the loot is fully determined by the seed in most structures. It is randomized across the same seed (i.e., loading the same seed twice generates different loot in a given chest) in villages, pillager outposts, ruined portals and bastion remnants.
 * In Bedrock, the loot is determined by the seed in some structures. In desert pyramids, shipwrecks, buried treasures, pillager outposts, ocean ruins, igloo basements, nether fortresses and end cities, the loot generates consistently, but may be re-arranged. It is randomized across the same seed in villages, abandoned mineshafts, dungeons, strongholds, jungle pyramids, ruined portals and bastion remnants.
 * The bastion remnant loot tables in Bedrock have higher weights for netherite scrap and ancient debris, and still contain netherite armor, among other differences.
 * 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 water breathing, 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 pyramids 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 trading between editions.
 * This issue was made less extreme.
 * The following differences are still present as of Java Edition 20w16a and Bedrock 1.16.0.
 * 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 only 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.
 * Enchanted items (other than books) sell for a set value in Bedrock while they sell for a range in Java. The amount in Bedrock is equal to the "base emerald cost" value in Java.
 * Armorer
 * Journeyman armorers buy can diamonds in Java, while expert armorers will buy diamonds in Bedrock.
 * Said diamond trade rewards 20 XP to the villager in Java, and rewards 30 in Bedrock.
 * Butcher
 * The emeralds for coal trade give the villager 2 XP in Java and 10 XP in Bedrock.
 * Apprentice butcher villagers can sell cooked rabbit and cooked mutton in Bedrock.
 * Journeyman butcher villagers will sell cooked beef 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.
 * Master cartographer villagers sell a globe banner pattern (currently not in Bedrock) for 8 emeralds in Java, while they sell either a flower charge, field mason, or bordure indented banner pattern (all currently not in Java) for 1, 2, or 2 emeralds respectively in Bedrock.
 * Cleric
 * The emeralds for gold trade gives the villager 2 XP in Bedrock and 10 XP in Java.
 * Journeyman villagers sell glowstone dust in Bedrock, while they sell glowstone blocks in Java.
 * 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 $$ for a single slot. In Java, it's $$, 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 whilte 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 will always offer both trades while Bedrock will always offer 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 emeralds for an enchanted iron sword trade is offered by novice weaponsmith villagers in Java, while it is offered by apprentice weaponsmith villagers in Bedrock.
 * Said 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.
 * This issue was made less extreme.
 * The following differences are still present in 20w16a and Bedrock 1.16.0.
 * Bedrock has trade grouping which prevents items of similar types from being offered more than once per trader.
 * All flowers are grouped (1 emerald for 1 item, 12 uses), 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 can offer tall flowers; Java cannot.
 * The blue orchid trade's maximum use is 8 and the lily of the valley trade's maximum use is 7. Both are 12 in Bedrock as they are grouped with the flowers.
 * 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.


 * 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 2 items in JE.
 * Experience bar looks different between editions.
 * Different splash texts between editions.
 * Entity shadows are different between Java and Bedrock.
 * Different graphics saturation level between editions.
 * Block and item shading is darker in Java than in Bedrock.
 * Clouds fade differently between editions.
 * The distribution of resource packs on servers is handled differently: In JE you need a link to a downloadable file 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.
 * Different sound volume levels between editions.
 * Swinging animations are different between editions.
 * Grindstone, loom, stonecutter, and villager GUIs are different between editions.
 * Java Edition username is 3–16 characters long, but Bedrock Edition can be 3–32 characters long.
 * Honeycomb blocks use coral sounds $$ and slime sounds in Bedrock Edition.
 * Bees have different animations between Java Edition and Bedrock Edition. Bee.gif Bee BE.gif
 * Wither roses deal damage at different rates: every half a second in JE and every two seconds in BE.
 * Totem of Undying animation uses a 3D item render in JE, and a 2D one in BE.
 * Smelting cacti yields more experience in JE than BE.
 * Daylight detectors output power levels at different times and different weather conditions.
 * Texture differences:


 * 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.
 * Hitbox and collision box differences:
 * {| class="wikitable"

! Block !! style="width: 100px" | Hitbox !! style="width: 100px" | Collision box !! Description (Bedrock Edition)
 * Anvil || ||  || Bedrock report:.
 * Bamboo (sapling and stalk) || ||  ||
 * Banner (wall) || ||  || Hitbox is slightly lower.
 * Bed || ||  || Bedrock report:.
 * Bell || ||  || Standing bell has different model.
 * Brewing Stand || ||  || Bedrock report:.
 * Cauldron || ||  || Collision box and hitbox under the cauldron is different, hitbox doesn't go inside the cauldron.
 * Chest || ||  ||
 * Chorus Plant || ||  ||
 * Conduit|| ||  ||
 * Composter || ||  || Hitbox doesn't go inside the composter.
 * 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 $1/3$.
 * Glass Panes (corner) || ||  || Corner hitboxes don't follow direction.
 * Grass Path || ||  || Is a full block.
 * Grindstone || ||  ||
 * Hopper || ||  || Bedrock report:.
 * Iron Bars (corner) || ||  || Corner hitboxes don't follow direction.
 * Item Frame || ||  || Is a block.
 * Lantern || ||  ||
 * 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 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 || ||  ||
 * Vines (roof) || ||  || Doesn't have a hitbox.
 * Walls || ||  || Bedrock report:  (corners).
 * All other blocks || ||  ||
 * }
 * 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 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 || ||  ||
 * Vines (roof) || ||  || Doesn't have a hitbox.
 * Walls || ||  || Bedrock report:  (corners).
 * All other blocks || ||  ||
 * }
 * Sea Pickle || ||  || Hitbox doesn't vary with different amount of pickles.
 * 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 || ||  ||
 * Vines (roof) || ||  || Doesn't have a hitbox.
 * Walls || ||  || Bedrock report:  (corners).
 * All other blocks || ||  ||
 * }
 * Torches || ||  ||
 * Tripwire Hook || ||  ||
 * Vines (roof) || ||  || Doesn't have a hitbox.
 * Walls || ||  || Bedrock report:  (corners).
 * All other blocks || ||  ||
 * }
 * Walls || ||  || Bedrock report:  (corners).
 * All other blocks || ||  ||
 * }
 * }
 * }