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[SOURCE: https://minecraft.wiki/w/Iron_bars] | [TOKENS: 213]
Iron Bars Yes Yes (64) 6 5 No Yes Yes No No 0 NONE Iron bars are the iron variant of bars. Contents Obtaining Iron bars can be mined using any pickaxe. If mined without a pickaxe, it drops nothing. Iron bars can generate in strongholds, woodland mansions, savanna villages, desert villages, plains villages, igloo basements, ruined portals, and trail ruins. In the End, there are two End spikes that have iron bars around their End crystals. Iron bars are not a source of iron. Once crafted, iron bars cannot be smelted into iron nuggets or ingots. Iron bars regenerate on the end spikes whenever the ender dragon is respawned. Usage Iron bars speed up the curing process of zombie villagers. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Videos History Issues Issues relating to "Iron Bars" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References See also Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Special:EditPage/Crafting/Transportation] | [TOKENS: 218]
Editing Crafting/Transportation 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/Enchanting?section=3&veaction=edit] | [TOKENS: 2184]
Enchanting Enchanting is the process of improving armor, tools, and weapons. A glint animation appears on items to show that they are enchanted. Contents Enchanting equipment Enchanting methods There are four ways to enchant an item in Survival mode: A player may also obtain items already enchanted: Server operators and players in singleplayer worlds with cheats enabled can also enchant items using commands such as /enchant. When enchanted with the /give command, the maximum enchantment level is 255 on Java Edition. In Creative mode, items can be enchanted via an anvil and enchanted books, with no experience points required. Enchanted books are available in the Creative mode inventory, with individual book displays for the highest level of each enchantment and other levels available via the "Search" tab. The enchanted golden apple, despite its name and glint, is not the enchanted form of any item and is completely different from the golden apple. An item can be enchanted by using an enchanting table and placing the item and 1–3 lapis lazuli in the input slots. Upon placing the item, three (pseudo)randomized options appear on the right of the GUI. The glyphs, written in Standard Galactic Alphabet, do not affect the enchantment, but hovering over a presented enchantment shows one enchantment to be applied. On mobile devices, the player can tap an enchantment before putting in the lapis lazuli or hold the enchantment before release. The only choices available have a level requirement equal to or below the player's current level and a lapis lazuli requirement equal to or below the number of lapis lazuli placed in the table. Each option imbues the item with a randomized set of enchantments that are dependent on the number of experience levels required (e.g. a level 30 enchantment can give a pickaxe the "Efficiency IV" enchantment); the actual level cost and the number of lapis lazuli required have no effect. Although the player must have at least the level requirement to get an enchantment, the number of levels that the player is charged is the same as the lapis lazuli requirement. For example, if the third enchantment listed is a level 30 enchantment, the player must have at least 30 levels, but pay only 3 levels and 3 lapis lazuli. The level requirement influences the quantity, type, and level of enchantments instilled in the item, with a higher experience level generally resulting in more and/or higher-level enchantments. Nevertheless, there is a significant random factor, and even a level 30 enchantment (the maximum) doesn't guarantee more than one enchantment, or even that enchantments are "maximum strength" — a level 30 enchantment can still yield Fortune II or Efficiency III alone, for example. On the other hand, multiple different enchantments can be given from one use of the enchanting table. For example, a level 30 enchantment applied to a pickaxe may yield both Efficiency IV and Unbreaking III. However, certain selected enchants never give any additional enchantment, regardless of which tool is enchanted, such as Efficiency IV and Knockback II.‌[BE only][verify] To increase the enchantment level, bookshelves can be placed next to the enchanting table while keeping one block of air between them. To gain access to the previously mentioned level 30 enchantments, a minimum of 15 bookshelves needs to be placed around the enchanting table. See the Enchantment Mechanics page for more detailed information on this. Enchanting a book produces an enchanted book, which does nothing on its own, but effectively "saves" the enchantment for later application to another item with an anvil. Unlike with an anvil, using the enchanting table while on Creative still costs experience. However, if the player doesn't have enough experience, then experience reduces to zero and the enchantment still works, even when using the enchanting table while already at level zero. Enchanting any item at any enchantment level changes the player's enchantment seed, which changes the possible enchantments for every item at every enchantment level. Thus, if none of the available enchantments for a tool are desired, 1 lapis lazuli and 1 level could be spent to enchant a book or a different tool to refresh the list. The possible enchantments depend on the player's enchantment seed, the item type, and material, and the enchantment level (1–30). The following actions do not affect the possible enchantments: Changing the enchantment levels offered by adding, removing, or blocking bookshelves alters the enchantments shown, but does not change possible enchantments; using another enchanting table with the previous bookshelf number still shows the previous enchantments. The enchantments for a particular enchantment level (with the same seed and item) do also differ depending on which row they appear in, but they are not "better" or "worse" based on the row despite the different resource costs. An anvil can be used to combine the enchantments of two items, sacrificing one of them and repairing the other. The items must be compatible; they must either be the same type and material (such as two iron swords) or an item and an enchanted book with an applicable enchantment (such as a bow and an Infinity enchanted book). Combining two enchanted items, books or one of each with the same enchantment at the same level produces an item or book with the next higher level of that enchantment up to the maximum allowed in Survival mode; for example, a book with Thorns I and Unbreaking II combined with a book with Unbreaking II produces a book with Thorns I and Unbreaking III. To combine items, the player places the target item in the anvil's first slot and the sacrifice item in the second slot. If the combination is allowed, the resulting enchanted item appears in the anvil's output slot and an experience level cost, labeled "Enchantment Cost", appears below (green if the player has enough experience levels, red if they don't). To complete the enchantment, the player removes the enchanted item from the anvil's output slot, and their experience level is reduced accordingly. The experience cost depends on the enchantments, with highly enchanted items costing more. If the target item is also being repaired, that costs more as well. The target item can also be renamed, at additional cost. There is also an accumulating surcharge for prior work done on anvils. In Survival mode, work that costs more than 39 levels of experience is refused, although it may still be possible to perform the same work in steps. For example, a damaged enchanted bow may be repaired on an anvil with an ordinary bow, and then another enchanted bow may be used to combine enchantments with the repaired bow. Enchanted books can be made by enchanting a book in an enchanting table at the cost of experience points. They can also be found in the chests of