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[SOURCE: https://minecraft.wiki/w/Enchanted_book] | [TOKENS: 1072]
Enchanted Book Swift Sneak: NoWind Burst: No (except via ominous vault)All others: Yes No An enchanted book is a type of book that stores one or more enchantments of any type. It can be applied to any valid item using an anvil, which enchants the item and consumes the book. Contents Obtaining Enchanted books are obtainable through fishing, with a 0.8% chance per attempt. See fishing for more details. The book has the equivalent of a level 30 enchantment from an enchantment table, but treasure enchantments are available and the chance of multiple enchantments is not reduced. The price ranges between 5-64 emeralds per book. Based on the level of the enchantment and whether it is classified as a "treasure enchantment" (meaning they are not obtainable by enchanting, e.g. Mending), which doubles the cost, or not a price is determined. They may contain any available enchantment (except Soul Speed, Swift Sneak, and Wind Burst) at any available level. See trading notes for more information on enchantments and prices. Players can create an enchanted book by enchanting a book on an enchantment table. Books have a decreased chance of getting multiple enchantments (specifically, if multiple enchantments would be added, then one is removed at random), and have a lower "enchantability level" than most other items. Treasure enchantments such as Mending cannot be obtained from an enchantment table. Players can barter with piglins by using or throwing gold ingots, and doing so has a 5⁄459 (~1.07%) chance for piglins to give the player an enchanted book with any level of Soul Speed. Soul Speed enchanted books are obtainable only through bartering or chest loot inside a bastion remnant. They cannot be obtained through enchanting, trading, or fishing. Usage In Survival, enchanted books are the only method to obtain certain enchantments on certain tools, such as Unbreaking on shields. Enchanted books have a shine effect on their sprite. To use an enchanted book, the player must place an item in the first slot in an anvil, and a book in the next. In order to complete the enchantment, the player must have the required amount of experience. Note that using an enchanted book gets significant discounts at the anvil. Enchanted books themselves can be combined to create a single book with increased or multiple enchantments, similar to combining tools or weapons. When combining items, the compatible enchantments from the book in the second slot are transferred to the item from the first slot, keeping the highest level of any type. If two enchantments have the same level and a higher level is available, they combine into the next level. If a book is applied to an item that can't take all of its spells, the appropriate spells are transferred, while the unusable ones are lost. Enchanted books are single-use. Enchanted books do not exhibit their enchantment. For example, a book with Sharpness IV as an enchantment does no more damage than an un-enchanted book, or any non-weapon item, would when used as a weapon. An exception is the Fire Aspect book which can ignite TNT and light candles and campfires, and the Fortune book if the block mined can be broken by fist.‌[Bedrock Edition only] Enchanted books can enchant the usual items that can be enchanted at an enchanting table, but unlike an enchanting table, they are able to boost enchantments such as Sharpness or Thorns to their maximum power, and may apply the following enchantments to items (the table displays only netherite tools and armor, but any type can be enchanted): ‌[Bedrock Edition only] The player can enchant any item with any enchantment in Creative mode, allowing any applied effects to exhibit themselves.‌[Java Edition only] For example, a stick can be enchanted with Silk Touch to allow the player to successfully dig grass blocks. The enchanted item can still be used in Survival mode without any loss of enchantments. Enchantments that are normally incompatible are still incompatible; for example, Piercing and Multishot cannot be both applied to the same item, even in Creative mode. If a block is enchanted, it loses the enchantment upon being placed in the world. Disenchanting an enchanted book at a grindstone yields a normal book and some experience depending on the quality of the book. However, just like any other item that can hold enchantments, the Curse of Vanishing and Curse of Binding enchantments cannot be removed from a book. Using the chiseled bookshelf while having an enchanted book in the main hand puts the book inside the chiseled bookshelf. Hoppers also interact with the chiseled bookshelf to insert and remove books, allowing it to act as an item filter in various mob farms. Sounds Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Advancements History Issues Issues relating to "Enchanted Book" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Old_Growth_Spruce_Taiga] | [TOKENS: 818]
Old Growth Spruce Taiga Trail Ruins SprucePineMega SpruceForest rock Grass BlockPodzolCoarse DirtMossy CobblestoneSpruce LogSpruce LeavesFernLarge FernDead BushMushrooms Sweet Berry BushShort Grass Climate 0.25 0.8 Yes Colors #86B783 #68A464 #9A764F #3F76E4‌[JE only] #44AFF5‌[BE only] The old growth spruce taiga or redwood taiga mutated is a forested biome covered with tall spruce trees. Contents Description As the name implies, old growth spruce taigas include trees that have attained a great age, and therefore great height. Spruce grows all over the landscape, and most of them are the large 2×2 trees that grow significantly taller than regular trees. Much of the grass blocks are replaced by large swathes of podzol and coarse dirt. Additionally, rocks made of mossy cobblestone frequently generate on the ground and dead bushes generate alongside the sweet berry bushes, ferns, large ferns, and short grass on the ground. Mushrooms are more common here than most Overworld biomes. Trail ruins may generate here. Chestnut wolves, foxes and rabbits‌[JE only] may spawn here. As the climate here is cold, rainfall changes to snowfall above layer Y=160±8. With Vibrant Visuals, old growth spruce taigas use a coolish humid volumetric fog setting, which slightly fades the distance in an orange tint. Old growth spruce taigas have default atmospherics and lighting similar to temperate biomes, but coolish color grading tints the environment with a colder blue color. There are overall more trees in old growth spruce taigas compared to normal taigas, leading to increased foliage density. This makes wood more abundant, though as a large portion of it grows as part of tall 2×2 spruce trees, it may be more difficult to obtain. Old growth spruce taigas are slightly more difficult for survival than regular taigas for this reason, though aren't so bad once acclimated and strategies are used to clear the tall trees; they may offer more unique views compared to regular taigas as well. These biomes generate at very high humidity, moderately low temperature and negative weirdness. They border normal taigas, dark forests, groves, swamps, and windswept forests. Old growth spruce taigas can border snowy taigas, but only do at the tops of a plateau. At higher elevations they transition to groves and jagged peaks. Due to their very high humidity values, old growth taigas are almost guaranteed to have lush caves generate beneath them; however, if the old growth spruce taiga generated far inland, dripstone caves may generate under the old growth taiga instead. They are often separated from old growth pine taigas by rivers. In coastal areas they border cold oceans. Mobs The following mobs naturally spawn here: Sounds These music tracks play while the player is in the old growth spruce taigas piano1.ogg‌[BE only] piano2.ogg‌[BE only] piano3.ogg‌[BE only] hal1.ogg‌[BE only] hal2.ogg‌[BE only] hal3.ogg‌[BE only] hal4.ogg‌[BE only] calm1.ogg‌[BE only] calm2.ogg‌[BE only] calm3.ogg‌[BE only] nuance1.ogg‌[BE only] nuance2.ogg‌[BE only] Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Old Growth Spruce Taiga", "Giant Spruce Taiga", or "Mega Spruce Taiga" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Absorption] | [TOKENS: 210]
Absorption See § Causes #2552A5 (azure) Positive Absorption is a status effect that pads the health bar with extra hearts. Contents Effect Absorption adds 4HP additional health points per level to the player, displayed as yellow hearts above the normal health bar. If the player takes damage while under this effect, the absorption health points are depleted first, followed by the standard health points. Absorption health cannot be replenished by natural regeneration or other effects and vanishes when the effect ends. Negative absorption levels do not appear to have an immediate effect when applied but give 4HP additional health points per level to the player when the status effect ends. Causes Immune mobs Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Absorption" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_0.7.7] | [TOKENS: 91]
Bedrock Editor 0.7.7 Bedrock Editor October 30, 2024 1.21.50.26 ◄ 0.7.6 Bedrock Editor v0.7.7 is a minor alpha release for the Bedrock Editor released on October 30, 2024, that upgrades grapple locomotion and widgets and fixes bugs. Contents Changes Grapple locomotion Widgets API Miscellaneous Fixes Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Librarian_villager] | [TOKENS: 230]
