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[SOURCE: https://minecraft.wiki/w/List_of_block_textures] | [TOKENS: 101] |
List of block textures This page serves as a compact list of all unique block textures that exist in current released versions of Minecraft. For an overview on when each texture was changed, see the appropriate History of textures subpages. Original texture files for Java Edition can be downloaded from https://mcasset.cloud/, and the entire default resource pack for Bedrock Edition can be downloaded from https://github.com/Mojang/bedrock-samples/releases. Contents Static textures Animated textures Block entity textures See also Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_1.0.5] | [TOKENS: 76] |
Bedrock Editor 1.0.5 Bedrock Editor July 22, 2025 1.21.110.20 ◄ 1.0.4 1.0.6 ► Bedrock Editor v1.0.5 is a minor release for Bedrock Editor released on July 22, 2025. Contents Changes Fixes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Spear#cite_note-4] | [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/Bedrock_Editor_1.0.8] | [TOKENS: 71] |
Bedrock Editor 1.0.8 Bedrock Editor August 12, 2025 1.21.110.24 ◄ 1.0.7 Bedrock Editor v1.0.8 is a minor release for Bedrock Editor released on August 12, 2025. Contents Additions Changes Fixes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_1.1.0] | [TOKENS: 109] |
Bedrock Editor 1.1.0 Bedrock Editor Preview August 19, 2025 Stable September 30, 2025 Preview 1.21.110.25 Stable 1.21.111 ◄ 1.0.8 1.1.1 ► Bedrock Editor v1.1.0 is a minor release for Bedrock Editor released in Preview on August 19, 2025, and in retail on September 30, 2025. Contents Additions Changes Fixes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_1.0.6] | [TOKENS: 78] |
Bedrock Editor 1.0.6 Bedrock Editor July 30, 2025 1.21.110.22 ◄ 1.0.5 1.0.7 ► Bedrock Editor v1.0.6 is a minor release for Bedrock Editor released on July 30, 2025. Contents Additions Changes Fixes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Snowball] | [TOKENS: 1046] |
Snowball Common Yes Yes (16) Height: 0.25 blocksWidth: 0.25 blocks A snowball is an item obtained by breaking snow blocks or snow layers using a shovel. It can be crafted into snow blocks, thrown to knock mobs back, fed to ghastlings and used to attract happy ghasts. Contents Obtaining A shovel without the Silk Touch enchantment can get 4 snowballs by breaking a snow block, and 1–8 snowballs by breaking or blasting snow layers – one per layer. The Fortune enchantment does not affect these amounts. Creeper and TNT explosions leave snowballs in the resulting debris field if near snow. In Bedrock Edition, Ravagers destroy snow layers, dropping snowballs. In Bedrock Edition, a block or piston head pushed into the position of snow layers destroys the snow layers, dropping snowballs: 1–3 layers drop 1 snowball, 4–5 layers drop 2 snowballs, 6–7 layers drop 3 snowballs, and 8 layers drop 4 snowballs. Snow golems drop 0–15 snowballs upon death, unaffected by Looting. Java Edition: Bedrock Edition: Usage Snowballs can be thrown by using them. There is no charging time or cooldown for firing them,[until JE Combat Tests] meaning they can be thrown as fast as the player can click. Like other projectiles, snowballs are affected by gravity: their range is the same as those of eggs and ender pearls, less than that of arrows fired from bows, and more than that of splash potions. Snowballs deal 3HP each to blazes, but they deal no damage to other mobs. Mobs still receive knockback and act the same as if they were being hit by any other projectile (for example, zombified piglins who are hit by snowballs become aggressive). Players in Bedrock Edition receive knockback, while players in Java Edition are unaffected.[until JE Combat Tests] When fighting the ender dragon, end crystals can be destroyed by snowballs being thrown at them. Snowballs, like other projectiles, can be used to distract the warden. A warden walks toward the location where the snowball lands to inspect it, giving the player time to escape. However, if snowballs are fired too frequently (at least twice in 5 seconds), the warden walks straight to the player instead. In Bedrock Edition, snowballs thrown through fire or lava catch fire, and set fire to entities they hit. Snowballs can be fed to ghastlings to speed up their growth, in which they become a happy ghast. Whilst holding a snowball, both ghastlings and happy ghasts will be attracted towards the player. Behavior Height: 0.25 blocksWidth: 0.25 blocks Acceleration, Drag, Position 0.03 (double) 0.99 (float) 2.97 b/t (59.4 m/s) 99 blocks per b/t of initial velocity When thrown straight up, snowballs travel 27.68993 blocks[Java Edition only] / about 45 blocks[Bedrock Edition only] (plus randomness). They travel up to ~51.5 blocks forward when thrown at an optimum launch angle of ~40° (on even ground). Since the thrower's velocity influences the throw, timing a throw with a jump towards the target can increase the throwing range. It increases to about 42 blocks when thrown straight up and 64 blocks forward at a 35° angle[verify]. For the same reason, throwing while falling significantly decreases the range. Thrown snowballs experience initial speed of about 1.5 block/tick. Their movement follows the ticking order of acceleration, drag, position and this can be simulated to predict the overall trajectory. Below is a calculator to predict the initial conditions in order to hit a desired coordinate: 0.99 degUnreachable1 Direct hit Snowballs shot by dispensers behave in the exact manner as when they were thrown by a player, with the only difference in their initial conditions. The initial position of snowballs when shot by a dispenser offsets exactly 0.7 blocks forward and 0.1 blocks higher from the center of the block. Their initial speed is slightly randomized, which averages to about 1.1 block/tick. Thrown snowballs collide with blocks according to their collision box. They also collide with entities, but with the entities' collision box inflated to about 0.3 blocks in every direction. They collide with all living entities, including minecarts, boats, end crystals, falling blocks, and TNT. Sounds Java Edition: Thrown snowballs use the Friendly Creatures sound category for entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Snowballs have entity data that define various properties of the entity. Java Edition: Bedrock Edition: Advancements Videos History Issues Issues relating to "Snowball" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Notes References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Special:EditPage/Crafting/Decoration_blocks] | [TOKENS: 228] |
Editing Crafting/Decoration blocks Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. Pages included on this page: This page is a member of a hidden category: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Singleplayer] | [TOKENS: 3390] |
Gameplay Gameplay in most game modes of Minecraft consists mainly of placing and breaking a variety of different blocks in a procedurally generated world. With these blocks, players can manipulate the world around them, building and destroying structures. Since Minecraft is a sandbox game, there are many types of gameplay. Players can set their own goals and play the game however way they want to. See § Game customization. Contents Core mechanics The inventory is the pop-up menu that the player uses to manage items they carry. From this screen a player can equip armor, craft items on a 2×2 grid, and equip tools, blocks, and items. The player's skin is also displayed here. The inventory is opened and closed by pressing E on PC, on Xbox, / on PlayStation, or on Switch, and ••• on mobile devices. This key or button can be changed from the in-game options menu. The inventory can also be closed with Esc on PC, most game consoles, / on PlayStation, and × on mobile devices. The inventory consists of 4 armor slots, 27 storage slots, 9 hotbar slots, and the off-hand slot. Items can stack up to 64, 16, or not stack at all: Crafting allows players to create new tools and blocks using items from their inventory. A player can use the 2×2 grid in the inventory or the 3×3 grid provided by a crafting table to craft. Smelting can be done in a furnace, smoker, or blast furnace using fuel (e.g. coal) to convert an item into a more useful form, such as turning raw iron into iron ingots. Some food items can also be cooked on a campfire for free. Enchanting allows the player to upgrade tools and armor, with an enchanting table or anvil, but costs experience. Using the enchantment table also costs lapis lazuli. More powerful enchantments can be accessed by placing bookshelves around the enchanting table. Anvils can also combine existing tools and armor to repair