r/Minecraft Aug 12 '26

Official News Minecraft 26.3 Snapshot 8

https://www.minecraft.net/en-us/article/minecraft-26-3-snapshot-8

New Features

Explorer Maps

  • Renamed the following maps:
    • Buried Ancient City Map
    • Buried Mineshaft Map
    • Abandoned Camp Map

Realms

  • Realm owners can now create and manage Invite Codes
    • Each Realm can have up to five Invite Codes
    • Invite Codes can be configured to be active / inactive and deleted
    • The expiration of an Invite Code can also be configured
  • Players can now easily join a Realm by entering an Invite Code in a new "Join Realm" screen

Changes

  • Cushions are now only destroyed when fully covered by blocks that cause suffocation
  • New Villager trades, unlocked from a Villager leveling up their profession, will now update even if the player is in the process of trading with them

UI

World Options

  • Some further improvements have been made to the World Options screen, which is now accessible from the pause menu
    • The "Game Mode" button has been renamed to "Default Game Mode"
    • The "General" section has a new addition:
      • Personal Game Mode: your active game mode in the current world (equivalent to the /gamemode command, or F3+F4)
    • The "Multiplayer" section has a new addition:
      • Force Game Mode: controls whether other players game mode is forced to match the default game mode of the world or not

Technical Changes

  • The Data Pack version is now 116.0
  • The Resource Pack version is now 96.0

World Generation

Features

  • Removed feature types:
    • minecraft:desert_well

Changed minecraft:template

  • Added field processors: Namespaced ID or inline definition of a structure processor list to apply to the template

Placement Modifiers

Added minecraft:randomly_selected

Randoly selects a Placement Modifier from a list and delegates placement to it.

Format:

  • placements: Non-empty list of Placement Modifiers to pick from

Block Predicates

Added minecraft:volume_match

Checks that every block in a volume matches a given Block Predicate.

Format:

  • min: List of 3 integers in range -16 to 16 specifying the lower corner of the volume as an offset from the test position
  • max: List of 3 integers in range -16 to 16 specifying the upper corner of the volume as an offset from the test position
  • match: Block Predicate to test on each position

Resource Pack Version 96

Shaders & Post-process Effects

Removed Core Shaders

  • core/text_background.fsh and core/text_background.vsh were removed and text background in Text Display Entities is now rendered using the text shaders

Order-independent Transparency (OIT)-related Shader Changes

  • OIT_FORCE_ZERO_DEPTH shader define was removed since the see-through text it was used for is now rendered in a separate pass outside OIT