several structures, purchased with emeralds from a librarian villager, or caught while fishing. Enchanted books can be applied to tools, weapons, and armor, or combined with other enchanted books in an anvil. In this way, some enchantments that cannot normally be obtained on an item through use of the enchanting table can still be applied to those items, such as applying Thorns to boots. Although enchanted books can have multiple enchantments of any type, only enchantments appropriate to a given item type are applied to that item when combined in an anvil. For example, an enchanted book may have both the Respiration and Power enchantments, but the Respiration enchantment is lost if the book is applied to anything but a helmet. Likewise, the Power enchantment is lost if the book is applied to anything but a bow. In Creative mode, enchanted books can be used to apply any enchantment to any item, such as a stick having Knockback II on Java Edition. However, mutually-exclusive enchantments, such as Infinity and Mending, cannot be applied this way or even via /enchant (though both enchantments function as normal when obtained on a bow through the /give command). The experience costs for using books are considerably less than for combining items with similar enchantments since the books themselves cost levels to create. However, it's still an extra cost, and enchanting items directly has a chance to get multiple enchantments. The advantage of books is that they can be stockpiled for use on an item of choice and allow for controlled combinations. For example, a Silk Touch book can be used on an axe, pickaxe, or shovel, and the player can decide which item receives which enchantment. Use Order Calculator to minimize experience loss when merging two items. Disenchanting The main way to disenchant items is via the grindstone or by repairing the items via the crafting grid. Using the grindstone removes all enchantments (except for curses) but gives some experience back based on the level of the enchantment(s) and their value. If a block is placed, it loses all the enchantments it has. Summary of enchantments Each enchantment in the table below includes attributes that are possible for the player to acquire legitimately in Survival mode. Other combinations are possible in Creative mode or with cheats, mods, or third-party software. Summary of enchantments by item Enchantments that have multiple levels are shown with their maximum level numbers. Mutually exclusive enchantments can be combined using commands (e.g., /give @s bow[enchantments={infinity:1,mending:1}]). Also, a player can exceed the maximum levels of enchantments (e.g., /give @s netherite_sword[enchantments={fire_aspect:10}]). However, if that number goes above 10 the translation string is exposed and it looks like this: The tables below summarize the enchantments that can be obtained on specific items in Bedrock Edition and in Java Edition Survival mode (Any enchantment can be applied to any item in Java Edition Creative mode). Enchantments that can be applied to both hand slot items and armor slot items are listed in both tables. Depth Strider (III) Maximum effective values for enchantments The table below shows the effective limits for enchantments (also found here). Mending Data values Java Edition: Bedrock Edition: Sounds Java Edition Bedrock Edition: Videos History Issues Issues relating to "Enchanting", "Enchantment", or "Enchanted" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Trivia See also References External links Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_1.1.7] | [TOKENS: 78]
Bedrock Editor 1.1.7 Bedrock Editor October 22, 2025 1.21.130.22 ◄ 1.1.6 1.1.8 ► Bedrock Editor v1.1.7 is a minor release for Bedrock Editor released on October 22, 2025. Contents Additions Changes Fixes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Guardian] | [TOKENS: 1488]
Guardian 30HP × 15 Hostile MonsterAquatic Laser:Easy: 4HP Normal: 6HPHard: 9HP Spikes:Easy and Normal: 2HPHard: 3HP Height: 0.85 blocksWidth: 0.85 blocks Ocean Monument Guardians are aquatic hostile mobs that spawn in and around ocean monuments. They attack with a slow-charging laser beam, and inflict retaliatory damage when damaged by a melee attack. Contents Spawning Guardians spawn naturally in ocean monuments. They require water, flowing or stationary, to spawn. In Java Edition guardians spawn less often in ocean open to the sky than they do in covered areas (such as inside or underneath the monument). Specifically, spawning fails 95% of the time if the spawning water block is below sea level (Y=63 by default), all blocks between the spawning water block and sea level are liquid or fully transparent, and the block at sea level has a view of the sky. They can spawn only if the spawning block and the block below the spawning block are both water. The block above the spawning block also cannot be solid and has to be transparent, air, or water. In Bedrock Edition, guardians are structure spawns, spawning in water source blocks in 25 pre-determined spawning columns. Guardians usually do not (or possibly never) spawn near a player, and their continued spawning is not affected by removal of the monument, except through the creation of extra space in which to spawn. For a given column, the spawn will initially be attempted at Y=61, but if this is not a spawnable block, the game will traverse down the column until it finds the first water source block. Once found, if the block below is a valid spawn location, a guardian will spawn there. If it's not a valid spawn location, the column will not spawn a guardian, meaning that columns can be disabled by a block at Y=61 and a block at Y=59 only. If no water source blocks are found by Y=40, the column will not spawn a guardian. Guardians will therefore not spawn inside the monument unless the entire column above is blocked either with solid blocks or air. To find the X and Z coordinates of the columns, start counting from the northwest corner of the monument. That is, standing on the furthest corner prismarine block with the smallest X and Z coordinates, let's say (X, 41, Z). The coordinates of each spawning spot are in a grid at X+2, X+13, X+29, X+45, and X+55, combined with Z+2, Z+13, Z+29, Z+45, and Z+55. For example, the bottom of the most northwest column is at (X+2, 39, Z+2) and the top block belonging to the southeast corner column is at (X+55, 61, Z+55). The guardians spawn at the northwest corner of a spawning column block, which can be helpful for some guardian farming mechanics such as causing them to spawn inside of a portal where they are immediately sent to the nether. Drops Due to MCPE-57215, the guardian won't drop random fish in Bedrock Edition. Java Edition: Bedrock Edition: Guardians also drop 10XP when killed by a player or tamed wolf. Behavior Guardians swim around in water, attacking any players, squid, glow squid, or axolotls that come into range of its laser. They swim in abrupt charges, moving their tail rapidly when doing so. When swimming, their spikes retract. When not swimming, they sink slowly and their spikes extend and quiver. During idle swimming, a guardian chooses a water or waterlogged block within a 9×9×9 area centered on itself as the destination to pathfind toward. If unreachable, they still swim directly toward the target despite any blocks in the way. They attempt to cross air blocks and do not try to prevent fall damage. Stationary guardians are pushed much faster horizontally by flowing water than other mobs, but when swimming they are completely unimpeded; however, they are affected by bubble columns. When swimming, guardians have a slight bias toward selecting destination blocks with a higher light level. If undisturbed, guardians can be seen loosely congregating around the sea lantern blocks of their ocean structure. When out of water, they abandon any previous pathfinding target; they squeak loudly and hop erratically, uninfluenced by nearby water or players. They still use their laser and have their spikes extended. Guardians do not suffocate and survive indefinitely without water unlike other aquatic mobs. The guardian's eye follows and stares at any nearby players, and always looks directly at its target. In Java Edition, the eye does not follow unarmored players under the effects of a potion of Invisibility and the guardians cannot attack them. A player can wear one piece of armor while under the effects of Invisibility and not be attacked. Guardians, as aquatic mobs, are affected by the Impaling enchantment.