Minecraft Mounts of Mayhem game drop has finally rolled out for Java Edition. This update brings exciting features, ranging from a brand new tiered weapon to many new mounts for players to tame.The main attractions of Mounts of Mayhem are the spear, nautilus, zombie nautilus, zombie horse, camel husk, parched skeleton, and many more. Mojang has also added two new graphical options, Texture Filtering and Anisotropic Filtering, in the game settings to improve Minecraft’s appearance.Players will face new dangerous jockey mobs in the Overworld, and defeating them will reward them with an undead mount. Read the complete changelogs for Minecraft 1.21.11 Mounts of Mayhem to find out everything that’s new and changed.Minecraft 1.21.11 Mounts of Mayhem patch notesNew FeaturesAdded Nautilus and Zombie NautilusAdded Nautilus ArmorAdded Spear WeaponUpdated advancements to include the Nautilus, the Zombie Nautilus, the Zombie Horse, the Camel Husk, and the ParchedAdded new graphical options "Texture Filtering" and "Anisotropic Filtering"Added Netherite Horse Armor that can be obtained by upgrading Diamond Horse Armor with a Smithing TableNautilusNautilus in warm ocean (Image via Mojang)Nautilus is a new neutral aquatic mob.Spawns in all ocean biomesAttacks using a Dash attack, if provokedOccasionally attacks Pufferfish within range using the Dash attackHas a Dash skill similar to Camels, used by pressing the Jump buttonTakes suffocation damage on landAdds the "Breath of the Nautilus" effect to mounted playersNautilus can be bred and tamed using Pufferfish or a Bucket of PufferfishDespawn naturally, however become persistent when interacted with by a playerA Tamed Nautilus:Can be mounted using a SaddleWith a Saddle has a roaming restriction of 16 blocksWithout a Saddle has a roaming restriction of 32 blocksZombie NautilusZombie Nautilus is a new underwater mob that spawns with a Drowned rider wielding a TridentZombie Nautilus is only hostile if ridden by a hostile mobZombie Nautilus behaves similar to the Nautilus except that it cannot be bredCoral Zombie NautilusRare coral zombie nautilus (Image via Mojang)The Zombie Nautilus has a Coral Zombie Nautilus variant that spawns in the Warm Ocean biomeNautilus ArmorEquippable on the Nautilus and Zombie NautilusComes in Copper, Golden, Iron, Diamond and Netherite versionsParchedParched is a new Skeleton variant.Spawns at light level 0 in Deserts replacing some of the regular SkeletonsDoes not burn in sunlightShoots Arrows of WeaknessIs immune to Weakness effectHas a slower rate of fire compared to normal Skeletons, similar to BoggedDoes not spawn in caves, following the Husk's spawning rulesCamel HuskNew camel husk and parched skeleton (Image via Mojang)New undead Camel variantSpawns a 0 light level in DesertsDoes not burn in sunlightSpawns with two riders: A Husk wielding a Spear and a ParchedDo not spawn in caves, following Husks spawning rulesIs hostile if the rider is a hostile mobPassive without a riderDespawns with other hostile mobs, however becomes persistent when interacted withFavorite food is Rabbit FootCannot be bredAs a mount they work similar to normal CamelsDrops 2-3 Rotten Flesh when killed, with extra 0-1 for each level of LootingAlso Read: Every new mob in Minecraft Mounts of Mayhem explainedSpear WeaponNew weapon that can be crafted in Wood, Stone, Copper, Iron, Gold, Diamond and Netherite versionsEach material has different stats for timing, influencing how fast they are to useHas a minimum reach for damage, being too close to a target will yield no damageHas extended maximum reach compared to other tools and weaponsBounces back visually on hitHas two attacks. Jab and ChargeDoes not cause item interact vibrationsZombies, Husks, Zombified Piglins and Piglins can spawn with the SpearGolden Spear is considered a preferred weapon by PiglinsJab AttackQuick-press primary action button to useLow damage attack with knockbackCooldown between attacksWooden Spears have the fastest cooldown; Netherite the slowestCan hit multiple enemiesDoes not destroy blocksCharge AttackPress and hold the secondary action button to useDamage is based on Spear material, the player’s view angle, and the velocity of both the player and the targetWhile holding down the button, the attack goes through three stages before returning to idle:Engaged: The Spear can deal damage, knockback, and dismount mounted enemies if the speed is above the required thresholdsTired: Indicated by the Spear rotating to a vertical position and shaking. The Spear can deal damage and knockback (but not dismount) if the speed is above the required thresholdsDisengaged: Indicated by the Spear being