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[SOURCE: https://minecraft.wiki/w/Slime] | [TOKENS: 1786] |
Slime Big: 16HP × 8Semi-large: 9HPMedium: 4HPSmall: 1HP Hostile Monster Big:Easy: 3HPNormal: 4HPHard: 6HPSemi-large: Easy: 2.5HP × 1.25Normal: 3HPHard: 4.5HP × 2.25Medium:Easy and Normal: 2HPHard: 3HPSmall: 0HP Big:Height: 2.08 blocksWidth: 2.08 blocks Semi-large:Height: 1.5625 blocksWidth: 1.5625 blocks Medium:Height: 1.04 blocksWidth: 1.04 blocks Small:Height: 0.52 blocksWidth: 0.52 blocks [needs testing in Bedrock Edition] Slimes are cube-shaped hostile mobs that spawn deep underground in particular chunks, aboveground in swamps, or when an Oozing-affected entity dies. They move by jumping, chase after their targets, and usually deal damage on touch. Slimes spawn in different sizes, and larger ones split into smaller ones on death. Contents Spawning Slimes spawn naturally in 3 sizes: small, medium, and large. A fourth size, known as semi-large, only spawns from trial spawners and never naturally. Slimes have an NBT tag, [Byte] Size, which determines their size. Small, medium, and big slimes have their Size set to 0, 1, and 3 respectively. Using the /summon or /data commands, a slime can be given any Size in the range from 0 to 126 (inclusive).[verify for Bedrock Edition] A slime needs a space of 2.04×2.04×2.04 blocks to spawn, which must be clear of solid and liquid obstructions. When a slime attempts to spawn, the game checks to see if the space requirement is followed. Therefore, small and medium slimes are not able to spawn in 2-block tall areas even though it would normally be enough room for other small mobs. Any block within the space, even a glass pane, can prevent slimes from spawning. The random distribution of slime sizes is affected by regional difficulty: chances range from 33% for each size at the low difficulty to 16% small, 33% medium, and 50% big with higher difficulty. Slimes can spawn in swamps and mangrove swamps between the altitudes of Y=51 and Y=69 (inclusive) when the provided light level is 7 or less. They spawn most often on a full moon, and never on a new moon. More precisely, the game checks two factors: If these conditions are met and the altitude is acceptable, there is a 50% chance of spawning a slime. The light level requirement for slime spawning in swamps is different from that of most hostile mobs, which spawn only at light level 0. This allows slimes in swamps to spawn in dimly-lit areas where most hostile mobs can't, allowing swamp-based slime farms to be built. Slimes spawn in the Overworld in slime chunks below the layer of Y=40 in groups of four[JE only] or individually[BE only], regardless of the lighting or weather conditions. About 1⁄10 of all chunks are generated as slime chunks, but they are not determined randomly. An algorithm is used to determine whether each chunk is a slime chunk. In Java Edition, whether a chunk at a particular set of coordinates becomes a slime chunk is determined by the world's seed. In Bedrock Edition, however, they are generated at the same coordinates in every world. In Java Edition, slime chunks are determined pseudo-randomly by combining their chunk coordinates with the seed of the world. This Java code can be used to print a message to the terminal indicating whether one specific chunk is a slime chunk.[verify for Java Edition] The chunk coordinates and the world seed are combined to make a specific RNG seed to generate a random integer between 0 and 9 (inclusive). If the random integer is 0, then the chunk is a slime chunk. World coordinates can be converted to chunk coordinates by dividing by 16 and then rounding down. The world coordinates and the chunk coordinates are both 32-bit integers (instances of int). In Bedrock Edition, the algorithm does not depend on the world seed, so the chunks that slimes can naturally spawn in inhabit the same coordinates for every world. Each trial chambers structure has a 25% chance to select slimes as the "small melee" mob for its trial spawners. This means only about 25% of trial chambers contain slime spawners within them. Slimes from trial spawners spawn in sizes 1 (medium) and 2 (semi-large), unlike slimes that spawn in slime chunks and swamps, which come in sizes 0, 1 and 3 respectively. During ominous trials, each ominous trial spawner has a 1⁄7 chance to dispense lingering potions of Oozing, which spawn two medium slimes upon an affected entity's death. Any type of ominous trial spawner can dispense Oozing potions, regardless of the mob type it spawns. If an entity inflicted with the Oozing effect dies, two medium-sized slimes appear at its death location. In Java Edition, Oozing only spawns slimes in a 5×5×5 cube up to the maximum entity cramming count (default to 24). Drops From a single large slime, a player can expect an experience and slimeball yield of 12-28 and 0-32, respectively. The average yield from a single large slime is usually around 19 experience and 9 slimeballs. Java Edition: Bedrock Edition: 1XP when killed by the player Behavior Slimes move by hopping, which they do every 10 to 30 ticks (1⁄2 to 1 1⁄2 seconds). They can swim in water and climb ladders and scaffolding. Unlike other mobs, slimes continue moving when no players are nearby. Their exact routine is as follows: The slime searches for a player (or, failing that, an iron golem) within 16 blocks (spherical) distance. Unlike most mobs, slimes do not pathfind toward their target, always approaching their target in a straight line without avoiding environmental hazards such as lava, cactus or dangerous falls. This means they can easily get stuck in corners or behind walls, not knowing how to circumvent them. This behavior is shared by magma cubes. A slime's maximum health is equal to its size squared, and its dimensions are 0.51 blocks times its size in each dimension. When a slime attacks, it deals damage equal to its size, except for size 0 (smallest) slimes, which do no damage, and do not prevent sleeping. Because small slimes still have a hostile AI, they continuously try to attack the player. A slime's jump distance also depends on its size; a slime jumps a distance slightly farther than its length. When landing, a number (8 times the slime's size) of slime particles appear. Regardless of size, slimes always jump 1 block high. When a slime larger than 0 dies, it spawns 2-4 new slimes equivalent to its size divided by 2, rounding down. A slime that was named with a name tag produces smaller slimes with the same name when it dies. Slimes continuously damage all players, snow golems[Bedrock Edition only], and iron golems they collide with (although damage immunity reduces the actual damage to 1 attack every half second), unlike other mobs that damage only those targets they specifically attack and as a result they deal damage about twice as quickly as other mobs. Slimes in water attempt to swim to the surface if possible. If forced to stay submerged, they eventually drown, splitting into smaller slimes that drown and finally drop slimeballs. Slimes are immune to Oozing. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Slimes have entity data associated with them that contains various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: Video Note: This video is from 2012. Since then, slime spawning in swamps has been added to the game. History Issues Issues relating to "Slime" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also External links References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Pillager_patrol] | [TOKENS: 1253] |