‌[JE only] Guardians have two methods of attack: a laser and a defensive attack analogous to the Thorns enchantment. Unlike most other hostile mobs, a guardian does not follow a player who moves out of sight. Instead, it simply continues swimming until the player becomes visible again to start charging its laser. Guardians attack players, axolotls, and squid. Otherwise, a guardian does not retaliate against mobs (such as iron golems) that attack it, other than damaging the attacking mob with its natural thorns defense. The laser takes 4 seconds to charge, causing no damage in the meantime. It starts out purple and fades to yellow. Once charged, the laser flashes green before disappearing and deals 6HP damage plus another 2HP magic damage on Normal difficulty. The magic damage is increased by another 2HP on Hard difficulty, after adding the usual difficulty scaling factor of 1.5x, meaning a guardian can deal up to 5HP magic damage through this attack on Hard difficulty. Guardians swim around for 3 seconds before firing again. If the target approaches while the guardian is loading its laser, it stops firing and swims away until it is at a comfortable range, at which point it continues attacking. The laser has a maximum range of 15 blocks and cannot be dodged. However, a shield reduces its damage by 50%. Once the target is out of range, or if the laser is obstructed by solid blocks (including transparent blocks like glass), the guardian's laser disengages and the shooting sound stops. A guardian deals damage each time it is hit with a melee attack while its spikes are extended, similar to the Thorns armor enchantment. If cornered, a guardian usually extends its spikes and fires at the player, even at point-blank range. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Guardians have entity data associated with them that contains various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: Videos History Issues Issues relating to "Guardian" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Acacia_Fence_(EW)_JE5.png] | [TOKENS: 100]
File:Acacia Fence (EW) JE5.png Summary Render of the 5th iteration of an Acacia Fence, with true east and west blockstates. Minecraft's textures No information available. Please correct this! File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 51 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_1.1.8] | [TOKENS: 77]
Bedrock Editor 1.1.8 Bedrock Editor October 29, 2025 1.21.130.24 ◄ 1.1.7 1.1.9 ► Bedrock Editor v1.1.8 is a minor release for Bedrock Editor released on October 29, 2025. Contents Additions Changes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Spear?action=edit&section=10] | [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/Tools] | [TOKENS: 593]
Tool A tool is an item used by the player while held to perform actions faster and more efficiently, to gather materials not obtainable by hand, or to perform completely new actions. Tools don't stack in the inventory, and can also be repaired; see Item repair. Contents Obtaining Some tools can be obtained by killing mobs that carry the equipment. Many tools can be found in loot containers in various structures. For elytra, this is the only way to obtain the item. Stone, iron, and diamond tools, as well as shears and fishing rods, can be bought from villagers. In Java Edition, toolsmith villagers throw stone tools at players under the Hero of the Village effect, while weaponsmith villagers throw stone, iron and golden axes. Fishing rods can be obtained from fishing. Most tools can be obtained through crafting. Netherite tools can be obtained only through upgrading. Usage Many blocks have a preferred tool to break them with: this preferred tool can be a pickaxe, shovel, axe, hoe, or shears. Some blocks can be obtained only by breaking them with certain tools. The tool's material also affects how fast a block is mined and what it drops. Materials from worst to best in terms of mining speed are: wooden, stone, copper, iron, diamond, netherite, gold; also see Tiers. Different tools have different amounts of durability. Some uses require more durability to be used than others. A tool's durability is also affected by its material. Materials from worst to best in terms of durability are: gold, wooden, stone, iron, diamond, netherite. Some tools are not block-breaking tools: this includes a fishing rod, carrot on a stick, warped fungus on a stick, flint and steel, brush and elytra. Such tools are no better than bare fists at breaking blocks, but they do not take damage from doing so; they take damage from being used in their own intended manners. All block-breaking tools, excluding pickaxes, also have other uses than just breaking blocks: for example, shovels can create dirt paths, axes can be used to strip logs and wood, hoes can till soil and create farmland, and shears can be used to shear sheep. All of these actions also consume a tool's durability. Some tools can be enchanted using an enchanting table: these include pickaxes, shovels, axes, hoes and the fishing rod. Other tools can receive enchantments only through the use of an anvil and enchanted books. Materials from worst to best in terms of enchantability are: stone, diamond, iron, wooden/netherite, gold. Tools made from ingots (excluding netherite) can be smelted into their respective nuggets. Videos History Issues Issues relating to "Tool" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia See also Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Raw_Copper] | [TOKENS: 172]
Raw Copper Common No Yes (64) Raw copper is a raw metal resource obtained from mining copper ore. Contents Obtaining Copper ore and deepslate copper ore mined with a stone pickaxe or better drops 2–5 units of raw copper. If the pickaxe is enchanted with Fortune, it can drop extra raw copper, allowing for a maximum of 20 units per ore block with Fortune III, or an average of 7.7 units of raw copper per ore block. If the ore is mined using a pickaxe enchanted with Silk Touch, it drops the ore block instead. Usage The primary usage of raw copper is smelting it into copper ingots. Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Raw Copper" 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/Acacia_Boat] | [TOKENS: 2206]
Boat Common Yes No Yes In Java Edition: Height: 0.5625 blocksWidth: 1.375 blocks In Bedrock Edition: Height: 0.455 blocksWidth: 1.4 blocks JE: Just over 4HP[note 1]BE: 40HP × 20 Boats (including bamboo rafts) are drivable vehicle entities that can be ridden through water or at high speeds across all types of ice. Most mobs will ride nearby boats, which they cannot control or exit on their own. Contents Obtaining Boats can be crafted with any Overworld planks; crimson and warped planks cannot be used to make boats. Boats can be retrieved by repeatedly hitting them until they drop as an item. In Java Edition, tools and weapons that deal more than 4HP damage can destroy a boat in one hit. Usage Boats can be used for the transportation of players and mobs, sold for emeralds, or used as fuel. A boat used as fuel in a furnace lasts 60 seconds, smelting up to 6 items. A player enters a boat by using it, if the boat is not fully occupied (boats can hold two entities). Unlike beds, there is no message above the hotbar for attempting to enter a fully occupied boat. A boat can be exited by sneaking or in Bedrock Edition, pressing down the right analog stick on a controller, tapping the "Leave Boat" button when using touch controls, or jumping. When exiting a boat, the player is placed in the direction the player is facing, or, if facing directly up or down, the player is