With Minecraft snapshot 25w45a, Mojang has added the final set of features for the Mounts of Mayhem game drop. In the latest snapshot, players will finally find the long-awaited netherite horse armor, a new variant of the zombie nautilus, and a fun advancement for spears.Ever since Mojang introduced netherite nautilus armor, Minecraft players have been hoping for the same treatment for their beloved horses, as Mounts of Mayhem is all about mounts. Players will now find a new variant of the zombie nautilus in warm ocean biomes called the coral zombie nautilus.In addition to these, there are new sky colors during rain and thunderstorms. Read the complete patch notes below to learn about everything new in Minecraft snapshot 25w45a.Minecraft snapshot 25w45a patch notesNew FeaturesUpdated the panorama for the Mounts of Mayhem dropAdded Netherite Horse Armor that can be obtained by upgrading Diamond Horse Armor with a Smithing TableSpear WeaponSpears are now less forgiving if you miss a charge attackCoral Zombie NautilusAdded a new variant of the Zombie Nautilus mob: the Coral Zombie NautilusIt Spawns in Warm Oceans, replacing the normal Zombie NautilusCamel HuskDrops 2-3 Rotten Flesh when killed, with extra 0-1 for each level of LootingAdvancementsAdded the "Mob Kabob" advancement for spearing 5 enemies with a Charge attackChangesZombie Horses, Camel Husks and Nautili become persistent with any interaction from a player, not just riding themVideo memory impact of anisotropic filtering was reduced, but still remains quite highThe color of the sky during sunrises and sunsets is now affected by rain and thunderTechnical changes in Minecraft snapshot 25w45aThe Data Pack version is now 93.0The Resource Pack version is now 73.0Data Pack Version 93.0Added new Coral Zombie Nautilus mob variantThe Zombie Nautilus variants can be data-drivenItem textures were split out of the blocks atlas into a separate new items atlasIt means that the commands that were referencing the blocks atlas for item textures now need to reference the items atlas insteadZombie Nautilus VariantsZombie Nautilus variants can be data-driven by adding entries to data/<namespace>/zombie_nautilus_variant/<id>.jsonThis feature is experimentalFields in file:model - one of: normal, warmasset_id - namespaced id for this variant asset, resolves to assets/<namespace>/textures/<path>.pngspawn_conditions - a uniform variant selection rule explained belowSpawn conditionsminecraft:biomeChecks if entity is spawning in specific biomesFields:biomes - single entry, list or a tag describing biomesminecraft:moon_brightnessChecks if current moon brightness is within certain rangeFields:range - floating point range (a single number or an object like {"min": 1, "max": 2})minecraft:structuresChecks if entity is spawning in specific structuresFields:structures - single entry, list or a tag describing structuresGame RulesThe limit for the minecraft:max_entity_cramming game rule has been changed to a minimum of 0Data Componentsminecraft:piercing_weapon and minecraft:kinetic_weapon data components now have bounds on their reach parameters:min_reach: is now valid from 0.0 to 128.0max_reach: is now valid from 0.0 to 128.0hitbox_margin: is now valid from 0.0 to 1.0TimelinesTimelines are a new experimental concept defined in data packs under the timeline registry (i.e. found under data/<namespace>/timeline/<id>.json).Timelines specify game behavior based on the absolute day time (that which is set by /time set). Timelines optionally can specify a period over which they will be repeated.Primarily, Timelines are able to modify game behavior or visuals by acting as an Environment Attribute source to apply Environment Attribute modifiers.Format: object with fieldsperiod_ticks: optional integer, defines the duration in ticks over which the timeline will repeatIf not specified, the timeline will not repeattracks: optional map between Environment Attribute IDs and a corresponding Environment Attribute Track objectSee the section on Environment Attributes below for detailsTimelines by default have no effect unless they are included by a dimension - see the Dimension Types section below.With the inclusion of Timelines, Environment Attribute sources are