text
stringlengths
0
113k
[SOURCE: https://minecraft.wiki/w/Mob#cite_ref-unused-beee_4-1] | [TOKENS: 1402]
Mob A mob (short for mobile, mobile entity, or mobile object) is an AI-driven game entity. All mobs can be attacked or hurt (from falling, attacked by a player or another mob, falling into the void, hit by an arrow, etc. with the exception of natural creakings), and have some form of voluntary movement. Different types of mobs often have unique AI and loot. Contents Spawning 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 (whether it's a cave, monster room, mansion, or at night). Animals usually spawn upon chunk generation, while hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including passive and neutral animals, and even hoglins, have the ability to be bred by the player, creating offspring. Villagers cannot be directly bred by the player, instead randomly breeding depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most mobs never spawn on transparent blocks, in water (except aquatic creatures), in lava (except for striders), on bedrock, or on blocks less than a full block tall (such as slabs placed on the bottom half). The exception is monster spawners, from which monsters can spawn naturally on any block including air. Some mobs (like the snow golem and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed. The ender dragon can be respawned with four end crystals. A rare occurrence of spawning are the jockey mobs, which is a mob riding another mob. Players can also spawn mobs easily by using spawn eggs in Creative mode or the /summon command. Many mobs despawn (cease to exist) after a certain amount of time if far enough from the player. In Java Edition, most passive mobs do not despawn, while most monsters do. In Bedrock Edition, almost all mobs despawn. Mobs can be prevented from despawning if they are named with a name tag, and in Java Edition[verify], also in a boat. Behavior Mobs are affected by the environment in the same ways as the player; they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacks from weapons, the /kill command, etc.). Some mobs may be resistant or immune to certain hazards, such as some Nether mobs, which are immune to fire. All aquatic mobs except dolphins are immune to drowning. Mobs can ride minecarts and other mobs can climb up ladders. When mobs are killed, they turn to smoke particles and drop items that may be useful resources. Each type of mob in Minecraft has a certain AI (artificial intelligence) system with different behaviors and mechanics. Mobs ordinarily wander around at random if there is a player within 32 blocks and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced path-finding system that allows them to navigate through obstacles to get to a desired object or destination. Passive mobs flee in random directions after being hurt, while hostile mobs face and chase/attack the player as soon as the player comes close. Neutral mobs remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob becomes hostile toward and attacks the entity that hit it. Most mobs are aware of players within (a Euclidian distance) 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away. Mobs are harmless to players in Creative mode. Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, tall grass, or glass panes. In Java Edition, all mobs (except for wardens) try to avoid walking over rails unless pushed onto the rails by other mobs. Using specific name tags on mobs can result in unusual behavior or rendering. See Name Tag § Easter eggs for details. List of mobs Mobs are listed and classified by their nature from the player's perspective. For more details on a particular mob, click on them to view their individual page. Passive mobs are harmless mobs that do not attempt to attack players, even when provoked or attacked, though some of them may attack other mobs. Most of them are animals and can be bred or tamed. Hostile-adjacent: These mobs, although passive, are considered monsters and are involved in mechanics pertaining to hostile mobs. They spawn as hostile mobs with no direct damage capabilities, with their riders controlling their pathfinding. Neutral mobs are sometimes passive and sometimes hostile toward the player. These mobs usually require provocation from the player in one way or another to attack or become hostile, while some can be naturally hostile and have a way to be pacified. Hostile mobs are dangerous, aggressive monsters that always attack the player within their respective detection ranges. Monsters in general, whether passive or neutral, are involved in mechanics pertaining to hostile mobs regardless of behavior. Boss mobs are special hostile mobs that are tougher and more dangerous than other mobs. They do not spawn randomly and are confronted intentionally. All boss mobs have a bossbar featuring their name and health. Boss mobs provide unique challenges and equivalent rewards, such as XP or useful items. These passive mobs are designed primarily for Adventure maps and add-on creating, rather than regular gameplay. They are used in Minecraft Education for coding, education, or interactive learning. Both are only accessible with commands in Bedrock Edition. These mobs cannot spawn without the use of /summon or spawn eggs. Old villagers and old zombie villagers cannot be spawned at all. These entities are grouped within the "living entities" category in the game code. In Bedrock Edition, they are all under the mob class in the entity format. Mannequins and cameras are creative-only entities. Removed mobs are mobs that no longer exist in current versions of the game. Mobs that were added as April Fools' Day jokes in Java Edition, and cannot be found in the normal version. These mobs, although similar to their non-joke counterparts, are their own mobs. Mobs that were announced by Mojang as potential additions to the game, but either got scrapped or shelved indefinitely. Mobs that were briefly mentioned by Mojang Studios on social media and other platforms. Classification Knockback resistance Some non-boss mobs resist a certain percentage of knockback from attacks. Damage dealt by mobs Achievements Advancements Videos History Issues Issues relating to "Mob" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/File:Bundles_Art_Portrait.PNG] | [TOKENS: 92]
File:Bundles Art Portrait.PNG Key art of some bundles. This is a file pertaining to Minecraft. https://www.minecraft.net/en-us/article/bundles-of-bravery Mojang Studios 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 2 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Biome?action=edit&section=6] | [TOKENS: 224]
Editing Biome (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 4 hidden categories: Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Biome?section=6&veaction=edit] | [TOKENS: 9830]
Biome A biome is a region in a world with distinct geographical features, plants, mobs, temperatures, humidity levels, colors, and more. Biomes separate every generated world into different environments, such as forests, deserts, and oceans. The biome of a location is determined during world generation rather than by the current environment, even if all blocks in a large area are altered to imitate the terrain of other biomes. In Java Edition, the /fillbiome command can be used to change the biome in a selected area. Existing biomes can be located with the /locate biome command. Contents List of biomes In Java Edition, there are 65 different biome types: 54 for the Overworld, 5 for the Nether, and 5 for the End, plus one used only for a superflat preset. In Bedrock Edition, there are 87 biome types: 54 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused. On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 categories, which are not official. These biomes are used for the generation of oceans and mushroom fields. They are large, open biomes made entirely of water going up to Y=63, with underwater relief on the sea floor, such as small mountains and plains, usually including gravel, dirt, and sand. Squid and fish spawn frequently in the water, and dolphins spawn in non-frozen oceans. The basic ocean biome. Like its colder variants, its floor is largely made up of gravel, covered with kelp and seagrass. However, small patches of dirt, sand and clay can also appear. Cod and salmon‌[BE only] can spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. A variant of the ocean biome. In deep ocean biomes, the ocean can exceed 30 blocks in depth, making it twice as deep as the normal ocean. The ground is mainly covered with gravel. Ocean monuments generate in deep oceans, meaning guardians, elder guardians, prismarine and sponges can spawn here. A variant of the ocean biome, with light teal water at the surface. Like the lukewarm ocean, it has a floor made of sand and like all oceans, it is populated with seagrass, but without kelp. Pufferfish and tropical fish spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Unlike other ocean biomes, warm oceans allow for the generation of coral reefs and sea pickles. It is the only ocean biome that does not have a deep equivalent, but the terrain in this biome can reach the same depth as deep oceans. A variant of the ocean biome, with light blue water at the surface. Its floor is made of sand with an occasional patch of dirt or clay. Kelp and seagrass generates here. Unlike the warm ocean biome, cod and salmon‌[BE only] can spawn here, together with pufferfish‌[JE only] and tropical fish. Dolphins, squid, and nautiluses may also spawn here and drowned and rarely zombie nautiluses can spawn at night or during thunderstorms. Coral reefs cannot generate here. Similar to the lukewarm ocean biome, but twice as deep. Because they are a deep ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine and sponges. A variant of the ocean biome, with dark blue water at the surface. Like regular oceans and frozen oceans, its floor is made up of gravel, though occasional patches of dirt can be found. Kelp and seagrass generates here. Salmon, cod and nautiluses can spawn in cold ocean biomes alongside squid and dolphins‌[BE only]. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Similar to the cold ocean biome, but twice as deep. Like other deep oceans, ocean monuments can generate here, which contain guardians, elder guardians, prismarine and sponges. A variant of the ocean biome with dark indigo water at the surface. Like the cold ocean, it has a gravel seabed and squid swimming about. However, the water's surface is frequently broken up by patches of ice and large icebergs, consisting of packed ice and blue ice, and occasionally topped with snow blocks and snow‌[BE only]. Strays, drowned, rarely zombie nautiluses, living nautiluses, polar bears, and rabbits‌[BE only] can spawn here, but dolphins can't. Salmon and cod‌[BE only] may also spawn here. Like the frozen ocean biome, the only fish that spawn here are salmon and cod‌[BE only], squid and nautiluses may also spawn here, and the floor consists of gravel. The frozen deep ocean biome also contains ocean monuments and a deeper floor than normal oceans, like other deep oceans. Frequent floating icebergs with blue ice generate here. Polar bears, strays, drowned, rarely zombie nautiluses and rabbits‌[BE only] can also spawn here, but dolphins can't. This rare biome consists of a mostly flat island and has mycelium instead of grass as its surface. Mushroom fields are always adjacent to a deep ocean and are always isolated from other biomes, and they are typically a few hundred blocks wide. It is one of the few biomes where huge mushrooms can generate naturally, and where mushrooms can grow in full sunlight. No mobs other than mooshrooms, bats‌[JE only], and glow squid spawn naturally in this biome, including the usual night-time hostile mobs. This also applies to caves, mineshafts and other dark structures, meaning exploring underground is safe. However, monster spawners still spawn mobs, wandering traders along with their llamas can spawn, raids can still spawn illagers, but villages don't spawn here. the player can still breed animals and spawn mobs using spawn eggs and insomnia still attracts phantoms‌[JE only]. Highland biomes are biomes with a higher Y-level. Rugged terrain and snow-covered peaks appear above the snow line. One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. It is covered by a single layer of snow blocks with stone underneath often exposing ores such as coal, iron and emerald. Just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Goats spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms‌[BE only]. The frozen peaks are covered by snow blocks and packed ice with occasional small blobs of ice. Goats can spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms‌[BE only]. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome. The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here and there's no snow in this biome. The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green short grass and tall grass. All small flowers generate except blue orchids, tulips, lilies of the valley or wither roses. Rarely, a lone oak or birch tree can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome. Cherry groves are grasslands with a lot of short grass, tall grass and, instead of the traditional dandelion and poppy flowers, the ground is covered with pink petals. The main environmental feature of the cherry grove are cherry trees identified by their striking pink color. The cherry trees may generate densely enough to create a cover of leaves. Sheep, pigs and rabbits are the only passive mobs that spawn in this biome. The grove creates a forest of spruce trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga, but the surface is covered with snow blocks and powder snow instead of grass blocks. Rabbits, wolves and foxes can spawn in this biome. The snowy slopes generate beneath the mountain peaks and are covered with multiple layers of snow blocks and powder snow, with some sides also having stone cliffs. Goats spawn in this biome alongside rabbits and polar bears‌[BE only]. Strays may also spawn here at night and during thunderstorms‌[BE only]. This is the only mountain biome where igloos can generate, making it one of the three biomes where igloos naturally generate. A highland biome with some steep hilltops and an occasional oak or spruce tree‌[JE only]. The terrain is usually flat, but sometimes hilly and shattered. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights, rarely creating snow layers on the top of the hills. Windswept hills are one of six biomes where emerald ore and infested stone can be found naturally. Cold animal variants may also spawn here. The windswept gravelly hills are mostly covered in gravel with occasional patches of grass and stone blocks. This is one of the few biomes where llamas can spawn naturally. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse. Cold animal variants may also spawn here. This biome is found when windswept hills are located next to forested biomes. This is one of the few biomes where llamas can spawn naturally. It does not generate stone patches, so the floor is entirely covered by grass. There are more spruce and oak trees in this biome, forming small forests with a lower tree density than other forest biomes. Cold animal variants may also spawn here. Woodland biomes are rich in plants with a variety of trees, flowers and grasses. A common biome with many oak and birch trees and a fair amount of short grass, mushrooms and flowers. The ground beneath the trees is covered with leaf litter. Wolves can spawn in this biome. This forest variant has fewer trees but contains nearly every type of flower and tall plant in the game. Wolves do not spawn in the flower forest, although rabbits spawn occasionally. Bee nests have a higher chance to generate in this biome. A biome covered by a forest of spruce trees. Ferns, large ferns and sweet berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes, rabbits or cold animal variants. Villages may generate in this biome; the houses in these villages are built with spruce wood. Pillager outposts may also generate in this biome. This is one of the few biomes where trail ruins can generate. A biome composed of spruce trees (despite it being called a pine taiga, since there is no pine in the game), much like the standard taiga biome. However, some trees are 2×2 thick and taller than normal, akin to large jungle trees. Mossy cobblestone boulders appear frequently, mushrooms are common, and podzol can be found on the forest floor. There are also patches of coarse dirt that do not grow grass, with some dead bushes. Wolves, foxes and cold animal variants can spawn here, as they do in normal taiga biomes. Rabbits may also spawn here‌[JE only]. At first glance, this biome may look almost exactly the same as its pine tree counterpart. However, the most striking feature of this biome is its giant spruce trees, which are essentially a scaled-up version of regular spruce trees. One can easily differentiate this from an old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top. Like the old growth pine taiga, wolves, foxes and cold animal variants spawn here, and trail ruins can also generate. Rabbits may also spawn here‌[JE only]. Similar to the standard taiga, except much of the biome is covered in snow. Ferns and large ferns generate here commonly, however sweet berry bushes generate more rarely than in the regular taiga. Wolves, foxes, rabbits and cold animal variants can spawn here. One may also find an igloo nestled between the trees, making it one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here‌[BE only]. Villages use the same architecture as taiga villages, but the villagers wear snowy biome outfits. A forest that is solely made of birch trees. The grass is aqua in color, and unlike the regular forest, no wolves spawn in this biome. Wildflowers are very common in birch forests. Birch trees grow much taller than usual in this uncommon variant of the birch forest biome. Whereas normal birch trees grow up to 7 blocks tall, these trees can grow up to 13 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources. This is one of the few biomes where trail ruins can generate. This biome is mainly composed of dark oak trees, which create a mostly closed roof of leaves. Oak trees, birch trees, and huge mushrooms can also be found occasionally, and the ground is covered with leaf litter. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate. The pale garden is a rarer variation of the dark forest biome. It is, in fact, the rarest biome. The dark oak trees are replaced with pale oak trees, with lots of pale hanging moss hanging from the trees. Patches of pale moss blocks and pale moss carpets cover much of the ground, and patches of eyeblossoms dot the landscape. The sky, foliage, and water in this biome are gray and desaturated, and no music plays inside the biome. Some of the pale oak trees may have a creaking heart hidden within them, which spawns a creaking at night. No passive mobs spawn in this biome. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate, making the pale garden one of only two biomes where it can be found. A dense forested biome that includes many different plants and features. Jungle trees and mega jungle trees are common, with the mega trees having 2x2 thick trunks and possibly growing up to 31 blocks in height. Fancy oak trees are also common, and jungle bushes often cover much of the forest floor. Ferns and large ferns are found commonly, and vines are found growing on most types of blocks, especially on jungle trees. Additionally, cocoa can also grow on the sides of jungle trees. Melons can generate here in patches, similar to pumpkins, although they are much more common. Single shoots of bamboo can be found scattered throughout the biome. The foliage in the jungle is a bright, lush green color. Jungle pyramids and trail ruins can generate, and ocelots, parrots, pandas and warm animal variants can spawn in this biome. In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of jungle trees, fancy oak trees, and jungle bushes that are spaced out and isolated, creating a much more open environment. The terrain of this biome is often flat, but there may be some small rises in elevation. Parrots, ocelots, and pandas can still spawn in the sparse jungle‌[Bedrock Edition only]. Wolves can also spawn in this biome along with warm animal variants. In this biome, large areas of the landscape are covered with massive amounts of bamboo. Patches of podzol can be found underneath the densely packed bamboo. Additionally, mega jungle trees, fancy oak trees, and jungle bushes can also generate here. Pandas have a much higher chance to spawn here than the other jungle biomes, making this the best place to find them. Ocelots‌[BE only], parrots and warm animal variants are also able to spawn, and jungle pyramids can generate here‌[JE only]. Wetland biomes are rivers, swamps and beaches. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the ocean and land. A biome that consists of water blocks that form an elongated, curving shape similar to a real river. Rivers cut through terrain or separate the main biomes. They attempt to join up with ocean biomes, but sometimes loop around to the same area of ocean. Rarely, they can have no connection to an ocean, instead forming a loop, or ending in a swamp or far inland. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees, bushes, and firefly bushes tend to generate there as well. Rivers are also a reliable source of clay. These biomes are good for fishing, but drowned can spawn at night and during thunderstorms. In Bedrock Edition, mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except from a monster spawner. A river with a layer of ice covering its surface. It generates when a river goes through snowy biomes. Salmon spawn underwater while rabbits‌[BE only] and polar bears‌[BE only] spawn on the surface. At night and during thunderstorms, drowned can spawn below the ice with strays‌[BE only] on the surface. In Bedrock Edition, no hostile mobs other then strays and skeletons can spawn here, even underground, except from a monster spawner. A biome characterized by a mix of flat areas around sea level, and shallow pools of green water with floating lily pads. Clay, sand and dirt are commonly found at the bottom of these pools. Trees are covered with vines and can be found growing out from the water. Mushrooms, firefly bushes, dead bushes, and sugar canes are abundant, and blue orchids grow exclusively here. Frogs of the temperate variant can spawn here as well. Swamp huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or during thunderstorms. Temperature varies within the biome, causing foliage and grass colors to vary. In Bedrock Edition, huge mushrooms also spawn in this biome. Visibility is also lower than other biomes when the player is underwater. A biome characterized by a dense foliage, featuring plenty of mangrove trees of varying heights. The floor is mainly composed of mud blocks with occasional grass patches. The grass has the same color as in the normal swamp but leaves and vines have a unique light green tint and the water is teal rather than gray. Warm frogs often spawn in this biome. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or thunderstorms. Visibility is also lower than other biomes when the player is underwater. Generated where oceans meet other biomes, beaches are primarily composed of sand. Beaches penetrate the landscape, removing the original blocks and placing in sand blocks. These are also useful for fishing. Buried treasure can be found under few blocks of sand, and an occasional shipwreck can also generate here. Passive mobs other than turtles do not spawn on beaches. Like a regular beach, one can find plenty of sand in this biome and buried treasure can be found underground in this snowy beach. However, sand is covered in a layer of snow. Snowy beaches are found when a snowy biome borders a frozen ocean biome. No passive mobs other than rabbits‌[BE only] spawn in this biome. This stone-covered biome generates at shores with low erosion values, usually close to mountains. Depending on the height of the nearby land, stony shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes. No passive mobs spawn here. Buried treasure can generate here‌[BE only]. Strips of gravel can sometimes be found here. These biomes have a wide view on usually flat terrain, but can also generate on large hills or cliffs. Trees spawn less here and water sources are plentiful. They also have a higher number of passive mob spawns. A flat and grassy biome with rolling hills and few oak trees. Villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Passive mobs are easily found in plains biomes; this biome is also one of the few biomes where horses and donkeys spawn naturally, while hostile zombie horses will spawn during the nighttime. Pillager outposts may also be generated. A fairly uncommon variation of the plains, this biome is the only place where sunflowers naturally generate. In Bedrock Edition, villages and pillager outposts may also generate here. An expansive biome with a huge amount of snow. Sugar cane can generate in this biome, but can become uprooted when chunks load as the water sources freeze to ice. There are few spruce trees in this biome. No animal mobs other than rabbits and polar bears can spawn; however, it is one of the few biomes where strays and zombie horses appear. In Bedrock Edition, this biome does not spawn monsters other than strays and skeletons, but monster spawners can still spawn monsters. This is one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here. A rare variation of the snowy plains biome that features large spikes and glaciers of packed ice. Usually, the spikes are 10 to 20 blocks tall, but some long, thin spikes can reach over 50 blocks in height. The floor in this biome is entirely covered in snow blocks instead of grass, and ice patches made of packed ice can generate on it. Like the regular snowy plains, no animal mobs other than rabbits and polar bears can spawn and strays appear at night or during thunderstorms. In these biomes, it neither rains nor snows. The surface is covered with sparse vegetation. A barren biome consisting mostly of sand dunes, dead bushes, dry grass, and cacti. Sandstone and sometimes fossils are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits and camels. At night and during thunderstorms, husks, parched, and camel husks usually spawn in the place of normal zombies and skeletons. Sugar cane can be found if the desert is next to a river biome. Desert villages, desert wells and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here. A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate occasionally. Tall grass covers the landscape. Villages can generate in this biome, constructed of acacia wood, with some stained terracotta. Pillager outposts can also generate here. Horses, armadillos and warm animal variants can naturally spawn here, while hostile zombie horses will spawn during the nighttime. Llamas may also spawn here‌[BE only]. This biome generates when a normal savanna biome spawns at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna, with the main differences being the fact that llamas and wolves can spawn, and villages and pillager outposts cannot generate. In contrast to the mostly flat and calm terrain of the savanna biome, this uncommon variant generates chaotic terrain, with gigantic mountains covered in coarse dirt and some patches of stone. The mountains in the windswept savanna are extremely steep, sometimes jutting out at 90-degree angles, making it almost impossible to climb. On top of that, they can reach heights comparable to the mountain peak biomes, sometimes rising above the clouds. Massive waterfalls and lavafalls are quite common, and ocean-like lakes can also generate. Unlike the regular savanna, villages and pillager outposts do not generate in this biome. Horses, armadillos and warm animal variants can still spawn in the windswept savanna, as well as hostile zombie horses during the nighttime. Llamas may also spawn here‌[BE only]. An uncommon biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti, dead bushes, and dry grass. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. Armadillos are the only mobs that can be found here. Mineshafts generate at a higher altitude than normal - occasionally a player may come across a mineshaft jutting out of the badlands. Gold ore also occurs more frequently, because additional veins can generate within badlands up to Y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce. The wooded badlands has layers of coarse dirt and grass blocks, and forests of oak trees with leaf litter that generate at higher altitudes in humid areas. The lower parts don't generate the oak forests, exposing terracotta and red sand to the sky. The color of the grass and leaves is a dull green-brown hue, giving it a dried and dead appearance. These trees are a rare source of wood when living in the otherwise barren badlands. Armadillos can spawn here during the day, and wolves and warm animal variants can spawn on the wooded plateaus. This rare variant generates unique terrain features that are similar to the structures in Utah's Bryce Canyon. Tall and narrow spires of colorful terracotta rise out of the floor of the canyon, which like all other badlands variants, is covered in red sand. Armadillos are the only passive mobs that can be found here. These biomes generate inside caves in the Overworld. They're mostly found underground but can sometimes leak out of cave entrances. A dimly lit cave biome that generates deep underground mostly within the deepslate layer. It is largely sculk blocks 1 block thick upon all surfaces, with frequent sculk sensors and occasional sculk shriekers, the latter of which can directly summon a warden. Large structures known as ancient cities can generate here, containing chests with unique loot. No mobs aside from wardens spawn here, except from a monster spawner. These are caves filled with dripstone blocks and pointed dripstone both hanging as stalactites and growing from the ground as stalagmites and small water wells of 1×1 in the ground. Large dripstone clusters structures generate occasionally inside these caves. Copper ore blobs found in this biome are much bigger compared to other biomes. Drowned and rarely zombie nautiluses can spawn in aquifers. Lush caves are often found underground below azalea trees. These caves are covered by moss blocks, moss carpets, short grass and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and spore particles. There are also shallow lakes with clay where dripleaf plants grow out of them and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave. Can be accessed only through Single Biome world selection or The Void superflat preset. In a single biome world, the landscape consists of stone, as well as water and bedrock depending on the generator type. In The Void superflat preset, the world is completely empty except for a single structure: a 33×33 stone platform with a single block of cobblestone in the center. No mobs (passive or hostile) aside from phantoms and pillager patrols can spawn without spawn eggs, monster spawners or commands. It does not rain in this biome. The Nether is considered a different dimension. All biomes in this dimension are hot and dry, and it is not possible to place water; ice can still be placed, though it does not turn into water upon melting. Lava oceans are generated as a feature and are therefore not considered a separate biome. The Nether wastes is the most common biome in the Nether. The terrain mainly consists of netherrack, with glowstone clusters growing and lava leaking from the ceiling and gravel and soul sand lining its shores. Most of the Nether’s mobs can spawn here, including ghasts, zombified piglins, magma cubes, striders, piglins, and the occasional enderman. The soul sand valley mainly consists of soul sand, basalt and soul soil. Notable features of the biome are exposed Nether fossils in various shapes and sizes, large amounts of lava, blue fog, large spires made of basalt, soul fire, and the occasional Nether fortress or bastion remnant. Ghasts and skeletons are common in this biome while endermen are rare. Striders can spawn here as well. This is the only place to find dried ghasts naturally. The crimson forest consists of many huge crimson fungi, which act as the "trees" of this biome. The huge fungi often generate with weeping vines hanging from them, and shroomlights which light up the landscape. The floor is mostly covered with crimson nylium, with occasional patches of bare netherrack or Nether wart blocks. Crimson roots, crimson fungus, and occasionally warped fungus grow on the ground. Small patches of Nether wart blocks and weeping vines can also be found growing on the ceiling. Hoglins, piglins, zombified piglins, and striders can spawn in this biome. The warped forest consists of many huge warped fungi, which act as the "trees" of this biome. The huge fungi often generate with shroomlights, which light up the landscape. Twisting vines grow throughout the biome in patches. The floor is mostly covered with warped nylium, with occasional patches of bare netherrack or warped wart blocks. Warped roots, warped fungus, Nether sprouts, and occasionally crimson fungus grow on the ground. Endermen and striders are the only mobs that spawn in this biome. The biome emits out a magenta-purple fog upon entry. A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.