placed in front of the boat. The exiting player is placed on land if possible from the dismounting position. Boats do not turn with mouse-look. With a keyboard or gamepad, boats are controlled using the forward, left (turns left), right (turns right), and backward keys. Using the sprint key increases the field of vision, but does not increase speed as if sprinting. With touchscreen controls, two buttons for steering appear. The right button or key steers to the left, and the left button or key steers to the right. Pressing both buttons or keys moves the boat forward. In Java Edition, boats can be ridden against a current, but cannot be ridden upstream to a higher elevation. A boat lift, usually made from tripwire, pistons, and optionally a slime block, can be used to move a boat up. Bubble columns created with soul sand can also be used to push boats upward. These mechanisms can also be used in Bedrock Edition but are usually unnecessary because boats can be ridden upward in descending water, as well as follow upward stair-step currents. Behavior Boats move according to the player's control or water currents, with speed affected by the surface traversed. When the forward or backward command is issued, a constant thrust is applied relative to the boat's facing direction, exponentially approaching the top speed at which thrust balances drag. The backward thrust is one-eighth of the forward thrust’s strength. When strafe commands are issued, a constant torque is applied to increase the boat's rotation speed, with the same drag mechanism limiting the maximum rate of rotation. In Bedrock Edition, boats do not have air resistance, meaning that if a boat is launched off a cliff at a certain speed, it will continue flying at that speed until it touches the ground. Regardless of controls, the boat applies a friction that is proportional to the current horizontal velocity v by multiplying it with a coefficient c at the beginning of every tick: in water, air, or under flowing water, this value is 0.9; underwater, this value is 0.45; on land, this value is the average c (slipperiness) of all solid blocks underneath the boat (e.g. 0.6 for most blocks, 0.98 for ice and 0.989 for blue ice). The same is applied to rotational (angular) velocity. This is equivalent to applying a deceleration af=−μv, where v is the current horizontal velocity and μ=(1−c)tick−1=20(1−c)s−1 is a friction coefficient. As a result, when controls are not pressed, the boat slows to a stop quadratically. Slime blocks, honey blocks, and soul sand each apply their special entity-slowing logic to boats on top of this. In Java Edition, When the forward key is pressed, the boat accelerate at 0.04 m/tick2, for a real-time acceleration of 16 ms-2 forward assuming no lag. The reverse acceleration is 0.005 m/tick2 for a real-time acceleration of 2 ms-2. When strafe keys are pressed, the boat is given a rotation acceleration of 1°/tick2 (400°/s2), which is so high that no gradual change of turning rate is usually felt. The above gives us a way to calculate the maximum speed of a boat on a surface because maximum speed is reached when the player's acceleration ap cancels out with the friction af, vmax=apμ. The torque and thrust values differ between Java and Bedrock edition, as do the linear drag coefficients of various surfaces, which are proportionally scaled to produce the same top speed/max yaw rate between two editions. A boat floats atop still or flowing water. In Java Edition, a boat sinks if it enters water flowing downward. In Bedrock Edition, a boat does not sink when submerged but floats up. This feature lets a player contrive stepped uphill water flows to propel a boat uphill using only flowing water. When a boat moves over a bubble column, it begins to shake. If the bubbles are caused by a magma block, all passengers are expelled and the boat sinks. In Java Edition, a sunken boat cannot be re-floated until a bubble column pushes it up or it is broken by the player. In Bedrock Edition, a boat resumes floating when it emerges from the currents keeping it down, or when the bubble column is blocked or removed. Dolphins chase players riding a boat in motion, occasionally bumping the boat, causing it to shake briefly. As boats are entities, they have health. In Java Edition, boats effectively have just over 4HP (exactly 4 damage is not enough to destroy a boat), and regenerate 1⁄10 per game tick. Boats in Bedrock Edition have 40HP × 20 health. Boats can be destroyed by explosions, fire and lava (but not magma blocks), cactus, and by being punched/shot by mobs, such as drowned. Boats made invulnerable with commands cannot be broken by any of these, but they still cannot be used to travel on lava because they sink. When a boat is destroyed, it drops itself in item form. Boats can support two riders, including mobs. A mob cannot exit a boat and is trapped until the boat gets destroyed, or until the player uses a fishing rod or lead to remove the mob. This can be used to transport mobs, although hostile mobs still attack while in boats. Mobs riding a boat don't despawn‌[Java Edition only] and don't count toward the mob cap. In Java Edition, a player cannot both move (row) and use items at the same time. It is still possible to initialize item use (e.g. start eating) and row the boat while the item is still in the middle of the use animation. Although the rowing animation overrides the item use animation, the item can still be successfully consumed. Being in a boat limits the player's mouse-look to the forward 210° arc in Java Edition and 180° in Bedrock Edition. Underwater boats cannot be ridden. When the boat is underwater, all passengers in it are expelled. Riding a boat does not deplete hunger, making it an efficient way to travel. Boats can completely nullify fall damage for themselves and any players/mobs inside, making them useful for travel through mountains or through the Nether. A boat has a solid collision box, which means players and other entities can't go through it even at high speeds. Falling blocks are also blocked by boats. In Java Edition, a boat falling on top of an entity stops on top of the entity. In Bedrock Edition, a falling boat can go through other entities. Riding a boat over a lily pad causes the lily pad to drop, and causes the boat's speed to stutter a bit. Most mobs can ride boats. Mobs cannot exit the boat unless the boat is destroyed, sinks, or moves over a bubble column. Mobs can be picked up into the boat when they collide with the side of the boat. A mob cannot control the boat. In Java Edition, a boat being ridden by a player cannot pick up a mob. In Bedrock Edition, mobs can be picked up by a boat being ridden by a player. In Minecraft Education, even tripod cameras can ride boats. A mob can ride a boat if it is narrower than a boat, and is neither an aquatic[note 2] nor ambient animal. The following mobs are unable to ride in a boat: The baby counterparts of these mobs can ride in boats, but not the adult versions. If a baby grows up, the adult form is dismounted. Additionally, the adult versions of these mobs can still ride boats manually using the /ride command: Additionally, few types of mobs can have various Size values, which can prevent them from riding boats: Leads can be attached to boats and can break when stretched too far due to boats moving much more slowly on land. The lead has no effect if a player is riding the boat. However, if any mob is riding the boat, the boat can be tugged along. This includes villagers, making transportation easier in early game with just a few boats and leads. Sounds Java Edition: Boats use the Friendly Creatures sound category for entity-dependent sound events. Despite being a solid surface, walking on boats is completely silent and does not produce footstep sounds. Bedrock Edition: Data values Java Edition: Bedrock Edition: Boats have entity data associated with them that contain various properties of the entity. Java Edition: Bedrock Edition: Achievements Advancements History Boats have been overhauled to match the boats from Pocket Edition Alpha 0.11.0. They now have oars for paddling and are more durable and now allows passengers to board. Added boats. Each wood type has its own respective variant, though they share the same sprite as items. Issues Issues relating to "Boat" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Notes External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Luck] | [TOKENS: 201]
