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[SOURCE: https://minecraft.wiki/w/Mob_spawning] | [TOKENS: 3990] |
Mob spawning Mob spawning is how passive, neutral, and hostile mobs are created in the world. Contents Mob spawning on chunk generation As new chunks are generated, they have a chance to generate an initial set of mobs from the "creature" category (i.e. most naturally-occurring land animals[A 1]) along with them, ignoring the mob cap, any applicable spawn costs, and the setting of /gamerule doMobSpawning. Any randomness affecting this entire process is derived from the world seed and the position of the chunk that is being generated. Even though biome distribution within the chunk is already known at this point in the generation, the biome of the north west corner of the chunk at the maximum world height is used to make all decisions about this spawning process. As a result, biomes that generate only underground can never affect the initially spawned mobs. Similarly, although structures have been generated already, their potentially configured spawn overrides are ignored. The spawn conditions for most animals prevent them from spawning on "non-terrain blocks", so they won't end up generating on the roofs (or inside) of structures. The selected biome supplies all relevant mob spawn settings for this process: If creatures are configured for the biome at all (see #Spawned Creatures for details), the game performs a loop of spawn attempts until it fails the random check against the creature spawn probability before each iteration. (If the very first check fails, no creatures are generated. Subsequent iterations of the loop are increasingly less likely to happen.) Most biomes define one or more creature spawn configurations. These spawn configurations also apply if the mobcap is not filled and regular spawn cycle spawning of animals happens. The following biomes don't spawn any mobs from the "creature" category at all: pale garden, river and frozen river, snowy beach, stony shore, all ocean variants, all cave biomes, all biomes in the End dimension, and the void biome. Adult Gray Sheep 4.75% Adult Light Gray Sheep 4.75% Adult Brown Sheep 2.85% Adult Pink Sheep 0.1558% White Lamb 4.0918% Black Lamb 0.25% Gray Lamb 0.25% Light Gray Lamb 0.25% Brown Lamb 0.15% Pink Lamb 0.0082% Adult Gray Sheep 4.75% Adult Light Gray Sheep 4.75% Adult Brown Sheep 2.85% Adult Pink Sheep 0.1558% White Lamb 4.0918% Black Lamb 0.25% Brown Lamb 0.15% Pink Lamb 0.0082% Adult Gray Sheep 4.75% Adult Light Gray Sheep 4.75% Adult Brown Sheep 2.85% Adult Pink Sheep 0.1558% White Lamb 4.0918% Black Lamb 0.25% Brown Lamb 0.15% Pink Lamb 0.0082% Mob spawning on structure generation When certain structures are generated, they may also spawn various mobs at specific locations within the structure. These mobs will not despawn on their own, even if their regularly spawned versions would. The only exception is that hostile mobs still despawn if the game difficulty is set to "Peaceful". This type of mob generation is not to be confused with the special set of mobs that can spawn in certain structures during the regular spawn cycle. The following structures generate with mobs: Spawn cycle Mobs are broadly divided into seven categories: hostile, passive, water creature (squid, dolphins, and nautiluses), underground water creature (glow squid), axolotls, water ambient (all 4 types of fish), and ambient (bat). Most mobs have a spawning cycle once every game tick (1⁄20 of a second), but passive mobs have only one spawning cycle every 400 game ticks (20 seconds). Because of this, where conditions permit, hostile mobs spawn frequently, but passive mobs (animals) spawn rarely. Most animals spawn within chunks when they are generated. Mobs spawn naturally within chunks that have a player horizontally within 128 blocks of the chunk center, and can only spawn within a 128 block radius sphere centered on the player. When there are multiple players, mobs can spawn within the given distance of any of them. Hostile mobs (and some others) that move farther than 128 blocks from the nearest player despawn instantly. There are two caps, a global cap and a per-player cap. Note the spawn density mechanism may also be considered a "cap" of sorts, but takes effect later in the spawning process. The mob caps are checked once for each spawn-eligible chunk. Spawn for the chunk may take the total number of mobs over the cap. The caps for each mob category are as follows: The entities included in each mob cap are as follows: The "misc" category is used only by entities that are not mobs, do not spawn naturally, and/or following different spawning rules than other mobs. As such the mob cap has no bearing on mobs of this category. The global mob cap affects only environmental mob spawning, and does not affect mobs spawned through breeding, spawn eggs, the /summon command, monster spawners, or any other type of mob spawning. All non-persistent loaded mobs are counted against the global cap, including those in chunks not in range of a player or eligible for spawns. The cap is scaled by the total number of chunks within a 17×17 chunk square around any player. The cap is then scaled as globalCap = mobCap × chunks ÷ 289. Because chunks that are in the range of multiple players are counted once, more chunks and higher mob caps result from the players spreading out. Each non-persistent mob in a chunk that has its center within 128 blocks horizontally of a player is counted toward that player's per-player mob cap. For each chunk, spawns are only allowed if at least one player has that chunk in range and has not reached their per-player mob cap. For each spawning cycle, attempts are made to spawn packs of mobs per each eligible chunk. An eligible chunk is determined by the same check for which chunks are random ticked. A random location in the chunk is chosen to be the center point of the pack. The X and Z coordinates are chosen completely at random, while the Y coordinate is a random coordinate between the block above the highest block in the column and -64. This makes lower maximum elevations a strong way to increase spawn rates and is the reason why perimeters are so effective. If the block in which a pack spawn occurs is an opaque full cube, further pack spawn attempts are canceled. There are a maximum of 3 pack spawn attempts per mob category. Before the attempt to spawn each mob in the pack, the position is offset by ±5 (triangular distribution) on the X and Z axes. Thus, while the pack can be spread out up to 40 blocks from the initial position for a pack size of 4, it's much more likely they'll be closer to the center. Approximately 85% of spawns are within 5 blocks of the pack center, and 99% within 10 blocks of the center. Mobs spawn with the lowest part of their body inside this area. All mobs within a pack are the same species. The species for the entire pack is chosen randomly, but based on a weight system from those eligible to spawn at the location of the first spawn attempt in the pack. For later mob spawn attempts in the pack, if the selected species cannot spawn at the location (e.g. due to being in a different biome or structure) then that attempt fails. The game checks on each spawn if the number of mobs that have been spawned for the pack is equal to the max spawn attempts, as well as the location's spawn potential. Pack spawn attempts max out at: When the max pack size is less than the number of possible spawn attempts, some spawns attempts fail, but are seen more commonly in practice. Based on the number of mobs that have been successfully spawned, if the max pack size is greater than the number of spawn attempts, one gets only the number of spawns from the spawn attempts. Some mobs have a minimum and max pack size, meaning there is an even chance for any number of spawn attempts between them occurring. For all dimensions, structure-based spawns take priority over biome for hostile spawns. This means that in a swamp hut, pillager outpost, Nether fortress (outer bounding box only when there is Nether bricks below it[JE only]), and ocean monument, one sees only the corresponding hostile mobs for that structure within that structure. In the Overworld, this depends on the location: In the Nether: Whether a spawn condition fails differs from the above determination if the game tries to spawn them in that biome. For example, dolphins can have pack spawns that occur inside of frozen ocean and deep frozen ocean biomes, but no other biomes. These rules apply to variants of the same mob, such as baby zombies and jockeys. Each individual spawn attempt succeeds only if all of the following conditions are met: Regarding a light level, the basic rules for spawning are as follows (compare it with Light § Mobs): For more specific rules check Light#Effects_of_light. When doing the light check in the Overworld and End, the spawn chances are randomized and a spawn only occurs if the light level is less than or equal to a random number between 0 and 7. In the Nether, as long as the light level is 11 or below, the spawn is allowed. Some mobs have some additional rules in addition to the ones above. Mycelium Sand Grass Block Leaves Logs Air Grass Block Sand Snow Block Snow Grass Block Podzol Coarse Dirt Snow Block Snow Grass Block Podzol Coarse Dirt Snow Block Snow Grass Block Ice Stone Gravel Packed Ice Snow Block Snow Grass Block Coarse Dirt Terracotta Red Sand Grass Block Mud Mangrove Roots Muddy Mangrove Roots Sand Red Sand Grass Block The mobs have some additional rules in addition to the one above. Cod Salmon Pufferfish Tropical Fish Squid Dolphin The bat is currently the only mob in this category, which has some additional rules in addition to the one above. The warped forest and soul sand valley biomes introduced a new mechanic to limit the amount of mobs that naturally spawn in them. The spawn cost (also called spawn potential or spawn density) takes on a value for each block in the biome. Certain mobs increase that value by some number ("charge") divided by their distance to the block. If a new spawn attempt would bring the "potential" of the spawning block above a certain threshold, the spawn attempt is canceled. This results in mobs not spawning too close to one another in these biomes, and new spawns in the area are completely blocked long before the full mobcap of 70 hostile mobs is ever reached. More specifically, a mob may be spawned at a location if sum( existing mob's charge ÷ distance to mob ) × new mob's charge < new mob's maximum potential. While the code allows for different mobs to have different charges and maximum potential, all checked mobs have the same charge and maximum potential within both the warped forest and the soul sand valley. Which mobs contribute to the charge, how much they add, and what the maximum potential is are all biome-specific. Mobs carry charge according to their current biome, and affect spawning in an adjacent biome even if they would not contribute a charge if in that biome. For example, striders in a soul sand valley affect enderman spawns in an adjacent warped forest, even though striders in the warped forest itself do not. Due to the limited total number of mobs in soul sand valleys and warped forests, a larger-than-usual amount of mobs spawn in any space outside of these biomes, including in nether fortresses. Environmental spawning in Bedrock Edition shares broad similarities to natural spawning in Java Edition: Mobs spawn in a radius around the player subject to block conditions, lighting conditions, biome conditions, naturally generated structure conditions, and caps. Many mobs spawn in groups (called "packs" in Java and "herds" in Bedrock). One notable difference from Java Edition is that most animals can spawn at light level 7 or higher rather than 9 or higher. There are two types of environmental spawns: cluster spawns and structure spawns. Structure spawns reproduce specific types of mobs at specific locations within certain naturally generated structures, such as nether fortresses, swamp huts, etc. Cluster spawns account for all other types of environmental spawns, including mobs that spawn individually (i.e. not in a herd of 2 or more). Both types of environmental spawns follow the same rules for spawn conditions and mob caps, except that structure spawns can exceed the monster population cap by 1 (see below). Mob spawning in Bedrock Edition happens within a spherical shell 24-44 blocks away from the player on simulation distance 4. It happens in a quasi-spherical shell 24-128 blocks away from the player, restricted by a simulation distance and/or to roughly 96 blocks horizontally, on simulation distances 6 and higher. This means that mobs can spawn directly above or below the player (for example, phantoms in the sky or zombies underground). Mobs can only spawn in chunks that are being ticked. There is a 11⁄2000 chance of the mob spawning algorithm attempting to run per chunk, per tick. There are three mob caps that affect environmental spawning: a global mob cap, population control caps for general mob types, and density caps for specific mob types. The global mob cap is set at 200 regardless of difficulty. The global mob cap affects only environmental mob spawning, and does not affect mobs spawned through breeding, spawn eggs, the /summon command, monster spawners, or any other type of mob spawning. Chickens created by thrown or dispensed eggs are counted in the global mob cap. Only mobs that have spawn rules count toward the global cap (i.e. armor stands and minecarts do not take up cap space). In addition, mobs that are within ticking areas (both those around players and those set manually using the /tickingarea command) count toward the global mob cap; mobs not ticked do not count toward the global mob cap. The population control caps limit how many mobs of each type and category can spawn within a 9 chunk by 9 chunk square region surrounding the chunk in which the spawn attempt is made. Mobs in chunks outside a ticking area still count toward population control counts as long as they were previously loaded (i.e. within simulation distance at some time) after relogging. The population control caps are split up into two distinct categories: a cap for surface mobs, and a cap for cave mobs. Cave mobs do not count toward the surface mob cap, and surface mobs do not count toward the cave mob cap. Whether a mob counts as a surface mob or a cave mob is determined by where or how it spawned, not where it happens to be at the moment. For cluster spawns, those that spawn on the highest spawnable block at a given coordinate count toward the surface cap, and any that spawn below the highest solid or non-solid but spawnable (e.g. ice or upper slab with air above) block count toward the cave cap. Structure-spawned mobs and converted mobs (i.e. drowned converted from zombies, witches from villagers, zombified piglins from pigs, and medium and small slimes from killed larger slimes) always count toward the cave cap, and monster-spawner-spawned mobs always count toward the surface cap. There are five categories of mobs: ambient, animal, monster, pillager, and water_animal. The population control cap for each category and location of mob in each dimension is as follows (* denotes values that are coded in the game but not actually used by any mobs): The entities included in each population control caps are as follows: Some specific mobs types also have their own density caps. The density caps limit the number of those mobs to some amount below the applicable population control cap. Density caps are checked in the same manner as the population control caps. Caps are below (n/a indicates that the mob does not spawn in that environment at all). 