[citation needed] The ground consists of basalt and blackstone blocks, with small patches of netherrack and pools of lava. The shape of the terrain is chaotic and uneven, making it somewhat difficult to traverse and build on. Unlike the other biomes in the Nether, bastion remnants do not generate in basalt deltas. When this biome borders a lava ocean, clusters of basalt form near the coast. Fog is colored light-gray and particles of dust can be seen falling from the ceiling upon entry. Magma cubes have a high spawn rate in this biome, making the basalt deltas the best place to farm magma cream. This biome also contains a much higher abundance of blackstone compared to other Nether biomes. Ghasts and striders can spawn in this biome as well. The End is considered a different dimension. The terrain consists of end stone islands of varying sizes, floating in the void. They use five different biomes in Java Edition, or all use the End in Bedrock Edition, with no terrain differences. This biome is used to generate the circle of radius 1000 centered at the 0,0 coordinates in the End. The End central island is generated at the center of this circle, and it's surrounded by a complete vacuum all the way to the edge of the biome. Most of the End features are exclusive to that island, including the ender dragon, the obsidian pillars, the End crystals, the 5×5 spawn platform, the exit portal and the 20 central End gateways. Large amounts of endermen spawn in this biome. It does not rain or snow in this biome unlike the other low-temperature biomes. The outer islands in the End can be accessed using End gateways after the ender dragon has been defeated. In Bedrock Edition, this biome is instead the biggest, as it is used to generate the whole dimension. If the biome is used for a superflat world, the sky appears nearly black and an ender dragon spawns at the 0,0 coordinates in the Overworld. Only endermen spawn at night. Generates as part of the outer islands of the End. This biome represents the empty expanse between the larger islands, populated by the smaller, circular islands. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the gradual slope from the hilltops of each island down to the cliffs around the edge. End cities generate here, but chorus trees do not. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the hilltops of each island, and is the only biome in the End where both chorus trees and End cities generate. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the outer rims of each island, with steep cliffs below the edge. Neither End cities nor chorus trees generate in this biome. Large amounts of endermen spawn in this biome. These biomes have been completely removed from the game in Java Edition. In Bedrock Edition, they still exist in the code, but do not generate and can only be found in old worlds. Most biomes were removed from the generator because the terrain was the only difference with their regular biome variant. This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. When Bedrock Edition 1.4.0 introduced the new frozen ocean, this biome was not removed or replaced by the new frozen ocean, although the id name changed from frozen_ocean to legacy_frozen_ocean. This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward. The deep warm ocean did not naturally generate in any non-snapshot or non-beta version. Most hills were gentle rolling slopes on which the usual biome terrain generated, with some sharper cliffs here and there. Snowy mountains had a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%). Swamp hills and dark forest hills generated as 'modified' biomes instead of hills biomes, making them slightly rarer but also bigger in size. Tall birch hills generated as 'modified hills' biomes, which made them even rarer than modified biomes. Tall birch hills had much more mountainous terrain than most hills biomes. In Bedrock Edition, this biome did generate as a much hillier version of the giant spruce taiga, even more mountainous than regular hills biomes. However, the giant spruce taiga hills used the same trees as the giant tree taiga hills (with leaves only at the top), making this biome very similar to the giant tree taiga hills. With the new terrain generation in Caves & Cliffs: Part II, the regular badlands biome also featured these plateaus and this biome became redundant. In Bedrock Edition, the grass and foliage color was lush green (the same color as in mushroom fields), making it easily distinguishable from the regular shattered savanna. Because the terrain was the only difference with the regular mushroom fields biome, this biome became redundant after Caves & Cliffs: Part II. In Bedrock Edition, the regular gravelly mountains did not have any trees, but this biome did, making it slightly different. Because almost no grass blocks were generated between the gravel, trees did rarely generate. These biomes no longer exist in current versions of the game. Snow, grass blocks, ice Grass block, short grass, ferns, oak trees, birch trees Grass block, short grass, oak trees Sand, snow, ice Grass block, oak trees, birch trees These biomes can appear only in April Fools snapshots of the game. This "biome" includes all the other non-custom dimensions biomes. All mobs, blocks, particles and structures in 20w13b (vanilla) can generate in this biome. A dimension can have multiple of these randomly generated biomes. Tint All biomes use a set of colors for various environmental aspects such as the sky, water, fog, and some blocks. In Bedrock Edition, biomes specify their colors in the client_biome JSON files in the vanilla resource packs. Some biomes specify their colors directly, while others use colormaps or separate JSON files which can also control other environmental effects. In Bedrock Edition, all biome colors for blocks are also visible on maps. Biome grass and foliage colors are selected from three 256×256 colormap images: grass.png, foliage.png, and dry_foliage under assets/minecraft/textures/colormap‌[JE only] or textures/colormap‌[BE only] in the vanilla resource pack. The grass.png colormap sets the colors for grass block, short grass, tall grass, ferns, large ferns, ferns in flower pots, sugar canes, bushes and stems of pink petals and wildflowers. Meanwhile, the foliage.png colormap sets the colors for vines and tree leaves of oak, jungle, acacia, dark oak and mangrove. The dry_foliage.png colormap sets the colors for leaf litter. Only the colors in the lower-left halfs of the images are used, even though the upper-right side of foliage.png and dry_foliage.png is colored. The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. They are computed as follows: AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjDownfall = clamp( Downfall, 0.0, 1.0 ) * AdjTemp. "clamp" limits the range of the temperature and downfall to 0.0—1.0. The clamped downfall value is then multiplied by the adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as AdjTemp = 0.0 and AdjDownfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis. In the following cases, the plants are not tinted exactly according to the colormap. In Java Edition, several of them are specified in biome Jsons in vanilla data pack. Swamps In swamps and mangrove swamps, the grass color is based on a noise on XZ plane. When the value of this noise is less than -0.1, it uses the color #4c763c. Otherwise using #6a7039. The foliage color is #6a7039 in swamps and #8db127 in mangrove swamps, which are not affected by the colormap. The dry foliage color in swamps and mangrove swamps is #7b5334, which also ignores the colormap. In Bedrock Edition, all swamp biomes use colormaps to determine these colors, similar to regular colormaps described above. Dark forest In dark forests, the grass color is the result of the bitwise AND between the color in the colormap and #fefefe, and then averaging with #28340a. In vanilla, that is #507a32. Badlands In badlands, wooded badlands and eroded badlands, the grass color is #90814d and the foliage color and dry foliage color is #9e814d. They are not affected by the colormap. Cherry grove The color for grass and foliage in cherry groves is always #b6db61, which is not affected by the colormap. Pale garden In the pale garden, the grass color is #778272, the foliage color is #878d76, and the dry foliage color is #a0a69c They are not affected by the colormap. Other leaves The color for spruce leaves is #619961 and the color for birch leaves is #80a755. Both are not affected by the biome, but determined by colormaps in Bedrock Edition. The color of the daytime sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as T = clamp( Temperature / 3 , -1.0, 1.0 ). Then the triple (0.62222224-0.05T, 0.5+0.1T, 1) is the sky color. The color of the sky in the pale garden biome is #b9b9b9, which is unaffected by the above formula. See § List of biome climates below for all sky colors. The colors and surface opacity of water are defined in the vanilla data pack‌[JE only] or client biome JSON files in vanilla resource packs.‌[BE only] Some biomes in Java Edition, or most biomes in Bedrock Edition have unique water colors. Swamps and warm oceans in Bedrock Edition have unique water surface opacities, 65% and 55% respectively. The color and density of water and sky fog is different for most biomes, defined by separate JSON files for each biome in Bedrock Edition. The underwater fog color is #050533 with a few exceptions in Java Edition, or the same as the water surface color with some exceptions in Bedrock Edition. The sky fog color is #c0d8ff‌[JE only] or #abd2ff‌[BE only] in all Overworld biomes, except pale gardens which use #817770. Nether biomes and the End have unique fog colors. Vibrant Visuals ignores default colors for the sky, water, and fog, and adds new effects for each biome or a set of biome. Which environmental settings are used is determined by the biome JSON file, and all environmental settings are stored in separate directories in resource packs. In vanilla, the following effects are affected by the biome: Water colors are not visible with Vibrant Visuals, but all regular fog colors still apply asides from the volumetric fog. When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in options. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color for this block. The sky color‌[JE only] and the fog color use the color processed by Gaussian blur from colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in. Climate A biome has three climate attributes: temperature, downfall and precipitation. Each biome has a base temperature value (see § List of biome climates), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y≤80 use the base temperature as actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the base temperature based on a noise on the XZ plane, and at Y≥81 the actual temperature decreases by 0.00125 (1⁄800) every block up. In frozen oceans and deep frozen oceans, it is also affected by a noise value on the XZ plane. In some regions according to the noise, the base temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in frozen oceans, as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level. The temperature affects at which height snowfall can occur, the sky and block colors, and whether sponges dry in the air.‌[BE only] The downfall value is a number between 0.0 and 1.0 (see § List of biome climates). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire and block colors. This value doesn't affect the weather. The precipitation value can be "true" or "false". If the precipitation of the biome is false, no rain or snow occurs. Otherwise, a location is rainable when its temperature value is equal or greater than 0.15, and snowable otherwise. So, if the base temperature is less than 0.15, it's snowable at any Y level. Even if equal or greater than 0.15, it will still snow above a certain Y level, which are listed below: Snowy Plains Ice Spikes Grove Frozen Peaks Jagged Peaks Snowy Slopes Snowy Taiga Snowy Beach Some regions of Frozen Ocean The exact minimum height for snowfall is randomized per block, with a margin of 8 blocks. In Bedrock Edition, this is a transition layer where both snow and rain particles are visible at the same time. This transition also appears when moving horizontally between snowy and rainy biomes, and the particle density decreases when moving to a dry biome. In Bedrock Edition, the amount of snow layers generated on the surface is based on the snow accumulation value of the biome. The snow height is randomly selected per block between a minimum and maximum value, with 0.0 being no snow and 1.0 being the full height of one block. During snowfall, snow can stack infinitely on top of generated snow, unlike in Java Edition where this is controlled by a snow accumulation game rule. #9c754d‌[BE only] Generation Biome IDs Each type of biome has its own Resource Location, shown in the following tables. Before 1.13 biomes used to have a numerical ID. These can be seen in this page: Biome/IDs before 1.13 In versions after 1.13 biomes use a numerical ID which is determined by the alphabetical ordering of their resource locations.[verify] This information is however only used by the game internals and is not included below. Each type of biome has its own Resource Location / IDs, shown in the following tables. Achievements Advancements History Issues Issues relating to "Biome" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Mob#cite_ref-unused-je_5-1] | [TOKENS: 1402]
Mob A mob (short for mobile, mobile entity, or mobile object) is an AI-driven game entity. All mobs can be attacked or hurt (from falling, attacked by a player or another mob, falling into the void, hit by an arrow, etc. with the exception of natural creakings), and have some form of voluntary movement. Different types of mobs often have unique AI and loot. Contents Spawning 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 (whether it's a cave, monster room, mansion, or at night). Animals usually spawn upon chunk generation, while hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including passive and neutral animals, and even hoglins, have the ability to be bred by the player, creating offspring. Villagers cannot be directly bred by the player, instead randomly breeding depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most mobs never spawn on transparent blocks, in water (except aquatic creatures), in lava (except for striders), on bedrock, or on blocks less than a full block tall (such as slabs placed on the bottom half). The exception is monster spawners, from which monsters can spawn naturally on any block including air. Some mobs (like the snow golem and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed. The ender dragon can be respawned with four end crystals. A rare occurrence of spawning are the jockey mobs, which is a mob riding another mob. Players can also spawn mobs easily by using spawn eggs in Creative mode or the /summon command. Many mobs despawn (cease to exist) after a certain amount of time if far enough from the player. In Java Edition, most passive mobs do not despawn, while most monsters do. In Bedrock Edition, almost all mobs despawn. Mobs can be prevented from despawning if they are named with a name tag, and in Java Edition[verify], also in a boat. Behavior Mobs are affected by the environment in the same ways as the player; they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacks from weapons, the /kill command, etc.). Some mobs may be resistant or immune to certain hazards, such as some Nether mobs, which are immune to fire. All aquatic mobs except dolphins are immune to drowning. Mobs can ride minecarts and other mobs can climb up ladders. When mobs are killed, they turn to smoke particles and drop items that may be useful resources. Each type of mob in Minecraft has a certain AI (artificial intelligence) system with different behaviors and mechanics. Mobs ordinarily wander around at random if there is a player within 32 blocks and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced path-finding system that allows them to navigate through obstacles to get to a desired object or destination. Passive mobs flee in random directions after being hurt, while hostile mobs face and chase/attack the player as soon as the player comes close. Neutral mobs remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob becomes hostile toward and attacks the entity that hit it. Most mobs are aware of players within (a Euclidian distance) 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away. Mobs are harmless to players in Creative mode. Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, tall grass, or glass panes. In Java Edition, all mobs (except for wardens) try to avoid walking over rails unless pushed onto the rails by other mobs. Using specific name tags on mobs can result in unusual behavior or rendering. See Name Tag § Easter eggs for details. List of mobs Mobs are listed and classified by their nature from the player's perspective. For more details on a particular mob, click on them to view their individual page. Passive mobs are harmless mobs that do not attempt to attack players, even when provoked or attacked, though some of them may attack other mobs. Most of them are animals and can be bred or tamed. Hostile-adjacent: These mobs, although passive, are considered monsters and are involved in mechanics pertaining to hostile mobs. They spawn as hostile mobs with no direct damage capabilities, with their riders controlling their pathfinding. Neutral mobs are sometimes passive and sometimes hostile toward the player. These mobs usually require provocation from the player in one way or another to attack or become hostile, while some can be naturally hostile and have a way to be pacified. Hostile mobs are dangerous, aggressive monsters that always attack the player within their respective detection ranges. Monsters in general, whether passive or neutral, are involved in mechanics pertaining to hostile mobs regardless of behavior. Boss mobs are special hostile mobs that are tougher and more dangerous than other mobs. They do not spawn randomly and are confronted intentionally. All boss mobs have a bossbar featuring their name and health. Boss mobs provide unique challenges and equivalent rewards, such as XP or useful items. These passive mobs are designed primarily for Adventure maps and add-on creating, rather than regular gameplay. They are used in Minecraft Education for coding, education, or interactive learning. Both are only accessible with commands in Bedrock Edition. These mobs cannot spawn without the use of /summon or spawn eggs. Old villagers and old zombie villagers cannot be spawned at all. These entities are grouped within the "living entities" category in the game code. In Bedrock Edition, they are all under the mob class in the entity format. Mannequins and cameras are creative-only entities. Removed mobs are mobs that no longer exist in current versions of the game. Mobs that were added as April Fools' Day jokes in Java Edition, and cannot be found in the normal version. These mobs, although similar to their non-joke counterparts, are their own mobs. Mobs that were announced by Mojang as potential additions to the game, but either got scrapped or shelved indefinitely. Mobs that were briefly mentioned by Mojang Studios on social media and other platforms. Classification Knockback resistance Some non-boss mobs resist a certain percentage of knockback from attacks. Damage dealt by mobs Achievements Advancements Videos History Issues Issues relating to "Mob" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Commands/inputpermission] | [TOKENS: 57]
/inputpermission 1 Cheat only Specify the operation for the player's input permission status, such as player movements, camera movements, and more. Contents Syntax Arguments targets: target: CommandSelector<Player> permission: permission: enum state: state: enum Results Output History External links Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/File:Brain_Coral_JE1_BE1.png] | [TOKENS: 101]
File:Brain Coral JE1 BE1.png Summary Render of a Brain Coral. 2D version: File:Brain Coral (texture) JE1 BE1.png. 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 47 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Bedrock_Edition_level_format/Entity_format#Mob] | [TOKENS: 643]
