{{Infobox version
| title = Minecraft 24w36a
| image = 24w36a.jpg
| image2 = Java Edition 24w36a.png
| edition = Java
| type = Snapshot
| date = September 4, 2024
| jsonhash = d92c822631962d180baa23285397fb46a8fc2b4e
| clienthash = 28ff7dc5f3a5e1759bfc4e05eab3590b23c30c6f
| clientmap = b9b745676050e51b9996223ba8383e3f5bb9e851
| serverhash = 30663a50aaf407751ae9e704758364ed9433206d
| servermap = 7124c6d09c711626b75d2e45c2f8d82e7fe70bbf
| parent = 1.21.2
| prevparent = 1.21.1
| prev = 24w35a
| next = 24w37a
| nextparent = 
}}<onlyinclude>

'''24w36a''' is the fourth [[snapshot]] for [[Java Edition 1.21.2]], released on September 4, 2024.<ref>{{snap|24w36a|September 4, 2024}}</ref>

== Additions ==
=== General ===
; [[Data component format]]
* Added <code>minecraft:item_model</code> item stack component.
<div class="treeview">
:* {{nbt|string|minecraft:item_model}}: The item model in the <code>namespace:id</code> format, which references model <samp>/assets/<namespace>/models/item/<id></samp>
</div>
:* e.g. <code>item_model="minecraft:diamond_sword"</code>


* Added <code>minecraft:equippable</code> item stack component.
<div class="treeview">
:* {{nbt|compound|minecraft:equippable}}: If present, this item can be equipped in the specified slot.
:** {{nbt|string|slot}}: The slot to put the item on. Can be one of <code>head</code>, on<code>chest</code>, <code>legs</code>, <code>feet</code>, <code>body</code>, <code>mainhand</code>, or <code>offhand</code>. 
:** {{nbt|string}}{{nbt|compound|equip_sound}}: Sound event to play when the item is equipped. Defaults to <code>item.armor.equip_generic</code>
:*** {{nbt inherit/sound event|sounds}}
:** {{nbt|string|model}}: The equipment model to use when equipped in <code>namespace:id</code> format. If not specified, falls back to rendering as the item itself when in the head, offhand or mainhand slot (or no rendering if not applicable).{{info needed|Which directory does it refer to?}}
:** {{nbt|string}}{{nbt|list|allowed_entities}}: Entity ID, entity tag, or list of entity IDs to limit which entities can equip this item. Defaults to all entities.
:** {{nbt|boolean|dispensable}}: Whether the item can be dispensed by using a [[dispenser]].<ref group="note">If the item type has special dispenser behavior, this has no effect.</ref> Defaults to <code>true</code>.
</div>
:* e.g. <code>equippable={slot:'chest',equip_sound:'item.armor.equip_chain'}</code>.


* Added <code>minecraft:glider</code> item stack component.
<div class="treeview">
:* {{nbt|compound|minecraft:glider}}: If present, this item allows players to glide (as with [[elytra]]) when equipped.
</div>
:*e.g. <code>glider={}</code>.


* Added <code>minecraft:tooltip_style</code> item stack component.
<div class="treeview">
:* {{nbt|string|minecraft:tooltip_style}}: The custom sprites for the [[tooltip]] background and frame in <code>namespace:id</code> format.{{info needed|Which directory does it refer to?}}

</div>
:*e.g. <code>tooltip_style='minecraft:special_sword'</code>.


; [[Predicates]]
* Added a new field in the player sub-predicate, <code>input</code>, that can be used to detect which movement keys the player is pressing.
** If specified the predicate matches with the corresponding keybind that the player is pressing; it supports detecting the following input:
*** <code>forward</code>: boolean (optional).
*** <code>backward</code>: boolean (optional).
*** <code>left</code>: boolean (optional).
*** <code>right</code>: boolean (optional).
*** <code>jump</code>: boolean (optional).
*** <code>sneak</code>: boolean (optional).
*** <code>sprint</code>: boolean (optional).

; [[Tag]]s
* Added the <code>bats_spawnable_on</code> block tag.
** Controls the blocks that bats can spawn on.
* Added the following item tags:
** <code>repairs_leather_armor</code>
** <code>repairs_iron_armor</code>
** <code>repairs_chain_armor</code>
** <code>repairs_gold_armor</code>
** <code>repairs_diamond_armor</code>
** <code>repairs_netherite_armor</code>
** <code>repairs_turtle_helmet</code>
** <code>repairs_wolf_armor</code>
** Control which items can be used to repair various armor sets.
* Added the <code>piglin_safe_armor</code> item tag.
** Controls what items, when worn by a player, prevents [[piglin]]s from getting angry.

== Changes ==
{{info needed section|Does the tooltip background look any different in this snapshot compared to the last one? If so, can a visual comparison be added?}}
=== Mobs ===
; [[Squid]]s
* Squid [[spawn egg]]s now only spawn adult squids.
** There is a 5% chance of squids spawned in groups in the wild to be a baby.

