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[SOURCE: https://minecraft.wiki/w/Magma_block] | [TOKENS: 926] |
Magma Block Java Edition Bedrock Edition Yes Yes (64) 0.5 0.5 Yes (3) No No(burns indefinitely when manually ignited, top side only) No 35 NETHER A magma block is a light-emitting block found underwater in the Overworld, and more abundantly in the Nether. It deals burning damage while stood on, which can be prevented by sneaking. Underwater magma blocks produce bubble columns that pull entities downward and provide air. Contents Obtaining Magma blocks can be mined using any pickaxe. If mined without a pickaxe, they drop nothing. In the Overworld, magma blocks generate at the bottom of water aquifers in underwater magma features, in clusters of 1–8 blocks. Magma blocks also generate as a part of ocean ruins, ruined portals that are not in cold biomes, and the eruption room found in trial chambers. Magma blocks generate in the Nether in the form of ore features. In Java Edition, it attempts to generate 4 times per chunk in sizes of 0–160, from altitudes Y=27 to Y=36 in all biomes. It can only replace netherrack. In Bedrock Edition, it attempts to generate 9 times per chunk in sizes of 0–106, from altitudes Y=23 to Y=36 in all biomes. It can replace netherrack and blackstone. Magma blocks generate as part of deltas in basalt deltas biomes, replacing some of the lava. Magma blocks also generate as a part of hoglin stable and treasure room bastion remnants, as well as all ruined portals in this dimension. Usage Magma blocks damage most living entities standing on top of them, even if underwater, dealing 1HP of fire damage every tick, which in practice is reduced to once every half-second with damage immunity. Walking into the side of a magma block doesn't cause damage. Damage from magma blocks does not reduce durability in netherite armor. Because magma blocks deal fire damage, it can be reduced by armor, the Resistance effect, and Protection/Fire Protection enchantments, and can be completely negated by the Fire Resistance effect. Unlike other sources of fire damage, sneaking and the Frost Walker enchantment can also grant immunity to damage from magma blocks. Any mobs immune to fire damage cannot take damage from magma blocks. However, a few mobs like shulkers cannot take magma block damage despite not having natural immunity to fire. Magma blocks do not set mobs or players on fire and thus do not cook the animals that they kill, nor do they destroy items. Blocks that are the height of a trapdoor or lower (such as snow layers, carpets, repeaters, or comparators) do not prevent a magma block from damaging mobs and players above it. However, a sunken boat on top of the magma block prevents damage. There are a few specific death messages associated with magma blocks. If a player or named pet is killed simply from standing on the block, the death message displayed in the chat is: "[player] discovered the floor was lava". If a player or named pet was attacked and knocked back to their death onto magma blocks, the message is: "[player] walked into danger zone due to [player/mob]". Magma blocks emit a light level of 3. They do not melt ice or snow. Magma blocks emit smoke particles under rainfall, much like lava. Making walls out of magma blocks prevents spiders from climbing them.[BE only] Mobs try to avoid walking over magma blocks but still walk over them if no other path is found. Most mobs do not spawn on magma blocks (exceptions are magma cubes, zombified piglins, ghasts, and squid). When a magma block's top is set on fire, the fire burns indefinitely, similar to netherrack. When a water source is directly above a magma block, a whirlpool bubble column is created, going down from the highest source block. Anything encountering the bubble column is pulled down, including items, boats, players, and mobs. A player can restore breath underwater by entering a magma block's bubble column. Magma blocks can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Magma Block" 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/Melon_Stem] | [TOKENS: 594] |
Melon Seeds Yes Yes (64) Any tool 0 0 No Yes No No Melon seeds are items obtained from melon slices that can be used to grow melon stems. Melon stems are plants grown on farmland that, over time, grow melons on dirt, mud and moss blocks adjacent to them. Contents Obtaining When broken, a melon stem drops 0–3 melon seeds. The chance for melon seeds to drop increases with the stem's age. Melon stems generate naturally in stem farm rooms inside woodland mansions. Melon stems generate in 20% of the farm plots in savanna villages, and 10% of the farm plots in desert villages. Wandering traders may sell melon seeds for 1 emerald. Usage Melon seeds can be planted only on farmland, as stems. Melons need a light level of 9 or above to grow (in Bedrock Edition it needs an internal light level of 9). Over time, a stem grows through 8 stages and, at its final growth stage, produces melons on any adjacent dirt, coarse dirt, rooted dirt, grass block, farmland, podzol, mycelium, moss block, pale moss block, mud or muddy mangrove roots. If a melon is already occupying a spot adjacent to a stem it does not grow more melons until the melon is removed. A single stem can grow an unlimited number of melons. Melon seeds are affected by bone meal only with respect to stem growth; bone meal does not help produce the actual melons. Like other seeds, melon seeds can be used to breed chickens, lead chickens around, and make baby chickens grow up faster by 10% of the remaining time. Like other seeds, melon seeds can be used to tame parrots. Placing melon seeds into a composter has a 30% chance of raising the compost level by 1. Melon stem A melon stem is the block that is planted on farmland when melon seeds are used on it. It starts underground, and rises up as the plant grows. The stem is colored green when young, and then yellow once fully grown. The stem curves once a melon has grown from it. A fully-grown single stem connects to any melon in an adjacent square, thus there are 5 possible appearances to a stem. If there are multiple melons it can connect to, it favors the east, then west, north, and south. When the melon is removed, the stem returns to its straight shape. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Growing Attached Bedrock Edition: Advancements History Issues Issues relating to "Melon Seeds" or "Melon Stem" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Soul_sand] | [TOKENS: 997] |
Soul Sand Yes Yes (64) 0.5 0.5 No No No, but burns indefinitely on the top side as soul fire No 26 COLOR_BROWN Soul sand is a block found primarily in the Nether that slows down entities walking on it unless they are wearing Soul Speed boots. It can also be used to grow Nether wart, create soul fire, and make upward bubble columns. Contents Obtaining Soul sand can be mined with any tool or by hand, but shovels are the quickest. Soul sand generates most abundantly in soul sand valleys, where it and soul soil make up the surface terrain. It is also found below Y=34 in the Nether wastes along the shores of lava seas, generally in four-block-deep layers. Soul sand can generate in the Nether in the form of ore blobs. Soul sand attempts to generate 12 times per chunk in blobs of size 0 to 23 at altitudes from 0 to 31[JE only] or 32[BE only] in soul sand valleys. It can replace only netherrack. Soul sand is found naturally in Nether wart rooms of Nether fortresses. It also generates in hoglin stables and housing unit bastion remnants. Soul sand is also found in ancient cities, the only location with soul sand in the Overworld. Piglins have approximately an 8.53% (40⁄469) chance to barter 2–8 soul sand when given a gold ingot. Usage Movement on or just above soul sand is slowed down for any mob or player that is not wearing boots enchanted with Soul Speed by approximately 41.91% (i.e. a player's speed is 2.508 m/s with no Speed or Slowness effects), and standing on soul sand causes entities to sink 2 pixels (or 0.125 blocks) into the block. A cover with solid blocks of any non-zero physical thickness prevents sinking, and any solid cover thicker than half a block also eliminates the slowing effect. The effect applies to sneaking, walking, sprinting, and crawling (but not gliding), and to both regular and sprint-swimming. It also applies to riding mounts. Travel by boat is also slowed, although this requires water no more than 2/8 a block in depth for the boat to sit low enough to be affected. Furthermore, it does not matter whether the player or mob moves actively or is being moved, like by flowing water. Most blocks that can be placed on full blocks can be placed on soul sand, with the exceptions of both types of Nether fungi, crimson roots, warped roots, and Nether sprouts. In addition, a falling block that lands on soul sand turns into an item, which prevents gravel from replacing lava if soul sand is underneath. A hopper underneath a soul sand block can collect items that are dropped on it. Soul sand cannot be used in place of regular sand as a falling block because it is not affected by gravity. Striders are slowed down by soul sand underneath a layer of lava. Soul sand has a height of 14⁄16 of a block. Soul sand is used for growing Nether wart, a primary base ingredient for many types of potions. Nether warts can be placed on soul sand and grow through four growth stages over time. Placing Nether wart on soul sand grants the "A Seedy Place" advancement[Java Edition only]. Nether wart can grow in any dimension and does not have any light level requirements. Nether wart can also be placed only in soul sand, not soul soil. Four blocks of soul sand (or soul soil) are used to construct the wither. The four blocks are arranged in a "T"-like formation (similar to the summoning of an iron golem) and 3 wither skeleton skulls are placed in a row on top of the "T" to summon the wither. Placing soul sand under source water blocks creates a lifting bubble column, which causes items, entities, players, and mobs inside the column to rise to the surface. The bubble column extends upward through any number of empty water source blocks (not waterlogged blocks). A player can restore breath by entering a soul sand bubble column. Soul sand can be placed under note blocks to produce cowbell sounds. Fire lit on soul sand becomes soul fire, which burns indefinitely. Because soul sand is not as high as a full block, a player is set on fire if standing next to lava while on soul sand. Standing near water while on soul sand extinguishes the player. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Soul Sand" 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/Coarse_dirt] | [TOKENS: 289] |
Coarse Dirt Yes Yes (64) 0.5 0.5 No No No No 10 DIRT Coarse dirt is a variant of dirt on which grass block cannot spread. Contents Obtaining Coarse dirt drops itself as an item when mined using any tool or by hand, but shovels are the quickest. Coarse dirt can be found as large patches in the windswept savanna, wooded badlands, and old growth taiga biomes. It also generates in mushroom farm rooms in woodland mansions and in trail ruins. An enderman holding coarse dirt drops the block upon death. Usage Coarse dirt has the ability to grow saplings, sugar canes, mushrooms, bamboo, flowers, and sweet berries, which can be planted directly under appropriate conditions. Neither mycelium nor grass can spread onto coarse dirt. Coarse dirt can be tilled using a hoe to become normal dirt. There must be an empty space above the coarse dirt for it to be tilled. Using any type of shovel on coarse dirt turns it into a dirt path. Using a water bottle, splash water bottle or lingering water bottle converts the coarse dirt into mud. Sounds Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Coarse Dirt" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Ice_spike] | [TOKENS: 192] |
Ice Spike Ice Spikes No Ice spikes are common features made of packed ice. Ice spikes only generate in the ice spikes biome. Contents Generation Ice spikes are tall spires comprised of packed ice that can be found only in the ice spikes variant of snowy plains biomes. They are randomly generated beginning at ground level and tower upward. Construction There are two types of ice spikes: one is short and thick, and the other is tall and thin. The short spikes generate more often than the tall spikes. Short spikes are about 15 blocks tall, while tall spikes can be over 50 blocks tall. Data values Java Edition: Bedrock Edition: Until 26.1: In 26.1[upcoming]: Until 26.1 In 26.1[upcoming] History Issues Issues relating to "Ice Spike" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Loot_context] | [TOKENS: 144] |
Loot context A loot context is a set of parameters available to loot tables, predicates, item modifiers, and number providers. As different uses have different available parameters, a loot context is used to determine if a given loot table or predicate is valid to that use case, allowing this check to be done when the data pack is loaded, rather than at runtime. Contents Loot context types and uses These loot context types are used in loot tables and can be set as the [String] type of a loot table. These loot contexts cannot be set at type of a loot table. Instead, they are used for other invocation of predicates and item modifiers. [upcoming JE 26.1] Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/End_flashes] | [TOKENS: 425] |
End sky The End sky is an inverted cube rendered in the End dimension. Contents Description The End sky is rendered in any dimension which uses the dimension effect associated with the End. Much like the panorama, six texture planes are rendered in a cube surrounding the camera. The texture is repeated 16 times to an edge, for a total of 256 instances of the texture per face (1536 for the entire cube). The texture file will always point to environment/end_sky, and cannot be customized on a per-dimension basis. In addition, the graphic will also be rendered much darker in-game; in Java Edition this is due to it being tinted a dark gray ( #282828).[check the code] In Bedrock Edition, the Night Vision effect will cause it to render brighter. With Vibrant Visuals, the End sky is colored purple around and below the horizon, and black at zenith. This color is rendered on top of the End sky texture. End flash The End flash is a weather-like event that occurs in Bedrock Edition with Vibrant Visuals turned on and in Java Edition with any graphics mode. Lighting becomes purple tinted during the flash, and a rumbling sound effect plays. There is a 30 second delay between flashes, and each flash lasts between 5 and 19 seconds. Flashes occur at random spots in the sky, at differing heights above the horizon. The flash still occurs even if the ender dragon is currently active and is obstructing the End sky with its fog; however, the main flash effect won't be visible, leaving only the tinting and sound as tangible effects. End flashes can be disabled in the accessibility settings. With Vibrant Visuals, the End flash is considered a global directional lighting source, which can produce tinted reflections on objects and cast shadows in the opposite direction of the flash. During an End flash, dense and purple volumetric fog becomes visible. In Java Edition: In Bedrock Edition: History Issues Issues relating to "End sky" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Java_Edition_26.1?action=edit§ion=6] | [TOKENS: 228] |
Editing Java Edition 26.1 (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 4 hidden categories: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Wandering_traders] | [TOKENS: 2048] |