lowered, pointing downwards. The Spear gives damage but not knockback or dismount if the speed is above the required thresholdThe Spear's range when used by mobs is half of that when used by players, but they can deal damage, dismount and knockback at lower speeds than the playersZombies, Husks, Zombified Piglins and Piglins know how to charge with a SpearLunge EnchantmentSpear exclusive enchantmentOnly works with the Jab attackWhen doing a Jab attack with Lunge, it propels the player horizontally in the view directionThe view angle needs to be perfectly leveled horizontally to achieve maximum lunge distanceUsing Lunge has a durability cost of 1 for using Lunge across all Enchantment levelsUsing Lunge consumes hunger points by exhausting the player, similar to sprinting or jumpingLevel 1 Lunge consumes 1 hunger point, level 2 consumes 2 hunger points, and level 3 consumes 3 hunger pointsLunge can only be used if the player has at least 6 hunger points in their hunger barDoes not work when the player is in water or flying with ElytraAdvancementsAdded the "Mob Kabob" advancement for spearing 5 enemies with a Charge attackUpdated the "How did we get here?" advancement to include the Breath of the Nautilus effectUpdated the "Best Friends Forever" advancement to include the Nautilus, Zombie Nautilus, and the Zombie HorseUpdated the "The Parrots and the Bats" advancement to include the NautilusUpdated the "Two by Two" advancement to include the NautilusUpdated the "Monster Hunter" advancement to include the Zombie Nautilus, the Zombie Horse, the Camel Husk and the ParchedUpdated the "A Throwaway Joke", "Take Aim" and "It Spreads" advancements to include the Nautilus, the Zombie Nautilus, the Zombie Horse, the Camel Husk and the ParchedUpdated the "Oh Shiny" advancement to include the Golden Spear and Golden Nautilus ArmorTexture FilteringNew option in Video SettingsControls the method used to sample textures when they are viewed at an angle or from a distanceAvailable values are "None", "RGSS", and "Anisotropic"The default depends on your graphics preset and hardware"RGSS" (Rotated Grid Super Sampling) is a shader-based filtering method that improves texture clarity at a moderate performance costThis is available on all hardware"Anisotropic" is a hardware-based filtering method that provides the best texture clarityThe maximum anisotropy may be "2x", "4x", and "8x", controllable by a separate sliderIf your hardware does not support it, Anisotropic Filtering will do nothingThis significantly impacts video memory usage (especially combined with a high mipmap count)Changes in Minecraft Mounts of MayhemZombies, Husks, Piglins and Zombified Piglins can now hold SpearsPiglins now consider Golden Spears as one of the items they likeParrots can now mimic the sounds of Zombie Nautilus, Zombie Horse, Camel Husk and ParchedItems will no longer "bob" whenever their durability changes, such as when losing durability from an attack, or repaired by MendingSome changes were made to debug renderersGraphics modes "Fast", "Fancy", and "Fabulous!" have been replaced with graphics presets with the same namesCloud movement is now the same for all players on a serverNetherite Armor points have been increased for the Body slot from 11 to 19All blocks in the world now have mipmaps applied if enabled in video settingsBlocks that did not have mipmaps before, such as different vines, rails, folliage (apart from leaves) and more should look better from higher distancesClient FPS is expected to be higher for most playersUnderwater biome fog color and fog distance is now blended based on the player's position between biomes, similarly to regular biome fog and sky colorsEnvironmental Fog in the Nether is no longer dependent on the render distance setting, and will consistently be applied from 10 to 96 blocksHorses, Mules, Donkeys, and Camels no longer sink in water while ridden by a playerChunks now fade in instead of appearing out of nowhere, with the fade-in time adjustable through Video SettingsBats no longer spawn more frequently and in higher light levels between October 20 and November 3The color of the sky during sunrises and sunsets is now affected by rain and thunderHorses, Mules, Donkeys, Camels, Zombie Horses and Camel Husks will not panic if controlled by MobsSpawn Eggs have been reorganized into groups in the Creative InventoryMobs no longer spawn during chunk generation when the minecraft:spawn_mobs game rule is set to falseWhen the "See-Through Leaves" video setting is disabled, the gaps between leaves are now dark green instead of blackTurning the "See-Through Leaves" video setting off now gives a bigger performance