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[SOURCE: https://minecraft.wiki/w/Mob#cite_ref-NewInfo_9-2] | [TOKENS: 1402] |
Mob A mob (short for mobile, mobile entity, or mobile object) is an AI-driven game entity. All mobs can be attacked or hurt (from falling, attacked by a player or another mob, falling into the void, hit by an arrow, etc. with the exception of natural creakings), and have some form of voluntary movement. Different types of mobs often have unique AI and loot. Contents Spawning Mobs spawn in various ways. Most mobs spawn naturally, depending on the light level, biome, and their surroundings. For example, most animals are found in bright areas on the surface, while hostile monsters are commonly found in the dark (whether it's a cave, monster room, mansion, or at night). Animals usually spawn upon chunk generation, while hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including passive and neutral animals, and even hoglins, have the ability to be bred by the player, creating offspring. Villagers cannot be directly bred by the player, instead randomly breeding depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most mobs never spawn on transparent blocks, in water (except aquatic creatures), in lava (except for striders), on bedrock, or on blocks less than a full block tall (such as slabs placed on the bottom half). The exception is monster spawners, from which monsters can spawn naturally on any block including air. Some mobs (like the snow golem and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed. The ender dragon can be respawned with four end crystals. A rare occurrence of spawning are the jockey mobs, which is a mob riding another mob. Players can also spawn mobs easily by using spawn eggs in Creative mode or the /summon command. Many mobs despawn (cease to exist) after a certain amount of time if far enough from the player. In Java Edition, most passive mobs do not despawn, while most monsters do. In Bedrock Edition, almost all mobs despawn. Mobs can be prevented from despawning if they are named with a name tag, and in Java Edition[verify], also in a boat. Behavior Mobs are affected by the environment in the same ways as the player; they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacks from weapons, the /kill command, etc.). Some mobs may be resistant or immune to certain hazards, such as some Nether mobs, which are immune to fire. All aquatic mobs except dolphins are immune to drowning. Mobs can ride minecarts and other mobs can climb up ladders. When mobs are killed, they turn to smoke particles and drop items that may be useful resources. Each type of mob in Minecraft has a certain AI (artificial intelligence) system with different behaviors and mechanics. Mobs ordinarily wander around at random if there is a player within 32 blocks and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced path-finding system that allows them to navigate through obstacles to get to a desired object or destination. Passive mobs flee in random directions after being hurt, while hostile mobs face and chase/attack the player as soon as the player comes close. Neutral mobs remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob becomes hostile toward and attacks the entity that hit it. Most mobs are aware of players within (a Euclidian distance) 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away. Mobs are harmless to players in Creative mode. Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, tall grass, or glass panes. In Java Edition, all mobs (except for wardens) try to avoid walking over rails unless pushed onto the rails by other mobs. Using specific name tags on mobs can result in unusual behavior or rendering. See Name Tag § Easter eggs for details. List of mobs Mobs are listed and classified by their nature from the player's perspective. For more details on a particular mob, click on them to view their individual page. Passive mobs are harmless mobs that do not attempt to attack players, even when provoked or attacked, though some of them may attack other mobs. Most of them are animals and can be bred or tamed. Hostile-adjacent: These mobs, although passive, are considered monsters and are involved in mechanics pertaining to hostile mobs. They spawn as hostile mobs with no direct damage capabilities, with their riders controlling their pathfinding. Neutral mobs are sometimes passive and sometimes hostile toward the player. These mobs usually require provocation from the player in one way or another to attack or become hostile, while some can be naturally hostile and have a way to be pacified. Hostile mobs are dangerous, aggressive monsters that always attack the player within their respective detection ranges. Monsters in general, whether passive or neutral, are involved in mechanics pertaining to hostile mobs regardless of behavior. Boss mobs are special hostile mobs that are tougher and more dangerous than other mobs. They do not spawn randomly and are confronted intentionally. All boss mobs have a bossbar featuring their name and health. Boss mobs provide unique challenges and equivalent rewards, such as XP or useful items. These passive mobs are designed primarily for Adventure maps and add-on creating, rather than regular gameplay. They are used in Minecraft Education for coding, education, or interactive learning. Both are only accessible with commands in Bedrock Edition. These mobs cannot spawn without the use of /summon or spawn eggs. Old villagers and old zombie villagers cannot be spawned at all. These entities are grouped within the "living entities" category in the game code. In Bedrock Edition, they are all under the mob class in the entity format. Mannequins and cameras are creative-only entities. Removed mobs are mobs that no longer exist in current versions of the game. Mobs that were added as April Fools' Day jokes in Java Edition, and cannot be found in the normal version. These mobs, although similar to their non-joke counterparts, are their own mobs. Mobs that were announced by Mojang as potential additions to the game, but either got scrapped or shelved indefinitely. Mobs that were briefly mentioned by Mojang Studios on social media and other platforms. Classification Knockback resistance Some non-boss mobs resist a certain percentage of knockback from attacks. Damage dealt by mobs Achievements Advancements Videos History Issues Issues relating to "Mob" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Peony_JE4_BE3.png] | [TOKENS: 142] |
File:Peony JE4 BE3.png Summary Render of a Peony. 2D version: File:Peony (2D).png. Minecraft's textures No information available. Please correct this! File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 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/Bedrock_Edition_removed_recipes] | [TOKENS: 877] |
Bedrock Edition removed recipes This page documents a list of recipes which no longer exist in current versions of Bedrock Edition. Contents Crafting recipes In Pocket Edition v0.8.0 alpha build 3, cocoa beans were added with their own exclusive recipe. Since v0.9.0 build 1, cocoa beans were made able to be obtained with cocoa pods. In the v0.16.0 official release, cocoa beans' crafting recipe was removed. The recipe was removed because cocoa beans could be obtained from cocoa pods. It was reported by a user in the issue tracker and was confirmed as an unintended feature. The enchanted golden apple recipe was removed in 1.2 beta 1.2.0.2. However, enchanted golden apples may still be obtained in other ways. The recipe of crafting the red bed with any wool color was removed in Pocket Edition 1.1.0 with the addition of multiple colored beds. This recipe was removed because prior to 1.1.0, only red beds existed in the game, and now it is required to have matching red wool to craft a red bed. In v0.13.0 build 1, the crafting recipe for the old stonecutter was removed, but it is only available through add-ons. In Bedrock Edition beta 1.10.0.3, the old stonecutter was not removed but functionally replaced with the new stonecutter. The nether reactor core's recipe was made no longer available and it no longer appears in the creative inventory. It will drop its ingredients when broken. In older versions, the smooth stone slab (called Stone Slab then) could be crafted using any stone. However, the recipe changed to use stone only in 1.2.0, and in 1.9.0, the recipe changed again so it requires smooth stone. In