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[SOURCE: https://minecraft.wiki/w/File:Lectern_JE2_BE1.png] | [TOKENS: 83] |
File:Lectern JE2 BE1.png Summary Render of a Lectern. 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 66 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Light_15_JE3.png] | [TOKENS: 109] |
File:Light 15 JE3.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 54 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Rain] | [TOKENS: 932] |
Rain Rain is a type of weather that occurs occasionally in Minecraft. Contents Behavior Rain is a somewhat common, temporary, and global occurrence that can happen randomly at any time within the Overworld. In colder biomes, and at certain altitudes, it snows instead. No rain occurs in warmer biomes such as deserts and savannas, as well as in other dimensions. In all biomes, rainfall occurs between Y=256 and Y=356, where it transitions into snowfall. The average rainfall lasts 0.5–1 Minecraft day, and there is a 0.5–7.5 day delay between rains. Rain has a small chance to worsen into a thunderstorm. Rainy weather always clears at sunrise after sleeping in a bed. Otherwise, it stops after a random duration of time. Effects Rainfalls darken the world, causing the light from the sun to decrease by 3, bringing it to light level 12 in full daylight. Moonlight, however, is not reduced, and remains at light level 4. In Java Edition, the sky darkens in all biomes with different colors (see Sky § Colors for a full list). In Bedrock Edition, the sky turns to rgb(103, 103, 103) in all biomes, except dry biomes with Vibrant Visuals. Fog is colored #666666 ( #403C44 in pale gardens), and is much denser, decreasing view distance by 30%. Celestial bodies (the sun, moon, and stars) are no longer visible. In Bedrock Edition, the sun and moon are still visible in biomes with no rain, but stars aren't. While flying, rain also decreases visibility on land. Clouds darken from white to light gray (95% rgb(191, 191, 191) blended with regular colors in Bedrock Edition), although clouds themselves do not precipitate. Although the sun is not visible during rain, the glow associated with sunrise and sunset is still visible. Rain extinguishes fires (including flaming arrows), although it does not extinguish lit campfires or fires on netherrack or magma blocks. Rain does not solidify lava, and does not empty lava cauldrons. Mobs on fire are quenched on contact with rain, preventing skeletons, strays, zombies, zombie villagers, drowned, and phantoms from burning during the day. During rain, drowned can leave bodies of water when chasing a target, as if it were night time. Endermen and snow golems may die due to their weakness to water; they take damage at a rate of 1HP per half second. Endermen teleport randomly until they find a dry place. Blazes and striders that are in the Overworld also take damage on contact with rain. At a certain biome-dependent elevation, the rain becomes snowfall, resulting in huge natural mountains having snow on the peaks while it is raining on the ground. Each biome has a certain temperature, and temperatures below 0.15 turn rain into snow. The temperature drops by 0.0016 per block above sea level, so at high elevations, it can be cold enough to snow despite there normally being rain instead. Other effects caused by rain: Rain particles create small water particles and make a noise when they hit a block, and this noise can be heard at any point within 16 blocks. In Java Edition, these particles can be disabled by setting particles to "Minimal" in the video settings menu. Although rain particles are visible just in the immediate vicinity, their effects occur within all loaded areas. Raindrops fall only in the two middle lines of a block, thus do not visibly fall directly onto the player. At Y=-64 and below, rain does not generate particles and the associated sound event. In Bedrock Edition, rain can fall slightly tilted. In Java Edition rain always falls straight down. On the border of a snowy biome and rainy biome, rainfall gradually transforms into snowfall up to eight blocks from the border in Bedrock Edition. On the border of a rainy biome and a dry biome, rain particles gradually decrease in density and the sky brightens. This also happens when the biomes border each other in vertical direction, and has no influence on gameplay. In Java Edition, no transition between biomes exists at all and the border between types of precipitation is visible on the edge of single blocks. Sounds Bedrock Edition History Issues Issues relating to "Rain" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Commands?section=28&veaction=edit] | [TOKENS: 1848] |
Commands Commands (also known as console commands or slash commands) are a mechanic that execute specific actions when entered as text or triggered by blocks or certain entities. Contents Usage In the client, commands are entered via the chat window, which is displayed by pressing the T / ↵ Enter / [BE only] / [BE only] or / key. Using the / key also enters the forward-slash that commands require as a prefix, so it is a useful shortcut. The ↑ Up / and ↓ Down / keys can be used to view previously entered text, including all previously executed commands. When the cursor is at a location corresponding to some types of argument (such as an entity ID), a list of applicable values appears above the text box. If the argument already contains characters, the list displays only those values containing the typed text. Pressing ↹ Tab while entering commands cycles through possible commands or arguments, and can be used to auto-enter them. Commands may also be entered in a multiplayer server's console but are not preceded by a / when entered this way. A server owner running commands in this way is often referred to as "ghosting". Commands in command blocks can be preceded by a slash, but it is not required. Commands can be executed in the following ways: In Bedrock Edition, commands can be executed through specified hotkeys on keyboard & mouse controls, known as command macros. The keybinds with commands can be customized below all other keybinds in the settings. For up to 10 macros, a command can be entered in a text input, which can be quickly executed in-game by pressing Alt + Key. Command macros can be preceded by a slash, but it is not required. This feature is not to be confused with Java Edition's function macros, where functions may reference additional parameters and use them in macro lines (see Function (Java Edition) § Macros). Commands guide In Java Edition: In Bedrock Edition: In both Java Edition and Bedrock Edition, square bracket decorator ([entry]) mean that an entry is optional. Entries decorated with square brackets can only be at the end of a command. Multiple entries decorated with square brackets are allowed at the end of a command, for example, a [b] [c] at the end of a command indicates that only a, a b, and a b c are valid. Most commands require the executor to have a high enough permission level. That means most commands are only available in the singleplayer world if cheats are enabled, and are only available in multiplayer servers if the player is an operator. See permission level for details. Some commands have restrictions on who can use the command or in what context. Cheats can be enabled when creating a new world by Allow Commands[Java Edition only] / Cheats[Bedrock Edition only] options. In Java Edition, the "Allow Commands" option when creating a new world only affects the player in a singleplayer world or the owner of a LAN world. The "Allow Commands" option when opening a LAN world affects all players in the LAN world. In Java Edition, in singleplayer worlds where cheats were not enabled at creation, they can be enabled on a temporary basis by opening the current game session to LAN play ( Esc → "Open to LAN", then "Allow Cheats" button and "Start LAN World"). The player does not actually need to be on a LAN or have others join. This is not permanent but allows the use of commands until the player quits the world, and changes the player makes via commands (items spawned, etc.) are saved with the world. The player can do this each time the player starts playing the world again. Note that this disables game pausing for the duration, so while open to LAN, the player should get somewhere safe or reload their world before using the Game Menu. The player can disable the LAN world by reloading the world. To permanently enable cheats, the level.dat file has to be edited. In Bedrock Edition, cheats can be toggled at any time in the "Cheats" tab of the settings menu. Enabling cheats in a world permanently prevents players from unlocking achievements in that world, even if cheats are later turned off. In Bedrock Dedicated Server, /changesetting command can be used to toggle cheats. There are different argument types for arguments in commands. Coordinates, target selector, SNBT, text component, and so on are commonly used formats in arguments. The command performing on the server side is divided into two stages: command parsing and command execution. During the command parsing stage, the game identifies the string as a command and checks whether the command is complete and whether arguments are specified correctly. During the command execution stage, the command fulfills its purpose. When typing a command in the chat, or command block, the command is also be parsed in the client side first to provide autocompletion and help the player detect typing mistakes. In Bedrock Edition, when entering into a command block, the command is parsed on the server side once the command block screen is