While Wednesdays are generally known to fans for Minecraft snapshots and betas, September 4, 2024, turned out to be extra special, as Warner Bros. released the first teaser trailer for the Minecraft live-action movie. While the trailer has received mixed reactions from fans, players can also get excited about the new Minecraft snapshot 24w36a, which went live for the Java Edition.Minecraft snapshot 24w36a introduces some exciting technical features that will be useful to data pack creators. One of these features is new item components that allow players to control whether an item is equippable or not. Additionally, Minecraft's resource pack has been updated with the ability to apply trims to any equippable item.However, these technical changes may not mean much to the average Minecraft player. For them, Mojang has made improvements to bundles, squid spawn eggs, and zombie piglin conversion. As always, there are several bug fixes included with the new Minecraft snapshot.Minecraft snapshot 24w36a patch notesKnown IssuesEnder Pearls will not teleport you to the right locationExperimental FeaturesBundlesWhen a Bundle is used in the hotbar, one group of items is emptied at a time instead of everything being emptied at onceAlso Read: How to make and use Minecraft bundlesChangesSquid Spawn Eggs now only spawn adult SquidsThere is a 5% chance of Squids spawned in groups in the wild to be a babyWhen a mob converts from one type to another (ex: 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 conversionTechnical ChangesThe Data Pack version is now 52Resource Pack version is now 37Data Pack Version 52TagsBlock Tagsbats_spawnable_on: Blocks that bats can spawn onItem TagsAdded new tags to control which items can be used to repair various armor sets:repairs_leather_armorrepairs_iron_armorrepairs_chain_armorrepairs_gold_armorrepairs_diamond_armorrepairs_netherite_armorrepairs_turtle_helmetrepairs_wolf_armorpiglin_safe_armor: Items that, when worn by a player, will cause Piglins to not get angryChanged Item Componentsminecraft:item_nameThis component is now always present on every itemNew Item Componentsminecraft:item_modelControls item modelPresent on every itemFormat: namespaced idnamespace:id will reference model /assets/<namespace>/models/item/<id>minecraft:equippableIf present, this item can be equipped by players in the selected slotWhen right-clicking with an item with this component, it will be swapped into the appropriate slotFormat: object with fieldsslot: one of head, chest, legs, feet, body, mainhand, or offhandequip_sound (optional): Sound event to play when the item is equippedIf not specified, the default armor equip sound will be playedmodel (optional): namespaced ID of the equipment model to use when equippedThese model definitions are loaded from Resource PacksIf not specified, will fall back to rendering as the item itself when in the head slot (or no rendering if not applicable)allowed_entities (optional): Entity ID, Entity Tag, or list of Entity IDs to limit which entities can equip this itemIf not specified, any entity (that can wear this kind of equipment) is allowed to equip this itemdispensable: boolean (default: true), whether the item can be equipped by using a DispenserIf the item type has special dispenser behavior, this will have no effecte.g. equippable={slot:'chest',equip_sound:'item.armor.equip_chain'}minecraft:gliderIf present, this item will allow players to glide (as with Elytra) when equippedFormat: empty objecte.g. glider={}minecraft:tooltip_styleIf present, this item can use custom sprites for its tooltip background and frameFormat: namespaced ID for a tooltip styleA tooltip style of namespace:path will use sprites with IDs:<namespace>:tooltip/<path>_background and <namespace>:tooltip/<path>_framee.g. tooltip_style='minecraft:special_sword'PredicatesAdded a new field in the Player sub-predicate, input, that can be used to detect which movement keys the player is pressingIf specified the predicate matches with the corresponding keybind that the player is pressing; it supports detecting the following input:forward : boolean (optional)backward : boolean (optional)left : boolean (optional)right : boolean (optional)jump : boolean (optional)sneak : boolean (optional)sprint : boolean (optional)Resource Pack Version 37Introduced equipment modelsTextures for entity equipment have been moved and renamedThe tooltip background and frame may now be customized by replacing sprites:tooltip/background: The background of the tooltiptooltip/frame: The frame appearing around the tooltipItems with a custom tooltip_style component will use sprites with IDs:<namespace>:tooltip/<path>_background and <namespace>:tooltip/<path>_frameThe nine_slice GUI sprite scaling mode has a new optional boolean property: stretch_innerIf true, the inner parts of the texture (i.e. not the corners) will be stretched instead of tiledIf not specified, defaults to false as beforeItem ModelsAll item models can now use the broken property in model overrides that was previously limited to just ElytraThis will have a value of 1 if the item has 1 durability left, or 0 otherwiseCustom Equipment ModelsThe 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 assets/<namespace>/models/equipment/<path>.jsonThese can then be referenced by the equippable component with a model id of namespace:pathThe model definition is an object with fields: wolf_body, horse_body, llama_body, humanoid, humanoid_leggings, wingsAll fields are optional, and can be used to specify a list of layers for the given model layer typeEach field contains list of layer objects:texture: namespaced texture location for this layernamespace:path will resolve to assets/<namespace>/textures/entity/equipment/<layer_type>/<path>.pngdyeable: object with fields (optional), specifying how this layer behaves