older versions, stone bricks could be crafted using cobblestone, andesite, granite, diorite, and their polished variants. However, in 1.2.0, stone bricks were changed to be crafted with stone only. In older versions, redstone repeaters could be crafted using cobblestone, andesite, granite, diorite, and their polished variants. However, in 1.2.0, the recipes changed to use only stone. In older versions, redstone comparators could be crafted using cobblestone, andesite, granite, diorite, and their polished variants. However, in 1.2.0, the recipes changed to use only stone. Sandstone and red sandstone stairs were previously crafted from any type of Sandstone or Red Sandstone, but in Bedrock Edition 1.9.0, the recipe changed to use regular sandstone or red sandstone only. Sandstone and red sandstone slabs were previously crafted from any type of sandstone or red sandstone, but in Bedrock Edition 1.9.0, the recipe changed to use regular sandstone or red sandstone only. Honeycomb blocks were previously crafted from 9 honeycombs. Now, honeycomb block can be crafted from 4 honeycombs. The Copper Horn was an item used to play sound, which had 10 variations; each of them could play 3 different sounds when looking up, crouching, or doing neither of those, respectively. In total, there were 30 different sounds that could be played using copper horns. In beta 1.19.0.24, the Copper Horn was removed. Mojang in the Minecraft Feedback's Knowledge Base said "the Copper Horn was a fun experiment that didn't quite live up to our design goals, so we decided to remove it". In Pocket Edition alpha 1.1.0.3, an exclusive recipe of using one cobweb to craft 9 string was added. In Bedrock Edition beta 1.20.10.20, the recipe was removed to match Java Edition. Smelting recipes The reason for the removal of the red dye recipe is unknown. It may have been because of the name being "rose red", implying it came from roses instead of mushrooms, although the name was changed to "red dye" in 1.8.0. References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Mob#cite_ref-NewInfoTwo_10-0] | [TOKENS: 1402] |
Mob A mob (short for mobile, mobile entity, or mobile object) is an AI-driven game entity. All mobs can be attacked or hurt (from falling, attacked by a player or another mob, falling into the void, hit by an arrow, etc. with the exception of natural creakings), and have some form of voluntary movement. Different types of mobs often have unique AI and loot. Contents Spawning Mobs spawn in various ways. Most mobs spawn naturally, depending on the light level, biome, and their surroundings. For example, most animals are found in bright areas on the surface, while hostile monsters are commonly found in the dark (whether it's a cave, monster room, mansion, or at night). Animals usually spawn upon chunk generation, while hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including passive and neutral animals, and even hoglins, have the ability to be bred by the player, creating offspring. Villagers cannot be directly bred by the player, instead randomly breeding depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most mobs never spawn on transparent blocks, in water (except aquatic creatures), in lava (except for striders), on bedrock, or on blocks less than a full block tall (such as slabs placed on the bottom half). The exception is monster spawners, from which monsters can spawn naturally on any block including air. Some mobs (like the snow golem and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed. The ender dragon can be respawned with four end crystals. A rare occurrence of spawning are the jockey mobs, which is a mob riding another mob. Players can also spawn mobs easily by using spawn eggs in Creative mode or the /summon command. Many mobs despawn (cease to exist) after a certain amount of time if far enough from the player. In Java Edition, most passive mobs do not despawn, while most monsters do. In Bedrock Edition, almost all mobs despawn. Mobs can be prevented from despawning if they are named with a name tag, and in Java Edition[verify], also in a boat. Behavior Mobs are affected by the environment in the same ways as the player; they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacks from weapons, the /kill command, etc.). Some mobs may be resistant or immune to certain hazards, such as some Nether mobs, which are immune to fire. All aquatic mobs except dolphins are immune to drowning. Mobs can ride minecarts and other mobs can climb up ladders. When mobs are killed, they turn to smoke particles and drop items that may be useful resources. Each type of mob in Minecraft has a certain AI (artificial intelligence) system with different behaviors and mechanics. Mobs ordinarily wander around at random if there is a player within 32 blocks and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced path-finding system that allows them to navigate through obstacles to get to a desired object or destination. Passive mobs flee in random directions after being hurt, while hostile mobs face and chase/attack the player as soon as the player comes close. Neutral mobs remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob becomes hostile toward and attacks the entity that hit it. Most mobs are aware of players within (a Euclidian distance) 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away. Mobs are harmless to players in Creative mode. Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, tall grass, or glass panes. In Java Edition, all mobs (except for wardens) try to avoid walking over rails unless pushed onto the rails by other mobs. Using specific name tags on mobs can result in unusual behavior or rendering. See Name Tag § Easter eggs for details. List of mobs Mobs are listed and classified by their nature from the player's perspective. For more details on a particular mob, click on them to view their individual page. Passive mobs are harmless mobs that do not attempt to attack players, even when provoked or attacked, though some of them may attack other mobs. Most of them are animals and can be bred or tamed. Hostile-adjacent: These mobs, although passive, are considered monsters and are involved in mechanics pertaining to hostile mobs. They spawn as hostile mobs with no direct damage capabilities, with their riders controlling their pathfinding. Neutral mobs are sometimes passive and sometimes hostile toward the player. These mobs usually require provocation from the player in one way or another to attack or become hostile, while some can be naturally hostile and have a way to be pacified. Hostile mobs are dangerous, aggressive monsters that always attack the player within their respective detection ranges. Monsters in general, whether passive or neutral, are involved in mechanics pertaining to hostile mobs regardless of behavior. Boss mobs are special hostile mobs that are tougher and more dangerous than other mobs. They do not spawn randomly and are confronted intentionally. All boss mobs have a bossbar featuring their name and health. Boss mobs provide unique challenges and equivalent rewards, such as XP or useful items. These passive mobs are designed primarily for Adventure maps and add-on creating, rather than regular gameplay. They are used in Minecraft Education for coding, education, or interactive learning. Both are only accessible with commands in Bedrock Edition. These mobs cannot spawn without the use of /summon or spawn eggs. Old villagers and old zombie villagers cannot be spawned at all. These entities are grouped within the "living entities" category in the game code. In Bedrock Edition, they are all under the mob class in the entity format. Mannequins and cameras are creative-only entities. Removed mobs are mobs that no longer exist in current versions of the game. Mobs that were added as April Fools' Day jokes in Java Edition, and cannot be found in the normal version. These mobs, although similar to their non-joke counterparts, are their own mobs. Mobs that were announced by Mojang as potential additions to the game, but either got scrapped or shelved indefinitely. Mobs that were briefly mentioned by Mojang Studios on social media and other platforms. Classification Knockback resistance Some non-boss mobs resist a certain percentage of knockback from attacks. Damage dealt by mobs Achievements Advancements Videos History Issues Issues relating to "Mob" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Enchanting?mobileaction=toggle_view_mobile] | [TOKENS: 2181] |