Wandering Trader 20HP × 10 Passive In Java Edition: Height: 1.95 blocksWidth: 0.6 blocks In Bedrock Edition: Height: 1.9 blocksWidth: 0.6 blocks 0.7 See § Spawning A wandering trader is a passive mob that sometimes spawns near players, alongside two trader llamas tied to it with leads. It can be traded with, buying commonly available resources and selling items mostly native to specific biomes. Its trades are randomized each time it spawns, and it will despawn after enough time has passed. Contents Spawning Wandering traders spawn randomly with two leashed trader llamas in the Overworld near the player, in any biome except in the void biome, controlled by the #minecraft:without_wandering_trader_spawns biome tag in Java Edition. They typically spawn within a 48-block radius of a player. In Bedrock Edition, they also try to spawn by a claimed bell in a village. When the world is created (or updated from an older version), a counter is initialized to 24000 ticks (20 real-life minutes, or 1 Minecraft day). Each minute (1200 ticks), if spawn_wandering_traders is set to true,[Java Edition only] the counter is decreased by 1200. When the counter reaches 0 it is reset to 24000 and an attempt may be made to spawn a wandering trader, unless the game rule spawn_mobs[JE only] or domobspawning[BE only] is set to false. When the counter is equal to 0 or lower for the first time, there is a 25% chance of making the attempt, which increases to 50% the second time and 75% thereafter until a trader is spawned, or no player is found for the attempt, where it will then be reset to 25%. If a player is found, then there is a 10% chance for a wandering trader to spawn. In summary, when the counter is equal to 0 or lower, the total chance that a trader will spawn will be either 2.5%, 5%, or 7.5% depending on the above conditions. When attempting a spawn, a random player is selected as the target location. If there is a bell within 48 blocks of the player, then the nearest such bell is used as the target location instead. Ten attempts are then made to find a valid mob spawning location. This is made on the uppermost block of a random X/Z position within -48/+47 of the target location on each axis. In Java Edition, the game uses the highest Y-level "surface" block for these attempts, so the wandering trader will not spawn inside enclosed caves. If spawning the trader succeeds, an additional ten attempts are made for each of two trader llamas to find a position within -4/+3 of the trader in Java Edition. In Bedrock Edition, the trader always spawns together with its llamas on the same block. Wandering traders and their llamas can still spawn if the passive mob cap is full. In Bedrock Edition, when using spawn eggs or the /summon command to spawn a wandering trader, llamas always spawn with it. Wandering traders never spawn if /mobevent minecraft:wandering_trader_event is set to false. In Java Edition, a wandering trader despawns after being loaded for 48000 ticks (40 minutes, or 2 full Minecraft days), although ticks spent with the trading UI open are not counted. In Bedrock Edition, a wandering trader despawns after being loaded for either 48000 ticks (2 full Minecraft days) or 72000 ticks (3 full days) and the nearest player is more than 24 blocks away from it. In Bedrock Edition, wandering traders also immediately despawn if all trades are used up and the nearest player is more than 24 blocks away. Unlike most mobs, naming the wandering trader with a name tag and/or placing it in a boat/minecart does not prevent it from despawning. This also includes wandering traders as passengers of other mobs in Java Edition, where it still despawns if summoned on top of another mob. When a wandering trader is unloaded, either by moving into unloaded chunks or entering another dimension, its despawn timer freezes. In Java Edition, wandering traders spawned via /summon, spawn eggs or spawners have a default DespawnDelay value of 0, meaning they do not despawn after 48000 ticks. Behavior After spawning, the wandering trader prefers to wander within 16 blocks of the initial spawning target location, even if that player leaves, if not otherwise reacting to nearby players or mobs.[verify for Bedrock Edition] Wandering traders drink a potion of Invisibility during dusk and as needed to renew the effect during the night. They also drink milk if invisible during the day to remove the Invisibility effect. Wandering traders avoid zombies and their variants (zombie villagers, husks, drowned, zombified piglins, zoglins), all illager variants (pillagers, vindicators, evokers, illusioners[Java Edition only]), ravagers, and vexes, staying at least 8 blocks away. Unlike villagers, a wandering trader killed by zombies does not become a zombie villager. Witches do not attack wandering traders. Wandering traders drink potions of Invisibility if hurt by magic attacks or projectiles from hostile mobs (but not players), or when avoiding illagers, vexes, and zombies.[BE only] When attacked by a player, a wandering trader flees from the player as a villager would do. The trader llamas, however, attack the player by spitting if their master gets hit, except in Peaceful. The llamas stop attacking if the player is killed and respawns, if the llamas are leashed after the wandering trader is killed, or if the player gets far enough away from them for a short period of time. The wandering trader can sometimes form a caravan, due to wild llamas that follow the leashed trader llama(s). Despite their similarities to villagers, attacking or killing wandering traders does not anger iron golems. Unlike most other villager-like mobs, wandering traders do not visually sit down when riding objects such as boats and minecarts. Trading The trading system is a gameplay mechanic that allows players to buy and sell items, in this case from a wandering trader. Pressing the use control on the wandering trader allows a player to view the different trade offers, similar to a villager. Different offers are visible in a list, and clicking on one of the offers moves the corresponding items to the slots above the player's inventory. All offers involve emeralds as a currency. Wandering traders typically sell items generated in the world or otherwise related to nature, such as plants, dyes, and buckets of fish. They can also trade less common items, such as coral blocks, blue ice, or nautilus shells. Overall, trades offered by wandering traders offer a way to obtain biome-specific materials, without having to travel to the specific biomes. They will also buy a select few items from the player, giving emeralds in return. After the player uses the same trade several times, the wandering trader locks the trade, but unlike villagers, never unlocks the trade. The wandering trader can appear again around the player with new trades after a while. Wandering traders do not have the novice-master trading system like villagers. Instead, the player can buy anything from the wandering trader without the need of unlocking the previous trades. Wandering traders do not increase the prices of its items being sold if attacked by the player, but does decrease the price if the player has the Hero of the Village effect in Bedrock Edition. Unlike villagers, wandering traders do not have an experience bar or career levels, and do not modify their offers or prices based on changing demand. This (the trade items or prices) can be changed by the player by editing the corresponding NBT data flag through the use of the /data[JE only] command. Wandering traders are the only renewable source of sand, red sand, coral blocks, and small dripleaves without glitches. The wandering trader cannot work at a job site block and restock, even when summoned with a villager profession or other villager data. The wandering trader offers nine trades in total: it always purchases two random items, sells two special items, and sells five more ordinary items. These trades in each of these groups are not divided into categories; for example, a single wandering trader can sell 2 different saplings. Each individual trade is equally likely.[verify] In the trading GUI, the trade offers are always listed in this order: Drops A wandering trader is also a source of leads, as it typically spawns with two leashed trader llamas. These leads break and drop (at the location of the llama) if either trader or llama dies, if they are separated, or if the player uses shears to snip the lead(s). Shearing the wandering trader has no effect. The leads can only be sheared off the llamas. Separating mobs upon leads have the connection broken, dropping the leads if they enter boats for example. Unless they enter the same boat at the same time, every lead is always broken if at least one moves into a boat (or minecart). Wandering traders do not drop any loot or experience when killed (except for the consumables mentioned above). In Bedrock Edition, wandering traders reward experience after a successful trade. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Wandering traders 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: History Issues Issues relating to "Wandering Trader" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Notes See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Bundle] | [TOKENS: 822] |
Bundle Common Yes No A bundle is an item that can store up to a stack's worth of mixed item types within itself in a single inventory slot. Items can be individually selected and taken out of the bundle via the inventory menu. Dyed bundles are the dyed variants of bundles. Contents Obtaining Usage Bundles are used to store different item types in the same inventory slot. This does not however increase the total capacity of the slot, as bundles can store only what would otherwise add up to a single slot. Items that can normally stack up to 64 take up 1⁄64 of a bundle, items that can normally stack up to 16 (e.g. eggs, ender pearls) take up 1⁄16 of a bundle, and items that do not stack take up the entirety of a bundle (e.g. swords with an exception of bundles themselves). In Java Edition, the space that an item takes up in a bundle is equal to the reciprocal of its max_stack_size component, even if it is different from the standard 1, 16, and 64. Bundles are not stackable, but they are able to be placed (nested) inside another. Each bundle placed inside another bundle consumes 1⁄16 of the space of the outer bundle plus the space occupied by the inner bundle's contents. In Java Edition, the space taken up by a bundle is not affected by its max_stack_size component. Shulker boxes cannot be placed inside of bundles. However, bundles can be placed inside of shulker boxes. While in an inventory screen, items are inserted into bundles by pressing the "Take" inventory control (left click, or (Xbox) / (Switch) / (PlayStation) on a controller, or tapping on a touch screen). This can be done in the following ways: When using a mouse or a controller, items are retrieved from bundles by pressing the "Take half" inventory control (right click, or (Xbox) / (Switch) / (PlayStation) on a controller): When using touch controls, items can be retrieved by tapping on a bundle in the inventory, then tapping on an item to take out, and lastly tapping on an empty slot. If the item cannot be placed into that slot (e.g. a dirt block in the helmet slot), the item is not retrieved. Using a bundle while it is selected in the hotbar causes the contents of the most recently added slot to be thrown out in the direction the player is facing. When a bundle item entity is destroyed (e.g. thrown onto fire or into a cactus), the contents of the bundle are dropped as items, similar to when a shulker box is destroyed. Hovering over a bundle reveals its blue fullness bar. When the bundle is empty, the fullness bar says "Empty" and shows the description, "Can hold a mixed stack of items". If it's completely full, the fullness bar turns red and says "Full". When there is at least one item in a bundle, space opens up above the bar, which displays the items in the bundle's slots, sorted by how recently they were added, from right to left. The space where the slots are shown is wide enough for four slots, so additional space opens up for new rows. When there are more than three rows, only the top three are displayed, and the bottom-right slot is replaced by text that says, +<number of slots hidden>, where the slot replaced by the text counts toward that number. Bundles show an additional fullness bar on their icons, similarly to how items that are damaged show their durability. Bundle fullness bars are blue, or red when full, and appear when the bundle contains at least one item. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Bundle" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Data_component#bundle_container] | [TOKENS: 3703] |
Data component format Data components, or simply components, are structured data used to store information and define behavior. Their IDs are namespaced identifiers, and their values can be any data type – see § List of components. When used by items, they are referred as item components or item stack components. They can exist anywhere that an item is stored, such as the player's inventory, container block entities, and structure files. Not all characteristics of items are covered by data components. For properties of items that are defined by code and cannot be modified through components, see Java Edition hardcoded item properties. Data components are only partly implemented for block entities. They partially replace the NBT format and allow some block data to be read or copied through predicates and loot functions. Similarly, entities can interact with data components through predicates and loot functions, however they still strictly use the NBT format and other older internal systems to store their data in memory, not data components. Contents Usage Data components can be used in the item_stack and item_predicate argument types. In commands that take an item_stack argument, such as /give, items are represented in the format item_id[component1=value,component2=value], with component being the namespaced ID of a component, and the value being the value of the component written in SNBT format. Components can be removed by prefixing them with an exclamation mark, like item_id[!component3]. Any components that are not specified are implicitly set to the component's default value for that item type. If no components are specified, the square brackets can be removed, leaving just the item ID. See item_stack for details. In commands that take an item_predicate argument, such as /clear and /execute if items, item predicates are represented in the format item_type[list of tests], with each test either checking if a component exists with any value, checking for an exact component value match, or checking for a data component predicate. See item_predicate for details. Every item type (item ID) has a set of default data components. Item stacks must specify an item ID, which implicity sets these default components, but they may be overriden by that individual item stack. Default components are not saved on individual item stacks. When saved in the NBT format, items are written as a compound with the following tags: In containers that do not use the data component format (such as container blocks and entity inventories), an additional [Byte] Slot tag is used to specify the slot the item is in e.g. {Slot:0b,id:"stone"}. This is not a part of the item stack format so is not present anywhere else where individual items are stored (such as single-slot containers, unstructured lists of items, etc.). In the data component format, slot numbers and item stacks are stored as separate fields e.g. {slot:0,item:{id:"stone"}}. Block entities are stored in the NBT format. While they still use NBT tags for their individual properties, any non-default data components that exist on the item used to place the block will be saved. Some NBT data on block entities are treated as data components when transfering data between items and blocks. For example, the Items field in a chest is interpreted as the minecraft:container component, despite being labeled and structured differently. For example, if a chest was given to a player with the components minecraft:custom_data={foo:1} and minecraft:container=[{slot:0,item:{id:"stone"}}]], then placed the block on the ground, the block will be saved (omitting some fields) as: {id:"minecraft:chest", Items:[{count:1,id:"minecraft:stone",Slot:0b}], components:{"minecraft:custom_data":{foo:1}}} with minecraft:container saved as the Items tag, and minecraft:custom_data separated as it is not used by chest block entities. List of components Example: /give @s diamond[attack_range={max_reach:5.0}] Example: /give @s stick[attribute_modifiers=[{type:"minecraft:scale",slot:"hand",id:"example:grow",amount:4,operation:"add_multiplied_base"}]] Example: /give @s