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[SOURCE: https://minecraft.wiki/w/Eroded_Badlands] | [TOKENS: 726]
Eroded Badlands Exposed badlands mineshaftRuined portal Red SandRed SandstoneTerracottaStained TerracottaCactus Cactus FlowerShort Dry GrassTall Dry GrassDead BushGold Ore Climate 2.0 0.0 No Colors #90814D #9E814D #9E814D #3F76E4‌[JE only] #497F99‌[BE only] The eroded badlands or mesa bryce is a variant of the badlands notable for its hoodoos. Contents Description The biome generates similar to regular badlands, with red, orange, yellow, white, light gray, brown, and regular terracotta forming the landscape. Lower grounds are mostly made of red sand and red sandstone, with brown terracotta underneath. Dead bushes grow on terracotta and red sand, while cacti along with occasional cactus flowers only appear on red sand. Like all badlands biomes, gold ore generates more frequently and closer to the surface, and mineshafts made out of dark oak can also be found, often exposed to air. Terrain underwater in lakes is coated with a layer of orange terracotta, with shallow areas occasionally featuring white terracotta too. Deeper bodies of water may contain scattered gravel. Rainfall never occurs in eroded badlands, as the biome is arid, and lightning never strikes here. Exception to both rules are rivers that cut through eroded badlands, which still experience both. Eroded badlands feature unique formations of terracotta hoodoos, narrow spires that rise up from the red sand floor of the biome's drainage basins. Thanks to these hoodoos, eroded badlands provide a more accessible source of terracotta, allowing players to gather it without digging into the terrain. The hoodoos only generate at lower elevations. At higher elevations, the biome is indistinct from the regular badlands. The biome is intended to resemble the famous Bryce Canyon in Utah, USA, which features hoodoos across its landscape. Mobs found within eroded badlands are the same as regular badlands: Farm animals can only spawn on player-created grass blocks in this biome, and generate their warm variants if possible. Armadillos also inhabit eroded badlands. With Vibrant Visuals, eroded badlands have unique atmospherics, lighting, and color grading which appears dry and yellow with slightly more color than deserts, although they use default volumetric fog. Eroded badlands generate in place of regular badlands in positive weirdness when humidity values are low, which often results in eroded badlands getting separated from badlands by a river. Biomes that often border eroded badlands include deserts, regular badlands (which can sometimes generate adjacent), savannas, savanna plateaus, plains, and uncommonly forests and stony peaks. Badlands can also generate in mountain peaks, where they can elevate up to Y=256. The deep dark might generate beneath eroded badlands. Lush caves, however, never generate under eroded badlands. Mobs The following mobs naturally spawn here: Sounds These music tracks play while the player is in an Eroded Badlands. Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Eroded Badlands" or "Mesa (bryce)" 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/Effect?section=27&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/Wooden_axe] | [TOKENS: 458]
Wooden Axe Common 2 JE: 7HPBE: 4HP 0.8 (1.25 seconds) 3 (3 blocks) 0 JE: 59BE: 60 15 Yes No A wooden axe is an early-game variant of axe that is crafted from planks. It can be used to cut down trees faster, to strip logs and scrape copper-based blocks, and as a melee weapon that disables shields. It is the seventh-highest tier of axe, having the lowest mining efficiency, the lowest attack damage alongside golden axes, and having the lowest attack speed alongside stone and copper axes. It can be used as fuel in a furnace, smoker, or blast furnace. Contents Obtaining Usage Wooden axes can break wood-related blocks faster than other tools. Breaking a block costs 1 durability.[note 1] Using a wooden axe on a log, wood block, bamboo block turns it into a stripped log, stripped wood, or stripped bamboo, respectively. This uses 1 point of the axe's durability. Using a wooden axe on a waxed or somewhat oxidized copper block removes the wax if it has any, or otherwise removes a level of oxidization. This uses 1 point of durability. When used as a weapon, a wooden axe loses 2 durability points. A wooden axe always disables a shield, although there should be a chance of it happening. Damage done by a wooden axe is equivalent to that of a diamond sword, but it has a longer cooldown. Wooden axes attack instantly with no cooldown and do 1HP less damage than a wooden sword. A wooden axe can be repaired in an anvil by adding wooden planks, with each plank restoring 25% of the axe's maximum durability, rounded down. Two wooden axes can also be combined in an anvil. Both methods preserve the axe's enchantments. A wooden axe can receive the following enchantments: Wooden axes can be used as fuel in a furnace, smelting one item per axe. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Wooden Axe" 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/Saturation_boost] | [TOKENS: 1010]