Luck See § Causes #59C106 (avocado green) Positive Luck is a status effect found exclusively in Java Edition and Legacy Console Edition that increases the chances of receiving better loot from certain loot tables. It is opposite to Bad Luck. Contents Effect Luck adds 1 × level to the luck attribute, enhancing the likelihood of higher-quality loot table entries and bonus rolls, while decreasing the chances of negative-quality entries. Currently, only fishing utilizes the quality attribute. The modified weight of each entry becomes floor(weight + quality * luck).​[more information needed] Negative levels decrease luck. Players using a fishing rod enchanted with Luck of the Sea experience increased luck while fishing, equivalent to the luck attribute,​[more information needed] without directly receiving the Luck status effect or enhancing their attribute. Causes Luck can be obtained through various means: Immune mobs Data values History Issues Issues relating to "Luck" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Acacia_Fence_Gate] | [TOKENS: 743]
Fence Gate Closed Opened Yes Yes (64) 3 2 No Yes JE: NoBE: Yes A fence gate is a block that shares the functions of both the door and the fence. Contents Obtaining A fence gate can be broken with anything, but an axe is fastest. Oak fence gates generate as part of: Spruce fence gates generate as part of: Jungle fence gates generate as part of: Acacia fence gates generate as part of: Dark oak fence gates generate as part of: Usage A fence gate can be used as a switchable barrier that can be opened and closed by hand, by a wind charge or by redstone power. When placed, a fence gate automatically faces toward the player who placed it, regardless of any other fences around it. A fence gate can be placed whether there is a solid block beneath it or not. Fences, nether brick fences and walls connect to fence gates, but glass panes and iron bars do not. A fence gate floats in mid-air when placed with no connection to anything else. A fence gate can be opened or closed by using it. When a fence gate opens or closes, it immediately changes its orientation without affecting anything in the space it "passes through"—moving fence gates don't push entities the way that pistons do. When opened by hand, a fence gate always opens away from the player. A fence gate can also be opened or closed by wind charges shot by the player, a dispenser or a breeze. When hit, it opens if closed and vice versa. Although a fence gate appears to be only one block tall, a closed fence gate is a barrier one and a half blocks high. Most mobs cannot jump over a fence gate, and entities on top of the fence gate stand half a block above it. An open fence gate is completely non-solid, similar to a sign or a torch. Multiple open fence gates next to each other can be passed through as if the entire space is open. Hostile mobs recognize closed fence gates as a block and cannot detect players through it unless they were already detected. The sound of opening and closing of a fence gate can be heard up to 16 blocks away, like most mob sounds. A fence gate can be controlled with redstone power. A fence gate is a redstone mechanism and can be activated by: When activated, a fence gate opens immediately. When deactivated, a fence gate closes immediately. An activated fence gate can still be closed by a player, and won't re-open until it receives a new activation signal. (That is, if a fence gate has been closed "by hand", it still needs to be deactivated and then reactivated to open by redstone). Fence gates can be moved by pistons. When an activated fence gate is moved by a piston to a position where it shouldn't be activated, it doesn't change its state until it receives a redstone update. Overworld wooden fence gates can be used as a fuel in furnaces, smelting 1.5 items per fence gate. Fence gates can be placed under note blocks to produce "bass" sounds. While a fence gate cannot be equipped in the head slot in Survival mode, equipping it using commands causes it to appear as eyeglasses. 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: Videos History Issues Issues relating to "Fence Gate" are maintained on the bug tracker. Issues should be reported and viewed there. External links References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Spear_charge_attack_stages_JE2.gif] | [TOKENS: 110]
File:Spear charge attack stages JE2.gif Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 3 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Acacia_Boat_with_Chest] | [TOKENS: 489]
Boat with Chest Common Yes No Yes In Java Edition: Height: 0.5625 blocksWidth: 1.375 blocks In Bedrock Edition: Height: 0.455 blocksWidth: 1.4 blocks JE: 1 Boats with chests (including bamboo rafts with chests) are boats with single chests occupying their passenger seats. A boat's chest can be accessed by using the boat while sneaking, or while riding it. Contents Obtaining A boat with chest can be directly retrieved by attacking it, as it drops itself in item form, along with its contents. Tools and weapons with damage above 4 can instantly destroy a boat with chest in one hit.‌[Java Edition only] Usage A boat with chest can be used for the transportation of players, mobs and items, or as fuel when smelting. A boat with chest can be used as fuel in a furnace, lasting 60 seconds and smelting up to 6 items. Boats with chests can carry only one entity while regular boats can carry up to two. The chest occupies the passenger seat. Behavior Boats with chests share most behaviors with boats. The inventory of the boat with chest has the same amount of slots as a single chest. Its inventory can be accessed by sneaking and interacting with the boat with chest, interacting with the part of the boat with chest that actually contains the chest while another player or entity is inside the boat, or by opening the player's inventory while inside the boat. This means that the player cannot access armor slots without exiting the boat. When a boat with chest moves above, underneath, or beside a hopper, its inventory is filled or drained accordingly. The size of its hitbox allows a boat with chest to be placed above up to nine hoppers so that it can evenly split its items nine ways. As with other chests, opening or breaking a boat with chest causes any nearby piglin(s) to attack the player. Sounds Java Edition: Boats with chests use the Friendly Creatures sound category for entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Boat with chests have entity data associated with them that contain various properties of the entity. Java Edition: Bedrock Edition: Achievements History Issues Issues relating to "Boat with Chest" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Special:EditPage/Crafting/Utilities] | [TOKENS: 227]
Editing Crafting/Utilities 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/Copper_nugget] | [TOKENS: 128]
Copper Nugget Common Yes Yes (64) Copper nuggets are minimum pieces of copper that can be obtained by smelting copper tools, weapons, or armor or by crafting it with a copper ingot. One copper nugget is effectively worth one-ninth of a copper ingot. Contents Obtaining Durability and enchantments do not affect the ability to smelt copper tools, weapons, or armor into copper nuggets. Usage Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Copper Nugget" are maintained on the bug tracker. Issues should be reported and viewed there. See also Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Special:TalkPage/Enchanting] | [TOKENS: 3865]