Patrol A patrol (officially a pillager patrol) is a rare, naturally-spawning group of pillagers, led by a patrol captain. Contents Spawning Patrols spawn as a group of 1-5 pillagers in Java Edition or 2-5 pillagers in Bedrock Edition, one of which is a raid captain (referred to as a “patrol captain” in this article to avoid confusion). The patrol captain wears an ominous banner, and the other pillagers follow the captain around. In Java Edition, patrols never spawn if /gamerule doPatrolSpawning is set to false. In Bedrock Edition the equivalent is /mobevent pillager_patrols_event false. Patrols spawn naturally after the world age reaches 100 minutes (5 in-game days), then after a delay of 10–11 minutes (13200 ticks excluded), an attempt is made to spawn a patrol with 20% chance of proceeding. After an attempt is made, the delay is reset. Patrols can spawn both above ground and underground in any Overworld biome except mushroom fields, although patrols may wander through this biome after spawning. Patrollers do not spawn in Peaceful difficulty and require spawn_mobs[JE only] or domobspawning[BE only] and spawn_monsters[JE only] to be set to true. Every time the delay is over, a random player is selected, if any are online. If this player is not in spectator mode and not within a 5 by 5 by 5 subchunk cube around a village, the spawn attempt proceeds. Patrols can spawn on the same blocks as other mobs (e.g. dirt, but not bedrock) but have different light level requirements: they require a block light level of 8 or lower. Unlike other mob spawning, pillagers from pillager patrols can spawn inside blocks with a hitbox like carpets. The block must be ignored in the heightmap MOTION_BLOCKING_NO_LEAVES, and must not be a redstone component, rails, a fluid or a full block (this only affects snow). The game picks a random location 24–48 (48 excluded) blocks along each of the X and Z axis away from the player to try to spawn the patrol's captain at the top motion-blocking block, ignoring Leaves (e.g. it is possible for it to spawn under leaves). If a pillager cannot spawn at the chosen position, it gives up and does not spawn anything. If the captain can spawn, the game tries to spawn the value of localDifficulty (rounded up) more pillagers, with each pillager spawning within a 4-block radius square around the previous pillager. In Bedrock Edition, patrols spawn around 24–48 blocks away from the player (or more than 48 blocks away if the player is in a village). Additionally, patrols can spawn in biomes where common monsters cannot spawn such as: Patrols spawn on solid blocks at light level 0–7.[verify] Players can summon patrol captains and patrol members via command using NBT. Summon patrol captain: Summon patrol member: Players can summon patrol captains and patrol members via command using spawn event. Summon patrol captain: Summon patrol member: Summon unused vindicator patrol captain: Behavior Patrols wander around and attack nearby players, adult villagers, wandering traders, trader llamas (including trader llamas no longer attached to a trader), snow golems[BE only], and iron golems. The patrol members' heads turn to follow a player or villager-like mob who looks at them or attracts their attention. A player or villager-like mob who approaches within 10 blocks of the patrol provokes them into loading their crossbows and attacking, and pursuing if the player flees. The pursuit lasts until either of the parties dies or gets far enough away. In Java Edition, any illagers, ravagers or witches that did not spawn with the patrol can join the patrol if sufficiently near a patrol captain. Evokers and illusioners who join a patrol wander around but do not seek out targets like other members in the patrol. They still do cast spells to attack mobs, however. Witches that join the patrol assume the patrol's behavior. If a "Johnny" vindicator joins a patrol, all patrol members assume the Johnny vindicator's aggressive behavior, attacking any non-illager mob, which includes witches and ravagers (which are not illagers in Java Edition), except baby villagers and ghasts. This can lead to the patrol attacking their own ravager and witch patrol members if any are present. In Bedrock Edition, when one of the patrol members is attacked, it alerts nearby patrol members within 10 blocks to attack the same target as a swarm. The attacker can be any mob and doesn't need to be a player, and the distance between attacker and patrol can be up to 64 blocks away from alerted patrol members. This means that a llama who accidentally spits on a patrol member can provoke all of the members of the patrol at once. Vindicator patrol members target and attack the player without prior provocation. A patrol spawned by a player might not function properly; instead, causing some of the patrol members to wander around. One of the ways to fix this is to reduce the size of the patrol to around 5 members. Another way is to make the captain move, as the rest of the patrol members can move along with it and follow it around. Witches might not function properly in a patrol because they are not an illager. Just like normal pillagers, when a patrol pillager's arrow hits another pillager, the hit pillager does not retaliate. The patrol captain always drops an ominous banner and ominous bottle upon death. When a patrol captain is killed by a player or tamed wolf, it drops 1 ominous bottle of a random level (level I-V). This drop is unaffected by Looting. History Issues Issues relating to "Patrol", "Pillager patrol", or "Illager patrol" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.11#cite_note-7] | [TOKENS: 658] |
Java Edition 1.21.11 Java Edition Mounts of Mayhem December 9, 2025 Client Obfuscated (.json)Unobfuscated (.zip)[note 1] Server ObfuscatedUnobfuscated ClientServer 774 4671 75.0 94.1 Java SE 21 ◄ 1.21.10 1.21.11, the release of Mounts of Mayhem, is a game drop for Java Edition released on December 9, 2025, which adds the nautilus, zombie nautilus, nautilus armor, spears, netherite horse armor, camel husks, parched, and zombie horsemen. A separate unobfuscated version of 1.21.11 was released, titled 1.21.11 Unobfuscated (or 1.21.11_unobfuscated when in the launcher). This is an experimental version released in preparation for obfuscation being removed from Java Edition clients and servers. 1.21.11 is the final version of Java Edition to be obfuscated, the final version released in 2025, the final version to require Java 21, and the final version to use the old 1.x.y version format. Contents Additions Nautilus armor Netherite horse armor Spawn eggs Spear Camel husk Nautilus Parched Zombie nautilus /stopwatch Advancements Death messages Effects Enchantments Environment attributes "attributes": { "minecraft:visual/fog_color": "#ffaa00", "minecraft:gameplay/water_evaporates": true } "attributes": { "minecraft:visual/water_fog_radius": { "modifier": "multiply", "argument": 0.85 } } { "type": "minecraft:block_crumble", "block_state": { "Name": "minecraft:dirt" } } Game rules Item components Loot functions Options Slot sources Splash Tags Timelines Changes Decorated Pots Leaves General Elytra Leather horse armor Spawn Eggs Bats Horses, mules, donkeys, zombie horses and camels Llamas and trader llamas Parrots Piglin Zombie and husk Zombie horse Zombie villager Zombified piglin Bastion remnant Buried treasure End city Ocean ruins Shipwreck Village General /execute /worldborder Advancements Clouds Sky World border General Advancement trigger Biomes Block models Blockstates definition Chunks Controls Damage types Data pack Debug renderer Dimension types Enchantment definition Entity data Fog Fonts Game rules Game Tests Graphics Item components Item models Key binds Loot functions Loot tables Minecraft Server Management Protocol Mob variant definitions Options Panorama Predicates Resource pack Server Settings Shaders & Post-process Effects Sounds Sprite Animations Statistics Tags Texture atlases Textures UI UI Sprites Fixes 104 issues fixed From released versions before 1.21 From 1.21 From 1.21.1 From 1.21.4 From 1.21.5 From 1.21.6 From 1.21.7 From 1.21.8 From 1.21.9 From 1.21.10 Videos Trivia Notes References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Far_Lands] | [TOKENS: 1334] |