Librarian Lectern A librarian is a villager that trades enchanted books, glass, bookshelves and name tags. Librarians wear a red book as a hat, glasses, and a white robe. Contents Spawning An unemployed villager turns into a librarian when an unclaimed lectern is nearby. The workstation of librarians, or the lectern, generates in libraries in villages. Drops In Java Edition, a librarian can drop a book by throwing it as a gift towards a nearby player with the Hero of the Village effect. Trading If the Villager Trade Rebalance experiment is turned on, librarians offer specific enchanted books depending on which biome they come from. Enchantments for the Novice, Apprentice, and Journeyman book trades are randomly selected from the "Common" pool, with a randomized level. At Master level, librarians are guaranteed to sell an enchanted book with a specific enchantment. Sounds Data values Librarians have the data value minecraft:librarian in Java Edition. History Issues Issues relating to "Librarian" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Lingering_water_bottle] | [TOKENS: 489]
Water Bottle Common 32 game ticks (1.6 seconds) Yes Yes No A water bottle is a glass bottle filled with water. It can be emptied onto dirt to convert it to mud, and is a required base ingredient to brew any potion. Splash water bottles and lingering water bottles are throwable variants obtained via brewing. Contents Obtaining Using a glass bottle on a water source returns a water bottle. This can be automated using a dispenser. Using a glass bottle on a water-filled cauldron also returns a water bottle, decreasing the water level in the cauldron by one level. This does not work with a dispenser. When given a gold ingot, piglins have a 10⁄469 (~2.13%) chance to barter a water bottle. Water bottles can be fished up as junk items. Usage Water bottle is a base for multiple potions. Drinking it has no effect. Using a water bottle, splash water bottle, or lingering water bottle on dirt, coarse dirt, or rooted dirt converts it into mud. This process can be automated with a dispenser. When the regular, splash, or lingering water bottle is used, it leaves a glass bottle in its inventory slot. Throwing splash and lingering water bottles does not convert the dirt into mud, and does not leave a glass bottle behind. A water bottle adds 1 water level to a cauldron. Splash water bottles have no effect on almost all entities, but they extinguish fire in the block hit and the four blocks horizontally surrounding it. A splash water bottle deals 1HP damage to endermen, striders, snow golems, and blazes. Splash and lingering water bottles will also restore 1800 game ticks (90 seconds) of air to an axolotl. Splash water bottles can extinguish burning entities. In Java Edition, the lingering water bottle creates no effect cloud, while in Bedrock Edition it creates an effect cloud that extinguishes burning entities that walk into it. Wandering traders occasionally purchase a water bottle for a single emerald. Sounds Data values Java Edition: Bedrock Edition: In Bedrock Edition: Java Edition: Normal potions use a "potion" tag inside "potion_contents" component to indicate the potion type. Bedrock Edition: Advancements History Issues Issues relating to "Water Bottle" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_0.8.0] | [TOKENS: 104]
Bedrock Editor 0.8.0 Bedrock Editor ◄ 0.7.7 0.8.1 ► Bedrock Editor v0.8.0, also known as the Sculpting Update, is the first beta release for the Bedrock Editor released on November 7, 2024, which includes new tools and support for custom blocks. It was released to stable 1.21.50 on December 3, 2024. Contents Additions Changes Fixes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Snowy_Taiga] | [TOKENS: 609]
Snowy Taiga IglooTaiga village‌[BE only]Pillager outpost‌[BE only]Trail ruins SprucePine Grass BlockSnowShort GrassFernSweet Berry BushLarge FernSpruce LogSpruce Leaves Climate -0.5 0.4 Yes 0.125-0.5 Colors #80B497 #60A17B #8F7A5A #3D57D6‌[JE only] #205E83‌[BE only] A snowy taiga or cold taiga is an icy biome that comprises a snow-covered forest of pine and spruce trees, ferns and large ferns, and sweet berry bushes, usually generating adjacent to or within snowy plains. Contents Description Snowy taigas are similar to regular taiga, featuring large numbers of spruce trees, ferns, rabbits, snow foxes and ashen wolves. Sweet berry bushes are less common compared to regular taiga. Poppies and dandelions can also still be found. The main distinction are the snow layers that cover almost the entire landscape, save for the ground protected by the leaves of spruce trees. The gelid temperature of the snowy taiga means that any exposed water freezes into ice, though lakes that generate within the taiga are often partially protected by the leaves of the trees, meaning lakes aren't usually completely frozen. With Vibrant Visuals, snowy taigas use a coolish humid volumetric fog setting, which slightly fades the distance in an orange tint. Snowy taigas have default atmospherics and lighting similar to temperate biomes, but strong cold color grading tints the environment with an icy blue color. Snowy taigas are most commonly bordered by snowy plains, groves, snowy beaches, and regular taigas, and often separated from snowy plains by rivers. Igloos and trail ruins may generate here, but villages and pillager outposts cannot in Java Edition, although in Bedrock Edition they can. Villages generated here use the same architecture as normal taiga villages, but all of the roofs are covered by stacked snow. The water in village farms is frozen, leading to the crops uprooting. Villagers wear the snowy plains outfit. Also, in Bedrock Edition, the water has a unique tone, and during snowfall snow layers build up and the leaves of the trees become white. Because of its slightly high humidity, lush caves can possibly generate under snowy taigas, although, when the snowy taiga generate far inland, dripstone caves may generate under the snowy taiga instead. Mobs Snowy taigas have the same mob spawning chances as regular taigas. The following mobs naturally spawn here: Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Snowy Taiga" or "Cold Taiga" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Emerald] | [TOKENS: 434]
Emerald Common Yes Yes (64) Emeralds are minerals that are used primarily as the currency for trading with villagers and wandering traders. Contents Obtaining Emerald ore drops one emerald when mined using an iron pickaxe or better. If the pickaxe is enchanted with Fortune, it may drop an extra emerald per level of Fortune, up to a maximum of 4 emeralds with Fortune III. If the ore is mined using a pickaxe enchanted with Silk Touch, it drops itself in ore form instead of as an emerald. Emeralds can be obtained by trading with villagers and wandering traders, since they are the currency that villagers use for trading. Villagers and wandering traders buy various goods in return for emeralds. Trading is typically a faster way to obtain emeralds than by mining, as an emerald ore is rarer than a diamond ore. Java Edition: Bedrock Edition: Foxes that are holding emeralds also have a chance of 100% to drop the emerald they are holding upon death. Alternatively, the player can drop a food item to entice the fox to drop the emerald without killing it. Emeralds can generate in chests in some village houses or other generated structures. Usage The main use of emeralds is as currency for trading with villagers and wandering traders. They sell various items in return for emeralds and occasionally additional other items. Emeralds can be used to select powers from a beacon. The player must select one of the available powers and then insert an emerald into the item slot. An emerald can be substituted for an iron ingot, a gold ingot, a diamond or a netherite ingot in a beacon. The following color palette is shown on the designs on trimmed armor: Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History On May 21, 2012, Jeb released a screenshot of himself testing the trading system. At this time, what would become emeralds were rubies. Issues Issues relating to "Emerald" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Creative_mode] | [TOKENS: 1751]
Creative Creative mode is one of the main game modes in Minecraft. Creative mode strips away the survival aspects of Minecraft and allows players to easily create and destroy structures and mechanisms with the inclusion of an infinite use of blocks and flying. In Bedrock Edition, it disables the player's ability to earn achievements. It also has unique background music. Contents Gameplay Creative mode allows players to destroy all blocks instantly (including normally indestructible blocks such as bedrock, end portal frames, etc.), provided they are not holding a sword, trident, mace, or debug stick‌[JE only]. When continuously holding destroy to break blocks in Creative mode, there is a 6 game tick (0.3 second) cooldown between each block broken. This is distinct from instant mining in Survival mode, where one block can be broken every game tick (0.05 second). This cooldown can be bypassed by rapidly clicking the destroy button, allowing blocks to be broken as quickly as the player clicks. Blocks directly broken by the player do not drop any resource; the only exceptions are shulker boxes and beehives if they have non-default NBT data which drop themselves when broken, and containers (excluding shulker boxes) will drop their contents when broken. Blocks broken indirectly (for example, a torch attached to the block that is being broken, or blocks destroyed by an explosion) drop item resources as in other game modes. Infested blocks do not spawn silverfish when destroyed directly by the player. Players in Creative have a longer interaction range (reach) for placing, destroying, and attacking than in Survival. Creative mode gives players the ability to fly. To activate flying, double tap the jump key. Use the jump key to go up and the sneak key to go down, and the movement controls to move. The player can disable flying in mid-air by double-tapping jump again or sneak (on touch devices only), causing them to drop to the ground. Touching the ground when flying disables flying in Java Edition, but not in Bedrock Edition. Getting into a minecart, or bed does not disable flying. However, getting into a boat or riding a mob such as pig, llama, horse, donkey, mule, skeleton horse, strider, trader llama, or camel disables flying. In Creative mode, players have no