
Minecraft 26.3 Release Candidate 1: Wilderness Bound Is Almost Here
Key Points
- 26.3 Release Candidate 1 just dropped, and if testing goes clean this is the exact build that ships as the full Wilderness Bound release.
- Three of the four fixes touch the newer combat component system, the data-driven framework behind custom weapons and shields.
- Axes can no longer disable shields incorrectly, and custom weapon items can't accidentally disable blocking on items that were never meant to be shields.
- A loot table bug around the
match_blockpredicate got fixed, which matters if your server runs custom loot tables. - An ender pearl exploit that let players briefly see through blocks has been patched, good news for anyone running competitive or anti-cheat-sensitive servers.
Mojang just pushed out the first release candidate for 26.3, the Wilderness Bound game drop. If nothing major breaks in testing, this exact build is what ships to everyone. That makes RC1 a good moment to stop and actually look at what changed, because once this goes live it's the version you'll be running on your server whether you've tested it or not.
The short version: four bug fixes, and three of them are about the newer combat item component system (weapon, blocks_attacks, disable_blocking_for_seconds) that Mojang's been building out to let datapacks define custom weapons and shields. The fourth patches an exploit involving ender pearls and block vision.

What's a Release Candidate, Actually?
Snapshots are for testing new stuff and breaking things on purpose. Release candidates are the opposite mindset entirely. By the time Mojang labels something RC1, the feature work is done and they're just hunting for anything that would embarrass them on launch day.
If no critical issues turn up, RC1 becomes the actual release build. No extra polish pass, no last-minute changes. So this is really your last practical window to test plugins, datapacks, and mods against 26.3 before it's live on every player's launcher.
The Combat Component Fixes
Mojang's been slowly rebuilding how weapons and blocking work under the hood, moving away from hardcoded item behavior and toward components that datapacks can attach to any item. It's the same philosophy behind components like food or tool, except now it covers combat. Two bugs in this RC show the growing pains of that system.
MC-311607 fixed a case where items using the weapon component with disable_blocking_for_seconds would disable blocking on items that had the blocks_attacks component but weren't actually supposed to interact that way. Basically, custom weapons built with datapacks were stepping on custom shields that had nothing to do with them.
MC-311705 is the one vanilla players will actually notice. Axes have been able to disable shields since 1.9, that's an old and well-known PvP mechanic. Somewhere in the component rework that behavior got messed up, and this patch puts it back the way it's supposed to work.
If you run a PvP or faction server with any custom weapon or shield items, pull this RC onto a test environment before your players do. Combat-affecting changes are exactly the kind of thing that ruins a tournament if nobody caught it first.
Loot Tables and the Pearl Exploit
MC-311725 is a smaller fix but worth knowing about if you write your own loot tables. The match_block predicate was incorrectly requiring a block entity to exist for every check, even in situations where that shouldn't matter. Datapack authors using this predicate for anything beyond chests, furnaces, or other block-entity blocks may have seen loot conditions silently fail. Worth re-testing your loot tables against this build if you've got anything custom.
Then there's MC-311776, which patches an exploit where throwing an ender pearl at a block from a specific angle let players briefly see through solid blocks. Not a huge deal for casual survival worlds, but on anything competitive or SMP-with-rules, that's exactly the kind of exploit someone eventually finds and abuses. Good that it's getting squashed before the full release instead of after.
What This Means If You Run a Server
None of these four fixes are flashy. There's no new mob, no new block, nothing to put in patch note screenshots. But that's sort of the point of a release candidate. The interesting stuff already happened in earlier 26.3 snapshots, and now Mojang is just making sure the plumbing doesn't leak.
For server owners, the real takeaway is timing. RC1 usually means the full release is close, so it's worth checking now whether your plugin loader, mod list, or custom datapacks have any known issues with 26.3. Combat plugins especially, since the component system changes are still touching core weapon and shield behavior.
Players running vanilla survival worlds probably won't notice any of this directly. The shield and axe interaction will feel normal again if it had been broken for you, and that's really the goal here, restoring expected behavior rather than adding anything new.
You can read the full patch notes straight from Mojang's official post, including links to every bug report on the Mojang tracker if you want the technical details behind each fix.