Introduction
The Minecraft 26.1 update, officially titled "Tiny Takeover," launched on March 24, 2026, bringing a wealth of adorable changes to Java Edition. This major game drop introduces brand-new textures and models for every baby mob that previously lacked a unique appearance, adds the golden dandelion for controlling mob aging, makes name tags craftable for the first time, and implements sweeping technical improvements. It's also the first Java Edition release to ship fully unobfuscated, the first to require Java 25, and the first to use the new "year.drop.hotfix" version format announced in December 2025.
Brand-New Baby Mob Models and Textures
One of the most visually striking additions in the Minecraft 26.1 update is the complete overhaul of baby mob appearances. Nearly every baby animal and monster now has its own unique model and texture, replacing the previous system where babies were simply scaled-down versions of adults. Baby cats, chickens, horses, pigs, and wolves all feature new baby sounds to match their updated looks. Baby axolotls even gained a new "play dead" animation.
The update tweaks bounding boxes where necessary to align with the new models, and saddles or armor no longer render on baby pigs, camels, and wolves to maintain visual realism. Baby villagers and baby zombie villagers are now built from a base model with overlays for each biome type, giving them consistent proportions across all variants.
Every baby mob from baby tabby cats to baby zoglins received attention. Baby rabbits, sheep, wolves, horses (including donkeys, mules, skeleton horses, and zombie horses), turtles, axolotls, squids, glow squids, dolphins, bees, foxes, goats, camels, armadillos, polar bears, llamas, trader llamas, zombies, husks, piglins, zombified piglins, villagers, zombie villagers, hoglins, pandas, snifflets, striders, and zoglins all sport fresh textures and models. Baby armor textures have also been updated to fit the new models correctly, covering leather, copper, gold, chainmail, iron, diamond, netherite, and turtle shell helmets, chestplates, leggings, and boots.
The Golden Dandelion: Control Baby Mob Aging
The Minecraft 26.1 update introduces the golden dandelion, a new flower that lets players freeze or resume the aging process of baby mobs. You can craft a golden dandelion by surrounding a regular dandelion with eight gold nuggets in a crafting table. Wandering traders also sell them.
When you use a golden dandelion on a baby mob, it stops aging entirely, setting the internal NBT attribute AgeLocked to 1. Using the golden dandelion again on the same mob resumes normal aging by setting AgeLocked to 0. The item displays different particle effects depending on the action: green particles moving downward when aging is stopped, and green particles moving upward when aging resumes.
The golden dandelion cannot be used on monster babies (except baby hoglins), undead mounts, or baby villagers. Beyond its functional use, the golden dandelion can be placed and potted like any other flower. It can also be crafted into yellow dye or used to brew a suspicious stew that grants the Saturation effect. Two new sound events accompany its use: item.golden_dandelion.use when stopping aging, and item.golden_dandelion.unuse when resuming it.
Craftable Name Tags at Last
After years of being locked behind loot chests and trades, name tags are finally craftable in the Minecraft 26.1 update. The recipe is simple and accessible: combine one paper with any metal nugget (iron, gold, copper, etc.) in a crafting table. This change makes naming and preserving your favorite mobs far easier, especially in early-game survival.
To compensate for this new accessibility, the master librarian villager no longer offers name tags as a trade. Instead, wandering traders now sell name tags for one emerald each. The update also removes name tags from the loot tables of ancient cities and woodland mansions, ensuring the crafting recipe is the primary source.
New Commands and Technical Features
Minecraft 26.1 adds the /swing command, which triggers arm-swinging animations for entities that support it. Not all entities have swing animations, but the command will succeed silently for those that don't. You can specify which hand to swing (mainhand or offhand), and if omitted, it defaults to the mainhand and targets @s. The command returns the number of entities for which a swing was successfully sent, making it useful for mapmakers animating mannequins or custom entities.