Far Lands The Far Lands in Java Edition No The far lands were a terrain generation bug and a hard world boundary that appeared when the noise generators responsible for creating the shape of terrain stopped functioning properly due to an integer overflow. This resulted in massive, spongy walls of terrain appearing around 12,550,821 blocks from the world spawn. They appeared as if they had been pulled and stretched apart, with layers of stone, dirt, and other blocks forming bizarre and fragmented formations. The insides of Far Lands were long dark tunnels, featuring sharp edges and extreme landscapes. Mobs might spawn in there, with monsters being the most common. The top and corners of the Far Lands are mostly flat, filled with trees and occasionally villages. Reaching further at 1,004,065,811 blocks, the noise generators would break down again and produce even more stretched terrain, these often being called the "Farther Lands". The Far Lands were fixed later on Beta 1.8 Pre-release, and an intentional world border was placed more than twice as far as the former hard boundary on Java Edition 1.8, but they still retain a legacy as one of the franchise's most famous glitches, even being referenced in other official games such as Minecraft: Story Mode and Super Smash Bros. Ultimate. The Far Lands technically still exist in the game, however, they are far beyond the world border.[needs testing] Contents By edition General information Due to many occurrences at high distance being lumped together with each other, confusion often arises as to what is related to or caused by the Far Lands, and what is not. The following is a list of things which are commonly misattributed to being a product, effect or even type of the Far Lands, despite not being so. Precision loss errors are not caused by the Far Lands The position where the world appears to render is considerably offset at the point where the Far Lands begin in Java Edition Beta 1.7.3 and earlier, with a magnitude of one block, with the player appearing to be at the edges and corners of blocks at all times. However, this is purely a floating-point bug, and exists whether or not the Far Lands themselves do. This can be demonstrated by the following: This is also true of every other precision loss bug, especially those which were not fixed in Beta 1.8 and persisted into later versions after the Far Lands were removed in said version, demonstrating that they are two completely different things which are associated with each other due to happening at high distances. The Stripe Lands are not a type of Far Lands The Stripe Lands, a mostly Bedrock Edition-exclusive phenomenon which can be seen in Java Edition only through extensive modding, are another example of floating-point precision loss, and are not a terrain bug. Fake chunks are not caused by the Far Lands "Fake" chunks at the world boundary are another anomaly that happens at high distances. Occurring considerably past the Far Lands' beginning, they are commonly said to be a "part" or "layer" of the Far Lands. While they are among the interesting effects which can be experienced when moving high distances from the world origin, their occurrence is a distinct phenomenon, and, to an extent, actually intended. This is further reinforced by them being at a rather round number (32 million), rather than the seemingly overall arbitrary 12,550,824 of the Far Lands, or power-of-two values such as 16,777,216 where precision loss worsens. Hard limits are not caused by the Far Lands While the Far Lands themselves are technically a hard limit due to arising from integer overflow, they are treated solely as a terrain phenomenon, and the game still functions fine with them. Integer overflows in other cases such as player position are much more dangerous and much harder to reach, and are considered separately. The Far Lands comprise a very, very wide array of terrain generation bugs. The effects vary depending on which noise generator breaks (for traditional Far Lands, "low noise" and "high noise" are jointly responsible), as well as the player's distance on each axis (the "Edge Far Lands" refer to when noise breaks on only one axis, the "Corner Far Lands" on two, and the "Vertex Far Lands" on three). Other noise generators are capable of breaking down. Selector noise, a noise generator which determines whether low noise or high noise is used at a given position in the world, breaks down 80 times further than low and high noise by default, giving rise to what is known as the "Farther Lands". A full list of Java Edition noise generators known to break down and give rise to their own unique effects is as follows. Note that it assumes that the X and Z axes are identical, and ignores the Y axis; in many cases, the Y axis has a different value from the X and Z axes, whereas in other cases the noise generator is entirely 2D. Walking to the Far Lands is the time-consuming challenge involving a terrestrial journey 12.5M blocks out of spawn. The most common version used is b1.7.3 as this is the last version to contain the Far Lands and has the conveniences such as beds that some previous versions don't have. Over 30 players have attempted the feat legitimately, with about 1/3 completing the journey, 1/3 currently walking (as of October 2023) and 1/3 having gone inactive (including one real life death, TinfoilChef). The first player to complete the journey (without using the Nether as a means of shortcut) was KilloCrazyMan between 2019-20. Notch awarded him $6,000 through two separate donations. The most famous is Far Lands or Bust with KurtJMac, through which he helped raise over $500,000 for various charities over the course of 14 years. KurtJMac completed his journey to the Far Lands on October 4th, 2025. Time-wise, the walking (not sprinting) speed is 4.3 blocks per second. Walking for 6 hours per day is equal to 21,600 seconds, giving a travelled distance of 92,880 blocks every day. Walking to the 12.5M Far Lands would take just under 136 days at this pace. Furthermore, two people, Xelanater, and qSav, have reached the Nether Far Lands legitimately. History Trivia Gallery These screenshots are made using mods or any other means that would not be possible in the vanilla game. References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Commands/item] | [TOKENS: 93] |
/item 2 None Manipulate or copy items in the inventories of blocks (chests, furnaces, etc.) or entities (players or mobs). Contents Syntax Syntax displayed in various ways Arguments <pos>: block_pos <targets>: entity <slot>: item_slot <modifier>: loot_modifier <item>: item_stack <count>: integer <sourcePos>: block_pos <sourceTarget>: entity <sourceSlot>: item_slot Result Output Examples History See also Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Tag_(Java_Edition)] | [TOKENS: 733] |