boost than beforeAdded splash text "One does not simply walk to the Far Lands"Developer’s Note: This statement was proven false on October 4, 2025.Tamed horses no longer run into cacti or sweet berry bushesZombie HorseZombie Horses now spawn naturallyZombie Horses spawn in darkness, and burn in sunlight like other undead mobsZombie Horses count towards the hostile mob cap and spawn with other hostile mobsZombie Horses do not display any hostile behavior towards players. Their hostility resides solely in their Zombie riderZombie Horses can be leashed when its mob jockey is removedZombie Horses despawn like other hostile mobsHowever, they become persistent when interacted with by a playerZombie Horses can be tamed in the same fashion as regular Horses, and can then be mounted and controlled by a playerZombie Horses can be healed and tempted using Red MushroomsTamed Zombie Horses can be equipped with a Saddle and Horse ArmorHorse Armor protects Zombie Horses from sunlight damageZombie Horses have 25 health points (12.5 hearts) of healthZombie Horses have variable movement speed and jump strength, determined when they spawnZombie Horses drops 2-3 Rotten Flesh when killed, with extra 0-1 for each level of LootingZombies riding Zombie Horses now have a chance of dropping a Red Mushroom on deathMob SpawningZombie Horses now has a chance to spawn in plains and savanna biome types, with a zombie rider holding an iron spearWorld GenerationAdded various spears to various loot chests around the worldIron Spears can be found in Buried Treasure chestsCopper and Iron Spears can be found in Weaponsmith chests in villagesStone Spears can be found in Ocean Ruin chestsDiamond Spears can be found in Bastion Remnant and End City chestsCopper, Iron, Golden, and Diamond Nautilus Armor now have a chance to be found in the Chests for the following Structures:Buried TreasureOcean RuinsShipwreckStatus EffectsAdded Breath of the Nautilus effectEffect that affects mounted playersPauses player oxygen consumption (but does not replenish oxygen)Minor Tweaks to Blocks, Items and EntitiesItemsSpawn Eggs are now sorted thematically in the Creative Inventory, according to the following categories:OverworldFarm AnimalsMountsPetsWild AnimalsAquaticMiscellaneousGolemsVillagersUndeadSpidersMonstersIllagersNetherThe EndSoundsAnvil destroy, land, place and use sounds now play at a slightly lower volumeAccessibilityKeys used to access debug features can now be reboundIt is part of a new Debug category in the Key Binds screenThe F3 + Q keybind to display a debug help message in chat has been removedThe debug modifier key can be bound separately from the debug overlay keyThe key to toggle GUI can now be reboundThe key to toggle spectator shader effects, such as when spectating an enderman, can now be reboundInputSeveral uses of the cmd key on Mac have been rebound to ctrl:The input modfier to drop all itemsThe input modfier to include all the data when picking a blockThe input modfier to change GUI scale in the Video Settings screenStopping the recipe book from cycling through variations of itemsPerformance ImprovementsDebug Renderer ChangesSame as before, do not treat debug renderers as supported features, they are there only to aid with developmentMore debug renderers are now available through the Debug Settings screenSome existing renderers were improvedThe performance of debug renderers has been significantly improvedGraphics PresetsSettings on the Video Settings screen have been reordered and split into 3 sections: "Display", "Quality & Performance", and "Preferences"The following settings that were duplicating accessibility settings have been removed from the Video Settings screen:"View Bobbing""Glint Speed""Glint Strength""FOV Effects""Distortion Effects"Tweaks that were previously hidden behind the "Graphics" setting have been split out to be configurable independently:"See-Through Leaves""Show Vignette""Weather Effect Radius" configures the distance in blocks within which rain and snow are visible"Improved Transparency" resolves some of the transparent geometry rendering issues at a significant GPU cost, previously was hidden behind "Fabulous!"A new "Preset" slider was added to the top of the "Quality & Performance" sectionPresets, as you would expect based on gaming industry standard, control most of the "Quality & Performance" settings at once, not only the ones that were previously hidden behind the "Graphics" settingAvailable presets are "Fast", "Fancy", "Fabulous!" and "Custom"The default preset is "Fancy" for new playersBut for players who are upgrading to this version the preset will be set to "Custom" to preserve