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[SOURCE: https://minecraft.wiki/w/Special:RecentChangesLinked/Minecraft_Wiki:About] | [TOKENS: 46]
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Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mounts_of_Mayhem#cite_note-mcnet-image-1] | [TOKENS: 403]
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Mounts of Mayhem December 9, 2025 Mounts of Mayhem is a game drop that was released on December 9, 2025 as Java Edition 1.21.11 and Bedrock Edition 1.21.130. Its theme is a combination of both "mounts" and "combat". It introduces spears, netherite horse armor, nautiluses, nautilus armor, parched, zombie nautiluses, camel husks, and zombie horse spawning naturally. It was announced at Minecraft LIVE – September 2025. Contents Additions Nautilus armor Netherite horse armor Spawn eggs: Spear Camel husk Nautilus Parched Zombie nautilus Lunge Breath of the Nautilus Changes Leather horse armor Spawn eggs Horse, donkey, mule, zombie horse and camel Piglin, husk, zombie and zombified piglin Zombie horse Further revisions Promotions Released on January 12, 2026, Dungeon Descent is a promotional add-on expanding on the drop, with features such as dungeons, charms, and decorative dungeon and horse stable themed blocks. The Mounts of Mayhem: Challengers Tournament, also referred to as the Mayhem Tournament, is a series of articles on Minecraft.net written to promote the Mounts of Mayhem drop. Three special reward drops are available to promote the release of the game drop. One is available through TikTok, and the other two are available through Twitch. The Mounts of Mayhem Community Challenge was a community challenge promoting the release of the game drop. Announced on December 10, 2025, the challenge began on December 12 and concluded on December 15, 2025. The mobs may be either neutral or hostile, do not need to be defeated simultaneously, and can be spawned beforehand in Creative mode. Trivia Quotes Hi friends, Mounts of Mayhem just dropped You've got new mobs to meet and a new weapon to master Videos Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mounts_of_Mayhem#Effects] | [TOKENS: 403]
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Mounts of Mayhem December 9, 2025 Mounts of Mayhem is a game drop that was released on December 9, 2025 as Java Edition 1.21.11 and Bedrock Edition 1.21.130. Its theme is a combination of both "mounts" and "combat". It introduces spears, netherite horse armor, nautiluses, nautilus armor, parched, zombie nautiluses, camel husks, and zombie horse spawning naturally. It was announced at Minecraft LIVE – September 2025. Contents Additions Nautilus armor Netherite horse armor Spawn eggs: Spear Camel husk Nautilus Parched Zombie nautilus Lunge Breath of the Nautilus Changes Leather horse armor Spawn eggs Horse, donkey, mule, zombie horse and camel Piglin, husk, zombie and zombified piglin Zombie horse Further revisions Promotions Released on January 12, 2026, Dungeon Descent is a promotional add-on expanding on the drop, with features such as dungeons, charms, and decorative dungeon and horse stable themed blocks. The Mounts of Mayhem: Challengers Tournament, also referred to as the Mayhem Tournament, is a series of articles on Minecraft.net written to promote the Mounts of Mayhem drop. Three special reward drops are available to promote the release of the game drop. One is available through TikTok, and the other two are available through Twitch. The Mounts of Mayhem Community Challenge was a community challenge promoting the release of the game drop. Announced on December 10, 2025, the challenge began on December 12 and concluded on December 15, 2025. The mobs may be either neutral or hostile, do not need to be defeated simultaneously, and can be spawned beforehand in Creative mode. Trivia Quotes Hi friends, Mounts of Mayhem just dropped You've got new mobs to meet and a new weapon to master Videos Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Camel_husk] | [TOKENS: 1390]
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Camel Husk 32HP × 16 Passive UndeadMonsterAnimal Standing:Height: 2.375 blocksWidth: 1.7 blocks Sitting:Height: 0.945 blocksWidth: 1.7 blocks Baby:Height: 1.1875 blocksWidth: 0.85 blocks Baby (sitting):Height: 0.4725 blocksWidth: 0.85 blocks A camel husk is an undead variant of the camel that rarely spawns at night or during thunderstorms in deserts as a hostile mob, being ridden and controlled by an iron spear-wielding husk with a parched passenger, known as a camel husk jockey. It does not burn in sunlight, and is passive once separated from its riders. Contents Spawning In Java Edition, when a husk spawns naturally and spawns in a space that does not block the collision box required for a camel husk, it has a 10% chance to spawn as a camel husk jockey, i.e. riding a camel husk, and spawning a parched as the second passenger. Within a spawning pack of husks, only one of them can spawn as a camel husk jockey. If the husk is a baby husk and was supposed to spawn as chicken jockey, the chicken will be spawned (and can despawn), but the baby husk will ride the camel husk. In this state, the camel husk's movement is controlled by the front passenger. This will initially be the husk; if the husk dismounts or is killed, the parched will instead take control. When both passengers are killed or dismount the camel husk, it becomes passive. It can then subsequently be ridden by players like a regular camel. Camel husks count towards the "monster" mob cap and can despawn like most hostile mobs until the first time any player interacts with it. At that point it becomes persistent and no longer counts towards any mob cap either. Camel husks do not spawn in Peaceful difficulty, like other monsters. Baby camel husks cannot spawn naturally and are only accessible through commands.[until First Drop 2026] In Bedrock Edition, camel husks spawn by weight on their own, and like in Java Edition, never by itself: Drops Java Edition: Bedrock Edition: Killing a baby camel husk yields no items or experience. Behavior Husk: 20HP × 10 Parched: 16HP × 8 Camel Husk: 32HP × 16 Hostile Husk: Parched: Camel husks spawn as hostile mobs due to being ridden by hostile mobs, targeting the player as its pathfinding is controlled by the riders. However, they will become passive once the riders are killed, behaving similarly to regular camels, but cannot breed. They are under two other different categories, monster and undead, rather than just animal for regular camels. In Bedrock Edition, camel husks get up immediately once the player rides them with a saddle while sitting; in Java Edition, they get up once the player moves forwards. Camel husks can safely fall 6 blocks before they begin to accumulate fall damage, unlike most mobs, which can safely fall 3 blocks. Camel husks also take half of the normal fall damage (rounded up) that most other mobs take (0.5HP × 0.25 damage per block over the safe distance instead of 1HP). If an entity is riding a camel husk, they receive the same fall damage as the camel husk. Camel husks have a 1⁄900 chance to regenerate 1HP health point each game tick. Rabbit's feet can be used to tempt and heal camel husks. In Bedrock Edition, camel husks don't panic when damaged. In Java Edition, camel husks are never spawned as part of a zombie siege, but if a camel husk jockey naturally spawns nearby, it will join the siege and behave like all other zombies. Being an undead mob, they are: Unlike most undead mobs, camel husks do not burn in sunlight. As they are also monsters, camel husks count towards the hostile mob cap. However, once a player gets onto a camel husk for the first time, it stops counting towards any mob cap and will no longer despawn, similar to having a name tag applied. As they are considered monsters, parrots can imitate them. Camel husks can be ridden as long as there are not already two riders. The riding behavior of camel husks is identical to regular camels. Camel husks have one slot in their inventory for equipping a saddle. A saddle can be placed on a camel husk by holding it and then using it on the camel, or by accessing its inventory. A camel husk's inventory can be accessed by mounting the camel husk and using inventory control, or by sneaking and then using or pressing the "open inventory" button[Bedrock Edition only] on the camel husk. Once a camel husk is saddled, the player can control it with standard directional controls, jump, and the mouse. The player dismounts using the dismount control. A second player can then ride as a passenger. If the controlling passenger disembarks, then the second passenger takes control of the camel husk. Camel husks move at the same speed as regular camels. They gradually gain speed while moving in a straight line, up to a walking speed of 3.885 blocks/s, and can also manually sprint at a speed of 8.203 blocks/s by double tapping forward or by holding the sprint control while moving forward. Saddled camel husks also have the ability of "dashing". When the player rides them, the experience bar on the HUD is replaced by a dash charging bar, similar to the jump charging bar for horses. Dashing is done using the jump control, and holding the control charges for a longer dashing. Camel husks can dash every 2.75 seconds. When dashing, the camel husk launches up to 12 blocks forward and one block upward. For a short time after dashing, the camel husk cannot sprint. Baby camel husks cannot be equipped or ridden. Sounds Despite being monsters, camel husks use the "Friendly Mobs" sound category. Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Camel husks have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History Issues Issues relating to "Camel Husk" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mounts_of_Mayhem#Further_revisions] | [TOKENS: 403]
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Mounts of Mayhem December 9, 2025 Mounts of Mayhem is a game drop that was released on December 9, 2025 as Java Edition 1.21.11 and Bedrock Edition 1.21.130. Its theme is a combination of both "mounts" and "combat". It introduces spears, netherite horse armor, nautiluses, nautilus armor, parched, zombie nautiluses, camel husks, and zombie horse spawning naturally. It was announced at Minecraft LIVE – September 2025. Contents Additions Nautilus armor Netherite horse armor Spawn eggs: Spear Camel husk Nautilus Parched Zombie nautilus Lunge Breath of the Nautilus Changes Leather horse armor Spawn eggs Horse, donkey, mule, zombie horse and camel Piglin, husk, zombie and zombified piglin Zombie horse Further revisions Promotions Released on January 12, 2026, Dungeon Descent is a promotional add-on expanding on the drop, with features such as dungeons, charms, and decorative dungeon and horse stable themed blocks. The Mounts of Mayhem: Challengers Tournament, also referred to as the Mayhem Tournament, is a series of articles on Minecraft.net written to promote the Mounts of Mayhem drop. Three special reward drops are available to promote the release of the game drop. One is available through TikTok, and the other two are available through Twitch. The Mounts of Mayhem Community Challenge was a community challenge promoting the release of the game drop. Announced on December 10, 2025, the challenge began on December 12 and concluded on December 15, 2025. The mobs may be either neutral or hostile, do not need to be defeated simultaneously, and can be spawned beforehand in Creative mode. Trivia Quotes Hi friends, Mounts of Mayhem just dropped You've got new mobs to meet and a new weapon to master Videos Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Nautilus_armor] | [TOKENS: 306]
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Nautilus Armor Common No No Nautilus armor is a type of armor that can be equipped on a tamed adult nautilus or zombie nautilus to reduce the damage it recieves. There are five tiers of nautilus armor; only netherite armor can be smithed, and the rest must be found from generated loot. Contents Variants Obtaining Nautilus armor cannot be crafted. Usage Like horse armor, nautilus armor does not have durability. Nautilus armor can be equipped on a tamed nautilus or zombie nautilus by holding the nautilus armor and using the use button on the nautilus. The nautilus armor can be removed from a nautilus by using shears on it. Baby nautiluses are unable to equip nautilus armor. There is a gradual increase in protection for the nautilus from wearing different increasing tiers of nautilus armor. Piglins are attracted to golden nautilus armor and can pick it up. Nautilus armor cannot be enchanted in Survival mode without commands. However, in Java Edition Creative mode, an anvil can be used to enchant nautilus armor with Thorns, Feather Falling, Protection, Fire Protection, Projectile Protection, Blast Protection, Curse of Binding, and Curse of Vanishing. Other enchantments can be applied, but they have no effect. Sounds Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Nautilus Armor" 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/Mounts_of_Mayhem#Mobs_2] | [TOKENS: 403]
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Mounts of Mayhem December 9, 2025 Mounts of Mayhem is a game drop that was released on December 9, 2025 as Java Edition 1.21.11 and Bedrock Edition 1.21.130. Its theme is a combination of both "mounts" and "combat". It introduces spears, netherite horse armor, nautiluses, nautilus armor, parched, zombie nautiluses, camel husks, and zombie horse spawning naturally. It was announced at Minecraft LIVE – September 2025. Contents Additions Nautilus armor Netherite horse armor Spawn eggs: Spear Camel husk Nautilus Parched Zombie nautilus Lunge Breath of the Nautilus Changes Leather horse armor Spawn eggs Horse, donkey, mule, zombie horse and camel Piglin, husk, zombie and zombified piglin Zombie horse Further revisions Promotions Released on January 12, 2026, Dungeon Descent is a promotional add-on expanding on the drop, with features such as dungeons, charms, and decorative dungeon and horse stable themed blocks. The Mounts of Mayhem: Challengers Tournament, also referred to as the Mayhem Tournament, is a series of articles on Minecraft.net written to promote the Mounts of Mayhem drop. Three special reward drops are available to promote the release of the game drop. One is available through TikTok, and the other two are available through Twitch. The Mounts of Mayhem Community Challenge was a community challenge promoting the release of the game drop. Announced on December 10, 2025, the challenge began on December 12 and concluded on December 15, 2025. The mobs may be either neutral or hostile, do not need to be defeated simultaneously, and can be spawned beforehand in Creative mode. Trivia Quotes Hi friends, Mounts of Mayhem just dropped You've got new mobs to meet and a new weapon to master Videos Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mounts_of_Mayhem#Videos] | [TOKENS: 403]
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Mounts of Mayhem December 9, 2025 Mounts of Mayhem is a game drop that was released on December 9, 2025 as Java Edition 1.21.11 and Bedrock Edition 1.21.130. Its theme is a combination of both "mounts" and "combat". It introduces spears, netherite horse armor, nautiluses, nautilus armor, parched, zombie nautiluses, camel husks, and zombie horse spawning naturally. It was announced at Minecraft LIVE – September 2025. Contents Additions Nautilus armor Netherite horse armor Spawn eggs: Spear Camel husk Nautilus Parched Zombie nautilus Lunge Breath of the Nautilus Changes Leather horse armor Spawn eggs Horse, donkey, mule, zombie horse and camel Piglin, husk, zombie and zombified piglin Zombie horse Further revisions Promotions Released on January 12, 2026, Dungeon Descent is a promotional add-on expanding on the drop, with features such as dungeons, charms, and decorative dungeon and horse stable themed blocks. The Mounts of Mayhem: Challengers Tournament, also referred to as the Mayhem Tournament, is a series of articles on Minecraft.net written to promote the Mounts of Mayhem drop. Three special reward drops are available to promote the release of the game drop. One is available through TikTok, and the other two are available through Twitch. The Mounts of Mayhem Community Challenge was a community challenge promoting the release of the game drop. Announced on December 10, 2025, the challenge began on December 12 and concluded on December 15, 2025. The mobs may be either neutral or hostile, do not need to be defeated simultaneously, and can be spawned beforehand in Creative mode. Trivia Quotes Hi friends, Mounts of Mayhem just dropped You've got new mobs to meet and a new weapon to master Videos Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mounts_of_Mayhem?action=edit§ion=2] | [TOKENS: 227]