; General 
* When a [[mob]] converts from one type to another (e.g. [[piglin]] to [[zombified piglin]]), the health of the converted mob is set to the same percentage of max health as the original mob had before conversion.
* The calculation for the duration of the effect from [[splash potion]]s has been changed. Splash potions thrown at the player's feet now apply the effect for almost the same duration as when thrown at the head.<ref>{{bug|MC-276970}}</ref>

=== General ===
; [[Data component format]]
* <code>minecraft:item_name</code>
** This component is now always present on every item.

; [[Data pack]]
* The [[pack format]] version is now <code>52</code>.

; [[Model]]s
* All [[Item (entity)|item]] models can now use the <code>broken</code> property in model overrides that was previously limited to just the [[elytra]].
** This has a value of 1 if the item has 1 durability left, or 0 otherwise.
* The appearance of equipment when equipped by players or certain mobs can now be customized by defining 'equipment models' in the [[resource pack]].
** [[Equipment]] model definitions are loaded from <code>assets/<namespace>/models/equipment/<path>.json</code>.
*** These can then be referenced by the <code>equippable</code> component with a model id of <code>namespace:path</code>.
** The model definition is an object with fields: <code>wolf_body</code>, <code>horse_body</code>, <code>llama_body</code>, <code>humanoid</code>, <code>humanoid_leggings</code>, <code>wings</code>
*** All fields are optional, and can be used to specify a list of layers for the given model layer type.
*** Each field contains list of layer objects:
**** <code>texture</code>: namespaced texture location for this layer.
***** <code>namespace:path</code> resolves to <code>assets/<namespace>/textures/entity/equipment/<layer_type>/<path>.png</code>
**** <code>dyeable</code>: object with fields (optional), specifying how this layer behaves when dyed (in the <code>dyeable</code> item tag, and has <code>dyed_color</code> component)
***** <code>color_when_undyed</code>: RGB color int (optional)
***** If specified, this layer is tinted by the color contained in the <code>dyed_color</code> component.
****** If the item is not dyeable or not dyed, it is tinted based on the color specified by <code>color_when_undyed</code>.
****** If <code>color_when_undyed</code> is not specified and the item is not dyed, the layer is hidden.
**** <code>use_player_texture</code>: boolean (default: <code>false</code>), true if this layer texture should be overridden by a texture given by the player.
***** Only used for <code>wings</code> layers, which overrides with the player's custom elytra texture.

; [[Resource pack]]
* The version is now <code>37</code>.
* The tooltip background and frame may now be customized by replacing sprites:
** <code>tooltip/background</code>: The background of the tooltip.
** <code>tooltip/frame</code>: The frame appearing around the tooltip.
** Items with a custom <code>tooltip_style</code> component uses sprites with IDs:
*** <code><namespace>:tooltip/<path>_background</code> and <code><namespace>:tooltip/<path>_frame</code>
* The <code>nine_slice</code> GUI sprite scaling mode has a new optional boolean (true or false, yes or no) property: <code>stretch_inner</code>.
** If <code>true</code>, the inner parts of the texture (i.e. not the corners) are stretched instead of tiled.
** If not specified, defaults to <code>false</code> as before.

; [[Textures]]
* All equipment-related textures were moved to subfolders of the <samp>textures/entity/equipment</samp> directory.
** Player armor textures were moved to <samp>textures/entity/equipment/humanoid</samp> and <samp>textures/entity/equipment/humanoid_leggings</samp>
*** <samp><material>_layer_1</samp> textures were renamed to <samp><material></samp>, and moved into the <samp>humanoid</samp> subdirectory.
*** <samp><material>_layer_2</samp> textures were renamed to <samp><material></samp>, and moved into the <samp>humanoid_leggings</samp> subdirectory.
*** <samp>leather_layer_1_overlay</samp> and <samp>leather_layer_2_overlay</samp> textures were renamed to <samp>leather_overlay</samp> in their respective subdirectories.
** <samp>wolf_armor</samp> and <samp>wolf_armor_overlay</samp> textures have moved to <samp>textures/entity/equipment/wolf_body/</samp> and were renamed to <samp>armadillo_scute</samp> and <samp>armadillo_scute_overlay</samp> respectively.
** <samp>turtle_layer_1</samp> has been renamed to <samp>turtle_scute</samp>.
** Llama decor textures were moved to <samp>textures/entity/equipment/llama_body</samp>
** Horse armor textures were moved to <samp>textures/entity/equipment/horse_body</samp>
** The elytra texture has been moved to <samp>textures/entity/equipment/wings/elytra</samp>
* Armor trim textures have also been moved to match the folder structure of the regular <code>equipment</code> textures.
** Textures in <samp>textures/trims/models/armor</samp> were divided between <samp>textures/trims/entity/humanoid</samp> and <samp>textures/trims/entity/humanoid_leggings</samp>
** For leggings textures, the <samp>_leggings</samp> suffix is dropped.