The /time command has been completely redesigned around a new "world clocks" system. Each dimension can now have its own clock, and you can query, set, pause, resume, or adjust the rate of any clock independently. The Overworld retains its familiar time markers (day, noon, night, midnight), but new dimensions like the End now have their own minecraft:the_end clock controlling End flashes. The /time rate subcommand lets you speed up or slow down a clock's passage without affecting actual game simulation speed.
Two additional commands received updates. The /fetchprofile command now includes an entity subcommand to print profile information from entities in the world, currently supporting players and mannequins. The /time command's return value from set and add subcommands is now the total elapsed ticks of the clock instead of the current time of day, improving compatibility with command block contraptions.
Data-Driven Villager Trades and Trade Sets
Villager trades are now fully data-driven in the Minecraft 26.1 update, allowing datapack creators to customize, add, or remove trades with unprecedented control. Trades are defined in the villager_trade folder, with each entry specifying what the villager wants, what they give, how many uses the trade has, the XP reward, reputation discount, and optional predicates to control when the trade appears.
Each trade can include given_item_modifiers (such as enchantments or potions) to add randomness without hardcoding values. Item modifier references are not supported, but you can apply effects like minecraft:enchant_randomly or minecraft:enchant_with_levels directly. If the final item ends up empty after modifiers run, the trade is discarded entirely.
Trade sets group multiple trades together and use deterministic random sequences to decide which trades appear at each villager level. Every profession has trade set tags in the format #<profession>/level_<level> (up to level 5), and smiths share common trades via #common_smith/level_<level> tags. Wandering traders have three trade set tags: #wandering_trader/buying, #wandering_trader/special, and #wandering_trader/common. The allow_duplicates field in trade sets controls whether the same trade can appear multiple times, and the random_sequence field ensures consistent trade generation for the same seed.
World Clocks and Time Markers
The new world clocks system in Minecraft 26.1 gives each dimension its own internal timer that ticks independently. A world clock is defined in data packs under the world_clock registry. The /time command now accepts an optional of <clock> argument to specify which clock to interact with; if omitted, it uses the dimension's default clock.
Time markers assign names to specific points in a clock's timeline, replacing hardcoded names like "day" or "night." Built-in time markers include minecraft:wake_up_from_sleep (the time dimensions advance to when players wake up) and minecraft:roll_village_siege (the time at which zombie village sieges are evaluated). Mapmakers can define custom time markers in data packs to create scripted events or custom day-night cycles.
The End dimension now has the minecraft:the_end world clock, which controls End flashes. Dimension types gained two new fields: default_clock (specifying which clock the /time command uses by default) and has_ender_dragon_fight (a boolean controlling whether an ender dragon fight can exist in that dimension). This system opens the door for custom dimensions with unique timelines and events.
Environment Attributes and Lighting Overhaul
Minecraft 26.1 completely rewrites the lightmap algorithm that determines how bright blocks and entities appear on screen. The new algorithm is simpler, fixes multiple long-standing issues, and makes the Darkness effect and Wither fight darkening work consistently across all dimensions. Night Vision now adds ambient light instead of scaling colors, so fully dark areas no longer look brighter than areas lit by torches or the sky.
Three new environment attributes control lighting appearance and are fully data-driven:
- minecraft:visual/block_light_tint – Tint applied to block light sources like torches. Defaults to #FFD88C (warm yellow), but bright colors work best.
- minecraft:visual/ambient_light_color – Defines ambient light brightness and tint at light level 0. Block and sky light add on top of this. Defaults to #000000 (pure black), but the Overworld sets it to #0A0A0A, the Nether to #302821, and the End to #3f473f.
- minecraft:visual/night_vision_color – Color used when Night Vision is active. The game takes the maximum of this and ambient light color per color component. Defaults to #999999 (neutral gray).
A new lightmap debug renderer (toggled with F3 + 4) displays the lightmap texture in real time in the bottom-right corner of the screen. The vertical axis represents sky light levels (0-15 bottom to top), and the horizontal axis represents block light levels (0-15 left to right). Each pixel's color shows the resulting lighting applied to blocks and entities at those light levels.