closed. If the command is unparseable in the server side, a syntax error message is outputted into its output box. When attempting to execute an unparseable command, an error message is displayed. Commands in functions are all parsed when loading the function. If any command in a function file is unparseable, the function cannot be loaded by the game. In Java Edition, macro lines are parsed when attempting to run the function, see also Function (Java Edition) § Macros and Function (Java Edition) § Loading and parsing. In Bedrock Edition, if a command in a script is unparseable, an error is thrown when trying to execute the command. After trying to execute a command, it may yield output values, including success count and stored values[Java Edition only]. Success count is the value a command passes to the command block executing it. A command block can power a redstone comparator facing away from it (may be separated by a block) with signal strength being the success count. The signal strength reflects the success count of the last command executed. Even after the command block is deactivated, the success count is retained until the command is executed again. In Bedrock Edition, the success count is also returned to the script executing the command. In Java Edition, commands that cannot be executed in command blocks have no success count. In Bedrock Edition, commands that cannot be executed in command blocks or scripts still have a success count, but it cannot be obtained. In Java Edition, success count is always 0 or 1, except the /execute command. In Bedrock Edition, success count is an integer between 0 to 2,147,483,647 (both inclusive) related to the command (e.g., the number of players affected by the command, the number of blocks that were altered, etc.) Stored values[JE only] include success value and result value, which are the values passed by other commands to the /execute command, when a command is executed by a /execute command. These two values can be stored to a specified location by the store subcommand in the /execute command. The success value is always 0 or 1. The result value is an integer (rounded down if not). All commands may yield these two stored values after execution, with only two exceptions: /execute command itself does not yield these two stored values; /function command may not yield these two stored values in certain situation. After trying to execute a command, it has a certain result. Possible results include "Unparseable", "Failed", "Successful", "Void"[JE only], "Terminated"[JE only], and "Error"[JE only]. List of commands The tables below will summarize all commands. Debugging commands are not accessible by default, but can be enabled using debug properties. These commands are unavailable in general cases. Most of them can be accessed with a Websocket Server, NPC, the Scripting API or cheats[edu only]. Note: You can easily check if a command is still in the game by typing /help <nameOfCommand> into a server console, or the ingame chat. If you do so, and it says Syntax error, then the command does not exist. If it either gives help on the command or says unknown command, then it is still in the game - for example, the command /help gettopsolidblock will return Unknown command: gettopsolidblock. Please check that the command exists and that you have permission to use it., while the command /help something will return Syntax error: Unexpected "something" at "/help >>something<<". /achievement Developer commands are only enabled in internal development builds of Bedrock Edition, and are not normally accessible in release versions. Superseded by /agent These commands only exist in April Fools' Day joke versions of the game. History Issues Issues relating to "Commands" are maintained on the bug tracker. Issues should be reported and viewed there. See also References External links Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Frozen_River] | [TOKENS: 409] |
Frozen River Disk IceWaterGrass BlockDirtClaySandGravel BushSugar Cane[Note 1]Oak LogLeaves Climate 0.0 0.5 Yes 0.125-0.25 Colors #80B497 #60A17B #8F7A5A #3938C9[JE only] #185390[BE only] A frozen river is an ice topped variant of the river that replaces it in cold regions. Contents Description In a frozen river biome, the water is completely covered in a layer of ice. Riverbeds consist of dirt, sand, gravel, and clay, and are one of the few places where clay generates, alongside lakes, swamps, lush caves and in the shallow variants of frozen, cold and lukewarm oceans, as well as normal oceans. Seagrass does not generate on the riverbed. While sugar cane can generate alongside a frozen riverbank, it often uproots itself after generation due to the water being frozen. Oak trees and grass can still generate here if this biome generates on land. Sometimes, frozen rivers can generate next to regular taiga biomes, as these are able to generate in the same temperature range as frozen rivers. With Vibrant Visuals, frozen rivers use default environmental settings with a strong cold color grading, making the biome appear colder blue. Mobs Strays, a variant of skeletons can spawn here[BE only]. In Bedrock Edition, like some other cold biomes, only strays, skeletons and slimes can spawn as well as drowned. Salmon spawn in the water here. In Java Edition, no land based passive mobs spawn. In Bedrock Edition however, rabbits and polar bears spawn on land here. The following mobs naturally spawn here: Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Frozen River" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also Notes References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Commands#cite_ref-2] | [TOKENS: 1848] |
Commands Commands (also known as console commands or slash commands) are a mechanic that execute specific actions when entered as text or triggered by blocks or certain entities. Contents Usage In the client, commands are entered via the chat window, which is displayed by pressing the T / ↵ Enter / [BE only] / [BE only] or / key. Using the / key also enters the forward-slash that commands require as a prefix, so it is a useful shortcut. The ↑ Up / and ↓ Down / keys can be used to view previously entered text, including all previously executed commands. When the cursor is at a location corresponding to some types of argument (such as an entity ID), a list of applicable values appears above the text box. If the argument already contains characters, the list displays only those values containing the typed text. Pressing ↹ Tab while entering commands cycles through possible commands or arguments, and can be used to auto-enter them. Commands may also be entered in a multiplayer server's console but are not preceded by a / when entered this way. A server owner running commands in this way is often referred to as "ghosting". Commands in command blocks can be preceded by a slash, but it is not required. Commands can be executed in the following ways: In Bedrock Edition, commands can be executed through specified hotkeys on keyboard & mouse controls, known as command macros. The keybinds with commands can be customized below all other keybinds in the settings. For up to 10 macros, a command can be entered in a text input, which can be quickly executed in-game by pressing Alt + Key. Command macros can be preceded by a slash, but it is not required. This feature is not to be confused with Java Edition's function macros, where functions may reference additional parameters and use them in macro lines (see Function (Java Edition) § Macros). Commands guide In Java Edition: In Bedrock Edition: In both Java Edition and Bedrock Edition, square bracket decorator ([entry]) mean that an entry is optional. Entries decorated with square brackets can only be at the end of a command. Multiple entries decorated with square brackets are allowed at the end of a command, for example, a [b] [c] at the end of a command indicates that only a, a b, and a b c are valid. Most commands require the executor to have a high enough permission level. That means most commands are only available in the singleplayer world if cheats are enabled, and are only available in multiplayer servers if the player is an operator. See permission level for details. Some commands have restrictions on who can use the command or in what context. Cheats can be enabled when creating a new world by Allow Commands[Java Edition only] / Cheats[Bedrock Edition only] options. In Java Edition, the "Allow Commands" option when creating a new world only affects the player in a singleplayer world or the owner of a LAN world. The "Allow Commands" option when opening a LAN world affects all players in the LAN world. In Java Edition, in singleplayer worlds where cheats were not enabled at creation, they can be enabled on a temporary basis by opening the current game session to LAN play ( Esc → "Open to LAN", then "Allow Cheats" button and "Start LAN World"). The player does not actually need to be on a LAN or have others join. This is not permanent but allows the use of commands until the player quits the world, and changes the player makes via commands (items spawned, etc.) are saved with the world. The player can do this each time the player starts playing the world again. Note that this disables game pausing for the duration, so while open to LAN, the player should get somewhere safe or reload their world before using the Game Menu. The player can disable the LAN world by reloading the world. To permanently enable cheats, the level.dat file has to be edited. In Bedrock Edition, cheats can be toggled at any time in the "Cheats" tab of the settings menu. Enabling cheats in a world permanently