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Editing Mounts of Mayhem (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 3 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Golden_Nautilus_Armor_JE1_BE2.png] | [TOKENS: 111]
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File:Golden Nautilus Armor JE1 BE2.png Summary A golden nautilus armor viewed from the front. This is a file pertaining to Minecraft. https://www.minecraft.net/en-us/article/minecraft-snapshot-25w41a Mojang Studious See below. Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 11 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Diamond_Nautilus_Armor_JE1_BE2.png] | [TOKENS: 111]
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File:Diamond Nautilus Armor JE1 BE2.png Summary A diamond nautilus armor viewed from the front. This is a file pertaining to Minecraft. https://www.minecraft.net/en-us/article/minecraft-snapshot-25w41a Mojang Studious See below. Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 15 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Netherite_Horse_Armor_JE2_BE1.png] | [TOKENS: 88]
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File:Netherite Horse Armor JE2 BE1.png Summary No information available. Please correct this! No information available. Please correct this! See below. Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 17 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Smithing_table] | [TOKENS: 513]
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Smithing Table Yes Yes (64) 2.5 2.5 No No No Yes 13 WOOD A smithing table is a utility block used to apply smithing templates to tools and armor. It also serves as a toolsmith's job site block. Contents Obtaining Smithing tables can be broken by hand, but using an axe is faster. Smithing tables drop themselves when destroyed. Smithing tables can spawn naturally within toolsmith houses in villages. Smithing tables can also generate in trail ruins. Usage Regardless of the player's position during placement, the different textures of the block are always facing in the same position (the textures with the hammers are facing west and east, while the dark grey side is always facing up). A smithing table is primarily used for upgrading diamond gear to netherite gear and for trimming armor. The smithing interface is accessed by pressing use on a smithing table. To work at a smithing table, the player must provide a smithing template in the left-most slot, a tool or piece of armor in the central slot, and an augmenting material in the right-most slot. Applying a smithing template costs no experience, and preserves item data such as durability consumption, enchantments, and custom names. Upgrading to netherite requires a netherite upgrade smithing template, a diamond tool or a piece of diamond armor, and a netherite ingot. Decorative trims can be applied to any piece of armor, including turtle shells, by using an armor trim smithing template and a trim material. After trimming, the armor will show a decorative pattern corresponding to the smithing template with the color determined by the used material. A preview of this pattern can be seen on an armor stand model, located on the right side of smithing table's GUI. If a smithing table has not been claimed by a villager, any nearby unemployed villager has a chance to change their profession to toolsmith and claim the smithing table as their job site block. Smithing tables can be used as fuel in furnaces, smelting 1.5 items per block. Smithing tables can be placed under note blocks to produce "bass" sounds. Sounds Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Smithing Table" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Held_Wooden_Spear_JE2_BE1.png] | [TOKENS: 111]
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File:Held Wooden Spear JE2 BE1.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 17 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Knockback_resistance] | [TOKENS: 968]
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Knockback (mechanic) Knockback represents the pushback from attacks or natural causes. Contents Attack knockback When receiving damage from players, mobs, explosions, and most projectiles, entities are also knocked back. The direction of knockback is determined by the direction of the incoming attack. Knockback dealt to grounded entities knocks them into the air and away from the attack. Knockback dealt to airborne entities differs between Java Edition and Bedrock Edition. In Java Edition, knockback against airbone entities only knocks them away from the attack and does not knock them further into the air. In Bedrock Edition, knockback against airborne entities is identical to knockback against grounded entities. Entities inside minecarts or boats, as well as entities that are riding mountable entities like horses and camels, never receive any knockback when attacked. Knockback dealt to entities during attack invulnerability time, the 0.5 seconds (500ms) of invulnerability received after taking damage, differs between Java Edition and Bedrock Edition. Knockback sources Most natural damage sources, damage sources that are received indirectly, cause a stutter in movement but do not deal any horizontal knockback. Natural damage sources that cause a movement stutter include damage from burning, drowning, lightning, falling, suffocation, entity cramming, starvation, and status effects like Poison, Wither, and Instant Damage. Block-inflicted damage from fire, cactus, lava, magma blocks, campfires, and sweet berry bushes also cause the same movement-stuttering knockback. Other indirect damage sources deal knockback in the traditional manner rather than causing a movement stutter. This includes the breath attack of the ender dragon, the beam attack of guardians and elder guardians, the sonic boom attack of wardens, the roar attack of ravagers, evoker fangs, damage from the Thorns enchantment, and the effect cloud from lingering potions of Harming. Knockback received from players or mobs using a sword enchanted with Knockback is greater than normal. Attacks that deal 0HP or less fail to deal knockback. The Weakness status effect can cause attacks that deal 0HP, causing them to deal no knockback. Thrown eggs and snowballs cause knockback to mobs even if they do not deal any damage. In Bedrock Edition, thrown eggs and snowballs also apply knockback to players. Sprint-knockback attack Doing a melee attack while sprinting causes a sprint-knockback attack to be performed, inflicting extra knockback. In Java Edition, sprint-knockback attacks play a unique sound when performed, and they require an attack cooldown charge of at least 84.8%. Spears are the only item type that cannot do sprint-knockback attacks. In Java Edition, sprint-knockback attacks cannot be performed at the same time as critical hits or sweep attacks. If a sprint-knockback attack is performed at the same time as a critical hit, the sprint-knockback attack takes priority. They can however be performed at the same time as smash attacks and crushing blows. The extra inflicted knockback stacks with the Knockback enchantment. Like the Knockback enchantment, sprint-knockback attacks do not increase knockback against entities that are immune to knockback, such as iron golems or shielding players. The only exceptions to this are armor stand and boats, which ordinarily do not take knockback when hit but do when hit by a sprint-knockback attack. Knockback resistance Knockback resistance reduces knockback by multiplying the velocity value that a mob receives from an attack's knockback. If the velocity the mob would have without any knockback resistance is v, and the mob has a knockback resistance of r%, then the mob's actual velocity is determined by the formula A=v×(1−r100). Each piece of netherite armor adds 10% knockback resistance to its wearer, giving 40% knockback resistance with a full set. Explosion knockback resistance reduces knockback from explosions and fireworks. It is received through the Blast Protection enchantment, and uses the formula (15 × level)%. The effect stacks with multiple armor pieces, with two pieces of Blast Protection IV armor resulting in 100% explosion knockback resistance. It also reduces the knockback affect of wind charges and the Wind Burst enchantment. Certain mobs have natural knockback resistance that causes them to resist knockback from attacks. Iron golems, shulkers, agents, NPCs, wardens, and ender dragons have 100% knockback resistance, while other mobs have varying levels of knockback resistance. Sounds Java Edition: History Issues Issues relating to "Knockback" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Held_Netherite_Spear_JE2_BE1.png] | [TOKENS: 113]