Block Model and Rendering Changes
Any block model can now support cutout or translucent (partially transparent) textures in the Minecraft 26.1 update. Whether a quad renders in the cutout or translucent pass depends on the sprite assigned to it. Sprites with translucent pixels go to the "translucent" pass, sprites with fully transparent pixels go to the "cutout" pass, and all others go to the "solid" pass.
The format of the textures map in block models has been updated to reject non-string entries instead of converting them. Entries can now be defined as objects with a sprite field and an optional force_translucent boolean, useful for blocks that don't have translucent pixels but use the mean mipmap strategy.
Block states now render more accurately in contexts like enderman-held blocks, block display entities, and item frames. Enchanting tables now show a closed book on top. Blocks using special renderers (chests, banners, skulls) now respect block state properties like rotation and facing. Beds only render one half of the model depending on the part property, and copper golem statues respect the copper_golem_pose property. Walls, freestanding signs, hanging signs, banners, and heads all have separate models. End gateways and end portals now render identically on block displays as they do when placed in the world.
Tripwire texture rendering changed from transparent to alpha cutout, making tripwire much easier to see without breaking its functionality.
Mob Changes and Fixes
Several mobs received important behavior adjustments in Minecraft 26.1. Skeleton horses and zombie horses no longer panic when hurt, and their baby variants no longer grow up, matching their undead nature. Baby polar bears no longer attack foxes to match Bedrock Edition. Striders now correctly inherit warmth from the strider they're standing on, also matching Bedrock parity.
Camels no longer have a baby form—the camel husk (baby camel) model has been removed. Goats gained a new animation: baby goats now rotate their heads when ramming. Adult horses received updated blackdot markings to align visually with the new baby horse markings.
Rabbits got a complete model and texture overhaul, and their Programmer Art textures have been removed following the model change. Pigs gained eating sound variants that play when they consume food. Axolotls now have a play dead animation for their baby form.
Armor stands also received attention. Small armor stands now display armor correctly by scaling down the adult armor model using the /attribute scale command. The armor stand texture entity/armorstand/wood.png was renamed to entity/armorstand/armorstand.png for clarity.
Item and Bundle Updates
Bundles now support a bundle_contents component with a weight greater than 2³¹-1 (approximately 2.1 billion stacks). Previously, exceeding this limit removed the component entirely. A bundle exceeding the limit displays as full, but attempting to empty it, add items, or view the tooltip shows it as empty. This change primarily benefits technical players and mapmakers working with large data structures.
Item stacks are now treated as empty if they have conflicting data, such as a count exceeding max_stack_size or having both max_stack_size greater than one and max_damage set. Mining a shulker box containing an item stack with conflicting data shows "Air x0" in the tooltip, and placing the box removes the invalid item. Shooting such an arrow from a crossbow won't create a projectile, and removing it from a bundle drops nothing. However, item stacks with conflicting data can still be placed in chests and inventories, so exercise caution when using commands or data packs that manipulate item data.
Spear dismount speed thresholds have been updated to match Bedrock Edition, making mounted spear combat feel consistent across platforms.
Loom, Cauldron, and Dye System Changes
The dye system is now data-driven via the new minecraft:dye data component. Items with this component can be used wherever dyes are accepted, not just vanilla dye items. New item tags control dye interactions:
- #dyes – Contains all vanilla dyes.
- #loom_dyes – Items allowed in the loom screen to set pattern colors. Requires the minecraft:dye component.
- #loom_patterns – Items allowed in the loom to unlock patterns. Requires the minecraft:provides_banner_patterns component.
- #cat_collar_dyes – Items that can dye cat collars. Color is taken from the minecraft:dye component.
- #wolf_collar_dyes – Items that can dye wolf collars. Color is taken from the minecraft:dye component.