prevents players from unlocking achievements in that world, even if cheats are later turned off. In Bedrock Dedicated Server, /changesetting command can be used to toggle cheats. There are different argument types for arguments in commands. Coordinates, target selector, SNBT, text component, and so on are commonly used formats in arguments. The command performing on the server side is divided into two stages: command parsing and command execution. During the command parsing stage, the game identifies the string as a command and checks whether the command is complete and whether arguments are specified correctly. During the command execution stage, the command fulfills its purpose. When typing a command in the chat, or command block, the command is also be parsed in the client side first to provide autocompletion and help the player detect typing mistakes. In Bedrock Edition, when entering into a command block, the command is parsed on the server side once the command block screen is closed. If the command is unparseable in the server side, a syntax error message is outputted into its output box. When attempting to execute an unparseable command, an error message is displayed. Commands in functions are all parsed when loading the function. If any command in a function file is unparseable, the function cannot be loaded by the game. In Java Edition, macro lines are parsed when attempting to run the function, see also Function (Java Edition) § Macros and Function (Java Edition) § Loading and parsing. In Bedrock Edition, if a command in a script is unparseable, an error is thrown when trying to execute the command. After trying to execute a command, it may yield output values, including success count and stored values[Java Edition only]. Success count is the value a command passes to the command block executing it. A command block can power a redstone comparator facing away from it (may be separated by a block) with signal strength being the success count. The signal strength reflects the success count of the last command executed. Even after the command block is deactivated, the success count is retained until the command is executed again. In Bedrock Edition, the success count is also returned to the script executing the command. In Java Edition, commands that cannot be executed in command blocks have no success count. In Bedrock Edition, commands that cannot be executed in command blocks or scripts still have a success count, but it cannot be obtained. In Java Edition, success count is always 0 or 1, except the /execute command. In Bedrock Edition, success count is an integer between 0 to 2,147,483,647 (both inclusive) related to the command (e.g., the number of players affected by the command, the number of blocks that were altered, etc.) Stored values[JE only] include success value and result value, which are the values passed by other commands to the /execute command, when a command is executed by a /execute command. These two values can be stored to a specified location by the store subcommand in the /execute command. The success value is always 0 or 1. The result value is an integer (rounded down if not). All commands may yield these two stored values after execution, with only two exceptions: /execute command itself does not yield these two stored values; /function command may not yield these two stored values in certain situation. After trying to execute a command, it has a certain result. Possible results include "Unparseable", "Failed", "Successful", "Void"[JE only], "Terminated"[JE only], and "Error"[JE only]. List of commands The tables below will summarize all commands. Debugging commands are not accessible by default, but can be enabled using debug properties. These commands are unavailable in general cases. Most of them can be accessed with a Websocket Server, NPC, the Scripting API or cheats[edu only]. Note: You can easily check if a command is still in the game by typing /help <nameOfCommand> into a server console, or the ingame chat. If you do so, and it says Syntax error, then the command does not exist. If it either gives help on the command or says unknown command, then it is still in the game - for example, the command /help gettopsolidblock will return Unknown command: gettopsolidblock. Please check that the command exists and that you have permission to use it., while the command /help something will return Syntax error: Unexpected "something" at "/help >>something<<". /achievement Developer commands are only enabled in internal development builds of Bedrock Edition, and are not normally accessible in release versions. Superseded by /agent These commands only exist in April Fools' Day joke versions of the game. History Issues Issues relating to "Commands" are maintained on the bug tracker. Issues should be reported and viewed there. See also References External links Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Light_Blue_Banner_JE2_BE2.gif] | [TOKENS: 67] |
File:Light Blue Banner JE2 BE2.gif Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 25 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Light_(block)] | [TOKENS: 858] |
Light (block) Java Edition Bedrock Edition No Yes (64) None 3,600,000.75 -1 See § Usage Yes Yes No No Lights are invisible blocks, primarily intended for map makers, that can produce any light level from 0 to 15. Contents Obtaining Light blocks cannot be mined, similar to air, and can be targeted only if the player is holding a Light item in the main hand. Light blocks with a light level of 0 are functionally identical to air. They do not attach to any block, meaning that breaking an adjacent block does not remove the light block. However, they can be broken by replacing them with another block. The exception is water (including, in Bedrock Edition, flowing water), which can occupy the same space as a light block. See Waterlogging for more information. In Java Edition, light blocks are available in the Creative inventory. Across both Java Edition and Bedrock Edition, they can also be obtained by using commands such as /give. In Bedrock Edition, specifying the data value from 0 to 15 determines the block's light level; if the data value is not specified, the light block emits a light level of 0. The command is: /give <target> light_block [amount: int] [data: int (0 - 15)] [components: json]. In Java Edition, using /give <target> minecraft:light{BlockStateTag:{level:"<int>"}} can give a light block with a specific light level and corresponding texture. If the level is below 0, the non-bulb texture is used, and above 15 the level 15 texture. If the block state is not specified or not between 0 and 15, the light block emits a light level of 15. Usage Each light block has an associated light level, which can be any value from 0 to 15. In the player's inventory, light blocks display their light level in the top-left corner with a unique sprite for each light level. Light blocks are mainly used in Creative mode, so the description below mainly applies to that mode. Light blocks are not visible, and have no hitbox unless the player is holding another light block in their main hand. When the player holds a light block, any placed light block become interactive, displaying a small icon in the center indicating the block's location and current light level. The block icon is a particle, and does not become visible if particles are set to their lowest setting, although the hitbox remains visible and interactive until the light block leaves the player's main hand. When holding a light block in the main hand, clicking 'use' on a light block that is already placed on the ground causes the light level of the light block to increase by one. If the light level is already 15, it resets to 0. If a light block's level has been modified, it can be copied back into the player's hotbar by using the 'pick block' button while holding another light block. In Survival mode, a light block can be placed, however only its hitbox is visible, and the block is not interactive (it does not allow to increase its level). In Adventure mode, a light block cannot be placed, and already placed blocks are completely invisible and inaccessible (only the light they produce is visible). Liquids such as water and lava cannot pass through light blocks unless they are waterlogged (either with the debug stick or by placing water on either side of the block.) but falling blocks like sand, gravel, and anvils pass through the Light block as if it is air. If a falling block lands on a light block, or another block is placed over it, the light block is destroyed. Light blocks are detected by observers, and in Bedrock Edition they can be pushed and pulled by pistons. Since light blocks produce light, their primary use is to illuminate certain areas of the world. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: History Gallery Issues Issues relating to "\"light block\"" or "\"light blocks\"" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Effect?action=edit§ion=21] | [TOKENS: 223] |
Editing Effect (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 6 hidden categories: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Commands#cite_ref-1] | [TOKENS: 1848] |
