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[SOURCE: https://minecraft.wiki/w/Leather_horse_armor] | [TOKENS: 447]
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Leather Horse Armor Java Edition Bedrock Edition Common 3 () 0 () Yes No Leather horse armor is the weakest tier of horse armor. It is the only type that is craftable. Similarly to leather armor, leather horse armor can be dyed and protects the wearer from freezing. Contents Obtaining Usage Only regular adult horses and zombie horses can wear leather horse armor; baby horses, donkeys, mules and skeleton horses cannot be equipped with armor. Leather 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 leather horse armor can be removed either by manually removing it from the armor slot or by using shears on the horse. When equipped, leather horse armor gives 3 () armor points. Leather horse armor protects horses from freezing in powder snow, but it does not negate other powder snow effects (e.g. falling through, inability to jump). Horse armor prevents zombie horses from burning in sunlight. If a horse dies while equipped with leather horse armor, it drops its normal loot and the horse armor. Unlike player armor or wolf armor, horse armor does not have durability. This means a single leather 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. Leather horse armor can be dyed by combining it with dye(s) through crafting[JE only] or by using it on a cauldron containing dyed water.[BE only] Using leather horse armor on a cauldron containing ordinary water removes any dye from it. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History Issues Issues relating to "Leather Horse Armor" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Notes Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Pets] | [TOKENS: 523]
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Taming Taming is a mechanic that allows the player to domesticate and tame a wild mob. Contents List of mobs Mobs that trust the player, do not flee, and do not despawn. Some mobs are always rideable, without needing to tame them. Riding these mobs usually requires them to be equipped with a saddle. Mechanics Each animal can be tamed via different mechanics. Wolves can be tamed by giving the animal bones. Cats and parrots can be tamed by giving the animal its favorite food. Once tamed, these animals follow the player unless told to sit. Tamed wolves fight alongside their master. Tamed wolves and cats can be bred, and they stop hunting animals by themselves. Tamed parrots can ride on the player's shoulder and mimic nearby mob sounds. Horses, donkeys, mules, llamas, trader llamas, and zombie horses can be tamed by repeatedly mounting the animal until it stops bucking the player off. Feeding them their favorite foods makes taming them easier. Once tamed, these animals can be bred and given equipment. Tamed horses, donkeys and mules can be controlled while riding, but only if equipped with a saddle. In Bedrock Edition, skeleton horses do not need a saddle to be controlled while riding, while in Java Edition, skeleton horses are tamed by default after the horse trap is triggered. Upon the death of a pet wolf, cat, parrot, nautilus, or zombie nautilus the message is broadcast to the pet's owner in Java Edition or to all players in the server in Bedrock Edition. In Bedrock Edition, death messages are also produced upon the death of a pet horse, zombie horse, donkey, mule, llama, or trader llama. Some mobs can never be tamed per se, but the player can still gain their trust. Trusting mobs stop fleeing from players, and they do not despawn. A fox's trust actually can't be gained if the animal spawned naturally, but they can still be bred by the player. Baby foxes bred this way trust players. A trusting fox defends the player against a number of mobs. An ocelot's trust can be gained by feeding it raw cod or salmon. Special items These are the foods and other items that are helpful in taming animals or otherwise gaining their trust. No items are usable for taming skeleton horses. Achievements Advancements History Issues Issues relating to "Taming" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mounts_of_Mayhem?action=edit§ion=8] | [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/Villager] | [TOKENS: 8759]
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Villager Adult Baby in Java Edition[until First Drop 2026] Baby in Bedrock Edition[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby in Java Edition[until First Drop 2026] Baby in Bedrock Edition[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby in Java Edition[until First Drop 2026] Baby in Bedrock Edition[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby in Java Edition[until First Drop 2026] Baby in Bedrock Edition[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby in Java Edition[until First Drop 2026] Baby in Bedrock Edition[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby in Java Edition[until First Drop 2026] Baby in Bedrock Edition[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby in Java Edition[until First Drop 2026] Baby in Bedrock Edition[until First Drop 2026] Baby[upcoming First Drop 2026] 20HP × 10 Passive[note 1] Firework Rocket: Damage decreases with distance: Easy: 5HPNormal: 8HPHard: 12HP × 6 In Java Edition: Adult:Height: 1.95 blocksWidth: 0.6 blocks Baby:Height: 0.975 blocksWidth: 0.3 blocks In Bedrock Edition: Adult:Height: 1.9 blocksWidth: 0.6 blocks Baby:Height: 0.95 blocksWidth: 0.3 blocks 0.5 Villagers are humanoid passive mobs that inhabit villages, work at their professions (see Villager professions), breed, and interact with each other. Their outfit varies according to their occupation and biome, and a player can trade with them using emeralds as currency, with their prices affected by reputation. Contents Spawning Each villager spawns with an empty inventory. Villagers never spawn with armor or other equipment, but in Java Edition a dispenser can be used to equip armor on a villager. Villagers can be found in villages, which spawn in several biomes such as plains, snowy plains, savannas, deserts, taigas, and snowy taigas[Bedrock Edition only] and can cut into other biomes such as swamps and jungles. When the village is generated, unemployed villagers spawn in them, the number of which depends on the buildings in that village, as some buildings generate villagers inside and some do not. Igloo basements always generate with one villager in the left cell and one zombie villager in the right cell. Giving a zombie villager the Weakness effect and then feeding it a golden apple starts the curing process. After five minutes, it transforms into a villager, displaying purple Nausea status effect particles for 10 seconds after being cured. The villager retains the profession it had, if it had one before turning into a zombie villager. If employed, a cured villager offers discounts on most of its trades. In Bedrock Edition, if the zombie villager is spawned by a player, it adopts a randomly chosen profession. The villager can also be a nitwit, but it becomes a normal unemployed villager when cured. In Java Edition, curing a zombie villager riding a chicken results in the villager riding a chicken. Eventually, the villager grows up and gains a profession while still being on the chicken. Drops Farmers using bone meal when farming have an 8.5% chance to drop it when killed by a player or tamed wolf. Each level of Looting increases the chance by 1% per level. Adult villagers can drop armor equipped through dispensers. Otherwise, a villager, whether it is an adult or a baby, does not drop any items or experience when killed. When a villager dies or is converted to a zombie villager, any items in its hidden inventory slots are lost (see § Picking up items). If a villager is displaying a trade item to offer a trade, it will not drop it when it dies. Villagers also do not drop any other trading-related items. Upon successful trading, a villager drops 3–6XP. Upon successful trading, while willing to breed, 8–11XP is dropped. Curing a zombie villager with any armor or held items causes it to drop them as items. In Java Edition, a villager can drop various items, depending on its profession, by throwing a gift toward a nearby player with the Hero of the Village effect. The gift is randomly selected from a list of items for the villager's individual profession, and there is a random cooldown before the villager can throw another gift. Behavior Nitwit and unemployed villagers leave their homes at day and begin to explore the village. Generally, they wander inside the village during the day. They may go indoors or outdoors, periodically making mumbling sounds. Occasionally, two villagers may stop and turn to look at each other, in a behavior called socializing, during which they stare at another villager for 4–5 seconds at a time. They continuously stare at a nearby player unless the villager is trying to get into a house at night, farm food, work, or flee from a zombie or illager. Baby villagers may jump on beds and play tag with each other, similarly to how baby piglins and baby hoglins play tag. In Bedrock Edition, baby villagers do not stop in order to stare at players, and thus continue moving as if the player is not there. A villager tries not to travel far from its bed in a large village unless the job site or the nearest gossip site (bell) is far away. Villagers emit green particles if they join a village, set a bed, or acquire a job site/profession. Villagers run inside at night or during rain, closing doors behind them. They attempt to sleep at night, but if they cannot claim a bed, they stay indoors near a bed until morning. In the morning, they head outside and resume normal behavior. However, some villagers, such as nitwits, stay outside later than others unless being chased by an illager or zombie. If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it quickly moves back within the boundary. A villager taken more than 32 blocks away from its village boundary forgets the village within about 6 seconds. Whether in a village or not, a villager never despawns. Villagers, like most other mobs, can find paths around obstructions, avoid walking off cliffs of heights greater than 3 blocks, and avoid some blocks that cause harm. However, in crowded situations, one villager can push another off a cliff or into harm's way. Villagers can open all wooden and copper doors and find paths to blocks of interest behind the doors. However, they cannot open any trapdoors, fence gates, or iron doors. Villagers can climb ladders, but do not recognize them as paths and do not deliberately use them. Any climbing of ladders seems to be a side effect of them being pushed into the block by another mob (usually by other villagers). Climbing a ladder can leave a villager stranded on the second floor and roof of some village structures, as they lack the necessary AI to intentionally descend ladders. Like other passive mobs, villagers sprint away when attacked, but they also flee from some nearby mobs even before being attacked. Zombies, zombie villagers, husks, drowned and zoglins attack villagers and cause them to flee. Pillagers, vindicators, evokers, illusioners and ravagers cause villagers to flee but only attack adults. Vexes also cause villagers to flee but only attack adults when spawned by an evoker. Pufferfish, wardens and withers attack villagers but don't cause them to flee until actually attacked. When pathfinding, villagers prefer to stay on low cost blocks, such as dirt paths, cobblestone, bricks, and planks. They do this by trying to minimize the path cost of all of the blocks they walk across. They also avoid jumping, because it has a high path cost, but babies don't avoid it as much. Block of Diamond Block of Emerald Block of Lapis Lazuli Block of Gold Block of Redstone Bricks Cobblestone Chiseled Sandstone Chiseled Red Sandstone Cut Sandstone Cut Red Sandstone End Stone Bricks Glass Glazed Terracotta Glowstone Mossy Cobblestone Nether Bricks Planks Prismarine Red Nether Bricks Red Sandstone Sandstone Slabs Smooth Sandstone Smooth Red Sandstone Stained Glass Stone Stone Bricks Barrel Beds Blast Furnace Brewing Stand Cartography Table Cauldron Composter Fletching Table Grindstone Lectern Loom Smithing Table Smoker Stonecutter Unemployed villagers (other than babies and nitwits) seek employment at job site blocks (also referred to as workstations), and employed villagers use job site blocks to refresh their trades (see § Working). Villagers who have made their first trade must claim a site block that corresponds with their profession, whereas tradeless villagers may change their profession to match a site block. In Java Edition, an unemployed villager claims job site blocks by searching for the nearest unclaimed site in a 48-block sphere. When a suitable site block is detected, the villager starts pathfinding to it, staking a provisional claim. This can occur only while the villager is awake. A provisional claim is released if the villager cannot reach the block within 60 seconds, however the villager may try again immediately. To fully claim the site and change profession, the villager must approach within a 2-block radius of the job site's center. When a job site block is fully claimed, its owner emits green particles, and no other villager can claim the block unless the owner relinquishes it. In Bedrock Edition, all villagers in a village search for unclaimed job sites in a 16 block radius and 4 block height. If a site block is found, it is added to a shared list of valid job site blocks for the whole village. An unemployed villager with a bed claims the first site block on that list and immediately acquires the profession to match, regardless of the distance or accessibility to the site block. The villager can even claim the site block while sleeping. When a job site block is claimed, both the block and the villager making the claim emit green particles and the site block is removed from the list. If a villager cannot pathfind to its claimed site, both the site block and villager emit anger particles. The site block may need to be broken or interacted by a piston before the villager unclaims it.