2 in river 4 in river 2 in river 20 for random pattern The following rules apply to most mobs: Cluster spawning happens in two stages: first attempt to spawn surface mobs, then attempt to spawn cave mobs. Before spawning, the population control cap is calculated based on the 9 chunks × 9 chunks square area surrounding the current chunk. Spawning begins by picking a random X and Z location within the chunk currently being evaluated. The Y coordinate is determined by starting at the world height and searching downward for a solid-top-surface block with a non-spawn-blocking block above it. The first such block that is found is considered to be the surface, and the algorithm attempts to spawn a surface mob herd. However, if the algorithm finds a solid block before finding a spawnable solid-top-block (e.g. if it finds a tree trunk directly under leaves), it does not make any surface spawn attempt. The algorithm then continues to search downward for the next suitable block with a non-spawn-blocking block above it. When a block meeting the criteria is found, the algorithm attempts to spawn a cave mob herd at that block location. Cave spawn attempts continue until the Y coordinate reaches the world bottom, and do not stop even if a cave herd was spawned. Surface and cave cluster spawn attempts then go through the following steps to figure out what mob to spawn and how many: Structure spawn attempts occur at specific relative X and Z coordinates in naturally generated structures, known as "hard-coded spawn spots". The structures that have hard-coded spawn spots include swamp huts, ocean monuments, pillager outposts, and nether fortresses. Whenever a successful cluster spawn attempt occurs within a chunk that contains a hard-coded spawn spot, the environmental spawning algorithm also attempts a structure spawn. (Note that a "successful attempt" here means that a spawnable block was found, even if the spawn was then blocked by light level check or mob cap check.) The structure spawn attempt follows the same rules and steps described above for cluster spawning, with the following changes: Other types of spawning A villager killed by a zombie has a 50% chance of becoming a zombie villager in normal difficulty, and 100% chance in hard difficulty. When a pig gets struck by lightning, it is replaced by a newly spawned zombified piglin. Despawning All monster, ambient, and aquatic mobs excluding shulkers, withers, elder guardians, and ender dragons despawn unless they have been marked persistent. Other mobs that are not hostile, ambient, or aquatic that do despawn include ocelots, stray cats, wandering traders, and untamed trader llamas. Mobs are persistent, meaning they do not despawn and do not count toward the respective mob caps, when they: The following mobs have their despawning prevented[more information needed], and do not count towards their respective mob caps: In Bedrock Edition, like Java, despawning occurs based on distance and chance. Mobs with persistence do not despawn. Mobs gain persistence in the following ways: The following entities always have persistence: History Issues Issues relating to "Mob spawning" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Notes References External links Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.11?action=edit§ion=11] | [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/Village] | [TOKENS: 2313] |
Village No Plains Village: Desert Village: Snowy Village: Savanna Village: Taiga Village: A village is a group or complex of buildings and other above ground structures that generate naturally in the Overworld. A village is inhabited by villagers, cats, iron golems, livestock mobs and wandering traders with their trader llamas. Villages are a source of resources for the player, obtained through trading, loot chests, and other materials found within the village. They are also targeted by illager raids, which are triggered when a player with the Bad Omen effect enters a village. Contents Generation Villages generate naturally in plains, savanna, taiga, meadows, snowy plains, and desert biomes. In Bedrock Edition, they also generate in snowy taiga and sunflower plains biomes. The type of the village, and therefore the style of all structures within it, is determined by the biome at the village center or meeting point. The buildings and wood depend on the biome the village is in. If the meeting point does not generate in one of the above biomes, the village defaults to plains style. Villages will always have their respective village type in their respective biome. The following table shows the village styles corresponding to different biomes. The number of villagers spawned depends on the number of beds in the village. Villagers spawn only in houses that have beds, while job site buildings (with no beds) always generate without villagers. If a building or pathway is constructed over open-air, circular or square platforms of grass or sand (depending on the terrain) generates below the structure, which can cause surface oddities. These platforms do not generate beside cliffs or over the void; rather, they generate on the lowest blocks. Platforms can be clearly seen when a village building is generated over an ocean. Farms generate a few blocks of open space above them if they happen to generate inside a hill. Village buildings can also be suddenly on the top of a windswept hill while the other buildings are at the bottom of the windswept hill. This happens often in savanna villages. Some villages are generated as abandoned; see § Abandoned villages below. Villages are slightly more common in Bedrock Edition than in Java Edition. There is a roughly 1⁄2 chance that at least one village is present within 500 blocks of the world spawn point in Java Edition, while this chance is about 2⁄3 in Bedrock Edition. This is because villages can generate in more biomes in Bedrock Edition, as well as being closer to each other within an eligible biome. Despite the existence of jungle and swamp villagers, village structures do not generate in these biomes. Jungle and swamp villagers can only spawn naturally in rare cases where a village overlaps a swamp or jungle. They can also be spawned by breeding villagers in a jungle or swamp, or by curing a jungle or swamp zombie villager. A village has a 2% chance of generating as an abandoned village (also known as zombie village). In an abandoned village, all generated villagers are instead zombie villagers, and all doors and torches are missing. The zombie villagers do not despawn, but have no resistance to sunlight. In abandoned villages, most cobblestone blocks are replaced by mossy cobblestone, random blocks (particularly wood) are replaced by cobwebs, and all glass panes are replaced by brown stained glass panes to represent dirty glass. Abandoned villages also spawn stray cats, as well as the usual village livestock, but they do not spawn iron golems naturally. The number of buildings in an abandoned village can be slightly more than in a normal village. A preview of village generation is shown below:[info 1] Structure The number of buildings making up a village can vary, and not every village consists of all building types at once. Apart from the meeting point, which is unique and systematic, the number of buildings of each type is randomly generated and increased in Superflat[Java Edition only] worlds. More than one meeting point can be generated in Superflat worlds. The number of lamp posts and decorative structures (hay bales, melon patch, pumpkin patch, farms, snow and ice patches) has no restriction, as they are generated where no other buildings can be placed. These structures could have functions and could be of great use to the player. Paths are found between the buildings of the village and often extend beyond them. Structures are chosen randomly from a pool of possible buildings. The full list of the village house blueprints can be accessed by going here. Architectural style and blocks making up the village structures vary according to village type. Not every building can be generated in a single village, although some blocks can be found in any village, such as job site blocks and food items. In Java Edition, buildings have different probabilities of generating, depending on village type; for example, a weaponsmith shop is more likely to appear in a Taiga village than in other villages. In Bedrock Edition, villages don't generate with expected structures; for example, a fletcher house doesn't appear in a plains village, and a mason house doesn't appear in a savanna village. Villages generate paths between the buildings and extend outside of the village. Village paths generate at the level of existing terrain, potentially going up steep hills or down ravines without regard for whether an entity could actually traverse the path. Paths do not go below sea level and replace only grass blocks (with air above), water, lava, sand, sandstone, and red sandstone; all other blocks are ignored and the blocks underneath are considered for replacement instead. Villagers use these paths to travel across the village. In plains, savanna, taiga, and snowy villages, paths are comprised of dirt paths and grass. Savanna villages also generate farmland and crops in some areas. Dirt paths that generate over water are replaced by the village style's plank type. Desert villages are generated with smooth sandstone paths. In Single Biome worlds with cave generation, paths may generate on a separate layer from the rest of the buildings. In floating island generation, paths may not generate at all. Trees, lamp posts, and other decorative structures can generate in the middle of paths as obstructions. Loot A village loot changes depending on the building. Mechanics Villages as a whole have no defined "center", "size", or "radius"; they are defined only based on proximity to any "village center" subchunk. A subchunk is a "village center" if it contains at least one claimed bed, bell, or job site block. The 26 subchunks in a 3×3×3 cube around such a subchunk are also considered part of a village. A village always consists of at least one acceptable bed and one villager. Rarely, a village structure can generate without beds, thus not qualifying as a village. Upon creation, a village center is defined as a POI claimed by the first villager, and the village's size is the greater of 32 blocks or the distance to the furthest bed from the center. Any villager, village golem, or raid-spawned illagers can pathfind back into the village if they find themselves farther than that many blocks from the center. Villages are established by the number of valid beds in the village. The maximum population of a village is the number of valid beds. If the population drops below that point (due to death or removal), but there are at least two villagers left who can reach each other, the villagers mate and breed until the population is at the maximum. A village is created when at least one villager links to one bed. The village continues to exist as long as one of its villagers remains linked to one of its beds. If all beds are unlinked (by being destroyed, by players sleeping in them, or by villagers failing to pathfind to them), then the village ceases to exist. When this happens, the villagers lose all links to job site blocks and bells and cannot use them. When the first villager links to a bed, a village of size 65×25×65 blocks is created, centered on the pillow of that bed. The boundaries, and consequently the center (which is important because it defines where cats and iron golems can spawn), may change as other villagers link or unlink from point of interest (POI) blocks. When the boundaries change, the center usually shifts to the location of the POI block near the midpoint between the farthest out POI in each direction. In naturally generated villages, there is usually a bell near the village center, but aside from that, bells have no special role distinct from other POI in how the game defines and manages the village center and boundaries. Villages have gathering sites where villagers may mingle. A gathering site is defined as a bell located within the village boundary. A wandering trader may spawn at a gathering site, accompanied by trader llamas. A villager also rings the bell when a raid starts. Job site blocks are blocks such as grindstones, smithing tables, and lecterns, which are used by villagers. Villagers with the corresponding professions spend their time in front of their job site block, except for nitwits, baby villagers, and unemployed villagers (villagers without profession overlays). Upon claiming a job site block, green particles appear above both the villager and the job site block, and the villager takes up the profession of the job site block if unemployed. Villagers who have already been traded with can claim only job site blocks related to their profession. Employed villagers who are not linked to a job site block are unable to restock their trades. Villagers cannot link to a job site block that has already been claimed by another villager. There are thirteen job site blocks in the game, each linking to its respective villager profession. Events These events are not tied to generated village structures, but these structures (except for abandoned villages) typically satisfy the game's definition in the context of village mechanics. Specifically, these events consider any chunk section (aka. "subchunk") within a 3×3×3 cube of sections centered on a section containing a bed, bell, or job site as part of a village. A player who drinks an ominous bottle (dropped by pillager captains) receives the Bad Omen effect for 100 minutes. Like other status effects, Bad Omen can also be cleared by dying or drinking milk. Entering a village boundary while the effect is active turns it into Raid Omen, which starts a raid after the effect runs out. The raid spawns groups of illagers in waves, which attack the village. The higher the level, the higher the chance for the raiding mobs to wield enchanted weapons. Zombie sieges are in-game events where many zombies spawn in a village, regardless of how well-lit or walled off a village is. They have a 10% chance of occurring at midnight every night or during thunderstorms when a village has at least 20 valid beds. There is no indication of a zombie siege happening except for an unusually high number of zombies. Data values Java Edition: Bedrock Edition: Achievements History Issues Issues relating to "Village" 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/Commands/execute] | [TOKENS: 900] |