Talk:Enchanting Contents Split each enchantment off into its own page Following the split of Biome I feel tempted to propose that we also split the pages listing out status effects and enchantments. Currently: I hereby propose that every enchantment should be split off into unique pages. This would allow for more information about each enchantment to be elaborated upon, for only directly relevant history to be listed on the pages, and potentially other useful information (e.g. what level of Efficiency on a diamond pickaxe would be required to mine a given block instantly when paired with Haste II). Any thoughts? - User-12316399 (talk) 19:40, 17 January 2019 (UTC)Reply --74.133.51.189 00:04, 15 March 2019 (UTC)Reply The deed is done. All descriptions are split out to different articles, all associated anchors changed accordingly, and all associated redirects updated. My, but that was tedious work! ~ Amatulic (talk) 02:12, 5 April 2019 (UTC)Reply Protections are worded confusingly (or they're just wrong) I don't understand this wording in the Protection section (and it's also in the other 3 protections): "If multiple pieces have the enchantment, only the highest level's reduction is used." To me, this means a helm of protection IV beats boots of protection III and suggests they do not stack to form protection VII. All 4 areas also read: "Damage reduction from Protection, Fire Protection, Feather Falling, Blast Protection, and Projectile Protection stacks up to an upper limit cap (see Armor)." Which clearly states they stack. So which is it? –Preceding unsigned comment was added by 174.96.103.20 (talk) at 14:38, 19 January 2019 (UTC). Please sign your posts with ~~~~Reply Mending 411 So, someone told me that this article is incorrect, saying that you can get Mending from enchanting items in an enchant table w/o any special plugins nor mods... I wish for some clarification here? 66.96.79.214 01:41, 31 January 2019 (UTC)Reply Contradiction Three of the enchantments here contain this paragraph: This is contradictory. "Mutually exclusive" and "effects will stack" are contradictory statements. Either they are mutually exclusive without stacking the effects, or they can be combined so that the effects stack. Which is it? ~ Amatulic (talk) 19:55, 4 April 2019 (UTC)Reply Jackolanters Can jackolanters be enchanted with curse of binding and curse of vanishing to? If so, add those.73.208.227.101 17:11, 20 June 2019 (UTC)Reply Incorrect or reverted info in history section (re: applying book to item with no change) In the Java history section, under 1.11.1 it says "Anvils no longer allow enchanted books to apply to items, if no change in enchantments would take effect. This can occur if all enchantments on the book are incompatible with existing enchantments on the item – or if the enchanted book has no enchantments." that appears to not currently (1.14.3) be the case. I'm not sure about the examples given but I was able to use a book with Efficiency III + Power ? on a pickaxe that already had Efficiency IV on it with no change to the pickaxe and at a cost of 11 XP levels. So either the change was reverted, didn't take place at all or the text is unclear. Hexalobular (talk) 02:41, 14 July 2019 (UTC)Reply Some of the enchantments details missing? before each of the enchantments are split into their own pages, there are some specific details that explains about the enchantment effect if it's exceed its normal level (via give command). for example "what will happen if you give flame II enchantment to a bow? is the fire damage will be stronger or something?" – Unsigned comment added by 139.228.158.4 (talk) at 18:11, 23 July 2019 (UTC). Sign comments with ~~~~Reply Chart of what levels the different enchantments become available and/or more likely to show up? I looked around for a good amount of time to try and find this, and can't seem to find it on the wiki or any other site. What I'm looking for is a list/chart that shows what level your enchanting table (how many bookshelves you need) has to be for different enchantment to actually show up. Maybe I just wasn't searching the right combo of keywords or something, so if this exists please point me to that page. If it doesn't exist, it would be cool to have. – Unsigned comment added by AwesomeStCool (talk • contribs) at 03:00, 29 July 2019 (UTC). Sign comments with ~~~~Reply Adding "Tertiary Items"? These would be items that enchantments cannot be obtained on in Survival mode, but still function if placed on an item via commands or creative. Should we add these? -PancakeIdentity (talk) 19:17, 17 August 2019 (UTC)Reply Probability chart Can someone please update the book enchantment probability chart? It seems to be stuck in 1.7, for example it doesn't even include Depth strider. And the probabilities have changed as well, for example in 1.14. But I don't know how these numbers were figured out in the first place. Fabian42 (talk) 14:47, 11 September 2019 (UTC)Reply Stating if an Enchantment is treasure only on its page? I noticed that the enchantment pages do not state if an enchantment can show up in the table, or if it is treasure only. I would find this information quite helpful ~ Brkntl 15:06, 08 November 2019 (UTC)Reply Question about if it's possible to combine enchantments with an anvil into an enchantment that an enchantment table can't do? What I mean by that, is it possible to combine 2 Sharpness V's into a Sharpness VI? Or 2 Protection V's to a Protection VI? It would be nice to have an overpowered sword obtainable by Survival mode, and an overpowered bow to defeat the Ender Dragon...–Preceding unsigned comment was added by Blobs2 (talk • contribs) at 5:01, 22 December 2019 (UTC). Please sign your posts with ~~~~ Shown enchantment in the enchanting table's interface I was wondering whether there's any specifications that can be made about this fragment of the article. "hovering over a presented enchantment shows one enchantment to be applied." Specifically, I would like to know whether there are enchantments that have priority on being shown in comparison to others. Speaking from experience, I have often found myself looking to get a Fortune enchantment on my pickaxe, but I almost always find myself with the Unbreaking and Effiency enchantments. Don't get me wrong, I'm aware that these enchanments have a higher chance to be applied to a pickaxe overall, but I was just wondering whether I might have missed a lot of opportunities to get a Fortune enchantment just because it doesn't show up as often (even if it's going to be applied). – Unsigned comment added by 200.106.20.168 (talk) at 04:04, 29 July 2020 (UTC). Sign comments with ~~~~Reply Combat enchantments secondary for axes in JE Based off of information from other parts of this Wiki (axe enchantments table, creatable enchantment list) as well as a small validation test, it seems that Sharpness, Smite, and Bane of Arthropods cannot be attained on an axe via the enchantment table. To account for this, I have modified the first "Summary of enchantments" table by moving the axe under the three enchantments in question from primary to secondary. Note that the enchantments appear to be primary in Bedrock Edition; however, I have not verified this. To reflect this assumption, I have left a '[JE only]' note on the axe icons. The third 'hand slot items' table is left unchanged, since it does not provide a convenient way to include discrepancies between editions; as such, it currently more closely reflects supposed BE functionality. --4bddn (talk) 19:00, 11 September 2020 (UTC)Reply Is there a table for level 30 enchantments? Is there a table telling which of the enchantments can only be had once one has a full complement of bookshelves, i.e. enchantments which require level 30 to create? I'm interested in both the enchantments that can't be obtained before then at all (like Silk Touch), and those which are only available at max level (like, Fortune III, vs. Fortune I or II, which have lower requirements). Alternately, a table with minimum player level requirements for all enchantments might work, too. SirDaddicus (talk) 00:18, 16 December 2020 (UTC)Reply Move to "Enchantment(s)"? The scope of this page seems to be broader than the process of