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Changelog v0.11.0
github-actions edited this page Jul 13, 2026
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Released 13th July 2026.
This version introduces a major breaking change: the public blocking transaction API has been removed in favour of owner-safe scheduling APIs. See the v0.11.0 Migration Guide before upgrading. It also adds nether and End portals, shulker boxes, bamboo blocks, candles and a world-owned redstone engine.
- Implemented candles and candle cakes
- Implemented shulker boxes
- Implemented bamboo and bamboo sapling
- Implemented bamboo building blocks and items
- Block break duration now accounts for status effects and the surrounding environment
- Added block state accessors (
FacingDirection/WithFacing,PillarAxis/WithAxis,DyeColour/WithColour) along with acmd/blockaccessorgenerator to produce them
- Implemented a client input lock system for selectively restricting player input
- Natural regeneration now matches vanilla behaviour
- Implemented Nether portals
- Implemented End portals
- Redstone is now driven by a world-owned engine
- Added a synchronous world mode via
Config.Synchronousfor deterministic, in-process worlds, with time advanced throughWorld.AdvanceTick, enabling behaviour to be unit tested without a running server
- Added
RuntimeIDToHash()to theBlockRegistryinterface
- Added missing level.dat fields
- Removed the public blocking transaction API (
World.ExecandExecFunc) in favour of owner-safe scheduling APIs:-
World,EntityHandleandPlayernow exposeDo()andDoAfter()for fire-and-forget scheduling -
world.Call(),world.CallEntity(),world.CallRef()andplayer.Call()schedule work and await a result - Added
world.EntityRef[T]andplayer.Reffor owner-safe entity handles, created viaworld.NewEntityRef()andplayer.NewRef() - Added
Tx.Defer()andTx.DeferErr()for scheduling follow-up work from within a transaction - Scheduling calls return a
world.Task, exposingWait(),Done(),Err(),Cancel()andOnDone() - Added
world.RethrowPanic()andworld.PanicErrorfor surfacing panics raised inside scheduled tasks - See the v0.11.0 Migration Guide for a full before/after walkthrough of updating existing code
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- Fixed missing axe and hoe swing animations
- Fixed player fall state handling
- Fixed floating arrow bug and incorrect crossbow charging check
- Guarded against out-of-range anvil index, unknown loom pattern and unopened NPC dialogue
- Items collected by hoppers now stop ticking
- Fixed panic when a sessionless player logs in
- Fixed panic on out-of-range
CreateStackRequestActionresult slot - Guarded against a nil session handle in entity metadata
- Fixed missing entity body yaw rotation
- Persistent sneaking input is now synchronised correctly
- Rejected invalid network subchunk bounds during decoding
- level.dat is now always read in full to prevent potential reading errors
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