them and make them stronger. Brewing creates potions from various ingredients and water using a brewing stand. They are stored in glass bottles and then consumed by the player or thrown at a mob to give the player or mob a status effect. Villages can be found throughout the world, in plains, sunflower plains[BE only], deserts, savannas, taigas, snowy taigas[BE only], and snowy plains. Here, the player can trade with villagers for emeralds to get useful items, like food, explorer maps, ender pearls and enchanted tools and books. The world is populated with various mobs, including passive and hostile mobs, as well as 2 bosses. Most mobs can be defeated using a sword or any other weapon. Mobs spawn in various ways. Most mobs spawn naturally, depending on the light level, biome, and their surroundings. For example, most animals are found in bright areas on the surface, while hostile monsters are commonly found in the dark (e.g. in a cave, a monster room, a woodland mansion, or at night). Animals and hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including most animals, and even hoglins, can be bred by the player, using their favorite food. Villagers cannot be directly bred by the player. Instead, they randomly breeding on their own, depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most hostile mobs actively seek out and attack the player. Endermen only attack the player if they make eye contact, and piglins attack players who are not wearing golden armor. Endermen also take damage in water and rain. A shield can be used to block most attacks from mobs, and is especially useful against skeletons. It gets dark at night, making monsters spawn on the surface. Sleeping in a bed lets the player skip the night. The day-night cycle lasts 20 real-life minutes, with 10 of those being day and 10 of those being night. There are no seasons, but the moon does have phases. Game modes Minecraft has four basic game modes: Survival, Creative, Adventure, and Spectator. Java Edition and Bedrock Edition have one additional game mode, Hardcore, which is a variation of Survival, locked to Hard, where you won't respawn if you die, and has not been added to Minecraft China Edition or Minecraft Education. This mode is for creating structures and experimenting. In this mode, players must gather all their materials to build things and to craft their items and tools. Also, the experience, health, hunger, armor, and oxygen bars appear above the hotbar. The armor bar only shows when the player is wearing armor. The oxygen bar only appears when underwater, suffocating,[BE only] or in lava.[BE only] If a player runs out of hearts (health), the player dies and respawns at their spawn point. There are also 4 difficulty settings: In this mode, which plays in the same way as Survival mode, the difficulty level is permanently set to "Hard", and the player does not respawn after dying. Also, the health bar has different hearts in this mode. After death, the player cannot interact with the world again and must either delete the map or permanently switch to Spectator mode. Hardcore is not technically a game mode as it cannot be enabled with the /gamemode command. Players can interact with objects such as levers and buttons, and can interact with mobs. However, they can break blocks only with certain tools, and place only certain blocks, as determined by the designer. This mode is good for adventure maps. When in Spectator mode, players can clip through blocks and fly freely. The player can't interact with blocks, entities or their inventory. In Java Edition, the player can interact with functional blocks, like chest, crafting table, furnace, etc. But they can't move any items in it. In Java Edition, the player can enter the perspective of other entities by left-clicking on them, and are invisible to all players and mobs except for other spectators. When in third-person mode, a player appears as a transparent floating head. The player can use the scroll wheel to adjust the flying speed, unlike flying in Creative mode. Game customization Players can use resource packs, data packs[JE only], add-ons[Bedrock Edition only], or mods[JE only] to augment the game and play the way they want to play. It should be noted that articles about specific mods or similar things are outside the scope of the Minecraft Wiki. However, the wiki does document various technical features about the data format used in resource packs and data packs. Minecraft can be played in a wide variety of other ways too. Players The player is the person (or player character) that the user controls in the world. When the user starts a game or save, the player spawns at the world spawn, with an empty inventory. Each player can also have a skin, which determines what the player character looks like. A player can change their skin on their profile page on Minecraft.net or in the Minecraft Launcher in Java Edition, and in the pause or main menus in Bedrock Edition. The world of Minecraft takes place within a three-dimensional grid of cubes, with each cube being occupied by a certain type of block. There are many types of blocks. For example, natural blocks, such as grass, stone and ores that generate randomly within the world. Or blocks that players can craft, such as the crafting table and furnace. Most of these blocks can then by mined, by hand or with tools. Some blocks cannot be broken in Survival, such as bedrock, end portal frames, command blocks, and barriers. Mining is one of the main aspects of Minecraft and is done to extract ore and other materials mainly from below the surface of the map. These ores include coal, iron, gold, redstone, diamond, lapis lazuli, copper and emerald. Mining can involve digging a hole from the surface or going down through a cave. Mineshafts and ravines create extra areas that may contain resources, since they are usually rich in ores. The player has 20HP × 10 hitpoints, called health. The player loses health upon taking damage, and dies when they run out of health. Health can be restored by keeping the hunger bar full enough, by drinking potions of Healing, or by eating golden apples. In Peaceful mode, health quickly regenerates on its own. Damage can be reduced by wearing armor or having the Resistance effect. Armor protects the player from damage by decreasing all incoming damage by a percentage. When the player is wearing armor, the armor bar becomes visible above the health bar, and displays how much armor the player has. Each chestplate on the armor bar represents 2 armor points. The player has 20 points of hunger, which can be seen on the hunger bar. Each ham shank represents 2 hunger points. Eating food increases hunger points. Despite the name, having more hunger points means the player is less hungry (and therefore more satiated). 18 hunger () is required for natural health regeneration, and 6 hunger () is required in order to sprint, so keeping the hunger bar full is usually a good idea. Hunger depletes when the player does things (usually things that should require a lot of work), like jumping and sprinting. The hunger status effect should not be confused with hunger points. Experience (EXP or XP for short) can be gained from defeating mobs or performing many kinds of other actions. Experience has no direct effect on the player character, but it can be used to enhance their equipment through enchanting, or by using an anvil to repair, rename, or combine enchantments on equipment. Most sources of experience are produced in the form of experience orbs. In Java Edition, experience gained affects the player's score on the death screen. The heads-up display is the GUI displayed over the game world. It includes a hotbar, and shows the player's held item on the right of the screen. The hotbar is a sequence of 9 selectable inventory slots that the player can store items in. The player can use various buttons to select or cycle through these slots. The selected item is then displayed as the held item in the player's right hand, or an empty fist if the slot is empty. The selected can then be used, using the same buttons the player would use to mine a block or use a crafting table (on mobile, a special button might appear and the player can press that button to use the item). Chat is a built-in messaging system used to communicate with other players, and to execute commands. By default, the player can press T or ↵ Enter on a keyboard, on touchscreen,[BE & edu only] or on controllers[BE only] to open the chat. The player can obtain various status effects in various ways. For example, golden apples give Absorption and Regeneration. Some status effects, like Regeneration, can buff the player to make them stronger, while others, like Slowness can debuff the player to make them