Enchanting Enchanting is the process of improving armor, tools, and weapons. A glint animation appears on items to show that they are enchanted. Enchanting equipment Enchanting methods There are four ways to enchant an item in Survival mode: A player may also obtain items already enchanted: Server operators and players in singleplayer worlds with cheats enabled can also enchant items using commands such as /enchant. When enchanted with the /give command, the maximum enchantment level is 255 on Java Edition. In Creative mode, items can be enchanted via an anvil and enchanted books, with no experience points required. Enchanted books are available in the Creative mode inventory, with individual book displays for the highest level of each enchantment and other levels available via the "Search" tab. The enchanted golden apple, despite its name and glint, is not the enchanted form of any item and is completely different from the golden apple. An item can be enchanted by using an enchanting table and placing the item and 1–3 lapis lazuli in the input slots. Upon placing the item, three (pseudo)randomized options appear on the right of the GUI. The glyphs, written in Standard Galactic Alphabet, do not affect the enchantment, but hovering over a presented enchantment shows one enchantment to be applied. On mobile devices, the player can tap an enchantment before putting in the lapis lazuli or hold the enchantment before release. The only choices available have a level requirement equal to or below the player's current level and a lapis lazuli requirement equal to or below the number of lapis lazuli placed in the table. Each option imbues the item with a randomized set of enchantments that are dependent on the number of experience levels required (e.g. a level 30 enchantment can give a pickaxe the "Efficiency IV" enchantment); the actual level cost and the number of lapis lazuli required have no effect. Although the player must have at least the level requirement to get an enchantment, the number of levels that the player is charged is the same as the lapis lazuli requirement. For example, if the third enchantment listed is a level 30 enchantment, the player must have at least 30 levels, but pay only 3 levels and 3 lapis lazuli. The level requirement influences the quantity, type, and level of enchantments instilled in the item, with a higher experience level generally resulting in more and/or higher-level enchantments. Nevertheless, there is a significant random factor, and even a level 30 enchantment (the maximum) doesn't guarantee more than one enchantment, or even that enchantments are "maximum strength" — a level 30 enchantment can still yield Fortune II or Efficiency III alone, for example. On the other hand, multiple different enchantments can be given from one use of the enchanting table. For example, a level 30 enchantment applied to a pickaxe may yield both Efficiency IV and Unbreaking III. However, certain selected enchants never give any additional enchantment, regardless of which tool is enchanted, such as Efficiency IV and Knockback II.[BE only][verify] To increase the enchantment level, bookshelves can be placed next to the enchanting table while keeping one block of air between them. To gain access to the previously mentioned level 30 enchantments, a minimum of 15 bookshelves needs to be placed around the enchanting table. See the Enchantment Mechanics page for more detailed information on this. Enchanting a book produces an enchanted book, which does nothing on its own, but effectively "saves" the enchantment for later application to another item with an anvil. Unlike with an anvil, using the enchanting table while on Creative still costs experience. However, if the player doesn't have enough experience, then experience reduces to zero and the enchantment still works, even when using the enchanting table while already at level zero. Enchanting any item at any enchantment level changes the player's enchantment seed, which changes the possible enchantments for every item at every enchantment level. Thus, if none of the available enchantments for a tool are desired, 1 lapis lazuli and 1 level could be spent to enchant a book or a different tool to refresh the list. The possible enchantments depend on the player's enchantment seed, the item type, and material, and the enchantment level (1–30). The following actions do not affect the possible enchantments: Changing the enchantment levels offered by adding, removing, or blocking bookshelves alters the enchantments shown, but does not change possible enchantments; using another enchanting table with the previous bookshelf number still shows the previous enchantments. The enchantments for a particular enchantment level (with the same seed and item) do also differ depending on which row they appear in, but they are not "better" or "worse" based on the row despite the different resource costs. An anvil can be used to combine the enchantments of two items, sacrificing one of them and repairing the other. The items must be compatible; they must either be the same type and material (such as two iron swords) or an item and an enchanted book with an applicable enchantment (such as a bow and an Infinity enchanted book). Combining two enchanted items, books or one of each with the same enchantment at the same level produces an item or book with the next higher level of that enchantment up to the maximum allowed in Survival mode; for example, a book with Thorns I and Unbreaking II combined with a book with Unbreaking II produces a book with Thorns I and Unbreaking III. To combine items, the player places the target item in the anvil's first slot and the sacrifice item in the second slot. If the combination is allowed, the resulting enchanted item appears in the anvil's output slot and an experience level cost, labeled "Enchantment Cost", appears below (green if the player has enough experience levels, red if they don't). To complete the enchantment, the player removes the enchanted item from the anvil's output slot, and their experience level is reduced accordingly. The experience cost depends on the enchantments, with highly enchanted items costing more. If the target item is also being repaired, that costs more as well. The target item can also be renamed, at additional cost. There is also an accumulating surcharge for prior work done on anvils. In Survival mode, work that costs more than 39 levels of experience is refused, although it may still be possible to perform the same work in steps. For example, a damaged enchanted bow may be repaired on an anvil with an ordinary bow, and then another enchanted bow may be used to combine enchantments with the repaired bow. Enchanted books can be made by enchanting a book in an enchanting table at the cost of experience points. They can also be found in the chests of several structures, purchased with emeralds from a librarian villager, or caught while fishing. Enchanted books can be applied to tools, weapons, and armor, or combined with other enchanted books in an anvil. In this way, some enchantments that cannot normally be obtained on an item through use of the enchanting table can still be applied to those items, such as applying Thorns to boots. Although enchanted books can have multiple enchantments of any type, only enchantments appropriate to a given item type are applied to that item when combined in an anvil. For example, an enchanted book may have both the Respiration and Power enchantments, but the Respiration enchantment is lost if the book is applied to anything but a helmet. Likewise, the Power enchantment is lost if the book is applied to anything but a bow. In Creative mode, enchanted books can be used to apply any enchantment to any item, such as a stick having Knockback II on Java Edition. However, mutually-exclusive enchantments, such as Infinity and Mending, cannot be applied this way or even via /enchant (though both enchantments function as normal when obtained on a bow through the /give command). The experience costs for using books are considerably less than for combining items with similar enchantments since the books themselves cost levels to create. However, it's still an extra cost, and enchanting items directly has a chance to get multiple enchantments. The advantage of books is that they can be stockpiled for use on an item of choice and allow