/execute Cheats only[BE only] Contents Executes another command but allows changing the executor, changing the position and angle it is executed at, adding preconditions, and storing its result. Usage There are fourteen[JE only] / eleven[BE only] subcommands (aka. instructions) for the /execute command. Multiple subcommands can be chained after /execute. Subcommands are divided into 4[JE only] / 3[BE only] categories: modifier subcommands, condition subcommands, store subcommands[JE only], and the run subcommand. All needed subcommands can be concatenated together. Subcommands other than the run subcommand can be arranged arbitrarily and used multiple times. The run subcommand can be used only once, at the end of the chain. Only a run subcommand or a condition subcommand may finalize the chain; otherwise, the command is unparseable. The game processes the subcommand chain in order — from left to right. For example, the following commands are different: Some subcommands can fork the command execution into multiple branches, causing subcommands following it to be executed multiple times. For example, when the as subcommand selects multiple entities, the subcommands following it execute once per entity. If the /execute command doesn't fork, it has only one branch — the main branch. A branch may terminate halfway if, for example, the condition in a condition subcommand isn't met, or the as subcommand selects zero entities. When terminating, a red message is shown.[BE only] If all branches terminate, the /execute command is said to have terminated. Forking is different between Java Edition and Bedrock Edition (see also MC-125067 — resolved as "Won't Fix". and MCPE-165278 — resolved as "Unresolved".): Note that ... run execute ... has no overall effect in both versions. For example, the following commands are identical: In Java Edition, depth-first can be achieved via /function, for example: In Bedrock Edition, there is no way to achieve breadth-first. In Java Edition, a branch outputs a success value and a result value (see also Commands#Output) after it is fully executed (does not terminate halfway). These two output values: Note that these two values are from the conditional subcommand at the end or from the command in the run subcommand, and are the output values of each branch, rather than of the whole /execute command. If executing /function command in the run subcommand, these two output values are not available under certain conditions. See the /function for details. If the command execution is forked after a store subcommand, the storage operation is applied on each branch. The output value of each branch is stored after the branch is fully executed. If the store locations are the same between all branches, the output value of a later-executing branch directly overwrites the output value of the earlier-executed branch, rather than being accumulated. So, after the whole /execute command is executed, the value at this storage location is the output of the last branch executed. Like most commands, /execute command itself also has a success count (whether or not terminates halfway): Syntax There are fourteen[JE only] / eleven[BE only] instructions (aka. subcommands) for the /execute command, and each has its own special syntax, so describing syntax takes a large branching tree. The particular use of the if and unless subcommands are to restrict command execution to happen only under specified conditions. In most cases, unless is a negation of if, equivalent to "if not...". The two subcommands have identical argument structures. There are eleven[JE only] / four[BE only] different types of conditions: Stores the final subcommand's result or success value somewhere. It is first processed along with other subcommands in the subcommand chain, recording the location to store in. After the last subcommand (may be a condition subcommand or a run subcommand) is executed, output values are stored in the recorded location. Note that the output values of commands are always an integer. If not, they are rounded down. There are five different modes of storage: The run command's single argument is the command to be executed, the context variables of which may be modified by the subcommands used. History References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.11?section=13&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/The_Parrots_and_the_Bats] | [TOKENS: 886] |
Advancement Advancements are a way to gradually guide new players into Minecraft and give them challenges to complete, similar to the system of achievements in Bedrock Edition. Contents Obtaining Advancements can be completed in any game mode, and are obtained and saved per world. Advancements can also be granted (and revoked) using the /advancement command. Although advancements guide players logically through the game, they are independent of each other; an advancement can be completed without having completed the advancements "before" it. There are 125 advancements: 16 in the Minecraft tab, 23 in the Nether tab, 9 in The End tab, 47 in the Adventure tab, and 30 in the Husbandry tab. When an advancement is obtained, a sliding toast notification appears in the top right corner. Each notification is accompanied by a chat message, if the game rule show_advancement_messages is set to true (i.e., enabled). The color of the header text in the notification depends on the advancement; normal and goal advancements have yellow header text, while challenge advancements have pink header text. Completing a normal advancement causes the header text to display "Advancement Made!", completing a goal advancement results in a "Goal Reached!" header, and completing a challenge advancement shows "Challenge Complete!". In addition, a sound effect plays and experience is rewarded when completing most of these advancements. Unlike the others, the five "root" advancements in each tab, each of which appears as the left-most advancement in its tab, and have the same name as its tab, do not cause a chat message or notification to appear. Interface The button to access the Advancements screen is found on the pause menu screen. The player can also open this screen by pressing L (this can be changed in the in-game options menu). The advancement system involves several trees composed of advancements, each tree beginning with a root advancement from which several branches diverge. By clicking and dragging, the player can view different branches of an advancement tree. Each tree is categorized into different tabs, defined by the root advancements. Tabs are not visible if no advancements in the tab have been unlocked. There are five tabs in vanilla Minecraft: Each tab has a different background with a repeating texture. Tabs appear when at least one advancement in that tab has been made. Tabs are ordered left to right, based on when the first advancement in each tab was made. Advancement icons display a header name and description when hovered over. The advancement descriptions have a unique color depending on the type of advancement with normal and goal advancements having green descriptions and challenge advancements having purple ones. As more advancements are unlocked, new ones become visible, with up to two advancements being displayed ahead of an unlocked one. Unlocked advancements show all of its direct parents advancements (the advancements between the root advancement of the tab and it), even those that have not been unlocked (but show only up to 2 advancements downstream of advancements already unlocked). Nine advancements, "How Did We Get Here?", "Voluntary Exile", "Hero of the Village", "Arbalistic", "You've Got a Friend in Me", "Smells Interesting", "Birthday Song", "Little Sniffs", and "Planting the Past" are hidden advancements, meaning that they cannot be viewed by the player until they have been unlocked, regardless of if its child advancement(s) (any advancement after it, including all branches), if any have been unlocked, which would normally display its parent advancements (as advancements can be unlocked and completed in any order). If the player has not completed/unlocked any advancements, the interface shows a black background with white text reading "There doesn't seem to be anything here... :(". The icon frames of advancements can vary in appearance based on difficulty, and whether or not it was completed. A legend is provided below: Extra advancements and tabs can be added and customized with the use of JSON files and data packs. List of 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. JSON format Sounds History Note that before 17w13a, Java Edition had a feature called Achievements that served a similar purpose. Issues Issues relating to "Advancement" 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/Two_by_Two] | [TOKENS: 886] |
Advancement Advancements are a way to gradually guide new players into Minecraft and give them challenges to complete, similar to the system of achievements in Bedrock Edition. Contents Obtaining Advancements can be completed in any game mode, and are obtained and saved per world. Advancements can also be granted (and revoked) using the /advancement command. Although advancements guide players logically through the game, they are independent of each other; an advancement can be completed without having completed the advancements "before" it. There are 125 advancements: 16 in the Minecraft tab, 23 in the Nether tab, 9 in The End tab, 47 in the Adventure tab, and 30 in the Husbandry tab. When an advancement is obtained, a sliding toast notification appears in the top right corner. Each notification is accompanied by a chat message, if the game rule show_advancement_messages is set to true (i.e., enabled). The color of the header text in the notification depends on the advancement; normal and goal advancements have yellow header text, while challenge advancements have pink header text. Completing a normal advancement causes the header text to display "Advancement Made!", completing a goal advancement results in a "Goal Reached!" header, and completing a challenge advancement shows "Challenge Complete!". In addition, a sound effect plays and experience is rewarded when completing most of these advancements. Unlike the others, the five "root" advancements in each tab, each of which appears as the left-most advancement in its tab, and have the same name as its tab, do not cause a chat message or notification to appear. Interface The button to access the Advancements screen is found on the pause menu screen. The player can also open this screen by pressing L (this can be changed in the in-game options menu). The advancement system involves several trees composed of advancements, each tree beginning with a root advancement from which several branches diverge. By clicking and dragging, the player can view different branches of an advancement tree. Each tree is categorized into different tabs, defined by the root advancements. Tabs are not visible if no advancements in the tab have been unlocked. There are five tabs in vanilla Minecraft: Each tab has a different background with a repeating texture. Tabs appear when at least one advancement in that tab has been made. Tabs are ordered left to right, based on when the first advancement in each tab was made. Advancement icons display a header name and description when hovered over. The advancement descriptions have a unique color depending on the type of advancement with normal and goal advancements having green descriptions and challenge advancements having purple ones. As more advancements are unlocked, new ones become visible, with up to two advancements being displayed ahead of an unlocked one. Unlocked advancements show all of its direct parents advancements (the advancements between the root advancement of the tab and it), even those that have not been unlocked (but show only up to 2 advancements downstream of advancements already unlocked). Nine advancements, "How Did We Get Here?", "Voluntary Exile", "Hero of the Village", "Arbalistic", "You've Got a Friend in Me", "Smells Interesting", "Birthday Song", "Little Sniffs", and "Planting the Past" are hidden advancements, meaning that they cannot be viewed by the player until they have been unlocked, regardless of if its child advancement(s) (any advancement after it, including all branches), if any have been unlocked, which would normally display its parent advancements (as advancements can be unlocked and completed in any order). If the player has not completed/unlocked any advancements, the interface shows a black background with white text reading "There doesn't seem to be anything here... :(". The icon frames of advancements can vary in appearance based on difficulty, and whether or not it was completed. A legend is provided below: Extra advancements and tabs can be added and customized with the use of JSON files and data packs. List of 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. JSON format Sounds History Note that before 17w13a, Java Edition had a feature called Achievements that served a similar purpose. Issues Issues relating to "Advancement" 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/Take_Aim] | [TOKENS: 886] |
Advancement Advancements are a way to gradually guide new players into Minecraft and give them challenges to complete, similar to the system of achievements in Bedrock Edition. Contents Obtaining Advancements can be completed in any game mode, and are obtained and saved per world. Advancements can also be granted (and revoked) using the /advancement command. Although advancements guide players logically through the game, they are independent of each other; an advancement can be completed without having completed the advancements "before" it. There are 125 advancements: 16 in the Minecraft tab, 23 in the Nether tab, 9 in The End tab, 47 in the Adventure tab, and 30 in the Husbandry tab. When an advancement is obtained, a sliding toast notification appears in the top right corner. Each notification is accompanied by a chat message, if the game rule show_advancement_messages is set to true (i.e., enabled). The color of the header text in the notification depends on the advancement; normal and goal advancements have yellow header text, while challenge advancements have pink header text. Completing a normal advancement causes the header text to display "Advancement Made!", completing a goal advancement results in a "Goal Reached!" header, and completing a challenge advancement shows "Challenge Complete!". In addition, a sound effect plays and experience is rewarded when completing most of these advancements. Unlike the others, the five "root" advancements in each tab, each of which appears as the left-most advancement in its tab, and have the same name as its tab, do not cause a chat message or notification to appear. Interface The button to access the Advancements screen is found on the pause menu screen. The player can also open this screen by pressing L (this can be changed in the in-game options menu). The advancement system involves several trees composed of advancements, each tree beginning with a root advancement from which several branches diverge. By clicking and dragging, the player can view different branches of an advancement tree. Each tree is categorized into different tabs, defined by the root advancements. Tabs are not visible if no advancements in the tab have been unlocked. There are five tabs in vanilla Minecraft: Each tab has a different background with a repeating texture. Tabs appear when at least one advancement in that tab has been made. Tabs are ordered left to right, based on when the first advancement in each tab was made. Advancement icons display a header name and description when hovered over. The advancement descriptions have a unique color depending on the type of advancement with normal and goal advancements having green descriptions and challenge advancements having purple ones. As more advancements are unlocked, new ones become visible, with up to two advancements being displayed ahead of an unlocked one. Unlocked advancements show all of its direct parents advancements (the advancements between the root advancement of the tab and it), even those that have not been unlocked (but show only up to 2 advancements downstream of advancements already unlocked). Nine advancements, "How Did We Get Here?", "Voluntary Exile", "Hero of the Village", "Arbalistic", "You've Got a Friend in Me", "Smells Interesting", "Birthday Song", "Little Sniffs", and "Planting the Past" are hidden advancements, meaning that they cannot be viewed by the player until they have been unlocked, regardless of if its child advancement(s) (any advancement after it, including all branches), if any have been unlocked, which would normally display its parent advancements (as advancements can be unlocked and completed in any order). If the player has not completed/unlocked any advancements, the interface shows a black background with white text reading "There doesn't seem to be anything here... :(". The icon frames of advancements can vary in appearance based on difficulty, and whether or not it was completed. A legend is provided below: Extra advancements and tabs can be added and customized with the use of JSON files and data packs. List of 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. JSON format Sounds History Note that before 17w13a, Java Edition had a feature called Achievements that served a similar purpose. Issues Issues relating to "Advancement" 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/Commands/tick] | [TOKENS: 67] |