enchanting an item; it seems to be more about enchantments in general and how to access/manipulate them. I think having this page at "Enchantment(s)" (with or without the 's'?) makes it more clear that this is an overview of the enchantments and how enchantments can be applied, moved, and removed. -PancakeIdentity (talk) 03:58, 27 January 2021 (UTC)Reply Adding a note I would like to add a note to the big table for the Efficiency enchantment. The note would mention that level V can only be achieved by combining two items enchanted to level IV with an Anvil. However, I couldn't figure out how to add such a note, and I couldn't find a page explaining how, either. I checked another page that has such links to notes, and there's a warning not to edit the notes. I checked with the source editor, and it appears the notes on that page (the Fishing page) are in-line with the text in the table. But, the syntax wasn't clear from that example, so I'm afraid to add one here. Can someone please explain how you add a note that's linked to a specific cell in a table? (Or show me a link to an instructions page.) Thank you! SirDaddicus (talk) 19:33, 9 February 2021 (UTC)Reply History doesn't mention old enchant table behavior before lapis was needed to enchant In older versions of the game (1.7.10 and before), enchanting items used to take as many levels as the enchantment said, like level 30 enchants took off 30 levels instead of the 3 levels + lapis today. The history section doesn't mention this at all. I would add it in, but I'm new to this wiki/fandom stuff and don't know how to add it in. Helpimnotdrowning (talk) 18:29, 6 July 2021 (UTC)Reply What is the command to get feather falling 1000 on netherite boots? I can't get it to work, can someone please help me? Sans9k 04:16, 11 October 2021 (UTC) Sans9k Please update the "glint animation on an iron pickaxe" picture Update it to be consistent with 23w04a. I'm a wiki editor, but I don't know how to remove images from pages, so yeah, if you're skilled, please update the image. Written by: majongus doremid Date: 28th of January 2023 Hour: 10:45 (at least here in Poland) Boots icons in the Ench. table Shouldn't there be a Boots icon on the Swift Sneak and Soul Speed enchantments in the table of Enchantments, column Primary Items? – Unsigned comment added by AlleyKat0001 (talk • contribs) at 00:49, 17 May 2023 (UTC). Sign comments with ~~~~Reply New History Info If anyone can add the following information I would be grateful. I've checked the information, but feel free to check again. Werkhauser (talk) 16:01, 7 December 2023 (UTC)Reply Can someone please verify these? This is some really important stuff it is actually accurate or true. --Simanelix (T|C) 14:22, 4 April 2024 (UTC)Reply Add the mace enchantments The mace has been added to Minecraft recently and has three unique enchantments: Density, Breach and Wind Burst. Please add them Adrianngai (talk) 07:43, 28 March 2024 (UTC)Reply I'm currently working on it! Cyber Rat (talk) 11:18, 2 April 2024 (UTC)Reply Mace Enchantments We need to get all of the new Mace Enchantments done Cyber Rat (talk) 10:56, 2 April 2024 (UTC)Reply Should the websites from the deprecated fandom page be added back? When looking at the old Minecraft Fandom wiki and the new one, I noticed a discrepancy in that these two websites (one archived, one still available) are missing from the enchanting mechanics page. I figure they should be added since they're helpful and intuitively answer questions that might not otherwise be explained (ie what level is best to enchant an item at to get a specific enchant, such as fire aspect on an iron sword.) The links are https://web.archive.org/web/20181019012113/http://minecraftenchantmentcalculator.com/rev6/ And https://minecraft.tools/en/enchant.php . And the original text of the fandom page is as follows: "External links There was a Web page for testing enchantments. While it no longer exists, it is still available on the WayBack Machine. This site provides some ability to test enchantments, although its interface is significantly less verbose on the specifics " I'm not making a direct edit in case there's a reason for not doing this, but I also want it on the talk page so it's accessible if the fandom wikis are ever deleted / removed from search results. 7script (talk) 07:23, 4 April 2024 (UTC)Reply Should We Add Villager Information to the Chart? In the Summary of Enchantments chart, there's information for treasure enchantments, but nothing for villagers. As of 1.21, there are now 3 enchantments unobtainable from villager trading (and Cleaving from the combat tests remains unknown), and with the Villager Rebalance Experiment villagers only trade certain enchantments depending on the biome (including pre-enchanted equipment). Should this be added to the chart, or is that too much information? CarbonRobot3x4 (talk) 22:44, 17 June 2024 (UTC)Reply Protect the page to prevent vandalism. Could you please do that? It is a big page. 2001:4456:C40:5600:5DC:165B:C9F2:F5D8 08:41, 12 July 2024 (UTC)Reply Feedback (Wed, 23 Apr 2025 19:12:14 UTC) "An enchanting table BlockSprite enchanting-table.png: Sprite image for enchanting-table in Minecraft indicates the item can receive the enchantment from an enchanting table. An anvil BlockSprite anvil.png: Sprite image for anvil in Minecraft indicates the item cannot receive the enchantment from an enchanting table (an enchanting table never offers the enchantment for the item), but can receive the enchantment by another method (for example, using an anvil to combine the item with an enchanted book or another enchanted item; note the enchanting table could still apply the enchantment to the item as a random additional enchantment)." First part makes clear sense, Enchantment table icon means it can come from the enchantment table. Second part mostly makes sense, Anvil icon means it must be applied via Anvil and CANNOT be obtained via Enchantment table. BUT The last sentence of the Anvil icon descriptor contradicts the game mechanics, and contradicts the two parts, as it claims that sometimes the table will randomly add an enchantment that the enchantment table CANNOT apply. If there's a game mechanic not popularized where you could get Treasure enchantments via enchantment table, or enchantments otherwise not available from the enchantment table on that item can randomly be applied, I'd guess we would know about it by now. Feedback (Tue, 29 Jul 2025 17:07:56 UTC) No list showing armor/tool enchantment values? I couldn't find any sort of bullet list or HTML table displaying how good a material for a tool or armor is, like Wood 5, Iron 10, Diamond 15, Netherite 20, Gold 30. I searched this wiki, I searched the fandumb wiki (retches), several websearches (using the meta-search SearX which brings back info from every other web search in one go, so there's no way it can miss anything online) of every word and sentence combo I could imagine, and even consulting DeepSeek couldn't cough up this info! Now I know that enchanting a gold pickaxe or gold boots results in better chances of more and quality enchantments than a diamond one or (IIRC) a netherite one. But I don't know for sure because apparently what I was looking for doesn't exist or today's deeply enshittified search engines and even chat AIs just can't do their one job right anymore... Umbra (talk) 14:42, 19 August 2025 (UTC)Reply Feedback (Wed, 05 Nov 2025 23:38:26 UTC) Feedback (Mon, 15 Dec 2025 19:03:09 UTC) Feedback (Mon, 22 Dec 2025 09:37:29 UTC) Navigation menu
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[SOURCE: https://minecraft.wiki/w/Seagrass] | [TOKENS: 562]