Bedrock Edition level format/Entity format This page lists the entity NBT structures in Bedrock Edition. Contents Entity All entities share this base: Additional fields for entity categories Minecart entities include: Additional fields for minecart entities: Villager entities include: Additional fields for village entities: Monster entities include: Additional fields for monsters: Humanoid monster entities include: Additional fields for humanoid monsters: Mob entities include: Additional fields for mobs: Abstract arrow entities include: Additional fields for abstract arrow entities: Throwable entities include: Additional fields for throwable entities: Additional fields for entity types Additional fields for allay: Additional fields for area effect cloud: Additional fields for armadillo: Additional fields for armor stand: Additional fields for arrow: Additional fields for axolotl: Additional fields for bat: Additional fields for bee: Additional fields for boat with chest: Additional fields for breeze: Additional fields for camel: Additional fields for cat: Additional fields for chicken: Additional fields for cow: Additional fields for creeper: Additional fields for dolphin: Additional fields for donkey: Additional fields for egg: Additional fields for end crystal: Additional fields for enderman: Additional fields for endermite: Additional fields for evoker: Additional fields for experience orb: Additional fields for experience potion: Additional fields for falling block: Additional fields for fireball: Additional fields for firework rocket: Additional fields for fishing bobber: Additional fields for fox: Additional fields for frog: Additional fields for goat: Additional fields for guardian and elder guardian: Additional fields for hoglin: Additional fields for horse: Additional fields for husk: Additional fields for iron golem: Additional fields for item entity: Additional fields for llama: Additional fields for llama spit: Additional fields for minecart with chest: Additional fields for minecart with command block: Additional fields for minecart with hopper: Additional fields for minecart with tnt: Additional fields for mooshroom: Additional fields for mule: Additional fields for NPC: Additional fields for ocelot: Additional fields for painting: Additional fields for panda: Additional fields for pig: Additional fields for piglin: Additional fields for piglin brute: Additional fields for pillager: Additional fields for player: Additional fields for polar bear: Additional fields for pufferfish: Additional fields for rabbit: Additional fields for ravager: Additional fields for sheep: Additional fields for shulker bullet: Additional fields for skeleton: Additional fields for skeleton horse: Additional fields for slime: Additional fields for sniffer: Additional fields for snowball: Additional fields for strider: Additional fields for tadpole: Additional fields for thrown ender pearl: Additional fields for thrown potion: Additional fields for thrown trident: Additional fields for tnt: Additional fields for turtle: Additional fields for vex: Additional fields for villager (v2): Additional fields for vindicator: Additional fields for wandering trader: Additional fields for warden: Additional fields for wind charge projectile: Additional fields for witch: Additional fields for wither: Additional fields for wither skull: Additional fields for wolf: Additional fields for zombie: Additional fields for zombie horse: Additional fields for zombie villager: Additional fields for zombified piglin: Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/File:Brain_Coral_Block_JE2_BE1.png] | [TOKENS: 85]
File:Brain Coral Block JE2 BE1.png Summary Render of a Brain Coral 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 54 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/File:Brain_Coral_Fan_JE1_BE2.png] | [TOKENS: 67]
File:Brain Coral Fan JE1 BE2.png 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 44 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Brain_Coral_Block] | [TOKENS: 422]
Coral Block Yes Yes (64) 6 1.5 0 No No No A coral block is a solid block that comes in five variants: tube, brain, bubble, fire, and horn. Contents Obtaining Coral blocks can be obtained only with a pickaxe enchanted with Silk Touch; if mined with a pickaxe not enchanted with Silk Touch, they drop the respective dead coral block. Coral blocks naturally generate in coral reef structures, which can be found in warm oceans. Wandering traders may sell 1 of any coral block for 3 emeralds. Usage Coral blocks can be used for building or as decoration blocks. In order for a coral block to stay alive, at least one of the six directly adjacent blocks must be water or a waterlogged block. If placed outside of water, it transforms into its respective dead coral block after 3 to 4.95 seconds‌[Java Edition only] or 2.25 seconds‌[Bedrock Edition only] — a grayscale version of the coral block. A coral block still dies if the game rule randomTickSpeed is set to 0. Once a coral block dies, it is not possible to turn a dead coral block into a live coral block. In Bedrock Edition, coral blocks do not die if they are surrounded by any non-air blocks. If sea pickles are planted on live coral blocks, using bone meal on the sea pickles increases the number of sea pickles and creates more sea pickles on nearby coral blocks. Specifically, they can spread to the original sea pickle's level or one level below, out to a horizontal taxicab distance of 2. This only works on living coral blocks, not dead coral blocks. All types of coral blocks can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition:[sound 1] Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Coral Block" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Camera] | [TOKENS: 606]
Camera 4HP Passive Height: 1.8 BlocksWidth: 0.75 blocks See Obtaining No Yes (64) Any tool 0 0 0 No No No The camera is an inanimate passive mob[note 1] that is able to capture and store images. In Minecraft Education, it works together with the portfolio item to create collections of photos. Contents Obtaining The camera can be obtained in the Creative inventory in Minecraft Education. It can be obtained by either NBT editors, inventory editors, or glitches in Bedrock Edition. Usage Using a camera from one's inventory captures a first-person screenshot. It may also be placed, creating a camera entity that can track the user, and take pictures from the camera's perspective. Photos that are taken with the camera appear in the portfolio. Close-up snapshots of an item on the ground can be taken by holding the Shift key while right-clicking. Screenshots from camera can be inserted into book and quill. Photos that are taken with the camera block are stored in com.mojang/screenshots. Behavior Cameras are mostly inanimate entities, but they occasionally move when falling and they move at the player's direction when they take a picture. Cameras are classified as mobs in the game code, they obey gravity, allowing them to fall and having effects common to all other entities. Cameras can be affected by status effects. They can be killed by Harming and Decay splash/lingering potions, and they play the player death sound and fall to their side and disappear, dropping no item. Cameras can't be leashed but they can ride on boats and minecarts. Cameras are harmed by fire, lava, and campfire damage but they never die from it. Cameras can be destroyed by any projectile used by the player, such as arrows, tridents, or snowballs. Cameras never drown and are invulnerable to the void, cacti, falling blocks, to explosions or by firework rockets. Wardens, withers, zoglins, goats, and vindicators named Johnny attack cameras, but the camera remains undamaged; pufferfish also inflate when a camera is nearby. Foxes don't sleep near cameras as well. Sounds Data values See Bedrock Edition level format/Entity format. Videos History At the Minecraft Pocket Edition panel at MINECON 2012, as well as one of Jbernhardsson's livestreams, it was stated that future plans include trying to have a proper use for cameras, perhaps an easier way to take screenshots and share them with others. In the BlockTalk Q&A, the camera was briefly mentioned as part of a broader "sharing" theme planned for Bedrock Edition in the future. It later got implemented into Minecraft Education, using the camera to make screenshots and share them in a special book. Issues Issues relating to "Camera" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Tiers] | [TOKENS: 295]
Tiers Tiers refer to the different levels and materials of tools and weapons. Contents Tiers There are currently seven tiers in the game: wood, gold, stone, copper, iron, diamond, and netherite. The tier of an item determines its mining level, durability, mining efficiency, damage bonus, enchantability, and repair item. Cobbled DeepslateCobblestoneBlackstone Mining level Mining level is an internal numeric value used by pickaxes that represents an additional restriction to whether or not blocks drop anything when mined, in addition to requiring the correct tool type. While it is used only by pickaxes, other tools have mining level values internally that match their tier. A block with the tag minecraft:needs_stone_tool[note 1] requires a mining level of 1 or higher, a block with the tag minecraft:needs_iron_tool[note 2] requires a mining level of 2 or higher, and a block with the tag minecraft:needs_diamond_tool[note 3] requires a tool with mining level 3 or higher. If a block has no mining level tags, it can be mined with a mining level of 0. There is an unused 4th mining level with the tag minecraft:needs_netherite_tool. Affected items All of the swords, axes, pickaxes, shovels, hoes, and spears use tiers. History See also References Notes Navigation More More Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/File:Ari_returns.jpg] | [TOKENS: 159]
File:Ari returns.jpg October 22 Minecraft.net alt text - This screenshot shows a first-person in-game shot from Minecraft of a player rowing towards a shore in Hardcore modeOctober 22 Minecraft.net caption - Java players have been dying hopelessly in Hardcore mode for years, and now Bedrock players can experience the terrifying fun for themselves, too! This is a file pertaining to Minecraft. "Bundles of Bravery" by Sophie Austin – Minecraft.net, October 22, 2024. Mojang Studios 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 2 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Spear?section=19&veaction=edit] | [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
========================================
[SOURCE: https://minecraft.wiki/w/Special:TalkPage/Effect] | [TOKENS: 3327]