[verify for Bedrock Edition] Villagers can store positive and negative memories about players and share them with other villagers. A player's reputation is determined by these memories, and can be changed by trading with, curing, attacking and killing villagers, which influences trading prices and the hostility of iron golems. Killing a villager increases the value of the corresponding gossip for all villagers whom it has a line of sight inside a box extending 16 blocks from the villager in all coordinate directions. Trading with, curing or attacking a villager only increases the value of the corresponding gossips for the targeted villager. Attacks and kills only result in negative gossip when villagers can determine their source, so indirect methods like fire, lava and suffocation from falling blocks can be used to kill villagers without losing reputation. Villagers can share gossip by talking to each other, though the shared gossip's value will be decreased by the sharing cost. Because the cost of sharing the major gossip gained from curing is greater than its maximum, it can never be shared. Every 20 minutes, all gossips of a villager decays by the amount in the "Decay" column. This rate does not depend on the time of day and cannot be sped up by sleeping. Because the decay of the major gossip gained from curing is 0, the gossip is permanent. A player's total reputation with a villager is determined by multiplying each gossip's value by its respective multiplier and adding the results together. When trading, villagers will change prices based on reputation. In Bedrock Edition negative reputation can only cancel out positive reputation and other price discounts but not increase the price. Iron golems that were not built by players become hostile toward all players whose reputation is -100 or lower with any villager within a box centered on the golem and extending 10 blocks in every horizontal and 8 in both vertical directions. Each villager has eight hidden inventory slots, which are initially empty when the villager is spawned. A villager can fill its inventory slots with items it picks up. In Bedrock Edition, a villager does not intentionally seek out items to pick up, but does collect any bread, carrots, potatoes, wheat, wheat seeds, beetroot, beetroot seeds, torchflower seeds, pitcher pods, and bone meal within reach.[more information needed] In Java Edition, a villager seeks out these items within 4 blocks. The listed items are the only items villagers can pick up, although the /item replace command can put any arbitrary item into a villager's inventory. Bone meal can be picked up only by a farmer villager. In Bedrock Edition, only farmers can pick up seeds and wheat. If a player and a villager are in the pickup range of an item at the same time, the player always picks it up first. If several villagers are next to an item, the same one picks up the item every time. This behavior prevents villagers from successfully sharing food or breeding in a small space. When killed or converted to a zombie villager, any inventory item of the villager is lost, even when /gamerule keepInventory is set to true. If /gamerule mob_griefing is false, villagers cannot pick up items, and farmer villagers cannot plant or harvest crops. Like other mobs, villagers have four slots for worn armor, separate from their inventory slots. An adjacent dispenser can equip armor, elytra, mob heads or carved pumpkins to a villager[Java Edition only], but the armor is not rendered (except for carved pumpkins and mob heads). The equipment functions as normal; for example, a villager wearing an armor piece enchanted with Thorns can inflict Thorns damage to attackers, and a villager wearing Frost Walker boots is able to create frosted ice. If a villager is converted into a zombie villager, the armor it was wearing is dropped, though it may be able to pick it up and equip it again. A villager with Thorns III deals more damage to zombies that attacked the villager than the villager takes damage. In Java Edition, villagers collect bread, carrots, potatoes, beetroots, wheat seeds, beetroot seeds, and wheat. If a villager has at least 24 of these items, it gives the extra amount to a villager with 4 or fewer of each of these food items. That other villager can also do this until all villagers have shared all items they could (for example, on a group of three villagers one receives 60 bread, then it shares 36 to another villager to keep 24, and that same villager then shares 12 to the third villager). In the case of wheat, villagers have a distinct behavior. They do the same as other crops, but if a villager has at least 32 wheat, it tries to give half of it to another villager, making both have 16 wheat. If a villager has 8 full[verify] stacks of any kind of food or seeds and then tries to share with another villager, it leaves at least 24 items in each stack. Thus it can never empty inventory slots to pick up other items, unless it uses the items when trying to breed or when farming if it is a farmer villager. A bait villager can be used in a farm taking advantage of this mechanic to have a farmer villager collect and deposit crops. In Bedrock Edition, if a villager has enough food in one inventory stack (6 bread or 24 carrots, potatoes, beetroots, or 18 wheat for farmers only) and sees a villager without enough food in one inventory stack (3 bread, 12 carrots, 12 potatoes, or 12 beetroots for non-farmers; 15 bread, 60 carrots, 60 potatoes, or 60 beetroots, or 45 wheat for farmers), the villager may decide to share food with that villager. To share, a villager finds its first inventory stack with at least 4 bread, carrots, potatoes, or beetroot or with at least 6 wheat, and then throws half the stack (rounded down) in the direction of the target villager. When wheat is shared, it is first crafted to bread, which may result in 1 or 2 less than half the stack being shared. Farmer villagers can tend planted wheat, carrots, potatoes, and beetroots, harvesting them if they are fully grown or bonemealing them if possible. Adult villagers breed depending on the time of the day and need to be willing to spawn § Baby villagers, who require beds with at least two empty blocks above their heads. Job sites are not required for villagers to breed. Breeding depends on the number of valid beds. If a villager is "willing" (see § Willingness below), villagers breed as long as there are unclaimed beds available within the limits of the village. All baby villagers are initially unemployed. In Java Edition, two villagers nearby one another periodically enter mating mode if both have enough food and are not on cooldown. Breeding fails (with angry villager particles displayed) if no unclaimed bed can be reached via pathfinding within a 48-block radius. The appearance of the child is randomly determined by either the biome type of the parents or by the biome where the breeding occurred. In Bedrock Edition, a census is periodically taken to determine the current population of the village. All villagers within the horizontal boundary of the village are counted as part of the population to determine if continued villager mating is allowed. However, any villager within the horizontal boundary of the village and the spherical boundary of the village attempts to enter mating mode as long as there is at least one villager within the boundary. If two villagers simultaneously enter mating mode while they are close to one another, they breed and produce a child. The appearance is determined by the biome where the breeding occurs in Bedrock Edition. Villagers must be willing to breed. Willingness is determined by the amount of food items a villager has. Becoming willing consumes the villager's food stock; therefore, after mating, villagers cease to be willing for 5 minutes, at which point they must gather a sufficient stock of food items to breed again. Villagers must have enough beds within village bounds for baby villagers to spawn. The villager must be able to path-find to the bed from its current position. (Note that mobs view certain blocks, such as slabs, trapdoors, etc., as full blocks for pathfinding, so putting these types of blocks above a bed invalidates the bed.) Villagers can become willing by having either 3 bread, 12 carrots, 12 potatoes, or 12 beetroots in one slot in their inventory. Any villager with an excess of food (usually farmers) throws food to other villagers, allowing them to pick it up and obtain enough food to become willing. The player can also throw bread, carrots, beetroots, or potatoes at the villagers themselves to encourage breeding. Villagers consume the required food upon becoming willing. If /gamerule mobGriefing is false, villagers don't pick up food or break crops. Baby villagers (sometimes called children, or child villagers) sprint around, entering and leaving houses at will. They sometimes stop sprinting to stare at other villagers, the player[Java Edition only], or an iron golem. If the iron golem is holding out a poppy, a child may cautiously take the flower from its hands. Baby villagers tend to group and chase one another around the village as if playing tag. They also jump on beds. Illagers (except "Johnny" vindicators in Bedrock Edition) ignore baby villagers until they reach adulthood. Baby villagers give gifts of poppies or wheat seeds to players who have the Hero of the Village effect in Java Edition. Baby villagers in Bedrock Edition and Minecraft Education have a slightly bigger head than in Java Edition[until First Drop 2026]; this also can be seen in other baby mobs in the game as well. Java Edition baby villagers look like tiny normal villagers.[until First Drop 2026] Baby villagers can fit through 1×1 block gaps. A baby villager becomes an adult 20 minutes after birth, even when in a boat or a minecart. Baby villagers with no AI do not grow up. Golden dandelions do not work on baby villagers.