Food mechanics This article is about the mechanics of food, including eating, hunger, saturation, exhaustion, and status effects. The mechanics of food are exclusively used by players. Contents Eating Eating is the process of consuming food items. Eating a food item requires holding use, and takes an amount of time dependent on the food's consumption time value. Eating (or drinking) a consumable takes 32 game ticks (1.6 seconds), with the exceptions of dried kelp which takes half of the time (16 game ticks (0.8 seconds)), and honey bottles which take 25% longer (40 game ticks (2 seconds)). Cake is a block and thus cannot be eaten in the hand, requiring the player to place it down and then use it. In Survival, food cannot be eaten while already at full hunger, with the exception of chorus fruit, golden apples, enchanted golden apples, honey bottles, and suspicious stew. This also applies to potions, water bottles, and milk buckets. In Creative mode and Peaceful difficulty‌[Bedrock Edition only], any food can be consumed at any time. Hunger Hunger is a value that determines healing, whether or not the player can sprint, and whether or not the player is starving. Hunger is restored by eating food items. Hunger is lost by healing or by performing energy-intensive actions that exhaust the player, and is the second value to be consumed by it, after saturation. The player's current hunger value is represented by the hunger bar (), which displays above the hotbar on the right side, opposite of the health bar. Each hunger point is represented by half a hunger icon (), and the maximum hunger value is 20. Hunger points can also be restored by applying the Saturation status effect. The hunger value does not drain on Peaceful difficulty, and always remains at the maximum value of 20. If the hunger value is at 18 () or above, or the saturation value is non-zero, the player's health naturally regenerates every 4 seconds (80 ticks). Saturation is used first, and then once fully drained, hunger is used instead. When the hunger value drops to 17 () or below, natural regeneration stops. If the hunger value is at 6 () or below, the player loses the ability to sprint. If the hunger value reaches 0 (), the player will begin to lose health due to starvation. Starvation damages the player by 1HP every 4 seconds (80 ticks). Starvation damage ignores armor and armor toughness, the Protection enchantment, and the Resistance effect. Starvation damage stops taking effect when reaching certain health thresholds on certain difficulties. Saturation Saturation is a value that determines healing, as well as the time until hunger begins to deplete. Saturation is lost by healing or performing energy-intensive actions that exhaust the player, and is the first value to be consumed by it, before hunger. The player's current saturation value is not visually displayed as a bar, unlike the hunger value. Instead, when saturation reaches zero, the hunger bar starts to shake or jitter periodically. Saturation boost is a mechanic exclusive to Java Edition that regenerates health when the player's hunger bar is full (). Saturation boost heals 1HP and consumes 1.5 () saturation points every 0.5 seconds (10 ticks). Exhaustion Exhaustion is incurred from doing certain energy-intensive actions, and certain actions exhaust the player more than others. Exhaustion first reduces saturation, and then reduces hunger. Once the exhaustion level reaches 4.0, it resets to 0.0 and reduces the saturation by 1 () if there is any saturation remaining. If the saturation is 0, it reduces the hunger by 1 () instead. Effects Certain foods provide additional effects when eaten, both helpful and harmful. This can come in the form of gaining status effects, clearing status effects, or teleportation. The Hunger effect removes 1 () hunger or 1 () saturation point every 40level seconds, and turns the hunger bar to a green color (). It is inflicted by being attacked by a husk, or by eating pufferfish, rotten flesh, or raw chicken. The Saturation effect replenishes 1 () hunger point and 2 () saturation points every 0.05 seconds (1 tick)‌[Java Edition only] per level. It is applied exclusively through suspicious stew crafted with a blue orchid or dandelion. Internal variables Food mechanics utilize four variables, the values of which are stored in the player.dat format. Variables can be queried in-game with the following command: /data get entity <player's name> <variable>‌[Java Edition only]. 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 Issues Issues relating to "Food mechanics" are maintained on the bug tracker. Issues should be reported and viewed there. Notes References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Ice_Patch] | [TOKENS: 155]