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File:Held Netherite Spear JE2 BE1.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 15 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Held_Iron_Spear_JE2_BE1.png] | [TOKENS: 111]
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File:Held Iron Spear JE2 BE1.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 15 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Diamond_horse_armor] | [TOKENS: 363]
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Diamond Horse Armor Common 11 ( × 5.5) 2 () No No Diamond horse armor is the second-strongest tier of horse armor. Unlike other diamond items, it cannot be crafted and is only obtainable from chest loot in various structures. Contents Obtaining Usage Only regular adult horses and zombie horses can wear diamond horse armor; baby horses, donkeys, mules and skeleton horses cannot be equipped with armor. Diamond horse armor can be equipped to a horse either by manually placing it in its respective slot () in the horse’s inventory, or by pressing Use on the horse while holding it. The diamond horse armor can be removed either by manually removing it from the armor slot or by using shears on the horse. When equipped, diamond horse armor gives 11 ( × 5.5) armor points and 2 armor toughness. Horse armor protects zombie horses from burning in sunlight. If a horse dies while equipped with diamond horse armor, it drops its normal loot, a saddle (if it had one), and the horse armor. Unlike player armor or wolf armor, horse armor does not have durability. This means a single diamond horse armor can be used infinitely unless it is destroyed through other means. Unlike player armor, horse armor cannot be enchanted in Survival mode. However, in Java Edition Creative mode, horse armor can be used with an anvil to enchant with Thorns, Feather Falling, Protection, Fire Protection, Projectile Protection, Blast Protection, Curse of Binding, and Curse of Vanishing. Other enchantments can be applied, but they have no effect. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Diamond Horse Armor" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Weapon] | [TOKENS: 235]
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Weapon Weapons are items used to deal damage to entities. They include tools, projectiles, obstacles, and traps. Some weapons can be enchanted to enhance their combat efficacy. Contents Overview Melee weapons can be held in the main hand while pressing the attack control to deal more damage than punching. Ranged weapons can be used to fire projectiles. Block weapons are typically used by placing them. A redstone circuit can be used in various ways, depending on its design. Melee weapons Melee weapons can be used to deal damage within a player's reach distance. A player can attack with the held weapon by pressing the attack control. In Java Edition, the damage dealt by melee weapons is affected by the attack cooldown: in order to deal maximum damage again, the player must wait for the weapon to "recharge" after each attack. Ranged weapons Ranged weapons are less effective in close combat and more effective at attacking enemies from a distance. Other weapons Other items listed below can be used as weapons but usually have other intended uses and should be used strategically. History Issues Issues relating to "Weapon" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Netherite_upgrade] | [TOKENS: 235]
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Netherite Upgrade Uncommon No[JE only]No (except via vault)[BE only] Yes (64) A netherite upgrade is a type of smithing template used in smithing tables to upgrade armor and tools from diamond to netherite. It is consumed when used, but can be duplicated using an existing template, netherrack, and diamonds. Contents Obtaining This item is found in bastion remnants. Once obtained, it can be duplicated with diamonds and netherrack. Usage It is an ingredient in its own recipe, making it simple to craft more after the initial item is found. While upgrading, the newly crafted netherite gear retains the enchantments, prior work penalty, trim and number of durability points lost (instead of the remaining durability) from the diamond gear. Unlike anvils, using a smithing table to upgrade diamond gear to netherite gear costs no experience and does not increase the prior work penalty. Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Netherite Upgrade" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Attack_range] | [TOKENS: 4052]
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Melee attack A melee attack is a type of attack that mobs and players use to cause damage through close contact with a target. Contents Attack scenario Melee attacks apply mob's base melee attack damage and deal damage to the target entity in mob_attack damage type. Most mobs perform one melee attack per second, targeting a single intended target for the melee attack, without accidentally harming other targets. Some mobs melee attack in a different way and have special effects: Attack damage All entities have a base melee attack damage. The final attack damage calculation includes the mob's base attack damage, main hand item damage, and status effects. In Java Edition, base melee attack damage is the computed value of the attribute attack_damage. The damage from the main hand item and status effects are essentially Op0 attribute modifiers. Using the /attribute command to modify the base value or modifiers can change the base melee attack damage for the corresponding entity. For example, the base melee attack damage of a player holding a wooden sword with the Strength II effect would be calculated as: The attack damage of the main hand items is shown in the table below (including the player's 1HP base attack value, matching the value displayed in the tooltip): The Strength status effect increases attack damage by 3HP per level, while the Weakness effect reduces it by 4HP per level. In Bedrock Edition, the base melee attack damage is calculated differently for different entities: For players, the calculation sequence for base melee attack damage is as follows: For example, the base melee attack damage of a player holding a wooden sword with both Strength II and Weakness I effects would be calculated as: For most non-player entities, the calculation sequence for base melee attack damage is as follows: For example, the base melee attack damage of a zombie holding a wooden sword with both Strength II and Weakness I effects would be calculated as: The attack damage of the main hand items is shown in the table below (including the player's 1HP base attack value, so the values are 1 higher than what is displayed in the tooltip): The Strength status effect can be calculated using the recursive formula dn=1.3dn−1+1 or the general formula dn=1.3nd0+1.3n−10.3, where d0 is the input attack damage, dn is the output attack damage, and n is the level of the Strength status effect. The Weakness status effect can be calculated using the recursive formula dn=0.8dn−1−0.5 or the general formula dn=0.8nd0+0.8n−10.4, where d0 is the input attack damage, dn is the output attack damage, and n is the level of the Weakness status effect. If the result is less than 0, the output attack damage is 0. The enchantments on items in the main hand will affect attack damage, referred to here as enchantment attack damage. For different entities, enchantments have different attack damage: The total of all enchantment attack damage is the current enchantment attack damage. In Bedrock Edition, enchantment attack damage is rounded down after summing, so if Sharpness I and Smite I are both active, the enchantment attack damage would be 3HP instead of 3.75HP × 1.875. After calculating the base