your current configurationUIMenu sliders will now "stick" to the closest available value when you release them after dragging with a mouseWhen using keyboard to change slider values, arrow keys will now move the slider to the next available value, not by one pixel as beforeThe inF3 button in the Debug Option screen has been renamed to inOverlayThe Single Biome Customization screen now has a search boxThe language selection screen now has a search box to filter languagesRenamed the "Show Music Toast" option to "Music Toast"Added a third state to the "Music Toast" option, allowing it to only be shown in the pause menuFixed bugs in Minecraft 1.21.11MC-2791 - The player model in the inventory screen renders in the wrong orientation when it's not standing up straightMC-22882 - Ctrl + Q doesn't work on MacMC-53491 - The world border can change in size when the game is pausedMC-54988 - World border "warning" effect is not shown when graphics setting is set to "Fast"MC-54989 - Sliders can be moved to positions between available valuesMC-73186 - Gaps between the faces of item models and complex block modelsMC-80476 - On macOS, the "drop item stack" shortcut conflicts with the "quit Minecraft" shortcutMC-114265 - Mipmaps are too dark around transparent edges in textures (e.g. side of grass)MC-146862 - Long effect names cause text to appear outside the effect boxMC-147718 - F1, F3, F3+[char] combos cannot be reboundMC-149630 - Some particles have very thin, vertical lines that flash in and out around the particlesMC-154651 - Boats and rafts can break off paintings and item framesMC-159275 - Map player markers on maps of the nether don't rotate when doDaylightCycle is disabledMC-162573 - A white outline is rendered on composters' edges when viewed from far awayMC-171688 - Invisibility status of LivingEntity is not updated when ActiveEffects are modified directlyMC-179383 - Leaves not culled with graphics set to FastMC-188602 - In non-natural custom dimensions, if "bed_works" is set to true, beds cannot be used to skip the night or set the spawn pointMC-189837 - Nether fog is dark after rejoining a world that is thunder storming in the OverworldMC-195505 - Short grass is unaffected by mipmap levelsMC-199467 - Certain entity animations stop after they've existed in world for too longMC-234358 - Moiré patterns / aliasing on certain objects when viewed from a distanceMC-237158 - Magma blocks can generate on the ceilings of caves below aquifersMC-238715 - The "minecraft:block.chest.locked" sound cannot be heard by other players when attempting to open locked blocksMC-241321 - Darkness vignette effect is not shown when graphics setting is set to "Fast"MC-245854 - Fast graphics description is slightly misleadingMC-245895 - View Bobbing stops working after long elytra flightMC-248499 - Potion UIs displayed within the inventory don't have cyan outlines if the effects are granted by beacons or conduitsMC-259368 - Z-fighting occurs on trimmed armor itemsMC-263562 - World types in Realms backup info screen are untranslatableMC-264151 - Glass blocks do not use mipmapping, but glass panes doMC-266425 - Recipes for new waxed copper blocks are not groupedMC-267364 - Teleporting in the air is considered flying by serverMC-269295 - Jump bar progress renders unused pixels from dynamic texture atlasMC-271729 - Armadillo scute drops are not affected by the mob_drops game ruleMC-271938 - Mace smash attack can push players in creative mode that are flyingMC-271941 - Music discs can sometimes spawn inside jukeboxes when ejected from themMC-274828 - Horse armor item and entity model tint affects the entirety of the texturesMC-276382 - Leather horse armor leggings & helmet parts are untexturedMC-276445 - Highlighted text within the anvil and creative inventory interfaces renders blue making it difficult to readMC-277768 - Mipmapping no longer affects itemsMC-278742 - Creakings cannot be ridden by any entities using commandsMC-279076 - Certain mobs will always retarget the player upon reloading the chunks, regardless of distance or gamemodeMC-295949 - Flying through vines with an elytra cancels the flightMC-296952 - F4 key to toggle shaders cannot be reboundMC-297328 - Unloading and reloading an area causes invisible entities to be visible until you get close enough.MC-297367 - Checkbox filled status isn't narratedMC-298405 - Text components in the "label" of input controls in dialogs don't support "hover_event"MC-298767 - Piercing arrows phase through mobs that are in the same blockMC-298915 - Multishot crossbows loaded in survival or adventure mode show their secondary charged projectiles on a separate line in the tooltipMC-298942 - Character body moves instead of the head when riding a happy ghastMC-299136 - Hyper Potions (Ian Tsuchiura) is not mentioned in the credits and splash textsMC-299196 - Waypoints fade out when an advancement is grantedMC-299876 - Labels for booleans within dialogs are rendered in a slightly different shade of white than normalMC-300588 - Waypoint modifications reset upon deathMC-300642 - When texture atlases are large, gaps are rendered between blocks that have a low resolutionMC-300979 - The movement and duration messages in the demo introduction screen now have a text shadowMC-301127 - Music stops and restarts when trying to connect to a server when the music frequency is set to constantMC-301271 - Object text components do not render in some places unless there are text glyphs on the same lineMC-301311 - The “Transfer Now” button no longer renders highlighted when the java realms information box is selectedMC-301424 - entity_data item component detection is broken in resource packsMC-301516 - The mouse cursor doesn’t change to the hand shape when hovering over tabs in the “Create New World” menu and similar screensMC-301517 - The mouse cursor doesn’t change to the hand shape when hovering over arrows in the singleplayer, multiplayer, resource packs, and data packs menusMC-301518 - The mouse cursor doesn’t change to the hand shape when hovering over checkboxesMC-301520 - The mouse cursor doesn’t change to the hand shape when hovering over the difficulty lock buttonMC-301527 - The mouse cursor doesn’t change to the resize shape when scrolling in the advancements menuMC-301557 - The shading direction of the bolts on single and large copper chests does not matchMC-301595 - Music toasts briefly appear in the pause menu after a song has finishedMC-301632 - Comparators measuring jukeboxes do not update when a music disc is taken out of a jukebox if the music disc has already finished its songMC-301754 - The hand animation plays when right-clicking shelves with nothing in your handMC-301756 - The “This is a Snapshot Realm…” box outline is rendered above the delete realm interfaceMC-301763 - The outline of the “Invited” element within the realms “Players” tab renders above other tabs when selected and when a scroll bar is presentMC-301805 - Selected item outline on statistics screen renders outside of scissor areaMC-301879 - Double weathered and waxed weathered copper chests' bottom texture looks off compared to the other variantsMC-301988 - Buttons in the telemetry screen are not aligned properly in some languagesMC-302030 - Setting commandBlocksEnabled to false prevents command blocks from being editedMC-302071 - Single and double copper chests have inconsistent side texturesMC-302111 - Elements within the resource pack and data pack menus are not selected in order when using the TAB keyMC-302184 - Copper golems in cave/void air never turn into statuesMC-302209 - Debug renderers stop working when changing dimensionsMC-302246 - Sprite object component does not render in server list depending on component treeMC-302254 - Cursor changes do not work for command suggestionsMC-302288 - All shelves have the oak tan map colorMC-302325 - When the player toggles a debug renderer using its hotkey (F3+B, F3+G) while in the debug options screen, the corresponding entry is not updatedMC-302338 - The narrator button in the Accessibility Settings menu doesn't update upon pressing Ctrl+BMC-302362 - Clicking on "Singleplayer" or "Multiplayer" in the main menu then immediately clicking on a world or server joins it even when not clicking the play buttonMC-302409 - Lightning that strikes waxed lightning rods do not deoxidize nearby unwaxed copper blocksMC-302469 - Creepers at the player's exact position with an explosion radius of 0 set the player's velocity to NaNMC-302477 - Loot tables stopped supporting SNBT as entity dataMC-302482 - Resource and data pack names can overlap selection boxes when the scroll bar is presentMC-302493 - The mouse cursor doesn't change to the hand shape when hovering over the close button in the "Add Realm" screenMC-302516 - Zombie villagers spawn as the variant matching the biome at 0, 0, 0MC-302549 - Server main thread deadlock during respawn position resolution when the entire world spawn radius is filled with fluidsMC-302601 - A white outline is rendered on anvils' top texture when viewed from far awayOther than these, there are many technical features and changes in the Minecraft 1.21.11 update. Players interested in the technical aspects of the update can check the official patch notes for a better understanding.Related: How to download Minecraft 1.21.11 update for Java Edition