Tag (Java Edition) Tags (also called registry tags) in data packs allow players to group different game elements together. Tags act as references to groups of registry entries, letting Minecraft treat multiple items, blocks, or entities as a single category. For example, the tag #minecraft:logs represents all log blocks, so commands or recipes using that tag automatically apply to oak logs, birch logs, and any other block included in it. Tags are one of the most powerful data pack features for organizing and modifying game behavior without editing core files. While some tags are only used in certain data pack files, others are used in hardcoded properties of a specifics features, where modifying such tags is the only way to include or exclude a certain property from a given features without mods. Contents Usage Tags are part of the data pack directory structure, highlighted below: Minecraft defines many tags in the vanilla data pack in the minecraft namespace. These tags are often referenced by the code or other vanilla data pack files. Modifying those tags through a data pack therefore has a direct effect. For example, vanilla block tags are used for various block behaviors, vanilla item tags are used for various item behaviors, vanilla advancement files and vanilla recipe files, and vanilla entity type tags are used for various mob behaviors. See § List of tag types section for their usages. The resource location of a tag is also in the format of <namespace>:<path>, where namespace is the name of the folder that the tags folder is in, and path is the JSON file's path under the respective tag folder. For example, JSON file 'data/wiki/tags/block/foo/example.json' defines a block tag with the resource location of wiki:foo/example. To distinguish normal contents from tags, a # is usually required before tag's resource location. Examples This tag could be saved at data/example/tags/block/my_logs.json and used in commands or loot tables as #example:my_logs. This adds cherry_log to the vanilla logs tag without overwriting its contents. Setting replace to true completely overrides any lower-priority tags with the same name, replacing their contents entirely. Optional entries prevent load errors when a referenced object is missing (for example, in a different modded setup). List of tag types This section lists the tag types that are used by the game to affect its behavior in various ways, as well as those that are populated by default, even if the game does not use them to control some behavior. It is possible to define tags for any registry and also functions. The list below show only the ones used by the game. Behavior and priority When multiple data packs define the same tag: Because tags merge across data packs, they are commonly used by mods and servers to extend vanilla behavior without overwriting files. Many vanilla tags, such as #minecraft:planks or #minecraft:mineable/pickaxe, are referenced by block properties and determine what tools or interactions are valid. When tags are merged across data packs, their values are append at the end of the resulting in memory tag, in the order of the data packs load. When reading a tag, Minecraft browes it in the order of wich the values are writen in the file, procecing recursively for each sub-tag enconter. Since the vast majority of tags are used for simple boolean check if this value is or not in the tag, placing a value at the start or the end of a tag don't matter. The order is used, for example: History Issues Issues relating to "Tag" are maintained on the bug tracker. Issues should be reported and viewed there. Related pages See also Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Timeline] | [TOKENS: 176] |
Timeline Timelines control game behavior and visuals based on the absolute day time through environment attributes. Contents JSON format An easing type specifies the interpolation easing between keyframes of an attribute track. Two easing types are available which do not interpolate into or out from keyframes: The rest of the easing types are all variations of a set of interpolation kinds, resized and moved to fit each segment of the track. Each is available in three forms; in_, out_, and in_out_. in_ applies the easing from the value of a keyframe after it's been passed, out_ applies the easing into the value of a keyframe before it's been passed, and in_out_ combines the two and applies the easing both from a keyframe and into the next one. The types of easing which support in_, out_, and in_out_ are as follows: History Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.11?action=edit§ion=8] | [TOKENS: 230] |
Editing Java Edition 1.21.11 (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 2 hidden categories: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.11#cite_note-8] | [TOKENS: 658] |
Java Edition 1.21.11 Java Edition Mounts of Mayhem December 9, 2025 Client Obfuscated (.json)Unobfuscated (.zip)[note 1] Server ObfuscatedUnobfuscated ClientServer 774 4671 75.0 94.1 Java SE 21 ◄ 1.21.10 1.21.11, the release of Mounts of Mayhem, is a game drop for Java Edition released on December 9, 2025, which adds the nautilus, zombie nautilus, nautilus armor, spears, netherite horse armor, camel husks, parched, and zombie horsemen. A separate unobfuscated version of 1.21.11 was released, titled 1.21.11 Unobfuscated (or 1.21.11_unobfuscated when in the launcher). This is an experimental version released in preparation for obfuscation being removed from Java Edition clients and servers. 1.21.11 is the final version of Java Edition to be obfuscated, the final version released in 2025, the final version to require Java 21, and the final version to use the old 1.x.y version format. Contents Additions Nautilus armor Netherite horse armor Spawn eggs Spear Camel husk Nautilus Parched Zombie nautilus /stopwatch Advancements Death messages Effects Enchantments Environment attributes "attributes": { "minecraft:visual/fog_color": "#ffaa00", "minecraft:gameplay/water_evaporates": true } "attributes": { "minecraft:visual/water_fog_radius": { "modifier": "multiply", "argument": 0.85 } } { "type": "minecraft:block_crumble", "block_state": { "Name": "minecraft:dirt" } } Game rules Item components Loot functions Options Slot sources Splash Tags Timelines Changes Decorated Pots Leaves General Elytra Leather horse armor Spawn Eggs Bats Horses, mules, donkeys, zombie horses and camels Llamas and trader llamas Parrots Piglin Zombie and husk Zombie horse Zombie villager Zombified piglin Bastion remnant Buried treasure End city Ocean ruins Shipwreck Village General /execute /worldborder Advancements Clouds Sky World border General Advancement trigger Biomes Block models Blockstates definition Chunks Controls Damage types Data pack Debug renderer Dimension types Enchantment definition Entity data Fog Fonts Game rules Game Tests Graphics Item components Item models Key binds Loot functions Loot tables Minecraft Server Management Protocol Mob variant definitions Options Panorama Predicates Resource pack Server Settings Shaders & Post-process Effects Sounds Sprite Animations Statistics Tags Texture atlases Textures UI UI Sprites Fixes 104 issues fixed From released versions before 1.21 From 1.21 From 1.21.1 From 1.21.4 From 1.21.5 From 1.21.6 From 1.21.7 From 1.21.8 From 1.21.9 From 1.21.10 Videos Trivia Notes References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Particles_(Java_Edition)] | [TOKENS: 225] |
Particles (Java Edition) Particles are special graphical effects in Minecraft that are created when certain events occur, such as explosions, rainfall, or smelting items in a furnace. Contents Behavior Particles are rendered as front-facing 2D sprites, meaning they always face the player. They disappear after a short animation, in which they may change sizes and rotate, and cycle between a number of animation sprites. They collide with solid blocks and are slowed by cobwebs, but are unaffected by other entities.[verify] Particles generate in a spherical area around the player with a radius of 32 blocks. (Except campfire smoke and firework particles, which generates in any loaded chunk.) The /particle command can be used to create particles. If a player uses the "minimal" particles option in the video settings, some particles may not appear. Types of particles The types of particles and their ID names are displayed below. Particles are namespaced with the prefix minecraft:. Issues Issues relating to "Particles" are maintained on the bug tracker. Issues should be reported and viewed there. History Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Dark_Oak_Leaves_(fast)_JE3.png] | [TOKENS: 143] |