Ice Patch Ice Spikes No Ice patches are blobs of packed ice that generate exclusively in the ice spikes biome. Contents Description Ice patches are small disk like feature of packed ice that generate in the ground. The packed ice is in a 5 by 5 pattern, with a packed ice block three blocks from the center in each direction. The structure is only one block in height, though each block adapts to the height of the surface block it replaces. Generation Ice patches only generate in the ice spikes biome. However, if it merges with other biomes, it can create some interesting generation. Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Ice Patch" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Consumption_time] | [TOKENS: 1010]
Food mechanics This article is about the mechanics of food, including eating, hunger, saturation, exhaustion, and status effects. The mechanics of food are exclusively used by players. Contents Eating Eating is the process of consuming food items. Eating a food item requires holding use, and takes an amount of time dependent on the food's consumption time value. Eating (or drinking) a consumable takes 32 game ticks (1.6 seconds), with the exceptions of dried kelp which takes half of the time (16 game ticks (0.8 seconds)), and honey bottles which take 25% longer (40 game ticks (2 seconds)). Cake is a block and thus cannot be eaten in the hand, requiring the player to place it down and then use it. In Survival, food cannot be eaten while already at full hunger, with the exception of chorus fruit, golden apples, enchanted golden apples, honey bottles, and suspicious stew. This also applies to potions, water bottles, and milk buckets. In Creative mode and Peaceful difficulty‌[Bedrock Edition only], any food can be consumed at any time. Hunger Hunger is a value that determines healing, whether or not the player can sprint, and whether or not the player is starving. Hunger is restored by eating food items. Hunger is lost by healing or by performing energy-intensive actions that exhaust the player, and is the second value to be consumed by it, after saturation. The player's current hunger value is represented by the hunger bar (), which displays above the hotbar on the right side, opposite of the health bar. Each hunger point is represented by half a hunger icon (), and the maximum hunger value is 20. Hunger points can also be restored by applying the Saturation status effect. The hunger value does not drain on Peaceful difficulty, and always remains at the maximum value of 20. If the hunger value is at 18 () or above, or the saturation value is non-zero, the player's health naturally regenerates every 4 seconds (80 ticks). Saturation is used first, and then once fully drained, hunger is used instead. When the hunger value drops to 17 () or below, natural regeneration stops. If the hunger value is at 6 () or below, the player loses the ability to sprint. If the hunger value reaches 0 (), the player will begin to lose health due to starvation. Starvation damages the player by 1HP every 4 seconds (80 ticks). Starvation damage ignores armor and armor toughness, the Protection enchantment, and the Resistance effect. Starvation damage stops taking effect when reaching certain health thresholds on certain difficulties. Saturation Saturation is a value that determines healing, as well as the time until hunger begins to deplete. Saturation is lost by healing or performing energy-intensive actions that exhaust the player, and is the first value to be consumed by it, before hunger. The player's current saturation value is not visually displayed as a bar, unlike the hunger value. Instead, when saturation reaches zero, the hunger bar starts to shake or jitter periodically. Saturation boost is a mechanic exclusive to Java Edition that regenerates health when the player's hunger bar is full (). Saturation boost heals 1HP and consumes 1.5 () saturation points every 0.5 seconds (10 ticks). Exhaustion Exhaustion is incurred from doing certain energy-intensive actions, and certain actions exhaust the player more than others. Exhaustion first reduces saturation, and then reduces hunger. Once the exhaustion level reaches 4.0, it resets to 0.0 and reduces the saturation by 1 () if there is any saturation remaining. If the saturation is 0, it reduces the hunger by 1 () instead. Effects Certain foods provide additional effects when eaten, both helpful and harmful. This can come in the form of gaining status effects, clearing status effects, or teleportation. The Hunger effect removes 1 () hunger or 1 () saturation point every 40level seconds, and turns the hunger bar to a green color (). It is inflicted by being attacked by a husk, or by eating pufferfish, rotten flesh, or raw chicken. The Saturation effect replenishes 1 () hunger point and 2 () saturation points every 0.05 seconds (1 tick)‌[Java Edition only] per level. It is applied exclusively through suspicious stew crafted with a blue orchid or dandelion. Internal variables Food mechanics utilize four variables, the values of which are stored in the player.dat format. Variables can be queried in-game with the following command: /data get entity <player's name> <variable>‌[Java Edition only]. 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 Issues Issues relating to "Food mechanics" are maintained on the bug tracker. Issues should be reported and viewed there. Notes References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Freeze_Top_Layer] | [TOKENS: 211]