weaker. Also, some mobs give the player status effects. For example, shulkers give Levitation and wardens give Darkness. The player can ride various mobs, by using the same button they would to use a crafting table (or by pressing "Mount" on mobile). These include horses, donkeys, mules, camels, pigs, striders, and happy ghasts. Players can also ride in boats and minecarts in the same way. Most of these mobs and vehicles can be controlled by the player, but some mobs require a saddle, harness, carrot on a stick, warped fungus on a stick to ride or control. Additionally, some mobs must be tamed by the player in order to be ridden or controlled. Achievements in Bedrock Edition and Advancements in Java Edition are ways to gradually guide new players into Minecraft and give them challenges to complete. For example, "The Lie" is given for crafting a cake. In Bedrock Edition, completing certain achievements rewards the player with cosmetics. There are many exclusive achievements and advancements that only exist in one edition of the game, while other achievements and advancements are shared. Dimensions The Overworld is the first dimension where the player spawns when the world is created. Most of the game's features exist primarily in the Overworld; it is filled to the brim with many biomes, features, and a variety of caves to explore. The Nether is a dangerous, hell-like dimension with very hostile environment. It is accessible from the Overworld by going through a nether portal. It consists of five unique biomes: the nether wastes, the basalt deltas, the crimson forest, the warped forest and the soul sand valley. Each biome has unique generation and terrain. The Nether is populated with zombified piglins, blazes, ghasts, wither skeletons, magma cubes, piglins and hoglins. Ores in the Nether include nether quartz, nether gold ore, and ancient debris. The Nether also has large oceans of lava with striders walking on them. The End is the final dimension of the game, where the player battles the ender dragon. The End is accessed by entering an end portal, found in a stronghold. The End is composed of end stone and is inhabited by endermen. It also contains tall obsidian pillars on top of which are end crystals that heal the ender dragon. Once the ender dragon is slain, the exit portal is opened in the center of the main island and an end gateway portal is created in the air near the edge of the island. Gateways transport the player to the outer End islands, which are have chorus fruit forests, and end cities filled with loot and shulkers. Also, some end cities have elytra. The gateway is 1 block tall, so it can only be entered by throwing an ender pearl, using elytra, or crawling via a trapdoor or some other means. There are no ores in the End. Multiplayer Minecraft can be played with multiple players in one world using servers hosting a game. Players can connect to external servers through the Internet, or host a server themselves. Minecraft multiplayer servers have developed to include their own rules and customs, guided by their administrators and moderators. The term griefer, meaning a player who causes grief, is a typical term on the internet but has taken up its definition on Minecraft servers: a person who destroys or defiles other users' creations on servers. One popular game on multiplayer servers is Spleef (a play on the word "grief"), a game where the player aims to make another player drop through the floor by destroying blocks beneath the opponent's feet. This is typically played in a designated area and is usually run automatically using server plugins. Many popular multiplayer servers exist that may contain, PvP arenas, custom minigames or large Survival or Creative worlds. In Bedrock Edition, the player can access a few featured servers without needing to manually add them to quickly get started on multiplayer servers. An official server list has been made for well-known and popular other servers. Minecraft Realms is an official subscription-based server hosting service that allows players to create and manage their own private Minecraft multiplayer worlds. Hosted by Mojang Studios, Realms provides an easy and fast way to create servers and allows the owner to manage them from inside the game, without prior knowledge of the concepts for hosting on the internet. However, Realms are not intended for large public servers, but for groups of friends or as a family server. Private Realms servers are easy to set up and available 24/7 as long as the owner pays for it. Players can also play Minecraft together using LAN connections. When a world is opened for multiplayer (by default in Bedrock Edition), other players on the same network can join the world without needing to add an address. This can be used to play Minecraft together locally with a smaller group of people. In Bedrock Edition players can also join worlds from other players without needing to be connected to the same network or making a server, by using the Xbox friend system. A player can add friends through the Friends tab in the menus or in the pause screen of a world. A player may invite friends and friends of friends to a world when the player is logged in with their Microsoft account and connected to the Internet. Videos References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Iron_trapdoor] | [TOKENS: 261] |
Iron Trapdoor Yes Yes (64) 5 5 No Yes Yes No No 6 METAL An iron trapdoor is a variant of the trapdoor that can be only opened using redstone mechanisms. Contents Obtaining Iron trapdoors require a pickaxe to drop as items. Trapdoors remain in place even if their attachment block is moved, removed, or destroyed. Iron trapdoors generate in ancient cities. Usage Iron trapdoors can only be toggled by a redstone signal. Player or Wind Charge blast cannot toggle iron trapdoors. Opening and closing an iron trapdoor requires redstone to do it. When a trapdoor opens or closes, it immediately changes its orientation without affecting anything in the space it "passes through". Iron trapdoors can be controlled with redstone power. An iron trapdoor is a redstone mechanism and can be activated by weakly powering any cardinally adjacent block. When activated, the iron trapdoor immediately opens. When deactivated, it immediately closes. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Iron Trapdoor" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Sprint-knockback_attack] | [TOKENS: 968] |
Knockback (mechanic) Knockback represents the pushback from attacks or natural causes. Contents Attack knockback When receiving damage from players, mobs, explosions, and most projectiles, entities are also knocked back. The direction of knockback is determined by the direction of the incoming attack. Knockback dealt to grounded entities knocks them into the air and away from the attack. Knockback dealt to airborne entities differs between Java Edition and Bedrock Edition. In Java Edition, knockback against airbone entities only knocks them away from the attack and does not knock them further into the air. In Bedrock Edition, knockback against airborne entities is identical to knockback against grounded entities. Entities inside minecarts or boats, as well as entities that are riding mountable entities like horses and camels, never receive any knockback when attacked. Knockback dealt to entities during attack invulnerability time, the 0.5 seconds (500ms) of invulnerability received after taking damage, differs between Java Edition and Bedrock Edition. Knockback sources Most natural damage sources, damage sources that are received indirectly, cause a stutter in movement but do not deal any horizontal knockback. Natural damage sources that cause a movement stutter include damage from burning, drowning, lightning, falling, suffocation, entity cramming, starvation, and status effects like Poison, Wither, and Instant Damage. Block-inflicted damage from fire, cactus, lava, magma blocks, campfires, and sweet berry bushes also cause the same movement-stuttering knockback. Other indirect damage sources deal knockback in the traditional manner rather than causing a movement stutter. This includes the breath attack of the ender dragon, the beam attack of guardians and elder guardians, the sonic boom attack of wardens, the roar attack of ravagers, evoker fangs, damage from the Thorns enchantment, and the effect cloud from lingering potions of Harming. Knockback received from players or mobs using a sword enchanted with Knockback is greater than normal. Attacks that deal 0HP or less fail to deal knockback. The Weakness status effect can cause attacks that deal 0HP, causing them to deal no knockback. Thrown eggs and snowballs cause knockback to mobs even if they do not deal any damage. In Bedrock