for controlled combinations. For example, a Silk Touch book can be used on an axe, pickaxe, or shovel, and the player can decide which item receives which enchantment. Use Order Calculator to minimize experience loss when merging two items. Disenchanting The main way to disenchant items is via the grindstone or by repairing the items via the crafting grid. Using the grindstone removes all enchantments (except for curses) but gives some experience back based on the level of the enchantment(s) and their value. If a block is placed, it loses all the enchantments it has. Summary of enchantments Each enchantment in the table below includes attributes that are possible for the player to acquire legitimately in Survival mode. Other combinations are possible in Creative mode or with cheats, mods, or third-party software. Summary of enchantments by item Enchantments that have multiple levels are shown with their maximum level numbers. Mutually exclusive enchantments can be combined using commands (e.g., /give @s bow[enchantments={infinity:1,mending:1}]). Also, a player can exceed the maximum levels of enchantments (e.g., /give @s netherite_sword[enchantments={fire_aspect:10}]). However, if that number goes above 10 the translation string is exposed and it looks like this: The tables below summarize the enchantments that can be obtained on specific items in Bedrock Edition and in Java Edition Survival mode (Any enchantment can be applied to any item in Java Edition Creative mode). Enchantments that can be applied to both hand slot items and armor slot items are listed in both tables. Depth Strider (III) Maximum effective values for enchantments The table below shows the effective limits for enchantments (also found here). Mending Data values Java Edition: Bedrock Edition: Sounds Java Edition Bedrock Edition: Videos History Issues Issues relating to "Enchanting", "Enchantment", or "Enchanted" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Trivia See also References External links Navigation More More |
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[SOURCE: https://minecraft.wiki/w/Mob#cite_ref-NewInfoTwo_10-1] | [TOKENS: 1402] |
Mob A mob (short for mobile, mobile entity, or mobile object) is an AI-driven game entity. All mobs can be attacked or hurt (from falling, attacked by a player or another mob, falling into the void, hit by an arrow, etc. with the exception of natural creakings), and have some form of voluntary movement. Different types of mobs often have unique AI and loot. Contents Spawning Mobs spawn in various ways. Most mobs spawn naturally, depending on the light level, biome, and their surroundings. For example, most animals are found in bright areas on the surface, while hostile monsters are commonly found in the dark (whether it's a cave, monster room, mansion, or at night). Animals usually spawn upon chunk generation, while hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including passive and neutral animals, and even hoglins, have the ability to be bred by the player, creating offspring. Villagers cannot be directly bred by the player, instead randomly breeding depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most mobs never spawn on transparent blocks, in water (except aquatic creatures), in lava (except for striders), on bedrock, or on blocks less than a full block tall (such as slabs placed on the bottom half). The exception is monster spawners, from which monsters can spawn naturally on any block including air. Some mobs (like the snow golem and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed. The ender dragon can be respawned with four end crystals. A rare occurrence of spawning are the jockey mobs, which is a mob riding another mob. Players can also spawn mobs easily by using spawn eggs in Creative mode or the /summon command. Many mobs despawn (cease to exist) after a certain amount of time if far enough from the player. In Java Edition, most passive mobs do not despawn, while most monsters do. In Bedrock Edition, almost all mobs despawn. Mobs can be prevented from despawning if they are named with a name tag, and in Java Edition[verify], also in a boat. Behavior Mobs are affected by the environment in the same ways as the player; they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacks from weapons, the /kill command, etc.). Some mobs may be resistant or immune to certain hazards, such as some Nether mobs, which are immune to fire. All aquatic mobs except dolphins are immune to drowning. Mobs can ride minecarts and other mobs can climb up ladders. When mobs are killed, they turn to smoke particles and drop items that may be useful resources. Each type of mob in Minecraft has a certain AI (artificial intelligence) system with different behaviors and mechanics. Mobs ordinarily wander around at random if there is a player within 32 blocks and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced path-finding system that allows them to navigate through obstacles to get to a desired object or destination. Passive mobs flee in random directions after being hurt, while hostile mobs face and chase/attack the player as soon as the player comes close. Neutral mobs remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob becomes hostile toward and attacks the entity that hit it. Most mobs are aware of players within (a Euclidian distance) 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away. Mobs are harmless to players in Creative mode. Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, tall grass, or glass panes. In Java Edition, all mobs (except for wardens) try to avoid walking over rails unless pushed onto the rails by other mobs. Using specific name tags on mobs can result in unusual behavior or rendering. See Name Tag § Easter eggs for details. List of mobs Mobs are listed and classified by their nature from the player's perspective. For more details on a particular mob, click on them to view their individual page. Passive mobs are harmless mobs that do not attempt to attack players, even when provoked or attacked, though some of them may attack other mobs. Most of them are animals and can be bred or tamed. Hostile-adjacent: These mobs, although passive, are considered monsters and are involved in mechanics pertaining to hostile mobs. They spawn as hostile mobs with no direct damage capabilities, with their riders controlling their pathfinding. Neutral mobs are sometimes passive and sometimes hostile toward the player. These mobs usually require provocation from the player in one way or another to attack or become hostile, while some can be naturally hostile and have a way to be pacified. Hostile mobs are dangerous, aggressive monsters that always attack the player within their respective detection ranges. Monsters in general, whether passive or neutral, are involved in mechanics pertaining to hostile mobs regardless of behavior. Boss mobs are special hostile mobs that are tougher and more dangerous than other mobs. They do not spawn randomly and are confronted intentionally. All boss mobs have a bossbar featuring their name and health. Boss mobs provide unique challenges and equivalent rewards, such as XP or useful items. These passive mobs are designed primarily for Adventure maps and add-on creating, rather than regular gameplay. They are used in Minecraft Education for coding, education, or interactive learning. Both are only accessible with commands in Bedrock Edition. These mobs cannot spawn without the use of /summon or spawn eggs. Old villagers and old zombie villagers cannot be spawned at all. These entities are grouped within the "living entities" category in the game code. In Bedrock Edition, they are all under the mob class in the entity format. Mannequins and cameras are creative-only entities. Removed mobs are mobs that no longer exist in current versions of the game. Mobs that were added as April Fools' Day jokes in Java Edition, and cannot be found in the normal version. These mobs, although similar to their non-joke counterparts, are their own mobs. Mobs that were announced by Mojang as potential additions to the game, but either got scrapped or shelved indefinitely. Mobs that were briefly mentioned by Mojang Studios on social media and other platforms. Classification Knockback resistance Some non-boss mobs resist a certain percentage of knockback from attacks. Damage dealt by mobs Achievements Advancements Videos History Issues Issues relating to "Mob" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Particle_format] | [TOKENS: 89] |