/tick 3 None The /tick command provides utilities for modifying the target tick rate of the game, temporarily fast forwarding the game, and pausing the game server side among other things. The /tick command cannot be executed from a command block. Contents Syntax Arguments <rate>: float <time>: time Result Output History Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Controls] | [TOKENS: 3553] |
Controls Minecraft offers controls tailored for different input methods. While Java Edition is playable only with a keyboard and mouse, Bedrock Edition has a wider variety of control schemes in order to accommodate players across all platforms. These controls can be changed in the options menu. Contents Java Edition Java Edition uses a combination of the mouse and keyboard for controls, generically known as "mouselook/keymove." Many prior games (such as DOOM and Quake) have used such a scheme, but those who have not played such a game before may need practice to get around effectively. Creative mode or Peaceful difficulty in Survival mode are helpful for a player to gain familiarity with the controls. Scrolls through any menu screens when opened, including Video Settings, Select World screen, chat overlay, server list, etc. Changes the flight speed in Spectator mode. Scrolling up increases the flight speed, while scrolling down decreases the flight speed. Esc Pause / Break When the F5 key is pressed while on the multiplayer screen, it refreshes the server list. ⇧ Shift + clicking on a piece of armor, a carved pumpkin, a mob head or a pair of elytra moves it between the inventory and the corresponding armor slot. ⇧ Shift + clicking on a shield moves it between the inventory and the off-hand slot. When a container is open, ⇧ Shift + clicking on an item moves up to a stack between the container and the inventory. Existing stacks are filled first, then empty slots from top to bottom then from left to right. ⇧ Shift + double clicking moves all items of the same kind. To ⇧ Shift + double click, get one item in hand, and while holding ⇧ Shift, double click on another item type to move it. When a crafting table is open, ⇧ Shift + clicking an item or stack in the inventory moves it into the 3×3 crafting grid. The slots are filled from left to right and then top to bottom. When any type of furnace is open, ⇧ Shift + clicking an item or stack in the inventory moves it into the input (upper left) slot of the furnace. Items that can serve as fuel move to the fuel (lower left) slot. When crafting, ⇧ Shift + clicking the crafting output automatically crafts the maximum number of that item for the materials being used (up to one stack), and moves all crafted items to the inventory. In the Survival inventory tab of the Creative inventory, ⇧ Shift + clicking the X clears the whole inventory. In any other tab, ⇧ Shift + clicking an item puts a stack onto the hotbar. When in the Multiplayer server selection menu, ⇧ Shift + ↑ Up and ⇧ Shift + ↓ Down moves a server name to a specific position. Holding ⇧ Shift while a server name is selected and left clicking another server name causes them to swap. ↵ Enter ↵ Numpad Enter When chat is open, sends the typed chat message (if it's not empty) and closes chat. When Creative inventory or the recipe book is open, focuses the search box. Space ↵ Enter ↵ Numpad Enter Hold ⇧ Shift to refill entire stacks. Menus out of the game and some in-game menus can be full navigated using the keyboard. Notable exception that can't be fully navigated are the various inventories and the Advancements screen. ↵ Enter ↵ Numpad Enter Space Activates the focused element. This usually has the same function as left clicking it. If the focused element doesn't have an action, the main "Done" action of the current screen will be activated instead. Sliders When active, pressing ← Left and → Right will decrease and increase the value respectively. Pressing the activation key again deactivates the active slider. Esc Pause / Break While aspects of these controls can be modified to an extent, full control over them is not possible. These are controls that a user may change at their preference. Holding ⇧ Shift and pressing use on an usable block with a block in hand overrides the USE action and places the block instead. For example, using a lever on a block that would usually open an internal inventory (such as a dispenser) places the lever instead. Used to get off rideable entities. %appdata%\.minecraft\screenshots on Windows ~/Library/Application Support/minecraft/screenshots on macOS ~/.minecraft/screenshots on Linux. When using some Apple keyboards, F11 must be pressed while holding Fn and ⌥ Option to enter fullscreen. Using F11 alone toggles Exposé, and pressing F11 while holding Fn turns down the volume or vice versa, depending on system preferences. Some people are experiencing a bug while exiting from full-screen mode that causes an inescapable black screen. When that's the case, use Alt + ↹ Tab to switch out of Minecraft and switch it back to windowed mode. On Linux, mouse input is often buggy while in full-screen mode. After entering full-screen mode on Linux, the mouse typically restricts the player to a single 360-degree rotation. This can be fixed by hitting Esc to release the mouse then hitting Esc again to regrab it. Also, note that this may not respect multiple monitors and Minecraft may occupy all screens instead of the one it is active on. Use this in conjunction with F2 to take screenshots without the HUD. This option is also useful when exploring with a map. When in the chat window, ↹ Tab cycles through possible commands or arguments and also complete player names. Hovering over an item in any inventory and clicking with the mouse wheel when in Creative gives one full stack of that item. Dragging over slots of inventory/container while holding an item fills them with full stacks of copies of that item. If used on a tile entity while holding ⌃ Control, or ⌘ Command (for some Mac computers), the tile entity's nbt data are copied. The block given to the player has the Lore: (+DATA)[Bedrock Edition only]. Place blocks, summon entities with spawn eggs, toggle levers/doors (click once), charge a bow (release to fire), crossbow, use crossbow, block using a shield, use special blocks like chests, doors, and levers, enter vehicles, eat food, drink potions, till farmland, shear or dye a sheep, command tamed wolves and cats to sit, trade with villagers, place fire using flint and steel or a fire charge, name a mob with a name tag, attach a lead to an animal or attach an animal on a lead to a fence, cast or reel in a fishing rod, throw a splash potion, egg, ender pearl, eye of ender, bottle o' enchanting, or snowball, equip armor from the hotbar if the associated armor slot is empty, eating cake, starting a furnace minecart, open book and quill and written book, use debug stick, add mob in a monster spawner. Commonly, if both the item held and the block clicked on has a such purpose (like trying to place dirt on a chest), the block overrules the item. This also means a player can punch an entity while eating/drinking, however the eating/drinking resets when a player presses Button 1. This button also uses items in the off-hand. Only items with a right click function can be used, and they are available only if the item in the main hand does not have a right click action, or its right click action cannot be performed. Note that there is no corresponding Pick Up command. Dropped items are picked up (if there is room in inventory/hotbar) by moving near them. Placed items are picked up by "mining" (e.g. chopping up a sign with an axe), when they behave as dropped items and can be picked up as such. Pressing this key toggles the appearance of extra debug information. The specific debug information can be configured by pressing F3 + F6. Pressing the keys 1–9 while in the debug screen shows a more detailed view of the graph on the right. Pressing 0 shows a less detailed graph. (Hold ⇧ Shift before pressing F3 to display the Profiler graph.) This key acts as a modifier key for the controls below. Pressing this key while holding down the debug modifier key clears all chat history, including previously typed commands. Pressing this key while holding down the debug modifier key copies the /setblock command for the block the player is currently looking at, with the corresponding coordinates, to the clipboard. Pressing this key while holding down the debug modifier key copies the current location and rotation data as a /execute in <dimension> run tp @s command. Pressing this key while holding down the debug modifier key sets the player's game mode to Spectator, or to the previous game mode the player was in if they are already in Spectator mode. Holding down this key while holding down the debug modifier key for 10 seconds triggers a manual debug crash unless released. A warning message displays in chat every second after the keys have been held down for at least 2 seconds, in the format [Debug]: Crashing in <seconds remaining>. Pressing this key while holding down the debug modifier key opens the Debug Options menu, where the specific information that displays in the debug overlap can be configured. Pressing this key while holding down the debug modifier key exports all loaded dynamic textures to .minecraft/screenshots/debug. Pressing this key while holding down the debug modifier key displays the client's game version information in the following format (for what each value means, see version.json): Pressing this key while holding down the debug modifier key opens the game mode switcher. Pressing this key while holding down the debug modifier key reloads all chunks. Pressing this key while holding down the debug modifier key reloads the changes from all resource packs, such as textures and sounds. If the player holds the attack or use button while triggering this control, then releases it during the reloading, the corresponding button's input repeatedly gets sent, which is useful for operating automatic farms. Pressing this key while holding down the debug modifier key toggles showing additional tooltips, such as item durability and armor color. Pressing this key while holding down the debug modifier key toggles the chunk_borders debug renderer. Pressing this key while holding down the debug modifier key toggles the entity_hitboxes debug renderer. Pressing this key while holding down the debug modifier key tests for performance metrics and saves them to .minecraft/debug/profiling/<yyyy-MM-dd_HH.mm.ss>.zip. Pressing this key while holding down the debug modifier key toggles whether the game automatically pauses when the game loses focus or is not selected as the primary window. Pressing this key while holding down the debug modifier key toggles whether the profiler graph (pie chart) appears on the debug menu. Pressing this key while holding down the debug modifier key toggles whether the FPS graph appears on the debug menu. Pressing this key while holding down the debug modifier key toggles whether the TPS graph, bandwidth graph, and ping graph appear on the debug menu. Bedrock Edition In Bedrock Edition, there are three control modes available: Keyboard & Mouse, Controller, and Touch. Keyboard & Mouse and Touch controls are not available for Nintendo Switch, although a keyboard can be used for typing and the touchscreen can be used for menu screens and GUIs. All other platforms support any control mode, but the device may not support it by default. Whenever an input is detected from a different control mode, the game automatically switches to that control mode and enables its settings. The game launches with the latest selected control mode, or the device default on first launch. The keyboard and mouse controls are similar to Java Edition, with a few differences. Most keybinds can be changed in the settings, with a few optional settings related to the controls. Keyboard and mouse controls are unavailable on the Nintendo Switch and require external keyboards on devices without a built-in keyboard and mouse (mobile and consoles). The game will enter keyboard & mouse mode when it receives a mouse event, but key event won't.[needs testing] Scrolls through any scroll-able regions of menu screens and GUIs when opened. When a container is open, ⇧ Shift + clicking on an item transfers it between the container and the inventory. Existing stacks are filled first, then empty slots from top to bottom then from left to right. When a furnace is open, ⇧ Shift + clicking an item or stack in the furnace moves it to the inventory, and ⇧ Shift + clicking an item or stack in the inventory moves it into the input slot of the furnace. Fuel items move into the fuel slot first if it is empty or if the item that occupied the slot is less than a stack of the same kind. When crafting, ⇧ Shift + clicking the crafted item automatically crafts the maximum number of that item for the materials being used (up to one stack), and moves all crafted items to the inventory. ⇧ Shift + clicking an item from the Creative inventory menu puts the maximum stack of the item onto the hotbar (inventory if full). Activates the focused menu element. This usually has the same function as left clicking it. If the focused element doesn't have an action, the main "Done" action of the current screen will be activated instead. Sliders When active, pressing ← Left and → Right will decrease and increase the value respectively. Pressing the activation key again deactivates the active slider. Moves focus to the menu element in the give direction. If used on a tile entity while holding ⌃ Control, the tile entity's nbt data is copied. The block given to the player has the Lore: "(+DATA)." If both the item held and the faced block interactable, the block overrules the item; that is, the player interacts with the block. Holding ⇧ Shift and pressing use on an interactable block with a block in hand overrides the use action and places the block instead. Dismounts the player from rideable entities. If "Full Keyboard Gameplay" is enabled, the following inputs are made available/used instead. The "Controller" controls for gamepads are similar to the Xbox One, Nintendo Switch, and PlayStation 4 editions, with some differences. All of these controls, except the control sticks and menu controls, can be changed in the settings, as well as some other controller-related options. The Nintendo Switch version can be played with a pair of Joy-Con or Joy-Con 2 controllers, the Nintendo Switch Pro Controller, the Nintendo Switch 2 Pro Controller, or the Nintendo Switch Lite. It cannot be played with a single Joy-Con or Joy-Con 2 controller, as they do not have enough buttons or control sticks. If the gamepad has two control sticks, then the left stick (////) would be used for moving and the right stick (////) would be used for looking. The blank spaces mean that the function is, by default, left unassigned and it is up to the player to assign a button to it. All platforms support gamepads. If the connected controller loses its connection, the game hides the HUD and shows a message prompting to reconnect it, while the FPS is lowered. This can be disabled in the settings. "Touch" controls for touchscreen devices use controls shown on the HUD. There are three touch control modes, and an option to split controls, resulting in four actual control modes: All control buttons and the joystick can be customized in location, size, and opacity, in the settings, where various other touch control features can be changed. Menu buttons always appear on the top of the screen regardless of touch control mode. Touch controls are available on devices with a touchscreen except Nintendo Switch, where the touchscreen can only be used to interact with the hotbar, inventory, and menus. This can also be enabled for other devices. The game will enter touch mode when it receives a touch event.[needs testing] If both the item held and the faced block interactable, the block overrules the item; that is, the player interacts with the block. Some items have extra functionality, and these can be executed when either long-pressing on the target or tapping the interaction button, located on top of the hotbar. These are listed below: Legacy versions These versions have either been discontinued or long forgotten about. However, their controls are documented here for historical purposes. All of the controls in the Pi Edition are fixed and cannot be changed. Note: For Xperia Play owners using the gamepad, while in Creative mode, the lowest two rows of items are beneath the screen, and one cannot scroll down to see them. They are still accessible, but it requires either remembering how many times one has to press the directional buttons to access them, or trial-and-error. This is most prominent in the 4.0 update, as the amount of items has increased, and now sixteen items are hidden. The only way to see them is to turn on the option to use touch controls in the options menu. Also: Eat food, hoe farmland, shear sheep All of the controls in the New Nintendo 3DS Edition are fixed and cannot be changed. History Issues Issues relating to "Controls" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Ore UI control icons See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Commands/tp] | [TOKENS: 211] |