Freeze Top Layer All Overworld biomes except the Void No A freeze top layer is a feature found throughout the Overworld. Contents Generation Freeze top layer is a feature that is used to add snow and ice to mountains and cold biomes. Freeze top layer tries to generate in all chunks in Overworld. In each chunk, it tries at each block column to generate snow or ice on the terrain surface if the biome temperature there is cold enough (below 0.15) and the block light level is less than 10. If the surface is water, an ice block replaces the water. Additionally, snow tries to generate on the surface if it can attach on the surface's block. Data values Java Edition: Bedrock Edition: In Bedrock Edition, it is technically not a feature. The game simply iterates through each horizontal coordinate after the chunk generation to generate ice and snow. Java Edition: History Issues Issues relating to "Freeze Top Layer" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Savanna_Plateau] | [TOKENS: 471]
Savanna Plateau Savannah Plateau (AUAU, CACA, GBGB, NZNZ) AcaciaOak Grass BlockTall GrassAcacia LogAcacia LeavesOak LogOak Leaves Climate 2.0‌[Java Edition only]1.0‌[Bedrock Edition only] 0.0 No Colors #bfb755 #AEA42A #A38046 #3F76E4‌[JE only] #2590A8‌[BE only] A savanna plateau[a] is a variant of the savanna biome that replaces it at higher elevations. The biome features spotted wolves unlike the regular savanna, and lacks villages and pillager outposts. Contents Description A savanna plateau is found when a savanna generates on top of a plateau or beneath a stony mountain. Due to its low erosion value, the deep dark can generate underneath this biome. Savanna plateaus are identical to the regular savanna, sharing its grassy landscape covered with acacia trees, small oak trees and both short grass and tall grass, as well as its arid climate, which prevents proper rainfall from happening within the biome. Leaves and grass take on a dry olive-green color. A distinguishing feature of this biome compared to regular savannas is the absence of villages and pillager outposts. Altogether, the biome features a greater variety of animals compared to its counterpart: farm animals spawn like normal, with chickens, pigs and cows generating their warm variants, and horses, sheep, donkeys and armadillos still spawn on the plateaus. A key difference, however, include the presence of spotted wolves, which spawn in savanna plateaus only. Llamas spawn in both the regular savanna and the savanna plateau biomes in Bedrock Edition, while in Java Edition, llamas spawn in the savanna plateau only. With Vibrant Visuals, savanna plateaus use warmish atmospherics, lighting, and color grading similar to jungles, although they use default volumetric fog. Mobs The following mobs naturally spawn here: Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Savanna Plateau" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also Notes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Blaze_rod] | [TOKENS: 119]
Blaze Rod Common Yes Yes (64) A blaze rod is an item obtained from blazes. It is required to craft brewing stands and fuel them in a powdered form, which is also required to craft eyes of ender. Contents Obtaining Java Edition: Bedrock Edition: Usage When used in a furnace, a blaze rod lasts 120 seconds (12 items). Achievements Advancements Videos Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Blaze Rod" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Lily_of_the_Valley] | [TOKENS: 778]
Lily of the Valley Yes Yes (64) Any tool 0 0 No Yes JE: Yes (60)BE: Yes (30) No A lily of the valley is a flower often found in forested biomes that can be crafted into white dye and suspicious stew. Contents Obtaining A lily of the valley can be broken instantly with any item or by hand, dropping itself. A lily of the valley also breaks if water or lava runs over its location, if a piston extends or pushes a block into its location, or if a block under the plant is moved or destroyed. Lilies of the valley generate naturally on dirt and grass blocks in forest, flower forest, birch forest, old growth birch forest, and dark forest biomes as part of vegetation features. In flower forests, they generate both in random patches and as part of the flower gradient in Java Edition, and only as part of the gradient in Bedrock Edition. When bone meal is applied to a grass block in a flower forest biome, lilies of the valley have a chance of generating on the targeted block and adjacent grass blocks in a 15×5×15 area, depending entirely on the flower gradient. Lilies of the valley cannot be regrown in areas where they generated