visible health or hunger bar to hamper their building since they are invincible (though it is still possible to eat). Players in Creative mode are unable to receive damage from the vast majority of sources. In Java Edition, going too far into the void still kills the player; however, in Bedrock Edition, the player is also immune to this (they are stopped by an invisible barrier that exists in all three dimensions). The player can fly around in the void provided they do not descend more than 64 blocks below the bottom of the dimension. In Java Edition, the void, the /kill and /damage commands, as well as external editors, are the only way to die in Creative mode. Creative players in Bedrock Edition are completely invulnerable. Mobs still spawn as they do in other game modes, unless the difficulty is Peaceful or when the game rule doMobSpawning is set to false, but all are passive toward the players. Zombies summoned by others calling for backup attempt to attack the player, but they still cause no harm, and they stop attacking after several seconds. The player can still ignite creepers with a flint and steel or fire charge. Mobs killed by the player in Creative still drop items, but most other entities do not. Some items behave differently in Creative mode. Items do not disappear or lose durability when used. For example, putting an item in an item frame, on an armor stand, or in a decorated pot does not cause it to disappear from the player's hand. Instead, the item is duplicated. It is the same for putting on armor by right-clicking it from the player's hotbar. Also, empty buckets simply make liquids disappear, similarly to the other liquid filled buckets, which don't lose water and can be placed infinitely. Item entities can be picked up by the player, but if the hotbar is already full, the items go into the Survival inventory. If the survival inventory is full as well, the items are deleted even though they appear to be picked up. The player can obtain items using pick block. Unlike Survival, the block selected appears in the player's hotbar even if the block is not already in the hotbar or in the Survival inventory. If it is in the inventory, then the block moves out of its former slot and replaces the block/item in the active hotbar slot, with the size of the stack preserved. If the hotbar is full then the selected block replaces the block/item in the active slot. Most blocks give the player a copy of themselves when using pick block. Using it on an item frame gives the player the item held inside, or the item frame itself if no item is held. Using it on a mob gives the player a spawn egg of that mob. Using it on a mob head gives the mob type that it is; using it on custom heads gives only the mob type that was used in the command, but without the custom skin. If the player holds ⌃ Control and presses pick block, in addition to obtaining the item, it also preserves the block's NBT tags, allowing the player to place an identical copy of the block; this allows the player to duplicate items inside of chests, dispensers, and so on, and also duplicates the text on signs. Once a world is created, if cheats are enabled, the game mode can be manually changed to Creative (or other game modes) with the /gamemode command, specifically by typing /gamemode creative. In Java Edition, the game mode switcher (F3 + F4) can also be used. In multiplayer, players can be individually changed between game modes with the /gamemode command available to operators. This means that individual players can play Creative mode (at the operator's discretion) on a Survival map, or vice-versa. The default game mode for new players can also be changed with the /defaultgamemode command. In Bedrock Edition, opening a new Creative world or opening an existing world in Creative permanently disables achievements or trophies for that particular game, but has no other effects on gameplay. In other words, achievements/trophies work only in games that have never been in Creative. Creative inventory In Creative, the normal inventory screen is replaced by the item selection screen, which contains almost all blocks and items (with some exceptions) in a tabbed interface. Some items and blocks are exclusively available only in Creative mode, such as spawn eggs. Likewise, some blocks can be placed or used only in Creative with operator permission, such as command blocks and structure blocks. In Java Edition, items currently in the hotbar can be saved to later be loaded in the "Saved Hotbars" menu. In Java Edition, there are 13 (14 if Operator Utilities tab is enabled in settings) tabs that are ordered from top-left to bottom-right as: In Java Edition, there is a "destroy item" button, where items can be dragged to and deleted. ⇧ Shift + clicking on the button clears the entire inventory, including the hotbar, off-hand slot, and armor slots. In Bedrock Edition, there are 5 tabs: When using the "Classic" UI profile, the buttons in the top right corner can toggle the inventory screen to show: When using the "Pocket" UI profile, it is not possible to display both the Creative and the Survival inventory at the same time; the Creative inventory, however, can be shrunk to also display the 2×2 crafting grid or the equipment slots using the tabs on the right side of the screen. Some blocks and items are obtainable in Creative on one platform, but not the other. The full list of blocks and items obtainable only in the Java Edition Creative Inventory can be found in Java Edition exclusive features#Creative inventory. Bedrock Edition exclusive Creative Inventory blocks and items can be found in Bedrock Edition exclusive features#Creative inventory. Representation in level.dat Creative mode is represented as 1 in GameType in the level.dat file; to manually change the GameType, the file must first be opened with an external NBT editor. Note: Singleplayer worlds do not use this field to save the game mode the player is currently in. History Issues Issues relating to "Creative" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Brewing?section=4&veaction=edit] | [TOKENS: 841]
Brewing Brewing is the process of creating potions, splash potions, lingering potions, and medicine‌[Minecraft Education only] by adding various ingredients to water bottles in a brewing stand. Contents Brewing equipment Ingredients There is no provided in-game recipe book for brewing. Base ingredients are ingredients that can be added directly to a water bottle. Nether warts are used to make awkward potions, and are the fundamental of the base ingredients, as it is required to make the majority of potions. Modifiers are ingredients used to alter the properties of a potion or to change a potion effect into a different one. The fermented spider eye is unique as it is the only modifier that can convert a water bottle directly into a usable potion. Generally, upgrading a potion involves a trade-off between duration and potency. A potion with an enhanced effect has shorter duration, and a potion with extended duration cannot have an enhanced effect. However: A fermented spider eye changes a potion's base effect, often reversing it or producing a negative potion. By adding gunpowder, a drinking potion can be turned into a splash potion, which can be thrown to coat entities within the place of impact with a status effect. Subsequently, adding dragon's breath to a splash potion makes a lingering potion, creating a cloud that inflicts effects on entities that enter its area. Effect ingredients imbue an awkward potion with a particular effect but do not alter potion duration or intensity. When added directly to a water bottle, most of these ingredients produce a mundane potion. The exceptions to this are the golden carrot, pufferfish, turtle shell, and phantom membrane, which cannot be added directly to a water bottle. A corrupted version of a potion can be made by adding a fermented spider eye to it. Brewing recipes Base potions are potions without effects, brewed by adding a single base ingredient to a water bottle. Of these, only the awkward potion can be imbued with an effect ingredient to create a potion with an effect.‌[Java Edition only] Effect potions are primarily created by adding an effect ingredient to an awkward potion, which is created by adding nether wart to a water bottle. Certain effects require a potion to be corrupted by a fermented spider eye. The potion of Weakness can additionally be created by simply adding a fermented spider eye to a water bottle, and it is the only potion that can be brewed without nether wart. Undead mobs react differently to effects than other mobs. They take damage from potions of Healing, gain health from potions of Harming, and are unaffected by potions of Poison and Regeneration. Enhanced:Instant Health II: Restores health by 8HP. Enhanced:Regeneration II: Restores health by every 1.25 seconds. Enhanced:Strength II: Increases player's melee attack damage by 6HP. Enhanced:Speed II: Increases movement speed, sprinting speed, and jumping length by 40%. Enhanced:Jump Boost II: Increases jump height by 150%. Enhanced:Poison II: Depletes health by 1HP every 0.6 seconds. Enhanced:Instant Damage II: Inflicts 12HP × 6 damage. Enhanced:Slowness IV: Reduces movement speed by 60%. Enhanced:Slowness VI, Resistance IV: Reduces movement speed by 90% and reduces incoming damage by 80%. Brewing recipes in Bedrock Edition are a superset of that in Java Edition, which means that all Java Edition recipes are also available in Bedrock Edition, but not the other way round. Cures are brewed from awkward potions using different elements. Drinking these removes the specified bad effect. They cannot be modified into splash, lingering, extended, or enhanced versions. The potion of Luck‌[JE only] and the potion of Decay‌[BE only] cannot be brewed, and can be obtained only through commands or the Creative inventory. In Bedrock Edition, brewing recipes can be customized through addons using the same system as other recipes. History Issues Issues relating to "Brewing" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Commands?section=4&veaction=edit] | [TOKENS: 1848]