Talk:Effect Contents "Corrupt"? The article doesn't seem to explain what "corrupt" potions actually are, nor have I found it mentioned on other potion-related pages. I'm getting the vague impression that it refers to certain potions when an amplifier above 127 is used, but it's still rather confusing. - Krixwell, 89.162.42.181 17:12, 8 February 2015 (UTC)Reply Mining fatigue The slowness multipliers are miscalculated from 2 or 3 onwards. It should be: and so on. 108.210.218.236 23:13, 23 March 2015 (UTC)Reply Coloured captions About the coloured names under each effect icon, I think the red should be changed to something less bright, and less like a broken link, as it is misleading. Lennbot (talk - contributions) 18:47, 22 May 2015 (UTC)Reply Luck of the Sea Does using a fishing rod with Luck of the Sea really give you the luck effect? This seems unlikely to me. I aim to test this but am busy as of late. Perhaps it is better if I pass the task onto someone less encumbered at the moment. Firebastard (talk) 11:01, 31 October 2015 (UTC)Reply The saturation effect's saturation value The amount of saturation points the saturation effect gives you is either too hard to find, or not on the wiki. The saturation effect gives you 1/2 of a food bar, but it also gives you saturation points, evident by the fact that the food bar stops wiggling when you get it. By my basic experiment, it gives you 2 points of saturation, but I am not certain. If someone could find it out and add it to the wiki, that would be great. Lewmas (talk) 21:41, 20 December 2015 (UTC)Reply Levitation I applied Levitation 255 on a pig, and it instantly disappeared. Is this a bug? --MCweb 18:18, 11 May 2016 (UTC)Reply Jump Boost and Falling Damage I just tried teleporting myself to a height of Y=512 and fell to the bottom bedrock layer with the status effect Jump Boost Level 255 and I died. I do not know why this happened, maybe it is just a bug. --Redpo888 (talk) 10:21, 16 May 2016 (UTC)Reply Invisibility II? The mod Roguelike Dungeons includes a custom potion (the "Vile Mixture") which among other things provides "Invisibility II". Anyone know what the actual effects of a higher level of Invisibility might be like? Perhaps less detection range despite armor? --MentalMouse42 (talk) 12:18, 1 June 2016 (UTC)Reply Negative effects No effect seems to become negative in 1.10+ versions with levels above 128. Is this a bug? Is there another way to make negative effects? –Preceding unsigned comment was added by 190.173.93.215 (talk) at 2:11, 14 January 2017 (UTC). Please sign your posts with ~~~~ Effects with infinite duration Using commands, is it possible to make an effect last forever? I find this highly useful with Night Vision, as it makes exploring dark caves and mansions easier, without any fear of it running out. VeenM64 (talk) 21:40, 13 February 2017 (UTC)Reply Resistance vs Armor The bit on Resistance says it "reduces all incoming damage". Is this "incoming damage" the damage that actually gets through the armour and reaches the player, or is this before the armor is taken into account? In other words... does armor's durability benefit from the resistance effect? -Nyerguds (talk) 07:28, 29 June 2017 (UTC)Reply "Bedrock Edition" Does anyone know why PE is called "Bedrock Edition" under the Invisibility section? It looks like vandalism to me but I'd like someone else to weigh in before changing it. Impossybull (talk) 10:43, 5 September 2017 (UTC)Reply Cleanup This article could use some cleanup. All of the status effects are smushed together, making it semi-awkward to read. I might try to clean this article up in my sandbox -EatingSilencerforBreakfast (talk) 20:33, 24 July 2018 (UTC)Reply Slow Falling and it's effects? There doesn't seem to be any calculations or numbers that tell me how much it changes/effects the terminal velocity. Naruto 64 (talk) 07:34, 10 August 2018 (UTC)Reply fatal_poison I use Bedrock Edition, and I found this effect. It can in fact kill you, despite having poison’s effect image and being called poison when I used commands to give it to myself. You can’t drink an antidote from Education Edition to remove it, like you can poison. Where did this come from? Also, do you know if it is used anywhere? 172.56.28.9 11:54, 10 October 2018 (UTC)Reply Adding {{only}} to infobox headers Since some status effect IDs differ between Java and Bedrock, the infoboxes need to be updated to show both. However, most of them are the same and I didn't want to make the infoboxes noisy by repeating them everywhere (e.g. ID: 15 (JE) / 15 (BE). There are also effects that only exist in Java, and using ID: 26 (JE) seems redundant in such cases. I wanted to leave the shared IDs looking plain, like they have in the past, and only specially mark where they differ, but then the infobox for Absorption, which has the same ID in both, would look (structurally) just like the infobox for the Java-only Dolphin's Grace. There would be no way to tell, looking just at the infoboxes, that Dolphin's Grace/ID=30 is undefined in Bedrock. The solution I decided on was to tag the infobox headers with {{only}}, which is similar to how some of them are already tagged with {{upcoming}}. I'm not sure it's the cleanest way to solve the problem, but it was the best I could come up with. – Auldrick (talk · contribs) 16:53, 26 November 2018 (UTC)Reply I still have a question about using {{only}} templates. Several of the effects have an inline note that they're limited to certain editions. I expect this was done because the place where putting the template would make the most sense is following the section name, but you can't use a template there because it messes up the name you want to use in the TOC and wikilinks. But the template is easier to notice than an inline note, and it also adds the page to the appropriate categories. I propose we remove the templates I inserted into the infoboxes and simply put them on the line following the section header. I previewed it and it looked reasonably good to me. Also, what do you think about giving the {{upcoming}} templates in the infoboxes the same treatment? – Auldrick (talk · contribs) 18:09, 26 November 2018 (UTC)Reply Split each status effect 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 status effect should be split off into unique pages. This would allow for more information about each status effect to be elaborated upon, for only directly relevant achievements/history to be listed on the pages, and potentially other useful information (e.g. what level of Haste would be required to mine a given block instantly when paired with an Efficiency V diamond pickaxe). Any thoughts? - User-12316399 (talk) 19:32, 17 January 2019 (UTC) (p.s. it's good to see that Gamepedia's article drafts system is working flawlessly as expected)Reply Smoke test for individual status effect titles So, I tried doing a page for Speed, replacing its redirect. What do people think? --MentalMouse42 (talk) 14:34, 20 January 2019 (UTC)Reply New (1.14) Java Edition Textures On this page and throughout the wiki, status element icons use the old textures from 1.13 and before. These are different from the textures now used in game, so I recommend changing them. JuniorJedi497 (talk) 00:00, 29 April 2019 (UTC)Reply Glowing and bad omen are not negative Glowing and bad omen are not negative but they are Positive, please don’t revert this page Alexdoherty2 (talk) 11:31, 29 February 2020 (UTC)Reply Leave glowing and bad omen as Positive Alexdoherty2 (talk) 01:40, 1 March 2020 (UTC)Reply What I’d just say! Don’t revert this page!!!!! Alexdoherty2 (talk) 01:41, 1 March 2020 (UTC)Reply Capitalization Please make everything look properly capitalized. 111.88.15.195 16:53, 3 April 2020 (UTC)Reply Nausea & Leviation The nausea and leviation status effects are neutral, not negative! => 49.228.176.247 09:57, 7 April 2020 (UTC) But why? 49.228.176.247 09:58, 7 April 2020 (UTC)Reply "Mob Effects" The official name for these seems to be "mob effects". There are likely other instances of this term being used as well, whereas I have not ever seen the term "status effect" officially used by anyone from Mojang. Should the page be moved? Luke18033 (talk) 20:01, 3 October 2020 (UTC)Reply Darkness effect The darkness effect was found in the Minecrafts 1.17.30 leaked developer build. Its unsure if it will make it to the final game Is Positive/Neutral/Negative type meaningful for effects? I was trying to fact check the Type entries in the Effect List table against BE and realized that I could only do this for a few effects, namely the effects that can be brewed into potions. The reason is that the only place I can think of in-game where there's any difference between what are labeled positive, neutral, and negative effects in the article, is in the tooltips for potions (and tipped arrows, which are derived from potions so they're not really a separate category). But you can't brew about half of the effects into a potion, so at least for Bedrock I don't think there's any authoritative way to decide what type any of those effects are. There is, of course, a distinction for the potion effects. In fact, there are two in BE: (1) The tooltips for negative effects are shown in red, while those for positive and neutral effects are in white, and (2) negative effect potion recipes always use fermented spider eye, while those for positive and neutral effects never do. Frankly, I don't see why it's useful to color code that minor fact in the tooltips, since most of us still have to look up what the main ingredient is anyway, but Mojang made the choice to color code it so let it stand as meaningful. Nevertheless, there is no reason at all to distinguish positive from neutral effects in BE, and the only difference between them in Java (as far as I can tell) is that neutral effect icons appear on the second row on the HUD (assuming that is still true; I don't have Java Edition so I can't check). Is that intended as useful information, or merely a coincidence? I fail to see how it conveys and useful knowledge to a player. My theory is that the distinction between positive, negative, and neutral effects is the invention of somebody observing what the game called "positive effect potions" and "negative effect potions". The "positive" and "negative" actually referred to an attribute of the potion, not the effect, but they misapprehended the relevant context. Having done that, they were compelled to assign "positive" and "negative" labels to all the other effects, which they did from intuition because the game is utterly mute on the subject. But some effects weren't clearly, or uniquely, positive or negative, so they invented a third "neutral" category for those. They were motivated by an actual distinction the game makes, but they misunderstood the context it was relevant to, and it led them to invent facts that have no clear meaning or purpose in the game. So I propose the following: Have I overlooked something, maybe something that's only in Java, that my proposal would conflict with? — Auldrick (talk · contribs) 22:07, 8 November 2021 (UTC)Reply Healing Healing when sleeping through nights Fvrxd (talk) 20:46, 7 December 2023 (UTC)Reply Oozing, wind charged, infested and weaving shouldn't be negative, actually they should be neutral Negative effect means that effect is harmful to entities or players with this type of effect, but actually these four types of effects don't harmful entities with them, so I think minecraft wiki should change them to neutral. 