- #cauldron_can_remove_dye – Items that can be used on water-filled cauldrons to remove the minecraft:dyed_color component.
This system lets modders and datapack creators add custom dye sources without replacing vanilla items.
Recipe Changes and Stonecutter Additions
The Minecraft 26.1 update unifies and expands recipe formats across all types. The result field now accepts short form (e.g., "minecraft:foo" instead of {"id":"minecraft:foo", "count": 1}) for all recipe types. Smelting, blasting, smoking, and campfire cooking recipes now support the count field in their results.
A new show_notification field (matching the existing one in shaped crafting) has been added to shapeless crafting, transmute, smelting, blasting, smoking, campfire cooking, stonecutting, smithing transform, and smithing trim recipes. Unused group fields have been removed from stonecutting, smithing transform, and smithing trim recipes.
The stonecutter gained powerful new shortcuts. Deepslate can now be directly crafted into its cobbled, polished, brick, and tile variants without intermediate steps. Similarly, stone can now be directly crafted into its cobblestone variants in the stonecutter, saving time and inventory space.
Seven stonecutter recipes were renamed for consistency (e.g., chiseled_stone_bricks_stone_from_stonecutting became chiseled_stone_bricks_from_stone_stonecutting), along with their related advancements.
The minecraft:crafting_special_mapcloning recipe type has been removed, its functionality absorbed by minecraft:crafting_transmute. Several special crafting recipe types (armordye, tippedarrow, bannerduplicate, bookcloning, decorated_pot, firework_rocket, firework_star, firework_star_fade, mapextending, shielddecoration) are now fully configurable via new fields, allowing datapack creators to customize ingredients, results, and behavior.
Note Block Trumpet Instrument
A new note block instrument, the trumpet, has been added. Place a note block on top of any copper block to produce trumpet sounds. The sound varies based on the oxidation level of the copper block beneath:
- Copper block – Standard trumpet tone
- Exposed copper – Slightly muted trumpet
- Weathered copper – More muted trumpet
- Oxidized copper – Heavily muted, aged trumpet
This addition gives builders and musicians four new tones to work with when creating note block compositions. The sound events are block.note_block.trumpet, block.note_block.trumpet_exposed, block.note_block.trumpet_weathered, and block.note_block.trumpet_oxidized.
Mob Sound Variants
Cats, pigs, cows, and chickens now have multiple sound variants that add personality and variety. Each animal has a "classic" variant using the original sounds, plus new variants:
- Cats – New "royal" variant with distinct meows and purrs.
- Pigs – "Mini" and "big" variants with higher or deeper oinks.
- Cows – "Moody" variant with different moos.
- Chickens – "Picky" variant with unique clucks.
Every individual animal spawned in the world is randomly assigned one of these sound variants, so your livestock will sound more diverse. The sound variant system is fully data-driven: cats use cat_sound_variant, pigs use pig_sound_variant, cows use cow_sound_variant, and chickens use chicken_sound_variant. Each variant defines separate sound sets for adult_sounds and baby_sounds, with fields corresponding to ambient, hurt, death, step, and other behavior-specific sounds.
Wolf sound variants have also been restructured. The sound_events field has been moved into a new adult_sounds field, and a parallel baby_sounds field was added to support the new baby wolf sounds.
Game Rules, Options, and UI
The game rules screen is now accessible in-game through a new "World Options" screen in the pause menu. The difficulty button in the pause menu has been replaced with a button that opens World Options, which contains both difficulty settings and a button for changing game rules. The game rules screen is available for all operators and disabled for non-operators. A search bar at the top of the game rules screen (both in-game and in world creation) lets you find rules by name, namespaced ID, description, or category.