melee attack damage and enchantment attack damage, the game also determines whether to add a bonus attack damage based on the nature of the current main hand item and the state of the attacked entity. Currently, only mace has bonus attack damage. The bonus attack damage of the mace only takes effect when the entity falls from a height greater than 1.5 blocks and not gliding[Java Edition only], with the bonus attack damage adjusted according to the fall height: Attack cooldown The attack cooldown is a meter below the crosshair that reduces damage when attacking before the meter is full. An attack cooldown percentage of 84.8% or above is also required for critical hits, sprint-knockback attacks, and sweep attacks to activate. The indicator can be optionally changed to display next to the hotbar instead of under the crosshair in Video Settings. Attack speed is controlled by the attack_speed attribute. The default value is 4, meaning that 4 full-damage melee attacks can be performed per 20 game ticks (1 second), however damage immunity allows only 2 of these attacks to connect against a single target. The Haste effect increases attack speed by 10% per level, and the Mining Fatigue effect decreases it by 10% per level. Spear jab attacks specifically have a forced attack cooldown, meaning they cannot attack at all until they reach 100% cooldown charge. Tools and weapons have different attack speeds that replace the base value of 4 when held in the mainhand. The following table lists all attack speeds from fastest to slowest: The time from one melee attack, breaking a block, or switching the main-hand item to the next melee attack that can deal full damage is called the attack cooldown time. The ratio of the time elapsed since the above actions to the total attack cooldown time is the attack cooldown completion. The number of full-damage melee attacks a player can perform per 20 game ticks (1 second) is the attack speed. Attack cooldown time can be calculated from attack speed. If the attack speed is s, the attack cooldown time T is 20s game ticks. Since game ticks do not have decimal values, the actual attack cooldown time is rounded: if the decimal part is greater than 0.5, it is rounded up; otherwise, it is rounded down. Attack cooldown completion can also be calculated from these values. If the time since the last melee attack, block break, or main-hand item switch is t game ticks, then the attack cooldown completion p is clamp(t+0.5T,0,1). The visual component related to attack cooldown completion is the attack indicator, which has a slight difference in rendering percentage compared to the actual attack cooldown completion: clamp(tT,0,1), meaning the displayed value lags by half a game tick. Attack cooldown affects base melee attack damage, enchanted attack damage, and additional attack damage differently. Given attack cooldown completion p, the base melee attack damage is modified by 0.2+0.8p2, the enchanted attack damage by p, while additional attack damage remains unaffected. The effect on base melee attack damage can stack with critical hits. Attack range The reach in blocks of a given player attack is dependent on the player's weapon, and is controlled by the entity_interaction_range attribute. If the target is outside the reach of the attack range, the melee attack does not connect. For entities, it is instead dependent on the entity's attack bounding box. For both players using the jab or charge attacks of the spear and any entity that can use the spear's charge attacks, targets within range are selected by first attempting to find an obstructing block for the attack, which will then become the maximum range, then trying to find all entities within a bounding box representing the range that are directly between the maximum and minimum range (assuming no block intersections, 1-2.25 blocks for most entities, and 2-4.5 blocks for players) in the direction of the view vector (with inflated hitboxes of 0.125 blocks, effectively decreasing minimum range and increasing maximum range by that amount). For players, the attack range is the range they can physically reach with an attack. The default attack range is 3 (3 blocks). In Java Edition, attack range is dependent on the attack_range data component. When in Creative Mode, the attack range increases to 5 blocks when holding any item except a spear, while spears do not change their attack range in Creative Mode. When entity_interaction_range and attack_range are set to different values, attack_range takes priority. For most entities, the attack range is defined as a horizontally extended area beyond their collision box, referred to below as the attack bounding box. Similarly, the attacked entity has a range within which it can be struck, referred to as the hit bounding box. A melee attack can occur when the attack bounding box intersects with the hit bounding box. Entities performing melee attacks must also maintain a clear line of sight to the attacked entity, preventing attacks through blocks. Since entities cannot see themselves, they cannot perform melee attacks on themselves. In Mounts of Mayhem, there is a second minimum bounding box representing the minimum reach of the entity, which will prevent the attacker from attacking the attacked entity if it is within its range. The attack bounding boxes for an entity are obtained for the entity's minimum range (if non-zero) and maximum range boxes as follows: [note 1] The hit bounding box is calculated as follows: Attack knockback When melee attack damage is dealt, the attacked entity will be pushed backward; this is knockback. The horizontal direction of knockback aligns with the attacker's viewpoint. The knockback of an attack is dependent on the player's weapon, and is controlled by the attack knockback attribute. The magnitude of knockback depends on whether the attacker is sprinting and the item in their main hand. This is described using knockback strength. Knockback strength is 0 by default. If the main-hand item has the knockback enchantment, the knockback strength increases by the enchantment's level. In Java Edition, only players can knock back non-living entities. Knockback strength determines the knockback speed, which is half of the knockback strength. If the target of the knockback is a non-living entity, it receives a vertical motion of 0.1 blocks per tick (2 blocks per second) and a horizontal knockback speed. If the target is a living entity, the knockback speed is reduced based on its knockback resistance (attribute knockback_resistance). If the knockback resistance is 1, knockback does not occur. Next, the entity's horizontal movement speed is halved, and knockback speed is applied. If the entity is touching the ground, its vertical speed is also halved, and upward knockback speed is applied. However, the final vertical speed does not exceed 0.4 blocks per tick (8 blocks per second). After knockback occurs, the attacking entity immediately stops sprinting, and their horizontal speed is reduced to 60% of its original value. Hitbox margin The hitbox margin increases the distance at which an entity can still be hit when attacking outside of its hitbox. In vanilla this mechanic is only used by spears, with both their jab attack and charge attack having a hitbox margin of 0.125. All other items have a hitbox margin of 0. It is controlled by the attack_range component's hitbox_margin field, and the default value is 0.3 (this value in practice is only used if the component is included but no value is given, as if the component is not included the default value is 0). Special attacks Melee attacks can be special attacks when meeting certain conditions: All weapons aside from spears have the ability to do critical hits, which deal 50% extra damage. To perform a critical hit, the following conditions must be met: In Java Edition, critical hits increase damage before calculating damage enchantments, while in Bedrock Edition they increase damage after calculating damage enchantments. When a critical hit is successfully performed, small star-shaped particles will burst out of the hit entity, and a unique sound effect is played. The ender dragon is immune to critical hits in Java Edition. All weapons aside from spears have the ability to do sprint-knockback attacks, which deal extra knockback while sprinting and cancel the sprint. In Java