150.107.175.93 21:06, 24 April 2024 (UTC)Reply Achievement "Sleep with the fishes" is an achievement requiring effects. It is not here. Plz fix! Nerdyguy2000 (talk) 19:53, 2 July 2024 (UTC)Reply Wrong hyperlink for hunger in effect list Clicking on hunger in the effects list as well as in the effect colors list leads to the article for hunger as a whole, not the hunger status effect. The hyperlink for hunger in the descriptions list leads to the correct page for the effect, though. All three should lead to the effect rather than the main hunger page. Wither has the same problems, with the same two sections linking to the boss rather than the effect. Zokor (talk) 00:26, 8 July 2024 (UTC)Reply Sources Could we get a list of alternate sources for ðe different effects? A Dozenalist (talk) 22:35, 29 November 2024 (UTC)Reply Feedback (Wed, 02 Apr 2025 18:27:36 UTC) On a mod this happened so apparently like a year ago I think I did 255 on a effect on either night vision or darkness or smth and it made the world foggy 2604:3D09:E77B:5A00:E266:A403:8F9D:B890 15:33, 29 August 2025 (UTC)Reply Cease Arbitrary Potion Ordering Can the list of potion effects on this page be set to any sort of coherent ordering system? I'd suggest alphabetising the list, but some other methods could be used, such as listing them in their orders of addition. -Illager (talk) 10:38, 5 October 2025 (UTC)Reply Blue outline. When a beacon or conduit prvides effects, or when a nautilus provides the breath of the nautilus effect, the effect has a blue outline. Can someone put more information about this on the page. CrockCraftMC (talk) 22:09, 9 December 2025 (UTC)Reply Feedback (Fri, 13 Feb 2026 16:26:26 UTC) Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/File:Information_icon.svg] | [TOKENS: 141]
File:Information icon.svg Summary Info icon from Wikipedia. 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 More than 100 pages use this file. The following list shows the first 100 pages that use this file only. A full list is available. View more links to this file. Global file usage The following other wikis use this file: View more global usage of 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
========================================
[SOURCE: https://minecraft.wiki/w/File:Brick_Slab_JE3_BE2.png] | [TOKENS: 86]
File:Brick Slab JE3 BE2.png Summary Render of a Brick Slab. 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 47 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/File:AlexFace.png] | [TOKENS: 62]
File:AlexFace.png 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 8 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/File:Minecraft_Add-Ons_Poster.jpg] | [TOKENS: 148]
File:Minecraft Add-Ons Poster.jpg Summary Official artwork for Bedrock Edition add-ons, from the official Nintendo of America twitter account. This is a file pertaining to Minecraft. "Add-ons are here! Starting today, you can easily add custom blocks, items, mobs, recipes, and other game content to your Minecraft worlds on #NintendoSwitch!" – @nintendoamerica on X (formerly Twitter), February 20, 2024 Mojang Studios 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 2 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Smooth_Red_Sandstone] | [TOKENS: 226]
Smooth Red Sandstone Yes Yes (64) 6 2 No No No No 15 COLOR_ORANGE Smooth red sandstone is a variant of red sandstone, obtained by smelting. Contents Obtaining Smooth red sandstone can be mined with any pickaxe. If mined without a pickaxe, the block drops nothing. Despite regular red sandstone having hardness and blast resistances of 0.8, smooth red sandstone has a blast resistance of 6 and hardness of 2. This is likely due to historical reasons, specifically as a result of hardness being inherited from slab blocks, however the "correct"/"expected" values were changed to the "incorrect" values in Bedrock Edition. Usage Unlike red sand, smooth red sandstone is never affected by gravity. Smooth red sandstone can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Smooth Red Sandstone" are maintained on the bug tracker. Issues should be reported and viewed there. References External links Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Sculk_Shrieker] | [TOKENS: 1302]
Sculk Shrieker Non Warden-Summoning: YesWarden-Summoning: No Yes (64) 3 3 No JE: NoBE: Yes Yes No No 29 COLOR_BLACK A sculk shrieker is a sculk block that will "shriek" if any player touches its top (even indirectly) or activates a nearby sculk sensor. Only players can trigger it. Naturally-generated sculk shriekers also inflict Darkness and may summon a warden if triggered, but shriekers placed by players or sculk catalysts are completely inert and harmless. Contents Obtaining A sculk shrieker can be mined with any tool, but hoes are the quickest. It drops itself only if mined with any tool enchanted with Silk Touch. If mined with a non-Silk Touch tool, it drops 5 experience instead. When a sculk shrieker is broken it loses the ability to summon wardens, even if mined with Silk Touch. Sculk shriekers can be found infrequently within the deep dark biome, and they are much more common within ancient cities. All naturally generated shriekers can summon wardens. A sculk catalyst has a 1% chance of generating a sculk shrieker on top of a sculk block. These shriekers do not summon wardens. Usage Sculk shriekers "shriek" after being activated. A sculk shrieker activates when any player stands on the black part in the center of the block, even when sneaking. Sculk shriekers are also activated by any sculk sensor triggered within an 8-block spherical radius of itself, but only if the vibration was caused by a player. However, a sculk sensor cannot activate the sculk shrieker if the line between the two contains a wool block. The shrieker shrieks for 90 game ticks (4.5 seconds). Sculk shriekers that naturally generate in the deep dark biome are capable of inflicting the Darkness effect upon players and summoning wardens. If a sculk shrieker is placed by a player or generated via a sculk catalyst, the tag can_summon is set to false, and therefore a warden cannot be summoned and Darkness cannot be inflicted by that sculk shrieker. Each time a naturally generated sculk shrieker is activated, it adds 1 to a "warning" level to alert a warden. The warning level is specific to each player, not each sculk shrieker, meaning that the same player can activate a different sculk shrieker for each of the four times, and a warden still spawns on the fourth activation, even though any particular shrieker had been activated once. If a player does not activate any sculk shrieker, the warning level decreases by 1 every 10 minutes (12000 ticks). In multiplayer, all other players in a 16-block spherical radius are also "blamed" for a sculk shrieker's activation, and all blamed players will have their warning level set to one more than the highest warning level among blamed players, and all of their warning level timers will be reset. After the shrieking ends, all players in Survival or Adventure mode within 40 blocks are given the Darkness effect for 12 seconds. After a warden is summoned, a player's warning level does not reset back to 0, meaning multiple wardens can be summoned. Naturally generated sculk shriekers have a 10-second cooldown per player. This means that if a player triggers one shrieker, they are completely unable to trigger any other shrieker within 10 seconds. The cooldown period includes the 4.5-second shrieking, which means 5.5 seconds after the previous shrieking ends, the player can activate sculk shriekers again. When a player's warning level reaches level 4, the sculk shrieker attempts to spawn a warden after its shrieking ends. If the shrieker is broken before it ends shrieking, a warden spawns immediately. Up to 20 attempts are made to spawn a warden within an 11×13×11 box centered on the shrieker. If there isn't another warden within 24 blocks, a warden emerges from the ground. The warden always spawns at the highest available block. If all 20 spawning attempts fail, a loud roaring sound is played. Spawning a warden does not decrease the player's warning level, so a warden can be immediately summoned again after the 10-second cooldown. However, the warning level will not increase above 4. In Peaceful difficulty or in Java Edition, if the game rule doWardenSpawning is set to false, naturally generated sculk shriekers behave as if they are placed by a player: they do shriek, but there is no shrieking cooldown, the player's warning level does not increase, no Darkness effect is inflicted, and no warden spawns. If the player that triggered the sculk shrieker is outside the shrieker's range when the shrieking ends, the sculk shrieker does not apply the Darkness effect to any player. The player's warning level still increases by 1. It is possible to make a warden spawn from a distance, by shooting a projectile into the direction of known sensors that are near shriekers. The warnings have unique subtitles at different levels of warning: Since sculk shriekers only activate in response to vibrations caused by a player, it has the potential be used for systems that require player-only vibrations. Activated sculk shriekers can also be detected by an observer, making it useful for sending a pulse to redstone components. Sculk shriekers cannot be moved by pistons or sticky pistons. Sounds Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: A sculk shrieker has a block entity associated with it that holds additional data about the block. 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 "Sculk Shrieker" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Commands/music] | [TOKENS: 73]
/music 1 Cheat only Plays, queues, stops the music, or adjusts the music volume. Contents Syntax Arguments trackName: string: basic_string volume: float: float fadeSeconds: float: float repeatMode: MusicRepeatMode: enum Result Output Example Play the Pigstep music disc on repeat. Queue the Stal music disc. History External links Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/File:MakenaFace.png] | [TOKENS: 63]
File:MakenaFace.png License 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 5 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Commands/ops] | [TOKENS: 48]
/permission /ops 4 Cheat only Lists or reloads permission list on BDS. Or sets a player's permission level. Contents Syntax Arguments player: target: CommandSelector<Player> permission: PermissionLevel: enum History External links Navigation Navigation menu
========================================