Commands Commands (also known as console commands or slash commands) are a mechanic that execute specific actions when entered as text or triggered by blocks or certain entities. Contents Usage In the client, commands are entered via the chat window, which is displayed by pressing the T / ↵ Enter / [BE only] / [BE only] or / key. Using the / key also enters the forward-slash that commands require as a prefix, so it is a useful shortcut. The ↑ Up / and ↓ Down / keys can be used to view previously entered text, including all previously executed commands. When the cursor is at a location corresponding to some types of argument (such as an entity ID), a list of applicable values appears above the text box. If the argument already contains characters, the list displays only those values containing the typed text. Pressing ↹ Tab while entering commands cycles through possible commands or arguments, and can be used to auto-enter them. Commands may also be entered in a multiplayer server's console but are not preceded by a / when entered this way. A server owner running commands in this way is often referred to as "ghosting". Commands in command blocks can be preceded by a slash, but it is not required. Commands can be executed in the following ways: In Bedrock Edition, commands can be executed through specified hotkeys on keyboard & mouse controls, known as command macros. The keybinds with commands can be customized below all other keybinds in the settings. For up to 10 macros, a command can be entered in a text input, which can be quickly executed in-game by pressing Alt + Key. Command macros can be preceded by a slash, but it is not required. This feature is not to be confused with Java Edition's function macros, where functions may reference additional parameters and use them in macro lines (see Function (Java Edition) § Macros). Commands guide In Java Edition: In Bedrock Edition: In both Java Edition and Bedrock Edition, square bracket decorator ([entry]) mean that an entry is optional. Entries decorated with square brackets can only be at the end of a command. Multiple entries decorated with square brackets are allowed at the end of a command, for example, a [b] [c] at the end of a command indicates that only a, a b, and a b c are valid. Most commands require the executor to have a high enough permission level. That means most commands are only available in the singleplayer world if cheats are enabled, and are only available in multiplayer servers if the player is an operator. See permission level for details. Some commands have restrictions on who can use the command or in what context. Cheats can be enabled when creating a new world by Allow Commands[Java Edition only] / Cheats[Bedrock Edition only] options. In Java Edition, the "Allow Commands" option when creating a new world only affects the player in a singleplayer world or the owner of a LAN world. The "Allow Commands" option when opening a LAN world affects all players in the LAN world. In Java Edition, in singleplayer worlds where cheats were not enabled at creation, they can be enabled on a temporary basis by opening the current game session to LAN play ( Esc → "Open to LAN", then "Allow Cheats" button and "Start LAN World"). The player does not actually need to be on a LAN or have others join. This is not permanent but allows the use of commands until the player quits the world, and changes the player makes via commands (items spawned, etc.) are saved with the world. The player can do this each time the player starts playing the world again. Note that this disables game pausing for the duration, so while open to LAN, the player should get somewhere safe or reload their world before using the Game Menu. The player can disable the LAN world by reloading the world. To permanently enable cheats, the level.dat file has to be edited. In Bedrock Edition, cheats can be toggled at any time in the "Cheats" tab of the settings menu. Enabling cheats in a world permanently prevents players from unlocking achievements in that world, even if cheats are later turned off. In Bedrock Dedicated Server, /changesetting command can be used to toggle cheats. There are different argument types for arguments in commands. Coordinates, target selector, SNBT, text component, and so on are commonly used formats in arguments. The command performing on the server side is divided into two stages: command parsing and command execution. During the command parsing stage, the game identifies the string as a command and checks whether the command is complete and whether arguments are specified correctly. During the command execution stage, the command fulfills its purpose. When typing a command in the chat, or command block, the command is also be parsed in the client side first to provide autocompletion and help the player detect typing mistakes. In Bedrock Edition, when entering into a command block, the command is parsed on the server side once the command block screen is closed. If the command is unparseable in the server side, a syntax error message is outputted into its output box. When attempting to execute an unparseable command, an error message is displayed. Commands in functions are all parsed when loading the function. If any command in a function file is unparseable, the function cannot be loaded by the game. In Java Edition, macro lines are parsed when attempting to run the function, see also Function (Java Edition) § Macros and Function (Java Edition) § Loading and parsing. In Bedrock Edition, if a command in a script is unparseable, an error is thrown when trying to execute the command. After trying to execute a command, it may yield output values, including success count and stored values[Java Edition only]. Success count is the value a command passes to the command block executing it. A command block can power a redstone comparator facing away from it (may be separated by a block) with signal strength being the success count. The signal strength reflects the success count of the last command executed. Even after the command block is deactivated, the success count is retained until the command is executed again. In Bedrock Edition, the success count is also returned to the script executing the command. In Java Edition, commands that cannot be executed in command blocks have no success count. In Bedrock Edition, commands that cannot be executed in command blocks or scripts still have a success count, but it cannot be obtained. In Java Edition, success count is always 0 or 1, except the /execute command. In Bedrock Edition, success count is an integer between 0 to 2,147,483,647 (both inclusive) related to the command (e.g., the number of players affected by the command, the number of blocks that were altered, etc.) Stored values[JE only] include success value and result value, which are the values passed by other commands to the /execute command, when a command is executed by a /execute command. These two values can be stored to a specified location by the store subcommand in the /execute command. The success value is always 0 or 1. The result value is an integer (rounded down if not). All commands may yield these two stored values after execution, with only two exceptions: /execute command itself does not yield these two stored values; /function command may not yield these two stored values in certain situation. After trying to execute a command, it has a certain result. Possible results include "Unparseable", "Failed", "Successful", "Void"[JE only], "Terminated"[JE only], and "Error"[JE only]. List of commands The tables below will summarize all commands. Debugging commands are not accessible by default, but can be enabled using debug properties. These commands are unavailable in general cases. Most of them can be accessed with a Websocket Server, NPC, the Scripting API or cheats[edu only]. Note: You can easily check if a command is still in the game by typing /help <nameOfCommand> into a server console, or the ingame chat. If you do so, and it says Syntax error, then the command does not exist. If it either gives help on the command or says unknown command, then it is still in the game - for example, the command /help gettopsolidblock will return Unknown command: gettopsolidblock. Please check that the command exists and that you have permission to use it., while the command /help something will return Syntax error: Unexpected "something" at "/help >>something<<". /achievement Developer commands are only enabled in internal development builds of Bedrock Edition, and are not normally accessible in release versions. Superseded by /agent These commands only exist in April Fools' Day joke versions of the game. History Issues Issues relating to "Commands" are maintained on the bug tracker. Issues should be reported and viewed there. See also References External links Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Effect?action=edit§ion=22] | [TOKENS: 223] |
Editing Effect (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 6 hidden categories: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Light_Blue_Candle_JE1.png] | [TOKENS: 109] |
File:Light Blue Candle JE1.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 54 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Effect?section=22&veaction=edit] | [TOKENS: 1003] |