File:Dark Oak Leaves (fast) JE3.png Summary Leaves as they appear in Java Edition 1.21.11 Pre-Release 2 with the "See-Through Leaves" setting turned off. 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 7 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/File:Acacia_Leaves_(fast)_JE3.png] | [TOKENS: 143] |
File:Acacia Leaves (fast) JE3.png Summary Leaves as they appear in Java Edition 1.21.11 Pre-Release 2 with the "See-Through Leaves" setting turned off. 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 7 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/Decorated_Pot] | [TOKENS: 843] |
Decorated Pot Only bricks: YesWith pottery sherd(s): No Yes (64) Any tool 0 0 No Yes Yes No No 50 TERRACOTTA_RED A decorated pot is a storage block crafted from bricks and/or pottery sherds, with the items used individually affecting the appearance of its four side faces. It can store a single inventory slot's worth of items, which cannot be seen or retrieved by hand without breaking the pot. Contents Obtaining Decorated pots can be broken with any tool and are mined instantly, even when under the Mining Fatigue effect. A decorated pot drops the four pottery sherds or bricks used to craft it when mined with a pickaxe, axe, shovel, hoe or sword not enchanted with Silk Touch. It drops itself when mined with anything else, including tools listed above enchanted with Silk Touch. In either case, the tool does not lose durability. A decorated pot breaks when hit by one of the following projectiles, causing it to shatter into sherds or bricks: A decorated pot also shatters if a player collides with it while flying using elytra boosted by a firework rocket. A decorated pot drops itself if pushed by a piston. It also always drops itself when destroyed by an explosion, similar to other precious blocks such as beacons and shulker boxes. Stored items are dropped when the decorated pot is broken, regardless of whether the pot shatters into sherds or drops itself. Breaking a pot is the only way to access the stored items without using a hopper. In Java Edition, if the cracked block state is set to true, a decorated pot always drops sherds or bricks regardless of the breaking method. The decorated pot's side textures correspond to the item used in the crafting. If a pottery sherd is used, that side bears the texture of that pottery sherd, if a brick is used, that side bears the default texture. Decorated pots naturally generate in trial chambers, with loot inside. Decorated pots in the trial chambers are composed of either four bricks (10⁄13 chance) or three bricks and either one flow, guster, or scrape pottery sherd (each of those has 1⁄13 chance). Usage Decorated pots can be used for decoration. Due to the top part of the decorated pot having no collision, other blocks can be placed on top of them, including other decorated pots and regular flower pots, which are required to place a flower in the decorated pot. Pressing the use control on a decorated pot causes it to play a wobble animation, triggering a vibration frequency of 11. Decorated pots crafted without sherds can also serve as a temporary building block, similar to scaffolding and slime blocks, because they are easy to craft, stack to 64, and can be broken instantly by hand. A decorated pot can store up to a stack of a single type of item. However, it fills instantly if an unstackable item like a sword, a filled bucket, or potions are stored in it. Unlike other containers, decorated pots have no GUI; items are inserted by interacting with the pot or by using droppers, hoppers or crafters. The only way to retrieve stored items is by breaking the pot or by using hoppers or minecarts with hoppers. Decorated pots crafted without sherds can also serve as compact storage for bricks, as they are stackable; each can be crafted from four bricks and can be broken down into four bricks. A redstone comparator can be used to measure the number of stored items. Sounds Decorated pots switch to the shattered sounds immediately before breaking when destroyed by a non-Silk Touch tool. Java Edition: Bedrock Edition: Java Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Java Edition: Bedrock Edition: A decorated pot has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Decorated Pot" 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/Java_Edition_1.21.11?section=8&veaction=edit] | [TOKENS: 658] |
Java Edition 1.21.11 Java Edition Mounts of Mayhem December 9, 2025 Client Obfuscated (.json)Unobfuscated (.zip)[note 1] Server ObfuscatedUnobfuscated ClientServer 774 4671 75.0 94.1 Java SE 21 ◄ 1.21.10 1.21.11, the release of Mounts of Mayhem, is a game drop for Java Edition released on December 9, 2025, which adds the nautilus, zombie nautilus, nautilus armor, spears, netherite horse armor, camel husks, parched, and zombie horsemen. A separate unobfuscated version of 1.21.11 was released, titled 1.21.11 Unobfuscated (or 1.21.11_unobfuscated when in the launcher). This is an experimental version released in preparation for obfuscation being removed from Java Edition clients and servers. 1.21.11 is the final version of Java Edition to be obfuscated, the final version released in 2025, the final version to require Java 21, and the final version to use the old 1.x.y version format. Contents Additions Nautilus armor Netherite horse armor Spawn eggs Spear Camel husk Nautilus Parched Zombie nautilus /stopwatch Advancements Death messages Effects Enchantments Environment attributes "attributes": { "minecraft:visual/fog_color": "#ffaa00", "minecraft:gameplay/water_evaporates": true } "attributes": { "minecraft:visual/water_fog_radius": { "modifier": "multiply", "argument": 0.85 } } { "type": "minecraft:block_crumble", "block_state": { "Name": "minecraft:dirt" } } Game rules Item components Loot functions Options Slot sources Splash Tags Timelines Changes Decorated Pots Leaves General Elytra Leather horse armor Spawn Eggs Bats Horses, mules, donkeys, zombie horses and camels Llamas and trader llamas Parrots Piglin Zombie and husk Zombie horse Zombie villager Zombified piglin Bastion remnant Buried treasure End city Ocean ruins Shipwreck Village General /execute /worldborder Advancements Clouds Sky World border General Advancement trigger Biomes Block models Blockstates definition Chunks Controls Damage types Data pack Debug renderer Dimension types Enchantment definition Entity data Fog Fonts Game rules Game Tests Graphics Item components Item models Key binds Loot functions Loot tables Minecraft Server Management Protocol Mob variant definitions Options Panorama Predicates Resource pack Server Settings Shaders & Post-process Effects Sounds Sprite Animations Statistics Tags Texture atlases Textures UI UI Sprites Fixes 104 issues fixed From released versions before 1.21 From 1.21 From 1.21.1 From 1.21.4 From 1.21.5 From 1.21.6 From 1.21.7 From 1.21.8 From 1.21.9 From 1.21.10 Videos Trivia Notes References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Cherry_Leaves_(fast)_JE4.png] | [TOKENS: 143] |
File:Cherry Leaves (fast) JE4.png Summary Leaves as they appear in Java Edition 1.21.11 Pre-Release 2 with the "See-Through Leaves" setting turned off. 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 7 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/Java_Edition_1.21.11?action=edit§ion=9] | [TOKENS: 230] |
Editing Java Edition 1.21.11 (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 2 hidden categories: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.11?section=9&veaction=edit] | [TOKENS: 658] |