when dyed (in the dyeable item tag, and has dyed_color component)color_when_undyed: rgb color int (optional)If specified, this layer will be tinted by the color contained in the dyed_color componentIf the item is not dyeable or not dyed, it will be tinted based on the color specified by color_when_undyedIf color_when_undyed is not specified and the item is not dyed, the layer will be hiddenuse_player_texture: boolean (default: false), true if this layer texture should be overridden by a texture given by the playerOnly used for wings layers, which will override with the player's custom Elytra textureTrimsAll equippable items with an equipment model defined support rendering trims, based on the trim componentTrim textures will be loaded from the appropriate folder in the textures/trims/entity directoryFor example, armor with wolf_body layers will fetch trims from textures/trims/entity/wolf_bodyMoved TexturesAll equipment-related textures have been moved to subfolders of the textures/entity/equipment directoryPlayer armor textures have been moved to textures/entity/equipment/humanoid and textures/entity/equipment/humanoid_leggings<material>_layer_1 textures have been renamed to <material>, and moved into the humanoid subdirectory<material>_layer_2 textures have been renamed to <material>, and moved into the humanoid_leggings subdirectoryleather_layer_1_overlay and leather_layer_2_overlay textures have been renamed to leather_overlay in their respective subdirectorieswolf_armor and wolf_armor_overlay textures have moved to textures/entity/equipment/wolf_body/ and have been renamed to armadillo_scute and armadillo_scute_overlay respectivelyturtle_layer_1 has been renamed to turtle_scuteLlama decor textures have been moved to textures/entity/equipment/llama_bodyHorse armor textures have been moved to textures/entity/equipment/horse_bodyThe Elytra texture has been moved to textures/entity/equipment/wings/elytraArmor trim textures have also been moved to match the folder structure of the regular equipment texturesTextures in textures/trims/models/armor have been divided between textures/trims/entity/humanoid and textures/trims/entity/humanoid_leggingsFor leggings textures, the _leggings suffix is droppedAlso Read: Every Minecraft armor trim locationFixed bugs in Minecraft 24w36aMC-16829 - The horse armor model does not show the enchantment glint effectMC-38022 - Order of rendering translucent block faces fails to update with camera positionMC-88967 - Most NBT tags are not kept when a mob converts to another mobMC-92875 - Collisionless blocks ignore entities with high velocityMC-135898 - Teams are not retained when a mob converts to another mobMC-196556 - When projectiles (such as arrows and tridents) move too fast, they can't be teleported by portals and end gatewaysMC-196964 - Fall damage is reset when an entity converts to another entityMC-230317 - Lead disappears when mooshroom cow is shearedMC-250924 - Goat horns are missing soundsMC-259936 - Equipping armor in hand via right-click equips entire stackMC-261666 - Armor given to Villagers is lost when they convert to Zombie VillagersMC-270842 - Scores are not kept when a mob converts to another mobMC-271826 - Armor default attribute modifier component can't be removedMC-275011 - Instant mine does not work when standing inside of cobwebsMC-275228 - You can duplicate items in your creative hotbarMC-275239 - Item duplication while a screen is opened (Creative Mode)MC-275298 - Blocks with special collision behavior have a larger detection range than previouslyMC-275299 - Crafting using Ctrl + Drop key crafts the incorrect amount of itemsMC-275344 - Sweet Berry Bushes deal damage inconsistentlyMC-275345 - Inventory bug that causes items to be constantly shuffledMC-275416 - Baby squid or baby glow squid produces ink particles that are too far away from itselfMC-275418 - Feeding baby dolphins won't speed up their growthMC-275437 - Fast moving entities freeze the server which causes watchdog crashMC-275445 - Specifying the size of a target in post effect shaders failsMC-275450 - Player Motion data no longer updates while riding another entityMC-275455 - Player motion is no longer retained on relative teleportationMC-275462 - Bats can spawn in unusual places, such as in woodland mansions and beneath treesMC-275497 - The repairable data component does not exist in armor items by defaultMC-275537 - Sliding down honey blocks is slower than in previous versionsMC-275622 - Minecarts with TNT are more volatile than in previous releasesMC-275624 - Redstone wire with custom model unexpectedly appears greenMC-275638 - It is still possible to go through portals without being teleported when going quickly enough by throwing riptide tridentsMC-275642 - Baby dolphins do not spawn naturallyMC-275655 - Entity rotation does not visually update when using the teleport command until the world is reloadedMC-275745 - A scoreboard objective with display mode below_name renders right behind the player's nameMC-275767 - Camera is shaky when riding an entity that is being constantly teleportedMC-275770 - Guardian beam attacks stay yellow and do not shift colors anymoreMC-276027 - Chestplates and Boots on Armor Stands render the helmet overlay textureMC-276030 - The blue highlighted text background for signs is goneMC-276064 - Tall grass generated from bone mealing a grass block will delete the 2nd block above itMC-276122 - Soul sand and magma block bubble columns don't move the player vertically in creative mode when not flyingMC-276132 - Translucency sorting seems to be slightly brokenMC-276179 - Zombie villagers don't raise their arms to attack againMC-276204 - Dolphins and axolotls keep trying to swim into the seabedIf you are interested in checking the official Minecraft snapshot 24w36a patch notes, feel free to read it here.