Java 25 and Performance Improvements
Minecraft 26.1 is the first version to require Java 25. The included Java distribution is now the Microsoft build of OpenJDK 25. Default JVM options have been tweaked significantly: the game now allocates 4 GB of RAM by default (up from 2 GB), and garbage collection has been changed from G1GC to ZGC for compatible computers. The JVM arguments now include -XX:+UseCompactObjectHeaders, -XX:+AlwaysPreTouch, and -XX:+UseStringDeduplication by default.
Behind the scenes, the update changes how chunk geometry data is stored in GPU memory and how it's rendered, which should improve frame rates and reduce VRAM usage on most systems. Shader changes also improve rendering efficiency: the core/rendertype_item_entity_translucent_cull shaders have been removed in favor of core/entity, and core/rendertype_translucent_moving_block has been removed in favor of core/block. Rendering of items (in UI and in the world) has been split from core/entity into new core/item shaders.
If a server's disk space is low, a toast notification is now shown to server operators, helping prevent crashes or corruption due to full disks.
Resource Pack and Texture Changes
The resource pack version is now 84.0. Hundreds of textures have been added, renamed, or moved to reflect the baby mob overhaul and organizational improvements. The glow particles from glow squids, lightning rods, waxed blocks, unwaxed blocks, and scraped blocks now render as opaque since they never used translucency.
demo_background.png was removed in favor of popup/background.png sprite. mule_baby.png and donkey_baby.png were updated to fit the new model properly. Textures for "Pup" (likely baby wolf) were updated to fix overlapping issues.
Entity textures were extensively reorganized. Many textures moved into subdirectories: entity/armadillo.png became entity/armadillo/armadillo.png, entity/bat.png became entity/bat/bat.png, and so on. Dozens of textures were renamed for consistency: entity/cat/all_black.png became entity/cat/cat_all_black.png, entity/chicken/cold_chicken.png became entity/chicken/chicken_cold.png, etc.
Hundreds of new baby textures were added, including separate textures for every baby mob variant (e.g., entity/cat/cat_tabby_baby.png, entity/horse/horse_black_baby.png, entity/wolf/wolf_ashen_baby.png, etc.). Baby armor textures were added for all armor types in the entity/equipment/humanoid_baby/ folder. Baby llamas, trader llamas, villagers, and zombie villagers all have textures for every variant.
Block textures include the new block/golden_dandelion.png. Potted golden dandelion uses the existing potted flower framework.
Panorama and Splash Text
The main menu panorama has been updated to reflect the Tiny Takeover theme, featuring baby mobs and the golden dandelion. The splash text "Java 16 + 1 + 4 = 21!" has been changed to "Java 16 + 1 + 4 * 2 = 25!" to reflect the new Java 25 requirement.
Data Component and Enchantment Changes
Two new data components have been added. minecraft:additional_trade_cost is a transient integer component used to modify the amount of items wanted in a villager trade; it's removed after a trade has been generated. minecraft:dye represents a color of dye and is used in various places that previously required exact dye items. The presence of this component itself doesn't enable functionality—items must be explicitly allowed via tags or recipe ingredients.
The minecraft:provides_banner_patterns component now accepts an ID or a list of IDs in addition to a tag. The same change applies to minecraft:blocks_attacks (field bypassed_by) and minecraft:damage_resistant (field types).
Enchantment tags saw the removal of several trade-specific tags: #trades/desert_special, #trades/jungle_special, #trades/plains_special, #trades/savanna_special, #trades/snow_special, #trades/swamp_special, and #trades/taiga_special. A new potion tag #tradeable contains all potion effects that can appear in villager trades.
Loot Functions and Predicates
Two loot functions gained new fields. minecraft:enchant_with_levels and minecraft:enchant_randomly both now accept an optional include_additional_cost_component boolean (defaults to false). When true, a minecraft:additional_trade_cost component is added to the item based on the enchantment's cost. For enchant_with_levels, the value is determined by the levels number provider. For enchant_randomly, the value is determined by the formula 2 + random(0, 5 + level * 10) + 3 * level.
minecraft:set_instrument now accepts an ID or a list of IDs in addition to a tag in the options field. Two new loot functions were added: minecraft:set_random_dyes (additively adds random dyes to the minecraft:dyed_color component, taking a number_of_dyes number provider) and minecraft:set_random_potion (randomly sets the minecraft:potion_contents component, optionally from a specified list or tag of potions).