Java Edition 1.21.11 Java Edition Mounts of Mayhem December 9, 2025 Client Obfuscated (.json)Unobfuscated (.zip)[note 1] Server ObfuscatedUnobfuscated ClientServer 774 4671 75.0 94.1 Java SE 21 ◄ 1.21.10 1.21.11, the release of Mounts of Mayhem, is a game drop for Java Edition released on December 9, 2025, which adds the nautilus, zombie nautilus, nautilus armor, spears, netherite horse armor, camel husks, parched, and zombie horsemen. A separate unobfuscated version of 1.21.11 was released, titled 1.21.11 Unobfuscated (or 1.21.11_unobfuscated when in the launcher). This is an experimental version released in preparation for obfuscation being removed from Java Edition clients and servers. 1.21.11 is the final version of Java Edition to be obfuscated, the final version released in 2025, the final version to require Java 21, and the final version to use the old 1.x.y version format. Contents Additions Nautilus armor Netherite horse armor Spawn eggs Spear Camel husk Nautilus Parched Zombie nautilus /stopwatch Advancements Death messages Effects Enchantments Environment attributes "attributes": { "minecraft:visual/fog_color": "#ffaa00", "minecraft:gameplay/water_evaporates": true } "attributes": { "minecraft:visual/water_fog_radius": { "modifier": "multiply", "argument": 0.85 } } { "type": "minecraft:block_crumble", "block_state": { "Name": "minecraft:dirt" } } Game rules Item components Loot functions Options Slot sources Splash Tags Timelines Changes Decorated Pots Leaves General Elytra Leather horse armor Spawn Eggs Bats Horses, mules, donkeys, zombie horses and camels Llamas and trader llamas Parrots Piglin Zombie and husk Zombie horse Zombie villager Zombified piglin Bastion remnant Buried treasure End city Ocean ruins Shipwreck Village General /execute /worldborder Advancements Clouds Sky World border General Advancement trigger Biomes Block models Blockstates definition Chunks Controls Damage types Data pack Debug renderer Dimension types Enchantment definition Entity data Fog Fonts Game rules Game Tests Graphics Item components Item models Key binds Loot functions Loot tables Minecraft Server Management Protocol Mob variant definitions Options Panorama Predicates Resource pack Server Settings Shaders & Post-process Effects Sounds Sprite Animations Statistics Tags Texture atlases Textures UI UI Sprites Fixes 104 issues fixed From released versions before 1.21 From 1.21 From 1.21.1 From 1.21.4 From 1.21.5 From 1.21.6 From 1.21.7 From 1.21.8 From 1.21.9 From 1.21.10 Videos Trivia Notes References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Golems] | [TOKENS: 98] |
Golem The term golem may refer to several mobs made of inanimate material brought to life by magic or a carved pumpkin. In Java Edition, they are entities that inherit Abstract Golem class. Contents Minecraft Downloadable content Minecraft: Story Mode Minecraft Mini-Series Minecraft Earth Minecraft Dungeons Minecraft Legends The concept arts of the game include golems that never made into the final designs. Some names here are unofficial and purely descriptive. A Minecraft Movie Minecraft Blast Online Content Print Media See also References Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Animal] | [TOKENS: 315] |
Animal Animal refers to a category of mobs that are mainly based on real-life animals. Many other mobs and even some blocks are also based on real life animals, but are not treated as such in Minecraft. Most of these mobs are also called animals in many advancements. Animals are usually either passive (fleeing) or neutral (fighting), with the only exceptions being the undead mounts while ridden, hoglins and killer bunnies[JE only], which are hostile mobs. Contents Properties Mobs mentioned on this page share the following properties: Several animal mobs can be leashed although this doesn't affect their classification. Animal mobs can also spawn in the Peaceful difficulty, with the exception of the undead mounts. List of animals Some mobs like copper golems, iron golems, and snow golems are internally referred to as animals, although this does not affect the entity format, as these mobs do not share all of the same traits as actual in-game animals. Related mobs These mobs are based on real life animals, but are not treated as such in the game code - rather as Monster only. Despite being classified as only monsters in-game, guardians and elder guardians were referred to as "animals of the deep" in a Minecraft video about them. Related blocks These blocks are based on real life/fantasy animals, but are not treated as such in the game code, due to being blocks. Unimplemented These community vote options are based on animals, but have not been added to the game. Advancements History Trivia Gallery Notes References See also Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Zombie_Horse_Spawn_Egg_JE3_BE4.png] | [TOKENS: 97] |
File:Zombie Horse Spawn Egg JE3 BE4.png Summary No information available. Please correct this! No information available. Please correct this! See below. 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 86 pages use this file (also see what links to it): Global file usage The following other wikis use this file: View more global usage of this file. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Monsters] | [TOKENS: 134] |
Monster The term Monster refers to a category of mobs that are mainly hostile to the player. Contents Common properties Mobs mentioned on this page share the following properties to be classified as monsters: Although this doesn't affect their classification, most of them share the following properties, but with exceptions: List of monsters Additionally, in Java Edition, due to a bug, ocelots spawn using the monsters spawn category, however, after spawning, they immediately take up the animal mob cap instead. Related mobs This mob is hostile, but is not treated as a monster in the game code - rather as an animal. Achievements Advancements History Trivia Gallery See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.11?section=10&veaction=edit] | [TOKENS: 658] |
Java Edition 1.21.11 Java Edition Mounts of Mayhem December 9, 2025 Client Obfuscated (.json)Unobfuscated (.zip)[note 1] Server ObfuscatedUnobfuscated ClientServer 774 4671 75.0 94.1 Java SE 21 ◄ 1.21.10 1.21.11, the release of Mounts of Mayhem, is a game drop for Java Edition released on December 9, 2025, which adds the nautilus, zombie nautilus, nautilus armor, spears, netherite horse armor, camel husks, parched, and zombie horsemen. A separate unobfuscated version of 1.21.11 was released, titled 1.21.11 Unobfuscated (or 1.21.11_unobfuscated when in the launcher). This is an experimental version released in preparation for obfuscation being removed from Java Edition clients and servers. 1.21.11 is the final version of Java Edition to be obfuscated, the final version released in 2025, the final version to require Java 21, and the final version to use the old 1.x.y version format. Contents Additions Nautilus armor Netherite horse armor Spawn eggs Spear Camel husk Nautilus Parched Zombie nautilus /stopwatch Advancements Death messages Effects Enchantments Environment attributes "attributes": { "minecraft:visual/fog_color": "#ffaa00", "minecraft:gameplay/water_evaporates": true } "attributes": { "minecraft:visual/water_fog_radius": { "modifier": "multiply", "argument": 0.85 } } { "type": "minecraft:block_crumble", "block_state": { "Name": "minecraft:dirt" } } Game rules Item components Loot functions Options Slot sources Splash Tags Timelines Changes Decorated Pots Leaves General Elytra Leather horse armor Spawn Eggs Bats Horses, mules, donkeys, zombie horses and camels Llamas and trader llamas Parrots Piglin Zombie and husk Zombie horse Zombie villager Zombified piglin Bastion remnant Buried treasure End city Ocean ruins Shipwreck Village General /execute /worldborder Advancements Clouds Sky World border General Advancement trigger Biomes Block models Blockstates definition Chunks Controls Damage types Data pack Debug renderer Dimension types Enchantment definition Entity data Fog Fonts Game rules Game Tests Graphics Item components Item models Key binds Loot functions Loot tables Minecraft Server Management Protocol Mob variant definitions Options Panorama Predicates Resource pack Server Settings Shaders & Post-process Effects Sounds Sprite Animations Statistics Tags Texture atlases Textures UI UI Sprites Fixes 104 issues fixed From released versions before 1.21 From 1.21 From 1.21.1 From 1.21.4 From 1.21.5 From 1.21.6 From 1.21.7 From 1.21.8 From 1.21.9 From 1.21.10 Videos Trivia Notes References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Cactus] | [TOKENS: 1145] |