naturally as part of a random patch, as well as in other biomes where it generates naturally. When bone meal is applied to a grass block in a forest, flower forest, birch forest, old growth birch forest, or dark forest biome, lilies of the valley have a chance of generating on the targeted block and adjacent grass blocks in a 7×5×7 area. In flower forests, lilies of the valley can generate only in specific locations depending on the flower gradient. When bone meal is applied to a lily of the valley in any biome, more lilies of the valley appear on top of nearby grass blocks. The flowers can appear up to 3 blocks away from the original, forming a 7×7 square. In Java Edition, endermen can pick up lilies of the valley, like any other one-block-tall flower, and drop it if killed while holding it. Wandering traders may sell a lily of the valley for 1 emerald. Usage Like other flowers, lilies of the valley can be used as decoration and planted on grass blocks, dirt, coarse dirt, rooted dirt, farmland, podzol, mycelium, moss blocks, mud, or muddy mangrove roots. Lilies of the valley can also be placed in flower pots. Suspicious stew that is created using a lily of the valley imparts the Poison effect for 11 seconds, dealing 8HP damage. It can be crafted using a lily of the valley or produced by feeding a lily of the valley to a brown mooshroom and then milking it with a bowl. Bees engage in a pollinating behavior with lilies of the valley, increasing the honey level in beehives and bee nests by 1. Lilies of the valley can be used to breed, grow, and lead bees. Oak, birch, and cherry trees grown from saplings that are within 2 blocks of a lily of the valley have a 5% chance to grow with a bee nest and 2-3 bees in it. Placing a lily of the valley into a composter has a 65% chance of raising the compost level by 1. A stack of lilies of the valley yields an average of 5.94 bone meal. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Lily of the Valley" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Effect?section=30&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/File:GoldenApple13w23b.png] | [TOKENS: 89]
File:GoldenApple13w23b.png Summary A Golden Apple [Cheaper one] effect after eating it, snapshot 13w23b and above. 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 2 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:Hearts.png] | [TOKENS: 121]
File:Hearts.png Summary The Maximum hearts Using /effect there are 1034 Hearts total. (2068 Health). Commands used: /effect <Player_Name> 21 <Time> 255 (Health Boost) and /effect <Player_Name> 22 <Time> 255 (Damage Absorption) Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 3 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Lime_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:Dragon_Death.png] | [TOKENS: 83]
File:Dragon Death.png Summary The ender dragon "decaying" after being killed, as seen when the player has night vision 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 5 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/Sparse_Jungle] | [TOKENS: 466]
Sparse Jungle Jungle TreeJungle BushOak Grass BlockVinesJungle LogJungle LeavesCocoaOak LogOak LeavesMelon Climate 0.95 0.8 Yes Colors #64C73F #3EB80F #A36346 #3F76E4‌[JE only] #0D8AE3‌[BE only] The sparse jungle or jungle edge biome is a sparser variant of the jungle, resembling a lush plains biome with small jungle trees. Contents Description The sparse jungle or jungle edge biome is a sparser variation of the jungle. Oak trees, jungle trees, jungle bushes, and patched melons generate here, though at significantly lower rates than the regular jungle, roughly comparable to the rate of trees in the savanna biome. Only small jungle trees generate in this biome. Bamboo does not generate here. The grass still takes on a bright green color, though slightly less vibrant than the main jungle. Jungle pyramids do not generate. In Bedrock Edition, ocelots, parrots and pandas may spawn in this biome. Because of its slightly high humidity, it is possible for lush caves to generate underneath sparse jungles, but when the sparse jungle generated far inland, dripstone caves may generate under the sparse jungle instead. With Vibrant Visuals, sparse jungles use a strong humid volumetric fog setting similar to regular jungles, which fades the distance in an orange tint. Sparse jungles have warm atmospherics, lighting, and color grading, which makes the biome look more humid and warm. The sparse jungle generates in areas with moderately high temperature and humidity and positive weirdness. It typically borders bamboo jungles, plains, old growth birch forests, deserts, wooded badlands, mangrove swamps and sometimes windswept savannas. At higher elevations it transitions to forest and stony peaks biomes. Rivers usually separate the biome from regular jungles. In coastal areas, sparse jungles border lukewarm oceans. Mobs The following mobs naturally spawn here: Sounds Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Sparse Jungle" or "Jungle Edge" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Lime_Glazed_Terracotta_(S)_JE1_BE1.png] | [TOKENS: 95]