Commands Commands (also known as console commands or slash commands) are a mechanic that execute specific actions when entered as text or triggered by blocks or certain entities. Contents Usage In the client, commands are entered via the chat window, which is displayed by pressing the T / ↵ Enter / ‌[BE only] / ‌[BE only] or / key. Using the / key also enters the forward-slash that commands require as a prefix, so it is a useful shortcut. The ↑ Up / and ↓ Down / keys can be used to view previously entered text, including all previously executed commands. When the cursor is at a location corresponding to some types of argument (such as an entity ID), a list of applicable values appears above the text box. If the argument already contains characters, the list displays only those values containing the typed text. Pressing ↹ Tab while entering commands cycles through possible commands or arguments, and can be used to auto-enter them. Commands may also be entered in a multiplayer server's console but are not preceded by a / when entered this way. A server owner running commands in this way is often referred to as "ghosting". Commands in command blocks can be preceded by a slash, but it is not required. Commands can be executed in the following ways: In Bedrock Edition, commands can be executed through specified hotkeys on keyboard & mouse controls, known as command macros. The keybinds with commands can be customized below all other keybinds in the settings. For up to 10 macros, a command can be entered in a text input, which can be quickly executed in-game by pressing Alt + Key. Command macros can be preceded by a slash, but it is not required. This feature is not to be confused with Java Edition's function macros, where functions may reference additional parameters and use them in macro lines (see Function (Java Edition) § Macros). Commands guide In Java Edition: In Bedrock Edition: In both Java Edition and Bedrock Edition, square bracket decorator ([entry]) mean that an entry is optional. Entries decorated with square brackets can only be at the end of a command. Multiple entries decorated with square brackets are allowed at the end of a command, for example, a [b] [c] at the end of a command indicates that only a, a b, and a b c are valid. Most commands require the executor to have a high enough permission level. That means most commands are only available in the singleplayer world if cheats are enabled, and are only available in multiplayer servers if the player is an operator. See permission level for details. Some commands have restrictions on who can use the command or in what context. Cheats can be enabled when creating a new world by Allow Commands‌[Java Edition only] / Cheats‌[Bedrock Edition only] options. In Java Edition, the "Allow Commands" option when creating a new world only affects the player in a singleplayer world or the owner of a LAN world. The "Allow Commands" option when opening a LAN world affects all players in the LAN world. In Java Edition, in singleplayer worlds where cheats were not enabled at creation, they can be enabled on a temporary basis by opening the current game session to LAN play ( Esc → "Open to LAN", then "Allow Cheats" button and "Start LAN World"). The player does not actually need to be on a LAN or have others join. This is not permanent but allows the use of commands until the player quits the world, and changes the player makes via commands (items spawned, etc.) are saved with the world. The player can do this each time the player starts playing the world again. Note that this disables game pausing for the duration, so while open to LAN, the player should get somewhere safe or reload their world before using the Game Menu. The player can disable the LAN world by reloading the world. To permanently enable cheats, the level.dat file has to be edited. In Bedrock Edition, cheats can be toggled at any time in the "Cheats" tab of the settings menu. Enabling cheats in a world permanently prevents players from unlocking achievements in that world, even if cheats are later turned off. In Bedrock Dedicated Server, /changesetting command can be used to toggle cheats. There are different argument types for arguments in commands. Coordinates, target selector, SNBT, text component, and so on are commonly used formats in arguments. The command performing on the server side is divided into two stages: command parsing and command execution. During the command parsing stage, the game identifies the string as a command and checks whether the command is complete and whether arguments are specified correctly. During the command execution stage, the command fulfills its purpose. When typing a command in the chat, or command block, the command is also be parsed in the client side first to provide autocompletion and help the player detect typing mistakes. In Bedrock Edition, when entering into a command block, the command is parsed on the server side once the command block screen is closed. If the command is unparseable in the server side, a syntax error message is outputted into its output box. When attempting to execute an unparseable command, an error message is displayed. Commands in functions are all parsed when loading the function. If any command in a function file is unparseable, the function cannot be loaded by the game. In Java Edition, macro lines are parsed when attempting to run the function, see also Function (Java Edition) § Macros and Function (Java Edition) § Loading and parsing. In Bedrock Edition, if a command in a script is unparseable, an error is thrown when trying to execute the command. After trying to execute a command, it may yield output values, including success count and stored values‌[Java Edition only]. Success count is the value a command passes to the command block executing it. A command block can power a redstone comparator facing away from it (may be separated by a block) with signal strength being the success count. The signal strength reflects the success count of the last command executed. Even after the command block is deactivated, the success count is retained until the command is executed again. In Bedrock Edition, the success count is also returned to the script executing the command. In Java Edition, commands that cannot be executed in command blocks have no success count. In Bedrock Edition, commands that cannot be executed in command blocks or scripts still have a success count, but it cannot be obtained. In Java Edition, success count is always 0 or 1, except the /execute command. In Bedrock Edition, success count is an integer between 0 to 2,147,483,647 (both inclusive) related to the command (e.g., the number of players affected by the command, the number of blocks that were altered, etc.) Stored values‌[JE only] include success value and result value, which are the values passed by other commands to the /execute command, when a command is executed by a /execute command. These two values can be stored to a specified location by the store subcommand in the /execute command. The success value is always 0 or 1. The result value is an integer (rounded down if not). All commands may yield these two stored values after execution, with only two exceptions: /execute command itself does not yield these two stored values; /function command may not yield these two stored values in certain situation. After trying to execute a command, it has a certain result. Possible results include "Unparseable", "Failed", "Successful", "Void"‌[JE only], "Terminated"‌[JE only], and "Error"‌[JE only]. List of commands The tables below will summarize all commands. Debugging commands are not accessible by default, but can be enabled using debug properties. These commands are unavailable in general cases. Most of them can be accessed with a Websocket Server, NPC, the Scripting API or cheats‌[edu only]. Note: You can easily check if a command is still in the game by typing /help <nameOfCommand> into a server console, or the ingame chat. If you do so, and it says Syntax error, then the command does not exist. If it either gives help on the command or says unknown command, then it is still in the game - for example, the command /help gettopsolidblock will return Unknown command: gettopsolidblock. Please check that the command exists and that you have permission to use it., while the command /help something will return Syntax error: Unexpected "something" at "/help >>something<<". /achievement Developer commands are only enabled in internal development builds of Bedrock Edition, and are not normally accessible in release versions. Superseded by /agent These commands only exist in April Fools' Day joke versions of the game. History Issues Issues relating to "Commands" are maintained on the bug tracker. Issues should be reported and viewed there. See also References External links Navigation All commands Navigation menu
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[SOURCE: https://minecraft.wiki/w/Raw_Chicken] | [TOKENS: 288]
Raw Chicken Common 32 game ticks (1.6 seconds) 2 () 1.2 () Heals: 0.8HP × 0.4Duration: 0.4 seconds Hunger (0:30) (30% chance) No Yes Yes (64) Raw chicken is a food item that can be eaten by the player. It can be cooked in a furnace, smoker, or a campfire to make cooked chicken. Contents Obtaining Java Edition: Bedrock Edition: Tamed cats have a 70% chance to give the player a gift as they wake up from a bed, and the gift has a 16.13% chance to be raw chicken. Usage To eat raw chicken, press and hold use while it is selected in the hotbar. Eating one restores 2 () hunger and 1.2 hunger saturation, but has a 30% chance of inflicting food poisoning (the Hunger effect for 30 seconds). Raw chicken can be used to breed and heal tamed wolves, lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time. Wolves are at no risk of food poisoning. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Advancements Videos History Issues Issues relating to "Raw Chicken" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Cooked_Rabbit] | [TOKENS: 252]
