
Subtly Dungeons
Adds "canon" features from Minecraft Dungeons and Minecraft Legends. Focuses on vanilla parity, exploration, and making the game feel like a cohesive sequel.
4.0 Snapshot 1
beta3 мая 2026 г.[4.0 Snapshot 1] - 5/2/26
It's snapshot time! We've got some nice magical tweaks and technical upgrades for you!
New Features
Enchanting
- Added Occult Protection enchantment
- A protection enchantment that protects the wearer from magical forms of harm
- Added Animal Armor enchantments
- Horse armor may now be enchanted
- Wolf armor may now be enchanted
- Nautilus armor may now be enchanted
- Enchanting tables now accept carpets, potted plants, candles, chains, cauldrons, brewing stands, and chiseled bookshelves within the enchanting area
- Tweaked Anvil Enchanting
- The "Too Expensive!" message has been replaced with "Unrepairable!"
- The idea of the "Too Expensive!" repair limit is to mimic how in real life, you can't keep repairing an object over and over, forever. While we are not removing this feature, we have decided to rename it, to help make this more clear.
- The limit for adding enchantments is now tied to enchantibility
- The message for an item with too many enchantments is "Magic Capacity Met!"
- Repairing an item enchanted with mending will have an enchantment level cost of 1.
- Enchanting and repairing an item enchanted with mending will have a decreased enchantment cost
- This cost is reduced by 4 levels, to a minimum of 1 level.
- Repairing and Enchanting in an anvil have been split into two numbers.
- Repair Cost (also known as the Prior Work Penalty): Functions the same as it did before, but now, enchanting does not increase the Repair Cost
- Magic Level: Is a separate number that increases each time an item is enchanted. An item can be enchanted until you reach the magic limit, as mentioned above.
- The "Too Expensive!" message has been replaced with "Unrepairable!"
Enchantiblity
- The enchantibility difference of two items in an anvil will scale the enchantment cost cap.
- Enchantibility difference is calculated as
|enchantibility of item 1 - enchantibility of item 2| - The enchantment level cap is now calculated by this formula:
(enchantibility difference * 2.4) + 40- Example: A diamond helmet (Enchantibility level 10) in an anvil with an enchanted book (Enchantability level 0) will have a maximum enchantment cost of 55
- If the cost gets any higher than this, the anvil will say "Unrepairable!"
- The enchantment cap is always rounded up
- The maximum enchantment level cap is now 100 (which can be achieved by combining two pieces of golden armor)
- Example: A diamond helmet (Enchantibility level 10) in an anvil with an enchanted book (Enchantability level 0) will have a maximum enchantment cost of 55
- Enchantibility difference is calculated as
- High enchantibility (level 15 or higher) armors will turn invisible with the wearer
- Elytras now have an enchantibility level of 9
Curses
- Added Curse of Abrading
- Affected equipment loses durability twice as fast
The Nether
- Huge Warped Fungus
- Added Warped Overhang block
- Generates beneath Warped Wart blocks
- Obtainable with silk touch tools or shears
- There is a 10% chance for Warped Roots to grow on top of the fungus cap
- This design is inspired by Minecraft Dungeons!
- Added Warped Overhang block
Blast Fungus
- Blast Fungi can be crafted shapelessly with a Crimson Fungus and Warped Fungus
- Once thrown, a blast fungus explodes on impact, doing no damage to surrounding blocks
Potion Tweaks
- All drinks (potions, milk buckets, stews, etc.) are now consumed faster!
- The time has been reduced to 20 ticks, to match the Combat Tests
- Consumable potions are now stackable up to 16 items
- This is to match the combat tests
- Potions are now named depending on their enhancement
- Example: A Potion of Swiftness that lasts for 8 minutes is now called a "Long Potion of Swiftness"
- Example: A Potion of Swiftness that provides Speed II is now called a "Strong Potion of Swiftness"
- This is based on their internal code names
New Potions
- Added Potion of Decay to match Bedrock Edition
Potion Effects
- Players with the Fire Resistance effect will no longer be visually set on fire
The Wither
-
Wither skulls fired at the player are now on fire!
- This was originally intended by Mojang, but caused crashes
-
The Wither's health now scales with difficulty to match Bedrock Edition
- Easy 300 HP -> 300 HP
- Normal 300 HP -> 450 HP
- Hard 300 HP -> 600 HP
-
The Wither now dive bombs and summons Wither Skeletons when it has reached 50% health
- This is also to match Bedrock Edition
-
All entities with the
wither_friendsentity type tag will no longer target the WitherNote: The Bedrock Edition's Wither "Dash" behavior was purposefully ignored.