Edition, thrown eggs and snowballs also apply knockback to players. Sprint-knockback attack Doing a melee attack while sprinting causes a sprint-knockback attack to be performed, inflicting extra knockback. In Java Edition, sprint-knockback attacks play a unique sound when performed, and they require an attack cooldown charge of at least 84.8%. Spears are the only item type that cannot do sprint-knockback attacks. In Java Edition, sprint-knockback attacks cannot be performed at the same time as critical hits or sweep attacks. If a sprint-knockback attack is performed at the same time as a critical hit, the sprint-knockback attack takes priority. They can however be performed at the same time as smash attacks and crushing blows. The extra inflicted knockback stacks with the Knockback enchantment. Like the Knockback enchantment, sprint-knockback attacks do not increase knockback against entities that are immune to knockback, such as iron golems or shielding players. The only exceptions to this are armor stand and boats, which ordinarily do not take knockback when hit but do when hit by a sprint-knockback attack. Knockback resistance Knockback resistance reduces knockback by multiplying the velocity value that a mob receives from an attack's knockback. If the velocity the mob would have without any knockback resistance is v, and the mob has a knockback resistance of r%, then the mob's actual velocity is determined by the formula A=v×(1−r100). Each piece of netherite armor adds 10% knockback resistance to its wearer, giving 40% knockback resistance with a full set. Explosion knockback resistance reduces knockback from explosions and fireworks. It is received through the Blast Protection enchantment, and uses the formula (15 × level)%. The effect stacks with multiple armor pieces, with two pieces of Blast Protection IV armor resulting in 100% explosion knockback resistance. It also reduces the knockback affect of wind charges and the Wind Burst enchantment. Certain mobs have natural knockback resistance that causes them to resist knockback from attacks. Iron golems, shulkers, agents, NPCs, wardens, and ender dragons have 100% knockback resistance, while other mobs have varying levels of knockback resistance. Sounds Java Edition: History Issues Issues relating to "Knockback" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Slowness] | [TOKENS: 264] |
Slowness See § Causes #8BAFE0 (gray blue) Negative Slowness is a status effect that decreases walking speed. As such, it is also the opposite of Speed. Contents Effect Slowness reduces movement speed. Movement includes walking, sprinting, sneaking, crawling, and swimming. If a player or mob is riding another mob, slowness only reduces the speed of the ridden mob if that mob has the effect. The speed of the rider does not matter. Slowness decreases movement speed by 15% × level and contracts the player's field of view accordingly. Negative levels of Slowness increase movement speed. Jumping, falling, climbing, flying, and any motion that is not caused directly the player or mob with slowness, are not effected by slowness. i.e. the player or mob will jump / fall / etc. at the same speed as normal. Causes Immune mobs Notes Data values Java Edition: Bedrock Edition: 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. History Issues Issues relating to "Slowness" 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/Instant_Damage] | [TOKENS: 171] |
Instant Damage See § Causes #A9656A (maroon) Negative (positive for undead mobs) Instant Damage is an instant status effect that decreases health for players and living mobs and heals the undead. Contents Effect Instant Damage inflicts magic damage of 3HP × 2level. Undead mobs are healed as if with Instant Health instead. Death is reported as "<player> was killed by magic". When applied using a lingering potion, damage is inflicted every second. As this is magic damage, it can be decreased only via Resistance and Protection. Instant Damage has its duration set in game ticks (instead of seconds) with the /effect command. Causes Immune mobs Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Instant Damage" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Cheats] | [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/Spear?action=edit§ion=9] | [TOKENS: 223] |
Editing Spear (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 12 hidden categories: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_1.1.1] | [TOKENS: 70] |
Bedrock Editor 1.1.1 Bedrock Editor September 3, 2025 1.21.120.20 1.1.2 ► Bedrock Editor v1.1.1 is a minor release for Bedrock Editor released on September 3, 2025. Contents Additions Changes Fixes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Experience?section=3&veaction=edit] | [TOKENS: 1434] |
Experience 5HP In Java Edition: Height: 0.5 blocksWidth: 0.5 blocks In Bedrock Edition: Height: 0.25 blocksWidth: 0.25 blocks Experience (EXP or XP for short) can be gained from defeating mobs or performing many kinds of other actions. Experience has no direct effect on the player character, but it can be used to enhance their equipment through enchanting, or by using an anvil to repair, rename, or combine enchantments on equipment. Most sources of experience are produced in the form of experience orbs. In Java Edition, experience gained affects the player's score on the death screen. Experience orbs also recover durability on items with Mending that are being worn or are in-hand. Contents Sources Experience can be gained from several different sources. Most sources drop experience in the form of orbs, which can be claimed by any player, while a few methods directly award the player experience upon completing the action. Gathering experience points increases the player's experience level by gradually filling a bar on the bottom of the screen until a new level is achieved when the bar is full. When the player dies, they drop experience orbs worth 7 * current level experience points, up to a maximum of 100 points (enough to reach approximately 7.5 levels), and all of the other experience vanishes. If the gamerule keepInventory is set to true, the experience is kept even if the player dies. Experience orbs Most experience sources drop experience in the form of experience orbs, which can then be claimed by any player. Experience orbs fade between green and yellow colors and float or glide toward the player up to a distance of 7.25 blocks (calculated from the center of player's feet and the center of the experience orb), speeding up as they get nearer to the player. Experience orbs pulled toward a player are slowed by cobwebs. Experience orbs can also be pulled around or away from the player by running water currents. When collected, experience orbs make a bell-like sound for a split second. Unlike items, experience points are picked up gradually: no matter how many orbs are in the range of the player, they are added to the player's experience one at a time (10 orbs/second). In extreme cases, this can result in the player being followed by a swarm of orbs for many seconds. If an experience orb isn't collected within 5 minutes of its appearance, it despawns. Experience orbs vary in value. The general worth of an orb is reflected by its size, with eleven possible sizes corresponding to specific values. The three smallest sizes are the most commonly encountered, as the majority of experience dropped by mobs and blocks is less than ten. Dense experience orbs with values 17 or higher have orange "eyes" or "cores", and are less frequently encountered, most commonly from defeating the ender dragon, wither and other players, disenchanting objects on a grindstone, breaking spawners, and collecting items from high-traffic furnaces. For performance improvement, experience orbs of the same value can merge into a single entity, but they do not create a higher value orb. Naturally spawned orbs always have an integer value of 1–11, 17, 37, 73, 149, 307, 617, 1237, or 2477. Fishing, breeding, and trading drop a single orb with a random value in the appropriate range. Breaking blocks, killing mobs and players, smelting items, and bottles o' enchanting calculate their total experience amount and then split it into the base values of orbs by size (1, 3, 7, 17, 37, 73, 149, 307, 617, 1237, and 2477). Higher values are chosen first, so, for example, a total value of 1000 would be dropped as orbs with values 617, 307, 73, and 3. While the first ender dragon in a world drops 12,000 experience, it is dropped in 10 waves of 1000 and one of 2000, so no orbs of value 2477 are dropped. Such orbs can exist in the world via furnaces that have had a lot of traffic. Like items, experience orbs float when on water. Experience orbs can be destroyed by fire, lava, explosions, and