Effect An effect (also known as a mob effect or status effect) is a condition that affects an entity, either negatively, positively, or neutrally. Effects can be inflicted in various ways throughout the game, including consuming potions and some food items, being in the range of active beacons and conduits, and being attacked by or close to certain mobs. The /effect command allows players to inflict effects upon themselves and other entities. Contents Behavior Entities inflicted by an effect experience various changes for a duration of time. For most effects, higher levels increase the strength of the effect. As long as the effect is active, effect-dependent particles emanate from the position of the inflicted entity. Effects provided by beacons and conduits emit semitransparent particles. In Java Edition, a player can open their inventory to see any current effects afflicted upon them, as well as the levels and duration of each. In Bedrock Edition, effects are displayed in a separate screen, which can be opened by pressing Z on a keyboard, pressing /// on a controller, or tapping the effect icon when using touch controls. Any number of different effects (including opposing effects such as Strength and Weakness) can be simultaneously active on an entity. However, it is not possible to apply the same effect multiple times, even if they are of different levels. When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level. In Java Edition, when a stronger version of an effect is applied to an entity (excluding the player) that already has a weaker version of the same effect, the weaker effect remains but is hidden. If the weaker effect has a longer duration, the weaker effect will return after the more potent one expires. In Bedrock Edition, when a stronger effect overrides a weaker effect, the weaker effect is deleted and does not return. A player can remove all of their effects by either drinking a milk bucket, dying, or being saved from death by a totem of undying. Additionally, Poison can also be removed by drinking a honey bottle. Any damage dealt by effects is classified as magic damage and completely bypasses armor, making it effective at harming highly armored targets; however, the Protection enchantment still reduces the damage taken from effects. List of effects In Java Edition, positive effects have blue text in potion information and are displayed on the upper row of effects in the HUD, while negative effects have red potion text and are displayed in the bottom row. Neutral effects have the blue potion text and are listed with the negative effects in the bottom row in the heads up display. If the effect is a beacon effect, then it also has a blue outline. In Bedrock Edition, negative effect names in potion and tipped arrow tooltips are shown in red; positive and neutral effect names in these contexts, and all effect names in the "Mob effects" screen, are shown in white. Each effect has an associated color, used to represent it in particles, potions, and tipped arrows. If a potion or tipped arrow stores multiple effects (such as potion/arrow of the Turtle Master, or a custom potion created via commands in Java Edition), the colors of each effect are blended together. Entities affected by multiple effects, however, emit particles for each active effect separately, without blending the colors. A status effect's potency is how strong or effective it is. Some effects do not get stronger as its potency increases, but most do. It is not possible to apply the same effect multiple times, even if they are of different levels. When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level. In Java Edition, when a stronger version of an effect is applied to an entity that already has a weaker version of the same effect, the weaker effect remains, but is hidden. The weaker effect returns after the stronger effect expires, if the weaker effect has a longer duration. In Bedrock Edition, when a stronger effect overrides a weaker effect, the weaker effect is deleted and does not return. Effects that scale with potency Immunity Effects can only be applied to living entities. Witches have natural resistance against damage from effects, taking 85% less damage from effects in Java Edition and 95% less in Bedrock Edition. Additionally, certain entities are completely immune to some or all effects: Achievements 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 These effects exist only in 15w14a: These effects exist only in 23w13a_or_b: These effects exist only in 24w14potato: These effects exist only in 25w14craftmine: Issues Issues relating to "Effect" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Sharing] | [TOKENS: 87] |
Sharing See #Causes #484D48 (gray) Negative Sharing is a joke effect from Java Edition 15w14a which replaces the data value of the Weakness effect. Contents Effect Sharing causes mobs to drop random items in a random amount of time. The loot table used is the same as that of a Mineshaft chest. The items are: The effect can be removed by drinking milk. Causes Data values Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Colosseum] | [TOKENS: 492] |
Colosseum All Potato biomes No A colosseum is a large structure found in the Potato dimension, added in 24w14potato. It houses the mega spud boss. Contents Generation Colosseums generate sparsely throughout all biomes in the Potato dimension. It is the only place to find the main boss of this update, mega spud. Upon generation, colosseum always spawns one mega spud, as well as a large number of plaguewhale slabs and toxifin slabs. Colosseums can be located by throwing potato eyes. Structure Colosseums are based on bastion remnants of the treasure room type, but unlike bastions, they don't have any variation: every colosseum is exactly the same. In place of polished blackstone bricks and its variants, the structure is made up of baked potato bricks, potone, taterstone, and their variants. Two blocks of chiseled polished blackstone are present as well, and the structure's file structure is nearly identical to that of a treasure-type bastion, further pointing to the fact that the colosseum was copied from a bastion remnant. The entrance to the colosseum is usually covered up by the terrain, so players must dig their way into the structure. A pool of water lies at the bottom of the colosseum, replacing lava from bastions. Most of these water blocks are actually waterlogged light blocks, which means, for example, that lava cannot turn them into stone. Beneath the water, a 1-block-high maze generates, which leads to a cage under the central platform, where four monster spawners of toxifin slabs can be found. The maze is made out of charred baked potato bricks and their variants, which have extremely high hardness, so players are forced to crawl their way through the maze if they want to destroy the spawners. There are no loot chests, as the main reason for players to come to this structure is to fight with mega spud. There are some pedestals that can bring players back to the Overworld. Issues Issues relating to "Colosseum" are not maintained on the bug tracker because it is an April Fools' joke, and is therefore not in the newest stable version or snapshot. Issues reported there are closed as "Invalid". Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Light_Blue_Bed] | [TOKENS: 2909] |
Bed Yes No Any tool 0.2 0.2 No Yes JE: NoBE: Yes No JE: YesBE: No 3 WOOL A bed is a dyeable utility block that allows a player in the Overworld to sleep through the night and reset their spawn point to within a few blocks of the bed, as long as it is not broken or obstructed. Contents Obtaining No tool can accelerate the breaking process of bed. Bed drops itself when it's destroyed. Igloo Village Trial chambers Usage Beds are used by pressing the use item button while looking at the bed. A player sleeps by using a bed during a thunderstorm, or at night (between 12523 and 23477 ticks in clear weather, when stars appear in the sky, or between 12002 and 23998 ticks in rainy weather). Players can sleep during a thunderstorm even if they are in a biome where it does not rain (e.g. desert). Attempting to use a bed at any other time results in the message "You can sleep only at night or during thunderstorms" in Java Edition or "You can only sleep at night and during thunderstorms" in Bedrock Edition. A player sleeps in a bed for 101 in-game ticks, or 5.05 seconds before the time skips to the next day. Sleeping in a bed with the /gamerule doDaylightCycle set to false results in the player being kicked out of the bed after the 101 ticks, but does not change time of the world to day. Sleeping in a bed is possible only in the Overworld. Attempting to sleep in a bed in the Nether, the End, and custom dimensions[JE only] in which they are disabled causes it to explode and set fire to surrounding blocks. The explosion has power 5, which is stronger than TNT (4), but not as strong as a charged creeper or end crystal (6). The explosion centers on the head part of the bed. Villagers can sleep normally in any dimension without the bed being blown up. Upon death from a bed explosion, the message "(Player) was killed by [Intentional Game Design]" appears. In Bedrock Edition, bed explosions can be disabled by setting /gamerule respawnBlocksExplode to false; this still prevents beds to be used in invalid dimensions. The player must be close to the bed to sleep. If the player is close enough to interact with the bed, but not close enough to sleep in it, the message "You may not rest now, the bed is too far away" in Java Edition or "Bed is too far away" in Bedrock Edition appears. To use a bed, a player must be within a distance of 3 blocks in Java Edition or 2 blocks in Bedrock Edition from the bed. If a monster is within 8 blocks of the bed head horizontally (in the X- and Z-axis), and 5 blocks vertically (in the Y-axis), the message "You may not rest now, there are monsters nearby" appears and the player is prevented from sleeping until the monsters leave or are killed. Most hostile mobs, as well as some neutral mobs prevent players from sleeping, as shown in the table below. If the player has not entered a bed and didn't die for 3 in-game days, phantoms can spawn unless /gamerule doInsomnia is set to false. In Java Edition, this can be verified by checking if the "Time Since Last Rest" statistic is greater than 1.00 h. Taking damage from any source while in a bed causes the