Particle format When particles are spawned using the /particle command, by biomes or enchantments, they can be configured using NBT or JSON data. Contents Usage When referenced from a biome or enchantment definition, a particle is defined using: Configurations of particle types Some particle types have configurations that need to be specified. These types and the configuration fields are: All other types don't have any configuration. History See also Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Pink_Banner_JE2_BE2.gif] | [TOKENS: 66] |
File:Pink 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/Ice_Bomb] | [TOKENS: 291] |
Ice Bomb Common 1 second (20 ticks) No Yes (16) An ice bomb is a throwable projectile that is used to freeze water into ice. Contents Obtaining Usage Ice bombs can be thrown by using them, similar to an egg. They are affected by gravity. Similar to ender pearls, there is a short cooldown before the player can throw another ice bomb. The cooldown is shown in the hotbar by a white overlay that shrinks before the player is able to use it again. Ice bombs explode upon hitting most blocks, including non-solid blocks, but not air. They also explode upon hitting other entities, but they do not take any damage, and unlike eggs and snowballs, the impact is not considered an attack and does no damage or knockback. When exploding, any water (including flowing water, but not waterlogged blocks) in a 3×3×3 cube around the ice bomb freezes into ice. Ice bombs can be used to contain and displace mobs in ice under water. While endermen teleport away from arrows shot at them, they can be hit by ice bombs. Throwing an ice bomb while underwater encloses the player in ice. In Minecraft Education, breezes are able to deflect ice bombs. Ice bombs can be shot from dispensers. Sounds Data values History Issues Issues relating to "Ice Bomb" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Random_sequence_format] | [TOKENS: 142] |
Random sequence format Random sequences are random number sequence generators used by loot tables and the /random (roll|value) ... command. Contents NBT structure Current random sequences in a world and the random sequence settings of the world are stored in the /data/random_sequences.dat, which is a GZip-ed NBT file. Usage Random sequences are used by a loot table when its seed is not specified. Loot tables in containers from the world generation are not affected by random sequences (but are directly affected by the world seed). Random sequences use the Xoroshiro128++ random number generator. When a random sequence is called for the first time, it is created with the seed: History Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Pink_Carpet_JE2_BE2.png] | [TOKENS: 66] |
File:Pink Carpet JE2 BE2.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 51 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Lodestone_Compass] | [TOKENS: 482] |
Compass Common Yes Yes (64) A compass is an item that points in the horizontal direction of the Overworld's spawn point. A lodestone compass is a compass variant that is obtained by using a compass or lodestone compass on a lodestone, and instead points toward that lodestone's horizontal position. If the target position of either type of compass is in a different dimension, or is a lodestone that has been broken, it spins in random directions. Contents Obtaining Usage Both types of compass normally point in the horizontal direction of a specific position in the world and do so when viewed in most ways; including in the inventory, when held by any player or entity or displayed in an item frame. They also point toward their target position when viewed in the crafting table preview menu, even without being crafted.[Bedrock Edition only] The direction of the needle is relative to the player viewing it. Normal compasses point toward the world spawn point in the Overworld. Using the /setworldspawn command to change the world spawn can change where normal compasses point. If a compass or lodestone compass is used on a lodestone, it becomes a lodestone compass that points toward that lodestone. Compasses and lodestone compasses do not stack together, and only lodestone compasses that point toward the same lodestone stack together. All lodestone compasses have an enchantment visual effect to distinguish them from normal compasses. A compass or lodestone compass spin and point in random directions if it cannot find its target position. There are two causes for this: In Java Edition, uncrafted compasses viewed in the crafting table preview always points straight forward and never at any particular position in the world. Maps crafted from only paper do not show the location marker; to add it, a compass must be added to the map. The map keeps its current zoom level, and remembers all of the terrain it has mapped out. A compass can receive the following enchantment: Maps crafted with only paper do not show the location marker; to add it, a compass must be added to the map. Sounds Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Advancements History Issues Issues relating to "Compass" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also External links References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Pink_Petals_4_(S)_JE2.png] | [TOKENS: 84] |
File:Pink Petals 4 (S) JE2.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 2 files are duplicates of this file (more details): The following 50 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/User_talk:Violine1101] | [TOKENS: 964] |
User talk:violine1101 Contents Your English Userpage The list at the bottom should be "User Contributions", not "Recent Changes" since it lists your contributions to the wiki, not all recent edits :). Sonicwave32 (talk) 15:48, 29 July 2015 (UTC)Reply Console Edition version history Do you plan on updating that anytime soon? The Wii U Edition was updated to Patch 2 today. -BDJP (t|c) 20:52, 27 January 2016 (UTC)Reply I want to use the NightMode script on the english wiki hello, i want to use the Nightmode script on the english minecraft wiki, and i tried to import it from the german wiki, and it does not work, please can you help me to add it to the english wiki so I can use it (or provably also as a gadget on the English wiki), and i also translate the text, messages and so to english, how do i? psl85 (diskussion) 06:57, 16. Okt. 2018 (UTC) About the wiki data. What I mean about my post on the Talk page of the community portal is that when a recent changes post is added there is a green (+123) bites and when its removing bites its a red (-123) bites. Why is this? also how does this wiki gain money? --Dubstepv1: the wiki addict (talk) 22:35, 30 September 2023 (UTC)Reply Hello there! Just saying, a recent page move of yours moved a page with a lot of redirects to it, causing a lot of double redirects. Sorry to bother you, -~- Nerdyguy2000 Talk Edits 15:11, 15 September 2024 (UTC)Reply Update Version/FP Hey, can you update new bedrock preview version (preview 1.21.40.22) in version/FP template, pls? - 1108hngVnm 16:46, 19 September 2024 (UTC)Reply Some colours missing? Hiya. Thanks for your VT mob heads list. I noticed all the coloured sheeps and horses aren't noted and some of the axolotl colours. Are the dogs seperate ones now in the different colours too? 92.14.80.132 17:48, 31 December 2024 (UTC)Reply About your page Hi violine! I noticed your big update to your user page, and I thought I'd provide a bit of feedback; since you're one of the most important editors here, I think it'd be pretty good if you had your time zone in your infobox. (I already know what it is; the Meta:Board page says, so yeah.) Have a nice day (well, it's night over there)! -~- Nerdyguy2000 Talk Edits 23:31, 10 June 2025 (UTC)Reply Mentioned Feature Articles You have created several new articles about mentioned features by splitting out content from Mentioned features. However, such pages are a violation of MCW:Notability. Wait for the discussion to be concluded and notability to be updated before splitting so the pages are not in violation of the guidelines. –KnightMiner (t/c) 10:52, 9 July 2025 (UTC)Reply Infobox version edit Re:Special:Diff/3081068, what got broken? Kinda surprised that {#if:{title}|{title} } would blow something up. Nixinova T C 05:54, 28 July 2025 (UTC)Reply {{AutoArchive}} documentation Hi! I noticed that you're currently doin' some auto-archive related stuff. Just asking, would you like me to write the documentation of the autoarchive template for you? I'd be glad to help with auto-archiving. If you'd rather write it (or have someone more experienced than I am to write it), that's fine too :) -~- Nerdyguy2000 Talk Edits 00:28, 17 August 2025 (UTC)Reply About your reply to my suggestion regarding the share feedback page All the content here should follow the wiki rules; Content in talk pages should also follow the talk page guidelines. We expect people to read these pages and follow the instructions of them because we expect that there will be less spam in the future, don't we? ––– Aed8814 (C | T) 11:44, 23 November 2025 (UTC)Reply Change content model from CSS to Sanitized CSS Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Heightmap] | [TOKENS: 261] |