Cooked Rabbit Common 32 game ticks (1.6 seconds) 5 () 6 () Heals: 4HPDuration: 2 seconds No Yes Yes (64) Cooked rabbit is a food item that can be eaten by the player. Contents Obtaining Java Edition: Bedrock Edition: Raw rabbit can be cooked in a furnace, smoker, or campfire. Each piece of cooked rabbit removed from a furnace output slot gives 0.35 experience (22.4 experience per stack). In Java Edition, butcher villagers may give players with the Hero of the Village effect cooked rabbit. Usage To eat a cooked rabbit, press and hold use while it is selected in the hotbar. Eating one restores 5 () hunger and 6 hunger saturation. Cooked rabbit can be used to craft rabbit stew. Cooked rabbit can be used to breed and heal tamed wolves, lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Cooked Rabbit" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Raw_Rabbit] | [TOKENS: 203]
Raw Rabbit Common 32 game ticks (1.6 seconds) 3 () 1.8 () Heals: 1.2HP × 0.6Duration: 0.6 seconds No Yes Yes (64) Raw rabbit is a food item that can be eaten by the player, or cooked in a furnace or a campfire to make cooked rabbit. Contents Obtaining Java Edition: Bedrock Edition: Usage To eat raw rabbit, press and hold use while it is selected in the hotbar. Eating one restores 3 () hunger and 1.8 saturation. Raw rabbit can be used to breed and heal tamed wolves, lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Raw Rabbit" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Permission_level] | [TOKENS: 460]
Permission level Permission level is used to describe the permissions a player or a command executor has. For example, in Bedrock Edition, /setmaxplayers can't be executed in a command block, because this command requires the executor to have a permission level of 3, while command blocks have a permission level of only 2. Contents Description Levels are incremental, meaning level n allows anything that any level less than n allows. In Java Edition, the permission levels may allow players to configure certain game settings: Level 0 – All Level 1 – Moderator Level 2 – Gamemaster Level 3 – Admin Level 4 – Owner In Bedrock Edition, permission levels mostly dictate which commands a player may use. In different levels, certain commands are available, and a level inherits commands from levels less than it. The permission levels and their available commands are:[note 1] Level 0 – Any / Normal All commands available to non-privileged players: Level 1 – Game Directors / Operator Mostly commands that affect gameplay and entities: Level 2 – Admin / Host Server operator commands: Level 3 – Host / Automation Server host commands: Level 4 – Owner / Admin Server administrator commands: Player Permissions Player permissions dictate what the player can and cannot do in a multiplayer game. For example, actions such as building, mining, attacking mobs or players can be disabled or restricted by each of their own permissions. They can be configured individually or by preset roles on a separate screen accessible in the pause menu. There are four roles which can set specific permissions for players: Operator: Operator: The owner of the world can change any player permissions, regardless of its own permissions. Other players can't change any player permissions unless if they are operators, but they can still view them for themselves and other joined players. Player permissions differ from permission level, the latter enables and restricts specific commands, requiring different level for each command. Additionally, the "Operator Commands" permission if enabled sets the player's permission level to 3 in singleplayer or LAN world. In Bedrock Dedicated Server, it sets the permission level to 1. Situations History Issues Issues relating to "Permission" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Red_sand] | [TOKENS: 626]
Red Sand Yes Yes (64) 0.5 0.5 No No No No No 15 COLOR_ORANGE Red sand is a variant of sand found exclusively in badlands biomes. Contents Obtaining The suitable tool to break red sand is shovel. Red sand drops itself when it's destroyed. Red sand generates naturally in Badlands biomes and variants, always in a single layer. Unlike sand, there is no red sandstone that supports it below. An enderman holding a red sand block drops the block upon death. Wandering traders may sell 4 red sand for 1 emerald. This is the only renewable method of obtaining red sand. Due to its low spawning rate and limited number of trades per spawn, it is more practical to obtain it through other means. Usage If the supporting block below a block of red sand is removed, it falls until it lands on the next available block. More specifically, the red sand block turns into a "falling block" entity, which is affected by gravity; when the falling block lands on a block with a solid top surface, it becomes a block again. More information about the falling block entity is available in the main article listed above. If falling red sand lands and covers the head of a mob or the player, the mob or player buried in it continuously receives suffocation damage. If falling red sand lands in the space occupied by a non-solid block (such as torch, rail, or redstone dust) or a block less than a full block tall (such as slab or soul sand), the red sand drops and turns into an item. If it falls onto a cobweb, it falls slowly until it has gone through completely; if it touches the ground while still inside the cobweb, the red sand becomes an item. Red sand that falls onto a lifting bubble column floats on top of the water until the bubble column is blocked or removed. Though TNT does not break any blocks if it explodes underwater, if sand (including red sand), concrete powder (in one-block-deep water only), or gravel falls and covers the TNT before it explodes, blocks are broken as normal. This trick can be used to collect blocks underwater, or break into underwater structures such as the ocean monument without mining. Cactus can only be placed on red sand or sand, and can also be used for farming bamboo, sugar cane and kelp. A turtle egg can hatch on red sand, but not any other non-sand block. Red sand can be placed under note blocks to produce "snare drum" sound. Red sand rarely emits ambient noises if there is sand or red sand 8 blocks away in at least 3 of the 4 horizontal directions. In order to emit sounds, the block directly above red sand must be air. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Height: 0.98 blocksWidth: 0.98 blocks Videos History Issues Issues relating to "Red Sand" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_0.8.3] | [TOKENS: 80]
Bedrock Editor 0.8.3 Bedrock Editor December 12, 2024 1.21.60.24 ◄ 0.8.2 0.8.4 ► Bedrock Editor v0.8.3 is a minor beta release for the Bedrock Editor released on December 12, 2024. Contents Additions Changes Fixes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Gravel] | [TOKENS: 790]
Gravel Yes Yes (64) 0.6 0.6 No No No No 11 STONE Gravel is a gravity-affected block found in the Overworld and the Nether. It is a source of flint, which has a chance to drop when gravel is broken. Contents Obtaining The suitable tool to break gravel is shovel. When destroyed using a tool without Silk Touch, gravel has a 10% chance to drop flint if this tool isn't enchanted with Fortune; It has a 14.2857……% (1⁄7) to drop flint if the tool is enchanted with Fortune I, 25% for Fortune II, and 100% for Fortune III. If the flint is not dropped, gravel drops itself instead. Gravel drops itself when destroyed using a tool with Silk Touch. Gravel is generated in disks in rivers, shallow oceans and small pools of water; in windswept gravelly hills biomes covering most of the surface; underwater covering the bottom of sufficiently deep rivers and normal, cold, and frozen ocean biomes, as well as their deep variants; and in the form of strips in stony shores. Gravel can generate in the Overworld in the form of ore features. Gravel attempts to generate 14 times per chunk in ore features of size 0-160, at all levels and in all biomes. It can replace stone, granite, andesite, diorite, polished granite‌[BE only], polished andesite‌[BE only], polished diorite‌[BE only], tuff‌[JE only], and deepslate‌[JE only]. Gravel can also generate as part of cold ocean ruins, some warm ocean ruins, and in trail ruins. In the Nether, gravel generates naturally in layers along the shores of the lava sea, in all biomes except crimson and warped forests. The layers are one block deep in Nether wastes, and 3-5 blocks deep in soul sand valley and basalt deltas. Ore features of gravel in the Nether attempt to replace netherrack 2 times per chunk in blobs of size 0-160, from levels 5 to 41‌[JE only] or 36‌[BE only], in all Nether biomes except basalt deltas. An enderman holding gravel always drops the block upon death. Piglins may barter 8-16 gravel with a chance of ~8.53% (40⁄469) when given a gold ingot. Usage If the supporting block below a block of gravel is removed, it falls until it lands on the next available block. More specifically, the gravel block turns into a "falling block" entity, which is affected by gravity; when the falling block lands on a block with a solid top surface, it becomes a block again. More information about the falling block entity is available in the main article listed above. When gravel falls on a player or mob, it can result in suffocation inside gravel until the destruction of the block, or moving out of it, or dying. If falling gravel lands in a space occupied by a non-solid block (such as torches, rails, or redstone dust) or non-full block (such as slabs or soul sand), it breaks, then drops itself and never drops flint. Gravel can be placed on a non-solid block without falling. Bamboo can be placed and grown on gravel. Gravel can be placed under note blocks to produce snare drum sounds. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Height: 0.98 blocksWidth: 0.98 blocks History Issues Issues relating to "Gravel" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Commands/schedule] | [TOKENS: 288]