[upcoming First Drop 2026] When lightning strikes within 3–4 blocks of a villager, the villager is replaced by a witch that can't despawn. Even a baby villager that is struck by lightning is turned into a two-block-tall witch. Iron golems also attack any villagers that turn into witches. In Java Edition, villagers can summon an iron golem to protect themselves from hostile mobs. This requires either a villager panicking in a group of 3 villagers or 5 gossiping villagers. If they don't find an iron golem within 16 blocks of their location for 30 seconds, another one is summoned. In Bedrock Edition, villagers can summon an iron golem if there are more than 10 villagers per existing golem, the village has at least 20 beds, and 75% of these villagers must have worked in the past day. Villagers sometimes panic during a raid or a zombie siege by emitting water particles (sweat) and shaking. In Java Edition, villagers panic if they see a mob that is hostile toward villagers, like a zombie, zombie villager, husk, drowned, zoglin, illager, vex, wither, or ravager and flee frantically from them, sometimes hiding in houses. In Bedrock Edition, villagers panic by running around in circles around a bed in a village house, such as when a raid happens or when the player rings the village bell. Java Edition villagers in panic are more likely to summon iron golems. To see these mobs, the villager must have an unobstructed line of sight to it (eye-level to eye-level), and be within a certain range (spherical distance between feet center bottom-most point of the villager and hostile mob): Zombies, zombie villagers, husks, and drowned seek out and attack villagers within a 35– to 52.5–block radius (depending on regional difficulty)[Java Edition only] or a 16-block radius[Bedrock Edition only] (even when the villager is invisible). Zombies attempt to break down doors, but only a fraction of zombies can do so and can succeed only when difficulty is set to hard. Zombies who cannot break doors tend to crowd around a door that separates them from a villager. If a zombie or a drowned comes across a set of doors with one open, it usually tries to go through the closed door. All zombies either kill villagers or convert them into zombie villagers. The chance of the villager becoming a zombie villager upon death depends on difficulty, being 0% on Easy, 50% on Normal, and 100% on Hard. Baby villagers can be infected by zombies as well, becoming baby zombie villagers. Drowned are able to convert villagers into zombie villagers even when attacking with a trident from a distance. During a raid, villagers flee from illagers and run to the nearest house, similar to a zombie siege. For a villager to hide, the house must have a door and at least one bed. Before the first raid wave in Java Edition, at least one villager rushes to ring the bell in the center of the village (if they are close enough) to warn the other villagers of an incoming raid before going into their house. In Bedrock Edition, the bell rings automatically regardless of whether a villager is nearby. In Java Edition, when a bell is rung, all illagers within 48 blocks get the glowing effect for 3 seconds. A villager often stays in the house it first entered, but may exit the house occasionally. The player can still trade with villagers during a raid. In Java Edition, the villager displays water particles on random occasions as if sweating. In Java Edition, once the player gains the Hero of the Village status after defeating a raid, villagers give them a discount for their trades and throw them gifts related to their profession. In Bedrock Edition, the villagers do not throw the player gifts, but they still give them a discount for their trades. Villagers stare at any player that stares at them, or goes near them, even if they have the Invisibility effect. This also applies for some mobs, especially cats. A villager first turns its head toward the player, then the body. Villagers can keep staring at the player unless a raid happens or a zombie comes and chases them off. Schedules Villagers have set schedules depending on their age and employment status. Schedules define the villager's goals, which mostly determine how they behave throughout the day. However, their goals can be interrupted by higher priority behaviors most villagers have, such as fleeing from an attack, trading, and getting out of the rain. Employed villagers spend most of their day standing next to their job site blocks. From time to time, they "gather supplies" by wandering a short distance away, then returning. Some professions have additional job-specific goals that are part of their work schedule: When a villager reaches its job site block, it commences "work". Two times a day, working resupplies any locked trades, even without having a bed or while sitting in a minecart. A villager can "reach" its job site block if the block is in any of the 8 directly adjacent or diagonal block spaces horizontally around it at the height of their feet, or at the 9 blocks below that. Villagers can still "reach" them diagonally, even if they can't see or touch the face of the block. Employed villagers do not breed with each other during their work schedule. Nitwits and unemployed villagers do not follow this rule, as they can breed with each other and employed villagers that are not working. Leatherworker villagers can work at any cauldron, not only their job site block. Also, the cauldron does not have to be filled with water in order for the villager to work at it. All villagers wander from time to time, but for the unemployed and nitwits, they wander for the majority of their day. A wandering villager chooses a random block and walks toward it, then stands there for a variable amount of time before wandering again. If at any time it detects a job site block it can claim, it does so, assumes the skin for the associated profession, and immediately begins following the appropriate schedule. A villager attempts to claim a job site block by finding a path to a block next to one, showing angry particles when unable to reach it. After a villager fails to reach the job site block several times, it becomes unclaimed, indicated by showing angry particles on it. The villager loses its job site block and eventually becomes unemployed if the villager is at novice-level and no nearby job site block is available. Any other nearby unemployed villager has a chance to become the block's new owner. If there are no unemployed villagers nearby, then the villager who lost the job site block seeks for another unclaimed one or tries to reclaim the same unreachable one in an endless loop (this also happens for claiming beds). The wander schedule includes a job-specific goal called "exploring the outskirts" that causes villagers to wander near the edges of the village. This enables them to detect new beds, job site blocks, bells, and houses that players have used to extend the village. During this time of the day, they may also share items. Late in the day, adult villagers gather at a meeting place (the area around a bell). When two villagers encounter one another, they mingle (look at each other and "converse" by humming at other villagers). They may also share food, or breed if both are willing. If a villager isn't close enough to detect a bell, it wanders randomly, searching for one. Baby villagers wander randomly around the village. When they encounter another baby villager, the two of them follow each other for a while and sometimes run as if racing or chasing each other. In Java Edition, they sometimes stop to jump and bounce on a bed or to stare at an iron golem they encounter. In Bedrock Edition, if the iron golem offers them a poppy, the baby villager cautiously accepts it. All villagers head home a short time before sunset. They roam around until they get near their beds, then target a block beside the bed. The bed's head must be accessible for the villagers to "see" it. Once they reach their beds, they do not go through a door again before sleeping. A villager who has no bed simply waits inside a house until morning. This includes players stealing a villager's bed to sleep in, mostly the villager stays in the house and doesn't move until sunrise. But sometimes, if they detect an unclaimed bed nearby they walk out of the house and toward the bed. At sunset, villagers lie down in their beds and remain there until morning. Villagers wake early if food is thrown at them[Java Edition only], they are pushed out of bed, or if their bed is destroyed. They also wake up when their bed is used, if they are attacked, or when a bell is rung. If possible, they return to sleeping in a bed after the interruption. Jumping on a bed with a villager sleeping in it does not cause the villager to get up. In Java Edition, a villager can be pushed on its bed and sometimes turn its head. A villager can be pushed off a bed, but is most likely to go back to sleeping after staring at the player who pushed the villager for a few seconds. When sleeping in Java Edition, a villager's hitbox reduces to a cube restricted to the pillow part of the bed. If an anvil is dropped on the hitbox, the villager takes damage and wakes up and the anvil is dropped as an item. In Bedrock Edition, dropping an anvil on a villager that is sleeping causes the villager to take damage but remain sleeping in the bed and the anvil remains on top of the bed. A villager who has no bed continues wandering in search of a bed to claim. Villagers follow their Overworld schedules regardless of which dimension they are in. They can sleep in the Nether or the End, without causing the usual consequences of the bed exploding (See Bed § Sleeping), if the Overworld's time is correct. This is because the daylight cycle continues in these dimensions, even though it is not normally apparent to the player. Sometimes when a villager gets in a bed from another direction they turn their body until their head is on the pillow of the bed. Villagers also sleep with their eyes open. A villager gets a brief regeneration effect once leveling up in its profession. Pink regeneration particles () appear while it is healing. In Bedrock Edition, when a villager successfully sleeps, they immediately heal themselves when waking up at dawn (if they are hurt). Professions Each villager can have a profession except for the nitwit, indicated by their clothing as well as by the title at the top of the trading interface. A villager can choose their profession by claiming a job site block. When they go to work, they use their daily schedule to get to their claimed job site block. Some professions, like farmers and librarians, do other things. Farmers plant crops, and librarians can inspect bookshelves[Bedrock Edition only][verify]. If an adult villager does not have a profession (either they are unemployed or a nitwit), they wander instead. A job site block can be claimed only if it is unclaimed. Removal of a claimed job site block causes the owner to switch to another profession or become unemployed, provided that the villager has no prior trades with the player. If the villager has prior trades, it keeps its profession and claims a new job site block that matches its profession if one is available. This means that once a player trades with a villager, the villager keeps its profession forever. Nitwits and baby villagers cannot change their profession. In Java Edition, villagers summoned by a spawn egg or via command /summon are always unemployed until they have claimed a job site block. In Bedrock Edition, however, villagers summoned in similar ways have a random profession; their profession can be changed by a job site block, though. Novice-level villagers who have not yet traded can lose their profession and change into unemployed villagers. Unemployed adults actively seek for an unclaimed job site block and change into the corresponding profession. Below is a table listing the various professions, along with the specific job site block that each profession requires (13 jobs in total, not including unemployed/nitwit): Nitwit villagers wear robes that are green on top. They cannot change their profession, trade, or gather around bells, but are still able to breed. They are not equipped with a level stone since they cannot trade. In Java Edition, pressing use on a nitwit causes it to grunt and bobble its head at the player. A nitwit must be born or spawned; no villagers change to nitwit from unemployed or a profession, and vice versa. Due to a bug, nitwits cannot spawn in through breeding. As such, they can only be found naturally or by curing naturally spawned zombie villagers. Zombie villagers can also be spawned as babies, so this is the only way to encounter baby nitwits in Survival mode. In Bedrock Edition, every baby villager has a 10% chance to become a nitwit when they become an adult, as well as having a different sleep schedule where they wander around the village for about 2000 ticks (1 minute 40 seconds) after other villagers go to sleep, before seeking a bed. If they can claim a bed, they arise in the morning 2000 ticks after the rest of the village wakes up. Villagers and zombie villagers have seven skin types corresponding to the biome they spawn in. Their appearance also varies based on their profession and their five tiers. They show which trade tier they have unlocked by a badge of a varying