processed in the following order (from low to high priority):DimensionsBiomesTimelinesWeather (not data-driven)InterpolationTimelines can define Attribute Tracks - these specify how a modifier for a particular Environment Attribute changes over time by defining keyframes. Depending on the attribute, interpolation may be used between each keyframe. If interpolation is not used, the previous keyframe value will always be selected.For example, a Timeline with a period of 24000 might be set up as following:At time = 0, the timeline provides sky_color = #ff0000 (red)At time = 1000, the timeline provides sky_color = #ff0000 (red)At time = 6000, the timeline provides sky_color = #ff00ff (magenta)Between time = 0 and time = 1000, the sky color will be red. Between 1000 and 6000, it will shift from red to magenta. Then, from 6000 all the way until the timeline repeats and reaches time = 0 again, the color will slowly shift back to red.Note: unlike biomes, if a Timeline uses a modifier instead of an override, interpolation is applied to the modifier arguments rather than the final modified values.Attribute TracksAn Attribute Track specified within a Timeline takes the format of an object with the following fields:ease - optional Easing Type (see below), used to ease the interpolaton of the value between keyframesDefault: linearIf the target attribute does not support interpolation, the easing mode will have no effectkeyframes - list of keyframe objects, must be ordered by the ticks field:ticks - integer between 0 and period_ticks (if specified), defines the tick (within the period) at which this keyframe's value will be activevalue - the modifier argument (format dependent on the chosen modifier)If no modifier is specified (or override is used), the type of this field is the same as the Environment Attribute itselfHow this value is used depends on the type of modifierNote: at most two keyframes can be placed on the same tick, creating an immediate transitionmodifier - optional string modifier ID, dependent on the Attribute Type (see the Common Modifiers section below)Default: overrideEasing TypesEasing Types control the interpolation between two keyframes by applying a curve. The following built-in Easing Types are provided:constant - always selects the previous keyframelinearin_backin_bouncein_circin_cubicin_elasticin_expoin_quadin_quartin_quintin_sinein_out_backin_out_bouncein_out_circin_out_cubicin_out_elasticin_out_expoin_out_quadin_out_quartin_out_quintin_out_sineout_backout_bounceout_circout_cubicout_elasticout_expoout_quadout_quartout_quintout_sineAn Easing Type may also be specified with a Cubic Bézier in the format: { "cubic_bezier": [ x1, y1, x2, y2 ] }x1: float between 0 and 1, x-coordinate of the first control pointy1: float, y-coordinate of the first control pointx2: float between 0 and 1, x-coordinate of the second control pointy2: float, y-coordinate of the second control pointDeveloper's Note: To play around with and visualize easings, easings.net and cubic-bezier.com are great references!Common Data TypesMob ActivityA string ID from the minecraft:activity built-in registry. One of:minecraft:coreminecraft:idleminecraft:workminecraft:playminecraft:restminecraft:meetminecraft:panicminecraft:raidminecraft:pre_raidminecraft:hideminecraft:fightminecraft:celebrateminecraft:admire_itemminecraft:avoidminecraft:rideminecraft:play_deadminecraft:long_jumpminecraft:ramminecraft:tongueminecraft:swimminecraft:lay_spawnminecraft:sniffminecraft:investigateminecraft:roarminecraft:emergeminecraft:digModifiersAdded blend_to_gray RGB/ARGB modifier - modifies a color by taking its grayscale form, applying a brightness modifier, and mixing with this using some factorWhere gray = brightness * (0.3 * red + 0.59 * green + 0.11 * blue), result = lerp(factor, subject, [gray, gray, gray])Argument format: object with fields:brightness: float between 0 and 1, a multiplier to apply to the grayscale valuefactor: float between 0 and 1, the factor to mix withNew Environment Attributesminecraft:visual/sunrise_sunset_colorControls the color and intensity of the sunrise and sunset effect. If fully transparent, no sunrise or sunset will be rendered. Only visible with the overworld skybox type.Value