/teleport /tp Cheat only[BE only] Teleports entities (players, mobs, etc.). Although most commands can affect only chunks that have already been generated, /teleport can send entities into chunks that have yet to be generated. Right before teleporting, the game generates the destination chunk. Contents Syntax Arguments JE: <targets>: entityBE: victim: target: CommandSelector<Actor> JE: <location>: vec3BE: destination: x y z: CommandPositionFloat JE: <destination>: entityBE: destination: target: CommandSelector<Actor> JE: <rotation>: rotation BE: yRot: value: RelativeFloat and <xRot: value>: RelativeFloat JE: <facingLocation>: vec3BE: lookAtPosition: x y z: CommandPositionFloat JE: <facingEntity>: entityBE: lookAtEntity: target: CommandSelector<Actor> JE: <facingAnchor>: entity_anchor BE: checkForBlocks: Boolean: enum Result Output Examples History External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Game_Tests] | [TOKENS: 671] |
GameTest GameTest is an automated end-to-end (E2E) testing framework for testing aspects of Minecraft. Each test contains a structure, parameters for how the test gets executed, and optional code to further specify the test behavior. Contents Java Edition Test instance can be defined in a datapack by creating a JSON file in the test_instance registry. Players can inspect information about them using a test instance block. A test instance has the following properties: There are more configuration available for test instances. For more information on the format, see test instance definition. In block-based tests, Test blocks are used inside the test structure to control the test logic using redstone signal. If a race condition occurs, the first test block activated always wins. Function tests rely on built-in test functions to determine a test's success or failure. They are meant to be used by Mojang internally and by mod developers. The game provides the GameTest framework interfaces through the net.minecraft.gametest.framework package (Mojang mapping). Mod loaders can use these to provide their own API for developers to use the GameTest framework – please refer to the respective documentation for Fabric and NeoForge for more information. A test function must be registered in the test_function registry to be referenced in the test instance. The [String] function field in the test instance definition should contain the resource location of the test function. Test environment is a way to group up test instances and give them the right preconditions to run. It can be defined in a datapack by either creating a JSON file in the test_instance registry or directly specified the environment inline with the [NBT Compound / JSON Object] batch field. The /test command exists to execute and manage block-based tests. Some notable sub-commands include: The net.minecraft.gametest.Main entry point is included in server.jar which starts a server, runs all available game tests and then exits. It can be invoked in the command line, such as: The game will yield the following exit codes depending on the scenario: Bedrock Edition The GameTest framework can be accessed through the @minecraft/server-gametest module from the Script API. The module must be added as a dependency in the manifest.json. It contains many programming interfaces used for automated testing of any game objects' behaviors and interactions in a controlled testing environment. Developers can use these interfaces for: A testing environment can be created from a unit test (also called a GameTest), which contains a test function registered from the script, and a reference to a .mcstructure file exists in the behavior pack. Users can register a new unit test using GameTest#register(testClassName, testName, testFunction) method with additional builder parameters, such as .maxTicks(ticks) that indicates the test may take amount of ticks to run, .maxAttempts(attempts) which specifies how many attempt the test can run, and more. After the unit test is registered, it is loaded in the world, and can be run using the /gametest command, referenced by <testClassName>:<testName>. When ran, the game spawns the test structure and calls the test function previously defined in the script. The unit test may succeed or fail depending on the test function, which usually contain instructions for testing behaviors and interactions in the testing environment. History References Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Font] | [TOKENS: 1871] |
Font Fonts are used for rendering text in Minecraft. Several fonts are used in the game; the primary font used is known as either Mojangles or Minecraft Seven. Multiple fonts can be defined and referenced with resource packs. Contents Fonts available By default, Java Edition includes 4 fonts. In Bedrock Edition, there are 4 default fonts. In the chat settings, the font for all text in chat messages (including closed captions) can be changed between Mojangles and Noto Sans. Display modifications Bold text is rendered by drawing each character twice: once at its normal position and again one pixel to the right. This technique creates the appearance of thicker, bolder text without modifying the font itself. The text on the experience bar is bright green Mojangles with a black outline.[more information needed] In most places text is rendered, a shadow appears beneath every character. This shadow is a copy of the character's glyph, with the red, green, and blue values divided by 4 and positioned 12.5% south-east of the character, relative to its spacing. Regardless of the resolution of the character's texture, the shadow is always moved by 12.5%. In the default font (assets/minecraft/textures/font/ascii.png), the shadow position is moved 1 pixel down and to the right. For pixels where the glyph overlaps with the shadow, the above glyph's channels have 1 subtracted from them. For example, in areas where a white (#FFFFFF) glyph's pixel overlaps a shadow's, the white pixel becomes #FEFEFE. Glow ink sac applied on a sign causes a character to create eight copies of itself in all eight directions. This results in the font appearing to have a thick outline. Glowing text always renders with an emissive texture, so it appears bright in darkness. The text takes priority over the outline; outlines appear below a character's pixels if they conflict. However, it is a rendering effect that does not actually emit any light. The player can use a black ink sac on the sign to remove the glow. In a sign's block data, [NBT Compound / JSON Object] front_text or [NBT Compound / JSON Object] back_text's [Boolean] has_glowing_text controls whether the text glows. Emoji support Minecraft has included textures for a number of emojis. The earliest emoji textures were for ☺☻. Since 1.15, this support has expanded. Emojis are monochromatic and behave just as any other character. The game does not support modifiers, such as skin tone, joining, or emoji presentation. The skin tone modifiers U+1F3FB..U+1F3FF 🏻 🏼 🏽 🏾 🏿 do not apply colored skin tones to their applicable emojis, and instead show tones as their Unifont glyphs. Joining multiple emojis via U+200D ZERO WIDTH JOINER to create 1 single emoji is not supported; multi-sequence emoji such as 👨👩👧 instead show as 👨👩👧 with dotted boxes showing ZWJ between them. Variation selectors, which control presentation, are displayed as dotted boxes with VSnumber. For characters supported in the default font, as opposed to the fallback fonts, see Mojangles#Emoji. Bedrock Edition does not support any character above U+FFFF, which includes many modern emoji. It does not include any textures for emojis below that either; only those provided by GNU Unifont below U+FFFF are included and visible. Instead of emojis in font files, Bedrock Edition has several hard-coded Private Use Unicode symbols that it automatically converts to emoji-like symbols in any font, which can also be entered with a shortcode (:heart:). These are used in in-game texts including How to Play and controller hints, but can also be used by the player anywhere where normal letters can, such as in signs, books, item names, chat, etc. Emojis are not supported by Ore UI menu screens. There exist 2 Private Use Area sheets: glyph_E0.png glyph_E1.png. E0 contains glyphs for control icons, such as and . E1 contains glyphs for miscellaneous icons, including the minecoin and Agent icon. E0 characters are categorized in emoticons.json. :token: :token: :touch_sprint: :switch_left_stick_up: :xbox_left_stick_up: :switch_left_stick_left: :xbox_left_stick_left: :switch_left_stick_down: :xbox_left_stick_down: :switch_left_stick_right: :xbox_left_stick_right: :switch_right_stick_up: :xbox_right_stick_up: :switch_right_stick_left: :xbox_right_stick_left: :switch_right_stick_down: :xbox_right_stick_down: :switch_right_stick_right: :xbox_right_stick_right: }} Special characters In Java Edition, there are 2 characters that are accessible only through technical means: In Bedrock Edition, a character with no texture data appears as a blank space. The U+FFFD � REPLACEMENT CHARACTER shown belongs to GNU Unifont. Providers A font is constructed from a list of providers, sources that provide characters to use. Different providers use different formats and methods of constructing characters. The default font uses all except for ttf. A font file uses the following format: The bitmap provider defines simple bitmap glyphs – glyphs from textures. UTF-16 codepoints encoded in UTF-8 sequences can be used by use of surrogate pairs. To convert a character into a surrogate pair, one can use the following equations, where C is the codepoint in decimal: When the length of either chars or its strings is not a divisor of the resource's dimensions, it can result in an unexpected division of glyphs. The Unicode escape \u0000 can be used to add padding in the list. Padding acts as a "dummy character", so that the glyph data at that corresponding position in the file is not assigned a character. The space provider defines the width of a character's glyph. By default, the game has two widths defined: The ttf provider embeds already-compiled TrueType and OpenType fonts.[b] The unihex provider is a replacement for the Legacy Unicode provider. It uses the GNU Unifont .hex format. It references a ZIP archive that contains a number of .hex files. The reference provider serves one purpose: to include another provider only once. It can be used to include providers from other fonts in other resource packs. Referenced providers are guaranteed to be loaded only once, no matter how many times they are included. The legacy_unicode provider is similar to the bitmap provider in that it loads glyphs from only textures. This format is deprecated, and is prioritized only when the "Force Unicode Font" option is turned on. It acts as a "fallback" for glyphs that no other provider has defined a texture for. Templates, specified by the template field, are name-based, and are all PNG files. Each template file must have equal width and height. The template numbering scheme works based off of the Unicode BMP. The number used is equal to a BMP codepoint's high byte.[d][e] These template textures are called "pages". Template page "22" must cover characters U+2200 to U+22FF. Page numbers go from 00 to FF. Characters beyond U+FFFF cannot be changed through this provider. By default, each glyph is 16×16 pixels wide, so each individual template page is 256×256 pixels (16 glyphs on each line, 16 lines). Its default textures are an outdated version of GNU Unifont. The file referenced by the sizes field must have the following format. Each character width is one byte large. The high nibble[f] records the starting position, while the lower nibble records the ending position in the 16×16 glyph grid. For this reason, the file must be 0xFFFF bytes long (65535 in decimal). A specific character's width is determined by finding its codepoints byte. The character 'A' has a codepoint of U+0041, so byte offset 0x41 (65 in decimal) would be addressed. A square character occupying the entire grid (pixel width #1 [0, 0x0] through #16 [15, 0xF]) would have a value of 0x0F (15 in decimal). Widths cannot extend past 16 pixels, and characters whose codepoints are greater than U+FFFF are not handled. Some codepoints are invalid on their own. These are the surrogate pairs; they are used to encode codepoints higher than U+FFFF in UTF-16. This means that the template pages D8, D9, DA, DB, DC, DD, DE, and DF are invalid and cannot be used. History Issues Issues relating to "Font" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Entity_data] | [TOKENS: 552] |