material on their belt. A new tier is obtained every time a player trades with a villager and the badge appears as stone, iron, gold, emerald, and diamond. Villagers have different outfits depending on their biome. Naturally generated villagers take on the outfit from the biome they were spawned in. When breeding occurs, the outfit of the child is determined by the biome where the breeding occurs, but in Java Edition, there is a 50% chance it's inherited from the biome type of the parents (equal chance for both parents). In case the villager's outfit is determined by biome but the biome has no specific villager type, it always becomes a plains villager. The outfits available are the following: Villagers have 13 professions and 2 non professions for a total of 15 outfits: Trading The trading system is a gameplay mechanic that allows players to buy and sell various items to and from villagers, using emeralds as a currency. Their trades can be valuable or somewhat meaningless, depending on the cost, the items the player might get, and how the player treats the villagers. Only adult villagers with professions can trade; the player cannot trade with nitwits, unemployed villagers, or baby villagers. Attempting to do so causes the villager to display a head-bobbling animation and play the villager's declined trade sound[Java Edition only]. Pressing the use control on an employed villager allows a player to trade, making offers based on the villager's profession and profession level. All offers involve emeralds as a currency, and items related to the villager's profession. Trading can allow the acquisition of items that would otherwise be difficult or impossible to obtain, such as enchanted books with "treasure" enchantments (e.g. Mending), bottles o' enchanting, or chainmail armor. When a villager gets a new trade, they receive 10 seconds of Regeneration I (totaling to 4HP of restoration), which emits pink particles. The villager also emits green particles suggesting contentment. Completing a trade with a villager increases its professional level, and makes the villager drop 3–6XP; while willing to breed, instead, 8–11XP is dropped. Some trades grant higher levels to the villager than others. As it advances through its profession, the villager offers additional trades. When a villager unlocks a new trade at a higher level, it almost always grants more experience than lower-level trades. Villagers have a maximum supply of items and after the player has traded for an item that many times, the villager's supply of the item is exhausted. This results in the trade being temporarily locked. A player can continue to trade for the villager's other available items if any. Exhausted items are restocked when the villager works at a job site, up to twice per day. Clicking use on an unemployed or nitwit villager in Java Edition causes it to grunt and bobble their head; doing so in Bedrock Edition does nothing. Using a name tag on a villager always names the villager instead of opening the trading interface. In Java Edition, using space inside of the trading interface after one trade was made refills the trading slots with items from the inventory.[verify] The price of an item can rise and fall with changes in demand. The price of a traded item can rise when next resupplied, or fall from a risen price if not traded. Demand is stored per item, not per villager. When a player holds an emerald or other item near a villager who wants that item, the villager holds up an item it offers in exchange. In Bedrock Edition, villagers raise their arms when showing trade items. For example, a farmer villager who buys 20 wheat for one emerald holds up an emerald, offering it to a player holding wheat. If the villager has more than one trade for an item, it cycles through the trades, offering a different item every few seconds. This kind of trading interaction makes it easier to find villagers who offer a particular trade, but the player must still open the trading interface to complete the trade. Note that villagers do not hold items to offer trades during their gather or sleep phases, even though it is still possible to trade with them. Villagers do not offer trades that are currently out of stock. Villagers have various professions that progress through experience-based levels, unlocking new trade tiers. In Bedrock Edition, villagers increase their prices of trades if a player's popularity is low, (e.g. from damaging villagers), and decrease it if their popularity is high (e.g. from trading with multiple villagers). Curing a zombie villager also increases the player's popularity by 10. In Java Edition, a villager's prices are affected by the player's reputation with that villager rather than by village popularity. When a player receives Hero of the Village, players receive discounted prices on all the items traded by villagers in both editions. The Hero of the Village also gets gifts.[Java Edition only] Each villager throws gifts related to its profession, and nitwits and unemployed villagers throw wheat seeds instead. These gifts range in value from common (like seeds) to rare items (like chainmail armor). A player's popularity increases by 10 in Java Edition and doesn't increase in Bedrock Edition. Villagers also shoot off fireworks, with different colored fireworks with no pattern. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Villagers have entity data associated with them that contains various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: Video History Issues Issues relating to "Villager" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia On April 1, 2014, Mojang announced that villagers have taken over the skin servers and content delivery networks (CDN) as an April Fools joke. This caused the player's current skin to turn into villager skins, and caused users to be unable to change their skins unless modifying the launcher.json file. Different career villager skins were used, including the then-unused nitwit villager (green robe). Many of the sounds were also changed, supposedly by the villagers. They seem to be similar to a villager talking (with words, rather than their normal sounds). The in-game music has also been altered to include villager like noises, and also features a villager version of the "Game of Thrones" theme on the title screen. The sounds originate from the sound resource pack created by Element Animation, titled The Element Animation Villager Sound Resource Pack (T.E.A.V.S.R.P.), which is based on the villagers appearing in their fan videos. The villagers were voiced by Dan Lloyd, Director of Element Animation. The skins and the sounds were reverted to the way they were before on April 2, 2014. However, since this was a server side update, this update cannot be activated by setting the computer's date to April 1, 2014. Gallery See also Notes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Zombie_horse] | [TOKENS: 1875]
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Zombie Horse AdultJava Edition AdultBedrock Edition Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Java Edition Bedrock Edition Java Edition 25HP × 12.5 Passive on its own[a] UndeadMonsterAnimal Java Edition:Adult:Height: 1.6 blocksWidth: 1.3965 blocks Baby:Height: 0.8 blocksWidth: 0.6982 blocks Bedrock Edition: Adult:Height: 1.6 blocksWidth: 1.4 blocks Baby:Height: 0.8 blocksWidth: 0.7 blocks At night or during thunderstorms:PlainsSunflower PlainsSnowy PlainsSavannaSavanna PlateauWindswept SavannaIce Spikes[BE only] A zombie horse is an undead variant of the horse. It rarely spawns in dark areas as a hostile mob being ridden and controlled by a zombie horseman wielding an iron spear. It becomes passive once separated from the zombie rider. Contents Spawning Zombie horses can naturally spawn on grass blocks in savanna, savanna plateau, windswept savanna, plains, sunflower plains, and snowy plains biomes as zombie horsemen: a zombie wielding an iron spear riding a zombie horse. Like zombies themselves, zombie horsemen can only spawn at a light level of 0[Java Edition only], or light levels below 7[Bedrock Edition only], both above ground and underground. However, due to the lack of grass blocks underground in the Overworld, they are mostly found on the surface. The zombie horse never spawns as a baby. Other zombie variants such as husks and zombie villagers cannot spawn as horsemen. In Bedrock Edition, zombie horses are programmed to spawn in ice spikes biomes, but they fail to do so naturally, as the biome's surface is made of snow blocks instead of grass blocks, meaning they also cannot spawn underground in that biome. Zombie horses 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. When using the zombie horse's spawn egg, 20% of spawned zombie horses will be the otherwise unused baby variant. Zombie horses do not spawn in Peaceful difficulty, like hostile mobs. Drops Java Edition: Bedrock Edition: If equipped with a saddle or horse armor, the saddle and/or horse armor will be dropped upon death. Baby zombie horses yield neither items nor experience. Behavior Java Edition Bedrock Edition Zombie: 20HP × 10Zombie Horse: 25HP × 12.5 Hostile Zombie: The zombie horse is an undead mob that spawns as a hostile mob with a zombie controlling it, as the rider controls its pathfinding, making the zombie horse target the player. On their own, zombie horses behave like normal horses, roaming idly and occasionally stopping to rear, swish their tails, or lower their heads as though eating the grass. Unlike sheep and like other horses, the eating animation does not cause any grass to be consumed. Like other undead mobs, zombie horses can breathe in water. Unlike skeleton horses and other undead, they do not sink - they float - in or on water. Zombie horses have a 1⁄900 chance to regenerate 1HP health point each game tick.[verify for Bedrock Edition] Zombie horses can safely fall 6 blocks before they begin to accumulate fall damage, unlike most mobs, which can only safely fall 3 blocks. Zombie horses 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 zombie horse, they receive the same fall damage as the zombie horse. Zombie horses cannot be bred. Unlike most passive mobs, zombie horses don't panic when damaged.[upcoming JE 26.1] If a player pulling a zombie horse with a lead enters a boat, the zombie horse follows by swimming the same speed as the boat. A player riding a zombie horse is dragged along if the zombie horse is being pulled by a lead, and can even be lifted up in the air in the same way. In Java Edition, zombie horses are never spawned as part of a zombie siege, but if a zombie horseman naturally spawns nearby, it will join the siege and behave like all other zombies. Being an undead mob, they are: Like most other undead mobs, zombie horses burn in direct sunlight. They are protected from burning when wearing horse armor, similar to other undead mobs wearing helmets. As horse armor has no durability, it does not break from absorbing the damage like helmets do. As they are monsters, zombie horses count towards the hostile mob cap. Parrots can also imitate them like other hostile mobs. As they are monsters, golden dandelions do not work on baby zombie horses.