Beacons
- Beacon effect range has been quadrupled
- Level 1 Beacon Range:
- 20 meters -> 80 meters
- Level 2 Beacon Range:
- 30 meters -> 120 meters
- Level 3 Beacon Range:
- 40 meters -> 160 meters
- Level 4 Beacon Range:
- 50 meters -> 200 meters
- Level 1 Beacon Range:
Blocks
- Overworld mushrooms may now be placed on logs regardless of light level
- Harvesting fully grown crops now provides 0-3 experience orbs.
Splash Text
- Added "Music by Rostislav Trifonov!"
- Added "Music by Eugnosis!"
Technical Changes
Camera Shake Events
Camera Shake events are now data driven, similar to sound events. Camera shake event files are to be put in a data/[datapack namespace]/subtlyd/camera_shake_event/ folder.
- Added
sound_eventfield: a Sound Event ID, specifies what sound event should trigger the Camera Shake Event - Added
rangefield: a float, specifies the maximum distance that the camera shake can be experienced from - Added
durationfield: an integer, specifies the amount of ticks that the camera shake will last - Added
intensityfield: an optional float, specifies the intensity modifier value- Default:
4
- Default:
Data Tags
- Added
liquid_consumablesitem tag- This is a list of consumables that can be considered liquids (e.g. stews, potions, etc.)
- Added
is_occultdamage type tag- This tag controls what types of damage Occult Protection can protect against
- This includes magic, indirect magic, sonic booms, withering, and thorns
- This tag controls what types of damage Occult Protection can protect against
- Added
non_humanoid_armoritem tag- This tag is a list of armor items not for humanoids (e.g. diamond horse armor, wolf armor, etc.)
- Any item with this tag will become enchantable with armor enchantments.
Sounds
- Added new sound event for the Wither:
entity.wither_skeleton.summon
- Added new sound event for Evoker Fangs:
entity.evoker_fangs.appear
- Added 7 New Songs
- Guldrum by Peter Hont
- Plays in Nether Wastes
- Warped Forest by Eugnosis
- Plays in Warped Forests
- Soulsand Valley by Rostislav Trifonov
- Plays in Soul Sand Valleys
- Ashes by Peter Hont
- Plays in Basalt Deltas
- Basalt Deltas by Peter Hont
- Plays in Basalt Deltas
- Crimson Forest by Eugnosis
- Plays in Crimson Forests
- Excuse by C418
- Plays in Warped Forests and Nether Wastes
- Guldrum by Peter Hont
- Music volume has been refactored
- The unused Warped Forest mood sounds are now used
- The Hardcore activate sound has been slightly altered
Textures
- Added Hardcore HUD hearts for the Poison effect
- Added Hardcore HUD hearts for the Wither effect
Bug Fixes
- MC-84595 - Fixed bug where deaths by dragon's breath were referred to as "magic"
- It now properly states that "[Player] was roasted in dragon's breath"
- Fixed some memory leaks
- Fixed flaming arrows not setting fire to objects when shot east or west
- Optimized music tracks loading
- Optimized music track size
- Fixed Netherite items with custom names not inheriting a new rarity value
3.1.2 Hotfix
release29 апреля 2026 г.[3.1.2] - 4/28/26
Changes
- Fixed a crash related to sleeping in tents
3.1.1 Hotfix
release10 апреля 2026 г.[3.1.1] - 4/9/26
Changes
- Fixed texture bug
3.1 Hotfix
release9 апреля 2026 г.[3.1] - 4/9/26
Technical Changes
Textures
- Fixed a reeds texture bug
Wild Instincts Update
release24 марта 2026 г.[3.0 Wild Instincts Update] - 3/24/26
Coming in hot alongside the Tiny Takeover is the Wild Instincts Update! This update brings a bit more life to the creatures of your world! Spot spiders climbing eerily up walls, see your farm animals look for a shelter when they're caught in the rain, and run wild with your pets like never before! Just be sure to check out the rest of the new features below. Happy exploring!
New Features
The Food Chain
- Predators now have a cooldown for hunting
- Mobs that have a "feast or famine" hunting style will wait 3 in-game days before hunting again.
- Nocturnal predators will now only hunt at night
- This includes the Wolf, Fox, and Ocelot
- Predators now consume the meat from animals they hunt
- Predators now heal when consuming meat
- Herbivores now heal when grazing
Creepy Crawlies
- Spiders now climb up walls and ceilings like in the trailers (and Minecraft Dungeons)!
Fleeing Fauna
- Some animals now run from attackers targeting their flock!