black_banner[banner_patterns=[{pattern:"triangle_top",color:"red"},{pattern:"cross",color:"white"}]] Example: /give @s shield[base_color="lime"] Example: /give @s bee_nest[bees=[{entity_data:{id:"bee",CustomName:"Maya"},min_ticks_in_hive:60,ticks_in_hive:0}]] Example: /give @s spawner[block_entity_data={id:"mob_spawner",SpawnData:{entity:{id:"spider"}}}] Example: /give @s bamboo_slab[block_state={type:"top"}] Example: /give @s diamond_sword[blocks_attacks={disable_cooldown_scale:0,damage_reductions:[{types:[mob_attack,arrow,explosion],base:0,factor:0.5}],block_sound:block.anvil.place}] Example: /give @s diamond_sword[break_sound="item.wolf_armor.break"] Other tags such as the entity's name or variant are stored as separate item components such as minecraft:custom_name and minecraft:tropical_fish/pattern. Example: /give @s axolotl_bucket[bucket_entity_data={Health:3.0f},axolotl/variant="wild",custom_name="Bob"] Example: /give @s bundle[bundle_contents=[{id:"diamond",count:2}]] When present, the player holding the item can break the specified blocks in Adventure mode. Example: /give @s netherite_pickaxe[can_break={blocks:['black_concrete','coal_ore','iron_ore','gold_ore','diamond_ore','emerald_ore']}] When present, the player holding the item can place the held block item on any sides of the specified blocks in Adventure mode. Example: /give @s target[can_place_on={blocks:'sandstone'}] Example: /give @s crossbow[charged_projectiles=[{id:"spectral_arrow"}]] Note: Adding an invalid projectile or item id charges an arrow that, when collected, grants the wrong item. Ex: wind_charge causes it to fire an arrow that grants a wind charge when collected. If present, the item can be consumed. Its options can also be modified. Example: /give @s gold_ingot[consumable={consume_seconds:3.0, animation:'eat', sound:'entity.generic.eat', has_consume_particles:true, on_consume_effects:[{type:'minecraft:clear_all_effects'}]}] Example: /give @s barrel[container=[{slot:0,item:{id:apple}}]] Example: /give @s chest[container_loot={loot_table:"chests/desert_pyramid"}] Example: /give @s iron_sword[custom_data={foo:1}] Example: Used to specify an item, block, or entity's custom name. This component can be added, changed, or removed by any player with the item who has access to an anvil. Example: Example: /give @s diamond_axe[damage=500] Example: /give @s diamond_sword[damage_type="minecraft:campfire"] Example: /give @s nether_star[death_protection={death_effects:[{type:'minecraft:clear_all_effects'}]}] Example: /give @s debug_stick[debug_stick_state={"minecraft:oak_fence": "west", "minecraft:candle": "lit"}] Example: /give @s blue_dye[dye="red"] Example: /give @s leather_helmet[dyed_color=8388403] or: /give @s leather_helmet[dyed_color=0x7FFF33] or: /give @s leather_helmet[dyed_color=[0.5, 1.0, 0.2]] Example: /give @s elytra[enchantable={value:15}] Example: /give @s experience_bottle[enchantment_glint_override=false] Example: /give @s wooden_sword[enchantments={sharpness:3,knockback:2}] Note: This component adds active enchantments and should not be confused with the stored_enchantments component, which is used to add inactive enchantments, such as with enchanted books. To illustrate the difference, hitting an entity with an enchanted_book[enchantments={knockback:2}] would knock any entity hit per knockback II while hitting an entity with an enchanted_book[stored_enchantments={knockback:2}] would not. Furthermore the latter would be able to add knockback II to an enchantable item in an anvil, while the former would not. Example: /give @s armor_stand[entity_data={id:"armor_stand",Small:1b}] Example 1: /give @s glass[equippable={slot:"head",equip_sound:"block.glass.break",dispensable:true}] Example 2: /give @s leather_leggings[equippable={slot:legs,asset_id:"minecraft:diamond"}] If present and the consumable component are also present on this item, foxes consider the item as consumable food. Example 1: /give @s melon_slice[food={nutrition:3,saturation:1,can_always_eat:true}] Example 2: /give @s minecraft:sponge[consumable={consume_seconds:2.4},food={nutrition:5,saturation:5,can_always_eat:true}] Example: /give @s nether_star[equippable={slot:"head"},glider={}] There are actually two unique states of this component that both register in usage as the minecraft:ponder_goat_horn instrument ID, but they do not stack with each other, only one of them matches a component comparison for that ID, and only one of them gets serialised while the other does not. This "ghost" Ponder goat horn instrument is only accessible as the default instrument component of the goat_horn item.[until 26.1] Example 1: /give @s goat_horn[instrument="feel_goat_horn"] Example 2: /give @s goat_horn[instrument={description: "prank!", sound_event: "entity.creeper.primed", use_duration:2, range:30}] Example: /give @s arrow[intangible_projectile={}] Example: /give @s netherite_sword[item_model="minecraft:diamond_sword"] Example: /give @s diamond[minecraft:jukebox_playable="pigstep"] Example: /give @s amethyst_shard[kinetic_weapon={forward_movement:0.0,delay_ticks:20,damage_conditions:{max_duration_ticks:60},knockback_conditions:{max_duration_ticks:40},dismount_conditions:{max_duration_ticks:20},hit_sound:"block.amethyst_cluster.step"}] Example 1: /give @p chest[minecraft:lock={components:{"minecraft:item_model":"minecraft:diamond"}}] Example 2: /give @p furnace[minecraft:lock={components:{"minecraft:custom_name":"Furnace Key"}}] Example 3: /give @p barrel[minecraft:lock={items:["minecraft:oak_planks","minecraft:diamond"],count:6,predicates:{custom_data:{bar:foo}}}] Example: /give @s compass[minecraft:lodestone_tracker={target:{pos:[I;1,2,3],dimension:"overworld"}}] Example 1: /give @p stick[lore=[{text:"This Stick is very sticky."}]] Example 2: /give @p diamond[lore=[{text:"A shiny Diamond!",italic:false,color:"gold"}]] Example 3: /give @p emerald[lore=[{text:"A shiny Emerald!","italic":false,"color":"gold"}, {text:"Maybe share it with a friend?",italic:false,color:"yellow"}]] Example: /give @s filled_map[map_color=16711680] Example: /give @s diamond_pickaxe[max_damage=4] Example: /give @s acacia_boat[max_stack_size=64] 5 Example: /give @s diamond_sword[minimum_attack_charge=0.5] 1 Example: /give @p minecraft:player_head[minecraft:profile=minecraftWiki,minecraft:note_block_sound=entity.item.pickup] Example: /give @s minecraft:blaze_rod[minecraft:piercing_weapon={sound:"entity.blaze.hurt",hit_sound:"entity.lightning_bolt.impact"}] Example: /give @s decorated_pot[pot_decorations=["skull_pottery_sherd","heart_pottery_sherd","blade_pottery_sherd","brick"]] Example: /give @p potion[potion_contents={potion:swiftness},potion_duration_scale=2] Example: /give @p player_head[profile=MinecraftWiki] Example: /give @p diamond[provides_banner_patterns='#minecraft:pattern_item/globe'] Example: /give @p iron_sword[rarity=epic] Example: /give @p knowledge_book[recipes=["minecraft:end_crystal","minecraft:diamond","minecraft:stone_sword","minecraft:blast_furnace"]] Example: /give @p diamond_sword[repairable={items:"stick"}] Example: /give @p oak_fence[max_stack_size=1,max_damage=350,damage=0,tool={default_mining_speed:1.5,damage_per_block:2,rules:[{blocks:"#mineable/pickaxe",speed:6,correct_for_drops:true}]}] Example 1: /give @p diamond_sword[tooltip_display={hidden_components:["minecraft:enchantments"]},enchantments={sharpness:1}] Example 2: /give @p diamond_sword[tooltip_display={hide_tooltip:1b}] Example: /give @p minecraft:leather_leggings[trim={"pattern":"host","material":"emerald"}] 1 Example: /give @p ender_pearl[use_cooldown={seconds:10,cooldown_group:"foo:bar"}] Example 1: /give @p splash_potion[use_remainder={id:"minecraft:gunpowder"}] Example 2: /give @p cooked_chicken[use_remainder={id:"minecraft:bone",components:{custom_name:{text:"Chicken Bone"}},count:2}] If present, the item acts as a weapon. For attack damage see the attribute_modifiers component. Example 1: /give @p minecraft:stick[weapon={},max_damage=10,max_stack_size=1,damage=0] Example 2: /give @p iron_sword[minecraft:weapon={disable_blocking_for_seconds:5,item_damage_per_attack:10}] Entity variant components Entity variant components are a group of components that are present in items like spawn eggs, mob buckets, paintings, item frames, etc. These components modify some of the properties of the entity stored within those items. Here is a list of all entity variant components: Example: /give @s axolotl_spawn_egg[axolotl/variant="blue"] Example: /give @s cat_spawn_egg[cat/collar="blue"] Example: /give @s cat_spawn_egg[cat/variant="jellie"] Example 1: /give @s chicken_spawn_egg[chicken/variant="cold"] Example 2: /give @s egg[chicken/variant="cold"] Example: /give @s cow_spawn_egg[cow/variant="cold"] Example: /give @s fox_spawn_egg[fox/variant="snow"] Example: /give @s frog_spawn_egg[frog/variant="cold"] Example: /give @s horse_spawn_egg[horse/variant="chestnut"] Example: /give @s llama_spawn_egg[llama/variant="gray"] Example: /give @s mooshroom_spawn_egg[mooshroom/variant="brown"] Example: /give @s painting[painting/variant="plant"] Example: /give @s parrot_spawn_egg[parrot/variant="blue"] Example: /give @s pig_spawn_egg[pig/variant="warm"] Example: /give @s rabbit_spawn_egg[rabbit/variant="evil"] Example: /give @s salmon_spawn_egg[salmon/size="large"] Example: /give @s sheep_spawn_egg[sheep/color="blue"] Example: /give @s shulker_spawn_egg[shulker/color="red"] Example: /give @s tropical_fish_spawn_egg[tropical_fish/pattern="snooper", tropical_fish/base_color="red", tropical_fish/pattern_color="blue"] Example: /give @s villager_spawn_egg[villager/variant="desert"] Example: /give @s wolf_spawn_egg[wolf/collar="blue"] Example: /give @s wolf_spawn_egg[wolf/sound_variant="cute"] Example: /give @s wolf_spawn_egg[wolf/variant="rusty"] Non-encoded components These data components exist and are used by the game internally, but are not encoded on items. Therefore, they cannot be used in commands, nor seen with /data. Exclusive to joke versions The following components were added and used in April Fools' Day joke snapshots. History Notes Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Shulker_box] | [TOKENS: 1024] |
Shulker Box Yes No 2 2 No JE: NoBE: Yes JE: NoBE: Yes No No 24 COLOR_PURPLE A shulker box is a dyeable block that stores items, and, unlike all other storage blocks, keeps its contents in item form when broken. Contents Obtaining All shulker boxes can be mined with any tool or by hand, but using a pickaxe is the most effective. All shulker boxes drop themselves when mined. Unlike other containers, the contents of any shulker box are stored within the dropped item, and not dropped separately. When instantly mined in Creative mode, all shulker boxes drop as an item if there are items stored within, unless /gamerule doTileDrops is set to "false". When a shulker box is pushed by a piston, it breaks and drops as an item. It cannot be pulled. Usage All shulker boxes have 27 inventory slots, the same as a barrel, a single chest, or an ender chest. All shulker boxes keep their items when broken, which can be retrieved when placed again, thus making them portable chests. This is different from other containers, which drop their contained items as item entities when broken. A shulker box drops itself as an item if pushed by pistons or destroyed by an explosion. If, however, the shulker box is in item form, explosions cause it to drop its contents. Unlike most blocks with an inventory, shulker boxes always drop themselves when destroyed by explosions. When a shulker box with items inside is being held[Bedrock Edition only] or is in a container's inventory, the items are listed on the tooltip as properties. Any shulker box's items can be fed or removed by a hopper. All shulker boxes can be stored in all containers except for other shulker boxes and bundles. When placed by a player, a shulker box faces toward the player placing it. For example, if a shulker box is placed on a floor, a wall or a ceiling, it faces and opens upward, sideways or upside-down, respectively. Dispensers can also be used to place shulker boxes. If there is no block below the space where the shulker box is placed, the shulker box faces identically to the dispenser. Otherwise, the shulker box always faces upward, even if the block has no hitbox such as torches, signs and open fence gates. Like a chest, all shulker boxes require a transparent area in the direction of its top surface to be opened. That area is exactly half of a full block, and clear of any obstructions, which may be any other hitbox, including blocks, boats and shulkers[Java Edition only], or a redstone conductive block[Bedrock Edition only]. This way, any shulker box can be opened with an upside-down slab or an upper trapdoor on top of it. It is also unique in that when opened, its hitbox expands to 1.5 blocks high/wide, physically pushing entities where it is facing. By default, the GUI of any shulker box is labeled "Shulker Box", which can be changed by naming it in an anvil or by changing the CustomName tag using the /data command.[Java Edition only] When any shulker box item is destroyed, the contents of the shulker box are dropped as items. Although the blocks can't be placed in the void, opening a shulker box can make its hitbox expand to the void. Piglins become hostile toward players who open or mine any shulker box. Dyed shulker boxes can be undyed using a cauldron. To do this, use a dyed shulker box on a cauldron that has water in it. This causes the cauldron's water level to decrease by 1, and the dyed shulker box loses its dye color. The fullness of any shulker boxes, even if cannot be opened, can be read by redstone comparators, unlike chests. Observers can detect the opening and closing of any shulker boxes. Shulker boxes are conductive when closed, but not if open. However, opening or closing a shulker box does not update its neighboring blocks, which can be used to create BUD state redstone wires[JE only]. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: A shulker box has a block entity associated with it that identifies its contents. Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Achievements History Issues Issues relating to "Shulker Box" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Java_Edition_26.1?action=edit§ion=8] | [TOKENS: 228] |
Editing Java Edition 26.1 (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 4 hidden categories: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Data_component#max_stack_size] | [TOKENS: 3703] |