Seagrass Yes Yes (64) 0 0 No Yes No No 12 WATER Seagrass is a non-solid plant block that generates in all oceans, except frozen oceans. Tall seagrass is a two-block high variety of seagrass. Contents Obtaining Seagrass can be harvested only with shears. Using any other tool, item, or the player's fist destroys seagrass and causes it to drop nothing. When harvested with shears, regular seagrass drops itself as an item, and tall seagrass drops 2 seagrass items. Tall seagrass only exists in block form; obtaining it as an item is impossible even in Creative mode or by using commands. Seagrass generates in either its tall or small form in rivers, non-frozen oceans, underwater caves and swamps, replacing ice and planks as necessary. To generate seagrass, the water column it is in must have access to the sky. Java Edition: Bedrock Edition: Using bone meal on any solid block‌[Java Edition only], or dirt, coarse dirt, sand, red sand, gravel, or clay‌[Bedrock Edition only] that is underwater generates seagrass on that block and its surrounding blocks. In order for this to work, there must be 2 water blocks above the block the bone meal is being used on, and the lower one must be non-flowing water. Usage The seagrass item can be placed only on opaque blocks. It breaks when opaque blocks move into its hitbox. Like grass, snow layers, and other such blocks, placing blocks inside seagrass deletes the seagrass. However, seagrass prevents coral fan placement.‌[Bedrock Edition only] Tall seagrass has a hitbox considerably more appropriate for its size than other two-block-tall plants such as tall grass. Seagrass is completely resistant to lava trying to flow into it, allowing for lava to be floating on top of the water. Seagrass can be used to lead and breed turtles. Applying bone meal to a regular seagrass transforms it to tall seagrass if there is enough space. The bone meal will not be consumed if insufficient space exists. Placing seagrass into a composter has a 30% chance of raising the compost level by 1. Using seagrass on a baby turtle accelerates its growing time. When the turtle becomes an adult, it drops one turtle scute. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Tall Bedrock Edition: History Issues Issues relating to "Seagrass" 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/Knockback_(mechanic)] | [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/Bookshelves] | [TOKENS: 416]
Bookshelf Yes Yes (64) 1.5 1.5 No No Yes (30) Yes 13 WOOD A bookshelf is a block that improves enchantments applied with an enchanting table when placed around one, up to a maximum of fifteen bookshelves, at the expense of level requirement. Contents Obtaining Bookshelves can be mined by hand, but are broken faster with an axe. In either case, they drop 3 books when broken, allowing the reconstruction of the bookshelf with the addition of six wood planks. When broken by a tool enchanted with Silk Touch, a bookshelf drops itself. Bookshelves can generate in village libraries and sometimes village houses. Strongholds may contain up to two libraries, each of which may be single-level or have an upper balcony. These feature some bookshelves arranged in pillars, and more bookshelves arranged in pillars in the walls. Single-level libraries contain 161 bookshelves, while libraries with balconies contain 233. Bookshelves also naturally generate in certain woodland mansion rooms. Various rooms can have between 1-24 bookshelves, while the "large library" room contains 180. Usage If an enchanting table is placed near a bookshelf, glyph particles fly from the bookshelf toward the enchanting table. Having bookshelves in the proper position near the table allows the table to apply higher-level enchantments. Fifteen bookshelves need to be near an enchanting table to gain the maximum of level 30 enchantments. Bookshelves can be used as a fuel in furnaces, smelting 1.5 items per block. Librarian villagers can interact with bookshelves. Bookshelves can be placed under note blocks to produce "bass" sounds. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Videos History Issues Issues relating to "Bookshelf" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See Also External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_1.2.7] | [TOKENS: 76]
Bedrock Editor 1.2.7 Bedrock Editor February 11, 2026 26.10.23 ◄ 1.2.6 1.2.8 ► Bedrock Editor v1.2.7 is a minor release for Bedrock Editor released on February 11, 2026. Contents Additions Changes Fixes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_1.2.6] | [TOKENS: 76]
Bedrock Editor 1.2.6 Bedrock Editor February 3, 2026 26.10.21 ◄ 1.2.5 1.2.7 ► Bedrock Editor v1.2.6 is a minor release for Bedrock Editor released on February 3, 2026. Contents Additions Changes Fixes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Acacia_Log_(UD)_JE8_BE3.png] | [TOKENS: 89]
File:Acacia Log (UD) JE8 BE3.png Summary Render of an Acacia Log block. Minecraft's textures No information available. Please correct this! File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 70 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Lightning_rod] | [TOKENS: 738]
Lightning Rod Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Yes Yes (64) 6 3 No Yes Yes No No 15 COLOR_ORANGE A lightning rod is a block that diverts lightning strikes. Getting struck by lightning causes it to emit a redstone signal and, if it is not waxed, also reduces its level of oxidation. Contents Obtaining A lightning rod must be mined with a stone pickaxe or better, or else it drops nothing. Usage Lightning rods can be oriented in different directions. Lightning rods that are the highest block in the column redirect lightning strikes within a spherical volume having a radius of 128 blocks in Java Edition and 64 blocks in Bedrock Edition. The block emits particles during thunderstorms as an indicator. If multiple lightning rods are in range, the closest to the original location of the strike is chosen. In order to divert lightning bolts, a lightning rod cannot have any block (excluding air)‌[JE only] or blocks with a collision box‌[BE only] at any position above its own. A lightning rod can be struck by lightning when hit by a trident enchanted with Channeling during thunderstorms. This can happen as long as the blocks above the lightning rod are fully transparent (do not block sky light). Lightning rods do not divert lightning created by a Channeling trident thrown at an entity, or lightning summoned by commands. Unlike in real life, a lightning rod doesn't require a direct connection to ground in order to work. Lightning strikes on lightning rods cannot summon skeleton trap horses. A lightning rod emits a redstone pulse, and strongly powers the block it's attached to, at level 15 for 8 game ticks (0.4 seconds) when struck by lightning. Lightning diverted by a lightning rod inflicts lightning damage on mobs within a 6×12×6 volume centered 4 blocks above the bottom center of the lightning rod block (that is, extending 2 below and 9 above). When a lightning rod is struck by lightning, the lightning has a chance to set fire to the surrounding blocks. In Java Edition, the lightning tries to set fire to a 3×3×3 volume around the air block directly above the lightning rod. Then, fire spawning conditions apply: The block itself must be air and is either on top of a block with a solid full top or is adjacent to a flammable block. This creates a danger zone of a 2-block radius sphere around the air block directly above the lightning rod (this sphere is all the blocks adjacent to the 3×3×3 volume and the volume itself). However, two blocks within this sphere are never set on fire by the lightning - the lightning rod itself and the block on which it's placed. Non-waxed lightning rods have four stages of oxidation (including the initial normal state). Lightning bolts and axes can remove the oxidation on lightning rods. They can be waxed with honeycomb to prevent oxidation from progressing. As the block begins to oxidize (exposed), it gets discolored and green spots begin to appear. As the oxidation continues (weathered), the block is a green color with brown spots. In the last stage (oxidized), the block is teal with several green spots. Sounds Java Edition: Bedrock Edition: Java Edition Bedrock Edition: None Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Advancements History Issues Issues relating to "Lightning Rod" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu
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