Edition, sprint-knockback attacks play a unique sound when performed, and they require an attack cooldown charge of at least 84.8%. Spears are the only item type that cannot do sprint-knockback attacks. In Java Edition, sprint-knockback attacks cannot be performed at the same time as critical hits or sweep attacks. If a sprint-knockback attack is performed at the same time as a critical hit, the sprint-knockback attack takes priority. They can however be performed at the same time as smash attacks and crushing blows. The extra inflicted knockback stacks with the Knockback enchantment. Like the Knockback enchantment, sprint-knockback attacks do not increase knockback against entities that are immune to knockback, such as iron golems or shielding players. The only exceptions to this are armor stands and boats, which ordinarily do not take knockback when hit but do when hit by a sprint-knockback attack. Swords have the special ability to do sweep attacks, which damage nearby entities with a gale particle. A sweep attack occurs only if all of the following conditions are met: The range of a sweep attack is determined by both the attacked entity and the player's position. Based on the attacked entity's collision box, the range extends 1 block horizontally in all directions and 0.25 blocks vertically both up and down. All entities within 3 blocks of the player (excluding the attacking player themselves, the primary attacked entity, and armor stands with the [Boolean] Marker tag set to true) will be affected by the sweep attack. By default, a sweep attack deals 1HP damage. However, this damage can be increased using the Sweeping Damage Ratio attribute. If the calculated value of sweeping_damage_ratio is r, and the sum of base melee attack damage and additional attack damage is d, the sweep attack damage is calculated as 1+rd. The Sweeping Edge enchantment increases the sweeping damage ratio attribute, which increases the damage of the sweep attack damage to entities close to the attacked entity, but not the attacked entity itself. If the level of Sweeping Edge is n, then the Sweeping Damage Ratio increases by ndn+1. By default, Sweeping Edge I, II, and III increase sweep attack damage by 50%, 67%, and 75% of the base melee attack damage plus additional attack damage, respectively. Similar to melee attacks, sweep attacks also apply knockback. However, knockback from sweep attacks is not affected by the knockback enchantment or sprinting. If the affected entity has 0 knockback resistance, the sweep attack applies a knockback speed of 0.4 blocks per tick. Axes have the special ability to do crushing blows, which disable the use of the target's shield for 5 seconds. Crushing blows are triggered only against targets that are actively holding their shield up. Crushing blows affect all of the target's shields, rather than affecting only the one that was being used. Crushing blows do not trigger against targets whose shields are not yet past their 250ms activation delay. Crushing blows are triggered regardless of attack cooldown percentage and, unlike sweep attacks, they can be triggered at the same time as critical hits and sprint-knockback attacks. Crushing blows work by inflicting a 5 second use cooldown. When a shield is stunned, it cannot be used by pressing the use button[Java Edition only] or sneaking [Bedrock Edition only]. Performing a crushing blow does not consume durability from the axe, in the same way that other attacks do not consume durability when they're blocked by a shield. Mobs that wield axes, such as vindicators or piglin brutes, perform crushing blows should they hit a player's shield. The melee attack of a warden also performs a crushing blow should it connect against a player's shield. In the Java Edition Combat Tests, the stun duration from crushing blows is lengthened by the Cleaving enchantment, at an additional 0.5 seconds per level with a maximum level of III. Maces have the special ability to do smash attacks, which cause extra damage depending on how many blocks were fallen prior to attacking. Connecting a smash attack clears all fall damage that was accumulated prior to the attack. All entities within 2.5 blocks of the smash attack are knocked back. Like crushing blows, smash attacks are triggered regardless of attack cooldown percentage, and can be triggered at the same time as critical hits and sprint-knockback attacks. Smash attacks trigger the Wind Burst enchantment. To perform a smash attack, the player must not be grounded or in elytra flight, and the fall height used in calculation is simply the starting height (Y coordinate) minus the ending height (Y coordinate). Descending with an elytra counts as blocks fallen for smash attacks. In Java Edition, the elytra must be unequipped before attacking for the smash attack to activate, as being in elytra flight does not activate a smash attack. In Bedrock Edition, unequipping the elytra before attacking is not necessary, as smash attacks activate even while the user is in elytra flight. A successful smash attack causes a mace to deal 4HP extra damage for each of the first 3 blocks fallen, 2HP extra damage for each of the next 5 blocks fallen, and 1HP extra damage for each block fallen after that. The damage of smash attacks is increased by the Density enchantment by an additional 0.5HP × 0.25 for each block fallen per level of enchantment, at a maximum level of V. Spears have the special ability to do jab attacks, which have 4.5 blocks of reach rather than the typical 3 blocks, can hit multiple entities with a single attack, and inflate the hitboxes of targets by 0.125 making attacks easier to land. Jab attacks have a minimum reach requirement however, where they cannot connect hits if the target is within 2 blocks or less of the user. Jab attacks have a forced cooldown effect that cannot be bypassed: A spear can still perform a charge attack while the jab attack is on cooldown, and thus by alternating between jab attacks and charge attacks the rate of attacks can be effectively doubled. Attacking with a jab attack and then following it up with a charge attack causes the charge attack to do less damage depending on the attack cooldown percentage of the prior jab attack. Spears have the special ability to do charge attacks by holding the use button, which deal extra damage depending on the velocity of the user and the target. Like jab attacks, charge attacks have a 4.5 block attack reach, 0.125 hitbox inflation, and the 2 block minimum reach requirement, but do not have any sort of cooldown. Charge attacks can hit multiple entities, but only once for each entity. Charge attacks can still deal damage while the user is standing still, if the target is moving towards the user. The damage done by the charge attack is its damage multiplier multiplied by the velocity of the attacker relative to the target in blocks per second. Charge attacks go through three stages when held out, and the tier of the spear influences the behavior of its charge attacks: Calculate spear charge attack damage Attack resolution and attack failure When performing a melee attack, the game first calculates the attack damage the attacker can deal, then applies damage to the attacked entity and attempts to disable the shield. After damage is dealt, it calculates knockback, sweep attack[Java Edition only], and Fire Aspect, processes the Thorns enchantment's reflected damage, applies Slowness effect by the Bane of Arthropods to arthropods, and may generate critical hit particles. Finally, the player's exhaustion increases by 0.1 per successful melee attack. Melee attacks can fail, and failed melee attacks do not deal damage. A failed melee attack does not consume item durability, does not apply knockback, sweep attack[Java Edition only], fire aspect, or shield disabling, and does not generate critical hit particles or increase the player's exhaustion. Sounds Java Edition: Bedrock Edition: History Notes References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Spawn_egg] | [TOKENS: 1046]