Heightmap Heightmaps are maps to store the Y-level of the highest block at each horizontal coordinate. They are stored in chunk files and used for various game calculations. Contents Motion blocking The last four heightmaps are based on a property called motion blocking. This is defined as follows: Types Several different heightmaps check and store highest block of different types, and are used for different purposes. In Java Edition, there are six heightmap types: Usage Heightmaps are used for various in-game calculations. For example, a lightning rod can only be triggered when there is no non-air block above it. Therefore, the game compares the Y-level of lightning rod with heightmap WORLD_SURFACE to know if there are non-air blocks above it. Heightmaps of both server side and client side can be seen in debug screen. The "CH" line is the value in client side heightmaps at the player's current X/Z coordinates. The "SH" line is the server side value in heightmaps at the player's current X/Z coordinates. In the two lines: /execute positioned over can change the execution position of the command to one block above the Y-level stored in the specified heightmap. WORLD_SURFACE_WG and OCEAN_FLOOR_WG cannot be used in this command. Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/User:Violine1101] | [TOKENS: 244] |
User:violine1101 German Europe/Berlin (UTC+1) 15:22 English ['vaɪ.ə'laɪn.i'lɛ.vən.o'wan] German ['vi.oˈli:.nə'ɛlf.nʊl'aɪns] Contact violineblockandquillorg violine1101 violine1101 violine.me Minecraft violine1101 violine1101 violine1101 violine1101 violine1101 violine1101 Social media violine.me violine1101@craftodon.social violine1101 violine1101 violine1101 violine1101 violine1101 violine1101 Hi, I'm violine1101! Welcome to my user page. Contact me If you have any questions or concerns, feel free to reach out to me, either via my talk page, Discord, Zulip, or my wiki email: violineblockandquillorg On the wiki I've been active on the Minecraft Wiki for quite a while now. Here's a selection of things I do/did here: Outside of the wiki Outside of Minecraft History Notes Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Pink_Concrete] | [TOKENS: 338] |
Concrete Yes Yes (64) 1.8 1.8 No No No No Concrete is a block created when concrete powder touches water. It comes in the sixteen dye colors. Contents Obtaining Concrete requires a pickaxe to be mined. When mined without a pickaxe, it drops nothing. Red and white concrete can be found in trial chambers throughout many various murals in an atrium. Concrete is formed when concrete powder comes into contact with a block of water (source block, flowing or waterlogged[Java Edition only]). If 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. Concrete is renewable as all of the crafting ingredients of concrete powder are 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, making it impractical to obtain sand (and by extension, concrete) through renewable means. Usage The bright and solid colors of concrete make it useful for decoration. It has more pronounced colors than stained terracotta, and unlike wool, is not flammable. As a building material, its hardness is slightly higher than stone, but its blast resistance is significantly lower. Concrete can be placed under note blocks to produce "bass drum" sound. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Concrete" 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/Fishing_Rod#Fishing_bobber] | [TOKENS: 856] |
Fishing Rod Common JE: 64BE: 385 1 Yes No A fishing rod is a tool that casts a bobber used to fish in water or to hook and pull mobs, items[JE only], and some other entities toward the user. Contents Obtaining Enchanted fishing rods are obtainable through fishing, with a 0.8% chance per attempt, while unenchanted ones are obtainable with a 0.2% chance per attempt. See fishing for more details. In Java Edition, drowned have a 3.75% chance of spawning with a fishing rod equipped. In Bedrock Edition, a naturally spawned drowned has a 0.85% chance to spawn with a fishing rod, while a converted drowned has a 1% chance to spawn with it. If killed, they have an 8.5% chance of dropping this fishing rod. That chance increases by 1% for each level of Looting applied to a weapon (up to 11.5% chance). The dropped item is damaged and never enchanted. If a carrot on a stick or a warped fungus on a stick is used to the point of zero durability, it becomes a fishing rod again. Usage Fishing rods can be cast into water. After a short period of time, a stream of bubble particles approaches the fishing rod. If the rod is reeled in once the particles "bite" the bobber, the player obtains a fish, junk, or possibly a treasure item. If the fishing rod was in the player's hand and is no longer, the fishing bobber entity despawns, unless the fishing rod is moved to the off-hand or it has been swapped with another fishing rod.[citation needed] The fishing rod can be used to hook mobs and some other entities, including items[Java Edition only] and players. The fishing rod can then be reeled in, dragging the hooked object toward the player without dealing damage. Reeling in a mob or entity costs 5 points of durability, and reeling in an item costs 3 points. Reeling a mob pulls it toward the player with a speed of 1⁄10 the distance between the mob and the player. Hooking entities in Bedrock Edition with a flaming bobber cast through fire or lava can ignite the entity. The maximum distance the player can get between the bobber and themselves is 33 blocks. A hooked entity that exceeds this distance detaches from the bobber. 0.92 degUnreachable1 Direct hit Multiple players can hook the same entity, and when multiple players reel in the entity at the same time, it flies a larger distance than normal. Besides mobs and items, entities that can be reeled in include: Some entities can be hooked, but cannot be reeled in: Attempting to reel in said entities still costs durability to the rod. Any other entities cannot be hooked at all. In Bedrock Edition, a mob or a player riding a minecart, a boat, or a mob can be dismounted by reeling it in. A fishing rod can be used as fuel in furnaces, smelting 1.5 items per fishing rod, regardless of its durability. The hook can also be used to activate wooden pressure plates or weighted pressure plates. A fishing rod can be combined with another fishing rod in an anvil, preserving the enchantments of both. A fishing rod can receive the following enchantments: Fishing bobber Height: 0.25 blocksWidth: 0.25 blocks Fishing bobbers have entity data associated with them that contain various properties of the entity. In Java Edition, they despawn after being on ground for more than 1200 ticks. When fishing bobber enters water ([Boolean] OnGround becomes false), despawn timer resets. [more information needed] Sounds Java Edition: Fishing bobbers use the Friendly Creatures sound category for entity-dependent sound events.[sound 1] Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Fishing Rod" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Notes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Structure?veaction=edit] | [TOKENS: 498] |