; [[Trim]]s
* All equippable items with an equipment model defined support rendering trims, based on the <code>trim</code> component.
* Trim textures are loaded from the appropriate folder in the <samp>textures/trims/entity</samp> directory.
** For example, armor with wolf_body layers fetch trims from <samp>textures/trims/entity/wolf_body</samp>

== Experimental ==
; [[Bundle]]s
* When a bundle is used in the hotbar, one group of items is emptied at a time instead of everything being emptied at once.

== Fixes ==
{{Fixes|fixedin=24w36a
|;From released versions before 1.21
|16829|The horse armor model does not show the enchantment glint effect.
|38022|Order of rendering translucent block faces fails to update with camera position.
|88967|Most NBT tags are not kept when a mob converts to another mob.
|92875|Collisionless blocks ignore entities with high velocity.
|135898|Teams are not retained when a mob converts to another mob.
|154053|Trader llama spitting far distance when attacked.
|167242|Bed stays occupied after a lightning turns the villager sleeping in it into a witch.
|186362|Casting issue: Translucent block rendering breaks down at high distances.
|196556|When projectiles (such as arrows and tridents) move too fast, they can't be teleported by portals and end gateways.
|196736|Hoglins break their leash when zombifying, despite zoglins being leashable.
|196964|Fall damage is reset when an entity converts to another entity.
|207101|When a lingering potion lands on top of a player/mob, the area effect cloud spawns above the player/mob instead of inside it, rendering the lingering potion useless.
|230317|Lead disappears when mooshroom cow is sheared.
|250924|Goat horns are missing sounds.
|259376|{{cd|ServerboundMovePlayerPacket}}'s xRot can have invalid value.
|259936|Equipping armor in hand via right-click equips entire stack.
|261666|Armor given to villagers is lost when they convert to zombie villagers.
|262598|Tripwire textures in the tripwire hook "{{cd|attached: true}}" state have a wrong black rendering when the tripwire hook is attached to a non-transparent block.
|269447|Hover text background box cannot be retextured.
|270183|Lingering potions do not give effects when hit on the target's head.
|271826|Armor default attribute modifier component can't be removed.
|;From 1.21
|273300|Horse armor and wolf armor swap from off-hand to main hand upon pressing the Use Item/Place Block key.
|;From 1.21.1
|275919|issues with hit detection/registration in PvP since server switch to 1.21.
|;dev
|275228|The player can duplicate items in the Creative hotbar.
|275239|Item duplication while a screen is opened (Creative mode).
|275298|Blocks with special collision behavior have a larger detection range than previously.
|275299|Crafting using {{key|Ctrl}} + Drop key crafts the incorrect amount of items.
|275344|Sweet berry bushes deal damage inconsistently.
|275345|Inventory bug that causes items to be constantly shuffled.
|275418|Feeding baby dolphins won't speed up their growth.
|275437|Fast moving entities freeze the server which causes watchdog crash.
|275445|Specifying the size of a target in post effect shaders fails.
|275450|Player motion data no longer updates while riding another entity.
|275455|Player motion is no longer retained on relative teleportation.
|275462|Bats can spawn in unusual places, such as in woodland mansions and beneath trees.
|275497|The repairable data component does not exist in armor items by default.
|275537|Sliding down honey blocks is slower than in previous versions.
|275622|Minecarts with TNT are more volatile than in previous releases.
|275624|Redstone wire with custom model unexpectedly appears green.
|275638|It is still possible to go through portals without being teleported when going quickly enough by throwing Riptide tridents.
|275642|Baby dolphins do not spawn naturally.
|275655|Entity rotation does not visually update when using the {{cmd|teleport}} command until the world is reloaded.
|275745|A scoreboard objective with display mode {{cd|below_name}} renders right behind the player's name.
|275767|Camera is shaky when riding an entity that is being constantly teleported.
|275770|Guardian beam attacks stay yellow and do not shift colors anymore.
|276027|Chestplates and boots on armor stands render the helmet overlay texture.
|276030|The blue highlighted text background for signs is gone.
|276064|Tall grass generated from bone mealing a grass block will delete the second block above it.
|;previous
|276122|Soul sand and magma block bubble columns don't move the player vertically in Creative mode when not flying.
|276132|Translucency sorting seems to be slightly broken.
|276179|Zombie villagers don't raise their arms to attack again.
|276204|Dolphins and axolotls keep trying to swim into the seabed.
}}</onlyinclude>

== Video ==
{{slicedlime|riIq7IPSBRU|Bui5yWP7G8s}}

== Notes ==
{{notelist}}

== References ==
{{reflist}}

== Navigation ==
{{Navbox Java Edition versions|1.2x}}

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