[upcoming First Drop 2026] As with regular horses, zombie horses can be tamed by riding them until they stop bucking the player off. 15% of nearby baby zombies, husks, zombie villagers, drowned, or zombified piglins may ride an adult untamed zombie horse to form a jockey. All zombie horses have three "equine stats": health, (maximum) movement speed, and jump height. While health is the same for all zombie horses, movement speed and jump height vary from horse to horse. Zombie horses are spawned with a constant health of 25HP × 12.5. The last half-heart is not shown in a zombie horse's health bar, which only displays 24HP × 12. A zombie horse's movement speed is randomly assigned within certain ranges which vary between Java Edition and Bedrock Edition. In Java Edition, it ranges between ~0.21347 and ~0.28463 in internal units, with an average of ~0.24905. In Bedrock Edition, it ranges between 0.205 and 0.275, with an average of 0.24. The conversion factor between internal units and blocks/sec is roughly 43.17. Zombie horses' jump strength ranges from 0.5 to 0.7, with an average of 0.6 in internal units. The minimum jump strength of 0.5 is enough to clear 1.7088 blocks, while the maximum of 0.7 is enough to clear 3.124 blocks. The average jump strength of 0.6 is enough to clear 2.3675 blocks. Usage Tamed and saddled zombie horses can be used as a means of transportation. They can also be used to climb hills and jump fences. Red mushrooms can be fed to a zombie horse to heal it by 3HP. The zombie horse can also be tempted (or "led") with a red mushroom. Tamed zombie horses have two equipment slots: Baby zombie horses cannot be equipped, as they cannot be ridden. Equipment can be placed on a zombie horse by holding it and then using on the zombie horse, or by accessing its inventory. A zombie horse’s inventory can be accessed by mounting the horse and using inventory control, or by sneaking and then using or pressing the "open inventory" button[Bedrock Edition only] on the zombie horse. The player cannot open the inventory on an untamed zombie horse, though they can open containers. The equipment can be removed by two methods: Once a zombie horse is tamed and saddled, the player can control it with directional controls, jump, and the mouse. The player dismounts using the dismount control. Like when riding other entities, it is possible for a player to use a nether portal or end portal while on a zombie horse. A ridden zombie horse automatically runs up any one-block-high slope. The horse and rider can safely fit through a space as low as 2.75 blocks high. Lower clearance risks suffocating the rider if the rider's head enters a non-transparent block. The zombie horse itself can enter gaps as low as 1.625 blocks high, but may itself take suffocation damage when clearance is less than 1.75 blocks. Like other horses, zombie horses cannot fit through a 1-block-wide gap. Ridden zombie horses have the ability of "jump charging". When the player rides them, the experience bar on the HUD is replaced by a jump charging bar. The zombie horse is then able to jump, and holding the control charges for a higher leap. Zombie horses are not affected by the Jump Boost effect. Sounds Despite being monsters, zombie horses use the "Friendly Mobs" sound category. Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Zombie horses have entity data associated with them that contain various properties. Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History Issues Issues relating to "Zombie Horse" 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/Horse] | [TOKENS: 2719]
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Horse AdultJava Edition AdultBedrock Edition Foal[until First Drop 2026] Foal[upcoming First Drop 2026] 15HP × 7.5 to 30HP × 15 0 () See horse armor Passive Animal In Java Edition: Adult:Height: 1.6 blocksWidth: 1.3965 blocks Foal:Height: 0.8 blocksWidth: 0.6982 blocks In Bedrock Edition: Adult:Height: 1.6 blocksWidth: 1.4 blocks Foal:Height: 0.8 blocksWidth: 0.7 blocks Plains Sunflower Plains Savanna Savanna Plateau Windswept Savanna Villages A horse is a passive mob that can be ridden when tamed and saddled, and can wear horse armor. Different horses have different run speeds, jump heights and health points, and these attributes can be inherited and improved through breeding. Contents Spawning Horses spawn in plains and savannas in herds of 2–6. For horses, all combinations of color and markings are equally likely. All members of the herd have the same color, but markings may vary. 20% of all individual horses spawn as babies. In Java Edition, all individual horses spawn as adults when using spawn eggs. Villages naturally generate with stables and animal pens containing horses. Appearance Each horse variant has unique features and markings, and a foal. Adult horses are 1.4 blocks wide and long, and 1.6 blocks high. Foals start at half the size of adults, and in Bedrock Edition[until BE 26.0], get progressively bigger as they age. Unlike wolves and cats, horses do not change appearance once they have been tamed, although tamed horses may be differentiated by giving them equipment. Horses can have 1 of 7 base colors: white, creamy, chestnut, brown, black, gray, and dark brown; and 1 of 5 marking patterns: no markings, white stockings and blaze, white field, white spots and black dots. In total, there are 35 possible horse coat combinations. white whitefield whitedots blackdots Drops 1–7XP upon successful breeding. Java Edition: Bedrock Edition: Killing a foal yields neither items nor experience. Behavior Horses wander aimlessly, occasionally stopping to rear, flick their tails, or lower their heads as though eating the grass. Unlike sheep, the eating animation does not actually cause any grass to be consumed. If a player comes near, the horses may turn to look at them. Any horse, even a wild or undead horse, can be attached to a lead without protest. Horses remain passive, even when hit. Horses make neighing and whinnying sounds. Adult horses cannot ride a boat, though babies can. Horses can safely fall 7 blocks before they begin to accumulate fall damage, unlike most mobs, which can only safely fall 3 blocks. Horses 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 horse, they take fall damage as normal, counting from the entity's safe fall distance; however, they also safely fall 7 blocks without taking damage. Horses have a 1⁄900 chance to regenerate 1HP health point each game tick. Horses can be led by a player holding a golden carrot, golden apple, or enchanted golden apple. Foals follow adult horses. A horse with a rider can be pulled by a lead, and can even be lifted into the air. Taming a horse is required to breed it, to give it equipment, or to control it while riding. In Java Edition, a player mounts a horse by pressing use on it with an empty hand. In Bedrock Edition, the player can also hold an object that cannot be used on a horse. An adult horse can be tamed by repeatedly mounting it until the horse stops bucking the player off. Taming depends on the horse's "temper". Horses begin with a temper of 0 out of 100. When a player first mounts the horse, a random taming threshold 0–99 is chosen. The horse becomes tame if the temper exceeds this threshold. Otherwise, the player is bucked off and the temper is increased by 5, to be compared against the threshold the next time the player mounts the horse. Temper can also be increased by feeding the horse. After repeated mountings, hearts appear above the horse, indicating that it is tamed. In Bedrock Edition, like all tame animals, a death message is displayed to every player when a horse is killed. Feeding two tamed horses golden apples or golden carrots activates love mode, causing them to mate and produce a foal. The foal appears more spindly than adult horses. The foal can be fed to make it mature faster. Depending on the variations of the parent horses, the offspring can be one of several types. This is a table representing the probabilities of the color and markings of the foal when breeding two horses A and B. Feeding a horse food can alter its behavior, increase its temper (if untamed), cause it to grow (if it is not yet an adult; foals normally take 20 minutes to fully mature if not fed), and/or restore its health. The table below lists the effects of the various foods horses can eat. To feed a horse, hold a valid food item and press Use on the horse. In Java Edition, tamed horses cannot be fed when at full health, but they can be fed in Bedrock Edition. In Bedrock Edition, the health of foals cannot be restored by feeding. In Bedrock Edition, while temper is at max value, untamed horses with full health can be fed any food except hay bales. In Java Edition, tamed horses with full health cannot be mounted while holding a food item. 15% of nearby baby zombies, husks, zombie villagers, drowned, or zombified piglins may ride an adult untamed horse to form a jockey. Statistics All horses have three "equine stats" that vary from horse to horse: health, (maximum) movement speed, and jump height. These stats are created once the horse is born or spawned, and are not affected by food. When spawned in any way except breeding – for instance, using commands, spawning naturally, spawning as part of a skeleton trap, or using spawn eggs – horses are assigned their stats within certain ranges. Horse's health points range from 15HP × 7.5 to 30HP × 15, with an average of 22.5HP × 11.25. A horse with an odd number of health points does not show the last half-heart. So if a horse has 15 health (), its health bar will only display 14 health (). And if the horse took 3HP damage, it would have 12 health left , but it would seem like it only took 2HP, since the bar only shows 2 points of damage. Horse's movement speed ranges from 0.1125–0.3375 in internal units, with an average of 0.225. For reference, the player's normal walking speed is 0.1. The speed listed does not include any status effect that affects the speed of the horse or the player. The conversion factor between internal units and blocks/sec is roughly 43.17, putting the best horse's maximum speed at about 14.57 blocks/second, and the average horse's speed at about 9.71 blocks/sec. See also transportation methods to compare the speeds of various transportation methods. Horse's jump strength ranges from 0.4–1.0, with an average of 0.7 in internal units. The minimum jump strength of 0.4 is enough to clear 1.153 blocks, while the maximum of 1.0 is enough to clear 5.9197 blocks. The calculation, however, is not linear with the average jump strength of 0.7 favoring the lower side with the value of 3.124 blocks. When breeding two horses, or a horse and a donkey, the baby's stats are determined by the following formula, run for each stat individually: If the resulting value is the difference towards that allowed extreme is respectively subtracted/added from/to the value. Although the game performs these operations on the internal attribute values, they can just as well be applied to the in-game values for movement speed and jump height. A pseudocode implementation might look like this, wherein MIN and MAX represent the extremes Minecraft allows the attribute to assume. Additionally, x and y represent the values the parents hold. A foal has an 11% chance to be a random base color and a 20% chance to have random markings. Otherwise, it chooses the values from one of its parents. Usage Tamed and saddled horses can be used as a means of transportation. When ridden, they are able to move faster and jump higher than a normal player. Horses can be used to climb hills and jump fences, as some can jump high enough to clear up to five block heights, versus the player's maximum of about one (without jump boost). Horses can be pulled along and tied up using a lead. They can be towed behind a boat by using a lead. Tamed horses have two equipment slots: Foals cannot be equipped, as they cannot be ridden. Equipment can be placed on a horse by holding it and then using on the horse, or by accessing its inventory. A horse’s inventory can be accessed by mounting the horse and using inventory control, or by sneaking and then using or pressing the "open inventory" button[Bedrock Edition only] on the horse. The player cannot open their inventory while on an untamed horse, though they can open containers. The equipment can be removed by two methods: Once a horse is tamed and saddled, the player can control it with standard directional controls, jump, and the mouse. The player dismounts using the dismount control. Like riding other entities, it is impossible for a player to use a nether portal or end portal while on a horse.[Bedrock Edition only] A ridden saddled horse automatically runs up any one block high slope. The horse and rider can safely fit through a space as low as 2.75 blocks high. Lower clearance risks suffocating the rider if the rider's head enters a non-transparent block. The horse itself can enter gaps as low as 1.625 blocks high, but may itself take suffocation damage when clearance is less than 1.75 blocks. Horses cannot fit through a 1-block-wide gap. The maximum speed of horses varies between 4.74 blocks/second and 14.23 blocks/second (compared to the player's walking speed, which is about 4.317 blocks/second). About 82% of horses are able to go faster than a minecart. Horses move backward slowly, about as fast as the player when moving sideways. A horse’s speed can also be affected by potions. Speed has no relation to a horse’s outward appearance. However, how fast a horse walks on its own while not being ridden can be an indication of its Speed. This can be useful to determine whether or not a horse is fast without first having to tame it. A ridden saddled horse can be made to jump by pressing the jump control. Holding the jump control fills a jump charge bar allowing for a higher jump when released relative to how much the bar was filled. In Java Edition, when the player rides a horse, the experience bar on HUD is replaced by a jump bar and the player's hunger bar is replaced by the horse's health bar. In Bedrock Edition, the player's health bar and hunger bar are displayed while riding a horse and the player's experience bar is replaced by the horse's jump bar when the jump control is activated. During the jump control activation the number denoting the player's experience level is still displayed above the jump bar. Horses are not affected by jump boost beacons. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Horses have entity data associated with them that contain various properties. Java Edition: 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. Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History Added horses. Issues Issues relating to "Horse" or "Foal" 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/Donkey] | [TOKENS: 2392]