player to wake; this means players cannot sleep while on fire, while poisoned, or while starving, because the damage wakes them before they can fully fall asleep. Attacks from other players and hostile mobs also wake the player in this way, although the latter is rarely seen due to hostile mobs typically preventing the bed from being entered in the first place. The player also cannot sleep in a bed occupied by another player, resulting in the message, "This bed is occupied". A player can, however, sleep in a bed being used by a villager. The player may first wake the villager (pressing use on the villager) and then quickly enter the bed before the villager can lie down again. The villager reclaims the bed after the player wakes. The villager is kicked out of its bed when a player attempts to sleep there. If all sleeping requirements are met and the player enters a bed, the player is positioned in the bed. The player falls asleep as the screen fades to black. In Bedrock Edition, the sleeping animation slowly lowers the player into bed. Once all players in a world are asleep, after 5 seconds (100 ticks) the time of day changes to sunrise. (time 0) During this time, the chat window is focused, and the player can leave the bed by clicking the Leave Bed button. Waterlogged beds[Bedrock Edition only] cannot be slept in unless the player or villager has the Water Breathing or Conduit Power status effects. Attempting to use a waterlogged bed otherwise does not display any message. In Java Edition, beds displaying an error above the hotbar is a feature exclusive to beds. In Bedrock Edition, the bed sends the message in the chat; other blocks that cannot be used do not display such a message. The process for determining where to put the player after waking up is the same as for determining where to respawn the player after death (see below). The player attempting to sleep in a bed with no suitable wakeup positions (achievable by interacting with the bed from underneath it), such that the player will suffocate upon waking up, will result in the message "This bed is obstructed". The player always wakes up facing the head of the bed. Villagers always wake up on top of the bed, meaning they can suffocate if there isn't enough room above the bed. Sleeping changes the time of day to sunrise and resets the weather cycle, changing the weather to clear conditions. In Java Edition, the weather cycle resets only during rainy or snowy weather. Sleeping does not accelerate processes that take place over time such as the growth of crops or smelting. To skip the night in multiplayer, all players in the Overworld must be in bed at the same time. Pressing the Leave Bed button is not necessary in this case. The percentage of players that need to sleep to skip the night can be customized with the game rule playersSleepingPercentage. Sleeping in a bed while playersSleepingPercentage is set to higher than 100 displays the message "No amount of rest can pass this night." and disables passing the night. Villagers are unable to skip the night by sleeping in beds, unlike players. Players and villagers do not drown or take damage from lava while in a bed, even if the bed is covered in lava. However, if the bed is destroyed while the player is in it, due to for example an explosion or by another player, the player wakes prematurely and the night does not pass. In Bedrock Edition, on Peaceful difficulty only, sleeping in a bed fully restores the player's health. Once a player has entered a bed (or right clicked the bed during daytime), their spawn point is set to the location of that bed. Multiple players can set their spawn point on a single bed. Using a bed in the daytime likewise sets the spawn point, without actually entering the bed. When a bed explodes, it does not set the spawn point. The message "Respawn point set" is displayed in chat when the respawn point is successfully changed. The check for a bed is made only when the player respawns. This means that the bed can be destroyed and replaced or even reoriented, but as long as there is a bed present in the same location, the player can respawn there. If a player's bed is absent, or if the area around the bed is made unsuitable for respawning (see below), a message is displayed saying "You have no home bed or respawn anchor, or it was obstructed" in Java Edition or "Your home bed was missing or obstructed" in Bedrock Edition, and the player respawns at the world spawn point. When choosing where to respawn the player, the two blocks to the immediate left and right of the head of the bed are considered first. Which block is chosen between the two corresponds to which direction the player was facing when they last interacted with the bed to set their spawn point; For example, a bed facing west will respawn the player on the south side of the bed if they are facing towards the north while setting their spawn point, and vice versa. If the player is perfectly aligned with the bed when the spawn point is set, the right side of the bed takes priority. Interacting with the bed again will still update which side of the bed is chosen for respawning, even if the location of the spawn point itself does not change. Once a side is chosen, if the block immediately on the chosen side of the head of the bed is obstructed, the next block to be checked is chosen moving in a clockwise (right side) or counterclockwise (left side) direction around the bed. If all of the 10 blocks immediately adjacent to the bed are obstructed, the block above the head of the bed is checked, followed by the block above the foot of the bed. The player is always respawned facing the head of the bed, the same as for waking up. For a location to be unobstructed, the block at the level of the bed must be air or non-solid (e.g. torches, but not glass) and there must be a space with a solid block below it and two non-colliding blocks for the player to stand in 0-2 blocks below the bed. It does not matter if the bed itself has blocks above it. Putting a slab one block above a bed can act as a two block tall space, as the bed is half a block tall. The bed never spawns the player directly below itself even if all other locations are obstructed. If a bed is obstructed, the player's spawn point is cleared after they respawn. That is, even if the bed is subsequently made usable again, the player continues to respawn at the world spawn until interacting with the bed again. Specifically, when interacting with it, the location of the head of the bed is saved as the spawn point, and if a bed is in that space (whether it is the foot or the head) then the respawn works. This can be observed by reorienting the bed with its head in the same location. Interacting with it does not produce a "Respawn point set" message as the game doesn't change the saved spawn point. If a bed is reoriented so that its foot is in this space, it still functions on the next respawn, but it can also be interacted with to update the spawn point to the new head of the bed and cause a "Respawn point set" message. Attempting the reverse, reorienting the bed so that it overlaps the original location of the foot, results in a respawn at world spawn. However, the location of the foot of the bed is also saved. If the bed is moved so that part of it overlaps the original location of the head, it can be observed that the same locations need to be obstructed to stop spawning. It is possible to respawn 2 blocks away from the bed this way. Falling onto a bed bounces the player with 66% strength – the bouncing-up velocity is 66% of the impact velocity. The player also takes less fall damage when bouncing on a bed. The player's fall distance is set to 50% of the actual distance fallen, which results in the player taking half of the normal fall damage. Baby villagers bounce on beds during the day. If the player is falling while sleeping requirements are met, and presses use on a bed within reach before hitting the ground, the fall damage is delayed until the player wakes. A player can bounce on a bed while another player or villager is sleeping on it without waking the player or the villager up. Villagers can be pushed onto beds, as the bed is half a block tall. Each bed in the vicinity of a zombie villager has a chance to speed up the process of curing the zombie villager. Iron bars (such as in a prison cell) also have this effect. Beds require two blocks of floor space. Placement requires at least 2 blocks from the player's facing direction. When placed, the foot of the bed is placed on the block selected and the head of the bed on the block farther away from the player. In Bedrock Edition, beds require solid blocks below them when placed. However, the bed remains in place if its supporting blocks are later removed. They also cannot be placed on transparent blocks. In Java Edition, beds do not require supporting blocks and can be placed anywhere, provided there is enough room. Because beds explode when a player attempts to sleep in the Nether or the End, they can be used as any other explosion, to demolish blocks or deal damage, with the advantage of being extremely cheap compared to TNT or end crystals, and being instantaneous. Explosions can be used, for example, to mine for ancient debris or to kill the ender dragon. In Bedrock Edition, beds do not explode if /gamerule respawnBlocksExplode is set to false. Beds are destroyed when a piston tries to push them. They are not pulled by sticky pistons. Sounds Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: In Bedrock Edition, bed items use the following data values: Java Edition: Bedrock Edition: A bed has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Achievements Advancements History For a more in-depth breakdown of changes to textures and models, including a set of renders for each state combination, see /Asset history Issues Issues relating to "Bed" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Light_Blue_Concrete_Powder.png] | [TOKENS: 92] |