Data component format Data components, or simply components, are structured data used to store information and define behavior. Their IDs are namespaced identifiers, and their values can be any data type – see § List of components. When used by items, they are referred as item components or item stack components. They can exist anywhere that an item is stored, such as the player's inventory, container block entities, and structure files. Not all characteristics of items are covered by data components. For properties of items that are defined by code and cannot be modified through components, see Java Edition hardcoded item properties. Data components are only partly implemented for block entities. They partially replace the NBT format and allow some block data to be read or copied through predicates and loot functions. Similarly, entities can interact with data components through predicates and loot functions, however they still strictly use the NBT format and other older internal systems to store their data in memory, not data components. Contents Usage Data components can be used in the item_stack and item_predicate argument types. In commands that take an item_stack argument, such as /give, items are represented in the format item_id[component1=value,component2=value], with component being the namespaced ID of a component, and the value being the value of the component written in SNBT format. Components can be removed by prefixing them with an exclamation mark, like item_id[!component3]. Any components that are not specified are implicitly set to the component's default value for that item type. If no components are specified, the square brackets can be removed, leaving just the item ID. See item_stack for details. In commands that take an item_predicate argument, such as /clear and /execute if items, item predicates are represented in the format item_type[list of tests], with each test either checking if a component exists with any value, checking for an exact component value match, or checking for a data component predicate. See item_predicate for details. Every item type (item ID) has a set of default data components. Item stacks must specify an item ID, which implicity sets these default components, but they may be overriden by that individual item stack. Default components are not saved on individual item stacks. When saved in the NBT format, items are written as a compound with the following tags: In containers that do not use the data component format (such as container blocks and entity inventories), an additional [Byte] Slot tag is used to specify the slot the item is in e.g. {Slot:0b,id:"stone"}. This is not a part of the item stack format so is not present anywhere else where individual items are stored (such as single-slot containers, unstructured lists of items, etc.). In the data component format, slot numbers and item stacks are stored as separate fields e.g. {slot:0,item:{id:"stone"}}. Block entities are stored in the NBT format. While they still use NBT tags for their individual properties, any non-default data components that exist on the item used to place the block will be saved. Some NBT data on block entities are treated as data components when transfering data between items and blocks. For example, the Items field in a chest is interpreted as the minecraft:container component, despite being labeled and structured differently. For example, if a chest was given to a player with the components minecraft:custom_data={foo:1} and minecraft:container=[{slot:0,item:{id:"stone"}}]], then placed the block on the ground, the block will be saved (omitting some fields) as: {id:"minecraft:chest", Items:[{count:1,id:"minecraft:stone",Slot:0b}], components:{"minecraft:custom_data":{foo:1}}} with minecraft:container saved as the Items tag, and minecraft:custom_data separated as it is not used by chest block entities. List of components Example: /give @s diamond[attack_range={max_reach:5.0}] Example: /give @s stick[attribute_modifiers=[{type:"minecraft:scale",slot:"hand",id:"example:grow",amount:4,operation:"add_multiplied_base"}]] Example: /give @s black_banner[banner_patterns=[{pattern:"triangle_top",color:"red"},{pattern:"cross",color:"white"}]] Example: /give @s shield[base_color="lime"] Example: /give @s bee_nest[bees=[{entity_data:{id:"bee",CustomName:"Maya"},min_ticks_in_hive:60,ticks_in_hive:0}]] Example: /give @s spawner[block_entity_data={id:"mob_spawner",SpawnData:{entity:{id:"spider"}}}] Example: /give @s bamboo_slab[block_state={type:"top"}] Example: /give @s diamond_sword[blocks_attacks={disable_cooldown_scale:0,damage_reductions:[{types:[mob_attack,arrow,explosion],base:0,factor:0.5}],block_sound:block.anvil.place}] Example: /give @s diamond_sword[break_sound="item.wolf_armor.break"] Other tags such as the entity's name or variant are stored as separate item components such as minecraft:custom_name and minecraft:tropical_fish/pattern. Example: /give @s axolotl_bucket[bucket_entity_data={Health:3.0f},axolotl/variant="wild",custom_name="Bob"] Example: /give @s bundle[bundle_contents=[{id:"diamond",count:2}]] When present, the player holding the item can break the specified blocks in Adventure mode. Example: /give @s netherite_pickaxe[can_break={blocks:['black_concrete','coal_ore','iron_ore','gold_ore','diamond_ore','emerald_ore']}] When present, the player holding the item can place the held block item on any sides of the specified blocks in Adventure mode. Example: /give @s target[can_place_on={blocks:'sandstone'}] Example: /give @s crossbow[charged_projectiles=[{id:"spectral_arrow"}]] Note: Adding an invalid projectile or item id charges an arrow that, when collected, grants the wrong item. Ex: wind_charge causes it to fire an arrow that grants a wind charge when collected. If present, the item can be consumed. Its options can also be modified. Example: /give @s gold_ingot[consumable={consume_seconds:3.0, animation:'eat', sound:'entity.generic.eat', has_consume_particles:true, on_consume_effects:[{type:'minecraft:clear_all_effects'}]}] Example: /give @s barrel[container=[{slot:0,item:{id:apple}}]] Example: /give @s chest[container_loot={loot_table:"chests/desert_pyramid"}] Example: /give @s iron_sword[custom_data={foo:1}] Example: Used to specify an item, block, or entity's custom name. This component can be added, changed, or removed by any player with the item who has access to an anvil. Example: Example: /give @s diamond_axe[damage=500] Example: /give @s diamond_sword[damage_type="minecraft:campfire"] Example: /give @s nether_star[death_protection={death_effects:[{type:'minecraft:clear_all_effects'}]}] Example: /give @s debug_stick[debug_stick_state={"minecraft:oak_fence": "west", "minecraft:candle": "lit"}] Example: /give @s blue_dye[dye="red"] Example: /give @s leather_helmet[dyed_color=8388403] or: /give @s leather_helmet[dyed_color=0x7FFF33] or: /give @s leather_helmet[dyed_color=[0.5, 1.0, 0.2]] Example: /give @s elytra[enchantable={value:15}] Example: /give @s experience_bottle[enchantment_glint_override=false] Example: /give @s wooden_sword[enchantments={sharpness:3,knockback:2}] Note: This component adds active enchantments and should not be confused with the stored_enchantments component, which is used to add inactive enchantments, such as with enchanted books. To illustrate the difference, hitting an entity with an enchanted_book[enchantments={knockback:2}] would knock any entity hit per knockback II while hitting an entity with an enchanted_book[stored_enchantments={knockback:2}] would not. Furthermore the latter would be able to add knockback II to an enchantable item in an anvil, while the former would not. Example: /give @s armor_stand[entity_data={id:"armor_stand",Small:1b}] Example 1: /give @s glass[equippable={slot:"head",equip_sound:"block.glass.break",dispensable:true}] Example 2: /give @s leather_leggings[equippable={slot:legs,asset_id:"minecraft:diamond"}] If present and the consumable component are also present on this item, foxes consider the item as consumable food. Example 1: /give @s melon_slice[food={nutrition:3,saturation:1,can_always_eat:true}] Example 2: /give @s minecraft:sponge[consumable={consume_seconds:2.4},food={nutrition:5,saturation:5,can_always_eat:true}] Example: /give @s nether_star[equippable={slot:"head"},glider={}] There are actually two unique states of this component that both register in usage as the minecraft:ponder_goat_horn instrument ID, but they do not stack with each other, only one of them matches a component comparison for that ID, and only one of them gets serialised while the other does not. This "ghost" Ponder goat horn instrument is only accessible as the default instrument component of the goat_horn item.[until 26.1] Example 1: /give @s goat_horn[instrument="feel_goat_horn"] Example 2: /give @s goat_horn[instrument={description: "prank!", sound_event: "entity.creeper.primed", use_duration:2, range:30}] Example: /give @s arrow[intangible_projectile={}] Example: /give @s netherite_sword[item_model="minecraft:diamond_sword"] Example: /give @s diamond[minecraft:jukebox_playable="pigstep"] Example: /give @s amethyst_shard[kinetic_weapon={forward_movement:0.0,delay_ticks:20,damage_conditions:{max_duration_ticks:60},knockback_conditions:{max_duration_ticks:40},dismount_conditions:{max_duration_ticks:20},hit_sound:"block.amethyst_cluster.step"}] Example 1: /give @p chest[minecraft:lock={components:{"minecraft:item_model":"minecraft:diamond"}}] Example 2: /give @p furnace[minecraft:lock={components:{"minecraft:custom_name":"Furnace Key"}}] Example 3: /give @p barrel[minecraft:lock={items:["minecraft:oak_planks","minecraft:diamond"],count:6,predicates:{custom_data:{bar:foo}}}] Example: /give @s compass[minecraft:lodestone_tracker={target:{pos:[I;1,2,3],dimension:"overworld"}}] Example 1: /give @p stick[lore=[{text:"This Stick is very sticky."}]] Example 2: /give @p diamond[lore=[{text:"A shiny Diamond!",italic:false,color:"gold"}]] Example 3: /give @p emerald[lore=[{text:"A shiny Emerald!","italic":false,"color":"gold"}, {text:"Maybe share it with a friend?",italic:false,color:"yellow"}]] Example: /give @s filled_map[map_color=16711680] Example: /give @s diamond_pickaxe[max_damage=4] Example: /give @s acacia_boat[max_stack_size=64] 5 Example: /give @s diamond_sword[minimum_attack_charge=0.5] 1 Example: /give @p minecraft:player_head[minecraft:profile=minecraftWiki,minecraft:note_block_sound=entity.item.pickup] Example: /give @s minecraft:blaze_rod[minecraft:piercing_weapon={sound:"entity.blaze.hurt",hit_sound:"entity.lightning_bolt.impact"}] Example: /give @s decorated_pot[pot_decorations=["skull_pottery_sherd","heart_pottery_sherd","blade_pottery_sherd","brick"]] Example: /give @p potion[potion_contents={potion:swiftness},potion_duration_scale=2] Example: /give @p player_head[profile=MinecraftWiki] Example: /give @p diamond[provides_banner_patterns='#minecraft:pattern_item/globe'] Example: /give @p iron_sword[rarity=epic] Example: /give @p knowledge_book[recipes=["minecraft:end_crystal","minecraft:diamond","minecraft:stone_sword","minecraft:blast_furnace"]] Example: /give @p diamond_sword[repairable={items:"stick"}] Example: /give @p oak_fence[max_stack_size=1,max_damage=350,damage=0,tool={default_mining_speed:1.5,damage_per_block:2,rules:[{blocks:"#mineable/pickaxe",speed:6,correct_for_drops:true}]}] Example 1: /give @p diamond_sword[tooltip_display={hidden_components:["minecraft:enchantments"]},enchantments={sharpness:1}] Example 2: /give @p diamond_sword[tooltip_display={hide_tooltip:1b}] Example: /give @p minecraft:leather_leggings[trim={"pattern":"host","material":"emerald"}] 1 Example: /give @p ender_pearl[use_cooldown={seconds:10,cooldown_group:"foo:bar"}] Example 1: /give @p splash_potion[use_remainder={id:"minecraft:gunpowder"}] Example 2: /give @p cooked_chicken[use_remainder={id:"minecraft:bone",components:{custom_name:{text:"Chicken Bone"}},count:2}] If present, the item acts as a weapon. For attack damage see the attribute_modifiers component. Example 1: /give @p minecraft:stick[weapon={},max_damage=10,max_stack_size=1,damage=0] Example 2: /give @p iron_sword[minecraft:weapon={disable_blocking_for_seconds:5,item_damage_per_attack:10}] Entity variant components Entity variant components are a group of components that are present in items like spawn eggs, mob buckets, paintings, item frames, etc. These components modify some of the properties of the entity stored within those items. Here is a list of all entity variant components: Example: /give @s axolotl_spawn_egg[axolotl/variant="blue"] Example: /give @s cat_spawn_egg[cat/collar="blue"] Example: /give @s cat_spawn_egg[cat/variant="jellie"] Example 1: /give @s chicken_spawn_egg[chicken/variant="cold"] Example 2: /give @s egg[chicken/variant="cold"] Example: /give @s cow_spawn_egg[cow/variant="cold"] Example: /give @s fox_spawn_egg[fox/variant="snow"] Example: /give @s frog_spawn_egg[frog/variant="cold"] Example: /give @s horse_spawn_egg[horse/variant="chestnut"] Example: /give @s llama_spawn_egg[llama/variant="gray"] Example: /give @s mooshroom_spawn_egg[mooshroom/variant="brown"] Example: /give @s painting[painting/variant="plant"] Example: /give @s parrot_spawn_egg[parrot/variant="blue"] Example: /give @s pig_spawn_egg[pig/variant="warm"] Example: /give @s rabbit_spawn_egg[rabbit/variant="evil"] Example: /give @s salmon_spawn_egg[salmon/size="large"] Example: /give @s sheep_spawn_egg[sheep/color="blue"] Example: /give @s shulker_spawn_egg[shulker/color="red"] Example: /give @s tropical_fish_spawn_egg[tropical_fish/pattern="snooper", tropical_fish/base_color="red", tropical_fish/pattern_color="blue"] Example: /give @s villager_spawn_egg[villager/variant="desert"] Example: /give @s wolf_spawn_egg[wolf/collar="blue"] Example: /give @s wolf_spawn_egg[wolf/sound_variant="cute"] Example: /give @s wolf_spawn_egg[wolf/variant="rusty"] Non-encoded components These data components exist and are used by the game internally, but are not encoded on items. Therefore, they cannot be used in commands, nor seen with /data. Exclusive to joke versions The following components were added and used in April Fools' Day joke snapshots. History Notes Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Java_Edition_26.1?section=8&veaction=edit] | [TOKENS: 328] |
Java Edition 26.1 Java Edition 2026 26.1, the release of First Drop 2026, is an upcoming game drop for Java Edition with no set release date, which adds new textures and models for every baby mob that did not already have a unique model, adds the golden dandelion, makes name tags craftable, and fixes bugs. This is the first Java Edition release version to use the new "year.drop.hotfix" version format announced in December 2025. It is also the first Java Edition release version to be fully unobfuscated without any accompanying obfuscated variant, and the first to require Java 25. Contents Additions Golden dandelion /swing Block tags Data component format Data-driven villager trades Entity tags Environment attributes Fluid tags Item tags Lightmap debug renderer Loot contexts Loot functions Number providers Potion tags Time markers Trade sets Villager Trade tags World clocks Changes Dispenser Note block Stonecutter Tripwire Bundles Item stack Name tag Axolotl Baby mobs Camel husk Horse Polar bear Skeleton horses and zombie horses /fetchprofile /time General Block model Chat Creative mode Data pack Debug screen Dimension types Enchantment definition Entity data Environment attribute Game rules Game Tests level.dat Level format Lightmap algorithm Lightmap shader Loot functions Mob variant definitions Mob sound variant Options Predicates Recipes Resource pack Shaders & Post-process Effects Sounds Splashes Tags Text component format Textures Timelines UI User interface World generation Fixes 57 issues fixed From released versions before 26.1 Notes References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Cat#Tabby] | [TOKENS: 2642] |