type: ARGB ColorDefault value: "#00000000"Modifiers: ARGB Color ModifiersInterpolated: yesResolved at the camera's positionminecraft:visual/sun_angleThe angle in degrees of the sun, clockwise from east to west, with 0 being directly up.Only visible with the overworld skybox type.Value type: float, angle in degreesDefault value: 0.0Modifiers: Float ModifiersInterpolated: yesResolved at the camera's positionminecraft:visual/moon_angleThe angle in degrees of the moon, clockwise from east to west, with 0 being directly up. Only visible with the overworld skybox type.Value type: float, angle in degreesDefault value: 0.0Modifiers: Float ModifiersInterpolated: yesResolved at the camera's positionminecraft:visual/star_angleThe angle in degrees of the stars, clockwise from east to west, with 0 being directly up. Only visible with the overworld skybox type.Value type: float, angle in degreesDefault value: 0.0Modifiers: Float ModifiersInterpolated: yesResolved at the camera's positionminecraft:visual/moon_phaseThe phase of the moon. Only visible with the overworld skybox type.Value type: string id, one of:full_moonwaning_gibbousthird_quarterwaning_crescentnew_moonwaxing_crescentfirst_quarterwaxing_gibbousDefault value: "full_moon"Modifiers: overrideInterpolated: noResolved at the camera's positionminecraft:visual/star_brightnessThe brightness of the stars in the sky, where 0.5 is the normal brightness during the night and 0 is fully hidden. Only visible with the overworld skybox type.Value type: float between 0 and 1Default value: 0.0Modifiers: Float ModifiersInterpolated: yesResolved at the camera's positionminecraft:visual/sky_light_colorThe visual color of sky light. For blocks with a sky light level of 0 (or minecraft:visual/sky_light_factor is 0), this will have no effect. This is the value passed to the lightmap.fsh shader as SkyLightColor.Value type: RGB ColorDefault value: "#ffffff"Modifiers: RGB Color ModifiersInterpolated: yesResolved at the camera's positionminecraft:visual/sky_light_factorThe visual brightness of sky light. minecraft:visual/sky_light_color is multiplied by this value. This is the value passed to the lightmap.fsh shader as SkyFactor.The corresponding gameplay effect is controlled entirely by minecraft:gameplay/sky_light_level.Value type: floatDefault value: 1.0Modifiers: Float ModifiersInterpolated: yesResolved at the camera's positionminecraft:audio/firefly_bush_soundsIf true and not below an opaque block, Firefly Bushes will produce idle sounds.Value type: booleanDefault value: falseModifiers: Boolean ModifiersInterpolated: noResolved at the position of a Firefly Bushminecraft:gameplay/sky_light_levelThe effective light level of the sky used by mechanics such as mob spawning or Daylight Detectors. For example, a block fully exposed to the sky will be considered to have a light level of exactly this value, while a block deep in a cave will not be affected at all.The corresponding visual effect is controlled entirely by minecraft:visual/sky_light_factor.Value type: floatDefault value: 15.0Modifiers: Float ModifiersInterpolated: yesResolved for a whole dimension (cannot be specified on a Biome)minecraft:gameplay/eyeblossom_openIf true, Closed Eyeblossoms will eventually open by random block ticks. If false, Open Eyeblossoms will do the opposite. If "default", Open or Closed Eyeblossoms will remain in their current state.Value type: one of:truefalse"default"Default value: "default"Modifiers: overrideInterpolated: noResolved at the Eyeblossom block's positionminecraft:gameplay/turtle_egg_hatch_chanceThe chance that a Turtle Egg block will switch to its next hatching state when randomly ticked.Value type: float between 0 and 1Default value: 0.0Modifiers: Float ModifiersInterpolated: yesResolved at the Turtle Egg block's positionminecraft:gameplay/creaking_activeWhile true, Creaking Heart blocks (and their corresponding Creaking) will become active. On the other hand, when false, it will enter its dormant state.Value type: booleanDefault value: falseModifiers: Boolean ModifiersInterpolated: noResolved at the Creaking Heart block's positionminecraft:gameplay/surface_slime_spawn_chanceAn additional chance rolled when a natural Slime spawn attempt occurs in a biome