cacti, and can trigger pressure plates and tripwires. Experience orbs can also stop minecarts. In Bedrock Edition, although mob drops spawn the instant the final blow is dealt to the mob, experience orbs do not appear until the mob entity disappears and the smoke appears. In Java Edition, experience orbs appear in the same spatial and temporal location as loot when an entity is killed. Orbs with negative values can be created using the /summon command, either using values below 0 or above 32767 due to 16-bit integer overflow. They use the smallest texture of experience orb. Negative orbs behave differently from positive orbs, namely that they do not deduct experience when collected by the player. They deduct durability from a tool enchanted with Mending, provided the tool is already damaged prior to collection of the orbs. The following mobs and similar entities do not drop experience when killed: Leveling up The formulas for figuring out how many experience orbs needed to get to the next level are as follows: One can determine how much experience has been collected to reach a level using the equations: Likewise, to get the number of levels from the total experience value, one can utilize the following inverse equations: Score The score is the number of experience the player has collected since their last death. This number is the total experience the player has collected, rather than the amount of experience they had upon death. When the player dies, the score is displayed on the death screen. Sounds Java Edition: Experience orbs do not use entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Experience orbs have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Videos History The experience level costs were heavily revised in snapshot 12w22a and 12w23a, and again in version 1.8. Before these, reaching level 50 (the maximum usable on a single enchantment) required 4625 experience, corresponding to defeating 925 hostile mobs (assuming the "common" ones.) Afterward, considerably less experience is needed to get into higher levels. Higher levels cost more experience than lower ones, but the levels are still easier to get than in 1.2.5. Now, level 30 is the maximum for enchantments, and that cost is equivalent of 279 "common" enemies, less than 1/3 the old price. A player dropping excessive experience orbs upon death may cause performance degradation in the game. Issues Issues relating to "Experience" or "Orb" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Shears] | [TOKENS: 964] |
Shears Common 25 (on wool)15 (on cobwebs and leaves) 1 JE: 238BE: 239 Yes No Shears are a tool crafted from iron ingots. They are required to obtain some organic blocks or otherwise mine them faster as well as to shear certain entities and blocks. Contents Obtaining Usage Shears lose 1 durability when used to shear something. Shears can be used on a sheep to remove its coat and drop 1–3 wool of the corresponding color. The same sheep can be sheared again after it eats from a grass block or short grass to regenerate its coat. Shearing a mooshroom drops 5 mushrooms of the corresponding color and irreversibly turns it into a normal cow. Shearing a snow golem irreversibly removes its carved pumpkin, dropping the item and revealing its face. Shearing a bogged drops 2 mushrooms, which can be 2 red mushrooms, 2 brown mushrooms or one of each. Shearing a copper golem with a poppy planted on it drops the flower. Shearing either a beehive or bee nest that is full of honey makes it drop 3 honeycombs and resets it to honey level 0. The same beehive or bee nest can be sheared again if it is able to reach full honey again. If sheared by hand without a campfire or soul campfire below the hive or nest, all bees within exit and all nearby bees attack the offending player. Dispensers can use shears in any of the above listed ways, interacting with any valid block or entity in front of the dispenser's face. This decreases the shears' durability. Durability is only consumed if the shearing action is successful. Failed attempts, such as when a sheep has no wool, do not damage the shears, which can be useful for automated wool farms. A dispenser shearing a beehive or bee nest does not anger bees or cause them to leave, even if there is not a campfire or soul campfire below it. Shearing a pumpkin turns it into a carved pumpkin, dropping 4 pumpkin seeds in Java Edition and 1 in Bedrock Edition. If the pumpkin was attached to a pumpkin stem, the stem detaches. Shearing a correctly positioned pumpkin can summon a golem as if placing a carved pumpkin. Shearing the tip of cave vines, kelp, weeping vines, or twisting vines stops further growth by setting its age value to 25. Shears can be used on an armored tamed wolf to remove its wolf armor. Only the owner of the wolf can remove armor. Shears can be used on a harnessed happy ghast to remove its harness. It is not possible to remove the harness from a happy ghast that is currently being ridden. Shears can be used to remove saddles, horse armor and carpets from mobs wearing them. This is the only way to remove the saddle from a pig or strider without killing the mob. It is not possible to remove equipment from a mob that is currently being ridden or to remove the saddle from a ravager. Shears use 1 durability when they are used to break any block (except fire and soul fire). Shears can be used to harvest cobwebs, leaves, short grass, short dry grass, tall dry grass, seagrass, ferns, bushes, dead bushes, nether sprouts, small dripleaves, vines, glow lichen or hanging roots and obtain them in item form. If used to break tall grass, tall seagrass or large ferns, 2 units of the respective small plant are dropped instead. When shears are used to break weeping vines or twisting vines they are guaranteed to drop in item form instead of the usual 33% chance. This applies to vines directly broken by shears and not vines that are broken due to the destruction of their supporting vines. Shears can also be used to break tripwire connected to a tripwire hook without activating it. Additionally, shears can be used to break wool faster than other tools. The following table shows information about blocks that can be broken with shears. Colors indicate what gets dropped when the block is broken: Shears can be combined with another pair of shears in an anvil, preserving the enchantments of both. Shears can receive the following enchantments: Despite using iron in its crafting recipe, shears cannot be smelted into iron nuggets. Sounds Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Shears" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Sign] | [TOKENS: 1369] |
Sign Yes Yes (16) 1 1 No Yes Yes No JE: Yes, except Crimson and Warped SignBE: Yes A sign is a non-solid block that can display text, and can be placed on the top or side of other blocks. The text of signs can be customized with dyes and glow ink sacs, and they can be waxed to prevent its text from being edited by any player. Contents Obtaining Signs can be broken with any tool or without a tool, but an axe is fastest. A sign also breaks and drops itself as an item if the block the sign is attached to is moved, removed or destroyed. An oak sign can be found in igloo basements. Spruce signs can be found in taiga village houses, as part of a chair. Usage Signs can be used to display text; they can be used to label storage, display information to other players or note areas of interest. Signs are also not destroyed by water or lava and therefore may be used to control the flow of these fluids. Signs may be placed on the top or side of other blocks (including semi-solid and non-solid blocks such as fences, trapdoors and other signs). To place a sign, use a sign item while pointing at the block the sign should be attached to, enter the desired text (or none), and click the "Done" button or press "escape" on a keyboard (or press × in Bedrock Edition, on an Xbox controller, on a PlayStation controller, or on a Nintendo Switch controller. Closing the virtual keyboard on a mobile device also exits the typing menu). To place a sign on a block that can be interacted with by the use control (for example, chests, note blocks, etc.), sneak while placing the sign. Signs on the top of a block stand on a short post and face toward the player who placed it, in any of 16 different directions. Signs placed on the side of a block simply float there, even if the block doesn't make contact with the sign. For more information about the blocks signs can be placed on, see Opacity/Placement. Placing a sign opens an editor interface resembling a magnified view of the sign. Up to four lines of text can then be entered using a keyboard (hardware or on-screen). The editor supports limited editing, including