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Spawn Egg Common No Yes (64), the same type of spawn egg only A spawn egg is an item used to spawn mobs directly. Contents Obtaining Spawn eggs can be obtained only in Creative mode or using commands. In Creative mode, the player can press pick block on an existing mob to obtain their respective egg. In Java Edition, spawn eggs have their own tab in the Creative inventory, while in Bedrock Edition, they are grouped at the bottom of the Nature tab. There are 87 spawn eggs in Java Edition and 89 spawn eggs in Bedrock Edition. Wither and ender dragon spawn eggs can only be obtained with commands such as /give @s ender_dragon_spawn_egg. In Bedrock Edition, the agent and NPC spawn eggs may be obtained with an alias ID (see the table below), spawn_egg amount 56 and spawn_egg amount 51 respectively. Invalid alias IDs yield a generic item.spawn_egg.name instead, which uses the old chicken spawn egg texture and has no effect. Usage A spawn egg is used by pressing use on any surface (top, bottom, or side) with the egg. When used on a top surface, the egg's mob appears with its feet immediately adjacent to the surface, and its ambient sound is played. Spawn eggs are not thrown (unlike normal eggs); the player must be within normal range of the block to use the spawn egg. All monster mobs (except undead animals, shulkers, piglins, hoglins and ender dragons) spawned while on Peaceful difficulty get created and immediately deleted from the world. The surfaces of blocks are prioritized for spawning; if none are within reach, mobs can also be spawned in water or lava sources. A spawn egg fired from a dispenser spawns the mob directly in front of the dispenser. The spawn egg is consumed when fired. If the player uses a spawn egg on the type of mob it spawns, and that mob has a baby form (except for camel husks), the egg spawns a baby version of the mob. For instance, using a sheep spawn egg on a sheep makes a baby sheep with the same wool color. All spawn eggs can also be used on a monster spawner or trial spawner to change the mob that spawns. In Bedrock Edition, spawn eggs for any of the fish mobs spawn them only if the monster spawner is waterlogged. A spawn egg can be renamed on an anvil, and when used it spawns a mob with that name appearing over its head, similar to a mob that has been named with a name tag. Unlike a name tag, this method of naming does not prevent hostile mobs from despawning. The mob's name can be seen only by aiming at the mob from four or fewer blocks away. This name also appears in death messages from the mob killing a player. Certain names have special effects on mobs, and so a spawn egg with the name will spawn a mob with the effect. A rabbit spawn egg named "Toast" will spawn a rabbit with the secret skin. A spawn egg named "Dinnerbone" or "Grumm" spawns a mob that appears upside down. A vindicator from a spawn egg named "Johnny" acts hostile to all mobs except for other illagers. A sheep from a spawn egg named "jeb_" appears to change colors over time; this doesn't affect the color of the wool the sheep drops. Players in Survival mode can use spawn eggs normally, though spawn eggs are not obtainable in Survival. They can be obtained only using the Creative menu or commands. Just like other items, spawn eggs are consumed when used in Survival mode. List of spawn eggs There is a spawn egg for almost every mob in the game; exceptions are listed below this table. The spawn eggs are thematically sorted in the creative inventory in different categories. The categories do not affect actual mob type classifications. Depending on the mob, spawn eggs appear as one of three sizes: small, medium or large. The spawn egg’s size is purely a visual effect and does not affect its functionality. The following mobs do not have explicitly defined spawn eggs. Custom spawn eggs can be created with a custom data component[JE only] or item component[BE only] that changes the spawned entity, but no spawn egg explicitly associated with any of the mobs exist. In Bedrock Edition: In Java Edition as part of April Fools' jokes for 23w13a_or_b and 24w14potato: Sounds When a mob is spawned, it immediately makes its ambient sound. Data values Java Edition: Bedrock Edition: When using commands to give a player a spawn egg there is an option to add custom data to said item to spawn a different mob than is normally expected i.e /give @p villager_spawn_egg[entity_data={id:"minecraft:cat"}] 1 which will take a normal villager spawn egg and turn it into a cat spawn egg. Java Edition: Bedrock Edition: History Issues Issues relating to "Spawn Egg" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References External links See also Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Entity] | [TOKENS: 1822]
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Entity Entities include all dynamic, moving objects throughout the Minecraft world. Contents General behavior Properties all or most entities have are: Most entities can be pushed around by water currents, and some can have their trajectory altered by explosions if already traveling at speed. Some entities can be renamed by using a name tag on them. Most entities have a health status, including mobs, players, armor stands, boats, boat with chests, items, and minecarts. Moving blocks, shot or thrown projectiles, area effect clouds, and experience orbs do not have health. Most entities collide with solid blocks, though some entities, like vexes, ender dragons and thrown eyes of ender, do not. Most types of entities prevent blocks from being placed in the space they occupy, except for dropped items and experience orbs, which are automatically pushed out of the block to open air. If a solid block enters an entity's space, such as falling sand or a swinging door, then it is free to move out of the solid block but not back in. For example, if a door is closed on the player, player can jump up and stand on top of the bottom-half door block, if there is air above the door. Entities are lit according to the light level of the block their position is in. For example, if a minecart runs over a non-straight track directly into a solid block, it turns black because solid blocks always have a light level of 0; arrows are also sometimes seen to turn black, especially if fired shallowly into the ceiling; players in Bedrock Edition sometimes also turn black when sleeping. Item frames, glow item frames, paintings, and leash knots, unlike most entities, align to the block grid, and are completely immobile. Boats, boats with chests and minecarts appear to recover health over time. For example, they can be broken by hitting them quickly, but cannot be destroyed by hits with unarmed hand with a pause after each hit. The amount of wobbling displayed by boats and minecarts when struck appears to indicate their current health. All minecart, boat and boat with chest variants have 6HP. Gravity-affected blocks include sand, gravel, anvils, red sand, dragon eggs, concrete powder, scaffolding, and pointed dripstone, along with snow layers in Bedrock Edition. A gravity-affected block normally exists as a block, but when its support is removed, it becomes a falling block entity and falls down until hitting the top surface of another block. If there is valid space, it places itself as a block at the nearest on-grid position, or drops as an item if that position is occupied by a block without a solid top surface, such as a torch or a bottom slab. While a falling block ordinarily falls straight down, its trajectory can be affected by explosions, bubble columns, pistons, reeling it in, and moving slime blocks, and can slide down the side of honey blocks. It is also possible to modify the velocity and direction of a falling block by using commands such as /data[Java Edition only] or third-party programs. A falling block despawns and drops as an item if it does not land after existing for 600 ticks (30 seconds), or 100 ticks (5 seconds) if falling into the void[verify]. If a cave generates underneath sand, gravel, or red sand, the blocks remain stationary until they receive a block update. If a single block is updated and falls down, neighboring blocks are updated in a chain reaction that can cause the collapse of an entire region of gravity-affected blocks. Entities with use interactions (such as boats, boat with chests, minecarts, cats, villagers, tamed parrots, and tamed wolves) do not stop the use action of a tool the player is holding. For example, using a water bucket on a tamed wolf causes the wolf to sit, but also empties the bucket near or onto the wolf. Riding Entities can ride on, or be attached to, other entities. When this is the case, only the lower/"outer" entity's volume collides with other things, and only that entity can control movement.