Entity format Entities are stored in the entities folder of respective dimension folders. It is stored like Minecraft Anvil format files, which are named in the form r.x.z.mca. Contents Directory structure Entity inheritance Most entities share similar functionalities with each other from abstract classes or interfaces. For instance, horses (and their undead variants), donkeys, camels, mules, and llamas all inherit from Abstract Horse, which share some of its horse-like behaviors and properties to their inheritance. This inheritance can be seen under the game's code for all of its entities. An entity that inherits from an abstract class or other entity share their implementation and functionalities with each other, while an entity that inherits from an interface may not necessarily share its functionalities, rather implement the required behaviors from the interface itself. As such, an entity's implementation of the interface may be different from other entities. Any entity may implement multiple interfaces, while only inheriting a single abstract class or other entity. NBT structure Every entity is an unnamed [NBT Compound / JSON Object] compound contained in the Entities list of a chunk file. The sole exception is the Player entity, stored in level.dat, or in <player>.dat files on servers. Entity format All entities are with the following structure: Mobs are a subclass of Living Entity with additional tags to store their health, attacking/damaged state, potion effects, and more depending on the mob. Players and armor stands are a subclass of living entities. Many mobs additionally have individual data. Variant names taken from the names of the texture file they correspond to. Summoning a horse without specifying the Variant value results in a white horse. Summoning a horse with a correct color byte but an incorrect marking byte results in a horse of the corresponding color but no markings. Summoning a horse with a correct marking byte but an incorrect color byte results in a white horse with the corresponding markings. The fish sizes and patterns are depicted in the following table, with white body color and dark-gray pattern color. The 22 varieties of tropical fish most commonly found throughout the world have Variant tag values from the following table, which also lists what color/shape/patterns come from that value. The variant number is the sum of the most significant byte × 224 + second most significant byte × 216 + second least significant byte × 28 + least significant byte. Projectiles are a subclass of Entity. Items and XPOrbs are a subclass of Entity. Vehicles are subclasses of Entity. Dynamic tiles are a subclass of Entity and are used to simulate realistically moving blocks. Display entities are subclasses of Entity. Other entity types that are a subclass of Entity but do not fit into any of the above categories. History References Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Item_model] | [TOKENS: 1182] |
Items model definition Contents Items models [note 1] are processor files used by the game to define and select which model to use for rendering items, depending of various criteria such as components, item interactions, their position in the inventory, or numerous other in-game values. Items models are stored as JSON files in a resource pack in the assets/<namespace>/items folder. Which items model is used by an item is based on the component minecraft:item_model, which references the resource location of the items model at /assets/<namespace>/items/<id>, and can be changed through commands. JSON format Items model types Render a plain model from the models directory. Return a constant RGB color. Return value from minecraft:dyed_color component or default if not present Return average of colors from minecraft:firework_explosion component or default color if there are none. Return grass color at specific climate parameters, based on textures/colormap/grass.png Return value from minecraft:map_color component or default color if component is not present. Return color from minecraft:potion_contents component: Returns the team color of context entity, if any. Else, when there is no context entity, entity is not in a team or team has no color, return default. Return value from colors list in minecraft:custom_model_data component. Render multiple sub-models in the same space. Return true if the item is damageable and has only one use remaining before breaking. No additional fields for this type. Return true if bundle is "open", i.e. it has selected item visible in GUI. No additional fields for this type. Return true if item is carried between slots in GUI. No additional fields for this type. Uses component data component predicates to match item components. Return true if the item is damageable and has been used at least once. No additional fields for this type. Return true if player has requested extended details by holding shift key down. Only works when item is displayed in UI. Note: not a keybind, can't be rebound. No additional fields for this type. Return true if there is a fishing bobber attached to currently used fishing rod. No additional fields for this type. Return true if the given component is present on the item. Return true if keybind is currently active. Return true if item is selected on a hotbar. No additional fields for this type. Return true if player is currently using this item. No additional fields for this type. No additional fields for this type. Return value from flags list in minecraft:custom_model_data component. Render an items model based on discrete property. Return value for some property from minecraft:block_state component. Values: Any string. Return charge type stored in minecraft:charged_projectiles component. No additional fields for this type. Values: Return value from a component. If the selected value comes from a registry and the current datapacks does not provide it, the entry will be silently ignored. Values: Depends on the target component type. Return the ID of the dimension in context, if any. No additional fields for this type. Values: Namespaced dimension ID. Return the holding entity type, if present. No additional fields for this type. Values: Namespaced entity type ID. Return context this item is rendered in. No additional fields for this type. Values: Returns the current time formatted according to a given pattern. The value is updated every second. For full format documentation for locale, time zone and pattern, see ICU (International Components for Unicode) documentation. Values: Any string. Return main hand of holding player. No additional fields for this type. Values: left, or right. Return value of material field from minecraft:trim component, if present. No additional fields for this type. Values: Namespaced ID trim material. Return value from strings list in minecraft:custom_model_data component. Values: Any string. Render an items model based on numeric property. Will select last entry with threshold less or equal to property value. Return weight of minecraft:bundle_contents component or 0 if not present. No additional fields for this type. Return an angle, scaled from 0.0 to 1.0 in x-z plane between holder position and target. If target is not valid (not present, in other dimension or too close to holder position) random value will be returned. Return remaining cooldown for item, scaled between 0.0 to 1.0. No additional fields for this type. Return stack size. Return crossbow-specific use time. No additional fields for this type. Return value for minecraft:damage component or 0 if not present. Return value of a in-game time, scaled between 0.0 to 1.0. Return remaining use ticks modulo period. Return item use ticks. Return value from floats list in minecraft:custom_model_data component or 0 if not present. Does not render anything. No additional fields for this type. Render the selected stack in minecraft:bundle_contents component, if present, otherwise does nothing. No additional fields for this type. Render a special model. Render a banner with patterns from minecraft:banner_patterns component. Render a whole bed. Render a single chest. Render conduit. No additional fields for this type. Render a copper golem statue. Render a decorated pot. Uses values from minecraft:pot_decorations component. No additional fields for this type. Render a head. Render a player head. Use the data into the minecraft:profile component to select the texture to render. No additional fields for this type. Render a shield. Uses patterns from minecraft:banner_patterns component and color from minecraft:base_color component. No additional fields for this type. Render a shulker box. Renders a standing sign. Renders a hanging sign. Render a trident. No additional fields for this type. History Notes References Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Loot_table] | [TOKENS: 1255] |
Loot table Loot tables are technical JSON files that are used to dictate what items should generate in various situations, such as what items should be in naturally generated containers, what items should drop when breaking a block or killing a mob, what items can be fished, and more. It does not affect dropped experience, or dropped non-item entities such as slimes from larger slimes or silverfish from infested blocks. In /loot command, a loot table can be specified in SNBT format. Contents Definition Loot tables are part of the data pack directory structure, highlighted below: All loot tables are defined in data packs (vanilla data packs or custom data packs). In /loot command, a loot table can be specified in SNBT format. Usage Custom data packs use loot tables to change what loot can spawn in containers or drop by mobs. They can either change existing loot tables or create new ones. Vanilla loot tables are grouped into categories with some tables being in subfolders of those. For example, the file for zombies would go in <data pack name>/data/minecraft/loot_table/entities/zombie.json. Editing this file in a datapack would make every zombie in that world use the datapack's loot table rather than the default zombie loot table. To edit the loot tables of other entities, one would edit the entity's corresponding JSON file under the <data pack name>/data/minecraft/loot_table/entities directory, which is typically said entity's name in the singular form (e.g. ghast.json rather than ghasts.json). The various subfolders and files include: Some blocks, such as bedrock, end portals, and other blocks unbreakable in survival, do not have loot tables, some blocks share loot tables (namely wall and floor variants of blocks) and some drops, such as the wither's nether star, are not covered by loot tables. The loot tables are structured as a String tag that determines the table to use, and a Long tag determining the seed. Containers or mobs with the same seed and table drop the same items. Loot tables do not determine the container's slot to be used; that is randomly determined based on the seed. Once there is an interaction with the container (e.g. opening or destroying), the two tags are removed, and loots appear in the container. For barrel, chest, trapped chest, hopper, minecart with chest, boat with chest, minecart with hopper, dispenser, dropper, shulker box, dyed shulker box, and decorated pot: For mobs: Vault uses loot table in its config to determine the items to eject when unlocking the vault, and items to display in the vault. Trial spawner uses loot table in its vault configs to determine the items to give as reward, and the items used by ominous item spawners spawned during the active phase when ominous. Monster spawner and trial spawner uses loot table to determine equipment the spawned mobs have. Loot table can be invoked directly by /loot command. Loot table can also be invoked in advancement rewards. Format Loot tables are defined using JSON files stored within a data pack in the path data/<namespace>/loot_table. In /loot command, a loot table can be specified in SNBT format. Pool There are several entries in a pool. The number of rolls of a pool is specified by [NBT Compound / JSON Object] rolls and [Float][NBT Compound / JSON Object] bonus_rolls). In each roll of a pool, the pool draws one entry from all its entries. Each roll of a pool is independent. Entry There are two types of loot entry: Singleton Entry and Composite Entry. A singleton entry defines an item generating behavior that may generate zero, one or more item stacks. Singleton entries have their weight. Each roll selects a weighted singleton entries from the pool. Composite entries are not weighted entries to be rolled. Instead, they are expanded/flattened before rolling, i.e., some children entries in it are extracted out. If an extracted children entry is also a composite entry, it is further expanded until there are only singleton entries. Then, these singleton entries are added into the pool. Once all composite entries have been expanded, there're only singleton entries in the pool. Then, singleton entries that do not meet their conditions ([NBT List / JSON Array] conditions field) are removed from the pool. After that, in the pool are only singleton entries that meet their conditions. Each singleton entry has a weight (defined by the [Int] weight and [Int] quality fields). The game randomly selects one weighted singleton entry from the pool as the result of a roll. The tag entry is a special entry. Whether it is a singleton or composite entry is determined by the [Boolean] expand field. If [Boolean] expand is true, it is a composite entry that expands into multiple singleton entries like item but do not apply item modifiers due to a bug. The format of an entry is: The possible values for [String] type and associated extra fields are listed below. Fields common to all singleton entry: Possible singleton entries: If [Boolean] expand is false, it is a singleton entry: If [Boolean] expand is true, it is a composite entry: Fields common to all composite entry: Possible composite entries: Number provider Loot tables use number providers in some places that accept an [Int] or [Float]. They can either be defined as a constant value or as an object. Or: Or: The possible values for [String] type and associated extra contents: Loot context types The [String] type field is used when loading the data pack to check whether the context parameters used by this loot table match the specified context type. The field makes it possible to check for errors in the loot table files without applying them in-game. If the loot table is used for a specific context, specifying the type field allows the game to check whether the loot table file uses parameters that are not provided in that context. History Issues Issues relating to "Loot" are maintained on the bug tracker. Issues should be reported and viewed there. External links References Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Minecraft_Server_Management_Protocol] | [TOKENS: 366] |
Minecraft Server Management Protocol Minecraft Server Management Protocol is a server management API (JSON-RPC over WebSocket) for dedicated servers. Contents Access The API is disabled by default and can be enabled in the server.properties file. A server-specific secret can be configured using the management-server-secret property. Clients must authenticate to access the API by providing this secret in one of two ways: The API is accessible at ws://<management-server-host>:<management-server-port> when enabled. It uses the WebSocket protocol and adheres to JSON-RPC 2.0 specification. An example command for creating a compatible keystore: keytool -genkeypair -alias testkey -keyalg RSA -keysize 2048 -storetype PKCS12 -keystore test-keystore.p12 -validity 3650 Methods Endpoints are accessible at minecraft:allowlist Endpoints are accessible at minecraft:bans Endpoints are accessible at minecraft:ip_bans Endpoints are accessible at minecraft:players Endpoints are accessible at minecraft:operators Endpoints are accessible at minecraft:server Endpoints are accessible at minecraft:serversettings Endpoints are accessible at minecraft:gamerules Notifications Endpoints are accessible at minecraft:notification/server Endpoints are accessible at minecraft:notification/players Endpoints are accessible at minecraft:notification/operators Endpoints are accessible at minecraft:notification/allowlist Endpoints are accessible at minecraft:notification/ip_bans Endpoints are accessible at minecraft:notification/bans Endpoints are accessible at minecraft:notification/gamerules Schemas Properties: Properties: Properties: Properties: Properties: Properties: Properties: Properties: Properties: Properties: Properties: Properties: History Issues Issues relating to "Minecraft Server Management Protocol" are maintained on the bug tracker. Issues should be reported and viewed there. Notes Example implementations Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Bubble_column] | [TOKENS: 841] |