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Donkey Adult Baby[until Drop 1 2026] Baby[upcoming Drop 1 2026] 15HP × 7.5 to 30HP × 15 Passive Animal In Java Edition: Adult:Height: 1.5 blocksWidth: 1.3965 blocks Baby:Height: 0.75 blocksWidth: 0.6982 blocks In Bedrock Edition: Adult:Height: 1.6 blocksWidth: 1.4 blocks Baby:Height: 0.8 blocksWidth: 0.7 blocks Meadow Plains Sunflower Plains Savanna Savanna Plateau Windswept Savanna A donkey is a passive mob similar to a horse that, when tamed, can be saddled, ridden and equipped with a chest to transport items. Contents Spawning In Java Edition, donkeys spawn commonly in meadows in groups of 1-2, and less commonly in plains in groups of 1-3 and savannas individually. 20% of all individual donkeys naturally spawn as babies. All donkeys spawn as adults when using spawn eggs, unless the spawn egg is used on a donkey. In Bedrock Edition, 2-6 donkeys spawn in plains, 1-2 in meadows and 1-3 in savannas. Appearance Adult donkeys are 1.4 blocks wide and long, and 1.6 blocks high. Baby donkeys start at half the size of adults and in Bedrock Edition, get progressively bigger as they age. Unlike wolves and cats, donkeys do not change appearance once they have been tamed, though tamed donkeys may be differentiated by giving them equipment. Donkeys are smaller than horses and sport long, erect ears. Their manes do not protrude, but rather are drawn directly on the back of their heads and necks. All donkeys have gray-brown coats with darker ankles, ears, manes, and tails. Donkeys can be equipped with a saddle but cannot wear horse armor, and they can also be equipped with chests to store up to 15 stacks of items. Drops 1–7XP experience orbs upon a successful breeding. Java Edition: Bedrock Edition: Killing a baby donkey yields no items nor experience. Behavior Donkeys roam around idly, occasionally stopping to rear, swish their tails, or lower their heads as though eating the grass. Unlike sheep, the eating animation does not actually cause any grass to be consumed. A donkey may turn to look at a player who comes near. Any donkey, even a wild one, allows itself to be attached to a lead without protest. However, if the player attempts to saddle an untamed donkey, it rears and flails its front hooves. Donkeys remain passive, even when hit. Donkeys can safely fall 6 blocks before they begin to accumulate fall damage, unlike most mobs, which can only safely fall 3 blocks. Donkeys 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 donkey, they receive the same fall damage as the donkey. Donkeys occasionally emit a braying sound. Adult donkeys cannot ride a boat, though babies can. Donkeys have a 1⁄900 chance to regenerate 1HP health point each game tick. Adult donkeys can be tamed. In Java Edition, a player mounts a donkey by pressing use on it with an empty hand. In Bedrock Edition, the player can also hold an object that cannot be used on a donkey. A player tames an adult donkey by repeatedly mounting it until the donkey stops bucking off the player and shows hearts. It is necessary to tame a donkey in order to breed it, give it equipment, or ride it for any length of time. Taming depends on the donkey's "temper". They begin with a temper of 0 out of 100. When a player is riding the donkey, a random number between 0 and 99 is chosen. The donkey becomes tame if this number is less than the temper, otherwise, the temper is increased by 5 and the player is bucked off. Temper can also be increased by feeding the donkey. While riding an untamed donkey, a galloping sound is audible, more or less rapid. This gives a general idea of the donkey's speed. Like all tamed animals, a death message is displayed to their owner if they are killed.[Bedrock Edition only] Feeding tamed donkeys golden apples or golden carrots activates love mode. Baby donkeys appear more spindly than adults. A baby donkey can be fed to make it mature faster. In Bedrock Edition a baby donkey grows progressively larger until reaching adult size, while in Java Edition a baby turns into an adult after sufficient time passes. A baby donkey is not tamed, and can be tamed after it grows into an adult. Cross-breeding a donkey with a horse creates a mule baby. Mules cannot breed. Feeding a donkey food may alter its behavior and cause it to grow (if it is not yet an adult; baby donkeys normally take 20 minutes to fully mature if not fed), and restore its health. In Bedrock Edition, the health of baby donkeys cannot be restored by feeding. In Java Edition, feeding tamed donkeys at full health has no sound effect and movements. In Bedrock Edition, while temper is at max value, untamed donkeys can be fed any food except hay bale. To feed a donkey, hold a valid food item and press use on the donkey. The table below lists the effects of the various foods donkeys can consume. 15% of nearby baby zombies, husks, zombie villagers, drowned, or zombified piglins may ride an adult untamed donkey to form a jockey. Statistics All donkeys have three "equine stats": health, (maximum) movement speed, and jump strength. In Java Edition, each of these can vary between individual donkeys. In Bedrock Edition, only health can vary. These stats are created once the donkey is born or spawned, and are not affected by food. When spawned in any way except breeding – for instance, using commands, spawning naturally or using spawn eggs – donkeys are assigned their stats within certain ranges, specific according to their horse type. Donkey's health ranges from 15–30, with an average of 22.5HP × 11.25. A donkey with an odd number of health points does not show the last half-heart. So if a donkey has 15 health (), its health bar will only display 14 health (). And if the donkey took 3HP damage, it would have 12 health left , but it would seem like it only took 2HP, since the bar only shows 2 points of damage. A spawned donkey's speed value is always 0.175, but it moves at the slightly reduced 7.38 blocks/sec. For reference, the player's normal walking speed is 0.1, equivalent to 4.3 blocks/sec, and the player's sprinting speed is equivalent to 5.6 blocks/sec. The speed listed does not include any status effect that affects the speed of a horse or a player. See transportation to compare the speeds of various transportation methods. A spawned donkey's jump strength is always 0.5, enough to clear 1 9⁄16 blocks. When breeding two donkeys, the baby's stats are determined by a variation of the average of both parents' stats, randomly determined the same way horses' stats are. In Bedrock Edition, all donkeys have a speed value of 0.175 regardless of whether they were spawned or bred. In Java Edition, a bred donkey's speed value has the same limits as other horses, between 0.1125 and 0.3375. See Horse#Movement speed. In Bedrock Edition, all donkeys have a jump strength of 0.5, regardless of whether they were spawned or bred. In Java Edition, A bred donkey's jump strength has the same limits as other horses, between 0.4 and 1.0. See Tutorial:Horses#Jump_Strength. Usage Tamed and saddled donkeys are some of the fastest means of transportation or hauling in the game, although they are unable to fit through single block-wide openings. They can also be used to climb hills and jump fences, which the player can't generally. Donkeys can be equipped with chests and used as pack animals. They can also be pulled along and tied up using a lead. Tamed donkeys can have the following slots available: A saddle can be equipped on a donkey by holding it and then using on the donkey, or by accessing its inventory. A donkey’s inventory can be accessed by mounting the donkey and using the inventory control, by using while sneaking, or by pressing the "open inventory" button[Bedrock Edition only] on the donkey. The saddle can be removed by either removing it from the donkey's inventory or by using shears on the donkey. A donkey can be equipped with a chest by using a chest on the donkey. The chest cannot be removed except by killing the donkey, which causes the chest and its contents to drop. Baby donkeys cannot be equipped with anything. Once a donkey is tamed and saddled, the player can control it with the standard directional controls, jump, and the mouse. The player dismounts using the dismount control. Like riding other entities, it is impossible for a player to use a nether portal or end portal while on a donkey. A ridden saddled donkey automatically runs up any one block high slope. The donkey and rider can safely fit through a space as low as 2.75 blocks high. Lower clearance risks suffocating the rider if the rider's head enters a non-transparent block. The donkey itself can enter gaps as low as 1.625 blocks high, but may itself take suffocation damage when clearance is less than 1.75 blocks. They cannot fit through a 1-block-wide gap. Unlike horses, all naturally spawned donkeys have the same movement speed and jump strength. Donkeys are slow-moving backward and about as fast as the player when moving sideways. Ridden saddled donkeys have the ability of "jump charging". In Java Edition, when the player rides them, the experience bar on HUD is replaced by the jump bar, and the hunger bar is replaced by the donkey's health bar. In Bedrock Edition, both bars display, and the experience bar is replaced by the jump bar only when jumping, with the experience level number remaining visible. A ridden saddled donkey can be made to jump, and holding the control charges for a higher leap. Donkeys are not affected by Jump Boost beacons. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Donkeys 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: Videos History Issues Issues relating to "Donkey" 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/Mule] | [TOKENS: 2047]