Structure Structures (also known as a "generated structure" or "structure feature") are naturally-generated formations that can be located using /locate structure and will not spawn in the world when the "Generate Structures" option is disabled during world creation[JE only]. Certain features, such as monster rooms or desert wells, still generate when this option is disabled and are listed under § Structure-like features due to their resemblance to other defined structures. Contents Overworld The Overworld contains numerous structures, at a wide variety of scales. These structures can generate only underground in any default Overworld. These structures generate only aboveground. These structures generate both aboveground and underground. These structures generate below the sea level i.e. y=64 and in the Ocean biomes. Note that ocean ruins and shipwrecks sometimes generate above water on shores, and icebergs are partially above and below water. The Nether The Nether, though equally vast, contains far fewer biomes and structures than the Overworld. The End The End is the final and most barren dimension. After defeating the ender dragon, gateways to the outer islands are created. Structure-like features These world generation features share similarities with structures but are generated in the same manner as trees and ores. They will generate even when the "Generate Structures" option[JE only] is disabled. These cannot be located using the /locate command. Removed structures These are structures that have been removed or exist only in older versions of Minecraft. Generation Structures are generated for a given chunk after the terrain has been formed. The chunk format includes a tag called TerrainPopulated that indicates whether structures whose "point of origin" is in that chunk have been generated. If it is false or missing, it generates again. Structure generation is based on what is already in the chunk, so (for example) flagging a chunk that has already been populated for repopulation approximately doubles the amount of ore in it. When structures are generated, they can spill over into neighboring chunks that have been previously generated. Data values The following table lists configured structure features' IDs in Java Edition and structure features' IDs in Bedrock Edition. These IDs can be used in /locate command. In Java Edition, there are some structure tags in vanilla game. #on_treasure_maps Achievements Advancements History Issues Issues relating to "Structure" are maintained on the bug tracker. Issues should be reported and viewed there. See also External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Area_Effect_Cloud] | [TOKENS: 1255] |
Lingering Potion Common Luck and Uncraftable[JE only], Decay[BE only]: No All others: Yes No Lingering potions are variants of splash potions that can be thrown to leave clouds with status effects that linger on the ground in an area. Contents Variants Base potions Effect potions Obtaining During ominous trials, each ominous trial spawner has an equal chance to randomly dispense one of these lingering potions on top of either a player or a mob it spawns: These lingering potions are directly dispensed into the world and cannot be obtained in the inventory. Usage Height: 0.5 blocksWidth: Varies Lingering potions are thrown, like splash potions, by using them. On impact they break, and after a second they create a lingering cloud with their effect. The cloud is made of the potion particles corresponding to the potion that was thrown. Unlike splash potions, lingering potions do not activate their effect immediately on impact. The cloud starts with a radius of 3 blocks, decreasing to 0 over the course of 30 seconds. During the cloud's existence, any player or mob that walks into it after the first second gets the corresponding status effect; this decreases the radius by a 1⁄2 block immediately, reducing the cloud's lifespan by 5 seconds. For effects with duration, the duration applied by the cloud is 1⁄4 that of the corresponding potion. For effects without duration such as healing or harming, the potency of the effect is 1⁄2 that of the corresponding potion. The effect may be applied consecutively if the player or mob remains in the cloud. For example, a player throwing the Lingering Potion of Healing II straight down consumes the cloud within a few seconds while being healed 5 times for a total of 20HP × 10 health. As far as healing is concerned, this makes the lingering potion much more powerful than the regular or splash potion, provided that the player is away from other mobs or players. Lingering potions can also be thrown out of dispensers like splash potions. In Java Edition, creepers with potion effects will explode with their effect dropped as if a lingering potion was thrown. Like the splash water bottle, a lingering water bottle puts out fire, damages endermen, blazes, striders, and snow golems by 1HP, and restores 1800 game ticks (90 seconds) of air to axolotls. In Java Edition, it creates no effect cloud, while in Bedrock Edition it creates an effect cloud that extinguishes burning entities that walk into it. In Bedrock Edition, a lingering awkward, mundane, or thick potion acts similar to the lingering water bottle, being able to extinguish burning entities and damage endermen, blazes, and snow golems, but without the ability to put out fires. Lingering water bottles can be used on dirt, coarse dirt, or rooted dirt to turn it into mud. In Bedrock Edition, using a lingering potion on a cauldron adds one level of that potion to the cauldron. Attempting to add a lingering potion to a cauldron with water, dyed water or a non-matching potion empties the cauldron and creates an explosion sound (but no actual explosion). In Java Edition, the uncraftable lingering potion is a lingering potion with no effect that is unobtainable in survival mode. It is also available in potion and splash potion forms, as well as for tipped arrows. It can be obtained using the following command: /give @s minecraft:lingering_potion. It is also obtained when a lingering potion has invalid or missing potion effect tags, and thus serves as a placeholder. Behavior Height: 0.25 blocksWidth: 0.25 blocks Acceleration, Drag, Position 0.05 (double) 0.99 (float) 4.95 b/t (99 m/s) 99 blocks per b/t of initial velocity When thrown by a player, lingering potion experiences initial speed of about 0.5 block/tick with slight initial pitch angle deflection of -20°. Its movement follows the ticking order of acceleration, drag, position and this can be simulated to predict the overall trajectory. Below is a calculator to predict the initial conditions in order to hit a desired coordinate: 0.99 degUnreachable1 Direct hit Lingering potions shot by dispensers behave in the exact manner as when they were thrown by a player, with the only difference in their initial conditions. The initial position of lingering potions when shot by a dispenser offsets exactly 0.7 blocks forward and 0.1 blocks higher from the center of the block. Their initial speed is slightly randomized, which averages to about 1.375 block/tick. Thrown lingering potions collide with blocks according to their collision box. They also collide with entities, but with the entities' collision box inflated to about 0.3 blocks in every direction. They collide with all living entities, including minecarts, boats, end crystals, falling blocks, and TNT. Custom effects In Java Edition, lingering potions can be obtained with any status effect using /give and the potion_contents data component. Sounds Java Edition: Lingering potions use the Friendly Creatures sound category for entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: In Bedrock Edition, lingering potions use the following item data values to indicate the kind of potion: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Lingering potions when thrown have entity data that define various properties of the entity. Java Edition: Bedrock Edition: The cloud that is created when: lingering potions are thrown; creepers with potion effects explode; dragon fireballs hit the ground, is an entity, which has entity data that defines the properties of the entity. 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 "Lingering Potion" 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:Pink_Stained_Glass_JE3_BE3.png] | [TOKENS: 88] |
File:Pink Stained Glass JE3 BE3.png Summary Render of a Pink 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/Pink_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/File:Pink_Stained_Glass_Pane_(EW)_JE9.png] | [TOKENS: 114] |
File:Pink 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/Special:RandomRootpage/Main#mw-head] | [TOKENS: 507] |