Bubble Column Yes Yes (64)[BE only]N/A[JE only] None 100 0 No Yes No No 12 WATER A bubble column is an air-providing vertical water current. It is created by magma blocks and soul sand and, depending on the block used, will either pull entities downward or push them upward, respectively. Contents Obtaining In Java Edition, bubble columns cannot be obtained as an item, and can only be placed by a block-placement command such as /setblock. In Bedrock Edition, it may be obtained as an item via inventory editing, add-ons, or bugs. Whirlpool bubble columns may appear naturally when magma blocks generate underwater, in clusters on the floor of aquifers, or as part of ocean ruins and ruined portals generated below the water surface. When a magma block is placed underwater, a whirlpool bubble column is generated. When soul sand is placed under source water blocks, an upward bubble column is generated. A bubble column is created 20 game ticks after placing a magma block or soul sand, and is destroyed 5 game ticks after destroying the magma block or soul sand. A bubble column is created or destroyed in all water source blocks of the bubble column simultaneously. Usage Players and air-breathing mobs can enter a bubble column to replenish their air supply at the same speed that they would when they leave the water entirely. However, the slower mining speed when underwater still applies to players inside bubble columns. Water-breathing mobs avoid bubble columns because they suffocate if trapped in one. A bubble column is destroyed when moved by a piston. Bubble columns propagate only through water source blocks, stopping at any flowing water or waterlogged block. The height of a bubble column is limited only by the water's surface or by any obstructing blocks underwater. In Bedrock Edition, using powder snow to remove water sources from a bubble column and destroying the powder snow with flowing water creates a bubble column without water. Bubble columns cannot be created in downward flowing water. This can be circumvented by placing kelp in downward-flowing water, which converts it into a source block. A whirlpool, or downward bubble column, is the only type that naturally generates in the Overworld, often originating from magma at the bottom of underwater canyons. A whirlpool can be identified by the presence of air bubbles wandering downward. They drag entities downward. A boat ridden over a whirlpool shakes and eventually sinks if kept above the whirlpool for too long. Upward bubble columns can be identified by the presence of vertically rising air bubbles. An upward bubble column accelerates entities upward. The longer an object rises through the bubble column, the faster it travels. At high enough speeds, players and entities can be launched out of water by several blocks. Sitting on the surface above a rising bubble column causes entities to bounce upward repeatedly by about 1 block. In Java Edition, entities move at a speed of approximately 11 blocks per second when in an upward bubble column, or 4.9 blocks per second when in a downward bubble column. In Bedrock Edition, entities move at a speed of approximately 8 blocks per second when in an upward bubble column, or 6 blocks per second when in a downward bubble column. An observer can detect when a bubble column is created or destroyed in a water source block. Projectiles such as ender pearls are affected by bubble columns. In Java Edition, an ender pearl can remain afloat on top of an upward bubble column, allowing it to be stored indefinitely. In Bedrock Edition, it has to be into an upward bubble column thrown between two honey blocks that are orthogonally touching.[more information needed] A mechanism can then be triggered to make the ender pearl hit a solid surface (e.g. by closing a trapdoor), teleporting the thrower back to the setup wherever they are. Sounds Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History Issues Issues relating to "Bubble Column" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Sounds] | [TOKENS: 402] |
Sound Sounds are auditory outputs of the game intended to communicate the happening of certain events, as well as create atmosphere. Different objects such as mobs, weapons or blocks have sounds. Contents Gameplay In Java Edition, up to 255 sounds can be played at once but general sounds can take only 247 slots, with mood sounds taking the remaining 8 slots. In Bedrock Edition, up to 32 sounds can be played at the same time. Most sounds can be heard from up to 16 blocks away, with the exception of: In Java Edition, these global sound events can be disabled by setting the game rule global_sound_events to false. Mood is a special group of sounds that play after an internal counter reaches 100%, visible on the debug screen, activating only when the player is in light level 0. Sounds can be played and stopped with the /playsound and /stopsound commands. Categories 50% 30% This includes redstone, fluids, player interaction with blocks and explosions. Some sounds choose their category based on the entity that performs the action. For example, if a vindicator steps on a block, the step sound is in the Hostile Creatures category, but if a player steps on a block, the step is in the Players category. Accessibility Subtitles display text for in-game sounds in the bottom-right corner of the screen. They also add arrows next to the sounds that show the general direction that the sound came from. They allow deaf people to not be at an extreme disadvantage, as well as to aid other players in knowing where sounds came from. Subtitles can be toggled in the Music & Sounds and Accessibility Settings option menus. Data values All sound events have names, such as block.stone.hit [Java Edition only] or step.stone [Bedrock Edition only]. Videos History Issues Issues relating to "Sound" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Shaders] | [TOKENS: 1613] |
Shader Shaders are used to define the game's rendering of certain elements. Contents Java Edition in Java Edition, two distinct kinds of shaders are used: core shaders and post-processing shaders. Core shaders are used to render fundamental parts of the game such as entities and terrain, while post-processing shaders are used to apply visual effects to the screen after core shaders have ran. Examples of post-processing shaders include the menu background blur, certain mob vision types as seen in spectator, the Fabulous! graphics setting's fixed handling of translucent object, and the glowing status effect. Shaders are written in the OpenGL Shading Language (GLSL). Each shader program[note 1] comes in two parts, the vertex and fragment shader. Vertex shaders define the positions of individual vertices, whereas fragment shaders define the final color of a single render fragment. For example, vertex shaders are often used to create waving foliage and water, and fragment shaders can be used to add effects like bloom, god rays, and blur. In Minecraft, vertex shaders must use the extension .vsh, and fragment shaders .fsh. Shader programs are stored in the assets/minecraft/shaders directory of client.jar, and can be replaced with a resource pack. Note that if any error occurs when loading the shaders, the resource pack is disabled and fabulous graphics mode is turned off. Core shaders are used to render almost everything in the game, including terrain, entities, gui elements, etc. The shader programs for core shaders are located in the assets/<namespace>/shaders/core directory of a resourcepack. Some objects are not drawn using shaders, this includes: A list of all core shaders can be found by expanding the header below, listing descriptions of what each shader is responsible for, as well as what uniforms, samplers, and define directives are available to each shader. All samplers are of type sampler2d unless otherwise specified Uses the core/animate_sprite.vsh vertex program. Uses the core/animate_sprite.vsh vertex program. NextSprite - The next animation frame Fog Projection Sampler2 - The lightmap. Uses the core/position_color.fsh fragment program. Projection Fog Lighting Projection Sampler1 - The red damage indicator overlay. Sampler2 - The lightmap. DissolveMaskSampler [upcoming JE 26.1] - An alpha mask to use when the DISSOLVE define is set. APPLY_TEXTURE_MATRIX - Whether or not the uv should be offset by the TextureMat uniform. EMISSIVE - Whether or not lighting should be applied to the entity. NO_CARDINAL_LIGHTING - Whether or not directional shading should be applied. NO_OVERLAY - Whether or not the red damage tint should be applied. PER_FACE_LIGHTING - Whether or not lighting should be calculated seperately for the front and back quad faces. DISSOLVE [upcoming JE 26.1] - Whether or not the DissolveMaskSampler should be used as an alpha mask. Fog Globals Projection Projection Fog Lighting Projection Sampler2 - The lightmap. Uses the core/screenquad.vsh vertex program. Projection Fog Projection Sampler2 - The lightmap. Projection Projection Fog Projection Fog Projection DynamicTransforms Fog Projection Fog - Although not explicitly defined in the code this can be used Projection Fog Globals Projection Sampler1 - The end portal stars texture textures/entity/end_portal.png. Projection Fog Lighting Projection Sampler1 - The red damage indicator overlay. Sampler2 - The lightmap. Fog Projection Additionally renders invisible entities in some situations: Fog Lighting Projection Sampler2 - The lightmap. Fog Projection Fog Projection Fog Globals Projection The colour of this is based on the team the entity is in, or the glow color override for display entities, which is passed to the shader via the Color vertex attribute. The output of this shader is saved to a buffer and then later used in the entity_outline post effect to create the full glowing effect. Projection Projection Fog Projection rendertype_text_intensity_see_through Note: rendertype_text_intensity_see_through is identical, however it is only used to render ttf fonts. Projection rendertype_text_intensity Note: rendertype_text_intensity is identical, however it is only used to render ttf fonts. Fog Projection Sampler2 - The lightmap. Non-translucent blocks are rendered by the block shader. Fog - Although not explicitly defined in the code this can be used Projection Sampler2 - The lightmap. Projection Projection Fog Projection Projection Fog Projection Sampler2 - The lightmap. Include shaders (stored in assets/<namespace>/shaders/include) contain helper functions and variables that can be used in multiple shader programs. These must have the .glsl, .vsh, or .fsh file extensions. To import an include shader, add one of the following import directives anywhere in a vertex or fragment shader program When importing an include shader, the game replaces the import directive with the contents of the include shader. The imported file needs to end with an empty line, otherwise the shader does not load. The following include shaders are used throughout the vanilla resource pack As mentioned previously, post-processing effects are used in menu backgrounds, when spectating certain mobs to create vision effects, the Fabulous! graphics setting, and when rendering the glowing effect. Post-processing effects are made up of multiple passes and render targets. A target is a buffer that can be read from and written to. The game provides some built-in targets that contain certain parts of the game world (particles, water, etc), and you can define your own to read and write data to. A pass can have multiple inputs from png textures or render targets. Post-processing effects are defined in assets/<namespace>/post_effect/<post effect>.json. Note that post-processing effects are applied before the HUD and GUI elements are rendered There are currently six post-processing effects used in the game: Each frame is rendered in the following order[more information needed] When the game draws an item or entity in a GUI the following process occurs: The game can skip rendering an item when neccesary and will use whatever was drawn on the previous frame. An item is only re-rendered if one of the following conditions is met: Uniforms blocks use the std140 layout. All uniforms must be specified and in the correct order and with the correct type, otherwise weird and undefined behavior will occur. For convenience, some uniform blocks are pre-defined in include shaders, see the include shaders section for more information. Some shaders may not use all uniforms in a given uniform block, in this case the unused uniforms will have a 'default' value. For example, while the rendertype_lines core shader will have the proper value for the LineWidth uniform, other shaders will have a "default value" for which will likely not be useful. The following uniform blocks are available in both post-processing and core shaders. This uniform block is always bound and has proper values in all shaders. The following uniform blocks are only available in core shaders. This uniform block is always bound, however may not have proper values if used outside shaders which support it. This uniform block is always bound, however may not have proper values if used outside shaders which support it. This uniform block is always bound, however may not have proper values if used outside shaders which support it. The following uniform blocks are only available in post-processing shaders. Bedrock Edition Since Bedrock Edition 1.18.30, third-party shader in resource packs are no longer supported on all devices due to the implementation of RenderDragon. The deferred rendering pipeline is an alternative rendering pipeline which can be customized via resource packs and is used in the vanilla game for the Vibrant Visuals graphics mode. Although it doesn't directly support custom shaders, it offers ways to define properties about light, fog, atmosphere, and PBR texture materials. This can be used to create lighting effects similar to those seen in Java Edition's shader packs. History Gallery Issues Issues relating to "Shader" are maintained on the bug tracker. Issues should be reported and viewed there. References Notes External links Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Server] | [TOKENS: 999] |