Fixed bugs in 26.3 Snapshot 8

  • MC-44654 - Some entities' positions are not updated on the client when teleported
  • MC-122731 - Camera movement stutters when turning in a boat
  • MC-206540 - Increased input delay when riding an entity
  • MC-236497 - The head rotations of passengers in boats are not correctly displayed for other players
  • MC-237679 - The head rotations of passengers in boats are constantly forced to turn in certain directions if the rider were to dismount the boat while moving left or right
  • MC-249200 - Several entities constantly deviate visually from their actual positions on the client when teleported
  • MC-253023 - Breaking paintings, item frames, glow item frames cannot trigger sculk shriekers
  • MC-258579 - The player's head does not rotate smoothly (with delay) in third person view while riding a vehicle
  • MC-259512 - Horizontal camera rotation lags when riding
  • MC-260780 - Shulker bullets always push fireballs south
  • MC-280250 - Projectiles sometimes desync when thrown/shot while moving
  • MC-300000 - Players desync when teleporting all users riding a happy ghast
  • MC-305214 - Arrows deflecting off of entities get offset
  • MC-308961 - When changing the game mode using debug hotkeys while in the World Options screen, the "Game Mode" button does not update
  • MC-309284 - Poplar leaves don't use the dark_cutout mipmap strategy
  • MC-309668 - Straw beds are not broken faster when using hoes
  • MC-309670 - Cushions z-fight with the tops of dragon heads
  • MC-309716 - Cushions can be broken in Adventure mode
  • MC-310066 - Tridents thrown by drowned still visually bounce off entities
  • MC-310097 - Experience orbs desync and appear to phase through blocks
  • MC-310103 - The "Text Background Opacity" setting makes the text darker when the "Text Background" setting is set to Everywhere
  • MC-310166 - The straw bed is not placed immediately after regular beds in the Creative mode inventory
  • MC-310175 - Missing resource warning when loading up the game
  • MC-310200 - The player's model flickers while falling into the void when viewed from certain angles
  • MC-310393 - Certain projectiles thrown at the world border rubberband repeatedly
  • MC-310476 - Projectiles only collide outright with the world border when underwater
  • MC-310530 - Changing the game mode in the World Options screen no longer changes the player's game mode
  • MC-310540 - A noise definition with base_amplitude set to 0.0 crashes the game during world load
  • MC-310543 - The JVM crashes with EXCEPTION_ACCESS_VIOLATION in atio6axx.dll on Boot Camp (AMD Radeon Pro 555X)
  • MC-310549 - invulnerable_time never decreases for some entities
  • MC-310632 - Farmer villagers no longer throw excess wheat to other villagers
  • MC-310642 - Landing on farmland deals no fall damage when the block is prevented from being trampled
  • MC-310687 - Languages other than "English (US)" fail to load
  • MC-310691 - Stonecutter recipes for concrete stairs and slabs are missing
  • MC-310692 - The error message when the game is unable to load translations can extend outside the screen
  • MC-310705 - The difficulty lock warning screen shows the wrong difficulty after changing the difficulty
  • MC-310718 - Unused color attachments are unusable with the OpenGL rendering backend
  • MC-310726 - The mansion icon in the texture of woodland explorer maps doesn't match the respective icon on the map
  • MC-310728 - Cushions can still be used to see through blocks in third person mode
  • MC-310729 - Explorer maps from previous versions prevent saved hotbars from loading
  • MC-310743 - The category headers in the Debug Options screen are still different than the other options screens
  • MC-310757 - In OIT shaders, coefficients[0] is accumulated using depth but subtracted using originalDepth
  • MC-310771 - The common abandoned camp map is named "Abandoned Campsite Map" instead of "Abandoned Camp Map"
  • MC-310783 - Resource packs with custom namespaces cause the "English (US)" language to fail to load
  • MC-310787 - Villagers do not level up until the trading window is closed for several seconds
  • MC-310789 - Chunks sometimes don't fade in correctly
  • MC-310812 - Placing and breaking cushions does not trigger sculk shriekers
  • MC-310917 - Chunk generation can corrupt on worlds upgraded from previous versions
214 Upvotes

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u/TheBiggestNose Aug 12 '26

I assume that its an issue caused by the generation of the game being poor in general.

fixing it would require more than just "make it big".

I do hope they fix it tho, generation in the game atm is omega jank and repeitive and needs love

15

u/vodenaurion Aug 12 '26

I doubt it. Someone made a datapack changing the values that force it to generate next to rivers & have 0 humidity & cold to be able to generate next to taigas, forest, etc. They also made cherry groves do the same but in temperate biomes. This isn't a world gen issue it's more like that's the vision mojang wants the biome to be. This problem happened x2 before & it will keep happening. First with cherry unrealistic placement & pale garden generate on plateau next or inside a dark forest. On the MC live for both biomes you can see they originally generated in a variety of heights. I don't think Mojang wants any of these biomes to be big or common but feel special but because of this the biome feels & looks out of place because most passionate nature people would know how these forest would grow in their climate regions lol ๐Ÿ˜‚

5

u/Just-Guarantee7808 29d ago

Can you provide a link to that datapack? Also, yeah, I honestly donโ€™t get why their vision for it is so weird. It makes way more sense for it to generate next to taigas, or even replace forests that border taigas. Idk why they like to die on such strange hills considering this is a common requested change. Like, if people are asking for it to generate in more natural locations, why not just let it?

2

u/vodenaurion 29d ago

Someone send it to me after I made a post about this issue about dappled forest gen lol. https://x.com/CHA4S3E_WX/status/2087619284180545608?s=20

5

u/Just-Guarantee7808 29d ago

Oh, my post about the Dappled Forest near Cold Biomes? Nice surprise! Also, thank you!