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What works today
This page is a snapshot. The client is checked with scripted play sessions against a live server (see Testing and diagnostics), which is a better guide than any list here.
Single player
- Import. Assets read correctly: about 1,168 blockstates, 2,390 block models and 1,470 recipes, giving roughly 1,172 registered blocks.
- Terrain. Level-of-detail terrain follows the player at about 5 to 8 chunks per second.
- Interaction. Blocks can be broken with crack stages and particles.
- Interface. Pause screen, debug overlay, sky, sound, entity box models and a spawn menu.
- Options. Nine options screens whose settings take effect and persist under Minecraft's own option key names, plus 34 rebindable keys.
Over the network
The client logs in to a vanilla 1.21.11 server in offline or LAN mode and renders its world: on the reference run about 95,900 blocks were adopted from the server with none generated locally.
Reported into the game from the server: health, food, experience, game mode, inventory slots, held item, entity spawns, movement, damage and death, and block digs, placements and edits.
Twelve scripted sessions pass against a live server: block import, world render, returning to explored ground, play, entities, titles, boss bars, chat, flight, day and night, weather and sky.
Chunk retention
The client keeps every section the server describes, keyed by chunk position, and restores them when the window slides back. This matters because the near window is only three chunks across, so a slide happens every sixteen blocks. Sections are kept even when they land outside the window, since keeping only what fits would recreate the same hole one chunk further out. A server's forget chunk packet evicts, which also bounds memory.
Not yet
- Dimension changes and the End.
- Online-mode authentication (the encryption primitives exist in the host but are not wired to a login flow).
- Full parity of inventory, combat and mob behaviour with vanilla.