moving the cursor and inserting and deleting characters. In Bedrock Edition, formatting codes can also be used to apply decorative effects such as color, bold, italic and underline to various bits of the text. Depending on the edition and platform in use, copy and paste operations may be supported and the editor may also support keyboard entry of Alt-codes for displaying Unicode characters. Text can be added to the back side of a sign by interacting with that side of the sign after placing it and editing the front. Signs can be waxed by using a honeycomb on it. Once waxed, a sign cannot be unwaxed or edited without being broken and placed down again or by using commands like /data After placing and affixing text on a sign, a player can change the text color by using a dye on it. When colored with dye, the text color may differ from any color specified by formatting codes. These values are hard-coded in the game's code, each dye color maps to one of these. The dye color on the sign's face is applied to all 4 lines of text. Any text that has been colored with text component format overwrites this color, effectively making the 'dye' color be used as a base color for any unstyled text. A player can use a glow ink sac on a sign to make its text glow and have an outline. The glowing text is not affected by lighting. The player can use a regular black ink sac on the sign to remove the glowing effect. If the text has been colored with text component format the glow outline still shows the default white or the color of underlying dye that was used on the sign. In Creative mode, the combination Ctrl + pick block on Windows/Linux, or ⌘ Command + pick block on macOS, can be used to copy an already-placed sign, including its text (with decorations), into the player's inventory. A dyed sign facing east or west has text that appears more saturated and bright than a sign facing north or south. However, it is actually the sign that is dimmer, because Minecraft's lighting engine uses side lighting to make the world appear less flat, but the text on signs is not affected by this. In Bedrock Edition, inappropriate words or phrases in a sign's text are displayed as hashtags if the "Filter Profanity" setting is true. In Java Edition, signs can be created with text components, which allows complex formatting (colors, bold, italic, etc.), hover and click events, localized translation (for Minecraft technical terms, like "Redstone Repeater", otherwise translations must be provided in language files in resource packs), and the incorporation of scoreboard values into text. Use the /data merge block command to create or alter text component-based signs. Signs can post the success count of text hover and click events to scoreboard objectives. The objectives to be used can be specified by running the /execute store command or by modifying the sign's NBT data directly with the /data merge block command. Signs can be edited after being placed by using them, which opens the edit sign message GUI. Signs are destroyed and drop as an item when pushed by a piston.[Bedrock Edition only] Signs are non-solid and have no collision, so items and mobs can move through sign blocks. Other blocks (including other signs) can be placed on any edge of a sign. Water and lava flow around signs. Lava can create fire in air blocks next to signs as if the signs were flammable, but the signs do not burn (and cannot be burned by other methods either, except in Bedrock Edition). Overworld signs can be used as a fuel in furnaces, smelting an item per sign. Nether signs (crimson and warped), cannot be used as fuel in a furnace. Signs can be placed under note blocks to produce a "bass" sound. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: A sign has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Sign" 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/Model] | [TOKENS: 294] |
Model Models are three-dimensional shapes used in Minecraft that are used to display objects encountered in the game. The models pertaining to the vast majority of blocks and items can be configured, as well as those of a small selection of entities. Models are stored as JSON files in a resource pack in the assets/<namespace>/models folder. Contents Block models Item models Fields used by Blockbench Some models contain fields used by Blockbench due to Mojang utilizing the software, these fields are only used by Blockbench and aren't used by Minecraft. Uses of models Non-hardcoded models are used in-game in the following contexts: Each of the item display types are used in the following situations: Limitations While most blocks and items can have their model changed, there are a multitude of things that cannot. For example, no entities (with the exception of item frames and glow item frames) can have their model changed in Java Edition with resource packs alone. Bells can have their attachment model changed but not the bell model itself. Even these blocks have particle textures defined in dedicated model files, however it still stands that actual visual models cannot be changed. Sub-elements of blocks, such as passively emitted particles and the book on top of the enchanting table, cannot be modified, even though the base block can. History Issues Issues relating to "Block model" or "Item model" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Jump_Boost] | [TOKENS: 224] |
Jump Boost See § Causes #FDFF84 (light yellow) Positive Jump Boost is a status effect that increases the jumping height of the bearer. Contents Mechanics Jump Boost increases the jump strength of the player from the base 0.42 blocks/tick (countered by gravity to give the maximum jump height). Each level increases the player's jump velocity by 0.1 blocks/tick. It also reduces one block height in fall damage calculation each level. Arbitrary levels can be set via commands. In Java Edition, negative levels decrease jump height and increase fall damage (which also causes the player to start taking damage from short falls that would normally do no damage); extreme negative levels eliminate all jumping ability and cause damage even when stepping off a slab. Causes Immune mobs Data values Java Edition: Bedrock Edition: 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. History Issues Issues relating to "Jump Boost" 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/Commands?action=edit§ion=8] | [TOKENS: 223] |
Editing Commands (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 10 hidden categories: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Special:EditPage/Crafting/Redstone] | [TOKENS: 218] |
Editing Crafting/Redstone Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. Pages included on this page: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_1.1.3] | [TOKENS: 77] |
Bedrock Editor 1.1.3 Bedrock Editor September 16, 2025 1.21.120.22 ◄ 1.1.2 1.1.4 ► Bedrock Editor v1.1.3 is a minor release for Bedrock Editor released on September 16, 2025. Contents Additions Fixes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Attack_cooldown] | [TOKENS: 4052] |
Melee attack A melee attack is a type of attack that mobs and players use to cause damage through close contact with a target. Contents Attack scenario Melee attacks apply mob's base melee attack damage and deal damage to the target entity in mob_attack damage type. Most mobs perform one melee attack per second, targeting a single intended target for the melee attack, without accidentally harming other targets. Some mobs melee attack in a different way and have special effects: Attack damage All entities have a base melee attack damage. The final attack damage calculation includes the mob's base attack damage, main hand item damage, and status effects. In Java Edition, base melee attack damage is the computed value of the attribute attack_damage. The damage from the main hand item and status effects are essentially Op0 attribute modifiers. Using the /attribute command to modify the base value or modifiers can change the base melee attack damage for the corresponding entity. For example, the base melee attack damage of a player holding a wooden sword with the Strength II effect would be calculated as: The attack damage of the main hand items is shown in the table below (including the player's 1HP base attack value, matching the value displayed in the tooltip): The Strength status effect increases attack damage by 3HP per level, while the Weakness effect reduces it by 4HP per level. In Bedrock Edition, the base melee attack damage is calculated differently for different entities: For players, the calculation sequence for base melee attack damage is as follows: For example, the base melee attack damage of a player holding a wooden sword with both Strength II and Weakness I effects