Cat Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Passive Animal 3HP against rabbits and baby turtles only Adult:Height: 0.7 blocksWidth: 0.6 blocks Baby:Height: 0.35 blocksWidth: 0.3 blocks 0.3 Raw CodRaw Salmon A cat is a passive mob found in villages and swamp huts. They can be tamed and used to repel creepers and phantoms. Contents Spawning In Java Edition, cats can spawn every 1200 ticks (1 minute). A random player is selected (including spectators) and a random location is chosen 8-32 blocks away from the player horizontally in both directions and at the same height. If that chosen block is less than 2 chunks from a village with fewer than 5 cats, or inside a swamp hut, then a cat can spawn. Untamed cats spawn in villages as long as there are at least five claimed beds within 48 blocks and at most four cats within a 97×17×97 box centered around the spawn position. Cats that spawn with the creation of a village do not despawn, however, any additional cats that spawn within a village may despawn. A village cat spawns with a random appearance, although black cats may spawn only during a full moon; which works in both Java Edition[verify] and Bedrock Edition, where 50% of cats are black. The spawning of cats in villages is a separate process from the natural spawning of passive mobs and thus is not affected by the Creature mob cap. In Bedrock Edition, 25% of cats spawn as babies. In Bedrock Edition, a village periodically spawns stray cats to fill a quota of 1 cat per 4 owned beds, up to a maximum of 5 cats for 20 or more owned beds. Only owned beds (those currently claimed by a villager) are counted for this purpose. All cats within the village boundaries are counted, including baby cats, cats that wander in from outside, and tamed cats owned by a player. If the number of cats found is short of the quota, the village tries to spawn one cat or baby cat within a volume of 17×13×17 blocks centered on the village center, similar to iron golems. One untamed black cat generates alongside a witch inside swamp huts upon world generation. This cat never despawns. Additional cats can spawn within the hut similarly to witches. In Java Edition, any other cats to spawn within the swamp hut (from spawn eggs and commands without cat type set) always spawn as black. A new cat does not spawn in a hut if there is already a cat within a 16×8×16 block volume.[Java Edition only][verify] Drops Java Edition: Bedrock Edition: Upon successful breeding, 1–7XP is dropped. Like other baby animals, killing a baby cat yields no items or experience. Appearance There are currently eleven variants of cats in the game: Cats wearing a collar are considered tamed. When a cat is initially tamed, the collar appears red by default. However, using one of the sixteen colored dyes on the cat by the owner of the cat changes its collar to the corresponding color. Despite sharing the same model, cats are smaller than ocelots. The cat variant Jellie was chosen by the community from three finalists of an online contest in 2018. Jellie was submitted to the Cat Contest by her owner GoodTimesWithScar. Jellie died in January 2024 at the age of 17. In the default resource pack, a texture file for a tamed gray tabby exists;[BE only] however, it is completely unused and cannot be spawned in-game. Behavior Cats are immune to fall damage, but they still avoid falling off cliffs high enough to normally cause fall damage. Creepers and phantoms avoid cats, even while pursuing a player, keeping a distance of 6 and 16 blocks away respectively from any cats. However, a creeper that has begun its detonation does not flee unless the player leaves its blast radius. Cats hiss at phantoms that are currently pursuing a player.[JE only] Cats can see players even if they have the Invisibility status effect. Baby cats have a faster movement rate but otherwise have the same behavior as adults. A stray cat is an untamed cat. Naturally spawned cats always spawn as stray cats. Unlike untamed wolves, stray cats may despawn naturally. They pursue and attack rabbits and baby turtles they see within 15 blocks. Similar to ocelots, they sneak and stalk their prey until they are within 4 blocks, then chase it down. Even though they spawn in villages, they don't necessarily remain there; instead, they explore. Stray cats sprint away from any player within 7 blocks, and actively try to avoid players within 16 blocks. However, they slowly approach a player holding raw cod or salmon within 10 blocks, allowing the player to feed and tame it (see § Taming below). If the player turns too quickly or stops holding the fish within 6 blocks, the cat flees and does not attempt to approach the player for a few seconds. Stray cats can be leashed. Unless commanded to sit (see § Taming below), tamed cats do not remain still for long and explore around the player. A cat not already sitting attempts to get on top of chests, the foot part of beds, or active furnaces at the cat's current Y-level within a 4-block-radius square horizontally. Once on top, it often assumes a sitting position without a command from the player. A cat also occasionally attempts to sit on these blocks if the blocks are at ground level. A chest with a cat sitting on top of it becomes unusable unless the cat is commanded to stand. Cats that sit on their own can be ordered to stand by commanding them to sit and then stand again, or they may get up if the player holds a raw fish nearby. The cat can also be brought down by removing the block or pushing it off. A cat does not sit on a block that is obstructed by another block above it. A cat can also be forcibly moved by attacking it, and while fleeing for some time, it sporadically sits and stands before finally staying put. Like other mobs, cats enter nearby boats and moving minecarts, trapping themselves. A cat in a boat will always appear standing, but still maintains its sitting/standing status it had when entering the boat, and can still be made to change between "standing" and "sitting" by pressing use on it, despite no visual change. A "sitting" cat released from a boat will then immediately re-assume a sitting position. Similar behavior exists for minecarts. Tamed cats, like stray cats, can be leashed. If a player is harmed by a hostile mob or a harming potion, but not by environmental damage, a cat sitting in proximity to the player stands, moves a few blocks from its sitting location, then resumes sitting. When the player sleeps, tamed cats move toward their owner and sleep near them. When the player wakes, their tamed cats also wake. There is a 70% chance for a tamed cat to give the player a gift after they wake up, but only if the player sleeps at night; if the player sleeps during a thunderstorm during the daytime, or if the tamed cat has been ordered to sit, the player receives no gift. The gift is a dropped item from the cat_morning_gift.json loot table: After a cat gives a gift, both the cat and the gift are located in the general area of the bed the player slept on, including on the other side of walls or floors. If a player has multiple standing tamed cats in the area, only the tamed cat that sleeps on the player may provide a gift. If all standing tamed cats in the area are prevented from reaching the player (i.e. trapped in minecarts or boats), then in Java Edition each cat has a 70% chance of providing a gift while in Bedrock Edition only one cat may give a gift. In Java Edition, in order for a standing tamed cat in a minecart or boat to drop a gift, it must be within a 10-block radius centered on the block above the head of the player's bed. Similar to tamed wolves, tamed cats teleport to their owner if they are more than 12 blocks away, except as listed below. It is possible for a tamed cat to teleport to an inaccessible location (e.g., under ice) and be injured or suffocate as a result. A cat does not teleport: Cat teleportation is completely silent. Stray cats can be tamed using raw cod or raw salmon (see Behavior for how to approach a cat). Each raw cod or raw salmon has a 1⁄3 chance of taming the cat. Once tamed, cats follow the player who tamed them. They do not despawn, no longer fear the player, and purr or meow frequently. Like wolves, and with the same limits, they can teleport to a player who moves 12 blocks away. The player can order a cat to sit or stand by pressing use on it. If the player is holding a raw cod or salmon when commanding a cat to sit or stand, the fish is given to the cat instead, causing it to enter love mode. Once in love mode, the player can command a cat to sit or stand while holding a fish. Cats also sit on certain things of their own accord (see § Tamed cat). Using a cat spawn egg on a tamed cat makes the baby automatically be tamed to the parent cat's owner. When tamed cats are fed a raw cod or salmon, they enter love mode. Breeding creates a baby cat, and the parents cannot breed again for 5 minutes. The baby has the coloring of and belongs to the owner of one of the parents. The color of a baby cat's collar is a mix of the colors of the parents' collars, if it is possible to mix them; otherwise, one of the parents' collars is randomly chosen. Two sitting cats are unable to breed, but a mobile cat can breed with a sitting cat, in which case the mobile cat's owner also owns the baby. Baby cats take 24000 ticks (20 minutes) to grow up, but the growth time can be accelerated using cod or salmon. Each use takes 10% off the remaining time to grow up. When breeding 2 cats of separate owners on a multiplayer server, the user who joined first automatically gets the baby.[verify] An injured tamed cat restores 2HP health when fed a raw cod or salmon by its owner. Unlike tamed wolves, a tamed cat's tail is not an indicator of its health. 15% of nearby baby zombies, husks, zombie villagers, drowned, or zombified piglins may ride an adult untamed cat to form a jockey. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Cats have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History Issues Issues relating to "Cat" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Notes References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Cat#Tuxedo] | [TOKENS: 2642] |
Cat Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Passive Animal 3HP against rabbits and baby turtles only Adult:Height: 0.7 blocksWidth: 0.6 blocks Baby:Height: 0.35 blocksWidth: 0.3 blocks 0.3 Raw CodRaw Salmon A cat is a passive mob found in villages and swamp huts. They can be tamed and used to repel creepers and phantoms. Contents Spawning In Java Edition, cats can spawn every 1200 ticks (1 minute). A random player is selected (including spectators) and a random location is chosen 8-32 blocks away from the player horizontally in both directions and at the same height. If that chosen block is less than 2 chunks from a village with fewer than 5 cats, or inside a swamp hut, then a cat can spawn. Untamed cats spawn in villages as long as there are at least five claimed beds within 48 blocks and at most four cats within a 97×17×97 box centered around the spawn position. Cats that spawn with the creation of a village do not despawn, however, any additional cats that spawn within a village may despawn. A village cat spawns with a random appearance, although black cats may spawn only during a full moon; which works in both Java Edition[verify] and Bedrock Edition, where 50% of cats are black. The spawning of cats in villages is a separate process from the natural spawning of passive mobs and thus is not affected by the Creature mob cap. In Bedrock Edition, 25% of cats spawn as babies. In Bedrock Edition, a village periodically spawns stray cats to fill a quota of 1 cat per 4 owned beds, up to a maximum of 5 cats for 20 or more owned beds. Only owned beds (those currently claimed by a villager) are counted for this purpose. All cats within the village boundaries are counted, including baby cats, cats that wander in from outside, and tamed cats owned by a player. If the number of cats found is short of the quota, the village tries to spawn one cat or baby cat within a volume of 17×13×17 blocks centered on the village center, similar to iron golems. One untamed black cat generates alongside a witch inside swamp huts upon world generation. This cat never despawns. Additional cats can spawn within the hut similarly to witches. In Java Edition, any other cats to spawn within the swamp hut (from spawn eggs and commands without cat type set) always spawn as black. A new cat does not spawn in a hut if there is already a cat within a 16×8×16 block volume.[Java Edition only][verify] Drops Java Edition: Bedrock Edition: Upon successful breeding, 1–7XP is dropped. Like other baby animals, killing a baby cat yields no items or experience. Appearance There are currently eleven variants of cats in the game: Cats wearing a collar are considered tamed. When a cat is initially tamed, the collar appears red by default. However, using one of the sixteen colored dyes on the cat by the owner of the cat changes its collar to the corresponding color. Despite sharing the same model, cats are smaller than ocelots. The cat variant Jellie was chosen by the community from three finalists of an online contest in 2018. Jellie was submitted to the Cat Contest by her owner GoodTimesWithScar. Jellie died in January 2024 at the age of 17. In the default resource pack, a texture file for a tamed gray tabby exists;[BE only] however, it is completely unused and cannot be spawned in-game. Behavior Cats are immune to fall damage, but they still avoid falling off cliffs high enough to normally cause fall damage. Creepers and phantoms avoid cats, even while pursuing a player, keeping a distance of 6 and 16 blocks away respectively from any cats. However, a creeper that has begun its detonation does not flee unless the player leaves its blast radius. Cats hiss at phantoms that are currently pursuing a player.[JE only] Cats can see players even if they have the Invisibility status effect. Baby cats have a faster movement rate but otherwise have the same behavior as adults. A stray cat is an untamed cat. Naturally spawned cats always spawn as stray cats. Unlike untamed wolves, stray cats may despawn naturally. They pursue and attack rabbits and baby turtles they see within 15 blocks. Similar to ocelots, they sneak and stalk their prey until they are within 4 blocks, then chase it down. Even though they spawn in villages, they don't necessarily remain there; instead, they explore. Stray cats sprint away from any player within 7 blocks, and actively try to avoid players within 16 blocks. However, they slowly approach a player holding raw cod or salmon within 10 blocks, allowing the player to feed and tame it (see § Taming below). If the player turns too quickly or stops holding the fish within 6 blocks, the cat flees and does not attempt to approach the player for a few seconds. Stray cats can be leashed. Unless commanded to sit (see § Taming below), tamed cats do not remain still for long and explore around the player. A cat not already sitting attempts to get on top of chests, the foot part of beds, or active furnaces at the cat's current Y-level within a 4-block-radius square horizontally. Once on top, it often assumes a sitting position without a command from the player. A cat also occasionally attempts to sit on these blocks if the blocks are at ground level. A chest with a cat sitting on top of it becomes unusable unless the cat is commanded to stand. Cats that sit on their own can be ordered to stand by commanding them to sit and then stand again, or they may get up if the player holds a raw fish nearby. The cat can also be brought down by removing the block or pushing it off. A cat does not sit on a block that is obstructed by another block above it. A cat can also be forcibly moved by attacking it, and while fleeing for some time, it sporadically sits and stands before finally staying put. Like other mobs, cats enter nearby boats and moving minecarts, trapping themselves. A cat in a boat will always appear standing, but still maintains its sitting/standing status it had when entering the boat, and can still be made to change between "standing" and "sitting" by pressing use on it, despite no visual change. A "sitting" cat released from a boat will then immediately re-assume a sitting position. Similar behavior exists for minecarts. Tamed cats, like stray cats, can be leashed. If a player is harmed by a hostile mob or a harming potion, but not by environmental damage, a cat sitting in proximity to the player stands, moves a few blocks from its sitting location, then resumes sitting. When the player sleeps, tamed cats move toward their owner and sleep near them. When the player wakes, their tamed cats also wake. There is a 70% chance for a tamed cat to give the player a gift after they wake up, but only if the player sleeps at night; if the player sleeps during a thunderstorm during the daytime, or if the tamed cat has been ordered to sit, the player receives no gift. The gift is a dropped item from the cat_morning_gift.json loot table: After a cat gives a gift, both the cat and the gift are located in the general area of the bed the player slept on, including on the other side of walls or floors. If a player has multiple standing tamed cats in the area, only the tamed cat that sleeps on the player may provide a gift. If all standing tamed cats in the area are prevented from reaching the player (i.e. trapped in minecarts or boats), then in Java Edition each cat has a 70% chance of providing a gift while in Bedrock Edition only one cat may give a gift. In Java Edition, in order for a standing tamed cat in a minecart or boat to drop a gift, it must be within a 10-block radius centered on the block above the head of the player's bed. Similar to tamed wolves, tamed cats teleport to their owner if they are more than 12 blocks away, except as listed below. It is possible for a tamed cat to teleport to an inaccessible location (e.g., under ice) and be injured or suffocate as a result. A cat does not teleport: Cat teleportation is completely silent. Stray cats can be tamed using raw cod or raw salmon (see Behavior for how to approach a cat). Each raw cod or raw salmon has a 1⁄3 chance of taming the cat. Once tamed, cats follow the player who tamed them. They do not despawn, no longer fear the player, and purr or meow frequently. Like wolves, and with the same limits, they can teleport to a player who moves 12 blocks away. The player can order a cat to sit or stand by pressing use on it. If the player is holding a raw cod or salmon when commanding a cat to sit or stand, the fish is given to the cat instead, causing it to enter love mode. Once in love mode, the player can command a cat to sit or stand while holding a fish. Cats also sit on certain things of their own accord (see § Tamed cat). Using a cat spawn egg on a tamed cat makes the baby automatically be tamed to the parent cat's owner. When tamed cats are fed a raw cod or salmon, they enter love mode. Breeding creates a baby cat, and the parents cannot breed again for 5 minutes. The baby has the coloring of and belongs to the owner of one of the parents. The color of a baby cat's collar is a mix of the colors of the parents' collars, if it is possible to mix them; otherwise, one of the parents' collars is randomly chosen. Two sitting cats are unable to breed, but a mobile cat can breed with a sitting cat, in which case the mobile cat's owner also owns the baby. Baby cats take 24000 ticks (20 minutes) to grow up, but the growth time can be accelerated using cod or salmon. Each use takes 10% off the remaining time to grow up. When breeding 2 cats of separate owners on a multiplayer server, the user who joined first automatically gets the baby.[verify] An injured tamed cat restores 2HP health when fed a raw cod or salmon by its owner. Unlike tamed wolves, a tamed cat's tail is not an indicator of its health. 15% of nearby baby zombies, husks, zombie villagers, drowned, or zombified piglins may ride an adult untamed cat to form a jockey. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Cats have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History Issues Issues relating to "Cat" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Notes References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Baby_British_Shorthair_Cat_JE1_BE1.png] | [TOKENS: 70] |