Diamond Chestplate Adult model Baby model[upcoming First Drop 2026] Common 8 () 2 () JE: 528BE: 529 10 0 Yes No A diamond chestplate is a variant of chestplate crafted from diamonds. It is the second-highest tier of chestplate, having higher armor points, armor toughness, durability, and enchantability than an iron chestplate. It can be upgraded into a netherite chestplate using a netherite ingot and netherite upgrade at a smithing table. Contents Obtaining Zombies, husks, skeletons, strays, and bogged have an extremely small chance to spawn wearing diamond armor. There is a 8.5% chance (9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III) for the mob to drop the chestplate they're wearing upon death unless they are spawned from an ominous trial spawner. The dropped chestplate is usually badly damaged, and may be enchanted with enchantment levels 5-19. Usage When worn, a diamond chestplate provides 8 () armor points and 2 () armor toughness. Two damaged diamond chestplates can be combined through crafting or using the grindstone. The durability of the used diamond chestplates are added together, plus an extra 5% durability. Both the crafting table and grindstone methods do not keep the enchantments of either chestplate. A diamond chestplate can also be repaired in an anvil by adding diamonds, with each one restoring 25% the chestplates' maximum durability, rounded down. Two chestplates of the same tier can also be combined in an anvil. Both methods using the anvil preserves the chestplate's enchantments. A chestplate can receive the following enchantments: It is possible to upgrade armor with trims. This requires a smithing template, a chestplate, and an ingot or crystal (iron ingot, copper ingot, gold ingot, netherite ingot, emerald, redstone dust, lapis lazuli, amethyst shard, nether quartz, diamond, or resin brick). These trims have no effect on the gameplay or strength of the armor. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Advancements History Issues Issues relating to "Diamond Chestplate" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Special:RandomRootpage/Main#searchInput] | [TOKENS: 1402] |
Mob A mob (short for mobile, mobile entity, or mobile object) is an AI-driven game entity. All mobs can be attacked or hurt (from falling, attacked by a player or another mob, falling into the void, hit by an arrow, etc. with the exception of natural creakings), and have some form of voluntary movement. Different types of mobs often have unique AI and loot. Contents Spawning Mobs spawn in various ways. Most mobs spawn naturally, depending on the light level, biome, and their surroundings. For example, most animals are found in bright areas on the surface, while hostile monsters are commonly found in the dark (whether it's a cave, monster room, mansion, or at night). Animals usually spawn upon chunk generation, while hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including passive and neutral animals, and even hoglins, have the ability to be bred by the player, creating offspring. Villagers cannot be directly bred by the player, instead randomly breeding depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most mobs never spawn on transparent blocks, in water (except aquatic creatures), in lava (except for striders), on bedrock, or on blocks less than a full block tall (such as slabs placed on the bottom half). The exception is monster spawners, from which monsters can spawn naturally on any block including air. Some mobs (like the snow golem and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed. The ender dragon can be respawned with four end crystals. A rare occurrence of spawning are the jockey mobs, which is a mob riding another mob. Players can also spawn mobs easily by using spawn eggs in Creative mode or the /summon command. Many mobs despawn (cease to exist) after a certain amount of time if far enough from the player. In Java Edition, most passive mobs do not despawn, while most monsters do. In Bedrock Edition, almost all mobs despawn. Mobs can be prevented from despawning if they are named with a name tag, and in Java Edition[verify], also in a boat. Behavior Mobs are affected by the environment in the same ways as the player; they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacks from weapons, the /kill command, etc.). Some mobs may be resistant or immune to certain hazards, such as some Nether mobs, which are immune to fire. All aquatic mobs except dolphins are immune to drowning. Mobs can ride minecarts and other mobs can climb up ladders. When mobs are killed, they turn to smoke particles and drop items that may be useful resources. Each type of mob in Minecraft has a certain AI (artificial intelligence) system with different behaviors and mechanics. Mobs ordinarily wander around at random if there is a player within 32 blocks and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced path-finding system that allows them to navigate through obstacles to get to a desired object or destination. Passive mobs flee in random directions after being hurt, while hostile mobs face and chase/attack the player as soon as the player comes close. Neutral mobs remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob becomes hostile toward and attacks the entity that hit it. Most mobs are aware of players within (a Euclidian distance) 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away. Mobs are harmless to players in Creative mode. Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, tall grass, or glass panes. In Java Edition, all mobs (except for wardens) try to avoid walking over rails unless pushed onto the rails by other mobs. Using specific name tags on mobs can result in unusual behavior or rendering. See Name Tag § Easter eggs for details. List of mobs Mobs are listed and classified by their nature from the player's perspective. For more details on a particular mob, click on them to view their individual page. Passive mobs are harmless mobs that do not attempt to attack players, even when provoked or attacked, though some of them may attack other mobs. Most of them are animals and can be bred or tamed. Hostile-adjacent: These mobs, although passive, are considered monsters and are involved in mechanics pertaining to hostile mobs. They spawn as hostile mobs with no direct damage capabilities, with their riders controlling their pathfinding. Neutral mobs are sometimes passive and sometimes hostile toward the player. These mobs usually require provocation from the player in one way or another to attack or become hostile, while some can be naturally hostile and have a way to be pacified. Hostile mobs are dangerous, aggressive monsters that always attack the player within their respective detection ranges. Monsters in general, whether passive or neutral, are involved in mechanics pertaining to hostile mobs regardless of behavior. Boss mobs are special hostile mobs that are tougher and more dangerous than other mobs. They do not spawn randomly and are confronted intentionally. All boss mobs have a bossbar featuring their name and health. Boss mobs provide unique challenges and equivalent rewards, such as XP or useful items. These passive mobs are designed primarily for Adventure maps and add-on creating, rather than regular gameplay. They are used in Minecraft Education for coding, education, or interactive learning. Both are only accessible with commands in Bedrock Edition. These mobs cannot spawn without the use of /summon or spawn eggs. Old villagers and old zombie villagers cannot be spawned at all. These entities are grouped within the "living entities" category in the game code. In Bedrock Edition, they are all under the mob class in the entity format. Mannequins and cameras are creative-only entities. Removed mobs are mobs that no longer exist in current versions of the game. Mobs that were added as April Fools' Day jokes in Java Edition, and cannot be found in the normal version. These mobs, although similar to their non-joke counterparts, are their own mobs. Mobs that were announced by Mojang as potential additions to the game, but either got scrapped or shelved indefinitely. Mobs that were briefly mentioned by Mojang Studios on social media and other platforms. Classification Knockback resistance Some non-boss mobs resist a certain percentage of knockback from attacks. Damage dealt by mobs Achievements Advancements Videos History Issues Issues relating to "Mob" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu |
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