Server A server provides a game environment for players to play multiplayer with others over the Internet or a local area network (LAN). Players are connected to a server using the Minecraft client software, and the server is hosted using the server software, as server.jar[JE only] or Bedrock Dedicated Server[BE only]. Contents Archetypes Multiple archetypes of Minecraft multiplayer servers exist, distinguished by the unique gameplay features, rules, and societal structures that they implement. Each server is unique from the others, and often, the line between archetypes is blurred or indistinguishable. Many special types of servers rely on the use of map editors or the Creative game mode to build custom maps, and some use modded server software to provide additional features outside the vanilla experience. Some of these servers are heavily competitive, involving player versus player (PvP) and unique gameplay aspects of minigames; however, some simply followed the base vanilla survival experience. Common archetypes found in Minecraft servers may include: Variants Multiple variants of Minecraft server software exist, and each of them is used for different purposes and has varying levels of setup and features. Related tutorials for setting up these kinds of servers also exist, see Tutorials § Server setup. Management Servers are generally managed by administrators and operators. The administrator generally takes responsibility for the server. It may be that the server is running from their machine, or that they simply have jurisdiction over a server. Operators generally assist the administrators in moderating a server and to prevent unruly players and griefers. Both operators and administrators have access to various commands to ensure the smooth running of the server. On a default server, players are assigned as operator or administrator by using the /op <playername> command, or by editing the ops.json in the server directory, then restarting the server. Features of a Minecraft server, such as server's address, port, message of the day (MOTD), and others, can be configured on server.properties file, which contains key-value pairs that can enable or disable such features. It's located under the server's working directory, alongside other resources. Servers do not strictly require access to Minecraft online services, and can be played on an isolated local network without Internet connection. Servers use Minecraft online services to fetch player skins and verify genuine Minecraft accounts, which prevents hackers and griefers from using false names while on such a server. This feature can be enabled or disabled by setting online-mode property in the server.properties. The server saves the level in the "world" folder every 30 seconds if chunks have been modified by default. Whitelist or allowlist[BE only] is a feature provided by the server that allows and blocks specific players from joining a multiplayer game. It works by checking UUID or XUID[BE only] of the players who have been whitelisted on a server. Its configured in whitelist.json or allowlist.json file inside the server.jar's working directory, and can be activated by setting white-list or allow-list server property. Each entry in whitelist.json or allowlist.json is a JSON object identifying which players the server should allow access. As well as manually editing the file, the /whitelist command can also be used by operators. When editing the file manually while the server is running, the command /whitelist reload needs to be used for the changes to take effect. In Java Edition, server operators can always connect when the whitelist is active, even if their UUIDs do not appear in the whitelist. This differs from Bedrock Edition, where players must be whitelisted regardless of operator status. In Java Edition servers with online-mode disabled, the whitelist checks against the offline UUID of players, converted from their usernames. In Java Edition, players' operator status is managed by the server in the ops.json file. Operators can execute commands, and their privileges allow control for certain aspects of the game, e.g. teleporting players, summoning entities, changing game modes, and more. Each entry in ops.json is similar to a whitelist, with uuid and name being the player's identifier. Commands /op and /deop can set a player's operator status. In Bedrock Edition, players' permissions are managed by the permissions.json file. The file contains a list of JSON objects with players' XUID and permissions. Note that online-mode needs to be enabled for this feature to work since xuid requires online verification of the user account. There are three valid player permissions (see Player Permissions for details): Commands such as /permission reload reload the permission list while running in the server, and /permission list lists players' permissions. Disconnect messages are texts that are displayed when an operator kicks the player or the player has issues connecting to the server. Server or client errors Informational Operator actions History Issues Issues relating to "Server" are maintained on the bug tracker. Issues should be reported and viewed there. See also References External links Navigation More More All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Anvil] | [TOKENS: 1829] |
Anvil Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Yes Yes (64), same damage state only 1,200 5 No JE: YesBE: Partial (diffuses sky light, -2 to light) JE: NoBE: Yes No No 6 METAL An anvil is a gravity-affected utility block used to rename items, combine enchantments and repair items without losing the enchantments. An anvil has limited durability, and as it is used or dropped too far, gradually becomes a chipped anvil, then a damaged anvil, then breaks and vanishes. Contents Obtaining The suitable tool to break an anvil is a pickaxe. Anvil needs to be broken using a pickaxe, otherwise the breaking time will increase and the block drops nothing. Anvil drops itself when it's destroyed. A damaged anvil generates in the "Forge room" of the woodland mansion and in trail ruins. A total of 31 iron ingots (including 27 for three blocks of iron) are required to craft an anvil. Usage Anvils have two modes to repair items that have a durability rating: If the items are unable to be combined, a red "X" appears over the arrow pointing to the slot of the resulting item. Also, if the target item is at full durability and the sacrifice does not have any enchantments, the anvil also refuses to combine the items, unless if renaming the item to a valid name. In addition, the player can rename any item – not just items with durability – by using an anvil. Repairing with materials works for the most part, but not with all items: in general, repairing works for items with their material in the default name. For example, an anvil can repair an iron pickaxe with materials (iron in this case) while an anvil cannot repair bows or shears except with other bows or shears. Special cases: chain armor can be repaired with iron ingots, turtle shells can be repaired with turtle scutes, maces can be repaired with breeze rods, and elytra can be repaired with phantom membranes. The repair does not need to be complete; one material repairs 1⁄4 of the item's maximum durability. Repair of an unenchanted item can cost more material than simply crafting a new item or combining damaged items. The exception is armor, which consumes less material at the cost of experience levels. Repairing with a matching item works for any item with durability including bows, shears and so on. The items must be a matching tool and of a matching material. For example, a golden pickaxe cannot combine with a golden sword or iron pickaxe. In both cases, the resulting durability is limited to the item's maximum, and there is no discount for "over-repair". As a subset of repairing one item with another, the anvil can transfer enchantments from the sacrifice to the target. This can have a synergistic effect when both items share identical enchantments, or simply add to each other when they do not. Two Sharpness II swords can be combined to make a Sharpness III sword, for example, or a pickaxe with Efficiency can be combined with one that has Unbreaking. This can produce enchantments and combinations that are not possible with an enchanting table. But even so, some enchantments cannot be combined if they are similar, or contradicting, in terms of what they do. If the target is damaged, the player has to pay for the repair as well as the transfer. Transferring high-level enchantments is more expensive, and renaming an item has an additional surcharge. The anvil has a limit of 39 levels; beyond that, repairs are refused. This limit is not present in Creative mode. Every time armor or tools are repaired, the minimum experience cost doubles (e.g., 1 level, 2 levels, 4 levels, 8 levels, etc.). Any item or stack of items can be renamed at a cost of one level plus any prior-work penalty. If the player is only renaming, the maximum total cost is 39 levels. The maximum length for renaming is 30 characters[BE only] or 50 characters[JE only]. Renamed items are italicized by default, but formatting codes beginning with § are available in Bedrock Edition. Some items have special effects when renamed: Any name changes to items are applied to the item stack component {components:{"minecraft:custom_name":"<name>"}}.[Java Edition only] If the item name field is left blank, or is only whitespace or non-breaking spaces (or a combination of both), the default name for that item is used instead. Also, if the item name is unchanged from its current name (which can occur when renaming an item for the first time and using any of the aforementioned blank parameters), a red "X" appears on top of the arrow in the GUI. Named items do not stack with unnamed or differently-named items of the same type. Enchanted books can be used to enchant tools, armor and weapons. Enchanted books themselves can be combined to create higher-tiered books. This makes an anvil an alternative to the enchanting table. Height: 0.98 BlocksWidth: 0.98 Blocks When there is no supporting block below an anvil, the anvil falls in the same way sand, gravel, concrete powder, and dragon eggs fall. A placed anvil cannot be pushed or pulled by pistons,[Java Edition only] but a falling anvil can be pushed (though cannot be pulled), as it is an entity. This is different in Bedrock Edition where anvils can be pushed and pulled by pistons. Anvils make a metallic clang sound when they land. A falling anvil damages any player or mob that it falls on, with a mechanism distinct from suffocation damage caused by other falling blocks such as sand when landing. The damage amount depends on fall distance: 2HP per block fallen after the first (e.g., an anvil that falls 4 blocks deals 6HP damage). The damage is capped at 40HP × 20, no matter how far the anvil falls. Helmets take twice as much durability damage as other armor pieces, but do not provide any special protection other than the normal armor damage reduction. When a player dies by an anvil falling on them, the death message "<player> was squashed by a falling anvil" appears. However, if a player is merely touched by a falling anvil entity, no damage is dealt unless the falling anvil becomes an anvil block in the same block where the player is located. If an anvil falls onto a block with a solid top surface, but the same block it is in cannot be replaced (torch, slab, etc.), it breaks and drops as an item. An anvil can fall into the void if there is a straight path to it. When an anvil entity is in perpetual motion using slime blocks, it breaks after about 30 seconds. An anvil can be used instead of a crafting table to zoom a map out, to clone a map, or to place a player position marker on a map. Supplying 8 sheets of paper results in a zoomed-out version of the input map. Only one copy can be made at a time. The non-empty input map must be a locator map for the output to be a locator map. An empty locator map is the same as an empty map for this recipe. Maps crafted with only paper do not show the location marker; to add it, a compass must be added to the map. With each use, an anvil has a 12% chance to become damaged – degrading one stage at a time, first becoming chipped, then damaged, then eventually destroyed. On average, an anvil survives for 25 uses, although it can also break much earlier or later (the standard deviation is approximately 13.5 anvil uses). An anvil can also be damaged and destroyed from falling. If it falls from a height greater than one block, the chance of degrading by one stage is 5% × the number of blocks fallen. The damage state does not affect the anvil's function, but only anvils of the same damage state can stack in inventory. When an anvil is destroyed, the player automatically leaves the anvil GUI and it disappears. Creative mode In creative mode, the anvil functions a little differently than other game modes: Sounds Despite being composed entirely of iron, anvils do not use iron sounds. Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Achievements History Issues Issues relating to "Anvil" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Glass] | [TOKENS: 306] |
Glass Yes Yes (64) Any tool 0.3 0.3 No Yes No No 0 NONE Glass is a transparent solid block that can be dyed into stained glass, or crafted into tinted glass. Contents Obtaining Glass drops itself only if it is broken with a tool enchanted with Silk Touch. Otherwise, it drops nothing. Glass does not have an assigned tool; it is mined at the same speed regardless of what tool is used. A secret room containing glass can be found inside woodland mansions. Glass is also generated in ancient cities. Usage In Java Edition, glass blocks adjacent to other glass blocks are invisible when viewed through glass that is identical in color. Mobs cannot spawn on glass blocks. Glass blocks cannot be seen through by mobs, as they treat them as completely opaque. Mobs may look at players through glass, but this is purely visual. Redstone dust and components can be placed on glass, but cannot power glass. Glass can't cut vertical redstone. Vertical redstone can be placed on glass. In Java Edition, it transmits redstone signals up, not down. Otherwise, glass in redstone circuits is functionally the same as a top slab. Glass can be placed under note blocks to produce "hat" sound. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Glass" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Textures] | [TOKENS: 529] |
Textures The standard textures in Minecraft determine how each pixel of blocks, items, entities, particles, weather effects and GUIs is colored. Color texture maps are 4-channel RGBA image files, where the RGB values directly color a pixel, and the alpha channel is used for transparency on some textures. In Java Edition vanilla textures are located in assets\minecraft\textures in client.jar (located .minecraft\versions\1.#.#), while in Bedrock Edition and Minecraft Education they are in textures in the internal resource packs. Contents Types The textures of the blocks in Minecraft are usually done in 16×16 pixels. Some blocks have an animated texture like water, lava, portal blocks, fire, prismarine, sea lantern, sea grasses, command block and magma blocks as well as stonecutter which have an animated pattern on each side. The animated textures are presented with a series of 16×16, the play of which alternates in succession. Just like the blocks, usually the textures of the items in Minecraft are also done in 16×16 pixels. Most of the item textures are static, except those for clock and compass. In Java Edition, these animated textures are many separated 16×16 images, while in Bedrock Edition and Minecraft Education they are presented with a series of 16×16. Light block and the elements in Bedrock Edition and Minecraft Education are the only item textures done in 32×32 for officially released Minecraft versions. Similar to the skin images, the textures of entities usually integrate images applied to all parts of an entity into one single file. Their resolution is higher than 16×16 pixels, but typically their heights and widths are multiples of 16px. Armor textures are rendered separately on top of entities. Armor trims are separate textures rendered on top of armor textures. Paintings are entities with flat textures rendered on the front and a planks texture on the back, stored separately from entities. Particles are textures directly rendered in-game in 2D, always facing the camera. Animated particles use multiple texture files for the animation, and some sources emit particles with different textures. Various particles have gray textures, colored depending on the situation or animation. Some particles use texture atlases in Bedrock Edition. Most objects and graphics in GUIs, UIs, and menu screens are generated with multiple textures, sometimes from texture atlases. Textures from Ore UI menu screens cannot be modified with resource packs and are stored in Content/data/gui/dist/hbui instead. The following miscellaneous textures are used for multiple objects, or other objects:[verify for Java Edition] History Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.11?action=edit§ion=16] | [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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