- These flocks have a radius of 16 meters
- When attacked, an animal within a flock will run away from the attack to a random location within 16 meters of its current location
Cozy Creatures
- Animals will now seek out more comfortable environments!
- Animals caught out in the rain will look for shelter
- Non-cold acclimated animals (or their variants) will now seek out warmer spots to hang around
- Non-heat acclimated animals (or their variants) will now seek out cooler spots in hot environments
New Predators
- Dolphins now occasionally hunt for squid and cod!
- Dolphins can also now be fed calamari
- Polar Bears will now hunt for salmon and cod!
Closer Pets
- Pets will now follow their owners for 20 meters before attempting to teleport!
- This was increased from the default 12 meters
- Pets now sprint with their owners!
Consumable Mushrooms
- Overworld mushrooms are now once again (yes, they used to be in vanilla Minecraft) edible!
- Brown mushrooms make a great snack, but red mushrooms will give you poison for 3 seconds
Zombie Leaders
- Added a unique Zombified Piglin leader texture (from Minecraft Dungeons)
- Updated Zombie leader texture to use a modified version of the "Lobber Zombie" texture (from Minecraft Earth)
- Updated Husk leader texture
- Added baby zombie, husk, zombie piglin, and drowned leader textures
Music
- New Underwater Music!
- Rest in Reefs by Peter Hont
- Coral Rise by Peter Hont
- The Bilge by Peter Hont
- Hydrothermal Vent by Peter Hont
- Twilight Cavern by Peter Hont
- The Abyssal Monument by Grant Kirkhope
- Radiant Ravine by Grant Kirkhope
- Molten Monument by Grant Kirkhope
- Tropical Slime Scramble by Peter Hont
- Primal Oil Sect by Peter Hont
Visuals
- Added Mace Smash Air, Mace Smash Ground, Mace Smash Ground Heavy, and End Flash screen shake event
- Removed the Ender Dragon Growls screen shake event
- This is due to this event being triggered server side (i.e. independent of what the player's actually hearing)
- Updated Stone Pillar texture
- Updated Stone Tiles texture
- Updated the Iron Grate texture
- Updated the Reeds texture
UI
- Redesigned the world creation screen! Some features from Bedrock edition have been brought over, with a Java spin on things
- Redesigned HUD textures
- New heart textures
- Including absorbing, poisoned, and withered
- New armor bar textures
- New experience bar texture
- New jump bar textures
- New hunger bar textures
- New hotbar textures
- New crosshair texture
- New heart textures
Advancements
- The advancement "Balanced Diet" now includes the new consumables
Splash Text
- Added "We <3 spiders!" splash text
- Added "Music by Grant Kirkhope!" splash text
- Added "Also try Hytale!"
- Added "Also try Minecraft Legends!"
- Added "Wild!"
Technical Changes
Data Tags
- The
dripstoneblock tag is nowpolished_dripstone - The
tentitem tag is nowtents - Added
can_be_scaredentity type tag- This tag determines whether an animal species will panic if a nearby animal takes damage
- Added
seeks_shelterentity type tag- This tag determines whether an animal species will seek shelter from rain
- Added
can_seek_warmthentity type tag.- This tag determines whether an animal species can seek warmth from cold environments
- Note: Internal code determines if a specific animal variant should be considered "warm", "temperate", or "cold". There is not currently a data-driven method for making a custom mob variant fall into one of these categories
- This tag determines whether an animal species can seek warmth from cold environments
- Added
can_be_fullentity type tag- This tag determines whether an animal species will have a cooldown for hunting
- Added
nocturnalentity type tag- This tag determines whether an animal species is nocturnal
- This affects things like hunting times
- This tag determines whether an animal species is nocturnal
- Added
feast_or_famine_hunterentity type tag- This tag determines whether an animal species will have a 3-day-long hunting cooldown
Loot
- Removed Calamari from Polar Bear loot table
Translations
- Added translations for
Dripstone,Stone Tiles,Skulls, andTriggers Ambient Wind Block Soundsblock tags - Changed
options.difficulty.peaceful.info,options.difficulty.easy.info,options.difficulty.normal.info, andoptions.difficulty.hard.inforeferences of "mobs" to "creatures." - Changed
multiplayer.stopSleepingtranslation from "Leave Bed" to "Stop Sleeping"
Commands
- Added
/camerashakecommand- Usages are
/camerashake add <targets> <intensity> <seconds>or/camerashake stop <targets>
- Usages are
Bug Fixes
- Fixed a bug causing players that "spam" slept in beds to skip to day
- Improved server performance for using tents
- Sleeping in tents will no longer negate fall damage
- Squids once again drop calamari
- Fixed bug preventing camera shake from re-applying to shake events of the same intensity