would be calculated as: For most non-player entities, the calculation sequence for base melee attack damage is as follows: For example, the base melee attack damage of a zombie holding a wooden sword with both Strength II and Weakness I effects would be calculated as: The attack damage of the main hand items is shown in the table below (including the player's 1HP base attack value, so the values are 1 higher than what is displayed in the tooltip): The Strength status effect can be calculated using the recursive formula dn=1.3dn−1+1 or the general formula dn=1.3nd0+1.3n−10.3, where d0 is the input attack damage, dn is the output attack damage, and n is the level of the Strength status effect. The Weakness status effect can be calculated using the recursive formula dn=0.8dn−1−0.5 or the general formula dn=0.8nd0+0.8n−10.4, where d0 is the input attack damage, dn is the output attack damage, and n is the level of the Weakness status effect. If the result is less than 0, the output attack damage is 0. The enchantments on items in the main hand will affect attack damage, referred to here as enchantment attack damage. For different entities, enchantments have different attack damage: The total of all enchantment attack damage is the current enchantment attack damage. In Bedrock Edition, enchantment attack damage is rounded down after summing, so if Sharpness I and Smite I are both active, the enchantment attack damage would be 3HP instead of 3.75HP × 1.875. After calculating the base melee attack damage and enchantment attack damage, the game also determines whether to add a bonus attack damage based on the nature of the current main hand item and the state of the attacked entity. Currently, only mace has bonus attack damage. The bonus attack damage of the mace only takes effect when the entity falls from a height greater than 1.5 blocks and not gliding[Java Edition only], with the bonus attack damage adjusted according to the fall height: Attack cooldown The attack cooldown is a meter below the crosshair that reduces damage when attacking before the meter is full. An attack cooldown percentage of 84.8% or above is also required for critical hits, sprint-knockback attacks, and sweep attacks to activate. The indicator can be optionally changed to display next to the hotbar instead of under the crosshair in Video Settings. Attack speed is controlled by the attack_speed attribute. The default value is 4, meaning that 4 full-damage melee attacks can be performed per 20 game ticks (1 second), however damage immunity allows only 2 of these attacks to connect against a single target. The Haste effect increases attack speed by 10% per level, and the Mining Fatigue effect decreases it by 10% per level. Spear jab attacks specifically have a forced attack cooldown, meaning they cannot attack at all until they reach 100% cooldown charge. Tools and weapons have different attack speeds that replace the base value of 4 when held in the mainhand. The following table lists all attack speeds from fastest to slowest: The time from one melee attack, breaking a block, or switching the main-hand item to the next melee attack that can deal full damage is called the attack cooldown time. The ratio of the time elapsed since the above actions to the total attack cooldown time is the attack cooldown completion. The number of full-damage melee attacks a player can perform per 20 game ticks (1 second) is the attack speed. Attack cooldown time can be calculated from attack speed. If the attack speed is s, the attack cooldown time T is 20s game ticks. Since game ticks do not have decimal values, the actual attack cooldown time is rounded: if the decimal part is greater than 0.5, it is rounded up; otherwise, it is rounded down. Attack cooldown completion can also be calculated from these values. If the time since the last melee attack, block break, or main-hand item switch is t game ticks, then the attack cooldown completion p is clamp(t+0.5T,0,1). The visual component related to attack cooldown completion is the attack indicator, which has a slight difference in rendering percentage compared to the actual attack cooldown completion: clamp(tT,0,1), meaning the displayed value lags by half a game tick. Attack cooldown affects base melee attack damage, enchanted attack damage, and additional attack damage differently. Given attack cooldown completion p, the base melee attack damage is modified by 0.2+0.8p2, the enchanted attack damage by p, while additional attack damage remains unaffected. The effect on base melee attack damage can stack with critical hits. Attack range The reach in blocks of a given player attack is dependent on the player's weapon, and is controlled by the entity_interaction_range attribute. If the target is outside the reach of the attack range, the melee attack does not connect. For entities, it is instead dependent on the entity's attack bounding box. For both players using the jab or charge attacks of the spear and any entity that can use the spear's charge attacks, targets within range are selected by first attempting to find an obstructing block for the attack, which will then become the maximum range, then trying to find all entities within a bounding box representing the range that are directly between the maximum and minimum range (assuming no block intersections, 1-2.25 blocks for most entities, and 2-4.5 blocks for players) in the direction of the view vector (with inflated hitboxes of 0.125 blocks, effectively decreasing minimum range and increasing maximum range by that amount). For players, the attack range is the range they can physically reach with an attack. The default attack range is 3 (3 blocks). In Java Edition, attack range is dependent on the attack_range data component. When in Creative Mode, the attack range increases to 5 blocks when holding any item except a spear, while spears do not change their attack range in Creative Mode. When entity_interaction_range and attack_range are set to different values, attack_range takes priority. For most entities, the attack range is defined as a horizontally extended area beyond their collision box, referred to below as the attack bounding box. Similarly, the attacked entity has a range within which it can be struck, referred to as the hit bounding box. A melee attack can occur when the attack bounding box intersects with the hit bounding box. Entities performing melee attacks must also maintain a clear line of sight to the attacked entity, preventing attacks through blocks. Since entities cannot see themselves, they cannot perform melee attacks on themselves. In Mounts of Mayhem, there is a second minimum bounding box representing the minimum reach of the entity, which will prevent the attacker from attacking the attacked entity if it is within its range. The attack bounding boxes for an entity are obtained for the entity's minimum range (if non-zero) and maximum range boxes as follows: [note 1] The hit bounding box is calculated as follows: Attack knockback When melee attack damage is dealt, the attacked entity will be pushed backward; this is knockback. The horizontal direction of knockback aligns with the attacker's viewpoint. The knockback of an attack is dependent on the player's weapon, and is controlled by the attack knockback attribute. The magnitude of knockback depends on whether the attacker is sprinting and the item in their main hand. This is described using knockback strength. Knockback strength is 0 by default. If the main-hand item has the knockback enchantment, the knockback strength increases by the enchantment's level. In Java Edition, only players can knock back non-living entities. Knockback strength determines the knockback speed, which is half of the knockback strength. If the target of the knockback is a non-living entity, it receives a vertical motion of 0.1 blocks per tick (2 blocks per second) and a horizontal knockback speed. If the target is a living entity, the knockback speed is reduced based on its knockback resistance (attribute knockback_resistance). If the knockback resistance is 1, knockback does not occur. Next, the entity's horizontal movement speed is halved, and knockback speed is applied. If the entity is touching the ground, its vertical speed is also halved, and upward knockback speed is applied. However, the final vertical speed does not exceed 0.4 blocks per tick (8 blocks per second). After knockback occurs, the attacking entity immediately stops sprinting, and their horizontal speed is reduced to 60% of its original value. Hitbox margin The hitbox margin increases the distance at which an entity can still be hit when attacking outside of its hitbox. In vanilla this mechanic is only used by spears, with both their jab attack and charge attack having