/schedule Cheat only‌[BE only] Schedules the function(s). Contents Usage In Java Edition, delays the execution of a function or all functions in a function tag. The function(s) are executed by the server after specified amount of time passes. In Bedrock Edition, schedules a function to be executed once an area is fully loaded, or after a certain amount of time. In Java Edition, the same functions or the same function tags cannot have two schedules executed at the same game tick. In Java Edition, in replace mode, overrides an unexecuted schedule directly when a function or a function tag already has an unexecuted schedule. For example, if a function is scheduled to be executed in 30 seconds, and before it is executed you want to modify the execution time, you can use replace mode to set a new schedule to replace the original. Even when using the execute as ... command, the scheduled function always runs as the server at world spawn. Syntax Arguments JE: <function>: functionBE: function: filepath: CommandFilePath JE: <time>: time JE: <function>: string (in /schedule clear ... mode) JE: append|replace BE: from: x y z: CommandPosition and to: x y z: CommandPosition BE: center: x y z: CommandPosition BE: radius: int: int BE: name: string: basic_string Result Output History External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Spear#cite_ref-enchant-randomly_1-0] | [TOKENS: 1522]
Spear Held Item Held Item Held Item Held Item Held Item Held Item Held Item Common Jab attack: Charge attack: 1.54 (0.65 seconds) 1.33 (0.75 seconds) 1.18 (0.85 seconds) 1.05 (0.95 seconds) 0.95 (1.05 seconds) 0.87 (1.15 seconds) 13 game ticks (0.65 seconds) 15 game ticks (0.75 seconds) 17 game ticks (0.85 seconds) 19 game ticks (0.95 seconds) 21 game ticks (1.05 seconds) 23 game ticks (1.15 seconds) 0.125 Java Edition: Bedrock Edition: Yes No (except via vault) No No A spear is a tiered melee weapon that can be used to perform slow jab attacks or held forward to do charge attacks which deal damage based on the velocity of the user and the target. Spears have especially long reach, but cannot hit targets that are too close. Contents Variants There are seven spear variants: Obtaining Zombies, husks, zombie horsemen, and camel husk jockey riders can spawn wielding iron spears, while piglins and zombified piglins can spawn wielding golden spears. These spears have an 8.5% chance of dropping upon death, increased to a maximum of 11.5% with the Looting III enchantment. It is also possible to get the golden spear from a piglin by dropping a crossbow or sword nearby, which the piglin will swap its spear for. It then requires precise timing to pick it up before the piglin does. Usage Spears have a longer attack range than other weapons, at 4.5 blocks rather than 3 blocks. However, they also have a minimum attack range value that prevents attacking entities that are within 2 blocks of the user.[note 1] Unlike all other weapons, including a bare hand, spears cannot do critical hits or sprint-knockback attacks. Spears can damage multiple entities with a single attack. Spears inflate the hitboxes of targets by 0.125 when calculating hit registration, giving them more effective area. It is not possible to break blocks while holding a spear, and instead an attack is performed. Spears also have a unique ability to attack through non-solid blocks like cobwebs and tall grass. In Java Edition, spear attacks (both jab and charge attacks) are also uniquely capable of causing horizontal knockback to primed TNT. Spears have two methods of attacking: A spear can be used with the attack button to perform a jab attack, dealing damage at an amount dependent on the tier of the spear. Jab attacks have a unique type of cooldown that cannot be bypassed: A spear can still perform a charge attack while the jab attack is on cooldown, and thus by alternating between jab attacks and charge attacks the rate of attacks can be effectively doubled. Jab attacks do one additional damage in Bedrock Edition compared to Java Edition. The jab attack of copper spears is strictly worse than stone spears, due to having a lower attack speed‌[JE only] / longer use cooldown‌[BE only] with identical attack damage. Switching to a spear in Bedrock Edition does not cause the use cooldown to need to charge, unlike the attack cooldown in Java Edition. The spear can alternatively be lowered into an attack position by holding the use button, where colliding with a target deals damage depending on the velocity of the user and the velocity of the target. Charged attacks require a movement speed difference of 5.1 blocks per second between the attacker and the target in order to deal damage. Because of this, mobs like skeletons that strafe backwards will often only take knockback from charge attacks. Charge attacks can hit multiple entities, and in Bedrock Edition there is a 0.5 second (10 tick) delay between charge attack connections. A charge attack can be dealt even when the jab attack is on cooldown. Charge attacks go through three stages when held out: Charge attacks can still deal damage while the user is standing still, if the target is moving towards the user. The damage done by the charge attack is its damage multiplier multiplied by the velocity of the attacker relative to the target in blocks per second. Charge attacks are not influenced by the Strength or Weakness effects. In Bedrock Edition, spear charge attacks produce critical hit particles when striking targets, but they aren't actually critical hits. A charge attack can be canceled at any time, regardless of the stage it's in. When doing a charge attack directly after a jab attack, the spear will perform the jab animation and then flourish into the charge attack position in two rotations.‌[JE only] The tier of a given spear slightly alters the behavior of jab and charge attacks: Spear attacks cannot be critical hits. In Java Edition, spears have differing attack speeds, and have the following statistics: Calculate spear charge attack damage In Bedrock Edition, spears have differing use cooldowns, and have the following statistics: Zombies, husks, zombified piglins, zombie villagers‌[Java Edition only], and piglins wielding spears have unique attacking behavior. When attacking, they use the spear's charge attack while moving towards their target. They hold the charge through its full duration, using all 3 stages. Once the charge attack has ended, they walk away to increase the distance between them and their target before turning around to begin another charge. When wielded by any other mob, such as skeletons, they instead use the spear's jab attack when in melee range. Like players, the 2-4.5 blocks attacking range applies to these mobs as well. The Lunge enchantment will also take effect for these mobs. A spear can be repaired in an anvil by adding units of the tiers' repair material, with each repair material restoring 25% the spear's maximum durability, rounded down. Two spears of the same tier can also be combined in an anvil with an extra 12% durability, in Bedrock Edition the extra durability is approximately 6% for this item.[note 7] Both methods preserve the spear's enchantments. A spear can receive the following enchantments: Spears enchanted with Lunge propel the player forward when a jab attack is performed, at the cost of consuming saturation and hunger points at an amount dependent on the enchantment level, as well as consuming 1 durability. Saturation points are consumed first, and then hunger points are consumed after. Lunge does not trigger when the player has less than 6 hunger points, is riding a mount, is gliding with an elytra, or if the user is in water. Level I consumes 1 saturation/hunger points, level II takes 2 saturation/hunger points, and level III takes 3 saturation/hunger points. By initiating a charge attack directly after a jab attack, the charge attack can be connected using the velocity gained with Lunge. There must be significant distance between the user and the target to give time for the charge attack's activation delay to fully finish after jabbing. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Spear" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/HUD] | [TOKENS: 3311]
Heads-up display The heads-up display (HUD) is a system showing the player's conditions. It is superimposed on their view of the game world. Contents Display The HUD typically consists of the user's health, hunger and experience bars, the hotbar, as well as a crosshair that designates the currently focused on block or entity if the player is not playing on a mobile device and has not enabled split controls. The armor condition bar appears above the health bar if the player is wearing armor, and the oxygen bar displays above the hunger bar if the player's air supply unit is below 300.[note 1] Note that in the mobile versions of Bedrock Edition, the health and armor bars are on the top left and the hunger and oxygen bars are on the top right. The "UI Profile" option under the video settings can be set to "Classic" mode to match Java Edition style. In Creative mode, the health, hunger, oxygen, experience and armor bars are hidden. The hotbar is a selection bar that appears on the bottom of the screen. It is where the player stores and selects commonly used items. It consists of the bottom nine slots within the player's inventory. When the player switches an item in hand by mouse wheel or 1-9, its name is shown above the experience level for a short period of time. In Java Edition, this name appears in italics, while in Bedrock Edition, the text has a black background and also shows enchantments of the selected item, and contents of a shulker box. The background opacity can be adjusted with the "Text Background Opacity" option in the accessibility settings. The slots of the hotbar are the programmer art sand texture slightly darkened. Players can dual wield allowing a second item to be shown on the other side, along with an additional hotbar slot on the same side.