A new loot predicate minecraft:environment_attribute_check exactly matches the value of an environment attribute at a given position. This requires a context with an origin position set as long as the environment attribute can vary positionally. Format includes an attribute field (environment attribute ID) and a value field (exact value to match).
The minecraft:time_check loot predicate gained a clock field, specifying which world clock the time check should be done for. The existing player sub-predicate gained a new optional food field, an object with optional level (integer min/max range) and saturation (float min/max range) fields.
A new loot context minecraft:villager_trade was added, taking parameters this (the entity offering the trade) and origin (the block position of the entity at its feet).
A new number provider minecraft:environment_attribute fetches and provides the value of an environment attribute that can be represented as a number. It requires a context with an origin position set as long as the environment attribute can vary positionally. Another new number provider minecraft:sum returns the sum of a list of number providers (field summands).
Input Method Editor (IME) Support
Cross-platform CJK (Chinese, Japanese, Korean) IME support has been added. IME candidates are now shown in-game above the currently edited text field on supported platforms (currently Windows and macOS). IME input is cancelled if no screens are open. IME opens when a text input gains focus and closes when it loses focus.
A new UI sprite gui/sprites/widget/preedit.png is used for the IME preedit overlay background. This resolves a long-standing feature request (MC-91132) and makes Minecraft far more accessible to players using non-Latin scripts.
Item Model Transformations and Special Models
Several item model types (minecraft:model, minecraft:special, minecraft:range_dispatch, minecraft:composite, minecraft:select, minecraft:condition) now have transformation fields with the same format as the transformation field on minecraft:display entities. Transformations can be either an array of 16 numbers representing a matrix or a structure with decomposed translation, scale, and rotation info. For types with children (range_dispatch, composite, select, condition), the transformation composes with the children's transformations, except for minecraft:bundle/selected_item. Model transformations apply after item display transformations (i.e., the display section in model files).
Transformations for some special item models (types referenced by minecraft:special) have been extracted to item models themselves. Affected types include minecraft:bed, minecraft:banner, minecraft:conduit, minecraft:copper_golem_statue, minecraft:head, minecraft:player_head, minecraft:shulker_box, minecraft:shield, minecraft:trident, minecraft:standing_sign, and minecraft:hanging_sign.
New special model types include minecraft:bell (renders the animated bell part, no fields), minecraft:book (renders a book normally part of enchanting table or lectern, with fields open_angle, page1, and page2), and minecraft:end_cube (renders a cube with end portal or end gateway texture effects, field effect with values portal or gateway).
Existing special model types gained new fields. minecraft:bed now only renders one half (new field part, values head or foot). minecraft:banner gained an attachment field (wall or ground, default ground). minecraft:chest gained a chest_type field (single, left, or right, default single). minecraft:hanging_sign gained an attachment field (wall, ceiling, or ceiling_middle, default ceiling_middle). minecraft:standing_sign gained an attachment field (wall or ground, default ground). minecraft:shulker_box removed the orientation field.
Text Component and Server Status Changes
Components in server status messages (MotD) nested more than 16 times are now discarded and replaced with an ellipsis, preventing exploits that use deeply nested components to lag or crash clients. The minecraft:nbt text component now pretty-prints tags when the interpret field is false, instead of flattening them into a single component. Contents of the nbt and block fields are no longer silently rejected when parsing fails, and the entity field no longer accepts trailing data after a selector.
A new plain option has been added to remove styling from pretty-printed text. The plain and interpret options cannot both be enabled at the same time. The minecraft:object component gained a new optional fallback field containing a text component to use when the object can't be displayed (e.g., in server logs or during narration). Objects of type player (player heads) can no longer be used in server status messages (MotD). All such components are replaced by the fallback text. The minecraft:selector component's selector field no longer accepts trailing data after a selector.