a hitbox margin of 0.125. All other items have a hitbox margin of 0. It is controlled by the attack_range component's hitbox_margin field, and the default value is 0.3 (this value in practice is only used if the component is included but no value is given, as if the component is not included the default value is 0). Special attacks Melee attacks can be special attacks when meeting certain conditions: All weapons aside from spears have the ability to do critical hits, which deal 50% extra damage. To perform a critical hit, the following conditions must be met: In Java Edition, critical hits increase damage before calculating damage enchantments, while in Bedrock Edition they increase damage after calculating damage enchantments. When a critical hit is successfully performed, small star-shaped particles will burst out of the hit entity, and a unique sound effect is played. The ender dragon is immune to critical hits in Java Edition. All weapons aside from spears have the ability to do sprint-knockback attacks, which deal extra knockback while sprinting and cancel the sprint. In Java Edition, sprint-knockback attacks play a unique sound when performed, and they require an attack cooldown charge of at least 84.8%. Spears are the only item type that cannot do sprint-knockback attacks. In Java Edition, sprint-knockback attacks cannot be performed at the same time as critical hits or sweep attacks. If a sprint-knockback attack is performed at the same time as a critical hit, the sprint-knockback attack takes priority. They can however be performed at the same time as smash attacks and crushing blows. The extra inflicted knockback stacks with the Knockback enchantment. Like the Knockback enchantment, sprint-knockback attacks do not increase knockback against entities that are immune to knockback, such as iron golems or shielding players. The only exceptions to this are armor stands and boats, which ordinarily do not take knockback when hit but do when hit by a sprint-knockback attack. Swords have the special ability to do sweep attacks, which damage nearby entities with a gale particle. A sweep attack occurs only if all of the following conditions are met: The range of a sweep attack is determined by both the attacked entity and the player's position. Based on the attacked entity's collision box, the range extends 1 block horizontally in all directions and 0.25 blocks vertically both up and down. All entities within 3 blocks of the player (excluding the attacking player themselves, the primary attacked entity, and armor stands with the [Boolean] Marker tag set to true) will be affected by the sweep attack. By default, a sweep attack deals 1HP damage. However, this damage can be increased using the Sweeping Damage Ratio attribute. If the calculated value of sweeping_damage_ratio is r, and the sum of base melee attack damage and additional attack damage is d, the sweep attack damage is calculated as 1+rd. The Sweeping Edge enchantment increases the sweeping damage ratio attribute, which increases the damage of the sweep attack damage to entities close to the attacked entity, but not the attacked entity itself. If the level of Sweeping Edge is n, then the Sweeping Damage Ratio increases by ndn+1. By default, Sweeping Edge I, II, and III increase sweep attack damage by 50%, 67%, and 75% of the base melee attack damage plus additional attack damage, respectively. Similar to melee attacks, sweep attacks also apply knockback. However, knockback from sweep attacks is not affected by the knockback enchantment or sprinting. If the affected entity has 0 knockback resistance, the sweep attack applies a knockback speed of 0.4 blocks per tick. Axes have the special ability to do crushing blows, which disable the use of the target's shield for 5 seconds. Crushing blows are triggered only against targets that are actively holding their shield up. Crushing blows affect all of the target's shields, rather than affecting only the one that was being used. Crushing blows do not trigger against targets whose shields are not yet past their 250ms activation delay. Crushing blows are triggered regardless of attack cooldown percentage and, unlike sweep attacks, they can be triggered at the same time as critical hits and sprint-knockback attacks. Crushing blows work by inflicting a 5 second use cooldown. When a shield is stunned, it cannot be used by pressing the use button[Java Edition only] or sneaking [Bedrock Edition only]. Performing a crushing blow does not consume durability from the axe, in the same way that other attacks do not consume durability when they're blocked by a shield. Mobs that wield axes, such as vindicators or piglin brutes, perform crushing blows should they hit a player's shield. The melee attack of a warden also performs a crushing blow should it connect against a player's shield. In the Java Edition Combat Tests, the stun duration from crushing blows is lengthened by the Cleaving enchantment, at an additional 0.5 seconds per level with a maximum level of III. Maces have the special ability to do smash attacks, which cause extra damage depending on how many blocks were fallen prior to attacking. Connecting a smash attack clears all fall damage that was accumulated prior to the attack. All entities within 2.5 blocks of the smash attack are knocked back. Like crushing blows, smash attacks are triggered regardless of attack cooldown percentage, and can be triggered at the same time as critical hits and sprint-knockback attacks. Smash attacks trigger the Wind Burst enchantment. To perform a smash attack, the player must not be grounded or in elytra flight, and the fall height used in calculation is simply the starting height (Y coordinate) minus the ending height (Y coordinate). Descending with an elytra counts as blocks fallen for smash attacks. In Java Edition, the elytra must be unequipped before attacking for the smash attack to activate, as being in elytra flight does not activate a smash attack. In Bedrock Edition, unequipping the elytra before attacking is not necessary, as smash attacks activate even while the user is in elytra flight. A successful smash attack causes a mace to deal 4HP extra damage for each of the first 3 blocks fallen, 2HP extra damage for each of the next 5 blocks fallen, and 1HP extra damage for each block fallen after that. The damage of smash attacks is increased by the Density enchantment by an additional 0.5HP × 0.25 for each block fallen per level of enchantment, at a maximum level of V. Spears have the special ability to do jab attacks, which have 4.5 blocks of reach rather than the typical 3 blocks, can hit multiple entities with a single attack, and inflate the hitboxes of targets by 0.125 making attacks easier to land. Jab attacks have a minimum reach requirement however, where they cannot connect hits if the target is within 2 blocks or less of the user. Jab attacks have a forced cooldown effect 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. Attacking with a jab attack and then following it up with a charge attack causes the charge attack to do less damage depending on the attack cooldown percentage of the prior jab attack. Spears have the special ability to do charge attacks by holding the use button, which deal extra damage depending on the velocity of the user and the target. Like jab attacks, charge attacks have a 4.5 block attack reach, 0.125 hitbox inflation, and the 2 block minimum reach requirement, but do not have any sort of cooldown. Charge attacks can hit multiple entities, but only once for each entity. 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 go through three stages when held out, and the tier of the spear influences the behavior of its charge attacks: Calculate spear charge attack damage Attack resolution and attack failure When performing a melee attack, the game first calculates the attack damage the attacker can deal, then applies damage to the attacked entity and attempts to disable the shield. After damage is dealt, it calculates knockback, sweep attack[Java Edition only], and Fire Aspect, processes the Thorns enchantment's reflected damage, applies Slowness effect by the Bane of Arthropods to arthropods, and may generate critical hit particles. Finally, the player's exhaustion increases by 0.1 per successful melee attack. Melee attacks can fail, and failed melee attacks do not deal damage. A failed melee attack does not consume item durability, does not apply knockback, sweep attack[Java Edition only], fire aspect, or shield disabling, and does not generate critical hit particles or increase the player's exhaustion. Sounds Java Edition: Bedrock Edition: History Notes References Navigation More More Navigation menu |
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