File:Light Blue Concrete Powder.png Summary Render of a Light Blue Concrete Powder 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 41 pages use this file (also see what links to it): Global file usage The following other wikis use this file: View more global usage of this file. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Piglin_Head] | [TOKENS: 596] |
Piglin Head Uncommon Yes Yes (64) Any tool 1 1 No Yes JE: NoBE: Yes No No A piglin head is the head of a piglin in the form of a block. It can only be obtained by killing a piglin using a charged creeper's explosion. Contents Obtaining No tool can accelerate the breaking process of piglin head. Piglin head drops itself when it's destroyed. When destroyed by an explosion, the piglin head always drops as an item. Piglin heads are always dropped by a piglin if it dies from a charged creeper's explosion. In Bedrock Edition, if multiple mobs are killed by the same charged creeper, all of them drop their heads; however, in Java Edition, only one mob selected at random drops its head. Java Edition: Bedrock Edition: Usage Piglin heads can be oriented in 16 different directions on top of a block and 4 directions on the sides of blocks, similar to signs. They can be placed on top of, or beside each other by shift clicking. When placed and powered by redstone, the piglin head flaps its ears (2 times per second for the right ear and 2.5 times per second for the left ear). The same animation occurs when worn by a (horizontally) moving player, zombie, skeleton, or armor stand (note: the animation does not play if the NoGravity tag is set to 1) The player can wear piglin heads, similarly to pumpkins or helmets. This overlays the second layer of the player's skin. Wearing a piglin head reduces the detection range for piglins to 50% of the normal range. This is similar to (and stacks with) the reductions in detection range from sneaking and from the Invisibility status effect. In Bedrock Edition, wearing a piglin head makes the player invisible to other players on a locator map. A dispenser can equip a piglin head on a player, mob, or armor stand with an empty helmet slot, within the block the dispenser is facing. Piglin heads can receive the following enchantments, but only through an anvil. Placing a piglin head above a note block causes the note block to play the piglin's ambient sound when activated. The block below the note block does not affect the mob sound it creates. Piglin head is destroyed when the piston tries to push it. It can't be pulled by the sticky piston. Sounds Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Floor Wall Bedrock Edition: A piglin head has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Achievements History Issues Issues relating to "Piglin Head" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Light_Blue_Glazed_Terracotta_(S)_JE1_BE1.png] | [TOKENS: 118] |
File:Light Blue Glazed Terracotta (S) JE1 BE1.png Summary Render of a Light Blue Glazed Terracotta 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 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: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Light_Blue_Concrete_Powder] | [TOKENS: 412] |
Concrete Powder Yes Yes (64) 0.5 0.5 No No No No Concrete powder is a gravity-affected block that is converted to concrete when touching water. It comes in the sixteen dye colors. Contents Obtaining Concrete powder can be mined with any tool or by hand, but using a shovel is the quickest method. The crafting recipe is shapeless; the order of ingredients does not matter. Concrete powder is renewable as all of its crafting ingredients are themselves renewable. However, without glitches, sand is renewably obtained only through the wandering trader, which spawns infrequently and allows a limited number of trades per spawn. Therefore, concrete powder is more easily obtained by simply harvesting naturally-occurring sand. Usage Concrete powder falls when there is a non-solid block beneath it. If a concrete powder block comes into contact with water, it solidifies into a block of concrete. Specifically, the block has to be placed into, placed next to, or fall into flowing water, a water source block, or a waterlogged block[Java Edition only]. If placed next to a waterlogged block, it must be adjacent to the sides where water can flow out from, such as the open sides of stairs, but not the back side of stairs or any sides of waterlogged leaves. It does not solidify in midair falling past water. If it lands next to water, it solidifies only after a block update. Rain or splash water bottles also have no effect on concrete powder. Concrete powder in item form also does not become concrete. Concrete powder placed directly at water makes the placement sound of concrete. Concrete powder can be placed under note blocks to produce "snare drum" sound. Sounds Java Edition: Bedrock Edition: Java Edition Bedrock Edition: None Data values Java Edition: Bedrock Edition: Height: 0.98 blocksWidth: 0.98 blocks Videos History Issues Issues relating to "Concrete Powder" are maintained on the bug tracker. Issues should be reported and viewed there. References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Player_Head] | [TOKENS: 877] |
Player Head Uncommon No Yes (64) Any tool 1 1 No Yes JE: NoBE: Yes No No The player head is a block based on the head of a player's skin (Steve by default). Player heads cannot be obtained in Survival. Contents Obtaining The player head can be obtained only by using Creative inventory, picking block or executing /give. No tool can accelerate the breaking process of player head. Player head drops itself when it's destroyed. When destroyed by an explosion, the player head always drops as an item. Usage Player heads can be oriented in 16 different directions when placed on top of a block, and in 4 directions when placed on the sides of blocks, similar to signs. They can be placed either on top of or beside blocks by shift-clicking. The player can wear player heads, similarly to pumpkins or helmets. This overlays the second layer of the player's skin. A dispenser can equip a player head on a player, mob, or armor stand with an empty helmet slot, within the block the dispenser is facing. Player heads can receive the following enchantments, but only through an anvil. Player head is destroyed when the piston tries to push it. It can't be pulled by the sticky piston. Player skins Player heads can be given NBT data so that they appear with the skin of any Minecraft account. This means if a player knows that a specific account has a head that is desired to display, the NBT data can be edited to make it appear. Commonly, this kind of head is called a custom head. The command to give the player a head with the skin of another player is /give @s minecraft:player_head[minecraft:profile={name:PlayerName}]. This command will give a dynamic player head, which will update when the player updates their skin. A static player head instead saves the skin of the player from the time it was created, meaning if the player changes their skin, the head still displays the original texture. The command to get a static player is twofold: first type /fetchprofile name PlayerName, then click on the "Give Item" option to give yourself a static player head of the player named. Note that it is therefore necessary to be connected to the internet to load the texture of a skin, whatever the property used. When they are loaded for the first time by the client, the skins textures are cached in .minecraft\assets\skins\(subfolders)\(files). If the client does not have access to the internet when it first loads, the player's head displays a regular head (Steve's skin) which is also cached. Afterward, even if the client reconnects to the internet, in order to display the skin correctly, it is necessary to clear the cache manually by deleting the recently created files in .minecraft\assets\skins\(subfolder), then restarting the game. Marc Watson created a number of accounts with specific skins so map makers could use common player heads without the risk of someone changing their skins. Nowadays, since heads do not update the skin if a player changes their skin, this is not something map-makers need to worry about, though these skins are still useful. These accounts have names in the format MHF_<name>, for example MHF_PigZombie is the name of a Minecraft user with a zombified piglin head. MHF stands for "Marc's Head Format". There are also a few blocks and "bonus" heads, for more variety. These player heads have not been updated in compliance with the Texture Update, and are outdated. Because these are names of player accounts, these player heads are obtained or placed using the minecraft:profile component, for instance: /give @s minecraft:player_head[minecraft:profile=MHF_<name>]. The following names/heads have been made available: Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Java Edition: Floor Wall Bedrock Edition: A player head has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: History Issues Issues relating to "Player Head" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Big] | [TOKENS: 233] |