Cactus Java Edition Bedrock Edition Yes Yes (64) Any tool 0.4 0.4 No Yes No No 7 PLANT A cactus is a plant block found in deserts and badlands. It grows over time and can sprout cactus flowers. It damages mobs and destroys minecarts and dropped items that touch it. Contents Obtaining A cactus can be mined by hand without taking damage. The tool used to mine the cactus does not affect mining speed. If a cactus becomes unsupported (e.g., due to a block being placed next to it or its base removed), it breaks and drops as an item. A cactus also removes and drops itself as an item if a piston tries to push it, or moves a block into its space. Trying to pull it with a sticky piston does nothing. Using a sign on the side of a cactus causes both the sign and the cactus to drop as items. Cacti naturally generate in desert and badlands biomes (twice more common in desert than in badlands). They generate as one (11⁄18 chance), two (5⁄18 chance), or three (2⁄18 chance) blocks tall. Rarely taller cacti can be found if generation chooses to generate another on top of one already generated (although not as commonly as sugar cane). A potted cactus can also be found in an igloo with a basement. Potted cacti and 3 block cactus can also be found in some desert village buildings. Cacti also have a 2⁄9 (22.2%) chance to generate in the entrance chamber of trial chambers. Endermen can pick up cacti. If an enderman is holding a cactus when it dies, the cactus will be dropped. Wandering traders may sell 1 cactus for 3 emeralds. Usage A cactus block can be placed only on sand, red sand, suspicious sand, or another cactus block. A cactus breaks itself (and drops as an item) if any block with the legacy solid property, or lava, occupies any of the 4 horizontally adjacent blocks. It also breaks if on the sand and the block above is water or lava. When most entities, including players and mobs, touch a cactus, it deals 1HP damage every tick (although damage immunity reduces this to once every half-second). Damage from touching a cactus is reduced by armor, and touching it also damages the armor. Mobs do not avoid cactus when they pathfind. Notably, armor stands are exempt from this. A cactus destroys any items that come into contact with it, including other cactus in item form. Falling blocks such as sand and gravel are not destroyed when falling onto cactus; instead, they are transformed into item form (as happens when it falls into any block with a hitbox that has a height less than 1, such as slabs or buttons). The item created in this case is sometimes (though not always) destroyed by the cactus. The conversion to an item applies even when the falling block is a cactus (which is possible with /summon). When a minecart hits a cactus block, the minecart drops as an item and is often destroyed, although a hopper can pick it up faster. A cactus can also be placed in a flower pot, where it is harmless. A cactus (excluding its spikes) is 7⁄8 of a block in width (the same as chests) and a full block in height, however the collision box is 15⁄16 of a block high. Cacti naturally grow to a height of three blocks, adding a block of height when the top cactus block has received 16 random ticks (i.e. on average every 18 minutes, but the actual rate can vary very widely). Bone meal does not work on cacti to speed their growth. A cactus does not need light to grow and is non-flammable. If a cactus has space directly above it, it grows even if the newly-grown block would immediately break due to adjacent blocks. A cactus also has a chance to grow a cactus flower at any height. This happens after a cactus block has received exactly 9 random ticks (i.e. earlier than growing another cactus block)[verify for Bedrock Edition]. If the cactus is 1 or 2 blocks tall the chance is 10%, at 3 or more blocks tall the chance is 25%. A cactus flower can only grow if there are no blocks in any cardinal direction adjacent to it. A cactus with a cactus flower can no longer grow. When the cactus flower is broken by a player, the cactus may grow taller but can't generate another cactus flower until it has grown at least 1 cactus block. Cactus provides the highest smelting XP of any farmable block in Java Edition. Cacti can be used to breed camels and reduce the remaining growth duration of baby camels by 10%. Camels also follow a player holding a cactus. Placing a cactus into a composter has a 50% chance of raising the compost level by 1. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition Bedrock Edition History Issues Issues relating to "Cactus" or "Cacti" 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/Llama] | [TOKENS: 1562] |
Llama Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] 15HP × 7.5 to 30HP × 15 Neutral Animal Easy and Normal: 1HPHard: 1.5HP × 0.75 Adult:Height: 1.87 blocksWidth: 0.9 blocks Baby:Height: 0.935 blocks Width: 0.45 blocks 0.175 Windswept HillsWindswept ForestWindswept Gravelly HillsSavanna PlateauSavanna[BE only]Windswept Savanna[BE only] A llama is a tameable neutral mob that can be equipped with a chest to transport items, and can also wear carpets. If attacked, it will retaliate using its spit. Contents Spawning A llama spawns above on grass blocks in savanna plateau, savanna[BE only] or windswept savanna[BE only] biomes in herds of 4 llamas, and in windswept hills, windswept forest, and windswept gravelly hills biomes in herds of 4 to 6 llamas, coming in four coat colors: brown, cream, white or gray. 10% of llamas spawn as baby llamas. Drops 1–7XP upon successful breeding. Java Edition: Bedrock Edition: Like other baby animals, killing a baby llama yields no item or experience. Behavior Llamas are neutral mobs that retaliate when attacked by a player or another mob. Occasionally, their spit can miss its intended target and accidentally hit another llama, causing them to fight each other. Llamas are hostile toward wolves and spit without provocation, but they don't attack tamed wolves unless provoked. Wolves are fearful of llamas of strength 4 or 5 and always run away, and won't attack unless provoked by their spit. Wolves flee from weaker llamas less often. Llamas are completely passive in Peaceful difficulty. Llamas float when in water deeper than two blocks. Llamas can safely fall 6 blocks before they begin to accumulate fall damage, unlike most mobs, which can only safely fall 3 blocks. Llamas also take half of the normal fall damage (rounded up) that most other mobs take (0.5HP × 0.25 damage per block over the safe distance instead of 1HP). If an entity is riding a llama, they receive the same fall damage as the llama. Llamas have a 1⁄900 chance to regenerate 1HP health point each game tick. Unlike other neutral mobs, llamas don't count towards the AngryAt tag. Llamas attack other mobs by spitting at them, dealing 1HP damage. Llama spit is not flammable. In Bedrock Edition, like other projectiles, it can be thrown back at the llama. Llamas can be tamed by repetitively riding them until hearts