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Mule Adult Baby[until Drop 1 2026] Baby[upcoming Drop 1 2026] 15HP × 7.5 to 30HP × 15 Passive Animal In Java Edition: Adult:Height: 1.6 blocksWidth: 1.3965 blocks Baby:Height: 0.8 blocksWidth: 0.6982 blocks In Bedrock Edition: Adult:Height: 1.6 blocksWidth: 1.4 blocks Baby:Height: 0.8 blocksWidth: 0.7 blocks When a horse and donkey breed A mule is a passive mob created by breeding a horse and a donkey together. It is very similar to a donkey, except it cannot breed. Contents Spawning Mules do not spawn naturally, but a mule can spawn through cross-breeding a horse with a donkey. Mules cannot breed with other mules. 20% of mule spawn eggs produce baby mules. Appearance Mules are the offspring of horses and donkeys and are closer to (but not quite) the size of a horse. Their ears, coats, and manes are like those of a donkey, though mules' coats are darker and reddish-brown. Like donkeys, mules cannot be equipped with armor but can be equipped with chests. Mules cannot have babies, much like mules in real life. Drops Java Edition: Bedrock Edition: Killing a baby mule yields no items nor experience. Behavior Similar to horses and donkeys, mules roam idly, occasionally stopping to rear, swish their tails, or lower their heads as though eating the grass. Unlike sheep, the eating animation does not actually cause any grass to be consumed. Mules turn to look at any player that comes near. Any mule, even a wild one, may be attached to a lead. However, if the player attempts to saddle an untamed mule, it rears and flails its front hooves. Mules can safely fall 6 blocks before they begin to accumulate fall damage, unlike most mobs, which can only safely fall 3 blocks. Mules 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 mule, they receive the same fall damage as the mule. Mules, like most mobs, can ride in a minecart. Similarly to horses and donkeys, adult mules cannot ride a boat, but babies can. Also like horses and donkeys, mules have a 1⁄900 chance to regenerate 1HP health point each game tick. Adult mules can be tamed: with an empty hand, mount the mule repeatedly; when it no longer bucks the player and shows hearts, it is tamed. It is necessary to tame a mule in order to give it equipment or ride it for any length of time. Taming depends on the mule's "temper". Mules begin with a temper of 0 out of 100. When a player is riding the mule, a random number between 0 and 99 is chosen. The mule becomes tame if this number is less than the temper, otherwise, the temper is increased by 5 and the player is bucked off. Temper can also be increased by feeding the mule. While riding an untamed mule, a galloping sound is audible, more or less rapid to give a general idea of the mule's speed. Like all tamed animals, a death message is displayed to their owner if they are killed.[Bedrock Edition only] Like their real-life counterparts, mules in Minecraft cannot produce offspring. The only way to produce a mule (other than using a spawn egg) is to cross-breed a horse with a donkey. Feeding a mule food can alter its behavior, cause it to grow (if it is not yet an adult; baby mules normally take 20 minutes to fully mature if not fed), and/or restore its health. The table below lists the effects of the various foods mules eat. To feed a mule, hold a valid food item and press use on the mule. If the food is invalid, the player simply mounts the mule. Mules can be fed only when feeding would have an effect, similar to other animals. 15% of nearby baby zombies, husks, zombie villagers, drowned, or zombified piglins may ride an adult untamed mule to form a jockey. Statistics Mules have three "equine stats" that vary from mule to mule: health, (maximum) movement speed, and jump strength. These stats are created once the mule is born or spawned, and are not affected by food. When spawned in any way except breeding – for instance, using commands or using spawn eggs – mules are assigned their stats within certain ranges, specific according to their horse type. A mule's health ranges from 15–30, but tends toward the average of 22–23. Displayed hearts are health, divided by two, rounded down. A mule with a non-even number of health points (15, 17, 19, etc.) does not show the last half-heart. So if a mule has 15 health (), its health bar will only display 14 health (). And if the mule took 3HP damage, it would have 12 health left , but it would seem like it only took 2HP, since the bar only shows 2 points of damage. Spawned mules' speed is always 0.175; the player's normal walking speed is 0.1. The speed listed does not include any status effect that affects the speed of a horse or a player. Bred mules have speed between 0.1125 and 0.3375 based on their parent's speeds, like all other horse breeding. See Horse#Movement speed. See transportation to compare the speeds of various transportation methods. Spawned mules' jump strength is usually 0.5, which is enough to clear 1 9⁄16 blocks. Jump strengths between 0.4 and 1.0 can be found in bred mules, depending on the statistics of the parents (as explained later). When breeding a horse and a donkey, the baby's stats are determined by a variation of the average of both parents' stats, randomly determined as horses' stats are. Usage Tamed and saddled mules can be used as a means of transportation in the game. Mules float on water when being controlled by a player. Mules can be equipped with chests and used as pack animals. They can be pulled along and tied up using a lead. Tamed mules have the following slots available: A saddle can be equipped on a mule by holding it and then using on the mule, or by accessing its inventory. A mule's inventory can be accessed by mounting the mule and using inventory control, or by sneaking and then using or pressing the "open inventory" button [Bedrock Edition only] on the mule. The saddle can be removed by either removing it from the mule's inventory or by using shears on the mule. A mule starts out with just a saddle slot, but if it is given a chest, it acquires 15 more inventory slots that can hold any items. Chests can be given to a mule by using it with the chest in hand, and the chest cannot be removed except by killing the mule. Upon death, the mule drops the attached chest and its contents. Baby mules cannot be equipped with anything. Once a mule is tamed and saddled, the player can control it with standard directional controls, jump, and the mouse. The player dismounts using the dismount control. A ridden saddled mule automatically runs up any one block high slope. The mule and rider can safely fit through a space as low as 2.75 blocks high. Lower clearance risks suffocating the rider if the rider's head enters a non-transparent block. The mule itself can enter gaps as low as 1.625 blocks high, but may itself take suffocation damage when clearance is less than 1.75 blocks. Mules cannot fit through a 1-block-wide gap. The maximum speed of mules, when created by breeding a horse and a donkey, varies between 4.74 blocks/second and 14.23 blocks/second (compared to the player's walking speed, which is about 4.3 blocks/second). About 68% of mules are able to go faster than a minecart. Any mule spawned with its spawn egg always has a speed of 7.38 blocks/second, which is slower than a minecart at full speed. Mules are slow-moving backward, and about as fast as the player when moving sideways. Ridden saddled mules have the ability of "jumping charging". When the player rides them, the experience bar on HUD is replaced by jumping charging bar. A ridden saddled mule can be made to jump and holding the control charges for a higher leap. Mules are not affected by jump boost beacons or potions. Sounds Mules share the same sounds as donkeys. Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Mules 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: Videos History Issues Issues relating to "Mule" 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/Red_mushroom] | [TOKENS: 680]
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Red Mushroom Yes Yes (64) Any tool 0 0 No Yes No No 28 COLOR_RED A red mushroom is a variety of fungus that grows and spreads in dark areas. Mushrooms can generate small or huge in size. Contents Obtaining Red mushrooms can be instantly mined with any tool, including by hand. Mining a red huge mushroom block drops up to 2 red mushrooms. Fortune does not affect the drop rate of mushrooms in any form. A red mushroom also breaks instantly and drops as an item if: Red mushrooms naturally generate in poorly lit areas (light level of 12 or less). If this condition is met, each chunk has a 1⁄8 (12.5%) chance to generate red mushrooms in the form of random patches. Mushrooms also generate on the surface of a swamp, old growth spruce taiga, old growth pine taiga, or mushroom fields biome, along with anywhere in the Nether. Unlike plants, they are able to generate on top of nearly any block type. In Java Edition, they are commonly found in patches on the Nether roof, and are the only blocks that can generate there. Witch huts have a flower pot with a red mushroom inside. Mushrooms also generate inside "mushroom farm" rooms in woodland mansions. Red mushrooms planted on podzol can also be found around bogged and cave spider trial spawners in trial chambers. Fallen trees can have up to 2 mushrooms generated on them. Mining a red huge mushroom has a chance of dropping red mushrooms for each block mined. Java Edition: Bedrock Edition: Shearing a red mooshroom drops 5 red mushrooms and permanently turns it into a normal cow. Shearing a bogged drops 2 mushrooms, both of which have a chance to be red. An enderman holding a red mushroom drops it upon death. A zombie riding a zombie horse has a 50% chance to drop a red mushroom upon death. Usage Red mushrooms can be planted and grown on blocks that have a full top surface in light levels below 13 and not directly underneath the sky, unless on podzol, mycelium, or nylium. Red mushrooms can be used to heal or tempt zombie horses. When bone meal is applied to a red mushroom, the mushroom has a chance to grow into a red huge mushroom, provided that it is on a proper block (grass block, dirt, coarse dirt, rooted dirt, mud, muddy mangrove roots, moss block, or pale moss block at a light level of 12 or below; on podzol, mycelium or nylium at any light level) and is free of solid blocks within 5 blocks directly above the mushroom. When receiving a random tick, a red mushroom has a 4% chance of spreading to a nearby block (including even above and below diagonally) if there are fewer than five red mushrooms in a 9×9×3 volume around the original mushroom. Red mushrooms can be planted in a flower pot. Placing a mushroom into a composter has a 65% chance of raising the compost level by 1. Sounds Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Red Mushroom" 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/Bedrock_Edition_1.21.132] | [TOKENS: 356]
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Bedrock Edition 1.21.132 Bedrock Edition January 8, 2026:Windows, Xbox, Android, ChromeOS, Fire, iOS, iPadOS, Nintendo Switch, PlayStation 4January 9, 2026:PlayStation 5 1.21.132.1 – 1.21.132.3 Windows: 40124023Xbox Series X: 40124011Android:40124010 (armeabi-v7a)40124015 (arm64-v8a)iOS: 40124041Fire: 40124027Nintendo Switch: 40124019 Windows, Xbox: 1.21.13201.0ChromeOS, Android, iOS, iPadOS, Fire: 1.21.132.1PlayStation 4: 3.29PlayStation 5: 1.039.000Nintendo Switch: v139 Android: 952113201 (armeabi-v7a, 35) 962113201 (x86, 35) 972113201 (arm64-v8a, 35) 982113201 (x86_64, 35) ios: 881296213 Server (1.21.132.1)Windows Linux Server (1.21.132.3)Windows Linux 898 ◄ 1.21.131 26.0 ► 1.21.132 is a hotfix to Bedrock Edition released for most devices on January 8, 2026, and for PlayStation 5 on January 9, 2026, which addresses issues discovered in the latest update. This is the first version released in 2026. Contents Fixes 7 issues fixed Other References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mounts_of_Mayhem?section=9&veaction=edit] | [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?section=10&veaction=edit] | [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/Commands#Usage] | [TOKENS: 1848]
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Commands Commands (also known as console commands or slash commands) are a mechanic that execute specific actions when entered as text or triggered by blocks or certain entities. Contents Usage In the client, commands are entered via the chat window, which is displayed by pressing the T / ↵ Enter / [BE only] / [BE only] or / key. Using the / key also enters the forward-slash that commands require as a prefix, so it is a useful shortcut. The ↑ Up / and ↓ Down / keys can be used to view previously entered text, including all previously executed commands. When the cursor is at a location corresponding to some types of argument (such as an entity ID), a list of applicable values appears above the text box. If the argument already contains characters, the list displays only those values containing the typed text. Pressing ↹ Tab while entering commands cycles through possible commands or arguments, and can be used to auto-enter them. Commands may also be entered in a multiplayer server's console but are not preceded by a / when entered this way. A server owner running commands in this way is often referred to as "ghosting". Commands in command blocks can be preceded by a slash, but it is not required. Commands can be executed in the following ways: In Bedrock Edition, commands can be executed through specified hotkeys on keyboard & mouse controls, known as command macros. The keybinds with commands can be customized below all other keybinds in the settings. For up to 10 macros, a command can be entered in a text input, which can be quickly executed in-game by pressing Alt + Key. Command macros can be preceded by a slash, but it is not required. This feature is not to be confused with Java Edition's function macros, where functions may reference additional parameters and use them in macro lines (see Function (Java Edition) § Macros). Commands guide In Java Edition: In Bedrock Edition: In both Java Edition and Bedrock Edition, square bracket