Big See § Causes #91D031 (yellow-green) Positive[note 1] Big is a joke effect that increases the size of entities, added in 23w13a_or_b. It is the counterpart to Small. Contents Effect The size of entities (both visual size and its hitbox) are multiplied by level+1. Mob drops are also multiplied: there are (level+1)3 rolls performed on a mob under this effect. This means, for example, that an evoker with Big I always drops 8 totems of undying, calculated from (1+1)3, as there is a 100% chance to drop the totem on each roll. This evoker also drops anywhere from 0 to 8 emeralds, most likely 4, as there is a 50% chance to drop an emerald on each roll. Entities affected Causes Data values Issues Issues relating to "Big" are not maintained on the bug tracker because it is an April Fools' joke, and is therefore not in the newest stable version or snapshot. Issues reported there are closed as "Invalid". Notes Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Boat_with_chest] | [TOKENS: 489] |
Boat with Chest Common Yes No Yes In Java Edition: Height: 0.5625 blocksWidth: 1.375 blocks In Bedrock Edition: Height: 0.455 blocksWidth: 1.4 blocks JE: 1 Boats with chests (including bamboo rafts with chests) are boats with single chests occupying their passenger seats. A boat's chest can be accessed by using the boat while sneaking, or while riding it. Contents Obtaining A boat with chest can be directly retrieved by attacking it, as it drops itself in item form, along with its contents. Tools and weapons with damage above 4 can instantly destroy a boat with chest in one hit.[Java Edition only] Usage A boat with chest can be used for the transportation of players, mobs and items, or as fuel when smelting. A boat with chest can be used as fuel in a furnace, lasting 60 seconds and smelting up to 6 items. Boats with chests can carry only one entity while regular boats can carry up to two. The chest occupies the passenger seat. Behavior Boats with chests share most behaviors with boats. The inventory of the boat with chest has the same amount of slots as a single chest. Its inventory can be accessed by sneaking and interacting with the boat with chest, interacting with the part of the boat with chest that actually contains the chest while another player or entity is inside the boat, or by opening the player's inventory while inside the boat. This means that the player cannot access armor slots without exiting the boat. When a boat with chest moves above, underneath, or beside a hopper, its inventory is filled or drained accordingly. The size of its hitbox allows a boat with chest to be placed above up to nine hoppers so that it can evenly split its items nine ways. As with other chests, opening or breaking a boat with chest causes any nearby piglin(s) to attack the player. Sounds Java Edition: Boats with chests use the Friendly Creatures sound category for entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Boat with chests have entity data associated with them that contain various properties of the entity. Java Edition: Bedrock Edition: Achievements History Issues Issues relating to "Boat with Chest" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Windswept_Hills] | [TOKENS: 588] |
Windswept Hills Floating islandSpruce[JE only]Oak[JE only] Grass BlockOak Log[JE only]Oak Leaves[JE only]Spruce Log[JE only]Spruce Leaves[JE only]SnowStoneEmerald OreCoal OreIron OreInfested StoneBush Climate 0.2 0.3 Yes 0.0-0.25 Colors #8AB689 #6DA36B #977752 #3F76E4[JE only] #007BF7[BE only] Windswept hills or extreme hills are cold mountainous biomes with shattered terrain covered by grass blocks and stone. Windswept hills generate in areas with high erosion close to swamps, often bordering their wooded and gravelly variants. Contents Description Windswept hills generate in areas with high erosion, high PV and high continentalness. The terrain is usually flat, but sometimes hilly and shattered. They generally peak at roughly Y-level 140. Above Y=120±8, rainfall changes to snowfall, and the hills becomes snow-capped, along with water freezing into ice. Despite windswept hill biomes being highland biomes, deep dark doesn't generate under windswept hills biomes. The grass and leaves are an aqua color. These are the only biomes, besides mountain biomes, where emerald ore is found. Like mountains, infested blocks with silverfish can be generated underground below the sea level. Oak trees and spruce trees occasionally generate here, with a bit of grass, poppies, dandelions and bushes on the ground. Llamas can spawn in these biomes. With Vibrant Visuals, windswept hills use default environmental settings with a coolish color grading, making the biome appear colder blue. Survival in windswept hills can be challenging to beginners, due to the heights often risking heavy fall damage and higher elevations bringing snow and ice, but can be fairly easy once the player has acclimated to the area and found or made a flat-enough space for shelter. Llamas can also serve as useful pack animals when tamed. Water must be protected by light or a roof to prevent it from freezing when above the snowfall line, however, and the player must be aware of their surroundings to avoid falling off steep cliffs, especially when fighting hostile mobs. Care should also be taken when mining in windswept hills, due to infested stone occasionally generating; the player might get swarmed with silverfish if they're not prepared. Mobs The following mobs naturally spawn here: Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Windswept Hills" or "Extreme Hills" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Light_Blue_Shulker_Box] | [TOKENS: 1024] |
Shulker Box Yes No 2 2 No JE: NoBE: Yes JE: NoBE: Yes No No 24 COLOR_PURPLE A shulker box is a dyeable block that stores items, and, unlike all other storage blocks, keeps its contents in item form when broken. Contents Obtaining All shulker boxes can be mined with any tool or by hand, but using a pickaxe is the most effective. All shulker boxes drop themselves when mined. Unlike other containers, the contents of any shulker box are stored within the dropped item, and not dropped separately. When instantly mined in Creative mode, all shulker boxes drop as an item if there are items stored within, unless /gamerule doTileDrops is set to "false". When a shulker box is pushed by a piston, it breaks and drops as an item. It cannot be pulled. Usage All shulker boxes have 27 inventory slots, the same as a barrel, a single chest, or an ender chest. All shulker boxes keep their items when broken, which can be retrieved when placed again, thus making them portable chests. This is different from other containers, which drop their contained items as item entities when broken. A shulker box drops itself as an item if pushed by pistons or destroyed by an explosion. If, however, the shulker box is in item form, explosions cause it to drop its contents. Unlike most blocks with an inventory, shulker boxes always drop themselves when destroyed by explosions. When a shulker box with items inside is being held[Bedrock Edition only] or is in a container's inventory, the items are listed on the tooltip as properties. Any shulker box's items can be fed or removed by a hopper. All shulker boxes can be stored in all containers except for other shulker boxes and bundles. When placed by a player, a shulker box faces toward the player placing it. For example, if a shulker box is placed on a floor, a wall or a ceiling, it faces and opens upward, sideways or upside-down, respectively. Dispensers can also be used to place shulker boxes. If there is no block below the space where the shulker box is placed, the shulker box faces identically to the dispenser. Otherwise, the shulker box always faces upward, even if the block has no hitbox such as torches, signs and open fence gates. Like a chest, all shulker boxes require a transparent area in the direction of its top surface to be opened. That area is exactly half of a full block, and clear of any obstructions, which may be any other hitbox, including blocks, boats and shulkers[Java Edition only], or a redstone conductive block[Bedrock Edition only]. This way, any shulker box can be opened with an upside-down slab or an upper trapdoor on top of it. It is also unique in that when opened, its hitbox expands to 1.5 blocks high/wide, physically pushing entities where it is facing. By default, the GUI of any shulker box is labeled "Shulker Box", which can be changed by naming it in an anvil or by changing the CustomName tag using the /data command.[Java Edition only] When any shulker box item is destroyed, the contents of the shulker box are dropped as items. Although the blocks can't be placed in the void, opening a shulker box can make its hitbox expand to the void. Piglins become hostile toward players who open or mine any shulker box. Dyed shulker boxes can be undyed using a cauldron. To do this, use a dyed shulker box on a cauldron that has water in it. This causes the cauldron's water level to decrease by 1, and the dyed shulker box loses its dye color. The fullness of any shulker boxes, even if cannot be opened, can be read by redstone comparators, unlike chests. Observers can detect the opening and closing of any shulker boxes. Shulker boxes are conductive when closed, but not if open. However, opening or closing a shulker box does not update its neighboring blocks, which can be used to create BUD state redstone wires[JE only]. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: A shulker box has a block entity associated with it that identifies its contents. Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Achievements History Issues Issues relating to "Shulker Box" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu |
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