are displayed, done by pressing use on the llama while holding nothing. Taming success depends on the llama's Temper value. Temper is a positive trait, with higher values increasing the chance of successful taming. Llamas begin with a Temper value of 0 and a maximum of 30. When a player rides an untamed llama, a random number from 0 to 29 is chosen. The llama gets tamed successfully if this number is less than the Temper value, otherwise, the Temper is increased by 5 and the player is bucked off. Temper can also be increased by feeding the llama. Tamed llamas do not spit at mobs that attack its owner, although it spits at any mob that attacks the llama. Tamed llamas can still retaliate at players should the player hit them. Feeding a llama food can alter its behavior, increasing its temper value if untamed, restoring lost health or making a baby grow faster (babies ordinarily take around 20 minutes to mature to adults). The table below lists the effects of the 2 food items llamas accept. A llama can be fed by holding a valid food item and pressing use while facing the llama. Llamas can be fed only when feeding would have an effect, similar to other animals. If the food is invalid, the player mounts the llama instead. Adult tamed llamas can be bred by being fed a hay bale. The baby llama takes on the coat color of one parent at random. Its strength is chosen as a random integer between 1 and the strength of the stronger parent, inclusive. 3% of the time the resulting strength is increased by 1, but it is capped at 5. Stronger parent's strength Select a row based on the stronger parent. The column shows the probability of the resulting offspring having a given strength. A llama's base health (15HP × 7.5 to 30HP × 15) is calculated based on that of its parents, in the same way as a horse's. Color variant of llama is randomly selected between parents. When breeding a trader llama with a normal llama, the offspring will always be a normal llama. The offspring of a pair of trader llamas will be a trader llama. Llamas form a caravan when one of them is leashed by a player. Leashing a llama causes up to nine nearby llamas that are not already in a caravan to follow it, forming a caravan of up to ten llamas. When multiple llamas are leashed, each leashed llama can lead its own caravan of up to ten llamas. A caravan cannot contain more than one leashed llama, and there is no limit to the number of caravans a player can lead. A tamed llama can be equipped with a chest by pressing the use control on it while holding a chest. The chest gives the llama 3 to 15 slots of inventory space, depending on its strength (see table below). Once equipped, its contents can be accessed by pressing the use control on the llama while sneaking, or by opening the inventory while riding the llama. The chest itself cannot be retrieved without killing the llama. A tamed llama can be equipped with a wool carpet in its carpet slot. Each carpet color shows as a different patterned rug when on the llama's back. This can be useful for color-coding the llamas as storage containers, like dyed shulker boxes. When given carpets, all types of llamas look the same, except for their fur colors. In Java Edition, a llama's carpet decoration, including the default blue rug of a trader llama, remains visible when the llama is under the effect of Invisibility; in Bedrock Edition, it becomes invisible. For the purposes of the /item command, a llama carries its carpet in the armor.body slot. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Llamas have entity data associated with them that contain various properties. Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History Issues Issues relating to "Llama" 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/Sweet_berry_bush] | [TOKENS: 961] |
Sweet Berries 32 game ticks (1.6 seconds) 2 () JE: 0.4 ()BE: 1.2 () Heals: 0.267HP × 0.1335Duration: 0.133 seconds No Yes Yes (64) Any tool 0 0 No Yes Yes (JE: 60, BE: 30) No Sweet berries are a food item obtained from sweet berry bushes and are used to plant them. Sweet berry bushes are quick-growing plants that grow sweet berries. Players and most mobs are slowed down and take constant damage while moving through them. They can be found naturally in taiga and snowy taiga biomes. Contents Obtaining Berry bushes commonly generate in taiga and snowy taiga biomes. Each chunk has a 1⁄12 chance to generate sweet berry bushes in random patches. They also generate in both old growth pine taiga and old growth spruce taiga biomes. Sweet berry bushes can be mined instantly with any tool or by hand. A mature sweet berry bush yields 2–3 sweet berries. On its third growth stage, it yields 1–2 sweet berries. Each level of Fortune can increase the amount of drops by 1. Sweet berries can be collected from a sweet berry bush by pressing the use control on it, yielding 1–2 sweet berries in its third growth stage, and 2–3 sweet berries in its final growth stage. After dropping the berries on the ground, the sweet berry bush reverts to its second growth stage. Usage Placing sweet berries on a grass block, dirt, coarse dirt, rooted dirt, farmland, podzol, mycelium, moss block, mud, or muddy mangrove roots creates a small sweet berry bush that eventually becomes a fully grown sweet berry bush. A sweet berry bush grows through four stages after it is planted. Its first growth stage is a small bush without any berries. It becomes a grown plant in its second stage, and produces berries in its third and fourth growth stage. The bush needs to be in light level 9 or greater to grow. The bush can be placed on a 1 block high space, but it cannot grow with a full, non-transparent block immediately above it. Using bone meal on it increases its growth stage by one, regardless of light level and available space, and at full maturity, ejects the sweet berry item. To eat sweet berries, press and hold use while it is selected in the hotbar. Eating one restores 2 () hunger and 0.4[JE only] / 1.2[BE only] hunger saturation. Placing sweet berries into a composter has a 30% chance of raising the compost level by 1. Sweet berries can be fed to foxes to breed them. Foxes are similar to cats when being fed as a wild animal; a sudden movement by the player may cause the fox to flee even if the player holds sweet berries. A baby fox bred by a player trusts the player and does not flee. A sweet berry bush (at any stage) slows down all entities (except items) passing through it. At stage 1 and higher, it causes damage. Foxes are immune to both characteristics, however. Sweet berry bushes deal 1HP damage every tick (although damage immunity reduces this to once every half-second), only if the entity is moving in the hitbox of the bush. Entities that move through sweet berry bushes slow down to about 34.05% of their normal speed, similar to how a cobweb slows down mobs to 25% of normal speed. This makes it impossible to jump a full block while inside the bush. A sweet berry bush of any growth stage negates all fall damage of entities inside it. Mobs at standard block height in a minecart are not damaged when the minecart is pushed through sweet berries. Players in a sweet berry bush take no damage except from horizontal movement, but are unable to jump out of the bush, similar to a cobweb. Bees do not collect nectar from sweet berry bushes, nor will they take damage from being in contact with a sweet berry bush. Sweet berry bushes can be pollenated by bees, accelerating their growth by one stage. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Advancements History Issues Issues relating to "Berry", "Berries", "Sweet berry", "Sweet berries", "Berry bush", or "Sweet berry bush" 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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