File:Baby British Shorthair Cat JE1 BE1.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 15 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Cat#British_Shorthair] | [TOKENS: 2642] |
Cat Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Passive Animal 3HP against rabbits and baby turtles only Adult:Height: 0.7 blocksWidth: 0.6 blocks Baby:Height: 0.35 blocksWidth: 0.3 blocks 0.3 Raw CodRaw Salmon A cat is a passive mob found in villages and swamp huts. They can be tamed and used to repel creepers and phantoms. Contents Spawning In Java Edition, cats can spawn every 1200 ticks (1 minute). A random player is selected (including spectators) and a random location is chosen 8-32 blocks away from the player horizontally in both directions and at the same height. If that chosen block is less than 2 chunks from a village with fewer than 5 cats, or inside a swamp hut, then a cat can spawn. Untamed cats spawn in villages as long as there are at least five claimed beds within 48 blocks and at most four cats within a 97×17×97 box centered around the spawn position. Cats that spawn with the creation of a village do not despawn, however, any additional cats that spawn within a village may despawn. A village cat spawns with a random appearance, although black cats may spawn only during a full moon; which works in both Java Edition[verify] and Bedrock Edition, where 50% of cats are black. The spawning of cats in villages is a separate process from the natural spawning of passive mobs and thus is not affected by the Creature mob cap. In Bedrock Edition, 25% of cats spawn as babies. In Bedrock Edition, a village periodically spawns stray cats to fill a quota of 1 cat per 4 owned beds, up to a maximum of 5 cats for 20 or more owned beds. Only owned beds (those currently claimed by a villager) are counted for this purpose. All cats within the village boundaries are counted, including baby cats, cats that wander in from outside, and tamed cats owned by a player. If the number of cats found is short of the quota, the village tries to spawn one cat or baby cat within a volume of 17×13×17 blocks centered on the village center, similar to iron golems. One untamed black cat generates alongside a witch inside swamp huts upon world generation. This cat never despawns. Additional cats can spawn within the hut similarly to witches. In Java Edition, any other cats to spawn within the swamp hut (from spawn eggs and commands without cat type set) always spawn as black. A new cat does not spawn in a hut if there is already a cat within a 16×8×16 block volume.[Java Edition only][verify] Drops Java Edition: Bedrock Edition: Upon successful breeding, 1–7XP is dropped. Like other baby animals, killing a baby cat yields no items or experience. Appearance There are currently eleven variants of cats in the game: Cats wearing a collar are considered tamed. When a cat is initially tamed, the collar appears red by default. However, using one of the sixteen colored dyes on the cat by the owner of the cat changes its collar to the corresponding color. Despite sharing the same model, cats are smaller than ocelots. The cat variant Jellie was chosen by the community from three finalists of an online contest in 2018. Jellie was submitted to the Cat Contest by her owner GoodTimesWithScar. Jellie died in January 2024 at the age of 17. In the default resource pack, a texture file for a tamed gray tabby exists;[BE only] however, it is completely unused and cannot be spawned in-game. Behavior Cats are immune to fall damage, but they still avoid falling off cliffs high enough to normally cause fall damage. Creepers and phantoms avoid cats, even while pursuing a player, keeping a distance of 6 and 16 blocks away respectively from any cats. However, a creeper that has begun its detonation does not flee unless the player leaves its blast radius. Cats hiss at phantoms that are currently pursuing a player.[JE only] Cats can see players even if they have the Invisibility status effect. Baby cats have a faster movement rate but otherwise have the same behavior as adults. A stray cat is an untamed cat. Naturally spawned cats always spawn as stray cats. Unlike untamed wolves, stray cats may despawn naturally. They pursue and attack rabbits and baby turtles they see within 15 blocks. Similar to ocelots, they sneak and stalk their prey until they are within 4 blocks, then chase it down. Even though they spawn in villages, they don't necessarily remain there; instead, they explore. Stray cats sprint away from any player within 7 blocks, and actively try to avoid players within 16 blocks. However, they slowly approach a player holding raw cod or salmon within 10 blocks, allowing the player to feed and tame it (see § Taming below). If the player turns too quickly or stops holding the fish within 6 blocks, the cat flees and does not attempt to approach the player for a few seconds. Stray cats can be leashed. Unless commanded to sit (see § Taming below), tamed cats do not remain still for long and explore around the player. A cat not already sitting attempts to get on top of chests, the foot part of beds, or active furnaces at the cat's current Y-level within a 4-block-radius square horizontally. Once on top, it often assumes a sitting position without a command from the player. A cat also occasionally attempts to sit on these blocks if the blocks are at ground level. A chest with a cat sitting on top of it becomes unusable unless the cat is commanded to stand. Cats that sit on their own can be ordered to stand by commanding them to sit and then stand again, or they may get up if the player holds a raw fish nearby. The cat can also be brought down by removing the block or pushing it off. A cat does not sit on a block that is obstructed by another block above it. A cat can also be forcibly moved by attacking it, and while fleeing for some time, it sporadically sits and stands before finally staying put. Like other mobs, cats enter nearby boats and moving minecarts, trapping themselves. A cat in a boat will always appear standing, but still maintains its sitting/standing status it had when entering the boat, and can still be made to change between "standing" and "sitting" by pressing use on it, despite no visual change. A "sitting" cat released from a boat will then immediately re-assume a sitting position. Similar behavior exists for minecarts. Tamed cats, like stray cats, can be leashed. If a player is harmed by a hostile mob or a harming potion, but not by environmental damage, a cat sitting in proximity to the player stands, moves a few blocks from its sitting location, then resumes sitting. When the player sleeps, tamed cats move toward their owner and sleep near them. When the player wakes, their tamed cats also wake. There is a 70% chance for a tamed cat to give the player a gift after they wake up, but only if the player sleeps at night; if the player sleeps during a thunderstorm during the daytime, or if the tamed cat has been ordered to sit, the player receives no gift. The gift is a dropped item from the cat_morning_gift.json loot table: After a cat gives a gift, both the cat and the gift are located in the general area of the bed the player slept on, including on the other side of walls or floors. If a player has multiple standing tamed cats in the area, only the tamed cat that sleeps on the player may provide a gift. If all standing tamed cats in the area are prevented from reaching the player (i.e. trapped in minecarts or boats), then in Java Edition each cat has a 70% chance of providing a gift while in Bedrock Edition only one cat may give a gift. In Java Edition, in order for a standing tamed cat in a minecart or boat to drop a gift, it must be within a 10-block radius centered on the block above the head of the player's bed. Similar to tamed wolves, tamed cats teleport to their owner if they are more than 12 blocks away, except as listed below. It is possible for a tamed cat to teleport to an inaccessible location (e.g., under ice) and be injured or suffocate as a result. A cat does not teleport: Cat teleportation is completely silent. Stray cats can be tamed using raw cod or raw salmon (see Behavior for how to approach a cat). Each raw cod or raw salmon has a 1⁄3 chance of taming the cat. Once tamed, cats follow the player who tamed them. They do not despawn, no longer fear the player, and purr or meow frequently. Like wolves, and with the same limits, they can teleport to a player who moves 12 blocks away. The player can order a cat to sit or stand by pressing use on it. If the player is holding a raw cod or salmon when commanding a cat to sit or stand, the fish is given to the cat instead, causing it to enter love mode. Once in love mode, the player can command a cat to sit or stand while holding a fish. Cats also sit on certain things of their own accord (see § Tamed cat). Using a cat spawn egg on a tamed cat makes the baby automatically be tamed to the parent cat's owner. When tamed cats are fed a raw cod or salmon, they enter love mode. Breeding creates a baby cat, and the parents cannot breed again for 5 minutes. The baby has the coloring of and belongs to the owner of one of the parents. The color of a baby cat's collar is a mix of the colors of the parents' collars, if it is possible to mix them; otherwise, one of the parents' collars is randomly chosen. Two sitting cats are unable to breed, but a mobile cat can breed with a sitting cat, in which case the mobile cat's owner also owns the baby. Baby cats take 24000 ticks (20 minutes) to grow up, but the growth time can be accelerated using cod or salmon. Each use takes 10% off the remaining time to grow up. When breeding 2 cats of separate owners on a multiplayer server, the user who joined first automatically gets the baby.[verify] An injured tamed cat restores 2HP health when fed a raw cod or salmon by its owner. Unlike tamed wolves, a tamed cat's tail is not an indicator of its health. 15% of nearby baby zombies, husks, zombie villagers, drowned, or zombified piglins may ride an adult untamed cat to form a jockey. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Cats have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History Issues Issues relating to "Cat" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Notes References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Cat#Calico] | [TOKENS: 2642] |
Cat Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Passive Animal 3HP against rabbits and baby turtles only Adult:Height: 0.7 blocksWidth: 0.6 blocks Baby:Height: 0.35 blocksWidth: 0.3 blocks 0.3 Raw CodRaw Salmon A cat is a passive mob found in villages and swamp huts. They can be tamed and used to repel creepers and phantoms. Contents Spawning In Java Edition, cats can spawn every 1200 ticks (1 minute). A random player is selected (including spectators) and a random location is chosen 8-32 blocks away from the player horizontally in both directions and at the same height. If that chosen block is less than 2 chunks from a village with fewer than 5 cats, or inside a swamp hut, then a cat can spawn. Untamed cats spawn in villages as long as there are at least five claimed beds within 48 blocks and at most four cats within a 97×17×97 box centered around the spawn position. Cats that spawn with the creation of a village do not despawn, however, any additional cats that spawn within a village may despawn. A village cat spawns with a random appearance, although black cats may spawn only during a full moon; which works in both Java Edition[verify] and Bedrock Edition, where 50% of cats are black. The spawning of cats in villages is a separate process from the natural spawning of passive mobs and thus is not affected by the Creature mob cap. In Bedrock Edition, 25% of cats spawn as babies. In Bedrock Edition, a village periodically spawns stray cats to fill a quota of 1 cat per 4 owned beds, up to a maximum of 5 cats for 20 or more owned beds. Only owned beds (those currently claimed by a villager) are counted for this purpose. All cats within the village boundaries are counted, including baby cats, cats that wander in from outside, and tamed cats owned by a player. If the number of cats found is short of the quota, the village tries to spawn one cat or baby cat within a volume of 17×13×17 blocks centered on the village center, similar to iron golems. One untamed black cat generates alongside a witch inside swamp huts upon world generation. This cat never despawns. Additional cats can spawn within the hut similarly to witches. In Java Edition, any other cats to spawn within the swamp hut (from spawn eggs and commands without cat type set) always spawn as black. A new cat does not spawn in a hut if there is already a cat within a 16×8×16 block volume.[Java Edition only][verify] Drops Java Edition: Bedrock Edition: Upon successful breeding, 1–7XP is dropped. Like other baby animals, killing a baby cat yields no items or experience. Appearance There are currently eleven variants of cats in the game: Cats wearing a collar are considered tamed. When a cat is initially tamed, the collar appears red by default. However, using one of the sixteen colored dyes on the cat by the owner of the cat changes its collar to the corresponding color. Despite sharing the same model, cats are smaller than ocelots. The cat variant Jellie was chosen by the community from three finalists of an online contest in 2018. Jellie was submitted to the Cat Contest by her owner GoodTimesWithScar. Jellie died in January 2024 at the age of 17. In the default resource pack, a texture file for a tamed gray tabby exists;[BE only] however, it is completely unused and cannot be spawned in-game. Behavior Cats are immune to fall damage, but they still avoid falling off cliffs high enough to normally cause fall damage. Creepers and phantoms avoid cats, even while pursuing a player, keeping a distance of 6 and 16 blocks away respectively from any cats. However, a creeper that has begun its detonation does not flee unless the player leaves its blast radius. Cats hiss at phantoms that are currently pursuing a player.