[Java Edition only] However, there are exceptions: players riding minecarts, boats, boats with chests, saddled horses, a happy ghast, a nautilus, a donkey, a mule, a camel, or baby zombies riding chickens, or skeletons riding horses or boats. The only current legitimate combinations of riding entities are: A parrot perched on player's shoulder isn't considered as riding. It is possible to have even more levels, such as a baby piglin on another baby piglin who is riding a hoglin in a minecart in a boat. Entities can also be stacked on top of each other with the use of the /summon and /data commands in Java Edition. For example, using /summon spider ~ ~ ~ {Passengers:[{id:skeleton}]} summons a spider jockey, or using /ride in Bedrock Edition. If an entity is riding another entity, the top entity cannot teleport because as soon as the teleport is made, the entity is teleported back to riding the other entity.[Java Edition only] Starting from the Nether Update, entities that are riders or passengers of other entities cannot despawn.[verify][Java Edition only] Appearance The textures on the surfaces of entities usually integrate images applied to all parts of an entity into one single file, similar to player skins. The heights and widths of objects inside the texture file are typically multiplies of 60px. Each entity renders the texture in different three-dimensional models, and all entities have animations rendered with the model. With Vibrant Visuals, the game uses multiple texture files on top of the color textures, which affects how light and reflections behave on the surface. The MERS texture map is used to define per pixel how metallic (reflects all light), emissive (produces its own light), or rough (absorbs all light) it is, with an additional subsurface scattering map (how light is scattered on the surface) which can replace metalness. With resource packs, other texture maps are also used, including normal and heightmaps. These change depth of the entity, and can add multiple 3D effects. Using resource packs, the player can change the textures of entities. They can also change the shapes and animations of entities using models. Types of entities The table below lists types of entities that currently exist in Minecraft. Entities listed as "solid" obstruct the passage of other entities. Motion Gravity works differently in Minecraft than the real world, as not everything is subject to the same acceleration. Additionally, there is a drag force proportional to velocity, again dependent on the entity. This is a GitHub repository with some in-depth explanation about the topic. In general, entities perform 3 operations to calculate movement each tick: Different entities perform these operations in different orders within the tick, which changes their behavior. For example, a living entity in the air is described by the following code each tick: Just substituting the correct values for acceleration and drag and ordering the three operations correctly is enough to exactly simulate any entity listed below. (m/tick/tick) (vertical) (horizontal) (m/tick)[note 4] (m/s) (m/(m/s))[note 5] N/A[BE only] It can be useful to have a closed-form formula for and entity's position and velocity. These are not exact like a program would be, because the in-game movement is subject to floating-point rounding errors and mathematical formulas are not. A detailed explanation of how these formulas were derived can be found here. Applying an initial velocity initialVelocity on an entity, the entity's velocity after travelling for a number of ticks ticksPassed can be given by the formulas: Initial velocity and acceleration should be interpreted as vectors, and drag as a diagonal matrix. This means that the formulas work for each X, Y, and Z component separately if drag, initialVelocity, and acceleration are replaced with their corresponding X, Y, or Z components. Here d is drag, a is acceleration, t is ticksPassed, and v0 is initialVelocity. Then an entity starting at initialPosition will end at a finalPosition given by: Like before, initial position, initial velocity and acceleration should be treated as vectors and drag as a diagonal matrix. 0.99 0 0 ticks 0 0 m 1 Time 0 Radius X = , Y = , Z = Maximum height: m ( ticks)noneHorizontal range: m ( ticks) VX = , VY = , VZ = (m/tick)Terminal speed: m/tick degUnreachable1 Direct hit Data values Videos History Trivia Issues Issues relating to "Entity" are maintained on the bug tracker. Issues should be reported and viewed there. See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Sword] | [TOKENS: 771]
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Sword Common Java Edition: Bedrock Edition: 1.6 (0.625 seconds) 3 (3 blocks) 0 1.515 (on cobwebs)30 (on bamboo) Java Edition: Bedrock Edition: Yes No No A sword is a tiered melee weapon that can be swung to deal damage, and can break blocks such as cobwebs and bamboo more quickly. Contents Variants There are seven sword variants: Obtaining All swords except netherite are crafted using a stick and two of the tier's material. Usage Pressing attack while holding a sword inflicts damage on both mobs and other players. Upon damaging a mob or player, the sword's durability decreases by 1. Attacking a boat or a minecart with a sword of stone tier or higher instantly destroys it in Java Edition, without decreasing the sword's durability. Otherwise, it requires 2 hits, with neither decreasing durability. If the player is on the ground standing, is not performing a sprint-knockback attack, and their attack recharge meter is 84.8% or above, the sword performs a sweep attack. Sweep attacks are indicated by a gale particle that reaches nearby enemies for 1HP and knocks them back. All enemies within a 1 by 0.25 by 1 block area of any part of the attacked mob and whose feet are 3 or less blocks away from player's feet are affected by the sweep. Sweep attacks play a unique sound effect, and the amount of knockback inflicted by them is 80% of the base knockback. The Sweeping Edge enchantment increases the sweep attack's damage to surrounding entities from a set 1HP to 50% of the sword's base damage for level I, 67% for level II and 75% for level III. If the sword is enchanted, the enchantments are carried over into the sweep to apply to surrounding mobs. In Java Edition, swords have an attack speed of 1.6 (0.625 seconds), and have the following statistics: In Bedrock Edition, swords have no attack cooldown or sweep attack, and have the following statistics: A sword can also be used to destroy certain blocks faster. In most cases, the base mining speed of these blocks is multiplied by 1.5, effectively reducing the time it takes to destroy them with bare hands by 1⁄3. Swords break cobwebs much faster than bare hands and they break bamboo instantly. Using a sword to destroy any block that doesn't break instantly by hand decreases its durability by 2; this includes bamboo, even though the sword is the fastest tool for breaking it. If a sword is enchanted with Silk Touch, by using either Creative or commands, cobwebs destroyed by the sword drop themselves instead of the usual string because the sword is classified as the proper tool for cobwebs. The following table shows the time it takes to break blocks on which swords have any effect. Colors indicate what gets dropped: In Creative mode, swords are unable to break blocks. However, they can still break placed entities such as minecarts, paintings, item frames,[Java Edition only] and armor stands. A sword can be repaired in an anvil by adding units of the tiers' repair material, with each repair material restoring 25% the sword's maximum durability, rounded down. Two swords of the same tier can also be combined in an anvil. Both methods preserve the sword's enchantments. A sword can receive the following enchantments: Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Sword" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mounts_of_Mayhem?action=edit§ion=3] | [TOKENS: 227]
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Editing Mounts of Mayhem (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 3 hidden categories: Navigation menu
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