File:Lime Glazed Terracotta (S) JE1 BE1.png Summary Render of a Lime 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 The following 70 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Eat_Pufferfish.png] | [TOKENS: 72]
File:Eat Pufferfish.png Summary The result of eating pufferfish Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 3 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Lime_Candle] | [TOKENS: 612]
Candle Common Yes Yes (64) Any tool 0.1 0.1 Yes, when lit 1 candle: 3 2 candles: 6 3 candles: 9 4 candles: 12 Yes Yes No No 2 SAND A candle is a dyable block that emits light when lit with a flint and steel. Up to four of the same color of candle can be placed in one block space, which affects the amount of light produced. Dyed candles are the dyed variants of candles that come in all sixteen colors, that once dyed, cannot be changed into a different color. Contents Obtaining All candles can be mined using any tool, or without a tool. Non-dyed candles and white candles can be found in ancient cities. Non-dyed and red candles can also be found in the trial chambers. Usage All candles can be used as a light source, emitting light like a sea pickle. A single candle emits a light level of 3. Up to four identically colored candles may be placed in one block, with each candle increasing the emitted light level by 3, for a maximum light level of 12. They also emit fire particles. Candles are not lit when they are placed, and must be lit using flint and steel, fire charge, or any flaming projectile. If any candle is already lit, more candle(s) that may be added (if possible) are also lit. In Bedrock Edition, a mob/player that is burning or any sword enchanted with Fire Aspect can also be used to light candles. Any candle may be waterlogged, but waterlogged candles cannot be lit. Lit candles can be extinguished using water (even a water bottle‌[Java Edition only]), wind charges, or by the player interacting with the candle. When the Render Dragon Features for Creators experiment is enabled in Minecraft Preview, the center of all types of lit candles emits colored point lighting with #d3852b. This causes the bottom part of the candle to render a small shadow below it. A single candle of any color may be used on an uneaten cake, turning it into a candle cake, which acts as a normal, singular candle on top of a cake. If the candle cake is eaten at all or destroyed, the candle is dropped. Interacting with the lit candle (but not the cake) extinguishes it. Interacting with a lit candle cake causes the player to eat it if possible, but if the held item is a flint and steel or fire charge, the appropriate block becomes lit, if possible (otherwise nothing happens). Lit candled cakes emit the same point lighting as regular candles. Sounds Java Edition: Bedrock Edition: [sound 1] Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History Issues Issues relating to "Candle" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Beetroot_Soup] | [TOKENS: 159]
Beetroot Soup Common 32 game ticks (1.6 seconds) 6 () 7.2 () Heals: 4.8HP × 2.4Duration: 2.4 seconds No Yes No Beetroot soup is an unstackable food item. Contents Obtaining Usage Beetroot soup can be eaten to restore 6 () hunger points and 7.2 saturation, the same as cooked chicken and mushroom stew. After eating, the empty bowl remains, similarly to mushroom stew, suspicious stew, and rabbit stew. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Advancements History Issues Issues relating to "Beetroot Soup" 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/File:Lime_Stained_Glass_JE3_BE3.png] | [TOKENS: 88]
File:Lime Stained Glass JE3 BE3.png Summary Render of a Lime Stained Glass 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 45 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:Lime_Stained_Glass_Pane_(EW)_JE9.png] | [TOKENS: 114]
File:Lime Stained Glass Pane (EW) JE9.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 45 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/Lime_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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[SOURCE: https://minecraft.wiki/w/File:All_the_status_effects....png] | [TOKENS: 63]
File:All the status effects....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 page uses 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/Kelp_(feature)] | [TOKENS: 109]
Kelp (feature) Cold: Warm: Kelp is a feature that consists of kelp blocks, found in various the ocean biomes. Contents Generation Kelp naturally generates in any ocean biomes (except in frozen, deep frozen and warm), near and around seagrass. Each chunk has 1⁄18 chance to generate a vegetation of kelp. Data values Java Edition: Java Edition: History Issues Issues relating to "Kelp" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation Navigation menu
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