[JE only] Cats can see players even if they have the Invisibility status effect. Baby cats have a faster movement rate but otherwise have the same behavior as adults. A stray cat is an untamed cat. Naturally spawned cats always spawn as stray cats. Unlike untamed wolves, stray cats may despawn naturally. They pursue and attack rabbits and baby turtles they see within 15 blocks. Similar to ocelots, they sneak and stalk their prey until they are within 4 blocks, then chase it down. Even though they spawn in villages, they don't necessarily remain there; instead, they explore. Stray cats sprint away from any player within 7 blocks, and actively try to avoid players within 16 blocks. However, they slowly approach a player holding raw cod or salmon within 10 blocks, allowing the player to feed and tame it (see § Taming below). If the player turns too quickly or stops holding the fish within 6 blocks, the cat flees and does not attempt to approach the player for a few seconds. Stray cats can be leashed. Unless commanded to sit (see § Taming below), tamed cats do not remain still for long and explore around the player. A cat not already sitting attempts to get on top of chests, the foot part of beds, or active furnaces at the cat's current Y-level within a 4-block-radius square horizontally. Once on top, it often assumes a sitting position without a command from the player. A cat also occasionally attempts to sit on these blocks if the blocks are at ground level. A chest with a cat sitting on top of it becomes unusable unless the cat is commanded to stand. Cats that sit on their own can be ordered to stand by commanding them to sit and then stand again, or they may get up if the player holds a raw fish nearby. The cat can also be brought down by removing the block or pushing it off. A cat does not sit on a block that is obstructed by another block above it. A cat can also be forcibly moved by attacking it, and while fleeing for some time, it sporadically sits and stands before finally staying put. Like other mobs, cats enter nearby boats and moving minecarts, trapping themselves. A cat in a boat will always appear standing, but still maintains its sitting/standing status it had when entering the boat, and can still be made to change between "standing" and "sitting" by pressing use on it, despite no visual change. A "sitting" cat released from a boat will then immediately re-assume a sitting position. Similar behavior exists for minecarts. Tamed cats, like stray cats, can be leashed. If a player is harmed by a hostile mob or a harming potion, but not by environmental damage, a cat sitting in proximity to the player stands, moves a few blocks from its sitting location, then resumes sitting. When the player sleeps, tamed cats move toward their owner and sleep near them. When the player wakes, their tamed cats also wake. There is a 70% chance for a tamed cat to give the player a gift after they wake up, but only if the player sleeps at night; if the player sleeps during a thunderstorm during the daytime, or if the tamed cat has been ordered to sit, the player receives no gift. The gift is a dropped item from the cat_morning_gift.json loot table: After a cat gives a gift, both the cat and the gift are located in the general area of the bed the player slept on, including on the other side of walls or floors. If a player has multiple standing tamed cats in the area, only the tamed cat that sleeps on the player may provide a gift. If all standing tamed cats in the area are prevented from reaching the player (i.e. trapped in minecarts or boats), then in Java Edition each cat has a 70% chance of providing a gift while in Bedrock Edition only one cat may give a gift. In Java Edition, in order for a standing tamed cat in a minecart or boat to drop a gift, it must be within a 10-block radius centered on the block above the head of the player's bed. Similar to tamed wolves, tamed cats teleport to their owner if they are more than 12 blocks away, except as listed below. It is possible for a tamed cat to teleport to an inaccessible location (e.g., under ice) and be injured or suffocate as a result. A cat does not teleport: Cat teleportation is completely silent. Stray cats can be tamed using raw cod or raw salmon (see Behavior for how to approach a cat). Each raw cod or raw salmon has a 1⁄3 chance of taming the cat. Once tamed, cats follow the player who tamed them. They do not despawn, no longer fear the player, and purr or meow frequently. Like wolves, and with the same limits, they can teleport to a player who moves 12 blocks away. The player can order a cat to sit or stand by pressing use on it. If the player is holding a raw cod or salmon when commanding a cat to sit or stand, the fish is given to the cat instead, causing it to enter love mode. Once in love mode, the player can command a cat to sit or stand while holding a fish. Cats also sit on certain things of their own accord (see § Tamed cat). Using a cat spawn egg on a tamed cat makes the baby automatically be tamed to the parent cat's owner. When tamed cats are fed a raw cod or salmon, they enter love mode. Breeding creates a baby cat, and the parents cannot breed again for 5 minutes. The baby has the coloring of and belongs to the owner of one of the parents. The color of a baby cat's collar is a mix of the colors of the parents' collars, if it is possible to mix them; otherwise, one of the parents' collars is randomly chosen. Two sitting cats are unable to breed, but a mobile cat can breed with a sitting cat, in which case the mobile cat's owner also owns the baby. Baby cats take 24000 ticks (20 minutes) to grow up, but the growth time can be accelerated using cod or salmon. Each use takes 10% off the remaining time to grow up. When breeding 2 cats of separate owners on a multiplayer server, the user who joined first automatically gets the baby.[verify] An injured tamed cat restores 2HP health when fed a raw cod or salmon by its owner. Unlike tamed wolves, a tamed cat's tail is not an indicator of its health. 15% of nearby baby zombies, husks, zombie villagers, drowned, or zombified piglins may ride an adult untamed cat to form a jockey. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Cats have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History Issues Issues relating to "Cat" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Notes References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Baby_White_Cat_JE1_BE1.png] | [TOKENS: 67] |
File:Baby White Cat JE1 BE1.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 15 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Cat#White] | [TOKENS: 2642] |
Cat Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Kitten[upcoming First Drop 2026] Adult Kitten[until First Drop 2026] Passive Animal 3HP against rabbits and baby turtles only Adult:Height: 0.7 blocksWidth: 0.6 blocks Baby:Height: 0.35 blocksWidth: 0.3 blocks 0.3 Raw CodRaw Salmon A cat is a passive mob found in villages and swamp huts. They can be tamed and used to repel creepers and phantoms. Contents Spawning In Java Edition, cats can spawn every 1200 ticks (1 minute). A random player is selected (including spectators) and a random location is chosen 8-32 blocks away from the player horizontally in both directions and at the same height. If that chosen block is less than 2 chunks from a village with fewer than 5 cats, or inside a swamp hut, then a cat can spawn. Untamed cats spawn in villages as long as there are at least five claimed beds within 48 blocks and at most four cats within a 97×17×97 box centered around the spawn position. Cats that spawn with the creation of a village do not despawn, however, any additional cats that spawn within a village may despawn. A village cat spawns with a random appearance, although black cats may spawn only during a full moon; which works in both Java Edition[verify] and Bedrock Edition, where 50% of cats are black. The spawning of cats in villages is a separate process from the natural spawning of passive mobs and thus is not affected by the Creature mob cap. In Bedrock Edition, 25% of cats spawn as babies. In Bedrock Edition, a village periodically spawns stray cats to fill a quota of 1 cat per 4 owned beds, up to a maximum of 5 cats for 20 or more owned beds. Only owned beds (those currently claimed by a villager) are counted for this purpose. All cats within the village boundaries are counted, including baby cats, cats that wander in from outside, and tamed cats owned by a player. If the number of cats found is short of the quota, the village tries to spawn one cat or baby cat within a volume of 17×13×17 blocks centered on the village center, similar to iron golems. One untamed black cat generates alongside a witch inside swamp huts upon world generation. This cat never despawns. Additional cats can spawn within the hut similarly to witches. In Java Edition, any other cats to spawn within the swamp hut (from spawn eggs and commands without cat type set) always spawn as black. A new cat does not spawn in a hut if there is already a cat within a 16×8×16 block volume.[Java Edition only][verify] Drops Java Edition: Bedrock Edition: Upon successful breeding, 1–7XP is dropped. Like other baby animals, killing a baby cat yields no items or experience. Appearance There are currently eleven variants of cats in the game: Cats wearing a collar are considered tamed. When a cat is initially tamed, the collar appears red by default. However, using one of the sixteen colored dyes on the cat by the owner of the cat changes its collar to the corresponding color. Despite sharing the same model, cats are smaller than ocelots. The cat variant Jellie was chosen by the community from three finalists of an online contest in 2018. Jellie was submitted to the Cat Contest by her owner GoodTimesWithScar. Jellie died in January 2024 at the age of 17. In the default resource pack, a texture file for a tamed gray tabby exists;[BE only] however, it is completely unused and cannot be spawned in-game. Behavior Cats are immune to fall damage, but they still avoid falling off cliffs high enough to normally cause fall damage. Creepers and phantoms avoid cats, even while pursuing a player, keeping a distance of 6 and 16 blocks away respectively from any cats. However, a creeper that has begun its detonation does not flee unless the player leaves its blast radius. Cats hiss at phantoms that are currently pursuing a player.[JE only] Cats can see players even if they have the Invisibility status effect. Baby cats have a faster movement rate but otherwise have the same behavior as adults. A stray cat is an untamed cat. Naturally spawned cats always spawn as stray cats. Unlike untamed wolves, stray cats may despawn naturally. They pursue and attack rabbits and baby turtles they see within 15 blocks. Similar to ocelots, they sneak and stalk their prey until they are within 4 blocks, then chase it down. Even though they spawn in villages, they don't necessarily remain there; instead, they explore. Stray cats sprint away from any player within 7 blocks, and actively try to avoid players within 16 blocks. However, they slowly approach a player holding raw cod or salmon within 10 blocks, allowing the player to feed and tame it (see § Taming below). If the player turns too quickly or stops holding the fish within 6 blocks, the cat flees and does not attempt to approach the player for a few seconds. Stray cats can be leashed. Unless commanded to sit (see § Taming below), tamed cats do not remain still for long and explore around the player. A cat not already sitting attempts to get on top of chests, the foot part of beds, or active furnaces at the cat's current Y-level within a 4-block-radius square horizontally. Once on top, it often assumes a sitting position without a command from the player. A cat also occasionally attempts to sit on these blocks if the blocks are at ground level. A chest with a cat sitting on top of it becomes unusable unless the cat is commanded to stand. Cats that sit on their own can be ordered to stand by commanding them to sit and then stand again, or they may get up if the player holds a raw fish nearby. The cat can also be brought down by removing the block or pushing it off. A cat does not sit on a block that is obstructed by another block above it. A cat can also be forcibly moved by attacking it, and while fleeing for some time, it sporadically sits and stands before finally staying put. Like other mobs, cats enter nearby boats and moving minecarts, trapping themselves. A cat in a boat will always appear standing, but still maintains its sitting/standing status it had when entering the boat, and can still be made to change between "standing" and "sitting" by pressing use on it, despite no visual change. A "sitting" cat released from a boat will then immediately re-assume a sitting position. Similar behavior exists for minecarts. Tamed cats, like stray cats, can be leashed. If a player is harmed by a hostile mob or a harming potion, but not by environmental damage, a cat sitting in proximity to the player stands, moves a few blocks from its sitting location, then resumes sitting. When the player sleeps, tamed cats move toward their owner and sleep near them. When the player wakes, their tamed cats also wake. There is a 70% chance for a tamed cat to give the player a gift after they wake up, but only if the player sleeps at night; if the player sleeps during a thunderstorm during the daytime, or if the tamed cat has been ordered to sit, the player receives no gift. The gift is a dropped item from the cat_morning_gift.json loot table: After a cat gives a gift, both the cat and the gift are located in the general area of the bed the player slept on, including on the other side of walls or floors. If a player has multiple standing tamed cats in the area, only the tamed cat that sleeps on the player may provide a gift. If all standing tamed cats in the area are prevented from reaching the player (i.e. trapped in minecarts or boats), then in Java Edition each cat has a 70% chance of providing a gift while in Bedrock Edition only one cat may give a gift. In Java Edition, in order for a standing tamed cat in a minecart or boat to drop a gift, it must be within a 10-block radius centered on the block above the head of the player's bed. Similar to tamed wolves, tamed cats teleport to their owner if they are more than 12 blocks away, except as listed below. It is possible for a tamed cat to teleport to an inaccessible location (e.g., under ice) and be injured or suffocate as a result. A cat does not teleport: Cat teleportation is completely silent. Stray cats can be tamed using raw cod or raw salmon (see Behavior for how to approach a cat). Each raw cod or raw salmon has a 1⁄3 chance of taming the cat. Once tamed, cats follow the player who tamed them. They do not despawn, no longer fear the player, and purr or meow frequently. Like wolves, and with the same limits, they can teleport to a player who moves 12 blocks away. The player can order a cat to sit or stand by pressing use on it. If the player is holding a raw cod or salmon when commanding a cat to sit or stand, the fish is given to the cat instead, causing it to enter love mode. Once in love mode, the player can command a cat to sit or stand while holding a fish. Cats also sit on certain things of their own accord (see § Tamed cat). Using a cat spawn egg on a tamed cat makes the baby automatically be tamed to the parent cat's owner. When tamed cats are fed a raw cod or salmon, they enter love mode. Breeding creates a baby cat, and the parents cannot breed again for 5 minutes. The baby has the coloring of and belongs to the owner of one of the parents. The color of a baby cat's collar is a mix of the colors of the parents' collars, if it is possible to mix them; otherwise, one of the parents' collars is randomly chosen. Two sitting cats are unable to breed, but a mobile cat can breed with a sitting cat, in which case the mobile cat's owner also owns the baby. Baby cats take 24000 ticks (20 minutes) to grow up, but the growth time can be accelerated using cod or salmon. Each use takes 10% off the remaining time to grow up. When breeding 2 cats of separate owners on a multiplayer server, the user who joined first automatically gets the baby.[verify] An injured tamed cat restores 2HP health when fed a raw cod or salmon by its owner. Unlike tamed wolves, a tamed cat's tail is not an indicator of its health. 15% of nearby baby zombies, husks, zombie villagers, drowned, or zombified piglins may ride an adult untamed cat to form a jockey. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Cats have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History Issues Issues relating to "Cat" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Notes References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Chicken#Temperate] | [TOKENS: 1564] |