Notable Bug Fixes
The Minecraft 26.1 update fixes 89 bugs, including several high-impact issues that have plagued players for years:
- MC-91132 – Cross-platform CJK IME support is now available, allowing players to type in Chinese, Japanese, and Korean using standard input methods.
- MC-197497 – Smooth lighting transition from level 1 to 0 is now actually smooth, eliminating jarring brightness jumps in dark areas.
- MC-302528 – Low sky and block light now render correctly when cast on the same area, fixing broken lighting that made some areas look washed out or overly dark.
- MC-302734 – Zombie horses no longer constantly move in and out of water and burn to death in sunlight, making them usable as mounts.
- MC-305580 – Baby zombie horses and baby skeleton horses no longer grow into adults, matching the behavior of other undead baby mobs.
Additional fixes include dispenser behavior with spawn eggs, revengeful zombies attacking in Creative, ender dragon respawn mechanics, bone meal behavior at build limits, tripwire transparency rendering, bundle weight limits, skeleton trapped horse despawning, and many more quality-of-life improvements.
Trivia
- While this update's changelog continues the running joke about including "removed Herobrine," this changelog states that Mojang removed "baby Herobrine" instead.
Conclusion
The Minecraft 26.1 update delivers a massive visual and technical refresh to Java Edition, centered on the adorable overhaul of baby mobs and the addition of the golden dandelion for controlling mob aging. With craftable name tags, data-driven villager trades, world clocks, environment attributes, and hundreds of bug fixes, this release represents one of the most comprehensive updates to Minecraft's underlying systems in years. Whether you're a casual player charmed by the new baby mob models or a technical creator excited by the expanded data pack capabilities, Tiny Takeover has something for everyone. Download Minecraft 26.1 today and experience the future of Java Edition.
Frequently Asked Questions
What is the Minecraft 26.1 update?
The Minecraft 26.1 update, officially named "Tiny Takeover," is a major game drop for Java Edition released on March 24, 2026. It introduces unique models and textures for all baby mobs, the golden dandelion item, craftable name tags, data-driven villager trades, world clocks, environment attributes, and extensive technical changes.
How do you craft a golden dandelion in Minecraft 26.1?
To craft a golden dandelion, place a regular dandelion in the center of a crafting table and surround it with eight gold nuggets in all remaining slots. Wandering traders also sell golden dandelions for emeralds.
What does the golden dandelion do?
The golden dandelion stops or resumes the aging process of baby mobs. Using it on a baby mob freezes its growth, and using it again allows the mob to age normally. It cannot be used on monster babies (except baby hoglins), undead mounts, or baby villagers.
How do you craft name tags in Minecraft 26.1?
Name tags are now craftable by combining one paper with any metal nugget (iron, gold, copper, etc.) in a crafting table. This change makes naming mobs much more accessible than relying on loot chests or trades.
Which mobs got new baby models in the Minecraft 26.1 update?
Nearly every baby mob received new models and textures, including baby cats, chickens, horses, pigs, wolves, rabbits, sheep, cows, axolotls, squids, dolphins, bees, foxes, goats, camels, armadillos, polar bears, llamas, zombies, piglins, villagers, hoglins, pandas, snifflets, and striders. Baby armor textures were also updated.
What are world clocks in Minecraft 26.1?
World clocks are a new system that gives each dimension its own independent internal timer. You can query, set, pause, resume, or adjust the rate of any clock using the /time command. The End now has its own clock (minecraft:the_end) that controls End flashes.
Does Minecraft 26.1 require Java 25?
Yes, Minecraft 26.1 is the first version to require Java 25. The included Java distribution is now the Microsoft build of OpenJDK 25, and the game allocates 4 GB of RAM by default (up from 2 GB).