‌[JE only] Both the slot and the item are shown only if it contains an item, which can either be added using the GUI or by pressing "swap items". In Bedrock Edition, the hotbar has an additional button for the inventory when using touch controls. On the New Nintendo 3DS Edition, the hotbar is located on the "Touch Screen" and is slightly different. The player's hand is always shown on the right side of the screen (left side if the player's main hand is set to "left"),‌[JE only] and corresponds to the player's hand in the skin. In Bedrock Edition, all animations from the hand as seen in third person are also seen on the HUD, including the breathing animation and eating/drinking. When an item in the hotbar is selected, it shows in place of the hand rotated similarly to held items in third-person, with a switching animation. Some held items can show animations, and when charging a crossbow in Bedrock Edition, the left hand can also be seen. Items can also be held in the offhand slot, which will show on the other side, but an empty hand is not shown. With Vibrant Visuals, directional light effects (shadows, caustics, light) are also visible on the hand, and held items apply their texture sets. The hand can be toggled independently from the HUD in Bedrock Edition, meaning that it can be shown standalone without other HUD elements. However, pressing F1 still hides the hand. The locator bar appears in place of the experience bar, except when gaining XP. It shows the position of other players in multiplayer as colored square indicators, often referred to as waypoints. They appear approximately within 120° of the camera facing towards the target. If the target is on a significantly different Y-level, an arrow pointing to the target vertically appears over the square indicator. The color of a waypoint is randomly assigned to a player when they join a multiplayer game, or when a waypoint is tracked for the entity; it may also be assigned by their team color. In Java Edition, it can be customized using the /waypoint command. The locator bar can be toggled by the locatorBar game rule. In Java Edition, entities in the locator bar may be tracked if waypoint_transmit_range attribute is set. The crosshair is a small cross in the middle of the screen. It shows the aim point of the tool or item being held to entities or blocks for attacking or any interactions within a specific range from the player. The crosshair inverts the colors of the area it is upon, which can result in a nearly invisible crosshair if the area is a medium gray. The crosshair is only shown on touch devices when the control mode is set to "Joystick & aim crosshair", or when the "Split Controls" option is enabled. Chat messages are also shown on the HUD, in the bottom left corner‌[Java Edition only]/top left corner‌[Bedrock Edition only], showing anything recently spoken or commands recently executed. In Java Edition, this can be expanded with T, allowing the player to enter chat messages or commands, and view the full chat history. In Bedrock Edition, pressing T opens the chat menu, which is not part of the HUD but a separate menu screen. Elements such as the chat size, background opacity, its visibility in general, font, text color, and more can be changed in the options‌[Java Edition only]/chat settings.‌[Bedrock Edition only] Closed captions display text for sounds in-game. When subtitles are turned on, a black box appears in the bottom right corner, which lists sounds in the world that are nearby to the player. If the sounds are offscreen, "<" or ">" point in the direction the sound is coming from. As the sound fades away, the text also fades, becoming less white. Subtitles can be enabled in the "Music & Sounds" or "Accessibility Settings" sections of the options menu. All effects (other than effects with hideParticles, including Darkness from the warden) the player currently has are shown on the top-right of the screen. Effects that run out sooner appear farther to the left, and effects that are about to run out start to flash. Additionally, positive effects are shown on the top, and other effects (neutral or negative) are shown on the bottom. Beacon effects have a blue (instead of gray) outline, and effects with particles hidden are not indicated in the HUD. Upon mounting a horse, donkey, mule, llama, pig, strider, camel, happy ghast, nautilus or zombie nautilus, the ridden mob's health bar appears above the hunger bar. It uses a slightly different heart texture than the player's health bar, with them made to resemble saddles. Also, upon mounting a horse, camel, nautilus or zombie nautilus, the jump bar (for horses) or the dash bar (for camels, nautiluses and zombie nautiluses) also appears above the experience bar. When riding a skeleton horse underwater, the oxygen bar, if necessary, appears above the mob health bar. The action bar is a space just above the player's hotbar where text can be displayed. Some gameplay elements, such as jukeboxes, use this to give contextual hints to the player. Text can also be displayed here using the /title command. In Bedrock Edition, the opacity of the black background of the action bar can be adjusted with the "Action Bar Background Opacity" option in the accessibility settings. The autosave indicator indicates when the game is autosaving. In Java Edition, this is turned on by default and shows "Saving world" in the bottom-right of the screen. In Bedrock Edition, this is turned off by default and shows an animation of an arrow pointing into a chest in the top-right of the screen. Whether or not this appears can be toggled in the options. A bossbar is a bar at the top of the screen that can track health of a boss mob or the total health of raid mobs. The bossbar appears naturally in the game through three means: during a raid, after constructing a wither, and upon entering the End if the ender dragon has not yet been defeated. In Java Edition, a bossbar can be created manually using the /bossbar command. There is a limit to the number of bars shown. Screen effects encompass a variety of effects applied alongside or beneath the heads-up display as augmentations to the player's point of view as a method of conveying further information about a player's current state. A screen title is displayed to players as a single line of large center-aligned text in the middle of their displays, and can include a subtitle; a second, separate line of text displayed just below the title. It is controlled with the /title and /titleraw commands. In Bedrock Edition, the opacity of the black background of the screen title can be adjusted with the "Text Background Opacity" option in the accessibility settings. The scoreboard system is a complex gameplay mechanic utilized through commands. Mainly intended for mapmakers and server operators, scoreboards are used to track, set, and list the scores of entities in a myriad of different ways. It is displayed on the right side of the screen. Toasts are text boxes shown when the player unlocks new crafting recipes. Additionally, in Java Edition, exclusive toasts show when a new music track starts playing, or the player obtains advancements. Most of them show up in the top right corner of the screen, and are displayed in front of effect icons. Music toasts appear in the top left of the screen instead. Tutorial hints (also known as game tips in Bedrock Edition) are toasts which show up when a player starts a world in Survival mode for the first time on a device. They are meant to guide new players who may not know the controls. These can be turned off in the settings.‌[Bedrock Edition only] If multiple recipes are unlocked at once, they all use the same toast. If multiple advancements are unlocked at once, they appear listed one under the other. Up to five toasts can be displayed at once. In Bedrock Edition, the duration of toast messages can be adjusted in the accessibility settings. Bedrock Edition exclusive elements When using a controller, available actions the player can take are listed on the bottom left and right of the screen, alongside the icon of the button to press to perform that action. These buttons are present only in mobile and desktop versions with a touchscreen, and they are used to control the player. Players can sneak, fly and jump using the mobile controller. In the settings under "Controls" → "Touch", players can choose between D-Pad, normal joystick (touch control mode), and joystick with crosshair aim control mode. D-Pad crosshair aim is available separate using "Split Controls" setting. The position, scale, and opacity of individual buttons and the joystick can be customized in the touch settings. The paper doll is a side-view of the player displayed in the top-left corner of the screen. It shows the player's skin and any armor worn. If the player is walking, the paper doll shows the player's legs moving. If the player is sneaking, sprint-swimming, emoting, or flying with elytra, this can also be seen. The paper doll can be turned on and off by pressing F8 on PC, or in the settings. This can be done independently from hiding the HUD, although pressing F1 also disables the paper doll. If enabled in the world options, the player's coordinates and/or days played will be displayed in a box in the top left of the screen. If both are enabled at the same time, the position is listed above the number of days played. Both are shown below the paper doll, and above the chat. The background opacity of this text is affected by the "Text Background Opacity" accessibility setting. In the controls menu, a keybind can be assigned to Describe for keyboard & mouse or controller modes. Once pressed in-game, this shows above the hotbar (as an item tooltip) the name of the block or entity the player currently faces. This is only shown when an object in front of the player can be interacted with (usually hitting or breaking), so water or objects far away are not described. Java Edition exclusive elements The attack indicator represents the attack cooldown timer. It can be displayed next the the crosshair, beside the hotbar, or be hidden completely. This disappears when the cooldown is full. If the option for the attack indicator is set to "Crosshair" mode, a fully cooled weapon is being held, and a mob or player is in range, the sword icon and an additional plus-sign (+) indicator is shown below the crosshair, indicating that the weapon is in range to land a full-damage blow. If the option for the attack indicator is set to "Hotbar" mode, the attack cooldown timer is indicated by a sword icon near the crosshair that fills, representing the cooldown progress. This sword icon disappears once the item is fully charged. In the combat tests, a shield indicator can also be enabled in the same locations. The debug screen (also commonly referred to as the "F3 screen") is triggered when F3 is pressed. It functions as a menu for accessing debugging information, but it also provides useful in-game information like player coordinates. The debug screen consists of info text lines and five toggleable graphs: profiler, frame rate, tick rate, bandwidth, and ping time graphs. These graphs can be toggled with specific key combinations. In multiplayer, holding the key bound to List Players (default: ↹ Tab) will show a list of players at the middle of the top of the screen, including their username, the front face of their skin's head, and their signal strength. Options In the options menu, the GUI scale option changes the size of the HUD and GUI. The default setting, "auto", changes the size of the HUD and GUI depending on the size of the game window.‌[Java Edition only] There is an option to hide the HUD. If the player is using keyboard controls, this can also be done with F1. In Bedrock Edition, the "Hide HUD" option toggles the hotbar, crosshair, and if using touch controls, buttons. The hand, paper doll, and coordinates are separate options. In Bedrock Edition, the /hud command can toggle the visibility of each HUD element. Players can toggle the HUD, the vignette effect on fancy graphics, some screen effects and overlays, and the block hitbox by pressing the F1 key. The player can choose whether to use their right or left hand. This option also moves the off-hand slot to the opposite side in Java Edition, and mirrors the touch controls in Bedrock Edition. In Java Edition, the attack indicator can be set to show by the crosshair, beside the hotbar, or to have it hidden. In the combat tests, a shield indicator can also be enabled in the same locations. In Java Edition, subtitles can be enabled in the "Music & Sounds" or "Accessibility Settings" sections of the options menu. In Java Edition, music toasts can be disabled in "Music & Sounds". The autosave indicator can be toggled in the video settings. In Java Edition, various settings related to the chat can be modified in options. In Bedrock Edition, these settings can only be changed in the chat settings accessible from the chat menu, except for the opacity and message duration, which can be changed in the accessibility settings. In Bedrock Edition, the opacity of several HUD elements can be changed in the accessibility settings, as well as toast notification duration. China Edition In China Edition, a "2 button" can be seen at the top of the screen. There is also a button to allow the player to take a screenshot or switch the camera and change voice settings. At the right of the screen, a button can be seen that is used to lock walking, sprinting or sneaking. It can be useful in some situations. Sounds Java Edition: Bedrock Edition: Videos History Issues Issues relating to "HUD" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_0.8.5] | [TOKENS: 97]
Bedrock Editor 0.8.5 Bedrock Editor ◄ 0.8.4 0.8.6 ► Bedrock Editor v0.8.5, is a minor beta release for the Bedrock Editor released on January 15, 2025, which adds a new workbench tool and fixes bugs. It was released to stable 1.21.60 on February 11, 2025. Contents Additions Changes Fixes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Dragon_egg] | [TOKENS: 737]
Dragon Egg Java Edition Bedrock Edition Epic No Yes (64) Any tool 9 3 Yes (1) Yes JE: NoBE: Yes No No 29 COLOR_BLACK The dragon egg is a gravity-affected block that can be obtained only once per world (or twice in Bedrock Edition) by defeating the ender dragon. It teleports to avoid being mined, but drops as an item if it falls onto a non-full block such as a torch or is pushed by a piston. Contents Obtaining The dragon egg is available in the Creative inventory. It can be obtained with pick block or the /give command, or placed in the world with commands such as /setblock and /fill. The dragon egg usually cannot be mined directly, as trying to do so causes it to teleport within a 31×15×31 volume centered on the egg, with locations toward the center more likely. If all air blocks in that area are filled so there is nowhere for the egg to teleport to, or if it fails to find an air block after 1,000 attempts at teleporting, it can be mined. The dragon egg is a gravity-affected block, and drops as an item when pushed by a piston or when it falls onto a block less than a full block tall, such as a torch or a bottom slab. When destroyed by an explosion, the block always drops as an item. The dragon egg is not immune to destruction by the ender dragon, despite being produced by it. In Java Edition, a single dragon egg is generated on top of the exit portal when the first ender dragon is defeated. In Bedrock Edition, two dragon eggs generate on top of the exit portal; one generates when the first ender dragon is defeated, while the other generates when the second ender dragon is defeated. Usage The dragon egg, if there is no block below it, falls until it lands on the next available block. When it is being affected by gravity and falling, it exhibits a smooth falling animation. It does not suffocate mobs or players when it falls and covers them, nor does it squash mobs or players like anvils and stalactites do. The dragon egg can be placed on a non-solid block without falling. Like other falling blocks, when the dragon egg is floating, it has black particles falling from it. The dragon egg emits a light level of 1. To cause the egg to teleport, press attack or use while in Survival or Adventure mode (or only use in Creative). It teleports to an air block nearby (up to seven blocks vertically and fifteen blocks horizontally), creating the same particles as an enderman. It may teleport into the air and subsequently fall to the ground since it forcefully obeys gravity. When the egg teleports, it creates a particle trail that, in Bedrock Edition, leads from its prior location to where it has teleported to; however, in Java Edition, a bug causes the particles not to point correctly to the egg's new location. If all available air blocks are filled, it is possible to break the block. Dragon egg teleportation lacks teleportation sounds. If egg teleportation finds an invalid location (such as below the world), it makes an additional attempt to find a valid location centered on the invalid location rather than the original position. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Height: 0.98 BlocksWidth: 0.98 Blocks Advancements History Issues Issues relating to "Dragon Egg" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Function_(Bedrock_Edition)#tick.json] | [TOKENS: 502]
Function (Bedrock Edition) Functions allow players to run lists of commands using text files with the extension .mcfunction. This page covers how to use functions in Bedrock Edition. Contents Usage Text files must be placed into a top-level folder named "functions" within a behavior pack, located at behavior_packs/[behavior_pack]/functions. Subfolders can also be added to this folder. For example, running the function sub/foo runs the file located at [behavior_pack]/functions/sub/foo.mcfunction. Note: Currently /reload reloads only functions that already exist at the time the game is launched, meaning changes can be made to existing functions but the game must be restarted for newly added functions. Upon successfully running a function, a message displays in chat: "Executed [amount] Command(s) from function [function file directory]." In version 1.12.0 this is "Successfully executed [amount] function entries." Function syntax Within the .mcfunction file, one valid command is placed per line, without the usual forward slash /. Players can add comments within the function text file by preceding them with a #. Functions require a minimum engine version specified in the pack manifest.json file. This field determines which version of a command to run. The number specified here should match the version number of the game. For example, lets say that /fill was changed in 1.9.0. If your behavior pack has "min_engine_version": [1, 8, 0] and runs a function that contains /fill, it runs the older version of fill (as if the version was still 1.8.0). This function builds a basic stone and wood house around the executor. Note that because the function runs commands in order, the glass windows and wooden door replace the stone walls created by the first command. Running a function Functions attempt to run all commands within a single tick, including the commands of nested functions called within another function. A single function call runs up to 10,000 commands (including calls to other functions, i.e. recursion). The tick.json file is also located in the behavior_packs/[behavior_pack]/functions folder, specifying functions to be executed on every game tick. Functions running in this file are executed by the server at origin 0, 0, 0 in the overworld. Functions in this file are executed as soon as the world is initialized, regardless of whether or not the player has been loaded. History Navigation Navigation menu
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