Chicken Adult Chick[until First Drop 2026] Chick[upcoming First Drop 2026] Adult Chick[until First Drop 2026] Chick[upcoming First Drop 2026] Adult Chick[until First Drop 2026] Chick[upcoming First Drop 2026] 4HP Passive Animal In Java Edition: Adult:Height: 0.7 blocksWidth: 0.4 blocks Baby:Height: 0.35 blocksWidth: 0.2 blocks In Bedrock Edition: Adult:Height: 0.8 blocksWidth: 0.6 blocks Baby:Height: 0.4 blocksWidth: 0.3 blocks 0.25 A chicken is a passive mob found in most grassy biomes, and the main source of raw chicken, feathers and eggs. They have three variants based on the temperature of the biome they spawn in. Contents Spawning Chickens spawn naturally in the Overworld in most grassy biomes except snowy plains, meadows, cherry groves, mangrove swamps, and pale gardens. Each chicken has a 5% chance of spawning as a baby. In Java Edition, chickens spawn in groups of 4 on grass blocks in any light level. Individual chickens rarely may spawn after world generation. In Bedrock Edition, chickens spawn in groups of 2-4 on grass blocks in a light level of 7 and more. Individuals regularly spawn after world generation. In Java Edition, chickens are more common in sparse jungles. In Java Edition, chickens may be found in the Nether when a baby zombified piglin spawns as a chicken jockey. This can also happen with every other baby variant of the zombie. Chickens have 3 variants: temperate, cold, and warm. The variant is determined by the biome the chicken spawns in. If a chicken is spawned via spawn egg, command or jockey in any biome not listed, a temperate chicken is spawned. All baby zombie variants and baby zombified piglins have a 5% chance to check for an existing chicken within a 10×6×10 box centered on the baby's spawn location and spawn riding one of those chickens if there are any. If it fails that 5% chance, there is an additional 5% chance of the baby zombie spawning mounted on a new adult chicken. If a jockey spawns riding a new chicken, the variant of the chicken depends on the biome it spawns in. Because a baby zombie occurs from 5% of zombie spawns, the chicken jockey spawns consist of 0.2375% of all zombie spawns in a chicken-free environment; if chickens are present, the chance increases to 0.4875%. A chicken jockey can also be spawned by using the following command: /summon minecraft:chicken ~ ~ ~ {IsChickenJockey:1b,Passengers:[{id:"minecraft:zombie",IsBaby:1b}]} Chicken jockeys may spawn with items equipped. Baby zombified piglin versions of the chicken jockey always wield a golden sword. Harming or killing the chicken does not cause the zombified piglin to attack. Baby zombie jockeys do not spawn riding chickens, but check for nearby adult chickens to mount prior to attacking a player, wandering trader, adult villager, snow golem, or iron golem. Drops Adult chickens that were not part of chicken jockeys lay an egg every five to ten minutes. 1–7XP experience orbs upon a successful breeding. Java Edition: Bedrock Edition: 1–3XP experience orbs are dropped when a chicken is killed by a player or tamed wolf or 10XP if it was part of a chicken jockey[JE only]. Killing a chick yields no items or experience. Killing a zombie riding a chicken will result in the music disc "Lava Chicken" dropping. Behavior A chicken normally wanders aimlessly when idle. Sometimes they remain in a small area, even if it's just a 1 block space. They follow players holding various seeds within a 6×4×6 cubic area. Chicks follow adult chickens. Chickens avoid falling off cliffs (>3.5 blocks). They flap their wings when they are in midair and fall slowly, thus chickens are immune to fall damage. Chickens can be attached to leads. When harmed, chickens flee around for a few seconds. Unlike other mobs, chickens attempt to jump up to climb stairs instead of climbing them normally. Ocelots and foxes pursue and attack chickens. While chickens do flee when attacked, they otherwise make no attempt to avoid foxes. While in a loaded chunk, an adult chicken lays an egg every five to ten minutes (6000–12000 ticks), unless it is, or was, a part of a chicken jockey. If the player is close enough to a chicken when it lays an egg, a pop sound is heard. Chickens can stay underwater for 15 seconds or can swim, visibly flapping their wings and staying on the water surface. While swimming, a chicken needs only one block of air above its head. Chickens follow players holding wheat seeds, beetroot seeds, melon seeds, pumpkin seeds, torchflower seeds, or pitcher pods but stop following when separated from the player by at least 10 blocks[Java Edition only] / 16 blocks[Bedrock Edition only]. Additionally, chicks follow adults. A player can breed chickens by using seeds. After breeding, a chick spawns and 1–7 experience is generated. The parents cannot be bred again for 5 minutes. The variant of the offspring is inherited from one of the parents and does not depend on the biome they are bred in. Chicks take 24000 ticks (20 minutes) to grow up, but the growth time can be accelerated using seeds. Each use takes 10% off the remaining time to grow up. A chick fed a seed once per second grows up in approximately 48 seconds using 47 seeds. Chicks are smaller than a half-block and can unwillingly pass through openings smaller than a full block, but do not walk through half-block-tall spaces. A chick riding a minecart cannot be hit because it is completely inside the minecart's hitbox. Chickens are the only Overworld mob that can repopulate without breeding. Adult chickens lay eggs every 5-10 minutes and an egg thrown at the ground by a player or a dispenser has a 1⁄8 chance of spawning a chick. If a chick spawns from a thrown egg, there is a further 1⁄32 chance to spawn three extra chicks, or 1⁄256 overall. It is theoretically possible for a stack of 16 eggs to yield 64 chickens if all spawn chances succeed for all eggs. Different variants of chickens lay different types of eggs: If the player throws an egg at a glass pane, the chick can spawn on the far side of the pane. Sounds Java Edition: Bedrock Edition: Java Edition: Java Edition: Data values Java Edition: Bedrock Edition: Chickens have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Java Edition: Chicken variants can be configured using JSON files within a data pack in the path data/<namespace>/chicken_variant. Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: Videos History Issues Issues relating to "Chicken" 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/Chicken#Warm] | [TOKENS: 1564] |
Chicken Adult Chick[until First Drop 2026] Chick[upcoming First Drop 2026] Adult Chick[until First Drop 2026] Chick[upcoming First Drop 2026] Adult Chick[until First Drop 2026] Chick[upcoming First Drop 2026] 4HP Passive Animal In Java Edition: Adult:Height: 0.7 blocksWidth: 0.4 blocks Baby:Height: 0.35 blocksWidth: 0.2 blocks In Bedrock Edition: Adult:Height: 0.8 blocksWidth: 0.6 blocks Baby:Height: 0.4 blocksWidth: 0.3 blocks 0.25 A chicken is a passive mob found in most grassy biomes, and the main source of raw chicken, feathers and eggs. They have three variants based on the temperature of the biome they spawn in. Contents Spawning Chickens spawn naturally in the Overworld in most grassy biomes except snowy plains, meadows, cherry groves, mangrove swamps, and pale gardens. Each chicken has a 5% chance of spawning as a baby. In Java Edition, chickens spawn in groups of 4 on grass blocks in any light level. Individual chickens rarely may spawn after world generation. In Bedrock Edition, chickens spawn in groups of 2-4 on grass blocks in a light level of 7 and more. Individuals regularly spawn after world generation. In Java Edition, chickens are more common in sparse jungles. In Java Edition, chickens may be found in the Nether when a baby zombified piglin spawns as a chicken jockey. This can also happen with every other baby variant of the zombie. Chickens have 3 variants: temperate, cold, and warm. The variant is determined by the biome the chicken spawns in. If a chicken is spawned via spawn egg, command or jockey in any biome not listed, a temperate chicken is spawned. All baby zombie variants and baby zombified piglins have a 5% chance to check for an existing chicken within a 10×6×10 box centered on the baby's spawn location and spawn riding one of those chickens if there are any. If it fails that 5% chance, there is an additional 5% chance of the baby zombie spawning mounted on a new adult chicken. If a jockey spawns riding a new chicken, the variant of the chicken depends on the biome it spawns in. Because a baby zombie occurs from 5% of zombie spawns, the chicken jockey spawns consist of 0.2375% of all zombie spawns in a chicken-free environment; if chickens are present, the chance increases to 0.4875%. A chicken jockey can also be spawned by using the following command: /summon minecraft:chicken ~ ~ ~ {IsChickenJockey:1b,Passengers:[{id:"minecraft:zombie",IsBaby:1b}]} Chicken jockeys may spawn with items equipped. Baby zombified piglin versions of the chicken jockey always wield a golden sword. Harming or killing the chicken does not cause the zombified piglin to attack. Baby zombie jockeys do not spawn riding chickens, but check for nearby adult chickens to mount prior to attacking a player, wandering trader, adult villager, snow golem, or iron golem. Drops Adult chickens that were not part of chicken jockeys lay an egg every five to ten minutes. 1–7XP experience orbs upon a successful breeding. Java Edition: Bedrock Edition: 1–3XP experience orbs are dropped when a chicken is killed by a player or tamed wolf or 10XP if it was part of a chicken jockey[JE only]. Killing a chick yields no items or experience. Killing a zombie riding a chicken will result in the music disc "Lava Chicken" dropping. Behavior A chicken normally wanders aimlessly when idle. Sometimes they remain in a small area, even if it's just a 1 block space. They follow players holding various seeds within a 6×4×6 cubic area. Chicks follow adult chickens. Chickens avoid falling off cliffs (>3.5 blocks). They flap their wings when they are in midair and fall slowly, thus chickens are immune to fall damage. Chickens can be attached to leads. When harmed, chickens flee around for a few seconds. Unlike other mobs, chickens attempt to jump up to climb stairs instead of climbing them normally. Ocelots and foxes pursue and attack chickens. While chickens do flee when attacked, they otherwise make no attempt to avoid foxes. While in a loaded chunk, an adult chicken lays an egg every five to ten minutes (6000–12000 ticks), unless it is, or was, a part of a chicken jockey. If the player is close enough to a chicken when it lays an egg, a pop sound is heard. Chickens can stay underwater for 15 seconds or can swim, visibly flapping their wings and staying on the water surface. While swimming, a chicken needs only one block of air above its head. Chickens follow players holding wheat seeds, beetroot seeds, melon seeds, pumpkin seeds, torchflower seeds, or pitcher pods but stop following when separated from the player by at least 10 blocks[Java Edition only] / 16 blocks[Bedrock Edition only]. Additionally, chicks follow adults. A player can breed chickens by using seeds. After breeding, a chick spawns and 1–7 experience is generated. The parents cannot be bred again for 5 minutes. The variant of the offspring is inherited from one of the parents and does not depend on the biome they are bred in. Chicks take 24000 ticks (20 minutes) to grow up, but the growth time can be accelerated using seeds. Each use takes 10% off the remaining time to grow up. A chick fed a seed once per second grows up in approximately 48 seconds using 47 seeds. Chicks are smaller than a half-block and can unwillingly pass through openings smaller than a full block, but do not walk through half-block-tall spaces. A chick riding a minecart cannot be hit because it is completely inside the minecart's hitbox. Chickens are the only Overworld mob that can repopulate without breeding. Adult chickens lay eggs every 5-10 minutes and an egg thrown at the ground by a player or a dispenser has a 1⁄8 chance of spawning a chick. If a chick spawns from a thrown egg, there is a further 1⁄32 chance to spawn three extra chicks, or 1⁄256 overall. It is theoretically possible for a stack of 16 eggs to yield 64 chickens if all spawn chances succeed for all eggs. Different variants of chickens lay different types of eggs: If the player throws an egg at a glass pane, the chick can spawn on the far side of the pane. Sounds Java Edition: Bedrock Edition: Java Edition: Java Edition: Data values Java Edition: Bedrock Edition: Chickens have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Java Edition: Chicken variants can be configured using JSON files within a data pack in the path data/<namespace>/chicken_variant. Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: Videos History Issues Issues relating to "Chicken" 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/Cow#Cold] | [TOKENS: 869] |
Cow Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] 10HP Passive Animal In Java Edition: Adult:Height: 1.4 blocksWidth: 0.9 blocks Baby:Height: 0.7 blocksWidth: 0.45 blocks In Bedrock Edition:[until 26.0] Adult:Height: 1.3 blocksWidth: 0.9 blocks Baby:Height: 0.65 blocksWidth: 0.45 blocks 0.2 A cow is a passive mob found in most grassy biomes and are a source of leather, beef, and milk. They have three variants based on the temperature of the biome they spawn in. Contents Spawning Cows spawn naturally in the Overworld in most grassy biomes except for snowy plains, meadows, cherry groves, mangrove swamps, and pale gardens. They spawn in small herds, with a set spawn rate for each biome. Cows also require a well-lit grass block to spawn on and at least two blocks of space above it. In Java Edition, herds of four cows spawn on grass blocks. Individual cows rarely may spawn after world generation. In Bedrock Edition, herds of 2–3 cows spawn on grass blocks. Individuals regularly spawn on grass after world generation. Cows sometimes spawn inside animal pens, stables, and butcher house backyards in villages upon world generation. Using shears on a mooshroom converts it into a cow. Cows have 3 variants; temperate, cold, and warm. The variant is determined by the biome the cow spawns in. If a cow is spawned via spawn egg or command in any biome not listed, it spawns as a temperate cow. Drops 1–7XP experience orbs upon a successful breeding. An adult cow drops: Java Edition: Bedrock Edition: Killing a baby cow yields no items nor experience. An adult cow can be milked by using a bucket on it, yielding a milk bucket. Behavior A cow moos and huffs occasionally while wandering aimlessly, but tends to stay in well lit and grassy places. They avoid water unless following a player and always avoid rails and falls that cause damage. If harmed, the cow flees for a few seconds. Cows follow players holding wheat within a six block radius. Cows follow players holding wheat but stop following when separated from the player by at least 10[Java Edition only] or 16[Bedrock Edition only] blocks. Additionally, baby cows follow adults. A player can breed cows by using wheat. After breeding, a baby cow spawns and 1–7 experience is generated. The parents cannot be bred again for 5 minutes. The variant of the offspring is inherited from one of the parents and does not depend on the biome they are bred in. Baby cows take 24000 ticks (20 minutes) to grow up, but the growth time can be accelerated using wheat. Each use takes 10% off the remaining time to grow up. It moves to another adult cow if it is separated from its parent by more than 24 blocks. Baby cows prefer to follow adult cows instead of players holding wheat. If a baby cow is fed a golden dandelion, its growth freezes and resets to to 24000 ticks (20 minutes). Feeding the baby cow another one resumes the growth. 15% of nearby baby zombies, husks, zombie villagers, drowned, or zombified piglins may ride an adult cow to form a jockey. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Cows have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History Issues Issues relating to "Cow" 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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