with the #allows_surface_slime_spawns tag.Value type: float between 0 and 1Default value: 0.0Modifiers: Float ModifiersInterpolated: yesResolved at the position of the Slime spawn attemptminecraft:gameplay/cat_waking_up_gift_chanceThe chance that a Cat lying on its owner's Bed will drop a gift (from the gameplay/cat_morning_gift loot table) when the player wakes up.Value type: floatDefault value: 0.0Modifiers: Float ModifiersInterpolated: yesResolved at the Cat's positionminecraft:gameplay/bees_stay_in_hiveWhen true, Bees will try to navigate to their Hives and will not exit unless the Hive is broken or next to a Fire.Value type: booleanDefault value: falseModifiers: Boolean ModifiersInterpolated: noResolved at a Bee or Bee Hive block's positionminecraft:gameplay/monsters_burnWhen true, monsters will burn while exposed to the sky.Value type: booleanDefault value: falseModifiers: Boolean ModifiersInterpolated: noResolved at the monster's positionminecraft:gameplay/can_pillager_patrol_spawnWhen true, Pillager Patrols are able to spawn.Note: the global skylight level must also be greater than 11.Value type: booleanDefault value: trueModifiers: Boolean ModifiersInterpolated: noResolved at the position of the patrol spawn attemptReplaces the #without_patrol_spawns biome tagminecraft:gameplay/villager_activityControls the default AI activity for adult Villagers.Not all activities are supported by Villager AI - if an unsupported one is chosen, the Villager will do nothing. The following activities are supported:corehideidlemeetpanicpre_raidraidrestworkValue type: Mob ActivityDefault value: "minecraft:idle"Modifiers: overrideInterpolated: noResolved at the Villager's positionminecraft:gameplay/baby_villager_activityControls the default AI activity for baby Villagers.Not all activities are supported by Villager AI - if an unsupported one is chosen, the Villager will do nothing. The following activities are supported:corehideidlemeetpanicplaypre_raidraidrestValue type: Mob ActivityDefault value: "minecraft:idle"Modifiers: overrideInterpolated: noResolved at the Villager's positionWorld GenerationDimension TypesAdded a new optional timelines field that specifies which Timelines are active in this dimensionFormat: a Timeline ID, a list of Timeline IDs, or a Timeline TagThe natural field has been fully replaced by the minecraft:gameplay/eyeblossom_open and minecraft:gameplay/creaking_active Environment AttributesThe effects field has been removed and replaced with the following new fields:skybox - the skybox rendering type to use, one of:none (was minecraft:nether effect ID)overworld (was minecraft:overworld effect ID)Following environment attribues are applied only when the skybox is overworld:minecraft:visual/sky_color, minecraft:visual/sun_angle,minecraft:visual/sunrise_sunset_color, minecraft:visual/moon_phase, minecraft:visual/moon_angle, minecraft:visual/star_angle, minecraft:visual/star_brightnessend (was minecraft:end effect ID)Default: overworldcardinal_light - the direction of cardinal lighting that affects blocks, one of:default (was minecraft:overworld and minecraft:end effect ID)nether (was minecraft:nether effect ID)Default: defaultThe fixed_time field has been replaced by a has_fixed_time boolean (default: false)Time-based effects such as the angle of the sun are now specified instead by Environment AttributesHowever, the remainder of behaviors formerly affected by fixed_time being present will now instead use the has_fixed_time booleanTagsBiome TagsRemoved #without_patrol_spawns - replaced by gameplay/can_pillager_patrol_spawn Environment AttributeAdded #spawns_coral_variant_zombie_nautilus - biomes where the Coral Variant of the Zombie Nautilus can spawnTimeline TagsAdded #universal - Timelines that are active in every dimensionAdded #in_overworld - Timelines that are active in the OverworldAdded #in_nether - Timelines that are active in the NetherAdded #in_end - Timelines that are active in the EndAdvancementsAdded new spear_mobs trigger with fields:player: optional entity predicate, the player using the kinetic weaponcount: optional integer, the number of mobs hit in a single use of the kinetic weaponResource Pack Versions 73.0Item textures were split out of the