decorator ([entry]) mean that an entry is optional. Entries decorated with square brackets can only be at the end of a command. Multiple entries decorated with square brackets are allowed at the end of a command, for example, a [b] [c] at the end of a command indicates that only a, a b, and a b c are valid. Most commands require the executor to have a high enough permission level. That means most commands are only available in the singleplayer world if cheats are enabled, and are only available in multiplayer servers if the player is an operator. See permission level for details. Some commands have restrictions on who can use the command or in what context. Cheats can be enabled when creating a new world by Allow Commands[Java Edition only] / Cheats[Bedrock Edition only] options. In Java Edition, the "Allow Commands" option when creating a new world only affects the player in a singleplayer world or the owner of a LAN world. The "Allow Commands" option when opening a LAN world affects all players in the LAN world. In Java Edition, in singleplayer worlds where cheats were not enabled at creation, they can be enabled on a temporary basis by opening the current game session to LAN play ( Esc → "Open to LAN", then "Allow Cheats" button and "Start LAN World"). The player does not actually need to be on a LAN or have others join. This is not permanent but allows the use of commands until the player quits the world, and changes the player makes via commands (items spawned, etc.) are saved with the world. The player can do this each time the player starts playing the world again. Note that this disables game pausing for the duration, so while open to LAN, the player should get somewhere safe or reload their world before using the Game Menu. The player can disable the LAN world by reloading the world. To permanently enable cheats, the level.dat file has to be edited. In Bedrock Edition, cheats can be toggled at any time in the "Cheats" tab of the settings menu. Enabling cheats in a world permanently prevents players from unlocking achievements in that world, even if cheats are later turned off. In Bedrock Dedicated Server, /changesetting command can be used to toggle cheats. There are different argument types for arguments in commands. Coordinates, target selector, SNBT, text component, and so on are commonly used formats in arguments. The command performing on the server side is divided into two stages: command parsing and command execution. During the command parsing stage, the game identifies the string as a command and checks whether the command is complete and whether arguments are specified correctly. During the command execution stage, the command fulfills its purpose. When typing a command in the chat, or command block, the command is also be parsed in the client side first to provide autocompletion and help the player detect typing mistakes. In Bedrock Edition, when entering into a command block, the command is parsed on the server side once the command block screen is closed. If the command is unparseable in the server side, a syntax error message is outputted into its output box. When attempting to execute an unparseable command, an error message is displayed. Commands in functions are all parsed when loading the function. If any command in a function file is unparseable, the function cannot be loaded by the game. In Java Edition, macro lines are parsed when attempting to run the function, see also Function (Java Edition) § Macros and Function (Java Edition) § Loading and parsing. In Bedrock Edition, if a command in a script is unparseable, an error is thrown when trying to execute the command. After trying to execute a command, it may yield output values, including success count and stored values[Java Edition only]. Success count is the value a command passes to the command block executing it. A command block can power a redstone comparator facing away from it (may be separated by a block) with signal strength being the success count. The signal strength reflects the success count of the last command executed. Even after the command block is deactivated, the success count is retained until the command is executed again. In Bedrock Edition, the success count is also returned to the script executing the command. In Java Edition, commands that cannot be executed in command blocks have no success count. In Bedrock Edition, commands that cannot be executed in command blocks or scripts still have a success count, but it cannot be obtained. In Java Edition, success count is always 0 or 1, except the /execute command. In Bedrock Edition, success count is an integer between 0 to 2,147,483,647 (both inclusive) related to the command (e.g., the number of players affected by the command, the number of blocks that were altered, etc.) Stored values[JE only] include success value and result value, which are the values passed by other commands to the /execute command, when a command is executed by a /execute command. These two values can be stored to a specified location by the store subcommand in the /execute command. The success value is always 0 or 1. The result value is an integer (rounded down if not). All commands may yield these two stored values after execution, with only two exceptions: /execute command itself does not yield these two stored values; /function command may not yield these two stored values in certain situation. After trying to execute a command, it has a certain result. Possible results include "Unparseable", "Failed", "Successful", "Void"[JE only], "Terminated"[JE only], and "Error"[JE only]. List of commands The tables below will summarize all commands. Debugging commands are not accessible by default, but can be enabled using debug properties. These commands are unavailable in general cases. Most of them can be accessed with a Websocket Server, NPC, the Scripting API or cheats[edu only]. Note: You can easily check if a command is still in the game by typing /help <nameOfCommand> into a server console, or the ingame chat. If you do so, and it says Syntax error, then the command does not exist. If it either gives help on the command or says unknown command, then it is still in the game - for example, the command /help gettopsolidblock will return Unknown command: gettopsolidblock. Please check that the command exists and that you have permission to use it., while the command /help something will return Syntax error: Unexpected "something" at "/help >>something<<". /achievement Developer commands are only enabled in internal development builds of Bedrock Edition, and are not normally accessible in release versions. Superseded by /agent These commands only exist in April Fools' Day joke versions of the game. History Issues Issues relating to "Commands" are maintained on the bug tracker. Issues should be reported and viewed there. See also References External links Navigation All commands Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mounts_of_Mayhem:_Dungeon_Descent] | [TOKENS: 161]
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Mounts of Mayhem: Dungeon Descent Minecraft Free January 12, 2026 Mounts of Mayhem: Dungeon Descent in Minecraft Marketplace | Minecraft "Mounts of Mayhem: Dungeon Descent add-on" – Minecraft.net. Mounts of Mayhem: Dungeon Descent is an official add-on made in promotion of Mounts of Mayhem, featuring many items expanding on the themes of the drop. Contents Additions Quotes Bring mayhem to your own world! Conquer randomly generated dungeons, flex your spear skills, and score precious loot. Deck out your mount with 15 saddle charms and ride your Zombie Horse, Camel, and Nautilus in style! Hone your skills on training dummies and build the perfect stable with 450 decorative blocks History Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Champion%27s_Shawl.png] | [TOKENS: 65]
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File:Champion's Shawl.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 4 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/Twitch] | [TOKENS: 623]
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Twitch Video live streaming platform Amazon June 6, 2011 https://www.twitch.tv/ Twitch is an American video live-streaming service popular in video games, including broadcasts of esports competitions. It also offers music broadcasts, creative content, and "in real life" streams. Twitch is operated by Twitch Interactive, a subsidiary of Amazon. Twitch is one of the many collaborations with Minecraft, typically taking the form of Twitch Drops. Contents Functionality Announced at MINECON 2013, native broadcasting to Twitch was added in Java Edition 1.7.4. This allowed for players to directly stream their gameplay to the platform, as well as integrating chat systems into the game. Several broadcast settings were included, including quality, framerate, bandwidth, send metadata, microphone volume, system volume, compression, enable chat, and user filter. In Java Edition 1.8, this functionality was tweaked to require a confirmation before starting, before the functionality was removed altogether in Java Edition 1.9. Streams In 2021, as part of a contest for Minecraft Education, a stream was held known as the "Battle of the Boroughs." The stream aired at least twice, the second on ESPN. As a promotion for the Lacoste collaboration, a stream was aired on March 12, 2022 of gameplay from Croco Island. To promote the release of Minecraft Legends, a "PVP Stream" aired, showcasing several of the game's combat mechanics. The content creators teonawrites, PotatoPie25, Phineapoo (Thephamilyyt), cosevie, jojosolos, ChicaDeAwesome, Prowl8413, and Kendrisite participated, under the hosting of Craigh Leigh and Martin Garcia. To celebrate Minecraft's 15th anniversary, a special edition of MC Championship was hosted known as the Ender Cup. Several major figures in the community participated, including CaptainSparklez, DanTDM, Grian, and LDShadowLady, among others. D&D Direct is an annual live stream hosted by Wizards of the Coast, dedicated to announcing new content for the Dungeons & Dragons franchise. In 2023, the yearly installment announced a DLC release for the Marketplace. To promote the Dungeons & Dragons collaboration, a "one shot" was hosted. The content creators ibxtoycat, Lexi McQueen, Kendrisite, Galaxe, Pink, and Mystical participated as players, while the Dungeon Master[note 1] was Sarah Chaffee. As part of the McDonald's x A Minecraft Movie campaign, a live stream of Grimace, Birdie, and the Hamburglar playing the McDonald's Add-On aired on April 6th, 2025. A second collaboration with MC Championship, hosted as part of the Twitch convention TwitchCon. A third collaboration with MC Championship, hosted as part of the Twitch convention TwitchCon. Reward drops Twitch users can earn these rewards by participating in any livestream in the Minecraft category with the Game Rewards enabled.[note 2] Gallery See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mounts_of_Mayhem?action=edit§ion=12] | [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:Emotes_SB_Icon.png] | [TOKENS: 112]
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File:Emotes SB Icon.png Summary Minecraft Sidebar Icons 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: 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/Mounts_of_Mayhem#cite_note-6] | [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/File:Spear_Spinning.png] | [TOKENS: 107]
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File:Spear Spinning.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 5 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:More_Mayhem_Incoming.jpg] | [TOKENS: 84]
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File:More Mayhem Incoming.jpg 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 2 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mounts_of_Mayhem?action=edit§ion=15] | [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/Mounts_of_Mayhem#cite_note-7] | [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/File:Capes_SB_Icon.png] | [TOKENS: 124]
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File:Capes SB Icon.png Summary Minecraft Sidebar Icons 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 file is a duplicate of this file (more details): The following 19 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/Mounts_of_Mayhem?action=edit§ion=16] | [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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