blocks atlas into a separate new items atlas that does not have mipmapsAll textures used in an item model have to come from the same (items or blocks) atlasAll textures used in a block model have to come from the blocks atlasItem SpritesAdded new item sprites:item/netherite_horse_armorEntity TexturesAdded new entity textures:entity/equipment/zombie_nautilus_coral.pngentity/equipment/horse_body/netherite.pngSoundsAdded new sound events for the Parrot:entity.parrot.imitate.parchedentity.parrot.imitate.zombie_horseentity.parrot.imitate.zombie_nautilusFixed bugs in Minecraft snapshot 25w45aMC-199467 - Certain entity animations stop after they've existed in world for too longMC-245895 - View Bobbing stops working after long elytra flightMC-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-301424 - entity_data item component detection is broken in resource packsMC-302184 - Copper golems in cave/void air never turn into statuesMC-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-302659 - Items such as grass blocks and cacti have incorrect textures in inventories when mipmap levels are enabledMC-302663 - Any form of attacking non-player entities always produces the “weak attack” sound instead of the appropriate soundMC-302703 - Spear can dismount invulnerable, non-living, and otherwise inanimate passengers from any vehicleMC-302887 - Spear charging animation in first person isn’t perfectly mirrored between the main hand and off handMC-302911 - If the sun texture cannot be loaded, the moon texture is reused insteadMC-303067 - Players can charge with the spear and deal damage while dyingMC-303108 - Inventory items are now mipmapped, making them look very blurryMC-303109 - Tick freeze and memory spikes with long piercing_weapon ray reachMC-303226 - Music doesn't restart after exiting a pale gardenMC-303292 - Cloud movement is jittery when the world's gametime value is largeMC-303402 - Hover events on text posted in the chat take effect even when in a GUIMC-303405 - You can attack entities diagonally through solid blocks using spearsMC-303413 - Scrolling text does not get clipped properly in UI elementsMC-303427 - The lunge enchantment doesn’t work in creative mode if you have 6 or less hunger pointsMC-303510 - Dropping a spear while charging slows down the playerMC-303554 - minecraft:piercing_weapon component causes attack cooldown damage penalty to be ignoredMC-303654 - Closed captions of parched show as straysMC-303656 - Placing blocks in empty chunk sections inside loaded chunks shows the chunk fade animationMC-303658 - Block textures are blurry on some systems, depending on mipmap and anisotropic filtering settingsMC-303659 - Elements within the language menu are not selected in order when using the TAB keyMC-303671 - Camel husks can despawn when wearing a saddleMC-303674 - The hand animation plays when right clicking on a camel husk or zombie horse ridden by another mob with a leadMC-303677 - Camel husks can despawn when attached to a leadMC-303680 - Untamed zombie horses can despawn when attached to a leadMC-303681 - Untamed zombie nautiluses can despawn when attached to a leadMC-303703 - Entities and block entities are not affected by the chunk fade-in effectMC-303704 - Statistics are no longer saved if the folder they would save into doesn't exist yetMC-303705 - Entity cramming can no longer be disabledMC-303714 - The jump bar's progress sprite is improperly scaledMC-303727 - Short effect names can cause the effect duration to appear outside the effect boxMC-303734 - deprecated.json renames translation keys to nonexistent keysMC-303744 - Ender pearls can launch players in the direction they are thrownMC-303746 - Spear attacks can hurt entities through doorsMC-303799 - There is no 'Search...' text in the search field in the world selection screenMC-303802 - Spamming right click and shift when getting into boat gives a speed boostMC-303891 - Untamed zombie horses and skeleton horses cannot have saddles placed on their saddle slot using /itemMinecraft has officially confirmed that they have now added the final features for the 2025 winter game drop. We may still receive some minor changes here and there, but this seems to be the end of the Mounts of Mayhem game drop.